wined3d: Properly determine the viewport size for front buffer blits in SetupForBlit().
[wine] / dlls / wined3d / context.c
1 /*
2  * Context and render target management in wined3d
3  *
4  * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
5  * Copyright 2009-2011 Henri Verbeet for CodeWeavers
6  *
7  * This library is free software; you can redistribute it and/or
8  * modify it under the terms of the GNU Lesser General Public
9  * License as published by the Free Software Foundation; either
10  * version 2.1 of the License, or (at your option) any later version.
11  *
12  * This library is distributed in the hope that it will be useful,
13  * but WITHOUT ANY WARRANTY; without even the implied warranty of
14  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
15  * Lesser General Public License for more details.
16  *
17  * You should have received a copy of the GNU Lesser General Public
18  * License along with this library; if not, write to the Free Software
19  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
20  */
21
22 #include "config.h"
23 #include <stdio.h>
24 #ifdef HAVE_FLOAT_H
25 # include <float.h>
26 #endif
27 #include "wined3d_private.h"
28
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
30
31 static DWORD wined3d_context_tls_idx;
32
33 /* FBO helper functions */
34
35 /* GL locking is done by the caller */
36 static void context_bind_fbo(struct wined3d_context *context, GLenum target, GLuint *fbo)
37 {
38     const struct wined3d_gl_info *gl_info = context->gl_info;
39     GLuint f;
40
41     if (!fbo)
42     {
43         f = 0;
44     }
45     else
46     {
47         if (!*fbo)
48         {
49             gl_info->fbo_ops.glGenFramebuffers(1, fbo);
50             checkGLcall("glGenFramebuffers()");
51             TRACE("Created FBO %u.\n", *fbo);
52         }
53         f = *fbo;
54     }
55
56     switch (target)
57     {
58         case GL_READ_FRAMEBUFFER:
59             if (context->fbo_read_binding == f) return;
60             context->fbo_read_binding = f;
61             break;
62
63         case GL_DRAW_FRAMEBUFFER:
64             if (context->fbo_draw_binding == f) return;
65             context->fbo_draw_binding = f;
66             break;
67
68         case GL_FRAMEBUFFER:
69             if (context->fbo_read_binding == f
70                     && context->fbo_draw_binding == f) return;
71             context->fbo_read_binding = f;
72             context->fbo_draw_binding = f;
73             break;
74
75         default:
76             FIXME("Unhandled target %#x.\n", target);
77             break;
78     }
79
80     gl_info->fbo_ops.glBindFramebuffer(target, f);
81     checkGLcall("glBindFramebuffer()");
82 }
83
84 /* GL locking is done by the caller */
85 static void context_clean_fbo_attachments(const struct wined3d_gl_info *gl_info, GLenum target)
86 {
87     unsigned int i;
88
89     for (i = 0; i < gl_info->limits.buffers; ++i)
90     {
91         gl_info->fbo_ops.glFramebufferTexture2D(target, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, 0, 0);
92         checkGLcall("glFramebufferTexture2D()");
93     }
94     gl_info->fbo_ops.glFramebufferTexture2D(target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
95     checkGLcall("glFramebufferTexture2D()");
96
97     gl_info->fbo_ops.glFramebufferTexture2D(target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
98     checkGLcall("glFramebufferTexture2D()");
99 }
100
101 /* GL locking is done by the caller */
102 static void context_destroy_fbo(struct wined3d_context *context, GLuint *fbo)
103 {
104     const struct wined3d_gl_info *gl_info = context->gl_info;
105
106     context_bind_fbo(context, GL_FRAMEBUFFER, fbo);
107     context_clean_fbo_attachments(gl_info, GL_FRAMEBUFFER);
108     context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
109
110     gl_info->fbo_ops.glDeleteFramebuffers(1, fbo);
111     checkGLcall("glDeleteFramebuffers()");
112 }
113
114 static void context_attach_depth_stencil_rb(const struct wined3d_gl_info *gl_info,
115         GLenum fbo_target, DWORD format_flags, GLuint rb)
116 {
117     if (format_flags & WINED3DFMT_FLAG_DEPTH)
118     {
119         gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rb);
120         checkGLcall("glFramebufferRenderbuffer()");
121     }
122
123     if (format_flags & WINED3DFMT_FLAG_STENCIL)
124     {
125         gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb);
126         checkGLcall("glFramebufferRenderbuffer()");
127     }
128 }
129
130 /* GL locking is done by the caller */
131 static void context_attach_depth_stencil_fbo(struct wined3d_context *context,
132         GLenum fbo_target, struct wined3d_surface *depth_stencil, DWORD location)
133 {
134     const struct wined3d_gl_info *gl_info = context->gl_info;
135
136     TRACE("Attach depth stencil %p\n", depth_stencil);
137
138     if (depth_stencil)
139     {
140         DWORD format_flags = depth_stencil->resource.format->flags;
141
142         if (depth_stencil->current_renderbuffer)
143         {
144             context_attach_depth_stencil_rb(gl_info, fbo_target,
145                     format_flags, depth_stencil->current_renderbuffer->id);
146         }
147         else
148         {
149             switch (location)
150             {
151                 case SFLAG_INTEXTURE:
152                 case SFLAG_INSRGBTEX:
153                     surface_prepare_texture(depth_stencil, context, FALSE);
154
155                     if (format_flags & WINED3DFMT_FLAG_DEPTH)
156                     {
157                         gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT,
158                                 depth_stencil->texture_target, depth_stencil->texture_name,
159                                 depth_stencil->texture_level);
160                         checkGLcall("glFramebufferTexture2D()");
161                     }
162
163                     if (format_flags & WINED3DFMT_FLAG_STENCIL)
164                     {
165                         gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT,
166                                 depth_stencil->texture_target, depth_stencil->texture_name,
167                                 depth_stencil->texture_level);
168                         checkGLcall("glFramebufferTexture2D()");
169                     }
170                     break;
171
172                 case SFLAG_INRB_MULTISAMPLE:
173                     surface_prepare_rb(depth_stencil, gl_info, TRUE);
174                     context_attach_depth_stencil_rb(gl_info, fbo_target,
175                             format_flags, depth_stencil->rb_multisample);
176                     break;
177
178                 case SFLAG_INRB_RESOLVED:
179                     surface_prepare_rb(depth_stencil, gl_info, FALSE);
180                     context_attach_depth_stencil_rb(gl_info, fbo_target,
181                             format_flags, depth_stencil->rb_resolved);
182                     break;
183
184                 default:
185                     ERR("Unsupported location %s (%#x).\n", debug_surflocation(location), location);
186                     break;
187             }
188         }
189
190         if (!(format_flags & WINED3DFMT_FLAG_DEPTH))
191         {
192             gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
193             checkGLcall("glFramebufferTexture2D()");
194         }
195
196         if (!(format_flags & WINED3DFMT_FLAG_STENCIL))
197         {
198             gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
199             checkGLcall("glFramebufferTexture2D()");
200         }
201     }
202     else
203     {
204         gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
205         checkGLcall("glFramebufferTexture2D()");
206
207         gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
208         checkGLcall("glFramebufferTexture2D()");
209     }
210 }
211
212 /* GL locking is done by the caller */
213 static void context_attach_surface_fbo(struct wined3d_context *context,
214         GLenum fbo_target, DWORD idx, struct wined3d_surface *surface, DWORD location)
215 {
216     const struct wined3d_gl_info *gl_info = context->gl_info;
217
218     TRACE("Attach surface %p to %u\n", surface, idx);
219
220     if (surface && surface->resource.format->id != WINED3DFMT_NULL)
221     {
222         BOOL srgb;
223
224         switch (location)
225         {
226             case SFLAG_INTEXTURE:
227             case SFLAG_INSRGBTEX:
228                 srgb = location == SFLAG_INSRGBTEX;
229                 surface_prepare_texture(surface, context, srgb);
230                 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_COLOR_ATTACHMENT0 + idx,
231                         surface->texture_target, surface_get_texture_name(surface, gl_info, srgb),
232                         surface->texture_level);
233                 checkGLcall("glFramebufferTexture2D()");
234                 break;
235
236             case SFLAG_INRB_MULTISAMPLE:
237                 surface_prepare_rb(surface, gl_info, TRUE);
238                 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_COLOR_ATTACHMENT0 + idx,
239                         GL_RENDERBUFFER, surface->rb_multisample);
240                 checkGLcall("glFramebufferRenderbuffer()");
241                 break;
242
243             case SFLAG_INRB_RESOLVED:
244                 surface_prepare_rb(surface, gl_info, FALSE);
245                 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_COLOR_ATTACHMENT0 + idx,
246                         GL_RENDERBUFFER, surface->rb_resolved);
247                 checkGLcall("glFramebufferRenderbuffer()");
248                 break;
249
250             default:
251                 ERR("Unsupported location %s (%#x).\n", debug_surflocation(location), location);
252                 break;
253         }
254     }
255     else
256     {
257         gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_COLOR_ATTACHMENT0 + idx, GL_TEXTURE_2D, 0, 0);
258         checkGLcall("glFramebufferTexture2D()");
259     }
260 }
261
262 /* GL locking is done by the caller */
263 void context_check_fbo_status(const struct wined3d_context *context, GLenum target)
264 {
265     const struct wined3d_gl_info *gl_info = context->gl_info;
266     GLenum status;
267
268     if (!FIXME_ON(d3d)) return;
269
270     status = gl_info->fbo_ops.glCheckFramebufferStatus(target);
271     if (status == GL_FRAMEBUFFER_COMPLETE)
272     {
273         TRACE("FBO complete\n");
274     }
275     else
276     {
277         const struct wined3d_surface *attachment;
278         unsigned int i;
279
280         FIXME("FBO status %s (%#x)\n", debug_fbostatus(status), status);
281
282         if (!context->current_fbo)
283         {
284             ERR("FBO 0 is incomplete, driver bug?\n");
285             return;
286         }
287
288         FIXME("\tLocation %s (%#x).\n", debug_surflocation(context->current_fbo->location),
289                 context->current_fbo->location);
290
291         /* Dump the FBO attachments */
292         for (i = 0; i < gl_info->limits.buffers; ++i)
293         {
294             attachment = context->current_fbo->render_targets[i];
295             if (attachment)
296             {
297                 FIXME("\tColor attachment %d: (%p) %s %ux%u %u samples.\n",
298                         i, attachment, debug_d3dformat(attachment->resource.format->id),
299                         attachment->pow2Width, attachment->pow2Height, attachment->resource.multisample_type);
300             }
301         }
302         attachment = context->current_fbo->depth_stencil;
303         if (attachment)
304         {
305             FIXME("\tDepth attachment: (%p) %s %ux%u %u samples.\n",
306                     attachment, debug_d3dformat(attachment->resource.format->id),
307                     attachment->pow2Width, attachment->pow2Height, attachment->resource.multisample_type);
308         }
309     }
310 }
311
312 static inline DWORD context_generate_rt_mask(GLenum buffer)
313 {
314     /* Should take care of all the GL_FRONT/GL_BACK/GL_AUXi/GL_NONE... cases */
315     return buffer ? (1 << 31) | buffer : 0;
316 }
317
318 static inline DWORD context_generate_rt_mask_from_surface(const struct wined3d_surface *target)
319 {
320     return (1 << 31) | surface_get_gl_buffer(target);
321 }
322
323 static struct fbo_entry *context_create_fbo_entry(const struct wined3d_context *context,
324         struct wined3d_surface **render_targets, struct wined3d_surface *depth_stencil, DWORD location)
325 {
326     const struct wined3d_gl_info *gl_info = context->gl_info;
327     struct fbo_entry *entry;
328
