shell32: IShellView::ContextSensitiveHelp not implemented.
[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)
118 {
119     IWineD3DBaseTextureImpl *texture_impl;
120
121     /* Update base texture states array */
122     if (SUCCEEDED(IWineD3DSurface_GetContainer(surface, &IID_IWineD3DBaseTexture, (void **)&texture_impl)))
123     {
124         IWineD3DSurfaceImpl *surface_impl = (IWineD3DSurfaceImpl *)surface;
125         IWineD3DDeviceImpl *device = surface_impl->resource.device;
126         BOOL update_minfilter = FALSE;
127         BOOL update_magfilter = FALSE;
128
129         if (texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MINFILTER] != WINED3DTEXF_POINT
130             || texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MIPFILTER] != WINED3DTEXF_NONE)
131         {
132             texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
133             texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
134             update_minfilter = TRUE;
135         }
136
137         if (texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MAGFILTER] != WINED3DTEXF_POINT)
138         {
139             texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
140             update_magfilter = TRUE;
141         }
142
143         if (texture_impl->baseTexture.bindCount)
144         {
145             WARN("Render targets should not be bound to a sampler\n");
146             IWineD3DDeviceImpl_MarkStateDirty(device, STATE_SAMPLER(texture_impl->baseTexture.sampler));
147         }
148
149         IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)texture_impl);
150
151         if (update_minfilter || update_magfilter)
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             }
162             else if (target == GL_TEXTURE_RECTANGLE_ARB)
163             {
164                 bind_target = GL_TEXTURE_RECTANGLE_ARB;
165                 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
166             }
167             else
168             {
169                 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
170                 glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP_ARB, &old_binding);
171             }
172
173             glBindTexture(bind_target, surface_impl->texture_name);
174             if (update_minfilter) glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
175             if (update_magfilter) glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
176             glBindTexture(bind_target, old_binding);
177         }
178
179         checkGLcall("apply_attachment_filter_states()");
180     }
181 }
182
183 /* GL locking is done by the caller */
184 void context_attach_depth_stencil_fbo(struct wined3d_context *context,
185         GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer)
186 {
187     IWineD3DSurfaceImpl *depth_stencil_impl = (IWineD3DSurfaceImpl *)depth_stencil;
188     const struct wined3d_gl_info *gl_info = context->gl_info;
189
190     TRACE("Attach depth stencil %p\n", depth_stencil);
191
192     if (depth_stencil)
193     {
194         DWORD format_flags = depth_stencil_impl->resource.format_desc->Flags;
195
196         if (use_render_buffer && depth_stencil_impl->current_renderbuffer)
197         {
198             if (format_flags & WINED3DFMT_FLAG_DEPTH)
199             {
200                 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_DEPTH_ATTACHMENT,
201                         GL_RENDERBUFFER, depth_stencil_impl->current_renderbuffer->id);
202                 checkGLcall("glFramebufferRenderbuffer()");
203             }
204
205             if (format_flags & WINED3DFMT_FLAG_STENCIL)
206             {
207                 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_STENCIL_ATTACHMENT,
208                         GL_RENDERBUFFER, depth_stencil_impl->current_renderbuffer->id);
209                 checkGLcall("glFramebufferRenderbuffer()");
210             }
211         }
212         else
213         {
214             surface_prepare_texture(depth_stencil_impl, gl_info, FALSE);
215             context_apply_attachment_filter_states(depth_stencil);
216
217             if (format_flags & WINED3DFMT_FLAG_DEPTH)
218             {
219                 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT,
220                         depth_stencil_impl->texture_target, depth_stencil_impl->texture_name,
221                         depth_stencil_impl->texture_level);
222                 checkGLcall("glFramebufferTexture2D()");
223             }
224
225             if (format_flags & WINED3DFMT_FLAG_STENCIL)
226             {
227                 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT,
228                         depth_stencil_impl->texture_target, depth_stencil_impl->texture_name,
229                         depth_stencil_impl->texture_level);
230                 checkGLcall("glFramebufferTexture2D()");
231             }
232         }
233
234         if (!(format_flags & WINED3DFMT_FLAG_DEPTH))
235         {
236             gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
237             checkGLcall("glFramebufferTexture2D()");
238         }
239
240         if (!(format_flags & WINED3DFMT_FLAG_STENCIL))
241         {
242             gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
243             checkGLcall("glFramebufferTexture2D()");
244         }
245     }
246     else
247     {
248         gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
249         checkGLcall("glFramebufferTexture2D()");
250
251         gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
252         checkGLcall("glFramebufferTexture2D()");
253     }
254 }
255
256 /* GL locking is done by the caller */
257 void context_attach_surface_fbo(const struct wined3d_context *context,
258         GLenum fbo_target, DWORD idx, IWineD3DSurface *surface)
259 {
260     IWineD3DSurfaceImpl *surface_impl = (IWineD3DSurfaceImpl *)surface;
261     const struct wined3d_gl_info *gl_info = context->gl_info;
262
263     TRACE("Attach surface %p to %u\n", surface, idx);
264
265     if (surface)
266     {
267         surface_prepare_texture(surface_impl, gl_info, FALSE);
268         context_apply_attachment_filter_states(surface);
269
270         gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_COLOR_ATTACHMENT0 + idx, surface_impl->texture_target,
271                 surface_impl->texture_name, surface_impl->texture_level);
272         checkGLcall("glFramebufferTexture2D()");
273     }
274     else
275     {
276         gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_COLOR_ATTACHMENT0 + idx, GL_TEXTURE_2D, 0, 0);
277         checkGLcall("glFramebufferTexture2D()");
278     }
279 }
280
281 /* GL locking is done by the caller */
282 static void context_check_fbo_status(struct wined3d_context *context)
283 {
284     const struct wined3d_gl_info *gl_info = context->gl_info;
285     GLenum status;
286
287     status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
288     if (status == GL_FRAMEBUFFER_COMPLETE)
289     {
290         TRACE("FBO complete\n");
291     } else {
292         IWineD3DSurfaceImpl *attachment;
293         unsigned int i;
294         FIXME("FBO status %s (%#x)\n", debug_fbostatus(status), status);
295
296         if (!context->current_fbo)
297         {
298             ERR("FBO 0 is incomplete, driver bug?\n");
299             return;
300         }
301
302         /* Dump the FBO attachments */
303         for (i = 0; i < gl_info->limits.buffers; ++i)
304         {
305             attachment = (IWineD3DSurfaceImpl *)context->current_fbo->render_targets[i];
306             if (attachment)
307             {
308                 FIXME("\tColor attachment %d: (%p) %s %ux%u\n",
309                         i, attachment, debug_d3dformat(attachment->resource.format_desc->format),
310                         attachment->pow2Width, attachment->pow2Height);
311             }
312         }
313         attachment = (IWineD3DSurfaceImpl *)context->current_fbo->depth_stencil;
314         if (attachment)
315         {
316             FIXME("\tDepth attachment: (%p) %s %ux%u\n",
317                     attachment, debug_d3dformat(attachment->resource.format_desc->format),
318                     attachment->pow2Width, attachment->pow2Height);
319         }
320     }
321 }
322
323 static struct fbo_entry *context_create_fbo_entry(struct wined3d_context *context)
324 {
325     const struct wined3d_gl_info *gl_info = context->gl_info;
326     IWineD3DDeviceImpl *device = context->swapchain->device;
327     struct fbo_entry *entry;
328
329     entry = HeapAlloc(GetProcessHeap(), 0, sizeof(*entry));
330     entry->render_targets = HeapAlloc(GetProcessHeap(), 0, gl_info->limits.buffers * sizeof(*entry->render_targets));
331     memcpy(entry->render_targets, device->render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets));
332     entry->depth_stencil = device->stencilBufferTarget;
333     entry->attached = FALSE;
334     entry->id = 0;
335
336     return entry;
337 }
338
339 /* GL locking is done by the caller */
340 static void context_reuse_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
341 {
342     const struct wined3d_gl_info *gl_info = context->gl_info;
343     IWineD3DDeviceImpl *device = context->swapchain->device;
344
345     context_bind_fbo(context, GL_FRAMEBUFFER, &entry->id);
346     context_clean_fbo_attachments(gl_info);
347
348     memcpy(entry->render_targets, device->render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets));
349     entry->depth_stencil = device->stencilBufferTarget;
350     entry->attached = FALSE;
351 }
352
353 /* GL locking is done by the caller */
354 static void context_destroy_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
355 {
356     if (entry->id)
357     {
358         TRACE("Destroy FBO %d\n", entry->id);
359         context_destroy_fbo(context, &entry->id);
360     }
361     --context->fbo_entry_count;
362     list_remove(&entry->entry);
363     HeapFree(GetProcessHeap(), 0, entry->render_targets);
364     HeapFree(GetProcessHeap(), 0, entry);
365 }
366
367
368 /* GL locking is done by the caller */
369 static struct fbo_entry *context_find_fbo_entry(struct wined3d_context *context)
