winmm: Fix a failing mixer test on 98 and ME.
[wine] / dlls / wined3d / context.c
1 /*
2  * Context and render target management in wined3d
3  *
4  * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
5  *
6  * This library is free software; you can redistribute it and/or
7  * modify it under the terms of the GNU Lesser General Public
8  * License as published by the Free Software Foundation; either
9  * version 2.1 of the License, or (at your option) any later version.
10  *
11  * This library is distributed in the hope that it will be useful,
12  * but WITHOUT ANY WARRANTY; without even the implied warranty of
13  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
14  * Lesser General Public License for more details.
15  *
16  * You should have received a copy of the GNU Lesser General Public
17  * License along with this library; if not, write to the Free Software
18  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
19  */
20
21 #include "config.h"
22 #include <stdio.h>
23 #ifdef HAVE_FLOAT_H
24 # include <float.h>
25 #endif
26 #include "wined3d_private.h"
27
28 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
29
30 #define GLINFO_LOCATION This->adapter->gl_info
31
32 /* The last used device.
33  *
34  * If the application creates multiple devices and switches between them, ActivateContext has to
35  * change the opengl context. This flag allows to keep track which device is active
36  */
37 static IWineD3DDeviceImpl *last_device;
38
39 /* FBO helper functions */
40
41 void context_bind_fbo(IWineD3DDevice *iface, GLenum target, GLuint *fbo)
42 {
43     const IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
44
45     if (!*fbo)
46     {
47         GL_EXTCALL(glGenFramebuffersEXT(1, fbo));
48         checkGLcall("glGenFramebuffersEXT()");
49         TRACE("Created FBO %d\n", *fbo);
50     }
51
52     GL_EXTCALL(glBindFramebufferEXT(target, *fbo));
53     checkGLcall("glBindFramebuffer()");
54 }
55
56 static void context_destroy_fbo(IWineD3DDeviceImpl *This, const GLuint *fbo)
57 {
58     int i = 0;
59
60     GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, *fbo));
61     checkGLcall("glBindFramebuffer()");
62     for (i = 0; i < GL_LIMITS(buffers); ++i)
63     {
64         GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT + i, GL_TEXTURE_2D, 0, 0));
65         checkGLcall("glFramebufferTexture2D()");
66     }
67     GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0));
68     checkGLcall("glFramebufferTexture2D()");
69     GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
70     checkGLcall("glBindFramebuffer()");
71     GL_EXTCALL(glDeleteFramebuffersEXT(1, fbo));
72     checkGLcall("glDeleteFramebuffers()");
73 }
74
75 static void context_apply_attachment_filter_states(IWineD3DDevice *iface, IWineD3DSurface *surface, BOOL force_preload)
76 {
77     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
78     const IWineD3DSurfaceImpl *surface_impl = (IWineD3DSurfaceImpl *)surface;
79     IWineD3DBaseTextureImpl *texture_impl;
80     BOOL update_minfilter = FALSE;
81     BOOL update_magfilter = FALSE;
82
83     /* Update base texture states array */
84     if (SUCCEEDED(IWineD3DSurface_GetContainer(surface, &IID_IWineD3DBaseTexture, (void **)&texture_impl)))
85     {
86         if (texture_impl->baseTexture.states[WINED3DTEXSTA_MINFILTER] != WINED3DTEXF_POINT
87             || texture_impl->baseTexture.states[WINED3DTEXSTA_MIPFILTER] != WINED3DTEXF_NONE)
88         {
89             texture_impl->baseTexture.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
90             texture_impl->baseTexture.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
91             update_minfilter = TRUE;
92         }
93
94         if (texture_impl->baseTexture.states[WINED3DTEXSTA_MAGFILTER] != WINED3DTEXF_POINT)
95         {
96             texture_impl->baseTexture.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
97             update_magfilter = TRUE;
98         }
99
100         if (texture_impl->baseTexture.bindCount)
101         {
102             WARN("Render targets should not be bound to a sampler\n");
103             IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(texture_impl->baseTexture.sampler));
104         }
105
106         IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)texture_impl);
107     }
108
109     if (update_minfilter || update_magfilter || force_preload)
110     {
111         GLenum target, bind_target;
112         GLint old_binding;
113
114         target = surface_impl->glDescription.target;
115         if (target == GL_TEXTURE_2D)
116         {
117             bind_target = GL_TEXTURE_2D;
118             glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
119         } else if (target == GL_TEXTURE_RECTANGLE_ARB) {
120             bind_target = GL_TEXTURE_RECTANGLE_ARB;
121             glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
122         } else {
123             bind_target = GL_TEXTURE_CUBE_MAP_ARB;
124             glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP_ARB, &old_binding);
125         }
126
127         IWineD3DSurface_PreLoad(surface);
128
129         glBindTexture(bind_target, surface_impl->glDescription.textureName);
130         if (update_minfilter) glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
131         if (update_magfilter) glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
132         glBindTexture(bind_target, old_binding);
133     }
134
135     checkGLcall("apply_attachment_filter_states()");
136 }
137
138 /* TODO: Handle stencil attachments */
139 void context_attach_depth_stencil_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer)
140 {
141     IWineD3DSurfaceImpl *depth_stencil_impl = (IWineD3DSurfaceImpl *)depth_stencil;
142
143     TRACE("Attach depth stencil %p\n", depth_stencil);
144
145     if (depth_stencil)
146     {
147         if (use_render_buffer && depth_stencil_impl->current_renderbuffer)
148         {
149             GL_EXTCALL(glFramebufferRenderbufferEXT(fbo_target, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, depth_stencil_impl->current_renderbuffer->id));
150             checkGLcall("glFramebufferRenderbufferEXT()");
151         } else {
152             context_apply_attachment_filter_states((IWineD3DDevice *)This, depth_stencil, TRUE);
153
154             GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_DEPTH_ATTACHMENT_EXT, depth_stencil_impl->glDescription.target,
155                         depth_stencil_impl->glDescription.textureName, depth_stencil_impl->glDescription.level));
156             checkGLcall("glFramebufferTexture2DEXT()");
157         }
158     } else {
159         GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0));
160         checkGLcall("glFramebufferTexture2DEXT()");
161     }
162 }
163
164 void context_attach_surface_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, DWORD idx, IWineD3DSurface *surface)
165 {
166     const IWineD3DSurfaceImpl *surface_impl = (IWineD3DSurfaceImpl *)surface;
167
168     TRACE("Attach surface %p to %u\n", surface, idx);
169
170     if (surface)
171     {
172         context_apply_attachment_filter_states((IWineD3DDevice *)This, surface, TRUE);
173
174         GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_COLOR_ATTACHMENT0_EXT + idx, surface_impl->glDescription.target,
175                 surface_impl->glDescription.textureName, surface_impl->glDescription.level));
176         checkGLcall("glFramebufferTexture2DEXT()");
177     } else {
178         GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_COLOR_ATTACHMENT0_EXT + idx, GL_TEXTURE_2D, 0, 0));
179         checkGLcall("glFramebufferTexture2DEXT()");
180     }
181 }
182
183 static void context_check_fbo_status(IWineD3DDevice *iface)
184 {
185     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
186     GLenum status;
187
188     status = GL_EXTCALL(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT));
189     if (status == GL_FRAMEBUFFER_COMPLETE_EXT)
190     {
191         TRACE("FBO complete\n");
192     } else {
193         IWineD3DSurfaceImpl *attachment;
194         int i;
195         FIXME("FBO status %s (%#x)\n", debug_fbostatus(status), status);
196
197         /* Dump the FBO attachments */
198         for (i = 0; i < GL_LIMITS(buffers); ++i)
199         {
200             attachment = (IWineD3DSurfaceImpl *)This->activeContext->current_fbo->render_targets[i];
201             if (attachment)
202             {
203                 FIXME("\tColor attachment %d: (%p) %s %ux%u\n", i, attachment, debug_d3dformat(attachment->resource.format),
204                         attachment->pow2Width, attachment->pow2Height);
205             }
206         }
207         attachment = (IWineD3DSurfaceImpl *)This->activeContext->current_fbo->depth_stencil;
208         if (attachment)
209         {
210             FIXME("\tDepth attachment: (%p) %s %ux%u\n", attachment, debug_d3dformat(attachment->resource.format),
211                     attachment->pow2Width, attachment->pow2Height);
212         }
213     }
214 }
215
216 static struct fbo_entry *context_create_fbo_entry(IWineD3DDevice *iface)
217 {
218     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
219     struct fbo_entry *entry;
220
221     entry = HeapAlloc(GetProcessHeap(), 0, sizeof(*entry));