329     entry = HeapAlloc(GetProcessHeap(), 0, sizeof(*entry));
330     entry->render_targets = HeapAlloc(GetProcessHeap(), 0, gl_info->limits.buffers * sizeof(*entry->render_targets));
331     memcpy(entry->render_targets, render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets));
332     entry->depth_stencil = depth_stencil;
333     entry->location = location;
334     entry->rt_mask = context_generate_rt_mask(GL_COLOR_ATTACHMENT0);
335     entry->attached = FALSE;
336     entry->id = 0;
337
338     return entry;
339 }
340
341 /* GL locking is done by the caller */
342 static void context_reuse_fbo_entry(struct wined3d_context *context, GLenum target,
343         struct wined3d_surface **render_targets, struct wined3d_surface *depth_stencil,
344         DWORD location, struct fbo_entry *entry)
345 {
346     const struct wined3d_gl_info *gl_info = context->gl_info;
347
348     context_bind_fbo(context, target, &entry->id);
349     context_clean_fbo_attachments(gl_info, target);
350
351     memcpy(entry->render_targets, render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets));
352     entry->depth_stencil = depth_stencil;
353     entry->location = location;
354     entry->attached = FALSE;
355 }
356
357 /* GL locking is done by the caller */
358 static void context_destroy_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
359 {
360     if (entry->id)
361     {
362         TRACE("Destroy FBO %d\n", entry->id);
363         context_destroy_fbo(context, &entry->id);
364     }
365     --context->fbo_entry_count;
366     list_remove(&entry->entry);
367     HeapFree(GetProcessHeap(), 0, entry->render_targets);
368     HeapFree(GetProcessHeap(), 0, entry);
369 }
370
371
372 /* GL locking is done by the caller */
373 static struct fbo_entry *context_find_fbo_entry(struct wined3d_context *context, GLenum target,
374         struct wined3d_surface **render_targets, struct wined3d_surface *depth_stencil, DWORD location)
375 {
376     const struct wined3d_gl_info *gl_info = context->gl_info;
377     struct fbo_entry *entry;
378
379     if (depth_stencil && render_targets && render_targets[0])
380     {
381         if (depth_stencil->resource.width < render_targets[0]->resource.width ||
382             depth_stencil->resource.height < render_targets[0]->resource.height)
383         {
384             WARN("Depth stencil is smaller than the primary color buffer, disabling\n");
385             depth_stencil = NULL;
386         }
387     }
388
389     LIST_FOR_EACH_ENTRY(entry, &context->fbo_list, struct fbo_entry, entry)
390     {
391         if (!memcmp(entry->render_targets,
392                 render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets))
393                 && entry->depth_stencil == depth_stencil && entry->location == location)
394         {
395             list_remove(&entry->entry);
396             list_add_head(&context->fbo_list, &entry->entry);
397             return entry;
398         }
399     }
400
401     if (context->fbo_entry_count < WINED3D_MAX_FBO_ENTRIES)
402     {
403         entry = context_create_fbo_entry(context, render_targets, depth_stencil, location);
404         list_add_head(&context->fbo_list, &entry->entry);
405         ++context->fbo_entry_count;
406     }
407     else
408     {
409         entry = LIST_ENTRY(list_tail(&context->fbo_list), struct fbo_entry, entry);
410         context_reuse_fbo_entry(context, target, render_targets, depth_stencil, location, entry);
411         list_remove(&entry->entry);
412         list_add_head(&context->fbo_list, &entry->entry);
413     }
414
415     return entry;
416 }
417
418 /* GL locking is done by the caller */
419 static void context_apply_fbo_entry(struct wined3d_context *context, GLenum target, struct fbo_entry *entry)
420 {
421     const struct wined3d_gl_info *gl_info = context->gl_info;
422     unsigned int i;
423
424     context_bind_fbo(context, target, &entry->id);
425
426     if (entry->attached) return;
427
428     /* Apply render targets */
429     for (i = 0; i < gl_info->limits.buffers; ++i)
430     {
431         context_attach_surface_fbo(context, target, i, entry->render_targets[i], entry->location);
432     }
433
434     /* Apply depth targets */
435     if (entry->depth_stencil)
436         surface_set_compatible_renderbuffer(entry->depth_stencil, entry->render_targets[0]);
437     context_attach_depth_stencil_fbo(context, target, entry->depth_stencil, entry->location);
438
439     entry->attached = TRUE;
440 }
441
442 /* GL locking is done by the caller */
443 static void context_apply_fbo_state(struct wined3d_context *context, GLenum target,
444         struct wined3d_surface **render_targets, struct wined3d_surface *depth_stencil, DWORD location)
445 {
446     struct fbo_entry *entry, *entry2;
447
448     LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry)
449     {
450         context_destroy_fbo_entry(context, entry);
451     }
452
453     if (context->rebind_fbo)
454     {
455         context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
456         context->rebind_fbo = FALSE;
457     }
458
459     if (location == SFLAG_INDRAWABLE)
460     {
461         context->current_fbo = NULL;
462         context_bind_fbo(context, target, NULL);
463     }
464     else
465     {
466         context->current_fbo = context_find_fbo_entry(context, target, render_targets, depth_stencil, location);
467         context_apply_fbo_entry(context, target, context->current_fbo);
468     }
469 }
470
471 /* GL locking is done by the caller */
472 void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
473         struct wined3d_surface *render_target, struct wined3d_surface *depth_stencil, DWORD location)
474 {
475     UINT clear_size = (context->gl_info->limits.buffers - 1) * sizeof(*context->blit_targets);
476
477     context->blit_targets[0] = render_target;
478     if (clear_size)
479         memset(&context->blit_targets[1], 0, clear_size);
480     context_apply_fbo_state(context, target, context->blit_targets, depth_stencil, location);
481 }
482
483 /* Context activation is done by the caller. */
484 void context_alloc_occlusion_query(struct wined3d_context *context, struct wined3d_occlusion_query *query)
485 {
486     const struct wined3d_gl_info *gl_info = context->gl_info;
487
488     if (context->free_occlusion_query_count)
489     {
490         query->id = context->free_occlusion_queries[--context->free_occlusion_query_count];
491     }
492     else
493     {
494         if (gl_info->supported[ARB_OCCLUSION_QUERY])
495         {
496             ENTER_GL();
497             GL_EXTCALL(glGenQueriesARB(1, &query->id));
498             checkGLcall("glGenQueriesARB");
499             LEAVE_GL();
500
501             TRACE("Allocated occlusion query %u in context %p.\n", query->id, context);
502         }
503         else
504         {
505             WARN("Occlusion queries not supported, not allocating query id.\n");
506             query->id = 0;
507         }
508     }
509
510     query->context = context;
511     list_add_head(&context->occlusion_queries, &query->entry);
512 }
513
514 void context_free_occlusion_query(struct wined3d_occlusion_query *query)
515 {
516     struct wined3d_context *context = query->context;
517
518     list_remove(&query->entry);
519     query->context = NULL;
520
521     if (context->free_occlusion_query_count >= context->free_occlusion_query_size - 1)
522     {
523         UINT new_size = context->free_occlusion_query_size << 1;
524         GLuint *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_occlusion_queries,
525                 new_size * sizeof(*context->free_occlusion_queries));
526
527         if (!new_data)
528         {
529             ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context);
530             return;
531         }
532
533         context->free_occlusion_query_size = new_size;
534         context->free_occlusion_queries = new_data;
535     }
536
537     context->free_occlusion_queries[context->free_occlusion_query_count++] = query->id;
538 }
539
540 /* Context activation is done by the caller. */
541 void context_alloc_event_query(struct wined3d_context *context, struct wined3d_event_query *query)
542 {
543     const struct wined3d_gl_info *gl_info = context->gl_info;
544
545     if (context->free_event_query_count)
546     {
547         query->object = context->free_event_queries[--context->free_event_query_count];
548     }
549     else
550     {
551         if (gl_info->supported[ARB_SYNC])
552         {
553             /* Using ARB_sync, not much to do here. */
554             query->object.sync = NULL;
555             TRACE("Allocated event query %p in context %p.\n", query->object.sync, context);
556         }
557         else if (gl_info->supported[APPLE_FENCE])
558         {
559             ENTER_GL();
560             GL_EXTCALL(glGenFencesAPPLE(1, &query->object.id));
561             checkGLcall("glGenFencesAPPLE");
562             LEAVE_GL();
563
564             TRACE("Allocated event query %u in context %p.\n", query->object.id, context);
565         }
566         else if(gl_info->supported[NV_FENCE])
567         {
568             ENTER_GL();
569             GL_EXTCALL(glGenFencesNV(1, &query->object.id));
570             checkGLcall("glGenFencesNV");
571             LEAVE_GL();
572
573             TRACE("Allocated event query %u in context %p.\n", query->object.id, context);
574         }
575         else
576         {
577             WARN("Event queries not supported, not allocating query id.\n");
578             query->object.id = 0;
579         }
580     }
581
582     query->context = context;
583     list_add_head(&context->event_queries, &query->entry);
584 }
585
586 void context_free_event_query(struct wined3d_event_query *query)
587 {
588     struct wined3d_context *context = query->context;
589
590     list_remove(&query->entry);
591     query->context = NULL;
592
593     if (context->free_event_query_count >= context->free_event_query_size - 1)
594     {
595         UINT new_size = context->free_event_query_size << 1;
596         union wined3d_gl_query_object *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_event_queries,
597                 new_size * sizeof(*context->free_event_queries));
598
599         if (!new_data)
600         {
601             ERR("Failed to grow free list, leaking query %u in context %p.\n", query->object.id, context);
602             return;
603         }
604
605         context->free_event_query_size = new_size;
606         context->free_event_queries = new_data;
607     }
608
609     context->free_event_queries[context->free_event_query_count++] = query->object;
610 }
611
612 typedef void (context_fbo_entry_func_t)(struct wined3d_context *context, struct fbo_entry *entry);
613
614 static void context_enum_surface_fbo_entries(const struct wined3d_device *device,
615         const struct wined3d_surface *surface, context_fbo_entry_func_t *callback)
616 {
617     UINT i;
618
619     for (i = 0; i < device->context_count; ++i)
620     {
621         struct wined3d_context *context = device->contexts[i];
622         const struct wined3d_gl_info *gl_info = context->gl_info;
623         struct fbo_entry *entry, *entry2;
624
625         if (context->current_rt == surface) context->current_rt = NULL;
626
627         LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
628         {
629             UINT j;
630
631             if (entry->depth_stencil == surface)
632             {
633                 callback(context, entry);
634                 continue;
635             }
636
637             for (j = 0; j < gl_info->limits.buffers; ++j)
638             {
639                 if (entry->render_targets[j] == surface)
640                 {
641                     callback(context, entry);
642                     break;
643                 }
644             }
645         }
646     }
647 }
648
649 static void context_queue_fbo_entry_destruction(struct wined3d_context *context, struct fbo_entry *entry)
650 {
651     list_remove(&entry->entry);
652     list_add_head(&context->fbo_destroy_list, &entry->entry);
653 }
654
655 void context_resource_released(const struct wined3d_device *device,
656         struct wined3d_resource *resource, enum wined3d_resource_type type)
657 {
658     if (!device->d3d_initialized) return;
659
660     switch (type)
661     {
662         case WINED3D_RTYPE_SURFACE:
663             context_enum_surface_fbo_entries(device, surface_from_resource(resource),
664                     context_queue_fbo_entry_destruction);
665             break;
666
667         default:
668             break;
669     }
670 }
671
