wined3d: Handle reading the shader header in the frontend.
[wine] / dlls / wined3d / context.c
1 /*
2  * Context and render target management in wined3d
3  *
4  * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
5  *
6  * This library is free software; you can redistribute it and/or
7  * modify it under the terms of the GNU Lesser General Public
8  * License as published by the Free Software Foundation; either
9  * version 2.1 of the License, or (at your option) any later version.
10  *
11  * This library is distributed in the hope that it will be useful,
12  * but WITHOUT ANY WARRANTY; without even the implied warranty of
13  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
14  * Lesser General Public License for more details.
15  *
16  * You should have received a copy of the GNU Lesser General Public
17  * License along with this library; if not, write to the Free Software
18  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
19  */
20
21 #include "config.h"
22 #include <stdio.h>
23 #ifdef HAVE_FLOAT_H
24 # include <float.h>
25 #endif
26 #include "wined3d_private.h"
27
28 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
29
30 #define GLINFO_LOCATION This->adapter->gl_info
31
32 /* The last used device.
33  *
34  * If the application creates multiple devices and switches between them, ActivateContext has to
35  * change the opengl context. This flag allows to keep track which device is active
36  */
37 static IWineD3DDeviceImpl *last_device;
38
39 /* FBO helper functions */
40
41 void context_bind_fbo(IWineD3DDevice *iface, GLenum target, GLuint *fbo)
42 {
43     const IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
44
45     if (!*fbo)
46     {
47         GL_EXTCALL(glGenFramebuffersEXT(1, fbo));
48         checkGLcall("glGenFramebuffersEXT()");
49         TRACE("Created FBO %d\n", *fbo);
50     }
51
52     GL_EXTCALL(glBindFramebufferEXT(target, *fbo));
53     checkGLcall("glBindFramebuffer()");
54 }
55
56 static void context_destroy_fbo(IWineD3DDeviceImpl *This, const GLuint *fbo)
57 {
58     unsigned int i;
59
60     GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, *fbo));
61     checkGLcall("glBindFramebuffer()");
62     for (i = 0; i < GL_LIMITS(buffers); ++i)
63     {
64         GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT + i, GL_TEXTURE_2D, 0, 0));
65         checkGLcall("glFramebufferTexture2D()");
66     }
67     GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0));
68     checkGLcall("glFramebufferTexture2D()");
69     GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
70     checkGLcall("glBindFramebuffer()");
71     GL_EXTCALL(glDeleteFramebuffersEXT(1, fbo));
72     checkGLcall("glDeleteFramebuffers()");
73 }
74
75 static void context_apply_attachment_filter_states(IWineD3DDevice *iface, IWineD3DSurface *surface, BOOL force_preload)
76 {
77     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
78     const IWineD3DSurfaceImpl *surface_impl = (IWineD3DSurfaceImpl *)surface;
79     IWineD3DBaseTextureImpl *texture_impl;
80     BOOL update_minfilter = FALSE;
81     BOOL update_magfilter = FALSE;
82
83     /* Update base texture states array */
84     if (SUCCEEDED(IWineD3DSurface_GetContainer(surface, &IID_IWineD3DBaseTexture, (void **)&texture_impl)))
85     {
86         if (texture_impl->baseTexture.states[WINED3DTEXSTA_MINFILTER] != WINED3DTEXF_POINT
87             || texture_impl->baseTexture.states[WINED3DTEXSTA_MIPFILTER] != WINED3DTEXF_NONE)
88         {
89             texture_impl->baseTexture.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
90             texture_impl->baseTexture.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
91             update_minfilter = TRUE;
92         }
93
94         if (texture_impl->baseTexture.states[WINED3DTEXSTA_MAGFILTER] != WINED3DTEXF_POINT)
95         {
96             texture_impl->baseTexture.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
97             update_magfilter = TRUE;
98         }
99
100         if (texture_impl->baseTexture.bindCount)
101         {
102             WARN("Render targets should not be bound to a sampler\n");
103             IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(texture_impl->baseTexture.sampler));
104         }
105
106         IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)texture_impl);
107     }
108
109     if (update_minfilter || update_magfilter || force_preload)
110     {
111         GLenum target, bind_target;
112         GLint old_binding;
113
114         target = surface_impl->glDescription.target;
115         if (target == GL_TEXTURE_2D)
116         {
117             bind_target = GL_TEXTURE_2D;
118             glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
119         } else if (target == GL_TEXTURE_RECTANGLE_ARB) {
120             bind_target = GL_TEXTURE_RECTANGLE_ARB;
121             glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
122         } else {
123             bind_target = GL_TEXTURE_CUBE_MAP_ARB;
124             glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP_ARB, &old_binding);
125         }
126
127         surface_internal_preload(surface, SRGB_RGB);
128
129         glBindTexture(bind_target, surface_impl->glDescription.textureName);
130         if (update_minfilter) glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
131         if (update_magfilter) glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
132         glBindTexture(bind_target, old_binding);
133     }
134
135     checkGLcall("apply_attachment_filter_states()");
136 }
137
138 /* TODO: Handle stencil attachments */
139 void context_attach_depth_stencil_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer)
140 {
141     IWineD3DSurfaceImpl *depth_stencil_impl = (IWineD3DSurfaceImpl *)depth_stencil;
142
143     TRACE("Attach depth stencil %p\n", depth_stencil);
144
145     if (depth_stencil)
146     {
147         if (use_render_buffer && depth_stencil_impl->current_renderbuffer)
148         {
149             GL_EXTCALL(glFramebufferRenderbufferEXT(fbo_target, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, depth_stencil_impl->current_renderbuffer->id));
150             checkGLcall("glFramebufferRenderbufferEXT()");
151         } else {
152             context_apply_attachment_filter_states((IWineD3DDevice *)This, depth_stencil, TRUE);
153
154             GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_DEPTH_ATTACHMENT_EXT, depth_stencil_impl->glDescription.target,
155                         depth_stencil_impl->glDescription.textureName, depth_stencil_impl->glDescription.level));
156             checkGLcall("glFramebufferTexture2DEXT()");
157         }
158     } else {
159         GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0));
160         checkGLcall("glFramebufferTexture2DEXT()");
161     }
162 }
163
164 void context_attach_surface_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, DWORD idx, IWineD3DSurface *surface)
165 {
166     const IWineD3DSurfaceImpl *surface_impl = (IWineD3DSurfaceImpl *)surface;
167
168     TRACE("Attach surface %p to %u\n", surface, idx);
169
170     if (surface)
171     {
172         context_apply_attachment_filter_states((IWineD3DDevice *)This, surface, TRUE);
173
174         GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_COLOR_ATTACHMENT0_EXT + idx, surface_impl->glDescription.target,
175                 surface_impl->glDescription.textureName, surface_impl->glDescription.level));
176         checkGLcall("glFramebufferTexture2DEXT()");
177     } else {
178         GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_COLOR_ATTACHMENT0_EXT + idx, GL_TEXTURE_2D, 0, 0));
179         checkGLcall("glFramebufferTexture2DEXT()");
180     }
181 }
182
183 static void context_check_fbo_status(IWineD3DDevice *iface)
184 {
185     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
186     GLenum status;
187
188     status = GL_EXTCALL(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT));
189     if (status == GL_FRAMEBUFFER_COMPLETE_EXT)
190     {
191         TRACE("FBO complete\n");
192     } else {
193         IWineD3DSurfaceImpl *attachment;
194         unsigned int i;
195         FIXME("FBO status %s (%#x)\n", debug_fbostatus(status), status);
196
197         /* Dump the FBO attachments */
198         for (i = 0; i < GL_LIMITS(buffers); ++i)
199         {
200             attachment = (IWineD3DSurfaceImpl *)This->activeContext->current_fbo->render_targets[i];
201             if (attachment)
202             {
203                 FIXME("\tColor attachment %d: (%p) %s %ux%u\n",
204                         i, attachment, debug_d3dformat(attachment->resource.format_desc->format),
205                         attachment->pow2Width, attachment->pow2Height);
206             }
207         }
208         attachment = (IWineD3DSurfaceImpl *)This->activeContext->current_fbo->depth_stencil;
209         if (attachment)
210         {
211             FIXME("\tDepth attachment: (%p) %s %ux%u\n",
212                     attachment, debug_d3dformat(attachment->resource.format_desc->format),
213                     attachment->pow2Width, attachment->pow2Height);
214         }
215     }
216 }
217
218 static struct fbo_entry *context_create_fbo_entry(IWineD3DDevice *iface)
219 {
220     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
221     struct fbo_entry *entry;
222
