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. */ 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. */ 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. */ 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 } 114 115 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 } 130 131 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 } 168 else 169 { 170 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, attachment, 171 resource->target, resource->object, resource->level); 172 } 173 checkGLcall("attach texture to fbo"); 174 } 175 176 /* Context activation is done by the caller. */ 177 static void context_attach_depth_stencil_fbo(struct wined3d_context *context, 178 GLenum fbo_target, const struct wined3d_fbo_resource *resource, BOOL rb_namespace, 179 DWORD flags) 180 { 181 const struct wined3d_gl_info *gl_info = context->gl_info; 182 183 if (resource->object) 184 { 185 TRACE("Attach depth stencil %u.\n", resource->object); 186 187 if (rb_namespace) 188 { 189 context_attach_depth_stencil_rb(gl_info, fbo_target, 190 flags, resource->object); 191 } 192 else 193 { 194 if (flags & WINED3D_FBO_ENTRY_FLAG_DEPTH) 195 context_attach_gl_texture_fbo(context, fbo_target, GL_DEPTH_ATTACHMENT, resource); 196 197 if (flags & WINED3D_FBO_ENTRY_FLAG_STENCIL) 198 context_attach_gl_texture_fbo(context, fbo_target, GL_STENCIL_ATTACHMENT, resource); 199 } 200 201 if (!(flags & WINED3D_FBO_ENTRY_FLAG_DEPTH)) 202 context_attach_gl_texture_fbo(context, fbo_target, GL_DEPTH_ATTACHMENT, NULL); 203 204 if (!(flags & WINED3D_FBO_ENTRY_FLAG_STENCIL)) 205 context_attach_gl_texture_fbo(context, fbo_target, GL_STENCIL_ATTACHMENT, NULL); 206 } 207 else 208 { 209 TRACE("Attach depth stencil 0.\n"); 210 211 context_attach_gl_texture_fbo(context, fbo_target, GL_DEPTH_ATTACHMENT, NULL); 212 context_attach_gl_texture_fbo(context, fbo_target, GL_STENCIL_ATTACHMENT, NULL); 213 } 214 } 215 216 /* Context activation is done by the caller. */ 217 static void context_attach_surface_fbo(struct wined3d_context *context, 218 GLenum fbo_target, DWORD idx, const struct wined3d_fbo_resource *resource, BOOL rb_namespace) 219 { 220 const struct wined3d_gl_info *gl_info = context->gl_info; 221 222 TRACE("Attach GL object %u to %u.\n", resource->object, idx); 223 224 if (resource->object) 225 { 226 if (rb_namespace) 227 { 228 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_COLOR_ATTACHMENT0 + idx, 229 GL_RENDERBUFFER, resource->object); 230 checkGLcall("glFramebufferRenderbuffer()"); 231 } 232 else 233 { 234 context_attach_gl_texture_fbo(context, fbo_target, GL_COLOR_ATTACHMENT0 + idx, resource); 235 } 236 } 237 else 238 { 239 context_attach_gl_texture_fbo(context, fbo_target, GL_COLOR_ATTACHMENT0 + idx, NULL); 240 } 241 } 242 243 static void context_dump_fbo_attachment(const struct wined3d_gl_info *gl_info, GLenum target, 244 GLenum attachment) 245 { 246 static const struct 247 { 248 GLenum target; 249 GLenum binding; 250 const char *str; 251 enum wined3d_gl_extension extension; 252 } 253 texture_type[] = 254 { 255 {GL_TEXTURE_1D, GL_TEXTURE_BINDING_1D, "1d", WINED3D_GL_EXT_NONE}, 256 {GL_TEXTURE_1D_ARRAY, GL_TEXTURE_BINDING_1D_ARRAY, "1d-array", EXT_TEXTURE_ARRAY}, 257 {GL_TEXTURE_2D, GL_TEXTURE_BINDING_2D, "2d", WINED3D_GL_EXT_NONE}, 258 {GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_BINDING_RECTANGLE_ARB, "rectangle", ARB_TEXTURE_RECTANGLE}, 259 {GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BINDING_2D_ARRAY, "2d-array" , EXT_TEXTURE_ARRAY}, 260 {GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BINDING_CUBE_MAP, "cube", ARB_TEXTURE_CUBE_MAP}, 261 {GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_BINDING_2D_MULTISAMPLE, "2d-ms", ARB_TEXTURE_MULTISAMPLE}, 262 {GL_TEXTURE_2D_MULTISAMPLE_ARRAY, GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY, "2d-array-ms", ARB_TEXTURE_MULTISAMPLE}, 263 }; 264 265 GLint type, name, samples, width, height, old_texture, level, face, fmt, tex_target; 266 const char *tex_type_str; 267 unsigned int i; 268 269 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv(target, attachment, 270 GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, &name); 271 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv(target, attachment, 272 GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &type); 273 274 if (type == GL_RENDERBUFFER) 275 { 276 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, name); 277 gl_info->fbo_ops.glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &width); 278 gl_info->fbo_ops.glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &height); 279 if (gl_info->limits.samples > 1) 280 gl_info->fbo_ops.glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_SAMPLES, &samples); 281 else 282 samples = 1; 283 gl_info->fbo_ops.glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_INTERNAL_FORMAT, &fmt); 284 FIXME(" %s: renderbuffer %d, %dx%d, %d samples, format %#x.\n", 285 debug_fboattachment(attachment), name, width, height, samples, fmt); 286 } 287 else if (type == GL_TEXTURE) 288 { 289 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv(target, attachment, 290 GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL, &level); 291 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv(target, attachment, 292 GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE, &face); 293 294 if (gl_info->gl_ops.ext.p_glGetTextureParameteriv) 295 { 296 GL_EXTCALL(glGetTextureParameteriv(name, GL_TEXTURE_TARGET, &tex_target)); 297 298 for (i = 0; i < ARRAY_SIZE(texture_type); ++i) 299 { 300 if (texture_type[i].target == tex_target) 301 { 302 tex_type_str = texture_type[i].str; 303 break; 304 } 305 } 306 if (i == ARRAY_SIZE(texture_type)) 307 tex_type_str = wine_dbg_sprintf("%#x", tex_target); 308 } 309 else if (face) 310 { 311 gl_info->gl_ops.gl.p_glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP, &old_texture); 312 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, name); 313 314 tex_target = GL_TEXTURE_CUBE_MAP; 315 tex_type_str = "cube"; 316 } 317 else 318 { 319 tex_type_str = NULL; 320 321 for (i = 0; i < ARRAY_SIZE(texture_type); ++i) 322 { 323 if (!gl_info->supported[texture_type[i].extension]) 324 continue; 325 326 gl_info->gl_ops.gl.p_glGetIntegerv(texture_type[i].binding, &old_texture); 327 while (gl_info->gl_ops.gl.p_glGetError()); 328 329 gl_info->gl_ops.gl.p_glBindTexture(texture_type[i].target, name); 330 if (!gl_info->gl_ops.gl.p_glGetError()) 331 { 332 tex_target = texture_type[i].target; 333 tex_type_str = texture_type[i].str; 334 break; 335 } 336 gl_info->gl_ops.gl.p_glBindTexture(texture_type[i].target, old_texture); 337 } 338 339 if (!tex_type_str) 340 { 341 FIXME("Cannot find type of texture %d.\n", name); 342 return; 343 } 344 } 345 346 if (gl_info->gl_ops.ext.p_glGetTextureParameteriv) 347 { 348 GL_EXTCALL(glGetTextureLevelParameteriv(name, level, GL_TEXTURE_INTERNAL_FORMAT, &fmt)); 349 GL_EXTCALL(glGetTextureLevelParameteriv(name, level, GL_TEXTURE_WIDTH, &width)); 350 GL_EXTCALL(glGetTextureLevelParameteriv(name, level, GL_TEXTURE_HEIGHT, &height)); 351 GL_EXTCALL(glGetTextureLevelParameteriv(name, level, GL_TEXTURE_SAMPLES, &samples)); 352 } 353 else 354 { 355 gl_info->gl_ops.gl.p_glGetTexLevelParameteriv(tex_target, level, GL_TEXTURE_INTERNAL_FORMAT, &fmt); 356 gl_info->gl_ops.gl.p_glGetTexLevelParameteriv(tex_target, level, GL_TEXTURE_WIDTH, &width); 357 gl_info->gl_ops.gl.p_glGetTexLevelParameteriv(tex_target, level, GL_TEXTURE_HEIGHT, &height); 358 if (gl_info->supported[ARB_TEXTURE_MULTISAMPLE]) 359 gl_info->gl_ops.gl.p_glGetTexLevelParameteriv(tex_target, level, GL_TEXTURE_SAMPLES, &samples); 360 else 361 samples = 1; 362 363 gl_info->gl_ops.gl.p_glBindTexture(tex_target, old_texture); 364 } 365 366 FIXME(" %s: %s texture %d, %dx%d, %d samples, format %#x.\n", 367 debug_fboattachment(attachment), tex_type_str, name, width, height, samples, fmt); 368 } 369 else if (type == GL_NONE) 370 { 371 FIXME(" %s: NONE.\n", debug_fboattachment(attachment)); 372 } 373 else 374 { 375 ERR(" %s: Unknown attachment %#x.\n", debug_fboattachment(attachment), type); 376 } 377 378 checkGLcall("dump FBO attachment"); 379 } 380 381 /* Context activation is done by the caller. */ 382 void context_check_fbo_status(const struct wined3d_context *context, GLenum target) 383 { 384 const struct wined3d_gl_info *gl_info = context->gl_info; 385 GLenum status; 386 387 if (!FIXME_ON(d3d)) 388 return; 389 390 status = gl_info->fbo_ops.glCheckFramebufferStatus(target); 391 if (status == GL_FRAMEBUFFER_COMPLETE) 392 { 393 TRACE("FBO complete.\n"); 394 } 395 else 396 { 397 unsigned int i; 398 399 FIXME("FBO status %s (%#x).\n", debug_fbostatus(status), status); 400 401 if (!context->current_fbo) 402 { 403 ERR("FBO 0 is incomplete, driver bug?\n"); 404 return; 405 } 406 407 context_dump_fbo_attachment(gl_info, target, GL_DEPTH_ATTACHMENT); 408 context_dump_fbo_attachment(gl_info, target, GL_STENCIL_ATTACHMENT); 409 410 for (i = 0; i < gl_info->limits.buffers; ++i) 411 context_dump_fbo_attachment(gl_info, target, GL_COLOR_ATTACHMENT0 + i); 412 } 413 } 414 415 static inline DWORD context_generate_rt_mask(GLenum buffer) 416 { 417 /* Should take care of all the GL_FRONT/GL_BACK/GL_AUXi/GL_NONE... cases */ 418 return buffer ? (1u << 31) | buffer : 0; 419 } 420 421 static inline DWORD context_generate_rt_mask_from_resource(struct wined3d_resource *resource) 422 { 423 if (resource->type != WINED3D_RTYPE_TEXTURE_2D) 424 { 425 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource->type)); 426 return 0; 427 } 428 429 return (1u << 31) | wined3d_texture_get_gl_buffer(texture_from_resource(resource)); 430 } 431 432 static inline void context_set_fbo_key_for_render_target(const struct wined3d_context *context, 433 struct wined3d_fbo_entry_key *key, unsigned int idx, const struct wined3d_rendertarget_info *render_target, 434 DWORD location) 435 { 436 unsigned int sub_resource_idx = render_target->sub_resource_idx; 437 struct wined3d_resource *resource = render_target->resource; 438 struct wined3d_texture *texture; 439 440 if (!resource || resource->format->id == WINED3DFMT_NULL || resource->type == WINED3D_RTYPE_BUFFER) 441 { 442 if (resource && resource->type == WINED3D_RTYPE_BUFFER) 443 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource->type)); 444 key->objects[idx].object = 0; 445 key->objects[idx].target = 0; 446 key->objects[idx].level = key->objects[idx].layer = 0; 447 return; 448 } 449 450 if (render_target->gl_view.name) 451 { 452 key->objects[idx].object = render_target->gl_view.name; 453 key->objects[idx].target = render_target->gl_view.target; 454 key->objects[idx].level = 0; 455 key->objects[idx].layer = WINED3D_ALL_LAYERS; 456 return; 457 } 458 459 texture = wined3d_texture_from_resource(resource); 460 if (texture->current_renderbuffer) 461 { 462 key->objects[idx].object = texture->current_renderbuffer->id; 463 key->objects[idx].target = 0; 464 key->objects[idx].level = key->objects[idx].layer = 0; 465 key->rb_namespace |= 1 << idx; 466 return; 467 } 468 469 key->objects[idx].target = wined3d_texture_get_sub_resource_target(texture, sub_resource_idx); 470 key->objects[idx].level = sub_resource_idx % texture->level_count; 471 key->objects[idx].layer = sub_resource_idx / texture->level_count; 472 473 if (render_target->layer_count != 1) 474 key->objects[idx].layer = WINED3D_ALL_LAYERS; 475 476 switch (location) 477 { 478 case WINED3D_LOCATION_TEXTURE_RGB: 479 key->objects[idx].object = wined3d_texture_get_texture_name(texture, context, FALSE); 480 break; 481 482 case WINED3D_LOCATION_TEXTURE_SRGB: 483 key->objects[idx].object = wined3d_texture_get_texture_name(texture, context, TRUE); 484 break; 485 486 case WINED3D_LOCATION_RB_MULTISAMPLE: 487 key->objects[idx].object = texture->rb_multisample; 488 key->objects[idx].target = 0; 489 key->objects[idx].level = key->objects[idx].layer = 0; 490 key->rb_namespace |= 1 << idx; 491 break; 492 493 case WINED3D_LOCATION_RB_RESOLVED: 494 key->objects[idx].object = texture->rb_resolved; 495 key->objects[idx].target = 0; 496 key->objects[idx].level = key->objects[idx].layer = 0; 497 key->rb_namespace |= 1 << idx; 498 break; 499 } 500 } 501 502 static void context_generate_fbo_key(const struct wined3d_context *context, 503 struct wined3d_fbo_entry_key *key, const struct wined3d_rendertarget_info *render_targets, 504 const struct wined3d_rendertarget_info *depth_stencil, DWORD color_location, DWORD ds_location) 505 { 506 unsigned int buffers = context->gl_info->limits.buffers; 507 unsigned int i; 508 509 key->rb_namespace = 0; 510 context_set_fbo_key_for_render_target(context, key, 0, depth_stencil, ds_location); 511 512 for (i = 0; i < buffers; ++i) 513 context_set_fbo_key_for_render_target(context, key, i + 1, &render_targets[i], color_location); 514 515 memset(&key->objects[buffers + 1], 0, (ARRAY_SIZE(key->objects) - buffers - 1) * sizeof(*key->objects)); 516 } 517 518 static struct fbo_entry *context_create_fbo_entry(const struct wined3d_context *context, 519 const struct wined3d_rendertarget_info *render_targets, const struct wined3d_rendertarget_info *depth_stencil, 520 DWORD color_location, DWORD ds_location) 521 { 522 const struct wined3d_gl_info *gl_info = context->gl_info; 523 struct fbo_entry *entry; 524 525 entry = heap_alloc(sizeof(*entry)); 526 context_generate_fbo_key(context, &entry->key, render_targets, depth_stencil, color_location, ds_location); 527 entry->flags = 0; 528 if (depth_stencil->resource) 529 { 530 if (depth_stencil->resource->format_flags & WINED3DFMT_FLAG_DEPTH) 531 entry->flags |= WINED3D_FBO_ENTRY_FLAG_DEPTH; 532 if (depth_stencil->resource->format_flags & WINED3DFMT_FLAG_STENCIL) 533 entry->flags |= WINED3D_FBO_ENTRY_FLAG_STENCIL; 534 } 535 entry->rt_mask = context_generate_rt_mask(GL_COLOR_ATTACHMENT0); 536 gl_info->fbo_ops.glGenFramebuffers(1, &entry->id); 537 checkGLcall("glGenFramebuffers()"); 538 TRACE("Created FBO %u.\n", entry->id); 539 540 return entry; 541 } 542 543 /* Context activation is done by the caller. */ 544 static void context_reuse_fbo_entry(struct wined3d_context *context, GLenum target, 545 const struct wined3d_rendertarget_info *render_targets, const struct wined3d_rendertarget_info *depth_stencil, 546 DWORD color_location, DWORD ds_location, struct fbo_entry *entry) 547 { 548 const struct wined3d_gl_info *gl_info = context->gl_info; 549 550 context_bind_fbo(context, target, entry->id); 551 context_clean_fbo_attachments(gl_info, target); 552 553 context_generate_fbo_key(context, &entry->key, render_targets, depth_stencil, color_location, ds_location); 554 entry->flags = 0; 555 if (depth_stencil->resource) 556 { 557 if (depth_stencil->resource->format_flags & WINED3DFMT_FLAG_DEPTH) 558 entry->flags |= WINED3D_FBO_ENTRY_FLAG_DEPTH; 559 if (depth_stencil->resource->format_flags & WINED3DFMT_FLAG_STENCIL) 560 entry->flags |= WINED3D_FBO_ENTRY_FLAG_STENCIL; 561 } 562 } 563 564 /* Context activation is done by the caller. */ 565 static void context_destroy_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry) 566 { 567 if (entry->id) 568 { 569 TRACE("Destroy FBO %u.\n", entry->id); 570 context_destroy_fbo(context, entry->id); 571 } 572 --context->fbo_entry_count; 573 list_remove(&entry->entry); 574 heap_free(entry); 575 } 576 577 /* Context activation is done by the caller. */ 578 static struct fbo_entry *context_find_fbo_entry(struct wined3d_context *context, GLenum target, 579 const struct wined3d_rendertarget_info *render_targets, const struct wined3d_rendertarget_info *depth_stencil, 580 DWORD color_location, DWORD ds_location) 581 { 582 static const struct wined3d_rendertarget_info ds_null = {{0}}; 583 const struct wined3d_gl_info *gl_info = context->gl_info; 584 struct wined3d_texture *rt_texture, *ds_texture; 585 struct wined3d_fbo_entry_key fbo_key; 586 unsigned int i, ds_level, rt_level; 587 struct fbo_entry *entry; 588 589 if (depth_stencil->resource && depth_stencil->resource->type != WINED3D_RTYPE_BUFFER 590 && render_targets[0].resource && render_targets[0].resource->type != WINED3D_RTYPE_BUFFER) 591 { 592 rt_texture = wined3d_texture_from_resource(render_targets[0].resource); 593 rt_level = render_targets[0].sub_resource_idx % rt_texture->level_count; 594 ds_texture = wined3d_texture_from_resource(depth_stencil->resource); 595 ds_level = depth_stencil->sub_resource_idx % ds_texture->level_count; 596 597 if (wined3d_texture_get_level_width(ds_texture, ds_level) 598 < wined3d_texture_get_level_width(rt_texture, rt_level) 599 || wined3d_texture_get_level_height(ds_texture, ds_level) 600 < wined3d_texture_get_level_height(rt_texture, rt_level)) 601 { 602 WARN("Depth stencil is smaller than the primary color buffer, disabling.\n"); 603 depth_stencil = &ds_null; 604 } 605 else if (ds_texture->resource.multisample_type != rt_texture->resource.multisample_type 606 || ds_texture->resource.multisample_quality != rt_texture->resource.multisample_quality) 607 { 608 WARN("Color multisample type %u and quality %u, depth stencil has %u and %u, disabling ds buffer.\n", 609 rt_texture->resource.multisample_type, rt_texture->resource.multisample_quality, 610 ds_texture->resource.multisample_type, ds_texture->resource.multisample_quality); 611 depth_stencil = &ds_null; 612 } 613 else if (depth_stencil->resource->type == WINED3D_RTYPE_TEXTURE_2D) 614 { 615 wined3d_texture_set_compatible_renderbuffer(ds_texture, ds_level, &render_targets[0]); 616 } 617 } 618 619 context_generate_fbo_key(context, &fbo_key, render_targets, depth_stencil, color_location, ds_location); 620 621 if (TRACE_ON(d3d)) 622 { 623 struct wined3d_resource *resource; 624 unsigned int width, height; 625 const char *resource_type; 626 627 TRACE("Dumping FBO attachments:\n"); 628 for (i = 0; i < gl_info->limits.buffers; ++i) 629 { 630 if ((resource = render_targets[i].resource)) 631 { 632 if (resource->type == WINED3D_RTYPE_BUFFER) 633 { 634 width = resource->size; 635 height = 1; 636 resource_type = "buffer"; 637 } 638 else 639 { 640 rt_texture = wined3d_texture_from_resource(resource); 641 rt_level = render_targets[i].sub_resource_idx % rt_texture->level_count; 642 width = wined3d_texture_get_level_pow2_width(rt_texture, rt_level); 643 height = wined3d_texture_get_level_pow2_height(rt_texture, rt_level); 644 resource_type = "texture"; 645 } 646 647 TRACE(" Color attachment %u: %p, %u format %s, %s %u, %ux%u, %u samples.\n", 648 i, resource, render_targets[i].sub_resource_idx, debug_d3dformat(resource->format->id), 649 fbo_key.rb_namespace & (1 << (i + 1)) ? "renderbuffer" : resource_type, 650 fbo_key.objects[i + 1].object, width, height, resource->multisample_type); 651 } 652 } 653 if ((resource = depth_stencil->resource)) 654 { 655 if (resource->type == WINED3D_RTYPE_BUFFER) 656 { 657 width = resource->size; 658 height = 1; 659 resource_type = "buffer"; 660 } 661 else 662 { 663 ds_texture = wined3d_texture_from_resource(resource); 664 ds_level = depth_stencil->sub_resource_idx % ds_texture->level_count; 665 width = wined3d_texture_get_level_pow2_width(ds_texture, ds_level); 666 height = wined3d_texture_get_level_pow2_height(ds_texture, ds_level); 667 resource_type = "texture"; 668 } 669 670 TRACE(" Depth attachment: %p, %u format %s, %s %u, %ux%u, %u samples.\n", 671 resource, depth_stencil->sub_resource_idx, debug_d3dformat(resource->format->id), 672 fbo_key.rb_namespace & (1 << 0) ? "renderbuffer" : resource_type, 673 fbo_key.objects[0].object, width, height, resource->multisample_type); 674 } 675 } 676 677 LIST_FOR_EACH_ENTRY(entry, &context->fbo_list, struct fbo_entry, entry) 678 { 679 if (memcmp(&fbo_key, &entry->key, sizeof(fbo_key))) 680 continue; 681 682 list_remove(&entry->entry); 683 list_add_head(&context->fbo_list, &entry->entry); 684 return entry; 685 } 686 687 if (context->fbo_entry_count < WINED3D_MAX_FBO_ENTRIES) 688 { 689 entry = context_create_fbo_entry(context, render_targets, depth_stencil, color_location, ds_location); 690 list_add_head(&context->fbo_list, &entry->entry); 691 ++context->fbo_entry_count; 692 } 693 else 694 { 695 entry = LIST_ENTRY(list_tail(&context->fbo_list), struct fbo_entry, entry); 696 context_reuse_fbo_entry(context, target, render_targets, depth_stencil, color_location, ds_location, entry); 697 list_remove(&entry->entry); 698 list_add_head(&context->fbo_list, &entry->entry); 699 } 700 701 return entry; 702 } 703 704 /* Context activation is done by the caller. */ 705 static void context_apply_fbo_entry(struct wined3d_context *context, GLenum target, struct fbo_entry *entry) 706 { 707 const struct wined3d_gl_info *gl_info = context->gl_info; 708 GLuint read_binding, draw_binding; 709 unsigned int i; 710 711 if (entry->flags & WINED3D_FBO_ENTRY_FLAG_ATTACHED) 712 { 713 context_bind_fbo(context, target, entry->id); 714 return; 715 } 716 717 read_binding = context->fbo_read_binding; 718 draw_binding = context->fbo_draw_binding; 719 context_bind_fbo(context, GL_FRAMEBUFFER, entry->id); 720 721 if (gl_info->supported[ARB_FRAMEBUFFER_NO_ATTACHMENTS]) 722 { 723 GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER, 724 GL_FRAMEBUFFER_DEFAULT_WIDTH, gl_info->limits.framebuffer_width)); 725 GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER, 726 GL_FRAMEBUFFER_DEFAULT_HEIGHT, gl_info->limits.framebuffer_height)); 727 GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_LAYERS, 1)); 728 GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_SAMPLES, 1)); 729 } 730 731 /* Apply render targets */ 732 for (i = 0; i < gl_info->limits.buffers; ++i) 733 { 734 context_attach_surface_fbo(context, target, i, &entry->key.objects[i + 1], 735 entry->key.rb_namespace & (1 << (i + 1))); 736 } 737 738 context_attach_depth_stencil_fbo(context, target, &entry->key.objects[0], 739 entry->key.rb_namespace & 0x1, entry->flags); 740 741 /* Set valid read and draw buffer bindings to satisfy pedantic pre-ES2_compatibility 742 * GL contexts requirements. */ 743 gl_info->gl_ops.gl.p_glReadBuffer(GL_NONE); 744 context_set_draw_buffer(context, GL_NONE); 745 if (target != GL_FRAMEBUFFER) 746 { 747 if (target == GL_READ_FRAMEBUFFER) 748 context_bind_fbo(context, GL_DRAW_FRAMEBUFFER, draw_binding); 749 else 750 context_bind_fbo(context, GL_READ_FRAMEBUFFER, read_binding); 751 } 752 753 entry->flags |= WINED3D_FBO_ENTRY_FLAG_ATTACHED; 754 } 755 756 /* Context activation is done by the caller. */ 757 static void context_apply_fbo_state(struct wined3d_context *context, GLenum target, 758 const struct wined3d_rendertarget_info *render_targets, 759 const struct wined3d_rendertarget_info *depth_stencil, DWORD color_location, DWORD ds_location) 760 { 761 struct fbo_entry *entry, *entry2; 762 763 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry) 764 { 765 context_destroy_fbo_entry(context, entry); 766 } 767 768 if (context->rebind_fbo) 769 { 770 context_bind_fbo(context, GL_FRAMEBUFFER, 0); 771 context->rebind_fbo = FALSE; 772 } 773 774 if (color_location == WINED3D_LOCATION_DRAWABLE) 775 { 776 context->current_fbo = NULL; 777 context_bind_fbo(context, target, 0); 778 } 779 else 780 { 781 context->current_fbo = context_find_fbo_entry(context, target, 782 render_targets, depth_stencil, color_location, ds_location); 783 context_apply_fbo_entry(context, target, context->current_fbo); 784 } 785 } 786 787 /* Context activation is done by the caller. */ 788 void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target, 789 struct wined3d_resource *rt, unsigned int rt_sub_resource_idx, 790 struct wined3d_resource *ds, unsigned int ds_sub_resource_idx, DWORD location) 791 { 792 struct wined3d_rendertarget_info ds_info = {{0}}; 793 794 memset(context->blit_targets, 0, sizeof(context->blit_targets)); 795 if (rt) 796 { 797 context->blit_targets[0].resource = rt; 798 context->blit_targets[0].sub_resource_idx = rt_sub_resource_idx; 799 context->blit_targets[0].layer_count = 1; 800 } 801 802 if (ds) 803 { 804 ds_info.resource = ds; 805 ds_info.sub_resource_idx = ds_sub_resource_idx; 806 ds_info.layer_count = 1; 807 } 808 809 context_apply_fbo_state(context, target, context->blit_targets, &ds_info, location, location); 810 } 811 812 /* Context activation is done by the caller. */ 813 void context_alloc_occlusion_query(struct wined3d_context *context, struct wined3d_occlusion_query *query) 814 { 815 const struct wined3d_gl_info *gl_info = context->gl_info; 816 817 if (context->free_occlusion_query_count) 818 { 819 query->id = context->free_occlusion_queries[--context->free_occlusion_query_count]; 820 } 821 else 822 { 823 if (gl_info->supported[ARB_OCCLUSION_QUERY]) 824 { 825 GL_EXTCALL(glGenQueries(1, &query->id)); 826 checkGLcall("glGenQueries"); 827 828 TRACE("Allocated occlusion query %u in context %p.\n", query->id, context); 829 } 830 else 831 { 832 WARN("Occlusion queries not supported, not allocating query id.