wined3d: Only call ENTER_GL for the parts in ActivateContext that actually need it.
[wine] / dlls / wined3d / context.c
1 /*
2  * Context and render target management in wined3d
3  *
4  * Copyright 2007 Stefan Dösinger for CodeWeavers
5  *
6  * This library is free software; you can redistribute it and/or
7  * modify it under the terms of the GNU Lesser General Public
8  * License as published by the Free Software Foundation; either
9  * version 2.1 of the License, or (at your option) any later version.
10  *
11  * This library is distributed in the hope that it will be useful,
12  * but WITHOUT ANY WARRANTY; without even the implied warranty of
13  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
14  * Lesser General Public License for more details.
15  *
16  * You should have received a copy of the GNU Lesser General Public
17  * License along with this library; if not, write to the Free Software
18  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
19  */
20
21 #include "config.h"
22 #include <stdio.h>
23 #ifdef HAVE_FLOAT_H
24 # include <float.h>
25 #endif
26 #include "wined3d_private.h"
27
28 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
29
30 #define GLINFO_LOCATION This->adapter->gl_info
31
32 /*****************************************************************************
33  * Context_MarkStateDirty
34  *
35  * Marks a state in a context dirty. Only one context, opposed to
36  * IWineD3DDeviceImpl_MarkStateDirty, which marks the state dirty in all
37  * contexts
38  *
39  * Params:
40  *  context: Context to mark the state dirty in
41  *  state: State to mark dirty
42  *
43  *****************************************************************************/
44 static void Context_MarkStateDirty(WineD3DContext *context, DWORD state) {
45     DWORD rep = StateTable[state].representative;
46     DWORD idx;
47     BYTE shift;
48
49     if(!rep || isStateDirty(context, rep)) return;
50
51     context->dirtyArray[context->numDirtyEntries++] = rep;
52     idx = rep >> 5;
53     shift = rep & 0x1f;
54     context->isStateDirty[idx] |= (1 << shift);
55 }
56
57 /*****************************************************************************
58  * AddContextToArray
59  *
60  * Adds a context to the context array. Helper function for CreateContext
61  *
62  * This method is not called in performance-critical code paths, only when a
63  * new render target or swapchain is created. Thus performance is not an issue
64  * here.
65  *
66  * Params:
67  *  This: Device to add the context for
68  *  hdc: device context
69  *  glCtx: WGL context to add
70  *  pbuffer: optional pbuffer used with this context
71  *
72  *****************************************************************************/
73 static WineD3DContext *AddContextToArray(IWineD3DDeviceImpl *This, HWND win_handle, HDC hdc, HGLRC glCtx, HPBUFFERARB pbuffer) {
74     WineD3DContext **oldArray = This->contexts;
75     DWORD state;
76
77     This->contexts = HeapAlloc(GetProcessHeap(), 0, sizeof(*This->contexts) * (This->numContexts + 1));
78     if(This->contexts == NULL) {
79         ERR("Unable to grow the context array\n");
80         This->contexts = oldArray;
81         return NULL;
82     }
83     if(oldArray) {
84         memcpy(This->contexts, oldArray, sizeof(*This->contexts) * This->numContexts);
85     }
86
87     This->contexts[This->numContexts] = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(WineD3DContext));
88     if(This->contexts[This->numContexts] == NULL) {
89         ERR("Unable to allocate a new context\n");
90         HeapFree(GetProcessHeap(), 0, This->contexts);
91         This->contexts = oldArray;
92         return NULL;
93     }
94
95     This->contexts[This->numContexts]->hdc = hdc;
96     This->contexts[This->numContexts]->glCtx = glCtx;
97     This->contexts[This->numContexts]->pbuffer = pbuffer;
98     This->contexts[This->numContexts]->win_handle = win_handle;
99     HeapFree(GetProcessHeap(), 0, oldArray);
100
101     /* Mark all states dirty to force a proper initialization of the states on the first use of the context
102      */
103     for(state = 0; state <= STATE_HIGHEST; state++) {
104         Context_MarkStateDirty(This->contexts[This->numContexts], state);
105     }
106
107     This->numContexts++;
108     TRACE("Created context %p\n", This->contexts[This->numContexts - 1]);
109     return This->contexts[This->numContexts - 1];
110 }
111
112 /*****************************************************************************
113  * CreateContext
114  *
115  * Creates a new context for a window, or a pbuffer context.
