Signed-off-by: Henri Verbeet <hverbeet(a)codeweavers.com>
---
dlls/wined3d/Makefile.in | 1 +
dlls/wined3d/context.c | 6270 ++--------------------
dlls/wined3d/{context.c => context_gl.c} | 459 --
dlls/wined3d/wined3d_private.h | 17 +
4 files changed, 496 insertions(+), 6251 deletions(-)
rewrite dlls/wined3d/context.c (92%)
copy dlls/wined3d/{context.c => context_gl.c} (92%)
diff --git a/dlls/wined3d/Makefile.in b/dlls/wined3d/Makefile.in
index 0f8be5bd18b..35f329120b3 100644
--- a/dlls/wined3d/Makefile.in
+++ b/dlls/wined3d/Makefile.in
@@ -9,6 +9,7 @@ C_SRCS = \
ati_fragment_shader.c \
buffer.c \
context.c \
+ context_gl.c \
context_vk.c \
cs.c \
device.c \
diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c
dissimilarity index 92%
index d20e9e6835e..7959199e1f4 100644
--- a/dlls/wined3d/context.c
+++ b/dlls/wined3d/context.c
@@ -1,5792 +1,478 @@
-/*
- * Context and render target management in wined3d
- *
- * Copyright 2002-2004 Jason Edmeades
- * Copyright 2002-2004 Raphael Junqueira
- * Copyright 2004 Christian Costa
- * Copyright 2005 Oliver Stieber
- * Copyright 2006, 2008 Henri Verbeet
- * Copyright 2007-2011, 2013 Stefan Dösinger for CodeWeavers
- * Copyright 2009-2011 Henri Verbeet for CodeWeavers
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation; either
- * version 2.1 of the License, or (at your option) any later version.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
- */
-
-#include "config.h"
-#include "wine/port.h"
-
-#include <stdio.h>
-#ifdef HAVE_FLOAT_H
-# include <float.h>
-#endif
-
-#include "wined3d_private.h"
-
-WINE_DEFAULT_DEBUG_CHANNEL(d3d);
-WINE_DECLARE_DEBUG_CHANNEL(d3d_perf);
-WINE_DECLARE_DEBUG_CHANNEL(d3d_synchronous);
-
-#define WINED3D_MAX_FBO_ENTRIES 64
-#define WINED3D_ALL_LAYERS (~0u)
-
-static DWORD wined3d_context_tls_idx;
-
-/* FBO helper functions */
-
-/* Context activation is done by the caller. */
-static void wined3d_context_gl_bind_fbo(struct wined3d_context_gl *context_gl, GLenum target, GLuint fbo)
-{
- const struct wined3d_gl_info *gl_info = context_gl->gl_info;
-
- switch (target)
- {
- case GL_READ_FRAMEBUFFER:
- if (context_gl->fbo_read_binding == fbo)
- return;
- context_gl->fbo_read_binding = fbo;
- break;
-
- case GL_DRAW_FRAMEBUFFER:
- if (context_gl->fbo_draw_binding == fbo)
- return;
- context_gl->fbo_draw_binding = fbo;
- break;
-
- case GL_FRAMEBUFFER:
- if (context_gl->fbo_read_binding == fbo
- && context_gl->fbo_draw_binding == fbo)
- return;
- context_gl->fbo_read_binding = fbo;
- context_gl->fbo_draw_binding = fbo;
- break;
-
- default:
- FIXME("Unhandled target %#x.\n", target);
- break;
- }
-
- gl_info->fbo_ops.glBindFramebuffer(target, fbo);
- checkGLcall("glBindFramebuffer()");
-}
-
-/* Context activation is done by the caller. */
-static void context_clean_fbo_attachments(const struct wined3d_gl_info *gl_info, GLenum target)
-{
- unsigned int i;
-
- for (i = 0; i < gl_info->limits.buffers; ++i)
- {
- gl_info->fbo_ops.glFramebufferTexture2D(target, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, 0, 0);
- checkGLcall("glFramebufferTexture2D()");
- }
- gl_info->fbo_ops.glFramebufferTexture2D(target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
- checkGLcall("glFramebufferTexture2D()");
-
- gl_info->fbo_ops.glFramebufferTexture2D(target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
- checkGLcall("glFramebufferTexture2D()");
-}
-
-/* Context activation is done by the caller. */
-static void wined3d_context_gl_destroy_fbo(struct wined3d_context_gl *context_gl, GLuint fbo)
-{
- const struct wined3d_gl_info *gl_info = context_gl->gl_info;
-
- wined3d_context_gl_bind_fbo(context_gl, GL_FRAMEBUFFER, fbo);
- context_clean_fbo_attachments(gl_info, GL_FRAMEBUFFER);
- wined3d_context_gl_bind_fbo(context_gl, GL_FRAMEBUFFER, 0);
-
- gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
- checkGLcall("glDeleteFramebuffers()");
-}
-
-static void context_attach_depth_stencil_rb(const struct wined3d_gl_info *gl_info,
- GLenum fbo_target, DWORD flags, GLuint rb)
-{
- if (flags & WINED3D_FBO_ENTRY_FLAG_DEPTH)
- {
- gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rb);
- checkGLcall("glFramebufferRenderbuffer()");
- }
-
- if (flags & WINED3D_FBO_ENTRY_FLAG_STENCIL)
- {
- gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb);
- checkGLcall("glFramebufferRenderbuffer()");
- }
-}
-
-static void wined3d_context_gl_attach_gl_texture_fbo(struct wined3d_context_gl *context_gl,
- GLenum fbo_target, GLenum attachment, const struct wined3d_fbo_resource *resource)
-{
- const struct wined3d_gl_info *gl_info = context_gl->gl_info;
-
- if (!resource)
- {
- gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, attachment, GL_TEXTURE_2D, 0, 0);
- }
- else if (resource->layer == WINED3D_ALL_LAYERS)
- {
- if (!gl_info->fbo_ops.glFramebufferTexture)
- {
- FIXME("OpenGL implementation doesn't support glFramebufferTexture().\n");
- return;
- }
-
- gl_info->fbo_ops.glFramebufferTexture(fbo_target, attachment,
- resource->object, resource->level);
- }
- else if (resource->target == GL_TEXTURE_1D_ARRAY || resource->target == GL_TEXTURE_2D_ARRAY
- || resource->target == GL_TEXTURE_3D)
- {
- if (!gl_info->fbo_ops.glFramebufferTextureLayer)
- {
- FIXME("OpenGL implementation doesn't support glFramebufferTextureLayer().\n");
- return;
- }
-
- gl_info->fbo_ops.glFramebufferTextureLayer(fbo_target, attachment,
- resource->object, resource->level, resource->layer);
- }
- else if (resource->target == GL_TEXTURE_1D)
- {
- gl_info->fbo_ops.glFramebufferTexture1D(fbo_target, attachment,
- resource->target, resource->object, resource->level);
- }
- else
- {
- gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, attachment,
- resource->target, resource->object, resource->level);
- }
- checkGLcall("attach texture to fbo");
-}
-
-/* Context activation is done by the caller. */
-static void wined3d_context_gl_attach_depth_stencil_fbo(struct wined3d_context_gl *context_gl,
- GLenum fbo_target, const struct wined3d_fbo_resource *resource, BOOL rb_namespace,
- uint32_t flags)
-{
- const struct wined3d_gl_info *gl_info = context_gl->gl_info;
-
- if (resource->object)
- {
- TRACE("Attach depth stencil %u.\n", resource->object);
-
- if (rb_namespace)
- {
- context_attach_depth_stencil_rb(gl_info, fbo_target,
- flags, resource->object);
- }
- else
- {
- if (flags & WINED3D_FBO_ENTRY_FLAG_DEPTH)
- wined3d_context_gl_attach_gl_texture_fbo(context_gl, fbo_target, GL_DEPTH_ATTACHMENT, resource);
-
- if (flags & WINED3D_FBO_ENTRY_FLAG_STENCIL)
- wined3d_context_gl_attach_gl_texture_fbo(context_gl, fbo_target, GL_STENCIL_ATTACHMENT, resource);
- }
-
- if (!(flags & WINED3D_FBO_ENTRY_FLAG_DEPTH))
- wined3d_context_gl_attach_gl_texture_fbo(context_gl, fbo_target, GL_DEPTH_ATTACHMENT, NULL);
-
- if (!(flags & WINED3D_FBO_ENTRY_FLAG_STENCIL))
- wined3d_context_gl_attach_gl_texture_fbo(context_gl, fbo_target, GL_STENCIL_ATTACHMENT, NULL);
- }
- else
- {
- TRACE("Attach depth stencil 0.\n");
-
- wined3d_context_gl_attach_gl_texture_fbo(context_gl, fbo_target, GL_DEPTH_ATTACHMENT, NULL);
- wined3d_context_gl_attach_gl_texture_fbo(context_gl, fbo_target, GL_STENCIL_ATTACHMENT, NULL);
- }
-}
-
-/* Context activation is done by the caller. */
-static void wined3d_context_gl_attach_surface_fbo(struct wined3d_context_gl *context_gl,
- GLenum fbo_target, unsigned int idx, const struct wined3d_fbo_resource *resource, BOOL rb_namespace)
-{
- const struct wined3d_gl_info *gl_info = context_gl->gl_info;
-
- TRACE("Attach GL object %u to %u.\n", resource->object, idx);
-
- if (resource->object)
- {
- if (rb_namespace)
- {
- gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_COLOR_ATTACHMENT0 + idx,
- GL_RENDERBUFFER, resource->object);
- checkGLcall("glFramebufferRenderbuffer()");
- }
- else
- {
- wined3d_context_gl_attach_gl_texture_fbo(context_gl, fbo_target, GL_COLOR_ATTACHMENT0 + idx, resource);
- }
- }
- else
- {
- wined3d_context_gl_attach_gl_texture_fbo(context_gl, fbo_target, GL_COLOR_ATTACHMENT0 + idx, NULL);
- }
-}
-
-static void context_dump_fbo_attachment(const struct wined3d_gl_info *gl_info, GLenum target,
- GLenum attachment)
-{
- static const struct
- {
- GLenum target;
- GLenum binding;
- const char *str;
- enum wined3d_gl_extension extension;
- }
- texture_type[] =
- {
- {GL_TEXTURE_1D, GL_TEXTURE_BINDING_1D, "1d", WINED3D_GL_EXT_NONE},
- {GL_TEXTURE_1D_ARRAY, GL_TEXTURE_BINDING_1D_ARRAY, "1d-array", EXT_TEXTURE_ARRAY},
- {GL_TEXTURE_2D, GL_TEXTURE_BINDING_2D, "2d", WINED3D_GL_EXT_NONE},
- {GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_BINDING_RECTANGLE_ARB, "rectangle", ARB_TEXTURE_RECTANGLE},
- {GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BINDING_2D_ARRAY, "2d-array" , EXT_TEXTURE_ARRAY},
- {GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BINDING_CUBE_MAP, "cube", ARB_TEXTURE_CUBE_MAP},
- {GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_BINDING_2D_MULTISAMPLE, "2d-ms", ARB_TEXTURE_MULTISAMPLE},
- {GL_TEXTURE_2D_MULTISAMPLE_ARRAY, GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY, "2d-array-ms", ARB_TEXTURE_MULTISAMPLE},
- };
-
- GLint type, name, samples, width, height, old_texture, level, face, fmt, tex_target;
- const char *tex_type_str;
- unsigned int i;
-
- gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv(target, attachment,
- GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, &name);
- gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv(target, attachment,
- GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &type);
-
- if (type == GL_RENDERBUFFER)
- {
- gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, name);
- gl_info->fbo_ops.glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &width);
- gl_info->fbo_ops.glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &height);
- if (gl_info->limits.samples > 1)
- gl_info->fbo_ops.glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_SAMPLES, &samples);
- else
- samples = 1;
- gl_info->fbo_ops.glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_INTERNAL_FORMAT, &fmt);
- FIXME(" %s: renderbuffer %d, %dx%d, %d samples, format %#x.\n",
- debug_fboattachment(attachment), name, width, height, samples, fmt);
- }
- else if (type == GL_TEXTURE)
- {
- gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv(target, attachment,
- GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL, &level);
- gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv(target, attachment,
- GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE, &face);
-
- if (gl_info->gl_ops.ext.p_glGetTextureParameteriv)
- {
- GL_EXTCALL(glGetTextureParameteriv(name, GL_TEXTURE_TARGET, &tex_target));
-
- for (i = 0; i < ARRAY_SIZE(texture_type); ++i)
- {
- if (texture_type[i].target == tex_target)
- {
- tex_type_str = texture_type[i].str;
- break;
- }
- }
- if (i == ARRAY_SIZE(texture_type))
- tex_type_str = wine_dbg_sprintf("%#x", tex_target);
- }
- else if (face)
- {
- gl_info->gl_ops.gl.p_glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP, &old_texture);
- gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, name);
-
- tex_target = GL_TEXTURE_CUBE_MAP;
- tex_type_str = "cube";
- }
- else
- {
- tex_type_str = NULL;
-
- for (i = 0; i < ARRAY_SIZE(texture_type); ++i)
- {
- if (!gl_info->supported[texture_type[i].extension])
- continue;
-
- gl_info->gl_ops.gl.p_glGetIntegerv(texture_type[i].binding, &old_texture);
- while (gl_info->gl_ops.gl.p_glGetError());
-
- gl_info->gl_ops.gl.p_glBindTexture(texture_type[i].target, name);
- if (!gl_info->gl_ops.gl.p_glGetError())
- {
- tex_target = texture_type[i].target;
- tex_type_str = texture_type[i].str;
- break;
- }
- gl_info->gl_ops.gl.p_glBindTexture(texture_type[i].target, old_texture);
- }
-
- if (!tex_type_str)
- {
- FIXME("Cannot find type of texture %d.\n", name);
- return;
- }
- }
-
- if (gl_info->gl_ops.ext.p_glGetTextureParameteriv)
- {
- GL_EXTCALL(glGetTextureLevelParameteriv(name, level, GL_TEXTURE_INTERNAL_FORMAT, &fmt));
- GL_EXTCALL(glGetTextureLevelParameteriv(name, level, GL_TEXTURE_WIDTH, &width));
- GL_EXTCALL(glGetTextureLevelParameteriv(name, level, GL_TEXTURE_HEIGHT, &height));
- GL_EXTCALL(glGetTextureLevelParameteriv(name, level, GL_TEXTURE_SAMPLES, &samples));
- }
- else
- {
- gl_info->gl_ops.gl.p_glGetTexLevelParameteriv(tex_target, level, GL_TEXTURE_INTERNAL_FORMAT, &fmt);
- gl_info->gl_ops.gl.p_glGetTexLevelParameteriv(tex_target, level, GL_TEXTURE_WIDTH, &width);
- gl_info->gl_ops.gl.p_glGetTexLevelParameteriv(tex_target, level, GL_TEXTURE_HEIGHT, &height);
- if (gl_info->supported[ARB_TEXTURE_MULTISAMPLE])
- gl_info->gl_ops.gl.p_glGetTexLevelParameteriv(tex_target, level, GL_TEXTURE_SAMPLES, &samples);
- else
- samples = 1;
-
- gl_info->gl_ops.gl.p_glBindTexture(tex_target, old_texture);
- }
-
- FIXME(" %s: %s texture %d, %dx%d, %d samples, format %#x.\n",
- debug_fboattachment(attachment), tex_type_str, name, width, height, samples, fmt);
- }
- else if (type == GL_NONE)
- {
- FIXME(" %s: NONE.\n", debug_fboattachment(attachment));
- }
- else
- {
- ERR(" %s: Unknown attachment %#x.\n", debug_fboattachment(attachment), type);
- }
-
- checkGLcall("dump FBO attachment");
-}
-
-/* Context activation is done by the caller. */
-void wined3d_context_gl_check_fbo_status(const struct wined3d_context_gl *context_gl, GLenum target)
-{
- const struct wined3d_gl_info *gl_info = context_gl->gl_info;
- GLenum status;
-
- if (!FIXME_ON(d3d))
- return;
-
- status = gl_info->fbo_ops.glCheckFramebufferStatus(target);
- if (status == GL_FRAMEBUFFER_COMPLETE)
- {
- TRACE("FBO complete.\n");
- }
- else
- {
- unsigned int i;
-
- FIXME("FBO status %s (%#x).\n", debug_fbostatus(status), status);
-
- if (!context_gl->current_fbo)
- {
- ERR("FBO 0 is incomplete, driver bug?\n");
- return;
- }
-
- context_dump_fbo_attachment(gl_info, target, GL_DEPTH_ATTACHMENT);
- context_dump_fbo_attachment(gl_info, target, GL_STENCIL_ATTACHMENT);
-
- for (i = 0; i < gl_info->limits.buffers; ++i)
- context_dump_fbo_attachment(gl_info, target, GL_COLOR_ATTACHMENT0 + i);
- }
-}
-
-static inline DWORD context_generate_rt_mask(GLenum buffer)
-{
- /* Should take care of all the GL_FRONT/GL_BACK/GL_AUXi/GL_NONE... cases */
- return buffer ? (1u << 31) | buffer : 0;
-}
-
-static inline DWORD context_generate_rt_mask_from_resource(struct wined3d_resource *resource)
-{
- if (resource->type != WINED3D_RTYPE_TEXTURE_2D)
- {
- FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource->type));
- return 0;
- }
-
- return (1u << 31) | wined3d_texture_get_gl_buffer(texture_from_resource(resource));
-}
-
-static inline void wined3d_context_gl_set_fbo_key_for_render_target(const struct wined3d_context_gl *context_gl,
- struct wined3d_fbo_entry_key *key, unsigned int idx, const struct wined3d_rendertarget_info *render_target,
- DWORD location)
-{
- unsigned int sub_resource_idx = render_target->sub_resource_idx;
- struct wined3d_resource *resource = render_target->resource;
- struct wined3d_texture_gl *texture_gl;
-
- if (!resource || resource->format->id == WINED3DFMT_NULL || resource->type == WINED3D_RTYPE_BUFFER)
- {
- if (resource && resource->type == WINED3D_RTYPE_BUFFER)
- FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource->type));
- key->objects[idx].object = 0;
- key->objects[idx].target = 0;
- key->objects[idx].level = key->objects[idx].layer = 0;
- return;
- }
-
- if (render_target->gl_view.name)
- {
- key->objects[idx].object = render_target->gl_view.name;
- key->objects[idx].target = render_target->gl_view.target;
- key->objects[idx].level = 0;
- key->objects[idx].layer = WINED3D_ALL_LAYERS;
- return;
- }
-
- texture_gl = wined3d_texture_gl(wined3d_texture_from_resource(resource));
- if (texture_gl->current_renderbuffer)
- {
- key->objects[idx].object = texture_gl->current_renderbuffer->id;
- key->objects[idx].target = 0;
- key->objects[idx].level = key->objects[idx].layer = 0;
- key->rb_namespace |= 1 << idx;
- return;
- }
-
- key->objects[idx].target = wined3d_texture_gl_get_sub_resource_target(texture_gl, sub_resource_idx);
- key->objects[idx].level = sub_resource_idx % texture_gl->t.level_count;
- key->objects[idx].layer = sub_resource_idx / texture_gl->t.level_count;
-
- if (render_target->layer_count != 1)
- key->objects[idx].layer = WINED3D_ALL_LAYERS;
-
- switch (location)
- {
- case WINED3D_LOCATION_TEXTURE_RGB:
- key->objects[idx].object = wined3d_texture_gl_get_texture_name(texture_gl, &context_gl->c, FALSE);
- break;
-
- case WINED3D_LOCATION_TEXTURE_SRGB:
- key->objects[idx].object = wined3d_texture_gl_get_texture_name(texture_gl, &context_gl->c, TRUE);
- break;
-
- case WINED3D_LOCATION_RB_MULTISAMPLE:
- key->objects[idx].object = texture_gl->rb_multisample;
- key->objects[idx].target = 0;
- key->objects[idx].level = key->objects[idx].layer = 0;
- key->rb_namespace |= 1 << idx;
- break;
-
- case WINED3D_LOCATION_RB_RESOLVED:
- key->objects[idx].object = texture_gl->rb_resolved;
- key->objects[idx].target = 0;
- key->objects[idx].level = key->objects[idx].layer = 0;
- key->rb_namespace |= 1 << idx;
- break;
- }
-}
-
-static void wined3d_context_gl_generate_fbo_key(const struct wined3d_context_gl *context_gl,
- struct wined3d_fbo_entry_key *key, const struct wined3d_rendertarget_info *render_targets,
- const struct wined3d_rendertarget_info *depth_stencil, DWORD color_location, DWORD ds_location)
-{
- unsigned int buffers = context_gl->gl_info->limits.buffers;
- unsigned int i;
-
- key->rb_namespace = 0;
- wined3d_context_gl_set_fbo_key_for_render_target(context_gl, key, 0, depth_stencil, ds_location);
-
- for (i = 0; i < buffers; ++i)
- wined3d_context_gl_set_fbo_key_for_render_target(context_gl, key, i + 1, &render_targets[i], color_location);
-
- memset(&key->objects[buffers + 1], 0, (ARRAY_SIZE(key->objects) - buffers - 1) * sizeof(*key->objects));
-}
-
-static struct fbo_entry *wined3d_context_gl_create_fbo_entry(const struct wined3d_context_gl *context_gl,
- const struct wined3d_rendertarget_info *render_targets, const struct wined3d_rendertarget_info *depth_stencil,
- DWORD color_location, DWORD ds_location)
-{
- const struct wined3d_gl_info *gl_info = context_gl->gl_info;
- struct fbo_entry *entry;
-
- entry = heap_alloc(sizeof(*entry));
- wined3d_context_gl_generate_fbo_key(context_gl, &entry->key,
- render_targets, depth_stencil, color_location, ds_location);
- entry->flags = 0;
- if (depth_stencil->resource)
- {
- if (depth_stencil->resource->format_flags & WINED3DFMT_FLAG_DEPTH)
- entry->flags |= WINED3D_FBO_ENTRY_FLAG_DEPTH;
- if (depth_stencil->resource->format_flags & WINED3DFMT_FLAG_STENCIL)
- entry->flags |= WINED3D_FBO_ENTRY_FLAG_STENCIL;
- }
- entry->rt_mask = context_generate_rt_mask(GL_COLOR_ATTACHMENT0);
- gl_info->fbo_ops.glGenFramebuffers(1, &entry->id);
- checkGLcall("glGenFramebuffers()");
- TRACE("Created FBO %u.\n", entry->id);
-
- return entry;
-}
-
-/* Context activation is done by the caller. */
-static void wined3d_context_gl_reuse_fbo_entry(struct wined3d_context_gl *context_gl, GLenum target,
- const struct wined3d_rendertarget_info *render_targets, const struct wined3d_rendertarget_info *depth_stencil,
- DWORD color_location, DWORD ds_location, struct fbo_entry *entry)
-{
- const struct wined3d_gl_info *gl_info = context_gl->gl_info;
-
- wined3d_context_gl_bind_fbo(context_gl, target, entry->id);
- context_clean_fbo_attachments(gl_info, target);
-
- wined3d_context_gl_generate_fbo_key(context_gl, &entry->key,
- render_targets, depth_stencil, color_location, ds_location);
- entry->flags = 0;
- if (depth_stencil->resource)
- {
- if (depth_stencil->resource->format_flags & WINED3DFMT_FLAG_DEPTH)
- entry->flags |= WINED3D_FBO_ENTRY_FLAG_DEPTH;
- if (depth_stencil->resource->format_flags & WINED3DFMT_FLAG_STENCIL)
- entry->flags |= WINED3D_FBO_ENTRY_FLAG_STENCIL;
- }
-}
-
-/* Context activation is done by the caller. */
-static void wined3d_context_gl_destroy_fbo_entry(struct wined3d_context_gl *context_gl, struct fbo_entry *entry)
-{
- if (entry->id)
- {
- TRACE("Destroy FBO %u.\n", entry->id);
- wined3d_context_gl_destroy_fbo(context_gl, entry->id);
- }
- --context_gl->fbo_entry_count;
- list_remove(&entry->entry);
- heap_free(entry);
-}
-
-/* Context activation is done by the caller. */
-static struct fbo_entry *wined3d_context_gl_find_fbo_entry(struct wined3d_context_gl *context_gl, GLenum target,
- const struct wined3d_rendertarget_info *render_targets, const struct wined3d_rendertarget_info *depth_stencil,
- DWORD color_location, DWORD ds_location)
-{
- static const struct wined3d_rendertarget_info ds_null = {{0}};
- const struct wined3d_gl_info *gl_info = context_gl->gl_info;
- struct wined3d_texture *rt_texture, *ds_texture;
- struct wined3d_fbo_entry_key fbo_key;
- unsigned int i, ds_level, rt_level;
- struct fbo_entry *entry;
-
- if (depth_stencil->resource && depth_stencil->resource->type != WINED3D_RTYPE_BUFFER
- && render_targets[0].resource && render_targets[0].resource->type != WINED3D_RTYPE_BUFFER)
- {
- rt_texture = wined3d_texture_from_resource(render_targets[0].resource);
- rt_level = render_targets[0].sub_resource_idx % rt_texture->level_count;
- ds_texture = wined3d_texture_from_resource(depth_stencil->resource);
- ds_level = depth_stencil->sub_resource_idx % ds_texture->level_count;
-
- if (wined3d_texture_get_level_width(ds_texture, ds_level)
- < wined3d_texture_get_level_width(rt_texture, rt_level)
- || wined3d_texture_get_level_height(ds_texture, ds_level)
- < wined3d_texture_get_level_height(rt_texture, rt_level))
- {
- WARN("Depth stencil is smaller than the primary color buffer, disabling.\n");
- depth_stencil = &ds_null;
- }
- else if (ds_texture->resource.multisample_type != rt_texture->resource.multisample_type
- || (ds_texture->resource.multisample_type
- && ds_texture->resource.multisample_quality != rt_texture->resource.multisample_quality))
- {
- WARN("Color multisample type %u and quality %u, depth stencil has %u and %u, disabling ds buffer.\n",
- rt_texture->resource.multisample_type, rt_texture->resource.multisample_quality,
- ds_texture->resource.multisample_type, ds_texture->resource.multisample_quality);
- depth_stencil = &ds_null;
- }
- else if (depth_stencil->resource->type == WINED3D_RTYPE_TEXTURE_2D)
- {
- wined3d_texture_gl_set_compatible_renderbuffer(wined3d_texture_gl(ds_texture),
- context_gl, ds_level, &render_targets[0]);
- }
- }
-
- wined3d_context_gl_generate_fbo_key(context_gl, &fbo_key,
- render_targets, depth_stencil, color_location, ds_location);
-
- if (TRACE_ON(d3d))
- {
- struct wined3d_resource *resource;
- unsigned int width, height;
- const char *resource_type;
-
- TRACE("Dumping FBO attachments:\n");
- for (i = 0; i < gl_info->limits.buffers; ++i)
- {
- if ((resource = render_targets[i].resource))
- {
- if (resource->type == WINED3D_RTYPE_BUFFER)
- {
- width = resource->size;
- height = 1;
- resource_type = "buffer";
- }
- else
- {
- rt_texture = wined3d_texture_from_resource(resource);
- rt_level = render_targets[i].sub_resource_idx % rt_texture->level_count;
- width = wined3d_texture_get_level_pow2_width(rt_texture, rt_level);
- height = wined3d_texture_get_level_pow2_height(rt_texture, rt_level);
- resource_type = "texture";
- }
-
- TRACE(" Color attachment %u: %p, %u format %s, %s %u, %ux%u, %u samples.\n",
- i, resource, render_targets[i].sub_resource_idx, debug_d3dformat(resource->format->id),
- fbo_key.rb_namespace & (1 << (i + 1)) ? "renderbuffer" : resource_type,
- fbo_key.objects[i + 1].object, width, height, resource->multisample_type);
- }
- }
- if ((resource = depth_stencil->resource))
- {
- if (resource->type == WINED3D_RTYPE_BUFFER)
- {
- width = resource->size;
- height = 1;
- resource_type = "buffer";
- }
- else
- {
- ds_texture = wined3d_texture_from_resource(resource);
- ds_level = depth_stencil->sub_resource_idx % ds_texture->level_count;
- width = wined3d_texture_get_level_pow2_width(ds_texture, ds_level);
- height = wined3d_texture_get_level_pow2_height(ds_texture, ds_level);
- resource_type = "texture";
- }
-
- TRACE(" Depth attachment: %p, %u format %s, %s %u, %ux%u, %u samples.\n",
- resource, depth_stencil->sub_resource_idx, debug_d3dformat(resource->format->id),
- fbo_key.rb_namespace & (1 << 0) ? "renderbuffer" : resource_type,
- fbo_key.objects[0].object, width, height, resource->multisample_type);
- }
- }
-
- LIST_FOR_EACH_ENTRY(entry, &context_gl->fbo_list, struct fbo_entry, entry)
- {
- if (memcmp(&fbo_key, &entry->key, sizeof(fbo_key)))
- continue;
-
- list_remove(&entry->entry);
- list_add_head(&context_gl->fbo_list, &entry->entry);
- return entry;
- }
-
- if (context_gl->fbo_entry_count < WINED3D_MAX_FBO_ENTRIES)
- {
- entry = wined3d_context_gl_create_fbo_entry(context_gl,
- render_targets, depth_stencil, color_location, ds_location);
- list_add_head(&context_gl->fbo_list, &entry->entry);
- ++context_gl->fbo_entry_count;
- }
- else
- {
- entry = LIST_ENTRY(list_tail(&context_gl->fbo_list), struct fbo_entry, entry);
- wined3d_context_gl_reuse_fbo_entry(context_gl, target, render_targets,
- depth_stencil, color_location, ds_location, entry);
- list_remove(&entry->entry);
- list_add_head(&context_gl->fbo_list, &entry->entry);
- }
-
- return entry;
-}
-
-/* Context activation is done by the caller. */
-static void wined3d_context_gl_apply_fbo_entry(struct wined3d_context_gl *context_gl,
- GLenum target, struct fbo_entry *entry)
-{
- const struct wined3d_gl_info *gl_info = context_gl->gl_info;
- GLuint read_binding, draw_binding;
- unsigned int i;
-
- if (entry->flags & WINED3D_FBO_ENTRY_FLAG_ATTACHED)
- {
- wined3d_context_gl_bind_fbo(context_gl, target, entry->id);
- return;
- }
-
- read_binding = context_gl->fbo_read_binding;
- draw_binding = context_gl->fbo_draw_binding;
- wined3d_context_gl_bind_fbo(context_gl, GL_FRAMEBUFFER, entry->id);
-
- if (gl_info->supported[ARB_FRAMEBUFFER_NO_ATTACHMENTS])
- {
- GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER,
- GL_FRAMEBUFFER_DEFAULT_WIDTH, gl_info->limits.framebuffer_width));
- GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER,
- GL_FRAMEBUFFER_DEFAULT_HEIGHT, gl_info->limits.framebuffer_height));
- GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_LAYERS, 1));
- GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_SAMPLES, 1));
- }
-
- /* Apply render targets */
- for (i = 0; i < gl_info->limits.buffers; ++i)
- {
- wined3d_context_gl_attach_surface_fbo(context_gl, target, i,
- &entry->key.objects[i + 1], entry->key.rb_namespace & (1 << (i + 1)));
- }
-
- wined3d_context_gl_attach_depth_stencil_fbo(context_gl, target,
- &entry->key.objects[0], entry->key.rb_namespace & 0x1, entry->flags);
-
- /* Set valid read and draw buffer bindings to satisfy pedantic pre-ES2_compatibility
- * GL contexts requirements. */
- gl_info->gl_ops.gl.p_glReadBuffer(GL_NONE);
- wined3d_context_gl_set_draw_buffer(context_gl, GL_NONE);
- if (target != GL_FRAMEBUFFER)
- {
- if (target == GL_READ_FRAMEBUFFER)
- wined3d_context_gl_bind_fbo(context_gl, GL_DRAW_FRAMEBUFFER, draw_binding);
- else
- wined3d_context_gl_bind_fbo(context_gl, GL_READ_FRAMEBUFFER, read_binding);
- }
-
- entry->flags |= WINED3D_FBO_ENTRY_FLAG_ATTACHED;
-}
-
-/* Context activation is done by the caller. */
-static void wined3d_context_gl_apply_fbo_state(struct wined3d_context_gl *context_gl, GLenum target,
- const struct wined3d_rendertarget_info *render_targets,
- const struct wined3d_rendertarget_info *depth_stencil, DWORD color_location, DWORD ds_location)
-{
- struct fbo_entry *entry, *entry2;
-
- LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context_gl->fbo_destroy_list, struct fbo_entry, entry)
- {
- wined3d_context_gl_destroy_fbo_entry(context_gl, entry);
- }
-
- if (context_gl->rebind_fbo)
- {
- wined3d_context_gl_bind_fbo(context_gl, GL_FRAMEBUFFER, 0);
- context_gl->rebind_fbo = FALSE;
- }
-
- if (color_location == WINED3D_LOCATION_DRAWABLE)
- {
- context_gl->current_fbo = NULL;
- wined3d_context_gl_bind_fbo(context_gl, target, 0);
- }
- else
- {
- context_gl->current_fbo = wined3d_context_gl_find_fbo_entry(context_gl,
- target, render_targets, depth_stencil, color_location, ds_location);
- wined3d_context_gl_apply_fbo_entry(context_gl, target, context_gl->current_fbo);
- }
-}
-
-/* Context activation is done by the caller. */
-void wined3d_context_gl_apply_fbo_state_blit(struct wined3d_context_gl *context_gl, GLenum target,
- struct wined3d_resource *rt, unsigned int rt_sub_resource_idx,
- struct wined3d_resource *ds, unsigned int ds_sub_resource_idx, DWORD location)
-{
- struct wined3d_rendertarget_info ds_info = {{0}};
-
- memset(context_gl->blit_targets, 0, sizeof(context_gl->blit_targets));
- if (rt)
- {
- context_gl->blit_targets[0].resource = rt;
- context_gl->blit_targets[0].sub_resource_idx = rt_sub_resource_idx;
- context_gl->blit_targets[0].layer_count = 1;
- }
-
- if (ds)
- {
- ds_info.resource = ds;
- ds_info.sub_resource_idx = ds_sub_resource_idx;
- ds_info.layer_count = 1;
- }
-
- wined3d_context_gl_apply_fbo_state(context_gl, target, context_gl->blit_targets, &ds_info, location, location);
