kernel32: Add a structure to store all the information about an executable.
[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->max_buffers; ++i)
92     {
93         gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, 0, 0);
94         checkGLcall("glFramebufferTexture2D()");
95     }
96     gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
97     checkGLcall("glFramebufferTexture2D()");
98
99     gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
100     checkGLcall("glFramebufferTexture2D()");
101 }
102
103 /* GL locking is done by the caller */
104 static void context_destroy_fbo(struct wined3d_context *context, GLuint *fbo)
105 {
106     const struct wined3d_gl_info *gl_info = context->gl_info;
107
108     context_bind_fbo(context, GL_FRAMEBUFFER, fbo);
109     context_clean_fbo_attachments(gl_info);
110     context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
111
112     gl_info->fbo_ops.glDeleteFramebuffers(1, fbo);
113     checkGLcall("glDeleteFramebuffers()");
114 }
115
116 /* GL locking is done by the caller */
117 static void context_apply_attachment_filter_states(IWineD3DSurface *surface, BOOL force_preload)
118 {
119     const IWineD3DSurfaceImpl *surface_impl = (IWineD3DSurfaceImpl *)surface;
120     IWineD3DDeviceImpl *device = surface_impl->resource.wineD3DDevice;
121     IWineD3DBaseTextureImpl *texture_impl;
122     BOOL update_minfilter = FALSE;
123     BOOL update_magfilter = FALSE;
124
125     /* Update base texture states array */
126     if (SUCCEEDED(IWineD3DSurface_GetContainer(surface, &IID_IWineD3DBaseTexture, (void **)&texture_impl)))
127     {
128         if (texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MINFILTER] != WINED3DTEXF_POINT
129             || texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MIPFILTER] != WINED3DTEXF_NONE)
130         {
131             texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
132             texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
133             update_minfilter = TRUE;
134         }
135
136         if (texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MAGFILTER] != WINED3DTEXF_POINT)
137         {
138             texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
139             update_magfilter = TRUE;
140         }
141
142         if (texture_impl->baseTexture.bindCount)
143         {
144             WARN("Render targets should not be bound to a sampler\n");
145             IWineD3DDeviceImpl_MarkStateDirty(device, STATE_SAMPLER(texture_impl->baseTexture.sampler));
146         }
147
148         IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)texture_impl);
149     }
150
151     if (update_minfilter || update_magfilter || force_preload)
152     {
153         GLenum target, bind_target;
154         GLint old_binding;
155
156         target = surface_impl->texture_target;
157         if (target == GL_TEXTURE_2D)
158         {
159             bind_target = GL_TEXTURE_2D;
160             glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
161         } else if (target == GL_TEXTURE_RECTANGLE_ARB) {
162             bind_target = GL_TEXTURE_RECTANGLE_ARB;
163             glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
164         } else {
165             bind_target = GL_TEXTURE_CUBE_MAP_ARB;
166             glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP_ARB, &old_binding);
167         }
168
169         surface_internal_preload(surface, SRGB_RGB);
170
171         glBindTexture(bind_target, surface_impl->texture_name);
172         if (update_minfilter) glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
173         if (update_magfilter) glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
174         glBindTexture(bind_target, old_binding);
175     }
176
177     checkGLcall("apply_attachment_filter_states()");
178 }
179
180 /* GL locking is done by the caller */
181 void context_attach_depth_stencil_fbo(struct wined3d_context *context,
182         GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer)
183 {
184     IWineD3DSurfaceImpl *depth_stencil_impl = (IWineD3DSurfaceImpl *)depth_stencil;
185     const struct wined3d_gl_info *gl_info = context->gl_info;
186
187     TRACE("Attach depth stencil %p\n", depth_stencil);
188
189     if (depth_stencil)
190     {
191         DWORD format_flags = depth_stencil_impl->resource.format_desc->Flags;
192
193         if (use_render_buffer && depth_stencil_impl->current_renderbuffer)
194         {
195             if (format_flags & WINED3DFMT_FLAG_DEPTH)
196             {
197                 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_DEPTH_ATTACHMENT,
198                         GL_RENDERBUFFER, depth_stencil_impl->current_renderbuffer->id);
199                 checkGLcall("glFramebufferRenderbuffer()");
200             }
201
202             if (format_flags & WINED3DFMT_FLAG_STENCIL)
203             {
204                 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_STENCIL_ATTACHMENT,
205                         GL_RENDERBUFFER, depth_stencil_impl->current_renderbuffer->id);
206                 checkGLcall("glFramebufferRenderbuffer()");
207             }
208         }
209         else
210         {
211             context_apply_attachment_filter_states(depth_stencil, TRUE);
212
213             if (format_flags & WINED3DFMT_FLAG_DEPTH)
214             {
215                 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT,
216                         depth_stencil_impl->texture_target, depth_stencil_impl->texture_name,
217                         depth_stencil_impl->texture_level);
218                 checkGLcall("glFramebufferTexture2D()");
219             }
220
221             if (format_flags & WINED3DFMT_FLAG_STENCIL)
222             {
223                 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT,
224                         depth_stencil_impl->texture_target, depth_stencil_impl->texture_name,
225                         depth_stencil_impl->texture_level);
226                 checkGLcall("glFramebufferTexture2D()");
227             }
228         }
229
230         if (!(format_flags & WINED3DFMT_FLAG_DEPTH))
231         {
232             gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
233             checkGLcall("glFramebufferTexture2D()");
234         }
235
236         if (!(format_flags & WINED3DFMT_FLAG_STENCIL))
237         {
238             gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
239             checkGLcall("glFramebufferTexture2D()");
240         }
241     }
242     else
243     {
244         gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
245         checkGLcall("glFramebufferTexture2D()");
246
247         gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
248         checkGLcall("glFramebufferTexture2D()");
249     }
250 }
251
252 /* GL locking is done by the caller */
253 void context_attach_surface_fbo(const struct wined3d_context *context,
254         GLenum fbo_target, DWORD idx, IWineD3DSurface *surface)
255 {
256     const IWineD3DSurfaceImpl *surface_impl = (IWineD3DSurfaceImpl *)surface;
257     const struct wined3d_gl_info *gl_info = context->gl_info;
258
259     TRACE("Attach surface %p to %u\n", surface, idx);
260
261     if (surface)
262     {
263         context_apply_attachment_filter_states(surface, TRUE);
264
265         gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_COLOR_ATTACHMENT0 + idx, surface_impl->texture_target,
266                 surface_impl->texture_name, surface_impl->texture_level);
267         checkGLcall("glFramebufferTexture2D()");
268     }
269     else
270     {
271         gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_COLOR_ATTACHMENT0 + idx, GL_TEXTURE_2D, 0, 0);
272         checkGLcall("glFramebufferTexture2D()");
273     }
274 }
275
276 /* GL locking is done by the caller */
277 static void context_check_fbo_status(struct wined3d_context *context)
278 {
279     const struct wined3d_gl_info *gl_info = context->gl_info;
280     GLenum status;
281
282     status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
283     if (status == GL_FRAMEBUFFER_COMPLETE)
284     {
285         TRACE("FBO complete\n");
286     } else {
287         IWineD3DSurfaceImpl *attachment;
288         unsigned int i;
289         FIXME("FBO status %s (%#x)\n", debug_fbostatus(status), status);
290
291         if (!context->current_fbo)
292         {
293             ERR("FBO 0 is incomplete, driver bug?\n");
294             return;
295         }
296
297         /* Dump the FBO attachments */
298         for (i = 0; i < gl_info->max_buffers; ++i)
299         {
300             attachment = (IWineD3DSurfaceImpl *)context->current_fbo->render_targets[i];
301             if (attachment)
302             {
303                 FIXME("\tColor attachment %d: (%p) %s %ux%u\n",
304                         i, attachment, debug_d3dformat(attachment->resource.format_desc->format),
305                         attachment->pow2Width, attachment->pow2Height);
306             }
307         }
308         attachment = (IWineD3DSurfaceImpl *)context->current_fbo->depth_stencil;
309         if (attachment)
310         {
311             FIXME("\tDepth attachment: (%p) %s %ux%u\n",
312                     attachment, debug_d3dformat(attachment->resource.format_desc->format),
313                     attachment->pow2Width, attachment->pow2Height);
314         }
315     }
316 }
317
318 static struct fbo_entry *context_create_fbo_entry(struct wined3d_context *context)
319 {
320     IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice;
321     const struct wined3d_gl_info *gl_info = context->gl_info;
322     struct fbo_entry *entry;
323
324     entry = HeapAlloc(GetProcessHeap(), 0, sizeof(*entry));
325     entry->render_targets = HeapAlloc(GetProcessHeap(), 0, gl_info->max_buffers * sizeof(*entry->render_targets));
326     memcpy(entry->render_targets, device->render_targets, gl_info->max_buffers * sizeof(*entry->render_targets));
327     entry->depth_stencil = device->stencilBufferTarget;
328     entry->attached = FALSE;
329     entry->id = 0;
330
331     return entry;
332 }
333
334 /* GL locking is done by the caller */
335 static void context_reuse_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
336 {
337     IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice;
338     const struct wined3d_gl_info *gl_info = context->gl_info;
339
340     context_bind_fbo(context, GL_FRAMEBUFFER, &entry->id);
341     context_clean_fbo_attachments(gl_info);
342
343     memcpy(entry->render_targets, device->render_targets, gl_info->max_buffers * sizeof(*entry->render_targets));
344     entry->depth_stencil = device->stencilBufferTarget;
345     entry->attached = FALSE;
346 }
347
348 /* GL locking is done by the caller */
349 static void context_destroy_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