116  *
117  * * Params:
118  *  This: Device to activate the context for
119  *  target: Surface this context will render to
120  *  win_handle: handle to the window which we are drawing to
121  *  create_pbuffer: tells whether to create a pbuffer or not
122  *  pPresentParameters: contains the pixelformats to use for onscreen rendering
123  *
124  *****************************************************************************/
125 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win_handle, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms) {
126     HDC oldDrawable, hdc;
127     HPBUFFERARB pbuffer = NULL;
128     HGLRC ctx = NULL, oldCtx;
129     WineD3DContext *ret = NULL;
130     int s;
131
132     TRACE("(%p): Creating a %s context for render target %p\n", This, create_pbuffer ? "offscreen" : "onscreen", target);
133
134 #define PUSH1(att)        attribs[nAttribs++] = (att);
135 #define PUSH2(att,value)  attribs[nAttribs++] = (att); attribs[nAttribs++] = (value);
136     if(create_pbuffer) {
137         HDC hdc_parent = GetDC(win_handle);
138         int iPixelFormat = 0;
139         short redBits, greenBits, blueBits, alphaBits, colorBits;
140         short depthBits, stencilBits;
141
142         IWineD3DSurface *StencilSurface = This->stencilBufferTarget;
143         WINED3DFORMAT StencilBufferFormat = (NULL != StencilSurface) ? ((IWineD3DSurfaceImpl *) StencilSurface)->resource.format : 0;
144
145         int attribs[256];
146         int nAttribs = 0;
147         unsigned int nFormats;
148
149         /* Retrieve the specifications for the pixelformat from the backbuffer / stencilbuffer */
150         getColorBits(target->resource.format, &redBits, &greenBits, &blueBits, &alphaBits, &colorBits);
151         getDepthStencilBits(StencilBufferFormat, &depthBits, &stencilBits);
152         PUSH2(WGL_DRAW_TO_PBUFFER_ARB, 1); /* We need pbuffer support; doublebuffering isn't needed */
153         PUSH2(WGL_PIXEL_TYPE_ARB, WGL_TYPE_RGBA_ARB); /* Make sure we don't get a float or color index format */
154         PUSH2(WGL_COLOR_BITS_ARB, colorBits);
155         PUSH2(WGL_RED_BITS_ARB, redBits);
156         PUSH2(WGL_GREEN_BITS_ARB, greenBits);
157         PUSH2(WGL_BLUE_BITS_ARB, blueBits);
158         PUSH2(WGL_ALPHA_BITS_ARB, alphaBits);
159         PUSH2(WGL_DEPTH_BITS_ARB, depthBits);
160         PUSH2(WGL_STENCIL_BITS_ARB, stencilBits);
161         PUSH1(0); /* end the list */
162
163         /* Try to find a pixelformat that matches exactly. If that fails let ChoosePixelFormat try to find a close match */
164         if(!GL_EXTCALL(wglChoosePixelFormatARB(hdc_parent, (const int*)&attribs, NULL, 1, &iPixelFormat, &nFormats)))
165         {
166             PIXELFORMATDESCRIPTOR pfd;
167
168             TRACE("Falling back to ChoosePixelFormat as wglChoosePixelFormatARB failed\n");
169
170             ZeroMemory(&pfd, sizeof(pfd));
171             pfd.nSize      = sizeof(pfd);
172             pfd.nVersion   = 1;
173             pfd.dwFlags    = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER_DONTCARE | PFD_DRAW_TO_WINDOW;
174             pfd.iPixelType = PFD_TYPE_RGBA;
175             pfd.cColorBits = colorBits;
176             pfd.cDepthBits = depthBits;
177             pfd.cStencilBits = stencilBits;
178             pfd.iLayerType = PFD_MAIN_PLANE;
179
180             iPixelFormat = ChoosePixelFormat(hdc_parent, &pfd);
181             if(!iPixelFormat) {
182                 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
183                 ERR("Can't find a suitable iPixelFormat for the pbuffer\n");
184             }
185         }
186
187         TRACE("Creating a pBuffer drawable for the new context\n");
188         pbuffer = GL_EXTCALL(wglCreatePbufferARB(hdc_parent, iPixelFormat, target->currentDesc.Width, target->currentDesc.Height, 0));
189         if(!pbuffer) {
190             ERR("Cannot create a pbuffer\n");
191             ReleaseDC(win_handle, hdc_parent);
192             goto out;
193         }
194
195         /* In WGL a pbuffer is 'wrapped' inside a HDC to 'fool' wglMakeCurrent */
