wined3d: Explicitly pass the shader version to shader_dump_decl_usage().
[wine] / dlls / wined3d / context.c
1 /*
2  * Context and render target management in wined3d
3  *
4  * Copyright 2007-2008 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 /* The last used device.
33  *
34  * If the application creates multiple devices and switches between them, ActivateContext has to
35  * change the opengl context. This flag allows to keep track which device is active
36  */
37 static IWineD3DDeviceImpl *last_device;
38
39 /* FBO helper functions */
40
41 void context_bind_fbo(IWineD3DDevice *iface, GLenum target, GLuint *fbo)
42 {
43     const IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
44
45     if (!*fbo)
46     {
47         GL_EXTCALL(glGenFramebuffersEXT(1, fbo));
48         checkGLcall("glGenFramebuffersEXT()");
49         TRACE("Created FBO %d\n", *fbo);
50     }
51
52     GL_EXTCALL(glBindFramebufferEXT(target, *fbo));
53     checkGLcall("glBindFramebuffer()");
54 }
55
56 static void context_destroy_fbo(IWineD3DDeviceImpl *This, const GLuint *fbo)
57 {
58     int i = 0;
59
60     GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, *fbo));
61     checkGLcall("glBindFramebuffer()");
62     for (i = 0; i < GL_LIMITS(buffers); ++i)
63     {
64         GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT + i, GL_TEXTURE_2D, 0, 0));
65         checkGLcall("glFramebufferTexture2D()");
66     }
67     GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0));
68     checkGLcall("glFramebufferTexture2D()");
69     GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
70     checkGLcall("glBindFramebuffer()");
71     GL_EXTCALL(glDeleteFramebuffersEXT(1, fbo));
72     checkGLcall("glDeleteFramebuffers()");
73 }
74
75 static void context_apply_attachment_filter_states(IWineD3DDevice *iface, IWineD3DSurface *surface, BOOL force_preload)
76 {
77     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
78     const IWineD3DSurfaceImpl *surface_impl = (IWineD3DSurfaceImpl *)surface;
79     IWineD3DBaseTextureImpl *texture_impl;
80     BOOL update_minfilter = FALSE;
81     BOOL update_magfilter = FALSE;
82
83     /* Update base texture states array */
84     if (SUCCEEDED(IWineD3DSurface_GetContainer(surface, &IID_IWineD3DBaseTexture, (void **)&texture_impl)))
85     {
86         if (texture_impl->baseTexture.states[WINED3DTEXSTA_MINFILTER] != WINED3DTEXF_POINT
87             || texture_impl->baseTexture.states[WINED3DTEXSTA_MIPFILTER] != WINED3DTEXF_NONE)
88         {
89             texture_impl->baseTexture.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
90             texture_impl->baseTexture.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
91             update_minfilter = TRUE;
92         }
93
94         if (texture_impl->baseTexture.states[WINED3DTEXSTA_MAGFILTER] != WINED3DTEXF_POINT)
95         {
96             texture_impl->baseTexture.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
97             update_magfilter = TRUE;
98         }
99
100         if (texture_impl->baseTexture.bindCount)
101         {
102             WARN("Render targets should not be bound to a sampler\n");
103             IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(texture_impl->baseTexture.sampler));
104         }
105
106         IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)texture_impl);
107     }
108
109     if (update_minfilter || update_magfilter || force_preload)
110     {
111         GLenum target, bind_target;
112         GLint old_binding;
113
114         target = surface_impl->glDescription.target;
115         if (target == GL_TEXTURE_2D)
116         {
117             bind_target = GL_TEXTURE_2D;
118             glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
119         } else if (target == GL_TEXTURE_RECTANGLE_ARB) {
120             bind_target = GL_TEXTURE_RECTANGLE_ARB;
121             glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
122         } else {
123             bind_target = GL_TEXTURE_CUBE_MAP_ARB;
124             glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP_ARB, &old_binding);
125         }
126
127         IWineD3DSurface_PreLoad(surface);
128
129         glBindTexture(bind_target, surface_impl->glDescription.textureName);
130         if (update_minfilter) glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
131         if (update_magfilter) glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
132         glBindTexture(bind_target, old_binding);
133     }
134
135     checkGLcall("apply_attachment_filter_states()");
136 }
137
138 /* TODO: Handle stencil attachments */
139 void context_attach_depth_stencil_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer)
140 {
141     IWineD3DSurfaceImpl *depth_stencil_impl = (IWineD3DSurfaceImpl *)depth_stencil;
142
143     TRACE("Attach depth stencil %p\n", depth_stencil);
144
145     if (depth_stencil)
146     {
147         if (use_render_buffer && depth_stencil_impl->current_renderbuffer)
148         {
149             GL_EXTCALL(glFramebufferRenderbufferEXT(fbo_target, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, depth_stencil_impl->current_renderbuffer->id));
150             checkGLcall("glFramebufferRenderbufferEXT()");
151         } else {
152             context_apply_attachment_filter_states((IWineD3DDevice *)This, depth_stencil, TRUE);
153
154             GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_DEPTH_ATTACHMENT_EXT, depth_stencil_impl->glDescription.target,
155                         depth_stencil_impl->glDescription.textureName, depth_stencil_impl->glDescription.level));
156             checkGLcall("glFramebufferTexture2DEXT()");
157         }
158     } else {
159         GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0));
160         checkGLcall("glFramebufferTexture2DEXT()");
161     }
162 }
163
164 void context_attach_surface_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, DWORD idx, IWineD3DSurface *surface)
165 {
166     const IWineD3DSurfaceImpl *surface_impl = (IWineD3DSurfaceImpl *)surface;
167
168     TRACE("Attach surface %p to %u\n", surface, idx);
169
170     if (surface)
171     {
172         context_apply_attachment_filter_states((IWineD3DDevice *)This, surface, TRUE);
173
174         GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_COLOR_ATTACHMENT0_EXT + idx, surface_impl->glDescription.target,
175                 surface_impl->glDescription.textureName, surface_impl->glDescription.level));
176         checkGLcall("glFramebufferTexture2DEXT()");
177     } else {
178         GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_COLOR_ATTACHMENT0_EXT + idx, GL_TEXTURE_2D, 0, 0));
179         checkGLcall("glFramebufferTexture2DEXT()");
180     }
181 }
182
183 static void context_check_fbo_status(IWineD3DDevice *iface)
184 {
185     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
186     GLenum status;
187
188     status = GL_EXTCALL(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT));
189     if (status == GL_FRAMEBUFFER_COMPLETE_EXT)
190     {
191         TRACE("FBO complete\n");
192     } else {
193         IWineD3DSurfaceImpl *attachment;
194         unsigned int i;
195         FIXME("FBO status %s (%#x)\n", debug_fbostatus(status), status);
196
197         /* Dump the FBO attachments */
198         for (i = 0; i < GL_LIMITS(buffers); ++i)
199         {
200             attachment = (IWineD3DSurfaceImpl *)This->activeContext->current_fbo->render_targets[i];
201             if (attachment)
202             {
203                 FIXME("\tColor attachment %d: (%p) %s %ux%u\n", i, attachment, debug_d3dformat(attachment->resource.format),
204                         attachment->pow2Width, attachment->pow2Height);
205             }
206         }
207         attachment = (IWineD3DSurfaceImpl *)This->activeContext->current_fbo->depth_stencil;
208         if (attachment)
209         {
210             FIXME("\tDepth attachment: (%p) %s %ux%u\n", attachment, debug_d3dformat(attachment->resource.format),
211                     attachment->pow2Width, attachment->pow2Height);
212         }
213     }
214 }
215
216 static struct fbo_entry *context_create_fbo_entry(IWineD3DDevice *iface)
217 {
218     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
219     struct fbo_entry *entry;
220
221     entry = HeapAlloc(GetProcessHeap(), 0, sizeof(*entry));
222     entry->render_targets = HeapAlloc(GetProcessHeap(), 0, GL_LIMITS(buffers) * sizeof(*entry->render_targets));
223     memcpy(entry->render_targets, This->render_targets, GL_LIMITS(buffers) * sizeof(*entry->render_targets));
224     entry->depth_stencil = This->stencilBufferTarget;
225     entry->attached = FALSE;
226     entry->id = 0;
227
228     return entry;
229 }
230
231 static void context_destroy_fbo_entry(IWineD3DDeviceImpl *This, struct fbo_entry *entry)