350 {
351     if (entry->id)
352     {
353         TRACE("Destroy FBO %d\n", entry->id);
354         context_destroy_fbo(context, &entry->id);
355     }
356     --context->fbo_entry_count;
357     list_remove(&entry->entry);
358     HeapFree(GetProcessHeap(), 0, entry->render_targets);
359     HeapFree(GetProcessHeap(), 0, entry);
360 }
361
362
363 /* GL locking is done by the caller */
364 static struct fbo_entry *context_find_fbo_entry(struct wined3d_context *context)
365 {
366     IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice;
367     const struct wined3d_gl_info *gl_info = context->gl_info;
368     struct fbo_entry *entry;
369
370     LIST_FOR_EACH_ENTRY(entry, &context->fbo_list, struct fbo_entry, entry)
371     {
372         if (!memcmp(entry->render_targets,
373                 device->render_targets, gl_info->max_buffers * sizeof(*entry->render_targets))
374                 && entry->depth_stencil == device->stencilBufferTarget)
375         {
376             list_remove(&entry->entry);
377             list_add_head(&context->fbo_list, &entry->entry);
378             return entry;
379         }
380     }
381
382     if (context->fbo_entry_count < WINED3D_MAX_FBO_ENTRIES)
383     {
384         entry = context_create_fbo_entry(context);
385         list_add_head(&context->fbo_list, &entry->entry);
386         ++context->fbo_entry_count;
387     }
388     else
389     {
390         entry = LIST_ENTRY(list_tail(&context->fbo_list), struct fbo_entry, entry);
391         context_reuse_fbo_entry(context, entry);
392         list_remove(&entry->entry);
393         list_add_head(&context->fbo_list, &entry->entry);
394     }
395
396     return entry;
397 }
398
399 /* GL locking is done by the caller */
400 static void context_apply_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
401 {
402     IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice;
403     const struct wined3d_gl_info *gl_info = context->gl_info;
404     unsigned int i;
405
406     context_bind_fbo(context, GL_FRAMEBUFFER, &entry->id);
407
408     if (!entry->attached)
409     {
410         /* Apply render targets */
411         for (i = 0; i < gl_info->max_buffers; ++i)
412         {
413             IWineD3DSurface *render_target = device->render_targets[i];
414             context_attach_surface_fbo(context, GL_FRAMEBUFFER, i, render_target);
415         }
416
417         /* Apply depth targets */
418         if (device->stencilBufferTarget)
419         {
420             unsigned int w = ((IWineD3DSurfaceImpl *)device->render_targets[0])->pow2Width;
421             unsigned int h = ((IWineD3DSurfaceImpl *)device->render_targets[0])->pow2Height;
422
423             surface_set_compatible_renderbuffer(device->stencilBufferTarget, w, h);
424         }
425         context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER, device->stencilBufferTarget, TRUE);
426
427         entry->attached = TRUE;
428     }
429     else
430     {
431         for (i = 0; i < gl_info->max_buffers; ++i)
432         {
433             if (device->render_targets[i])
434                 context_apply_attachment_filter_states(device->render_targets[i], FALSE);
435         }
436         if (device->stencilBufferTarget)
437             context_apply_attachment_filter_states(device->stencilBufferTarget, FALSE);
438     }
439
440     for (i = 0; i < gl_info->max_buffers; ++i)
441     {
442         if (device->render_targets[i])
443             device->draw_buffers[i] = GL_COLOR_ATTACHMENT0 + i;
444         else
445             device->draw_buffers[i] = GL_NONE;
446     }
447 }
448
449 /* GL locking is done by the caller */
450 static void context_apply_fbo_state(struct wined3d_context *context)
451 {
452     struct fbo_entry *entry, *entry2;
453
454     LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry)
455     {
456         context_destroy_fbo_entry(context, entry);
457     }
458
459     if (context->render_offscreen)
460     {
461         context->current_fbo = context_find_fbo_entry(context);
462         context_apply_fbo_entry(context, context->current_fbo);
463     } else {
464         context->current_fbo = NULL;
465         context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
466     }
467
468     context_check_fbo_status(context);
469 }
470
471 /* Context activation is done by the caller. */
472 void context_alloc_occlusion_query(struct wined3d_context *context, struct wined3d_occlusion_query *query)
473 {
474     const struct wined3d_gl_info *gl_info = context->gl_info;
475
476     if (context->free_occlusion_query_count)
477     {
478         query->id = context->free_occlusion_queries[--context->free_occlusion_query_count];
479     }
480     else
481     {
482         if (GL_SUPPORT(ARB_OCCLUSION_QUERY))
483         {
484             ENTER_GL();
485             GL_EXTCALL(glGenQueriesARB(1, &query->id));
486             checkGLcall("glGenQueriesARB");
487             LEAVE_GL();
488
489             TRACE("Allocated occlusion query %u in context %p.\n", query->id, context);
490         }
491         else
492         {
493             WARN("Occlusion queries not supported, not allocating query id.\n");
494             query->id = 0;
495         }
496     }
497
498     query->context = context;
499     list_add_head(&context->occlusion_queries, &query->entry);
500 }
501
502 void context_free_occlusion_query(struct wined3d_occlusion_query *query)
503 {
504     struct wined3d_context *context = query->context;
505
506     list_remove(&query->entry);
507     query->context = NULL;
508
509     if (context->free_occlusion_query_count >= context->free_occlusion_query_size - 1)
510     {
511         UINT new_size = context->free_occlusion_query_size << 1;
512         GLuint *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_occlusion_queries,
513                 new_size * sizeof(*context->free_occlusion_queries));
514
515         if (!new_data)
516         {
517             ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context);
518             return;
519         }
520
521         context->free_occlusion_query_size = new_size;
522         context->free_occlusion_queries = new_data;
523     }
524
525     context->free_occlusion_queries[context->free_occlusion_query_count++] = query->id;
526 }
527
528 /* Context activation is done by the caller. */
529 void context_alloc_event_query(struct wined3d_context *context, struct wined3d_event_query *query)
530 {
531     const struct wined3d_gl_info *gl_info = context->gl_info;
532
533     if (context->free_event_query_count)
534     {
535         query->id = context->free_event_queries[--context->free_event_query_count];
536     }
537     else
538     {
539         if (GL_SUPPORT(APPLE_FENCE))
540         {
541             ENTER_GL();
542             GL_EXTCALL(glGenFencesAPPLE(1, &query->id));
543             checkGLcall("glGenFencesAPPLE");
544             LEAVE_GL();
545
546             TRACE("Allocated event query %u in context %p.\n", query->id, context);
547         }
548         else if(GL_SUPPORT(NV_FENCE))
549         {
550             ENTER_GL();
551             GL_EXTCALL(glGenFencesNV(1, &query->id));
552             checkGLcall("glGenFencesNV");
553             LEAVE_GL();
554
555             TRACE("Allocated event query %u in context %p.\n", query->id, context);
556         }
557         else
558         {
559             WARN("Event queries not supported, not allocating query id.\n");
560             query->id = 0;
561         }
562     }
563
564     query->context = context;
565     list_add_head(&context->event_queries, &query->entry);
566 }
567
568 void context_free_event_query(struct wined3d_event_query *query)
569 {
570     struct wined3d_context *context = query->context;
571
572     list_remove(&query->entry);
573     query->context = NULL;
574
575     if (context->free_event_query_count >= context->free_event_query_size - 1)
576     {
577         UINT new_size = context->free_event_query_size << 1;
578         GLuint *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_event_queries,
579                 new_size * sizeof(*context->free_event_queries));
580
581         if (!new_data)
582         {
583             ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context);
584             return;
585         }
586
587         context->free_event_query_size = new_size;
588         context->free_event_queries = new_data;
589     }
590
591     context->free_event_queries[context->free_event_query_count++] = query->id;
592 }
593
594 void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource, WINED3DRESOURCETYPE type)
595 {
596     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
597     UINT i;
598
599     if (!This->d3d_initialized) return;
600
601     switch(type)
602     {
603         case WINED3DRTYPE_SURFACE:
604         {
605             for (i = 0; i < This->numContexts; ++i)
606             {
607                 struct wined3d_context *context = This->contexts[i];
608                 const struct wined3d_gl_info *gl_info = context->gl_info;
609                 struct fbo_entry *entry, *entry2;
610
611                 if (context->current_rt == (IWineD3DSurface *)resource) context->current_rt = NULL;
612
613                 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
614                 {
615                     UINT j;
616
617                     if (entry->depth_stencil == (IWineD3DSurface *)resource)
618                     {
619                         list_remove(&entry->entry);
620                         list_add_head(&context->fbo_destroy_list, &entry->entry);
621                         continue;
622                     }
623
624                     for (j = 0; j < gl_info->max_buffers; ++j)
625                     {
626                         if (entry->render_targets[j] == (IWineD3DSurface *)resource)
627                         {
628                             list_remove(&entry->entry);
629                             list_add_head(&context->fbo_destroy_list, &entry->entry);
630                             break;
631                         }
632                     }
633                 }
634             }
635
636             break;
637         }
638
639         default:
640             break;
641     }
642 }
643
644 static void context_validate(struct wined3d_context *context)
645 {
646     HWND wnd = WindowFromDC(context->hdc);
647
648     if (wnd != context->win_handle)
649     {
650         WARN("DC %p belongs to window %p instead of %p.\n",
651                 context->hdc, wnd, context->win_handle);
652         context->valid = 0;
653     }
654 }
655
656 static void context_destroy_gl_resources(struct wined3d_context *context)
657 {
658     const struct wined3d_gl_info *gl_info = context->gl_info;
659     struct wined3d_occlusion_query *occlusion_query;
