text: /*
   * Context and render target management in wined3d
   *
   * Copyright 2002-2004 Jason Edmeades
   * Copyright 2002-2004 Raphael Junqueira
   * Copyright 2004 Christian Costa
   * Copyright 2005 Oliver Stieber
   * Copyright 2006, 2008 Henri Verbeet
   * Copyright 2007-2011, 2013 Stefan Dösinger for CodeWeavers
   * Copyright 2009-2011 Henri Verbeet for CodeWeavers
   *
   * This library is free software; you can redistribute it and/or
   * modify it under the terms of the GNU Lesser General Public
   * License as published by the Free Software Foundation; either
   * version 2.1 of the License, or (at your option) any later version.
   *
   * This library is distributed in the hope that it will be useful,
   * but WITHOUT ANY WARRANTY; without even the implied warranty of
   * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
   * Lesser General Public License for more details.
   *
   * You should have received a copy of the GNU Lesser General Public
   * License along with this library; if not, write to the Free Software
   * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
   */
  
  #include "config.h"
  #include "wine/port.h"
  
  #include "wined3d_private.h"
  
  WINE_DEFAULT_DEBUG_CHANNEL(d3d);
  WINE_DECLARE_DEBUG_CHANNEL(d3d_perf);
  WINE_DECLARE_DEBUG_CHANNEL(d3d_synchronous);
  
  #define WINED3D_MAX_FBO_ENTRIES 64
  #define WINED3D_ALL_LAYERS (~0u)
  
  static DWORD wined3d_context_tls_idx;
  
  /* Note that except for WINED3DPT_POINTLIST and WINED3DPT_LINELIST these
   * actually have the same values in GL and D3D. */
  static GLenum gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type)
  {
      switch (primitive_type)
      {
          case WINED3D_PT_POINTLIST:
              return GL_POINTS;
  
          case WINED3D_PT_LINELIST:
              return GL_LINES;
  
          case WINED3D_PT_LINESTRIP:
              return GL_LINE_STRIP;
  
          case WINED3D_PT_TRIANGLELIST:
              return GL_TRIANGLES;
  
          case WINED3D_PT_TRIANGLESTRIP:
              return GL_TRIANGLE_STRIP;
  
          case WINED3D_PT_TRIANGLEFAN:
              return GL_TRIANGLE_FAN;
  
          case WINED3D_PT_LINELIST_ADJ:
              return GL_LINES_ADJACENCY_ARB;
  
          case WINED3D_PT_LINESTRIP_ADJ:
              return GL_LINE_STRIP_ADJACENCY_ARB;
  
          case WINED3D_PT_TRIANGLELIST_ADJ:
              return GL_TRIANGLES_ADJACENCY_ARB;
  
          case WINED3D_PT_TRIANGLESTRIP_ADJ:
              return GL_TRIANGLE_STRIP_ADJACENCY_ARB;
  
          case WINED3D_PT_PATCH:
              return GL_PATCHES;
  
          default:
              FIXME("Unhandled primitive type %s.\n", debug_d3dprimitivetype(primitive_type));
          case WINED3D_PT_UNDEFINED:
              return ~0u;
      }
  }
  
  /* FBO helper functions */
  
  /* Context activation is done by the caller. */
  static void wined3d_context_gl_bind_fbo(struct wined3d_context_gl *context_gl, GLenum target, GLuint fbo)
  {
      const struct wined3d_gl_info *gl_info = context_gl->gl_info;
  
      switch (target)
      {
          case GL_READ_FRAMEBUFFER:
              if (context_gl->fbo_read_binding == fbo)
                  return;
              context_gl->fbo_read_binding = fbo;
              break;
  
          case GL_DRAW_FRAMEBUFFER:
              if (context_gl->fbo_draw_binding == fbo)
                  return;
              context_gl->fbo_draw_binding = fbo;
              break;
  
          case GL_FRAMEBUFFER:
              if (context_gl->fbo_read_binding == fbo
                      && context_gl->fbo_draw_binding == fbo)
                  return;
              context_gl->fbo_read_binding = fbo;
              context_gl->fbo_draw_binding = fbo;
              break;
  
          default:
              FIXME("Unhandled target %#x.\n", target);
              break;
      }
  
      gl_info->fbo_ops.glBindFramebuffer(target, fbo);
      checkGLcall("glBindFramebuffer()");
  }
  
  /* Context activation is done by the caller. */
  static void context_clean_fbo_attachments(const struct wined3d_gl_info *gl_info, GLenum target)
  {
      unsigned int i;
  
      for (i = 0; i < gl_info->limits.buffers; ++i)
      {
          gl_info->fbo_ops.glFramebufferTexture2D(target, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, 0, 0);
          checkGLcall("glFramebufferTexture2D()");
      }
      gl_info->fbo_ops.glFramebufferTexture2D(target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
      checkGLcall("glFramebufferTexture2D()");
  
      gl_info->fbo_ops.glFramebufferTexture2D(target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
      checkGLcall("glFramebufferTexture2D()");
  }
  
  /* Context activation is done by the caller. */
  static void wined3d_context_gl_destroy_fbo(struct wined3d_context_gl *context_gl, GLuint fbo)
  {
      const struct wined3d_gl_info *gl_info = context_gl->gl_info;
  
      wined3d_context_gl_bind_fbo(context_gl, GL_FRAMEBUFFER, fbo);
      context_clean_fbo_attachments(gl_info, GL_FRAMEBUFFER);
      wined3d_context_gl_bind_fbo(context_gl, GL_FRAMEBUFFER, 0);
  
      gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
      checkGLcall("glDeleteFramebuffers()");
  }
  
  static void context_attach_depth_stencil_rb(const struct wined3d_gl_info *gl_info,
          GLenum fbo_target, DWORD flags, GLuint rb)
  {
      if (flags & WINED3D_FBO_ENTRY_FLAG_DEPTH)
      {
          gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rb);
          checkGLcall("glFramebufferRenderbuffer()");
      }
  
      if (flags & WINED3D_FBO_ENTRY_FLAG_STENCIL)
      {
          gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb);
          checkGLcall("glFramebufferRenderbuffer()");
      }
  }
  
  static void wined3d_context_gl_attach_gl_texture_fbo(struct wined3d_context_gl *context_gl,
          GLenum fbo_target, GLenum attachment, const struct wined3d_fbo_resource *resource)
  {
      const struct wined3d_gl_info *gl_info = context_gl->gl_info;
  
      if (!resource)
      {
          gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, attachment, GL_TEXTURE_2D, 0, 0);
      }
      else if (resource->layer == WINED3D_ALL_LAYERS)
      {
          if (!gl_info->fbo_ops.glFramebufferTexture)
          {
              FIXME("OpenGL implementation doesn't support glFramebufferTexture().\n");
              return;
          }
  
          gl_info->fbo_ops.glFramebufferTexture(fbo_target, attachment,
                  resource->object, resource->level);
      }
      else if (resource->target == GL_TEXTURE_1D_ARRAY || resource->target == GL_TEXTURE_2D_ARRAY
              || resource->target == GL_TEXTURE_3D)
      {
          if (!gl_info->fbo_ops.glFramebufferTextureLayer)
          {
              FIXME("OpenGL implementation doesn't support glFramebufferTextureLayer().\n");
              return;
          }
  
          gl_info->fbo_ops.glFramebufferTextureLayer(fbo_target, attachment,
                  resource->object, resource->level, resource->layer);
      }
      else if (resource->target == GL_TEXTURE_1D)
      {
          gl_info->fbo_ops.glFramebufferTexture1D(fbo_target, attachment,
                  resource->target, resource->object, resource->level);
      }
      else
      {
          gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, attachment,
                  resource->target, resource->object, resource->level);
      }
      checkGLcall("attach texture to fbo");
  }
  
  /* Context activation is done by the caller. */
  static void wined3d_context_gl_attach_depth_stencil_fbo(struct wined3d_context_gl *context_gl,
          GLenum fbo_target, const struct wined3d_fbo_resource *resource, BOOL rb_namespace,
          uint32_t flags)
  {
      const struct wined3d_gl_info *gl_info = context_gl->gl_info;
  
      if (resource->object)
      {
          TRACE("Attach depth stencil %u.\n", resource->object);
  
          if (rb_namespace)
          {
              context_attach_depth_stencil_rb(gl_info, fbo_target,
                      flags, resource->object);
          }
          else
          {
              if (flags & WINED3D_FBO_ENTRY_FLAG_DEPTH)
                  wined3d_context_gl_attach_gl_texture_fbo(context_gl, fbo_target, GL_DEPTH_ATTACHMENT, resource);
  
              if (flags & WINED3D_FBO_ENTRY_FLAG_STENCIL)
                  wined3d_context_gl_attach_gl_texture_fbo(context_gl, fbo_target, GL_STENCIL_ATTACHMENT, resource);
          }
  
          if (!(flags & WINED3D_FBO_ENTRY_FLAG_DEPTH))
              wined3d_context_gl_attach_gl_texture_fbo(context_gl, fbo_target, GL_DEPTH_ATTACHMENT, NULL);
  
          if (!(flags & WINED3D_FBO_ENTRY_FLAG_STENCIL))
              wined3d_context_gl_attach_gl_texture_fbo(context_gl, fbo_target, GL_STENCIL_ATTACHMENT, NULL);
      }
      else
      {
          TRACE("Attach depth stencil 0.\n");
  
          wined3d_context_gl_attach_gl_texture_fbo(context_gl, fbo_target, GL_DEPTH_ATTACHMENT, NULL);
          wined3d_context_gl_attach_gl_texture_fbo(context_gl, fbo_target, GL_STENCIL_ATTACHMENT, NULL);
      }
  }
  
  /* Context activation is done by the caller. */
  static void wined3d_context_gl_attach_surface_fbo(struct wined3d_context_gl *context_gl,
          GLenum fbo_target, unsigned int idx, const struct wined3d_fbo_resource *resource, BOOL rb_namespace)
  {
      const struct wined3d_gl_info *gl_info = context_gl->gl_info;
  
      TRACE("Attach GL object %u to %u.\n", resource->object, idx);
  
      if (resource->object)
      {
          if (rb_namespace)
          {
              gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_COLOR_ATTACHMENT0 + idx,
                      GL_RENDERBUFFER, resource->object);
              checkGLcall("glFramebufferRenderbuffer()");
          }
          else
          {
              wined3d_context_gl_attach_gl_texture_fbo(context_gl, fbo_target, GL_COLOR_ATTACHMENT0 + idx, resource);
          }
      }
      else
      {
          wined3d_context_gl_attach_gl_texture_fbo(context_gl, fbo_target, GL_COLOR_ATTACHMENT0 + idx, NULL);
      }
  }
  
  static void context_dump_fbo_attachment(const struct wined3d_gl_info *gl_info, GLenum target,
          GLenum attachment)
  {
      static const struct
      {
          GLenum target;
          GLenum binding;
          const char *str;
          enum wined3d_gl_extension extension;
      }
      texture_type[] =
      {
          {GL_TEXTURE_1D,                   GL_TEXTURE_BINDING_1D,                   "1d",          WINED3D_GL_EXT_NONE},
          {GL_TEXTURE_1D_ARRAY,             GL_TEXTURE_BINDING_1D_ARRAY,             "1d-array",    EXT_TEXTURE_ARRAY},
          {GL_TEXTURE_2D,                   GL_TEXTURE_BINDING_2D,                   "2d",          WINED3D_GL_EXT_NONE},
          {GL_TEXTURE_RECTANGLE_ARB,        GL_TEXTURE_BINDING_RECTANGLE_ARB,        "rectangle",   ARB_TEXTURE_RECTANGLE},
          {GL_TEXTURE_2D_ARRAY,             GL_TEXTURE_BINDING_2D_ARRAY,             "2d-array" ,   EXT_TEXTURE_ARRAY},
          {GL_TEXTURE_CUBE_MAP,             GL_TEXTURE_BINDING_CUBE_MAP,             "cube",        ARB_TEXTURE_CUBE_MAP},
          {GL_TEXTURE_2D_MULTISAMPLE,       GL_TEXTURE_BINDING_2D_MULTISAMPLE,       "2d-ms",       ARB_TEXTURE_MULTISAMPLE},
          {GL_TEXTURE_2D_MULTISAMPLE_ARRAY, GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY, "2d-array-ms", ARB_TEXTURE_MULTISAMPLE},
      };
  