232 {
233     if (entry->id)
234     {
235         TRACE("Destroy FBO %d\n", entry->id);
236         context_destroy_fbo(This, &entry->id);
237     }
238     list_remove(&entry->entry);
239     HeapFree(GetProcessHeap(), 0, entry->render_targets);
240     HeapFree(GetProcessHeap(), 0, entry);
241 }
242
243
244 static struct fbo_entry *context_find_fbo_entry(IWineD3DDevice *iface, WineD3DContext *context)
245 {
246     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
247     struct fbo_entry *entry;
248
249     LIST_FOR_EACH_ENTRY(entry, &context->fbo_list, struct fbo_entry, entry)
250     {
251         if (!memcmp(entry->render_targets, This->render_targets, GL_LIMITS(buffers) * sizeof(*entry->render_targets))
252                 && entry->depth_stencil == This->stencilBufferTarget)
253         {
254             return entry;
255         }
256     }
257
258     entry = context_create_fbo_entry(iface);
259     list_add_head(&context->fbo_list, &entry->entry);
260     return entry;
261 }
262
263 static void context_apply_fbo_entry(IWineD3DDevice *iface, struct fbo_entry *entry)
264 {
265     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
266     unsigned int i;
267
268     context_bind_fbo(iface, GL_FRAMEBUFFER_EXT, &entry->id);
269
270     if (!entry->attached)
271     {
272         /* Apply render targets */
273         for (i = 0; i < GL_LIMITS(buffers); ++i)
274         {
275             IWineD3DSurface *render_target = This->render_targets[i];
276             context_attach_surface_fbo(This, GL_FRAMEBUFFER_EXT, i, render_target);
277         }
278
279         /* Apply depth targets */
280         if (This->stencilBufferTarget) {
281             unsigned int w = ((IWineD3DSurfaceImpl *)This->render_targets[0])->pow2Width;
282             unsigned int h = ((IWineD3DSurfaceImpl *)This->render_targets[0])->pow2Height;
283
284             surface_set_compatible_renderbuffer(This->stencilBufferTarget, w, h);
285         }
286         context_attach_depth_stencil_fbo(This, GL_FRAMEBUFFER_EXT, This->stencilBufferTarget, TRUE);
287
288         entry->attached = TRUE;
289     } else {
290         for (i = 0; i < GL_LIMITS(buffers); ++i)
291         {
292             if (This->render_targets[i])
293                 context_apply_attachment_filter_states(iface, This->render_targets[i], FALSE);
294         }
295         if (This->stencilBufferTarget)
296             context_apply_attachment_filter_states(iface, This->stencilBufferTarget, FALSE);
297     }
298
299     for (i = 0; i < GL_LIMITS(buffers); ++i)
300     {
301         if (This->render_targets[i])
302             This->draw_buffers[i] = GL_COLOR_ATTACHMENT0_EXT + i;
303         else
304             This->draw_buffers[i] = GL_NONE;
305     }
306 }
307
308 static void context_apply_fbo_state(IWineD3DDevice *iface)
309 {
310     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
311     WineD3DContext *context = This->activeContext;
312
313     if (This->render_offscreen)
314     {
315         context->current_fbo = context_find_fbo_entry(iface, context);
316         context_apply_fbo_entry(iface, context->current_fbo);
317     } else {
318         context->current_fbo = NULL;
319         GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
320     }
321
322     context_check_fbo_status(iface);
323 }
324
325 void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource, WINED3DRESOURCETYPE type)
326 {
327     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
328     UINT i;
329
330     switch(type)
331     {
332         case WINED3DRTYPE_SURFACE:
333         {
334             for (i = 0; i < This->numContexts; ++i)
335             {
336                 struct fbo_entry *entry, *entry2;
337
338                 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->contexts[i]->fbo_list, struct fbo_entry, entry)
339                 {
340                     BOOL destroyed = FALSE;
341                     UINT j;
342
343                     for (j = 0; !destroyed && j < GL_LIMITS(buffers); ++j)
344                     {
345                         if (entry->render_targets[j] == (IWineD3DSurface *)resource)
346                         {
347                             context_destroy_fbo_entry(This, entry);
348                             destroyed = TRUE;
349                         }
350                     }
351
352                     if (!destroyed && entry->depth_stencil == (IWineD3DSurface *)resource)
353                         context_destroy_fbo_entry(This, entry);
354                 }
355             }
356
357             break;
358         }
359
360         default:
361             break;
362     }
363 }
364
365 /*****************************************************************************
366  * Context_MarkStateDirty
367  *
368  * Marks a state in a context dirty. Only one context, opposed to
369  * IWineD3DDeviceImpl_MarkStateDirty, which marks the state dirty in all
370  * contexts
371  *
372  * Params:
373  *  context: Context to mark the state dirty in
374  *  state: State to mark dirty
375  *  StateTable: Pointer to the state table in use(for state grouping)
376  *
377  *****************************************************************************/
378 static void Context_MarkStateDirty(WineD3DContext *context, DWORD state, const struct StateEntry *StateTable) {
379     DWORD rep = StateTable[state].representative;
380     DWORD idx;
381     BYTE shift;
382
383     if(!rep || isStateDirty(context, rep)) return;
384
385     context->dirtyArray[context->numDirtyEntries++] = rep;
386     idx = rep >> 5;
387     shift = rep & 0x1f;
388     context->isStateDirty[idx] |= (1 << shift);
389 }
390
391 /*****************************************************************************
392  * AddContextToArray
393  *
394  * Adds a context to the context array. Helper function for CreateContext
395  *
396  * This method is not called in performance-critical code paths, only when a
397  * new render target or swapchain is created. Thus performance is not an issue
398  * here.
399  *
400  * Params:
401  *  This: Device to add the context for
402  *  hdc: device context
403  *  glCtx: WGL context to add
404  *  pbuffer: optional pbuffer used with this context
405  *
406  *****************************************************************************/
407 static WineD3DContext *AddContextToArray(IWineD3DDeviceImpl *This, HWND win_handle, HDC hdc, HGLRC glCtx, HPBUFFERARB pbuffer) {
408     WineD3DContext **oldArray = This->contexts;
409     DWORD state;
410
411     This->contexts = HeapAlloc(GetProcessHeap(), 0, sizeof(*This->contexts) * (This->numContexts + 1));
412     if(This->contexts == NULL) {
413         ERR("Unable to grow the context array\n");
414         This->contexts = oldArray;
415         return NULL;
416     }
417     if(oldArray) {
418         memcpy(This->contexts, oldArray, sizeof(*This->contexts) * This->numContexts);
419     }
420
421     This->contexts[This->numContexts] = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(WineD3DContext));
422     if(This->contexts[This->numContexts] == NULL) {
423         ERR("Unable to allocate a new context\n");
424         HeapFree(GetProcessHeap(), 0, This->contexts);
425         This->contexts = oldArray;
426         return NULL;
427     }
428
429     This->contexts[This->numContexts]->hdc = hdc;
430     This->contexts[This->numContexts]->glCtx = glCtx;
431     This->contexts[This->numContexts]->pbuffer = pbuffer;
432     This->contexts[This->numContexts]->win_handle = win_handle;
433     HeapFree(GetProcessHeap(), 0, oldArray);
434
435     /* Mark all states dirty to force a proper initialization of the states on the first use of the context
436      */
437     for(state = 0; state <= STATE_HIGHEST; state++) {
438         Context_MarkStateDirty(This->contexts[This->numContexts], state, This->StateTable);
439     }
440
441     This->numContexts++;
442     TRACE("Created context %p\n", This->contexts[This->numContexts - 1]);
443     return This->contexts[This->numContexts - 1];
444 }
445
446 /* This function takes care of WineD3D pixel format selection. */
447 static int WineD3D_ChoosePixelFormat(IWineD3DDeviceImpl *This, HDC hdc, WINED3DFORMAT ColorFormat, WINED3DFORMAT DepthStencilFormat, BOOL auxBuffers, int numSamples, BOOL pbuffer, BOOL findCompatible)
448 {
449     int iPixelFormat=0;
450     unsigned int matchtry;
451     short redBits, greenBits, blueBits, alphaBits, colorBits;
452     short depthBits=0, stencilBits=0;
453
454     struct match_type {
455         BOOL require_aux;
456         BOOL exact_alpha;
457         BOOL exact_color;
458     } matches[] = {
459         /* First, try without alpha match buffers. MacOS supports aux buffers only
460          * on A8R8G8B8, and we prefer better offscreen rendering over an alpha match.
