user32: Use the stored color and mask bitmaps instead of the raw bits in GetIconInfo.
[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_info->fbo_ops.glGenFramebuffers(1, fbo);
52             checkGLcall("glGenFramebuffers()");
53             TRACE("Created FBO %u.\n", *fbo);
54         }
55         f = *fbo;
56     }
57
58     switch (target)
59     {
60         case GL_READ_FRAMEBUFFER:
61             if (context->fbo_read_binding == f) return;
62             context->fbo_read_binding = f;
63             break;
64
65         case GL_DRAW_FRAMEBUFFER:
66             if (context->fbo_draw_binding == f) return;
67             context->fbo_draw_binding = f;
68             break;
69
70         case GL_FRAMEBUFFER:
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_info->fbo_ops.glBindFramebuffer(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, GLenum target)
88 {
89     unsigned int i;
90
91     for (i = 0; i < gl_info->limits.buffers; ++i)
92     {
93         gl_info->fbo_ops.glFramebufferTexture2D(target, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, 0, 0);
94         checkGLcall("glFramebufferTexture2D()");
95     }
96     gl_info->fbo_ops.glFramebufferTexture2D(target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
97     checkGLcall("glFramebufferTexture2D()");
98
99     gl_info->fbo_ops.glFramebufferTexture2D(target, GL_STENCIL_ATTACHMENT, 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, fbo);
109     context_clean_fbo_attachments(gl_info, GL_FRAMEBUFFER);
110     context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
111
112     gl_info->fbo_ops.glDeleteFramebuffers(1, fbo);
113     checkGLcall("glDeleteFramebuffers()");
114 }
115
116 /* GL locking is done by the caller */
117 static void context_apply_attachment_filter_states(IWineD3DSurfaceImpl *surface)
118 {
119     IWineD3DBaseTextureImpl *texture_impl;
120
121     /* Update base texture states array */
122     if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)surface,
123             &IID_IWineD3DBaseTexture, (void **)&texture_impl)))
124     {
125         IWineD3DDeviceImpl *device = surface->resource.device;
126         BOOL update_minfilter = FALSE;
127         BOOL update_magfilter = FALSE;
128
129         if (texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MINFILTER] != WINED3DTEXF_POINT
130             || texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MIPFILTER] != WINED3DTEXF_NONE)
131         {
132             texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
133             texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
134             update_minfilter = TRUE;
135         }
136
137         if (texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MAGFILTER] != WINED3DTEXF_POINT)
138         {
139             texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
140             update_magfilter = TRUE;
141         }
142
143         if (texture_impl->baseTexture.bindCount)
144         {
145             WARN("Render targets should not be bound to a sampler\n");
146             IWineD3DDeviceImpl_MarkStateDirty(device, STATE_SAMPLER(texture_impl->baseTexture.sampler));
147         }
148
149         IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)texture_impl);
150
151         if (update_minfilter || update_magfilter)
152         {
153             GLenum target, bind_target;
154             GLint old_binding;
155
156             target = surface->texture_target;
157             if (target == GL_TEXTURE_2D)
158             {
159                 bind_target = GL_TEXTURE_2D;
160                 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
161             }
162             else if (target == GL_TEXTURE_RECTANGLE_ARB)
163             {
164                 bind_target = GL_TEXTURE_RECTANGLE_ARB;
165                 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
166             }
167             else
168             {
169                 bind_target = GL_TEXTURE_CUBE_MAP_ARB;
170                 glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP_ARB, &old_binding);
171             }
172
173             glBindTexture(bind_target, surface->texture_name);
174             if (update_minfilter) glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
175             if (update_magfilter) glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
176             glBindTexture(bind_target, old_binding);
177         }
178
179         checkGLcall("apply_attachment_filter_states()");
180     }
181 }
182
183 /* GL locking is done by the caller */
184 void context_attach_depth_stencil_fbo(struct wined3d_context *context,
185         GLenum fbo_target, IWineD3DSurfaceImpl *depth_stencil, BOOL use_render_buffer)
186 {
187     const struct wined3d_gl_info *gl_info = context->gl_info;
188
189     TRACE("Attach depth stencil %p\n", depth_stencil);
190
191     if (depth_stencil)
192     {
193         DWORD format_flags = depth_stencil->resource.format_desc->Flags;
194
195         if (use_render_buffer && depth_stencil->current_renderbuffer)
196         {
197             if (format_flags & WINED3DFMT_FLAG_DEPTH)
198             {
199                 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_DEPTH_ATTACHMENT,
200                         GL_RENDERBUFFER, depth_stencil->current_renderbuffer->id);
201                 checkGLcall("glFramebufferRenderbuffer()");
202             }
203
204             if (format_flags & WINED3DFMT_FLAG_STENCIL)
205             {
206                 gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_STENCIL_ATTACHMENT,
207                         GL_RENDERBUFFER, depth_stencil->current_renderbuffer->id);
208                 checkGLcall("glFramebufferRenderbuffer()");
209             }
210         }
211         else
212         {
213             surface_prepare_texture(depth_stencil, gl_info, FALSE);
214             context_apply_attachment_filter_states(depth_stencil);
215
216             if (format_flags & WINED3DFMT_FLAG_DEPTH)
217             {
218                 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT,
219                         depth_stencil->texture_target, depth_stencil->texture_name,
220                         depth_stencil->texture_level);
221                 checkGLcall("glFramebufferTexture2D()");
222             }
223
224             if (format_flags & WINED3DFMT_FLAG_STENCIL)
225             {
226                 gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT,
227                         depth_stencil->texture_target, depth_stencil->texture_name,
228                         depth_stencil->texture_level);
229                 checkGLcall("glFramebufferTexture2D()");
230             }
231         }
232
233         if (!(format_flags & WINED3DFMT_FLAG_DEPTH))
234         {
235             gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
236             checkGLcall("glFramebufferTexture2D()");
237         }
238
239         if (!(format_flags & WINED3DFMT_FLAG_STENCIL))
240         {
241             gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
242             checkGLcall("glFramebufferTexture2D()");
243         }
244     }
245     else
246     {
247         gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
248         checkGLcall("glFramebufferTexture2D()");
249
250         gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
251         checkGLcall("glFramebufferTexture2D()");
252     }
253 }
254
255 /* GL locking is done by the caller */
256 static void context_attach_surface_fbo(const struct wined3d_context *context,
257         GLenum fbo_target, DWORD idx, IWineD3DSurfaceImpl *surface)
258 {
259     const struct wined3d_gl_info *gl_info = context->gl_info;
260
261     TRACE("Attach surface %p to %u\n", surface, idx);
262
263     if (surface)
264     {
265         surface_prepare_texture(surface, gl_info, FALSE);
266         context_apply_attachment_filter_states(surface);
267
268         gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_COLOR_ATTACHMENT0 + idx, surface->texture_target,
269                 surface->texture_name, surface->texture_level);
270         checkGLcall("glFramebufferTexture2D()");
271     }
272     else
273     {
274         gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, GL_COLOR_ATTACHMENT0 + idx, GL_TEXTURE_2D, 0, 0);
275         checkGLcall("glFramebufferTexture2D()");
276     }
277 }
278
279 /* GL locking is done by the caller */
280 static void context_check_fbo_status(struct wined3d_context *context, GLenum target)
281 {
282     const struct wined3d_gl_info *gl_info = context->gl_info;
283     GLenum status;
284
285     status = gl_info->fbo_ops.glCheckFramebufferStatus(target);
286     if (status == GL_FRAMEBUFFER_COMPLETE)
287     {
288         TRACE("FBO complete\n");
289     } else {
290         IWineD3DSurfaceImpl *attachment;
291         unsigned int i;
292         FIXME("FBO status %s (%#x)\n", debug_fbostatus(status), status);
293
294         if (!context->current_fbo)
295         {
296             ERR("FBO 0 is incomplete, driver bug?\n");
297             return;
298         }
299
300         /* Dump the FBO attachments */
301         for (i = 0; i < gl_info->limits.buffers; ++i)
302         {
303             attachment = context->current_fbo->render_targets[i];
304             if (attachment)
305             {
306                 FIXME("\tColor attachment %d: (%p) %s %ux%u\n",
307                         i, attachment, debug_d3dformat(attachment->resource.format_desc->format),
308                         attachment->pow2Width, attachment->pow2Height);
309             }
310         }
311         attachment = context->current_fbo->depth_stencil;
312         if (attachment)
313         {
314             FIXME("\tDepth attachment: (%p) %s %ux%u\n",
315                     attachment, debug_d3dformat(attachment->resource.format_desc->format),
316                     attachment->pow2Width, attachment->pow2Height);
317         }
318     }
319 }
320
321 static struct fbo_entry *context_create_fbo_entry(struct wined3d_context *context,
322         IWineD3DSurfaceImpl **render_targets, IWineD3DSurfaceImpl *depth_stencil)
323 {
324     const struct wined3d_gl_info *gl_info = context->gl_info;
325     struct fbo_entry *entry;
326
327     entry = HeapAlloc(GetProcessHeap(), 0, sizeof(*entry));
328     entry->render_targets = HeapAlloc(GetProcessHeap(), 0, gl_info->limits.buffers * sizeof(*entry->render_targets));
329     memcpy(entry->render_targets, render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets));
330     entry->depth_stencil = depth_stencil;
331     entry->attached = FALSE;
332     entry->id = 0;
333
334     return entry;
335 }
336
337 /* GL locking is done by the caller */
338 static void context_reuse_fbo_entry(struct wined3d_context *context, GLenum target,