222     entry->render_targets = HeapAlloc(GetProcessHeap(), 0, GL_LIMITS(buffers) * sizeof(*entry->render_targets));
223     memcpy(entry->render_targets, This->render_targets, GL_LIMITS(buffers) * sizeof(*entry->render_targets));
224     entry->depth_stencil = This->stencilBufferTarget;
225     entry->attached = FALSE;
226     entry->id = 0;
227
228     return entry;
229 }
230
231 static void context_destroy_fbo_entry(IWineD3DDeviceImpl *This, struct fbo_entry *entry)
232 {
233     if (entry->id)
234     {
235         TRACE("Destroy FBO %d\n", entry->id);
236         context_destroy_fbo(This, &entry->id);
237     }
238     list_remove(&entry->entry);
239     HeapFree(GetProcessHeap(), 0, entry->render_targets);
240     HeapFree(GetProcessHeap(), 0, entry);
241 }
242
243
244 static struct fbo_entry *context_find_fbo_entry(IWineD3DDevice *iface, WineD3DContext *context)
245 {
246     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
247     struct fbo_entry *entry;
248
249     LIST_FOR_EACH_ENTRY(entry, &context->fbo_list, struct fbo_entry, entry)
250     {
251         if (!memcmp(entry->render_targets, This->render_targets, GL_LIMITS(buffers) * sizeof(*entry->render_targets))
252                 && entry->depth_stencil == This->stencilBufferTarget)
253         {
254             return entry;
255         }
256     }
257
258     entry = context_create_fbo_entry(iface);
259     list_add_head(&context->fbo_list, &entry->entry);
260     return entry;
261 }
262
263 static void context_apply_fbo_entry(IWineD3DDevice *iface, struct fbo_entry *entry)
264 {
265     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
266     unsigned int i;
267
268     context_bind_fbo(iface, GL_FRAMEBUFFER_EXT, &entry->id);
269
270     if (!entry->attached)
271     {
272         /* Apply render targets */
273         for (i = 0; i < GL_LIMITS(buffers); ++i)
274         {
275             IWineD3DSurface *render_target = This->render_targets[i];
276             context_attach_surface_fbo(This, GL_FRAMEBUFFER_EXT, i, render_target);
277         }
278
279         /* Apply depth targets */
280         if (This->stencilBufferTarget) {
281             unsigned int w = ((IWineD3DSurfaceImpl *)This->render_targets[0])->pow2Width;
282             unsigned int h = ((IWineD3DSurfaceImpl *)This->render_targets[0])->pow2Height;
283
284             surface_set_compatible_renderbuffer(This->stencilBufferTarget, w, h);
285         }
286         context_attach_depth_stencil_fbo(This, GL_FRAMEBUFFER_EXT, This->stencilBufferTarget, TRUE);
287
288         entry->attached = TRUE;
289     } else {
290         for (i = 0; i < GL_LIMITS(buffers); ++i)
291         {
292             if (This->render_targets[i])
293                 context_apply_attachment_filter_states(iface, This->render_targets[i], FALSE);
294         }
295         if (This->stencilBufferTarget)
296             context_apply_attachment_filter_states(iface, This->stencilBufferTarget, FALSE);
297     }
298
299     for (i = 0; i < GL_LIMITS(buffers); ++i)
300     {
301         if (This->render_targets[i])
302             This->draw_buffers[i] = GL_COLOR_ATTACHMENT0_EXT + i;
303         else
304             This->draw_buffers[i] = GL_NONE;
305     }
306 }
307
308 static void context_apply_fbo_state(IWineD3DDevice *iface)
309 {
310     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
311     WineD3DContext *context = This->activeContext;
312
313     if (This->render_offscreen)
314     {
315         context->current_fbo = context_find_fbo_entry(iface, context);
316         context_apply_fbo_entry(iface, context->current_fbo);
317     } else {
318         context->current_fbo = NULL;
319         GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
320     }
321
322     context_check_fbo_status(iface);
323 }
324
325 void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource, WINED3DRESOURCETYPE type)
326 {
327     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
328     UINT i;
329
330     switch(type)
331     {
332         case WINED3DRTYPE_SURFACE:
333         {
334             for (i = 0; i < This->numContexts; ++i)
335             {
336                 struct fbo_entry *entry, *entry2;
337
338                 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->contexts[i]->fbo_list, struct fbo_entry, entry)
339                 {
340                     BOOL destroyed = FALSE;
341                     UINT j;
342
343                     for (j = 0; !destroyed && j < GL_LIMITS(buffers); ++j)
344                     {
345                         if (entry->render_targets[j] == (IWineD3DSurface *)resource)
346                         {
347                             context_destroy_fbo_entry(This, entry);
348                             destroyed = TRUE;
349                         }
350                     }
351
352                     if (!destroyed && entry->depth_stencil == (IWineD3DSurface *)resource)
353                         context_destroy_fbo_entry(This, entry);
354                 }
355             }
356
357             break;
358         }
359
360         default:
361             break;
362     }
363 }
364
365 /*****************************************************************************
366  * Context_MarkStateDirty
367  *
368  * Marks a state in a context dirty. Only one context, opposed to
369  * IWineD3DDeviceImpl_MarkStateDirty, which marks the state dirty in all
370  * contexts
371  *
372  * Params:
373  *  context: Context to mark the state dirty in
374  *  state: State to mark dirty
375  *  StateTable: Pointer to the state table in use(for state grouping)
376  *
377  *****************************************************************************/
378 static void Context_MarkStateDirty(WineD3DContext *context, DWORD state, const struct StateEntry *StateTable) {
379     DWORD rep = StateTable[state].representative;
380     DWORD idx;
381     BYTE shift;
382
383     if(!rep || isStateDirty(context, rep)) return;
384
385     context->dirtyArray[context->numDirtyEntries++] = rep;
386     idx = rep >> 5;
387     shift = rep & 0x1f;
388     context->isStateDirty[idx] |= (1 << shift);
389 }
390
391 /*****************************************************************************
392  * AddContextToArray
393  *
394  * Adds a context to the context array. Helper function for CreateContext
395  *
396  * This method is not called in performance-critical code paths, only when a
397  * new render target or swapchain is created. Thus performance is not an issue
398  * here.
399  *
400  * Params:
401  *  This: Device to add the context for
402  *  hdc: device context
403  *  glCtx: WGL context to add
404  *  pbuffer: optional pbuffer used with this context
405  *
406  *****************************************************************************/
407 static WineD3DContext *AddContextToArray(IWineD3DDeviceImpl *This, HWND win_handle, HDC hdc, HGLRC glCtx, HPBUFFERARB pbuffer) {
408     WineD3DContext **oldArray = This->contexts;
409     DWORD state;
410
411     This->contexts = HeapAlloc(GetProcessHeap(), 0, sizeof(*This->contexts) * (This->numContexts + 1));
412     if(This->contexts == NULL) {
413         ERR("Unable to grow the context array\n");
414         This->contexts = oldArray;
415         return NULL;
416     }
417     if(oldArray) {
418         memcpy(This->contexts, oldArray, sizeof(*This->contexts) * This->numContexts);
419     }
420
421     This->contexts[This->numContexts] = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(WineD3DContext));
422     if(This->contexts[This->numContexts] == NULL) {
423         ERR("Unable to allocate a new context\n");
424         HeapFree(GetProcessHeap(), 0, This->contexts);
425         This->contexts = oldArray;
426         return NULL;
427     }
428
429     This->contexts[This->numContexts]->hdc = hdc;
430     This->contexts[This->numContexts]->glCtx = glCtx;
431     This->contexts[This->numContexts]->pbuffer = pbuffer;
432     This->contexts[This->numContexts]->win_handle = win_handle;
433     HeapFree(GetProcessHeap(), 0, oldArray);
434
435     /* Mark all states dirty to force a proper initialization of the states on the first use of the context
436      */
437     for(state = 0; state <= STATE_HIGHEST; state++) {
438         Context_MarkStateDirty(This->contexts[This->numContexts], state, This->StateTable);
439     }
440
441     This->numContexts++;
442     TRACE("Created context %p\n", This->contexts[This->numContexts - 1]);
443     return This->contexts[This->numContexts - 1];
444 }
445
446 /* This function takes care of WineD3D pixel format selection. */
447 static int WineD3D_ChoosePixelFormat(IWineD3DDeviceImpl *This, HDC hdc, WINED3DFORMAT ColorFormat, WINED3DFORMAT DepthStencilFormat, BOOL auxBuffers, int numSamples, BOOL pbuffer, BOOL findCompatible)
448 {
449     int iPixelFormat=0, matchtry;
450     short redBits, greenBits, blueBits, alphaBits, colorBits;
451     short depthBits=0, stencilBits=0;
452
453     struct match_type {
454         BOOL require_aux;
455         BOOL exact_alpha;
456         BOOL exact_color;
457     } matches[] = {
458         /* First, try without alpha match buffers. MacOS supports aux buffers only
459          * on A8R8G8B8, and we prefer better offscreen rendering over an alpha match.
