quartz: Sign-compare warnings fix.
[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             || texture_impl->baseTexture.states[WINED3DTEXSTA_MIPFILTER] != WINED3DTEXF_NONE)
88         {
89             texture_impl->baseTexture.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
90             texture_impl->baseTexture.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
91             update_minfilter = TRUE;
92         }
93
94         if (texture_impl->baseTexture.states[WINED3DTEXSTA_MAGFILTER] != WINED3DTEXF_POINT)
95         {
96             texture_impl->baseTexture.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
97             update_magfilter = TRUE;
98         }
99
100         if (texture_impl->baseTexture.bindCount)
101         {
102             WARN("Render targets should not be bound to a sampler\n");
103             IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(texture_impl->baseTexture.sampler));
104         }
105
106         IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)texture_impl);
107     }
108
109     if (update_minfilter || update_magfilter || force_preload)
110     {
111         GLenum target, bind_target;
112         GLint old_binding;
113
114         target = surface_impl->glDescription.target;
115         if (target == GL_TEXTURE_2D)
116         {
117             bind_target = GL_TEXTURE_2D;
118             glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
119         } else if (target == GL_TEXTURE_RECTANGLE_ARB) {
120             bind_target = GL_TEXTURE_RECTANGLE_ARB;
121             glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
122         } else {
123             bind_target = GL_TEXTURE_CUBE_MAP_ARB;
124             glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP_ARB, &old_binding);
125         }
126
127         IWineD3DSurface_PreLoad(surface);
128
129         glBindTexture(bind_target, surface_impl->glDescription.textureName);
130         if (update_minfilter) glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
131         if (update_magfilter) glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
132         glBindTexture(bind_target, old_binding);
133     }
134
135     checkGLcall("apply_attachment_filter_states()");
136 }
137
138 /* TODO: Handle stencil attachments */
139 void context_attach_depth_stencil_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer)
140 {
141     IWineD3DSurfaceImpl *depth_stencil_impl = (IWineD3DSurfaceImpl *)depth_stencil;
142
143     TRACE("Attach depth stencil %p\n", depth_stencil);
144
145     if (depth_stencil)
146     {
147         if (use_render_buffer && depth_stencil_impl->current_renderbuffer)
148         {
149             GL_EXTCALL(glFramebufferRenderbufferEXT(fbo_target, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, depth_stencil_impl->current_renderbuffer->id));
150             checkGLcall("glFramebufferRenderbufferEXT()");
151         } else {
152             context_apply_attachment_filter_states((IWineD3DDevice *)This, depth_stencil, TRUE);
153
154             GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_DEPTH_ATTACHMENT_EXT, depth_stencil_impl->glDescription.target,
155                         depth_stencil_impl->glDescription.textureName, depth_stencil_impl->glDescription.level));
156             checkGLcall("glFramebufferTexture2DEXT()");
157         }
158     } else {
159         GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0));
160         checkGLcall("glFramebufferTexture2DEXT()");
161     }
162 }
163
164 void context_attach_surface_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, DWORD idx, IWineD3DSurface *surface)
165 {
166     const IWineD3DSurfaceImpl *surface_impl = (IWineD3DSurfaceImpl *)surface;
167
168     TRACE("Attach surface %p to %u\n", surface, idx);
169
170     if (surface)
171     {
172         context_apply_attachment_filter_states((IWineD3DDevice *)This, surface, TRUE);
173
174         GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_COLOR_ATTACHMENT0_EXT + idx, surface_impl->glDescription.target,
175                 surface_impl->glDescription.textureName, surface_impl->glDescription.level));
176         checkGLcall("glFramebufferTexture2DEXT()");
177     } else {
178         GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_COLOR_ATTACHMENT0_EXT + idx, GL_TEXTURE_2D, 0, 0));
179         checkGLcall("glFramebufferTexture2DEXT()");
180     }
181 }
182
183 static void context_check_fbo_status(IWineD3DDevice *iface)
184 {
185     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
186     GLenum status;
187
188     status = GL_EXTCALL(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT));
189     if (status == GL_FRAMEBUFFER_COMPLETE_EXT)
190     {
191         TRACE("FBO complete\n");
192     } else {
193         IWineD3DSurfaceImpl *attachment;
194         int i;
195         FIXME("FBO status %s (%#x)\n", debug_fbostatus(status), status);
196
197         /* Dump the FBO attachments */
198         for (i = 0; i < GL_LIMITS(buffers); ++i)
199         {
200             attachment = (IWineD3DSurfaceImpl *)This->activeContext->current_fbo->render_targets[i];
201             if (attachment)
202             {
203                 FIXME("\tColor attachment %d: (%p) %s %ux%u\n", i, attachment, debug_d3dformat(attachment->resource.format),
204                         attachment->pow2Width, attachment->pow2Height);
205             }
206         }
207         attachment = (IWineD3DSurfaceImpl *)This->activeContext->current_fbo->depth_stencil;
208         if (attachment)
209         {
210             FIXME("\tDepth attachment: (%p) %s %ux%u\n", attachment, debug_d3dformat(attachment->resource.format),
211                     attachment->pow2Width, attachment->pow2Height);
212         }
213     }
214 }
215
216 static struct fbo_entry *context_create_fbo_entry(IWineD3DDevice *iface)
217 {
218     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
219     struct fbo_entry *entry;
220
221     entry = HeapAlloc(GetProcessHeap(), 0, sizeof(*entry));
222     entry->render_targets = HeapAlloc(GetProcessHeap(), 0, GL_LIMITS(buffers) * sizeof(*entry->render_targets));
223     memcpy(entry->render_targets, This->render_targets, GL_LIMITS(buffers) * sizeof(*entry->render_targets));
224     entry->depth_stencil = This->stencilBufferTarget;
225     entry->attached = FALSE;
226     entry->id = 0;
227
228     return entry;
229 }
230
231 static void context_destroy_fbo_entry(IWineD3DDeviceImpl *This, struct fbo_entry *entry)
232 {
233     if (entry->id)
234     {
235         TRACE("Destroy FBO %d\n", entry->id);
236         context_destroy_fbo(This, &entry->id);
237     }
238     list_remove(&entry->entry);
239     HeapFree(GetProcessHeap(), 0, entry->render_targets);
240     HeapFree(GetProcessHeap(), 0, entry);
241 }
242
243
244 static struct fbo_entry *context_find_fbo_entry(IWineD3DDevice *iface, WineD3DContext *context)
245 {
246     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
247     struct fbo_entry *entry;
248
249     LIST_FOR_EACH_ENTRY(entry, &context->fbo_list, struct fbo_entry, entry)
250     {
251         if (!memcmp(entry->render_targets, This->render_targets, GL_LIMITS(buffers) * sizeof(*entry->render_targets))
252                 && entry->depth_stencil == This->stencilBufferTarget)
253         {
254             return entry;
255         }
256     }
257
258     entry = context_create_fbo_entry(iface);
259     list_add_head(&context->fbo_list, &entry->entry);
260     return entry;
261 }
262
263 static void context_apply_fbo_entry(IWineD3DDevice *iface, struct fbo_entry *entry)
264 {
265     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
266     unsigned int i;
267
268     context_bind_fbo(iface, GL_FRAMEBUFFER_EXT, &entry->id);
269
270     if (!entry->attached)
271     {
272         /* Apply render targets */
273         for (i = 0; i < GL_LIMITS(buffers); ++i)
274         {
275             IWineD3DSurface *render_target = This->render_targets[i];
276             context_attach_surface_fbo(This, GL_FRAMEBUFFER_EXT, i, render_target);
277         }
278
279         /* Apply depth targets */
280         if (This->stencilBufferTarget) {
281             unsigned int w = ((IWineD3DSurfaceImpl *)This->render_targets[0])->pow2Width;
