wined3d: Fix WINED3DFMT_R3G3B2.
[wine] / dlls / wined3d / context.c
1 /*
2  * Context and render target management in wined3d
3  *
4  * Copyright 2007 Stefan Dösinger for CodeWeavers
5  *
6  * This library is free software; you can redistribute it and/or
7  * modify it under the terms of the GNU Lesser General Public
8  * License as published by the Free Software Foundation; either
9  * version 2.1 of the License, or (at your option) any later version.
10  *
11  * This library is distributed in the hope that it will be useful,
12  * but WITHOUT ANY WARRANTY; without even the implied warranty of
13  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
14  * Lesser General Public License for more details.
15  *
16  * You should have received a copy of the GNU Lesser General Public
17  * License along with this library; if not, write to the Free Software
18  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
19  */
20
21 #include "config.h"
22 #include <stdio.h>
23 #ifdef HAVE_FLOAT_H
24 # include <float.h>
25 #endif
26 #include "wined3d_private.h"
27
28 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
29
30 #define GLINFO_LOCATION This->adapter->gl_info
31
32 /*****************************************************************************
33  * Context_MarkStateDirty
34  *
35  * Marks a state in a context dirty. Only one context, opposed to
36  * IWineD3DDeviceImpl_MarkStateDirty, which marks the state dirty in all
37  * contexts
38  *
39  * Params:
40  *  context: Context to mark the state dirty in
41  *  state: State to mark dirty
42  *
43  *****************************************************************************/
44 static void Context_MarkStateDirty(WineD3DContext *context, DWORD state) {
45     DWORD rep = StateTable[state].representative;
46     DWORD idx;
47     BYTE shift;
48
49     if(!rep || isStateDirty(context, rep)) return;
50
51     context->dirtyArray[context->numDirtyEntries++] = rep;
52     idx = rep >> 5;
53     shift = rep & 0x1f;
54     context->isStateDirty[idx] |= (1 << shift);
55 }
56
57 /*****************************************************************************
58  * AddContextToArray
59  *
60  * Adds a context to the context array. Helper function for CreateContext
61  *
62  * This method is not called in performance-critical code paths, only when a
63  * new render target or swapchain is created. Thus performance is not an issue
64  * here.
65  *
66  * Params:
67  *  This: Device to add the context for
68  *  hdc: device context
69  *  glCtx: WGL context to add
70  *  pbuffer: optional pbuffer used with this context
71  *
72  *****************************************************************************/
73 static WineD3DContext *AddContextToArray(IWineD3DDeviceImpl *This, HWND win_handle, HDC hdc, HGLRC glCtx, HPBUFFERARB pbuffer) {
74     WineD3DContext **oldArray = This->contexts;
75     DWORD state;
76
77     This->contexts = HeapAlloc(GetProcessHeap(), 0, sizeof(*This->contexts) * (This->numContexts + 1));
78     if(This->contexts == NULL) {
79         ERR("Unable to grow the context array\n");
80         This->contexts = oldArray;
81         return NULL;
82     }
83     if(oldArray) {
84         memcpy(This->contexts, oldArray, sizeof(*This->contexts) * This->numContexts);
85     }
86
87     This->contexts[This->numContexts] = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(WineD3DContext));
88     if(This->contexts[This->numContexts] == NULL) {
89         ERR("Unable to allocate a new context\n");
90         HeapFree(GetProcessHeap(), 0, This->contexts);
91         This->contexts = oldArray;
92         return NULL;
93     }
94
95     This->contexts[This->numContexts]->hdc = hdc;
96     This->contexts[This->numContexts]->glCtx = glCtx;
97     This->contexts[This->numContexts]->pbuffer = pbuffer;
98     This->contexts[This->numContexts]->win_handle = win_handle;
99     HeapFree(GetProcessHeap(), 0, oldArray);
100
101     /* Mark all states dirty to force a proper initialization of the states on the first use of the context
102      */
103     for(state = 0; state <= STATE_HIGHEST; state++) {
104         Context_MarkStateDirty(This->contexts[This->numContexts], state);
105     }
106
107     This->numContexts++;
108     TRACE("Created context %p\n", This->contexts[This->numContexts - 1]);
109     return This->contexts[This->numContexts - 1];
110 }
111
112 /*****************************************************************************
113  * CreateContext
114  *
115  * Creates a new context for a window, or a pbuffer context.
