wined3d: Call set_render_offscreen at the end of context_setup_target.
[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     IWineD3DBaseTextureImpl *texture_impl;
118
119     /* Update base texture states array */
120     if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)surface,
121             &IID_IWineD3DBaseTexture, (void **)&texture_impl)))
122     {
123         IWineD3DDeviceImpl *device = surface->resource.device;
124         BOOL update_minfilter = FALSE;
125         BOOL update_magfilter = FALSE;
126         struct gl_texture *gl_tex;
127
128         switch (location)
129         {
130             case SFLAG_INTEXTURE:
131                 gl_tex = &texture_impl->baseTexture.texture_rgb;
132                 break;
133
134             case SFLAG_INSRGBTEX:
135                 gl_tex = &texture_impl->baseTexture.texture_srgb;
136                 break;
137
138             default:
139                 ERR("Unsupported location %s (%#x).\n", debug_surflocation(location), location);
140                 IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)texture_impl);
141                 return;
142         }
143
144         if (gl_tex->states[WINED3DTEXSTA_MINFILTER] != WINED3DTEXF_POINT
145             || gl_tex->states[WINED3DTEXSTA_MIPFILTER] != WINED3DTEXF_NONE)
146         {
147             gl_tex->states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
148             gl_tex->states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
149             update_minfilter = TRUE;
150         }
151
152         if (gl_tex->states[WINED3DTEXSTA_MAGFILTER] != WINED3DTEXF_POINT)
153         {
154             gl_tex->states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
155             update_magfilter = TRUE;
156         }
157
158         if (texture_impl->baseTexture.bindCount)
159         {
160             WARN("Render targets should not be bound to a sampler\n");
161             IWineD3DDeviceImpl_MarkStateDirty(device, STATE_SAMPLER(texture_impl->baseTexture.sampler));
162         }
163
164         IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)texture_impl);
165
166         if (update_minfilter || update_magfilter)
167         {
168             GLenum target, bind_target;
169             GLint old_binding;
170
171             target = surface->texture_target;
172             if (target == GL_TEXTURE_2D)
173             {
174                 bind_target = GL_TEXTURE_2D;
175                 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
176             }
177             else if (target == GL_TEXTURE_RECTANGLE_ARB)
178             {
179                 bind_target = GL_TEXTURE_RECTANGLE_ARB;
180                 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
181             }
182             else
183             {
184                 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
185                 glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP_ARB, &old_binding);
186             }
187
188             glBindTexture(bind_target, gl_tex->name);
189             if (update_minfilter) glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
190             if (update_magfilter) glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
191             glBindTexture(bind_target, old_binding);
192         }
193
194         checkGLcall("apply_attachment_filter_states()");
195     }
196 }
197
198 /* GL locking is done by the caller */
199 void context_attach_depth_stencil_fbo(struct wined3d_context *context,
200         GLenum fbo_target, IWineD3DSurfaceImpl *depth_stencil, BOOL use_render_buffer)
201 {
202     const struct wined3d_gl_info *gl_info = context->gl_info;
203
204     TRACE("Attach depth stencil %p\n", depth_stencil);
205
206     if (depth_stencil)
207     {
208         DWORD format_flags = depth_stencil->resource.format_desc->Flags;
209
210         if (use_render_buffer && depth_stencil->current_renderbuffer)
211         {
212             if (format_flags & WINED3DFMT_FLAG_DEPTH)
213             {
214                 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_DEPTH_ATTACHMENT,
215                         GL_RENDERBUFFER, depth_stencil->current_renderbuffer->id);
216                 checkGLcall("glFramebufferRenderbuffer()");
217             }
218
219             if (format_flags & WINED3DFMT_FLAG_STENCIL)
220             {
221                 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_STENCIL_ATTACHMENT,
222                         GL_RENDERBUFFER, depth_stencil->current_renderbuffer->id);
223                 checkGLcall("glFramebufferRenderbuffer()");
224             }
225         }
226         else
227         {
228             surface_prepare_texture(depth_stencil, gl_info, FALSE);
229             context_apply_attachment_filter_states(depth_stencil, SFLAG_INTEXTURE);
230
231             if (format_flags & WINED3DFMT_FLAG_DEPTH)
232             {
233                 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT,
234                         depth_stencil->texture_target, depth_stencil->texture_name,
235                         depth_stencil->texture_level);
236                 checkGLcall("glFramebufferTexture2D()");
237             }
238
239             if (format_flags & WINED3DFMT_FLAG_STENCIL)
240             {
241                 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT,
242                         depth_stencil->texture_target, depth_stencil->texture_name,
243                         depth_stencil->texture_level);
244                 checkGLcall("glFramebufferTexture2D()");
245             }
246         }
247
248         if (!(format_flags & WINED3DFMT_FLAG_DEPTH))
249         {
250             gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
251             checkGLcall("glFramebufferTexture2D()");
252         }
253
254         if (!(format_flags & WINED3DFMT_FLAG_STENCIL))
255         {
256             gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
257             checkGLcall("glFramebufferTexture2D()");
258         }
259     }
260     else
261     {
262         gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
263         checkGLcall("glFramebufferTexture2D()");
264
265         gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
266         checkGLcall("glFramebufferTexture2D()");
267     }
268 }
269
270 /* GL locking is done by the caller */
271 static void context_attach_surface_fbo(const struct wined3d_context *context,
272         GLenum fbo_target, DWORD idx, IWineD3DSurfaceImpl *surface, DWORD location)
273 {
274     const struct wined3d_gl_info *gl_info = context->gl_info;
275
276     TRACE("Attach surface %p to %u\n", surface, idx);
277
278     if (surface)
279     {
280         switch (location)
281         {
282             case SFLAG_INTEXTURE:
283                 surface_prepare_texture(surface, gl_info, FALSE);
284                 context_apply_attachment_filter_states(surface, location);
285                 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_COLOR_ATTACHMENT0 + idx,
286                         surface->texture_target, surface->texture_name, surface->texture_level);
287                 break;
288
289             case SFLAG_INSRGBTEX:
290                 surface_prepare_texture(surface, gl_info, TRUE);
291                 context_apply_attachment_filter_states(surface, location);
292                 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_COLOR_ATTACHMENT0 + idx,
293                         surface->texture_target, surface->texture_name_srgb, surface->texture_level);
294                 break;
295
296             default:
297                 ERR("Unsupported location %s (%#x).\n", debug_surflocation(location), location);
298                 break;
299         }
300         checkGLcall("glFramebufferTexture2D()");
301     }
302     else
303     {
304         gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_COLOR_ATTACHMENT0 + idx, GL_TEXTURE_2D, 0, 0);
305         checkGLcall("glFramebufferTexture2D()");
306     }
307 }
308
309 /* GL locking is done by the caller */
310 static void context_check_fbo_status(struct wined3d_context *context, GLenum target)
311 {
312     const struct wined3d_gl_info *gl_info = context->gl_info;
313     GLenum status;
314
315     status = gl_info->fbo_ops.glCheckFramebufferStatus(target);
316     if (status == GL_FRAMEBUFFER_COMPLETE)
317     {
318         TRACE("FBO complete\n");
319     } else {
320         IWineD3DSurfaceImpl *attachment;
321         unsigned int i;
322         FIXME("FBO status %s (%#x)\n", debug_fbostatus(status), status);
323
324         if (!context->current_fbo)
325         {
326             ERR("FBO 0 is incomplete, driver bug?\n");
327             return;
328         }
329
330         FIXME("\tLocation %s (%#x).\n", debug_surflocation(context->current_fbo->location),
331                 context->current_fbo->location);
332
333         /* Dump the FBO attachments */
334         for (i = 0; i < gl_info->limits.buffers; ++i)
335         {
336             attachment = context->current_fbo->render_targets[i];
337             if (attachment)
338             {
339                 FIXME("\tColor attachment %d: (%p) %s %ux%u\n",
340                         i, attachment, debug_d3dformat(attachment->resource.format_desc->format),
341                         attachment->pow2Width, attachment->pow2Height);
342             }
343         }
344         attachment = context->current_fbo->depth_stencil;
345         if (attachment)
346         {
347             FIXME("\tDepth attachment: (%p) %s %ux%u\n",
348                     attachment, debug_d3dformat(attachment->resource.format_desc->format),
349                     attachment->pow2Width, attachment->pow2Height);
350         }
351     }
352 }
353
354 static struct fbo_entry *context_create_fbo_entry(struct wined3d_context *context,
355         IWineD3DSurfaceImpl **render_targets, IWineD3DSurfaceImpl *depth_stencil, DWORD location)
356 {
357     const struct wined3d_gl_info *gl_info = context->gl_info;
358     struct fbo_entry *entry;
359
360     entry = HeapAlloc(GetProcessHeap(), 0, sizeof(*entry));
361     entry->render_targets = HeapAlloc(GetProcessHeap(), 0, gl_info->limits.buffers * sizeof(*entry->render_targets));
362     memcpy(entry->render_targets, render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets));
363     entry->depth_stencil = depth_stencil;
364     entry->location = location;
365     entry->attached = FALSE;
366     entry->id = 0;
367
368     return entry;
369 }
370
371 /* GL locking is done by the caller */
372 static void context_reuse_fbo_entry(struct wined3d_context *context, GLenum target,
373         IWineD3DSurfaceImpl **render_targets, IWineD3DSurfaceImpl *depth_stencil,
374         DWORD location, struct fbo_entry *entry)
375 {
376     const struct wined3d_gl_info *gl_info = context->gl_info;
377
378     context_bind_fbo(context, target, &entry->id);
379     context_clean_fbo_attachments(gl_info, target);
380
381     memcpy(entry->render_targets, render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets));
382     entry->depth_stencil = depth_stencil;