282             unsigned int h = ((IWineD3DSurfaceImpl *)This->render_targets[0])->pow2Height;
283
284             surface_set_compatible_renderbuffer(This->stencilBufferTarget, w, h);
285         }
286         context_attach_depth_stencil_fbo(This, GL_FRAMEBUFFER_EXT, This->stencilBufferTarget, TRUE);
287
288         entry->attached = TRUE;
289     } else {
290         for (i = 0; i < GL_LIMITS(buffers); ++i)
291         {
292             if (This->render_targets[i])
293                 context_apply_attachment_filter_states(iface, This->render_targets[i], FALSE);
294         }
295         if (This->stencilBufferTarget)
296             context_apply_attachment_filter_states(iface, This->stencilBufferTarget, FALSE);
297     }
298
299     for (i = 0; i < GL_LIMITS(buffers); ++i)
300     {
301         if (This->render_targets[i])
302             This->draw_buffers[i] = GL_COLOR_ATTACHMENT0_EXT + i;
303         else
304             This->draw_buffers[i] = GL_NONE;
305     }
306 }
307
308 static void context_apply_fbo_state(IWineD3DDevice *iface)
309 {
310     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
311     WineD3DContext *context = This->activeContext;
312
313     if (This->render_offscreen)
314     {
315         context->current_fbo = context_find_fbo_entry(iface, context);
316         context_apply_fbo_entry(iface, context->current_fbo);
317     } else {
318         context->current_fbo = NULL;
319         GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
320     }
321
322     context_check_fbo_status(iface);
323 }
324
325 void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource, WINED3DRESOURCETYPE type)
326 {
327     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
328     UINT i;
329
330     switch(type)
331     {
332         case WINED3DRTYPE_SURFACE:
333         {
334             for (i = 0; i < This->numContexts; ++i)
335             {
336                 struct fbo_entry *entry, *entry2;
337
338                 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->contexts[i]->fbo_list, struct fbo_entry, entry)
339                 {
340                     BOOL destroyed = FALSE;
341                     UINT j;
342
343                     for (j = 0; !destroyed && j < GL_LIMITS(buffers); ++j)
344                     {
345                         if (entry->render_targets[j] == (IWineD3DSurface *)resource)
346                         {
347                             context_destroy_fbo_entry(This, entry);
348                             destroyed = TRUE;
349                         }
350                     }
351
352                     if (!destroyed && entry->depth_stencil == (IWineD3DSurface *)resource)
353                         context_destroy_fbo_entry(This, entry);
354                 }
355             }
356
357             break;
358         }
359
360         default:
361             break;
362     }
363 }
364
365 /*****************************************************************************
366  * Context_MarkStateDirty
367  *
368  * Marks a state in a context dirty. Only one context, opposed to
369  * IWineD3DDeviceImpl_MarkStateDirty, which marks the state dirty in all
370  * contexts
371  *
372  * Params:
373  *  context: Context to mark the state dirty in
374  *  state: State to mark dirty
375  *  StateTable: Pointer to the state table in use(for state grouping)
376  *
377  *****************************************************************************/
378 static void Context_MarkStateDirty(WineD3DContext *context, DWORD state, const struct StateEntry *StateTable) {
379     DWORD rep = StateTable[state].representative;
380     DWORD idx;
381     BYTE shift;
382
383     if(!rep || isStateDirty(context, rep)) return;
384
385     context->dirtyArray[context->numDirtyEntries++] = rep;
386     idx = rep >> 5;
387     shift = rep & 0x1f;
388     context->isStateDirty[idx] |= (1 << shift);
389 }
390
391 /*****************************************************************************
392  * AddContextToArray
393  *
394  * Adds a context to the context array. Helper function for CreateContext
395  *
396  * This method is not called in performance-critical code paths, only when a
397  * new render target or swapchain is created. Thus performance is not an issue
398  * here.
399  *
400  * Params:
401  *  This: Device to add the context for
402  *  hdc: device context
403  *  glCtx: WGL context to add
404  *  pbuffer: optional pbuffer used with this context
405  *
406  *****************************************************************************/
407 static WineD3DContext *AddContextToArray(IWineD3DDeviceImpl *This, HWND win_handle, HDC hdc, HGLRC glCtx, HPBUFFERARB pbuffer) {
408     WineD3DContext **oldArray = This->contexts;
409     DWORD state;
410
411     This->contexts = HeapAlloc(GetProcessHeap(), 0, sizeof(*This->contexts) * (This->numContexts + 1));
412     if(This->contexts == NULL) {
413         ERR("Unable to grow the context array\n");
414         This->contexts = oldArray;
415         return NULL;
416     }
417     if(oldArray) {
418         memcpy(This->contexts, oldArray, sizeof(*This->contexts) * This->numContexts);
419     }
420
421     This->contexts[This->numContexts] = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(WineD3DContext));
422     if(This->contexts[This->numContexts] == NULL) {
423         ERR("Unable to allocate a new context\n");
424         HeapFree(GetProcessHeap(), 0, This->contexts);
425         This->contexts = oldArray;
426         return NULL;
427     }
428
429     This->contexts[This->numContexts]->hdc = hdc;
430     This->contexts[This->numContexts]->glCtx = glCtx;
431     This->contexts[This->numContexts]->pbuffer = pbuffer;
432     This->contexts[This->numContexts]->win_handle = win_handle;
433     HeapFree(GetProcessHeap(), 0, oldArray);
434
435     /* Mark all states dirty to force a proper initialization of the states on the first use of the context
436      */
437     for(state = 0; state <= STATE_HIGHEST; state++) {
438         Context_MarkStateDirty(This->contexts[This->numContexts], state, This->StateTable);
439     }
440
441     This->numContexts++;
442     TRACE("Created context %p\n", This->contexts[This->numContexts - 1]);
443     return This->contexts[This->numContexts - 1];
444 }
445
446 /* This function takes care of WineD3D pixel format selection. */
447 static int WineD3D_ChoosePixelFormat(IWineD3DDeviceImpl *This, HDC hdc, WINED3DFORMAT ColorFormat, WINED3DFORMAT DepthStencilFormat, BOOL auxBuffers, int numSamples, BOOL pbuffer, BOOL findCompatible)
448 {
449     int iPixelFormat=0, matchtry;
450     short redBits, greenBits, blueBits, alphaBits, colorBits;
451     short depthBits=0, stencilBits=0;
452
453     struct match_type {
454         BOOL require_aux;
455         BOOL exact_alpha;
456         BOOL exact_color;
457     } matches[] = {
458         /* First, try without alpha match buffers. MacOS supports aux buffers only
459          * on A8R8G8B8, and we prefer better offscreen rendering over an alpha match.
460          * Then try without aux buffers - this is the most common cause for not
461          * finding a pixel format. Also some drivers(the open source ones)
462          * only offer 32 bit ARB pixel formats. First try without an exact alpha
463          * match, then try without an exact alpha and color match.
464          */
465         { TRUE,  TRUE,  TRUE  },
466         { TRUE,  FALSE, TRUE  },
467         { FALSE, TRUE,  TRUE  },
468         { FALSE, FALSE, TRUE  },
469         { TRUE,  FALSE, FALSE },
470         { FALSE, FALSE, FALSE },
471     };
472
473     int i = 0;
474     int nCfgs = This->adapter->nCfgs;
475
476     TRACE("ColorFormat=%s, DepthStencilFormat=%s, auxBuffers=%d, numSamples=%d, pbuffer=%d, findCompatible=%d\n",
477           debug_d3dformat(ColorFormat), debug_d3dformat(DepthStencilFormat), auxBuffers, numSamples, pbuffer, findCompatible);
478
479     if(!getColorBits(ColorFormat, &redBits, &greenBits, &blueBits, &alphaBits, &colorBits)) {
480         ERR("Unable to get color bits for format %s (%#x)!\n", debug_d3dformat(ColorFormat), ColorFormat);
481         return 0;
482     }
483
484     /* In WGL both color, depth and stencil are features of a pixel format. In case of D3D they are separate.
485      * You are able to add a depth + stencil surface at a later stage when you need it.
