wined3d: Allow depth and stencil clears on surfaces other than the current depth...
[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 void context_bind_fbo(struct wined3d_context *context, GLenum target, GLuint *fbo)
37 {
38     const struct wined3d_gl_info *gl_info = context->gl_info;
39     GLuint f;
40
41     if (!fbo)
42     {
43         f = 0;
44     }
45     else
46     {
47         if (!*fbo)
48         {
49             gl_info->fbo_ops.glGenFramebuffers(1, fbo);
50             checkGLcall("glGenFramebuffers()");
51             TRACE("Created FBO %u.\n", *fbo);
52         }
53         f = *fbo;
54     }
55
56     switch (target)
57     {
58         case GL_READ_FRAMEBUFFER:
59             if (context->fbo_read_binding == f) return;
60             context->fbo_read_binding = f;
61             break;
62
63         case GL_DRAW_FRAMEBUFFER:
64             if (context->fbo_draw_binding == f) return;
65             context->fbo_draw_binding = f;
66             break;
67
68         case GL_FRAMEBUFFER:
69             if (context->fbo_read_binding == f
70                     && context->fbo_draw_binding == f) return;
71             context->fbo_read_binding = f;
72             context->fbo_draw_binding = f;
73             break;
74
75         default:
76             FIXME("Unhandled target %#x.\n", target);
77             break;
78     }
79
80     gl_info->fbo_ops.glBindFramebuffer(target, f);
81     checkGLcall("glBindFramebuffer()");
82 }
83
84 /* GL locking is done by the caller */
85 static void context_clean_fbo_attachments(const struct wined3d_gl_info *gl_info, GLenum target)
86 {
87     unsigned int i;
88
89     for (i = 0; i < gl_info->limits.buffers; ++i)
90     {
91         gl_info->fbo_ops.glFramebufferTexture2D(target, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, 0, 0);
92         checkGLcall("glFramebufferTexture2D()");
93     }
94     gl_info->fbo_ops.glFramebufferTexture2D(target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
95     checkGLcall("glFramebufferTexture2D()");
96
97     gl_info->fbo_ops.glFramebufferTexture2D(target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
98     checkGLcall("glFramebufferTexture2D()");
99 }
100
101 /* GL locking is done by the caller */
102 static void context_destroy_fbo(struct wined3d_context *context, GLuint *fbo)
103 {
104     const struct wined3d_gl_info *gl_info = context->gl_info;
105
106     context_bind_fbo(context, GL_FRAMEBUFFER, fbo);
107     context_clean_fbo_attachments(gl_info, GL_FRAMEBUFFER);
108     context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
109
110     gl_info->fbo_ops.glDeleteFramebuffers(1, fbo);
111     checkGLcall("glDeleteFramebuffers()");
112 }
113
114 /* GL locking is done by the caller */
115 static void context_apply_attachment_filter_states(const struct wined3d_context *context,
116         IWineD3DSurfaceImpl *surface, DWORD location)
117 {
118     /* Update base texture states array */
119     if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
120     {
121         struct wined3d_texture *texture = surface->container.u.texture;
122         IWineD3DDeviceImpl *device = surface->resource.device;
123         BOOL update_minfilter = FALSE;
124         BOOL update_magfilter = FALSE;
125         struct gl_texture *gl_tex;
126
127         switch (location)
128         {
129             case SFLAG_INTEXTURE:
130             case SFLAG_INSRGBTEX:
131                 gl_tex = wined3d_texture_get_gl_texture(texture,
132                         context->gl_info, location == SFLAG_INSRGBTEX);
133                 break;
134
135             default:
136                 ERR("Unsupported location %s (%#x).\n", debug_surflocation(location), location);
137                 return;
138         }
139
140         if (gl_tex->states[WINED3DTEXSTA_MINFILTER] != WINED3DTEXF_POINT
141             || gl_tex->states[WINED3DTEXSTA_MIPFILTER] != WINED3DTEXF_NONE)
142         {
143             gl_tex->states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
144             gl_tex->states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
145             update_minfilter = TRUE;
146         }
147
148         if (gl_tex->states[WINED3DTEXSTA_MAGFILTER] != WINED3DTEXF_POINT)
149         {
150             gl_tex->states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
151             update_magfilter = TRUE;
152         }
153
154         if (texture->bind_count)
155         {
156             WARN("Render targets should not be bound to a sampler\n");
157             IWineD3DDeviceImpl_MarkStateDirty(device, STATE_SAMPLER(texture->sampler));
158         }
159
160         if (update_minfilter || update_magfilter)
161         {
162             GLenum target, bind_target;
163             GLint old_binding;
164
165             target = surface->texture_target;
166             if (target == GL_TEXTURE_2D)
167             {
168                 bind_target = GL_TEXTURE_2D;
169                 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
170             }
171             else if (target == GL_TEXTURE_RECTANGLE_ARB)
172             {
173                 bind_target = GL_TEXTURE_RECTANGLE_ARB;
174                 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
175             }
176             else
177             {
178                 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
179                 glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP_ARB, &old_binding);
180             }
181
182             glBindTexture(bind_target, gl_tex->name);
183             if (update_minfilter) glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
184             if (update_magfilter) glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
185             glBindTexture(bind_target, old_binding);
186         }
187
188         checkGLcall("apply_attachment_filter_states()");
189     }
190 }
191
192 /* GL locking is done by the caller */
193 void context_attach_depth_stencil_fbo(struct wined3d_context *context,
194         GLenum fbo_target, IWineD3DSurfaceImpl *depth_stencil, BOOL use_render_buffer)
195 {
196     const struct wined3d_gl_info *gl_info = context->gl_info;
197
198     TRACE("Attach depth stencil %p\n", depth_stencil);
199
200     if (depth_stencil)
201     {
202         DWORD format_flags = depth_stencil->resource.format->flags;
203
204         if (use_render_buffer && depth_stencil->current_renderbuffer)
205         {
206             if (format_flags & WINED3DFMT_FLAG_DEPTH)
207             {
208                 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_DEPTH_ATTACHMENT,
209                         GL_RENDERBUFFER, depth_stencil->current_renderbuffer->id);
210                 checkGLcall("glFramebufferRenderbuffer()");
211             }
212
213             if (format_flags & WINED3DFMT_FLAG_STENCIL)
214             {
215                 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_STENCIL_ATTACHMENT,
216                         GL_RENDERBUFFER, depth_stencil->current_renderbuffer->id);
217                 checkGLcall("glFramebufferRenderbuffer()");
218             }
219         }
220         else
221         {
222             surface_prepare_texture(depth_stencil, gl_info, FALSE);
223             context_apply_attachment_filter_states(context, depth_stencil, SFLAG_INTEXTURE);
224
225             if (format_flags & WINED3DFMT_FLAG_DEPTH)
226             {
227                 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT,
228                         depth_stencil->texture_target, depth_stencil->texture_name,
229                         depth_stencil->texture_level);
230                 checkGLcall("glFramebufferTexture2D()");
231             }
232
233             if (format_flags & WINED3DFMT_FLAG_STENCIL)
234             {
235                 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT,
236                         depth_stencil->texture_target, depth_stencil->texture_name,
237                         depth_stencil->texture_level);
238                 checkGLcall("glFramebufferTexture2D()");
239             }
240         }
241
242         if (!(format_flags & WINED3DFMT_FLAG_DEPTH))
243         {
244             gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
245             checkGLcall("glFramebufferTexture2D()");
246         }
247
248         if (!(format_flags & WINED3DFMT_FLAG_STENCIL))
249         {
250             gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
251             checkGLcall("glFramebufferTexture2D()");
252         }
253     }
254     else
255     {
256         gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
257         checkGLcall("glFramebufferTexture2D()");
258
259         gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
260         checkGLcall("glFramebufferTexture2D()");
261     }
262 }
263
264 /* GL locking is done by the caller */
265 static void context_attach_surface_fbo(const struct wined3d_context *context,
266         GLenum fbo_target, DWORD idx, IWineD3DSurfaceImpl *surface, DWORD location)
267 {
268     const struct wined3d_gl_info *gl_info = context->gl_info;
269
270     TRACE("Attach surface %p to %u\n", surface, idx);
271
272     if (surface && surface->resource.format->id != WINED3DFMT_NULL)
273     {
274         BOOL srgb;
275
276         switch (location)
277         {
278             case SFLAG_INTEXTURE:
279             case SFLAG_INSRGBTEX:
280                 srgb = location == SFLAG_INSRGBTEX;
281                 surface_prepare_texture(surface, gl_info, srgb);
282                 context_apply_attachment_filter_states(context, surface, location);
283                 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_COLOR_ATTACHMENT0 + idx,
284                         surface->texture_target, surface_get_texture_name(surface, gl_info, srgb),
285                         surface->texture_level);
286                 break;
287
288             default:
289                 ERR("Unsupported location %s (%#x).\n", debug_surflocation(location), location);
290                 break;
291         }
292         checkGLcall("glFramebufferTexture2D()");
293     }
294     else
295     {
296         gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_COLOR_ATTACHMENT0 + idx, GL_TEXTURE_2D, 0, 0);
297         checkGLcall("glFramebufferTexture2D()");
298     }
299 }
300
301 /* GL locking is done by the caller */
302 static void context_check_fbo_status(struct wined3d_context *context, GLenum target)
303 {
304     const struct wined3d_gl_info *gl_info = context->gl_info;
305     GLenum status;
306
307     status = gl_info->fbo_ops.glCheckFramebufferStatus(target);
308     if (status == GL_FRAMEBUFFER_COMPLETE)
309     {
310         TRACE("FBO complete\n");
311     } else {
312         IWineD3DSurfaceImpl *attachment;
313         unsigned int i;
314         FIXME("FBO status %s (%#x)\n", debug_fbostatus(status), status);
315
316         if (!context->current_fbo)
317         {
318             ERR("FBO 0 is incomplete, driver bug?\n");
319             return;
320         }
321
322         FIXME("\tLocation %s (%#x).\n", debug_surflocation(context->current_fbo->location),
323                 context->current_fbo->location);
324