339         IWineD3DSurfaceImpl **render_targets, IWineD3DSurfaceImpl *depth_stencil,
340         struct fbo_entry *entry)
341 {
342     const struct wined3d_gl_info *gl_info = context->gl_info;
343
344     context_bind_fbo(context, target, &entry->id);
345     context_clean_fbo_attachments(gl_info, target);
346
347     memcpy(entry->render_targets, render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets));
348     entry->depth_stencil = depth_stencil;
349     entry->attached = FALSE;
350 }
351
352 /* GL locking is done by the caller */
353 static void context_destroy_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
354 {
355     if (entry->id)
356     {
357         TRACE("Destroy FBO %d\n", entry->id);
358         context_destroy_fbo(context, &entry->id);
359     }
360     --context->fbo_entry_count;
361     list_remove(&entry->entry);
362     HeapFree(GetProcessHeap(), 0, entry->render_targets);
363     HeapFree(GetProcessHeap(), 0, entry);
364 }
365
366
367 /* GL locking is done by the caller */
368 static struct fbo_entry *context_find_fbo_entry(struct wined3d_context *context, GLenum target,
369         IWineD3DSurfaceImpl **render_targets, IWineD3DSurfaceImpl *depth_stencil)
370 {
371     const struct wined3d_gl_info *gl_info = context->gl_info;
372     struct fbo_entry *entry;
373
374     LIST_FOR_EACH_ENTRY(entry, &context->fbo_list, struct fbo_entry, entry)
375     {
376         if (!memcmp(entry->render_targets,
377                 render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets))
378                 && entry->depth_stencil == depth_stencil)
379         {
380             list_remove(&entry->entry);
381             list_add_head(&context->fbo_list, &entry->entry);
382             return entry;
383         }
384     }
385
386     if (context->fbo_entry_count < WINED3D_MAX_FBO_ENTRIES)
387     {
388         entry = context_create_fbo_entry(context, render_targets, depth_stencil);
389         list_add_head(&context->fbo_list, &entry->entry);
390         ++context->fbo_entry_count;
391     }
392     else
393     {
394         entry = LIST_ENTRY(list_tail(&context->fbo_list), struct fbo_entry, entry);
395         context_reuse_fbo_entry(context, target, render_targets, depth_stencil, entry);
396         list_remove(&entry->entry);
397         list_add_head(&context->fbo_list, &entry->entry);
398     }
399
400     return entry;
401 }
402
403 /* GL locking is done by the caller */
404 static void context_apply_fbo_entry(struct wined3d_context *context, GLenum target, struct fbo_entry *entry)
405 {
406     const struct wined3d_gl_info *gl_info = context->gl_info;
407     unsigned int i;
408
409     context_bind_fbo(context, target, &entry->id);
410
411     if (!entry->attached)
412     {
413         /* Apply render targets */
414         for (i = 0; i < gl_info->limits.buffers; ++i)
415         {
416             context_attach_surface_fbo(context, target, i, entry->render_targets[i]);
417         }
418
419         /* Apply depth targets */
420         if (entry->depth_stencil)
421         {
422             surface_set_compatible_renderbuffer(entry->depth_stencil,
423                     entry->render_targets[0]->pow2Width, entry->render_targets[0]->pow2Height);
424         }
425         context_attach_depth_stencil_fbo(context, target, entry->depth_stencil, TRUE);
426
427         entry->attached = TRUE;
428     }
429     else
430     {
431         for (i = 0; i < gl_info->limits.buffers; ++i)
432         {
433             if (entry->render_targets[i])
434                 context_apply_attachment_filter_states(entry->render_targets[i]);
435         }
436         if (entry->depth_stencil)
437             context_apply_attachment_filter_states(entry->depth_stencil);
438     }
439 }
440
441 /* GL locking is done by the caller */
442 static void context_apply_fbo_state(struct wined3d_context *context, GLenum target,
443         IWineD3DSurfaceImpl **render_targets, IWineD3DSurfaceImpl *depth_stencil)
444 {
445     struct fbo_entry *entry, *entry2;
446
447     LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry)
448     {
449         context_destroy_fbo_entry(context, entry);
450     }
451
452     if (context->rebind_fbo)
453     {
454         context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
455         context->rebind_fbo = FALSE;
456     }
457
458     if (render_targets)
459     {
460         context->current_fbo = context_find_fbo_entry(context, target, render_targets, depth_stencil);
461         context_apply_fbo_entry(context, target, context->current_fbo);
462     }
463     else
464     {
465         context->current_fbo = NULL;
466         context_bind_fbo(context, target, NULL);
467     }
468
469     context_check_fbo_status(context, target);
470 }
471
472 /* GL locking is done by the caller */
473 void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
474         IWineD3DSurfaceImpl *render_target, IWineD3DSurfaceImpl *depth_stencil)
475 {
476     if (surface_is_offscreen(render_target))
477     {
478         context->blit_targets[0] = render_target;
479         context_apply_fbo_state(context, target, context->blit_targets, depth_stencil);
480     }
481     else
482     {
483         context_apply_fbo_state(context, target, NULL, NULL);
484     }
485 }
486
487 /* Context activation is done by the caller. */
488 void context_alloc_occlusion_query(struct wined3d_context *context, struct wined3d_occlusion_query *query)
489 {
490     const struct wined3d_gl_info *gl_info = context->gl_info;
491
492     if (context->free_occlusion_query_count)
493     {
494         query->id = context->free_occlusion_queries[--context->free_occlusion_query_count];
495     }
496     else
497     {
498         if (gl_info->supported[ARB_OCCLUSION_QUERY])
499         {
500             ENTER_GL();
501             GL_EXTCALL(glGenQueriesARB(1, &query->id));
502             checkGLcall("glGenQueriesARB");
503             LEAVE_GL();
504
505             TRACE("Allocated occlusion query %u in context %p.\n", query->id, context);
506         }
507         else
508         {
509             WARN("Occlusion queries not supported, not allocating query id.\n");
510             query->id = 0;
511         }
512     }
513
514     query->context = context;
515     list_add_head(&context->occlusion_queries, &query->entry);
516 }
517
518 void context_free_occlusion_query(struct wined3d_occlusion_query *query)
519 {
520     struct wined3d_context *context = query->context;
521
522     list_remove(&query->entry);
523     query->context = NULL;
524
525     if (context->free_occlusion_query_count >= context->free_occlusion_query_size - 1)
526     {
527         UINT new_size = context->free_occlusion_query_size << 1;
528         GLuint *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_occlusion_queries,
529                 new_size * sizeof(*context->free_occlusion_queries));
530
531         if (!new_data)
532         {
533             ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context);
534             return;
535         }
536
537         context->free_occlusion_query_size = new_size;
538         context->free_occlusion_queries = new_data;
539     }
540
541     context->free_occlusion_queries[context->free_occlusion_query_count++] = query->id;
542 }
543
544 /* Context activation is done by the caller. */
545 void context_alloc_event_query(struct wined3d_context *context, struct wined3d_event_query *query)
546 {
547     const struct wined3d_gl_info *gl_info = context->gl_info;
548
549     if (context->free_event_query_count)
550     {
551         query->object = context->free_event_queries[--context->free_event_query_count];
552     }
553     else
554     {
555         if (gl_info->supported[ARB_SYNC])
556         {
557             /* Using ARB_sync, not much to do here. */
558             query->object.sync = NULL;
559             TRACE("Allocated event query %p in context %p.\n", query->object.sync, context);
560         }
561         else if (gl_info->supported[APPLE_FENCE])
562         {
563             ENTER_GL();
564             GL_EXTCALL(glGenFencesAPPLE(1, &query->object.id));
565             checkGLcall("glGenFencesAPPLE");
566             LEAVE_GL();
567
568             TRACE("Allocated event query %u in context %p.\n", query->object.id, context);
569         }
570         else if(gl_info->supported[NV_FENCE])
571         {
572             ENTER_GL();
573             GL_EXTCALL(glGenFencesNV(1, &query->object.id));
574             checkGLcall("glGenFencesNV");
575             LEAVE_GL();
576
577             TRACE("Allocated event query %u in context %p.\n", query->object.id, context);
578         }
579         else
580         {
581             WARN("Event queries not supported, not allocating query id.\n");
582             query->object.id = 0;
583         }
584     }
585
586     query->context = context;
587     list_add_head(&context->event_queries, &query->entry);
588 }
589
590 void context_free_event_query(struct wined3d_event_query *query)
591 {
592     struct wined3d_context *context = query->context;
593
594     list_remove(&query->entry);
595     query->context = NULL;
596
597     if (context->free_event_query_count >= context->free_event_query_size - 1)
598     {
599         UINT new_size = context->free_event_query_size << 1;
600         union wined3d_gl_query_object *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_event_queries,
601                 new_size * sizeof(*context->free_event_queries));
602
603         if (!new_data)
604         {
605             ERR("Failed to grow free list, leaking query %u in context %p.\n", query->object.id, context);
606             return;
607         }
608
609         context->free_event_query_size = new_size;
610         context->free_event_queries = new_data;
611     }
612
613     context->free_event_queries[context->free_event_query_count++] = query->object;
614 }
615
616 void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource, WINED3DRESOURCETYPE type)
617 {
618     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
619     UINT i;
620
621     if (!This->d3d_initialized) return;
622
623     switch(type)
624     {
625         case WINED3DRTYPE_SURFACE:
626         {
627             for (i = 0; i < This->numContexts; ++i)
628             {
629                 struct wined3d_context *context = This->contexts[i];
630                 const struct wined3d_gl_info *gl_info = context->gl_info;
631                 struct fbo_entry *entry, *entry2;
632
633                 if (context->current_rt == (IWineD3DSurfaceImpl *)resource) context->current_rt = NULL;
634
635                 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
636                 {
637                     UINT j;
638
639                     if (entry->depth_stencil == (IWineD3DSurfaceImpl *)resource)
640                     {
641                         list_remove(&entry->entry);