486      * In order to support this properly in WineD3D we need the ability to recreate the opengl context and
487      * drawable when this is required. This is very tricky as we need to reapply ALL opengl states for the new
488      * context, need torecreate shaders, textures and other resources.
489      *
490      * The context manager already takes care of the state problem and for the other tasks code from Reset
491      * can be used. These changes are way to risky during the 1.0 code freeze which is taking place right now.
492      * Likely a lot of other new bugs will be exposed. For that reason request a depth stencil surface all the
493      * time. It can cause a slight performance hit but fixes a lot of regressions. A fixme reminds of that this
494      * issue needs to be fixed. */
495     if(DepthStencilFormat != WINED3DFMT_D24S8)
496         FIXME("Add OpenGL context recreation support to SetDepthStencilSurface\n");
497
498     DepthStencilFormat = WINED3DFMT_D24S8;
499
500     if(DepthStencilFormat) {
501         getDepthStencilBits(DepthStencilFormat, &depthBits, &stencilBits);
502     }
503
504     for(matchtry = 0; matchtry < (sizeof(matches) / sizeof(matches[0])) && !iPixelFormat; matchtry++) {
505         for(i=0; i<nCfgs; i++) {
506             BOOL exactDepthMatch = TRUE;
507             WineD3D_PixelFormat *cfg = &This->adapter->cfgs[i];
508
509             /* For now only accept RGBA formats. Perhaps some day we will
510              * allow floating point formats for pbuffers. */
511             if(cfg->iPixelType != WGL_TYPE_RGBA_ARB)
512                 continue;
513
514             /* In window mode (!pbuffer) we need a window drawable format and double buffering. */
515             if(!pbuffer && !(cfg->windowDrawable && cfg->doubleBuffer))
516                 continue;
517
518             /* We like to have aux buffers in backbuffer mode */
519             if(auxBuffers && !cfg->auxBuffers && matches[matchtry].require_aux)
520                 continue;
521
522             /* In pbuffer-mode we need a pbuffer-capable format but we don't want double buffering */
523             if(pbuffer && (!cfg->pbufferDrawable || cfg->doubleBuffer))
524                 continue;
525
526             if(matches[matchtry].exact_color) {
527                 if(cfg->redSize != redBits)
528                     continue;
529                 if(cfg->greenSize != greenBits)
530                     continue;
531                 if(cfg->blueSize != blueBits)
532                     continue;
533             } else {
534                 if(cfg->redSize < redBits)
535                     continue;
536                 if(cfg->greenSize < greenBits)
537                     continue;
538                 if(cfg->blueSize < blueBits)
539                     continue;
540             }
541             if(matches[matchtry].exact_alpha) {
542                 if(cfg->alphaSize != alphaBits)
543                     continue;
544             } else {
545                 if(cfg->alphaSize < alphaBits)
546                     continue;
547             }
548
549             /* We try to locate a format which matches our requirements exactly. In case of
550              * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
551             if(cfg->depthSize < depthBits)
552                 continue;
553             else if(cfg->depthSize > depthBits)
554                 exactDepthMatch = FALSE;
555
556             /* In all cases make sure the number of stencil bits matches our requirements
557              * even when we don't need stencil because it could affect performance EXCEPT
558              * on cards which don't offer depth formats without stencil like the i915 drivers
559              * on Linux. */
560             if(stencilBits != cfg->stencilSize && !(This->adapter->brokenStencil && stencilBits <= cfg->stencilSize))
561                 continue;
562
563             /* Check multisampling support */
564             if(cfg->numSamples != numSamples)
565                 continue;
566
567             /* When we have passed all the checks then we have found a format which matches our
568              * requirements. Note that we only check for a limit number of capabilities right now,
569              * so there can easily be a dozen of pixel formats which appear to be the 'same' but
570              * can still differ in things like multisampling, stereo, SRGB and other flags.
571              */
572
573             /* Exit the loop as we have found a format :) */
574             if(exactDepthMatch) {
575                 iPixelFormat = cfg->iPixelFormat;
576                 break;
577             } else if(!iPixelFormat) {
578                 /* In the end we might end up with a format which doesn't exactly match our depth
579                  * requirements. Accept the first format we found because formats with higher iPixelFormat
580                  * values tend to have more extended capabilities (e.g. multisampling) which we don't need. */
581                 iPixelFormat = cfg->iPixelFormat;
582             }
583         }
584     }
585
586     /* When findCompatible is set and no suitable format was found, let ChoosePixelFormat choose a pixel format in order not to crash. */
587     if(!iPixelFormat && !findCompatible) {
588         ERR("Can't find a suitable iPixelFormat\n");
589         return FALSE;
590     } else if(!iPixelFormat) {
591         PIXELFORMATDESCRIPTOR pfd;
592
593         TRACE("Falling back to ChoosePixelFormat as we weren't able to find an exactly matching pixel format\n");
594         /* PixelFormat selection */
595         ZeroMemory(&pfd, sizeof(pfd));
596         pfd.nSize      = sizeof(pfd);
597         pfd.nVersion   = 1;
598         pfd.dwFlags    = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
599         pfd.iPixelType = PFD_TYPE_RGBA;
600         pfd.cAlphaBits = alphaBits;
601         pfd.cColorBits = colorBits;
602         pfd.cDepthBits = depthBits;
603         pfd.cStencilBits = stencilBits;
604         pfd.iLayerType = PFD_MAIN_PLANE;
605
606         iPixelFormat = ChoosePixelFormat(hdc, &pfd);
607         if(!iPixelFormat) {
608             /* If this happens something is very wrong as ChoosePixelFormat barely fails */
609             ERR("Can't find a suitable iPixelFormat\n");
610             return FALSE;
611         }
612     }
613
614     TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s\n", iPixelFormat, debug_d3dformat(ColorFormat), debug_d3dformat(DepthStencilFormat));
615     return iPixelFormat;
616 }
617
618 /*****************************************************************************
619  * CreateContext
620  *
621  * Creates a new context for a window, or a pbuffer context.
622  *
623  * * Params:
624  *  This: Device to activate the context for
625  *  target: Surface this context will render to
626  *  win_handle: handle to the window which we are drawing to
627  *  create_pbuffer: tells whether to create a pbuffer or not
628  *  pPresentParameters: contains the pixelformats to use for onscreen rendering
629  *
630  *****************************************************************************/
631 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win_handle, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms) {
632     HDC oldDrawable, hdc;
633     HPBUFFERARB pbuffer = NULL;
634     HGLRC ctx = NULL, oldCtx;
635     WineD3DContext *ret = NULL;
636     int s;
637
638     TRACE("(%p): Creating a %s context for render target %p\n", This, create_pbuffer ? "offscreen" : "onscreen", target);
639
640     if(create_pbuffer) {
641         HDC hdc_parent = GetDC(win_handle);
642         int iPixelFormat = 0;
643
644         IWineD3DSurface *StencilSurface = This->stencilBufferTarget;
645         WINED3DFORMAT StencilBufferFormat = (NULL != StencilSurface) ? ((IWineD3DSurfaceImpl *) StencilSurface)->resource.format : 0;
646
647         /* Try to find a pixel format with pbuffer support. */
648         iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc_parent, target->resource.format, StencilBufferFormat, FALSE /* auxBuffers */, 0 /* numSamples */, TRUE /* PBUFFER */, FALSE /* findCompatible */);
649         if(!iPixelFormat) {
650             TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
651
652             /* For some reason we weren't able to find a format, try to find something instead of crashing.
