ws2_32: Avoid accessing uninitialized memory in GetAddrInfoW.
[wine] / dlls / wined3d / context.c
1 /*
2  * Context and render target management in wined3d
3  *
4  * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
5  * Copyright 2009 Henri Verbeet for CodeWeavers
6  *
7  * This library is free software; you can redistribute it and/or
8  * modify it under the terms of the GNU Lesser General Public
9  * License as published by the Free Software Foundation; either
10  * version 2.1 of the License, or (at your option) any later version.
11  *
12  * This library is distributed in the hope that it will be useful,
13  * but WITHOUT ANY WARRANTY; without even the implied warranty of
14  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
15  * Lesser General Public License for more details.
16  *
17  * You should have received a copy of the GNU Lesser General Public
18  * License along with this library; if not, write to the Free Software
19  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
20  */
21
22 #include "config.h"
23 #include <stdio.h>
24 #ifdef HAVE_FLOAT_H
25 # include <float.h>
26 #endif
27 #include "wined3d_private.h"
28
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
30
31 #define GLINFO_LOCATION (*gl_info)
32
33 static DWORD wined3d_context_tls_idx;
34
35 /* FBO helper functions */
36
37 /* GL locking is done by the caller */
38 void context_bind_fbo(struct wined3d_context *context, GLenum target, GLuint *fbo)
39 {
40     const struct wined3d_gl_info *gl_info = context->gl_info;
41     GLuint f;
42
43     if (!fbo)
44     {
45         f = 0;
46     }
47     else
48     {
49         if (!*fbo)
50         {
51             gl_info->fbo_ops.glGenFramebuffers(1, fbo);
52             checkGLcall("glGenFramebuffers()");
53             TRACE("Created FBO %u.\n", *fbo);
54         }
55         f = *fbo;
56     }
57
58     switch (target)
59     {
60         case GL_READ_FRAMEBUFFER:
61             if (context->fbo_read_binding == f) return;
62             context->fbo_read_binding = f;
63             break;
64
65         case GL_DRAW_FRAMEBUFFER:
66             if (context->fbo_draw_binding == f) return;
67             context->fbo_draw_binding = f;
68             break;
69
70         case GL_FRAMEBUFFER:
71             if (context->fbo_read_binding == f
72                     && context->fbo_draw_binding == f) return;
73             context->fbo_read_binding = f;
74             context->fbo_draw_binding = f;
75             break;
76
77         default:
78             FIXME("Unhandled target %#x.\n", target);
79             break;
80     }
81
82     gl_info->fbo_ops.glBindFramebuffer(target, f);
83     checkGLcall("glBindFramebuffer()");
84 }
85
86 /* GL locking is done by the caller */
87 static void context_clean_fbo_attachments(const struct wined3d_gl_info *gl_info)
88 {
89     unsigned int i;
90
91     for (i = 0; i < gl_info->limits.buffers; ++i)
92     {
93         gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, 0, 0);
94         checkGLcall("glFramebufferTexture2D()");
95     }
96     gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
97     checkGLcall("glFramebufferTexture2D()");
98
99     gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
100     checkGLcall("glFramebufferTexture2D()");
101 }
102
103 /* GL locking is done by the caller */
104 static void context_destroy_fbo(struct wined3d_context *context, GLuint *fbo)
105 {
106     const struct wined3d_gl_info *gl_info = context->gl_info;
107
108     context_bind_fbo(context, GL_FRAMEBUFFER, fbo);
109     context_clean_fbo_attachments(gl_info);
110     context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
111
112     gl_info->fbo_ops.glDeleteFramebuffers(1, fbo);
113     checkGLcall("glDeleteFramebuffers()");
114 }
115
116 /* GL locking is done by the caller */
117 static void context_apply_attachment_filter_states(IWineD3DSurface *surface, BOOL force_preload)
118 {
119     const IWineD3DSurfaceImpl *surface_impl = (IWineD3DSurfaceImpl *)surface;
120     IWineD3DDeviceImpl *device = surface_impl->resource.wineD3DDevice;
121     IWineD3DBaseTextureImpl *texture_impl;
122     BOOL update_minfilter = FALSE;
123     BOOL update_magfilter = FALSE;
124
125     /* Update base texture states array */
126     if (SUCCEEDED(IWineD3DSurface_GetContainer(surface, &IID_IWineD3DBaseTexture, (void **)&texture_impl)))
127     {
128         if (texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MINFILTER] != WINED3DTEXF_POINT
129             || texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MIPFILTER] != WINED3DTEXF_NONE)
130         {
131             texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
132             texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
133             update_minfilter = TRUE;
134         }
135
136         if (texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MAGFILTER] != WINED3DTEXF_POINT)
137         {
138             texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
139             update_magfilter = TRUE;
140         }
141
142         if (texture_impl->baseTexture.bindCount)
143         {
144             WARN("Render targets should not be bound to a sampler\n");
145             IWineD3DDeviceImpl_MarkStateDirty(device, STATE_SAMPLER(texture_impl->baseTexture.sampler));
146         }
147
148         IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)texture_impl);
149     }
150
151     if (update_minfilter || update_magfilter || force_preload)
152     {
153         GLenum target, bind_target;
154         GLint old_binding;
155
156         target = surface_impl->texture_target;
157         if (target == GL_TEXTURE_2D)
158         {
159             bind_target = GL_TEXTURE_2D;
160             glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
161         } else if (target == GL_TEXTURE_RECTANGLE_ARB) {
162             bind_target = GL_TEXTURE_RECTANGLE_ARB;
163             glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
164         } else {
165             bind_target = GL_TEXTURE_CUBE_MAP_ARB;
166             glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP_ARB, &old_binding);
167         }
168
169         surface_internal_preload(surface, SRGB_RGB);
170
171         glBindTexture(bind_target, surface_impl->texture_name);
172         if (update_minfilter) glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
173         if (update_magfilter) glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
174         glBindTexture(bind_target, old_binding);
175     }
176
177     checkGLcall("apply_attachment_filter_states()");
178 }
179
180 /* GL locking is done by the caller */
181 void context_attach_depth_stencil_fbo(struct wined3d_context *context,
182         GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer)
183 {
184     IWineD3DSurfaceImpl *depth_stencil_impl = (IWineD3DSurfaceImpl *)depth_stencil;
185     const struct wined3d_gl_info *gl_info = context->gl_info;
186
187     TRACE("Attach depth stencil %p\n", depth_stencil);
188
189     if (depth_stencil)
190     {
191         DWORD format_flags = depth_stencil_impl->resource.format_desc->Flags;
192
193         if (use_render_buffer && depth_stencil_impl->current_renderbuffer)
194         {
195             if (format_flags & WINED3DFMT_FLAG_DEPTH)
196             {
197                 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_DEPTH_ATTACHMENT,
198                         GL_RENDERBUFFER, depth_stencil_impl->current_renderbuffer->id);
199                 checkGLcall("glFramebufferRenderbuffer()");
200             }
201
202             if (format_flags & WINED3DFMT_FLAG_STENCIL)
203             {
204                 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_STENCIL_ATTACHMENT,
205                         GL_RENDERBUFFER, depth_stencil_impl->current_renderbuffer->id);
206                 checkGLcall("glFramebufferRenderbuffer()");
207             }
208         }
209         else
210         {
211             context_apply_attachment_filter_states(depth_stencil, TRUE);
212
213             if (format_flags & WINED3DFMT_FLAG_DEPTH)
214             {
215                 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT,
216                         depth_stencil_impl->texture_target, depth_stencil_impl->texture_name,
217                         depth_stencil_impl->texture_level);
218                 checkGLcall("glFramebufferTexture2D()");
219             }
220
221             if (format_flags & WINED3DFMT_FLAG_STENCIL)
222             {
223                 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT,
224                         depth_stencil_impl->texture_target, depth_stencil_impl->texture_name,
225                         depth_stencil_impl->texture_level);
226                 checkGLcall("glFramebufferTexture2D()");
227             }
228         }
229
230         if (!(format_flags & WINED3DFMT_FLAG_DEPTH))
231         {
232             gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
233             checkGLcall("glFramebufferTexture2D()");
234         }
235
236         if (!(format_flags & WINED3DFMT_FLAG_STENCIL))
237         {
238             gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
239             checkGLcall("glFramebufferTexture2D()");
240         }
241     }
242     else
243     {
244         gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
245         checkGLcall("glFramebufferTexture2D()");
246
247         gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
248         checkGLcall("glFramebufferTexture2D()");
249     }
250 }
251
252 /* GL locking is done by the caller */
253 void context_attach_surface_fbo(const struct wined3d_context *context,
254         GLenum fbo_target, DWORD idx, IWineD3DSurface *surface)
255 {
256     const IWineD3DSurfaceImpl *surface_impl = (IWineD3DSurfaceImpl *)surface;
257     const struct wined3d_gl_info *gl_info = context->gl_info;
258
259     TRACE("Attach surface %p to %u\n", surface, idx);
260
261     if (surface)
262     {
263         context_apply_attachment_filter_states(surface, TRUE);
264
265         gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_COLOR_ATTACHMENT0 + idx, surface_impl->texture_target,
266                 surface_impl->texture_name, surface_impl->texture_level);
267         checkGLcall("glFramebufferTexture2D()");
268     }
269     else
270     {
271         gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_COLOR_ATTACHMENT0 + idx, GL_TEXTURE_2D, 0, 0);
272         checkGLcall("glFramebufferTexture2D()");
273     }
274 }
275
276 /* GL locking is done by the caller */
277 static void context_check_fbo_status(struct wined3d_context *context)
278 {
279     const struct wined3d_gl_info *gl_info = context->gl_info;
280     GLenum status;
281
282     status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
283     if (status == GL_FRAMEBUFFER_COMPLETE)
284     {
285         TRACE("FBO complete\n");
286     } else {
287         IWineD3DSurfaceImpl *attachment;
288         unsigned int i;
289         FIXME("FBO status %s (%#x)\n", debug_fbostatus(status), status);
290