325         /* Dump the FBO attachments */
326         for (i = 0; i < gl_info->limits.buffers; ++i)
327         {
328             attachment = context->current_fbo->render_targets[i];
329             if (attachment)
330             {
331                 FIXME("\tColor attachment %d: (%p) %s %ux%u\n",
332                         i, attachment, debug_d3dformat(attachment->resource.format->id),
333                         attachment->pow2Width, attachment->pow2Height);
334             }
335         }
336         attachment = context->current_fbo->depth_stencil;
337         if (attachment)
338         {
339             FIXME("\tDepth attachment: (%p) %s %ux%u\n",
340                     attachment, debug_d3dformat(attachment->resource.format->id),
341                     attachment->pow2Width, attachment->pow2Height);
342         }
343     }
344 }
345
346 static struct fbo_entry *context_create_fbo_entry(struct wined3d_context *context,
347         IWineD3DSurfaceImpl **render_targets, IWineD3DSurfaceImpl *depth_stencil, DWORD location)
348 {
349     const struct wined3d_gl_info *gl_info = context->gl_info;
350     struct fbo_entry *entry;
351
352     entry = HeapAlloc(GetProcessHeap(), 0, sizeof(*entry));
353     entry->render_targets = HeapAlloc(GetProcessHeap(), 0, gl_info->limits.buffers * sizeof(*entry->render_targets));
354     memcpy(entry->render_targets, render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets));
355     entry->depth_stencil = depth_stencil;
356     entry->location = location;
357     entry->attached = FALSE;
358     entry->id = 0;
359
360     return entry;
361 }
362
363 /* GL locking is done by the caller */
364 static void context_reuse_fbo_entry(struct wined3d_context *context, GLenum target,
365         IWineD3DSurfaceImpl **render_targets, IWineD3DSurfaceImpl *depth_stencil,
366         DWORD location, struct fbo_entry *entry)
367 {
368     const struct wined3d_gl_info *gl_info = context->gl_info;
369
370     context_bind_fbo(context, target, &entry->id);
371     context_clean_fbo_attachments(gl_info, target);
372
373     memcpy(entry->render_targets, render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets));
374     entry->depth_stencil = depth_stencil;
375     entry->location = location;
376     entry->attached = FALSE;
377 }
378
379 /* GL locking is done by the caller */
380 static void context_destroy_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
381 {
382     if (entry->id)
383     {
384         TRACE("Destroy FBO %d\n", entry->id);
385         context_destroy_fbo(context, &entry->id);
386     }
387     --context->fbo_entry_count;
388     list_remove(&entry->entry);
389     HeapFree(GetProcessHeap(), 0, entry->render_targets);
390     HeapFree(GetProcessHeap(), 0, entry);
391 }
392
393
394 /* GL locking is done by the caller */
395 static struct fbo_entry *context_find_fbo_entry(struct wined3d_context *context, GLenum target,
396         IWineD3DSurfaceImpl **render_targets, IWineD3DSurfaceImpl *depth_stencil, DWORD location)
397 {
398     const struct wined3d_gl_info *gl_info = context->gl_info;
399     struct fbo_entry *entry;
400
401     if (depth_stencil && render_targets && render_targets[0])
402     {
403         if (depth_stencil->resource.width < render_targets[0]->resource.width ||
404             depth_stencil->resource.height < render_targets[0]->resource.height)
405         {
406             WARN("Depth stencil is smaller than the primary color buffer, disabling\n");
407             depth_stencil = NULL;
408         }
409     }
410
411     LIST_FOR_EACH_ENTRY(entry, &context->fbo_list, struct fbo_entry, entry)
412     {
413         if (!memcmp(entry->render_targets,
414                 render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets))
415                 && entry->depth_stencil == depth_stencil && entry->location == location)
416         {
417             list_remove(&entry->entry);
418             list_add_head(&context->fbo_list, &entry->entry);
419             return entry;
420         }
421     }
422
423     if (context->fbo_entry_count < WINED3D_MAX_FBO_ENTRIES)
424     {
425         entry = context_create_fbo_entry(context, render_targets, depth_stencil, location);
426         list_add_head(&context->fbo_list, &entry->entry);
427         ++context->fbo_entry_count;
428     }
429     else
430     {
431         entry = LIST_ENTRY(list_tail(&context->fbo_list), struct fbo_entry, entry);
432         context_reuse_fbo_entry(context, target, render_targets, depth_stencil, location, entry);
433         list_remove(&entry->entry);
434         list_add_head(&context->fbo_list, &entry->entry);
435     }
436
437     return entry;
438 }
439
440 /* GL locking is done by the caller */
441 static void context_apply_fbo_entry(struct wined3d_context *context, GLenum target, struct fbo_entry *entry)
442 {
443     const struct wined3d_gl_info *gl_info = context->gl_info;
444     unsigned int i;
445
446     context_bind_fbo(context, target, &entry->id);
447
448     if (!entry->attached)
449     {
450         /* Apply render targets */
451         for (i = 0; i < gl_info->limits.buffers; ++i)
452         {
453             context_attach_surface_fbo(context, target, i, entry->render_targets[i], entry->location);
454         }
455
456         /* Apply depth targets */
457         if (entry->depth_stencil)
458             surface_set_compatible_renderbuffer(entry->depth_stencil, entry->render_targets[0]);
459         context_attach_depth_stencil_fbo(context, target, entry->depth_stencil, TRUE);
460
461         entry->attached = TRUE;
462     }
463     else
464     {
465         for (i = 0; i < gl_info->limits.buffers; ++i)
466         {
467             if (entry->render_targets[i])
468                 context_apply_attachment_filter_states(context, entry->render_targets[i], entry->location);
469         }
470         if (entry->depth_stencil)
471             context_apply_attachment_filter_states(context, entry->depth_stencil, SFLAG_INTEXTURE);
472     }
473 }
474
475 /* GL locking is done by the caller */
476 static void context_apply_fbo_state(struct wined3d_context *context, GLenum target,
477         IWineD3DSurfaceImpl **render_targets, IWineD3DSurfaceImpl *depth_stencil, DWORD location)
478 {
479     struct fbo_entry *entry, *entry2;
480
481     LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry)
482     {
483         context_destroy_fbo_entry(context, entry);
484     }
485
486     if (context->rebind_fbo)
487     {
488         context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
489         context->rebind_fbo = FALSE;
490     }
491
492     if (render_targets)
493     {
494         context->current_fbo = context_find_fbo_entry(context, target, render_targets, depth_stencil, location);
495         context_apply_fbo_entry(context, target, context->current_fbo);
496     }
497     else
498     {
499         context->current_fbo = NULL;
500         context_bind_fbo(context, target, NULL);
501     }
502
503     context_check_fbo_status(context, target);
504 }
505
506 /* GL locking is done by the caller */
507 void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
508         IWineD3DSurfaceImpl *render_target, IWineD3DSurfaceImpl *depth_stencil, DWORD location)
509 {
510     if (location != SFLAG_INDRAWABLE || surface_is_offscreen(render_target))
511     {
512         UINT clear_size = (context->gl_info->limits.buffers - 1) * sizeof(*context->blit_targets);
513         context->blit_targets[0] = render_target;
514         if (clear_size) memset(&context->blit_targets[1], 0, clear_size);
515         context_apply_fbo_state(context, target, context->blit_targets, depth_stencil, location);
516     }
517     else
518     {
519         context_apply_fbo_state(context, target, NULL, NULL, location);
520     }
521 }
522
523 /* Context activation is done by the caller. */
524 void context_alloc_occlusion_query(struct wined3d_context *context, struct wined3d_occlusion_query *query)
525 {
526     const struct wined3d_gl_info *gl_info = context->gl_info;
527
528     if (context->free_occlusion_query_count)
529     {
530         query->id = context->free_occlusion_queries[--context->free_occlusion_query_count];
531     }
532     else
533     {
534         if (gl_info->supported[ARB_OCCLUSION_QUERY])
535         {
536             ENTER_GL();
537             GL_EXTCALL(glGenQueriesARB(1, &query->id));
538             checkGLcall("glGenQueriesARB");
539             LEAVE_GL();
540
541             TRACE("Allocated occlusion query %u in context %p.\n", query->id, context);
542         }
543         else
544         {
545             WARN("Occlusion queries not supported, not allocating query id.\n");
546             query->id = 0;
547         }
548     }
549
550     query->context = context;
551     list_add_head(&context->occlusion_queries, &query->entry);
552 }
553
554 void context_free_occlusion_query(struct wined3d_occlusion_query *query)
555 {
556     struct wined3d_context *context = query->context;
557
558     list_remove(&query->entry);
559     query->context = NULL;
560
561     if (context->free_occlusion_query_count >= context->free_occlusion_query_size - 1)
562     {
563         UINT new_size = context->free_occlusion_query_size << 1;
564         GLuint *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_occlusion_queries,
565                 new_size * sizeof(*context->free_occlusion_queries));
566
567         if (!new_data)
568         {
569             ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context);
570             return;
571         }
572
573         context->free_occlusion_query_size = new_size;
574         context->free_occlusion_queries = new_data;
575     }
576
577     context->free_occlusion_queries[context->free_occlusion_query_count++] = query->id;
578 }
579
580 /* Context activation is done by the caller. */
581 void context_alloc_event_query(struct wined3d_context *context, struct wined3d_event_query *query)
582 {
583     const struct wined3d_gl_info *gl_info = context->gl_info;
584
585     if (context->free_event_query_count)
586     {
587         query->object = context->free_event_queries[--context->free_event_query_count];
588     }
589     else
590     {
591         if (gl_info->supported[ARB_SYNC])
592         {
593             /* Using ARB_sync, not much to do here. */
594             query->object.sync = NULL;
595             TRACE("Allocated event query %p in context %p.\n", query->object.sync, context);
596         }
597         else if (gl_info->supported[APPLE_FENCE])
598         {
599             ENTER_GL();
600             GL_EXTCALL(glGenFencesAPPLE(1, &query->object.id));
601             checkGLcall("glGenFencesAPPLE");
602             LEAVE_GL();
603
604             TRACE("Allocated event query %u in context %p.\n", query->object.id, context);
605         }
606         else if(gl_info->supported[NV_FENCE])
607         {
608             ENTER_GL();
609             GL_EXTCALL(glGenFencesNV(1, &query->object.id));
610             checkGLcall("glGenFencesNV");
611             LEAVE_GL();
612
613             TRACE("Allocated event query %u in context %p.\n", query->object.id, context);
614         }
615         else
616         {