460          * Then try without aux buffers - this is the most common cause for not
461          * finding a pixel format. Also some drivers(the open source ones)
462          * only offer 32 bit ARB pixel formats. First try without an exact alpha
463          * match, then try without an exact alpha and color match.
464          */
465         { TRUE,  TRUE,  TRUE  },
466         { TRUE,  FALSE, TRUE  },
467         { FALSE, TRUE,  TRUE  },
468         { FALSE, FALSE, TRUE  },
469         { TRUE,  FALSE, FALSE },
470         { FALSE, FALSE, FALSE },
471     };
472
473     int i = 0;
474     int nCfgs = This->adapter->nCfgs;
475
476     TRACE("ColorFormat=%s, DepthStencilFormat=%s, auxBuffers=%d, numSamples=%d, pbuffer=%d, findCompatible=%d\n",
477           debug_d3dformat(ColorFormat), debug_d3dformat(DepthStencilFormat), auxBuffers, numSamples, pbuffer, findCompatible);
478
479     if(!getColorBits(ColorFormat, &redBits, &greenBits, &blueBits, &alphaBits, &colorBits)) {
480         ERR("Unable to get color bits for format %s (%#x)!\n", debug_d3dformat(ColorFormat), ColorFormat);
481         return 0;
482     }
483
484     /* In WGL both color, depth and stencil are features of a pixel format. In case of D3D they are separate.
485      * You are able to add a depth + stencil surface at a later stage when you need it.
486      * In order to support this properly in WineD3D we need the ability to recreate the opengl context and
487      * drawable when this is required. This is very tricky as we need to reapply ALL opengl states for the new
488      * context, need torecreate shaders, textures and other resources.
489      *
490      * The context manager already takes care of the state problem and for the other tasks code from Reset
491      * can be used. These changes are way to risky during the 1.0 code freeze which is taking place right now.
492      * Likely a lot of other new bugs will be exposed. For that reason request a depth stencil surface all the
493      * time. It can cause a slight performance hit but fixes a lot of regressions. A fixme reminds of that this
494      * issue needs to be fixed. */
495     if(DepthStencilFormat != WINED3DFMT_D24S8)
496         FIXME("Add OpenGL context recreation support to SetDepthStencilSurface\n");
497
498     DepthStencilFormat = WINED3DFMT_D24S8;
499
500     if(DepthStencilFormat) {
501         getDepthStencilBits(DepthStencilFormat, &depthBits, &stencilBits);
502     }
503
504     for(matchtry = 0; matchtry < (sizeof(matches) / sizeof(matches[0])) && !iPixelFormat; matchtry++) {
505         for(i=0; i<nCfgs; i++) {
506             BOOL exactDepthMatch = TRUE;
507             WineD3D_PixelFormat *cfg = &This->adapter->cfgs[i];
508
509             /* For now only accept RGBA formats. Perhaps some day we will
510              * allow floating point formats for pbuffers. */
511             if(cfg->iPixelType != WGL_TYPE_RGBA_ARB)
512                 continue;
513
514             /* In window mode (!pbuffer) we need a window drawable format and double buffering. */
515             if(!pbuffer && !(cfg->windowDrawable && cfg->doubleBuffer))
516                 continue;
517
518             /* We like to have aux buffers in backbuffer mode */
519             if(auxBuffers && !cfg->auxBuffers && matches[matchtry].require_aux)
520                 continue;
521
522             /* In pbuffer-mode we need a pbuffer-capable format but we don't want double buffering */
523             if(pbuffer && (!cfg->pbufferDrawable || cfg->doubleBuffer))
524                 continue;
525
526             if(matches[matchtry].exact_color) {
527                 if(cfg->redSize != redBits)
528                     continue;
529                 if(cfg->greenSize != greenBits)
530                     continue;
531                 if(cfg->blueSize != blueBits)
532                     continue;
533             } else {
534                 if(cfg->redSize < redBits)
535                     continue;
536                 if(cfg->greenSize < greenBits)
537                     continue;
538                 if(cfg->blueSize < blueBits)
539                     continue;
540             }
541             if(matches[matchtry].exact_alpha) {
542                 if(cfg->alphaSize != alphaBits)
543                     continue;
544             } else {
545                 if(cfg->alphaSize < alphaBits)
546                     continue;
547             }
548
549             /* We try to locate a format which matches our requirements exactly. In case of
550              * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
551             if(cfg->depthSize < depthBits)
552                 continue;
553             else if(cfg->depthSize > depthBits)
554                 exactDepthMatch = FALSE;
555
556             /* In all cases make sure the number of stencil bits matches our requirements
557              * even when we don't need stencil because it could affect performance EXCEPT
558              * on cards which don't offer depth formats without stencil like the i915 drivers
559              * on Linux. */
560             if(stencilBits != cfg->stencilSize && !(This->adapter->brokenStencil && stencilBits <= cfg->stencilSize))
561                 continue;
562
563             /* Check multisampling support */
564             if(cfg->numSamples != numSamples)
565                 continue;
566
567             /* When we have passed all the checks then we have found a format which matches our
568              * requirements. Note that we only check for a limit number of capabilities right now,
569              * so there can easily be a dozen of pixel formats which appear to be the 'same' but
570              * can still differ in things like multisampling, stereo, SRGB and other flags.
571              */
572
573             /* Exit the loop as we have found a format :) */
574             if(exactDepthMatch) {
575                 iPixelFormat = cfg->iPixelFormat;
576                 break;
577             } else if(!iPixelFormat) {
578                 /* In the end we might end up with a format which doesn't exactly match our depth
579                  * requirements. Accept the first format we found because formats with higher iPixelFormat
580                  * values tend to have more extended capabilities (e.g. multisampling) which we don't need. */
581                 iPixelFormat = cfg->iPixelFormat;
582             }
583         }
584     }
585
586     /* When findCompatible is set and no suitable format was found, let ChoosePixelFormat choose a pixel format in order not to crash. */
587     if(!iPixelFormat && !findCompatible) {
588         ERR("Can't find a suitable iPixelFormat\n");
589         return FALSE;
590     } else if(!iPixelFormat) {
591         PIXELFORMATDESCRIPTOR pfd;
592
593         TRACE("Falling back to ChoosePixelFormat as we weren't able to find an exactly matching pixel format\n");
594         /* PixelFormat selection */
595         ZeroMemory(&pfd, sizeof(pfd));
596         pfd.nSize      = sizeof(pfd);
597         pfd.nVersion   = 1;
598         pfd.dwFlags    = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
599         pfd.iPixelType = PFD_TYPE_RGBA;
600         pfd.cAlphaBits = alphaBits;
601         pfd.cColorBits = colorBits;
602         pfd.cDepthBits = depthBits;
603         pfd.cStencilBits = stencilBits;
604         pfd.iLayerType = PFD_MAIN_PLANE;
605
606         iPixelFormat = ChoosePixelFormat(hdc, &pfd);
607         if(!iPixelFormat) {
608             /* If this happens something is very wrong as ChoosePixelFormat barely fails */
609             ERR("Can't find a suitable iPixelFormat\n");
610             return FALSE;
611         }
612     }
613
614     TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s\n", iPixelFormat, debug_d3dformat(ColorFormat), debug_d3dformat(DepthStencilFormat));
615     return iPixelFormat;
616 }
617
618 /*****************************************************************************
619  * CreateContext
620  *
621  * Creates a new context for a window, or a pbuffer context.