116  *
117  * * Params:
118  *  This: Device to activate the context for
119  *  target: Surface this context will render to
120  *  win_handle: handle to the window which we are drawing to
121  *  create_pbuffer: tells whether to create a pbuffer or not
122  *  pPresentParameters: contains the pixelformats to use for onscreen rendering
123  *
124  *****************************************************************************/
125 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win_handle, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms) {
126     HDC oldDrawable, hdc;
127     HPBUFFERARB pbuffer = NULL;
128     HGLRC ctx = NULL, oldCtx;
129     WineD3DContext *ret = NULL;
130     int s;
131
132     TRACE("(%p): Creating a %s context for render target %p\n", This, create_pbuffer ? "offscreen" : "onscreen", target);
133
134     if(create_pbuffer) {
135         HDC hdc_parent = GetDC(win_handle);
136         int iPixelFormat = 0;
137         short red, green, blue, alphaBits, colorBits;
138         short depthBits, stencilBits;
139
140         IWineD3DSurface *StencilSurface = This->stencilBufferTarget;
141         WINED3DFORMAT StencilBufferFormat = (NULL != StencilSurface) ? ((IWineD3DSurfaceImpl *) StencilSurface)->resource.format : 0;
142
143         int attribs[256];
144         int nAttribs = 0;
145         unsigned int nFormats;
146
147 #define PUSH1(att)        attribs[nAttribs++] = (att);
148 #define PUSH2(att,value)  attribs[nAttribs++] = (att); attribs[nAttribs++] = (value);
149
150         /* Retrieve the specifications for the pixelformat from the backbuffer / stencilbuffer */
151         getColorBits(target->resource.format, &red, &green, &blue, &alphaBits, &colorBits);
152         getDepthStencilBits(StencilBufferFormat, &depthBits, &stencilBits);
153         PUSH2(WGL_DRAW_TO_PBUFFER_ARB, 1); /* We need pbuffer support; doublebuffering isn't needed */
154         PUSH2(WGL_PIXEL_TYPE_ARB, WGL_TYPE_RGBA_ARB); /* Make sure we don't get a float or color index format */
155         PUSH2(WGL_COLOR_BITS_ARB, colorBits);
156         PUSH2(WGL_ALPHA_BITS_ARB, alphaBits);
157         PUSH2(WGL_DEPTH_BITS_ARB, depthBits);
158         PUSH2(WGL_STENCIL_BITS_ARB, stencilBits);
159         PUSH1(0); /* end the list */
160
161 #undef PUSH1
162 #undef PUSH2
163
164         /* Try to find a pixelformat that matches exactly. If that fails let ChoosePixelFormat try to find a close match */
165         if(!GL_EXTCALL(wglChoosePixelFormatARB(hdc_parent, (const int*)&attribs, NULL, 1, &iPixelFormat, &nFormats)))
166         {
167             PIXELFORMATDESCRIPTOR pfd;
168
169             TRACE("Falling back to ChoosePixelFormat as wglChoosePixelFormatARB failed\n");
170
171             ZeroMemory(&pfd, sizeof(pfd));
172             pfd.nSize      = sizeof(pfd);
173             pfd.nVersion   = 1;
174             pfd.dwFlags    = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER_DONTCARE | PFD_DRAW_TO_WINDOW;
175             pfd.iPixelType = PFD_TYPE_RGBA;
176             pfd.cColorBits = colorBits;
177             pfd.cDepthBits = depthBits;
178             pfd.cStencilBits = stencilBits;
179             pfd.iLayerType = PFD_MAIN_PLANE;
180
181             iPixelFormat = ChoosePixelFormat(hdc_parent, &pfd);
182             if(!iPixelFormat) {
183                 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
184                 ERR("Can't find a suitable iPixelFormat for the pbuffer\n");
185             }
186         }
187
188         TRACE("Creating a pBuffer drawable for the new context\n");
189         pbuffer = GL_EXTCALL(wglCreatePbufferARB(hdc_parent, iPixelFormat, target->currentDesc.Width, target->currentDesc.Height, 0));
190         if(!pbuffer) {
191             ERR("Cannot create a pbuffer\n");
192             ReleaseDC(win_handle, hdc_parent);
193             goto out;
194         }
195
196         /* In WGL a pbuffer is 'wrapped' inside a HDC to 'fool' wglMakeCurrent */
197         hdc = GL_EXTCALL(wglGetPbufferDCARB(pbuffer));
198         if(!hdc) {
199             ERR("Cannot get a HDC for pbuffer (%p)\n", pbuffer);
200             GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
201             ReleaseDC(win_handle, hdc_parent);
202             goto out;
203         }
204         ReleaseDC(win_handle, hdc_parent);
205     } else {
206         PIXELFORMATDESCRIPTOR pfd;
207         int iPixelFormat;
208         short red, green, blue, alpha;
209         short colorBits;
210         short depthBits, stencilBits;
211         int res;
212
213         hdc = GetDC(win_handle);
214         if(hdc == NULL) {
215             ERR("Cannot retrieve a device context!\n");
216             goto out;
217         }
218
219         /* PixelFormat selection */
220         /* TODO: fill cColorBits/cDepthBits with target->resource.format */
221         ZeroMemory(&pfd, sizeof(pfd));
222         pfd.nSize      = sizeof(pfd);
223         pfd.nVersion   = 1;
