wined3d: Request aux buffers when using backbuffer rendering.
[wine] / dlls / wined3d / context.c
1 /*
2  * Context and render target management in wined3d
3  *
4  * Copyright 2007 Stefan Dösinger for CodeWeavers
5  *
6  * This library is free software; you can redistribute it and/or
7  * modify it under the terms of the GNU Lesser General Public
8  * License as published by the Free Software Foundation; either
9  * version 2.1 of the License, or (at your option) any later version.
10  *
11  * This library is distributed in the hope that it will be useful,
12  * but WITHOUT ANY WARRANTY; without even the implied warranty of
13  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
14  * Lesser General Public License for more details.
15  *
16  * You should have received a copy of the GNU Lesser General Public
17  * License along with this library; if not, write to the Free Software
18  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
19  */
20
21 #include "config.h"
22 #include <stdio.h>
23 #ifdef HAVE_FLOAT_H
24 # include <float.h>
25 #endif
26 #include "wined3d_private.h"
27
28 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
29
30 #define GLINFO_LOCATION This->adapter->gl_info
31
32 /*****************************************************************************
33  * Context_MarkStateDirty
34  *
35  * Marks a state in a context dirty. Only one context, opposed to
36  * IWineD3DDeviceImpl_MarkStateDirty, which marks the state dirty in all
37  * contexts
38  *
39  * Params:
40  *  context: Context to mark the state dirty in
41  *  state: State to mark dirty
42  *
43  *****************************************************************************/
44 static void Context_MarkStateDirty(WineD3DContext *context, DWORD state) {
45     DWORD rep = StateTable[state].representative;
46     DWORD idx;
47     BYTE shift;
48
49     if(!rep || isStateDirty(context, rep)) return;
50
51     context->dirtyArray[context->numDirtyEntries++] = rep;
52     idx = rep >> 5;
53     shift = rep & 0x1f;
54     context->isStateDirty[idx] |= (1 << shift);
55 }
56
57 /*****************************************************************************
58  * AddContextToArray
59  *
60  * Adds a context to the context array. Helper function for CreateContext
61  *
62  * This method is not called in performance-critical code paths, only when a
63  * new render target or swapchain is created. Thus performance is not an issue
64  * here.
65  *
66  * Params:
67  *  This: Device to add the context for
68  *  hdc: device context
69  *  glCtx: WGL context to add
70  *  pbuffer: optional pbuffer used with this context
71  *
72  *****************************************************************************/
73 static WineD3DContext *AddContextToArray(IWineD3DDeviceImpl *This, HWND win_handle, HDC hdc, HGLRC glCtx, HPBUFFERARB pbuffer) {
74     WineD3DContext **oldArray = This->contexts;
75     DWORD state;
76
77     This->contexts = HeapAlloc(GetProcessHeap(), 0, sizeof(*This->contexts) * (This->numContexts + 1));
78     if(This->contexts == NULL) {
79         ERR("Unable to grow the context array\n");
80         This->contexts = oldArray;
81         return NULL;
82     }
83     if(oldArray) {
84         memcpy(This->contexts, oldArray, sizeof(*This->contexts) * This->numContexts);
85     }
86
87     This->contexts[This->numContexts] = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(WineD3DContext));
88     if(This->contexts[This->numContexts] == NULL) {
89         ERR("Unable to allocate a new context\n");
90         HeapFree(GetProcessHeap(), 0, This->contexts);
91         This->contexts = oldArray;
92         return NULL;
93     }
94
95     This->contexts[This->numContexts]->hdc = hdc;
96     This->contexts[This->numContexts]->glCtx = glCtx;
97     This->contexts[This->numContexts]->pbuffer = pbuffer;
98     This->contexts[This->numContexts]->win_handle = win_handle;
99     HeapFree(GetProcessHeap(), 0, oldArray);
100
101     /* Mark all states dirty to force a proper initialization of the states on the first use of the context
102      */
103     for(state = 0; state <= STATE_HIGHEST; state++) {
104         Context_MarkStateDirty(This->contexts[This->numContexts], state);
105     }
106
107     This->numContexts++;
108     TRACE("Created context %p\n", This->contexts[This->numContexts - 1]);
109     return This->contexts[This->numContexts - 1];
110 }
111
112 /*****************************************************************************
113  * CreateContext
114  *
115  * Creates a new context for a window, or a pbuffer context.