617             WARN("Event queries not supported, not allocating query id.\n");
618             query->object.id = 0;
619         }
620     }
621
622     query->context = context;
623     list_add_head(&context->event_queries, &query->entry);
624 }
625
626 void context_free_event_query(struct wined3d_event_query *query)
627 {
628     struct wined3d_context *context = query->context;
629
630     list_remove(&query->entry);
631     query->context = NULL;
632
633     if (context->free_event_query_count >= context->free_event_query_size - 1)
634     {
635         UINT new_size = context->free_event_query_size << 1;
636         union wined3d_gl_query_object *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_event_queries,
637                 new_size * sizeof(*context->free_event_queries));
638
639         if (!new_data)
640         {
641             ERR("Failed to grow free list, leaking query %u in context %p.\n", query->object.id, context);
642             return;
643         }
644
645         context->free_event_query_size = new_size;
646         context->free_event_queries = new_data;
647     }
648
649     context->free_event_queries[context->free_event_query_count++] = query->object;
650 }
651
652 typedef void (context_fbo_entry_func_t)(struct wined3d_context *context, struct fbo_entry *entry);
653
654 static void context_enum_surface_fbo_entries(IWineD3DDeviceImpl *device,
655         IWineD3DSurfaceImpl *surface, context_fbo_entry_func_t *callback)
656 {
657     UINT i;
658
659     for (i = 0; i < device->context_count; ++i)
660     {
661         struct wined3d_context *context = device->contexts[i];
662         const struct wined3d_gl_info *gl_info = context->gl_info;
663         struct fbo_entry *entry, *entry2;
664
665         if (context->current_rt == surface) context->current_rt = NULL;
666
667         LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
668         {
669             UINT j;
670
671             if (entry->depth_stencil == surface)
672             {
673                 callback(context, entry);
674                 continue;
675             }
676
677             for (j = 0; j < gl_info->limits.buffers; ++j)
678             {
679                 if (entry->render_targets[j] == surface)
680                 {
681                     callback(context, entry);
682                     break;
683                 }
684             }
685         }
686     }
687 }
688
689 static void context_queue_fbo_entry_destruction(struct wined3d_context *context, struct fbo_entry *entry)
690 {
691     list_remove(&entry->entry);
692     list_add_head(&context->fbo_destroy_list, &entry->entry);
693 }
694
695 void context_resource_released(struct IWineD3DDeviceImpl *device,
696         struct wined3d_resource *resource, WINED3DRESOURCETYPE type)
697 {
698     if (!device->d3d_initialized) return;
699
700     switch (type)
701     {
702         case WINED3DRTYPE_SURFACE:
703             context_enum_surface_fbo_entries(device, surface_from_resource(resource),
704                     context_queue_fbo_entry_destruction);
705             break;
706
707         default:
708             break;
709     }
710 }
711
712 static void context_detach_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
713 {
714     entry->attached = FALSE;
715 }
716
717 void context_resource_unloaded(struct IWineD3DDeviceImpl *device,
718         struct wined3d_resource *resource, WINED3DRESOURCETYPE type)
719 {
720     switch (type)
721     {
722         case WINED3DRTYPE_SURFACE:
723             context_enum_surface_fbo_entries(device, surface_from_resource(resource),
724                     context_detach_fbo_entry);
725             break;
726
727         default:
728             break;
729     }
730 }
731
732 void context_surface_update(struct wined3d_context *context, IWineD3DSurfaceImpl *surface)
733 {
734     const struct wined3d_gl_info *gl_info = context->gl_info;
735     struct fbo_entry *entry = context->current_fbo;
736     unsigned int i;
737
738     if (!entry || context->rebind_fbo) return;
739
740     for (i = 0; i < gl_info->limits.buffers; ++i)
741     {
742         if (surface == entry->render_targets[i])
743         {
744             TRACE("Updated surface %p is bound as color attachment %u to the current FBO.\n", surface, i);
745             context->rebind_fbo = TRUE;
746             return;
747         }
748     }
749
750     if (surface == entry->depth_stencil)
751     {
752         TRACE("Updated surface %p is bound as depth attachment to the current FBO.\n", surface);
753         context->rebind_fbo = TRUE;
754     }
755 }
756
757 static BOOL context_set_pixel_format(const struct wined3d_gl_info *gl_info, HDC dc, int format)
758 {
759     int current = GetPixelFormat(dc);
760
761     if (current == format) return TRUE;
762
763     if (!current)
764     {
765         if (!SetPixelFormat(dc, format, NULL))
766         {
767             ERR("Failed to set pixel format %d on device context %p, last error %#x.\n",
768                     format, dc, GetLastError());
769             return FALSE;
770         }
771         return TRUE;
772     }
773
774     /* By default WGL doesn't allow pixel format adjustments but we need it
775      * here. For this reason there's a Wine specific wglSetPixelFormat()
776      * which allows us to set the pixel format multiple times. Only use it
777      * when really needed. */
778     if (gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH])
779     {
780         if (!GL_EXTCALL(wglSetPixelFormatWINE(dc, format, NULL)))
781         {
782             ERR("wglSetPixelFormatWINE failed to set pixel format %d on device context %p.\n",
783                     format, dc);
784             return FALSE;
785         }
786         return TRUE;
787     }
788
789     /* OpenGL doesn't allow pixel format adjustments. Print an error and
790      * continue using the old format. There's a big chance that the old
791      * format works although with a performance hit and perhaps rendering
792      * errors. */
793     ERR("Unable to set pixel format %d on device context %p. Already using format %d.\n",
794             format, dc, current);
795     return TRUE;
796 }
797
798 static void context_update_window(struct wined3d_context *context)
799 {
800     if (context->win_handle == context->swapchain->win_handle)
801         return;
802
803     TRACE("Updating context %p window from %p to %p.\n",
804             context, context->win_handle, context->swapchain->win_handle);
805
806     if (context->valid)
807     {
808         if (!ReleaseDC(context->win_handle, context->hdc))
809         {
810             ERR("Failed to release device context %p, last error %#x.\n",
811                     context->hdc, GetLastError());
812         }
813     }
814     else context->valid = 1;
815
816     context->win_handle = context->swapchain->win_handle;
817
818     if (!(context->hdc = GetDC(context->win_handle)))
819     {
820         ERR("Failed to get a device context for window %p.\n", context->win_handle);
821         goto err;
822     }
823
824     if (!context_set_pixel_format(context->gl_info, context->hdc, context->pixel_format))
825     {
826         ERR("Failed to set pixel format %d on device context %p.\n",
827                 context->pixel_format, context->hdc);
828         goto err;
829     }
830
831     if (!pwglMakeCurrent(context->hdc, context->glCtx))
832     {
833         ERR("Failed to make GL context %p current on device context %p, last error %#x.\n",
834                 context->glCtx, context->hdc, GetLastError());
835         goto err;
836     }
837
838     return;
839
840 err:
841     context->valid = 0;
842 }
843
844 /* Do not call while under the GL lock. */
845 static void context_destroy_gl_resources(struct wined3d_context *context)
846 {
847     const struct wined3d_gl_info *gl_info = context->gl_info;
848     struct wined3d_occlusion_query *occlusion_query;
849     struct wined3d_event_query *event_query;
850     struct fbo_entry *entry, *entry2;
851     HGLRC restore_ctx;
852     HDC restore_dc;
853     unsigned int i;
854
855     restore_ctx = pwglGetCurrentContext();
856     restore_dc = pwglGetCurrentDC();
857
858     context_update_window(context);
859     if (context->valid && restore_ctx != context->glCtx)
860         context->valid = !!pwglMakeCurrent(context->hdc, context->glCtx);
861     else restore_ctx = NULL;
862
863     ENTER_GL();
864
865     LIST_FOR_EACH_ENTRY(occlusion_query, &context->occlusion_queries, struct wined3d_occlusion_query, entry)
866     {
867         if (context->valid && gl_info->supported[ARB_OCCLUSION_QUERY])
868             GL_EXTCALL(glDeleteQueriesARB(1, &occlusion_query->id));
869         occlusion_query->context = NULL;
870     }
871
872     LIST_FOR_EACH_ENTRY(event_query, &context->event_queries, struct wined3d_event_query, entry)
873     {
874         if (context->valid)
875         {
876             if (gl_info->supported[ARB_SYNC])
877             {
878                 if (event_query->object.sync) GL_EXTCALL(glDeleteSync(event_query->object.sync));
879             }
880             else if (gl_info->supported[APPLE_FENCE]) GL_EXTCALL(glDeleteFencesAPPLE(1, &event_query->object.id));
881             else if (gl_info->supported[NV_FENCE]) GL_EXTCALL(glDeleteFencesNV(1, &event_query->object.id));
882         }
883         event_query->context = NULL;
884     }
885
886     LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry)
887     {
888         if (!context->valid) entry->id = 0;
889         context_destroy_fbo_entry(context, entry);
890     }
891
892     LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
893     {
894         if (!context->valid) entry->id = 0;
895         context_destroy_fbo_entry(context, entry);
896     }
897
898     if (context->valid)
899     {
900         if (context->dst_fbo)
901         {
902             TRACE("Destroy dst FBO %d\n", context->dst_fbo);
903             context_destroy_fbo(context, &context->dst_fbo);
904         }
905         if (context->dummy_arbfp_prog)
906         {
907             GL_EXTCALL(glDeleteProgramsARB(1, &context->dummy_arbfp_prog));
908         }
909
910         if (gl_info->supported[ARB_OCCLUSION_QUERY])
911             GL_EXTCALL(glDeleteQueriesARB(context->free_occlusion_query_count, context->free_occlusion_queries));
912
913         if (gl_info->supported[ARB_SYNC])
914         {
915             if (event_query->object.sync) GL_EXTCALL(glDeleteSync(event_query->object.sync));
916         }
917         else if (gl_info->supported[APPLE_FENCE])
918         {
919             for (i = 0; i < context->free_event_query_count; ++i)
920             {
921                 GL_EXTCALL(glDeleteFencesAPPLE(1, &context->free_event_queries[i].id));
922             }
923         }
924         else if (gl_info->supported[NV_FENCE])
925         {
926             for (i = 0; i < context->free_event_query_count; ++i)
927             {
928                 GL_EXTCALL(glDeleteFencesNV(1, &context->free_event_queries[i].id));
929             }
930         }
931
932         checkGLcall("context cleanup");
933     }
934
935     LEAVE_GL();
936
937     HeapFree(GetProcessHeap(), 0, context->free_occlusion_queries);