622  *
623  * * Params:
624  *  This: Device to activate the context for
625  *  target: Surface this context will render to
626  *  win_handle: handle to the window which we are drawing to
627  *  create_pbuffer: tells whether to create a pbuffer or not
628  *  pPresentParameters: contains the pixelformats to use for onscreen rendering
629  *
630  *****************************************************************************/
631 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win_handle, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms) {
632     HDC oldDrawable, hdc;
633     HPBUFFERARB pbuffer = NULL;
634     HGLRC ctx = NULL, oldCtx;
635     WineD3DContext *ret = NULL;
636     int s;
637
638     TRACE("(%p): Creating a %s context for render target %p\n", This, create_pbuffer ? "offscreen" : "onscreen", target);
639
640     if(create_pbuffer) {
641         HDC hdc_parent = GetDC(win_handle);
642         int iPixelFormat = 0;
643
644         IWineD3DSurface *StencilSurface = This->stencilBufferTarget;
645         WINED3DFORMAT StencilBufferFormat = (NULL != StencilSurface) ? ((IWineD3DSurfaceImpl *) StencilSurface)->resource.format : 0;
646
647         /* Try to find a pixel format with pbuffer support. */
648         iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc_parent, target->resource.format, StencilBufferFormat, FALSE /* auxBuffers */, 0 /* numSamples */, TRUE /* PBUFFER */, FALSE /* findCompatible */);
649         if(!iPixelFormat) {
650             TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
651
652             /* For some reason we weren't able to find a format, try to find something instead of crashing.
653              * A reason for failure could have been wglChoosePixelFormatARB strictness. */
654             iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc_parent, target->resource.format, StencilBufferFormat, FALSE /* auxBuffer */, 0 /* numSamples */, TRUE /* PBUFFER */, TRUE /* findCompatible */);
655         }
656
657         /* This shouldn't happen as ChoosePixelFormat always returns something */
658         if(!iPixelFormat) {
659             ERR("Unable to locate a pixel format for a pbuffer\n");
660             ReleaseDC(win_handle, hdc_parent);
661             goto out;
662         }
663
664         TRACE("Creating a pBuffer drawable for the new context\n");
665         pbuffer = GL_EXTCALL(wglCreatePbufferARB(hdc_parent, iPixelFormat, target->currentDesc.Width, target->currentDesc.Height, 0));
666         if(!pbuffer) {
667             ERR("Cannot create a pbuffer\n");
668             ReleaseDC(win_handle, hdc_parent);
669             goto out;
670         }
671
672         /* In WGL a pbuffer is 'wrapped' inside a HDC to 'fool' wglMakeCurrent */
673         hdc = GL_EXTCALL(wglGetPbufferDCARB(pbuffer));
674         if(!hdc) {
675             ERR("Cannot get a HDC for pbuffer (%p)\n", pbuffer);
676             GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
677             ReleaseDC(win_handle, hdc_parent);
678             goto out;
679         }
680         ReleaseDC(win_handle, hdc_parent);
681     } else {
682         PIXELFORMATDESCRIPTOR pfd;
683         int iPixelFormat;
684         int res;
685         WINED3DFORMAT ColorFormat = target->resource.format;
686         WINED3DFORMAT DepthStencilFormat = 0;
687         BOOL auxBuffers = FALSE;
688         int numSamples = 0;
689
690         hdc = GetDC(win_handle);
691         if(hdc == NULL) {
692             ERR("Cannot retrieve a device context!\n");
693             goto out;
694         }
695
696         /* In case of ORM_BACKBUFFER, make sure to request an alpha component for X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
697         if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
698             auxBuffers = TRUE;
699
700             if(target->resource.format == WINED3DFMT_X4R4G4B4)
701                 ColorFormat = WINED3DFMT_A4R4G4B4;
702             else if(target->resource.format == WINED3DFMT_X8R8G8B8)
703                 ColorFormat = WINED3DFMT_A8R8G8B8;
704         }
705
706         /* DirectDraw supports 8bit paletted render targets and these are used by old games like Starcraft and C&C.
707          * Most modern hardware doesn't support 8bit natively so we perform some form of 8bit -> 32bit conversion.
708          * The conversion (ab)uses the alpha component for storing the palette index. For this reason we require
709          * a format with 8bit alpha, so request A8R8G8B8. */
710         if(ColorFormat == WINED3DFMT_P8)
711             ColorFormat = WINED3DFMT_A8R8G8B8;
712
713         /* Retrieve the depth stencil format from the present parameters.
714          * The choice of the proper format can give a nice performance boost
715          * in case of GPU limited programs. */
716         if(pPresentParms->EnableAutoDepthStencil) {
717             TRACE("pPresentParms->EnableAutoDepthStencil=enabled; using AutoDepthStencilFormat=%s\n", debug_d3dformat(pPresentParms->AutoDepthStencilFormat));
718             DepthStencilFormat = pPresentParms->AutoDepthStencilFormat;
719         }
720
721         /* D3D only allows multisampling when SwapEffect is set to WINED3DSWAPEFFECT_DISCARD */
722         if(pPresentParms->MultiSampleType && (pPresentParms->SwapEffect == WINED3DSWAPEFFECT_DISCARD)) {
723             if(!GL_SUPPORT(ARB_MULTISAMPLE))
724                 ERR("The program is requesting multisampling without support!\n");
725             else {
726                 ERR("Requesting MultiSampleType=%d\n", pPresentParms->MultiSampleType);
727                 numSamples = pPresentParms->MultiSampleType;
728             }
729         }
730
731         /* Try to find a pixel format which matches our requirements */
732         iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc, ColorFormat, DepthStencilFormat, auxBuffers, numSamples, FALSE /* PBUFFER */, FALSE /* findCompatible */);
733
734         /* Try to locate a compatible format if we weren't able to find anything */
735         if(!iPixelFormat) {
736             TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
737             iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc, ColorFormat, DepthStencilFormat, auxBuffers, 0 /* numSamples */, FALSE /* PBUFFER */, TRUE /* findCompatible */ );
738         }
739
740         /* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */
741         if(!iPixelFormat) {
742             ERR("Can't find a suitable iPixelFormat\n");
743             return FALSE;
744         }
745
746         DescribePixelFormat(hdc, iPixelFormat, sizeof(pfd), &pfd);
747         res = SetPixelFormat(hdc, iPixelFormat, NULL);
748         if(!res) {
749             int oldPixelFormat = GetPixelFormat(hdc);
750
751             /* By default WGL doesn't allow pixel format adjustments but we need it here.
752              * For this reason there is a WINE-specific wglSetPixelFormat which allows you to
753              * set the pixel format multiple times. Only use it when it is really needed. */
754
755             if(oldPixelFormat == iPixelFormat) {
756                 /* We don't have to do anything as the formats are the same :) */
757             } else if(oldPixelFormat && GL_SUPPORT(WGL_WINE_PIXEL_FORMAT_PASSTHROUGH)) {
758                 res = GL_EXTCALL(wglSetPixelFormatWINE(hdc, iPixelFormat, NULL));
759
760                 if(!res) {
761                     ERR("wglSetPixelFormatWINE failed on HDC=%p for iPixelFormat=%d\n", hdc, iPixelFormat);
762                     return FALSE;
763                 }
764             } else if(oldPixelFormat) {
765                 /* OpenGL doesn't allow pixel format adjustments. Print an error and continue using the old format.