-}
-
-/* Context activation is done by the caller. */
-void wined3d_context_gl_alloc_occlusion_query(struct wined3d_context_gl *context_gl,
- struct wined3d_occlusion_query *query)
-{
- const struct wined3d_gl_info *gl_info = context_gl->gl_info;
-
- if (context_gl->free_occlusion_query_count)
- {
- query->id = context_gl->free_occlusion_queries[--context_gl->free_occlusion_query_count];
- }
- else
- {
- if (gl_info->supported[ARB_OCCLUSION_QUERY])
- {
- GL_EXTCALL(glGenQueries(1, &query->id));
- checkGLcall("glGenQueries");
-
- TRACE("Allocated occlusion query %u in context %p.\n", query->id, context_gl);
- }
- else
- {
- WARN("Occlusion queries not supported, not allocating query id.\n");
- query->id = 0;
- }
- }
-
- query->context_gl = context_gl;
- list_add_head(&context_gl->occlusion_queries, &query->entry);
-}
-
-void wined3d_context_gl_free_occlusion_query(struct wined3d_occlusion_query *query)
-{
- struct wined3d_context_gl *context_gl = query->context_gl;
-
- list_remove(&query->entry);
- query->context_gl = NULL;
-
- if (!wined3d_array_reserve((void **)&context_gl->free_occlusion_queries,
- &context_gl->free_occlusion_query_size, context_gl->free_occlusion_query_count + 1,
- sizeof(*context_gl->free_occlusion_queries)))
- {
- ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context_gl);
- return;
- }
-
- context_gl->free_occlusion_queries[context_gl->free_occlusion_query_count++] = query->id;
-}
-
-/* Context activation is done by the caller. */
-void wined3d_context_gl_alloc_fence(struct wined3d_context_gl *context_gl, struct wined3d_fence *fence)
-{
- const struct wined3d_gl_info *gl_info = context_gl->gl_info;
-
- if (context_gl->free_fence_count)
- {
- fence->object = context_gl->free_fences[--context_gl->free_fence_count];
- }
- else
- {
- if (gl_info->supported[ARB_SYNC])
- {
- /* Using ARB_sync, not much to do here. */
- fence->object.sync = NULL;
- TRACE("Allocated sync object in context %p.\n", context_gl);
- }
- else if (gl_info->supported[APPLE_FENCE])
- {
- GL_EXTCALL(glGenFencesAPPLE(1, &fence->object.id));
- checkGLcall("glGenFencesAPPLE");
-
- TRACE("Allocated fence %u in context %p.\n", fence->object.id, context_gl);
- }
- else if(gl_info->supported[NV_FENCE])
- {
- GL_EXTCALL(glGenFencesNV(1, &fence->object.id));
- checkGLcall("glGenFencesNV");
-
- TRACE("Allocated fence %u in context %p.\n", fence->object.id, context_gl);
- }
- else
- {
- WARN("Fences not supported, not allocating fence.\n");
- fence->object.id = 0;
- }
- }
-
- fence->context_gl = context_gl;
- list_add_head(&context_gl->fences, &fence->entry);
-}
-
-void wined3d_context_gl_free_fence(struct wined3d_fence *fence)
-{
- struct wined3d_context_gl *context_gl = fence->context_gl;
-
- list_remove(&fence->entry);
- fence->context_gl = NULL;
-
- if (!wined3d_array_reserve((void **)&context_gl->free_fences,
- &context_gl->free_fence_size, context_gl->free_fence_count + 1,
- sizeof(*context_gl->free_fences)))
- {
- ERR("Failed to grow free list, leaking fence %u in context %p.\n", fence->object.id, context_gl);
- return;
- }
-
- context_gl->free_fences[context_gl->free_fence_count++] = fence->object;
-}
-
-/* Context activation is done by the caller. */
-void wined3d_context_gl_alloc_timestamp_query(struct wined3d_context_gl *context_gl,
- struct wined3d_timestamp_query *query)
-{
- const struct wined3d_gl_info *gl_info = context_gl->gl_info;
-
- if (context_gl->free_timestamp_query_count)
- {
- query->id = context_gl->free_timestamp_queries[--context_gl->free_timestamp_query_count];
- }
- else
- {
- GL_EXTCALL(glGenQueries(1, &query->id));
- checkGLcall("glGenQueries");
-
- TRACE("Allocated timestamp query %u in context %p.\n", query->id, context_gl);
- }
-
- query->context_gl = context_gl;
- list_add_head(&context_gl->timestamp_queries, &query->entry);
-}
-
-void wined3d_context_gl_free_timestamp_query(struct wined3d_timestamp_query *query)
-{
- struct wined3d_context_gl *context_gl = query->context_gl;
-
- list_remove(&query->entry);
- query->context_gl = NULL;
-
- if (!wined3d_array_reserve((void **)&context_gl->free_timestamp_queries,
- &context_gl->free_timestamp_query_size, context_gl->free_timestamp_query_count + 1,
- sizeof(*context_gl->free_timestamp_queries)))
- {
- ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context_gl);
- return;
- }
-
- context_gl->free_timestamp_queries[context_gl->free_timestamp_query_count++] = query->id;
-}
-
-void wined3d_context_gl_alloc_so_statistics_query(struct wined3d_context_gl *context_gl,
- struct wined3d_so_statistics_query *query)
-{
- const struct wined3d_gl_info *gl_info = context_gl->gl_info;
-
- if (context_gl->free_so_statistics_query_count)
- {
- query->u = context_gl->free_so_statistics_queries[--context_gl->free_so_statistics_query_count];
- }
- else
- {
- GL_EXTCALL(glGenQueries(ARRAY_SIZE(query->u.id), query->u.id));
- checkGLcall("glGenQueries");
-
- TRACE("Allocated SO statistics queries %u, %u in context %p.\n",
- query->u.id[0], query->u.id[1], context_gl);
- }
-
- query->context_gl = context_gl;
- list_add_head(&context_gl->so_statistics_queries, &query->entry);
-}
-
-void wined3d_context_gl_free_so_statistics_query(struct wined3d_so_statistics_query *query)
-{
- struct wined3d_context_gl *context_gl = query->context_gl;
-
- list_remove(&query->entry);
- query->context_gl = NULL;
-
- if (!wined3d_array_reserve((void **)&context_gl->free_so_statistics_queries,
- &context_gl->free_so_statistics_query_size, context_gl->free_so_statistics_query_count + 1,
- sizeof(*context_gl->free_so_statistics_queries)))
- {
- ERR("Failed to grow free list, leaking GL queries %u, %u in context %p.\n",
- query->u.id[0], query->u.id[1], context_gl);
- return;
- }
-
- context_gl->free_so_statistics_queries[context_gl->free_so_statistics_query_count++] = query->u;
-}
-
-void wined3d_context_gl_alloc_pipeline_statistics_query(struct wined3d_context_gl *context_gl,
- struct wined3d_pipeline_statistics_query *query)
-{
- const struct wined3d_gl_info *gl_info = context_gl->gl_info;
-
- if (context_gl->free_pipeline_statistics_query_count)
- {
- query->u = context_gl->free_pipeline_statistics_queries[--context_gl->free_pipeline_statistics_query_count];
- }
- else
- {
- GL_EXTCALL(glGenQueries(ARRAY_SIZE(query->u.id), query->u.id));
- checkGLcall("glGenQueries");
- }
-
- query->context_gl = context_gl;
- list_add_head(&context_gl->pipeline_statistics_queries, &query->entry);
-}
-
-void wined3d_context_gl_free_pipeline_statistics_query(struct wined3d_pipeline_statistics_query *query)
-{
- struct wined3d_context_gl *context_gl = query->context_gl;
-
- list_remove(&query->entry);
- query->context_gl = NULL;
-
- if (!wined3d_array_reserve((void **)&context_gl->free_pipeline_statistics_queries,
- &context_gl->free_pipeline_statistics_query_size, context_gl->free_pipeline_statistics_query_count + 1,
- sizeof(*context_gl->free_pipeline_statistics_queries)))
- {
- ERR("Failed to grow free list, leaking GL queries in context %p.\n", context_gl);
- return;
- }
-
- context_gl->free_pipeline_statistics_queries[context_gl->free_pipeline_statistics_query_count++] = query->u;
-}
-
-typedef void (context_fbo_entry_func_t)(struct wined3d_context_gl *context_gl, struct fbo_entry *entry);
-
-static void wined3d_context_gl_enum_fbo_entries(const struct wined3d_device *device,
- GLuint name, BOOL rb_namespace, context_fbo_entry_func_t *callback)
-{
- unsigned int i, j;
-
- for (i = 0; i < device->context_count; ++i)
- {
- struct wined3d_context_gl *context_gl = wined3d_context_gl(device->contexts[i]);
- const struct wined3d_gl_info *gl_info = context_gl->gl_info;
- struct fbo_entry *entry, *entry2;
-
- LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context_gl->fbo_list, struct fbo_entry, entry)
- {
- for (j = 0; j < gl_info->limits.buffers + 1; ++j)
- {
- if (entry->key.objects[j].object == name
- && !(entry->key.rb_namespace & (1 << j)) == !rb_namespace)
- {
- callback(context_gl, entry);
- break;
- }
- }
- }
- }
-}
-
-static void wined3d_context_gl_queue_fbo_entry_destruction(struct wined3d_context_gl *context_gl,
- struct fbo_entry *entry)
-{
- list_remove(&entry->entry);
- list_add_head(&context_gl->fbo_destroy_list, &entry->entry);
-}
-
-void context_resource_released(const struct wined3d_device *device, struct wined3d_resource *resource)
-{
- unsigned int i;
-
- if (!device->d3d_initialized)
- return;
-
- for (i = 0; i < device->context_count; ++i)
- {
- struct wined3d_context *context = device->contexts[i];
-
- if (&context->current_rt.texture->resource == resource)
- {
- context->current_rt.texture = NULL;
- context->current_rt.sub_resource_idx = 0;
- }
- }
-}
-
-void context_gl_resource_released(struct wined3d_device *device, GLuint name, BOOL rb_namespace)
-{
- wined3d_context_gl_enum_fbo_entries(device, name, rb_namespace,
- wined3d_context_gl_queue_fbo_entry_destruction);
-}
-
-void wined3d_context_gl_texture_update(struct wined3d_context_gl *context_gl,
- const struct wined3d_texture_gl *texture_gl)
-{
- const struct wined3d_gl_info *gl_info = context_gl->gl_info;
- struct fbo_entry *entry = context_gl->current_fbo;
- unsigned int i;
-
- if (!entry || context_gl->rebind_fbo)
- return;
-
- for (i = 0; i < gl_info->limits.buffers + 1; ++i)
- {
- if (texture_gl->texture_rgb.name == entry->key.objects[i].object
- || texture_gl->texture_srgb.name == entry->key.objects[i].object)
- {
- TRACE("Updated texture %p is bound as attachment %u to the current FBO.\n", texture_gl, i);
- context_gl->rebind_fbo = TRUE;
- return;
- }
- }
-}
-
-static BOOL wined3d_context_gl_restore_pixel_format(struct wined3d_context_gl *context_gl)
-{
- const struct wined3d_gl_info *gl_info = context_gl->gl_info;
- BOOL ret = FALSE;
-
- if (context_gl->restore_pf && IsWindow(context_gl->restore_pf_win))
- {
- if (gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH])
- {
- HDC dc = GetDCEx(context_gl->restore_pf_win, 0, DCX_USESTYLE | DCX_CACHE);
- if (dc)
- {
- if (!(ret = GL_EXTCALL(wglSetPixelFormatWINE(dc, context_gl->restore_pf))))
- {
- ERR("Failed to restore pixel format %d on window %p.\n",
- context_gl->restore_pf, context_gl->restore_pf_win);
- }
- ReleaseDC(context_gl->restore_pf_win, dc);
- }
- }
- else
- {
- ERR("Unable to restore pixel format %d on window %p.\n",
- context_gl->restore_pf, context_gl->restore_pf_win);
- }
- }
-
- context_gl->restore_pf = 0;
- context_gl->restore_pf_win = NULL;
- return ret;
-}
-
-static BOOL wined3d_context_gl_set_pixel_format(struct wined3d_context_gl *context_gl)
-{
- const struct wined3d_gl_info *gl_info = context_gl->gl_info;
- BOOL private = context_gl->dc_is_private;
- int format = context_gl->pixel_format;
- HDC dc = context_gl->dc;
- int current;
-
- if (private && context_gl->dc_has_format)
- return TRUE;
-
- if (!private && WindowFromDC(dc) != context_gl->window)
- return FALSE;
-
- current = gl_info->gl_ops.wgl.p_wglGetPixelFormat(dc);
- if (current == format) goto success;
-
- if (!current)
- {
- if (!SetPixelFormat(dc, format, NULL))
- {
- /* This may also happen if the dc belongs to a destroyed window. */
- WARN("Failed to set pixel format %d on device context %p, last error %#x.\n",
- format, dc, GetLastError());
- return FALSE;
- }
-
- context_gl->restore_pf = 0;
- context_gl->restore_pf_win = private ? NULL : WindowFromDC(dc);
- goto success;
- }
-
- /* By default WGL doesn't allow pixel format adjustments but we need it
- * here. For this reason there's a Wine specific wglSetPixelFormat()
- * which allows us to set the pixel format multiple times. Only use it
- * when really needed. */
- if (gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH])
- {
- HWND win;
-
- if (!GL_EXTCALL(wglSetPixelFormatWINE(dc, format)))
- {
- ERR("wglSetPixelFormatWINE failed to set pixel format %d on device context %p.\n",
- format, dc);
- return FALSE;
- }
-
- win = private ? NULL : WindowFromDC(dc);
- if (win != context_gl->restore_pf_win)
- {
- wined3d_context_gl_restore_pixel_format(context_gl);
-
- context_gl->restore_pf = private ? 0 : current;
- context_gl->restore_pf_win = win;
- }
-
- goto success;
- }
-
- /* OpenGL doesn't allow pixel format adjustments. Print an error and
- * continue using the old format. There's a big chance that the old
- * format works although with a performance hit and perhaps rendering
- * errors. */
- ERR("Unable to set pixel format %d on device context %p. Already using format %d.\n",
- format, dc, current);
- return TRUE;
-
-success:
- if (private)
- context_gl->dc_has_format = TRUE;
- return TRUE;
-}
-
-static BOOL wined3d_context_gl_set_gl_context(struct wined3d_context_gl *context_gl)
-{
- struct wined3d_swapchain_gl *swapchain_gl = wined3d_swapchain_gl(context_gl->c.swapchain);
- BOOL backup = FALSE;
-
- if (!wined3d_context_gl_set_pixel_format(context_gl))
- {
- WARN("Failed to set pixel format %d on device context %p.\n",
- context_gl->pixel_format, context_gl->dc);
- backup = TRUE;
- }
-
- if (backup || !wglMakeCurrent(context_gl->dc, context_gl->gl_ctx))
- {
- WARN("Failed to make GL context %p current on device context %p, last error %#x.\n",
- context_gl->gl_ctx, context_gl->dc, GetLastError());
- context_gl->valid = 0;
- WARN("Trying fallback to the backup window.\n");
-
- /* FIXME: If the context is destroyed it's no longer associated with
- * a swapchain, so we can't use the swapchain to get a backup dc. To
- * make this work windowless contexts would need to be handled by the
- * device. */
- if (context_gl->c.destroyed || !swapchain_gl)
- {
- FIXME("Unable to get backup dc for destroyed context %p.\n", context_gl);
- wined3d_context_gl_set_current(NULL);
- return FALSE;
- }
-
- if (!(context_gl->dc = wined3d_swapchain_gl_get_backup_dc(swapchain_gl)))
- {
- wined3d_context_gl_set_current(NULL);
- return FALSE;
- }
-
- context_gl->dc_is_private = TRUE;
- context_gl->dc_has_format = FALSE;
-
- if (!wined3d_context_gl_set_pixel_format(context_gl))
- {
- ERR("Failed to set pixel format %d on device context %p.\n",
- context_gl->pixel_format, context_gl->dc);
- wined3d_context_gl_set_current(NULL);
- return FALSE;
- }
-
- if (!wglMakeCurrent(context_gl->dc, context_gl->gl_ctx))
- {
- ERR("Fallback to backup window (dc %p) failed too, last error %#x.\n",
- context_gl->dc, GetLastError());
- wined3d_context_gl_set_current(NULL);
- return FALSE;
- }
-
- context_gl->valid = 1;
- }
- context_gl->needs_set = 0;
-
- return TRUE;
-}
-
-static void context_restore_gl_context(const struct wined3d_gl_info *gl_info, HDC dc, HGLRC gl_ctx)
-{
- if (!wglMakeCurrent(dc, gl_ctx))
- {
- ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
- gl_ctx, dc, GetLastError());
- wined3d_context_gl_set_current(NULL);
- }
-}
-
-static void wined3d_context_gl_update_window(struct wined3d_context_gl *context_gl)
-{
- if (!context_gl->c.swapchain)
- return;
-
- if (context_gl->window == context_gl->c.swapchain->win_handle)
- return;
-
- TRACE("Updating context %p window from %p to %p.\n",
- context_gl, context_gl->window, context_gl->c.swapchain->win_handle);
-
- if (context_gl->dc)
- wined3d_release_dc(context_gl->window, context_gl->dc);
-
- context_gl->window = context_gl->c.swapchain->win_handle;
- context_gl->dc_is_private = FALSE;
- context_gl->dc_has_format = FALSE;
- context_gl->needs_set = 1;
- context_gl->valid = 1;
-
- if (!(context_gl->dc = GetDCEx(context_gl->window, 0, DCX_USESTYLE | DCX_CACHE)))
- {
- ERR("Failed to get a device context for window %p.\n", context_gl->window);
- context_gl->valid = 0;
- }
-}
-
-void wined3d_context_cleanup(struct wined3d_context *context)
-{
-}
-
-static void wined3d_context_gl_cleanup(struct wined3d_context_gl *context_gl)
-{
- struct wined3d_pipeline_statistics_query *pipeline_statistics_query;
- const struct wined3d_gl_info *gl_info = context_gl->gl_info;
- struct wined3d_so_statistics_query *so_statistics_query;
- struct wined3d_timestamp_query *timestamp_query;
- struct wined3d_occlusion_query *occlusion_query;
- struct fbo_entry *entry, *entry2;
- struct wined3d_fence *fence;
- HGLRC restore_ctx;
- HDC restore_dc;
- unsigned int i;
-
- restore_ctx = wglGetCurrentContext();
- restore_dc = wglGetCurrentDC();
-
- if (restore_ctx == context_gl->gl_ctx)
- restore_ctx = NULL;
- else if (context_gl->valid)
- wined3d_context_gl_set_gl_context(context_gl);
-
- if (context_gl->valid)
- {
- if (context_gl->dummy_arbfp_prog)
- GL_EXTCALL(glDeleteProgramsARB(1, &context_gl->dummy_arbfp_prog));
-
- if (context_gl->blit_vbo)
- GL_EXTCALL(glDeleteBuffers(1, &context_gl->blit_vbo));
-
- for (i = 0; i < context_gl->free_pipeline_statistics_query_count; ++i)
- {
- union wined3d_gl_pipeline_statistics_query *q = &context_gl->free_pipeline_statistics_queries[i];
- GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(q->id), q->id));
- }
-
- for (i = 0; i < context_gl->free_so_statistics_query_count; ++i)
- {
- union wined3d_gl_so_statistics_query *q = &context_gl->free_so_statistics_queries[i];
- GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(q->id), q->id));
- }
-
- if (context_gl->free_timestamp_query_count)
- GL_EXTCALL(glDeleteQueries(context_gl->free_timestamp_query_count, context_gl->free_timestamp_queries));
-
- if (gl_info->supported[ARB_SYNC])
- {
- for (i = 0; i < context_gl->free_fence_count; ++i)
- {
- GL_EXTCALL(glDeleteSync(context_gl->free_fences[i].sync));
- }
- }
- else if (gl_info->supported[APPLE_FENCE])
- {
- for (i = 0; i < context_gl->free_fence_count; ++i)
- {
- GL_EXTCALL(glDeleteFencesAPPLE(1, &context_gl->free_fences[i].id));
- }
- }
- else if (gl_info->supported[NV_FENCE])
- {
- for (i = 0; i < context_gl->free_fence_count; ++i)
- {
- GL_EXTCALL(glDeleteFencesNV(1, &context_gl->free_fences[i].id));
- }
- }
-
- if (context_gl->free_occlusion_query_count)
- GL_EXTCALL(glDeleteQueries(context_gl->free_occlusion_query_count, context_gl->free_occlusion_queries));
-
- checkGLcall("context cleanup");
- }
- heap_free(context_gl->free_pipeline_statistics_queries);
- heap_free(context_gl->free_so_statistics_queries);
- heap_free(context_gl->free_timestamp_queries);
- heap_free(context_gl->free_fences);
- heap_free(context_gl->free_occlusion_queries);
-
- LIST_FOR_EACH_ENTRY(pipeline_statistics_query, &context_gl->pipeline_statistics_queries,
- struct wined3d_pipeline_statistics_query, entry)
- {
- if (context_gl->valid)
- GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(pipeline_statistics_query->u.id), pipeline_statistics_query->u.id));
- pipeline_statistics_query->context_gl = NULL;
- }
-
- LIST_FOR_EACH_ENTRY(so_statistics_query, &context_gl->so_statistics_queries,
- struct wined3d_so_statistics_query, entry)
- {
- if (context_gl->valid)
- GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(so_statistics_query->u.id), so_statistics_query->u.id));
- so_statistics_query->context_gl = NULL;
- }
-
- LIST_FOR_EACH_ENTRY(timestamp_query, &context_gl->timestamp_queries, struct wined3d_timestamp_query, entry)
- {
- if (context_gl->valid)
- GL_EXTCALL(glDeleteQueries(1, ×tamp_query->id));
- timestamp_query->context_gl = NULL;
- }
-
- LIST_FOR_EACH_ENTRY(fence, &context_gl->fences, struct wined3d_fence, entry)
- {
- if (context_gl->valid)
- {
- if (gl_info->supported[ARB_SYNC])
- {
- if (fence->object.sync)
- GL_EXTCALL(glDeleteSync(fence->object.sync));
- }
- else if (gl_info->supported[APPLE_FENCE])
- {
- GL_EXTCALL(glDeleteFencesAPPLE(1, &fence->object.id));
- }
- else if (gl_info->supported[NV_FENCE])
- {
- GL_EXTCALL(glDeleteFencesNV(1, &fence->object.id));
- }
- }
- fence->context_gl = NULL;
- }
-
- LIST_FOR_EACH_ENTRY(occlusion_query, &context_gl->occlusion_queries, struct wined3d_occlusion_query, entry)
- {
- if (context_gl->valid)
- GL_EXTCALL(glDeleteQueries(1, &occlusion_query->id));
- occlusion_query->context_gl = NULL;
- }
-
- LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context_gl->fbo_destroy_list, struct fbo_entry, entry)
- {
- if (!context_gl->valid)
- entry->id = 0;
- wined3d_context_gl_destroy_fbo_entry(context_gl, entry);
- }
-
- LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context_gl->fbo_list, struct fbo_entry, entry)
- {
- if (!context_gl->valid)
- entry->id = 0;
- wined3d_context_gl_destroy_fbo_entry(context_gl, entry);
- }
-
- heap_free(context_gl->texture_type);
-
- wined3d_context_gl_restore_pixel_format(context_gl);
- if (restore_ctx)
- context_restore_gl_context(gl_info, restore_dc, restore_ctx);
- else if (wglGetCurrentContext() && !wglMakeCurrent(NULL, NULL))
- ERR("Failed to disable GL context.\n");
-
- wined3d_release_dc(context_gl->window, context_gl->dc);
-
- if (!wglDeleteContext(context_gl->gl_ctx))
- {
- DWORD err = GetLastError();
- ERR("Failed to delete GL context %p, last error %#x.\n", context_gl->gl_ctx, err);
- }
-
- wined3d_context_cleanup(&context_gl->c);
-}
-
-DWORD context_get_tls_idx(void)
-{
- return wined3d_context_tls_idx;
-}
-
-void context_set_tls_idx(DWORD idx)
-{
- wined3d_context_tls_idx = idx;
-}
-
-struct wined3d_context_gl *wined3d_context_gl_get_current(void)
-{
- return TlsGetValue(wined3d_context_tls_idx);
-}
-
-BOOL wined3d_context_gl_set_current(struct wined3d_context_gl *context_gl)
-{
- struct wined3d_context_gl *old = wined3d_context_gl_get_current();
-
- if (old == context_gl)
- {
- TRACE("Already using D3D context %p.\n", context_gl);
- return TRUE;
- }
-
- if (old)
- {
- if (old->c.destroyed)
- {
- TRACE("Switching away from destroyed context %p.\n", old);
- wined3d_context_gl_cleanup(old);
- heap_free((void *)old->gl_info);
- heap_free(old);
- }
- else
- {
- if (wglGetCurrentContext())
- {
- const struct wined3d_gl_info *gl_info = old->gl_info;
- TRACE("Flushing context %p before switching to %p.\n", old, context_gl);
- gl_info->gl_ops.gl.p_glFlush();
- }
- old->c.current = 0;
- }
- }
-
- if (context_gl)
- {
- if (!context_gl->valid)
- {
- ERR("Trying to make invalid context %p current.\n", context_gl);
- return FALSE;
- }
-
- TRACE("Switching to D3D context %p, GL context %p, device context %p.\n",
- context_gl, context_gl->gl_ctx, context_gl->dc);
- if (!wined3d_context_gl_set_gl_context(context_gl))
- return FALSE;
- context_gl->c.current = 1;
- }
- else if (wglGetCurrentContext())
- {
- TRACE("Clearing current D3D context.\n");
- if (!wglMakeCurrent(NULL, NULL))
- {
- DWORD err = GetLastError();
- ERR("Failed to clear current GL context, last error %#x.\n", err);
- TlsSetValue(wined3d_context_tls_idx, NULL);
- return FALSE;
- }
- }
-
- return TlsSetValue(wined3d_context_tls_idx, context_gl);
-}
-
-void wined3d_context_gl_release(struct wined3d_context_gl *context_gl)
-{
- TRACE("Releasing context %p, level %u.\n", context_gl, context_gl->level);
-
- if (WARN_ON(d3d))
- {
- if (!context_gl->level)
- WARN("Context %p is not active.\n", context_gl);
- else if (context_gl != wined3d_context_gl_get_current())
- WARN("Context %p is not the current context.\n", context_gl);
- }
-
- if (!--context_gl->level)
- {
- if (wined3d_context_gl_restore_pixel_format(context_gl))
- context_gl->needs_set = 1;
- if (context_gl->restore_ctx)
- {
- TRACE("Restoring GL context %p on device context %p.\n", context_gl->restore_ctx, context_gl->restore_dc);
- context_restore_gl_context(context_gl->gl_info, context_gl->restore_dc, context_gl->restore_ctx);
- context_gl->restore_ctx = NULL;
- context_gl->restore_dc = NULL;
- }
-
- if (context_gl->c.destroy_delayed)
- {
- TRACE("Destroying context %p.\n", context_gl);
- wined3d_context_gl_destroy(context_gl);
- }
- }
-}
-
-/* This is used when a context for render target A is active, but a separate context is
- * needed to access the WGL framebuffer for render target B. Re-acquire a context for rt
- * A to avoid breaking caller code. */
-void context_restore(struct wined3d_context *context, struct wined3d_texture *texture, unsigned int sub_resource_idx)
-{
- if (context->current_rt.texture != texture || context->current_rt.sub_resource_idx != sub_resource_idx)
- {
- context_release(context);
- context = context_acquire(texture->resource.device, texture, sub_resource_idx);
- }
-
- context_release(context);
-}
-
-static void wined3d_context_gl_enter(struct wined3d_context_gl *context_gl)
-{
- TRACE("Entering context %p, level %u.\n", context_gl, context_gl->level + 1);
-
- if (!context_gl->level++)
- {
- const struct wined3d_context_gl *current_context = wined3d_context_gl_get_current();
- HGLRC current_gl = wglGetCurrentContext();
-
- if (current_gl && (!current_context || current_context->gl_ctx != current_gl))
- {
- TRACE("Another GL context (%p on device context %p) is already current.\n",
- current_gl, wglGetCurrentDC());
- context_gl->restore_ctx = current_gl;
- context_gl->restore_dc = wglGetCurrentDC();
- context_gl->needs_set = 1;
- }
- else if (!context_gl->needs_set && !(context_gl->dc_is_private && context_gl->dc_has_format)
- && context_gl->pixel_format != context_gl->gl_info->gl_ops.wgl.p_wglGetPixelFormat(context_gl->dc))
- context_gl->needs_set = 1;
- }
-}
-
-void context_invalidate_compute_state(struct wined3d_context *context, DWORD state_id)
-{
- DWORD representative = context->state_table[state_id].representative - STATE_COMPUTE_OFFSET;
- unsigned int index, shift;
-
- index = representative / (sizeof(*context->dirty_compute_states) * CHAR_BIT);
- shift = representative & (sizeof(*context->dirty_compute_states) * CHAR_BIT - 1);
- context->dirty_compute_states[index] |= (1u << shift);
-}
-
-void context_invalidate_state(struct wined3d_context *context, unsigned int state_id)
-{
- unsigned int representative = context->state_table[state_id].representative;
- unsigned int index, shift;
-
- index = representative / (sizeof(*context->dirty_graphics_states) * CHAR_BIT);
- shift = representative & ((sizeof(*context->dirty_graphics_states) * CHAR_BIT) - 1);
- context->dirty_graphics_states[index] |= (1u << shift);
-}
-
-/* This function takes care of wined3d pixel format selection. */
-static int context_choose_pixel_format(const struct wined3d_device *device, HDC hdc,
- const struct wined3d_format *color_format, const struct wined3d_format *ds_format,
- BOOL auxBuffers)
-{
- unsigned int cfg_count = wined3d_adapter_gl(device->adapter)->pixel_format_count;
- unsigned int current_value;
- PIXELFORMATDESCRIPTOR pfd;
- int iPixelFormat = 0;
- unsigned int i;
-
- TRACE("device %p, dc %p, color_format %s, ds_format %s, aux_buffers %#x.\n",
- device, hdc, debug_d3dformat(color_format->id), debug_d3dformat(ds_format->id),
- auxBuffers);
-
- current_value = 0;
- for (i = 0; i < cfg_count; ++i)
- {
- const struct wined3d_pixel_format *cfg = &wined3d_adapter_gl(device->adapter)->pixel_formats[i];
- unsigned int value;
-
- /* For now only accept RGBA formats. Perhaps some day we will
- * allow floating point formats for pbuffers. */
- if (cfg->iPixelType != WGL_TYPE_RGBA_ARB)
- continue;
- /* In window mode we need a window drawable format and double buffering. */
- if (!(cfg->windowDrawable && cfg->doubleBuffer))
- continue;
- if (cfg->redSize < color_format->red_size)
- continue;
- if (cfg->greenSize < color_format->green_size)
- continue;
- if (cfg->blueSize < color_format->blue_size)
- continue;
- if (cfg->alphaSize < color_format->alpha_size)
- continue;
- if (cfg->depthSize < ds_format->depth_size)
- continue;
- if (ds_format->stencil_size && cfg->stencilSize != ds_format->stencil_size)
- continue;
- /* Check multisampling support. */
- if (cfg->numSamples)
- continue;
-
- value = 1;
- /* We try to locate a format which matches our requirements exactly. In case of
- * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
- if (cfg->depthSize == ds_format->depth_size)
- value += 1;
- if (cfg->stencilSize == ds_format->stencil_size)
- value += 2;
- if (cfg->alphaSize == color_format->alpha_size)
- value += 4;
- /* We like to have aux buffers in backbuffer mode */
- if (auxBuffers && cfg->auxBuffers)
- value += 8;
- if (cfg->redSize == color_format->red_size
- && cfg->greenSize == color_format->green_size
- && cfg->blueSize == color_format->blue_size)
- value += 16;
-
- if (value > current_value)
- {
- iPixelFormat = cfg->iPixelFormat;
- current_value = value;
- }
- }
-
- if (!iPixelFormat)
- {
- ERR("Trying to locate a compatible pixel format because an exact match failed.\n");
-
- memset(&pfd, 0, sizeof(pfd));
- pfd.nSize = sizeof(pfd);
- pfd.nVersion = 1;
- pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
- pfd.iPixelType = PFD_TYPE_RGBA;
- pfd.cAlphaBits = color_format->alpha_size;
- pfd.cColorBits = color_format->red_size + color_format->green_size
- + color_format->blue_size + color_format->alpha_size;
- pfd.cDepthBits = ds_format->depth_size;
- pfd.cStencilBits = ds_format->stencil_size;
- pfd.iLayerType = PFD_MAIN_PLANE;
-
- if (!(iPixelFormat = ChoosePixelFormat(hdc, &pfd)))
- {
- /* Something is very wrong as ChoosePixelFormat() barely fails. */
- ERR("Can't find a suitable pixel format.\n");
- return 0;
- }
- }
-
- TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s.\n",
- iPixelFormat, debug_d3dformat(color_format->id), debug_d3dformat(ds_format->id));
