wined3d: YUY2 and UYVY are block based.
[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 2009-2011 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 static 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 static void context_attach_depth_stencil_rb(const struct wined3d_gl_info *gl_info,
115         GLenum fbo_target, DWORD format_flags, GLuint rb)
116 {
117     if (format_flags & WINED3DFMT_FLAG_DEPTH)
118     {
119         gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rb);
120         checkGLcall("glFramebufferRenderbuffer()");
121     }
122
123     if (format_flags & WINED3DFMT_FLAG_STENCIL)
124     {
125         gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb);
126         checkGLcall("glFramebufferRenderbuffer()");
127     }
128 }
129
130 /* GL locking is done by the caller */
131 static void context_attach_depth_stencil_fbo(struct wined3d_context *context,
132         GLenum fbo_target, struct wined3d_surface *depth_stencil, DWORD location)
133 {
134     const struct wined3d_gl_info *gl_info = context->gl_info;
135
136     TRACE("Attach depth stencil %p\n", depth_stencil);
137
138     if (depth_stencil)
139     {
140         DWORD format_flags = depth_stencil->resource.format->flags;
141
142         if (depth_stencil->current_renderbuffer)
143         {
144             context_attach_depth_stencil_rb(gl_info, fbo_target,
145                     format_flags, depth_stencil->current_renderbuffer->id);
146         }
147         else
148         {
149             switch (location)
150             {
151                 case SFLAG_INTEXTURE:
152                 case SFLAG_INSRGBTEX:
153                     surface_prepare_texture(depth_stencil, context, FALSE);
154
155                     if (format_flags & WINED3DFMT_FLAG_DEPTH)
156                     {
157                         gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT,
158                                 depth_stencil->texture_target, depth_stencil->texture_name,
159                                 depth_stencil->texture_level);
160                         checkGLcall("glFramebufferTexture2D()");
161                     }
162
163                     if (format_flags & WINED3DFMT_FLAG_STENCIL)
164                     {
165                         gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT,
166                                 depth_stencil->texture_target, depth_stencil->texture_name,
167                                 depth_stencil->texture_level);
168                         checkGLcall("glFramebufferTexture2D()");
169                     }
170                     break;
171
172                 case SFLAG_INRB_MULTISAMPLE:
173                     surface_prepare_rb(depth_stencil, gl_info, TRUE);
174                     context_attach_depth_stencil_rb(gl_info, fbo_target,
175                             format_flags, depth_stencil->rb_multisample);
176                     break;
177
178                 case SFLAG_INRB_RESOLVED:
179                     surface_prepare_rb(depth_stencil, gl_info, FALSE);
180                     context_attach_depth_stencil_rb(gl_info, fbo_target,
181                             format_flags, depth_stencil->rb_resolved);
182                     break;
183
184                 default:
185                     ERR("Unsupported location %s (%#x).\n", debug_surflocation(location), location);
186                     break;
187             }
188         }
189
190         if (!(format_flags & WINED3DFMT_FLAG_DEPTH))
191         {
192             gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
193             checkGLcall("glFramebufferTexture2D()");
194         }
195
196         if (!(format_flags & WINED3DFMT_FLAG_STENCIL))
197         {
198             gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
199             checkGLcall("glFramebufferTexture2D()");
200         }
201     }
202     else
203     {
204         gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
205         checkGLcall("glFramebufferTexture2D()");
206
207         gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
208         checkGLcall("glFramebufferTexture2D()");
209     }
210 }
211
212 /* GL locking is done by the caller */
213 static void context_attach_surface_fbo(struct wined3d_context *context,
214         GLenum fbo_target, DWORD idx, struct wined3d_surface *surface, DWORD location)
215 {
216     const struct wined3d_gl_info *gl_info = context->gl_info;
217
218     TRACE("Attach surface %p to %u\n", surface, idx);
219
220     if (surface && surface->resource.format->id != WINED3DFMT_NULL)
221     {
222         BOOL srgb;
223
224         switch (location)
225         {
226             case SFLAG_INTEXTURE:
227             case SFLAG_INSRGBTEX:
228                 srgb = location == SFLAG_INSRGBTEX;
229                 surface_prepare_texture(surface, context, srgb);
230                 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_COLOR_ATTACHMENT0 + idx,
231                         surface->texture_target, surface_get_texture_name(surface, gl_info, srgb),
232                         surface->texture_level);
233                 checkGLcall("glFramebufferTexture2D()");
234                 break;
235
236             case SFLAG_INRB_MULTISAMPLE:
237                 surface_prepare_rb(surface, gl_info, TRUE);
238                 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_COLOR_ATTACHMENT0 + idx,
239                         GL_RENDERBUFFER, surface->rb_multisample);
240                 checkGLcall("glFramebufferRenderbuffer()");
241                 break;
242
243             case SFLAG_INRB_RESOLVED:
244                 surface_prepare_rb(surface, gl_info, FALSE);
245                 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_COLOR_ATTACHMENT0 + idx,
246                         GL_RENDERBUFFER, surface->rb_resolved);
247                 checkGLcall("glFramebufferRenderbuffer()");
248                 break;
249
250             default:
251                 ERR("Unsupported location %s (%#x).\n", debug_surflocation(location), location);
252                 break;
253         }
254     }
255     else
256     {
257         gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_COLOR_ATTACHMENT0 + idx, GL_TEXTURE_2D, 0, 0);
258         checkGLcall("glFramebufferTexture2D()");
259     }
260 }
261
262 /* GL locking is done by the caller */
263 void context_check_fbo_status(const struct wined3d_context *context, GLenum target)
264 {
265     const struct wined3d_gl_info *gl_info = context->gl_info;
266     GLenum status;
267
268     if (!FIXME_ON(d3d)) return;
269
270     status = gl_info->fbo_ops.glCheckFramebufferStatus(target);
271     if (status == GL_FRAMEBUFFER_COMPLETE)
272     {
273         TRACE("FBO complete\n");
274     }
275     else
276     {
277         const struct wined3d_surface *attachment;
278         unsigned int i;
279
280         FIXME("FBO status %s (%#x)\n", debug_fbostatus(status), status);
281
282         if (!context->current_fbo)
283         {
284             ERR("FBO 0 is incomplete, driver bug?\n");
285             return;
286         }
287
288         FIXME("\tLocation %s (%#x).\n", debug_surflocation(context->current_fbo->location),
289                 context->current_fbo->location);
290
291         /* Dump the FBO attachments */
292         for (i = 0; i < gl_info->limits.buffers; ++i)
293         {
294             attachment = context->current_fbo->render_targets[i];
295             if (attachment)
296             {
297                 FIXME("\tColor attachment %d: (%p) %s %ux%u %u samples.\n",
298                         i, attachment, debug_d3dformat(attachment->resource.format->id),
299                         attachment->pow2Width, attachment->pow2Height, attachment->resource.multisample_type);
300             }
301         }
302         attachment = context->current_fbo->depth_stencil;
303         if (attachment)
304         {
305             FIXME("\tDepth attachment: (%p) %s %ux%u %u samples.\n",
306                     attachment, debug_d3dformat(attachment->resource.format->id),
307                     attachment->pow2Width, attachment->pow2Height, attachment->resource.multisample_type);
308         }
309     }
310 }
311
312 static inline DWORD context_generate_rt_mask(GLenum buffer)
313 {
314     /* Should take care of all the GL_FRONT/GL_BACK/GL_AUXi/GL_NONE... cases */
315     return buffer ? (1 << 31) | buffer : 0;
316 }
317
318 static inline DWORD context_generate_rt_mask_from_surface(const struct wined3d_surface *target)
319 {
320     return (1 << 31) | surface_get_gl_buffer(target);
321 }
322
323 static struct fbo_entry *context_create_fbo_entry(const struct wined3d_context *context,
324         struct wined3d_surface **render_targets, struct wined3d_surface *depth_stencil, DWORD location)
325 {
326     const struct wined3d_gl_info *gl_info = context->gl_info;
327     struct fbo_entry *entry;
328
329     entry = HeapAlloc(GetProcessHeap(), 0, sizeof(*entry));
330     entry->render_targets = HeapAlloc(GetProcessHeap(), 0, gl_info->limits.buffers * sizeof(*entry->render_targets));
331     memcpy(entry->render_targets, render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets));
332     entry->depth_stencil = depth_stencil;
333     entry->location = location;
334     entry->rt_mask = context_generate_rt_mask(GL_COLOR_ATTACHMENT0);
335     entry->attached = FALSE;
336     entry->id = 0;
337
338     return entry;
339 }
340
341 /* GL locking is done by the caller */
342 static void context_reuse_fbo_entry(struct wined3d_context *context, GLenum target,
343         struct wined3d_surface **render_targets, struct wined3d_surface *depth_stencil,
344         DWORD location, struct fbo_entry *entry)
345 {
346     const struct wined3d_gl_info *gl_info = context->gl_info;
347
348     context_bind_fbo(context, target, &entry->id);
349     context_clean_fbo_attachments(gl_info, target);
350
351     memcpy(entry->render_targets, render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets));
352     entry->depth_stencil = depth_stencil;
353     entry->location = location;
354     entry->attached = FALSE;
355 }
356
357 /* GL locking is done by the caller */
358 static void context_destroy_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
359 {
360     if (entry->id)
361     {
362         TRACE("Destroy FBO %d\n", entry->id);
363         context_destroy_fbo(context, &entry->id);
364     }
365     --context->fbo_entry_count;
366     list_remove(&entry->entry);
367     HeapFree(GetProcessHeap(), 0, entry->render_targets);
368     HeapFree(GetProcessHeap(), 0, entry);
369 }
370
371
372 /* GL locking is done by the caller */
373 static struct fbo_entry *context_find_fbo_entry(struct wined3d_context *context, GLenum target,
374         struct wined3d_surface **render_targets, struct wined3d_surface *depth_stencil, DWORD location)
375 {
376     const struct wined3d_gl_info *gl_info = context->gl_info;
377     struct fbo_entry *entry;
378
379     if (depth_stencil && render_targets && render_targets[0])
380     {
381         if (depth_stencil->resource.width < render_targets[0]->resource.width ||
382             depth_stencil->resource.height < render_targets[0]->resource.height)
383         {
384             WARN("Depth stencil is smaller than the primary color buffer, disabling\n");
385             depth_stencil = NULL;
386         }
387     }
388
389     LIST_FOR_EACH_ENTRY(entry, &context->fbo_list, struct fbo_entry, entry)
390     {
391         if (!memcmp(entry->render_targets,
392                 render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets))
393                 && entry->depth_stencil == depth_stencil && entry->location == location)
394         {
395             list_remove(&entry->entry);
396             list_add_head(&context->fbo_list, &entry->entry);
397             return entry;
398         }
399     }
400
401     if (context->fbo_entry_count < WINED3D_MAX_FBO_ENTRIES)
402     {
403         entry = context_create_fbo_entry(context, render_targets, depth_stencil, location);
404         list_add_head(&context->fbo_list, &entry->entry);
405         ++context->fbo_entry_count;
406     }
407     else
408     {
409         entry = LIST_ENTRY(list_tail(&context->fbo_list), struct fbo_entry, entry);
410         context_reuse_fbo_entry(context, target, render_targets, depth_stencil, location, entry);
411         list_remove(&entry->entry);
412         list_add_head(&context->fbo_list, &entry->entry);
413     }
414
415     return entry;
416 }
417
418 /* GL locking is done by the caller */
419 static void context_apply_fbo_entry(struct wined3d_context *context, GLenum target, struct fbo_entry *entry)
420 {
421     const struct wined3d_gl_info *gl_info = context->gl_info;
