1 /*
2 * Context and render target management in wined3d
3 *
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2002-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2006, 2008 Henri Verbeet
9 * Copyright 2007-2011, 2013 Stefan Dösinger for CodeWeavers
10 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
11 *
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
16 *
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
21 *
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 */
26
27 #include "config.h"
28 #include "wine/port.h"
29
30 #include <stdio.h>
31 #ifdef HAVE_FLOAT_H
32 # include <float.h>
33 #endif
34
35 #include "wined3d_private.h"
36
37 #ifdef __REACTOS__
38 #include <reactos/undocuser.h>
39 #endif
40
41 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
42 WINE_DECLARE_DEBUG_CHANNEL(d3d_perf);
43 WINE_DECLARE_DEBUG_CHANNEL(d3d_synchronous);
44
45 #define WINED3D_MAX_FBO_ENTRIES 64
46 #define WINED3D_ALL_LAYERS (~0u)
47
48 static DWORD wined3d_context_tls_idx;
49
50 /* FBO helper functions */
51
52 /* Context activation is done by the caller. */
context_bind_fbo(struct wined3d_context * context,GLenum target,GLuint fbo)53 static void context_bind_fbo(struct wined3d_context *context, GLenum target, GLuint fbo)
54 {
55 const struct wined3d_gl_info *gl_info = context->gl_info;
56
57 switch (target)
58 {
59 case GL_READ_FRAMEBUFFER:
60 if (context->fbo_read_binding == fbo) return;
61 context->fbo_read_binding = fbo;
62 break;
63
64 case GL_DRAW_FRAMEBUFFER:
65 if (context->fbo_draw_binding == fbo) return;
66 context->fbo_draw_binding = fbo;
67 break;
68
69 case GL_FRAMEBUFFER:
70 if (context->fbo_read_binding == fbo
71 && context->fbo_draw_binding == fbo) return;
72 context->fbo_read_binding = fbo;
73 context->fbo_draw_binding = fbo;
74 break;
75
76 default:
77 FIXME("Unhandled target %#x.\n", target);
78 break;
79 }
80
81 gl_info->fbo_ops.glBindFramebuffer(target, fbo);
82 checkGLcall("glBindFramebuffer()");
83 }
84
85 /* Context activation is done by the caller. */
context_clean_fbo_attachments(const struct wined3d_gl_info * gl_info,GLenum target)86 static void context_clean_fbo_attachments(const struct wined3d_gl_info *gl_info, GLenum target)
87 {
88 unsigned int i;
89
90 for (i = 0; i < gl_info->limits.buffers; ++i)
91 {
92 gl_info->fbo_ops.glFramebufferTexture2D(target, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, 0, 0);
93 checkGLcall("glFramebufferTexture2D()");
94 }
95 gl_info->fbo_ops.glFramebufferTexture2D(target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
96 checkGLcall("glFramebufferTexture2D()");
97
98 gl_info->fbo_ops.glFramebufferTexture2D(target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
99 checkGLcall("glFramebufferTexture2D()");
100 }
101
102 /* Context activation is done by the caller. */
context_destroy_fbo(struct wined3d_context * context,GLuint fbo)103 static void context_destroy_fbo(struct wined3d_context *context, GLuint fbo)
104 {
105 const struct wined3d_gl_info *gl_info = context->gl_info;
106
107 context_bind_fbo(context, GL_FRAMEBUFFER, fbo);
108 context_clean_fbo_attachments(gl_info, GL_FRAMEBUFFER);
109 context_bind_fbo(context, GL_FRAMEBUFFER, 0);
110
111 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
112 checkGLcall("glDeleteFramebuffers()");
113 }
114
context_attach_depth_stencil_rb(const struct wined3d_gl_info * gl_info,GLenum fbo_target,DWORD flags,GLuint rb)115 static void context_attach_depth_stencil_rb(const struct wined3d_gl_info *gl_info,
116 GLenum fbo_target, DWORD flags, GLuint rb)
117 {
118 if (flags & WINED3D_FBO_ENTRY_FLAG_DEPTH)
119 {
120 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rb);
121 checkGLcall("glFramebufferRenderbuffer()");
122 }
123
124 if (flags & WINED3D_FBO_ENTRY_FLAG_STENCIL)
125 {
126 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb);
127 checkGLcall("glFramebufferRenderbuffer()");
128 }
129 }
130
context_attach_gl_texture_fbo(struct wined3d_context * context,GLenum fbo_target,GLenum attachment,const struct wined3d_fbo_resource * resource)131 static void context_attach_gl_texture_fbo(struct wined3d_context *context,
132 GLenum fbo_target, GLenum attachment, const struct wined3d_fbo_resource *resource)
133 {
134 const struct wined3d_gl_info *gl_info = context->gl_info;
135
136 if (!resource)
137 {
138 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, attachment, GL_TEXTURE_2D, 0, 0);
139 }
140 else if (resource->layer == WINED3D_ALL_LAYERS)
141 {
142 if (!gl_info->fbo_ops.glFramebufferTexture)
143 {
144 FIXME("OpenGL implementation doesn't support glFramebufferTexture().\n");
145 return;
146 }
147
148 gl_info->fbo_ops.glFramebufferTexture(fbo_target, attachment,
149 resource->object, resource->level);
150 }
151 else if (resource->target == GL_TEXTURE_1D_ARRAY || resource->target == GL_TEXTURE_2D_ARRAY ||
152 resource->target == GL_TEXTURE_3D)
153 {
154 if (!gl_info->fbo_ops.glFramebufferTextureLayer)
155 {
156 FIXME("OpenGL implementation doesn't support glFramebufferTextureLayer().\n");
157 return;
158 }
159
160 gl_info->fbo_ops.glFramebufferTextureLayer(fbo_target, attachment,
161 resource->object, resource->level, resource->layer);
162 }
163 else if (resource->target == GL_TEXTURE_1D)
164 {
165 gl_info->fbo_ops.glFramebufferTexture1D(fbo_target, attachment,
166 resource->target, resource->object, resource->level);
167 checkGLcall("glFramebufferTexture1D()");
168 }
169 else
170 {
171 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, attachment,
172 resource->target, resource->object, resource->level);
173 }
174 checkGLcall("attach texture to fbo");
175 }
176
177 /* Context activation is done by the caller. */
context_attach_depth_stencil_fbo(struct wined3d_context * context,GLenum fbo_target,const struct wined3d_fbo_resource * resource,BOOL rb_namespace,DWORD flags)178 static void context_attach_depth_stencil_fbo(struct wined3d_context *context,
179 GLenum fbo_target, const struct wined3d_fbo_resource *resource, BOOL rb_namespace,
180 DWORD flags)
181 {
182 const struct wined3d_gl_info *gl_info = context->gl_info;
183
184 if (resource->object)
185 {
186 TRACE("Attach depth stencil %u.\n", resource->object);
187
188 if (rb_namespace)
189 {
190 context_attach_depth_stencil_rb(gl_info, fbo_target,
191 flags, resource->object);
192 }
193 else
194 {
195 if (flags & WINED3D_FBO_ENTRY_FLAG_DEPTH)
196 context_attach_gl_texture_fbo(context, fbo_target, GL_DEPTH_ATTACHMENT, resource);
197
198 if (flags & WINED3D_FBO_ENTRY_FLAG_STENCIL)
199 context_attach_gl_texture_fbo(context, fbo_target, GL_STENCIL_ATTACHMENT, resource);
200 }
201
202 if (!(flags & WINED3D_FBO_ENTRY_FLAG_DEPTH))
203 context_attach_gl_texture_fbo(context, fbo_target, GL_DEPTH_ATTACHMENT, NULL);
204
205 if (!(flags & WINED3D_FBO_ENTRY_FLAG_STENCIL))
206 context_attach_gl_texture_fbo(context, fbo_target, GL_STENCIL_ATTACHMENT, NULL);
207 }
208 else
209 {
210 TRACE("Attach depth stencil 0.\n");
211
212 context_attach_gl_texture_fbo(context, fbo_target, GL_DEPTH_ATTACHMENT, NULL);
213 context_attach_gl_texture_fbo(context, fbo_target, GL_STENCIL_ATTACHMENT, NULL);
214 }
215 }
216
217 /* Context activation is done by the caller. */
context_attach_surface_fbo(struct wined3d_context * context,GLenum fbo_target,DWORD idx,const struct wined3d_fbo_resource * resource,BOOL rb_namespace)218 static void context_attach_surface_fbo(struct wined3d_context *context,
219 GLenum fbo_target, DWORD idx, const struct wined3d_fbo_resource *resource, BOOL rb_namespace)
220 {
221 const struct wined3d_gl_info *gl_info = context->gl_info;
222
223 TRACE("Attach GL object %u to %u.\n", resource->object, idx);
224
225 if (resource->object)
226 {
227 if (rb_namespace)
228 {
229 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_COLOR_ATTACHMENT0 + idx,
230 GL_RENDERBUFFER, resource->object);
231 checkGLcall("glFramebufferRenderbuffer()");
232 }
233 else
234 {
235 context_attach_gl_texture_fbo(context, fbo_target, GL_COLOR_ATTACHMENT0 + idx, resource);
236 }
237 }
238 else
239 {
240 context_attach_gl_texture_fbo(context, fbo_target, GL_COLOR_ATTACHMENT0 + idx, NULL);
241 }
242 }
243
context_dump_fbo_attachment(const struct wined3d_gl_info * gl_info,GLenum target,GLenum attachment)244 static void context_dump_fbo_attachment(const struct wined3d_gl_info *gl_info, GLenum target,
245 GLenum attachment)
246 {
247 static const struct
248 {
249 GLenum target;
250 GLenum binding;
251 const char *str;
252 enum wined3d_gl_extension extension;
253 }
254 texture_type[] =
255 {
256 {GL_TEXTURE_2D, GL_TEXTURE_BINDING_2D, "2d", WINED3D_GL_EXT_NONE},
257 {GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_BINDING_RECTANGLE_ARB, "rectangle", ARB_TEXTURE_RECTANGLE},
258 {GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BINDING_2D_ARRAY, "2d-array" , EXT_TEXTURE_ARRAY},
259 {GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BINDING_CUBE_MAP, "cube", ARB_TEXTURE_CUBE_MAP},
260 {GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_BINDING_2D_MULTISAMPLE, "2d-ms", ARB_TEXTURE_MULTISAMPLE},
261 {GL_TEXTURE_2D_MULTISAMPLE_ARRAY, GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY, "2d-array-ms", ARB_TEXTURE_MULTISAMPLE},
262 };
263
264 GLint type, name, samples, width, height, old_texture, level, face, fmt, tex_target;
265 const char *tex_type_str;
266 unsigned int i;
267
268 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv(target, attachment,
269 GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, &name);
270 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv(target, attachment,
271 GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &type);
272
273 if (type == GL_RENDERBUFFER)
274 {
275 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, name);
276 gl_info->fbo_ops.glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &width);
277 gl_info->fbo_ops.glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &height);
278 if (gl_info->limits.samples > 1)
279 gl_info->fbo_ops.glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_SAMPLES, &samples);
280 else
281 samples = 1;
282 gl_info->fbo_ops.glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_INTERNAL_FORMAT, &fmt);
283 FIXME(" %s: renderbuffer %d, %dx%d, %d samples, format %#x.\n",
284 debug_fboattachment(attachment), name, width, height, samples, fmt);
285 }
286 else if (type == GL_TEXTURE)
287 {
288 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv(target, attachment,
289 GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL, &level);
290 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv(target, attachment,
291 GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE, &face);
292
293 if (gl_info->gl_ops.ext.p_glGetTextureParameteriv)
294 {
295 GL_EXTCALL(glGetTextureParameteriv(name, GL_TEXTURE_TARGET, &tex_target));
296
297 for (i = 0; i < ARRAY_SIZE(texture_type); ++i)
298 {
299 if (texture_type[i].target == tex_target)
300 {
301 tex_type_str = texture_type[i].str;
302 break;
303 }
304 }
305 if (i == ARRAY_SIZE(texture_type))
306 tex_type_str = wine_dbg_sprintf("%#x", tex_target);
307 }
308 else if (face)
309 {
310 gl_info->gl_ops.gl.p_glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP, &old_texture);
311 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, name);
312
313 tex_target = GL_TEXTURE_CUBE_MAP;
314 tex_type_str = "cube";
315 }
316 else
317 {
318 tex_type_str = NULL;
319
320 for (i = 0; i < ARRAY_SIZE(texture_type); ++i)
321 {
322 if (!gl_info->supported[texture_type[i].extension])
323 continue;
324
325 gl_info->gl_ops.gl.p_glGetIntegerv(texture_type[i].binding, &old_texture);
326 while (gl_info->gl_ops.gl.p_glGetError());
327
328 gl_info->gl_ops.gl.p_glBindTexture(texture_type[i].target, name);
329 if (!gl_info->gl_ops.gl.p_glGetError())
330 {
331 tex_target = texture_type[i].target;
332 tex_type_str = texture_type[i].str;
333 break;
334 }
335 gl_info->gl_ops.gl.p_glBindTexture(texture_type[i].target, old_texture);
336 }
337
338 if (!tex_type_str)
339 {
340 FIXME("Cannot find type of texture %d.\n", name);
341 return;
342 }
343 }
344
345 if (gl_info->gl_ops.ext.p_glGetTextureParameteriv)
346 {
347 GL_EXTCALL(glGetTextureLevelParameteriv(name, level, GL_TEXTURE_INTERNAL_FORMAT, &fmt));
348 GL_EXTCALL(glGetTextureLevelParameteriv(name, level, GL_TEXTURE_WIDTH, &width));
349 GL_EXTCALL(glGetTextureLevelParameteriv(name, level, GL_TEXTURE_HEIGHT, &height));
350 GL_EXTCALL(glGetTextureLevelParameteriv(name, level, GL_TEXTURE_SAMPLES, &samples));
351 }
352 else
353 {
354 gl_info->gl_ops.gl.p_glGetTexLevelParameteriv(tex_target, level, GL_TEXTURE_INTERNAL_FORMAT, &fmt);
355 gl_info->gl_ops.gl.p_glGetTexLevelParameteriv(tex_target, level, GL_TEXTURE_WIDTH, &width);
356 gl_info->gl_ops.gl.p_glGetTexLevelParameteriv(tex_target, level, GL_TEXTURE_HEIGHT, &height);
357 if (gl_info->supported[ARB_TEXTURE_MULTISAMPLE])
358 gl_info->gl_ops.gl.p_glGetTexLevelParameteriv(tex_target, level, GL_TEXTURE_SAMPLES, &samples);
359 else
360 samples = 1;
361
362 gl_info->gl_ops.gl.p_glBindTexture(tex_target, old_texture);
363 }
364
365 FIXME(" %s: %s texture %d, %dx%d, %d samples, format %#x.\n",
366 debug_fboattachment(attachment), tex_type_str, name, width, height, samples, fmt);
367 }
368 else if (type == GL_NONE)
369 {
370 FIXME(" %s: NONE.\n", debug_fboattachment(attachment));
371 }
372 else
373 {
374 ERR(" %s: Unknown attachment %#x.\n", debug_fboattachment(attachment), type);
375 }
376
377 checkGLcall("dump FBO attachment");
378 }
379
380 /* Context activation is done by the caller. */
context_check_fbo_status(const struct wined3d_context * context,GLenum target)381 void context_check_fbo_status(const struct wined3d_context *context, GLenum target)
382 {
383 const struct wined3d_gl_info *gl_info = context->gl_info;
384 GLenum status;
385
386 if (!FIXME_ON(d3d))
387 return;
388
389 status = gl_info->fbo_ops.glCheckFramebufferStatus(target);
390 if (status == GL_FRAMEBUFFER_COMPLETE)
391 {
392 TRACE("FBO complete.\n");
393 }
394 else
395 {
396 unsigned int i;
397
398 FIXME("FBO status %s (%#x).\n", debug_fbostatus(status), status);
399
400 if (!context->current_fbo)
401 {
402 ERR("FBO 0 is incomplete, driver bug?\n");
403 return;
404 }
405
406 context_dump_fbo_attachment(gl_info, target, GL_DEPTH_ATTACHMENT);
407 context_dump_fbo_attachment(gl_info, target, GL_STENCIL_ATTACHMENT);
408
409 for (i = 0; i < gl_info->limits.buffers; ++i)
410 context_dump_fbo_attachment(gl_info, target, GL_COLOR_ATTACHMENT0 + i);
411 }
412 }
413
context_generate_rt_mask(GLenum buffer)414 static inline DWORD context_generate_rt_mask(GLenum buffer)
415 {
416 /* Should take care of all the GL_FRONT/GL_BACK/GL_AUXi/GL_NONE... cases */
417 return buffer ? (1u << 31) | buffer : 0;
418 }
419
context_generate_rt_mask_from_resource(struct wined3d_resource * resource)420 static inline DWORD context_generate_rt_mask_from_resource(struct wined3d_resource *resource)
421 {
422 if (resource->type != WINED3D_RTYPE_TEXTURE_2D)
423 {
424 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource->type));
425 return 0;
426 }
427
428 return (1u << 31) | wined3d_texture_get_gl_buffer(texture_from_resource(resource));
429 }
430
context_set_fbo_key_for_render_target(const struct wined3d_context * context,struct wined3d_fbo_entry_key * key,unsigned int idx,const struct wined3d_rendertarget_info * render_target,DWORD location)431 static inline void context_set_fbo_key_for_render_target(const struct wined3d_context *context,
432 struct wined3d_fbo_entry_key *key, unsigned int idx, const struct wined3d_rendertarget_info *render_target,
433 DWORD location)
434 {
435 unsigned int sub_resource_idx = render_target->sub_resource_idx;
436 struct wined3d_resource *resource = render_target->resource;
437 struct wined3d_texture *texture;
438
439 if (!resource || resource->format->id == WINED3DFMT_NULL || resource->type == WINED3D_RTYPE_BUFFER)
440 {
441 if (resource && resource->type == WINED3D_RTYPE_BUFFER)
442 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource->type));
443 key->objects[idx].object = 0;
444 key->objects[idx].target = 0;
445 key->objects[idx].level = key->objects[idx].layer = 0;
446 return;
447 }
448
449 if (render_target->gl_view.name)
450 {
451 key->objects[idx].object = render_target->gl_view.name;
452 key->objects[idx].target = render_target->gl_view.target;
453 key->objects[idx].level = 0;
454 key->objects[idx].layer = WINED3D_ALL_LAYERS;
455 return;
456 }
457
458 texture = wined3d_texture_from_resource(resource);
459 if (resource->type == WINED3D_RTYPE_TEXTURE_2D)
460 {
461 struct wined3d_surface *surface = texture->sub_resources[sub_resource_idx].u.surface;
462
463 if (surface->current_renderbuffer)
464 {
465 key->objects[idx].object = surface->current_renderbuffer->id;
466 key->objects[idx].target = 0;
467 key->objects[idx].level = key->objects[idx].layer = 0;
468 key->rb_namespace |= 1 << idx;
469 return;
470 }
471 }
472 key->objects[idx].target = wined3d_texture_get_sub_resource_target(texture, sub_resource_idx);
473 key->objects[idx].level = sub_resource_idx % texture->level_count;
474 key->objects[idx].layer = sub_resource_idx / texture->level_count;
475
476 if (render_target->layer_count != 1)
477 key->objects[idx].layer = WINED3D_ALL_LAYERS;
478
479 switch (location)
480 {
481 case WINED3D_LOCATION_TEXTURE_RGB:
482 key->objects[idx].object = wined3d_texture_get_texture_name(texture, context, FALSE);
483 break;
484
485 case WINED3D_LOCATION_TEXTURE_SRGB:
486 key->objects[idx].object = wined3d_texture_get_texture_name(texture, context, TRUE);
487 break;
488
489 case WINED3D_LOCATION_RB_MULTISAMPLE:
490 key->objects[idx].object = texture->rb_multisample;
491 key->objects[idx].target = 0;
492 key->objects[idx].level = key->objects[idx].layer = 0;
493 key->rb_namespace |= 1 << idx;
494 break;
495
496 case WINED3D_LOCATION_RB_RESOLVED:
497 key->objects[idx].object = texture->rb_resolved;
498 key->objects[idx].target = 0;
499 key->objects[idx].level = key->objects[idx].layer = 0;
500 key->rb_namespace |= 1 << idx;
501 break;
502 }
503 }
504
context_generate_fbo_key(const struct wined3d_context * context,struct wined3d_fbo_entry_key * key,const struct wined3d_rendertarget_info * render_targets,const struct wined3d_rendertarget_info * depth_stencil,DWORD color_location,DWORD ds_location)505 static void context_generate_fbo_key(const struct wined3d_context *context,
506 struct wined3d_fbo_entry_key *key, const struct wined3d_rendertarget_info *render_targets,
507 const struct wined3d_rendertarget_info *depth_stencil, DWORD color_location, DWORD ds_location)
508 {
509 unsigned int buffers = context->gl_info->limits.buffers;
510 unsigned int i;
511
512 key->rb_namespace = 0;
513 context_set_fbo_key_for_render_target(context, key, 0, depth_stencil, ds_location);
514
515 for (i = 0; i < buffers; ++i)
516 context_set_fbo_key_for_render_target(context, key, i + 1, &render_targets[i], color_location);
517
518 memset(&key->objects[buffers + 1], 0, (ARRAY_SIZE(key->objects) - buffers - 1) * sizeof(*key->objects));
519 }
520
context_create_fbo_entry(const struct wined3d_context * context,const struct wined3d_rendertarget_info * render_targets,const struct wined3d_rendertarget_info * depth_stencil,DWORD color_location,DWORD ds_location)521 static struct fbo_entry *context_create_fbo_entry(const struct wined3d_context *context,
522 const struct wined3d_rendertarget_info *render_targets, const struct wined3d_rendertarget_info *depth_stencil,
523 DWORD color_location, DWORD ds_location)
524 {
525 const struct wined3d_gl_info *gl_info = context->gl_info;
526 struct fbo_entry *entry;
527
528 entry = heap_alloc(sizeof(*entry));
529 context_generate_fbo_key(context, &entry->key, render_targets, depth_stencil, color_location, ds_location);
530 entry->flags = 0;
531 if (depth_stencil->resource)
532 {
533 if (depth_stencil->resource->format_flags & WINED3DFMT_FLAG_DEPTH)
534 entry->flags |= WINED3D_FBO_ENTRY_FLAG_DEPTH;
535 if (depth_stencil->resource->format_flags & WINED3DFMT_FLAG_STENCIL)
536 entry->flags |= WINED3D_FBO_ENTRY_FLAG_STENCIL;
537 }
538 entry->rt_mask = context_generate_rt_mask(GL_COLOR_ATTACHMENT0);
539 gl_info->fbo_ops.glGenFramebuffers(1, &entry->id);
540 checkGLcall("glGenFramebuffers()");
541 TRACE("Created FBO %u.\n", entry->id);
542
543 return entry;
544 }
545
546 /* Context activation is done by the caller. */
context_reuse_fbo_entry(struct wined3d_context * context,GLenum target,const struct wined3d_rendertarget_info * render_targets,const struct wined3d_rendertarget_info * depth_stencil,DWORD color_location,DWORD ds_location,struct fbo_entry * entry)547 static void context_reuse_fbo_entry(struct wined3d_context *context, GLenum target,
548 const struct wined3d_rendertarget_info *render_targets, const struct wined3d_rendertarget_info *depth_stencil,
549 DWORD color_location, DWORD ds_location, struct fbo_entry *entry)
550 {
551 const struct wined3d_gl_info *gl_info = context->gl_info;
552
553 context_bind_fbo(context, target, entry->id);
554 context_clean_fbo_attachments(gl_info, target);
555
556 context_generate_fbo_key(context, &entry->key, render_targets, depth_stencil, color_location, ds_location);
557 entry->flags = 0;
558 if (depth_stencil->resource)
559 {
560 if (depth_stencil->resource->format_flags & WINED3DFMT_FLAG_DEPTH)
561 entry->flags |= WINED3D_FBO_ENTRY_FLAG_DEPTH;
562 if (depth_stencil->resource->format_flags & WINED3DFMT_FLAG_STENCIL)
563 entry->flags |= WINED3D_FBO_ENTRY_FLAG_STENCIL;
564 }
565 }
566
567 /* Context activation is done by the caller. */
context_destroy_fbo_entry(struct wined3d_context * context,struct fbo_entry * entry)568 static void context_destroy_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
569 {
570 if (entry->id)
571 {
572 TRACE("Destroy FBO %u.\n", entry->id);
573 context_destroy_fbo(context, entry->id);
574 }
575 --context->fbo_entry_count;
576 list_remove(&entry->entry);
577 heap_free(entry);
578 }
579
580 /* Context activation is done by the caller. */
context_find_fbo_entry(struct wined3d_context * context,GLenum target,const struct wined3d_rendertarget_info * render_targets,const struct wined3d_rendertarget_info * depth_stencil,DWORD color_location,DWORD ds_location)581 static struct fbo_entry *context_find_fbo_entry(struct wined3d_context *context, GLenum target,
582 const struct wined3d_rendertarget_info *render_targets, const struct wined3d_rendertarget_info *depth_stencil,
583 DWORD color_location, DWORD ds_location)
584 {
585 static const struct wined3d_rendertarget_info ds_null = {{0}};
586 const struct wined3d_gl_info *gl_info = context->gl_info;
587 struct wined3d_texture *rt_texture, *ds_texture;
588 struct wined3d_fbo_entry_key fbo_key;
589 unsigned int i, ds_level, rt_level;
590 struct fbo_entry *entry;
591
592 if (depth_stencil->resource && depth_stencil->resource->type != WINED3D_RTYPE_BUFFER
593 && render_targets[0].resource && render_targets[0].resource->type != WINED3D_RTYPE_BUFFER)
594 {
595 rt_texture = wined3d_texture_from_resource(render_targets[0].resource);
596 rt_level = render_targets[0].sub_resource_idx % rt_texture->level_count;
597 ds_texture = wined3d_texture_from_resource(depth_stencil->resource);
598 ds_level = depth_stencil->sub_resource_idx % ds_texture->level_count;
599
600 if (wined3d_texture_get_level_width(ds_texture, ds_level)
601 < wined3d_texture_get_level_width(rt_texture, rt_level)
602 || wined3d_texture_get_level_height(ds_texture, ds_level)
603 < wined3d_texture_get_level_height(rt_texture, rt_level))
604 {
605 WARN("Depth stencil is smaller than the primary color buffer, disabling.\n");
606 depth_stencil = &ds_null;
607 }
608 else if (ds_texture->resource.multisample_type != rt_texture->resource.multisample_type
609 || ds_texture->resource.multisample_quality != rt_texture->resource.multisample_quality)
610 {
611 WARN("Color multisample type %u and quality %u, depth stencil has %u and %u, disabling ds buffer.\n",
612 rt_texture->resource.multisample_type, rt_texture->resource.multisample_quality,
613 ds_texture->resource.multisample_type, ds_texture->resource.multisample_quality);
614 depth_stencil = &ds_null;
615 }
616 else if (depth_stencil->resource->type == WINED3D_RTYPE_TEXTURE_2D)
617 {
618 struct wined3d_surface *surface;
619
620 surface = ds_texture->sub_resources[depth_stencil->sub_resource_idx].u.surface;
621 surface_set_compatible_renderbuffer(surface, &render_targets[0]);
622 }
623 }
624
625 context_generate_fbo_key(context, &fbo_key, render_targets, depth_stencil, color_location, ds_location);
626
627 if (TRACE_ON(d3d))
628 {
629 struct wined3d_resource *resource;
630 unsigned int width, height;
631 const char *resource_type;
632
633 TRACE("Dumping FBO attachments:\n");
634 for (i = 0; i < gl_info->limits.buffers; ++i)
635 {
636 if ((resource = render_targets[i].resource))
