wined3d: Skip copying the depth stencil if it's discarded.
[wine] / dlls / wined3d / context.c
1 /*
2  * Context and render target management in wined3d
3  *
4  * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
5  *
6  * This library is free software; you can redistribute it and/or
7  * modify it under the terms of the GNU Lesser General Public
8  * License as published by the Free Software Foundation; either
9  * version 2.1 of the License, or (at your option) any later version.
10  *
11  * This library is distributed in the hope that it will be useful,
12  * but WITHOUT ANY WARRANTY; without even the implied warranty of
13  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
14  * Lesser General Public License for more details.
15  *
16  * You should have received a copy of the GNU Lesser General Public
17  * License along with this library; if not, write to the Free Software
18  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
19  */
20
21 #include "config.h"
22 #include <stdio.h>
23 #ifdef HAVE_FLOAT_H
24 # include <float.h>
25 #endif
26 #include "wined3d_private.h"
27
28 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
29
30 #define GLINFO_LOCATION This->adapter->gl_info
31
32 /* The last used device.
33  *
34  * If the application creates multiple devices and switches between them, ActivateContext has to
35  * change the opengl context. This flag allows to keep track which device is active
36  */
37 static IWineD3DDeviceImpl *last_device;
38
39 /* FBO helper functions */
40
41 void context_bind_fbo(IWineD3DDevice *iface, GLenum target, GLuint *fbo)
42 {
43     const IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
44
45     if (!*fbo)
46     {
47         GL_EXTCALL(glGenFramebuffersEXT(1, fbo));
48         checkGLcall("glGenFramebuffersEXT()");
49         TRACE("Created FBO %d\n", *fbo);
50     }
51
52     GL_EXTCALL(glBindFramebufferEXT(target, *fbo));
53     checkGLcall("glBindFramebuffer()");
54 }
55
56 static void context_destroy_fbo(IWineD3DDeviceImpl *This, const GLuint *fbo)
57 {
58     int i = 0;
59
60     GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, *fbo));
61     checkGLcall("glBindFramebuffer()");
62     for (i = 0; i < GL_LIMITS(buffers); ++i)
63     {
64         GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT + i, GL_TEXTURE_2D, 0, 0));
65         checkGLcall("glFramebufferTexture2D()");
66     }
67     GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0));
68     checkGLcall("glFramebufferTexture2D()");
69     GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
70     checkGLcall("glBindFramebuffer()");
71     GL_EXTCALL(glDeleteFramebuffersEXT(1, fbo));
72     checkGLcall("glDeleteFramebuffers()");
73 }
74
75 static void context_apply_attachment_filter_states(IWineD3DDevice *iface, IWineD3DSurface *surface, BOOL force_preload)
76 {
77     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
78     const IWineD3DSurfaceImpl *surface_impl = (IWineD3DSurfaceImpl *)surface;
79     IWineD3DBaseTextureImpl *texture_impl;
80     BOOL update_minfilter = FALSE;
81     BOOL update_magfilter = FALSE;
82
83     /* Update base texture states array */
84     if (SUCCEEDED(IWineD3DSurface_GetContainer(surface, &IID_IWineD3DBaseTexture, (void **)&texture_impl)))
85     {
86         if (texture_impl->baseTexture.states[WINED3DTEXSTA_MINFILTER] != WINED3DTEXF_POINT)
87         {
88             texture_impl->baseTexture.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
89             update_minfilter = TRUE;
90         }
91
92         if (texture_impl->baseTexture.states[WINED3DTEXSTA_MAGFILTER] != WINED3DTEXF_POINT)
93         {
94             texture_impl->baseTexture.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
95             update_magfilter = TRUE;
96         }
97
98         if (texture_impl->baseTexture.bindCount)
99         {
100             WARN("Render targets should not be bound to a sampler\n");
101             IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(texture_impl->baseTexture.sampler));
102         }
103
104         IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)texture_impl);
105     }
106
107     if (update_minfilter || update_magfilter || force_preload)
108     {
109         GLenum target, bind_target;
110         GLint old_binding;
111
112         target = surface_impl->glDescription.target;
113         if (target == GL_TEXTURE_2D)
114         {
115             bind_target = GL_TEXTURE_2D;
116             glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
117         } else if (target == GL_TEXTURE_RECTANGLE_ARB) {
118             bind_target = GL_TEXTURE_RECTANGLE_ARB;
119             glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
120         } else {
121             bind_target = GL_TEXTURE_CUBE_MAP_ARB;
122             glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP_ARB, &old_binding);
123         }
124
125         IWineD3DSurface_PreLoad(surface);
126
127         glBindTexture(bind_target, surface_impl->glDescription.textureName);
128         if (update_minfilter) glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
129         if (update_magfilter) glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
130         glBindTexture(bind_target, old_binding);
131     }
132
133     checkGLcall("apply_attachment_filter_states()");
134 }
135
136 /* TODO: Handle stencil attachments */
137 void context_attach_depth_stencil_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer)
138 {
139     IWineD3DSurfaceImpl *depth_stencil_impl = (IWineD3DSurfaceImpl *)depth_stencil;
140
141     TRACE("Attach depth stencil %p\n", depth_stencil);
142
143     if (depth_stencil)
144     {
145         if (use_render_buffer && depth_stencil_impl->current_renderbuffer)
146         {
147             GL_EXTCALL(glFramebufferRenderbufferEXT(fbo_target, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, depth_stencil_impl->current_renderbuffer->id));
148             checkGLcall("glFramebufferRenderbufferEXT()");
149         } else {
150             context_apply_attachment_filter_states((IWineD3DDevice *)This, depth_stencil, TRUE);
151
152             GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_DEPTH_ATTACHMENT_EXT, depth_stencil_impl->glDescription.target,
153                         depth_stencil_impl->glDescription.textureName, depth_stencil_impl->glDescription.level));
154             checkGLcall("glFramebufferTexture2DEXT()");
155         }
156     } else {
157         GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0));
158         checkGLcall("glFramebufferTexture2DEXT()");
159     }
160 }
161
162 void context_attach_surface_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, DWORD idx, IWineD3DSurface *surface)
163 {
164     const IWineD3DSurfaceImpl *surface_impl = (IWineD3DSurfaceImpl *)surface;
165
166     TRACE("Attach surface %p to %u\n", surface, idx);
167
168     if (surface)
169     {
170         context_apply_attachment_filter_states((IWineD3DDevice *)This, surface, TRUE);
171
172         GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_COLOR_ATTACHMENT0_EXT + idx, surface_impl->glDescription.target,
173                 surface_impl->glDescription.textureName, surface_impl->glDescription.level));
174         checkGLcall("glFramebufferTexture2DEXT()");
175     } else {
176         GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_COLOR_ATTACHMENT0_EXT + idx, GL_TEXTURE_2D, 0, 0));
177         checkGLcall("glFramebufferTexture2DEXT()");
178     }
179 }
180
181 static void context_check_fbo_status(IWineD3DDevice *iface)
182 {
183     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
184     GLenum status;
185
186     status = GL_EXTCALL(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT));
187     if (status == GL_FRAMEBUFFER_COMPLETE_EXT)
188     {
189         TRACE("FBO complete\n");
190     } else {
191         IWineD3DSurfaceImpl *attachment;
192         int i;
193         FIXME("FBO status %s (%#x)\n", debug_fbostatus(status), status);
194
195         /* Dump the FBO attachments */
196         for (i = 0; i < GL_LIMITS(buffers); ++i)
197         {
198             attachment = (IWineD3DSurfaceImpl *)This->activeContext->current_fbo->render_targets[i];
199             if (attachment)
200             {
201                 FIXME("\tColor attachment %d: (%p) %s %ux%u\n", i, attachment, debug_d3dformat(attachment->resource.format),
202                         attachment->pow2Width, attachment->pow2Height);
203             }
204         }
205         attachment = (IWineD3DSurfaceImpl *)This->activeContext->current_fbo->depth_stencil;
206         if (attachment)
207         {
208             FIXME("\tDepth attachment: (%p) %s %ux%u\n", attachment, debug_d3dformat(attachment->resource.format),
209                     attachment->pow2Width, attachment->pow2Height);
210         }
211     }
212 }
213
214 static struct fbo_entry *context_create_fbo_entry(IWineD3DDevice *iface)
215 {
216     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
217     struct fbo_entry *entry;
218
219     entry = HeapAlloc(GetProcessHeap(), 0, sizeof(*entry));
220     entry->render_targets = HeapAlloc(GetProcessHeap(), 0, GL_LIMITS(buffers) * sizeof(*entry->render_targets));
