Signed-off-by: Henri Verbeet hverbeet@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) {