wined3d: Fix a sign mistake in the code creating the sorted attrib.
[wine] / dlls / wined3d / context.c
1 /*
2  * Context and render target management in wined3d
3  *
4  * Copyright 2007 Stefan Dösinger for CodeWeavers
5  *
6  * This library is free software; you can redistribute it and/or
7  * modify it under the terms of the GNU Lesser General Public
8  * License as published by the Free Software Foundation; either
9  * version 2.1 of the License, or (at your option) any later version.
10  *
11  * This library is distributed in the hope that it will be useful,
12  * but WITHOUT ANY WARRANTY; without even the implied warranty of
13  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
14  * Lesser General Public License for more details.
15  *
16  * You should have received a copy of the GNU Lesser General Public
17  * License along with this library; if not, write to the Free Software
18  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
19  */
20
21 #include "config.h"
22 #include <stdio.h>
23 #ifdef HAVE_FLOAT_H
24 # include <float.h>
25 #endif
26 #include "wined3d_private.h"
27
28 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
29
30 #define GLINFO_LOCATION This->adapter->gl_info
31
32 /*****************************************************************************
33  * Context_MarkStateDirty
34  *
35  * Marks a state in a context dirty. Only one context, opposed to
36  * IWineD3DDeviceImpl_MarkStateDirty, which marks the state dirty in all
37  * contexts
38  *
39  * Params:
40  *  context: Context to mark the state dirty in
41  *  state: State to mark dirty
42  *
43  *****************************************************************************/
44 static void Context_MarkStateDirty(WineD3DContext *context, DWORD state) {
45     DWORD rep = StateTable[state].representative;
46     DWORD idx;
47     BYTE shift;
48
49     if(!rep || isStateDirty(context, rep)) return;
50
51     context->dirtyArray[context->numDirtyEntries++] = rep;
52     idx = rep >> 5;
53     shift = rep & 0x1f;
54     context->isStateDirty[idx] |= (1 << shift);
55 }
56
57 /*****************************************************************************
58  * AddContextToArray
59  *
60  * Adds a context to the context array. Helper function for CreateContext
61  *
62  * This method is not called in performance-critical code paths, only when a
63  * new render target or swapchain is created. Thus performance is not an issue
64  * here.
65  *
66  * Params:
67  *  This: Device to add the context for
68  *  hdc: device context
69  *  glCtx: WGL context to add
70  *  pbuffer: optional pbuffer used with this context
71  *
72  *****************************************************************************/
73 static WineD3DContext *AddContextToArray(IWineD3DDeviceImpl *This, HWND win_handle, HDC hdc, HGLRC glCtx, HPBUFFERARB pbuffer) {
74     WineD3DContext **oldArray = This->contexts;
75     DWORD state;
76
77     This->contexts = HeapAlloc(GetProcessHeap(), 0, sizeof(*This->contexts) * (This->numContexts + 1));
78     if(This->contexts == NULL) {
79         ERR("Unable to grow the context array\n");
80         This->contexts = oldArray;
81         return NULL;
82     }
83     if(oldArray) {
84         memcpy(This->contexts, oldArray, sizeof(*This->contexts) * This->numContexts);
85     }
86
87     This->contexts[This->numContexts] = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(WineD3DContext));
88     if(This->contexts[This->numContexts] == NULL) {
89         ERR("Unable to allocate a new context\n");
90         HeapFree(GetProcessHeap(), 0, This->contexts);
91         This->contexts = oldArray;
92         return NULL;
93     }
94
95     This->contexts[This->numContexts]->hdc = hdc;
96     This->contexts[This->numContexts]->glCtx = glCtx;
97     This->contexts[This->numContexts]->pbuffer = pbuffer;
98     This->contexts[This->numContexts]->win_handle = win_handle;
99     HeapFree(GetProcessHeap(), 0, oldArray);
100
101     /* Mark all states dirty to force a proper initialization of the states on the first use of the context
102      */
103     for(state = 0; state <= STATE_HIGHEST; state++) {
104         Context_MarkStateDirty(This->contexts[This->numContexts], state);
105     }
106
107     This->numContexts++;
108     TRACE("Created context %p\n", This->contexts[This->numContexts - 1]);
109     return This->contexts[This->numContexts - 1];
110 }
111
112 /*****************************************************************************
113  * CreateContext
114  *
115  * Creates a new context for a window, or a pbuffer context.