370 {
371     const struct wined3d_gl_info *gl_info = context->gl_info;
372     IWineD3DDeviceImpl *device = context->swapchain->device;
373     struct fbo_entry *entry;
374
375     LIST_FOR_EACH_ENTRY(entry, &context->fbo_list, struct fbo_entry, entry)
376     {
377         if (!memcmp(entry->render_targets,
378                 device->render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets))
379                 && entry->depth_stencil == device->stencilBufferTarget)
380         {
381             list_remove(&entry->entry);
382             list_add_head(&context->fbo_list, &entry->entry);
383             return entry;
384         }
385     }
386
387     if (context->fbo_entry_count < WINED3D_MAX_FBO_ENTRIES)
388     {
389         entry = context_create_fbo_entry(context);
390         list_add_head(&context->fbo_list, &entry->entry);
391         ++context->fbo_entry_count;
392     }
393     else
394     {
395         entry = LIST_ENTRY(list_tail(&context->fbo_list), struct fbo_entry, entry);
396         context_reuse_fbo_entry(context, entry);
397         list_remove(&entry->entry);
398         list_add_head(&context->fbo_list, &entry->entry);
399     }
400
401     return entry;
402 }
403
404 /* GL locking is done by the caller */
405 static void context_apply_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
406 {
407     const struct wined3d_gl_info *gl_info = context->gl_info;
408     IWineD3DDeviceImpl *device = context->swapchain->device;
409     unsigned int i;
410
411     context_bind_fbo(context, GL_FRAMEBUFFER, &entry->id);
412
413     if (!entry->attached)
414     {
415         /* Apply render targets */
416         for (i = 0; i < gl_info->limits.buffers; ++i)
417         {
418             IWineD3DSurface *render_target = device->render_targets[i];
419             context_attach_surface_fbo(context, GL_FRAMEBUFFER, i, render_target);
420         }
421
422         /* Apply depth targets */
423         if (device->stencilBufferTarget)
424         {
425             unsigned int w = ((IWineD3DSurfaceImpl *)device->render_targets[0])->pow2Width;
426             unsigned int h = ((IWineD3DSurfaceImpl *)device->render_targets[0])->pow2Height;
427
428             surface_set_compatible_renderbuffer(device->stencilBufferTarget, w, h);
429         }
430         context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER, device->stencilBufferTarget, TRUE);
431
432         entry->attached = TRUE;
433     }
434     else
435     {
436         for (i = 0; i < gl_info->limits.buffers; ++i)
437         {
438             if (device->render_targets[i])
439                 context_apply_attachment_filter_states(device->render_targets[i]);
440         }
441         if (device->stencilBufferTarget)
442             context_apply_attachment_filter_states(device->stencilBufferTarget);
443     }
444
445     for (i = 0; i < gl_info->limits.buffers; ++i)
446     {
447         if (device->render_targets[i])
448             device->draw_buffers[i] = GL_COLOR_ATTACHMENT0 + i;
449         else
450             device->draw_buffers[i] = GL_NONE;
451     }
452 }
453
454 /* GL locking is done by the caller */
455 static void context_apply_fbo_state(struct wined3d_context *context)
456 {
457     struct fbo_entry *entry, *entry2;
458
459     LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry)
460     {
461         context_destroy_fbo_entry(context, entry);
462     }
463
464     if (context->rebind_fbo)
465     {
466         context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
467         context->rebind_fbo = FALSE;
468     }
469
470     if (context->render_offscreen)
471     {
472         context->current_fbo = context_find_fbo_entry(context);
473         context_apply_fbo_entry(context, context->current_fbo);
474     } else {
475         context->current_fbo = NULL;
476         context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
477     }
478
479     context_check_fbo_status(context);
480 }
481
482 /* Context activation is done by the caller. */
483 void context_alloc_occlusion_query(struct wined3d_context *context, struct wined3d_occlusion_query *query)
484 {
485     const struct wined3d_gl_info *gl_info = context->gl_info;
486
487     if (context->free_occlusion_query_count)
488     {
489         query->id = context->free_occlusion_queries[--context->free_occlusion_query_count];
490     }
491     else
492     {
493         if (gl_info->supported[ARB_OCCLUSION_QUERY])
494         {
495             ENTER_GL();
496             GL_EXTCALL(glGenQueriesARB(1, &query->id));
497             checkGLcall("glGenQueriesARB");
498             LEAVE_GL();
499
500             TRACE("Allocated occlusion query %u in context %p.\n", query->id, context);
501         }
502         else
503         {
504             WARN("Occlusion queries not supported, not allocating query id.\n");
505             query->id = 0;
506         }
507     }
508
509     query->context = context;
510     list_add_head(&context->occlusion_queries, &query->entry);
511 }
512
513 void context_free_occlusion_query(struct wined3d_occlusion_query *query)
514 {
515     struct wined3d_context *context = query->context;
516
517     list_remove(&query->entry);
518     query->context = NULL;
519
520     if (context->free_occlusion_query_count >= context->free_occlusion_query_size - 1)
521     {
522         UINT new_size = context->free_occlusion_query_size << 1;
523         GLuint *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_occlusion_queries,
524                 new_size * sizeof(*context->free_occlusion_queries));
525
526         if (!new_data)
527         {
528             ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context);
529             return;
530         }
531
532         context->free_occlusion_query_size = new_size;
533         context->free_occlusion_queries = new_data;
534     }
535
536     context->free_occlusion_queries[context->free_occlusion_query_count++] = query->id;
537 }
538
539 /* Context activation is done by the caller. */
540 void context_alloc_event_query(struct wined3d_context *context, struct wined3d_event_query *query)
541 {
542     const struct wined3d_gl_info *gl_info = context->gl_info;
543
544     if (context->free_event_query_count)
545     {
546         query->object = context->free_event_queries[--context->free_event_query_count];
547     }
548     else
549     {
550         if (gl_info->supported[ARB_SYNC])
551         {
552             /* Using ARB_sync, not much to do here. */
553             query->object.sync = NULL;
554             TRACE("Allocated event query %p in context %p.\n", query->object.sync, context);
555         }
556         else if (gl_info->supported[APPLE_FENCE])
557         {
558             ENTER_GL();
559             GL_EXTCALL(glGenFencesAPPLE(1, &query->object.id));
560             checkGLcall("glGenFencesAPPLE");
561             LEAVE_GL();
562
563             TRACE("Allocated event query %u in context %p.\n", query->object.id, context);
564         }
565         else if(gl_info->supported[NV_FENCE])
566         {
567             ENTER_GL();
568             GL_EXTCALL(glGenFencesNV(1, &query->object.id));
569             checkGLcall("glGenFencesNV");
570             LEAVE_GL();
571
572             TRACE("Allocated event query %u in context %p.\n", query->object.id, context);
573         }
574         else
575         {
576             WARN("Event queries not supported, not allocating query id.\n");
577             query->object.id = 0;
578         }
579     }
580
581     query->context = context;
582     list_add_head(&context->event_queries, &query->entry);
583 }
584
585 void context_free_event_query(struct wined3d_event_query *query)
586 {
587     struct wined3d_context *context = query->context;
588
589     list_remove(&query->entry);
590     query->context = NULL;
591
592     if (context->free_event_query_count >= context->free_event_query_size - 1)
593     {
594         UINT new_size = context->free_event_query_size << 1;
595         union wined3d_gl_query_object *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_event_queries,
596                 new_size * sizeof(*context->free_event_queries));
597
598         if (!new_data)
599         {
600             ERR("Failed to grow free list, leaking query %u in context %p.\n", query->object.id, context);
601             return;
602         }
603
604         context->free_event_query_size = new_size;
605         context->free_event_queries = new_data;
606     }
607
608     context->free_event_queries[context->free_event_query_count++] = query->object;
609 }
610
611 void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource, WINED3DRESOURCETYPE type)
612 {
613     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
614     UINT i;
615
616     if (!This->d3d_initialized) return;
617
618     switch(type)
619     {
620         case WINED3DRTYPE_SURFACE:
621         {
622             for (i = 0; i < This->numContexts; ++i)
623             {
624                 struct wined3d_context *context = This->contexts[i];
625                 const struct wined3d_gl_info *gl_info = context->gl_info;
626                 struct fbo_entry *entry, *entry2;
627
628                 if (context->current_rt == (IWineD3DSurface *)resource) context->current_rt = NULL;
629
630                 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
631                 {
632                     UINT j;
633
634                     if (entry->depth_stencil == (IWineD3DSurface *)resource)
635                     {
636                         list_remove(&entry->entry);
637                         list_add_head(&context->fbo_destroy_list, &entry->entry);
638                         continue;
639                     }
640
641                     for (j = 0; j < gl_info->limits.buffers; ++j)
642                     {
643                         if (entry->render_targets[j] == (IWineD3DSurface *)resource)
644                         {
645                             list_remove(&entry->entry);
646                             list_add_head(&context->fbo_destroy_list, &entry->entry);
647                             break;