642                         list_add_head(&context->fbo_destroy_list, &entry->entry);
643                         continue;
644                     }
645
646                     for (j = 0; j < gl_info->limits.buffers; ++j)
647                     {
648                         if (entry->render_targets[j] == (IWineD3DSurfaceImpl *)resource)
649                         {
650                             list_remove(&entry->entry);
651                             list_add_head(&context->fbo_destroy_list, &entry->entry);
652                             break;
653                         }
654                     }
655                 }
656             }
657
658             break;
659         }
660
661         default:
662             break;
663     }
664 }
665
666 void context_surface_update(struct wined3d_context *context, IWineD3DSurfaceImpl *surface)
667 {
668     const struct wined3d_gl_info *gl_info = context->gl_info;
669     struct fbo_entry *entry = context->current_fbo;
670     unsigned int i;
671
672     if (!entry || context->rebind_fbo) return;
673
674     for (i = 0; i < gl_info->limits.buffers; ++i)
675     {
676         if (surface == entry->render_targets[i])
677         {
678             TRACE("Updated surface %p is bound as color attachment %u to the current FBO.\n", surface, i);
679             context->rebind_fbo = TRUE;
680             return;
681         }
682     }
683
684     if (surface == entry->depth_stencil)
685     {
686         TRACE("Updated surface %p is bound as depth attachment to the current FBO.\n", surface);
687         context->rebind_fbo = TRUE;
688     }
689 }
690
691 static BOOL context_set_pixel_format(const struct wined3d_gl_info *gl_info, HDC dc, int format)
692 {
693     int current = GetPixelFormat(dc);
694
695     if (current == format) return TRUE;
696
697     if (!current)
698     {
699         if (!SetPixelFormat(dc, format, NULL))
700         {
701             ERR("Failed to set pixel format %d on device context %p, last error %#x.\n",
702                     format, dc, GetLastError());
703             return FALSE;
704         }
705         return TRUE;
706     }
707
708     /* By default WGL doesn't allow pixel format adjustments but we need it
709      * here. For this reason there's a Wine specific wglSetPixelFormat()
710      * which allows us to set the pixel format multiple times. Only use it
711      * when really needed. */
712     if (gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH])
713     {
714         if (!GL_EXTCALL(wglSetPixelFormatWINE(dc, format, NULL)))
715         {
716             ERR("wglSetPixelFormatWINE failed to set pixel format %d on device context %p.\n",
717                     format, dc);
718             return FALSE;
719         }
720         return TRUE;
721     }
722
723     /* OpenGL doesn't allow pixel format adjustments. Print an error and
724      * continue using the old format. There's a big chance that the old
725      * format works although with a performance hit and perhaps rendering
726      * errors. */
727     ERR("Unable to set pixel format %d on device context %p. Already using format %d.\n",
728             format, dc, current);
729     return TRUE;
730 }
731
732 static void context_update_window(struct wined3d_context *context)
733 {
734     TRACE("Updating context %p window from %p to %p.\n",
735             context, context->win_handle, context->swapchain->win_handle);
736
737     if (context->valid)
738     {
739         if (!ReleaseDC(context->win_handle, context->hdc))
740         {
741             ERR("Failed to release device context %p, last error %#x.\n",
742                     context->hdc, GetLastError());
743         }
744     }
745     else context->valid = 1;
746
747     context->win_handle = context->swapchain->win_handle;
748
749     if (!(context->hdc = GetDC(context->win_handle)))
750     {
751         ERR("Failed to get a device context for window %p.\n", context->win_handle);
752         goto err;
753     }
754
755     if (!context_set_pixel_format(context->gl_info, context->hdc, context->pixel_format))
756     {
757         ERR("Failed to set pixel format %d on device context %p.\n",
758                 context->pixel_format, context->hdc);
759         goto err;
760     }
761
762     if (!pwglMakeCurrent(context->hdc, context->glCtx))
763     {
764         ERR("Failed to make GL context %p current on device context %p, last error %#x.\n",
765                 context->glCtx, context->hdc, GetLastError());
766         goto err;
767     }
768
769     return;
770
771 err:
772     context->valid = 0;
773 }
774
775 static void context_validate(struct wined3d_context *context)
776 {
777     HWND wnd = WindowFromDC(context->hdc);
778
779     if (wnd != context->win_handle)
780     {
781         WARN("DC %p belongs to window %p instead of %p.\n",
782                 context->hdc, wnd, context->win_handle);
783         context->valid = 0;
784     }
785
786     if (context->win_handle != context->swapchain->win_handle)
787         context_update_window(context);
788 }
789
790 static void context_destroy_gl_resources(struct wined3d_context *context)
791 {
792     const struct wined3d_gl_info *gl_info = context->gl_info;
793     struct wined3d_occlusion_query *occlusion_query;
794     struct wined3d_event_query *event_query;
795     struct fbo_entry *entry, *entry2;
796     HGLRC restore_ctx;
797     HDC restore_dc;
798     unsigned int i;
799
800     restore_ctx = pwglGetCurrentContext();
801     restore_dc = pwglGetCurrentDC();
802
803     context_validate(context);
804     if (context->valid && restore_ctx != context->glCtx) pwglMakeCurrent(context->hdc, context->glCtx);
805     else restore_ctx = NULL;
806
807     ENTER_GL();
808
809     LIST_FOR_EACH_ENTRY(occlusion_query, &context->occlusion_queries, struct wined3d_occlusion_query, entry)
810     {
811         if (context->valid && gl_info->supported[ARB_OCCLUSION_QUERY])
812             GL_EXTCALL(glDeleteQueriesARB(1, &occlusion_query->id));
813         occlusion_query->context = NULL;
814     }
815
816     LIST_FOR_EACH_ENTRY(event_query, &context->event_queries, struct wined3d_event_query, entry)
817     {
818         if (context->valid)
819         {
820             if (gl_info->supported[ARB_SYNC])
821             {
822                 if (event_query->object.sync) GL_EXTCALL(glDeleteSync(event_query->object.sync));
823             }
824             else if (gl_info->supported[APPLE_FENCE]) GL_EXTCALL(glDeleteFencesAPPLE(1, &event_query->object.id));
825             else if (gl_info->supported[NV_FENCE]) GL_EXTCALL(glDeleteFencesNV(1, &event_query->object.id));
826         }
827         event_query->context = NULL;
828     }
829
830     LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry)
831     {
832         if (!context->valid) entry->id = 0;
833         context_destroy_fbo_entry(context, entry);
834     }
835
836     LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
837     {
838         if (!context->valid) entry->id = 0;
839         context_destroy_fbo_entry(context, entry);
840     }
841
842     if (context->valid)
843     {
844         if (context->dst_fbo)
845         {
846             TRACE("Destroy dst FBO %d\n", context->dst_fbo);
847             context_destroy_fbo(context, &context->dst_fbo);
848         }
849         if (context->dummy_arbfp_prog)
850         {
851             GL_EXTCALL(glDeleteProgramsARB(1, &context->dummy_arbfp_prog));
852         }
853
854         if (gl_info->supported[ARB_OCCLUSION_QUERY])
855             GL_EXTCALL(glDeleteQueriesARB(context->free_occlusion_query_count, context->free_occlusion_queries));
856
857         if (gl_info->supported[ARB_SYNC])
858         {
859             if (event_query->object.sync) GL_EXTCALL(glDeleteSync(event_query->object.sync));
860         }
861         else if (gl_info->supported[APPLE_FENCE])
862         {
863             for (i = 0; i < context->free_event_query_count; ++i)
864             {
865                 GL_EXTCALL(glDeleteFencesAPPLE(1, &context->free_event_queries[i].id));
866             }
867         }
868         else if (gl_info->supported[NV_FENCE])
869         {
870             for (i = 0; i < context->free_event_query_count; ++i)
871             {
872                 GL_EXTCALL(glDeleteFencesNV(1, &context->free_event_queries[i].id));
873             }
874         }
875
876         checkGLcall("context cleanup");
877     }
878
879     LEAVE_GL();
880
881     HeapFree(GetProcessHeap(), 0, context->free_occlusion_queries);
882     HeapFree(GetProcessHeap(), 0, context->free_event_queries);
883
884     if (restore_ctx)
885     {
886         if (!pwglMakeCurrent(restore_dc, restore_ctx))
887         {
888             DWORD err = GetLastError();
889             ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
890                     restore_ctx, restore_dc, err);
891         }
892     }
893     else if (pwglGetCurrentContext() && !pwglMakeCurrent(NULL, NULL))
894     {
895         ERR("Failed to disable GL context.\n");
896     }
897
898     ReleaseDC(context->win_handle, context->hdc);
899
900     if (!pwglDeleteContext(context->glCtx))
901     {
902         DWORD err = GetLastError();
903         ERR("wglDeleteContext(%p) failed, last error %#x.\n", context->glCtx, err);
904     }
905 }
906
907 DWORD context_get_tls_idx(void)
908 {
909     return wined3d_context_tls_idx;
910 }
911
912 void context_set_tls_idx(DWORD idx)
913 {
914     wined3d_context_tls_idx = idx;
915 }
916
917 struct wined3d_context *context_get_current(void)
918 {
919     return TlsGetValue(wined3d_context_tls_idx);
920 }
921
922 BOOL context_set_current(struct wined3d_context *ctx)
923 {
924     struct wined3d_context *old = context_get_current();
925
926     if (old == ctx)
927     {
928         TRACE("Already using D3D context %p.\n", ctx);
929         return TRUE;
930     }
931
932     if (old)
933     {
934         if (old->destroyed)
935         {
936             TRACE("Switching away from destroyed context %p.\n", old);
937             context_destroy_gl_resources(old);
938             HeapFree(GetProcessHeap(), 0, old);
939         }
940         else
941         {
942             old->current = 0;
943         }
944     }
945
946     if (ctx)
947     {
948         TRACE("Switching to D3D context %p, GL context %p, device context %p.\n", ctx, ctx->glCtx, ctx->hdc);
949         if (!pwglMakeCurrent(ctx->hdc, ctx->glCtx))
950         {
951             DWORD err = GetLastError();
952             ERR("Failed to make GL context %p current on device context %p, last error %#x.\n",
953                     ctx->glCtx, ctx->hdc, err);
954             TlsSetValue(wined3d_context_tls_idx, NULL);
955             return FALSE;
956         }
957         ctx->current = 1;
958     }
959     else if(pwglGetCurrentContext())
960     {
961         TRACE("Clearing current D3D context.\n");
