Assorted spelling fixes.
[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 #define GLINFO_LOCATION (*gl_info)
32
33 static DWORD wined3d_context_tls_idx;
34
35 /* FBO helper functions */
36
37 /* GL locking is done by the caller */
38 void context_bind_fbo(struct wined3d_context *context, GLenum target, GLuint *fbo)
39 {
40     const struct wined3d_gl_info *gl_info = context->gl_info;
41     GLuint f;
42
43     if (!fbo)
44     {
45         f = 0;
46     }
47     else
48     {
49         if (!*fbo)
50         {
51             GL_EXTCALL(glGenFramebuffersEXT(1, fbo));
52             checkGLcall("glGenFramebuffersEXT()");
53             TRACE("Created FBO %u.\n", *fbo);
54         }
55         f = *fbo;
56     }
57
58     switch (target)
59     {
60         case GL_READ_FRAMEBUFFER_EXT:
61             if (context->fbo_read_binding == f) return;
62             context->fbo_read_binding = f;
63             break;
64
65         case GL_DRAW_FRAMEBUFFER_EXT:
66             if (context->fbo_draw_binding == f) return;
67             context->fbo_draw_binding = f;
68             break;
69
70         case GL_FRAMEBUFFER_EXT:
71             if (context->fbo_read_binding == f
72                     && context->fbo_draw_binding == f) return;
73             context->fbo_read_binding = f;
74             context->fbo_draw_binding = f;
75             break;
76
77         default:
78             FIXME("Unhandled target %#x.\n", target);
79             break;
80     }
81
82     GL_EXTCALL(glBindFramebufferEXT(target, f));
83     checkGLcall("glBindFramebuffer()");
84 }
85
86 /* GL locking is done by the caller */
87 static void context_clean_fbo_attachments(const struct wined3d_gl_info *gl_info)
88 {
89     unsigned int i;
90
91     for (i = 0; i < GL_LIMITS(buffers); ++i)
92     {
93         GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT + i, GL_TEXTURE_2D, 0, 0));
94         checkGLcall("glFramebufferTexture2D()");
95     }
96     GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0));
97     checkGLcall("glFramebufferTexture2D()");
98
99     GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0));
100     checkGLcall("glFramebufferTexture2D()");
101 }
102
103 /* GL locking is done by the caller */
104 static void context_destroy_fbo(struct wined3d_context *context, GLuint *fbo)
105 {
106     const struct wined3d_gl_info *gl_info = context->gl_info;
107
108     context_bind_fbo(context, GL_FRAMEBUFFER_EXT, fbo);
109     context_clean_fbo_attachments(gl_info);
110     context_bind_fbo(context, GL_FRAMEBUFFER_EXT, NULL);
111
112     GL_EXTCALL(glDeleteFramebuffersEXT(1, fbo));
113     checkGLcall("glDeleteFramebuffers()");
114 }
115
116 /* GL locking is done by the caller */
117 static void context_apply_attachment_filter_states(IWineD3DSurface *surface, BOOL force_preload)
118 {
119     const IWineD3DSurfaceImpl *surface_impl = (IWineD3DSurfaceImpl *)surface;
120     IWineD3DDeviceImpl *device = surface_impl->resource.wineD3DDevice;
121     IWineD3DBaseTextureImpl *texture_impl;
122     BOOL update_minfilter = FALSE;
123     BOOL update_magfilter = FALSE;
124
125     /* Update base texture states array */
126     if (SUCCEEDED(IWineD3DSurface_GetContainer(surface, &IID_IWineD3DBaseTexture, (void **)&texture_impl)))
127     {
128         if (texture_impl->baseTexture.states[WINED3DTEXSTA_MINFILTER] != WINED3DTEXF_POINT
129             || texture_impl->baseTexture.states[WINED3DTEXSTA_MIPFILTER] != WINED3DTEXF_NONE)
130         {
131             texture_impl->baseTexture.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
132             texture_impl->baseTexture.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
133             update_minfilter = TRUE;
134         }
135
136         if (texture_impl->baseTexture.states[WINED3DTEXSTA_MAGFILTER] != WINED3DTEXF_POINT)
137         {
138             texture_impl->baseTexture.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
139             update_magfilter = TRUE;
140         }
141
142         if (texture_impl->baseTexture.bindCount)
143         {
144             WARN("Render targets should not be bound to a sampler\n");
145             IWineD3DDeviceImpl_MarkStateDirty(device, STATE_SAMPLER(texture_impl->baseTexture.sampler));
146         }
147
148         IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)texture_impl);
149     }
150
151     if (update_minfilter || update_magfilter || force_preload)
152     {
153         GLenum target, bind_target;
154         GLint old_binding;
155
156         target = surface_impl->texture_target;
157         if (target == GL_TEXTURE_2D)
158         {
159             bind_target = GL_TEXTURE_2D;
160             glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
161         } else if (target == GL_TEXTURE_RECTANGLE_ARB) {
162             bind_target = GL_TEXTURE_RECTANGLE_ARB;
163             glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
164         } else {
165             bind_target = GL_TEXTURE_CUBE_MAP_ARB;
166             glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP_ARB, &old_binding);
167         }
168
169         surface_internal_preload(surface, SRGB_RGB);
170
171         glBindTexture(bind_target, surface_impl->texture_name);
172         if (update_minfilter) glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
173         if (update_magfilter) glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
174         glBindTexture(bind_target, old_binding);
175     }
176
177     checkGLcall("apply_attachment_filter_states()");
178 }
179
180 /* GL locking is done by the caller */
181 void context_attach_depth_stencil_fbo(struct wined3d_context *context,
182         GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer)
183 {
184     IWineD3DSurfaceImpl *depth_stencil_impl = (IWineD3DSurfaceImpl *)depth_stencil;
185     const struct wined3d_gl_info *gl_info = context->gl_info;
186
187     TRACE("Attach depth stencil %p\n", depth_stencil);
188
189     if (depth_stencil)
190     {
191         DWORD format_flags = depth_stencil_impl->resource.format_desc->Flags;
192
193         if (use_render_buffer && depth_stencil_impl->current_renderbuffer)
194         {
195             if (format_flags & WINED3DFMT_FLAG_DEPTH)
196             {
197                 GL_EXTCALL(glFramebufferRenderbufferEXT(fbo_target, GL_DEPTH_ATTACHMENT_EXT,
198                         GL_RENDERBUFFER_EXT, depth_stencil_impl->current_renderbuffer->id));
199                 checkGLcall("glFramebufferRenderbufferEXT()");
200             }
201
202             if (format_flags & WINED3DFMT_FLAG_STENCIL)
203             {
204                 GL_EXTCALL(glFramebufferRenderbufferEXT(fbo_target, GL_STENCIL_ATTACHMENT_EXT,
205                         GL_RENDERBUFFER_EXT, depth_stencil_impl->current_renderbuffer->id));
206                 checkGLcall("glFramebufferRenderbufferEXT()");
207             }
208         }
209         else
210         {
211             context_apply_attachment_filter_states(depth_stencil, TRUE);
212
213             if (format_flags & WINED3DFMT_FLAG_DEPTH)
214             {
215                 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_DEPTH_ATTACHMENT_EXT,
216                         depth_stencil_impl->texture_target, depth_stencil_impl->texture_name,
217                         depth_stencil_impl->texture_level));
218                 checkGLcall("glFramebufferTexture2DEXT()");
219             }
220
221             if (format_flags & WINED3DFMT_FLAG_STENCIL)
222             {
223                 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_STENCIL_ATTACHMENT_EXT,
224                         depth_stencil_impl->texture_target, depth_stencil_impl->texture_name,
225                         depth_stencil_impl->texture_level));
226                 checkGLcall("glFramebufferTexture2DEXT()");
227             }
228         }
229
230         if (!(format_flags & WINED3DFMT_FLAG_DEPTH))
231         {
232             GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0));
233             checkGLcall("glFramebufferTexture2DEXT()");
234         }
235
236         if (!(format_flags & WINED3DFMT_FLAG_STENCIL))
237         {
238             GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_STENCIL_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0));
239             checkGLcall("glFramebufferTexture2DEXT()");
240         }
241     }
242     else
243     {
244         GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0));
245         checkGLcall("glFramebufferTexture2DEXT()");
246
247         GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_STENCIL_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0));
248         checkGLcall("glFramebufferTexture2DEXT()");
249     }
250 }
251
252 /* GL locking is done by the caller */
253 void context_attach_surface_fbo(const struct wined3d_context *context,
254         GLenum fbo_target, DWORD idx, IWineD3DSurface *surface)
255 {
256     const IWineD3DSurfaceImpl *surface_impl = (IWineD3DSurfaceImpl *)surface;
257     const struct wined3d_gl_info *gl_info = context->gl_info;
258
259     TRACE("Attach surface %p to %u\n", surface, idx);
260
261     if (surface)
262     {
263         context_apply_attachment_filter_states(surface, TRUE);
264
265         GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_COLOR_ATTACHMENT0_EXT + idx, surface_impl->texture_target,
266                 surface_impl->texture_name, surface_impl->texture_level));
267         checkGLcall("glFramebufferTexture2DEXT()");
268     } else {
269         GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_COLOR_ATTACHMENT0_EXT + idx, GL_TEXTURE_2D, 0, 0));
270         checkGLcall("glFramebufferTexture2DEXT()");
271     }
272 }
273
274 /* GL locking is done by the caller */
275 static void context_check_fbo_status(struct wined3d_context *context)
276 {
277     const struct wined3d_gl_info *gl_info = context->gl_info;
278     GLenum status;
279
280     status = GL_EXTCALL(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT));
281     if (status == GL_FRAMEBUFFER_COMPLETE_EXT)
282     {
283         TRACE("FBO complete\n");
284     } else {
285         IWineD3DSurfaceImpl *attachment;
286         unsigned int i;
287         FIXME("FBO status %s (%#x)\n", debug_fbostatus(status), status);
288
289         /* Dump the FBO attachments */
290         for (i = 0; i < GL_LIMITS(buffers); ++i)
291         {
292             attachment = (IWineD3DSurfaceImpl *)context->current_fbo->render_targets[i];
293             if (attachment)
294             {
295                 FIXME("\tColor attachment %d: (%p) %s %ux%u\n",