461          * Then try without aux buffers - this is the most common cause for not
462          * finding a pixel format. Also some drivers(the open source ones)
463          * only offer 32 bit ARB pixel formats. First try without an exact alpha
464          * match, then try without an exact alpha and color match.
465          */
466         { TRUE,  TRUE,  TRUE  },
467         { TRUE,  FALSE, TRUE  },
468         { FALSE, TRUE,  TRUE  },
469         { FALSE, FALSE, TRUE  },
470         { TRUE,  FALSE, FALSE },
471         { FALSE, FALSE, FALSE },
472     };
473
474     int i = 0;
475     int nCfgs = This->adapter->nCfgs;
476
477     TRACE("ColorFormat=%s, DepthStencilFormat=%s, auxBuffers=%d, numSamples=%d, pbuffer=%d, findCompatible=%d\n",
478           debug_d3dformat(ColorFormat), debug_d3dformat(DepthStencilFormat), auxBuffers, numSamples, pbuffer, findCompatible);
479
480     if(!getColorBits(ColorFormat, &redBits, &greenBits, &blueBits, &alphaBits, &colorBits)) {
481         ERR("Unable to get color bits for format %s (%#x)!\n", debug_d3dformat(ColorFormat), ColorFormat);
482         return 0;
483     }
484
485     /* In WGL both color, depth and stencil are features of a pixel format. In case of D3D they are separate.
486      * You are able to add a depth + stencil surface at a later stage when you need it.
487      * In order to support this properly in WineD3D we need the ability to recreate the opengl context and
488      * drawable when this is required. This is very tricky as we need to reapply ALL opengl states for the new
489      * context, need torecreate shaders, textures and other resources.
490      *
491      * The context manager already takes care of the state problem and for the other tasks code from Reset
492      * can be used. These changes are way to risky during the 1.0 code freeze which is taking place right now.
493      * Likely a lot of other new bugs will be exposed. For that reason request a depth stencil surface all the
494      * time. It can cause a slight performance hit but fixes a lot of regressions. A fixme reminds of that this
495      * issue needs to be fixed. */
496     if(DepthStencilFormat != WINED3DFMT_D24S8)
497         FIXME("Add OpenGL context recreation support to SetDepthStencilSurface\n");
498
499     DepthStencilFormat = WINED3DFMT_D24S8;
500
501     if(DepthStencilFormat) {
502         getDepthStencilBits(DepthStencilFormat, &depthBits, &stencilBits);
503     }
504
505     for(matchtry = 0; matchtry < (sizeof(matches) / sizeof(matches[0])) && !iPixelFormat; matchtry++) {
506         for(i=0; i<nCfgs; i++) {
507             BOOL exactDepthMatch = TRUE;
508             WineD3D_PixelFormat *cfg = &This->adapter->cfgs[i];
509
510             /* For now only accept RGBA formats. Perhaps some day we will
511              * allow floating point formats for pbuffers. */
512             if(cfg->iPixelType != WGL_TYPE_RGBA_ARB)
513                 continue;
514
515             /* In window mode (!pbuffer) we need a window drawable format and double buffering. */
516             if(!pbuffer && !(cfg->windowDrawable && cfg->doubleBuffer))
517                 continue;
518
519             /* We like to have aux buffers in backbuffer mode */
520             if(auxBuffers && !cfg->auxBuffers && matches[matchtry].require_aux)
521                 continue;
522
523             /* In pbuffer-mode we need a pbuffer-capable format but we don't want double buffering */
524             if(pbuffer && (!cfg->pbufferDrawable || cfg->doubleBuffer))
525                 continue;
526
527             if(matches[matchtry].exact_color) {
528                 if(cfg->redSize != redBits)
529                     continue;
530                 if(cfg->greenSize != greenBits)
531                     continue;
532                 if(cfg->blueSize != blueBits)
533                     continue;
534             } else {
535                 if(cfg->redSize < redBits)
536                     continue;
537                 if(cfg->greenSize < greenBits)
538                     continue;
539                 if(cfg->blueSize < blueBits)
540                     continue;
541             }
542             if(matches[matchtry].exact_alpha) {
543                 if(cfg->alphaSize != alphaBits)
544                     continue;
545             } else {
546                 if(cfg->alphaSize < alphaBits)
547                     continue;
548             }
549
550             /* We try to locate a format which matches our requirements exactly. In case of
551              * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
552             if(cfg->depthSize < depthBits)
553                 continue;
554             else if(cfg->depthSize > depthBits)
555                 exactDepthMatch = FALSE;
556
557             /* In all cases make sure the number of stencil bits matches our requirements
558              * even when we don't need stencil because it could affect performance EXCEPT
559              * on cards which don't offer depth formats without stencil like the i915 drivers
560              * on Linux. */
561             if(stencilBits != cfg->stencilSize && !(This->adapter->brokenStencil && stencilBits <= cfg->stencilSize))
562                 continue;
563
564             /* Check multisampling support */
565             if(cfg->numSamples != numSamples)
566                 continue;
567
568             /* When we have passed all the checks then we have found a format which matches our
569              * requirements. Note that we only check for a limit number of capabilities right now,
570              * so there can easily be a dozen of pixel formats which appear to be the 'same' but
571              * can still differ in things like multisampling, stereo, SRGB and other flags.
572              */
573
574             /* Exit the loop as we have found a format :) */
575             if(exactDepthMatch) {
576                 iPixelFormat = cfg->iPixelFormat;
577                 break;
578             } else if(!iPixelFormat) {
579                 /* In the end we might end up with a format which doesn't exactly match our depth
580                  * requirements. Accept the first format we found because formats with higher iPixelFormat
581                  * values tend to have more extended capabilities (e.g. multisampling) which we don't need. */
582                 iPixelFormat = cfg->iPixelFormat;
583             }
584         }
585     }
586
587     /* When findCompatible is set and no suitable format was found, let ChoosePixelFormat choose a pixel format in order not to crash. */
588     if(!iPixelFormat && !findCompatible) {
589         ERR("Can't find a suitable iPixelFormat\n");
590         return FALSE;
591     } else if(!iPixelFormat) {
592         PIXELFORMATDESCRIPTOR pfd;
593
594         TRACE("Falling back to ChoosePixelFormat as we weren't able to find an exactly matching pixel format\n");
595         /* PixelFormat selection */
596         ZeroMemory(&pfd, sizeof(pfd));
597         pfd.nSize      = sizeof(pfd);
598         pfd.nVersion   = 1;
599         pfd.dwFlags    = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
600         pfd.iPixelType = PFD_TYPE_RGBA;
601         pfd.cAlphaBits = alphaBits;
602         pfd.cColorBits = colorBits;
603         pfd.cDepthBits = depthBits;
604         pfd.cStencilBits = stencilBits;
605         pfd.iLayerType = PFD_MAIN_PLANE;
606
607         iPixelFormat = ChoosePixelFormat(hdc, &pfd);
608         if(!iPixelFormat) {
609             /* If this happens something is very wrong as ChoosePixelFormat barely fails */
610             ERR("Can't find a suitable iPixelFormat\n");
611             return FALSE;
612         }
613     }
614
615     TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s\n", iPixelFormat, debug_d3dformat(ColorFormat), debug_d3dformat(DepthStencilFormat));
616     return iPixelFormat;
617 }
618
619 /*****************************************************************************
620  * CreateContext
621  *
622  * Creates a new context for a window, or a pbuffer context.