383     entry->location = location;
384     entry->attached = FALSE;
385 }
386
387 /* GL locking is done by the caller */
388 static void context_destroy_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
389 {
390     if (entry->id)
391     {
392         TRACE("Destroy FBO %d\n", entry->id);
393         context_destroy_fbo(context, &entry->id);
394     }
395     --context->fbo_entry_count;
396     list_remove(&entry->entry);
397     HeapFree(GetProcessHeap(), 0, entry->render_targets);
398     HeapFree(GetProcessHeap(), 0, entry);
399 }
400
401
402 /* GL locking is done by the caller */
403 static struct fbo_entry *context_find_fbo_entry(struct wined3d_context *context, GLenum target,
404         IWineD3DSurfaceImpl **render_targets, IWineD3DSurfaceImpl *depth_stencil, DWORD location)
405 {
406     const struct wined3d_gl_info *gl_info = context->gl_info;
407     struct fbo_entry *entry;
408
409     LIST_FOR_EACH_ENTRY(entry, &context->fbo_list, struct fbo_entry, entry)
410     {
411         if (!memcmp(entry->render_targets,
412                 render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets))
413                 && entry->depth_stencil == depth_stencil && entry->location == location)
414         {
415             list_remove(&entry->entry);
416             list_add_head(&context->fbo_list, &entry->entry);
417             return entry;
418         }
419     }
420
421     if (context->fbo_entry_count < WINED3D_MAX_FBO_ENTRIES)
422     {
423         entry = context_create_fbo_entry(context, render_targets, depth_stencil, location);
424         list_add_head(&context->fbo_list, &entry->entry);
425         ++context->fbo_entry_count;
426     }
427     else
428     {
429         entry = LIST_ENTRY(list_tail(&context->fbo_list), struct fbo_entry, entry);
430         context_reuse_fbo_entry(context, target, render_targets, depth_stencil, location, entry);
431         list_remove(&entry->entry);
432         list_add_head(&context->fbo_list, &entry->entry);
433     }
434
435     return entry;
436 }
437
438 /* GL locking is done by the caller */
439 static void context_apply_fbo_entry(struct wined3d_context *context, GLenum target, struct fbo_entry *entry)
440 {
441     const struct wined3d_gl_info *gl_info = context->gl_info;
442     unsigned int i;
443
444     context_bind_fbo(context, target, &entry->id);
445
446     if (!entry->attached)
447     {
448         /* Apply render targets */
449         for (i = 0; i < gl_info->limits.buffers; ++i)
450         {
451             context_attach_surface_fbo(context, target, i, entry->render_targets[i], entry->location);
452         }
453
454         /* Apply depth targets */
455         if (entry->depth_stencil)
456         {
457             surface_set_compatible_renderbuffer(entry->depth_stencil,
458                     entry->render_targets[0]->pow2Width, entry->render_targets[0]->pow2Height);
459         }
460         context_attach_depth_stencil_fbo(context, target, entry->depth_stencil, TRUE);
461
462         entry->attached = TRUE;
463     }
464     else
465     {
466         for (i = 0; i < gl_info->limits.buffers; ++i)
467         {
468             if (entry->render_targets[i])
469                 context_apply_attachment_filter_states(entry->render_targets[i], entry->location);
470         }
471         if (entry->depth_stencil)
472             context_apply_attachment_filter_states(entry->depth_stencil, SFLAG_INTEXTURE);
473     }
474 }
475
476 /* GL locking is done by the caller */
477 static void context_apply_fbo_state(struct wined3d_context *context, GLenum target,
478         IWineD3DSurfaceImpl **render_targets, IWineD3DSurfaceImpl *depth_stencil, DWORD location)
479 {
480     struct fbo_entry *entry, *entry2;
481
482     LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry)
483     {
484         context_destroy_fbo_entry(context, entry);
485     }
486
487     if (context->rebind_fbo)
488     {
489         context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
490         context->rebind_fbo = FALSE;
491     }
492
493     if (render_targets)
494     {
495         context->current_fbo = context_find_fbo_entry(context, target, render_targets, depth_stencil, location);
496         context_apply_fbo_entry(context, target, context->current_fbo);
497     }
498     else
499     {
500         context->current_fbo = NULL;
501         context_bind_fbo(context, target, NULL);
502     }
503
504     context_check_fbo_status(context, target);
505 }
506
507 /* GL locking is done by the caller */
508 void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
509         IWineD3DSurfaceImpl *render_target, IWineD3DSurfaceImpl *depth_stencil, DWORD location)
510 {
511     if (surface_is_offscreen(render_target))
512     {
513         UINT clear_size = (context->gl_info->limits.buffers - 1) * sizeof(*context->blit_targets);
514         context->blit_targets[0] = render_target;
515         if (clear_size) memset(&context->blit_targets[1], 0, clear_size);
516         context_apply_fbo_state(context, target, context->blit_targets, depth_stencil, location);
517     }
518     else
519     {
520         context_apply_fbo_state(context, target, NULL, NULL, location);
521     }
522 }
523
524 /* Context activation is done by the caller. */
525 void context_alloc_occlusion_query(struct wined3d_context *context, struct wined3d_occlusion_query *query)
526 {
527     const struct wined3d_gl_info *gl_info = context->gl_info;
528
529     if (context->free_occlusion_query_count)
530     {
531         query->id = context->free_occlusion_queries[--context->free_occlusion_query_count];
532     }
533     else
534     {
535         if (gl_info->supported[ARB_OCCLUSION_QUERY])
536         {
537             ENTER_GL();
538             GL_EXTCALL(glGenQueriesARB(1, &query->id));
539             checkGLcall("glGenQueriesARB");
540             LEAVE_GL();
541
542             TRACE("Allocated occlusion query %u in context %p.\n", query->id, context);
543         }
544         else
545         {
546             WARN("Occlusion queries not supported, not allocating query id.\n");
547             query->id = 0;
548         }
549     }
550
551     query->context = context;
552     list_add_head(&context->occlusion_queries, &query->entry);
553 }
554
555 void context_free_occlusion_query(struct wined3d_occlusion_query *query)
556 {
557     struct wined3d_context *context = query->context;
558
559     list_remove(&query->entry);
560     query->context = NULL;
561
562     if (context->free_occlusion_query_count >= context->free_occlusion_query_size - 1)
563     {
564         UINT new_size = context->free_occlusion_query_size << 1;
565         GLuint *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_occlusion_queries,
566                 new_size * sizeof(*context->free_occlusion_queries));
567
568         if (!new_data)
569         {
570             ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context);
571             return;
572         }
573
574         context->free_occlusion_query_size = new_size;
575         context->free_occlusion_queries = new_data;
576     }
577
578     context->free_occlusion_queries[context->free_occlusion_query_count++] = query->id;
579 }
580
581 /* Context activation is done by the caller. */
582 void context_alloc_event_query(struct wined3d_context *context, struct wined3d_event_query *query)
583 {
584     const struct wined3d_gl_info *gl_info = context->gl_info;
585
586     if (context->free_event_query_count)
587     {
588         query->object = context->free_event_queries[--context->free_event_query_count];
589     }
590     else
591     {
592         if (gl_info->supported[ARB_SYNC])
593         {
594             /* Using ARB_sync, not much to do here. */
595             query->object.sync = NULL;
596             TRACE("Allocated event query %p in context %p.\n", query->object.sync, context);
597         }
598         else if (gl_info->supported[APPLE_FENCE])
599         {
600             ENTER_GL();
601             GL_EXTCALL(glGenFencesAPPLE(1, &query->object.id));
602             checkGLcall("glGenFencesAPPLE");
603             LEAVE_GL();
604
605             TRACE("Allocated event query %u in context %p.\n", query->object.id, context);
606         }
607         else if(gl_info->supported[NV_FENCE])
608         {
609             ENTER_GL();
610             GL_EXTCALL(glGenFencesNV(1, &query->object.id));
611             checkGLcall("glGenFencesNV");
612             LEAVE_GL();
613
614             TRACE("Allocated event query %u in context %p.\n", query->object.id, context);
615         }
616         else
617         {
618             WARN("Event queries not supported, not allocating query id.\n");
619             query->object.id = 0;
620         }
621     }
622
623     query->context = context;
624     list_add_head(&context->event_queries, &query->entry);
625 }
626
627 void context_free_event_query(struct wined3d_event_query *query)
628 {
629     struct wined3d_context *context = query->context;
630
631     list_remove(&query->entry);
632     query->context = NULL;
633
634     if (context->free_event_query_count >= context->free_event_query_size - 1)
635     {
636         UINT new_size = context->free_event_query_size << 1;
637         union wined3d_gl_query_object *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_event_queries,
638                 new_size * sizeof(*context->free_event_queries));
639
640         if (!new_data)
641         {
642             ERR("Failed to grow free list, leaking query %u in context %p.\n", query->object.id, context);
643             return;
644         }
645
646         context->free_event_query_size = new_size;
647         context->free_event_queries = new_data;
648     }
649
650     context->free_event_queries[context->free_event_query_count++] = query->object;
651 }
652
653 typedef void (context_fbo_entry_func_t)(struct wined3d_context *context, struct fbo_entry *entry);
654
655 static void context_enum_surface_fbo_entries(IWineD3DDeviceImpl *device,
656         IWineD3DSurfaceImpl *surface, context_fbo_entry_func_t *callback)
657 {
658     UINT i;
659
660     for (i = 0; i < device->numContexts; ++i)
661     {
662         struct wined3d_context *context = device->contexts[i];
663         const struct wined3d_gl_info *gl_info = context->gl_info;
664         struct fbo_entry *entry, *entry2;
665
666         if (context->current_rt == surface) context->current_rt = NULL;
667
668         LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
669         {
670             UINT j;
671
672             if (entry->depth_stencil == surface)
673             {
674                 callback(context, entry);
675                 continue;
676             }
677
678             for (j = 0; j < gl_info->limits.buffers; ++j)
679             {
680                 if (entry->render_targets[j] == surface)
681                 {
682                     callback(context, entry);
683                     break;
684                 }
685             }
686         }
687     }
688 }
689
690 static void context_queue_fbo_entry_destruction(struct wined3d_context *context, struct fbo_entry *entry)