296                         i, attachment, debug_d3dformat(attachment->resource.format_desc->format),
297                         attachment->pow2Width, attachment->pow2Height);
298             }
299         }
300         attachment = (IWineD3DSurfaceImpl *)context->current_fbo->depth_stencil;
301         if (attachment)
302         {
303             FIXME("\tDepth attachment: (%p) %s %ux%u\n",
304                     attachment, debug_d3dformat(attachment->resource.format_desc->format),
305                     attachment->pow2Width, attachment->pow2Height);
306         }
307     }
308 }
309
310 static struct fbo_entry *context_create_fbo_entry(struct wined3d_context *context)
311 {
312     IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice;
313     const struct wined3d_gl_info *gl_info = context->gl_info;
314     struct fbo_entry *entry;
315
316     entry = HeapAlloc(GetProcessHeap(), 0, sizeof(*entry));
317     entry->render_targets = HeapAlloc(GetProcessHeap(), 0, GL_LIMITS(buffers) * sizeof(*entry->render_targets));
318     memcpy(entry->render_targets, device->render_targets, GL_LIMITS(buffers) * sizeof(*entry->render_targets));
319     entry->depth_stencil = device->stencilBufferTarget;
320     entry->attached = FALSE;
321     entry->id = 0;
322
323     return entry;
324 }
325
326 /* GL locking is done by the caller */
327 static void context_reuse_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
328 {
329     IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice;
330     const struct wined3d_gl_info *gl_info = context->gl_info;
331
332     context_bind_fbo(context, GL_FRAMEBUFFER_EXT, &entry->id);
333     context_clean_fbo_attachments(gl_info);
334
335     memcpy(entry->render_targets, device->render_targets, GL_LIMITS(buffers) * sizeof(*entry->render_targets));
336     entry->depth_stencil = device->stencilBufferTarget;
337     entry->attached = FALSE;
338 }
339
340 /* GL locking is done by the caller */
341 static void context_destroy_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
342 {
343     if (entry->id)
344     {
345         TRACE("Destroy FBO %d\n", entry->id);
346         context_destroy_fbo(context, &entry->id);
347     }
348     --context->fbo_entry_count;
349     list_remove(&entry->entry);
350     HeapFree(GetProcessHeap(), 0, entry->render_targets);
351     HeapFree(GetProcessHeap(), 0, entry);
352 }
353
354
355 /* GL locking is done by the caller */
356 static struct fbo_entry *context_find_fbo_entry(struct wined3d_context *context)
357 {
358     IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice;
359     const struct wined3d_gl_info *gl_info = context->gl_info;
360     struct fbo_entry *entry;
361
362     LIST_FOR_EACH_ENTRY(entry, &context->fbo_list, struct fbo_entry, entry)
363     {
364         if (!memcmp(entry->render_targets, device->render_targets, GL_LIMITS(buffers) * sizeof(*entry->render_targets))
365                 && entry->depth_stencil == device->stencilBufferTarget)
366         {
367             list_remove(&entry->entry);
368             list_add_head(&context->fbo_list, &entry->entry);
369             return entry;
370         }
371     }
372
373     if (context->fbo_entry_count < WINED3D_MAX_FBO_ENTRIES)
374     {
375         entry = context_create_fbo_entry(context);
376         list_add_head(&context->fbo_list, &entry->entry);
377         ++context->fbo_entry_count;
378     }
379     else
380     {
381         entry = LIST_ENTRY(list_tail(&context->fbo_list), struct fbo_entry, entry);
382         context_reuse_fbo_entry(context, entry);
383         list_remove(&entry->entry);
384         list_add_head(&context->fbo_list, &entry->entry);
385     }
386
387     return entry;
388 }
389
390 /* GL locking is done by the caller */
391 static void context_apply_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
392 {
393     IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice;
394     const struct wined3d_gl_info *gl_info = context->gl_info;
395     unsigned int i;
396
397     context_bind_fbo(context, GL_FRAMEBUFFER_EXT, &entry->id);
398
399     if (!entry->attached)
400     {
401         /* Apply render targets */
402         for (i = 0; i < GL_LIMITS(buffers); ++i)
403         {
404             IWineD3DSurface *render_target = device->render_targets[i];
405             context_attach_surface_fbo(context, GL_FRAMEBUFFER_EXT, i, render_target);
406         }
407
408         /* Apply depth targets */
409         if (device->stencilBufferTarget)
410         {
411             unsigned int w = ((IWineD3DSurfaceImpl *)device->render_targets[0])->pow2Width;
412             unsigned int h = ((IWineD3DSurfaceImpl *)device->render_targets[0])->pow2Height;
413
414             surface_set_compatible_renderbuffer(device->stencilBufferTarget, w, h);
415         }
416         context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER_EXT, device->stencilBufferTarget, TRUE);
417
418         entry->attached = TRUE;
419     } else {
420         for (i = 0; i < GL_LIMITS(buffers); ++i)
421         {
422             if (device->render_targets[i])
423                 context_apply_attachment_filter_states(device->render_targets[i], FALSE);
424         }
425         if (device->stencilBufferTarget)
426             context_apply_attachment_filter_states(device->stencilBufferTarget, FALSE);
427     }
428
429     for (i = 0; i < GL_LIMITS(buffers); ++i)
430     {
431         if (device->render_targets[i])
432             device->draw_buffers[i] = GL_COLOR_ATTACHMENT0_EXT + i;
433         else
434             device->draw_buffers[i] = GL_NONE;
435     }
436 }
437
438 /* GL locking is done by the caller */
439 static void context_apply_fbo_state(struct wined3d_context *context)
440 {
441     if (context->render_offscreen)
442     {
443         context->current_fbo = context_find_fbo_entry(context);
444         context_apply_fbo_entry(context, context->current_fbo);
445     } else {
446         context->current_fbo = NULL;
447         context_bind_fbo(context, GL_FRAMEBUFFER_EXT, NULL);
448     }
449
450     context_check_fbo_status(context);
451 }
452
453 /* Context activation is done by the caller. */
454 void context_alloc_occlusion_query(struct wined3d_context *context, struct wined3d_occlusion_query *query)
455 {
456     const struct wined3d_gl_info *gl_info = context->gl_info;
457
458     if (context->free_occlusion_query_count)
459     {
460         query->id = context->free_occlusion_queries[--context->free_occlusion_query_count];
461     }
462     else
463     {
464         if (GL_SUPPORT(ARB_OCCLUSION_QUERY))
465         {
466             ENTER_GL();
467             GL_EXTCALL(glGenQueriesARB(1, &query->id));
468             checkGLcall("glGenQueriesARB");
469             LEAVE_GL();
470
471             TRACE("Allocated occlusion query %u in context %p.\n", query->id, context);
472         }
473         else
474         {
475             WARN("Occlusion queries not supported, not allocating query id.\n");
476             query->id = 0;
477         }
478     }
479
480     query->context = context;
481     list_add_head(&context->occlusion_queries, &query->entry);
482 }
483
484 void context_free_occlusion_query(struct wined3d_occlusion_query *query)
485 {
486     struct wined3d_context *context = query->context;
487
488     list_remove(&query->entry);
489     query->context = NULL;
490
491     if (context->free_occlusion_query_count >= context->free_occlusion_query_size - 1)
492     {
493         UINT new_size = context->free_occlusion_query_size << 1;
494         GLuint *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_occlusion_queries,
495                 new_size * sizeof(*context->free_occlusion_queries));
496
497         if (!new_data)
498         {
499             ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context);
500             return;
501         }
502
503         context->free_occlusion_query_size = new_size;
504         context->free_occlusion_queries = new_data;
505     }
506
507     context->free_occlusion_queries[context->free_occlusion_query_count++] = query->id;
508 }
509
510 /* Context activation is done by the caller. */
511 void context_alloc_event_query(struct wined3d_context *context, struct wined3d_event_query *query)
512 {
513     const struct wined3d_gl_info *gl_info = context->gl_info;
514
515     if (context->free_event_query_count)
516     {
517         query->id = context->free_event_queries[--context->free_event_query_count];
518     }
519     else
520     {
521         if (GL_SUPPORT(APPLE_FENCE))
522         {
523             ENTER_GL();
524             GL_EXTCALL(glGenFencesAPPLE(1, &query->id));
525             checkGLcall("glGenFencesAPPLE");
526             LEAVE_GL();
527
528             TRACE("Allocated event query %u in context %p.\n", query->id, context);
529         }
530         else if(GL_SUPPORT(NV_FENCE))
531         {
532             ENTER_GL();
533             GL_EXTCALL(glGenFencesNV(1, &query->id));
534             checkGLcall("glGenFencesNV");
535             LEAVE_GL();
536
537             TRACE("Allocated event query %u in context %p.\n", query->id, context);
538         }
539         else
540         {
541             WARN("Event queries not supported, not allocating query id.\n");
542             query->id = 0;
543         }
544     }
545
546     query->context = context;
547     list_add_head(&context->event_queries, &query->entry);
548 }
549
550 void context_free_event_query(struct wined3d_event_query *query)
551 {
552     struct wined3d_context *context = query->context;
553
554     list_remove(&query->entry);
555     query->context = NULL;
556
557     if (context->free_event_query_count >= context->free_event_query_size - 1)
558     {
559         UINT new_size = context->free_event_query_size << 1;
560         GLuint *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_event_queries,
561                 new_size * sizeof(*context->free_event_queries));
562
563         if (!new_data)
564         {
565             ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context);
566             return;
567         }
568
569         context->free_event_query_size = new_size;
570         context->free_event_queries = new_data;
571     }
572
573     context->free_event_queries[context->free_event_query_count++] = query->id;
574 }
575
576 void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource, WINED3DRESOURCETYPE type)
577 {
578     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
579     UINT i;
580
581     if (!This->d3d_initialized) return;
582
583     switch(type)
584     {