766                  * There's a big chance that the old format works although with a performance hit and perhaps rendering errors. */
767                 ERR("HDC=%p is already set to iPixelFormat=%d and OpenGL doesn't allow changes!\n", hdc, oldPixelFormat);
768             } else {
769                 ERR("SetPixelFormat failed on HDC=%p for iPixelFormat=%d\n", hdc, iPixelFormat);
770                 return FALSE;
771             }
772         }
773     }
774
775     ctx = pwglCreateContext(hdc);
776     if(This->numContexts) pwglShareLists(This->contexts[0]->glCtx, ctx);
777
778     if(!ctx) {
779         ERR("Failed to create a WGL context\n");
780         if(create_pbuffer) {
781             GL_EXTCALL(wglReleasePbufferDCARB(pbuffer, hdc));
782             GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
783         }
784         goto out;
785     }
786     ret = AddContextToArray(This, win_handle, hdc, ctx, pbuffer);
787     if(!ret) {
788         ERR("Failed to add the newly created context to the context list\n");
789         pwglDeleteContext(ctx);
790         if(create_pbuffer) {
791             GL_EXTCALL(wglReleasePbufferDCARB(pbuffer, hdc));
792             GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
793         }
794         goto out;
795     }
796     ret->surface = (IWineD3DSurface *) target;
797     ret->isPBuffer = create_pbuffer;
798     ret->tid = GetCurrentThreadId();
799     if(This->shader_backend->shader_dirtifyable_constants((IWineD3DDevice *) This)) {
800         /* Create the dirty constants array and initialize them to dirty */
801         ret->vshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
802                 sizeof(*ret->vshader_const_dirty) * GL_LIMITS(vshader_constantsF));
803         ret->pshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
804                 sizeof(*ret->pshader_const_dirty) * GL_LIMITS(pshader_constantsF));
805         memset(ret->vshader_const_dirty, 1,
806                sizeof(*ret->vshader_const_dirty) * GL_LIMITS(vshader_constantsF));
807         memset(ret->pshader_const_dirty, 1,
808                 sizeof(*ret->pshader_const_dirty) * GL_LIMITS(pshader_constantsF));
809     }
810
811     TRACE("Successfully created new context %p\n", ret);
812
813     list_init(&ret->fbo_list);
814
815     /* Set up the context defaults */
816     oldCtx  = pwglGetCurrentContext();
817     oldDrawable = pwglGetCurrentDC();
818     if(oldCtx && oldDrawable) {
819         /* See comment in ActivateContext context switching */
820         This->frag_pipe->enable_extension((IWineD3DDevice *) This, FALSE);
821     }
822     if(pwglMakeCurrent(hdc, ctx) == FALSE) {
823         ERR("Cannot activate context to set up defaults\n");
824         goto out;
825     }
826
827     ENTER_GL();
828
829     glGetIntegerv(GL_AUX_BUFFERS, &ret->aux_buffers);
830
831     TRACE("Setting up the screen\n");
832     /* Clear the screen */
833     glClearColor(1.0, 0.0, 0.0, 0.0);
834     checkGLcall("glClearColor");
835     glClearIndex(0);
836     glClearDepth(1);
837     glClearStencil(0xffff);
838
839     checkGLcall("glClear");
840
841     glColor3f(1.0, 1.0, 1.0);
842     checkGLcall("glColor3f");
843
844     glEnable(GL_LIGHTING);
845     checkGLcall("glEnable");
846
847     glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
848     checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
849
850     glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
851     checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
852
853     glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
854     checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
855
856     glPixelStorei(GL_PACK_ALIGNMENT, This->surface_alignment);
857     checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, This->surface_alignment);");
858     glPixelStorei(GL_UNPACK_ALIGNMENT, This->surface_alignment);
859     checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, This->surface_alignment);");
860
861     if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
862         /* Most textures will use client storage if supported. Exceptions are non-native power of 2 textures
863          * and textures in DIB sections(due to the memory protection).
864          */
865         glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
866         checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
867     }
868     if(GL_SUPPORT(ARB_VERTEX_BLEND)) {
869         /* Direct3D always uses n-1 weights for n world matrices and uses 1 - sum for the last one
870          * this is equal to GL_WEIGHT_SUM_UNITY_ARB. Enabling it doesn't do anything unless
871          * GL_VERTEX_BLEND_ARB isn't enabled too
872          */
873         glEnable(GL_WEIGHT_SUM_UNITY_ARB);
874         checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
875     }
876     if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
877         /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
878          * the previous texture where to source the offset from is always unit - 1.
879          */
880         for(s = 1; s < GL_LIMITS(textures); s++) {
881             GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
882             glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + s - 1);
883             checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...\n");
884         }
885     }
886
887     if(GL_SUPPORT(ARB_POINT_SPRITE)) {
888         for(s = 0; s < GL_LIMITS(textures); s++) {
889             GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
890             glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
891             checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)\n");
892         }
893     }
894     LEAVE_GL();
895
896     /* Never keep GL_FRAGMENT_SHADER_ATI enabled on a context that we switch away from,
897      * but enable it for the first context we create, and reenable it on the old context
898      */
899     if(oldDrawable && oldCtx) {
900         pwglMakeCurrent(oldDrawable, oldCtx);
901     } else {
902         last_device = This;
903     }
904     This->frag_pipe->enable_extension((IWineD3DDevice *) This, TRUE);
905
906     return ret;
907
908 out:
909     return NULL;
910 }
911
912 /*****************************************************************************
913  * RemoveContextFromArray
914  *
915  * Removes a context from the context manager. The opengl context is not
916  * destroyed or unset. context is not a valid pointer after that call.
917  *
918  * Similar to the former call this isn't a performance critical function. A
919  * helper function for DestroyContext.
920  *
921  * Params:
922  *  This: Device to activate the context for
923  *  context: Context to remove
924  *
925  *****************************************************************************/
926 static void RemoveContextFromArray(IWineD3DDeviceImpl *This, WineD3DContext *context) {
927     UINT t, s;
928     WineD3DContext **oldArray = This->contexts;
929
930     TRACE("Removing ctx %p\n", context);
931
932     This->numContexts--;
933
934     if(This->numContexts) {
935         This->contexts = HeapAlloc(GetProcessHeap(), 0, sizeof(*This->contexts) * This->numContexts);
936         if(!This->contexts) {
937             ERR("Cannot allocate a new context array, PANIC!!!\n");
938         }
939         t = 0;
940         /* Note that we decreased numContexts a few lines up, so use '<=' instead of '<' */
941         for(s = 0; s <= This->numContexts; s++) {
942             if(oldArray[s] == context) continue;
943             This->contexts[t] = oldArray[s];
944             t++;
945         }
946     } else {
947         This->contexts = NULL;
948     }
949
950     HeapFree(GetProcessHeap(), 0, context);
951     HeapFree(GetProcessHeap(), 0, oldArray);
952 }
953
954 /*****************************************************************************
955  * DestroyContext
956  *
957  * Destroys a wineD3DContext
958  *
959  * Params:
960  *  This: Device to activate the context for
961  *  context: Context to destroy
962  *
963  *****************************************************************************/
964 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context) {
965     struct fbo_entry *entry, *entry2;
966
967     TRACE("Destroying ctx %p\n", context);
968
969     /* The correct GL context needs to be active to cleanup the GL resources below */
970     if(pwglGetCurrentContext() != context->glCtx){
971         pwglMakeCurrent(context->hdc, context->glCtx);
972         last_device = NULL;
973     }
974
975     ENTER_GL();
976
977     LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry) {
978         context_destroy_fbo_entry(This, entry);
979     }
980     if (context->src_fbo) {
981         TRACE("Destroy src FBO %d\n", context->src_fbo);
982         context_destroy_fbo(This, &context->src_fbo);
983     }
984     if (context->dst_fbo) {
985         TRACE("Destroy dst FBO %d\n", context->dst_fbo);
986         context_destroy_fbo(This, &context->dst_fbo);
987     }
988
989     LEAVE_GL();
990
991     /* Cleanup the GL context */
992     pwglMakeCurrent(NULL, NULL);
993     if(context->isPBuffer) {
994         GL_EXTCALL(wglReleasePbufferDCARB(context->pbuffer, context->hdc));
995         GL_EXTCALL(wglDestroyPbufferARB(context->pbuffer));
996     } else ReleaseDC(context->win_handle, context->hdc);
997     pwglDeleteContext(context->glCtx);
998
999     HeapFree(GetProcessHeap(), 0, context->vshader_const_dirty);
1000     HeapFree(GetProcessHeap(), 0, context->pshader_const_dirty);
1001     RemoveContextFromArray(This, context);
1002 }
1003
1004 static inline void set_blit_dimension(UINT width, UINT height) {
1005     glMatrixMode(GL_PROJECTION);
1006     checkGLcall("glMatrixMode(GL_PROJECTION)");
1007     glLoadIdentity();
1008     checkGLcall("glLoadIdentity()");
1009     glOrtho(0, width, height, 0, 0.0, -1.0);
1010     checkGLcall("glOrtho");
1011     glViewport(0, 0, width, height);
1012     checkGLcall("glViewport");
1013 }
1014
1015 /*****************************************************************************
1016  * SetupForBlit
1017  *
1018  * Sets up a context for DirectDraw blitting.