962         if (!pwglMakeCurrent(NULL, NULL))
963         {
964             DWORD err = GetLastError();
965             ERR("Failed to clear current GL context, last error %#x.\n", err);
966             TlsSetValue(wined3d_context_tls_idx, NULL);
967             return FALSE;
968         }
969     }
970
971     return TlsSetValue(wined3d_context_tls_idx, ctx);
972 }
973
974 void context_release(struct wined3d_context *context)
975 {
976     TRACE("Releasing context %p, level %u.\n", context, context->level);
977
978     if (WARN_ON(d3d))
979     {
980         if (!context->level)
981             WARN("Context %p is not active.\n", context);
982         else if (context != context_get_current())
983             WARN("Context %p is not the current context.\n", context);
984     }
985
986     if (!--context->level && context->restore_ctx)
987     {
988         TRACE("Restoring GL context %p on device context %p.\n", context->restore_ctx, context->restore_dc);
989         if (!pwglMakeCurrent(context->restore_dc, context->restore_ctx))
990         {
991             DWORD err = GetLastError();
992             ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
993                     context->restore_ctx, context->restore_dc, err);
994         }
995         context->restore_ctx = NULL;
996         context->restore_dc = NULL;
997     }
998 }
999
1000 static void context_enter(struct wined3d_context *context)
1001 {
1002     TRACE("Entering context %p, level %u.\n", context, context->level + 1);
1003
1004     if (!context->level++)
1005     {
1006         const struct wined3d_context *current_context = context_get_current();
1007         HGLRC current_gl = pwglGetCurrentContext();
1008
1009         if (current_gl && (!current_context || current_context->glCtx != current_gl))
1010         {
1011             TRACE("Another GL context (%p on device context %p) is already current.\n",
1012                     current_gl, pwglGetCurrentDC());
1013             context->restore_ctx = current_gl;
1014             context->restore_dc = pwglGetCurrentDC();
1015         }
1016     }
1017 }
1018
1019 /*****************************************************************************
1020  * Context_MarkStateDirty
1021  *
1022  * Marks a state in a context dirty. Only one context, opposed to
1023  * IWineD3DDeviceImpl_MarkStateDirty, which marks the state dirty in all
1024  * contexts
1025  *
1026  * Params:
1027  *  context: Context to mark the state dirty in
1028  *  state: State to mark dirty
1029  *  StateTable: Pointer to the state table in use(for state grouping)
1030  *
1031  *****************************************************************************/
1032 static void Context_MarkStateDirty(struct wined3d_context *context, DWORD state, const struct StateEntry *StateTable)
1033 {
1034     DWORD rep = StateTable[state].representative;
1035     DWORD idx;
1036     BYTE shift;
1037
1038     if (isStateDirty(context, rep)) return;
1039
1040     context->dirtyArray[context->numDirtyEntries++] = rep;
1041     idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
1042     shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
1043     context->isStateDirty[idx] |= (1 << shift);
1044 }
1045
1046 /* This function takes care of WineD3D pixel format selection. */
1047 static int WineD3D_ChoosePixelFormat(IWineD3DDeviceImpl *This, HDC hdc,
1048         const struct wined3d_format_desc *color_format_desc, const struct wined3d_format_desc *ds_format_desc,
1049         BOOL auxBuffers, int numSamples, BOOL findCompatible)
1050 {
1051     int iPixelFormat=0;
1052     unsigned int matchtry;
1053     short redBits, greenBits, blueBits, alphaBits, colorBits;
1054     short depthBits=0, stencilBits=0;
1055
1056     struct match_type {
1057         BOOL require_aux;
1058         BOOL exact_alpha;
1059         BOOL exact_color;
1060     } matches[] = {
1061         /* First, try without alpha match buffers. MacOS supports aux buffers only
1062          * on A8R8G8B8, and we prefer better offscreen rendering over an alpha match.
1063          * Then try without aux buffers - this is the most common cause for not
1064          * finding a pixel format. Also some drivers(the open source ones)
1065          * only offer 32 bit ARB pixel formats. First try without an exact alpha
1066          * match, then try without an exact alpha and color match.
1067          */
1068         { TRUE,  TRUE,  TRUE  },
1069         { TRUE,  FALSE, TRUE  },
1070         { FALSE, TRUE,  TRUE  },
1071         { FALSE, FALSE, TRUE  },
1072         { TRUE,  FALSE, FALSE },
1073         { FALSE, FALSE, FALSE },
1074     };
1075
1076     int i = 0;
1077     int nCfgs = This->adapter->nCfgs;
1078
1079     TRACE("ColorFormat=%s, DepthStencilFormat=%s, auxBuffers=%d, numSamples=%d, findCompatible=%d\n",
1080           debug_d3dformat(color_format_desc->format), debug_d3dformat(ds_format_desc->format),
1081           auxBuffers, numSamples, findCompatible);
1082
1083     if (!getColorBits(color_format_desc, &redBits, &greenBits, &blueBits, &alphaBits, &colorBits))
1084     {
1085         ERR("Unable to get color bits for format %s (%#x)!\n",
1086                 debug_d3dformat(color_format_desc->format), color_format_desc->format);
1087         return 0;
1088     }
1089
1090     getDepthStencilBits(ds_format_desc, &depthBits, &stencilBits);
1091
1092     for(matchtry = 0; matchtry < (sizeof(matches) / sizeof(matches[0])) && !iPixelFormat; matchtry++) {
1093         for(i=0; i<nCfgs; i++) {
1094             BOOL exactDepthMatch = TRUE;
1095             WineD3D_PixelFormat *cfg = &This->adapter->cfgs[i];
1096
1097             /* For now only accept RGBA formats. Perhaps some day we will
1098              * allow floating point formats for pbuffers. */
1099             if(cfg->iPixelType != WGL_TYPE_RGBA_ARB)
1100                 continue;
1101
1102             /* In window mode we need a window drawable format and double buffering. */
1103             if(!(cfg->windowDrawable && cfg->doubleBuffer))
1104                 continue;
1105
1106             /* We like to have aux buffers in backbuffer mode */
1107             if(auxBuffers && !cfg->auxBuffers && matches[matchtry].require_aux)
1108                 continue;
1109
1110             if(matches[matchtry].exact_color) {
1111                 if(cfg->redSize != redBits)
1112                     continue;
1113                 if(cfg->greenSize != greenBits)
1114                     continue;
1115                 if(cfg->blueSize != blueBits)
1116                     continue;
1117             } else {
1118                 if(cfg->redSize < redBits)
1119                     continue;
1120                 if(cfg->greenSize < greenBits)
1121                     continue;
1122                 if(cfg->blueSize < blueBits)
1123                     continue;
1124             }
1125             if(matches[matchtry].exact_alpha) {
1126                 if(cfg->alphaSize != alphaBits)
1127                     continue;
1128             } else {
1129                 if(cfg->alphaSize < alphaBits)
1130                     continue;
1131             }
1132
1133             /* We try to locate a format which matches our requirements exactly. In case of
1134              * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
1135             if(cfg->depthSize < depthBits)
1136                 continue;
1137             else if(cfg->depthSize > depthBits)
1138                 exactDepthMatch = FALSE;
1139
1140             /* In all cases make sure the number of stencil bits matches our requirements
1141              * even when we don't need stencil because it could affect performance EXCEPT
1142              * on cards which don't offer depth formats without stencil like the i915 drivers
1143              * on Linux. */
1144             if(stencilBits != cfg->stencilSize && !(This->adapter->brokenStencil && stencilBits <= cfg->stencilSize))
1145                 continue;
1146
1147             /* Check multisampling support */
1148             if(cfg->numSamples != numSamples)
1149                 continue;
1150
1151             /* When we have passed all the checks then we have found a format which matches our
1152              * requirements. Note that we only check for a limit number of capabilities right now,
1153              * so there can easily be a dozen of pixel formats which appear to be the 'same' but
1154              * can still differ in things like multisampling, stereo, SRGB and other flags.
1155              */
1156
1157             /* Exit the loop as we have found a format :) */
1158             if(exactDepthMatch) {
1159                 iPixelFormat = cfg->iPixelFormat;
1160                 break;
1161             } else if(!iPixelFormat) {
1162                 /* In the end we might end up with a format which doesn't exactly match our depth
1163                  * requirements. Accept the first format we found because formats with higher iPixelFormat
1164                  * values tend to have more extended capabilities (e.g. multisampling) which we don't need. */
1165                 iPixelFormat = cfg->iPixelFormat;
1166             }
1167         }
1168     }
1169
1170     /* When findCompatible is set and no suitable format was found, let ChoosePixelFormat choose a pixel format in order not to crash. */
1171     if(!iPixelFormat && !findCompatible) {
1172         ERR("Can't find a suitable iPixelFormat\n");
1173         return FALSE;
1174     } else if(!iPixelFormat) {
1175         PIXELFORMATDESCRIPTOR pfd;
1176
1177         TRACE("Falling back to ChoosePixelFormat as we weren't able to find an exactly matching pixel format\n");
1178         /* PixelFormat selection */
1179         ZeroMemory(&pfd, sizeof(pfd));
1180         pfd.nSize      = sizeof(pfd);
1181         pfd.nVersion   = 1;
1182         pfd.dwFlags    = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
1183         pfd.iPixelType = PFD_TYPE_RGBA;
1184         pfd.cAlphaBits = alphaBits;
1185         pfd.cColorBits = colorBits;
1186         pfd.cDepthBits = depthBits;
1187         pfd.cStencilBits = stencilBits;
1188         pfd.iLayerType = PFD_MAIN_PLANE;
1189
1190         iPixelFormat = ChoosePixelFormat(hdc, &pfd);
1191         if(!iPixelFormat) {
1192             /* If this happens something is very wrong as ChoosePixelFormat barely fails */
1193             ERR("Can't find a suitable iPixelFormat\n");
1194             return FALSE;
1195         }
1196     }
1197
1198     TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s\n",
1199             iPixelFormat, debug_d3dformat(color_format_desc->format), debug_d3dformat(ds_format_desc->format));
1200     return iPixelFormat;
1201 }
1202
1203 /*****************************************************************************
1204  * context_create
1205  *
1206  * Creates a new context.