224         pfd.dwFlags    = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
225         pfd.iPixelType = PFD_TYPE_RGBA;
226         pfd.cColorBits = 32;
227         pfd.cDepthBits = 0;
228         pfd.cStencilBits = 0;
229         pfd.iLayerType = PFD_MAIN_PLANE;
230
231         /* Try to match the colorBits of the d3d format */
232         if(getColorBits(target->resource.format, &red, &green, &blue, &alpha, &colorBits))
233             pfd.cColorBits = colorBits;
234
235         /* Retrieve the depth stencil format from the present parameters.
236          * The choice of the proper format can give a nice performance boost
237          * in case of GPU limited programs. */
238         if(pPresentParms->EnableAutoDepthStencil) {
239             TRACE("pPresentParms->EnableAutoDepthStencil=enabled; using AutoDepthStencilFormat=%s\n", debug_d3dformat(pPresentParms->AutoDepthStencilFormat));
240             if(getDepthStencilBits(pPresentParms->AutoDepthStencilFormat, &depthBits, &stencilBits)) {
241                 pfd.cDepthBits = depthBits;
242                 pfd.cStencilBits = stencilBits;
243             }
244         }
245
246         iPixelFormat = ChoosePixelFormat(hdc, &pfd);
247         if(!iPixelFormat) {
248             /* If this happens something is very wrong as ChoosePixelFormat barely fails */
249             ERR("Can't find a suitable iPixelFormat\n");
250         }
251
252         DescribePixelFormat(hdc, iPixelFormat, sizeof(pfd), &pfd);
253         res = SetPixelFormat(hdc, iPixelFormat, NULL);
254         if(!res) {
255             int oldPixelFormat = GetPixelFormat(hdc);
256
257             if(oldPixelFormat) {
258                 /* OpenGL doesn't allow pixel format adjustments. Print an error and continue using the old format.
259                  * There's a big chance that the old format works although with a performance hit and perhaps rendering errors. */
260                 ERR("HDC=%p is already set to iPixelFormat=%d and OpenGL doesn't allow changes!\n", hdc, oldPixelFormat);
261             }
262             else {
263                 ERR("SetPixelFormat failed on HDC=%p for iPixelFormat=%d\n", hdc, iPixelFormat);
264                 return FALSE;
265             }
266         }
267     }
268
269     ctx = wglCreateContext(hdc);
270     if(This->numContexts) wglShareLists(This->contexts[0]->glCtx, ctx);
271
272     if(!ctx) {
273         ERR("Failed to create a WGL context\n");
274         if(create_pbuffer) {
275             GL_EXTCALL(wglReleasePbufferDCARB(pbuffer, hdc));
276             GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
277         }
278         goto out;
279     }
280     ret = AddContextToArray(This, win_handle, hdc, ctx, pbuffer);
281     if(!ret) {
282         ERR("Failed to add the newly created context to the context list\n");
283         wglDeleteContext(ctx);
284         if(create_pbuffer) {
285             GL_EXTCALL(wglReleasePbufferDCARB(pbuffer, hdc));
286             GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
287         }
288         goto out;
289     }
290     ret->surface = (IWineD3DSurface *) target;
291     ret->isPBuffer = create_pbuffer;
292     ret->tid = GetCurrentThreadId();
293
294     TRACE("Successfully created new context %p\n", ret);
295
296     /* Set up the context defaults */
297     oldCtx  = wglGetCurrentContext();
298     oldDrawable = wglGetCurrentDC();
299     if(wglMakeCurrent(hdc, ctx) == FALSE) {
300         ERR("Cannot activate context to set up defaults\n");
301         goto out;
302     }
303
304     TRACE("Setting up the screen\n");
305     /* Clear the screen */
306     glClearColor(1.0, 0.0, 0.0, 0.0);
307     checkGLcall("glClearColor");
308     glClearIndex(0);
309     glClearDepth(1);
310     glClearStencil(0xffff);
311
312     checkGLcall("glClear");
313
314     glColor3f(1.0, 1.0, 1.0);
315     checkGLcall("glColor3f");
316
317     glEnable(GL_LIGHTING);
318     checkGLcall("glEnable");
319
320     glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
321     checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
322
323     glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
324     checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
325
326     glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
327     checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
328
329     glPixelStorei(GL_PACK_ALIGNMENT, This->surface_alignment);
330     checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, This->surface_alignment);");
331     glPixelStorei(GL_UNPACK_ALIGNMENT, This->surface_alignment);
332     checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, This->surface_alignment);");
333
334     if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
335         /* Most textures will use client storage if supported. Exceptions are non-native power of 2 textures
336          * and textures in DIB sections(due to the memory protection).