223     entry = HeapAlloc(GetProcessHeap(), 0, sizeof(*entry));
224     entry->render_targets = HeapAlloc(GetProcessHeap(), 0, GL_LIMITS(buffers) * sizeof(*entry->render_targets));
225     memcpy(entry->render_targets, This->render_targets, GL_LIMITS(buffers) * sizeof(*entry->render_targets));
226     entry->depth_stencil = This->stencilBufferTarget;
227     entry->attached = FALSE;
228     entry->id = 0;
229
230     return entry;
231 }
232
233 static void context_destroy_fbo_entry(IWineD3DDeviceImpl *This, struct fbo_entry *entry)
234 {
235     if (entry->id)
236     {
237         TRACE("Destroy FBO %d\n", entry->id);
238         context_destroy_fbo(This, &entry->id);
239     }
240     list_remove(&entry->entry);
241     HeapFree(GetProcessHeap(), 0, entry->render_targets);
242     HeapFree(GetProcessHeap(), 0, entry);
243 }
244
245
246 static struct fbo_entry *context_find_fbo_entry(IWineD3DDevice *iface, WineD3DContext *context)
247 {
248     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
249     struct fbo_entry *entry;
250
251     LIST_FOR_EACH_ENTRY(entry, &context->fbo_list, struct fbo_entry, entry)
252     {
253         if (!memcmp(entry->render_targets, This->render_targets, GL_LIMITS(buffers) * sizeof(*entry->render_targets))
254                 && entry->depth_stencil == This->stencilBufferTarget)
255         {
256             return entry;
257         }
258     }
259
260     entry = context_create_fbo_entry(iface);
261     list_add_head(&context->fbo_list, &entry->entry);
262     return entry;
263 }
264
265 static void context_apply_fbo_entry(IWineD3DDevice *iface, struct fbo_entry *entry)
266 {
267     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
268     unsigned int i;
269
270     context_bind_fbo(iface, GL_FRAMEBUFFER_EXT, &entry->id);
271
272     if (!entry->attached)
273     {
274         /* Apply render targets */
275         for (i = 0; i < GL_LIMITS(buffers); ++i)
276         {
277             IWineD3DSurface *render_target = This->render_targets[i];
278             context_attach_surface_fbo(This, GL_FRAMEBUFFER_EXT, i, render_target);
279         }
280
281         /* Apply depth targets */
282         if (This->stencilBufferTarget) {
283             unsigned int w = ((IWineD3DSurfaceImpl *)This->render_targets[0])->pow2Width;
284             unsigned int h = ((IWineD3DSurfaceImpl *)This->render_targets[0])->pow2Height;
285
286             surface_set_compatible_renderbuffer(This->stencilBufferTarget, w, h);
287         }
288         context_attach_depth_stencil_fbo(This, GL_FRAMEBUFFER_EXT, This->stencilBufferTarget, TRUE);
289
290         entry->attached = TRUE;
291     } else {
292         for (i = 0; i < GL_LIMITS(buffers); ++i)
293         {
294             if (This->render_targets[i])
295                 context_apply_attachment_filter_states(iface, This->render_targets[i], FALSE);
296         }
297         if (This->stencilBufferTarget)
298             context_apply_attachment_filter_states(iface, This->stencilBufferTarget, FALSE);
299     }
300
301     for (i = 0; i < GL_LIMITS(buffers); ++i)
302     {
303         if (This->render_targets[i])
304             This->draw_buffers[i] = GL_COLOR_ATTACHMENT0_EXT + i;
305         else
306             This->draw_buffers[i] = GL_NONE;
307     }
308 }
309
310 static void context_apply_fbo_state(IWineD3DDevice *iface)
311 {
312     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
313     WineD3DContext *context = This->activeContext;
314
315     if (This->render_offscreen)
316     {
317         context->current_fbo = context_find_fbo_entry(iface, context);
318         context_apply_fbo_entry(iface, context->current_fbo);
319     } else {
320         context->current_fbo = NULL;
321         GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
322     }
323
324     context_check_fbo_status(iface);
325 }
326
327 void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource, WINED3DRESOURCETYPE type)
328 {
329     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
330     UINT i;
331
332     switch(type)
333     {
334         case WINED3DRTYPE_SURFACE:
335         {
336             for (i = 0; i < This->numContexts; ++i)
337             {
338                 struct fbo_entry *entry, *entry2;
339
340                 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->contexts[i]->fbo_list, struct fbo_entry, entry)
341                 {
342                     BOOL destroyed = FALSE;
343                     UINT j;
344
345                     for (j = 0; !destroyed && j < GL_LIMITS(buffers); ++j)
346                     {
347                         if (entry->render_targets[j] == (IWineD3DSurface *)resource)
348                         {
349                             context_destroy_fbo_entry(This, entry);
350                             destroyed = TRUE;
351                         }
352                     }
353
354                     if (!destroyed && entry->depth_stencil == (IWineD3DSurface *)resource)
355                         context_destroy_fbo_entry(This, entry);
356                 }
357             }
358
359             break;
360         }
361
362         default:
363             break;
364     }
365 }
366
367 /*****************************************************************************
368  * Context_MarkStateDirty
369  *
370  * Marks a state in a context dirty. Only one context, opposed to
371  * IWineD3DDeviceImpl_MarkStateDirty, which marks the state dirty in all
372  * contexts
373  *
374  * Params:
375  *  context: Context to mark the state dirty in
376  *  state: State to mark dirty
377  *  StateTable: Pointer to the state table in use(for state grouping)
378  *
379  *****************************************************************************/
380 static void Context_MarkStateDirty(WineD3DContext *context, DWORD state, const struct StateEntry *StateTable) {
381     DWORD rep = StateTable[state].representative;
382     DWORD idx;
383     BYTE shift;
384
385     if(!rep || isStateDirty(context, rep)) return;
386
387     context->dirtyArray[context->numDirtyEntries++] = rep;
388     idx = rep >> 5;
389     shift = rep & 0x1f;
390     context->isStateDirty[idx] |= (1 << shift);
391 }
392
393 /*****************************************************************************
394  * AddContextToArray
395  *
396  * Adds a context to the context array. Helper function for CreateContext
397  *
398  * This method is not called in performance-critical code paths, only when a
399  * new render target or swapchain is created. Thus performance is not an issue
400  * here.
401  *
402  * Params:
403  *  This: Device to add the context for
404  *  hdc: device context
405  *  glCtx: WGL context to add
406  *  pbuffer: optional pbuffer used with this context
407  *
408  *****************************************************************************/
409 static WineD3DContext *AddContextToArray(IWineD3DDeviceImpl *This, HWND win_handle, HDC hdc, HGLRC glCtx, HPBUFFERARB pbuffer) {
410     WineD3DContext **oldArray = This->contexts;
411     DWORD state;
412
413     This->contexts = HeapAlloc(GetProcessHeap(), 0, sizeof(*This->contexts) * (This->numContexts + 1));
414     if(This->contexts == NULL) {
415         ERR("Unable to grow the context array\n");
416         This->contexts = oldArray;
417         return NULL;
418     }
419     if(oldArray) {
420         memcpy(This->contexts, oldArray, sizeof(*This->contexts) * This->numContexts);
421     }
422
423     This->contexts[This->numContexts] = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(WineD3DContext));
424     if(This->contexts[This->numContexts] == NULL) {
425         ERR("Unable to allocate a new context\n");
426         HeapFree(GetProcessHeap(), 0, This->contexts);
427         This->contexts = oldArray;
428         return NULL;
429     }
430
431     This->contexts[This->numContexts]->hdc = hdc;
432     This->contexts[This->numContexts]->glCtx = glCtx;
433     This->contexts[This->numContexts]->pbuffer = pbuffer;
434     This->contexts[This->numContexts]->win_handle = win_handle;
435     HeapFree(GetProcessHeap(), 0, oldArray);
436
437     /* Mark all states dirty to force a proper initialization of the states on the first use of the context
438      */
439     for(state = 0; state <= STATE_HIGHEST; state++) {
440         Context_MarkStateDirty(This->contexts[This->numContexts], state, This->StateTable);
441     }
442
443     This->numContexts++;
444     TRACE("Created context %p\n", This->contexts[This->numContexts - 1]);
445     return This->contexts[This->numContexts - 1];
446 }
447
448 /* This function takes care of WineD3D pixel format selection. */
449 static int WineD3D_ChoosePixelFormat(IWineD3DDeviceImpl *This, HDC hdc,
450         const struct GlPixelFormatDesc *color_format_desc, const struct GlPixelFormatDesc *ds_format_desc,
451         BOOL auxBuffers, int numSamples, BOOL pbuffer, BOOL findCompatible)
452 {
453     int iPixelFormat=0;
454     unsigned int matchtry;
455     short redBits, greenBits, blueBits, alphaBits, colorBits;
456     short depthBits=0, stencilBits=0;
457
458     struct match_type {
459         BOOL require_aux;
460         BOOL exact_alpha;
461         BOOL exact_color;
462     } matches[] = {
463         /* First, try without alpha match buffers. MacOS supports aux buffers only
464          * on A8R8G8B8, and we prefer better offscreen rendering over an alpha match.