\n"); 833 query->id = 0; 834 } 835 } 836 837 query->context = context; 838 list_add_head(&context->occlusion_queries, &query->entry); 839 } 840 841 void context_free_occlusion_query(struct wined3d_occlusion_query *query) 842 { 843 struct wined3d_context *context = query->context; 844 845 list_remove(&query->entry); 846 query->context = NULL; 847 848 if (!wined3d_array_reserve((void **)&context->free_occlusion_queries, 849 &context->free_occlusion_query_size, context->free_occlusion_query_count + 1, 850 sizeof(*context->free_occlusion_queries))) 851 { 852 ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context); 853 return; 854 } 855 856 context->free_occlusion_queries[context->free_occlusion_query_count++] = query->id; 857 } 858 859 /* Context activation is done by the caller. */ 860 void context_alloc_fence(struct wined3d_context *context, struct wined3d_fence *fence) 861 { 862 const struct wined3d_gl_info *gl_info = context->gl_info; 863 864 if (context->free_fence_count) 865 { 866 fence->object = context->free_fences[--context->free_fence_count]; 867 } 868 else 869 { 870 if (gl_info->supported[ARB_SYNC]) 871 { 872 /* Using ARB_sync, not much to do here. */ 873 fence->object.sync = NULL; 874 TRACE("Allocated sync object in context %p.\n", context); 875 } 876 else if (gl_info->supported[APPLE_FENCE]) 877 { 878 GL_EXTCALL(glGenFencesAPPLE(1, &fence->object.id)); 879 checkGLcall("glGenFencesAPPLE"); 880 881 TRACE("Allocated fence %u in context %p.\n", fence->object.id, context); 882 } 883 else if(gl_info->supported[NV_FENCE]) 884 { 885 GL_EXTCALL(glGenFencesNV(1, &fence->object.id)); 886 checkGLcall("glGenFencesNV"); 887 888 TRACE("Allocated fence %u in context %p.\n", fence->object.id, context); 889 } 890 else 891 { 892 WARN("Fences not supported, not allocating fence.\n"); 893 fence->object.id = 0; 894 } 895 } 896 897 fence->context = context; 898 list_add_head(&context->fences, &fence->entry); 899 } 900 901 void context_free_fence(struct wined3d_fence *fence) 902 { 903 struct wined3d_context *context = fence->context; 904 905 list_remove(&fence->entry); 906 fence->context = NULL; 907 908 if (!wined3d_array_reserve((void **)&context->free_fences, 909 &context->free_fence_size, context->free_fence_count + 1, 910 sizeof(*context->free_fences))) 911 { 912 ERR("Failed to grow free list, leaking fence %u in context %p.\n", fence->object.id, context); 913 return; 914 } 915 916 context->free_fences[context->free_fence_count++] = fence->object; 917 } 918 919 /* Context activation is done by the caller. */ 920 void context_alloc_timestamp_query(struct wined3d_context *context, struct wined3d_timestamp_query *query) 921 { 922 const struct wined3d_gl_info *gl_info = context->gl_info; 923 924 if (context->free_timestamp_query_count) 925 { 926 query->id = context->free_timestamp_queries[--context->free_timestamp_query_count]; 927 } 928 else 929 { 930 GL_EXTCALL(glGenQueries(1, &query->id)); 931 checkGLcall("glGenQueries"); 932 933 TRACE("Allocated timestamp query %u in context %p.\n", query->id, context); 934 } 935 936 query->context = context; 937 list_add_head(&context->timestamp_queries, &query->entry); 938 } 939 940 void context_free_timestamp_query(struct wined3d_timestamp_query *query) 941 { 942 struct wined3d_context *context = query->context; 943 944 list_remove(&query->entry); 945 query->context = NULL; 946 947 if (!wined3d_array_reserve((void **)&context->free_timestamp_queries, 948 &context->free_timestamp_query_size, context->free_timestamp_query_count + 1, 949 sizeof(*context->free_timestamp_queries))) 950 { 951 ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context); 952 return; 953 } 954 955 context->free_timestamp_queries[context->free_timestamp_query_count++] = query->id; 956 } 957 958 void context_alloc_so_statistics_query(struct wined3d_context *context, 959 struct wined3d_so_statistics_query *query) 960 { 961 const struct wined3d_gl_info *gl_info = context->gl_info; 962 963 if (context->free_so_statistics_query_count) 964 { 965 query->u = context->free_so_statistics_queries[--context->free_so_statistics_query_count]; 966 } 967 else 968 { 969 GL_EXTCALL(glGenQueries(ARRAY_SIZE(query->u.id), query->u.id)); 970 checkGLcall("glGenQueries"); 971 972 TRACE("Allocated SO statistics queries %u, %u in context %p.\n", 973 query->u.id[0], query->u.id[1], context); 974 } 975 976 query->context = context; 977 list_add_head(&context->so_statistics_queries, &query->entry); 978 } 979 980 void context_free_so_statistics_query(struct wined3d_so_statistics_query *query) 981 { 982 struct wined3d_context *context = query->context; 983 984 list_remove(&query->entry); 985 query->context = NULL; 986 987 if (!wined3d_array_reserve((void **)&context->free_so_statistics_queries, 988 &context->free_so_statistics_query_size, context->free_so_statistics_query_count + 1, 989 sizeof(*context->free_so_statistics_queries))) 990 { 991 ERR("Failed to grow free list, leaking GL queries %u, %u in context %p.\n", 992 query->u.id[0], query->u.id[1], context); 993 return; 994 } 995 996 context->free_so_statistics_queries[context->free_so_statistics_query_count++] = query->u; 997 } 998 999 void context_alloc_pipeline_statistics_query(struct wined3d_context *context, 1000 struct wined3d_pipeline_statistics_query *query) 1001 { 1002 const struct wined3d_gl_info *gl_info = context->gl_info; 1003 1004 if (context->free_pipeline_statistics_query_count) 1005 { 1006 query->u = context->free_pipeline_statistics_queries[--context->free_pipeline_statistics_query_count]; 1007 } 1008 else 1009 { 1010 GL_EXTCALL(glGenQueries(ARRAY_SIZE(query->u.id), query->u.id)); 1011 checkGLcall("glGenQueries"); 1012 } 1013 1014 query->context = context; 1015 list_add_head(&context->pipeline_statistics_queries, &query->entry); 1016 } 1017 1018 void context_free_pipeline_statistics_query(struct wined3d_pipeline_statistics_query *query) 1019 { 1020 struct wined3d_context *context = query->context; 1021 1022 list_remove(&query->entry); 1023 query->context = NULL; 1024 1025 if (!wined3d_array_reserve((void **)&context->free_pipeline_statistics_queries, 1026 &context->free_pipeline_statistics_query_size, context->free_pipeline_statistics_query_count + 1, 1027 sizeof(*context->free_pipeline_statistics_queries))) 1028 { 1029 ERR("Failed to grow free list, leaking GL queries in context %p.\n", context); 1030 return; 1031 } 1032 1033 context->free_pipeline_statistics_queries[context->free_pipeline_statistics_query_count++] = query->u; 1034 } 1035 1036 typedef void (context_fbo_entry_func_t)(struct wined3d_context *context, struct fbo_entry *entry); 1037 1038 static void context_enum_fbo_entries(const struct wined3d_device *device, 1039 GLuint name, BOOL rb_namespace, context_fbo_entry_func_t *callback) 1040 { 1041 unsigned int i, j; 1042 1043 for (i = 0; i < device->context_count; ++i) 1044 { 1045 struct wined3d_context *context = device->contexts[i]; 1046 const struct wined3d_gl_info *gl_info = context->gl_info; 1047 struct fbo_entry *entry, *entry2; 1048 1049 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry) 1050 { 1051 for (j = 0; j < gl_info->limits.buffers + 1; ++j) 1052 { 1053 if (entry->key.objects[j].object == name 1054 && !(entry->key.rb_namespace & (1 << j)) == !rb_namespace) 1055 { 1056 callback(context, entry); 1057 break; 1058 } 1059 } 1060 } 1061 } 1062 } 1063 1064 static void context_queue_fbo_entry_destruction(struct wined3d_context *context, struct fbo_entry *entry) 1065 { 1066 list_remove(&entry->entry); 1067 list_add_head(&context->fbo_destroy_list, &entry->entry); 1068 } 1069 1070 void context_resource_released(const struct wined3d_device *device, struct wined3d_resource *resource) 1071 { 1072 unsigned int i; 1073 1074 if (!device->d3d_initialized) 1075 return; 1076 1077 for (i = 0; i < device->context_count; ++i) 1078 { 1079 struct wined3d_context *context = device->contexts[i]; 1080 1081 if (&context->current_rt.texture->resource == resource) 1082 { 1083 context->current_rt.texture = NULL; 1084 context->current_rt.sub_resource_idx = 0; 1085 } 1086 } 1087 } 1088 1089 void context_gl_resource_released(struct wined3d_device *device, 1090 GLuint name, BOOL rb_namespace) 1091 { 1092 context_enum_fbo_entries(device, name, rb_namespace, context_queue_fbo_entry_destruction); 1093 } 1094 1095 void context_texture_update(struct wined3d_context *context, const struct wined3d_texture *texture) 1096 { 1097 const struct wined3d_gl_info *gl_info = context->gl_info; 1098 struct fbo_entry *entry = context->current_fbo; 1099 unsigned int i; 1100 1101 if (!entry || context->rebind_fbo) return; 1102 1103 for (i = 0; i < gl_info->limits.buffers + 1; ++i) 1104 { 1105 if (texture->texture_rgb.name == entry->key.objects[i].object 1106 || texture->texture_srgb.name == entry->key.objects[i].object) 1107 { 1108 TRACE("Updated texture %p is bound as attachment %u to the current FBO.\n", texture, i); 1109 context->rebind_fbo = TRUE; 1110 return; 1111 } 1112 } 1113 } 1114 1115 static BOOL context_restore_pixel_format(struct wined3d_context *ctx) 1116 { 1117 const struct wined3d_gl_info *gl_info = ctx->gl_info; 1118 BOOL ret = FALSE; 1119 1120 if (ctx->restore_pf && IsWindow(ctx->restore_pf_win)) 1121 { 1122 if (ctx->gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH]) 1123 { 1124 HDC dc = GetDCEx(ctx->restore_pf_win, 0, DCX_USESTYLE | DCX_CACHE); 1125 if (dc) 1126 { 1127 if (!(ret = GL_EXTCALL(wglSetPixelFormatWINE(dc, ctx->restore_pf)))) 1128 { 1129 ERR("wglSetPixelFormatWINE failed to restore pixel format %d on window %p.\n", 1130 ctx->restore_pf, ctx->restore_pf_win); 1131 } 1132 ReleaseDC(ctx->restore_pf_win, dc); 1133 } 1134 } 1135 else 1136 { 1137 ERR("can't restore pixel format %d on window %p\n", ctx->restore_pf, ctx->restore_pf_win); 1138 } 1139 } 1140 1141 ctx->restore_pf = 0; 1142 ctx->restore_pf_win = NULL; 1143 return ret; 1144 } 1145 1146 static BOOL context_set_pixel_format(struct wined3d_context *context) 1147 { 1148 const struct wined3d_gl_info *gl_info = context->gl_info; 1149 BOOL private = context->hdc_is_private; 1150 int format = context->pixel_format; 1151 HDC dc = context->hdc; 1152 int current; 1153 1154 if (private && context->hdc_has_format) 1155 return TRUE; 1156 1157 if (!private && WindowFromDC(dc) != context->win_handle) 1158 return FALSE; 1159 1160 current = gl_info->gl_ops.wgl.p_wglGetPixelFormat(dc); 1161 if (current == format) goto success; 1162 1163 if (!current) 1164 { 1165 if (!SetPixelFormat(dc, format, NULL)) 1166 { 1167 /* This may also happen if the dc belongs to a destroyed window. */ 1168 WARN("Failed to set pixel format %d on device context %p, last error %#x.\n", 1169 format, dc, GetLastError()); 1170 return FALSE; 1171 } 1172 1173 context->restore_pf = 0; 1174 context->restore_pf_win = private ? NULL : WindowFromDC(dc); 1175 goto success; 1176 } 1177 1178 /* By default WGL doesn't allow pixel format adjustments but we need it 1179 * here. For this reason there's a Wine specific wglSetPixelFormat() 1180 * which allows us to set the pixel format multiple times. Only use it 1181 * when really needed. */ 1182 if (gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH]) 1183 { 1184 HWND win; 1185 1186 if (!GL_EXTCALL(wglSetPixelFormatWINE(dc, format))) 1187 { 1188 ERR("wglSetPixelFormatWINE failed to set pixel format %d on device context %p.\n", 1189 format, dc); 1190 return FALSE; 1191 } 1192 1193 win = private ? NULL : WindowFromDC(dc); 1194 if (win != context->restore_pf_win) 1195 { 1196 context_restore_pixel_format(context); 1197 1198 context->restore_pf = private ? 0 : current; 1199 context->restore_pf_win = win; 1200 } 1201 1202 goto success; 1203 } 1204 1205 /* OpenGL doesn't allow pixel format adjustments. Print an error and 1206 * continue using the old format. There's a big chance that the old 1207 * format works although with a performance hit and perhaps rendering 1208 * errors. */ 1209 ERR("Unable to set pixel format %d on device context %p. Already using format %d.\n", 1210 format, dc, current); 1211 return TRUE; 1212 1213 success: 1214 if (private) 1215 context->hdc_has_format = TRUE; 1216 return TRUE; 1217 } 1218 1219 static BOOL context_set_gl_context(struct wined3d_context *ctx) 1220 { 1221 struct wined3d_swapchain *swapchain = ctx->swapchain; 1222 BOOL backup = FALSE; 1223 1224 if (!context_set_pixel_format(ctx)) 1225 { 1226 WARN("Failed to set pixel format %d on device context %p.\n", 1227 ctx->pixel_format, ctx->hdc); 1228 backup = TRUE; 1229 } 1230 1231 if (backup || !wglMakeCurrent(ctx->hdc, ctx->glCtx)) 1232 { 1233 WARN("Failed to make GL context %p current on device context %p, last error %#x.\n", 1234 ctx->glCtx, ctx->hdc, GetLastError()); 1235 ctx->valid = 0; 1236 WARN("Trying fallback to the backup window.\n"); 1237 1238 /* FIXME: If the context is destroyed it's no longer associated with 1239 * a swapchain, so we can't use the swapchain to get a backup dc. To 1240 * make this work windowless contexts would need to be handled by the 1241 * device. */ 1242 if (ctx->destroyed || !swapchain) 1243 { 1244 FIXME("Unable to get backup dc for destroyed context %p.\n", ctx); 1245 context_set_current(NULL); 1246 return FALSE; 1247 } 1248 1249 if (!(ctx->hdc = swapchain_get_backup_dc(swapchain))) 1250 { 1251 context_set_current(NULL); 1252 return FALSE; 1253 } 1254 1255 ctx->hdc_is_private = TRUE; 1256 ctx->hdc_has_format = FALSE; 1257 1258 if (!context_set_pixel_format(ctx)) 1259 { 1260 ERR("Failed to set pixel format %d on device context %p.\n", 1261 ctx->pixel_format, ctx->hdc); 1262 context_set_current(NULL); 1263 return FALSE; 1264 } 1265 1266 if (!wglMakeCurrent(ctx->hdc, ctx->glCtx)) 1267 { 1268 ERR("Fallback to backup window (dc %p) failed too, last error %#x.\n", 1269 ctx->hdc, GetLastError()); 1270 context_set_current(NULL); 1271 return FALSE; 1272 } 1273 1274 ctx->valid = 1; 1275 } 1276 ctx->needs_set = 0; 1277 return TRUE; 1278 } 1279 1280 static void context_restore_gl_context(const struct wined3d_gl_info *gl_info, HDC dc, HGLRC gl_ctx) 1281 { 1282 if (!wglMakeCurrent(dc, gl_ctx)) 1283 { 1284 ERR("Failed to restore GL context %p on device context %p, last error %#x.\n", 1285 gl_ctx, dc, GetLastError()); 1286 context_set_current(NULL); 1287 } 1288 } 1289 1290 static void context_update_window(struct wined3d_context *context) 1291 { 1292 if (!context->swapchain) 1293 return; 1294 1295 if (context->win_handle == context->swapchain->win_handle) 1296 return; 1297 1298 TRACE("Updating context %p window from %p to %p.\n", 1299 context, context->win_handle, context->swapchain->win_handle); 1300 1301 if (context->hdc) 1302 wined3d_release_dc(context->win_handle, context->hdc); 1303 1304 context->win_handle = context->swapchain->win_handle; 1305 context->hdc_is_private = FALSE; 1306 context->hdc_has_format = FALSE; 1307 context->needs_set = 1; 1308 context->valid = 1; 1309 1310 if (!(context->hdc = GetDCEx(context->win_handle, 0, DCX_USESTYLE | DCX_CACHE))) 1311 { 1312 ERR("Failed to get a device context for window %p.\n", context->win_handle); 1313 context->valid = 0; 1314 } 1315 } 1316 1317 static void context_destroy_gl_resources(struct wined3d_context *context) 1318 { 1319 struct wined3d_pipeline_statistics_query *pipeline_statistics_query; 1320 const struct wined3d_gl_info *gl_info = context->gl_info; 1321 struct wined3d_so_statistics_query *so_statistics_query; 1322 struct wined3d_timestamp_query *timestamp_query; 1323 struct wined3d_occlusion_query *occlusion_query; 1324 struct fbo_entry *entry, *entry2; 1325 struct wined3d_fence *fence; 1326 HGLRC restore_ctx; 1327 HDC restore_dc; 1328 unsigned int i; 1329 1330 restore_ctx = wglGetCurrentContext(); 1331 restore_dc = wglGetCurrentDC(); 1332 1333 if (restore_ctx == context->glCtx) 1334 restore_ctx = NULL; 1335 else if (context->valid) 1336 context_set_gl_context(context); 1337 1338 LIST_FOR_EACH_ENTRY(so_statistics_query, &context->so_statistics_queries, 1339 struct wined3d_so_statistics_query, entry) 1340 { 1341 if (context->valid) 1342 GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(so_statistics_query->u.id), so_statistics_query->u.id)); 1343 so_statistics_query->context = NULL; 1344 } 1345 1346 LIST_FOR_EACH_ENTRY(pipeline_statistics_query, &context->pipeline_statistics_queries, 1347 struct wined3d_pipeline_statistics_query, entry) 1348 { 1349 if (context->valid) 1350 GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(pipeline_statistics_query->u.id), pipeline_statistics_query->u.id)); 1351 pipeline_statistics_query->context = NULL; 1352 } 1353 1354 LIST_FOR_EACH_ENTRY(timestamp_query, &context->timestamp_queries, struct wined3d_timestamp_query, entry) 1355 { 1356 if (context->valid) 1357 GL_EXTCALL(glDeleteQueries(1, ×tamp_query->id)); 1358 timestamp_query->context = NULL; 1359 } 1360 1361 LIST_FOR_EACH_ENTRY(occlusion_query, &context->occlusion_queries, struct wined3d_occlusion_query, entry) 1362 { 1363 if (context->valid && gl_info->supported[ARB_OCCLUSION_QUERY]) 1364 GL_EXTCALL(glDeleteQueries(1, &occlusion_query->id)); 1365 occlusion_query->context = NULL; 1366 } 1367 1368 LIST_FOR_EACH_ENTRY(fence, &context->fences, struct wined3d_fence, entry) 1369 { 1370 if (context->valid) 1371 { 1372 if (gl_info->supported[ARB_SYNC]) 1373 { 1374 if (fence->object.sync) 1375 GL_EXTCALL(glDeleteSync(fence->object.sync)); 1376 } 1377 else if (gl_info->supported[APPLE_FENCE]) 1378 { 1379 GL_EXTCALL(glDeleteFencesAPPLE(1, &fence->object.id)); 1380 } 1381 else if (gl_info->supported[NV_FENCE]) 1382 { 1383 GL_EXTCALL(glDeleteFencesNV(1, &fence->object.id)); 1384 } 1385 } 1386 fence->context = NULL; 1387 } 1388 1389 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry) 1390 { 1391 if (!context->valid) entry->id = 0; 1392 context_destroy_fbo_entry(context, entry); 1393 } 1394 1395 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry) 1396 { 1397 if (!context->valid) entry->id = 0; 1398 context_destroy_fbo_entry(context, entry); 1399 } 1400 1401 if (context->valid) 1402 { 1403 if (context->dummy_arbfp_prog) 1404 { 1405 GL_EXTCALL(glDeleteProgramsARB(1, &context->dummy_arbfp_prog)); 1406 } 1407 1408 if (gl_info->supported[WINED3D_GL_PRIMITIVE_QUERY]) 1409 { 1410 for (i = 0; i < context->free_so_statistics_query_count; ++i) 1411 { 1412 union wined3d_gl_so_statistics_query *q = &context->free_so_statistics_queries[i]; 1413 GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(q->id), q->id)); 1414 } 1415 } 1416 1417 if (gl_info->supported[ARB_PIPELINE_STATISTICS_QUERY]) 1418 { 1419 for (i = 0; i < context->free_pipeline_statistics_query_count; ++i) 1420 { 1421 union wined3d_gl_pipeline_statistics_query *q = &context->free_pipeline_statistics_queries[i]; 1422 GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(q->id), q->id)); 1423 } 1424 } 1425 1426 if (gl_info->supported[ARB_TIMER_QUERY]) 1427 GL_EXTCALL(glDeleteQueries(context->free_timestamp_query_count, context->free_timestamp_queries)); 1428 1429 if (gl_info->supported[ARB_OCCLUSION_QUERY]) 1430 GL_EXTCALL(glDeleteQueries(context->free_occlusion_query_count, context->free_occlusion_queries)); 1431 1432 if (gl_info->supported[ARB_SYNC]) 1433 { 1434 for (i = 0; i < context->free_fence_count; ++i) 1435 { 1436 GL_EXTCALL(glDeleteSync(context->free_fences[i].sync)); 1437 } 1438 } 1439 else if (gl_info->supported[APPLE_FENCE]) 1440 { 1441 for (i = 0; i < context->free_fence_count; ++i) 1442 { 1443 GL_EXTCALL(glDeleteFencesAPPLE(1, &context->free_fences[i].id)); 1444 } 1445 } 1446 else if (gl_info->supported[NV_FENCE]) 1447 { 1448 for (i = 0; i < context->free_fence_count; ++i) 1449 { 1450 GL_EXTCALL(glDeleteFencesNV(1, &context->free_fences[i].id)); 1451 } 1452 } 1453 1454 if (context->blit_vbo) 1455 GL_EXTCALL(glDeleteBuffers(1, &context->blit_vbo)); 1456 1457 checkGLcall("context cleanup"); 1458 } 1459 1460 heap_free(context->free_so_statistics_queries); 1461 heap_free(context->free_pipeline_statistics_queries); 1462 heap_free(context->free_timestamp_queries); 1463 heap_free(context->free_occlusion_queries); 1464 heap_free(context->free_fences); 1465 1466 context_restore_pixel_format(context); 1467 if (restore_ctx) 1468 { 1469 context_restore_gl_context(gl_info, restore_dc, restore_ctx); 1470 } 1471 else if (wglGetCurrentContext() && !wglMakeCurrent(NULL, NULL)) 1472 { 1473 ERR("Failed to disable GL context.\n"); 1474 } 1475 1476 wined3d_release_dc(context->win_handle, context->hdc); 1477 1478 if (!wglDeleteContext(context->glCtx)) 1479 { 1480 DWORD err = GetLastError(); 1481 ERR("wglDeleteContext(%p) failed, last error %#x.\n", context->glCtx, err); 1482 } 1483 } 1484 1485 DWORD context_get_tls_idx(void) 1486 { 1487 return wined3d_context_tls_idx; 1488 } 1489 1490 void context_set_tls_idx(DWORD idx) 1491 { 1492 wined3d_context_tls_idx = idx; 1493 } 1494 1495 struct wined3d_context *context_get_current(void) 1496 { 1497 return TlsGetValue(wined3d_context_tls_idx); 1498 } 1499 1500 BOOL context_set_current(struct wined3d_context *ctx) 1501 { 1502 struct wined3d_context *old = context_get_current(); 1503 1504 if (old == ctx) 1505 { 1506 TRACE("Already using D3D context %p.\n", ctx); 1507 return TRUE; 1508 } 1509 1510 if (old) 1511 { 1512 if (old->destroyed) 1513 { 1514 TRACE("Switching away from destroyed context %p.\n", old); 1515 context_destroy_gl_resources(old); 1516 heap_free((void *)old->gl_info); 1517 heap_free(old); 1518 } 1519 else 1520 { 1521 if (wglGetCurrentContext()) 1522 { 1523 const struct wined3d_gl_info *gl_info = old->gl_info; 1524 TRACE("Flushing context %p before switching to %p.\n", old, ctx); 1525 gl_info->gl_ops.gl.p_glFlush(); 1526 } 1527 old->current = 0; 1528 } 1529 } 1530 1531 if (ctx) 1532 { 1533 if (!ctx->valid) 1534 { 1535 ERR("Trying to make invalid context %p current\n", ctx); 1536 return FALSE; 1537 } 1538 1539 TRACE("Switching to D3D context %p, GL context %p, device context %p.\n", ctx, ctx->glCtx, ctx->hdc); 1540 if (!context_set_gl_context(ctx)) 1541 return FALSE; 1542 ctx->current = 1; 1543 } 1544 else if (wglGetCurrentContext()) 1545 { 1546 TRACE("Clearing current D3D context.\n"); 1547 if (!wglMakeCurrent(NULL, NULL)) 1548 { 1549 DWORD err = GetLastError(); 1550 ERR("Failed to clear current GL context, last error %#x.\n", err); 1551 TlsSetValue(wined3d_context_tls_idx, NULL); 1552 return FALSE; 1553 } 1554 } 1555 1556 return TlsSetValue(wined3d_context_tls_idx, ctx); 1557 } 1558 1559 void context_release(struct wined3d_context *context) 1560 { 1561 TRACE("Releasing context %p, level %u.\n", context, context->level); 1562 1563 if (WARN_ON(d3d)) 1564 { 1565 if (!context->level) 1566 WARN("Context %p is not active.\n", context); 1567 else if (context != context_get_current()) 1568 WARN("Context %p is not the current context.\n", context); 1569 } 1570 1571 if (!--context->level) 1572 { 1573 if (context_restore_pixel_format(context)) 1574 context->needs_set = 1; 1575 if (context->restore_ctx) 1576 { 1577 TRACE("Restoring GL context %p on device context %p.\n", context->restore_ctx, context->restore_dc); 1578 context_restore_gl_context(context->gl_info, context->restore_dc, context->restore_ctx); 1579 context->restore_ctx = NULL; 1580 context->restore_dc = NULL; 1581 } 1582 1583 if (context->destroy_delayed) 1584 { 1585 TRACE("Destroying context %p.\n", context); 1586 context_destroy(context->device, context); 1587 } 1588 } 1589 } 1590 1591 /* This is used when a context for render target A is active, but a separate context is 1592 * needed to access the WGL framebuffer for render target B. Re-acquire a context for rt 1593 * A to avoid breaking caller code. */ 1594 void context_restore(struct wined3d_context *context, struct wined3d_texture *texture, unsigned int sub_resource_idx) 1595 { 1596 if (context->current_rt.texture != texture || context->current_rt.sub_resource_idx != sub_resource_idx) 1597 { 1598 context_release(context); 1599 context = context_acquire(texture->resource.device, texture, sub_resource_idx); 1600 } 1601 1602 context_release(context); 1603 } 1604 1605 static void context_enter(struct wined3d_context *context) 1606 { 1607 TRACE("Entering context %p, level %u.\n", context, context->level + 1); 1608 1609 if (!context->level++) 1610 { 1611 const struct wined3d_context *current_context = context_get_current(); 1612 HGLRC current_gl = wglGetCurrentContext(); 1613 1614 if (current_gl && (!current_context || current_context->glCtx != current_gl)) 1615 { 1616 TRACE("Another GL context (%p on device context %p) is already current.\n", 1617 current_gl, wglGetCurrentDC()); 1618 context->restore_ctx = current_gl; 1619 context->restore_dc = wglGetCurrentDC(); 1620 context->needs_set = 1; 1621 } 1622 else if (!context->needs_set && !