422     unsigned int i;
423
424     context_bind_fbo(context, target, &entry->id);
425
426     if (entry->attached) return;
427
428     /* Apply render targets */
429     for (i = 0; i < gl_info->limits.buffers; ++i)
430     {
431         context_attach_surface_fbo(context, target, i, entry->render_targets[i], entry->location);
432     }
433
434     /* Apply depth targets */
435     if (entry->depth_stencil)
436         surface_set_compatible_renderbuffer(entry->depth_stencil, entry->render_targets[0]);
437     context_attach_depth_stencil_fbo(context, target, entry->depth_stencil, entry->location);
438
439     entry->attached = TRUE;
440 }
441
442 /* GL locking is done by the caller */
443 static void context_apply_fbo_state(struct wined3d_context *context, GLenum target,
444         struct wined3d_surface **render_targets, struct wined3d_surface *depth_stencil, DWORD location)
445 {
446     struct fbo_entry *entry, *entry2;
447
448     LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry)
449     {
450         context_destroy_fbo_entry(context, entry);
451     }
452
453     if (context->rebind_fbo)
454     {
455         context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
456         context->rebind_fbo = FALSE;
457     }
458
459     if (location == SFLAG_INDRAWABLE)
460     {
461         context->current_fbo = NULL;
462         context_bind_fbo(context, target, NULL);
463     }
464     else
465     {
466         context->current_fbo = context_find_fbo_entry(context, target, render_targets, depth_stencil, location);
467         context_apply_fbo_entry(context, target, context->current_fbo);
468     }
469 }
470
471 /* GL locking is done by the caller */
472 void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
473         struct wined3d_surface *render_target, struct wined3d_surface *depth_stencil, DWORD location)
474 {
475     UINT clear_size = (context->gl_info->limits.buffers - 1) * sizeof(*context->blit_targets);
476
477     context->blit_targets[0] = render_target;
478     if (clear_size)
479         memset(&context->blit_targets[1], 0, clear_size);
480     context_apply_fbo_state(context, target, context->blit_targets, depth_stencil, location);
481 }
482
483 /* Context activation is done by the caller. */
484 void context_alloc_occlusion_query(struct wined3d_context *context, struct wined3d_occlusion_query *query)
485 {
486     const struct wined3d_gl_info *gl_info = context->gl_info;
487
488     if (context->free_occlusion_query_count)
489     {
490         query->id = context->free_occlusion_queries[--context->free_occlusion_query_count];
491     }
492     else
493     {
494         if (gl_info->supported[ARB_OCCLUSION_QUERY])
495         {
496             ENTER_GL();
497             GL_EXTCALL(glGenQueriesARB(1, &query->id));
498             checkGLcall("glGenQueriesARB");
499             LEAVE_GL();
500
501             TRACE("Allocated occlusion query %u in context %p.\n", query->id, context);
502         }
503         else
504         {
505             WARN("Occlusion queries not supported, not allocating query id.\n");
506             query->id = 0;
507         }
508     }
509
510     query->context = context;
511     list_add_head(&context->occlusion_queries, &query->entry);
512 }
513
514 void context_free_occlusion_query(struct wined3d_occlusion_query *query)
515 {
516     struct wined3d_context *context = query->context;
517
518     list_remove(&query->entry);
519     query->context = NULL;
520
521     if (context->free_occlusion_query_count >= context->free_occlusion_query_size - 1)
522     {
523         UINT new_size = context->free_occlusion_query_size << 1;
524         GLuint *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_occlusion_queries,
525                 new_size * sizeof(*context->free_occlusion_queries));
526
527         if (!new_data)
528         {
529             ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context);
530             return;
531         }
532
533         context->free_occlusion_query_size = new_size;
534         context->free_occlusion_queries = new_data;
535     }
536
537     context->free_occlusion_queries[context->free_occlusion_query_count++] = query->id;
538 }
539
540 /* Context activation is done by the caller. */
541 void context_alloc_event_query(struct wined3d_context *context, struct wined3d_event_query *query)
542 {
543     const struct wined3d_gl_info *gl_info = context->gl_info;
544
545     if (context->free_event_query_count)
546     {
547         query->object = context->free_event_queries[--context->free_event_query_count];
548     }
549     else
550     {
551         if (gl_info->supported[ARB_SYNC])
552         {
553             /* Using ARB_sync, not much to do here. */
554             query->object.sync = NULL;
555             TRACE("Allocated event query %p in context %p.\n", query->object.sync, context);
556         }
557         else if (gl_info->supported[APPLE_FENCE])
558         {
559             ENTER_GL();
560             GL_EXTCALL(glGenFencesAPPLE(1, &query->object.id));
561             checkGLcall("glGenFencesAPPLE");
562             LEAVE_GL();
563
564             TRACE("Allocated event query %u in context %p.\n", query->object.id, context);
565         }
566         else if(gl_info->supported[NV_FENCE])
567         {
568             ENTER_GL();
569             GL_EXTCALL(glGenFencesNV(1, &query->object.id));
570             checkGLcall("glGenFencesNV");
571             LEAVE_GL();
572
573             TRACE("Allocated event query %u in context %p.\n", query->object.id, context);
574         }
575         else
576         {
577             WARN("Event queries not supported, not allocating query id.\n");
578             query->object.id = 0;
579         }
580     }
581
582     query->context = context;
583     list_add_head(&context->event_queries, &query->entry);
584 }
585
586 void context_free_event_query(struct wined3d_event_query *query)
587 {
588     struct wined3d_context *context = query->context;
589
590     list_remove(&query->entry);
591     query->context = NULL;
592
593     if (context->free_event_query_count >= context->free_event_query_size - 1)
594     {
595         UINT new_size = context->free_event_query_size << 1;
596         union wined3d_gl_query_object *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_event_queries,
597                 new_size * sizeof(*context->free_event_queries));
598
599         if (!new_data)
600         {
601             ERR("Failed to grow free list, leaking query %u in context %p.\n", query->object.id, context);
602             return;
603         }
604
605         context->free_event_query_size = new_size;
606         context->free_event_queries = new_data;
607     }
608
609     context->free_event_queries[context->free_event_query_count++] = query->object;
610 }
611
612 typedef void (context_fbo_entry_func_t)(struct wined3d_context *context, struct fbo_entry *entry);
613
614 static void context_enum_surface_fbo_entries(const struct wined3d_device *device,
615         const struct wined3d_surface *surface, context_fbo_entry_func_t *callback)
616 {
617     UINT i;
618
619     for (i = 0; i < device->context_count; ++i)
620     {
621         struct wined3d_context *context = device->contexts[i];
622         const struct wined3d_gl_info *gl_info = context->gl_info;
623         struct fbo_entry *entry, *entry2;
624
625         if (context->current_rt == surface) context->current_rt = NULL;
626
627         LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
628         {
629             UINT j;
630
631             if (entry->depth_stencil == surface)
632             {
633                 callback(context, entry);
634                 continue;
635             }
636
637             for (j = 0; j < gl_info->limits.buffers; ++j)
638             {
639                 if (entry->render_targets[j] == surface)
640                 {
641                     callback(context, entry);
642                     break;
643                 }
644             }
645         }
646     }
647 }
648
649 static void context_queue_fbo_entry_destruction(struct wined3d_context *context, struct fbo_entry *entry)
650 {
651     list_remove(&entry->entry);
652     list_add_head(&context->fbo_destroy_list, &entry->entry);
653 }
654
655 void context_resource_released(const struct wined3d_device *device,
656         struct wined3d_resource *resource, WINED3DRESOURCETYPE type)
657 {
658     if (!device->d3d_initialized) return;
659
660     switch (type)
661     {
662         case WINED3DRTYPE_SURFACE:
663             context_enum_surface_fbo_entries(device, surface_from_resource(resource),
664                     context_queue_fbo_entry_destruction);
665             break;
666
667         default:
668             break;
669     }
670 }
671
672 static void context_detach_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
673 {
674     entry->attached = FALSE;
675 }
676
677 void context_resource_unloaded(const struct wined3d_device *device,
678         struct wined3d_resource *resource, WINED3DRESOURCETYPE type)
679 {
680     switch (type)
681     {
682         case WINED3DRTYPE_SURFACE:
683             context_enum_surface_fbo_entries(device, surface_from_resource(resource),
684                     context_detach_fbo_entry);
685             break;
686
687         default:
688             break;
689     }
690 }
691
692 void context_surface_update(struct wined3d_context *context, const struct wined3d_surface *surface)
693 {
694     const struct wined3d_gl_info *gl_info = context->gl_info;
695     struct fbo_entry *entry = context->current_fbo;
696     unsigned int i;
697
698     if (!entry || context->rebind_fbo) return;
699
700     for (i = 0; i < gl_info->limits.buffers; ++i)
701     {
702         if (surface == entry->render_targets[i])
703         {
704             TRACE("Updated surface %p is bound as color attachment %u to the current FBO.\n", surface, i);
705             context->rebind_fbo = TRUE;
706             return;
707         }
708     }
709
710     if (surface == entry->depth_stencil)
711     {
712         TRACE("Updated surface %p is bound as depth attachment to the current FBO.\n", surface);
713         context->rebind_fbo = TRUE;
714     }
715 }
716
717 static BOOL context_set_pixel_format(const struct wined3d_gl_info *gl_info, HDC dc, int format)
718 {
719     int current = GetPixelFormat(dc);
720
721     if (current == format) return TRUE;
722
723     if (!current)
724     {
725         if (!SetPixelFormat(dc, format, NULL))
726         {
727             /* This may also happen if the dc belongs to a destroyed window. */
728             WARN("Failed to set pixel format %d on device context %p, last error %#x.\n",
729                     format, dc, GetLastError());
730             return FALSE;
731         }
732         return TRUE;
733     }
734
735     /* By default WGL doesn't allow pixel format adjustments but we need it
736      * here. For this reason there's a Wine specific wglSetPixelFormat()
737      * which allows us to set the pixel format multiple times. Only use it
738      * when really needed. */
739     if (gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH])
740     {
741         if (!GL_EXTCALL(wglSetPixelFormatWINE(dc, format, NULL)))
742         {
743             ERR("wglSetPixelFormatWINE failed to set pixel format %d on device context %p.\n",
744                     format, dc);
745             return FALSE;
746         }
747         return TRUE;
748     }
749
750     /* OpenGL doesn't allow pixel format adjustments. Print an error and
751      * continue using the old format. There's a big chance that the old
752      * format works although with a performance hit and perhaps rendering
753      * errors. */
754     ERR("Unable to set pixel format %d on device context %p. Already using format %d.\n",
755             format, dc, current);
756     return TRUE;
757 }
758
759 static BOOL context_set_gl_context(struct wined3d_context *ctx)
760 {
761     struct wined3d_swapchain *swapchain = ctx->swapchain;
762     BOOL backup = FALSE;
763
764     if (!context_set_pixel_format(ctx->gl_info, ctx->hdc, ctx->pixel_format))
765     {
766         WARN("Failed to set pixel format %d on device context %p.\n",
767                 ctx->pixel_format, ctx->hdc);
768         backup = TRUE;
769     }
770
771     if (backup || !pwglMakeCurrent(ctx->hdc, ctx->glCtx))
772     {
773         HDC dc;
774
775         WARN("Failed to make GL context %p current on device context %p, last error %#x.\n",
776                 ctx->glCtx, ctx->hdc, GetLastError());
777         ctx->valid = 0;
778         WARN("Trying fallback to the backup window.\n");
779
780         /* FIXME: If the context is destroyed it's no longer associated with