691 {
692     list_remove(&entry->entry);
693     list_add_head(&context->fbo_destroy_list, &entry->entry);
694 }
695
696 void context_resource_released(IWineD3DDeviceImpl *device, IWineD3DResource *resource, WINED3DRESOURCETYPE type)
697 {
698     if (!device->d3d_initialized) return;
699
700     switch (type)
701     {
702         case WINED3DRTYPE_SURFACE:
703             context_enum_surface_fbo_entries(device, (IWineD3DSurfaceImpl *)resource,
704                     context_queue_fbo_entry_destruction);
705             break;
706
707         default:
708             break;
709     }
710 }
711
712 static void context_detach_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
713 {
714     entry->attached = FALSE;
715 }
716
717 void context_resource_unloaded(IWineD3DDeviceImpl *device, IWineD3DResource *resource, WINED3DRESOURCETYPE type)
718 {
719     switch (type)
720     {
721         case WINED3DRTYPE_SURFACE:
722             context_enum_surface_fbo_entries(device, (IWineD3DSurfaceImpl *)resource,
723                     context_detach_fbo_entry);
724             break;
725
726         default:
727             break;
728     }
729 }
730
731 void context_surface_update(struct wined3d_context *context, IWineD3DSurfaceImpl *surface)
732 {
733     const struct wined3d_gl_info *gl_info = context->gl_info;
734     struct fbo_entry *entry = context->current_fbo;
735     unsigned int i;
736
737     if (!entry || context->rebind_fbo) return;
738
739     for (i = 0; i < gl_info->limits.buffers; ++i)
740     {
741         if (surface == entry->render_targets[i])
742         {
743             TRACE("Updated surface %p is bound as color attachment %u to the current FBO.\n", surface, i);
744             context->rebind_fbo = TRUE;
745             return;
746         }
747     }
748
749     if (surface == entry->depth_stencil)
750     {
751         TRACE("Updated surface %p is bound as depth attachment to the current FBO.\n", surface);
752         context->rebind_fbo = TRUE;
753     }
754 }
755
756 static BOOL context_set_pixel_format(const struct wined3d_gl_info *gl_info, HDC dc, int format)
757 {
758     int current = GetPixelFormat(dc);
759
760     if (current == format) return TRUE;
761
762     if (!current)
763     {
764         if (!SetPixelFormat(dc, format, NULL))
765         {
766             ERR("Failed to set pixel format %d on device context %p, last error %#x.\n",
767                     format, dc, GetLastError());
768             return FALSE;
769         }
770         return TRUE;
771     }
772
773     /* By default WGL doesn't allow pixel format adjustments but we need it
774      * here. For this reason there's a Wine specific wglSetPixelFormat()
775      * which allows us to set the pixel format multiple times. Only use it
776      * when really needed. */
777     if (gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH])
778     {
779         if (!GL_EXTCALL(wglSetPixelFormatWINE(dc, format, NULL)))
780         {
781             ERR("wglSetPixelFormatWINE failed to set pixel format %d on device context %p.\n",
782                     format, dc);
783             return FALSE;
784         }
785         return TRUE;
786     }
787
788     /* OpenGL doesn't allow pixel format adjustments. Print an error and
789      * continue using the old format. There's a big chance that the old
790      * format works although with a performance hit and perhaps rendering
791      * errors. */
792     ERR("Unable to set pixel format %d on device context %p. Already using format %d.\n",
793             format, dc, current);
794     return TRUE;
795 }
796
797 static void context_update_window(struct wined3d_context *context)
798 {
799     TRACE("Updating context %p window from %p to %p.\n",
800             context, context->win_handle, context->swapchain->win_handle);
801
802     if (context->valid)
803     {
804         if (!ReleaseDC(context->win_handle, context->hdc))
805         {
806             ERR("Failed to release device context %p, last error %#x.\n",
807                     context->hdc, GetLastError());
808         }
809     }
810     else context->valid = 1;
811
812     context->win_handle = context->swapchain->win_handle;
813
814     if (!(context->hdc = GetDC(context->win_handle)))
815     {
816         ERR("Failed to get a device context for window %p.\n", context->win_handle);
817         goto err;
818     }
819
820     if (!context_set_pixel_format(context->gl_info, context->hdc, context->pixel_format))
821     {
822         ERR("Failed to set pixel format %d on device context %p.\n",
823                 context->pixel_format, context->hdc);
824         goto err;
825     }
826
827     if (!pwglMakeCurrent(context->hdc, context->glCtx))
828     {
829         ERR("Failed to make GL context %p current on device context %p, last error %#x.\n",
830                 context->glCtx, context->hdc, GetLastError());
831         goto err;
832     }
833
834     return;
835
836 err:
837     context->valid = 0;
838 }
839
840 static void context_validate(struct wined3d_context *context)
841 {
842     HWND wnd = WindowFromDC(context->hdc);
843
844     if (wnd != context->win_handle)
845     {
846         WARN("DC %p belongs to window %p instead of %p.\n",
847                 context->hdc, wnd, context->win_handle);
848         context->valid = 0;
849     }
850
851     if (context->win_handle != context->swapchain->win_handle)
852         context_update_window(context);
853 }
854
855 static void context_destroy_gl_resources(struct wined3d_context *context)
856 {
857     const struct wined3d_gl_info *gl_info = context->gl_info;
858     struct wined3d_occlusion_query *occlusion_query;
859     struct wined3d_event_query *event_query;
860     struct fbo_entry *entry, *entry2;
861     HGLRC restore_ctx;
862     HDC restore_dc;
863     unsigned int i;
864
865     restore_ctx = pwglGetCurrentContext();
866     restore_dc = pwglGetCurrentDC();
867
868     context_validate(context);
869     if (context->valid && restore_ctx != context->glCtx) pwglMakeCurrent(context->hdc, context->glCtx);
870     else restore_ctx = NULL;
871
872     ENTER_GL();
873
874     LIST_FOR_EACH_ENTRY(occlusion_query, &context->occlusion_queries, struct wined3d_occlusion_query, entry)
875     {
876         if (context->valid && gl_info->supported[ARB_OCCLUSION_QUERY])
877             GL_EXTCALL(glDeleteQueriesARB(1, &occlusion_query->id));
878         occlusion_query->context = NULL;
879     }
880
881     LIST_FOR_EACH_ENTRY(event_query, &context->event_queries, struct wined3d_event_query, entry)
882     {
883         if (context->valid)
884         {
885             if (gl_info->supported[ARB_SYNC])
886             {
887                 if (event_query->object.sync) GL_EXTCALL(glDeleteSync(event_query->object.sync));
888             }
889             else if (gl_info->supported[APPLE_FENCE]) GL_EXTCALL(glDeleteFencesAPPLE(1, &event_query->object.id));
890             else if (gl_info->supported[NV_FENCE]) GL_EXTCALL(glDeleteFencesNV(1, &event_query->object.id));
891         }
892         event_query->context = NULL;
893     }
894
895     LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry)
896     {
897         if (!context->valid) entry->id = 0;
898         context_destroy_fbo_entry(context, entry);
899     }
900
901     LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
902     {
903         if (!context->valid) entry->id = 0;
904         context_destroy_fbo_entry(context, entry);
905     }
906
907     if (context->valid)
908     {
909         if (context->dst_fbo)
910         {
911             TRACE("Destroy dst FBO %d\n", context->dst_fbo);
912             context_destroy_fbo(context, &context->dst_fbo);
913         }
914         if (context->dummy_arbfp_prog)
915         {
916             GL_EXTCALL(glDeleteProgramsARB(1, &context->dummy_arbfp_prog));
917         }
918
919         if (gl_info->supported[ARB_OCCLUSION_QUERY])
920             GL_EXTCALL(glDeleteQueriesARB(context->free_occlusion_query_count, context->free_occlusion_queries));
921
922         if (gl_info->supported[ARB_SYNC])
923         {
924             if (event_query->object.sync) GL_EXTCALL(glDeleteSync(event_query->object.sync));
925         }
926         else if (gl_info->supported[APPLE_FENCE])
927         {
928             for (i = 0; i < context->free_event_query_count; ++i)
929             {
930                 GL_EXTCALL(glDeleteFencesAPPLE(1, &context->free_event_queries[i].id));
931             }
932         }
933         else if (gl_info->supported[NV_FENCE])
934         {
935             for (i = 0; i < context->free_event_query_count; ++i)
936             {
937                 GL_EXTCALL(glDeleteFencesNV(1, &context->free_event_queries[i].id));
938             }
939         }
940
941         checkGLcall("context cleanup");
942     }
943
944     LEAVE_GL();
945
946     HeapFree(GetProcessHeap(), 0, context->free_occlusion_queries);
947     HeapFree(GetProcessHeap(), 0, context->free_event_queries);
948
949     if (restore_ctx)
950     {
951         if (!pwglMakeCurrent(restore_dc, restore_ctx))
952         {
953             DWORD err = GetLastError();
954             ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
955                     restore_ctx, restore_dc, err);
956         }
957     }
958     else if (pwglGetCurrentContext() && !pwglMakeCurrent(NULL, NULL))
959     {
960         ERR("Failed to disable GL context.\n");
961     }
962
963     ReleaseDC(context->win_handle, context->hdc);
964
965     if (!pwglDeleteContext(context->glCtx))
966     {
967         DWORD err = GetLastError();
968         ERR("wglDeleteContext(%p) failed, last error %#x.\n", context->glCtx, err);
969     }
970 }
971
972 DWORD context_get_tls_idx(void)
973 {
974     return wined3d_context_tls_idx;
975 }
976
977 void context_set_tls_idx(DWORD idx)
978 {
979     wined3d_context_tls_idx = idx;
980 }
981
982 struct wined3d_context *context_get_current(void)
983 {
984     return TlsGetValue(wined3d_context_tls_idx);
985 }
986
987 BOOL context_set_current(struct wined3d_context *ctx)
988 {
989     struct wined3d_context *old = context_get_current();
990
991     if (old == ctx)
992     {
993         TRACE("Already using D3D context %p.\n", ctx);
994         return TRUE;
995     }
996
997     if (old)
998     {
999         if (old->destroyed)
1000         {
1001             TRACE("Switching away from destroyed context %p.\n", old);
1002             context_destroy_gl_resources(old);
1003             HeapFree(GetProcessHeap(), 0, old);
1004         }
1005         else
1006         {
1007             old->current = 0;
1008         }
1009     }
1010
1011     if (ctx)
1012     {
1013         TRACE("Switching to D3D context %p, GL context %p, device context %p.\n", ctx, ctx->glCtx, ctx->hdc);
1014         if (!pwglMakeCurrent(ctx->hdc, ctx->glCtx))
1015         {
1016             DWORD err = GetLastError();
1017             ERR("Failed to make GL context %p current on device context %p, last error %#x.\n",
1018                     ctx->glCtx, ctx->hdc, err);