      GLint type, name, samples, width, height, old_texture, level, face, fmt, tex_target;
      const char *tex_type_str = NULL;
      unsigned int i;
  
      gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv(target, attachment,
              GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, &name);
      gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv(target, attachment,
              GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &type);
  
      if (type == GL_RENDERBUFFER)
      {
          gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, name);
          gl_info->fbo_ops.glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &width);
          gl_info->fbo_ops.glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &height);
          if (gl_info->limits.samples > 1)
              gl_info->fbo_ops.glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_SAMPLES, &samples);
          else
              samples = 1;
          gl_info->fbo_ops.glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_INTERNAL_FORMAT, &fmt);
          FIXME("    %s: renderbuffer %d, %dx%d, %d samples, format %#x.\n",
                  debug_fboattachment(attachment), name, width, height, samples, fmt);
      }
      else if (type == GL_TEXTURE)
      {
          gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv(target, attachment,
                  GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL, &level);
          gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv(target, attachment,
                  GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE, &face);
  
          if (gl_info->gl_ops.ext.p_glGetTextureParameteriv)
          {
              GL_EXTCALL(glGetTextureParameteriv(name, GL_TEXTURE_TARGET, &tex_target));
  
              for (i = 0; i < ARRAY_SIZE(texture_type); ++i)
              {
                  if (texture_type[i].target == tex_target)
                  {
                      tex_type_str = texture_type[i].str;
                      break;
                  }
              }
              if (i == ARRAY_SIZE(texture_type))
                  tex_type_str = wine_dbg_sprintf("%#x", tex_target);
          }
          else if (face)
          {
              gl_info->gl_ops.gl.p_glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP, &old_texture);
              gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, name);
  
              tex_target = GL_TEXTURE_CUBE_MAP;
              tex_type_str = "cube";
          }
          else
          {
              for (i = 0; i < ARRAY_SIZE(texture_type); ++i)
              {
                  if (!gl_info->supported[texture_type[i].extension])
                      continue;
  
                  gl_info->gl_ops.gl.p_glGetIntegerv(texture_type[i].binding, &old_texture);
                  while (gl_info->gl_ops.gl.p_glGetError());
  
                  gl_info->gl_ops.gl.p_glBindTexture(texture_type[i].target, name);
                  if (!gl_info->gl_ops.gl.p_glGetError())
                  {
                      tex_target = texture_type[i].target;
                      tex_type_str = texture_type[i].str;
                      break;
                  }
                  gl_info->gl_ops.gl.p_glBindTexture(texture_type[i].target, old_texture);
              }
  
              if (!tex_type_str)
              {
                  FIXME("Cannot find type of texture %d.\n", name);
                  return;
              }
          }
  
          if (gl_info->gl_ops.ext.p_glGetTextureParameteriv)
          {
              GL_EXTCALL(glGetTextureLevelParameteriv(name, level, GL_TEXTURE_INTERNAL_FORMAT, &fmt));
              GL_EXTCALL(glGetTextureLevelParameteriv(name, level, GL_TEXTURE_WIDTH, &width));
              GL_EXTCALL(glGetTextureLevelParameteriv(name, level, GL_TEXTURE_HEIGHT, &height));
              GL_EXTCALL(glGetTextureLevelParameteriv(name, level, GL_TEXTURE_SAMPLES, &samples));
          }
          else
          {
              gl_info->gl_ops.gl.p_glGetTexLevelParameteriv(tex_target, level, GL_TEXTURE_INTERNAL_FORMAT, &fmt);
              gl_info->gl_ops.gl.p_glGetTexLevelParameteriv(tex_target, level, GL_TEXTURE_WIDTH, &width);
              gl_info->gl_ops.gl.p_glGetTexLevelParameteriv(tex_target, level, GL_TEXTURE_HEIGHT, &height);
              if (gl_info->supported[ARB_TEXTURE_MULTISAMPLE])
                  gl_info->gl_ops.gl.p_glGetTexLevelParameteriv(tex_target, level, GL_TEXTURE_SAMPLES, &samples);
              else
                  samples = 1;
  
              gl_info->gl_ops.gl.p_glBindTexture(tex_target, old_texture);
          }
  
          FIXME("    %s: %s texture %d, %dx%d, %d samples, format %#x.\n",
                  debug_fboattachment(attachment), tex_type_str, name, width, height, samples, fmt);
      }
      else if (type == GL_NONE)
      {
          FIXME("    %s: NONE.\n", debug_fboattachment(attachment));
      }
      else
      {
          ERR("    %s: Unknown attachment %#x.\n", debug_fboattachment(attachment), type);
      }
  
      checkGLcall("dump FBO attachment");
  }
  
  /* Context activation is done by the caller. */
  void wined3d_context_gl_check_fbo_status(const struct wined3d_context_gl *context_gl, GLenum target)
  {
      const struct wined3d_gl_info *gl_info = context_gl->gl_info;
      GLenum status;
  
      if (!FIXME_ON(d3d))
          return;
  
      status = gl_info->fbo_ops.glCheckFramebufferStatus(target);
      if (status == GL_FRAMEBUFFER_COMPLETE)
      {
          TRACE("FBO complete.\n");
      }
      else
      {
          unsigned int i;
  
          FIXME("FBO status %s (%#x).\n", debug_fbostatus(status), status);
  
          if (!context_gl->current_fbo)
          {
              ERR("FBO 0 is incomplete, driver bug?\n");
              return;
          }
  
          context_dump_fbo_attachment(gl_info, target, GL_DEPTH_ATTACHMENT);
          context_dump_fbo_attachment(gl_info, target, GL_STENCIL_ATTACHMENT);
  
          for (i = 0; i < gl_info->limits.buffers; ++i)
              context_dump_fbo_attachment(gl_info, target, GL_COLOR_ATTACHMENT0 + i);
      }
  }
  
  static inline DWORD context_generate_rt_mask(GLenum buffer)
  {
      /* Should take care of all the GL_FRONT/GL_BACK/GL_AUXi/GL_NONE... cases */
      return buffer ? (1u << 31) | buffer : 0;
  }
  
  static inline DWORD context_generate_rt_mask_from_resource(struct wined3d_resource *resource)
  {
      if (resource->type != WINED3D_RTYPE_TEXTURE_2D)
      {
          FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource->type));
          return 0;
      }
  
      return (1u << 31) | wined3d_texture_get_gl_buffer(texture_from_resource(resource));
  }
  
  static inline void wined3d_context_gl_set_fbo_key_for_render_target(const struct wined3d_context_gl *context_gl,
          struct wined3d_fbo_entry_key *key, unsigned int idx, const struct wined3d_rendertarget_info *render_target,
          DWORD location)
  {
      unsigned int sub_resource_idx = render_target->sub_resource_idx;
      struct wined3d_resource *resource = render_target->resource;
      struct wined3d_texture_gl *texture_gl;
  
      if (!resource || resource->format->id == WINED3DFMT_NULL || resource->type == WINED3D_RTYPE_BUFFER)
      {
          if (resource && resource->type == WINED3D_RTYPE_BUFFER)
              FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource->type));
          key->objects[idx].object = 0;
          key->objects[idx].target = 0;
          key->objects[idx].level = key->objects[idx].layer = 0;
          return;
      }
  
      if (render_target->gl_view.name)
      {
          key->objects[idx].object = render_target->gl_view.name;
          key->objects[idx].target = render_target->gl_view.target;
          key->objects[idx].level = 0;
          key->objects[idx].layer = WINED3D_ALL_LAYERS;
          return;
      }
  
      texture_gl = wined3d_texture_gl(wined3d_texture_from_resource(resource));
      if (texture_gl->current_renderbuffer)
      {
          key->objects[idx].object = texture_gl->current_renderbuffer->id;
          key->objects[idx].target = 0;
          key->objects[idx].level = key->objects[idx].layer = 0;
          key->rb_namespace |= 1 << idx;
          return;
      }
  
      key->objects[idx].target = wined3d_texture_gl_get_sub_resource_target(texture_gl, sub_resource_idx);
      key->objects[idx].level = sub_resource_idx % texture_gl->t.level_count;
      key->objects[idx].layer = sub_resource_idx / texture_gl->t.level_count;
  
      if (render_target->layer_count != 1)
          key->objects[idx].layer = WINED3D_ALL_LAYERS;
  
      switch (location)
      {
          case WINED3D_LOCATION_TEXTURE_RGB:
              key->objects[idx].object = wined3d_texture_gl_get_texture_name(texture_gl, &context_gl->c, FALSE);
              break;
  
          case WINED3D_LOCATION_TEXTURE_SRGB:
              key->objects[idx].object = wined3d_texture_gl_get_texture_name(texture_gl, &context_gl->c, TRUE);
              break;
  
          case WINED3D_LOCATION_RB_MULTISAMPLE:
              key->objects[idx].object = texture_gl->rb_multisample;
              key->objects[idx].target = 0;
              key->objects[idx].level = key->objects[idx].layer = 0;
              key->rb_namespace |= 1 << idx;
              break;
  
          case WINED3D_LOCATION_RB_RESOLVED:
              key->objects[idx].object = texture_gl->rb_resolved;
              key->objects[idx].target = 0;
              key->objects[idx].level = key->objects[idx].layer = 0;
              key->rb_namespace |= 1 << idx;
              break;
      }
  }
  
  static void wined3d_context_gl_generate_fbo_key(const struct wined3d_context_gl *context_gl,
          struct wined3d_fbo_entry_key *key, const struct wined3d_rendertarget_info *render_targets,
          const struct wined3d_rendertarget_info *depth_stencil, DWORD color_location, DWORD ds_location)
  {
      unsigned int buffers = context_gl->gl_info->limits.buffers;
      unsigned int i;
  
      key->rb_namespace = 0;
      wined3d_context_gl_set_fbo_key_for_render_target(context_gl, key, 0, depth_stencil, ds_location);
  
      for (i = 0; i < buffers; ++i)
          wined3d_context_gl_set_fbo_key_for_render_target(context_gl, key, i + 1, &render_targets[i], color_location);
  
      memset(&key->objects[buffers + 1], 0, (ARRAY_SIZE(key->objects) - buffers - 1) * sizeof(*key->objects));
  }
  
  static struct fbo_entry *wined3d_context_gl_create_fbo_entry(const struct wined3d_context_gl *context_gl,
          const struct wined3d_rendertarget_info *render_targets, const struct wined3d_rendertarget_info *depth_stencil,
          DWORD color_location, DWORD ds_location)
  {
      const struct wined3d_gl_info *gl_info = context_gl->gl_info;
      struct fbo_entry *entry;
  
      entry = heap_alloc(sizeof(*entry));
      wined3d_context_gl_generate_fbo_key(context_gl, &entry->key,
              render_targets, depth_stencil, color_location, ds_location);
      entry->flags = 0;
      if (depth_stencil->resource)
      {
          if (depth_stencil->resource->format->depth_size)
              entry->flags |= WINED3D_FBO_ENTRY_FLAG_DEPTH;
          if (depth_stencil->resource->format->stencil_size)
              entry->flags |= WINED3D_FBO_ENTRY_FLAG_STENCIL;
      }
      entry->rt_mask = context_generate_rt_mask(GL_COLOR_ATTACHMENT0);
      gl_info->fbo_ops.glGenFramebuffers(1, &entry->id);
      checkGLcall("glGenFramebuffers()");
      TRACE("Created FBO %u.\n", entry->id);
  
      return entry;
  }
  
  /* Context activation is done by the caller. */
  static void wined3d_context_gl_reuse_fbo_entry(struct wined3d_context_gl *context_gl, GLenum target,
          const struct wined3d_rendertarget_info *render_targets, const struct wined3d_rendertarget_info *depth_stencil,
          DWORD color_location, DWORD ds_location, struct fbo_entry *entry)
  {
      const struct wined3d_gl_info *gl_info = context_gl->gl_info;
  
      wined3d_context_gl_bind_fbo(context_gl, target, entry->id);
      context_clean_fbo_attachments(gl_info, target);
  
      wined3d_context_gl_generate_fbo_key(context_gl, &entry->key,
              render_targets, depth_stencil, color_location, ds_location);
      entry->flags = 0;
      if (depth_stencil->resource)
      {
          if (depth_stencil->resource->format->depth_size)
              entry->flags |= WINED3D_FBO_ENTRY_FLAG_DEPTH;
          if (depth_stencil->resource->format->stencil_size)
              entry->flags |= WINED3D_FBO_ENTRY_FLAG_STENCIL;
      }
  }
  