1207  *
1208  * * Params:
1209  *  This: Device to activate the context for
1210  *  target: Surface this context will render to
1211  *  win_handle: handle to the window which we are drawing to
1212  *  pPresentParameters: contains the pixelformats to use for onscreen rendering
1213  *
1214  *****************************************************************************/
1215 struct wined3d_context *context_create(IWineD3DSwapChainImpl *swapchain, IWineD3DSurfaceImpl *target,
1216         const struct wined3d_format_desc *ds_format_desc)
1217 {
1218     IWineD3DDeviceImpl *device = swapchain->device;
1219     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1220     const struct wined3d_format_desc *color_format_desc;
1221     struct wined3d_context *ret;
1222     PIXELFORMATDESCRIPTOR pfd;
1223     BOOL auxBuffers = FALSE;
1224     int numSamples = 0;
1225     int pixel_format;
1226     unsigned int s;
1227     DWORD state;
1228     HGLRC ctx;
1229     HDC hdc;
1230
1231     TRACE("swapchain %p, target %p, window %p.\n", swapchain, target, swapchain->win_handle);
1232
1233     ret = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*ret));
1234     if (!ret)
1235     {
1236         ERR("Failed to allocate context memory.\n");
1237         return NULL;
1238     }
1239
1240     if (!(hdc = GetDC(swapchain->win_handle)))
1241     {
1242         ERR("Failed to retrieve a device context.\n");
1243         goto out;
1244     }
1245
1246     color_format_desc = target->resource.format_desc;
1247
1248     /* In case of ORM_BACKBUFFER, make sure to request an alpha component for
1249      * X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
1250     if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
1251     {
1252         auxBuffers = TRUE;
1253
1254         if (color_format_desc->format == WINED3DFMT_B4G4R4X4_UNORM)
1255             color_format_desc = getFormatDescEntry(WINED3DFMT_B4G4R4A4_UNORM, gl_info);
1256         else if (color_format_desc->format == WINED3DFMT_B8G8R8X8_UNORM)
1257             color_format_desc = getFormatDescEntry(WINED3DFMT_B8G8R8A8_UNORM, gl_info);
1258     }
1259
1260     /* DirectDraw supports 8bit paletted render targets and these are used by
1261      * old games like Starcraft and C&C. Most modern hardware doesn't support
1262      * 8bit natively so we perform some form of 8bit -> 32bit conversion. The
1263      * conversion (ab)uses the alpha component for storing the palette index.
1264      * For this reason we require a format with 8bit alpha, so request
1265      * A8R8G8B8. */
1266     if (color_format_desc->format == WINED3DFMT_P8_UINT)
1267         color_format_desc = getFormatDescEntry(WINED3DFMT_B8G8R8A8_UNORM, gl_info);
1268
1269     /* D3D only allows multisampling when SwapEffect is set to WINED3DSWAPEFFECT_DISCARD. */
1270     if (swapchain->presentParms.MultiSampleType && (swapchain->presentParms.SwapEffect == WINED3DSWAPEFFECT_DISCARD))
1271     {
1272         if (!gl_info->supported[ARB_MULTISAMPLE])
1273             WARN("The application is requesting multisampling without support.\n");
1274         else
1275         {
1276             TRACE("Requesting multisample type %#x.\n", swapchain->presentParms.MultiSampleType);
1277             numSamples = swapchain->presentParms.MultiSampleType;
1278         }
1279     }
1280
1281     /* Try to find a pixel format which matches our requirements. */
1282     pixel_format = WineD3D_ChoosePixelFormat(device, hdc, color_format_desc, ds_format_desc,
1283             auxBuffers, numSamples, FALSE /* findCompatible */);
1284
1285     /* Try to locate a compatible format if we weren't able to find anything. */
1286     if (!pixel_format)
1287     {
1288         TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
1289         pixel_format = WineD3D_ChoosePixelFormat(device, hdc, color_format_desc, ds_format_desc,
1290                 auxBuffers, 0 /* numSamples */, TRUE /* findCompatible */);
1291     }
1292
1293     /* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */
1294     if (!pixel_format)
1295     {
1296         ERR("Can't find a suitable pixel format.\n");
1297         goto out;
1298     }
1299
1300     DescribePixelFormat(hdc, pixel_format, sizeof(pfd), &pfd);
1301     if (!context_set_pixel_format(gl_info, hdc, pixel_format))
1302     {
1303         ERR("Failed to set pixel format %d on device context %p.\n", pixel_format, hdc);
1304         goto out;
1305     }
1306
1307     ctx = pwglCreateContext(hdc);
1308     if (device->numContexts)
1309     {
1310         if (!pwglShareLists(device->contexts[0]->glCtx, ctx))
1311         {
1312             DWORD err = GetLastError();
1313             ERR("wglShareLists(%p, %p) failed, last error %#x.\n",
1314                     device->contexts[0]->glCtx, ctx, err);
1315         }
1316     }
1317
1318     if(!ctx) {
1319         ERR("Failed to create a WGL context\n");
1320         goto out;
1321     }
1322
1323     if (!device_context_add(device, ret))
1324     {
1325         ERR("Failed to add the newly created context to the context list\n");
1326         if (!pwglDeleteContext(ctx))
1327         {
1328             DWORD err = GetLastError();
1329             ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, err);
1330         }
1331         goto out;
1332     }
1333
1334     ret->gl_info = gl_info;
1335
1336     /* Mark all states dirty to force a proper initialization of the states
1337      * on the first use of the context. */
1338     for (state = 0; state <= STATE_HIGHEST; ++state)
1339     {
1340         if (device->StateTable[state].representative)
1341             Context_MarkStateDirty(ret, state, device->StateTable);
1342     }
1343
1344     ret->swapchain = swapchain;
1345     ret->current_rt = target;
1346     ret->tid = GetCurrentThreadId();
1347
1348     ret->render_offscreen = surface_is_offscreen(target);
1349     ret->draw_buffer_dirty = TRUE;
1350     ret->valid = 1;
1351
1352     ret->glCtx = ctx;
1353     ret->win_handle = swapchain->win_handle;
1354     ret->hdc = hdc;
1355     ret->pixel_format = pixel_format;
1356
1357     if (device->shader_backend->shader_dirtifyable_constants((IWineD3DDevice *)device))
1358     {
1359         /* Create the dirty constants array and initialize them to dirty */
1360         ret->vshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
1361                 sizeof(*ret->vshader_const_dirty) * device->d3d_vshader_constantF);
1362         ret->pshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
1363                 sizeof(*ret->pshader_const_dirty) * device->d3d_pshader_constantF);
1364         memset(ret->vshader_const_dirty, 1,
1365                sizeof(*ret->vshader_const_dirty) * device->d3d_vshader_constantF);
1366         memset(ret->pshader_const_dirty, 1,
1367                 sizeof(*ret->pshader_const_dirty) * device->d3d_pshader_constantF);
1368     }
1369
1370     ret->blit_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1371             gl_info->limits.buffers * sizeof(*ret->blit_targets));
1372     if (!ret->blit_targets) goto out;
1373
1374     ret->free_occlusion_query_size = 4;
1375     ret->free_occlusion_queries = HeapAlloc(GetProcessHeap(), 0,
1376             ret->free_occlusion_query_size * sizeof(*ret->free_occlusion_queries));
1377     if (!ret->free_occlusion_queries) goto out;
1378
1379     list_init(&ret->occlusion_queries);
1380
1381     ret->free_event_query_size = 4;
1382     ret->free_event_queries = HeapAlloc(GetProcessHeap(), 0,
1383             ret->free_event_query_size * sizeof(*ret->free_event_queries));
1384     if (!ret->free_event_queries) goto out;
1385
1386     list_init(&ret->event_queries);
1387
1388     TRACE("Successfully created new context %p\n", ret);
1389
1390     list_init(&ret->fbo_list);
1391     list_init(&ret->fbo_destroy_list);
1392
1393     context_enter(ret);
1394
1395     /* Set up the context defaults */
1396     if (!context_set_current(ret))
1397     {
1398         ERR("Cannot activate context to set up defaults\n");
1399         context_release(ret);
1400         goto out;
1401     }
1402
1403     ENTER_GL();
1404
1405     glGetIntegerv(GL_AUX_BUFFERS, &ret->aux_buffers);
1406
1407     TRACE("Setting up the screen\n");
1408     /* Clear the screen */
1409     glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
1410     checkGLcall("glClearColor");
1411     glClearIndex(0);
1412     glClearDepth(1);
1413     glClearStencil(0xffff);
1414
1415     checkGLcall("glClear");
1416
1417     glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
1418     checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
1419
1420     glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
1421     checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
1422
1423     glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
1424     checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
1425
1426     glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);
1427     checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);");
1428     glPixelStorei(GL_UNPACK_ALIGNMENT, device->surface_alignment);
1429     checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, device->surface_alignment);");
1430
1431     if (gl_info->supported[APPLE_CLIENT_STORAGE])
1432     {
1433         /* Most textures will use client storage if supported. Exceptions are non-native power of 2 textures
1434          * and textures in DIB sections(due to the memory protection).
1435          */
1436         glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
1437         checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1438     }
1439     if (gl_info->supported[ARB_VERTEX_BLEND])
1440     {
1441         /* Direct3D always uses n-1 weights for n world matrices and uses 1 - sum for the last one
1442          * this is equal to GL_WEIGHT_SUM_UNITY_ARB. Enabling it doesn't do anything unless
1443          * GL_VERTEX_BLEND_ARB isn't enabled too
1444          */
1445         glEnable(GL_WEIGHT_SUM_UNITY_ARB);
1446         checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
1447     }
1448     if (gl_info->supported[NV_TEXTURE_SHADER2])
1449     {
1450         /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
1451          * the previous texture where to source the offset from is always unit - 1.