221     memcpy(entry->render_targets, This->render_targets, GL_LIMITS(buffers) * sizeof(*entry->render_targets));
222     entry->depth_stencil = This->stencilBufferTarget;
223     entry->attached = FALSE;
224     entry->id = 0;
225
226     return entry;
227 }
228
229 static void context_destroy_fbo_entry(IWineD3DDeviceImpl *This, struct fbo_entry *entry)
230 {
231     if (entry->id)
232     {
233         TRACE("Destroy FBO %d\n", entry->id);
234         context_destroy_fbo(This, &entry->id);
235     }
236     list_remove(&entry->entry);
237     HeapFree(GetProcessHeap(), 0, entry->render_targets);
238     HeapFree(GetProcessHeap(), 0, entry);
239 }
240
241
242 static struct fbo_entry *context_find_fbo_entry(IWineD3DDevice *iface, WineD3DContext *context)
243 {
244     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
245     struct fbo_entry *entry;
246
247     LIST_FOR_EACH_ENTRY(entry, &context->fbo_list, struct fbo_entry, entry)
248     {
249         if (!memcmp(entry->render_targets, This->render_targets, GL_LIMITS(buffers) * sizeof(*entry->render_targets))
250                 && entry->depth_stencil == This->stencilBufferTarget)
251         {
252             return entry;
253         }
254     }
255
256     entry = context_create_fbo_entry(iface);
257     list_add_head(&context->fbo_list, &entry->entry);
258     return entry;
259 }
260
261 static void context_apply_fbo_entry(IWineD3DDevice *iface, struct fbo_entry *entry)
262 {
263     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
264     unsigned int i;
265
266     context_bind_fbo(iface, GL_FRAMEBUFFER_EXT, &entry->id);
267
268     if (!entry->attached)
269     {
270         /* Apply render targets */
271         for (i = 0; i < GL_LIMITS(buffers); ++i)
272         {
273             IWineD3DSurface *render_target = This->render_targets[i];
274             context_attach_surface_fbo(This, GL_FRAMEBUFFER_EXT, i, render_target);
275         }
276
277         /* Apply depth targets */
278         if (This->stencilBufferTarget) {
279             unsigned int w = ((IWineD3DSurfaceImpl *)This->render_targets[0])->pow2Width;
280             unsigned int h = ((IWineD3DSurfaceImpl *)This->render_targets[0])->pow2Height;
281
282             surface_set_compatible_renderbuffer(This->stencilBufferTarget, w, h);
283         }
284         context_attach_depth_stencil_fbo(This, GL_FRAMEBUFFER_EXT, This->stencilBufferTarget, TRUE);
285
286         entry->attached = TRUE;
287     } else {
288         for (i = 0; i < GL_LIMITS(buffers); ++i)
289         {
290             if (This->render_targets[i])
291                 context_apply_attachment_filter_states(iface, This->render_targets[i], FALSE);
292         }
293         if (This->stencilBufferTarget)
294             context_apply_attachment_filter_states(iface, This->stencilBufferTarget, FALSE);
295     }
296
297     for (i = 0; i < GL_LIMITS(buffers); ++i)
298     {
299         if (This->render_targets[i])
300             This->draw_buffers[i] = GL_COLOR_ATTACHMENT0_EXT + i;
301         else
302             This->draw_buffers[i] = GL_NONE;
303     }
304 }
305
306 static void context_apply_fbo_state(IWineD3DDevice *iface)
307 {
308     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
309     WineD3DContext *context = This->activeContext;
310
311     if (This->render_offscreen)
312     {
313         context->current_fbo = context_find_fbo_entry(iface, context);
314         context_apply_fbo_entry(iface, context->current_fbo);
315     } else {
316         context->current_fbo = NULL;
317         GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
318     }
319
320     context_check_fbo_status(iface);
321 }
322
323 void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource, WINED3DRESOURCETYPE type)
324 {
325     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
326     UINT i;
327
328     switch(type)
329     {
330         case WINED3DRTYPE_SURFACE:
331         {
332             for (i = 0; i < This->numContexts; ++i)
333             {
334                 struct fbo_entry *entry, *entry2;
335
336                 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->contexts[i]->fbo_list, struct fbo_entry, entry)
337                 {
338                     BOOL destroyed = FALSE;
339                     UINT j;
340
341                     for (j = 0; !destroyed && j < GL_LIMITS(buffers); ++j)
342                     {
343                         if (entry->render_targets[j] == (IWineD3DSurface *)resource)
344                         {
345                             context_destroy_fbo_entry(This, entry);
346                             destroyed = TRUE;
347                         }
348                     }
349
350                     if (!destroyed && entry->depth_stencil == (IWineD3DSurface *)resource)
351                         context_destroy_fbo_entry(This, entry);
352                 }
353             }
354
355             break;
356         }
357
358         default:
359             break;
360     }
361 }
362
363 /*****************************************************************************
364  * Context_MarkStateDirty
365  *
366  * Marks a state in a context dirty. Only one context, opposed to
367  * IWineD3DDeviceImpl_MarkStateDirty, which marks the state dirty in all
368  * contexts
369  *
370  * Params:
371  *  context: Context to mark the state dirty in
372  *  state: State to mark dirty
373  *  StateTable: Pointer to the state table in use(for state grouping)
374  *
375  *****************************************************************************/
376 static void Context_MarkStateDirty(WineD3DContext *context, DWORD state, const struct StateEntry *StateTable) {
377     DWORD rep = StateTable[state].representative;
378     DWORD idx;
379     BYTE shift;
380
381     if(!rep || isStateDirty(context, rep)) return;
382
383     context->dirtyArray[context->numDirtyEntries++] = rep;
384     idx = rep >> 5;
385     shift = rep & 0x1f;
386     context->isStateDirty[idx] |= (1 << shift);
387 }
388
389 /*****************************************************************************
390  * AddContextToArray
391  *
392  * Adds a context to the context array. Helper function for CreateContext
393  *
394  * This method is not called in performance-critical code paths, only when a
395  * new render target or swapchain is created. Thus performance is not an issue
396  * here.
397  *
398  * Params:
399  *  This: Device to add the context for
400  *  hdc: device context
401  *  glCtx: WGL context to add
402  *  pbuffer: optional pbuffer used with this context
403  *
404  *****************************************************************************/
405 static WineD3DContext *AddContextToArray(IWineD3DDeviceImpl *This, HWND win_handle, HDC hdc, HGLRC glCtx, HPBUFFERARB pbuffer) {
406     WineD3DContext **oldArray = This->contexts;
407     DWORD state;
408
409     This->contexts = HeapAlloc(GetProcessHeap(), 0, sizeof(*This->contexts) * (This->numContexts + 1));
410     if(This->contexts == NULL) {
411         ERR("Unable to grow the context array\n");
412         This->contexts = oldArray;
413         return NULL;
414     }
415     if(oldArray) {
416         memcpy(This->contexts, oldArray, sizeof(*This->contexts) * This->numContexts);
417     }
418
419     This->contexts[This->numContexts] = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(WineD3DContext));
420     if(This->contexts[This->numContexts] == NULL) {
421         ERR("Unable to allocate a new context\n");
422         HeapFree(GetProcessHeap(), 0, This->contexts);
423         This->contexts = oldArray;
424         return NULL;
425     }
426
427     This->contexts[This->numContexts]->hdc = hdc;
428     This->contexts[This->numContexts]->glCtx = glCtx;
429     This->contexts[This->numContexts]->pbuffer = pbuffer;
430     This->contexts[This->numContexts]->win_handle = win_handle;
431     HeapFree(GetProcessHeap(), 0, oldArray);
432
433     /* Mark all states dirty to force a proper initialization of the states on the first use of the context
434      */
435     for(state = 0; state <= STATE_HIGHEST; state++) {
436         Context_MarkStateDirty(This->contexts[This->numContexts], state, This->StateTable);
437     }
438
439     This->numContexts++;
440     TRACE("Created context %p\n", This->contexts[This->numContexts - 1]);
441     return This->contexts[This->numContexts - 1];
442 }
443
444 /* This function takes care of WineD3D pixel format selection. */
445 static int WineD3D_ChoosePixelFormat(IWineD3DDeviceImpl *This, HDC hdc, WINED3DFORMAT ColorFormat, WINED3DFORMAT DepthStencilFormat, BOOL auxBuffers, int numSamples, BOOL pbuffer, BOOL findCompatible)
446 {
447     int iPixelFormat=0, matchtry;
448     short redBits, greenBits, blueBits, alphaBits, colorBits;
449     short depthBits=0, stencilBits=0;
450
451     struct match_type {
452         BOOL require_aux;
453         BOOL exact_alpha;
454         BOOL exact_color;
455     } matches[] = {
456         /* First, try without alpha match buffers. MacOS supports aux buffers only
457          * on A8R8G8B8, and we prefer better offscreen rendering over an alpha match.