585         case WINED3DRTYPE_SURFACE:
586         {
587             ActivateContext(This, NULL, CTXUSAGE_RESOURCELOAD);
588
589             for (i = 0; i < This->numContexts; ++i)
590             {
591                 struct wined3d_context *context = This->contexts[i];
592                 const struct wined3d_gl_info *gl_info = context->gl_info;
593                 struct fbo_entry *entry, *entry2;
594
595                 if (context->current_rt == (IWineD3DSurface *)resource) context->current_rt = NULL;
596
597                 ENTER_GL();
598
599                 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
600                 {
601                     BOOL destroyed = FALSE;
602                     UINT j;
603
604                     for (j = 0; !destroyed && j < GL_LIMITS(buffers); ++j)
605                     {
606                         if (entry->render_targets[j] == (IWineD3DSurface *)resource)
607                         {
608                             context_destroy_fbo_entry(context, entry);
609                             destroyed = TRUE;
610                         }
611                     }
612
613                     if (!destroyed && entry->depth_stencil == (IWineD3DSurface *)resource)
614                         context_destroy_fbo_entry(context, entry);
615                 }
616
617                 LEAVE_GL();
618             }
619
620             break;
621         }
622
623         default:
624             break;
625     }
626 }
627
628 static void context_destroy_gl_resources(struct wined3d_context *context)
629 {
630     const struct wined3d_gl_info *gl_info = context->gl_info;
631     struct wined3d_occlusion_query *occlusion_query;
632     struct wined3d_event_query *event_query;
633     struct fbo_entry *entry, *entry2;
634     BOOL has_glctx;
635
636     has_glctx = pwglMakeCurrent(context->hdc, context->glCtx);
637     if (!has_glctx) WARN("Failed to activate context. Window already destroyed?\n");
638
639     ENTER_GL();
640
641     LIST_FOR_EACH_ENTRY(occlusion_query, &context->occlusion_queries, struct wined3d_occlusion_query, entry)
642     {
643         if (has_glctx && GL_SUPPORT(ARB_OCCLUSION_QUERY)) GL_EXTCALL(glDeleteQueriesARB(1, &occlusion_query->id));
644         occlusion_query->context = NULL;
645     }
646
647     LIST_FOR_EACH_ENTRY(event_query, &context->event_queries, struct wined3d_event_query, entry)
648     {
649         if (has_glctx)
650         {
651             if (GL_SUPPORT(APPLE_FENCE)) GL_EXTCALL(glDeleteFencesAPPLE(1, &event_query->id));
652             else if (GL_SUPPORT(NV_FENCE)) GL_EXTCALL(glDeleteFencesNV(1, &event_query->id));
653         }
654         event_query->context = NULL;
655     }
656
657     LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry) {
658         if (!has_glctx) entry->id = 0;
659         context_destroy_fbo_entry(context, entry);
660     }
661     if (has_glctx)
662     {
663         if (context->src_fbo)
664         {
665             TRACE("Destroy src FBO %d\n", context->src_fbo);
666             context_destroy_fbo(context, &context->src_fbo);
667         }
668         if (context->dst_fbo)
669         {
670             TRACE("Destroy dst FBO %d\n", context->dst_fbo);
671             context_destroy_fbo(context, &context->dst_fbo);
672         }
673         if (context->dummy_arbfp_prog)
674         {
675             GL_EXTCALL(glDeleteProgramsARB(1, &context->dummy_arbfp_prog));
676         }
677
678         GL_EXTCALL(glDeleteQueriesARB(context->free_occlusion_query_count, context->free_occlusion_queries));
679
680         if (GL_SUPPORT(APPLE_FENCE))
681             GL_EXTCALL(glDeleteFencesAPPLE(context->free_event_query_count, context->free_event_queries));
682         else if (GL_SUPPORT(NV_FENCE))
683             GL_EXTCALL(glDeleteFencesNV(context->free_event_query_count, context->free_event_queries));
684
685         checkGLcall("context cleanup");
686     }
687
688     LEAVE_GL();
689
690     HeapFree(GetProcessHeap(), 0, context->free_occlusion_queries);
691     HeapFree(GetProcessHeap(), 0, context->free_event_queries);
692
693     if (!pwglMakeCurrent(NULL, NULL))
694     {
695         ERR("Failed to disable GL context.\n");
696     }
697
698     if (context->isPBuffer)
699     {
700         GL_EXTCALL(wglReleasePbufferDCARB(context->pbuffer, context->hdc));
701         GL_EXTCALL(wglDestroyPbufferARB(context->pbuffer));
702     }
703     else
704     {
705         ReleaseDC(context->win_handle, context->hdc);
706     }
707
708     if (!pwglDeleteContext(context->glCtx))
709     {
710         DWORD err = GetLastError();
711         ERR("wglDeleteContext(%p) failed, last error %#x.\n", context->glCtx, err);
712     }
713 }
714
715 DWORD context_get_tls_idx(void)
716 {
717     return wined3d_context_tls_idx;
718 }
719
720 void context_set_tls_idx(DWORD idx)
721 {
722     wined3d_context_tls_idx = idx;
723 }
724
725 struct wined3d_context *context_get_current(void)
726 {
727     return TlsGetValue(wined3d_context_tls_idx);
728 }
729
730 BOOL context_set_current(struct wined3d_context *ctx)
731 {
732     struct wined3d_context *old = context_get_current();
733
734     if (old == ctx)
735     {
736         TRACE("Already using D3D context %p.\n", ctx);
737         return TRUE;
738     }
739
740     if (old)
741     {
742         if (old->destroyed)
743         {
744             TRACE("Switching away from destroyed context %p.\n", old);
745             context_destroy_gl_resources(old);
746             HeapFree(GetProcessHeap(), 0, old);
747         }
748         else
749         {
750             old->current = 0;
751         }
752     }
753
754     if (ctx)
755     {
756         TRACE("Switching to D3D context %p, GL context %p, device context %p.\n", ctx, ctx->glCtx, ctx->hdc);
757         if (!pwglMakeCurrent(ctx->hdc, ctx->glCtx))
758         {
759             ERR("Failed to make GL context %p current on device context %p.\n", ctx->glCtx, ctx->hdc);
760             return FALSE;
761         }
762         ctx->current = 1;
763     }
764     else
765     {
766         TRACE("Clearing current D3D context.\n");
767         if (!pwglMakeCurrent(NULL, NULL))
768         {
769             ERR("Failed to clear current GL context.\n");
770             return FALSE;
771         }
772     }
773
774     return TlsSetValue(wined3d_context_tls_idx, ctx);
775 }
776
777 /*****************************************************************************
778  * Context_MarkStateDirty
779  *
780  * Marks a state in a context dirty. Only one context, opposed to
781  * IWineD3DDeviceImpl_MarkStateDirty, which marks the state dirty in all
782  * contexts
783  *
784  * Params:
785  *  context: Context to mark the state dirty in
786  *  state: State to mark dirty
787  *  StateTable: Pointer to the state table in use(for state grouping)
788  *
789  *****************************************************************************/
790 static void Context_MarkStateDirty(struct wined3d_context *context, DWORD state, const struct StateEntry *StateTable)
791 {
792     DWORD rep = StateTable[state].representative;
793     DWORD idx;
794     BYTE shift;
795
796     if(!rep || isStateDirty(context, rep)) return;
797
798     context->dirtyArray[context->numDirtyEntries++] = rep;
799     idx = rep >> 5;
800     shift = rep & 0x1f;
801     context->isStateDirty[idx] |= (1 << shift);
802 }
803
804 /*****************************************************************************
805  * AddContextToArray
806  *
807  * Adds a context to the context array. Helper function for CreateContext
808  *
809  * This method is not called in performance-critical code paths, only when a
810  * new render target or swapchain is created. Thus performance is not an issue
811  * here.
812  *
813  * Params:
814  *  This: Device to add the context for
815  *  hdc: device context
816  *  glCtx: WGL context to add
817  *  pbuffer: optional pbuffer used with this context
818  *
819  *****************************************************************************/
820 static struct wined3d_context *AddContextToArray(IWineD3DDeviceImpl *This,
821         HWND win_handle, HDC hdc, HGLRC glCtx, HPBUFFERARB pbuffer)
822 {
823     struct wined3d_context **oldArray = This->contexts;
824     DWORD state;
825
826     This->contexts = HeapAlloc(GetProcessHeap(), 0, sizeof(*This->contexts) * (This->numContexts + 1));
827     if(This->contexts == NULL) {
828         ERR("Unable to grow the context array\n");
829         This->contexts = oldArray;
830         return NULL;
831     }
832     if(oldArray) {
833         memcpy(This->contexts, oldArray, sizeof(*This->contexts) * This->numContexts);
834     }
835
836     This->contexts[This->numContexts] = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(**This->contexts));
837     if(This->contexts[This->numContexts] == NULL) {
838         ERR("Unable to allocate a new context\n");
839         HeapFree(GetProcessHeap(), 0, This->contexts);
840         This->contexts = oldArray;
841         return NULL;
842     }
843
844     This->contexts[This->numContexts]->hdc = hdc;
845     This->contexts[This->numContexts]->glCtx = glCtx;
846     This->contexts[This->numContexts]->pbuffer = pbuffer;
847     This->contexts[This->numContexts]->win_handle = win_handle;
848     HeapFree(GetProcessHeap(), 0, oldArray);
849
850     /* Mark all states dirty to force a proper initialization of the states on the first use of the context
851      */
852     for(state = 0; state <= STATE_HIGHEST; state++) {
853         Context_MarkStateDirty(This->contexts[This->numContexts], state, This->StateTable);
854     }
855
856     This->numContexts++;
857     TRACE("Created context %p\n", This->contexts[This->numContexts - 1]);
858     return This->contexts[This->numContexts - 1];
859 }
860
861 /* This function takes care of WineD3D pixel format selection. */
862 static int WineD3D_ChoosePixelFormat(IWineD3DDeviceImpl *This, HDC hdc,
863         const struct GlPixelFormatDesc *color_format_desc, const struct GlPixelFormatDesc *ds_format_desc,
864         BOOL auxBuffers, int numSamples, BOOL pbuffer, BOOL findCompatible)
865 {
866     int iPixelFormat=0;
867     unsigned int matchtry;
868     short redBits, greenBits, blueBits, alphaBits, colorBits;
869     short depthBits=0, stencilBits=0;
870
871     struct match_type {
872         BOOL require_aux;
873         BOOL exact_alpha;
874         BOOL exact_color;
875     } matches[] = {
876         /* First, try without alpha match buffers. MacOS supports aux buffers only
877          * on A8R8G8B8, and we prefer better offscreen rendering over an alpha match.