938     HeapFree(GetProcessHeap(), 0, context->free_event_queries);
939
940     if (restore_ctx)
941     {
942         if (!pwglMakeCurrent(restore_dc, restore_ctx))
943         {
944             DWORD err = GetLastError();
945             ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
946                     restore_ctx, restore_dc, err);
947         }
948     }
949     else if (pwglGetCurrentContext() && !pwglMakeCurrent(NULL, NULL))
950     {
951         ERR("Failed to disable GL context.\n");
952     }
953
954     ReleaseDC(context->win_handle, context->hdc);
955
956     if (!pwglDeleteContext(context->glCtx))
957     {
958         DWORD err = GetLastError();
959         ERR("wglDeleteContext(%p) failed, last error %#x.\n", context->glCtx, err);
960     }
961 }
962
963 DWORD context_get_tls_idx(void)
964 {
965     return wined3d_context_tls_idx;
966 }
967
968 void context_set_tls_idx(DWORD idx)
969 {
970     wined3d_context_tls_idx = idx;
971 }
972
973 struct wined3d_context *context_get_current(void)
974 {
975     return TlsGetValue(wined3d_context_tls_idx);
976 }
977
978 /* Do not call while under the GL lock. */
979 BOOL context_set_current(struct wined3d_context *ctx)
980 {
981     struct wined3d_context *old = context_get_current();
982
983     if (old == ctx)
984     {
985         TRACE("Already using D3D context %p.\n", ctx);
986         return TRUE;
987     }
988
989     if (old)
990     {
991         if (old->destroyed)
992         {
993             TRACE("Switching away from destroyed context %p.\n", old);
994             context_destroy_gl_resources(old);
995             HeapFree(GetProcessHeap(), 0, old);
996         }
997         else
998         {
999             old->current = 0;
1000         }
1001     }
1002
1003     if (ctx)
1004     {
1005         if (!ctx->valid)
1006         {
1007             ERR("Trying to make invalid context %p current\n", ctx);
1008             return FALSE;
1009         }
1010
1011         TRACE("Switching to D3D context %p, GL context %p, device context %p.\n", ctx, ctx->glCtx, ctx->hdc);
1012         if (!pwglMakeCurrent(ctx->hdc, ctx->glCtx))
1013         {
1014             DWORD err = GetLastError();
1015             ERR("Failed to make GL context %p current on device context %p, last error %#x.\n",
1016                     ctx->glCtx, ctx->hdc, err);
1017             ctx->valid = 0;
1018             pwglMakeCurrent(NULL, NULL);
1019             TlsSetValue(wined3d_context_tls_idx, NULL);
1020             return FALSE;
1021         }
1022         ctx->current = 1;
1023     }
1024     else if(pwglGetCurrentContext())
1025     {
1026         TRACE("Clearing current D3D context.\n");
1027         if (!pwglMakeCurrent(NULL, NULL))
1028         {
1029             DWORD err = GetLastError();
1030             ERR("Failed to clear current GL context, last error %#x.\n", err);
1031             TlsSetValue(wined3d_context_tls_idx, NULL);
1032             return FALSE;
1033         }
1034     }
1035
1036     return TlsSetValue(wined3d_context_tls_idx, ctx);
1037 }
1038
1039 void context_release(struct wined3d_context *context)
1040 {
1041     TRACE("Releasing context %p, level %u.\n", context, context->level);
1042
1043     if (WARN_ON(d3d))
1044     {
1045         if (!context->level)
1046             WARN("Context %p is not active.\n", context);
1047         else if (context != context_get_current())
1048             WARN("Context %p is not the current context.\n", context);
1049     }
1050
1051     if (!--context->level && context->restore_ctx)
1052     {
1053         TRACE("Restoring GL context %p on device context %p.\n", context->restore_ctx, context->restore_dc);
1054         if (!pwglMakeCurrent(context->restore_dc, context->restore_ctx))
1055         {
1056             DWORD err = GetLastError();
1057             ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
1058                     context->restore_ctx, context->restore_dc, err);
1059             context_set_current(NULL);
1060         }
1061         context->restore_ctx = NULL;
1062         context->restore_dc = NULL;
1063     }
1064 }
1065
1066 static void context_enter(struct wined3d_context *context)
1067 {
1068     TRACE("Entering context %p, level %u.\n", context, context->level + 1);
1069
1070     if (!context->level++)
1071     {
1072         const struct wined3d_context *current_context = context_get_current();
1073         HGLRC current_gl = pwglGetCurrentContext();
1074
1075         if (current_gl && (!current_context || current_context->glCtx != current_gl))
1076         {
1077             TRACE("Another GL context (%p on device context %p) is already current.\n",
1078                     current_gl, pwglGetCurrentDC());
1079             context->restore_ctx = current_gl;
1080             context->restore_dc = pwglGetCurrentDC();
1081         }
1082     }
1083 }
1084
1085 /*****************************************************************************
1086  * Context_MarkStateDirty
1087  *
1088  * Marks a state in a context dirty. Only one context, opposed to
1089  * IWineD3DDeviceImpl_MarkStateDirty, which marks the state dirty in all
1090  * contexts
1091  *
1092  * Params:
1093  *  context: Context to mark the state dirty in
1094  *  state: State to mark dirty
1095  *  StateTable: Pointer to the state table in use(for state grouping)
1096  *
1097  *****************************************************************************/
1098 static void Context_MarkStateDirty(struct wined3d_context *context, DWORD state, const struct StateEntry *StateTable)
1099 {
1100     DWORD rep = StateTable[state].representative;
1101     DWORD idx;
1102     BYTE shift;
1103
1104     if (isStateDirty(context, rep)) return;
1105
1106     context->dirtyArray[context->numDirtyEntries++] = rep;
1107     idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
1108     shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
1109     context->isStateDirty[idx] |= (1 << shift);
1110 }
1111
1112 /* This function takes care of WineD3D pixel format selection. */
1113 static int WineD3D_ChoosePixelFormat(IWineD3DDeviceImpl *This, HDC hdc,
1114         const struct wined3d_format *color_format, const struct wined3d_format *ds_format,
1115         BOOL auxBuffers, int numSamples, BOOL findCompatible)
1116 {
1117     int iPixelFormat=0;
1118     unsigned int matchtry;
1119     short redBits, greenBits, blueBits, alphaBits, colorBits;
1120     short depthBits=0, stencilBits=0;
1121
1122     static const struct
1123     {
1124         BOOL require_aux;
1125         BOOL exact_alpha;
1126         BOOL exact_color;
1127     }
1128     matches[] =
1129     {
1130         /* First, try without alpha match buffers. MacOS supports aux buffers only
1131          * on A8R8G8B8, and we prefer better offscreen rendering over an alpha match.
1132          * Then try without aux buffers - this is the most common cause for not
1133          * finding a pixel format. Also some drivers(the open source ones)
1134          * only offer 32 bit ARB pixel formats. First try without an exact alpha
1135          * match, then try without an exact alpha and color match.
1136          */
1137         { TRUE,  TRUE,  TRUE  },
1138         { TRUE,  FALSE, TRUE  },
1139         { FALSE, TRUE,  TRUE  },
1140         { FALSE, FALSE, TRUE  },
1141         { TRUE,  FALSE, FALSE },
1142         { FALSE, FALSE, FALSE },
1143     };
1144
1145     int i = 0;
1146     int nCfgs = This->adapter->nCfgs;
1147
1148     TRACE("ColorFormat=%s, DepthStencilFormat=%s, auxBuffers=%d, numSamples=%d, findCompatible=%d\n",
1149           debug_d3dformat(color_format->id), debug_d3dformat(ds_format->id),
1150           auxBuffers, numSamples, findCompatible);
1151
1152     if (!getColorBits(color_format, &redBits, &greenBits, &blueBits, &alphaBits, &colorBits))
1153     {
1154         ERR("Unable to get color bits for format %s (%#x)!\n",
1155                 debug_d3dformat(color_format->id), color_format->id);
1156         return 0;
1157     }
1158
1159     getDepthStencilBits(ds_format, &depthBits, &stencilBits);
1160
1161     for(matchtry = 0; matchtry < (sizeof(matches) / sizeof(matches[0])) && !iPixelFormat; matchtry++) {
1162         for(i=0; i<nCfgs; i++) {
1163             BOOL exactDepthMatch = TRUE;
1164             WineD3D_PixelFormat *cfg = &This->adapter->cfgs[i];
1165
1166             /* For now only accept RGBA formats. Perhaps some day we will
1167              * allow floating point formats for pbuffers. */
1168             if(cfg->iPixelType != WGL_TYPE_RGBA_ARB)
1169                 continue;
1170
1171             /* In window mode we need a window drawable format and double buffering. */
1172             if(!(cfg->windowDrawable && cfg->doubleBuffer))
1173                 continue;
1174
1175             /* We like to have aux buffers in backbuffer mode */
1176             if(auxBuffers && !cfg->auxBuffers && matches[matchtry].require_aux)
1177                 continue;
1178
1179             if(matches[matchtry].exact_color) {
1180                 if(cfg->redSize != redBits)
1181                     continue;
1182                 if(cfg->greenSize != greenBits)
1183                     continue;
1184                 if(cfg->blueSize != blueBits)
1185                     continue;
1186             } else {
1187                 if(cfg->redSize < redBits)
1188                     continue;
1189                 if(cfg->greenSize < greenBits)
1190                     continue;
1191                 if(cfg->blueSize < blueBits)
1192                     continue;
1193             }
1194             if(matches[matchtry].exact_alpha) {
1195                 if(cfg->alphaSize != alphaBits)
1196                     continue;
1197             } else {
1198                 if(cfg->alphaSize < alphaBits)
1199                     continue;
1200             }
1201
1202             /* We try to locate a format which matches our requirements exactly. In case of
1203              * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
1204             if(cfg->depthSize < depthBits)
1205                 continue;
1206             else if(cfg->depthSize > depthBits)
1207                 exactDepthMatch = FALSE;
1208
1209             /* In all cases make sure the number of stencil bits matches our requirements
1210              * even when we don't need stencil because it could affect performance EXCEPT
1211              * on cards which don't offer depth formats without stencil like the i915 drivers
1212              * on Linux. */
1213             if(stencilBits != cfg->stencilSize && !(This->adapter->brokenStencil && stencilBits <= cfg->stencilSize))
1214                 continue;
1215
1216             /* Check multisampling support */
1217             if(cfg->numSamples != numSamples)
1218                 continue;
1219
1220             /* When we have passed all the checks then we have found a format which matches our
1221              * requirements. Note that we only check for a limit number of capabilities right now,
1222              * so there can easily be a dozen of pixel formats which appear to be the 'same' but
1223              * can still differ in things like multisampling, stereo, SRGB and other flags.
