hlink: Implement HLINKGETREF flags handling.
[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 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 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 /* GL locking is done by the caller */
115 static void context_apply_attachment_filter_states(IWineD3DSurfaceImpl *surface, DWORD location)
116 {
117     /* Update base texture states array */
118     if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
119     {
120         IWineD3DBaseTextureImpl *texture_impl = surface->container.u.texture;
121         IWineD3DDeviceImpl *device = surface->resource.device;
122         BOOL update_minfilter = FALSE;
123         BOOL update_magfilter = FALSE;
124         struct gl_texture *gl_tex;
125
126         switch (location)
127         {
128             case SFLAG_INTEXTURE:
129                 gl_tex = &texture_impl->baseTexture.texture_rgb;
130                 break;
131
132             case SFLAG_INSRGBTEX:
133                 gl_tex = &texture_impl->baseTexture.texture_srgb;
134                 break;
135
136             default:
137                 ERR("Unsupported location %s (%#x).\n", debug_surflocation(location), location);
138                 IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)texture_impl);
139                 return;
140         }
141
142         if (gl_tex->states[WINED3DTEXSTA_MINFILTER] != WINED3DTEXF_POINT
143             || gl_tex->states[WINED3DTEXSTA_MIPFILTER] != WINED3DTEXF_NONE)
144         {
145             gl_tex->states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
146             gl_tex->states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
147             update_minfilter = TRUE;
148         }
149
150         if (gl_tex->states[WINED3DTEXSTA_MAGFILTER] != WINED3DTEXF_POINT)
151         {
152             gl_tex->states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
153             update_magfilter = TRUE;
154         }
155
156         if (texture_impl->baseTexture.bindCount)
157         {
158             WARN("Render targets should not be bound to a sampler\n");
159             IWineD3DDeviceImpl_MarkStateDirty(device, STATE_SAMPLER(texture_impl->baseTexture.sampler));
160         }
161
162         if (update_minfilter || update_magfilter)
163         {
164             GLenum target, bind_target;
165             GLint old_binding;
166
167             target = surface->texture_target;
168             if (target == GL_TEXTURE_2D)
169             {
170                 bind_target = GL_TEXTURE_2D;
171                 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
172             }
173             else if (target == GL_TEXTURE_RECTANGLE_ARB)
174             {
175                 bind_target = GL_TEXTURE_RECTANGLE_ARB;
176                 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
177             }
178             else
179             {
180                 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
181                 glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP_ARB, &old_binding);
182             }
183
184             glBindTexture(bind_target, gl_tex->name);
185             if (update_minfilter) glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
186             if (update_magfilter) glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
187             glBindTexture(bind_target, old_binding);
188         }
189
190         checkGLcall("apply_attachment_filter_states()");
191     }
192 }
193
194 /* GL locking is done by the caller */
195 void context_attach_depth_stencil_fbo(struct wined3d_context *context,
196         GLenum fbo_target, IWineD3DSurfaceImpl *depth_stencil, BOOL use_render_buffer)
197 {
198     const struct wined3d_gl_info *gl_info = context->gl_info;
199
200     TRACE("Attach depth stencil %p\n", depth_stencil);
201
202     if (depth_stencil)
203     {
204         DWORD format_flags = depth_stencil->resource.format_desc->Flags;
205
206         if (use_render_buffer && depth_stencil->current_renderbuffer)
207         {
208             if (format_flags & WINED3DFMT_FLAG_DEPTH)
209             {
210                 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_DEPTH_ATTACHMENT,
211                         GL_RENDERBUFFER, depth_stencil->current_renderbuffer->id);
212                 checkGLcall("glFramebufferRenderbuffer()");
213             }
214
215             if (format_flags & WINED3DFMT_FLAG_STENCIL)
216             {
217                 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_STENCIL_ATTACHMENT,
218                         GL_RENDERBUFFER, depth_stencil->current_renderbuffer->id);
219                 checkGLcall("glFramebufferRenderbuffer()");
220             }
221         }
222         else
223         {
224             surface_prepare_texture(depth_stencil, gl_info, FALSE);
225             context_apply_attachment_filter_states(depth_stencil, SFLAG_INTEXTURE);
226
227             if (format_flags & WINED3DFMT_FLAG_DEPTH)
228             {
229                 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT,
230                         depth_stencil->texture_target, depth_stencil->texture_name,
231                         depth_stencil->texture_level);
232                 checkGLcall("glFramebufferTexture2D()");
233             }
234
235             if (format_flags & WINED3DFMT_FLAG_STENCIL)
236             {
237                 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT,
238                         depth_stencil->texture_target, depth_stencil->texture_name,
239                         depth_stencil->texture_level);
240                 checkGLcall("glFramebufferTexture2D()");
241             }
242         }
243
244         if (!(format_flags & WINED3DFMT_FLAG_DEPTH))
245         {
246             gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
247             checkGLcall("glFramebufferTexture2D()");
248         }
249
250         if (!(format_flags & WINED3DFMT_FLAG_STENCIL))
251         {
252             gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
253             checkGLcall("glFramebufferTexture2D()");
254         }
255     }
256     else
257     {
258         gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
259         checkGLcall("glFramebufferTexture2D()");
260
261         gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
262         checkGLcall("glFramebufferTexture2D()");
263     }
264 }
265
266 /* GL locking is done by the caller */
267 static void context_attach_surface_fbo(const struct wined3d_context *context,
268         GLenum fbo_target, DWORD idx, IWineD3DSurfaceImpl *surface, DWORD location)
269 {
270     const struct wined3d_gl_info *gl_info = context->gl_info;
271
272     TRACE("Attach surface %p to %u\n", surface, idx);
273
274     if (surface)
275     {
276         switch (location)
277         {
278             case SFLAG_INTEXTURE:
279                 surface_prepare_texture(surface, gl_info, FALSE);
280                 context_apply_attachment_filter_states(surface, location);
281                 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_COLOR_ATTACHMENT0 + idx,
282                         surface->texture_target, surface->texture_name, surface->texture_level);
283                 break;
284
285             case SFLAG_INSRGBTEX:
286                 surface_prepare_texture(surface, gl_info, TRUE);
287                 context_apply_attachment_filter_states(surface, location);
288                 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_COLOR_ATTACHMENT0 + idx,
289                         surface->texture_target, surface->texture_name_srgb, surface->texture_level);
290                 break;
291
292             default:
293                 ERR("Unsupported location %s (%#x).\n", debug_surflocation(location), location);
294                 break;
295         }
296         checkGLcall("glFramebufferTexture2D()");
297     }
298     else
299     {
300         gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_COLOR_ATTACHMENT0 + idx, GL_TEXTURE_2D, 0, 0);
301         checkGLcall("glFramebufferTexture2D()");
302     }
303 }
304
305 /* GL locking is done by the caller */
306 static void context_check_fbo_status(struct wined3d_context *context, GLenum target)
307 {
308     const struct wined3d_gl_info *gl_info = context->gl_info;
309     GLenum status;
310
311     status = gl_info->fbo_ops.glCheckFramebufferStatus(target);
312     if (status == GL_FRAMEBUFFER_COMPLETE)
313     {
314         TRACE("FBO complete\n");
315     } else {
316         IWineD3DSurfaceImpl *attachment;
317         unsigned int i;
318         FIXME("FBO status %s (%#x)\n", debug_fbostatus(status), status);
319
320         if (!context->current_fbo)
321         {
322             ERR("FBO 0 is incomplete, driver bug?\n");
323             return;
324         }
325
326         FIXME("\tLocation %s (%#x).\n", debug_surflocation(context->current_fbo->location),
327                 context->current_fbo->location);
328
329         /* Dump the FBO attachments */
330         for (i = 0; i < gl_info->limits.buffers; ++i)
331         {
332             attachment = context->current_fbo->render_targets[i];
333             if (attachment)
334             {
335                 FIXME("\tColor attachment %d: (%p) %s %ux%u\n",
336                         i, attachment, debug_d3dformat(attachment->resource.format_desc->format),
337                         attachment->pow2Width, attachment->pow2Height);
338             }
339         }
340         attachment = context->current_fbo->depth_stencil;
341         if (attachment)
342         {
343             FIXME("\tDepth attachment: (%p) %s %ux%u\n",
344                     attachment, debug_d3dformat(attachment->resource.format_desc->format),
345                     attachment->pow2Width, attachment->pow2Height);
346         }
347     }
348 }
349
350 static struct fbo_entry *context_create_fbo_entry(struct wined3d_context *context,
351         IWineD3DSurfaceImpl **render_targets, IWineD3DSurfaceImpl *depth_stencil, DWORD location)
352 {
353     const struct wined3d_gl_info *gl_info = context->gl_info;
354     struct fbo_entry *entry;
355
356     entry = HeapAlloc(GetProcessHeap(), 0, sizeof(*entry));
357     entry->render_targets = HeapAlloc(GetProcessHeap(), 0, gl_info->limits.buffers * sizeof(*entry->render_targets));
358     memcpy(entry->render_targets, render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets));
359     entry->depth_stencil = depth_stencil;
360     entry->location = location;
361     entry->attached = FALSE;
362     entry->id = 0;
363
364     return entry;
365 }
366
367 /* GL locking is done by the caller */
368 static void context_reuse_fbo_entry(struct wined3d_context *context, GLenum target,
369         IWineD3DSurfaceImpl **render_targets, IWineD3DSurfaceImpl *depth_stencil,
370         DWORD location, struct fbo_entry *entry)
371 {
372     const struct wined3d_gl_info *gl_info = context->gl_info;
373
374     context_bind_fbo(context, target, &entry->id);
375     context_clean_fbo_attachments(gl_info, target);
376