878          * Then try without aux buffers - this is the most common cause for not
879          * finding a pixel format. Also some drivers(the open source ones)
880          * only offer 32 bit ARB pixel formats. First try without an exact alpha
881          * match, then try without an exact alpha and color match.
882          */
883         { TRUE,  TRUE,  TRUE  },
884         { TRUE,  FALSE, TRUE  },
885         { FALSE, TRUE,  TRUE  },
886         { FALSE, FALSE, TRUE  },
887         { TRUE,  FALSE, FALSE },
888         { FALSE, FALSE, FALSE },
889     };
890
891     int i = 0;
892     int nCfgs = This->adapter->nCfgs;
893
894     TRACE("ColorFormat=%s, DepthStencilFormat=%s, auxBuffers=%d, numSamples=%d, pbuffer=%d, findCompatible=%d\n",
895           debug_d3dformat(color_format_desc->format), debug_d3dformat(ds_format_desc->format),
896           auxBuffers, numSamples, pbuffer, findCompatible);
897
898     if (!getColorBits(color_format_desc, &redBits, &greenBits, &blueBits, &alphaBits, &colorBits))
899     {
900         ERR("Unable to get color bits for format %s (%#x)!\n",
901                 debug_d3dformat(color_format_desc->format), color_format_desc->format);
902         return 0;
903     }
904
905     /* In WGL both color, depth and stencil are features of a pixel format. In case of D3D they are separate.
906      * You are able to add a depth + stencil surface at a later stage when you need it.
907      * In order to support this properly in WineD3D we need the ability to recreate the opengl context and
908      * drawable when this is required. This is very tricky as we need to reapply ALL opengl states for the new
909      * context, need torecreate shaders, textures and other resources.
910      *
911      * The context manager already takes care of the state problem and for the other tasks code from Reset
912      * can be used. These changes are way to risky during the 1.0 code freeze which is taking place right now.
913      * Likely a lot of other new bugs will be exposed. For that reason request a depth stencil surface all the
914      * time. It can cause a slight performance hit but fixes a lot of regressions. A fixme reminds of that this
915      * issue needs to be fixed. */
916     if (ds_format_desc->format != WINED3DFMT_D24S8)
917     {
918         FIXME("Add OpenGL context recreation support to SetDepthStencilSurface\n");
919         ds_format_desc = getFormatDescEntry(WINED3DFMT_D24S8, &This->adapter->gl_info);
920     }
921
922     getDepthStencilBits(ds_format_desc, &depthBits, &stencilBits);
923
924     for(matchtry = 0; matchtry < (sizeof(matches) / sizeof(matches[0])) && !iPixelFormat; matchtry++) {
925         for(i=0; i<nCfgs; i++) {
926             BOOL exactDepthMatch = TRUE;
927             WineD3D_PixelFormat *cfg = &This->adapter->cfgs[i];
928
929             /* For now only accept RGBA formats. Perhaps some day we will
930              * allow floating point formats for pbuffers. */
931             if(cfg->iPixelType != WGL_TYPE_RGBA_ARB)
932                 continue;
933
934             /* In window mode (!pbuffer) we need a window drawable format and double buffering. */
935             if(!pbuffer && !(cfg->windowDrawable && cfg->doubleBuffer))
936                 continue;
937
938             /* We like to have aux buffers in backbuffer mode */
939             if(auxBuffers && !cfg->auxBuffers && matches[matchtry].require_aux)
940                 continue;
941
942             /* In pbuffer-mode we need a pbuffer-capable format but we don't want double buffering */
943             if(pbuffer && (!cfg->pbufferDrawable || cfg->doubleBuffer))
944                 continue;
945
946             if(matches[matchtry].exact_color) {
947                 if(cfg->redSize != redBits)
948                     continue;
949                 if(cfg->greenSize != greenBits)
950                     continue;
951                 if(cfg->blueSize != blueBits)
952                     continue;
953             } else {
954                 if(cfg->redSize < redBits)
955                     continue;
956                 if(cfg->greenSize < greenBits)
957                     continue;
958                 if(cfg->blueSize < blueBits)
959                     continue;
960             }
961             if(matches[matchtry].exact_alpha) {
962                 if(cfg->alphaSize != alphaBits)
963                     continue;
964             } else {
965                 if(cfg->alphaSize < alphaBits)
966                     continue;
967             }
968
969             /* We try to locate a format which matches our requirements exactly. In case of
970              * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
971             if(cfg->depthSize < depthBits)
972                 continue;
973             else if(cfg->depthSize > depthBits)
974                 exactDepthMatch = FALSE;
975
976             /* In all cases make sure the number of stencil bits matches our requirements
977              * even when we don't need stencil because it could affect performance EXCEPT
978              * on cards which don't offer depth formats without stencil like the i915 drivers
979              * on Linux. */
980             if(stencilBits != cfg->stencilSize && !(This->adapter->brokenStencil && stencilBits <= cfg->stencilSize))
981                 continue;
982
983             /* Check multisampling support */
984             if(cfg->numSamples != numSamples)
985                 continue;
986
987             /* When we have passed all the checks then we have found a format which matches our
988              * requirements. Note that we only check for a limit number of capabilities right now,
989              * so there can easily be a dozen of pixel formats which appear to be the 'same' but
990              * can still differ in things like multisampling, stereo, SRGB and other flags.
991              */
992
993             /* Exit the loop as we have found a format :) */
994             if(exactDepthMatch) {
995                 iPixelFormat = cfg->iPixelFormat;
996                 break;
997             } else if(!iPixelFormat) {
998                 /* In the end we might end up with a format which doesn't exactly match our depth
999                  * requirements. Accept the first format we found because formats with higher iPixelFormat
1000                  * values tend to have more extended capabilities (e.g. multisampling) which we don't need. */
1001                 iPixelFormat = cfg->iPixelFormat;
1002             }
1003         }
1004     }
1005
1006     /* When findCompatible is set and no suitable format was found, let ChoosePixelFormat choose a pixel format in order not to crash. */
1007     if(!iPixelFormat && !findCompatible) {
1008         ERR("Can't find a suitable iPixelFormat\n");
1009         return FALSE;
1010     } else if(!iPixelFormat) {
1011         PIXELFORMATDESCRIPTOR pfd;
1012
1013         TRACE("Falling back to ChoosePixelFormat as we weren't able to find an exactly matching pixel format\n");
1014         /* PixelFormat selection */
1015         ZeroMemory(&pfd, sizeof(pfd));
1016         pfd.nSize      = sizeof(pfd);
1017         pfd.nVersion   = 1;
1018         pfd.dwFlags    = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
1019         pfd.iPixelType = PFD_TYPE_RGBA;
1020         pfd.cAlphaBits = alphaBits;
1021         pfd.cColorBits = colorBits;
1022         pfd.cDepthBits = depthBits;
1023         pfd.cStencilBits = stencilBits;
1024         pfd.iLayerType = PFD_MAIN_PLANE;
1025
1026         iPixelFormat = ChoosePixelFormat(hdc, &pfd);
1027         if(!iPixelFormat) {
1028             /* If this happens something is very wrong as ChoosePixelFormat barely fails */
1029             ERR("Can't find a suitable iPixelFormat\n");
1030             return FALSE;
1031         }
1032     }
1033
1034     TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s\n",
1035             iPixelFormat, debug_d3dformat(color_format_desc->format), debug_d3dformat(ds_format_desc->format));
1036     return iPixelFormat;
1037 }
1038
1039 /*****************************************************************************
1040  * CreateContext
1041  *
1042  * Creates a new context for a window, or a pbuffer context.
1043  *
1044  * * Params:
1045  *  This: Device to activate the context for
1046  *  target: Surface this context will render to
1047  *  win_handle: handle to the window which we are drawing to
1048  *  create_pbuffer: tells whether to create a pbuffer or not
1049  *  pPresentParameters: contains the pixelformats to use for onscreen rendering
1050  *
1051  *****************************************************************************/
1052 struct wined3d_context *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target,
1053         HWND win_handle, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms)
1054 {
1055     const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
1056     struct wined3d_context *ret = NULL;
1057     HPBUFFERARB pbuffer = NULL;
1058     unsigned int s;
1059     HGLRC ctx;
1060     HDC hdc;
1061
1062     TRACE("(%p): Creating a %s context for render target %p\n", This, create_pbuffer ? "offscreen" : "onscreen", target);
1063
1064     if(create_pbuffer) {
1065         HDC hdc_parent = GetDC(win_handle);
1066         int iPixelFormat = 0;
1067
1068         IWineD3DSurface *StencilSurface = This->stencilBufferTarget;
1069         const struct GlPixelFormatDesc *ds_format_desc = StencilSurface
1070                 ? ((IWineD3DSurfaceImpl *)StencilSurface)->resource.format_desc
1071                 : getFormatDescEntry(WINED3DFMT_UNKNOWN, &This->adapter->gl_info);
1072
1073         /* Try to find a pixel format with pbuffer support. */
1074         iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc_parent, target->resource.format_desc,
1075                 ds_format_desc, FALSE /* auxBuffers */, 0 /* numSamples */, TRUE /* PBUFFER */,
1076                 FALSE /* findCompatible */);
1077         if(!iPixelFormat) {
1078             TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
1079
1080             /* For some reason we weren't able to find a format, try to find something instead of crashing.