196         hdc = GL_EXTCALL(wglGetPbufferDCARB(pbuffer));
197         if(!hdc) {
198             ERR("Cannot get a HDC for pbuffer (%p)\n", pbuffer);
199             GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
200             ReleaseDC(win_handle, hdc_parent);
201             goto out;
202         }
203         ReleaseDC(win_handle, hdc_parent);
204     } else {
205         PIXELFORMATDESCRIPTOR pfd;
206         int iPixelFormat;
207         short redBits, greenBits, blueBits, alphaBits, colorBits;
208         short depthBits=0, stencilBits=0;
209         int res;
210         int attribs[256];
211         int nAttribs = 0;
212         unsigned int nFormats;
213
214         hdc = GetDC(win_handle);
215         if(hdc == NULL) {
216             ERR("Cannot retrieve a device context!\n");
217             goto out;
218         }
219
220         /* PixelFormat selection */
221         PUSH2(WGL_DRAW_TO_WINDOW_ARB, GL_TRUE); /* We want to draw to a window */
222         PUSH2(WGL_DOUBLE_BUFFER_ARB, GL_TRUE);
223         PUSH2(WGL_PIXEL_TYPE_ARB, WGL_TYPE_RGBA_ARB); /* Make sure we don't get a float or color index format */
224
225         if(!getColorBits(target->resource.format, &redBits, &greenBits, &blueBits, &alphaBits, &colorBits)) {
226             ERR("Unable to get color bits for format %#x!\n", target->resource.format);
227             return FALSE;
228         }
229         PUSH2(WGL_COLOR_BITS_ARB, colorBits);
230         PUSH2(WGL_RED_BITS_ARB, redBits);
231         PUSH2(WGL_GREEN_BITS_ARB, greenBits);
232         PUSH2(WGL_BLUE_BITS_ARB, blueBits);
233         PUSH2(WGL_ALPHA_BITS_ARB, alphaBits);
234
235         /* Retrieve the depth stencil format from the present parameters.
236          * The choice of the proper format can give a nice performance boost
237          * in case of GPU limited programs. */
238         if(pPresentParms->EnableAutoDepthStencil) {
239             TRACE("pPresentParms->EnableAutoDepthStencil=enabled; using AutoDepthStencilFormat=%s\n", debug_d3dformat(pPresentParms->AutoDepthStencilFormat));
240             if(!getDepthStencilBits(pPresentParms->AutoDepthStencilFormat, &depthBits, &stencilBits)) {
241                 ERR("Unable to get depth / stencil bits for AutoDepthStencilFormat %#x!\n", pPresentParms->AutoDepthStencilFormat);
242                 return FALSE;
243             }
244             PUSH2(WGL_DEPTH_BITS_ARB, depthBits);
245             PUSH2(WGL_STENCIL_BITS_ARB, stencilBits);
246         }
247
248         PUSH1(0); /* end the list */
249         iPixelFormat = ChoosePixelFormat(hdc, &pfd);
250
251         /* In case of failure hope that standard ChooosePixelFormat will find something suitable */
252         if(!GL_EXTCALL(wglChoosePixelFormatARB(hdc, (const int*)&attribs, NULL, 1, &iPixelFormat, &nFormats)))
253         {
254             /* PixelFormat selection */
255             ZeroMemory(&pfd, sizeof(pfd));
256             pfd.nSize      = sizeof(pfd);
257             pfd.nVersion   = 1;
258             pfd.dwFlags    = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
259             pfd.iPixelType = PFD_TYPE_RGBA;
260             pfd.cAlphaBits = alphaBits;
261             pfd.cColorBits = colorBits;
262             pfd.cDepthBits = depthBits;
263             pfd.cStencilBits = stencilBits;
264             pfd.iLayerType = PFD_MAIN_PLANE;
265
266             iPixelFormat = ChoosePixelFormat(hdc, &pfd);
267             if(!iPixelFormat) {
268                 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
269                 ERR("Can't find a suitable iPixelFormat\n");
270             }
271         }
272
273         DescribePixelFormat(hdc, iPixelFormat, sizeof(pfd), &pfd);
274         res = SetPixelFormat(hdc, iPixelFormat, NULL);
275         if(!res) {
276             int oldPixelFormat = GetPixelFormat(hdc);
277
278             if(oldPixelFormat) {
279                 /* OpenGL doesn't allow pixel format adjustments. Print an error and continue using the old format.