660     struct wined3d_event_query *event_query;
661     struct fbo_entry *entry, *entry2;
662
663     context_validate(context);
664     if (context->valid) pwglMakeCurrent(context->hdc, context->glCtx);
665
666     ENTER_GL();
667
668     LIST_FOR_EACH_ENTRY(occlusion_query, &context->occlusion_queries, struct wined3d_occlusion_query, entry)
669     {
670         if (context->valid && GL_SUPPORT(ARB_OCCLUSION_QUERY))
671             GL_EXTCALL(glDeleteQueriesARB(1, &occlusion_query->id));
672         occlusion_query->context = NULL;
673     }
674
675     LIST_FOR_EACH_ENTRY(event_query, &context->event_queries, struct wined3d_event_query, entry)
676     {
677         if (context->valid)
678         {
679             if (GL_SUPPORT(APPLE_FENCE)) GL_EXTCALL(glDeleteFencesAPPLE(1, &event_query->id));
680             else if (GL_SUPPORT(NV_FENCE)) GL_EXTCALL(glDeleteFencesNV(1, &event_query->id));
681         }
682         event_query->context = NULL;
683     }
684
685     LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry)
686     {
687         if (!context->valid) entry->id = 0;
688         context_destroy_fbo_entry(context, entry);
689     }
690
691     LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
692     {
693         if (!context->valid) entry->id = 0;
694         context_destroy_fbo_entry(context, entry);
695     }
696
697     if (context->valid)
698     {
699         if (context->src_fbo)
700         {
701             TRACE("Destroy src FBO %d\n", context->src_fbo);
702             context_destroy_fbo(context, &context->src_fbo);
703         }
704         if (context->dst_fbo)
705         {
706             TRACE("Destroy dst FBO %d\n", context->dst_fbo);
707             context_destroy_fbo(context, &context->dst_fbo);
708         }
709         if (context->dummy_arbfp_prog)
710         {
711             GL_EXTCALL(glDeleteProgramsARB(1, &context->dummy_arbfp_prog));
712         }
713
714         if (GL_SUPPORT(ARB_OCCLUSION_QUERY))
715             GL_EXTCALL(glDeleteQueriesARB(context->free_occlusion_query_count, context->free_occlusion_queries));
716
717         if (GL_SUPPORT(APPLE_FENCE))
718             GL_EXTCALL(glDeleteFencesAPPLE(context->free_event_query_count, context->free_event_queries));
719         else if (GL_SUPPORT(NV_FENCE))
720             GL_EXTCALL(glDeleteFencesNV(context->free_event_query_count, context->free_event_queries));
721
722         checkGLcall("context cleanup");
723     }
724
725     LEAVE_GL();
726
727     HeapFree(GetProcessHeap(), 0, context->free_occlusion_queries);
728     HeapFree(GetProcessHeap(), 0, context->free_event_queries);
729
730     if (pwglGetCurrentContext() && !pwglMakeCurrent(NULL, NULL))
731     {
732         ERR("Failed to disable GL context.\n");
733     }
734
735     if (context->pbuffer)
736     {
737         GL_EXTCALL(wglReleasePbufferDCARB(context->pbuffer, context->hdc));
738         GL_EXTCALL(wglDestroyPbufferARB(context->pbuffer));
739     }
740     else
741     {
742         ReleaseDC(context->win_handle, context->hdc);
743     }
744
745     if (!pwglDeleteContext(context->glCtx))
746     {
747         DWORD err = GetLastError();
748         ERR("wglDeleteContext(%p) failed, last error %#x.\n", context->glCtx, err);
749     }
750 }
751
752 DWORD context_get_tls_idx(void)
753 {
754     return wined3d_context_tls_idx;
755 }
756
757 void context_set_tls_idx(DWORD idx)
758 {
759     wined3d_context_tls_idx = idx;
760 }
761
762 struct wined3d_context *context_get_current(void)
763 {
764     return TlsGetValue(wined3d_context_tls_idx);
765 }
766
767 BOOL context_set_current(struct wined3d_context *ctx)
768 {
769     struct wined3d_context *old = context_get_current();
770
771     if (old == ctx)
772     {
773         TRACE("Already using D3D context %p.\n", ctx);
774         return TRUE;
775     }
776
777     if (old)
778     {
779         if (old->destroyed)
780         {
781             TRACE("Switching away from destroyed context %p.\n", old);
782             context_destroy_gl_resources(old);
783             HeapFree(GetProcessHeap(), 0, old);
784         }
785         else
786         {
787             old->current = 0;
788         }
789     }
790
791     if (ctx)
792     {
793         TRACE("Switching to D3D context %p, GL context %p, device context %p.\n", ctx, ctx->glCtx, ctx->hdc);
794         if (!pwglMakeCurrent(ctx->hdc, ctx->glCtx))
795         {
796             DWORD err = GetLastError();
797             ERR("Failed to make GL context %p current on device context %p, last error %#x.\n",
798                     ctx->glCtx, ctx->hdc, err);
799             TlsSetValue(wined3d_context_tls_idx, NULL);
800             return FALSE;
801         }
802         ctx->current = 1;
803     }
804     else if(pwglGetCurrentContext())
805     {
806         TRACE("Clearing current D3D context.\n");
807         if (!pwglMakeCurrent(NULL, NULL))
808         {
809             DWORD err = GetLastError();
810             ERR("Failed to clear current GL context, last error %#x.\n", err);
811             TlsSetValue(wined3d_context_tls_idx, NULL);
812             return FALSE;
813         }
814     }
815
816     return TlsSetValue(wined3d_context_tls_idx, ctx);
817 }
818
819 /*****************************************************************************
820  * Context_MarkStateDirty
821  *
822  * Marks a state in a context dirty. Only one context, opposed to
823  * IWineD3DDeviceImpl_MarkStateDirty, which marks the state dirty in all
824  * contexts
825  *
826  * Params:
827  *  context: Context to mark the state dirty in
828  *  state: State to mark dirty
829  *  StateTable: Pointer to the state table in use(for state grouping)
830  *
831  *****************************************************************************/
832 static void Context_MarkStateDirty(struct wined3d_context *context, DWORD state, const struct StateEntry *StateTable)
833 {
834     DWORD rep = StateTable[state].representative;
835     DWORD idx;
836     BYTE shift;
837
838     if (isStateDirty(context, rep)) return;
839
840     context->dirtyArray[context->numDirtyEntries++] = rep;
841     idx = rep >> 5;
842     shift = rep & 0x1f;
843     context->isStateDirty[idx] |= (1 << shift);
844 }
845
846 /*****************************************************************************
847  * AddContextToArray
848  *
849  * Adds a context to the context array. Helper function for CreateContext
850  *
851  * This method is not called in performance-critical code paths, only when a
852  * new render target or swapchain is created. Thus performance is not an issue
853  * here.
854  *
855  * Params:
856  *  This: Device to add the context for
857  *  hdc: device context
858  *  glCtx: WGL context to add
859  *  pbuffer: optional pbuffer used with this context
860  *
861  *****************************************************************************/
862 static struct wined3d_context *AddContextToArray(IWineD3DDeviceImpl *This,
863         HWND win_handle, HDC hdc, HGLRC glCtx, HPBUFFERARB pbuffer)
864 {
865     struct wined3d_context **oldArray = This->contexts;
866     DWORD state;
867
868     This->contexts = HeapAlloc(GetProcessHeap(), 0, sizeof(*This->contexts) * (This->numContexts + 1));
869     if(This->contexts == NULL) {
870         ERR("Unable to grow the context array\n");
871         This->contexts = oldArray;
872         return NULL;
873     }
874     if(oldArray) {
875         memcpy(This->contexts, oldArray, sizeof(*This->contexts) * This->numContexts);
876     }
877
878     This->contexts[This->numContexts] = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(**This->contexts));
879     if(This->contexts[This->numContexts] == NULL) {
880         ERR("Unable to allocate a new context\n");
881         HeapFree(GetProcessHeap(), 0, This->contexts);
882         This->contexts = oldArray;
883         return NULL;
884     }
885
886     This->contexts[This->numContexts]->hdc = hdc;
887     This->contexts[This->numContexts]->glCtx = glCtx;
888     This->contexts[This->numContexts]->pbuffer = pbuffer;
889     This->contexts[This->numContexts]->win_handle = win_handle;
890     HeapFree(GetProcessHeap(), 0, oldArray);
891
892     /* Mark all states dirty to force a proper initialization of the states on the first use of the context
893      */
894     for(state = 0; state <= STATE_HIGHEST; state++) {
895         if (This->StateTable[state].representative)
896             Context_MarkStateDirty(This->contexts[This->numContexts], state, This->StateTable);
897     }
898
899     This->numContexts++;
900     TRACE("Created context %p\n", This->contexts[This->numContexts - 1]);
901     return This->contexts[This->numContexts - 1];
902 }
903
904 /* This function takes care of WineD3D pixel format selection. */
905 static int WineD3D_ChoosePixelFormat(IWineD3DDeviceImpl *This, HDC hdc,
906         const struct GlPixelFormatDesc *color_format_desc, const struct GlPixelFormatDesc *ds_format_desc,
907         BOOL auxBuffers, int numSamples, BOOL pbuffer, BOOL findCompatible)
908 {
909     int iPixelFormat=0;
910     unsigned int matchtry;
911     short redBits, greenBits, blueBits, alphaBits, colorBits;
912     short depthBits=0, stencilBits=0;
913
914     struct match_type {
915         BOOL require_aux;
916         BOOL exact_alpha;
917         BOOL exact_color;
918     } matches[] = {
919         /* First, try without alpha match buffers. MacOS supports aux buffers only
920          * on A8R8G8B8, and we prefer better offscreen rendering over an alpha match.
921          * Then try without aux buffers - this is the most common cause for not
922          * finding a pixel format. Also some drivers(the open source ones)
923          * only offer 32 bit ARB pixel formats. First try without an exact alpha
924          * match, then try without an exact alpha and color match.
925          */
926         { TRUE,  TRUE,  TRUE  },
927         { TRUE,  FALSE, TRUE  },
928         { FALSE, TRUE,  TRUE  },
929         { FALSE, FALSE, TRUE  },
930         { TRUE,  FALSE, FALSE },
931         { FALSE, FALSE, FALSE },
932     };
933
934     int i = 0;
935     int nCfgs = This->adapter->nCfgs;
936
937     TRACE("ColorFormat=%s, DepthStencilFormat=%s, auxBuffers=%d, numSamples=%d, pbuffer=%d, findCompatible=%d\n",
938           debug_d3dformat(color_format_desc->format), debug_d3dformat(ds_format_desc->format),
939           auxBuffers, numSamples, pbuffer, findCompatible);
940
941     if (!getColorBits(color_format_desc, &redBits, &greenBits, &blueBits, &alphaBits, &colorBits))
942     {
943         ERR("Unable to get color bits for format %s (%#x)!\n",
944                 debug_d3dformat(color_format_desc->format), color_format_desc->format);
945         return 0;
946     }
947
948     /* In WGL both color, depth and stencil are features of a pixel format. In case of D3D they are separate.