1019             TlsSetValue(wined3d_context_tls_idx, NULL);
1020             return FALSE;
1021         }
1022         ctx->current = 1;
1023     }
1024     else if(pwglGetCurrentContext())
1025     {
1026         TRACE("Clearing current D3D context.\n");
1027         if (!pwglMakeCurrent(NULL, NULL))
1028         {
1029             DWORD err = GetLastError();
1030             ERR("Failed to clear current GL context, last error %#x.\n", err);
1031             TlsSetValue(wined3d_context_tls_idx, NULL);
1032             return FALSE;
1033         }
1034     }
1035
1036     return TlsSetValue(wined3d_context_tls_idx, ctx);
1037 }
1038
1039 void context_release(struct wined3d_context *context)
1040 {
1041     TRACE("Releasing context %p, level %u.\n", context, context->level);
1042
1043     if (WARN_ON(d3d))
1044     {
1045         if (!context->level)
1046             WARN("Context %p is not active.\n", context);
1047         else if (context != context_get_current())
1048             WARN("Context %p is not the current context.\n", context);
1049     }
1050
1051     if (!--context->level && context->restore_ctx)
1052     {
1053         TRACE("Restoring GL context %p on device context %p.\n", context->restore_ctx, context->restore_dc);
1054         if (!pwglMakeCurrent(context->restore_dc, context->restore_ctx))
1055         {
1056             DWORD err = GetLastError();
1057             ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
1058                     context->restore_ctx, context->restore_dc, err);
1059         }
1060         context->restore_ctx = NULL;
1061         context->restore_dc = NULL;
1062     }
1063 }
1064
1065 static void context_enter(struct wined3d_context *context)
1066 {
1067     TRACE("Entering context %p, level %u.\n", context, context->level + 1);
1068
1069     if (!context->level++)
1070     {
1071         const struct wined3d_context *current_context = context_get_current();
1072         HGLRC current_gl = pwglGetCurrentContext();
1073
1074         if (current_gl && (!current_context || current_context->glCtx != current_gl))
1075         {
1076             TRACE("Another GL context (%p on device context %p) is already current.\n",
1077                     current_gl, pwglGetCurrentDC());
1078             context->restore_ctx = current_gl;
1079             context->restore_dc = pwglGetCurrentDC();
1080         }
1081     }
1082 }
1083
1084 /*****************************************************************************
1085  * Context_MarkStateDirty
1086  *
1087  * Marks a state in a context dirty. Only one context, opposed to
1088  * IWineD3DDeviceImpl_MarkStateDirty, which marks the state dirty in all
1089  * contexts
1090  *
1091  * Params:
1092  *  context: Context to mark the state dirty in
1093  *  state: State to mark dirty
1094  *  StateTable: Pointer to the state table in use(for state grouping)
1095  *
1096  *****************************************************************************/
1097 static void Context_MarkStateDirty(struct wined3d_context *context, DWORD state, const struct StateEntry *StateTable)
1098 {
1099     DWORD rep = StateTable[state].representative;
1100     DWORD idx;
1101     BYTE shift;
1102
1103     if (isStateDirty(context, rep)) return;
1104
1105     context->dirtyArray[context->numDirtyEntries++] = rep;
1106     idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
1107     shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
1108     context->isStateDirty[idx] |= (1 << shift);
1109 }
1110
1111 /* This function takes care of WineD3D pixel format selection. */
1112 static int WineD3D_ChoosePixelFormat(IWineD3DDeviceImpl *This, HDC hdc,
1113         const struct wined3d_format_desc *color_format_desc, const struct wined3d_format_desc *ds_format_desc,
1114         BOOL auxBuffers, int numSamples, BOOL findCompatible)
1115 {
1116     int iPixelFormat=0;
1117     unsigned int matchtry;
1118     short redBits, greenBits, blueBits, alphaBits, colorBits;
1119     short depthBits=0, stencilBits=0;
1120
1121     struct match_type {
1122         BOOL require_aux;
1123         BOOL exact_alpha;
1124         BOOL exact_color;
1125     } matches[] = {
1126         /* First, try without alpha match buffers. MacOS supports aux buffers only
1127          * on A8R8G8B8, and we prefer better offscreen rendering over an alpha match.
1128          * Then try without aux buffers - this is the most common cause for not
1129          * finding a pixel format. Also some drivers(the open source ones)
1130          * only offer 32 bit ARB pixel formats. First try without an exact alpha
1131          * match, then try without an exact alpha and color match.
1132          */
1133         { TRUE,  TRUE,  TRUE  },
1134         { TRUE,  FALSE, TRUE  },
1135         { FALSE, TRUE,  TRUE  },
1136         { FALSE, FALSE, TRUE  },
1137         { TRUE,  FALSE, FALSE },
1138         { FALSE, FALSE, FALSE },
1139     };
1140
1141     int i = 0;
1142     int nCfgs = This->adapter->nCfgs;
1143
1144     TRACE("ColorFormat=%s, DepthStencilFormat=%s, auxBuffers=%d, numSamples=%d, findCompatible=%d\n",
1145           debug_d3dformat(color_format_desc->format), debug_d3dformat(ds_format_desc->format),
1146           auxBuffers, numSamples, findCompatible);
1147
1148     if (!getColorBits(color_format_desc, &redBits, &greenBits, &blueBits, &alphaBits, &colorBits))
1149     {
1150         ERR("Unable to get color bits for format %s (%#x)!\n",
1151                 debug_d3dformat(color_format_desc->format), color_format_desc->format);
1152         return 0;
1153     }
1154
1155     getDepthStencilBits(ds_format_desc, &depthBits, &stencilBits);
1156
1157     for(matchtry = 0; matchtry < (sizeof(matches) / sizeof(matches[0])) && !iPixelFormat; matchtry++) {
1158         for(i=0; i<nCfgs; i++) {
1159             BOOL exactDepthMatch = TRUE;
1160             WineD3D_PixelFormat *cfg = &This->adapter->cfgs[i];
1161
1162             /* For now only accept RGBA formats. Perhaps some day we will
1163              * allow floating point formats for pbuffers. */
1164             if(cfg->iPixelType != WGL_TYPE_RGBA_ARB)
1165                 continue;
1166
1167             /* In window mode we need a window drawable format and double buffering. */
1168             if(!(cfg->windowDrawable && cfg->doubleBuffer))
1169                 continue;
1170
1171             /* We like to have aux buffers in backbuffer mode */
1172             if(auxBuffers && !cfg->auxBuffers && matches[matchtry].require_aux)
1173                 continue;
1174
1175             if(matches[matchtry].exact_color) {
1176                 if(cfg->redSize != redBits)
1177                     continue;
1178                 if(cfg->greenSize != greenBits)
1179                     continue;
1180                 if(cfg->blueSize != blueBits)
1181                     continue;
1182             } else {
1183                 if(cfg->redSize < redBits)
1184                     continue;
1185                 if(cfg->greenSize < greenBits)
1186                     continue;
1187                 if(cfg->blueSize < blueBits)
1188                     continue;
1189             }
1190             if(matches[matchtry].exact_alpha) {
1191                 if(cfg->alphaSize != alphaBits)
1192                     continue;
1193             } else {
1194                 if(cfg->alphaSize < alphaBits)
1195                     continue;
1196             }
1197
1198             /* We try to locate a format which matches our requirements exactly. In case of
1199              * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
1200             if(cfg->depthSize < depthBits)
1201                 continue;
1202             else if(cfg->depthSize > depthBits)
1203                 exactDepthMatch = FALSE;
1204
1205             /* In all cases make sure the number of stencil bits matches our requirements
1206              * even when we don't need stencil because it could affect performance EXCEPT
1207              * on cards which don't offer depth formats without stencil like the i915 drivers
1208              * on Linux. */
1209             if(stencilBits != cfg->stencilSize && !(This->adapter->brokenStencil && stencilBits <= cfg->stencilSize))
1210                 continue;
1211
1212             /* Check multisampling support */
1213             if(cfg->numSamples != numSamples)
1214                 continue;
1215
1216             /* When we have passed all the checks then we have found a format which matches our
1217              * requirements. Note that we only check for a limit number of capabilities right now,
1218              * so there can easily be a dozen of pixel formats which appear to be the 'same' but
1219              * can still differ in things like multisampling, stereo, SRGB and other flags.
1220              */
1221
1222             /* Exit the loop as we have found a format :) */
1223             if(exactDepthMatch) {
1224                 iPixelFormat = cfg->iPixelFormat;
1225                 break;
1226             } else if(!iPixelFormat) {
1227                 /* In the end we might end up with a format which doesn't exactly match our depth
1228                  * requirements. Accept the first format we found because formats with higher iPixelFormat
1229                  * values tend to have more extended capabilities (e.g. multisampling) which we don't need. */
1230                 iPixelFormat = cfg->iPixelFormat;
1231             }
1232         }
1233     }
1234
1235     /* When findCompatible is set and no suitable format was found, let ChoosePixelFormat choose a pixel format in order not to crash. */
1236     if(!iPixelFormat && !findCompatible) {
1237         ERR("Can't find a suitable iPixelFormat\n");
1238         return FALSE;
1239     } else if(!iPixelFormat) {
1240         PIXELFORMATDESCRIPTOR pfd;
1241
1242         TRACE("Falling back to ChoosePixelFormat as we weren't able to find an exactly matching pixel format\n");
1243         /* PixelFormat selection */
1244         ZeroMemory(&pfd, sizeof(pfd));
1245         pfd.nSize      = sizeof(pfd);
1246         pfd.nVersion   = 1;
1247         pfd.dwFlags    = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
1248         pfd.iPixelType = PFD_TYPE_RGBA;
1249         pfd.cAlphaBits = alphaBits;
1250         pfd.cColorBits = colorBits;
1251         pfd.cDepthBits = depthBits;
1252         pfd.cStencilBits = stencilBits;
1253         pfd.iLayerType = PFD_MAIN_PLANE;
1254
1255         iPixelFormat = ChoosePixelFormat(hdc, &pfd);
1256         if(!iPixelFormat) {
1257             /* If this happens something is very wrong as ChoosePixelFormat barely fails */
1258             ERR("Can't find a suitable iPixelFormat\n");
1259             return FALSE;
1260         }
1261     }
1262
1263     TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s\n",
1264             iPixelFormat, debug_d3dformat(color_format_desc->format), debug_d3dformat(ds_format_desc->format));
1265     return iPixelFormat;
1266 }
1267
1268 /*****************************************************************************
1269  * context_create
1270  *
1271  * Creates a new context.