280                  * There's a big chance that the old format works although with a performance hit and perhaps rendering errors. */
281                 ERR("HDC=%p is already set to iPixelFormat=%d and OpenGL doesn't allow changes!\n", hdc, oldPixelFormat);
282             }
283             else {
284                 ERR("SetPixelFormat failed on HDC=%p for iPixelFormat=%d\n", hdc, iPixelFormat);
285                 return FALSE;
286             }
287         }
288     }
289 #undef PUSH1
290 #undef PUSH2
291
292     ctx = pwglCreateContext(hdc);
293     if(This->numContexts) pwglShareLists(This->contexts[0]->glCtx, ctx);
294
295     if(!ctx) {
296         ERR("Failed to create a WGL context\n");
297         if(create_pbuffer) {
298             GL_EXTCALL(wglReleasePbufferDCARB(pbuffer, hdc));
299             GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
300         }
301         goto out;
302     }
303     ret = AddContextToArray(This, win_handle, hdc, ctx, pbuffer);
304     if(!ret) {
305         ERR("Failed to add the newly created context to the context list\n");
306         pwglDeleteContext(ctx);
307         if(create_pbuffer) {
308             GL_EXTCALL(wglReleasePbufferDCARB(pbuffer, hdc));
309             GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
310         }
311         goto out;
312     }
313     ret->surface = (IWineD3DSurface *) target;
314     ret->isPBuffer = create_pbuffer;
315     ret->tid = GetCurrentThreadId();
316
317     TRACE("Successfully created new context %p\n", ret);
318
319     /* Set up the context defaults */
320     oldCtx  = pwglGetCurrentContext();
321     oldDrawable = pwglGetCurrentDC();
322     if(pwglMakeCurrent(hdc, ctx) == FALSE) {
323         ERR("Cannot activate context to set up defaults\n");
324         goto out;
325     }
326
327     ENTER_GL();
328     TRACE("Setting up the screen\n");
329     /* Clear the screen */
330     glClearColor(1.0, 0.0, 0.0, 0.0);
331     checkGLcall("glClearColor");
332     glClearIndex(0);
333     glClearDepth(1);
334     glClearStencil(0xffff);
335
336     checkGLcall("glClear");
337
338     glColor3f(1.0, 1.0, 1.0);
339     checkGLcall("glColor3f");
340
341     glEnable(GL_LIGHTING);
342     checkGLcall("glEnable");
343
344     glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
345     checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
346
347     glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
348     checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
349
350     glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
351     checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
352
353     glPixelStorei(GL_PACK_ALIGNMENT, This->surface_alignment);
354     checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, This->surface_alignment);");
355     glPixelStorei(GL_UNPACK_ALIGNMENT, This->surface_alignment);
356     checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, This->surface_alignment);");
357
358     if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
359         /* Most textures will use client storage if supported. Exceptions are non-native power of 2 textures
360          * and textures in DIB sections(due to the memory protection).
361          */
362         glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
363         checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
364     }
365     if(GL_SUPPORT(ARB_VERTEX_BLEND)) {
366         /* Direct3D always uses n-1 weights for n world matrices and uses 1 - sum for the last one
367          * this is equal to GL_WEIGHT_SUM_UNITY_ARB. Enabling it doesn't do anything unless
368          * GL_VERTEX_BLEND_ARB isn't enabled too
369          */
370         glEnable(GL_WEIGHT_SUM_UNITY_ARB);
371         checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
372     }
373     if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
374         glEnable(GL_TEXTURE_SHADER_NV);
375         checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)");
376
377         /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
378          * the previous texture where to source the offset from is always unit - 1.
379          */
380         for(s = 1; s < GL_LIMITS(textures); s++) {
381             GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
382             glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + s - 1);
383             checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...\n");
384         }
385     }
386     if(GL_SUPPORT(ARB_POINT_SPRITE)) {
387         for(s = 0; s < GL_LIMITS(textures); s++) {
388             GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
389             glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
390             checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)\n");
391         }
392     }
393     LEAVE_GL();
394
395     if(oldDrawable && oldCtx) {
396         pwglMakeCurrent(oldDrawable, oldCtx);
397     }
398
399 out:
400     return ret;
401 }
402
403 /*****************************************************************************
404  * RemoveContextFromArray
405  *
406  * Removes a context from the context manager. The opengl context is not
407  * destroyed or unset. context is not a valid pointer after that call.
408  *
409  * Similar to the former call this isn't a performance critical function. A
410  * helper function for DestroyContext.