672 static void context_detach_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
673 {
674     entry->attached = FALSE;
675 }
676
677 void context_resource_unloaded(const struct wined3d_device *device,
678         struct wined3d_resource *resource, enum wined3d_resource_type type)
679 {
680     switch (type)
681     {
682         case WINED3D_RTYPE_SURFACE:
683             context_enum_surface_fbo_entries(device, surface_from_resource(resource),
684                     context_detach_fbo_entry);
685             break;
686
687         default:
688             break;
689     }
690 }
691
692 void context_surface_update(struct wined3d_context *context, const struct wined3d_surface *surface)
693 {
694     const struct wined3d_gl_info *gl_info = context->gl_info;
695     struct fbo_entry *entry = context->current_fbo;
696     unsigned int i;
697
698     if (!entry || context->rebind_fbo) return;
699
700     for (i = 0; i < gl_info->limits.buffers; ++i)
701     {
702         if (surface == entry->render_targets[i])
703         {
704             TRACE("Updated surface %p is bound as color attachment %u to the current FBO.\n", surface, i);
705             context->rebind_fbo = TRUE;
706             return;
707         }
708     }
709
710     if (surface == entry->depth_stencil)
711     {
712         TRACE("Updated surface %p is bound as depth attachment to the current FBO.\n", surface);
713         context->rebind_fbo = TRUE;
714     }
715 }
716
717 static BOOL context_set_pixel_format(const struct wined3d_gl_info *gl_info, HDC dc, int format)
718 {
719     int current = GetPixelFormat(dc);
720
721     if (current == format) return TRUE;
722
723     if (!current)
724     {
725         if (!SetPixelFormat(dc, format, NULL))
726         {
727             /* This may also happen if the dc belongs to a destroyed window. */
728             WARN("Failed to set pixel format %d on device context %p, last error %#x.\n",
729                     format, dc, GetLastError());
730             return FALSE;
731         }
732         return TRUE;
733     }
734
735     /* By default WGL doesn't allow pixel format adjustments but we need it
736      * here. For this reason there's a Wine specific wglSetPixelFormat()
737      * which allows us to set the pixel format multiple times. Only use it
738      * when really needed. */
739     if (gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH])
740     {
741         if (!GL_EXTCALL(wglSetPixelFormatWINE(dc, format, NULL)))
742         {
743             ERR("wglSetPixelFormatWINE failed to set pixel format %d on device context %p.\n",
744                     format, dc);
745             return FALSE;
746         }
747         return TRUE;
748     }
749
750     /* OpenGL doesn't allow pixel format adjustments. Print an error and
751      * continue using the old format. There's a big chance that the old
752      * format works although with a performance hit and perhaps rendering
753      * errors. */
754     ERR("Unable to set pixel format %d on device context %p. Already using format %d.\n",
755             format, dc, current);
756     return TRUE;
757 }
758
759 static BOOL context_set_gl_context(struct wined3d_context *ctx)
760 {
761     struct wined3d_swapchain *swapchain = ctx->swapchain;
762     BOOL backup = FALSE;
763
764     if (!context_set_pixel_format(ctx->gl_info, ctx->hdc, ctx->pixel_format))
765     {
766         WARN("Failed to set pixel format %d on device context %p.\n",
767                 ctx->pixel_format, ctx->hdc);
768         backup = TRUE;
769     }
770
771     if (backup || !pwglMakeCurrent(ctx->hdc, ctx->glCtx))
772     {
773         HDC dc;
774
775         WARN("Failed to make GL context %p current on device context %p, last error %#x.\n",
776                 ctx->glCtx, ctx->hdc, GetLastError());
777         ctx->valid = 0;
778         WARN("Trying fallback to the backup window.\n");
779
780         /* FIXME: If the context is destroyed it's no longer associated with
781          * a swapchain, so we can't use the swapchain to get a backup dc. To
782          * make this work windowless contexts would need to be handled by the
783          * device. */
784         if (ctx->destroyed)
785         {
786             FIXME("Unable to get backup dc for destroyed context %p.\n", ctx);
787             context_set_current(NULL);
788             return FALSE;
789         }
790
791         if (!(dc = swapchain_get_backup_dc(swapchain)))
792         {
793             context_set_current(NULL);
794             return FALSE;
795         }
796
797         if (!context_set_pixel_format(ctx->gl_info, dc, ctx->pixel_format))
798         {
799             ERR("Failed to set pixel format %d on device context %p.\n",
800                     ctx->pixel_format, dc);
801             context_set_current(NULL);
802             return FALSE;
803         }
804
805         if (!pwglMakeCurrent(dc, ctx->glCtx))
806         {
807             ERR("Fallback to backup window (dc %p) failed too, last error %#x.\n",
808                     dc, GetLastError());
809             context_set_current(NULL);
810             return FALSE;
811         }
812     }
813     return TRUE;
814 }
815
816 static void context_restore_gl_context(const struct wined3d_gl_info *gl_info, HDC dc, HGLRC gl_ctx, int pf)
817 {
818     if (!context_set_pixel_format(gl_info, dc, pf))
819     {
820         ERR("Failed to restore pixel format %d on device context %p.\n", pf, dc);
821         context_set_current(NULL);
822         return;
823     }
824
825     if (!pwglMakeCurrent(dc, gl_ctx))
826     {
827         ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
828                 gl_ctx, dc, GetLastError());
829         context_set_current(NULL);
830     }
831 }
832
833 static void context_update_window(struct wined3d_context *context)
834 {
835     if (context->win_handle == context->swapchain->win_handle)
836         return;
837
838     TRACE("Updating context %p window from %p to %p.\n",
839             context, context->win_handle, context->swapchain->win_handle);
840
841     if (context->valid)
842     {
843         /* You'd figure ReleaseDC() would fail if the DC doesn't match the
844          * window. However, that's not what actually happens, and there are
845          * user32 tests that confirm ReleaseDC() with the wrong window is
846          * supposed to succeed. So explicitly check that the DC belongs to
847          * the window, since we want to avoid releasing a DC that belongs to
848          * some other window if the original window was already destroyed. */
849         if (WindowFromDC(context->hdc) != context->win_handle)
850         {
851             WARN("DC %p does not belong to window %p.\n",
852                     context->hdc, context->win_handle);
853         }
854         else if (!ReleaseDC(context->win_handle, context->hdc))
855         {
856             ERR("Failed to release device context %p, last error %#x.\n",
857                     context->hdc, GetLastError());
858         }
859     }
860     else context->valid = 1;
861
862     context->win_handle = context->swapchain->win_handle;
863
864     if (!(context->hdc = GetDC(context->win_handle)))
865     {
866         ERR("Failed to get a device context for window %p.\n", context->win_handle);
867         goto err;
868     }
869
870     if (!context_set_pixel_format(context->gl_info, context->hdc, context->pixel_format))
871     {
872         ERR("Failed to set pixel format %d on device context %p.\n",
873                 context->pixel_format, context->hdc);
874         goto err;
875     }
876
877     context_set_gl_context(context);
878
879     return;
880
881 err:
882     context->valid = 0;
883 }
884
885 /* Do not call while under the GL lock. */
886 static void context_destroy_gl_resources(struct wined3d_context *context)
887 {
888     const struct wined3d_gl_info *gl_info = context->gl_info;
889     struct wined3d_occlusion_query *occlusion_query;
890     struct wined3d_event_query *event_query;
891     struct fbo_entry *entry, *entry2;
892     HGLRC restore_ctx;
893     HDC restore_dc;
894     unsigned int i;
895     int restore_pf;
896
897     restore_ctx = pwglGetCurrentContext();
898     restore_dc = pwglGetCurrentDC();
899     restore_pf = GetPixelFormat(restore_dc);
900
901     if (context->valid && restore_ctx != context->glCtx)
902         context_set_gl_context(context);
903     else restore_ctx = NULL;
904
905     ENTER_GL();
906
907     LIST_FOR_EACH_ENTRY(occlusion_query, &context->occlusion_queries, struct wined3d_occlusion_query, entry)
908     {
909         if (context->valid && gl_info->supported[ARB_OCCLUSION_QUERY])
910             GL_EXTCALL(glDeleteQueriesARB(1, &occlusion_query->id));
911         occlusion_query->context = NULL;
912     }
913
914     LIST_FOR_EACH_ENTRY(event_query, &context->event_queries, struct wined3d_event_query, entry)
915     {
916         if (context->valid)
917         {
918             if (gl_info->supported[ARB_SYNC])
919             {
920                 if (event_query->object.sync) GL_EXTCALL(glDeleteSync(event_query->object.sync));
921             }
922             else if (gl_info->supported[APPLE_FENCE]) GL_EXTCALL(glDeleteFencesAPPLE(1, &event_query->object.id));
923             else if (gl_info->supported[NV_FENCE]) GL_EXTCALL(glDeleteFencesNV(1, &event_query->object.id));
924         }
925         event_query->context = NULL;
926     }
927
928     LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry)
929     {
930         if (!context->valid) entry->id = 0;
931         context_destroy_fbo_entry(context, entry);
932     }
933
934     LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
935     {
936         if (!context->valid) entry->id = 0;
937         context_destroy_fbo_entry(context, entry);
938     }
939
940     if (context->valid)
941     {
942         if (context->dummy_arbfp_prog)
943         {
944             GL_EXTCALL(glDeleteProgramsARB(1, &context->dummy_arbfp_prog));
945         }
946
947         if (gl_info->supported[ARB_OCCLUSION_QUERY])
948             GL_EXTCALL(glDeleteQueriesARB(context->free_occlusion_query_count, context->free_occlusion_queries));
949
950         if (gl_info->supported[ARB_SYNC])
951         {
952             for (i = 0; i < context->free_event_query_count; ++i)
953             {
954                 GL_EXTCALL(glDeleteSync(context->free_event_queries[i].sync));
955             }
956         }
957         else if (gl_info->supported[APPLE_FENCE])
958         {
959             for (i = 0; i < context->free_event_query_count; ++i)
960             {
961                 GL_EXTCALL(glDeleteFencesAPPLE(1, &context->free_event_queries[i].id));
962             }
963         }
964         else if (gl_info->supported[NV_FENCE])
965         {
966             for (i = 0; i < context->free_event_query_count; ++i)
967             {
968                 GL_EXTCALL(glDeleteFencesNV(1, &context->free_event_queries[i].id));
969             }
970         }
971
972         checkGLcall("context cleanup");
973     }
974
975     LEAVE_GL();
976
977     HeapFree(GetProcessHeap(), 0, context->free_occlusion_queries);
978     HeapFree(GetProcessHeap(), 0, context->free_event_queries);
979
980     if (restore_ctx)
981     {
982         context_restore_gl_context(gl_info, restore_dc, restore_ctx, restore_pf);
983     }
984     else if (pwglGetCurrentContext() && !pwglMakeCurrent(NULL, NULL))
985     {
986         ERR("Failed to disable GL context.\n");
987     }
988
989     ReleaseDC(context->win_handle, context->hdc);
990
991     if (!pwglDeleteContext(context->glCtx))
992     {
993         DWORD err = GetLastError();
994         ERR("wglDeleteContext(%p) failed, last error %#x.\n", context->glCtx, err);
995     }
996 }
997
998 DWORD context_get_tls_idx(void)
999 {
1000     return wined3d_context_tls_idx;
1001 }
1002
1003 void context_set_tls_idx(DWORD idx)
1004 {
1005     wined3d_context_tls_idx = idx;
1006 }
1007
1008 struct wined3d_context *context_get_current(void)
1009 {
1010     return TlsGetValue(wined3d_context_tls_idx);
1011 }
1012
1013 /* Do not call while under the GL lock. */
1014 BOOL context_set_current(struct wined3d_context *ctx)
1015 {
1016     struct wined3d_context *old = context_get_current();
1017
1018     if (old == ctx)
1019     {
1020         TRACE("Already using D3D context %p.\n", ctx);
1021         return TRUE;
1022     }
1023
1024     if (old)
1025     {
1026         if (old->destroyed)
1027         {
1028             TRACE("Switching away from destroyed context %p.\n", old);
1029             context_destroy_gl_resources(old);
1030             HeapFree(GetProcessHeap(), 0, (void *)old->gl_info);