116  *
117  * * Params:
118  *  This: Device to activate the context for
119  *  target: Surface this context will render to
120  *  win_handle: handle to the window which we are drawing to
121  *  create_pbuffer: tells whether to create a pbuffer or not
122  *  pPresentParameters: contains the pixelformats to use for onscreen rendering
123  *
124  *****************************************************************************/
125 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win_handle, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms) {
126     HDC oldDrawable, hdc;
127     HPBUFFERARB pbuffer = NULL;
128     HGLRC ctx = NULL, oldCtx;
129     WineD3DContext *ret = NULL;
130     int s;
131
132     TRACE("(%p): Creating a %s context for render target %p\n", This, create_pbuffer ? "offscreen" : "onscreen", target);
133
134 #define PUSH1(att)        attribs[nAttribs++] = (att);
135 #define PUSH2(att,value)  attribs[nAttribs++] = (att); attribs[nAttribs++] = (value);
136     if(create_pbuffer) {
137         HDC hdc_parent = GetDC(win_handle);
138         int iPixelFormat = 0;
139         short redBits, greenBits, blueBits, alphaBits, colorBits;
140         short depthBits, stencilBits;
141
142         IWineD3DSurface *StencilSurface = This->stencilBufferTarget;
143         WINED3DFORMAT StencilBufferFormat = (NULL != StencilSurface) ? ((IWineD3DSurfaceImpl *) StencilSurface)->resource.format : 0;
144
145         int attribs[256];
146         int nAttribs = 0;
147         unsigned int nFormats;
148
149         /* Retrieve the specifications for the pixelformat from the backbuffer / stencilbuffer */
150         getColorBits(target->resource.format, &redBits, &greenBits, &blueBits, &alphaBits, &colorBits);
151         getDepthStencilBits(StencilBufferFormat, &depthBits, &stencilBits);
152         PUSH2(WGL_DRAW_TO_PBUFFER_ARB, 1); /* We need pbuffer support; doublebuffering isn't needed */
153         PUSH2(WGL_PIXEL_TYPE_ARB, WGL_TYPE_RGBA_ARB); /* Make sure we don't get a float or color index format */
154         PUSH2(WGL_COLOR_BITS_ARB, colorBits);
155         PUSH2(WGL_RED_BITS_ARB, redBits);
156         PUSH2(WGL_GREEN_BITS_ARB, greenBits);
157         PUSH2(WGL_BLUE_BITS_ARB, blueBits);
158         PUSH2(WGL_ALPHA_BITS_ARB, alphaBits);
159         PUSH2(WGL_DEPTH_BITS_ARB, depthBits);
160         PUSH2(WGL_STENCIL_BITS_ARB, stencilBits);
161         PUSH1(0); /* end the list */
162
163         /* Try to find a pixelformat that matches exactly. If that fails let ChoosePixelFormat try to find a close match */
164         if(!GL_EXTCALL(wglChoosePixelFormatARB(hdc_parent, (const int*)&attribs, NULL, 1, &iPixelFormat, &nFormats)))
165         {
166             PIXELFORMATDESCRIPTOR pfd;
167
168             TRACE("Falling back to ChoosePixelFormat as wglChoosePixelFormatARB failed\n");
169
170             ZeroMemory(&pfd, sizeof(pfd));
171             pfd.nSize      = sizeof(pfd);
172             pfd.nVersion   = 1;
173             pfd.dwFlags    = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER_DONTCARE | PFD_DRAW_TO_WINDOW;
174             pfd.iPixelType = PFD_TYPE_RGBA;
175             pfd.cColorBits = colorBits;
176             pfd.cDepthBits = depthBits;
177             pfd.cStencilBits = stencilBits;
178             pfd.iLayerType = PFD_MAIN_PLANE;
179
180             iPixelFormat = ChoosePixelFormat(hdc_parent, &pfd);
181             if(!iPixelFormat) {
182                 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
183                 ERR("Can't find a suitable iPixelFormat for the pbuffer\n");
184             }
185         }
186
187         TRACE("Creating a pBuffer drawable for the new context\n");
188         pbuffer = GL_EXTCALL(wglCreatePbufferARB(hdc_parent, iPixelFormat, target->currentDesc.Width, target->currentDesc.Height, 0));
189         if(!pbuffer) {
190             ERR("Cannot create a pbuffer\n");
191             ReleaseDC(win_handle, hdc_parent);
192             goto out;
193         }
194
195         /* In WGL a pbuffer is 'wrapped' inside a HDC to 'fool' wglMakeCurrent */
196         hdc = GL_EXTCALL(wglGetPbufferDCARB(pbuffer));
197         if(!hdc) {
198             ERR("Cannot get a HDC for pbuffer (%p)\n", pbuffer);
199             GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
200             ReleaseDC(win_handle, hdc_parent);
201             goto out;
202         }
203         ReleaseDC(win_handle, hdc_parent);