1224              */
1225
1226             /* Exit the loop as we have found a format :) */
1227             if(exactDepthMatch) {
1228                 iPixelFormat = cfg->iPixelFormat;
1229                 break;
1230             } else if(!iPixelFormat) {
1231                 /* In the end we might end up with a format which doesn't exactly match our depth
1232                  * requirements. Accept the first format we found because formats with higher iPixelFormat
1233                  * values tend to have more extended capabilities (e.g. multisampling) which we don't need. */
1234                 iPixelFormat = cfg->iPixelFormat;
1235             }
1236         }
1237     }
1238
1239     /* When findCompatible is set and no suitable format was found, let ChoosePixelFormat choose a pixel format in order not to crash. */
1240     if(!iPixelFormat && !findCompatible) {
1241         ERR("Can't find a suitable iPixelFormat\n");
1242         return FALSE;
1243     } else if(!iPixelFormat) {
1244         PIXELFORMATDESCRIPTOR pfd;
1245
1246         TRACE("Falling back to ChoosePixelFormat as we weren't able to find an exactly matching pixel format\n");
1247         /* PixelFormat selection */
1248         ZeroMemory(&pfd, sizeof(pfd));
1249         pfd.nSize      = sizeof(pfd);
1250         pfd.nVersion   = 1;
1251         pfd.dwFlags    = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
1252         pfd.iPixelType = PFD_TYPE_RGBA;
1253         pfd.cAlphaBits = alphaBits;
1254         pfd.cColorBits = colorBits;
1255         pfd.cDepthBits = depthBits;
1256         pfd.cStencilBits = stencilBits;
1257         pfd.iLayerType = PFD_MAIN_PLANE;
1258
1259         iPixelFormat = ChoosePixelFormat(hdc, &pfd);
1260         if(!iPixelFormat) {
1261             /* If this happens something is very wrong as ChoosePixelFormat barely fails */
1262             ERR("Can't find a suitable iPixelFormat\n");
1263             return FALSE;
1264         }
1265     }
1266
1267     TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s\n",
1268             iPixelFormat, debug_d3dformat(color_format->id), debug_d3dformat(ds_format->id));
1269     return iPixelFormat;
1270 }
1271
1272 /* Do not call while under the GL lock. */
1273 struct wined3d_context *context_create(IWineD3DSwapChainImpl *swapchain,
1274         IWineD3DSurfaceImpl *target, const struct wined3d_format *ds_format)
1275 {
1276     IWineD3DDeviceImpl *device = swapchain->device;
1277     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1278     const struct wined3d_format *color_format;
1279     struct wined3d_context *ret;
1280     PIXELFORMATDESCRIPTOR pfd;
1281     BOOL auxBuffers = FALSE;
1282     int numSamples = 0;
1283     int pixel_format;
1284     unsigned int s;
1285     int swap_interval;
1286     DWORD state;
1287     HGLRC ctx;
1288     HDC hdc;
1289
1290     TRACE("swapchain %p, target %p, window %p.\n", swapchain, target, swapchain->win_handle);
1291
1292     ret = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*ret));
1293     if (!ret)
1294     {
1295         ERR("Failed to allocate context memory.\n");
1296         return NULL;
1297     }
1298
1299     if (!(hdc = GetDC(swapchain->win_handle)))
1300     {
1301         ERR("Failed to retrieve a device context.\n");
1302         goto out;
1303     }
1304
1305     color_format = target->resource.format;
1306
1307     /* In case of ORM_BACKBUFFER, make sure to request an alpha component for
1308      * X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
1309     if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
1310     {
1311         auxBuffers = TRUE;
1312
1313         if (color_format->id == WINED3DFMT_B4G4R4X4_UNORM)
1314             color_format = wined3d_get_format(gl_info, WINED3DFMT_B4G4R4A4_UNORM);
1315         else if (color_format->id == WINED3DFMT_B8G8R8X8_UNORM)
1316             color_format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
1317     }
1318
1319     /* DirectDraw supports 8bit paletted render targets and these are used by
1320      * old games like Starcraft and C&C. Most modern hardware doesn't support
1321      * 8bit natively so we perform some form of 8bit -> 32bit conversion. The
1322      * conversion (ab)uses the alpha component for storing the palette index.
1323      * For this reason we require a format with 8bit alpha, so request
1324      * A8R8G8B8. */
1325     if (color_format->id == WINED3DFMT_P8_UINT)
1326         color_format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
1327
1328     /* D3D only allows multisampling when SwapEffect is set to WINED3DSWAPEFFECT_DISCARD. */
1329     if (swapchain->presentParms.MultiSampleType && (swapchain->presentParms.SwapEffect == WINED3DSWAPEFFECT_DISCARD))
1330     {
1331         if (!gl_info->supported[ARB_MULTISAMPLE])
1332             WARN("The application is requesting multisampling without support.\n");
1333         else
1334         {
1335             TRACE("Requesting multisample type %#x.\n", swapchain->presentParms.MultiSampleType);
1336             numSamples = swapchain->presentParms.MultiSampleType;
1337         }
1338     }
1339
1340     /* Try to find a pixel format which matches our requirements. */
1341     pixel_format = WineD3D_ChoosePixelFormat(device, hdc, color_format, ds_format,
1342             auxBuffers, numSamples, FALSE /* findCompatible */);
1343
1344     /* Try to locate a compatible format if we weren't able to find anything. */
1345     if (!pixel_format)
1346     {
1347         TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
1348         pixel_format = WineD3D_ChoosePixelFormat(device, hdc, color_format, ds_format,
1349                 auxBuffers, 0 /* numSamples */, TRUE /* findCompatible */);
1350     }
1351
1352     /* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */
1353     if (!pixel_format)
1354     {
1355         ERR("Can't find a suitable pixel format.\n");
1356         goto out;
1357     }
1358
1359     DescribePixelFormat(hdc, pixel_format, sizeof(pfd), &pfd);
1360     if (!context_set_pixel_format(gl_info, hdc, pixel_format))
1361     {
1362         ERR("Failed to set pixel format %d on device context %p.\n", pixel_format, hdc);
1363         goto out;
1364     }
1365
1366     ctx = pwglCreateContext(hdc);
1367     if (device->context_count)
1368     {
1369         if (!pwglShareLists(device->contexts[0]->glCtx, ctx))
1370         {
1371             DWORD err = GetLastError();
1372             ERR("wglShareLists(%p, %p) failed, last error %#x.\n",
1373                     device->contexts[0]->glCtx, ctx, err);
1374         }
1375     }
1376
1377     if(!ctx) {
1378         ERR("Failed to create a WGL context\n");
1379         goto out;
1380     }
1381
1382     if (!device_context_add(device, ret))
1383     {
1384         ERR("Failed to add the newly created context to the context list\n");
1385         if (!pwglDeleteContext(ctx))
1386         {
1387             DWORD err = GetLastError();
1388             ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, err);
1389         }
1390         goto out;
1391     }
1392
1393     ret->gl_info = gl_info;
1394
1395     /* Mark all states dirty to force a proper initialization of the states
1396      * on the first use of the context. */
1397     for (state = 0; state <= STATE_HIGHEST; ++state)
1398     {
1399         if (device->StateTable[state].representative)
1400             Context_MarkStateDirty(ret, state, device->StateTable);
1401     }
1402
1403     ret->swapchain = swapchain;
1404     ret->current_rt = target;
1405     ret->tid = GetCurrentThreadId();
1406
1407     ret->render_offscreen = surface_is_offscreen(target);
1408     ret->draw_buffer_dirty = TRUE;
1409     ret->valid = 1;
1410
1411     ret->glCtx = ctx;
1412     ret->win_handle = swapchain->win_handle;
1413     ret->hdc = hdc;
1414     ret->pixel_format = pixel_format;
1415
1416     if (device->shader_backend->shader_dirtifyable_constants())
1417     {
1418         /* Create the dirty constants array and initialize them to dirty */
1419         ret->vshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
1420                 sizeof(*ret->vshader_const_dirty) * device->d3d_vshader_constantF);
1421         ret->pshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
1422                 sizeof(*ret->pshader_const_dirty) * device->d3d_pshader_constantF);
1423         memset(ret->vshader_const_dirty, 1,
1424                sizeof(*ret->vshader_const_dirty) * device->d3d_vshader_constantF);
1425         memset(ret->pshader_const_dirty, 1,
1426                 sizeof(*ret->pshader_const_dirty) * device->d3d_pshader_constantF);
1427     }
1428
1429     ret->blit_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1430             gl_info->limits.buffers * sizeof(*ret->blit_targets));
1431     if (!ret->blit_targets) goto out;
1432
1433     ret->draw_buffers = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1434             gl_info->limits.buffers * sizeof(*ret->draw_buffers));
1435     if (!ret->draw_buffers) goto out;
1436
1437     ret->free_occlusion_query_size = 4;
1438     ret->free_occlusion_queries = HeapAlloc(GetProcessHeap(), 0,
1439             ret->free_occlusion_query_size * sizeof(*ret->free_occlusion_queries));
1440     if (!ret->free_occlusion_queries) goto out;
1441
1442     list_init(&ret->occlusion_queries);
1443
1444     ret->free_event_query_size = 4;
1445     ret->free_event_queries = HeapAlloc(GetProcessHeap(), 0,
1446             ret->free_event_query_size * sizeof(*ret->free_event_queries));
1447     if (!ret->free_event_queries) goto out;
1448
1449     list_init(&ret->event_queries);
1450
1451     TRACE("Successfully created new context %p\n", ret);
1452
1453     list_init(&ret->fbo_list);
1454     list_init(&ret->fbo_destroy_list);
1455
1456     context_enter(ret);
1457
1458     /* Set up the context defaults */
1459     if (!context_set_current(ret))
1460     {
1461         ERR("Cannot activate context to set up defaults\n");
1462         context_release(ret);
1463         goto out;
1464     }
1465
1466     switch (swapchain->presentParms.PresentationInterval)
1467     {
1468         case WINED3DPRESENT_INTERVAL_IMMEDIATE:
1469             swap_interval = 0;
1470             break;
1471         case WINED3DPRESENT_INTERVAL_DEFAULT:
1472         case WINED3DPRESENT_INTERVAL_ONE:
1473             swap_interval = 1;
1474             break;
1475         case WINED3DPRESENT_INTERVAL_TWO:
1476             swap_interval = 2;
1477             break;
1478         case WINED3DPRESENT_INTERVAL_THREE:
1479             swap_interval = 3;
1480             break;
1481         case WINED3DPRESENT_INTERVAL_FOUR:
1482             swap_interval = 4;
1483             break;
1484         default:
1485             FIXME("Unknown presentation interval %08x\n", swapchain->presentParms.PresentationInterval);
1486             swap_interval = 1;
1487     }
1488
1489     if (gl_info->supported[WGL_EXT_SWAP_CONTROL])
1490     {
1491         if (!GL_EXTCALL(wglSwapIntervalEXT(swap_interval)))
1492             ERR("wglSwapIntervalEXT failed to set swap interval %d for context %p, last error %#x\n",
1493                 swap_interval, ret, GetLastError());
1494     }
1495
1496     ENTER_GL();
1497
1498     glGetIntegerv(GL_AUX_BUFFERS, &ret->aux_buffers);
1499
1500     TRACE("Setting up the screen\n");
1501     /* Clear the screen */
1502     glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
1503     checkGLcall("glClearColor");
1504     glClearIndex(0);
1505     glClearDepth(1);
1506     glClearStencil(0xffff);
1507
1508     checkGLcall("glClear");
1509
1510     glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
1511     checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
1512
1513     glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
1514     checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
1515
1516     glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
1517     checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
1518
1519     glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);
1520     checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);");
1521     glPixelStorei(GL_UNPACK_ALIGNMENT, device->surface_alignment);
1522     checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, device->surface_alignment);");
1523
1524     if (gl_info->supported[APPLE_CLIENT_STORAGE])
1525     {
1526         /* Most textures will use client storage if supported. Exceptions are non-native power of 2 textures
1527          * and textures in DIB sections(due to the memory protection).