(context->hdc_is_private && context->hdc_has_format) 1623 && context->pixel_format != context->gl_info->gl_ops.wgl.p_wglGetPixelFormat(context->hdc)) 1624 context->needs_set = 1; 1625 } 1626 } 1627 1628 void context_invalidate_compute_state(struct wined3d_context *context, DWORD state_id) 1629 { 1630 DWORD representative = context->state_table[state_id].representative - STATE_COMPUTE_OFFSET; 1631 unsigned int index, shift; 1632 1633 index = representative / (sizeof(*context->dirty_compute_states) * CHAR_BIT); 1634 shift = representative & (sizeof(*context->dirty_compute_states) * CHAR_BIT - 1); 1635 context->dirty_compute_states[index] |= (1u << shift); 1636 } 1637 1638 void context_invalidate_state(struct wined3d_context *context, DWORD state) 1639 { 1640 DWORD rep = context->state_table[state].representative; 1641 DWORD idx; 1642 BYTE shift; 1643 1644 if (isStateDirty(context, rep)) return; 1645 1646 context->dirtyArray[context->numDirtyEntries++] = rep; 1647 idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT); 1648 shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1); 1649 context->isStateDirty[idx] |= (1u << shift); 1650 } 1651 1652 /* This function takes care of wined3d pixel format selection. */ 1653 static int context_choose_pixel_format(const struct wined3d_device *device, HDC hdc, 1654 const struct wined3d_format *color_format, const struct wined3d_format *ds_format, 1655 BOOL auxBuffers) 1656 { 1657 unsigned int cfg_count = device->adapter->cfg_count; 1658 unsigned int current_value; 1659 PIXELFORMATDESCRIPTOR pfd; 1660 int iPixelFormat = 0; 1661 unsigned int i; 1662 1663 TRACE("device %p, dc %p, color_format %s, ds_format %s, aux_buffers %#x.\n", 1664 device, hdc, debug_d3dformat(color_format->id), debug_d3dformat(ds_format->id), 1665 auxBuffers); 1666 1667 current_value = 0; 1668 for (i = 0; i < cfg_count; ++i) 1669 { 1670 const struct wined3d_pixel_format *cfg = &device->adapter->cfgs[i]; 1671 unsigned int value; 1672 1673 /* For now only accept RGBA formats. Perhaps some day we will 1674 * allow floating point formats for pbuffers. */ 1675 if (cfg->iPixelType != WGL_TYPE_RGBA_ARB) 1676 continue; 1677 /* In window mode we need a window drawable format and double buffering. */ 1678 if (!(cfg->windowDrawable && cfg->doubleBuffer)) 1679 continue; 1680 if (cfg->redSize < color_format->red_size) 1681 continue; 1682 if (cfg->greenSize < color_format->green_size) 1683 continue; 1684 if (cfg->blueSize < color_format->blue_size) 1685 continue; 1686 if (cfg->alphaSize < color_format->alpha_size) 1687 continue; 1688 if (cfg->depthSize < ds_format->depth_size) 1689 continue; 1690 if (ds_format->stencil_size && cfg->stencilSize != ds_format->stencil_size) 1691 continue; 1692 /* Check multisampling support. */ 1693 if (cfg->numSamples) 1694 continue; 1695 1696 value = 1; 1697 /* We try to locate a format which matches our requirements exactly. In case of 1698 * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */ 1699 if (cfg->depthSize == ds_format->depth_size) 1700 value += 1; 1701 if (cfg->stencilSize == ds_format->stencil_size) 1702 value += 2; 1703 if (cfg->alphaSize == color_format->alpha_size) 1704 value += 4; 1705 /* We like to have aux buffers in backbuffer mode */ 1706 if (auxBuffers && cfg->auxBuffers) 1707 value += 8; 1708 if (cfg->redSize == color_format->red_size 1709 && cfg->greenSize == color_format->green_size 1710 && cfg->blueSize == color_format->blue_size) 1711 value += 16; 1712 1713 if (value > current_value) 1714 { 1715 iPixelFormat = cfg->iPixelFormat; 1716 current_value = value; 1717 } 1718 } 1719 1720 if (!iPixelFormat) 1721 { 1722 ERR("Trying to locate a compatible pixel format because an exact match failed.\n"); 1723 1724 memset(&pfd, 0, sizeof(pfd)); 1725 pfd.nSize = sizeof(pfd); 1726 pfd.nVersion = 1; 1727 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/ 1728 pfd.iPixelType = PFD_TYPE_RGBA; 1729 pfd.cAlphaBits = color_format->alpha_size; 1730 pfd.cColorBits = color_format->red_size + color_format->green_size 1731 + color_format->blue_size + color_format->alpha_size; 1732 pfd.cDepthBits = ds_format->depth_size; 1733 pfd.cStencilBits = ds_format->stencil_size; 1734 pfd.iLayerType = PFD_MAIN_PLANE; 1735 1736 if (!(iPixelFormat = ChoosePixelFormat(hdc, &pfd))) 1737 { 1738 /* Something is very wrong as ChoosePixelFormat() barely fails. */ 1739 ERR("Can't find a suitable pixel format.\n"); 1740 return 0; 1741 } 1742 } 1743 1744 TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s.\n", 1745 iPixelFormat, debug_d3dformat(color_format->id), debug_d3dformat(ds_format->id)); 1746 return iPixelFormat; 1747 } 1748 1749 /* Context activation is done by the caller. */ 1750 void context_bind_dummy_textures(const struct wined3d_device *device, const struct wined3d_context *context) 1751 { 1752 const struct wined3d_dummy_textures *textures = &context->device->dummy_textures; 1753 const struct wined3d_gl_info *gl_info = context->gl_info; 1754 unsigned int i; 1755 1756 for (i = 0; i < gl_info->limits.combined_samplers; ++i) 1757 { 1758 GL_EXTCALL(glActiveTexture(GL_TEXTURE0 + i)); 1759 1760 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, textures->tex_1d); 1761 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, textures->tex_2d); 1762 1763 if (gl_info->supported[ARB_TEXTURE_RECTANGLE]) 1764 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB, textures->tex_rect); 1765 1766 if (gl_info->supported[EXT_TEXTURE3D]) 1767 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, textures->tex_3d); 1768 1769 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP]) 1770 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, textures->tex_cube); 1771 1772 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP_ARRAY]) 1773 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, textures->tex_cube_array); 1774 1775 if (gl_info->supported[EXT_TEXTURE_ARRAY]) 1776 { 1777 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D_ARRAY, textures->tex_1d_array); 1778 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_ARRAY, textures->tex_2d_array); 1779 } 1780 1781 if (gl_info->supported[ARB_TEXTURE_BUFFER_OBJECT]) 1782 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_BUFFER, textures->tex_buffer); 1783 1784 if (gl_info->supported[ARB_TEXTURE_MULTISAMPLE]) 1785 { 1786 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, textures->tex_2d_ms); 1787 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, textures->tex_2d_ms_array); 1788 } 1789 } 1790 1791 checkGLcall("bind dummy textures"); 1792 } 1793 1794 void wined3d_check_gl_call(const struct wined3d_gl_info *gl_info, 1795 const char *file, unsigned int line, const char *name) 1796 { 1797 GLint err; 1798 1799 if (gl_info->supported[ARB_DEBUG_OUTPUT] || (err = gl_info->gl_ops.gl.p_glGetError()) == GL_NO_ERROR) 1800 { 1801 TRACE("%s call ok %s / %u.\n", name, file, line); 1802 return; 1803 } 1804 1805 do 1806 { 1807 ERR(">>>>>>> %s (%#x) from %s @ %s / %u.\n", 1808 debug_glerror(err), err, name, file,line); 1809 err = gl_info->gl_ops.gl.p_glGetError(); 1810 } while (err != GL_NO_ERROR); 1811 } 1812 1813 static BOOL context_debug_output_enabled(const struct wined3d_gl_info *gl_info) 1814 { 1815 return gl_info->supported[ARB_DEBUG_OUTPUT] 1816 && (ERR_ON(d3d) || FIXME_ON(d3d) || WARN_ON(d3d_perf)); 1817 } 1818 1819 static void WINE_GLAPI wined3d_debug_callback(GLenum source, GLenum type, GLuint id, 1820 GLenum severity, GLsizei length, const char *message, void *ctx) 1821 { 1822 switch (type) 1823 { 1824 case GL_DEBUG_TYPE_ERROR_ARB: 1825 ERR("%p: %s.\n", ctx, debugstr_an(message, length)); 1826 break; 1827 1828 case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB: 1829 case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB: 1830 case GL_DEBUG_TYPE_PORTABILITY_ARB: 1831 FIXME("%p: %s.\n", ctx, debugstr_an(message, length)); 1832 break; 1833 1834 case GL_DEBUG_TYPE_PERFORMANCE_ARB: 1835 WARN_(d3d_perf)("%p: %s.\n", ctx, debugstr_an(message, length)); 1836 break; 1837 1838 default: 1839 FIXME("ctx %p, type %#x: %s.\n", ctx, type, debugstr_an(message, length)); 1840 break; 1841 } 1842 } 1843 1844 HGLRC context_create_wgl_attribs(const struct wined3d_gl_info *gl_info, HDC hdc, HGLRC share_ctx) 1845 { 1846 HGLRC ctx; 1847 unsigned int ctx_attrib_idx = 0; 1848 GLint ctx_attribs[7], ctx_flags = 0; 1849 1850 if (context_debug_output_enabled(gl_info)) 1851 ctx_flags = WGL_CONTEXT_DEBUG_BIT_ARB; 1852 ctx_attribs[ctx_attrib_idx++] = WGL_CONTEXT_MAJOR_VERSION_ARB; 1853 ctx_attribs[ctx_attrib_idx++] = gl_info->selected_gl_version >> 16; 1854 ctx_attribs[ctx_attrib_idx++] = WGL_CONTEXT_MINOR_VERSION_ARB; 1855 ctx_attribs[ctx_attrib_idx++] = gl_info->selected_gl_version & 0xffff; 1856 if (ctx_flags) 1857 { 1858 ctx_attribs[ctx_attrib_idx++] = WGL_CONTEXT_FLAGS_ARB; 1859 ctx_attribs[ctx_attrib_idx++] = ctx_flags; 1860 } 1861 ctx_attribs[ctx_attrib_idx] = 0; 1862 1863 if (!(ctx = gl_info->p_wglCreateContextAttribsARB(hdc, share_ctx, ctx_attribs))) 1864 { 1865 if (gl_info->selected_gl_version >= MAKEDWORD_VERSION(3, 2)) 1866 { 1867 if (ctx_flags) 1868 { 1869 ctx_flags |= WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB; 1870 ctx_attribs[ctx_attrib_idx - 1] = ctx_flags; 1871 } 1872 else 1873 { 1874 ctx_flags = WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB; 1875 ctx_attribs[ctx_attrib_idx++] = WGL_CONTEXT_FLAGS_ARB; 1876 ctx_attribs[ctx_attrib_idx++] = ctx_flags; 1877 ctx_attribs[ctx_attrib_idx] = 0; 1878 } 1879 if (!(ctx = gl_info->p_wglCreateContextAttribsARB(hdc, share_ctx, ctx_attribs))) 1880 WARN("Failed to create a WGL context with wglCreateContextAttribsARB, last error %#x.\n", 1881 GetLastError()); 1882 } 1883 } 1884 return ctx; 1885 } 1886 1887 struct wined3d_context *context_create(struct wined3d_swapchain *swapchain, 1888 struct wined3d_texture *target, const struct wined3d_format *ds_format) 1889 { 1890 struct wined3d_device *device = swapchain->device; 1891 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info; 1892 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; 1893 const struct wined3d_format *color_format; 1894 struct wined3d_context *ret; 1895 BOOL auxBuffers = FALSE; 1896 HGLRC ctx, share_ctx; 1897 DWORD target_usage; 1898 unsigned int i; 1899 DWORD state; 1900 1901 TRACE("swapchain %p, target %p, window %p.\n", swapchain, target, swapchain->win_handle); 1902 1903 wined3d_from_cs(device->cs); 1904 1905 if (!(ret = heap_alloc_zero(sizeof(*ret)))) 1906 return NULL; 1907 1908 ret->free_timestamp_query_size = 4; 1909 if (!(ret->free_timestamp_queries = heap_calloc(ret->free_timestamp_query_size, 1910 sizeof(*ret->free_timestamp_queries)))) 1911 goto out; 1912 list_init(&ret->timestamp_queries); 1913 1914 ret->free_occlusion_query_size = 4; 1915 if (!(ret->free_occlusion_queries = heap_calloc(ret->free_occlusion_query_size, 1916 sizeof(*ret->free_occlusion_queries)))) 1917 goto out; 1918 list_init(&ret->occlusion_queries); 1919 1920 ret->free_fence_size = 4; 1921 if (!(ret->free_fences = heap_calloc(ret->free_fence_size, sizeof(*ret->free_fences)))) 1922 goto out; 1923 list_init(&ret->fences); 1924 1925 list_init(&ret->so_statistics_queries); 1926 1927 list_init(&ret->pipeline_statistics_queries); 1928 1929 list_init(&ret->fbo_list); 1930 list_init(&ret->fbo_destroy_list); 1931 1932 if (!device->shader_backend->shader_allocate_context_data(ret)) 1933 { 1934 ERR("Failed to allocate shader backend context data.\n"); 1935 goto out; 1936 } 1937 if (!device->adapter->fragment_pipe->allocate_context_data(ret)) 1938 { 1939 ERR("Failed to allocate fragment pipeline context data.\n"); 1940 goto out; 1941 } 1942 1943 for (i = 0; i < ARRAY_SIZE(ret->tex_unit_map); ++i) 1944 ret->tex_unit_map[i] = WINED3D_UNMAPPED_STAGE; 1945 for (i = 0; i < ARRAY_SIZE(ret->rev_tex_unit_map); ++i) 1946 ret->rev_tex_unit_map[i] = WINED3D_UNMAPPED_STAGE; 1947 if (gl_info->limits.graphics_samplers >= MAX_COMBINED_SAMPLERS) 1948 { 1949 /* Initialize the texture unit mapping to a 1:1 mapping. */ 1950 unsigned int base, count; 1951 1952 wined3d_gl_limits_get_texture_unit_range(&gl_info->limits, WINED3D_SHADER_TYPE_PIXEL, &base, &count); 1953 if (base + MAX_FRAGMENT_SAMPLERS > ARRAY_SIZE(ret->rev_tex_unit_map)) 1954 { 1955 ERR("Unexpected texture unit base index %u.\n", base); 1956 goto out; 1957 } 1958 for (i = 0; i < min(count, MAX_FRAGMENT_SAMPLERS); ++i) 1959 { 1960 ret->tex_unit_map[i] = base + i; 1961 ret->rev_tex_unit_map[base + i] = i; 1962 } 1963 1964 wined3d_gl_limits_get_texture_unit_range(&gl_info->limits, WINED3D_SHADER_TYPE_VERTEX, &base, &count); 1965 if (base + MAX_VERTEX_SAMPLERS > ARRAY_SIZE(ret->rev_tex_unit_map)) 1966 { 1967 ERR("Unexpected texture unit base index %u.\n", base); 1968 goto out; 1969 } 1970 for (i = 0; i < min(count, MAX_VERTEX_SAMPLERS); ++i) 1971 { 1972 ret->tex_unit_map[MAX_FRAGMENT_SAMPLERS + i] = base + i; 1973 ret->rev_tex_unit_map[base + i] = MAX_FRAGMENT_SAMPLERS + i; 1974 } 1975 } 1976 1977 if (!(ret->texture_type = heap_calloc(gl_info->limits.combined_samplers, 1978 sizeof(*ret->texture_type)))) 1979 goto out; 1980 1981 if (!(ret->hdc = GetDCEx(swapchain->win_handle, 0, DCX_USESTYLE | DCX_CACHE))) 1982 { 1983 WARN("Failed to retrieve device context, trying swapchain backup.\n"); 1984 1985 if ((ret->hdc = swapchain_get_backup_dc(swapchain))) 1986 ret->hdc_is_private = TRUE; 1987 else 1988 { 1989 ERR("Failed to retrieve a device context.\n"); 1990 goto out; 1991 } 1992 } 1993 1994 color_format = target->resource.format; 1995 target_usage = target->resource.usage; 1996 1997 /* In case of ORM_BACKBUFFER, make sure to request an alpha component for 1998 * X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */ 1999 if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) 2000 { 2001 auxBuffers = TRUE; 2002 2003 if (color_format->id == WINED3DFMT_B4G4R4X4_UNORM) 2004 color_format = wined3d_get_format(gl_info, WINED3DFMT_B4G4R4A4_UNORM, target_usage); 2005 else if (color_format->id == WINED3DFMT_B8G8R8X8_UNORM) 2006 color_format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM, target_usage); 2007 } 2008 2009 /* DirectDraw supports 8bit paletted render targets and these are used by 2010 * old games like StarCraft and C&C. Most modern hardware doesn't support 2011 * 8bit natively so we perform some form of 8bit -> 32bit conversion. The 2012 * conversion (ab)uses the alpha component for storing the palette index. 2013 * For this reason we require a format with 8bit alpha, so request 2014 * A8R8G8B8. */ 2015 if (color_format->id == WINED3DFMT_P8_UINT) 2016 color_format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM, target_usage); 2017 2018 /* When using FBOs for off-screen rendering, we only use the drawable for 2019 * presentation blits, and don't do any rendering to it. That means we 2020 * don't need depth or stencil buffers, and can mostly ignore the render 2021 * target format. This wouldn't necessarily be quite correct for 10bpc 2022 * display modes, but we don't currently support those. 2023 * Using the same format regardless of the color/depth/stencil targets 2024 * makes it much less likely that different wined3d instances will set 2025 * conflicting pixel formats. */ 2026 if (wined3d_settings.offscreen_rendering_mode != ORM_BACKBUFFER) 2027 { 2028 color_format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM, target_usage); 2029 ds_format = wined3d_get_format(gl_info, WINED3DFMT_UNKNOWN, WINED3DUSAGE_DEPTHSTENCIL); 2030 } 2031 2032 /* Try to find a pixel format which matches our requirements. */ 2033 if (!(ret->pixel_format = context_choose_pixel_format(device, ret->hdc, color_format, ds_format, auxBuffers))) 2034 goto out; 2035 2036 ret->gl_info = gl_info; 2037 ret->win_handle = swapchain->win_handle; 2038 2039 context_enter(ret); 2040 2041 if (!context_set_pixel_format(ret)) 2042 { 2043 ERR("Failed to set pixel format %d on device context %p.\n", ret->pixel_format, ret->hdc); 2044 context_release(ret); 2045 goto out; 2046 } 2047 2048 share_ctx = device->context_count ? device->contexts[0]->glCtx : NULL; 2049 if (gl_info->p_wglCreateContextAttribsARB) 2050 { 2051 if (!(ctx = context_create_wgl_attribs(gl_info, ret->hdc, share_ctx))) 2052 goto out; 2053 } 2054 else 2055 { 2056 if (!(ctx = wglCreateContext(ret->hdc))) 2057 { 2058 ERR("Failed to create a WGL context.\n"); 2059 context_release(ret); 2060 goto out; 2061 } 2062 2063 if (share_ctx && !wglShareLists(share_ctx, ctx)) 2064 { 2065 ERR("wglShareLists(%p, %p) failed, last error %#x.\n", share_ctx, ctx, GetLastError()); 2066 context_release(ret); 2067 if (!wglDeleteContext(ctx)) 2068 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, GetLastError()); 2069 goto out; 2070 } 2071 } 2072 2073 if (!device_context_add(device, ret)) 2074 { 2075 ERR("Failed to add the newly created context to the context list\n"); 2076 context_release(ret); 2077 if (!wglDeleteContext(ctx)) 2078 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, GetLastError()); 2079 goto out; 2080 } 2081 2082 ret->d3d_info = d3d_info; 2083 ret->state_table = device->StateTable; 2084 2085 /* Mark all states dirty to force a proper initialization of the states on 2086 * the first use of the context. Compute states do not need initialization. */ 2087 for (state = 0; state <= STATE_HIGHEST; ++state) 2088 { 2089 if (ret->state_table[state].representative && !STATE_IS_COMPUTE(state)) 2090 context_invalidate_state(ret, state); 2091 } 2092 2093 ret->device = device; 2094 ret->swapchain = swapchain; 2095 ret->current_rt.texture = target; 2096 ret->current_rt.sub_resource_idx = 0; 2097 ret->tid = GetCurrentThreadId(); 2098 2099 ret->render_offscreen = wined3d_resource_is_offscreen(&target->resource); 2100 ret->draw_buffers_mask = context_generate_rt_mask(GL_BACK); 2101 ret->valid = 1; 2102 2103 ret->glCtx = ctx; 2104 ret->hdc_has_format = TRUE; 2105 ret->needs_set = 1; 2106 2107 /* Set up the context defaults */ 2108 if (!context_set_current(ret)) 2109 { 2110 ERR("Cannot activate context to set up defaults.\n"); 2111 device_context_remove(device, ret); 2112 context_release(ret); 2113 if (!wglDeleteContext(ctx)) 2114 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, GetLastError()); 2115 goto out; 2116 } 2117 2118 if (context_debug_output_enabled(gl_info)) 2119 { 2120 GL_EXTCALL(glDebugMessageCallback(wined3d_debug_callback, ret)); 2121 if (TRACE_ON(d3d_synchronous)) 2122 gl_info->gl_ops.gl.p_glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS); 2123 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, NULL, GL_FALSE)); 2124 if (ERR_ON(d3d)) 2125 { 2126 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_ERROR, 2127 GL_DONT_CARE, 0, NULL, GL_TRUE)); 2128 } 2129 if (FIXME_ON(d3d)) 2130 { 2131 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR, 2132 GL_DONT_CARE, 0, NULL, GL_TRUE)); 2133 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR, 2134 GL_DONT_CARE, 0, NULL, GL_TRUE)); 2135 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_PORTABILITY, 2136 GL_DONT_CARE, 0, NULL, GL_TRUE)); 2137 } 2138 if (WARN_ON(d3d_perf)) 2139 { 2140 GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_PERFORMANCE, 2141 GL_DONT_CARE, 0, NULL, GL_TRUE)); 2142 } 2143 } 2144 2145 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT]) 2146 gl_info->gl_ops.gl.p_glGetIntegerv(GL_AUX_BUFFERS, &ret->aux_buffers); 2147 2148 TRACE("Setting up the screen\n"); 2149 2150 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT]) 2151 { 2152 gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE); 2153 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);"); 2154 2155 gl_info->gl_ops.gl.p_glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT); 2156 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);"); 2157 2158 gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR); 2159 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);"); 2160 } 2161 else 2162 { 2163 GLuint vao; 2164 2165 GL_EXTCALL(glGenVertexArrays(1, &vao)); 2166 GL_EXTCALL(glBindVertexArray(vao)); 2167 checkGLcall("creating VAO"); 2168 } 2169 2170 gl_info->gl_ops.gl.p_glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment); 2171 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);"); 2172 gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_ALIGNMENT, 1); 2173 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, 1);"); 2174 2175 if (gl_info->supported[NV_TEXTURE_SHADER2]) 2176 { 2177 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d 2178 * the previous texture where to source the offset from is always unit - 1. 2179 */ 2180 for (i = 1; i < gl_info->limits.textures; ++i) 2181 { 2182 context_active_texture(ret, gl_info, i); 2183 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_SHADER_NV, 2184 GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + i - 1); 2185 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ..."); 2186 } 2187 } 2188 if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) 2189 { 2190 /* MacOS(radeon X1600 at least, but most likely others too) refuses to draw if GLSL and ARBFP are 2191 * enabled, but the currently bound arbfp program is 0. Enabling ARBFP with prog 0 is invalid, but 2192 * GLSL should bypass this. This causes problems in programs that never use the fixed function pipeline, 2193 * because the ARBFP extension is enabled by the ARBFP pipeline at context creation, but no program 2194 * is ever assigned. 2195 * 2196 * So make sure a program is assigned to each context. The first real ARBFP use will set a different 2197 * program and the dummy program is destroyed when the context is destroyed. 2198 */ 2199 static const char dummy_program[] = 2200 "!!ARBfp1.0\n" 2201 "MOV result.color, fragment.color.primary;\n" 2202 "END\n"; 2203 GL_EXTCALL(glGenProgramsARB(1, &ret->dummy_arbfp_prog)); 2204 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret->dummy_arbfp_prog)); 2205 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(dummy_program), dummy_program)); 2206 } 2207 2208 if (gl_info->supported[ARB_POINT_SPRITE]) 2209 { 2210 for (i = 0; i < gl_info->limits.textures; ++i) 2211 { 2212 context_active_texture(ret, gl_info, i); 2213 gl_info->gl_ops.gl.p_glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE); 2214 checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)"); 2215 } 2216 } 2217 2218 if (gl_info->supported[ARB_PROVOKING_VERTEX]) 2219 { 2220 GL_EXTCALL(glProvokingVertex(GL_FIRST_VERTEX_CONVENTION)); 2221 } 2222 else if (gl_info->supported[EXT_PROVOKING_VERTEX]) 2223 { 2224 GL_EXTCALL(glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT)); 2225 } 2226 if (!(d3d_info->wined3d_creation_flags & WINED3D_NO_PRIMITIVE_RESTART)) 2227 { 2228 if (gl_info->supported[ARB_ES3_COMPATIBILITY]) 2229 { 2230 gl_info->gl_ops.gl.p_glEnable(GL_PRIMITIVE_RESTART_FIXED_INDEX); 2231 checkGLcall("enable GL_PRIMITIVE_RESTART_FIXED_INDEX"); 2232 } 2233 else 2234 { 2235 FIXME("OpenGL implementation does not support GL_PRIMITIVE_RESTART_FIXED_INDEX.\n"); 2236 } 2237 } 2238 if (!(d3d_info->wined3d_creation_flags & WINED3D_LEGACY_CUBEMAP_FILTERING) 2239 && gl_info->supported[ARB_SEAMLESS_CUBE_MAP]) 2240 { 2241 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS); 2242 checkGLcall("enable seamless cube map filtering"); 2243 } 2244 if (gl_info->supported[ARB_CLIP_CONTROL]) 2245 GL_EXTCALL(glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, GL_LOWER_LEFT)); 2246 device->shader_backend->shader_init_context_state(ret); 2247 ret->shader_update_mask = (1u << WINED3D_SHADER_TYPE_PIXEL) 2248 | (1u << WINED3D_SHADER_TYPE_VERTEX) 2249 | (1u << WINED3D_SHADER_TYPE_GEOMETRY) 2250 | (1u << WINED3D_SHADER_TYPE_HULL) 2251 | (1u << WINED3D_SHADER_TYPE_DOMAIN) 2252 | (1u << WINED3D_SHADER_TYPE_COMPUTE); 2253 2254 /* If this happens to be the first context for the device, dummy textures 2255 * are not created yet. In that case, they will be created (and bound) by 2256 * create_dummy_textures right after this context is initialized. */ 2257 if (device->dummy_textures.tex_2d) 2258 context_bind_dummy_textures(device, ret); 2259 2260 /* Initialise all rectangles to avoid resetting unused ones later. */ 2261 gl_info->gl_ops.gl.p_glScissor(0, 0, 0, 0); 2262 checkGLcall("glScissor"); 2263 2264 TRACE("Created context %p.\n", ret); 2265 2266 return ret; 2267 2268 out: 2269 if (ret->hdc) 2270 wined3d_release_dc(swapchain->win_handle, ret->hdc); 2271 device->shader_backend->shader_free_context_data(ret); 2272 device->adapter->fragment_pipe->free_context_data(ret); 2273 heap_free(ret->texture_type); 2274 heap_free(ret->free_fences); 2275 heap_free(ret->free_occlusion_queries); 2276 heap_free(ret->free_timestamp_queries); 2277 heap_free(ret); 2278 return NULL; 2279 } 2280 2281 void context_destroy(struct wined3d_device *device, struct wined3d_context *context) 2282 { 2283 BOOL destroy; 2284 2285 TRACE("Destroying ctx %p\n", context); 2286 2287 wined3d_from_cs(device->cs); 2288 2289 /* We delay destroying a context when it is active. The context_release() 2290 * function invokes context_destroy() again while leaving the last level. */ 2291 if (context->level) 2292 { 2293 TRACE("Delaying destruction of context %p.