204     } else {
205         PIXELFORMATDESCRIPTOR pfd;
206         int iPixelFormat;
207         short redBits, greenBits, blueBits, alphaBits, colorBits;
208         short depthBits=0, stencilBits=0;
209         int res;
210         int attribs[256];
211         int nAttribs = 0;
212         unsigned int nFormats;
213         WINED3DFORMAT fmt = target->resource.format;
214
215         hdc = GetDC(win_handle);
216         if(hdc == NULL) {
217             ERR("Cannot retrieve a device context!\n");
218             goto out;
219         }
220
221         /* PixelFormat selection */
222         PUSH2(WGL_DRAW_TO_WINDOW_ARB, GL_TRUE); /* We want to draw to a window */
223         PUSH2(WGL_DOUBLE_BUFFER_ARB, GL_TRUE);
224         PUSH2(WGL_PIXEL_TYPE_ARB, WGL_TYPE_RGBA_ARB); /* Make sure we don't get a float or color index format */
225         PUSH2(WGL_SUPPORT_OPENGL_ARB, GL_TRUE);
226         PUSH2(WGL_ACCELERATION_ARB, WGL_FULL_ACCELERATION_ARB); /* Make sure we receive an accelerated format. On windows (at least on ATI) this is not always the case */
227
228         /* In case of ORM_BACKBUFFER, make sure to request an alpha component for X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
229         if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
230             if(target->resource.format == WINED3DFMT_X4R4G4B4)
231                 fmt = WINED3DFMT_A4R4G4B4;
232             else if(target->resource.format == WINED3DFMT_X8R8G8B8)
233                 fmt = WINED3DFMT_A8R8G8B8;
234
235             /* We like to have two aux buffers in backbuffer mode */
236             PUSH2(WGL_AUX_BUFFERS_ARB, 2);
237         }
238
239         if(!getColorBits(fmt, &redBits, &greenBits, &blueBits, &alphaBits, &colorBits)) {
240             ERR("Unable to get color bits for format %#x!\n", target->resource.format);
241             return FALSE;
242         }
243         PUSH2(WGL_COLOR_BITS_ARB, colorBits);
244         PUSH2(WGL_RED_BITS_ARB, redBits);
245         PUSH2(WGL_GREEN_BITS_ARB, greenBits);
246         PUSH2(WGL_BLUE_BITS_ARB, blueBits);
247         PUSH2(WGL_ALPHA_BITS_ARB, alphaBits);
248
249         /* Retrieve the depth stencil format from the present parameters.
250          * The choice of the proper format can give a nice performance boost
251          * in case of GPU limited programs. */
252         if(pPresentParms->EnableAutoDepthStencil) {
253             TRACE("pPresentParms->EnableAutoDepthStencil=enabled; using AutoDepthStencilFormat=%s\n", debug_d3dformat(pPresentParms->AutoDepthStencilFormat));
254             if(!getDepthStencilBits(pPresentParms->AutoDepthStencilFormat, &depthBits, &stencilBits)) {
255                 ERR("Unable to get depth / stencil bits for AutoDepthStencilFormat %#x!\n", pPresentParms->AutoDepthStencilFormat);
256                 return FALSE;
257             }
258             PUSH2(WGL_DEPTH_BITS_ARB, depthBits);
259             PUSH2(WGL_STENCIL_BITS_ARB, stencilBits);
260         }
261
262         PUSH1(0); /* end the list */
263
264         /* In case of failure hope that standard ChoosePixelFormat will find something suitable */
265         if(!GL_EXTCALL(wglChoosePixelFormatARB(hdc, (const int*)&attribs, NULL, 1, &iPixelFormat, &nFormats)))
266         {
267             /* PixelFormat selection */
268             ZeroMemory(&pfd, sizeof(pfd));
269             pfd.nSize      = sizeof(pfd);
270             pfd.nVersion   = 1;
271             pfd.dwFlags    = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
272             pfd.iPixelType = PFD_TYPE_RGBA;
273             pfd.cAlphaBits = alphaBits;
274             pfd.cColorBits = colorBits;
275             pfd.cDepthBits = depthBits;
276             pfd.cStencilBits = stencilBits;
277             pfd.iLayerType = PFD_MAIN_PLANE;
278
279             iPixelFormat = ChoosePixelFormat(hdc, &pfd);
280             if(!iPixelFormat) {
281                 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
282                 ERR("Can't find a suitable iPixelFormat\n");
283             }
284         }
285
286         DescribePixelFormat(hdc, iPixelFormat, sizeof(pfd), &pfd);
287         res = SetPixelFormat(hdc, iPixelFormat, NULL);
288         if(!res) {
289             int oldPixelFormat = GetPixelFormat(hdc);
290
291             if(oldPixelFormat) {
292                 /* OpenGL doesn't allow pixel format adjustments. Print an error and continue using the old format.