- return iPixelFormat;
-}
-
-/* Context activation is done by the caller. */
-void wined3d_context_gl_bind_dummy_textures(const struct wined3d_context_gl *context_gl)
-{
- const struct wined3d_dummy_textures *textures = &wined3d_device_gl(context_gl->c.device)->dummy_textures;
- const struct wined3d_gl_info *gl_info = context_gl->gl_info;
- unsigned int i;
-
- for (i = 0; i < gl_info->limits.combined_samplers; ++i)
- {
- GL_EXTCALL(glActiveTexture(GL_TEXTURE0 + i));
-
- gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, textures->tex_1d);
- gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, textures->tex_2d);
-
- if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
- gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB, textures->tex_rect);
-
- if (gl_info->supported[EXT_TEXTURE3D])
- gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, textures->tex_3d);
-
- if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
- gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, textures->tex_cube);
-
- if (gl_info->supported[ARB_TEXTURE_CUBE_MAP_ARRAY])
- gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, textures->tex_cube_array);
-
- if (gl_info->supported[EXT_TEXTURE_ARRAY])
- {
- gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D_ARRAY, textures->tex_1d_array);
- gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_ARRAY, textures->tex_2d_array);
- }
-
- if (gl_info->supported[ARB_TEXTURE_BUFFER_OBJECT])
- gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_BUFFER, textures->tex_buffer);
-
- if (gl_info->supported[ARB_TEXTURE_MULTISAMPLE])
- {
- gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, textures->tex_2d_ms);
- gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, textures->tex_2d_ms_array);
- }
- }
-
- checkGLcall("bind dummy textures");
-}
-
-void wined3d_check_gl_call(const struct wined3d_gl_info *gl_info,
- const char *file, unsigned int line, const char *name)
-{
- GLint err;
-
- if (gl_info->supported[ARB_DEBUG_OUTPUT] || (err = gl_info->gl_ops.gl.p_glGetError()) == GL_NO_ERROR)
- {
- TRACE("%s call ok %s / %u.\n", name, file, line);
- return;
- }
-
- do
- {
- ERR(">>>>>>> %s (%#x) from %s @ %s / %u.\n",
- debug_glerror(err), err, name, file,line);
- err = gl_info->gl_ops.gl.p_glGetError();
- } while (err != GL_NO_ERROR);
-}
-
-static BOOL context_debug_output_enabled(const struct wined3d_gl_info *gl_info)
-{
- return gl_info->supported[ARB_DEBUG_OUTPUT]
- && (ERR_ON(d3d) || FIXME_ON(d3d) || WARN_ON(d3d_perf));
-}
-
-static void WINE_GLAPI wined3d_debug_callback(GLenum source, GLenum type, GLuint id,
- GLenum severity, GLsizei length, const char *message, void *ctx)
-{
- switch (type)
- {
- case GL_DEBUG_TYPE_ERROR_ARB:
- ERR("%p: %s.\n", ctx, debugstr_an(message, length));
- break;
-
- case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB:
- case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB:
- case GL_DEBUG_TYPE_PORTABILITY_ARB:
- FIXME("%p: %s.\n", ctx, debugstr_an(message, length));
- break;
-
- case GL_DEBUG_TYPE_PERFORMANCE_ARB:
- WARN_(d3d_perf)("%p: %s.\n", ctx, debugstr_an(message, length));
- break;
-
- default:
- FIXME("ctx %p, type %#x: %s.\n", ctx, type, debugstr_an(message, length));
- break;
- }
-}
-
-HGLRC context_create_wgl_attribs(const struct wined3d_gl_info *gl_info, HDC hdc, HGLRC share_ctx)
-{
- HGLRC ctx;
- unsigned int ctx_attrib_idx = 0;
- GLint ctx_attribs[7], ctx_flags = 0;
-
- if (context_debug_output_enabled(gl_info))
- ctx_flags = WGL_CONTEXT_DEBUG_BIT_ARB;
- ctx_attribs[ctx_attrib_idx++] = WGL_CONTEXT_MAJOR_VERSION_ARB;
- ctx_attribs[ctx_attrib_idx++] = gl_info->selected_gl_version >> 16;
- ctx_attribs[ctx_attrib_idx++] = WGL_CONTEXT_MINOR_VERSION_ARB;
- ctx_attribs[ctx_attrib_idx++] = gl_info->selected_gl_version & 0xffff;
- if (ctx_flags)
- {
- ctx_attribs[ctx_attrib_idx++] = WGL_CONTEXT_FLAGS_ARB;
- ctx_attribs[ctx_attrib_idx++] = ctx_flags;
- }
- ctx_attribs[ctx_attrib_idx] = 0;
-
- if (!(ctx = gl_info->p_wglCreateContextAttribsARB(hdc, share_ctx, ctx_attribs)))
- {
- if (gl_info->selected_gl_version >= MAKEDWORD_VERSION(3, 2))
- {
- if (ctx_flags)
- {
- ctx_flags |= WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB;
- ctx_attribs[ctx_attrib_idx - 1] = ctx_flags;
- }
- else
- {
- ctx_flags = WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB;
- ctx_attribs[ctx_attrib_idx++] = WGL_CONTEXT_FLAGS_ARB;
- ctx_attribs[ctx_attrib_idx++] = ctx_flags;
- ctx_attribs[ctx_attrib_idx] = 0;
- }
- if (!(ctx = gl_info->p_wglCreateContextAttribsARB(hdc, share_ctx, ctx_attribs)))
- WARN("Failed to create a WGL context with wglCreateContextAttribsARB, last error %#x.\n",
- GetLastError());
- }
- }
- return ctx;
-}
-
-void wined3d_context_init(struct wined3d_context *context, struct wined3d_swapchain *swapchain)
-{
- struct wined3d_device *device = swapchain->device;
- DWORD state;
-
- context->d3d_info = &device->adapter->d3d_info;
- context->state_table = device->state_table;
-
- /* Mark all states dirty to force a proper initialization of the states on
- * the first use of the context. Compute states do not need initialization. */
- for (state = 0; state <= STATE_HIGHEST; ++state)
- {
- if (context->state_table[state].representative && !STATE_IS_COMPUTE(state))
- context_invalidate_state(context, state);
- }
-
- context->device = device;
- context->swapchain = swapchain;
- context->current_rt.texture = swapchain->front_buffer;
- context->current_rt.sub_resource_idx = 0;
-
- context->shader_update_mask = (1u << WINED3D_SHADER_TYPE_PIXEL)
- | (1u << WINED3D_SHADER_TYPE_VERTEX)
- | (1u << WINED3D_SHADER_TYPE_GEOMETRY)
- | (1u << WINED3D_SHADER_TYPE_HULL)
- | (1u << WINED3D_SHADER_TYPE_DOMAIN)
- | (1u << WINED3D_SHADER_TYPE_COMPUTE);
-}
-
-HRESULT wined3d_context_no3d_init(struct wined3d_context *context_no3d, struct wined3d_swapchain *swapchain)
-{
- TRACE("context_no3d %p, swapchain %p.\n", context_no3d, swapchain);
-
- wined3d_context_init(context_no3d, swapchain);
-
- return WINED3D_OK;
-}
-
-static BOOL wined3d_context_gl_create_wgl_ctx(struct wined3d_context_gl *context_gl,
- struct wined3d_swapchain_gl *swapchain_gl)
-{
- const struct wined3d_format *colour_format, *ds_format;
- struct wined3d_context *context = &context_gl->c;
- const struct wined3d_gl_info *gl_info;
- struct wined3d_resource *target;
- struct wined3d_adapter *adapter;
- unsigned int target_bind_flags;
- struct wined3d_device *device;
- HGLRC ctx, share_ctx;
- unsigned int i;
-
- device = context->device;
- adapter = device->adapter;
- gl_info = &adapter->gl_info;
-
- target = &context->current_rt.texture->resource;
- target_bind_flags = target->bind_flags;
-
- if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
- {
- static const enum wined3d_format_id ds_formats[] =
- {
- WINED3DFMT_D24_UNORM_S8_UINT,
- WINED3DFMT_D32_UNORM,
- WINED3DFMT_R24_UNORM_X8_TYPELESS,
- WINED3DFMT_D16_UNORM,
- WINED3DFMT_S1_UINT_D15_UNORM,
- };
-
- colour_format = target->format;
-
- /* In case of ORM_BACKBUFFER, make sure to request an alpha component for
- * X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
- if (colour_format->id == WINED3DFMT_B4G4R4X4_UNORM)
- colour_format = wined3d_get_format(adapter, WINED3DFMT_B4G4R4A4_UNORM, target_bind_flags);
- else if (colour_format->id == WINED3DFMT_B8G8R8X8_UNORM)
- colour_format = wined3d_get_format(adapter, WINED3DFMT_B8G8R8A8_UNORM, target_bind_flags);
-
- /* DirectDraw supports 8bit paletted render targets and these are used by
- * old games like StarCraft and C&C. Most modern hardware doesn't support
- * 8bit natively so we perform some form of 8bit -> 32bit conversion. The
- * conversion (ab)uses the alpha component for storing the palette index.
- * For this reason we require a format with 8bit alpha, so request
- * A8R8G8B8. */
- if (colour_format->id == WINED3DFMT_P8_UINT)
- colour_format = wined3d_get_format(adapter, WINED3DFMT_B8G8R8A8_UNORM, target_bind_flags);
-
- /* Try to find a pixel format which matches our requirements. */
- if (!swapchain_gl->s.ds_format)
- {
- for (i = 0; i < ARRAY_SIZE(ds_formats); ++i)
- {
- ds_format = wined3d_get_format(adapter, ds_formats[i], WINED3D_BIND_DEPTH_STENCIL);
- if ((context_gl->pixel_format = context_choose_pixel_format(device,
- context_gl->dc, colour_format, ds_format, TRUE)))
- {
- swapchain_gl->s.ds_format = ds_format;
- break;
- }
-
- TRACE("Depth stencil format %s is not supported, trying next format.\n",
- debug_d3dformat(ds_format->id));
- }
- }
- else
- {
- context_gl->pixel_format = context_choose_pixel_format(device,
- context_gl->dc, colour_format, swapchain_gl->s.ds_format, TRUE);
- }
- }
- else
- {
- /* When using FBOs for off-screen rendering, we only use the drawable for
- * presentation blits, and don't do any rendering to it. That means we
- * don't need depth or stencil buffers, and can mostly ignore the render
- * target format. This wouldn't necessarily be quite correct for 10bpc
- * display modes, but we don't currently support those.
- * Using the same format regardless of the colour/depth/stencil targets
- * makes it much less likely that different wined3d instances will set
- * conflicting pixel formats. */
- colour_format = wined3d_get_format(adapter, WINED3DFMT_B8G8R8A8_UNORM, target_bind_flags);
- ds_format = wined3d_get_format(adapter, WINED3DFMT_UNKNOWN, WINED3D_BIND_DEPTH_STENCIL);
- context_gl->pixel_format = context_choose_pixel_format(device,
- context_gl->dc, colour_format, ds_format, FALSE);
- }
-
- if (!context_gl->pixel_format)
- {
- ERR("Failed to choose pixel format.\n");
- return FALSE;
- }
-
- wined3d_context_gl_enter(context_gl);
-
- if (!wined3d_context_gl_set_pixel_format(context_gl))
- {
- context_release(context);
-
- if (context_gl->dc_is_private)
- {
- ERR("Failed to set pixel format %d on device context %p.\n", context_gl->pixel_format, context_gl->dc);
-
- return FALSE;
- }
-
- WARN("Failed to set pixel format %d on device context %p, trying backup DC.\n",
- context_gl->pixel_format, context_gl->dc);
-
- wined3d_release_dc(context_gl->window, context_gl->dc);
- if (!(context_gl->dc = wined3d_swapchain_gl_get_backup_dc(swapchain_gl)))
- {
- ERR("Failed to retrieve the backup device context.\n");
- return FALSE;
- }
- context_gl->dc_is_private = TRUE;
-
- return wined3d_context_gl_create_wgl_ctx(context_gl, swapchain_gl);
- }
-
- share_ctx = device->context_count ? wined3d_context_gl(device->contexts[0])->gl_ctx : NULL;
- if (gl_info->p_wglCreateContextAttribsARB)
- {
- if (!(ctx = context_create_wgl_attribs(gl_info, context_gl->dc, share_ctx)))
- {
- ERR("Failed to create a WGL context.\n");
- context_release(context);
- return FALSE;
- }
- }
- else
- {
- if (!(ctx = wglCreateContext(context_gl->dc)))
- {
- ERR("Failed to create a WGL context.\n");
- context_release(context);
- return FALSE;
- }
-
- if (share_ctx && !wglShareLists(share_ctx, ctx))
- {
- ERR("wglShareLists(%p, %p) failed, last error %#x.\n", share_ctx, ctx, GetLastError());
- context_release(context);
- if (!wglDeleteContext(ctx))
- ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, GetLastError());
- return FALSE;
- }
- }
-
- context_gl->dc_has_format = TRUE;
- context_gl->needs_set = 1;
- context_gl->valid = 1;
- context_gl->gl_ctx = ctx;
-
- return TRUE;
-}
-
-HRESULT wined3d_context_gl_init(struct wined3d_context_gl *context_gl, struct wined3d_swapchain_gl *swapchain_gl)
-{
- struct wined3d_context *context = &context_gl->c;
- const struct wined3d_d3d_info *d3d_info;
- const struct wined3d_gl_info *gl_info;
- struct wined3d_device *device;
- unsigned int i;
-
- TRACE("context_gl %p, swapchain %p.\n", context_gl, swapchain_gl);
-
- wined3d_context_init(&context_gl->c, &swapchain_gl->s);
-
- device = context->device;
- gl_info = &device->adapter->gl_info;
- context_gl->gl_info = gl_info;
- d3d_info = context->d3d_info;
-
- context_gl->tid = GetCurrentThreadId();
- context_gl->window = context->swapchain->win_handle;
- if (context_gl->window == GetDesktopWindow())
- {
- TRACE("Swapchain is created on the desktop window, trying backup device context.\n");
- context_gl->dc = NULL;
- }
- else if (!(context_gl->dc = GetDCEx(context_gl->window, 0, DCX_USESTYLE | DCX_CACHE)))
- WARN("Failed to retrieve device context, trying swapchain backup.\n");
-
- if (!context_gl->dc)
- {
- if (!(context_gl->dc = wined3d_swapchain_gl_get_backup_dc(swapchain_gl)))
- {
- ERR("Failed to retrieve a device context.\n");
- return E_FAIL;
- }
- context_gl->dc_is_private = TRUE;
- }
-
- list_init(&context_gl->fbo_list);
- list_init(&context_gl->fbo_destroy_list);
-
- list_init(&context_gl->occlusion_queries);
- list_init(&context_gl->fences);
- list_init(&context_gl->timestamp_queries);
- list_init(&context_gl->so_statistics_queries);
- list_init(&context_gl->pipeline_statistics_queries);
-
- for (i = 0; i < ARRAY_SIZE(context_gl->tex_unit_map); ++i)
- context_gl->tex_unit_map[i] = WINED3D_UNMAPPED_STAGE;
- for (i = 0; i < ARRAY_SIZE(context_gl->rev_tex_unit_map); ++i)
- context_gl->rev_tex_unit_map[i] = WINED3D_UNMAPPED_STAGE;
- if (gl_info->limits.graphics_samplers >= WINED3D_MAX_COMBINED_SAMPLERS)
- {
- /* Initialize the texture unit mapping to a 1:1 mapping. */
- unsigned int base, count;
-
- wined3d_gl_limits_get_texture_unit_range(&gl_info->limits, WINED3D_SHADER_TYPE_PIXEL, &base, &count);
- if (base + WINED3D_MAX_FRAGMENT_SAMPLERS > ARRAY_SIZE(context_gl->rev_tex_unit_map))
- {
- ERR("Unexpected texture unit base index %u.\n", base);
- goto fail;
- }
- for (i = 0; i < min(count, WINED3D_MAX_FRAGMENT_SAMPLERS); ++i)
- {
- context_gl->tex_unit_map[i] = base + i;
- context_gl->rev_tex_unit_map[base + i] = i;
- }
-
- wined3d_gl_limits_get_texture_unit_range(&gl_info->limits, WINED3D_SHADER_TYPE_VERTEX, &base, &count);
- if (base + WINED3D_MAX_VERTEX_SAMPLERS > ARRAY_SIZE(context_gl->rev_tex_unit_map))
- {
- ERR("Unexpected texture unit base index %u.\n", base);
- goto fail;
- }
- for (i = 0; i < min(count, WINED3D_MAX_VERTEX_SAMPLERS); ++i)
- {
- context_gl->tex_unit_map[WINED3D_MAX_FRAGMENT_SAMPLERS + i] = base + i;
- context_gl->rev_tex_unit_map[base + i] = WINED3D_MAX_FRAGMENT_SAMPLERS + i;
- }
- }
-
- if (!(context_gl->texture_type = heap_calloc(gl_info->limits.combined_samplers,
- sizeof(*context_gl->texture_type))))
- goto fail;
-
- if (!wined3d_context_gl_create_wgl_ctx(context_gl, swapchain_gl))
- goto fail;
-
- /* Set up the context defaults. */
-
- context->render_offscreen = wined3d_resource_is_offscreen(&context->current_rt.texture->resource);
- context_gl->draw_buffers_mask = context_generate_rt_mask(GL_BACK);
-
- if (!wined3d_context_gl_set_current(context_gl))
- {
- ERR("Cannot activate context to set up defaults.\n");
- context_release(context);
- if (!wglDeleteContext(context_gl->gl_ctx))
- ERR("wglDeleteContext(%p) failed, last error %#x.\n", context_gl->gl_ctx, GetLastError());
- goto fail;
- }
-
- if (context_debug_output_enabled(gl_info))
- {
- GL_EXTCALL(glDebugMessageCallback(wined3d_debug_callback, context));
- if (TRACE_ON(d3d_synchronous))
- gl_info->gl_ops.gl.p_glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
- GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, NULL, GL_FALSE));
- if (ERR_ON(d3d))
- {
- GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_ERROR,
- GL_DONT_CARE, 0, NULL, GL_TRUE));
- }
- if (FIXME_ON(d3d))
- {
- GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR,
- GL_DONT_CARE, 0, NULL, GL_TRUE));
- GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR,
- GL_DONT_CARE, 0, NULL, GL_TRUE));
- GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_PORTABILITY,
- GL_DONT_CARE, 0, NULL, GL_TRUE));
- }
- if (WARN_ON(d3d_perf))
- {
- GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_PERFORMANCE,
- GL_DONT_CARE, 0, NULL, GL_TRUE));
- }
- }
-
- if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
- gl_info->gl_ops.gl.p_glGetIntegerv(GL_AUX_BUFFERS, &context_gl->aux_buffers);
-
- TRACE("Setting up the screen\n");
-
- if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
- {
- gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
- checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
-
- gl_info->gl_ops.gl.p_glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
- checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
-
- gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
- checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
- }
- else
- {
- GLuint vao;
-
- GL_EXTCALL(glGenVertexArrays(1, &vao));
- GL_EXTCALL(glBindVertexArray(vao));
- checkGLcall("creating VAO");
- }
-
- gl_info->gl_ops.gl.p_glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);
- checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);");
- gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
- checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, 1);");
-
- if (gl_info->supported[NV_TEXTURE_SHADER2])
- {
- /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
- * the previous texture where to source the offset from is always unit - 1.
- */
- for (i = 1; i < gl_info->limits.textures; ++i)
- {
- wined3d_context_gl_active_texture(context_gl, gl_info, i);
- gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_SHADER_NV,
- GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + i - 1);
- checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...");
- }
- }
- if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
- {
- /* MacOS(radeon X1600 at least, but most likely others too) refuses to draw if GLSL and ARBFP are
- * enabled, but the currently bound arbfp program is 0. Enabling ARBFP with prog 0 is invalid, but
- * GLSL should bypass this. This causes problems in programs that never use the fixed function pipeline,
- * because the ARBFP extension is enabled by the ARBFP pipeline at context creation, but no program
- * is ever assigned.
- *
- * So make sure a program is assigned to each context. The first real ARBFP use will set a different
- * program and the dummy program is destroyed when the context is destroyed.
- */
- static const char dummy_program[] =
- "!!ARBfp1.0\n"
- "MOV result.color, fragment.color.primary;\n"
- "END\n";
- GL_EXTCALL(glGenProgramsARB(1, &context_gl->dummy_arbfp_prog));
- GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, context_gl->dummy_arbfp_prog));
- GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB,
- GL_PROGRAM_FORMAT_ASCII_ARB, strlen(dummy_program), dummy_program));
- }
-
- if (gl_info->supported[ARB_POINT_SPRITE])
- {
- for (i = 0; i < gl_info->limits.textures; ++i)
- {
- wined3d_context_gl_active_texture(context_gl, gl_info, i);
- gl_info->gl_ops.gl.p_glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
- checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)");
- }
- }
-
- if (gl_info->supported[ARB_PROVOKING_VERTEX])
- {
- GL_EXTCALL(glProvokingVertex(GL_FIRST_VERTEX_CONVENTION));
- }
- else if (gl_info->supported[EXT_PROVOKING_VERTEX])
- {
- GL_EXTCALL(glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT));
- }
- if (!(d3d_info->wined3d_creation_flags & WINED3D_NO_PRIMITIVE_RESTART))
- {
- if (gl_info->supported[ARB_ES3_COMPATIBILITY])
- {
- gl_info->gl_ops.gl.p_glEnable(GL_PRIMITIVE_RESTART_FIXED_INDEX);
- checkGLcall("enable GL_PRIMITIVE_RESTART_FIXED_INDEX");
- }
- else
- {
- FIXME("OpenGL implementation does not support GL_PRIMITIVE_RESTART_FIXED_INDEX.\n");
- }
- }
- if (!(d3d_info->wined3d_creation_flags & WINED3D_LEGACY_CUBEMAP_FILTERING)
- && gl_info->supported[ARB_SEAMLESS_CUBE_MAP])
- {
- gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
- checkGLcall("enable seamless cube map filtering");
- }
- if (gl_info->supported[ARB_CLIP_CONTROL])
- GL_EXTCALL(glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, GL_LOWER_LEFT));
-
- /* If this happens to be the first context for the device, dummy textures
- * are not created yet. In that case, they will be created (and bound) by
- * create_dummy_textures right after this context is initialized. */
- if (wined3d_device_gl(device)->dummy_textures.tex_2d)
- wined3d_context_gl_bind_dummy_textures(context_gl);
-
- /* Initialise all rectangles to avoid resetting unused ones later. */
- gl_info->gl_ops.gl.p_glScissor(0, 0, 0, 0);
- checkGLcall("glScissor");
-
- return WINED3D_OK;
-
-fail:
- heap_free(context_gl->texture_type);
- wined3d_release_dc(context_gl->window, context_gl->dc);
- return E_FAIL;
-}
-
-void wined3d_context_gl_destroy(struct wined3d_context_gl *context_gl)
-{
- struct wined3d_device *device = context_gl->c.device;
-
- TRACE("Destroying context %p.\n", context_gl);
-
- wined3d_from_cs(device->cs);
-
- /* We delay destroying a context when it is active. The context_release()
- * function invokes wined3d_context_gl_destroy() again while leaving the
- * last level. */
- if (context_gl->level)
- {
- TRACE("Delaying destruction of context %p.\n", context_gl);
- context_gl->c.destroy_delayed = 1;
- /* FIXME: Get rid of a pointer to swapchain from wined3d_context. */
- context_gl->c.swapchain = NULL;
- return;
- }
-
- device_context_remove(device, &context_gl->c);
-
- if (context_gl->c.current && context_gl->tid != GetCurrentThreadId())
- {
- struct wined3d_gl_info *gl_info;
-
- /* Make a copy of gl_info for wined3d_context_gl_cleanup() use, the
- * one in wined3d_adapter may go away in the meantime. */
- gl_info = heap_alloc(sizeof(*gl_info));
- *gl_info = *context_gl->gl_info;
- context_gl->gl_info = gl_info;
- context_gl->c.destroyed = 1;
-
- return;
- }
-
- wined3d_context_gl_cleanup(context_gl);
- TlsSetValue(context_get_tls_idx(), NULL);
- heap_free(context_gl);
-}
-
-const unsigned int *wined3d_context_gl_get_tex_unit_mapping(const struct wined3d_context_gl *context_gl,
- const struct wined3d_shader_version *shader_version, unsigned int *base, unsigned int *count)
-{
- const struct wined3d_gl_info *gl_info = context_gl->gl_info;
-
- if (!shader_version)
- {
- *base = 0;
- *count = WINED3D_MAX_TEXTURES;
- return context_gl->tex_unit_map;
- }
-
- if (shader_version->major >= 4)
- {
- wined3d_gl_limits_get_texture_unit_range(&gl_info->limits, shader_version->type, base, count);
- return NULL;
- }
-
- switch (shader_version->type)
- {
- case WINED3D_SHADER_TYPE_PIXEL:
- *base = 0;
- *count = WINED3D_MAX_FRAGMENT_SAMPLERS;
- break;
- case WINED3D_SHADER_TYPE_VERTEX:
- *base = WINED3D_MAX_FRAGMENT_SAMPLERS;
- *count = WINED3D_MAX_VERTEX_SAMPLERS;
- break;
- default:
- ERR("Unhandled shader type %#x.\n", shader_version->type);
- *base = 0;
- *count = 0;
- }
-
- return context_gl->tex_unit_map;
-}
-
-static void wined3d_context_gl_get_rt_size(const struct wined3d_context_gl *context_gl, SIZE *size)
-{
- const struct wined3d_texture *rt = context_gl->c.current_rt.texture;
- unsigned int level;
-
- if (rt->swapchain)
- {
- RECT window_size;
-
- GetClientRect(context_gl->window, &window_size);
- size->cx = window_size.right - window_size.left;
- size->cy = window_size.bottom - window_size.top;
-
- return;
- }
-
- level = context_gl->c.current_rt.sub_resource_idx % rt->level_count;
- size->cx = wined3d_texture_get_level_width(rt, level);
- size->cy = wined3d_texture_get_level_height(rt, level);
-}
-
-void wined3d_context_gl_enable_clip_distances(struct wined3d_context_gl *context_gl, uint32_t enable_mask)
-{
- const struct wined3d_gl_info *gl_info = context_gl->gl_info;
- unsigned int clip_distance_count, i;
- uint32_t disable_mask, current_mask;
-
- clip_distance_count = gl_info->limits.user_clip_distances;
- disable_mask = ~enable_mask;
- enable_mask &= (1u << clip_distance_count) - 1;
- disable_mask &= (1u << clip_distance_count) - 1;
- current_mask = context_gl->c.clip_distance_mask;
- context_gl->c.clip_distance_mask = enable_mask;
-
- enable_mask &= ~current_mask;
- while (enable_mask)
- {
- i = wined3d_bit_scan(&enable_mask);
- gl_info->gl_ops.gl.p_glEnable(GL_CLIP_DISTANCE0 + i);
- }
- disable_mask &= current_mask;
- while (disable_mask)
- {
- i = wined3d_bit_scan(&disable_mask);
- gl_info->gl_ops.gl.p_glDisable(GL_CLIP_DISTANCE0 + i);
- }
- checkGLcall("toggle clip distances");
-}
-
-static inline BOOL is_rt_mask_onscreen(DWORD rt_mask)
-{
- return rt_mask & (1u << 31);
-}
-
-static inline GLenum draw_buffer_from_rt_mask(DWORD rt_mask)
-{
- return rt_mask & ~(1u << 31);
-}
-
-/* Context activation is done by the caller. */
-static void wined3d_context_gl_apply_draw_buffers(struct wined3d_context_gl *context_gl, uint32_t rt_mask)
-{
- const struct wined3d_gl_info *gl_info = context_gl->gl_info;
- GLenum draw_buffers[WINED3D_MAX_RENDER_TARGETS];
-
- if (!rt_mask)
- {
- gl_info->gl_ops.gl.p_glDrawBuffer(GL_NONE);
- }
- else if (is_rt_mask_onscreen(rt_mask))
- {
- gl_info->gl_ops.gl.p_glDrawBuffer(draw_buffer_from_rt_mask(rt_mask));
- }
- else
- {
- if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
- {
- unsigned int i = 0;
-
- while (rt_mask)
- {
- if (rt_mask & 1)
- draw_buffers[i] = GL_COLOR_ATTACHMENT0 + i;
- else
- draw_buffers[i] = GL_NONE;
-
- rt_mask >>= 1;
- ++i;
- }
-
- if (gl_info->supported[ARB_DRAW_BUFFERS])
- {
- GL_EXTCALL(glDrawBuffers(i, draw_buffers));
- }
- else
- {
- gl_info->gl_ops.gl.p_glDrawBuffer(draw_buffers[0]);
- }
- }
- else
- {
- ERR("Unexpected draw buffers mask with backbuffer ORM.\n");
- }
- }
-
- checkGLcall("apply draw buffers");
-}
-
-/* Context activation is done by the caller. */
-void wined3d_context_gl_set_draw_buffer(struct wined3d_context_gl *context_gl, GLenum buffer)
-{
- const struct wined3d_gl_info *gl_info = context_gl->gl_info;
- struct fbo_entry *current_fbo = context_gl->current_fbo;
- uint32_t new_mask = context_generate_rt_mask(buffer);
- uint32_t *current_mask;
-
- current_mask = current_fbo ? ¤t_fbo->rt_mask : &context_gl->draw_buffers_mask;
- if (new_mask == *current_mask)
- return;
-
- gl_info->gl_ops.gl.p_glDrawBuffer(buffer);
- checkGLcall("glDrawBuffer()");
-
- *current_mask = new_mask;
-}
-
-/* Context activation is done by the caller. */
-void wined3d_context_gl_active_texture(struct wined3d_context_gl *context_gl,
- const struct wined3d_gl_info *gl_info, unsigned int unit)
-{
- GL_EXTCALL(glActiveTexture(GL_TEXTURE0 + unit));
- checkGLcall("glActiveTexture");
- context_gl->active_texture = unit;
-}
-
-void wined3d_context_gl_bind_bo(struct wined3d_context_gl *context_gl, GLenum binding, GLuint name)
-{
- const struct wined3d_gl_info *gl_info = context_gl->gl_info;
-
- if (binding == GL_ELEMENT_ARRAY_BUFFER)
- context_invalidate_state(&context_gl->c, STATE_INDEXBUFFER);
-
- GL_EXTCALL(glBindBuffer(binding, name));
-}
-
-void wined3d_context_gl_bind_texture(struct wined3d_context_gl *context_gl, GLenum target, GLuint name)
-{
- const struct wined3d_dummy_textures *textures = &wined3d_device_gl(context_gl->c.device)->dummy_textures;
- const struct wined3d_gl_info *gl_info = context_gl->gl_info;
- GLenum old_texture_type;
- unsigned int unit;
-
- if (name)
- gl_info->gl_ops.gl.p_glBindTexture(target, name);
- else
- target = GL_NONE;
-
- unit = context_gl->active_texture;
- old_texture_type = context_gl->texture_type[unit];
- if (old_texture_type != target)
- {
- switch (old_texture_type)
- {
- case GL_NONE:
- /* nothing to do */
- break;
- case GL_TEXTURE_1D:
- gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, textures->tex_1d);
- break;
- case GL_TEXTURE_1D_ARRAY:
- gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D_ARRAY, textures->tex_1d_array);
- break;
- case GL_TEXTURE_2D:
- gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, textures->tex_2d);
- break;
- case GL_TEXTURE_2D_ARRAY:
- gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_ARRAY, textures->tex_2d_array);
- break;
- case GL_TEXTURE_RECTANGLE_ARB:
- gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB, textures->tex_rect);
- break;
- case GL_TEXTURE_CUBE_MAP:
- gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, textures->tex_cube);
- break;
- case GL_TEXTURE_CUBE_MAP_ARRAY:
- gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, textures->tex_cube_array);
- break;
- case GL_TEXTURE_3D:
- gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, textures->tex_3d);
- break;
- case GL_TEXTURE_BUFFER:
- gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_BUFFER, textures->tex_buffer);
- break;
- case GL_TEXTURE_2D_MULTISAMPLE:
- gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, textures->tex_2d_ms);
- break;
- case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
- gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, textures->tex_2d_ms_array);
- break;
- default:
- ERR("Unexpected texture target %#x.\n", old_texture_type);
- }
-
- context_gl->texture_type[unit] = target;
- }
-
- checkGLcall("bind texture");
-}
-
-void *wined3d_context_gl_map_bo_address(struct wined3d_context_gl *context_gl,
- const struct wined3d_bo_address *data, size_t size, GLenum binding, DWORD flags)
-{
- const struct wined3d_gl_info *gl_info;
- BYTE *memory;
-
- if (!data->buffer_object)
- return data->addr;
-
- gl_info = context_gl->gl_info;
- wined3d_context_gl_bind_bo(context_gl, binding, data->buffer_object);