411  *
412  * Params:
413  *  This: Device to activate the context for
414  *  context: Context to remove
415  *
416  *****************************************************************************/
417 static void RemoveContextFromArray(IWineD3DDeviceImpl *This, WineD3DContext *context) {
418     UINT t, s;
419     WineD3DContext **oldArray = This->contexts;
420
421     TRACE("Removing ctx %p\n", context);
422
423     This->numContexts--;
424
425     if(This->numContexts) {
426         This->contexts = HeapAlloc(GetProcessHeap(), 0, sizeof(*This->contexts) * This->numContexts);
427         if(!This->contexts) {
428             ERR("Cannot allocate a new context array, PANIC!!!\n");
429         }
430         t = 0;
431         for(s = 0; s < This->numContexts; s++) {
432             if(oldArray[s] == context) continue;
433             This->contexts[t] = oldArray[s];
434             t++;
435         }
436     } else {
437         This->contexts = NULL;
438     }
439
440     HeapFree(GetProcessHeap(), 0, context);
441     HeapFree(GetProcessHeap(), 0, oldArray);
442 }
443
444 /*****************************************************************************
445  * DestroyContext
446  *
447  * Destroys a wineD3DContext
448  *
449  * Params:
450  *  This: Device to activate the context for
451  *  context: Context to destroy
452  *
453  *****************************************************************************/
454 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context) {
455
456     /* check that we are the current context first */
457     TRACE("Destroying ctx %p\n", context);
458     if(pwglGetCurrentContext() == context->glCtx){
459         pwglMakeCurrent(NULL, NULL);
460     }
461
462     if(context->isPBuffer) {
463         GL_EXTCALL(wglReleasePbufferDCARB(context->pbuffer, context->hdc));
464         GL_EXTCALL(wglDestroyPbufferARB(context->pbuffer));
465     } else ReleaseDC(context->win_handle, context->hdc);
466     pwglDeleteContext(context->glCtx);
467
468     RemoveContextFromArray(This, context);
469 }
470
471 /*****************************************************************************
472  * SetupForBlit
473  *
474  * Sets up a context for DirectDraw blitting.
475  * All texture units are disabled, except unit 0
476  * Texture unit 0 is activted where GL_TEXTURE_2D is activated
477  * fog, lighting, blending, alpha test, z test, scissor test, culling diabled
478  * color writing enabled for all channels
479  * register combiners disabled, shaders disabled
480  * world matris is set to identity, texture matrix 0 too
481  * projection matrix is setup for drawing screen coordinates
482  *
483  * Params:
484  *  This: Device to activate the context for
485  *  context: Context to setup
486  *  width: render target width
487  *  height: render target height
488  *
489  *****************************************************************************/
490 static inline void SetupForBlit(IWineD3DDeviceImpl *This, WineD3DContext *context, UINT width, UINT height) {
491     int i;
492
493     TRACE("Setting up context %p for blitting\n", context);
494     if(context->last_was_blit) {
495         TRACE("Context is already set up for blitting, nothing to do\n");
496         return;
497     }
498     context->last_was_blit = TRUE;
499
500     /* TODO: Use a display list */
501
502     /* Disable shaders */
503     This->shader_backend->shader_cleanup((IWineD3DDevice *) This);
504     Context_MarkStateDirty(context, STATE_VSHADER);
505     Context_MarkStateDirty(context, STATE_PIXELSHADER);
506
507     /* Disable all textures. The caller can then bind a texture it wants to blit
508      * from
509      */
510     if(GL_SUPPORT(NV_REGISTER_COMBINERS)) {
511         glDisable(GL_REGISTER_COMBINERS_NV);
512         checkGLcall("glDisable(GL_REGISTER_COMBINERS_NV)");
513     }
514     if (GL_SUPPORT(ARB_MULTITEXTURE)) {
515         /* The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
516          * function texture unit. No need to care for higher samplers
517          */
518         for(i = GL_LIMITS(textures) - 1; i > 0 ; i--) {
519             GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
520             checkGLcall("glActiveTextureARB");
521
522             if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
523                 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
524                 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
525             }
526             glDisable(GL_TEXTURE_3D);
527             checkGLcall("glDisable GL_TEXTURE_3D");
528             glDisable(GL_TEXTURE_2D);
529             checkGLcall("glDisable GL_TEXTURE_2D");
530
531             glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
532             checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
533
534             Context_MarkStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
535             Context_MarkStateDirty(context, STATE_SAMPLER(i));
536         }
537         GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
538         checkGLcall("glActiveTextureARB");
539     }
540     if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
541         glDisable(GL_TEXTURE_CUBE_MAP_ARB);
542         checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
543     }
544     glDisable(GL_TEXTURE_3D);
545     checkGLcall("glDisable GL_TEXTURE_3D");
546     glEnable(GL_TEXTURE_2D);
547     checkGLcall("glEnable GL_TEXTURE_2D");
548
549     glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
550
551     glMatrixMode(GL_TEXTURE);
552     checkGLcall("glMatrixMode(GL_TEXTURE)");
553     glLoadIdentity();
554     checkGLcall("glLoadIdentity()");
555     Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0));
556
557     if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
558         glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
559                   GL_TEXTURE_LOD_BIAS_EXT,
560                   0.0);
561         checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