  /* Context activation is done by the caller. */
  static void wined3d_context_gl_destroy_fbo_entry(struct wined3d_context_gl *context_gl, struct fbo_entry *entry)
  {
      if (entry->id)
      {
          TRACE("Destroy FBO %u.\n", entry->id);
          wined3d_context_gl_destroy_fbo(context_gl, entry->id);
      }
      --context_gl->fbo_entry_count;
      list_remove(&entry->entry);
      heap_free(entry);
  }
  
  /* Context activation is done by the caller. */
  static struct fbo_entry *wined3d_context_gl_find_fbo_entry(struct wined3d_context_gl *context_gl, GLenum target,
          const struct wined3d_rendertarget_info *render_targets, const struct wined3d_rendertarget_info *depth_stencil,
          DWORD color_location, DWORD ds_location)
  {
      static const struct wined3d_rendertarget_info ds_null = {{0}};
      const struct wined3d_gl_info *gl_info = context_gl->gl_info;
      struct wined3d_texture *rt_texture, *ds_texture;
      struct wined3d_fbo_entry_key fbo_key;
      unsigned int i, ds_level, rt_level;
      struct fbo_entry *entry;
  
      if (depth_stencil->resource && depth_stencil->resource->type != WINED3D_RTYPE_BUFFER
              && render_targets[0].resource && render_targets[0].resource->type != WINED3D_RTYPE_BUFFER)
      {
          rt_texture = wined3d_texture_from_resource(render_targets[0].resource);
          rt_level = render_targets[0].sub_resource_idx % rt_texture->level_count;
          ds_texture = wined3d_texture_from_resource(depth_stencil->resource);
          ds_level = depth_stencil->sub_resource_idx % ds_texture->level_count;
  
          if (wined3d_texture_get_level_width(ds_texture, ds_level)
                  < wined3d_texture_get_level_width(rt_texture, rt_level)
                  || wined3d_texture_get_level_height(ds_texture, ds_level)
                  < wined3d_texture_get_level_height(rt_texture, rt_level))
          {
              WARN("Depth stencil is smaller than the primary color buffer, disabling.\n");
              depth_stencil = &ds_null;
          }
          else if (ds_texture->resource.multisample_type != rt_texture->resource.multisample_type
                  || (ds_texture->resource.multisample_type
                  && ds_texture->resource.multisample_quality != rt_texture->resource.multisample_quality))
          {
              WARN("Color multisample type %u and quality %u, depth stencil has %u and %u, disabling ds buffer.\n",
                      rt_texture->resource.multisample_type, rt_texture->resource.multisample_quality,
                      ds_texture->resource.multisample_type, ds_texture->resource.multisample_quality);
              depth_stencil = &ds_null;
          }
          else if (depth_stencil->resource->type == WINED3D_RTYPE_TEXTURE_2D)
          {
              wined3d_texture_gl_set_compatible_renderbuffer(wined3d_texture_gl(ds_texture),
                      context_gl, ds_level, &render_targets[0]);
          }
      }
  
      wined3d_context_gl_generate_fbo_key(context_gl, &fbo_key,
              render_targets, depth_stencil, color_location, ds_location);
  
      if (TRACE_ON(d3d))
      {
          struct wined3d_resource *resource;
          unsigned int width, height;
          const char *resource_type;
  
          TRACE("Dumping FBO attachments:\n");
          for (i = 0; i < gl_info->limits.buffers; ++i)
          {
              if ((resource = render_targets[i].resource))
              {
                  if (resource->type == WINED3D_RTYPE_BUFFER)
                  {
                      width = resource->size;
                      height = 1;
                      resource_type = "buffer";
                  }
                  else
                  {
                      rt_texture = wined3d_texture_from_resource(resource);
                      rt_level = render_targets[i].sub_resource_idx % rt_texture->level_count;
                      width = wined3d_texture_get_level_pow2_width(rt_texture, rt_level);
                      height = wined3d_texture_get_level_pow2_height(rt_texture, rt_level);
                      resource_type = "texture";
                  }
  
                  TRACE("    Color attachment %u: %p, %u format %s, %s %u, %ux%u, %u samples.\n",
                          i, resource, render_targets[i].sub_resource_idx, debug_d3dformat(resource->format->id),
                          fbo_key.rb_namespace & (1 << (i + 1)) ? "renderbuffer" : resource_type,
                          fbo_key.objects[i + 1].object, width, height, resource->multisample_type);
              }
          }
          if ((resource = depth_stencil->resource))
          {
              if (resource->type == WINED3D_RTYPE_BUFFER)
              {
                  width = resource->size;
                  height = 1;
                  resource_type = "buffer";
              }
              else
              {
                  ds_texture = wined3d_texture_from_resource(resource);
                  ds_level = depth_stencil->sub_resource_idx % ds_texture->level_count;
                  width = wined3d_texture_get_level_pow2_width(ds_texture, ds_level);
                  height = wined3d_texture_get_level_pow2_height(ds_texture, ds_level);
                  resource_type = "texture";
              }
  
              TRACE("    Depth attachment: %p, %u format %s, %s %u, %ux%u, %u samples.\n",
                      resource, depth_stencil->sub_resource_idx, debug_d3dformat(resource->format->id),
                      fbo_key.rb_namespace & (1 << 0) ? "renderbuffer" : resource_type,
                      fbo_key.objects[0].object, width, height, resource->multisample_type);
          }
      }
  
      LIST_FOR_EACH_ENTRY(entry, &context_gl->fbo_list, struct fbo_entry, entry)
      {
          if (memcmp(&fbo_key, &entry->key, sizeof(fbo_key)))
              continue;
  
          list_remove(&entry->entry);
          list_add_head(&context_gl->fbo_list, &entry->entry);
          return entry;
      }
  
      if (context_gl->fbo_entry_count < WINED3D_MAX_FBO_ENTRIES)
      {
          entry = wined3d_context_gl_create_fbo_entry(context_gl,
                  render_targets, depth_stencil, color_location, ds_location);
          list_add_head(&context_gl->fbo_list, &entry->entry);
          ++context_gl->fbo_entry_count;
      }
      else
      {
          entry = LIST_ENTRY(list_tail(&context_gl->fbo_list), struct fbo_entry, entry);
          wined3d_context_gl_reuse_fbo_entry(context_gl, target, render_targets,
                  depth_stencil, color_location, ds_location, entry);
          list_remove(&entry->entry);
          list_add_head(&context_gl->fbo_list, &entry->entry);
      }
  
      return entry;
  }
  
  /* Context activation is done by the caller. */
  static void wined3d_context_gl_apply_fbo_entry(struct wined3d_context_gl *context_gl,
          GLenum target, struct fbo_entry *entry)
  {
      const struct wined3d_gl_info *gl_info = context_gl->gl_info;
      GLuint read_binding, draw_binding;
      unsigned int i;
  
      if (entry->flags & WINED3D_FBO_ENTRY_FLAG_ATTACHED)
      {
          wined3d_context_gl_bind_fbo(context_gl, target, entry->id);
          return;
      }
  
      read_binding = context_gl->fbo_read_binding;
      draw_binding = context_gl->fbo_draw_binding;
      wined3d_context_gl_bind_fbo(context_gl, GL_FRAMEBUFFER, entry->id);
  
      if (gl_info->supported[ARB_FRAMEBUFFER_NO_ATTACHMENTS])
      {
          GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER,
                  GL_FRAMEBUFFER_DEFAULT_WIDTH, gl_info->limits.framebuffer_width));
          GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER,
                  GL_FRAMEBUFFER_DEFAULT_HEIGHT, gl_info->limits.framebuffer_height));
          GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_LAYERS, 1));
          GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_SAMPLES, 1));
      }
  
      /* Apply render targets */
      for (i = 0; i < gl_info->limits.buffers; ++i)
      {
          wined3d_context_gl_attach_surface_fbo(context_gl, target, i,
                  &entry->key.objects[i + 1], entry->key.rb_namespace & (1 << (i + 1)));
      }
  
      wined3d_context_gl_attach_depth_stencil_fbo(context_gl, target,
              &entry->key.objects[0], entry->key.rb_namespace & 0x1, entry->flags);
  
      /* Set valid read and draw buffer bindings to satisfy pedantic pre-ES2_compatibility
       * GL contexts requirements. */
      gl_info->gl_ops.gl.p_glReadBuffer(GL_NONE);
      wined3d_context_gl_set_draw_buffer(context_gl, GL_NONE);
      if (target != GL_FRAMEBUFFER)
      {
          if (target == GL_READ_FRAMEBUFFER)
              wined3d_context_gl_bind_fbo(context_gl, GL_DRAW_FRAMEBUFFER, draw_binding);
          else
              wined3d_context_gl_bind_fbo(context_gl, GL_READ_FRAMEBUFFER, read_binding);
      }
  
      entry->flags |= WINED3D_FBO_ENTRY_FLAG_ATTACHED;
  }
  
  /* Context activation is done by the caller. */
  static void wined3d_context_gl_apply_fbo_state(struct wined3d_context_gl *context_gl, GLenum target,
          const struct wined3d_rendertarget_info *render_targets,
          const struct wined3d_rendertarget_info *depth_stencil, DWORD color_location, DWORD ds_location)
  {
      struct fbo_entry *entry, *entry2;
  
      LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context_gl->fbo_destroy_list, struct fbo_entry, entry)
      {
          wined3d_context_gl_destroy_fbo_entry(context_gl, entry);
      }
  
      if (context_gl->rebind_fbo)
      {
          wined3d_context_gl_bind_fbo(context_gl, GL_FRAMEBUFFER, 0);
          context_gl->rebind_fbo = FALSE;
      }
  
      if (color_location == WINED3D_LOCATION_DRAWABLE)
      {
          context_gl->current_fbo = NULL;
          wined3d_context_gl_bind_fbo(context_gl, target, 0);
      }
      else
      {
          context_gl->current_fbo = wined3d_context_gl_find_fbo_entry(context_gl,
                  target, render_targets, depth_stencil, color_location, ds_location);
          wined3d_context_gl_apply_fbo_entry(context_gl, target, context_gl->current_fbo);
      }
  }
  