-
- if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
- {
- memory = GL_EXTCALL(glMapBufferRange(binding, (INT_PTR)data->addr,
- size, wined3d_resource_gl_map_flags(flags)));
- }
- else
- {
- memory = GL_EXTCALL(glMapBuffer(binding, wined3d_resource_gl_legacy_map_flags(flags)));
- memory += (INT_PTR)data->addr;
- }
-
- wined3d_context_gl_bind_bo(context_gl, binding, 0);
- checkGLcall("Map buffer object");
-
- return memory;
-}
-
-void wined3d_context_gl_unmap_bo_address(struct wined3d_context_gl *context_gl, const struct wined3d_bo_address *data,
- GLenum binding, unsigned int range_count, const struct wined3d_range *ranges)
-{
- const struct wined3d_gl_info *gl_info;
- unsigned int i;
-
- if (!data->buffer_object)
- return;
-
- gl_info = context_gl->gl_info;
- wined3d_context_gl_bind_bo(context_gl, binding, data->buffer_object);
-
- if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
- {
- for (i = 0; i < range_count; ++i)
- {
- GL_EXTCALL(glFlushMappedBufferRange(binding, (UINT_PTR)data->addr + ranges[i].offset, ranges[i].size));
- }
- }
-
- GL_EXTCALL(glUnmapBuffer(binding));
- wined3d_context_gl_bind_bo(context_gl, binding, 0);
- checkGLcall("Unmap buffer object");
-}
-
-void wined3d_context_gl_copy_bo_address(struct wined3d_context_gl *context_gl,
- const struct wined3d_bo_address *dst, GLenum dst_binding,
- const struct wined3d_bo_address *src, GLenum src_binding, size_t size)
-{
- const struct wined3d_gl_info *gl_info;
- struct wined3d_range range;
- BYTE *dst_ptr, *src_ptr;
-
- gl_info = context_gl->gl_info;
-
- if (dst->buffer_object && src->buffer_object)
- {
- if (gl_info->supported[ARB_COPY_BUFFER])
- {
- GL_EXTCALL(glBindBuffer(GL_COPY_READ_BUFFER, src->buffer_object));
- GL_EXTCALL(glBindBuffer(GL_COPY_WRITE_BUFFER, dst->buffer_object));
- GL_EXTCALL(glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER,
- (GLintptr)src->addr, (GLintptr)dst->addr, size));
- checkGLcall("direct buffer copy");
- }
- else
- {
- src_ptr = wined3d_context_gl_map_bo_address(context_gl, src, size, src_binding, WINED3D_MAP_READ);
- dst_ptr = wined3d_context_gl_map_bo_address(context_gl, dst, size, dst_binding, WINED3D_MAP_WRITE);
-
- memcpy(dst_ptr, src_ptr, size);
-
- range.offset = 0;
- range.size = size;
- wined3d_context_gl_unmap_bo_address(context_gl, dst, dst_binding, 1, &range);
- wined3d_context_gl_unmap_bo_address(context_gl, src, src_binding, 0, NULL);
- }
- }
- else if (!dst->buffer_object && src->buffer_object)
- {
- wined3d_context_gl_bind_bo(context_gl, src_binding, src->buffer_object);
- GL_EXTCALL(glGetBufferSubData(src_binding, (GLintptr)src->addr, size, dst->addr));
- checkGLcall("buffer download");
- }
- else if (dst->buffer_object && !src->buffer_object)
- {
- wined3d_context_gl_bind_bo(context_gl, dst_binding, dst->buffer_object);
- GL_EXTCALL(glBufferSubData(dst_binding, (GLintptr)dst->addr, size, src->addr));
- checkGLcall("buffer upload");
- }
- else
- {
- memcpy(dst->addr, src->addr, size);
- }
-}
-
-static void wined3d_context_gl_set_render_offscreen(struct wined3d_context_gl *context_gl, BOOL offscreen)
-{
- if (context_gl->c.render_offscreen == offscreen)
- return;
-
- context_invalidate_state(&context_gl->c, STATE_VIEWPORT);
- context_invalidate_state(&context_gl->c, STATE_SCISSORRECT);
- if (!context_gl->gl_info->supported[ARB_CLIP_CONTROL])
- {
- context_invalidate_state(&context_gl->c, STATE_RASTERIZER);
- context_invalidate_state(&context_gl->c, STATE_POINTSPRITECOORDORIGIN);
- context_invalidate_state(&context_gl->c, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
- }
- context_invalidate_state(&context_gl->c, STATE_SHADER(WINED3D_SHADER_TYPE_DOMAIN));
- if (context_gl->gl_info->supported[ARB_FRAGMENT_COORD_CONVENTIONS])
- context_invalidate_state(&context_gl->c, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL));
- context_gl->c.render_offscreen = offscreen;
-}
-
-GLenum wined3d_context_gl_get_offscreen_gl_buffer(const struct wined3d_context_gl *context_gl)
-{
- switch (wined3d_settings.offscreen_rendering_mode)
- {
- case ORM_FBO:
- return GL_COLOR_ATTACHMENT0;
-
- case ORM_BACKBUFFER:
- return context_gl->aux_buffers > 0 ? GL_AUX0 : GL_BACK;
-
- default:
- FIXME("Unhandled offscreen rendering mode %#x.\n", wined3d_settings.offscreen_rendering_mode);
- return GL_BACK;
- }
-}
-
-static uint32_t wined3d_context_gl_generate_rt_mask_no_fbo(const struct wined3d_context_gl *context_gl,
- struct wined3d_resource *rt)
-{
- if (!rt || rt->format->id == WINED3DFMT_NULL)
- return 0;
- else if (rt->type != WINED3D_RTYPE_BUFFER && texture_from_resource(rt)->swapchain)
- return context_generate_rt_mask_from_resource(rt);
- else
- return context_generate_rt_mask(wined3d_context_gl_get_offscreen_gl_buffer(context_gl));
-}
-
-/* Context activation is done by the caller. */
-void wined3d_context_gl_apply_blit_state(struct wined3d_context_gl *context_gl, const struct wined3d_device *device)
-{
- struct wined3d_context *context = &context_gl->c;
- const struct wined3d_gl_info *gl_info;
- uint32_t rt_mask, *cur_mask;
- struct wined3d_texture *rt;
- unsigned int sampler;
- SIZE rt_size;
-
- TRACE("Setting up context %p for blitting.\n", context);
-
- gl_info = context_gl->gl_info;
- rt = context->current_rt.texture;
-
- if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
- {
- if (context->render_offscreen)
- {
- wined3d_texture_load(rt, context, FALSE);
-
- wined3d_context_gl_apply_fbo_state_blit(context_gl, GL_FRAMEBUFFER, &rt->resource,
- context->current_rt.sub_resource_idx, NULL, 0, rt->resource.draw_binding);
- if (rt->resource.format->id != WINED3DFMT_NULL)
- rt_mask = 1;
- else
- rt_mask = 0;
- }
- else
- {
- context_gl->current_fbo = NULL;
- wined3d_context_gl_bind_fbo(context_gl, GL_FRAMEBUFFER, 0);
- rt_mask = context_generate_rt_mask_from_resource(&rt->resource);
- }
- }
- else
- {
- rt_mask = wined3d_context_gl_generate_rt_mask_no_fbo(context_gl, &rt->resource);
- }
-
- cur_mask = context_gl->current_fbo ? &context_gl->current_fbo->rt_mask : &context_gl->draw_buffers_mask;
-
- if (rt_mask != *cur_mask)
- {
- wined3d_context_gl_apply_draw_buffers(context_gl, rt_mask);
- *cur_mask = rt_mask;
- }
-
- if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
- wined3d_context_gl_check_fbo_status(context_gl, GL_FRAMEBUFFER);
- context_invalidate_state(context, STATE_FRAMEBUFFER);
-
- wined3d_context_gl_get_rt_size(context_gl, &rt_size);
-
- if (context->last_was_blit)
- {
- if (context_gl->blit_size.cx != rt_size.cx || context_gl->blit_size.cy != rt_size.cy)
- {
- gl_info->gl_ops.gl.p_glViewport(0, 0, rt_size.cx, rt_size.cy);
- context->viewport_count = WINED3D_MAX_VIEWPORTS;
- context_gl->blit_size = rt_size;
- /* No need to dirtify here, the states are still dirtified because
- * they weren't applied since the last context_apply_blit_state()
- * call. */
- }
- checkGLcall("blit state application");
- TRACE("Context is already set up for blitting, nothing to do.\n");
- return;
- }
- context->last_was_blit = TRUE;
-
- if (gl_info->supported[ARB_SAMPLER_OBJECTS])
- GL_EXTCALL(glBindSampler(0, 0));
- wined3d_context_gl_active_texture(context_gl, gl_info, 0);
-
- sampler = context_gl->rev_tex_unit_map[0];
- if (sampler != WINED3D_UNMAPPED_STAGE)
- {
- if (sampler < WINED3D_MAX_TEXTURES)
- {
- context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + sampler));
- context_invalidate_state(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP));
- }
- context_invalidate_state(context, STATE_SAMPLER(sampler));
- }
- context_invalidate_compute_state(context, STATE_COMPUTE_SHADER_RESOURCE_BINDING);
- context_invalidate_state(context, STATE_GRAPHICS_SHADER_RESOURCE_BINDING);
-
- if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
- {
- gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST);
- context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHATESTENABLE));
- }
- gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_TEST);
- context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ZENABLE));
- gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
- gl_info->gl_ops.gl.p_glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
- context_invalidate_state(context, STATE_BLEND);
- gl_info->gl_ops.gl.p_glDisable(GL_CULL_FACE);
- gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST);
- context_invalidate_state(context, STATE_RASTERIZER);
- gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST);
- context_invalidate_state(context, STATE_RENDER(WINED3D_RS_STENCILENABLE));
- if (gl_info->supported[ARB_POINT_SPRITE])
- {
- gl_info->gl_ops.gl.p_glDisable(GL_POINT_SPRITE_ARB);
- context_invalidate_state(context, STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE));
- }
- if (gl_info->supported[ARB_FRAMEBUFFER_SRGB])
- {
- gl_info->gl_ops.gl.p_glDisable(GL_FRAMEBUFFER_SRGB);
- context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE));
- }
-
- context->last_was_rhw = TRUE;
- context_invalidate_state(context, STATE_VDECL); /* because of last_was_rhw = TRUE */
-
- wined3d_context_gl_enable_clip_distances(context_gl, 0);
- context_invalidate_state(context, STATE_RENDER(WINED3D_RS_CLIPPING));
-
- /* FIXME: Make draw_textured_quad() able to work with a upper left origin. */
- if (gl_info->supported[ARB_CLIP_CONTROL])
- GL_EXTCALL(glClipControl(GL_LOWER_LEFT, GL_NEGATIVE_ONE_TO_ONE));
- gl_info->gl_ops.gl.p_glViewport(0, 0, rt_size.cx, rt_size.cy);
- context->viewport_count = WINED3D_MAX_VIEWPORTS;
- context_invalidate_state(context, STATE_VIEWPORT);
-
- device->shader_backend->shader_disable(device->shader_priv, context);
-
- context_gl->blit_size = rt_size;
-
- checkGLcall("blit state application");
-}
-
-static void wined3d_context_gl_apply_blit_projection(const struct wined3d_context_gl *context_gl,
- unsigned int w, unsigned int h)
-{
- const struct wined3d_gl_info *gl_info = context_gl->gl_info;
- const GLdouble projection[] =
- {
- 2.0 / w, 0.0, 0.0, 0.0,
- 0.0, 2.0 / h, 0.0, 0.0,
- 0.0, 0.0, 2.0, 0.0,
- -1.0, -1.0, -1.0, 1.0,
- };
-
- gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
- gl_info->gl_ops.gl.p_glLoadMatrixd(projection);
-}
-
-/* Setup OpenGL states for fixed-function blitting. */
-/* Context activation is done by the caller. */
-void wined3d_context_gl_apply_ffp_blit_state(struct wined3d_context_gl *context_gl,
- const struct wined3d_device *device)
-{
- struct wined3d_context *context = &context_gl->c;
- const struct wined3d_gl_info *gl_info;
- unsigned int i, sampler;
-
- gl_info = context_gl->gl_info;
- if (!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
- ERR("Applying fixed-function state without legacy context support.\n");
-
- if (context->last_was_ffp_blit)
- {
- SIZE rt_size;
-
- wined3d_context_gl_get_rt_size(context_gl, &rt_size);
- if (context_gl->blit_size.cx != rt_size.cx || context_gl->blit_size.cy != rt_size.cy)
- wined3d_context_gl_apply_blit_projection(context_gl, rt_size.cx, rt_size.cy);
- wined3d_context_gl_apply_blit_state(context_gl, device);
-
- checkGLcall("ffp blit state application");
- return;
- }
- context->last_was_ffp_blit = TRUE;
-
- wined3d_context_gl_apply_blit_state(context_gl, device);
-
- /* Disable all textures. The caller can then bind a texture it wants to blit
- * from. */
- for (i = gl_info->limits.textures - 1; i > 0 ; --i)
- {
- wined3d_context_gl_active_texture(context_gl, gl_info, i);
-
- if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
- gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
- gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
- if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
- gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
- gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
-
- gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
-
- sampler = context_gl->rev_tex_unit_map[i];
- if (sampler != WINED3D_UNMAPPED_STAGE)
- {
- if (sampler < WINED3D_MAX_TEXTURES)
- context_invalidate_state(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP));
- context_invalidate_state(context, STATE_SAMPLER(sampler));
- }
- }
-
- wined3d_context_gl_active_texture(context_gl, gl_info, 0);
-
- if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
- gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
- gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
- if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
- gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
- gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
-
- gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
- if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
- gl_info->gl_ops.gl.p_glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, 0.0f);
-
- gl_info->gl_ops.gl.p_glMatrixMode(GL_TEXTURE);
- gl_info->gl_ops.gl.p_glLoadIdentity();
-
- /* Setup transforms. */
- gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
- gl_info->gl_ops.gl.p_glLoadIdentity();
- context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
- wined3d_context_gl_apply_blit_projection(context_gl, context_gl->blit_size.cx, context_gl->blit_size.cy);
- context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
-
- /* Other misc states. */
- gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
- context_invalidate_state(context, STATE_RENDER(WINED3D_RS_LIGHTING));
- gl_info->p_glDisableWINE(GL_FOG);
- context_invalidate_state(context, STATE_RENDER(WINED3D_RS_FOGENABLE));
-
- if (gl_info->supported[EXT_SECONDARY_COLOR])
- {
- gl_info->gl_ops.gl.p_glDisable(GL_COLOR_SUM_EXT);
- context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
- }
- checkGLcall("ffp blit state application");
-}
-
-static BOOL have_framebuffer_attachment(unsigned int rt_count, struct wined3d_rendertarget_view * const *rts,
- const struct wined3d_rendertarget_view *ds)
-{
- unsigned int i;
-
- if (ds)
- return TRUE;
-
- for (i = 0; i < rt_count; ++i)
- {
- if (rts[i] && rts[i]->format->id != WINED3DFMT_NULL)
- return TRUE;
- }
-
- return FALSE;
-}
-
-/* Context activation is done by the caller. */
-BOOL wined3d_context_gl_apply_clear_state(struct wined3d_context_gl *context_gl,
- const struct wined3d_state *state, unsigned int rt_count, const struct wined3d_fb_state *fb)
-{
- struct wined3d_rendertarget_view * const *rts = fb->render_targets;
- const struct wined3d_gl_info *gl_info = context_gl->gl_info;
- struct wined3d_rendertarget_view *dsv = fb->depth_stencil;
- uint32_t rt_mask = 0, *cur_mask;
- unsigned int i;
-
- if (isStateDirty(&context_gl->c, STATE_FRAMEBUFFER) || fb != &state->fb
- || rt_count != gl_info->limits.buffers)
- {
- if (!have_framebuffer_attachment(rt_count, rts, dsv))
- {
- WARN("Invalid render target config, need at least one attachment.\n");
- return FALSE;
- }
-
- if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
- {
- struct wined3d_rendertarget_info ds_info = {{0}};
-
- if (!rt_count || wined3d_resource_is_offscreen(rts[0]->resource))
- {
- memset(context_gl->blit_targets, 0, sizeof(context_gl->blit_targets));
- for (i = 0; i < rt_count; ++i)
- {
- if (rts[i])
- {
- struct wined3d_rendertarget_view_gl *rtv_gl = wined3d_rendertarget_view_gl(rts[i]);
- context_gl->blit_targets[i].gl_view = rtv_gl->gl_view;
- context_gl->blit_targets[i].resource = rtv_gl->v.resource;
- context_gl->blit_targets[i].sub_resource_idx = rtv_gl->v.sub_resource_idx;
- context_gl->blit_targets[i].layer_count = rtv_gl->v.layer_count;
- }
- if (rts[i] && rts[i]->format->id != WINED3DFMT_NULL)
- rt_mask |= (1u << i);
- }
-
- if (dsv)
- {
- struct wined3d_rendertarget_view_gl *dsv_gl = wined3d_rendertarget_view_gl(dsv);
- ds_info.gl_view = dsv_gl->gl_view;
- ds_info.resource = dsv_gl->v.resource;
- ds_info.sub_resource_idx = dsv_gl->v.sub_resource_idx;
- ds_info.layer_count = dsv_gl->v.layer_count;
- }
-
- wined3d_context_gl_apply_fbo_state(context_gl, GL_FRAMEBUFFER, context_gl->blit_targets, &ds_info,
- rt_count ? rts[0]->resource->draw_binding : 0, dsv ? dsv->resource->draw_binding : 0);
- }
- else
- {
- wined3d_context_gl_apply_fbo_state(context_gl, GL_FRAMEBUFFER, NULL, &ds_info,
- WINED3D_LOCATION_DRAWABLE, WINED3D_LOCATION_DRAWABLE);
- rt_mask = context_generate_rt_mask_from_resource(rts[0]->resource);
- }
-
- /* If the framebuffer is not the device's fb the device's fb has to be reapplied
- * next draw. Otherwise we could mark the framebuffer state clean here, once the
- * state management allows this */
- context_invalidate_state(&context_gl->c, STATE_FRAMEBUFFER);
- }
- else
- {
- rt_mask = wined3d_context_gl_generate_rt_mask_no_fbo(context_gl, rt_count ? rts[0]->resource : NULL);
- }
- }
- else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO
- && (!rt_count || wined3d_resource_is_offscreen(rts[0]->resource)))
- {
- for (i = 0; i < rt_count; ++i)
- {
- if (rts[i] && rts[i]->format->id != WINED3DFMT_NULL)
- rt_mask |= (1u << i);
- }
- }
- else
- {
- rt_mask = wined3d_context_gl_generate_rt_mask_no_fbo(context_gl, rt_count ? rts[0]->resource : NULL);
- }
-
- cur_mask = context_gl->current_fbo ? &context_gl->current_fbo->rt_mask : &context_gl->draw_buffers_mask;
-
- if (rt_mask != *cur_mask)
- {
- wined3d_context_gl_apply_draw_buffers(context_gl, rt_mask);
- *cur_mask = rt_mask;
- context_invalidate_state(&context_gl->c, STATE_FRAMEBUFFER);
- }
-
- if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
- wined3d_context_gl_check_fbo_status(context_gl, GL_FRAMEBUFFER);
-
- context_gl->c.last_was_blit = FALSE;
- context_gl->c.last_was_ffp_blit = FALSE;
-
- /* Blending and clearing should be orthogonal, but tests on the nvidia
- * driver show that disabling blending when clearing improves the clearing
- * performance incredibly. */
- gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
- gl_info->gl_ops.gl.p_glEnable(GL_SCISSOR_TEST);
- if (rt_count && gl_info->supported[ARB_FRAMEBUFFER_SRGB])
- {
- if (needs_srgb_write(context_gl->c.d3d_info, state, fb))
- gl_info->gl_ops.gl.p_glEnable(GL_FRAMEBUFFER_SRGB);
- else
- gl_info->gl_ops.gl.p_glDisable(GL_FRAMEBUFFER_SRGB);
- context_invalidate_state(&context_gl->c, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE));
- }
- checkGLcall("setting up state for clear");
-
- context_invalidate_state(&context_gl->c, STATE_BLEND);
- context_invalidate_state(&context_gl->c, STATE_RASTERIZER);
- context_invalidate_state(&context_gl->c, STATE_SCISSORRECT);
-
- return TRUE;
-}
-
-static uint32_t find_draw_buffers_mask(const struct wined3d_context_gl *context_gl, const struct wined3d_state *state)
-{
- struct wined3d_rendertarget_view * const *rts = state->fb.render_targets;
- struct wined3d_shader *ps = state->shader[WINED3D_SHADER_TYPE_PIXEL];
- const struct wined3d_gl_info *gl_info = context_gl->gl_info;
- unsigned int rt_mask, mask;
- unsigned int i;
-
- if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
- return wined3d_context_gl_generate_rt_mask_no_fbo(context_gl, rts[0]->resource);
- else if (!context_gl->c.render_offscreen)
- return context_generate_rt_mask_from_resource(rts[0]->resource);
-
- rt_mask = ps ? ps->reg_maps.rt_mask : 1;
- rt_mask &= (1u << gl_info->limits.buffers) - 1;
- if (state->blend_state && state->blend_state->dual_source)
- rt_mask = 1;
-
- mask = rt_mask;
- while (mask)
- {
- i = wined3d_bit_scan(&mask);
- if (!rts[i] || rts[i]->format->id == WINED3DFMT_NULL)
- rt_mask &= ~(1u << i);
- }
-
- return rt_mask;
-}
-
-/* Context activation is done by the caller. */
-void context_state_fb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
-{
- struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
- uint32_t rt_mask = find_draw_buffers_mask(context_gl, state);
- const struct wined3d_fb_state *fb = &state->fb;
- DWORD color_location = 0;
- DWORD *cur_mask;
-
- if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
- {
- struct wined3d_rendertarget_info ds_info = {{0}};
-
- if (!context->render_offscreen)
- {
- wined3d_context_gl_apply_fbo_state(context_gl, GL_FRAMEBUFFER, NULL, &ds_info,
- WINED3D_LOCATION_DRAWABLE, WINED3D_LOCATION_DRAWABLE);
- }
- else
- {
- const struct wined3d_rendertarget_view_gl *view_gl;
- unsigned int i;
-
- memset(context_gl->blit_targets, 0, sizeof(context_gl->blit_targets));
- for (i = 0; i < context_gl->gl_info->limits.buffers; ++i)
- {
- if (!fb->render_targets[i])
- continue;
-
- view_gl = wined3d_rendertarget_view_gl(fb->render_targets[i]);
- context_gl->blit_targets[i].gl_view = view_gl->gl_view;
- context_gl->blit_targets[i].resource = view_gl->v.resource;
- context_gl->blit_targets[i].sub_resource_idx = view_gl->v.sub_resource_idx;
- context_gl->blit_targets[i].layer_count = view_gl->v.layer_count;
-
- if (!color_location)
- color_location = view_gl->v.resource->draw_binding;
- }
-
- if (fb->depth_stencil)
- {
- view_gl = wined3d_rendertarget_view_gl(fb->depth_stencil);
- ds_info.gl_view = view_gl->gl_view;
- ds_info.resource = view_gl->v.resource;
- ds_info.sub_resource_idx = view_gl->v.sub_resource_idx;
- ds_info.layer_count = view_gl->v.layer_count;
- }
-
- wined3d_context_gl_apply_fbo_state(context_gl, GL_FRAMEBUFFER, context_gl->blit_targets, &ds_info,
- color_location, fb->depth_stencil ? fb->depth_stencil->resource->draw_binding : 0);
- }
- }
-
- cur_mask = context_gl->current_fbo ? &context_gl->current_fbo->rt_mask : &context_gl->draw_buffers_mask;
- if (rt_mask != *cur_mask)
- {
- wined3d_context_gl_apply_draw_buffers(context_gl, rt_mask);
- *cur_mask = rt_mask;
- }
- context->constant_update_mask |= WINED3D_SHADER_CONST_PS_Y_CORR;
-}
-
-static void wined3d_context_gl_map_stage(struct wined3d_context_gl *context_gl, unsigned int stage, unsigned int unit)
-{
- unsigned int i = context_gl->rev_tex_unit_map[unit];
- unsigned int j = context_gl->tex_unit_map[stage];
-
- TRACE("Mapping stage %u to unit %u.\n", stage, unit);
- context_gl->tex_unit_map[stage] = unit;
- if (i != WINED3D_UNMAPPED_STAGE && i != stage)
- context_gl->tex_unit_map[i] = WINED3D_UNMAPPED_STAGE;
-
- context_gl->rev_tex_unit_map[unit] = stage;
- if (j != WINED3D_UNMAPPED_STAGE && j != unit)
- context_gl->rev_tex_unit_map[j] = WINED3D_UNMAPPED_STAGE;
-}
-
-static void context_invalidate_texture_stage(struct wined3d_context *context, DWORD stage)
-{
- DWORD i;
-
- for (i = 0; i <= WINED3D_HIGHEST_TEXTURE_STATE; ++i)
- context_invalidate_state(context, STATE_TEXTURESTAGE(stage, i));
-}
-
-static void context_update_fixed_function_usage_map(struct wined3d_context *context,
- const struct wined3d_state *state)
-{
- UINT i, start, end;
-
- context->fixed_function_usage_map = 0;
- for (i = 0; i < WINED3D_MAX_TEXTURES; ++i)
- {
- enum wined3d_texture_op color_op = state->texture_states[i][WINED3D_TSS_COLOR_OP];
- enum wined3d_texture_op alpha_op = state->texture_states[i][WINED3D_TSS_ALPHA_OP];
- DWORD color_arg1 = state->texture_states[i][WINED3D_TSS_COLOR_ARG1] & WINED3DTA_SELECTMASK;
- DWORD color_arg2 = state->texture_states[i][WINED3D_TSS_COLOR_ARG2] & WINED3DTA_SELECTMASK;
- DWORD color_arg3 = state->texture_states[i][WINED3D_TSS_COLOR_ARG0] & WINED3DTA_SELECTMASK;
- DWORD alpha_arg1 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG1] & WINED3DTA_SELECTMASK;
- DWORD alpha_arg2 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG2] & WINED3DTA_SELECTMASK;
- DWORD alpha_arg3 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG0] & WINED3DTA_SELECTMASK;
-
- /* Not used, and disable higher stages. */
- if (color_op == WINED3D_TOP_DISABLE)
- break;
-
- if (((color_arg1 == WINED3DTA_TEXTURE) && color_op != WINED3D_TOP_SELECT_ARG2)
- || ((color_arg2 == WINED3DTA_TEXTURE) && color_op != WINED3D_TOP_SELECT_ARG1)
- || ((color_arg3 == WINED3DTA_TEXTURE)
- && (color_op == WINED3D_TOP_MULTIPLY_ADD || color_op == WINED3D_TOP_LERP))
- || ((alpha_arg1 == WINED3DTA_TEXTURE) && alpha_op != WINED3D_TOP_SELECT_ARG2)
- || ((alpha_arg2 == WINED3DTA_TEXTURE) && alpha_op != WINED3D_TOP_SELECT_ARG1)
- || ((alpha_arg3 == WINED3DTA_TEXTURE)
- && (alpha_op == WINED3D_TOP_MULTIPLY_ADD || alpha_op == WINED3D_TOP_LERP)))
- context->fixed_function_usage_map |= (1u << i);
-
- if ((color_op == WINED3D_TOP_BUMPENVMAP || color_op == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
- && i < WINED3D_MAX_TEXTURES - 1)
- context->fixed_function_usage_map |= (1u << (i + 1));
- }
-
- if (i < context->lowest_disabled_stage)
- {
- start = i;
- end = context->lowest_disabled_stage;
- }
- else
- {
- start = context->lowest_disabled_stage;
- end = i;
- }
-
- context->lowest_disabled_stage = i;
- for (i = start + 1; i < end; ++i)
- {
- context_invalidate_state(context, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP));
- }
-}
-
-static void wined3d_context_gl_map_fixed_function_samplers(struct wined3d_context_gl *context_gl,
- const struct wined3d_state *state)
-{
- const struct wined3d_d3d_info *d3d_info = context_gl->c.d3d_info;
- unsigned int i, tex;
- WORD ffu_map;
-
- ffu_map = context_gl->c.fixed_function_usage_map;
-
- if (d3d_info->limits.ffp_textures == d3d_info->limits.ffp_blend_stages
- || context_gl->c.lowest_disabled_stage <= d3d_info->limits.ffp_textures)
- {
- for (i = 0; ffu_map; ffu_map >>= 1, ++i)
- {
- if (!(ffu_map & 1))
- continue;
-
- if (context_gl->tex_unit_map[i] != i)
- {
- wined3d_context_gl_map_stage(context_gl, i, i);
- context_invalidate_state(&context_gl->c, STATE_SAMPLER(i));
- context_invalidate_texture_stage(&context_gl->c, i);
- }
- }
- return;
- }
-
- /* Now work out the mapping */
- tex = 0;
- for (i = 0; ffu_map; ffu_map >>= 1, ++i)
- {
- if (!(ffu_map & 1))
- continue;
-
- if (context_gl->tex_unit_map[i] != tex)
- {
- wined3d_context_gl_map_stage(context_gl, i, tex);
- context_invalidate_state(&context_gl->c, STATE_SAMPLER(i));
- context_invalidate_texture_stage(&context_gl->c, i);
- }
-
- ++tex;
- }
-}
-
-static void wined3d_context_gl_map_psamplers(struct wined3d_context_gl *context_gl, const struct wined3d_state *state)
-{
- const struct wined3d_d3d_info *d3d_info = context_gl->c.d3d_info;
- const struct wined3d_shader_resource_info *resource_info =
- state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.resource_info;
- unsigned int i;
-
- for (i = 0; i < WINED3D_MAX_FRAGMENT_SAMPLERS; ++i)
- {
- if (resource_info[i].type && context_gl->tex_unit_map[i] != i)
- {
- wined3d_context_gl_map_stage(context_gl, i, i);
- context_invalidate_state(&context_gl->c, STATE_SAMPLER(i));
- if (i < d3d_info->limits.ffp_blend_stages)
- context_invalidate_texture_stage(&context_gl->c, i);
- }
- }
-}
-
-static BOOL wined3d_context_gl_unit_free_for_vs(const struct wined3d_context_gl *context_gl,
- const struct wined3d_shader_resource_info *ps_resource_info, unsigned int unit)
-{
- unsigned int current_mapping = context_gl->rev_tex_unit_map[unit];
-
- /* Not currently used */
- if (current_mapping == WINED3D_UNMAPPED_STAGE)
- return TRUE;
-
- if (current_mapping < WINED3D_MAX_FRAGMENT_SAMPLERS)
- {
- /* Used by a fragment sampler */
-
- if (!ps_resource_info)
- {
- /* No pixel shader, check fixed function */
- return current_mapping >= WINED3D_MAX_TEXTURES
- || !(context_gl->c.fixed_function_usage_map & (1u << current_mapping));
- }
-
- /* Pixel shader, check the shader's sampler map */
- return !ps_resource_info[current_mapping].type;
- }
-
- return TRUE;
-}
-
-static void wined3d_context_gl_map_vsamplers(struct wined3d_context_gl *context_gl,
- BOOL ps, const struct wined3d_state *state)
-{
- const struct wined3d_shader_resource_info *vs_resource_info =
- state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.resource_info;
- const struct wined3d_shader_resource_info *ps_resource_info = NULL;
- const struct wined3d_gl_info *gl_info = context_gl->gl_info;
- int start = min(WINED3D_MAX_COMBINED_SAMPLERS, gl_info->limits.graphics_samplers) - 1;
- int i;
-
- /* Note that we only care if a resource is used or not, not the
- * resource's specific type. Otherwise we'd need to call
- * shader_update_samplers() here for 1.x pixelshaders. */
- if (ps)
- ps_resource_info = state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.resource_info;
-
- for (i = 0; i < WINED3D_MAX_VERTEX_SAMPLERS; ++i)
- {
- DWORD vsampler_idx = i + WINED3D_MAX_FRAGMENT_SAMPLERS;
- if (vs_resource_info[i].type)
- {
- while (start >= 0)
- {
- if (wined3d_context_gl_unit_free_for_vs(context_gl, ps_resource_info, start))
- {
- if (context_gl->tex_unit_map[vsampler_idx] != start)
- {
- wined3d_context_gl_map_stage(context_gl, vsampler_idx, start);
- context_invalidate_state(&context_gl->c, STATE_SAMPLER(vsampler_idx));
- }
-
- --start;
- break;
- }
-
- --start;
- }
- if (context_gl->tex_unit_map[vsampler_idx] == WINED3D_UNMAPPED_STAGE)
- WARN("Couldn't find a free texture unit for vertex sampler %u.\n", i);
- }
- }
-}
-
-static void wined3d_context_gl_update_tex_unit_map(struct wined3d_context_gl *context_gl,
- const struct wined3d_state *state)
-{
- const struct wined3d_gl_info *gl_info = context_gl->gl_info;
- BOOL vs = use_vs(state);
- BOOL ps = use_ps(state);
-
- if (!ps)
- context_update_fixed_function_usage_map(&context_gl->c, state);
-
- /* Try to go for a 1:1 mapping of the samplers when possible. Pixel shaders
- * need a 1:1 map at the moment.