377     memcpy(entry->render_targets, render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets));
378     entry->depth_stencil = depth_stencil;
379     entry->location = location;
380     entry->attached = FALSE;
381 }
382
383 /* GL locking is done by the caller */
384 static void context_destroy_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
385 {
386     if (entry->id)
387     {
388         TRACE("Destroy FBO %d\n", entry->id);
389         context_destroy_fbo(context, &entry->id);
390     }
391     --context->fbo_entry_count;
392     list_remove(&entry->entry);
393     HeapFree(GetProcessHeap(), 0, entry->render_targets);
394     HeapFree(GetProcessHeap(), 0, entry);
395 }
396
397
398 /* GL locking is done by the caller */
399 static struct fbo_entry *context_find_fbo_entry(struct wined3d_context *context, GLenum target,
400         IWineD3DSurfaceImpl **render_targets, IWineD3DSurfaceImpl *depth_stencil, DWORD location)
401 {
402     const struct wined3d_gl_info *gl_info = context->gl_info;
403     struct fbo_entry *entry;
404
405     LIST_FOR_EACH_ENTRY(entry, &context->fbo_list, struct fbo_entry, entry)
406     {
407         if (!memcmp(entry->render_targets,
408                 render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets))
409                 && entry->depth_stencil == depth_stencil && entry->location == location)
410         {
411             list_remove(&entry->entry);
412             list_add_head(&context->fbo_list, &entry->entry);
413             return entry;
414         }
415     }
416
417     if (context->fbo_entry_count < WINED3D_MAX_FBO_ENTRIES)
418     {
419         entry = context_create_fbo_entry(context, render_targets, depth_stencil, location);
420         list_add_head(&context->fbo_list, &entry->entry);
421         ++context->fbo_entry_count;
422     }
423     else
424     {
425         entry = LIST_ENTRY(list_tail(&context->fbo_list), struct fbo_entry, entry);
426         context_reuse_fbo_entry(context, target, render_targets, depth_stencil, location, entry);
427         list_remove(&entry->entry);
428         list_add_head(&context->fbo_list, &entry->entry);
429     }
430
431     return entry;
432 }
433
434 /* GL locking is done by the caller */
435 static void context_apply_fbo_entry(struct wined3d_context *context, GLenum target, struct fbo_entry *entry)
436 {
437     const struct wined3d_gl_info *gl_info = context->gl_info;
438     unsigned int i;
439
440     context_bind_fbo(context, target, &entry->id);
441
442     if (!entry->attached)
443     {
444         /* Apply render targets */
445         for (i = 0; i < gl_info->limits.buffers; ++i)
446         {
447             context_attach_surface_fbo(context, target, i, entry->render_targets[i], entry->location);
448         }
449
450         /* Apply depth targets */
451         if (entry->depth_stencil)
452         {
453             surface_set_compatible_renderbuffer(entry->depth_stencil,
454                     entry->render_targets[0]->pow2Width, entry->render_targets[0]->pow2Height);
455         }
456         context_attach_depth_stencil_fbo(context, target, entry->depth_stencil, TRUE);
457
458         entry->attached = TRUE;
459     }
460     else
461     {
462         for (i = 0; i < gl_info->limits.buffers; ++i)
463         {
464             if (entry->render_targets[i])
465                 context_apply_attachment_filter_states(entry->render_targets[i], entry->location);
466         }
467         if (entry->depth_stencil)
468             context_apply_attachment_filter_states(entry->depth_stencil, SFLAG_INTEXTURE);
469     }
470 }
471
472 /* GL locking is done by the caller */
473 static void context_apply_fbo_state(struct wined3d_context *context, GLenum target,
474         IWineD3DSurfaceImpl **render_targets, IWineD3DSurfaceImpl *depth_stencil, DWORD location)
475 {
476     struct fbo_entry *entry, *entry2;
477
478     LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry)
479     {
480         context_destroy_fbo_entry(context, entry);
481     }
482
483     if (context->rebind_fbo)
484     {
485         context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
486         context->rebind_fbo = FALSE;
487     }
488
489     if (render_targets)
490     {
491         context->current_fbo = context_find_fbo_entry(context, target, render_targets, depth_stencil, location);
492         context_apply_fbo_entry(context, target, context->current_fbo);
493     }
494     else
495     {
496         context->current_fbo = NULL;
497         context_bind_fbo(context, target, NULL);
498     }
499
500     context_check_fbo_status(context, target);
501 }
502
503 /* GL locking is done by the caller */
504 void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
505         IWineD3DSurfaceImpl *render_target, IWineD3DSurfaceImpl *depth_stencil, DWORD location)
506 {
507     if (surface_is_offscreen(render_target))
508     {
509         UINT clear_size = (context->gl_info->limits.buffers - 1) * sizeof(*context->blit_targets);
510         context->blit_targets[0] = render_target;
511         if (clear_size) memset(&context->blit_targets[1], 0, clear_size);
512         context_apply_fbo_state(context, target, context->blit_targets, depth_stencil, location);
513     }
514     else
515     {
516         context_apply_fbo_state(context, target, NULL, NULL, location);
517     }
518 }
519
520 /* Context activation is done by the caller. */
521 void context_alloc_occlusion_query(struct wined3d_context *context, struct wined3d_occlusion_query *query)
522 {
523     const struct wined3d_gl_info *gl_info = context->gl_info;
524
525     if (context->free_occlusion_query_count)
526     {
527         query->id = context->free_occlusion_queries[--context->free_occlusion_query_count];
528     }
529     else
530     {
531         if (gl_info->supported[ARB_OCCLUSION_QUERY])
532         {
533             ENTER_GL();
534             GL_EXTCALL(glGenQueriesARB(1, &query->id));
535             checkGLcall("glGenQueriesARB");
536             LEAVE_GL();
537
538             TRACE("Allocated occlusion query %u in context %p.\n", query->id, context);
539         }
540         else
541         {
542             WARN("Occlusion queries not supported, not allocating query id.\n");
543             query->id = 0;
544         }
545     }
546
547     query->context = context;
548     list_add_head(&context->occlusion_queries, &query->entry);
549 }
550
551 void context_free_occlusion_query(struct wined3d_occlusion_query *query)
552 {
553     struct wined3d_context *context = query->context;
554
555     list_remove(&query->entry);
556     query->context = NULL;
557
558     if (context->free_occlusion_query_count >= context->free_occlusion_query_size - 1)
559     {
560         UINT new_size = context->free_occlusion_query_size << 1;
561         GLuint *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_occlusion_queries,
562                 new_size * sizeof(*context->free_occlusion_queries));
563
564         if (!new_data)
565         {
566             ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context);
567             return;
568         }
569
570         context->free_occlusion_query_size = new_size;
571         context->free_occlusion_queries = new_data;
572     }
573
574     context->free_occlusion_queries[context->free_occlusion_query_count++] = query->id;
575 }
576
577 /* Context activation is done by the caller. */
578 void context_alloc_event_query(struct wined3d_context *context, struct wined3d_event_query *query)
579 {
580     const struct wined3d_gl_info *gl_info = context->gl_info;
581
582     if (context->free_event_query_count)
583     {
584         query->object = context->free_event_queries[--context->free_event_query_count];
585     }
586     else
587     {
588         if (gl_info->supported[ARB_SYNC])
589         {
590             /* Using ARB_sync, not much to do here. */
591             query->object.sync = NULL;
592             TRACE("Allocated event query %p in context %p.\n", query->object.sync, context);
593         }
594         else if (gl_info->supported[APPLE_FENCE])
595         {
596             ENTER_GL();
597             GL_EXTCALL(glGenFencesAPPLE(1, &query->object.id));
598             checkGLcall("glGenFencesAPPLE");
599             LEAVE_GL();
600
601             TRACE("Allocated event query %u in context %p.\n", query->object.id, context);
602         }
603         else if(gl_info->supported[NV_FENCE])
604         {
605             ENTER_GL();
606             GL_EXTCALL(glGenFencesNV(1, &query->object.id));
607             checkGLcall("glGenFencesNV");
608             LEAVE_GL();
609
610             TRACE("Allocated event query %u in context %p.\n", query->object.id, context);
611         }
612         else
613         {
614             WARN("Event queries not supported, not allocating query id.\n");
615             query->object.id = 0;
616         }
617     }
618
619     query->context = context;
620     list_add_head(&context->event_queries, &query->entry);
621 }
622
623 void context_free_event_query(struct wined3d_event_query *query)
624 {
625     struct wined3d_context *context = query->context;
626
627     list_remove(&query->entry);
628     query->context = NULL;
629
630     if (context->free_event_query_count >= context->free_event_query_size - 1)
631     {
632         UINT new_size = context->free_event_query_size << 1;
633         union wined3d_gl_query_object *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_event_queries,
634                 new_size * sizeof(*context->free_event_queries));
635
636         if (!new_data)
637         {
638             ERR("Failed to grow free list, leaking query %u in context %p.\n", query->object.id, context);
639             return;
640         }
641
642         context->free_event_query_size = new_size;
643         context->free_event_queries = new_data;
644     }
645
646     context->free_event_queries[context->free_event_query_count++] = query->object;
647 }
648
649 typedef void (context_fbo_entry_func_t)(struct wined3d_context *context, struct fbo_entry *entry);
650
651 static void context_enum_surface_fbo_entries(IWineD3DDeviceImpl *device,
652         IWineD3DSurfaceImpl *surface, context_fbo_entry_func_t *callback)
653 {
654     UINT i;
655
656     for (i = 0; i < device->numContexts; ++i)
657     {
658         struct wined3d_context *context = device->contexts[i];
659         const struct wined3d_gl_info *gl_info = context->gl_info;
660         struct fbo_entry *entry, *entry2;
661
662         if (context->current_rt == surface) context->current_rt = NULL;
663
664         LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
665         {
666             UINT j;
667
668             if (entry->depth_stencil == surface)
669             {
670                 callback(context, entry);
671                 continue;
672             }
673
674             for (j = 0; j < gl_info->limits.buffers; ++j)
675             {
676                 if (entry->render_targets[j] == surface)
677                 {
678                     callback(context, entry);
679                     break;