648                         }
649                     }
650                 }
651             }
652
653             break;
654         }
655
656         default:
657             break;
658     }
659 }
660
661 void context_surface_update(struct wined3d_context *context, IWineD3DSurfaceImpl *surface)
662 {
663     const struct wined3d_gl_info *gl_info = context->gl_info;
664     struct fbo_entry *entry = context->current_fbo;
665     unsigned int i;
666
667     if (!entry || context->rebind_fbo) return;
668
669     for (i = 0; i < gl_info->limits.buffers; ++i)
670     {
671         if (surface == (IWineD3DSurfaceImpl *)entry->render_targets[i])
672         {
673             TRACE("Updated surface %p is bound as color attachment %u to the current FBO.\n", surface, i);
674             context->rebind_fbo = TRUE;
675             return;
676         }
677     }
678
679     if (surface == (IWineD3DSurfaceImpl *)entry->depth_stencil)
680     {
681         TRACE("Updated surface %p is bound as depth attachment to the current FBO.\n", surface);
682         context->rebind_fbo = TRUE;
683     }
684 }
685
686 static BOOL context_set_pixel_format(const struct wined3d_gl_info *gl_info, HDC dc, int format)
687 {
688     int current = GetPixelFormat(dc);
689
690     if (current == format) return TRUE;
691
692     if (!current)
693     {
694         if (!SetPixelFormat(dc, format, NULL))
695         {
696             ERR("Failed to set pixel format %d on device context %p, last error %#x.\n",
697                     format, dc, GetLastError());
698             return FALSE;
699         }
700         return TRUE;
701     }
702
703     /* By default WGL doesn't allow pixel format adjustments but we need it
704      * here. For this reason there's a Wine specific wglSetPixelFormat()
705      * which allows us to set the pixel format multiple times. Only use it
706      * when really needed. */
707     if (gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH])
708     {
709         if (!GL_EXTCALL(wglSetPixelFormatWINE(dc, format, NULL)))
710         {
711             ERR("wglSetPixelFormatWINE failed to set pixel format %d on device context %p.\n",
712                     format, dc);
713             return FALSE;
714         }
715         return TRUE;
716     }
717
718     /* OpenGL doesn't allow pixel format adjustments. Print an error and
719      * continue using the old format. There's a big chance that the old
720      * format works although with a performance hit and perhaps rendering
721      * errors. */
722     ERR("Unable to set pixel format %d on device context %p. Already using format %d.\n",
723             format, dc, current);
724     return TRUE;
725 }
726
727 static void context_update_window(struct wined3d_context *context)
728 {
729     TRACE("Updating context %p window from %p to %p.\n",
730             context, context->win_handle, context->swapchain->win_handle);
731
732     if (context->valid)
733     {
734         if (!ReleaseDC(context->win_handle, context->hdc))
735         {
736             ERR("Failed to release device context %p, last error %#x.\n",
737                     context->hdc, GetLastError());
738         }
739     }
740     else context->valid = 1;
741
742     context->win_handle = context->swapchain->win_handle;
743
744     if (!(context->hdc = GetDC(context->win_handle)))
745     {
746         ERR("Failed to get a device context for window %p.\n", context->win_handle);
747         goto err;
748     }
749
750     if (!context_set_pixel_format(context->gl_info, context->hdc, context->pixel_format))
751     {
752         ERR("Failed to set pixel format %d on device context %p.\n",
753                 context->pixel_format, context->hdc);
754         goto err;
755     }
756
757     if (!pwglMakeCurrent(context->hdc, context->glCtx))
758     {
759         ERR("Failed to make GL context %p current on device context %p, last error %#x.\n",
760                 context->glCtx, context->hdc, GetLastError());
761         goto err;
762     }
763
764     return;
765
766 err:
767     context->valid = 0;
768 }
769
770 static void context_validate(struct wined3d_context *context)
771 {
772     HWND wnd = WindowFromDC(context->hdc);
773
774     if (wnd != context->win_handle)
775     {
776         WARN("DC %p belongs to window %p instead of %p.\n",
777                 context->hdc, wnd, context->win_handle);
778         context->valid = 0;
779     }
780
781     if (context->win_handle != context->swapchain->win_handle)
782         context_update_window(context);
783 }
784
785 static void context_destroy_gl_resources(struct wined3d_context *context)
786 {
787     const struct wined3d_gl_info *gl_info = context->gl_info;
788     struct wined3d_occlusion_query *occlusion_query;
789     struct wined3d_event_query *event_query;
790     struct fbo_entry *entry, *entry2;
791     HGLRC restore_ctx;
792     HDC restore_dc;
793     unsigned int i;
794
795     restore_ctx = pwglGetCurrentContext();
796     restore_dc = pwglGetCurrentDC();
797
798     context_validate(context);
799     if (context->valid && restore_ctx != context->glCtx) pwglMakeCurrent(context->hdc, context->glCtx);
800     else restore_ctx = NULL;
801
802     ENTER_GL();
803
804     LIST_FOR_EACH_ENTRY(occlusion_query, &context->occlusion_queries, struct wined3d_occlusion_query, entry)
805     {
806         if (context->valid && gl_info->supported[ARB_OCCLUSION_QUERY])
807             GL_EXTCALL(glDeleteQueriesARB(1, &occlusion_query->id));
808         occlusion_query->context = NULL;
809     }
810
811     LIST_FOR_EACH_ENTRY(event_query, &context->event_queries, struct wined3d_event_query, entry)
812     {
813         if (context->valid)
814         {
815             if (gl_info->supported[ARB_SYNC])
816             {
817                 if (event_query->object.sync) GL_EXTCALL(glDeleteSync(event_query->object.sync));
818             }
819             else if (gl_info->supported[APPLE_FENCE]) GL_EXTCALL(glDeleteFencesAPPLE(1, &event_query->object.id));
820             else if (gl_info->supported[NV_FENCE]) GL_EXTCALL(glDeleteFencesNV(1, &event_query->object.id));
821         }
822         event_query->context = NULL;
823     }
824
825     LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry)
826     {
827         if (!context->valid) entry->id = 0;
828         context_destroy_fbo_entry(context, entry);
829     }
830
831     LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
832     {
833         if (!context->valid) entry->id = 0;
834         context_destroy_fbo_entry(context, entry);
835     }
836
837     if (context->valid)
838     {
839         if (context->src_fbo)
840         {
841             TRACE("Destroy src FBO %d\n", context->src_fbo);
842             context_destroy_fbo(context, &context->src_fbo);
843         }
844         if (context->dst_fbo)
845         {
846             TRACE("Destroy dst FBO %d\n", context->dst_fbo);
847             context_destroy_fbo(context, &context->dst_fbo);
848         }
849         if (context->dummy_arbfp_prog)
850         {
851             GL_EXTCALL(glDeleteProgramsARB(1, &context->dummy_arbfp_prog));
852         }
853
854         if (gl_info->supported[ARB_OCCLUSION_QUERY])
855             GL_EXTCALL(glDeleteQueriesARB(context->free_occlusion_query_count, context->free_occlusion_queries));
856
857         if (gl_info->supported[ARB_SYNC])
858         {
859             if (event_query->object.sync) GL_EXTCALL(glDeleteSync(event_query->object.sync));
860         }
861         else if (gl_info->supported[APPLE_FENCE])
862         {
863             for (i = 0; i < context->free_event_query_count; ++i)
864             {
865                 GL_EXTCALL(glDeleteFencesAPPLE(1, &context->free_event_queries[i].id));
866             }
867         }
868         else if (gl_info->supported[NV_FENCE])
869         {
870             for (i = 0; i < context->free_event_query_count; ++i)
871             {
872                 GL_EXTCALL(glDeleteFencesNV(1, &context->free_event_queries[i].id));
873             }
874         }
875
876         checkGLcall("context cleanup");
877     }
878
879     LEAVE_GL();
880
881     HeapFree(GetProcessHeap(), 0, context->free_occlusion_queries);
882     HeapFree(GetProcessHeap(), 0, context->free_event_queries);
883
884     if (restore_ctx)
885     {
886         if (!pwglMakeCurrent(restore_dc, restore_ctx))
887         {
888             DWORD err = GetLastError();
889             ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
890                     restore_ctx, restore_dc, err);
891         }
892     }
893     else if (pwglGetCurrentContext() && !pwglMakeCurrent(NULL, NULL))
894     {
895         ERR("Failed to disable GL context.\n");
896     }
897
898     ReleaseDC(context->win_handle, context->hdc);
899
900     if (!pwglDeleteContext(context->glCtx))
901     {
902         DWORD err = GetLastError();
903         ERR("wglDeleteContext(%p) failed, last error %#x.\n", context->glCtx, err);
904     }
905 }
906
907 DWORD context_get_tls_idx(void)
908 {
909     return wined3d_context_tls_idx;
910 }
911
912 void context_set_tls_idx(DWORD idx)
913 {
914     wined3d_context_tls_idx = idx;
915 }
916
917 struct wined3d_context *context_get_current(void)
918 {
919     return TlsGetValue(wined3d_context_tls_idx);
920 }
921
922 BOOL context_set_current(struct wined3d_context *ctx)
923 {
924     struct wined3d_context *old = context_get_current();
925
926     if (old == ctx)
927     {
928         TRACE("Already using D3D context %p.\n", ctx);
929         return TRUE;
930     }
931
932     if (old)
933     {
934         if (old->destroyed)
935         {
936             TRACE("Switching away from destroyed context %p.\n", old);
937             context_destroy_gl_resources(old);
938             HeapFree(GetProcessHeap(), 0, old);
939         }
940         else
941         {
942             old->current = 0;
943         }
944     }
945
946     if (ctx)
947     {
948         TRACE("Switching to D3D context %p, GL context %p, device context %p.\n", ctx, ctx->glCtx, ctx->hdc);
949         if (!pwglMakeCurrent(ctx->hdc, ctx->glCtx))
950         {
951             DWORD err = GetLastError();