- * When the mapping of a stage is changed, sampler and ALL texture stage
- * states have to be reset. */
-
- if (gl_info->limits.graphics_samplers >= WINED3D_MAX_COMBINED_SAMPLERS)
- return;
-
- if (ps)
- wined3d_context_gl_map_psamplers(context_gl, state);
- else
- wined3d_context_gl_map_fixed_function_samplers(context_gl, state);
-
- if (vs)
- wined3d_context_gl_map_vsamplers(context_gl, ps, state);
-}
-
-/* Context activation is done by the caller. */
-void context_state_drawbuf(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
-{
- struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
- uint32_t rt_mask, *cur_mask;
-
- if (isStateDirty(context, STATE_FRAMEBUFFER)) return;
-
- cur_mask = context_gl->current_fbo ? &context_gl->current_fbo->rt_mask : &context_gl->draw_buffers_mask;
- rt_mask = find_draw_buffers_mask(context_gl, state);
- if (rt_mask != *cur_mask)
- {
- wined3d_context_gl_apply_draw_buffers(context_gl, rt_mask);
- *cur_mask = rt_mask;
- }
-}
-
-static BOOL fixed_get_input(BYTE usage, BYTE usage_idx, unsigned int *regnum)
-{
- if ((usage == WINED3D_DECL_USAGE_POSITION || usage == WINED3D_DECL_USAGE_POSITIONT) && !usage_idx)
- *regnum = WINED3D_FFP_POSITION;
- else if (usage == WINED3D_DECL_USAGE_BLEND_WEIGHT && !usage_idx)
- *regnum = WINED3D_FFP_BLENDWEIGHT;
- else if (usage == WINED3D_DECL_USAGE_BLEND_INDICES && !usage_idx)
- *regnum = WINED3D_FFP_BLENDINDICES;
- else if (usage == WINED3D_DECL_USAGE_NORMAL && !usage_idx)
- *regnum = WINED3D_FFP_NORMAL;
- else if (usage == WINED3D_DECL_USAGE_PSIZE && !usage_idx)
- *regnum = WINED3D_FFP_PSIZE;
- else if (usage == WINED3D_DECL_USAGE_COLOR && !usage_idx)
- *regnum = WINED3D_FFP_DIFFUSE;
- else if (usage == WINED3D_DECL_USAGE_COLOR && usage_idx == 1)
- *regnum = WINED3D_FFP_SPECULAR;
- else if (usage == WINED3D_DECL_USAGE_TEXCOORD && usage_idx < WINED3DDP_MAXTEXCOORD)
- *regnum = WINED3D_FFP_TEXCOORD0 + usage_idx;
- else
- {
- WARN("Unsupported input stream [usage=%s, usage_idx=%u].\n", debug_d3ddeclusage(usage), usage_idx);
- *regnum = ~0u;
- return FALSE;
- }
-
- return TRUE;
-}
-
-/* Context activation is done by the caller. */
-void wined3d_stream_info_from_declaration(struct wined3d_stream_info *stream_info,
- const struct wined3d_state *state, const struct wined3d_d3d_info *d3d_info)
-{
- /* We need to deal with frequency data! */
- struct wined3d_vertex_declaration *declaration = state->vertex_declaration;
- BOOL generic_attributes = d3d_info->ffp_generic_attributes;
- BOOL use_vshader = use_vs(state);
- unsigned int i;
-
- stream_info->use_map = 0;
- stream_info->swizzle_map = 0;
- stream_info->position_transformed = 0;
-
- if (!declaration)
- return;
-
- stream_info->position_transformed = declaration->position_transformed;
-
- /* Translate the declaration into strided data. */
- for (i = 0; i < declaration->element_count; ++i)
- {
- const struct wined3d_vertex_declaration_element *element = &declaration->elements[i];
- const struct wined3d_stream_state *stream = &state->streams[element->input_slot];
- BOOL stride_used;
- unsigned int idx;
-
- TRACE("%p Element %p (%u of %u).\n", declaration->elements,
- element, i + 1, declaration->element_count);
-
- if (!stream->buffer)
- continue;
-
- TRACE("offset %u input_slot %u usage_idx %d.\n", element->offset, element->input_slot, element->usage_idx);
-
- if (use_vshader)
- {
- if (element->output_slot == WINED3D_OUTPUT_SLOT_UNUSED)
- {
- stride_used = FALSE;
- }
- else if (element->output_slot == WINED3D_OUTPUT_SLOT_SEMANTIC)
- {
- /* TODO: Assuming vertexdeclarations are usually used with the
- * same or a similar shader, it might be worth it to store the
- * last used output slot and try that one first. */
- stride_used = vshader_get_input(state->shader[WINED3D_SHADER_TYPE_VERTEX],
- element->usage, element->usage_idx, &idx);
- }
- else
- {
- idx = element->output_slot;
- stride_used = TRUE;
- }
- }
- else
- {
- if (!generic_attributes && !element->ffp_valid)
- {
- WARN("Skipping unsupported fixed function element of format %s and usage %s.\n",
- debug_d3dformat(element->format->id), debug_d3ddeclusage(element->usage));
- stride_used = FALSE;
- }
- else
- {
- stride_used = fixed_get_input(element->usage, element->usage_idx, &idx);
- }
- }
-
- if (stride_used)
- {
- TRACE("Load %s array %u [usage %s, usage_idx %u, "
- "input_slot %u, offset %u, stride %u, format %s, class %s, step_rate %u].\n",
- use_vshader ? "shader": "fixed function", idx,
- debug_d3ddeclusage(element->usage), element->usage_idx, element->input_slot,
- element->offset, stream->stride, debug_d3dformat(element->format->id),
- debug_d3dinput_classification(element->input_slot_class), element->instance_data_step_rate);
-
- stream_info->elements[idx].format = element->format;
- stream_info->elements[idx].data.buffer_object = 0;
- stream_info->elements[idx].data.addr = (BYTE *)NULL + stream->offset + element->offset;
- stream_info->elements[idx].stride = stream->stride;
- stream_info->elements[idx].stream_idx = element->input_slot;
- if (stream->flags & WINED3DSTREAMSOURCE_INSTANCEDATA)
- {
- stream_info->elements[idx].divisor = 1;
- }
- else if (element->input_slot_class == WINED3D_INPUT_PER_INSTANCE_DATA)
- {
- stream_info->elements[idx].divisor = element->instance_data_step_rate;
- if (!element->instance_data_step_rate)
- FIXME("Instance step rate 0 not implemented.\n");
- }
- else
- {
- stream_info->elements[idx].divisor = 0;
- }
-
- if (!d3d_info->vertex_bgra && element->format->id == WINED3DFMT_B8G8R8A8_UNORM)
- {
- stream_info->swizzle_map |= 1u << idx;
- }
- stream_info->use_map |= 1u << idx;
- }
- }
-}
-
-/* Context activation is done by the caller. */
-static void context_update_stream_info(struct wined3d_context *context, const struct wined3d_state *state)
-{
- struct wined3d_stream_info *stream_info = &context->stream_info;
- const struct wined3d_d3d_info *d3d_info = context->d3d_info;
- DWORD prev_all_vbo = stream_info->all_vbo;
- unsigned int i;
- WORD map;
-
- wined3d_stream_info_from_declaration(stream_info, state, d3d_info);
-
- stream_info->all_vbo = 1;
- context->buffer_fence_count = 0;
- for (i = 0, map = stream_info->use_map; map; map >>= 1, ++i)
- {
- struct wined3d_stream_info_element *element;
- struct wined3d_bo_address data;
- struct wined3d_buffer *buffer;
-
- if (!(map & 1))
- continue;
-
- element = &stream_info->elements[i];
- buffer = state->streams[element->stream_idx].buffer;
-
- /* We can't use VBOs if the base vertex index is negative. OpenGL
- * doesn't accept negative offsets (or rather offsets bigger than the
- * VBO, because the pointer is unsigned), so use system memory
- * sources. In most sane cases the pointer - offset will still be > 0,
- * otherwise it will wrap around to some big value. Hope that with the
- * indices the driver wraps it back internally. If not,
- * draw_primitive_immediate_mode() is needed, including a vertex buffer
- * path. */
- if (state->load_base_vertex_index < 0)
- {
- WARN_(d3d_perf)("load_base_vertex_index is < 0 (%d), not using VBOs.\n",
- state->load_base_vertex_index);
- element->data.buffer_object = 0;
- element->data.addr += (ULONG_PTR)wined3d_buffer_load_sysmem(buffer, context);
- if ((UINT_PTR)element->data.addr < -state->load_base_vertex_index * element->stride)
- FIXME("System memory vertex data load offset is negative!\n");
- }
- else
- {
- wined3d_buffer_load(buffer, context, state);
- wined3d_buffer_get_memory(buffer, &data, buffer->locations);
- element->data.buffer_object = data.buffer_object;
- element->data.addr += (ULONG_PTR)data.addr;
- }
-
- if (!element->data.buffer_object)
- stream_info->all_vbo = 0;
-
- if (buffer->fence)
- context->buffer_fences[context->buffer_fence_count++] = buffer->fence;
-
- TRACE("Load array %u %s.\n", i, debug_bo_address(&element->data));
- }
-
- if (prev_all_vbo != stream_info->all_vbo)
- context_invalidate_state(context, STATE_INDEXBUFFER);
-
- context->use_immediate_mode_draw = FALSE;
-
- if (stream_info->all_vbo)
- return;
-
- if (!use_vs(state))
- {
- WORD slow_mask = -!d3d_info->ffp_generic_attributes & (1u << WINED3D_FFP_PSIZE);
- slow_mask |= -(!d3d_info->vertex_bgra && !d3d_info->ffp_generic_attributes)
- & ((1u << WINED3D_FFP_DIFFUSE) | (1u << WINED3D_FFP_SPECULAR) | (1u << WINED3D_FFP_BLENDWEIGHT));
-
- if ((stream_info->position_transformed && !d3d_info->xyzrhw)
- || (stream_info->use_map & slow_mask))
- context->use_immediate_mode_draw = TRUE;
- }
-}
-
-/* Context activation is done by the caller. */
-static void context_preload_texture(struct wined3d_context *context,
- const struct wined3d_state *state, unsigned int idx)
-{
- struct wined3d_texture *texture;
-
- if (!(texture = state->textures[idx]))
- return;
-
- if (wined3d_resource_check_fbo_attached(state, &texture->resource, NULL))
- context->uses_fbo_attached_resources = 1;
-
- wined3d_texture_load(texture, context, is_srgb_enabled(state->sampler_states[idx]));
-}
-
-/* Context activation is done by the caller. */
-static void context_preload_textures(struct wined3d_context *context, const struct wined3d_state *state)
-{
- unsigned int i;
-
- if (use_vs(state))
- {
- for (i = 0; i < WINED3D_MAX_VERTEX_SAMPLERS; ++i)
- {
- if (state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.resource_info[i].type)
- context_preload_texture(context, state, WINED3D_MAX_FRAGMENT_SAMPLERS + i);
- }
- }
-
- if (use_ps(state))
- {
- for (i = 0; i < WINED3D_MAX_FRAGMENT_SAMPLERS; ++i)
- {
- if (state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.resource_info[i].type)
- context_preload_texture(context, state, i);
- }
- }
- else
- {
- WORD ffu_map = context->fixed_function_usage_map;
-
- for (i = 0; ffu_map; ffu_map >>= 1, ++i)
- {
- if (ffu_map & 1)
- context_preload_texture(context, state, i);
- }
- }
-}
-
-static void context_load_shader_resources(struct wined3d_context *context, const struct wined3d_state *state,
- unsigned int shader_mask)
-{
- struct wined3d_shader_sampler_map_entry *entry;
- struct wined3d_shader_resource_view *view;
- struct wined3d_shader *shader;
- unsigned int i, j;
-
- for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
- {
- if (!(shader_mask & (1u << i)))
- continue;
-
- if (!(shader = state->shader[i]))
- continue;
-
- for (j = 0; j < WINED3D_MAX_CBS; ++j)
- {
- if (state->cb[i][j])
- wined3d_buffer_load(state->cb[i][j], context, state);
- }
-
- for (j = 0; j < shader->reg_maps.sampler_map.count; ++j)
- {
- entry = &shader->reg_maps.sampler_map.entries[j];
-
- if (!(view = state->shader_resource_view[i][entry->resource_idx]))
- continue;
-
- if (view->resource->type == WINED3D_RTYPE_BUFFER)
- wined3d_buffer_load(buffer_from_resource(view->resource), context, state);
- else
- wined3d_texture_load(texture_from_resource(view->resource), context, FALSE);
- }
- }
-}
-
-static void wined3d_context_gl_bind_shader_resources(struct wined3d_context_gl *context_gl,
- const struct wined3d_state *state, enum wined3d_shader_type shader_type)
-{
- unsigned int bind_idx, shader_sampler_count, base, count, i;
- const struct wined3d_device *device = context_gl->c.device;
- struct wined3d_shader_sampler_map_entry *entry;
- struct wined3d_shader_resource_view *view;
- const struct wined3d_shader *shader;
- const unsigned int *tex_unit_map;
- struct wined3d_sampler *sampler;
-
- if (!(shader = state->shader[shader_type]))
- return;
-
- tex_unit_map = wined3d_context_gl_get_tex_unit_mapping(context_gl,
- &shader->reg_maps.shader_version, &base, &count);
-
- shader_sampler_count = shader->reg_maps.sampler_map.count;
- if (shader_sampler_count > count)
- FIXME("Shader %p needs %u samplers, but only %u are supported.\n",
- shader, shader_sampler_count, count);
- count = min(shader_sampler_count, count);
-
- for (i = 0; i < count; ++i)
- {
- entry = &shader->reg_maps.sampler_map.entries[i];
- bind_idx = base + entry->bind_idx;
- if (tex_unit_map)
- bind_idx = tex_unit_map[bind_idx];
-
- if (!(view = state->shader_resource_view[shader_type][entry->resource_idx]))
- {
- WARN("No resource view bound at index %u, %u.\n", shader_type, entry->resource_idx);
- continue;
- }
-
- if (entry->sampler_idx == WINED3D_SAMPLER_DEFAULT)
- sampler = device->default_sampler;
- else if (!(sampler = state->sampler[shader_type][entry->sampler_idx]))
- sampler = device->null_sampler;
- wined3d_shader_resource_view_gl_bind(wined3d_shader_resource_view_gl(view),
- bind_idx, wined3d_sampler_gl(sampler), context_gl);
- }
-}
-
-static void context_load_unordered_access_resources(struct wined3d_context *context,
- const struct wined3d_shader *shader, struct wined3d_unordered_access_view * const *views)
-{
- struct wined3d_unordered_access_view *view;
- struct wined3d_texture *texture;
- struct wined3d_buffer *buffer;
- unsigned int i;
-
- context->uses_uavs = 0;
-
- if (!shader)
- return;
-
- for (i = 0; i < MAX_UNORDERED_ACCESS_VIEWS; ++i)
- {
- if (!(view = views[i]))
- continue;
-
- if (view->resource->type == WINED3D_RTYPE_BUFFER)
- {
- buffer = buffer_from_resource(view->resource);
- wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_BUFFER);
- wined3d_unordered_access_view_invalidate_location(view, ~WINED3D_LOCATION_BUFFER);
- }
- else
- {
- texture = texture_from_resource(view->resource);
- wined3d_texture_load(texture, context, FALSE);
- wined3d_unordered_access_view_invalidate_location(view, ~WINED3D_LOCATION_TEXTURE_RGB);
- }
-
- context->uses_uavs = 1;
- }
-}
-
-static void wined3d_context_gl_bind_unordered_access_views(struct wined3d_context_gl *context_gl,
- const struct wined3d_shader *shader, struct wined3d_unordered_access_view * const *views)
-{
- const struct wined3d_gl_info *gl_info = context_gl->gl_info;
- struct wined3d_unordered_access_view_gl *view_gl;
- const struct wined3d_format_gl *format_gl;
- GLuint texture_name;
- unsigned int i;
- GLint level;
-
- if (!shader)
- return;
-
- for (i = 0; i < MAX_UNORDERED_ACCESS_VIEWS; ++i)
- {
- if (!views[i])
- {
- if (shader->reg_maps.uav_resource_info[i].type)
- WARN("No unordered access view bound at index %u.\n", i);
- GL_EXTCALL(glBindImageTexture(i, 0, 0, GL_FALSE, 0, GL_READ_WRITE, GL_R8));
- continue;
- }
-
- view_gl = wined3d_unordered_access_view_gl(views[i]);
- if (view_gl->gl_view.name)
- {
- texture_name = view_gl->gl_view.name;
- level = 0;
- }
- else if (view_gl->v.resource->type != WINED3D_RTYPE_BUFFER)
- {
- struct wined3d_texture_gl *texture_gl = wined3d_texture_gl(texture_from_resource(view_gl->v.resource));
- texture_name = wined3d_texture_gl_get_texture_name(texture_gl, &context_gl->c, FALSE);
- level = view_gl->v.desc.u.texture.level_idx;
- }
- else
- {
- FIXME("Unsupported buffer unordered access view.\n");
- GL_EXTCALL(glBindImageTexture(i, 0, 0, GL_FALSE, 0, GL_READ_WRITE, GL_R8));
- continue;
- }
-
- format_gl = wined3d_format_gl(view_gl->v.format);
- GL_EXTCALL(glBindImageTexture(i, texture_name, level, GL_TRUE, 0, GL_READ_WRITE,
- format_gl->internal));
-
- if (view_gl->counter_bo)
- GL_EXTCALL(glBindBufferBase(GL_ATOMIC_COUNTER_BUFFER, i, view_gl->counter_bo));
- }
- checkGLcall("Bind unordered access views");
-}
-
-static void context_load_stream_output_buffers(struct wined3d_context *context,
- const struct wined3d_state *state)
-{
- unsigned int i;
-
- for (i = 0; i < ARRAY_SIZE(state->stream_output); ++i)
- {
- struct wined3d_buffer *buffer;
- if (!(buffer = state->stream_output[i].buffer))
- continue;
-
- wined3d_buffer_load(buffer, context, state);
- wined3d_buffer_invalidate_location(buffer, ~WINED3D_LOCATION_BUFFER);
- }
-}
-
-/* Context activation is done by the caller. */
-static BOOL context_apply_draw_state(struct wined3d_context *context,
- const struct wined3d_device *device, const struct wined3d_state *state, BOOL indexed)
-{
- const struct wined3d_state_entry *state_table = context->state_table;
- struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
- const struct wined3d_gl_info *gl_info = context_gl->gl_info;
- const struct wined3d_fb_state *fb = &state->fb;
- unsigned int i, base;
- WORD map;
-
- context->uses_fbo_attached_resources = 0;
-
- if (!have_framebuffer_attachment(gl_info->limits.buffers, fb->render_targets, fb->depth_stencil))
- {
- if (!gl_info->supported[ARB_FRAMEBUFFER_NO_ATTACHMENTS])
- {
- FIXME("OpenGL implementation does not support framebuffers with no attachments.\n");
- return FALSE;
- }
-
- wined3d_context_gl_set_render_offscreen(context_gl, TRUE);
- }
-
- /* Preload resources before FBO setup. Texture preload in particular may
- * result in changes to the current FBO, due to using e.g. FBO blits for
- * updating a resource location. */
- wined3d_context_gl_update_tex_unit_map(context_gl, state);
- context_preload_textures(context, state);
- context_load_shader_resources(context, state, ~(1u << WINED3D_SHADER_TYPE_COMPUTE));
- context_load_unordered_access_resources(context, state->shader[WINED3D_SHADER_TYPE_PIXEL],
- state->unordered_access_view[WINED3D_PIPELINE_GRAPHICS]);
- context_load_stream_output_buffers(context, state);
- /* TODO: Right now the dependency on the vertex shader is necessary
- * since wined3d_stream_info_from_declaration() depends on the reg_maps of
- * the current VS but maybe it's possible to relax the coupling in some
- * situations at least. */
- if (isStateDirty(context, STATE_VDECL) || isStateDirty(context, STATE_STREAMSRC)
- || isStateDirty(context, STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX)))
- {
- context_update_stream_info(context, state);
- }
- else
- {
- for (i = 0, map = context->stream_info.use_map; map; map >>= 1, ++i)
- {
- if (map & 1)
- wined3d_buffer_load(state->streams[context->stream_info.elements[i].stream_idx].buffer,
- context, state);
- }
- /* Loading the buffers above may have invalidated the stream info. */
- if (isStateDirty(context, STATE_STREAMSRC))
- context_update_stream_info(context, state);
- }
- if (indexed && state->index_buffer)
- {
- if (context->stream_info.all_vbo)
- wined3d_buffer_load(state->index_buffer, context, state);
- else
- wined3d_buffer_load_sysmem(state->index_buffer, context);
- }
-
- for (i = 0, base = 0; i < ARRAY_SIZE(context->dirty_graphics_states); ++i)
- {
- uint32_t dirty_mask = context->dirty_graphics_states[i];
-
- while (dirty_mask)
- {
- unsigned int state_id = base + wined3d_bit_scan(&dirty_mask);
-
- state_table[state_id].apply(context, state, state_id);
- context->dirty_graphics_states[i] &= ~(1u << (state_id - base));
- }
- base += sizeof(dirty_mask) * CHAR_BIT;
- }
-
- if (context->shader_update_mask & ~(1u << WINED3D_SHADER_TYPE_COMPUTE))
- {
- device->shader_backend->shader_select(device->shader_priv, context, state);
- context->shader_update_mask &= 1u << WINED3D_SHADER_TYPE_COMPUTE;
- }
-
- if (context->constant_update_mask)
- {
- device->shader_backend->shader_load_constants(device->shader_priv, context, state);
- context->constant_update_mask = 0;
- }
-
- if (context->update_shader_resource_bindings)
- {
- for (i = 0; i < WINED3D_SHADER_TYPE_GRAPHICS_COUNT; ++i)
- wined3d_context_gl_bind_shader_resources(context_gl, state, i);
- context->update_shader_resource_bindings = 0;
- if (gl_info->limits.combined_samplers == gl_info->limits.graphics_samplers)
- context->update_compute_shader_resource_bindings = 1;
- }
-
- if (context->update_unordered_access_view_bindings)
- {
- wined3d_context_gl_bind_unordered_access_views(context_gl,
- state->shader[WINED3D_SHADER_TYPE_PIXEL],
- state->unordered_access_view[WINED3D_PIPELINE_GRAPHICS]);
- context->update_unordered_access_view_bindings = 0;
- context->update_compute_unordered_access_view_bindings = 1;
- }
-
- if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
- wined3d_context_gl_check_fbo_status(context_gl, GL_FRAMEBUFFER);
-
- context->last_was_blit = FALSE;
- context->last_was_ffp_blit = FALSE;
-
- return TRUE;
-}
-
-static void wined3d_context_gl_apply_compute_state(struct wined3d_context_gl *context_gl,
- const struct wined3d_device *device, const struct wined3d_state *state)
-{
- const struct wined3d_state_entry *state_table = context_gl->c.state_table;
- const struct wined3d_gl_info *gl_info = context_gl->gl_info;
- unsigned int state_id, i;
-
- context_load_shader_resources(&context_gl->c, state, 1u << WINED3D_SHADER_TYPE_COMPUTE);
- context_load_unordered_access_resources(&context_gl->c, state->shader[WINED3D_SHADER_TYPE_COMPUTE],
- state->unordered_access_view[WINED3D_PIPELINE_COMPUTE]);
-
- for (i = 0, state_id = STATE_COMPUTE_OFFSET; i < ARRAY_SIZE(context_gl->c.dirty_compute_states); ++i)
- {
- unsigned int dirty_mask = context_gl->c.dirty_compute_states[i];
-
- while (dirty_mask)
- {
- unsigned int current_state_id = state_id + wined3d_bit_scan(&dirty_mask);
- state_table[current_state_id].apply(&context_gl->c, state, current_state_id);
- }
- state_id += sizeof(*context_gl->c.dirty_compute_states) * CHAR_BIT;
- }
- memset(context_gl->c.dirty_compute_states, 0, sizeof(*context_gl->c.dirty_compute_states));
-
- if (context_gl->c.shader_update_mask & (1u << WINED3D_SHADER_TYPE_COMPUTE))
- {
- device->shader_backend->shader_select_compute(device->shader_priv, &context_gl->c, state);
- context_gl->c.shader_update_mask &= ~(1u << WINED3D_SHADER_TYPE_COMPUTE);
- }
-
- if (context_gl->c.update_compute_shader_resource_bindings)
- {
- wined3d_context_gl_bind_shader_resources(context_gl, state, WINED3D_SHADER_TYPE_COMPUTE);
- context_gl->c.update_compute_shader_resource_bindings = 0;
- if (gl_info->limits.combined_samplers == gl_info->limits.graphics_samplers)
- context_gl->c.update_shader_resource_bindings = 1;
- }
-
- if (context_gl->c.update_compute_unordered_access_view_bindings)
- {
- wined3d_context_gl_bind_unordered_access_views(context_gl,
- state->shader[WINED3D_SHADER_TYPE_COMPUTE],
- state->unordered_access_view[WINED3D_PIPELINE_COMPUTE]);
- context_gl->c.update_compute_unordered_access_view_bindings = 0;
- context_gl->c.update_unordered_access_view_bindings = 1;
- }
-
- /* Updates to currently bound render targets aren't necessarily coherent
- * between the graphics and compute pipelines. Unbind any currently bound
- * FBO here to ensure preceding updates to its attachments by the graphics
- * pipeline are visible to the compute pipeline.
- *
- * Without this, the bloom effect in Nier:Automata is too bright on the
- * Mesa radeonsi driver, and presumably on other Mesa based drivers. */
- wined3d_context_gl_bind_fbo(context_gl, GL_FRAMEBUFFER, 0);
- context_invalidate_state(&context_gl->c, STATE_FRAMEBUFFER);
-
- context_gl->c.last_was_blit = FALSE;
- context_gl->c.last_was_ffp_blit = FALSE;
-}
-
-static BOOL use_transform_feedback(const struct wined3d_state *state)
-{
- const struct wined3d_shader *shader;
- if (!(shader = state->shader[WINED3D_SHADER_TYPE_GEOMETRY]))
- return FALSE;
- return shader->u.gs.so_desc.element_count;
-}
-
-void wined3d_context_gl_end_transform_feedback(struct wined3d_context_gl *context_gl)
-{
- const struct wined3d_gl_info *gl_info = context_gl->gl_info;
-
- if (context_gl->c.transform_feedback_active)
- {
- GL_EXTCALL(glEndTransformFeedback());
- checkGLcall("glEndTransformFeedback");
- context_gl->c.transform_feedback_active = 0;
- context_gl->c.transform_feedback_paused = 0;
- }
-}
-
-static void wined3d_context_gl_pause_transform_feedback(struct wined3d_context_gl *context_gl, BOOL force)
-{
- const struct wined3d_gl_info *gl_info = context_gl->gl_info;
-
- if (!context_gl->c.transform_feedback_active || context_gl->c.transform_feedback_paused)
- return;
-
- if (gl_info->supported[ARB_TRANSFORM_FEEDBACK2])
- {
- GL_EXTCALL(glPauseTransformFeedback());
- checkGLcall("glPauseTransformFeedback");
- context_gl->c.transform_feedback_paused = 1;
- return;
- }
-
- WARN("Cannot pause transform feedback operations.\n");
-
- if (force)
- wined3d_context_gl_end_transform_feedback(context_gl);
-}
-
-static void wined3d_context_gl_setup_target(struct wined3d_context_gl *context_gl,
- struct wined3d_texture *texture, unsigned int sub_resource_idx)
-{
- BOOL old_render_offscreen = context_gl->c.render_offscreen, render_offscreen;
-
- render_offscreen = wined3d_resource_is_offscreen(&texture->resource);
- if (context_gl->c.current_rt.texture == texture
- && context_gl->c.current_rt.sub_resource_idx == sub_resource_idx
- && render_offscreen == old_render_offscreen)
- return;
-
- /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
- * the alpha blend state changes with different render target formats. */
- if (!context_gl->c.current_rt.texture)
- {
- context_invalidate_state(&context_gl->c, STATE_BLEND);
- }
- else
- {
- const struct wined3d_format *old = context_gl->c.current_rt.texture->resource.format;
- const struct wined3d_format *new = texture->resource.format;
-
- if (old->id != new->id)
- {
- /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
- if ((old->alpha_size && !new->alpha_size) || (!old->alpha_size && new->alpha_size)
- || !(texture->resource.format_flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
- context_invalidate_state(&context_gl->c, STATE_BLEND);
-
- /* Update sRGB writing when switching between formats that do/do not support sRGB writing */
- if ((context_gl->c.current_rt.texture->resource.format_flags & WINED3DFMT_FLAG_SRGB_WRITE)
- != (texture->resource.format_flags & WINED3DFMT_FLAG_SRGB_WRITE))
- context_invalidate_state(&context_gl->c, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE));
- }
-
- /* When switching away from an offscreen render target, and we're not
- * using FBOs, we have to read the drawable into the texture. This is
- * done via PreLoad (and WINED3D_LOCATION_DRAWABLE set on the surface).