680                 }
681             }
682         }
683     }
684 }
685
686 static void context_queue_fbo_entry_destruction(struct wined3d_context *context, struct fbo_entry *entry)
687 {
688     list_remove(&entry->entry);
689     list_add_head(&context->fbo_destroy_list, &entry->entry);
690 }
691
692 void context_resource_released(IWineD3DDeviceImpl *device, IWineD3DResource *resource, WINED3DRESOURCETYPE type)
693 {
694     if (!device->d3d_initialized) return;
695
696     switch (type)
697     {
698         case WINED3DRTYPE_SURFACE:
699             context_enum_surface_fbo_entries(device, (IWineD3DSurfaceImpl *)resource,
700                     context_queue_fbo_entry_destruction);
701             break;
702
703         default:
704             break;
705     }
706 }
707
708 static void context_detach_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
709 {
710     entry->attached = FALSE;
711 }
712
713 void context_resource_unloaded(IWineD3DDeviceImpl *device, IWineD3DResource *resource, WINED3DRESOURCETYPE type)
714 {
715     switch (type)
716     {
717         case WINED3DRTYPE_SURFACE:
718             context_enum_surface_fbo_entries(device, (IWineD3DSurfaceImpl *)resource,
719                     context_detach_fbo_entry);
720             break;
721
722         default:
723             break;
724     }
725 }
726
727 void context_surface_update(struct wined3d_context *context, IWineD3DSurfaceImpl *surface)
728 {
729     const struct wined3d_gl_info *gl_info = context->gl_info;
730     struct fbo_entry *entry = context->current_fbo;
731     unsigned int i;
732
733     if (!entry || context->rebind_fbo) return;
734
735     for (i = 0; i < gl_info->limits.buffers; ++i)
736     {
737         if (surface == entry->render_targets[i])
738         {
739             TRACE("Updated surface %p is bound as color attachment %u to the current FBO.\n", surface, i);
740             context->rebind_fbo = TRUE;
741             return;
742         }
743     }
744
745     if (surface == entry->depth_stencil)
746     {
747         TRACE("Updated surface %p is bound as depth attachment to the current FBO.\n", surface);
748         context->rebind_fbo = TRUE;
749     }
750 }
751
752 static BOOL context_set_pixel_format(const struct wined3d_gl_info *gl_info, HDC dc, int format)
753 {
754     int current = GetPixelFormat(dc);
755
756     if (current == format) return TRUE;
757
758     if (!current)
759     {
760         if (!SetPixelFormat(dc, format, NULL))
761         {
762             ERR("Failed to set pixel format %d on device context %p, last error %#x.\n",
763                     format, dc, GetLastError());
764             return FALSE;
765         }
766         return TRUE;
767     }
768
769     /* By default WGL doesn't allow pixel format adjustments but we need it
770      * here. For this reason there's a Wine specific wglSetPixelFormat()
771      * which allows us to set the pixel format multiple times. Only use it
772      * when really needed. */
773     if (gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH])
774     {
775         if (!GL_EXTCALL(wglSetPixelFormatWINE(dc, format, NULL)))
776         {
777             ERR("wglSetPixelFormatWINE failed to set pixel format %d on device context %p.\n",
778                     format, dc);
779             return FALSE;
780         }
781         return TRUE;
782     }
783
784     /* OpenGL doesn't allow pixel format adjustments. Print an error and
785      * continue using the old format. There's a big chance that the old
786      * format works although with a performance hit and perhaps rendering
787      * errors. */
788     ERR("Unable to set pixel format %d on device context %p. Already using format %d.\n",
789             format, dc, current);
790     return TRUE;
791 }
792
793 static void context_update_window(struct wined3d_context *context)
794 {
795     TRACE("Updating context %p window from %p to %p.\n",
796             context, context->win_handle, context->swapchain->win_handle);
797
798     if (context->valid)
799     {
800         if (!ReleaseDC(context->win_handle, context->hdc))
801         {
802             ERR("Failed to release device context %p, last error %#x.\n",
803                     context->hdc, GetLastError());
804         }
805     }
806     else context->valid = 1;
807
808     context->win_handle = context->swapchain->win_handle;
809
810     if (!(context->hdc = GetDC(context->win_handle)))
811     {
812         ERR("Failed to get a device context for window %p.\n", context->win_handle);
813         goto err;
814     }
815
816     if (!context_set_pixel_format(context->gl_info, context->hdc, context->pixel_format))
817     {
818         ERR("Failed to set pixel format %d on device context %p.\n",
819                 context->pixel_format, context->hdc);
820         goto err;
821     }
822
823     if (!pwglMakeCurrent(context->hdc, context->glCtx))
824     {
825         ERR("Failed to make GL context %p current on device context %p, last error %#x.\n",
826                 context->glCtx, context->hdc, GetLastError());
827         goto err;
828     }
829
830     return;
831
832 err:
833     context->valid = 0;
834 }
835
836 static void context_validate(struct wined3d_context *context)
837 {
838     HWND wnd = WindowFromDC(context->hdc);
839
840     if (wnd != context->win_handle)
841     {
842         WARN("DC %p belongs to window %p instead of %p.\n",
843                 context->hdc, wnd, context->win_handle);
844         context->valid = 0;
845     }
846
847     if (context->win_handle != context->swapchain->win_handle)
848         context_update_window(context);
849 }
850
851 static void context_destroy_gl_resources(struct wined3d_context *context)
852 {
853     const struct wined3d_gl_info *gl_info = context->gl_info;
854     struct wined3d_occlusion_query *occlusion_query;
855     struct wined3d_event_query *event_query;
856     struct fbo_entry *entry, *entry2;
857     HGLRC restore_ctx;
858     HDC restore_dc;
859     unsigned int i;
860
861     restore_ctx = pwglGetCurrentContext();
862     restore_dc = pwglGetCurrentDC();
863
864     context_validate(context);
865     if (context->valid && restore_ctx != context->glCtx) pwglMakeCurrent(context->hdc, context->glCtx);
866     else restore_ctx = NULL;
867
868     ENTER_GL();
869
870     LIST_FOR_EACH_ENTRY(occlusion_query, &context->occlusion_queries, struct wined3d_occlusion_query, entry)
871     {
872         if (context->valid && gl_info->supported[ARB_OCCLUSION_QUERY])
873             GL_EXTCALL(glDeleteQueriesARB(1, &occlusion_query->id));
874         occlusion_query->context = NULL;
875     }
876
877     LIST_FOR_EACH_ENTRY(event_query, &context->event_queries, struct wined3d_event_query, entry)
878     {
879         if (context->valid)
880         {
881             if (gl_info->supported[ARB_SYNC])
882             {
883                 if (event_query->object.sync) GL_EXTCALL(glDeleteSync(event_query->object.sync));
884             }
885             else if (gl_info->supported[APPLE_FENCE]) GL_EXTCALL(glDeleteFencesAPPLE(1, &event_query->object.id));
886             else if (gl_info->supported[NV_FENCE]) GL_EXTCALL(glDeleteFencesNV(1, &event_query->object.id));
887         }
888         event_query->context = NULL;
889     }
890
891     LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry)
892     {
893         if (!context->valid) entry->id = 0;
894         context_destroy_fbo_entry(context, entry);
895     }
896
897     LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
898     {
899         if (!context->valid) entry->id = 0;
900         context_destroy_fbo_entry(context, entry);
901     }
902
903     if (context->valid)
904     {
905         if (context->dst_fbo)
906         {
907             TRACE("Destroy dst FBO %d\n", context->dst_fbo);
908             context_destroy_fbo(context, &context->dst_fbo);
909         }
910         if (context->dummy_arbfp_prog)
911         {
912             GL_EXTCALL(glDeleteProgramsARB(1, &context->dummy_arbfp_prog));
913         }
914
915         if (gl_info->supported[ARB_OCCLUSION_QUERY])
916             GL_EXTCALL(glDeleteQueriesARB(context->free_occlusion_query_count, context->free_occlusion_queries));
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])
923         {
924             for (i = 0; i < context->free_event_query_count; ++i)
925             {
926                 GL_EXTCALL(glDeleteFencesAPPLE(1, &context->free_event_queries[i].id));
927             }
928         }
929         else if (gl_info->supported[NV_FENCE])
930         {
931             for (i = 0; i < context->free_event_query_count; ++i)
932             {
933                 GL_EXTCALL(glDeleteFencesNV(1, &context->free_event_queries[i].id));
934             }
935         }
936
937         checkGLcall("context cleanup");
938     }
939
940     LEAVE_GL();
941
942     HeapFree(GetProcessHeap(), 0, context->free_occlusion_queries);
943     HeapFree(GetProcessHeap(), 0, context->free_event_queries);
944
945     if (restore_ctx)
946     {
947         if (!pwglMakeCurrent(restore_dc, restore_ctx))
948         {
949             DWORD err = GetLastError();
950             ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
951                     restore_ctx, restore_dc, err);
952         }
953     }
954     else if (pwglGetCurrentContext() && !pwglMakeCurrent(NULL, NULL))
955     {
956         ERR("Failed to disable GL context.\n");
957     }
958
959     ReleaseDC(context->win_handle, context->hdc);
960
961     if (!pwglDeleteContext(context->glCtx))
962     {
963         DWORD err = GetLastError();
964         ERR("wglDeleteContext(%p) failed, last error %#x.\n", context->glCtx, err);
965     }
966 }
967
968 DWORD context_get_tls_idx(void)
969 {
970     return wined3d_context_tls_idx;
971 }
972
973 void context_set_tls_idx(DWORD idx)
974 {
975     wined3d_context_tls_idx = idx;
976 }
977
978 struct wined3d_context *context_get_current(void)
979 {
980     return TlsGetValue(wined3d_context_tls_idx);
981 }
982
983 BOOL context_set_current(struct wined3d_context *ctx)
984 {
985     struct wined3d_context *old = context_get_current();
986
987     if (old == ctx)
988     {
989         TRACE("Already using D3D context %p.\n", ctx);
990         return TRUE;
991     }
992
993     if (old)
994     {
995         if (old->destroyed)
996         {
997             TRACE("Switching away from destroyed context %p.\n", old);
998             context_destroy_gl_resources(old);
999             HeapFree(GetProcessHeap(), 0, old);
1000         }
1001         else
1002         {
1003             old->current = 0;
1004         }
1005     }
1006
1007     if (ctx)
1008     {
1009         TRACE("Switching to D3D context %p, GL context %p, device context %p.\n", ctx, ctx->glCtx, ctx->hdc);
1010         if (!pwglMakeCurrent(ctx->hdc, ctx->glCtx))
1011         {
1012             DWORD err = GetLastError();
1013             ERR("Failed to make GL context %p current on device context %p, last error %#x.\n",
1014                     ctx->glCtx, ctx->hdc, err);
1015             TlsSetValue(wined3d_context_tls_idx, NULL);