952             ERR("Failed to make GL context %p current on device context %p, last error %#x.\n",
953                     ctx->glCtx, ctx->hdc, err);
954             TlsSetValue(wined3d_context_tls_idx, NULL);
955             return FALSE;
956         }
957         ctx->current = 1;
958     }
959     else if(pwglGetCurrentContext())
960     {
961         TRACE("Clearing current D3D context.\n");
962         if (!pwglMakeCurrent(NULL, NULL))
963         {
964             DWORD err = GetLastError();
965             ERR("Failed to clear current GL context, last error %#x.\n", err);
966             TlsSetValue(wined3d_context_tls_idx, NULL);
967             return FALSE;
968         }
969     }
970
971     return TlsSetValue(wined3d_context_tls_idx, ctx);
972 }
973
974 void context_release(struct wined3d_context *context)
975 {
976     TRACE("Releasing context %p, level %u.\n", context, context->level);
977
978     if (WARN_ON(d3d))
979     {
980         if (!context->level)
981             WARN("Context %p is not active.\n", context);
982         else if (context != context_get_current())
983             WARN("Context %p is not the current context.\n", context);
984     }
985
986     if (!--context->level && context->restore_ctx)
987     {
988         TRACE("Restoring GL context %p on device context %p.\n", context->restore_ctx, context->restore_dc);
989         if (!pwglMakeCurrent(context->restore_dc, context->restore_ctx))
990         {
991             DWORD err = GetLastError();
992             ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
993                     context->restore_ctx, context->restore_dc, err);
994         }
995         context->restore_ctx = NULL;
996         context->restore_dc = NULL;
997     }
998 }
999
1000 static void context_enter(struct wined3d_context *context)
1001 {
1002     TRACE("Entering context %p, level %u.\n", context, context->level + 1);
1003
1004     if (!context->level++)
1005     {
1006         const struct wined3d_context *current_context = context_get_current();
1007         HGLRC current_gl = pwglGetCurrentContext();
1008
1009         if (current_gl && (!current_context || current_context->glCtx != current_gl))
1010         {
1011             TRACE("Another GL context (%p on device context %p) is already current.\n",
1012                     current_gl, pwglGetCurrentDC());
1013             context->restore_ctx = current_gl;
1014             context->restore_dc = pwglGetCurrentDC();
1015         }
1016     }
1017 }
1018
1019 /*****************************************************************************
1020  * Context_MarkStateDirty
1021  *
1022  * Marks a state in a context dirty. Only one context, opposed to
1023  * IWineD3DDeviceImpl_MarkStateDirty, which marks the state dirty in all
1024  * contexts
1025  *
1026  * Params:
1027  *  context: Context to mark the state dirty in
1028  *  state: State to mark dirty
1029  *  StateTable: Pointer to the state table in use(for state grouping)
1030  *
1031  *****************************************************************************/
1032 static void Context_MarkStateDirty(struct wined3d_context *context, DWORD state, const struct StateEntry *StateTable)
1033 {
1034     DWORD rep = StateTable[state].representative;
1035     DWORD idx;
1036     BYTE shift;
1037
1038     if (isStateDirty(context, rep)) return;
1039
1040     context->dirtyArray[context->numDirtyEntries++] = rep;
1041     idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
1042     shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
1043     context->isStateDirty[idx] |= (1 << shift);
1044 }
1045
1046 /* This function takes care of WineD3D pixel format selection. */
1047 static int WineD3D_ChoosePixelFormat(IWineD3DDeviceImpl *This, HDC hdc,
1048         const struct wined3d_format_desc *color_format_desc, const struct wined3d_format_desc *ds_format_desc,
1049         BOOL auxBuffers, int numSamples, BOOL findCompatible)
1050 {
1051     int iPixelFormat=0;
1052     unsigned int matchtry;
1053     short redBits, greenBits, blueBits, alphaBits, colorBits;
1054     short depthBits=0, stencilBits=0;
1055
1056     struct match_type {
1057         BOOL require_aux;
1058         BOOL exact_alpha;
1059         BOOL exact_color;
1060     } matches[] = {
1061         /* First, try without alpha match buffers. MacOS supports aux buffers only
1062          * on A8R8G8B8, and we prefer better offscreen rendering over an alpha match.
1063          * Then try without aux buffers - this is the most common cause for not
1064          * finding a pixel format. Also some drivers(the open source ones)
1065          * only offer 32 bit ARB pixel formats. First try without an exact alpha
1066          * match, then try without an exact alpha and color match.
1067          */
1068         { TRUE,  TRUE,  TRUE  },
1069         { TRUE,  FALSE, TRUE  },
1070         { FALSE, TRUE,  TRUE  },
1071         { FALSE, FALSE, TRUE  },
1072         { TRUE,  FALSE, FALSE },
1073         { FALSE, FALSE, FALSE },
1074     };
1075
1076     int i = 0;
1077     int nCfgs = This->adapter->nCfgs;
1078
1079     TRACE("ColorFormat=%s, DepthStencilFormat=%s, auxBuffers=%d, numSamples=%d, findCompatible=%d\n",
1080           debug_d3dformat(color_format_desc->format), debug_d3dformat(ds_format_desc->format),
1081           auxBuffers, numSamples, findCompatible);
1082
1083     if (!getColorBits(color_format_desc, &redBits, &greenBits, &blueBits, &alphaBits, &colorBits))
1084     {
1085         ERR("Unable to get color bits for format %s (%#x)!\n",
1086                 debug_d3dformat(color_format_desc->format), color_format_desc->format);
1087         return 0;
1088     }
1089
1090     /* In WGL both color, depth and stencil are features of a pixel format. In case of D3D they are separate.
1091      * You are able to add a depth + stencil surface at a later stage when you need it.
1092      * In order to support this properly in WineD3D we need the ability to recreate the opengl context and
1093      * drawable when this is required. This is very tricky as we need to reapply ALL opengl states for the new
1094      * context, need torecreate shaders, textures and other resources.
1095      *
1096      * The context manager already takes care of the state problem and for the other tasks code from Reset
1097      * can be used. These changes are way to risky during the 1.0 code freeze which is taking place right now.
1098      * Likely a lot of other new bugs will be exposed. For that reason request a depth stencil surface all the
1099      * time. It can cause a slight performance hit but fixes a lot of regressions. A fixme reminds of that this
1100      * issue needs to be fixed. */
1101     if (ds_format_desc->format != WINED3DFMT_D24_UNORM_S8_UINT)
1102     {
1103         FIXME("Add OpenGL context recreation support to SetDepthStencilSurface\n");
1104         ds_format_desc = getFormatDescEntry(WINED3DFMT_D24_UNORM_S8_UINT, &This->adapter->gl_info);
1105     }
1106
1107     getDepthStencilBits(ds_format_desc, &depthBits, &stencilBits);
1108
1109     for(matchtry = 0; matchtry < (sizeof(matches) / sizeof(matches[0])) && !iPixelFormat; matchtry++) {
1110         for(i=0; i<nCfgs; i++) {
1111             BOOL exactDepthMatch = TRUE;
1112             WineD3D_PixelFormat *cfg = &This->adapter->cfgs[i];
1113
1114             /* For now only accept RGBA formats. Perhaps some day we will
1115              * allow floating point formats for pbuffers. */
1116             if(cfg->iPixelType != WGL_TYPE_RGBA_ARB)
1117                 continue;
1118
1119             /* In window mode we need a window drawable format and double buffering. */
1120             if(!(cfg->windowDrawable && cfg->doubleBuffer))
1121                 continue;
1122
1123             /* We like to have aux buffers in backbuffer mode */
1124             if(auxBuffers && !cfg->auxBuffers && matches[matchtry].require_aux)
1125                 continue;
1126
1127             if(matches[matchtry].exact_color) {
1128                 if(cfg->redSize != redBits)
1129                     continue;
1130                 if(cfg->greenSize != greenBits)
1131                     continue;
1132                 if(cfg->blueSize != blueBits)
1133                     continue;
1134             } else {
1135                 if(cfg->redSize < redBits)
1136                     continue;
1137                 if(cfg->greenSize < greenBits)
1138                     continue;
1139                 if(cfg->blueSize < blueBits)
1140                     continue;
1141             }
1142             if(matches[matchtry].exact_alpha) {
1143                 if(cfg->alphaSize != alphaBits)
1144                     continue;
1145             } else {
1146                 if(cfg->alphaSize < alphaBits)
1147                     continue;
1148             }
1149
1150             /* We try to locate a format which matches our requirements exactly. In case of
1151              * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
1152             if(cfg->depthSize < depthBits)
1153                 continue;
1154             else if(cfg->depthSize > depthBits)
1155                 exactDepthMatch = FALSE;
1156
1157             /* In all cases make sure the number of stencil bits matches our requirements
1158              * even when we don't need stencil because it could affect performance EXCEPT
1159              * on cards which don't offer depth formats without stencil like the i915 drivers
1160              * on Linux. */
1161             if(stencilBits != cfg->stencilSize && !(This->adapter->brokenStencil && stencilBits <= cfg->stencilSize))
1162                 continue;
1163
1164             /* Check multisampling support */
1165             if(cfg->numSamples != numSamples)
1166                 continue;
1167
1168             /* When we have passed all the checks then we have found a format which matches our
1169              * requirements. Note that we only check for a limit number of capabilities right now,
1170              * so there can easily be a dozen of pixel formats which appear to be the 'same' but
1171              * can still differ in things like multisampling, stereo, SRGB and other flags.