291         if (!context->current_fbo)
292         {
293             ERR("FBO 0 is incomplete, driver bug?\n");
294             return;
295         }
296
297         /* Dump the FBO attachments */
298         for (i = 0; i < gl_info->limits.buffers; ++i)
299         {
300             attachment = (IWineD3DSurfaceImpl *)context->current_fbo->render_targets[i];
301             if (attachment)
302             {
303                 FIXME("\tColor attachment %d: (%p) %s %ux%u\n",
304                         i, attachment, debug_d3dformat(attachment->resource.format_desc->format),
305                         attachment->pow2Width, attachment->pow2Height);
306             }
307         }
308         attachment = (IWineD3DSurfaceImpl *)context->current_fbo->depth_stencil;
309         if (attachment)
310         {
311             FIXME("\tDepth attachment: (%p) %s %ux%u\n",
312                     attachment, debug_d3dformat(attachment->resource.format_desc->format),
313                     attachment->pow2Width, attachment->pow2Height);
314         }
315     }
316 }
317
318 static struct fbo_entry *context_create_fbo_entry(struct wined3d_context *context)
319 {
320     IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice;
321     const struct wined3d_gl_info *gl_info = context->gl_info;
322     struct fbo_entry *entry;
323
324     entry = HeapAlloc(GetProcessHeap(), 0, sizeof(*entry));
325     entry->render_targets = HeapAlloc(GetProcessHeap(), 0, gl_info->limits.buffers * sizeof(*entry->render_targets));
326     memcpy(entry->render_targets, device->render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets));
327     entry->depth_stencil = device->stencilBufferTarget;
328     entry->attached = FALSE;
329     entry->id = 0;
330
331     return entry;
332 }
333
334 /* GL locking is done by the caller */
335 static void context_reuse_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
336 {
337     IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice;
338     const struct wined3d_gl_info *gl_info = context->gl_info;
339
340     context_bind_fbo(context, GL_FRAMEBUFFER, &entry->id);
341     context_clean_fbo_attachments(gl_info);
342
343     memcpy(entry->render_targets, device->render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets));
344     entry->depth_stencil = device->stencilBufferTarget;
345     entry->attached = FALSE;
346 }
347
348 /* GL locking is done by the caller */
349 static void context_destroy_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
350 {
351     if (entry->id)
352     {
353         TRACE("Destroy FBO %d\n", entry->id);
354         context_destroy_fbo(context, &entry->id);
355     }
356     --context->fbo_entry_count;
357     list_remove(&entry->entry);
358     HeapFree(GetProcessHeap(), 0, entry->render_targets);
359     HeapFree(GetProcessHeap(), 0, entry);
360 }
361
362
363 /* GL locking is done by the caller */
364 static struct fbo_entry *context_find_fbo_entry(struct wined3d_context *context)
365 {
366     IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice;
367     const struct wined3d_gl_info *gl_info = context->gl_info;
368     struct fbo_entry *entry;
369
370     LIST_FOR_EACH_ENTRY(entry, &context->fbo_list, struct fbo_entry, entry)
371     {
372         if (!memcmp(entry->render_targets,
373                 device->render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets))
374                 && entry->depth_stencil == device->stencilBufferTarget)
375         {
376             list_remove(&entry->entry);
377             list_add_head(&context->fbo_list, &entry->entry);
378             return entry;
379         }
380     }
381
382     if (context->fbo_entry_count < WINED3D_MAX_FBO_ENTRIES)
383     {
384         entry = context_create_fbo_entry(context);
385         list_add_head(&context->fbo_list, &entry->entry);
386         ++context->fbo_entry_count;
387     }
388     else
389     {
390         entry = LIST_ENTRY(list_tail(&context->fbo_list), struct fbo_entry, entry);
391         context_reuse_fbo_entry(context, entry);
392         list_remove(&entry->entry);
393         list_add_head(&context->fbo_list, &entry->entry);
394     }
395
396     return entry;
397 }
398
399 /* GL locking is done by the caller */
400 static void context_apply_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
401 {
402     IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice;
403     const struct wined3d_gl_info *gl_info = context->gl_info;
404     unsigned int i;
405
406     context_bind_fbo(context, GL_FRAMEBUFFER, &entry->id);
407
408     if (!entry->attached)
409     {
410         /* Apply render targets */
411         for (i = 0; i < gl_info->limits.buffers; ++i)
412         {
413             IWineD3DSurface *render_target = device->render_targets[i];
414             context_attach_surface_fbo(context, GL_FRAMEBUFFER, i, render_target);
415         }
416
417         /* Apply depth targets */
418         if (device->stencilBufferTarget)
419         {
420             unsigned int w = ((IWineD3DSurfaceImpl *)device->render_targets[0])->pow2Width;
421             unsigned int h = ((IWineD3DSurfaceImpl *)device->render_targets[0])->pow2Height;
422
423             surface_set_compatible_renderbuffer(device->stencilBufferTarget, w, h);
424         }
425         context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER, device->stencilBufferTarget, TRUE);
426
427         entry->attached = TRUE;
428     }
429     else
430     {
431         for (i = 0; i < gl_info->limits.buffers; ++i)
432         {
433             if (device->render_targets[i])
434                 context_apply_attachment_filter_states(device->render_targets[i], FALSE);
435         }
436         if (device->stencilBufferTarget)
437             context_apply_attachment_filter_states(device->stencilBufferTarget, FALSE);
438     }
439
440     for (i = 0; i < gl_info->limits.buffers; ++i)
441     {
442         if (device->render_targets[i])
443             device->draw_buffers[i] = GL_COLOR_ATTACHMENT0 + i;
444         else
445             device->draw_buffers[i] = GL_NONE;
446     }
447 }
448
449 /* GL locking is done by the caller */
450 static void context_apply_fbo_state(struct wined3d_context *context)
451 {
452     struct fbo_entry *entry, *entry2;
453
454     LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry)
455     {
456         context_destroy_fbo_entry(context, entry);
457     }
458
459     if (context->render_offscreen)
460     {
461         context->current_fbo = context_find_fbo_entry(context);
462         context_apply_fbo_entry(context, context->current_fbo);
463     } else {
464         context->current_fbo = NULL;
465         context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
466     }
467
468     context_check_fbo_status(context);
469 }
470
471 /* Context activation is done by the caller. */
472 void context_alloc_occlusion_query(struct wined3d_context *context, struct wined3d_occlusion_query *query)
473 {
474     const struct wined3d_gl_info *gl_info = context->gl_info;
475
476     if (context->free_occlusion_query_count)
477     {
478         query->id = context->free_occlusion_queries[--context->free_occlusion_query_count];
479     }
480     else
481     {
482         if (gl_info->supported[ARB_OCCLUSION_QUERY])
483         {
484             ENTER_GL();
485             GL_EXTCALL(glGenQueriesARB(1, &query->id));
486             checkGLcall("glGenQueriesARB");
487             LEAVE_GL();
488
489             TRACE("Allocated occlusion query %u in context %p.\n", query->id, context);
490         }
491         else
492         {
493             WARN("Occlusion queries not supported, not allocating query id.\n");
494             query->id = 0;
495         }
496     }
497
498     query->context = context;
499     list_add_head(&context->occlusion_queries, &query->entry);
500 }
501
502 void context_free_occlusion_query(struct wined3d_occlusion_query *query)
503 {
504     struct wined3d_context *context = query->context;
505
506     list_remove(&query->entry);
507     query->context = NULL;
508
509     if (context->free_occlusion_query_count >= context->free_occlusion_query_size - 1)
510     {
511         UINT new_size = context->free_occlusion_query_size << 1;
512         GLuint *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_occlusion_queries,
513                 new_size * sizeof(*context->free_occlusion_queries));
514
515         if (!new_data)
516         {
517             ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context);
518             return;
519         }
520
521         context->free_occlusion_query_size = new_size;
522         context->free_occlusion_queries = new_data;
523     }
524
525     context->free_occlusion_queries[context->free_occlusion_query_count++] = query->id;
526 }
527
528 /* Context activation is done by the caller. */
529 void context_alloc_event_query(struct wined3d_context *context, struct wined3d_event_query *query)
530 {
531     const struct wined3d_gl_info *gl_info = context->gl_info;
532
533     if (context->free_event_query_count)
534     {
535         query->id = context->free_event_queries[--context->free_event_query_count];
536     }
537     else
538     {
539         if (gl_info->supported[APPLE_FENCE])
540         {
541             ENTER_GL();
542             GL_EXTCALL(glGenFencesAPPLE(1, &query->id));
543             checkGLcall("glGenFencesAPPLE");
544             LEAVE_GL();
545
546             TRACE("Allocated event query %u in context %p.\n", query->id, context);
547         }
548         else if(gl_info->supported[NV_FENCE])
549         {
550             ENTER_GL();
551             GL_EXTCALL(glGenFencesNV(1, &query->id));
552             checkGLcall("glGenFencesNV");
553             LEAVE_GL();
554
555             TRACE("Allocated event query %u in context %p.\n", query->id, context);
556         }
557         else
558         {
559             WARN("Event queries not supported, not allocating query id.\n");
560             query->id = 0;
561         }
562     }
563
564     query->context = context;
565     list_add_head(&context->event_queries, &query->entry);
566 }
567
568 void context_free_event_query(struct wined3d_event_query *query)
569 {
570     struct wined3d_context *context = query->context;
571
572     list_remove(&query->entry);
573     query->context = NULL;
574
575     if (context->free_event_query_count >= context->free_event_query_size - 1)
576     {
577         UINT new_size = context->free_event_query_size << 1;
578         GLuint *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_event_queries,
579                 new_size * sizeof(*context->free_event_queries));
580
581         if (!new_data)
582         {
583             ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context);
584             return;
585         }
586
587         context->free_event_query_size = new_size;
588         context->free_event_queries = new_data;
589     }
590
591     context->free_event_queries[context->free_event_query_count++] = query->id;
592 }
593
594 void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource, WINED3DRESOURCETYPE type)