458          * Then try without aux buffers - this is the most common cause for not
459          * finding a pixel format. Also some drivers(the open source ones)
460          * only offer 32 bit ARB pixel formats. First try without an exact alpha
461          * match, then try without an exact alpha and color match.
462          */
463         { TRUE,  TRUE,  TRUE  },
464         { TRUE,  FALSE, TRUE  },
465         { FALSE, TRUE,  TRUE  },
466         { FALSE, FALSE, TRUE  },
467         { TRUE,  FALSE, FALSE },
468         { FALSE, FALSE, FALSE },
469     };
470
471     int i = 0;
472     int nCfgs = This->adapter->nCfgs;
473     WineD3D_PixelFormat *cfgs = This->adapter->cfgs;
474
475     TRACE("ColorFormat=%s, DepthStencilFormat=%s, auxBuffers=%d, numSamples=%d, pbuffer=%d, findCompatible=%d\n",
476           debug_d3dformat(ColorFormat), debug_d3dformat(DepthStencilFormat), auxBuffers, numSamples, pbuffer, findCompatible);
477
478     if(!getColorBits(ColorFormat, &redBits, &greenBits, &blueBits, &alphaBits, &colorBits)) {
479         ERR("Unable to get color bits for format %s (%#x)!\n", debug_d3dformat(ColorFormat), ColorFormat);
480         return 0;
481     }
482
483     /* In WGL both color, depth and stencil are features of a pixel format. In case of D3D they are separate.
484      * You are able to add a depth + stencil surface at a later stage when you need it.
485      * In order to support this properly in WineD3D we need the ability to recreate the opengl context and
486      * drawable when this is required. This is very tricky as we need to reapply ALL opengl states for the new
487      * context, need torecreate shaders, textures and other resources.
488      *
489      * The context manager already takes care of the state problem and for the other tasks code from Reset
490      * can be used. These changes are way to risky during the 1.0 code freeze which is taking place right now.
491      * Likely a lot of other new bugs will be exposed. For that reason request a depth stencil surface all the
492      * time. It can cause a slight performance hit but fixes a lot of regressions. A fixme reminds of that this
493      * issue needs to be fixed. */
494     if(DepthStencilFormat != WINED3DFMT_D24S8)
495         FIXME("Add OpenGL context recreation support to SetDepthStencilSurface\n");
496
497     DepthStencilFormat = WINED3DFMT_D24S8;
498
499     if(DepthStencilFormat) {
500         getDepthStencilBits(DepthStencilFormat, &depthBits, &stencilBits);
501     }
502
503     for(matchtry = 0; matchtry < (sizeof(matches) / sizeof(matches[0])) && !iPixelFormat; matchtry++) {
504         for(i=0; i<nCfgs; i++) {
505             BOOL exactDepthMatch = TRUE;
506             cfgs = &This->adapter->cfgs[i];
507
508             /* For now only accept RGBA formats. Perhaps some day we will
509              * allow floating point formats for pbuffers. */
510             if(cfgs->iPixelType != WGL_TYPE_RGBA_ARB)
511                 continue;
512
513             /* In window mode (!pbuffer) we need a window drawable format and double buffering. */
514             if(!pbuffer && !(cfgs->windowDrawable && cfgs->doubleBuffer))
515                 continue;
516
517             /* We like to have aux buffers in backbuffer mode */
518             if(auxBuffers && !cfgs->auxBuffers && matches[matchtry].require_aux)
519                 continue;
520
521             /* In pbuffer-mode we need a pbuffer-capable format but we don't want double buffering */
522             if(pbuffer && (!cfgs->pbufferDrawable || cfgs->doubleBuffer))
523                 continue;
524
525             if(matches[matchtry].exact_color) {
526                 if(cfgs->redSize != redBits)
527                     continue;
528                 if(cfgs->greenSize != greenBits)
529                     continue;
530                 if(cfgs->blueSize != blueBits)
531                     continue;
532             } else {
533                 if(cfgs->redSize < redBits)
534                     continue;
535                 if(cfgs->greenSize < greenBits)
536                     continue;
537                 if(cfgs->blueSize < blueBits)
538                     continue;
539             }
540             if(matches[matchtry].exact_alpha) {
541                 if(cfgs->alphaSize != alphaBits)
542                     continue;
543             } else {
544                 if(cfgs->alphaSize < alphaBits)
545                     continue;
546             }
547
548             /* We try to locate a format which matches our requirements exactly. In case of
549              * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
550             if(cfgs->depthSize < depthBits)
551                 continue;
552             else if(cfgs->depthSize > depthBits)
553                 exactDepthMatch = FALSE;
554
555             /* In all cases make sure the number of stencil bits matches our requirements
556              * even when we don't need stencil because it could affect performance EXCEPT
557              * on cards which don't offer depth formats without stencil like the i915 drivers
558              * on Linux. */
559             if(stencilBits != cfgs->stencilSize && !(This->adapter->brokenStencil && stencilBits <= cfgs->stencilSize))
560                 continue;
561
562             /* Check multisampling support */
563             if(cfgs->numSamples != numSamples)
564                 continue;
565
566             /* When we have passed all the checks then we have found a format which matches our
567              * requirements. Note that we only check for a limit number of capabilities right now,
568              * so there can easily be a dozen of pixel formats which appear to be the 'same' but
569              * can still differ in things like multisampling, stereo, SRGB and other flags.
570              */
571
572             /* Exit the loop as we have found a format :) */
573             if(exactDepthMatch) {
574                 iPixelFormat = cfgs->iPixelFormat;
575                 break;
576             } else if(!iPixelFormat) {
577                 /* In the end we might end up with a format which doesn't exactly match our depth
578                  * requirements. Accept the first format we found because formats with higher iPixelFormat
579                  * values tend to have more extended capabilities (e.g. multisampling) which we don't need. */
580                 iPixelFormat = cfgs->iPixelFormat;
581             }
582         }
583     }
584
585     /* When findCompatible is set and no suitable format was found, let ChoosePixelFormat choose a pixel format in order not to crash. */
586     if(!iPixelFormat && !findCompatible) {
587         ERR("Can't find a suitable iPixelFormat\n");
588         return FALSE;
589     } else if(!iPixelFormat) {
590         PIXELFORMATDESCRIPTOR pfd;
591
592         TRACE("Falling back to ChoosePixelFormat as we weren't able to find an exactly matching pixel format\n");
593         /* PixelFormat selection */
594         ZeroMemory(&pfd, sizeof(pfd));
595         pfd.nSize      = sizeof(pfd);
596         pfd.nVersion   = 1;
597         pfd.dwFlags    = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
598         pfd.iPixelType = PFD_TYPE_RGBA;
599         pfd.cAlphaBits = alphaBits;
600         pfd.cColorBits = colorBits;
601         pfd.cDepthBits = depthBits;
602         pfd.cStencilBits = stencilBits;
603         pfd.iLayerType = PFD_MAIN_PLANE;
604
605         iPixelFormat = ChoosePixelFormat(hdc, &pfd);
606         if(!iPixelFormat) {
607             /* If this happens something is very wrong as ChoosePixelFormat barely fails */
608             ERR("Can't find a suitable iPixelFormat\n");
609             return FALSE;
610         }
611     }
612
613     TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s\n", iPixelFormat, debug_d3dformat(ColorFormat), debug_d3dformat(DepthStencilFormat));
614     return iPixelFormat;
615 }
616
617 /*****************************************************************************
618  * CreateContext
619  *
620  * Creates a new context for a window, or a pbuffer context.