781          * a swapchain, so we can't use the swapchain to get a backup dc. To
782          * make this work windowless contexts would need to be handled by the
783          * device. */
784         if (ctx->destroyed)
785         {
786             FIXME("Unable to get backup dc for destroyed context %p.\n", ctx);
787             context_set_current(NULL);
788             return FALSE;
789         }
790
791         if (!(dc = swapchain_get_backup_dc(swapchain)))
792         {
793             context_set_current(NULL);
794             return FALSE;
795         }
796
797         if (!context_set_pixel_format(ctx->gl_info, dc, ctx->pixel_format))
798         {
799             ERR("Failed to set pixel format %d on device context %p.\n",
800                     ctx->pixel_format, dc);
801             context_set_current(NULL);
802             return FALSE;
803         }
804
805         if (!pwglMakeCurrent(dc, ctx->glCtx))
806         {
807             ERR("Fallback to backup window (dc %p) failed too, last error %#x.\n",
808                     dc, GetLastError());
809             context_set_current(NULL);
810             return FALSE;
811         }
812     }
813     return TRUE;
814 }
815
816 static void context_restore_gl_context(const struct wined3d_gl_info *gl_info, HDC dc, HGLRC gl_ctx, int pf)
817 {
818     if (!context_set_pixel_format(gl_info, dc, pf))
819     {
820         ERR("Failed to restore pixel format %d on device context %p.\n", pf, dc);
821         context_set_current(NULL);
822         return;
823     }
824
825     if (!pwglMakeCurrent(dc, gl_ctx))
826     {
827         ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
828                 gl_ctx, dc, GetLastError());
829         context_set_current(NULL);
830     }
831 }
832
833 static void context_update_window(struct wined3d_context *context)
834 {
835     if (context->win_handle == context->swapchain->win_handle)
836         return;
837
838     TRACE("Updating context %p window from %p to %p.\n",
839             context, context->win_handle, context->swapchain->win_handle);
840
841     if (context->valid)
842     {
843         /* You'd figure ReleaseDC() would fail if the DC doesn't match the
844          * window. However, that's not what actually happens, and there are
845          * user32 tests that confirm ReleaseDC() with the wrong window is
846          * supposed to succeed. So explicitly check that the DC belongs to
847          * the window, since we want to avoid releasing a DC that belongs to
848          * some other window if the original window was already destroyed. */
849         if (WindowFromDC(context->hdc) != context->win_handle)
850         {
851             WARN("DC %p does not belong to window %p.\n",
852                     context->hdc, context->win_handle);
853         }
854         else if (!ReleaseDC(context->win_handle, context->hdc))
855         {
856             ERR("Failed to release device context %p, last error %#x.\n",
857                     context->hdc, GetLastError());
858         }
859     }
860     else context->valid = 1;
861
862     context->win_handle = context->swapchain->win_handle;
863
864     if (!(context->hdc = GetDC(context->win_handle)))
865     {
866         ERR("Failed to get a device context for window %p.\n", context->win_handle);
867         goto err;
868     }
869
870     if (!context_set_pixel_format(context->gl_info, context->hdc, context->pixel_format))
871     {
872         ERR("Failed to set pixel format %d on device context %p.\n",
873                 context->pixel_format, context->hdc);
874         goto err;
875     }
876
877     context_set_gl_context(context);
878
879     return;
880
881 err:
882     context->valid = 0;
883 }
884
885 /* Do not call while under the GL lock. */
886 static void context_destroy_gl_resources(struct wined3d_context *context)
887 {
888     const struct wined3d_gl_info *gl_info = context->gl_info;
889     struct wined3d_occlusion_query *occlusion_query;
890     struct wined3d_event_query *event_query;
891     struct fbo_entry *entry, *entry2;
892     HGLRC restore_ctx;
893     HDC restore_dc;
894     unsigned int i;
895     int restore_pf;
896
897     restore_ctx = pwglGetCurrentContext();
898     restore_dc = pwglGetCurrentDC();
899     restore_pf = GetPixelFormat(restore_dc);
900
901     if (context->valid && restore_ctx != context->glCtx)
902         context_set_gl_context(context);
903     else restore_ctx = NULL;
904
905     ENTER_GL();
906
907     LIST_FOR_EACH_ENTRY(occlusion_query, &context->occlusion_queries, struct wined3d_occlusion_query, entry)
908     {
909         if (context->valid && gl_info->supported[ARB_OCCLUSION_QUERY])
910             GL_EXTCALL(glDeleteQueriesARB(1, &occlusion_query->id));
911         occlusion_query->context = NULL;
912     }
913
914     LIST_FOR_EACH_ENTRY(event_query, &context->event_queries, struct wined3d_event_query, entry)
915     {
916         if (context->valid)
917         {
918             if (gl_info->supported[ARB_SYNC])
919             {
920                 if (event_query->object.sync) GL_EXTCALL(glDeleteSync(event_query->object.sync));
921             }
922             else if (gl_info->supported[APPLE_FENCE]) GL_EXTCALL(glDeleteFencesAPPLE(1, &event_query->object.id));
923             else if (gl_info->supported[NV_FENCE]) GL_EXTCALL(glDeleteFencesNV(1, &event_query->object.id));
924         }
925         event_query->context = NULL;
926     }
927
928     LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry)
929     {
930         if (!context->valid) entry->id = 0;
931         context_destroy_fbo_entry(context, entry);
932     }
933
934     LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
935     {
936         if (!context->valid) entry->id = 0;
937         context_destroy_fbo_entry(context, entry);
938     }
939
940     if (context->valid)
941     {
942         if (context->dummy_arbfp_prog)
943         {
944             GL_EXTCALL(glDeleteProgramsARB(1, &context->dummy_arbfp_prog));
945         }
946
947         if (gl_info->supported[ARB_OCCLUSION_QUERY])
948             GL_EXTCALL(glDeleteQueriesARB(context->free_occlusion_query_count, context->free_occlusion_queries));
949
950         if (gl_info->supported[ARB_SYNC])
951         {
952             for (i = 0; i < context->free_event_query_count; ++i)
953             {
954                 GL_EXTCALL(glDeleteSync(context->free_event_queries[i].sync));
955             }
956         }
957         else if (gl_info->supported[APPLE_FENCE])
958         {
959             for (i = 0; i < context->free_event_query_count; ++i)
960             {
961                 GL_EXTCALL(glDeleteFencesAPPLE(1, &context->free_event_queries[i].id));
962             }
963         }
964         else if (gl_info->supported[NV_FENCE])
965         {
966             for (i = 0; i < context->free_event_query_count; ++i)
967             {
968                 GL_EXTCALL(glDeleteFencesNV(1, &context->free_event_queries[i].id));
969             }
970         }
971
972         checkGLcall("context cleanup");
973     }
974
975     LEAVE_GL();
976
977     HeapFree(GetProcessHeap(), 0, context->free_occlusion_queries);
978     HeapFree(GetProcessHeap(), 0, context->free_event_queries);
979
980     if (restore_ctx)
981     {
982         context_restore_gl_context(gl_info, restore_dc, restore_ctx, restore_pf);
983     }
984     else if (pwglGetCurrentContext() && !pwglMakeCurrent(NULL, NULL))
985     {
986         ERR("Failed to disable GL context.\n");
987     }
988
989     ReleaseDC(context->win_handle, context->hdc);
990
991     if (!pwglDeleteContext(context->glCtx))
992     {
993         DWORD err = GetLastError();
994         ERR("wglDeleteContext(%p) failed, last error %#x.\n", context->glCtx, err);
995     }
996 }
997
998 DWORD context_get_tls_idx(void)
999 {
1000     return wined3d_context_tls_idx;
1001 }
1002
1003 void context_set_tls_idx(DWORD idx)
1004 {
1005     wined3d_context_tls_idx = idx;
1006 }
1007
1008 struct wined3d_context *context_get_current(void)
1009 {
1010     return TlsGetValue(wined3d_context_tls_idx);
1011 }
1012
1013 /* Do not call while under the GL lock. */
1014 BOOL context_set_current(struct wined3d_context *ctx)
1015 {
1016     struct wined3d_context *old = context_get_current();
1017
1018     if (old == ctx)
1019     {
1020         TRACE("Already using D3D context %p.\n", ctx);
1021         return TRUE;
1022     }
1023
1024     if (old)
1025     {
1026         if (old->destroyed)
1027         {
1028             TRACE("Switching away from destroyed context %p.\n", old);
1029             context_destroy_gl_resources(old);
1030             HeapFree(GetProcessHeap(), 0, old);
1031         }
1032         else
1033         {
1034             old->current = 0;
1035         }
1036     }
1037
1038     if (ctx)
1039     {
1040         if (!ctx->valid)
1041         {
1042             ERR("Trying to make invalid context %p current\n", ctx);
1043             return FALSE;
1044         }
1045
1046         TRACE("Switching to D3D context %p, GL context %p, device context %p.\n", ctx, ctx->glCtx, ctx->hdc);
1047         if (!context_set_gl_context(ctx))
1048             return FALSE;
1049         ctx->current = 1;
1050     }
1051     else if(pwglGetCurrentContext())
1052     {
1053         TRACE("Clearing current D3D context.\n");
1054         if (!pwglMakeCurrent(NULL, NULL))
1055         {
1056             DWORD err = GetLastError();
1057             ERR("Failed to clear current GL context, last error %#x.\n", err);
1058             TlsSetValue(wined3d_context_tls_idx, NULL);
1059             return FALSE;
1060         }
1061     }
1062
1063     return TlsSetValue(wined3d_context_tls_idx, ctx);
1064 }
1065
1066 void context_release(struct wined3d_context *context)
1067 {
1068     TRACE("Releasing context %p, level %u.\n", context, context->level);
1069
1070     if (WARN_ON(d3d))
1071     {
1072         if (!context->level)
1073             WARN("Context %p is not active.\n", context);
1074         else if (context != context_get_current())
1075             WARN("Context %p is not the current context.\n", context);
1076     }
1077
1078     if (!--context->level && context->restore_ctx)
1079     {
1080         TRACE("Restoring GL context %p on device context %p.\n", context->restore_ctx, context->restore_dc);
1081         context_restore_gl_context(context->gl_info, context->restore_dc, context->restore_ctx, context->restore_pf);
1082         context->restore_ctx = NULL;
1083         context->restore_dc = NULL;
1084     }
1085 }
1086
1087 static void context_enter(struct wined3d_context *context)
1088 {
1089     TRACE("Entering context %p, level %u.\n", context, context->level + 1);
1090
1091     if (!context->level++)
1092     {
1093         const struct wined3d_context *current_context = context_get_current();
1094         HGLRC current_gl = pwglGetCurrentContext();
1095
1096         if (current_gl && (!current_context || current_context->glCtx != current_gl))
1097         {
1098             TRACE("Another GL context (%p on device context %p) is already current.\n",
1099                     current_gl, pwglGetCurrentDC());
1100             context->restore_ctx = current_gl;
1101             context->restore_dc = pwglGetCurrentDC();
1102             context->restore_pf = GetPixelFormat(context->restore_dc);
1103         }
1104     }
1105 }
1106
1107 void context_invalidate_state(struct wined3d_context *context, DWORD state)
1108 {
1109     DWORD rep = context->state_table[state].representative;
1110     DWORD idx;
1111     BYTE shift;
1112
1113     if (isStateDirty(context, rep)) return;
1114
1115     context->dirtyArray[context->numDirtyEntries++] = rep;
1116     idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
1117     shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
1118     context->isStateDirty[idx] |= (1 << shift);
1119 }
1120
1121 /* This function takes care of wined3d pixel format selection. */
1122 static int context_choose_pixel_format(const struct wined3d_device *device, HDC hdc,
1123         const struct wined3d_format *color_format, const struct wined3d_format *ds_format,
1124         BOOL auxBuffers, BOOL findCompatible)
1125 {
1126     int iPixelFormat=0;
1127     unsigned int matchtry;
1128     BYTE redBits, greenBits, blueBits, alphaBits, colorBits;
1129     BYTE depthBits=0, stencilBits=0;
1130
1131     static const struct
1132     {
1133         BOOL require_aux;
1134         BOOL exact_alpha;
1135         BOOL exact_color;
1136     }
1137     matches[] =
1138     {
1139         /* First, try without alpha match buffers. MacOS supports aux buffers only
1140          * on A8R8G8B8, and we prefer better offscreen rendering over an alpha match.