  /* Context activation is done by the caller. */
  void wined3d_context_gl_apply_fbo_state_blit(struct wined3d_context_gl *context_gl, GLenum target,
          struct wined3d_resource *rt, unsigned int rt_sub_resource_idx,
          struct wined3d_resource *ds, unsigned int ds_sub_resource_idx, DWORD location)
  {
      struct wined3d_rendertarget_info ds_info = {{0}};
  
      memset(context_gl->blit_targets, 0, sizeof(context_gl->blit_targets));
      if (rt)
      {
          context_gl->blit_targets[0].resource = rt;
          context_gl->blit_targets[0].sub_resource_idx = rt_sub_resource_idx;
          context_gl->blit_targets[0].layer_count = 1;
      }
  
      if (ds)
      {
          ds_info.resource = ds;
          ds_info.sub_resource_idx = ds_sub_resource_idx;
          ds_info.layer_count = 1;
      }
  
      wined3d_context_gl_apply_fbo_state(context_gl, target, context_gl->blit_targets, &ds_info, location, location);
  }
  
  /* Context activation is done by the caller. */
  void wined3d_context_gl_alloc_occlusion_query(struct wined3d_context_gl *context_gl,
          struct wined3d_occlusion_query *query)
  {
      const struct wined3d_gl_info *gl_info = context_gl->gl_info;
  
      if (context_gl->free_occlusion_query_count)
      {
          query->id = context_gl->free_occlusion_queries[--context_gl->free_occlusion_query_count];
      }
      else
      {
          if (gl_info->supported[ARB_OCCLUSION_QUERY])
          {
              GL_EXTCALL(glGenQueries(1, &query->id));
              checkGLcall("glGenQueries");
  
              TRACE("Allocated occlusion query %u in context %p.\n", query->id, context_gl);
          }
          else
          {
              WARN("Occlusion queries not supported, not allocating query id.\n");
              query->id = 0;
          }
      }
  
      query->context_gl = context_gl;
      list_add_head(&context_gl->occlusion_queries, &query->entry);
  }
  
  void wined3d_context_gl_free_occlusion_query(struct wined3d_occlusion_query *query)
  {
      struct wined3d_context_gl *context_gl = query->context_gl;
  
      list_remove(&query->entry);
      query->context_gl = NULL;
  
      if (!wined3d_array_reserve((void **)&context_gl->free_occlusion_queries,
              &context_gl->free_occlusion_query_size, context_gl->free_occlusion_query_count + 1,
              sizeof(*context_gl->free_occlusion_queries)))
      {
          ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context_gl);
          return;
      }
  
      context_gl->free_occlusion_queries[context_gl->free_occlusion_query_count++] = query->id;
  }
  
  /* Context activation is done by the caller. */
  void wined3d_context_gl_alloc_fence(struct wined3d_context_gl *context_gl, struct wined3d_fence *fence)
  {
      const struct wined3d_gl_info *gl_info = context_gl->gl_info;
  
      if (context_gl->free_fence_count)
      {
          fence->object = context_gl->free_fences[--context_gl->free_fence_count];
      }
      else
      {
          if (gl_info->supported[ARB_SYNC])
          {
              /* Using ARB_sync, not much to do here. */
              fence->object.sync = NULL;
              TRACE("Allocated sync object in context %p.\n", context_gl);
          }
          else if (gl_info->supported[APPLE_FENCE])
          {
              GL_EXTCALL(glGenFencesAPPLE(1, &fence->object.id));
              checkGLcall("glGenFencesAPPLE");
  
              TRACE("Allocated fence %u in context %p.\n", fence->object.id, context_gl);
          }
          else if(gl_info->supported[NV_FENCE])
          {
              GL_EXTCALL(glGenFencesNV(1, &fence->object.id));
              checkGLcall("glGenFencesNV");
  
              TRACE("Allocated fence %u in context %p.\n", fence->object.id, context_gl);
          }
          else
          {
              WARN("Fences not supported, not allocating fence.\n");
              fence->object.id = 0;
          }
      }
  
      fence->context_gl = context_gl;
      list_add_head(&context_gl->fences, &fence->entry);
  }
  
  void wined3d_context_gl_free_fence(struct wined3d_fence *fence)
  {
      struct wined3d_context_gl *context_gl = fence->context_gl;
  
      list_remove(&fence->entry);
      fence->context_gl = NULL;
  
      if (!wined3d_array_reserve((void **)&context_gl->free_fences,
              &context_gl->free_fence_size, context_gl->free_fence_count + 1,
              sizeof(*context_gl->free_fences)))
      {
          ERR("Failed to grow free list, leaking fence %u in context %p.\n", fence->object.id, context_gl);
          return;
      }
  
      context_gl->free_fences[context_gl->free_fence_count++] = fence->object;
  }
  
  /* Context activation is done by the caller. */
  void wined3d_context_gl_alloc_timestamp_query(struct wined3d_context_gl *context_gl,
          struct wined3d_timestamp_query *query)
  {
      const struct wined3d_gl_info *gl_info = context_gl->gl_info;
  
      if (context_gl->free_timestamp_query_count)
      {
          query->id = context_gl->free_timestamp_queries[--context_gl->free_timestamp_query_count];
      }
      else
      {
          GL_EXTCALL(glGenQueries(1, &query->id));
          checkGLcall("glGenQueries");
  
          TRACE("Allocated timestamp query %u in context %p.\n", query->id, context_gl);
      }
  
      query->context_gl = context_gl;
      list_add_head(&context_gl->timestamp_queries, &query->entry);
  }
  
  void wined3d_context_gl_free_timestamp_query(struct wined3d_timestamp_query *query)
  {
      struct wined3d_context_gl *context_gl = query->context_gl;
  
      list_remove(&query->entry);
      query->context_gl = NULL;
  
      if (!wined3d_array_reserve((void **)&context_gl->free_timestamp_queries,
              &context_gl->free_timestamp_query_size, context_gl->free_timestamp_query_count + 1,
              sizeof(*context_gl->free_timestamp_queries)))
      {
          ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context_gl);
          return;
      }
  
      context_gl->free_timestamp_queries[context_gl->free_timestamp_query_count++] = query->id;
  }
  
  void wined3d_context_gl_alloc_so_statistics_query(struct wined3d_context_gl *context_gl,
          struct wined3d_so_statistics_query *query)
  {
      const struct wined3d_gl_info *gl_info = context_gl->gl_info;
  
      if (context_gl->free_so_statistics_query_count)
      {
          query->u = context_gl->free_so_statistics_queries[--context_gl->free_so_statistics_query_count];
      }
      else
      {
          GL_EXTCALL(glGenQueries(ARRAY_SIZE(query->u.id), query->u.id));
          checkGLcall("glGenQueries");
  
          TRACE("Allocated SO statistics queries %u, %u in context %p.\n",
                  query->u.id[0], query->u.id[1], context_gl);
      }
  
      query->context_gl = context_gl;
      list_add_head(&context_gl->so_statistics_queries, &query->entry);
  }
  
  void wined3d_context_gl_free_so_statistics_query(struct wined3d_so_statistics_query *query)
  {
      struct wined3d_context_gl *context_gl = query->context_gl;
  
      list_remove(&query->entry);
      query->context_gl = NULL;
  
      if (!wined3d_array_reserve((void **)&context_gl->free_so_statistics_queries,
              &context_gl->free_so_statistics_query_size, context_gl->free_so_statistics_query_count + 1,
              sizeof(*context_gl->free_so_statistics_queries)))
      {
          ERR("Failed to grow free list, leaking GL queries %u, %u in context %p.\n",
                  query->u.id[0], query->u.id[1], context_gl);
          return;
      }
  
      context_gl->free_so_statistics_queries[context_gl->free_so_statistics_query_count++] = query->u;
  }
  
  void wined3d_context_gl_alloc_pipeline_statistics_query(struct wined3d_context_gl *context_gl,
          struct wined3d_pipeline_statistics_query *query)
  {
      const struct wined3d_gl_info *gl_info = context_gl->gl_info;
  
      if (context_gl->free_pipeline_statistics_query_count)
      {
          query->u = context_gl->free_pipeline_statistics_queries[--context_gl->free_pipeline_statistics_query_count];
      }
      else
      {
          GL_EXTCALL(glGenQueries(ARRAY_SIZE(query->u.id), query->u.id));
          checkGLcall("glGenQueries");
      }
  
      query->context_gl = context_gl;
      list_add_head(&context_gl->pipeline_statistics_queries, &query->entry);
  }
  
  void wined3d_context_gl_free_pipeline_statistics_query(struct wined3d_pipeline_statistics_query *query)
  {
      struct wined3d_context_gl *context_gl = query->context_gl;
  
      list_remove(&query->entry);
      query->context_gl = NULL;
  
      if (!wined3d_array_reserve((void **)&context_gl->free_pipeline_statistics_queries,
              &context_gl->free_pipeline_statistics_query_size, context_gl->free_pipeline_statistics_query_count + 1,
              sizeof(*context_gl->free_pipeline_statistics_queries)))
      {
          ERR("Failed to grow free list, leaking GL queries in context %p.\n", context_gl);
          return;
      }
  
      context_gl->free_pipeline_statistics_queries[context_gl->free_pipeline_statistics_query_count++] = query->u;
  }
  
  typedef void (context_fbo_entry_func_t)(struct wined3d_context_gl *context_gl, struct fbo_entry *entry);
  
  static void wined3d_context_gl_enum_fbo_entries(const struct wined3d_device *device,
          GLuint name, BOOL rb_namespace, context_fbo_entry_func_t *callback)
  {
      unsigned int i, j;
  
      for (i = 0; i < device->context_count; ++i)
      {
          struct wined3d_context_gl *context_gl = wined3d_context_gl(device->contexts[i]);
          const struct wined3d_gl_info *gl_info = context_gl->gl_info;
          struct fbo_entry *entry, *entry2;
  
          LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context_gl->fbo_list, struct fbo_entry, entry)
          {
              for (j = 0; j < gl_info->limits.buffers + 1; ++j)
              {
                  if (entry->key.objects[j].object == name
                          && !(entry->key.rb_namespace & (1 << j)) == !rb_namespace)
                  {
                      callback(context_gl, entry);
                      break;
                  }
              }
          }
      }
  }
  
  static void wined3d_context_gl_queue_fbo_entry_destruction(struct wined3d_context_gl *context_gl,
          struct fbo_entry *entry)
  {
      list_remove(&entry->entry);
      list_add_head(&context_gl->fbo_destroy_list, &entry->entry);
  }
  
  void context_gl_resource_released(struct wined3d_device *device, GLuint name, BOOL rb_namespace)
  {
      wined3d_context_gl_enum_fbo_entries(device, name, rb_namespace,
              wined3d_context_gl_queue_fbo_entry_destruction);
  }
  
  void wined3d_context_gl_texture_update(struct wined3d_context_gl *context_gl,
          const struct wined3d_texture_gl *texture_gl)
  {
      const struct wined3d_gl_info *gl_info = context_gl->gl_info;
      struct fbo_entry *entry = context_gl->current_fbo;
      unsigned int i;
  
      if (!entry || context_gl->rebind_fbo)
          return;
  
      for (i = 0; i < gl_info->limits.buffers + 1; ++i)
      {
          if (texture_gl->texture_rgb.name == entry->key.objects[i].object
                  || texture_gl->texture_srgb.name == entry->key.objects[i].object)
          {
              TRACE("Updated texture %p is bound as attachment %u to the current FBO.\n", texture_gl, i);
              context_gl->rebind_fbo = TRUE;
              return;
          }
      }
  }
  
  static BOOL wined3d_context_gl_restore_pixel_format(struct wined3d_context_gl *context_gl)
  {
      const struct wined3d_gl_info *gl_info = context_gl->gl_info;
      BOOL ret = FALSE;
  
      if (context_gl->restore_pf && IsWindow(context_gl->restore_pf_win))
      {
          if (gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH])
          {
              HDC dc = GetDCEx(context_gl->restore_pf_win, 0, DCX_USESTYLE | DCX_CACHE);
              if (dc)
              {
                  if (!(ret = GL_EXTCALL(wglSetPixelFormatWINE(dc, context_gl->restore_pf))))
                  {
                      ERR("Failed to restore pixel format %d on window %p.\n",
                              context_gl->restore_pf, context_gl->restore_pf_win);
                  }
                  ReleaseDC(context_gl->restore_pf_win, dc);
              }
          }
          else
          {
              ERR("Unable to restore pixel format %d on window %p.\n",
                      context_gl->restore_pf, context_gl->restore_pf_win);
          }
      }
  
      context_gl->restore_pf = 0;
      context_gl->restore_pf_win = NULL;
      return ret;
  }
  
  static BOOL wined3d_context_gl_set_pixel_format(struct wined3d_context_gl *context_gl)
  {
      const struct wined3d_gl_info *gl_info = context_gl->gl_info;
      BOOL private = context_gl->dc_is_private;
      int format = context_gl->pixel_format;
      HDC dc = context_gl->dc;
      int current;
  
      if (private && context_gl->dc_has_format)
          return TRUE;
  
      if (!private && WindowFromDC(dc) != context_gl->window)
          return FALSE;
  
      current = gl_info->gl_ops.wgl.p_wglGetPixelFormat(dc);
      if (current == format) goto success;
  
      if (!current)
      {
          if (!SetPixelFormat(dc, format, NULL))
          {
              /* This may also happen if the dc belongs to a destroyed window. */
              WARN("Failed to set pixel format %d on device context %p, last error %#x.\n",
                      format, dc, GetLastError());
              return FALSE;
          }
  
          context_gl->restore_pf = 0;
          context_gl->restore_pf_win = private ? NULL : WindowFromDC(dc);
          goto success;
      }
  
      /* By default WGL doesn't allow pixel format adjustments but we need it
       * here. For this reason there's a Wine specific wglSetPixelFormat()
       * which allows us to set the pixel format multiple times. Only use it
       * when really needed. */
      if (gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH])
      {
          HWND win;
  
          if (!GL_EXTCALL(wglSetPixelFormatWINE(dc, format)))
          {
              ERR("wglSetPixelFormatWINE failed to set pixel format %d on device context %p.\n",
                      format, dc);
              return FALSE;
          }
  
          win = private ? NULL : WindowFromDC(dc);
          if (win != context_gl->restore_pf_win)
          {
              wined3d_context_gl_restore_pixel_format(context_gl);
  
              context_gl->restore_pf = private ? 0 : current;
              context_gl->restore_pf_win = win;
          }
  
          goto success;
      }
  
      /* OpenGL doesn't allow pixel format adjustments. Print an error and
       * continue using the old format. There's a big chance that the old
       * format works although with a performance hit and perhaps rendering
       * errors. */
      ERR("Unable to set pixel format %d on device context %p. Already using format %d.\n",
              format, dc, current);
      return TRUE;
  
  success:
      if (private)
          context_gl->dc_has_format = TRUE;
      return TRUE;
  }
  
  static BOOL wined3d_context_gl_set_gl_context(struct wined3d_context_gl *context_gl)
  {
      struct wined3d_swapchain_gl *swapchain_gl = wined3d_swapchain_gl(context_gl->c.swapchain);
      BOOL backup = FALSE;
  
      if (!wined3d_context_gl_set_pixel_format(context_gl))
      {
          WARN("Failed to set pixel format %d on device context %p.\n",
                  context_gl->pixel_format, context_gl->dc);
          backup = TRUE;
      }
  
      if (backup || !wglMakeCurrent(context_gl->dc, context_gl->gl_ctx))
      {
          WARN("Failed to make GL context %p current on device context %p, last error %#x.\n",
                  context_gl->gl_ctx, context_gl->dc, GetLastError());
          context_gl->valid = 0;
          WARN("Trying fallback to the backup window.\n");
  
          /* FIXME: If the context is destroyed it's no longer associated with
           * a swapchain, so we can't use the swapchain to get a backup dc. To
           * make this work windowless contexts would need to be handled by the
           * device. */
          if (context_gl->c.destroyed || !swapchain_gl)
          {
              FIXME("Unable to get backup dc for destroyed context %p.\n", context_gl);
              wined3d_context_gl_set_current(NULL);
              return FALSE;
          }
  
          if (!(context_gl->dc = wined3d_swapchain_gl_get_backup_dc(swapchain_gl)))
          {
              wined3d_context_gl_set_current(NULL);
              return FALSE;
          }
  
          context_gl->dc_is_private = TRUE;
          context_gl->dc_has_format = FALSE;
  
          if (!wined3d_context_gl_set_pixel_format(context_gl))
          {
              ERR("Failed to set pixel format %d on device context %p.\n",
                      context_gl->pixel_format, context_gl->dc);
              wined3d_context_gl_set_current(NULL);
              return FALSE;
          }
  
          if (!wglMakeCurrent(context_gl->dc, context_gl->gl_ctx))
          {
              ERR("Fallback to backup window (dc %p) failed too, last error %#x.\n",
                      context_gl->dc, GetLastError());
              wined3d_context_gl_set_current(NULL);
              return FALSE;
          }
  
          context_gl->valid = 1;
      }
      context_gl->needs_set = 0;
  
      return TRUE;
  }
  
  static void context_restore_gl_context(const struct wined3d_gl_info *gl_info, HDC dc, HGLRC gl_ctx)
  {
      if (!wglMakeCurrent(dc, gl_ctx))
      {
          ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
                  gl_ctx, dc, GetLastError());
          wined3d_context_gl_set_current(NULL);
      }
  }
  
  static void wined3d_context_gl_update_window(struct wined3d_context_gl *context_gl)
  {
      if (!context_gl->c.swapchain)
          return;
  
      if (context_gl->window == context_gl->c.swapchain->win_handle)
          return;
  
      TRACE("Updating context %p window from %p to %p.\n",
              context_gl, context_gl->window, context_gl->c.swapchain->win_handle);
  
      if (context_gl->dc)
          wined3d_release_dc(context_gl->window, context_gl->dc);
  
      context_gl->window = context_gl->c.swapchain->win_handle;
      context_gl->dc_is_private = FALSE;
      context_gl->dc_has_format = FALSE;
      context_gl->needs_set = 1;
      context_gl->valid = 1;
  
      if (!(context_gl->dc = GetDCEx(context_gl->window, 0, DCX_USESTYLE | DCX_CACHE)))
      {
          ERR("Failed to get a device context for window %p.\n", context_gl->window);
          context_gl->valid = 0;
      }
  }
  
  static void wined3d_context_gl_cleanup(struct wined3d_context_gl *context_gl)
  {
      struct wined3d_pipeline_statistics_query *pipeline_statistics_query;
      const struct wined3d_gl_info *gl_info = context_gl->gl_info;
      struct wined3d_so_statistics_query *so_statistics_query;
      struct wined3d_timestamp_query *timestamp_query;
      struct wined3d_occlusion_query *occlusion_query;
      struct fbo_entry *entry, *entry2;
      struct wined3d_fence *fence;
      HGLRC restore_ctx;
      HDC restore_dc;
      unsigned int i;
  
      restore_ctx = wglGetCurrentContext();
      restore_dc = wglGetCurrentDC();
  
      if (restore_ctx == context_gl->gl_ctx)
          restore_ctx = NULL;
      else if (context_gl->valid)
          wined3d_context_gl_set_gl_context(context_gl);
  
      if (context_gl->valid)
      {
          if (context_gl->dummy_arbfp_prog)
              GL_EXTCALL(glDeleteProgramsARB(1, &context_gl->dummy_arbfp_prog));
  
          if (context_gl->blit_vbo)
              GL_EXTCALL(glDeleteBuffers(1, &context_gl->blit_vbo));
  
          for (i = 0; i < context_gl->free_pipeline_statistics_query_count; ++i)
          {
              union wined3d_gl_pipeline_statistics_query *q = &context_gl->free_pipeline_statistics_queries[i];
              GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(q->id), q->id));
          }
  
          for (i = 0; i < context_gl->free_so_statistics_query_count; ++i)
          {
              union wined3d_gl_so_statistics_query *q = &context_gl->free_so_statistics_queries[i];
              GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(q->id), q->id));
          }
  
          if (context_gl->free_timestamp_query_count)
              GL_EXTCALL(glDeleteQueries(context_gl->free_timestamp_query_count, context_gl->free_timestamp_queries));
  
          if (gl_info->supported[ARB_SYNC])
          {
              for (i = 0; i < context_gl->free_fence_count; ++i)
              {
                  GL_EXTCALL(glDeleteSync(context_gl->free_fences[i].sync));
              }
          }
          else if (gl_info->supported[APPLE_FENCE])
          {
              for (i = 0; i < context_gl->free_fence_count; ++i)
              {
                  GL_EXTCALL(glDeleteFencesAPPLE(1, &context_gl->free_fences[i].id));
              }
          }
          else if (gl_info->supported[NV_FENCE])
          {
              for (i = 0; i < context_gl->free_fence_count; ++i)
              {
                  GL_EXTCALL(glDeleteFencesNV(1, &context_gl->free_fences[i].id));
              }
          }
  
          if (context_gl->free_occlusion_query_count)
              GL_EXTCALL(glDeleteQueries(context_gl->free_occlusion_query_count, context_gl->free_occlusion_queries));
  
          checkGLcall("context cleanup");
      }
      heap_free(context_gl->free_pipeline_statistics_queries);
      heap_free(context_gl->free_so_statistics_queries);
      heap_free(context_gl->free_timestamp_queries);
      heap_free(context_gl->free_fences);
      heap_free(context_gl->free_occlusion_queries);
  
      LIST_FOR_EACH_ENTRY(pipeline_statistics_query, &context_gl->pipeline_statistics_queries,
              struct wined3d_pipeline_statistics_query, entry)
      {
          if (context_gl->valid)
              GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(pipeline_statistics_query->u.id), pipeline_statistics_query->u.id));
          pipeline_statistics_query->context_gl = NULL;
      }
  
      LIST_FOR_EACH_ENTRY(so_statistics_query, &context_gl->so_statistics_queries,
              struct wined3d_so_statistics_query, entry)
      {
          if (context_gl->valid)
              GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(so_statistics_query->u.id), so_statistics_query->u.id));
          so_statistics_query->context_gl = NULL;
      }
  
      LIST_FOR_EACH_ENTRY(timestamp_query, &context_gl->timestamp_queries, struct wined3d_timestamp_query, entry)
      {
          if (context_gl->valid)
              GL_EXTCALL(glDeleteQueries(1, &timestamp_query->id));
          timestamp_query->context_gl = NULL;
      }
  
      LIST_FOR_EACH_ENTRY(fence, &context_gl->fences, struct wined3d_fence, entry)
      {
          if (context_gl->valid)
          {
              if (gl_info->supported[ARB_SYNC])
              {
                  if (fence->object.sync)
                      GL_EXTCALL(glDeleteSync(fence->object.sync));
              }
              else if (gl_info->supported[APPLE_FENCE])
              {
                  GL_EXTCALL(glDeleteFencesAPPLE(1, &fence->object.id));
              }
              else if (gl_info->supported[NV_FENCE])
              {
                  GL_EXTCALL(glDeleteFencesNV(1, &fence->object.id));
              }
          }
          fence->context_gl = NULL;
      }
  