653              * A reason for failure could have been wglChoosePixelFormatARB strictness. */
654             iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc_parent, target->resource.format, StencilBufferFormat, FALSE /* auxBuffer */, 0 /* numSamples */, TRUE /* PBUFFER */, TRUE /* findCompatible */);
655         }
656
657         /* This shouldn't happen as ChoosePixelFormat always returns something */
658         if(!iPixelFormat) {
659             ERR("Unable to locate a pixel format for a pbuffer\n");
660             ReleaseDC(win_handle, hdc_parent);
661             goto out;
662         }
663
664         TRACE("Creating a pBuffer drawable for the new context\n");
665         pbuffer = GL_EXTCALL(wglCreatePbufferARB(hdc_parent, iPixelFormat, target->currentDesc.Width, target->currentDesc.Height, 0));
666         if(!pbuffer) {
667             ERR("Cannot create a pbuffer\n");
668             ReleaseDC(win_handle, hdc_parent);
669             goto out;
670         }
671
672         /* In WGL a pbuffer is 'wrapped' inside a HDC to 'fool' wglMakeCurrent */
673         hdc = GL_EXTCALL(wglGetPbufferDCARB(pbuffer));
674         if(!hdc) {
675             ERR("Cannot get a HDC for pbuffer (%p)\n", pbuffer);
676             GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
677             ReleaseDC(win_handle, hdc_parent);
678             goto out;
679         }
680         ReleaseDC(win_handle, hdc_parent);
681     } else {
682         PIXELFORMATDESCRIPTOR pfd;
683         int iPixelFormat;
684         int res;
685         WINED3DFORMAT ColorFormat = target->resource.format;
686         WINED3DFORMAT DepthStencilFormat = 0;
687         BOOL auxBuffers = FALSE;
688         int numSamples = 0;
689
690         hdc = GetDC(win_handle);
691         if(hdc == NULL) {
692             ERR("Cannot retrieve a device context!\n");
693             goto out;
694         }
695
696         /* In case of ORM_BACKBUFFER, make sure to request an alpha component for X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
697         if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
698             auxBuffers = TRUE;
699
700             if(target->resource.format == WINED3DFMT_X4R4G4B4)
701                 ColorFormat = WINED3DFMT_A4R4G4B4;
702             else if(target->resource.format == WINED3DFMT_X8R8G8B8)
703                 ColorFormat = WINED3DFMT_A8R8G8B8;
704         }
705
706         /* DirectDraw supports 8bit paletted render targets and these are used by old games like Starcraft and C&C.
707          * Most modern hardware doesn't support 8bit natively so we perform some form of 8bit -> 32bit conversion.
708          * The conversion (ab)uses the alpha component for storing the palette index. For this reason we require
709          * a format with 8bit alpha, so request A8R8G8B8. */
710         if(ColorFormat == WINED3DFMT_P8)
711             ColorFormat = WINED3DFMT_A8R8G8B8;
712
713         /* Retrieve the depth stencil format from the present parameters.
714          * The choice of the proper format can give a nice performance boost
715          * in case of GPU limited programs. */
716         if(pPresentParms->EnableAutoDepthStencil) {
717             TRACE("pPresentParms->EnableAutoDepthStencil=enabled; using AutoDepthStencilFormat=%s\n", debug_d3dformat(pPresentParms->AutoDepthStencilFormat));
718             DepthStencilFormat = pPresentParms->AutoDepthStencilFormat;
719         }
720
721         /* D3D only allows multisampling when SwapEffect is set to WINED3DSWAPEFFECT_DISCARD */
722         if(pPresentParms->MultiSampleType && (pPresentParms->SwapEffect == WINED3DSWAPEFFECT_DISCARD)) {
723             if(!GL_SUPPORT(ARB_MULTISAMPLE))
724                 ERR("The program is requesting multisampling without support!\n");
725             else {
726                 ERR("Requesting MultiSampleType=%d\n", pPresentParms->MultiSampleType);
727                 numSamples = pPresentParms->MultiSampleType;
728             }
729         }
730
731         /* Try to find a pixel format which matches our requirements */
732         iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc, ColorFormat, DepthStencilFormat, auxBuffers, numSamples, FALSE /* PBUFFER */, FALSE /* findCompatible */);
733
734         /* Try to locate a compatible format if we weren't able to find anything */
735         if(!iPixelFormat) {
736             TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
737             iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc, ColorFormat, DepthStencilFormat, auxBuffers, 0 /* numSamples */, FALSE /* PBUFFER */, TRUE /* findCompatible */ );
738         }
739
740         /* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */
741         if(!iPixelFormat) {
742             ERR("Can't find a suitable iPixelFormat\n");
743             return FALSE;
744         }
745
746         DescribePixelFormat(hdc, iPixelFormat, sizeof(pfd), &pfd);
747         res = SetPixelFormat(hdc, iPixelFormat, NULL);
748         if(!res) {
749             int oldPixelFormat = GetPixelFormat(hdc);
750
751             /* By default WGL doesn't allow pixel format adjustments but we need it here.
752              * For this reason there is a WINE-specific wglSetPixelFormat which allows you to
753              * set the pixel format multiple times. Only use it when it is really needed. */
754
755             if(oldPixelFormat == iPixelFormat) {
756                 /* We don't have to do anything as the formats are the same :) */
757             } else if(oldPixelFormat && GL_SUPPORT(WGL_WINE_PIXEL_FORMAT_PASSTHROUGH)) {
758                 res = GL_EXTCALL(wglSetPixelFormatWINE(hdc, iPixelFormat, NULL));
759
760                 if(!res) {
761                     ERR("wglSetPixelFormatWINE failed on HDC=%p for iPixelFormat=%d\n", hdc, iPixelFormat);
762                     return FALSE;
763                 }
764             } else if(oldPixelFormat) {
765                 /* OpenGL doesn't allow pixel format adjustments. Print an error and continue using the old format.
766                  * There's a big chance that the old format works although with a performance hit and perhaps rendering errors. */
767                 ERR("HDC=%p is already set to iPixelFormat=%d and OpenGL doesn't allow changes!\n", hdc, oldPixelFormat);
768             } else {
769                 ERR("SetPixelFormat failed on HDC=%p for iPixelFormat=%d\n", hdc, iPixelFormat);
770                 return FALSE;
771             }
772         }
773     }
774
775     ctx = pwglCreateContext(hdc);
776     if(This->numContexts) pwglShareLists(This->contexts[0]->glCtx, ctx);
777
778     if(!ctx) {
779         ERR("Failed to create a WGL context\n");
780         if(create_pbuffer) {
781             GL_EXTCALL(wglReleasePbufferDCARB(pbuffer, hdc));
782             GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
783         }
784         goto out;
785     }
786     ret = AddContextToArray(This, win_handle, hdc, ctx, pbuffer);
787     if(!ret) {
788         ERR("Failed to add the newly created context to the context list\n");
789         pwglDeleteContext(ctx);
790         if(create_pbuffer) {
791             GL_EXTCALL(wglReleasePbufferDCARB(pbuffer, hdc));
792             GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
793         }
794         goto out;
795     }
796     ret->surface = (IWineD3DSurface *) target;
797     ret->isPBuffer = create_pbuffer;
798     ret->tid = GetCurrentThreadId();
799     if(This->shader_backend->shader_dirtifyable_constants((IWineD3DDevice *) This)) {
800         /* Create the dirty constants array and initialize them to dirty */
801         ret->vshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
802                 sizeof(*ret->vshader_const_dirty) * GL_LIMITS(vshader_constantsF));
803         ret->pshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
804                 sizeof(*ret->pshader_const_dirty) * GL_LIMITS(pshader_constantsF));
805         memset(ret->vshader_const_dirty, 1,
806                sizeof(*ret->vshader_const_dirty) * GL_LIMITS(vshader_constantsF));
807         memset(ret->pshader_const_dirty, 1,
808                 sizeof(*ret->pshader_const_dirty) * GL_LIMITS(pshader_constantsF));
809     }
810
811     TRACE("Successfully created new context %p\n", ret);
812
813     list_init(&ret->fbo_list);
814
815     /* Set up the context defaults */
816     oldCtx  = pwglGetCurrentContext();
817     oldDrawable = pwglGetCurrentDC();
818     if(oldCtx && oldDrawable) {
819         /* See comment in ActivateContext context switching */
820         This->frag_pipe->enable_extension((IWineD3DDevice *) This, FALSE);
821     }
822     if(pwglMakeCurrent(hdc, ctx) == FALSE) {
823         ERR("Cannot activate context to set up defaults\n");
824         goto out;
825     }
826
827     ENTER_GL();
828
829     glGetIntegerv(GL_AUX_BUFFERS, &ret->aux_buffers);
830
831     TRACE("Setting up the screen\n");
832     /* Clear the screen */
833     glClearColor(1.0, 0.0, 0.0, 0.0);
834     checkGLcall("glClearColor");
835     glClearIndex(0);
836     glClearDepth(1);
837     glClearStencil(0xffff);
838
839     checkGLcall("glClear");
840
841     glColor3f(1.0, 1.0, 1.0);
842     checkGLcall("glColor3f");
843
844     glEnable(GL_LIGHTING);
845     checkGLcall("glEnable");
846
847     glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
848     checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
849
850     glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
851     checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
852
853     glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
854     checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
855
856     glPixelStorei(GL_PACK_ALIGNMENT, This->surface_alignment);
857     checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, This->surface_alignment);");
858     glPixelStorei(GL_UNPACK_ALIGNMENT, This->surface_alignment);
859     checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, This->surface_alignment);");
860
861     if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
862         /* Most textures will use client storage if supported. Exceptions are non-native power of 2 textures
863          * and textures in DIB sections(due to the memory protection).