1141          * Then try without aux buffers - this is the most common cause for not
1142          * finding a pixel format. Also some drivers(the open source ones)
1143          * only offer 32 bit ARB pixel formats. First try without an exact alpha
1144          * match, then try without an exact alpha and color match.
1145          */
1146         { TRUE,  TRUE,  TRUE  },
1147         { TRUE,  FALSE, TRUE  },
1148         { FALSE, TRUE,  TRUE  },
1149         { FALSE, FALSE, TRUE  },
1150         { TRUE,  FALSE, FALSE },
1151         { FALSE, FALSE, FALSE },
1152     };
1153
1154     unsigned int cfg_count = device->adapter->cfg_count;
1155     unsigned int i;
1156
1157     TRACE("device %p, dc %p, color_format %s, ds_format %s, aux_buffers %#x, find_compatible %#x.\n",
1158             device, hdc, debug_d3dformat(color_format->id), debug_d3dformat(ds_format->id),
1159             auxBuffers, findCompatible);
1160
1161     if (!getColorBits(color_format, &redBits, &greenBits, &blueBits, &alphaBits, &colorBits))
1162     {
1163         ERR("Unable to get color bits for format %s (%#x)!\n",
1164                 debug_d3dformat(color_format->id), color_format->id);
1165         return 0;
1166     }
1167
1168     getDepthStencilBits(ds_format, &depthBits, &stencilBits);
1169
1170     for (matchtry = 0; matchtry < (sizeof(matches) / sizeof(*matches)) && !iPixelFormat; ++matchtry)
1171     {
1172         for (i = 0; i < cfg_count; ++i)
1173         {
1174             const struct wined3d_pixel_format *cfg = &device->adapter->cfgs[i];
1175             BOOL exactDepthMatch = TRUE;
1176
1177             /* For now only accept RGBA formats. Perhaps some day we will
1178              * allow floating point formats for pbuffers. */
1179             if(cfg->iPixelType != WGL_TYPE_RGBA_ARB)
1180                 continue;
1181
1182             /* In window mode we need a window drawable format and double buffering. */
1183             if(!(cfg->windowDrawable && cfg->doubleBuffer))
1184                 continue;
1185
1186             /* We like to have aux buffers in backbuffer mode */
1187             if(auxBuffers && !cfg->auxBuffers && matches[matchtry].require_aux)
1188                 continue;
1189
1190             if(matches[matchtry].exact_color) {
1191                 if(cfg->redSize != redBits)
1192                     continue;
1193                 if(cfg->greenSize != greenBits)
1194                     continue;
1195                 if(cfg->blueSize != blueBits)
1196                     continue;
1197             } else {
1198                 if(cfg->redSize < redBits)
1199                     continue;
1200                 if(cfg->greenSize < greenBits)
1201                     continue;
1202                 if(cfg->blueSize < blueBits)
1203                     continue;
1204             }
1205             if(matches[matchtry].exact_alpha) {
1206                 if(cfg->alphaSize != alphaBits)
1207                     continue;
1208             } else {
1209                 if(cfg->alphaSize < alphaBits)
1210                     continue;
1211             }
1212
1213             /* We try to locate a format which matches our requirements exactly. In case of
1214              * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
1215             if(cfg->depthSize < depthBits)
1216                 continue;
1217             else if(cfg->depthSize > depthBits)
1218                 exactDepthMatch = FALSE;
1219
1220             /* In all cases make sure the number of stencil bits matches our requirements
1221              * even when we don't need stencil because it could affect performance EXCEPT
1222              * on cards which don't offer depth formats without stencil like the i915 drivers
1223              * on Linux. */
1224             if (stencilBits != cfg->stencilSize
1225                     && !(device->adapter->brokenStencil && stencilBits <= cfg->stencilSize))
1226                 continue;
1227
1228             /* Check multisampling support */
1229             if (cfg->numSamples)
1230                 continue;
1231
1232             /* When we have passed all the checks then we have found a format which matches our
1233              * requirements. Note that we only check for a limit number of capabilities right now,
1234              * so there can easily be a dozen of pixel formats which appear to be the 'same' but
1235              * can still differ in things like multisampling, stereo, SRGB and other flags.
1236              */
1237
1238             /* Exit the loop as we have found a format :) */
1239             if(exactDepthMatch) {
1240                 iPixelFormat = cfg->iPixelFormat;
1241                 break;
1242             } else if(!iPixelFormat) {
1243                 /* In the end we might end up with a format which doesn't exactly match our depth
1244                  * requirements. Accept the first format we found because formats with higher iPixelFormat
1245                  * values tend to have more extended capabilities (e.g. multisampling) which we don't need. */
1246                 iPixelFormat = cfg->iPixelFormat;
1247             }
1248         }
1249     }
1250
1251     /* When findCompatible is set and no suitable format was found, let ChoosePixelFormat choose a pixel format in order not to crash. */
1252     if(!iPixelFormat && !findCompatible) {
1253         ERR("Can't find a suitable iPixelFormat\n");
1254         return FALSE;
1255     } else if(!iPixelFormat) {
1256         PIXELFORMATDESCRIPTOR pfd;
1257
1258         TRACE("Falling back to ChoosePixelFormat as we weren't able to find an exactly matching pixel format\n");
1259         /* PixelFormat selection */
1260         ZeroMemory(&pfd, sizeof(pfd));
1261         pfd.nSize      = sizeof(pfd);
1262         pfd.nVersion   = 1;
1263         pfd.dwFlags    = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
1264         pfd.iPixelType = PFD_TYPE_RGBA;
1265         pfd.cAlphaBits = alphaBits;
1266         pfd.cColorBits = colorBits;
1267         pfd.cDepthBits = depthBits;
1268         pfd.cStencilBits = stencilBits;
1269         pfd.iLayerType = PFD_MAIN_PLANE;
1270
1271         iPixelFormat = ChoosePixelFormat(hdc, &pfd);
1272         if(!iPixelFormat) {
1273             /* If this happens something is very wrong as ChoosePixelFormat barely fails */
1274             ERR("Can't find a suitable iPixelFormat\n");
1275             return FALSE;
1276         }
1277     }
1278
1279     TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s\n",
1280             iPixelFormat, debug_d3dformat(color_format->id), debug_d3dformat(ds_format->id));
1281     return iPixelFormat;
1282 }
1283
1284 /* GL locking is done by the caller */
1285 static void bind_dummy_textures(const struct wined3d_device *device, const struct wined3d_context *context)
1286 {
1287     const struct wined3d_gl_info *gl_info = context->gl_info;
1288     unsigned int i, count = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers);
1289
1290     for (i = 0; i < count; ++i)
1291     {
1292         GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
1293         checkGLcall("glActiveTextureARB");
1294
1295         glBindTexture(GL_TEXTURE_2D, device->dummy_texture_2d[i]);
1296         checkGLcall("glBindTexture");
1297
1298         if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1299         {
1300             glBindTexture(GL_TEXTURE_RECTANGLE_ARB, device->dummy_texture_rect[i]);
1301             checkGLcall("glBindTexture");
1302         }
1303
1304         if (gl_info->supported[EXT_TEXTURE3D])
1305         {
1306             glBindTexture(GL_TEXTURE_3D, device->dummy_texture_3d[i]);
1307             checkGLcall("glBindTexture");
1308         }
1309
1310         if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1311         {
1312             glBindTexture(GL_TEXTURE_CUBE_MAP, device->dummy_texture_cube[i]);
1313             checkGLcall("glBindTexture");
1314         }
1315     }
1316 }
1317
1318 /* Do not call while under the GL lock. */
1319 struct wined3d_context *context_create(struct wined3d_swapchain *swapchain,
1320         struct wined3d_surface *target, const struct wined3d_format *ds_format)
1321 {
1322     struct wined3d_device *device = swapchain->device;
1323     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1324     const struct wined3d_format *color_format;
1325     struct wined3d_context *ret;
1326     BOOL auxBuffers = FALSE;
1327     int pixel_format;
1328     unsigned int s;
1329     int swap_interval;
1330     DWORD state;
1331     HGLRC ctx;
1332     HDC hdc;
1333
1334     TRACE("swapchain %p, target %p, window %p.\n", swapchain, target, swapchain->win_handle);
1335
1336     ret = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*ret));
1337     if (!ret)
1338     {
1339         ERR("Failed to allocate context memory.\n");
1340         return NULL;
1341     }
1342
1343     ret->blit_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1344             gl_info->limits.buffers * sizeof(*ret->blit_targets));
1345     if (!ret->blit_targets)
1346         goto out;
1347
1348     ret->draw_buffers = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1349             gl_info->limits.buffers * sizeof(*ret->draw_buffers));
1350     if (!ret->draw_buffers)
1351         goto out;
1352
1353     ret->free_occlusion_query_size = 4;
1354     ret->free_occlusion_queries = HeapAlloc(GetProcessHeap(), 0,
1355             ret->free_occlusion_query_size * sizeof(*ret->free_occlusion_queries));
1356     if (!ret->free_occlusion_queries)
1357         goto out;
1358
1359     list_init(&ret->occlusion_queries);
1360
1361     ret->free_event_query_size = 4;
1362     ret->free_event_queries = HeapAlloc(GetProcessHeap(), 0,
1363             ret->free_event_query_size * sizeof(*ret->free_event_queries));
1364     if (!ret->free_event_queries)
1365         goto out;
1366
1367     list_init(&ret->event_queries);
1368     list_init(&ret->fbo_list);
1369     list_init(&ret->fbo_destroy_list);
1370
1371     if (!(hdc = GetDC(swapchain->win_handle)))
1372     {
1373         WARN("Failed to retireve device context, trying swapchain backup.\n");
1374
1375         if (!(hdc = swapchain_get_backup_dc(swapchain)))
1376         {
1377             ERR("Failed to retrieve a device context.\n");
1378             goto out;
1379         }
1380     }
1381
1382     color_format = target->resource.format;
1383
1384     /* In case of ORM_BACKBUFFER, make sure to request an alpha component for
1385      * X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
1386     if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
1387     {
1388         auxBuffers = TRUE;
1389
1390         if (color_format->id == WINED3DFMT_B4G4R4X4_UNORM)
1391             color_format = wined3d_get_format(gl_info, WINED3DFMT_B4G4R4A4_UNORM);
1392         else if (color_format->id == WINED3DFMT_B8G8R8X8_UNORM)
1393             color_format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
1394     }
1395
1396     /* DirectDraw supports 8bit paletted render targets and these are used by
1397      * old games like StarCraft and C&C. Most modern hardware doesn't support
1398      * 8bit natively so we perform some form of 8bit -> 32bit conversion. The
1399      * conversion (ab)uses the alpha component for storing the palette index.