637 {
638 if (resource->type == WINED3D_RTYPE_BUFFER)
639 {
640 width = resource->size;
641 height = 1;
642 resource_type = "buffer";
643 }
644 else
645 {
646 rt_texture = wined3d_texture_from_resource(resource);
647 rt_level = render_targets[i].sub_resource_idx % rt_texture->level_count;
648 width = wined3d_texture_get_level_pow2_width(rt_texture, rt_level);
649 height = wined3d_texture_get_level_pow2_height(rt_texture, rt_level);
650 resource_type = "texture";
651 }
652
653 TRACE(" Color attachment %u: %p, %u format %s, %s %u, %ux%u, %u samples.\n",
654 i, resource, render_targets[i].sub_resource_idx, debug_d3dformat(resource->format->id),
655 fbo_key.rb_namespace & (1 << (i + 1)) ? "renderbuffer" : resource_type,
656 fbo_key.objects[i + 1].object, width, height, resource->multisample_type);
657 }
658 }
659 if ((resource = depth_stencil->resource))
660 {
661 if (resource->type == WINED3D_RTYPE_BUFFER)
662 {
663 width = resource->size;
664 height = 1;
665 resource_type = "buffer";
666 }
667 else
668 {
669 ds_texture = wined3d_texture_from_resource(resource);
670 ds_level = depth_stencil->sub_resource_idx % ds_texture->level_count;
671 width = wined3d_texture_get_level_pow2_width(ds_texture, ds_level);
672 height = wined3d_texture_get_level_pow2_height(ds_texture, ds_level);
673 resource_type = "texture";
674 }
675
676 TRACE(" Depth attachment: %p, %u format %s, %s %u, %ux%u, %u samples.\n",
677 resource, depth_stencil->sub_resource_idx, debug_d3dformat(resource->format->id),
678 fbo_key.rb_namespace & (1 << 0) ? "renderbuffer" : resource_type,
679 fbo_key.objects[0].object, width, height, resource->multisample_type);
680 }
681 }
682
683 LIST_FOR_EACH_ENTRY(entry, &context->fbo_list, struct fbo_entry, entry)
684 {
685 if (memcmp(&fbo_key, &entry->key, sizeof(fbo_key)))
686 continue;
687
688 list_remove(&entry->entry);
689 list_add_head(&context->fbo_list, &entry->entry);
690 return entry;
691 }
692
693 if (context->fbo_entry_count < WINED3D_MAX_FBO_ENTRIES)
694 {
695 entry = context_create_fbo_entry(context, render_targets, depth_stencil, color_location, ds_location);
696 list_add_head(&context->fbo_list, &entry->entry);
697 ++context->fbo_entry_count;
698 }
699 else
700 {
701 entry = LIST_ENTRY(list_tail(&context->fbo_list), struct fbo_entry, entry);
702 context_reuse_fbo_entry(context, target, render_targets, depth_stencil, color_location, ds_location, entry);
703 list_remove(&entry->entry);
704 list_add_head(&context->fbo_list, &entry->entry);
705 }
706
707 return entry;
708 }
709
710 /* Context activation is done by the caller. */
context_apply_fbo_entry(struct wined3d_context * context,GLenum target,struct fbo_entry * entry)711 static void context_apply_fbo_entry(struct wined3d_context *context, GLenum target, struct fbo_entry *entry)
712 {
713 const struct wined3d_gl_info *gl_info = context->gl_info;
714 GLuint read_binding, draw_binding;
715 unsigned int i;
716
717 if (entry->flags & WINED3D_FBO_ENTRY_FLAG_ATTACHED)
718 {
719 context_bind_fbo(context, target, entry->id);
720 return;
721 }
722
723 read_binding = context->fbo_read_binding;
724 draw_binding = context->fbo_draw_binding;
725 context_bind_fbo(context, GL_FRAMEBUFFER, entry->id);
726
727 if (gl_info->supported[ARB_FRAMEBUFFER_NO_ATTACHMENTS])
728 {
729 GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER,
730 GL_FRAMEBUFFER_DEFAULT_WIDTH, gl_info->limits.framebuffer_width));
731 GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER,
732 GL_FRAMEBUFFER_DEFAULT_HEIGHT, gl_info->limits.framebuffer_height));
733 GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_LAYERS, 1));
734 GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_SAMPLES, 1));
735 }
736
737 /* Apply render targets */
738 for (i = 0; i < gl_info->limits.buffers; ++i)
739 {
740 context_attach_surface_fbo(context, target, i, &entry->key.objects[i + 1],
741 entry->key.rb_namespace & (1 << (i + 1)));
742 }
743
744 context_attach_depth_stencil_fbo(context, target, &entry->key.objects[0],
745 entry->key.rb_namespace & 0x1, entry->flags);
746
747 /* Set valid read and draw buffer bindings to satisfy pedantic pre-ES2_compatibility
748 * GL contexts requirements. */
749 gl_info->gl_ops.gl.p_glReadBuffer(GL_NONE);
750 context_set_draw_buffer(context, GL_NONE);
751 if (target != GL_FRAMEBUFFER)
752 {
753 if (target == GL_READ_FRAMEBUFFER)
754 context_bind_fbo(context, GL_DRAW_FRAMEBUFFER, draw_binding);
755 else
756 context_bind_fbo(context, GL_READ_FRAMEBUFFER, read_binding);
757 }
758
759 entry->flags |= WINED3D_FBO_ENTRY_FLAG_ATTACHED;
760 }
761
762 /* Context activation is done by the caller. */
context_apply_fbo_state(struct wined3d_context * context,GLenum target,struct wined3d_rendertarget_info * render_targets,struct wined3d_surface * depth_stencil,DWORD color_location,DWORD ds_location)763 static void context_apply_fbo_state(struct wined3d_context *context, GLenum target,
764 struct wined3d_rendertarget_info *render_targets, struct wined3d_surface *depth_stencil,
765 DWORD color_location, DWORD ds_location)
766 {
767 struct fbo_entry *entry, *entry2;
768
769 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry)
770 {
771 context_destroy_fbo_entry(context, entry);
772 }
773
774 if (context->rebind_fbo)
775 {
776 context_bind_fbo(context, GL_FRAMEBUFFER, 0);
777 context->rebind_fbo = FALSE;
778 }
779
780 if (color_location == WINED3D_LOCATION_DRAWABLE)
781 {
782 context->current_fbo = NULL;
783 context_bind_fbo(context, target, 0);
784 }
785 else
786 {
787 struct wined3d_rendertarget_info ds = {{0}};
788
789 if (depth_stencil)
790 {
791 ds.resource = &depth_stencil->container->resource;
792 ds.sub_resource_idx = surface_get_sub_resource_idx(depth_stencil);
793 ds.layer_count = 1;
794 }
795 context->current_fbo = context_find_fbo_entry(context, target,
796 render_targets, &ds, color_location, ds_location);
797 context_apply_fbo_entry(context, target, context->current_fbo);
798 }
799 }
800
801 /* Context activation is done by the caller. */
context_apply_fbo_state_blit(struct wined3d_context * context,GLenum target,struct wined3d_surface * render_target,struct wined3d_surface * depth_stencil,DWORD location)802 void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
803 struct wined3d_surface *render_target, struct wined3d_surface *depth_stencil, DWORD location)
804 {
805 memset(context->blit_targets, 0, sizeof(context->blit_targets));
806 if (render_target)
807 {
808 context->blit_targets[0].resource = &render_target->container->resource;
809 context->blit_targets[0].sub_resource_idx = surface_get_sub_resource_idx(render_target);
810 context->blit_targets[0].layer_count = 1;
811 }
812 context_apply_fbo_state(context, target, context->blit_targets, depth_stencil, location, location);
813 }
814
815 /* Context activation is done by the caller. */
context_alloc_occlusion_query(struct wined3d_context * context,struct wined3d_occlusion_query * query)816 void context_alloc_occlusion_query(struct wined3d_context *context, struct wined3d_occlusion_query *query)
817 {
818 const struct wined3d_gl_info *gl_info = context->gl_info;
819
820 if (context->free_occlusion_query_count)
821 {
822 query->id = context->free_occlusion_queries[--context->free_occlusion_query_count];
823 }
824 else
825 {
826 if (gl_info->supported[ARB_OCCLUSION_QUERY])
827 {
828 GL_EXTCALL(glGenQueries(1, &query->id));
829 checkGLcall("glGenQueries");
830
831 TRACE("Allocated occlusion query %u in context %p.\n", query->id, context);
832 }
833 else
834 {
835 WARN("Occlusion queries not supported, not allocating query id.\n");
836 query->id = 0;
837 }
838 }
839
840 query->context = context;
841 list_add_head(&context->occlusion_queries, &query->entry);
842 }
843
context_free_occlusion_query(struct wined3d_occlusion_query * query)844 void context_free_occlusion_query(struct wined3d_occlusion_query *query)
845 {
846 struct wined3d_context *context = query->context;
847
848 list_remove(&query->entry);
849 query->context = NULL;
850
851 if (!wined3d_array_reserve((void **)&context->free_occlusion_queries,
852 &context->free_occlusion_query_size, context->free_occlusion_query_count + 1,
853 sizeof(*context->free_occlusion_queries)))
854 {
855 ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context);
856 return;
857 }
858
859 context->free_occlusion_queries[context->free_occlusion_query_count++] = query->id;
860 }
861
862 /* Context activation is done by the caller. */
context_alloc_fence(struct wined3d_context * context,struct wined3d_fence * fence)863 void context_alloc_fence(struct wined3d_context *context, struct wined3d_fence *fence)
864 {
865 const struct wined3d_gl_info *gl_info = context->gl_info;
866
867 if (context->free_fence_count)
868 {
869 fence->object = context->free_fences[--context->free_fence_count];
870 }
871 else
872 {
873 if (gl_info->supported[ARB_SYNC])
874 {
875 /* Using ARB_sync, not much to do here. */
876 fence->object.sync = NULL;
877 TRACE("Allocated sync object in context %p.\n", context);
878 }
879 else if (gl_info->supported[APPLE_FENCE])
880 {
881 GL_EXTCALL(glGenFencesAPPLE(1, &fence->object.id));
882 checkGLcall("glGenFencesAPPLE");
883
884 TRACE("Allocated fence %u in context %p.\n", fence->object.id, context);
885 }
886 else if(gl_info->supported[NV_FENCE])
887 {
888 GL_EXTCALL(glGenFencesNV(1, &fence->object.id));
889 checkGLcall("glGenFencesNV");
890
891 TRACE("Allocated fence %u in context %p.\n", fence->object.id, context);
892 }
893 else
894 {
895 WARN("Fences not supported, not allocating fence.\n");
896 fence->object.id = 0;
897 }
898 }
899
900 fence->context = context;
901 list_add_head(&context->fences, &fence->entry);
902 }
903
context_free_fence(struct wined3d_fence * fence)904 void context_free_fence(struct wined3d_fence *fence)
905 {
906 struct wined3d_context *context = fence->context;
907
908 list_remove(&fence->entry);
909 fence->context = NULL;
910
911 if (!wined3d_array_reserve((void **)&context->free_fences,
912 &context->free_fence_size, context->free_fence_count + 1,
913 sizeof(*context->free_fences)))
914 {
915 ERR("Failed to grow free list, leaking fence %u in context %p.\n", fence->object.id, context);
916 return;
917 }
918
919 context->free_fences[context->free_fence_count++] = fence->object;
920 }
921
922 /* Context activation is done by the caller. */
context_alloc_timestamp_query(struct wined3d_context * context,struct wined3d_timestamp_query * query)923 void context_alloc_timestamp_query(struct wined3d_context *context, struct wined3d_timestamp_query *query)
924 {
925 const struct wined3d_gl_info *gl_info = context->gl_info;
926
927 if (context->free_timestamp_query_count)
928 {
929 query->id = context->free_timestamp_queries[--context->free_timestamp_query_count];
930 }
931 else
932 {
933 GL_EXTCALL(glGenQueries(1, &query->id));
934 checkGLcall("glGenQueries");
935
936 TRACE("Allocated timestamp query %u in context %p.\n", query->id, context);
937 }
938
939 query->context = context;
940 list_add_head(&context->timestamp_queries, &query->entry);
941 }
942
context_free_timestamp_query(struct wined3d_timestamp_query * query)943 void context_free_timestamp_query(struct wined3d_timestamp_query *query)
944 {
945 struct wined3d_context *context = query->context;
946
947 list_remove(&query->entry);
948 query->context = NULL;
949
950 if (!wined3d_array_reserve((void **)&context->free_timestamp_queries,
951 &context->free_timestamp_query_size, context->free_timestamp_query_count + 1,
952 sizeof(*context->free_timestamp_queries)))
953 {
954 ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context);
955 return;
956 }
957
958 context->free_timestamp_queries[context->free_timestamp_query_count++] = query->id;
959 }
960
context_alloc_so_statistics_query(struct wined3d_context * context,struct wined3d_so_statistics_query * query)961 void context_alloc_so_statistics_query(struct wined3d_context *context,
962 struct wined3d_so_statistics_query *query)
963 {
964 const struct wined3d_gl_info *gl_info = context->gl_info;
965
966 if (context->free_so_statistics_query_count)
967 {
968 query->u = context->free_so_statistics_queries[--context->free_so_statistics_query_count];
969 }
970 else
971 {
972 GL_EXTCALL(glGenQueries(ARRAY_SIZE(query->u.id), query->u.id));
973 checkGLcall("glGenQueries");
974
975 TRACE("Allocated SO statistics queries %u, %u in context %p.\n",
976 query->u.id[0], query->u.id[1], context);
977 }
978
979 query->context = context;
980 list_add_head(&context->so_statistics_queries, &query->entry);
981 }
982
context_free_so_statistics_query(struct wined3d_so_statistics_query * query)983 void context_free_so_statistics_query(struct wined3d_so_statistics_query *query)
984 {
985 struct wined3d_context *context = query->context;
986
987 list_remove(&query->entry);
988 query->context = NULL;
989
990 if (!wined3d_array_reserve((void **)&context->free_so_statistics_queries,
991 &context->free_so_statistics_query_size, context->free_so_statistics_query_count + 1,
992 sizeof(*context->free_so_statistics_queries)))
993 {
994 ERR("Failed to grow free list, leaking GL queries %u, %u in context %p.\n",
995 query->u.id[0], query->u.id[1], context);
996 return;
997 }
998
999 context->free_so_statistics_queries[context->free_so_statistics_query_count++] = query->u;
1000 }
1001
context_alloc_pipeline_statistics_query(struct wined3d_context * context,struct wined3d_pipeline_statistics_query * query)1002 void context_alloc_pipeline_statistics_query(struct wined3d_context *context,
1003 struct wined3d_pipeline_statistics_query *query)
1004 {
1005 const struct wined3d_gl_info *gl_info = context->gl_info;
1006
1007 if (context->free_pipeline_statistics_query_count)
1008 {
1009 query->u = context->free_pipeline_statistics_queries[--context->free_pipeline_statistics_query_count];
1010 }
1011 else
1012 {
1013 GL_EXTCALL(glGenQueries(ARRAY_SIZE(query->u.id), query->u.id));
1014 checkGLcall("glGenQueries");
1015 }
1016
1017 query->context = context;
1018 list_add_head(&context->pipeline_statistics_queries, &query->entry);
1019 }
1020
context_free_pipeline_statistics_query(struct wined3d_pipeline_statistics_query * query)1021 void context_free_pipeline_statistics_query(struct wined3d_pipeline_statistics_query *query)
1022 {
1023 struct wined3d_context *context = query->context;
1024
1025 list_remove(&query->entry);
1026 query->context = NULL;
1027
1028 if (!wined3d_array_reserve((void **)&context->free_pipeline_statistics_queries,
1029 &context->free_pipeline_statistics_query_size, context->free_pipeline_statistics_query_count + 1,
1030 sizeof(*context->free_pipeline_statistics_queries)))
1031 {
1032 ERR("Failed to grow free list, leaking GL queries in context %p.\n", context);
1033 return;
1034 }
1035
1036 context->free_pipeline_statistics_queries[context->free_pipeline_statistics_query_count++] = query->u;
1037 }
1038
1039 typedef void (context_fbo_entry_func_t)(struct wined3d_context *context, struct fbo_entry *entry);
1040
context_enum_fbo_entries(const struct wined3d_device * device,GLuint name,BOOL rb_namespace,context_fbo_entry_func_t * callback)1041 static void context_enum_fbo_entries(const struct wined3d_device *device,
1042 GLuint name, BOOL rb_namespace, context_fbo_entry_func_t *callback)
1043 {
1044 unsigned int i, j;
1045
1046 for (i = 0; i < device->context_count; ++i)
1047 {
1048 struct wined3d_context *context = device->contexts[i];
1049 const struct wined3d_gl_info *gl_info = context->gl_info;
1050 struct fbo_entry *entry, *entry2;
1051
1052 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
1053 {
1054 for (j = 0; j < gl_info->limits.buffers + 1; ++j)
1055 {
1056 if (entry->key.objects[j].object == name
1057 && !(entry->key.rb_namespace & (1 << j)) == !rb_namespace)
1058 {
1059 callback(context, entry);
1060 break;
1061 }
1062 }
1063 }
1064 }
1065 }
1066
context_queue_fbo_entry_destruction(struct wined3d_context * context,struct fbo_entry * entry)1067 static void context_queue_fbo_entry_destruction(struct wined3d_context *context, struct fbo_entry *entry)
1068 {
1069 list_remove(&entry->entry);
1070 list_add_head(&context->fbo_destroy_list, &entry->entry);
1071 }
1072
context_resource_released(const struct wined3d_device * device,struct wined3d_resource * resource,enum wined3d_resource_type type)1073 void context_resource_released(const struct wined3d_device *device,
1074 struct wined3d_resource *resource, enum wined3d_resource_type type)
1075 {
1076 struct wined3d_texture *texture;
1077 UINT i;
1078
1079 if (!device->d3d_initialized)
1080 return;
1081
1082 switch (type)
1083 {
1084 case WINED3D_RTYPE_TEXTURE_2D:
1085 case WINED3D_RTYPE_TEXTURE_3D:
1086 texture = texture_from_resource(resource);
1087
1088 for (i = 0; i < device->context_count; ++i)
1089 {
1090 struct wined3d_context *context = device->contexts[i];
1091 if (context->current_rt.texture == texture)
1092 {
1093 context->current_rt.texture = NULL;
1094 context->current_rt.sub_resource_idx = 0;
1095 }
1096 }
1097 break;
1098
1099 default:
1100 break;
1101 }
1102 }
1103
context_gl_resource_released(struct wined3d_device * device,GLuint name,BOOL rb_namespace)1104 void context_gl_resource_released(struct wined3d_device *device,
1105 GLuint name, BOOL rb_namespace)
1106 {
1107 context_enum_fbo_entries(device, name, rb_namespace, context_queue_fbo_entry_destruction);
1108 }
1109
context_surface_update(struct wined3d_context * context,const struct wined3d_surface * surface)1110 void context_surface_update(struct wined3d_context *context, const struct wined3d_surface *surface)
1111 {
1112 const struct wined3d_gl_info *gl_info = context->gl_info;
1113 struct fbo_entry *entry = context->current_fbo;
1114 unsigned int i;
1115
1116 if (!entry || context->rebind_fbo) return;
1117
1118 for (i = 0; i < gl_info->limits.buffers + 1; ++i)
1119 {
1120 if (surface->container->texture_rgb.name == entry->key.objects[i].object
1121 || surface->container->texture_srgb.name == entry->key.objects[i].object)
1122 {
1123 TRACE("Updated surface %p is bound as attachment %u to the current FBO.\n", surface, i);
1124 context->rebind_fbo = TRUE;
1125 return;
1126 }
1127 }
1128 }
1129
context_restore_pixel_format(struct wined3d_context * ctx)1130 static BOOL context_restore_pixel_format(struct wined3d_context *ctx)
1131 {
1132 const struct wined3d_gl_info *gl_info = ctx->gl_info;
1133 BOOL ret = FALSE;
1134
1135 if (ctx->restore_pf && IsWindow(ctx->restore_pf_win))
1136 {
1137 if (ctx->gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH])
1138 {
1139 HDC dc = GetDCEx(ctx->restore_pf_win, 0, DCX_USESTYLE | DCX_CACHE);
1140 if (dc)
1141 {
1142 if (!(ret = GL_EXTCALL(wglSetPixelFormatWINE(dc, ctx->restore_pf))))
1143 {
1144 ERR("wglSetPixelFormatWINE failed to restore pixel format %d on window %p.\n",
1145 ctx->restore_pf, ctx->restore_pf_win);
1146 }
1147 ReleaseDC(ctx->restore_pf_win, dc);
1148 }
1149 }
1150 else
1151 {
1152 ERR("can't restore pixel format %d on window %p\n", ctx->restore_pf, ctx->restore_pf_win);
1153 }
1154 }
1155
1156 ctx->restore_pf = 0;
1157 ctx->restore_pf_win = NULL;
1158 return ret;
1159 }
1160
context_set_pixel_format(struct wined3d_context * context)1161 static BOOL context_set_pixel_format(struct wined3d_context *context)
1162 {
1163 const struct wined3d_gl_info *gl_info = context->gl_info;
1164 BOOL private = context->hdc_is_private;
1165 int format = context->pixel_format;
1166 HDC dc = context->hdc;
1167 int current;
1168
1169 if (private && context->hdc_has_format)
1170 return TRUE;
1171
1172 if (!private && WindowFromDC(dc) != context->win_handle)
1173 return FALSE;
1174
1175 current = gl_info->gl_ops.wgl.p_wglGetPixelFormat(dc);
1176 if (current == format) goto success;
1177
1178 if (!current)
1179 {
1180 if (!SetPixelFormat(dc, format, NULL))
1181 {
1182 /* This may also happen if the dc belongs to a destroyed window. */
1183 WARN("Failed to set pixel format %d on device context %p, last error %#x.\n",
1184 format, dc, GetLastError());
1185 return FALSE;
1186 }
1187
1188 context->restore_pf = 0;
1189 context->restore_pf_win = private ? NULL : WindowFromDC(dc);
1190 goto success;
1191 }
1192
1193 /* By default WGL doesn't allow pixel format adjustments but we need it
1194 * here. For this reason there's a Wine specific wglSetPixelFormat()
1195 * which allows us to set the pixel format multiple times. Only use it
1196 * when really needed. */
1197 if (gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH])
1198 {
1199 HWND win;
1200
1201 if (!GL_EXTCALL(wglSetPixelFormatWINE(dc, format)))
1202 {
1203 ERR("wglSetPixelFormatWINE failed to set pixel format %d on device context %p.\n",
1204 format, dc);
1205 return FALSE;
1206 }
1207
1208 win = private ? NULL : WindowFromDC(dc);
1209 if (win != context->restore_pf_win)
1210 {
1211 context_restore_pixel_format(context);
1212
1213 context->restore_pf = private ? 0 : current;
1214 context->restore_pf_win = win;
1215 }
1216
1217 goto success;
1218 }
1219
1220 /* OpenGL doesn't allow pixel format adjustments. Print an error and
1221 * continue using the old format. There's a big chance that the old
1222 * format works although with a performance hit and perhaps rendering
1223 * errors. */
1224 ERR("Unable to set pixel format %d on device context %p. Already using format %d.\n",
1225 format, dc, current);
1226 return TRUE;
1227
1228 success:
1229 if (private)
1230 context->hdc_has_format = TRUE;
1231 return TRUE;
1232 }
1233
context_set_gl_context(struct wined3d_context * ctx)1234 static BOOL context_set_gl_context(struct wined3d_context *ctx)
1235 {
1236 struct wined3d_swapchain *swapchain = ctx->swapchain;
1237 BOOL backup = FALSE;
1238
1239 if (!context_set_pixel_format(ctx))
1240 {
1241 WARN("Failed to set pixel format %d on device context %p.\n",
1242 ctx->pixel_format, ctx->hdc);
1243 backup = TRUE;
1244 }
1245
1246 if (backup || !wglMakeCurrent(ctx->hdc, ctx->glCtx))
1247 {
1248 WARN("Failed to make GL context %p current on device context %p, last error %#x.\n",
1249 ctx->glCtx, ctx->hdc, GetLastError());
1250 ctx->valid = 0;
1251 WARN("Trying fallback to the backup window.\n");
1252
1253 /* FIXME: If the context is destroyed it's no longer associated with
1254 * a swapchain, so we can't use the swapchain to get a backup dc. To
1255 * make this work windowless contexts would need to be handled by the
1256 * device. */
1257 if (ctx->destroyed || !swapchain)
1258 {
1259 FIXME("Unable to get backup dc for destroyed context %p.\n", ctx);
1260 context_set_current(NULL);
1261 return FALSE;
1262 }
1263
1264 if (!(ctx->hdc = swapchain_get_backup_dc(swapchain)))
1265 {
1266 context_set_current(NULL);
1267 return FALSE;
1268 }
1269
1270 ctx->hdc_is_private = TRUE;
1271 ctx->hdc_has_format = FALSE;
1272
1273 if (!context_set_pixel_format(ctx))
1274 {
1275 ERR("Failed to set pixel format %d on device context %p.\n",
1276 ctx->pixel_format, ctx->hdc);
1277 context_set_current(NULL);
1278 return FALSE;
1279 }
1280
1281 if (!wglMakeCurrent(ctx->hdc, ctx->glCtx))
1282 {
1283 ERR("Fallback to backup window (dc %p) failed too, last error %#x.\n",
1284 ctx->hdc, GetLastError());
1285 context_set_current(NULL);
1286 return FALSE;
1287 }
1288
1289 ctx->valid = 1;
1290 }
1291 ctx->needs_set = 0;
1292 return TRUE;
1293 }
1294
context_restore_gl_context(const struct wined3d_gl_info * gl_info,HDC dc,HGLRC gl_ctx)1295 static void context_restore_gl_context(const struct wined3d_gl_info *gl_info, HDC dc, HGLRC gl_ctx)
1296 {
1297 if (!wglMakeCurrent(dc, gl_ctx))
1298 {
1299 ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
1300 gl_ctx, dc, GetLastError());
1301 context_set_current(NULL);
1302 }
1303 }
1304
context_update_window(struct wined3d_context * context)1305 static void context_update_window(struct wined3d_context *context)
1306 {
1307 if (!context->swapchain)
1308 return;
1309
1310 if (context->win_handle == context->swapchain->win_handle)
1311 return;
1312
1313 TRACE("Updating context %p window from %p to %p.\n",
1314 context, context->win_handle, context->swapchain->win_handle);
1315
1316 if (context->hdc)
1317 wined3d_release_dc(context->win_handle, context->hdc);
1318
1319 context->win_handle = context->swapchain->win_handle;
1320 context->hdc_is_private = FALSE;
1321 context->hdc_has_format = FALSE;
1322 context->needs_set = 1;
1323 context->valid = 1;
1324
1325 if (!(context->hdc = GetDCEx(context->win_handle, 0, DCX_USESTYLE | DCX_CACHE)))
1326 {
1327 ERR("Failed to get a device context for window %p.\n", context->win_handle);
1328 context->valid = 0;
1329 }
1330 }
1331
context_destroy_gl_resources(struct wined3d_context * context)1332 static void context_destroy_gl_resources(struct wined3d_context *context)
1333 {
1334 struct wined3d_pipeline_statistics_query *pipeline_statistics_query;
1335 const struct wined3d_gl_info *gl_info = context->gl_info;