\n", context); 2294 context->destroy_delayed = 1; 2295 /* FIXME: Get rid of a pointer to swapchain from wined3d_context. */ 2296 context->swapchain = NULL; 2297 return; 2298 } 2299 2300 if (context->tid == GetCurrentThreadId() || !context->current) 2301 { 2302 context_destroy_gl_resources(context); 2303 TlsSetValue(wined3d_context_tls_idx, NULL); 2304 destroy = TRUE; 2305 } 2306 else 2307 { 2308 /* Make a copy of gl_info for context_destroy_gl_resources use, the one 2309 in wined3d_adapter may go away in the meantime */ 2310 struct wined3d_gl_info *gl_info = heap_alloc(sizeof(*gl_info)); 2311 *gl_info = *context->gl_info; 2312 context->gl_info = gl_info; 2313 context->destroyed = 1; 2314 destroy = FALSE; 2315 } 2316 2317 device->shader_backend->shader_free_context_data(context); 2318 device->adapter->fragment_pipe->free_context_data(context); 2319 heap_free(context->texture_type); 2320 device_context_remove(device, context); 2321 if (destroy) 2322 heap_free(context); 2323 } 2324 2325 const DWORD *context_get_tex_unit_mapping(const struct wined3d_context *context, 2326 const struct wined3d_shader_version *shader_version, unsigned int *base, unsigned int *count) 2327 { 2328 const struct wined3d_gl_info *gl_info = context->gl_info; 2329 2330 if (!shader_version) 2331 { 2332 *base = 0; 2333 *count = MAX_TEXTURES; 2334 return context->tex_unit_map; 2335 } 2336 2337 if (shader_version->major >= 4) 2338 { 2339 wined3d_gl_limits_get_texture_unit_range(&gl_info->limits, shader_version->type, base, count); 2340 return NULL; 2341 } 2342 2343 switch (shader_version->type) 2344 { 2345 case WINED3D_SHADER_TYPE_PIXEL: 2346 *base = 0; 2347 *count = MAX_FRAGMENT_SAMPLERS; 2348 break; 2349 case WINED3D_SHADER_TYPE_VERTEX: 2350 *base = MAX_FRAGMENT_SAMPLERS; 2351 *count = MAX_VERTEX_SAMPLERS; 2352 break; 2353 default: 2354 ERR("Unhandled shader type %#x.\n", shader_version->type); 2355 *base = 0; 2356 *count = 0; 2357 } 2358 2359 return context->tex_unit_map; 2360 } 2361 2362 static void context_get_rt_size(const struct wined3d_context *context, SIZE *size) 2363 { 2364 const struct wined3d_texture *rt = context->current_rt.texture; 2365 unsigned int level; 2366 2367 if (rt->swapchain) 2368 { 2369 RECT window_size; 2370 2371 GetClientRect(context->win_handle, &window_size); 2372 size->cx = window_size.right - window_size.left; 2373 size->cy = window_size.bottom - window_size.top; 2374 2375 return; 2376 } 2377 2378 level = context->current_rt.sub_resource_idx % rt->level_count; 2379 size->cx = wined3d_texture_get_level_width(rt, level); 2380 size->cy = wined3d_texture_get_level_height(rt, level); 2381 } 2382 2383 void context_enable_clip_distances(struct wined3d_context *context, unsigned int enable_mask) 2384 { 2385 const struct wined3d_gl_info *gl_info = context->gl_info; 2386 unsigned int clip_distance_count = gl_info->limits.user_clip_distances; 2387 unsigned int i, disable_mask, current_mask; 2388 2389 disable_mask = ~enable_mask; 2390 enable_mask &= (1u << clip_distance_count) - 1; 2391 disable_mask &= (1u << clip_distance_count) - 1; 2392 current_mask = context->clip_distance_mask; 2393 context->clip_distance_mask = enable_mask; 2394 2395 enable_mask &= ~current_mask; 2396 while (enable_mask) 2397 { 2398 i = wined3d_bit_scan(&enable_mask); 2399 gl_info->gl_ops.gl.p_glEnable(GL_CLIP_DISTANCE0 + i); 2400 } 2401 disable_mask &= current_mask; 2402 while (disable_mask) 2403 { 2404 i = wined3d_bit_scan(&disable_mask); 2405 gl_info->gl_ops.gl.p_glDisable(GL_CLIP_DISTANCE0 + i); 2406 } 2407 checkGLcall("toggle clip distances"); 2408 } 2409 2410 static inline BOOL is_rt_mask_onscreen(DWORD rt_mask) 2411 { 2412 return rt_mask & (1u << 31); 2413 } 2414 2415 static inline GLenum draw_buffer_from_rt_mask(DWORD rt_mask) 2416 { 2417 return rt_mask & ~(1u << 31); 2418 } 2419 2420 /* Context activation is done by the caller. */ 2421 static void context_apply_draw_buffers(struct wined3d_context *context, DWORD rt_mask) 2422 { 2423 const struct wined3d_gl_info *gl_info = context->gl_info; 2424 GLenum draw_buffers[MAX_RENDER_TARGET_VIEWS]; 2425 2426 if (!rt_mask) 2427 { 2428 gl_info->gl_ops.gl.p_glDrawBuffer(GL_NONE); 2429 } 2430 else if (is_rt_mask_onscreen(rt_mask)) 2431 { 2432 gl_info->gl_ops.gl.p_glDrawBuffer(draw_buffer_from_rt_mask(rt_mask)); 2433 } 2434 else 2435 { 2436 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) 2437 { 2438 unsigned int i = 0; 2439 2440 while (rt_mask) 2441 { 2442 if (rt_mask & 1) 2443 draw_buffers[i] = GL_COLOR_ATTACHMENT0 + i; 2444 else 2445 draw_buffers[i] = GL_NONE; 2446 2447 rt_mask >>= 1; 2448 ++i; 2449 } 2450 2451 if (gl_info->supported[ARB_DRAW_BUFFERS]) 2452 { 2453 GL_EXTCALL(glDrawBuffers(i, draw_buffers)); 2454 } 2455 else 2456 { 2457 gl_info->gl_ops.gl.p_glDrawBuffer(draw_buffers[0]); 2458 } 2459 } 2460 else 2461 { 2462 ERR("Unexpected draw buffers mask with backbuffer ORM.\n"); 2463 } 2464 } 2465 2466 checkGLcall("apply draw buffers"); 2467 } 2468 2469 /* Context activation is done by the caller. */ 2470 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer) 2471 { 2472 const struct wined3d_gl_info *gl_info = context->gl_info; 2473 DWORD *current_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask; 2474 DWORD new_mask = context_generate_rt_mask(buffer); 2475 2476 if (new_mask == *current_mask) 2477 return; 2478 2479 gl_info->gl_ops.gl.p_glDrawBuffer(buffer); 2480 checkGLcall("glDrawBuffer()"); 2481 2482 *current_mask = new_mask; 2483 } 2484 2485 /* Context activation is done by the caller. */ 2486 void context_active_texture(struct wined3d_context *context, const struct wined3d_gl_info *gl_info, unsigned int unit) 2487 { 2488 GL_EXTCALL(glActiveTexture(GL_TEXTURE0 + unit)); 2489 checkGLcall("glActiveTexture"); 2490 context->active_texture = unit; 2491 } 2492 2493 void context_bind_bo(struct wined3d_context *context, GLenum binding, GLuint name) 2494 { 2495 const struct wined3d_gl_info *gl_info = context->gl_info; 2496 2497 if (binding == GL_ELEMENT_ARRAY_BUFFER) 2498 context_invalidate_state(context, STATE_INDEXBUFFER); 2499 2500 GL_EXTCALL(glBindBuffer(binding, name)); 2501 } 2502 2503 void context_bind_texture(struct wined3d_context *context, GLenum target, GLuint name) 2504 { 2505 const struct wined3d_dummy_textures *textures = &context->device->dummy_textures; 2506 const struct wined3d_gl_info *gl_info = context->gl_info; 2507 DWORD unit = context->active_texture; 2508 DWORD old_texture_type = context->texture_type[unit]; 2509 2510 if (name) 2511 { 2512 gl_info->gl_ops.gl.p_glBindTexture(target, name); 2513 } 2514 else 2515 { 2516 target = GL_NONE; 2517 } 2518 2519 if (old_texture_type != target) 2520 { 2521 switch (old_texture_type) 2522 { 2523 case GL_NONE: 2524 /* nothing to do */ 2525 break; 2526 case GL_TEXTURE_1D: 2527 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, textures->tex_1d); 2528 break; 2529 case GL_TEXTURE_1D_ARRAY: 2530 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D_ARRAY, textures->tex_1d_array); 2531 break; 2532 case GL_TEXTURE_2D: 2533 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, textures->tex_2d); 2534 break; 2535 case GL_TEXTURE_2D_ARRAY: 2536 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_ARRAY, textures->tex_2d_array); 2537 break; 2538 case GL_TEXTURE_RECTANGLE_ARB: 2539 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB, textures->tex_rect); 2540 break; 2541 case GL_TEXTURE_CUBE_MAP: 2542 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, textures->tex_cube); 2543 break; 2544 case GL_TEXTURE_CUBE_MAP_ARRAY: 2545 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, textures->tex_cube_array); 2546 break; 2547 case GL_TEXTURE_3D: 2548 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, textures->tex_3d); 2549 break; 2550 case GL_TEXTURE_BUFFER: 2551 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_BUFFER, textures->tex_buffer); 2552 break; 2553 case GL_TEXTURE_2D_MULTISAMPLE: 2554 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, textures->tex_2d_ms); 2555 break; 2556 case GL_TEXTURE_2D_MULTISAMPLE_ARRAY: 2557 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, textures->tex_2d_ms_array); 2558 break; 2559 default: 2560 ERR("Unexpected texture target %#x.\n", old_texture_type); 2561 } 2562 2563 context->texture_type[unit] = target; 2564 } 2565 2566 checkGLcall("bind texture"); 2567 } 2568 2569 void *context_map_bo_address(struct wined3d_context *context, 2570 const struct wined3d_bo_address *data, size_t size, GLenum binding, DWORD flags) 2571 { 2572 const struct wined3d_gl_info *gl_info; 2573 BYTE *memory; 2574 2575 if (!data->buffer_object) 2576 return data->addr; 2577 2578 gl_info = context->gl_info; 2579 context_bind_bo(context, binding, data->buffer_object); 2580 2581 if (gl_info->supported[ARB_MAP_BUFFER_RANGE]) 2582 { 2583 GLbitfield map_flags = wined3d_resource_gl_map_flags(flags) & ~GL_MAP_FLUSH_EXPLICIT_BIT; 2584 memory = GL_EXTCALL(glMapBufferRange(binding, (INT_PTR)data->addr, size, map_flags)); 2585 } 2586 else 2587 { 2588 memory = GL_EXTCALL(glMapBuffer(binding, wined3d_resource_gl_legacy_map_flags(flags))); 2589 memory += (INT_PTR)data->addr; 2590 } 2591 2592 context_bind_bo(context, binding, 0); 2593 checkGLcall("Map buffer object"); 2594 2595 return memory; 2596 } 2597 2598 void context_unmap_bo_address(struct wined3d_context *context, 2599 const struct wined3d_bo_address *data, GLenum binding) 2600 { 2601 const struct wined3d_gl_info *gl_info; 2602 2603 if (!data->buffer_object) 2604 return; 2605 2606 gl_info = context->gl_info; 2607 context_bind_bo(context, binding, data->buffer_object); 2608 GL_EXTCALL(glUnmapBuffer(binding)); 2609 context_bind_bo(context, binding, 0); 2610 checkGLcall("Unmap buffer object"); 2611 } 2612 2613 void context_copy_bo_address(struct wined3d_context *context, 2614 const struct wined3d_bo_address *dst, GLenum dst_binding, 2615 const struct wined3d_bo_address *src, GLenum src_binding, size_t size) 2616 { 2617 const struct wined3d_gl_info *gl_info; 2618 BYTE *dst_ptr, *src_ptr; 2619 2620 gl_info = context->gl_info; 2621 2622 if (dst->buffer_object && src->buffer_object) 2623 { 2624 if (gl_info->supported[ARB_COPY_BUFFER]) 2625 { 2626 GL_EXTCALL(glBindBuffer(GL_COPY_READ_BUFFER, src->buffer_object)); 2627 GL_EXTCALL(glBindBuffer(GL_COPY_WRITE_BUFFER, dst->buffer_object)); 2628 GL_EXTCALL(glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, 2629 (GLintptr)src->addr, (GLintptr)dst->addr, size)); 2630 checkGLcall("direct buffer copy"); 2631 } 2632 else 2633 { 2634 src_ptr = context_map_bo_address(context, src, size, src_binding, WINED3D_MAP_READ); 2635 dst_ptr = context_map_bo_address(context, dst, size, dst_binding, WINED3D_MAP_WRITE); 2636 2637 memcpy(dst_ptr, src_ptr, size); 2638 2639 context_unmap_bo_address(context, dst, dst_binding); 2640 context_unmap_bo_address(context, src, src_binding); 2641 } 2642 } 2643 else if (!dst->buffer_object && src->buffer_object) 2644 { 2645 context_bind_bo(context, src_binding, src->buffer_object); 2646 GL_EXTCALL(glGetBufferSubData(src_binding, (GLintptr)src->addr, size, dst->addr)); 2647 checkGLcall("buffer download"); 2648 } 2649 else if (dst->buffer_object && !src->buffer_object) 2650 { 2651 context_bind_bo(context, dst_binding, dst->buffer_object); 2652 GL_EXTCALL(glBufferSubData(dst_binding, (GLintptr)dst->addr, size, src->addr)); 2653 checkGLcall("buffer upload"); 2654 } 2655 else 2656 { 2657 memcpy(dst->addr, src->addr, size); 2658 } 2659 } 2660 2661 static void context_set_render_offscreen(struct wined3d_context *context, BOOL offscreen) 2662 { 2663 if (context->render_offscreen == offscreen) 2664 return; 2665 2666 context_invalidate_state(context, STATE_VIEWPORT); 2667 context_invalidate_state(context, STATE_SCISSORRECT); 2668 if (!context->gl_info->supported[ARB_CLIP_CONTROL]) 2669 { 2670 context_invalidate_state(context, STATE_RASTERIZER); 2671 context_invalidate_state(context, STATE_POINTSPRITECOORDORIGIN); 2672 context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION)); 2673 } 2674 context_invalidate_state(context, STATE_SHADER(WINED3D_SHADER_TYPE_DOMAIN)); 2675 if (context->gl_info->supported[ARB_FRAGMENT_COORD_CONVENTIONS]) 2676 context_invalidate_state(context, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL)); 2677 context->render_offscreen = offscreen; 2678 } 2679 2680 static BOOL match_depth_stencil_format(const struct wined3d_format *existing, 2681 const struct wined3d_format *required) 2682 { 2683 if (existing == required) 2684 return TRUE; 2685 if ((existing->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FLOAT) 2686 != (required->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FLOAT)) 2687 return FALSE; 2688 if (existing->depth_size < required->depth_size) 2689 return FALSE; 2690 /* If stencil bits are used the exact amount is required - otherwise 2691 * wrapping won't work correctly. */ 2692 if (required->stencil_size && required->stencil_size != existing->stencil_size) 2693 return FALSE; 2694 return TRUE; 2695 } 2696 2697 /* Context activation is done by the caller. */ 2698 static void context_validate_onscreen_formats(struct wined3d_context *context, 2699 const struct wined3d_rendertarget_view *depth_stencil) 2700 { 2701 /* Onscreen surfaces are always in a swapchain */ 2702 struct wined3d_swapchain *swapchain = context->current_rt.texture->swapchain; 2703 2704 if (context->render_offscreen || !depth_stencil) return; 2705 if (match_depth_stencil_format(swapchain->ds_format, depth_stencil->format)) return; 2706 2707 /* TODO: If the requested format would satisfy the needs of the existing one(reverse match), 2708 * or no onscreen depth buffer was created, the OpenGL drawable could be changed to the new 2709 * format. */ 2710 WARN("Depth stencil format is not supported by WGL, rendering the backbuffer in an FBO\n"); 2711 2712 /* The currently active context is the necessary context to access the swapchain's onscreen buffers */ 2713 if (!(wined3d_texture_load_location(context->current_rt.texture, context->current_rt.sub_resource_idx, 2714 context, WINED3D_LOCATION_TEXTURE_RGB))) 2715 ERR("Failed to load location.\n"); 2716 swapchain->render_to_fbo = TRUE; 2717 swapchain_update_draw_bindings(swapchain); 2718 context_set_render_offscreen(context, TRUE); 2719 } 2720 2721 GLenum context_get_offscreen_gl_buffer(const struct wined3d_context *context) 2722 { 2723 switch (wined3d_settings.offscreen_rendering_mode) 2724 { 2725 case ORM_FBO: 2726 return GL_COLOR_ATTACHMENT0; 2727 2728 case ORM_BACKBUFFER: 2729 return context->aux_buffers > 0 ? GL_AUX0 : GL_BACK; 2730 2731 default: 2732 FIXME("Unhandled offscreen rendering mode %#x.\n", wined3d_settings.offscreen_rendering_mode); 2733 return GL_BACK; 2734 } 2735 } 2736 2737 static DWORD context_generate_rt_mask_no_fbo(const struct wined3d_context *context, struct wined3d_resource *rt) 2738 { 2739 if (!rt || rt->format->id == WINED3DFMT_NULL) 2740 return 0; 2741 else if (rt->type != WINED3D_RTYPE_BUFFER && texture_from_resource(rt)->swapchain) 2742 return context_generate_rt_mask_from_resource(rt); 2743 else 2744 return context_generate_rt_mask(context_get_offscreen_gl_buffer(context)); 2745 } 2746 2747 /* Context activation is done by the caller. */ 2748 void context_apply_blit_state(struct wined3d_context *context, const struct wined3d_device *device) 2749 { 2750 const struct wined3d_gl_info *gl_info = context->gl_info; 2751 struct wined3d_texture *rt = context->current_rt.texture; 2752 DWORD rt_mask, *cur_mask; 2753 unsigned int i, sampler; 2754 SIZE rt_size; 2755 2756 TRACE("Setting up context %p for blitting.\n", context); 2757 2758 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) 2759 { 2760 if (context->render_offscreen) 2761 { 2762 wined3d_texture_load(rt, context, FALSE); 2763 2764 context_apply_fbo_state_blit(context, GL_FRAMEBUFFER, &rt->resource, 2765 context->current_rt.sub_resource_idx, NULL, 0, rt->resource.draw_binding); 2766 if (rt->resource.format->id != WINED3DFMT_NULL) 2767 rt_mask = 1; 2768 else 2769 rt_mask = 0; 2770 } 2771 else 2772 { 2773 context->current_fbo = NULL; 2774 context_bind_fbo(context, GL_FRAMEBUFFER, 0); 2775 rt_mask = context_generate_rt_mask_from_resource(&rt->resource); 2776 } 2777 } 2778 else 2779 { 2780 rt_mask = context_generate_rt_mask_no_fbo(context, &rt->resource); 2781 } 2782 2783 cur_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask; 2784 2785 if (rt_mask != *cur_mask) 2786 { 2787 context_apply_draw_buffers(context, rt_mask); 2788 *cur_mask = rt_mask; 2789 } 2790 2791 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) 2792 { 2793 context_check_fbo_status(context, GL_FRAMEBUFFER); 2794 } 2795 context_invalidate_state(context, STATE_FRAMEBUFFER); 2796 2797 context_get_rt_size(context, &rt_size); 2798 2799 if (context->last_was_blit) 2800 { 2801 if (context->blit_w != rt_size.cx || context->blit_h != rt_size.cy) 2802 { 2803 gl_info->gl_ops.gl.p_glViewport(0, 0, rt_size.cx, rt_size.cy); 2804 context->viewport_count = WINED3D_MAX_VIEWPORTS; 2805 context->blit_w = rt_size.cx; 2806 context->blit_h = rt_size.cy; 2807 /* No need to dirtify here, the states are still dirtified because 2808 * they weren't applied since the last context_apply_blit_state() 2809 * call. */ 2810 } 2811 checkGLcall("blit state application"); 2812 TRACE("Context is already set up for blitting, nothing to do.\n"); 2813 return; 2814 } 2815 context->last_was_blit = TRUE; 2816 2817 if (gl_info->supported[ARB_SAMPLER_OBJECTS]) 2818 GL_EXTCALL(glBindSampler(0, 0)); 2819 context_active_texture(context, gl_info, 0); 2820 2821 sampler = context->rev_tex_unit_map[0]; 2822 if (sampler != WINED3D_UNMAPPED_STAGE) 2823 { 2824 if (sampler < MAX_TEXTURES) 2825 { 2826 context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + sampler)); 2827 context_invalidate_state(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP)); 2828 } 2829 context_invalidate_state(context, STATE_SAMPLER(sampler)); 2830 } 2831 2832 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT]) 2833 { 2834 gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST); 2835 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHATESTENABLE)); 2836 } 2837 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_TEST); 2838 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ZENABLE)); 2839 gl_info->gl_ops.gl.p_glDisable(GL_BLEND); 2840 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE)); 2841 gl_info->gl_ops.gl.p_glDisable(GL_CULL_FACE); 2842 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_CULLMODE)); 2843 gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST); 2844 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_STENCILENABLE)); 2845 gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST); 2846 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE)); 2847 if (gl_info->supported[ARB_POINT_SPRITE]) 2848 { 2849 gl_info->gl_ops.gl.p_glDisable(GL_POINT_SPRITE_ARB); 2850 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE)); 2851 } 2852 if (gl_info->supported[ARB_FRAMEBUFFER_SRGB]) 2853 { 2854 gl_info->gl_ops.gl.p_glDisable(GL_FRAMEBUFFER_SRGB); 2855 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE)); 2856 } 2857 gl_info->gl_ops.gl.p_glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); 2858 for (i = 0; i < MAX_RENDER_TARGETS; ++i) 2859 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITE(i))); 2860 2861 context->last_was_rhw = TRUE; 2862 context_invalidate_state(context, STATE_VDECL); /* because of last_was_rhw = TRUE */ 2863 2864 context_enable_clip_distances(context, 0); 2865 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_CLIPPING)); 2866 2867 /* FIXME: Make draw_textured_quad() able to work with a upper left origin. */ 2868 if (gl_info->supported[ARB_CLIP_CONTROL]) 2869 GL_EXTCALL(glClipControl(GL_LOWER_LEFT, GL_NEGATIVE_ONE_TO_ONE)); 2870 gl_info->gl_ops.gl.p_glViewport(0, 0, rt_size.cx, rt_size.cy); 2871 context->viewport_count = WINED3D_MAX_VIEWPORTS; 2872 context_invalidate_state(context, STATE_VIEWPORT); 2873 2874 device->shader_backend->shader_disable(device->shader_priv, context); 2875 2876 context->blit_w = rt_size.cx; 2877 context->blit_h = rt_size.cy; 2878 2879 checkGLcall("blit state application"); 2880 } 2881 2882 static void context_apply_blit_projection(const struct wined3d_context *context, unsigned int w, unsigned int h) 2883 { 2884 const struct wined3d_gl_info *gl_info = context->gl_info; 2885 const GLdouble projection[] = 2886 { 2887 2.0 / w, 0.0, 0.0, 0.0, 2888 0.0, 2.0 / h, 0.0, 0.0, 2889 0.0, 0.0, 2.0, 0.0, 2890 -1.0, -1.0, -1.0, 1.0, 2891 }; 2892 2893 gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION); 2894 gl_info->gl_ops.gl.p_glLoadMatrixd(projection); 2895 } 2896 2897 /* Setup OpenGL states for fixed-function blitting. */ 2898 /* Context activation is done by the caller. */ 2899 void context_apply_ffp_blit_state(struct wined3d_context *context, const struct wined3d_device *device) 2900 { 2901 const struct wined3d_gl_info *gl_info = context->gl_info; 2902 unsigned int i, sampler; 2903 2904 if (!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT]) 2905 ERR("Applying fixed-function state without legacy context support.\n"); 2906 2907 if (context->last_was_ffp_blit) 2908 { 2909 SIZE rt_size; 2910 2911 context_get_rt_size(context, &rt_size); 2912 if (context->blit_w != rt_size.cx || context->blit_h != rt_size.cy) 2913 context_apply_blit_projection(context, rt_size.cx, rt_size.cy); 2914 context_apply_blit_state(context, device); 2915 2916 checkGLcall("ffp blit state application"); 2917 return; 2918 } 2919 context->last_was_ffp_blit = TRUE; 2920 2921 context_apply_blit_state(context, device); 2922 2923 /* Disable all textures. The caller can then bind a texture it wants to blit 2924 * from. */ 2925 for (i = gl_info->limits.textures - 1; i > 0 ; --i) 2926 { 2927 context_active_texture(context, gl_info, i); 2928 2929 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP]) 2930 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB); 2931 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D); 2932 if (gl_info->supported[ARB_TEXTURE_RECTANGLE]) 2933 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB); 2934 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D); 2935 2936 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); 2937 2938 sampler = context->rev_tex_unit_map[i]; 2939 if (sampler != WINED3D_UNMAPPED_STAGE) 2940 { 2941 if (sampler < MAX_TEXTURES) 2942 context_invalidate_state(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP)); 2943 context_invalidate_state(context, STATE_SAMPLER(sampler)); 2944 } 2945 } 2946 2947 context_active_texture(context, gl_info, 0); 2948 2949 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP]) 2950 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB); 2951 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D); 2952 if (gl_info->supported[ARB_TEXTURE_RECTANGLE]) 2953 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB); 2954 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D); 2955 2956 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); 2957 if (gl_info->supported[EXT_TEXTURE_LOD_BIAS]) 2958 gl_info->gl_ops.gl.p_glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, 0.0f); 2959 2960 gl_info->gl_ops.gl.p_glMatrixMode(GL_TEXTURE); 2961 gl_info->gl_ops.gl.p_glLoadIdentity(); 2962 2963 /* Setup transforms. */ 2964 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW); 2965 gl_info->gl_ops.gl.p_glLoadIdentity(); 2966 context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0))); 2967 context_apply_blit_projection(context, context->blit_w, context->blit_h); 2968 context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION)); 2969 2970 /* Other misc states. */ 2971 gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING); 2972 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_LIGHTING)); 2973 glDisableWINE(GL_FOG); 2974 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_FOGENABLE)); 2975 2976 if (gl_info->supported[EXT_SECONDARY_COLOR]) 2977 { 2978 gl_info->gl_ops.gl.p_glDisable(GL_COLOR_SUM_EXT); 2979 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SPECULARENABLE)); 2980 } 2981 checkGLcall("ffp blit state application"); 2982 } 2983 2984 static BOOL have_framebuffer_attachment(unsigned int rt_count, struct wined3d_rendertarget_view * const *rts, 2985 const struct wined3d_rendertarget_view *ds) 2986 { 2987 unsigned int i; 2988 2989 if (ds) 2990 return TRUE; 2991 2992 for (i = 0; i < rt_count; ++i) 2993 { 2994 if (rts[i] && rts[i]->format->id != WINED3DFMT_NULL) 2995 return TRUE; 2996 } 2997 2998 return FALSE; 2999 } 3000 3001 /* Context activation is done by the caller. */ 3002 BOOL context_apply_clear_state(struct wined3d_context *context, const struct wined3d_state *state, 3003 UINT rt_count, const struct wined3d_fb_state *fb) 3004 { 3005 struct wined3d_rendertarget_view * const *rts = fb->render_targets; 3006 struct wined3d_rendertarget_view *dsv = fb->depth_stencil; 3007 const struct wined3d_gl_info *gl_info = context->gl_info; 3008 DWORD rt_mask = 0, *cur_mask; 3009 unsigned int i; 3010 3011 if (isStateDirty(context, STATE_FRAMEBUFFER) || fb != state->fb 3012 || rt_count != gl_info->limits.buffers) 3013 { 3014 if (!have_framebuffer_attachment(rt_count, rts, dsv)) 3015 { 3016 WARN("Invalid render target config, need at least one attachment.