- * There are some things that need care though. PreLoad needs a GL context,
- * and FindContext is called before the context is activated. It also
- * has to be called with the old rendertarget active, otherwise a
- * wrong drawable is read. */
- if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
- && old_render_offscreen && (context_gl->c.current_rt.texture != texture
- || context_gl->c.current_rt.sub_resource_idx != sub_resource_idx))
- {
- struct wined3d_texture_gl *prev_texture = wined3d_texture_gl(context_gl->c.current_rt.texture);
- unsigned int prev_sub_resource_idx = context_gl->c.current_rt.sub_resource_idx;
-
- /* Read the back buffer of the old drawable into the destination texture. */
- if (prev_texture->texture_srgb.name)
- wined3d_texture_load(&prev_texture->t, &context_gl->c, TRUE);
- wined3d_texture_load(&prev_texture->t, &context_gl->c, FALSE);
- wined3d_texture_invalidate_location(&prev_texture->t, prev_sub_resource_idx, WINED3D_LOCATION_DRAWABLE);
- }
- }
-
- context_gl->c.current_rt.texture = texture;
- context_gl->c.current_rt.sub_resource_idx = sub_resource_idx;
- wined3d_context_gl_set_render_offscreen(context_gl, render_offscreen);
-}
-
-static void wined3d_context_gl_activate(struct wined3d_context_gl *context_gl,
- struct wined3d_texture *texture, unsigned int sub_resource_idx)
-{
- wined3d_context_gl_enter(context_gl);
- wined3d_context_gl_update_window(context_gl);
- wined3d_context_gl_setup_target(context_gl, texture, sub_resource_idx);
- if (!context_gl->valid)
- return;
-
- if (context_gl != wined3d_context_gl_get_current())
- {
- if (!wined3d_context_gl_set_current(context_gl))
- ERR("Failed to activate the new context.\n");
- }
- else if (context_gl->needs_set)
- {
- wined3d_context_gl_set_gl_context(context_gl);
- }
-}
-
-struct wined3d_context *wined3d_context_gl_acquire(const struct wined3d_device *device,
- struct wined3d_texture *texture, unsigned int sub_resource_idx)
-{
- struct wined3d_context_gl *current_context = wined3d_context_gl_get_current();
- struct wined3d_context_gl *context_gl;
-
- TRACE("device %p, texture %p, sub_resource_idx %u.\n", device, texture, sub_resource_idx);
-
- if (current_context && current_context->c.destroyed)
- current_context = NULL;
-
- if (!texture)
- {
- if (current_context
- && current_context->c.current_rt.texture
- && current_context->c.device == device)
- {
- texture = current_context->c.current_rt.texture;
- sub_resource_idx = current_context->c.current_rt.sub_resource_idx;
- }
- else
- {
- struct wined3d_swapchain *swapchain = device->swapchains[0];
-
- if (swapchain->back_buffers)
- texture = swapchain->back_buffers[0];
- else
- texture = swapchain->front_buffer;
- sub_resource_idx = 0;
- }
- }
-
- if (current_context && current_context->c.current_rt.texture == texture)
- {
- context_gl = current_context;
- }
- else if (!wined3d_resource_is_offscreen(&texture->resource))
- {
- TRACE("Rendering onscreen.\n");
-
- if (!(context_gl = wined3d_swapchain_gl_get_context(wined3d_swapchain_gl(texture->swapchain))))
- return NULL;
- }
- else
- {
- TRACE("Rendering offscreen.\n");
-
- /* Stay with the current context if possible. Otherwise use the
- * context for the primary swapchain. */
- if (current_context && current_context->c.device == device)
- context_gl = current_context;
- else if (!(context_gl = wined3d_swapchain_gl_get_context(wined3d_swapchain_gl(device->swapchains[0]))))
- return NULL;
- }
-
- wined3d_context_gl_activate(context_gl, texture, sub_resource_idx);
-
- return &context_gl->c;
-}
-
-struct wined3d_context_gl *wined3d_context_gl_reacquire(struct wined3d_context_gl *context_gl)
-{
- struct wined3d_context *acquired_context;
- struct wined3d_device *device;
-
- if (!context_gl || context_gl->tid != GetCurrentThreadId())
- return NULL;
-
- device = context_gl->c.device;
- wined3d_from_cs(device->cs);
-
- if (context_gl->c.current_rt.texture)
- {
- wined3d_context_gl_activate(context_gl, context_gl->c.current_rt.texture,
- context_gl->c.current_rt.sub_resource_idx);
- return context_gl;
- }
-
- acquired_context = context_acquire(device, NULL, 0);
- if (acquired_context != &context_gl->c)
- ERR("Acquired context %p instead of %p.\n", acquired_context, &context_gl->c);
- return wined3d_context_gl(acquired_context);
-}
-
-void dispatch_compute(struct wined3d_device *device, const struct wined3d_state *state,
- const struct wined3d_dispatch_parameters *parameters)
-{
- const struct wined3d_gl_info *gl_info;
- struct wined3d_context_gl *context_gl;
-
- context_gl = wined3d_context_gl(context_acquire(device, NULL, 0));
- if (!context_gl->valid)
- {
- context_release(&context_gl->c);
- WARN("Invalid context, skipping dispatch.\n");
- return;
- }
- gl_info = context_gl->gl_info;
-
- if (!gl_info->supported[ARB_COMPUTE_SHADER])
- {
- context_release(&context_gl->c);
- FIXME("OpenGL implementation does not support compute shaders.\n");
- return;
- }
-
- if (parameters->indirect)
- wined3d_buffer_load(parameters->u.indirect.buffer, &context_gl->c, state);
-
- wined3d_context_gl_apply_compute_state(context_gl, device, state);
-
- if (!state->shader[WINED3D_SHADER_TYPE_COMPUTE])
- {
- context_release(&context_gl->c);
- WARN("No compute shader bound, skipping dispatch.\n");
- return;
- }
-
- if (parameters->indirect)
- {
- const struct wined3d_indirect_dispatch_parameters *indirect = ¶meters->u.indirect;
- struct wined3d_buffer *buffer = indirect->buffer;
-
- GL_EXTCALL(glBindBuffer(GL_DISPATCH_INDIRECT_BUFFER, buffer->buffer_object));
- GL_EXTCALL(glDispatchComputeIndirect((GLintptr)indirect->offset));
- GL_EXTCALL(glBindBuffer(GL_DISPATCH_INDIRECT_BUFFER, 0));
- }
- else
- {
- const struct wined3d_direct_dispatch_parameters *direct = ¶meters->u.direct;
- GL_EXTCALL(glDispatchCompute(direct->group_count_x, direct->group_count_y, direct->group_count_z));
- }
- checkGLcall("dispatch compute");
-
- GL_EXTCALL(glMemoryBarrier(GL_ALL_BARRIER_BITS));
- checkGLcall("glMemoryBarrier");
-
- context_release(&context_gl->c);
-}
-
-/* Context activation is done by the caller. */
-static void wined3d_context_gl_draw_primitive_arrays(struct wined3d_context_gl *context_gl,
- const struct wined3d_state *state, const void *idx_data, unsigned int idx_size, int base_vertex_idx,
- unsigned int start_idx, unsigned int count, unsigned int start_instance, unsigned int instance_count)
-{
- const struct wined3d_ffp_attrib_ops *ops = &context_gl->c.d3d_info->ffp_attrib_ops;
- GLenum idx_type = idx_size == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT;
- const struct wined3d_stream_info *si = &context_gl->c.stream_info;
- const struct wined3d_gl_info *gl_info = context_gl->gl_info;
- unsigned int instanced_elements[ARRAY_SIZE(si->elements)];
- unsigned int instanced_element_count = 0;
- GLenum mode = state->gl_primitive_type;
- const void *indices;
- unsigned int i, j;
-
- indices = (const char *)idx_data + idx_size * start_idx;
-
- if (!instance_count)
- {
- if (!idx_size)
- {
- gl_info->gl_ops.gl.p_glDrawArrays(mode, start_idx, count);
- checkGLcall("glDrawArrays");
- return;
- }
-
- if (gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX])
- {
- GL_EXTCALL(glDrawElementsBaseVertex(mode, count, idx_type, indices, base_vertex_idx));
- checkGLcall("glDrawElementsBaseVertex");
- return;
- }
-
- gl_info->gl_ops.gl.p_glDrawElements(mode, count, idx_type, indices);
- checkGLcall("glDrawElements");
- return;
- }
-
- if (start_instance && !(gl_info->supported[ARB_BASE_INSTANCE] && gl_info->supported[ARB_INSTANCED_ARRAYS]))
- FIXME("Start instance (%u) not supported.\n", start_instance);
-
- if (gl_info->supported[ARB_INSTANCED_ARRAYS])
- {
- if (!idx_size)
- {
- if (gl_info->supported[ARB_BASE_INSTANCE])
- {
- GL_EXTCALL(glDrawArraysInstancedBaseInstance(mode, start_idx, count, instance_count, start_instance));
- checkGLcall("glDrawArraysInstancedBaseInstance");
- return;
- }
-
- GL_EXTCALL(glDrawArraysInstanced(mode, start_idx, count, instance_count));
- checkGLcall("glDrawArraysInstanced");
- return;
- }
-
- if (gl_info->supported[ARB_BASE_INSTANCE])
- {
- GL_EXTCALL(glDrawElementsInstancedBaseVertexBaseInstance(mode, count, idx_type,
- indices, instance_count, base_vertex_idx, start_instance));
- checkGLcall("glDrawElementsInstancedBaseVertexBaseInstance");
- return;
- }
- if (gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX])
- {
- GL_EXTCALL(glDrawElementsInstancedBaseVertex(mode, count, idx_type,
- indices, instance_count, base_vertex_idx));
- checkGLcall("glDrawElementsInstancedBaseVertex");
- return;
- }
-
- GL_EXTCALL(glDrawElementsInstanced(mode, count, idx_type, indices, instance_count));
- checkGLcall("glDrawElementsInstanced");
- return;
- }
-
- /* Instancing emulation by mixing immediate mode and arrays. */
-
- /* This is a nasty thing. MSDN says no hardware supports this and
- * applications have to use software vertex processing. We don't support
- * this for now.
- *
- * Shouldn't be too hard to support with OpenGL, in theory just call
- * glDrawArrays() instead of drawElements(). But the stream frequency value
- * has a different meaning in that situation. */
- if (!idx_size)
- {
- FIXME("Non-indexed instanced drawing is not supported.\n");
- return;
- }
-
- for (i = 0; i < ARRAY_SIZE(si->elements); ++i)
- {
- if (!(si->use_map & (1u << i)))
- continue;
-
- if (state->streams[si->elements[i].stream_idx].flags & WINED3DSTREAMSOURCE_INSTANCEDATA)
- instanced_elements[instanced_element_count++] = i;
- }
-
- for (i = 0; i < instance_count; ++i)
- {
- /* Specify the instanced attributes using immediate mode calls. */
- for (j = 0; j < instanced_element_count; ++j)
- {
- const struct wined3d_stream_info_element *element;
- unsigned int element_idx;
- const BYTE *ptr;
-
- element_idx = instanced_elements[j];
- element = &si->elements[element_idx];
- ptr = element->data.addr + element->stride * i;
- if (element->data.buffer_object)
- ptr += (ULONG_PTR)wined3d_buffer_load_sysmem(state->streams[element->stream_idx].buffer,
- &context_gl->c);
- ops->generic[element->format->emit_idx](element_idx, ptr);
- }
-
- if (gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX])
- {
- GL_EXTCALL(glDrawElementsBaseVertex(mode, count, idx_type, indices, base_vertex_idx));
- checkGLcall("glDrawElementsBaseVertex");
- }
- else
- {
- gl_info->gl_ops.gl.p_glDrawElements(mode, count, idx_type, indices);
- checkGLcall("glDrawElements");
- }
- }
-}
-
-static unsigned int get_stride_idx(const void *idx_data, unsigned int idx_size,
- unsigned int base_vertex_idx, unsigned int start_idx, unsigned int vertex_idx)
-{
- if (!idx_data)
- return start_idx + vertex_idx;
- if (idx_size == 2)
- return ((const WORD *)idx_data)[start_idx + vertex_idx] + base_vertex_idx;
- return ((const DWORD *)idx_data)[start_idx + vertex_idx] + base_vertex_idx;
-}
-
-/* Context activation is done by the caller. */
-static void draw_primitive_immediate_mode(struct wined3d_context_gl *context_gl, const struct wined3d_state *state,
- const struct wined3d_stream_info *si, const void *idx_data, unsigned int idx_size,
- int base_vertex_idx, unsigned int start_idx, unsigned int vertex_count, unsigned int instance_count)
-{
- const BYTE *position = NULL, *normal = NULL, *diffuse = NULL, *specular = NULL;
- const struct wined3d_d3d_info *d3d_info = context_gl->c.d3d_info;
- const struct wined3d_gl_info *gl_info = context_gl->gl_info;
- unsigned int coord_idx, stride_idx, texture_idx, vertex_idx;
- const struct wined3d_stream_info_element *element;
- const BYTE *tex_coords[WINED3DDP_MAXTEXCOORD];
- unsigned int texture_unit, texture_stages;
- const struct wined3d_ffp_attrib_ops *ops;
- unsigned int untracked_material_count;
- unsigned int tex_mask = 0;
- BOOL specular_fog = FALSE;
- BOOL ps = use_ps(state);
- const void *ptr;
-
- static unsigned int once;
-
- if (!once++)
- FIXME_(d3d_perf)("Drawing using immediate mode.\n");
- else
- WARN_(d3d_perf)("Drawing using immediate mode.\n");
-
- if (!idx_size && idx_data)
- ERR("Non-NULL idx_data with 0 idx_size, this should never happen.\n");
-
- if (instance_count)
- FIXME("Instancing not implemented.\n");
-
- /* Immediate mode drawing can't make use of indices in a VBO - get the
- * data from the index buffer. */
- if (idx_size)
- idx_data = wined3d_buffer_load_sysmem(state->index_buffer, &context_gl->c) + state->index_offset;
-
- ops = &d3d_info->ffp_attrib_ops;
-
- gl_info->gl_ops.gl.p_glBegin(state->gl_primitive_type);
-
- if (use_vs(state) || d3d_info->ffp_generic_attributes)
- {
- for (vertex_idx = 0; vertex_idx < vertex_count; ++vertex_idx)
- {
- unsigned int use_map = si->use_map;
- unsigned int element_idx;
-
- stride_idx = get_stride_idx(idx_data, idx_size, base_vertex_idx, start_idx, vertex_idx);
- for (element_idx = MAX_ATTRIBS - 1; use_map; use_map &= ~(1u << element_idx), --element_idx)
- {
- if (!(use_map & 1u << element_idx))
- continue;
-
- ptr = si->elements[element_idx].data.addr + si->elements[element_idx].stride * stride_idx;
- ops->generic[si->elements[element_idx].format->emit_idx](element_idx, ptr);
- }
- }
-
- gl_info->gl_ops.gl.p_glEnd();
- return;
- }
-
- if (si->use_map & (1u << WINED3D_FFP_POSITION))
- position = si->elements[WINED3D_FFP_POSITION].data.addr;
-
- if (si->use_map & (1u << WINED3D_FFP_NORMAL))
- normal = si->elements[WINED3D_FFP_NORMAL].data.addr;
- else
- gl_info->gl_ops.gl.p_glNormal3f(0.0f, 0.0f, 0.0f);
-
- untracked_material_count = context_gl->untracked_material_count;
- if (si->use_map & (1u << WINED3D_FFP_DIFFUSE))
- {
- element = &si->elements[WINED3D_FFP_DIFFUSE];
- diffuse = element->data.addr;
-
- if (untracked_material_count && element->format->id != WINED3DFMT_B8G8R8A8_UNORM)
- FIXME("Implement diffuse color tracking from %s.\n", debug_d3dformat(element->format->id));
- }
- else
- {
- gl_info->gl_ops.gl.p_glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
- }
-
- if (si->use_map & (1u << WINED3D_FFP_SPECULAR))
- {
- element = &si->elements[WINED3D_FFP_SPECULAR];
- specular = element->data.addr;
-
- /* Special case where the fog density is stored in the specular alpha channel. */
- if (state->render_states[WINED3D_RS_FOGENABLE]
- && (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE
- || si->elements[WINED3D_FFP_POSITION].format->id == WINED3DFMT_R32G32B32A32_FLOAT)
- && state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
- {
- if (gl_info->supported[EXT_FOG_COORD])
- {
- if (element->format->id == WINED3DFMT_B8G8R8A8_UNORM)
- specular_fog = TRUE;
- else
- FIXME("Implement fog coordinates from %s.\n", debug_d3dformat(element->format->id));
- }
- else
- {
- static unsigned int once;
-
- if (!once++)
- FIXME("Implement fog for transformed vertices in software.\n");
- }
- }
- }
- else if (gl_info->supported[EXT_SECONDARY_COLOR])
- {
- GL_EXTCALL(glSecondaryColor3fEXT)(0.0f, 0.0f, 0.0f);
- }
-
- texture_stages = d3d_info->limits.ffp_blend_stages;
- for (texture_idx = 0; texture_idx < texture_stages; ++texture_idx)
- {
- if (!gl_info->supported[ARB_MULTITEXTURE] && texture_idx > 0)
- {
- FIXME("Program using multiple concurrent textures which this OpenGL implementation doesn't support.\n");
- continue;
- }
-
- if (!ps && !state->textures[texture_idx])
- continue;
-
- texture_unit = context_gl->tex_unit_map[texture_idx];
- if (texture_unit == WINED3D_UNMAPPED_STAGE)
- continue;
-
- coord_idx = state->texture_states[texture_idx][WINED3D_TSS_TEXCOORD_INDEX];
- if (coord_idx > 7)
- {
- TRACE("Skipping generated coordinates (%#x) for texture %u.\n", coord_idx, texture_idx);
- continue;
- }
-
- if (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx)))
- {
- tex_coords[coord_idx] = si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx].data.addr;
- tex_mask |= (1u << texture_idx);
- }
- else
- {
- TRACE("Setting default coordinates for texture %u.\n", texture_idx);
- if (gl_info->supported[ARB_MULTITEXTURE])
- GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + texture_unit, 0.0f, 0.0f, 0.0f, 1.0f));
- else
- gl_info->gl_ops.gl.p_glTexCoord4f(0.0f, 0.0f, 0.0f, 1.0f);
- }
- }
-
- /* Blending data and point sizes are not supported by this function. They
- * are not supported by the fixed function pipeline at all. A FIXME for
- * them is printed after decoding the vertex declaration. */
- for (vertex_idx = 0; vertex_idx < vertex_count; ++vertex_idx)
- {
- unsigned int tmp_tex_mask;
-
- stride_idx = get_stride_idx(idx_data, idx_size, base_vertex_idx, start_idx, vertex_idx);
-
- if (normal)
- {
- ptr = normal + stride_idx * si->elements[WINED3D_FFP_NORMAL].stride;
- ops->normal[si->elements[WINED3D_FFP_NORMAL].format->emit_idx](ptr);
- }
-
- if (diffuse)
- {
- ptr = diffuse + stride_idx * si->elements[WINED3D_FFP_DIFFUSE].stride;
- ops->diffuse[si->elements[WINED3D_FFP_DIFFUSE].format->emit_idx](ptr);
-
- if (untracked_material_count)
- {
- struct wined3d_color color;
- unsigned int i;
-
- wined3d_color_from_d3dcolor(&color, *(const DWORD *)ptr);
- for (i = 0; i < untracked_material_count; ++i)
- {
- gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK,
- context_gl->untracked_materials[i], &color.r);
- }
- }
- }
-
- if (specular)
- {
- ptr = specular + stride_idx * si->elements[WINED3D_FFP_SPECULAR].stride;
- ops->specular[si->elements[WINED3D_FFP_SPECULAR].format->emit_idx](ptr);
-
- if (specular_fog)
- GL_EXTCALL(glFogCoordfEXT((float)(*(const DWORD *)ptr >> 24)));
- }
-
- tmp_tex_mask = tex_mask;
- for (texture_idx = 0; tmp_tex_mask; tmp_tex_mask >>= 1, ++texture_idx)
- {
- if (!(tmp_tex_mask & 1))
- continue;
-
- coord_idx = state->texture_states[texture_idx][WINED3D_TSS_TEXCOORD_INDEX];
- ptr = tex_coords[coord_idx] + (stride_idx * si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx].stride);
- ops->texcoord[si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx].format->emit_idx](
- GL_TEXTURE0_ARB + context_gl->tex_unit_map[texture_idx], ptr);
- }
-
- if (position)
- {
- ptr = position + stride_idx * si->elements[WINED3D_FFP_POSITION].stride;
- ops->position[si->elements[WINED3D_FFP_POSITION].format->emit_idx](ptr);
- }
- }
-
- gl_info->gl_ops.gl.p_glEnd();
- checkGLcall("draw immediate mode");
-}
-
-static void wined3d_context_gl_draw_indirect(struct wined3d_context_gl *context_gl, const struct wined3d_state *state,
- const struct wined3d_indirect_draw_parameters *parameters, unsigned int idx_size)
-{
- const struct wined3d_gl_info *gl_info = context_gl->gl_info;
- struct wined3d_buffer *buffer = parameters->buffer;
- const void *offset;
-
- if (!gl_info->supported[ARB_DRAW_INDIRECT])
- {
- FIXME("OpenGL implementation does not support indirect draws.\n");
- return;
- }
-
- GL_EXTCALL(glBindBuffer(GL_DRAW_INDIRECT_BUFFER, buffer->buffer_object));
-
- offset = (void *)(GLintptr)parameters->offset;
- if (idx_size)
- {
- GLenum idx_type = idx_size == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT;
- if (state->index_offset)
- FIXME("Ignoring index offset %u.\n", state->index_offset);
- GL_EXTCALL(glDrawElementsIndirect(state->gl_primitive_type, idx_type, offset));
- }
- else
- {
- GL_EXTCALL(glDrawArraysIndirect(state->gl_primitive_type, offset));
- }
-
- GL_EXTCALL(glBindBuffer(GL_DRAW_INDIRECT_BUFFER, 0));
-
- checkGLcall("draw indirect");
-}
-
-static void remove_vbos(struct wined3d_context *context,
- const struct wined3d_state *state, struct wined3d_stream_info *s)
-{
- unsigned int i;
-
- for (i = 0; i < ARRAY_SIZE(s->elements); ++i)
- {
- struct wined3d_stream_info_element *e;
-
- if (!(s->use_map & (1u << i)))
- continue;
-
- e = &s->elements[i];
- if (e->data.buffer_object)
- {
- struct wined3d_buffer *vb = state->streams[e->stream_idx].buffer;
- e->data.buffer_object = 0;
- e->data.addr += (ULONG_PTR)wined3d_buffer_load_sysmem(vb, context);
- }
- }
-}
-
-static GLenum gl_tfb_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type)
-{
- GLenum gl_primitive_type = gl_primitive_type_from_d3d(primitive_type);
- switch (gl_primitive_type)
- {
- case GL_POINTS:
- return GL_POINTS;
-
- case GL_LINE_STRIP:
- case GL_LINE_STRIP_ADJACENCY:
- case GL_LINES_ADJACENCY:
- case GL_LINES:
- return GL_LINES;
-
- case GL_TRIANGLE_FAN:
- case GL_TRIANGLE_STRIP:
- case GL_TRIANGLE_STRIP_ADJACENCY:
- case GL_TRIANGLES_ADJACENCY:
- case GL_TRIANGLES:
- return GL_TRIANGLES;
-
- default:
- return gl_primitive_type;
- }
-}
-
-static unsigned int get_render_target_writemask(const struct wined3d_blend_state *state, unsigned int index)
-{
- if (!state)
- return 0xf;
- if (!state->desc.independent)
- index = 0;
- return state->desc.rt[index].writemask;
-}
-
-/* Routine common to the draw primitive and draw indexed primitive routines */
-void draw_primitive(struct wined3d_device *device, const struct wined3d_state *state,
- const struct wined3d_draw_parameters *parameters)
-{
- BOOL emulation = FALSE, rasterizer_discard = FALSE;
- const struct wined3d_fb_state *fb = &state->fb;
- const struct wined3d_stream_info *stream_info;
- struct wined3d_rendertarget_view *dsv, *rtv;
- struct wined3d_stream_info si_emulated;
- struct wined3d_fence *ib_fence = NULL;
- const struct wined3d_gl_info *gl_info;
- struct wined3d_context_gl *context_gl;
- struct wined3d_context *context;
- unsigned int i, idx_size = 0;
- const void *idx_data = NULL;
-
- TRACE("device %p, state %p, parameters %p.\n", device, state, parameters);
-
- if (!parameters->indirect && !parameters->u.direct.index_count)
- return;
-
- if (!parameters->indirect)
- TRACE("base_vertex_idx %d, start_idx %u, index_count %u, start_instance %u, instance_count %u.\n",
- parameters->u.direct.base_vertex_idx, parameters->u.direct.start_idx,
- parameters->u.direct.index_count, parameters->u.direct.start_instance,
- parameters->u.direct.instance_count);
-
- if (!(rtv = fb->render_targets[0]))
- rtv = fb->depth_stencil;
-
- if (rtv && rtv->resource->type == WINED3D_RTYPE_BUFFER)
- {
- FIXME("Buffer render targets not implemented.\n");
- return;
- }
-
- if (rtv)
- context = context_acquire(device, wined3d_texture_from_resource(rtv->resource), rtv->sub_resource_idx);
- else
- context = context_acquire(device, NULL, 0);
- context_gl = wined3d_context_gl(context);
- if (!context_gl->valid)
- {
- context_release(context);
- WARN("Invalid context, skipping draw.\n");
- return;
- }
- gl_info = context_gl->gl_info;
-
- if (!use_transform_feedback(state))
- wined3d_context_gl_pause_transform_feedback(context_gl, TRUE);
-
- for (i = 0; i < gl_info->limits.buffers; ++i)
- {
- if (!(rtv = fb->render_targets[i]) || rtv->format->id == WINED3DFMT_NULL)
- continue;
-
- if (get_render_target_writemask(state->blend_state, i))
- {
- wined3d_rendertarget_view_load_location(rtv, context, rtv->resource->draw_binding);
- wined3d_rendertarget_view_invalidate_location(rtv, ~rtv->resource->draw_binding);
- }
- else
- {
- wined3d_rendertarget_view_prepare_location(rtv, context, rtv->resource->draw_binding);
- }
- }
-
- if ((dsv = fb->depth_stencil))
- {
- /* Note that this depends on the context_acquire() call above to set
- * context->render_offscreen properly. We don't currently take the
- * Z-compare function into account, but we could skip loading the
- * depthstencil for D3DCMP_NEVER and D3DCMP_ALWAYS as well. Also note
- * that we never copy the stencil data.*/
- DWORD location = context->render_offscreen ? dsv->resource->draw_binding : WINED3D_LOCATION_DRAWABLE;
-
- if (state->render_states[WINED3D_RS_ZWRITEENABLE] || state->render_states[WINED3D_RS_ZENABLE])
- wined3d_rendertarget_view_load_location(dsv, context, location);
- else
- wined3d_rendertarget_view_prepare_location(dsv, context, location);
- }
-
- if (parameters->indirect)
- wined3d_buffer_load(parameters->u.indirect.buffer, context, state);
-
- if (!context_apply_draw_state(context, device, state, parameters->indexed))
- {
- context_release(context);
- WARN("Unable to apply draw state, skipping draw.\n");
- return;
- }
-
- if (dsv && state->render_states[WINED3D_RS_ZWRITEENABLE])
- {
- DWORD location = context->render_offscreen ? dsv->resource->draw_binding : WINED3D_LOCATION_DRAWABLE;
-
- wined3d_rendertarget_view_validate_location(dsv, location);
- wined3d_rendertarget_view_invalidate_location(dsv, ~location);
- }
-
- stream_info = &context->stream_info;
-
- if (parameters->indexed)
- {
- struct wined3d_buffer *index_buffer = state->index_buffer;
- if (!index_buffer->buffer_object || !stream_info->all_vbo)
- {
- idx_data = index_buffer->resource.heap_memory;
- }
- else
- {
- ib_fence = index_buffer->fence;
- idx_data = NULL;
- }
- idx_data = (const BYTE *)idx_data + state->index_offset;
-
- if (state->index_format == WINED3DFMT_R16_UINT)
- idx_size = 2;
- else
- idx_size = 4;
- }
-
- if (!use_vs(state))
- {
- if (!stream_info->position_transformed && context_gl->untracked_material_count
- && state->render_states[WINED3D_RS_LIGHTING])
- {
- static BOOL warned;
-
- if (!warned++)
- FIXME("Using software emulation because not all material properties could be tracked.\n");
- else
- WARN_(d3d_perf)("Using software emulation because not all material properties could be tracked.\n");
- emulation = TRUE;
- }
- else if (context->fog_coord && state->render_states[WINED3D_RS_FOGENABLE])
- {
- static BOOL warned;
-
- /* Either write a pipeline replacement shader or convert the
- * specular alpha from unsigned byte to a float in the vertex
- * buffer. */
- if (!warned++)
- FIXME("Using software emulation because manual fog coordinates are provided.\n");
- else
- WARN_(d3d_perf)("Using software emulation because manual fog coordinates are provided.\n");
- emulation = TRUE;
- }
-
- if (emulation)
- {
- si_emulated = context->stream_info;
- remove_vbos(context, state, &si_emulated);
- stream_info = &si_emulated;
- }
- }
-
- if (use_transform_feedback(state))
- {
- const struct wined3d_shader *shader = state->shader[WINED3D_SHADER_TYPE_GEOMETRY];
-
- if (is_rasterization_disabled(shader))
- {
- glEnable(GL_RASTERIZER_DISCARD);
- checkGLcall("enable rasterizer discard");
- rasterizer_discard = TRUE;
- }
-
- if (context->transform_feedback_paused)
- {
- GL_EXTCALL(glResumeTransformFeedback());
- checkGLcall("glResumeTransformFeedback");
- context->transform_feedback_paused = 0;
- }
- else if (!context->transform_feedback_active)
- {
- enum wined3d_primitive_type primitive_type = shader->u.gs.output_type
- ? shader->u.gs.output_type : d3d_primitive_type_from_gl(state->gl_primitive_type);
- GLenum mode = gl_tfb_primitive_type_from_d3d(primitive_type);
- GL_EXTCALL(glBeginTransformFeedback(mode));
- checkGLcall("glBeginTransformFeedback");
- context->transform_feedback_active = 1;
- }
- }
-
- if (state->gl_primitive_type == GL_PATCHES)
- {
- GL_EXTCALL(glPatchParameteri(GL_PATCH_VERTICES, state->gl_patch_vertices));
- checkGLcall("glPatchParameteri");
- }
-
- if (context->uses_fbo_attached_resources)
- {
- static unsigned int fixme_once;
-
- if (gl_info->supported[ARB_TEXTURE_BARRIER])
- {
- GL_EXTCALL(glTextureBarrier());
- }
- else if (gl_info->supported[NV_TEXTURE_BARRIER])
- {
- GL_EXTCALL(glTextureBarrierNV());
- }
- else
- {
- if (!fixme_once++)
- FIXME("Sampling attached render targets is not supported.\n");
-
- WARN("Sampling attached render targets is not supported, skipping draw.\n");
- context_release(context);
- return;
- }
- checkGLcall("glTextureBarrier");
- }
-
- if (parameters->indirect)
- {
- if (!context->use_immediate_mode_draw && !emulation)
- wined3d_context_gl_draw_indirect(context_gl, state, ¶meters->u.indirect, idx_size);
- else
- FIXME("Indirect draws with immediate mode/emulation are not supported.\n");
- }
- else
- {
- unsigned int instance_count = parameters->u.direct.instance_count;
- if (context->instance_count)
- instance_count = context->instance_count;
-
- if (context->use_immediate_mode_draw || emulation)
- draw_primitive_immediate_mode(wined3d_context_gl(context), state, stream_info, idx_data,
- idx_size, parameters->u.direct.base_vertex_idx,
- parameters->u.direct.start_idx, parameters->u.direct.index_count, instance_count);
- else
- wined3d_context_gl_draw_primitive_arrays(context_gl, state, idx_data, idx_size,
- parameters->u.direct.base_vertex_idx, parameters->u.direct.start_idx,
- parameters->u.direct.index_count, parameters->u.direct.start_instance, instance_count);
- }
-
- if (context->uses_uavs)
- {
- GL_EXTCALL(glMemoryBarrier(GL_ALL_BARRIER_BITS));
- checkGLcall("glMemoryBarrier");
- }
-
- wined3d_context_gl_pause_transform_feedback(context_gl, FALSE);
-
- if (rasterizer_discard)
- {
- glDisable(GL_RASTERIZER_DISCARD);
- checkGLcall("disable rasterizer discard");
- }
-
- if (ib_fence)
- wined3d_fence_issue(ib_fence, device);
- for (i = 0; i < context->buffer_fence_count; ++i)
- wined3d_fence_issue(context->buffer_fences[i], device);
-
- context_release(context);
-
- TRACE("Draw completed.\n");
-}
-
-void wined3d_context_gl_unload_tex_coords(const struct wined3d_context_gl *context_gl)
-{
- const struct wined3d_gl_info *gl_info = context_gl->gl_info;
- unsigned int texture_idx;
-
- for (texture_idx = 0; texture_idx < gl_info->limits.texture_coords; ++texture_idx)
- {
- gl_info->gl_ops.ext.p_glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx);
- gl_info->gl_ops.gl.p_glDisableClientState(GL_TEXTURE_COORD_ARRAY);
- }
-}
-
-void wined3d_context_gl_load_tex_coords(const struct wined3d_context_gl *context_gl,
- const struct wined3d_stream_info *si, GLuint *current_bo, const struct wined3d_state *state)
-{