1081              * A reason for failure could have been wglChoosePixelFormatARB strictness. */
1082             iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc_parent, target->resource.format_desc,
1083                     ds_format_desc, FALSE /* auxBuffer */, 0 /* numSamples */, TRUE /* PBUFFER */,
1084                     TRUE /* findCompatible */);
1085         }
1086
1087         /* This shouldn't happen as ChoosePixelFormat always returns something */
1088         if(!iPixelFormat) {
1089             ERR("Unable to locate a pixel format for a pbuffer\n");
1090             ReleaseDC(win_handle, hdc_parent);
1091             goto out;
1092         }
1093
1094         TRACE("Creating a pBuffer drawable for the new context\n");
1095         pbuffer = GL_EXTCALL(wglCreatePbufferARB(hdc_parent, iPixelFormat, target->currentDesc.Width, target->currentDesc.Height, 0));
1096         if(!pbuffer) {
1097             ERR("Cannot create a pbuffer\n");
1098             ReleaseDC(win_handle, hdc_parent);
1099             goto out;
1100         }
1101
1102         /* In WGL a pbuffer is 'wrapped' inside a HDC to 'fool' wglMakeCurrent */
1103         hdc = GL_EXTCALL(wglGetPbufferDCARB(pbuffer));
1104         if(!hdc) {
1105             ERR("Cannot get a HDC for pbuffer (%p)\n", pbuffer);
1106             GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
1107             ReleaseDC(win_handle, hdc_parent);
1108             goto out;
1109         }
1110         ReleaseDC(win_handle, hdc_parent);
1111     } else {
1112         PIXELFORMATDESCRIPTOR pfd;
1113         int iPixelFormat;
1114         int res;
1115         const struct GlPixelFormatDesc *color_format_desc = target->resource.format_desc;
1116         const struct GlPixelFormatDesc *ds_format_desc = getFormatDescEntry(WINED3DFMT_UNKNOWN,
1117                 &This->adapter->gl_info);
1118         BOOL auxBuffers = FALSE;
1119         int numSamples = 0;
1120
1121         hdc = GetDC(win_handle);
1122         if(hdc == NULL) {
1123             ERR("Cannot retrieve a device context!\n");
1124             goto out;
1125         }
1126
1127         /* In case of ORM_BACKBUFFER, make sure to request an alpha component for X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
1128         if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
1129             auxBuffers = TRUE;
1130
1131             if (color_format_desc->format == WINED3DFMT_X4R4G4B4)
1132                 color_format_desc = getFormatDescEntry(WINED3DFMT_A4R4G4B4, &This->adapter->gl_info);
1133             else if (color_format_desc->format == WINED3DFMT_X8R8G8B8)
1134                 color_format_desc = getFormatDescEntry(WINED3DFMT_A8R8G8B8, &This->adapter->gl_info);
1135         }
1136
1137         /* DirectDraw supports 8bit paletted render targets and these are used by old games like Starcraft and C&C.
1138          * Most modern hardware doesn't support 8bit natively so we perform some form of 8bit -> 32bit conversion.
1139          * The conversion (ab)uses the alpha component for storing the palette index. For this reason we require
1140          * a format with 8bit alpha, so request A8R8G8B8. */
1141         if (color_format_desc->format == WINED3DFMT_P8)
1142             color_format_desc = getFormatDescEntry(WINED3DFMT_A8R8G8B8, &This->adapter->gl_info);
1143
1144         /* Retrieve the depth stencil format from the present parameters.
1145          * The choice of the proper format can give a nice performance boost
1146          * in case of GPU limited programs. */
1147         if(pPresentParms->EnableAutoDepthStencil) {
1148             TRACE("pPresentParms->EnableAutoDepthStencil=enabled; using AutoDepthStencilFormat=%s\n", debug_d3dformat(pPresentParms->AutoDepthStencilFormat));
1149             ds_format_desc = getFormatDescEntry(pPresentParms->AutoDepthStencilFormat, &This->adapter->gl_info);
1150         }
1151
1152         /* D3D only allows multisampling when SwapEffect is set to WINED3DSWAPEFFECT_DISCARD */
1153         if(pPresentParms->MultiSampleType && (pPresentParms->SwapEffect == WINED3DSWAPEFFECT_DISCARD)) {
1154             if(!GL_SUPPORT(ARB_MULTISAMPLE))
1155                 ERR("The program is requesting multisampling without support!\n");
1156             else {
1157                 ERR("Requesting MultiSampleType=%d\n", pPresentParms->MultiSampleType);
1158                 numSamples = pPresentParms->MultiSampleType;
1159             }
1160         }
1161
1162         /* Try to find a pixel format which matches our requirements */
1163         iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc, color_format_desc, ds_format_desc,
1164                 auxBuffers, numSamples, FALSE /* PBUFFER */, FALSE /* findCompatible */);
1165
1166         /* Try to locate a compatible format if we weren't able to find anything */
1167         if(!iPixelFormat) {
1168             TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
1169             iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc, color_format_desc, ds_format_desc,
1170                     auxBuffers, 0 /* numSamples */, FALSE /* PBUFFER */, TRUE /* findCompatible */ );
1171         }
1172
1173         /* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */
1174         if(!iPixelFormat) {
1175             ERR("Can't find a suitable iPixelFormat\n");
1176             return NULL;
1177         }
1178
1179         DescribePixelFormat(hdc, iPixelFormat, sizeof(pfd), &pfd);
1180         res = SetPixelFormat(hdc, iPixelFormat, NULL);
1181         if(!res) {
1182             int oldPixelFormat = GetPixelFormat(hdc);
1183
1184             /* By default WGL doesn't allow pixel format adjustments but we need it here.
1185              * For this reason there is a WINE-specific wglSetPixelFormat which allows you to
1186              * set the pixel format multiple times. Only use it when it is really needed. */
1187
1188             if(oldPixelFormat == iPixelFormat) {
1189                 /* We don't have to do anything as the formats are the same :) */
1190             } else if(oldPixelFormat && GL_SUPPORT(WGL_WINE_PIXEL_FORMAT_PASSTHROUGH)) {
1191                 res = GL_EXTCALL(wglSetPixelFormatWINE(hdc, iPixelFormat, NULL));
1192
1193                 if(!res) {
1194                     ERR("wglSetPixelFormatWINE failed on HDC=%p for iPixelFormat=%d\n", hdc, iPixelFormat);
1195                     return NULL;
1196                 }
1197             } else if(oldPixelFormat) {
1198                 /* OpenGL doesn't allow pixel format adjustments. Print an error and continue using the old format.
1199                  * There's a big chance that the old format works although with a performance hit and perhaps rendering errors. */
1200                 ERR("HDC=%p is already set to iPixelFormat=%d and OpenGL doesn't allow changes!\n", hdc, oldPixelFormat);
1201             } else {
1202                 ERR("SetPixelFormat failed on HDC=%p for iPixelFormat=%d\n", hdc, iPixelFormat);
1203                 return NULL;
1204             }
1205         }
1206     }
1207
1208     ctx = pwglCreateContext(hdc);
1209     if (This->numContexts)
1210     {
1211         if (!pwglShareLists(This->contexts[0]->glCtx, ctx))
1212         {
1213             DWORD err = GetLastError();
1214             ERR("wglShareLists(%p, %p) failed, last error %#x.\n",
1215                     This->contexts[0]->glCtx, ctx, err);
1216         }
1217     }
1218
1219     if(!ctx) {
1220         ERR("Failed to create a WGL context\n");
1221         if(create_pbuffer) {
1222             GL_EXTCALL(wglReleasePbufferDCARB(pbuffer, hdc));
1223             GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
1224         }
1225         goto out;
1226     }
1227     ret = AddContextToArray(This, win_handle, hdc, ctx, pbuffer);
1228     if(!ret) {
1229         ERR("Failed to add the newly created context to the context list\n");
1230         if (!pwglDeleteContext(ctx))
1231         {
1232             DWORD err = GetLastError();
1233             ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, err);
1234         }
1235         if(create_pbuffer) {
1236             GL_EXTCALL(wglReleasePbufferDCARB(pbuffer, hdc));
1237             GL_EXTCALL(wglDestroyPbufferARB(pbuffer));
1238         }
1239         goto out;
1240     }
1241     ret->gl_info = &This->adapter->gl_info;
1242     ret->surface = (IWineD3DSurface *) target;
1243     ret->current_rt = (IWineD3DSurface *)target;
1244     ret->isPBuffer = create_pbuffer;
1245     ret->tid = GetCurrentThreadId();
1246     if(This->shader_backend->shader_dirtifyable_constants((IWineD3DDevice *) This)) {
1247         /* Create the dirty constants array and initialize them to dirty */
1248         ret->vshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
1249                 sizeof(*ret->vshader_const_dirty) * GL_LIMITS(vshader_constantsF));
1250         ret->pshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
1251                 sizeof(*ret->pshader_const_dirty) * GL_LIMITS(pshader_constantsF));
1252         memset(ret->vshader_const_dirty, 1,
1253                sizeof(*ret->vshader_const_dirty) * GL_LIMITS(vshader_constantsF));
1254         memset(ret->pshader_const_dirty, 1,
1255                 sizeof(*ret->pshader_const_dirty) * GL_LIMITS(pshader_constantsF));
1256     }
1257
1258     ret->free_occlusion_query_size = 4;
1259     ret->free_occlusion_queries = HeapAlloc(GetProcessHeap(), 0,
1260             ret->free_occlusion_query_size * sizeof(*ret->free_occlusion_queries));
1261     if (!ret->free_occlusion_queries) goto out;
1262
1263     list_init(&ret->occlusion_queries);
1264
1265     ret->free_event_query_size = 4;
1266     ret->free_event_queries = HeapAlloc(GetProcessHeap(), 0,
1267             ret->free_event_query_size * sizeof(*ret->free_event_queries));
1268     if (!ret->free_event_queries) goto out;
1269
1270     list_init(&ret->event_queries);
1271
1272     TRACE("Successfully created new context %p\n", ret);
1273
1274     list_init(&ret->fbo_list);
1275
1276     /* Set up the context defaults */
1277     if (!context_set_current(ret))
1278     {
1279         ERR("Cannot activate context to set up defaults\n");
1280         goto out;
1281     }
1282
1283     ENTER_GL();
1284
1285     glGetIntegerv(GL_AUX_BUFFERS, &ret->aux_buffers);
1286
1287     TRACE("Setting up the screen\n");
1288     /* Clear the screen */
1289     glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
1290     checkGLcall("glClearColor");
1291     glClearIndex(0);
1292     glClearDepth(1);
1293     glClearStencil(0xffff);
1294
1295     checkGLcall("glClear");
1296
1297     glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
1298     checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
1299
1300     glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
1301     checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
1302
1303     glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
1304     checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
1305
1306     glPixelStorei(GL_PACK_ALIGNMENT, This->surface_alignment);
1307     checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, This->surface_alignment);");
1308     glPixelStorei(GL_UNPACK_ALIGNMENT, This->surface_alignment);
1309     checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, This->surface_alignment);");
1310
1311     if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
1312         /* Most textures will use client storage if supported. Exceptions are non-native power of 2 textures
1313          * and textures in DIB sections(due to the memory protection).