337          */
338         glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
339         checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
340     }
341     if(GL_SUPPORT(ARB_VERTEX_BLEND)) {
342         /* Direct3D always uses n-1 weights for n world matrices and uses 1 - sum for the last one
343          * this is equal to GL_WEIGHT_SUM_UNITY_ARB. Enabling it doesn't do anything unless
344          * GL_VERTEX_BLEND_ARB isn't enabled too
345          */
346         glEnable(GL_WEIGHT_SUM_UNITY_ARB);
347         checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
348     }
349     if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
350         glEnable(GL_TEXTURE_SHADER_NV);
351         checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)");
352
353         /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
354          * the previous texture where to source the offset from is always unit - 1.
355          */
356         for(s = 1; s < GL_LIMITS(textures); s++) {
357             GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
358             glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + s - 1);
359             checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...\n");
360         }
361     }
362     if(GL_SUPPORT(ARB_POINT_SPRITE)) {
363         for(s = 0; s < GL_LIMITS(textures); s++) {
364             GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
365             glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
366             checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)\n");
367         }
368     }
369
370     if(oldDrawable && oldCtx) {
371         wglMakeCurrent(oldDrawable, oldCtx);
372     }
373
374 out:
375     return ret;
376 }
377
378 /*****************************************************************************
379  * RemoveContextFromArray
380  *
381  * Removes a context from the context manager. The opengl context is not
382  * destroyed or unset. context is not a valid pointer after that call.
383  *
384  * Similar to the former call this isn't a performance critical function. A
385  * helper function for DestroyContext.
386  *
387  * Params:
388  *  This: Device to activate the context for
389  *  context: Context to remove
390  *
391  *****************************************************************************/
392 static void RemoveContextFromArray(IWineD3DDeviceImpl *This, WineD3DContext *context) {
393     UINT t, s;
394     WineD3DContext **oldArray = This->contexts;
395
396     TRACE("Removing ctx %p\n", context);
397
398     This->numContexts--;
399
400     if(This->numContexts) {
401         This->contexts = HeapAlloc(GetProcessHeap(), 0, sizeof(*This->contexts) * This->numContexts);
402         if(!This->contexts) {
403             ERR("Cannot allocate a new context array, PANIC!!!\n");
404         }
405         t = 0;
406         for(s = 0; s < This->numContexts; s++) {
407             if(oldArray[s] == context) continue;
408             This->contexts[t] = oldArray[s];
409             t++;
410         }
411     } else {
412         This->contexts = NULL;
413     }
414
415     HeapFree(GetProcessHeap(), 0, context);
416     HeapFree(GetProcessHeap(), 0, oldArray);
417 }
418
419 /*****************************************************************************
420  * DestroyContext
421  *
422  * Destroys a wineD3DContext
423  *
424  * Params:
425  *  This: Device to activate the context for
426  *  context: Context to destroy
427  *
428  *****************************************************************************/
429 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context) {
430
431     /* check that we are the current context first */
432     TRACE("Destroying ctx %p\n", context);
433     if(wglGetCurrentContext() == context->glCtx){
434         wglMakeCurrent(NULL, NULL);
435     }
436
437     if(context->isPBuffer) {
438         GL_EXTCALL(wglReleasePbufferDCARB(context->pbuffer, context->hdc));
439         GL_EXTCALL(wglDestroyPbufferARB(context->pbuffer));
440     } else ReleaseDC(context->win_handle, context->hdc);
441     wglDeleteContext(context->glCtx);
442
443     RemoveContextFromArray(This, context);
444 }
445
446 /*****************************************************************************
447  * SetupForBlit
448  *
449  * Sets up a context for DirectDraw blitting.