623  *
624  * * Params:
625  *  This: Device to activate the context for
626  *  target: Surface this context will render to
627  *  win_handle: handle to the window which we are drawing to
628  *  create_pbuffer: tells whether to create a pbuffer or not
629  *  pPresentParameters: contains the pixelformats to use for onscreen rendering
630  *
631  *****************************************************************************/
632 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win_handle, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms) {
633     HDC oldDrawable, hdc;
634     HPBUFFERARB pbuffer = NULL;
635     HGLRC ctx = NULL, oldCtx;
636     WineD3DContext *ret = NULL;
637     int s;
638
639     TRACE("(%p): Creating a %s context for render target %p\n", This, create_pbuffer ? "offscreen" : "onscreen", target);
640
641     if(create_pbuffer) {
642         HDC hdc_parent = GetDC(win_handle);
643         int iPixelFormat = 0;
644
645         IWineD3DSurface *StencilSurface = This->stencilBufferTarget;
646         WINED3DFORMAT StencilBufferFormat = (NULL != StencilSurface) ? ((IWineD3DSurfaceImpl *) StencilSurface)->resource.format : 0;
647
648         /* Try to find a pixel format with pbuffer support. */
649         iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc_parent, target->resource.format, StencilBufferFormat, FALSE /* auxBuffers */, 0 /* numSamples */, TRUE /* PBUFFER */, FALSE /* findCompatible */);
650         if(!iPixelFormat) {
651             TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
652
653             /* For some reason we weren't able to find a format, try to find something instead of crashing.
654              * A reason for failure could have been wglChoosePixelFormatARB strictness. */
655             iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc_parent, target->resource.format, StencilBufferFormat, FALSE /* auxBuffer */, 0 /* numSamples */, TRUE /* PBUFFER */, TRUE /* findCompatible */);
656         }
657
658         /* This shouldn't happen as ChoosePixelFormat always returns something */
659         if(!iPixelFormat) {
660             ERR("Unable to locate a pixel format for a pbuffer\n");
661             ReleaseDC(win_handle, hdc_parent);
662             goto out;
663         }
664
665         TRACE("Creating a pBuffer drawable for the new context\n");
666         pbuffer = GL_EXTCALL(wglCreatePbufferARB(hdc_parent, iPixelFormat, target->currentDesc.Width, target->currentDesc.Height, 0));
667         if(!pbuffer) {
668             ERR("Cannot create a pbuffer\n");
669             ReleaseDC(win_handle, hdc_parent);
670             goto out;
671         }
672
673         /* In WGL a pbuffer is 'wrapped' inside a HDC to 'fool' wglMakeCurrent */
674         hdc = GL_EXTCALL(wglGetPbufferDCARB(pbuffer));
675         if(!hdc) {
676             ERR("Cannot get a HDC for pbuffer (%p)\n", pbuffer);
677             GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
678             ReleaseDC(win_handle, hdc_parent);
679             goto out;
680         }
681         ReleaseDC(win_handle, hdc_parent);
682     } else {
683         PIXELFORMATDESCRIPTOR pfd;
684         int iPixelFormat;
685         int res;
686         WINED3DFORMAT ColorFormat = target->resource.format;
687         WINED3DFORMAT DepthStencilFormat = 0;
688         BOOL auxBuffers = FALSE;
689         int numSamples = 0;
690
691         hdc = GetDC(win_handle);
692         if(hdc == NULL) {
693             ERR("Cannot retrieve a device context!\n");
694             goto out;
695         }
696
697         /* In case of ORM_BACKBUFFER, make sure to request an alpha component for X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
698         if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
699             auxBuffers = TRUE;
700
701             if(target->resource.format == WINED3DFMT_X4R4G4B4)
702                 ColorFormat = WINED3DFMT_A4R4G4B4;
703             else if(target->resource.format == WINED3DFMT_X8R8G8B8)
704                 ColorFormat = WINED3DFMT_A8R8G8B8;
705         }
706
707         /* DirectDraw supports 8bit paletted render targets and these are used by old games like Starcraft and C&C.
708          * Most modern hardware doesn't support 8bit natively so we perform some form of 8bit -> 32bit conversion.
709          * The conversion (ab)uses the alpha component for storing the palette index. For this reason we require
710          * a format with 8bit alpha, so request A8R8G8B8. */
711         if(ColorFormat == WINED3DFMT_P8)
712             ColorFormat = WINED3DFMT_A8R8G8B8;
713
714         /* Retrieve the depth stencil format from the present parameters.
715          * The choice of the proper format can give a nice performance boost
716          * in case of GPU limited programs. */
717         if(pPresentParms->EnableAutoDepthStencil) {
718             TRACE("pPresentParms->EnableAutoDepthStencil=enabled; using AutoDepthStencilFormat=%s\n", debug_d3dformat(pPresentParms->AutoDepthStencilFormat));
719             DepthStencilFormat = pPresentParms->AutoDepthStencilFormat;
720         }
721
722         /* D3D only allows multisampling when SwapEffect is set to WINED3DSWAPEFFECT_DISCARD */
723         if(pPresentParms->MultiSampleType && (pPresentParms->SwapEffect == WINED3DSWAPEFFECT_DISCARD)) {
724             if(!GL_SUPPORT(ARB_MULTISAMPLE))
725                 ERR("The program is requesting multisampling without support!\n");
726             else {
727                 ERR("Requesting MultiSampleType=%d\n", pPresentParms->MultiSampleType);
728                 numSamples = pPresentParms->MultiSampleType;
729             }
730         }
731
732         /* Try to find a pixel format which matches our requirements */
733         iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc, ColorFormat, DepthStencilFormat, auxBuffers, numSamples, FALSE /* PBUFFER */, FALSE /* findCompatible */);
734
735         /* Try to locate a compatible format if we weren't able to find anything */
736         if(!iPixelFormat) {
737             TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
738             iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc, ColorFormat, DepthStencilFormat, auxBuffers, 0 /* numSamples */, FALSE /* PBUFFER */, TRUE /* findCompatible */ );
739         }
740
741         /* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */
742         if(!iPixelFormat) {
743             ERR("Can't find a suitable iPixelFormat\n");
744             return FALSE;
745         }
746
747         DescribePixelFormat(hdc, iPixelFormat, sizeof(pfd), &pfd);
748         res = SetPixelFormat(hdc, iPixelFormat, NULL);
749         if(!res) {
750             int oldPixelFormat = GetPixelFormat(hdc);
751
752             /* By default WGL doesn't allow pixel format adjustments but we need it here.
753              * For this reason there is a WINE-specific wglSetPixelFormat which allows you to
754              * set the pixel format multiple times. Only use it when it is really needed. */
755
756             if(oldPixelFormat == iPixelFormat) {
757                 /* We don't have to do anything as the formats are the same :) */
758             } else if(oldPixelFormat && GL_SUPPORT(WGL_WINE_PIXEL_FORMAT_PASSTHROUGH)) {
759                 res = GL_EXTCALL(wglSetPixelFormatWINE(hdc, iPixelFormat, NULL));
760
761                 if(!res) {
762                     ERR("wglSetPixelFormatWINE failed on HDC=%p for iPixelFormat=%d\n", hdc, iPixelFormat);
763                     return FALSE;
764                 }
765             } else if(oldPixelFormat) {
766                 /* OpenGL doesn't allow pixel format adjustments. Print an error and continue using the old format.