116  *
117  * * Params:
118  *  This: Device to activate the context for
119  *  target: Surface this context will render to
120  *  win_handle: handle to the window which we are drawing to
121  *  create_pbuffer: tells whether to create a pbuffer or not
122  *  pPresentParameters: contains the pixelformats to use for onscreen rendering
123  *
124  *****************************************************************************/
125 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win_handle, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms) {
126     HDC oldDrawable, hdc;
127     HPBUFFERARB pbuffer = NULL;
128     HGLRC ctx = NULL, oldCtx;
129     WineD3DContext *ret = NULL;
130     int s;
131
132     TRACE("(%p): Creating a %s context for render target %p\n", This, create_pbuffer ? "offscreen" : "onscreen", target);
133
134 #define PUSH1(att)        attribs[nAttribs++] = (att);
135 #define PUSH2(att,value)  attribs[nAttribs++] = (att); attribs[nAttribs++] = (value);
136     if(create_pbuffer) {
137         HDC hdc_parent = GetDC(win_handle);
138         int iPixelFormat = 0;
139         short redBits, greenBits, blueBits, alphaBits, colorBits;
140         short depthBits, stencilBits;
141
142         IWineD3DSurface *StencilSurface = This->stencilBufferTarget;
143         WINED3DFORMAT StencilBufferFormat = (NULL != StencilSurface) ? ((IWineD3DSurfaceImpl *) StencilSurface)->resource.format : 0;
144
145         int attribs[256];
146         int nAttribs = 0;
147         unsigned int nFormats;
148
149         /* Retrieve the specifications for the pixelformat from the backbuffer / stencilbuffer */
150         getColorBits(target->resource.format, &redBits, &greenBits, &blueBits, &alphaBits, &colorBits);
151         getDepthStencilBits(StencilBufferFormat, &depthBits, &stencilBits);
152         PUSH2(WGL_DRAW_TO_PBUFFER_ARB, 1); /* We need pbuffer support; doublebuffering isn't needed */
153         PUSH2(WGL_PIXEL_TYPE_ARB, WGL_TYPE_RGBA_ARB); /* Make sure we don't get a float or color index format */
154         PUSH2(WGL_COLOR_BITS_ARB, colorBits);
155         PUSH2(WGL_RED_BITS_ARB, redBits);
156         PUSH2(WGL_GREEN_BITS_ARB, greenBits);
157         PUSH2(WGL_BLUE_BITS_ARB, blueBits);
158         PUSH2(WGL_ALPHA_BITS_ARB, alphaBits);
159         PUSH2(WGL_DEPTH_BITS_ARB, depthBits);
160         PUSH2(WGL_STENCIL_BITS_ARB, stencilBits);
161         PUSH1(0); /* end the list */
162
163         /* Try to find a pixelformat that matches exactly. If that fails let ChoosePixelFormat try to find a close match */
164         if(!GL_EXTCALL(wglChoosePixelFormatARB(hdc_parent, (const int*)&attribs, NULL, 1, &iPixelFormat, &nFormats)))
165         {
166             PIXELFORMATDESCRIPTOR pfd;
167
168             TRACE("Falling back to ChoosePixelFormat as wglChoosePixelFormatARB failed\n");
169
170             ZeroMemory(&pfd, sizeof(pfd));
171             pfd.nSize      = sizeof(pfd);
172             pfd.nVersion   = 1;
173             pfd.dwFlags    = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER_DONTCARE | PFD_DRAW_TO_WINDOW;
174             pfd.iPixelType = PFD_TYPE_RGBA;
175             pfd.cColorBits = colorBits;
176             pfd.cDepthBits = depthBits;
177             pfd.cStencilBits = stencilBits;
178             pfd.iLayerType = PFD_MAIN_PLANE;
179
180             iPixelFormat = ChoosePixelFormat(hdc_parent, &pfd);
181             if(!iPixelFormat) {
182                 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
183                 ERR("Can't find a suitable iPixelFormat for the pbuffer\n");
184             }
185         }
186
187         TRACE("Creating a pBuffer drawable for the new context\n");
188         pbuffer = GL_EXTCALL(wglCreatePbufferARB(hdc_parent, iPixelFormat, target->currentDesc.Width, target->currentDesc.Height, 0));
189         if(!pbuffer) {
190             ERR("Cannot create a pbuffer\n");
191             ReleaseDC(win_handle, hdc_parent);
192             goto out;
193         }
194
195         /* In WGL a pbuffer is 'wrapped' inside a HDC to 'fool' wglMakeCurrent */
196         hdc = GL_EXTCALL(wglGetPbufferDCARB(pbuffer));