1172              */
1173
1174             /* Exit the loop as we have found a format :) */
1175             if(exactDepthMatch) {
1176                 iPixelFormat = cfg->iPixelFormat;
1177                 break;
1178             } else if(!iPixelFormat) {
1179                 /* In the end we might end up with a format which doesn't exactly match our depth
1180                  * requirements. Accept the first format we found because formats with higher iPixelFormat
1181                  * values tend to have more extended capabilities (e.g. multisampling) which we don't need. */
1182                 iPixelFormat = cfg->iPixelFormat;
1183             }
1184         }
1185     }
1186
1187     /* When findCompatible is set and no suitable format was found, let ChoosePixelFormat choose a pixel format in order not to crash. */
1188     if(!iPixelFormat && !findCompatible) {
1189         ERR("Can't find a suitable iPixelFormat\n");
1190         return FALSE;
1191     } else if(!iPixelFormat) {
1192         PIXELFORMATDESCRIPTOR pfd;
1193
1194         TRACE("Falling back to ChoosePixelFormat as we weren't able to find an exactly matching pixel format\n");
1195         /* PixelFormat selection */
1196         ZeroMemory(&pfd, sizeof(pfd));
1197         pfd.nSize      = sizeof(pfd);
1198         pfd.nVersion   = 1;
1199         pfd.dwFlags    = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
1200         pfd.iPixelType = PFD_TYPE_RGBA;
1201         pfd.cAlphaBits = alphaBits;
1202         pfd.cColorBits = colorBits;
1203         pfd.cDepthBits = depthBits;
1204         pfd.cStencilBits = stencilBits;
1205         pfd.iLayerType = PFD_MAIN_PLANE;
1206
1207         iPixelFormat = ChoosePixelFormat(hdc, &pfd);
1208         if(!iPixelFormat) {
1209             /* If this happens something is very wrong as ChoosePixelFormat barely fails */
1210             ERR("Can't find a suitable iPixelFormat\n");
1211             return FALSE;
1212         }
1213     }
1214
1215     TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s\n",
1216             iPixelFormat, debug_d3dformat(color_format_desc->format), debug_d3dformat(ds_format_desc->format));
1217     return iPixelFormat;
1218 }
1219
1220 /*****************************************************************************
1221  * context_create
1222  *
1223  * Creates a new context.
1224  *
1225  * * Params:
1226  *  This: Device to activate the context for
1227  *  target: Surface this context will render to
1228  *  win_handle: handle to the window which we are drawing to
1229  *  pPresentParameters: contains the pixelformats to use for onscreen rendering
1230  *
1231  *****************************************************************************/
1232 struct wined3d_context *context_create(IWineD3DSwapChainImpl *swapchain, IWineD3DSurfaceImpl *target)
1233 {
1234     IWineD3DDeviceImpl *device = swapchain->device;
1235     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1236     const struct wined3d_format_desc *color_format_desc;
1237     const struct wined3d_format_desc *ds_format_desc;
1238     struct wined3d_context *ret;
1239     PIXELFORMATDESCRIPTOR pfd;
1240     BOOL auxBuffers = FALSE;
1241     int numSamples = 0;
1242     int pixel_format;
1243     unsigned int s;
1244     DWORD state;
1245     HGLRC ctx;
1246     HDC hdc;
1247
1248     TRACE("swapchain %p, target %p, window %p.\n", swapchain, target, swapchain->win_handle);
1249
1250     ret = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*ret));
1251     if (!ret)
1252     {
1253         ERR("Failed to allocate context memory.\n");
1254         return NULL;
1255     }
1256
1257     if (!(hdc = GetDC(swapchain->win_handle)))
1258     {
1259         ERR("Failed to retrieve a device context.\n");
1260         goto out;
1261     }
1262
1263     ds_format_desc = getFormatDescEntry(WINED3DFMT_UNKNOWN, gl_info);
1264     color_format_desc = target->resource.format_desc;
1265
1266     /* In case of ORM_BACKBUFFER, make sure to request an alpha component for
1267      * X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
1268     if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
1269     {
1270         auxBuffers = TRUE;
1271
1272         if (color_format_desc->format == WINED3DFMT_B4G4R4X4_UNORM)
1273             color_format_desc = getFormatDescEntry(WINED3DFMT_B4G4R4A4_UNORM, gl_info);
1274         else if (color_format_desc->format == WINED3DFMT_B8G8R8X8_UNORM)
1275             color_format_desc = getFormatDescEntry(WINED3DFMT_B8G8R8A8_UNORM, gl_info);
1276     }
1277
1278     /* DirectDraw supports 8bit paletted render targets and these are used by
1279      * old games like Starcraft and C&C. Most modern hardware doesn't support
1280      * 8bit natively so we perform some form of 8bit -> 32bit conversion. The
1281      * conversion (ab)uses the alpha component for storing the palette index.
1282      * For this reason we require a format with 8bit alpha, so request
1283      * A8R8G8B8. */
1284     if (color_format_desc->format == WINED3DFMT_P8_UINT)
1285         color_format_desc = getFormatDescEntry(WINED3DFMT_B8G8R8A8_UNORM, gl_info);
1286
1287     /* Retrieve the depth stencil format from the present parameters.
1288      * The choice of the proper format can give a nice performance boost
1289      * in case of GPU limited programs. */
1290     if (swapchain->presentParms.EnableAutoDepthStencil)
1291     {
1292         TRACE("Auto depth stencil enabled, using format %s.\n",
1293                 debug_d3dformat(swapchain->presentParms.AutoDepthStencilFormat));
1294         ds_format_desc = getFormatDescEntry(swapchain->presentParms.AutoDepthStencilFormat, gl_info);
1295     }
1296
1297     /* D3D only allows multisampling when SwapEffect is set to WINED3DSWAPEFFECT_DISCARD. */
1298     if (swapchain->presentParms.MultiSampleType && (swapchain->presentParms.SwapEffect == WINED3DSWAPEFFECT_DISCARD))
1299     {
1300         if (!gl_info->supported[ARB_MULTISAMPLE])
1301             WARN("The application is requesting multisampling without support.\n");
1302         else
1303         {
1304             TRACE("Requesting multisample type %#x.\n", swapchain->presentParms.MultiSampleType);
1305             numSamples = swapchain->presentParms.MultiSampleType;
1306         }
1307     }
1308
1309     /* Try to find a pixel format which matches our requirements. */
1310     pixel_format = WineD3D_ChoosePixelFormat(device, hdc, color_format_desc, ds_format_desc,
1311             auxBuffers, numSamples, FALSE /* findCompatible */);
1312
1313     /* Try to locate a compatible format if we weren't able to find anything. */
1314     if (!pixel_format)
1315     {
1316         TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
1317         pixel_format = WineD3D_ChoosePixelFormat(device, hdc, color_format_desc, ds_format_desc,
1318                 auxBuffers, 0 /* numSamples */, TRUE /* findCompatible */);
1319     }
1320
1321     /* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */
1322     if (!pixel_format)
1323     {
1324         ERR("Can't find a suitable pixel format.\n");
1325         goto out;
1326     }
1327
1328     DescribePixelFormat(hdc, pixel_format, sizeof(pfd), &pfd);
1329     if (!context_set_pixel_format(gl_info, hdc, pixel_format))
1330     {
1331         ERR("Failed to set pixel format %d on device context %p.\n", pixel_format, hdc);
1332         goto out;
1333     }
1334
1335     ctx = pwglCreateContext(hdc);
1336     if (device->numContexts)
1337     {
1338         if (!pwglShareLists(device->contexts[0]->glCtx, ctx))
1339         {
1340             DWORD err = GetLastError();
1341             ERR("wglShareLists(%p, %p) failed, last error %#x.\n",
1342                     device->contexts[0]->glCtx, ctx, err);
1343         }
1344     }
1345
1346     if(!ctx) {
1347         ERR("Failed to create a WGL context\n");
1348         goto out;
1349     }
1350
1351     if (!device_context_add(device, ret))
1352     {
1353         ERR("Failed to add the newly created context to the context list\n");
1354         if (!pwglDeleteContext(ctx))
1355         {
1356             DWORD err = GetLastError();
1357             ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, err);
1358         }
1359         goto out;
1360     }
1361
1362     ret->gl_info = gl_info;
1363
1364     /* Mark all states dirty to force a proper initialization of the states
1365      * on the first use of the context. */
1366     for (state = 0; state <= STATE_HIGHEST; ++state)
1367     {
1368         if (device->StateTable[state].representative)
1369             Context_MarkStateDirty(ret, state, device->StateTable);
1370     }
1371
1372     ret->swapchain = swapchain;
1373     ret->current_rt = (IWineD3DSurface *)target;
1374     ret->tid = GetCurrentThreadId();
1375
1376     ret->render_offscreen = surface_is_offscreen((IWineD3DSurface *) target);
1377     ret->draw_buffer_dirty = TRUE;
1378     ret->valid = 1;
1379
1380     ret->glCtx = ctx;
1381     ret->win_handle = swapchain->win_handle;
1382     ret->hdc = hdc;
1383     ret->pixel_format = pixel_format;
1384
1385     if (device->shader_backend->shader_dirtifyable_constants((IWineD3DDevice *)device))
1386     {
1387         /* Create the dirty constants array and initialize them to dirty */
1388         ret->vshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
1389                 sizeof(*ret->vshader_const_dirty) * device->d3d_vshader_constantF);
1390         ret->pshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
1391                 sizeof(*ret->pshader_const_dirty) * device->d3d_pshader_constantF);
1392         memset(ret->vshader_const_dirty, 1,
1393                sizeof(*ret->vshader_const_dirty) * device->d3d_vshader_constantF);
1394         memset(ret->pshader_const_dirty, 1,
1395                 sizeof(*ret->pshader_const_dirty) * device->d3d_pshader_constantF);
1396     }
1397
1398     ret->free_occlusion_query_size = 4;
1399     ret->free_occlusion_queries = HeapAlloc(GetProcessHeap(), 0,
1400             ret->free_occlusion_query_size * sizeof(*ret->free_occlusion_queries));
1401     if (!ret->free_occlusion_queries) goto out;
1402
1403     list_init(&ret->occlusion_queries);
1404
1405     ret->free_event_query_size = 4;
1406     ret->free_event_queries = HeapAlloc(GetProcessHeap(), 0,
1407             ret->free_event_query_size * sizeof(*ret->free_event_queries));
1408     if (!ret->free_event_queries) goto out;
1409
1410     list_init(&ret->event_queries);
1411
1412     TRACE("Successfully created new context %p\n", ret);
1413
1414     list_init(&ret->fbo_list);
1415     list_init(&ret->fbo_destroy_list);
1416
1417     context_enter(ret);
1418
1419     /* Set up the context defaults */
1420     if (!context_set_current(ret))
1421     {
1422         ERR("Cannot activate context to set up defaults\n");
1423         context_release(ret);
1424         goto out;
1425     }
1426
1427     ENTER_GL();
1428
1429     glGetIntegerv(GL_AUX_BUFFERS, &ret->aux_buffers);
1430
1431     TRACE("Setting up the screen\n");
1432     /* Clear the screen */
1433     glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
1434     checkGLcall("glClearColor");
1435     glClearIndex(0);
1436     glClearDepth(1);
1437     glClearStencil(0xffff);
1438
1439     checkGLcall("glClear");
1440
1441     glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
1442     checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
1443
1444     glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
1445     checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
1446
1447     glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
1448     checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
1449
1450     glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);
1451     checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);");
1452     glPixelStorei(GL_UNPACK_ALIGNMENT, device->surface_alignment);
1453     checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, device->surface_alignment);");
1454
1455     if (gl_info->supported[APPLE_CLIENT_STORAGE])
1456     {
1457         /* Most textures will use client storage if supported. Exceptions are non-native power of 2 textures
1458          * and textures in DIB sections(due to the memory protection).