1528          */
1529         glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
1530         checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1531     }
1532     if (gl_info->supported[ARB_VERTEX_BLEND])
1533     {
1534         /* Direct3D always uses n-1 weights for n world matrices and uses 1 - sum for the last one
1535          * this is equal to GL_WEIGHT_SUM_UNITY_ARB. Enabling it doesn't do anything unless
1536          * GL_VERTEX_BLEND_ARB isn't enabled too
1537          */
1538         glEnable(GL_WEIGHT_SUM_UNITY_ARB);
1539         checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
1540     }
1541     if (gl_info->supported[NV_TEXTURE_SHADER2])
1542     {
1543         /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
1544          * the previous texture where to source the offset from is always unit - 1.
1545          */
1546         for (s = 1; s < gl_info->limits.textures; ++s)
1547         {
1548             GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
1549             glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + s - 1);
1550             checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...");
1551         }
1552     }
1553     if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
1554     {
1555         /* MacOS(radeon X1600 at least, but most likely others too) refuses to draw if GLSL and ARBFP are
1556          * enabled, but the currently bound arbfp program is 0. Enabling ARBFP with prog 0 is invalid, but
1557          * GLSL should bypass this. This causes problems in programs that never use the fixed function pipeline,
1558          * because the ARBFP extension is enabled by the ARBFP pipeline at context creation, but no program
1559          * is ever assigned.
1560          *
1561          * So make sure a program is assigned to each context. The first real ARBFP use will set a different
1562          * program and the dummy program is destroyed when the context is destroyed.
1563          */
1564         const char *dummy_program =
1565                 "!!ARBfp1.0\n"
1566                 "MOV result.color, fragment.color.primary;\n"
1567                 "END\n";
1568         GL_EXTCALL(glGenProgramsARB(1, &ret->dummy_arbfp_prog));
1569         GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret->dummy_arbfp_prog));
1570         GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(dummy_program), dummy_program));
1571     }
1572
1573     for (s = 0; s < gl_info->limits.point_sprite_units; ++s)
1574     {
1575         GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
1576         glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
1577         checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)");
1578     }
1579
1580     if (gl_info->supported[ARB_PROVOKING_VERTEX])
1581     {
1582         GL_EXTCALL(glProvokingVertex(GL_FIRST_VERTEX_CONVENTION));
1583     }
1584     else if (gl_info->supported[EXT_PROVOKING_VERTEX])
1585     {
1586         GL_EXTCALL(glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT));
1587     }
1588
1589     LEAVE_GL();
1590
1591     device->frag_pipe->enable_extension(TRUE);
1592
1593     TRACE("Created context %p.\n", ret);
1594
1595     return ret;
1596
1597 out:
1598     HeapFree(GetProcessHeap(), 0, ret->free_event_queries);
1599     HeapFree(GetProcessHeap(), 0, ret->free_occlusion_queries);
1600     HeapFree(GetProcessHeap(), 0, ret->draw_buffers);
1601     HeapFree(GetProcessHeap(), 0, ret->blit_targets);
1602     HeapFree(GetProcessHeap(), 0, ret->pshader_const_dirty);
1603     HeapFree(GetProcessHeap(), 0, ret->vshader_const_dirty);
1604     HeapFree(GetProcessHeap(), 0, ret);
1605     return NULL;
1606 }
1607
1608 /* Do not call while under the GL lock. */
1609 void context_destroy(IWineD3DDeviceImpl *This, struct wined3d_context *context)
1610 {
1611     BOOL destroy;
1612
1613     TRACE("Destroying ctx %p\n", context);
1614
1615     if (context->tid == GetCurrentThreadId() || !context->current)
1616     {
1617         context_destroy_gl_resources(context);
1618         TlsSetValue(wined3d_context_tls_idx, NULL);
1619         destroy = TRUE;
1620     }
1621     else
1622     {
1623         context->destroyed = 1;
1624         destroy = FALSE;
1625     }
1626
1627     HeapFree(GetProcessHeap(), 0, context->draw_buffers);
1628     HeapFree(GetProcessHeap(), 0, context->blit_targets);
1629     HeapFree(GetProcessHeap(), 0, context->vshader_const_dirty);
1630     HeapFree(GetProcessHeap(), 0, context->pshader_const_dirty);
1631     device_context_remove(This, context);
1632     if (destroy) HeapFree(GetProcessHeap(), 0, context);
1633 }
1634
1635 /* GL locking is done by the caller */
1636 static inline void set_blit_dimension(UINT width, UINT height) {
1637     glMatrixMode(GL_PROJECTION);
1638     checkGLcall("glMatrixMode(GL_PROJECTION)");
1639     glLoadIdentity();
1640     checkGLcall("glLoadIdentity()");
1641     glOrtho(0, width, 0, height, 0.0, -1.0);
1642     checkGLcall("glOrtho");
1643     glViewport(0, 0, width, height);
1644     checkGLcall("glViewport");
1645 }
1646
1647 /*****************************************************************************
1648  * SetupForBlit
1649  *
1650  * Sets up a context for DirectDraw blitting.
1651  * All texture units are disabled, texture unit 0 is set as current unit
1652  * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
1653  * color writing enabled for all channels
1654  * register combiners disabled, shaders disabled
1655  * world matrix is set to identity, texture matrix 0 too
1656  * projection matrix is setup for drawing screen coordinates
1657  *
1658  * Params:
1659  *  This: Device to activate the context for
1660  *  context: Context to setup
1661  *
1662  *****************************************************************************/
1663 /* Context activation is done by the caller. */
1664 static void SetupForBlit(IWineD3DDeviceImpl *This, struct wined3d_context *context)
1665 {
1666     int i;
1667     const struct StateEntry *StateTable = This->StateTable;
1668     const struct wined3d_gl_info *gl_info = context->gl_info;
1669     UINT width = context->current_rt->resource.width;
1670     UINT height = context->current_rt->resource.height;
1671     DWORD sampler;
1672
1673     TRACE("Setting up context %p for blitting\n", context);
1674     if(context->last_was_blit) {
1675         if(context->blit_w != width || context->blit_h != height) {
1676             ENTER_GL();
1677             set_blit_dimension(width, height);
1678             LEAVE_GL();
1679             context->blit_w = width; context->blit_h = height;
1680             /* No need to dirtify here, the states are still dirtified because they weren't
1681              * applied since the last SetupForBlit call. Otherwise last_was_blit would not
1682              * be set
1683              */
1684         }
1685         TRACE("Context is already set up for blitting, nothing to do\n");
1686         return;
1687     }
1688     context->last_was_blit = TRUE;
1689
1690     /* TODO: Use a display list */
1691
1692     /* Disable shaders */
1693     ENTER_GL();
1694     This->shader_backend->shader_select(context, FALSE, FALSE);
1695     LEAVE_GL();
1696
1697     Context_MarkStateDirty(context, STATE_VSHADER, StateTable);
1698     Context_MarkStateDirty(context, STATE_PIXELSHADER, StateTable);
1699
1700     /* Call ENTER_GL() once for all gl calls below. In theory we should not call
1701      * helper functions in between gl calls. This function is full of Context_MarkStateDirty
1702      * which can safely be called from here, we only lock once instead locking/unlocking
1703      * after each GL call.