465          * Then try without aux buffers - this is the most common cause for not
466          * finding a pixel format. Also some drivers(the open source ones)
467          * only offer 32 bit ARB pixel formats. First try without an exact alpha
468          * match, then try without an exact alpha and color match.
469          */
470         { TRUE,  TRUE,  TRUE  },
471         { TRUE,  FALSE, TRUE  },
472         { FALSE, TRUE,  TRUE  },
473         { FALSE, FALSE, TRUE  },
474         { TRUE,  FALSE, FALSE },
475         { FALSE, FALSE, FALSE },
476     };
477
478     int i = 0;
479     int nCfgs = This->adapter->nCfgs;
480
481     TRACE("ColorFormat=%s, DepthStencilFormat=%s, auxBuffers=%d, numSamples=%d, pbuffer=%d, findCompatible=%d\n",
482           debug_d3dformat(color_format_desc->format), debug_d3dformat(ds_format_desc->format),
483           auxBuffers, numSamples, pbuffer, findCompatible);
484
485     if (!getColorBits(color_format_desc, &redBits, &greenBits, &blueBits, &alphaBits, &colorBits))
486     {
487         ERR("Unable to get color bits for format %s (%#x)!\n",
488                 debug_d3dformat(color_format_desc->format), color_format_desc->format);
489         return 0;
490     }
491
492     /* In WGL both color, depth and stencil are features of a pixel format. In case of D3D they are separate.
493      * You are able to add a depth + stencil surface at a later stage when you need it.
494      * In order to support this properly in WineD3D we need the ability to recreate the opengl context and
495      * drawable when this is required. This is very tricky as we need to reapply ALL opengl states for the new
496      * context, need torecreate shaders, textures and other resources.
497      *
498      * The context manager already takes care of the state problem and for the other tasks code from Reset
499      * can be used. These changes are way to risky during the 1.0 code freeze which is taking place right now.
500      * Likely a lot of other new bugs will be exposed. For that reason request a depth stencil surface all the
501      * time. It can cause a slight performance hit but fixes a lot of regressions. A fixme reminds of that this
502      * issue needs to be fixed. */
503     if (ds_format_desc->format != WINED3DFMT_D24S8)
504     {
505         FIXME("Add OpenGL context recreation support to SetDepthStencilSurface\n");
506         ds_format_desc = getFormatDescEntry(WINED3DFMT_D24S8, &This->adapter->gl_info);
507     }
508
509     getDepthStencilBits(ds_format_desc, &depthBits, &stencilBits);
510
511     for(matchtry = 0; matchtry < (sizeof(matches) / sizeof(matches[0])) && !iPixelFormat; matchtry++) {
512         for(i=0; i<nCfgs; i++) {
513             BOOL exactDepthMatch = TRUE;
514             WineD3D_PixelFormat *cfg = &This->adapter->cfgs[i];
515
516             /* For now only accept RGBA formats. Perhaps some day we will
517              * allow floating point formats for pbuffers. */
518             if(cfg->iPixelType != WGL_TYPE_RGBA_ARB)
519                 continue;
520
521             /* In window mode (!pbuffer) we need a window drawable format and double buffering. */
522             if(!pbuffer && !(cfg->windowDrawable && cfg->doubleBuffer))
523                 continue;
524
525             /* We like to have aux buffers in backbuffer mode */
526             if(auxBuffers && !cfg->auxBuffers && matches[matchtry].require_aux)
527                 continue;
528
529             /* In pbuffer-mode we need a pbuffer-capable format but we don't want double buffering */
530             if(pbuffer && (!cfg->pbufferDrawable || cfg->doubleBuffer))
531                 continue;
532
533             if(matches[matchtry].exact_color) {
534                 if(cfg->redSize != redBits)
535                     continue;
536                 if(cfg->greenSize != greenBits)
537                     continue;
538                 if(cfg->blueSize != blueBits)
539                     continue;
540             } else {
541                 if(cfg->redSize < redBits)
542                     continue;
543                 if(cfg->greenSize < greenBits)
544                     continue;
545                 if(cfg->blueSize < blueBits)
546                     continue;
547             }
548             if(matches[matchtry].exact_alpha) {
549                 if(cfg->alphaSize != alphaBits)
550                     continue;
551             } else {
552                 if(cfg->alphaSize < alphaBits)
553                     continue;
554             }
555
556             /* We try to locate a format which matches our requirements exactly. In case of
557              * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
558             if(cfg->depthSize < depthBits)
559                 continue;
560             else if(cfg->depthSize > depthBits)
561                 exactDepthMatch = FALSE;
562
563             /* In all cases make sure the number of stencil bits matches our requirements
564              * even when we don't need stencil because it could affect performance EXCEPT
565              * on cards which don't offer depth formats without stencil like the i915 drivers
566              * on Linux. */
567             if(stencilBits != cfg->stencilSize && !(This->adapter->brokenStencil && stencilBits <= cfg->stencilSize))
568                 continue;
569
570             /* Check multisampling support */
571             if(cfg->numSamples != numSamples)
572                 continue;
573
574             /* When we have passed all the checks then we have found a format which matches our
575              * requirements. Note that we only check for a limit number of capabilities right now,
576              * so there can easily be a dozen of pixel formats which appear to be the 'same' but
577              * can still differ in things like multisampling, stereo, SRGB and other flags.
578              */
579
580             /* Exit the loop as we have found a format :) */
581             if(exactDepthMatch) {
582                 iPixelFormat = cfg->iPixelFormat;
583                 break;
584             } else if(!iPixelFormat) {
585                 /* In the end we might end up with a format which doesn't exactly match our depth
586                  * requirements. Accept the first format we found because formats with higher iPixelFormat
587                  * values tend to have more extended capabilities (e.g. multisampling) which we don't need. */
588                 iPixelFormat = cfg->iPixelFormat;
589             }
590         }
591     }
592
593     /* When findCompatible is set and no suitable format was found, let ChoosePixelFormat choose a pixel format in order not to crash. */
594     if(!iPixelFormat && !findCompatible) {
595         ERR("Can't find a suitable iPixelFormat\n");
596         return FALSE;
597     } else if(!iPixelFormat) {
598         PIXELFORMATDESCRIPTOR pfd;
599
600         TRACE("Falling back to ChoosePixelFormat as we weren't able to find an exactly matching pixel format\n");
601         /* PixelFormat selection */
602         ZeroMemory(&pfd, sizeof(pfd));
603         pfd.nSize      = sizeof(pfd);
604         pfd.nVersion   = 1;
605         pfd.dwFlags    = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
606         pfd.iPixelType = PFD_TYPE_RGBA;
607         pfd.cAlphaBits = alphaBits;
608         pfd.cColorBits = colorBits;
609         pfd.cDepthBits = depthBits;
610         pfd.cStencilBits = stencilBits;
611         pfd.iLayerType = PFD_MAIN_PLANE;
612
613         iPixelFormat = ChoosePixelFormat(hdc, &pfd);
614         if(!iPixelFormat) {
615             /* If this happens something is very wrong as ChoosePixelFormat barely fails */
616             ERR("Can't find a suitable iPixelFormat\n");
617             return FALSE;
618         }
619     }
620
621     TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s\n",
622             iPixelFormat, debug_d3dformat(color_format_desc->format), debug_d3dformat(ds_format_desc->format));
623     return iPixelFormat;
624 }
625
626 /*****************************************************************************
627  * CreateContext
628  *
629  * Creates a new context for a window, or a pbuffer context.