595 {
596     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
597     UINT i;
598
599     if (!This->d3d_initialized) return;
600
601     switch(type)
602     {
603         case WINED3DRTYPE_SURFACE:
604         {
605             for (i = 0; i < This->numContexts; ++i)
606             {
607                 struct wined3d_context *context = This->contexts[i];
608                 const struct wined3d_gl_info *gl_info = context->gl_info;
609                 struct fbo_entry *entry, *entry2;
610
611                 if (context->current_rt == (IWineD3DSurface *)resource) context->current_rt = NULL;
612
613                 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
614                 {
615                     UINT j;
616
617                     if (entry->depth_stencil == (IWineD3DSurface *)resource)
618                     {
619                         list_remove(&entry->entry);
620                         list_add_head(&context->fbo_destroy_list, &entry->entry);
621                         continue;
622                     }
623
624                     for (j = 0; j < gl_info->limits.buffers; ++j)
625                     {
626                         if (entry->render_targets[j] == (IWineD3DSurface *)resource)
627                         {
628                             list_remove(&entry->entry);
629                             list_add_head(&context->fbo_destroy_list, &entry->entry);
630                             break;
631                         }
632                     }
633                 }
634             }
635
636             break;
637         }
638
639         default:
640             break;
641     }
642 }
643
644 static void context_validate(struct wined3d_context *context)
645 {
646     HWND wnd = WindowFromDC(context->hdc);
647
648     if (wnd != context->win_handle)
649     {
650         WARN("DC %p belongs to window %p instead of %p.\n",
651                 context->hdc, wnd, context->win_handle);
652         context->valid = 0;
653     }
654 }
655
656 static void context_destroy_gl_resources(struct wined3d_context *context)
657 {
658     const struct wined3d_gl_info *gl_info = context->gl_info;
659     struct wined3d_occlusion_query *occlusion_query;
660     struct wined3d_event_query *event_query;
661     struct fbo_entry *entry, *entry2;
662     HGLRC restore_ctx;
663     HDC restore_dc;
664
665     restore_ctx = pwglGetCurrentContext();
666     restore_dc = pwglGetCurrentDC();
667
668     context_validate(context);
669     if (context->valid && restore_ctx != context->glCtx) pwglMakeCurrent(context->hdc, context->glCtx);
670     else restore_ctx = NULL;
671
672     ENTER_GL();
673
674     LIST_FOR_EACH_ENTRY(occlusion_query, &context->occlusion_queries, struct wined3d_occlusion_query, entry)
675     {
676         if (context->valid && gl_info->supported[ARB_OCCLUSION_QUERY])
677             GL_EXTCALL(glDeleteQueriesARB(1, &occlusion_query->id));
678         occlusion_query->context = NULL;
679     }
680
681     LIST_FOR_EACH_ENTRY(event_query, &context->event_queries, struct wined3d_event_query, entry)
682     {
683         if (context->valid)
684         {
685             if (gl_info->supported[APPLE_FENCE]) GL_EXTCALL(glDeleteFencesAPPLE(1, &event_query->id));
686             else if (gl_info->supported[NV_FENCE]) GL_EXTCALL(glDeleteFencesNV(1, &event_query->id));
687         }
688         event_query->context = NULL;
689     }
690
691     LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry)
692     {
693         if (!context->valid) entry->id = 0;
694         context_destroy_fbo_entry(context, entry);
695     }
696
697     LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
698     {
699         if (!context->valid) entry->id = 0;
700         context_destroy_fbo_entry(context, entry);
701     }
702
703     if (context->valid)
704     {
705         if (context->src_fbo)
706         {
707             TRACE("Destroy src FBO %d\n", context->src_fbo);
708             context_destroy_fbo(context, &context->src_fbo);
709         }
710         if (context->dst_fbo)
711         {
712             TRACE("Destroy dst FBO %d\n", context->dst_fbo);
713             context_destroy_fbo(context, &context->dst_fbo);
714         }
715         if (context->dummy_arbfp_prog)
716         {
717             GL_EXTCALL(glDeleteProgramsARB(1, &context->dummy_arbfp_prog));
718         }
719
720         if (gl_info->supported[ARB_OCCLUSION_QUERY])
721             GL_EXTCALL(glDeleteQueriesARB(context->free_occlusion_query_count, context->free_occlusion_queries));
722
723         if (gl_info->supported[APPLE_FENCE])
724             GL_EXTCALL(glDeleteFencesAPPLE(context->free_event_query_count, context->free_event_queries));
725         else if (gl_info->supported[NV_FENCE])
726             GL_EXTCALL(glDeleteFencesNV(context->free_event_query_count, context->free_event_queries));
727
728         checkGLcall("context cleanup");
729     }
730
731     LEAVE_GL();
732
733     HeapFree(GetProcessHeap(), 0, context->free_occlusion_queries);
734     HeapFree(GetProcessHeap(), 0, context->free_event_queries);
735
736     if (restore_ctx)
737     {
738         if (!pwglMakeCurrent(restore_dc, restore_ctx))
739         {
740             DWORD err = GetLastError();
741             ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
742                     restore_ctx, restore_dc, err);
743         }
744     }
745     else if (pwglGetCurrentContext() && !pwglMakeCurrent(NULL, NULL))
746     {
747         ERR("Failed to disable GL context.\n");
748     }
749
750     if (context->pbuffer)
751     {
752         GL_EXTCALL(wglReleasePbufferDCARB(context->pbuffer, context->hdc));
753         GL_EXTCALL(wglDestroyPbufferARB(context->pbuffer));
754     }
755     else
756     {
757         ReleaseDC(context->win_handle, context->hdc);
758     }
759
760     if (!pwglDeleteContext(context->glCtx))
761     {
762         DWORD err = GetLastError();
763         ERR("wglDeleteContext(%p) failed, last error %#x.\n", context->glCtx, err);
764     }
765 }
766
767 DWORD context_get_tls_idx(void)
768 {
769     return wined3d_context_tls_idx;
770 }
771
772 void context_set_tls_idx(DWORD idx)
773 {
774     wined3d_context_tls_idx = idx;
775 }
776
777 struct wined3d_context *context_get_current(void)
778 {
779     return TlsGetValue(wined3d_context_tls_idx);
780 }
781
782 BOOL context_set_current(struct wined3d_context *ctx)
783 {
784     struct wined3d_context *old = context_get_current();
785
786     if (old == ctx)
787     {
788         TRACE("Already using D3D context %p.\n", ctx);
789         return TRUE;
790     }
791
792     if (old)
793     {
794         if (old->destroyed)
795         {
796             TRACE("Switching away from destroyed context %p.\n", old);
797             context_destroy_gl_resources(old);
798             HeapFree(GetProcessHeap(), 0, old);
799         }
800         else
801         {
802             old->current = 0;
803         }
804     }
805
806     if (ctx)
807     {
808         TRACE("Switching to D3D context %p, GL context %p, device context %p.\n", ctx, ctx->glCtx, ctx->hdc);
809         if (!pwglMakeCurrent(ctx->hdc, ctx->glCtx))
810         {
811             DWORD err = GetLastError();
812             ERR("Failed to make GL context %p current on device context %p, last error %#x.\n",
813                     ctx->glCtx, ctx->hdc, err);
814             TlsSetValue(wined3d_context_tls_idx, NULL);
815             return FALSE;
816         }
817         ctx->current = 1;
818     }
819     else if(pwglGetCurrentContext())
820     {
821         TRACE("Clearing current D3D context.\n");
822         if (!pwglMakeCurrent(NULL, NULL))
823         {
824             DWORD err = GetLastError();
825             ERR("Failed to clear current GL context, last error %#x.\n", err);
826             TlsSetValue(wined3d_context_tls_idx, NULL);
827             return FALSE;
828         }
829     }
830
831     return TlsSetValue(wined3d_context_tls_idx, ctx);
832 }
833
834 void context_release(struct wined3d_context *context)
835 {
836     TRACE("Releasing context %p, level %u.\n", context, context->level);
837
838     if (WARN_ON(d3d))
839     {
840         if (!context->level)
841             WARN("Context %p is not active.\n", context);
842         else if (context != context_get_current())
843             WARN("Context %p is not the current context.\n", context);
844     }
845
846     if (!--context->level && context->restore_ctx)
847     {
848         TRACE("Restoring GL context %p on device context %p.\n", context->restore_ctx, context->restore_dc);
849         if (!pwglMakeCurrent(context->restore_dc, context->restore_ctx))
850         {
851             DWORD err = GetLastError();
852             ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
853                     context->restore_ctx, context->restore_dc, err);
854         }
855         context->restore_ctx = NULL;
856         context->restore_dc = NULL;
857     }
858 }
859
860 static void context_enter(struct wined3d_context *context)
861 {
862     TRACE("Entering context %p, level %u.\n", context, context->level + 1);
863
864     if (!context->level++)
865     {
866         const struct wined3d_context *current_context = context_get_current();
867         HGLRC current_gl = pwglGetCurrentContext();
868
869         if (current_gl && (!current_context || current_context->glCtx != current_gl))
870         {
871             TRACE("Another GL context (%p on device context %p) is already current.\n",
872                     current_gl, pwglGetCurrentDC());
873             context->restore_ctx = current_gl;
874             context->restore_dc = pwglGetCurrentDC();
875         }
876     }
877 }
878
879 /*****************************************************************************
880  * Context_MarkStateDirty
881  *
882  * Marks a state in a context dirty. Only one context, opposed to
883  * IWineD3DDeviceImpl_MarkStateDirty, which marks the state dirty in all
884  * contexts
885  *
886  * Params:
887  *  context: Context to mark the state dirty in
888  *  state: State to mark dirty
889  *  StateTable: Pointer to the state table in use(for state grouping)
890  *
891  *****************************************************************************/
892 static void Context_MarkStateDirty(struct wined3d_context *context, DWORD state, const struct StateEntry *StateTable)
893 {
894     DWORD rep = StateTable[state].representative;
895     DWORD idx;
896     BYTE shift;
897
898     if (isStateDirty(context, rep)) return;
899
900     context->dirtyArray[context->numDirtyEntries++] = rep;
901     idx = rep >> 5;
902     shift = rep & 0x1f;
903     context->isStateDirty[idx] |= (1 << shift);
904 }
905
906 /*****************************************************************************
907  * AddContextToArray
908  *
909  * Adds a context to the context array. Helper function for context_create().
910  *
911  * This method is not called in performance-critical code paths, only when a
912  * new render target or swapchain is created. Thus performance is not an issue
913  * here.