864          */
865         glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
866         checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
867     }
868     if(GL_SUPPORT(ARB_VERTEX_BLEND)) {
869         /* Direct3D always uses n-1 weights for n world matrices and uses 1 - sum for the last one
870          * this is equal to GL_WEIGHT_SUM_UNITY_ARB. Enabling it doesn't do anything unless
871          * GL_VERTEX_BLEND_ARB isn't enabled too
872          */
873         glEnable(GL_WEIGHT_SUM_UNITY_ARB);
874         checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
875     }
876     if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
877         /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
878          * the previous texture where to source the offset from is always unit - 1.
879          */
880         for(s = 1; s < GL_LIMITS(textures); s++) {
881             GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
882             glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + s - 1);
883             checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...\n");
884         }
885     }
886
887     if(GL_SUPPORT(ARB_POINT_SPRITE)) {
888         for(s = 0; s < GL_LIMITS(textures); s++) {
889             GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
890             glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
891             checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)\n");
892         }
893     }
894     LEAVE_GL();
895
896     /* Never keep GL_FRAGMENT_SHADER_ATI enabled on a context that we switch away from,
897      * but enable it for the first context we create, and reenable it on the old context
898      */
899     if(oldDrawable && oldCtx) {
900         pwglMakeCurrent(oldDrawable, oldCtx);
901     } else {
902         last_device = This;
903     }
904     This->frag_pipe->enable_extension((IWineD3DDevice *) This, TRUE);
905
906     return ret;
907
908 out:
909     return NULL;
910 }
911
912 /*****************************************************************************
913  * RemoveContextFromArray
914  *
915  * Removes a context from the context manager. The opengl context is not
916  * destroyed or unset. context is not a valid pointer after that call.
917  *
918  * Similar to the former call this isn't a performance critical function. A
919  * helper function for DestroyContext.
920  *
921  * Params:
922  *  This: Device to activate the context for
923  *  context: Context to remove
924  *
925  *****************************************************************************/
926 static void RemoveContextFromArray(IWineD3DDeviceImpl *This, WineD3DContext *context) {
927     UINT t, s;
928     WineD3DContext **oldArray = This->contexts;
929
930     TRACE("Removing ctx %p\n", context);
931
932     This->numContexts--;
933
934     if(This->numContexts) {
935         This->contexts = HeapAlloc(GetProcessHeap(), 0, sizeof(*This->contexts) * This->numContexts);
936         if(!This->contexts) {
937             ERR("Cannot allocate a new context array, PANIC!!!\n");
938         }
939         t = 0;
940         /* Note that we decreased numContexts a few lines up, so use '<=' instead of '<' */
941         for(s = 0; s <= This->numContexts; s++) {
942             if(oldArray[s] == context) continue;
943             This->contexts[t] = oldArray[s];
944             t++;
945         }
946     } else {
947         This->contexts = NULL;
948     }
949
950     HeapFree(GetProcessHeap(), 0, context);
951     HeapFree(GetProcessHeap(), 0, oldArray);
952 }
953
954 /*****************************************************************************
955  * DestroyContext
956  *
957  * Destroys a wineD3DContext
958  *
959  * Params:
960  *  This: Device to activate the context for
961  *  context: Context to destroy
962  *
963  *****************************************************************************/
964 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context) {
965     struct fbo_entry *entry, *entry2;
966
967     TRACE("Destroying ctx %p\n", context);
968
969     /* The correct GL context needs to be active to cleanup the GL resources below */
970     if(pwglGetCurrentContext() != context->glCtx){
971         pwglMakeCurrent(context->hdc, context->glCtx);
972         last_device = NULL;
973     }
974
975     ENTER_GL();
976
977     LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry) {
978         context_destroy_fbo_entry(This, entry);
979     }
980     if (context->src_fbo) {
981         TRACE("Destroy src FBO %d\n", context->src_fbo);
982         context_destroy_fbo(This, &context->src_fbo);
983     }
984     if (context->dst_fbo) {
985         TRACE("Destroy dst FBO %d\n", context->dst_fbo);
986         context_destroy_fbo(This, &context->dst_fbo);
987     }
988
989     LEAVE_GL();
990
991     /* Cleanup the GL context */
992     pwglMakeCurrent(NULL, NULL);
993     if(context->isPBuffer) {
994         GL_EXTCALL(wglReleasePbufferDCARB(context->pbuffer, context->hdc));
995         GL_EXTCALL(wglDestroyPbufferARB(context->pbuffer));
996     } else ReleaseDC(context->win_handle, context->hdc);
997     pwglDeleteContext(context->glCtx);
998
999     HeapFree(GetProcessHeap(), 0, context->vshader_const_dirty);
1000     HeapFree(GetProcessHeap(), 0, context->pshader_const_dirty);
1001     RemoveContextFromArray(This, context);
1002 }
1003
1004 static inline void set_blit_dimension(UINT width, UINT height) {
1005     glMatrixMode(GL_PROJECTION);
1006     checkGLcall("glMatrixMode(GL_PROJECTION)");
1007     glLoadIdentity();
1008     checkGLcall("glLoadIdentity()");
1009     glOrtho(0, width, height, 0, 0.0, -1.0);
1010     checkGLcall("glOrtho");
1011     glViewport(0, 0, width, height);
1012     checkGLcall("glViewport");
1013 }
1014
1015 /*****************************************************************************
1016  * SetupForBlit
1017  *
1018  * Sets up a context for DirectDraw blitting.
1019  * All texture units are disabled, texture unit 0 is set as current unit
1020  * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
1021  * color writing enabled for all channels
1022  * register combiners disabled, shaders disabled
1023  * world matrix is set to identity, texture matrix 0 too
1024  * projection matrix is setup for drawing screen coordinates
1025  *
1026  * Params:
1027  *  This: Device to activate the context for
1028  *  context: Context to setup
1029  *  width: render target width
1030  *  height: render target height
1031  *
1032  *****************************************************************************/
1033 static inline void SetupForBlit(IWineD3DDeviceImpl *This, WineD3DContext *context, UINT width, UINT height) {
1034     int i, sampler;
1035     const struct StateEntry *StateTable = This->StateTable;
1036
1037     TRACE("Setting up context %p for blitting\n", context);
1038     if(context->last_was_blit) {
1039         if(context->blit_w != width || context->blit_h != height) {
1040             set_blit_dimension(width, height);
1041             context->blit_w = width; context->blit_h = height;
1042             /* No need to dirtify here, the states are still dirtified because they weren't
1043              * applied since the last SetupForBlit call. Otherwise last_was_blit would not
1044              * be set
1045              */
1046         }
1047         TRACE("Context is already set up for blitting, nothing to do\n");
1048         return;
1049     }
1050     context->last_was_blit = TRUE;
1051
1052     /* TODO: Use a display list */
1053
1054     /* Disable shaders */
1055     This->shader_backend->shader_cleanup((IWineD3DDevice *) This);
1056     Context_MarkStateDirty(context, STATE_VSHADER, StateTable);
1057     Context_MarkStateDirty(context, STATE_PIXELSHADER, StateTable);
1058
1059     /* Call ENTER_GL() once for all gl calls below. In theory we should not call
1060      * helper functions in between gl calls. This function is full of Context_MarkStateDirty
1061      * which can safely be called from here, we only lock once instead locking/unlocking
1062      * after each GL call.