293                  * There's a big chance that the old format works although with a performance hit and perhaps rendering errors. */
294                 ERR("HDC=%p is already set to iPixelFormat=%d and OpenGL doesn't allow changes!\n", hdc, oldPixelFormat);
295             }
296             else {
297                 ERR("SetPixelFormat failed on HDC=%p for iPixelFormat=%d\n", hdc, iPixelFormat);
298                 return FALSE;
299             }
300         }
301     }
302 #undef PUSH1
303 #undef PUSH2
304
305     ctx = pwglCreateContext(hdc);
306     if(This->numContexts) pwglShareLists(This->contexts[0]->glCtx, ctx);
307
308     if(!ctx) {
309         ERR("Failed to create a WGL context\n");
310         if(create_pbuffer) {
311             GL_EXTCALL(wglReleasePbufferDCARB(pbuffer, hdc));
312             GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
313         }
314         goto out;
315     }
316     ret = AddContextToArray(This, win_handle, hdc, ctx, pbuffer);
317     if(!ret) {
318         ERR("Failed to add the newly created context to the context list\n");
319         pwglDeleteContext(ctx);
320         if(create_pbuffer) {
321             GL_EXTCALL(wglReleasePbufferDCARB(pbuffer, hdc));
322             GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
323         }
324         goto out;
325     }
326     ret->surface = (IWineD3DSurface *) target;
327     ret->isPBuffer = create_pbuffer;
328     ret->tid = GetCurrentThreadId();
329
330     TRACE("Successfully created new context %p\n", ret);
331
332     /* Set up the context defaults */
333     oldCtx  = pwglGetCurrentContext();
334     oldDrawable = pwglGetCurrentDC();
335     if(pwglMakeCurrent(hdc, ctx) == FALSE) {
336         ERR("Cannot activate context to set up defaults\n");
337         goto out;
338     }
339
340     ENTER_GL();
341     TRACE("Setting up the screen\n");
342     /* Clear the screen */
343     glClearColor(1.0, 0.0, 0.0, 0.0);
344     checkGLcall("glClearColor");
345     glClearIndex(0);
346     glClearDepth(1);
347     glClearStencil(0xffff);
348
349     checkGLcall("glClear");
350
351     glColor3f(1.0, 1.0, 1.0);
352     checkGLcall("glColor3f");
353
354     glEnable(GL_LIGHTING);
355     checkGLcall("glEnable");
356
357     glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
358     checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
359
360     glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
361     checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
362
363     glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
364     checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
365
366     glPixelStorei(GL_PACK_ALIGNMENT, This->surface_alignment);
367     checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, This->surface_alignment);");
368     glPixelStorei(GL_UNPACK_ALIGNMENT, This->surface_alignment);
369     checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, This->surface_alignment);");
370
371     if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
372         /* Most textures will use client storage if supported. Exceptions are non-native power of 2 textures
373          * and textures in DIB sections(due to the memory protection).
374          */
375         glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
376         checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
377     }
378     if(GL_SUPPORT(ARB_VERTEX_BLEND)) {
379         /* Direct3D always uses n-1 weights for n world matrices and uses 1 - sum for the last one
380          * this is equal to GL_WEIGHT_SUM_UNITY_ARB. Enabling it doesn't do anything unless
381          * GL_VERTEX_BLEND_ARB isn't enabled too
382          */
383         glEnable(GL_WEIGHT_SUM_UNITY_ARB);
384         checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
385     }
386     if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
387         glEnable(GL_TEXTURE_SHADER_NV);
388         checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)");
389
390         /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
391          * the previous texture where to source the offset from is always unit - 1.
392          */
393         for(s = 1; s < GL_LIMITS(textures); s++) {
394             GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
395             glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + s - 1);
396             checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...\n");
397         }
398     }
399     if(GL_SUPPORT(ARB_POINT_SPRITE)) {
400         for(s = 0; s < GL_LIMITS(textures); s++) {
401             GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
402             glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
403             checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)\n");
404         }
405     }
406     LEAVE_GL();
407
408     if(oldDrawable && oldCtx) {
409         pwglMakeCurrent(oldDrawable, oldCtx);
410     }
411
412 out:
413     return ret;
414 }
415
416 /*****************************************************************************
417  * RemoveContextFromArray
418  *
419  * Removes a context from the context manager. The opengl context is not
420  * destroyed or unset. context is not a valid pointer after that call.
421  *
422  * Similar to the former call this isn't a performance critical function. A
423  * helper function for DestroyContext.
424  *
425  * Params:
426  *  This: Device to activate the context for
427  *  context: Context to remove
428  *
429  *****************************************************************************/
430 static void RemoveContextFromArray(IWineD3DDeviceImpl *This, WineD3DContext *context) {
431     UINT t, s;
432     WineD3DContext **oldArray = This->contexts;
433
434     TRACE("Removing ctx %p\n", context);
435
436     This->numContexts--;
437
438     if(This->numContexts) {
439         This->contexts = HeapAlloc(GetProcessHeap(), 0, sizeof(*This->contexts) * This->numContexts);
440         if(!This->contexts) {
441             ERR("Cannot allocate a new context array, PANIC!!!\n");
442         }
443         t = 0;
444         for(s = 0; s < This->numContexts; s++) {
445             if(oldArray[s] == context) continue;
446             This->contexts[t] = oldArray[s];
447             t++;
448         }
449     } else {
450         This->contexts = NULL;
451     }
452
453     HeapFree(GetProcessHeap(), 0, context);
454     HeapFree(GetProcessHeap(), 0, oldArray);
455 }
456
457 /*****************************************************************************
458  * DestroyContext
459  *
460  * Destroys a wineD3DContext
461  *
462  * Params:
463  *  This: Device to activate the context for
464  *  context: Context to destroy
465  *
466  *****************************************************************************/
467 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context) {
468
469     /* check that we are the current context first */
470     TRACE("Destroying ctx %p\n", context);
471     if(pwglGetCurrentContext() == context->glCtx){
472         pwglMakeCurrent(NULL, NULL);
473     }
474
475     if(context->isPBuffer) {
476         GL_EXTCALL(wglReleasePbufferDCARB(context->pbuffer, context->hdc));
477         GL_EXTCALL(wglDestroyPbufferARB(context->pbuffer));
478     } else ReleaseDC(context->win_handle, context->hdc);
479     pwglDeleteContext(context->glCtx);
480
481     RemoveContextFromArray(This, context);
482 }
483
484 /*****************************************************************************
485  * SetupForBlit
486  *
487  * Sets up a context for DirectDraw blitting.