1272  *
1273  * * Params:
1274  *  This: Device to activate the context for
1275  *  target: Surface this context will render to
1276  *  win_handle: handle to the window which we are drawing to
1277  *  pPresentParameters: contains the pixelformats to use for onscreen rendering
1278  *
1279  *****************************************************************************/
1280 struct wined3d_context *context_create(IWineD3DSwapChainImpl *swapchain, IWineD3DSurfaceImpl *target,
1281         const struct wined3d_format_desc *ds_format_desc)
1282 {
1283     IWineD3DDeviceImpl *device = swapchain->device;
1284     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1285     const struct wined3d_format_desc *color_format_desc;
1286     struct wined3d_context *ret;
1287     PIXELFORMATDESCRIPTOR pfd;
1288     BOOL auxBuffers = FALSE;
1289     int numSamples = 0;
1290     int pixel_format;
1291     unsigned int s;
1292     DWORD state;
1293     HGLRC ctx;
1294     HDC hdc;
1295
1296     TRACE("swapchain %p, target %p, window %p.\n", swapchain, target, swapchain->win_handle);
1297
1298     ret = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*ret));
1299     if (!ret)
1300     {
1301         ERR("Failed to allocate context memory.\n");
1302         return NULL;
1303     }
1304
1305     if (!(hdc = GetDC(swapchain->win_handle)))
1306     {
1307         ERR("Failed to retrieve a device context.\n");
1308         goto out;
1309     }
1310
1311     color_format_desc = target->resource.format_desc;
1312
1313     /* In case of ORM_BACKBUFFER, make sure to request an alpha component for
1314      * X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
1315     if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
1316     {
1317         auxBuffers = TRUE;
1318
1319         if (color_format_desc->format == WINED3DFMT_B4G4R4X4_UNORM)
1320             color_format_desc = getFormatDescEntry(WINED3DFMT_B4G4R4A4_UNORM, gl_info);
1321         else if (color_format_desc->format == WINED3DFMT_B8G8R8X8_UNORM)
1322             color_format_desc = getFormatDescEntry(WINED3DFMT_B8G8R8A8_UNORM, gl_info);
1323     }
1324
1325     /* DirectDraw supports 8bit paletted render targets and these are used by
1326      * old games like Starcraft and C&C. Most modern hardware doesn't support
1327      * 8bit natively so we perform some form of 8bit -> 32bit conversion. The
1328      * conversion (ab)uses the alpha component for storing the palette index.
1329      * For this reason we require a format with 8bit alpha, so request
1330      * A8R8G8B8. */
1331     if (color_format_desc->format == WINED3DFMT_P8_UINT)
1332         color_format_desc = getFormatDescEntry(WINED3DFMT_B8G8R8A8_UNORM, gl_info);
1333
1334     /* D3D only allows multisampling when SwapEffect is set to WINED3DSWAPEFFECT_DISCARD. */
1335     if (swapchain->presentParms.MultiSampleType && (swapchain->presentParms.SwapEffect == WINED3DSWAPEFFECT_DISCARD))
1336     {
1337         if (!gl_info->supported[ARB_MULTISAMPLE])
1338             WARN("The application is requesting multisampling without support.\n");
1339         else
1340         {
1341             TRACE("Requesting multisample type %#x.\n", swapchain->presentParms.MultiSampleType);
1342             numSamples = swapchain->presentParms.MultiSampleType;
1343         }
1344     }
1345
1346     /* Try to find a pixel format which matches our requirements. */
1347     pixel_format = WineD3D_ChoosePixelFormat(device, hdc, color_format_desc, ds_format_desc,
1348             auxBuffers, numSamples, FALSE /* findCompatible */);
1349
1350     /* Try to locate a compatible format if we weren't able to find anything. */
1351     if (!pixel_format)
1352     {
1353         TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
1354         pixel_format = WineD3D_ChoosePixelFormat(device, hdc, color_format_desc, ds_format_desc,
1355                 auxBuffers, 0 /* numSamples */, TRUE /* findCompatible */);
1356     }
1357
1358     /* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */
1359     if (!pixel_format)
1360     {
1361         ERR("Can't find a suitable pixel format.\n");
1362         goto out;
1363     }
1364
1365     DescribePixelFormat(hdc, pixel_format, sizeof(pfd), &pfd);
1366     if (!context_set_pixel_format(gl_info, hdc, pixel_format))
1367     {
1368         ERR("Failed to set pixel format %d on device context %p.\n", pixel_format, hdc);
1369         goto out;
1370     }
1371
1372     ctx = pwglCreateContext(hdc);
1373     if (device->numContexts)
1374     {
1375         if (!pwglShareLists(device->contexts[0]->glCtx, ctx))
1376         {
1377             DWORD err = GetLastError();
1378             ERR("wglShareLists(%p, %p) failed, last error %#x.\n",
1379                     device->contexts[0]->glCtx, ctx, err);
1380         }
1381     }
1382
1383     if(!ctx) {
1384         ERR("Failed to create a WGL context\n");
1385         goto out;
1386     }
1387
1388     if (!device_context_add(device, ret))
1389     {
1390         ERR("Failed to add the newly created context to the context list\n");
1391         if (!pwglDeleteContext(ctx))
1392         {
1393             DWORD err = GetLastError();
1394             ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, err);
1395         }
1396         goto out;
1397     }
1398
1399     ret->gl_info = gl_info;
1400
1401     /* Mark all states dirty to force a proper initialization of the states
1402      * on the first use of the context. */
1403     for (state = 0; state <= STATE_HIGHEST; ++state)
1404     {
1405         if (device->StateTable[state].representative)
1406             Context_MarkStateDirty(ret, state, device->StateTable);
1407     }
1408
1409     ret->swapchain = swapchain;
1410     ret->current_rt = target;
1411     ret->tid = GetCurrentThreadId();
1412
1413     ret->render_offscreen = surface_is_offscreen(target);
1414     ret->draw_buffer_dirty = TRUE;
1415     ret->valid = 1;
1416
1417     ret->glCtx = ctx;
1418     ret->win_handle = swapchain->win_handle;
1419     ret->hdc = hdc;
1420     ret->pixel_format = pixel_format;
1421
1422     if (device->shader_backend->shader_dirtifyable_constants((IWineD3DDevice *)device))
1423     {
1424         /* Create the dirty constants array and initialize them to dirty */
1425         ret->vshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
1426                 sizeof(*ret->vshader_const_dirty) * device->d3d_vshader_constantF);
1427         ret->pshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
1428                 sizeof(*ret->pshader_const_dirty) * device->d3d_pshader_constantF);
1429         memset(ret->vshader_const_dirty, 1,
1430                sizeof(*ret->vshader_const_dirty) * device->d3d_vshader_constantF);
1431         memset(ret->pshader_const_dirty, 1,
1432                 sizeof(*ret->pshader_const_dirty) * device->d3d_pshader_constantF);
1433     }
1434
1435     ret->blit_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1436             gl_info->limits.buffers * sizeof(*ret->blit_targets));
1437     if (!ret->blit_targets) goto out;
1438
1439     ret->draw_buffers = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1440             gl_info->limits.buffers * sizeof(*ret->draw_buffers));
1441     if (!ret->draw_buffers) goto out;
1442
1443     ret->free_occlusion_query_size = 4;
1444     ret->free_occlusion_queries = HeapAlloc(GetProcessHeap(), 0,
1445             ret->free_occlusion_query_size * sizeof(*ret->free_occlusion_queries));
1446     if (!ret->free_occlusion_queries) goto out;
1447
1448     list_init(&ret->occlusion_queries);
1449
1450     ret->free_event_query_size = 4;
1451     ret->free_event_queries = HeapAlloc(GetProcessHeap(), 0,
1452             ret->free_event_query_size * sizeof(*ret->free_event_queries));
1453     if (!ret->free_event_queries) goto out;
1454
1455     list_init(&ret->event_queries);
1456
1457     TRACE("Successfully created new context %p\n", ret);
1458
1459     list_init(&ret->fbo_list);
1460     list_init(&ret->fbo_destroy_list);
1461
1462     context_enter(ret);
1463
1464     /* Set up the context defaults */
1465     if (!context_set_current(ret))
1466     {
1467         ERR("Cannot activate context to set up defaults\n");
1468         context_release(ret);
1469         goto out;
1470     }
1471
1472     ENTER_GL();
1473
1474     glGetIntegerv(GL_AUX_BUFFERS, &ret->aux_buffers);
1475
1476     TRACE("Setting up the screen\n");
1477     /* Clear the screen */
1478     glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
1479     checkGLcall("glClearColor");
1480     glClearIndex(0);
1481     glClearDepth(1);
1482     glClearStencil(0xffff);
1483
1484     checkGLcall("glClear");
1485
1486     glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
1487     checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
1488
1489     glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
1490     checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
1491
1492     glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
1493     checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
1494
1495     glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);
1496     checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);");
1497     glPixelStorei(GL_UNPACK_ALIGNMENT, device->surface_alignment);
1498     checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, device->surface_alignment);");
1499
1500     if (gl_info->supported[APPLE_CLIENT_STORAGE])
1501     {
1502         /* Most textures will use client storage if supported. Exceptions are non-native power of 2 textures
1503          * and textures in DIB sections(due to the memory protection).
1504          */
1505         glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
1506         checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1507     }
1508     if (gl_info->supported[ARB_VERTEX_BLEND])
1509     {
1510         /* Direct3D always uses n-1 weights for n world matrices and uses 1 - sum for the last one
1511          * this is equal to GL_WEIGHT_SUM_UNITY_ARB. Enabling it doesn't do anything unless
1512          * GL_VERTEX_BLEND_ARB isn't enabled too
1513          */
1514         glEnable(GL_WEIGHT_SUM_UNITY_ARB);
1515         checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
1516     }
1517     if (gl_info->supported[NV_TEXTURE_SHADER2])
1518     {
1519         /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
1520          * the previous texture where to source the offset from is always unit - 1.
1521          */
1522         for (s = 1; s < gl_info->limits.textures; ++s)
1523         {
1524             GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
1525             glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + s - 1);
1526             checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...");
1527         }
1528     }
1529     if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
1530     {
1531         /* MacOS(radeon X1600 at least, but most likely others too) refuses to draw if GLSL and ARBFP are
1532          * enabled, but the currently bound arbfp program is 0. Enabling ARBFP with prog 0 is invalid, but
1533          * GLSL should bypass this. This causes problems in programs that never use the fixed function pipeline,
1534          * because the ARBFP extension is enabled by the ARBFP pipeline at context creation, but no program
1535          * is ever assigned.
1536          *
1537          * So make sure a program is assigned to each context. The first real ARBFP use will set a different
1538          * program and the dummy program is destroyed when the context is destroyed.
1539          */
1540         const char *dummy_program =
1541                 "!!ARBfp1.0\n"
1542                 "MOV result.color, fragment.color.primary;\n"
1543                 "END\n";
1544         GL_EXTCALL(glGenProgramsARB(1, &ret->dummy_arbfp_prog));
1545         GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret->dummy_arbfp_prog));
1546         GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(dummy_program), dummy_program));
1547     }
1548
1549     for (s = 0; s < gl_info->limits.point_sprite_units; ++s)
1550     {
1551         GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
1552         glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
1553         checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)");
1554     }
1555
1556     if (gl_info->supported[WINED3D_GL_VERSION_2_0])
1557     {
1558         /* Windows doesn't support to query the glPointParameteri function pointer, so use the
1559          * NV_POINT_SPRITE extension.