767                  * There's a big chance that the old format works although with a performance hit and perhaps rendering errors. */
768                 ERR("HDC=%p is already set to iPixelFormat=%d and OpenGL doesn't allow changes!\n", hdc, oldPixelFormat);
769             } else {
770                 ERR("SetPixelFormat failed on HDC=%p for iPixelFormat=%d\n", hdc, iPixelFormat);
771                 return FALSE;
772             }
773         }
774     }
775
776     ctx = pwglCreateContext(hdc);
777     if(This->numContexts) pwglShareLists(This->contexts[0]->glCtx, ctx);
778
779     if(!ctx) {
780         ERR("Failed to create a WGL context\n");
781         if(create_pbuffer) {
782             GL_EXTCALL(wglReleasePbufferDCARB(pbuffer, hdc));
783             GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
784         }
785         goto out;
786     }
787     ret = AddContextToArray(This, win_handle, hdc, ctx, pbuffer);
788     if(!ret) {
789         ERR("Failed to add the newly created context to the context list\n");
790         pwglDeleteContext(ctx);
791         if(create_pbuffer) {
792             GL_EXTCALL(wglReleasePbufferDCARB(pbuffer, hdc));
793             GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
794         }
795         goto out;
796     }
797     ret->surface = (IWineD3DSurface *) target;
798     ret->isPBuffer = create_pbuffer;
799     ret->tid = GetCurrentThreadId();
800     if(This->shader_backend->shader_dirtifyable_constants((IWineD3DDevice *) This)) {
801         /* Create the dirty constants array and initialize them to dirty */
802         ret->vshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
803                 sizeof(*ret->vshader_const_dirty) * GL_LIMITS(vshader_constantsF));
804         ret->pshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
805                 sizeof(*ret->pshader_const_dirty) * GL_LIMITS(pshader_constantsF));
806         memset(ret->vshader_const_dirty, 1,
807                sizeof(*ret->vshader_const_dirty) * GL_LIMITS(vshader_constantsF));
808         memset(ret->pshader_const_dirty, 1,
809                 sizeof(*ret->pshader_const_dirty) * GL_LIMITS(pshader_constantsF));
810     }
811
812     TRACE("Successfully created new context %p\n", ret);
813
814     list_init(&ret->fbo_list);
815
816     /* Set up the context defaults */
817     oldCtx  = pwglGetCurrentContext();
818     oldDrawable = pwglGetCurrentDC();
819     if(oldCtx && oldDrawable) {
820         /* See comment in ActivateContext context switching */
821         This->frag_pipe->enable_extension((IWineD3DDevice *) This, FALSE);
822     }
823     if(pwglMakeCurrent(hdc, ctx) == FALSE) {
824         ERR("Cannot activate context to set up defaults\n");
825         goto out;
826     }
827
828     ENTER_GL();
829
830     glGetIntegerv(GL_AUX_BUFFERS, &ret->aux_buffers);
831
832     TRACE("Setting up the screen\n");
833     /* Clear the screen */
834     glClearColor(1.0, 0.0, 0.0, 0.0);
835     checkGLcall("glClearColor");
836     glClearIndex(0);
837     glClearDepth(1);
838     glClearStencil(0xffff);
839
840     checkGLcall("glClear");
841
842     glColor3f(1.0, 1.0, 1.0);
843     checkGLcall("glColor3f");
844
845     glEnable(GL_LIGHTING);
846     checkGLcall("glEnable");
847
848     glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
849     checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
850
851     glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
852     checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
853
854     glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
855     checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
856
857     glPixelStorei(GL_PACK_ALIGNMENT, This->surface_alignment);
858     checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, This->surface_alignment);");
859     glPixelStorei(GL_UNPACK_ALIGNMENT, This->surface_alignment);
860     checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, This->surface_alignment);");
861
862     if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
863         /* Most textures will use client storage if supported. Exceptions are non-native power of 2 textures
864          * and textures in DIB sections(due to the memory protection).
865          */
866         glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
867         checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
868     }
869     if(GL_SUPPORT(ARB_VERTEX_BLEND)) {
870         /* Direct3D always uses n-1 weights for n world matrices and uses 1 - sum for the last one
871          * this is equal to GL_WEIGHT_SUM_UNITY_ARB. Enabling it doesn't do anything unless
872          * GL_VERTEX_BLEND_ARB isn't enabled too
873          */
874         glEnable(GL_WEIGHT_SUM_UNITY_ARB);
875         checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
876     }
877     if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
878         /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
879          * the previous texture where to source the offset from is always unit - 1.
880          */
881         for(s = 1; s < GL_LIMITS(textures); s++) {
882             GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
883             glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + s - 1);
884             checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...\n");
885         }
886     }
887
888     if(GL_SUPPORT(ARB_POINT_SPRITE)) {
889         for(s = 0; s < GL_LIMITS(textures); s++) {
890             GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
891             glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
892             checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)\n");
893         }
894     }
895     LEAVE_GL();
896
897     /* Never keep GL_FRAGMENT_SHADER_ATI enabled on a context that we switch away from,
898      * but enable it for the first context we create, and reenable it on the old context
899      */
900     if(oldDrawable && oldCtx) {
901         pwglMakeCurrent(oldDrawable, oldCtx);
902     } else {
903         last_device = This;
904     }
905     This->frag_pipe->enable_extension((IWineD3DDevice *) This, TRUE);
906
907     return ret;
908
909 out:
910     return NULL;
911 }
912
913 /*****************************************************************************
914  * RemoveContextFromArray
915  *
916  * Removes a context from the context manager. The opengl context is not
917  * destroyed or unset. context is not a valid pointer after that call.
918  *
919  * Similar to the former call this isn't a performance critical function. A
920  * helper function for DestroyContext.
921  *
922  * Params:
923  *  This: Device to activate the context for
924  *  context: Context to remove
925  *
926  *****************************************************************************/
927 static void RemoveContextFromArray(IWineD3DDeviceImpl *This, WineD3DContext *context) {
928     UINT t, s;
929     WineD3DContext **oldArray = This->contexts;
930
931     TRACE("Removing ctx %p\n", context);
932
933     This->numContexts--;
934
935     if(This->numContexts) {
936         This->contexts = HeapAlloc(GetProcessHeap(), 0, sizeof(*This->contexts) * This->numContexts);
937         if(!This->contexts) {
938             ERR("Cannot allocate a new context array, PANIC!!!\n");
939         }
940         t = 0;
941         /* Note that we decreased numContexts a few lines up, so use '<=' instead of '<' */
942         for(s = 0; s <= This->numContexts; s++) {
943             if(oldArray[s] == context) continue;
944             This->contexts[t] = oldArray[s];
945             t++;
946         }
947     } else {
948         This->contexts = NULL;
949     }
950
951     HeapFree(GetProcessHeap(), 0, context);
952     HeapFree(GetProcessHeap(), 0, oldArray);
953 }
954
955 /*****************************************************************************
956  * DestroyContext
957  *
958  * Destroys a wineD3DContext
959  *
960  * Params:
961  *  This: Device to activate the context for
962  *  context: Context to destroy
963  *
964  *****************************************************************************/
965 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context) {
966     struct fbo_entry *entry, *entry2;
967
968     TRACE("Destroying ctx %p\n", context);
969
970     /* The correct GL context needs to be active to cleanup the GL resources below */
971     if(pwglGetCurrentContext() != context->glCtx){
972         pwglMakeCurrent(context->hdc, context->glCtx);
973         last_device = NULL;
974     }
975
976     ENTER_GL();
977
978     LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry) {
979         context_destroy_fbo_entry(This, entry);
980     }
981     if (context->src_fbo) {
982         TRACE("Destroy src FBO %d\n", context->src_fbo);
983         context_destroy_fbo(This, &context->src_fbo);
984     }
985     if (context->dst_fbo) {
986         TRACE("Destroy dst FBO %d\n", context->dst_fbo);
987         context_destroy_fbo(This, &context->dst_fbo);
988     }
989
990     LEAVE_GL();
991
992     /* Cleanup the GL context */
993     pwglMakeCurrent(NULL, NULL);
994     if(context->isPBuffer) {
995         GL_EXTCALL(wglReleasePbufferDCARB(context->pbuffer, context->hdc));
996         GL_EXTCALL(wglDestroyPbufferARB(context->pbuffer));
997     } else ReleaseDC(context->win_handle, context->hdc);
998     pwglDeleteContext(context->glCtx);
999
1000     HeapFree(GetProcessHeap(), 0, context->vshader_const_dirty);
1001     HeapFree(GetProcessHeap(), 0, context->pshader_const_dirty);
1002     RemoveContextFromArray(This, context);
1003 }
1004
1005 static inline void set_blit_dimension(UINT width, UINT height) {
1006     glMatrixMode(GL_PROJECTION);
1007     checkGLcall("glMatrixMode(GL_PROJECTION)");
1008     glLoadIdentity();
1009     checkGLcall("glLoadIdentity()");
1010     glOrtho(0, width, height, 0, 0.0, -1.0);
1011     checkGLcall("glOrtho");
1012     glViewport(0, 0, width, height);
1013     checkGLcall("glViewport");
1014 }
1015
1016 /*****************************************************************************
1017  * SetupForBlit
1018  *
1019  * Sets up a context for DirectDraw blitting.