488  * All texture units are disabled, texture unit 0 is set as current unit
489  * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
490  * color writing enabled for all channels
491  * register combiners disabled, shaders disabled
492  * world matrix is set to identity, texture matrix 0 too
493  * projection matrix is setup for drawing screen coordinates
494  *
495  * Params:
496  *  This: Device to activate the context for
497  *  context: Context to setup
498  *  width: render target width
499  *  height: render target height
500  *
501  *****************************************************************************/
502 static inline void SetupForBlit(IWineD3DDeviceImpl *This, WineD3DContext *context, UINT width, UINT height) {
503     int i;
504
505     TRACE("Setting up context %p for blitting\n", context);
506     if(context->last_was_blit) {
507         TRACE("Context is already set up for blitting, nothing to do\n");
508         return;
509     }
510     context->last_was_blit = TRUE;
511
512     /* TODO: Use a display list */
513
514     /* Disable shaders */
515     This->shader_backend->shader_cleanup((IWineD3DDevice *) This);
516     Context_MarkStateDirty(context, STATE_VSHADER);
517     Context_MarkStateDirty(context, STATE_PIXELSHADER);
518
519     /* Disable all textures. The caller can then bind a texture it wants to blit
520      * from
521      */
522     if(GL_SUPPORT(NV_REGISTER_COMBINERS)) {
523         glDisable(GL_REGISTER_COMBINERS_NV);
524         checkGLcall("glDisable(GL_REGISTER_COMBINERS_NV)");
525     }
526     if (GL_SUPPORT(ARB_MULTITEXTURE)) {
527         /* The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
528          * function texture unit. No need to care for higher samplers
529          */
530         for(i = GL_LIMITS(textures) - 1; i > 0 ; i--) {
531             GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
532             checkGLcall("glActiveTextureARB");
533
534             if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
535                 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
536                 checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
537             }
538             glDisable(GL_TEXTURE_3D);
539             checkGLcall("glDisable GL_TEXTURE_3D");
540             glDisable(GL_TEXTURE_2D);
541             checkGLcall("glDisable GL_TEXTURE_2D");
542
543             glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
544             checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
545
546             Context_MarkStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
547             Context_MarkStateDirty(context, STATE_SAMPLER(i));
548         }
549         GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
550         checkGLcall("glActiveTextureARB");
551     }
552     if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
553         glDisable(GL_TEXTURE_CUBE_MAP_ARB);
554         checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
555     }
556     glDisable(GL_TEXTURE_3D);
557     checkGLcall("glDisable GL_TEXTURE_3D");
558     glDisable(GL_TEXTURE_2D);
559     checkGLcall("glDisable GL_TEXTURE_2D");
560
561     glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
562
563     glMatrixMode(GL_TEXTURE);
564     checkGLcall("glMatrixMode(GL_TEXTURE)");
565     glLoadIdentity();
566     checkGLcall("glLoadIdentity()");
567     Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0));
568
569     if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
570         glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
571                   GL_TEXTURE_LOD_BIAS_EXT,
572                   0.0);
573         checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
574     }
575     Context_MarkStateDirty(context, STATE_SAMPLER(0));
576     Context_MarkStateDirty(context, STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP));
577
578     /* Other misc states */
579     glDisable(GL_ALPHA_TEST);
580     checkGLcall("glDisable(GL_ALPHA_TEST)");
581     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHATESTENABLE));
582     glDisable(GL_LIGHTING);
583     checkGLcall("glDisable GL_LIGHTING");
584     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING));
585     glDisable(GL_DEPTH_TEST);
586     checkGLcall("glDisable GL_DEPTH_TEST");
587     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ZENABLE));
588     glDisable(GL_FOG);
589     checkGLcall("glDisable GL_FOG");
590     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE));
591     glDisable(GL_BLEND);
592     checkGLcall("glDisable GL_BLEND");
593     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE));
594     glDisable(GL_CULL_FACE);
595     checkGLcall("glDisable GL_CULL_FACE");
596     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CULLMODE));
597     glDisable(GL_STENCIL_TEST);
598     checkGLcall("glDisable GL_STENCIL_TEST");
599     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_STENCILENABLE));
600     glDisable(GL_SCISSOR_TEST);
601     checkGLcall("glDisable GL_SCISSOR_TEST");
602     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
603     if(GL_SUPPORT(ARB_POINT_SPRITE)) {
604         glDisable(GL_POINT_SPRITE_ARB);
605         checkGLcall("glDisable GL_POINT_SPRITE_ARB");
606         Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE));
607     }
608     glColorMask(GL_TRUE, GL_TRUE,GL_TRUE,GL_TRUE);
609     checkGLcall("glColorMask");