1560          */
1561         if (glPointParameteri)
1562         {
1563             glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, GL_UPPER_LEFT);
1564             checkGLcall("glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, GL_UPPER_LEFT)");
1565         }
1566         else if (gl_info->supported[NV_POINT_SPRITE])
1567         {
1568             GL_EXTCALL(glPointParameteriNV(GL_POINT_SPRITE_COORD_ORIGIN, GL_UPPER_LEFT));
1569             checkGLcall("glPointParameteriNV(GL_POINT_SPRITE_COORD_ORIGIN, GL_UPPER_LEFT)");
1570         }
1571     }
1572
1573     if (gl_info->supported[ARB_PROVOKING_VERTEX])
1574     {
1575         GL_EXTCALL(glProvokingVertex(GL_FIRST_VERTEX_CONVENTION));
1576     }
1577     else if (gl_info->supported[EXT_PROVOKING_VERTEX])
1578     {
1579         GL_EXTCALL(glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT));
1580     }
1581
1582     LEAVE_GL();
1583
1584     device->frag_pipe->enable_extension((IWineD3DDevice *)device, TRUE);
1585
1586     TRACE("Created context %p.\n", ret);
1587
1588     return ret;
1589
1590 out:
1591     HeapFree(GetProcessHeap(), 0, ret->free_event_queries);
1592     HeapFree(GetProcessHeap(), 0, ret->free_occlusion_queries);
1593     HeapFree(GetProcessHeap(), 0, ret->draw_buffers);
1594     HeapFree(GetProcessHeap(), 0, ret->blit_targets);
1595     HeapFree(GetProcessHeap(), 0, ret->pshader_const_dirty);
1596     HeapFree(GetProcessHeap(), 0, ret->vshader_const_dirty);
1597     HeapFree(GetProcessHeap(), 0, ret);
1598     return NULL;
1599 }
1600
1601 /*****************************************************************************
1602  * context_destroy
1603  *
1604  * Destroys a wined3d context
1605  *
1606  * Params:
1607  *  This: Device to activate the context for
1608  *  context: Context to destroy
1609  *
1610  *****************************************************************************/
1611 void context_destroy(IWineD3DDeviceImpl *This, struct wined3d_context *context)
1612 {
1613     BOOL destroy;
1614
1615     TRACE("Destroying ctx %p\n", context);
1616
1617     if (context->tid == GetCurrentThreadId() || !context->current)
1618     {
1619         context_destroy_gl_resources(context);
1620         TlsSetValue(wined3d_context_tls_idx, NULL);
1621         destroy = TRUE;
1622     }
1623     else
1624     {
1625         context->destroyed = 1;
1626         destroy = FALSE;
1627     }
1628
1629     HeapFree(GetProcessHeap(), 0, context->draw_buffers);
1630     HeapFree(GetProcessHeap(), 0, context->blit_targets);
1631     HeapFree(GetProcessHeap(), 0, context->vshader_const_dirty);
1632     HeapFree(GetProcessHeap(), 0, context->pshader_const_dirty);
1633     device_context_remove(This, context);
1634     if (destroy) HeapFree(GetProcessHeap(), 0, context);
1635 }
1636
1637 /* GL locking is done by the caller */
1638 static inline void set_blit_dimension(UINT width, UINT height) {
1639     glMatrixMode(GL_PROJECTION);
1640     checkGLcall("glMatrixMode(GL_PROJECTION)");
1641     glLoadIdentity();
1642     checkGLcall("glLoadIdentity()");
1643     glOrtho(0, width, height, 0, 0.0, -1.0);
1644     checkGLcall("glOrtho");
1645     glViewport(0, 0, width, height);
1646     checkGLcall("glViewport");
1647 }
1648
1649 /*****************************************************************************
1650  * SetupForBlit
1651  *
1652  * Sets up a context for DirectDraw blitting.
1653  * All texture units are disabled, texture unit 0 is set as current unit
1654  * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
1655  * color writing enabled for all channels
1656  * register combiners disabled, shaders disabled
1657  * world matrix is set to identity, texture matrix 0 too
1658  * projection matrix is setup for drawing screen coordinates
1659  *
1660  * Params:
1661  *  This: Device to activate the context for
1662  *  context: Context to setup
1663  *
1664  *****************************************************************************/
1665 /* Context activation is done by the caller. */
1666 static void SetupForBlit(IWineD3DDeviceImpl *This, struct wined3d_context *context)
1667 {
1668     int i;
1669     const struct StateEntry *StateTable = This->StateTable;
1670     const struct wined3d_gl_info *gl_info = context->gl_info;
1671     UINT width = context->current_rt->currentDesc.Width;
1672     UINT height = context->current_rt->currentDesc.Height;
1673     DWORD sampler;
1674
1675     TRACE("Setting up context %p for blitting\n", context);
1676     if(context->last_was_blit) {
1677         if(context->blit_w != width || context->blit_h != height) {
1678             ENTER_GL();
1679             set_blit_dimension(width, height);
1680             LEAVE_GL();
1681             context->blit_w = width; context->blit_h = height;
1682             /* No need to dirtify here, the states are still dirtified because they weren't
1683              * applied since the last SetupForBlit call. Otherwise last_was_blit would not
1684              * be set
1685              */
1686         }
1687         TRACE("Context is already set up for blitting, nothing to do\n");
1688         return;
1689     }
1690     context->last_was_blit = TRUE;
1691
1692     /* TODO: Use a display list */
1693
1694     /* Disable shaders */
1695     ENTER_GL();
1696     This->shader_backend->shader_select(context, FALSE, FALSE);
1697     LEAVE_GL();
1698
1699     Context_MarkStateDirty(context, STATE_VSHADER, StateTable);
1700     Context_MarkStateDirty(context, STATE_PIXELSHADER, StateTable);
1701
1702     /* Call ENTER_GL() once for all gl calls below. In theory we should not call
1703      * helper functions in between gl calls. This function is full of Context_MarkStateDirty
1704      * which can safely be called from here, we only lock once instead locking/unlocking
1705      * after each GL call.
1706      */
1707     ENTER_GL();
1708
1709     /* Disable all textures. The caller can then bind a texture it wants to blit
1710      * from
1711      *
1712      * The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
1713      * function texture unit. No need to care for higher samplers
1714      */
1715     for (i = gl_info->limits.textures - 1; i > 0 ; --i)
1716     {
1717         sampler = This->rev_tex_unit_map[i];
1718         GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
1719         checkGLcall("glActiveTextureARB");
1720
1721         if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1722         {
1723             glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1724             checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1725         }
1726         glDisable(GL_TEXTURE_3D);
1727         checkGLcall("glDisable GL_TEXTURE_3D");
1728         if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1729         {
1730             glDisable(GL_TEXTURE_RECTANGLE_ARB);
1731             checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1732         }
1733         glDisable(GL_TEXTURE_2D);
1734         checkGLcall("glDisable GL_TEXTURE_2D");
1735
1736         glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1737         checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
1738
1739         if (sampler != WINED3D_UNMAPPED_STAGE)
1740         {
1741             if (sampler < MAX_TEXTURES) {
1742                 Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
1743             }
1744             Context_MarkStateDirty(context, STATE_SAMPLER(sampler), StateTable);
1745         }
1746     }
1747     GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
1748     checkGLcall("glActiveTextureARB");
1749
1750     sampler = This->rev_tex_unit_map[0];
1751
1752     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1753     {
1754         glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1755         checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1756     }
1757     glDisable(GL_TEXTURE_3D);
1758     checkGLcall("glDisable GL_TEXTURE_3D");
1759     if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1760     {
1761         glDisable(GL_TEXTURE_RECTANGLE_ARB);
1762         checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1763     }
1764     glDisable(GL_TEXTURE_2D);
1765     checkGLcall("glDisable GL_TEXTURE_2D");
1766
1767     glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1768
1769     glMatrixMode(GL_TEXTURE);
1770     checkGLcall("glMatrixMode(GL_TEXTURE)");
1771     glLoadIdentity();
1772     checkGLcall("glLoadIdentity()");
1773
1774     if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
1775     {
1776         glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
1777                   GL_TEXTURE_LOD_BIAS_EXT,
1778                   0.0f);
1779         checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
1780     }
1781
1782     if (sampler != WINED3D_UNMAPPED_STAGE)
1783     {
1784         if (sampler < MAX_TEXTURES) {
1785             Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + sampler), StateTable);
1786             Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
1787         }
1788         Context_MarkStateDirty(context, STATE_SAMPLER(sampler), StateTable);
1789     }
1790
1791     /* Other misc states */
1792     glDisable(GL_ALPHA_TEST);
1793     checkGLcall("glDisable(GL_ALPHA_TEST)");
1794     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHATESTENABLE), StateTable);
1795     glDisable(GL_LIGHTING);
1796     checkGLcall("glDisable GL_LIGHTING");
1797     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING), StateTable);
1798     glDisable(GL_DEPTH_TEST);
1799     checkGLcall("glDisable GL_DEPTH_TEST");
1800     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ZENABLE), StateTable);
1801     glDisableWINE(GL_FOG);
1802     checkGLcall("glDisable GL_FOG");
1803     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE), StateTable);
1804     glDisable(GL_BLEND);
1805     checkGLcall("glDisable GL_BLEND");
1806     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
1807     glDisable(GL_CULL_FACE);
1808     checkGLcall("glDisable GL_CULL_FACE");
1809     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CULLMODE), StateTable);
1810     glDisable(GL_STENCIL_TEST);
1811     checkGLcall("glDisable GL_STENCIL_TEST");
1812     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_STENCILENABLE), StateTable);
1813     glDisable(GL_SCISSOR_TEST);
1814     checkGLcall("glDisable GL_SCISSOR_TEST");
1815     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), StateTable);
1816     if (gl_info->supported[ARB_POINT_SPRITE])
1817     {
1818         glDisable(GL_POINT_SPRITE_ARB);
1819         checkGLcall("glDisable GL_POINT_SPRITE_ARB");
1820         Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), StateTable);
1821     }
1822     glColorMask(GL_TRUE, GL_TRUE,GL_TRUE,GL_TRUE);
1823     checkGLcall("glColorMask");
1824     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE), StateTable);
1825     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), StateTable);
1826     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), StateTable);
1827     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), StateTable);
1828     if (gl_info->supported[EXT_SECONDARY_COLOR])
1829     {
1830         glDisable(GL_COLOR_SUM_EXT);
1831         Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SPECULARENABLE), StateTable);
1832         checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
1833     }
1834
1835     /* Setup transforms */
1836     glMatrixMode(GL_MODELVIEW);
1837     checkGLcall("glMatrixMode(GL_MODELVIEW)");
1838     glLoadIdentity();
1839     checkGLcall("glLoadIdentity()");
1840     Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), StateTable);
1841
1842     context->last_was_rhw = TRUE;
1843     Context_MarkStateDirty(context, STATE_VDECL, StateTable); /* because of last_was_rhw = TRUE */
1844
1845     glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)");
1846     glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)");
1847     glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)");
1848     glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)");
1849     glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)");
1850     glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)");
1851     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING), StateTable);
1852
1853     set_blit_dimension(width, height);
1854
1855     LEAVE_GL();
1856
1857     context->blit_w = width; context->blit_h = height;
1858     Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
1859     Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable);
1860
1861
1862     This->frag_pipe->enable_extension((IWineD3DDevice *) This, FALSE);
1863 }
1864
1865 /*****************************************************************************
1866  * findThreadContextForSwapChain
1867  *
1868  * Searches a swapchain for all contexts and picks one for the thread tid.
