wined3d: Move swapchain context retrieval to swapchain.c.
[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 2009-2010 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 static DWORD wined3d_context_tls_idx;
32
33 /* FBO helper functions */
34
35 /* GL locking is done by the caller */
36 void context_bind_fbo(struct wined3d_context *context, GLenum target, GLuint *fbo)
37 {
38     const struct wined3d_gl_info *gl_info = context->gl_info;
39     GLuint f;
40
41     if (!fbo)
42     {
43         f = 0;
44     }
45     else
46     {
47         if (!*fbo)
48         {
49             gl_info->fbo_ops.glGenFramebuffers(1, fbo);
50             checkGLcall("glGenFramebuffers()");
51             TRACE("Created FBO %u.\n", *fbo);
52         }
53         f = *fbo;
54     }
55
56     switch (target)
57     {
58         case GL_READ_FRAMEBUFFER:
59             if (context->fbo_read_binding == f) return;
60             context->fbo_read_binding = f;
61             break;
62
63         case GL_DRAW_FRAMEBUFFER:
64             if (context->fbo_draw_binding == f) return;
65             context->fbo_draw_binding = f;
66             break;
67
68         case GL_FRAMEBUFFER:
69             if (context->fbo_read_binding == f
70                     && context->fbo_draw_binding == f) return;
71             context->fbo_read_binding = f;
72             context->fbo_draw_binding = f;
73             break;
74
75         default:
76             FIXME("Unhandled target %#x.\n", target);
77             break;
78     }
79
80     gl_info->fbo_ops.glBindFramebuffer(target, f);
81     checkGLcall("glBindFramebuffer()");
82 }
83
84 /* GL locking is done by the caller */
85 static void context_clean_fbo_attachments(const struct wined3d_gl_info *gl_info, GLenum target)
86 {
87     unsigned int i;
88
89     for (i = 0; i < gl_info->limits.buffers; ++i)
90     {
91         gl_info->fbo_ops.glFramebufferTexture2D(target, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, 0, 0);
92         checkGLcall("glFramebufferTexture2D()");
93     }
94     gl_info->fbo_ops.glFramebufferTexture2D(target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
95     checkGLcall("glFramebufferTexture2D()");
96
97     gl_info->fbo_ops.glFramebufferTexture2D(target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
98     checkGLcall("glFramebufferTexture2D()");
99 }
100
101 /* GL locking is done by the caller */
102 static void context_destroy_fbo(struct wined3d_context *context, GLuint *fbo)
103 {
104     const struct wined3d_gl_info *gl_info = context->gl_info;
105
106     context_bind_fbo(context, GL_FRAMEBUFFER, fbo);
107     context_clean_fbo_attachments(gl_info, GL_FRAMEBUFFER);
108     context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
109
110     gl_info->fbo_ops.glDeleteFramebuffers(1, fbo);
111     checkGLcall("glDeleteFramebuffers()");
112 }
113
114 /* GL locking is done by the caller */
115 static void context_apply_attachment_filter_states(IWineD3DSurfaceImpl *surface, DWORD location)
116 {
117     /* Update base texture states array */
118     if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
119     {
120         IWineD3DBaseTextureImpl *texture_impl = surface->container.u.texture;
121         IWineD3DDeviceImpl *device = surface->resource.device;
122         BOOL update_minfilter = FALSE;
123         BOOL update_magfilter = FALSE;
124         struct gl_texture *gl_tex;
125
126         switch (location)
127         {
128             case SFLAG_INTEXTURE:
129                 gl_tex = &texture_impl->baseTexture.texture_rgb;
130                 break;
131
132             case SFLAG_INSRGBTEX:
133                 gl_tex = &texture_impl->baseTexture.texture_srgb;
134                 break;
135
136             default:
137                 ERR("Unsupported location %s (%#x).\n", debug_surflocation(location), location);
138                 IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)texture_impl);
139                 return;
140         }
141
142         if (gl_tex->states[WINED3DTEXSTA_MINFILTER] != WINED3DTEXF_POINT
143             || gl_tex->states[WINED3DTEXSTA_MIPFILTER] != WINED3DTEXF_NONE)
144         {
145             gl_tex->states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
146             gl_tex->states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
147             update_minfilter = TRUE;
148         }
149
150         if (gl_tex->states[WINED3DTEXSTA_MAGFILTER] != WINED3DTEXF_POINT)
151         {
152             gl_tex->states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
153             update_magfilter = TRUE;
154         }
155
156         if (texture_impl->baseTexture.bindCount)
157         {
158             WARN("Render targets should not be bound to a sampler\n");
159             IWineD3DDeviceImpl_MarkStateDirty(device, STATE_SAMPLER(texture_impl->baseTexture.sampler));
160         }
161
162         if (update_minfilter || update_magfilter)
163         {
164             GLenum target, bind_target;
165             GLint old_binding;
166
167             target = surface->texture_target;
168             if (target == GL_TEXTURE_2D)
169             {
170                 bind_target = GL_TEXTURE_2D;
171                 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
172             }
173             else if (target == GL_TEXTURE_RECTANGLE_ARB)
174             {
175                 bind_target = GL_TEXTURE_RECTANGLE_ARB;
176                 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
177             }
178             else
179             {
180                 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
181                 glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP_ARB, &old_binding);
182             }
183
184             glBindTexture(bind_target, gl_tex->name);
185             if (update_minfilter) glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
186             if (update_magfilter) glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
187             glBindTexture(bind_target, old_binding);
188         }
189
190         checkGLcall("apply_attachment_filter_states()");
191     }
192 }
193
194 /* GL locking is done by the caller */
195 void context_attach_depth_stencil_fbo(struct wined3d_context *context,
196         GLenum fbo_target, IWineD3DSurfaceImpl *depth_stencil, BOOL use_render_buffer)
197 {
198     const struct wined3d_gl_info *gl_info = context->gl_info;
199
200     TRACE("Attach depth stencil %p\n", depth_stencil);
201
202     if (depth_stencil)
203     {
204         DWORD format_flags = depth_stencil->resource.format->flags;
205
206         if (use_render_buffer && depth_stencil->current_renderbuffer)
207         {
208             if (format_flags & WINED3DFMT_FLAG_DEPTH)
209             {
210                 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_DEPTH_ATTACHMENT,
211                         GL_RENDERBUFFER, depth_stencil->current_renderbuffer->id);
212                 checkGLcall("glFramebufferRenderbuffer()");
213             }
214
215             if (format_flags & WINED3DFMT_FLAG_STENCIL)
216             {
217                 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_STENCIL_ATTACHMENT,
218                         GL_RENDERBUFFER, depth_stencil->current_renderbuffer->id);
219                 checkGLcall("glFramebufferRenderbuffer()");
220             }
221         }
222         else
223         {
224             surface_prepare_texture(depth_stencil, gl_info, FALSE);
225             context_apply_attachment_filter_states(depth_stencil, SFLAG_INTEXTURE);
226
227             if (format_flags & WINED3DFMT_FLAG_DEPTH)
228             {
229                 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT,
230                         depth_stencil->texture_target, depth_stencil->texture_name,
231                         depth_stencil->texture_level);
232                 checkGLcall("glFramebufferTexture2D()");
233             }
234
235             if (format_flags & WINED3DFMT_FLAG_STENCIL)
236             {
237                 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT,
238                         depth_stencil->texture_target, depth_stencil->texture_name,
239                         depth_stencil->texture_level);
240                 checkGLcall("glFramebufferTexture2D()");
241             }
242         }
243
244         if (!(format_flags & WINED3DFMT_FLAG_DEPTH))
245         {
246             gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
247             checkGLcall("glFramebufferTexture2D()");
248         }
249
250         if (!(format_flags & WINED3DFMT_FLAG_STENCIL))
251         {
252             gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
253             checkGLcall("glFramebufferTexture2D()");
254         }
255     }
256     else
257     {
258         gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
259         checkGLcall("glFramebufferTexture2D()");
260
261         gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
262         checkGLcall("glFramebufferTexture2D()");
263     }
264 }
265
266 /* GL locking is done by the caller */
267 static void context_attach_surface_fbo(const struct wined3d_context *context,
268         GLenum fbo_target, DWORD idx, IWineD3DSurfaceImpl *surface, DWORD location)
269 {
270     const struct wined3d_gl_info *gl_info = context->gl_info;
271
272     TRACE("Attach surface %p to %u\n", surface, idx);
273
274     if (surface)
275     {
276         switch (location)
277         {
278             case SFLAG_INTEXTURE:
279                 surface_prepare_texture(surface, gl_info, FALSE);
280                 context_apply_attachment_filter_states(surface, location);
281                 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_COLOR_ATTACHMENT0 + idx,
282                         surface->texture_target, surface->texture_name, surface->texture_level);
283                 break;
284
285             case SFLAG_INSRGBTEX:
286                 surface_prepare_texture(surface, gl_info, TRUE);
287                 context_apply_attachment_filter_states(surface, location);
288                 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_COLOR_ATTACHMENT0 + idx,
289                         surface->texture_target, surface->texture_name_srgb, surface->texture_level);
290                 break;
291
292             default:
293                 ERR("Unsupported location %s (%#x).\n", debug_surflocation(location), location);
294                 break;
295         }
296         checkGLcall("glFramebufferTexture2D()");
297     }
298     else
299     {
300         gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_COLOR_ATTACHMENT0 + idx, GL_TEXTURE_2D, 0, 0);
301         checkGLcall("glFramebufferTexture2D()");
302     }
303 }
304
305 /* GL locking is done by the caller */
306 static void context_check_fbo_status(struct wined3d_context *context, GLenum target)
307 {
308     const struct wined3d_gl_info *gl_info = context->gl_info;
309     GLenum status;
310
311     status = gl_info->fbo_ops.glCheckFramebufferStatus(target);
312     if (status == GL_FRAMEBUFFER_COMPLETE)
313     {
314         TRACE("FBO complete\n");
315     } else {
316         IWineD3DSurfaceImpl *attachment;
317         unsigned int i;