914  *
915  * Params:
916  *  This: Device to add the context for
917  *  hdc: device context
918  *  glCtx: WGL context to add
919  *  pbuffer: optional pbuffer used with this context
920  *
921  *****************************************************************************/
922 static struct wined3d_context *AddContextToArray(IWineD3DDeviceImpl *This,
923         HWND win_handle, HDC hdc, HGLRC glCtx, HPBUFFERARB pbuffer)
924 {
925     struct wined3d_context **oldArray = This->contexts;
926     DWORD state;
927
928     This->contexts = HeapAlloc(GetProcessHeap(), 0, sizeof(*This->contexts) * (This->numContexts + 1));
929     if(This->contexts == NULL) {
930         ERR("Unable to grow the context array\n");
931         This->contexts = oldArray;
932         return NULL;
933     }
934     if(oldArray) {
935         memcpy(This->contexts, oldArray, sizeof(*This->contexts) * This->numContexts);
936     }
937
938     This->contexts[This->numContexts] = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(**This->contexts));
939     if(This->contexts[This->numContexts] == NULL) {
940         ERR("Unable to allocate a new context\n");
941         HeapFree(GetProcessHeap(), 0, This->contexts);
942         This->contexts = oldArray;
943         return NULL;
944     }
945
946     This->contexts[This->numContexts]->hdc = hdc;
947     This->contexts[This->numContexts]->glCtx = glCtx;
948     This->contexts[This->numContexts]->pbuffer = pbuffer;
949     This->contexts[This->numContexts]->win_handle = win_handle;
950     HeapFree(GetProcessHeap(), 0, oldArray);
951
952     /* Mark all states dirty to force a proper initialization of the states on the first use of the context
953      */
954     for(state = 0; state <= STATE_HIGHEST; state++) {
955         if (This->StateTable[state].representative)
956             Context_MarkStateDirty(This->contexts[This->numContexts], state, This->StateTable);
957     }
958
959     This->numContexts++;
960     TRACE("Created context %p\n", This->contexts[This->numContexts - 1]);
961     return This->contexts[This->numContexts - 1];
962 }
963
964 /* This function takes care of WineD3D pixel format selection. */
965 static int WineD3D_ChoosePixelFormat(IWineD3DDeviceImpl *This, HDC hdc,
966         const struct GlPixelFormatDesc *color_format_desc, const struct GlPixelFormatDesc *ds_format_desc,
967         BOOL auxBuffers, int numSamples, BOOL pbuffer, BOOL findCompatible)
968 {
969     int iPixelFormat=0;
970     unsigned int matchtry;
971     short redBits, greenBits, blueBits, alphaBits, colorBits;
972     short depthBits=0, stencilBits=0;
973
974     struct match_type {
975         BOOL require_aux;
976         BOOL exact_alpha;
977         BOOL exact_color;
978     } matches[] = {
979         /* First, try without alpha match buffers. MacOS supports aux buffers only
980          * on A8R8G8B8, and we prefer better offscreen rendering over an alpha match.
981          * Then try without aux buffers - this is the most common cause for not
982          * finding a pixel format. Also some drivers(the open source ones)
983          * only offer 32 bit ARB pixel formats. First try without an exact alpha
984          * match, then try without an exact alpha and color match.
985          */
986         { TRUE,  TRUE,  TRUE  },
987         { TRUE,  FALSE, TRUE  },
988         { FALSE, TRUE,  TRUE  },
989         { FALSE, FALSE, TRUE  },
990         { TRUE,  FALSE, FALSE },
991         { FALSE, FALSE, FALSE },
992     };
993
994     int i = 0;
995     int nCfgs = This->adapter->nCfgs;
996
997     TRACE("ColorFormat=%s, DepthStencilFormat=%s, auxBuffers=%d, numSamples=%d, pbuffer=%d, findCompatible=%d\n",
998           debug_d3dformat(color_format_desc->format), debug_d3dformat(ds_format_desc->format),
999           auxBuffers, numSamples, pbuffer, findCompatible);
1000
1001     if (!getColorBits(color_format_desc, &redBits, &greenBits, &blueBits, &alphaBits, &colorBits))
1002     {
1003         ERR("Unable to get color bits for format %s (%#x)!\n",
1004                 debug_d3dformat(color_format_desc->format), color_format_desc->format);
1005         return 0;
1006     }
1007
1008     /* In WGL both color, depth and stencil are features of a pixel format. In case of D3D they are separate.
1009      * You are able to add a depth + stencil surface at a later stage when you need it.
1010      * In order to support this properly in WineD3D we need the ability to recreate the opengl context and
1011      * drawable when this is required. This is very tricky as we need to reapply ALL opengl states for the new
1012      * context, need torecreate shaders, textures and other resources.
1013      *
1014      * The context manager already takes care of the state problem and for the other tasks code from Reset
1015      * can be used. These changes are way to risky during the 1.0 code freeze which is taking place right now.
1016      * Likely a lot of other new bugs will be exposed. For that reason request a depth stencil surface all the
1017      * time. It can cause a slight performance hit but fixes a lot of regressions. A fixme reminds of that this
1018      * issue needs to be fixed. */
1019     if (ds_format_desc->format != WINED3DFMT_S8_UINT_D24_UNORM)
1020     {
1021         FIXME("Add OpenGL context recreation support to SetDepthStencilSurface\n");
1022         ds_format_desc = getFormatDescEntry(WINED3DFMT_S8_UINT_D24_UNORM, &This->adapter->gl_info);
1023     }
1024
1025     getDepthStencilBits(ds_format_desc, &depthBits, &stencilBits);
1026
1027     for(matchtry = 0; matchtry < (sizeof(matches) / sizeof(matches[0])) && !iPixelFormat; matchtry++) {
1028         for(i=0; i<nCfgs; i++) {
1029             BOOL exactDepthMatch = TRUE;
1030             WineD3D_PixelFormat *cfg = &This->adapter->cfgs[i];
1031
1032             /* For now only accept RGBA formats. Perhaps some day we will
1033              * allow floating point formats for pbuffers. */
1034             if(cfg->iPixelType != WGL_TYPE_RGBA_ARB)
1035                 continue;
1036
1037             /* In window mode (!pbuffer) we need a window drawable format and double buffering. */
1038             if(!pbuffer && !(cfg->windowDrawable && cfg->doubleBuffer))
1039                 continue;
1040
1041             /* We like to have aux buffers in backbuffer mode */
1042             if(auxBuffers && !cfg->auxBuffers && matches[matchtry].require_aux)
1043                 continue;
1044
1045             /* In pbuffer-mode we need a pbuffer-capable format but we don't want double buffering */
1046             if(pbuffer && (!cfg->pbufferDrawable || cfg->doubleBuffer))
1047                 continue;
1048
1049             if(matches[matchtry].exact_color) {
1050                 if(cfg->redSize != redBits)
1051                     continue;
1052                 if(cfg->greenSize != greenBits)
1053                     continue;
1054                 if(cfg->blueSize != blueBits)
1055                     continue;
1056             } else {
1057                 if(cfg->redSize < redBits)
1058                     continue;
1059                 if(cfg->greenSize < greenBits)
1060                     continue;
1061                 if(cfg->blueSize < blueBits)
1062                     continue;
1063             }
1064             if(matches[matchtry].exact_alpha) {
1065                 if(cfg->alphaSize != alphaBits)
1066                     continue;
1067             } else {
1068                 if(cfg->alphaSize < alphaBits)
1069                     continue;
1070             }
1071
1072             /* We try to locate a format which matches our requirements exactly. In case of
1073              * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
1074             if(cfg->depthSize < depthBits)
1075                 continue;
1076             else if(cfg->depthSize > depthBits)
1077                 exactDepthMatch = FALSE;
1078
1079             /* In all cases make sure the number of stencil bits matches our requirements
1080              * even when we don't need stencil because it could affect performance EXCEPT
1081              * on cards which don't offer depth formats without stencil like the i915 drivers
1082              * on Linux. */
1083             if(stencilBits != cfg->stencilSize && !(This->adapter->brokenStencil && stencilBits <= cfg->stencilSize))
1084                 continue;
1085
1086             /* Check multisampling support */
1087             if(cfg->numSamples != numSamples)
1088                 continue;
1089
1090             /* When we have passed all the checks then we have found a format which matches our
1091              * requirements. Note that we only check for a limit number of capabilities right now,
1092              * so there can easily be a dozen of pixel formats which appear to be the 'same' but
1093              * can still differ in things like multisampling, stereo, SRGB and other flags.
1094              */
1095
1096             /* Exit the loop as we have found a format :) */
1097             if(exactDepthMatch) {
1098                 iPixelFormat = cfg->iPixelFormat;
1099                 break;
1100             } else if(!iPixelFormat) {
1101                 /* In the end we might end up with a format which doesn't exactly match our depth
1102                  * requirements. Accept the first format we found because formats with higher iPixelFormat
1103                  * values tend to have more extended capabilities (e.g. multisampling) which we don't need. */
1104                 iPixelFormat = cfg->iPixelFormat;
1105             }
1106         }
1107     }
1108
1109     /* When findCompatible is set and no suitable format was found, let ChoosePixelFormat choose a pixel format in order not to crash. */
1110     if(!iPixelFormat && !findCompatible) {
1111         ERR("Can't find a suitable iPixelFormat\n");
1112         return FALSE;
1113     } else if(!iPixelFormat) {
1114         PIXELFORMATDESCRIPTOR pfd;
1115
1116         TRACE("Falling back to ChoosePixelFormat as we weren't able to find an exactly matching pixel format\n");
1117         /* PixelFormat selection */
1118         ZeroMemory(&pfd, sizeof(pfd));
1119         pfd.nSize      = sizeof(pfd);
1120         pfd.nVersion   = 1;
1121         pfd.dwFlags    = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
1122         pfd.iPixelType = PFD_TYPE_RGBA;
1123         pfd.cAlphaBits = alphaBits;
1124         pfd.cColorBits = colorBits;
1125         pfd.cDepthBits = depthBits;
1126         pfd.cStencilBits = stencilBits;
1127         pfd.iLayerType = PFD_MAIN_PLANE;
1128
1129         iPixelFormat = ChoosePixelFormat(hdc, &pfd);
1130         if(!iPixelFormat) {
1131             /* If this happens something is very wrong as ChoosePixelFormat barely fails */
1132             ERR("Can't find a suitable iPixelFormat\n");
1133             return FALSE;
1134         }
1135     }
1136
1137     TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s\n",
1138             iPixelFormat, debug_d3dformat(color_format_desc->format), debug_d3dformat(ds_format_desc->format));
1139     return iPixelFormat;
1140 }
1141
1142 /*****************************************************************************
1143  * context_create
1144  *
1145  * Creates a new context for a window, or a pbuffer context.
1146  *
1147  * * Params:
1148  *  This: Device to activate the context for
1149  *  target: Surface this context will render to
1150  *  win_handle: handle to the window which we are drawing to
1151  *  create_pbuffer: tells whether to create a pbuffer or not
1152  *  pPresentParameters: contains the pixelformats to use for onscreen rendering
1153  *
1154  *****************************************************************************/
1155 struct wined3d_context *context_create(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target,
1156         HWND win_handle, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms)
1157 {
1158     const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
1159     struct wined3d_context *ret = NULL;
1160     HPBUFFERARB pbuffer = NULL;
1161     unsigned int s;
1162     HGLRC ctx;
1163     HDC hdc;
1164
1165     TRACE("(%p): Creating a %s context for render target %p\n", This, create_pbuffer ? "offscreen" : "onscreen", target);
1166
1167     if(create_pbuffer) {
1168         HDC hdc_parent = GetDC(win_handle);
1169         int iPixelFormat = 0;
1170
1171         IWineD3DSurface *StencilSurface = This->stencilBufferTarget;
1172         const struct GlPixelFormatDesc *ds_format_desc = StencilSurface
1173                 ? ((IWineD3DSurfaceImpl *)StencilSurface)->resource.format_desc
1174                 : getFormatDescEntry(WINED3DFMT_UNKNOWN, &This->adapter->gl_info);
1175
1176         /* Try to find a pixel format with pbuffer support. */
1177         iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc_parent, target->resource.format_desc,
1178                 ds_format_desc, FALSE /* auxBuffers */, 0 /* numSamples */, TRUE /* PBUFFER */,
1179                 FALSE /* findCompatible */);
1180         if(!iPixelFormat) {
1181             TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
1182
1183             /* For some reason we weren't able to find a format, try to find something instead of crashing.