1016             return FALSE;
1017         }
1018         ctx->current = 1;
1019     }
1020     else if(pwglGetCurrentContext())
1021     {
1022         TRACE("Clearing current D3D context.\n");
1023         if (!pwglMakeCurrent(NULL, NULL))
1024         {
1025             DWORD err = GetLastError();
1026             ERR("Failed to clear current GL context, last error %#x.\n", err);
1027             TlsSetValue(wined3d_context_tls_idx, NULL);
1028             return FALSE;
1029         }
1030     }
1031
1032     return TlsSetValue(wined3d_context_tls_idx, ctx);
1033 }
1034
1035 void context_release(struct wined3d_context *context)
1036 {
1037     TRACE("Releasing context %p, level %u.\n", context, context->level);
1038
1039     if (WARN_ON(d3d))
1040     {
1041         if (!context->level)
1042             WARN("Context %p is not active.\n", context);
1043         else if (context != context_get_current())
1044             WARN("Context %p is not the current context.\n", context);
1045     }
1046
1047     if (!--context->level && context->restore_ctx)
1048     {
1049         TRACE("Restoring GL context %p on device context %p.\n", context->restore_ctx, context->restore_dc);
1050         if (!pwglMakeCurrent(context->restore_dc, context->restore_ctx))
1051         {
1052             DWORD err = GetLastError();
1053             ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
1054                     context->restore_ctx, context->restore_dc, err);
1055         }
1056         context->restore_ctx = NULL;
1057         context->restore_dc = NULL;
1058     }
1059 }
1060
1061 static void context_enter(struct wined3d_context *context)
1062 {
1063     TRACE("Entering context %p, level %u.\n", context, context->level + 1);
1064
1065     if (!context->level++)
1066     {
1067         const struct wined3d_context *current_context = context_get_current();
1068         HGLRC current_gl = pwglGetCurrentContext();
1069
1070         if (current_gl && (!current_context || current_context->glCtx != current_gl))
1071         {
1072             TRACE("Another GL context (%p on device context %p) is already current.\n",
1073                     current_gl, pwglGetCurrentDC());
1074             context->restore_ctx = current_gl;
1075             context->restore_dc = pwglGetCurrentDC();
1076         }
1077     }
1078 }
1079
1080 /*****************************************************************************
1081  * Context_MarkStateDirty
1082  *
1083  * Marks a state in a context dirty. Only one context, opposed to
1084  * IWineD3DDeviceImpl_MarkStateDirty, which marks the state dirty in all
1085  * contexts
1086  *
1087  * Params:
1088  *  context: Context to mark the state dirty in
1089  *  state: State to mark dirty
1090  *  StateTable: Pointer to the state table in use(for state grouping)
1091  *
1092  *****************************************************************************/
1093 static void Context_MarkStateDirty(struct wined3d_context *context, DWORD state, const struct StateEntry *StateTable)
1094 {
1095     DWORD rep = StateTable[state].representative;
1096     DWORD idx;
1097     BYTE shift;
1098
1099     if (isStateDirty(context, rep)) return;
1100
1101     context->dirtyArray[context->numDirtyEntries++] = rep;
1102     idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
1103     shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
1104     context->isStateDirty[idx] |= (1 << shift);
1105 }
1106
1107 /* This function takes care of WineD3D pixel format selection. */
1108 static int WineD3D_ChoosePixelFormat(IWineD3DDeviceImpl *This, HDC hdc,
1109         const struct wined3d_format_desc *color_format_desc, const struct wined3d_format_desc *ds_format_desc,
1110         BOOL auxBuffers, int numSamples, BOOL findCompatible)
1111 {
1112     int iPixelFormat=0;
1113     unsigned int matchtry;
1114     short redBits, greenBits, blueBits, alphaBits, colorBits;
1115     short depthBits=0, stencilBits=0;
1116
1117     struct match_type {
1118         BOOL require_aux;
1119         BOOL exact_alpha;
1120         BOOL exact_color;
1121     } matches[] = {
1122         /* First, try without alpha match buffers. MacOS supports aux buffers only
1123          * on A8R8G8B8, and we prefer better offscreen rendering over an alpha match.
1124          * Then try without aux buffers - this is the most common cause for not
1125          * finding a pixel format. Also some drivers(the open source ones)
1126          * only offer 32 bit ARB pixel formats. First try without an exact alpha
1127          * match, then try without an exact alpha and color match.
1128          */
1129         { TRUE,  TRUE,  TRUE  },
1130         { TRUE,  FALSE, TRUE  },
1131         { FALSE, TRUE,  TRUE  },
1132         { FALSE, FALSE, TRUE  },
1133         { TRUE,  FALSE, FALSE },
1134         { FALSE, FALSE, FALSE },
1135     };
1136
1137     int i = 0;
1138     int nCfgs = This->adapter->nCfgs;
1139
1140     TRACE("ColorFormat=%s, DepthStencilFormat=%s, auxBuffers=%d, numSamples=%d, findCompatible=%d\n",
1141           debug_d3dformat(color_format_desc->format), debug_d3dformat(ds_format_desc->format),
1142           auxBuffers, numSamples, findCompatible);
1143
1144     if (!getColorBits(color_format_desc, &redBits, &greenBits, &blueBits, &alphaBits, &colorBits))
1145     {
1146         ERR("Unable to get color bits for format %s (%#x)!\n",
1147                 debug_d3dformat(color_format_desc->format), color_format_desc->format);
1148         return 0;
1149     }
1150
1151     getDepthStencilBits(ds_format_desc, &depthBits, &stencilBits);
1152
1153     for(matchtry = 0; matchtry < (sizeof(matches) / sizeof(matches[0])) && !iPixelFormat; matchtry++) {
1154         for(i=0; i<nCfgs; i++) {
1155             BOOL exactDepthMatch = TRUE;
1156             WineD3D_PixelFormat *cfg = &This->adapter->cfgs[i];
1157
1158             /* For now only accept RGBA formats. Perhaps some day we will
1159              * allow floating point formats for pbuffers. */
1160             if(cfg->iPixelType != WGL_TYPE_RGBA_ARB)
1161                 continue;
1162
1163             /* In window mode we need a window drawable format and double buffering. */
1164             if(!(cfg->windowDrawable && cfg->doubleBuffer))
1165                 continue;
1166
1167             /* We like to have aux buffers in backbuffer mode */
1168             if(auxBuffers && !cfg->auxBuffers && matches[matchtry].require_aux)
1169                 continue;
1170
1171             if(matches[matchtry].exact_color) {
1172                 if(cfg->redSize != redBits)
1173                     continue;
1174                 if(cfg->greenSize != greenBits)
1175                     continue;
1176                 if(cfg->blueSize != blueBits)
1177                     continue;
1178             } else {
1179                 if(cfg->redSize < redBits)
1180                     continue;
1181                 if(cfg->greenSize < greenBits)
1182                     continue;
1183                 if(cfg->blueSize < blueBits)
1184                     continue;
1185             }
1186             if(matches[matchtry].exact_alpha) {
1187                 if(cfg->alphaSize != alphaBits)
1188                     continue;
1189             } else {
1190                 if(cfg->alphaSize < alphaBits)
1191                     continue;
1192             }
1193
1194             /* We try to locate a format which matches our requirements exactly. In case of
1195              * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
1196             if(cfg->depthSize < depthBits)
1197                 continue;
1198             else if(cfg->depthSize > depthBits)
1199                 exactDepthMatch = FALSE;
1200
1201             /* In all cases make sure the number of stencil bits matches our requirements
1202              * even when we don't need stencil because it could affect performance EXCEPT
1203              * on cards which don't offer depth formats without stencil like the i915 drivers
1204              * on Linux. */
1205             if(stencilBits != cfg->stencilSize && !(This->adapter->brokenStencil && stencilBits <= cfg->stencilSize))
1206                 continue;
1207
1208             /* Check multisampling support */
1209             if(cfg->numSamples != numSamples)
1210                 continue;
1211
1212             /* When we have passed all the checks then we have found a format which matches our
1213              * requirements. Note that we only check for a limit number of capabilities right now,
1214              * so there can easily be a dozen of pixel formats which appear to be the 'same' but
1215              * can still differ in things like multisampling, stereo, SRGB and other flags.
1216              */
1217
1218             /* Exit the loop as we have found a format :) */
1219             if(exactDepthMatch) {
1220                 iPixelFormat = cfg->iPixelFormat;
1221                 break;
1222             } else if(!iPixelFormat) {
1223                 /* In the end we might end up with a format which doesn't exactly match our depth
1224                  * requirements. Accept the first format we found because formats with higher iPixelFormat
1225                  * values tend to have more extended capabilities (e.g. multisampling) which we don't need. */
1226                 iPixelFormat = cfg->iPixelFormat;
1227             }
1228         }
1229     }
1230
1231     /* When findCompatible is set and no suitable format was found, let ChoosePixelFormat choose a pixel format in order not to crash. */
1232     if(!iPixelFormat && !findCompatible) {
1233         ERR("Can't find a suitable iPixelFormat\n");
1234         return FALSE;
1235     } else if(!iPixelFormat) {
1236         PIXELFORMATDESCRIPTOR pfd;
1237
1238         TRACE("Falling back to ChoosePixelFormat as we weren't able to find an exactly matching pixel format\n");
1239         /* PixelFormat selection */
1240         ZeroMemory(&pfd, sizeof(pfd));
1241         pfd.nSize      = sizeof(pfd);
1242         pfd.nVersion   = 1;
1243         pfd.dwFlags    = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
1244         pfd.iPixelType = PFD_TYPE_RGBA;
1245         pfd.cAlphaBits = alphaBits;
1246         pfd.cColorBits = colorBits;
1247         pfd.cDepthBits = depthBits;
1248         pfd.cStencilBits = stencilBits;
1249         pfd.iLayerType = PFD_MAIN_PLANE;
1250
1251         iPixelFormat = ChoosePixelFormat(hdc, &pfd);
1252         if(!iPixelFormat) {
1253             /* If this happens something is very wrong as ChoosePixelFormat barely fails */
1254             ERR("Can't find a suitable iPixelFormat\n");
1255             return FALSE;
1256         }
1257     }
1258
1259     TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s\n",
1260             iPixelFormat, debug_d3dformat(color_format_desc->format), debug_d3dformat(ds_format_desc->format));
1261     return iPixelFormat;
1262 }
1263
1264 /*****************************************************************************
1265  * context_create
1266  *
1267  * Creates a new context.