1452          */
1453         for (s = 1; s < gl_info->limits.textures; ++s)
1454         {
1455             GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
1456             glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + s - 1);
1457             checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...");
1458         }
1459     }
1460     if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
1461     {
1462         /* MacOS(radeon X1600 at least, but most likely others too) refuses to draw if GLSL and ARBFP are
1463          * enabled, but the currently bound arbfp program is 0. Enabling ARBFP with prog 0 is invalid, but
1464          * GLSL should bypass this. This causes problems in programs that never use the fixed function pipeline,
1465          * because the ARBFP extension is enabled by the ARBFP pipeline at context creation, but no program
1466          * is ever assigned.
1467          *
1468          * So make sure a program is assigned to each context. The first real ARBFP use will set a different
1469          * program and the dummy program is destroyed when the context is destroyed.
1470          */
1471         const char *dummy_program =
1472                 "!!ARBfp1.0\n"
1473                 "MOV result.color, fragment.color.primary;\n"
1474                 "END\n";
1475         GL_EXTCALL(glGenProgramsARB(1, &ret->dummy_arbfp_prog));
1476         GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret->dummy_arbfp_prog));
1477         GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(dummy_program), dummy_program));
1478     }
1479
1480     for (s = 0; s < gl_info->limits.point_sprite_units; ++s)
1481     {
1482         GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
1483         glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
1484         checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)");
1485     }
1486
1487     if (gl_info->supported[ARB_PROVOKING_VERTEX])
1488     {
1489         GL_EXTCALL(glProvokingVertex(GL_FIRST_VERTEX_CONVENTION));
1490     }
1491     else if (gl_info->supported[EXT_PROVOKING_VERTEX])
1492     {
1493         GL_EXTCALL(glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT));
1494     }
1495
1496     LEAVE_GL();
1497
1498     device->frag_pipe->enable_extension((IWineD3DDevice *)device, TRUE);
1499
1500     TRACE("Created context %p.\n", ret);
1501
1502     return ret;
1503
1504 out:
1505     HeapFree(GetProcessHeap(), 0, ret->free_event_queries);
1506     HeapFree(GetProcessHeap(), 0, ret->free_occlusion_queries);
1507     HeapFree(GetProcessHeap(), 0, ret->blit_targets);
1508     HeapFree(GetProcessHeap(), 0, ret->pshader_const_dirty);
1509     HeapFree(GetProcessHeap(), 0, ret->vshader_const_dirty);
1510     HeapFree(GetProcessHeap(), 0, ret);
1511     return NULL;
1512 }
1513
1514 /*****************************************************************************
1515  * context_destroy
1516  *
1517  * Destroys a wined3d context
1518  *
1519  * Params:
1520  *  This: Device to activate the context for
1521  *  context: Context to destroy
1522  *
1523  *****************************************************************************/
1524 void context_destroy(IWineD3DDeviceImpl *This, struct wined3d_context *context)
1525 {
1526     BOOL destroy;
1527
1528     TRACE("Destroying ctx %p\n", context);
1529
1530     if (context->tid == GetCurrentThreadId() || !context->current)
1531     {
1532         context_destroy_gl_resources(context);
1533         TlsSetValue(wined3d_context_tls_idx, NULL);
1534         destroy = TRUE;
1535     }
1536     else
1537     {
1538         context->destroyed = 1;
1539         destroy = FALSE;
1540     }
1541
1542     HeapFree(GetProcessHeap(), 0, context->blit_targets);
1543     HeapFree(GetProcessHeap(), 0, context->vshader_const_dirty);
1544     HeapFree(GetProcessHeap(), 0, context->pshader_const_dirty);
1545     device_context_remove(This, context);
1546     if (destroy) HeapFree(GetProcessHeap(), 0, context);
1547 }
1548
1549 /* GL locking is done by the caller */
1550 static inline void set_blit_dimension(UINT width, UINT height) {
1551     glMatrixMode(GL_PROJECTION);
1552     checkGLcall("glMatrixMode(GL_PROJECTION)");
1553     glLoadIdentity();
1554     checkGLcall("glLoadIdentity()");
1555     glOrtho(0, width, height, 0, 0.0, -1.0);
1556     checkGLcall("glOrtho");
1557     glViewport(0, 0, width, height);
1558     checkGLcall("glViewport");
1559 }
1560
1561 /*****************************************************************************
1562  * SetupForBlit
1563  *
1564  * Sets up a context for DirectDraw blitting.
1565  * All texture units are disabled, texture unit 0 is set as current unit
1566  * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
1567  * color writing enabled for all channels
1568  * register combiners disabled, shaders disabled
1569  * world matrix is set to identity, texture matrix 0 too
1570  * projection matrix is setup for drawing screen coordinates
1571  *
1572  * Params:
1573  *  This: Device to activate the context for
1574  *  context: Context to setup
1575  *
1576  *****************************************************************************/
1577 /* Context activation is done by the caller. */
1578 static void SetupForBlit(IWineD3DDeviceImpl *This, struct wined3d_context *context)
1579 {
1580     int i;
1581     const struct StateEntry *StateTable = This->StateTable;
1582     const struct wined3d_gl_info *gl_info = context->gl_info;
1583     UINT width = context->current_rt->currentDesc.Width;
1584     UINT height = context->current_rt->currentDesc.Height;
1585     DWORD sampler;
1586
1587     TRACE("Setting up context %p for blitting\n", context);
1588     if(context->last_was_blit) {
1589         if(context->blit_w != width || context->blit_h != height) {
1590             ENTER_GL();
1591             set_blit_dimension(width, height);
1592             LEAVE_GL();
1593             context->blit_w = width; context->blit_h = height;
1594             /* No need to dirtify here, the states are still dirtified because they weren't
1595              * applied since the last SetupForBlit call. Otherwise last_was_blit would not
1596              * be set
1597              */
1598         }
1599         TRACE("Context is already set up for blitting, nothing to do\n");
1600         return;
1601     }
1602     context->last_was_blit = TRUE;
1603
1604     /* TODO: Use a display list */
1605
1606     /* Disable shaders */
1607     ENTER_GL();
1608     This->shader_backend->shader_select(context, FALSE, FALSE);
1609     LEAVE_GL();
1610
1611     Context_MarkStateDirty(context, STATE_VSHADER, StateTable);
1612     Context_MarkStateDirty(context, STATE_PIXELSHADER, StateTable);
1613
1614     /* Call ENTER_GL() once for all gl calls below. In theory we should not call
1615      * helper functions in between gl calls. This function is full of Context_MarkStateDirty
1616      * which can safely be called from here, we only lock once instead locking/unlocking
1617      * after each GL call.
1618      */
1619     ENTER_GL();
1620
1621     /* Disable all textures. The caller can then bind a texture it wants to blit
1622      * from
1623      *
1624      * The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
1625      * function texture unit. No need to care for higher samplers
1626      */
1627     for (i = gl_info->limits.textures - 1; i > 0 ; --i)
1628     {
1629         sampler = This->rev_tex_unit_map[i];
1630         GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
1631         checkGLcall("glActiveTextureARB");
1632
1633         if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1634         {
1635             glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1636             checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1637         }
1638         glDisable(GL_TEXTURE_3D);
1639         checkGLcall("glDisable GL_TEXTURE_3D");
1640         if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1641         {
1642             glDisable(GL_TEXTURE_RECTANGLE_ARB);
1643             checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1644         }
1645         glDisable(GL_TEXTURE_2D);
1646         checkGLcall("glDisable GL_TEXTURE_2D");
1647
1648         glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1649         checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
1650
1651         if (sampler != WINED3D_UNMAPPED_STAGE)
1652         {
1653             if (sampler < MAX_TEXTURES) {
1654                 Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
1655             }
1656             Context_MarkStateDirty(context, STATE_SAMPLER(sampler), StateTable);
1657         }
1658     }
1659     GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
1660     checkGLcall("glActiveTextureARB");
1661
1662     sampler = This->rev_tex_unit_map[0];
1663
1664     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1665     {
1666         glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1667         checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
1668     }
1669     glDisable(GL_TEXTURE_3D);
1670     checkGLcall("glDisable GL_TEXTURE_3D");
1671     if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1672     {
1673         glDisable(GL_TEXTURE_RECTANGLE_ARB);
1674         checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
1675     }
1676     glDisable(GL_TEXTURE_2D);
1677     checkGLcall("glDisable GL_TEXTURE_2D");
1678
1679     glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1680
1681     glMatrixMode(GL_TEXTURE);
1682     checkGLcall("glMatrixMode(GL_TEXTURE)");
1683     glLoadIdentity();
1684     checkGLcall("glLoadIdentity()");
1685
1686     if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
1687     {
1688         glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
1689                   GL_TEXTURE_LOD_BIAS_EXT,
1690                   0.0f);
1691         checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
1692     }
1693
1694     if (sampler != WINED3D_UNMAPPED_STAGE)
1695     {
1696         if (sampler < MAX_TEXTURES) {
1697             Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + sampler), StateTable);
1698             Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
1699         }
1700         Context_MarkStateDirty(context, STATE_SAMPLER(sampler), StateTable);
1701     }
1702
1703     /* Other misc states */
1704     glDisable(GL_ALPHA_TEST);
1705     checkGLcall("glDisable(GL_ALPHA_TEST)");
1706     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHATESTENABLE), StateTable);
1707     glDisable(GL_LIGHTING);
1708     checkGLcall("glDisable GL_LIGHTING");
1709     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING), StateTable);
1710     glDisable(GL_DEPTH_TEST);
1711     checkGLcall("glDisable GL_DEPTH_TEST");
1712     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ZENABLE), StateTable);
1713     glDisableWINE(GL_FOG);
1714     checkGLcall("glDisable GL_FOG");
1715     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE), StateTable);
1716     glDisable(GL_BLEND);
1717     checkGLcall("glDisable GL_BLEND");
1718     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
1719     glDisable(GL_CULL_FACE);
1720     checkGLcall("glDisable GL_CULL_FACE");
1721     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CULLMODE), StateTable);
1722     glDisable(GL_STENCIL_TEST);
1723     checkGLcall("glDisable GL_STENCIL_TEST");
1724     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_STENCILENABLE), StateTable);
1725     glDisable(GL_SCISSOR_TEST);
1726     checkGLcall("glDisable GL_SCISSOR_TEST");
1727     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), StateTable);
1728     if (gl_info->supported[ARB_POINT_SPRITE])
1729     {
1730         glDisable(GL_POINT_SPRITE_ARB);
1731         checkGLcall("glDisable GL_POINT_SPRITE_ARB");
1732         Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), StateTable);
1733     }
1734     glColorMask(GL_TRUE, GL_TRUE,GL_TRUE,GL_TRUE);
1735     checkGLcall("glColorMask");
1736     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE), StateTable);
1737     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), StateTable);
1738     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), StateTable);
1739     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), StateTable);
1740     if (gl_info->supported[EXT_SECONDARY_COLOR])
1741     {
1742         glDisable(GL_COLOR_SUM_EXT);
1743         Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SPECULARENABLE), StateTable);
1744         checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
1745     }
1746
1747     /* Setup transforms */
1748     glMatrixMode(GL_MODELVIEW);
1749     checkGLcall("glMatrixMode(GL_MODELVIEW)");
1750     glLoadIdentity();
1751     checkGLcall("glLoadIdentity()");
1752     Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), StateTable);
1753
1754     context->last_was_rhw = TRUE;
1755     Context_MarkStateDirty(context, STATE_VDECL, StateTable); /* because of last_was_rhw = TRUE */
1756
1757     glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)");
1758     glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)");
1759     glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)");
1760     glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)");
1761     glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)");
1762     glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)");
1763     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING), StateTable);
1764
1765     set_blit_dimension(width, height);
1766
1767     LEAVE_GL();
1768
1769     context->blit_w = width; context->blit_h = height;
1770     Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
1771     Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable);
1772
1773
1774     This->frag_pipe->enable_extension((IWineD3DDevice *) This, FALSE);
1775 }
1776
1777 /*****************************************************************************
1778  * findThreadContextForSwapChain
1779  *
1780  * Searches a swapchain for all contexts and picks one for the thread tid.