1459          */
1460         glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
1461         checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1462     }
1463     if (gl_info->supported[ARB_VERTEX_BLEND])
1464     {
1465         /* Direct3D always uses n-1 weights for n world matrices and uses 1 - sum for the last one
1466          * this is equal to GL_WEIGHT_SUM_UNITY_ARB. Enabling it doesn't do anything unless
1467          * GL_VERTEX_BLEND_ARB isn't enabled too
1468          */
1469         glEnable(GL_WEIGHT_SUM_UNITY_ARB);
1470         checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
1471     }
1472     if (gl_info->supported[NV_TEXTURE_SHADER2])
1473     {
1474         /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
1475          * the previous texture where to source the offset from is always unit - 1.
1476          */
1477         for (s = 1; s < gl_info->limits.textures; ++s)
1478         {
1479             GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
1480             glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + s - 1);
1481             checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...");
1482         }
1483     }
1484     if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
1485     {
1486         /* MacOS(radeon X1600 at least, but most likely others too) refuses to draw if GLSL and ARBFP are
1487          * enabled, but the currently bound arbfp program is 0. Enabling ARBFP with prog 0 is invalid, but
1488          * GLSL should bypass this. This causes problems in programs that never use the fixed function pipeline,
1489          * because the ARBFP extension is enabled by the ARBFP pipeline at context creation, but no program
1490          * is ever assigned.
1491          *
1492          * So make sure a program is assigned to each context. The first real ARBFP use will set a different
1493          * program and the dummy program is destroyed when the context is destroyed.
1494          */
1495         const char *dummy_program =
1496                 "!!ARBfp1.0\n"
1497                 "MOV result.color, fragment.color.primary;\n"
1498                 "END\n";
1499         GL_EXTCALL(glGenProgramsARB(1, &ret->dummy_arbfp_prog));
1500         GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret->dummy_arbfp_prog));
1501         GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(dummy_program), dummy_program));
1502     }
1503
1504     for (s = 0; s < gl_info->limits.point_sprite_units; ++s)
1505     {
1506         GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
1507         glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
1508         checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)");
1509     }
1510
1511     if (gl_info->supported[ARB_PROVOKING_VERTEX])
1512     {
1513         GL_EXTCALL(glProvokingVertex(GL_FIRST_VERTEX_CONVENTION));
1514     }
1515     else if (gl_info->supported[EXT_PROVOKING_VERTEX])
1516     {
1517         GL_EXTCALL(glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT));
1518     }
1519
1520     LEAVE_GL();
1521
1522     device->frag_pipe->enable_extension((IWineD3DDevice *)device, TRUE);
1523
1524     TRACE("Created context %p.\n", ret);
1525
1526     return ret;
1527
1528 out:
1529     HeapFree(GetProcessHeap(), 0, ret->free_event_queries);
1530     HeapFree(GetProcessHeap(), 0, ret->free_occlusion_queries);
1531     HeapFree(GetProcessHeap(), 0, ret->pshader_const_dirty);
1532     HeapFree(GetProcessHeap(), 0, ret->vshader_const_dirty);
1533     HeapFree(GetProcessHeap(), 0, ret);
1534     return NULL;
1535 }
1536
1537 /*****************************************************************************
1538  * context_destroy
1539  *
1540  * Destroys a wined3d context
1541  *
1542  * Params:
1543  *  This: Device to activate the context for
1544  *  context: Context to destroy
1545  *
1546  *****************************************************************************/
1547 void context_destroy(IWineD3DDeviceImpl *This, struct wined3d_context *context)
1548 {
1549     BOOL destroy;
1550
1551     TRACE("Destroying ctx %p\n", context);
1552
1553     if (context->tid == GetCurrentThreadId() || !context->current)
1554     {
1555         context_destroy_gl_resources(context);
1556         TlsSetValue(wined3d_context_tls_idx, NULL);
1557         destroy = TRUE;
1558     }
1559     else
1560     {
1561         context->destroyed = 1;
1562         destroy = FALSE;
1563     }
1564
1565     HeapFree(GetProcessHeap(), 0, context->vshader_const_dirty);
1566     HeapFree(GetProcessHeap(), 0, context->pshader_const_dirty);
1567     device_context_remove(This, context);
1568     if (destroy) HeapFree(GetProcessHeap(), 0, context);
1569 }
1570
1571 /* GL locking is done by the caller */
1572 static inline void set_blit_dimension(UINT width, UINT height) {
1573     glMatrixMode(GL_PROJECTION);
1574     checkGLcall("glMatrixMode(GL_PROJECTION)");
1575     glLoadIdentity();
1576     checkGLcall("glLoadIdentity()");
1577     glOrtho(0, width, height, 0, 0.0, -1.0);
1578     checkGLcall("glOrtho");
1579     glViewport(0, 0, width, height);
1580     checkGLcall("glViewport");
1581 }
1582
1583 /*****************************************************************************
1584  * SetupForBlit
1585  *
1586  * Sets up a context for DirectDraw blitting.
1587  * All texture units are disabled, texture unit 0 is set as current unit
1588  * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
1589  * color writing enabled for all channels
1590  * register combiners disabled, shaders disabled
1591  * world matrix is set to identity, texture matrix 0 too
1592  * projection matrix is setup for drawing screen coordinates
1593  *
1594  * Params:
1595  *  This: Device to activate the context for
1596  *  context: Context to setup
1597  *
1598  *****************************************************************************/
1599 /* Context activation is done by the caller. */
1600 static void SetupForBlit(IWineD3DDeviceImpl *This, struct wined3d_context *context)
1601 {
1602     int i;
1603     const struct StateEntry *StateTable = This->StateTable;
1604     const struct wined3d_gl_info *gl_info = context->gl_info;
1605     UINT width = ((IWineD3DSurfaceImpl *)context->current_rt)->currentDesc.Width;
1606     UINT height = ((IWineD3DSurfaceImpl *)context->current_rt)->currentDesc.Height;
1607     DWORD sampler;
1608
1609     TRACE("Setting up context %p for blitting\n", context);
1610     if(context->last_was_blit) {
1611         if(context->blit_w != width || context->blit_h != height) {
1612             ENTER_GL();
1613             set_blit_dimension(width, height);
1614             LEAVE_GL();
1615             context->blit_w = width; context->blit_h = height;
1616             /* No need to dirtify here, the states are still dirtified because they weren't
1617              * applied since the last SetupForBlit call. Otherwise last_was_blit would not
1618              * be set
1619              */
1620         }
1621         TRACE("Context is already set up for blitting, nothing to do\n");
1622         return;
1623     }
1624     context->last_was_blit = TRUE;
1625
1626     /* TODO: Use a display list */
1627
1628     /* Disable shaders */
1629     ENTER_GL();
1630     This->shader_backend->shader_select(context, FALSE, FALSE);
1631     LEAVE_GL();
1632
1633     Context_MarkStateDirty(context, STATE_VSHADER, StateTable);
1634     Context_MarkStateDirty(context, STATE_PIXELSHADER, StateTable);
1635
1636     /* Call ENTER_GL() once for all gl calls below. In theory we should not call
1637      * helper functions in between gl calls. This function is full of Context_MarkStateDirty
1638      * which can safely be called from here, we only lock once instead locking/unlocking
1639      * after each GL call.