1019  * All texture units are disabled, texture unit 0 is set as current unit
1020  * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
1021  * color writing enabled for all channels
1022  * register combiners disabled, shaders disabled
1023  * world matrix is set to identity, texture matrix 0 too
1024  * projection matrix is setup for drawing screen coordinates
1025  *
1026  * Params:
1027  *  This: Device to activate the context for
1028  *  context: Context to setup
1029  *  width: render target width
1030  *  height: render target height
1031  *
1032  *****************************************************************************/
1033 static inline void SetupForBlit(IWineD3DDeviceImpl *This, WineD3DContext *context, UINT width, UINT height) {
1034     int i, sampler;
1035     const struct StateEntry *StateTable = This->StateTable;
1036
1037     TRACE("Setting up context %p for blitting\n", context);
1038     if(context->last_was_blit) {
1039         if(context->blit_w != width || context->blit_h != height) {
1040             set_blit_dimension(width, height);
1041             context->blit_w = width; context->blit_h = height;
1042             /* No need to dirtify here, the states are still dirtified because they weren't
1043              * applied since the last SetupForBlit call. Otherwise last_was_blit would not
1044              * be set
1045              */
1046         }
1047         TRACE("Context is already set up for blitting, nothing to do\n");
1048         return;
1049     }
1050     context->last_was_blit = TRUE;
1051
1052     /* TODO: Use a display list */
1053
1054     /* Disable shaders */
1055     This->shader_backend->shader_cleanup((IWineD3DDevice *) This);
1056     Context_MarkStateDirty(context, STATE_VSHADER, StateTable);
1057     Context_MarkStateDirty(context, STATE_PIXELSHADER, StateTable);
1058
1059     /* Disable all textures. The caller can then bind a texture it wants to blit
1060      * from
1061      */
1062     if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1063         /* The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
1064          * function texture unit. No need to care for higher samplers
1065          */
1066         for(i = GL_LIMITS(textures) - 1; i > 0 ; i--) {
1067             sampler = This->rev_tex_unit_map[i];
1068             GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
1069             checkGLcall("glActiveTextureARB");
1070
1071             if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1072                 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1073                 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1074             }
1075             glDisable(GL_TEXTURE_3D);
1076             checkGLcall("glDisable GL_TEXTURE_3D");
1077             if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
1078                 glDisable(GL_TEXTURE_RECTANGLE_ARB);
1079                 checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1080             }
1081             glDisable(GL_TEXTURE_2D);
1082             checkGLcall("glDisable GL_TEXTURE_2D");
1083
1084             glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1085             checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
1086
1087             if (sampler != -1) {
1088                 if (sampler < MAX_TEXTURES) {
1089                     Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
1090                 }
1091                 Context_MarkStateDirty(context, STATE_SAMPLER(sampler), StateTable);
1092             }
1093         }
1094         GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
1095         checkGLcall("glActiveTextureARB");
1096     }
1097
1098     sampler = This->rev_tex_unit_map[0];
1099
1100     if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1101         glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1102         checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1103     }
1104     glDisable(GL_TEXTURE_3D);
1105     checkGLcall("glDisable GL_TEXTURE_3D");
1106     if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
1107         glDisable(GL_TEXTURE_RECTANGLE_ARB);
1108         checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1109     }
1110     glDisable(GL_TEXTURE_2D);
1111     checkGLcall("glDisable GL_TEXTURE_2D");
1112
1113     glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1114
1115     glMatrixMode(GL_TEXTURE);
1116     checkGLcall("glMatrixMode(GL_TEXTURE)");
1117     glLoadIdentity();
1118     checkGLcall("glLoadIdentity()");
1119
1120     if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
1121         glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
1122                   GL_TEXTURE_LOD_BIAS_EXT,
1123                   0.0);
1124         checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
1125     }
1126
1127     if (sampler != -1) {
1128         if (sampler < MAX_TEXTURES) {
1129             Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + sampler), StateTable);
1130             Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
1131         }
1132         Context_MarkStateDirty(context, STATE_SAMPLER(sampler), StateTable);
1133     }
1134
1135     /* Other misc states */
1136     glDisable(GL_ALPHA_TEST);
1137     checkGLcall("glDisable(GL_ALPHA_TEST)");
1138     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHATESTENABLE), StateTable);
1139     glDisable(GL_LIGHTING);
1140     checkGLcall("glDisable GL_LIGHTING");
1141     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING), StateTable);
1142     glDisable(GL_DEPTH_TEST);
1143     checkGLcall("glDisable GL_DEPTH_TEST");
1144     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ZENABLE), StateTable);
1145     glDisable(GL_FOG);
1146     checkGLcall("glDisable GL_FOG");
1147     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE), StateTable);
1148     glDisable(GL_BLEND);
1149     checkGLcall("glDisable GL_BLEND");
1150     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
1151     glDisable(GL_CULL_FACE);
1152     checkGLcall("glDisable GL_CULL_FACE");
1153     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CULLMODE), StateTable);
1154     glDisable(GL_STENCIL_TEST);
1155     checkGLcall("glDisable GL_STENCIL_TEST");
1156     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_STENCILENABLE), StateTable);
1157     glDisable(GL_SCISSOR_TEST);
1158     checkGLcall("glDisable GL_SCISSOR_TEST");
1159     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), StateTable);
1160     if(GL_SUPPORT(ARB_POINT_SPRITE)) {
1161         glDisable(GL_POINT_SPRITE_ARB);
1162         checkGLcall("glDisable GL_POINT_SPRITE_ARB");
1163         Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), StateTable);
1164     }
1165     glColorMask(GL_TRUE, GL_TRUE,GL_TRUE,GL_TRUE);
1166     checkGLcall("glColorMask");
1167     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING), StateTable);
1168     if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
1169         glDisable(GL_COLOR_SUM_EXT);
1170         Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SPECULARENABLE), StateTable);
1171         checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
1172     }
1173
1174     /* Setup transforms */
1175     glMatrixMode(GL_MODELVIEW);
1176     checkGLcall("glMatrixMode(GL_MODELVIEW)");
1177     glLoadIdentity();
1178     checkGLcall("glLoadIdentity()");
1179     Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), StateTable);
1180
1181     context->last_was_rhw = TRUE;
1182     Context_MarkStateDirty(context, STATE_VDECL, StateTable); /* because of last_was_rhw = TRUE */
1183
1184     glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)");
1185     glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)");
1186     glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)");
1187     glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)");
1188     glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)");
1189     glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)");
1190     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING), StateTable);
1191
1192     set_blit_dimension(width, height);
1193     context->blit_w = width; context->blit_h = height;
1194     Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
1195     Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable);
1196
1197
1198     This->frag_pipe->enable_extension((IWineD3DDevice *) This, FALSE);
1199 }
1200
1201 /*****************************************************************************
1202  * findThreadContextForSwapChain
1203  *
1204  * Searches a swapchain for all contexts and picks one for the thread tid.