1031             HeapFree(GetProcessHeap(), 0, old);
1032         }
1033         else
1034         {
1035             old->current = 0;
1036         }
1037     }
1038
1039     if (ctx)
1040     {
1041         if (!ctx->valid)
1042         {
1043             ERR("Trying to make invalid context %p current\n", ctx);
1044             return FALSE;
1045         }
1046
1047         TRACE("Switching to D3D context %p, GL context %p, device context %p.\n", ctx, ctx->glCtx, ctx->hdc);
1048         if (!context_set_gl_context(ctx))
1049             return FALSE;
1050         ctx->current = 1;
1051     }
1052     else if(pwglGetCurrentContext())
1053     {
1054         TRACE("Clearing current D3D context.\n");
1055         if (!pwglMakeCurrent(NULL, NULL))
1056         {
1057             DWORD err = GetLastError();
1058             ERR("Failed to clear current GL context, last error %#x.\n", err);
1059             TlsSetValue(wined3d_context_tls_idx, NULL);
1060             return FALSE;
1061         }
1062     }
1063
1064     return TlsSetValue(wined3d_context_tls_idx, ctx);
1065 }
1066
1067 void context_release(struct wined3d_context *context)
1068 {
1069     TRACE("Releasing context %p, level %u.\n", context, context->level);
1070
1071     if (WARN_ON(d3d))
1072     {
1073         if (!context->level)
1074             WARN("Context %p is not active.\n", context);
1075         else if (context != context_get_current())
1076             WARN("Context %p is not the current context.\n", context);
1077     }
1078
1079     if (!--context->level && context->restore_ctx)
1080     {
1081         TRACE("Restoring GL context %p on device context %p.\n", context->restore_ctx, context->restore_dc);
1082         context_restore_gl_context(context->gl_info, context->restore_dc, context->restore_ctx, context->restore_pf);
1083         context->restore_ctx = NULL;
1084         context->restore_dc = NULL;
1085     }
1086 }
1087
1088 static void context_enter(struct wined3d_context *context)
1089 {
1090     TRACE("Entering context %p, level %u.\n", context, context->level + 1);
1091
1092     if (!context->level++)
1093     {
1094         const struct wined3d_context *current_context = context_get_current();
1095         HGLRC current_gl = pwglGetCurrentContext();
1096
1097         if (current_gl && (!current_context || current_context->glCtx != current_gl))
1098         {
1099             TRACE("Another GL context (%p on device context %p) is already current.\n",
1100                     current_gl, pwglGetCurrentDC());
1101             context->restore_ctx = current_gl;
1102             context->restore_dc = pwglGetCurrentDC();
1103             context->restore_pf = GetPixelFormat(context->restore_dc);
1104         }
1105     }
1106 }
1107
1108 void context_invalidate_state(struct wined3d_context *context, DWORD state)
1109 {
1110     DWORD rep = context->state_table[state].representative;
1111     DWORD idx;
1112     BYTE shift;
1113
1114     if (isStateDirty(context, rep)) return;
1115
1116     context->dirtyArray[context->numDirtyEntries++] = rep;
1117     idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
1118     shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
1119     context->isStateDirty[idx] |= (1 << shift);
1120 }
1121
1122 /* This function takes care of wined3d pixel format selection. */
1123 static int context_choose_pixel_format(const struct wined3d_device *device, HDC hdc,
1124         const struct wined3d_format *color_format, const struct wined3d_format *ds_format,
1125         BOOL auxBuffers, BOOL findCompatible)
1126 {
1127     int iPixelFormat=0;
1128     BYTE redBits, greenBits, blueBits, alphaBits, colorBits;
1129     BYTE depthBits=0, stencilBits=0;
1130     unsigned int current_value;
1131     unsigned int cfg_count = device->adapter->cfg_count;
1132     unsigned int i;
1133
1134     TRACE("device %p, dc %p, color_format %s, ds_format %s, aux_buffers %#x, find_compatible %#x.\n",
1135             device, hdc, debug_d3dformat(color_format->id), debug_d3dformat(ds_format->id),
1136             auxBuffers, findCompatible);
1137
1138     if (!getColorBits(color_format, &redBits, &greenBits, &blueBits, &alphaBits, &colorBits))
1139     {
1140         ERR("Unable to get color bits for format %s (%#x)!\n",
1141                 debug_d3dformat(color_format->id), color_format->id);
1142         return 0;
1143     }
1144
1145     getDepthStencilBits(ds_format, &depthBits, &stencilBits);
1146
1147     current_value = 0;
1148     for (i = 0; i < cfg_count; ++i)
1149     {
1150         const struct wined3d_pixel_format *cfg = &device->adapter->cfgs[i];
1151         unsigned int value;
1152
1153         /* For now only accept RGBA formats. Perhaps some day we will
1154          * allow floating point formats for pbuffers. */
1155         if (cfg->iPixelType != WGL_TYPE_RGBA_ARB)
1156             continue;
1157         /* In window mode we need a window drawable format and double buffering. */
1158         if (!(cfg->windowDrawable && cfg->doubleBuffer))
1159             continue;
1160         if (cfg->redSize < redBits)
1161             continue;
1162         if (cfg->greenSize < greenBits)
1163             continue;
1164         if (cfg->blueSize < blueBits)
1165             continue;
1166         if (cfg->alphaSize < alphaBits)
1167             continue;
1168         if (cfg->depthSize < depthBits)
1169             continue;
1170         if (stencilBits && cfg->stencilSize != stencilBits)
1171             continue;
1172         /* Check multisampling support. */
1173         if (cfg->numSamples)
1174             continue;
1175
1176         value = 1;
1177         /* We try to locate a format which matches our requirements exactly. In case of
1178          * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
1179         if (cfg->depthSize == depthBits)
1180             value += 1;
1181         if (cfg->stencilSize == stencilBits)
1182             value += 2;
1183         if (cfg->alphaSize == alphaBits)
1184             value += 4;
1185         /* We like to have aux buffers in backbuffer mode */
1186         if (auxBuffers && cfg->auxBuffers)
1187             value += 8;
1188         if (cfg->redSize == redBits
1189                 && cfg->greenSize == greenBits
1190                 && cfg->blueSize == blueBits)
1191             value += 16;
1192
1193         if (value > current_value)
1194         {
1195             iPixelFormat = cfg->iPixelFormat;
1196             current_value = value;
1197         }
1198     }
1199
1200     /* When findCompatible is set and no suitable format was found, let ChoosePixelFormat choose a pixel format in order not to crash. */
1201     if(!iPixelFormat && !findCompatible) {
1202         ERR("Can't find a suitable iPixelFormat\n");
1203         return FALSE;
1204     } else if(!iPixelFormat) {
1205         PIXELFORMATDESCRIPTOR pfd;
1206
1207         TRACE("Falling back to ChoosePixelFormat as we weren't able to find an exactly matching pixel format\n");
1208         /* PixelFormat selection */
1209         ZeroMemory(&pfd, sizeof(pfd));
1210         pfd.nSize      = sizeof(pfd);
1211         pfd.nVersion   = 1;
1212         pfd.dwFlags    = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
1213         pfd.iPixelType = PFD_TYPE_RGBA;
1214         pfd.cAlphaBits = alphaBits;
1215         pfd.cColorBits = colorBits;
1216         pfd.cDepthBits = depthBits;
1217         pfd.cStencilBits = stencilBits;
1218         pfd.iLayerType = PFD_MAIN_PLANE;
1219
1220         iPixelFormat = ChoosePixelFormat(hdc, &pfd);
1221         if(!iPixelFormat) {
1222             /* If this happens something is very wrong as ChoosePixelFormat barely fails */
1223             ERR("Can't find a suitable iPixelFormat\n");
1224             return FALSE;
1225         }
1226     }
1227
1228     TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s\n",
1229             iPixelFormat, debug_d3dformat(color_format->id), debug_d3dformat(ds_format->id));
1230     return iPixelFormat;
1231 }
1232
1233 /* GL locking is done by the caller */
1234 static void bind_dummy_textures(const struct wined3d_device *device, const struct wined3d_context *context)
1235 {
1236     const struct wined3d_gl_info *gl_info = context->gl_info;
1237     unsigned int i, count = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers);
1238
1239     for (i = 0; i < count; ++i)
1240     {
1241         GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
1242         checkGLcall("glActiveTextureARB");
1243
1244         glBindTexture(GL_TEXTURE_2D, device->dummy_texture_2d[i]);
1245         checkGLcall("glBindTexture");
1246
1247         if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1248         {
1249             glBindTexture(GL_TEXTURE_RECTANGLE_ARB, device->dummy_texture_rect[i]);
1250             checkGLcall("glBindTexture");
1251         }
1252
1253         if (gl_info->supported[EXT_TEXTURE3D])
1254         {
1255             glBindTexture(GL_TEXTURE_3D, device->dummy_texture_3d[i]);
1256             checkGLcall("glBindTexture");
1257         }
1258
1259         if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1260         {
1261             glBindTexture(GL_TEXTURE_CUBE_MAP, device->dummy_texture_cube[i]);
1262             checkGLcall("glBindTexture");
1263         }
1264     }
1265 }
1266
1267 /* Do not call while under the GL lock. */
1268 struct wined3d_context *context_create(struct wined3d_swapchain *swapchain,
1269         struct wined3d_surface *target, const struct wined3d_format *ds_format)
1270 {
1271     struct wined3d_device *device = swapchain->device;
1272     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1273     const struct wined3d_format *color_format;
1274     struct wined3d_context *ret;
1275     BOOL auxBuffers = FALSE;
1276     int pixel_format;
1277     unsigned int s;
1278     int swap_interval;
1279     DWORD state;
1280     HGLRC ctx;
1281     HDC hdc;
1282
1283     TRACE("swapchain %p, target %p, window %p.\n", swapchain, target, swapchain->win_handle);
1284
1285     ret = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*ret));
1286     if (!ret)
1287     {
1288         ERR("Failed to allocate context memory.\n");
1289         return NULL;
1290     }
1291
1292     ret->blit_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1293             gl_info->limits.buffers * sizeof(*ret->blit_targets));
1294     if (!ret->blit_targets)
1295         goto out;
1296
1297     ret->draw_buffers = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1298             gl_info->limits.buffers * sizeof(*ret->draw_buffers));
1299     if (!ret->draw_buffers)
1300         goto out;
1301
1302     ret->free_occlusion_query_size = 4;
1303     ret->free_occlusion_queries = HeapAlloc(GetProcessHeap(), 0,
1304             ret->free_occlusion_query_size * sizeof(*ret->free_occlusion_queries));
1305     if (!ret->free_occlusion_queries)
1306         goto out;
1307
1308     list_init(&ret->occlusion_queries);
1309
1310     ret->free_event_query_size = 4;
1311     ret->free_event_queries = HeapAlloc(GetProcessHeap(), 0,
1312             ret->free_event_query_size * sizeof(*ret->free_event_queries));
1313     if (!ret->free_event_queries)
1314         goto out;
1315
1316     list_init(&ret->event_queries);
1317     list_init(&ret->fbo_list);
1318     list_init(&ret->fbo_destroy_list);
1319
1320     if (!(hdc = GetDC(swapchain->win_handle)))
1321     {
1322         WARN("Failed to retireve device context, trying swapchain backup.\n");
1323
1324         if (!(hdc = swapchain_get_backup_dc(swapchain)))
1325         {
1326             ERR("Failed to retrieve a device context.\n");
1327             goto out;
1328         }
1329     }
1330
1331     color_format = target->resource.format;
1332
1333     /* In case of ORM_BACKBUFFER, make sure to request an alpha component for
1334      * X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
1335     if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
1336     {
1337         auxBuffers = TRUE;
1338
1339         if (color_format->id == WINED3DFMT_B4G4R4X4_UNORM)
1340             color_format = wined3d_get_format(gl_info, WINED3DFMT_B4G4R4A4_UNORM);
1341         else if (color_format->id == WINED3DFMT_B8G8R8X8_UNORM)
1342             color_format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
1343     }
1344
1345     /* DirectDraw supports 8bit paletted render targets and these are used by
1346      * old games like StarCraft and C&C. Most modern hardware doesn't support
1347      * 8bit natively so we perform some form of 8bit -> 32bit conversion. The
1348      * conversion (ab)uses the alpha component for storing the palette index.