450  * All texture units are disabled, except unit 0
451  * Texture unit 0 is activted where GL_TEXTURE_2D is activated
452  * fog, lighting, blending, alpha test, z test, scissor test, culling diabled
453  * color writing enabled for all channels
454  * register combiners disabled, shaders disabled
455  * world matris is set to identity, texture matrix 0 too
456  * projection matrix is setup for drawing screen coordinates
457  *
458  * Params:
459  *  This: Device to activate the context for
460  *  context: Context to setup
461  *  width: render target width
462  *  height: render target height
463  *
464  *****************************************************************************/
465 static inline void SetupForBlit(IWineD3DDeviceImpl *This, WineD3DContext *context, UINT width, UINT height) {
466     int i;
467
468     TRACE("Setting up context %p for blitting\n", context);
469     if(context->last_was_blit) {
470         TRACE("Context is already set up for blitting, nothing to do\n");
471         return;
472     }
473     context->last_was_blit = TRUE;
474
475     /* TODO: Use a display list */
476
477     /* Disable shaders */
478     This->shader_backend->shader_cleanup((IWineD3DDevice *) This);
479     Context_MarkStateDirty(context, STATE_VSHADER);
480     Context_MarkStateDirty(context, STATE_PIXELSHADER);
481
482     /* Disable all textures. The caller can then bind a texture it wants to blit
483      * from
484      */
485     if(GL_SUPPORT(NV_REGISTER_COMBINERS)) {
486         glDisable(GL_REGISTER_COMBINERS_NV);
487         checkGLcall("glDisable(GL_REGISTER_COMBINERS_NV)");
488     }
489     if (GL_SUPPORT(ARB_MULTITEXTURE)) {
490         /* The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
491          * function texture unit. No need to care for higher samplers
492          */
493         for(i = GL_LIMITS(textures) - 1; i > 0 ; i--) {
494             GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
495             checkGLcall("glActiveTextureARB");
496
497             if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
498                 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
499                 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
500             }
501             glDisable(GL_TEXTURE_3D);
502             checkGLcall("glDisable GL_TEXTURE_3D");
503             glDisable(GL_TEXTURE_2D);
504             checkGLcall("glDisable GL_TEXTURE_2D");
505
506             glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
507             checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
508
509             Context_MarkStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
510             Context_MarkStateDirty(context, STATE_SAMPLER(i));
511         }
512         GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
513         checkGLcall("glActiveTextureARB");
514     }
515     if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
516         glDisable(GL_TEXTURE_CUBE_MAP_ARB);
517         checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
518     }
519     glDisable(GL_TEXTURE_3D);
520     checkGLcall("glDisable GL_TEXTURE_3D");
521     glEnable(GL_TEXTURE_2D);
522     checkGLcall("glEnable GL_TEXTURE_2D");
523
524     glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
525
526     glMatrixMode(GL_TEXTURE);
527     checkGLcall("glMatrixMode(GL_TEXTURE)");
528     glLoadIdentity();
529     checkGLcall("glLoadIdentity()");
530     Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0));
531
532     if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
533         glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
534                   GL_TEXTURE_LOD_BIAS_EXT,
535                   0.0);
536         checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
537     }
538     Context_MarkStateDirty(context, STATE_SAMPLER(0));
539     Context_MarkStateDirty(context, STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP));
540
541     /* Other misc states */
542     glDisable(GL_ALPHA_TEST);
543     checkGLcall("glDisable(GL_ALPHA_TEST)");
544     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHATESTENABLE));
545     glDisable(GL_LIGHTING);
546     checkGLcall("glDisable GL_LIGHTING");
547     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING));
548     glDisable(GL_DEPTH_TEST);
549     checkGLcall("glDisable GL_DEPTH_TEST");
550     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ZENABLE));
551     glDisable(GL_FOG);
552     checkGLcall("glDisable GL_FOG");
553     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE));
554     glDisable(GL_BLEND);
555     checkGLcall("glDisable GL_BLEND");
556     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE));
557     glDisable(GL_CULL_FACE);
558     checkGLcall("glDisable GL_CULL_FACE");
559     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CULLMODE));
560     glDisable(GL_STENCIL_TEST);
561     checkGLcall("glDisable GL_STENCIL_TEST");
562     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_STENCILENABLE));
563     if(GL_SUPPORT(ARB_POINT_SPRITE)) {
564         glDisable(GL_POINT_SPRITE_ARB);
565         checkGLcall("glDisable GL_POINT_SPRITE_ARB");
566         Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE));
567     }
568     glColorMask(GL_TRUE, GL_TRUE,GL_TRUE,GL_TRUE);
569     checkGLcall("glColorMask");
570     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING));
571
572     /* Setup transforms */
573     glMatrixMode(GL_MODELVIEW);