1314          */
1315         glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
1316         checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1317     }
1318     if(GL_SUPPORT(ARB_VERTEX_BLEND)) {
1319         /* Direct3D always uses n-1 weights for n world matrices and uses 1 - sum for the last one
1320          * this is equal to GL_WEIGHT_SUM_UNITY_ARB. Enabling it doesn't do anything unless
1321          * GL_VERTEX_BLEND_ARB isn't enabled too
1322          */
1323         glEnable(GL_WEIGHT_SUM_UNITY_ARB);
1324         checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
1325     }
1326     if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1327         /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
1328          * the previous texture where to source the offset from is always unit - 1.
1329          */
1330         for(s = 1; s < GL_LIMITS(textures); s++) {
1331             GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
1332             glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + s - 1);
1333             checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...");
1334         }
1335     }
1336     if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
1337         /* MacOS(radeon X1600 at least, but most likely others too) refuses to draw if GLSL and ARBFP are
1338          * enabled, but the currently bound arbfp program is 0. Enabling ARBFP with prog 0 is invalid, but
1339          * GLSL should bypass this. This causes problems in programs that never use the fixed function pipeline,
1340          * because the ARBFP extension is enabled by the ARBFP pipeline at context creation, but no program
1341          * is ever assigned.
1342          *
1343          * So make sure a program is assigned to each context. The first real ARBFP use will set a different
1344          * program and the dummy program is destroyed when the context is destroyed.
1345          */
1346         const char *dummy_program =
1347                 "!!ARBfp1.0\n"
1348                 "MOV result.color, fragment.color.primary;\n"
1349                 "END\n";
1350         GL_EXTCALL(glGenProgramsARB(1, &ret->dummy_arbfp_prog));
1351         GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret->dummy_arbfp_prog));
1352         GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(dummy_program), dummy_program));
1353     }
1354
1355     for(s = 0; s < GL_LIMITS(point_sprite_units); s++) {
1356         GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
1357         glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
1358         checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)");
1359     }
1360
1361     if (GL_SUPPORT(EXT_PROVOKING_VERTEX))
1362     {
1363         GL_EXTCALL(glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT));
1364     }
1365
1366     LEAVE_GL();
1367
1368     This->frag_pipe->enable_extension((IWineD3DDevice *) This, TRUE);
1369
1370     return ret;
1371
1372 out:
1373     if (ret)
1374     {
1375         HeapFree(GetProcessHeap(), 0, ret->free_event_queries);
1376         HeapFree(GetProcessHeap(), 0, ret->free_occlusion_queries);
1377         HeapFree(GetProcessHeap(), 0, ret->pshader_const_dirty);
1378         HeapFree(GetProcessHeap(), 0, ret->vshader_const_dirty);
1379         HeapFree(GetProcessHeap(), 0, ret);
1380     }
1381     return NULL;
1382 }
1383
1384 /*****************************************************************************
1385  * RemoveContextFromArray
1386  *
1387  * Removes a context from the context manager. The opengl context is not
1388  * destroyed or unset. context is not a valid pointer after that call.
1389  *
1390  * Similar to the former call this isn't a performance critical function. A
1391  * helper function for DestroyContext.
1392  *
1393  * Params:
1394  *  This: Device to activate the context for
1395  *  context: Context to remove
1396  *
1397  *****************************************************************************/
1398 static void RemoveContextFromArray(IWineD3DDeviceImpl *This, struct wined3d_context *context)
1399 {
1400     struct wined3d_context **new_array;
1401     BOOL found = FALSE;
1402     UINT i;
1403
1404     TRACE("Removing ctx %p\n", context);
1405
1406     for (i = 0; i < This->numContexts; ++i)
1407     {
1408         if (This->contexts[i] == context)
1409         {
1410             found = TRUE;
1411             break;
1412         }
1413     }
1414
1415     if (!found)
1416     {
1417         ERR("Context %p doesn't exist in context array\n", context);
1418         return;
1419     }
1420
1421     while (i < This->numContexts - 1)
1422     {
1423         This->contexts[i] = This->contexts[i + 1];
1424         ++i;
1425     }
1426
1427     --This->numContexts;
1428     if (!This->numContexts)
1429     {
1430         HeapFree(GetProcessHeap(), 0, This->contexts);
1431         This->contexts = NULL;
1432         return;
1433     }
1434
1435     new_array = HeapReAlloc(GetProcessHeap(), 0, This->contexts, This->numContexts * sizeof(*This->contexts));
1436     if (!new_array)
1437     {
1438         ERR("Failed to shrink context array. Oh well.\n");
1439         return;
1440     }
1441
1442     This->contexts = new_array;
1443 }
1444
1445 /*****************************************************************************
1446  * DestroyContext
1447  *
1448  * Destroys a wineD3DContext
1449  *
1450  * Params:
1451  *  This: Device to activate the context for
1452  *  context: Context to destroy
1453  *
1454  *****************************************************************************/
1455 void DestroyContext(IWineD3DDeviceImpl *This, struct wined3d_context *context)
1456 {
1457     BOOL destroy;
1458
1459     TRACE("Destroying ctx %p\n", context);
1460
1461     if (context->tid == GetCurrentThreadId() || !context->current)
1462     {
1463         context_destroy_gl_resources(context);
1464         destroy = TRUE;
1465
1466         if (!context_set_current(NULL))
1467         {
1468             ERR("Failed to clear current D3D context.\n");
1469         }
1470     }
1471     else
1472     {
1473         context->destroyed = 1;
1474         destroy = FALSE;
1475     }
1476
1477     HeapFree(GetProcessHeap(), 0, context->vshader_const_dirty);
1478     HeapFree(GetProcessHeap(), 0, context->pshader_const_dirty);
1479     RemoveContextFromArray(This, context);
1480     if (destroy) HeapFree(GetProcessHeap(), 0, context);
1481 }
1482
1483 /* GL locking is done by the caller */
1484 static inline void set_blit_dimension(UINT width, UINT height) {
1485     glMatrixMode(GL_PROJECTION);
1486     checkGLcall("glMatrixMode(GL_PROJECTION)");
1487     glLoadIdentity();
1488     checkGLcall("glLoadIdentity()");
1489     glOrtho(0, width, height, 0, 0.0, -1.0);
1490     checkGLcall("glOrtho");
1491     glViewport(0, 0, width, height);
1492     checkGLcall("glViewport");
1493 }
1494
1495 /*****************************************************************************
1496  * SetupForBlit
1497  *
1498  * Sets up a context for DirectDraw blitting.
1499  * All texture units are disabled, texture unit 0 is set as current unit
1500  * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
1501  * color writing enabled for all channels
1502  * register combiners disabled, shaders disabled
1503  * world matrix is set to identity, texture matrix 0 too
1504  * projection matrix is setup for drawing screen coordinates
1505  *
1506  * Params:
1507  *  This: Device to activate the context for
1508  *  context: Context to setup
1509  *  width: render target width
1510  *  height: render target height
1511  *
1512  *****************************************************************************/
1513 /* Context activation is done by the caller. */
1514 static inline void SetupForBlit(IWineD3DDeviceImpl *This, struct wined3d_context *context, UINT width, UINT height)
1515 {
1516     int i, sampler;
1517     const struct StateEntry *StateTable = This->StateTable;
1518     const struct wined3d_gl_info *gl_info = context->gl_info;
1519
1520     TRACE("Setting up context %p for blitting\n", context);
1521     if(context->last_was_blit) {
1522         if(context->blit_w != width || context->blit_h != height) {
1523             ENTER_GL();
1524             set_blit_dimension(width, height);
1525             LEAVE_GL();
1526             context->blit_w = width; context->blit_h = height;
1527             /* No need to dirtify here, the states are still dirtified because they weren't
1528              * applied since the last SetupForBlit call. Otherwise last_was_blit would not
1529              * be set
1530              */
1531         }
1532         TRACE("Context is already set up for blitting, nothing to do\n");
1533         return;
1534     }
1535     context->last_was_blit = TRUE;
1536
1537     /* TODO: Use a display list */
1538
1539     /* Disable shaders */
1540     ENTER_GL();
1541     This->shader_backend->shader_select(context, FALSE, FALSE);
1542     LEAVE_GL();
1543
1544     Context_MarkStateDirty(context, STATE_VSHADER, StateTable);
1545     Context_MarkStateDirty(context, STATE_PIXELSHADER, StateTable);
1546
1547     /* Call ENTER_GL() once for all gl calls below. In theory we should not call
1548      * helper functions in between gl calls. This function is full of Context_MarkStateDirty
1549      * which can safely be called from here, we only lock once instead locking/unlocking
1550      * after each GL call.