1205  * If none can be found the swapchain is requested to create a new context
1206  *
1207  *****************************************************************************/
1208 static WineD3DContext *findThreadContextForSwapChain(IWineD3DSwapChain *swapchain, DWORD tid) {
1209     int i;
1210
1211     for(i = 0; i < ((IWineD3DSwapChainImpl *) swapchain)->num_contexts; i++) {
1212         if(((IWineD3DSwapChainImpl *) swapchain)->context[i]->tid == tid) {
1213             return ((IWineD3DSwapChainImpl *) swapchain)->context[i];
1214         }
1215
1216     }
1217
1218     /* Create a new context for the thread */
1219     return IWineD3DSwapChainImpl_CreateContextForThread(swapchain);
1220 }
1221
1222 /*****************************************************************************
1223  * FindContext
1224  *
1225  * Finds a context for the current render target and thread
1226  *
1227  * Parameters:
1228  *  target: Render target to find the context for
1229  *  tid: Thread to activate the context for
1230  *
1231  * Returns: The needed context
1232  *
1233  *****************************************************************************/
1234 static inline WineD3DContext *FindContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, DWORD tid) {
1235     IWineD3DSwapChain *swapchain = NULL;
1236     BOOL readTexture = wined3d_settings.offscreen_rendering_mode != ORM_FBO && This->render_offscreen;
1237     WineD3DContext *context = This->activeContext;
1238     BOOL oldRenderOffscreen = This->render_offscreen;
1239     const WINED3DFORMAT oldFmt = ((IWineD3DSurfaceImpl *) This->lastActiveRenderTarget)->resource.format;
1240     const WINED3DFORMAT newFmt = ((IWineD3DSurfaceImpl *) target)->resource.format;
1241     const struct StateEntry *StateTable = This->StateTable;
1242
1243     /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
1244      * the alpha blend state changes with different render target formats
1245      */
1246     if(oldFmt != newFmt) {
1247         const GlPixelFormatDesc *glDesc;
1248         const StaticPixelFormatDesc *old = getFormatDescEntry(oldFmt, NULL, NULL);
1249         const StaticPixelFormatDesc *new = getFormatDescEntry(newFmt, &GLINFO_LOCATION, &glDesc);
1250
1251         /* Disable blending when the alphaMask has changed and when a format doesn't support blending */
1252         if((old->alphaMask && !new->alphaMask) || (!old->alphaMask && new->alphaMask) || !(glDesc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)) {
1253             Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
1254         }
1255     }
1256
1257     if (SUCCEEDED(IWineD3DSurface_GetContainer(target, &IID_IWineD3DSwapChain, (void **)&swapchain))) {
1258         TRACE("Rendering onscreen\n");
1259
1260         context = findThreadContextForSwapChain(swapchain, tid);
1261
1262         This->render_offscreen = FALSE;
1263         /* The context != This->activeContext will catch a NOP context change. This can occur
1264          * if we are switching back to swapchain rendering in case of FBO or Back Buffer offscreen
1265          * rendering. No context change is needed in that case
1266          */
1267
1268         if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
1269             if(This->pbufferContext && tid == This->pbufferContext->tid) {
1270                 This->pbufferContext->tid = 0;
1271             }
1272         }
1273         IWineD3DSwapChain_Release(swapchain);
1274
1275         if(oldRenderOffscreen) {
1276             Context_MarkStateDirty(context, WINED3DTS_PROJECTION, StateTable);
1277             Context_MarkStateDirty(context, STATE_VDECL, StateTable);
1278             Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
1279             Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
1280             Context_MarkStateDirty(context, STATE_FRONTFACE, StateTable);
1281         }
1282
1283     } else {
1284         TRACE("Rendering offscreen\n");
1285         This->render_offscreen = TRUE;
1286
1287         switch(wined3d_settings.offscreen_rendering_mode) {
1288             case ORM_FBO:
1289                 /* FBOs do not need a different context. Stay with whatever context is active at the moment */
1290                 if(This->activeContext && tid == This->lastThread) {
1291                     context = This->activeContext;
1292                 } else {
1293                     /* This may happen if the app jumps straight into offscreen rendering
1294                      * Start using the context of the primary swapchain. tid == 0 is no problem
1295                      * for findThreadContextForSwapChain.
1296                      *
1297                      * Can also happen on thread switches - in that case findThreadContextForSwapChain
1298                      * is perfect to call.
1299                      */
1300                     context = findThreadContextForSwapChain(This->swapchains[0], tid);
1301                 }
1302                 break;
1303
1304             case ORM_PBUFFER:
1305             {
1306                 IWineD3DSurfaceImpl *targetimpl = (IWineD3DSurfaceImpl *) target;
1307                 if(This->pbufferContext == NULL ||
1308                    This->pbufferWidth < targetimpl->currentDesc.Width ||
1309                    This->pbufferHeight < targetimpl->currentDesc.Height) {
1310                     if(This->pbufferContext) {
1311                         DestroyContext(This, This->pbufferContext);
1312                     }
1313
1314                     /* The display is irrelevant here, the window is 0. But CreateContext needs a valid X connection.
1315                      * Create the context on the same server as the primary swapchain. The primary swapchain is exists at this point.
1316                      */
1317                     This->pbufferContext = CreateContext(This, targetimpl,
1318                             ((IWineD3DSwapChainImpl *) This->swapchains[0])->context[0]->win_handle,
1319                             TRUE /* pbuffer */, &((IWineD3DSwapChainImpl *)This->swapchains[0])->presentParms);
1320                     This->pbufferWidth = targetimpl->currentDesc.Width;
1321                     This->pbufferHeight = targetimpl->currentDesc.Height;
1322                    }
1323
1324                    if(This->pbufferContext) {
1325                        if(This->pbufferContext->tid != 0 && This->pbufferContext->tid != tid) {
1326                            FIXME("The PBuffr context is only supported for one thread for now!\n");
1327                        }
1328                        This->pbufferContext->tid = tid;
1329                        context = This->pbufferContext;
1330                        break;
1331                    } else {
1332                        ERR("Failed to create a buffer context and drawable, falling back to back buffer offscreen rendering\n");
1333                        wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
1334                    }
1335             }
1336
1337             case ORM_BACKBUFFER:
1338                 /* Stay with the currently active context for back buffer rendering */
1339                 if(This->activeContext && tid == This->lastThread) {
1340                     context = This->activeContext;
1341                 } else {
1342                     /* This may happen if the app jumps straight into offscreen rendering
1343                      * Start using the context of the primary swapchain. tid == 0 is no problem
1344                      * for findThreadContextForSwapChain.
1345                      *
1346                      * Can also happen on thread switches - in that case findThreadContextForSwapChain
1347                      * is perfect to call.
1348                      */
1349                     context = findThreadContextForSwapChain(This->swapchains[0], tid);
1350                 }
1351                 break;
1352         }
1353
1354         if(!oldRenderOffscreen) {
1355             Context_MarkStateDirty(context, WINED3DTS_PROJECTION, StateTable);
1356             Context_MarkStateDirty(context, STATE_VDECL, StateTable);
1357             Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
1358             Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
1359             Context_MarkStateDirty(context, STATE_FRONTFACE, StateTable);
1360         }
1361     }
1362
1363     /* When switching away from an offscreen render target, and we're not using FBOs,
1364      * we have to read the drawable into the texture. This is done via PreLoad(and
1365      * SFLAG_INDRAWABLE set on the surface). There are some things that need care though.
1366      * PreLoad needs a GL context, and FindContext is called before the context is activated.
1367      * It also has to be called with the old rendertarget active, otherwise a wrong drawable
1368      * is read. This leads to these possible situations:
1369      *
1370      * 0) lastActiveRenderTarget == target && oldTid == newTid:
1371      *    Nothing to do, we don't even reach this code in this case...
1372      *
1373      * 1) lastActiveRenderTarget != target && oldTid == newTid:
1374      *    The currently active context is OK for readback. Call PreLoad, and it
1375      *    performs the read
1376      *
1377      * 2) lastActiveRenderTarget == target && oldTid != newTid:
1378      *    Nothing to do - the drawable is unchanged
1379      *
1380      * 3) lastActiveRenderTarget != target && oldTid != newTid:
1381      *    This is tricky. We have to get a context with the old drawable from somewhere
1382      *    before we can switch to the new context. In this case, PreLoad calls
1383      *    ActivateContext(lastActiveRenderTarget) from the new(current) thread. This
1384      *    is case (2) then. The old drawable is activated for the new thread, and the
1385      *    readback can be done. The recursed ActivateContext does *not* call PreLoad again.
1386      *    After that, the outer ActivateContext(which calls PreLoad) can activate the new
1387      *    target for the new thread
1388      */
1389     if (readTexture && This->lastActiveRenderTarget != target) {
1390         BOOL oldInDraw = This->isInDraw;
1391
1392         /* PreLoad requires a context to load the texture, thus it will call ActivateContext.