1336 struct wined3d_so_statistics_query *so_statistics_query;
1337 struct wined3d_timestamp_query *timestamp_query;
1338 struct wined3d_occlusion_query *occlusion_query;
1339 struct fbo_entry *entry, *entry2;
1340 struct wined3d_fence *fence;
1341 HGLRC restore_ctx;
1342 HDC restore_dc;
1343 unsigned int i;
1344
1345 restore_ctx = wglGetCurrentContext();
1346 restore_dc = wglGetCurrentDC();
1347
1348 if (restore_ctx == context->glCtx)
1349 restore_ctx = NULL;
1350 else if (context->valid)
1351 context_set_gl_context(context);
1352
1353 LIST_FOR_EACH_ENTRY(so_statistics_query, &context->so_statistics_queries,
1354 struct wined3d_so_statistics_query, entry)
1355 {
1356 if (context->valid)
1357 GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(so_statistics_query->u.id), so_statistics_query->u.id));
1358 so_statistics_query->context = NULL;
1359 }
1360
1361 LIST_FOR_EACH_ENTRY(pipeline_statistics_query, &context->pipeline_statistics_queries,
1362 struct wined3d_pipeline_statistics_query, entry)
1363 {
1364 if (context->valid)
1365 GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(pipeline_statistics_query->u.id), pipeline_statistics_query->u.id));
1366 pipeline_statistics_query->context = NULL;
1367 }
1368
1369 LIST_FOR_EACH_ENTRY(timestamp_query, &context->timestamp_queries, struct wined3d_timestamp_query, entry)
1370 {
1371 if (context->valid)
1372 GL_EXTCALL(glDeleteQueries(1, ×tamp_query->id));
1373 timestamp_query->context = NULL;
1374 }
1375
1376 LIST_FOR_EACH_ENTRY(occlusion_query, &context->occlusion_queries, struct wined3d_occlusion_query, entry)
1377 {
1378 if (context->valid && gl_info->supported[ARB_OCCLUSION_QUERY])
1379 GL_EXTCALL(glDeleteQueries(1, &occlusion_query->id));
1380 occlusion_query->context = NULL;
1381 }
1382
1383 LIST_FOR_EACH_ENTRY(fence, &context->fences, struct wined3d_fence, entry)
1384 {
1385 if (context->valid)
1386 {
1387 if (gl_info->supported[ARB_SYNC])
1388 {
1389 if (fence->object.sync)
1390 GL_EXTCALL(glDeleteSync(fence->object.sync));
1391 }
1392 else if (gl_info->supported[APPLE_FENCE])
1393 {
1394 GL_EXTCALL(glDeleteFencesAPPLE(1, &fence->object.id));
1395 }
1396 else if (gl_info->supported[NV_FENCE])
1397 {
1398 GL_EXTCALL(glDeleteFencesNV(1, &fence->object.id));
1399 }
1400 }
1401 fence->context = NULL;
1402 }
1403
1404 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry)
1405 {
1406 if (!context->valid) entry->id = 0;
1407 context_destroy_fbo_entry(context, entry);
1408 }
1409
1410 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
1411 {
1412 if (!context->valid) entry->id = 0;
1413 context_destroy_fbo_entry(context, entry);
1414 }
1415
1416 if (context->valid)
1417 {
1418 if (context->dummy_arbfp_prog)
1419 {
1420 GL_EXTCALL(glDeleteProgramsARB(1, &context->dummy_arbfp_prog));
1421 }
1422
1423 if (gl_info->supported[WINED3D_GL_PRIMITIVE_QUERY])
1424 {
1425 for (i = 0; i < context->free_so_statistics_query_count; ++i)
1426 {
1427 union wined3d_gl_so_statistics_query *q = &context->free_so_statistics_queries[i];
1428 GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(q->id), q->id));
1429 }
1430 }
1431
1432 if (gl_info->supported[ARB_PIPELINE_STATISTICS_QUERY])
1433 {
1434 for (i = 0; i < context->free_pipeline_statistics_query_count; ++i)
1435 {
1436 union wined3d_gl_pipeline_statistics_query *q = &context->free_pipeline_statistics_queries[i];
1437 GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(q->id), q->id));
1438 }
1439 }
1440
1441 if (gl_info->supported[ARB_TIMER_QUERY])
1442 GL_EXTCALL(glDeleteQueries(context->free_timestamp_query_count, context->free_timestamp_queries));
1443
1444 if (gl_info->supported[ARB_OCCLUSION_QUERY])
1445 GL_EXTCALL(glDeleteQueries(context->free_occlusion_query_count, context->free_occlusion_queries));
1446
1447 if (gl_info->supported[ARB_SYNC])
1448 {
1449 for (i = 0; i < context->free_fence_count; ++i)
1450 {
1451 GL_EXTCALL(glDeleteSync(context->free_fences[i].sync));
1452 }
1453 }
1454 else if (gl_info->supported[APPLE_FENCE])
1455 {
1456 for (i = 0; i < context->free_fence_count; ++i)
1457 {
1458 GL_EXTCALL(glDeleteFencesAPPLE(1, &context->free_fences[i].id));
1459 }
1460 }
1461 else if (gl_info->supported[NV_FENCE])
1462 {
1463 for (i = 0; i < context->free_fence_count; ++i)
1464 {
1465 GL_EXTCALL(glDeleteFencesNV(1, &context->free_fences[i].id));
1466 }
1467 }
1468
1469 checkGLcall("context cleanup");
1470 }
1471
1472 heap_free(context->free_so_statistics_queries);
1473 heap_free(context->free_pipeline_statistics_queries);
1474 heap_free(context->free_timestamp_queries);
1475 heap_free(context->free_occlusion_queries);
1476 heap_free(context->free_fences);
1477
1478 context_restore_pixel_format(context);
1479 if (restore_ctx)
1480 {
1481 context_restore_gl_context(gl_info, restore_dc, restore_ctx);
1482 }
1483 else if (wglGetCurrentContext() && !wglMakeCurrent(NULL, NULL))
1484 {
1485 ERR("Failed to disable GL context.\n");
1486 }
1487
1488 wined3d_release_dc(context->win_handle, context->hdc);
1489
1490 if (!wglDeleteContext(context->glCtx))
1491 {
1492 DWORD err = GetLastError();
1493 ERR("wglDeleteContext(%p) failed, last error %#x.\n", context->glCtx, err);
1494 }
1495 }
1496
context_get_tls_idx(void)1497 DWORD context_get_tls_idx(void)
1498 {
1499 return wined3d_context_tls_idx;
1500 }
1501
context_set_tls_idx(DWORD idx)1502 void context_set_tls_idx(DWORD idx)
1503 {
1504 wined3d_context_tls_idx = idx;
1505 }
1506
context_get_current(void)1507 struct wined3d_context *context_get_current(void)
1508 {
1509 return TlsGetValue(wined3d_context_tls_idx);
1510 }
1511
context_set_current(struct wined3d_context * ctx)1512 BOOL context_set_current(struct wined3d_context *ctx)
1513 {
1514 struct wined3d_context *old = context_get_current();
1515
1516 if (old == ctx)
1517 {
1518 TRACE("Already using D3D context %p.\n", ctx);
1519 return TRUE;
1520 }
1521
1522 if (old)
1523 {
1524 if (old->destroyed)
1525 {
1526 TRACE("Switching away from destroyed context %p.\n", old);
1527 context_destroy_gl_resources(old);
1528 heap_free((void *)old->gl_info);
1529 heap_free(old);
1530 }
1531 else
1532 {
1533 if (wglGetCurrentContext())
1534 {
1535 const struct wined3d_gl_info *gl_info = old->gl_info;
1536 TRACE("Flushing context %p before switching to %p.\n", old, ctx);
1537 gl_info->gl_ops.gl.p_glFlush();
1538 }
1539 old->current = 0;
1540 }
1541 }
1542
1543 if (ctx)
1544 {
1545 if (!ctx->valid)
1546 {
1547 ERR("Trying to make invalid context %p current\n", ctx);
1548 return FALSE;
1549 }
1550
1551 TRACE("Switching to D3D context %p, GL context %p, device context %p.\n", ctx, ctx->glCtx, ctx->hdc);
1552 if (!context_set_gl_context(ctx))
1553 return FALSE;
1554 ctx->current = 1;
1555 }
1556 else if (wglGetCurrentContext())
1557 {
1558 TRACE("Clearing current D3D context.\n");
1559 if (!wglMakeCurrent(NULL, NULL))
1560 {
1561 DWORD err = GetLastError();
1562 ERR("Failed to clear current GL context, last error %#x.\n", err);
1563 TlsSetValue(wined3d_context_tls_idx, NULL);
1564 return FALSE;
1565 }
1566 }
1567
1568 return TlsSetValue(wined3d_context_tls_idx, ctx);
1569 }
1570
context_release(struct wined3d_context * context)1571 void context_release(struct wined3d_context *context)
1572 {
1573 TRACE("Releasing context %p, level %u.\n", context, context->level);
1574
1575 if (WARN_ON(d3d))
1576 {
1577 if (!context->level)
1578 WARN("Context %p is not active.\n", context);
1579 else if (context != context_get_current())
1580 WARN("Context %p is not the current context.\n", context);
1581 }
1582
1583 if (!--context->level)
1584 {
1585 if (context_restore_pixel_format(context))
1586 context->needs_set = 1;
1587 if (context->restore_ctx)
1588 {
1589 TRACE("Restoring GL context %p on device context %p.\n", context->restore_ctx, context->restore_dc);
1590 context_restore_gl_context(context->gl_info, context->restore_dc, context->restore_ctx);
1591 context->restore_ctx = NULL;
1592 context->restore_dc = NULL;
1593 }
1594
1595 if (context->destroy_delayed)
1596 {
1597 TRACE("Destroying context %p.\n", context);
1598 context_destroy(context->device, context);
1599 }
1600 }
1601 }
1602
1603 /* This is used when a context for render target A is active, but a separate context is
1604 * needed to access the WGL framebuffer for render target B. Re-acquire a context for rt
1605 * A to avoid breaking caller code. */
context_restore(struct wined3d_context * context,struct wined3d_surface * restore)1606 void context_restore(struct wined3d_context *context, struct wined3d_surface *restore)
1607 {
1608 if (context->current_rt.texture != restore->container
1609 || context->current_rt.sub_resource_idx != surface_get_sub_resource_idx(restore))
1610 {
1611 context_release(context);
1612 context = context_acquire(restore->container->resource.device,
1613 restore->container, surface_get_sub_resource_idx(restore));
1614 }
1615
1616 context_release(context);
1617 }
1618
context_enter(struct wined3d_context * context)1619 static void context_enter(struct wined3d_context *context)
1620 {
1621 TRACE("Entering context %p, level %u.\n", context, context->level + 1);
1622
1623 if (!context->level++)
1624 {
1625 const struct wined3d_context *current_context = context_get_current();
1626 HGLRC current_gl = wglGetCurrentContext();
1627
1628 if (current_gl && (!current_context || current_context->glCtx != current_gl))
1629 {
1630 TRACE("Another GL context (%p on device context %p) is already current.\n",
1631 current_gl, wglGetCurrentDC());
1632 context->restore_ctx = current_gl;
1633 context->restore_dc = wglGetCurrentDC();
1634 context->needs_set = 1;
1635 }
1636 else if (!context->needs_set && !(context->hdc_is_private && context->hdc_has_format)
1637 && context->pixel_format != context->gl_info->gl_ops.wgl.p_wglGetPixelFormat(context->hdc))
1638 context->needs_set = 1;
1639 }
1640 }
1641
context_invalidate_compute_state(struct wined3d_context * context,DWORD state_id)1642 void context_invalidate_compute_state(struct wined3d_context *context, DWORD state_id)
1643 {
1644 DWORD representative = context->state_table[state_id].representative - STATE_COMPUTE_OFFSET;
1645 unsigned int index, shift;
1646
1647 index = representative / (sizeof(*context->dirty_compute_states) * CHAR_BIT);
1648 shift = representative & (sizeof(*context->dirty_compute_states) * CHAR_BIT - 1);
1649 context->dirty_compute_states[index] |= (1u << shift);
1650 }
1651
context_invalidate_state(struct wined3d_context * context,DWORD state)1652 void context_invalidate_state(struct wined3d_context *context, DWORD state)
1653 {
1654 DWORD rep = context->state_table[state].representative;
1655 DWORD idx;
1656 BYTE shift;
1657
1658 if (isStateDirty(context, rep)) return;
1659
1660 context->dirtyArray[context->numDirtyEntries++] = rep;
1661 idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
1662 shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
1663 context->isStateDirty[idx] |= (1u << shift);
1664 }
1665
1666 /* This function takes care of wined3d pixel format selection. */
context_choose_pixel_format(const struct wined3d_device * device,HDC hdc,const struct wined3d_format * color_format,const struct wined3d_format * ds_format,BOOL auxBuffers)1667 static int context_choose_pixel_format(const struct wined3d_device *device, HDC hdc,
1668 const struct wined3d_format *color_format, const struct wined3d_format *ds_format,
1669 BOOL auxBuffers)
1670 {
1671 unsigned int cfg_count = device->adapter->cfg_count;
1672 unsigned int current_value;
1673 PIXELFORMATDESCRIPTOR pfd;
1674 int iPixelFormat = 0;
1675 unsigned int i;
1676
1677 TRACE("device %p, dc %p, color_format %s, ds_format %s, aux_buffers %#x.\n",
1678 device, hdc, debug_d3dformat(color_format->id), debug_d3dformat(ds_format->id),
1679 auxBuffers);
1680
1681 current_value = 0;
1682 for (i = 0; i < cfg_count; ++i)
1683 {
1684 const struct wined3d_pixel_format *cfg = &device->adapter->cfgs[i];
1685 unsigned int value;
1686
1687 /* For now only accept RGBA formats. Perhaps some day we will
1688 * allow floating point formats for pbuffers. */
1689 if (cfg->iPixelType != WGL_TYPE_RGBA_ARB)
1690 continue;
1691 /* In window mode we need a window drawable format and double buffering. */
1692 if (!(cfg->windowDrawable && cfg->doubleBuffer))
1693 continue;
1694 if (cfg->redSize < color_format->red_size)
1695 continue;
1696 if (cfg->greenSize < color_format->green_size)
1697 continue;
1698 if (cfg->blueSize < color_format->blue_size)
1699 continue;
1700 if (cfg->alphaSize < color_format->alpha_size)
1701 continue;
1702 if (cfg->depthSize < ds_format->depth_size)
1703 continue;
1704 if (ds_format->stencil_size && cfg->stencilSize != ds_format->stencil_size)
1705 continue;
1706 /* Check multisampling support. */
1707 if (cfg->numSamples)
1708 continue;
1709
1710 value = 1;
1711 /* We try to locate a format which matches our requirements exactly. In case of
1712 * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
1713 if (cfg->depthSize == ds_format->depth_size)
1714 value += 1;
1715 if (cfg->stencilSize == ds_format->stencil_size)
1716 value += 2;
1717 if (cfg->alphaSize == color_format->alpha_size)
1718 value += 4;
1719 /* We like to have aux buffers in backbuffer mode */
1720 if (auxBuffers && cfg->auxBuffers)
1721 value += 8;
1722 if (cfg->redSize == color_format->red_size
1723 && cfg->greenSize == color_format->green_size
1724 && cfg->blueSize == color_format->blue_size)
1725 value += 16;
1726
1727 if (value > current_value)
1728 {
1729 iPixelFormat = cfg->iPixelFormat;
1730 current_value = value;
1731 }
1732 }
1733
1734 if (!iPixelFormat)
1735 {
1736 ERR("Trying to locate a compatible pixel format because an exact match failed.\n");
1737
1738 memset(&pfd, 0, sizeof(pfd));
1739 pfd.nSize = sizeof(pfd);
1740 pfd.nVersion = 1;
1741 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
1742 pfd.iPixelType = PFD_TYPE_RGBA;
1743 pfd.cAlphaBits = color_format->alpha_size;
1744 pfd.cColorBits = color_format->red_size + color_format->green_size
1745 + color_format->blue_size + color_format->alpha_size;
1746 pfd.cDepthBits = ds_format->depth_size;
1747 pfd.cStencilBits = ds_format->stencil_size;
1748 pfd.iLayerType = PFD_MAIN_PLANE;
1749
1750 if (!(iPixelFormat = ChoosePixelFormat(hdc, &pfd)))
1751 {
1752 /* Something is very wrong as ChoosePixelFormat() barely fails. */
1753 ERR("Can't find a suitable pixel format.\n");
1754 return 0;
1755 }
1756 }
1757
1758 TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s.\n",
1759 iPixelFormat, debug_d3dformat(color_format->id), debug_d3dformat(ds_format->id));
1760 return iPixelFormat;
1761 }
1762
1763 /* Context activation is done by the caller. */
context_bind_dummy_textures(const struct wined3d_device * device,const struct wined3d_context * context)1764 void context_bind_dummy_textures(const struct wined3d_device *device, const struct wined3d_context *context)
1765 {
1766 const struct wined3d_dummy_textures *textures = &context->device->dummy_textures;
1767 const struct wined3d_gl_info *gl_info = context->gl_info;
1768 unsigned int i;
1769
1770 for (i = 0; i < gl_info->limits.combined_samplers; ++i)
1771 {
1772 GL_EXTCALL(glActiveTexture(GL_TEXTURE0 + i));
1773
1774 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, textures->tex_1d);
1775 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, textures->tex_2d);
1776
1777 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1778 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB, textures->tex_rect);
1779
1780 if (gl_info->supported[EXT_TEXTURE3D])
1781 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, textures->tex_3d);
1782
1783 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1784 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, textures->tex_cube);
1785
1786 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP_ARRAY])
1787 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, textures->tex_cube_array);
1788
1789 if (gl_info->supported[EXT_TEXTURE_ARRAY])
1790 {
1791 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D_ARRAY, textures->tex_1d_array);
1792 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_ARRAY, textures->tex_2d_array);
1793 }
1794 if (gl_info->supported[ARB_TEXTURE_BUFFER_OBJECT])
1795 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_BUFFER, textures->tex_buffer);
1796
1797 if (gl_info->supported[ARB_TEXTURE_MULTISAMPLE])
1798 {
1799 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, textures->tex_2d_ms);
1800 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, textures->tex_2d_ms_array);
1801 }
1802 }
1803
1804 checkGLcall("bind dummy textures");
1805 }
1806
wined3d_check_gl_call(const struct wined3d_gl_info * gl_info,const char * file,unsigned int line,const char * name)1807 void wined3d_check_gl_call(const struct wined3d_gl_info *gl_info,
1808 const char *file, unsigned int line, const char *name)
1809 {
1810 GLint err;
1811
1812 if (gl_info->supported[ARB_DEBUG_OUTPUT] || (err = gl_info->gl_ops.gl.p_glGetError()) == GL_NO_ERROR)
1813 {
1814 TRACE("%s call ok %s / %u.\n", name, file, line);
1815 return;
1816 }
1817
1818 do
1819 {
1820 ERR(">>>>>>> %s (%#x) from %s @ %s / %u.\n",
1821 debug_glerror(err), err, name, file,line);
1822 err = gl_info->gl_ops.gl.p_glGetError();
1823 } while (err != GL_NO_ERROR);
1824 }
1825
context_debug_output_enabled(const struct wined3d_gl_info * gl_info)1826 static BOOL context_debug_output_enabled(const struct wined3d_gl_info *gl_info)
1827 {
1828 return gl_info->supported[ARB_DEBUG_OUTPUT]
1829 && (ERR_ON(d3d) || FIXME_ON(d3d) || WARN_ON(d3d_perf));
1830 }
1831
wined3d_debug_callback(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const char * message,void * ctx)1832 static void WINE_GLAPI wined3d_debug_callback(GLenum source, GLenum type, GLuint id,
1833 GLenum severity, GLsizei length, const char *message, void *ctx)
1834 {
1835 switch (type)
1836 {
1837 case GL_DEBUG_TYPE_ERROR_ARB:
1838 ERR("%p: %s.\n", ctx, debugstr_an(message, length));
1839 break;
1840
1841 case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB:
1842 case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB:
1843 case GL_DEBUG_TYPE_PORTABILITY_ARB:
1844 FIXME("%p: %s.\n", ctx, debugstr_an(message, length));
1845 break;
1846
1847 case GL_DEBUG_TYPE_PERFORMANCE_ARB:
1848 WARN_(d3d_perf)("%p: %s.\n", ctx, debugstr_an(message, length));
1849 break;
1850
1851 default:
1852 FIXME("ctx %p, type %#x: %s.\n", ctx, type, debugstr_an(message, length));
1853 break;
1854 }
1855 }
1856
context_create_wgl_attribs(const struct wined3d_gl_info * gl_info,HDC hdc,HGLRC share_ctx)1857 HGLRC context_create_wgl_attribs(const struct wined3d_gl_info *gl_info, HDC hdc, HGLRC share_ctx)
1858 {
1859 HGLRC ctx;
1860 unsigned int ctx_attrib_idx = 0;
1861 GLint ctx_attribs[7], ctx_flags = 0;
1862
1863 if (context_debug_output_enabled(gl_info))
1864 ctx_flags = WGL_CONTEXT_DEBUG_BIT_ARB;
1865 ctx_attribs[ctx_attrib_idx++] = WGL_CONTEXT_MAJOR_VERSION_ARB;
1866 ctx_attribs[ctx_attrib_idx++] = gl_info->selected_gl_version >> 16;
1867 ctx_attribs[ctx_attrib_idx++] = WGL_CONTEXT_MINOR_VERSION_ARB;
1868 ctx_attribs[ctx_attrib_idx++] = gl_info->selected_gl_version & 0xffff;
1869 if (gl_info->selected_gl_version >= MAKEDWORD_VERSION(3, 2))
1870 ctx_flags |= WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB;
1871 if (ctx_flags)
1872 {
1873 ctx_attribs[ctx_attrib_idx++] = WGL_CONTEXT_FLAGS_ARB;
1874 ctx_attribs[ctx_attrib_idx++] = ctx_flags;
1875 }
1876 ctx_attribs[ctx_attrib_idx] = 0;
1877
1878 if (!(ctx = gl_info->p_wglCreateContextAttribsARB(hdc, share_ctx, ctx_attribs)))
1879 {
1880 if (ctx_flags & WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB)
1881 {
1882 ctx_attribs[ctx_attrib_idx - 1] &= ~WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB;
1883 if (!(ctx = gl_info->p_wglCreateContextAttribsARB(hdc, share_ctx, ctx_attribs)))
1884 WARN("Failed to create a WGL context with wglCreateContextAttribsARB, last error %#x.\n",
1885 GetLastError());
1886 }
1887 }
1888 return ctx;
1889 }
1890
context_create(struct wined3d_swapchain * swapchain,struct wined3d_texture * target,const struct wined3d_format * ds_format)1891 struct wined3d_context *context_create(struct wined3d_swapchain *swapchain,
1892 struct wined3d_texture *target, const struct wined3d_format *ds_format)
1893 {
1894 struct wined3d_device *device = swapchain->device;
1895 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
1896 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1897 const struct wined3d_format *color_format;
1898 struct wined3d_context *ret;
1899 BOOL auxBuffers = FALSE;
1900 HGLRC ctx, share_ctx;
1901 DWORD target_usage;
1902 unsigned int i;
1903 DWORD state;
1904
1905 TRACE("swapchain %p, target %p, window %p.\n", swapchain, target, swapchain->win_handle);
1906
1907 wined3d_from_cs(device->cs);
1908
1909 if (!(ret = heap_alloc_zero(sizeof(*ret))))
1910 return NULL;
1911
1912 ret->free_timestamp_query_size = 4;
1913 if (!(ret->free_timestamp_queries = heap_calloc(ret->free_timestamp_query_size,
1914 sizeof(*ret->free_timestamp_queries))))
1915 goto out;
1916 list_init(&ret->timestamp_queries);
1917
1918 ret->free_occlusion_query_size = 4;
1919 if (!(ret->free_occlusion_queries = heap_calloc(ret->free_occlusion_query_size,
1920 sizeof(*ret->free_occlusion_queries))))
1921 goto out;
1922 list_init(&ret->occlusion_queries);
1923
1924 ret->free_fence_size = 4;
1925 if (!(ret->free_fences = heap_calloc(ret->free_fence_size, sizeof(*ret->free_fences))))
1926 goto out;
1927 list_init(&ret->fences);
1928
1929 list_init(&ret->so_statistics_queries);
1930
1931 list_init(&ret->pipeline_statistics_queries);
1932
1933 list_init(&ret->fbo_list);
1934 list_init(&ret->fbo_destroy_list);
1935
1936 if (!device->shader_backend->shader_allocate_context_data(ret))
1937 {
1938 ERR("Failed to allocate shader backend context data.\n");
1939 goto out;
1940 }
1941 if (!device->adapter->fragment_pipe->allocate_context_data(ret))
1942 {
1943 ERR("Failed to allocate fragment pipeline context data.\n");
1944 goto out;
1945 }
1946
1947 for (i = 0; i < ARRAY_SIZE(ret->tex_unit_map); ++i)
1948 ret->tex_unit_map[i] = WINED3D_UNMAPPED_STAGE;
1949 for (i = 0; i < ARRAY_SIZE(ret->rev_tex_unit_map); ++i)
1950 ret->rev_tex_unit_map[i] = WINED3D_UNMAPPED_STAGE;
1951 if (gl_info->limits.graphics_samplers >= MAX_COMBINED_SAMPLERS)
1952 {
1953 /* Initialize the texture unit mapping to a 1:1 mapping. */
1954 unsigned int base, count;
1955
1956 wined3d_gl_limits_get_texture_unit_range(&gl_info->limits, WINED3D_SHADER_TYPE_PIXEL, &base, &count);
1957 if (base + MAX_FRAGMENT_SAMPLERS > ARRAY_SIZE(ret->rev_tex_unit_map))
1958 {
1959 ERR("Unexpected texture unit base index %u.\n", base);
1960 goto out;
1961 }
1962 for (i = 0; i < min(count, MAX_FRAGMENT_SAMPLERS); ++i)
1963 {
1964 ret->tex_unit_map[i] = base + i;
1965 ret->rev_tex_unit_map[base + i] = i;
1966 }
1967
1968 wined3d_gl_limits_get_texture_unit_range(&gl_info->limits, WINED3D_SHADER_TYPE_VERTEX, &base, &count);
1969 if (base + MAX_VERTEX_SAMPLERS > ARRAY_SIZE(ret->rev_tex_unit_map))
1970 {
1971 ERR("Unexpected texture unit base index %u.\n", base);
1972 goto out;
1973 }
1974 for (i = 0; i < min(count, MAX_VERTEX_SAMPLERS); ++i)
1975 {
1976 ret->tex_unit_map[MAX_FRAGMENT_SAMPLERS + i] = base + i;
1977 ret->rev_tex_unit_map[base + i] = MAX_FRAGMENT_SAMPLERS + i;
1978 }
1979 }
1980
1981 if (!(ret->texture_type = heap_calloc(gl_info->limits.combined_samplers,
1982 sizeof(*ret->texture_type))))
1983 goto out;
1984
1985 if (!(ret->hdc = GetDCEx(swapchain->win_handle, 0, DCX_USESTYLE | DCX_CACHE)))
1986 {
1987 WARN("Failed to retrieve device context, trying swapchain backup.\n");
1988
1989 if ((ret->hdc = swapchain_get_backup_dc(swapchain)))
1990 ret->hdc_is_private = TRUE;
1991 else
1992 {
1993 ERR("Failed to retrieve a device context.\n");
1994 goto out;
1995 }
1996 }
1997
1998 color_format = target->resource.format;
1999 target_usage = target->resource.usage;
2000
2001 /* In case of ORM_BACKBUFFER, make sure to request an alpha component for
2002 * X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
2003 if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
2004 {
2005 auxBuffers = TRUE;
2006
2007 if (color_format->id == WINED3DFMT_B4G4R4X4_UNORM)
2008 color_format = wined3d_get_format(gl_info, WINED3DFMT_B4G4R4A4_UNORM, target_usage);
2009 else if (color_format->id == WINED3DFMT_B8G8R8X8_UNORM)
2010 color_format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM, target_usage);
2011 }
2012
2013 /* DirectDraw supports 8bit paletted render targets and these are used by
2014 * old games like StarCraft and C&C. Most modern hardware doesn't support
2015 * 8bit natively so we perform some form of 8bit -> 32bit conversion. The
2016 * conversion (ab)uses the alpha component for storing the palette index.