1349      * For this reason we require a format with 8bit alpha, so request
1350      * A8R8G8B8. */
1351     if (color_format->id == WINED3DFMT_P8_UINT)
1352         color_format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
1353
1354     /* Try to find a pixel format which matches our requirements. */
1355     pixel_format = context_choose_pixel_format(device, hdc, color_format, ds_format, auxBuffers, FALSE);
1356
1357     /* Try to locate a compatible format if we weren't able to find anything. */
1358     if (!pixel_format)
1359     {
1360         TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
1361         pixel_format = context_choose_pixel_format(device, hdc, color_format, ds_format, auxBuffers, TRUE);
1362     }
1363
1364     /* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */
1365     if (!pixel_format)
1366     {
1367         ERR("Can't find a suitable pixel format.\n");
1368         goto out;
1369     }
1370
1371     context_enter(ret);
1372
1373     if (!context_set_pixel_format(gl_info, hdc, pixel_format))
1374     {
1375         ERR("Failed to set pixel format %d on device context %p.\n", pixel_format, hdc);
1376         context_release(ret);
1377         goto out;
1378     }
1379
1380     if (!(ctx = pwglCreateContext(hdc)))
1381     {
1382         ERR("Failed to create a WGL context.\n");
1383         context_release(ret);
1384         goto out;
1385     }
1386
1387     if (device->context_count)
1388     {
1389         if (!pwglShareLists(device->contexts[0]->glCtx, ctx))
1390         {
1391             ERR("wglShareLists(%p, %p) failed, last error %#x.\n",
1392                     device->contexts[0]->glCtx, ctx, GetLastError());
1393             context_release(ret);
1394             if (!pwglDeleteContext(ctx))
1395                 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, GetLastError());
1396             goto out;
1397         }
1398     }
1399
1400     if (!device_context_add(device, ret))
1401     {
1402         ERR("Failed to add the newly created context to the context list\n");
1403         context_release(ret);
1404         if (!pwglDeleteContext(ctx))
1405             ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, GetLastError());
1406         goto out;
1407     }
1408
1409     ret->gl_info = gl_info;
1410     ret->state_table = device->StateTable;
1411
1412     /* Mark all states dirty to force a proper initialization of the states
1413      * on the first use of the context. */
1414     for (state = 0; state <= STATE_HIGHEST; ++state)
1415     {
1416         if (ret->state_table[state].representative)
1417             context_invalidate_state(ret, state);
1418     }
1419
1420     ret->swapchain = swapchain;
1421     ret->current_rt = target;
1422     ret->tid = GetCurrentThreadId();
1423
1424     ret->render_offscreen = surface_is_offscreen(target);
1425     ret->draw_buffers_mask = context_generate_rt_mask(GL_BACK);
1426     ret->valid = 1;
1427
1428     ret->glCtx = ctx;
1429     ret->win_handle = swapchain->win_handle;
1430     ret->hdc = hdc;
1431     ret->pixel_format = pixel_format;
1432
1433     /* Set up the context defaults */
1434     if (!context_set_current(ret))
1435     {
1436         ERR("Cannot activate context to set up defaults.\n");
1437         device_context_remove(device, ret);
1438         context_release(ret);
1439         if (!pwglDeleteContext(ctx))
1440             ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, GetLastError());
1441         goto out;
1442     }
1443
1444     switch (swapchain->desc.swap_interval)
1445     {
1446         case WINED3DPRESENT_INTERVAL_IMMEDIATE:
1447             swap_interval = 0;
1448             break;
1449         case WINED3DPRESENT_INTERVAL_DEFAULT:
1450         case WINED3DPRESENT_INTERVAL_ONE:
1451             swap_interval = 1;
1452             break;
1453         case WINED3DPRESENT_INTERVAL_TWO:
1454             swap_interval = 2;
1455             break;
1456         case WINED3DPRESENT_INTERVAL_THREE:
1457             swap_interval = 3;
1458             break;
1459         case WINED3DPRESENT_INTERVAL_FOUR:
1460             swap_interval = 4;
1461             break;
1462         default:
1463             FIXME("Unknown swap interval %#x.\n", swapchain->desc.swap_interval);
1464             swap_interval = 1;
1465     }
1466
1467     if (gl_info->supported[WGL_EXT_SWAP_CONTROL])
1468     {
1469         if (!GL_EXTCALL(wglSwapIntervalEXT(swap_interval)))
1470             ERR("wglSwapIntervalEXT failed to set swap interval %d for context %p, last error %#x\n",
1471                 swap_interval, ret, GetLastError());
1472     }
1473
1474     ENTER_GL();
1475
1476     glGetIntegerv(GL_AUX_BUFFERS, &ret->aux_buffers);
1477
1478     TRACE("Setting up the screen\n");
1479     /* Clear the screen */
1480     glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
1481     checkGLcall("glClearColor");
1482     glClearIndex(0);
1483     glClearDepth(1);
1484     glClearStencil(0xffff);
1485
1486     checkGLcall("glClear");
1487
1488     glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
1489     checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
1490
1491     glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
1492     checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
1493
1494     glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
1495     checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
1496
1497     glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);
1498     checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);");
1499     glPixelStorei(GL_UNPACK_ALIGNMENT, device->surface_alignment);
1500     checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, device->surface_alignment);");
1501
1502     if (gl_info->supported[APPLE_CLIENT_STORAGE])
1503     {
1504         /* Most textures will use client storage if supported. Exceptions are non-native power of 2 textures
1505          * and textures in DIB sections(due to the memory protection).
1506          */
1507         glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
1508         checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1509     }
1510     if (gl_info->supported[ARB_VERTEX_BLEND])
1511     {
1512         /* Direct3D always uses n-1 weights for n world matrices and uses 1 - sum for the last one
1513          * this is equal to GL_WEIGHT_SUM_UNITY_ARB. Enabling it doesn't do anything unless
1514          * GL_VERTEX_BLEND_ARB isn't enabled too
1515          */
1516         glEnable(GL_WEIGHT_SUM_UNITY_ARB);
1517         checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
1518     }
1519     if (gl_info->supported[NV_TEXTURE_SHADER2])
1520     {
1521         /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
1522          * the previous texture where to source the offset from is always unit - 1.
1523          */
1524         for (s = 1; s < gl_info->limits.textures; ++s)
1525         {
1526             context_active_texture(ret, gl_info, s);
1527             glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + s - 1);
1528             checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...");
1529         }
1530     }
1531     if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
1532     {
1533         /* MacOS(radeon X1600 at least, but most likely others too) refuses to draw if GLSL and ARBFP are
1534          * enabled, but the currently bound arbfp program is 0. Enabling ARBFP with prog 0 is invalid, but
1535          * GLSL should bypass this. This causes problems in programs that never use the fixed function pipeline,
1536          * because the ARBFP extension is enabled by the ARBFP pipeline at context creation, but no program
1537          * is ever assigned.
1538          *
1539          * So make sure a program is assigned to each context. The first real ARBFP use will set a different
1540          * program and the dummy program is destroyed when the context is destroyed.