1640      */
1641     ENTER_GL();
1642
1643     /* Disable all textures. The caller can then bind a texture it wants to blit
1644      * from
1645      *
1646      * The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
1647      * function texture unit. No need to care for higher samplers
1648      */
1649     for (i = gl_info->limits.textures - 1; i > 0 ; --i)
1650     {
1651         sampler = This->rev_tex_unit_map[i];
1652         GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
1653         checkGLcall("glActiveTextureARB");
1654
1655         if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1656         {
1657             glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1658             checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1659         }
1660         glDisable(GL_TEXTURE_3D);
1661         checkGLcall("glDisable GL_TEXTURE_3D");
1662         if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1663         {
1664             glDisable(GL_TEXTURE_RECTANGLE_ARB);
1665             checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1666         }
1667         glDisable(GL_TEXTURE_2D);
1668         checkGLcall("glDisable GL_TEXTURE_2D");
1669
1670         glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1671         checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
1672
1673         if (sampler != WINED3D_UNMAPPED_STAGE)
1674         {
1675             if (sampler < MAX_TEXTURES) {
1676                 Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
1677             }
1678             Context_MarkStateDirty(context, STATE_SAMPLER(sampler), StateTable);
1679         }
1680     }
1681     GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
1682     checkGLcall("glActiveTextureARB");
1683
1684     sampler = This->rev_tex_unit_map[0];
1685
1686     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1687     {
1688         glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1689         checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1690     }
1691     glDisable(GL_TEXTURE_3D);
1692     checkGLcall("glDisable GL_TEXTURE_3D");
1693     if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1694     {
1695         glDisable(GL_TEXTURE_RECTANGLE_ARB);
1696         checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1697     }
1698     glDisable(GL_TEXTURE_2D);
1699     checkGLcall("glDisable GL_TEXTURE_2D");
1700
1701     glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1702
1703     glMatrixMode(GL_TEXTURE);
1704     checkGLcall("glMatrixMode(GL_TEXTURE)");
1705     glLoadIdentity();
1706     checkGLcall("glLoadIdentity()");
1707
1708     if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
1709     {
1710         glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
1711                   GL_TEXTURE_LOD_BIAS_EXT,
1712                   0.0f);
1713         checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
1714     }
1715
1716     if (sampler != WINED3D_UNMAPPED_STAGE)
1717     {
1718         if (sampler < MAX_TEXTURES) {
1719             Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + sampler), StateTable);
1720             Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
1721         }
1722         Context_MarkStateDirty(context, STATE_SAMPLER(sampler), StateTable);
1723     }
1724
1725     /* Other misc states */
1726     glDisable(GL_ALPHA_TEST);
1727     checkGLcall("glDisable(GL_ALPHA_TEST)");
1728     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHATESTENABLE), StateTable);
1729     glDisable(GL_LIGHTING);
1730     checkGLcall("glDisable GL_LIGHTING");
1731     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING), StateTable);
1732     glDisable(GL_DEPTH_TEST);
1733     checkGLcall("glDisable GL_DEPTH_TEST");
1734     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ZENABLE), StateTable);
1735     glDisableWINE(GL_FOG);
1736     checkGLcall("glDisable GL_FOG");
1737     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE), StateTable);
1738     glDisable(GL_BLEND);
1739     checkGLcall("glDisable GL_BLEND");
1740     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
1741     glDisable(GL_CULL_FACE);
1742     checkGLcall("glDisable GL_CULL_FACE");
1743     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CULLMODE), StateTable);
1744     glDisable(GL_STENCIL_TEST);
1745     checkGLcall("glDisable GL_STENCIL_TEST");
1746     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_STENCILENABLE), StateTable);
1747     glDisable(GL_SCISSOR_TEST);
1748     checkGLcall("glDisable GL_SCISSOR_TEST");
1749     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), StateTable);
1750     if (gl_info->supported[ARB_POINT_SPRITE])
1751     {
1752         glDisable(GL_POINT_SPRITE_ARB);
1753         checkGLcall("glDisable GL_POINT_SPRITE_ARB");
1754         Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), StateTable);
1755     }
1756     glColorMask(GL_TRUE, GL_TRUE,GL_TRUE,GL_TRUE);
1757     checkGLcall("glColorMask");
1758     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE), StateTable);
1759     if (gl_info->supported[EXT_SECONDARY_COLOR])
1760     {
1761         glDisable(GL_COLOR_SUM_EXT);
1762         Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SPECULARENABLE), StateTable);
1763         checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
1764     }
1765
1766     /* Setup transforms */
1767     glMatrixMode(GL_MODELVIEW);
1768     checkGLcall("glMatrixMode(GL_MODELVIEW)");
1769     glLoadIdentity();
1770     checkGLcall("glLoadIdentity()");
1771     Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), StateTable);
1772
1773     context->last_was_rhw = TRUE;
1774     Context_MarkStateDirty(context, STATE_VDECL, StateTable); /* because of last_was_rhw = TRUE */
1775
1776     glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)");
1777     glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)");
1778     glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)");
1779     glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)");
1780     glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)");
1781     glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)");
1782     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING), StateTable);
1783
1784     set_blit_dimension(width, height);
1785
1786     LEAVE_GL();
1787
1788     context->blit_w = width; context->blit_h = height;
1789     Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
1790     Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable);
1791
1792
1793     This->frag_pipe->enable_extension((IWineD3DDevice *) This, FALSE);
1794 }
1795
1796 /*****************************************************************************
1797  * findThreadContextForSwapChain
1798  *
1799  * Searches a swapchain for all contexts and picks one for the thread tid.
1800  * If none can be found the swapchain is requested to create a new context
1801  *
1802  *****************************************************************************/
1803 static struct wined3d_context *findThreadContextForSwapChain(IWineD3DSwapChain *swapchain, DWORD tid)
1804 {
1805     unsigned int i;
1806
1807     for(i = 0; i < ((IWineD3DSwapChainImpl *) swapchain)->num_contexts; i++) {
1808         if(((IWineD3DSwapChainImpl *) swapchain)->context[i]->tid == tid) {
1809             return ((IWineD3DSwapChainImpl *) swapchain)->context[i];
1810         }
1811
1812     }
1813
1814     /* Create a new context for the thread */
1815     return swapchain_create_context_for_thread(swapchain);
1816 }
1817
1818 /*****************************************************************************
1819  * FindContext
1820  *
1821  * Finds a context for the current render target and thread
1822  *
1823  * Parameters:
1824  *  target: Render target to find the context for
1825  *  tid: Thread to activate the context for
1826  *
1827  * Returns: The needed context
1828  *
1829  *****************************************************************************/
1830 static struct wined3d_context *FindContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target)
1831 {
1832     IWineD3DSwapChain *swapchain = NULL;
1833     struct wined3d_context *current_context = context_get_current();
1834     const struct StateEntry *StateTable = This->StateTable;
1835     DWORD tid = GetCurrentThreadId();
1836     struct wined3d_context *context;
1837     BOOL old_render_offscreen;
1838
1839     if (current_context && current_context->destroyed) current_context = NULL;
1840
1841     if (!target)
1842     {
1843         if (current_context
1844                 && current_context->current_rt
1845                 && current_context->swapchain->device == This)
1846         {
1847             target = current_context->current_rt;
1848         }
1849         else
1850         {
1851             IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *)This->swapchains[0];
1852             if (swapchain->backBuffer) target = swapchain->backBuffer[0];
1853             else target = swapchain->frontBuffer;
1854         }
1855     }
1856
1857     if (current_context && current_context->current_rt == target)
1858     {
1859         context_validate(current_context);
1860         return current_context;
1861     }
1862
1863     if (SUCCEEDED(IWineD3DSurface_GetContainer(target, &IID_IWineD3DSwapChain, (void **)&swapchain))) {
1864         TRACE("Rendering onscreen\n");
1865
1866         context = findThreadContextForSwapChain(swapchain, tid);
1867
1868         old_render_offscreen = context->render_offscreen;
1869         context->render_offscreen = surface_is_offscreen(target);
1870         IWineD3DSwapChain_Release(swapchain);
1871     }
1872     else
1873     {
1874         TRACE("Rendering offscreen\n");
1875
1876         /* Stay with the currently active context. */
1877         if (current_context && current_context->swapchain->device == This)
1878         {
1879             context = current_context;
1880         }
1881         else
1882         {
1883             /* This may happen if the app jumps straight into offscreen rendering
1884              * Start using the context of the primary swapchain. tid == 0 is no problem
1885              * for findThreadContextForSwapChain.