1704      */
1705     ENTER_GL();
1706
1707     /* Disable all textures. The caller can then bind a texture it wants to blit
1708      * from
1709      *
1710      * The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
1711      * function texture unit. No need to care for higher samplers
1712      */
1713     for (i = gl_info->limits.textures - 1; i > 0 ; --i)
1714     {
1715         sampler = This->rev_tex_unit_map[i];
1716         GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
1717         checkGLcall("glActiveTextureARB");
1718
1719         if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1720         {
1721             glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1722             checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1723         }
1724         glDisable(GL_TEXTURE_3D);
1725         checkGLcall("glDisable GL_TEXTURE_3D");
1726         if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1727         {
1728             glDisable(GL_TEXTURE_RECTANGLE_ARB);
1729             checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1730         }
1731         glDisable(GL_TEXTURE_2D);
1732         checkGLcall("glDisable GL_TEXTURE_2D");
1733
1734         glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1735         checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
1736
1737         if (sampler != WINED3D_UNMAPPED_STAGE)
1738         {
1739             if (sampler < MAX_TEXTURES) {
1740                 Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
1741             }
1742             Context_MarkStateDirty(context, STATE_SAMPLER(sampler), StateTable);
1743         }
1744     }
1745     GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
1746     checkGLcall("glActiveTextureARB");
1747
1748     sampler = This->rev_tex_unit_map[0];
1749
1750     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1751     {
1752         glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1753         checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1754     }
1755     glDisable(GL_TEXTURE_3D);
1756     checkGLcall("glDisable GL_TEXTURE_3D");
1757     if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1758     {
1759         glDisable(GL_TEXTURE_RECTANGLE_ARB);
1760         checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1761     }
1762     glDisable(GL_TEXTURE_2D);
1763     checkGLcall("glDisable GL_TEXTURE_2D");
1764
1765     glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1766
1767     glMatrixMode(GL_TEXTURE);
1768     checkGLcall("glMatrixMode(GL_TEXTURE)");
1769     glLoadIdentity();
1770     checkGLcall("glLoadIdentity()");
1771
1772     if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
1773     {
1774         glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
1775                   GL_TEXTURE_LOD_BIAS_EXT,
1776                   0.0f);
1777         checkGLcall("glTexEnvf GL_TEXTURE_LOD_BIAS_EXT ...");
1778     }
1779
1780     if (sampler != WINED3D_UNMAPPED_STAGE)
1781     {
1782         if (sampler < MAX_TEXTURES) {
1783             Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + sampler), StateTable);
1784             Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
1785         }
1786         Context_MarkStateDirty(context, STATE_SAMPLER(sampler), StateTable);
1787     }
1788
1789     /* Other misc states */
1790     glDisable(GL_ALPHA_TEST);
1791     checkGLcall("glDisable(GL_ALPHA_TEST)");
1792     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHATESTENABLE), StateTable);
1793     glDisable(GL_LIGHTING);
1794     checkGLcall("glDisable GL_LIGHTING");
1795     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING), StateTable);
1796     glDisable(GL_DEPTH_TEST);
1797     checkGLcall("glDisable GL_DEPTH_TEST");
1798     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ZENABLE), StateTable);
1799     glDisableWINE(GL_FOG);
1800     checkGLcall("glDisable GL_FOG");
1801     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE), StateTable);
1802     glDisable(GL_BLEND);
1803     checkGLcall("glDisable GL_BLEND");
1804     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
1805     glDisable(GL_CULL_FACE);
1806     checkGLcall("glDisable GL_CULL_FACE");
1807     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CULLMODE), StateTable);
1808     glDisable(GL_STENCIL_TEST);
1809     checkGLcall("glDisable GL_STENCIL_TEST");
1810     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_STENCILENABLE), StateTable);
1811     glDisable(GL_SCISSOR_TEST);
1812     checkGLcall("glDisable GL_SCISSOR_TEST");
1813     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), StateTable);
1814     if (gl_info->supported[ARB_POINT_SPRITE])
1815     {
1816         glDisable(GL_POINT_SPRITE_ARB);
1817         checkGLcall("glDisable GL_POINT_SPRITE_ARB");
1818         Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), StateTable);
1819     }
1820     glColorMask(GL_TRUE, GL_TRUE,GL_TRUE,GL_TRUE);
1821     checkGLcall("glColorMask");
1822     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE), StateTable);
1823     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), StateTable);
1824     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), StateTable);
1825     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), StateTable);
1826     if (gl_info->supported[EXT_SECONDARY_COLOR])
1827     {
1828         glDisable(GL_COLOR_SUM_EXT);
1829         Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SPECULARENABLE), StateTable);
1830         checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
1831     }
1832
1833     /* Setup transforms */
1834     glMatrixMode(GL_MODELVIEW);
1835     checkGLcall("glMatrixMode(GL_MODELVIEW)");
1836     glLoadIdentity();
1837     checkGLcall("glLoadIdentity()");
1838     Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), StateTable);
1839
1840     context->last_was_rhw = TRUE;
1841     Context_MarkStateDirty(context, STATE_VDECL, StateTable); /* because of last_was_rhw = TRUE */
1842
1843     glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)");
1844     glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)");
1845     glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)");
1846     glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)");
1847     glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)");
1848     glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)");
1849     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING), StateTable);
1850
1851     set_blit_dimension(width, height);
1852
1853     LEAVE_GL();
1854
1855     context->blit_w = width; context->blit_h = height;
1856     Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
1857     Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable);
1858
1859     This->frag_pipe->enable_extension(FALSE);
1860 }
1861
1862 /* Do not call while under the GL lock. */
1863 static struct wined3d_context *FindContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target)
1864 {
1865     struct wined3d_context *current_context = context_get_current();
1866     struct wined3d_context *context;
1867
1868     if (current_context && current_context->destroyed) current_context = NULL;
1869
1870     if (!target)
1871     {
1872         if (current_context
1873                 && current_context->current_rt
1874                 && current_context->swapchain->device == This)
1875         {
1876             target = current_context->current_rt;
1877         }
1878         else
1879         {
1880             IWineD3DSwapChainImpl *swapchain = This->swapchains[0];
1881             if (swapchain->back_buffers) target = swapchain->back_buffers[0];
1882             else target = swapchain->front_buffer;
1883         }
1884     }
1885
1886     if (current_context && current_context->current_rt == target)
1887     {
1888         context_update_window(current_context);
1889         return current_context;
1890     }
1891
1892     if (target->container.type == WINED3D_CONTAINER_SWAPCHAIN)
1893     {
1894         TRACE("Rendering onscreen\n");
1895
1896         context = swapchain_get_context(target->container.u.swapchain);
1897     }
1898     else
1899     {
1900         TRACE("Rendering offscreen\n");
1901
1902         /* Stay with the current context if possible. Otherwise use the
1903          * context for the primary swapchain. */
1904         if (current_context && current_context->swapchain->device == This)
1905             context = current_context;
1906         else
1907             context = swapchain_get_context(This->swapchains[0]);
1908     }
1909
1910     context_update_window(context);
1911
1912     return context;
1913 }
1914
1915 /* Context activation is done by the caller. */
1916 static void context_apply_draw_buffers(struct wined3d_context *context, UINT rt_count, IWineD3DSurfaceImpl **rts)
1917 {
1918     if (rt_count && !surface_is_offscreen(rts[0]))
1919     {
1920         ENTER_GL();
1921         glDrawBuffer(surface_get_gl_buffer(rts[0]));
1922         checkGLcall("glDrawBuffer()");
1923         LEAVE_GL();
1924     }
1925     else
1926     {
1927         ENTER_GL();
1928         if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
1929         {
1930             const struct wined3d_gl_info *gl_info = context->gl_info;
1931             unsigned int i;
1932
1933             for (i = 0; i < gl_info->limits.buffers; ++i)
1934             {
1935                 if (i < rt_count && rts[i] && rts[i]->resource.format->id != WINED3DFMT_NULL)
1936                     context->draw_buffers[i] = GL_COLOR_ATTACHMENT0 + i;
1937                 else
1938                     context->draw_buffers[i] = GL_NONE;
1939             }
1940
1941             if (gl_info->supported[ARB_DRAW_BUFFERS])
1942             {
1943                 GL_EXTCALL(glDrawBuffersARB(gl_info->limits.buffers, context->draw_buffers));
1944                 checkGLcall("glDrawBuffers()");
1945             }
1946             else
1947             {
1948                 glDrawBuffer(context->draw_buffers[0]);
1949                 checkGLcall("glDrawBuffer()");
1950             }
1951         }
1952         else
1953         {
1954             glDrawBuffer(rt_count ? rts[0]->resource.device->offscreenBuffer : GL_NONE);
1955             checkGLcall("glDrawBuffer()");
1956         }
1957         LEAVE_GL();
1958     }
1959 }
1960
1961 /* GL locking is done by the caller. */
1962 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer)
1963 {
1964     glDrawBuffer(buffer);
1965     checkGLcall("glDrawBuffer()");
1966     context->draw_buffer_dirty = TRUE;
1967 }
1968
1969 static inline void context_set_render_offscreen(struct wined3d_context *context, const struct StateEntry *StateTable,
1970         BOOL offscreen)
1971 {
1972     if (context->render_offscreen == offscreen) return;
1973
1974     Context_MarkStateDirty(context, STATE_POINTSPRITECOORDORIGIN, StateTable);
1975     Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable);
1976     Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
1977     Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
1978     Context_MarkStateDirty(context, STATE_FRONTFACE, StateTable);
1979     context->render_offscreen = offscreen;
1980 }
1981
1982 static BOOL match_depth_stencil_format(const struct wined3d_format *existing,
1983         const struct wined3d_format *required)
1984 {
1985     short existing_depth, existing_stencil, required_depth, required_stencil;
1986
1987     if (existing == required) return TRUE;
1988     if ((existing->flags & WINED3DFMT_FLAG_FLOAT) != (required->flags & WINED3DFMT_FLAG_FLOAT)) return FALSE;
1989
1990     getDepthStencilBits(existing, &existing_depth, &existing_stencil);
1991     getDepthStencilBits(required, &required_depth, &required_stencil);
1992
1993     if(existing_depth < required_depth) return FALSE;
1994     /* If stencil bits are used the exact amount is required - otherwise wrapping
1995      * won't work correctly */
1996     if(required_stencil && required_stencil != existing_stencil) return FALSE;
1997     return TRUE;
1998 }
1999 /* The caller provides a context */
2000 static void context_validate_onscreen_formats(IWineD3DDeviceImpl *device,
2001         struct wined3d_context *context, IWineD3DSurfaceImpl *depth_stencil)
2002 {