621  *
622  * * Params:
623  *  This: Device to activate the context for
624  *  target: Surface this context will render to
625  *  win_handle: handle to the window which we are drawing to
626  *  create_pbuffer: tells whether to create a pbuffer or not
627  *  pPresentParameters: contains the pixelformats to use for onscreen rendering
628  *
629  *****************************************************************************/
630 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win_handle, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms) {
631     HDC oldDrawable, hdc;
632     HPBUFFERARB pbuffer = NULL;
633     HGLRC ctx = NULL, oldCtx;
634     WineD3DContext *ret = NULL;
635     int s;
636
637     TRACE("(%p): Creating a %s context for render target %p\n", This, create_pbuffer ? "offscreen" : "onscreen", target);
638
639     if(create_pbuffer) {
640         HDC hdc_parent = GetDC(win_handle);
641         int iPixelFormat = 0;
642
643         IWineD3DSurface *StencilSurface = This->stencilBufferTarget;
644         WINED3DFORMAT StencilBufferFormat = (NULL != StencilSurface) ? ((IWineD3DSurfaceImpl *) StencilSurface)->resource.format : 0;
645
646         /* Try to find a pixel format with pbuffer support. */
647         iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc_parent, target->resource.format, StencilBufferFormat, FALSE /* auxBuffers */, 0 /* numSamples */, TRUE /* PBUFFER */, FALSE /* findCompatible */);
648         if(!iPixelFormat) {
649             TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
650
651             /* For some reason we weren't able to find a format, try to find something instead of crashing.
652              * A reason for failure could have been wglChoosePixelFormatARB strictness. */
653             iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc_parent, target->resource.format, StencilBufferFormat, FALSE /* auxBuffer */, 0 /* numSamples */, TRUE /* PBUFFER */, TRUE /* findCompatible */);
654         }
655
656         /* This shouldn't happen as ChoosePixelFormat always returns something */
657         if(!iPixelFormat) {
658             ERR("Unable to locate a pixel format for a pbuffer\n");
659             ReleaseDC(win_handle, hdc_parent);
660             goto out;
661         }
662
663         TRACE("Creating a pBuffer drawable for the new context\n");
664         pbuffer = GL_EXTCALL(wglCreatePbufferARB(hdc_parent, iPixelFormat, target->currentDesc.Width, target->currentDesc.Height, 0));
665         if(!pbuffer) {
666             ERR("Cannot create a pbuffer\n");
667             ReleaseDC(win_handle, hdc_parent);
668             goto out;
669         }
670
671         /* In WGL a pbuffer is 'wrapped' inside a HDC to 'fool' wglMakeCurrent */
672         hdc = GL_EXTCALL(wglGetPbufferDCARB(pbuffer));
673         if(!hdc) {
674             ERR("Cannot get a HDC for pbuffer (%p)\n", pbuffer);
675             GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
676             ReleaseDC(win_handle, hdc_parent);
677             goto out;
678         }
679         ReleaseDC(win_handle, hdc_parent);
680     } else {
681         PIXELFORMATDESCRIPTOR pfd;
682         int iPixelFormat;
683         int res;
684         WINED3DFORMAT ColorFormat = target->resource.format;
685         WINED3DFORMAT DepthStencilFormat = 0;
686         BOOL auxBuffers = FALSE;
687         int numSamples = 0;
688
689         hdc = GetDC(win_handle);
690         if(hdc == NULL) {
691             ERR("Cannot retrieve a device context!\n");
692             goto out;
693         }
694
695         /* In case of ORM_BACKBUFFER, make sure to request an alpha component for X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
696         if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
697             auxBuffers = TRUE;
698
699             if(target->resource.format == WINED3DFMT_X4R4G4B4)
700                 ColorFormat = WINED3DFMT_A4R4G4B4;
701             else if(target->resource.format == WINED3DFMT_X8R8G8B8)
702                 ColorFormat = WINED3DFMT_A8R8G8B8;
703         }
704
705         /* DirectDraw supports 8bit paletted render targets and these are used by old games like Starcraft and C&C.
706          * Most modern hardware doesn't support 8bit natively so we perform some form of 8bit -> 32bit conversion.
707          * The conversion (ab)uses the alpha component for storing the palette index. For this reason we require
708          * a format with 8bit alpha, so request A8R8G8B8. */
709         if(ColorFormat == WINED3DFMT_P8)
710             ColorFormat = WINED3DFMT_A8R8G8B8;
711
712         /* Retrieve the depth stencil format from the present parameters.
713          * The choice of the proper format can give a nice performance boost
714          * in case of GPU limited programs. */
715         if(pPresentParms->EnableAutoDepthStencil) {
716             TRACE("pPresentParms->EnableAutoDepthStencil=enabled; using AutoDepthStencilFormat=%s\n", debug_d3dformat(pPresentParms->AutoDepthStencilFormat));
717             DepthStencilFormat = pPresentParms->AutoDepthStencilFormat;
718         }
719
720         /* D3D only allows multisampling when SwapEffect is set to WINED3DSWAPEFFECT_DISCARD */
721         if(pPresentParms->MultiSampleType && (pPresentParms->SwapEffect == WINED3DSWAPEFFECT_DISCARD)) {
722             if(!GL_SUPPORT(ARB_MULTISAMPLE))
723                 ERR("The program is requesting multisampling without support!\n");
724             else {
725                 ERR("Requesting MultiSampleType=%d\n", pPresentParms->MultiSampleType);
726                 numSamples = pPresentParms->MultiSampleType;
727             }
728         }
729
730         /* Try to find a pixel format which matches our requirements */
731         iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc, ColorFormat, DepthStencilFormat, auxBuffers, numSamples, FALSE /* PBUFFER */, FALSE /* findCompatible */);
732
733         /* Try to locate a compatible format if we weren't able to find anything */
734         if(!iPixelFormat) {
735             TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
736             iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc, ColorFormat, DepthStencilFormat, auxBuffers, 0 /* numSamples */, FALSE /* PBUFFER */, TRUE /* findCompatible */ );
737         }
738
739         /* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */
740         if(!iPixelFormat) {
741             ERR("Can't find a suitable iPixelFormat\n");
742             return FALSE;
743         }
744
745         DescribePixelFormat(hdc, iPixelFormat, sizeof(pfd), &pfd);
746         res = SetPixelFormat(hdc, iPixelFormat, NULL);
747         if(!res) {
748             int oldPixelFormat = GetPixelFormat(hdc);
749
750             /* By default WGL doesn't allow pixel format adjustments but we need it here.
751              * For this reason there is a WINE-specific wglSetPixelFormat which allows you to
752              * set the pixel format multiple times. Only use it when it is really needed. */
753
754             if(oldPixelFormat == iPixelFormat) {
755                 /* We don't have to do anything as the formats are the same :) */
756             } else if(oldPixelFormat && GL_SUPPORT(WGL_WINE_PIXEL_FORMAT_PASSTHROUGH)) {
757                 res = GL_EXTCALL(wglSetPixelFormatWINE(hdc, iPixelFormat, NULL));
758
759                 if(!res) {
760                     ERR("wglSetPixelFormatWINE failed on HDC=%p for iPixelFormat=%d\n", hdc, iPixelFormat);
761                     return FALSE;
762                 }
763             } else if(oldPixelFormat) {
764                 /* OpenGL doesn't allow pixel format adjustments. Print an error and continue using the old format.