610     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING));
611     if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
612         glDisable(GL_COLOR_SUM_EXT);
613         Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SPECULARENABLE));
614         checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
615     }
616     if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
617         GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
618         Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SPECULARENABLE));
619         checkGLcall("glFinalCombinerInputNV");
620     }
621
622     /* Setup transforms */
623     glMatrixMode(GL_MODELVIEW);
624     checkGLcall("glMatrixMode(GL_MODELVIEW)");
625     glLoadIdentity();
626     checkGLcall("glLoadIdentity()");
627     Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)));
628
629     glMatrixMode(GL_PROJECTION);
630     checkGLcall("glMatrixMode(GL_PROJECTION)");
631     glLoadIdentity();
632     checkGLcall("glLoadIdentity()");
633     glOrtho(0, width, height, 0, 0.0, -1.0);
634     checkGLcall("glOrtho");
635     Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION));
636
637     context->last_was_rhw = TRUE;
638     Context_MarkStateDirty(context, STATE_VDECL); /* because of last_was_rhw = TRUE */
639
640     glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)");
641     glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)");
642     glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)");
643     glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)");
644     glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)");
645     glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)");
646     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING));
647
648     glViewport(0, 0, width, height);
649     checkGLcall("glViewport");
650     Context_MarkStateDirty(context, STATE_VIEWPORT);
651
652     if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
653         glDisable(GL_TEXTURE_SHADER_NV);
654         checkGLcall("glDisable(GL_TEXTURE_SHADER_NV)");
655     }
656 }
657
658 /*****************************************************************************
659  * findThreadContextForSwapChain
660  *
661  * Searches a swapchain for all contexts and picks one for the thread tid.
662  * If none can be found the swapchain is requested to create a new context
663  *
664  *****************************************************************************/
665 static WineD3DContext *findThreadContextForSwapChain(IWineD3DSwapChain *swapchain, DWORD tid) {
666     int i;
667
668     for(i = 0; i < ((IWineD3DSwapChainImpl *) swapchain)->num_contexts; i++) {
669         if(((IWineD3DSwapChainImpl *) swapchain)->context[i]->tid == tid) {
670             return ((IWineD3DSwapChainImpl *) swapchain)->context[i];
671         }
672
673     }
674
675     /* Create a new context for the thread */
676     return IWineD3DSwapChainImpl_CreateContextForThread(swapchain);
677 }
678
679 /*****************************************************************************
680  * FindContext
681  *
682  * Finds a context for the current render target and thread
683  *
684  * Parameters:
685  *  target: Render target to find the context for
686  *  tid: Thread to activate the context for
687  *
688  * Returns: The needed context
689  *
690  *****************************************************************************/
691 static inline WineD3DContext *FindContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, DWORD tid, GLint *buffer) {
692     IWineD3DSwapChain *swapchain = NULL;
693     HRESULT hr;
694     BOOL readTexture = wined3d_settings.offscreen_rendering_mode != ORM_FBO && This->render_offscreen;
695     WineD3DContext *context = This->activeContext;
696     BOOL oldRenderOffscreen = This->render_offscreen;
697     const WINED3DFORMAT oldFmt = ((IWineD3DSurfaceImpl *) This->lastActiveRenderTarget)->resource.format;
698     const WINED3DFORMAT newFmt = ((IWineD3DSurfaceImpl *) target)->resource.format;
699
700     /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
701      * the alpha blend state changes with different render target formats
702      */
703     if(oldFmt != newFmt) {
704         const StaticPixelFormatDesc *old = getFormatDescEntry(oldFmt, NULL, NULL);
705         const StaticPixelFormatDesc *new = getFormatDescEntry(oldFmt, NULL, NULL);
706
707         if((old->alphaMask && !new->alphaMask) || (!old->alphaMask && new->alphaMask)) {
708             Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE));
709         }
710     }
711
712     hr = IWineD3DSurface_GetContainer(target, &IID_IWineD3DSwapChain, (void **) &swapchain);
713     if(hr == WINED3D_OK && swapchain) {
714         TRACE("Rendering onscreen\n");
715
716         context = findThreadContextForSwapChain(swapchain, tid);
717
718         This->render_offscreen = FALSE;
719         /* The context != This->activeContext will catch a NOP context change. This can occur
720          * if we are switching back to swapchain rendering in case of FBO or Back Buffer offscreen
721          * rendering. No context change is needed in that case
722          */
723
724         if(((IWineD3DSwapChainImpl *) swapchain)->frontBuffer == target) {
725             *buffer = GL_FRONT;
726         } else {
727             *buffer = GL_BACK;
728         }
729         if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