- const struct wined3d_gl_info *gl_info = context_gl->gl_info;
- const struct wined3d_format_gl *format_gl;
- unsigned int mapped_stage = 0;
- unsigned int texture_idx;
-
- for (texture_idx = 0; texture_idx < context_gl->c.d3d_info->limits.ffp_blend_stages; ++texture_idx)
- {
- unsigned int coord_idx = state->texture_states[texture_idx][WINED3D_TSS_TEXCOORD_INDEX];
-
- if ((mapped_stage = context_gl->tex_unit_map[texture_idx]) == WINED3D_UNMAPPED_STAGE)
- continue;
-
- if (mapped_stage >= gl_info->limits.texture_coords)
- {
- FIXME("Attempted to load unsupported texture coordinate %u.\n", mapped_stage);
- continue;
- }
-
- if (coord_idx < WINED3D_MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx))))
- {
- const struct wined3d_stream_info_element *e = &si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx];
-
- TRACE("Setting up texture %u, idx %u, coord_idx %u, data %s.\n",
- texture_idx, mapped_stage, coord_idx, debug_bo_address(&e->data));
-
- if (*current_bo != e->data.buffer_object)
- {
- GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, e->data.buffer_object));
- checkGLcall("glBindBuffer");
- *current_bo = e->data.buffer_object;
- }
-
- GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
- checkGLcall("glClientActiveTextureARB");
-
- /* The coords to supply depend completely on the fvf/vertex shader. */
- format_gl = wined3d_format_gl(e->format);
- gl_info->gl_ops.gl.p_glTexCoordPointer(format_gl->vtx_format, format_gl->vtx_type, e->stride,
- e->data.addr + state->load_base_vertex_index * e->stride);
- gl_info->gl_ops.gl.p_glEnableClientState(GL_TEXTURE_COORD_ARRAY);
- }
- else
- {
- GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
- }
- }
- if (gl_info->supported[NV_REGISTER_COMBINERS])
- {
- /* The number of the mapped stages increases monotonically, so it's fine to use the last used one. */
- for (texture_idx = mapped_stage + 1; texture_idx < gl_info->limits.textures; ++texture_idx)
- {
- GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + texture_idx, 0, 0, 0, 1));
- }
- }
-
- checkGLcall("loadTexCoords");
-}
-
-/* This should match any arrays loaded in wined3d_context_gl_load_vertex_data(). */
-static void wined3d_context_gl_unload_vertex_data(struct wined3d_context_gl *context_gl)
-{
- const struct wined3d_gl_info *gl_info = context_gl->gl_info;
-
- if (!context_gl->c.namedArraysLoaded)
- return;
- gl_info->gl_ops.gl.p_glDisableClientState(GL_VERTEX_ARRAY);
- gl_info->gl_ops.gl.p_glDisableClientState(GL_NORMAL_ARRAY);
- gl_info->gl_ops.gl.p_glDisableClientState(GL_COLOR_ARRAY);
- if (gl_info->supported[EXT_SECONDARY_COLOR])
- gl_info->gl_ops.gl.p_glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
- wined3d_context_gl_unload_tex_coords(context_gl);
- context_gl->c.namedArraysLoaded = FALSE;
-}
-
-static void wined3d_context_gl_load_vertex_data(struct wined3d_context_gl *context_gl,
- const struct wined3d_stream_info *si, const struct wined3d_state *state)
-{
- const struct wined3d_gl_info *gl_info = context_gl->gl_info;
- const struct wined3d_stream_info_element *e;
- const struct wined3d_format_gl *format_gl;
- GLuint current_bo;
-
- TRACE("context_gl %p, si %p, state %p.\n", context_gl, si, state);
-
- /* This is used for the fixed-function pipeline only, and the
- * fixed-function pipeline doesn't do instancing. */
- context_gl->c.instance_count = 0;
- current_bo = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0u : 0;
-
- /* Blend data */
- if ((si->use_map & (1u << WINED3D_FFP_BLENDWEIGHT))
- || si->use_map & (1u << WINED3D_FFP_BLENDINDICES))
- {
- /* TODO: Support vertex blending in immediate mode draws. No need to
- * write a FIXME here, this is done after the general vertex
- * declaration decoding. */
- WARN("Vertex blending not supported.\n");
- }
-
- /* Point Size */
- if (si->use_map & (1u << WINED3D_FFP_PSIZE))
- {
- /* No such functionality in the fixed-function GL pipeline. */
- WARN("Per-vertex point size not supported.\n");
- }
-
- /* Position */
- if (si->use_map & (1u << WINED3D_FFP_POSITION))
- {
- e = &si->elements[WINED3D_FFP_POSITION];
- format_gl = wined3d_format_gl(e->format);
-
- if (current_bo != e->data.buffer_object)
- {
- GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, e->data.buffer_object));
- checkGLcall("glBindBuffer");
- current_bo = e->data.buffer_object;
- }
-
- TRACE("glVertexPointer(%#x, %#x, %#x, %p);\n",
- format_gl->vtx_format, format_gl->vtx_type, e->stride,
- e->data.addr + state->load_base_vertex_index * e->stride);
- gl_info->gl_ops.gl.p_glVertexPointer(format_gl->vtx_format, format_gl->vtx_type, e->stride,
- e->data.addr + state->load_base_vertex_index * e->stride);
- checkGLcall("glVertexPointer(...)");
- gl_info->gl_ops.gl.p_glEnableClientState(GL_VERTEX_ARRAY);
- checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
- }
-
- /* Normals */
- if (si->use_map & (1u << WINED3D_FFP_NORMAL))
- {
- e = &si->elements[WINED3D_FFP_NORMAL];
- format_gl = wined3d_format_gl(e->format);
-
- if (current_bo != e->data.buffer_object)
- {
- GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, e->data.buffer_object));
- checkGLcall("glBindBuffer");
- current_bo = e->data.buffer_object;
- }
-
- TRACE("glNormalPointer(%#x, %#x, %p);\n", format_gl->vtx_type, e->stride,
- e->data.addr + state->load_base_vertex_index * e->stride);
- gl_info->gl_ops.gl.p_glNormalPointer(format_gl->vtx_type, e->stride,
- e->data.addr + state->load_base_vertex_index * e->stride);
- checkGLcall("glNormalPointer(...)");
- gl_info->gl_ops.gl.p_glEnableClientState(GL_NORMAL_ARRAY);
- checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
-
- }
- else
- {
- gl_info->gl_ops.gl.p_glNormal3f(0, 0, 0);
- checkGLcall("glNormal3f(0, 0, 0)");
- }
-
- /* Diffuse colour */
- if (si->use_map & (1u << WINED3D_FFP_DIFFUSE))
- {
- e = &si->elements[WINED3D_FFP_DIFFUSE];
- format_gl = wined3d_format_gl(e->format);
-
- if (current_bo != e->data.buffer_object)
- {
- GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, e->data.buffer_object));
- checkGLcall("glBindBuffer");
- current_bo = e->data.buffer_object;
- }
-
- TRACE("glColorPointer(%#x, %#x %#x, %p);\n",
- format_gl->vtx_format, format_gl->vtx_type, e->stride,
- e->data.addr + state->load_base_vertex_index * e->stride);
- gl_info->gl_ops.gl.p_glColorPointer(format_gl->vtx_format, format_gl->vtx_type, e->stride,
- e->data.addr + state->load_base_vertex_index * e->stride);
- checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
- gl_info->gl_ops.gl.p_glEnableClientState(GL_COLOR_ARRAY);
- checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
-
- }
- else
- {
- gl_info->gl_ops.gl.p_glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
- checkGLcall("glColor4f(1, 1, 1, 1)");
- }
-
- /* Specular colour */
- if (si->use_map & (1u << WINED3D_FFP_SPECULAR))
- {
- TRACE("Setting specular colour.\n");
-
- e = &si->elements[WINED3D_FFP_SPECULAR];
-
- if (gl_info->supported[EXT_SECONDARY_COLOR])
- {
- GLint format;
- GLenum type;
-
- format_gl = wined3d_format_gl(e->format);
- type = format_gl->vtx_type;
- format = format_gl->vtx_format;
-
- if (current_bo != e->data.buffer_object)
- {
- GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, e->data.buffer_object));
- checkGLcall("glBindBuffer");
- current_bo = e->data.buffer_object;
- }
-
- if (format != 4 || (gl_info->quirks & WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA))
- {
- /* Usually specular colors only allow 3 components, since they have no alpha. In D3D, the specular alpha
- * contains the fog coordinate, which is passed to GL with GL_EXT_fog_coord. However, the fixed function
- * vertex pipeline can pass the specular alpha through, and pixel shaders can read it. So it GL accepts
- * 4 component secondary colors use it
- */
- TRACE("glSecondaryColorPointer(%#x, %#x, %#x, %p);\n", format, type, e->stride,
- e->data.addr + state->load_base_vertex_index * e->stride);
- GL_EXTCALL(glSecondaryColorPointerEXT(format, type, e->stride,
- e->data.addr + state->load_base_vertex_index * e->stride));
- checkGLcall("glSecondaryColorPointerEXT(format, type, ...)");
- }
- else
- {
- switch (type)
- {
- case GL_UNSIGNED_BYTE:
- TRACE("glSecondaryColorPointer(3, GL_UNSIGNED_BYTE, %#x, %p);\n", e->stride,
- e->data.addr + state->load_base_vertex_index * e->stride);
- GL_EXTCALL(glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, e->stride,
- e->data.addr + state->load_base_vertex_index * e->stride));
- checkGLcall("glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, ...)");
- break;
-
- default:
- FIXME("Add 4 component specular colour pointers for type %#x.\n", type);
- /* Make sure that the right colour component is dropped. */
- TRACE("glSecondaryColorPointer(3, %#x, %#x, %p);\n", type, e->stride,
- e->data.addr + state->load_base_vertex_index * e->stride);
- GL_EXTCALL(glSecondaryColorPointerEXT(3, type, e->stride,
- e->data.addr + state->load_base_vertex_index * e->stride));
- checkGLcall("glSecondaryColorPointerEXT(3, type, ...)");
- }
- }
- gl_info->gl_ops.gl.p_glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
- checkGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
- }
- else
- {
- WARN("Specular colour is not supported in this GL implementation.\n");
- }
- }
- else
- {
- if (gl_info->supported[EXT_SECONDARY_COLOR])
- {
- GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
- checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
- }
- else
- {
- WARN("Specular colour is not supported in this GL implementation.\n");
- }
- }
-
- /* Texture coordinates */
- wined3d_context_gl_load_tex_coords(context_gl, si, ¤t_bo, state);
-}
-
-static void wined3d_context_gl_unload_numbered_array(struct wined3d_context_gl *context_gl, unsigned int i)
-{
- const struct wined3d_gl_info *gl_info = context_gl->gl_info;
-
- GL_EXTCALL(glDisableVertexAttribArray(i));
- checkGLcall("glDisableVertexAttribArray");
- if (gl_info->supported[ARB_INSTANCED_ARRAYS])
- GL_EXTCALL(glVertexAttribDivisor(i, 0));
-
- context_gl->c.numbered_array_mask &= ~(1u << i);
-}
-
-static void wined3d_context_gl_unload_numbered_arrays(struct wined3d_context_gl *context_gl)
-{
- uint32_t mask = context_gl->c.numbered_array_mask;
- unsigned int i;
-
- while (mask)
- {
- i = wined3d_bit_scan(&mask);
- wined3d_context_gl_unload_numbered_array(context_gl, i);
- }
-}
-
-static void wined3d_context_gl_load_numbered_arrays(struct wined3d_context_gl *context_gl,
- const struct wined3d_stream_info *stream_info, const struct wined3d_state *state)
-{
- struct wined3d_context *context = &context_gl->c;
- const struct wined3d_shader *vs = state->shader[WINED3D_SHADER_TYPE_VERTEX];
- const struct wined3d_gl_info *gl_info = context_gl->gl_info;
- GLuint current_bo;
- unsigned int i;
-
- /* Default to no instancing. */
- context->instance_count = 0;
- current_bo = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0u : 0;
-
- for (i = 0; i < MAX_ATTRIBS; ++i)
- {
- const struct wined3d_stream_info_element *element = &stream_info->elements[i];
- const struct wined3d_stream_state *stream;
- const struct wined3d_format_gl *format_gl;
-
- if (!(stream_info->use_map & (1u << i)))
- {
- if (context->numbered_array_mask & (1u << i))
- wined3d_context_gl_unload_numbered_array(context_gl, i);
- if (!use_vs(state) && i == WINED3D_FFP_DIFFUSE)
- {
- if (!(context_gl->default_attrib_value_set & (1u << i)) || !context_gl->diffuse_attrib_to_1)
- {
- GL_EXTCALL(glVertexAttrib4f(i, 1.0f, 1.0f, 1.0f, 1.0f));
- context_gl->diffuse_attrib_to_1 = 1;
- }
- }
- else
- {
- if (!(context_gl->default_attrib_value_set & (1u << i)))
- {
- GL_EXTCALL(glVertexAttrib4f(i, 0.0f, 0.0f, 0.0f, 0.0f));
- if (i == WINED3D_FFP_DIFFUSE)
- context_gl->diffuse_attrib_to_1 = 0;
- }
- }
- context_gl->default_attrib_value_set |= 1u << i;
- continue;
- }
-
- format_gl = wined3d_format_gl(element->format);
- stream = &state->streams[element->stream_idx];
-
- if ((stream->flags & WINED3DSTREAMSOURCE_INSTANCEDATA) && !context->instance_count)
- context->instance_count = state->streams[0].frequency;
-
- if (gl_info->supported[ARB_INSTANCED_ARRAYS])
- {
- GL_EXTCALL(glVertexAttribDivisor(i, element->divisor));
- }
- else if (element->divisor)
- {
- /* Unload instanced arrays, they will be loaded using immediate
- * mode instead. */
- if (context->numbered_array_mask & (1u << i))
- wined3d_context_gl_unload_numbered_array(context_gl, i);
- context_gl->default_attrib_value_set &= ~(1u << i);
- continue;
- }
-
- TRACE("Loading array %u %s.\n", i, debug_bo_address(&element->data));
-
- if (element->stride)
- {
- DWORD format_flags = format_gl->f.flags[WINED3D_GL_RES_TYPE_BUFFER];
-
- if (current_bo != element->data.buffer_object)
- {
- GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, element->data.buffer_object));
- checkGLcall("glBindBuffer");
- current_bo = element->data.buffer_object;
- }
- /* Use the VBO to find out if a vertex buffer exists, not the vb
- * pointer. vb can point to a user pointer data blob. In that case
- * current_bo will be 0. If there is a vertex buffer but no vbo we
- * won't be load converted attributes anyway. */
- if (vs && vs->reg_maps.shader_version.major >= 4 && (format_flags & WINED3DFMT_FLAG_INTEGER))
- {
- GL_EXTCALL(glVertexAttribIPointer(i, format_gl->vtx_format, format_gl->vtx_type,
- element->stride, element->data.addr + state->load_base_vertex_index * element->stride));
- }
- else
- {
- GL_EXTCALL(glVertexAttribPointer(i, format_gl->vtx_format, format_gl->vtx_type,
- !!(format_flags & WINED3DFMT_FLAG_NORMALISED), element->stride,
- element->data.addr + state->load_base_vertex_index * element->stride));
- }
-
- if (!(context->numbered_array_mask & (1u << i)))
- {
- GL_EXTCALL(glEnableVertexAttribArray(i));
- context->numbered_array_mask |= (1u << i);
- }
- }
- else
- {
- /* Stride = 0 means always the same values.
- * glVertexAttribPointer() doesn't do that. Instead disable the
- * pointer and set up the attribute statically. But we have to
- * figure out the system memory address. */
- const BYTE *ptr = element->data.addr;
- if (element->data.buffer_object)
- ptr += (ULONG_PTR)wined3d_buffer_load_sysmem(stream->buffer, context);
-
- if (context->numbered_array_mask & (1u << i))
- wined3d_context_gl_unload_numbered_array(context_gl, i);
-
- switch (format_gl->f.id)
- {
- case WINED3DFMT_R32_FLOAT:
- GL_EXTCALL(glVertexAttrib1fv(i, (const GLfloat *)ptr));
- break;
- case WINED3DFMT_R32G32_FLOAT:
- GL_EXTCALL(glVertexAttrib2fv(i, (const GLfloat *)ptr));
- break;
- case WINED3DFMT_R32G32B32_FLOAT:
- GL_EXTCALL(glVertexAttrib3fv(i, (const GLfloat *)ptr));
- break;
- case WINED3DFMT_R32G32B32A32_FLOAT:
- GL_EXTCALL(glVertexAttrib4fv(i, (const GLfloat *)ptr));
- break;
- case WINED3DFMT_R8G8B8A8_UINT:
- GL_EXTCALL(glVertexAttrib4ubv(i, ptr));
- break;
- case WINED3DFMT_B8G8R8A8_UNORM:
- if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
- {
- const DWORD *src = (const DWORD *)ptr;
- DWORD c = *src & 0xff00ff00u;
- c |= (*src & 0xff0000u) >> 16;
- c |= (*src & 0xffu) << 16;
- GL_EXTCALL(glVertexAttrib4Nubv(i, (GLubyte *)&c));
- break;
- }
- /* else fallthrough */
- case WINED3DFMT_R8G8B8A8_UNORM:
- GL_EXTCALL(glVertexAttrib4Nubv(i, ptr));
- break;
- case WINED3DFMT_R16G16_SINT:
- GL_EXTCALL(glVertexAttrib2sv(i, (const GLshort *)ptr));
- break;
- case WINED3DFMT_R16G16B16A16_SINT:
- GL_EXTCALL(glVertexAttrib4sv(i, (const GLshort *)ptr));
- break;
- case WINED3DFMT_R16G16_SNORM:
- {
- const GLshort s[4] = {((const GLshort *)ptr)[0], ((const GLshort *)ptr)[1], 0, 1};
- GL_EXTCALL(glVertexAttrib4Nsv(i, s));
- break;
- }
- case WINED3DFMT_R16G16_UNORM:
- {
- const GLushort s[4] = {((const GLushort *)ptr)[0], ((const GLushort *)ptr)[1], 0, 1};
- GL_EXTCALL(glVertexAttrib4Nusv(i, s));
- break;
- }
- case WINED3DFMT_R16G16B16A16_SNORM:
- GL_EXTCALL(glVertexAttrib4Nsv(i, (const GLshort *)ptr));
- break;
- case WINED3DFMT_R16G16B16A16_UNORM:
- GL_EXTCALL(glVertexAttrib4Nusv(i, (const GLushort *)ptr));
- break;
- case WINED3DFMT_R10G10B10X2_UINT:
- FIXME("Unsure about WINED3DDECLTYPE_UDEC3.\n");
- /*glVertexAttrib3usvARB(i, (const GLushort *)ptr); Does not exist */
- break;
- case WINED3DFMT_R10G10B10X2_SNORM:
- FIXME("Unsure about WINED3DDECLTYPE_DEC3N.\n");
- /*glVertexAttrib3NusvARB(i, (const GLushort *)ptr); Does not exist */
- break;
- case WINED3DFMT_R16G16_FLOAT:
- if (gl_info->supported[NV_HALF_FLOAT] && gl_info->supported[NV_VERTEX_PROGRAM])
- {
- /* Not supported by GL_ARB_half_float_vertex. */
- GL_EXTCALL(glVertexAttrib2hvNV(i, (const GLhalfNV *)ptr));
- }
- else
- {
- float x = float_16_to_32(((const unsigned short *)ptr) + 0);
- float y = float_16_to_32(((const unsigned short *)ptr) + 1);
- GL_EXTCALL(glVertexAttrib2f(i, x, y));
- }
- break;
- case WINED3DFMT_R16G16B16A16_FLOAT:
- if (gl_info->supported[NV_HALF_FLOAT] && gl_info->supported[NV_VERTEX_PROGRAM])
- {
- /* Not supported by GL_ARB_half_float_vertex. */
- GL_EXTCALL(glVertexAttrib4hvNV(i, (const GLhalfNV *)ptr));
- }
- else
- {
- float x = float_16_to_32(((const unsigned short *)ptr) + 0);
- float y = float_16_to_32(((const unsigned short *)ptr) + 1);
- float z = float_16_to_32(((const unsigned short *)ptr) + 2);
- float w = float_16_to_32(((const unsigned short *)ptr) + 3);
- GL_EXTCALL(glVertexAttrib4f(i, x, y, z, w));
- }
- break;
- default:
- ERR("Unexpected declaration in stride 0 attributes.\n");
- break;
-
- }
- context_gl->default_attrib_value_set &= ~(1u << i);
- }
- }
- checkGLcall("Loading numbered arrays");
-}
-
-void wined3d_context_gl_update_stream_sources(struct wined3d_context_gl *context_gl,
- const struct wined3d_state *state)
-{
- if (context_gl->c.use_immediate_mode_draw)
- return;
-
- wined3d_context_gl_unload_vertex_data(context_gl);
- if (context_gl->c.d3d_info->ffp_generic_attributes || use_vs(state))
- {
- TRACE("Loading numbered arrays.\n");
- wined3d_context_gl_load_numbered_arrays(context_gl, &context_gl->c.stream_info, state);
- return;
- }
-
- TRACE("Loading named arrays.\n");
- wined3d_context_gl_unload_numbered_arrays(context_gl);
- wined3d_context_gl_load_vertex_data(context_gl, &context_gl->c.stream_info, state);
- context_gl->c.namedArraysLoaded = TRUE;
-}
-
-static void apply_texture_blit_state(const struct wined3d_gl_info *gl_info, struct gl_texture *texture,
- GLenum target, unsigned int level, enum wined3d_texture_filter_type filter)
-{
- gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAG_FILTER, wined3d_gl_mag_filter(filter));
- gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MIN_FILTER,
- wined3d_gl_min_mip_filter(filter, WINED3D_TEXF_NONE));
- gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
- gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_SRGB_DECODE_EXT, GL_SKIP_DECODE_EXT);
- gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_BASE_LEVEL, level);
-
- /* We changed the filtering settings on the texture. Make sure they get
- * reset on subsequent draws. */
- texture->sampler_desc.mag_filter = WINED3D_TEXF_POINT;
- texture->sampler_desc.min_filter = WINED3D_TEXF_POINT;
- texture->sampler_desc.mip_filter = WINED3D_TEXF_NONE;
- texture->sampler_desc.address_u = WINED3D_TADDRESS_CLAMP;
- texture->sampler_desc.address_v = WINED3D_TADDRESS_CLAMP;
- texture->sampler_desc.srgb_decode = FALSE;
- texture->base_level = level;
-}
-
-/* Context activation is done by the caller. */
-void wined3d_context_gl_draw_shaded_quad(struct wined3d_context_gl *context_gl, struct wined3d_texture_gl *texture_gl,
- unsigned int sub_resource_idx, const RECT *src_rect, const RECT *dst_rect,
- enum wined3d_texture_filter_type filter)
-{
- const struct wined3d_gl_info *gl_info = context_gl->gl_info;
- struct wined3d_blt_info info;
- unsigned int level, w, h, i;
- SIZE dst_size;
- struct blit_vertex
- {
- float x, y;
- struct wined3d_vec3 texcoord;
- }
- quad[4];
-
- texture2d_get_blt_info(texture_gl, sub_resource_idx, src_rect, &info);
-
- level = sub_resource_idx % texture_gl->t.level_count;
- wined3d_context_gl_bind_texture(context_gl, info.bind_target, texture_gl->texture_rgb.name);
- apply_texture_blit_state(gl_info, &texture_gl->texture_rgb, info.bind_target, level, filter);
- gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_MAX_LEVEL, level);
-
- wined3d_context_gl_get_rt_size(context_gl, &dst_size);
- w = dst_size.cx;
- h = dst_size.cy;
-
- quad[0].x = dst_rect->left * 2.0f / w - 1.0f;
- quad[0].y = dst_rect->top * 2.0f / h - 1.0f;
- quad[0].texcoord = info.texcoords[0];
-
- quad[1].x = dst_rect->right * 2.0f / w - 1.0f;
- quad[1].y = dst_rect->top * 2.0f / h - 1.0f;
- quad[1].texcoord = info.texcoords[1];
-
- quad[2].x = dst_rect->left * 2.0f / w - 1.0f;
- quad[2].y = dst_rect->bottom * 2.0f / h - 1.0f;
- quad[2].texcoord = info.texcoords[2];
-
- quad[3].x = dst_rect->right * 2.0f / w - 1.0f;
- quad[3].y = dst_rect->bottom * 2.0f / h - 1.0f;
- quad[3].texcoord = info.texcoords[3];
-
- /* Draw a quad. */
- if (gl_info->supported[ARB_VERTEX_BUFFER_OBJECT])
- {
- if (!context_gl->blit_vbo)
- GL_EXTCALL(glGenBuffers(1, &context_gl->blit_vbo));
- GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, context_gl->blit_vbo));
-
- wined3d_context_gl_unload_vertex_data(context_gl);
- wined3d_context_gl_unload_numbered_arrays(context_gl);
-
- GL_EXTCALL(glBufferData(GL_ARRAY_BUFFER, sizeof(quad), quad, GL_STREAM_DRAW));
- GL_EXTCALL(glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, sizeof(*quad), NULL));
- GL_EXTCALL(glVertexAttribPointer(1, 3, GL_FLOAT, FALSE, sizeof(*quad),
- (void *)FIELD_OFFSET(struct blit_vertex, texcoord)));
-
- GL_EXTCALL(glEnableVertexAttribArray(0));
- GL_EXTCALL(glEnableVertexAttribArray(1));
-
- gl_info->gl_ops.gl.p_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
-
- GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, 0));
- GL_EXTCALL(glDisableVertexAttribArray(1));
- GL_EXTCALL(glDisableVertexAttribArray(0));
- }
- else
- {
- gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
-
- for (i = 0; i < ARRAY_SIZE(quad); ++i)
- {
- GL_EXTCALL(glVertexAttrib3fv(1, &quad[i].texcoord.x));
- GL_EXTCALL(glVertexAttrib2fv(0, &quad[i].x));
- }
-
- gl_info->gl_ops.gl.p_glEnd();
- }
- checkGLcall("draw");
-
- gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_MAX_LEVEL, texture_gl->t.level_count - 1);
- wined3d_context_gl_bind_texture(context_gl, info.bind_target, 0);
-}
-
-/* Context activation is done by the caller. */
-void wined3d_context_gl_draw_textured_quad(struct wined3d_context_gl *context_gl,
- struct wined3d_texture_gl *texture_gl, unsigned int sub_resource_idx,
- const RECT *src_rect, const RECT *dst_rect, enum wined3d_texture_filter_type filter)
-{
- const struct wined3d_gl_info *gl_info = context_gl->gl_info;
- struct wined3d_blt_info info;
- unsigned int level;
-
- texture2d_get_blt_info(texture_gl, sub_resource_idx, src_rect, &info);
-
- gl_info->gl_ops.gl.p_glEnable(info.bind_target);
- checkGLcall("glEnable(bind_target)");
-
- level = sub_resource_idx % texture_gl->t.level_count;
- wined3d_context_gl_bind_texture(context_gl, info.bind_target, texture_gl->texture_rgb.name);
- apply_texture_blit_state(gl_info, &texture_gl->texture_rgb, info.bind_target, level, filter);
- gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_MAX_LEVEL, level);
- gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
- checkGLcall("glTexEnvi");
-
- /* Draw a quad. */
- gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
- gl_info->gl_ops.gl.p_glTexCoord3fv(&info.texcoords[0].x);
- gl_info->gl_ops.gl.p_glVertex2i(dst_rect->left, dst_rect->top);
-
- gl_info->gl_ops.gl.p_glTexCoord3fv(&info.texcoords[1].x);
- gl_info->gl_ops.gl.p_glVertex2i(dst_rect->right, dst_rect->top);
-
- gl_info->gl_ops.gl.p_glTexCoord3fv(&info.texcoords[2].x);
- gl_info->gl_ops.gl.p_glVertex2i(dst_rect->left, dst_rect->bottom);
-
- gl_info->gl_ops.gl.p_glTexCoord3fv(&info.texcoords[3].x);
- gl_info->gl_ops.gl.p_glVertex2i(dst_rect->right, dst_rect->bottom);
- gl_info->gl_ops.gl.p_glEnd();
-
- gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_MAX_LEVEL, texture_gl->t.level_count - 1);
- wined3d_context_gl_bind_texture(context_gl, info.bind_target, 0);
-}
+/*
+ * Context and render target management in wined3d
+ *
+ * Copyright 2002-2004 Jason Edmeades
+ * Copyright 2002-2004 Raphael Junqueira
+ * Copyright 2004 Christian Costa
+ * Copyright 2005 Oliver Stieber
+ * Copyright 2006, 2008 Henri Verbeet
+ * Copyright 2007-2011, 2013 Stefan Dösinger for CodeWeavers
+ * Copyright 2009-2011 Henri Verbeet for CodeWeavers
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation; either
+ * version 2.1 of the License, or (at your option) any later version.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
+ */
+
+#include "config.h"
+#include "wine/port.h"
+
+#include "wined3d_private.h"
+
+WINE_DEFAULT_DEBUG_CHANNEL(d3d);
+WINE_DECLARE_DEBUG_CHANNEL(d3d_perf);
+
+void context_resource_released(const struct wined3d_device *device, struct wined3d_resource *resource)
+{
+ unsigned int i;
+
+ if (!device->d3d_initialized)
+ return;
+
+ for (i = 0; i < device->context_count; ++i)
+ {
+ struct wined3d_context *context = device->contexts[i];
+
+ if (&context->current_rt.texture->resource == resource)
+ {
+ context->current_rt.texture = NULL;
+ context->current_rt.sub_resource_idx = 0;
+ }
+ }
+}
+
+void wined3d_context_cleanup(struct wined3d_context *context)
+{
+}
+
+/* This is used when a context for render target A is active, but a separate context is
+ * needed to access the WGL framebuffer for render target B. Re-acquire a context for rt
+ * A to avoid breaking caller code. */
+void context_restore(struct wined3d_context *context, struct wined3d_texture *texture, unsigned int sub_resource_idx)
+{
+ if (context->current_rt.texture != texture || context->current_rt.sub_resource_idx != sub_resource_idx)
+ {
+ context_release(context);
+ context = context_acquire(texture->resource.device, texture, sub_resource_idx);
+ }
+
+ context_release(context);
+}
+
+void context_invalidate_compute_state(struct wined3d_context *context, DWORD state_id)
+{
+ DWORD representative = context->state_table[state_id].representative - STATE_COMPUTE_OFFSET;
+ unsigned int index, shift;
+
+ index = representative / (sizeof(*context->dirty_compute_states) * CHAR_BIT);
+ shift = representative & (sizeof(*context->dirty_compute_states) * CHAR_BIT - 1);
+ context->dirty_compute_states[index] |= (1u << shift);
+}
+
+void context_invalidate_state(struct wined3d_context *context, unsigned int state_id)
+{
+ unsigned int representative = context->state_table[state_id].representative;
+ unsigned int index, shift;
+
+ index = representative / (sizeof(*context->dirty_graphics_states) * CHAR_BIT);
+ shift = representative & ((sizeof(*context->dirty_graphics_states) * CHAR_BIT) - 1);
+ context->dirty_graphics_states[index] |= (1u << shift);
+}
+
+void wined3d_context_init(struct wined3d_context *context, struct wined3d_swapchain *swapchain)
+{
+ struct wined3d_device *device = swapchain->device;
+ DWORD state;
+
+ context->d3d_info = &device->adapter->d3d_info;
+ context->state_table = device->state_table;
+
+ /* Mark all states dirty to force a proper initialization of the states on
+ * the first use of the context. Compute states do not need initialization. */
+ for (state = 0; state <= STATE_HIGHEST; ++state)
+ {
+ if (context->state_table[state].representative && !STATE_IS_COMPUTE(state))
+ context_invalidate_state(context, state);
+ }
+
+ context->device = device;
+ context->swapchain = swapchain;
+ context->current_rt.texture = swapchain->front_buffer;
+ context->current_rt.sub_resource_idx = 0;
+
+ context->shader_update_mask = (1u << WINED3D_SHADER_TYPE_PIXEL)
+ | (1u << WINED3D_SHADER_TYPE_VERTEX)
+ | (1u << WINED3D_SHADER_TYPE_GEOMETRY)
+ | (1u << WINED3D_SHADER_TYPE_HULL)
+ | (1u << WINED3D_SHADER_TYPE_DOMAIN)
+ | (1u << WINED3D_SHADER_TYPE_COMPUTE);
+}
+
+HRESULT wined3d_context_no3d_init(struct wined3d_context *context_no3d, struct wined3d_swapchain *swapchain)
+{
+ TRACE("context_no3d %p, swapchain %p.\n", context_no3d, swapchain);
+
+ wined3d_context_init(context_no3d, swapchain);
+
+ return WINED3D_OK;
+}
+
+static BOOL fixed_get_input(BYTE usage, BYTE usage_idx, unsigned int *regnum)
+{
+ if ((usage == WINED3D_DECL_USAGE_POSITION || usage == WINED3D_DECL_USAGE_POSITIONT) && !usage_idx)
+ *regnum = WINED3D_FFP_POSITION;
+ else if (usage == WINED3D_DECL_USAGE_BLEND_WEIGHT && !usage_idx)
+ *regnum = WINED3D_FFP_BLENDWEIGHT;
+ else if (usage == WINED3D_DECL_USAGE_BLEND_INDICES && !usage_idx)
+ *regnum = WINED3D_FFP_BLENDINDICES;
+ else if (usage == WINED3D_DECL_USAGE_NORMAL && !usage_idx)
+ *regnum = WINED3D_FFP_NORMAL;
+ else if (usage == WINED3D_DECL_USAGE_PSIZE && !usage_idx)
+ *regnum = WINED3D_FFP_PSIZE;
+ else if (usage == WINED3D_DECL_USAGE_COLOR && !usage_idx)
+ *regnum = WINED3D_FFP_DIFFUSE;
+ else if (usage == WINED3D_DECL_USAGE_COLOR && usage_idx == 1)
+ *regnum = WINED3D_FFP_SPECULAR;
+ else if (usage == WINED3D_DECL_USAGE_TEXCOORD && usage_idx < WINED3DDP_MAXTEXCOORD)
+ *regnum = WINED3D_FFP_TEXCOORD0 + usage_idx;
+ else
+ {
+ WARN("Unsupported input stream [usage=%s, usage_idx=%u].\n", debug_d3ddeclusage(usage), usage_idx);
+ *regnum = ~0u;
+ return FALSE;
+ }
+
+ return TRUE;
+}
+
+/* Context activation is done by the caller. */
+void wined3d_stream_info_from_declaration(struct wined3d_stream_info *stream_info,
+ const struct wined3d_state *state, const struct wined3d_d3d_info *d3d_info)