1268  *
1269  * * Params:
1270  *  This: Device to activate the context for
1271  *  target: Surface this context will render to
1272  *  win_handle: handle to the window which we are drawing to
1273  *  pPresentParameters: contains the pixelformats to use for onscreen rendering
1274  *
1275  *****************************************************************************/
1276 struct wined3d_context *context_create(IWineD3DSwapChainImpl *swapchain, IWineD3DSurfaceImpl *target,
1277         const struct wined3d_format_desc *ds_format_desc)
1278 {
1279     IWineD3DDeviceImpl *device = swapchain->device;
1280     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1281     const struct wined3d_format_desc *color_format_desc;
1282     struct wined3d_context *ret;
1283     PIXELFORMATDESCRIPTOR pfd;
1284     BOOL auxBuffers = FALSE;
1285     int numSamples = 0;
1286     int pixel_format;
1287     unsigned int s;
1288     DWORD state;
1289     HGLRC ctx;
1290     HDC hdc;
1291
1292     TRACE("swapchain %p, target %p, window %p.\n", swapchain, target, swapchain->win_handle);
1293
1294     ret = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*ret));
1295     if (!ret)
1296     {
1297         ERR("Failed to allocate context memory.\n");
1298         return NULL;
1299     }
1300
1301     if (!(hdc = GetDC(swapchain->win_handle)))
1302     {
1303         ERR("Failed to retrieve a device context.\n");
1304         goto out;
1305     }
1306
1307     color_format_desc = target->resource.format_desc;
1308
1309     /* In case of ORM_BACKBUFFER, make sure to request an alpha component for
1310      * X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
1311     if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
1312     {
1313         auxBuffers = TRUE;
1314
1315         if (color_format_desc->format == WINED3DFMT_B4G4R4X4_UNORM)
1316             color_format_desc = getFormatDescEntry(WINED3DFMT_B4G4R4A4_UNORM, gl_info);
1317         else if (color_format_desc->format == WINED3DFMT_B8G8R8X8_UNORM)
1318             color_format_desc = getFormatDescEntry(WINED3DFMT_B8G8R8A8_UNORM, gl_info);
1319     }
1320
1321     /* DirectDraw supports 8bit paletted render targets and these are used by
1322      * old games like Starcraft and C&C. Most modern hardware doesn't support
1323      * 8bit natively so we perform some form of 8bit -> 32bit conversion. The
1324      * conversion (ab)uses the alpha component for storing the palette index.
1325      * For this reason we require a format with 8bit alpha, so request
1326      * A8R8G8B8. */
1327     if (color_format_desc->format == WINED3DFMT_P8_UINT)
1328         color_format_desc = getFormatDescEntry(WINED3DFMT_B8G8R8A8_UNORM, gl_info);
1329
1330     /* D3D only allows multisampling when SwapEffect is set to WINED3DSWAPEFFECT_DISCARD. */
1331     if (swapchain->presentParms.MultiSampleType && (swapchain->presentParms.SwapEffect == WINED3DSWAPEFFECT_DISCARD))
1332     {
1333         if (!gl_info->supported[ARB_MULTISAMPLE])
1334             WARN("The application is requesting multisampling without support.\n");
1335         else
1336         {
1337             TRACE("Requesting multisample type %#x.\n", swapchain->presentParms.MultiSampleType);
1338             numSamples = swapchain->presentParms.MultiSampleType;
1339         }
1340     }
1341
1342     /* Try to find a pixel format which matches our requirements. */
1343     pixel_format = WineD3D_ChoosePixelFormat(device, hdc, color_format_desc, ds_format_desc,
1344             auxBuffers, numSamples, FALSE /* findCompatible */);
1345
1346     /* Try to locate a compatible format if we weren't able to find anything. */
1347     if (!pixel_format)
1348     {
1349         TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
1350         pixel_format = WineD3D_ChoosePixelFormat(device, hdc, color_format_desc, ds_format_desc,
1351                 auxBuffers, 0 /* numSamples */, TRUE /* findCompatible */);
1352     }
1353
1354     /* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */
1355     if (!pixel_format)
1356     {
1357         ERR("Can't find a suitable pixel format.\n");
1358         goto out;
1359     }
1360
1361     DescribePixelFormat(hdc, pixel_format, sizeof(pfd), &pfd);
1362     if (!context_set_pixel_format(gl_info, hdc, pixel_format))
1363     {
1364         ERR("Failed to set pixel format %d on device context %p.\n", pixel_format, hdc);
1365         goto out;
1366     }
1367
1368     ctx = pwglCreateContext(hdc);
1369     if (device->numContexts)
1370     {
1371         if (!pwglShareLists(device->contexts[0]->glCtx, ctx))
1372         {
1373             DWORD err = GetLastError();
1374             ERR("wglShareLists(%p, %p) failed, last error %#x.\n",
1375                     device->contexts[0]->glCtx, ctx, err);
1376         }
1377     }
1378
1379     if(!ctx) {
1380         ERR("Failed to create a WGL context\n");
1381         goto out;
1382     }
1383
1384     if (!device_context_add(device, ret))
1385     {
1386         ERR("Failed to add the newly created context to the context list\n");
1387         if (!pwglDeleteContext(ctx))
1388         {
1389             DWORD err = GetLastError();
1390             ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, err);
1391         }
1392         goto out;
1393     }
1394
1395     ret->gl_info = gl_info;
1396
1397     /* Mark all states dirty to force a proper initialization of the states
1398      * on the first use of the context. */
1399     for (state = 0; state <= STATE_HIGHEST; ++state)
1400     {
1401         if (device->StateTable[state].representative)
1402             Context_MarkStateDirty(ret, state, device->StateTable);
1403     }
1404
1405     ret->swapchain = swapchain;
1406     ret->current_rt = target;
1407     ret->tid = GetCurrentThreadId();
1408
1409     ret->render_offscreen = surface_is_offscreen(target);
1410     ret->draw_buffer_dirty = TRUE;
1411     ret->valid = 1;
1412
1413     ret->glCtx = ctx;
1414     ret->win_handle = swapchain->win_handle;
1415     ret->hdc = hdc;
1416     ret->pixel_format = pixel_format;
1417
1418     if (device->shader_backend->shader_dirtifyable_constants((IWineD3DDevice *)device))
1419     {
1420         /* Create the dirty constants array and initialize them to dirty */
1421         ret->vshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
1422                 sizeof(*ret->vshader_const_dirty) * device->d3d_vshader_constantF);
1423         ret->pshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
1424                 sizeof(*ret->pshader_const_dirty) * device->d3d_pshader_constantF);
1425         memset(ret->vshader_const_dirty, 1,
1426                sizeof(*ret->vshader_const_dirty) * device->d3d_vshader_constantF);
1427         memset(ret->pshader_const_dirty, 1,
1428                 sizeof(*ret->pshader_const_dirty) * device->d3d_pshader_constantF);
1429     }
1430
1431     ret->blit_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1432             gl_info->limits.buffers * sizeof(*ret->blit_targets));
1433     if (!ret->blit_targets) goto out;
1434
1435     ret->draw_buffers = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1436             gl_info->limits.buffers * sizeof(*ret->draw_buffers));
1437     if (!ret->draw_buffers) goto out;
1438
1439     ret->free_occlusion_query_size = 4;
1440     ret->free_occlusion_queries = HeapAlloc(GetProcessHeap(), 0,
1441             ret->free_occlusion_query_size * sizeof(*ret->free_occlusion_queries));
1442     if (!ret->free_occlusion_queries) goto out;
1443
1444     list_init(&ret->occlusion_queries);
1445
1446     ret->free_event_query_size = 4;
1447     ret->free_event_queries = HeapAlloc(GetProcessHeap(), 0,
1448             ret->free_event_query_size * sizeof(*ret->free_event_queries));
1449     if (!ret->free_event_queries) goto out;
1450
1451     list_init(&ret->event_queries);
1452
1453     TRACE("Successfully created new context %p\n", ret);
1454
1455     list_init(&ret->fbo_list);
1456     list_init(&ret->fbo_destroy_list);
1457
1458     context_enter(ret);
1459
1460     /* Set up the context defaults */
1461     if (!context_set_current(ret))
1462     {
1463         ERR("Cannot activate context to set up defaults\n");
1464         context_release(ret);
1465         goto out;
1466     }
1467
1468     ENTER_GL();
1469
1470     glGetIntegerv(GL_AUX_BUFFERS, &ret->aux_buffers);
1471
1472     TRACE("Setting up the screen\n");
1473     /* Clear the screen */
1474     glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
1475     checkGLcall("glClearColor");
1476     glClearIndex(0);
1477     glClearDepth(1);
1478     glClearStencil(0xffff);
1479
1480     checkGLcall("glClear");
1481
1482     glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
1483     checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
1484
1485     glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
1486     checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
1487
1488     glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
1489     checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
1490
1491     glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);
1492     checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);");
1493     glPixelStorei(GL_UNPACK_ALIGNMENT, device->surface_alignment);
1494     checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, device->surface_alignment);");
1495
1496     if (gl_info->supported[APPLE_CLIENT_STORAGE])
1497     {
1498         /* Most textures will use client storage if supported. Exceptions are non-native power of 2 textures
1499          * and textures in DIB sections(due to the memory protection).
1500          */
1501         glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
1502         checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1503     }
1504     if (gl_info->supported[ARB_VERTEX_BLEND])
1505     {
1506         /* Direct3D always uses n-1 weights for n world matrices and uses 1 - sum for the last one
1507          * this is equal to GL_WEIGHT_SUM_UNITY_ARB. Enabling it doesn't do anything unless
1508          * GL_VERTEX_BLEND_ARB isn't enabled too
1509          */
1510         glEnable(GL_WEIGHT_SUM_UNITY_ARB);
1511         checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
1512     }
1513     if (gl_info->supported[NV_TEXTURE_SHADER2])
1514     {
1515         /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
1516          * the previous texture where to source the offset from is always unit - 1.
1517          */
1518         for (s = 1; s < gl_info->limits.textures; ++s)
1519         {
1520             GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
1521             glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + s - 1);
1522             checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...");
1523         }
1524     }
1525     if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
1526     {
1527         /* MacOS(radeon X1600 at least, but most likely others too) refuses to draw if GLSL and ARBFP are
1528          * enabled, but the currently bound arbfp program is 0. Enabling ARBFP with prog 0 is invalid, but
1529          * GLSL should bypass this. This causes problems in programs that never use the fixed function pipeline,
1530          * because the ARBFP extension is enabled by the ARBFP pipeline at context creation, but no program
1531          * is ever assigned.
1532          *
1533          * So make sure a program is assigned to each context. The first real ARBFP use will set a different
1534          * program and the dummy program is destroyed when the context is destroyed.
1535          */
1536         const char *dummy_program =
1537                 "!!ARBfp1.0\n"
1538                 "MOV result.color, fragment.color.primary;\n"
1539                 "END\n";
1540         GL_EXTCALL(glGenProgramsARB(1, &ret->dummy_arbfp_prog));
1541         GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret->dummy_arbfp_prog));
1542         GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(dummy_program), dummy_program));
1543     }
1544
1545     for (s = 0; s < gl_info->limits.point_sprite_units; ++s)
1546     {
1547         GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
1548         glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
1549         checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)");
1550     }
1551
1552     if (gl_info->supported[WINED3D_GL_VERSION_2_0])
1553     {
1554         /* Windows doesn't support to query the glPointParameteri function pointer, so use the
1555          * NV_POINT_SPRITE extension.