730             if(This->pbufferContext && tid == This->pbufferContext->tid) {
731                 This->pbufferContext->tid = 0;
732             }
733         }
734         IWineD3DSwapChain_Release(swapchain);
735
736         if(oldRenderOffscreen) {
737             Context_MarkStateDirty(context, WINED3DTS_PROJECTION);
738             Context_MarkStateDirty(context, STATE_VDECL);
739             Context_MarkStateDirty(context, STATE_VIEWPORT);
740             Context_MarkStateDirty(context, STATE_SCISSORRECT);
741             Context_MarkStateDirty(context, STATE_FRONTFACE);
742         }
743
744     } else {
745         TRACE("Rendering offscreen\n");
746         This->render_offscreen = TRUE;
747         *buffer = This->offscreenBuffer;
748
749         switch(wined3d_settings.offscreen_rendering_mode) {
750             case ORM_FBO:
751                 /* FBOs do not need a different context. Stay with whatever context is active at the moment */
752                 if(This->activeContext && tid == This->lastThread) {
753                     context = This->activeContext;
754                 } else {
755                     /* This may happen if the app jumps straight into offscreen rendering
756                      * Start using the context of the primary swapchain. tid == 0 is no problem
757                      * for findThreadContextForSwapChain.
758                      *
759                      * Can also happen on thread switches - in that case findThreadContextForSwapChain
760                      * is perfect to call.
761                      */
762                     context = findThreadContextForSwapChain(This->swapchains[0], tid);
763                 }
764                 break;
765
766             case ORM_PBUFFER:
767             {
768                 IWineD3DSurfaceImpl *targetimpl = (IWineD3DSurfaceImpl *) target;
769                 if(This->pbufferContext == NULL ||
770                    This->pbufferWidth < targetimpl->currentDesc.Width ||
771                    This->pbufferHeight < targetimpl->currentDesc.Height) {
772                     if(This->pbufferContext) {
773                         DestroyContext(This, This->pbufferContext);
774                     }
775
776                     /* The display is irrelevant here, the window is 0. But CreateContext needs a valid X connection.
777                      * Create the context on the same server as the primary swapchain. The primary swapchain is exists at this point.
778                      */
779                     This->pbufferContext = CreateContext(This, targetimpl,
780                             ((IWineD3DSwapChainImpl *) This->swapchains[0])->context[0]->win_handle,
781                             TRUE /* pbuffer */, &((IWineD3DSwapChainImpl *)This->swapchains[0])->presentParms);
782                     This->pbufferWidth = targetimpl->currentDesc.Width;
783                     This->pbufferHeight = targetimpl->currentDesc.Height;
784                    }
785
786                    if(This->pbufferContext) {
787                        if(This->pbufferContext->tid != 0 && This->pbufferContext->tid != tid) {
788                            FIXME("The PBuffr context is only supported for one thread for now!\n");
789                        }
790                        This->pbufferContext->tid = tid;
791                        context = This->pbufferContext;
792                        break;
793                    } else {
794                        ERR("Failed to create a buffer context and drawable, falling back to back buffer offscreen rendering\n");
795                        wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
796                    }
797             }
798
799             case ORM_BACKBUFFER:
800                 /* Stay with the currently active context for back buffer rendering */
801                 if(This->activeContext && tid == This->lastThread) {
802                     context = This->activeContext;
803                 } else {
804                     /* This may happen if the app jumps straight into offscreen rendering
805                      * Start using the context of the primary swapchain. tid == 0 is no problem
806                      * for findThreadContextForSwapChain.
807                      *
808                      * Can also happen on thread switches - in that case findThreadContextForSwapChain
809                      * is perfect to call.
810                      */
811                     context = findThreadContextForSwapChain(This->swapchains[0], tid);
812                 }
813                 break;
814         }
815
816         if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
817             /* Make sure we have a OpenGL texture name so the PreLoad() used to read the buffer
818              * back when we are done won't mark us dirty.
819              */
820             IWineD3DSurface_PreLoad(target);
821         }
822
823         if(!oldRenderOffscreen) {
824             Context_MarkStateDirty(context, WINED3DTS_PROJECTION);
825             Context_MarkStateDirty(context, STATE_VDECL);
826             Context_MarkStateDirty(context, STATE_VIEWPORT);
827             Context_MarkStateDirty(context, STATE_SCISSORRECT);
828             Context_MarkStateDirty(context, STATE_FRONTFACE);
829         }
830     }
831     if (readTexture) {
832         BOOL oldInDraw = This->isInDraw;
833
834         /* PreLoad requires a context to load the texture, thus it will call ActivateContext.