318         FIXME("FBO status %s (%#x)\n", debug_fbostatus(status), status);
319
320         if (!context->current_fbo)
321         {
322             ERR("FBO 0 is incomplete, driver bug?\n");
323             return;
324         }
325
326         FIXME("\tLocation %s (%#x).\n", debug_surflocation(context->current_fbo->location),
327                 context->current_fbo->location);
328
329         /* Dump the FBO attachments */
330         for (i = 0; i < gl_info->limits.buffers; ++i)
331         {
332             attachment = context->current_fbo->render_targets[i];
333             if (attachment)
334             {
335                 FIXME("\tColor attachment %d: (%p) %s %ux%u\n",
336                         i, attachment, debug_d3dformat(attachment->resource.format->id),
337                         attachment->pow2Width, attachment->pow2Height);
338             }
339         }
340         attachment = context->current_fbo->depth_stencil;
341         if (attachment)
342         {
343             FIXME("\tDepth attachment: (%p) %s %ux%u\n",
344                     attachment, debug_d3dformat(attachment->resource.format->id),
345                     attachment->pow2Width, attachment->pow2Height);
346         }
347     }
348 }
349
350 static struct fbo_entry *context_create_fbo_entry(struct wined3d_context *context,
351         IWineD3DSurfaceImpl **render_targets, IWineD3DSurfaceImpl *depth_stencil, DWORD location)
352 {
353     const struct wined3d_gl_info *gl_info = context->gl_info;
354     struct fbo_entry *entry;
355
356     entry = HeapAlloc(GetProcessHeap(), 0, sizeof(*entry));
357     entry->render_targets = HeapAlloc(GetProcessHeap(), 0, gl_info->limits.buffers * sizeof(*entry->render_targets));
358     memcpy(entry->render_targets, render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets));
359     entry->depth_stencil = depth_stencil;
360     entry->location = location;
361     entry->attached = FALSE;
362     entry->id = 0;
363
364     return entry;
365 }
366
367 /* GL locking is done by the caller */
368 static void context_reuse_fbo_entry(struct wined3d_context *context, GLenum target,
369         IWineD3DSurfaceImpl **render_targets, IWineD3DSurfaceImpl *depth_stencil,
370         DWORD location, struct fbo_entry *entry)
371 {
372     const struct wined3d_gl_info *gl_info = context->gl_info;
373
374     context_bind_fbo(context, target, &entry->id);
375     context_clean_fbo_attachments(gl_info, target);
376
377     memcpy(entry->render_targets, render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets));
378     entry->depth_stencil = depth_stencil;
379     entry->location = location;
380     entry->attached = FALSE;
381 }
382
383 /* GL locking is done by the caller */
384 static void context_destroy_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
385 {
386     if (entry->id)
387     {
388         TRACE("Destroy FBO %d\n", entry->id);
389         context_destroy_fbo(context, &entry->id);
390     }
391     --context->fbo_entry_count;
392     list_remove(&entry->entry);
393     HeapFree(GetProcessHeap(), 0, entry->render_targets);
394     HeapFree(GetProcessHeap(), 0, entry);
395 }
396
397
398 /* GL locking is done by the caller */
399 static struct fbo_entry *context_find_fbo_entry(struct wined3d_context *context, GLenum target,
400         IWineD3DSurfaceImpl **render_targets, IWineD3DSurfaceImpl *depth_stencil, DWORD location)
401 {
402     const struct wined3d_gl_info *gl_info = context->gl_info;
403     struct fbo_entry *entry;
404
405     LIST_FOR_EACH_ENTRY(entry, &context->fbo_list, struct fbo_entry, entry)
406     {
407         if (!memcmp(entry->render_targets,
408                 render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets))
409                 && entry->depth_stencil == depth_stencil && entry->location == location)
410         {
411             list_remove(&entry->entry);
412             list_add_head(&context->fbo_list, &entry->entry);
413             return entry;
414         }
415     }
416
417     if (context->fbo_entry_count < WINED3D_MAX_FBO_ENTRIES)
418     {
419         entry = context_create_fbo_entry(context, render_targets, depth_stencil, location);
420         list_add_head(&context->fbo_list, &entry->entry);
421         ++context->fbo_entry_count;
422     }
423     else
424     {
425         entry = LIST_ENTRY(list_tail(&context->fbo_list), struct fbo_entry, entry);
426         context_reuse_fbo_entry(context, target, render_targets, depth_stencil, location, entry);
427         list_remove(&entry->entry);
428         list_add_head(&context->fbo_list, &entry->entry);
429     }
430
431     return entry;
432 }
433
434 /* GL locking is done by the caller */
435 static void context_apply_fbo_entry(struct wined3d_context *context, GLenum target, struct fbo_entry *entry)
436 {
437     const struct wined3d_gl_info *gl_info = context->gl_info;
438     unsigned int i;
439
440     context_bind_fbo(context, target, &entry->id);
441
442     if (!entry->attached)
443     {
444         /* Apply render targets */
445         for (i = 0; i < gl_info->limits.buffers; ++i)
446         {
447             context_attach_surface_fbo(context, target, i, entry->render_targets[i], entry->location);
448         }
449
450         /* Apply depth targets */
451         if (entry->depth_stencil)
452         {
453             surface_set_compatible_renderbuffer(entry->depth_stencil,
454                     entry->render_targets[0]->pow2Width, entry->render_targets[0]->pow2Height);
455         }
456         context_attach_depth_stencil_fbo(context, target, entry->depth_stencil, TRUE);
457
458         entry->attached = TRUE;
459     }
460     else
461     {
462         for (i = 0; i < gl_info->limits.buffers; ++i)
463         {
464             if (entry->render_targets[i])
465                 context_apply_attachment_filter_states(entry->render_targets[i], entry->location);
466         }
467         if (entry->depth_stencil)
468             context_apply_attachment_filter_states(entry->depth_stencil, SFLAG_INTEXTURE);
469     }
470 }
471
472 /* GL locking is done by the caller */
473 static void context_apply_fbo_state(struct wined3d_context *context, GLenum target,
474         IWineD3DSurfaceImpl **render_targets, IWineD3DSurfaceImpl *depth_stencil, DWORD location)
475 {
476     struct fbo_entry *entry, *entry2;
477
478     LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry)
479     {
480         context_destroy_fbo_entry(context, entry);
481     }
482
483     if (context->rebind_fbo)
484     {
485         context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
486         context->rebind_fbo = FALSE;
487     }
488
489     if (render_targets)
490     {
491         context->current_fbo = context_find_fbo_entry(context, target, render_targets, depth_stencil, location);
492         context_apply_fbo_entry(context, target, context->current_fbo);
493     }
494     else
495     {
496         context->current_fbo = NULL;
497         context_bind_fbo(context, target, NULL);
498     }
499
500     context_check_fbo_status(context, target);
501 }
502
503 /* GL locking is done by the caller */
504 void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
505         IWineD3DSurfaceImpl *render_target, IWineD3DSurfaceImpl *depth_stencil, DWORD location)
506 {
507     if (location != SFLAG_INDRAWABLE || surface_is_offscreen(render_target))
508     {
509         UINT clear_size = (context->gl_info->limits.buffers - 1) * sizeof(*context->blit_targets);
510         context->blit_targets[0] = render_target;
511         if (clear_size) memset(&context->blit_targets[1], 0, clear_size);
512         context_apply_fbo_state(context, target, context->blit_targets, depth_stencil, location);
513     }
514     else
515     {
516         context_apply_fbo_state(context, target, NULL, NULL, location);
517     }
518 }
519
520 /* Context activation is done by the caller. */
521 void context_alloc_occlusion_query(struct wined3d_context *context, struct wined3d_occlusion_query *query)
522 {
523     const struct wined3d_gl_info *gl_info = context->gl_info;
524
525     if (context->free_occlusion_query_count)
526     {
527         query->id = context->free_occlusion_queries[--context->free_occlusion_query_count];
528     }
529     else
530     {
531         if (gl_info->supported[ARB_OCCLUSION_QUERY])
532         {
533             ENTER_GL();
534             GL_EXTCALL(glGenQueriesARB(1, &query->id));
535             checkGLcall("glGenQueriesARB");
536             LEAVE_GL();
537
538             TRACE("Allocated occlusion query %u in context %p.\n", query->id, context);
539         }
540         else
541         {
542             WARN("Occlusion queries not supported, not allocating query id.\n");
543             query->id = 0;
544         }
545     }
546
547     query->context = context;
548     list_add_head(&context->occlusion_queries, &query->entry);
549 }
550
551 void context_free_occlusion_query(struct wined3d_occlusion_query *query)
552 {
553     struct wined3d_context *context = query->context;
554
555     list_remove(&query->entry);
556     query->context = NULL;
557
558     if (context->free_occlusion_query_count >= context->free_occlusion_query_size - 1)
559     {
560         UINT new_size = context->free_occlusion_query_size << 1;
561         GLuint *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_occlusion_queries,
562                 new_size * sizeof(*context->free_occlusion_queries));
563
564         if (!new_data)
565         {
566             ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context);
567             return;
568         }
569
570         context->free_occlusion_query_size = new_size;
571         context->free_occlusion_queries = new_data;
572     }
573
574     context->free_occlusion_queries[context->free_occlusion_query_count++] = query->id;
575 }
576
577 /* Context activation is done by the caller. */
578 void context_alloc_event_query(struct wined3d_context *context, struct wined3d_event_query *query)
579 {
580     const struct wined3d_gl_info *gl_info = context->gl_info;
581
582     if (context->free_event_query_count)
583     {
584         query->object = context->free_event_queries[--context->free_event_query_count];
585     }
586     else
587     {
588         if (gl_info->supported[ARB_SYNC])
589         {
590             /* Using ARB_sync, not much to do here. */
591             query->object.sync = NULL;
592             TRACE("Allocated event query %p in context %p.\n", query->object.sync, context);
593         }
594         else if (gl_info->supported[APPLE_FENCE])
595         {
596             ENTER_GL();
597             GL_EXTCALL(glGenFencesAPPLE(1, &query->object.id));
598             checkGLcall("glGenFencesAPPLE");
599             LEAVE_GL();
600
601             TRACE("Allocated event query %u in context %p.\n", query->object.id, context);
602         }
603         else if(gl_info->supported[NV_FENCE])
604         {
605             ENTER_GL();
606             GL_EXTCALL(glGenFencesNV(1, &query->object.id));
607             checkGLcall("glGenFencesNV");
608             LEAVE_GL();
609
610             TRACE("Allocated event query %u in context %p.\n", query->object.id, context);
611         }
612         else
613         {