1184              * A reason for failure could have been wglChoosePixelFormatARB strictness. */
1185             iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc_parent, target->resource.format_desc,
1186                     ds_format_desc, FALSE /* auxBuffer */, 0 /* numSamples */, TRUE /* PBUFFER */,
1187                     TRUE /* findCompatible */);
1188         }
1189
1190         /* This shouldn't happen as ChoosePixelFormat always returns something */
1191         if(!iPixelFormat) {
1192             ERR("Unable to locate a pixel format for a pbuffer\n");
1193             ReleaseDC(win_handle, hdc_parent);
1194             goto out;
1195         }
1196
1197         TRACE("Creating a pBuffer drawable for the new context\n");
1198         pbuffer = GL_EXTCALL(wglCreatePbufferARB(hdc_parent, iPixelFormat, target->currentDesc.Width, target->currentDesc.Height, 0));
1199         if(!pbuffer) {
1200             ERR("Cannot create a pbuffer\n");
1201             ReleaseDC(win_handle, hdc_parent);
1202             goto out;
1203         }
1204
1205         /* In WGL a pbuffer is 'wrapped' inside a HDC to 'fool' wglMakeCurrent */
1206         hdc = GL_EXTCALL(wglGetPbufferDCARB(pbuffer));
1207         if(!hdc) {
1208             ERR("Cannot get a HDC for pbuffer (%p)\n", pbuffer);
1209             GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
1210             ReleaseDC(win_handle, hdc_parent);
1211             goto out;
1212         }
1213         ReleaseDC(win_handle, hdc_parent);
1214     } else {
1215         PIXELFORMATDESCRIPTOR pfd;
1216         int iPixelFormat;
1217         int res;
1218         const struct GlPixelFormatDesc *color_format_desc = target->resource.format_desc;
1219         const struct GlPixelFormatDesc *ds_format_desc = getFormatDescEntry(WINED3DFMT_UNKNOWN,
1220                 &This->adapter->gl_info);
1221         BOOL auxBuffers = FALSE;
1222         int numSamples = 0;
1223
1224         hdc = GetDC(win_handle);
1225         if(hdc == NULL) {
1226             ERR("Cannot retrieve a device context!\n");
1227             goto out;
1228         }
1229
1230         /* In case of ORM_BACKBUFFER, make sure to request an alpha component for X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
1231         if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
1232             auxBuffers = TRUE;
1233
1234             if (color_format_desc->format == WINED3DFMT_B4G4R4X4_UNORM)
1235                 color_format_desc = getFormatDescEntry(WINED3DFMT_B4G4R4A4_UNORM, &This->adapter->gl_info);
1236             else if (color_format_desc->format == WINED3DFMT_B8G8R8X8_UNORM)
1237                 color_format_desc = getFormatDescEntry(WINED3DFMT_B8G8R8A8_UNORM, &This->adapter->gl_info);
1238         }
1239
1240         /* DirectDraw supports 8bit paletted render targets and these are used by old games like Starcraft and C&C.
1241          * Most modern hardware doesn't support 8bit natively so we perform some form of 8bit -> 32bit conversion.
1242          * The conversion (ab)uses the alpha component for storing the palette index. For this reason we require
1243          * a format with 8bit alpha, so request A8R8G8B8. */
1244         if (color_format_desc->format == WINED3DFMT_P8_UINT)
1245             color_format_desc = getFormatDescEntry(WINED3DFMT_B8G8R8A8_UNORM, &This->adapter->gl_info);
1246
1247         /* Retrieve the depth stencil format from the present parameters.
1248          * The choice of the proper format can give a nice performance boost
1249          * in case of GPU limited programs. */
1250         if(pPresentParms->EnableAutoDepthStencil) {
1251             TRACE("pPresentParms->EnableAutoDepthStencil=enabled; using AutoDepthStencilFormat=%s\n", debug_d3dformat(pPresentParms->AutoDepthStencilFormat));
1252             ds_format_desc = getFormatDescEntry(pPresentParms->AutoDepthStencilFormat, &This->adapter->gl_info);
1253         }
1254
1255         /* D3D only allows multisampling when SwapEffect is set to WINED3DSWAPEFFECT_DISCARD */
1256         if(pPresentParms->MultiSampleType && (pPresentParms->SwapEffect == WINED3DSWAPEFFECT_DISCARD)) {
1257             if (!gl_info->supported[ARB_MULTISAMPLE])
1258                 ERR("The program is requesting multisampling without support!\n");
1259             else
1260             {
1261                 ERR("Requesting MultiSampleType=%d\n", pPresentParms->MultiSampleType);
1262                 numSamples = pPresentParms->MultiSampleType;
1263             }
1264         }
1265
1266         /* Try to find a pixel format which matches our requirements */
1267         iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc, color_format_desc, ds_format_desc,
1268                 auxBuffers, numSamples, FALSE /* PBUFFER */, FALSE /* findCompatible */);
1269
1270         /* Try to locate a compatible format if we weren't able to find anything */
1271         if(!iPixelFormat) {
1272             TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
1273             iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc, color_format_desc, ds_format_desc,
1274                     auxBuffers, 0 /* numSamples */, FALSE /* PBUFFER */, TRUE /* findCompatible */ );
1275         }
1276
1277         /* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */
1278         if(!iPixelFormat) {
1279             ERR("Can't find a suitable iPixelFormat\n");
1280             return NULL;
1281         }
1282
1283         DescribePixelFormat(hdc, iPixelFormat, sizeof(pfd), &pfd);
1284         res = SetPixelFormat(hdc, iPixelFormat, NULL);
1285         if(!res) {
1286             int oldPixelFormat = GetPixelFormat(hdc);
1287
1288             /* By default WGL doesn't allow pixel format adjustments but we need it here.
1289              * For this reason there is a WINE-specific wglSetPixelFormat which allows you to
1290              * set the pixel format multiple times. Only use it when it is really needed. */
1291
1292             if(oldPixelFormat == iPixelFormat) {
1293                 /* We don't have to do anything as the formats are the same :) */
1294             }
1295             else if (oldPixelFormat && gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH])
1296             {
1297                 res = GL_EXTCALL(wglSetPixelFormatWINE(hdc, iPixelFormat, NULL));
1298
1299                 if(!res) {
1300                     ERR("wglSetPixelFormatWINE failed on HDC=%p for iPixelFormat=%d\n", hdc, iPixelFormat);
1301                     return NULL;
1302                 }
1303             } else if(oldPixelFormat) {
1304                 /* OpenGL doesn't allow pixel format adjustments. Print an error and continue using the old format.
1305                  * There's a big chance that the old format works although with a performance hit and perhaps rendering errors. */
1306                 ERR("HDC=%p is already set to iPixelFormat=%d and OpenGL doesn't allow changes!\n", hdc, oldPixelFormat);
1307             } else {
1308                 ERR("SetPixelFormat failed on HDC=%p for iPixelFormat=%d\n", hdc, iPixelFormat);
1309                 return NULL;
1310             }
1311         }
1312     }
1313
1314     ctx = pwglCreateContext(hdc);
1315     if (This->numContexts)
1316     {
1317         if (!pwglShareLists(This->contexts[0]->glCtx, ctx))
1318         {
1319             DWORD err = GetLastError();
1320             ERR("wglShareLists(%p, %p) failed, last error %#x.\n",
1321                     This->contexts[0]->glCtx, ctx, err);
1322         }
1323     }
1324
1325     if(!ctx) {
1326         ERR("Failed to create a WGL context\n");
1327         if(create_pbuffer) {
1328             GL_EXTCALL(wglReleasePbufferDCARB(pbuffer, hdc));
1329             GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
1330         }
1331         goto out;
1332     }
1333     ret = AddContextToArray(This, win_handle, hdc, ctx, pbuffer);
1334     if(!ret) {
1335         ERR("Failed to add the newly created context to the context list\n");
1336         if (!pwglDeleteContext(ctx))
1337         {
1338             DWORD err = GetLastError();
1339             ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, err);
1340         }
1341         if(create_pbuffer) {
1342             GL_EXTCALL(wglReleasePbufferDCARB(pbuffer, hdc));
1343             GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
1344         }
1345         goto out;
1346     }
1347     ret->valid = 1;
1348     ret->gl_info = &This->adapter->gl_info;
1349     ret->surface = (IWineD3DSurface *) target;
1350     ret->current_rt = (IWineD3DSurface *)target;
1351     ret->tid = GetCurrentThreadId();
1352     if(This->shader_backend->shader_dirtifyable_constants((IWineD3DDevice *) This)) {
1353         /* Create the dirty constants array and initialize them to dirty */
1354         ret->vshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
1355                 sizeof(*ret->vshader_const_dirty) * This->d3d_vshader_constantF);
1356         ret->pshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
1357                 sizeof(*ret->pshader_const_dirty) * This->d3d_pshader_constantF);
1358         memset(ret->vshader_const_dirty, 1,
1359                sizeof(*ret->vshader_const_dirty) * This->d3d_vshader_constantF);
1360         memset(ret->pshader_const_dirty, 1,
1361                 sizeof(*ret->pshader_const_dirty) * This->d3d_pshader_constantF);
1362     }
1363
1364     ret->free_occlusion_query_size = 4;
1365     ret->free_occlusion_queries = HeapAlloc(GetProcessHeap(), 0,
1366             ret->free_occlusion_query_size * sizeof(*ret->free_occlusion_queries));
1367     if (!ret->free_occlusion_queries) goto out;
1368
1369     list_init(&ret->occlusion_queries);
1370
1371     ret->free_event_query_size = 4;
1372     ret->free_event_queries = HeapAlloc(GetProcessHeap(), 0,
1373             ret->free_event_query_size * sizeof(*ret->free_event_queries));
1374     if (!ret->free_event_queries) goto out;
1375
1376     list_init(&ret->event_queries);
1377
1378     TRACE("Successfully created new context %p\n", ret);
1379
1380     list_init(&ret->fbo_list);
1381     list_init(&ret->fbo_destroy_list);
1382
1383     context_enter(ret);
1384
1385     /* Set up the context defaults */
1386     if (!context_set_current(ret))
1387     {
1388         ERR("Cannot activate context to set up defaults\n");
1389         context_release(ret);
1390         goto out;
1391     }
1392
1393     ENTER_GL();
1394
1395     glGetIntegerv(GL_AUX_BUFFERS, &ret->aux_buffers);
1396
1397     TRACE("Setting up the screen\n");
1398     /* Clear the screen */
1399     glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
1400     checkGLcall("glClearColor");
1401     glClearIndex(0);
1402     glClearDepth(1);
1403     glClearStencil(0xffff);
1404
1405     checkGLcall("glClear");
1406
1407     glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
1408     checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
1409
1410     glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
1411     checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
1412
1413     glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
1414     checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
1415
1416     glPixelStorei(GL_PACK_ALIGNMENT, This->surface_alignment);
1417     checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, This->surface_alignment);");
1418     glPixelStorei(GL_UNPACK_ALIGNMENT, This->surface_alignment);
1419     checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, This->surface_alignment);");
1420
1421     if (gl_info->supported[APPLE_CLIENT_STORAGE])
1422     {
1423         /* Most textures will use client storage if supported. Exceptions are non-native power of 2 textures
1424          * and textures in DIB sections(due to the memory protection).