1886              *
1887              * Can also happen on thread switches - in that case findThreadContextForSwapChain
1888              * is perfect to call. */
1889             context = findThreadContextForSwapChain(This->swapchains[0], tid);
1890         }
1891
1892         old_render_offscreen = context->render_offscreen;
1893         context->render_offscreen = TRUE;
1894     }
1895
1896     context_validate(context);
1897
1898     if (context->render_offscreen != old_render_offscreen)
1899     {
1900         Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable);
1901         Context_MarkStateDirty(context, STATE_VDECL, StateTable);
1902         Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
1903         Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
1904         Context_MarkStateDirty(context, STATE_FRONTFACE, StateTable);
1905     }
1906
1907     /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
1908      * the alpha blend state changes with different render target formats. */
1909     if (!context->current_rt)
1910     {
1911         Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
1912     }
1913     else
1914     {
1915         const struct wined3d_format_desc *old = ((IWineD3DSurfaceImpl *)context->current_rt)->resource.format_desc;
1916         const struct wined3d_format_desc *new = ((IWineD3DSurfaceImpl *)target)->resource.format_desc;
1917
1918         if (old->format != new->format)
1919         {
1920             /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
1921             if ((old->alpha_mask && !new->alpha_mask) || (!old->alpha_mask && new->alpha_mask)
1922                     || !(new->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
1923             {
1924                 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
1925             }
1926         }
1927
1928         /* When switching away from an offscreen render target, and we're not
1929          * using FBOs, we have to read the drawable into the texture. This is
1930          * done via PreLoad (and SFLAG_INDRAWABLE set on the surface). There
1931          * are some things that need care though. PreLoad needs a GL context,
1932          * and FindContext is called before the context is activated. It also
1933          * has to be called with the old rendertarget active, otherwise a
1934          * wrong drawable is read. */
1935         if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
1936                 && old_render_offscreen && context->current_rt != target)
1937         {
1938             BOOL oldInDraw = This->isInDraw;
1939
1940             /* surface_internal_preload() requires a context to load the
1941              * texture, so it will call context_acquire(). Set isInDraw to true
1942              * to signal surface_internal_preload() that it has a context. */
1943
1944             /* FIXME: This is just broken. There's no guarantee whatsoever
1945              * that the currently active context, if any, is appropriate for
1946              * reading back the render target. We should probably call
1947              * context_set_current(context) here and then rely on
1948              * context_acquire() doing the right thing. */
1949             This->isInDraw = TRUE;
1950
1951             /* Read the back buffer of the old drawable into the destination texture. */
1952             if (((IWineD3DSurfaceImpl *)context->current_rt)->texture_name_srgb)
1953             {
1954                 surface_internal_preload(context->current_rt, SRGB_BOTH);
1955             }
1956             else
1957             {
1958                 surface_internal_preload(context->current_rt, SRGB_RGB);
1959             }
1960
1961             IWineD3DSurface_ModifyLocation(context->current_rt, SFLAG_INDRAWABLE, FALSE);
1962
1963             This->isInDraw = oldInDraw;
1964         }
1965     }
1966
1967     context->draw_buffer_dirty = TRUE;
1968     context->current_rt = target;
1969
1970     return context;
1971 }
1972
1973 /* Context activation is done by the caller. */
1974 static void context_apply_draw_buffer(struct wined3d_context *context, BOOL blit)
1975 {
1976     const struct wined3d_gl_info *gl_info = context->gl_info;
1977     IWineD3DSurface *rt = context->current_rt;
1978     IWineD3DDeviceImpl *device;
1979
1980     device = ((IWineD3DSurfaceImpl *)rt)->resource.device;
1981     if (!surface_is_offscreen(rt))
1982     {
1983         ENTER_GL();
1984         glDrawBuffer(surface_get_gl_buffer(rt));
1985         checkGLcall("glDrawBuffers()");
1986         LEAVE_GL();
1987     }
1988     else
1989     {
1990         ENTER_GL();
1991         if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
1992         {
1993             if (!blit)
1994             {
1995                 if (gl_info->supported[ARB_DRAW_BUFFERS])
1996                 {
1997                     GL_EXTCALL(glDrawBuffersARB(gl_info->limits.buffers, device->draw_buffers));
1998                     checkGLcall("glDrawBuffers()");
1999                 }
2000                 else
2001                 {
2002                     glDrawBuffer(device->draw_buffers[0]);
2003                     checkGLcall("glDrawBuffer()");
2004                 }
2005             } else {
2006                 glDrawBuffer(GL_COLOR_ATTACHMENT0);
2007                 checkGLcall("glDrawBuffer()");
2008             }
2009         }
2010         else
2011         {
2012             glDrawBuffer(device->offscreenBuffer);
2013             checkGLcall("glDrawBuffer()");
2014         }
2015         LEAVE_GL();
2016     }
2017 }
2018
2019 /* GL locking is done by the caller. */
2020 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer)
2021 {
2022     glDrawBuffer(buffer);
2023     checkGLcall("glDrawBuffer()");
2024     context->draw_buffer_dirty = TRUE;
2025 }
2026
2027 /* Context activation is done by the caller. */
2028 static void context_apply_state(struct wined3d_context *context, IWineD3DDeviceImpl *device, enum ContextUsage usage)
2029 {
2030     const struct StateEntry *state_table = device->StateTable;
2031     unsigned int i;
2032
2033     switch (usage) {
2034         case CTXUSAGE_CLEAR:
2035         case CTXUSAGE_DRAWPRIM:
2036             if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
2037                 ENTER_GL();
2038                 context_apply_fbo_state(context);
2039                 LEAVE_GL();
2040             }
2041             if (context->draw_buffer_dirty) {
2042                 context_apply_draw_buffer(context, FALSE);
2043                 context->draw_buffer_dirty = FALSE;
2044             }
2045             break;
2046
2047         case CTXUSAGE_BLIT:
2048             if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
2049                 if (context->render_offscreen)
2050                 {
2051                     FIXME("Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.\n");
2052                     surface_internal_preload(context->current_rt, SRGB_RGB);
2053
2054                     ENTER_GL();
2055                     context_bind_fbo(context, GL_FRAMEBUFFER, &context->dst_fbo);
2056                     context_attach_surface_fbo(context, GL_FRAMEBUFFER, 0, context->current_rt);
2057                     context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER, NULL, FALSE);
2058                     LEAVE_GL();
2059                 } else {
2060                     ENTER_GL();
2061                     context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
2062                     LEAVE_GL();
2063                 }
2064                 context->draw_buffer_dirty = TRUE;
2065             }
2066             if (context->draw_buffer_dirty) {
2067                 context_apply_draw_buffer(context, TRUE);
2068                 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
2069                     context->draw_buffer_dirty = FALSE;
2070                 }
2071             }
2072             break;
2073
2074         default:
2075             break;
2076     }
2077
2078     switch(usage) {
2079         case CTXUSAGE_RESOURCELOAD:
2080             /* This does not require any special states to be set up */
2081             break;
2082
2083         case CTXUSAGE_CLEAR:
2084             if(context->last_was_blit) {
2085                 device->frag_pipe->enable_extension((IWineD3DDevice *)device, TRUE);
2086             }
2087
2088             /* Blending and clearing should be orthogonal, but tests on the nvidia driver show that disabling
2089              * blending when clearing improves the clearing performance incredibly.
2090              */
2091             ENTER_GL();
2092             glDisable(GL_BLEND);
2093             LEAVE_GL();
2094             Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_table);
2095
2096             ENTER_GL();
2097             glEnable(GL_SCISSOR_TEST);
2098             checkGLcall("glEnable GL_SCISSOR_TEST");
2099             LEAVE_GL();
2100             context->last_was_blit = FALSE;
2101             Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), state_table);
2102             Context_MarkStateDirty(context, STATE_SCISSORRECT, state_table);
2103             break;
2104
2105         case CTXUSAGE_DRAWPRIM:
2106             /* This needs all dirty states applied */
2107             if(context->last_was_blit) {
2108                 device->frag_pipe->enable_extension((IWineD3DDevice *)device, TRUE);
2109             }
2110
2111             IWineD3DDeviceImpl_FindTexUnitMap(device);
2112             device_preload_textures(device);
2113             if (isStateDirty(context, STATE_VDECL))
2114                 device_update_stream_info(device, context->gl_info);
2115
2116             ENTER_GL();
2117             for (i = 0; i < context->numDirtyEntries; ++i)
2118             {
2119                 DWORD rep = context->dirtyArray[i];
2120                 DWORD idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
2121                 BYTE shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
2122                 context->isStateDirty[idx] &= ~(1 << shift);
2123                 state_table[rep].apply(rep, device->stateBlock, context);
2124             }
2125             LEAVE_GL();
2126             context->numDirtyEntries = 0; /* This makes the whole list clean */
2127             context->last_was_blit = FALSE;
2128             break;
2129
2130         case CTXUSAGE_BLIT:
2131             SetupForBlit(device, context);
2132             break;
2133
2134         default:
2135             FIXME("Unexpected context usage requested\n");
2136     }
2137 }
2138
2139 /*****************************************************************************
2140  * context_acquire
2141  *
2142  * Finds a rendering context and drawable matching the device and render
2143  * target for the current thread, activates them and puts them into the
2144  * requested state.
2145  *
2146  * Params:
2147  *  This: Device to activate the context for
2148  *  target: Requested render target
2149  *  usage: Prepares the context for blitting, drawing or other actions
2150  *
2151  *****************************************************************************/
2152 struct wined3d_context *context_acquire(IWineD3DDeviceImpl *device, IWineD3DSurface *target, enum ContextUsage usage)
2153 {
2154     struct wined3d_context *current_context = context_get_current();
2155     struct wined3d_context *context;
2156
2157     TRACE("device %p, target %p, usage %#x.\n", device, target, usage);
2158
2159     context = FindContext(device, target);
2160     context_enter(context);
2161     if (!context->valid) return context;
2162
2163     if (context != current_context)
2164     {
2165         if (!context_set_current(context)) ERR("Failed to activate the new context.\n");
2166         else device->frag_pipe->enable_extension((IWineD3DDevice *)device, !context->last_was_blit);
2167
2168         if (context->vshader_const_dirty)
2169         {
2170             memset(context->vshader_const_dirty, 1,
2171                     sizeof(*context->vshader_const_dirty) * device->d3d_vshader_constantF);
2172             device->highest_dirty_vs_const = device->d3d_vshader_constantF;
2173         }
2174         if (context->pshader_const_dirty)
2175         {
2176             memset(context->pshader_const_dirty, 1,
2177                    sizeof(*context->pshader_const_dirty) * device->d3d_pshader_constantF);
2178             device->highest_dirty_ps_const = device->d3d_pshader_constantF;
2179         }
2180     }
2181     else if (context->restore_ctx)
2182     {
2183         if (!pwglMakeCurrent(context->hdc, context->glCtx))
2184         {
2185             DWORD err = GetLastError();
2186             ERR("Failed to make GL context %p current on device context %p, last error %#x.\n",
2187                     context->hdc, context->glCtx, err);
2188         }
2189     }
2190
2191     context_apply_state(context, device, usage);
2192
2193     return context;
2194 }