1869  * If none can be found the swapchain is requested to create a new context
1870  *
1871  *****************************************************************************/
1872 static struct wined3d_context *findThreadContextForSwapChain(IWineD3DSwapChain *swapchain, DWORD tid)
1873 {
1874     unsigned int i;
1875
1876     for(i = 0; i < ((IWineD3DSwapChainImpl *) swapchain)->num_contexts; i++) {
1877         if(((IWineD3DSwapChainImpl *) swapchain)->context[i]->tid == tid) {
1878             return ((IWineD3DSwapChainImpl *) swapchain)->context[i];
1879         }
1880
1881     }
1882
1883     /* Create a new context for the thread */
1884     return swapchain_create_context_for_thread(swapchain);
1885 }
1886
1887 /*****************************************************************************
1888  * FindContext
1889  *
1890  * Finds a context for the current render target and thread
1891  *
1892  * Parameters:
1893  *  target: Render target to find the context for
1894  *  tid: Thread to activate the context for
1895  *
1896  * Returns: The needed context
1897  *
1898  *****************************************************************************/
1899 static struct wined3d_context *FindContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target)
1900 {
1901     IWineD3DSwapChain *swapchain = NULL;
1902     struct wined3d_context *current_context = context_get_current();
1903     DWORD tid = GetCurrentThreadId();
1904     struct wined3d_context *context;
1905
1906     if (current_context && current_context->destroyed) current_context = NULL;
1907
1908     if (!target)
1909     {
1910         if (current_context
1911                 && current_context->current_rt
1912                 && current_context->swapchain->device == This)
1913         {
1914             target = current_context->current_rt;
1915         }
1916         else
1917         {
1918             IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *)This->swapchains[0];
1919             if (swapchain->back_buffers) target = swapchain->back_buffers[0];
1920             else target = swapchain->front_buffer;
1921         }
1922     }
1923
1924     if (current_context && current_context->current_rt == target)
1925     {
1926         context_validate(current_context);
1927         return current_context;
1928     }
1929
1930     if (target->Flags & SFLAG_SWAPCHAIN)
1931     {
1932         TRACE("Rendering onscreen\n");
1933
1934         swapchain = (IWineD3DSwapChain *)target->container;
1935         context = findThreadContextForSwapChain(swapchain, tid);
1936     }
1937     else
1938     {
1939         TRACE("Rendering offscreen\n");
1940
1941         /* Stay with the currently active context. */
1942         if (current_context && current_context->swapchain->device == This)
1943         {
1944             context = current_context;
1945         }
1946         else
1947         {
1948             /* This may happen if the app jumps straight into offscreen rendering
1949              * Start using the context of the primary swapchain. tid == 0 is no problem
1950              * for findThreadContextForSwapChain.
1951              *
1952              * Can also happen on thread switches - in that case findThreadContextForSwapChain
1953              * is perfect to call. */
1954             context = findThreadContextForSwapChain(This->swapchains[0], tid);
1955         }
1956     }
1957
1958     context_validate(context);
1959
1960     return context;
1961 }
1962
1963 /* Context activation is done by the caller. */
1964 static void context_apply_draw_buffer(struct wined3d_context *context, BOOL blit)
1965 {
1966     const struct wined3d_gl_info *gl_info = context->gl_info;
1967     IWineD3DSurfaceImpl *rt = context->current_rt;
1968     IWineD3DDeviceImpl *device;
1969
1970     device = rt->resource.device;
1971     if (!surface_is_offscreen(rt))
1972     {
1973         ENTER_GL();
1974         glDrawBuffer(surface_get_gl_buffer(rt));
1975         checkGLcall("glDrawBuffers()");
1976         LEAVE_GL();
1977     }
1978     else
1979     {
1980         ENTER_GL();
1981         if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
1982         {
1983             if (!blit)
1984             {
1985                 unsigned int i;
1986
1987                 for (i = 0; i < gl_info->limits.buffers; ++i)
1988                 {
1989                     if (device->render_targets[i])
1990                         context->draw_buffers[i] = GL_COLOR_ATTACHMENT0 + i;
1991                     else
1992                         context->draw_buffers[i] = GL_NONE;
1993                 }
1994
1995                 if (gl_info->supported[ARB_DRAW_BUFFERS])
1996                 {
1997                     GL_EXTCALL(glDrawBuffersARB(gl_info->limits.buffers, context->draw_buffers));
1998                     checkGLcall("glDrawBuffers()");
1999                 }
2000                 else
2001                 {
2002                     glDrawBuffer(context->draw_buffers[0]);
2003                     checkGLcall("glDrawBuffer()");
2004                 }
2005             } else {
2006                 glDrawBuffer(GL_COLOR_ATTACHMENT0);
2007                 checkGLcall("glDrawBuffer()");
2008             }
2009         }
2010         else
2011         {
2012             glDrawBuffer(device->offscreenBuffer);
2013             checkGLcall("glDrawBuffer()");
2014         }
2015         LEAVE_GL();
2016     }
2017 }
2018
2019 /* GL locking is done by the caller. */
2020 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer)
2021 {
2022     glDrawBuffer(buffer);
2023     checkGLcall("glDrawBuffer()");
2024     context->draw_buffer_dirty = TRUE;
2025 }
2026
2027 static inline void context_set_render_offscreen(struct wined3d_context *context, const struct StateEntry *StateTable,
2028         BOOL offscreen)
2029 {
2030     const struct wined3d_gl_info *gl_info = context->gl_info;
2031
2032     if (context->render_offscreen == offscreen) return;
2033
2034     if (gl_info->supported[WINED3D_GL_VERSION_2_0])
2035     {
2036         /* Windows doesn't support to query the glPointParameteri function pointer, so use the
2037          * NV_POINT_SPRITE extension.
2038          */
2039         if (glPointParameteri)
2040         {
2041             glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, offscreen ? GL_LOWER_LEFT : GL_UPPER_LEFT);
2042             checkGLcall("glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, ...)");
2043         }
2044         else if (gl_info->supported[NV_POINT_SPRITE])
2045         {
2046             GL_EXTCALL(glPointParameteriNV(GL_POINT_SPRITE_COORD_ORIGIN, offscreen ? GL_LOWER_LEFT : GL_UPPER_LEFT));
2047             checkGLcall("glPointParameteriNV(GL_POINT_SPRITE_COORD_ORIGIN, ...)");
2048         }
2049     }
2050
2051     Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable);
2052     Context_MarkStateDirty(context, STATE_VDECL, StateTable);
2053     Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
2054     Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
2055     Context_MarkStateDirty(context, STATE_FRONTFACE, StateTable);
2056     context->render_offscreen = offscreen;
2057 }
2058
2059 static BOOL match_depth_stencil_format(const struct wined3d_format_desc *existing,
2060         const struct wined3d_format_desc *required)
2061 {
2062     short existing_depth, existing_stencil, required_depth, required_stencil;
2063
2064     if(existing == required) return TRUE;
2065     if((existing->Flags & WINED3DFMT_FLAG_FLOAT) != (required->Flags & WINED3DFMT_FLAG_FLOAT)) return FALSE;
2066
2067     getDepthStencilBits(existing, &existing_depth, &existing_stencil);
2068     getDepthStencilBits(required, &required_depth, &required_stencil);
2069
2070     if(existing_depth < required_depth) return FALSE;
2071     /* If stencil bits are used the exact amount is required - otherwise wrapping
2072      * won't work correctly */
2073     if(required_stencil && required_stencil != existing_stencil) return FALSE;
2074     return TRUE;
2075 }
2076 /* The caller provides a context */
2077 static void context_validate_onscreen_formats(IWineD3DDeviceImpl *device,
2078         struct wined3d_context *context, IWineD3DSurfaceImpl *depth_stencil)
2079 {
2080     /* Onscreen surfaces are always in a swapchain */
2081     IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *)context->current_rt->container;
2082
2083     if (context->render_offscreen || !depth_stencil) return;
2084     if (match_depth_stencil_format(swapchain->ds_format, depth_stencil->resource.format_desc)) return;
2085
2086     /* TODO: If the requested format would satisfy the needs of the existing one(reverse match),
2087      * or no onscreen depth buffer was created, the OpenGL drawable could be changed to the new
2088      * format. */
2089     WARN("Depth stencil format is not supported by WGL, rendering the backbuffer in an FBO\n");
2090
2091     /* The currently active context is the necessary context to access the swapchain's onscreen buffers */
2092     surface_load_location(context->current_rt, SFLAG_INTEXTURE, NULL);
2093     swapchain->render_to_fbo = TRUE;
2094     context_set_render_offscreen(context, device->StateTable, TRUE);
2095 }
2096
2097 /* Context activation is done by the caller. */
2098 void context_apply_blit_state(struct wined3d_context *context, IWineD3DDeviceImpl *device)
2099 {
2100     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2101     {
2102         context_validate_onscreen_formats(device, context, NULL);
2103
2104         if (context->render_offscreen)
2105         {
2106             FIXME("Applying blit state for an offscreen target with ORM_FBO. This should be avoided.\n");
2107             surface_internal_preload(context->current_rt, SRGB_RGB);
2108
2109             ENTER_GL();
2110             context_apply_fbo_state_blit(context, GL_FRAMEBUFFER, context->current_rt, NULL, SFLAG_INTEXTURE);
2111             LEAVE_GL();
2112         }
2113         else
2114         {
2115             ENTER_GL();
2116             context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
2117             LEAVE_GL();
2118         }
2119
2120         context->draw_buffer_dirty = TRUE;
2121     }
2122
2123     if (context->draw_buffer_dirty)
2124     {
2125         context_apply_draw_buffer(context, TRUE);
2126         if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2127             context->draw_buffer_dirty = FALSE;
2128     }
2129
2130     SetupForBlit(device, context);
2131 }
2132
2133 /* Context activation is done by the caller. */
2134 void context_apply_clear_state(struct wined3d_context *context, IWineD3DDeviceImpl *device,
2135         UINT rt_count, IWineD3DSurfaceImpl **rts, IWineD3DSurfaceImpl *depth_stencil)
2136 {
2137     const struct StateEntry *state_table = device->StateTable;