1020  * All texture units are disabled, texture unit 0 is set as current unit
1021  * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
1022  * color writing enabled for all channels
1023  * register combiners disabled, shaders disabled
1024  * world matrix is set to identity, texture matrix 0 too
1025  * projection matrix is setup for drawing screen coordinates
1026  *
1027  * Params:
1028  *  This: Device to activate the context for
1029  *  context: Context to setup
1030  *  width: render target width
1031  *  height: render target height
1032  *
1033  *****************************************************************************/
1034 static inline void SetupForBlit(IWineD3DDeviceImpl *This, WineD3DContext *context, UINT width, UINT height) {
1035     int i, sampler;
1036     const struct StateEntry *StateTable = This->StateTable;
1037
1038     TRACE("Setting up context %p for blitting\n", context);
1039     if(context->last_was_blit) {
1040         if(context->blit_w != width || context->blit_h != height) {
1041             set_blit_dimension(width, height);
1042             context->blit_w = width; context->blit_h = height;
1043             /* No need to dirtify here, the states are still dirtified because they weren't
1044              * applied since the last SetupForBlit call. Otherwise last_was_blit would not
1045              * be set
1046              */
1047         }
1048         TRACE("Context is already set up for blitting, nothing to do\n");
1049         return;
1050     }
1051     context->last_was_blit = TRUE;
1052
1053     /* TODO: Use a display list */
1054
1055     /* Disable shaders */
1056     This->shader_backend->shader_cleanup((IWineD3DDevice *) This);
1057     Context_MarkStateDirty(context, STATE_VSHADER, StateTable);
1058     Context_MarkStateDirty(context, STATE_PIXELSHADER, StateTable);
1059
1060     /* Call ENTER_GL() once for all gl calls below. In theory we should not call
1061      * helper functions in between gl calls. This function is full of Context_MarkStateDirty
1062      * which can safely be called from here, we only lock once instead locking/unlocking
1063      * after each GL call.
1064      */
1065     ENTER_GL();
1066
1067     /* Disable all textures. The caller can then bind a texture it wants to blit
1068      * from
1069      */
1070     if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1071         /* The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
1072          * function texture unit. No need to care for higher samplers
1073          */
1074         for(i = GL_LIMITS(textures) - 1; i > 0 ; i--) {
1075             sampler = This->rev_tex_unit_map[i];
1076             GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
1077             checkGLcall("glActiveTextureARB");
1078
1079             if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1080                 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1081                 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1082             }
1083             glDisable(GL_TEXTURE_3D);
1084             checkGLcall("glDisable GL_TEXTURE_3D");
1085             if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
1086                 glDisable(GL_TEXTURE_RECTANGLE_ARB);
1087                 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1088             }
1089             glDisable(GL_TEXTURE_2D);
1090             checkGLcall("glDisable GL_TEXTURE_2D");
1091
1092             glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1093             checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
1094
1095             if (sampler != -1) {
1096                 if (sampler < MAX_TEXTURES) {
1097                     Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
1098                 }
1099                 Context_MarkStateDirty(context, STATE_SAMPLER(sampler), StateTable);
1100             }
1101         }
1102         GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
1103         checkGLcall("glActiveTextureARB");
1104     }
1105
1106     sampler = This->rev_tex_unit_map[0];
1107
1108     if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1109         glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1110         checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1111     }
1112     glDisable(GL_TEXTURE_3D);
1113     checkGLcall("glDisable GL_TEXTURE_3D");
1114     if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
1115         glDisable(GL_TEXTURE_RECTANGLE_ARB);
1116         checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1117     }
1118     glDisable(GL_TEXTURE_2D);
1119     checkGLcall("glDisable GL_TEXTURE_2D");
1120
1121     glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1122
1123     glMatrixMode(GL_TEXTURE);
1124     checkGLcall("glMatrixMode(GL_TEXTURE)");
1125     glLoadIdentity();
1126     checkGLcall("glLoadIdentity()");
1127
1128     if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
1129         glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
1130                   GL_TEXTURE_LOD_BIAS_EXT,
1131                   0.0);
1132         checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
1133     }
1134
1135     if (sampler != -1) {
1136         if (sampler < MAX_TEXTURES) {
1137             Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + sampler), StateTable);
1138             Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
1139         }
1140         Context_MarkStateDirty(context, STATE_SAMPLER(sampler), StateTable);
1141     }
1142
1143     /* Other misc states */
1144     glDisable(GL_ALPHA_TEST);
1145     checkGLcall("glDisable(GL_ALPHA_TEST)");
1146     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHATESTENABLE), StateTable);
1147     glDisable(GL_LIGHTING);
1148     checkGLcall("glDisable GL_LIGHTING");
1149     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING), StateTable);
1150     glDisable(GL_DEPTH_TEST);
1151     checkGLcall("glDisable GL_DEPTH_TEST");
1152     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ZENABLE), StateTable);
1153     glDisable(GL_FOG);
1154     checkGLcall("glDisable GL_FOG");
1155     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE), StateTable);
1156     glDisable(GL_BLEND);
1157     checkGLcall("glDisable GL_BLEND");
1158     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
1159     glDisable(GL_CULL_FACE);
1160     checkGLcall("glDisable GL_CULL_FACE");
1161     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CULLMODE), StateTable);
1162     glDisable(GL_STENCIL_TEST);
1163     checkGLcall("glDisable GL_STENCIL_TEST");
1164     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_STENCILENABLE), StateTable);
1165     glDisable(GL_SCISSOR_TEST);
1166     checkGLcall("glDisable GL_SCISSOR_TEST");
1167     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), StateTable);
1168     if(GL_SUPPORT(ARB_POINT_SPRITE)) {
1169         glDisable(GL_POINT_SPRITE_ARB);
1170         checkGLcall("glDisable GL_POINT_SPRITE_ARB");
1171         Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), StateTable);
1172     }
1173     glColorMask(GL_TRUE, GL_TRUE,GL_TRUE,GL_TRUE);
1174     checkGLcall("glColorMask");
1175     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING), StateTable);
1176     if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
1177         glDisable(GL_COLOR_SUM_EXT);
1178         Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SPECULARENABLE), StateTable);
1179         checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
1180     }
1181
1182     /* Setup transforms */
1183     glMatrixMode(GL_MODELVIEW);
1184     checkGLcall("glMatrixMode(GL_MODELVIEW)");
1185     glLoadIdentity();
1186     checkGLcall("glLoadIdentity()");
1187     Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), StateTable);
1188
1189     context->last_was_rhw = TRUE;
1190     Context_MarkStateDirty(context, STATE_VDECL, StateTable); /* because of last_was_rhw = TRUE */
1191
1192     glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)");
1193     glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)");
1194     glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)");
1195     glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)");
1196     glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)");
1197     glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)");
1198     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING), StateTable);
1199     LEAVE_GL();
1200
1201     set_blit_dimension(width, height);
1202     context->blit_w = width; context->blit_h = height;
1203     Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
1204     Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable);
1205
1206
1207     This->frag_pipe->enable_extension((IWineD3DDevice *) This, FALSE);
1208 }
1209
1210 /*****************************************************************************
1211  * findThreadContextForSwapChain
1212  *
1213  * Searches a swapchain for all contexts and picks one for the thread tid.