614             WARN("Event queries not supported, not allocating query id.\n");
615             query->object.id = 0;
616         }
617     }
618
619     query->context = context;
620     list_add_head(&context->event_queries, &query->entry);
621 }
622
623 void context_free_event_query(struct wined3d_event_query *query)
624 {
625     struct wined3d_context *context = query->context;
626
627     list_remove(&query->entry);
628     query->context = NULL;
629
630     if (context->free_event_query_count >= context->free_event_query_size - 1)
631     {
632         UINT new_size = context->free_event_query_size << 1;
633         union wined3d_gl_query_object *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_event_queries,
634                 new_size * sizeof(*context->free_event_queries));
635
636         if (!new_data)
637         {
638             ERR("Failed to grow free list, leaking query %u in context %p.\n", query->object.id, context);
639             return;
640         }
641
642         context->free_event_query_size = new_size;
643         context->free_event_queries = new_data;
644     }
645
646     context->free_event_queries[context->free_event_query_count++] = query->object;
647 }
648
649 typedef void (context_fbo_entry_func_t)(struct wined3d_context *context, struct fbo_entry *entry);
650
651 static void context_enum_surface_fbo_entries(IWineD3DDeviceImpl *device,
652         IWineD3DSurfaceImpl *surface, context_fbo_entry_func_t *callback)
653 {
654     UINT i;
655
656     for (i = 0; i < device->numContexts; ++i)
657     {
658         struct wined3d_context *context = device->contexts[i];
659         const struct wined3d_gl_info *gl_info = context->gl_info;
660         struct fbo_entry *entry, *entry2;
661
662         if (context->current_rt == surface) context->current_rt = NULL;
663
664         LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
665         {
666             UINT j;
667
668             if (entry->depth_stencil == surface)
669             {
670                 callback(context, entry);
671                 continue;
672             }
673
674             for (j = 0; j < gl_info->limits.buffers; ++j)
675             {
676                 if (entry->render_targets[j] == surface)
677                 {
678                     callback(context, entry);
679                     break;
680                 }
681             }
682         }
683     }
684 }
685
686 static void context_queue_fbo_entry_destruction(struct wined3d_context *context, struct fbo_entry *entry)
687 {
688     list_remove(&entry->entry);
689     list_add_head(&context->fbo_destroy_list, &entry->entry);
690 }
691
692 void context_resource_released(struct IWineD3DDeviceImpl *device,
693         struct IWineD3DResourceImpl *resource, WINED3DRESOURCETYPE type)
694 {
695     if (!device->d3d_initialized) return;
696
697     switch (type)
698     {
699         case WINED3DRTYPE_SURFACE:
700             context_enum_surface_fbo_entries(device, (IWineD3DSurfaceImpl *)resource,
701                     context_queue_fbo_entry_destruction);
702             break;
703
704         default:
705             break;
706     }
707 }
708
709 static void context_detach_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
710 {
711     entry->attached = FALSE;
712 }
713
714 void context_resource_unloaded(struct IWineD3DDeviceImpl *device,
715         struct IWineD3DResourceImpl *resource, WINED3DRESOURCETYPE type)
716 {
717     switch (type)
718     {
719         case WINED3DRTYPE_SURFACE:
720             context_enum_surface_fbo_entries(device, (IWineD3DSurfaceImpl *)resource,
721                     context_detach_fbo_entry);
722             break;
723
724         default:
725             break;
726     }
727 }
728
729 void context_surface_update(struct wined3d_context *context, IWineD3DSurfaceImpl *surface)
730 {
731     const struct wined3d_gl_info *gl_info = context->gl_info;
732     struct fbo_entry *entry = context->current_fbo;
733     unsigned int i;
734
735     if (!entry || context->rebind_fbo) return;
736
737     for (i = 0; i < gl_info->limits.buffers; ++i)
738     {
739         if (surface == entry->render_targets[i])
740         {
741             TRACE("Updated surface %p is bound as color attachment %u to the current FBO.\n", surface, i);
742             context->rebind_fbo = TRUE;
743             return;
744         }
745     }
746
747     if (surface == entry->depth_stencil)
748     {
749         TRACE("Updated surface %p is bound as depth attachment to the current FBO.\n", surface);
750         context->rebind_fbo = TRUE;
751     }
752 }
753
754 static BOOL context_set_pixel_format(const struct wined3d_gl_info *gl_info, HDC dc, int format)
755 {
756     int current = GetPixelFormat(dc);
757
758     if (current == format) return TRUE;
759
760     if (!current)
761     {
762         if (!SetPixelFormat(dc, format, NULL))
763         {
764             ERR("Failed to set pixel format %d on device context %p, last error %#x.\n",
765                     format, dc, GetLastError());
766             return FALSE;
767         }
768         return TRUE;
769     }
770
771     /* By default WGL doesn't allow pixel format adjustments but we need it
772      * here. For this reason there's a Wine specific wglSetPixelFormat()
773      * which allows us to set the pixel format multiple times. Only use it
774      * when really needed. */
775     if (gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH])
776     {
777         if (!GL_EXTCALL(wglSetPixelFormatWINE(dc, format, NULL)))
778         {
779             ERR("wglSetPixelFormatWINE failed to set pixel format %d on device context %p.\n",
780                     format, dc);
781             return FALSE;
782         }
783         return TRUE;
784     }
785
786     /* OpenGL doesn't allow pixel format adjustments. Print an error and
787      * continue using the old format. There's a big chance that the old
788      * format works although with a performance hit and perhaps rendering
789      * errors. */
790     ERR("Unable to set pixel format %d on device context %p. Already using format %d.\n",
791             format, dc, current);
792     return TRUE;
793 }
794
795 static void context_update_window(struct wined3d_context *context)
796 {
797     TRACE("Updating context %p window from %p to %p.\n",
798             context, context->win_handle, context->swapchain->win_handle);
799
800     if (context->valid)
801     {
802         if (!ReleaseDC(context->win_handle, context->hdc))
803         {
804             ERR("Failed to release device context %p, last error %#x.\n",
805                     context->hdc, GetLastError());
806         }
807     }
808     else context->valid = 1;
809
810     context->win_handle = context->swapchain->win_handle;
811
812     if (!(context->hdc = GetDC(context->win_handle)))
813     {
814         ERR("Failed to get a device context for window %p.\n", context->win_handle);
815         goto err;
816     }
817
818     if (!context_set_pixel_format(context->gl_info, context->hdc, context->pixel_format))
819     {
820         ERR("Failed to set pixel format %d on device context %p.\n",
821                 context->pixel_format, context->hdc);
822         goto err;
823     }
824
825     if (!pwglMakeCurrent(context->hdc, context->glCtx))
826     {
827         ERR("Failed to make GL context %p current on device context %p, last error %#x.\n",
828                 context->glCtx, context->hdc, GetLastError());
829         goto err;
830     }
831
832     return;
833
834 err:
835     context->valid = 0;
836 }
837
838 /* Do not call while under the GL lock. */
839 static void context_validate(struct wined3d_context *context)
840 {
841     HWND wnd = WindowFromDC(context->hdc);
842
843     if (wnd != context->win_handle)
844     {
845         WARN("DC %p belongs to window %p instead of %p.\n",
846                 context->hdc, wnd, context->win_handle);
847         context->valid = 0;
848     }
849
850     if (context->win_handle != context->swapchain->win_handle)
851         context_update_window(context);
852 }
853
854 /* Do not call while under the GL lock. */
855 static void context_destroy_gl_resources(struct wined3d_context *context)
856 {
857     const struct wined3d_gl_info *gl_info = context->gl_info;
858     struct wined3d_occlusion_query *occlusion_query;
859     struct wined3d_event_query *event_query;
860     struct fbo_entry *entry, *entry2;
861     HGLRC restore_ctx;
862     HDC restore_dc;
863     unsigned int i;
864
865     restore_ctx = pwglGetCurrentContext();
866     restore_dc = pwglGetCurrentDC();
867
868     context_validate(context);
869     if (context->valid && restore_ctx != context->glCtx) pwglMakeCurrent(context->hdc, context->glCtx);
870     else restore_ctx = NULL;
871
872     ENTER_GL();
873
874     LIST_FOR_EACH_ENTRY(occlusion_query, &context->occlusion_queries, struct wined3d_occlusion_query, entry)
875     {
876         if (context->valid && gl_info->supported[ARB_OCCLUSION_QUERY])
877             GL_EXTCALL(glDeleteQueriesARB(1, &occlusion_query->id));
878         occlusion_query->context = NULL;
879     }
880
881     LIST_FOR_EACH_ENTRY(event_query, &context->event_queries, struct wined3d_event_query, entry)
882     {
883         if (context->valid)
884         {
885             if (gl_info->supported[ARB_SYNC])
886             {
887                 if (event_query->object.sync) GL_EXTCALL(glDeleteSync(event_query->object.sync));
888             }
889             else if (gl_info->supported[APPLE_FENCE]) GL_EXTCALL(glDeleteFencesAPPLE(1, &event_query->object.id));
890             else if (gl_info->supported[NV_FENCE]) GL_EXTCALL(glDeleteFencesNV(1, &event_query->object.id));
891         }
892         event_query->context = NULL;
893     }
894
895     LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry)
896     {
897         if (!context->valid) entry->id = 0;
898         context_destroy_fbo_entry(context, entry);
899     }
900
901     LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
902     {
903         if (!context->valid) entry->id = 0;
904         context_destroy_fbo_entry(context, entry);
905     }
906
907     if (context->valid)
908     {
909         if (context->dst_fbo)
910         {
911             TRACE("Destroy dst FBO %d\n", context->dst_fbo);
912             context_destroy_fbo(context, &context->dst_fbo);
913         }
914         if (context->dummy_arbfp_prog)
915         {
916             GL_EXTCALL(glDeleteProgramsARB(1, &context->dummy_arbfp_prog));
917         }
918
919         if (gl_info->supported[ARB_OCCLUSION_QUERY])
920             GL_EXTCALL(glDeleteQueriesARB(context->free_occlusion_query_count, context->free_occlusion_queries));
921
922         if (gl_info->supported[ARB_SYNC])
923         {
924             if (event_query->object.sync) GL_EXTCALL(glDeleteSync(event_query->object.sync));
925         }
926         else if (gl_info->supported[APPLE_FENCE])
927         {
928             for (i = 0; i < context->free_event_query_count; ++i)
929             {
930                 GL_EXTCALL(glDeleteFencesAPPLE(1, &context->free_event_queries[i].id));
931             }
932         }
933         else if (gl_info->supported[NV_FENCE])
934         {
935             for (i = 0; i < context->free_event_query_count; ++i)