562     }
563     Context_MarkStateDirty(context, STATE_SAMPLER(0));
564     Context_MarkStateDirty(context, STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP));
565
566     /* Other misc states */
567     glDisable(GL_ALPHA_TEST);
568     checkGLcall("glDisable(GL_ALPHA_TEST)");
569     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHATESTENABLE));
570     glDisable(GL_LIGHTING);
571     checkGLcall("glDisable GL_LIGHTING");
572     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING));
573     glDisable(GL_DEPTH_TEST);
574     checkGLcall("glDisable GL_DEPTH_TEST");
575     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ZENABLE));
576     glDisable(GL_FOG);
577     checkGLcall("glDisable GL_FOG");
578     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE));
579     glDisable(GL_BLEND);
580     checkGLcall("glDisable GL_BLEND");
581     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE));
582     glDisable(GL_CULL_FACE);
583     checkGLcall("glDisable GL_CULL_FACE");
584     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CULLMODE));
585     glDisable(GL_STENCIL_TEST);
586     checkGLcall("glDisable GL_STENCIL_TEST");
587     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_STENCILENABLE));
588     if(GL_SUPPORT(ARB_POINT_SPRITE)) {
589         glDisable(GL_POINT_SPRITE_ARB);
590         checkGLcall("glDisable GL_POINT_SPRITE_ARB");
591         Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE));
592     }
593     glColorMask(GL_TRUE, GL_TRUE,GL_TRUE,GL_TRUE);
594     checkGLcall("glColorMask");
595     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING));
596     if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
597         glDisable(GL_COLOR_SUM_EXT);
598         Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SPECULARENABLE));
599         checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
600     }
601     if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
602         GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
603         Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SPECULARENABLE));
604         checkGLcall("glFinalCombinerInputNV");
605     }
606
607     /* Setup transforms */
608     glMatrixMode(GL_MODELVIEW);
609     checkGLcall("glMatrixMode(GL_MODELVIEW)");
610     glLoadIdentity();
611     checkGLcall("glLoadIdentity()");
612     Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)));
613
614     glMatrixMode(GL_PROJECTION);
615     checkGLcall("glMatrixMode(GL_PROJECTION)");
616     glLoadIdentity();
617     checkGLcall("glLoadIdentity()");
618     glOrtho(0, width, height, 0, 0.0, -1.0);
619     checkGLcall("glOrtho");
620     Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION));
621
622     context->last_was_rhw = TRUE;
623     Context_MarkStateDirty(context, STATE_VDECL); /* because of last_was_rhw = TRUE */
624
625     glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)");
626     glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)");
627     glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)");
628     glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)");
629     glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)");
630     glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)");
631     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING));
632
633     glViewport(0, 0, width, height);
634     checkGLcall("glViewport");
635     Context_MarkStateDirty(context, STATE_VIEWPORT);
636
637     if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
638         glDisable(GL_TEXTURE_SHADER_NV);
639         checkGLcall("glDisable(GL_TEXTURE_SHADER_NV)");
640     }
641 }
642
643 /*****************************************************************************
644  * findThreadContextForSwapChain
645  *
646  * Searches a swapchain for all contexts and picks one for the thread tid.
647  * If none can be found the swapchain is requested to create a new context
648  *
649  *****************************************************************************/
650 static WineD3DContext *findThreadContextForSwapChain(IWineD3DSwapChain *swapchain, DWORD tid) {
651     int i;
652
653     for(i = 0; i < ((IWineD3DSwapChainImpl *) swapchain)->num_contexts; i++) {
654         if(((IWineD3DSwapChainImpl *) swapchain)->context[i]->tid == tid) {
655             return ((IWineD3DSwapChainImpl *) swapchain)->context[i];
656         }
657
658     }
659
660     /* Create a new context for the thread */
661     return IWineD3DSwapChainImpl_CreateContextForThread(swapchain);
662 }
663
664 /*****************************************************************************
665  * FindContext
666  *
667  * Finds a context for the current render target and thread
668  *
669  * Parameters:
670  *  target: Render target to find the context for
671  *  tid: Thread to activate the context for
672  *
673  * Returns: The needed context
674  *
675  *****************************************************************************/
676 static inline WineD3DContext *FindContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, DWORD tid) {
677     IWineD3DSwapChain *swapchain = NULL;
678     HRESULT hr;
679     BOOL readTexture = wined3d_settings.offscreen_rendering_mode != ORM_FBO && This->render_offscreen;
680     WineD3DContext *context = This->activeContext;
681     BOOL oldRenderOffscreen = This->render_offscreen;
682
683     hr = IWineD3DSurface_GetContainer(target, &IID_IWineD3DSwapChain, (void **) &swapchain);
684     if(hr == WINED3D_OK && swapchain) {
685         TRACE("Rendering onscreen\n");
686
687         context = findThreadContextForSwapChain(swapchain, tid);
688
689         This->render_offscreen = FALSE;
690         /* The context != This->activeContext will catch a NOP context change. This can occur
691          * if we are switching back to swapchain rendering in case of FBO or Back Buffer offscreen
692          * rendering. No context change is needed in that case
693          */
694