2138     UINT i;
2139
2140     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2141     {
2142         context_validate_onscreen_formats(device, context, depth_stencil);
2143
2144         ENTER_GL();
2145
2146         if (surface_is_offscreen(rts[0]))
2147         {
2148             for (i = 0; i < rt_count; ++i)
2149             {
2150                 context->blit_targets[i] = rts[i];
2151             }
2152             while (i < context->gl_info->limits.buffers)
2153             {
2154                 context->blit_targets[i] = NULL;
2155                 ++i;
2156             }
2157             context_apply_fbo_state(context, GL_FRAMEBUFFER, context->blit_targets, depth_stencil, SFLAG_INTEXTURE);
2158         }
2159         else
2160         {
2161             context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, NULL, SFLAG_INDRAWABLE);
2162         }
2163
2164         LEAVE_GL();
2165     }
2166
2167     if (!surface_is_offscreen(rts[0]))
2168     {
2169         ENTER_GL();
2170         context_set_draw_buffer(context, surface_get_gl_buffer(rts[0]));
2171         LEAVE_GL();
2172     }
2173     else
2174     {
2175         const struct wined3d_gl_info *gl_info = context->gl_info;
2176
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
2185         ENTER_GL();
2186         GL_EXTCALL(glDrawBuffersARB(gl_info->limits.buffers, context->draw_buffers));
2187         checkGLcall("glDrawBuffers()");
2188         LEAVE_GL();
2189
2190         context->draw_buffer_dirty = TRUE;
2191     }
2192
2193     if (context->last_was_blit)
2194     {
2195         device->frag_pipe->enable_extension((IWineD3DDevice *)device, TRUE);
2196     }
2197
2198     /* Blending and clearing should be orthogonal, but tests on the nvidia
2199      * driver show that disabling blending when clearing improves the clearing
2200      * performance incredibly. */
2201     ENTER_GL();
2202     glDisable(GL_BLEND);
2203     glEnable(GL_SCISSOR_TEST);
2204     checkGLcall("glEnable GL_SCISSOR_TEST");
2205     LEAVE_GL();
2206
2207     context->last_was_blit = FALSE;
2208     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_table);
2209     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), state_table);
2210     Context_MarkStateDirty(context, STATE_SCISSORRECT, state_table);
2211 }
2212
2213 /* Context activation is done by the caller. */
2214 void context_apply_draw_state(struct wined3d_context *context, IWineD3DDeviceImpl *device)
2215 {
2216     const struct StateEntry *state_table = device->StateTable;
2217     unsigned int i;
2218
2219     /* Preload resources before FBO setup. Texture preload in particular may
2220      * result in changes to the current FBO, due to using e.g. FBO blits for
2221      * updating a resource location. */
2222     IWineD3DDeviceImpl_FindTexUnitMap(device);
2223     device_preload_textures(device);
2224     if (isStateDirty(context, STATE_VDECL))
2225         device_update_stream_info(device, context->gl_info);
2226
2227     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2228     {
2229         context_validate_onscreen_formats(device, context, device->depth_stencil);
2230
2231         if (!context->render_offscreen)
2232         {
2233             ENTER_GL();
2234             context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, NULL, SFLAG_INDRAWABLE);
2235             LEAVE_GL();
2236         }
2237         else
2238         {
2239             ENTER_GL();
2240             context_apply_fbo_state(context, GL_FRAMEBUFFER, device->render_targets,
2241                     device->depth_stencil, SFLAG_INTEXTURE);
2242             LEAVE_GL();
2243         }
2244     }
2245
2246     if (context->draw_buffer_dirty)
2247     {
2248         context_apply_draw_buffer(context, FALSE);
2249         context->draw_buffer_dirty = FALSE;
2250     }
2251
2252     if (context->last_was_blit)
2253     {
2254         device->frag_pipe->enable_extension((IWineD3DDevice *)device, TRUE);
2255     }
2256
2257     ENTER_GL();
2258     for (i = 0; i < context->numDirtyEntries; ++i)
2259     {
2260         DWORD rep = context->dirtyArray[i];
2261         DWORD idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
2262         BYTE shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
2263         context->isStateDirty[idx] &= ~(1 << shift);
2264         state_table[rep].apply(rep, device->stateBlock, context);
2265     }
2266     LEAVE_GL();
2267     context->numDirtyEntries = 0; /* This makes the whole list clean */
2268     context->last_was_blit = FALSE;
2269 }
2270
2271 static void context_setup_target(IWineD3DDeviceImpl *device,
2272         struct wined3d_context *context, IWineD3DSurfaceImpl *target)
2273 {
2274     BOOL old_render_offscreen = context->render_offscreen, render_offscreen;
2275     const struct StateEntry *StateTable = device->StateTable;
2276
2277     if (!target) return;
2278     render_offscreen = surface_is_offscreen(target);
2279     if (context->current_rt == target && render_offscreen == old_render_offscreen) return;
2280
2281     /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
2282      * the alpha blend state changes with different render target formats. */
2283     if (!context->current_rt)
2284     {
2285         Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
2286     }
2287     else
2288     {
2289         const struct wined3d_format_desc *old = context->current_rt->resource.format_desc;
2290         const struct wined3d_format_desc *new = target->resource.format_desc;
2291
2292         if (old->format != new->format)
2293         {
2294             /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
2295             if ((old->alpha_mask && !new->alpha_mask) || (!old->alpha_mask && new->alpha_mask)
2296                     || !(new->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
2297             {
2298                 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
2299             }
2300             /* Update sRGB writing when switching between formats that do/do not support sRGB writing */
2301             if ((old->Flags & WINED3DFMT_FLAG_SRGB_WRITE) != (new->Flags & WINED3DFMT_FLAG_SRGB_WRITE))
2302             {
2303                 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), StateTable);
2304             }
2305         }
2306
2307         /* When switching away from an offscreen render target, and we're not
2308          * using FBOs, we have to read the drawable into the texture. This is
2309          * done via PreLoad (and SFLAG_INDRAWABLE set on the surface). There
2310          * are some things that need care though. PreLoad needs a GL context,
2311          * and FindContext is called before the context is activated. It also
2312          * has to be called with the old rendertarget active, otherwise a
2313          * wrong drawable is read. */
2314         if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
2315                 && old_render_offscreen && context->current_rt != target)
2316         {
2317             BOOL oldInDraw = device->isInDraw;
2318
2319             /* surface_internal_preload() requires a context to load the
2320              * texture, so it will call context_acquire(). Set isInDraw to true
2321              * to signal surface_internal_preload() that it has a context. */
2322
2323             /* FIXME: This is just broken. There's no guarantee whatsoever
2324              * that the currently active context, if any, is appropriate for
2325              * reading back the render target. We should probably call
2326              * context_set_current(context) here and then rely on
2327              * context_acquire() doing the right thing. */
2328             device->isInDraw = TRUE;
2329
2330             /* Read the back buffer of the old drawable into the destination texture. */
2331             if (context->current_rt->texture_name_srgb)
2332             {
2333                 surface_internal_preload(context->current_rt, SRGB_BOTH);
2334             }
2335             else
2336             {
2337                 surface_internal_preload(context->current_rt, SRGB_RGB);
2338             }
2339
2340             surface_modify_location(context->current_rt, SFLAG_INDRAWABLE, FALSE);
2341
2342             device->isInDraw = oldInDraw;
2343         }
2344     }
2345
2346     context->draw_buffer_dirty = TRUE;
2347     context->current_rt = target;
2348     context_set_render_offscreen(context, StateTable, render_offscreen);
2349 }
2350
2351 /*****************************************************************************
2352  * context_acquire
2353  *
2354  * Finds a rendering context and drawable matching the device and render
2355  * target for the current thread, activates them and puts them into the
2356  * requested state.
2357  *
2358  * Params:
2359  *  This: Device to activate the context for
2360  *  target: Requested render target
2361  *  usage: Prepares the context for blitting, drawing or other actions
2362  *
2363  *****************************************************************************/
2364 struct wined3d_context *context_acquire(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *target)
2365 {
2366     struct wined3d_context *current_context = context_get_current();
2367     struct wined3d_context *context;
2368
2369     TRACE("device %p, target %p.\n", device, target);
2370
2371     context = FindContext(device, target);
2372     context_setup_target(device, context, target);
2373     context_enter(context);
2374     if (!context->valid) return context;
2375
2376     if (context != current_context)
2377     {
2378         if (!context_set_current(context)) ERR("Failed to activate the new context.\n");
2379         else device->frag_pipe->enable_extension((IWineD3DDevice *)device, !context->last_was_blit);
2380
2381         if (context->vshader_const_dirty)
2382         {
2383             memset(context->vshader_const_dirty, 1,
2384                     sizeof(*context->vshader_const_dirty) * device->d3d_vshader_constantF);
2385             device->highest_dirty_vs_const = device->d3d_vshader_constantF;
2386         }
2387         if (context->pshader_const_dirty)
2388         {
2389             memset(context->pshader_const_dirty, 1,
2390                    sizeof(*context->pshader_const_dirty) * device->d3d_pshader_constantF);
2391             device->highest_dirty_ps_const = device->d3d_pshader_constantF;
2392         }
2393     }
2394     else if (context->restore_ctx)
2395     {
2396         if (!pwglMakeCurrent(context->hdc, context->glCtx))
2397         {
2398             DWORD err = GetLastError();
2399             ERR("Failed to make GL context %p current on device context %p, last error %#x.\n",
2400                     context->hdc, context->glCtx, err);
2401         }
2402     }
2403
2404     return context;
2405 }