1781  * If none can be found the swapchain is requested to create a new context
1782  *
1783  *****************************************************************************/
1784 static struct wined3d_context *findThreadContextForSwapChain(IWineD3DSwapChain *swapchain, DWORD tid)
1785 {
1786     unsigned int i;
1787
1788     for(i = 0; i < ((IWineD3DSwapChainImpl *) swapchain)->num_contexts; i++) {
1789         if(((IWineD3DSwapChainImpl *) swapchain)->context[i]->tid == tid) {
1790             return ((IWineD3DSwapChainImpl *) swapchain)->context[i];
1791         }
1792
1793     }
1794
1795     /* Create a new context for the thread */
1796     return swapchain_create_context_for_thread(swapchain);
1797 }
1798
1799 /*****************************************************************************
1800  * FindContext
1801  *
1802  * Finds a context for the current render target and thread
1803  *
1804  * Parameters:
1805  *  target: Render target to find the context for
1806  *  tid: Thread to activate the context for
1807  *
1808  * Returns: The needed context
1809  *
1810  *****************************************************************************/
1811 static struct wined3d_context *FindContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target)
1812 {
1813     IWineD3DSwapChain *swapchain = NULL;
1814     struct wined3d_context *current_context = context_get_current();
1815     DWORD tid = GetCurrentThreadId();
1816     struct wined3d_context *context;
1817
1818     if (current_context && current_context->destroyed) current_context = NULL;
1819
1820     if (!target)
1821     {
1822         if (current_context
1823                 && current_context->current_rt
1824                 && current_context->swapchain->device == This)
1825         {
1826             target = current_context->current_rt;
1827         }
1828         else
1829         {
1830             IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *)This->swapchains[0];
1831             if (swapchain->back_buffers) target = swapchain->back_buffers[0];
1832             else target = swapchain->front_buffer;
1833         }
1834     }
1835
1836     if (current_context && current_context->current_rt == target)
1837     {
1838         context_validate(current_context);
1839         return current_context;
1840     }
1841
1842     if (target->Flags & SFLAG_SWAPCHAIN)
1843     {
1844         TRACE("Rendering onscreen\n");
1845
1846         swapchain = (IWineD3DSwapChain *)target->container;
1847         context = findThreadContextForSwapChain(swapchain, tid);
1848     }
1849     else
1850     {
1851         TRACE("Rendering offscreen\n");
1852
1853         /* Stay with the currently active context. */
1854         if (current_context && current_context->swapchain->device == This)
1855         {
1856             context = current_context;
1857         }
1858         else
1859         {
1860             /* This may happen if the app jumps straight into offscreen rendering
1861              * Start using the context of the primary swapchain. tid == 0 is no problem
1862              * for findThreadContextForSwapChain.
1863              *
1864              * Can also happen on thread switches - in that case findThreadContextForSwapChain
1865              * is perfect to call. */
1866             context = findThreadContextForSwapChain(This->swapchains[0], tid);
1867         }
1868     }
1869
1870     context_validate(context);
1871
1872     return context;
1873 }
1874
1875 /* Context activation is done by the caller. */
1876 static void context_apply_draw_buffer(struct wined3d_context *context, BOOL blit)
1877 {
1878     const struct wined3d_gl_info *gl_info = context->gl_info;
1879     IWineD3DSurfaceImpl *rt = context->current_rt;
1880     IWineD3DDeviceImpl *device;
1881
1882     device = rt->resource.device;
1883     if (!surface_is_offscreen(rt))
1884     {
1885         ENTER_GL();
1886         glDrawBuffer(surface_get_gl_buffer(rt));
1887         checkGLcall("glDrawBuffers()");
1888         LEAVE_GL();
1889     }
1890     else
1891     {
1892         ENTER_GL();
1893         if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
1894         {
1895             if (!blit)
1896             {
1897                 unsigned int i;
1898
1899                 for (i = 0; i < gl_info->limits.buffers; ++i)
1900                 {
1901                     if (device->render_targets[i])
1902                         device->draw_buffers[i] = GL_COLOR_ATTACHMENT0 + i;
1903                     else
1904                         device->draw_buffers[i] = GL_NONE;
1905                 }
1906
1907                 if (gl_info->supported[ARB_DRAW_BUFFERS])
1908                 {
1909                     GL_EXTCALL(glDrawBuffersARB(gl_info->limits.buffers, device->draw_buffers));
1910                     checkGLcall("glDrawBuffers()");
1911                 }
1912                 else
1913                 {
1914                     glDrawBuffer(device->draw_buffers[0]);
1915                     checkGLcall("glDrawBuffer()");
1916                 }
1917             } else {
1918                 glDrawBuffer(GL_COLOR_ATTACHMENT0);
1919                 checkGLcall("glDrawBuffer()");
1920             }
1921         }
1922         else
1923         {
1924             glDrawBuffer(device->offscreenBuffer);
1925             checkGLcall("glDrawBuffer()");
1926         }
1927         LEAVE_GL();
1928     }
1929 }
1930
1931 /* GL locking is done by the caller. */
1932 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer)
1933 {
1934     glDrawBuffer(buffer);
1935     checkGLcall("glDrawBuffer()");
1936     context->draw_buffer_dirty = TRUE;
1937 }
1938
1939 static inline void context_set_render_offscreen(struct wined3d_context *context, const struct StateEntry *StateTable,
1940         BOOL offscreen)
1941 {
1942     if (context->render_offscreen == offscreen) return;
1943
1944     Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable);
1945     Context_MarkStateDirty(context, STATE_VDECL, StateTable);
1946     Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
1947     Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
1948     Context_MarkStateDirty(context, STATE_FRONTFACE, StateTable);
1949     context->render_offscreen = offscreen;
1950 }
1951
1952 static BOOL match_depth_stencil_format(const struct wined3d_format_desc *existing,
1953         const struct wined3d_format_desc *required)
1954 {
1955     short existing_depth, existing_stencil, required_depth, required_stencil;
1956
1957     if(existing == required) return TRUE;
1958     if((existing->Flags & WINED3DFMT_FLAG_FLOAT) != (required->Flags & WINED3DFMT_FLAG_FLOAT)) return FALSE;
1959
1960     getDepthStencilBits(existing, &existing_depth, &existing_stencil);
1961     getDepthStencilBits(required, &required_depth, &required_stencil);
1962
1963     if(existing_depth < required_depth) return FALSE;
1964     /* If stencil bits are used the exact amount is required - otherwise wrapping
1965      * won't work correctly */
1966     if(required_stencil && required_stencil != existing_stencil) return FALSE;
1967     return TRUE;
1968 }
1969 /* The caller provides a context */
1970 static void context_validate_onscreen_formats(IWineD3DDeviceImpl *device,
1971         struct wined3d_context *context, IWineD3DSurfaceImpl *depth_stencil)
1972 {
1973     /* Onscreen surfaces are always in a swapchain */
1974     IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *)context->current_rt->container;
1975
1976     if (context->render_offscreen || !depth_stencil) return;
1977     if (match_depth_stencil_format(swapchain->ds_format, depth_stencil->resource.format_desc)) return;
1978
1979     /* TODO: If the requested format would satisfy the needs of the existing one(reverse match),
1980      * or no onscreen depth buffer was created, the OpenGL drawable could be changed to the new
1981      * format. */
1982     WARN("Depth stencil format is not supported by WGL, rendering the backbuffer in an FBO\n");
1983
1984     /* The currently active context is the necessary context to access the swapchain's onscreen buffers */
1985     IWineD3DSurface_LoadLocation((IWineD3DSurface *)context->current_rt, SFLAG_INTEXTURE, NULL);
1986     swapchain->render_to_fbo = TRUE;
1987     context_set_render_offscreen(context, device->StateTable, TRUE);
1988 }
1989
1990 /* Context activation is done by the caller. */
1991 void context_apply_blit_state(struct wined3d_context *context, IWineD3DDeviceImpl *device)
1992 {
1993     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
1994     {
1995         context_validate_onscreen_formats(device, context, NULL);
1996
1997         if (context->render_offscreen)
1998         {
1999             FIXME("Applying blit state for an offscreen target with ORM_FBO. This should be avoided.\n");
2000             surface_internal_preload(context->current_rt, SRGB_RGB);
2001
2002             ENTER_GL();
2003             context_apply_fbo_state_blit(context, GL_FRAMEBUFFER, context->current_rt, NULL);
2004             LEAVE_GL();
2005         }
2006         else
2007         {
2008             ENTER_GL();
2009             context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
2010             LEAVE_GL();
2011         }
2012
2013         context->draw_buffer_dirty = TRUE;
2014     }
2015
2016     if (context->draw_buffer_dirty)
2017     {
2018         context_apply_draw_buffer(context, TRUE);
2019         if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2020             context->draw_buffer_dirty = FALSE;
2021     }
2022
2023     SetupForBlit(device, context);
2024 }
2025
2026 /* Context activation is done by the caller. */