630  *
631  * * Params:
632  *  This: Device to activate the context for
633  *  target: Surface this context will render to
634  *  win_handle: handle to the window which we are drawing to
635  *  create_pbuffer: tells whether to create a pbuffer or not
636  *  pPresentParameters: contains the pixelformats to use for onscreen rendering
637  *
638  *****************************************************************************/
639 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win_handle, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms) {
640     HDC oldDrawable, hdc;
641     HPBUFFERARB pbuffer = NULL;
642     HGLRC ctx = NULL, oldCtx;
643     WineD3DContext *ret = NULL;
644     unsigned int s;
645
646     TRACE("(%p): Creating a %s context for render target %p\n", This, create_pbuffer ? "offscreen" : "onscreen", target);
647
648     if(create_pbuffer) {
649         HDC hdc_parent = GetDC(win_handle);
650         int iPixelFormat = 0;
651
652         IWineD3DSurface *StencilSurface = This->stencilBufferTarget;
653         const struct GlPixelFormatDesc *ds_format_desc = StencilSurface
654                 ? ((IWineD3DSurfaceImpl *)StencilSurface)->resource.format_desc
655                 : getFormatDescEntry(WINED3DFMT_UNKNOWN, &This->adapter->gl_info);
656
657         /* Try to find a pixel format with pbuffer support. */
658         iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc_parent, target->resource.format_desc,
659                 ds_format_desc, FALSE /* auxBuffers */, 0 /* numSamples */, TRUE /* PBUFFER */,
660                 FALSE /* findCompatible */);
661         if(!iPixelFormat) {
662             TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
663
664             /* For some reason we weren't able to find a format, try to find something instead of crashing.
665              * A reason for failure could have been wglChoosePixelFormatARB strictness. */
666             iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc_parent, target->resource.format_desc,
667                     ds_format_desc, FALSE /* auxBuffer */, 0 /* numSamples */, TRUE /* PBUFFER */,
668                     TRUE /* findCompatible */);
669         }
670
671         /* This shouldn't happen as ChoosePixelFormat always returns something */
672         if(!iPixelFormat) {
673             ERR("Unable to locate a pixel format for a pbuffer\n");
674             ReleaseDC(win_handle, hdc_parent);
675             goto out;
676         }
677
678         TRACE("Creating a pBuffer drawable for the new context\n");
679         pbuffer = GL_EXTCALL(wglCreatePbufferARB(hdc_parent, iPixelFormat, target->currentDesc.Width, target->currentDesc.Height, 0));
680         if(!pbuffer) {
681             ERR("Cannot create a pbuffer\n");
682             ReleaseDC(win_handle, hdc_parent);
683             goto out;
684         }
685
686         /* In WGL a pbuffer is 'wrapped' inside a HDC to 'fool' wglMakeCurrent */
687         hdc = GL_EXTCALL(wglGetPbufferDCARB(pbuffer));
688         if(!hdc) {
689             ERR("Cannot get a HDC for pbuffer (%p)\n", pbuffer);
690             GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
691             ReleaseDC(win_handle, hdc_parent);
692             goto out;
693         }
694         ReleaseDC(win_handle, hdc_parent);
695     } else {
696         PIXELFORMATDESCRIPTOR pfd;
697         int iPixelFormat;
698         int res;
699         const struct GlPixelFormatDesc *color_format_desc = target->resource.format_desc;
700         const struct GlPixelFormatDesc *ds_format_desc = getFormatDescEntry(WINED3DFMT_UNKNOWN,
701                 &This->adapter->gl_info);
702         BOOL auxBuffers = FALSE;
703         int numSamples = 0;
704
705         hdc = GetDC(win_handle);
706         if(hdc == NULL) {
707             ERR("Cannot retrieve a device context!\n");
708             goto out;
709         }
710
711         /* In case of ORM_BACKBUFFER, make sure to request an alpha component for X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
712         if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
713             auxBuffers = TRUE;
714
715             if (color_format_desc->format == WINED3DFMT_X4R4G4B4)
716                 color_format_desc = getFormatDescEntry(WINED3DFMT_A4R4G4B4, &This->adapter->gl_info);
717             else if (color_format_desc->format == WINED3DFMT_X8R8G8B8)
718                 color_format_desc = getFormatDescEntry(WINED3DFMT_A8R8G8B8, &This->adapter->gl_info);
719         }
720
721         /* DirectDraw supports 8bit paletted render targets and these are used by old games like Starcraft and C&C.
722          * Most modern hardware doesn't support 8bit natively so we perform some form of 8bit -> 32bit conversion.
723          * The conversion (ab)uses the alpha component for storing the palette index. For this reason we require
724          * a format with 8bit alpha, so request A8R8G8B8. */
725         if (color_format_desc->format == WINED3DFMT_P8)
726             color_format_desc = getFormatDescEntry(WINED3DFMT_A8R8G8B8, &This->adapter->gl_info);
727
728         /* Retrieve the depth stencil format from the present parameters.
729          * The choice of the proper format can give a nice performance boost
730          * in case of GPU limited programs. */
731         if(pPresentParms->EnableAutoDepthStencil) {
732             TRACE("pPresentParms->EnableAutoDepthStencil=enabled; using AutoDepthStencilFormat=%s\n", debug_d3dformat(pPresentParms->AutoDepthStencilFormat));
733             ds_format_desc = getFormatDescEntry(pPresentParms->AutoDepthStencilFormat, &This->adapter->gl_info);
734         }
735
736         /* D3D only allows multisampling when SwapEffect is set to WINED3DSWAPEFFECT_DISCARD */
737         if(pPresentParms->MultiSampleType && (pPresentParms->SwapEffect == WINED3DSWAPEFFECT_DISCARD)) {
738             if(!GL_SUPPORT(ARB_MULTISAMPLE))
739                 ERR("The program is requesting multisampling without support!\n");
740             else {
741                 ERR("Requesting MultiSampleType=%d\n", pPresentParms->MultiSampleType);
742                 numSamples = pPresentParms->MultiSampleType;
743             }
744         }
745
746         /* Try to find a pixel format which matches our requirements */
747         iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc, color_format_desc, ds_format_desc,
748                 auxBuffers, numSamples, FALSE /* PBUFFER */, FALSE /* findCompatible */);
749
750         /* Try to locate a compatible format if we weren't able to find anything */
751         if(!iPixelFormat) {
752             TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
753             iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc, color_format_desc, ds_format_desc,
754                     auxBuffers, 0 /* numSamples */, FALSE /* PBUFFER */, TRUE /* findCompatible */ );
755         }
756
757         /* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */
758         if(!iPixelFormat) {
759             ERR("Can't find a suitable iPixelFormat\n");
760             return FALSE;
761         }
762
763         DescribePixelFormat(hdc, iPixelFormat, sizeof(pfd), &pfd);
764         res = SetPixelFormat(hdc, iPixelFormat, NULL);
765         if(!res) {
766             int oldPixelFormat = GetPixelFormat(hdc);
767
768             /* By default WGL doesn't allow pixel format adjustments but we need it here.
769              * For this reason there is a WINE-specific wglSetPixelFormat which allows you to
770              * set the pixel format multiple times. Only use it when it is really needed. */
771
772             if(oldPixelFormat == iPixelFormat) {
773                 /* We don't have to do anything as the formats are the same :) */
774             } else if(oldPixelFormat && GL_SUPPORT(WGL_WINE_PIXEL_FORMAT_PASSTHROUGH)) {
775                 res = GL_EXTCALL(wglSetPixelFormatWINE(hdc, iPixelFormat, NULL));
776
777                 if(!res) {
778                     ERR("wglSetPixelFormatWINE failed on HDC=%p for iPixelFormat=%d\n", hdc, iPixelFormat);
779                     return FALSE;
780                 }
781             } else if(oldPixelFormat) {
782                 /* OpenGL doesn't allow pixel format adjustments. Print an error and continue using the old format.