765                  * There's a big chance that the old format works although with a performance hit and perhaps rendering errors. */
766                 ERR("HDC=%p is already set to iPixelFormat=%d and OpenGL doesn't allow changes!\n", hdc, oldPixelFormat);
767             } else {
768                 ERR("SetPixelFormat failed on HDC=%p for iPixelFormat=%d\n", hdc, iPixelFormat);
769                 return FALSE;
770             }
771         }
772     }
773
774     ctx = pwglCreateContext(hdc);
775     if(This->numContexts) pwglShareLists(This->contexts[0]->glCtx, ctx);
776
777     if(!ctx) {
778         ERR("Failed to create a WGL context\n");
779         if(create_pbuffer) {
780             GL_EXTCALL(wglReleasePbufferDCARB(pbuffer, hdc));
781             GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
782         }
783         goto out;
784     }
785     ret = AddContextToArray(This, win_handle, hdc, ctx, pbuffer);
786     if(!ret) {
787         ERR("Failed to add the newly created context to the context list\n");
788         pwglDeleteContext(ctx);
789         if(create_pbuffer) {
790             GL_EXTCALL(wglReleasePbufferDCARB(pbuffer, hdc));
791             GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
792         }
793         goto out;
794     }
795     ret->surface = (IWineD3DSurface *) target;
796     ret->isPBuffer = create_pbuffer;
797     ret->tid = GetCurrentThreadId();
798     if(This->shader_backend->shader_dirtifyable_constants((IWineD3DDevice *) This)) {
799         /* Create the dirty constants array and initialize them to dirty */
800         ret->vshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
801                 sizeof(*ret->vshader_const_dirty) * GL_LIMITS(vshader_constantsF));
802         ret->pshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
803                 sizeof(*ret->pshader_const_dirty) * GL_LIMITS(pshader_constantsF));
804         memset(ret->vshader_const_dirty, 1,
805                sizeof(*ret->vshader_const_dirty) * GL_LIMITS(vshader_constantsF));
806         memset(ret->pshader_const_dirty, 1,
807                 sizeof(*ret->pshader_const_dirty) * GL_LIMITS(pshader_constantsF));
808     }
809
810     TRACE("Successfully created new context %p\n", ret);
811
812     list_init(&ret->fbo_list);
813
814     /* Set up the context defaults */
815     oldCtx  = pwglGetCurrentContext();
816     oldDrawable = pwglGetCurrentDC();
817     if(oldCtx && oldDrawable) {
818         /* See comment in ActivateContext context switching */
819         This->frag_pipe->enable_extension((IWineD3DDevice *) This, FALSE);
820     }
821     if(pwglMakeCurrent(hdc, ctx) == FALSE) {
822         ERR("Cannot activate context to set up defaults\n");
823         goto out;
824     }
825
826     ENTER_GL();
827
828     glGetIntegerv(GL_AUX_BUFFERS, &ret->aux_buffers);
829
830     TRACE("Setting up the screen\n");
831     /* Clear the screen */
832     glClearColor(1.0, 0.0, 0.0, 0.0);
833     checkGLcall("glClearColor");
834     glClearIndex(0);
835     glClearDepth(1);
836     glClearStencil(0xffff);
837
838     checkGLcall("glClear");
839
840     glColor3f(1.0, 1.0, 1.0);
841     checkGLcall("glColor3f");
842
843     glEnable(GL_LIGHTING);
844     checkGLcall("glEnable");
845
846     glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
847     checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
848
849     glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
850     checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
851
852     glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
853     checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
854
855     glPixelStorei(GL_PACK_ALIGNMENT, This->surface_alignment);
856     checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, This->surface_alignment);");
857     glPixelStorei(GL_UNPACK_ALIGNMENT, This->surface_alignment);
858     checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, This->surface_alignment);");
859
860     if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
861         /* Most textures will use client storage if supported. Exceptions are non-native power of 2 textures
862          * and textures in DIB sections(due to the memory protection).
863          */
864         glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
865         checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
866     }
867     if(GL_SUPPORT(ARB_VERTEX_BLEND)) {
868         /* Direct3D always uses n-1 weights for n world matrices and uses 1 - sum for the last one
869          * this is equal to GL_WEIGHT_SUM_UNITY_ARB. Enabling it doesn't do anything unless
870          * GL_VERTEX_BLEND_ARB isn't enabled too
871          */
872         glEnable(GL_WEIGHT_SUM_UNITY_ARB);
873         checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
874     }
875     if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
876         /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
877          * the previous texture where to source the offset from is always unit - 1.
878          */
879         for(s = 1; s < GL_LIMITS(textures); s++) {
880             GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
881             glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + s - 1);
882             checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...\n");
883         }
884     }
885
886     if(GL_SUPPORT(ARB_POINT_SPRITE)) {
887         for(s = 0; s < GL_LIMITS(textures); s++) {
888             GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
889             glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
890             checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)\n");
891         }
892     }
893     LEAVE_GL();
894
895     /* Never keep GL_FRAGMENT_SHADER_ATI enabled on a context that we switch away from,
896      * but enable it for the first context we create, and reenable it on the old context
897      */
898     if(oldDrawable && oldCtx) {
899         pwglMakeCurrent(oldDrawable, oldCtx);
900     } else {
901         last_device = This;
902     }
903     This->frag_pipe->enable_extension((IWineD3DDevice *) This, TRUE);
904
905     return ret;
906
907 out:
908     return NULL;
909 }
910
911 /*****************************************************************************
912  * RemoveContextFromArray
913  *
914  * Removes a context from the context manager. The opengl context is not
915  * destroyed or unset. context is not a valid pointer after that call.
916  *
917  * Similar to the former call this isn't a performance critical function. A
918  * helper function for DestroyContext.
919  *
920  * Params:
921  *  This: Device to activate the context for
922  *  context: Context to remove
923  *
924  *****************************************************************************/
925 static void RemoveContextFromArray(IWineD3DDeviceImpl *This, WineD3DContext *context) {
926     UINT t, s;
927     WineD3DContext **oldArray = This->contexts;
928
929     TRACE("Removing ctx %p\n", context);
930
931     This->numContexts--;
932
933     if(This->numContexts) {
934         This->contexts = HeapAlloc(GetProcessHeap(), 0, sizeof(*This->contexts) * This->numContexts);
935         if(!This->contexts) {
936             ERR("Cannot allocate a new context array, PANIC!!!\n");
937         }
938         t = 0;
939         /* Note that we decreased numContexts a few lines up, so use '<=' instead of '<' */
940         for(s = 0; s <= This->numContexts; s++) {
941             if(oldArray[s] == context) continue;
942             This->contexts[t] = oldArray[s];
943             t++;
944         }
945     } else {
946         This->contexts = NULL;
947     }
948
949     HeapFree(GetProcessHeap(), 0, context);
950     HeapFree(GetProcessHeap(), 0, oldArray);
951 }
952
953 /*****************************************************************************
954  * DestroyContext
955  *
956  * Destroys a wineD3DContext
957  *
958  * Params:
959  *  This: Device to activate the context for
960  *  context: Context to destroy
961  *
962  *****************************************************************************/
963 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context) {
964     struct fbo_entry *entry, *entry2;
965
966     TRACE("Destroying ctx %p\n", context);
967
968     /* The correct GL context needs to be active to cleanup the GL resources below */
969     if(pwglGetCurrentContext() != context->glCtx){
970         pwglMakeCurrent(context->hdc, context->glCtx);
971         last_device = NULL;
972     }
973
974     ENTER_GL();
975
976     LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry) {
977         context_destroy_fbo_entry(This, entry);
978     }
979     if (context->src_fbo) {
980         TRACE("Destroy src FBO %d\n", context->src_fbo);
981         context_destroy_fbo(This, &context->src_fbo);
982     }
983     if (context->dst_fbo) {
984         TRACE("Destroy dst FBO %d\n", context->dst_fbo);
985         context_destroy_fbo(This, &context->dst_fbo);
986     }
987
988     LEAVE_GL();
989
990     /* Cleanup the GL context */
991     pwglMakeCurrent(NULL, NULL);
992     if(context->isPBuffer) {
993         GL_EXTCALL(wglReleasePbufferDCARB(context->pbuffer, context->hdc));
994         GL_EXTCALL(wglDestroyPbufferARB(context->pbuffer));
995     } else ReleaseDC(context->win_handle, context->hdc);
996     pwglDeleteContext(context->glCtx);
997
998     HeapFree(GetProcessHeap(), 0, context->vshader_const_dirty);
999     HeapFree(GetProcessHeap(), 0, context->pshader_const_dirty);
1000     RemoveContextFromArray(This, context);
1001 }
1002
1003 static inline void set_blit_dimension(UINT width, UINT height) {
1004     glMatrixMode(GL_PROJECTION);
1005     checkGLcall("glMatrixMode(GL_PROJECTION)");
1006     glLoadIdentity();
1007     checkGLcall("glLoadIdentity()");
1008     glOrtho(0, width, height, 0, 0.0, -1.0);
1009     checkGLcall("glOrtho");
1010     glViewport(0, 0, width, height);
1011     checkGLcall("glViewport");
1012 }
1013
1014 /*****************************************************************************
1015  * SetupForBlit
1016  *
1017  * Sets up a context for DirectDraw blitting.