949      * You are able to add a depth + stencil surface at a later stage when you need it.
950      * In order to support this properly in WineD3D we need the ability to recreate the opengl context and
951      * drawable when this is required. This is very tricky as we need to reapply ALL opengl states for the new
952      * context, need torecreate shaders, textures and other resources.
953      *
954      * The context manager already takes care of the state problem and for the other tasks code from Reset
955      * can be used. These changes are way to risky during the 1.0 code freeze which is taking place right now.
956      * Likely a lot of other new bugs will be exposed. For that reason request a depth stencil surface all the
957      * time. It can cause a slight performance hit but fixes a lot of regressions. A fixme reminds of that this
958      * issue needs to be fixed. */
959     if (ds_format_desc->format != WINED3DFMT_S8_UINT_D24_UNORM)
960     {
961         FIXME("Add OpenGL context recreation support to SetDepthStencilSurface\n");
962         ds_format_desc = getFormatDescEntry(WINED3DFMT_S8_UINT_D24_UNORM, &This->adapter->gl_info);
963     }
964
965     getDepthStencilBits(ds_format_desc, &depthBits, &stencilBits);
966
967     for(matchtry = 0; matchtry < (sizeof(matches) / sizeof(matches[0])) && !iPixelFormat; matchtry++) {
968         for(i=0; i<nCfgs; i++) {
969             BOOL exactDepthMatch = TRUE;
970             WineD3D_PixelFormat *cfg = &This->adapter->cfgs[i];
971
972             /* For now only accept RGBA formats. Perhaps some day we will
973              * allow floating point formats for pbuffers. */
974             if(cfg->iPixelType != WGL_TYPE_RGBA_ARB)
975                 continue;
976
977             /* In window mode (!pbuffer) we need a window drawable format and double buffering. */
978             if(!pbuffer && !(cfg->windowDrawable && cfg->doubleBuffer))
979                 continue;
980
981             /* We like to have aux buffers in backbuffer mode */
982             if(auxBuffers && !cfg->auxBuffers && matches[matchtry].require_aux)
983                 continue;
984
985             /* In pbuffer-mode we need a pbuffer-capable format but we don't want double buffering */
986             if(pbuffer && (!cfg->pbufferDrawable || cfg->doubleBuffer))
987                 continue;
988
989             if(matches[matchtry].exact_color) {
990                 if(cfg->redSize != redBits)
991                     continue;
992                 if(cfg->greenSize != greenBits)
993                     continue;
994                 if(cfg->blueSize != blueBits)
995                     continue;
996             } else {
997                 if(cfg->redSize < redBits)
998                     continue;
999                 if(cfg->greenSize < greenBits)
1000                     continue;
1001                 if(cfg->blueSize < blueBits)
1002                     continue;
1003             }
1004             if(matches[matchtry].exact_alpha) {
1005                 if(cfg->alphaSize != alphaBits)
1006                     continue;
1007             } else {
1008                 if(cfg->alphaSize < alphaBits)
1009                     continue;
1010             }
1011
1012             /* We try to locate a format which matches our requirements exactly. In case of
1013              * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
1014             if(cfg->depthSize < depthBits)
1015                 continue;
1016             else if(cfg->depthSize > depthBits)
1017                 exactDepthMatch = FALSE;
1018
1019             /* In all cases make sure the number of stencil bits matches our requirements
1020              * even when we don't need stencil because it could affect performance EXCEPT
1021              * on cards which don't offer depth formats without stencil like the i915 drivers
1022              * on Linux. */
1023             if(stencilBits != cfg->stencilSize && !(This->adapter->brokenStencil && stencilBits <= cfg->stencilSize))
1024                 continue;
1025
1026             /* Check multisampling support */
1027             if(cfg->numSamples != numSamples)
1028                 continue;
1029
1030             /* When we have passed all the checks then we have found a format which matches our
1031              * requirements. Note that we only check for a limit number of capabilities right now,
1032              * so there can easily be a dozen of pixel formats which appear to be the 'same' but
1033              * can still differ in things like multisampling, stereo, SRGB and other flags.
1034              */
1035
1036             /* Exit the loop as we have found a format :) */
1037             if(exactDepthMatch) {
1038                 iPixelFormat = cfg->iPixelFormat;
1039                 break;
1040             } else if(!iPixelFormat) {
1041                 /* In the end we might end up with a format which doesn't exactly match our depth
1042                  * requirements. Accept the first format we found because formats with higher iPixelFormat
1043                  * values tend to have more extended capabilities (e.g. multisampling) which we don't need. */
1044                 iPixelFormat = cfg->iPixelFormat;
1045             }
1046         }
1047     }
1048
1049     /* When findCompatible is set and no suitable format was found, let ChoosePixelFormat choose a pixel format in order not to crash. */
1050     if(!iPixelFormat && !findCompatible) {
1051         ERR("Can't find a suitable iPixelFormat\n");
1052         return FALSE;
1053     } else if(!iPixelFormat) {
1054         PIXELFORMATDESCRIPTOR pfd;
1055
1056         TRACE("Falling back to ChoosePixelFormat as we weren't able to find an exactly matching pixel format\n");
1057         /* PixelFormat selection */
1058         ZeroMemory(&pfd, sizeof(pfd));
1059         pfd.nSize      = sizeof(pfd);
1060         pfd.nVersion   = 1;
1061         pfd.dwFlags    = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
1062         pfd.iPixelType = PFD_TYPE_RGBA;
1063         pfd.cAlphaBits = alphaBits;
1064         pfd.cColorBits = colorBits;
1065         pfd.cDepthBits = depthBits;
1066         pfd.cStencilBits = stencilBits;
1067         pfd.iLayerType = PFD_MAIN_PLANE;
1068
1069         iPixelFormat = ChoosePixelFormat(hdc, &pfd);
1070         if(!iPixelFormat) {
1071             /* If this happens something is very wrong as ChoosePixelFormat barely fails */
1072             ERR("Can't find a suitable iPixelFormat\n");
1073             return FALSE;
1074         }
1075     }
1076
1077     TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s\n",
1078             iPixelFormat, debug_d3dformat(color_format_desc->format), debug_d3dformat(ds_format_desc->format));
1079     return iPixelFormat;
1080 }
1081
1082 /*****************************************************************************
1083  * CreateContext
1084  *
1085  * Creates a new context for a window, or a pbuffer context.
1086  *
1087  * * Params:
1088  *  This: Device to activate the context for
1089  *  target: Surface this context will render to
1090  *  win_handle: handle to the window which we are drawing to
1091  *  create_pbuffer: tells whether to create a pbuffer or not
1092  *  pPresentParameters: contains the pixelformats to use for onscreen rendering
1093  *
1094  *****************************************************************************/
1095 struct wined3d_context *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target,
1096         HWND win_handle, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms)
1097 {
1098     const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
1099     struct wined3d_context *ret = NULL;
1100     HPBUFFERARB pbuffer = NULL;
1101     unsigned int s;
1102     HGLRC ctx;
1103     HDC hdc;
1104
1105     TRACE("(%p): Creating a %s context for render target %p\n", This, create_pbuffer ? "offscreen" : "onscreen", target);
1106
1107     if(create_pbuffer) {
1108         HDC hdc_parent = GetDC(win_handle);
1109         int iPixelFormat = 0;
1110
1111         IWineD3DSurface *StencilSurface = This->stencilBufferTarget;
1112         const struct GlPixelFormatDesc *ds_format_desc = StencilSurface
1113                 ? ((IWineD3DSurfaceImpl *)StencilSurface)->resource.format_desc
1114                 : getFormatDescEntry(WINED3DFMT_UNKNOWN, &This->adapter->gl_info);
1115
1116         /* Try to find a pixel format with pbuffer support. */
1117         iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc_parent, target->resource.format_desc,
1118                 ds_format_desc, FALSE /* auxBuffers */, 0 /* numSamples */, TRUE /* PBUFFER */,
1119                 FALSE /* findCompatible */);
1120         if(!iPixelFormat) {
1121             TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
1122
1123             /* For some reason we weren't able to find a format, try to find something instead of crashing.
1124              * A reason for failure could have been wglChoosePixelFormatARB strictness. */
1125             iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc_parent, target->resource.format_desc,
1126                     ds_format_desc, FALSE /* auxBuffer */, 0 /* numSamples */, TRUE /* PBUFFER */,
1127                     TRUE /* findCompatible */);
1128         }
1129
1130         /* This shouldn't happen as ChoosePixelFormat always returns something */
1131         if(!iPixelFormat) {
1132             ERR("Unable to locate a pixel format for a pbuffer\n");
1133             ReleaseDC(win_handle, hdc_parent);
1134             goto out;
1135         }
1136
1137         TRACE("Creating a pBuffer drawable for the new context\n");
1138         pbuffer = GL_EXTCALL(wglCreatePbufferARB(hdc_parent, iPixelFormat, target->currentDesc.Width, target->currentDesc.Height, 0));
1139         if(!pbuffer) {
1140             ERR("Cannot create a pbuffer\n");
1141             ReleaseDC(win_handle, hdc_parent);
1142             goto out;
1143         }
1144
1145         /* In WGL a pbuffer is 'wrapped' inside a HDC to 'fool' wglMakeCurrent */
1146         hdc = GL_EXTCALL(wglGetPbufferDCARB(pbuffer));
1147         if(!hdc) {
1148             ERR("Cannot get a HDC for pbuffer (%p)\n", pbuffer);
1149             GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
1150             ReleaseDC(win_handle, hdc_parent);
1151             goto out;
1152         }
1153         ReleaseDC(win_handle, hdc_parent);
1154     } else {
1155         PIXELFORMATDESCRIPTOR pfd;
1156         int iPixelFormat;
1157         int res;
1158         const struct GlPixelFormatDesc *color_format_desc = target->resource.format_desc;
1159         const struct GlPixelFormatDesc *ds_format_desc = getFormatDescEntry(WINED3DFMT_UNKNOWN,
1160                 &This->adapter->gl_info);
1161         BOOL auxBuffers = FALSE;
1162         int numSamples = 0;
1163
1164         hdc = GetDC(win_handle);
1165         if(hdc == NULL) {
1166             ERR("Cannot retrieve a device context!\n");
1167             goto out;
1168         }
1169
1170         /* In case of ORM_BACKBUFFER, make sure to request an alpha component for X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
1171         if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
1172             auxBuffers = TRUE;
1173
1174             if (color_format_desc->format == WINED3DFMT_B4G4R4X4_UNORM)
1175                 color_format_desc = getFormatDescEntry(WINED3DFMT_B4G4R4A4_UNORM, &This->adapter->gl_info);
1176             else if (color_format_desc->format == WINED3DFMT_B8G8R8X8_UNORM)
1177                 color_format_desc = getFormatDescEntry(WINED3DFMT_B8G8R8A8_UNORM, &This->adapter->gl_info);
1178         }
1179
1180         /* DirectDraw supports 8bit paletted render targets and these are used by old games like Starcraft and C&C.