2017 * For this reason we require a format with 8bit alpha, so request
2018 * A8R8G8B8. */
2019 if (color_format->id == WINED3DFMT_P8_UINT)
2020 color_format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM, target_usage);
2021
2022 /* When using FBOs for off-screen rendering, we only use the drawable for
2023 * presentation blits, and don't do any rendering to it. That means we
2024 * don't need depth or stencil buffers, and can mostly ignore the render
2025 * target format. This wouldn't necessarily be quite correct for 10bpc
2026 * display modes, but we don't currently support those.
2027 * Using the same format regardless of the color/depth/stencil targets
2028 * makes it much less likely that different wined3d instances will set
2029 * conflicting pixel formats. */
2030 if (wined3d_settings.offscreen_rendering_mode != ORM_BACKBUFFER)
2031 {
2032 color_format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM, target_usage);
2033 ds_format = wined3d_get_format(gl_info, WINED3DFMT_UNKNOWN, WINED3DUSAGE_DEPTHSTENCIL);
2034 }
2035
2036 /* Try to find a pixel format which matches our requirements. */
2037 if (!(ret->pixel_format = context_choose_pixel_format(device, ret->hdc, color_format, ds_format, auxBuffers)))
2038 goto out;
2039
2040 ret->gl_info = gl_info;
2041 ret->win_handle = swapchain->win_handle;
2042
2043 context_enter(ret);
2044
2045 if (!context_set_pixel_format(ret))
2046 {
2047 ERR("Failed to set pixel format %d on device context %p.\n", ret->pixel_format, ret->hdc);
2048 context_release(ret);
2049 goto out;
2050 }
2051
2052 share_ctx = device->context_count ? device->contexts[0]->glCtx : NULL;
2053 if (gl_info->p_wglCreateContextAttribsARB)
2054 {
2055 if (!(ctx = context_create_wgl_attribs(gl_info, ret->hdc, share_ctx)))
2056 goto out;
2057 }
2058 else
2059 {
2060 if (!(ctx = wglCreateContext(ret->hdc)))
2061 {
2062 ERR("Failed to create a WGL context.\n");
2063 context_release(ret);
2064 goto out;
2065 }
2066
2067 if (share_ctx && !wglShareLists(share_ctx, ctx))
2068 {
2069 ERR("wglShareLists(%p, %p) failed, last error %#x.\n", share_ctx, ctx, GetLastError());
2070 context_release(ret);
2071 if (!wglDeleteContext(ctx))
2072 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, GetLastError());
2073 goto out;
2074 }
2075 }
2076
2077 if (!device_context_add(device, ret))
2078 {
2079 ERR("Failed to add the newly created context to the context list\n");
2080 context_release(ret);
2081 if (!wglDeleteContext(ctx))
2082 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, GetLastError());
2083 goto out;
2084 }
2085
2086 ret->d3d_info = d3d_info;
2087 ret->state_table = device->StateTable;
2088
2089 /* Mark all states dirty to force a proper initialization of the states on
2090 * the first use of the context. Compute states do not need initialization. */
2091 for (state = 0; state <= STATE_HIGHEST; ++state)
2092 {
2093 if (ret->state_table[state].representative && !STATE_IS_COMPUTE(state))
2094 context_invalidate_state(ret, state);
2095 }
2096
2097 ret->device = device;
2098 ret->swapchain = swapchain;
2099 ret->current_rt.texture = target;
2100 ret->current_rt.sub_resource_idx = 0;
2101 ret->tid = GetCurrentThreadId();
2102
2103 ret->render_offscreen = wined3d_resource_is_offscreen(&target->resource);
2104 ret->draw_buffers_mask = context_generate_rt_mask(GL_BACK);
2105 ret->valid = 1;
2106
2107 ret->glCtx = ctx;
2108 ret->hdc_has_format = TRUE;
2109 ret->needs_set = 1;
2110
2111 /* Set up the context defaults */
2112 if (!context_set_current(ret))
2113 {
2114 ERR("Cannot activate context to set up defaults.\n");
2115 device_context_remove(device, ret);
2116 context_release(ret);
2117 if (!wglDeleteContext(ctx))
2118 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, GetLastError());
2119 goto out;
2120 }
2121
2122 if (context_debug_output_enabled(gl_info))
2123 {
2124 GL_EXTCALL(glDebugMessageCallback(wined3d_debug_callback, ret));
2125 if (TRACE_ON(d3d_synchronous))
2126 gl_info->gl_ops.gl.p_glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
2127 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, NULL, GL_FALSE));
2128 if (ERR_ON(d3d))
2129 {
2130 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_ERROR,
2131 GL_DONT_CARE, 0, NULL, GL_TRUE));
2132 }
2133 if (FIXME_ON(d3d))
2134 {
2135 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR,
2136 GL_DONT_CARE, 0, NULL, GL_TRUE));
2137 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR,
2138 GL_DONT_CARE, 0, NULL, GL_TRUE));
2139 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_PORTABILITY,
2140 GL_DONT_CARE, 0, NULL, GL_TRUE));
2141 }
2142 if (WARN_ON(d3d_perf))
2143 {
2144 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_PERFORMANCE,
2145 GL_DONT_CARE, 0, NULL, GL_TRUE));
2146 }
2147 }
2148
2149 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
2150 gl_info->gl_ops.gl.p_glGetIntegerv(GL_AUX_BUFFERS, &ret->aux_buffers);
2151
2152 TRACE("Setting up the screen\n");
2153
2154 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
2155 {
2156 gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
2157 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
2158
2159 gl_info->gl_ops.gl.p_glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
2160 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
2161
2162 gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
2163 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
2164 }
2165 else
2166 {
2167 GLuint vao;
2168
2169 GL_EXTCALL(glGenVertexArrays(1, &vao));
2170 GL_EXTCALL(glBindVertexArray(vao));
2171 checkGLcall("creating VAO");
2172 }
2173
2174 gl_info->gl_ops.gl.p_glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);
2175 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);");
2176 gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
2177 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, 1);");
2178
2179 if (gl_info->supported[ARB_VERTEX_BLEND])
2180 {
2181 /* Direct3D always uses n-1 weights for n world matrices and uses
2182 * 1 - sum for the last one this is equal to GL_WEIGHT_SUM_UNITY_ARB.
2183 * Enabling it doesn't do anything unless GL_VERTEX_BLEND_ARB isn't
2184 * enabled as well. */
2185 gl_info->gl_ops.gl.p_glEnable(GL_WEIGHT_SUM_UNITY_ARB);
2186 checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
2187 }
2188 if (gl_info->supported[NV_TEXTURE_SHADER2])
2189 {
2190 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
2191 * the previous texture where to source the offset from is always unit - 1.
2192 */
2193 for (i = 1; i < gl_info->limits.textures; ++i)
2194 {
2195 context_active_texture(ret, gl_info, i);
2196 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_SHADER_NV,
2197 GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + i - 1);
2198 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...");
2199 }
2200 }
2201 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2202 {
2203 /* MacOS(radeon X1600 at least, but most likely others too) refuses to draw if GLSL and ARBFP are
2204 * enabled, but the currently bound arbfp program is 0. Enabling ARBFP with prog 0 is invalid, but
2205 * GLSL should bypass this. This causes problems in programs that never use the fixed function pipeline,
2206 * because the ARBFP extension is enabled by the ARBFP pipeline at context creation, but no program
2207 * is ever assigned.
2208 *
2209 * So make sure a program is assigned to each context. The first real ARBFP use will set a different
2210 * program and the dummy program is destroyed when the context is destroyed.
2211 */
2212 static const char dummy_program[] =
2213 "!!ARBfp1.0\n"
2214 "MOV result.color, fragment.color.primary;\n"
2215 "END\n";
2216 GL_EXTCALL(glGenProgramsARB(1, &ret->dummy_arbfp_prog));
2217 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret->dummy_arbfp_prog));
2218 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(dummy_program), dummy_program));
2219 }
2220
2221 if (gl_info->supported[ARB_POINT_SPRITE])
2222 {
2223 for (i = 0; i < gl_info->limits.textures; ++i)
2224 {
2225 context_active_texture(ret, gl_info, i);
2226 gl_info->gl_ops.gl.p_glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
2227 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)");
2228 }
2229 }
2230
2231 if (gl_info->supported[ARB_PROVOKING_VERTEX])
2232 {
2233 GL_EXTCALL(glProvokingVertex(GL_FIRST_VERTEX_CONVENTION));
2234 }
2235 else if (gl_info->supported[EXT_PROVOKING_VERTEX])
2236 {
2237 GL_EXTCALL(glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT));
2238 }
2239 if (!(d3d_info->wined3d_creation_flags & WINED3D_NO_PRIMITIVE_RESTART))
2240 {
2241 if (gl_info->supported[ARB_ES3_COMPATIBILITY])
2242 {
2243 gl_info->gl_ops.gl.p_glEnable(GL_PRIMITIVE_RESTART_FIXED_INDEX);
2244 checkGLcall("enable GL_PRIMITIVE_RESTART_FIXED_INDEX");
2245 }
2246 else
2247 {
2248 FIXME("OpenGL implementation does not support GL_PRIMITIVE_RESTART_FIXED_INDEX.\n");
2249 }
2250 }
2251 if (!(d3d_info->wined3d_creation_flags & WINED3D_LEGACY_CUBEMAP_FILTERING)
2252 && gl_info->supported[ARB_SEAMLESS_CUBE_MAP])
2253 {
2254 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
2255 checkGLcall("enable seamless cube map filtering");
2256 }
2257 if (gl_info->supported[ARB_CLIP_CONTROL])
2258 GL_EXTCALL(glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, GL_LOWER_LEFT));
2259 device->shader_backend->shader_init_context_state(ret);
2260 ret->shader_update_mask = (1u << WINED3D_SHADER_TYPE_PIXEL)
2261 | (1u << WINED3D_SHADER_TYPE_VERTEX)
2262 | (1u << WINED3D_SHADER_TYPE_GEOMETRY)
2263 | (1u << WINED3D_SHADER_TYPE_HULL)
2264 | (1u << WINED3D_SHADER_TYPE_DOMAIN)
2265 | (1u << WINED3D_SHADER_TYPE_COMPUTE);
2266
2267 /* If this happens to be the first context for the device, dummy textures
2268 * are not created yet. In that case, they will be created (and bound) by
2269 * create_dummy_textures right after this context is initialized. */
2270 if (device->dummy_textures.tex_2d)
2271 context_bind_dummy_textures(device, ret);
2272
2273 TRACE("Created context %p.\n", ret);
2274
2275 return ret;
2276
2277 out:
2278 if (ret->hdc)
2279 wined3d_release_dc(swapchain->win_handle, ret->hdc);
2280 device->shader_backend->shader_free_context_data(ret);
2281 device->adapter->fragment_pipe->free_context_data(ret);
2282 heap_free(ret->texture_type);
2283 heap_free(ret->free_fences);
2284 heap_free(ret->free_occlusion_queries);
2285 heap_free(ret->free_timestamp_queries);
2286 heap_free(ret);
2287 return NULL;
2288 }
2289
context_destroy(struct wined3d_device * device,struct wined3d_context * context)2290 void context_destroy(struct wined3d_device *device, struct wined3d_context *context)
2291 {
2292 BOOL destroy;
2293
2294 TRACE("Destroying ctx %p\n", context);
2295
2296 wined3d_from_cs(device->cs);
2297
2298 /* We delay destroying a context when it is active. The context_release()
2299 * function invokes context_destroy() again while leaving the last level. */
2300 if (context->level)
2301 {
2302 TRACE("Delaying destruction of context %p.\n", context);
2303 context->destroy_delayed = 1;
2304 /* FIXME: Get rid of a pointer to swapchain from wined3d_context. */
2305 context->swapchain = NULL;
2306 return;
2307 }
2308
2309 if (context->tid == GetCurrentThreadId() || !context->current)
2310 {
2311 context_destroy_gl_resources(context);
2312 TlsSetValue(wined3d_context_tls_idx, NULL);
2313 destroy = TRUE;
2314 }
2315 else
2316 {
2317 /* Make a copy of gl_info for context_destroy_gl_resources use, the one
2318 in wined3d_adapter may go away in the meantime */
2319 struct wined3d_gl_info *gl_info = heap_alloc(sizeof(*gl_info));
2320 *gl_info = *context->gl_info;
2321 context->gl_info = gl_info;
2322 context->destroyed = 1;
2323 destroy = FALSE;
2324 }
2325
2326 device->shader_backend->shader_free_context_data(context);
2327 device->adapter->fragment_pipe->free_context_data(context);
2328 heap_free(context->texture_type);
2329 device_context_remove(device, context);
2330 if (destroy)
2331 heap_free(context);
2332 }
2333
context_get_tex_unit_mapping(const struct wined3d_context * context,const struct wined3d_shader_version * shader_version,unsigned int * base,unsigned int * count)2334 const DWORD *context_get_tex_unit_mapping(const struct wined3d_context *context,
2335 const struct wined3d_shader_version *shader_version, unsigned int *base, unsigned int *count)
2336 {
2337 const struct wined3d_gl_info *gl_info = context->gl_info;
2338
2339 if (!shader_version)
2340 {
2341 *base = 0;
2342 *count = MAX_TEXTURES;
2343 return context->tex_unit_map;
2344 }
2345
2346 if (shader_version->major >= 4)
2347 {
2348 wined3d_gl_limits_get_texture_unit_range(&gl_info->limits, shader_version->type, base, count);
2349 return NULL;
2350 }
2351
2352 switch (shader_version->type)
2353 {
2354 case WINED3D_SHADER_TYPE_PIXEL:
2355 *base = 0;
2356 *count = MAX_FRAGMENT_SAMPLERS;
2357 break;
2358 case WINED3D_SHADER_TYPE_VERTEX:
2359 *base = MAX_FRAGMENT_SAMPLERS;
2360 *count = MAX_VERTEX_SAMPLERS;
2361 break;
2362 default:
2363 ERR("Unhandled shader type %#x.\n", shader_version->type);
2364 *base = 0;
2365 *count = 0;
2366 }
2367
2368 return context->tex_unit_map;
2369 }
2370
2371 /* Context activation is done by the caller. */
set_blit_dimension(const struct wined3d_gl_info * gl_info,UINT width,UINT height)2372 static void set_blit_dimension(const struct wined3d_gl_info *gl_info, UINT width, UINT height)
2373 {
2374 const GLdouble projection[] =
2375 {
2376 2.0 / width, 0.0, 0.0, 0.0,
2377 0.0, 2.0 / height, 0.0, 0.0,
2378 0.0, 0.0, 2.0, 0.0,
2379 -1.0, -1.0, -1.0, 1.0,
2380 };
2381
2382 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
2383 {
2384 gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
2385 checkGLcall("glMatrixMode(GL_PROJECTION)");
2386 gl_info->gl_ops.gl.p_glLoadMatrixd(projection);
2387 checkGLcall("glLoadMatrixd");
2388 }
2389 gl_info->gl_ops.gl.p_glViewport(0, 0, width, height);
2390 checkGLcall("glViewport");
2391 }
2392
context_get_rt_size(const struct wined3d_context * context,SIZE * size)2393 static void context_get_rt_size(const struct wined3d_context *context, SIZE *size)
2394 {
2395 const struct wined3d_texture *rt = context->current_rt.texture;
2396 unsigned int level;
2397
2398 if (rt->swapchain)
2399 {
2400 RECT window_size;
2401
2402 GetClientRect(context->win_handle, &window_size);
2403 size->cx = window_size.right - window_size.left;
2404 size->cy = window_size.bottom - window_size.top;
2405
2406 return;
2407 }
2408
2409 level = context->current_rt.sub_resource_idx % rt->level_count;
2410 size->cx = wined3d_texture_get_level_width(rt, level);
2411 size->cy = wined3d_texture_get_level_height(rt, level);
2412 }
2413
context_enable_clip_distances(struct wined3d_context * context,unsigned int enable_mask)2414 void context_enable_clip_distances(struct wined3d_context *context, unsigned int enable_mask)
2415 {
2416 const struct wined3d_gl_info *gl_info = context->gl_info;
2417 unsigned int clip_distance_count = gl_info->limits.user_clip_distances;
2418 unsigned int i, disable_mask, current_mask;
2419
2420 disable_mask = ~enable_mask;
2421 enable_mask &= (1u << clip_distance_count) - 1;
2422 disable_mask &= (1u << clip_distance_count) - 1;
2423 current_mask = context->clip_distance_mask;
2424 context->clip_distance_mask = enable_mask;
2425
2426 enable_mask &= ~current_mask;
2427 while (enable_mask)
2428 {
2429 i = wined3d_bit_scan(&enable_mask);
2430 gl_info->gl_ops.gl.p_glEnable(GL_CLIP_DISTANCE0 + i);
2431 }
2432 disable_mask &= current_mask;
2433 while (disable_mask)
2434 {
2435 i = wined3d_bit_scan(&disable_mask);
2436 gl_info->gl_ops.gl.p_glDisable(GL_CLIP_DISTANCE0 + i);
2437 }
2438 checkGLcall("toggle clip distances");
2439 }
2440
2441 /*****************************************************************************
2442 * SetupForBlit
2443 *
2444 * Sets up a context for DirectDraw blitting.