1551      */
1552     ENTER_GL();
1553
1554     /* Disable all textures. The caller can then bind a texture it wants to blit
1555      * from
1556      *
1557      * The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
1558      * function texture unit. No need to care for higher samplers
1559      */
1560     for(i = GL_LIMITS(textures) - 1; i > 0 ; i--) {
1561         sampler = This->rev_tex_unit_map[i];
1562         GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
1563         checkGLcall("glActiveTextureARB");
1564
1565         if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1566             glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1567             checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1568         }
1569         glDisable(GL_TEXTURE_3D);
1570         checkGLcall("glDisable GL_TEXTURE_3D");
1571         if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
1572             glDisable(GL_TEXTURE_RECTANGLE_ARB);
1573             checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1574         }
1575         glDisable(GL_TEXTURE_2D);
1576         checkGLcall("glDisable GL_TEXTURE_2D");
1577
1578         glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1579         checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
1580
1581         if (sampler != -1) {
1582             if (sampler < MAX_TEXTURES) {
1583                 Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
1584             }
1585             Context_MarkStateDirty(context, STATE_SAMPLER(sampler), StateTable);
1586         }
1587     }
1588     GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
1589     checkGLcall("glActiveTextureARB");
1590
1591     sampler = This->rev_tex_unit_map[0];
1592
1593     if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1594         glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1595         checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1596     }
1597     glDisable(GL_TEXTURE_3D);
1598     checkGLcall("glDisable GL_TEXTURE_3D");
1599     if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
1600         glDisable(GL_TEXTURE_RECTANGLE_ARB);
1601         checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1602     }
1603     glDisable(GL_TEXTURE_2D);
1604     checkGLcall("glDisable GL_TEXTURE_2D");
1605
1606     glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1607
1608     glMatrixMode(GL_TEXTURE);
1609     checkGLcall("glMatrixMode(GL_TEXTURE)");
1610     glLoadIdentity();
1611     checkGLcall("glLoadIdentity()");
1612
1613     if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
1614         glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
1615                   GL_TEXTURE_LOD_BIAS_EXT,
1616                   0.0f);
1617         checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
1618     }
1619
1620     if (sampler != -1) {
1621         if (sampler < MAX_TEXTURES) {
1622             Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + sampler), StateTable);
1623             Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
1624         }
1625         Context_MarkStateDirty(context, STATE_SAMPLER(sampler), StateTable);
1626     }
1627
1628     /* Other misc states */
1629     glDisable(GL_ALPHA_TEST);
1630     checkGLcall("glDisable(GL_ALPHA_TEST)");
1631     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHATESTENABLE), StateTable);
1632     glDisable(GL_LIGHTING);
1633     checkGLcall("glDisable GL_LIGHTING");
1634     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING), StateTable);
1635     glDisable(GL_DEPTH_TEST);
1636     checkGLcall("glDisable GL_DEPTH_TEST");
1637     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ZENABLE), StateTable);
1638     glDisableWINE(GL_FOG);
1639     checkGLcall("glDisable GL_FOG");
1640     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE), StateTable);
1641     glDisable(GL_BLEND);
1642     checkGLcall("glDisable GL_BLEND");
1643     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
1644     glDisable(GL_CULL_FACE);
1645     checkGLcall("glDisable GL_CULL_FACE");
1646     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CULLMODE), StateTable);
1647     glDisable(GL_STENCIL_TEST);
1648     checkGLcall("glDisable GL_STENCIL_TEST");
1649     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_STENCILENABLE), StateTable);
1650     glDisable(GL_SCISSOR_TEST);
1651     checkGLcall("glDisable GL_SCISSOR_TEST");
1652     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), StateTable);
1653     if(GL_SUPPORT(ARB_POINT_SPRITE)) {
1654         glDisable(GL_POINT_SPRITE_ARB);
1655         checkGLcall("glDisable GL_POINT_SPRITE_ARB");
1656         Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), StateTable);
1657     }
1658     glColorMask(GL_TRUE, GL_TRUE,GL_TRUE,GL_TRUE);
1659     checkGLcall("glColorMask");
1660     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE), StateTable);
1661     if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
1662         glDisable(GL_COLOR_SUM_EXT);
1663         Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SPECULARENABLE), StateTable);
1664         checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
1665     }
1666
1667     /* Setup transforms */
1668     glMatrixMode(GL_MODELVIEW);
1669     checkGLcall("glMatrixMode(GL_MODELVIEW)");
1670     glLoadIdentity();
1671     checkGLcall("glLoadIdentity()");
1672     Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), StateTable);
1673
1674     context->last_was_rhw = TRUE;
1675     Context_MarkStateDirty(context, STATE_VDECL, StateTable); /* because of last_was_rhw = TRUE */
1676
1677     glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)");
1678     glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)");
1679     glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)");
1680     glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)");
1681     glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)");
1682     glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)");
1683     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING), StateTable);
1684
1685     set_blit_dimension(width, height);
1686
1687     LEAVE_GL();
1688
1689     context->blit_w = width; context->blit_h = height;
1690     Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
1691     Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable);
1692
1693
1694     This->frag_pipe->enable_extension((IWineD3DDevice *) This, FALSE);
1695 }
1696
1697 /*****************************************************************************
1698  * findThreadContextForSwapChain
1699  *
1700  * Searches a swapchain for all contexts and picks one for the thread tid.
1701  * If none can be found the swapchain is requested to create a new context
1702  *
1703  *****************************************************************************/
1704 static struct wined3d_context *findThreadContextForSwapChain(IWineD3DSwapChain *swapchain, DWORD tid)
1705 {
1706     unsigned int i;
1707
1708     for(i = 0; i < ((IWineD3DSwapChainImpl *) swapchain)->num_contexts; i++) {
1709         if(((IWineD3DSwapChainImpl *) swapchain)->context[i]->tid == tid) {
1710             return ((IWineD3DSwapChainImpl *) swapchain)->context[i];
1711         }
1712
1713     }
1714
1715     /* Create a new context for the thread */
1716     return IWineD3DSwapChainImpl_CreateContextForThread(swapchain);
1717 }
1718
1719 /*****************************************************************************
1720  * FindContext
1721  *
1722  * Finds a context for the current render target and thread
1723  *
1724  * Parameters:
1725  *  target: Render target to find the context for
1726  *  tid: Thread to activate the context for
1727  *
1728  * Returns: The needed context
1729  *
1730  *****************************************************************************/
1731 static inline struct wined3d_context *FindContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, DWORD tid)
1732 {
1733     IWineD3DSwapChain *swapchain = NULL;
1734     struct wined3d_context *current_context = context_get_current();
1735     const struct StateEntry *StateTable = This->StateTable;
1736     struct wined3d_context *context;
1737     BOOL old_render_offscreen;
1738
1739     if (current_context && current_context->destroyed) current_context = NULL;
1740
1741     if (!target)
1742     {
1743         if (current_context
1744                 && current_context->current_rt
1745                 && ((IWineD3DSurfaceImpl *)current_context->surface)->resource.wineD3DDevice == This)
1746         {
1747             target = current_context->current_rt;
1748         }
1749         else
1750         {
1751             IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *)This->swapchains[0];
1752             if (swapchain->backBuffer) target = swapchain->backBuffer[0];
1753             else target = swapchain->frontBuffer;
1754         }
1755     }
1756
1757     if (current_context && current_context->current_rt == target)
1758     {
1759         return current_context;
1760     }
1761
1762     if (SUCCEEDED(IWineD3DSurface_GetContainer(target, &IID_IWineD3DSwapChain, (void **)&swapchain))) {
1763         TRACE("Rendering onscreen\n");
1764
1765         context = findThreadContextForSwapChain(swapchain, tid);
1766
1767         old_render_offscreen = context->render_offscreen;
1768         context->render_offscreen = FALSE;
1769         /* The context != This->activeContext will catch a NOP context change. This can occur
1770          * if we are switching back to swapchain rendering in case of FBO or Back Buffer offscreen
1771          * rendering. No context change is needed in that case
1772          */
1773
1774         if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
1775             if(This->pbufferContext && tid == This->pbufferContext->tid) {
1776                 This->pbufferContext->tid = 0;
1777             }
1778         }
1779         IWineD3DSwapChain_Release(swapchain);
1780     }
1781     else
1782     {
1783         TRACE("Rendering offscreen\n");
1784
1785 retry:
1786         if (wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER)
1787         {
1788             IWineD3DSurfaceImpl *targetimpl = (IWineD3DSurfaceImpl *)target;
1789             if (!This->pbufferContext
1790                     || This->pbufferWidth < targetimpl->currentDesc.Width
1791                     || This->pbufferHeight < targetimpl->currentDesc.Height)
1792             {
1793                 if (This->pbufferContext) DestroyContext(This, This->pbufferContext);
1794
1795                 /* The display is irrelevant here, the window is 0. But
1796                  * CreateContext needs a valid X connection. Create the context
1797                  * on the same server as the primary swapchain. The primary
1798                  * swapchain is exists at this point. */
1799                 This->pbufferContext = CreateContext(This, targetimpl,
1800                         ((IWineD3DSwapChainImpl *)This->swapchains[0])->context[0]->win_handle,
1801                         TRUE /* pbuffer */, &((IWineD3DSwapChainImpl *)This->swapchains[0])->presentParms);
1802                 This->pbufferWidth = targetimpl->currentDesc.Width;
1803                 This->pbufferHeight = targetimpl->currentDesc.Height;
1804             }
1805
1806             if (This->pbufferContext)
1807             {
1808                 if (This->pbufferContext->tid && This->pbufferContext->tid != tid)
1809                 {
1810                     FIXME("The PBuffer context is only supported for one thread for now!\n");
1811                 }
1812                 This->pbufferContext->tid = tid;
1813                 context = This->pbufferContext;
1814             }
1815             else
1816             {
1817                 ERR("Failed to create a buffer context and drawable, falling back to back buffer offscreen rendering.\n");
1818                 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
1819                 goto retry;
1820             }
1821         }
1822         else
1823         {
1824             /* Stay with the currently active context. */
1825             if (current_context
1826                     && ((IWineD3DSurfaceImpl *)current_context->surface)->resource.wineD3DDevice == This)
1827             {
1828                 context = current_context;
1829             }
1830             else
1831             {
1832                 /* This may happen if the app jumps straight into offscreen rendering
1833                  * Start using the context of the primary swapchain. tid == 0 is no problem
1834                  * for findThreadContextForSwapChain.