197         if(!hdc) {
198             ERR("Cannot get a HDC for pbuffer (%p)\n", pbuffer);
199             GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
200             ReleaseDC(win_handle, hdc_parent);
201             goto out;
202         }
203         ReleaseDC(win_handle, hdc_parent);
204     } else {
205         PIXELFORMATDESCRIPTOR pfd;
206         int iPixelFormat;
207         short redBits, greenBits, blueBits, alphaBits, colorBits;
208         short depthBits=0, stencilBits=0;
209         int res;
210         int attribs[256];
211         int nAttribs = 0;
212         unsigned int nFormats;
213
214         hdc = GetDC(win_handle);
215         if(hdc == NULL) {
216             ERR("Cannot retrieve a device context!\n");
217             goto out;
218         }
219
220         /* PixelFormat selection */
221         PUSH2(WGL_DRAW_TO_WINDOW_ARB, GL_TRUE); /* We want to draw to a window */
222         PUSH2(WGL_DOUBLE_BUFFER_ARB, GL_TRUE);
223         PUSH2(WGL_PIXEL_TYPE_ARB, WGL_TYPE_RGBA_ARB); /* Make sure we don't get a float or color index format */
224         PUSH2(WGL_SUPPORT_OPENGL_ARB, GL_TRUE);
225         PUSH2(WGL_ACCELERATION_ARB, WGL_FULL_ACCELERATION_ARB); /* Make sure we receive an accelerated format. On windows (at least on ATI) this is not always the case */
226
227         if(!getColorBits(target->resource.format, &redBits, &greenBits, &blueBits, &alphaBits, &colorBits)) {
228             ERR("Unable to get color bits for format %#x!\n", target->resource.format);
229             return FALSE;
230         }
231         PUSH2(WGL_COLOR_BITS_ARB, colorBits);
232         PUSH2(WGL_RED_BITS_ARB, redBits);
233         PUSH2(WGL_GREEN_BITS_ARB, greenBits);
234         PUSH2(WGL_BLUE_BITS_ARB, blueBits);
235         PUSH2(WGL_ALPHA_BITS_ARB, alphaBits);
236
237         /* Retrieve the depth stencil format from the present parameters.
238          * The choice of the proper format can give a nice performance boost
239          * in case of GPU limited programs. */
240         if(pPresentParms->EnableAutoDepthStencil) {
241             TRACE("pPresentParms->EnableAutoDepthStencil=enabled; using AutoDepthStencilFormat=%s\n", debug_d3dformat(pPresentParms->AutoDepthStencilFormat));
242             if(!getDepthStencilBits(pPresentParms->AutoDepthStencilFormat, &depthBits, &stencilBits)) {
243                 ERR("Unable to get depth / stencil bits for AutoDepthStencilFormat %#x!\n", pPresentParms->AutoDepthStencilFormat);
244                 return FALSE;
245             }
246             PUSH2(WGL_DEPTH_BITS_ARB, depthBits);
247             PUSH2(WGL_STENCIL_BITS_ARB, stencilBits);
248         }
249
250         PUSH1(0); /* end the list */
251
252         /* In case of failure hope that standard ChooosePixelFormat will find something suitable */
253         if(!GL_EXTCALL(wglChoosePixelFormatARB(hdc, (const int*)&attribs, NULL, 1, &iPixelFormat, &nFormats)))
254         {
255             /* PixelFormat selection */
256             ZeroMemory(&pfd, sizeof(pfd));
257             pfd.nSize      = sizeof(pfd);
258             pfd.nVersion   = 1;
259             pfd.dwFlags    = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
260             pfd.iPixelType = PFD_TYPE_RGBA;
261             pfd.cAlphaBits = alphaBits;
262             pfd.cColorBits = colorBits;
263             pfd.cDepthBits = depthBits;
264             pfd.cStencilBits = stencilBits;
265             pfd.iLayerType = PFD_MAIN_PLANE;
266
267             iPixelFormat = ChoosePixelFormat(hdc, &pfd);
268             if(!iPixelFormat) {
269                 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
270                 ERR("Can't find a suitable iPixelFormat\n");
271             }
272         }
273
274         DescribePixelFormat(hdc, iPixelFormat, sizeof(pfd), &pfd);
275         res = SetPixelFormat(hdc, iPixelFormat, NULL);
276         if(!res) {
277             int oldPixelFormat = GetPixelFormat(hdc);
278
279             if(oldPixelFormat) {
280                 /* OpenGL doesn't allow pixel format adjustments. Print an error and continue using the old format.