2445 * All texture units are disabled, texture unit 0 is set as current unit
2446 * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
2447 * color writing enabled for all channels
2448 * register combiners disabled, shaders disabled
2449 * world matrix is set to identity, texture matrix 0 too
2450 * projection matrix is setup for drawing screen coordinates
2451 *
2452 * Params:
2453 * This: Device to activate the context for
2454 * context: Context to setup
2455 *
2456 *****************************************************************************/
2457 /* Context activation is done by the caller. */
SetupForBlit(const struct wined3d_device * device,struct wined3d_context * context)2458 static void SetupForBlit(const struct wined3d_device *device, struct wined3d_context *context)
2459 {
2460 const struct wined3d_gl_info *gl_info = context->gl_info;
2461 DWORD sampler;
2462 SIZE rt_size;
2463 int i;
2464
2465 TRACE("Setting up context %p for blitting\n", context);
2466
2467 context_get_rt_size(context, &rt_size);
2468
2469 if (context->last_was_blit)
2470 {
2471 if (context->blit_w != rt_size.cx || context->blit_h != rt_size.cy)
2472 {
2473 set_blit_dimension(gl_info, rt_size.cx, rt_size.cy);
2474 context->blit_w = rt_size.cx;
2475 context->blit_h = rt_size.cy;
2476 /* No need to dirtify here, the states are still dirtified because
2477 * they weren't applied since the last SetupForBlit() call. */
2478 }
2479 TRACE("Context is already set up for blitting, nothing to do\n");
2480 return;
2481 }
2482 context->last_was_blit = TRUE;
2483
2484 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
2485 {
2486 /* Disable all textures. The caller can then bind a texture it wants to blit
2487 * from
2488 *
2489 * The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
2490 * function texture unit. No need to care for higher samplers
2491 */
2492 for (i = gl_info->limits.textures - 1; i > 0 ; --i)
2493 {
2494 sampler = context->rev_tex_unit_map[i];
2495 context_active_texture(context, gl_info, i);
2496
2497 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2498 {
2499 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
2500 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
2501 }
2502 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
2503 checkGLcall("glDisable GL_TEXTURE_3D");
2504 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
2505 {
2506 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
2507 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
2508 }
2509 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
2510 checkGLcall("glDisable GL_TEXTURE_2D");
2511
2512 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
2513 checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
2514
2515 if (sampler != WINED3D_UNMAPPED_STAGE)
2516 {
2517 if (sampler < MAX_TEXTURES)
2518 context_invalidate_state(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP));
2519 context_invalidate_state(context, STATE_SAMPLER(sampler));
2520 }
2521 }
2522
2523 context_active_texture(context, gl_info, 0);
2524 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2525 {
2526 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
2527 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
2528 }
2529 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
2530 checkGLcall("glDisable GL_TEXTURE_3D");
2531 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
2532 {
2533 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
2534 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
2535 }
2536 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
2537 checkGLcall("glDisable GL_TEXTURE_2D");
2538
2539 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
2540
2541 gl_info->gl_ops.gl.p_glMatrixMode(GL_TEXTURE);
2542 checkGLcall("glMatrixMode(GL_TEXTURE)");
2543 gl_info->gl_ops.gl.p_glLoadIdentity();
2544 checkGLcall("glLoadIdentity()");
2545
2546 if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
2547 {
2548 gl_info->gl_ops.gl.p_glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
2549 GL_TEXTURE_LOD_BIAS_EXT, 0.0f);
2550 checkGLcall("glTexEnvf GL_TEXTURE_LOD_BIAS_EXT ...");
2551 }
2552
2553 /* Setup transforms */
2554 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
2555 checkGLcall("glMatrixMode(GL_MODELVIEW)");
2556 gl_info->gl_ops.gl.p_glLoadIdentity();
2557 checkGLcall("glLoadIdentity()");
2558 context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
2559
2560 /* Other misc states */
2561 gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST);
2562 checkGLcall("glDisable(GL_ALPHA_TEST)");
2563 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHATESTENABLE));
2564 gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
2565 checkGLcall("glDisable GL_LIGHTING");
2566 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_LIGHTING));
2567 glDisableWINE(GL_FOG);
2568 checkGLcall("glDisable GL_FOG");
2569 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_FOGENABLE));
2570 }
2571
2572 if (gl_info->supported[ARB_SAMPLER_OBJECTS])
2573 GL_EXTCALL(glBindSampler(0, 0));
2574 context_active_texture(context, gl_info, 0);
2575
2576 sampler = context->rev_tex_unit_map[0];
2577 if (sampler != WINED3D_UNMAPPED_STAGE)
2578 {
2579 if (sampler < MAX_TEXTURES)
2580 {
2581 context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + sampler));
2582 context_invalidate_state(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP));
2583 }
2584 context_invalidate_state(context, STATE_SAMPLER(sampler));
2585 }
2586
2587 /* Other misc states */
2588 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_TEST);
2589 checkGLcall("glDisable GL_DEPTH_TEST");
2590 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ZENABLE));
2591 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
2592 checkGLcall("glDisable GL_BLEND");
2593 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE));
2594 gl_info->gl_ops.gl.p_glDisable(GL_CULL_FACE);
2595 checkGLcall("glDisable GL_CULL_FACE");
2596 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_CULLMODE));
2597 gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST);
2598 checkGLcall("glDisable GL_STENCIL_TEST");
2599 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_STENCILENABLE));
2600 gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST);
2601 checkGLcall("glDisable GL_SCISSOR_TEST");
2602 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE));
2603 if (gl_info->supported[ARB_POINT_SPRITE])
2604 {
2605 gl_info->gl_ops.gl.p_glDisable(GL_POINT_SPRITE_ARB);
2606 checkGLcall("glDisable GL_POINT_SPRITE_ARB");
2607 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE));
2608 }
2609 gl_info->gl_ops.gl.p_glColorMask(GL_TRUE, GL_TRUE,GL_TRUE,GL_TRUE);
2610 checkGLcall("glColorMask");
2611 for (i = 0; i < MAX_RENDER_TARGETS; ++i)
2612 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITE(i)));
2613 if (gl_info->supported[EXT_SECONDARY_COLOR])
2614 {
2615 gl_info->gl_ops.gl.p_glDisable(GL_COLOR_SUM_EXT);
2616 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
2617 checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
2618 }
2619
2620 context->last_was_rhw = TRUE;
2621 context_invalidate_state(context, STATE_VDECL); /* because of last_was_rhw = TRUE */
2622
2623 context_enable_clip_distances(context, 0);
2624 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_CLIPPING));
2625
2626 /* FIXME: Make draw_textured_quad() able to work with a upper left origin. */
2627 if (gl_info->supported[ARB_CLIP_CONTROL])
2628 GL_EXTCALL(glClipControl(GL_LOWER_LEFT, GL_NEGATIVE_ONE_TO_ONE));
2629
2630 set_blit_dimension(gl_info, rt_size.cx, rt_size.cy);
2631
2632 /* Disable shaders */
2633 device->shader_backend->shader_disable(device->shader_priv, context);
2634
2635 context->blit_w = rt_size.cx;
2636 context->blit_h = rt_size.cy;
2637 context_invalidate_state(context, STATE_VIEWPORT);
2638 context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
2639 }
2640
is_rt_mask_onscreen(DWORD rt_mask)2641 static inline BOOL is_rt_mask_onscreen(DWORD rt_mask)
2642 {
2643 return rt_mask & (1u << 31);
2644 }
2645
draw_buffer_from_rt_mask(DWORD rt_mask)2646 static inline GLenum draw_buffer_from_rt_mask(DWORD rt_mask)
2647 {
2648 return rt_mask & ~(1u << 31);
2649 }
2650
2651 /* Context activation is done by the caller. */
context_apply_draw_buffers(struct wined3d_context * context,DWORD rt_mask)2652 static void context_apply_draw_buffers(struct wined3d_context *context, DWORD rt_mask)
2653 {
2654 const struct wined3d_gl_info *gl_info = context->gl_info;
2655 GLenum draw_buffers[MAX_RENDER_TARGET_VIEWS];
2656
2657 if (!rt_mask)
2658 {
2659 gl_info->gl_ops.gl.p_glDrawBuffer(GL_NONE);
2660 }
2661 else if (is_rt_mask_onscreen(rt_mask))
2662 {
2663 gl_info->gl_ops.gl.p_glDrawBuffer(draw_buffer_from_rt_mask(rt_mask));
2664 }
2665 else
2666 {
2667 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2668 {
2669 unsigned int i = 0;
2670
2671 while (rt_mask)
2672 {
2673 if (rt_mask & 1)
2674 draw_buffers[i] = GL_COLOR_ATTACHMENT0 + i;
2675 else
2676 draw_buffers[i] = GL_NONE;
2677
2678 rt_mask >>= 1;
2679 ++i;
2680 }
2681
2682 if (gl_info->supported[ARB_DRAW_BUFFERS])
2683 {
2684 GL_EXTCALL(glDrawBuffers(i, draw_buffers));
2685 }
2686 else
2687 {
2688 gl_info->gl_ops.gl.p_glDrawBuffer(draw_buffers[0]);
2689 }
2690 }
2691 else
2692 {
2693 ERR("Unexpected draw buffers mask with backbuffer ORM.\n");
2694 }
2695 }
2696
2697 checkGLcall("apply draw buffers");
2698 }
2699
2700 /* Context activation is done by the caller. */
context_set_draw_buffer(struct wined3d_context * context,GLenum buffer)2701 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer)
2702 {
2703 const struct wined3d_gl_info *gl_info = context->gl_info;
2704 DWORD *current_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask;
2705 DWORD new_mask = context_generate_rt_mask(buffer);
2706
2707 if (new_mask == *current_mask)
2708 return;
2709
2710 gl_info->gl_ops.gl.p_glDrawBuffer(buffer);
2711 checkGLcall("glDrawBuffer()");
2712
2713 *current_mask = new_mask;
2714 }
2715
2716 /* Context activation is done by the caller. */
context_active_texture(struct wined3d_context * context,const struct wined3d_gl_info * gl_info,unsigned int unit)2717 void context_active_texture(struct wined3d_context *context, const struct wined3d_gl_info *gl_info, unsigned int unit)
2718 {
2719 GL_EXTCALL(glActiveTexture(GL_TEXTURE0 + unit));
2720 checkGLcall("glActiveTexture");
2721 context->active_texture = unit;
2722 }
2723
context_bind_bo(struct wined3d_context * context,GLenum binding,GLuint name)2724 void context_bind_bo(struct wined3d_context *context, GLenum binding, GLuint name)
2725 {
2726 const struct wined3d_gl_info *gl_info = context->gl_info;
2727
2728 if (binding == GL_ELEMENT_ARRAY_BUFFER)
2729 context_invalidate_state(context, STATE_INDEXBUFFER);
2730
2731 GL_EXTCALL(glBindBuffer(binding, name));
2732 }
2733
context_bind_texture(struct wined3d_context * context,GLenum target,GLuint name)2734 void context_bind_texture(struct wined3d_context *context, GLenum target, GLuint name)
2735 {
2736 const struct wined3d_dummy_textures *textures = &context->device->dummy_textures;
2737 const struct wined3d_gl_info *gl_info = context->gl_info;
2738 DWORD unit = context->active_texture;
2739 DWORD old_texture_type = context->texture_type[unit];
2740
2741 if (name)
2742 {
2743 gl_info->gl_ops.gl.p_glBindTexture(target, name);
2744 }
2745 else
2746 {
2747 target = GL_NONE;
2748 }
2749
2750 if (old_texture_type != target)
2751 {
2752 switch (old_texture_type)
2753 {
2754 case GL_NONE:
2755 /* nothing to do */
2756 break;
2757 case GL_TEXTURE_1D:
2758 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, textures->tex_1d);
2759 checkGLcall("glBindTexture");
2760 break;
2761 case GL_TEXTURE_1D_ARRAY:
2762 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D_ARRAY, textures->tex_1d_array);
2763 checkGLcall("glBindTexture");
2764 break;
2765 case GL_TEXTURE_2D:
2766 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, textures->tex_2d);
2767 break;
2768 case GL_TEXTURE_2D_ARRAY:
2769 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_ARRAY, textures->tex_2d_array);
2770 break;
2771 case GL_TEXTURE_RECTANGLE_ARB:
2772 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB, textures->tex_rect);
2773 break;
2774 case GL_TEXTURE_CUBE_MAP:
2775 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, textures->tex_cube);
2776 break;
2777 case GL_TEXTURE_CUBE_MAP_ARRAY:
2778 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, textures->tex_cube_array);
2779 break;
2780 case GL_TEXTURE_3D:
2781 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, textures->tex_3d);
2782 break;
2783 case GL_TEXTURE_BUFFER:
2784 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_BUFFER, textures->tex_buffer);
2785 break;
2786 case GL_TEXTURE_2D_MULTISAMPLE:
2787 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, textures->tex_2d_ms);
2788 break;
2789 case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
2790 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, textures->tex_2d_ms_array);
2791 break;
2792 default:
2793 ERR("Unexpected texture target %#x.\n", old_texture_type);
2794 }
2795
2796 context->texture_type[unit] = target;
2797 }
2798
2799 checkGLcall("bind texture");
2800 }
2801
context_map_bo_address(struct wined3d_context * context,const struct wined3d_bo_address * data,size_t size,GLenum binding,DWORD flags)2802 void *context_map_bo_address(struct wined3d_context *context,
2803 const struct wined3d_bo_address *data, size_t size, GLenum binding, DWORD flags)
2804 {
2805 const struct wined3d_gl_info *gl_info;
2806 BYTE *memory;
2807
2808 if (!data->buffer_object)
2809 return data->addr;
2810
2811 gl_info = context->gl_info;
2812 context_bind_bo(context, binding, data->buffer_object);
2813
2814 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2815 {
2816 GLbitfield map_flags = wined3d_resource_gl_map_flags(flags) & ~GL_MAP_FLUSH_EXPLICIT_BIT;
2817 memory = GL_EXTCALL(glMapBufferRange(binding, (INT_PTR)data->addr, size, map_flags));
2818 }
2819 else
2820 {
2821 memory = GL_EXTCALL(glMapBuffer(binding, wined3d_resource_gl_legacy_map_flags(flags)));
2822 memory += (INT_PTR)data->addr;
2823 }
2824
2825 context_bind_bo(context, binding, 0);
2826 checkGLcall("Map buffer object");
2827
2828 return memory;
2829 }
2830
context_unmap_bo_address(struct wined3d_context * context,const struct wined3d_bo_address * data,GLenum binding)2831 void context_unmap_bo_address(struct wined3d_context *context,
2832 const struct wined3d_bo_address *data, GLenum binding)
2833 {
2834 const struct wined3d_gl_info *gl_info;
2835
2836 if (!data->buffer_object)
2837 return;
2838
2839 gl_info = context->gl_info;
2840 context_bind_bo(context, binding, data->buffer_object);
2841 GL_EXTCALL(glUnmapBuffer(binding));
2842 context_bind_bo(context, binding, 0);
2843 checkGLcall("Unmap buffer object");
2844 }
2845
context_copy_bo_address(struct wined3d_context * context,const struct wined3d_bo_address * dst,GLenum dst_binding,const struct wined3d_bo_address * src,GLenum src_binding,size_t size)2846 void context_copy_bo_address(struct wined3d_context *context,
2847 const struct wined3d_bo_address *dst, GLenum dst_binding,
2848 const struct wined3d_bo_address *src, GLenum src_binding, size_t size)
2849 {
2850 const struct wined3d_gl_info *gl_info;
2851 BYTE *dst_ptr, *src_ptr;
2852
2853 gl_info = context->gl_info;
2854
2855 if (dst->buffer_object && src->buffer_object)
2856 {
2857 if (gl_info->supported[ARB_COPY_BUFFER])
2858 {
2859 GL_EXTCALL(glBindBuffer(GL_COPY_READ_BUFFER, src->buffer_object));
2860 GL_EXTCALL(glBindBuffer(GL_COPY_WRITE_BUFFER, dst->buffer_object));
2861 GL_EXTCALL(glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER,
2862 (GLintptr)src->addr, (GLintptr)dst->addr, size));
2863 checkGLcall("direct buffer copy");
2864 }
2865 else
2866 {
2867 src_ptr = context_map_bo_address(context, src, size, src_binding, WINED3D_MAP_READ);
2868 dst_ptr = context_map_bo_address(context, dst, size, dst_binding, WINED3D_MAP_WRITE);
2869
2870 memcpy(dst_ptr, src_ptr, size);
2871
2872 context_unmap_bo_address(context, dst, dst_binding);
2873 context_unmap_bo_address(context, src, src_binding);
2874 }
2875 }
2876 else if (!dst->buffer_object && src->buffer_object)
2877 {
2878 context_bind_bo(context, src_binding, src->buffer_object);
2879 GL_EXTCALL(glGetBufferSubData(src_binding, (GLintptr)src->addr, size, dst->addr));
2880 checkGLcall("buffer download");
2881 }
2882 else if (dst->buffer_object && !src->buffer_object)
2883 {
2884 context_bind_bo(context, dst_binding, dst->buffer_object);
2885 GL_EXTCALL(glBufferSubData(dst_binding, (GLintptr)dst->addr, size, src->addr));
2886 checkGLcall("buffer upload");
2887 }
2888 else
2889 {
2890 memcpy(dst->addr, src->addr, size);
2891 }
2892 }
2893
context_set_render_offscreen(struct wined3d_context * context,BOOL offscreen)2894 static void context_set_render_offscreen(struct wined3d_context *context, BOOL offscreen)
2895 {
2896 if (context->render_offscreen == offscreen)
2897 return;
2898
2899 context_invalidate_state(context, STATE_VIEWPORT);
2900 context_invalidate_state(context, STATE_SCISSORRECT);
2901 if (!context->gl_info->supported[ARB_CLIP_CONTROL])
2902 {
2903 context_invalidate_state(context, STATE_FRONTFACE);
2904 context_invalidate_state(context, STATE_POINTSPRITECOORDORIGIN);
2905 context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
2906 }
2907 context_invalidate_state(context, STATE_SHADER(WINED3D_SHADER_TYPE_DOMAIN));
2908 if (context->gl_info->supported[ARB_FRAGMENT_COORD_CONVENTIONS])
2909 context_invalidate_state(context, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL));
2910 context->render_offscreen = offscreen;
2911 }
2912
match_depth_stencil_format(const struct wined3d_format * existing,const struct wined3d_format * required)2913 static BOOL match_depth_stencil_format(const struct wined3d_format *existing,
2914 const struct wined3d_format *required)
2915 {
2916 if (existing == required)
2917 return TRUE;
2918 if ((existing->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FLOAT)
2919 != (required->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FLOAT))
2920 return FALSE;
2921 if (existing->depth_size < required->depth_size)
2922 return FALSE;
2923 /* If stencil bits are used the exact amount is required - otherwise
2924 * wrapping won't work correctly. */
2925 if (required->stencil_size && required->stencil_size != existing->stencil_size)
2926 return FALSE;
2927 return TRUE;
2928 }
2929
2930 /* Context activation is done by the caller. */
context_validate_onscreen_formats(struct wined3d_context * context,const struct wined3d_rendertarget_view * depth_stencil)2931 static void context_validate_onscreen_formats(struct wined3d_context *context,
2932 const struct wined3d_rendertarget_view *depth_stencil)
2933 {
2934 /* Onscreen surfaces are always in a swapchain */
2935 struct wined3d_swapchain *swapchain = context->current_rt.texture->swapchain;
2936
2937 if (context->render_offscreen || !depth_stencil) return;
2938 if (match_depth_stencil_format(swapchain->ds_format, depth_stencil->format)) return;
2939
2940 /* TODO: If the requested format would satisfy the needs of the existing one(reverse match),
2941 * or no onscreen depth buffer was created, the OpenGL drawable could be changed to the new
2942 * format. */
2943 WARN("Depth stencil format is not supported by WGL, rendering the backbuffer in an FBO\n");
2944
2945 /* The currently active context is the necessary context to access the swapchain's onscreen buffers */
2946 if (!(wined3d_texture_load_location(context->current_rt.texture, context->current_rt.sub_resource_idx,
2947 context, WINED3D_LOCATION_TEXTURE_RGB)))
2948 ERR("Failed to load location.\n");
2949 swapchain->render_to_fbo = TRUE;
2950 swapchain_update_draw_bindings(swapchain);
2951 context_set_render_offscreen(context, TRUE);
2952 }
2953
context_get_offscreen_gl_buffer(const struct wined3d_context * context)2954 GLenum context_get_offscreen_gl_buffer(const struct wined3d_context *context)
2955 {
2956 switch (wined3d_settings.offscreen_rendering_mode)
2957 {
2958 case ORM_FBO:
2959 return GL_COLOR_ATTACHMENT0;
2960
2961 case ORM_BACKBUFFER:
2962 return context->aux_buffers > 0 ? GL_AUX0 : GL_BACK;
2963
2964 default:
2965 FIXME("Unhandled offscreen rendering mode %#x.\n", wined3d_settings.offscreen_rendering_mode);
2966 return GL_BACK;
2967 }
2968 }
2969
context_generate_rt_mask_no_fbo(const struct wined3d_context * context,struct wined3d_texture * rt)2970 static DWORD context_generate_rt_mask_no_fbo(const struct wined3d_context *context, struct wined3d_texture *rt)
2971 {
2972 if (!rt || rt->resource.format->id == WINED3DFMT_NULL)
2973 return 0;
2974 else if (rt->swapchain)
2975 return context_generate_rt_mask_from_resource(&rt->resource);
2976 else
2977 return context_generate_rt_mask(context_get_offscreen_gl_buffer(context));
2978 }
2979
2980 /* Context activation is done by the caller. */
context_apply_blit_state(struct wined3d_context * context,const struct wined3d_device * device)2981 void context_apply_blit_state(struct wined3d_context *context, const struct wined3d_device *device)
2982 {
2983 struct wined3d_texture *rt = context->current_rt.texture;
2984 struct wined3d_surface *surface;
2985 DWORD rt_mask, *cur_mask;
2986
2987 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2988 {
2989 if (context->render_offscreen)
2990 {
2991 wined3d_texture_load(rt, context, FALSE);
2992
2993 surface = rt->sub_resources[context->current_rt.sub_resource_idx].u.surface;
2994 context_apply_fbo_state_blit(context, GL_FRAMEBUFFER, surface, NULL, rt->resource.draw_binding);
2995 if (rt->resource.format->id != WINED3DFMT_NULL)
2996 rt_mask = 1;
2997 else
2998 rt_mask = 0;
2999 }
3000 else
3001 {
3002 context->current_fbo = NULL;
3003 context_bind_fbo(context, GL_FRAMEBUFFER, 0);
3004 rt_mask = context_generate_rt_mask_from_resource(&rt->resource);
3005 }
3006 }
3007 else
3008 {
3009 rt_mask = context_generate_rt_mask_no_fbo(context, rt);
3010 }
3011
3012 cur_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask;
3013
3014 if (rt_mask != *cur_mask)
3015 {
3016 context_apply_draw_buffers(context, rt_mask);
3017 *cur_mask = rt_mask;
3018 }
3019
3020 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3021 {
3022 context_check_fbo_status(context, GL_FRAMEBUFFER);
3023 }
3024
3025 SetupForBlit(device, context);
3026 context_invalidate_state(context, STATE_FRAMEBUFFER);
3027 }
3028
have_framebuffer_attachment(unsigned int rt_count,struct wined3d_rendertarget_view * const * rts,const struct wined3d_rendertarget_view * ds)3029 static BOOL have_framebuffer_attachment(unsigned int rt_count, struct wined3d_rendertarget_view * const *rts,
3030 const struct wined3d_rendertarget_view *ds)
3031 {
3032 unsigned int i;
3033
3034 if (ds)
3035 return TRUE;
3036
3037 for (i = 0; i < rt_count; ++i)
3038 {
3039 if (rts[i] && rts[i]->format->id != WINED3DFMT_NULL)
3040 return TRUE;
3041 }
3042
3043 return FALSE;
3044 }
3045
3046 /* Context activation is done by the caller. */
context_apply_clear_state(struct wined3d_context * context,const struct wined3d_state * state,UINT rt_count,const struct wined3d_fb_state * fb)3047 BOOL context_apply_clear_state(struct wined3d_context *context, const struct wined3d_state *state,
3048 UINT rt_count, const struct wined3d_fb_state *fb)
3049 {
3050 struct wined3d_rendertarget_view * const *rts = fb->render_targets;
3051 struct wined3d_rendertarget_view *dsv = fb->depth_stencil;
3052 const struct wined3d_gl_info *gl_info = context->gl_info;
3053 DWORD rt_mask = 0, *cur_mask;
3054 unsigned int i;
3055
3056 if (isStateDirty(context, STATE_FRAMEBUFFER) || fb != state->fb
3057 || rt_count != gl_info->limits.buffers)
3058 {
3059 if (!have_framebuffer_attachment(rt_count, rts, dsv))
3060 {
3061 WARN("Invalid render target config, need at least one attachment.\n");
3062 return FALSE;
3063 }
3064
3065 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3066 {
3067 context_validate_onscreen_formats(context, dsv);
3068
3069 if (!rt_count || wined3d_resource_is_offscreen(rts[0]->resource))
3070 {
3071 memset(context->blit_targets, 0, sizeof(context->blit_targets));
3072 for (i = 0; i < rt_count; ++i)
3073 {
3074 if (rts[i])
3075 {
3076 context->blit_targets[i].gl_view = rts[i]->gl_view;
3077 context->blit_targets[i].resource = rts[i]->resource;
3078 context->blit_targets[i].sub_resource_idx = rts[i]->sub_resource_idx;
3079 context->blit_targets[i].layer_count = rts[i]->layer_count;
3080 }
3081 if (rts[i] && rts[i]->format->id != WINED3DFMT_NULL)
3082 rt_mask |= (1u << i);
3083 }
3084 context_apply_fbo_state(context, GL_FRAMEBUFFER, context->blit_targets,
3085 wined3d_rendertarget_view_get_surface(dsv),
3086 rt_count ? rts[0]->resource->draw_binding : 0,
3087 dsv ? dsv->resource->draw_binding : 0);
3088 }
3089 else
3090 {
3091 context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, NULL,
3092 WINED3D_LOCATION_DRAWABLE, WINED3D_LOCATION_DRAWABLE);
3093 rt_mask = context_generate_rt_mask_from_resource(rts[0]->resource);
3094 }
3095
3096 /* If the framebuffer is not the device's fb the device's fb has to be reapplied
3097 * next draw. Otherwise we could mark the framebuffer state clean here, once the
3098 * state management allows this */
3099 context_invalidate_state(context, STATE_FRAMEBUFFER);
3100 }
3101 else
3102 {
3103 rt_mask = context_generate_rt_mask_no_fbo(context,
3104 rt_count ? wined3d_rendertarget_view_get_surface(rts[0])->container : NULL);
3105 }
3106 }
3107 else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO
3108 && (!rt_count || wined3d_resource_is_offscreen(rts[0]->resource)))
3109 {
3110 for (i = 0; i < rt_count; ++i)
3111 {
3112 if (rts[i] && rts[i]->format->id != WINED3DFMT_NULL)
3113 rt_mask |= (1u << i);
3114 }
3115 }
3116 else
3117 {
3118 rt_mask = context_generate_rt_mask_no_fbo(context,
3119 rt_count ? wined3d_rendertarget_view_get_surface(rts[0])->container : NULL);
3120 }
3121
3122 cur_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask;
3123
3124 if (rt_mask != *cur_mask)
3125 {
3126 context_apply_draw_buffers(context, rt_mask);
3127 *cur_mask = rt_mask;
3128 context_invalidate_state(context, STATE_FRAMEBUFFER);
3129 }
3130
3131 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3132 {
3133 context_check_fbo_status(context, GL_FRAMEBUFFER);
3134 }
3135
3136 context->last_was_blit = FALSE;
3137
3138 /* Blending and clearing should be orthogonal, but tests on the nvidia
3139 * driver show that disabling blending when clearing improves the clearing
3140 * performance incredibly. */
3141 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
3142 gl_info->gl_ops.gl.p_glEnable(GL_SCISSOR_TEST);
3143 if (rt_count && gl_info->supported[ARB_FRAMEBUFFER_SRGB])
3144 {
3145 if (needs_srgb_write(context, state, fb))
3146 gl_info->gl_ops.gl.p_glEnable(GL_FRAMEBUFFER_SRGB);
3147 else
3148 gl_info->gl_ops.gl.p_glDisable(GL_FRAMEBUFFER_SRGB);
3149 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE));
3150 }
3151 checkGLcall("setting up state for clear");
3152
3153 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE));
3154 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE));
3155 context_invalidate_state(context, STATE_SCISSORRECT);
3156
3157 return TRUE;
3158 }
3159
find_draw_buffers_mask(const struct wined3d_context * context,const struct wined3d_state * state)3160 static DWORD find_draw_buffers_mask(const struct wined3d_context *context, const struct wined3d_state *state)
3161 {
3162 struct wined3d_rendertarget_view * const *rts = state->fb->render_targets;
3163 struct wined3d_shader *ps = state->shader[WINED3D_SHADER_TYPE_PIXEL];
3164 DWORD rt_mask, mask;
3165 unsigned int i;
3166
3167 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
3168 return context_generate_rt_mask_no_fbo(context, wined3d_rendertarget_view_get_surface(rts[0])->container);
3169 else if (!context->render_offscreen)
3170 return context_generate_rt_mask_from_resource(rts[0]->resource);
3171
3172 /* If we attach more buffers than supported in dual blend mode, the NVIDIA
3173 * driver generates the following error:
3174 * GL_INVALID_OPERATION error generated. State(s) are invalid: blend.
3175 * DX11 does not treat this configuration as invalid, so disable the unused ones.