936             {
937                 GL_EXTCALL(glDeleteFencesNV(1, &context->free_event_queries[i].id));
938             }
939         }
940
941         checkGLcall("context cleanup");
942     }
943
944     LEAVE_GL();
945
946     HeapFree(GetProcessHeap(), 0, context->free_occlusion_queries);
947     HeapFree(GetProcessHeap(), 0, context->free_event_queries);
948
949     if (restore_ctx)
950     {
951         if (!pwglMakeCurrent(restore_dc, restore_ctx))
952         {
953             DWORD err = GetLastError();
954             ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
955                     restore_ctx, restore_dc, err);
956         }
957     }
958     else if (pwglGetCurrentContext() && !pwglMakeCurrent(NULL, NULL))
959     {
960         ERR("Failed to disable GL context.\n");
961     }
962
963     ReleaseDC(context->win_handle, context->hdc);
964
965     if (!pwglDeleteContext(context->glCtx))
966     {
967         DWORD err = GetLastError();
968         ERR("wglDeleteContext(%p) failed, last error %#x.\n", context->glCtx, err);
969     }
970 }
971
972 DWORD context_get_tls_idx(void)
973 {
974     return wined3d_context_tls_idx;
975 }
976
977 void context_set_tls_idx(DWORD idx)
978 {
979     wined3d_context_tls_idx = idx;
980 }
981
982 struct wined3d_context *context_get_current(void)
983 {
984     return TlsGetValue(wined3d_context_tls_idx);
985 }
986
987 /* Do not call while under the GL lock. */
988 BOOL context_set_current(struct wined3d_context *ctx)
989 {
990     struct wined3d_context *old = context_get_current();
991
992     if (old == ctx)
993     {
994         TRACE("Already using D3D context %p.\n", ctx);
995         return TRUE;
996     }
997
998     if (old)
999     {
1000         if (old->destroyed)
1001         {
1002             TRACE("Switching away from destroyed context %p.\n", old);
1003             context_destroy_gl_resources(old);
1004             HeapFree(GetProcessHeap(), 0, old);
1005         }
1006         else
1007         {
1008             old->current = 0;
1009         }
1010     }
1011
1012     if (ctx)
1013     {
1014         TRACE("Switching to D3D context %p, GL context %p, device context %p.\n", ctx, ctx->glCtx, ctx->hdc);
1015         if (!pwglMakeCurrent(ctx->hdc, ctx->glCtx))
1016         {
1017             DWORD err = GetLastError();
1018             ERR("Failed to make GL context %p current on device context %p, last error %#x.\n",
1019                     ctx->glCtx, ctx->hdc, err);
1020             TlsSetValue(wined3d_context_tls_idx, NULL);
1021             return FALSE;
1022         }
1023         ctx->current = 1;
1024     }
1025     else if(pwglGetCurrentContext())
1026     {
1027         TRACE("Clearing current D3D context.\n");
1028         if (!pwglMakeCurrent(NULL, NULL))
1029         {
1030             DWORD err = GetLastError();
1031             ERR("Failed to clear current GL context, last error %#x.\n", err);
1032             TlsSetValue(wined3d_context_tls_idx, NULL);
1033             return FALSE;
1034         }
1035     }
1036
1037     return TlsSetValue(wined3d_context_tls_idx, ctx);
1038 }
1039
1040 void context_release(struct wined3d_context *context)
1041 {
1042     TRACE("Releasing context %p, level %u.\n", context, context->level);
1043
1044     if (WARN_ON(d3d))
1045     {
1046         if (!context->level)
1047             WARN("Context %p is not active.\n", context);
1048         else if (context != context_get_current())
1049             WARN("Context %p is not the current context.\n", context);
1050     }
1051
1052     if (!--context->level && context->restore_ctx)
1053     {
1054         TRACE("Restoring GL context %p on device context %p.\n", context->restore_ctx, context->restore_dc);
1055         if (!pwglMakeCurrent(context->restore_dc, context->restore_ctx))
1056         {
1057             DWORD err = GetLastError();
1058             ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
1059                     context->restore_ctx, context->restore_dc, err);
1060         }
1061         context->restore_ctx = NULL;
1062         context->restore_dc = NULL;
1063     }
1064 }
1065
1066 static void context_enter(struct wined3d_context *context)
1067 {
1068     TRACE("Entering context %p, level %u.\n", context, context->level + 1);
1069
1070     if (!context->level++)
1071     {
1072         const struct wined3d_context *current_context = context_get_current();
1073         HGLRC current_gl = pwglGetCurrentContext();
1074
1075         if (current_gl && (!current_context || current_context->glCtx != current_gl))
1076         {
1077             TRACE("Another GL context (%p on device context %p) is already current.\n",
1078                     current_gl, pwglGetCurrentDC());
1079             context->restore_ctx = current_gl;
1080             context->restore_dc = pwglGetCurrentDC();
1081         }
1082     }
1083 }
1084
1085 /*****************************************************************************
1086  * Context_MarkStateDirty
1087  *
1088  * Marks a state in a context dirty. Only one context, opposed to
1089  * IWineD3DDeviceImpl_MarkStateDirty, which marks the state dirty in all
1090  * contexts
1091  *
1092  * Params:
1093  *  context: Context to mark the state dirty in
1094  *  state: State to mark dirty
1095  *  StateTable: Pointer to the state table in use(for state grouping)
1096  *
1097  *****************************************************************************/
1098 static void Context_MarkStateDirty(struct wined3d_context *context, DWORD state, const struct StateEntry *StateTable)
1099 {
1100     DWORD rep = StateTable[state].representative;
1101     DWORD idx;
1102     BYTE shift;
1103
1104     if (isStateDirty(context, rep)) return;
1105
1106     context->dirtyArray[context->numDirtyEntries++] = rep;
1107     idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
1108     shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
1109     context->isStateDirty[idx] |= (1 << shift);
1110 }
1111
1112 /* This function takes care of WineD3D pixel format selection. */
1113 static int WineD3D_ChoosePixelFormat(IWineD3DDeviceImpl *This, HDC hdc,
1114         const struct wined3d_format *color_format, const struct wined3d_format *ds_format,
1115         BOOL auxBuffers, int numSamples, BOOL findCompatible)
1116 {
1117     int iPixelFormat=0;
1118     unsigned int matchtry;
1119     short redBits, greenBits, blueBits, alphaBits, colorBits;
1120     short depthBits=0, stencilBits=0;
1121
1122     static const struct
1123     {
1124         BOOL require_aux;
1125         BOOL exact_alpha;
1126         BOOL exact_color;
1127     }
1128     matches[] =
1129     {
1130         /* First, try without alpha match buffers. MacOS supports aux buffers only
1131          * on A8R8G8B8, and we prefer better offscreen rendering over an alpha match.
1132          * Then try without aux buffers - this is the most common cause for not
1133          * finding a pixel format. Also some drivers(the open source ones)
1134          * only offer 32 bit ARB pixel formats. First try without an exact alpha
1135          * match, then try without an exact alpha and color match.
1136          */
1137         { TRUE,  TRUE,  TRUE  },
1138         { TRUE,  FALSE, TRUE  },
1139         { FALSE, TRUE,  TRUE  },
1140         { FALSE, FALSE, TRUE  },
1141         { TRUE,  FALSE, FALSE },
1142         { FALSE, FALSE, FALSE },
1143     };
1144
1145     int i = 0;
1146     int nCfgs = This->adapter->nCfgs;
1147
1148     TRACE("ColorFormat=%s, DepthStencilFormat=%s, auxBuffers=%d, numSamples=%d, findCompatible=%d\n",
1149           debug_d3dformat(color_format->id), debug_d3dformat(ds_format->id),
1150           auxBuffers, numSamples, findCompatible);
1151
1152     if (!getColorBits(color_format, &redBits, &greenBits, &blueBits, &alphaBits, &colorBits))
1153     {
1154         ERR("Unable to get color bits for format %s (%#x)!\n",
1155                 debug_d3dformat(color_format->id), color_format->id);
1156         return 0;
1157     }
1158
1159     getDepthStencilBits(ds_format, &depthBits, &stencilBits);
1160
1161     for(matchtry = 0; matchtry < (sizeof(matches) / sizeof(matches[0])) && !iPixelFormat; matchtry++) {
1162         for(i=0; i<nCfgs; i++) {
1163             BOOL exactDepthMatch = TRUE;
1164             WineD3D_PixelFormat *cfg = &This->adapter->cfgs[i];
1165
1166             /* For now only accept RGBA formats. Perhaps some day we will
1167              * allow floating point formats for pbuffers. */
1168             if(cfg->iPixelType != WGL_TYPE_RGBA_ARB)
1169                 continue;
1170
1171             /* In window mode we need a window drawable format and double buffering. */
1172             if(!(cfg->windowDrawable && cfg->doubleBuffer))
1173                 continue;
1174
1175             /* We like to have aux buffers in backbuffer mode */
1176             if(auxBuffers && !cfg->auxBuffers && matches[matchtry].require_aux)
1177                 continue;
1178
1179             if(matches[matchtry].exact_color) {
1180                 if(cfg->redSize != redBits)
1181                     continue;
1182                 if(cfg->greenSize != greenBits)
1183                     continue;
1184                 if(cfg->blueSize != blueBits)
1185                     continue;
1186             } else {
1187                 if(cfg->redSize < redBits)
1188                     continue;
1189                 if(cfg->greenSize < greenBits)
1190                     continue;
1191                 if(cfg->blueSize < blueBits)
1192                     continue;
1193             }
1194             if(matches[matchtry].exact_alpha) {
1195                 if(cfg->alphaSize != alphaBits)
1196                     continue;
1197             } else {
1198                 if(cfg->alphaSize < alphaBits)
1199                     continue;
1200             }
1201
1202             /* We try to locate a format which matches our requirements exactly. In case of
1203              * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
1204             if(cfg->depthSize < depthBits)
1205                 continue;
1206             else if(cfg->depthSize > depthBits)
1207                 exactDepthMatch = FALSE;
1208
1209             /* In all cases make sure the number of stencil bits matches our requirements
1210              * even when we don't need stencil because it could affect performance EXCEPT
1211              * on cards which don't offer depth formats without stencil like the i915 drivers
1212              * on Linux. */
1213             if(stencilBits != cfg->stencilSize && !(This->adapter->brokenStencil && stencilBits <= cfg->stencilSize))
1214                 continue;
1215
1216             /* Check multisampling support */
1217             if(cfg->numSamples != numSamples)
1218                 continue;
1219
1220             /* When we have passed all the checks then we have found a format which matches our
1221              * requirements. Note that we only check for a limit number of capabilities right now,
1222              * so there can easily be a dozen of pixel formats which appear to be the 'same' but
1223              * can still differ in things like multisampling, stereo, SRGB and other flags.