1556          */
1557         if (glPointParameteri)
1558         {
1559             glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, GL_UPPER_LEFT);
1560             checkGLcall("glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, GL_UPPER_LEFT)");
1561         }
1562         else if (gl_info->supported[NV_POINT_SPRITE])
1563         {
1564             GL_EXTCALL(glPointParameteriNV(GL_POINT_SPRITE_COORD_ORIGIN, GL_UPPER_LEFT));
1565             checkGLcall("glPointParameteriNV(GL_POINT_SPRITE_COORD_ORIGIN, GL_UPPER_LEFT)");
1566         }
1567     }
1568
1569     if (gl_info->supported[ARB_PROVOKING_VERTEX])
1570     {
1571         GL_EXTCALL(glProvokingVertex(GL_FIRST_VERTEX_CONVENTION));
1572     }
1573     else if (gl_info->supported[EXT_PROVOKING_VERTEX])
1574     {
1575         GL_EXTCALL(glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT));
1576     }
1577
1578     LEAVE_GL();
1579
1580     device->frag_pipe->enable_extension((IWineD3DDevice *)device, TRUE);
1581
1582     TRACE("Created context %p.\n", ret);
1583
1584     return ret;
1585
1586 out:
1587     HeapFree(GetProcessHeap(), 0, ret->free_event_queries);
1588     HeapFree(GetProcessHeap(), 0, ret->free_occlusion_queries);
1589     HeapFree(GetProcessHeap(), 0, ret->draw_buffers);
1590     HeapFree(GetProcessHeap(), 0, ret->blit_targets);
1591     HeapFree(GetProcessHeap(), 0, ret->pshader_const_dirty);
1592     HeapFree(GetProcessHeap(), 0, ret->vshader_const_dirty);
1593     HeapFree(GetProcessHeap(), 0, ret);
1594     return NULL;
1595 }
1596
1597 /*****************************************************************************
1598  * context_destroy
1599  *
1600  * Destroys a wined3d context
1601  *
1602  * Params:
1603  *  This: Device to activate the context for
1604  *  context: Context to destroy
1605  *
1606  *****************************************************************************/
1607 void context_destroy(IWineD3DDeviceImpl *This, struct wined3d_context *context)
1608 {
1609     BOOL destroy;
1610
1611     TRACE("Destroying ctx %p\n", context);
1612
1613     if (context->tid == GetCurrentThreadId() || !context->current)
1614     {
1615         context_destroy_gl_resources(context);
1616         TlsSetValue(wined3d_context_tls_idx, NULL);
1617         destroy = TRUE;
1618     }
1619     else
1620     {
1621         context->destroyed = 1;
1622         destroy = FALSE;
1623     }
1624
1625     HeapFree(GetProcessHeap(), 0, context->draw_buffers);
1626     HeapFree(GetProcessHeap(), 0, context->blit_targets);
1627     HeapFree(GetProcessHeap(), 0, context->vshader_const_dirty);
1628     HeapFree(GetProcessHeap(), 0, context->pshader_const_dirty);
1629     device_context_remove(This, context);
1630     if (destroy) HeapFree(GetProcessHeap(), 0, context);
1631 }
1632
1633 /* GL locking is done by the caller */
1634 static inline void set_blit_dimension(UINT width, UINT height) {
1635     glMatrixMode(GL_PROJECTION);
1636     checkGLcall("glMatrixMode(GL_PROJECTION)");
1637     glLoadIdentity();
1638     checkGLcall("glLoadIdentity()");
1639     glOrtho(0, width, height, 0, 0.0, -1.0);
1640     checkGLcall("glOrtho");
1641     glViewport(0, 0, width, height);
1642     checkGLcall("glViewport");
1643 }
1644
1645 /*****************************************************************************
1646  * SetupForBlit
1647  *
1648  * Sets up a context for DirectDraw blitting.
1649  * All texture units are disabled, texture unit 0 is set as current unit
1650  * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
1651  * color writing enabled for all channels
1652  * register combiners disabled, shaders disabled
1653  * world matrix is set to identity, texture matrix 0 too
1654  * projection matrix is setup for drawing screen coordinates
1655  *
1656  * Params:
1657  *  This: Device to activate the context for
1658  *  context: Context to setup
1659  *
1660  *****************************************************************************/
1661 /* Context activation is done by the caller. */
1662 static void SetupForBlit(IWineD3DDeviceImpl *This, struct wined3d_context *context)
1663 {
1664     int i;
1665     const struct StateEntry *StateTable = This->StateTable;
1666     const struct wined3d_gl_info *gl_info = context->gl_info;
1667     UINT width = context->current_rt->currentDesc.Width;
1668     UINT height = context->current_rt->currentDesc.Height;
1669     DWORD sampler;
1670
1671     TRACE("Setting up context %p for blitting\n", context);
1672     if(context->last_was_blit) {
1673         if(context->blit_w != width || context->blit_h != height) {
1674             ENTER_GL();
1675             set_blit_dimension(width, height);
1676             LEAVE_GL();
1677             context->blit_w = width; context->blit_h = height;
1678             /* No need to dirtify here, the states are still dirtified because they weren't
1679              * applied since the last SetupForBlit call. Otherwise last_was_blit would not
1680              * be set
1681              */
1682         }
1683         TRACE("Context is already set up for blitting, nothing to do\n");
1684         return;
1685     }
1686     context->last_was_blit = TRUE;
1687
1688     /* TODO: Use a display list */
1689
1690     /* Disable shaders */
1691     ENTER_GL();
1692     This->shader_backend->shader_select(context, FALSE, FALSE);
1693     LEAVE_GL();
1694
1695     Context_MarkStateDirty(context, STATE_VSHADER, StateTable);
1696     Context_MarkStateDirty(context, STATE_PIXELSHADER, StateTable);
1697
1698     /* Call ENTER_GL() once for all gl calls below. In theory we should not call
1699      * helper functions in between gl calls. This function is full of Context_MarkStateDirty
1700      * which can safely be called from here, we only lock once instead locking/unlocking
1701      * after each GL call.
1702      */
1703     ENTER_GL();
1704
1705     /* Disable all textures. The caller can then bind a texture it wants to blit
1706      * from
1707      *
1708      * The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
1709      * function texture unit. No need to care for higher samplers
1710      */
1711     for (i = gl_info->limits.textures - 1; i > 0 ; --i)
1712     {
1713         sampler = This->rev_tex_unit_map[i];
1714         GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
1715         checkGLcall("glActiveTextureARB");
1716
1717         if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1718         {
1719             glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1720             checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1721         }
1722         glDisable(GL_TEXTURE_3D);
1723         checkGLcall("glDisable GL_TEXTURE_3D");
1724         if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1725         {
1726             glDisable(GL_TEXTURE_RECTANGLE_ARB);
1727             checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1728         }
1729         glDisable(GL_TEXTURE_2D);
1730         checkGLcall("glDisable GL_TEXTURE_2D");
1731
1732         glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1733         checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
1734
1735         if (sampler != WINED3D_UNMAPPED_STAGE)
1736         {
1737             if (sampler < MAX_TEXTURES) {
1738                 Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
1739             }
1740             Context_MarkStateDirty(context, STATE_SAMPLER(sampler), StateTable);
1741         }
1742     }
1743     GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
1744     checkGLcall("glActiveTextureARB");
1745
1746     sampler = This->rev_tex_unit_map[0];
1747
1748     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1749     {
1750         glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1751         checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1752     }
1753     glDisable(GL_TEXTURE_3D);
1754     checkGLcall("glDisable GL_TEXTURE_3D");
1755     if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1756     {
1757         glDisable(GL_TEXTURE_RECTANGLE_ARB);
1758         checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1759     }
1760     glDisable(GL_TEXTURE_2D);
1761     checkGLcall("glDisable GL_TEXTURE_2D");
1762
1763     glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1764
1765     glMatrixMode(GL_TEXTURE);
1766     checkGLcall("glMatrixMode(GL_TEXTURE)");
1767     glLoadIdentity();
1768     checkGLcall("glLoadIdentity()");
1769
1770     if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
1771     {
1772         glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
1773                   GL_TEXTURE_LOD_BIAS_EXT,
1774                   0.0f);
1775         checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
1776     }
1777
1778     if (sampler != WINED3D_UNMAPPED_STAGE)
1779     {
1780         if (sampler < MAX_TEXTURES) {
1781             Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + sampler), StateTable);
1782             Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
1783         }
1784         Context_MarkStateDirty(context, STATE_SAMPLER(sampler), StateTable);
1785     }
1786
1787     /* Other misc states */
1788     glDisable(GL_ALPHA_TEST);
1789     checkGLcall("glDisable(GL_ALPHA_TEST)");
1790     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHATESTENABLE), StateTable);
1791     glDisable(GL_LIGHTING);
1792     checkGLcall("glDisable GL_LIGHTING");
1793     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING), StateTable);
1794     glDisable(GL_DEPTH_TEST);
1795     checkGLcall("glDisable GL_DEPTH_TEST");
1796     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ZENABLE), StateTable);
1797     glDisableWINE(GL_FOG);
1798     checkGLcall("glDisable GL_FOG");
1799     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE), StateTable);
1800     glDisable(GL_BLEND);
1801     checkGLcall("glDisable GL_BLEND");
1802     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
1803     glDisable(GL_CULL_FACE);
1804     checkGLcall("glDisable GL_CULL_FACE");
1805     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CULLMODE), StateTable);
1806     glDisable(GL_STENCIL_TEST);
1807     checkGLcall("glDisable GL_STENCIL_TEST");
1808     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_STENCILENABLE), StateTable);
1809     glDisable(GL_SCISSOR_TEST);
1810     checkGLcall("glDisable GL_SCISSOR_TEST");
1811     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), StateTable);
1812     if (gl_info->supported[ARB_POINT_SPRITE])
1813     {
1814         glDisable(GL_POINT_SPRITE_ARB);
1815         checkGLcall("glDisable GL_POINT_SPRITE_ARB");
1816         Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), StateTable);
1817     }
1818     glColorMask(GL_TRUE, GL_TRUE,GL_TRUE,GL_TRUE);
1819     checkGLcall("glColorMask");
1820     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE), StateTable);
1821     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), StateTable);
1822     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), StateTable);
1823     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), StateTable);
1824     if (gl_info->supported[EXT_SECONDARY_COLOR])
1825     {
1826         glDisable(GL_COLOR_SUM_EXT);
1827         Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SPECULARENABLE), StateTable);
1828         checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
1829     }
1830
1831     /* Setup transforms */
1832     glMatrixMode(GL_MODELVIEW);
1833     checkGLcall("glMatrixMode(GL_MODELVIEW)");
1834     glLoadIdentity();
1835     checkGLcall("glLoadIdentity()");
1836     Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), StateTable);
1837
1838     context->last_was_rhw = TRUE;
1839     Context_MarkStateDirty(context, STATE_VDECL, StateTable); /* because of last_was_rhw = TRUE */
1840
1841     glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)");
1842     glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)");
1843     glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)");
1844     glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)");
1845     glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)");
1846     glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)");
1847     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING), StateTable);
1848
1849     set_blit_dimension(width, height);
1850
1851     LEAVE_GL();
1852
1853     context->blit_w = width; context->blit_h = height;
1854     Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
1855     Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable);
1856
1857
1858     This->frag_pipe->enable_extension((IWineD3DDevice *) This, FALSE);
1859 }
1860
1861 /*****************************************************************************
1862  * findThreadContextForSwapChain
1863  *
1864  * Searches a swapchain for all contexts and picks one for the thread tid.