1425          */
1426         glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
1427         checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1428     }
1429     if (gl_info->supported[ARB_VERTEX_BLEND])
1430     {
1431         /* Direct3D always uses n-1 weights for n world matrices and uses 1 - sum for the last one
1432          * this is equal to GL_WEIGHT_SUM_UNITY_ARB. Enabling it doesn't do anything unless
1433          * GL_VERTEX_BLEND_ARB isn't enabled too
1434          */
1435         glEnable(GL_WEIGHT_SUM_UNITY_ARB);
1436         checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
1437     }
1438     if (gl_info->supported[NV_TEXTURE_SHADER2])
1439     {
1440         /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
1441          * the previous texture where to source the offset from is always unit - 1.
1442          */
1443         for (s = 1; s < gl_info->limits.textures; ++s)
1444         {
1445             GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
1446             glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + s - 1);
1447             checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...");
1448         }
1449     }
1450     if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
1451     {
1452         /* MacOS(radeon X1600 at least, but most likely others too) refuses to draw if GLSL and ARBFP are
1453          * enabled, but the currently bound arbfp program is 0. Enabling ARBFP with prog 0 is invalid, but
1454          * GLSL should bypass this. This causes problems in programs that never use the fixed function pipeline,
1455          * because the ARBFP extension is enabled by the ARBFP pipeline at context creation, but no program
1456          * is ever assigned.
1457          *
1458          * So make sure a program is assigned to each context. The first real ARBFP use will set a different
1459          * program and the dummy program is destroyed when the context is destroyed.
1460          */
1461         const char *dummy_program =
1462                 "!!ARBfp1.0\n"
1463                 "MOV result.color, fragment.color.primary;\n"
1464                 "END\n";
1465         GL_EXTCALL(glGenProgramsARB(1, &ret->dummy_arbfp_prog));
1466         GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret->dummy_arbfp_prog));
1467         GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(dummy_program), dummy_program));
1468     }
1469
1470     for (s = 0; s < gl_info->limits.point_sprite_units; ++s)
1471     {
1472         GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
1473         glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
1474         checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)");
1475     }
1476
1477     if (gl_info->supported[ARB_PROVOKING_VERTEX])
1478     {
1479         GL_EXTCALL(glProvokingVertex(GL_FIRST_VERTEX_CONVENTION));
1480     }
1481     else if (gl_info->supported[EXT_PROVOKING_VERTEX])
1482     {
1483         GL_EXTCALL(glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT));
1484     }
1485
1486     LEAVE_GL();
1487
1488     This->frag_pipe->enable_extension((IWineD3DDevice *) This, TRUE);
1489
1490     return ret;
1491
1492 out:
1493     if (ret)
1494     {
1495         HeapFree(GetProcessHeap(), 0, ret->free_event_queries);
1496         HeapFree(GetProcessHeap(), 0, ret->free_occlusion_queries);
1497         HeapFree(GetProcessHeap(), 0, ret->pshader_const_dirty);
1498         HeapFree(GetProcessHeap(), 0, ret->vshader_const_dirty);
1499         HeapFree(GetProcessHeap(), 0, ret);
1500     }
1501     return NULL;
1502 }
1503
1504 /*****************************************************************************
1505  * RemoveContextFromArray
1506  *
1507  * Removes a context from the context manager. The opengl context is not
1508  * destroyed or unset. context is not a valid pointer after that call.
1509  *
1510  * Similar to the former call this isn't a performance critical function. A
1511  * helper function for context_destroy().
1512  *
1513  * Params:
1514  *  This: Device to activate the context for
1515  *  context: Context to remove
1516  *
1517  *****************************************************************************/
1518 static void RemoveContextFromArray(IWineD3DDeviceImpl *This, struct wined3d_context *context)
1519 {
1520     struct wined3d_context **new_array;
1521     BOOL found = FALSE;
1522     UINT i;
1523
1524     TRACE("Removing ctx %p\n", context);
1525
1526     for (i = 0; i < This->numContexts; ++i)
1527     {
1528         if (This->contexts[i] == context)
1529         {
1530             found = TRUE;
1531             break;
1532         }
1533     }
1534
1535     if (!found)
1536     {
1537         ERR("Context %p doesn't exist in context array\n", context);
1538         return;
1539     }
1540
1541     while (i < This->numContexts - 1)
1542     {
1543         This->contexts[i] = This->contexts[i + 1];
1544         ++i;
1545     }
1546
1547     --This->numContexts;
1548     if (!This->numContexts)
1549     {
1550         HeapFree(GetProcessHeap(), 0, This->contexts);
1551         This->contexts = NULL;
1552         return;
1553     }
1554
1555     new_array = HeapReAlloc(GetProcessHeap(), 0, This->contexts, This->numContexts * sizeof(*This->contexts));
1556     if (!new_array)
1557     {
1558         ERR("Failed to shrink context array. Oh well.\n");
1559         return;
1560     }
1561
1562     This->contexts = new_array;
1563 }
1564
1565 /*****************************************************************************
1566  * context_destroy
1567  *
1568  * Destroys a wined3d context
1569  *
1570  * Params:
1571  *  This: Device to activate the context for
1572  *  context: Context to destroy
1573  *
1574  *****************************************************************************/
1575 void context_destroy(IWineD3DDeviceImpl *This, struct wined3d_context *context)
1576 {
1577     BOOL destroy;
1578
1579     TRACE("Destroying ctx %p\n", context);
1580
1581     if (context->tid == GetCurrentThreadId() || !context->current)
1582     {
1583         context_destroy_gl_resources(context);
1584         TlsSetValue(wined3d_context_tls_idx, NULL);
1585         destroy = TRUE;
1586     }
1587     else
1588     {
1589         context->destroyed = 1;
1590         destroy = FALSE;
1591     }
1592
1593     HeapFree(GetProcessHeap(), 0, context->vshader_const_dirty);
1594     HeapFree(GetProcessHeap(), 0, context->pshader_const_dirty);
1595     RemoveContextFromArray(This, context);
1596     if (destroy) HeapFree(GetProcessHeap(), 0, context);
1597 }
1598
1599 /* GL locking is done by the caller */
1600 static inline void set_blit_dimension(UINT width, UINT height) {
1601     glMatrixMode(GL_PROJECTION);
1602     checkGLcall("glMatrixMode(GL_PROJECTION)");
1603     glLoadIdentity();
1604     checkGLcall("glLoadIdentity()");
1605     glOrtho(0, width, height, 0, 0.0, -1.0);
1606     checkGLcall("glOrtho");
1607     glViewport(0, 0, width, height);
1608     checkGLcall("glViewport");
1609 }
1610
1611 /*****************************************************************************
1612  * SetupForBlit
1613  *
1614  * Sets up a context for DirectDraw blitting.
1615  * All texture units are disabled, texture unit 0 is set as current unit
1616  * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
1617  * color writing enabled for all channels
1618  * register combiners disabled, shaders disabled
1619  * world matrix is set to identity, texture matrix 0 too
1620  * projection matrix is setup for drawing screen coordinates
1621  *
1622  * Params:
1623  *  This: Device to activate the context for
1624  *  context: Context to setup
1625  *  width: render target width
1626  *  height: render target height
1627  *
1628  *****************************************************************************/
1629 /* Context activation is done by the caller. */
1630 static inline void SetupForBlit(IWineD3DDeviceImpl *This, struct wined3d_context *context, UINT width, UINT height)
1631 {
1632     int i;
1633     const struct StateEntry *StateTable = This->StateTable;
1634     const struct wined3d_gl_info *gl_info = context->gl_info;
1635     DWORD sampler;
1636
1637     TRACE("Setting up context %p for blitting\n", context);
1638     if(context->last_was_blit) {
1639         if(context->blit_w != width || context->blit_h != height) {
1640             ENTER_GL();
1641             set_blit_dimension(width, height);
1642             LEAVE_GL();
1643             context->blit_w = width; context->blit_h = height;
1644             /* No need to dirtify here, the states are still dirtified because they weren't
1645              * applied since the last SetupForBlit call. Otherwise last_was_blit would not
1646              * be set
1647              */
1648         }
1649         TRACE("Context is already set up for blitting, nothing to do\n");
1650         return;
1651     }
1652     context->last_was_blit = TRUE;
1653
1654     /* TODO: Use a display list */
1655
1656     /* Disable shaders */
1657     ENTER_GL();
1658     This->shader_backend->shader_select(context, FALSE, FALSE);
1659     LEAVE_GL();
1660
1661     Context_MarkStateDirty(context, STATE_VSHADER, StateTable);
1662     Context_MarkStateDirty(context, STATE_PIXELSHADER, StateTable);
1663
1664     /* Call ENTER_GL() once for all gl calls below. In theory we should not call
1665      * helper functions in between gl calls. This function is full of Context_MarkStateDirty
1666      * which can safely be called from here, we only lock once instead locking/unlocking
1667      * after each GL call.