1224              */
1225
1226             /* Exit the loop as we have found a format :) */
1227             if(exactDepthMatch) {
1228                 iPixelFormat = cfg->iPixelFormat;
1229                 break;
1230             } else if(!iPixelFormat) {
1231                 /* In the end we might end up with a format which doesn't exactly match our depth
1232                  * requirements. Accept the first format we found because formats with higher iPixelFormat
1233                  * values tend to have more extended capabilities (e.g. multisampling) which we don't need. */
1234                 iPixelFormat = cfg->iPixelFormat;
1235             }
1236         }
1237     }
1238
1239     /* When findCompatible is set and no suitable format was found, let ChoosePixelFormat choose a pixel format in order not to crash. */
1240     if(!iPixelFormat && !findCompatible) {
1241         ERR("Can't find a suitable iPixelFormat\n");
1242         return FALSE;
1243     } else if(!iPixelFormat) {
1244         PIXELFORMATDESCRIPTOR pfd;
1245
1246         TRACE("Falling back to ChoosePixelFormat as we weren't able to find an exactly matching pixel format\n");
1247         /* PixelFormat selection */
1248         ZeroMemory(&pfd, sizeof(pfd));
1249         pfd.nSize      = sizeof(pfd);
1250         pfd.nVersion   = 1;
1251         pfd.dwFlags    = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
1252         pfd.iPixelType = PFD_TYPE_RGBA;
1253         pfd.cAlphaBits = alphaBits;
1254         pfd.cColorBits = colorBits;
1255         pfd.cDepthBits = depthBits;
1256         pfd.cStencilBits = stencilBits;
1257         pfd.iLayerType = PFD_MAIN_PLANE;
1258
1259         iPixelFormat = ChoosePixelFormat(hdc, &pfd);
1260         if(!iPixelFormat) {
1261             /* If this happens something is very wrong as ChoosePixelFormat barely fails */
1262             ERR("Can't find a suitable iPixelFormat\n");
1263             return FALSE;
1264         }
1265     }
1266
1267     TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s\n",
1268             iPixelFormat, debug_d3dformat(color_format->id), debug_d3dformat(ds_format->id));
1269     return iPixelFormat;
1270 }
1271
1272 /* Do not call while under the GL lock. */
1273 struct wined3d_context *context_create(IWineD3DSwapChainImpl *swapchain,
1274         IWineD3DSurfaceImpl *target, const struct wined3d_format *ds_format)
1275 {
1276     IWineD3DDeviceImpl *device = swapchain->device;
1277     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1278     const struct wined3d_format *color_format;
1279     struct wined3d_context *ret;
1280     PIXELFORMATDESCRIPTOR pfd;
1281     BOOL auxBuffers = FALSE;
1282     int numSamples = 0;
1283     int pixel_format;
1284     unsigned int s;
1285     int swap_interval;
1286     DWORD state;
1287     HGLRC ctx;
1288     HDC hdc;
1289
1290     TRACE("swapchain %p, target %p, window %p.\n", swapchain, target, swapchain->win_handle);
1291
1292     ret = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*ret));
1293     if (!ret)
1294     {
1295         ERR("Failed to allocate context memory.\n");
1296         return NULL;
1297     }
1298
1299     if (!(hdc = GetDC(swapchain->win_handle)))
1300     {
1301         ERR("Failed to retrieve a device context.\n");
1302         goto out;
1303     }
1304
1305     color_format = target->resource.format;
1306
1307     /* In case of ORM_BACKBUFFER, make sure to request an alpha component for
1308      * X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
1309     if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
1310     {
1311         auxBuffers = TRUE;
1312
1313         if (color_format->id == WINED3DFMT_B4G4R4X4_UNORM)
1314             color_format = wined3d_get_format(gl_info, WINED3DFMT_B4G4R4A4_UNORM);
1315         else if (color_format->id == WINED3DFMT_B8G8R8X8_UNORM)
1316             color_format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
1317     }
1318
1319     /* DirectDraw supports 8bit paletted render targets and these are used by
1320      * old games like Starcraft and C&C. Most modern hardware doesn't support
1321      * 8bit natively so we perform some form of 8bit -> 32bit conversion. The
1322      * conversion (ab)uses the alpha component for storing the palette index.
1323      * For this reason we require a format with 8bit alpha, so request
1324      * A8R8G8B8. */
1325     if (color_format->id == WINED3DFMT_P8_UINT)
1326         color_format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
1327
1328     /* D3D only allows multisampling when SwapEffect is set to WINED3DSWAPEFFECT_DISCARD. */
1329     if (swapchain->presentParms.MultiSampleType && (swapchain->presentParms.SwapEffect == WINED3DSWAPEFFECT_DISCARD))
1330     {
1331         if (!gl_info->supported[ARB_MULTISAMPLE])
1332             WARN("The application is requesting multisampling without support.\n");
1333         else
1334         {
1335             TRACE("Requesting multisample type %#x.\n", swapchain->presentParms.MultiSampleType);
1336             numSamples = swapchain->presentParms.MultiSampleType;
1337         }
1338     }
1339
1340     /* Try to find a pixel format which matches our requirements. */
1341     pixel_format = WineD3D_ChoosePixelFormat(device, hdc, color_format, ds_format,
1342             auxBuffers, numSamples, FALSE /* findCompatible */);
1343
1344     /* Try to locate a compatible format if we weren't able to find anything. */
1345     if (!pixel_format)
1346     {
1347         TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
1348         pixel_format = WineD3D_ChoosePixelFormat(device, hdc, color_format, ds_format,
1349                 auxBuffers, 0 /* numSamples */, TRUE /* findCompatible */);
1350     }
1351
1352     /* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */
1353     if (!pixel_format)
1354     {
1355         ERR("Can't find a suitable pixel format.\n");
1356         goto out;
1357     }
1358
1359     DescribePixelFormat(hdc, pixel_format, sizeof(pfd), &pfd);
1360     if (!context_set_pixel_format(gl_info, hdc, pixel_format))
1361     {
1362         ERR("Failed to set pixel format %d on device context %p.\n", pixel_format, hdc);
1363         goto out;
1364     }
1365
1366     ctx = pwglCreateContext(hdc);
1367     if (device->numContexts)
1368     {
1369         if (!pwglShareLists(device->contexts[0]->glCtx, ctx))
1370         {
1371             DWORD err = GetLastError();
1372             ERR("wglShareLists(%p, %p) failed, last error %#x.\n",
1373                     device->contexts[0]->glCtx, ctx, err);
1374         }
1375     }
1376
1377     if(!ctx) {
1378         ERR("Failed to create a WGL context\n");
1379         goto out;
1380     }
1381
1382     if (!device_context_add(device, ret))
1383     {
1384         ERR("Failed to add the newly created context to the context list\n");
1385         if (!pwglDeleteContext(ctx))
1386         {
1387             DWORD err = GetLastError();
1388             ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, err);
1389         }
1390         goto out;
1391     }
1392
1393     ret->gl_info = gl_info;
1394
1395     /* Mark all states dirty to force a proper initialization of the states
1396      * on the first use of the context. */
1397     for (state = 0; state <= STATE_HIGHEST; ++state)
1398     {
1399         if (device->StateTable[state].representative)
1400             Context_MarkStateDirty(ret, state, device->StateTable);
1401     }
1402
1403     ret->swapchain = swapchain;
1404     ret->current_rt = target;
1405     ret->tid = GetCurrentThreadId();
1406
1407     ret->render_offscreen = surface_is_offscreen(target);
1408     ret->draw_buffer_dirty = TRUE;
1409     ret->valid = 1;
1410
1411     ret->glCtx = ctx;
1412     ret->win_handle = swapchain->win_handle;
1413     ret->hdc = hdc;
1414     ret->pixel_format = pixel_format;
1415
1416     if (device->shader_backend->shader_dirtifyable_constants())
1417     {
1418         /* Create the dirty constants array and initialize them to dirty */
1419         ret->vshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
1420                 sizeof(*ret->vshader_const_dirty) * device->d3d_vshader_constantF);
1421         ret->pshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
1422                 sizeof(*ret->pshader_const_dirty) * device->d3d_pshader_constantF);
1423         memset(ret->vshader_const_dirty, 1,
1424                sizeof(*ret->vshader_const_dirty) * device->d3d_vshader_constantF);
1425         memset(ret->pshader_const_dirty, 1,
1426                 sizeof(*ret->pshader_const_dirty) * device->d3d_pshader_constantF);
1427     }
1428
1429     ret->blit_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1430             gl_info->limits.buffers * sizeof(*ret->blit_targets));
1431     if (!ret->blit_targets) goto out;
1432
1433     ret->draw_buffers = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1434             gl_info->limits.buffers * sizeof(*ret->draw_buffers));
1435     if (!ret->draw_buffers) goto out;
1436
1437     ret->free_occlusion_query_size = 4;
1438     ret->free_occlusion_queries = HeapAlloc(GetProcessHeap(), 0,
1439             ret->free_occlusion_query_size * sizeof(*ret->free_occlusion_queries));
1440     if (!ret->free_occlusion_queries) goto out;
1441
1442     list_init(&ret->occlusion_queries);
1443
1444     ret->free_event_query_size = 4;
1445     ret->free_event_queries = HeapAlloc(GetProcessHeap(), 0,
1446             ret->free_event_query_size * sizeof(*ret->free_event_queries));
1447     if (!ret->free_event_queries) goto out;
1448
1449     list_init(&ret->event_queries);
1450
1451     TRACE("Successfully created new context %p\n", ret);
1452
1453     list_init(&ret->fbo_list);
1454     list_init(&ret->fbo_destroy_list);
1455
1456     context_enter(ret);
1457
1458     /* Set up the context defaults */
1459     if (!context_set_current(ret))
1460     {
1461         ERR("Cannot activate context to set up defaults\n");
1462         context_release(ret);
1463         goto out;
1464     }
1465
1466     switch (swapchain->presentParms.PresentationInterval)
1467     {
1468         case WINED3DPRESENT_INTERVAL_IMMEDIATE:
1469             swap_interval = 0;
1470             break;
1471         case WINED3DPRESENT_INTERVAL_DEFAULT:
1472         case WINED3DPRESENT_INTERVAL_ONE:
1473             swap_interval = 1;
1474             break;
1475         case WINED3DPRESENT_INTERVAL_TWO:
1476             swap_interval = 2;
1477             break;
1478         case WINED3DPRESENT_INTERVAL_THREE:
1479             swap_interval = 3;
1480             break;
1481         case WINED3DPRESENT_INTERVAL_FOUR:
1482             swap_interval = 4;
1483             break;
1484         default:
1485             FIXME("Unknown presentation interval %08x\n", swapchain->presentParms.PresentationInterval);
1486             swap_interval = 1;
1487     }
1488
1489     if (gl_info->supported[WGL_EXT_SWAP_CONTROL])
1490     {
1491         if (!GL_EXTCALL(wglSwapIntervalEXT(swap_interval)))
1492             ERR("wglSwapIntervalEXT failed to set swap interval %d for context %p, last error %#x\n",
1493                 swap_interval, ret, GetLastError());
1494     }
1495
1496     ENTER_GL();
1497
1498     glGetIntegerv(GL_AUX_BUFFERS, &ret->aux_buffers);
1499
1500     TRACE("Setting up the screen\n");
1501     /* Clear the screen */
1502     glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
1503     checkGLcall("glClearColor");
1504     glClearIndex(0);
1505     glClearDepth(1);
1506     glClearStencil(0xffff);
1507
1508     checkGLcall("glClear");
1509
1510     glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
1511     checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
1512
1513     glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
1514     checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
1515
1516     glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
1517     checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
1518
1519     glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);
1520     checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);");
1521     glPixelStorei(GL_UNPACK_ALIGNMENT, device->surface_alignment);
1522     checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, device->surface_alignment);");
1523
1524     if (gl_info->supported[APPLE_CLIENT_STORAGE])
1525     {
1526         /* Most textures will use client storage if supported. Exceptions are non-native power of 2 textures
1527          * and textures in DIB sections(due to the memory protection).