1214  * If none can be found the swapchain is requested to create a new context
1215  *
1216  *****************************************************************************/
1217 static WineD3DContext *findThreadContextForSwapChain(IWineD3DSwapChain *swapchain, DWORD tid) {
1218     unsigned int i;
1219
1220     for(i = 0; i < ((IWineD3DSwapChainImpl *) swapchain)->num_contexts; i++) {
1221         if(((IWineD3DSwapChainImpl *) swapchain)->context[i]->tid == tid) {
1222             return ((IWineD3DSwapChainImpl *) swapchain)->context[i];
1223         }
1224
1225     }
1226
1227     /* Create a new context for the thread */
1228     return IWineD3DSwapChainImpl_CreateContextForThread(swapchain);
1229 }
1230
1231 /*****************************************************************************
1232  * FindContext
1233  *
1234  * Finds a context for the current render target and thread
1235  *
1236  * Parameters:
1237  *  target: Render target to find the context for
1238  *  tid: Thread to activate the context for
1239  *
1240  * Returns: The needed context
1241  *
1242  *****************************************************************************/
1243 static inline WineD3DContext *FindContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, DWORD tid) {
1244     IWineD3DSwapChain *swapchain = NULL;
1245     BOOL readTexture = wined3d_settings.offscreen_rendering_mode != ORM_FBO && This->render_offscreen;
1246     WineD3DContext *context = This->activeContext;
1247     BOOL oldRenderOffscreen = This->render_offscreen;
1248     const WINED3DFORMAT oldFmt = ((IWineD3DSurfaceImpl *) This->lastActiveRenderTarget)->resource.format;
1249     const WINED3DFORMAT newFmt = ((IWineD3DSurfaceImpl *) target)->resource.format;
1250     const struct StateEntry *StateTable = This->StateTable;
1251
1252     /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
1253      * the alpha blend state changes with different render target formats
1254      */
1255     if(oldFmt != newFmt) {
1256         const struct GlPixelFormatDesc *glDesc;
1257         const StaticPixelFormatDesc *old = getFormatDescEntry(oldFmt, NULL, NULL);
1258         const StaticPixelFormatDesc *new = getFormatDescEntry(newFmt, &GLINFO_LOCATION, &glDesc);
1259
1260         /* Disable blending when the alphaMask has changed and when a format doesn't support blending */
1261         if((old->alphaMask && !new->alphaMask) || (!old->alphaMask && new->alphaMask) || !(glDesc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)) {
1262             Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
1263         }
1264     }
1265
1266     if (SUCCEEDED(IWineD3DSurface_GetContainer(target, &IID_IWineD3DSwapChain, (void **)&swapchain))) {
1267         TRACE("Rendering onscreen\n");
1268
1269         context = findThreadContextForSwapChain(swapchain, tid);
1270
1271         This->render_offscreen = FALSE;
1272         /* The context != This->activeContext will catch a NOP context change. This can occur
1273          * if we are switching back to swapchain rendering in case of FBO or Back Buffer offscreen
1274          * rendering. No context change is needed in that case
1275          */
1276
1277         if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
1278             if(This->pbufferContext && tid == This->pbufferContext->tid) {
1279                 This->pbufferContext->tid = 0;
1280             }
1281         }
1282         IWineD3DSwapChain_Release(swapchain);
1283
1284         if(oldRenderOffscreen) {
1285             Context_MarkStateDirty(context, WINED3DTS_PROJECTION, StateTable);
1286             Context_MarkStateDirty(context, STATE_VDECL, StateTable);
1287             Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
1288             Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
1289             Context_MarkStateDirty(context, STATE_FRONTFACE, StateTable);
1290         }
1291
1292     } else {
1293         TRACE("Rendering offscreen\n");
1294         This->render_offscreen = TRUE;
1295
1296         switch(wined3d_settings.offscreen_rendering_mode) {
1297             case ORM_FBO:
1298                 /* FBOs do not need a different context. Stay with whatever context is active at the moment */
1299                 if(This->activeContext && tid == This->lastThread) {
1300                     context = This->activeContext;
1301                 } else {
1302                     /* This may happen if the app jumps straight into offscreen rendering
1303                      * Start using the context of the primary swapchain. tid == 0 is no problem
1304                      * for findThreadContextForSwapChain.
1305                      *
1306                      * Can also happen on thread switches - in that case findThreadContextForSwapChain
1307                      * is perfect to call.
1308                      */
1309                     context = findThreadContextForSwapChain(This->swapchains[0], tid);
1310                 }
1311                 break;
1312
1313             case ORM_PBUFFER:
1314             {
1315                 IWineD3DSurfaceImpl *targetimpl = (IWineD3DSurfaceImpl *) target;
1316                 if(This->pbufferContext == NULL ||
1317                    This->pbufferWidth < targetimpl->currentDesc.Width ||
1318                    This->pbufferHeight < targetimpl->currentDesc.Height) {
1319                     if(This->pbufferContext) {
1320                         DestroyContext(This, This->pbufferContext);
1321                     }
1322
1323                     /* The display is irrelevant here, the window is 0. But CreateContext needs a valid X connection.
1324                      * Create the context on the same server as the primary swapchain. The primary swapchain is exists at this point.
1325                      */
1326                     This->pbufferContext = CreateContext(This, targetimpl,
1327                             ((IWineD3DSwapChainImpl *) This->swapchains[0])->context[0]->win_handle,
1328                             TRUE /* pbuffer */, &((IWineD3DSwapChainImpl *)This->swapchains[0])->presentParms);
1329                     This->pbufferWidth = targetimpl->currentDesc.Width;
1330                     This->pbufferHeight = targetimpl->currentDesc.Height;
1331                    }
1332
1333                    if(This->pbufferContext) {
1334                        if(This->pbufferContext->tid != 0 && This->pbufferContext->tid != tid) {
1335                            FIXME("The PBuffr context is only supported for one thread for now!\n");
1336                        }
1337                        This->pbufferContext->tid = tid;
1338                        context = This->pbufferContext;
1339                        break;
1340                    } else {
1341                        ERR("Failed to create a buffer context and drawable, falling back to back buffer offscreen rendering\n");
1342                        wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
1343                    }
1344             }
1345
1346             case ORM_BACKBUFFER:
1347                 /* Stay with the currently active context for back buffer rendering */
1348                 if(This->activeContext && tid == This->lastThread) {
1349                     context = This->activeContext;
1350                 } else {
1351                     /* This may happen if the app jumps straight into offscreen rendering
1352                      * Start using the context of the primary swapchain. tid == 0 is no problem
1353                      * for findThreadContextForSwapChain.
1354                      *
1355                      * Can also happen on thread switches - in that case findThreadContextForSwapChain
1356                      * is perfect to call.
1357                      */
1358                     context = findThreadContextForSwapChain(This->swapchains[0], tid);
1359                 }
1360                 break;
1361         }
1362
1363         if(!oldRenderOffscreen) {
1364             Context_MarkStateDirty(context, WINED3DTS_PROJECTION, StateTable);
1365             Context_MarkStateDirty(context, STATE_VDECL, StateTable);
1366             Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
1367             Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
1368             Context_MarkStateDirty(context, STATE_FRONTFACE, StateTable);
1369         }
1370     }
1371
1372     /* When switching away from an offscreen render target, and we're not using FBOs,
1373      * we have to read the drawable into the texture. This is done via PreLoad(and
1374      * SFLAG_INDRAWABLE set on the surface). There are some things that need care though.
1375      * PreLoad needs a GL context, and FindContext is called before the context is activated.
1376      * It also has to be called with the old rendertarget active, otherwise a wrong drawable
1377      * is read. This leads to these possible situations:
1378      *
1379      * 0) lastActiveRenderTarget == target && oldTid == newTid:
1380      *    Nothing to do, we don't even reach this code in this case...
1381      *
1382      * 1) lastActiveRenderTarget != target && oldTid == newTid:
1383      *    The currently active context is OK for readback. Call PreLoad, and it
1384      *    performs the read
1385      *
1386      * 2) lastActiveRenderTarget == target && oldTid != newTid:
1387      *    Nothing to do - the drawable is unchanged
1388      *
1389      * 3) lastActiveRenderTarget != target && oldTid != newTid:
1390      *    This is tricky. We have to get a context with the old drawable from somewhere
1391      *    before we can switch to the new context. In this case, PreLoad calls
1392      *    ActivateContext(lastActiveRenderTarget) from the new(current) thread. This
1393      *    is case (2) then. The old drawable is activated for the new thread, and the
1394      *    readback can be done. The recursed ActivateContext does *not* call PreLoad again.
1395      *    After that, the outer ActivateContext(which calls PreLoad) can activate the new
1396      *    target for the new thread
1397      */
1398     if (readTexture && This->lastActiveRenderTarget != target) {
1399         BOOL oldInDraw = This->isInDraw;
1400
1401         /* PreLoad requires a context to load the texture, thus it will call ActivateContext.