+{
+ /* We need to deal with frequency data! */
+ struct wined3d_vertex_declaration *declaration = state->vertex_declaration;
+ BOOL generic_attributes = d3d_info->ffp_generic_attributes;
+ BOOL use_vshader = use_vs(state);
+ unsigned int i;
+
+ stream_info->use_map = 0;
+ stream_info->swizzle_map = 0;
+ stream_info->position_transformed = 0;
+
+ if (!declaration)
+ return;
+
+ stream_info->position_transformed = declaration->position_transformed;
+
+ /* Translate the declaration into strided data. */
+ for (i = 0; i < declaration->element_count; ++i)
+ {
+ const struct wined3d_vertex_declaration_element *element = &declaration->elements[i];
+ const struct wined3d_stream_state *stream = &state->streams[element->input_slot];
+ BOOL stride_used;
+ unsigned int idx;
+
+ TRACE("%p Element %p (%u of %u).\n", declaration->elements,
+ element, i + 1, declaration->element_count);
+
+ if (!stream->buffer)
+ continue;
+
+ TRACE("offset %u input_slot %u usage_idx %d.\n", element->offset, element->input_slot, element->usage_idx);
+
+ if (use_vshader)
+ {
+ if (element->output_slot == WINED3D_OUTPUT_SLOT_UNUSED)
+ {
+ stride_used = FALSE;
+ }
+ else if (element->output_slot == WINED3D_OUTPUT_SLOT_SEMANTIC)
+ {
+ /* TODO: Assuming vertexdeclarations are usually used with the
+ * same or a similar shader, it might be worth it to store the
+ * last used output slot and try that one first. */
+ stride_used = vshader_get_input(state->shader[WINED3D_SHADER_TYPE_VERTEX],
+ element->usage, element->usage_idx, &idx);
+ }
+ else
+ {
+ idx = element->output_slot;
+ stride_used = TRUE;
+ }
+ }
+ else
+ {
+ if (!generic_attributes && !element->ffp_valid)
+ {
+ WARN("Skipping unsupported fixed function element of format %s and usage %s.\n",
+ debug_d3dformat(element->format->id), debug_d3ddeclusage(element->usage));
+ stride_used = FALSE;
+ }
+ else
+ {
+ stride_used = fixed_get_input(element->usage, element->usage_idx, &idx);
+ }
+ }
+
+ if (stride_used)
+ {
+ TRACE("Load %s array %u [usage %s, usage_idx %u, "
+ "input_slot %u, offset %u, stride %u, format %s, class %s, step_rate %u].\n",
+ use_vshader ? "shader": "fixed function", idx,
+ debug_d3ddeclusage(element->usage), element->usage_idx, element->input_slot,
+ element->offset, stream->stride, debug_d3dformat(element->format->id),
+ debug_d3dinput_classification(element->input_slot_class), element->instance_data_step_rate);
+
+ stream_info->elements[idx].format = element->format;
+ stream_info->elements[idx].data.buffer_object = 0;
+ stream_info->elements[idx].data.addr = (BYTE *)NULL + stream->offset + element->offset;
+ stream_info->elements[idx].stride = stream->stride;
+ stream_info->elements[idx].stream_idx = element->input_slot;
+ if (stream->flags & WINED3DSTREAMSOURCE_INSTANCEDATA)
+ {
+ stream_info->elements[idx].divisor = 1;
+ }
+ else if (element->input_slot_class == WINED3D_INPUT_PER_INSTANCE_DATA)
+ {
+ stream_info->elements[idx].divisor = element->instance_data_step_rate;
+ if (!element->instance_data_step_rate)
+ FIXME("Instance step rate 0 not implemented.\n");
+ }
+ else
+ {
+ stream_info->elements[idx].divisor = 0;
+ }
+
+ if (!d3d_info->vertex_bgra && element->format->id == WINED3DFMT_B8G8R8A8_UNORM)
+ {
+ stream_info->swizzle_map |= 1u << idx;
+ }
+ stream_info->use_map |= 1u << idx;
+ }
+ }
+}
+
+/* Context activation is done by the caller. */
+void context_update_stream_info(struct wined3d_context *context, const struct wined3d_state *state)
+{
+ struct wined3d_stream_info *stream_info = &context->stream_info;
+ const struct wined3d_d3d_info *d3d_info = context->d3d_info;
+ DWORD prev_all_vbo = stream_info->all_vbo;
+ unsigned int i;
+ WORD map;
+
+ wined3d_stream_info_from_declaration(stream_info, state, d3d_info);
+
+ stream_info->all_vbo = 1;
+ context->buffer_fence_count = 0;
+ for (i = 0, map = stream_info->use_map; map; map >>= 1, ++i)
+ {
+ struct wined3d_stream_info_element *element;
+ struct wined3d_bo_address data;
+ struct wined3d_buffer *buffer;
+
+ if (!(map & 1))
+ continue;
+
+ element = &stream_info->elements[i];
+ buffer = state->streams[element->stream_idx].buffer;
+
+ /* We can't use VBOs if the base vertex index is negative. OpenGL
+ * doesn't accept negative offsets (or rather offsets bigger than the
+ * VBO, because the pointer is unsigned), so use system memory
+ * sources. In most sane cases the pointer - offset will still be > 0,
+ * otherwise it will wrap around to some big value. Hope that with the
+ * indices the driver wraps it back internally. If not,
+ * draw_primitive_immediate_mode() is needed, including a vertex buffer
+ * path. */
+ if (state->load_base_vertex_index < 0)
+ {
+ WARN_(d3d_perf)("load_base_vertex_index is < 0 (%d), not using VBOs.\n",
+ state->load_base_vertex_index);
+ element->data.buffer_object = 0;
+ element->data.addr += (ULONG_PTR)wined3d_buffer_load_sysmem(buffer, context);
+ if ((UINT_PTR)element->data.addr < -state->load_base_vertex_index * element->stride)
+ FIXME("System memory vertex data load offset is negative!\n");
+ }
+ else
+ {
+ wined3d_buffer_load(buffer, context, state);
+ wined3d_buffer_get_memory(buffer, &data, buffer->locations);
+ element->data.buffer_object = data.buffer_object;
+ element->data.addr += (ULONG_PTR)data.addr;
+ }
+
+ if (!element->data.buffer_object)
+ stream_info->all_vbo = 0;
+
+ if (buffer->fence)
+ context->buffer_fences[context->buffer_fence_count++] = buffer->fence;
+
+ TRACE("Load array %u %s.\n", i, debug_bo_address(&element->data));
+ }
+
+ if (prev_all_vbo != stream_info->all_vbo)
+ context_invalidate_state(context, STATE_INDEXBUFFER);
+
+ context->use_immediate_mode_draw = FALSE;
+
+ if (stream_info->all_vbo)
+ return;
+
+ if (!use_vs(state))
+ {
+ WORD slow_mask = -!d3d_info->ffp_generic_attributes & (1u << WINED3D_FFP_PSIZE);
+ slow_mask |= -(!d3d_info->vertex_bgra && !d3d_info->ffp_generic_attributes)
+ & ((1u << WINED3D_FFP_DIFFUSE) | (1u << WINED3D_FFP_SPECULAR) | (1u << WINED3D_FFP_BLENDWEIGHT));
+
+ if ((stream_info->position_transformed && !d3d_info->xyzrhw)
+ || (stream_info->use_map & slow_mask))
+ context->use_immediate_mode_draw = TRUE;
+ }
+}
+
+/* Context activation is done by the caller. */
+static void context_preload_texture(struct wined3d_context *context,
+ const struct wined3d_state *state, unsigned int idx)
+{
+ struct wined3d_texture *texture;
+
+ if (!(texture = state->textures[idx]))
+ return;
+
+ if (wined3d_resource_check_fbo_attached(state, &texture->resource, NULL))
+ context->uses_fbo_attached_resources = 1;
+
+ wined3d_texture_load(texture, context, is_srgb_enabled(state->sampler_states[idx]));
+}
+
+/* Context activation is done by the caller. */
+void context_preload_textures(struct wined3d_context *context, const struct wined3d_state *state)
+{
+ unsigned int i;
+
+ if (use_vs(state))
+ {
+ for (i = 0; i < WINED3D_MAX_VERTEX_SAMPLERS; ++i)
+ {
+ if (state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.resource_info[i].type)
+ context_preload_texture(context, state, WINED3D_MAX_FRAGMENT_SAMPLERS + i);
+ }
+ }
+
+ if (use_ps(state))
+ {
+ for (i = 0; i < WINED3D_MAX_FRAGMENT_SAMPLERS; ++i)
+ {
+ if (state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.resource_info[i].type)
+ context_preload_texture(context, state, i);
+ }
+ }
+ else
+ {
+ WORD ffu_map = context->fixed_function_usage_map;
+
+ for (i = 0; ffu_map; ffu_map >>= 1, ++i)
+ {
+ if (ffu_map & 1)
+ context_preload_texture(context, state, i);
+ }
+ }
+}
+
+void context_load_shader_resources(struct wined3d_context *context,
+ const struct wined3d_state *state, unsigned int shader_mask)
+{
+ struct wined3d_shader_sampler_map_entry *entry;
+ struct wined3d_shader_resource_view *view;
+ struct wined3d_shader *shader;
+ unsigned int i, j;
+
+ for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
+ {
+ if (!(shader_mask & (1u << i)))
+ continue;
+
+ if (!(shader = state->shader[i]))
+ continue;
+
+ for (j = 0; j < WINED3D_MAX_CBS; ++j)
+ {
+ if (state->cb[i][j])
+ wined3d_buffer_load(state->cb[i][j], context, state);
+ }
+
+ for (j = 0; j < shader->reg_maps.sampler_map.count; ++j)
+ {
+ entry = &shader->reg_maps.sampler_map.entries[j];
+
+ if (!(view = state->shader_resource_view[i][entry->resource_idx]))
+ continue;
+
+ if (view->resource->type == WINED3D_RTYPE_BUFFER)
+ wined3d_buffer_load(buffer_from_resource(view->resource), context, state);
+ else
+ wined3d_texture_load(texture_from_resource(view->resource), context, FALSE);
+ }
+ }
+}
+
+void context_load_unordered_access_resources(struct wined3d_context *context,
+ const struct wined3d_shader *shader, struct wined3d_unordered_access_view * const *views)
+{
+ struct wined3d_unordered_access_view *view;
+ struct wined3d_texture *texture;
+ struct wined3d_buffer *buffer;
+ unsigned int i;
+
+ context->uses_uavs = 0;
+
+ if (!shader)
+ return;
+
+ for (i = 0; i < MAX_UNORDERED_ACCESS_VIEWS; ++i)
+ {
+ if (!(view = views[i]))
+ continue;
+
+ if (view->resource->type == WINED3D_RTYPE_BUFFER)
+ {
+ buffer = buffer_from_resource(view->resource);
+ wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_BUFFER);
+ wined3d_unordered_access_view_invalidate_location(view, ~WINED3D_LOCATION_BUFFER);
+ }
+ else
+ {
+ texture = texture_from_resource(view->resource);
+ wined3d_texture_load(texture, context, FALSE);
+ wined3d_unordered_access_view_invalidate_location(view, ~WINED3D_LOCATION_TEXTURE_RGB);
+ }
+
+ context->uses_uavs = 1;
+ }
+}
+
+void context_load_stream_output_buffers(struct wined3d_context *context, const struct wined3d_state *state)
+{
+ unsigned int i;
+
+ for (i = 0; i < ARRAY_SIZE(state->stream_output); ++i)
+ {
+ struct wined3d_buffer *buffer;
+ if (!(buffer = state->stream_output[i].buffer))
+ continue;
+
+ wined3d_buffer_load(buffer, context, state);
+ wined3d_buffer_invalidate_location(buffer, ~WINED3D_LOCATION_BUFFER);
+ }
+}
diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context_gl.c
similarity index 92%
copy from dlls/wined3d/context.c
copy to dlls/wined3d/context_gl.c
index d20e9e6835e..9dbd0346ff3 100644
--- a/dlls/wined3d/context.c
+++ b/dlls/wined3d/context_gl.c
@@ -27,11 +27,6 @@
#include "config.h"
#include "wine/port.h"
-#include <stdio.h>
-#ifdef HAVE_FLOAT_H
-# include <float.h>
-#endif
-
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
@@ -1077,25 +1072,6 @@ static void wined3d_context_gl_queue_fbo_entry_destruction(struct wined3d_contex
list_add_head(&context_gl->fbo_destroy_list, &entry->entry);
}
-void context_resource_released(const struct wined3d_device *device, struct wined3d_resource *resource)
-{
- unsigned int i;
-
- if (!device->d3d_initialized)
- return;
-
- for (i = 0; i < device->context_count; ++i)
- {
- struct wined3d_context *context = device->contexts[i];
-
- if (&context->current_rt.texture->resource == resource)
- {
- context->current_rt.texture = NULL;
- context->current_rt.sub_resource_idx = 0;
- }
- }
-}
-
void context_gl_resource_released(struct wined3d_device *device, GLuint name, BOOL rb_namespace)
{
wined3d_context_gl_enum_fbo_entries(device, name, rb_namespace,
@@ -1328,10 +1304,6 @@ static void wined3d_context_gl_update_window(struct wined3d_context_gl *context_
}
}
-void wined3d_context_cleanup(struct wined3d_context *context)
-{
-}
-
static void wined3d_context_gl_cleanup(struct wined3d_context_gl *context_gl)
{
struct wined3d_pipeline_statistics_query *pipeline_statistics_query;
@@ -1600,20 +1572,6 @@ void wined3d_context_gl_release(struct wined3d_context_gl *context_gl)
}
}
-/* This is used when a context for render target A is active, but a separate context is
- * needed to access the WGL framebuffer for render target B. Re-acquire a context for rt
- * A to avoid breaking caller code. */
-void context_restore(struct wined3d_context *context, struct wined3d_texture *texture, unsigned int sub_resource_idx)
-{
- if (context->current_rt.texture != texture || context->current_rt.sub_resource_idx != sub_resource_idx)
- {
- context_release(context);
- context = context_acquire(texture->resource.device, texture, sub_resource_idx);
- }
-
- context_release(context);
-}
-
static void wined3d_context_gl_enter(struct wined3d_context_gl *context_gl)
{
TRACE("Entering context %p, level %u.\n", context_gl, context_gl->level + 1);
@@ -1637,26 +1595,6 @@ static void wined3d_context_gl_enter(struct wined3d_context_gl *context_gl)
}
}
-void context_invalidate_compute_state(struct wined3d_context *context, DWORD state_id)
-{
- DWORD representative = context->state_table[state_id].representative - STATE_COMPUTE_OFFSET;
- unsigned int index, shift;
-
- index = representative / (sizeof(*context->dirty_compute_states) * CHAR_BIT);
- shift = representative & (sizeof(*context->dirty_compute_states) * CHAR_BIT - 1);
- context->dirty_compute_states[index] |= (1u << shift);
-}
-
-void context_invalidate_state(struct wined3d_context *context, unsigned int state_id)
-{
- unsigned int representative = context->state_table[state_id].representative;
- unsigned int index, shift;
-
- index = representative / (sizeof(*context->dirty_graphics_states) * CHAR_BIT);
- shift = representative & ((sizeof(*context->dirty_graphics_states) * CHAR_BIT) - 1);
- context->dirty_graphics_states[index] |= (1u << shift);
-}
-
/* This function takes care of wined3d pixel format selection. */
static int context_choose_pixel_format(const struct wined3d_device *device, HDC hdc,
const struct wined3d_format *color_format, const struct wined3d_format *ds_format,
@@ -1892,44 +1830,6 @@ HGLRC context_create_wgl_attribs(const struct wined3d_gl_info *gl_info, HDC hdc,
return ctx;
}
-void wined3d_context_init(struct wined3d_context *context, struct wined3d_swapchain *swapchain)
-{
- struct wined3d_device *device = swapchain->device;
- DWORD state;
-
- context->d3d_info = &device->adapter->d3d_info;
- context->state_table = device->state_table;
-
- /* Mark all states dirty to force a proper initialization of the states on
- * the first use of the context. Compute states do not need initialization. */
- for (state = 0; state <= STATE_HIGHEST; ++state)
- {
- if (context->state_table[state].representative && !STATE_IS_COMPUTE(state))
- context_invalidate_state(context, state);
- }
-
- context->device = device;
- context->swapchain = swapchain;
- context->current_rt.texture = swapchain->front_buffer;
- context->current_rt.sub_resource_idx = 0;
-
- context->shader_update_mask = (1u << WINED3D_SHADER_TYPE_PIXEL)
- | (1u << WINED3D_SHADER_TYPE_VERTEX)
- | (1u << WINED3D_SHADER_TYPE_GEOMETRY)
- | (1u << WINED3D_SHADER_TYPE_HULL)
- | (1u << WINED3D_SHADER_TYPE_DOMAIN)
- | (1u << WINED3D_SHADER_TYPE_COMPUTE);
-}
-
-HRESULT wined3d_context_no3d_init(struct wined3d_context *context_no3d, struct wined3d_swapchain *swapchain)
-{
- TRACE("context_no3d %p, swapchain %p.\n", context_no3d, swapchain);
-
- wined3d_context_init(context_no3d, swapchain);
-
- return WINED3D_OK;
-}
-
static BOOL wined3d_context_gl_create_wgl_ctx(struct wined3d_context_gl *context_gl,
struct wined3d_swapchain_gl *swapchain_gl)
{
@@ -3498,306 +3398,6 @@ void context_state_drawbuf(struct wined3d_context *context, const struct wined3d
}
}
-static BOOL fixed_get_input(BYTE usage, BYTE usage_idx, unsigned int *regnum)
-{
- if ((usage == WINED3D_DECL_USAGE_POSITION || usage == WINED3D_DECL_USAGE_POSITIONT) && !usage_idx)
- *regnum = WINED3D_FFP_POSITION;
- else if (usage == WINED3D_DECL_USAGE_BLEND_WEIGHT && !usage_idx)
- *regnum = WINED3D_FFP_BLENDWEIGHT;
- else if (usage == WINED3D_DECL_USAGE_BLEND_INDICES && !usage_idx)
- *regnum = WINED3D_FFP_BLENDINDICES;
- else if (usage == WINED3D_DECL_USAGE_NORMAL && !usage_idx)
- *regnum = WINED3D_FFP_NORMAL;
- else if (usage == WINED3D_DECL_USAGE_PSIZE && !usage_idx)
- *regnum = WINED3D_FFP_PSIZE;
- else if (usage == WINED3D_DECL_USAGE_COLOR && !usage_idx)
- *regnum = WINED3D_FFP_DIFFUSE;
- else if (usage == WINED3D_DECL_USAGE_COLOR && usage_idx == 1)
- *regnum = WINED3D_FFP_SPECULAR;
- else if (usage == WINED3D_DECL_USAGE_TEXCOORD && usage_idx < WINED3DDP_MAXTEXCOORD)
- *regnum = WINED3D_FFP_TEXCOORD0 + usage_idx;
- else
- {
- WARN("Unsupported input stream [usage=%s, usage_idx=%u].\n", debug_d3ddeclusage(usage), usage_idx);
- *regnum = ~0u;
- return FALSE;
- }
-
- return TRUE;
-}
-
-/* Context activation is done by the caller. */
-void wined3d_stream_info_from_declaration(struct wined3d_stream_info *stream_info,
- const struct wined3d_state *state, const struct wined3d_d3d_info *d3d_info)
-{
- /* We need to deal with frequency data! */
- struct wined3d_vertex_declaration *declaration = state->vertex_declaration;
- BOOL generic_attributes = d3d_info->ffp_generic_attributes;
- BOOL use_vshader = use_vs(state);
- unsigned int i;
-
- stream_info->use_map = 0;
- stream_info->swizzle_map = 0;
- stream_info->position_transformed = 0;
-
- if (!declaration)
- return;
-
- stream_info->position_transformed = declaration->position_transformed;
-
- /* Translate the declaration into strided data. */
- for (i = 0; i < declaration->element_count; ++i)
- {
- const struct wined3d_vertex_declaration_element *element = &declaration->elements[i];
- const struct wined3d_stream_state *stream = &state->streams[element->input_slot];
- BOOL stride_used;
- unsigned int idx;
-
- TRACE("%p Element %p (%u of %u).\n", declaration->elements,
- element, i + 1, declaration->element_count);
-
- if (!stream->buffer)
- continue;
-
- TRACE("offset %u input_slot %u usage_idx %d.\n", element->offset, element->input_slot, element->usage_idx);
-
- if (use_vshader)
- {
- if (element->output_slot == WINED3D_OUTPUT_SLOT_UNUSED)
- {
- stride_used = FALSE;
- }
- else if (element->output_slot == WINED3D_OUTPUT_SLOT_SEMANTIC)
- {
- /* TODO: Assuming vertexdeclarations are usually used with the
- * same or a similar shader, it might be worth it to store the
- * last used output slot and try that one first. */
- stride_used = vshader_get_input(state->shader[WINED3D_SHADER_TYPE_VERTEX],
- element->usage, element->usage_idx, &idx);
- }
- else
- {
- idx = element->output_slot;
- stride_used = TRUE;
- }
- }
- else
- {
- if (!generic_attributes && !element->ffp_valid)
- {
- WARN("Skipping unsupported fixed function element of format %s and usage %s.\n",
- debug_d3dformat(element->format->id), debug_d3ddeclusage(element->usage));
- stride_used = FALSE;
- }
- else
- {
- stride_used = fixed_get_input(element->usage, element->usage_idx, &idx);
- }
- }
-
- if (stride_used)
- {
- TRACE("Load %s array %u [usage %s, usage_idx %u, "
- "input_slot %u, offset %u, stride %u, format %s, class %s, step_rate %u].\n",
- use_vshader ? "shader": "fixed function", idx,
- debug_d3ddeclusage(element->usage), element->usage_idx, element->input_slot,
- element->offset, stream->stride, debug_d3dformat(element->format->id),
- debug_d3dinput_classification(element->input_slot_class), element->instance_data_step_rate);
-
- stream_info->elements[idx].format = element->format;
- stream_info->elements[idx].data.buffer_object = 0;
- stream_info->elements[idx].data.addr = (BYTE *)NULL + stream->offset + element->offset;
- stream_info->elements[idx].stride = stream->stride;
- stream_info->elements[idx].stream_idx = element->input_slot;
- if (stream->flags & WINED3DSTREAMSOURCE_INSTANCEDATA)
- {
- stream_info->elements[idx].divisor = 1;
- }
- else if (element->input_slot_class == WINED3D_INPUT_PER_INSTANCE_DATA)
- {
- stream_info->elements[idx].divisor = element->instance_data_step_rate;
- if (!element->instance_data_step_rate)
- FIXME("Instance step rate 0 not implemented.\n");
- }
- else
- {
- stream_info->elements[idx].divisor = 0;
- }
-
- if (!d3d_info->vertex_bgra && element->format->id == WINED3DFMT_B8G8R8A8_UNORM)
- {
- stream_info->swizzle_map |= 1u << idx;
- }
- stream_info->use_map |= 1u << idx;
- }
- }
-}
-
-/* Context activation is done by the caller. */
-static void context_update_stream_info(struct wined3d_context *context, const struct wined3d_state *state)
-{
- struct wined3d_stream_info *stream_info = &context->stream_info;
- const struct wined3d_d3d_info *d3d_info = context->d3d_info;
- DWORD prev_all_vbo = stream_info->all_vbo;
- unsigned int i;
- WORD map;
-
- wined3d_stream_info_from_declaration(stream_info, state, d3d_info);
-
- stream_info->all_vbo = 1;
- context->buffer_fence_count = 0;
- for (i = 0, map = stream_info->use_map; map; map >>= 1, ++i)
- {
- struct wined3d_stream_info_element *element;
- struct wined3d_bo_address data;
- struct wined3d_buffer *buffer;
-
- if (!(map & 1))
- continue;
-
- element = &stream_info->elements[i];
- buffer = state->streams[element->stream_idx].buffer;
-
- /* We can't use VBOs if the base vertex index is negative. OpenGL
- * doesn't accept negative offsets (or rather offsets bigger than the
- * VBO, because the pointer is unsigned), so use system memory
- * sources. In most sane cases the pointer - offset will still be > 0,
- * otherwise it will wrap around to some big value. Hope that with the
- * indices the driver wraps it back internally. If not,
- * draw_primitive_immediate_mode() is needed, including a vertex buffer
- * path. */
- if (state->load_base_vertex_index < 0)
- {
- WARN_(d3d_perf)("load_base_vertex_index is < 0 (%d), not using VBOs.\n",
- state->load_base_vertex_index);
- element->data.buffer_object = 0;
- element->data.addr += (ULONG_PTR)wined3d_buffer_load_sysmem(buffer, context);
- if ((UINT_PTR)element->data.addr < -state->load_base_vertex_index * element->stride)
- FIXME("System memory vertex data load offset is negative!\n");
- }
- else
- {
- wined3d_buffer_load(buffer, context, state);
- wined3d_buffer_get_memory(buffer, &data, buffer->locations);
- element->data.buffer_object = data.buffer_object;
- element->data.addr += (ULONG_PTR)data.addr;
- }
-
- if (!element->data.buffer_object)
- stream_info->all_vbo = 0;
-
- if (buffer->fence)
- context->buffer_fences[context->buffer_fence_count++] = buffer->fence;
-
- TRACE("Load array %u %s.\n", i, debug_bo_address(&element->data));
- }
-
- if (prev_all_vbo != stream_info->all_vbo)
- context_invalidate_state(context, STATE_INDEXBUFFER);
-
- context->use_immediate_mode_draw = FALSE;
-
- if (stream_info->all_vbo)
- return;
-
- if (!use_vs(state))
- {
- WORD slow_mask = -!d3d_info->ffp_generic_attributes & (1u << WINED3D_FFP_PSIZE);
- slow_mask |= -(!d3d_info->vertex_bgra && !d3d_info->ffp_generic_attributes)
- & ((1u << WINED3D_FFP_DIFFUSE) | (1u << WINED3D_FFP_SPECULAR) | (1u << WINED3D_FFP_BLENDWEIGHT));
-
- if ((stream_info->position_transformed && !d3d_info->xyzrhw)
- || (stream_info->use_map & slow_mask))
- context->use_immediate_mode_draw = TRUE;
- }
-}
-
-/* Context activation is done by the caller. */
-static void context_preload_texture(struct wined3d_context *context,
- const struct wined3d_state *state, unsigned int idx)
-{
- struct wined3d_texture *texture;
-
- if (!(texture = state->textures[idx]))
- return;
-
- if (wined3d_resource_check_fbo_attached(state, &texture->resource, NULL))
- context->uses_fbo_attached_resources = 1;
-
- wined3d_texture_load(texture, context, is_srgb_enabled(state->sampler_states[idx]));
-}
-
-/* Context activation is done by the caller. */
-static void context_preload_textures(struct wined3d_context *context, const struct wined3d_state *state)
-{
- unsigned int i;
-
- if (use_vs(state))
- {
- for (i = 0; i < WINED3D_MAX_VERTEX_SAMPLERS; ++i)
- {
- if (state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.resource_info[i].type)
- context_preload_texture(context, state, WINED3D_MAX_FRAGMENT_SAMPLERS + i);
- }
- }
-
- if (use_ps(state))
- {
- for (i = 0; i < WINED3D_MAX_FRAGMENT_SAMPLERS; ++i)
- {
- if (state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.resource_info[i].type)
- context_preload_texture(context, state, i);
- }
- }
- else
- {
- WORD ffu_map = context->fixed_function_usage_map;
-
- for (i = 0; ffu_map; ffu_map >>= 1, ++i)
- {
- if (ffu_map & 1)
- context_preload_texture(context, state, i);
- }
- }
-}
-
-static void context_load_shader_resources(struct wined3d_context *context, const struct wined3d_state *state,
- unsigned int shader_mask)
-{
- struct wined3d_shader_sampler_map_entry *entry;
- struct wined3d_shader_resource_view *view;
- struct wined3d_shader *shader;
- unsigned int i, j;
-
- for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
- {
- if (!(shader_mask & (1u << i)))
- continue;
-
- if (!(shader = state->shader[i]))
- continue;
-
- for (j = 0; j < WINED3D_MAX_CBS; ++j)
- {
- if (state->cb[i][j])
- wined3d_buffer_load(state->cb[i][j], context, state);
- }
-
- for (j = 0; j < shader->reg_maps.sampler_map.count; ++j)
- {
- entry = &shader->reg_maps.sampler_map.entries[j];
-
- if (!(view = state->shader_resource_view[i][entry->resource_idx]))
- continue;
-
- if (view->resource->type == WINED3D_RTYPE_BUFFER)
- wined3d_buffer_load(buffer_from_resource(view->resource), context, state);
- else
- wined3d_texture_load(texture_from_resource(view->resource), context, FALSE);
- }
- }
-}
-
static void wined3d_context_gl_bind_shader_resources(struct wined3d_context_gl *context_gl,
const struct wined3d_state *state, enum wined3d_shader_type shader_type)
{
@@ -3843,41 +3443,6 @@ static void wined3d_context_gl_bind_shader_resources(struct wined3d_context_gl *
}
}
-static void context_load_unordered_access_resources(struct wined3d_context *context,
- const struct wined3d_shader *shader, struct wined3d_unordered_access_view * const *views)
-{
- struct wined3d_unordered_access_view *view;
- struct wined3d_texture *texture;
- struct wined3d_buffer *buffer;
- unsigned int i;
-
- context->uses_uavs = 0;
-
- if (!shader)
- return;
-
- for (i = 0; i < MAX_UNORDERED_ACCESS_VIEWS; ++i)
- {
- if (!(view = views[i]))
- continue;
-
- if (view->resource->type == WINED3D_RTYPE_BUFFER)
- {
- buffer = buffer_from_resource(view->resource);
- wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_BUFFER);
- wined3d_unordered_access_view_invalidate_location(view, ~WINED3D_LOCATION_BUFFER);
- }
- else
- {
- texture = texture_from_resource(view->resource);
- wined3d_texture_load(texture, context, FALSE);
- wined3d_unordered_access_view_invalidate_location(view, ~WINED3D_LOCATION_TEXTURE_RGB);
- }
-
- context->uses_uavs = 1;
- }
-}
-
static void wined3d_context_gl_bind_unordered_access_views(struct wined3d_context_gl *context_gl,
const struct wined3d_shader *shader, struct wined3d_unordered_access_view * const *views)
{
@@ -3930,22 +3495,6 @@ static void wined3d_context_gl_bind_unordered_access_views(struct wined3d_contex
checkGLcall("Bind unordered access views");
}
-static void context_load_stream_output_buffers(struct wined3d_context *context,
- const struct wined3d_state *state)
-{
- unsigned int i;
-
- for (i = 0; i < ARRAY_SIZE(state->stream_output); ++i)
- {
- struct wined3d_buffer *buffer;
- if (!(buffer = state->stream_output[i].buffer))
- continue;
-
- wined3d_buffer_load(buffer, context, state);
- wined3d_buffer_invalidate_location(buffer, ~WINED3D_LOCATION_BUFFER);
- }
-}
-
/* Context activation is done by the caller. */
static BOOL context_apply_draw_state(struct wined3d_context *context,
const struct wined3d_device *device, const struct wined3d_state *state, BOOL indexed)
@@ -4122,14 +3671,6 @@ static void wined3d_context_gl_apply_compute_state(struct wined3d_context_gl *co
context_gl->c.last_was_ffp_blit = FALSE;
}
-static BOOL use_transform_feedback(const struct wined3d_state *state)
-{
- const struct wined3d_shader *shader;
- if (!(shader = state->shader[WINED3D_SHADER_TYPE_GEOMETRY]))
- return FALSE;
- return shader->u.gs.so_desc.element_count;
-}
-
void wined3d_context_gl_end_transform_feedback(struct wined3d_context_gl *context_gl)
{
const struct wined3d_gl_info *gl_info = context_gl->gl_info;
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 55243050b03..f2b3cd9548e 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -1997,6 +1997,14 @@ struct wined3d_context
void wined3d_context_cleanup(struct wined3d_context *context) DECLSPEC_HIDDEN;
void wined3d_context_init(struct wined3d_context *context, struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
+void context_load_shader_resources(struct wined3d_context *context,
+ const struct wined3d_state *state, unsigned int shader_mask) DECLSPEC_HIDDEN;
+void context_load_stream_output_buffers(struct wined3d_context *context,
+ const struct wined3d_state *state) DECLSPEC_HIDDEN;
+void context_load_unordered_access_resources(struct wined3d_context *context,
+ const struct wined3d_shader *shader, struct wined3d_unordered_access_view * const *views) DECLSPEC_HIDDEN;
+void context_preload_textures(struct wined3d_context *context, const struct wined3d_state *state) DECLSPEC_HIDDEN;
+void context_update_stream_info(struct wined3d_context *context, const struct wined3d_state *state) DECLSPEC_HIDDEN;
HRESULT wined3d_context_no3d_init(struct wined3d_context *context_no3d,
struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
@@ -5079,6 +5087,15 @@ static inline BOOL use_ps(const struct wined3d_state *state)
return !!state->shader[WINED3D_SHADER_TYPE_PIXEL];
}
+static inline BOOL use_transform_feedback(const struct wined3d_state *state)
+{
+ const struct wined3d_shader *shader;
+
+ if (!(shader = state->shader[WINED3D_SHADER_TYPE_GEOMETRY]))
+ return FALSE;
+ return shader->u.gs.so_desc.element_count;
+}
+
static inline void context_apply_state(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id)
{
--
2.20.1