281                  * There's a big chance that the old format works although with a performance hit and perhaps rendering errors. */
282                 ERR("HDC=%p is already set to iPixelFormat=%d and OpenGL doesn't allow changes!\n", hdc, oldPixelFormat);
283             }
284             else {
285                 ERR("SetPixelFormat failed on HDC=%p for iPixelFormat=%d\n", hdc, iPixelFormat);
286                 return FALSE;
287             }
288         }
289     }
290 #undef PUSH1
291 #undef PUSH2
292
293     ctx = pwglCreateContext(hdc);
294     if(This->numContexts) pwglShareLists(This->contexts[0]->glCtx, ctx);
295
296     if(!ctx) {
297         ERR("Failed to create a WGL context\n");
298         if(create_pbuffer) {
299             GL_EXTCALL(wglReleasePbufferDCARB(pbuffer, hdc));
300             GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
301         }
302         goto out;
303     }
304     ret = AddContextToArray(This, win_handle, hdc, ctx, pbuffer);
305     if(!ret) {
306         ERR("Failed to add the newly created context to the context list\n");
307         pwglDeleteContext(ctx);
308         if(create_pbuffer) {
309             GL_EXTCALL(wglReleasePbufferDCARB(pbuffer, hdc));
310             GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
311         }
312         goto out;
313     }
314     ret->surface = (IWineD3DSurface *) target;
315     ret->isPBuffer = create_pbuffer;
316     ret->tid = GetCurrentThreadId();
317
318     TRACE("Successfully created new context %p\n", ret);
319
320     /* Set up the context defaults */
321     oldCtx  = pwglGetCurrentContext();
322     oldDrawable = pwglGetCurrentDC();
323     if(pwglMakeCurrent(hdc, ctx) == FALSE) {
324         ERR("Cannot activate context to set up defaults\n");
325         goto out;
326     }
327
328     ENTER_GL();
329     TRACE("Setting up the screen\n");
330     /* Clear the screen */
331     glClearColor(1.0, 0.0, 0.0, 0.0);
332     checkGLcall("glClearColor");
333     glClearIndex(0);
334     glClearDepth(1);
335     glClearStencil(0xffff);
336
337     checkGLcall("glClear");
338
339     glColor3f(1.0, 1.0, 1.0);
340     checkGLcall("glColor3f");
341
342     glEnable(GL_LIGHTING);
343     checkGLcall("glEnable");
344
345     glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
346     checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
347
348     glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
349     checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
350
351     glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
352     checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
353
354     glPixelStorei(GL_PACK_ALIGNMENT, This->surface_alignment);
355     checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, This->surface_alignment);");
356     glPixelStorei(GL_UNPACK_ALIGNMENT, This->surface_alignment);
357     checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, This->surface_alignment);");
358
359     if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
360         /* Most textures will use client storage if supported. Exceptions are non-native power of 2 textures
361          * and textures in DIB sections(due to the memory protection).
362          */
363         glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
364         checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
365     }
366     if(GL_SUPPORT(ARB_VERTEX_BLEND)) {
367         /* Direct3D always uses n-1 weights for n world matrices and uses 1 - sum for the last one
368          * this is equal to GL_WEIGHT_SUM_UNITY_ARB. Enabling it doesn't do anything unless
369          * GL_VERTEX_BLEND_ARB isn't enabled too
370          */
371         glEnable(GL_WEIGHT_SUM_UNITY_ARB);
372         checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
373     }
374     if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
375         glEnable(GL_TEXTURE_SHADER_NV);
376         checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)");
377
378         /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
379          * the previous texture where to source the offset from is always unit - 1.
380          */
381         for(s = 1; s < GL_LIMITS(textures); s++) {
382             GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
383             glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + s - 1);
384             checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...\n");
385         }
386     }
387     if(GL_SUPPORT(ARB_POINT_SPRITE)) {
388         for(s = 0; s < GL_LIMITS(textures); s++) {
389             GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
390             glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
391             checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)\n");
392         }
393     }
394     LEAVE_GL();
395
396     if(oldDrawable && oldCtx) {
397         pwglMakeCurrent(oldDrawable, oldCtx);
398     }
399
400 out:
401     return ret;
402 }
403
404 /*****************************************************************************
405  * RemoveContextFromArray
406  *
407  * Removes a context from the context manager. The opengl context is not
408  * destroyed or unset. context is not a valid pointer after that call.
409  *
410  * Similar to the former call this isn't a performance critical function. A
411  * helper function for DestroyContext.
412  *
413  * Params:
414  *  This: Device to activate the context for
415  *  context: Context to remove
416  *
417  *****************************************************************************/
418 static void RemoveContextFromArray(IWineD3DDeviceImpl *This, WineD3DContext *context) {
419     UINT t, s;
420     WineD3DContext **oldArray = This->contexts;
421
422     TRACE("Removing ctx %p\n", context);
423
424     This->numContexts--;
425
426     if(This->numContexts) {
427         This->contexts = HeapAlloc(GetProcessHeap(), 0, sizeof(*This->contexts) * This->numContexts);
428         if(!This->contexts) {
429             ERR("Cannot allocate a new context array, PANIC!!!\n");
430         }
431         t = 0;
432         for(s = 0; s < This->numContexts; s++) {
433             if(oldArray[s] == context) continue;
434             This->contexts[t] = oldArray[s];
435             t++;
436         }
437     } else {
438         This->contexts = NULL;
439     }
440
441     HeapFree(GetProcessHeap(), 0, context);
442     HeapFree(GetProcessHeap(), 0, oldArray);
443 }
444
445 /*****************************************************************************
446  * DestroyContext
447  *
448  * Destroys a wineD3DContext
449  *
450  * Params:
451  *  This: Device to activate the context for
452  *  context: Context to destroy
453  *
454  *****************************************************************************/
455 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context) {
456
457     /* check that we are the current context first */
458     TRACE("Destroying ctx %p\n", context);
459     if(pwglGetCurrentContext() == context->glCtx){
460         pwglMakeCurrent(NULL, NULL);
461     }
462
463     if(context->isPBuffer) {
464         GL_EXTCALL(wglReleasePbufferDCARB(context->pbuffer, context->hdc));
465         GL_EXTCALL(wglDestroyPbufferARB(context->pbuffer));
466     } else ReleaseDC(context->win_handle, context->hdc);
467     pwglDeleteContext(context->glCtx);
468
469     RemoveContextFromArray(This, context);
470 }
471
472 /*****************************************************************************
473  * SetupForBlit
474  *
475  * Sets up a context for DirectDraw blitting.