1528          */
1529         glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
1530         checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1531     }
1532     if (gl_info->supported[ARB_VERTEX_BLEND])
1533     {
1534         /* Direct3D always uses n-1 weights for n world matrices and uses 1 - sum for the last one
1535          * this is equal to GL_WEIGHT_SUM_UNITY_ARB. Enabling it doesn't do anything unless
1536          * GL_VERTEX_BLEND_ARB isn't enabled too
1537          */
1538         glEnable(GL_WEIGHT_SUM_UNITY_ARB);
1539         checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
1540     }
1541     if (gl_info->supported[NV_TEXTURE_SHADER2])
1542     {
1543         /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
1544          * the previous texture where to source the offset from is always unit - 1.
1545          */
1546         for (s = 1; s < gl_info->limits.textures; ++s)
1547         {
1548             GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
1549             glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + s - 1);
1550             checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...");
1551         }
1552     }
1553     if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
1554     {
1555         /* MacOS(radeon X1600 at least, but most likely others too) refuses to draw if GLSL and ARBFP are
1556          * enabled, but the currently bound arbfp program is 0. Enabling ARBFP with prog 0 is invalid, but
1557          * GLSL should bypass this. This causes problems in programs that never use the fixed function pipeline,
1558          * because the ARBFP extension is enabled by the ARBFP pipeline at context creation, but no program
1559          * is ever assigned.
1560          *
1561          * So make sure a program is assigned to each context. The first real ARBFP use will set a different
1562          * program and the dummy program is destroyed when the context is destroyed.
1563          */
1564         const char *dummy_program =
1565                 "!!ARBfp1.0\n"
1566                 "MOV result.color, fragment.color.primary;\n"
1567                 "END\n";
1568         GL_EXTCALL(glGenProgramsARB(1, &ret->dummy_arbfp_prog));
1569         GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret->dummy_arbfp_prog));
1570         GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(dummy_program), dummy_program));
1571     }
1572
1573     for (s = 0; s < gl_info->limits.point_sprite_units; ++s)
1574     {
1575         GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
1576         glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
1577         checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)");
1578     }
1579
1580     if (gl_info->supported[ARB_PROVOKING_VERTEX])
1581     {
1582         GL_EXTCALL(glProvokingVertex(GL_FIRST_VERTEX_CONVENTION));
1583     }
1584     else if (gl_info->supported[EXT_PROVOKING_VERTEX])
1585     {
1586         GL_EXTCALL(glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT));
1587     }
1588
1589     LEAVE_GL();
1590
1591     device->frag_pipe->enable_extension(TRUE);
1592
1593     TRACE("Created context %p.\n", ret);
1594
1595     return ret;
1596
1597 out:
1598     HeapFree(GetProcessHeap(), 0, ret->free_event_queries);
1599     HeapFree(GetProcessHeap(), 0, ret->free_occlusion_queries);
1600     HeapFree(GetProcessHeap(), 0, ret->draw_buffers);
1601     HeapFree(GetProcessHeap(), 0, ret->blit_targets);
1602     HeapFree(GetProcessHeap(), 0, ret->pshader_const_dirty);
1603     HeapFree(GetProcessHeap(), 0, ret->vshader_const_dirty);
1604     HeapFree(GetProcessHeap(), 0, ret);
1605     return NULL;
1606 }
1607
1608 /* Do not call while under the GL lock. */
1609 void context_destroy(IWineD3DDeviceImpl *This, struct wined3d_context *context)
1610 {
1611     BOOL destroy;
1612
1613     TRACE("Destroying ctx %p\n", context);
1614
1615     if (context->tid == GetCurrentThreadId() || !context->current)
1616     {
1617         context_destroy_gl_resources(context);
1618         TlsSetValue(wined3d_context_tls_idx, NULL);
1619         destroy = TRUE;
1620     }
1621     else
1622     {
1623         context->destroyed = 1;
1624         destroy = FALSE;
1625     }
1626
1627     HeapFree(GetProcessHeap(), 0, context->draw_buffers);
1628     HeapFree(GetProcessHeap(), 0, context->blit_targets);
1629     HeapFree(GetProcessHeap(), 0, context->vshader_const_dirty);
1630     HeapFree(GetProcessHeap(), 0, context->pshader_const_dirty);
1631     device_context_remove(This, context);
1632     if (destroy) HeapFree(GetProcessHeap(), 0, context);
1633 }
1634
1635 /* GL locking is done by the caller */
1636 static inline void set_blit_dimension(UINT width, UINT height) {
1637     glMatrixMode(GL_PROJECTION);
1638     checkGLcall("glMatrixMode(GL_PROJECTION)");
1639     glLoadIdentity();
1640     checkGLcall("glLoadIdentity()");
1641     glOrtho(0, width, 0, height, 0.0, -1.0);
1642     checkGLcall("glOrtho");
1643     glViewport(0, 0, width, height);
1644     checkGLcall("glViewport");
1645 }
1646
1647 /*****************************************************************************
1648  * SetupForBlit
1649  *
1650  * Sets up a context for DirectDraw blitting.
1651  * All texture units are disabled, texture unit 0 is set as current unit
1652  * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
1653  * color writing enabled for all channels
1654  * register combiners disabled, shaders disabled
1655  * world matrix is set to identity, texture matrix 0 too
1656  * projection matrix is setup for drawing screen coordinates
1657  *
1658  * Params:
1659  *  This: Device to activate the context for
1660  *  context: Context to setup
1661  *
1662  *****************************************************************************/
1663 /* Context activation is done by the caller. */
1664 static void SetupForBlit(IWineD3DDeviceImpl *This, struct wined3d_context *context)
1665 {
1666     int i;
1667     const struct StateEntry *StateTable = This->StateTable;
1668     const struct wined3d_gl_info *gl_info = context->gl_info;
1669     UINT width = context->current_rt->currentDesc.Width;
1670     UINT height = context->current_rt->currentDesc.Height;
1671     DWORD sampler;
1672
1673     TRACE("Setting up context %p for blitting\n", context);
1674     if(context->last_was_blit) {
1675         if(context->blit_w != width || context->blit_h != height) {
1676             ENTER_GL();
1677             set_blit_dimension(width, height);
1678             LEAVE_GL();
1679             context->blit_w = width; context->blit_h = height;
1680             /* No need to dirtify here, the states are still dirtified because they weren't
1681              * applied since the last SetupForBlit call. Otherwise last_was_blit would not
1682              * be set
1683              */
1684         }
1685         TRACE("Context is already set up for blitting, nothing to do\n");
1686         return;
1687     }
1688     context->last_was_blit = TRUE;
1689
1690     /* TODO: Use a display list */
1691
1692     /* Disable shaders */
1693     ENTER_GL();
1694     This->shader_backend->shader_select(context, FALSE, FALSE);
1695     LEAVE_GL();
1696
1697     Context_MarkStateDirty(context, STATE_VSHADER, StateTable);
1698     Context_MarkStateDirty(context, STATE_PIXELSHADER, StateTable);
1699
1700     /* Call ENTER_GL() once for all gl calls below. In theory we should not call
1701      * helper functions in between gl calls. This function is full of Context_MarkStateDirty
1702      * which can safely be called from here, we only lock once instead locking/unlocking
1703      * after each GL call.