1835                  *
1836                  * Can also happen on thread switches - in that case findThreadContextForSwapChain
1837                  * is perfect to call. */
1838                 context = findThreadContextForSwapChain(This->swapchains[0], tid);
1839             }
1840         }
1841
1842         old_render_offscreen = context->render_offscreen;
1843         context->render_offscreen = TRUE;
1844     }
1845
1846     if (context->render_offscreen != old_render_offscreen)
1847     {
1848         Context_MarkStateDirty(context, WINED3DTS_PROJECTION, StateTable);
1849         Context_MarkStateDirty(context, STATE_VDECL, StateTable);
1850         Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
1851         Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
1852         Context_MarkStateDirty(context, STATE_FRONTFACE, StateTable);
1853     }
1854
1855     /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
1856      * the alpha blend state changes with different render target formats. */
1857     if (!context->current_rt)
1858     {
1859         Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
1860     }
1861     else
1862     {
1863         const struct GlPixelFormatDesc *old = ((IWineD3DSurfaceImpl *)context->current_rt)->resource.format_desc;
1864         const struct GlPixelFormatDesc *new = ((IWineD3DSurfaceImpl *)target)->resource.format_desc;
1865
1866         if (old->format != new->format)
1867         {
1868             /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
1869             if ((old->alpha_mask && !new->alpha_mask) || (!old->alpha_mask && new->alpha_mask)
1870                     || !(new->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
1871             {
1872                 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
1873             }
1874         }
1875
1876         /* When switching away from an offscreen render target, and we're not
1877          * using FBOs, we have to read the drawable into the texture. This is
1878          * done via PreLoad (and SFLAG_INDRAWABLE set on the surface). There
1879          * are some things that need care though. PreLoad needs a GL context,
1880          * and FindContext is called before the context is activated. It also
1881          * has to be called with the old rendertarget active, otherwise a
1882          * wrong drawable is read. */
1883         if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
1884                 && old_render_offscreen && context->current_rt != target)
1885         {
1886             BOOL oldInDraw = This->isInDraw;
1887
1888             /* surface_internal_preload() requires a context to load the
1889              * texture, so it will call ActivateContext. Set isInDraw to true
1890              * to signal surface_internal_preload() that it has a context. */
1891
1892             /* FIXME: This is just broken. There's no guarantee whatsoever
1893              * that the currently active context, if any, is appropriate for
1894              * reading back the render target. We should probably call
1895              * context_set_current(context) here and then rely on
1896              * ActivateContext() doing the right thing. */
1897             This->isInDraw = TRUE;
1898
1899             /* Read the back buffer of the old drawable into the destination texture. */
1900             if (((IWineD3DSurfaceImpl *)context->current_rt)->texture_name_srgb)
1901             {
1902                 surface_internal_preload(context->current_rt, SRGB_BOTH);
1903             }
1904             else
1905             {
1906                 surface_internal_preload(context->current_rt, SRGB_RGB);
1907             }
1908
1909             IWineD3DSurface_ModifyLocation(context->current_rt, SFLAG_INDRAWABLE, FALSE);
1910
1911             This->isInDraw = oldInDraw;
1912         }
1913     }
1914
1915     context->draw_buffer_dirty = TRUE;
1916     context->current_rt = target;
1917
1918     return context;
1919 }
1920
1921 /* Context activation is done by the caller. */
1922 static void context_apply_draw_buffer(struct wined3d_context *context, BOOL blit)
1923 {
1924     const struct wined3d_gl_info *gl_info = context->gl_info;
1925     IWineD3DSurface *rt = context->current_rt;
1926     IWineD3DSwapChain *swapchain;
1927     IWineD3DDeviceImpl *device;
1928
1929     device = ((IWineD3DSurfaceImpl *)rt)->resource.wineD3DDevice;
1930     if (SUCCEEDED(IWineD3DSurface_GetContainer(rt, &IID_IWineD3DSwapChain, (void **)&swapchain)))
1931     {
1932         IWineD3DSwapChain_Release((IUnknown *)swapchain);
1933         ENTER_GL();
1934         glDrawBuffer(surface_get_gl_buffer(rt, swapchain));
1935         checkGLcall("glDrawBuffers()");
1936         LEAVE_GL();
1937     }
1938     else
1939     {
1940         ENTER_GL();
1941         if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
1942         {
1943             if (!blit)
1944             {
1945                 if (GL_SUPPORT(ARB_DRAW_BUFFERS))
1946                 {
1947                     GL_EXTCALL(glDrawBuffersARB(GL_LIMITS(buffers), device->draw_buffers));
1948                     checkGLcall("glDrawBuffers()");
1949                 }
1950                 else
1951                 {
1952                     glDrawBuffer(device->draw_buffers[0]);
1953                     checkGLcall("glDrawBuffer()");
1954                 }
1955             } else {
1956                 glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
1957                 checkGLcall("glDrawBuffer()");
1958             }
1959         }
1960         else
1961         {
1962             glDrawBuffer(device->offscreenBuffer);
1963             checkGLcall("glDrawBuffer()");
1964         }
1965         LEAVE_GL();
1966     }
1967 }
1968
1969 /*****************************************************************************
1970  * ActivateContext
1971  *
1972  * Finds a rendering context and drawable matching the device and render
1973  * target for the current thread, activates them and puts them into the
1974  * requested state.
1975  *
1976  * Params:
1977  *  This: Device to activate the context for
1978  *  target: Requested render target
1979  *  usage: Prepares the context for blitting, drawing or other actions
1980  *
1981  *****************************************************************************/
1982 struct wined3d_context *ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, enum ContextUsage usage)
1983 {
1984     struct wined3d_context *current_context = context_get_current();
1985     DWORD                         tid = GetCurrentThreadId();
1986     DWORD                         i, dirtyState, idx;
1987     BYTE                          shift;
1988     const struct StateEntry       *StateTable = This->StateTable;
1989     const struct wined3d_gl_info *gl_info;
1990     struct wined3d_context *context;
1991
1992     TRACE("(%p): Selecting context for render target %p, thread %d\n", This, target, tid);
1993
1994     context = FindContext(This, target, tid);
1995
1996     gl_info = context->gl_info;
1997
1998     /* Activate the opengl context */
1999     if (context != current_context)
2000     {
2001         if (!context_set_current(context)) ERR("Failed to activate the new context.\n");
2002         else This->frag_pipe->enable_extension((IWineD3DDevice *)This, !context->last_was_blit);
2003
2004         if (context->vshader_const_dirty)
2005         {
2006             memset(context->vshader_const_dirty, 1,
2007                     sizeof(*context->vshader_const_dirty) * GL_LIMITS(vshader_constantsF));
2008             This->highest_dirty_vs_const = GL_LIMITS(vshader_constantsF);
2009         }
2010         if (context->pshader_const_dirty)
2011         {
2012             memset(context->pshader_const_dirty, 1,
2013                    sizeof(*context->pshader_const_dirty) * GL_LIMITS(pshader_constantsF));
2014             This->highest_dirty_ps_const = GL_LIMITS(pshader_constantsF);
2015         }
2016     }
2017
2018     switch (usage) {
2019         case CTXUSAGE_CLEAR:
2020         case CTXUSAGE_DRAWPRIM:
2021             if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
2022                 ENTER_GL();
2023                 context_apply_fbo_state(context);
2024                 LEAVE_GL();
2025             }
2026             if (context->draw_buffer_dirty) {
2027                 context_apply_draw_buffer(context, FALSE);
2028                 context->draw_buffer_dirty = FALSE;
2029             }
2030             break;
2031
2032         case CTXUSAGE_BLIT:
2033             if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
2034                 if (context->render_offscreen)
2035                 {
2036                     FIXME("Activating for CTXUSAGE_BLIT for an offscreen target with ORM_FBO. This should be avoided.\n");
2037                     ENTER_GL();
2038                     context_bind_fbo(context, GL_FRAMEBUFFER_EXT, &context->dst_fbo);
2039                     context_attach_surface_fbo(context, GL_FRAMEBUFFER_EXT, 0, target);
2040                     context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER_EXT, NULL, FALSE);
2041                     LEAVE_GL();
2042                 } else {
2043                     ENTER_GL();
2044                     context_bind_fbo(context, GL_FRAMEBUFFER_EXT, NULL);
2045                     LEAVE_GL();
2046                 }
2047                 context->draw_buffer_dirty = TRUE;
2048             }
2049             if (context->draw_buffer_dirty) {
2050                 context_apply_draw_buffer(context, TRUE);
2051                 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
2052                     context->draw_buffer_dirty = FALSE;
2053                 }
2054             }
2055             break;
2056
2057         default:
2058             break;
2059     }
2060
2061     switch(usage) {
2062         case CTXUSAGE_RESOURCELOAD:
2063             /* This does not require any special states to be set up */
2064             break;
2065
2066         case CTXUSAGE_CLEAR:
2067             if(context->last_was_blit) {
2068                 This->frag_pipe->enable_extension((IWineD3DDevice *) This, TRUE);
2069             }
2070
2071             /* Blending and clearing should be orthogonal, but tests on the nvidia driver show that disabling
2072              * blending when clearing improves the clearing performance incredibly.
2073              */
2074             ENTER_GL();
2075             glDisable(GL_BLEND);
2076             LEAVE_GL();
2077             Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
2078
2079             ENTER_GL();
2080             glEnable(GL_SCISSOR_TEST);
2081             checkGLcall("glEnable GL_SCISSOR_TEST");
2082             LEAVE_GL();
2083             context->last_was_blit = FALSE;
2084             Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), StateTable);
2085             Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
2086             break;
2087
2088         case CTXUSAGE_DRAWPRIM:
2089             /* This needs all dirty states applied */
2090             if(context->last_was_blit) {
2091                 This->frag_pipe->enable_extension((IWineD3DDevice *) This, TRUE);
2092             }
2093
2094             IWineD3DDeviceImpl_FindTexUnitMap(This);
2095
2096             ENTER_GL();
2097             for(i=0; i < context->numDirtyEntries; i++) {
2098                 dirtyState = context->dirtyArray[i];
2099                 idx = dirtyState >> 5;
2100                 shift = dirtyState & 0x1f;
2101                 context->isStateDirty[idx] &= ~(1 << shift);
2102                 StateTable[dirtyState].apply(dirtyState, This->stateBlock, context);
2103             }
2104             LEAVE_GL();
2105             context->numDirtyEntries = 0; /* This makes the whole list clean */
2106             context->last_was_blit = FALSE;
2107             break;
2108
2109         case CTXUSAGE_BLIT:
2110             SetupForBlit(This, context,
2111                          ((IWineD3DSurfaceImpl *)target)->currentDesc.Width,
2112                          ((IWineD3DSurfaceImpl *)target)->currentDesc.Height);
2113             break;
2114
2115         default:
2116             FIXME("Unexpected context usage requested\n");
2117     }
2118
2119     return context;
2120 }