476  * All texture units are disabled, except unit 0
477  * Texture unit 0 is activted where GL_TEXTURE_2D is activated
478  * fog, lighting, blending, alpha test, z test, scissor test, culling diabled
479  * color writing enabled for all channels
480  * register combiners disabled, shaders disabled
481  * world matris is set to identity, texture matrix 0 too
482  * projection matrix is setup for drawing screen coordinates
483  *
484  * Params:
485  *  This: Device to activate the context for
486  *  context: Context to setup
487  *  width: render target width
488  *  height: render target height
489  *
490  *****************************************************************************/
491 static inline void SetupForBlit(IWineD3DDeviceImpl *This, WineD3DContext *context, UINT width, UINT height) {
492     int i;
493
494     TRACE("Setting up context %p for blitting\n", context);
495     if(context->last_was_blit) {
496         TRACE("Context is already set up for blitting, nothing to do\n");
497         return;
498     }
499     context->last_was_blit = TRUE;
500
501     /* TODO: Use a display list */
502
503     /* Disable shaders */
504     This->shader_backend->shader_cleanup((IWineD3DDevice *) This);
505     Context_MarkStateDirty(context, STATE_VSHADER);
506     Context_MarkStateDirty(context, STATE_PIXELSHADER);
507
508     /* Disable all textures. The caller can then bind a texture it wants to blit
509      * from
510      */
511     if(GL_SUPPORT(NV_REGISTER_COMBINERS)) {
512         glDisable(GL_REGISTER_COMBINERS_NV);
513         checkGLcall("glDisable(GL_REGISTER_COMBINERS_NV)");
514     }
515     if (GL_SUPPORT(ARB_MULTITEXTURE)) {
516         /* The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
517          * function texture unit. No need to care for higher samplers
518          */
519         for(i = GL_LIMITS(textures) - 1; i > 0 ; i--) {
520             GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
521             checkGLcall("glActiveTextureARB");
522
523             if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
524                 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
525                 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
526             }
527             glDisable(GL_TEXTURE_3D);
528             checkGLcall("glDisable GL_TEXTURE_3D");
529             glDisable(GL_TEXTURE_2D);
530             checkGLcall("glDisable GL_TEXTURE_2D");
531
532             glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
533             checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
534
535             Context_MarkStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
536             Context_MarkStateDirty(context, STATE_SAMPLER(i));
537         }
538         GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
539         checkGLcall("glActiveTextureARB");
540     }
541     if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
542         glDisable(GL_TEXTURE_CUBE_MAP_ARB);
543         checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
544     }
545     glDisable(GL_TEXTURE_3D);
546     checkGLcall("glDisable GL_TEXTURE_3D");
547     glEnable(GL_TEXTURE_2D);
548     checkGLcall("glEnable GL_TEXTURE_2D");
549
550     glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
551
552     glMatrixMode(GL_TEXTURE);
553     checkGLcall("glMatrixMode(GL_TEXTURE)");
554     glLoadIdentity();
555     checkGLcall("glLoadIdentity()");
556     Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0));
557
558     if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
559         glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
560                   GL_TEXTURE_LOD_BIAS_EXT,
561                   0.0);
562         checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
563     }
564     Context_MarkStateDirty(context, STATE_SAMPLER(0));
565     Context_MarkStateDirty(context, STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP));
566
567     /* Other misc states */
568     glDisable(GL_ALPHA_TEST);
569     checkGLcall("glDisable(GL_ALPHA_TEST)");
570     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHATESTENABLE));
571     glDisable(GL_LIGHTING);
572     checkGLcall("glDisable GL_LIGHTING");
573     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING));
574     glDisable(GL_DEPTH_TEST);
575     checkGLcall("glDisable GL_DEPTH_TEST");
576     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ZENABLE));
577     glDisable(GL_FOG);
578     checkGLcall("glDisable GL_FOG");
579     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE));
580     glDisable(GL_BLEND);
581     checkGLcall("glDisable GL_BLEND");
582     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE));
583     glDisable(GL_CULL_FACE);
584     checkGLcall("glDisable GL_CULL_FACE");
585     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CULLMODE));
586     glDisable(GL_STENCIL_TEST);
587     checkGLcall("glDisable GL_STENCIL_TEST");
588     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_STENCILENABLE));
589     if(GL_SUPPORT(ARB_POINT_SPRITE)) {
590         glDisable(GL_POINT_SPRITE_ARB);
591         checkGLcall("glDisable GL_POINT_SPRITE_ARB");
592         Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE));
593     }
594     glColorMask(GL_TRUE, GL_TRUE,GL_TRUE,GL_TRUE);
595     checkGLcall("glColorMask");
596     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING));
597     if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
598         glDisable(GL_COLOR_SUM_EXT);
599         Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SPECULARENABLE));
600         checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
601     }