1668      */
1669     ENTER_GL();
1670
1671     /* Disable all textures. The caller can then bind a texture it wants to blit
1672      * from
1673      *
1674      * The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
1675      * function texture unit. No need to care for higher samplers
1676      */
1677     for (i = gl_info->limits.textures - 1; i > 0 ; --i)
1678     {
1679         sampler = This->rev_tex_unit_map[i];
1680         GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
1681         checkGLcall("glActiveTextureARB");
1682
1683         if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1684         {
1685             glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1686             checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1687         }
1688         glDisable(GL_TEXTURE_3D);
1689         checkGLcall("glDisable GL_TEXTURE_3D");
1690         if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1691         {
1692             glDisable(GL_TEXTURE_RECTANGLE_ARB);
1693             checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1694         }
1695         glDisable(GL_TEXTURE_2D);
1696         checkGLcall("glDisable GL_TEXTURE_2D");
1697
1698         glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1699         checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
1700
1701         if (sampler != WINED3D_UNMAPPED_STAGE)
1702         {
1703             if (sampler < MAX_TEXTURES) {
1704                 Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
1705             }
1706             Context_MarkStateDirty(context, STATE_SAMPLER(sampler), StateTable);
1707         }
1708     }
1709     GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
1710     checkGLcall("glActiveTextureARB");
1711
1712     sampler = This->rev_tex_unit_map[0];
1713
1714     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1715     {
1716         glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1717         checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1718     }
1719     glDisable(GL_TEXTURE_3D);
1720     checkGLcall("glDisable GL_TEXTURE_3D");
1721     if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1722     {
1723         glDisable(GL_TEXTURE_RECTANGLE_ARB);
1724         checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1725     }
1726     glDisable(GL_TEXTURE_2D);
1727     checkGLcall("glDisable GL_TEXTURE_2D");
1728
1729     glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1730
1731     glMatrixMode(GL_TEXTURE);
1732     checkGLcall("glMatrixMode(GL_TEXTURE)");
1733     glLoadIdentity();
1734     checkGLcall("glLoadIdentity()");
1735
1736     if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
1737     {
1738         glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
1739                   GL_TEXTURE_LOD_BIAS_EXT,
1740                   0.0f);
1741         checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
1742     }
1743
1744     if (sampler != WINED3D_UNMAPPED_STAGE)
1745     {
1746         if (sampler < MAX_TEXTURES) {
1747             Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + sampler), StateTable);
1748             Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
1749         }
1750         Context_MarkStateDirty(context, STATE_SAMPLER(sampler), StateTable);
1751     }
1752
1753     /* Other misc states */
1754     glDisable(GL_ALPHA_TEST);
1755     checkGLcall("glDisable(GL_ALPHA_TEST)");
1756     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHATESTENABLE), StateTable);
1757     glDisable(GL_LIGHTING);
1758     checkGLcall("glDisable GL_LIGHTING");
1759     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING), StateTable);
1760     glDisable(GL_DEPTH_TEST);
1761     checkGLcall("glDisable GL_DEPTH_TEST");
1762     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ZENABLE), StateTable);
1763     glDisableWINE(GL_FOG);
1764     checkGLcall("glDisable GL_FOG");
1765     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE), StateTable);
1766     glDisable(GL_BLEND);
1767     checkGLcall("glDisable GL_BLEND");
1768     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
1769     glDisable(GL_CULL_FACE);
1770     checkGLcall("glDisable GL_CULL_FACE");
1771     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CULLMODE), StateTable);
1772     glDisable(GL_STENCIL_TEST);
1773     checkGLcall("glDisable GL_STENCIL_TEST");
1774     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_STENCILENABLE), StateTable);
1775     glDisable(GL_SCISSOR_TEST);
1776     checkGLcall("glDisable GL_SCISSOR_TEST");
1777     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), StateTable);
1778     if (gl_info->supported[ARB_POINT_SPRITE])
1779     {
1780         glDisable(GL_POINT_SPRITE_ARB);
1781         checkGLcall("glDisable GL_POINT_SPRITE_ARB");
1782         Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), StateTable);
1783     }
1784     glColorMask(GL_TRUE, GL_TRUE,GL_TRUE,GL_TRUE);
1785     checkGLcall("glColorMask");
1786     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE), StateTable);
1787     if (gl_info->supported[EXT_SECONDARY_COLOR])
1788     {
1789         glDisable(GL_COLOR_SUM_EXT);
1790         Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SPECULARENABLE), StateTable);
1791         checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
1792     }
1793
1794     /* Setup transforms */
1795     glMatrixMode(GL_MODELVIEW);
1796     checkGLcall("glMatrixMode(GL_MODELVIEW)");
1797     glLoadIdentity();
1798     checkGLcall("glLoadIdentity()");
1799     Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), StateTable);
1800
1801     context->last_was_rhw = TRUE;
1802     Context_MarkStateDirty(context, STATE_VDECL, StateTable); /* because of last_was_rhw = TRUE */
1803
1804     glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)");
1805     glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)");
1806     glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)");
1807     glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)");
1808     glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)");
1809     glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)");
1810     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING), StateTable);
1811
1812     set_blit_dimension(width, height);
1813
1814     LEAVE_GL();
1815
1816     context->blit_w = width; context->blit_h = height;
1817     Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
1818     Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable);
1819
1820
1821     This->frag_pipe->enable_extension((IWineD3DDevice *) This, FALSE);
1822 }
1823
1824 /*****************************************************************************
1825  * findThreadContextForSwapChain
1826  *
1827  * Searches a swapchain for all contexts and picks one for the thread tid.
1828  * If none can be found the swapchain is requested to create a new context
1829  *
1830  *****************************************************************************/
1831 static struct wined3d_context *findThreadContextForSwapChain(IWineD3DSwapChain *swapchain, DWORD tid)
1832 {
1833     unsigned int i;
1834
1835     for(i = 0; i < ((IWineD3DSwapChainImpl *) swapchain)->num_contexts; i++) {
1836         if(((IWineD3DSwapChainImpl *) swapchain)->context[i]->tid == tid) {
1837             return ((IWineD3DSwapChainImpl *) swapchain)->context[i];
1838         }
1839
1840     }
1841
1842     /* Create a new context for the thread */
1843     return swapchain_create_context_for_thread(swapchain);
1844 }
1845
1846 /*****************************************************************************
1847  * FindContext
1848  *
1849  * Finds a context for the current render target and thread
1850  *
1851  * Parameters:
1852  *  target: Render target to find the context for
1853  *  tid: Thread to activate the context for
1854  *
1855  * Returns: The needed context
1856  *
1857  *****************************************************************************/
1858 static inline struct wined3d_context *FindContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, DWORD tid)
1859 {
1860     IWineD3DSwapChain *swapchain = NULL;
1861     struct wined3d_context *current_context = context_get_current();
1862     const struct StateEntry *StateTable = This->StateTable;
1863     struct wined3d_context *context;
1864     BOOL old_render_offscreen;
1865
1866     if (current_context && current_context->destroyed) current_context = NULL;
1867
1868     if (!target)
1869     {
1870         if (current_context
1871                 && current_context->current_rt
1872                 && ((IWineD3DSurfaceImpl *)current_context->surface)->resource.wineD3DDevice == This)
1873         {
1874             target = current_context->current_rt;
1875         }
1876         else
1877         {
1878             IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *)This->swapchains[0];
1879             if (swapchain->backBuffer) target = swapchain->backBuffer[0];
1880             else target = swapchain->frontBuffer;
1881         }
1882     }
1883
1884     if (current_context && current_context->current_rt == target)
1885     {
1886         context_validate(current_context);
1887         return current_context;
1888     }
1889
1890     if (SUCCEEDED(IWineD3DSurface_GetContainer(target, &IID_IWineD3DSwapChain, (void **)&swapchain))) {
1891         TRACE("Rendering onscreen\n");
1892
1893         context = findThreadContextForSwapChain(swapchain, tid);
1894
1895         old_render_offscreen = context->render_offscreen;
1896         context->render_offscreen = FALSE;
1897         /* The context != This->activeContext will catch a NOP context change. This can occur
1898          * if we are switching back to swapchain rendering in case of FBO or Back Buffer offscreen
1899          * rendering. No context change is needed in that case
1900          */
1901
1902         if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
1903             if(This->pbufferContext && tid == This->pbufferContext->tid) {
1904                 This->pbufferContext->tid = 0;
1905             }
1906         }
1907         IWineD3DSwapChain_Release(swapchain);
1908     }
1909     else
1910     {
1911         TRACE("Rendering offscreen\n");
1912
1913 retry:
1914         if (wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER)
1915         {
1916             IWineD3DSurfaceImpl *targetimpl = (IWineD3DSurfaceImpl *)target;
1917             if (!This->pbufferContext
1918                     || This->pbufferWidth < targetimpl->currentDesc.Width
1919                     || This->pbufferHeight < targetimpl->currentDesc.Height)
1920             {
1921                 if (This->pbufferContext) context_destroy(This, This->pbufferContext);
1922
1923                 /* The display is irrelevant here, the window is 0. But
1924                  * context_create() needs a valid X connection. Create the context
1925                  * on the same server as the primary swapchain. The primary
1926                  * swapchain is exists at this point. */
1927                 This->pbufferContext = context_create(This, targetimpl,
1928                         ((IWineD3DSwapChainImpl *)This->swapchains[0])->context[0]->win_handle,
1929                         TRUE /* pbuffer */, &((IWineD3DSwapChainImpl *)This->swapchains[0])->presentParms);
1930                 This->pbufferWidth = targetimpl->currentDesc.Width;
1931                 This->pbufferHeight = targetimpl->currentDesc.Height;
1932                 if (This->pbufferContext) context_release(This->pbufferContext);
1933             }
1934
1935             if (This->pbufferContext)
1936             {
1937                 if (This->pbufferContext->tid && This->pbufferContext->tid != tid)
1938                 {
1939                     FIXME("The PBuffer context is only supported for one thread for now!\n");
1940                 }
1941                 This->pbufferContext->tid = tid;
1942                 context = This->pbufferContext;
1943             }
1944             else
1945             {
1946                 ERR("Failed to create a buffer context and drawable, falling back to back buffer offscreen rendering.\n");
1947                 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
1948                 goto retry;
1949             }
1950         }
1951         else
1952         {
1953             /* Stay with the currently active context. */
1954             if (current_context
1955                     && ((IWineD3DSurfaceImpl *)current_context->surface)->resource.wineD3DDevice == This)
1956             {
1957                 context = current_context;
1958             }
1959             else
1960             {
1961                 /* This may happen if the app jumps straight into offscreen rendering
1962                  * Start using the context of the primary swapchain. tid == 0 is no problem
1963                  * for findThreadContextForSwapChain.