1865  * If none can be found the swapchain is requested to create a new context
1866  *
1867  *****************************************************************************/
1868 static struct wined3d_context *findThreadContextForSwapChain(IWineD3DSwapChain *swapchain, DWORD tid)
1869 {
1870     unsigned int i;
1871
1872     for(i = 0; i < ((IWineD3DSwapChainImpl *) swapchain)->num_contexts; i++) {
1873         if(((IWineD3DSwapChainImpl *) swapchain)->context[i]->tid == tid) {
1874             return ((IWineD3DSwapChainImpl *) swapchain)->context[i];
1875         }
1876
1877     }
1878
1879     /* Create a new context for the thread */
1880     return swapchain_create_context_for_thread(swapchain);
1881 }
1882
1883 /*****************************************************************************
1884  * FindContext
1885  *
1886  * Finds a context for the current render target and thread
1887  *
1888  * Parameters:
1889  *  target: Render target to find the context for
1890  *  tid: Thread to activate the context for
1891  *
1892  * Returns: The needed context
1893  *
1894  *****************************************************************************/
1895 static struct wined3d_context *FindContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target)
1896 {
1897     struct wined3d_context *current_context = context_get_current();
1898     DWORD tid = GetCurrentThreadId();
1899     struct wined3d_context *context;
1900
1901     if (current_context && current_context->destroyed) current_context = NULL;
1902
1903     if (!target)
1904     {
1905         if (current_context
1906                 && current_context->current_rt
1907                 && current_context->swapchain->device == This)
1908         {
1909             target = current_context->current_rt;
1910         }
1911         else
1912         {
1913             IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *)This->swapchains[0];
1914             if (swapchain->back_buffers) target = swapchain->back_buffers[0];
1915             else target = swapchain->front_buffer;
1916         }
1917     }
1918
1919     if (current_context && current_context->current_rt == target)
1920     {
1921         context_validate(current_context);
1922         return current_context;
1923     }
1924
1925     if (target->container.type == WINED3D_CONTAINER_SWAPCHAIN)
1926     {
1927         IWineD3DSwapChain *swapchain;
1928
1929         TRACE("Rendering onscreen\n");
1930
1931         swapchain = (IWineD3DSwapChain *)target->container.u.swapchain;
1932         context = findThreadContextForSwapChain(swapchain, tid);
1933     }
1934     else
1935     {
1936         TRACE("Rendering offscreen\n");
1937
1938         /* Stay with the currently active context. */
1939         if (current_context && current_context->swapchain->device == This)
1940         {
1941             context = current_context;
1942         }
1943         else
1944         {
1945             /* This may happen if the app jumps straight into offscreen rendering
1946              * Start using the context of the primary swapchain. tid == 0 is no problem
1947              * for findThreadContextForSwapChain.
1948              *
1949              * Can also happen on thread switches - in that case findThreadContextForSwapChain
1950              * is perfect to call. */
1951             context = findThreadContextForSwapChain(This->swapchains[0], tid);
1952         }
1953     }
1954
1955     context_validate(context);
1956
1957     return context;
1958 }
1959
1960 /* Context activation is done by the caller. */
1961 static void context_apply_draw_buffer(struct wined3d_context *context, BOOL blit)
1962 {
1963     const struct wined3d_gl_info *gl_info = context->gl_info;
1964     IWineD3DSurfaceImpl *rt = context->current_rt;
1965     IWineD3DDeviceImpl *device;
1966
1967     device = rt->resource.device;
1968     if (!surface_is_offscreen(rt))
1969     {
1970         ENTER_GL();
1971         glDrawBuffer(surface_get_gl_buffer(rt));
1972         checkGLcall("glDrawBuffer()");
1973         LEAVE_GL();
1974     }
1975     else
1976     {
1977         ENTER_GL();
1978         if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
1979         {
1980             if (!blit)
1981             {
1982                 unsigned int i;
1983
1984                 for (i = 0; i < gl_info->limits.buffers; ++i)
1985                 {
1986                     if (device->render_targets[i])
1987                         context->draw_buffers[i] = GL_COLOR_ATTACHMENT0 + i;
1988                     else
1989                         context->draw_buffers[i] = GL_NONE;
1990                 }
1991
1992                 if (gl_info->supported[ARB_DRAW_BUFFERS])
1993                 {
1994                     GL_EXTCALL(glDrawBuffersARB(gl_info->limits.buffers, context->draw_buffers));
1995                     checkGLcall("glDrawBuffers()");
1996                 }
1997                 else
1998                 {
1999                     glDrawBuffer(context->draw_buffers[0]);
2000                     checkGLcall("glDrawBuffer()");
2001                 }
2002             } else {
2003                 glDrawBuffer(GL_COLOR_ATTACHMENT0);
2004                 checkGLcall("glDrawBuffer()");
2005             }
2006         }
2007         else
2008         {
2009             glDrawBuffer(device->offscreenBuffer);
2010             checkGLcall("glDrawBuffer()");
2011         }
2012         LEAVE_GL();
2013     }
2014 }
2015
2016 /* GL locking is done by the caller. */
2017 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer)
2018 {
2019     glDrawBuffer(buffer);
2020     checkGLcall("glDrawBuffer()");
2021     context->draw_buffer_dirty = TRUE;
2022 }
2023
2024 static inline void context_set_render_offscreen(struct wined3d_context *context, const struct StateEntry *StateTable,
2025         BOOL offscreen)
2026 {
2027     const struct wined3d_gl_info *gl_info = context->gl_info;
2028
2029     if (context->render_offscreen == offscreen) return;
2030
2031     if (gl_info->supported[WINED3D_GL_VERSION_2_0])
2032     {
2033         /* Windows doesn't support to query the glPointParameteri function pointer, so use the
2034          * NV_POINT_SPRITE extension.
2035          */
2036         if (glPointParameteri)
2037         {
2038             glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, offscreen ? GL_LOWER_LEFT : GL_UPPER_LEFT);
2039             checkGLcall("glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, ...)");
2040         }
2041         else if (gl_info->supported[NV_POINT_SPRITE])
2042         {
2043             GL_EXTCALL(glPointParameteriNV(GL_POINT_SPRITE_COORD_ORIGIN, offscreen ? GL_LOWER_LEFT : GL_UPPER_LEFT));
2044             checkGLcall("glPointParameteriNV(GL_POINT_SPRITE_COORD_ORIGIN, ...)");
2045         }
2046     }
2047
2048     Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable);
2049     Context_MarkStateDirty(context, STATE_VDECL, StateTable);
2050     Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
2051     Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
2052     Context_MarkStateDirty(context, STATE_FRONTFACE, StateTable);
2053     context->render_offscreen = offscreen;
2054 }
2055
2056 static BOOL match_depth_stencil_format(const struct wined3d_format_desc *existing,
2057         const struct wined3d_format_desc *required)
2058 {
2059     short existing_depth, existing_stencil, required_depth, required_stencil;
2060
2061     if(existing == required) return TRUE;
2062     if((existing->Flags & WINED3DFMT_FLAG_FLOAT) != (required->Flags & WINED3DFMT_FLAG_FLOAT)) return FALSE;
2063
2064     getDepthStencilBits(existing, &existing_depth, &existing_stencil);
2065     getDepthStencilBits(required, &required_depth, &required_stencil);
2066
2067     if(existing_depth < required_depth) return FALSE;
2068     /* If stencil bits are used the exact amount is required - otherwise wrapping
2069      * won't work correctly */
2070     if(required_stencil && required_stencil != existing_stencil) return FALSE;
2071     return TRUE;
2072 }
2073 /* The caller provides a context */
2074 static void context_validate_onscreen_formats(IWineD3DDeviceImpl *device,
2075         struct wined3d_context *context, IWineD3DSurfaceImpl *depth_stencil)
2076 {
2077     /* Onscreen surfaces are always in a swapchain */
2078     IWineD3DSwapChainImpl *swapchain = context->current_rt->container.u.swapchain;
2079
2080     if (context->render_offscreen || !depth_stencil) return;
2081     if (match_depth_stencil_format(swapchain->ds_format, depth_stencil->resource.format_desc)) return;
2082
2083     /* TODO: If the requested format would satisfy the needs of the existing one(reverse match),
2084      * or no onscreen depth buffer was created, the OpenGL drawable could be changed to the new
2085      * format. */
2086     WARN("Depth stencil format is not supported by WGL, rendering the backbuffer in an FBO\n");
2087
2088     /* The currently active context is the necessary context to access the swapchain's onscreen buffers */
2089     surface_load_location(context->current_rt, SFLAG_INTEXTURE, NULL);
2090     swapchain->render_to_fbo = TRUE;
2091     context_set_render_offscreen(context, device->StateTable, TRUE);
2092 }
2093
2094 /* Context activation is done by the caller. */
2095 void context_apply_blit_state(struct wined3d_context *context, IWineD3DDeviceImpl *device)
2096 {
2097     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2098     {
2099         context_validate_onscreen_formats(device, context, NULL);
2100
2101         if (context->render_offscreen)
2102         {
2103             FIXME("Applying blit state for an offscreen target with ORM_FBO. This should be avoided.\n");
2104             surface_internal_preload(context->current_rt, SRGB_RGB);
2105
2106             ENTER_GL();
2107             context_apply_fbo_state_blit(context, GL_FRAMEBUFFER, context->current_rt, NULL, SFLAG_INTEXTURE);
2108             LEAVE_GL();
2109         }
2110         else
2111         {
2112             ENTER_GL();
2113             context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
2114             LEAVE_GL();
2115         }
2116
2117         context->draw_buffer_dirty = TRUE;
2118     }
2119
2120     if (context->draw_buffer_dirty)
2121     {
2122         context_apply_draw_buffer(context, TRUE);
2123         if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2124             context->draw_buffer_dirty = FALSE;
2125     }
2126
2127     SetupForBlit(device, context);
2128 }
2129
2130 /* Context activation is done by the caller. */
2131 void context_apply_clear_state(struct wined3d_context *context, IWineD3DDeviceImpl *device,