602     if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
603         GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
604         Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SPECULARENABLE));
605         checkGLcall("glFinalCombinerInputNV");
606     }
607
608     /* Setup transforms */
609     glMatrixMode(GL_MODELVIEW);
610     checkGLcall("glMatrixMode(GL_MODELVIEW)");
611     glLoadIdentity();
612     checkGLcall("glLoadIdentity()");
613     Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)));
614
615     glMatrixMode(GL_PROJECTION);
616     checkGLcall("glMatrixMode(GL_PROJECTION)");
617     glLoadIdentity();
618     checkGLcall("glLoadIdentity()");
619     glOrtho(0, width, height, 0, 0.0, -1.0);
620     checkGLcall("glOrtho");
621     Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION));
622
623     context->last_was_rhw = TRUE;
624     Context_MarkStateDirty(context, STATE_VDECL); /* because of last_was_rhw = TRUE */
625
626     glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)");
627     glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)");
628     glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)");
629     glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)");
630     glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)");
631     glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)");
632     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING));
633
634     glViewport(0, 0, width, height);
635     checkGLcall("glViewport");
636     Context_MarkStateDirty(context, STATE_VIEWPORT);
637
638     if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
639         glDisable(GL_TEXTURE_SHADER_NV);
640         checkGLcall("glDisable(GL_TEXTURE_SHADER_NV)");
641     }
642 }
643
644 /*****************************************************************************
645  * findThreadContextForSwapChain
646  *
647  * Searches a swapchain for all contexts and picks one for the thread tid.
648  * If none can be found the swapchain is requested to create a new context
649  *
650  *****************************************************************************/
651 static WineD3DContext *findThreadContextForSwapChain(IWineD3DSwapChain *swapchain, DWORD tid) {
652     int i;
653
654     for(i = 0; i < ((IWineD3DSwapChainImpl *) swapchain)->num_contexts; i++) {
655         if(((IWineD3DSwapChainImpl *) swapchain)->context[i]->tid == tid) {
656             return ((IWineD3DSwapChainImpl *) swapchain)->context[i];
657         }
658
659     }
660
661     /* Create a new context for the thread */
662     return IWineD3DSwapChainImpl_CreateContextForThread(swapchain);
663 }
664
665 /*****************************************************************************
666  * FindContext
667  *
668  * Finds a context for the current render target and thread
669  *
670  * Parameters:
671  *  target: Render target to find the context for
672  *  tid: Thread to activate the context for
673  *
674  * Returns: The needed context
675  *
676  *****************************************************************************/
677 static inline WineD3DContext *FindContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, DWORD tid, GLint *buffer) {
678     IWineD3DSwapChain *swapchain = NULL;
679     HRESULT hr;
680     BOOL readTexture = wined3d_settings.offscreen_rendering_mode != ORM_FBO && This->render_offscreen;
681     WineD3DContext *context = This->activeContext;
682     BOOL oldRenderOffscreen = This->render_offscreen;
683
684     hr = IWineD3DSurface_GetContainer(target, &IID_IWineD3DSwapChain, (void **) &swapchain);
685     if(hr == WINED3D_OK && swapchain) {
686         TRACE("Rendering onscreen\n");
687
688         context = findThreadContextForSwapChain(swapchain, tid);
689
690         This->render_offscreen = FALSE;
691         /* The context != This->activeContext will catch a NOP context change. This can occur
692          * if we are switching back to swapchain rendering in case of FBO or Back Buffer offscreen
693          * rendering. No context change is needed in that case
694          */
695
696         if(((IWineD3DSwapChainImpl *) swapchain)->frontBuffer == target) {
697             *buffer = GL_FRONT;
698         } else {
699             *buffer = GL_BACK;
700         }
701         if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
702             if(This->pbufferContext && tid == This->pbufferContext->tid) {
703                 This->pbufferContext->tid = 0;
704             }
705         }
706         IWineD3DSwapChain_Release(swapchain);
707
708         if(oldRenderOffscreen) {
709             Context_MarkStateDirty(context, WINED3DTS_PROJECTION);
710             Context_MarkStateDirty(context, STATE_VDECL);
711             Context_MarkStateDirty(context, STATE_VIEWPORT);
712             Context_MarkStateDirty(context, STATE_SCISSORRECT);
713             Context_MarkStateDirty(context, STATE_FRONTFACE);
714         }
715
716     } else {
717         TRACE("Rendering offscreen\n");
718         This->render_offscreen = TRUE;
719         *buffer = This->offscreenBuffer;
720
721         switch(wined3d_settings.offscreen_rendering_mode) {
722             case ORM_FBO:
723                 /* FBOs do not need a different context. Stay with whatever context is active at the moment */
724                 if(This->activeContext && tid == This->lastThread) {
725                     context = This->activeContext;
726                 } else {
727                     /* This may happen if the app jumps streight into offscreen rendering
728                      * Start using the context of the primary swapchain. tid == 0 is no problem
729                      * for findThreadContextForSwapChain.