783                  * There's a big chance that the old format works although with a performance hit and perhaps rendering errors. */
784                 ERR("HDC=%p is already set to iPixelFormat=%d and OpenGL doesn't allow changes!\n", hdc, oldPixelFormat);
785             } else {
786                 ERR("SetPixelFormat failed on HDC=%p for iPixelFormat=%d\n", hdc, iPixelFormat);
787                 return FALSE;
788             }
789         }
790     }
791
792     ctx = pwglCreateContext(hdc);
793     if(This->numContexts) pwglShareLists(This->contexts[0]->glCtx, ctx);
794
795     if(!ctx) {
796         ERR("Failed to create a WGL context\n");
797         if(create_pbuffer) {
798             GL_EXTCALL(wglReleasePbufferDCARB(pbuffer, hdc));
799             GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
800         }
801         goto out;
802     }
803     ret = AddContextToArray(This, win_handle, hdc, ctx, pbuffer);
804     if(!ret) {
805         ERR("Failed to add the newly created context to the context list\n");
806         pwglDeleteContext(ctx);
807         if(create_pbuffer) {
808             GL_EXTCALL(wglReleasePbufferDCARB(pbuffer, hdc));
809             GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
810         }
811         goto out;
812     }
813     ret->surface = (IWineD3DSurface *) target;
814     ret->isPBuffer = create_pbuffer;
815     ret->tid = GetCurrentThreadId();
816     if(This->shader_backend->shader_dirtifyable_constants((IWineD3DDevice *) This)) {
817         /* Create the dirty constants array and initialize them to dirty */
818         ret->vshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
819                 sizeof(*ret->vshader_const_dirty) * GL_LIMITS(vshader_constantsF));
820         ret->pshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
821                 sizeof(*ret->pshader_const_dirty) * GL_LIMITS(pshader_constantsF));
822         memset(ret->vshader_const_dirty, 1,
823                sizeof(*ret->vshader_const_dirty) * GL_LIMITS(vshader_constantsF));
824         memset(ret->pshader_const_dirty, 1,
825                 sizeof(*ret->pshader_const_dirty) * GL_LIMITS(pshader_constantsF));
826     }
827
828     TRACE("Successfully created new context %p\n", ret);
829
830     list_init(&ret->fbo_list);
831
832     /* Set up the context defaults */
833     oldCtx  = pwglGetCurrentContext();
834     oldDrawable = pwglGetCurrentDC();
835     if(oldCtx && oldDrawable) {
836         /* See comment in ActivateContext context switching */
837         This->frag_pipe->enable_extension((IWineD3DDevice *) This, FALSE);
838     }
839     if(pwglMakeCurrent(hdc, ctx) == FALSE) {
840         ERR("Cannot activate context to set up defaults\n");
841         goto out;
842     }
843
844     ENTER_GL();
845
846     glGetIntegerv(GL_AUX_BUFFERS, &ret->aux_buffers);
847
848     TRACE("Setting up the screen\n");
849     /* Clear the screen */
850     glClearColor(1.0, 0.0, 0.0, 0.0);
851     checkGLcall("glClearColor");
852     glClearIndex(0);
853     glClearDepth(1);
854     glClearStencil(0xffff);
855
856     checkGLcall("glClear");
857
858     glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
859     checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
860
861     glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
862     checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
863
864     glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
865     checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
866
867     glPixelStorei(GL_PACK_ALIGNMENT, This->surface_alignment);
868     checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, This->surface_alignment);");
869     glPixelStorei(GL_UNPACK_ALIGNMENT, This->surface_alignment);
870     checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, This->surface_alignment);");
871
872     if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
873         /* Most textures will use client storage if supported. Exceptions are non-native power of 2 textures
874          * and textures in DIB sections(due to the memory protection).
875          */
876         glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
877         checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
878     }
879     if(GL_SUPPORT(ARB_VERTEX_BLEND)) {
880         /* Direct3D always uses n-1 weights for n world matrices and uses 1 - sum for the last one
881          * this is equal to GL_WEIGHT_SUM_UNITY_ARB. Enabling it doesn't do anything unless
882          * GL_VERTEX_BLEND_ARB isn't enabled too
883          */
884         glEnable(GL_WEIGHT_SUM_UNITY_ARB);
885         checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
886     }
887     if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
888         /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
889          * the previous texture where to source the offset from is always unit - 1.
890          */
891         for(s = 1; s < GL_LIMITS(textures); s++) {
892             GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
893             glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + s - 1);
894             checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...\n");
895         }
896     }
897
898     if(GL_SUPPORT(ARB_POINT_SPRITE)) {
899         for(s = 0; s < GL_LIMITS(textures); s++) {
900             GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
901             glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
902             checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)\n");
903         }
904     }
905     LEAVE_GL();
906
907     /* Never keep GL_FRAGMENT_SHADER_ATI enabled on a context that we switch away from,
908      * but enable it for the first context we create, and reenable it on the old context
909      */
910     if(oldDrawable && oldCtx) {
911         pwglMakeCurrent(oldDrawable, oldCtx);
912     } else {
913         last_device = This;
914     }
915     This->frag_pipe->enable_extension((IWineD3DDevice *) This, TRUE);
916
917     return ret;
918
919 out:
920     return NULL;
921 }
922
923 /*****************************************************************************
924  * RemoveContextFromArray
925  *
926  * Removes a context from the context manager. The opengl context is not
927  * destroyed or unset. context is not a valid pointer after that call.
928  *
929  * Similar to the former call this isn't a performance critical function. A
930  * helper function for DestroyContext.
931  *
932  * Params:
933  *  This: Device to activate the context for
934  *  context: Context to remove
935  *
936  *****************************************************************************/
937 static void RemoveContextFromArray(IWineD3DDeviceImpl *This, WineD3DContext *context) {
938     WineD3DContext **new_array;
939     BOOL found = FALSE;
940     UINT i;
941
942     TRACE("Removing ctx %p\n", context);
943
944     for (i = 0; i < This->numContexts; ++i)
945     {
946         if (This->contexts[i] == context)
947         {
948             HeapFree(GetProcessHeap(), 0, context);
949             found = TRUE;
950             break;
951         }
952     }
953
954     if (!found)
955     {
956         ERR("Context %p doesn't exist in context array\n", context);
957         return;
958     }
959
960     while (i < This->numContexts - 1)
961     {
962         This->contexts[i] = This->contexts[i + 1];
963         ++i;
964     }
965
966     --This->numContexts;
967     if (!This->numContexts)
968     {
969         HeapFree(GetProcessHeap(), 0, This->contexts);
970         This->contexts = NULL;
971         return;
972     }
973
974     new_array = HeapReAlloc(GetProcessHeap(), 0, This->contexts, This->numContexts * sizeof(*This->contexts));
975     if (!new_array)
976     {
977         ERR("Failed to shrink context array. Oh well.\n");
978         return;
979     }
980
981     This->contexts = new_array;
982 }
983
984 /*****************************************************************************
985  * DestroyContext
986  *
987  * Destroys a wineD3DContext
988  *
989  * Params:
990  *  This: Device to activate the context for
991  *  context: Context to destroy
992  *
993  *****************************************************************************/
994 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context) {
995     struct fbo_entry *entry, *entry2;
996
997     TRACE("Destroying ctx %p\n", context);
998
999     /* The correct GL context needs to be active to cleanup the GL resources below */
1000     if(pwglGetCurrentContext() != context->glCtx){
1001         pwglMakeCurrent(context->hdc, context->glCtx);
1002         last_device = NULL;
1003     }
1004
1005     ENTER_GL();
1006
1007     LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry) {
1008         context_destroy_fbo_entry(This, entry);
1009     }
1010     if (context->src_fbo) {
1011         TRACE("Destroy src FBO %d\n", context->src_fbo);
1012         context_destroy_fbo(This, &context->src_fbo);
1013     }
1014     if (context->dst_fbo) {
1015         TRACE("Destroy dst FBO %d\n", context->dst_fbo);
1016         context_destroy_fbo(This, &context->dst_fbo);
1017     }
1018
1019     LEAVE_GL();
1020
1021     if (This->activeContext == context)
1022     {
1023         This->activeContext = NULL;
1024         TRACE("Destroying the active context.\n");
1025     }
1026
1027     /* Cleanup the GL context */
1028     pwglMakeCurrent(NULL, NULL);
1029     if(context->isPBuffer) {
1030         GL_EXTCALL(wglReleasePbufferDCARB(context->pbuffer, context->hdc));
1031         GL_EXTCALL(wglDestroyPbufferARB(context->pbuffer));
1032     } else ReleaseDC(context->win_handle, context->hdc);
1033     pwglDeleteContext(context->glCtx);
1034
1035     HeapFree(GetProcessHeap(), 0, context->vshader_const_dirty);
1036     HeapFree(GetProcessHeap(), 0, context->pshader_const_dirty);
1037     RemoveContextFromArray(This, context);
1038 }
1039
1040 static inline void set_blit_dimension(UINT width, UINT height) {
1041     glMatrixMode(GL_PROJECTION);
1042     checkGLcall("glMatrixMode(GL_PROJECTION)");
1043     glLoadIdentity();
1044     checkGLcall("glLoadIdentity()");
1045     glOrtho(0, width, height, 0, 0.0, -1.0);
1046     checkGLcall("glOrtho");
1047     glViewport(0, 0, width, height);
1048     checkGLcall("glViewport");
1049 }
1050
1051 /*****************************************************************************
1052  * SetupForBlit
1053  *
1054  * Sets up a context for DirectDraw blitting.