1704      */
1705     ENTER_GL();
1706
1707     /* Disable all textures. The caller can then bind a texture it wants to blit
1708      * from
1709      *
1710      * The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
1711      * function texture unit. No need to care for higher samplers
1712      */
1713     for (i = gl_info->limits.textures - 1; i > 0 ; --i)
1714     {
1715         sampler = This->rev_tex_unit_map[i];
1716         GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
1717         checkGLcall("glActiveTextureARB");
1718
1719         if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1720         {
1721             glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1722             checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1723         }
1724         glDisable(GL_TEXTURE_3D);
1725         checkGLcall("glDisable GL_TEXTURE_3D");
1726         if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1727         {
1728             glDisable(GL_TEXTURE_RECTANGLE_ARB);
1729             checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1730         }
1731         glDisable(GL_TEXTURE_2D);
1732         checkGLcall("glDisable GL_TEXTURE_2D");
1733
1734         glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1735         checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
1736
1737         if (sampler != WINED3D_UNMAPPED_STAGE)
1738         {
1739             if (sampler < MAX_TEXTURES) {
1740                 Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
1741             }
1742             Context_MarkStateDirty(context, STATE_SAMPLER(sampler), StateTable);
1743         }
1744     }
1745     GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
1746     checkGLcall("glActiveTextureARB");
1747
1748     sampler = This->rev_tex_unit_map[0];
1749
1750     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1751     {
1752         glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1753         checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1754     }
1755     glDisable(GL_TEXTURE_3D);
1756     checkGLcall("glDisable GL_TEXTURE_3D");
1757     if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1758     {
1759         glDisable(GL_TEXTURE_RECTANGLE_ARB);
1760         checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1761     }
1762     glDisable(GL_TEXTURE_2D);
1763     checkGLcall("glDisable GL_TEXTURE_2D");
1764
1765     glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1766
1767     glMatrixMode(GL_TEXTURE);
1768     checkGLcall("glMatrixMode(GL_TEXTURE)");
1769     glLoadIdentity();
1770     checkGLcall("glLoadIdentity()");
1771
1772     if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
1773     {
1774         glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
1775                   GL_TEXTURE_LOD_BIAS_EXT,
1776                   0.0f);
1777         checkGLcall("glTexEnvf GL_TEXTURE_LOD_BIAS_EXT ...");
1778     }
1779
1780     if (sampler != WINED3D_UNMAPPED_STAGE)
1781     {
1782         if (sampler < MAX_TEXTURES) {
1783             Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + sampler), StateTable);
1784             Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
1785         }
1786         Context_MarkStateDirty(context, STATE_SAMPLER(sampler), StateTable);
1787     }
1788
1789     /* Other misc states */
1790     glDisable(GL_ALPHA_TEST);
1791     checkGLcall("glDisable(GL_ALPHA_TEST)");
1792     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHATESTENABLE), StateTable);
1793     glDisable(GL_LIGHTING);
1794     checkGLcall("glDisable GL_LIGHTING");
1795     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING), StateTable);
1796     glDisable(GL_DEPTH_TEST);
1797     checkGLcall("glDisable GL_DEPTH_TEST");
1798     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ZENABLE), StateTable);
1799     glDisableWINE(GL_FOG);
1800     checkGLcall("glDisable GL_FOG");
1801     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE), StateTable);
1802     glDisable(GL_BLEND);
1803     checkGLcall("glDisable GL_BLEND");
1804     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
1805     glDisable(GL_CULL_FACE);
1806     checkGLcall("glDisable GL_CULL_FACE");
1807     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CULLMODE), StateTable);
1808     glDisable(GL_STENCIL_TEST);
1809     checkGLcall("glDisable GL_STENCIL_TEST");
1810     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_STENCILENABLE), StateTable);
1811     glDisable(GL_SCISSOR_TEST);
1812     checkGLcall("glDisable GL_SCISSOR_TEST");
1813     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), StateTable);
1814     if (gl_info->supported[ARB_POINT_SPRITE])
1815     {
1816         glDisable(GL_POINT_SPRITE_ARB);
1817         checkGLcall("glDisable GL_POINT_SPRITE_ARB");
1818         Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), StateTable);
1819     }
1820     glColorMask(GL_TRUE, GL_TRUE,GL_TRUE,GL_TRUE);
1821     checkGLcall("glColorMask");
1822     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE), StateTable);
1823     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), StateTable);
1824     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), StateTable);
1825     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), StateTable);
1826     if (gl_info->supported[EXT_SECONDARY_COLOR])
1827     {
1828         glDisable(GL_COLOR_SUM_EXT);
1829         Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SPECULARENABLE), StateTable);
1830         checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
1831     }
1832
1833     /* Setup transforms */
1834     glMatrixMode(GL_MODELVIEW);
1835     checkGLcall("glMatrixMode(GL_MODELVIEW)");
1836     glLoadIdentity();
1837     checkGLcall("glLoadIdentity()");
1838     Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), StateTable);
1839
1840     context->last_was_rhw = TRUE;
1841     Context_MarkStateDirty(context, STATE_VDECL, StateTable); /* because of last_was_rhw = TRUE */
1842
1843     glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)");
1844     glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)");
1845     glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)");
1846     glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)");
1847     glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)");
1848     glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)");
1849     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING), StateTable);
1850
1851     set_blit_dimension(width, height);
1852
1853     LEAVE_GL();
1854
1855     context->blit_w = width; context->blit_h = height;
1856     Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
1857     Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable);
1858
1859     This->frag_pipe->enable_extension(FALSE);
1860 }
1861
1862 /* Do not call while under the GL lock. */
1863 static struct wined3d_context *FindContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target)
1864 {
1865     struct wined3d_context *current_context = context_get_current();
1866     struct wined3d_context *context;
1867
1868     if (current_context && current_context->destroyed) current_context = NULL;
1869
1870     if (!target)
1871     {
1872         if (current_context
1873                 && current_context->current_rt
1874                 && current_context->swapchain->device == This)
1875         {
1876             target = current_context->current_rt;
1877         }
1878         else
1879         {
1880             IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *)This->swapchains[0];
1881             if (swapchain->back_buffers) target = swapchain->back_buffers[0];
1882             else target = swapchain->front_buffer;
1883         }
1884     }
1885
1886     if (current_context && current_context->current_rt == target)
1887     {
1888         context_validate(current_context);
1889         return current_context;
1890     }
1891
1892     if (target->container.type == WINED3D_CONTAINER_SWAPCHAIN)
1893     {
1894         TRACE("Rendering onscreen\n");
1895
1896         context = swapchain_get_context(target->container.u.swapchain);
1897     }
1898     else
1899     {
1900         TRACE("Rendering offscreen\n");
1901
1902         /* Stay with the current context if possible. Otherwise use the
1903          * context for the primary swapchain. */
1904         if (current_context && current_context->swapchain->device == This)
1905             context = current_context;
1906         else
1907             context = swapchain_get_context((IWineD3DSwapChainImpl *)This->swapchains[0]);
1908     }
1909
1910     context_validate(context);
1911
1912     return context;
1913 }
1914
1915 /* Context activation is done by the caller. */
1916 static void context_apply_draw_buffers(struct wined3d_context *context, UINT rt_count, IWineD3DSurfaceImpl **rts)
1917 {
1918     if (!surface_is_offscreen(rts[0]))
1919     {
1920         ENTER_GL();
1921         glDrawBuffer(surface_get_gl_buffer(rts[0]));
1922         checkGLcall("glDrawBuffer()");
1923         LEAVE_GL();
1924     }
1925     else
1926     {
1927         ENTER_GL();
1928         if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
1929         {
1930             const struct wined3d_gl_info *gl_info = context->gl_info;
1931             unsigned int i;
1932
1933             for (i = 0; i < gl_info->limits.buffers; ++i)
1934             {
1935                 if (i < rt_count && rts[i])
1936                     context->draw_buffers[i] = GL_COLOR_ATTACHMENT0 + i;
1937                 else
1938                     context->draw_buffers[i] = GL_NONE;
1939             }
1940
1941             if (gl_info->supported[ARB_DRAW_BUFFERS])
1942             {
1943                 GL_EXTCALL(glDrawBuffersARB(gl_info->limits.buffers, context->draw_buffers));
1944                 checkGLcall("glDrawBuffers()");
1945             }
1946             else
1947             {
1948                 glDrawBuffer(context->draw_buffers[0]);
1949                 checkGLcall("glDrawBuffer()");
1950             }
1951         }
1952         else
1953         {
1954             glDrawBuffer(rts[0]->resource.device->offscreenBuffer);
1955             checkGLcall("glDrawBuffer()");
1956         }
1957         LEAVE_GL();
1958     }
1959 }
1960
1961 /* GL locking is done by the caller. */
1962 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer)
1963 {
1964     glDrawBuffer(buffer);
1965     checkGLcall("glDrawBuffer()");
1966     context->draw_buffer_dirty = TRUE;
1967 }
1968
1969 static inline void context_set_render_offscreen(struct wined3d_context *context, const struct StateEntry *StateTable,
1970         BOOL offscreen)
1971 {
1972     if (context->render_offscreen == offscreen) return;
1973
1974     Context_MarkStateDirty(context, STATE_POINTSPRITECOORDORIGIN, StateTable);
1975     Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable);
1976     Context_MarkStateDirty(context, STATE_VDECL, StateTable);
1977     Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
1978     Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
1979     Context_MarkStateDirty(context, STATE_FRONTFACE, StateTable);
1980     context->render_offscreen = offscreen;
1981 }
1982
1983 static BOOL match_depth_stencil_format(const struct wined3d_format *existing,
1984         const struct wined3d_format *required)
1985 {
1986     short existing_depth, existing_stencil, required_depth, required_stencil;
1987
1988     if (existing == required) return TRUE;
1989     if ((existing->flags & WINED3DFMT_FLAG_FLOAT) != (required->flags & WINED3DFMT_FLAG_FLOAT)) return FALSE;
1990
1991     getDepthStencilBits(existing, &existing_depth, &existing_stencil);
1992     getDepthStencilBits(required, &required_depth, &required_stencil);
1993
1994     if(existing_depth < required_depth) return FALSE;