3176 */
3177 rt_mask = ps ? ps->reg_maps.rt_mask : 1;
3178 if (wined3d_dualblend_enabled(state, context->gl_info))
3179 rt_mask &= context->d3d_info->valid_dual_rt_mask;
3180 else
3181 rt_mask &= context->d3d_info->valid_rt_mask;
3182
3183 mask = rt_mask;
3184 i = 0;
3185 while (mask)
3186 {
3187 i = wined3d_bit_scan(&mask);
3188 if (!rts[i] || rts[i]->format->id == WINED3DFMT_NULL)
3189 rt_mask &= ~(1u << i);
3190 }
3191
3192 return rt_mask;
3193 }
3194
3195 /* Context activation is done by the caller. */
context_state_fb(struct wined3d_context * context,const struct wined3d_state * state,DWORD state_id)3196 void context_state_fb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3197 {
3198 DWORD rt_mask = find_draw_buffers_mask(context, state);
3199 const struct wined3d_fb_state *fb = state->fb;
3200 DWORD color_location = 0;
3201 DWORD *cur_mask;
3202
3203 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3204 {
3205 if (!context->render_offscreen)
3206 {
3207 context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, NULL,
3208 WINED3D_LOCATION_DRAWABLE, WINED3D_LOCATION_DRAWABLE);
3209 }
3210 else
3211 {
3212 unsigned int i;
3213
3214 memset(context->blit_targets, 0, sizeof(context->blit_targets));
3215 for (i = 0; i < context->gl_info->limits.buffers; ++i)
3216 {
3217 if (!fb->render_targets[i])
3218 continue;
3219
3220 context->blit_targets[i].gl_view = fb->render_targets[i]->gl_view;
3221 context->blit_targets[i].resource = fb->render_targets[i]->resource;
3222 context->blit_targets[i].sub_resource_idx = fb->render_targets[i]->sub_resource_idx;
3223 context->blit_targets[i].layer_count = fb->render_targets[i]->layer_count;
3224
3225 if (!color_location)
3226 color_location = fb->render_targets[i]->resource->draw_binding;
3227 }
3228 context_apply_fbo_state(context, GL_FRAMEBUFFER, context->blit_targets,
3229 wined3d_rendertarget_view_get_surface(fb->depth_stencil),
3230 color_location, fb->depth_stencil ? fb->depth_stencil->resource->draw_binding : 0);
3231 }
3232 }
3233
3234 cur_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask;
3235 if (rt_mask != *cur_mask)
3236 {
3237 context_apply_draw_buffers(context, rt_mask);
3238 *cur_mask = rt_mask;
3239 }
3240 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_Y_CORR;
3241 }
3242
context_map_stage(struct wined3d_context * context,DWORD stage,DWORD unit)3243 static void context_map_stage(struct wined3d_context *context, DWORD stage, DWORD unit)
3244 {
3245 DWORD i = context->rev_tex_unit_map[unit];
3246 DWORD j = context->tex_unit_map[stage];
3247
3248 TRACE("Mapping stage %u to unit %u.\n", stage, unit);
3249 context->tex_unit_map[stage] = unit;
3250 if (i != WINED3D_UNMAPPED_STAGE && i != stage)
3251 context->tex_unit_map[i] = WINED3D_UNMAPPED_STAGE;
3252
3253 context->rev_tex_unit_map[unit] = stage;
3254 if (j != WINED3D_UNMAPPED_STAGE && j != unit)
3255 context->rev_tex_unit_map[j] = WINED3D_UNMAPPED_STAGE;
3256 }
3257
context_invalidate_texture_stage(struct wined3d_context * context,DWORD stage)3258 static void context_invalidate_texture_stage(struct wined3d_context *context, DWORD stage)
3259 {
3260 DWORD i;
3261
3262 for (i = 0; i <= WINED3D_HIGHEST_TEXTURE_STATE; ++i)
3263 context_invalidate_state(context, STATE_TEXTURESTAGE(stage, i));
3264 }
3265
context_update_fixed_function_usage_map(struct wined3d_context * context,const struct wined3d_state * state)3266 static void context_update_fixed_function_usage_map(struct wined3d_context *context,
3267 const struct wined3d_state *state)
3268 {
3269 UINT i, start, end;
3270
3271 context->fixed_function_usage_map = 0;
3272 for (i = 0; i < MAX_TEXTURES; ++i)
3273 {
3274 enum wined3d_texture_op color_op = state->texture_states[i][WINED3D_TSS_COLOR_OP];
3275 enum wined3d_texture_op alpha_op = state->texture_states[i][WINED3D_TSS_ALPHA_OP];
3276 DWORD color_arg1 = state->texture_states[i][WINED3D_TSS_COLOR_ARG1] & WINED3DTA_SELECTMASK;
3277 DWORD color_arg2 = state->texture_states[i][WINED3D_TSS_COLOR_ARG2] & WINED3DTA_SELECTMASK;
3278 DWORD color_arg3 = state->texture_states[i][WINED3D_TSS_COLOR_ARG0] & WINED3DTA_SELECTMASK;
3279 DWORD alpha_arg1 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG1] & WINED3DTA_SELECTMASK;
3280 DWORD alpha_arg2 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG2] & WINED3DTA_SELECTMASK;
3281 DWORD alpha_arg3 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG0] & WINED3DTA_SELECTMASK;
3282
3283 /* Not used, and disable higher stages. */
3284 if (color_op == WINED3D_TOP_DISABLE)
3285 break;
3286
3287 if (((color_arg1 == WINED3DTA_TEXTURE) && color_op != WINED3D_TOP_SELECT_ARG2)
3288 || ((color_arg2 == WINED3DTA_TEXTURE) && color_op != WINED3D_TOP_SELECT_ARG1)
3289 || ((color_arg3 == WINED3DTA_TEXTURE)
3290 && (color_op == WINED3D_TOP_MULTIPLY_ADD || color_op == WINED3D_TOP_LERP))
3291 || ((alpha_arg1 == WINED3DTA_TEXTURE) && alpha_op != WINED3D_TOP_SELECT_ARG2)
3292 || ((alpha_arg2 == WINED3DTA_TEXTURE) && alpha_op != WINED3D_TOP_SELECT_ARG1)
3293 || ((alpha_arg3 == WINED3DTA_TEXTURE)
3294 && (alpha_op == WINED3D_TOP_MULTIPLY_ADD || alpha_op == WINED3D_TOP_LERP)))
3295 context->fixed_function_usage_map |= (1u << i);
3296
3297 if ((color_op == WINED3D_TOP_BUMPENVMAP || color_op == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
3298 && i < MAX_TEXTURES - 1)
3299 context->fixed_function_usage_map |= (1u << (i + 1));
3300 }
3301
3302 if (i < context->lowest_disabled_stage)
3303 {
3304 start = i;
3305 end = context->lowest_disabled_stage;
3306 }
3307 else
3308 {
3309 start = context->lowest_disabled_stage;
3310 end = i;
3311 }
3312
3313 context->lowest_disabled_stage = i;
3314 for (i = start + 1; i < end; ++i)
3315 {
3316 context_invalidate_state(context, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP));
3317 }
3318 }
3319
context_map_fixed_function_samplers(struct wined3d_context * context,const struct wined3d_state * state)3320 static void context_map_fixed_function_samplers(struct wined3d_context *context,
3321 const struct wined3d_state *state)
3322 {
3323 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
3324 unsigned int i, tex;
3325 WORD ffu_map;
3326
3327 ffu_map = context->fixed_function_usage_map;
3328
3329 if (d3d_info->limits.ffp_textures == d3d_info->limits.ffp_blend_stages
3330 || context->lowest_disabled_stage <= d3d_info->limits.ffp_textures)
3331 {
3332 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
3333 {
3334 if (!(ffu_map & 1))
3335 continue;
3336
3337 if (context->tex_unit_map[i] != i)
3338 {
3339 context_map_stage(context, i, i);
3340 context_invalidate_state(context, STATE_SAMPLER(i));
3341 context_invalidate_texture_stage(context, i);
3342 }
3343 }
3344 return;
3345 }
3346
3347 /* Now work out the mapping */
3348 tex = 0;
3349 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
3350 {
3351 if (!(ffu_map & 1))
3352 continue;
3353
3354 if (context->tex_unit_map[i] != tex)
3355 {
3356 context_map_stage(context, i, tex);
3357 context_invalidate_state(context, STATE_SAMPLER(i));
3358 context_invalidate_texture_stage(context, i);
3359 }
3360
3361 ++tex;
3362 }
3363 }
3364
context_map_psamplers(struct wined3d_context * context,const struct wined3d_state * state)3365 static void context_map_psamplers(struct wined3d_context *context, const struct wined3d_state *state)
3366 {
3367 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
3368 const struct wined3d_shader_resource_info *resource_info =
3369 state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.resource_info;
3370 unsigned int i;
3371
3372 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
3373 {
3374 if (resource_info[i].type && context->tex_unit_map[i] != i)
3375 {
3376 context_map_stage(context, i, i);
3377 context_invalidate_state(context, STATE_SAMPLER(i));
3378 if (i < d3d_info->limits.ffp_blend_stages)
3379 context_invalidate_texture_stage(context, i);
3380 }
3381 }
3382 }
3383
context_unit_free_for_vs(const struct wined3d_context * context,const struct wined3d_shader_resource_info * ps_resource_info,DWORD unit)3384 static BOOL context_unit_free_for_vs(const struct wined3d_context *context,
3385 const struct wined3d_shader_resource_info *ps_resource_info, DWORD unit)
3386 {
3387 DWORD current_mapping = context->rev_tex_unit_map[unit];
3388
3389 /* Not currently used */
3390 if (current_mapping == WINED3D_UNMAPPED_STAGE)
3391 return TRUE;
3392
3393 if (current_mapping < MAX_FRAGMENT_SAMPLERS)
3394 {
3395 /* Used by a fragment sampler */
3396
3397 if (!ps_resource_info)
3398 {
3399 /* No pixel shader, check fixed function */
3400 return current_mapping >= MAX_TEXTURES || !(context->fixed_function_usage_map & (1u << current_mapping));
3401 }
3402
3403 /* Pixel shader, check the shader's sampler map */
3404 return !ps_resource_info[current_mapping].type;
3405 }
3406
3407 return TRUE;
3408 }
3409
context_map_vsamplers(struct wined3d_context * context,BOOL ps,const struct wined3d_state * state)3410 static void context_map_vsamplers(struct wined3d_context *context, BOOL ps, const struct wined3d_state *state)
3411 {
3412 const struct wined3d_shader_resource_info *vs_resource_info =
3413 state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.resource_info;
3414 const struct wined3d_shader_resource_info *ps_resource_info = NULL;
3415 const struct wined3d_gl_info *gl_info = context->gl_info;
3416 int start = min(MAX_COMBINED_SAMPLERS, gl_info->limits.graphics_samplers) - 1;
3417 int i;
3418
3419 /* Note that we only care if a resource is used or not, not the
3420 * resource's specific type. Otherwise we'd need to call
3421 * shader_update_samplers() here for 1.x pixelshaders. */
3422 if (ps)
3423 ps_resource_info = state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.resource_info;
3424
3425 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i)
3426 {
3427 DWORD vsampler_idx = i + MAX_FRAGMENT_SAMPLERS;
3428 if (vs_resource_info[i].type)
3429 {
3430 while (start >= 0)
3431 {
3432 if (context_unit_free_for_vs(context, ps_resource_info, start))
3433 {
3434 if (context->tex_unit_map[vsampler_idx] != start)
3435 {
3436 context_map_stage(context, vsampler_idx, start);
3437 context_invalidate_state(context, STATE_SAMPLER(vsampler_idx));
3438 }
3439
3440 --start;
3441 break;
3442 }
3443
3444 --start;
3445 }
3446 if (context->tex_unit_map[vsampler_idx] == WINED3D_UNMAPPED_STAGE)
3447 WARN("Couldn't find a free texture unit for vertex sampler %u.\n", i);
3448 }
3449 }
3450 }
3451
context_update_tex_unit_map(struct wined3d_context * context,const struct wined3d_state * state)3452 static void context_update_tex_unit_map(struct wined3d_context *context, const struct wined3d_state *state)
3453 {
3454 const struct wined3d_gl_info *gl_info = context->gl_info;
3455 BOOL vs = use_vs(state);
3456 BOOL ps = use_ps(state);
3457
3458 if (!ps)
3459 context_update_fixed_function_usage_map(context, state);
3460
3461 /* Try to go for a 1:1 mapping of the samplers when possible. Pixel shaders
3462 * need a 1:1 map at the moment.
3463 * When the mapping of a stage is changed, sampler and ALL texture stage
3464 * states have to be reset. */
3465
3466 if (gl_info->limits.graphics_samplers >= MAX_COMBINED_SAMPLERS)
3467 return;
3468
3469 if (ps)
3470 context_map_psamplers(context, state);
3471 else
3472 context_map_fixed_function_samplers(context, state);
3473
3474 if (vs)
3475 context_map_vsamplers(context, ps, state);
3476 }
3477
3478 /* Context activation is done by the caller. */
context_state_drawbuf(struct wined3d_context * context,const struct wined3d_state * state,DWORD state_id)3479 void context_state_drawbuf(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3480 {
3481 DWORD rt_mask, *cur_mask;
3482
3483 if (isStateDirty(context, STATE_FRAMEBUFFER)) return;
3484
3485 cur_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask;
3486 rt_mask = find_draw_buffers_mask(context, state);
3487 if (rt_mask != *cur_mask)
3488 {
3489 context_apply_draw_buffers(context, rt_mask);
3490 *cur_mask = rt_mask;
3491 }
3492 }
3493
fixed_get_input(BYTE usage,BYTE usage_idx,unsigned int * regnum)3494 static BOOL fixed_get_input(BYTE usage, BYTE usage_idx, unsigned int *regnum)
3495 {
3496 if ((usage == WINED3D_DECL_USAGE_POSITION || usage == WINED3D_DECL_USAGE_POSITIONT) && !usage_idx)
3497 *regnum = WINED3D_FFP_POSITION;
3498 else if (usage == WINED3D_DECL_USAGE_BLEND_WEIGHT && !usage_idx)
3499 *regnum = WINED3D_FFP_BLENDWEIGHT;
3500 else if (usage == WINED3D_DECL_USAGE_BLEND_INDICES && !usage_idx)
3501 *regnum = WINED3D_FFP_BLENDINDICES;
3502 else if (usage == WINED3D_DECL_USAGE_NORMAL && !usage_idx)
3503 *regnum = WINED3D_FFP_NORMAL;
3504 else if (usage == WINED3D_DECL_USAGE_PSIZE && !usage_idx)
3505 *regnum = WINED3D_FFP_PSIZE;
3506 else if (usage == WINED3D_DECL_USAGE_COLOR && !usage_idx)
3507 *regnum = WINED3D_FFP_DIFFUSE;
3508 else if (usage == WINED3D_DECL_USAGE_COLOR && usage_idx == 1)
3509 *regnum = WINED3D_FFP_SPECULAR;
3510 else if (usage == WINED3D_DECL_USAGE_TEXCOORD && usage_idx < WINED3DDP_MAXTEXCOORD)
3511 *regnum = WINED3D_FFP_TEXCOORD0 + usage_idx;
3512 else
3513 {
3514 WARN("Unsupported input stream [usage=%s, usage_idx=%u].\n", debug_d3ddeclusage(usage), usage_idx);
3515 *regnum = ~0u;
3516 return FALSE;
3517 }
3518
3519 return TRUE;
3520 }
3521
3522 /* Context activation is done by the caller. */
wined3d_stream_info_from_declaration(struct wined3d_stream_info * stream_info,const struct wined3d_state * state,const struct wined3d_gl_info * gl_info,const struct wined3d_d3d_info * d3d_info)3523 void wined3d_stream_info_from_declaration(struct wined3d_stream_info *stream_info,
3524 const struct wined3d_state *state, const struct wined3d_gl_info *gl_info,
3525 const struct wined3d_d3d_info *d3d_info)
3526 {
3527 /* We need to deal with frequency data! */
3528 struct wined3d_vertex_declaration *declaration = state->vertex_declaration;
3529 BOOL generic_attributes = d3d_info->ffp_generic_attributes;
3530 BOOL use_vshader = use_vs(state);
3531 unsigned int i;
3532
3533 stream_info->use_map = 0;
3534 stream_info->swizzle_map = 0;
3535 stream_info->position_transformed = 0;
3536
3537 if (!declaration)
3538 return;
3539
3540 stream_info->position_transformed = declaration->position_transformed;
3541
3542 /* Translate the declaration into strided data. */
3543 for (i = 0; i < declaration->element_count; ++i)
3544 {
3545 const struct wined3d_vertex_declaration_element *element = &declaration->elements[i];
3546 const struct wined3d_stream_state *stream = &state->streams[element->input_slot];
3547 BOOL stride_used;
3548 unsigned int idx;
3549
3550 TRACE("%p Element %p (%u of %u).\n", declaration->elements,
3551 element, i + 1, declaration->element_count);
3552
3553 if (!stream->buffer)
3554 continue;
3555
3556 TRACE("offset %u input_slot %u usage_idx %d.\n", element->offset, element->input_slot, element->usage_idx);
3557
3558 if (use_vshader)
3559 {
3560 if (element->output_slot == WINED3D_OUTPUT_SLOT_UNUSED)
3561 {
3562 stride_used = FALSE;
3563 }
3564 else if (element->output_slot == WINED3D_OUTPUT_SLOT_SEMANTIC)
3565 {
3566 /* TODO: Assuming vertexdeclarations are usually used with the
3567 * same or a similar shader, it might be worth it to store the
3568 * last used output slot and try that one first. */
3569 stride_used = vshader_get_input(state->shader[WINED3D_SHADER_TYPE_VERTEX],
3570 element->usage, element->usage_idx, &idx);
3571 }
3572 else
3573 {
3574 idx = element->output_slot;
3575 stride_used = TRUE;
3576 }
3577 }
3578 else
3579 {
3580 if (!generic_attributes && !element->ffp_valid)
3581 {
3582 WARN("Skipping unsupported fixed function element of format %s and usage %s.\n",
3583 debug_d3dformat(element->format->id), debug_d3ddeclusage(element->usage));
3584 stride_used = FALSE;
3585 }
3586 else
3587 {
3588 stride_used = fixed_get_input(element->usage, element->usage_idx, &idx);
3589 }
3590 }
3591
3592 if (stride_used)
3593 {
3594 TRACE("Load %s array %u [usage %s, usage_idx %u, "
3595 "input_slot %u, offset %u, stride %u, format %s, class %s, step_rate %u].\n",
3596 use_vshader ? "shader": "fixed function", idx,
3597 debug_d3ddeclusage(element->usage), element->usage_idx, element->input_slot,
3598 element->offset, stream->stride, debug_d3dformat(element->format->id),
3599 debug_d3dinput_classification(element->input_slot_class), element->instance_data_step_rate);
3600
3601 stream_info->elements[idx].format = element->format;
3602 stream_info->elements[idx].data.buffer_object = 0;
3603 stream_info->elements[idx].data.addr = (BYTE *)NULL + stream->offset + element->offset;
3604 stream_info->elements[idx].stride = stream->stride;
3605 stream_info->elements[idx].stream_idx = element->input_slot;
3606 if (stream->flags & WINED3DSTREAMSOURCE_INSTANCEDATA)
3607 {
3608 stream_info->elements[idx].divisor = 1;
3609 }
3610 else if (element->input_slot_class == WINED3D_INPUT_PER_INSTANCE_DATA)
3611 {
3612 stream_info->elements[idx].divisor = element->instance_data_step_rate;
3613 if (!element->instance_data_step_rate)
3614 FIXME("Instance step rate 0 not implemented.\n");
3615 }
3616 else
3617 {
3618 stream_info->elements[idx].divisor = 0;
3619 }
3620
3621 if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA]
3622 && element->format->id == WINED3DFMT_B8G8R8A8_UNORM)
3623 {
3624 stream_info->swizzle_map |= 1u << idx;
3625 }
3626 stream_info->use_map |= 1u << idx;
3627 }
3628 }
3629 }
3630
3631 /* Context activation is done by the caller. */
context_update_stream_info(struct wined3d_context * context,const struct wined3d_state * state)3632 static void context_update_stream_info(struct wined3d_context *context, const struct wined3d_state *state)
3633 {
3634 struct wined3d_stream_info *stream_info = &context->stream_info;
3635 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
3636 const struct wined3d_gl_info *gl_info = context->gl_info;
3637 DWORD prev_all_vbo = stream_info->all_vbo;
3638 unsigned int i;
3639 WORD map;
3640
3641 wined3d_stream_info_from_declaration(stream_info, state, gl_info, d3d_info);
3642
3643 stream_info->all_vbo = 1;
3644 context->buffer_fence_count = 0;
3645 for (i = 0, map = stream_info->use_map; map; map >>= 1, ++i)
3646 {
3647 struct wined3d_stream_info_element *element;
3648 struct wined3d_bo_address data;
3649 struct wined3d_buffer *buffer;
3650
3651 if (!(map & 1))
3652 continue;
3653
3654 element = &stream_info->elements[i];
3655 buffer = state->streams[element->stream_idx].buffer;
3656
3657 /* We can't use VBOs if the base vertex index is negative. OpenGL
3658 * doesn't accept negative offsets (or rather offsets bigger than the
3659 * VBO, because the pointer is unsigned), so use system memory
3660 * sources. In most sane cases the pointer - offset will still be > 0,
3661 * otherwise it will wrap around to some big value. Hope that with the
3662 * indices the driver wraps it back internally. If not,
3663 * draw_primitive_immediate_mode() is needed, including a vertex buffer
3664 * path. */
3665 if (state->load_base_vertex_index < 0)
3666 {
3667 WARN_(d3d_perf)("load_base_vertex_index is < 0 (%d), not using VBOs.\n",
3668 state->load_base_vertex_index);
3669 element->data.buffer_object = 0;
3670 element->data.addr += (ULONG_PTR)wined3d_buffer_load_sysmem(buffer, context);
3671 if ((UINT_PTR)element->data.addr < -state->load_base_vertex_index * element->stride)
3672 FIXME("System memory vertex data load offset is negative!\n");
3673 }
3674 else
3675 {
3676 wined3d_buffer_load(buffer, context, state);
3677 wined3d_buffer_get_memory(buffer, &data, buffer->locations);
3678 element->data.buffer_object = data.buffer_object;
3679 element->data.addr += (ULONG_PTR)data.addr;
3680 }
3681
3682 if (!element->data.buffer_object)
3683 stream_info->all_vbo = 0;
3684
3685 if (buffer->fence)
3686 context->buffer_fences[context->buffer_fence_count++] = buffer->fence;
3687
3688 TRACE("Load array %u {%#x:%p}.\n", i, element->data.buffer_object, element->data.addr);
3689 }
3690
3691 if (prev_all_vbo != stream_info->all_vbo)
3692 context_invalidate_state(context, STATE_INDEXBUFFER);
3693
3694 context->use_immediate_mode_draw = FALSE;
3695
3696 if (stream_info->all_vbo)
3697 return;
3698
3699 if (use_vs(state))
3700 {
3701 if (state->vertex_declaration->half_float_conv_needed)
3702 {
3703 TRACE("Using immediate mode draw with vertex shaders for FLOAT16 conversion.\n");
3704 context->use_immediate_mode_draw = TRUE;
3705 }
3706 }
3707 else
3708 {
3709 WORD slow_mask = -!d3d_info->ffp_generic_attributes & (1u << WINED3D_FFP_PSIZE);
3710 slow_mask |= -(!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && !d3d_info->ffp_generic_attributes)
3711 & ((1u << WINED3D_FFP_DIFFUSE) | (1u << WINED3D_FFP_SPECULAR) | (1u << WINED3D_FFP_BLENDWEIGHT));
3712
3713 if ((stream_info->position_transformed && !d3d_info->xyzrhw)
3714 || (stream_info->use_map & slow_mask))
3715 context->use_immediate_mode_draw = TRUE;
3716 }
3717 }
3718
3719 /* Context activation is done by the caller. */
context_preload_texture(struct wined3d_context * context,const struct wined3d_state * state,unsigned int idx)3720 static void context_preload_texture(struct wined3d_context *context,
3721 const struct wined3d_state *state, unsigned int idx)
3722 {
3723 struct wined3d_texture *texture;
3724
3725 if (!(texture = state->textures[idx]))
3726 return;
3727
3728 wined3d_texture_load(texture, context, state->sampler_states[idx][WINED3D_SAMP_SRGB_TEXTURE]);
3729 }
3730
3731 /* Context activation is done by the caller. */
context_preload_textures(struct wined3d_context * context,const struct wined3d_state * state)3732 static void context_preload_textures(struct wined3d_context *context, const struct wined3d_state *state)
3733 {
3734 unsigned int i;
3735
3736 if (use_vs(state))
3737 {
3738 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i)
3739 {
3740 if (state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.resource_info[i].type)
3741 context_preload_texture(context, state, MAX_FRAGMENT_SAMPLERS + i);
3742 }
3743 }
3744
3745 if (use_ps(state))
3746 {
3747 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
3748 {
3749 if (state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.resource_info[i].type)
3750 context_preload_texture(context, state, i);
3751 }
3752 }
3753 else
3754 {
3755 WORD ffu_map = context->fixed_function_usage_map;
3756
3757 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
3758 {
3759 if (ffu_map & 1)
3760 context_preload_texture(context, state, i);
3761 }
3762 }
3763 }
3764
context_load_shader_resources(struct wined3d_context * context,const struct wined3d_state * state,unsigned int shader_mask)3765 static void context_load_shader_resources(struct wined3d_context *context, const struct wined3d_state *state,
3766 unsigned int shader_mask)
3767 {
3768 struct wined3d_shader_sampler_map_entry *entry;
3769 struct wined3d_shader_resource_view *view;
3770 struct wined3d_shader *shader;
3771 unsigned int i, j;
3772
3773 for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
3774 {
3775 if (!(shader_mask & (1u << i)))
3776 continue;
3777
3778 if (!(shader = state->shader[i]))
3779 continue;
3780
3781 for (j = 0; j < WINED3D_MAX_CBS; ++j)
3782 {
3783 if (state->cb[i][j])
3784 wined3d_buffer_load(state->cb[i][j], context, state);
3785 }
3786
3787 for (j = 0; j < shader->reg_maps.sampler_map.count; ++j)
3788 {
3789 entry = &shader->reg_maps.sampler_map.entries[j];
3790
3791 if (!(view = state->shader_resource_view[i][entry->resource_idx]))
3792 continue;
3793
3794 if (view->resource->type == WINED3D_RTYPE_BUFFER)
3795 wined3d_buffer_load(buffer_from_resource(view->resource), context, state);
3796 else
3797 wined3d_texture_load(texture_from_resource(view->resource), context, FALSE);
3798 }
3799 }
3800 }
3801
context_bind_shader_resources(struct wined3d_context * context,const struct wined3d_state * state,enum wined3d_shader_type shader_type)3802 static void context_bind_shader_resources(struct wined3d_context *context,
3803 const struct wined3d_state *state, enum wined3d_shader_type shader_type)
3804 {
3805 unsigned int bind_idx, shader_sampler_count, base, count, i;
3806 const struct wined3d_device *device = context->device;
3807 struct wined3d_shader_sampler_map_entry *entry;
3808 struct wined3d_shader_resource_view *view;
3809 const struct wined3d_shader *shader;
3810 struct wined3d_sampler *sampler;
3811 const DWORD *tex_unit_map;
3812
3813 if (!(shader = state->shader[shader_type]))
3814 return;
3815
3816 tex_unit_map = context_get_tex_unit_mapping(context,
3817 &shader->reg_maps.shader_version, &base, &count);
3818
3819 shader_sampler_count = shader->reg_maps.sampler_map.count;
3820 if (shader_sampler_count > count)
3821 FIXME("Shader %p needs %u samplers, but only %u are supported.\n",
3822 shader, shader_sampler_count, count);
3823 count = min(shader_sampler_count, count);
3824
3825 for (i = 0; i < count; ++i)
3826 {
3827 entry = &shader->reg_maps.sampler_map.entries[i];
3828 bind_idx = base + entry->bind_idx;
3829 if (tex_unit_map)
3830 bind_idx = tex_unit_map[bind_idx];