1018  * All texture units are disabled, texture unit 0 is set as current unit
1019  * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
1020  * color writing enabled for all channels
1021  * register combiners disabled, shaders disabled
1022  * world matrix is set to identity, texture matrix 0 too
1023  * projection matrix is setup for drawing screen coordinates
1024  *
1025  * Params:
1026  *  This: Device to activate the context for
1027  *  context: Context to setup
1028  *  width: render target width
1029  *  height: render target height
1030  *
1031  *****************************************************************************/
1032 static inline void SetupForBlit(IWineD3DDeviceImpl *This, WineD3DContext *context, UINT width, UINT height) {
1033     int i, sampler;
1034     const struct StateEntry *StateTable = This->StateTable;
1035
1036     TRACE("Setting up context %p for blitting\n", context);
1037     if(context->last_was_blit) {
1038         if(context->blit_w != width || context->blit_h != height) {
1039             set_blit_dimension(width, height);
1040             context->blit_w = width; context->blit_h = height;
1041             /* No need to dirtify here, the states are still dirtified because they weren't
1042              * applied since the last SetupForBlit call. Otherwise last_was_blit would not
1043              * be set
1044              */
1045         }
1046         TRACE("Context is already set up for blitting, nothing to do\n");
1047         return;
1048     }
1049     context->last_was_blit = TRUE;
1050
1051     /* TODO: Use a display list */
1052
1053     /* Disable shaders */
1054     This->shader_backend->shader_cleanup((IWineD3DDevice *) This);
1055     Context_MarkStateDirty(context, STATE_VSHADER, StateTable);
1056     Context_MarkStateDirty(context, STATE_PIXELSHADER, StateTable);
1057
1058     /* Disable all textures. The caller can then bind a texture it wants to blit
1059      * from
1060      */
1061     if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1062         /* The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
1063          * function texture unit. No need to care for higher samplers
1064          */
1065         for(i = GL_LIMITS(textures) - 1; i > 0 ; i--) {
1066             sampler = This->rev_tex_unit_map[i];
1067             GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
1068             checkGLcall("glActiveTextureARB");
1069
1070             if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1071                 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1072                 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1073             }
1074             glDisable(GL_TEXTURE_3D);
1075             checkGLcall("glDisable GL_TEXTURE_3D");
1076             if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
1077                 glDisable(GL_TEXTURE_RECTANGLE_ARB);
1078                 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1079             }
1080             glDisable(GL_TEXTURE_2D);
1081             checkGLcall("glDisable GL_TEXTURE_2D");
1082
1083             glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1084             checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
1085
1086             if (sampler != -1) {
1087                 if (sampler < MAX_TEXTURES) {
1088                     Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
1089                 }
1090                 Context_MarkStateDirty(context, STATE_SAMPLER(sampler), StateTable);
1091             }
1092         }
1093         GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
1094         checkGLcall("glActiveTextureARB");
1095     }
1096
1097     sampler = This->rev_tex_unit_map[0];
1098
1099     if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1100         glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1101         checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1102     }
1103     glDisable(GL_TEXTURE_3D);
1104     checkGLcall("glDisable GL_TEXTURE_3D");
1105     if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
1106         glDisable(GL_TEXTURE_RECTANGLE_ARB);
1107         checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1108     }
1109     glDisable(GL_TEXTURE_2D);
1110     checkGLcall("glDisable GL_TEXTURE_2D");
1111
1112     glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1113
1114     glMatrixMode(GL_TEXTURE);
1115     checkGLcall("glMatrixMode(GL_TEXTURE)");
1116     glLoadIdentity();
1117     checkGLcall("glLoadIdentity()");
1118
1119     if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
1120         glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
1121                   GL_TEXTURE_LOD_BIAS_EXT,
1122                   0.0);
1123         checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
1124     }
1125
1126     if (sampler != -1) {
1127         if (sampler < MAX_TEXTURES) {
1128             Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + sampler), StateTable);
1129             Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
1130         }
1131         Context_MarkStateDirty(context, STATE_SAMPLER(sampler), StateTable);
1132     }
1133
1134     /* Other misc states */
1135     glDisable(GL_ALPHA_TEST);
1136     checkGLcall("glDisable(GL_ALPHA_TEST)");
1137     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHATESTENABLE), StateTable);
1138     glDisable(GL_LIGHTING);
1139     checkGLcall("glDisable GL_LIGHTING");
1140     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING), StateTable);
1141     glDisable(GL_DEPTH_TEST);
1142     checkGLcall("glDisable GL_DEPTH_TEST");
1143     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ZENABLE), StateTable);
1144     glDisable(GL_FOG);
1145     checkGLcall("glDisable GL_FOG");
1146     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE), StateTable);
1147     glDisable(GL_BLEND);
1148     checkGLcall("glDisable GL_BLEND");
1149     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
1150     glDisable(GL_CULL_FACE);
1151     checkGLcall("glDisable GL_CULL_FACE");
1152     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CULLMODE), StateTable);
1153     glDisable(GL_STENCIL_TEST);
1154     checkGLcall("glDisable GL_STENCIL_TEST");
1155     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_STENCILENABLE), StateTable);
1156     glDisable(GL_SCISSOR_TEST);
1157     checkGLcall("glDisable GL_SCISSOR_TEST");
1158     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), StateTable);
1159     if(GL_SUPPORT(ARB_POINT_SPRITE)) {
1160         glDisable(GL_POINT_SPRITE_ARB);
1161         checkGLcall("glDisable GL_POINT_SPRITE_ARB");
1162         Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), StateTable);
1163     }
1164     glColorMask(GL_TRUE, GL_TRUE,GL_TRUE,GL_TRUE);
1165     checkGLcall("glColorMask");
1166     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING), StateTable);
1167     if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
1168         glDisable(GL_COLOR_SUM_EXT);
1169         Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SPECULARENABLE), StateTable);
1170         checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
1171     }
1172
1173     /* Setup transforms */
1174     glMatrixMode(GL_MODELVIEW);
1175     checkGLcall("glMatrixMode(GL_MODELVIEW)");
1176     glLoadIdentity();
1177     checkGLcall("glLoadIdentity()");
1178     Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), StateTable);
1179
1180     context->last_was_rhw = TRUE;
1181     Context_MarkStateDirty(context, STATE_VDECL, StateTable); /* because of last_was_rhw = TRUE */
1182
1183     glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)");
1184     glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)");
1185     glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)");
1186     glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)");
1187     glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)");
1188     glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)");
1189     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING), StateTable);
1190
1191     set_blit_dimension(width, height);
1192     context->blit_w = width; context->blit_h = height;
1193     Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
1194     Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable);
1195
1196
1197     This->frag_pipe->enable_extension((IWineD3DDevice *) This, FALSE);
1198 }
1199
1200 /*****************************************************************************
1201  * findThreadContextForSwapChain
1202  *
1203  * Searches a swapchain for all contexts and picks one for the thread tid.