1181          * Most modern hardware doesn't support 8bit natively so we perform some form of 8bit -> 32bit conversion.
1182          * The conversion (ab)uses the alpha component for storing the palette index. For this reason we require
1183          * a format with 8bit alpha, so request A8R8G8B8. */
1184         if (color_format_desc->format == WINED3DFMT_P8_UINT)
1185             color_format_desc = getFormatDescEntry(WINED3DFMT_B8G8R8A8_UNORM, &This->adapter->gl_info);
1186
1187         /* Retrieve the depth stencil format from the present parameters.
1188          * The choice of the proper format can give a nice performance boost
1189          * in case of GPU limited programs. */
1190         if(pPresentParms->EnableAutoDepthStencil) {
1191             TRACE("pPresentParms->EnableAutoDepthStencil=enabled; using AutoDepthStencilFormat=%s\n", debug_d3dformat(pPresentParms->AutoDepthStencilFormat));
1192             ds_format_desc = getFormatDescEntry(pPresentParms->AutoDepthStencilFormat, &This->adapter->gl_info);
1193         }
1194
1195         /* D3D only allows multisampling when SwapEffect is set to WINED3DSWAPEFFECT_DISCARD */
1196         if(pPresentParms->MultiSampleType && (pPresentParms->SwapEffect == WINED3DSWAPEFFECT_DISCARD)) {
1197             if(!GL_SUPPORT(ARB_MULTISAMPLE))
1198                 ERR("The program is requesting multisampling without support!\n");
1199             else {
1200                 ERR("Requesting MultiSampleType=%d\n", pPresentParms->MultiSampleType);
1201                 numSamples = pPresentParms->MultiSampleType;
1202             }
1203         }
1204
1205         /* Try to find a pixel format which matches our requirements */
1206         iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc, color_format_desc, ds_format_desc,
1207                 auxBuffers, numSamples, FALSE /* PBUFFER */, FALSE /* findCompatible */);
1208
1209         /* Try to locate a compatible format if we weren't able to find anything */
1210         if(!iPixelFormat) {
1211             TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
1212             iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc, color_format_desc, ds_format_desc,
1213                     auxBuffers, 0 /* numSamples */, FALSE /* PBUFFER */, TRUE /* findCompatible */ );
1214         }
1215
1216         /* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */
1217         if(!iPixelFormat) {
1218             ERR("Can't find a suitable iPixelFormat\n");
1219             return NULL;
1220         }
1221
1222         DescribePixelFormat(hdc, iPixelFormat, sizeof(pfd), &pfd);
1223         res = SetPixelFormat(hdc, iPixelFormat, NULL);
1224         if(!res) {
1225             int oldPixelFormat = GetPixelFormat(hdc);
1226
1227             /* By default WGL doesn't allow pixel format adjustments but we need it here.
1228              * For this reason there is a WINE-specific wglSetPixelFormat which allows you to
1229              * set the pixel format multiple times. Only use it when it is really needed. */
1230
1231             if(oldPixelFormat == iPixelFormat) {
1232                 /* We don't have to do anything as the formats are the same :) */
1233             } else if(oldPixelFormat && GL_SUPPORT(WGL_WINE_PIXEL_FORMAT_PASSTHROUGH)) {
1234                 res = GL_EXTCALL(wglSetPixelFormatWINE(hdc, iPixelFormat, NULL));
1235
1236                 if(!res) {
1237                     ERR("wglSetPixelFormatWINE failed on HDC=%p for iPixelFormat=%d\n", hdc, iPixelFormat);
1238                     return NULL;
1239                 }
1240             } else if(oldPixelFormat) {
1241                 /* OpenGL doesn't allow pixel format adjustments. Print an error and continue using the old format.
1242                  * There's a big chance that the old format works although with a performance hit and perhaps rendering errors. */
1243                 ERR("HDC=%p is already set to iPixelFormat=%d and OpenGL doesn't allow changes!\n", hdc, oldPixelFormat);
1244             } else {
1245                 ERR("SetPixelFormat failed on HDC=%p for iPixelFormat=%d\n", hdc, iPixelFormat);
1246                 return NULL;
1247             }
1248         }
1249     }
1250
1251     ctx = pwglCreateContext(hdc);
1252     if (This->numContexts)
1253     {
1254         if (!pwglShareLists(This->contexts[0]->glCtx, ctx))
1255         {
1256             DWORD err = GetLastError();
1257             ERR("wglShareLists(%p, %p) failed, last error %#x.\n",
1258                     This->contexts[0]->glCtx, ctx, err);
1259         }
1260     }
1261
1262     if(!ctx) {
1263         ERR("Failed to create a WGL context\n");
1264         if(create_pbuffer) {
1265             GL_EXTCALL(wglReleasePbufferDCARB(pbuffer, hdc));
1266             GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
1267         }
1268         goto out;
1269     }
1270     ret = AddContextToArray(This, win_handle, hdc, ctx, pbuffer);
1271     if(!ret) {
1272         ERR("Failed to add the newly created context to the context list\n");
1273         if (!pwglDeleteContext(ctx))
1274         {
1275             DWORD err = GetLastError();
1276             ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, err);
1277         }
1278         if(create_pbuffer) {
1279             GL_EXTCALL(wglReleasePbufferDCARB(pbuffer, hdc));
1280             GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
1281         }
1282         goto out;
1283     }
1284     ret->valid = 1;
1285     ret->gl_info = &This->adapter->gl_info;
1286     ret->surface = (IWineD3DSurface *) target;
1287     ret->current_rt = (IWineD3DSurface *)target;
1288     ret->tid = GetCurrentThreadId();
1289     if(This->shader_backend->shader_dirtifyable_constants((IWineD3DDevice *) This)) {
1290         /* Create the dirty constants array and initialize them to dirty */
1291         ret->vshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
1292                 sizeof(*ret->vshader_const_dirty) * This->d3d_vshader_constantF);
1293         ret->pshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
1294                 sizeof(*ret->pshader_const_dirty) * This->d3d_pshader_constantF);
1295         memset(ret->vshader_const_dirty, 1,
1296                sizeof(*ret->vshader_const_dirty) * This->d3d_vshader_constantF);
1297         memset(ret->pshader_const_dirty, 1,
1298                 sizeof(*ret->pshader_const_dirty) * This->d3d_pshader_constantF);
1299     }
1300
1301     ret->free_occlusion_query_size = 4;
1302     ret->free_occlusion_queries = HeapAlloc(GetProcessHeap(), 0,
1303             ret->free_occlusion_query_size * sizeof(*ret->free_occlusion_queries));
1304     if (!ret->free_occlusion_queries) goto out;
1305
1306     list_init(&ret->occlusion_queries);
1307
1308     ret->free_event_query_size = 4;
1309     ret->free_event_queries = HeapAlloc(GetProcessHeap(), 0,
1310             ret->free_event_query_size * sizeof(*ret->free_event_queries));
1311     if (!ret->free_event_queries) goto out;
1312
1313     list_init(&ret->event_queries);
1314
1315     TRACE("Successfully created new context %p\n", ret);
1316
1317     list_init(&ret->fbo_list);
1318     list_init(&ret->fbo_destroy_list);
1319
1320     /* Set up the context defaults */
1321     if (!context_set_current(ret))
1322     {
1323         ERR("Cannot activate context to set up defaults\n");
1324         goto out;
1325     }
1326
1327     ENTER_GL();
1328
1329     glGetIntegerv(GL_AUX_BUFFERS, &ret->aux_buffers);
1330
1331     TRACE("Setting up the screen\n");
1332     /* Clear the screen */
1333     glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
1334     checkGLcall("glClearColor");
1335     glClearIndex(0);
1336     glClearDepth(1);
1337     glClearStencil(0xffff);
1338
1339     checkGLcall("glClear");
1340
1341     glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
1342     checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
1343
1344     glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
1345     checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
1346
1347     glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
1348     checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
1349
1350     glPixelStorei(GL_PACK_ALIGNMENT, This->surface_alignment);
1351     checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, This->surface_alignment);");
1352     glPixelStorei(GL_UNPACK_ALIGNMENT, This->surface_alignment);
1353     checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, This->surface_alignment);");
1354
1355     if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
1356         /* Most textures will use client storage if supported. Exceptions are non-native power of 2 textures
1357          * and textures in DIB sections(due to the memory protection).