\n"); 3017 return FALSE; 3018 } 3019 3020 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) 3021 { 3022 struct wined3d_rendertarget_info ds_info = {{0}}; 3023 3024 context_validate_onscreen_formats(context, dsv); 3025 3026 if (!rt_count || wined3d_resource_is_offscreen(rts[0]->resource)) 3027 { 3028 memset(context->blit_targets, 0, sizeof(context->blit_targets)); 3029 for (i = 0; i < rt_count; ++i) 3030 { 3031 if (rts[i]) 3032 { 3033 context->blit_targets[i].gl_view = rts[i]->gl_view; 3034 context->blit_targets[i].resource = rts[i]->resource; 3035 context->blit_targets[i].sub_resource_idx = rts[i]->sub_resource_idx; 3036 context->blit_targets[i].layer_count = rts[i]->layer_count; 3037 } 3038 if (rts[i] && rts[i]->format->id != WINED3DFMT_NULL) 3039 rt_mask |= (1u << i); 3040 } 3041 3042 if (dsv) 3043 { 3044 ds_info.gl_view = dsv->gl_view; 3045 ds_info.resource = dsv->resource; 3046 ds_info.sub_resource_idx = dsv->sub_resource_idx; 3047 ds_info.layer_count = dsv->layer_count; 3048 } 3049 3050 context_apply_fbo_state(context, GL_FRAMEBUFFER, context->blit_targets, &ds_info, 3051 rt_count ? rts[0]->resource->draw_binding : 0, 3052 dsv ? dsv->resource->draw_binding : 0); 3053 } 3054 else 3055 { 3056 context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, &ds_info, 3057 WINED3D_LOCATION_DRAWABLE, WINED3D_LOCATION_DRAWABLE); 3058 rt_mask = context_generate_rt_mask_from_resource(rts[0]->resource); 3059 } 3060 3061 /* If the framebuffer is not the device's fb the device's fb has to be reapplied 3062 * next draw. Otherwise we could mark the framebuffer state clean here, once the 3063 * state management allows this */ 3064 context_invalidate_state(context, STATE_FRAMEBUFFER); 3065 } 3066 else 3067 { 3068 rt_mask = context_generate_rt_mask_no_fbo(context, rt_count ? rts[0]->resource : NULL); 3069 } 3070 } 3071 else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO 3072 && (!rt_count || wined3d_resource_is_offscreen(rts[0]->resource))) 3073 { 3074 for (i = 0; i < rt_count; ++i) 3075 { 3076 if (rts[i] && rts[i]->format->id != WINED3DFMT_NULL) 3077 rt_mask |= (1u << i); 3078 } 3079 } 3080 else 3081 { 3082 rt_mask = context_generate_rt_mask_no_fbo(context, rt_count ? rts[0]->resource : NULL); 3083 } 3084 3085 cur_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask; 3086 3087 if (rt_mask != *cur_mask) 3088 { 3089 context_apply_draw_buffers(context, rt_mask); 3090 *cur_mask = rt_mask; 3091 context_invalidate_state(context, STATE_FRAMEBUFFER); 3092 } 3093 3094 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) 3095 { 3096 context_check_fbo_status(context, GL_FRAMEBUFFER); 3097 } 3098 3099 context->last_was_blit = FALSE; 3100 context->last_was_ffp_blit = FALSE; 3101 3102 /* Blending and clearing should be orthogonal, but tests on the nvidia 3103 * driver show that disabling blending when clearing improves the clearing 3104 * performance incredibly. */ 3105 gl_info->gl_ops.gl.p_glDisable(GL_BLEND); 3106 gl_info->gl_ops.gl.p_glEnable(GL_SCISSOR_TEST); 3107 if (rt_count && gl_info->supported[ARB_FRAMEBUFFER_SRGB]) 3108 { 3109 if (needs_srgb_write(context, state, fb)) 3110 gl_info->gl_ops.gl.p_glEnable(GL_FRAMEBUFFER_SRGB); 3111 else 3112 gl_info->gl_ops.gl.p_glDisable(GL_FRAMEBUFFER_SRGB); 3113 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE)); 3114 } 3115 checkGLcall("setting up state for clear"); 3116 3117 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE)); 3118 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE)); 3119 context_invalidate_state(context, STATE_SCISSORRECT); 3120 3121 return TRUE; 3122 } 3123 3124 static DWORD find_draw_buffers_mask(const struct wined3d_context *context, const struct wined3d_state *state) 3125 { 3126 struct wined3d_rendertarget_view * const *rts = state->fb->render_targets; 3127 struct wined3d_shader *ps = state->shader[WINED3D_SHADER_TYPE_PIXEL]; 3128 DWORD rt_mask, mask; 3129 unsigned int i; 3130 3131 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) 3132 return context_generate_rt_mask_no_fbo(context, rts[0]->resource); 3133 else if (!context->render_offscreen) 3134 return context_generate_rt_mask_from_resource(rts[0]->resource); 3135 3136 /* If we attach more buffers than supported in dual blend mode, the NVIDIA 3137 * driver generates the following error: 3138 * GL_INVALID_OPERATION error generated. State(s) are invalid: blend. 3139 * DX11 does not treat this configuration as invalid, so disable the unused ones. 3140 */ 3141 rt_mask = ps ? ps->reg_maps.rt_mask : 1; 3142 if (wined3d_dualblend_enabled(state, context->gl_info)) 3143 rt_mask &= context->d3d_info->valid_dual_rt_mask; 3144 else 3145 rt_mask &= context->d3d_info->valid_rt_mask; 3146 3147 mask = rt_mask; 3148 i = 0; 3149 while (mask) 3150 { 3151 i = wined3d_bit_scan(&mask); 3152 if (!rts[i] || rts[i]->format->id == WINED3DFMT_NULL) 3153 rt_mask &= ~(1u << i); 3154 } 3155 3156 return rt_mask; 3157 } 3158 3159 /* Context activation is done by the caller. */ 3160 void context_state_fb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) 3161 { 3162 DWORD rt_mask = find_draw_buffers_mask(context, state); 3163 const struct wined3d_fb_state *fb = state->fb; 3164 DWORD color_location = 0; 3165 DWORD *cur_mask; 3166 3167 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) 3168 { 3169 struct wined3d_rendertarget_info ds_info = {{0}}; 3170 3171 if (!context->render_offscreen) 3172 { 3173 context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, &ds_info, 3174 WINED3D_LOCATION_DRAWABLE, WINED3D_LOCATION_DRAWABLE); 3175 } 3176 else 3177 { 3178 unsigned int i; 3179 3180 memset(context->blit_targets, 0, sizeof(context->blit_targets)); 3181 for (i = 0; i < context->gl_info->limits.buffers; ++i) 3182 { 3183 if (!fb->render_targets[i]) 3184 continue; 3185 3186 context->blit_targets[i].gl_view = fb->render_targets[i]->gl_view; 3187 context->blit_targets[i].resource = fb->render_targets[i]->resource; 3188 context->blit_targets[i].sub_resource_idx = fb->render_targets[i]->sub_resource_idx; 3189 context->blit_targets[i].layer_count = fb->render_targets[i]->layer_count; 3190 3191 if (!color_location) 3192 color_location = fb->render_targets[i]->resource->draw_binding; 3193 } 3194 3195 if (fb->depth_stencil) 3196 { 3197 ds_info.gl_view = fb->depth_stencil->gl_view; 3198 ds_info.resource = fb->depth_stencil->resource; 3199 ds_info.sub_resource_idx = fb->depth_stencil->sub_resource_idx; 3200 ds_info.layer_count = fb->depth_stencil->layer_count; 3201 } 3202 3203 context_apply_fbo_state(context, GL_FRAMEBUFFER, context->blit_targets, &ds_info, 3204 color_location, fb->depth_stencil ? fb->depth_stencil->resource->draw_binding : 0); 3205 } 3206 } 3207 3208 cur_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask; 3209 if (rt_mask != *cur_mask) 3210 { 3211 context_apply_draw_buffers(context, rt_mask); 3212 *cur_mask = rt_mask; 3213 } 3214 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_Y_CORR; 3215 } 3216 3217 static void context_map_stage(struct wined3d_context *context, DWORD stage, DWORD unit) 3218 { 3219 DWORD i = context->rev_tex_unit_map[unit]; 3220 DWORD j = context->tex_unit_map[stage]; 3221 3222 TRACE("Mapping stage %u to unit %u.\n", stage, unit); 3223 context->tex_unit_map[stage] = unit; 3224 if (i != WINED3D_UNMAPPED_STAGE && i != stage) 3225 context->tex_unit_map[i] = WINED3D_UNMAPPED_STAGE; 3226 3227 context->rev_tex_unit_map[unit] = stage; 3228 if (j != WINED3D_UNMAPPED_STAGE && j != unit) 3229 context->rev_tex_unit_map[j] = WINED3D_UNMAPPED_STAGE; 3230 } 3231 3232 static void context_invalidate_texture_stage(struct wined3d_context *context, DWORD stage) 3233 { 3234 DWORD i; 3235 3236 for (i = 0; i <= WINED3D_HIGHEST_TEXTURE_STATE; ++i) 3237 context_invalidate_state(context, STATE_TEXTURESTAGE(stage, i)); 3238 } 3239 3240 static void context_update_fixed_function_usage_map(struct wined3d_context *context, 3241 const struct wined3d_state *state) 3242 { 3243 UINT i, start, end; 3244 3245 context->fixed_function_usage_map = 0; 3246 for (i = 0; i < MAX_TEXTURES; ++i) 3247 { 3248 enum wined3d_texture_op color_op = state->texture_states[i][WINED3D_TSS_COLOR_OP]; 3249 enum wined3d_texture_op alpha_op = state->texture_states[i][WINED3D_TSS_ALPHA_OP]; 3250 DWORD color_arg1 = state->texture_states[i][WINED3D_TSS_COLOR_ARG1] & WINED3DTA_SELECTMASK; 3251 DWORD color_arg2 = state->texture_states[i][WINED3D_TSS_COLOR_ARG2] & WINED3DTA_SELECTMASK; 3252 DWORD color_arg3 = state->texture_states[i][WINED3D_TSS_COLOR_ARG0] & WINED3DTA_SELECTMASK; 3253 DWORD alpha_arg1 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG1] & WINED3DTA_SELECTMASK; 3254 DWORD alpha_arg2 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG2] & WINED3DTA_SELECTMASK; 3255 DWORD alpha_arg3 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG0] & WINED3DTA_SELECTMASK; 3256 3257 /* Not used, and disable higher stages. */ 3258 if (color_op == WINED3D_TOP_DISABLE) 3259 break; 3260 3261 if (((color_arg1 == WINED3DTA_TEXTURE) && color_op != WINED3D_TOP_SELECT_ARG2) 3262 || ((color_arg2 == WINED3DTA_TEXTURE) && color_op != WINED3D_TOP_SELECT_ARG1) 3263 || ((color_arg3 == WINED3DTA_TEXTURE) 3264 && (color_op == WINED3D_TOP_MULTIPLY_ADD || color_op == WINED3D_TOP_LERP)) 3265 || ((alpha_arg1 == WINED3DTA_TEXTURE) && alpha_op != WINED3D_TOP_SELECT_ARG2) 3266 || ((alpha_arg2 == WINED3DTA_TEXTURE) && alpha_op != WINED3D_TOP_SELECT_ARG1) 3267 || ((alpha_arg3 == WINED3DTA_TEXTURE) 3268 && (alpha_op == WINED3D_TOP_MULTIPLY_ADD || alpha_op == WINED3D_TOP_LERP))) 3269 context->fixed_function_usage_map |= (1u << i); 3270 3271 if ((color_op == WINED3D_TOP_BUMPENVMAP || color_op == WINED3D_TOP_BUMPENVMAP_LUMINANCE) 3272 && i < MAX_TEXTURES - 1) 3273 context->fixed_function_usage_map |= (1u << (i + 1)); 3274 } 3275 3276 if (i < context->lowest_disabled_stage) 3277 { 3278 start = i; 3279 end = context->lowest_disabled_stage; 3280 } 3281 else 3282 { 3283 start = context->lowest_disabled_stage; 3284 end = i; 3285 } 3286 3287 context->lowest_disabled_stage = i; 3288 for (i = start + 1; i < end; ++i) 3289 { 3290 context_invalidate_state(context, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP)); 3291 } 3292 } 3293 3294 static void context_map_fixed_function_samplers(struct wined3d_context *context, 3295 const struct wined3d_state *state) 3296 { 3297 const struct wined3d_d3d_info *d3d_info = context->d3d_info; 3298 unsigned int i, tex; 3299 WORD ffu_map; 3300 3301 ffu_map = context->fixed_function_usage_map; 3302 3303 if (d3d_info->limits.ffp_textures == d3d_info->limits.ffp_blend_stages 3304 || context->lowest_disabled_stage <= d3d_info->limits.ffp_textures) 3305 { 3306 for (i = 0; ffu_map; ffu_map >>= 1, ++i) 3307 { 3308 if (!(ffu_map & 1)) 3309 continue; 3310 3311 if (context->tex_unit_map[i] != i) 3312 { 3313 context_map_stage(context, i, i); 3314 context_invalidate_state(context, STATE_SAMPLER(i)); 3315 context_invalidate_texture_stage(context, i); 3316 } 3317 } 3318 return; 3319 } 3320 3321 /* Now work out the mapping */ 3322 tex = 0; 3323 for (i = 0; ffu_map; ffu_map >>= 1, ++i) 3324 { 3325 if (!(ffu_map & 1)) 3326 continue; 3327 3328 if (context->tex_unit_map[i] != tex) 3329 { 3330 context_map_stage(context, i, tex); 3331 context_invalidate_state(context, STATE_SAMPLER(i)); 3332 context_invalidate_texture_stage(context, i); 3333 } 3334 3335 ++tex; 3336 } 3337 } 3338 3339 static void context_map_psamplers(struct wined3d_context *context, const struct wined3d_state *state) 3340 { 3341 const struct wined3d_d3d_info *d3d_info = context->d3d_info; 3342 const struct wined3d_shader_resource_info *resource_info = 3343 state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.resource_info; 3344 unsigned int i; 3345 3346 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) 3347 { 3348 if (resource_info[i].type && context->tex_unit_map[i] != i) 3349 { 3350 context_map_stage(context, i, i); 3351 context_invalidate_state(context, STATE_SAMPLER(i)); 3352 if (i < d3d_info->limits.ffp_blend_stages) 3353 context_invalidate_texture_stage(context, i); 3354 } 3355 } 3356 } 3357 3358 static BOOL context_unit_free_for_vs(const struct wined3d_context *context, 3359 const struct wined3d_shader_resource_info *ps_resource_info, DWORD unit) 3360 { 3361 DWORD current_mapping = context->rev_tex_unit_map[unit]; 3362 3363 /* Not currently used */ 3364 if (current_mapping == WINED3D_UNMAPPED_STAGE) 3365 return TRUE; 3366 3367 if (current_mapping < MAX_FRAGMENT_SAMPLERS) 3368 { 3369 /* Used by a fragment sampler */ 3370 3371 if (!ps_resource_info) 3372 { 3373 /* No pixel shader, check fixed function */ 3374 return current_mapping >= MAX_TEXTURES || !(context->fixed_function_usage_map & (1u << current_mapping)); 3375 } 3376 3377 /* Pixel shader, check the shader's sampler map */ 3378 return !ps_resource_info[current_mapping].type; 3379 } 3380 3381 return TRUE; 3382 } 3383 3384 static void context_map_vsamplers(struct wined3d_context *context, BOOL ps, const struct wined3d_state *state) 3385 { 3386 const struct wined3d_shader_resource_info *vs_resource_info = 3387 state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.resource_info; 3388 const struct wined3d_shader_resource_info *ps_resource_info = NULL; 3389 const struct wined3d_gl_info *gl_info = context->gl_info; 3390 int start = min(MAX_COMBINED_SAMPLERS, gl_info->limits.graphics_samplers) - 1; 3391 int i; 3392 3393 /* Note that we only care if a resource is used or not, not the 3394 * resource's specific type. Otherwise we'd need to call 3395 * shader_update_samplers() here for 1.x pixelshaders. */ 3396 if (ps) 3397 ps_resource_info = state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.resource_info; 3398 3399 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) 3400 { 3401 DWORD vsampler_idx = i + MAX_FRAGMENT_SAMPLERS; 3402 if (vs_resource_info[i].type) 3403 { 3404 while (start >= 0) 3405 { 3406 if (context_unit_free_for_vs(context, ps_resource_info, start)) 3407 { 3408 if (context->tex_unit_map[vsampler_idx] != start) 3409 { 3410 context_map_stage(context, vsampler_idx, start); 3411 context_invalidate_state(context, STATE_SAMPLER(vsampler_idx)); 3412 } 3413 3414 --start; 3415 break; 3416 } 3417 3418 --start; 3419 } 3420 if (context->tex_unit_map[vsampler_idx] == WINED3D_UNMAPPED_STAGE) 3421 WARN("Couldn't find a free texture unit for vertex sampler %u.\n", i); 3422 } 3423 } 3424 } 3425 3426 static void context_update_tex_unit_map(struct wined3d_context *context, const struct wined3d_state *state) 3427 { 3428 const struct wined3d_gl_info *gl_info = context->gl_info; 3429 BOOL vs = use_vs(state); 3430 BOOL ps = use_ps(state); 3431 3432 if (!ps) 3433 context_update_fixed_function_usage_map(context, state); 3434 3435 /* Try to go for a 1:1 mapping of the samplers when possible. Pixel shaders 3436 * need a 1:1 map at the moment. 3437 * When the mapping of a stage is changed, sampler and ALL texture stage 3438 * states have to be reset. */ 3439 3440 if (gl_info->limits.graphics_samplers >= MAX_COMBINED_SAMPLERS) 3441 return; 3442 3443 if (ps) 3444 context_map_psamplers(context, state); 3445 else 3446 context_map_fixed_function_samplers(context, state); 3447 3448 if (vs) 3449 context_map_vsamplers(context, ps, state); 3450 } 3451 3452 /* Context activation is done by the caller. */ 3453 void context_state_drawbuf(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) 3454 { 3455 DWORD rt_mask, *cur_mask; 3456 3457 if (isStateDirty(context, STATE_FRAMEBUFFER)) return; 3458 3459 cur_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask; 3460 rt_mask = find_draw_buffers_mask(context, state); 3461 if (rt_mask != *cur_mask) 3462 { 3463 context_apply_draw_buffers(context, rt_mask); 3464 *cur_mask = rt_mask; 3465 } 3466 } 3467 3468 static BOOL fixed_get_input(BYTE usage, BYTE usage_idx, unsigned int *regnum) 3469 { 3470 if ((usage == WINED3D_DECL_USAGE_POSITION || usage == WINED3D_DECL_USAGE_POSITIONT) && !usage_idx) 3471 *regnum = WINED3D_FFP_POSITION; 3472 else if (usage == WINED3D_DECL_USAGE_BLEND_WEIGHT && !usage_idx) 3473 *regnum = WINED3D_FFP_BLENDWEIGHT; 3474 else if (usage == WINED3D_DECL_USAGE_BLEND_INDICES && !usage_idx) 3475 *regnum = WINED3D_FFP_BLENDINDICES; 3476 else if (usage == WINED3D_DECL_USAGE_NORMAL && !usage_idx) 3477 *regnum = WINED3D_FFP_NORMAL; 3478 else if (usage == WINED3D_DECL_USAGE_PSIZE && !usage_idx) 3479 *regnum = WINED3D_FFP_PSIZE; 3480 else if (usage == WINED3D_DECL_USAGE_COLOR && !usage_idx) 3481 *regnum = WINED3D_FFP_DIFFUSE; 3482 else if (usage == WINED3D_DECL_USAGE_COLOR && usage_idx == 1) 3483 *regnum = WINED3D_FFP_SPECULAR; 3484 else if (usage == WINED3D_DECL_USAGE_TEXCOORD && usage_idx < WINED3DDP_MAXTEXCOORD) 3485 *regnum = WINED3D_FFP_TEXCOORD0 + usage_idx; 3486 else 3487 { 3488 WARN("Unsupported input stream [usage=%s, usage_idx=%u].\n", debug_d3ddeclusage(usage), usage_idx); 3489 *regnum = ~0u; 3490 return FALSE; 3491 } 3492 3493 return TRUE; 3494 } 3495 3496 /* Context activation is done by the caller. */ 3497 void wined3d_stream_info_from_declaration(struct wined3d_stream_info *stream_info, 3498 const struct wined3d_state *state, const struct wined3d_gl_info *gl_info, 3499 const struct wined3d_d3d_info *d3d_info) 3500 { 3501 /* We need to deal with frequency data! */ 3502 struct wined3d_vertex_declaration *declaration = state->vertex_declaration; 3503 BOOL generic_attributes = d3d_info->ffp_generic_attributes; 3504 BOOL use_vshader = use_vs(state); 3505 unsigned int i; 3506 3507 stream_info->use_map = 0; 3508 stream_info->swizzle_map = 0; 3509 stream_info->position_transformed = 0; 3510 3511 if (!declaration) 3512 return; 3513 3514 stream_info->position_transformed = declaration->position_transformed; 3515 3516 /* Translate the declaration into strided data. */ 3517 for (i = 0; i < declaration->element_count; ++i) 3518 { 3519 const struct wined3d_vertex_declaration_element *element = &declaration->elements[i]; 3520 const struct wined3d_stream_state *stream = &state->streams[element->input_slot]; 3521 BOOL stride_used; 3522 unsigned int idx; 3523 3524 TRACE("%p Element %p (%u of %u).\n", declaration->elements, 3525 element, i + 1, declaration->element_count); 3526 3527 if (!stream->buffer) 3528 continue; 3529 3530 TRACE("offset %u input_slot %u usage_idx %d.\n", element->offset, element->input_slot, element->usage_idx); 3531 3532 if (use_vshader) 3533 { 3534 if (element->output_slot == WINED3D_OUTPUT_SLOT_UNUSED) 3535 { 3536 stride_used = FALSE; 3537 } 3538 else if (element->output_slot == WINED3D_OUTPUT_SLOT_SEMANTIC) 3539 { 3540 /* TODO: Assuming vertexdeclarations are usually used with the 3541 * same or a similar shader, it might be worth it to store the 3542 * last used output slot and try that one first. */ 3543 stride_used = vshader_get_input(state->shader[WINED3D_SHADER_TYPE_VERTEX], 3544 element->usage, element->usage_idx, &idx); 3545 } 3546 else 3547 { 3548 idx = element->output_slot; 3549 stride_used = TRUE; 3550 } 3551 } 3552 else 3553 { 3554 if (!generic_attributes && !element->ffp_valid) 3555 { 3556 WARN("Skipping unsupported fixed function element of format %s and usage %s.\n", 3557 debug_d3dformat(element->format->id), debug_d3ddeclusage(element->usage)); 3558 stride_used = FALSE; 3559 } 3560 else 3561 { 3562 stride_used = fixed_get_input(element->usage, element->usage_idx, &idx); 3563 } 3564 } 3565 3566 if (stride_used) 3567 { 3568 TRACE("Load %s array %u [usage %s, usage_idx %u, " 3569 "input_slot %u, offset %u, stride %u, format %s, class %s, step_rate %u].\n", 3570 use_vshader ? "shader": "fixed function", idx, 3571 debug_d3ddeclusage(element->usage), element->usage_idx, element->input_slot, 3572 element->offset, stream->stride, debug_d3dformat(element->format->id), 3573 debug_d3dinput_classification(element->input_slot_class), element->instance_data_step_rate); 3574 3575 stream_info->elements[idx].format = element->format; 3576 stream_info->elements[idx].data.buffer_object = 0; 3577 stream_info->elements[idx].data.addr = (BYTE *)NULL + stream->offset + element->offset; 3578 stream_info->elements[idx].stride = stream->stride; 3579 stream_info->elements[idx].stream_idx = element->input_slot; 3580 if (stream->flags & WINED3DSTREAMSOURCE_INSTANCEDATA) 3581 { 3582 stream_info->elements[idx].divisor = 1; 3583 } 3584 else if (element->input_slot_class == WINED3D_INPUT_PER_INSTANCE_DATA) 3585 { 3586 stream_info->elements[idx].divisor = element->instance_data_step_rate; 3587 if (!element->instance_data_step_rate) 3588 FIXME("Instance step rate 0 not implemented.\n"); 3589 } 3590 else 3591 { 3592 stream_info->elements[idx].divisor = 0; 3593 } 3594 3595 if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] 3596 && element->format->id == WINED3DFMT_B8G8R8A8_UNORM) 3597 { 3598 stream_info->swizzle_map |= 1u << idx; 3599 } 3600 stream_info->use_map |= 1u << idx; 3601 } 3602 } 3603 } 3604 3605 /* Context activation is done by the caller. */ 3606 static void context_update_stream_info(struct wined3d_context *context, const struct wined3d_state *state) 3607 { 3608 struct wined3d_stream_info *stream_info = &context->stream_info; 3609 const struct wined3d_d3d_info *d3d_info = context->d3d_info; 3610 const struct wined3d_gl_info *gl_info = context->gl_info; 3611 DWORD prev_all_vbo = stream_info->all_vbo; 3612 unsigned int i; 3613 WORD map; 3614 3615 wined3d_stream_info_from_declaration(stream_info, state, gl_info, d3d_info); 3616 3617 stream_info->all_vbo = 1; 3618 context->buffer_fence_count = 0; 3619 for (i = 0, map = stream_info->use_map; map; map >>= 1, ++i) 3620 { 3621 struct wined3d_stream_info_element *element; 3622 struct wined3d_bo_address data; 3623 struct wined3d_buffer *buffer; 3624 3625 if (!(map & 1)) 3626 continue; 3627 3628 element = &stream_info->elements[i]; 3629 buffer = state->streams[element->stream_idx].buffer; 3630 3631 /* We can't use VBOs if the base vertex index is negative. OpenGL 3632 * doesn't accept negative offsets (or rather offsets bigger than the 3633 * VBO, because the pointer is unsigned), so use system memory 3634 * sources. In most sane cases the pointer - offset will still be > 0, 3635 * otherwise it will wrap around to some big value. Hope that with the 3636 * indices the driver wraps it back internally. If not, 3637 * draw_primitive_immediate_mode() is needed, including a vertex buffer 3638 * path. */ 3639 if (state->load_base_vertex_index < 0) 3640 { 3641 WARN_(d3d_perf)("load_base_vertex_index is < 0 (%d), not using VBOs.\n", 3642 state->load_base_vertex_index); 3643 element->data.buffer_object = 0; 3644 element->data.addr += (ULONG_PTR)wined3d_buffer_load_sysmem(buffer, context); 3645 if ((UINT_PTR)element->data.addr < -state->load_base_vertex_index * element->stride) 3646 FIXME("System memory vertex data load offset is negative!\n"); 3647 } 3648 else 3649 { 3650 wined3d_buffer_load(buffer, context, state); 3651 wined3d_buffer_get_memory(buffer, &data, buffer->locations); 3652 element->data.buffer_object = data.buffer_object; 3653 element->data.addr += (ULONG_PTR)data.addr; 3654 } 3655 3656 if (!element->data.buffer_object) 3657 stream_info->all_vbo = 0; 3658 3659 if (buffer->fence) 3660 context->buffer_fences[context->buffer_fence_count++] = buffer->fence; 3661 3662 TRACE("Load array %u {%#x:%p}.\n", i, element->data.buffer_object, element->data.addr); 3663 } 3664 3665 if (prev_all_vbo != stream_info->all_vbo) 3666 context_invalidate_state(context, STATE_INDEXBUFFER); 3667 3668 context->use_immediate_mode_draw = FALSE; 3669 3670 if (stream_info->all_vbo) 3671 return; 3672 3673 if (use_vs(state)) 3674 { 3675 if (state->vertex_declaration->half_float_conv_needed) 3676 { 3677 TRACE("Using immediate mode draw with vertex shaders for FLOAT16 conversion.\n"); 3678 context->use_immediate_mode_draw = TRUE; 3679 } 3680 } 3681 else 3682 { 3683 WORD slow_mask = -!d3d_info->ffp_generic_attributes & (1u << WINED3D_FFP_PSIZE); 3684 slow_mask |= -(!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && !d3d_info->ffp_generic_attributes) 3685 & ((1u << WINED3D_FFP_DIFFUSE) | (1u << WINED3D_FFP_SPECULAR) | (1u << WINED3D_FFP_BLENDWEIGHT)); 3686 3687 if ((stream_info->position_transformed && !d3d_info->xyzrhw) 3688 || (stream_info->use_map & slow_mask)) 3689 context->use_immediate_mode_draw = TRUE; 3690 } 3691 } 3692 3693 /* Context activation is done by the caller. */ 3694 static void context_preload_texture(struct wined3d_context *context, 3695 const struct wined3d_state *state, unsigned int idx) 3696 { 3697 struct wined3d_texture *texture; 3698 3699 if (!(texture = state->textures[idx])) 3700 return; 3701 3702 wined3d_texture_load(texture, context, state->sampler_states[idx][WINED3D_SAMP_SRGB_TEXTURE]); 3703 } 3704 3705 /* Context activation is done by the caller. */ 3706 static void context_preload_textures(struct wined3d_context *context, const struct wined3d_state *state) 3707 { 3708 unsigned int i; 3709 3710 if (use_vs(state)) 3711 { 3712 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) 3713 { 3714 if (state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.resource_info[i].type) 3715 context_preload_texture(context, state, MAX_FRAGMENT_SAMPLERS + i); 3716 } 3717 } 3718 3719 if (use_ps(state)) 3720 { 3721 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) 3722 { 3723 if (state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.resource_info[i].type) 3724 context_preload_texture(context, state, i); 3725 } 3726 } 3727 else 3728 { 3729 WORD ffu_map = context->fixed_function_usage_map; 3730 3731 for (i = 0; ffu_map; ffu_map >>= 1, ++i) 3732 { 3733 if (ffu_map & 1) 3734 context_preload_texture(context, state, i); 3735 } 3736 } 3737 } 3738 3739 static void context_load_shader_resources(struct wined3d_context *context, const struct wined3d_state *state, 3740 unsigned int shader_mask) 3741 { 3742 struct wined3d_shader_sampler_map_entry *entry; 3743 struct wined3d_shader_resource_view *view; 3744 struct wined3d_shader *shader; 3745 unsigned int i, j; 3746 3747 for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i) 3748 { 3749 if (!