1204  * If none can be found the swapchain is requested to create a new context
1205  *
1206  *****************************************************************************/
1207 static WineD3DContext *findThreadContextForSwapChain(IWineD3DSwapChain *swapchain, DWORD tid) {
1208     int i;
1209
1210     for(i = 0; i < ((IWineD3DSwapChainImpl *) swapchain)->num_contexts; i++) {
1211         if(((IWineD3DSwapChainImpl *) swapchain)->context[i]->tid == tid) {
1212             return ((IWineD3DSwapChainImpl *) swapchain)->context[i];
1213         }
1214
1215     }
1216
1217     /* Create a new context for the thread */
1218     return IWineD3DSwapChainImpl_CreateContextForThread(swapchain);
1219 }
1220
1221 /*****************************************************************************
1222  * FindContext
1223  *
1224  * Finds a context for the current render target and thread
1225  *
1226  * Parameters:
1227  *  target: Render target to find the context for
1228  *  tid: Thread to activate the context for
1229  *
1230  * Returns: The needed context
1231  *
1232  *****************************************************************************/
1233 static inline WineD3DContext *FindContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, DWORD tid) {
1234     IWineD3DSwapChain *swapchain = NULL;
1235     HRESULT hr;
1236     BOOL readTexture = wined3d_settings.offscreen_rendering_mode != ORM_FBO && This->render_offscreen;
1237     WineD3DContext *context = This->activeContext;
1238     BOOL oldRenderOffscreen = This->render_offscreen;
1239     const WINED3DFORMAT oldFmt = ((IWineD3DSurfaceImpl *) This->lastActiveRenderTarget)->resource.format;
1240     const WINED3DFORMAT newFmt = ((IWineD3DSurfaceImpl *) target)->resource.format;
1241     const struct StateEntry *StateTable = This->StateTable;
1242
1243     /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
1244      * the alpha blend state changes with different render target formats
1245      */
1246     if(oldFmt != newFmt) {
1247         const GlPixelFormatDesc *glDesc;
1248         const StaticPixelFormatDesc *old = getFormatDescEntry(oldFmt, NULL, NULL);
1249         const StaticPixelFormatDesc *new = getFormatDescEntry(newFmt, &GLINFO_LOCATION, &glDesc);
1250
1251         /* Disable blending when the alphaMask has changed and when a format doesn't support blending */
1252         if((old->alphaMask && !new->alphaMask) || (!old->alphaMask && new->alphaMask) || !(glDesc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)) {
1253             Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
1254         }
1255     }
1256
1257     hr = IWineD3DSurface_GetContainer(target, &IID_IWineD3DSwapChain, (void **) &swapchain);
1258     if(hr == WINED3D_OK && swapchain) {
1259         TRACE("Rendering onscreen\n");
1260
1261         context = findThreadContextForSwapChain(swapchain, tid);
1262
1263         This->render_offscreen = FALSE;
1264         /* The context != This->activeContext will catch a NOP context change. This can occur
1265          * if we are switching back to swapchain rendering in case of FBO or Back Buffer offscreen
1266          * rendering. No context change is needed in that case
1267          */
1268
1269         if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
1270             if(This->pbufferContext && tid == This->pbufferContext->tid) {
1271                 This->pbufferContext->tid = 0;
1272             }
1273         }
1274         IWineD3DSwapChain_Release(swapchain);
1275
1276         if(oldRenderOffscreen) {
1277             Context_MarkStateDirty(context, WINED3DTS_PROJECTION, StateTable);
1278             Context_MarkStateDirty(context, STATE_VDECL, StateTable);
1279             Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
1280             Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
1281             Context_MarkStateDirty(context, STATE_FRONTFACE, StateTable);
1282         }
1283
1284     } else {
1285         TRACE("Rendering offscreen\n");
1286         This->render_offscreen = TRUE;
1287
1288         switch(wined3d_settings.offscreen_rendering_mode) {
1289             case ORM_FBO:
1290                 /* FBOs do not need a different context. Stay with whatever context is active at the moment */
1291                 if(This->activeContext && tid == This->lastThread) {
1292                     context = This->activeContext;
1293                 } else {
1294                     /* This may happen if the app jumps straight into offscreen rendering
1295                      * Start using the context of the primary swapchain. tid == 0 is no problem
1296                      * for findThreadContextForSwapChain.
1297                      *
1298                      * Can also happen on thread switches - in that case findThreadContextForSwapChain
1299                      * is perfect to call.
1300                      */
1301                     context = findThreadContextForSwapChain(This->swapchains[0], tid);
1302                 }
1303                 break;
1304
1305             case ORM_PBUFFER:
1306             {
1307                 IWineD3DSurfaceImpl *targetimpl = (IWineD3DSurfaceImpl *) target;
1308                 if(This->pbufferContext == NULL ||
1309                    This->pbufferWidth < targetimpl->currentDesc.Width ||
1310                    This->pbufferHeight < targetimpl->currentDesc.Height) {
1311                     if(This->pbufferContext) {
1312                         DestroyContext(This, This->pbufferContext);
1313                     }
1314
1315                     /* The display is irrelevant here, the window is 0. But CreateContext needs a valid X connection.
1316                      * Create the context on the same server as the primary swapchain. The primary swapchain is exists at this point.
1317                      */
1318                     This->pbufferContext = CreateContext(This, targetimpl,
1319                             ((IWineD3DSwapChainImpl *) This->swapchains[0])->context[0]->win_handle,
1320                             TRUE /* pbuffer */, &((IWineD3DSwapChainImpl *)This->swapchains[0])->presentParms);
1321                     This->pbufferWidth = targetimpl->currentDesc.Width;
1322                     This->pbufferHeight = targetimpl->currentDesc.Height;
1323                    }
1324
1325                    if(This->pbufferContext) {
1326                        if(This->pbufferContext->tid != 0 && This->pbufferContext->tid != tid) {
1327                            FIXME("The PBuffr context is only supported for one thread for now!\n");
1328                        }
1329                        This->pbufferContext->tid = tid;
1330                        context = This->pbufferContext;
1331                        break;
1332                    } else {
1333                        ERR("Failed to create a buffer context and drawable, falling back to back buffer offscreen rendering\n");
1334                        wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
1335                    }
1336             }
1337
1338             case ORM_BACKBUFFER:
1339                 /* Stay with the currently active context for back buffer rendering */
1340                 if(This->activeContext && tid == This->lastThread) {
1341                     context = This->activeContext;
1342                 } else {
1343                     /* This may happen if the app jumps straight into offscreen rendering
1344                      * Start using the context of the primary swapchain. tid == 0 is no problem
1345                      * for findThreadContextForSwapChain.
1346                      *
1347                      * Can also happen on thread switches - in that case findThreadContextForSwapChain
1348                      * is perfect to call.
1349                      */
1350                     context = findThreadContextForSwapChain(This->swapchains[0], tid);
1351                 }
1352                 break;
1353         }
1354
1355         if(!oldRenderOffscreen) {
1356             Context_MarkStateDirty(context, WINED3DTS_PROJECTION, StateTable);
1357             Context_MarkStateDirty(context, STATE_VDECL, StateTable);
1358             Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
1359             Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
1360             Context_MarkStateDirty(context, STATE_FRONTFACE, StateTable);
1361         }
1362     }
1363
1364     /* When switching away from an offscreen render target, and we're not using FBOs,
1365      * we have to read the drawable into the texture. This is done via PreLoad(and
1366      * SFLAG_INDRAWABLE set on the surface). There are some things that need care though.
1367      * PreLoad needs a GL context, and FindContext is called before the context is activated.
1368      * It also has to be called with the old rendertarget active, otherwise a wrong drawable
1369      * is read. This leads to these possible situations:
1370      *
1371      * 0) lastActiveRenderTarget == target && oldTid == newTid:
1372      *    Nothing to do, we don't even reach this code in this case...
1373      *
1374      * 1) lastActiveRenderTarget != target && oldTid == newTid:
1375      *    The currently active context is OK for readback. Call PreLoad, and it
1376      *    performs the read
1377      *
1378      * 2) lastActiveRenderTarget == target && oldTid != newTid:
1379      *    Nothing to do - the drawable is unchanged
1380      *
1381      * 3) lastActiveRenderTarget != target && oldTid != newTid:
1382      *    This is tricky. We have to get a context with the old drawable from somewhere
1383      *    before we can switch to the new context. In this case, PreLoad calls
1384      *    ActivateContext(lastActiveRenderTarget) from the new(current) thread. This
1385      *    is case (2) then. The old drawable is activated for the new thread, and the
1386      *    readback can be done. The recursed ActivateContext does *not* call PreLoad again.
1387      *    After that, the outer ActivateContext(which calls PreLoad) can activate the new
1388      *    target for the new thread
1389      */
1390     if (readTexture && This->lastActiveRenderTarget != target) {
1391         BOOL oldInDraw = This->isInDraw;
1392
1393         /* PreLoad requires a context to load the texture, thus it will call ActivateContext.