1541          */
1542         const char *dummy_program =
1543                 "!!ARBfp1.0\n"
1544                 "MOV result.color, fragment.color.primary;\n"
1545                 "END\n";
1546         GL_EXTCALL(glGenProgramsARB(1, &ret->dummy_arbfp_prog));
1547         GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret->dummy_arbfp_prog));
1548         GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(dummy_program), dummy_program));
1549     }
1550
1551     if (gl_info->supported[ARB_POINT_SPRITE])
1552     {
1553         for (s = 0; s < gl_info->limits.textures; ++s)
1554         {
1555             context_active_texture(ret, gl_info, s);
1556             glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
1557             checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)");
1558         }
1559     }
1560
1561     if (gl_info->supported[ARB_PROVOKING_VERTEX])
1562     {
1563         GL_EXTCALL(glProvokingVertex(GL_FIRST_VERTEX_CONVENTION));
1564     }
1565     else if (gl_info->supported[EXT_PROVOKING_VERTEX])
1566     {
1567         GL_EXTCALL(glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT));
1568     }
1569     device->frag_pipe->enable_extension(TRUE);
1570
1571     /* If this happens to be the first context for the device, dummy textures
1572      * are not created yet. In that case, they will be created (and bound) by
1573      * create_dummy_textures right after this context is initialized. */
1574     if (device->dummy_texture_2d[0])
1575         bind_dummy_textures(device, ret);
1576
1577     LEAVE_GL();
1578
1579     TRACE("Created context %p.\n", ret);
1580
1581     return ret;
1582
1583 out:
1584     HeapFree(GetProcessHeap(), 0, ret->free_event_queries);
1585     HeapFree(GetProcessHeap(), 0, ret->free_occlusion_queries);
1586     HeapFree(GetProcessHeap(), 0, ret->draw_buffers);
1587     HeapFree(GetProcessHeap(), 0, ret->blit_targets);
1588     HeapFree(GetProcessHeap(), 0, ret);
1589     return NULL;
1590 }
1591
1592 /* Do not call while under the GL lock. */
1593 void context_destroy(struct wined3d_device *device, struct wined3d_context *context)
1594 {
1595     BOOL destroy;
1596
1597     TRACE("Destroying ctx %p\n", context);
1598
1599     if (context->tid == GetCurrentThreadId() || !context->current)
1600     {
1601         context_destroy_gl_resources(context);
1602         TlsSetValue(wined3d_context_tls_idx, NULL);
1603         destroy = TRUE;
1604     }
1605     else
1606     {
1607         /* Make a copy of gl_info for context_destroy_gl_resources use, the one
1608            in wined3d_adapter may go away in the meantime */
1609         struct wined3d_gl_info *gl_info = HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_info));
1610         *gl_info = *context->gl_info;
1611         context->gl_info = gl_info;
1612         context->destroyed = 1;
1613         destroy = FALSE;
1614     }
1615
1616     HeapFree(GetProcessHeap(), 0, context->draw_buffers);
1617     HeapFree(GetProcessHeap(), 0, context->blit_targets);
1618     device_context_remove(device, context);
1619     if (destroy) HeapFree(GetProcessHeap(), 0, context);
1620 }
1621
1622 /* GL locking is done by the caller */
1623 static void set_blit_dimension(UINT width, UINT height)
1624 {
1625     const GLdouble projection[] =
1626     {
1627         2.0 / width,          0.0,  0.0, 0.0,
1628                 0.0, 2.0 / height,  0.0, 0.0,
1629                 0.0,          0.0,  2.0, 0.0,
1630                -1.0,         -1.0, -1.0, 1.0,
1631     };
1632
1633     glMatrixMode(GL_PROJECTION);
1634     checkGLcall("glMatrixMode(GL_PROJECTION)");
1635     glLoadMatrixd(projection);
1636     checkGLcall("glLoadMatrixd");
1637     glViewport(0, 0, width, height);
1638     checkGLcall("glViewport");
1639 }
1640
1641 static void context_get_rt_size(const struct wined3d_context *context, SIZE *size)
1642 {
1643     const struct wined3d_surface *rt = context->current_rt;
1644
1645     if (rt->container.type == WINED3D_CONTAINER_SWAPCHAIN
1646             && rt->container.u.swapchain->front_buffer == rt)
1647     {
1648         RECT window_size;
1649
1650         GetClientRect(context->win_handle, &window_size);
1651         size->cx = window_size.right - window_size.left;
1652         size->cy = window_size.bottom - window_size.top;
1653
1654         return;
1655     }
1656
1657     size->cx = rt->resource.width;
1658     size->cy = rt->resource.height;
1659 }
1660
1661 /*****************************************************************************
1662  * SetupForBlit
1663  *
1664  * Sets up a context for DirectDraw blitting.
1665  * All texture units are disabled, texture unit 0 is set as current unit
1666  * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
1667  * color writing enabled for all channels
1668  * register combiners disabled, shaders disabled
1669  * world matrix is set to identity, texture matrix 0 too
1670  * projection matrix is setup for drawing screen coordinates
1671  *
1672  * Params:
1673  *  This: Device to activate the context for
1674  *  context: Context to setup
1675  *
1676  *****************************************************************************/
1677 /* Context activation is done by the caller. */
1678 static void SetupForBlit(const struct wined3d_device *device, struct wined3d_context *context)
1679 {
1680     int i;
1681     const struct wined3d_gl_info *gl_info = context->gl_info;
1682     DWORD sampler;
1683     SIZE rt_size;
1684
1685     TRACE("Setting up context %p for blitting\n", context);
1686
1687     context_get_rt_size(context, &rt_size);
1688
1689     if (context->last_was_blit)
1690     {
1691         if (context->blit_w != rt_size.cx || context->blit_h != rt_size.cy)
1692         {
1693             ENTER_GL();
1694             set_blit_dimension(rt_size.cx, rt_size.cy);
1695             LEAVE_GL();
1696             context->blit_w = rt_size.cx;
1697             context->blit_h = rt_size.cy;
1698             /* No need to dirtify here, the states are still dirtified because
1699              * they weren't applied since the last SetupForBlit() call. */
1700         }
1701         TRACE("Context is already set up for blitting, nothing to do\n");
1702         return;
1703     }
1704     context->last_was_blit = TRUE;
1705
1706     /* TODO: Use a display list */
1707
1708     /* Disable shaders */
1709     ENTER_GL();
1710     device->shader_backend->shader_select(context, FALSE, FALSE);
1711     LEAVE_GL();
1712
1713     context_invalidate_state(context, STATE_VSHADER);
1714     context_invalidate_state(context, STATE_PIXELSHADER);
1715
1716     /* Call ENTER_GL() once for all gl calls below. In theory we should not call
1717      * helper functions in between gl calls. This function is full of context_invalidate_state
1718      * which can safely be called from here, we only lock once instead locking/unlocking
1719      * after each GL call.
1720      */
1721     ENTER_GL();
1722
1723     /* Disable all textures. The caller can then bind a texture it wants to blit
1724      * from
1725      *
1726      * The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
1727      * function texture unit. No need to care for higher samplers
1728      */
1729     for (i = gl_info->limits.textures - 1; i > 0 ; --i)
1730     {
1731         sampler = device->rev_tex_unit_map[i];
1732         context_active_texture(context, gl_info, i);
1733
1734         if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1735         {
1736             glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1737             checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1738         }
1739         glDisable(GL_TEXTURE_3D);
1740         checkGLcall("glDisable GL_TEXTURE_3D");
1741         if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1742         {
1743             glDisable(GL_TEXTURE_RECTANGLE_ARB);
1744             checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1745         }
1746         glDisable(GL_TEXTURE_2D);
1747         checkGLcall("glDisable GL_TEXTURE_2D");
1748
1749         glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1750         checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
1751
1752         if (sampler != WINED3D_UNMAPPED_STAGE)
1753         {
1754             if (sampler < MAX_TEXTURES)
1755                 context_invalidate_state(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP));
1756             context_invalidate_state(context, STATE_SAMPLER(sampler));
1757         }
1758     }
1759     context_active_texture(context, gl_info, 0);
1760
1761     sampler = device->rev_tex_unit_map[0];
1762
1763     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1764     {
1765         glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1766         checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1767     }
1768     glDisable(GL_TEXTURE_3D);
1769     checkGLcall("glDisable GL_TEXTURE_3D");
1770     if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1771     {
1772         glDisable(GL_TEXTURE_RECTANGLE_ARB);
1773         checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1774     }
1775     glDisable(GL_TEXTURE_2D);
1776     checkGLcall("glDisable GL_TEXTURE_2D");
1777
1778     glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1779
1780     glMatrixMode(GL_TEXTURE);
1781     checkGLcall("glMatrixMode(GL_TEXTURE)");
1782     glLoadIdentity();
1783     checkGLcall("glLoadIdentity()");
1784
1785     if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
1786     {
1787         glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
1788                   GL_TEXTURE_LOD_BIAS_EXT,
1789                   0.0f);
1790         checkGLcall("glTexEnvf GL_TEXTURE_LOD_BIAS_EXT ...");
1791     }
1792
1793     if (sampler != WINED3D_UNMAPPED_STAGE)
1794     {
1795         if (sampler < MAX_TEXTURES)
1796         {
1797             context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + sampler));
1798             context_invalidate_state(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP));
1799         }
1800         context_invalidate_state(context, STATE_SAMPLER(sampler));
1801     }
1802
1803     /* Other misc states */
1804     glDisable(GL_ALPHA_TEST);
1805     checkGLcall("glDisable(GL_ALPHA_TEST)");
1806     context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHATESTENABLE));
1807     glDisable(GL_LIGHTING);
1808     checkGLcall("glDisable GL_LIGHTING");
1809     context_invalidate_state(context, STATE_RENDER(WINED3D_RS_LIGHTING));
1810     glDisable(GL_DEPTH_TEST);
1811     checkGLcall("glDisable GL_DEPTH_TEST");
1812     context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ZENABLE));
1813     glDisableWINE(GL_FOG);
1814     checkGLcall("glDisable GL_FOG");
1815     context_invalidate_state(context, STATE_RENDER(WINED3D_RS_FOGENABLE));
1816     glDisable(GL_BLEND);
1817     checkGLcall("glDisable GL_BLEND");
1818     context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE));
1819     glDisable(GL_CULL_FACE);
1820     checkGLcall("glDisable GL_CULL_FACE");
1821     context_invalidate_state(context, STATE_RENDER(WINED3D_RS_CULLMODE));
1822     glDisable(GL_STENCIL_TEST);
1823     checkGLcall("glDisable GL_STENCIL_TEST");
1824     context_invalidate_state(context, STATE_RENDER(WINED3D_RS_STENCILENABLE));
1825     glDisable(GL_SCISSOR_TEST);
1826     checkGLcall("glDisable GL_SCISSOR_TEST");
1827     context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE));
1828     if (gl_info->supported[ARB_POINT_SPRITE])
1829     {
1830         glDisable(GL_POINT_SPRITE_ARB);
1831         checkGLcall("glDisable GL_POINT_SPRITE_ARB");
1832         context_invalidate_state(context, STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE));
1833     }
1834     glColorMask(GL_TRUE, GL_TRUE,GL_TRUE,GL_TRUE);
1835     checkGLcall("glColorMask");
1836     context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE));
1837     context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1));
1838     context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2));
1839     context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3));
1840     if (gl_info->supported[EXT_SECONDARY_COLOR])
1841     {
1842         glDisable(GL_COLOR_SUM_EXT);
1843         context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
1844         checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
1845     }
1846
1847     /* Setup transforms */
1848     glMatrixMode(GL_MODELVIEW);
1849     checkGLcall("glMatrixMode(GL_MODELVIEW)");