      LIST_FOR_EACH_ENTRY(occlusion_query, &context_gl->occlusion_queries, struct wined3d_occlusion_query, entry)
      {
          if (context_gl->valid)
              GL_EXTCALL(glDeleteQueries(1, &occlusion_query->id));
          occlusion_query->context_gl = NULL;
      }
  
      LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context_gl->fbo_destroy_list, struct fbo_entry, entry)
      {
          if (!context_gl->valid)
              entry->id = 0;
          wined3d_context_gl_destroy_fbo_entry(context_gl, entry);
      }
  
      LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context_gl->fbo_list, struct fbo_entry, entry)
      {
          if (!context_gl->valid)
              entry->id = 0;
          wined3d_context_gl_destroy_fbo_entry(context_gl, entry);
      }
  
      heap_free(context_gl->texture_type);
  
      wined3d_context_gl_restore_pixel_format(context_gl);
      if (restore_ctx)
          context_restore_gl_context(gl_info, restore_dc, restore_ctx);
      else if (wglGetCurrentContext() && !wglMakeCurrent(NULL, NULL))
          ERR("Failed to disable GL context.\n");
  
      wined3d_release_dc(context_gl->window, context_gl->dc);
  
      if (!wglDeleteContext(context_gl->gl_ctx))
      {
          DWORD err = GetLastError();
          ERR("Failed to delete GL context %p, last error %#x.\n", context_gl->gl_ctx, err);
      }
  
      wined3d_context_cleanup(&context_gl->c);
  }
  
  DWORD context_get_tls_idx(void)
  {
      return wined3d_context_tls_idx;
  }
  
  void context_set_tls_idx(DWORD idx)
  {
      wined3d_context_tls_idx = idx;
  }
  
  struct wined3d_context_gl *wined3d_context_gl_get_current(void)
  {
      return TlsGetValue(wined3d_context_tls_idx);
  }
  
  BOOL wined3d_context_gl_set_current(struct wined3d_context_gl *context_gl)
  {
      struct wined3d_context_gl *old = wined3d_context_gl_get_current();
  
      if (old == context_gl)
      {
          TRACE("Already using D3D context %p.\n", context_gl);
          return TRUE;
      }
  
      if (old)
      {
          if (old->c.destroyed)
          {
              TRACE("Switching away from destroyed context %p.\n", old);
              wined3d_context_gl_cleanup(old);
              heap_free((void *)old->gl_info);
              heap_free(old);
          }
          else
          {
              if (wglGetCurrentContext())
              {
                  const struct wined3d_gl_info *gl_info = old->gl_info;
                  TRACE("Flushing context %p before switching to %p.\n", old, context_gl);
                  gl_info->gl_ops.gl.p_glFlush();
              }
              old->c.current = 0;
          }
      }
  
      if (context_gl)
      {
          if (!context_gl->valid)
          {
              ERR("Trying to make invalid context %p current.\n", context_gl);
              return FALSE;
          }
  
          TRACE("Switching to D3D context %p, GL context %p, device context %p.\n",
                  context_gl, context_gl->gl_ctx, context_gl->dc);
          if (!wined3d_context_gl_set_gl_context(context_gl))
              return FALSE;
          context_gl->c.current = 1;
      }
      else if (wglGetCurrentContext())
      {
          TRACE("Clearing current D3D context.\n");
          if (!wglMakeCurrent(NULL, NULL))
          {
              DWORD err = GetLastError();
              ERR("Failed to clear current GL context, last error %#x.\n", err);
              TlsSetValue(wined3d_context_tls_idx, NULL);
              return FALSE;
          }
      }
  
      return TlsSetValue(wined3d_context_tls_idx, context_gl);
  }
  
  void wined3d_context_gl_release(struct wined3d_context_gl *context_gl)
  {
      TRACE("Releasing context %p, level %u.\n", context_gl, context_gl->level);
  
      if (WARN_ON(d3d))
      {
          if (!context_gl->level)
              WARN("Context %p is not active.\n", context_gl);
          else if (context_gl != wined3d_context_gl_get_current())
              WARN("Context %p is not the current context.\n", context_gl);
      }
  
      if (!--context_gl->level)
      {
          if (wined3d_context_gl_restore_pixel_format(context_gl))
              context_gl->needs_set = 1;
          if (context_gl->restore_ctx)
          {
              TRACE("Restoring GL context %p on device context %p.\n", context_gl->restore_ctx, context_gl->restore_dc);
              context_restore_gl_context(context_gl->gl_info, context_gl->restore_dc, context_gl->restore_ctx);
              context_gl->restore_ctx = NULL;
              context_gl->restore_dc = NULL;
          }
  
          if (context_gl->c.destroy_delayed)
          {
              TRACE("Destroying context %p.\n", context_gl);
              wined3d_context_gl_destroy(context_gl);
          }
      }
  }
  
  static void wined3d_context_gl_enter(struct wined3d_context_gl *context_gl)
  {
      TRACE("Entering context %p, level %u.\n", context_gl, context_gl->level + 1);
  
      if (!context_gl->level++)
      {
          const struct wined3d_context_gl *current_context = wined3d_context_gl_get_current();
          HGLRC current_gl = wglGetCurrentContext();
  
          if (current_gl && (!current_context || current_context->gl_ctx != current_gl))
          {
              TRACE("Another GL context (%p on device context %p) is already current.\n",
                      current_gl, wglGetCurrentDC());
              context_gl->restore_ctx = current_gl;
              context_gl->restore_dc = wglGetCurrentDC();
              context_gl->needs_set = 1;
          }
          else if (!context_gl->needs_set && !(context_gl->dc_is_private && context_gl->dc_has_format)
                  && context_gl->pixel_format != context_gl->gl_info->gl_ops.wgl.p_wglGetPixelFormat(context_gl->dc))
              context_gl->needs_set = 1;
      }
  }
  
  /* This function takes care of wined3d pixel format selection. */
  static int context_choose_pixel_format(const struct wined3d_device *device, HDC hdc,
          const struct wined3d_format *color_format, const struct wined3d_format *ds_format,
          BOOL auxBuffers)
  {
      unsigned int cfg_count = wined3d_adapter_gl(device->adapter)->pixel_format_count;
      unsigned int current_value;
      PIXELFORMATDESCRIPTOR pfd;
      int iPixelFormat = 0;
      unsigned int i;
  
      TRACE("device %p, dc %p, color_format %s, ds_format %s, aux_buffers %#x.\n",
              device, hdc, debug_d3dformat(color_format->id), debug_d3dformat(ds_format->id),
              auxBuffers);
  
      current_value = 0;
      for (i = 0; i < cfg_count; ++i)
      {
          const struct wined3d_pixel_format *cfg = &wined3d_adapter_gl(device->adapter)->pixel_formats[i];
          unsigned int value;
  
          /* For now only accept RGBA formats. Perhaps some day we will
           * allow floating point formats for pbuffers. */
          if (cfg->iPixelType != WGL_TYPE_RGBA_ARB)
              continue;
          /* In window mode we need a window drawable format and double buffering. */
          if (!(cfg->windowDrawable && cfg->doubleBuffer))
              continue;
          if (cfg->redSize < color_format->red_size)
              continue;
          if (cfg->greenSize < color_format->green_size)
              continue;
          if (cfg->blueSize < color_format->blue_size)
              continue;
          if (cfg->alphaSize < color_format->alpha_size)
              continue;
          if (cfg->depthSize < ds_format->depth_size)
              continue;
          if (ds_format->stencil_size && cfg->stencilSize != ds_format->stencil_size)
              continue;
          /* Check multisampling support. */
          if (cfg->numSamples)
              continue;
  
          value = 1;
          /* We try to locate a format which matches our requirements exactly. In case of
           * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
          if (cfg->depthSize == ds_format->depth_size)
              value += 1;
          if (cfg->stencilSize == ds_format->stencil_size)
              value += 2;
          if (cfg->alphaSize == color_format->alpha_size)
              value += 4;
          /* We like to have aux buffers in backbuffer mode */
          if (auxBuffers && cfg->auxBuffers)
              value += 8;
          if (cfg->redSize == color_format->red_size
                  && cfg->greenSize == color_format->green_size
                  && cfg->blueSize == color_format->blue_size)
              value += 16;
  
          if (value > current_value)
          {
              iPixelFormat = cfg->iPixelFormat;
              current_value = value;
          }
      }
  
      if (!iPixelFormat)
      {
          ERR("Trying to locate a compatible pixel format because an exact match failed.\n");
  
          memset(&pfd, 0, sizeof(pfd));
          pfd.nSize      = sizeof(pfd);
          pfd.nVersion   = 1;
          pfd.dwFlags    = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
          pfd.iPixelType = PFD_TYPE_RGBA;
          pfd.cAlphaBits = color_format->alpha_size;
          pfd.cColorBits = color_format->red_size + color_format->green_size
                  + color_format->blue_size + color_format->alpha_size;
          pfd.cDepthBits = ds_format->depth_size;
          pfd.cStencilBits = ds_format->stencil_size;
          pfd.iLayerType = PFD_MAIN_PLANE;
  
          if (!(iPixelFormat = ChoosePixelFormat(hdc, &pfd)))
          {
              /* Something is very wrong as ChoosePixelFormat() barely fails. */
              ERR("Can't find a suitable pixel format.\n");
              return 0;
          }
      }
  
      TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s.\n",
              iPixelFormat, debug_d3dformat(color_format->id), debug_d3dformat(ds_format->id));
      return iPixelFormat;
  }
  
  /* Context activation is done by the caller. */
  void wined3d_context_gl_bind_dummy_textures(const struct wined3d_context_gl *context_gl)
  {
      const struct wined3d_dummy_textures *textures = &wined3d_device_gl(context_gl->c.device)->dummy_textures;
      const struct wined3d_gl_info *gl_info = context_gl->gl_info;
      unsigned int i;
  
      for (i = 0; i < gl_info->limits.combined_samplers; ++i)
      {
          GL_EXTCALL(glActiveTexture(GL_TEXTURE0 + i));
  
          gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, textures->tex_1d);
          gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, textures->tex_2d);
  
          if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
              gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB, textures->tex_rect);
  
          if (gl_info->supported[EXT_TEXTURE3D])
              gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, textures->tex_3d);
  
          if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
              gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, textures->tex_cube);
  
          if (gl_info->supported[ARB_TEXTURE_CUBE_MAP_ARRAY])
              gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, textures->tex_cube_array);
  
          if (gl_info->supported[EXT_TEXTURE_ARRAY])
          {
              gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D_ARRAY, textures->tex_1d_array);
              gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_ARRAY, textures->tex_2d_array);
          }
  
          if (gl_info->supported[ARB_TEXTURE_BUFFER_OBJECT])
              gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_BUFFER, textures->tex_buffer);
  
          if (gl_info->supported[ARB_TEXTURE_MULTISAMPLE])
          {
              gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, textures->tex_2d_ms);
              gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, textures->tex_2d_ms_array);
          }
      }
  
      checkGLcall("bind dummy textures");
  }
  
  void wined3d_check_gl_call(const struct wined3d_gl_info *gl_info,
          const char *file, unsigned int line, const char *name)
  {
      GLint err;
  
      if (gl_info->supported[ARB_DEBUG_OUTPUT] || (err = gl_info->gl_ops.gl.p_glGetError()) == GL_NO_ERROR)
      {
          TRACE("%s call ok %s / %u.\n", name, file, line);
          return;
      }
  
      do
      {
          ERR(">>>>>>> %s (%#x) from %s @ %s / %u.\n",
                  debug_glerror(err), err, name, file,line);
          err = gl_info->gl_ops.gl.p_glGetError();
      } while (err != GL_NO_ERROR);
  }
  
  static BOOL context_debug_output_enabled(const struct wined3d_gl_info *gl_info)
  {
      return gl_info->supported[ARB_DEBUG_OUTPUT]
              && (ERR_ON(d3d) || FIXME_ON(d3d) || WARN_ON(d3d_perf));
  }
  
  static void WINE_GLAPI wined3d_debug_callback(GLenum source, GLenum type, GLuint id,
          GLenum severity, GLsizei length, const char *message, void *ctx)
  {
      switch (type)
      {
          case GL_DEBUG_TYPE_ERROR_ARB:
              ERR("%p: %s.\n", ctx, debugstr_an(message, length));
              break;
  
          case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB:
          case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB:
          case GL_DEBUG_TYPE_PORTABILITY_ARB:
              FIXME("%p: %s.\n", ctx, debugstr_an(message, length));
              break;
  
          case GL_DEBUG_TYPE_PERFORMANCE_ARB:
              WARN_(d3d_perf)("%p: %s.\n", ctx, debugstr_an(message, length));
              break;
  
          default:
              FIXME("ctx %p, type %#x: %s.\n", ctx, type, debugstr_an(message, length));
              break;
      }
  }
  