1063      */
1064     ENTER_GL();
1065
1066     /* Disable all textures. The caller can then bind a texture it wants to blit
1067      * from
1068      */
1069     if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1070         /* The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
1071          * function texture unit. No need to care for higher samplers
1072          */
1073         for(i = GL_LIMITS(textures) - 1; i > 0 ; i--) {
1074             sampler = This->rev_tex_unit_map[i];
1075             GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
1076             checkGLcall("glActiveTextureARB");
1077
1078             if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1079                 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1080                 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1081             }
1082             glDisable(GL_TEXTURE_3D);
1083             checkGLcall("glDisable GL_TEXTURE_3D");
1084             if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
1085                 glDisable(GL_TEXTURE_RECTANGLE_ARB);
1086                 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1087             }
1088             glDisable(GL_TEXTURE_2D);
1089             checkGLcall("glDisable GL_TEXTURE_2D");
1090
1091             glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1092             checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
1093
1094             if (sampler != -1) {
1095                 if (sampler < MAX_TEXTURES) {
1096                     Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
1097                 }
1098                 Context_MarkStateDirty(context, STATE_SAMPLER(sampler), StateTable);
1099             }
1100         }
1101         GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
1102         checkGLcall("glActiveTextureARB");
1103     }
1104
1105     sampler = This->rev_tex_unit_map[0];
1106
1107     if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1108         glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1109         checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1110     }
1111     glDisable(GL_TEXTURE_3D);
1112     checkGLcall("glDisable GL_TEXTURE_3D");
1113     if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
1114         glDisable(GL_TEXTURE_RECTANGLE_ARB);
1115         checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1116     }
1117     glDisable(GL_TEXTURE_2D);
1118     checkGLcall("glDisable GL_TEXTURE_2D");
1119
1120     glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1121
1122     glMatrixMode(GL_TEXTURE);
1123     checkGLcall("glMatrixMode(GL_TEXTURE)");
1124     glLoadIdentity();
1125     checkGLcall("glLoadIdentity()");
1126
1127     if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
1128         glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
1129                   GL_TEXTURE_LOD_BIAS_EXT,
1130                   0.0);
1131         checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
1132     }
1133
1134     if (sampler != -1) {
1135         if (sampler < MAX_TEXTURES) {
1136             Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + sampler), StateTable);
1137             Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
1138         }
1139         Context_MarkStateDirty(context, STATE_SAMPLER(sampler), StateTable);
1140     }
1141
1142     /* Other misc states */
1143     glDisable(GL_ALPHA_TEST);
1144     checkGLcall("glDisable(GL_ALPHA_TEST)");
1145     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHATESTENABLE), StateTable);
1146     glDisable(GL_LIGHTING);
1147     checkGLcall("glDisable GL_LIGHTING");
1148     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING), StateTable);
1149     glDisable(GL_DEPTH_TEST);
1150     checkGLcall("glDisable GL_DEPTH_TEST");
1151     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ZENABLE), StateTable);
1152     glDisable(GL_FOG);
1153     checkGLcall("glDisable GL_FOG");
1154     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE), StateTable);
1155     glDisable(GL_BLEND);
1156     checkGLcall("glDisable GL_BLEND");
1157     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
1158     glDisable(GL_CULL_FACE);
1159     checkGLcall("glDisable GL_CULL_FACE");
1160     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CULLMODE), StateTable);
1161     glDisable(GL_STENCIL_TEST);
1162     checkGLcall("glDisable GL_STENCIL_TEST");
1163     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_STENCILENABLE), StateTable);
1164     glDisable(GL_SCISSOR_TEST);
1165     checkGLcall("glDisable GL_SCISSOR_TEST");
1166     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), StateTable);
1167     if(GL_SUPPORT(ARB_POINT_SPRITE)) {
1168         glDisable(GL_POINT_SPRITE_ARB);
1169         checkGLcall("glDisable GL_POINT_SPRITE_ARB");
1170         Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), StateTable);
1171     }
1172     glColorMask(GL_TRUE, GL_TRUE,GL_TRUE,GL_TRUE);
1173     checkGLcall("glColorMask");
1174     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING), StateTable);
1175     if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
1176         glDisable(GL_COLOR_SUM_EXT);
1177         Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SPECULARENABLE), StateTable);
1178         checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
1179     }
1180
1181     /* Setup transforms */
1182     glMatrixMode(GL_MODELVIEW);
1183     checkGLcall("glMatrixMode(GL_MODELVIEW)");
1184     glLoadIdentity();
1185     checkGLcall("glLoadIdentity()");
1186     Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), StateTable);
1187
1188     context->last_was_rhw = TRUE;
1189     Context_MarkStateDirty(context, STATE_VDECL, StateTable); /* because of last_was_rhw = TRUE */
1190
1191     glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)");
1192     glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)");
1193     glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)");
1194     glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)");
1195     glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)");
1196     glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)");
1197     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING), StateTable);
1198     LEAVE_GL();
1199
1200     set_blit_dimension(width, height);
1201     context->blit_w = width; context->blit_h = height;
1202     Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
1203     Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable);
1204
1205
1206     This->frag_pipe->enable_extension((IWineD3DDevice *) This, FALSE);
1207 }
1208
1209 /*****************************************************************************
1210  * findThreadContextForSwapChain
1211  *
1212  * Searches a swapchain for all contexts and picks one for the thread tid.