695         if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
696             if(((IWineD3DSwapChainImpl *) swapchain)->backBuffer) {
697                 glDrawBuffer(GL_BACK);
698                 checkGLcall("glDrawBuffer(GL_BACK)");
699             } else {
700                 glDrawBuffer(GL_FRONT);
701                 checkGLcall("glDrawBuffer(GL_FRONT)");
702             }
703         } else if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
704             if(This->pbufferContext && tid == This->pbufferContext->tid) {
705                 This->pbufferContext->tid = 0;
706             }
707         }
708         IWineD3DSwapChain_Release(swapchain);
709
710         if(oldRenderOffscreen) {
711             Context_MarkStateDirty(context, WINED3DTS_PROJECTION);
712             Context_MarkStateDirty(context, STATE_VDECL);
713             Context_MarkStateDirty(context, STATE_VIEWPORT);
714             Context_MarkStateDirty(context, STATE_SCISSORRECT);
715             Context_MarkStateDirty(context, STATE_FRONTFACE);
716         }
717
718     } else {
719         TRACE("Rendering offscreen\n");
720         This->render_offscreen = TRUE;
721
722         switch(wined3d_settings.offscreen_rendering_mode) {
723             case ORM_FBO:
724                 /* FBOs do not need a different context. Stay with whatever context is active at the moment */
725                 if(This->activeContext && tid == This->lastThread) {
726                     context = This->activeContext;
727                 } else {
728                     /* This may happen if the app jumps streight into offscreen rendering
729                      * Start using the context of the primary swapchain. tid == 0 is no problem
730                      * for findThreadContextForSwapChain.
731                      *
732                      * Can also happen on thread switches - in that case findThreadContextForSwapChain
733                      * is perfect to call.
734                      */
735                     context = findThreadContextForSwapChain(This->swapchains[0], tid);
736                 }
737                 break;
738
739             case ORM_PBUFFER:
740             {
741                 IWineD3DSurfaceImpl *targetimpl = (IWineD3DSurfaceImpl *) target;
742                 if(This->pbufferContext == NULL ||
743                    This->pbufferWidth < targetimpl->currentDesc.Width ||
744                    This->pbufferHeight < targetimpl->currentDesc.Height) {
745                     if(This->pbufferContext) {
746                         DestroyContext(This, This->pbufferContext);
747                     }
748
749                     /* The display is irrelevant here, the window is 0. But CreateContext needs a valid X connection.
750                      * Create the context on the same server as the primary swapchain. The primary swapchain is exists at this point.
751                      */
752                     This->pbufferContext = CreateContext(This, targetimpl,
753                             ((IWineD3DSwapChainImpl *) This->swapchains[0])->context[0]->win_handle,
754                             TRUE /* pbuffer */, &((IWineD3DSwapChainImpl *)This->swapchains[0])->presentParms);
755                     This->pbufferWidth = targetimpl->currentDesc.Width;
756                     This->pbufferHeight = targetimpl->currentDesc.Height;
757                    }
758
759                    if(This->pbufferContext) {
760                        if(This->pbufferContext->tid != 0 && This->pbufferContext->tid != tid) {
761                            FIXME("The PBuffr context is only supported for one thread for now!\n");
762                        }
763                        This->pbufferContext->tid = tid;
764                        context = This->pbufferContext;
765                        break;
766                    } else {
767                        ERR("Failed to create a buffer context and drawable, falling back to back buffer offscreen rendering\n");
768                        wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
769                    }
770             }
771
772             case ORM_BACKBUFFER:
773                 /* Stay with the currently active context for back buffer rendering */
774                 if(This->activeContext && tid == This->lastThread) {
775                     context = This->activeContext;
776                 } else {
777                     /* This may happen if the app jumps streight into offscreen rendering
778                      * Start using the context of the primary swapchain. tid == 0 is no problem
779                      * for findThreadContextForSwapChain.
780                      *
781                      * Can also happen on thread switches - in that case findThreadContextForSwapChain
782                      * is perfect to call.
783                      */
784                     context = findThreadContextForSwapChain(This->swapchains[0], tid);
785                 }
786                 glDrawBuffer(This->offscreenBuffer);
787                 checkGLcall("glDrawBuffer(This->offscreenBuffer)");
788                 break;
789         }
790
791         if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
792             /* Make sure we have a OpenGL texture name so the PreLoad() used to read the buffer
793              * back when we are done won't mark us dirty.
794              */
795             IWineD3DSurface_PreLoad(target);
796         }
797
798         if(!oldRenderOffscreen) {
799             Context_MarkStateDirty(context, WINED3DTS_PROJECTION);
800             Context_MarkStateDirty(context, STATE_VDECL);
801             Context_MarkStateDirty(context, STATE_VIEWPORT);
802             Context_MarkStateDirty(context, STATE_SCISSORRECT);
803             Context_MarkStateDirty(context, STATE_FRONTFACE);
804         }
805     }
806     if (readTexture) {
807         BOOL oldInDraw = This->isInDraw;
808
809         /* PreLoad requires a context to load the texture, thus it will call ActivateContext.