  HGLRC context_create_wgl_attribs(const struct wined3d_gl_info *gl_info, HDC hdc, HGLRC share_ctx)
  {
      HGLRC ctx;
      unsigned int ctx_attrib_idx = 0;
      GLint ctx_attribs[7], ctx_flags = 0;
  
      if (context_debug_output_enabled(gl_info))
          ctx_flags = WGL_CONTEXT_DEBUG_BIT_ARB;
      ctx_attribs[ctx_attrib_idx++] = WGL_CONTEXT_MAJOR_VERSION_ARB;
      ctx_attribs[ctx_attrib_idx++] = gl_info->selected_gl_version >> 16;
      ctx_attribs[ctx_attrib_idx++] = WGL_CONTEXT_MINOR_VERSION_ARB;
      ctx_attribs[ctx_attrib_idx++] = gl_info->selected_gl_version & 0xffff;
      if (ctx_flags)
      {
          ctx_attribs[ctx_attrib_idx++] = WGL_CONTEXT_FLAGS_ARB;
          ctx_attribs[ctx_attrib_idx++] = ctx_flags;
      }
      ctx_attribs[ctx_attrib_idx] = 0;
  
      if (!(ctx = gl_info->p_wglCreateContextAttribsARB(hdc, share_ctx, ctx_attribs)))
      {
          if (gl_info->selected_gl_version >= MAKEDWORD_VERSION(3, 2))
          {
              if (ctx_flags)
              {
                  ctx_flags |= WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB;
                  ctx_attribs[ctx_attrib_idx - 1] = ctx_flags;
              }
              else
              {
                  ctx_flags = WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB;
                  ctx_attribs[ctx_attrib_idx++] = WGL_CONTEXT_FLAGS_ARB;
                  ctx_attribs[ctx_attrib_idx++] = ctx_flags;
                  ctx_attribs[ctx_attrib_idx] = 0;
              }
              if (!(ctx = gl_info->p_wglCreateContextAttribsARB(hdc, share_ctx, ctx_attribs)))
                  WARN("Failed to create a WGL context with wglCreateContextAttribsARB, last error %#x.\n",
                          GetLastError());
          }
      }
      return ctx;
  }
  
  static BOOL wined3d_context_gl_create_wgl_ctx(struct wined3d_context_gl *context_gl,
          struct wined3d_swapchain_gl *swapchain_gl)
  {
      const struct wined3d_format *colour_format, *ds_format;
      struct wined3d_context *context = &context_gl->c;
      const struct wined3d_gl_info *gl_info;
      struct wined3d_resource *target;
      struct wined3d_adapter *adapter;
      unsigned int target_bind_flags;
      struct wined3d_device *device;
      HGLRC ctx, share_ctx;
      unsigned int i;
  
      device = context->device;
      adapter = device->adapter;
      gl_info = &adapter->gl_info;
  
      target = &context->current_rt.texture->resource;
      target_bind_flags = target->bind_flags;
  
      if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
      {
          static const enum wined3d_format_id ds_formats[] =
          {
              WINED3DFMT_D24_UNORM_S8_UINT,
              WINED3DFMT_D32_UNORM,
              WINED3DFMT_R24_UNORM_X8_TYPELESS,
              WINED3DFMT_D16_UNORM,
              WINED3DFMT_S1_UINT_D15_UNORM,
          };
  
          colour_format = target->format;
  
          /* In case of ORM_BACKBUFFER, make sure to request an alpha component for
           * X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
          if (colour_format->id == WINED3DFMT_B4G4R4X4_UNORM)
              colour_format = wined3d_get_format(adapter, WINED3DFMT_B4G4R4A4_UNORM, target_bind_flags);
          else if (colour_format->id == WINED3DFMT_B8G8R8X8_UNORM)
              colour_format = wined3d_get_format(adapter, WINED3DFMT_B8G8R8A8_UNORM, target_bind_flags);
  
          /* DirectDraw supports 8bit paletted render targets and these are used by
           * old games like StarCraft and C&C. Most modern hardware doesn't support
           * 8bit natively so we perform some form of 8bit -> 32bit conversion. The
           * conversion (ab)uses the alpha component for storing the palette index.
           * For this reason we require a format with 8bit alpha, so request
           * A8R8G8B8. */
          if (colour_format->id == WINED3DFMT_P8_UINT)
              colour_format = wined3d_get_format(adapter, WINED3DFMT_B8G8R8A8_UNORM, target_bind_flags);
  
          /* Try to find a pixel format which matches our requirements. */
          if (!swapchain_gl->s.ds_format)
          {
              for (i = 0; i < ARRAY_SIZE(ds_formats); ++i)
              {
                  ds_format = wined3d_get_format(adapter, ds_formats[i], WINED3D_BIND_DEPTH_STENCIL);
                  if ((context_gl->pixel_format = context_choose_pixel_format(device,
                          context_gl->dc, colour_format, ds_format, TRUE)))
                  {
                      swapchain_gl->s.ds_format = ds_format;
                      break;
                  }
  
                  TRACE("Depth stencil format %s is not supported, trying next format.\n",
                          debug_d3dformat(ds_format->id));
              }
          }
          else
          {
              context_gl->pixel_format = context_choose_pixel_format(device,
                      context_gl->dc, colour_format, swapchain_gl->s.ds_format, TRUE);
          }
      }
      else
      {
          /* When using FBOs for off-screen rendering, we only use the drawable for
           * presentation blits, and don't do any rendering to it. That means we
           * don't need depth or stencil buffers, and can mostly ignore the render
           * target format. This wouldn't necessarily be quite correct for 10bpc
           * display modes, but we don't currently support those.
           * Using the same format regardless of the colour/depth/stencil targets
           * makes it much less likely that different wined3d instances will set
           * conflicting pixel formats. */
          colour_format = wined3d_get_format(adapter, WINED3DFMT_B8G8R8A8_UNORM, target_bind_flags);
          ds_format = wined3d_get_format(adapter, WINED3DFMT_UNKNOWN, WINED3D_BIND_DEPTH_STENCIL);
          context_gl->pixel_format = context_choose_pixel_format(device,
                  context_gl->dc, colour_format, ds_format, FALSE);
      }
  
      if (!context_gl->pixel_format)
      {
          ERR("Failed to choose pixel format.\n");
          return FALSE;
      }
  
      wined3d_context_gl_enter(context_gl);
  
      if (!wined3d_context_gl_set_pixel_format(context_gl))
      {
          context_release(context);
  
          if (context_gl->dc_is_private)
          {
              ERR("Failed to set pixel format %d on device context %p.\n", context_gl->pixel_format, context_gl->dc);
  
              return FALSE;
          }
  
          WARN("Failed to set pixel format %d on device context %p, trying backup DC.\n",
                  context_gl->pixel_format, context_gl->dc);
  
          wined3d_release_dc(context_gl->window, context_gl->dc);
          if (!(context_gl->dc = wined3d_swapchain_gl_get_backup_dc(swapchain_gl)))
          {
              ERR("Failed to retrieve the backup device context.\n");
              return FALSE;
          }
          context_gl->dc_is_private = TRUE;
  
          return wined3d_context_gl_create_wgl_ctx(context_gl, swapchain_gl);
      }
  
      share_ctx = device->context_count ? wined3d_context_gl(device->contexts[0])->gl_ctx : NULL;
      if (gl_info->p_wglCreateContextAttribsARB)
      {
          if (!(ctx = context_create_wgl_attribs(gl_info, context_gl->dc, share_ctx)))
          {
              ERR("Failed to create a WGL context.\n");
              context_release(context);
              return FALSE;
          }
      }
      else
      {
          if (!(ctx = wglCreateContext(context_gl->dc)))
          {
              ERR("Failed to create a WGL context.\n");
              context_release(context);
              return FALSE;
          }
  
          if (share_ctx && !wglShareLists(share_ctx, ctx))
          {
              ERR("wglShareLists(%p, %p) failed, last error %#x.\n", share_ctx, ctx, GetLastError());
              context_release(context);
              if (!wglDeleteContext(ctx))
                  ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, GetLastError());
              return FALSE;
          }
      }
  
      context_gl->dc_has_format = TRUE;
      context_gl->needs_set = 1;
      context_gl->valid = 1;
      context_gl->gl_ctx = ctx;
  
      return TRUE;
  }
  
  HRESULT wined3d_context_gl_init(struct wined3d_context_gl *context_gl, struct wined3d_swapchain_gl *swapchain_gl)
  {
      struct wined3d_context *context = &context_gl->c;
      const struct wined3d_d3d_info *d3d_info;
      const struct wined3d_gl_info *gl_info;
      struct wined3d_device *device;
      unsigned int i;
  