730                      *
731                      * Can also happen on thread switches - in that case findThreadContextForSwapChain
732                      * is perfect to call.
733                      */
734                     context = findThreadContextForSwapChain(This->swapchains[0], tid);
735                 }
736                 break;
737
738             case ORM_PBUFFER:
739             {
740                 IWineD3DSurfaceImpl *targetimpl = (IWineD3DSurfaceImpl *) target;
741                 if(This->pbufferContext == NULL ||
742                    This->pbufferWidth < targetimpl->currentDesc.Width ||
743                    This->pbufferHeight < targetimpl->currentDesc.Height) {
744                     if(This->pbufferContext) {
745                         DestroyContext(This, This->pbufferContext);
746                     }
747
748                     /* The display is irrelevant here, the window is 0. But CreateContext needs a valid X connection.
749                      * Create the context on the same server as the primary swapchain. The primary swapchain is exists at this point.
750                      */
751                     This->pbufferContext = CreateContext(This, targetimpl,
752                             ((IWineD3DSwapChainImpl *) This->swapchains[0])->context[0]->win_handle,
753                             TRUE /* pbuffer */, &((IWineD3DSwapChainImpl *)This->swapchains[0])->presentParms);
754                     This->pbufferWidth = targetimpl->currentDesc.Width;
755                     This->pbufferHeight = targetimpl->currentDesc.Height;
756                    }
757
758                    if(This->pbufferContext) {
759                        if(This->pbufferContext->tid != 0 && This->pbufferContext->tid != tid) {
760                            FIXME("The PBuffr context is only supported for one thread for now!\n");
761                        }
762                        This->pbufferContext->tid = tid;
763                        context = This->pbufferContext;
764                        break;
765                    } else {
766                        ERR("Failed to create a buffer context and drawable, falling back to back buffer offscreen rendering\n");
767                        wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
768                    }
769             }
770
771             case ORM_BACKBUFFER:
772                 /* Stay with the currently active context for back buffer rendering */
773                 if(This->activeContext && tid == This->lastThread) {
774                     context = This->activeContext;
775                 } else {
776                     /* This may happen if the app jumps streight into offscreen rendering
777                      * Start using the context of the primary swapchain. tid == 0 is no problem
778                      * for findThreadContextForSwapChain.
779                      *
780                      * Can also happen on thread switches - in that case findThreadContextForSwapChain
781                      * is perfect to call.
782                      */
783                     context = findThreadContextForSwapChain(This->swapchains[0], tid);
784                 }
785                 break;
786         }
787
788         if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
789             /* Make sure we have a OpenGL texture name so the PreLoad() used to read the buffer
790              * back when we are done won't mark us dirty.
791              */
792             IWineD3DSurface_PreLoad(target);
793         }
794
795         if(!oldRenderOffscreen) {
796             Context_MarkStateDirty(context, WINED3DTS_PROJECTION);
797             Context_MarkStateDirty(context, STATE_VDECL);
798             Context_MarkStateDirty(context, STATE_VIEWPORT);
799             Context_MarkStateDirty(context, STATE_SCISSORRECT);
800             Context_MarkStateDirty(context, STATE_FRONTFACE);
801         }
802     }
803     if (readTexture) {
804         BOOL oldInDraw = This->isInDraw;
805
806         /* PreLoad requires a context to load the texture, thus it will call ActivateContext.