(shader_mask & (1u << i))) 3750 continue; 3751 3752 if (!(shader = state->shader[i])) 3753 continue; 3754 3755 for (j = 0; j < WINED3D_MAX_CBS; ++j) 3756 { 3757 if (state->cb[i][j]) 3758 wined3d_buffer_load(state->cb[i][j], context, state); 3759 } 3760 3761 for (j = 0; j < shader->reg_maps.sampler_map.count; ++j) 3762 { 3763 entry = &shader->reg_maps.sampler_map.entries[j]; 3764 3765 if (!(view = state->shader_resource_view[i][entry->resource_idx])) 3766 continue; 3767 3768 if (view->resource->type == WINED3D_RTYPE_BUFFER) 3769 wined3d_buffer_load(buffer_from_resource(view->resource), context, state); 3770 else 3771 wined3d_texture_load(texture_from_resource(view->resource), context, FALSE); 3772 } 3773 } 3774 } 3775 3776 static void context_bind_shader_resources(struct wined3d_context *context, 3777 const struct wined3d_state *state, enum wined3d_shader_type shader_type) 3778 { 3779 unsigned int bind_idx, shader_sampler_count, base, count, i; 3780 const struct wined3d_device *device = context->device; 3781 struct wined3d_shader_sampler_map_entry *entry; 3782 struct wined3d_shader_resource_view *view; 3783 const struct wined3d_shader *shader; 3784 struct wined3d_sampler *sampler; 3785 const DWORD *tex_unit_map; 3786 3787 if (!(shader = state->shader[shader_type])) 3788 return; 3789 3790 tex_unit_map = context_get_tex_unit_mapping(context, 3791 &shader->reg_maps.shader_version, &base, &count); 3792 3793 shader_sampler_count = shader->reg_maps.sampler_map.count; 3794 if (shader_sampler_count > count) 3795 FIXME("Shader %p needs %u samplers, but only %u are supported.\n", 3796 shader, shader_sampler_count, count); 3797 count = min(shader_sampler_count, count); 3798 3799 for (i = 0; i < count; ++i) 3800 { 3801 entry = &shader->reg_maps.sampler_map.entries[i]; 3802 bind_idx = base + entry->bind_idx; 3803 if (tex_unit_map) 3804 bind_idx = tex_unit_map[bind_idx]; 3805 3806 if (!(view = state->shader_resource_view[shader_type][entry->resource_idx])) 3807 { 3808 WARN("No resource view bound at index %u, %u.\n", shader_type, entry->resource_idx); 3809 continue; 3810 } 3811 3812 if (entry->sampler_idx == WINED3D_SAMPLER_DEFAULT) 3813 sampler = device->default_sampler; 3814 else if (!(sampler = state->sampler[shader_type][entry->sampler_idx])) 3815 sampler = device->null_sampler; 3816 wined3d_shader_resource_view_bind(view, bind_idx, sampler, context); 3817 } 3818 } 3819 3820 static void context_load_unordered_access_resources(struct wined3d_context *context, 3821 const struct wined3d_shader *shader, struct wined3d_unordered_access_view * const *views) 3822 { 3823 struct wined3d_unordered_access_view *view; 3824 struct wined3d_texture *texture; 3825 struct wined3d_buffer *buffer; 3826 unsigned int i; 3827 3828 context->uses_uavs = 0; 3829 3830 if (!shader) 3831 return; 3832 3833 for (i = 0; i < MAX_UNORDERED_ACCESS_VIEWS; ++i) 3834 { 3835 if (!(view = views[i])) 3836 continue; 3837 3838 if (view->resource->type == WINED3D_RTYPE_BUFFER) 3839 { 3840 buffer = buffer_from_resource(view->resource); 3841 wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_BUFFER); 3842 wined3d_unordered_access_view_invalidate_location(view, ~WINED3D_LOCATION_BUFFER); 3843 } 3844 else 3845 { 3846 texture = texture_from_resource(view->resource); 3847 wined3d_texture_load(texture, context, FALSE); 3848 wined3d_unordered_access_view_invalidate_location(view, ~WINED3D_LOCATION_TEXTURE_RGB); 3849 } 3850 3851 context->uses_uavs = 1; 3852 } 3853 } 3854 3855 static void context_bind_unordered_access_views(struct wined3d_context *context, 3856 const struct wined3d_shader *shader, struct wined3d_unordered_access_view * const *views) 3857 { 3858 const struct wined3d_gl_info *gl_info = context->gl_info; 3859 struct wined3d_unordered_access_view *view; 3860 GLuint texture_name; 3861 unsigned int i; 3862 GLint level; 3863 3864 if (!shader) 3865 return; 3866 3867 for (i = 0; i < MAX_UNORDERED_ACCESS_VIEWS; ++i) 3868 { 3869 if (!(view = views[i])) 3870 { 3871 if (shader->reg_maps.uav_resource_info[i].type) 3872 WARN("No unordered access view bound at index %u.\n", i); 3873 GL_EXTCALL(glBindImageTexture(i, 0, 0, GL_FALSE, 0, GL_READ_WRITE, GL_R8)); 3874 continue; 3875 } 3876 3877 if (view->gl_view.name) 3878 { 3879 texture_name = view->gl_view.name; 3880 level = 0; 3881 } 3882 else if (view->resource->type != WINED3D_RTYPE_BUFFER) 3883 { 3884 struct wined3d_texture *texture = texture_from_resource(view->resource); 3885 texture_name = wined3d_texture_get_texture_name(texture, context, FALSE); 3886 level = view->desc.u.texture.level_idx; 3887 } 3888 else 3889 { 3890 FIXME("Unsupported buffer unordered access view.\n"); 3891 GL_EXTCALL(glBindImageTexture(i, 0, 0, GL_FALSE, 0, GL_READ_WRITE, GL_R8)); 3892 continue; 3893 } 3894 3895 GL_EXTCALL(glBindImageTexture(i, texture_name, level, GL_TRUE, 0, GL_READ_WRITE, 3896 view->format->glInternal)); 3897 3898 if (view->counter_bo) 3899 GL_EXTCALL(glBindBufferBase(GL_ATOMIC_COUNTER_BUFFER, i, view->counter_bo)); 3900 } 3901 checkGLcall("Bind unordered access views"); 3902 } 3903 3904 static void context_load_stream_output_buffers(struct wined3d_context *context, 3905 const struct wined3d_state *state) 3906 { 3907 unsigned int i; 3908 3909 for (i = 0; i < ARRAY_SIZE(state->stream_output); ++i) 3910 { 3911 struct wined3d_buffer *buffer; 3912 if (!(buffer = state->stream_output[i].buffer)) 3913 continue; 3914 3915 wined3d_buffer_load(buffer, context, state); 3916 wined3d_buffer_invalidate_location(buffer, ~WINED3D_LOCATION_BUFFER); 3917 } 3918 } 3919 3920 /* Context activation is done by the caller. */ 3921 static BOOL context_apply_draw_state(struct wined3d_context *context, 3922 const struct wined3d_device *device, const struct wined3d_state *state) 3923 { 3924 const struct StateEntry *state_table = context->state_table; 3925 const struct wined3d_gl_info *gl_info = context->gl_info; 3926 const struct wined3d_fb_state *fb = state->fb; 3927 unsigned int i; 3928 WORD map; 3929 3930 if (!have_framebuffer_attachment(gl_info->limits.buffers, fb->render_targets, fb->depth_stencil)) 3931 { 3932 if (!gl_info->supported[ARB_FRAMEBUFFER_NO_ATTACHMENTS]) 3933 { 3934 FIXME("OpenGL implementation does not support framebuffers with no attachments.\n"); 3935 return FALSE; 3936 } 3937 3938 context_set_render_offscreen(context, TRUE); 3939 } 3940 3941 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && isStateDirty(context, STATE_FRAMEBUFFER)) 3942 { 3943 context_validate_onscreen_formats(context, fb->depth_stencil); 3944 } 3945 3946 /* Preload resources before FBO setup. Texture preload in particular may 3947 * result in changes to the current FBO, due to using e.g. FBO blits for 3948 * updating a resource location. */ 3949 context_update_tex_unit_map(context, state); 3950 context_preload_textures(context, state); 3951 context_load_shader_resources(context, state, ~(1u << WINED3D_SHADER_TYPE_COMPUTE)); 3952 context_load_unordered_access_resources(context, state->shader[WINED3D_SHADER_TYPE_PIXEL], 3953 state->unordered_access_view[WINED3D_PIPELINE_GRAPHICS]); 3954 context_load_stream_output_buffers(context, state); 3955 /* TODO: Right now the dependency on the vertex shader is necessary 3956 * since wined3d_stream_info_from_declaration() depends on the reg_maps of 3957 * the current VS but maybe it's possible to relax the coupling in some 3958 * situations at least. */ 3959 if (isStateDirty(context, STATE_VDECL) || isStateDirty(context, STATE_STREAMSRC) 3960 || isStateDirty(context, STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX))) 3961 { 3962 context_update_stream_info(context, state); 3963 } 3964 else 3965 { 3966 for (i = 0, map = context->stream_info.use_map; map; map >>= 1, ++i) 3967 { 3968 if (map & 1) 3969 wined3d_buffer_load(state->streams[context->stream_info.elements[i].stream_idx].buffer, 3970 context, state); 3971 } 3972 /* Loading the buffers above may have invalidated the stream info. */ 3973 if (isStateDirty(context, STATE_STREAMSRC)) 3974 context_update_stream_info(context, state); 3975 } 3976 if (state->index_buffer) 3977 { 3978 if (context->stream_info.all_vbo) 3979 wined3d_buffer_load(state->index_buffer, context, state); 3980 else 3981 wined3d_buffer_load_sysmem(state->index_buffer, context); 3982 } 3983 3984 for (i = 0; i < context->numDirtyEntries; ++i) 3985 { 3986 DWORD rep = context->dirtyArray[i]; 3987 DWORD idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT); 3988 BYTE shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1); 3989 context->isStateDirty[idx] &= ~(1u << shift); 3990 state_table[rep].apply(context, state, rep); 3991 } 3992 3993 if (context->shader_update_mask & ~(1u << WINED3D_SHADER_TYPE_COMPUTE)) 3994 { 3995 device->shader_backend->shader_select(device->shader_priv, context, state); 3996 context->shader_update_mask &= 1u << WINED3D_SHADER_TYPE_COMPUTE; 3997 } 3998 3999 if (context->constant_update_mask) 4000 { 4001 device->shader_backend->shader_load_constants(device->shader_priv, context, state); 4002 context->constant_update_mask = 0; 4003 } 4004 4005 if (context->update_shader_resource_bindings) 4006 { 4007 for (i = 0; i < WINED3D_SHADER_TYPE_GRAPHICS_COUNT; ++i) 4008 context_bind_shader_resources(context, state, i); 4009 context->update_shader_resource_bindings = 0; 4010 if (gl_info->limits.combined_samplers == gl_info->limits.graphics_samplers) 4011 context->update_compute_shader_resource_bindings = 1; 4012 } 4013 4014 if (context->update_unordered_access_view_bindings) 4015 { 4016 context_bind_unordered_access_views(context, 4017 state->shader[WINED3D_SHADER_TYPE_PIXEL], 4018 state->unordered_access_view[WINED3D_PIPELINE_GRAPHICS]); 4019 context->update_unordered_access_view_bindings = 0; 4020 context->update_compute_unordered_access_view_bindings = 1; 4021 } 4022 4023 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) 4024 { 4025 context_check_fbo_status(context, GL_FRAMEBUFFER); 4026 } 4027 4028 context->numDirtyEntries = 0; /* This makes the whole list clean */ 4029 context->last_was_blit = FALSE; 4030 context->last_was_ffp_blit = FALSE; 4031 4032 return TRUE; 4033 } 4034 4035 static void context_apply_compute_state(struct wined3d_context *context, 4036 const struct wined3d_device *device, const struct wined3d_state *state) 4037 { 4038 const struct StateEntry *state_table = context->state_table; 4039 const struct wined3d_gl_info *gl_info = context->gl_info; 4040 unsigned int state_id, i; 4041 4042 context_load_shader_resources(context, state, 1u << WINED3D_SHADER_TYPE_COMPUTE); 4043 context_load_unordered_access_resources(context, state->shader[WINED3D_SHADER_TYPE_COMPUTE], 4044 state->unordered_access_view[WINED3D_PIPELINE_COMPUTE]); 4045 4046 for (i = 0, state_id = STATE_COMPUTE_OFFSET; i < ARRAY_SIZE(context->dirty_compute_states); ++i) 4047 { 4048 unsigned int dirty_mask = context->dirty_compute_states[i]; 4049 while (dirty_mask) 4050 { 4051 unsigned int current_state_id = state_id + wined3d_bit_scan(&dirty_mask); 4052 state_table[current_state_id].apply(context, state, current_state_id); 4053 } 4054 state_id += sizeof(*context->dirty_compute_states) * CHAR_BIT; 4055 } 4056 memset(context->dirty_compute_states, 0, sizeof(*context->dirty_compute_states)); 4057 4058 if (context->shader_update_mask & (1u << WINED3D_SHADER_TYPE_COMPUTE)) 4059 { 4060 device->shader_backend->shader_select_compute(device->shader_priv, context, state); 4061 context->shader_update_mask &= ~(1u << WINED3D_SHADER_TYPE_COMPUTE); 4062 } 4063 4064 if (context->update_compute_shader_resource_bindings) 4065 { 4066 context_bind_shader_resources(context, state, WINED3D_SHADER_TYPE_COMPUTE); 4067 context->update_compute_shader_resource_bindings = 0; 4068 if (gl_info->limits.combined_samplers == gl_info->limits.graphics_samplers) 4069 context->update_shader_resource_bindings = 1; 4070 } 4071 4072 if (context->update_compute_unordered_access_view_bindings) 4073 { 4074 context_bind_unordered_access_views(context, 4075 state->shader[WINED3D_SHADER_TYPE_COMPUTE], 4076 state->unordered_access_view[WINED3D_PIPELINE_COMPUTE]); 4077 context->update_compute_unordered_access_view_bindings = 0; 4078 context->update_unordered_access_view_bindings = 1; 4079 } 4080 4081 /* Updates to currently bound render targets aren't necessarily coherent 4082 * between the graphics and compute pipelines. Unbind any currently bound 4083 * FBO here to ensure preceding updates to its attachments by the graphics 4084 * pipeline are visible to the compute pipeline. 4085 * 4086 * Without this, the bloom effect in Nier:Automata is too bright on the 4087 * Mesa radeonsi driver, and presumably on other Mesa based drivers. */ 4088 context_bind_fbo(context, GL_FRAMEBUFFER, 0); 4089 context_invalidate_state(context, STATE_FRAMEBUFFER); 4090 4091 context->last_was_blit = FALSE; 4092 context->last_was_ffp_blit = FALSE; 4093 } 4094 4095 static BOOL use_transform_feedback(const struct wined3d_state *state) 4096 { 4097 const struct wined3d_shader *shader; 4098 if (!(shader = state->shader[WINED3D_SHADER_TYPE_GEOMETRY])) 4099 return FALSE; 4100 return shader->u.gs.so_desc.element_count; 4101 } 4102 4103 void context_end_transform_feedback(struct wined3d_context *context) 4104 { 4105 const struct wined3d_gl_info *gl_info = context->gl_info; 4106 if (context->transform_feedback_active) 4107 { 4108 GL_EXTCALL(glEndTransformFeedback()); 4109 checkGLcall("glEndTransformFeedback"); 4110 context->transform_feedback_active = 0; 4111 context->transform_feedback_paused = 0; 4112 } 4113 } 4114 4115 static void context_pause_transform_feedback(struct wined3d_context *context, BOOL force) 4116 { 4117 const struct wined3d_gl_info *gl_info = context->gl_info; 4118 4119 if (!context->transform_feedback_active || context->transform_feedback_paused) 4120 return; 4121 4122 if (gl_info->supported[ARB_TRANSFORM_FEEDBACK2]) 4123 { 4124 GL_EXTCALL(glPauseTransformFeedback()); 4125 checkGLcall("glPauseTransformFeedback"); 4126 context->transform_feedback_paused = 1; 4127 return; 4128 } 4129 4130 WARN("Cannot pause transform feedback operations.\n"); 4131 4132 if (force) 4133 context_end_transform_feedback(context); 4134 } 4135 4136 static void context_setup_target(struct wined3d_context *context, 4137 struct wined3d_texture *texture, unsigned int sub_resource_idx) 4138 { 4139 BOOL old_render_offscreen = context->render_offscreen, render_offscreen; 4140 4141 render_offscreen = wined3d_resource_is_offscreen(&texture->resource); 4142 if (context->current_rt.texture == texture 4143 && context->current_rt.sub_resource_idx == sub_resource_idx 4144 && render_offscreen == old_render_offscreen) 4145 return; 4146 4147 /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers 4148 * the alpha blend state changes with different render target formats. */ 4149 if (!context->current_rt.texture) 4150 { 4151 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE)); 4152 } 4153 else 4154 { 4155 const struct wined3d_format *old = context->current_rt.texture->resource.format; 4156 const struct wined3d_format *new = texture->resource.format; 4157 4158 if (old->id != new->id) 4159 { 4160 /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */ 4161 if ((old->alpha_size && !new->alpha_size) || (!old->alpha_size && new->alpha_size) 4162 || !(texture->resource.format_flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)) 4163 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE)); 4164 4165 /* Update sRGB writing when switching between formats that do/do not support sRGB writing */ 4166 if ((context->current_rt.texture->resource.format_flags & WINED3DFMT_FLAG_SRGB_WRITE) 4167 != (texture->resource.format_flags & WINED3DFMT_FLAG_SRGB_WRITE)) 4168 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE)); 4169 } 4170 4171 /* When switching away from an offscreen render target, and we're not 4172 * using FBOs, we have to read the drawable into the texture. This is 4173 * done via PreLoad (and WINED3D_LOCATION_DRAWABLE set on the surface). 4174 * There are some things that need care though. PreLoad needs a GL context, 4175 * and FindContext is called before the context is activated. It also 4176 * has to be called with the old rendertarget active, otherwise a 4177 * wrong drawable is read. */ 4178 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO 4179 && old_render_offscreen && (context->current_rt.texture != texture 4180 || context->current_rt.sub_resource_idx != sub_resource_idx)) 4181 { 4182 unsigned int prev_sub_resource_idx = context->current_rt.sub_resource_idx; 4183 struct wined3d_texture *prev_texture = context->current_rt.texture; 4184 4185 /* Read the back buffer of the old drawable into the destination texture. */ 4186 if (prev_texture->texture_srgb.name) 4187 wined3d_texture_load(prev_texture, context, TRUE); 4188 wined3d_texture_load(prev_texture, context, FALSE); 4189 wined3d_texture_invalidate_location(prev_texture, prev_sub_resource_idx, WINED3D_LOCATION_DRAWABLE); 4190 } 4191 } 4192 4193 context->current_rt.texture = texture; 4194 context->current_rt.sub_resource_idx = sub_resource_idx; 4195 context_set_render_offscreen(context, render_offscreen); 4196 } 4197 4198 static void context_activate(struct wined3d_context *context, 4199 struct wined3d_texture *texture, unsigned int sub_resource_idx) 4200 { 4201 context_enter(context); 4202 context_update_window(context); 4203 context_setup_target(context, texture, sub_resource_idx); 4204 if (!context->valid) 4205 return; 4206 4207 if (context != context_get_current()) 4208 { 4209 if (!context_set_current(context)) 4210 ERR("Failed to activate the new context.\n"); 4211 } 4212 else if (context->needs_set) 4213 { 4214 context_set_gl_context(context); 4215 } 4216 } 4217 4218 struct wined3d_context *context_acquire(const struct wined3d_device *device, 4219 struct wined3d_texture *texture, unsigned int sub_resource_idx) 4220 { 4221 struct wined3d_context *current_context = context_get_current(); 4222 struct wined3d_context *context; 4223 BOOL swapchain_texture; 4224 4225 TRACE("device %p, texture %p, sub_resource_idx %u.\n", device, texture, sub_resource_idx); 4226 4227 wined3d_from_cs(device->cs); 4228 4229 if (current_context && current_context->destroyed) 4230 current_context = NULL; 4231 4232 swapchain_texture = texture && texture->swapchain; 4233 if (!texture) 4234 { 4235 if (current_context 4236 && current_context->current_rt.texture 4237 && current_context->device == device) 4238 { 4239 texture = current_context->current_rt.texture; 4240 sub_resource_idx = current_context->current_rt.sub_resource_idx; 4241 } 4242 else 4243 { 4244 struct wined3d_swapchain *swapchain = device->swapchains[0]; 4245 4246 if (swapchain->back_buffers) 4247 texture = swapchain->back_buffers[0]; 4248 else 4249 texture = swapchain->front_buffer; 4250 sub_resource_idx = 0; 4251 } 4252 } 4253 4254 if (current_context && current_context->current_rt.texture == texture) 4255 { 4256 context = current_context; 4257 } 4258 else if (swapchain_texture) 4259 { 4260 TRACE("Rendering onscreen.\n"); 4261 4262 context = swapchain_get_context(texture->swapchain); 4263 } 4264 else 4265 { 4266 TRACE("Rendering offscreen.\n"); 4267 4268 /* Stay with the current context if possible. Otherwise use the 4269 * context for the primary swapchain. */ 4270 if (current_context && current_context->device == device) 4271 context = current_context; 4272 else 4273 context = swapchain_get_context(device->swapchains[0]); 4274 } 4275 4276 context_activate(context, texture, sub_resource_idx); 4277 4278 return context; 4279 } 4280 4281 struct wined3d_context *context_reacquire(const struct wined3d_device *device, 4282 struct wined3d_context *context) 4283 { 4284 struct wined3d_context *acquired_context; 4285 4286 wined3d_from_cs(device->cs); 4287 4288 if (!context || context->tid != GetCurrentThreadId()) 4289 return NULL; 4290 4291 if (context->current_rt.texture) 4292 { 4293 context_activate(context, context->current_rt.texture, context->current_rt.sub_resource_idx); 4294 return context; 4295 } 4296 4297 acquired_context = context_acquire(device, NULL, 0); 4298 if (acquired_context != context) 4299 ERR("Acquired context %p instead of %p.\n", acquired_context, context); 4300 return acquired_context; 4301 } 4302 4303 void dispatch_compute(struct wined3d_device *device, const struct wined3d_state *state, 4304 const struct wined3d_dispatch_parameters *parameters) 4305 { 4306 const struct wined3d_gl_info *gl_info; 4307 struct wined3d_context *context; 4308 4309 context = context_acquire(device, NULL, 0); 4310 if (!context->valid) 4311 { 4312 context_release(context); 4313 WARN("Invalid context, skipping dispatch.\n"); 4314 return; 4315 } 4316 gl_info = context->gl_info; 4317 4318 if (!gl_info->supported[ARB_COMPUTE_SHADER]) 4319 { 4320 context_release(context); 4321 FIXME("OpenGL implementation does not support compute shaders.\n"); 4322 return; 4323 } 4324 4325 if (parameters->indirect) 4326 wined3d_buffer_load(parameters->u.indirect.buffer, context, state); 4327 4328 context_apply_compute_state(context, device, state); 4329 4330 if (!state->shader[WINED3D_SHADER_TYPE_COMPUTE]) 4331 { 4332 context_release(context); 4333 WARN("No compute shader bound, skipping dispatch.\n"); 4334 return; 4335 } 4336 4337 if (parameters->indirect) 4338 { 4339 const struct wined3d_indirect_dispatch_parameters *indirect = ¶meters->u.indirect; 4340 struct wined3d_buffer *buffer = indirect->buffer; 4341 4342 GL_EXTCALL(glBindBuffer(GL_DISPATCH_INDIRECT_BUFFER, buffer->buffer_object)); 4343 GL_EXTCALL(glDispatchComputeIndirect((GLintptr)indirect->offset)); 4344 GL_EXTCALL(glBindBuffer(GL_DISPATCH_INDIRECT_BUFFER, 0)); 4345 } 4346 else 4347 { 4348 const struct wined3d_direct_dispatch_parameters *direct = ¶meters->u.direct; 4349 GL_EXTCALL(glDispatchCompute(direct->group_count_x, direct->group_count_y, direct->group_count_z)); 4350 } 4351 checkGLcall("dispatch compute"); 4352 4353 GL_EXTCALL(glMemoryBarrier(GL_ALL_BARRIER_BITS)); 4354 checkGLcall("glMemoryBarrier"); 4355 4356 context_release(context); 4357 } 4358 4359 /* Context activation is done by the caller. */ 4360 static void draw_primitive_arrays(struct wined3d_context *context, const struct wined3d_state *state, 4361 const void *idx_data, unsigned int idx_size, int base_vertex_idx, unsigned int start_idx, 4362 unsigned int count, unsigned int start_instance, unsigned int instance_count) 4363 { 4364 const struct wined3d_ffp_attrib_ops *ops = &context->d3d_info->ffp_attrib_ops; 4365 GLenum idx_type = idx_size == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT; 4366 const struct wined3d_stream_info *si = &context->stream_info; 4367 unsigned int instanced_elements[ARRAY_SIZE(si->elements)]; 4368 const struct wined3d_gl_info *gl_info = context->gl_info; 4369 unsigned int instanced_element_count = 0; 4370 GLenum mode = state->gl_primitive_type; 4371 const void *indices; 4372 unsigned int i, j; 4373 4374 indices = (const char *)idx_data + idx_size * start_idx; 4375 4376 if (!instance_count) 4377 { 4378 if (!idx_size) 4379 { 4380 gl_info->gl_ops.gl.p_glDrawArrays(mode, start_idx, count); 4381 checkGLcall("glDrawArrays"); 4382 return; 4383 } 4384 4385 if (gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX]) 4386 { 4387 GL_EXTCALL(glDrawElementsBaseVertex(mode, count, idx_type, indices, base_vertex_idx)); 4388 checkGLcall("glDrawElementsBaseVertex"); 4389 return; 4390 } 4391 4392 gl_info->gl_ops.gl.p_glDrawElements(mode, count, idx_type, indices); 4393 checkGLcall("glDrawElements"); 4394 return; 4395 } 4396 4397 if (start_instance && !(gl_info->supported[ARB_BASE_INSTANCE] && gl_info->supported[ARB_INSTANCED_ARRAYS])) 4398 FIXME("Start instance (%u) not supported.