1393          * Set the isInDraw to true to signal PreLoad that it has a context. Will be tricky
1394          * when using offscreen rendering with multithreading
1395          */
1396         This->isInDraw = TRUE;
1397
1398         /* Do that before switching the context:
1399          * Read the back buffer of the old drawable into the destination texture
1400          */
1401         IWineD3DSurface_PreLoad(This->lastActiveRenderTarget);
1402
1403         /* Assume that the drawable will be modified by some other things now */
1404         IWineD3DSurface_ModifyLocation(This->lastActiveRenderTarget, SFLAG_INDRAWABLE, FALSE);
1405
1406         This->isInDraw = oldInDraw;
1407     }
1408
1409     return context;
1410 }
1411
1412 static void apply_draw_buffer(IWineD3DDeviceImpl *This, IWineD3DSurface *target, BOOL blit)
1413 {
1414     IWineD3DSwapChain *swapchain;
1415
1416     if (SUCCEEDED(IWineD3DSurface_GetContainer(target, &IID_IWineD3DSwapChain, (void **)&swapchain)))
1417     {
1418         IWineD3DSwapChain_Release((IUnknown *)swapchain);
1419         glDrawBuffer(surface_get_gl_buffer(target, swapchain));
1420         checkGLcall("glDrawBuffers()");
1421     }
1422     else
1423     {
1424         if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
1425         {
1426             if (!blit)
1427             {
1428                 if (GL_SUPPORT(ARB_DRAW_BUFFERS))
1429                 {
1430                     GL_EXTCALL(glDrawBuffersARB(GL_LIMITS(buffers), This->draw_buffers));
1431                     checkGLcall("glDrawBuffers()");
1432                 }
1433                 else
1434                 {
1435                     glDrawBuffer(This->draw_buffers[0]);
1436                     checkGLcall("glDrawBuffer()");
1437                 }
1438             } else {
1439                 glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
1440                 checkGLcall("glDrawBuffer()");
1441             }
1442         }
1443         else
1444         {
1445             glDrawBuffer(This->offscreenBuffer);
1446             checkGLcall("glDrawBuffer()");
1447         }
1448     }
1449 }
1450
1451 /*****************************************************************************
1452  * ActivateContext
1453  *
1454  * Finds a rendering context and drawable matching the device and render
1455  * target for the current thread, activates them and puts them into the
1456  * requested state.
1457  *
1458  * Params:
1459  *  This: Device to activate the context for
1460  *  target: Requested render target
1461  *  usage: Prepares the context for blitting, drawing or other actions
1462  *
1463  *****************************************************************************/
1464 void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextUsage usage) {
1465     DWORD                         tid = GetCurrentThreadId();
1466     int                           i;
1467     DWORD                         dirtyState, idx;
1468     BYTE                          shift;
1469     WineD3DContext                *context;
1470     const struct StateEntry       *StateTable = This->StateTable;
1471
1472     TRACE("(%p): Selecting context for render target %p, thread %d\n", This, target, tid);
1473     if(This->lastActiveRenderTarget != target || tid != This->lastThread) {
1474         context = FindContext(This, target, tid);
1475         context->draw_buffer_dirty = TRUE;
1476         This->lastActiveRenderTarget = target;
1477         This->lastThread = tid;
1478     } else {
1479         /* Stick to the old context */
1480         context = This->activeContext;
1481     }
1482
1483     /* Activate the opengl context */
1484     if(last_device != This || context != This->activeContext) {
1485         BOOL ret;
1486
1487         /* Prevent an unneeded context switch as those are expensive */
1488         if(context->glCtx && (context->glCtx == pwglGetCurrentContext())) {
1489             TRACE("Already using gl context %p\n", context->glCtx);
1490         }
1491         else {
1492             TRACE("Switching gl ctx to %p, hdc=%p ctx=%p\n", context, context->hdc, context->glCtx);
1493
1494             ret = pwglMakeCurrent(context->hdc, context->glCtx);
1495             if(ret == FALSE) {
1496                 ERR("Failed to activate the new context\n");
1497             } else if(!context->last_was_blit) {
1498                 This->frag_pipe->enable_extension((IWineD3DDevice *) This, TRUE);
1499             } else {
1500                 This->frag_pipe->enable_extension((IWineD3DDevice *) This, FALSE);
1501             }
1502         }
1503         if(This->activeContext->vshader_const_dirty) {
1504             memset(This->activeContext->vshader_const_dirty, 1,
1505                    sizeof(*This->activeContext->vshader_const_dirty) * GL_LIMITS(vshader_constantsF));
1506         }
1507         if(This->activeContext->pshader_const_dirty) {
1508             memset(This->activeContext->pshader_const_dirty, 1,
1509                    sizeof(*This->activeContext->pshader_const_dirty) * GL_LIMITS(pshader_constantsF));
1510         }
1511         This->activeContext = context;
1512         last_device = This;
1513     }
1514
1515     /* We only need ENTER_GL for the gl calls made below and for the helper functions which make GL calls */
1516     ENTER_GL();
1517
1518     switch (usage) {
1519         case CTXUSAGE_CLEAR:
1520         case CTXUSAGE_DRAWPRIM:
1521             if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
1522                 context_apply_fbo_state((IWineD3DDevice *)This);
1523             }
1524             if (context->draw_buffer_dirty) {
1525                 apply_draw_buffer(This, target, FALSE);
1526                 context->draw_buffer_dirty = FALSE;
1527             }
1528             break;
1529
1530         case CTXUSAGE_BLIT:
1531             if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
1532                 if (This->render_offscreen) {
1533                     FIXME("Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.\n");
1534                     context_bind_fbo((IWineD3DDevice *)This, GL_FRAMEBUFFER_EXT, &context->dst_fbo);
1535                     context_attach_surface_fbo(This, GL_FRAMEBUFFER_EXT, 0, target);
1536                     GL_EXTCALL(glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, 0));
1537                     checkGLcall("glFramebufferRenderbufferEXT");
1538                 } else {
1539                     GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
1540                     checkGLcall("glFramebufferRenderbufferEXT");
1541                 }
1542                 context->draw_buffer_dirty = TRUE;
1543             }
1544             if (context->draw_buffer_dirty) {
1545                 apply_draw_buffer(This, target, TRUE);
1546                 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
1547                     context->draw_buffer_dirty = FALSE;
1548                 }
1549             }
1550             break;
1551
1552         default:
1553             break;
1554     }
1555
1556     switch(usage) {
1557         case CTXUSAGE_RESOURCELOAD:
1558             /* This does not require any special states to be set up */
1559             break;
1560
1561         case CTXUSAGE_CLEAR:
1562             if(context->last_was_blit) {
1563                 This->frag_pipe->enable_extension((IWineD3DDevice *) This, TRUE);
1564             }
1565
1566             /* Blending and clearing should be orthogonal, but tests on the nvidia driver show that disabling
1567              * blending when clearing improves the clearing performance incredibly.
1568              */
1569             glDisable(GL_BLEND);
1570             Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
1571
1572             glEnable(GL_SCISSOR_TEST);
1573             checkGLcall("glEnable GL_SCISSOR_TEST");
1574             context->last_was_blit = FALSE;
1575             Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), StateTable);
1576             Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
1577             break;
1578
1579         case CTXUSAGE_DRAWPRIM:
1580             /* This needs all dirty states applied */
1581             if(context->last_was_blit) {
1582                 This->frag_pipe->enable_extension((IWineD3DDevice *) This, TRUE);
1583             }
1584
1585             IWineD3DDeviceImpl_FindTexUnitMap(This);
1586
1587             for(i=0; i < context->numDirtyEntries; i++) {
1588                 dirtyState = context->dirtyArray[i];
1589                 idx = dirtyState >> 5;
1590                 shift = dirtyState & 0x1f;
1591                 context->isStateDirty[idx] &= ~(1 << shift);
1592                 StateTable[dirtyState].apply(dirtyState, This->stateBlock, context);
1593             }
1594             context->numDirtyEntries = 0; /* This makes the whole list clean */
1595             context->last_was_blit = FALSE;
1596             break;
1597
1598         case CTXUSAGE_BLIT:
1599             SetupForBlit(This, context,
1600                          ((IWineD3DSurfaceImpl *)target)->currentDesc.Width,
1601                          ((IWineD3DSurfaceImpl *)target)->currentDesc.Height);
1602             break;
1603
1604         default:
1605             FIXME("Unexpected context usage requested\n");
1606     }
1607     LEAVE_GL();
1608 }