1850     glLoadIdentity();
1851     checkGLcall("glLoadIdentity()");
1852     context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
1853
1854     context->last_was_rhw = TRUE;
1855     context_invalidate_state(context, STATE_VDECL); /* because of last_was_rhw = TRUE */
1856
1857     glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)");
1858     glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)");
1859     glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)");
1860     glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)");
1861     glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)");
1862     glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)");
1863     context_invalidate_state(context, STATE_RENDER(WINED3D_RS_CLIPPING));
1864
1865     set_blit_dimension(rt_size.cx, rt_size.cy);
1866     device->frag_pipe->enable_extension(FALSE);
1867
1868     LEAVE_GL();
1869
1870     context->blit_w = rt_size.cx;
1871     context->blit_h = rt_size.cy;
1872     context_invalidate_state(context, STATE_VIEWPORT);
1873     context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
1874 }
1875
1876 static inline BOOL is_rt_mask_onscreen(DWORD rt_mask)
1877 {
1878     return rt_mask & (1 << 31);
1879 }
1880
1881 static inline GLenum draw_buffer_from_rt_mask(DWORD rt_mask)
1882 {
1883     return rt_mask & ~(1 << 31);
1884 }
1885
1886 /* Context activation and GL locking are done by the caller. */
1887 static void context_apply_draw_buffers(struct wined3d_context *context, DWORD rt_mask)
1888 {
1889     if (!rt_mask)
1890     {
1891         glDrawBuffer(GL_NONE);
1892         checkGLcall("glDrawBuffer()");
1893     }
1894     else if (is_rt_mask_onscreen(rt_mask))
1895     {
1896         glDrawBuffer(draw_buffer_from_rt_mask(rt_mask));
1897         checkGLcall("glDrawBuffer()");
1898     }
1899     else
1900     {
1901         if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
1902         {
1903             const struct wined3d_gl_info *gl_info = context->gl_info;
1904             unsigned int i = 0;
1905
1906             while (rt_mask)
1907             {
1908                 if (rt_mask & 1)
1909                     context->draw_buffers[i] = GL_COLOR_ATTACHMENT0 + i;
1910                 else
1911                     context->draw_buffers[i] = GL_NONE;
1912
1913                 rt_mask >>= 1;
1914                 ++i;
1915             }
1916
1917             if (gl_info->supported[ARB_DRAW_BUFFERS])
1918             {
1919                 GL_EXTCALL(glDrawBuffersARB(i, context->draw_buffers));
1920                 checkGLcall("glDrawBuffers()");
1921             }
1922             else
1923             {
1924                 glDrawBuffer(context->draw_buffers[0]);
1925                 checkGLcall("glDrawBuffer()");
1926             }
1927         }
1928         else
1929         {
1930             ERR("Unexpected draw buffers mask with backbuffer ORM.\n");
1931         }
1932     }
1933 }
1934
1935 /* GL locking is done by the caller. */
1936 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer)
1937 {
1938     glDrawBuffer(buffer);
1939     checkGLcall("glDrawBuffer()");
1940     if (context->current_fbo)
1941         context->current_fbo->rt_mask = context_generate_rt_mask(buffer);
1942     else
1943         context->draw_buffers_mask = context_generate_rt_mask(buffer);
1944 }
1945
1946 /* GL locking is done by the caller. */
1947 void context_active_texture(struct wined3d_context *context, const struct wined3d_gl_info *gl_info, unsigned int unit)
1948 {
1949     GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0 + unit));
1950     checkGLcall("glActiveTextureARB");
1951     context->active_texture = unit;
1952 }
1953
1954 void context_bind_texture(struct wined3d_context *context, GLenum target, GLuint name)
1955 {
1956     DWORD unit = context->active_texture;
1957     DWORD old_texture_type = context->texture_type[unit];
1958
1959     if (name)
1960     {
1961         glBindTexture(target, name);
1962         checkGLcall("glBindTexture");
1963     }
1964     else
1965     {
1966         target = GL_NONE;
1967     }
1968
1969     if (old_texture_type != target)
1970     {
1971         const struct wined3d_device *device = context->swapchain->device;
1972
1973         switch (old_texture_type)
1974         {
1975             case GL_NONE:
1976                 /* nothing to do */
1977                 break;
1978             case GL_TEXTURE_2D:
1979                 glBindTexture(GL_TEXTURE_2D, device->dummy_texture_2d[unit]);
1980                 checkGLcall("glBindTexture");
1981                 break;
1982             case GL_TEXTURE_RECTANGLE_ARB:
1983                 glBindTexture(GL_TEXTURE_RECTANGLE_ARB, device->dummy_texture_rect[unit]);
1984                 checkGLcall("glBindTexture");
1985                 break;
1986             case GL_TEXTURE_CUBE_MAP:
1987                 glBindTexture(GL_TEXTURE_CUBE_MAP, device->dummy_texture_cube[unit]);
1988                 checkGLcall("glBindTexture");
1989                 break;
1990             case GL_TEXTURE_3D:
1991                 glBindTexture(GL_TEXTURE_3D, device->dummy_texture_3d[unit]);
1992                 checkGLcall("glBindTexture");
1993                 break;
1994             default:
1995                 ERR("Unexpected texture target %#x\n", old_texture_type);
1996         }
1997
1998         context->texture_type[unit] = target;
1999     }
2000 }
2001
2002 static void context_set_render_offscreen(struct wined3d_context *context, BOOL offscreen)
2003 {
2004     if (context->render_offscreen == offscreen) return;
2005
2006     context_invalidate_state(context, STATE_POINTSPRITECOORDORIGIN);
2007     context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
2008     context_invalidate_state(context, STATE_VIEWPORT);
2009     context_invalidate_state(context, STATE_SCISSORRECT);
2010     context_invalidate_state(context, STATE_FRONTFACE);
2011     context->render_offscreen = offscreen;
2012 }
2013
2014 static BOOL match_depth_stencil_format(const struct wined3d_format *existing,
2015         const struct wined3d_format *required)
2016 {
2017     BYTE existing_depth, existing_stencil, required_depth, required_stencil;
2018
2019     if (existing == required) return TRUE;
2020     if ((existing->flags & WINED3DFMT_FLAG_FLOAT) != (required->flags & WINED3DFMT_FLAG_FLOAT)) return FALSE;
2021
2022     getDepthStencilBits(existing, &existing_depth, &existing_stencil);
2023     getDepthStencilBits(required, &required_depth, &required_stencil);
2024
2025     if(existing_depth < required_depth) return FALSE;
2026     /* If stencil bits are used the exact amount is required - otherwise wrapping
2027      * won't work correctly */
2028     if(required_stencil && required_stencil != existing_stencil) return FALSE;
2029     return TRUE;
2030 }
2031
2032 /* The caller provides a context */
2033 static void context_validate_onscreen_formats(struct wined3d_context *context,
2034         const struct wined3d_surface *depth_stencil)
2035 {
2036     /* Onscreen surfaces are always in a swapchain */
2037     struct wined3d_swapchain *swapchain = context->current_rt->container.u.swapchain;
2038
2039     if (context->render_offscreen || !depth_stencil) return;
2040     if (match_depth_stencil_format(swapchain->ds_format, depth_stencil->resource.format)) return;
2041
2042     /* TODO: If the requested format would satisfy the needs of the existing one(reverse match),
2043      * or no onscreen depth buffer was created, the OpenGL drawable could be changed to the new
2044      * format. */
2045     WARN("Depth stencil format is not supported by WGL, rendering the backbuffer in an FBO\n");
2046
2047     /* The currently active context is the necessary context to access the swapchain's onscreen buffers */
2048     surface_load_location(context->current_rt, SFLAG_INTEXTURE, NULL);
2049     swapchain->render_to_fbo = TRUE;
2050     swapchain_update_draw_bindings(swapchain);
2051     context_set_render_offscreen(context, TRUE);
2052 }
2053
2054 static DWORD context_generate_rt_mask_no_fbo(const struct wined3d_device *device, const struct wined3d_surface *rt)
2055 {
2056     if (!rt || rt->resource.format->id == WINED3DFMT_NULL)
2057         return 0;
2058     else if (rt->container.type == WINED3D_CONTAINER_SWAPCHAIN)
2059         return context_generate_rt_mask_from_surface(rt);
2060     else
2061         return context_generate_rt_mask(device->offscreenBuffer);
2062 }
2063
2064 /* Context activation is done by the caller. */
2065 void context_apply_blit_state(struct wined3d_context *context, const struct wined3d_device *device)
2066 {
2067     struct wined3d_surface *rt = context->current_rt;
2068     DWORD rt_mask, *cur_mask;
2069
2070     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2071     {
2072         context_validate_onscreen_formats(context, NULL);
2073
2074         if (context->render_offscreen)
2075         {
2076             surface_internal_preload(rt, SRGB_RGB);
2077
2078             ENTER_GL();
2079             context_apply_fbo_state_blit(context, GL_FRAMEBUFFER, rt, NULL, rt->draw_binding);
2080             LEAVE_GL();
2081             if (rt->resource.format->id != WINED3DFMT_NULL)
2082                 rt_mask = 1;
2083             else
2084                 rt_mask = 0;
2085         }
2086         else
2087         {
2088             ENTER_GL();
2089             context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
2090             LEAVE_GL();
2091             rt_mask = context_generate_rt_mask_from_surface(rt);
2092         }
2093     }
2094     else
2095     {
2096         rt_mask = context_generate_rt_mask_no_fbo(device, rt);
2097     }
2098
2099     cur_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask;
2100
2101     ENTER_GL();
2102     if (rt_mask != *cur_mask)
2103     {
2104         context_apply_draw_buffers(context, rt_mask);
2105         *cur_mask = rt_mask;
2106     }
2107
2108     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2109     {
2110         context_check_fbo_status(context, GL_FRAMEBUFFER);
2111     }
2112     LEAVE_GL();
2113
2114     SetupForBlit(device, context);
2115     context_invalidate_state(context, STATE_FRAMEBUFFER);
2116 }
2117
2118 static BOOL context_validate_rt_config(UINT rt_count,
2119         struct wined3d_surface * const *rts, const struct wined3d_surface *ds)
2120 {
2121     unsigned int i;
2122
2123     if (ds) return TRUE;
2124
2125     for (i = 0; i < rt_count; ++i)
2126     {
2127         if (rts[i] && rts[i]->resource.format->id != WINED3DFMT_NULL)
2128             return TRUE;
2129     }
2130
2131     WARN("Invalid render target config, need at least one attachment.\n");
2132     return FALSE;
2133 }
2134
2135 /* Context activation is done by the caller. */
2136 BOOL context_apply_clear_state(struct wined3d_context *context, const struct wined3d_device *device,
2137         UINT rt_count, const struct wined3d_fb_state *fb)
2138 {
2139     DWORD rt_mask = 0, *cur_mask;
2140     UINT i;
2141     struct wined3d_surface **rts = fb->render_targets;
2142
2143     if (isStateDirty(context, STATE_FRAMEBUFFER) || fb != &device->fb
2144             || rt_count != context->gl_info->limits.buffers)
2145     {
2146         if (!context_validate_rt_config(rt_count, rts, fb->depth_stencil))
2147             return FALSE;
2148
2149         if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2150         {
2151             context_validate_onscreen_formats(context, fb->depth_stencil);
2152
2153             ENTER_GL();
2154
2155             if (!rt_count || surface_is_offscreen(rts[0]))
2156             {
2157                 for (i = 0; i < rt_count; ++i)
2158                 {
2159                     context->blit_targets[i] = rts[i];
2160                     if (rts[i] && rts[i]->resource.format->id != WINED3DFMT_NULL)
2161                         rt_mask |= (1 << i);
2162                 }
2163                 while (i < context->gl_info->limits.buffers)
2164                 {
2165                     context->blit_targets[i] = NULL;
2166                     ++i;
2167                 }
2168                 context_apply_fbo_state(context, GL_FRAMEBUFFER, context->blit_targets, fb->depth_stencil,
2169                         rt_count ? rts[0]->draw_binding : SFLAG_INTEXTURE);
2170                 glReadBuffer(GL_NONE);
2171                 checkGLcall("glReadBuffer");
2172             }
2173             else
2174             {
2175                 context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, NULL, SFLAG_INDRAWABLE);