1213  * If none can be found the swapchain is requested to create a new context
1214  *
1215  *****************************************************************************/
1216 static WineD3DContext *findThreadContextForSwapChain(IWineD3DSwapChain *swapchain, DWORD tid) {
1217     int i;
1218
1219     for(i = 0; i < ((IWineD3DSwapChainImpl *) swapchain)->num_contexts; i++) {
1220         if(((IWineD3DSwapChainImpl *) swapchain)->context[i]->tid == tid) {
1221             return ((IWineD3DSwapChainImpl *) swapchain)->context[i];
1222         }
1223
1224     }
1225
1226     /* Create a new context for the thread */
1227     return IWineD3DSwapChainImpl_CreateContextForThread(swapchain);
1228 }
1229
1230 /*****************************************************************************
1231  * FindContext
1232  *
1233  * Finds a context for the current render target and thread
1234  *
1235  * Parameters:
1236  *  target: Render target to find the context for
1237  *  tid: Thread to activate the context for
1238  *
1239  * Returns: The needed context
1240  *
1241  *****************************************************************************/
1242 static inline WineD3DContext *FindContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, DWORD tid) {
1243     IWineD3DSwapChain *swapchain = NULL;
1244     BOOL readTexture = wined3d_settings.offscreen_rendering_mode != ORM_FBO && This->render_offscreen;
1245     WineD3DContext *context = This->activeContext;
1246     BOOL oldRenderOffscreen = This->render_offscreen;
1247     const WINED3DFORMAT oldFmt = ((IWineD3DSurfaceImpl *) This->lastActiveRenderTarget)->resource.format;
1248     const WINED3DFORMAT newFmt = ((IWineD3DSurfaceImpl *) target)->resource.format;
1249     const struct StateEntry *StateTable = This->StateTable;
1250
1251     /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
1252      * the alpha blend state changes with different render target formats
1253      */
1254     if(oldFmt != newFmt) {
1255         const GlPixelFormatDesc *glDesc;
1256         const StaticPixelFormatDesc *old = getFormatDescEntry(oldFmt, NULL, NULL);
1257         const StaticPixelFormatDesc *new = getFormatDescEntry(newFmt, &GLINFO_LOCATION, &glDesc);
1258
1259         /* Disable blending when the alphaMask has changed and when a format doesn't support blending */
1260         if((old->alphaMask && !new->alphaMask) || (!old->alphaMask && new->alphaMask) || !(glDesc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)) {
1261             Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
1262         }
1263     }
1264
1265     if (SUCCEEDED(IWineD3DSurface_GetContainer(target, &IID_IWineD3DSwapChain, (void **)&swapchain))) {
1266         TRACE("Rendering onscreen\n");
1267
1268         context = findThreadContextForSwapChain(swapchain, tid);
1269
1270         This->render_offscreen = FALSE;
1271         /* The context != This->activeContext will catch a NOP context change. This can occur
1272          * if we are switching back to swapchain rendering in case of FBO or Back Buffer offscreen
1273          * rendering. No context change is needed in that case
1274          */
1275
1276         if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
1277             if(This->pbufferContext && tid == This->pbufferContext->tid) {
1278                 This->pbufferContext->tid = 0;
1279             }
1280         }
1281         IWineD3DSwapChain_Release(swapchain);
1282
1283         if(oldRenderOffscreen) {
1284             Context_MarkStateDirty(context, WINED3DTS_PROJECTION, StateTable);
1285             Context_MarkStateDirty(context, STATE_VDECL, StateTable);
1286             Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
1287             Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
1288             Context_MarkStateDirty(context, STATE_FRONTFACE, StateTable);
1289         }
1290
1291     } else {
1292         TRACE("Rendering offscreen\n");
1293         This->render_offscreen = TRUE;
1294
1295         switch(wined3d_settings.offscreen_rendering_mode) {
1296             case ORM_FBO:
1297                 /* FBOs do not need a different context. Stay with whatever context is active at the moment */
1298                 if(This->activeContext && tid == This->lastThread) {
1299                     context = This->activeContext;
1300                 } else {
1301                     /* This may happen if the app jumps straight into offscreen rendering
1302                      * Start using the context of the primary swapchain. tid == 0 is no problem
1303                      * for findThreadContextForSwapChain.
1304                      *
1305                      * Can also happen on thread switches - in that case findThreadContextForSwapChain
1306                      * is perfect to call.
1307                      */
1308                     context = findThreadContextForSwapChain(This->swapchains[0], tid);
1309                 }
1310                 break;
1311
1312             case ORM_PBUFFER:
1313             {
1314                 IWineD3DSurfaceImpl *targetimpl = (IWineD3DSurfaceImpl *) target;
1315                 if(This->pbufferContext == NULL ||
1316                    This->pbufferWidth < targetimpl->currentDesc.Width ||
1317                    This->pbufferHeight < targetimpl->currentDesc.Height) {
1318                     if(This->pbufferContext) {
1319                         DestroyContext(This, This->pbufferContext);
1320                     }
1321
1322                     /* The display is irrelevant here, the window is 0. But CreateContext needs a valid X connection.
1323                      * Create the context on the same server as the primary swapchain. The primary swapchain is exists at this point.
1324                      */
1325                     This->pbufferContext = CreateContext(This, targetimpl,
1326                             ((IWineD3DSwapChainImpl *) This->swapchains[0])->context[0]->win_handle,
1327                             TRUE /* pbuffer */, &((IWineD3DSwapChainImpl *)This->swapchains[0])->presentParms);
1328                     This->pbufferWidth = targetimpl->currentDesc.Width;
1329                     This->pbufferHeight = targetimpl->currentDesc.Height;
1330                    }
1331
1332                    if(This->pbufferContext) {
1333                        if(This->pbufferContext->tid != 0 && This->pbufferContext->tid != tid) {
1334                            FIXME("The PBuffr context is only supported for one thread for now!\n");
1335                        }
1336                        This->pbufferContext->tid = tid;
1337                        context = This->pbufferContext;
1338                        break;
1339                    } else {
1340                        ERR("Failed to create a buffer context and drawable, falling back to back buffer offscreen rendering\n");
1341                        wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
1342                    }
1343             }
1344
1345             case ORM_BACKBUFFER:
1346                 /* Stay with the currently active context for back buffer rendering */
1347                 if(This->activeContext && tid == This->lastThread) {
1348                     context = This->activeContext;
1349                 } else {
1350                     /* This may happen if the app jumps straight into offscreen rendering
1351                      * Start using the context of the primary swapchain. tid == 0 is no problem
1352                      * for findThreadContextForSwapChain.
1353                      *
1354                      * Can also happen on thread switches - in that case findThreadContextForSwapChain
1355                      * is perfect to call.
1356                      */
1357                     context = findThreadContextForSwapChain(This->swapchains[0], tid);
1358                 }
1359                 break;
1360         }
1361
1362         if(!oldRenderOffscreen) {
1363             Context_MarkStateDirty(context, WINED3DTS_PROJECTION, StateTable);
1364             Context_MarkStateDirty(context, STATE_VDECL, StateTable);
1365             Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
1366             Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
1367             Context_MarkStateDirty(context, STATE_FRONTFACE, StateTable);
1368         }
1369     }
1370
1371     /* When switching away from an offscreen render target, and we're not using FBOs,
1372      * we have to read the drawable into the texture. This is done via PreLoad(and
1373      * SFLAG_INDRAWABLE set on the surface). There are some things that need care though.
1374      * PreLoad needs a GL context, and FindContext is called before the context is activated.
1375      * It also has to be called with the old rendertarget active, otherwise a wrong drawable
1376      * is read. This leads to these possible situations:
1377      *
1378      * 0) lastActiveRenderTarget == target && oldTid == newTid:
1379      *    Nothing to do, we don't even reach this code in this case...
1380      *
1381      * 1) lastActiveRenderTarget != target && oldTid == newTid:
1382      *    The currently active context is OK for readback. Call PreLoad, and it
1383      *    performs the read
1384      *
1385      * 2) lastActiveRenderTarget == target && oldTid != newTid:
1386      *    Nothing to do - the drawable is unchanged
1387      *
1388      * 3) lastActiveRenderTarget != target && oldTid != newTid:
1389      *    This is tricky. We have to get a context with the old drawable from somewhere
1390      *    before we can switch to the new context. In this case, PreLoad calls
1391      *    ActivateContext(lastActiveRenderTarget) from the new(current) thread. This
1392      *    is case (2) then. The old drawable is activated for the new thread, and the
1393      *    readback can be done. The recursed ActivateContext does *not* call PreLoad again.
1394      *    After that, the outer ActivateContext(which calls PreLoad) can activate the new
1395      *    target for the new thread
1396      */
1397     if (readTexture && This->lastActiveRenderTarget != target) {
1398         BOOL oldInDraw = This->isInDraw;
1399
1400         /* PreLoad requires a context to load the texture, thus it will call ActivateContext.