1055  * All texture units are disabled, texture unit 0 is set as current unit
1056  * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
1057  * color writing enabled for all channels
1058  * register combiners disabled, shaders disabled
1059  * world matrix is set to identity, texture matrix 0 too
1060  * projection matrix is setup for drawing screen coordinates
1061  *
1062  * Params:
1063  *  This: Device to activate the context for
1064  *  context: Context to setup
1065  *  width: render target width
1066  *  height: render target height
1067  *
1068  *****************************************************************************/
1069 static inline void SetupForBlit(IWineD3DDeviceImpl *This, WineD3DContext *context, UINT width, UINT height) {
1070     int i, sampler;
1071     const struct StateEntry *StateTable = This->StateTable;
1072
1073     TRACE("Setting up context %p for blitting\n", context);
1074     if(context->last_was_blit) {
1075         if(context->blit_w != width || context->blit_h != height) {
1076             set_blit_dimension(width, height);
1077             context->blit_w = width; context->blit_h = height;
1078             /* No need to dirtify here, the states are still dirtified because they weren't
1079              * applied since the last SetupForBlit call. Otherwise last_was_blit would not
1080              * be set
1081              */
1082         }
1083         TRACE("Context is already set up for blitting, nothing to do\n");
1084         return;
1085     }
1086     context->last_was_blit = TRUE;
1087
1088     /* TODO: Use a display list */
1089
1090     /* Disable shaders */
1091     This->shader_backend->shader_select((IWineD3DDevice *)This, FALSE, FALSE);
1092     Context_MarkStateDirty(context, STATE_VSHADER, StateTable);
1093     Context_MarkStateDirty(context, STATE_PIXELSHADER, StateTable);
1094
1095     /* Call ENTER_GL() once for all gl calls below. In theory we should not call
1096      * helper functions in between gl calls. This function is full of Context_MarkStateDirty
1097      * which can safely be called from here, we only lock once instead locking/unlocking
1098      * after each GL call.
1099      */
1100     ENTER_GL();
1101
1102     /* Disable all textures. The caller can then bind a texture it wants to blit
1103      * from
1104      *
1105      * The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
1106      * function texture unit. No need to care for higher samplers
1107      */
1108     for(i = GL_LIMITS(textures) - 1; i > 0 ; i--) {
1109         sampler = This->rev_tex_unit_map[i];
1110         GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
1111         checkGLcall("glActiveTextureARB");
1112
1113         if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1114             glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1115             checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1116         }
1117         glDisable(GL_TEXTURE_3D);
1118         checkGLcall("glDisable GL_TEXTURE_3D");
1119         if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
1120             glDisable(GL_TEXTURE_RECTANGLE_ARB);
1121             checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1122         }
1123         glDisable(GL_TEXTURE_2D);
1124         checkGLcall("glDisable GL_TEXTURE_2D");
1125
1126         glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1127         checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
1128
1129         if (sampler != -1) {
1130             if (sampler < MAX_TEXTURES) {
1131                 Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
1132             }
1133             Context_MarkStateDirty(context, STATE_SAMPLER(sampler), StateTable);
1134         }
1135     }
1136     GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
1137     checkGLcall("glActiveTextureARB");
1138
1139     sampler = This->rev_tex_unit_map[0];
1140
1141     if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1142         glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1143         checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1144     }
1145     glDisable(GL_TEXTURE_3D);
1146     checkGLcall("glDisable GL_TEXTURE_3D");
1147     if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
1148         glDisable(GL_TEXTURE_RECTANGLE_ARB);
1149         checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1150     }
1151     glDisable(GL_TEXTURE_2D);
1152     checkGLcall("glDisable GL_TEXTURE_2D");
1153
1154     glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1155
1156     glMatrixMode(GL_TEXTURE);
1157     checkGLcall("glMatrixMode(GL_TEXTURE)");
1158     glLoadIdentity();
1159     checkGLcall("glLoadIdentity()");
1160
1161     if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
1162         glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
1163                   GL_TEXTURE_LOD_BIAS_EXT,
1164                   0.0);
1165         checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
1166     }
1167
1168     if (sampler != -1) {
1169         if (sampler < MAX_TEXTURES) {
1170             Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + sampler), StateTable);
1171             Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
1172         }
1173         Context_MarkStateDirty(context, STATE_SAMPLER(sampler), StateTable);
1174     }
1175
1176     /* Other misc states */
1177     glDisable(GL_ALPHA_TEST);
1178     checkGLcall("glDisable(GL_ALPHA_TEST)");
1179     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHATESTENABLE), StateTable);
1180     glDisable(GL_LIGHTING);
1181     checkGLcall("glDisable GL_LIGHTING");
1182     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING), StateTable);
1183     glDisable(GL_DEPTH_TEST);
1184     checkGLcall("glDisable GL_DEPTH_TEST");
1185     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ZENABLE), StateTable);
1186     glDisableWINE(GL_FOG);
1187     checkGLcall("glDisable GL_FOG");
1188     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE), StateTable);
1189     glDisable(GL_BLEND);
1190     checkGLcall("glDisable GL_BLEND");
1191     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
1192     glDisable(GL_CULL_FACE);
1193     checkGLcall("glDisable GL_CULL_FACE");
1194     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CULLMODE), StateTable);
1195     glDisable(GL_STENCIL_TEST);
1196     checkGLcall("glDisable GL_STENCIL_TEST");
1197     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_STENCILENABLE), StateTable);
1198     glDisable(GL_SCISSOR_TEST);
1199     checkGLcall("glDisable GL_SCISSOR_TEST");
1200     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), StateTable);
1201     if(GL_SUPPORT(ARB_POINT_SPRITE)) {
1202         glDisable(GL_POINT_SPRITE_ARB);
1203         checkGLcall("glDisable GL_POINT_SPRITE_ARB");
1204         Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), StateTable);
1205     }
1206     glColorMask(GL_TRUE, GL_TRUE,GL_TRUE,GL_TRUE);
1207     checkGLcall("glColorMask");
1208     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING), StateTable);
1209     if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
1210         glDisable(GL_COLOR_SUM_EXT);
1211         Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SPECULARENABLE), StateTable);
1212         checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
1213     }
1214
1215     /* Setup transforms */
1216     glMatrixMode(GL_MODELVIEW);
1217     checkGLcall("glMatrixMode(GL_MODELVIEW)");
1218     glLoadIdentity();
1219     checkGLcall("glLoadIdentity()");
1220     Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), StateTable);
1221
1222     context->last_was_rhw = TRUE;
1223     Context_MarkStateDirty(context, STATE_VDECL, StateTable); /* because of last_was_rhw = TRUE */
1224
1225     glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)");
1226     glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)");
1227     glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)");
1228     glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)");
1229     glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)");
1230     glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)");
1231     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING), StateTable);
1232     LEAVE_GL();
1233
1234     set_blit_dimension(width, height);
1235     context->blit_w = width; context->blit_h = height;
1236     Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
1237     Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable);
1238
1239
1240     This->frag_pipe->enable_extension((IWineD3DDevice *) This, FALSE);
1241 }
1242
1243 /*****************************************************************************
1244  * findThreadContextForSwapChain
1245  *
1246  * Searches a swapchain for all contexts and picks one for the thread tid.