1995     /* If stencil bits are used the exact amount is required - otherwise wrapping
1996      * won't work correctly */
1997     if(required_stencil && required_stencil != existing_stencil) return FALSE;
1998     return TRUE;
1999 }
2000 /* The caller provides a context */
2001 static void context_validate_onscreen_formats(IWineD3DDeviceImpl *device,
2002         struct wined3d_context *context, IWineD3DSurfaceImpl *depth_stencil)
2003 {
2004     /* Onscreen surfaces are always in a swapchain */
2005     IWineD3DSwapChainImpl *swapchain = context->current_rt->container.u.swapchain;
2006
2007     if (context->render_offscreen || !depth_stencil) return;
2008     if (match_depth_stencil_format(swapchain->ds_format, depth_stencil->resource.format)) return;
2009
2010     /* TODO: If the requested format would satisfy the needs of the existing one(reverse match),
2011      * or no onscreen depth buffer was created, the OpenGL drawable could be changed to the new
2012      * format. */
2013     WARN("Depth stencil format is not supported by WGL, rendering the backbuffer in an FBO\n");
2014
2015     /* The currently active context is the necessary context to access the swapchain's onscreen buffers */
2016     surface_load_location(context->current_rt, SFLAG_INTEXTURE, NULL);
2017     swapchain->render_to_fbo = TRUE;
2018     context_set_render_offscreen(context, device->StateTable, TRUE);
2019 }
2020
2021 /* Context activation is done by the caller. */
2022 void context_apply_blit_state(struct wined3d_context *context, IWineD3DDeviceImpl *device)
2023 {
2024     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2025     {
2026         context_validate_onscreen_formats(device, context, NULL);
2027
2028         if (context->render_offscreen)
2029         {
2030             surface_internal_preload(context->current_rt, SRGB_RGB);
2031
2032             ENTER_GL();
2033             context_apply_fbo_state_blit(context, GL_FRAMEBUFFER, context->current_rt, NULL, SFLAG_INTEXTURE);
2034             LEAVE_GL();
2035         }
2036         else
2037         {
2038             ENTER_GL();
2039             context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
2040             LEAVE_GL();
2041         }
2042
2043         context->draw_buffer_dirty = TRUE;
2044     }
2045
2046     if (context->draw_buffer_dirty)
2047     {
2048         context_apply_draw_buffers(context, 1, &context->current_rt);
2049         if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2050             context->draw_buffer_dirty = FALSE;
2051     }
2052
2053     SetupForBlit(device, context);
2054 }
2055
2056 /* Context activation is done by the caller. */
2057 void context_apply_clear_state(struct wined3d_context *context, IWineD3DDeviceImpl *device,
2058         UINT rt_count, IWineD3DSurfaceImpl **rts, IWineD3DSurfaceImpl *depth_stencil)
2059 {
2060     const struct StateEntry *state_table = device->StateTable;
2061     UINT i;
2062
2063     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2064     {
2065         context_validate_onscreen_formats(device, context, depth_stencil);
2066
2067         ENTER_GL();
2068
2069         if (surface_is_offscreen(rts[0]))
2070         {
2071             for (i = 0; i < rt_count; ++i)
2072             {
2073                 context->blit_targets[i] = rts[i];
2074             }
2075             while (i < context->gl_info->limits.buffers)
2076             {
2077                 context->blit_targets[i] = NULL;
2078                 ++i;
2079             }
2080             context_apply_fbo_state(context, GL_FRAMEBUFFER, context->blit_targets, depth_stencil, SFLAG_INTEXTURE);
2081         }
2082         else
2083         {
2084             context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, NULL, SFLAG_INDRAWABLE);
2085         }
2086
2087         LEAVE_GL();
2088     }
2089
2090     context_apply_draw_buffers(context, rt_count, rts);
2091     context->draw_buffer_dirty = TRUE;
2092
2093     if (context->last_was_blit)
2094     {
2095         device->frag_pipe->enable_extension(TRUE);
2096     }
2097
2098     /* Blending and clearing should be orthogonal, but tests on the nvidia
2099      * driver show that disabling blending when clearing improves the clearing
2100      * performance incredibly. */
2101     ENTER_GL();
2102     glDisable(GL_BLEND);
2103     glEnable(GL_SCISSOR_TEST);
2104     checkGLcall("glEnable GL_SCISSOR_TEST");
2105     LEAVE_GL();
2106
2107     context->last_was_blit = FALSE;
2108     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_table);
2109     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), state_table);
2110     Context_MarkStateDirty(context, STATE_SCISSORRECT, state_table);
2111 }
2112
2113 /* Context activation is done by the caller. */
2114 void context_apply_draw_state(struct wined3d_context *context, IWineD3DDeviceImpl *device)
2115 {
2116     const struct StateEntry *state_table = device->StateTable;
2117     unsigned int i;
2118
2119     /* Preload resources before FBO setup. Texture preload in particular may
2120      * result in changes to the current FBO, due to using e.g. FBO blits for
2121      * updating a resource location. */
2122     IWineD3DDeviceImpl_FindTexUnitMap(device);
2123     device_preload_textures(device);
2124     if (isStateDirty(context, STATE_VDECL))
2125         device_update_stream_info(device, context->gl_info);
2126
2127     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2128     {
2129         context_validate_onscreen_formats(device, context, device->depth_stencil);
2130
2131         if (!context->render_offscreen)
2132         {
2133             ENTER_GL();
2134             context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, NULL, SFLAG_INDRAWABLE);
2135             LEAVE_GL();
2136         }
2137         else
2138         {
2139             ENTER_GL();
2140             context_apply_fbo_state(context, GL_FRAMEBUFFER, device->render_targets,
2141                     device->depth_stencil, SFLAG_INTEXTURE);
2142             LEAVE_GL();
2143         }
2144     }
2145
2146     if (context->draw_buffer_dirty)
2147     {
2148         context_apply_draw_buffers(context, context->gl_info->limits.buffers, device->render_targets);
2149         context->draw_buffer_dirty = FALSE;
2150     }
2151
2152     if (context->last_was_blit)
2153     {
2154         device->frag_pipe->enable_extension(TRUE);
2155     }
2156
2157     ENTER_GL();
2158     for (i = 0; i < context->numDirtyEntries; ++i)
2159     {
2160         DWORD rep = context->dirtyArray[i];
2161         DWORD idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
2162         BYTE shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
2163         context->isStateDirty[idx] &= ~(1 << shift);
2164         state_table[rep].apply(rep, device->stateBlock, context);
2165     }
2166     LEAVE_GL();
2167     context->numDirtyEntries = 0; /* This makes the whole list clean */
2168     context->last_was_blit = FALSE;
2169 }
2170
2171 static void context_setup_target(IWineD3DDeviceImpl *device,
2172         struct wined3d_context *context, IWineD3DSurfaceImpl *target)
2173 {
2174     BOOL old_render_offscreen = context->render_offscreen, render_offscreen;
2175     const struct StateEntry *StateTable = device->StateTable;
2176
2177     if (!target) return;
2178     render_offscreen = surface_is_offscreen(target);
2179     if (context->current_rt == target && render_offscreen == old_render_offscreen) return;
2180
2181     /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
2182      * the alpha blend state changes with different render target formats. */
2183     if (!context->current_rt)
2184     {
2185         Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
2186     }
2187     else
2188     {
2189         const struct wined3d_format *old = context->current_rt->resource.format;
2190         const struct wined3d_format *new = target->resource.format;
2191
2192         if (old->id != new->id)
2193         {
2194             /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
2195             if ((old->alpha_mask && !new->alpha_mask) || (!old->alpha_mask && new->alpha_mask)
2196                     || !(new->flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
2197             {
2198                 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
2199             }
2200             /* Update sRGB writing when switching between formats that do/do not support sRGB writing */
2201             if ((old->flags & WINED3DFMT_FLAG_SRGB_WRITE) != (new->flags & WINED3DFMT_FLAG_SRGB_WRITE))
2202             {
2203                 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), StateTable);
2204             }
2205         }
2206
2207         /* When switching away from an offscreen render target, and we're not
2208          * using FBOs, we have to read the drawable into the texture. This is
2209          * done via PreLoad (and SFLAG_INDRAWABLE set on the surface). There
2210          * are some things that need care though. PreLoad needs a GL context,
2211          * and FindContext is called before the context is activated. It also
2212          * has to be called with the old rendertarget active, otherwise a
2213          * wrong drawable is read. */
2214         if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
2215                 && old_render_offscreen && context->current_rt != target)
2216         {
2217             /* Read the back buffer of the old drawable into the destination texture. */
2218             if (context->current_rt->texture_name_srgb)
2219             {
2220                 surface_internal_preload(context->current_rt, SRGB_BOTH);
2221             }
2222             else
2223             {
2224                 surface_internal_preload(context->current_rt, SRGB_RGB);
2225             }
2226
2227             surface_modify_location(context->current_rt, SFLAG_INDRAWABLE, FALSE);
2228         }
2229     }
2230
2231     context->draw_buffer_dirty = TRUE;
2232     context->current_rt = target;
2233     context_set_render_offscreen(context, StateTable, render_offscreen);
2234 }
2235
2236 /* Do not call while under the GL lock. */
2237 struct wined3d_context *context_acquire(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *target)
2238 {
2239     struct wined3d_context *current_context = context_get_current();
2240     struct wined3d_context *context;
2241
2242     TRACE("device %p, target %p.\n", device, target);
2243
2244     context = FindContext(device, target);
2245     context_setup_target(device, context, target);
2246     context_enter(context);
2247     if (!context->valid) return context;
2248
2249     if (context != current_context)
2250     {
2251         if (!context_set_current(context)) ERR("Failed to activate the new context.\n");
2252         else device->frag_pipe->enable_extension(!context->last_was_blit);
2253
2254         if (context->vshader_const_dirty)
2255         {
2256             memset(context->vshader_const_dirty, 1,
2257                     sizeof(*context->vshader_const_dirty) * device->d3d_vshader_constantF);
2258             device->highest_dirty_vs_const = device->d3d_vshader_constantF;
2259         }
2260         if (context->pshader_const_dirty)
2261         {
2262             memset(context->pshader_const_dirty, 1,
2263                    sizeof(*context->pshader_const_dirty) * device->d3d_pshader_constantF);
2264             device->highest_dirty_ps_const = device->d3d_pshader_constantF;
2265         }
2266     }
2267     else if (context->restore_ctx)
2268     {
2269         if (!pwglMakeCurrent(context->hdc, context->glCtx))
2270         {
2271             DWORD err = GetLastError();
2272             ERR("Failed to make GL context %p current on device context %p, last error %#x.\n",
2273                     context->hdc, context->glCtx, err);
2274         }
2275     }
2276
2277     return context;
2278 }