574     checkGLcall("glMatrixMode(GL_MODELVIEW)");
575     glLoadIdentity();
576     checkGLcall("glLoadIdentity()");
577     Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)));
578
579     glMatrixMode(GL_PROJECTION);
580     checkGLcall("glMatrixMode(GL_PROJECTION)");
581     glLoadIdentity();
582     checkGLcall("glLoadIdentity()");
583     glOrtho(0, width, height, 0, 0.0, -1.0);
584     checkGLcall("glOrtho");
585     Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION));
586
587     context->last_was_rhw = TRUE;
588     Context_MarkStateDirty(context, STATE_VDECL); /* because of last_was_rhw = TRUE */
589
590     glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)");
591     glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)");
592     glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)");
593     glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)");
594     glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)");
595     glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)");
596     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING));
597
598     glViewport(0, 0, width, height);
599     checkGLcall("glViewport");
600     Context_MarkStateDirty(context, STATE_VIEWPORT);
601
602     if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
603         glDisable(GL_TEXTURE_SHADER_NV);
604         checkGLcall("glDisable(GL_TEXTURE_SHADER_NV)");
605     }
606 }
607
608 /*****************************************************************************
609  * findThreadContextForSwapChain
610  *
611  * Searches a swapchain for all contexts and picks one for the thread tid.
612  * If none can be found the swapchain is requested to create a new context
613  *
614  *****************************************************************************/
615 static WineD3DContext *findThreadContextForSwapChain(IWineD3DSwapChain *swapchain, DWORD tid) {
616     int i;
617
618     for(i = 0; i < ((IWineD3DSwapChainImpl *) swapchain)->num_contexts; i++) {
619         if(((IWineD3DSwapChainImpl *) swapchain)->context[i]->tid == tid) {
620             return ((IWineD3DSwapChainImpl *) swapchain)->context[i];
621         }
622
623     }
624
625     /* Create a new context for the thread */
626     return IWineD3DSwapChainImpl_CreateContextForThread(swapchain);
627 }
628
629 /*****************************************************************************
630  * FindContext
631  *
632  * Finds a context for the current render target and thread
633  *
634  * Parameters:
635  *  target: Render target to find the context for
636  *  tid: Thread to activate the context for
637  *
638  * Returns: The needed context
639  *
640  *****************************************************************************/
641 static inline WineD3DContext *FindContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, DWORD tid) {
642     IWineD3DSwapChain *swapchain = NULL;
643     HRESULT hr;
644     BOOL readTexture = wined3d_settings.offscreen_rendering_mode != ORM_FBO && This->render_offscreen;
645     WineD3DContext *context = This->activeContext;
646     BOOL oldRenderOffscreen = This->render_offscreen;
647
648     hr = IWineD3DSurface_GetContainer(target, &IID_IWineD3DSwapChain, (void **) &swapchain);
649     if(hr == WINED3D_OK && swapchain) {
650         TRACE("Rendering onscreen\n");
651
652         context = findThreadContextForSwapChain(swapchain, tid);
653
654         This->render_offscreen = FALSE;
655         /* The context != This->activeContext will catch a NOP context change. This can occur
656          * if we are switching back to swapchain rendering in case of FBO or Back Buffer offscreen
657          * rendering. No context change is needed in that case
658          */
659
660         if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
661             if(((IWineD3DSwapChainImpl *) swapchain)->backBuffer) {
662                 glDrawBuffer(GL_BACK);
663                 checkGLcall("glDrawBuffer(GL_BACK)");
664             } else {
665                 glDrawBuffer(GL_FRONT);
666                 checkGLcall("glDrawBuffer(GL_FRONT)");
667             }
668         } else if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
669             if(This->pbufferContext && tid == This->pbufferContext->tid) {
670                 This->pbufferContext->tid = 0;
671             }
672         }
673         IWineD3DSwapChain_Release(swapchain);
674
675         if(oldRenderOffscreen) {
676             Context_MarkStateDirty(context, WINED3DRS_CULLMODE);
677             Context_MarkStateDirty(context, WINED3DTS_PROJECTION);
678             Context_MarkStateDirty(context, STATE_VDECL);
679             Context_MarkStateDirty(context, STATE_VIEWPORT);
680             Context_MarkStateDirty(context, STATE_SCISSORRECT);
681         }
682
683     } else {
684         TRACE("Rendering offscreen\n");
685         This->render_offscreen = TRUE;
686
687         switch(wined3d_settings.offscreen_rendering_mode) {
688             case ORM_FBO:
689                 /* FBOs do not need a different context. Stay with whatever context is active at the moment */
690                 if(This->activeContext && tid == This->lastThread) {
691                     context = This->activeContext;
692                 } else {
693                     /* This may happen if the app jumps streight into offscreen rendering
694                      * Start using the context of the primary swapchain. tid == 0 is no problem
695                      * for findThreadContextForSwapChain.