1394          * Set the isInDraw to true to signal PreLoad that it has a context. Will be tricky
1395          * when using offscreen rendering with multithreading
1396          */
1397         This->isInDraw = TRUE;
1398
1399         /* Do that before switching the context:
1400          * Read the back buffer of the old drawable into the destination texture
1401          */
1402         IWineD3DSurface_PreLoad(This->lastActiveRenderTarget);
1403
1404         /* Assume that the drawable will be modified by some other things now */
1405         IWineD3DSurface_ModifyLocation(This->lastActiveRenderTarget, SFLAG_INDRAWABLE, FALSE);
1406
1407         This->isInDraw = oldInDraw;
1408     }
1409
1410     return context;
1411 }
1412
1413 static void apply_draw_buffer(IWineD3DDeviceImpl *This, IWineD3DSurface *target, BOOL blit)
1414 {
1415     HRESULT hr;
1416     IWineD3DSwapChain *swapchain;
1417
1418     hr = IWineD3DSurface_GetContainer(target, &IID_IWineD3DSwapChain, (void **)&swapchain);
1419     if (SUCCEEDED(hr))
1420     {
1421         IWineD3DSwapChain_Release((IUnknown *)swapchain);
1422         glDrawBuffer(surface_get_gl_buffer(target, swapchain));
1423         checkGLcall("glDrawBuffers()");
1424     }
1425     else
1426     {
1427         if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
1428         {
1429             if (!blit)
1430             {
1431                 if (GL_SUPPORT(ARB_DRAW_BUFFERS))
1432                 {
1433                     GL_EXTCALL(glDrawBuffersARB(GL_LIMITS(buffers), This->draw_buffers));
1434                     checkGLcall("glDrawBuffers()");
1435                 }
1436                 else
1437                 {
1438                     glDrawBuffer(This->draw_buffers[0]);
1439                     checkGLcall("glDrawBuffer()");
1440                 }
1441             } else {
1442                 glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
1443                 checkGLcall("glDrawBuffer()");
1444             }
1445         }
1446         else
1447         {
1448             glDrawBuffer(This->offscreenBuffer);
1449             checkGLcall("glDrawBuffer()");
1450         }
1451     }
1452 }
1453
1454 /*****************************************************************************
1455  * ActivateContext
1456  *
1457  * Finds a rendering context and drawable matching the device and render
1458  * target for the current thread, activates them and puts them into the
1459  * requested state.
1460  *
1461  * Params:
1462  *  This: Device to activate the context for
1463  *  target: Requested render target
1464  *  usage: Prepares the context for blitting, drawing or other actions
1465  *
1466  *****************************************************************************/
1467 void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextUsage usage) {
1468     DWORD                         tid = GetCurrentThreadId();
1469     int                           i;
1470     DWORD                         dirtyState, idx;
1471     BYTE                          shift;
1472     WineD3DContext                *context;
1473     const struct StateEntry       *StateTable = This->StateTable;
1474
1475     TRACE("(%p): Selecting context for render target %p, thread %d\n", This, target, tid);
1476     if(This->lastActiveRenderTarget != target || tid != This->lastThread) {
1477         context = FindContext(This, target, tid);
1478         context->draw_buffer_dirty = TRUE;
1479         This->lastActiveRenderTarget = target;
1480         This->lastThread = tid;
1481     } else {
1482         /* Stick to the old context */
1483         context = This->activeContext;
1484     }
1485
1486     /* Activate the opengl context */
1487     if(last_device != This || context != This->activeContext) {
1488         BOOL ret;
1489
1490         /* Prevent an unneeded context switch as those are expensive */
1491         if(context->glCtx && (context->glCtx == pwglGetCurrentContext())) {
1492             TRACE("Already using gl context %p\n", context->glCtx);
1493         }
1494         else {
1495             TRACE("Switching gl ctx to %p, hdc=%p ctx=%p\n", context, context->hdc, context->glCtx);
1496
1497             This->frag_pipe->enable_extension((IWineD3DDevice *) This, FALSE);
1498             ret = pwglMakeCurrent(context->hdc, context->glCtx);
1499             if(ret == FALSE) {
1500                 ERR("Failed to activate the new context\n");
1501             } else if(!context->last_was_blit) {
1502                 This->frag_pipe->enable_extension((IWineD3DDevice *) This, TRUE);
1503             }
1504         }
1505         if(This->activeContext->vshader_const_dirty) {
1506             memset(This->activeContext->vshader_const_dirty, 1,
1507                    sizeof(*This->activeContext->vshader_const_dirty) * GL_LIMITS(vshader_constantsF));
1508         }
1509         if(This->activeContext->pshader_const_dirty) {
1510             memset(This->activeContext->pshader_const_dirty, 1,
1511                    sizeof(*This->activeContext->pshader_const_dirty) * GL_LIMITS(pshader_constantsF));
1512         }
1513         This->activeContext = context;
1514         last_device = This;
1515     }
1516
1517     /* We only need ENTER_GL for the gl calls made below and for the helper functions which make GL calls */
1518     ENTER_GL();
1519
1520     switch (usage) {
1521         case CTXUSAGE_CLEAR:
1522         case CTXUSAGE_DRAWPRIM:
1523             if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
1524                 context_apply_fbo_state((IWineD3DDevice *)This);
1525             }
1526             if (context->draw_buffer_dirty) {
1527                 apply_draw_buffer(This, target, FALSE);
1528                 context->draw_buffer_dirty = FALSE;
1529             }
1530             break;
1531
1532         case CTXUSAGE_BLIT:
1533             if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
1534                 if (This->render_offscreen) {
1535                     FIXME("Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.\n");
1536                     context_bind_fbo((IWineD3DDevice *)This, GL_FRAMEBUFFER_EXT, &context->dst_fbo);
1537                     context_attach_surface_fbo(This, GL_FRAMEBUFFER_EXT, 0, target);
1538                     GL_EXTCALL(glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, 0));
1539                     checkGLcall("glFramebufferRenderbufferEXT");
1540                 } else {
1541                     GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
1542                     checkGLcall("glFramebufferRenderbufferEXT");
1543                 }
1544                 context->draw_buffer_dirty = TRUE;
1545             }
1546             if (context->draw_buffer_dirty) {
1547                 apply_draw_buffer(This, target, TRUE);
1548                 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
1549                     context->draw_buffer_dirty = FALSE;
1550                 }
1551             }
1552             break;
1553
1554         default:
1555             break;
1556     }
1557
1558     switch(usage) {
1559         case CTXUSAGE_RESOURCELOAD:
1560             /* This does not require any special states to be set up */
1561             break;
1562
1563         case CTXUSAGE_CLEAR:
1564             if(context->last_was_blit) {
1565                 This->frag_pipe->enable_extension((IWineD3DDevice *) This, TRUE);
1566             }
1567
1568             /* Blending and clearing should be orthogonal, but tests on the nvidia driver show that disabling
1569              * blending when clearing improves the clearing performance incredibly.
1570              */
1571             glDisable(GL_BLEND);
1572             Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
1573
1574             glEnable(GL_SCISSOR_TEST);
1575             checkGLcall("glEnable GL_SCISSOR_TEST");
1576             context->last_was_blit = FALSE;
1577             Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), StateTable);
1578             Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
1579             break;
1580
1581         case CTXUSAGE_DRAWPRIM:
1582             /* This needs all dirty states applied */
1583             if(context->last_was_blit) {
1584                 This->frag_pipe->enable_extension((IWineD3DDevice *) This, TRUE);
1585             }
1586
1587             IWineD3DDeviceImpl_FindTexUnitMap(This);
1588
1589             for(i=0; i < context->numDirtyEntries; i++) {
1590                 dirtyState = context->dirtyArray[i];
1591                 idx = dirtyState >> 5;
1592                 shift = dirtyState & 0x1f;
1593                 context->isStateDirty[idx] &= ~(1 << shift);
1594                 StateTable[dirtyState].apply(dirtyState, This->stateBlock, context);
1595             }
1596             context->numDirtyEntries = 0; /* This makes the whole list clean */
1597             context->last_was_blit = FALSE;
1598             break;
1599
1600         case CTXUSAGE_BLIT:
1601             SetupForBlit(This, context,
1602                          ((IWineD3DSurfaceImpl *)target)->currentDesc.Width,
1603                          ((IWineD3DSurfaceImpl *)target)->currentDesc.Height);
1604             break;
1605
1606         default:
1607             FIXME("Unexpected context usage requested\n");
1608     }
1609     LEAVE_GL();
1610 }