1358          */
1359         glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
1360         checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1361     }
1362     if(GL_SUPPORT(ARB_VERTEX_BLEND)) {
1363         /* Direct3D always uses n-1 weights for n world matrices and uses 1 - sum for the last one
1364          * this is equal to GL_WEIGHT_SUM_UNITY_ARB. Enabling it doesn't do anything unless
1365          * GL_VERTEX_BLEND_ARB isn't enabled too
1366          */
1367         glEnable(GL_WEIGHT_SUM_UNITY_ARB);
1368         checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
1369     }
1370     if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1371         /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
1372          * the previous texture where to source the offset from is always unit - 1.
1373          */
1374         for (s = 1; s < gl_info->max_textures; ++s)
1375         {
1376             GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
1377             glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + s - 1);
1378             checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...");
1379         }
1380     }
1381     if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
1382         /* MacOS(radeon X1600 at least, but most likely others too) refuses to draw if GLSL and ARBFP are
1383          * enabled, but the currently bound arbfp program is 0. Enabling ARBFP with prog 0 is invalid, but
1384          * GLSL should bypass this. This causes problems in programs that never use the fixed function pipeline,
1385          * because the ARBFP extension is enabled by the ARBFP pipeline at context creation, but no program
1386          * is ever assigned.
1387          *
1388          * So make sure a program is assigned to each context. The first real ARBFP use will set a different
1389          * program and the dummy program is destroyed when the context is destroyed.
1390          */
1391         const char *dummy_program =
1392                 "!!ARBfp1.0\n"
1393                 "MOV result.color, fragment.color.primary;\n"
1394                 "END\n";
1395         GL_EXTCALL(glGenProgramsARB(1, &ret->dummy_arbfp_prog));
1396         GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret->dummy_arbfp_prog));
1397         GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(dummy_program), dummy_program));
1398     }
1399
1400     for (s = 0; s < gl_info->max_point_sprite_units; ++s)
1401     {
1402         GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
1403         glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
1404         checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)");
1405     }
1406
1407     if (GL_SUPPORT(ARB_PROVOKING_VERTEX))
1408     {
1409         GL_EXTCALL(glProvokingVertex(GL_FIRST_VERTEX_CONVENTION));
1410     }
1411     else if (GL_SUPPORT(EXT_PROVOKING_VERTEX))
1412     {
1413         GL_EXTCALL(glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT));
1414     }
1415
1416     LEAVE_GL();
1417
1418     This->frag_pipe->enable_extension((IWineD3DDevice *) This, TRUE);
1419
1420     return ret;
1421
1422 out:
1423     if (ret)
1424     {
1425         HeapFree(GetProcessHeap(), 0, ret->free_event_queries);
1426         HeapFree(GetProcessHeap(), 0, ret->free_occlusion_queries);
1427         HeapFree(GetProcessHeap(), 0, ret->pshader_const_dirty);
1428         HeapFree(GetProcessHeap(), 0, ret->vshader_const_dirty);
1429         HeapFree(GetProcessHeap(), 0, ret);
1430     }
1431     return NULL;
1432 }
1433
1434 /*****************************************************************************
1435  * RemoveContextFromArray
1436  *
1437  * Removes a context from the context manager. The opengl context is not
1438  * destroyed or unset. context is not a valid pointer after that call.
1439  *
1440  * Similar to the former call this isn't a performance critical function. A
1441  * helper function for DestroyContext.
1442  *
1443  * Params:
1444  *  This: Device to activate the context for
1445  *  context: Context to remove
1446  *
1447  *****************************************************************************/
1448 static void RemoveContextFromArray(IWineD3DDeviceImpl *This, struct wined3d_context *context)
1449 {
1450     struct wined3d_context **new_array;
1451     BOOL found = FALSE;
1452     UINT i;
1453
1454     TRACE("Removing ctx %p\n", context);
1455
1456     for (i = 0; i < This->numContexts; ++i)
1457     {
1458         if (This->contexts[i] == context)
1459         {
1460             found = TRUE;
1461             break;
1462         }
1463     }
1464
1465     if (!found)
1466     {
1467         ERR("Context %p doesn't exist in context array\n", context);
1468         return;
1469     }
1470
1471     while (i < This->numContexts - 1)
1472     {
1473         This->contexts[i] = This->contexts[i + 1];
1474         ++i;
1475     }
1476
1477     --This->numContexts;
1478     if (!This->numContexts)
1479     {
1480         HeapFree(GetProcessHeap(), 0, This->contexts);
1481         This->contexts = NULL;
1482         return;
1483     }
1484
1485     new_array = HeapReAlloc(GetProcessHeap(), 0, This->contexts, This->numContexts * sizeof(*This->contexts));
1486     if (!new_array)
1487     {
1488         ERR("Failed to shrink context array. Oh well.\n");
1489         return;
1490     }
1491
1492     This->contexts = new_array;
1493 }
1494
1495 /*****************************************************************************
1496  * DestroyContext
1497  *
1498  * Destroys a wineD3DContext
1499  *
1500  * Params:
1501  *  This: Device to activate the context for
1502  *  context: Context to destroy
1503  *
1504  *****************************************************************************/
1505 void DestroyContext(IWineD3DDeviceImpl *This, struct wined3d_context *context)
1506 {
1507     BOOL destroy;
1508
1509     TRACE("Destroying ctx %p\n", context);
1510
1511     if (context->tid == GetCurrentThreadId() || !context->current)
1512     {
1513         context_destroy_gl_resources(context);
1514         destroy = TRUE;
1515
1516         if (!context_set_current(NULL))
1517         {
1518             ERR("Failed to clear current D3D context.\n");
1519         }
1520     }
1521     else
1522     {
1523         context->destroyed = 1;
1524         destroy = FALSE;
1525     }
1526
1527     HeapFree(GetProcessHeap(), 0, context->vshader_const_dirty);
1528     HeapFree(GetProcessHeap(), 0, context->pshader_const_dirty);
1529     RemoveContextFromArray(This, context);
1530     if (destroy) HeapFree(GetProcessHeap(), 0, context);
1531 }
1532
1533 /* GL locking is done by the caller */
1534 static inline void set_blit_dimension(UINT width, UINT height) {
1535     glMatrixMode(GL_PROJECTION);
1536     checkGLcall("glMatrixMode(GL_PROJECTION)");
1537     glLoadIdentity();
1538     checkGLcall("glLoadIdentity()");
1539     glOrtho(0, width, height, 0, 0.0, -1.0);
1540     checkGLcall("glOrtho");
1541     glViewport(0, 0, width, height);
1542     checkGLcall("glViewport");
1543 }
1544
1545 /*****************************************************************************
1546  * SetupForBlit
1547  *
1548  * Sets up a context for DirectDraw blitting.
1549  * All texture units are disabled, texture unit 0 is set as current unit
1550  * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
1551  * color writing enabled for all channels
1552  * register combiners disabled, shaders disabled
1553  * world matrix is set to identity, texture matrix 0 too
1554  * projection matrix is setup for drawing screen coordinates
1555  *
1556  * Params:
1557  *  This: Device to activate the context for
1558  *  context: Context to setup
1559  *  width: render target width
1560  *  height: render target height
1561  *
1562  *****************************************************************************/
1563 /* Context activation is done by the caller. */
1564 static inline void SetupForBlit(IWineD3DDeviceImpl *This, struct wined3d_context *context, UINT width, UINT height)
1565 {
1566     int i;
1567     const struct StateEntry *StateTable = This->StateTable;
1568     const struct wined3d_gl_info *gl_info = context->gl_info;
1569     DWORD sampler;
1570
1571     TRACE("Setting up context %p for blitting\n", context);
1572     if(context->last_was_blit) {
1573         if(context->blit_w != width || context->blit_h != height) {
1574             ENTER_GL();
1575             set_blit_dimension(width, height);
1576             LEAVE_GL();
1577             context->blit_w = width; context->blit_h = height;
1578             /* No need to dirtify here, the states are still dirtified because they weren't
1579              * applied since the last SetupForBlit call. Otherwise last_was_blit would not
1580              * be set
1581              */
1582         }
1583         TRACE("Context is already set up for blitting, nothing to do\n");
1584         return;
1585     }
1586     context->last_was_blit = TRUE;
1587
1588     /* TODO: Use a display list */
1589
1590     /* Disable shaders */
1591     ENTER_GL();
1592     This->shader_backend->shader_select(context, FALSE, FALSE);
1593     LEAVE_GL();
1594
1595     Context_MarkStateDirty(context, STATE_VSHADER, StateTable);
1596     Context_MarkStateDirty(context, STATE_PIXELSHADER, StateTable);
1597
1598     /* Call ENTER_GL() once for all gl calls below. In theory we should not call
1599      * helper functions in between gl calls. This function is full of Context_MarkStateDirty
1600      * which can safely be called from here, we only lock once instead locking/unlocking
1601      * after each GL call.