696                      *
697                      * Can also happen on thread switches - in that case findThreadContextForSwapChain
698                      * is perfect to call.
699                      */
700                     context = findThreadContextForSwapChain(This->swapchains[0], tid);
701                 }
702                 break;
703
704             case ORM_PBUFFER:
705             {
706                 IWineD3DSurfaceImpl *targetimpl = (IWineD3DSurfaceImpl *) target;
707                 if(This->pbufferContext == NULL ||
708                    This->pbufferWidth < targetimpl->currentDesc.Width ||
709                    This->pbufferHeight < targetimpl->currentDesc.Height) {
710                     if(This->pbufferContext) {
711                         DestroyContext(This, This->pbufferContext);
712                     }
713
714                     /* The display is irrelevant here, the window is 0. But CreateContext needs a valid X connection.
715                      * Create the context on the same server as the primary swapchain. The primary swapchain is exists at this point.
716                      */
717                     This->pbufferContext = CreateContext(This, targetimpl,
718                             ((IWineD3DSwapChainImpl *) This->swapchains[0])->context[0]->win_handle,
719                             TRUE /* pbuffer */, &((IWineD3DSwapChainImpl *)This->swapchains[0])->presentParms);
720                     This->pbufferWidth = targetimpl->currentDesc.Width;
721                     This->pbufferHeight = targetimpl->currentDesc.Height;
722                    }
723
724                    if(This->pbufferContext) {
725                        if(This->pbufferContext->tid != 0 && This->pbufferContext->tid != tid) {
726                            FIXME("The PBuffr context is only supported for one thread for now!\n");
727                        }
728                        This->pbufferContext->tid = tid;
729                        context = This->pbufferContext;
730                        break;
731                    } else {
732                        ERR("Failed to create a buffer context and drawable, falling back to back buffer offscreen rendering\n");
733                        wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
734                    }
735             }
736
737             case ORM_BACKBUFFER:
738                 /* Stay with the currently active context for back buffer rendering */
739                 if(This->activeContext && tid == This->lastThread) {
740                     context = This->activeContext;
741                 } else {
742                     /* This may happen if the app jumps streight into offscreen rendering
743                      * Start using the context of the primary swapchain. tid == 0 is no problem
744                      * for findThreadContextForSwapChain.
745                      *
746                      * Can also happen on thread switches - in that case findThreadContextForSwapChain
747                      * is perfect to call.
748                      */
749                     context = findThreadContextForSwapChain(This->swapchains[0], tid);
750                 }
751                 glDrawBuffer(This->offscreenBuffer);
752                 checkGLcall("glDrawBuffer(This->offscreenBuffer)");
753                 break;
754         }
755
756         if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
757             /* Make sure we have a OpenGL texture name so the PreLoad() used to read the buffer
758              * back when we are done won't mark us dirty.
759              */
760             IWineD3DSurface_PreLoad(target);
761         }
762
763         if(!oldRenderOffscreen) {
764             Context_MarkStateDirty(context, WINED3DRS_CULLMODE);
765             Context_MarkStateDirty(context, WINED3DTS_PROJECTION);
766             Context_MarkStateDirty(context, STATE_VDECL);
767             Context_MarkStateDirty(context, STATE_VIEWPORT);
768             Context_MarkStateDirty(context, STATE_SCISSORRECT);
769         }
770     }
771     if (readTexture) {
772         BOOL oldInDraw = This->isInDraw;
773
774         /* PreLoad requires a context to load the texture, thus it will call ActivateContext.