1401          * Set the isInDraw to true to signal PreLoad that it has a context. Will be tricky
1402          * when using offscreen rendering with multithreading
1403          */
1404         This->isInDraw = TRUE;
1405
1406         /* Do that before switching the context:
1407          * Read the back buffer of the old drawable into the destination texture
1408          */
1409         IWineD3DSurface_PreLoad(This->lastActiveRenderTarget);
1410
1411         /* Assume that the drawable will be modified by some other things now */
1412         IWineD3DSurface_ModifyLocation(This->lastActiveRenderTarget, SFLAG_INDRAWABLE, FALSE);
1413
1414         This->isInDraw = oldInDraw;
1415     }
1416
1417     return context;
1418 }
1419
1420 static void apply_draw_buffer(IWineD3DDeviceImpl *This, IWineD3DSurface *target, BOOL blit)
1421 {
1422     IWineD3DSwapChain *swapchain;
1423
1424     if (SUCCEEDED(IWineD3DSurface_GetContainer(target, &IID_IWineD3DSwapChain, (void **)&swapchain)))
1425     {
1426         IWineD3DSwapChain_Release((IUnknown *)swapchain);
1427         ENTER_GL();
1428         glDrawBuffer(surface_get_gl_buffer(target, swapchain));
1429         checkGLcall("glDrawBuffers()");
1430         LEAVE_GL();
1431     }
1432     else
1433     {
1434         ENTER_GL();
1435         if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
1436         {
1437             if (!blit)
1438             {
1439                 if (GL_SUPPORT(ARB_DRAW_BUFFERS))
1440                 {
1441                     GL_EXTCALL(glDrawBuffersARB(GL_LIMITS(buffers), This->draw_buffers));
1442                     checkGLcall("glDrawBuffers()");
1443                 }
1444                 else
1445                 {
1446                     glDrawBuffer(This->draw_buffers[0]);
1447                     checkGLcall("glDrawBuffer()");
1448                 }
1449             } else {
1450                 glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
1451                 checkGLcall("glDrawBuffer()");
1452             }
1453         }
1454         else
1455         {
1456             glDrawBuffer(This->offscreenBuffer);
1457             checkGLcall("glDrawBuffer()");
1458         }
1459         LEAVE_GL();
1460     }
1461 }
1462
1463 /*****************************************************************************
1464  * ActivateContext
1465  *
1466  * Finds a rendering context and drawable matching the device and render
1467  * target for the current thread, activates them and puts them into the
1468  * requested state.
1469  *
1470  * Params:
1471  *  This: Device to activate the context for
1472  *  target: Requested render target
1473  *  usage: Prepares the context for blitting, drawing or other actions
1474  *
1475  *****************************************************************************/
1476 void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextUsage usage) {
1477     DWORD                         tid = GetCurrentThreadId();
1478     int                           i;
1479     DWORD                         dirtyState, idx;
1480     BYTE                          shift;
1481     WineD3DContext                *context;
1482     const struct StateEntry       *StateTable = This->StateTable;
1483
1484     TRACE("(%p): Selecting context for render target %p, thread %d\n", This, target, tid);
1485     if(This->lastActiveRenderTarget != target || tid != This->lastThread) {
1486         context = FindContext(This, target, tid);
1487         context->draw_buffer_dirty = TRUE;
1488         This->lastActiveRenderTarget = target;
1489         This->lastThread = tid;
1490     } else {
1491         /* Stick to the old context */
1492         context = This->activeContext;
1493     }
1494
1495     /* Activate the opengl context */
1496     if(last_device != This || context != This->activeContext) {
1497         BOOL ret;
1498
1499         /* Prevent an unneeded context switch as those are expensive */
1500         if(context->glCtx && (context->glCtx == pwglGetCurrentContext())) {
1501             TRACE("Already using gl context %p\n", context->glCtx);
1502         }
1503         else {
1504             TRACE("Switching gl ctx to %p, hdc=%p ctx=%p\n", context, context->hdc, context->glCtx);
1505
1506             ret = pwglMakeCurrent(context->hdc, context->glCtx);
1507             if(ret == FALSE) {
1508                 ERR("Failed to activate the new context\n");
1509             } else if(!context->last_was_blit) {
1510                 This->frag_pipe->enable_extension((IWineD3DDevice *) This, TRUE);
1511             } else {
1512                 This->frag_pipe->enable_extension((IWineD3DDevice *) This, FALSE);
1513             }
1514         }
1515         if(This->activeContext->vshader_const_dirty) {
1516             memset(This->activeContext->vshader_const_dirty, 1,
1517                    sizeof(*This->activeContext->vshader_const_dirty) * GL_LIMITS(vshader_constantsF));
1518         }
1519         if(This->activeContext->pshader_const_dirty) {
1520             memset(This->activeContext->pshader_const_dirty, 1,
1521                    sizeof(*This->activeContext->pshader_const_dirty) * GL_LIMITS(pshader_constantsF));
1522         }
1523         This->activeContext = context;
1524         last_device = This;
1525     }
1526
1527     switch (usage) {
1528         case CTXUSAGE_CLEAR:
1529         case CTXUSAGE_DRAWPRIM:
1530             if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
1531                 context_apply_fbo_state((IWineD3DDevice *)This);
1532             }
1533             if (context->draw_buffer_dirty) {
1534                 apply_draw_buffer(This, target, FALSE);
1535                 context->draw_buffer_dirty = FALSE;
1536             }
1537             break;
1538
1539         case CTXUSAGE_BLIT:
1540             if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
1541                 if (This->render_offscreen) {
1542                     FIXME("Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.\n");
1543                     context_bind_fbo((IWineD3DDevice *)This, GL_FRAMEBUFFER_EXT, &context->dst_fbo);
1544                     context_attach_surface_fbo(This, GL_FRAMEBUFFER_EXT, 0, target);
1545
1546                     ENTER_GL();
1547                     GL_EXTCALL(glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, 0));
1548                     checkGLcall("glFramebufferRenderbufferEXT");
1549                     LEAVE_GL();
1550                 } else {
1551                     ENTER_GL();
1552                     GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
1553                     checkGLcall("glFramebufferRenderbufferEXT");
1554                     LEAVE_GL();
1555                 }
1556                 context->draw_buffer_dirty = TRUE;
1557             }
1558             if (context->draw_buffer_dirty) {
1559                 apply_draw_buffer(This, target, TRUE);
1560                 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
1561                     context->draw_buffer_dirty = FALSE;
1562                 }
1563             }
1564             break;
1565
1566         default:
1567             break;
1568     }
1569
1570     switch(usage) {
1571         case CTXUSAGE_RESOURCELOAD:
1572             /* This does not require any special states to be set up */
1573             break;
1574
1575         case CTXUSAGE_CLEAR:
1576             if(context->last_was_blit) {
1577                 This->frag_pipe->enable_extension((IWineD3DDevice *) This, TRUE);
1578             }
1579
1580             /* Blending and clearing should be orthogonal, but tests on the nvidia driver show that disabling
1581              * blending when clearing improves the clearing performance incredibly.
1582              */
1583             ENTER_GL();
1584             glDisable(GL_BLEND);
1585             LEAVE_GL();
1586             Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
1587
1588             ENTER_GL();
1589             glEnable(GL_SCISSOR_TEST);
1590             checkGLcall("glEnable GL_SCISSOR_TEST");
1591             LEAVE_GL();
1592             context->last_was_blit = FALSE;
1593             Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), StateTable);
1594             Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
1595             break;
1596
1597         case CTXUSAGE_DRAWPRIM:
1598             /* This needs all dirty states applied */
1599             if(context->last_was_blit) {
1600                 This->frag_pipe->enable_extension((IWineD3DDevice *) This, TRUE);
1601             }
1602
1603             IWineD3DDeviceImpl_FindTexUnitMap(This);
1604
1605             for(i=0; i < context->numDirtyEntries; i++) {
1606                 dirtyState = context->dirtyArray[i];
1607                 idx = dirtyState >> 5;
1608                 shift = dirtyState & 0x1f;
1609                 context->isStateDirty[idx] &= ~(1 << shift);
1610                 StateTable[dirtyState].apply(dirtyState, This->stateBlock, context);
1611             }
1612             context->numDirtyEntries = 0; /* This makes the whole list clean */
1613             context->last_was_blit = FALSE;
1614             break;
1615
1616         case CTXUSAGE_BLIT:
1617             SetupForBlit(This, context,
1618                          ((IWineD3DSurfaceImpl *)target)->currentDesc.Width,
1619                          ((IWineD3DSurfaceImpl *)target)->currentDesc.Height);
1620             break;
1621
1622         default:
1623             FIXME("Unexpected context usage requested\n");
1624     }
1625 }