2132         UINT rt_count, IWineD3DSurfaceImpl **rts, IWineD3DSurfaceImpl *depth_stencil)
2133 {
2134     const struct StateEntry *state_table = device->StateTable;
2135     UINT i;
2136
2137     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2138     {
2139         context_validate_onscreen_formats(device, context, depth_stencil);
2140
2141         ENTER_GL();
2142
2143         if (surface_is_offscreen(rts[0]))
2144         {
2145             for (i = 0; i < rt_count; ++i)
2146             {
2147                 context->blit_targets[i] = rts[i];
2148             }
2149             while (i < context->gl_info->limits.buffers)
2150             {
2151                 context->blit_targets[i] = NULL;
2152                 ++i;
2153             }
2154             context_apply_fbo_state(context, GL_FRAMEBUFFER, context->blit_targets, depth_stencil, SFLAG_INTEXTURE);
2155         }
2156         else
2157         {
2158             context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, NULL, SFLAG_INDRAWABLE);
2159         }
2160
2161         LEAVE_GL();
2162     }
2163
2164     if (!surface_is_offscreen(rts[0]))
2165     {
2166         ENTER_GL();
2167         context_set_draw_buffer(context, surface_get_gl_buffer(rts[0]));
2168         LEAVE_GL();
2169     }
2170     else
2171     {
2172         ENTER_GL();
2173
2174         if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2175         {
2176             const struct wined3d_gl_info *gl_info = context->gl_info;
2177             for (i = 0; i < gl_info->limits.buffers; ++i)
2178             {
2179                 if (i < rt_count && rts[i])
2180                     context->draw_buffers[i] = GL_COLOR_ATTACHMENT0 + i;
2181                 else
2182                     context->draw_buffers[i] = GL_NONE;
2183             }
2184             GL_EXTCALL(glDrawBuffersARB(gl_info->limits.buffers, context->draw_buffers));
2185             checkGLcall("glDrawBuffers()");
2186             context->draw_buffer_dirty = TRUE;
2187         }
2188         else
2189         {
2190             glDrawBuffer(device->offscreenBuffer);
2191             checkGLcall("glDrawBuffer()");
2192         }
2193
2194         LEAVE_GL();
2195     }
2196
2197     if (context->last_was_blit)
2198     {
2199         device->frag_pipe->enable_extension((IWineD3DDevice *)device, TRUE);
2200     }
2201
2202     /* Blending and clearing should be orthogonal, but tests on the nvidia
2203      * driver show that disabling blending when clearing improves the clearing
2204      * performance incredibly. */
2205     ENTER_GL();
2206     glDisable(GL_BLEND);
2207     glEnable(GL_SCISSOR_TEST);
2208     checkGLcall("glEnable GL_SCISSOR_TEST");
2209     LEAVE_GL();
2210
2211     context->last_was_blit = FALSE;
2212     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_table);
2213     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), state_table);
2214     Context_MarkStateDirty(context, STATE_SCISSORRECT, state_table);
2215 }
2216
2217 /* Context activation is done by the caller. */
2218 void context_apply_draw_state(struct wined3d_context *context, IWineD3DDeviceImpl *device)
2219 {
2220     const struct StateEntry *state_table = device->StateTable;
2221     unsigned int i;
2222
2223     /* Preload resources before FBO setup. Texture preload in particular may
2224      * result in changes to the current FBO, due to using e.g. FBO blits for
2225      * updating a resource location. */
2226     IWineD3DDeviceImpl_FindTexUnitMap(device);
2227     device_preload_textures(device);
2228     if (isStateDirty(context, STATE_VDECL))
2229         device_update_stream_info(device, context->gl_info);
2230
2231     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2232     {
2233         context_validate_onscreen_formats(device, context, device->depth_stencil);
2234
2235         if (!context->render_offscreen)
2236         {
2237             ENTER_GL();
2238             context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, NULL, SFLAG_INDRAWABLE);
2239             LEAVE_GL();
2240         }
2241         else
2242         {
2243             ENTER_GL();
2244             context_apply_fbo_state(context, GL_FRAMEBUFFER, device->render_targets,
2245                     device->depth_stencil, SFLAG_INTEXTURE);
2246             LEAVE_GL();
2247         }
2248     }
2249
2250     if (context->draw_buffer_dirty)
2251     {
2252         context_apply_draw_buffer(context, FALSE);
2253         context->draw_buffer_dirty = FALSE;
2254     }
2255
2256     if (context->last_was_blit)
2257     {
2258         device->frag_pipe->enable_extension((IWineD3DDevice *)device, TRUE);
2259     }
2260
2261     ENTER_GL();
2262     for (i = 0; i < context->numDirtyEntries; ++i)
2263     {
2264         DWORD rep = context->dirtyArray[i];
2265         DWORD idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
2266         BYTE shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
2267         context->isStateDirty[idx] &= ~(1 << shift);
2268         state_table[rep].apply(rep, device->stateBlock, context);
2269     }
2270     LEAVE_GL();
2271     context->numDirtyEntries = 0; /* This makes the whole list clean */
2272     context->last_was_blit = FALSE;
2273 }
2274
2275 static void context_setup_target(IWineD3DDeviceImpl *device,
2276         struct wined3d_context *context, IWineD3DSurfaceImpl *target)
2277 {
2278     BOOL old_render_offscreen = context->render_offscreen, render_offscreen;
2279     const struct StateEntry *StateTable = device->StateTable;
2280
2281     if (!target) return;
2282     render_offscreen = surface_is_offscreen(target);
2283     if (context->current_rt == target && render_offscreen == old_render_offscreen) return;
2284
2285     /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
2286      * the alpha blend state changes with different render target formats. */
2287     if (!context->current_rt)
2288     {
2289         Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
2290     }
2291     else
2292     {
2293         const struct wined3d_format_desc *old = context->current_rt->resource.format_desc;
2294         const struct wined3d_format_desc *new = target->resource.format_desc;
2295
2296         if (old->format != new->format)
2297         {
2298             /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
2299             if ((old->alpha_mask && !new->alpha_mask) || (!old->alpha_mask && new->alpha_mask)
2300                     || !(new->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
2301             {
2302                 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
2303             }
2304             /* Update sRGB writing when switching between formats that do/do not support sRGB writing */
2305             if ((old->Flags & WINED3DFMT_FLAG_SRGB_WRITE) != (new->Flags & WINED3DFMT_FLAG_SRGB_WRITE))
2306             {
2307                 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), StateTable);
2308             }
2309         }
2310
2311         /* When switching away from an offscreen render target, and we're not
2312          * using FBOs, we have to read the drawable into the texture. This is
2313          * done via PreLoad (and SFLAG_INDRAWABLE set on the surface). There
2314          * are some things that need care though. PreLoad needs a GL context,
2315          * and FindContext is called before the context is activated. It also
2316          * has to be called with the old rendertarget active, otherwise a
2317          * wrong drawable is read. */
2318         if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
2319                 && old_render_offscreen && context->current_rt != target)
2320         {
2321             /* Read the back buffer of the old drawable into the destination texture. */
2322             if (context->current_rt->texture_name_srgb)
2323             {
2324                 surface_internal_preload(context->current_rt, SRGB_BOTH);
2325             }
2326             else
2327             {
2328                 surface_internal_preload(context->current_rt, SRGB_RGB);
2329             }
2330
2331             surface_modify_location(context->current_rt, SFLAG_INDRAWABLE, FALSE);
2332         }
2333     }
2334
2335     context->draw_buffer_dirty = TRUE;
2336     context->current_rt = target;
2337     context_set_render_offscreen(context, StateTable, render_offscreen);
2338 }
2339
2340 /*****************************************************************************
2341  * context_acquire
2342  *
2343  * Finds a rendering context and drawable matching the device and render
2344  * target for the current thread, activates them and puts them into the
2345  * requested state.
2346  *
2347  * Params:
2348  *  This: Device to activate the context for
2349  *  target: Requested render target
2350  *  usage: Prepares the context for blitting, drawing or other actions
2351  *
2352  *****************************************************************************/
2353 struct wined3d_context *context_acquire(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *target)
2354 {
2355     struct wined3d_context *current_context = context_get_current();
2356     struct wined3d_context *context;
2357
2358     TRACE("device %p, target %p.\n", device, target);
2359
2360     context = FindContext(device, target);
2361     context_setup_target(device, context, target);
2362     context_enter(context);
2363     if (!context->valid) return context;
2364
2365     if (context != current_context)
2366     {
2367         if (!context_set_current(context)) ERR("Failed to activate the new context.\n");
2368         else device->frag_pipe->enable_extension((IWineD3DDevice *)device, !context->last_was_blit);
2369
2370         if (context->vshader_const_dirty)
2371         {
2372             memset(context->vshader_const_dirty, 1,
2373                     sizeof(*context->vshader_const_dirty) * device->d3d_vshader_constantF);
2374             device->highest_dirty_vs_const = device->d3d_vshader_constantF;
2375         }
2376         if (context->pshader_const_dirty)
2377         {
2378             memset(context->pshader_const_dirty, 1,
2379                    sizeof(*context->pshader_const_dirty) * device->d3d_pshader_constantF);
2380             device->highest_dirty_ps_const = device->d3d_pshader_constantF;
2381         }
2382     }
2383     else if (context->restore_ctx)
2384     {
2385         if (!pwglMakeCurrent(context->hdc, context->glCtx))
2386         {
2387             DWORD err = GetLastError();
2388             ERR("Failed to make GL context %p current on device context %p, last error %#x.\n",
2389                     context->hdc, context->glCtx, err);
2390         }
2391     }
2392
2393     return context;
2394 }