775          * Set the isInDraw to true to signal PreLoad that it has a context. Will be tricky
776          * when using offscreen rendering with multithreading
777          */
778         This->isInDraw = TRUE;
779
780         /* Do that before switching the context:
781          * Read the back buffer of the old drawable into the destination texture
782          */
783         IWineD3DSurface_PreLoad(This->lastActiveRenderTarget);
784
785         /* Assume that the drawable will be modified by some other things now */
786         ((IWineD3DSurfaceImpl *) This->lastActiveRenderTarget)->Flags &= ~SFLAG_INDRAWABLE;
787
788         This->isInDraw = oldInDraw;
789     }
790
791     if(oldRenderOffscreen != This->render_offscreen && This->depth_copy_state != WINED3D_DCS_NO_COPY) {
792         This->depth_copy_state = WINED3D_DCS_COPY;
793     }
794     return context;
795 }
796
797 /*****************************************************************************
798  * ActivateContext
799  *
800  * Finds a rendering context and drawable matching the device and render
801  * target for the current thread, activates them and puts them into the
802  * requested state.
803  *
804  * Params:
805  *  This: Device to activate the context for
806  *  target: Requested render target
807  *  usage: Prepares the context for blitting, drawing or other actions
808  *
809  *****************************************************************************/
810 void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextUsage usage) {
811     DWORD                         tid = GetCurrentThreadId();
812     int                           i;
813     DWORD                         dirtyState, idx;
814     BYTE                          shift;
815     WineD3DContext                *context;
816
817     TRACE("(%p): Selecting context for render target %p, thread %d\n", This, target, tid);
818
819     ENTER_GL();
820     if(This->lastActiveRenderTarget != target || tid != This->lastThread) {
821         context = FindContext(This, target, tid);
822         This->lastActiveRenderTarget = target;
823         This->lastThread = tid;
824     } else {
825         /* Stick to the old context */
826         context = This->activeContext;
827     }
828
829     /* Activate the opengl context */
830     if(context != This->activeContext) {
831         BOOL ret;
832         TRACE("Switching gl ctx to %p, hdc=%p ctx=%p\n", context, context->hdc, context->glCtx);
833         LEAVE_GL();
834         ret = wglMakeCurrent(context->hdc, context->glCtx);
835         ENTER_GL();
836         if(ret == FALSE) {
837             ERR("Failed to activate the new context\n");
838         }
839         This->activeContext = context;
840     }
841
842     switch(usage) {
843         case CTXUSAGE_RESOURCELOAD:
844             /* This does not require any special states to be set up */
845             break;
846
847         case CTXUSAGE_CLEAR:
848             if(context->last_was_blit && GL_SUPPORT(NV_TEXTURE_SHADER2)) {
849                 glEnable(GL_TEXTURE_SHADER_NV);
850                 checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)");
851             }
852
853             glEnable(GL_SCISSOR_TEST);
854             checkGLcall("glEnable GL_SCISSOR_TEST");
855             context->last_was_blit = FALSE;
856             Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
857             Context_MarkStateDirty(context, STATE_SCISSORRECT);
858             break;
859
860         case CTXUSAGE_DRAWPRIM:
861             /* This needs all dirty states applied */
862             if(context->last_was_blit && GL_SUPPORT(NV_TEXTURE_SHADER2)) {
863                 glEnable(GL_TEXTURE_SHADER_NV);
864                 checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)");
865             }
866
867             IWineD3DDeviceImpl_FindTexUnitMap(This);
868
869             for(i=0; i < context->numDirtyEntries; i++) {
870                 dirtyState = context->dirtyArray[i];
871                 idx = dirtyState >> 5;
872                 shift = dirtyState & 0x1f;
873                 context->isStateDirty[idx] &= ~(1 << shift);
874                 StateTable[dirtyState].apply(dirtyState, This->stateBlock, context);
875             }
876             context->numDirtyEntries = 0; /* This makes the whole list clean */
877             context->last_was_blit = FALSE;
878             break;
879
880         case CTXUSAGE_BLIT:
881             SetupForBlit(This, context,
882                          ((IWineD3DSurfaceImpl *)target)->currentDesc.Width,
883                          ((IWineD3DSurfaceImpl *)target)->currentDesc.Height);
884             break;
885
886         default:
887             FIXME("Unexpected context usage requested\n");
888     }
889     LEAVE_GL();
890 }