2003     /* Onscreen surfaces are always in a swapchain */
2004     IWineD3DSwapChainImpl *swapchain = context->current_rt->container.u.swapchain;
2005
2006     if (context->render_offscreen || !depth_stencil) return;
2007     if (match_depth_stencil_format(swapchain->ds_format, depth_stencil->resource.format)) return;
2008
2009     /* TODO: If the requested format would satisfy the needs of the existing one(reverse match),
2010      * or no onscreen depth buffer was created, the OpenGL drawable could be changed to the new
2011      * format. */
2012     WARN("Depth stencil format is not supported by WGL, rendering the backbuffer in an FBO\n");
2013
2014     /* The currently active context is the necessary context to access the swapchain's onscreen buffers */
2015     surface_load_location(context->current_rt, SFLAG_INTEXTURE, NULL);
2016     swapchain->render_to_fbo = TRUE;
2017     context_set_render_offscreen(context, device->StateTable, TRUE);
2018 }
2019
2020 /* Context activation is done by the caller. */
2021 void context_apply_blit_state(struct wined3d_context *context, IWineD3DDeviceImpl *device)
2022 {
2023     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2024     {
2025         context_validate_onscreen_formats(device, context, NULL);
2026
2027         if (context->render_offscreen)
2028         {
2029             surface_internal_preload(context->current_rt, SRGB_RGB);
2030
2031             ENTER_GL();
2032             context_apply_fbo_state_blit(context, GL_FRAMEBUFFER, context->current_rt, NULL, SFLAG_INTEXTURE);
2033             LEAVE_GL();
2034         }
2035         else
2036         {
2037             ENTER_GL();
2038             context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
2039             LEAVE_GL();
2040         }
2041
2042         context->draw_buffer_dirty = TRUE;
2043     }
2044
2045     if (context->draw_buffer_dirty)
2046     {
2047         context_apply_draw_buffers(context, 1, &context->current_rt);
2048         if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2049             context->draw_buffer_dirty = FALSE;
2050     }
2051
2052     SetupForBlit(device, context);
2053 }
2054
2055 static BOOL context_validate_rt_config(UINT rt_count,
2056         IWineD3DSurfaceImpl **rts, IWineD3DSurfaceImpl *ds)
2057 {
2058     unsigned int i;
2059
2060     if (ds) return TRUE;
2061
2062     for (i = 0; i < rt_count; ++i)
2063     {
2064         if (rts[i] && rts[i]->resource.format->id != WINED3DFMT_NULL)
2065             return TRUE;
2066     }
2067
2068     WARN("Invalid render target config, need at least one attachment.\n");
2069     return FALSE;
2070 }
2071
2072 /* Context activation is done by the caller. */
2073 BOOL context_apply_clear_state(struct wined3d_context *context, IWineD3DDeviceImpl *device,
2074         UINT rt_count, IWineD3DSurfaceImpl **rts, IWineD3DSurfaceImpl *depth_stencil)
2075 {
2076     const struct StateEntry *state_table = device->StateTable;
2077     UINT i;
2078
2079     if (!context_validate_rt_config(rt_count, rts, depth_stencil))
2080         return FALSE;
2081
2082
2083     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2084     {
2085         context_validate_onscreen_formats(device, context, depth_stencil);
2086
2087         ENTER_GL();
2088
2089         if (!rt_count || surface_is_offscreen(rts[0]))
2090         {
2091             for (i = 0; i < rt_count; ++i)
2092             {
2093                 context->blit_targets[i] = rts[i];
2094             }
2095             while (i < context->gl_info->limits.buffers)
2096             {
2097                 context->blit_targets[i] = NULL;
2098                 ++i;
2099             }
2100             context_apply_fbo_state(context, GL_FRAMEBUFFER, context->blit_targets, depth_stencil, SFLAG_INTEXTURE);
2101         }
2102         else
2103         {
2104             context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, NULL, SFLAG_INDRAWABLE);
2105         }
2106
2107         LEAVE_GL();
2108     }
2109
2110     context_apply_draw_buffers(context, rt_count, rts);
2111     context->draw_buffer_dirty = TRUE;
2112
2113     if (context->last_was_blit)
2114     {
2115         device->frag_pipe->enable_extension(TRUE);
2116     }
2117
2118     /* Blending and clearing should be orthogonal, but tests on the nvidia
2119      * driver show that disabling blending when clearing improves the clearing
2120      * performance incredibly. */
2121     ENTER_GL();
2122     glDisable(GL_BLEND);
2123     glEnable(GL_SCISSOR_TEST);
2124     checkGLcall("glEnable GL_SCISSOR_TEST");
2125     LEAVE_GL();
2126
2127     context->last_was_blit = FALSE;
2128     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_table);
2129     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), state_table);
2130     Context_MarkStateDirty(context, STATE_SCISSORRECT, state_table);
2131
2132     return TRUE;
2133 }
2134
2135 /* Context activation is done by the caller. */
2136 BOOL context_apply_draw_state(struct wined3d_context *context, IWineD3DDeviceImpl *device)
2137 {
2138     const struct StateEntry *state_table = device->StateTable;
2139     unsigned int i;
2140
2141     if (!context_validate_rt_config(context->gl_info->limits.buffers,
2142             device->render_targets, device->depth_stencil))
2143         return FALSE;
2144
2145     /* Preload resources before FBO setup. Texture preload in particular may
2146      * result in changes to the current FBO, due to using e.g. FBO blits for
2147      * updating a resource location. */
2148     IWineD3DDeviceImpl_FindTexUnitMap(device);
2149     device_preload_textures(device);
2150     if (isStateDirty(context, STATE_VDECL))
2151         device_update_stream_info(device, context->gl_info);
2152
2153     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2154     {
2155         context_validate_onscreen_formats(device, context, device->depth_stencil);
2156
2157         if (!context->render_offscreen)
2158         {
2159             ENTER_GL();
2160             context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, NULL, SFLAG_INDRAWABLE);
2161             LEAVE_GL();
2162         }
2163         else
2164         {
2165             ENTER_GL();
2166             context_apply_fbo_state(context, GL_FRAMEBUFFER, device->render_targets,
2167                     device->depth_stencil, SFLAG_INTEXTURE);
2168             LEAVE_GL();
2169         }
2170     }
2171
2172     if (context->draw_buffer_dirty)
2173     {
2174         context_apply_draw_buffers(context, context->gl_info->limits.buffers, device->render_targets);
2175         context->draw_buffer_dirty = FALSE;
2176     }
2177
2178     if (context->last_was_blit)
2179     {
2180         device->frag_pipe->enable_extension(TRUE);
2181     }
2182
2183     ENTER_GL();
2184     for (i = 0; i < context->numDirtyEntries; ++i)
2185     {
2186         DWORD rep = context->dirtyArray[i];
2187         DWORD idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
2188         BYTE shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
2189         context->isStateDirty[idx] &= ~(1 << shift);
2190         state_table[rep].apply(rep, device->stateBlock, context);
2191     }
2192     LEAVE_GL();
2193     context->numDirtyEntries = 0; /* This makes the whole list clean */
2194     context->last_was_blit = FALSE;
2195
2196     return TRUE;
2197 }
2198
2199 static void context_setup_target(IWineD3DDeviceImpl *device,
2200         struct wined3d_context *context, IWineD3DSurfaceImpl *target)
2201 {
2202     BOOL old_render_offscreen = context->render_offscreen, render_offscreen;
2203     const struct StateEntry *StateTable = device->StateTable;
2204
2205     if (!target) return;
2206     render_offscreen = surface_is_offscreen(target);
2207     if (context->current_rt == target && render_offscreen == old_render_offscreen) return;
2208
2209     /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
2210      * the alpha blend state changes with different render target formats. */
2211     if (!context->current_rt)
2212     {
2213         Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
2214     }
2215     else
2216     {
2217         const struct wined3d_format *old = context->current_rt->resource.format;
2218         const struct wined3d_format *new = target->resource.format;
2219
2220         if (old->id != new->id)
2221         {
2222             /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
2223             if ((old->alpha_mask && !new->alpha_mask) || (!old->alpha_mask && new->alpha_mask)
2224                     || !(new->flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
2225             {
2226                 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
2227             }
2228             /* Update sRGB writing when switching between formats that do/do not support sRGB writing */
2229             if ((old->flags & WINED3DFMT_FLAG_SRGB_WRITE) != (new->flags & WINED3DFMT_FLAG_SRGB_WRITE))
2230             {
2231                 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), StateTable);
2232             }
2233         }
2234
2235         /* When switching away from an offscreen render target, and we're not
2236          * using FBOs, we have to read the drawable into the texture. This is
2237          * done via PreLoad (and SFLAG_INDRAWABLE set on the surface). There
2238          * are some things that need care though. PreLoad needs a GL context,
2239          * and FindContext is called before the context is activated. It also
2240          * has to be called with the old rendertarget active, otherwise a
2241          * wrong drawable is read. */
2242         if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
2243                 && old_render_offscreen && context->current_rt != target)
2244         {
2245             /* Read the back buffer of the old drawable into the destination texture. */
2246             if (context->current_rt->texture_name_srgb)
2247             {
2248                 surface_internal_preload(context->current_rt, SRGB_BOTH);
2249             }
2250             else
2251             {
2252                 surface_internal_preload(context->current_rt, SRGB_RGB);
2253             }
2254
2255             surface_modify_location(context->current_rt, SFLAG_INDRAWABLE, FALSE);
2256         }
2257     }
2258
2259     context->draw_buffer_dirty = TRUE;
2260     context->current_rt = target;
2261     context_set_render_offscreen(context, StateTable, render_offscreen);
2262 }
2263
2264 /* Do not call while under the GL lock. */
2265 struct wined3d_context *context_acquire(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *target)
2266 {
2267     struct wined3d_context *current_context = context_get_current();
2268     struct wined3d_context *context;
2269
2270     TRACE("device %p, target %p.\n", device, target);
2271
2272     context = FindContext(device, target);
2273     context_setup_target(device, context, target);
2274     context_enter(context);
2275     if (!context->valid) return context;
2276
2277     if (context != current_context)
2278     {
2279         if (!context_set_current(context)) ERR("Failed to activate the new context.\n");
2280         else device->frag_pipe->enable_extension(!context->last_was_blit);
2281
2282         if (context->vshader_const_dirty)
2283         {
2284             memset(context->vshader_const_dirty, 1,
2285                     sizeof(*context->vshader_const_dirty) * device->d3d_vshader_constantF);
2286             device->highest_dirty_vs_const = device->d3d_vshader_constantF;
2287         }
2288         if (context->pshader_const_dirty)
2289         {
2290             memset(context->pshader_const_dirty, 1,
2291                    sizeof(*context->pshader_const_dirty) * device->d3d_pshader_constantF);
2292             device->highest_dirty_ps_const = device->d3d_pshader_constantF;
2293         }
2294     }
2295     else if (context->restore_ctx)
2296     {
2297         if (!pwglMakeCurrent(context->hdc, context->glCtx))
2298         {
2299             DWORD err = GetLastError();
2300             ERR("Failed to make GL context %p current on device context %p, last error %#x.\n",
2301                     context->glCtx, context->hdc, err);
2302             context->valid = 0;
2303             pwglMakeCurrent(NULL, NULL);
2304         }
2305     }
2306
2307     return context;
2308 }