\n", start_instance); 4399 4400 if (gl_info->supported[ARB_INSTANCED_ARRAYS]) 4401 { 4402 if (!idx_size) 4403 { 4404 if (gl_info->supported[ARB_BASE_INSTANCE]) 4405 { 4406 GL_EXTCALL(glDrawArraysInstancedBaseInstance(mode, start_idx, count, instance_count, start_instance)); 4407 checkGLcall("glDrawArraysInstancedBaseInstance"); 4408 return; 4409 } 4410 4411 GL_EXTCALL(glDrawArraysInstanced(mode, start_idx, count, instance_count)); 4412 checkGLcall("glDrawArraysInstanced"); 4413 return; 4414 } 4415 4416 if (gl_info->supported[ARB_BASE_INSTANCE]) 4417 { 4418 GL_EXTCALL(glDrawElementsInstancedBaseVertexBaseInstance(mode, count, idx_type, 4419 indices, instance_count, base_vertex_idx, start_instance)); 4420 checkGLcall("glDrawElementsInstancedBaseVertexBaseInstance"); 4421 return; 4422 } 4423 if (gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX]) 4424 { 4425 GL_EXTCALL(glDrawElementsInstancedBaseVertex(mode, count, idx_type, 4426 indices, instance_count, base_vertex_idx)); 4427 checkGLcall("glDrawElementsInstancedBaseVertex"); 4428 return; 4429 } 4430 4431 GL_EXTCALL(glDrawElementsInstanced(mode, count, idx_type, indices, instance_count)); 4432 checkGLcall("glDrawElementsInstanced"); 4433 return; 4434 } 4435 4436 /* Instancing emulation by mixing immediate mode and arrays. */ 4437 4438 /* This is a nasty thing. MSDN says no hardware supports this and 4439 * applications have to use software vertex processing. We don't support 4440 * this for now. 4441 * 4442 * Shouldn't be too hard to support with OpenGL, in theory just call 4443 * glDrawArrays() instead of drawElements(). But the stream fequency value 4444 * has a different meaning in that situation. */ 4445 if (!idx_size) 4446 { 4447 FIXME("Non-indexed instanced drawing is not supported.\n"); 4448 return; 4449 } 4450 4451 for (i = 0; i < ARRAY_SIZE(si->elements); ++i) 4452 { 4453 if (!(si->use_map & (1u << i))) 4454 continue; 4455 4456 if (state->streams[si->elements[i].stream_idx].flags & WINED3DSTREAMSOURCE_INSTANCEDATA) 4457 instanced_elements[instanced_element_count++] = i; 4458 } 4459 4460 for (i = 0; i < instance_count; ++i) 4461 { 4462 /* Specify the instanced attributes using immediate mode calls. */ 4463 for (j = 0; j < instanced_element_count; ++j) 4464 { 4465 const struct wined3d_stream_info_element *element; 4466 unsigned int element_idx; 4467 const BYTE *ptr; 4468 4469 element_idx = instanced_elements[j]; 4470 element = &si->elements[element_idx]; 4471 ptr = element->data.addr + element->stride * i; 4472 if (element->data.buffer_object) 4473 ptr += (ULONG_PTR)wined3d_buffer_load_sysmem(state->streams[element->stream_idx].buffer, context); 4474 ops->generic[element->format->emit_idx](element_idx, ptr); 4475 } 4476 4477 if (gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX]) 4478 { 4479 GL_EXTCALL(glDrawElementsBaseVertex(mode, count, idx_type, indices, base_vertex_idx)); 4480 checkGLcall("glDrawElementsBaseVertex"); 4481 } 4482 else 4483 { 4484 gl_info->gl_ops.gl.p_glDrawElements(mode, count, idx_type, indices); 4485 checkGLcall("glDrawElements"); 4486 } 4487 } 4488 } 4489 4490 static const BYTE *software_vertex_blending(struct wined3d_context *context, 4491 const struct wined3d_state *state, const struct wined3d_stream_info *si, 4492 unsigned int element_idx, unsigned int stride_idx, float *result) 4493 { 4494 #define SI_FORMAT(idx) (si->elements[(idx)].format->emit_idx) 4495 #define SI_PTR(idx1, idx2) (si->elements[(idx1)].data.addr + si->elements[(idx1)].stride * (idx2)) 4496 4497 const float *data = (const float *)SI_PTR(element_idx, stride_idx); 4498 float vector[4] = {0.0f, 0.0f, 0.0f, 1.0f}; 4499 float cur_weight, weight_sum = 0.0f; 4500 struct wined3d_matrix m; 4501 const BYTE *blend_index; 4502 const float *weights; 4503 int i, num_weights; 4504 4505 if (element_idx != WINED3D_FFP_POSITION && element_idx != WINED3D_FFP_NORMAL) 4506 return (BYTE *)data; 4507 4508 if (!use_indexed_vertex_blending(state, si) || !use_software_vertex_processing(context->device)) 4509 return (BYTE *)data; 4510 4511 if (!si->elements[WINED3D_FFP_BLENDINDICES].data.addr || 4512 !si->elements[WINED3D_FFP_BLENDWEIGHT].data.addr) 4513 { 4514 FIXME("no blend indices / weights set\n"); 4515 return (BYTE *)data; 4516 } 4517 4518 if (SI_FORMAT(WINED3D_FFP_BLENDINDICES) != WINED3D_FFP_EMIT_UBYTE4) 4519 { 4520 FIXME("unsupported blend index format: %u\n", SI_FORMAT(WINED3D_FFP_BLENDINDICES)); 4521 return (BYTE *)data; 4522 } 4523 4524 /* FIXME: validate weight format */ 4525 switch (state->render_states[WINED3D_RS_VERTEXBLEND]) 4526 { 4527 case WINED3D_VBF_0WEIGHTS: num_weights = 0; break; 4528 case WINED3D_VBF_1WEIGHTS: num_weights = 1; break; 4529 case WINED3D_VBF_2WEIGHTS: num_weights = 2; break; 4530 case WINED3D_VBF_3WEIGHTS: num_weights = 3; break; 4531 default: 4532 FIXME("unsupported vertex blend render state: %u\n", state->render_states[WINED3D_RS_VERTEXBLEND]); 4533 return (BYTE *)data; 4534 } 4535 4536 switch (SI_FORMAT(element_idx)) 4537 { 4538 case WINED3D_FFP_EMIT_FLOAT4: vector[3] = data[3]; 4539 case WINED3D_FFP_EMIT_FLOAT3: vector[2] = data[2]; 4540 case WINED3D_FFP_EMIT_FLOAT2: vector[1] = data[1]; 4541 case WINED3D_FFP_EMIT_FLOAT1: vector[0] = data[0]; break; 4542 default: 4543 FIXME("unsupported value format: %u\n", SI_FORMAT(element_idx)); 4544 return (BYTE *)data; 4545 } 4546 4547 blend_index = SI_PTR(WINED3D_FFP_BLENDINDICES, stride_idx); 4548 weights = (const float *)SI_PTR(WINED3D_FFP_BLENDWEIGHT, stride_idx); 4549 result[0] = result[1] = result[2] = result[3] = 0.0f; 4550 4551 for (i = 0; i < num_weights + 1; i++) 4552 { 4553 cur_weight = (i < num_weights) ? weights[i] : 1.0f - weight_sum; 4554 get_modelview_matrix(context, state, blend_index[i], &m); 4555 4556 if (element_idx == WINED3D_FFP_POSITION) 4557 { 4558 result[0] += cur_weight * (vector[0] * m._11 + vector[1] * m._21 + vector[2] * m._31 + vector[3] * m._41); 4559 result[1] += cur_weight * (vector[0] * m._12 + vector[1] * m._22 + vector[2] * m._32 + vector[3] * m._42); 4560 result[2] += cur_weight * (vector[0] * m._13 + vector[1] * m._23 + vector[2] * m._33 + vector[3] * m._43); 4561 result[3] += cur_weight * (vector[0] * m._14 + vector[1] * m._24 + vector[2] * m._34 + vector[3] * m._44); 4562 } 4563 else 4564 { 4565 if (context->d3d_info->wined3d_creation_flags & WINED3D_LEGACY_FFP_LIGHTING) 4566 invert_matrix_3d(&m, &m); 4567 else 4568 invert_matrix(&m, &m); 4569 4570 /* multiply with transposed M */ 4571 result[0] += cur_weight * (vector[0] * m._11 + vector[1] * m._12 + vector[2] * m._13); 4572 result[1] += cur_weight * (vector[0] * m._21 + vector[1] * m._22 + vector[2] * m._23); 4573 result[2] += cur_weight * (vector[0] * m._31 + vector[1] * m._32 + vector[2] * m._33); 4574 } 4575 4576 weight_sum += weights[i]; 4577 } 4578 4579 #undef SI_FORMAT 4580 #undef SI_PTR 4581 4582 return (BYTE *)result; 4583 } 4584 4585 static unsigned int get_stride_idx(const void *idx_data, unsigned int idx_size, 4586 unsigned int base_vertex_idx, unsigned int start_idx, unsigned int vertex_idx) 4587 { 4588 if (!idx_data) 4589 return start_idx + vertex_idx; 4590 if (idx_size == 2) 4591 return ((const WORD *)idx_data)[start_idx + vertex_idx] + base_vertex_idx; 4592 return ((const DWORD *)idx_data)[start_idx + vertex_idx] + base_vertex_idx; 4593 } 4594 4595 /* Context activation is done by the caller. */ 4596 static void draw_primitive_immediate_mode(struct wined3d_context *context, const struct wined3d_state *state, 4597 const struct wined3d_stream_info *si, const void *idx_data, unsigned int idx_size, 4598 int base_vertex_idx, unsigned int start_idx, unsigned int vertex_count, unsigned int instance_count) 4599 { 4600 const BYTE *position = NULL, *normal = NULL, *diffuse = NULL, *specular = NULL; 4601 const struct wined3d_d3d_info *d3d_info = context->d3d_info; 4602 unsigned int coord_idx, stride_idx, texture_idx, vertex_idx; 4603 const struct wined3d_gl_info *gl_info = context->gl_info; 4604 const struct wined3d_stream_info_element *element; 4605 const BYTE *tex_coords[WINED3DDP_MAXTEXCOORD]; 4606 unsigned int texture_unit, texture_stages; 4607 const struct wined3d_ffp_attrib_ops *ops; 4608 unsigned int untracked_material_count; 4609 unsigned int tex_mask = 0; 4610 BOOL specular_fog = FALSE; 4611 BOOL ps = use_ps(state); 4612 const void *ptr; 4613 float tmp[4]; 4614 4615 static unsigned int once; 4616 4617 if (!once++) 4618 FIXME_(d3d_perf)("Drawing using immediate mode.\n"); 4619 else 4620 WARN_(d3d_perf)("Drawing using immediate mode.\n"); 4621 4622 if (!idx_size && idx_data) 4623 ERR("Non-NULL idx_data with 0 idx_size, this should never happen.\n"); 4624 4625 if (instance_count) 4626 FIXME("Instancing not implemented.\n"); 4627 4628 /* Immediate mode drawing can't make use of indices in a VBO - get the 4629 * data from the index buffer. */ 4630 if (idx_size) 4631 idx_data = wined3d_buffer_load_sysmem(state->index_buffer, context) + state->index_offset; 4632 4633 ops = &d3d_info->ffp_attrib_ops; 4634 4635 gl_info->gl_ops.gl.p_glBegin(state->gl_primitive_type); 4636 4637 if (use_vs(state) || d3d_info->ffp_generic_attributes) 4638 { 4639 for (vertex_idx = 0; vertex_idx < vertex_count; ++vertex_idx) 4640 { 4641 unsigned int use_map = si->use_map; 4642 unsigned int element_idx; 4643 4644 stride_idx = get_stride_idx(idx_data, idx_size, base_vertex_idx, start_idx, vertex_idx); 4645 for (element_idx = MAX_ATTRIBS - 1; use_map; use_map &= ~(1u << element_idx), --element_idx) 4646 { 4647 if (!(use_map & 1u << element_idx)) 4648 continue; 4649 4650 ptr = software_vertex_blending(context, state, si, element_idx, stride_idx, tmp); 4651 ops->generic[si->elements[element_idx].format->emit_idx](element_idx, ptr); 4652 } 4653 } 4654 4655 gl_info->gl_ops.gl.p_glEnd(); 4656 return; 4657 } 4658 4659 if (si->use_map & (1u << WINED3D_FFP_POSITION)) 4660 position = si->elements[WINED3D_FFP_POSITION].data.addr; 4661 4662 if (si->use_map & (1u << WINED3D_FFP_NORMAL)) 4663 normal = si->elements[WINED3D_FFP_NORMAL].data.addr; 4664 else 4665 gl_info->gl_ops.gl.p_glNormal3f(0.0f, 0.0f, 0.0f); 4666 4667 untracked_material_count = context->num_untracked_materials; 4668 if (si->use_map & (1u << WINED3D_FFP_DIFFUSE)) 4669 { 4670 element = &si->elements[WINED3D_FFP_DIFFUSE]; 4671 diffuse = element->data.addr; 4672 4673 if (untracked_material_count && element->format->id != WINED3DFMT_B8G8R8A8_UNORM) 4674 FIXME("Implement diffuse color tracking from %s.\n", debug_d3dformat(element->format->id)); 4675 } 4676 else 4677 { 4678 gl_info->gl_ops.gl.p_glColor4f(1.0f, 1.0f, 1.0f, 1.0f); 4679 } 4680 4681 if (si->use_map & (1u << WINED3D_FFP_SPECULAR)) 4682 { 4683 element = &si->elements[WINED3D_FFP_SPECULAR]; 4684 specular = element->data.addr; 4685 4686 /* Special case where the fog density is stored in the specular alpha channel. */ 4687 if (state->render_states[WINED3D_RS_FOGENABLE] 4688 && (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE 4689 || si->elements[WINED3D_FFP_POSITION].format->id == WINED3DFMT_R32G32B32A32_FLOAT) 4690 && state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE) 4691 { 4692 if (gl_info->supported[EXT_FOG_COORD]) 4693 { 4694 if (element->format->id == WINED3DFMT_B8G8R8A8_UNORM) 4695 specular_fog = TRUE; 4696 else 4697 FIXME("Implement fog coordinates from %s.\n", debug_d3dformat(element->format->id)); 4698 } 4699 else 4700 { 4701 static unsigned int once; 4702 4703 if (!once++) 4704 FIXME("Implement fog for transformed vertices in software.\n"); 4705 } 4706 } 4707 } 4708 else if (gl_info->supported[EXT_SECONDARY_COLOR]) 4709 { 4710 GL_EXTCALL(glSecondaryColor3fEXT)(0.0f, 0.0f, 0.0f); 4711 } 4712 4713 texture_stages = d3d_info->limits.ffp_blend_stages; 4714 for (texture_idx = 0; texture_idx < texture_stages; ++texture_idx) 4715 { 4716 if (!gl_info->supported[ARB_MULTITEXTURE] && texture_idx > 0) 4717 { 4718 FIXME("Program using multiple concurrent textures which this OpenGL implementation doesn't support.\n"); 4719 continue; 4720 } 4721 4722 if (!ps && !state->textures[texture_idx]) 4723 continue; 4724 4725 texture_unit = context->tex_unit_map[texture_idx]; 4726 if (texture_unit == WINED3D_UNMAPPED_STAGE) 4727 continue; 4728 4729 coord_idx = state->texture_states[texture_idx][WINED3D_TSS_TEXCOORD_INDEX]; 4730 if (coord_idx > 7) 4731 { 4732 TRACE("Skipping generated coordinates (%#x) for texture %u.\n", coord_idx, texture_idx); 4733 continue; 4734 } 4735 4736 if (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx))) 4737 { 4738 tex_coords[coord_idx] = si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx].data.addr; 4739 tex_mask |= (1u << texture_idx); 4740 } 4741 else 4742 { 4743 TRACE("Setting default coordinates for texture %u.\n", texture_idx); 4744 if (gl_info->supported[ARB_MULTITEXTURE]) 4745 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + texture_unit, 0.0f, 0.0f, 0.0f, 1.0f)); 4746 else 4747 gl_info->gl_ops.gl.p_glTexCoord4f(0.0f, 0.0f, 0.0f, 1.0f); 4748 } 4749 } 4750 4751 /* Blending data and point sizes are not supported by this function. They 4752 * are not supported by the fixed function pipeline at all. A FIXME for 4753 * them is printed after decoding the vertex declaration. */ 4754 for (vertex_idx = 0; vertex_idx < vertex_count; ++vertex_idx) 4755 { 4756 unsigned int tmp_tex_mask; 4757 4758 stride_idx = get_stride_idx(idx_data, idx_size, base_vertex_idx, start_idx, vertex_idx); 4759 4760 if (normal) 4761 { 4762 ptr = software_vertex_blending(context, state, si, WINED3D_FFP_NORMAL, stride_idx, tmp); 4763 ops->normal[si->elements[WINED3D_FFP_NORMAL].format->emit_idx](ptr); 4764 } 4765 4766 if (diffuse) 4767 { 4768 ptr = diffuse + stride_idx * si->elements[WINED3D_FFP_DIFFUSE].stride; 4769 ops->diffuse[si->elements[WINED3D_FFP_DIFFUSE].format->emit_idx](ptr); 4770 4771 if (untracked_material_count) 4772 { 4773 struct wined3d_color color; 4774 unsigned int i; 4775 4776 wined3d_color_from_d3dcolor(&color, *(const DWORD *)ptr); 4777 for (i = 0; i < untracked_material_count; ++i) 4778 { 4779 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, context->untracked_materials[i], &color.r); 4780 } 4781 } 4782 } 4783 4784 if (specular) 4785 { 4786 ptr = specular + stride_idx * si->elements[WINED3D_FFP_SPECULAR].stride; 4787 ops->specular[si->elements[WINED3D_FFP_SPECULAR].format->emit_idx](ptr); 4788 4789 if (specular_fog) 4790 GL_EXTCALL(glFogCoordfEXT((float)(*(const DWORD *)ptr >> 24))); 4791 } 4792 4793 tmp_tex_mask = tex_mask; 4794 for (texture_idx = 0; tmp_tex_mask; tmp_tex_mask >>= 1, ++texture_idx) 4795 { 4796 if (!(tmp_tex_mask & 1)) 4797 continue; 4798 4799 coord_idx = state->texture_states[texture_idx][WINED3D_TSS_TEXCOORD_INDEX]; 4800 ptr = tex_coords[coord_idx] + (stride_idx * si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx].stride); 4801 ops->texcoord[si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx].format->emit_idx]( 4802 GL_TEXTURE0_ARB + context->tex_unit_map[texture_idx], ptr); 4803 } 4804 4805 if (position) 4806 { 4807 ptr = software_vertex_blending(context, state, si, WINED3D_FFP_POSITION, stride_idx, tmp); 4808 ops->position[si->elements[WINED3D_FFP_POSITION].format->emit_idx](ptr); 4809 } 4810 } 4811 4812 gl_info->gl_ops.gl.p_glEnd(); 4813 checkGLcall("draw immediate mode"); 4814 } 4815 4816 static void draw_indirect(struct wined3d_context *context, const struct wined3d_state *state, 4817 const struct wined3d_indirect_draw_parameters *parameters, unsigned int idx_size) 4818 { 4819 const struct wined3d_gl_info *gl_info = context->gl_info; 4820 struct wined3d_buffer *buffer = parameters->buffer; 4821 const void *offset; 4822 4823 if (!gl_info->supported[ARB_DRAW_INDIRECT]) 4824 { 4825 FIXME("OpenGL implementation does not support indirect draws.\n"); 4826 return; 4827 } 4828 4829 GL_EXTCALL(glBindBuffer(GL_DRAW_INDIRECT_BUFFER, buffer->buffer_object)); 4830 4831 offset = (void *)(GLintptr)parameters->offset; 4832 if (idx_size) 4833 { 4834 GLenum idx_type = idx_size == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT; 4835 if (state->index_offset) 4836 FIXME("Ignoring index offset %u.\n", state->index_offset); 4837 GL_EXTCALL(glDrawElementsIndirect(state->gl_primitive_type, idx_type, offset)); 4838 } 4839 else 4840 { 4841 GL_EXTCALL(glDrawArraysIndirect(state->gl_primitive_type, offset)); 4842 } 4843 4844 GL_EXTCALL(glBindBuffer(GL_DRAW_INDIRECT_BUFFER, 0)); 4845 4846 checkGLcall("draw indirect"); 4847 } 4848 4849 static void remove_vbos(struct wined3d_context *context, 4850 const struct wined3d_state *state, struct wined3d_stream_info *s) 4851 { 4852 unsigned int i; 4853 4854 for (i = 0; i < ARRAY_SIZE(s->elements); ++i) 4855 { 4856 struct wined3d_stream_info_element *e; 4857 4858 if (!(s->use_map & (1u << i))) 4859 continue; 4860 4861 e = &s->elements[i]; 4862 if (e->data.buffer_object) 4863 { 4864 struct wined3d_buffer *vb = state->streams[e->stream_idx].buffer; 4865 e->data.buffer_object = 0; 4866 e->data.addr += (ULONG_PTR)wined3d_buffer_load_sysmem(vb, context); 4867 } 4868 } 4869 } 4870 4871 static GLenum gl_tfb_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type) 4872 { 4873 GLenum gl_primitive_type = gl_primitive_type_from_d3d(primitive_type); 4874 switch (gl_primitive_type) 4875 { 4876 case GL_POINTS: 4877 return GL_POINTS; 4878 4879 case GL_LINE_STRIP: 4880 case GL_LINE_STRIP_ADJACENCY: 4881 case GL_LINES_ADJACENCY: 4882 case GL_LINES: 4883 return GL_LINES; 4884 4885 case GL_TRIANGLE_FAN: 4886 case GL_TRIANGLE_STRIP: 4887 case GL_TRIANGLE_STRIP_ADJACENCY: 4888 case GL_TRIANGLES_ADJACENCY: 4889 case GL_TRIANGLES: 4890 return GL_TRIANGLES; 4891 4892 default: 4893 return gl_primitive_type; 4894 } 4895 } 4896 4897 /* Routine common to the draw primitive and draw indexed primitive routines */ 4898 void draw_primitive(struct wined3d_device *device, const struct wined3d_state *state, 4899 const struct wined3d_draw_parameters *parameters) 4900 { 4901 BOOL emulation = FALSE, rasterizer_discard = FALSE; 4902 const struct wined3d_fb_state *fb = state->fb; 4903 const struct wined3d_stream_info *stream_info; 4904 struct wined3d_rendertarget_view *dsv, *rtv; 4905 struct wined3d_stream_info si_emulated; 4906 struct wined3d_fence *ib_fence = NULL; 4907 const struct wined3d_gl_info *gl_info; 4908 struct wined3d_context *context; 4909 unsigned int i, idx_size = 0; 4910 const void *idx_data = NULL; 4911 4912 if (!parameters->indirect && !parameters->u.direct.index_count) 4913 return; 4914 4915 if (!(rtv = fb->render_targets[0])) 4916 rtv = fb->depth_stencil; 4917 if (rtv) 4918 context = context_acquire(device, wined3d_texture_from_resource(rtv->resource), rtv->sub_resource_idx); 4919 else 4920 context = context_acquire(device, NULL, 0); 4921 if (!context->valid) 4922 { 4923 context_release(context); 4924 WARN("Invalid context, skipping draw.\n"); 4925 return; 4926 } 4927 gl_info = context->gl_info; 4928 4929 if (!use_transform_feedback(state)) 4930 context_pause_transform_feedback(context, TRUE); 4931 4932 for (i = 0; i < gl_info->limits.buffers; ++i) 4933 { 4934 if (!(rtv = fb->render_targets[i]) || rtv->format->id == WINED3DFMT_NULL) 4935 continue; 4936 4937 if (state->render_states[WINED3D_RS_COLORWRITE(i)]) 4938 { 4939 wined3d_rendertarget_view_load_location(rtv, context, rtv->resource->draw_binding); 4940 wined3d_rendertarget_view_invalidate_location(rtv, ~rtv->resource->draw_binding); 4941 } 4942 else 4943 { 4944 wined3d_rendertarget_view_prepare_location(rtv, context, rtv->resource->draw_binding); 4945 } 4946 } 4947 4948 if ((dsv = fb->depth_stencil)) 4949 { 4950 /* Note that this depends on the context_acquire() call above to set 4951 * context->render_offscreen properly. We don't currently take the 4952 * Z-compare function into account, but we could skip loading the 4953 * depthstencil for D3DCMP_NEVER and D3DCMP_ALWAYS as well. Also note 4954 * that we never copy the stencil data.*/ 4955 DWORD location = context->render_offscreen ? dsv->resource->draw_binding : WINED3D_LOCATION_DRAWABLE; 4956 4957 if (state->render_states[WINED3D_RS_ZWRITEENABLE] || state->render_states[WINED3D_RS_ZENABLE]) 4958 wined3d_rendertarget_view_load_location(dsv, context, location); 4959 else 4960 wined3d_rendertarget_view_prepare_location(dsv, context, location); 4961 } 4962 4963 if (parameters->indirect) 4964 wined3d_buffer_load(parameters->u.indirect.buffer, context, state); 4965 4966 if (!context_apply_draw_state(context, device, state)) 4967 { 4968 context_release(context); 4969 WARN("Unable to apply draw state, skipping draw.\n"); 4970 return; 4971 } 4972 4973 if (dsv && state->render_states[WINED3D_RS_ZWRITEENABLE]) 4974 { 4975 DWORD location = context->render_offscreen ? dsv->resource->draw_binding : WINED3D_LOCATION_DRAWABLE; 4976 4977 wined3d_rendertarget_view_validate_location(dsv, location); 4978 wined3d_rendertarget_view_invalidate_location(dsv, ~location); 4979 } 4980 4981 stream_info = &context->stream_info; 4982 4983 if (parameters->indexed) 4984 { 4985 struct wined3d_buffer *index_buffer = state->index_buffer; 4986 if (!index_buffer->buffer_object || !stream_info->all_vbo) 4987 { 4988 idx_data = index_buffer->resource.heap_memory; 4989 } 4990 else 4991 { 4992 ib_fence = index_buffer->fence; 4993 idx_data = NULL; 4994 } 4995 idx_data = (const BYTE *)idx_data + state->index_offset; 4996 4997 if (state->index_format == WINED3DFMT_R16_UINT) 4998 idx_size = 2; 4999 else 5000 idx_size = 4; 5001 } 5002 5003 if (!use_vs(state)) 5004 { 5005 if (!stream_info->position_transformed && context->num_untracked_materials 5006 && state->render_states[WINED3D_RS_LIGHTING]) 5007 { 5008 static BOOL warned; 5009 5010 if (!warned++) 5011 FIXME("Using software emulation because not all material properties could be tracked.\n"); 5012 else 5013 WARN_(d3d_perf)("Using software emulation because not all material properties could be tracked.\n"); 5014 emulation = TRUE; 5015 } 5016 else if (context->fog_coord && state->render_states[WINED3D_RS_FOGENABLE]) 5017 { 5018 static BOOL warned; 5019 5020 /* Either write a pipeline replacement shader or convert the 5021 * specular alpha from unsigned byte to a float in the vertex 5022 * buffer. */ 5023 if (!warned++) 5024 FIXME("Using software emulation because manual fog coordinates are provided.\n"); 5025 else 5026 WARN_(d3d_perf)("Using software emulation because manual fog coordinates are provided.\n"); 5027 emulation = TRUE; 5028 } 5029 else if (use_indexed_vertex_blending(state, stream_info) && use_software_vertex_processing(context->device)) 5030 { 5031 WARN_(d3d_perf)("Using software emulation because application requested SVP.\n"); 5032 emulation = TRUE; 5033 } 5034 5035 if (emulation) 5036 { 5037 si_emulated = context->stream_info; 5038 remove_vbos(context, state, &si_emulated); 5039 stream_info = &si_emulated; 5040 } 5041 } 5042 5043 if (use_transform_feedback(state)) 5044 { 5045 const struct wined3d_shader *shader = state->shader[WINED3D_SHADER_TYPE_GEOMETRY]; 5046 5047 if (is_rasterization_disabled(shader)) 5048 { 5049 glEnable(GL_RASTERIZER_DISCARD); 5050 checkGLcall("enable rasterizer discard"); 5051 rasterizer_discard = TRUE; 5052 } 5053 5054 if (context->transform_feedback_paused) 5055 { 5056 GL_EXTCALL(glResumeTransformFeedback()); 5057 checkGLcall("glResumeTransformFeedback"); 5058 context->transform_feedback_paused = 0; 5059 } 5060 else if (!context->transform_feedback_active) 5061 { 5062 enum wined3d_primitive_type primitive_type = shader->u.gs.output_type 5063 ? shader->u.gs.output_type : d3d_primitive_type_from_gl(state->gl_primitive_type); 5064 GLenum mode = gl_tfb_primitive_type_from_d3d(primitive_type); 5065 GL_EXTCALL(glBeginTransformFeedback(mode)); 5066 checkGLcall("glBeginTransformFeedback"); 5067 context->transform_feedback_active = 1; 5068 } 5069 } 5070 5071 if (state->gl_primitive_type == GL_PATCHES) 5072 { 5073 GL_EXTCALL(glPatchParameteri(GL_PATCH_VERTICES, state->gl_patch_vertices)); 5074 checkGLcall("glPatchParameteri"); 5075 } 5076 5077 if (parameters->indirect) 5078 { 5079 if (!context->use_immediate_mode_draw && !emulation) 5080 draw_indirect(context, state, ¶meters->u.indirect, idx_size); 5081 else 5082 FIXME("Indirect draws with immediate mode/emulation are not supported.\n"); 5083 } 5084 else 5085 { 5086 unsigned int instance_count = parameters->u.direct.instance_count; 5087 if (context->instance_count) 5088 instance_count = context->instance_count; 5089 5090 if (context->use_immediate_mode_draw || emulation) 5091 draw_primitive_immediate_mode(context, state, stream_info, idx_data, 5092 idx_size, parameters->u.direct.base_vertex_idx, 5093 parameters->u.direct.start_idx, parameters->u.direct.index_count, instance_count); 5094 else 5095 draw_primitive_arrays(context, state, idx_data, idx_size, parameters->u.direct.base_vertex_idx, 5096 parameters->u.direct.start_idx, parameters->u.direct.index_count, 5097 parameters->u.direct.start_instance, instance_count); 5098 } 5099 5100 if (context->uses_uavs) 5101 { 5102 GL_EXTCALL(glMemoryBarrier(GL_ALL_BARRIER_BITS)); 5103 checkGLcall("glMemoryBarrier"); 5104 } 5105 5106 context_pause_transform_feedback(context, FALSE); 5107 5108 if (rasterizer_discard) 5109 { 5110 glDisable(GL_RASTERIZER_DISCARD); 5111 checkGLcall("disable rasterizer discard"); 5112 } 5113 5114 if (ib_fence) 5115 wined3d_fence_issue(ib_fence, device); 5116 for (i = 0; i < context->buffer_fence_count; ++i) 5117 wined3d_fence_issue(context->buffer_fences[i], device); 5118 5119 context_release(context); 5120 } 5121 5122 void context_unload_tex_coords(const struct wined3d_context *context) 5123 { 5124 const struct wined3d_gl_info *gl_info = context->gl_info; 5125 unsigned int texture_idx; 5126 5127 for (texture_idx = 0; texture_idx < gl_info->limits.texture_coords; ++texture_idx) 5128 { 5129 gl_info->gl_ops.ext.p_glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx); 5130 gl_info->gl_ops.gl.p_glDisableClientState(GL_TEXTURE_COORD_ARRAY); 5131 } 5132 } 5133 5134 void context_load_tex_coords(const struct wined3d_context *context, const struct wined3d_stream_info *si, 5135 GLuint *current_bo, const struct wined3d_state *state) 5136 { 5137 const struct wined3d_gl_info *gl_info = context->gl_info; 5138 unsigned int mapped_stage = 0; 5139 unsigned int texture_idx; 5140 5141 for (texture_idx = 0; texture_idx < context->d3d_info->limits.ffp_blend_stages; ++texture_idx) 5142 { 5143 unsigned int coord_idx = state->texture_states[texture_idx][WINED3D_TSS_TEXCOORD_INDEX]; 5144 5145 if ((mapped_stage = context->tex_unit_map[texture_idx]) == WINED3D_UNMAPPED_STAGE) 5146 continue; 5147 5148 if (mapped_stage >= gl_info->limits.texture_coords) 5149 { 5150 FIXME("Attempted to load unsupported texture coordinate %u.