2027 void context_apply_clear_state(struct wined3d_context *context, IWineD3DDeviceImpl *device,
2028         IWineD3DSurfaceImpl *render_target, IWineD3DSurfaceImpl *depth_stencil)
2029 {
2030     const struct StateEntry *state_table = device->StateTable;
2031     GLenum buffer;
2032
2033     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2034     {
2035         context_validate_onscreen_formats(device, context, depth_stencil);
2036
2037         ENTER_GL();
2038         context_apply_fbo_state_blit(context, GL_FRAMEBUFFER, render_target, depth_stencil);
2039         LEAVE_GL();
2040     }
2041
2042     if (!surface_is_offscreen(render_target))
2043         buffer = surface_get_gl_buffer(render_target);
2044     else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2045         buffer = GL_COLOR_ATTACHMENT0;
2046     else
2047         buffer = device->offscreenBuffer;
2048
2049     ENTER_GL();
2050     context_set_draw_buffer(context, buffer);
2051     LEAVE_GL();
2052
2053     if (context->last_was_blit)
2054     {
2055         device->frag_pipe->enable_extension((IWineD3DDevice *)device, TRUE);
2056     }
2057
2058     /* Blending and clearing should be orthogonal, but tests on the nvidia
2059      * driver show that disabling blending when clearing improves the clearing
2060      * performance incredibly. */
2061     ENTER_GL();
2062     glDisable(GL_BLEND);
2063     glEnable(GL_SCISSOR_TEST);
2064     checkGLcall("glEnable GL_SCISSOR_TEST");
2065     LEAVE_GL();
2066
2067     context->last_was_blit = FALSE;
2068     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_table);
2069     Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), state_table);
2070     Context_MarkStateDirty(context, STATE_SCISSORRECT, state_table);
2071 }
2072
2073 /* Context activation is done by the caller. */
2074 void context_apply_draw_state(struct wined3d_context *context, IWineD3DDeviceImpl *device)
2075 {
2076     const struct StateEntry *state_table = device->StateTable;
2077     unsigned int i;
2078
2079     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2080     {
2081         context_validate_onscreen_formats(device, context, device->depth_stencil);
2082
2083         if (!context->render_offscreen)
2084         {
2085             ENTER_GL();
2086             context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, NULL);
2087             LEAVE_GL();
2088         }
2089         else
2090         {
2091             ENTER_GL();
2092             context_apply_fbo_state(context, GL_FRAMEBUFFER, device->render_targets, device->depth_stencil);
2093             LEAVE_GL();
2094         }
2095     }
2096
2097     if (context->draw_buffer_dirty)
2098     {
2099         context_apply_draw_buffer(context, FALSE);
2100         context->draw_buffer_dirty = FALSE;
2101     }
2102
2103     if (context->last_was_blit)
2104     {
2105         device->frag_pipe->enable_extension((IWineD3DDevice *)device, TRUE);
2106     }
2107
2108     IWineD3DDeviceImpl_FindTexUnitMap(device);
2109     device_preload_textures(device);
2110     if (isStateDirty(context, STATE_VDECL))
2111         device_update_stream_info(device, context->gl_info);
2112
2113     ENTER_GL();
2114     for (i = 0; i < context->numDirtyEntries; ++i)
2115     {
2116         DWORD rep = context->dirtyArray[i];
2117         DWORD idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
2118         BYTE shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
2119         context->isStateDirty[idx] &= ~(1 << shift);
2120         state_table[rep].apply(rep, device->stateBlock, context);
2121     }
2122     LEAVE_GL();
2123     context->numDirtyEntries = 0; /* This makes the whole list clean */
2124     context->last_was_blit = FALSE;
2125 }
2126
2127 static void context_setup_target(IWineD3DDeviceImpl *device,
2128         struct wined3d_context *context, IWineD3DSurfaceImpl *target)
2129 {
2130     BOOL old_render_offscreen = context->render_offscreen, render_offscreen;
2131     const struct StateEntry *StateTable = device->StateTable;
2132
2133     if (!target) return;
2134     else if (context->current_rt == target) return;
2135     render_offscreen = surface_is_offscreen(target);
2136
2137     context_set_render_offscreen(context, StateTable, render_offscreen);
2138
2139     /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
2140      * the alpha blend state changes with different render target formats. */
2141     if (!context->current_rt)
2142     {
2143         Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
2144     }
2145     else
2146     {
2147         const struct wined3d_format_desc *old = context->current_rt->resource.format_desc;
2148         const struct wined3d_format_desc *new = target->resource.format_desc;
2149
2150         if (old->format != new->format)
2151         {
2152             /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
2153             if ((old->alpha_mask && !new->alpha_mask) || (!old->alpha_mask && new->alpha_mask)
2154                     || !(new->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
2155             {
2156                 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
2157             }
2158         }
2159
2160         /* When switching away from an offscreen render target, and we're not
2161          * using FBOs, we have to read the drawable into the texture. This is
2162          * done via PreLoad (and SFLAG_INDRAWABLE set on the surface). There
2163          * are some things that need care though. PreLoad needs a GL context,
2164          * and FindContext is called before the context is activated. It also
2165          * has to be called with the old rendertarget active, otherwise a
2166          * wrong drawable is read. */
2167         if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
2168                 && old_render_offscreen && context->current_rt != target)
2169         {
2170             BOOL oldInDraw = device->isInDraw;
2171
2172             /* surface_internal_preload() requires a context to load the
2173              * texture, so it will call context_acquire(). Set isInDraw to true
2174              * to signal surface_internal_preload() that it has a context. */
2175
2176             /* FIXME: This is just broken. There's no guarantee whatsoever
2177              * that the currently active context, if any, is appropriate for
2178              * reading back the render target. We should probably call
2179              * context_set_current(context) here and then rely on
2180              * context_acquire() doing the right thing. */
2181             device->isInDraw = TRUE;
2182
2183             /* Read the back buffer of the old drawable into the destination texture. */
2184             if (context->current_rt->texture_name_srgb)
2185             {
2186                 surface_internal_preload(context->current_rt, SRGB_BOTH);
2187             }
2188             else
2189             {
2190                 surface_internal_preload(context->current_rt, SRGB_RGB);
2191             }
2192
2193             IWineD3DSurface_ModifyLocation((IWineD3DSurface *)context->current_rt, SFLAG_INDRAWABLE, FALSE);
2194
2195             device->isInDraw = oldInDraw;
2196         }
2197     }
2198
2199     context->draw_buffer_dirty = TRUE;
2200     context->current_rt = target;
2201 }
2202
2203 /*****************************************************************************
2204  * context_acquire
2205  *
2206  * Finds a rendering context and drawable matching the device and render
2207  * target for the current thread, activates them and puts them into the
2208  * requested state.
2209  *
2210  * Params:
2211  *  This: Device to activate the context for
2212  *  target: Requested render target
2213  *  usage: Prepares the context for blitting, drawing or other actions
2214  *
2215  *****************************************************************************/
2216 struct wined3d_context *context_acquire(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *target)
2217 {
2218     struct wined3d_context *current_context = context_get_current();
2219     struct wined3d_context *context;
2220
2221     TRACE("device %p, target %p.\n", device, target);
2222
2223     context = FindContext(device, target);
2224     context_setup_target(device, context, target);
2225     context_enter(context);
2226     if (!context->valid) return context;
2227
2228     if (context != current_context)
2229     {
2230         if (!context_set_current(context)) ERR("Failed to activate the new context.\n");
2231         else device->frag_pipe->enable_extension((IWineD3DDevice *)device, !context->last_was_blit);
2232
2233         if (context->vshader_const_dirty)
2234         {
2235             memset(context->vshader_const_dirty, 1,
2236                     sizeof(*context->vshader_const_dirty) * device->d3d_vshader_constantF);
2237             device->highest_dirty_vs_const = device->d3d_vshader_constantF;
2238         }
2239         if (context->pshader_const_dirty)
2240         {
2241             memset(context->pshader_const_dirty, 1,
2242                    sizeof(*context->pshader_const_dirty) * device->d3d_pshader_constantF);
2243             device->highest_dirty_ps_const = device->d3d_pshader_constantF;
2244         }
2245     }
2246     else if (context->restore_ctx)
2247     {
2248         if (!pwglMakeCurrent(context->hdc, context->glCtx))
2249         {
2250             DWORD err = GetLastError();
2251             ERR("Failed to make GL context %p current on device context %p, last error %#x.\n",
2252                     context->hdc, context->glCtx, err);
2253         }
2254     }
2255
2256     return context;
2257 }