1400      * For this reason we require a format with 8bit alpha, so request
1401      * A8R8G8B8. */
1402     if (color_format->id == WINED3DFMT_P8_UINT)
1403         color_format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
1404
1405     /* Try to find a pixel format which matches our requirements. */
1406     pixel_format = context_choose_pixel_format(device, hdc, color_format, ds_format, auxBuffers, FALSE);
1407
1408     /* Try to locate a compatible format if we weren't able to find anything. */
1409     if (!pixel_format)
1410     {
1411         TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
1412         pixel_format = context_choose_pixel_format(device, hdc, color_format, ds_format, auxBuffers, TRUE);
1413     }
1414
1415     /* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */
1416     if (!pixel_format)
1417     {
1418         ERR("Can't find a suitable pixel format.\n");
1419         goto out;
1420     }
1421
1422     context_enter(ret);
1423
1424     if (!context_set_pixel_format(gl_info, hdc, pixel_format))
1425     {
1426         ERR("Failed to set pixel format %d on device context %p.\n", pixel_format, hdc);
1427         context_release(ret);
1428         goto out;
1429     }
1430
1431     if (!(ctx = pwglCreateContext(hdc)))
1432     {
1433         ERR("Failed to create a WGL context.\n");
1434         context_release(ret);
1435         goto out;
1436     }
1437
1438     if (device->context_count)
1439     {
1440         if (!pwglShareLists(device->contexts[0]->glCtx, ctx))
1441         {
1442             ERR("wglShareLists(%p, %p) failed, last error %#x.\n",
1443                     device->contexts[0]->glCtx, ctx, GetLastError());
1444             context_release(ret);
1445             if (!pwglDeleteContext(ctx))
1446                 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, GetLastError());
1447             goto out;
1448         }
1449     }
1450
1451     if (!device_context_add(device, ret))
1452     {
1453         ERR("Failed to add the newly created context to the context list\n");
1454         context_release(ret);
1455         if (!pwglDeleteContext(ctx))
1456             ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, GetLastError());
1457         goto out;
1458     }
1459
1460     ret->gl_info = gl_info;
1461     ret->state_table = device->StateTable;
1462
1463     /* Mark all states dirty to force a proper initialization of the states
1464      * on the first use of the context. */
1465     for (state = 0; state <= STATE_HIGHEST; ++state)
1466     {
1467         if (ret->state_table[state].representative)
1468             context_invalidate_state(ret, state);
1469     }
1470
1471     ret->swapchain = swapchain;
1472     ret->current_rt = target;
1473     ret->tid = GetCurrentThreadId();
1474
1475     ret->render_offscreen = surface_is_offscreen(target);
1476     ret->draw_buffers_mask = context_generate_rt_mask(GL_BACK);
1477     ret->valid = 1;
1478
1479     ret->glCtx = ctx;
1480     ret->win_handle = swapchain->win_handle;
1481     ret->hdc = hdc;
1482     ret->pixel_format = pixel_format;
1483
1484     /* Set up the context defaults */
1485     if (!context_set_current(ret))
1486     {
1487         ERR("Cannot activate context to set up defaults.\n");
1488         device_context_remove(device, ret);
1489         context_release(ret);
1490         if (!pwglDeleteContext(ctx))
1491             ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, GetLastError());
1492         goto out;
1493     }
1494
1495     switch (swapchain->presentParms.PresentationInterval)
1496     {
1497         case WINED3DPRESENT_INTERVAL_IMMEDIATE:
1498             swap_interval = 0;
1499             break;
1500         case WINED3DPRESENT_INTERVAL_DEFAULT:
1501         case WINED3DPRESENT_INTERVAL_ONE:
1502             swap_interval = 1;
1503             break;
1504         case WINED3DPRESENT_INTERVAL_TWO:
1505             swap_interval = 2;
1506             break;
1507         case WINED3DPRESENT_INTERVAL_THREE:
1508             swap_interval = 3;
1509             break;
1510         case WINED3DPRESENT_INTERVAL_FOUR:
1511             swap_interval = 4;
1512             break;
1513         default:
1514             FIXME("Unknown presentation interval %08x\n", swapchain->presentParms.PresentationInterval);
1515             swap_interval = 1;
1516     }
1517
1518     if (gl_info->supported[WGL_EXT_SWAP_CONTROL])
1519     {
1520         if (!GL_EXTCALL(wglSwapIntervalEXT(swap_interval)))
1521             ERR("wglSwapIntervalEXT failed to set swap interval %d for context %p, last error %#x\n",
1522                 swap_interval, ret, GetLastError());
1523     }
1524
1525     ENTER_GL();
1526
1527     glGetIntegerv(GL_AUX_BUFFERS, &ret->aux_buffers);
1528
1529     TRACE("Setting up the screen\n");
1530     /* Clear the screen */
1531     glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
1532     checkGLcall("glClearColor");
1533     glClearIndex(0);
1534     glClearDepth(1);
1535     glClearStencil(0xffff);
1536
1537     checkGLcall("glClear");
1538
1539     glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
1540     checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
1541
1542     glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
1543     checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
1544
1545     glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
1546     checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
1547
1548     glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);
1549     checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);");
1550     glPixelStorei(GL_UNPACK_ALIGNMENT, device->surface_alignment);
1551     checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, device->surface_alignment);");
1552
1553     if (gl_info->supported[APPLE_CLIENT_STORAGE])
1554     {
1555         /* Most textures will use client storage if supported. Exceptions are non-native power of 2 textures
1556          * and textures in DIB sections(due to the memory protection).
1557          */
1558         glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
1559         checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1560     }
1561     if (gl_info->supported[ARB_VERTEX_BLEND])
1562     {
1563         /* Direct3D always uses n-1 weights for n world matrices and uses 1 - sum for the last one
1564          * this is equal to GL_WEIGHT_SUM_UNITY_ARB. Enabling it doesn't do anything unless
1565          * GL_VERTEX_BLEND_ARB isn't enabled too
1566          */
1567         glEnable(GL_WEIGHT_SUM_UNITY_ARB);
1568         checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
1569     }
1570     if (gl_info->supported[NV_TEXTURE_SHADER2])
1571     {
1572         /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
1573          * the previous texture where to source the offset from is always unit - 1.
1574          */
1575         for (s = 1; s < gl_info->limits.textures; ++s)
1576         {
1577             context_active_texture(ret, gl_info, s);
1578             glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + s - 1);
1579             checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...");
1580         }
1581     }
1582     if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
1583     {
1584         /* MacOS(radeon X1600 at least, but most likely others too) refuses to draw if GLSL and ARBFP are
1585          * enabled, but the currently bound arbfp program is 0. Enabling ARBFP with prog 0 is invalid, but
1586          * GLSL should bypass this. This causes problems in programs that never use the fixed function pipeline,
1587          * because the ARBFP extension is enabled by the ARBFP pipeline at context creation, but no program
1588          * is ever assigned.
1589          *
1590          * So make sure a program is assigned to each context. The first real ARBFP use will set a different
1591          * program and the dummy program is destroyed when the context is destroyed.
1592          */
1593         const char *dummy_program =
1594                 "!!ARBfp1.0\n"
1595                 "MOV result.color, fragment.color.primary;\n"
1596                 "END\n";
1597         GL_EXTCALL(glGenProgramsARB(1, &ret->dummy_arbfp_prog));
1598         GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret->dummy_arbfp_prog));
1599         GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(dummy_program), dummy_program));
1600     }
1601
1602     if (gl_info->supported[ARB_POINT_SPRITE])
1603     {
1604         for (s = 0; s < gl_info->limits.textures; ++s)
1605         {
1606             context_active_texture(ret, gl_info, s);
1607             glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
1608             checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)");
1609         }
1610     }
1611
1612     if (gl_info->supported[ARB_PROVOKING_VERTEX])
1613     {
1614         GL_EXTCALL(glProvokingVertex(GL_FIRST_VERTEX_CONVENTION));
1615     }
1616     else if (gl_info->supported[EXT_PROVOKING_VERTEX])
1617     {
1618         GL_EXTCALL(glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT));
1619     }
1620     device->frag_pipe->enable_extension(TRUE);
1621
1622     /* If this happens to be the first context for the device, dummy textures
1623      * are not created yet. In that case, they will be created (and bound) by
1624      * create_dummy_textures right after this context is initialized. */
1625     if (device->dummy_texture_2d[0])
1626         bind_dummy_textures(device, ret);
1627
1628     LEAVE_GL();
1629
1630     TRACE("Created context %p.\n", ret);
1631
1632     return ret;
1633
1634 out:
1635     HeapFree(GetProcessHeap(), 0, ret->free_event_queries);
1636     HeapFree(GetProcessHeap(), 0, ret->free_occlusion_queries);
1637     HeapFree(GetProcessHeap(), 0, ret->draw_buffers);
1638     HeapFree(GetProcessHeap(), 0, ret->blit_targets);
1639     HeapFree(GetProcessHeap(), 0, ret);
1640     return NULL;
1641 }
1642
1643 /* Do not call while under the GL lock. */
1644 void context_destroy(struct wined3d_device *device, struct wined3d_context *context)
1645 {
1646     BOOL destroy;
1647
1648     TRACE("Destroying ctx %p\n", context);
1649
1650     if (context->tid == GetCurrentThreadId() || !context->current)
1651     {
1652         context_destroy_gl_resources(context);
1653         TlsSetValue(wined3d_context_tls_idx, NULL);
1654         destroy = TRUE;
1655     }
1656     else
1657     {
1658         context->destroyed = 1;
1659         destroy = FALSE;
1660     }
1661
1662     HeapFree(GetProcessHeap(), 0, context->draw_buffers);
1663     HeapFree(GetProcessHeap(), 0, context->blit_targets);
1664     device_context_remove(device, context);
1665     if (destroy) HeapFree(GetProcessHeap(), 0, context);
1666 }
1667
1668 /* GL locking is done by the caller */
1669 static void set_blit_dimension(UINT width, UINT height)
1670 {
1671     const GLdouble projection[] =
1672     {
1673         2.0 / width,          0.0,  0.0, 0.0,
1674                 0.0, 2.0 / height,  0.0, 0.0,
1675                 0.0,          0.0,  2.0, 0.0,
1676                -1.0,         -1.0, -1.0, 1.0,
1677     };
1678
1679     glMatrixMode(GL_PROJECTION);
1680     checkGLcall("glMatrixMode(GL_PROJECTION)");
1681     glLoadMatrixd(projection);
1682     checkGLcall("glLoadMatrixd");
1683     glViewport(0, 0, width, height);
1684     checkGLcall("glViewport");
1685 }
1686
1687 /*****************************************************************************
1688  * SetupForBlit
1689  *
1690  * Sets up a context for DirectDraw blitting.