\n", mapped_stage); 5151 continue; 5152 } 5153 5154 if (coord_idx < MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx)))) 5155 { 5156 const struct wined3d_stream_info_element *e = &si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx]; 5157 5158 TRACE("Setting up texture %u, idx %d, coord_idx %u, data {%#x:%p}.\n", 5159 texture_idx, mapped_stage, coord_idx, e->data.buffer_object, e->data.addr); 5160 5161 if (*current_bo != e->data.buffer_object) 5162 { 5163 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, e->data.buffer_object)); 5164 checkGLcall("glBindBuffer"); 5165 *current_bo = e->data.buffer_object; 5166 } 5167 5168 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage)); 5169 checkGLcall("glClientActiveTextureARB"); 5170 5171 /* The coords to supply depend completely on the fvf/vertex shader. */ 5172 gl_info->gl_ops.gl.p_glTexCoordPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride, 5173 e->data.addr + state->load_base_vertex_index * e->stride); 5174 gl_info->gl_ops.gl.p_glEnableClientState(GL_TEXTURE_COORD_ARRAY); 5175 } 5176 else 5177 { 5178 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1)); 5179 } 5180 } 5181 if (gl_info->supported[NV_REGISTER_COMBINERS]) 5182 { 5183 /* The number of the mapped stages increases monotonically, so it's fine to use the last used one. */ 5184 for (texture_idx = mapped_stage + 1; texture_idx < gl_info->limits.textures; ++texture_idx) 5185 { 5186 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + texture_idx, 0, 0, 0, 1)); 5187 } 5188 } 5189 5190 checkGLcall("loadTexCoords"); 5191 } 5192 5193 /* This should match any arrays loaded in context_load_vertex_data(). */ 5194 static void context_unload_vertex_data(struct wined3d_context *context) 5195 { 5196 const struct wined3d_gl_info *gl_info = context->gl_info; 5197 5198 if (!context->namedArraysLoaded) 5199 return; 5200 gl_info->gl_ops.gl.p_glDisableClientState(GL_VERTEX_ARRAY); 5201 gl_info->gl_ops.gl.p_glDisableClientState(GL_NORMAL_ARRAY); 5202 gl_info->gl_ops.gl.p_glDisableClientState(GL_COLOR_ARRAY); 5203 if (gl_info->supported[EXT_SECONDARY_COLOR]) 5204 gl_info->gl_ops.gl.p_glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT); 5205 context_unload_tex_coords(context); 5206 context->namedArraysLoaded = FALSE; 5207 } 5208 5209 static void context_load_vertex_data(struct wined3d_context *context, 5210 const struct wined3d_stream_info *si, const struct wined3d_state *state) 5211 { 5212 const struct wined3d_gl_info *gl_info = context->gl_info; 5213 const struct wined3d_stream_info_element *e; 5214 GLuint current_bo; 5215 5216 TRACE("context %p, si %p, state %p.\n", context, si, state); 5217 5218 /* This is used for the fixed-function pipeline only, and the 5219 * fixed-function pipeline doesn't do instancing. */ 5220 context->instance_count = 0; 5221 current_bo = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0u : 0; 5222 5223 /* Blend data */ 5224 if ((si->use_map & (1u << WINED3D_FFP_BLENDWEIGHT)) 5225 || si->use_map & (1u << WINED3D_FFP_BLENDINDICES)) 5226 { 5227 /* TODO: Support vertex blending in immediate mode draws. No need to 5228 * write a FIXME here, this is done after the general vertex 5229 * declaration decoding. */ 5230 WARN("Vertex blending not supported.\n"); 5231 } 5232 5233 /* Point Size */ 5234 if (si->use_map & (1u << WINED3D_FFP_PSIZE)) 5235 { 5236 /* No such functionality in the fixed-function GL pipeline. */ 5237 WARN("Per-vertex point size not supported.\n"); 5238 } 5239 5240 /* Position */ 5241 if (si->use_map & (1u << WINED3D_FFP_POSITION)) 5242 { 5243 e = &si->elements[WINED3D_FFP_POSITION]; 5244 5245 if (current_bo != e->data.buffer_object) 5246 { 5247 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, e->data.buffer_object)); 5248 checkGLcall("glBindBuffer"); 5249 current_bo = e->data.buffer_object; 5250 } 5251 5252 TRACE("glVertexPointer(%#x, %#x, %#x, %p);\n", 5253 e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride, 5254 e->data.addr + state->load_base_vertex_index * e->stride); 5255 gl_info->gl_ops.gl.p_glVertexPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride, 5256 e->data.addr + state->load_base_vertex_index * e->stride); 5257 checkGLcall("glVertexPointer(...)"); 5258 gl_info->gl_ops.gl.p_glEnableClientState(GL_VERTEX_ARRAY); 5259 checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)"); 5260 } 5261 5262 /* Normals */ 5263 if (si->use_map & (1u << WINED3D_FFP_NORMAL)) 5264 { 5265 e = &si->elements[WINED3D_FFP_NORMAL]; 5266 5267 if (current_bo != e->data.buffer_object) 5268 { 5269 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, e->data.buffer_object)); 5270 checkGLcall("glBindBuffer"); 5271 current_bo = e->data.buffer_object; 5272 } 5273 5274 TRACE("glNormalPointer(%#x, %#x, %p);\n", e->format->gl_vtx_type, e->stride, 5275 e->data.addr + state->load_base_vertex_index * e->stride); 5276 gl_info->gl_ops.gl.p_glNormalPointer(e->format->gl_vtx_type, e->stride, 5277 e->data.addr + state->load_base_vertex_index * e->stride); 5278 checkGLcall("glNormalPointer(...)"); 5279 gl_info->gl_ops.gl.p_glEnableClientState(GL_NORMAL_ARRAY); 5280 checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)"); 5281 5282 } 5283 else 5284 { 5285 gl_info->gl_ops.gl.p_glNormal3f(0, 0, 0); 5286 checkGLcall("glNormal3f(0, 0, 0)"); 5287 } 5288 5289 /* Diffuse colour */ 5290 if (si->use_map & (1u << WINED3D_FFP_DIFFUSE)) 5291 { 5292 e = &si->elements[WINED3D_FFP_DIFFUSE]; 5293 5294 if (current_bo != e->data.buffer_object) 5295 { 5296 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, e->data.buffer_object)); 5297 checkGLcall("glBindBuffer"); 5298 current_bo = e->data.buffer_object; 5299 } 5300 5301 TRACE("glColorPointer(%#x, %#x %#x, %p);\n", 5302 e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride, 5303 e->data.addr + state->load_base_vertex_index * e->stride); 5304 gl_info->gl_ops.gl.p_glColorPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride, 5305 e->data.addr + state->load_base_vertex_index * e->stride); 5306 checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)"); 5307 gl_info->gl_ops.gl.p_glEnableClientState(GL_COLOR_ARRAY); 5308 checkGLcall("glEnableClientState(GL_COLOR_ARRAY)"); 5309 5310 } 5311 else 5312 { 5313 gl_info->gl_ops.gl.p_glColor4f(1.0f, 1.0f, 1.0f, 1.0f); 5314 checkGLcall("glColor4f(1, 1, 1, 1)"); 5315 } 5316 5317 /* Specular colour */ 5318 if (si->use_map & (1u << WINED3D_FFP_SPECULAR)) 5319 { 5320 TRACE("Setting specular colour.\n"); 5321 5322 e = &si->elements[WINED3D_FFP_SPECULAR]; 5323 5324 if (gl_info->supported[EXT_SECONDARY_COLOR]) 5325 { 5326 GLenum type = e->format->gl_vtx_type; 5327 GLint format = e->format->gl_vtx_format; 5328 5329 if (current_bo != e->data.buffer_object) 5330 { 5331 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, e->data.buffer_object)); 5332 checkGLcall("glBindBuffer"); 5333 current_bo = e->data.buffer_object; 5334 } 5335 5336 if (format != 4 || (gl_info->quirks & WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA)) 5337 { 5338 /* Usually specular colors only allow 3 components, since they have no alpha. In D3D, the specular alpha 5339 * contains the fog coordinate, which is passed to GL with GL_EXT_fog_coord. However, the fixed function 5340 * vertex pipeline can pass the specular alpha through, and pixel shaders can read it. So it GL accepts 5341 * 4 component secondary colors use it 5342 */ 5343 TRACE("glSecondaryColorPointer(%#x, %#x, %#x, %p);\n", format, type, e->stride, 5344 e->data.addr + state->load_base_vertex_index * e->stride); 5345 GL_EXTCALL(glSecondaryColorPointerEXT(format, type, e->stride, 5346 e->data.addr + state->load_base_vertex_index * e->stride)); 5347 checkGLcall("glSecondaryColorPointerEXT(format, type, ...)"); 5348 } 5349 else 5350 { 5351 switch (type) 5352 { 5353 case GL_UNSIGNED_BYTE: 5354 TRACE("glSecondaryColorPointer(3, GL_UNSIGNED_BYTE, %#x, %p);\n", e->stride, 5355 e->data.addr + state->load_base_vertex_index * e->stride); 5356 GL_EXTCALL(glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, e->stride, 5357 e->data.addr + state->load_base_vertex_index * e->stride)); 5358 checkGLcall("glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, ...)"); 5359 break; 5360 5361 default: 5362 FIXME("Add 4 component specular colour pointers for type %#x.\n", type); 5363 /* Make sure that the right colour component is dropped. */ 5364 TRACE("glSecondaryColorPointer(3, %#x, %#x, %p);\n", type, e->stride, 5365 e->data.addr + state->load_base_vertex_index * e->stride); 5366 GL_EXTCALL(glSecondaryColorPointerEXT(3, type, e->stride, 5367 e->data.addr + state->load_base_vertex_index * e->stride)); 5368 checkGLcall("glSecondaryColorPointerEXT(3, type, ...)"); 5369 } 5370 } 5371 gl_info->gl_ops.gl.p_glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT); 5372 checkGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)"); 5373 } 5374 else 5375 { 5376 WARN("Specular colour is not supported in this GL implementation.\n"); 5377 } 5378 } 5379 else 5380 { 5381 if (gl_info->supported[EXT_SECONDARY_COLOR]) 5382 { 5383 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0); 5384 checkGLcall("glSecondaryColor3fEXT(0, 0, 0)"); 5385 } 5386 else 5387 { 5388 WARN("Specular colour is not supported in this GL implementation.\n"); 5389 } 5390 } 5391 5392 /* Texture coordinates */ 5393 context_load_tex_coords(context, si, ¤t_bo, state); 5394 } 5395 5396 static void context_unload_numbered_array(struct wined3d_context *context, unsigned int i) 5397 { 5398 const struct wined3d_gl_info *gl_info = context->gl_info; 5399 5400 GL_EXTCALL(glDisableVertexAttribArray(i)); 5401 checkGLcall("glDisableVertexAttribArray"); 5402 if (gl_info->supported[ARB_INSTANCED_ARRAYS]) 5403 GL_EXTCALL(glVertexAttribDivisor(i, 0)); 5404 5405 context->numbered_array_mask &= ~(1u << i); 5406 } 5407 5408 static void context_unload_numbered_arrays(struct wined3d_context *context) 5409 { 5410 unsigned int i; 5411 5412 while (context->numbered_array_mask) 5413 { 5414 i = wined3d_bit_scan(&context->numbered_array_mask); 5415 context_unload_numbered_array(context, i); 5416 } 5417 } 5418 5419 static void context_load_numbered_arrays(struct wined3d_context *context, 5420 const struct wined3d_stream_info *stream_info, const struct wined3d_state *state) 5421 { 5422 const struct wined3d_shader *vs = state->shader[WINED3D_SHADER_TYPE_VERTEX]; 5423 const struct wined3d_gl_info *gl_info = context->gl_info; 5424 GLuint current_bo; 5425 unsigned int i; 5426 5427 /* Default to no instancing. */ 5428 context->instance_count = 0; 5429 current_bo = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0u : 0; 5430 5431 for (i = 0; i < MAX_ATTRIBS; ++i) 5432 { 5433 const struct wined3d_stream_info_element *element = &stream_info->elements[i]; 5434 const struct wined3d_stream_state *stream; 5435 5436 if (!(stream_info->use_map & (1u << i))) 5437 { 5438 if (context->numbered_array_mask & (1u << i)) 5439 context_unload_numbered_array(context, i); 5440 if (!use_vs(state) && i == WINED3D_FFP_DIFFUSE) 5441 GL_EXTCALL(glVertexAttrib4f(i, 1.0f, 1.0f, 1.0f, 1.0f)); 5442 else 5443 GL_EXTCALL(glVertexAttrib4f(i, 0.0f, 0.0f, 0.0f, 0.0f)); 5444 continue; 5445 } 5446 5447 stream = &state->streams[element->stream_idx]; 5448 5449 if ((stream->flags & WINED3DSTREAMSOURCE_INSTANCEDATA) && !context->instance_count) 5450 context->instance_count = state->streams[0].frequency ? state->streams[0].frequency : 1; 5451 5452 if (gl_info->supported[ARB_INSTANCED_ARRAYS]) 5453 { 5454 GL_EXTCALL(glVertexAttribDivisor(i, element->divisor)); 5455 } 5456 else if (element->divisor) 5457 { 5458 /* Unload instanced arrays, they will be loaded using immediate 5459 * mode instead. */ 5460 if (context->numbered_array_mask & (1u << i)) 5461 context_unload_numbered_array(context, i); 5462 continue; 5463 } 5464 5465 TRACE("Loading array %u [VBO=%u].\n", i, element->data.buffer_object); 5466 5467 if (element->stride) 5468 { 5469 if (current_bo != element->data.buffer_object) 5470 { 5471 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, element->data.buffer_object)); 5472 checkGLcall("glBindBuffer"); 5473 current_bo = element->data.buffer_object; 5474 } 5475 /* Use the VBO to find out if a vertex buffer exists, not the vb 5476 * pointer. vb can point to a user pointer data blob. In that case 5477 * current_bo will be 0. If there is a vertex buffer but no vbo we 5478 * won't be load converted attributes anyway. */ 5479 if (vs && vs->reg_maps.shader_version.major >= 4 5480 && (element->format->flags[WINED3D_GL_RES_TYPE_BUFFER] & WINED3DFMT_FLAG_INTEGER)) 5481 { 5482 GL_EXTCALL(glVertexAttribIPointer(i, element->format->gl_vtx_format, element->format->gl_vtx_type, 5483 element->stride, element->data.addr + state->load_base_vertex_index * element->stride)); 5484 } 5485 else 5486 { 5487 GL_EXTCALL(glVertexAttribPointer(i, element->format->gl_vtx_format, element->format->gl_vtx_type, 5488 element->format->gl_normalized, element->stride, 5489 element->data.addr + state->load_base_vertex_index * element->stride)); 5490 } 5491 5492 if (!(context->numbered_array_mask & (1u << i))) 5493 { 5494 GL_EXTCALL(glEnableVertexAttribArray(i)); 5495 context->numbered_array_mask |= (1u << i); 5496 } 5497 } 5498 else 5499 { 5500 /* Stride = 0 means always the same values. 5501 * glVertexAttribPointer() doesn't do that. Instead disable the 5502 * pointer and set up the attribute statically. But we have to 5503 * figure out the system memory address. */ 5504 const BYTE *ptr = element->data.addr; 5505 if (element->data.buffer_object) 5506 ptr += (ULONG_PTR)wined3d_buffer_load_sysmem(stream->buffer, context); 5507 5508 if (context->numbered_array_mask & (1u << i)) 5509 context_unload_numbered_array(context, i); 5510 5511 switch (element->format->id) 5512 { 5513 case WINED3DFMT_R32_FLOAT: 5514 GL_EXTCALL(glVertexAttrib1fv(i, (const GLfloat *)ptr)); 5515 break; 5516 case WINED3DFMT_R32G32_FLOAT: 5517 GL_EXTCALL(glVertexAttrib2fv(i, (const GLfloat *)ptr)); 5518 break; 5519 case WINED3DFMT_R32G32B32_FLOAT: 5520 GL_EXTCALL(glVertexAttrib3fv(i, (const GLfloat *)ptr)); 5521 break; 5522 case WINED3DFMT_R32G32B32A32_FLOAT: 5523 GL_EXTCALL(glVertexAttrib4fv(i, (const GLfloat *)ptr)); 5524 break; 5525 case WINED3DFMT_R8G8B8A8_UINT: 5526 GL_EXTCALL(glVertexAttrib4ubv(i, ptr)); 5527 break; 5528 case WINED3DFMT_B8G8R8A8_UNORM: 5529 if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA]) 5530 { 5531 const DWORD *src = (const DWORD *)ptr; 5532 DWORD c = *src & 0xff00ff00u; 5533 c |= (*src & 0xff0000u) >> 16; 5534 c |= (*src & 0xffu) << 16; 5535 GL_EXTCALL(glVertexAttrib4Nubv(i, (GLubyte *)&c)); 5536 break; 5537 } 5538 /* else fallthrough */ 5539 case WINED3DFMT_R8G8B8A8_UNORM: 5540 GL_EXTCALL(glVertexAttrib4Nubv(i, ptr)); 5541 break; 5542 case WINED3DFMT_R16G16_SINT: 5543 GL_EXTCALL(glVertexAttrib2sv(i, (const GLshort *)ptr)); 5544 break; 5545 case WINED3DFMT_R16G16B16A16_SINT: 5546 GL_EXTCALL(glVertexAttrib4sv(i, (const GLshort *)ptr)); 5547 break; 5548 case WINED3DFMT_R16G16_SNORM: 5549 { 5550 const GLshort s[4] = {((const GLshort *)ptr)[0], ((const GLshort *)ptr)[1], 0, 1}; 5551 GL_EXTCALL(glVertexAttrib4Nsv(i, s)); 5552 break; 5553 } 5554 case WINED3DFMT_R16G16_UNORM: 5555 { 5556 const GLushort s[4] = {((const GLushort *)ptr)[0], ((const GLushort *)ptr)[1], 0, 1}; 5557 GL_EXTCALL(glVertexAttrib4Nusv(i, s)); 5558 break; 5559 } 5560 case WINED3DFMT_R16G16B16A16_SNORM: 5561 GL_EXTCALL(glVertexAttrib4Nsv(i, (const GLshort *)ptr)); 5562 break; 5563 case WINED3DFMT_R16G16B16A16_UNORM: 5564 GL_EXTCALL(glVertexAttrib4Nusv(i, (const GLushort *)ptr)); 5565 break; 5566 case WINED3DFMT_R10G10B10X2_UINT: 5567 FIXME("Unsure about WINED3DDECLTYPE_UDEC3.\n"); 5568 /*glVertexAttrib3usvARB(i, (const GLushort *)ptr); Does not exist */ 5569 break; 5570 case WINED3DFMT_R10G10B10X2_SNORM: 5571 FIXME("Unsure about WINED3DDECLTYPE_DEC3N.\n"); 5572 /*glVertexAttrib3NusvARB(i, (const GLushort *)ptr); Does not exist */ 5573 break; 5574 case WINED3DFMT_R16G16_FLOAT: 5575 if (gl_info->supported[NV_HALF_FLOAT] && gl_info->supported[NV_VERTEX_PROGRAM]) 5576 { 5577 /* Not supported by GL_ARB_half_float_vertex. */ 5578 GL_EXTCALL(glVertexAttrib2hvNV(i, (const GLhalfNV *)ptr)); 5579 } 5580 else 5581 { 5582 float x = float_16_to_32(((const unsigned short *)ptr) + 0); 5583 float y = float_16_to_32(((const unsigned short *)ptr) + 1); 5584 GL_EXTCALL(glVertexAttrib2f(i, x, y)); 5585 } 5586 break; 5587 case WINED3DFMT_R16G16B16A16_FLOAT: 5588 if (gl_info->supported[NV_HALF_FLOAT] && gl_info->supported[NV_VERTEX_PROGRAM]) 5589 { 5590 /* Not supported by GL_ARB_half_float_vertex. */ 5591 GL_EXTCALL(glVertexAttrib4hvNV(i, (const GLhalfNV *)ptr)); 5592 } 5593 else 5594 { 5595 float x = float_16_to_32(((const unsigned short *)ptr) + 0); 5596 float y = float_16_to_32(((const unsigned short *)ptr) + 1); 5597 float z = float_16_to_32(((const unsigned short *)ptr) + 2); 5598 float w = float_16_to_32(((const unsigned short *)ptr) + 3); 5599 GL_EXTCALL(glVertexAttrib4f(i, x, y, z, w)); 5600 } 5601 break; 5602 default: 5603 ERR("Unexpected declaration in stride 0 attributes.\n"); 5604 break; 5605 5606 } 5607 } 5608 } 5609 checkGLcall("Loading numbered arrays"); 5610 } 5611 5612 void context_update_stream_sources(struct wined3d_context *context, const struct wined3d_state *state) 5613 { 5614 5615 if (context->use_immediate_mode_draw) 5616 return; 5617 5618 context_unload_vertex_data(context); 5619 if (context->d3d_info->ffp_generic_attributes || use_vs(state)) 5620 { 5621 TRACE("Loading numbered arrays.\n"); 5622 context_load_numbered_arrays(context, &context->stream_info, state); 5623 return; 5624 } 5625 5626 TRACE("Loading named arrays.\n"); 5627 context_unload_numbered_arrays(context); 5628 context_load_vertex_data(context, &context->stream_info, state); 5629 context->namedArraysLoaded = TRUE; 5630 } 5631 5632 static void apply_texture_blit_state(const struct wined3d_gl_info *gl_info, struct gl_texture *texture, 5633 GLenum target, unsigned int level, enum wined3d_texture_filter_type filter) 5634 { 5635 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAG_FILTER, wined3d_gl_mag_filter(filter)); 5636 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MIN_FILTER, 5637 wined3d_gl_min_mip_filter(filter, WINED3D_TEXF_NONE)); 5638 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); 5639 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); 5640 if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE]) 5641 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_SRGB_DECODE_EXT, GL_SKIP_DECODE_EXT); 5642 gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_BASE_LEVEL, level); 5643 5644 /* We changed the filtering settings on the texture. Make sure they get 5645 * reset on subsequent draws. */ 5646 texture->sampler_desc.mag_filter = WINED3D_TEXF_POINT; 5647 texture->sampler_desc.min_filter = WINED3D_TEXF_POINT; 5648 texture->sampler_desc.mip_filter = WINED3D_TEXF_NONE; 5649 texture->sampler_desc.address_u = WINED3D_TADDRESS_CLAMP; 5650 texture->sampler_desc.address_v = WINED3D_TADDRESS_CLAMP; 5651 texture->sampler_desc.srgb_decode = FALSE; 5652 texture->base_level = level; 5653 } 5654 5655 /* Context activation is done by the caller. */ 5656 void context_draw_shaded_quad(struct wined3d_context *context, struct wined3d_texture *texture, 5657 unsigned int sub_resource_idx, const RECT *src_rect, const RECT *dst_rect, 5658 enum wined3d_texture_filter_type filter) 5659 { 5660 const struct wined3d_gl_info *gl_info = context->gl_info; 5661 struct wined3d_blt_info info; 5662 unsigned int level, w, h, i; 5663 SIZE dst_size; 5664 struct blit_vertex 5665 { 5666 float x, y; 5667 struct wined3d_vec3 texcoord; 5668 } 5669 quad[4]; 5670 5671 texture2d_get_blt_info(texture, sub_resource_idx, src_rect, &info); 5672 5673 level = sub_resource_idx % texture->level_count; 5674 context_bind_texture(context, info.bind_target, texture->texture_rgb.name); 5675 apply_texture_blit_state(gl_info, &texture->texture_rgb, info.bind_target, level, filter); 5676 gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_MAX_LEVEL, level); 5677 5678 context_get_rt_size(context, &dst_size); 5679 w = dst_size.cx; 5680 h = dst_size.cy; 5681 5682 quad[0].x = dst_rect->left * 2.0f / w - 1.0f; 5683 quad[0].y = dst_rect->top * 2.0f / h - 1.0f; 5684 quad[0].texcoord = info.texcoords[0]; 5685 5686 quad[1].x = dst_rect->right * 2.0f / w - 1.0f; 5687 quad[1].y = dst_rect->top * 2.0f / h - 1.0f; 5688 quad[1].texcoord = info.texcoords[1]; 5689 5690 quad[2].x = dst_rect->left * 2.0f / w - 1.0f; 5691 quad[2].y = dst_rect->bottom * 2.0f / h - 1.0f; 5692 quad[2].texcoord = info.texcoords[2]; 5693 5694 quad[3].x = dst_rect->right * 2.0f / w - 1.0f; 5695 quad[3].y = dst_rect->bottom * 2.0f / h - 1.0f; 5696 quad[3].texcoord = info.texcoords[3]; 5697 5698 /* Draw a quad. */ 5699 if (gl_info->supported[ARB_VERTEX_BUFFER_OBJECT]) 5700 { 5701 if (!context->blit_vbo) 5702 GL_EXTCALL(glGenBuffers(1, &context->blit_vbo)); 5703 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, context->blit_vbo)); 5704 5705 context_unload_vertex_data(context); 5706 context_unload_numbered_arrays(context); 5707 5708 GL_EXTCALL(glBufferData(GL_ARRAY_BUFFER, sizeof(quad), quad, GL_STREAM_DRAW)); 5709 GL_EXTCALL(glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, sizeof(*quad), NULL)); 5710 GL_EXTCALL(glVertexAttribPointer(1, 3, GL_FLOAT, FALSE, sizeof(*quad), 5711 (void *)FIELD_OFFSET(struct blit_vertex, texcoord))); 5712 5713 GL_EXTCALL(glEnableVertexAttribArray(0)); 5714 GL_EXTCALL(glEnableVertexAttribArray(1)); 5715 5716 gl_info->gl_ops.gl.p_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); 5717 5718 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, 0)); 5719 GL_EXTCALL(glDisableVertexAttribArray(1)); 5720 GL_EXTCALL(glDisableVertexAttribArray(0)); 5721 } 5722 else 5723 { 5724 gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP); 5725 5726 for (i = 0; i < ARRAY_SIZE(quad); ++i) 5727 { 5728 GL_EXTCALL(glVertexAttrib3fv(1, &quad[i].texcoord.x)); 5729 GL_EXTCALL(glVertexAttrib2fv(0, &quad[i].x)); 5730 } 5731 5732 gl_info->gl_ops.gl.p_glEnd(); 5733 } 5734 checkGLcall("draw"); 5735 5736 gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_MAX_LEVEL, texture->level_count - 1); 5737 context_bind_texture(context, info.bind_target, 0); 5738 } 5739 5740 /* Context activation is done by the caller. */ 5741 void context_draw_textured_quad(struct wined3d_context *context, struct wined3d_texture *texture, 5742 unsigned int sub_resource_idx, const RECT *src_rect, const RECT *dst_rect, 5743 enum wined3d_texture_filter_type filter) 5744 { 5745 const struct wined3d_gl_info *gl_info = context->gl_info; 5746 struct wined3d_blt_info info; 5747 unsigned int level; 5748 5749 texture2d_get_blt_info(texture, sub_resource_idx, src_rect, &info); 5750 5751 gl_info->gl_ops.gl.p_glEnable(info.bind_target); 5752 checkGLcall("glEnable(bind_target)"); 5753 5754 level = sub_resource_idx % texture->level_count; 5755 context_bind_texture(context, info.bind_target, texture->texture_rgb.name); 5756 apply_texture_blit_state(gl_info, &texture->texture_rgb, info.bind_target, level, filter); 5757 gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_MAX_LEVEL, level); 5758 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); 5759 checkGLcall("glTexEnvi"); 5760 5761 /* Draw a quad. */ 5762 gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP); 5763 gl_info->gl_ops.gl.p_glTexCoord3fv(&info.texcoords[0].x); 5764 gl_info->gl_ops.gl.p_glVertex2i(dst_rect->left, dst_rect->top); 5765 5766 gl_info->gl_ops.gl.p_glTexCoord3fv(&info.texcoords[1].x); 5767 gl_info->gl_ops.gl.p_glVertex2i(dst_rect->right, dst_rect->top); 5768 5769 gl_info->gl_ops.gl.p_glTexCoord3fv(&info.texcoords[2].x); 5770 gl_info->gl_ops.gl.p_glVertex2i(dst_rect->left, dst_rect->bottom); 5771 5772 gl_info->gl_ops.gl.p_glTexCoord3fv(&info.texcoords[3].x); 5773 gl_info->gl_ops.gl.p_glVertex2i(dst_rect->right, dst_rect->bottom); 5774 gl_info->gl_ops.gl.p_glEnd(); 5775 5776 gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_MAX_LEVEL, texture->level_count - 1); 5777 context_bind_texture(context, info.bind_target, 0); 5778 } 5779