1247  * If none can be found the swapchain is requested to create a new context
1248  *
1249  *****************************************************************************/
1250 static WineD3DContext *findThreadContextForSwapChain(IWineD3DSwapChain *swapchain, DWORD tid) {
1251     unsigned int i;
1252
1253     for(i = 0; i < ((IWineD3DSwapChainImpl *) swapchain)->num_contexts; i++) {
1254         if(((IWineD3DSwapChainImpl *) swapchain)->context[i]->tid == tid) {
1255             return ((IWineD3DSwapChainImpl *) swapchain)->context[i];
1256         }
1257
1258     }
1259
1260     /* Create a new context for the thread */
1261     return IWineD3DSwapChainImpl_CreateContextForThread(swapchain);
1262 }
1263
1264 /*****************************************************************************
1265  * FindContext
1266  *
1267  * Finds a context for the current render target and thread
1268  *
1269  * Parameters:
1270  *  target: Render target to find the context for
1271  *  tid: Thread to activate the context for
1272  *
1273  * Returns: The needed context
1274  *
1275  *****************************************************************************/
1276 static inline WineD3DContext *FindContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, DWORD tid) {
1277     IWineD3DSwapChain *swapchain = NULL;
1278     BOOL readTexture = wined3d_settings.offscreen_rendering_mode != ORM_FBO && This->render_offscreen;
1279     WineD3DContext *context = This->activeContext;
1280     BOOL oldRenderOffscreen = This->render_offscreen;
1281     const struct GlPixelFormatDesc *old = ((IWineD3DSurfaceImpl *)This->lastActiveRenderTarget)->resource.format_desc;
1282     const struct GlPixelFormatDesc *new = ((IWineD3DSurfaceImpl *)target)->resource.format_desc;
1283     const struct StateEntry *StateTable = This->StateTable;
1284
1285     /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
1286      * the alpha blend state changes with different render target formats
1287      */
1288     if (old->format != new->format)
1289     {
1290         /* Disable blending when the alpha mask has changed and when a format doesn't support blending */
1291         if ((old->alpha_mask && !new->alpha_mask) || (!old->alpha_mask && new->alpha_mask)
1292                 || !(new->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
1293         {
1294             Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
1295         }
1296     }
1297
1298     if (SUCCEEDED(IWineD3DSurface_GetContainer(target, &IID_IWineD3DSwapChain, (void **)&swapchain))) {
1299         TRACE("Rendering onscreen\n");
1300
1301         context = findThreadContextForSwapChain(swapchain, tid);
1302
1303         This->render_offscreen = FALSE;
1304         /* The context != This->activeContext will catch a NOP context change. This can occur
1305          * if we are switching back to swapchain rendering in case of FBO or Back Buffer offscreen
1306          * rendering. No context change is needed in that case
1307          */
1308
1309         if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
1310             if(This->pbufferContext && tid == This->pbufferContext->tid) {
1311                 This->pbufferContext->tid = 0;
1312             }
1313         }
1314         IWineD3DSwapChain_Release(swapchain);
1315
1316         if(oldRenderOffscreen) {
1317             Context_MarkStateDirty(context, WINED3DTS_PROJECTION, StateTable);
1318             Context_MarkStateDirty(context, STATE_VDECL, StateTable);
1319             Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
1320             Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
1321             Context_MarkStateDirty(context, STATE_FRONTFACE, StateTable);
1322         }
1323
1324     } else {
1325         TRACE("Rendering offscreen\n");
1326         This->render_offscreen = TRUE;
1327
1328         switch(wined3d_settings.offscreen_rendering_mode) {
1329             case ORM_FBO:
1330                 /* FBOs do not need a different context. Stay with whatever context is active at the moment */
1331                 if(This->activeContext && tid == This->lastThread) {
1332                     context = This->activeContext;
1333                 } else {
1334                     /* This may happen if the app jumps straight into offscreen rendering
1335                      * Start using the context of the primary swapchain. tid == 0 is no problem
1336                      * for findThreadContextForSwapChain.
1337                      *
1338                      * Can also happen on thread switches - in that case findThreadContextForSwapChain
1339                      * is perfect to call.
1340                      */
1341                     context = findThreadContextForSwapChain(This->swapchains[0], tid);
1342                 }
1343                 break;
1344
1345             case ORM_PBUFFER:
1346             {
1347                 IWineD3DSurfaceImpl *targetimpl = (IWineD3DSurfaceImpl *) target;
1348                 if(This->pbufferContext == NULL ||
1349                    This->pbufferWidth < targetimpl->currentDesc.Width ||
1350                    This->pbufferHeight < targetimpl->currentDesc.Height) {
1351                     if(This->pbufferContext) {
1352                         DestroyContext(This, This->pbufferContext);
1353                     }
1354
1355                     /* The display is irrelevant here, the window is 0. But CreateContext needs a valid X connection.
1356                      * Create the context on the same server as the primary swapchain. The primary swapchain is exists at this point.
1357                      */
1358                     This->pbufferContext = CreateContext(This, targetimpl,
1359                             ((IWineD3DSwapChainImpl *) This->swapchains[0])->context[0]->win_handle,
1360                             TRUE /* pbuffer */, &((IWineD3DSwapChainImpl *)This->swapchains[0])->presentParms);
1361                     This->pbufferWidth = targetimpl->currentDesc.Width;
1362                     This->pbufferHeight = targetimpl->currentDesc.Height;
1363                    }
1364
1365                    if(This->pbufferContext) {
1366                        if(This->pbufferContext->tid != 0 && This->pbufferContext->tid != tid) {
1367                            FIXME("The PBuffr context is only supported for one thread for now!\n");
1368                        }
1369                        This->pbufferContext->tid = tid;
1370                        context = This->pbufferContext;
1371                        break;
1372                    } else {
1373                        ERR("Failed to create a buffer context and drawable, falling back to back buffer offscreen rendering\n");
1374                        wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
1375                    }
1376             }
1377
1378             case ORM_BACKBUFFER:
1379                 /* Stay with the currently active context for back buffer rendering */
1380                 if(This->activeContext && tid == This->lastThread) {
1381                     context = This->activeContext;
1382                 } else {
1383                     /* This may happen if the app jumps straight into offscreen rendering
1384                      * Start using the context of the primary swapchain. tid == 0 is no problem
1385                      * for findThreadContextForSwapChain.
1386                      *
1387                      * Can also happen on thread switches - in that case findThreadContextForSwapChain
1388                      * is perfect to call.
1389                      */
1390                     context = findThreadContextForSwapChain(This->swapchains[0], tid);
1391                 }
1392                 break;
1393         }
1394
1395         if(!oldRenderOffscreen) {
1396             Context_MarkStateDirty(context, WINED3DTS_PROJECTION, StateTable);
1397             Context_MarkStateDirty(context, STATE_VDECL, StateTable);
1398             Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
1399             Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
1400             Context_MarkStateDirty(context, STATE_FRONTFACE, StateTable);
1401         }
1402     }
1403
1404     /* When switching away from an offscreen render target, and we're not using FBOs,
1405      * we have to read the drawable into the texture. This is done via PreLoad(and
1406      * SFLAG_INDRAWABLE set on the surface). There are some things that need care though.
1407      * PreLoad needs a GL context, and FindContext is called before the context is activated.
1408      * It also has to be called with the old rendertarget active, otherwise a wrong drawable
1409      * is read. This leads to these possible situations:
1410      *
1411      * 0) lastActiveRenderTarget == target && oldTid == newTid:
1412      *    Nothing to do, we don't even reach this code in this case...
1413      *
1414      * 1) lastActiveRenderTarget != target && oldTid == newTid:
1415      *    The currently active context is OK for readback. Call PreLoad, and it
1416      *    performs the read
1417      *
1418      * 2) lastActiveRenderTarget == target && oldTid != newTid:
1419      *    Nothing to do - the drawable is unchanged
1420      *
1421      * 3) lastActiveRenderTarget != target && oldTid != newTid:
1422      *    This is tricky. We have to get a context with the old drawable from somewhere
1423      *    before we can switch to the new context. In this case, PreLoad calls
1424      *    ActivateContext(lastActiveRenderTarget) from the new(current) thread. This
1425      *    is case (2) then. The old drawable is activated for the new thread, and the
1426      *    readback can be done. The recursed ActivateContext does *not* call PreLoad again.
1427      *    After that, the outer ActivateContext(which calls PreLoad) can activate the new
1428      *    target for the new thread
1429      */
1430     if (readTexture && This->lastActiveRenderTarget != target) {
1431         BOOL oldInDraw = This->isInDraw;
1432
1433         /* PreLoad requires a context to load the texture, thus it will call ActivateContext.