1691  * All texture units are disabled, texture unit 0 is set as current unit
1692  * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
1693  * color writing enabled for all channels
1694  * register combiners disabled, shaders disabled
1695  * world matrix is set to identity, texture matrix 0 too
1696  * projection matrix is setup for drawing screen coordinates
1697  *
1698  * Params:
1699  *  This: Device to activate the context for
1700  *  context: Context to setup
1701  *
1702  *****************************************************************************/
1703 /* Context activation is done by the caller. */
1704 static void SetupForBlit(const struct wined3d_device *device, struct wined3d_context *context)
1705 {
1706     int i;
1707     const struct wined3d_gl_info *gl_info = context->gl_info;
1708     UINT width = context->current_rt->resource.width;
1709     UINT height = context->current_rt->resource.height;
1710     DWORD sampler;
1711
1712     TRACE("Setting up context %p for blitting\n", context);
1713     if(context->last_was_blit) {
1714         if(context->blit_w != width || context->blit_h != height) {
1715             ENTER_GL();
1716             set_blit_dimension(width, height);
1717             LEAVE_GL();
1718             context->blit_w = width; context->blit_h = height;
1719             /* No need to dirtify here, the states are still dirtified because they weren't
1720              * applied since the last SetupForBlit call. Otherwise last_was_blit would not
1721              * be set
1722              */
1723         }
1724         TRACE("Context is already set up for blitting, nothing to do\n");
1725         return;
1726     }
1727     context->last_was_blit = TRUE;
1728
1729     /* TODO: Use a display list */
1730
1731     /* Disable shaders */
1732     ENTER_GL();
1733     device->shader_backend->shader_select(context, FALSE, FALSE);
1734     LEAVE_GL();
1735
1736     context_invalidate_state(context, STATE_VSHADER);
1737     context_invalidate_state(context, STATE_PIXELSHADER);
1738
1739     /* Call ENTER_GL() once for all gl calls below. In theory we should not call
1740      * helper functions in between gl calls. This function is full of context_invalidate_state
1741      * which can safely be called from here, we only lock once instead locking/unlocking
1742      * after each GL call.
1743      */
1744     ENTER_GL();
1745
1746     /* Disable all textures. The caller can then bind a texture it wants to blit
1747      * from
1748      *
1749      * The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
1750      * function texture unit. No need to care for higher samplers
1751      */
1752     for (i = gl_info->limits.textures - 1; i > 0 ; --i)
1753     {
1754         sampler = device->rev_tex_unit_map[i];
1755         context_active_texture(context, gl_info, i);
1756
1757         if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1758         {
1759             glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1760             checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1761         }
1762         glDisable(GL_TEXTURE_3D);
1763         checkGLcall("glDisable GL_TEXTURE_3D");
1764         if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1765         {
1766             glDisable(GL_TEXTURE_RECTANGLE_ARB);
1767             checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1768         }
1769         glDisable(GL_TEXTURE_2D);
1770         checkGLcall("glDisable GL_TEXTURE_2D");
1771
1772         glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1773         checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
1774
1775         if (sampler != WINED3D_UNMAPPED_STAGE)
1776         {
1777             if (sampler < MAX_TEXTURES)
1778                 context_invalidate_state(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP));
1779             context_invalidate_state(context, STATE_SAMPLER(sampler));
1780         }
1781     }
1782     context_active_texture(context, gl_info, 0);
1783
1784     sampler = device->rev_tex_unit_map[0];
1785
1786     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1787     {
1788         glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1789         checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1790     }
1791     glDisable(GL_TEXTURE_3D);
1792     checkGLcall("glDisable GL_TEXTURE_3D");
1793     if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1794     {
1795         glDisable(GL_TEXTURE_RECTANGLE_ARB);
1796         checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1797     }
1798     glDisable(GL_TEXTURE_2D);
1799     checkGLcall("glDisable GL_TEXTURE_2D");
1800
1801     glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1802
1803     glMatrixMode(GL_TEXTURE);
1804     checkGLcall("glMatrixMode(GL_TEXTURE)");
1805     glLoadIdentity();
1806     checkGLcall("glLoadIdentity()");
1807
1808     if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
1809     {
1810         glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
1811                   GL_TEXTURE_LOD_BIAS_EXT,
1812                   0.0f);
1813         checkGLcall("glTexEnvf GL_TEXTURE_LOD_BIAS_EXT ...");
1814     }
1815
1816     if (sampler != WINED3D_UNMAPPED_STAGE)
1817     {
1818         if (sampler < MAX_TEXTURES)
1819         {
1820             context_invalidate_state(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + sampler));
1821             context_invalidate_state(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP));
1822         }
1823         context_invalidate_state(context, STATE_SAMPLER(sampler));
1824     }
1825
1826     /* Other misc states */
1827     glDisable(GL_ALPHA_TEST);
1828     checkGLcall("glDisable(GL_ALPHA_TEST)");
1829     context_invalidate_state(context, STATE_RENDER(WINED3DRS_ALPHATESTENABLE));
1830     glDisable(GL_LIGHTING);
1831     checkGLcall("glDisable GL_LIGHTING");
1832     context_invalidate_state(context, STATE_RENDER(WINED3DRS_LIGHTING));
1833     glDisable(GL_DEPTH_TEST);
1834     checkGLcall("glDisable GL_DEPTH_TEST");
1835     context_invalidate_state(context, STATE_RENDER(WINED3DRS_ZENABLE));
1836     glDisableWINE(GL_FOG);
1837     checkGLcall("glDisable GL_FOG");
1838     context_invalidate_state(context, STATE_RENDER(WINED3DRS_FOGENABLE));
1839     glDisable(GL_BLEND);
1840     checkGLcall("glDisable GL_BLEND");
1841     context_invalidate_state(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE));
1842     glDisable(GL_CULL_FACE);
1843     checkGLcall("glDisable GL_CULL_FACE");
1844     context_invalidate_state(context, STATE_RENDER(WINED3DRS_CULLMODE));
1845     glDisable(GL_STENCIL_TEST);
1846     checkGLcall("glDisable GL_STENCIL_TEST");
1847     context_invalidate_state(context, STATE_RENDER(WINED3DRS_STENCILENABLE));
1848     glDisable(GL_SCISSOR_TEST);
1849     checkGLcall("glDisable GL_SCISSOR_TEST");
1850     context_invalidate_state(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
1851     if (gl_info->supported[ARB_POINT_SPRITE])
1852     {
1853         glDisable(GL_POINT_SPRITE_ARB);
1854         checkGLcall("glDisable GL_POINT_SPRITE_ARB");
1855         context_invalidate_state(context, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE));
1856     }
1857     glColorMask(GL_TRUE, GL_TRUE,GL_TRUE,GL_TRUE);
1858     checkGLcall("glColorMask");
1859     context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE));
1860     context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1));
1861     context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2));
1862     context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3));
1863     if (gl_info->supported[EXT_SECONDARY_COLOR])
1864     {
1865         glDisable(GL_COLOR_SUM_EXT);
1866         context_invalidate_state(context, STATE_RENDER(WINED3DRS_SPECULARENABLE));
1867         checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
1868     }
1869
1870     /* Setup transforms */
1871     glMatrixMode(GL_MODELVIEW);
1872     checkGLcall("glMatrixMode(GL_MODELVIEW)");
1873     glLoadIdentity();
1874     checkGLcall("glLoadIdentity()");
1875     context_invalidate_state(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)));
1876
1877     context->last_was_rhw = TRUE;
1878     context_invalidate_state(context, STATE_VDECL); /* because of last_was_rhw = TRUE */
1879
1880     glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)");
1881     glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)");
1882     glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)");
1883     glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)");
1884     glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)");
1885     glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)");
1886     context_invalidate_state(context, STATE_RENDER(WINED3DRS_CLIPPING));
1887
1888     set_blit_dimension(width, height);
1889     device->frag_pipe->enable_extension(FALSE);
1890
1891     LEAVE_GL();
1892
1893     context->blit_w = width; context->blit_h = height;
1894     context_invalidate_state(context, STATE_VIEWPORT);
1895     context_invalidate_state(context, STATE_TRANSFORM(WINED3DTS_PROJECTION));
1896 }
1897
1898 static inline BOOL is_rt_mask_onscreen(DWORD rt_mask)
1899 {
1900     return rt_mask & (1 << 31);
1901 }
1902
1903 static inline GLenum draw_buffer_from_rt_mask(DWORD rt_mask)
1904 {
1905     return rt_mask & ~(1 << 31);
1906 }
1907
1908 /* Context activation and GL locking are done by the caller. */
1909 static void context_apply_draw_buffers(struct wined3d_context *context, DWORD rt_mask)
1910 {
1911     if (!rt_mask)
1912     {
1913         glDrawBuffer(GL_NONE);
1914         checkGLcall("glDrawBuffer()");
1915     }
1916     else if (is_rt_mask_onscreen(rt_mask))
1917     {
1918         glDrawBuffer(draw_buffer_from_rt_mask(rt_mask));
1919         checkGLcall("glDrawBuffer()");
1920     }
1921     else
1922     {
1923         if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
1924         {
1925             const struct wined3d_gl_info *gl_info = context->gl_info;
1926             unsigned int i = 0;
1927
1928             while (rt_mask)
1929             {
1930                 if (rt_mask & 1)
1931                     context->draw_buffers[i] = GL_COLOR_ATTACHMENT0 + i;
1932                 else
1933                     context->draw_buffers[i] = GL_NONE;
1934
1935                 rt_mask >>= 1;
1936                 ++i;
1937             }
1938
1939             if (gl_info->supported[ARB_DRAW_BUFFERS])
1940             {
1941                 GL_EXTCALL(glDrawBuffersARB(i, context->draw_buffers));
1942                 checkGLcall("glDrawBuffers()");
1943             }
1944             else
1945             {
1946                 glDrawBuffer(context->draw_buffers[0]);
1947                 checkGLcall("glDrawBuffer()");
1948             }
1949         }
1950         else
1951         {
1952             ERR("Unexpected draw buffers mask with backbuffer ORM.\n");
1953         }
1954     }
1955 }
1956
1957 /* GL locking is done by the caller. */
1958 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer)
1959 {
1960     glDrawBuffer(buffer);