835          * Set the isInDraw to true to signal PreLoad that it has a context. Will be tricky
836          * when using offscreen rendering with multithreading
837          */
838         This->isInDraw = TRUE;
839
840         /* Do that before switching the context:
841          * Read the back buffer of the old drawable into the destination texture
842          */
843         IWineD3DSurface_PreLoad(This->lastActiveRenderTarget);
844
845         /* Assume that the drawable will be modified by some other things now */
846         IWineD3DSurface_ModifyLocation(This->lastActiveRenderTarget, SFLAG_INDRAWABLE, FALSE);
847
848         This->isInDraw = oldInDraw;
849     }
850
851     if(oldRenderOffscreen != This->render_offscreen && This->depth_copy_state != WINED3D_DCS_NO_COPY) {
852         This->depth_copy_state = WINED3D_DCS_COPY;
853     }
854     return context;
855 }
856
857 /*****************************************************************************
858  * ActivateContext
859  *
860  * Finds a rendering context and drawable matching the device and render
861  * target for the current thread, activates them and puts them into the
862  * requested state.
863  *
864  * Params:
865  *  This: Device to activate the context for
866  *  target: Requested render target
867  *  usage: Prepares the context for blitting, drawing or other actions
868  *
869  *****************************************************************************/
870 void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextUsage usage) {
871     DWORD                         tid = GetCurrentThreadId();
872     int                           i;
873     DWORD                         dirtyState, idx;
874     BYTE                          shift;
875     WineD3DContext                *context;
876     GLint                         drawBuffer=0;
877
878     TRACE("(%p): Selecting context for render target %p, thread %d\n", This, target, tid);
879     if(This->lastActiveRenderTarget != target || tid != This->lastThread) {
880         context = FindContext(This, target, tid, &drawBuffer);
881         This->lastActiveRenderTarget = target;
882         This->lastThread = tid;
883     } else {
884         /* Stick to the old context */
885         context = This->activeContext;
886     }
887
888     /* Activate the opengl context */
889     if(context != This->activeContext) {
890         BOOL ret;
891
892         /* Prevent an unneeded context switch as those are expensive */
893         if(context->glCtx && (context->glCtx == pwglGetCurrentContext())) {
894             TRACE("Already using gl context %p\n", context->glCtx);
895         }
896         else {
897             TRACE("Switching gl ctx to %p, hdc=%p ctx=%p\n", context, context->hdc, context->glCtx);
898             ret = pwglMakeCurrent(context->hdc, context->glCtx);
899             if(ret == FALSE) {
900                 ERR("Failed to activate the new context\n");
901             }
902         }
903         This->activeContext = context;
904     }
905
906     /* We only need ENTER_GL for the gl calls made below and for the helper functions which make GL calls */
907     ENTER_GL();
908     /* Select the right draw buffer. It is selected in FindContext. */
909     if(drawBuffer && context->last_draw_buffer != drawBuffer) {
910         TRACE("Drawing to buffer: %#x\n", drawBuffer);
911         context->last_draw_buffer = drawBuffer;
912
913         glDrawBuffer(drawBuffer);
914         checkGLcall("glDrawBuffer");
915     }
916
917     switch(usage) {
918         case CTXUSAGE_RESOURCELOAD:
919             /* This does not require any special states to be set up */
920             break;
921
922         case CTXUSAGE_CLEAR:
923             if(context->last_was_blit && GL_SUPPORT(NV_TEXTURE_SHADER2)) {
924                 glEnable(GL_TEXTURE_SHADER_NV);
925                 checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)");
926             }
927
928             glEnable(GL_SCISSOR_TEST);
929             checkGLcall("glEnable GL_SCISSOR_TEST");
930             context->last_was_blit = FALSE;
931             Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
932             Context_MarkStateDirty(context, STATE_SCISSORRECT);
933             break;
934
935         case CTXUSAGE_DRAWPRIM:
936             /* This needs all dirty states applied */
937             if(context->last_was_blit && GL_SUPPORT(NV_TEXTURE_SHADER2)) {
938                 glEnable(GL_TEXTURE_SHADER_NV);
939                 checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)");
940             }
941
942             IWineD3DDeviceImpl_FindTexUnitMap(This);
943
944             for(i=0; i < context->numDirtyEntries; i++) {
945                 dirtyState = context->dirtyArray[i];
946                 idx = dirtyState >> 5;
947                 shift = dirtyState & 0x1f;
948                 context->isStateDirty[idx] &= ~(1 << shift);
949                 StateTable[dirtyState].apply(dirtyState, This->stateBlock, context);
950             }
951             context->numDirtyEntries = 0; /* This makes the whole list clean */
952             context->last_was_blit = FALSE;
953             break;
954
955         case CTXUSAGE_BLIT:
956             SetupForBlit(This, context,
957                          ((IWineD3DSurfaceImpl *)target)->currentDesc.Width,
958                          ((IWineD3DSurfaceImpl *)target)->currentDesc.Height);
959             break;
960
961         default:
962             FIXME("Unexpected context usage requested\n");
963     }
964     LEAVE_GL();
965 }