3831
3832 if (!(view = state->shader_resource_view[shader_type][entry->resource_idx]))
3833 {
3834 WARN("No resource view bound at index %u, %u.\n", shader_type, entry->resource_idx);
3835 continue;
3836 }
3837
3838 if (entry->sampler_idx == WINED3D_SAMPLER_DEFAULT)
3839 sampler = device->default_sampler;
3840 else if (!(sampler = state->sampler[shader_type][entry->sampler_idx]))
3841 sampler = device->null_sampler;
3842 wined3d_shader_resource_view_bind(view, bind_idx, sampler, context);
3843 }
3844 }
3845
context_load_unordered_access_resources(struct wined3d_context * context,const struct wined3d_shader * shader,struct wined3d_unordered_access_view * const * views)3846 static void context_load_unordered_access_resources(struct wined3d_context *context,
3847 const struct wined3d_shader *shader, struct wined3d_unordered_access_view * const *views)
3848 {
3849 struct wined3d_unordered_access_view *view;
3850 struct wined3d_texture *texture;
3851 struct wined3d_buffer *buffer;
3852 unsigned int i;
3853
3854 context->uses_uavs = 0;
3855
3856 if (!shader)
3857 return;
3858
3859 for (i = 0; i < MAX_UNORDERED_ACCESS_VIEWS; ++i)
3860 {
3861 if (!(view = views[i]))
3862 continue;
3863
3864 if (view->resource->type == WINED3D_RTYPE_BUFFER)
3865 {
3866 buffer = buffer_from_resource(view->resource);
3867 wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_BUFFER);
3868 wined3d_unordered_access_view_invalidate_location(view, ~WINED3D_LOCATION_BUFFER);
3869 }
3870 else
3871 {
3872 texture = texture_from_resource(view->resource);
3873 wined3d_texture_load(texture, context, FALSE);
3874 wined3d_unordered_access_view_invalidate_location(view, ~WINED3D_LOCATION_TEXTURE_RGB);
3875 }
3876
3877 context->uses_uavs = 1;
3878 }
3879 }
3880
context_bind_unordered_access_views(struct wined3d_context * context,const struct wined3d_shader * shader,struct wined3d_unordered_access_view * const * views)3881 static void context_bind_unordered_access_views(struct wined3d_context *context,
3882 const struct wined3d_shader *shader, struct wined3d_unordered_access_view * const *views)
3883 {
3884 const struct wined3d_gl_info *gl_info = context->gl_info;
3885 struct wined3d_unordered_access_view *view;
3886 GLuint texture_name;
3887 unsigned int i;
3888 GLint level;
3889
3890 if (!shader)
3891 return;
3892
3893 for (i = 0; i < MAX_UNORDERED_ACCESS_VIEWS; ++i)
3894 {
3895 if (!(view = views[i]))
3896 {
3897 if (shader->reg_maps.uav_resource_info[i].type)
3898 WARN("No unordered access view bound at index %u.\n", i);
3899 GL_EXTCALL(glBindImageTexture(i, 0, 0, GL_FALSE, 0, GL_READ_WRITE, GL_R8));
3900 continue;
3901 }
3902
3903 if (view->gl_view.name)
3904 {
3905 texture_name = view->gl_view.name;
3906 level = 0;
3907 }
3908 else if (view->resource->type != WINED3D_RTYPE_BUFFER)
3909 {
3910 struct wined3d_texture *texture = texture_from_resource(view->resource);
3911 texture_name = wined3d_texture_get_texture_name(texture, context, FALSE);
3912 level = view->desc.u.texture.level_idx;
3913 }
3914 else
3915 {
3916 FIXME("Unsupported buffer unordered access view.\n");
3917 GL_EXTCALL(glBindImageTexture(i, 0, 0, GL_FALSE, 0, GL_READ_WRITE, GL_R8));
3918 continue;
3919 }
3920
3921 GL_EXTCALL(glBindImageTexture(i, texture_name, level, GL_TRUE, 0, GL_READ_WRITE,
3922 view->format->glInternal));
3923
3924 if (view->counter_bo)
3925 GL_EXTCALL(glBindBufferBase(GL_ATOMIC_COUNTER_BUFFER, i, view->counter_bo));
3926 }
3927 checkGLcall("Bind unordered access views");
3928 }
3929
context_load_stream_output_buffers(struct wined3d_context * context,const struct wined3d_state * state)3930 static void context_load_stream_output_buffers(struct wined3d_context *context,
3931 const struct wined3d_state *state)
3932 {
3933 unsigned int i;
3934
3935 for (i = 0; i < ARRAY_SIZE(state->stream_output); ++i)
3936 {
3937 struct wined3d_buffer *buffer;
3938 if (!(buffer = state->stream_output[i].buffer))
3939 continue;
3940
3941 wined3d_buffer_load(buffer, context, state);
3942 wined3d_buffer_invalidate_location(buffer, ~WINED3D_LOCATION_BUFFER);
3943 }
3944 }
3945
3946 /* Context activation is done by the caller. */
context_apply_draw_state(struct wined3d_context * context,const struct wined3d_device * device,const struct wined3d_state * state)3947 static BOOL context_apply_draw_state(struct wined3d_context *context,
3948 const struct wined3d_device *device, const struct wined3d_state *state)
3949 {
3950 const struct StateEntry *state_table = context->state_table;
3951 const struct wined3d_gl_info *gl_info = context->gl_info;
3952 const struct wined3d_fb_state *fb = state->fb;
3953 unsigned int i;
3954 WORD map;
3955
3956 if (!have_framebuffer_attachment(gl_info->limits.buffers, fb->render_targets, fb->depth_stencil))
3957 {
3958 if (!gl_info->supported[ARB_FRAMEBUFFER_NO_ATTACHMENTS])
3959 {
3960 FIXME("OpenGL implementation does not support framebuffers with no attachments.\n");
3961 return FALSE;
3962 }
3963
3964 context_set_render_offscreen(context, TRUE);
3965 }
3966
3967 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && isStateDirty(context, STATE_FRAMEBUFFER))
3968 {
3969 context_validate_onscreen_formats(context, fb->depth_stencil);
3970 }
3971
3972 /* Preload resources before FBO setup. Texture preload in particular may
3973 * result in changes to the current FBO, due to using e.g. FBO blits for
3974 * updating a resource location. */
3975 context_update_tex_unit_map(context, state);
3976 context_preload_textures(context, state);
3977 context_load_shader_resources(context, state, ~(1u << WINED3D_SHADER_TYPE_COMPUTE));
3978 context_load_unordered_access_resources(context, state->shader[WINED3D_SHADER_TYPE_PIXEL],
3979 state->unordered_access_view[WINED3D_PIPELINE_GRAPHICS]);
3980 context_load_stream_output_buffers(context, state);
3981 /* TODO: Right now the dependency on the vertex shader is necessary
3982 * since wined3d_stream_info_from_declaration() depends on the reg_maps of
3983 * the current VS but maybe it's possible to relax the coupling in some
3984 * situations at least. */
3985 if (isStateDirty(context, STATE_VDECL) || isStateDirty(context, STATE_STREAMSRC)
3986 || isStateDirty(context, STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX)))
3987 {
3988 context_update_stream_info(context, state);
3989 }
3990 else
3991 {
3992 for (i = 0, map = context->stream_info.use_map; map; map >>= 1, ++i)
3993 {
3994 if (map & 1)
3995 wined3d_buffer_load(state->streams[context->stream_info.elements[i].stream_idx].buffer,
3996 context, state);
3997 }
3998 /* Loading the buffers above may have invalidated the stream info. */
3999 if (isStateDirty(context, STATE_STREAMSRC))
4000 context_update_stream_info(context, state);
4001 }
4002 if (state->index_buffer)
4003 {
4004 if (context->stream_info.all_vbo)
4005 wined3d_buffer_load(state->index_buffer, context, state);
4006 else
4007 wined3d_buffer_load_sysmem(state->index_buffer, context);
4008 }
4009
4010 for (i = 0; i < context->numDirtyEntries; ++i)
4011 {
4012 DWORD rep = context->dirtyArray[i];
4013 DWORD idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
4014 BYTE shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
4015 context->isStateDirty[idx] &= ~(1u << shift);
4016 state_table[rep].apply(context, state, rep);
4017 }
4018
4019 if (context->shader_update_mask & ~(1u << WINED3D_SHADER_TYPE_COMPUTE))
4020 {
4021 device->shader_backend->shader_select(device->shader_priv, context, state);
4022 context->shader_update_mask &= 1u << WINED3D_SHADER_TYPE_COMPUTE;
4023 }
4024
4025 if (context->constant_update_mask)
4026 {
4027 device->shader_backend->shader_load_constants(device->shader_priv, context, state);
4028 context->constant_update_mask = 0;
4029 }
4030
4031 if (context->update_shader_resource_bindings)
4032 {
4033 for (i = 0; i < WINED3D_SHADER_TYPE_GRAPHICS_COUNT; ++i)
4034 context_bind_shader_resources(context, state, i);
4035 context->update_shader_resource_bindings = 0;
4036 if (gl_info->limits.combined_samplers == gl_info->limits.graphics_samplers)
4037 context->update_compute_shader_resource_bindings = 1;
4038 }
4039
4040 if (context->update_unordered_access_view_bindings)
4041 {
4042 context_bind_unordered_access_views(context,
4043 state->shader[WINED3D_SHADER_TYPE_PIXEL],
4044 state->unordered_access_view[WINED3D_PIPELINE_GRAPHICS]);
4045 context->update_unordered_access_view_bindings = 0;
4046 context->update_compute_unordered_access_view_bindings = 1;
4047 }
4048
4049 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
4050 {
4051 context_check_fbo_status(context, GL_FRAMEBUFFER);
4052 }
4053
4054 context->numDirtyEntries = 0; /* This makes the whole list clean */
4055 context->last_was_blit = FALSE;
4056
4057 return TRUE;
4058 }
4059
context_apply_compute_state(struct wined3d_context * context,const struct wined3d_device * device,const struct wined3d_state * state)4060 static void context_apply_compute_state(struct wined3d_context *context,
4061 const struct wined3d_device *device, const struct wined3d_state *state)
4062 {
4063 const struct StateEntry *state_table = context->state_table;
4064 const struct wined3d_gl_info *gl_info = context->gl_info;
4065 unsigned int state_id, i;
4066
4067 context_load_shader_resources(context, state, 1u << WINED3D_SHADER_TYPE_COMPUTE);
4068 context_load_unordered_access_resources(context, state->shader[WINED3D_SHADER_TYPE_COMPUTE],
4069 state->unordered_access_view[WINED3D_PIPELINE_COMPUTE]);
4070
4071 for (i = 0, state_id = STATE_COMPUTE_OFFSET; i < ARRAY_SIZE(context->dirty_compute_states); ++i)
4072 {
4073 unsigned int dirty_mask = context->dirty_compute_states[i];
4074 while (dirty_mask)
4075 {
4076 unsigned int current_state_id = state_id + wined3d_bit_scan(&dirty_mask);
4077 state_table[current_state_id].apply(context, state, current_state_id);
4078 }
4079 state_id += sizeof(*context->dirty_compute_states) * CHAR_BIT;
4080 }
4081 memset(context->dirty_compute_states, 0, sizeof(*context->dirty_compute_states));
4082
4083 if (context->shader_update_mask & (1u << WINED3D_SHADER_TYPE_COMPUTE))
4084 {
4085 device->shader_backend->shader_select_compute(device->shader_priv, context, state);
4086 context->shader_update_mask &= ~(1u << WINED3D_SHADER_TYPE_COMPUTE);
4087 }
4088
4089 if (context->update_compute_shader_resource_bindings)
4090 {
4091 context_bind_shader_resources(context, state, WINED3D_SHADER_TYPE_COMPUTE);
4092 context->update_compute_shader_resource_bindings = 0;
4093 if (gl_info->limits.combined_samplers == gl_info->limits.graphics_samplers)
4094 context->update_shader_resource_bindings = 1;
4095 }
4096
4097 if (context->update_compute_unordered_access_view_bindings)
4098 {
4099 context_bind_unordered_access_views(context,
4100 state->shader[WINED3D_SHADER_TYPE_COMPUTE],
4101 state->unordered_access_view[WINED3D_PIPELINE_COMPUTE]);
4102 context->update_compute_unordered_access_view_bindings = 0;
4103 context->update_unordered_access_view_bindings = 1;
4104 }
4105
4106 /* Updates to currently bound render targets aren't necessarily coherent
4107 * between the graphics and compute pipelines. Unbind any currently bound
4108 * FBO here to ensure preceding updates to its attachments by the graphics
4109 * pipeline are visible to the compute pipeline.
4110 *
4111 * Without this, the bloom effect in Nier:Automata is too bright on the
4112 * Mesa radeonsi driver, and presumably on other Mesa based drivers. */
4113 context_bind_fbo(context, GL_FRAMEBUFFER, 0);
4114 context_invalidate_state(context, STATE_FRAMEBUFFER);
4115
4116 context->last_was_blit = FALSE;
4117 }
4118
use_transform_feedback(const struct wined3d_state * state)4119 static BOOL use_transform_feedback(const struct wined3d_state *state)
4120 {
4121 const struct wined3d_shader *shader;
4122 if (!(shader = state->shader[WINED3D_SHADER_TYPE_GEOMETRY]))
4123 return FALSE;
4124 return shader->u.gs.so_desc.element_count;
4125 }
4126
context_end_transform_feedback(struct wined3d_context * context)4127 void context_end_transform_feedback(struct wined3d_context *context)
4128 {
4129 const struct wined3d_gl_info *gl_info = context->gl_info;
4130 if (context->transform_feedback_active)
4131 {
4132 GL_EXTCALL(glEndTransformFeedback());
4133 checkGLcall("glEndTransformFeedback");
4134 context->transform_feedback_active = 0;
4135 context->transform_feedback_paused = 0;
4136 }
4137 }
4138
context_pause_transform_feedback(struct wined3d_context * context,BOOL force)4139 static void context_pause_transform_feedback(struct wined3d_context *context, BOOL force)
4140 {
4141 const struct wined3d_gl_info *gl_info = context->gl_info;
4142
4143 if (!context->transform_feedback_active || context->transform_feedback_paused)
4144 return;
4145
4146 if (gl_info->supported[ARB_TRANSFORM_FEEDBACK2])
4147 {
4148 GL_EXTCALL(glPauseTransformFeedback());
4149 checkGLcall("glPauseTransformFeedback");
4150 context->transform_feedback_paused = 1;
4151 return;
4152 }
4153
4154 WARN("Cannot pause transform feedback operations.\n");
4155
4156 if (force)
4157 context_end_transform_feedback(context);
4158 }
4159
context_setup_target(struct wined3d_context * context,struct wined3d_texture * texture,unsigned int sub_resource_idx)4160 static void context_setup_target(struct wined3d_context *context,
4161 struct wined3d_texture *texture, unsigned int sub_resource_idx)
4162 {
4163 BOOL old_render_offscreen = context->render_offscreen, render_offscreen;
4164
4165 render_offscreen = wined3d_resource_is_offscreen(&texture->resource);
4166 if (context->current_rt.texture == texture
4167 && context->current_rt.sub_resource_idx == sub_resource_idx
4168 && render_offscreen == old_render_offscreen)
4169 return;
4170
4171 /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
4172 * the alpha blend state changes with different render target formats. */
4173 if (!context->current_rt.texture)
4174 {
4175 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE));
4176 }
4177 else
4178 {
4179 const struct wined3d_format *old = context->current_rt.texture->resource.format;
4180 const struct wined3d_format *new = texture->resource.format;
4181
4182 if (old->id != new->id)
4183 {
4184 /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
4185 if ((old->alpha_size && !new->alpha_size) || (!old->alpha_size && new->alpha_size)
4186 || !(texture->resource.format_flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
4187 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE));
4188
4189 /* Update sRGB writing when switching between formats that do/do not support sRGB writing */
4190 if ((context->current_rt.texture->resource.format_flags & WINED3DFMT_FLAG_SRGB_WRITE)
4191 != (texture->resource.format_flags & WINED3DFMT_FLAG_SRGB_WRITE))
4192 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE));
4193 }
4194
4195 /* When switching away from an offscreen render target, and we're not
4196 * using FBOs, we have to read the drawable into the texture. This is
4197 * done via PreLoad (and WINED3D_LOCATION_DRAWABLE set on the surface).
4198 * There are some things that need care though. PreLoad needs a GL context,
4199 * and FindContext is called before the context is activated. It also
4200 * has to be called with the old rendertarget active, otherwise a
4201 * wrong drawable is read. */
4202 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
4203 && old_render_offscreen && (context->current_rt.texture != texture
4204 || context->current_rt.sub_resource_idx != sub_resource_idx))
4205 {
4206 unsigned int prev_sub_resource_idx = context->current_rt.sub_resource_idx;
4207 struct wined3d_texture *prev_texture = context->current_rt.texture;
4208
4209 /* Read the back buffer of the old drawable into the destination texture. */
4210 if (prev_texture->texture_srgb.name)
4211 wined3d_texture_load(prev_texture, context, TRUE);
4212 wined3d_texture_load(prev_texture, context, FALSE);
4213 wined3d_texture_invalidate_location(prev_texture, prev_sub_resource_idx, WINED3D_LOCATION_DRAWABLE);
4214 }
4215 }
4216
4217 context->current_rt.texture = texture;
4218 context->current_rt.sub_resource_idx = sub_resource_idx;
4219 context_set_render_offscreen(context, render_offscreen);
4220 }
4221
context_activate(struct wined3d_context * context,struct wined3d_texture * texture,unsigned int sub_resource_idx)4222 static void context_activate(struct wined3d_context *context,
4223 struct wined3d_texture *texture, unsigned int sub_resource_idx)
4224 {
4225 context_enter(context);
4226 context_update_window(context);
4227 context_setup_target(context, texture, sub_resource_idx);
4228 if (!context->valid)
4229 return;
4230
4231 if (context != context_get_current())
4232 {
4233 if (!context_set_current(context))
4234 ERR("Failed to activate the new context.\n");
4235 }
4236 else if (context->needs_set)
4237 {
4238 context_set_gl_context(context);
4239 }
4240 }
4241
context_acquire(const struct wined3d_device * device,struct wined3d_texture * texture,unsigned int sub_resource_idx)4242 struct wined3d_context *context_acquire(const struct wined3d_device *device,
4243 struct wined3d_texture *texture, unsigned int sub_resource_idx)
4244 {
4245 struct wined3d_context *current_context = context_get_current();
4246 struct wined3d_context *context;
4247 BOOL swapchain_texture;
4248
4249 TRACE("device %p, texture %p, sub_resource_idx %u.\n", device, texture, sub_resource_idx);
4250
4251 wined3d_from_cs(device->cs);
4252
4253 if (current_context && current_context->destroyed)
4254 current_context = NULL;
4255
4256 swapchain_texture = texture && texture->swapchain;
4257 if (!texture)
4258 {
4259 if (current_context
4260 && current_context->current_rt.texture
4261 && current_context->device == device)
4262 {
4263 texture = current_context->current_rt.texture;
4264 sub_resource_idx = current_context->current_rt.sub_resource_idx;
4265 }
4266 else
4267 {
4268 struct wined3d_swapchain *swapchain = device->swapchains[0];
4269
4270 if (swapchain->back_buffers)
4271 texture = swapchain->back_buffers[0];
4272 else
4273 texture = swapchain->front_buffer;
4274 sub_resource_idx = 0;
4275 }
4276 }
4277
4278 if (current_context && current_context->current_rt.texture == texture)
4279 {
4280 context = current_context;
4281 }
4282 else if (swapchain_texture)
4283 {
4284 TRACE("Rendering onscreen.\n");
4285
4286 context = swapchain_get_context(texture->swapchain);
4287 }
4288 else
4289 {
4290 TRACE("Rendering offscreen.\n");
4291
4292 /* Stay with the current context if possible. Otherwise use the
4293 * context for the primary swapchain. */
4294 if (current_context && current_context->device == device)
4295 context = current_context;
4296 else
4297 context = swapchain_get_context(device->swapchains[0]);
4298 }
4299
4300 context_activate(context, texture, sub_resource_idx);
4301
4302 return context;
4303 }
4304
context_reacquire(const struct wined3d_device * device,struct wined3d_context * context)4305 struct wined3d_context *context_reacquire(const struct wined3d_device *device,
4306 struct wined3d_context *context)
4307 {
4308 struct wined3d_context *acquired_context;
4309
4310 wined3d_from_cs(device->cs);
4311
4312 if (!context || context->tid != GetCurrentThreadId())
4313 return NULL;
4314
4315 if (context->current_rt.texture)
4316 {
4317 context_activate(context, context->current_rt.texture, context->current_rt.sub_resource_idx);
4318 return context;
4319 }
4320
4321 acquired_context = context_acquire(device, NULL, 0);
4322 if (acquired_context != context)
4323 ERR("Acquired context %p instead of %p.\n", acquired_context, context);
4324 return acquired_context;
4325 }
4326
dispatch_compute(struct wined3d_device * device,const struct wined3d_state * state,const struct wined3d_dispatch_parameters * parameters)4327 void dispatch_compute(struct wined3d_device *device, const struct wined3d_state *state,
4328 const struct wined3d_dispatch_parameters *parameters)
4329 {
4330 const struct wined3d_gl_info *gl_info;
4331 struct wined3d_context *context;
4332
4333 context = context_acquire(device, NULL, 0);
4334 if (!context->valid)
4335 {
4336 context_release(context);
4337 WARN("Invalid context, skipping dispatch.\n");
4338 return;
4339 }
4340 gl_info = context->gl_info;
4341
4342 if (!gl_info->supported[ARB_COMPUTE_SHADER])
4343 {
4344 context_release(context);
4345 FIXME("OpenGL implementation does not support compute shaders.\n");
4346 return;
4347 }
4348
4349 if (parameters->indirect)
4350 wined3d_buffer_load(parameters->u.indirect.buffer, context, state);
4351
4352 context_apply_compute_state(context, device, state);
4353
4354 if (!state->shader[WINED3D_SHADER_TYPE_COMPUTE])
4355 {
4356 context_release(context);
4357 WARN("No compute shader bound, skipping dispatch.\n");
4358 return;
4359 }
4360
4361 if (parameters->indirect)
4362 {
4363 const struct wined3d_indirect_dispatch_parameters *indirect = ¶meters->u.indirect;
4364 struct wined3d_buffer *buffer = indirect->buffer;
4365
4366 GL_EXTCALL(glBindBuffer(GL_DISPATCH_INDIRECT_BUFFER, buffer->buffer_object));
4367 GL_EXTCALL(glDispatchComputeIndirect((GLintptr)indirect->offset));
4368 GL_EXTCALL(glBindBuffer(GL_DISPATCH_INDIRECT_BUFFER, 0));
4369 }
4370 else
4371 {
4372 const struct wined3d_direct_dispatch_parameters *direct = ¶meters->u.direct;
4373 GL_EXTCALL(glDispatchCompute(direct->group_count_x, direct->group_count_y, direct->group_count_z));
4374 }
4375 checkGLcall("dispatch compute");
4376
4377 GL_EXTCALL(glMemoryBarrier(GL_ALL_BARRIER_BITS));
4378 checkGLcall("glMemoryBarrier");
4379
4380 if (wined3d_settings.strict_draw_ordering)
4381 gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
4382
4383 context_release(context);
4384 }
4385
4386 /* Context activation is done by the caller. */
draw_primitive_arrays(struct wined3d_context * context,const struct wined3d_state * state,const void * idx_data,unsigned int idx_size,int base_vertex_idx,unsigned int start_idx,unsigned int count,unsigned int start_instance,unsigned int instance_count)4387 static void draw_primitive_arrays(struct wined3d_context *context, const struct wined3d_state *state,
4388 const void *idx_data, unsigned int idx_size, int base_vertex_idx, unsigned int start_idx,
4389 unsigned int count, unsigned int start_instance, unsigned int instance_count)
4390 {
4391 const struct wined3d_ffp_attrib_ops *ops = &context->d3d_info->ffp_attrib_ops;
4392 GLenum idx_type = idx_size == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT;
4393 const struct wined3d_stream_info *si = &context->stream_info;
4394 unsigned int instanced_elements[ARRAY_SIZE(si->elements)];
4395 const struct wined3d_gl_info *gl_info = context->gl_info;
4396 unsigned int instanced_element_count = 0;
4397 GLenum mode = state->gl_primitive_type;
4398 const void *indices;
4399 unsigned int i, j;
4400
4401 indices = (const char *)idx_data + idx_size * start_idx;
4402
4403 if (!instance_count)
4404 {
4405 if (!idx_size)
4406 {
4407 gl_info->gl_ops.gl.p_glDrawArrays(mode, start_idx, count);
4408 checkGLcall("glDrawArrays");
4409 return;
4410 }
4411
4412 if (gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX])
4413 {
4414 GL_EXTCALL(glDrawElementsBaseVertex(mode, count, idx_type, indices, base_vertex_idx));
4415 checkGLcall("glDrawElementsBaseVertex");
4416 return;
4417 }
4418
4419 gl_info->gl_ops.gl.p_glDrawElements(mode, count, idx_type, indices);
4420 checkGLcall("glDrawElements");
4421 return;
4422 }
4423
4424 if (start_instance && !(gl_info->supported[ARB_BASE_INSTANCE] && gl_info->supported[ARB_INSTANCED_ARRAYS]))
4425 FIXME("Start instance (%u) not supported.\n", start_instance);
4426
4427 if (gl_info->supported[ARB_INSTANCED_ARRAYS])
4428 {
4429 if (!idx_size)
4430 {
4431 if (gl_info->supported[ARB_BASE_INSTANCE])
4432 {
4433 GL_EXTCALL(glDrawArraysInstancedBaseInstance(mode, start_idx, count, instance_count, start_instance));
4434 checkGLcall("glDrawArraysInstancedBaseInstance");
4435 return;
4436 }
4437
4438 GL_EXTCALL(glDrawArraysInstanced(mode, start_idx, count, instance_count));
4439 checkGLcall("glDrawArraysInstanced");
4440 return;
4441 }
4442
4443 if (gl_info->supported[ARB_BASE_INSTANCE])
4444 {
4445 GL_EXTCALL(glDrawElementsInstancedBaseVertexBaseInstance(mode, count, idx_type,
4446 indices, instance_count, base_vertex_idx, start_instance));
4447 checkGLcall("glDrawElementsInstancedBaseVertexBaseInstance");
4448 return;
4449 }
4450 if (gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX])
4451 {
4452 GL_EXTCALL(glDrawElementsInstancedBaseVertex(mode, count, idx_type,
4453 indices, instance_count, base_vertex_idx));
4454 checkGLcall("glDrawElementsInstancedBaseVertex");
4455 return;
4456 }
4457
4458 GL_EXTCALL(glDrawElementsInstanced(mode, count, idx_type, indices, instance_count));
4459 checkGLcall("glDrawElementsInstanced");
4460 return;
4461 }
4462
4463 /* Instancing emulation by mixing immediate mode and arrays. */
4464
4465 /* This is a nasty thing. MSDN says no hardware supports this and
4466 * applications have to use software vertex processing. We don't support
4467 * this for now.