1961     checkGLcall("glDrawBuffer()");
1962     if (context->current_fbo)
1963         context->current_fbo->rt_mask = context_generate_rt_mask(buffer);
1964     else
1965         context->draw_buffers_mask = context_generate_rt_mask(buffer);
1966 }
1967
1968 /* GL locking is done by the caller. */
1969 void context_active_texture(struct wined3d_context *context, const struct wined3d_gl_info *gl_info, unsigned int unit)
1970 {
1971     GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0 + unit));
1972     checkGLcall("glActiveTextureARB");
1973     context->active_texture = unit;
1974 }
1975
1976 void context_bind_texture(struct wined3d_context *context, GLenum target, GLuint name)
1977 {
1978     DWORD unit = context->active_texture;
1979     DWORD old_texture_type = context->texture_type[unit];
1980
1981     if (name)
1982     {
1983         glBindTexture(target, name);
1984         checkGLcall("glBindTexture");
1985     }
1986     else
1987     {
1988         target = GL_NONE;
1989     }
1990
1991     if (old_texture_type != target)
1992     {
1993         const struct wined3d_device *device = context->swapchain->device;
1994
1995         switch (old_texture_type)
1996         {
1997             case GL_NONE:
1998                 /* nothing to do */
1999                 break;
2000             case GL_TEXTURE_2D:
2001                 glBindTexture(GL_TEXTURE_2D, device->dummy_texture_2d[unit]);
2002                 checkGLcall("glBindTexture");
2003                 break;
2004             case GL_TEXTURE_RECTANGLE_ARB:
2005                 glBindTexture(GL_TEXTURE_RECTANGLE_ARB, device->dummy_texture_rect[unit]);
2006                 checkGLcall("glBindTexture");
2007                 break;
2008             case GL_TEXTURE_CUBE_MAP:
2009                 glBindTexture(GL_TEXTURE_CUBE_MAP, device->dummy_texture_cube[unit]);
2010                 checkGLcall("glBindTexture");
2011                 break;
2012             case GL_TEXTURE_3D:
2013                 glBindTexture(GL_TEXTURE_3D, device->dummy_texture_3d[unit]);
2014                 checkGLcall("glBindTexture");
2015                 break;
2016             default:
2017                 ERR("Unexpected texture target %#x\n", old_texture_type);
2018         }
2019
2020         context->texture_type[unit] = target;
2021     }
2022 }
2023
2024 static void context_set_render_offscreen(struct wined3d_context *context, BOOL offscreen)
2025 {
2026     if (context->render_offscreen == offscreen) return;
2027
2028     context_invalidate_state(context, STATE_POINTSPRITECOORDORIGIN);
2029     context_invalidate_state(context, STATE_TRANSFORM(WINED3DTS_PROJECTION));
2030     context_invalidate_state(context, STATE_VIEWPORT);
2031     context_invalidate_state(context, STATE_SCISSORRECT);
2032     context_invalidate_state(context, STATE_FRONTFACE);
2033     context->render_offscreen = offscreen;
2034 }
2035
2036 static BOOL match_depth_stencil_format(const struct wined3d_format *existing,
2037         const struct wined3d_format *required)
2038 {
2039     BYTE existing_depth, existing_stencil, required_depth, required_stencil;
2040
2041     if (existing == required) return TRUE;
2042     if ((existing->flags & WINED3DFMT_FLAG_FLOAT) != (required->flags & WINED3DFMT_FLAG_FLOAT)) return FALSE;
2043
2044     getDepthStencilBits(existing, &existing_depth, &existing_stencil);
2045     getDepthStencilBits(required, &required_depth, &required_stencil);
2046
2047     if(existing_depth < required_depth) return FALSE;
2048     /* If stencil bits are used the exact amount is required - otherwise wrapping
2049      * won't work correctly */
2050     if(required_stencil && required_stencil != existing_stencil) return FALSE;
2051     return TRUE;
2052 }
2053
2054 /* The caller provides a context */
2055 static void context_validate_onscreen_formats(struct wined3d_context *context,
2056         const struct wined3d_surface *depth_stencil)
2057 {
2058     /* Onscreen surfaces are always in a swapchain */
2059     struct wined3d_swapchain *swapchain = context->current_rt->container.u.swapchain;
2060
2061     if (context->render_offscreen || !depth_stencil) return;
2062     if (match_depth_stencil_format(swapchain->ds_format, depth_stencil->resource.format)) return;
2063
2064     /* TODO: If the requested format would satisfy the needs of the existing one(reverse match),
2065      * or no onscreen depth buffer was created, the OpenGL drawable could be changed to the new
2066      * format. */
2067     WARN("Depth stencil format is not supported by WGL, rendering the backbuffer in an FBO\n");
2068
2069     /* The currently active context is the necessary context to access the swapchain's onscreen buffers */
2070     surface_load_location(context->current_rt, SFLAG_INTEXTURE, NULL);
2071     swapchain->render_to_fbo = TRUE;
2072     swapchain_update_draw_bindings(swapchain);
2073     context_set_render_offscreen(context, TRUE);
2074 }
2075
2076 static DWORD context_generate_rt_mask_no_fbo(const struct wined3d_device *device, const struct wined3d_surface *rt)
2077 {
2078     if (!rt || rt->resource.format->id == WINED3DFMT_NULL)
2079         return 0;
2080     else if (rt->container.type == WINED3D_CONTAINER_SWAPCHAIN)
2081         return context_generate_rt_mask_from_surface(rt);
2082     else
2083         return context_generate_rt_mask(device->offscreenBuffer);
2084 }
2085
2086 /* Context activation is done by the caller. */
2087 void context_apply_blit_state(struct wined3d_context *context, const struct wined3d_device *device)
2088 {
2089     struct wined3d_surface *rt = context->current_rt;
2090     DWORD rt_mask, old_mask;
2091
2092     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2093     {
2094         context_validate_onscreen_formats(context, NULL);
2095
2096         if (context->render_offscreen)
2097         {
2098             surface_internal_preload(rt, SRGB_RGB);
2099
2100             ENTER_GL();
2101             context_apply_fbo_state_blit(context, GL_FRAMEBUFFER, rt, NULL, rt->draw_binding);
2102             LEAVE_GL();
2103             if (rt->resource.format->id != WINED3DFMT_NULL)
2104                 rt_mask = 1;
2105             else
2106                 rt_mask = 0;
2107         }
2108         else
2109         {
2110             ENTER_GL();
2111             context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
2112             LEAVE_GL();
2113             rt_mask = context_generate_rt_mask_from_surface(rt);
2114         }
2115     }
2116     else
2117     {
2118         rt_mask = context_generate_rt_mask_no_fbo(device, rt);
2119     }
2120
2121     old_mask = context->current_fbo ? context->current_fbo->rt_mask : context->draw_buffers_mask;
2122
2123     ENTER_GL();
2124     if (rt_mask != old_mask)
2125     {
2126         context_apply_draw_buffers(context, rt_mask);
2127         context->draw_buffers_mask = rt_mask;
2128     }
2129
2130     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2131     {
2132         context_check_fbo_status(context, GL_FRAMEBUFFER);
2133     }
2134     LEAVE_GL();
2135
2136     SetupForBlit(device, context);
2137     context_invalidate_state(context, STATE_FRAMEBUFFER);
2138 }
2139
2140 static BOOL context_validate_rt_config(UINT rt_count,
2141         struct wined3d_surface * const *rts, const struct wined3d_surface *ds)
2142 {
2143     unsigned int i;
2144
2145     if (ds) return TRUE;
2146
2147     for (i = 0; i < rt_count; ++i)
2148     {
2149         if (rts[i] && rts[i]->resource.format->id != WINED3DFMT_NULL)
2150             return TRUE;
2151     }
2152
2153     WARN("Invalid render target config, need at least one attachment.\n");
2154     return FALSE;
2155 }
2156
2157 /* Context activation is done by the caller. */
2158 BOOL context_apply_clear_state(struct wined3d_context *context, const struct wined3d_device *device,
2159         UINT rt_count, const struct wined3d_fb_state *fb)
2160 {
2161     DWORD rt_mask = 0, old_mask;
2162     UINT i;
2163     struct wined3d_surface **rts = fb->render_targets;
2164
2165     if (isStateDirty(context, STATE_FRAMEBUFFER) || fb != &device->fb
2166             || rt_count != context->gl_info->limits.buffers)
2167     {
2168         if (!context_validate_rt_config(rt_count, rts, fb->depth_stencil))
2169             return FALSE;
2170
2171         if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2172         {
2173             context_validate_onscreen_formats(context, fb->depth_stencil);
2174
2175             ENTER_GL();
2176
2177             if (!rt_count || surface_is_offscreen(rts[0]))
2178             {
2179                 for (i = 0; i < rt_count; ++i)
2180                 {
2181                     context->blit_targets[i] = rts[i];
2182                     if (rts[i] && rts[i]->resource.format->id != WINED3DFMT_NULL)
2183                         rt_mask |= (1 << i);
2184                 }
2185                 while (i < context->gl_info->limits.buffers)
2186                 {
2187                     context->blit_targets[i] = NULL;
2188                     ++i;
2189                 }
2190                 context_apply_fbo_state(context, GL_FRAMEBUFFER, context->blit_targets, fb->depth_stencil,
2191                         rt_count ? rts[0]->draw_binding : SFLAG_INTEXTURE);
2192                 glReadBuffer(GL_NONE);
2193                 checkGLcall("glReadBuffer");
2194             }
2195             else
2196             {
2197                 context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, NULL, SFLAG_INDRAWABLE);
2198                 rt_mask = context_generate_rt_mask_from_surface(rts[0]);
2199             }
2200
2201             LEAVE_GL();
2202
2203             /* If the framebuffer is not the device's fb the device's fb has to be reapplied
2204              * next draw. Otherwise we could mark the framebuffer state clean here, once the
2205              * state management allows this */
2206             context_invalidate_state(context, STATE_FRAMEBUFFER);
2207         }
2208         else
2209         {
2210             rt_mask = context_generate_rt_mask_no_fbo(device, rt_count ? rts[0] : NULL);
2211         }
2212     }
2213     else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO
2214             && (!rt_count || surface_is_offscreen(rts[0])))
2215     {
2216         for (i = 0; i < rt_count; ++i)
2217         {
2218             if (rts[i] && rts[i]->resource.format->id != WINED3DFMT_NULL) rt_mask |= (1 << i);
2219         }
2220     }
2221     else
2222     {
2223         rt_mask = context_generate_rt_mask_no_fbo(device, rt_count ? rts[0] : NULL);
2224     }
2225
2226     old_mask = context->current_fbo ? context->current_fbo->rt_mask : context->draw_buffers_mask;
2227
2228     ENTER_GL();
2229     if (rt_mask != old_mask)
2230     {
2231         context_apply_draw_buffers(context, rt_mask);
2232         context->draw_buffers_mask = rt_mask;
2233         context_invalidate_state(context, STATE_FRAMEBUFFER);
2234     }
2235
2236     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2237     {
2238         context_check_fbo_status(context, GL_FRAMEBUFFER);
2239     }
2240
2241     if (context->last_was_blit)