807          * Set the isInDraw to true to signal PreLoad that it has a context. Will be tricky
808          * when using offscreen rendering with multithreading
809          */
810         This->isInDraw = TRUE;
811
812         /* Do that before switching the context:
813          * Read the back buffer of the old drawable into the destination texture
814          */
815         IWineD3DSurface_PreLoad(This->lastActiveRenderTarget);
816
817         /* Assume that the drawable will be modified by some other things now */
818         IWineD3DSurface_ModifyLocation(This->lastActiveRenderTarget, SFLAG_INDRAWABLE, FALSE);
819
820         This->isInDraw = oldInDraw;
821     }
822
823     if(oldRenderOffscreen != This->render_offscreen && This->depth_copy_state != WINED3D_DCS_NO_COPY) {
824         This->depth_copy_state = WINED3D_DCS_COPY;
825     }
826     return context;
827 }
828
829 /*****************************************************************************
830  * ActivateContext
831  *
832  * Finds a rendering context and drawable matching the device and render
833  * target for the current thread, activates them and puts them into the
834  * requested state.
835  *
836  * Params:
837  *  This: Device to activate the context for
838  *  target: Requested render target
839  *  usage: Prepares the context for blitting, drawing or other actions
840  *
841  *****************************************************************************/
842 void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextUsage usage) {
843     DWORD                         tid = GetCurrentThreadId();
844     int                           i;
845     DWORD                         dirtyState, idx;
846     BYTE                          shift;
847     WineD3DContext                *context;
848     GLint                         drawBuffer=0;
849
850     TRACE("(%p): Selecting context for render target %p, thread %d\n", This, target, tid);
851     if(This->lastActiveRenderTarget != target || tid != This->lastThread) {
852         context = FindContext(This, target, tid, &drawBuffer);
853         This->lastActiveRenderTarget = target;
854         This->lastThread = tid;
855     } else {
856         /* Stick to the old context */
857         context = This->activeContext;
858     }
859
860     /* Activate the opengl context */
861     if(context != This->activeContext) {
862         BOOL ret;
863
864         /* Prevent an unneeded context switch as those are expensive */
865         if(context->glCtx && (context->glCtx == pwglGetCurrentContext())) {
866             TRACE("Already using gl context %p\n", context->glCtx);
867         }
868         else {
869             TRACE("Switching gl ctx to %p, hdc=%p ctx=%p\n", context, context->hdc, context->glCtx);
870             ret = pwglMakeCurrent(context->hdc, context->glCtx);
871             if(ret == FALSE) {
872                 ERR("Failed to activate the new context\n");
873             }
874         }
875         This->activeContext = context;
876     }
877
878     /* We only need ENTER_GL for the gl calls made below and for the helper functions which make GL calls */
879     ENTER_GL();
880     /* Select the right draw buffer. It is selected in FindContext. */
881     if(drawBuffer && context->last_draw_buffer != drawBuffer) {
882         TRACE("Drawing to buffer: %#x\n", drawBuffer);
883         context->last_draw_buffer = drawBuffer;
884
885         glDrawBuffer(drawBuffer);
886         checkGLcall("glDrawBuffer");
887     }
888
889     switch(usage) {
890         case CTXUSAGE_RESOURCELOAD:
891             /* This does not require any special states to be set up */
892             break;
893
894         case CTXUSAGE_CLEAR:
895             if(context->last_was_blit && GL_SUPPORT(NV_TEXTURE_SHADER2)) {
896                 glEnable(GL_TEXTURE_SHADER_NV);
897                 checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)");
898             }
899
900             glEnable(GL_SCISSOR_TEST);
901             checkGLcall("glEnable GL_SCISSOR_TEST");
902             context->last_was_blit = FALSE;
903             Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
904             Context_MarkStateDirty(context, STATE_SCISSORRECT);
905             break;
906
907         case CTXUSAGE_DRAWPRIM:
908             /* This needs all dirty states applied */
909             if(context->last_was_blit && GL_SUPPORT(NV_TEXTURE_SHADER2)) {
910                 glEnable(GL_TEXTURE_SHADER_NV);
911                 checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)");
912             }
913
914             IWineD3DDeviceImpl_FindTexUnitMap(This);
915
916             for(i=0; i < context->numDirtyEntries; i++) {
917                 dirtyState = context->dirtyArray[i];
918                 idx = dirtyState >> 5;
919                 shift = dirtyState & 0x1f;
920                 context->isStateDirty[idx] &= ~(1 << shift);
921                 StateTable[dirtyState].apply(dirtyState, This->stateBlock, context);
922             }
923             context->numDirtyEntries = 0; /* This makes the whole list clean */
924             context->last_was_blit = FALSE;
925             break;
926
927         case CTXUSAGE_BLIT:
928             SetupForBlit(This, context,
929                          ((IWineD3DSurfaceImpl *)target)->currentDesc.Width,
930                          ((IWineD3DSurfaceImpl *)target)->currentDesc.Height);
931             break;
932
933         default:
934             FIXME("Unexpected context usage requested\n");
935     }
936     LEAVE_GL();
937 }