1434          * Set the isInDraw to true to signal PreLoad that it has a context. Will be tricky
1435          * when using offscreen rendering with multithreading
1436          */
1437         This->isInDraw = TRUE;
1438
1439         /* Do that before switching the context:
1440          * Read the back buffer of the old drawable into the destination texture
1441          */
1442         if(((IWineD3DSurfaceImpl *)This->lastActiveRenderTarget)->glDescription.srgbTextureName) {
1443             surface_internal_preload(This->lastActiveRenderTarget, SRGB_BOTH);
1444         } else {
1445             surface_internal_preload(This->lastActiveRenderTarget, SRGB_RGB);
1446         }
1447
1448         /* Assume that the drawable will be modified by some other things now */
1449         IWineD3DSurface_ModifyLocation(This->lastActiveRenderTarget, SFLAG_INDRAWABLE, FALSE);
1450
1451         This->isInDraw = oldInDraw;
1452     }
1453
1454     return context;
1455 }
1456
1457 static void apply_draw_buffer(IWineD3DDeviceImpl *This, IWineD3DSurface *target, BOOL blit)
1458 {
1459     IWineD3DSwapChain *swapchain;
1460
1461     if (SUCCEEDED(IWineD3DSurface_GetContainer(target, &IID_IWineD3DSwapChain, (void **)&swapchain)))
1462     {
1463         IWineD3DSwapChain_Release((IUnknown *)swapchain);
1464         ENTER_GL();
1465         glDrawBuffer(surface_get_gl_buffer(target, swapchain));
1466         checkGLcall("glDrawBuffers()");
1467         LEAVE_GL();
1468     }
1469     else
1470     {
1471         ENTER_GL();
1472         if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
1473         {
1474             if (!blit)
1475             {
1476                 if (GL_SUPPORT(ARB_DRAW_BUFFERS))
1477                 {
1478                     GL_EXTCALL(glDrawBuffersARB(GL_LIMITS(buffers), This->draw_buffers));
1479                     checkGLcall("glDrawBuffers()");
1480                 }
1481                 else
1482                 {
1483                     glDrawBuffer(This->draw_buffers[0]);
1484                     checkGLcall("glDrawBuffer()");
1485                 }
1486             } else {
1487                 glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
1488                 checkGLcall("glDrawBuffer()");
1489             }
1490         }
1491         else
1492         {
1493             glDrawBuffer(This->offscreenBuffer);
1494             checkGLcall("glDrawBuffer()");
1495         }
1496         LEAVE_GL();
1497     }
1498 }
1499
1500 /*****************************************************************************
1501  * ActivateContext
1502  *
1503  * Finds a rendering context and drawable matching the device and render
1504  * target for the current thread, activates them and puts them into the
1505  * requested state.
1506  *
1507  * Params:
1508  *  This: Device to activate the context for
1509  *  target: Requested render target
1510  *  usage: Prepares the context for blitting, drawing or other actions
1511  *
1512  *****************************************************************************/
1513 void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextUsage usage) {
1514     DWORD                         tid = GetCurrentThreadId();
1515     DWORD                         i, dirtyState, idx;
1516     BYTE                          shift;
1517     WineD3DContext                *context;
1518     const struct StateEntry       *StateTable = This->StateTable;
1519
1520     TRACE("(%p): Selecting context for render target %p, thread %d\n", This, target, tid);
1521     if(This->lastActiveRenderTarget != target || tid != This->lastThread) {
1522         context = FindContext(This, target, tid);
1523         context->draw_buffer_dirty = TRUE;
1524         This->lastActiveRenderTarget = target;
1525         This->lastThread = tid;
1526     } else {
1527         /* Stick to the old context */
1528         context = This->activeContext;
1529     }
1530
1531     /* Activate the opengl context */
1532     if(last_device != This || context != This->activeContext) {
1533         BOOL ret;
1534
1535         /* Prevent an unneeded context switch as those are expensive */
1536         if(context->glCtx && (context->glCtx == pwglGetCurrentContext())) {
1537             TRACE("Already using gl context %p\n", context->glCtx);
1538         }
1539         else {
1540             TRACE("Switching gl ctx to %p, hdc=%p ctx=%p\n", context, context->hdc, context->glCtx);
1541
1542             ret = pwglMakeCurrent(context->hdc, context->glCtx);
1543             if(ret == FALSE) {
1544                 ERR("Failed to activate the new context\n");
1545             } else if(!context->last_was_blit) {
1546                 This->frag_pipe->enable_extension((IWineD3DDevice *) This, TRUE);
1547             } else {
1548                 This->frag_pipe->enable_extension((IWineD3DDevice *) This, FALSE);
1549             }
1550         }
1551         if(This->activeContext->vshader_const_dirty) {
1552             memset(This->activeContext->vshader_const_dirty, 1,
1553                    sizeof(*This->activeContext->vshader_const_dirty) * GL_LIMITS(vshader_constantsF));
1554         }
1555         if(This->activeContext->pshader_const_dirty) {
1556             memset(This->activeContext->pshader_const_dirty, 1,
1557                    sizeof(*This->activeContext->pshader_const_dirty) * GL_LIMITS(pshader_constantsF));
1558         }
1559         This->activeContext = context;
1560         last_device = This;
1561     }
1562
1563     switch (usage) {
1564         case CTXUSAGE_CLEAR:
1565         case CTXUSAGE_DRAWPRIM:
1566             if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
1567                 context_apply_fbo_state((IWineD3DDevice *)This);
1568             }
1569             if (context->draw_buffer_dirty) {
1570                 apply_draw_buffer(This, target, FALSE);
1571                 context->draw_buffer_dirty = FALSE;
1572             }
1573             break;
1574
1575         case CTXUSAGE_BLIT:
1576             if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
1577                 if (This->render_offscreen) {
1578                     FIXME("Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.\n");
1579                     context_bind_fbo((IWineD3DDevice *)This, GL_FRAMEBUFFER_EXT, &context->dst_fbo);
1580                     context_attach_surface_fbo(This, GL_FRAMEBUFFER_EXT, 0, target);
1581
1582                     ENTER_GL();
1583                     GL_EXTCALL(glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, 0));
1584                     checkGLcall("glFramebufferRenderbufferEXT");
1585                     LEAVE_GL();
1586                 } else {
1587                     ENTER_GL();
1588                     GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
1589                     checkGLcall("glFramebufferRenderbufferEXT");
1590                     LEAVE_GL();
1591                 }
1592                 context->draw_buffer_dirty = TRUE;
1593             }
1594             if (context->draw_buffer_dirty) {
1595                 apply_draw_buffer(This, target, TRUE);
1596                 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
1597                     context->draw_buffer_dirty = FALSE;
1598                 }
1599             }
1600             break;
1601
1602         default:
1603             break;
1604     }
1605
1606     switch(usage) {
1607         case CTXUSAGE_RESOURCELOAD:
1608             /* This does not require any special states to be set up */
1609             break;
1610
1611         case CTXUSAGE_CLEAR:
1612             if(context->last_was_blit) {
1613                 This->frag_pipe->enable_extension((IWineD3DDevice *) This, TRUE);
1614             }
1615
1616             /* Blending and clearing should be orthogonal, but tests on the nvidia driver show that disabling
1617              * blending when clearing improves the clearing performance incredibly.
1618              */
1619             ENTER_GL();
1620             glDisable(GL_BLEND);
1621             LEAVE_GL();
1622             Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
1623
1624             ENTER_GL();
1625             glEnable(GL_SCISSOR_TEST);
1626             checkGLcall("glEnable GL_SCISSOR_TEST");
1627             LEAVE_GL();
1628             context->last_was_blit = FALSE;
1629             Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), StateTable);
1630             Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
1631             break;
1632
1633         case CTXUSAGE_DRAWPRIM:
1634             /* This needs all dirty states applied */
1635             if(context->last_was_blit) {
1636                 This->frag_pipe->enable_extension((IWineD3DDevice *) This, TRUE);
1637             }
1638
1639             IWineD3DDeviceImpl_FindTexUnitMap(This);
1640
1641             for(i=0; i < context->numDirtyEntries; i++) {
1642                 dirtyState = context->dirtyArray[i];
1643                 idx = dirtyState >> 5;
1644                 shift = dirtyState & 0x1f;
1645                 context->isStateDirty[idx] &= ~(1 << shift);
1646                 StateTable[dirtyState].apply(dirtyState, This->stateBlock, context);
1647             }
1648             context->numDirtyEntries = 0; /* This makes the whole list clean */
1649             context->last_was_blit = FALSE;
1650             break;
1651
1652         case CTXUSAGE_BLIT:
1653             SetupForBlit(This, context,
1654                          ((IWineD3DSurfaceImpl *)target)->currentDesc.Width,
1655                          ((IWineD3DSurfaceImpl *)target)->currentDesc.Height);
1656             break;
1657
1658         default:
1659             FIXME("Unexpected context usage requested\n");
1660     }
1661 }
1662
1663 WineD3DContext *getActiveContext(void) {
1664     return last_device->activeContext;
1665 }