1602      */
1603     ENTER_GL();
1604
1605     /* Disable all textures. The caller can then bind a texture it wants to blit
1606      * from
1607      *
1608      * The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
1609      * function texture unit. No need to care for higher samplers
1610      */
1611     for (i = gl_info->max_textures - 1; i > 0 ; --i)
1612     {
1613         sampler = This->rev_tex_unit_map[i];
1614         GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
1615         checkGLcall("glActiveTextureARB");
1616
1617         if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1618             glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1619             checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1620         }
1621         glDisable(GL_TEXTURE_3D);
1622         checkGLcall("glDisable GL_TEXTURE_3D");
1623         if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
1624             glDisable(GL_TEXTURE_RECTANGLE_ARB);
1625             checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1626         }
1627         glDisable(GL_TEXTURE_2D);
1628         checkGLcall("glDisable GL_TEXTURE_2D");
1629
1630         glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1631         checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
1632
1633         if (sampler != WINED3D_UNMAPPED_STAGE)
1634         {
1635             if (sampler < MAX_TEXTURES) {
1636                 Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
1637             }
1638             Context_MarkStateDirty(context, STATE_SAMPLER(sampler), StateTable);
1639         }
1640     }
1641     GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
1642     checkGLcall("glActiveTextureARB");
1643
1644     sampler = This->rev_tex_unit_map[0];
1645
1646     if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1647         glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1648         checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1649     }
1650     glDisable(GL_TEXTURE_3D);
1651     checkGLcall("glDisable GL_TEXTURE_3D");
1652     if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
1653         glDisable(GL_TEXTURE_RECTANGLE_ARB);
1654         checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1655     }
1656     glDisable(GL_TEXTURE_2D);
1657     checkGLcall("glDisable GL_TEXTURE_2D");
1658
1659     glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1660
1661     glMatrixMode(GL_TEXTURE);
1662     checkGLcall("glMatrixMode(GL_TEXTURE)");
1663     glLoadIdentity();
1664     checkGLcall("glLoadIdentity()");
1665
1666     if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
1667         glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
1668                   GL_TEXTURE_LOD_BIAS_EXT,
1669                   0.0f);
1670         checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
1671     }
1672
1673     if (sampler != WINED3D_UNMAPPED_STAGE)
1674     {
1675         if (sampler < MAX_TEXTURES) {
1676             Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + sampler), StateTable);
1677             Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
1678         }
1679         Context_MarkStateDirty(context, STATE_SAMPLER(sampler), StateTable);
1680     }
1681
1682     /* Other misc states */
1683     glDisable(GL_ALPHA_TEST);
1684     checkGLcall("glDisable(GL_ALPHA_TEST)");
1685     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHATESTENABLE), StateTable);
1686     glDisable(GL_LIGHTING);
1687     checkGLcall("glDisable GL_LIGHTING");
1688     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING), StateTable);
1689     glDisable(GL_DEPTH_TEST);
1690     checkGLcall("glDisable GL_DEPTH_TEST");
1691     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ZENABLE), StateTable);
1692     glDisableWINE(GL_FOG);
1693     checkGLcall("glDisable GL_FOG");
1694     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE), StateTable);
1695     glDisable(GL_BLEND);
1696     checkGLcall("glDisable GL_BLEND");
1697     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
1698     glDisable(GL_CULL_FACE);
1699     checkGLcall("glDisable GL_CULL_FACE");
1700     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CULLMODE), StateTable);
1701     glDisable(GL_STENCIL_TEST);
1702     checkGLcall("glDisable GL_STENCIL_TEST");
1703     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_STENCILENABLE), StateTable);
1704     glDisable(GL_SCISSOR_TEST);
1705     checkGLcall("glDisable GL_SCISSOR_TEST");
1706     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), StateTable);
1707     if(GL_SUPPORT(ARB_POINT_SPRITE)) {
1708         glDisable(GL_POINT_SPRITE_ARB);
1709         checkGLcall("glDisable GL_POINT_SPRITE_ARB");
1710         Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), StateTable);
1711     }
1712     glColorMask(GL_TRUE, GL_TRUE,GL_TRUE,GL_TRUE);
1713     checkGLcall("glColorMask");
1714     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE), StateTable);
1715     if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
1716         glDisable(GL_COLOR_SUM_EXT);
1717         Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SPECULARENABLE), StateTable);
1718         checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
1719     }
1720
1721     /* Setup transforms */
1722     glMatrixMode(GL_MODELVIEW);
1723     checkGLcall("glMatrixMode(GL_MODELVIEW)");
1724     glLoadIdentity();
1725     checkGLcall("glLoadIdentity()");
1726     Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), StateTable);
1727
1728     context->last_was_rhw = TRUE;
1729     Context_MarkStateDirty(context, STATE_VDECL, StateTable); /* because of last_was_rhw = TRUE */
1730
1731     glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)");
1732     glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)");
1733     glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)");
1734     glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)");
1735     glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)");
1736     glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)");
1737     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING), StateTable);
1738
1739     set_blit_dimension(width, height);
1740
1741     LEAVE_GL();
1742
1743     context->blit_w = width; context->blit_h = height;
1744     Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
1745     Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable);
1746
1747
1748     This->frag_pipe->enable_extension((IWineD3DDevice *) This, FALSE);
1749 }
1750
1751 /*****************************************************************************
1752  * findThreadContextForSwapChain
1753  *
1754  * Searches a swapchain for all contexts and picks one for the thread tid.
1755  * If none can be found the swapchain is requested to create a new context
1756  *
1757  *****************************************************************************/
1758 static struct wined3d_context *findThreadContextForSwapChain(IWineD3DSwapChain *swapchain, DWORD tid)
1759 {
1760     unsigned int i;
1761
1762     for(i = 0; i < ((IWineD3DSwapChainImpl *) swapchain)->num_contexts; i++) {
1763         if(((IWineD3DSwapChainImpl *) swapchain)->context[i]->tid == tid) {
1764             return ((IWineD3DSwapChainImpl *) swapchain)->context[i];
1765         }
1766
1767     }
1768
1769     /* Create a new context for the thread */
1770     return IWineD3DSwapChainImpl_CreateContextForThread(swapchain);
1771 }
1772
1773 /*****************************************************************************
1774  * FindContext
1775  *
1776  * Finds a context for the current render target and thread
1777  *
1778  * Parameters:
1779  *  target: Render target to find the context for
1780  *  tid: Thread to activate the context for
1781  *
1782  * Returns: The needed context
1783  *
1784  *****************************************************************************/
1785 static inline struct wined3d_context *FindContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, DWORD tid)
1786 {
1787     IWineD3DSwapChain *swapchain = NULL;
1788     struct wined3d_context *current_context = context_get_current();
1789     const struct StateEntry *StateTable = This->StateTable;
1790     struct wined3d_context *context;
1791     BOOL old_render_offscreen;
1792
1793     if (current_context && current_context->destroyed) current_context = NULL;
1794
1795     if (!target)
1796     {
1797         if (current_context
1798                 && current_context->current_rt
1799                 && ((IWineD3DSurfaceImpl *)current_context->surface)->resource.wineD3DDevice == This)
1800         {
1801             target = current_context->current_rt;
1802         }
1803         else
1804         {
1805             IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *)This->swapchains[0];
1806             if (swapchain->backBuffer) target = swapchain->backBuffer[0];
1807             else target = swapchain->frontBuffer;
1808         }
1809     }
1810
1811     if (current_context && current_context->current_rt == target)
1812     {
1813         context_validate(current_context);
1814         return current_context;
1815     }
1816
1817     if (SUCCEEDED(IWineD3DSurface_GetContainer(target, &IID_IWineD3DSwapChain, (void **)&swapchain))) {
1818         TRACE("Rendering onscreen\n");
1819
1820         context = findThreadContextForSwapChain(swapchain, tid);
1821
1822         old_render_offscreen = context->render_offscreen;
1823         context->render_offscreen = FALSE;
1824         /* The context != This->activeContext will catch a NOP context change. This can occur
1825          * if we are switching back to swapchain rendering in case of FBO or Back Buffer offscreen
1826          * rendering. No context change is needed in that case
1827          */
1828
1829         if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
1830             if(This->pbufferContext && tid == This->pbufferContext->tid) {
1831                 This->pbufferContext->tid = 0;
1832             }
1833         }
1834         IWineD3DSwapChain_Release(swapchain);
1835     }
1836     else
1837     {
1838         TRACE("Rendering offscreen\n");
1839
1840 retry:
1841         if (wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER)
1842         {
1843             IWineD3DSurfaceImpl *targetimpl = (IWineD3DSurfaceImpl *)target;
1844             if (!This->pbufferContext
1845                     || This->pbufferWidth < targetimpl->currentDesc.Width
1846                     || This->pbufferHeight < targetimpl->currentDesc.Height)
1847             {
1848                 if (This->pbufferContext) DestroyContext(This, This->pbufferContext);
1849
1850                 /* The display is irrelevant here, the window is 0. But
1851                  * CreateContext needs a valid X connection. Create the context
1852                  * on the same server as the primary swapchain. The primary
1853                  * swapchain is exists at this point. */
1854                 This->pbufferContext = CreateContext(This, targetimpl,
1855                         ((IWineD3DSwapChainImpl *)This->swapchains[0])->context[0]->win_handle,
1856                         TRUE /* pbuffer */, &((IWineD3DSwapChainImpl *)This->swapchains[0])->presentParms);
1857                 This->pbufferWidth = targetimpl->currentDesc.Width;
1858                 This->pbufferHeight = targetimpl->currentDesc.Height;
1859             }
1860
1861             if (This->pbufferContext)
1862             {
1863                 if (This->pbufferContext->tid && This->pbufferContext->tid != tid)
1864                 {
1865                     FIXME("The PBuffer context is only supported for one thread for now!\n");
1866                 }
1867                 This->pbufferContext->tid = tid;
1868                 context = This->pbufferContext;
1869             }
1870             else
1871             {
1872                 ERR("Failed to create a buffer context and drawable, falling back to back buffer offscreen rendering.\n");
1873                 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
1874                 goto retry;
1875             }
1876         }
1877         else
1878         {
1879             /* Stay with the currently active context. */
1880             if (current_context
1881                     && ((IWineD3DSurfaceImpl *)current_context->surface)->resource.wineD3DDevice == This)
1882             {
1883                 context = current_context;
1884             }
1885             else
1886             {
1887                 /* This may happen if the app jumps straight into offscreen rendering
1888                  * Start using the context of the primary swapchain. tid == 0 is no problem
1889                  * for findThreadContextForSwapChain.