2176                 rt_mask = context_generate_rt_mask_from_surface(rts[0]);
2177             }
2178
2179             LEAVE_GL();
2180
2181             /* If the framebuffer is not the device's fb the device's fb has to be reapplied
2182              * next draw. Otherwise we could mark the framebuffer state clean here, once the
2183              * state management allows this */
2184             context_invalidate_state(context, STATE_FRAMEBUFFER);
2185         }
2186         else
2187         {
2188             rt_mask = context_generate_rt_mask_no_fbo(device, rt_count ? rts[0] : NULL);
2189         }
2190     }
2191     else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO
2192             && (!rt_count || surface_is_offscreen(rts[0])))
2193     {
2194         for (i = 0; i < rt_count; ++i)
2195         {
2196             if (rts[i] && rts[i]->resource.format->id != WINED3DFMT_NULL) rt_mask |= (1 << i);
2197         }
2198     }
2199     else
2200     {
2201         rt_mask = context_generate_rt_mask_no_fbo(device, rt_count ? rts[0] : NULL);
2202     }
2203
2204     cur_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask;
2205
2206     ENTER_GL();
2207     if (rt_mask != *cur_mask)
2208     {
2209         context_apply_draw_buffers(context, rt_mask);
2210         *cur_mask = rt_mask;
2211         context_invalidate_state(context, STATE_FRAMEBUFFER);
2212     }
2213
2214     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2215     {
2216         context_check_fbo_status(context, GL_FRAMEBUFFER);
2217     }
2218
2219     if (context->last_was_blit)
2220     {
2221         device->frag_pipe->enable_extension(TRUE);
2222         context->last_was_blit = FALSE;
2223     }
2224
2225     /* Blending and clearing should be orthogonal, but tests on the nvidia
2226      * driver show that disabling blending when clearing improves the clearing
2227      * performance incredibly. */
2228     glDisable(GL_BLEND);
2229     glEnable(GL_SCISSOR_TEST);
2230     checkGLcall("glEnable GL_SCISSOR_TEST");
2231     LEAVE_GL();
2232
2233     context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE));
2234     context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE));
2235     context_invalidate_state(context, STATE_SCISSORRECT);
2236
2237     return TRUE;
2238 }
2239
2240 static DWORD find_draw_buffers_mask(const struct wined3d_context *context, const struct wined3d_device *device)
2241 {
2242     const struct wined3d_state *state = &device->stateBlock->state;
2243     struct wined3d_surface **rts = state->fb->render_targets;
2244     struct wined3d_shader *ps = state->pixel_shader;
2245     DWORD rt_mask, rt_mask_bits;
2246     unsigned int i;
2247
2248     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return context_generate_rt_mask_no_fbo(device, rts[0]);
2249     else if (!context->render_offscreen) return context_generate_rt_mask_from_surface(rts[0]);
2250
2251     rt_mask = ps ? ps->reg_maps.rt_mask : 1;
2252     rt_mask &= device->valid_rt_mask;
2253     rt_mask_bits = rt_mask;
2254     i = 0;
2255     while (rt_mask_bits)
2256     {
2257         rt_mask_bits &= ~(1 << i);
2258         if (!rts[i] || rts[i]->resource.format->id == WINED3DFMT_NULL)
2259             rt_mask &= ~(1 << i);
2260
2261         i++;
2262     }
2263
2264     return rt_mask;
2265 }
2266
2267 /* GL locking and context activation are done by the caller */
2268 void context_state_fb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2269 {
2270     const struct wined3d_device *device = context->swapchain->device;
2271     const struct wined3d_fb_state *fb = state->fb;
2272     DWORD rt_mask = find_draw_buffers_mask(context, device);
2273     DWORD *cur_mask;
2274
2275     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2276     {
2277         if (!context->render_offscreen)
2278         {
2279             context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, NULL, SFLAG_INDRAWABLE);
2280         }
2281         else
2282         {
2283             context_apply_fbo_state(context, GL_FRAMEBUFFER, fb->render_targets, fb->depth_stencil,
2284                     fb->render_targets[0]->draw_binding);
2285             glReadBuffer(GL_NONE);
2286             checkGLcall("glReadBuffer");
2287         }
2288     }
2289
2290     cur_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask;
2291     if (rt_mask != *cur_mask)
2292     {
2293         context_apply_draw_buffers(context, rt_mask);
2294         *cur_mask = rt_mask;
2295     }
2296 }
2297
2298 /* GL locking and context activation are done by the caller */
2299 void context_state_drawbuf(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2300 {
2301     const struct wined3d_device *device = context->swapchain->device;
2302     DWORD rt_mask, *cur_mask;
2303
2304     if (isStateDirty(context, STATE_FRAMEBUFFER)) return;
2305
2306     cur_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask;
2307     rt_mask = find_draw_buffers_mask(context, device);
2308     if (rt_mask != *cur_mask)
2309     {
2310         context_apply_draw_buffers(context, rt_mask);
2311         *cur_mask = rt_mask;
2312     }
2313 }
2314
2315 /* Context activation is done by the caller. */
2316 BOOL context_apply_draw_state(struct wined3d_context *context, struct wined3d_device *device)
2317 {
2318     const struct wined3d_state *state = &device->stateBlock->state;
2319     const struct StateEntry *state_table = context->state_table;
2320     const struct wined3d_fb_state *fb = state->fb;
2321     unsigned int i;
2322
2323     if (!context_validate_rt_config(context->gl_info->limits.buffers,
2324             fb->render_targets, fb->depth_stencil))
2325         return FALSE;
2326
2327     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && isStateDirty(context, STATE_FRAMEBUFFER))
2328     {
2329         context_validate_onscreen_formats(context, fb->depth_stencil);
2330     }
2331
2332     /* Preload resources before FBO setup. Texture preload in particular may
2333      * result in changes to the current FBO, due to using e.g. FBO blits for
2334      * updating a resource location. */
2335     device_update_tex_unit_map(device);
2336     device_preload_textures(device);
2337     if (isStateDirty(context, STATE_VDECL) || isStateDirty(context, STATE_STREAMSRC))
2338         device_update_stream_info(device, context->gl_info);
2339
2340     ENTER_GL();
2341     if (context->last_was_blit)
2342     {
2343         device->frag_pipe->enable_extension(TRUE);
2344     }
2345
2346     for (i = 0; i < context->numDirtyEntries; ++i)
2347     {
2348         DWORD rep = context->dirtyArray[i];
2349         DWORD idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
2350         BYTE shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
2351         context->isStateDirty[idx] &= ~(1 << shift);
2352         state_table[rep].apply(context, state, rep);
2353     }
2354
2355     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2356     {
2357         context_check_fbo_status(context, GL_FRAMEBUFFER);
2358     }
2359
2360     LEAVE_GL();
2361     context->numDirtyEntries = 0; /* This makes the whole list clean */
2362     context->last_was_blit = FALSE;
2363
2364     return TRUE;
2365 }
2366
2367 static void context_setup_target(struct wined3d_context *context, struct wined3d_surface *target)
2368 {
2369     BOOL old_render_offscreen = context->render_offscreen, render_offscreen;
2370
2371     render_offscreen = surface_is_offscreen(target);
2372     if (context->current_rt == target && render_offscreen == old_render_offscreen) return;
2373
2374     /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
2375      * the alpha blend state changes with different render target formats. */
2376     if (!context->current_rt)
2377     {
2378         context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE));
2379     }
2380     else
2381     {
2382         const struct wined3d_format *old = context->current_rt->resource.format;
2383         const struct wined3d_format *new = target->resource.format;
2384
2385         if (old->id != new->id)
2386         {
2387             /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
2388             if ((old->alpha_mask && !new->alpha_mask) || (!old->alpha_mask && new->alpha_mask)
2389                     || !(new->flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
2390                 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE));
2391
2392             /* Update sRGB writing when switching between formats that do/do not support sRGB writing */
2393             if ((old->flags & WINED3DFMT_FLAG_SRGB_WRITE) != (new->flags & WINED3DFMT_FLAG_SRGB_WRITE))
2394                 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE));
2395         }
2396
2397         /* When switching away from an offscreen render target, and we're not
2398          * using FBOs, we have to read the drawable into the texture. This is
2399          * done via PreLoad (and SFLAG_INDRAWABLE set on the surface). There
2400          * are some things that need care though. PreLoad needs a GL context,
2401          * and FindContext is called before the context is activated. It also
2402          * has to be called with the old rendertarget active, otherwise a
2403          * wrong drawable is read. */
2404         if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
2405                 && old_render_offscreen && context->current_rt != target)
2406         {
2407             /* Read the back buffer of the old drawable into the destination texture. */
2408             if (context->current_rt->texture_name_srgb)
2409                 surface_internal_preload(context->current_rt, SRGB_SRGB);
2410             surface_internal_preload(context->current_rt, SRGB_RGB);
2411             surface_modify_location(context->current_rt, SFLAG_INDRAWABLE, FALSE);
2412         }
2413     }
2414
2415     context->current_rt = target;
2416     context_set_render_offscreen(context, render_offscreen);
2417 }
2418
2419 /* Do not call while under the GL lock. */
2420 struct wined3d_context *context_acquire(const struct wined3d_device *device, struct wined3d_surface *target)
2421 {
2422     struct wined3d_context *current_context = context_get_current();
2423     struct wined3d_context *context;
2424
2425     TRACE("device %p, target %p.\n", device, target);
2426
2427     if (current_context && current_context->destroyed)
2428         current_context = NULL;
2429
2430     if (!target)
2431     {
2432         if (current_context
2433                 && current_context->current_rt
2434                 && current_context->swapchain->device == device)
2435         {
2436             target = current_context->current_rt;
2437         }
2438         else
2439         {
2440             struct wined3d_swapchain *swapchain = device->swapchains[0];
2441             if (swapchain->back_buffers)
2442                 target = swapchain->back_buffers[0];
2443             else
2444                 target = swapchain->front_buffer;
2445         }
2446     }
2447
2448     if (current_context && current_context->current_rt == target)
2449     {
2450         context = current_context;
2451     }
2452     else if (target->container.type == WINED3D_CONTAINER_SWAPCHAIN)
2453     {
2454         TRACE("Rendering onscreen.\n");
2455
2456         context = swapchain_get_context(target->container.u.swapchain);
2457     }
2458     else
2459     {
2460         TRACE("Rendering offscreen.\n");
2461
2462         /* Stay with the current context if possible. Otherwise use the
2463          * context for the primary swapchain. */
2464         if (current_context && current_context->swapchain->device == device)
2465             context = current_context;
2466         else
2467             context = swapchain_get_context(device->swapchains[0]);
2468     }
2469
2470     context_update_window(context);
2471     context_setup_target(context, target);
2472     context_enter(context);
2473     if (!context->valid) return context;
2474
2475     if (context != current_context)
2476     {
2477         if (!context_set_current(context))
2478         {
2479             ERR("Failed to activate the new context.\n");
2480         }
2481         else
2482         {
2483             ENTER_GL();
2484             device->frag_pipe->enable_extension(!context->last_was_blit);
2485             LEAVE_GL();
2486         }
2487     }
2488     else if (context->restore_ctx)
2489     {
2490         context_set_gl_context(context);
2491     }
2492
2493     return context;
2494 }