1402          * Set the isInDraw to true to signal PreLoad that it has a context. Will be tricky
1403          * when using offscreen rendering with multithreading
1404          */
1405         This->isInDraw = TRUE;
1406
1407         /* Do that before switching the context:
1408          * Read the back buffer of the old drawable into the destination texture
1409          */
1410         IWineD3DSurface_PreLoad(This->lastActiveRenderTarget);
1411
1412         /* Assume that the drawable will be modified by some other things now */
1413         IWineD3DSurface_ModifyLocation(This->lastActiveRenderTarget, SFLAG_INDRAWABLE, FALSE);
1414
1415         This->isInDraw = oldInDraw;
1416     }
1417
1418     return context;
1419 }
1420
1421 static void apply_draw_buffer(IWineD3DDeviceImpl *This, IWineD3DSurface *target, BOOL blit)
1422 {
1423     IWineD3DSwapChain *swapchain;
1424
1425     if (SUCCEEDED(IWineD3DSurface_GetContainer(target, &IID_IWineD3DSwapChain, (void **)&swapchain)))
1426     {
1427         IWineD3DSwapChain_Release((IUnknown *)swapchain);
1428         ENTER_GL();
1429         glDrawBuffer(surface_get_gl_buffer(target, swapchain));
1430         checkGLcall("glDrawBuffers()");
1431         LEAVE_GL();
1432     }
1433     else
1434     {
1435         ENTER_GL();
1436         if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
1437         {
1438             if (!blit)
1439             {
1440                 if (GL_SUPPORT(ARB_DRAW_BUFFERS))
1441                 {
1442                     GL_EXTCALL(glDrawBuffersARB(GL_LIMITS(buffers), This->draw_buffers));
1443                     checkGLcall("glDrawBuffers()");
1444                 }
1445                 else
1446                 {
1447                     glDrawBuffer(This->draw_buffers[0]);
1448                     checkGLcall("glDrawBuffer()");
1449                 }
1450             } else {
1451                 glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
1452                 checkGLcall("glDrawBuffer()");
1453             }
1454         }
1455         else
1456         {
1457             glDrawBuffer(This->offscreenBuffer);
1458             checkGLcall("glDrawBuffer()");
1459         }
1460         LEAVE_GL();
1461     }
1462 }
1463
1464 /*****************************************************************************
1465  * ActivateContext
1466  *
1467  * Finds a rendering context and drawable matching the device and render
1468  * target for the current thread, activates them and puts them into the
1469  * requested state.
1470  *
1471  * Params:
1472  *  This: Device to activate the context for
1473  *  target: Requested render target
1474  *  usage: Prepares the context for blitting, drawing or other actions
1475  *
1476  *****************************************************************************/
1477 void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextUsage usage) {
1478     DWORD                         tid = GetCurrentThreadId();
1479     DWORD                         i, dirtyState, idx;
1480     BYTE                          shift;
1481     WineD3DContext                *context;
1482     const struct StateEntry       *StateTable = This->StateTable;
1483
1484     TRACE("(%p): Selecting context for render target %p, thread %d\n", This, target, tid);
1485     if(This->lastActiveRenderTarget != target || tid != This->lastThread) {
1486         context = FindContext(This, target, tid);
1487         context->draw_buffer_dirty = TRUE;
1488         This->lastActiveRenderTarget = target;
1489         This->lastThread = tid;
1490     } else {
1491         /* Stick to the old context */
1492         context = This->activeContext;
1493     }
1494
1495     /* Activate the opengl context */
1496     if(last_device != This || context != This->activeContext) {
1497         BOOL ret;
1498
1499         /* Prevent an unneeded context switch as those are expensive */
1500         if(context->glCtx && (context->glCtx == pwglGetCurrentContext())) {
1501             TRACE("Already using gl context %p\n", context->glCtx);
1502         }
1503         else {
1504             TRACE("Switching gl ctx to %p, hdc=%p ctx=%p\n", context, context->hdc, context->glCtx);
1505
1506             ret = pwglMakeCurrent(context->hdc, context->glCtx);
1507             if(ret == FALSE) {
1508                 ERR("Failed to activate the new context\n");
1509             } else if(!context->last_was_blit) {
1510                 This->frag_pipe->enable_extension((IWineD3DDevice *) This, TRUE);
1511             } else {
1512                 This->frag_pipe->enable_extension((IWineD3DDevice *) This, FALSE);
1513             }
1514         }
1515         if(This->activeContext->vshader_const_dirty) {
1516             memset(This->activeContext->vshader_const_dirty, 1,
1517                    sizeof(*This->activeContext->vshader_const_dirty) * GL_LIMITS(vshader_constantsF));
1518         }
1519         if(This->activeContext->pshader_const_dirty) {
1520             memset(This->activeContext->pshader_const_dirty, 1,
1521                    sizeof(*This->activeContext->pshader_const_dirty) * GL_LIMITS(pshader_constantsF));
1522         }
1523         This->activeContext = context;
1524         last_device = This;
1525     }
1526
1527     switch (usage) {
1528         case CTXUSAGE_CLEAR:
1529         case CTXUSAGE_DRAWPRIM:
1530             if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
1531                 context_apply_fbo_state((IWineD3DDevice *)This);
1532             }
1533             if (context->draw_buffer_dirty) {
1534                 apply_draw_buffer(This, target, FALSE);
1535                 context->draw_buffer_dirty = FALSE;
1536             }
1537             break;
1538
1539         case CTXUSAGE_BLIT:
1540             if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
1541                 if (This->render_offscreen) {
1542                     FIXME("Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.\n");
1543                     context_bind_fbo((IWineD3DDevice *)This, GL_FRAMEBUFFER_EXT, &context->dst_fbo);
1544                     context_attach_surface_fbo(This, GL_FRAMEBUFFER_EXT, 0, target);
1545
1546                     ENTER_GL();
1547                     GL_EXTCALL(glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, 0));
1548                     checkGLcall("glFramebufferRenderbufferEXT");
1549                     LEAVE_GL();
1550                 } else {
1551                     ENTER_GL();
1552                     GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
1553                     checkGLcall("glFramebufferRenderbufferEXT");
1554                     LEAVE_GL();
1555                 }
1556                 context->draw_buffer_dirty = TRUE;
1557             }
1558             if (context->draw_buffer_dirty) {
1559                 apply_draw_buffer(This, target, TRUE);
1560                 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
1561                     context->draw_buffer_dirty = FALSE;
1562                 }
1563             }
1564             break;
1565
1566         default:
1567             break;
1568     }
1569
1570     switch(usage) {
1571         case CTXUSAGE_RESOURCELOAD:
1572             /* This does not require any special states to be set up */
1573             break;
1574
1575         case CTXUSAGE_CLEAR:
1576             if(context->last_was_blit) {
1577                 This->frag_pipe->enable_extension((IWineD3DDevice *) This, TRUE);
1578             }
1579
1580             /* Blending and clearing should be orthogonal, but tests on the nvidia driver show that disabling
1581              * blending when clearing improves the clearing performance incredibly.
1582              */
1583             ENTER_GL();
1584             glDisable(GL_BLEND);
1585             LEAVE_GL();
1586             Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
1587
1588             ENTER_GL();
1589             glEnable(GL_SCISSOR_TEST);
1590             checkGLcall("glEnable GL_SCISSOR_TEST");
1591             LEAVE_GL();
1592             context->last_was_blit = FALSE;
1593             Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), StateTable);
1594             Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
1595             break;
1596
1597         case CTXUSAGE_DRAWPRIM:
1598             /* This needs all dirty states applied */
1599             if(context->last_was_blit) {
1600                 This->frag_pipe->enable_extension((IWineD3DDevice *) This, TRUE);
1601             }
1602
1603             IWineD3DDeviceImpl_FindTexUnitMap(This);
1604
1605             for(i=0; i < context->numDirtyEntries; i++) {
1606                 dirtyState = context->dirtyArray[i];
1607                 idx = dirtyState >> 5;
1608                 shift = dirtyState & 0x1f;
1609                 context->isStateDirty[idx] &= ~(1 << shift);
1610                 StateTable[dirtyState].apply(dirtyState, This->stateBlock, context);
1611             }
1612             context->numDirtyEntries = 0; /* This makes the whole list clean */
1613             context->last_was_blit = FALSE;
1614             break;
1615
1616         case CTXUSAGE_BLIT:
1617             SetupForBlit(This, context,
1618                          ((IWineD3DSurfaceImpl *)target)->currentDesc.Width,
1619                          ((IWineD3DSurfaceImpl *)target)->currentDesc.Height);
1620             break;
1621
1622         default:
1623             FIXME("Unexpected context usage requested\n");
1624     }
1625 }