810          * Set the isInDraw to true to signal PreLoad that it has a context. Will be tricky
811          * when using offscreen rendering with multithreading
812          */
813         This->isInDraw = TRUE;
814
815         /* Do that before switching the context:
816          * Read the back buffer of the old drawable into the destination texture
817          */
818         IWineD3DSurface_PreLoad(This->lastActiveRenderTarget);
819
820         /* Assume that the drawable will be modified by some other things now */
821         ((IWineD3DSurfaceImpl *) This->lastActiveRenderTarget)->Flags &= ~SFLAG_INDRAWABLE;
822
823         This->isInDraw = oldInDraw;
824     }
825
826     if(oldRenderOffscreen != This->render_offscreen && This->depth_copy_state != WINED3D_DCS_NO_COPY) {
827         This->depth_copy_state = WINED3D_DCS_COPY;
828     }
829     return context;
830 }
831
832 /*****************************************************************************
833  * ActivateContext
834  *
835  * Finds a rendering context and drawable matching the device and render
836  * target for the current thread, activates them and puts them into the
837  * requested state.
838  *
839  * Params:
840  *  This: Device to activate the context for
841  *  target: Requested render target
842  *  usage: Prepares the context for blitting, drawing or other actions
843  *
844  *****************************************************************************/
845 void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextUsage usage) {
846     DWORD                         tid = GetCurrentThreadId();
847     int                           i;
848     DWORD                         dirtyState, idx;
849     BYTE                          shift;
850     WineD3DContext                *context;
851
852     TRACE("(%p): Selecting context for render target %p, thread %d\n", This, target, tid);
853
854     if(This->lastActiveRenderTarget != target || tid != This->lastThread) {
855         context = FindContext(This, target, tid);
856         This->lastActiveRenderTarget = target;
857         This->lastThread = tid;
858     } else {
859         /* Stick to the old context */
860         context = This->activeContext;
861     }
862
863     /* Activate the opengl context */
864     if(context != This->activeContext) {
865         BOOL ret;
866         TRACE("Switching gl ctx to %p, hdc=%p ctx=%p\n", context, context->hdc, context->glCtx);
867         ret = pwglMakeCurrent(context->hdc, context->glCtx);
868         if(ret == FALSE) {
869             ERR("Failed to activate the new context\n");
870         }
871         This->activeContext = context;
872     }
873
874     /* We only need ENTER_GL for the gl calls made below and for the helper functions which make GL calls */
875     ENTER_GL();
876     switch(usage) {
877         case CTXUSAGE_RESOURCELOAD:
878             /* This does not require any special states to be set up */
879             break;
880
881         case CTXUSAGE_CLEAR:
882             if(context->last_was_blit && GL_SUPPORT(NV_TEXTURE_SHADER2)) {
883                 glEnable(GL_TEXTURE_SHADER_NV);
884                 checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)");
885             }
886
887             glEnable(GL_SCISSOR_TEST);
888             checkGLcall("glEnable GL_SCISSOR_TEST");
889             context->last_was_blit = FALSE;
890             Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
891             Context_MarkStateDirty(context, STATE_SCISSORRECT);
892             break;
893
894         case CTXUSAGE_DRAWPRIM:
895             /* This needs all dirty states applied */
896             if(context->last_was_blit && GL_SUPPORT(NV_TEXTURE_SHADER2)) {
897                 glEnable(GL_TEXTURE_SHADER_NV);
898                 checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)");
899             }
900
901             IWineD3DDeviceImpl_FindTexUnitMap(This);
902
903             for(i=0; i < context->numDirtyEntries; i++) {
904                 dirtyState = context->dirtyArray[i];
905                 idx = dirtyState >> 5;
906                 shift = dirtyState & 0x1f;
907                 context->isStateDirty[idx] &= ~(1 << shift);
908                 StateTable[dirtyState].apply(dirtyState, This->stateBlock, context);
909             }
910             context->numDirtyEntries = 0; /* This makes the whole list clean */
911             context->last_was_blit = FALSE;
912             break;
913
914         case CTXUSAGE_BLIT:
915             SetupForBlit(This, context,
916                          ((IWineD3DSurfaceImpl *)target)->currentDesc.Width,
917                          ((IWineD3DSurfaceImpl *)target)->currentDesc.Height);
918             break;
919
920         default:
921             FIXME("Unexpected context usage requested\n");
922     }
923     LEAVE_GL();
924 }