1964                  *
1965                  * Can also happen on thread switches - in that case findThreadContextForSwapChain
1966                  * is perfect to call. */
1967                 context = findThreadContextForSwapChain(This->swapchains[0], tid);
1968             }
1969         }
1970
1971         old_render_offscreen = context->render_offscreen;
1972         context->render_offscreen = TRUE;
1973     }
1974
1975     context_validate(context);
1976
1977     if (context->render_offscreen != old_render_offscreen)
1978     {
1979         Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable);
1980         Context_MarkStateDirty(context, STATE_VDECL, StateTable);
1981         Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
1982         Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
1983         Context_MarkStateDirty(context, STATE_FRONTFACE, StateTable);
1984     }
1985
1986     /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
1987      * the alpha blend state changes with different render target formats. */
1988     if (!context->current_rt)
1989     {
1990         Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
1991     }
1992     else
1993     {
1994         const struct GlPixelFormatDesc *old = ((IWineD3DSurfaceImpl *)context->current_rt)->resource.format_desc;
1995         const struct GlPixelFormatDesc *new = ((IWineD3DSurfaceImpl *)target)->resource.format_desc;
1996
1997         if (old->format != new->format)
1998         {
1999             /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
2000             if ((old->alpha_mask && !new->alpha_mask) || (!old->alpha_mask && new->alpha_mask)
2001                     || !(new->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
2002             {
2003                 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
2004             }
2005         }
2006
2007         /* When switching away from an offscreen render target, and we're not
2008          * using FBOs, we have to read the drawable into the texture. This is
2009          * done via PreLoad (and SFLAG_INDRAWABLE set on the surface). There
2010          * are some things that need care though. PreLoad needs a GL context,
2011          * and FindContext is called before the context is activated. It also
2012          * has to be called with the old rendertarget active, otherwise a
2013          * wrong drawable is read. */
2014         if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
2015                 && old_render_offscreen && context->current_rt != target)
2016         {
2017             BOOL oldInDraw = This->isInDraw;
2018
2019             /* surface_internal_preload() requires a context to load the
2020              * texture, so it will call context_acquire(). Set isInDraw to true
2021              * to signal surface_internal_preload() that it has a context. */
2022
2023             /* FIXME: This is just broken. There's no guarantee whatsoever
2024              * that the currently active context, if any, is appropriate for
2025              * reading back the render target. We should probably call
2026              * context_set_current(context) here and then rely on
2027              * context_acquire() doing the right thing. */
2028             This->isInDraw = TRUE;
2029
2030             /* Read the back buffer of the old drawable into the destination texture. */
2031             if (((IWineD3DSurfaceImpl *)context->current_rt)->texture_name_srgb)
2032             {
2033                 surface_internal_preload(context->current_rt, SRGB_BOTH);
2034             }
2035             else
2036             {
2037                 surface_internal_preload(context->current_rt, SRGB_RGB);
2038             }
2039
2040             IWineD3DSurface_ModifyLocation(context->current_rt, SFLAG_INDRAWABLE, FALSE);
2041
2042             This->isInDraw = oldInDraw;
2043         }
2044     }
2045
2046     context->draw_buffer_dirty = TRUE;
2047     context->current_rt = target;
2048
2049     return context;
2050 }
2051
2052 /* Context activation is done by the caller. */
2053 static void context_apply_draw_buffer(struct wined3d_context *context, BOOL blit)
2054 {
2055     const struct wined3d_gl_info *gl_info = context->gl_info;
2056     IWineD3DSurface *rt = context->current_rt;
2057     IWineD3DSwapChain *swapchain;
2058     IWineD3DDeviceImpl *device;
2059
2060     device = ((IWineD3DSurfaceImpl *)rt)->resource.wineD3DDevice;
2061     if (SUCCEEDED(IWineD3DSurface_GetContainer(rt, &IID_IWineD3DSwapChain, (void **)&swapchain)))
2062     {
2063         IWineD3DSwapChain_Release((IUnknown *)swapchain);
2064         ENTER_GL();
2065         glDrawBuffer(surface_get_gl_buffer(rt, swapchain));
2066         checkGLcall("glDrawBuffers()");
2067         LEAVE_GL();
2068     }
2069     else
2070     {
2071         ENTER_GL();
2072         if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2073         {
2074             if (!blit)
2075             {
2076                 if (gl_info->supported[ARB_DRAW_BUFFERS])
2077                 {
2078                     GL_EXTCALL(glDrawBuffersARB(gl_info->limits.buffers, device->draw_buffers));
2079                     checkGLcall("glDrawBuffers()");
2080                 }
2081                 else
2082                 {
2083                     glDrawBuffer(device->draw_buffers[0]);
2084                     checkGLcall("glDrawBuffer()");
2085                 }
2086             } else {
2087                 glDrawBuffer(GL_COLOR_ATTACHMENT0);
2088                 checkGLcall("glDrawBuffer()");
2089             }
2090         }
2091         else
2092         {
2093             glDrawBuffer(device->offscreenBuffer);
2094             checkGLcall("glDrawBuffer()");
2095         }
2096         LEAVE_GL();
2097     }
2098 }
2099
2100 /*****************************************************************************
2101  * context_acquire
2102  *
2103  * Finds a rendering context and drawable matching the device and render
2104  * target for the current thread, activates them and puts them into the
2105  * requested state.
2106  *
2107  * Params:
2108  *  This: Device to activate the context for
2109  *  target: Requested render target
2110  *  usage: Prepares the context for blitting, drawing or other actions
2111  *
2112  *****************************************************************************/
2113 struct wined3d_context *context_acquire(IWineD3DDeviceImpl *This, IWineD3DSurface *target, enum ContextUsage usage)
2114 {
2115     struct wined3d_context *current_context = context_get_current();
2116     DWORD                         tid = GetCurrentThreadId();
2117     DWORD                         i, dirtyState, idx;
2118     BYTE                          shift;
2119     const struct StateEntry       *StateTable = This->StateTable;
2120     const struct wined3d_gl_info *gl_info;
2121     struct wined3d_context *context;
2122
2123     TRACE("(%p): Selecting context for render target %p, thread %d\n", This, target, tid);
2124
2125     context = FindContext(This, target, tid);
2126     context_enter(context);
2127     if (!context->valid) return context;
2128
2129     gl_info = context->gl_info;
2130
2131     /* Activate the opengl context */
2132     if (context != current_context)
2133     {
2134         if (!context_set_current(context)) ERR("Failed to activate the new context.\n");
2135         else This->frag_pipe->enable_extension((IWineD3DDevice *)This, !context->last_was_blit);
2136
2137         if (context->vshader_const_dirty)
2138         {
2139             memset(context->vshader_const_dirty, 1,
2140                     sizeof(*context->vshader_const_dirty) * This->d3d_vshader_constantF);
2141             This->highest_dirty_vs_const = This->d3d_vshader_constantF;
2142         }
2143         if (context->pshader_const_dirty)
2144         {
2145             memset(context->pshader_const_dirty, 1,
2146                    sizeof(*context->pshader_const_dirty) * This->d3d_pshader_constantF);
2147             This->highest_dirty_ps_const = This->d3d_pshader_constantF;
2148         }
2149     }
2150     else if (context->restore_ctx)
2151     {
2152         if (!pwglMakeCurrent(context->hdc, context->glCtx))
2153         {
2154             DWORD err = GetLastError();
2155             ERR("Failed to make GL context %p current on device context %p, last error %#x.\n",
2156                     context->hdc, context->glCtx, err);
2157         }
2158     }
2159
2160     switch (usage) {
2161         case CTXUSAGE_CLEAR:
2162         case CTXUSAGE_DRAWPRIM:
2163             if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
2164                 ENTER_GL();
2165                 context_apply_fbo_state(context);
2166                 LEAVE_GL();
2167             }
2168             if (context->draw_buffer_dirty) {
2169                 context_apply_draw_buffer(context, FALSE);
2170                 context->draw_buffer_dirty = FALSE;
2171             }
2172             break;
2173
2174         case CTXUSAGE_BLIT:
2175             if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
2176                 if (context->render_offscreen)
2177                 {
2178                     FIXME("Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.\n");
2179                     ENTER_GL();
2180                     context_bind_fbo(context, GL_FRAMEBUFFER, &context->dst_fbo);
2181                     context_attach_surface_fbo(context, GL_FRAMEBUFFER, 0, target);
2182                     context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER, NULL, FALSE);
2183                     LEAVE_GL();
2184                 } else {
2185                     ENTER_GL();
2186                     context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
2187                     LEAVE_GL();
2188                 }
2189                 context->draw_buffer_dirty = TRUE;
2190             }
2191             if (context->draw_buffer_dirty) {
2192                 context_apply_draw_buffer(context, TRUE);
2193                 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
2194                     context->draw_buffer_dirty = FALSE;
2195                 }
2196             }
2197             break;
2198
2199         default:
2200             break;
2201     }
2202
2203     switch(usage) {
2204         case CTXUSAGE_RESOURCELOAD:
2205             /* This does not require any special states to be set up */
2206             break;
2207
2208         case CTXUSAGE_CLEAR:
2209             if(context->last_was_blit) {
2210                 This->frag_pipe->enable_extension((IWineD3DDevice *) This, TRUE);
2211             }
2212
2213             /* Blending and clearing should be orthogonal, but tests on the nvidia driver show that disabling
2214              * blending when clearing improves the clearing performance incredibly.
2215              */
2216             ENTER_GL();
2217             glDisable(GL_BLEND);
2218             LEAVE_GL();
2219             Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
2220
2221             ENTER_GL();
2222             glEnable(GL_SCISSOR_TEST);
2223             checkGLcall("glEnable GL_SCISSOR_TEST");
2224             LEAVE_GL();
2225             context->last_was_blit = FALSE;
2226             Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), StateTable);
2227             Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
2228             break;
2229
2230         case CTXUSAGE_DRAWPRIM:
2231             /* This needs all dirty states applied */
2232             if(context->last_was_blit) {
2233                 This->frag_pipe->enable_extension((IWineD3DDevice *) This, TRUE);
2234             }
2235
2236             IWineD3DDeviceImpl_FindTexUnitMap(This);
2237
2238             ENTER_GL();
2239             for(i=0; i < context->numDirtyEntries; i++) {
2240                 dirtyState = context->dirtyArray[i];
2241                 idx = dirtyState >> 5;
2242                 shift = dirtyState & 0x1f;
2243                 context->isStateDirty[idx] &= ~(1 << shift);
2244                 StateTable[dirtyState].apply(dirtyState, This->stateBlock, context);
2245             }
2246             LEAVE_GL();
2247             context->numDirtyEntries = 0; /* This makes the whole list clean */
2248             context->last_was_blit = FALSE;
2249             break;
2250
2251         case CTXUSAGE_BLIT:
2252             SetupForBlit(This, context,
2253                          ((IWineD3DSurfaceImpl *)target)->currentDesc.Width,
2254                          ((IWineD3DSurfaceImpl *)target)->currentDesc.Height);
2255             break;
2256
2257         default:
2258             FIXME("Unexpected context usage requested\n");
2259     }
2260
2261     return context;
2262 }