1890                  *
1891                  * Can also happen on thread switches - in that case findThreadContextForSwapChain
1892                  * is perfect to call. */
1893                 context = findThreadContextForSwapChain(This->swapchains[0], tid);
1894             }
1895         }
1896
1897         old_render_offscreen = context->render_offscreen;
1898         context->render_offscreen = TRUE;
1899     }
1900
1901     context_validate(context);
1902
1903     if (context->render_offscreen != old_render_offscreen)
1904     {
1905         Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable);
1906         Context_MarkStateDirty(context, STATE_VDECL, StateTable);
1907         Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
1908         Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
1909         Context_MarkStateDirty(context, STATE_FRONTFACE, StateTable);
1910     }
1911
1912     /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
1913      * the alpha blend state changes with different render target formats. */
1914     if (!context->current_rt)
1915     {
1916         Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
1917     }
1918     else
1919     {
1920         const struct GlPixelFormatDesc *old = ((IWineD3DSurfaceImpl *)context->current_rt)->resource.format_desc;
1921         const struct GlPixelFormatDesc *new = ((IWineD3DSurfaceImpl *)target)->resource.format_desc;
1922
1923         if (old->format != new->format)
1924         {
1925             /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
1926             if ((old->alpha_mask && !new->alpha_mask) || (!old->alpha_mask && new->alpha_mask)
1927                     || !(new->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
1928             {
1929                 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
1930             }
1931         }
1932
1933         /* When switching away from an offscreen render target, and we're not
1934          * using FBOs, we have to read the drawable into the texture. This is
1935          * done via PreLoad (and SFLAG_INDRAWABLE set on the surface). There
1936          * are some things that need care though. PreLoad needs a GL context,
1937          * and FindContext is called before the context is activated. It also
1938          * has to be called with the old rendertarget active, otherwise a
1939          * wrong drawable is read. */
1940         if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
1941                 && old_render_offscreen && context->current_rt != target)
1942         {
1943             BOOL oldInDraw = This->isInDraw;
1944
1945             /* surface_internal_preload() requires a context to load the
1946              * texture, so it will call ActivateContext. Set isInDraw to true
1947              * to signal surface_internal_preload() that it has a context. */
1948
1949             /* FIXME: This is just broken. There's no guarantee whatsoever
1950              * that the currently active context, if any, is appropriate for
1951              * reading back the render target. We should probably call
1952              * context_set_current(context) here and then rely on
1953              * ActivateContext() doing the right thing. */
1954             This->isInDraw = TRUE;
1955
1956             /* Read the back buffer of the old drawable into the destination texture. */
1957             if (((IWineD3DSurfaceImpl *)context->current_rt)->texture_name_srgb)
1958             {
1959                 surface_internal_preload(context->current_rt, SRGB_BOTH);
1960             }
1961             else
1962             {
1963                 surface_internal_preload(context->current_rt, SRGB_RGB);
1964             }
1965
1966             IWineD3DSurface_ModifyLocation(context->current_rt, SFLAG_INDRAWABLE, FALSE);
1967
1968             This->isInDraw = oldInDraw;
1969         }
1970     }
1971
1972     context->draw_buffer_dirty = TRUE;
1973     context->current_rt = target;
1974
1975     return context;
1976 }
1977
1978 /* Context activation is done by the caller. */
1979 static void context_apply_draw_buffer(struct wined3d_context *context, BOOL blit)
1980 {
1981     const struct wined3d_gl_info *gl_info = context->gl_info;
1982     IWineD3DSurface *rt = context->current_rt;
1983     IWineD3DSwapChain *swapchain;
1984     IWineD3DDeviceImpl *device;
1985
1986     device = ((IWineD3DSurfaceImpl *)rt)->resource.wineD3DDevice;
1987     if (SUCCEEDED(IWineD3DSurface_GetContainer(rt, &IID_IWineD3DSwapChain, (void **)&swapchain)))
1988     {
1989         IWineD3DSwapChain_Release((IUnknown *)swapchain);
1990         ENTER_GL();
1991         glDrawBuffer(surface_get_gl_buffer(rt, swapchain));
1992         checkGLcall("glDrawBuffers()");
1993         LEAVE_GL();
1994     }
1995     else
1996     {
1997         ENTER_GL();
1998         if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
1999         {
2000             if (!blit)
2001             {
2002                 if (GL_SUPPORT(ARB_DRAW_BUFFERS))
2003                 {
2004                     GL_EXTCALL(glDrawBuffersARB(gl_info->max_buffers, device->draw_buffers));
2005                     checkGLcall("glDrawBuffers()");
2006                 }
2007                 else
2008                 {
2009                     glDrawBuffer(device->draw_buffers[0]);
2010                     checkGLcall("glDrawBuffer()");
2011                 }
2012             } else {
2013                 glDrawBuffer(GL_COLOR_ATTACHMENT0);
2014                 checkGLcall("glDrawBuffer()");
2015             }
2016         }
2017         else
2018         {
2019             glDrawBuffer(device->offscreenBuffer);
2020             checkGLcall("glDrawBuffer()");
2021         }
2022         LEAVE_GL();
2023     }
2024 }
2025
2026 /*****************************************************************************
2027  * ActivateContext
2028  *
2029  * Finds a rendering context and drawable matching the device and render
2030  * target for the current thread, activates them and puts them into the
2031  * requested state.
2032  *
2033  * Params:
2034  *  This: Device to activate the context for
2035  *  target: Requested render target
2036  *  usage: Prepares the context for blitting, drawing or other actions
2037  *
2038  *****************************************************************************/
2039 struct wined3d_context *ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, enum ContextUsage usage)
2040 {
2041     struct wined3d_context *current_context = context_get_current();
2042     DWORD                         tid = GetCurrentThreadId();
2043     DWORD                         i, dirtyState, idx;
2044     BYTE                          shift;
2045     const struct StateEntry       *StateTable = This->StateTable;
2046     const struct wined3d_gl_info *gl_info;
2047     struct wined3d_context *context;
2048
2049     TRACE("(%p): Selecting context for render target %p, thread %d\n", This, target, tid);
2050
2051     context = FindContext(This, target, tid);
2052     if (!context->valid) return context;
2053
2054     gl_info = context->gl_info;
2055
2056     /* Activate the opengl context */
2057     if (context != current_context)
2058     {
2059         if (!context_set_current(context)) ERR("Failed to activate the new context.\n");
2060         else This->frag_pipe->enable_extension((IWineD3DDevice *)This, !context->last_was_blit);
2061
2062         if (context->vshader_const_dirty)
2063         {
2064             memset(context->vshader_const_dirty, 1,
2065                     sizeof(*context->vshader_const_dirty) * This->d3d_vshader_constantF);
2066             This->highest_dirty_vs_const = This->d3d_vshader_constantF;
2067         }
2068         if (context->pshader_const_dirty)
2069         {
2070             memset(context->pshader_const_dirty, 1,
2071                    sizeof(*context->pshader_const_dirty) * This->d3d_pshader_constantF);
2072             This->highest_dirty_ps_const = This->d3d_pshader_constantF;
2073         }
2074     }
2075
2076     switch (usage) {
2077         case CTXUSAGE_CLEAR:
2078         case CTXUSAGE_DRAWPRIM:
2079             if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
2080                 ENTER_GL();
2081                 context_apply_fbo_state(context);
2082                 LEAVE_GL();
2083             }
2084             if (context->draw_buffer_dirty) {
2085                 context_apply_draw_buffer(context, FALSE);
2086                 context->draw_buffer_dirty = FALSE;
2087             }
2088             break;
2089
2090         case CTXUSAGE_BLIT:
2091             if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
2092                 if (context->render_offscreen)
2093                 {
2094                     FIXME("Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.\n");
2095                     ENTER_GL();
2096                     context_bind_fbo(context, GL_FRAMEBUFFER, &context->dst_fbo);
2097                     context_attach_surface_fbo(context, GL_FRAMEBUFFER, 0, target);
2098                     context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER, NULL, FALSE);
2099                     LEAVE_GL();
2100                 } else {
2101                     ENTER_GL();
2102                     context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
2103                     LEAVE_GL();
2104                 }
2105                 context->draw_buffer_dirty = TRUE;
2106             }
2107             if (context->draw_buffer_dirty) {
2108                 context_apply_draw_buffer(context, TRUE);
2109                 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
2110                     context->draw_buffer_dirty = FALSE;
2111                 }
2112             }
2113             break;
2114
2115         default:
2116             break;
2117     }
2118
2119     switch(usage) {
2120         case CTXUSAGE_RESOURCELOAD:
2121             /* This does not require any special states to be set up */
2122             break;
2123
2124         case CTXUSAGE_CLEAR:
2125             if(context->last_was_blit) {
2126                 This->frag_pipe->enable_extension((IWineD3DDevice *) This, TRUE);
2127             }
2128
2129             /* Blending and clearing should be orthogonal, but tests on the nvidia driver show that disabling
2130              * blending when clearing improves the clearing performance incredibly.
2131              */
2132             ENTER_GL();
2133             glDisable(GL_BLEND);
2134             LEAVE_GL();
2135             Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
2136
2137             ENTER_GL();
2138             glEnable(GL_SCISSOR_TEST);
2139             checkGLcall("glEnable GL_SCISSOR_TEST");
2140             LEAVE_GL();
2141             context->last_was_blit = FALSE;
2142             Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), StateTable);
2143             Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
2144             break;
2145
2146         case CTXUSAGE_DRAWPRIM:
2147             /* This needs all dirty states applied */
2148             if(context->last_was_blit) {
2149                 This->frag_pipe->enable_extension((IWineD3DDevice *) This, TRUE);
2150             }
2151
2152             IWineD3DDeviceImpl_FindTexUnitMap(This);
2153
2154             ENTER_GL();
2155             for(i=0; i < context->numDirtyEntries; i++) {
2156                 dirtyState = context->dirtyArray[i];
2157                 idx = dirtyState >> 5;
2158                 shift = dirtyState & 0x1f;
2159                 context->isStateDirty[idx] &= ~(1 << shift);
2160                 StateTable[dirtyState].apply(dirtyState, This->stateBlock, context);
2161             }
2162             LEAVE_GL();
2163             context->numDirtyEntries = 0; /* This makes the whole list clean */
2164             context->last_was_blit = FALSE;
2165             break;
2166
2167         case CTXUSAGE_BLIT:
2168             SetupForBlit(This, context,
2169                          ((IWineD3DSurfaceImpl *)target)->currentDesc.Width,
2170                          ((IWineD3DSurfaceImpl *)target)->currentDesc.Height);
2171             break;
2172
2173         default:
2174             FIXME("Unexpected context usage requested\n");
2175     }
2176
2177     return context;
2178 }