2242     {
2243         device->frag_pipe->enable_extension(TRUE);
2244         context->last_was_blit = FALSE;
2245     }
2246
2247     /* Blending and clearing should be orthogonal, but tests on the nvidia
2248      * driver show that disabling blending when clearing improves the clearing
2249      * performance incredibly. */
2250     glDisable(GL_BLEND);
2251     glEnable(GL_SCISSOR_TEST);
2252     checkGLcall("glEnable GL_SCISSOR_TEST");
2253     LEAVE_GL();
2254
2255     context_invalidate_state(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE));
2256     context_invalidate_state(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
2257     context_invalidate_state(context, STATE_SCISSORRECT);
2258
2259     return TRUE;
2260 }
2261
2262 static DWORD find_draw_buffers_mask(const struct wined3d_context *context, const struct wined3d_device *device)
2263 {
2264     const struct wined3d_state *state = &device->stateBlock->state;
2265     struct wined3d_surface **rts = state->fb->render_targets;
2266     struct wined3d_shader *ps = state->pixel_shader;
2267     DWORD rt_mask, rt_mask_bits;
2268     unsigned int i;
2269
2270     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return context_generate_rt_mask_no_fbo(device, rts[0]);
2271     else if (!context->render_offscreen) return context_generate_rt_mask_from_surface(rts[0]);
2272
2273     rt_mask = ps ? ps->reg_maps.rt_mask : 1;
2274     rt_mask &= device->valid_rt_mask;
2275     rt_mask_bits = rt_mask;
2276     i = 0;
2277     while (rt_mask_bits)
2278     {
2279         rt_mask_bits &= ~(1 << i);
2280         if (!rts[i] || rts[i]->resource.format->id == WINED3DFMT_NULL)
2281             rt_mask &= ~(1 << i);
2282
2283         i++;
2284     }
2285
2286     return rt_mask;
2287 }
2288
2289 /* GL locking and context activation are done by the caller */
2290 void context_state_fb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2291 {
2292     const struct wined3d_device *device = context->swapchain->device;
2293     const struct wined3d_fb_state *fb = state->fb;
2294     DWORD rt_mask = find_draw_buffers_mask(context, device);
2295     DWORD old_mask;
2296
2297     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2298     {
2299         if (!context->render_offscreen)
2300         {
2301             context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, NULL, SFLAG_INDRAWABLE);
2302         }
2303         else
2304         {
2305             context_apply_fbo_state(context, GL_FRAMEBUFFER, fb->render_targets, fb->depth_stencil,
2306                     fb->render_targets[0]->draw_binding);
2307             glReadBuffer(GL_NONE);
2308             checkGLcall("glReadBuffer");
2309         }
2310     }
2311
2312     old_mask = context->current_fbo ? context->current_fbo->rt_mask : context->draw_buffers_mask;
2313     if (rt_mask != old_mask)
2314     {
2315         context_apply_draw_buffers(context, rt_mask);
2316         context->draw_buffers_mask = rt_mask;
2317     }
2318 }
2319
2320 /* GL locking and context activation are done by the caller */
2321 void context_state_drawbuf(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2322 {
2323     const struct wined3d_device *device = context->swapchain->device;
2324     DWORD rt_mask, old_mask;
2325
2326     if (isStateDirty(context, STATE_FRAMEBUFFER)) return;
2327
2328     old_mask = context->current_fbo ? context->current_fbo->rt_mask : context->draw_buffers_mask;
2329     rt_mask = find_draw_buffers_mask(context, device);
2330     if (rt_mask != old_mask)
2331     {
2332         context_apply_draw_buffers(context, rt_mask);
2333         context->draw_buffers_mask = rt_mask;
2334     }
2335 }
2336
2337 /* Context activation is done by the caller. */
2338 BOOL context_apply_draw_state(struct wined3d_context *context, struct wined3d_device *device)
2339 {
2340     const struct wined3d_state *state = &device->stateBlock->state;
2341     const struct StateEntry *state_table = context->state_table;
2342     const struct wined3d_fb_state *fb = state->fb;
2343     unsigned int i;
2344
2345     if (!context_validate_rt_config(context->gl_info->limits.buffers,
2346             fb->render_targets, fb->depth_stencil))
2347         return FALSE;
2348
2349     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && isStateDirty(context, STATE_FRAMEBUFFER))
2350     {
2351         context_validate_onscreen_formats(context, fb->depth_stencil);
2352     }
2353
2354     /* Preload resources before FBO setup. Texture preload in particular may
2355      * result in changes to the current FBO, due to using e.g. FBO blits for
2356      * updating a resource location. */
2357     device_update_tex_unit_map(device);
2358     device_preload_textures(device);
2359     if (isStateDirty(context, STATE_VDECL) || isStateDirty(context, STATE_STREAMSRC))
2360         device_update_stream_info(device, context->gl_info);
2361
2362     ENTER_GL();
2363     if (context->last_was_blit)
2364     {
2365         device->frag_pipe->enable_extension(TRUE);
2366     }
2367
2368     for (i = 0; i < context->numDirtyEntries; ++i)
2369     {
2370         DWORD rep = context->dirtyArray[i];
2371         DWORD idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
2372         BYTE shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
2373         context->isStateDirty[idx] &= ~(1 << shift);
2374         state_table[rep].apply(context, state, rep);
2375     }
2376
2377     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2378     {
2379         context_check_fbo_status(context, GL_FRAMEBUFFER);
2380     }
2381
2382     LEAVE_GL();
2383     context->numDirtyEntries = 0; /* This makes the whole list clean */
2384     context->last_was_blit = FALSE;
2385
2386     return TRUE;
2387 }
2388
2389 static void context_setup_target(struct wined3d_context *context, struct wined3d_surface *target)
2390 {
2391     BOOL old_render_offscreen = context->render_offscreen, render_offscreen;
2392
2393     render_offscreen = surface_is_offscreen(target);
2394     if (context->current_rt == target && render_offscreen == old_render_offscreen) return;
2395
2396     /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
2397      * the alpha blend state changes with different render target formats. */
2398     if (!context->current_rt)
2399     {
2400         context_invalidate_state(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE));
2401     }
2402     else
2403     {
2404         const struct wined3d_format *old = context->current_rt->resource.format;
2405         const struct wined3d_format *new = target->resource.format;
2406
2407         if (old->id != new->id)
2408         {
2409             /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
2410             if ((old->alpha_mask && !new->alpha_mask) || (!old->alpha_mask && new->alpha_mask)
2411                     || !(new->flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
2412                 context_invalidate_state(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE));
2413
2414             /* Update sRGB writing when switching between formats that do/do not support sRGB writing */
2415             if ((old->flags & WINED3DFMT_FLAG_SRGB_WRITE) != (new->flags & WINED3DFMT_FLAG_SRGB_WRITE))
2416                 context_invalidate_state(context, STATE_RENDER(WINED3DRS_SRGBWRITEENABLE));
2417         }
2418
2419         /* When switching away from an offscreen render target, and we're not
2420          * using FBOs, we have to read the drawable into the texture. This is
2421          * done via PreLoad (and SFLAG_INDRAWABLE set on the surface). There
2422          * are some things that need care though. PreLoad needs a GL context,
2423          * and FindContext is called before the context is activated. It also
2424          * has to be called with the old rendertarget active, otherwise a
2425          * wrong drawable is read. */
2426         if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
2427                 && old_render_offscreen && context->current_rt != target)
2428         {
2429             /* Read the back buffer of the old drawable into the destination texture. */
2430             if (context->current_rt->texture_name_srgb)
2431                 surface_internal_preload(context->current_rt, SRGB_SRGB);
2432             surface_internal_preload(context->current_rt, SRGB_RGB);
2433             surface_modify_location(context->current_rt, SFLAG_INDRAWABLE, FALSE);
2434         }
2435     }
2436
2437     context->current_rt = target;
2438     context_set_render_offscreen(context, render_offscreen);
2439 }
2440
2441 /* Do not call while under the GL lock. */
2442 struct wined3d_context *context_acquire(const struct wined3d_device *device, struct wined3d_surface *target)
2443 {
2444     struct wined3d_context *current_context = context_get_current();
2445     struct wined3d_context *context;
2446
2447     TRACE("device %p, target %p.\n", device, target);
2448
2449     if (current_context && current_context->destroyed)
2450         current_context = NULL;
2451
2452     if (!target)
2453     {
2454         if (current_context
2455                 && current_context->current_rt
2456                 && current_context->swapchain->device == device)
2457         {
2458             target = current_context->current_rt;
2459         }
2460         else
2461         {
2462             struct wined3d_swapchain *swapchain = device->swapchains[0];
2463             if (swapchain->back_buffers)
2464                 target = swapchain->back_buffers[0];
2465             else
2466                 target = swapchain->front_buffer;
2467         }
2468     }
2469
2470     if (current_context && current_context->current_rt == target)
2471     {
2472         context = current_context;
2473     }
2474     else if (target->container.type == WINED3D_CONTAINER_SWAPCHAIN)
2475     {
2476         TRACE("Rendering onscreen.\n");
2477
2478         context = swapchain_get_context(target->container.u.swapchain);
2479     }
2480     else
2481     {
2482         TRACE("Rendering offscreen.\n");
2483
2484         /* Stay with the current context if possible. Otherwise use the
2485          * context for the primary swapchain. */
2486         if (current_context && current_context->swapchain->device == device)
2487             context = current_context;
2488         else
2489             context = swapchain_get_context(device->swapchains[0]);
2490     }
2491
2492     context_update_window(context);
2493     context_setup_target(context, target);
2494     context_enter(context);
2495     if (!context->valid) return context;
2496
2497     if (context != current_context)
2498     {
2499         if (!context_set_current(context))
2500         {
2501             ERR("Failed to activate the new context.\n");
2502         }
2503         else
2504         {
2505             ENTER_GL();
2506             device->frag_pipe->enable_extension(!context->last_was_blit);
2507             LEAVE_GL();
2508         }
2509     }
2510     else if (context->restore_ctx)
2511     {
2512         context_set_gl_context(context);
2513     }
2514
2515     return context;
2516 }