4468 *
4469 * Shouldn't be too hard to support with OpenGL, in theory just call
4470 * glDrawArrays() instead of drawElements(). But the stream fequency value
4471 * has a different meaning in that situation. */
4472 if (!idx_size)
4473 {
4474 FIXME("Non-indexed instanced drawing is not supported.\n");
4475 return;
4476 }
4477
4478 for (i = 0; i < ARRAY_SIZE(si->elements); ++i)
4479 {
4480 if (!(si->use_map & (1u << i)))
4481 continue;
4482
4483 if (state->streams[si->elements[i].stream_idx].flags & WINED3DSTREAMSOURCE_INSTANCEDATA)
4484 instanced_elements[instanced_element_count++] = i;
4485 }
4486
4487 for (i = 0; i < instance_count; ++i)
4488 {
4489 /* Specify the instanced attributes using immediate mode calls. */
4490 for (j = 0; j < instanced_element_count; ++j)
4491 {
4492 const struct wined3d_stream_info_element *element;
4493 unsigned int element_idx;
4494 const BYTE *ptr;
4495
4496 element_idx = instanced_elements[j];
4497 element = &si->elements[element_idx];
4498 ptr = element->data.addr + element->stride * i;
4499 if (element->data.buffer_object)
4500 ptr += (ULONG_PTR)wined3d_buffer_load_sysmem(state->streams[element->stream_idx].buffer, context);
4501 ops->generic[element->format->emit_idx](element_idx, ptr);
4502 }
4503
4504 if (gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX])
4505 {
4506 GL_EXTCALL(glDrawElementsBaseVertex(mode, count, idx_type, indices, base_vertex_idx));
4507 checkGLcall("glDrawElementsBaseVertex");
4508 }
4509 else
4510 {
4511 gl_info->gl_ops.gl.p_glDrawElements(mode, count, idx_type, indices);
4512 checkGLcall("glDrawElements");
4513 }
4514 }
4515 }
4516
software_vertex_blending(struct wined3d_context * context,const struct wined3d_state * state,const struct wined3d_stream_info * si,unsigned int element_idx,unsigned int stride_idx,float * result)4517 static const BYTE *software_vertex_blending(struct wined3d_context *context,
4518 const struct wined3d_state *state, const struct wined3d_stream_info *si,
4519 unsigned int element_idx, unsigned int stride_idx, float *result)
4520 {
4521 #define SI_FORMAT(idx) (si->elements[(idx)].format->emit_idx)
4522 #define SI_PTR(idx1, idx2) (si->elements[(idx1)].data.addr + si->elements[(idx1)].stride * (idx2))
4523
4524 const float *data = (const float *)SI_PTR(element_idx, stride_idx);
4525 float vector[4] = {0.0f, 0.0f, 0.0f, 1.0f};
4526 float cur_weight, weight_sum = 0.0f;
4527 struct wined3d_matrix m;
4528 const BYTE *blend_index;
4529 const float *weights;
4530 int i, num_weights;
4531
4532 if (element_idx != WINED3D_FFP_POSITION && element_idx != WINED3D_FFP_NORMAL)
4533 return (BYTE *)data;
4534
4535 if (!use_indexed_vertex_blending(state, si) || !use_software_vertex_processing(context->device))
4536 return (BYTE *)data;
4537
4538 if (!si->elements[WINED3D_FFP_BLENDINDICES].data.addr ||
4539 !si->elements[WINED3D_FFP_BLENDWEIGHT].data.addr)
4540 {
4541 FIXME("no blend indices / weights set\n");
4542 return (BYTE *)data;
4543 }
4544
4545 if (SI_FORMAT(WINED3D_FFP_BLENDINDICES) != WINED3D_FFP_EMIT_UBYTE4)
4546 {
4547 FIXME("unsupported blend index format: %u\n", SI_FORMAT(WINED3D_FFP_BLENDINDICES));
4548 return (BYTE *)data;
4549 }
4550
4551 /* FIXME: validate weight format */
4552 switch (state->render_states[WINED3D_RS_VERTEXBLEND])
4553 {
4554 case WINED3D_VBF_0WEIGHTS: num_weights = 0; break;
4555 case WINED3D_VBF_1WEIGHTS: num_weights = 1; break;
4556 case WINED3D_VBF_2WEIGHTS: num_weights = 2; break;
4557 case WINED3D_VBF_3WEIGHTS: num_weights = 3; break;
4558 default:
4559 FIXME("unsupported vertex blend render state: %u\n", state->render_states[WINED3D_RS_VERTEXBLEND]);
4560 return (BYTE *)data;
4561 }
4562
4563 switch (SI_FORMAT(element_idx))
4564 {
4565 case WINED3D_FFP_EMIT_FLOAT4: vector[3] = data[3];
4566 case WINED3D_FFP_EMIT_FLOAT3: vector[2] = data[2];
4567 case WINED3D_FFP_EMIT_FLOAT2: vector[1] = data[1];
4568 default:
4569 FIXME("unsupported value format: %u\n", SI_FORMAT(element_idx));
4570 return (BYTE *)data;
4571 }
4572
4573 blend_index = SI_PTR(WINED3D_FFP_BLENDINDICES, stride_idx);
4574 weights = (const float *)SI_PTR(WINED3D_FFP_BLENDWEIGHT, stride_idx);
4575 result[0] = result[1] = result[2] = result[3] = 0.0f;
4576
4577 for (i = 0; i < num_weights + 1; i++)
4578 {
4579 cur_weight = (i < num_weights) ? weights[i] : 1.0f - weight_sum;
4580 get_modelview_matrix(context, state, blend_index[i], &m);
4581
4582 if (element_idx == WINED3D_FFP_POSITION)
4583 {
4584 result[0] += cur_weight * (vector[0] * m._11 + vector[1] * m._21 + vector[2] * m._31 + vector[3] * m._41);
4585 result[1] += cur_weight * (vector[0] * m._12 + vector[1] * m._22 + vector[2] * m._32 + vector[3] * m._42);
4586 result[2] += cur_weight * (vector[0] * m._13 + vector[1] * m._23 + vector[2] * m._33 + vector[3] * m._43);
4587 result[3] += cur_weight * (vector[0] * m._14 + vector[1] * m._24 + vector[2] * m._34 + vector[3] * m._44);
4588 }
4589 else
4590 {
4591 if (context->d3d_info->wined3d_creation_flags & WINED3D_LEGACY_FFP_LIGHTING)
4592 invert_matrix_3d(&m, &m);
4593 else
4594 invert_matrix(&m, &m);
4595
4596 /* multiply with transposed M */
4597 result[0] += cur_weight * (vector[0] * m._11 + vector[1] * m._12 + vector[2] * m._13);
4598 result[1] += cur_weight * (vector[0] * m._21 + vector[1] * m._22 + vector[2] * m._23);
4599 result[2] += cur_weight * (vector[0] * m._31 + vector[1] * m._32 + vector[2] * m._33);
4600 }
4601
4602 weight_sum += weights[i];
4603 }
4604
4605 #undef SI_FORMAT
4606 #undef SI_PTR
4607
4608 return (BYTE *)result;
4609 }
4610
get_stride_idx(const void * idx_data,unsigned int idx_size,unsigned int base_vertex_idx,unsigned int start_idx,unsigned int vertex_idx)4611 static unsigned int get_stride_idx(const void *idx_data, unsigned int idx_size,
4612 unsigned int base_vertex_idx, unsigned int start_idx, unsigned int vertex_idx)
4613 {
4614 if (!idx_data)
4615 return start_idx + vertex_idx;
4616 if (idx_size == 2)
4617 return ((const WORD *)idx_data)[start_idx + vertex_idx] + base_vertex_idx;
4618 return ((const DWORD *)idx_data)[start_idx + vertex_idx] + base_vertex_idx;
4619 }
4620
4621 /* Context activation is done by the caller. */
draw_primitive_immediate_mode(struct wined3d_context * context,const struct wined3d_state * state,const struct wined3d_stream_info * si,const void * idx_data,unsigned int idx_size,int base_vertex_idx,unsigned int start_idx,unsigned int vertex_count,unsigned int instance_count)4622 static void draw_primitive_immediate_mode(struct wined3d_context *context, const struct wined3d_state *state,
4623 const struct wined3d_stream_info *si, const void *idx_data, unsigned int idx_size,
4624 int base_vertex_idx, unsigned int start_idx, unsigned int vertex_count, unsigned int instance_count)
4625 {
4626 const BYTE *position = NULL, *normal = NULL, *diffuse = NULL, *specular = NULL;
4627 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
4628 unsigned int coord_idx, stride_idx, texture_idx, vertex_idx;
4629 const struct wined3d_gl_info *gl_info = context->gl_info;
4630 const struct wined3d_stream_info_element *element;
4631 const BYTE *tex_coords[WINED3DDP_MAXTEXCOORD];
4632 unsigned int texture_unit, texture_stages;
4633 const struct wined3d_ffp_attrib_ops *ops;
4634 unsigned int untracked_material_count;
4635 unsigned int tex_mask = 0;
4636 BOOL specular_fog = FALSE;
4637 BOOL ps = use_ps(state);
4638 const void *ptr;
4639 float tmp[4];
4640
4641 static unsigned int once;
4642
4643 if (!once++)
4644 FIXME_(d3d_perf)("Drawing using immediate mode.\n");
4645 else
4646 WARN_(d3d_perf)("Drawing using immediate mode.\n");
4647
4648 if (!idx_size && idx_data)
4649 ERR("Non-NULL idx_data with 0 idx_size, this should never happen.\n");
4650
4651 if (instance_count)
4652 FIXME("Instancing not implemented.\n");
4653
4654 /* Immediate mode drawing can't make use of indices in a VBO - get the
4655 * data from the index buffer. */
4656 if (idx_size)
4657 idx_data = wined3d_buffer_load_sysmem(state->index_buffer, context) + state->index_offset;
4658
4659 ops = &d3d_info->ffp_attrib_ops;
4660
4661 gl_info->gl_ops.gl.p_glBegin(state->gl_primitive_type);
4662
4663 if (use_vs(state) || d3d_info->ffp_generic_attributes)
4664 {
4665 for (vertex_idx = 0; vertex_idx < vertex_count; ++vertex_idx)
4666 {
4667 unsigned int use_map = si->use_map;
4668 unsigned int element_idx;
4669
4670 stride_idx = get_stride_idx(idx_data, idx_size, base_vertex_idx, start_idx, vertex_idx);
4671 for (element_idx = MAX_ATTRIBS - 1; use_map; use_map &= ~(1u << element_idx), --element_idx)
4672 {
4673 if (!(use_map & 1u << element_idx))
4674 continue;
4675
4676 ptr = software_vertex_blending(context, state, si, element_idx, stride_idx, tmp);
4677 ops->generic[si->elements[element_idx].format->emit_idx](element_idx, ptr);
4678 }
4679 }
4680
4681 gl_info->gl_ops.gl.p_glEnd();
4682 return;
4683 }
4684
4685 if (si->use_map & (1u << WINED3D_FFP_POSITION))
4686 position = si->elements[WINED3D_FFP_POSITION].data.addr;
4687
4688 if (si->use_map & (1u << WINED3D_FFP_NORMAL))
4689 normal = si->elements[WINED3D_FFP_NORMAL].data.addr;
4690 else
4691 gl_info->gl_ops.gl.p_glNormal3f(0.0f, 0.0f, 0.0f);
4692
4693 untracked_material_count = context->num_untracked_materials;
4694 if (si->use_map & (1u << WINED3D_FFP_DIFFUSE))
4695 {
4696 element = &si->elements[WINED3D_FFP_DIFFUSE];
4697 diffuse = element->data.addr;
4698
4699 if (untracked_material_count && element->format->id != WINED3DFMT_B8G8R8A8_UNORM)
4700 FIXME("Implement diffuse color tracking from %s.\n", debug_d3dformat(element->format->id));
4701 }
4702 else
4703 {
4704 gl_info->gl_ops.gl.p_glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
4705 }
4706
4707 if (si->use_map & (1u << WINED3D_FFP_SPECULAR))
4708 {
4709 element = &si->elements[WINED3D_FFP_SPECULAR];
4710 specular = element->data.addr;
4711
4712 /* Special case where the fog density is stored in the specular alpha channel. */
4713 if (state->render_states[WINED3D_RS_FOGENABLE]
4714 && (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE
4715 || si->elements[WINED3D_FFP_POSITION].format->id == WINED3DFMT_R32G32B32A32_FLOAT)
4716 && state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
4717 {
4718 if (gl_info->supported[EXT_FOG_COORD])
4719 {
4720 if (element->format->id == WINED3DFMT_B8G8R8A8_UNORM)
4721 specular_fog = TRUE;
4722 else
4723 FIXME("Implement fog coordinates from %s.\n", debug_d3dformat(element->format->id));
4724 }
4725 else
4726 {
4727 static unsigned int once;
4728
4729 if (!once++)
4730 FIXME("Implement fog for transformed vertices in software.\n");
4731 }
4732 }
4733 }
4734 else if (gl_info->supported[EXT_SECONDARY_COLOR])
4735 {
4736 GL_EXTCALL(glSecondaryColor3fEXT)(0.0f, 0.0f, 0.0f);
4737 }
4738
4739 texture_stages = d3d_info->limits.ffp_blend_stages;
4740 for (texture_idx = 0; texture_idx < texture_stages; ++texture_idx)
4741 {
4742 if (!gl_info->supported[ARB_MULTITEXTURE] && texture_idx > 0)
4743 {
4744 FIXME("Program using multiple concurrent textures which this OpenGL implementation doesn't support.\n");
4745 continue;
4746 }
4747
4748 if (!ps && !state->textures[texture_idx])
4749 continue;
4750
4751 texture_unit = context->tex_unit_map[texture_idx];
4752 if (texture_unit == WINED3D_UNMAPPED_STAGE)
4753 continue;
4754
4755 coord_idx = state->texture_states[texture_idx][WINED3D_TSS_TEXCOORD_INDEX];
4756 if (coord_idx > 7)
4757 {
4758 TRACE("Skipping generated coordinates (%#x) for texture %u.\n", coord_idx, texture_idx);
4759 continue;
4760 }
4761
4762 if (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx)))
4763 {
4764 tex_coords[coord_idx] = si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx].data.addr;
4765 tex_mask |= (1u << texture_idx);
4766 }
4767 else
4768 {
4769 TRACE("Setting default coordinates for texture %u.\n", texture_idx);
4770 if (gl_info->supported[ARB_MULTITEXTURE])
4771 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + texture_unit, 0.0f, 0.0f, 0.0f, 1.0f));
4772 else
4773 gl_info->gl_ops.gl.p_glTexCoord4f(0.0f, 0.0f, 0.0f, 1.0f);
4774 }
4775 }
4776
4777 /* Blending data and point sizes are not supported by this function. They
4778 * are not supported by the fixed function pipeline at all. A FIXME for
4779 * them is printed after decoding the vertex declaration. */
4780 for (vertex_idx = 0; vertex_idx < vertex_count; ++vertex_idx)
4781 {
4782 unsigned int tmp_tex_mask;
4783
4784 stride_idx = get_stride_idx(idx_data, idx_size, base_vertex_idx, start_idx, vertex_idx);
4785
4786 if (normal)
4787 {
4788 ptr = software_vertex_blending(context, state, si, WINED3D_FFP_NORMAL, stride_idx, tmp);
4789 ops->normal[si->elements[WINED3D_FFP_NORMAL].format->emit_idx](ptr);
4790 }
4791
4792 if (diffuse)
4793 {
4794 ptr = diffuse + stride_idx * si->elements[WINED3D_FFP_DIFFUSE].stride;
4795 ops->diffuse[si->elements[WINED3D_FFP_DIFFUSE].format->emit_idx](ptr);
4796
4797 if (untracked_material_count)
4798 {
4799 struct wined3d_color color;
4800 unsigned int i;
4801
4802 wined3d_color_from_d3dcolor(&color, *(const DWORD *)ptr);
4803 for (i = 0; i < untracked_material_count; ++i)
4804 {
4805 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, context->untracked_materials[i], &color.r);
4806 }
4807 }
4808 }
4809
4810 if (specular)
4811 {
4812 ptr = specular + stride_idx * si->elements[WINED3D_FFP_SPECULAR].stride;
4813 ops->specular[si->elements[WINED3D_FFP_SPECULAR].format->emit_idx](ptr);
4814
4815 if (specular_fog)
4816 GL_EXTCALL(glFogCoordfEXT((float)(*(const DWORD *)ptr >> 24)));
4817 }
4818
4819 tmp_tex_mask = tex_mask;
4820 for (texture_idx = 0; tmp_tex_mask; tmp_tex_mask >>= 1, ++texture_idx)
4821 {
4822 if (!(tmp_tex_mask & 1))
4823 continue;
4824
4825 coord_idx = state->texture_states[texture_idx][WINED3D_TSS_TEXCOORD_INDEX];
4826 ptr = tex_coords[coord_idx] + (stride_idx * si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx].stride);
4827 ops->texcoord[si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx].format->emit_idx](
4828 GL_TEXTURE0_ARB + context->tex_unit_map[texture_idx], ptr);
4829 }
4830
4831 if (position)
4832 {
4833 ptr = software_vertex_blending(context, state, si, WINED3D_FFP_POSITION, stride_idx, tmp);
4834 ops->position[si->elements[WINED3D_FFP_POSITION].format->emit_idx](ptr);
4835 }
4836 }
4837
4838 gl_info->gl_ops.gl.p_glEnd();
4839 checkGLcall("draw immediate mode");
4840 }
4841
draw_indirect(struct wined3d_context * context,const struct wined3d_state * state,const struct wined3d_indirect_draw_parameters * parameters,unsigned int idx_size)4842 static void draw_indirect(struct wined3d_context *context, const struct wined3d_state *state,
4843 const struct wined3d_indirect_draw_parameters *parameters, unsigned int idx_size)
4844 {
4845 const struct wined3d_gl_info *gl_info = context->gl_info;
4846 struct wined3d_buffer *buffer = parameters->buffer;
4847 const void *offset;
4848
4849 if (!gl_info->supported[ARB_DRAW_INDIRECT])
4850 {
4851 FIXME("OpenGL implementation does not support indirect draws.\n");
4852 return;
4853 }
4854
4855 GL_EXTCALL(glBindBuffer(GL_DRAW_INDIRECT_BUFFER, buffer->buffer_object));
4856
4857 offset = (void *)(GLintptr)parameters->offset;
4858 if (idx_size)
4859 {
4860 GLenum idx_type = idx_size == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT;
4861 if (state->index_offset)
4862 FIXME("Ignoring index offset %u.\n", state->index_offset);
4863 GL_EXTCALL(glDrawElementsIndirect(state->gl_primitive_type, idx_type, offset));
4864 }
4865 else
4866 {
4867 GL_EXTCALL(glDrawArraysIndirect(state->gl_primitive_type, offset));
4868 }
4869
4870 GL_EXTCALL(glBindBuffer(GL_DRAW_INDIRECT_BUFFER, 0));
4871
4872 checkGLcall("draw indirect");
4873 }
4874
remove_vbos(struct wined3d_context * context,const struct wined3d_state * state,struct wined3d_stream_info * s)4875 static void remove_vbos(struct wined3d_context *context,
4876 const struct wined3d_state *state, struct wined3d_stream_info *s)
4877 {
4878 unsigned int i;
4879
4880 for (i = 0; i < ARRAY_SIZE(s->elements); ++i)
4881 {
4882 struct wined3d_stream_info_element *e;
4883
4884 if (!(s->use_map & (1u << i)))
4885 continue;
4886
4887 e = &s->elements[i];
4888 if (e->data.buffer_object)
4889 {
4890 struct wined3d_buffer *vb = state->streams[e->stream_idx].buffer;
4891 e->data.buffer_object = 0;
4892 e->data.addr += (ULONG_PTR)wined3d_buffer_load_sysmem(vb, context);
4893 }
4894 }
4895 }
4896
gl_tfb_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type)4897 static GLenum gl_tfb_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type)
4898 {
4899 GLenum gl_primitive_type = gl_primitive_type_from_d3d(primitive_type);
4900 switch (gl_primitive_type)
4901 {
4902 case GL_POINTS:
4903 return GL_POINTS;
4904
4905 case GL_LINE_STRIP:
4906 case GL_LINE_STRIP_ADJACENCY:
4907 case GL_LINES_ADJACENCY:
4908 case GL_LINES:
4909 return GL_LINES;
4910
4911 case GL_TRIANGLE_FAN:
4912 case GL_TRIANGLE_STRIP:
4913 case GL_TRIANGLE_STRIP_ADJACENCY:
4914 case GL_TRIANGLES_ADJACENCY:
4915 case GL_TRIANGLES:
4916 return GL_TRIANGLES;
4917
4918 default:
4919 return gl_primitive_type;
4920 }
4921 }
4922
4923 /* Routine common to the draw primitive and draw indexed primitive routines */
draw_primitive(struct wined3d_device * device,const struct wined3d_state * state,const struct wined3d_draw_parameters * parameters)4924 void draw_primitive(struct wined3d_device *device, const struct wined3d_state *state,
4925 const struct wined3d_draw_parameters *parameters)
4926 {
4927 BOOL emulation = FALSE, rasterizer_discard = FALSE;
4928 const struct wined3d_fb_state *fb = state->fb;
4929 const struct wined3d_stream_info *stream_info;
4930 struct wined3d_rendertarget_view *dsv, *rtv;
4931 struct wined3d_stream_info si_emulated;
4932 struct wined3d_fence *ib_fence = NULL;
4933 const struct wined3d_gl_info *gl_info;
4934 struct wined3d_context *context;
4935 unsigned int i, idx_size = 0;
4936 const void *idx_data = NULL;
4937
4938 if (!parameters->indirect && !parameters->u.direct.index_count)
4939 return;
4940
4941 if (!(rtv = fb->render_targets[0]))
4942 rtv = fb->depth_stencil;
4943 if (rtv)
4944 context = context_acquire(device, wined3d_texture_from_resource(rtv->resource), rtv->sub_resource_idx);
4945 else
4946 context = context_acquire(device, NULL, 0);
4947 if (!context->valid)
4948 {
4949 context_release(context);
4950 WARN("Invalid context, skipping draw.\n");
4951 return;
4952 }
4953 gl_info = context->gl_info;
4954
4955 if (!use_transform_feedback(state))
4956 context_pause_transform_feedback(context, TRUE);
4957
4958 for (i = 0; i < gl_info->limits.buffers; ++i)
4959 {
4960 if (!(rtv = fb->render_targets[i]) || rtv->format->id == WINED3DFMT_NULL)
4961 continue;
4962
4963 if (state->render_states[WINED3D_RS_COLORWRITE(i)])
4964 {
4965 wined3d_rendertarget_view_load_location(rtv, context, rtv->resource->draw_binding);
4966 wined3d_rendertarget_view_invalidate_location(rtv, ~rtv->resource->draw_binding);
4967 }
4968 else
4969 {
4970 wined3d_rendertarget_view_prepare_location(rtv, context, rtv->resource->draw_binding);
4971 }
4972 }
4973
4974 if ((dsv = fb->depth_stencil))
4975 {
4976 /* Note that this depends on the context_acquire() call above to set
4977 * context->render_offscreen properly. We don't currently take the
4978 * Z-compare function into account, but we could skip loading the
4979 * depthstencil for D3DCMP_NEVER and D3DCMP_ALWAYS as well. Also note
4980 * that we never copy the stencil data.*/
4981 DWORD location = context->render_offscreen ? dsv->resource->draw_binding : WINED3D_LOCATION_DRAWABLE;
4982
4983 if (state->render_states[WINED3D_RS_ZWRITEENABLE] || state->render_states[WINED3D_RS_ZENABLE])
4984 wined3d_rendertarget_view_load_location(dsv, context, location);
4985 else
4986 wined3d_rendertarget_view_prepare_location(dsv, context, location);
4987 }
4988
4989 if (parameters->indirect)
4990 wined3d_buffer_load(parameters->u.indirect.buffer, context, state);
4991
4992 if (!context_apply_draw_state(context, device, state))
4993 {
4994 context_release(context);
4995 WARN("Unable to apply draw state, skipping draw.\n");
4996 return;
4997 }
4998
4999 if (dsv && state->render_states[WINED3D_RS_ZWRITEENABLE])
5000 {
5001 DWORD location = context->render_offscreen ? dsv->resource->draw_binding : WINED3D_LOCATION_DRAWABLE;
5002
5003 wined3d_rendertarget_view_validate_location(dsv, location);
5004 wined3d_rendertarget_view_invalidate_location(dsv, ~location);
5005 }
5006
5007 stream_info = &context->stream_info;
5008
5009 if (parameters->indexed)
5010 {
5011 struct wined3d_buffer *index_buffer = state->index_buffer;
5012 if (!index_buffer->buffer_object || !stream_info->all_vbo)
5013 {
5014 idx_data = index_buffer->resource.heap_memory;
5015 }
5016 else
5017 {
5018 ib_fence = index_buffer->fence;
5019 idx_data = NULL;
5020 }
5021 idx_data = (const BYTE *)idx_data + state->index_offset;
5022
5023 if (state->index_format == WINED3DFMT_R16_UINT)
5024 idx_size = 2;
5025 else
5026 idx_size = 4;
5027 }
5028
5029 if (!use_vs(state))
5030 {
5031 if (!stream_info->position_transformed && context->num_untracked_materials
5032 && state->render_states[WINED3D_RS_LIGHTING])
5033 {
5034 static BOOL warned;
5035
5036 if (!warned++)
5037 FIXME("Using software emulation because not all material properties could be tracked.\n");
5038 else
5039 WARN_(d3d_perf)("Using software emulation because not all material properties could be tracked.\n");
5040 emulation = TRUE;
5041 }
5042 else if (context->fog_coord && state->render_states[WINED3D_RS_FOGENABLE])
5043 {
5044 static BOOL warned;
5045
5046 /* Either write a pipeline replacement shader or convert the
5047 * specular alpha from unsigned byte to a float in the vertex
5048 * buffer. */
5049 if (!warned++)
5050 FIXME("Using software emulation because manual fog coordinates are provided.\n");
5051 else
5052 WARN_(d3d_perf)("Using software emulation because manual fog coordinates are provided.\n");
5053 emulation = TRUE;
5054 }
5055 else if (use_indexed_vertex_blending(state, stream_info) && use_software_vertex_processing(context->device))
5056 {
5057 WARN_(d3d_perf)("Using software emulation because application requested SVP.\n");
5058 emulation = TRUE;
5059 }
5060
5061
5062 if (emulation)
5063 {
5064 si_emulated = context->stream_info;
5065 remove_vbos(context, state, &si_emulated);
5066 stream_info = &si_emulated;
5067 }
5068 }
5069
5070 if (use_transform_feedback(state))
5071 {
5072 const struct wined3d_shader *shader = state->shader[WINED3D_SHADER_TYPE_GEOMETRY];
5073
5074 if (is_rasterization_disabled(shader))
5075 {
5076 glEnable(GL_RASTERIZER_DISCARD);
5077 checkGLcall("enable rasterizer discard");
5078 rasterizer_discard = TRUE;
5079 }
5080
5081 if (context->transform_feedback_paused)
5082 {
5083 GL_EXTCALL(glResumeTransformFeedback());
5084 checkGLcall("glResumeTransformFeedback");
5085 context->transform_feedback_paused = 0;
5086 }
5087 else if (!context->transform_feedback_active)
5088 {
5089 GLenum mode = gl_tfb_primitive_type_from_d3d(shader->u.gs.output_type);
5090 GL_EXTCALL(glBeginTransformFeedback(mode));
5091 checkGLcall("glBeginTransformFeedback");
5092 context->transform_feedback_active = 1;
5093 }
5094 }
5095
5096 if (state->gl_primitive_type == GL_PATCHES)
5097 {
5098 GL_EXTCALL(glPatchParameteri(GL_PATCH_VERTICES, state->gl_patch_vertices));
5099 checkGLcall("glPatchParameteri");
5100 }
5101
5102 if (parameters->indirect)
5103 {
5104 if (!context->use_immediate_mode_draw && !emulation)
5105 draw_indirect(context, state, ¶meters->u.indirect, idx_size);
5106 else
5107 FIXME("Indirect draws with immediate mode/emulation are not supported.\n");
5108 }
5109 else
5110 {
5111 unsigned int instance_count = parameters->u.direct.instance_count;
5112 if (context->instance_count)
5113 instance_count = context->instance_count;
5114
5115 if (context->use_immediate_mode_draw || emulation)
5116 draw_primitive_immediate_mode(context, state, stream_info, idx_data,
5117 idx_size, parameters->u.direct.base_vertex_idx,
5118 parameters->u.direct.start_idx, parameters->u.direct.index_count, instance_count);
5119 else
5120 draw_primitive_arrays(context, state, idx_data, idx_size, parameters->u.direct.base_vertex_idx,
5121 parameters->u.direct.start_idx, parameters->u.direct.index_count,
5122 parameters->u.direct.start_instance, instance_count);
5123 }
5124
5125 if (context->uses_uavs)
5126 {
5127 GL_EXTCALL(glMemoryBarrier(GL_ALL_BARRIER_BITS));
5128 checkGLcall("glMemoryBarrier");
5129 }
5130
5131 context_pause_transform_feedback(context, FALSE);
5132
5133 if (rasterizer_discard)
5134 {
5135 glDisable(GL_RASTERIZER_DISCARD);
5136 checkGLcall("disable rasterizer discard");
5137 }
5138
5139 if (ib_fence)
5140 wined3d_fence_issue(ib_fence, device);
5141 for (i = 0; i < context->buffer_fence_count; ++i)
5142 wined3d_fence_issue(context->buffer_fences[i], device);
5143
5144 if (wined3d_settings.strict_draw_ordering)
5145 gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
5146
5147 context_release(context);
5148 }
5149