      TRACE("context_gl %p, swapchain %p.\n", context_gl, swapchain_gl);
  
      wined3d_context_init(&context_gl->c, &swapchain_gl->s);
  
      device = context->device;
      gl_info = &device->adapter->gl_info;
      context_gl->gl_info = gl_info;
      d3d_info = context->d3d_info;
  
      context_gl->tid = GetCurrentThreadId();
      context_gl->window = context->swapchain->win_handle;
      if (context_gl->window == GetDesktopWindow())
      {
          TRACE("Swapchain is created on the desktop window, trying backup device context.\n");
          context_gl->dc = NULL;
      }
      else if (!(context_gl->dc = GetDCEx(context_gl->window, 0, DCX_USESTYLE | DCX_CACHE)))
          WARN("Failed to retrieve device context, trying swapchain backup.\n");
  
      if (!context_gl->dc)
      {
          if (!(context_gl->dc = wined3d_swapchain_gl_get_backup_dc(swapchain_gl)))
          {
              ERR("Failed to retrieve a device context.\n");
              return E_FAIL;
          }
          context_gl->dc_is_private = TRUE;
      }
  
      list_init(&context_gl->fbo_list);
      list_init(&context_gl->fbo_destroy_list);
  
      list_init(&context_gl->occlusion_queries);
      list_init(&context_gl->fences);
      list_init(&context_gl->timestamp_queries);
      list_init(&context_gl->so_statistics_queries);
      list_init(&context_gl->pipeline_statistics_queries);
  
      for (i = 0; i < ARRAY_SIZE(context_gl->tex_unit_map); ++i)
          context_gl->tex_unit_map[i] = WINED3D_UNMAPPED_STAGE;
      for (i = 0; i < ARRAY_SIZE(context_gl->rev_tex_unit_map); ++i)
          context_gl->rev_tex_unit_map[i] = WINED3D_UNMAPPED_STAGE;
      if (gl_info->limits.graphics_samplers >= WINED3D_MAX_COMBINED_SAMPLERS)
      {
          /* Initialize the texture unit mapping to a 1:1 mapping. */
          unsigned int base, count;
  
          wined3d_gl_limits_get_texture_unit_range(&gl_info->limits, WINED3D_SHADER_TYPE_PIXEL, &base, &count);
          if (base + WINED3D_MAX_FRAGMENT_SAMPLERS > ARRAY_SIZE(context_gl->rev_tex_unit_map))
          {
              ERR("Unexpected texture unit base index %u.\n", base);
              goto fail;
          }
          for (i = 0; i < min(count, WINED3D_MAX_FRAGMENT_SAMPLERS); ++i)
          {
              context_gl->tex_unit_map[i] = base + i;
              context_gl->rev_tex_unit_map[base + i] = i;
          }
  
          wined3d_gl_limits_get_texture_unit_range(&gl_info->limits, WINED3D_SHADER_TYPE_VERTEX, &base, &count);
          if (base + WINED3D_MAX_VERTEX_SAMPLERS > ARRAY_SIZE(context_gl->rev_tex_unit_map))
          {
              ERR("Unexpected texture unit base index %u.\n", base);
              goto fail;
          }
          for (i = 0; i < min(count, WINED3D_MAX_VERTEX_SAMPLERS); ++i)
          {
              context_gl->tex_unit_map[WINED3D_MAX_FRAGMENT_SAMPLERS + i] = base + i;
              context_gl->rev_tex_unit_map[base + i] = WINED3D_MAX_FRAGMENT_SAMPLERS + i;
          }
      }
  
      if (!(context_gl->texture_type = heap_calloc(gl_info->limits.combined_samplers,
              sizeof(*context_gl->texture_type))))
          goto fail;
  
      if (!wined3d_context_gl_create_wgl_ctx(context_gl, swapchain_gl))
          goto fail;
  
      /* Set up the context defaults. */
  
      context->render_offscreen = wined3d_resource_is_offscreen(&context->current_rt.texture->resource);
      context_gl->draw_buffers_mask = context_generate_rt_mask(GL_BACK);
  
      if (!wined3d_context_gl_set_current(context_gl))
      {
          ERR("Cannot activate context to set up defaults.\n");
          context_release(context);
          if (!wglDeleteContext(context_gl->gl_ctx))
              ERR("wglDeleteContext(%p) failed, last error %#x.\n", context_gl->gl_ctx, GetLastError());
          goto fail;
      }
  
      if (context_debug_output_enabled(gl_info))
      {
          GL_EXTCALL(glDebugMessageCallback(wined3d_debug_callback, context));
          if (TRACE_ON(d3d_synchronous))
              gl_info->gl_ops.gl.p_glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
          GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, NULL, GL_FALSE));
          if (ERR_ON(d3d))
          {
              GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_ERROR,
                      GL_DONT_CARE, 0, NULL, GL_TRUE));
          }
          if (FIXME_ON(d3d))
          {
              GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR,
                      GL_DONT_CARE, 0, NULL, GL_TRUE));
              GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR,
                      GL_DONT_CARE, 0, NULL, GL_TRUE));
              GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_PORTABILITY,
                      GL_DONT_CARE, 0, NULL, GL_TRUE));
          }
          if (WARN_ON(d3d_perf))
          {
              GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_PERFORMANCE,
                      GL_DONT_CARE, 0, NULL, GL_TRUE));
          }
      }
  
      if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
          gl_info->gl_ops.gl.p_glGetIntegerv(GL_AUX_BUFFERS, &context_gl->aux_buffers);
  
      TRACE("Setting up the screen\n");
  
      if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
      {
          gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
          checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
  
          gl_info->gl_ops.gl.p_glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
          checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
  
          gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
          checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
      }
      else
      {
          GLuint vao;
  
          GL_EXTCALL(glGenVertexArrays(1, &vao));
          GL_EXTCALL(glBindVertexArray(vao));
          checkGLcall("creating VAO");
      }
  
      gl_info->gl_ops.gl.p_glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);
      checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);");
      gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
      checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, 1);");
  
      if (gl_info->supported[NV_TEXTURE_SHADER2])
      {
          /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
           * the previous texture where to source the offset from is always unit - 1.
           */
          for (i = 1; i < gl_info->limits.textures; ++i)
          {
              wined3d_context_gl_active_texture(context_gl, gl_info, i);
              gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_SHADER_NV,
                      GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + i - 1);
              checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...");
          }
      }
      if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
      {
          /* MacOS(radeon X1600 at least, but most likely others too) refuses to draw if GLSL and ARBFP are
           * enabled, but the currently bound arbfp program is 0. Enabling ARBFP with prog 0 is invalid, but
           * GLSL should bypass this. This causes problems in programs that never use the fixed function pipeline,
           * because the ARBFP extension is enabled by the ARBFP pipeline at context creation, but no program
           * is ever assigned.
           *
           * So make sure a program is assigned to each context. The first real ARBFP use will set a different
           * program and the dummy program is destroyed when the context is destroyed.
           */
          static const char dummy_program[] =
                  "!!ARBfp1.0\n"
                  "MOV result.color, fragment.color.primary;\n"
                  "END\n";
          GL_EXTCALL(glGenProgramsARB(1, &context_gl->dummy_arbfp_prog));
          GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, context_gl->dummy_arbfp_prog));
          GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB,
                  GL_PROGRAM_FORMAT_ASCII_ARB, strlen(dummy_program), dummy_program));
      }
  
      if (gl_info->supported[ARB_POINT_SPRITE])
      {
          for (i = 0; i < gl_info->limits.textures; ++i)
          {
              wined3d_context_gl_active_texture(context_gl, gl_info, i);
              gl_info->gl_ops.gl.p_glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
              checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)");
          }
      }
  
      if (gl_info->supported[ARB_PROVOKING_VERTEX])
      {
          GL_EXTCALL(glProvokingVertex(GL_FIRST_VERTEX_CONVENTION));
      }
      else if (gl_info->supported[EXT_PROVOKING_VERTEX])
      {
          GL_EXTCALL(glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT));
      }
      if (!(d3d_info->wined3d_creation_flags & WINED3D_NO_PRIMITIVE_RESTART))
      {
          if (gl_info->supported[ARB_ES3_COMPATIBILITY])
          {
              gl_info->gl_ops.gl.p_glEnable(GL_PRIMITIVE_RESTART_FIXED_INDEX);
              checkGLcall("enable GL_PRIMITIVE_RESTART_FIXED_INDEX");
          }
          else
          {
              FIXME("OpenGL implementation does not support GL_PRIMITIVE_RESTART_FIXED_INDEX.\n");
          }
      }
      if (!(d3d_info->wined3d_creation_flags & WINED3D_LEGACY_CUBEMAP_FILTERING)
              && gl_info->supported[ARB_SEAMLESS_CUBE_MAP])
      {
          gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
          checkGLcall("enable seamless cube map filtering");
      }
      if (gl_info->supported[ARB_CLIP_CONTROL])
          GL_EXTCALL(glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, GL_LOWER_LEFT));
  
      /* If this happens to be the first context for the device, dummy textures
       * are not created yet. In that case, they will be created (and bound) by
       * create_dummy_textures right after this context is initialized. */
      if (wined3d_device_gl(device)->dummy_textures.tex_2d)
          wined3d_context_gl_bind_dummy_textures(context_gl);
  
      /* Initialise all rectangles to avoid resetting unused ones later. */
      gl_info->gl_ops.gl.p_glScissor(0, 0, 0, 0);
      checkGLcall("glScissor");
  
      return WINED3D_OK;
  
  fail:
      heap_free(context_gl->texture_type);
      wined3d_release_dc(context_gl->window, context_gl->dc);
      return E_FAIL;
  }
  
  void wined3d_context_gl_destroy(struct wined3d_context_gl *context_gl)
  {
      struct wined3d_device *device = context_gl->c.device;
  
      TRACE("Destroying context %p.\n", context_gl);
  
      wined3d_from_cs(device->cs);
  
      /* We delay destroying a context when it is active. The context_release()
       * function invokes wined3d_context_gl_destroy() again while leaving the
       * last level. */
      if (context_gl->level)
      {
          TRACE("Delaying destruction of context %p.\n", context_gl);
          context_gl->c.destroy_delayed = 1;
          /* FIXME: Get rid of a pointer to swapchain from wined3d_context. */
          context_gl->c.swapchain = NULL;
          return;
      }
  
      device_context_remove(device, &context_gl->c);
  
      if (context_gl->c.current && context_gl->tid != GetCurrentThreadId())
      {
          struct wined3d_gl_info *gl_info;
  
          /* Make a copy of gl_info for wined3d_context_gl_cleanup() use, the
           * one in wined3d_adapter may go away in the meantime. */
          gl_info = heap_alloc(sizeof(*gl_info));
          *gl_info = *context_gl->gl_info;
          context_gl->gl_info = gl_info;
          context_gl->c.destroyed = 1;
  
          return;
      }
  
      wined3d_context_gl_cleanup(context_gl);
      TlsSetValue(context_get_tls_idx(), NULL);
      heap_free(context_gl);
  }
  
  const unsigned int *wined3d_context_gl_get_tex_unit_mapping(const struct wined3d_context_gl *context_gl,
          const struct wined3d_shader_version *shader_version, unsigned int *base, unsigned int *count)
  {
      const struct wined3d_gl_info *gl_info = context_gl->gl_info;
  
      if (!shader_version)
      {
          *base = 0;
          *count = WINED3D_MAX_TEXTURES;
          return context_gl->tex_unit_map;
      }
  
      if (shader_version->major >= 4)
      {
          wined3d_gl_limits_get_texture_unit_range(&gl_info->limits, shader_version->type, base, count);
          return NULL;
      }
  
      switch (shader_version->type)
      {
          case WINED3D_SHADER_TYPE_PIXEL:
              *base = 0;
              *count = WINED3D_MAX_FRAGMENT_SAMPLERS;
              break;
          case WINED3D_SHADER_TYPE_VERTEX:
              *base = WINED3D_MAX_FRAGMENT_SAMPLERS;
              *count = WINED3D_MAX_VERTEX_SAMPLERS;
              break;
          default:
              ERR("Unhandled shader type %#x.\n", shader_version->type);
              *base = 0;
              *count = 0;
      }
  
      return context_gl->tex_unit_map;
  }
  
  static void wined3d_context_gl_get_rt_size(const struct wined3d_context_gl *context_gl, SIZE *size)
  {
      const struct wined3d_texture *rt = context_gl->c.current_rt.texture;
      unsigned int level;
  
      if (rt->swapchain)
      {
          RECT window_size;
  
          GetClientRect(context_gl->window, &window_size);
          size->cx = window_size.right - window_size.left;
          size->cy = window_size.bottom - window_size.top;
  
          return;
      }
  
      level = context_gl->c.current_rt.sub_resource_idx % rt->level_count;
      size->cx = wined3d_texture_get_level_width(rt, level);
      size->cy = wined3d_texture_get_level_height(rt, level);
  }
  
  void wined3d_context_gl_enable_clip_distances(struct wined3d_context_gl *context_gl, uint32_t enable_mask)
  {
      const struct wined3d_gl_info *gl_info = context_gl->gl_info;
      unsigned int clip_distance_count, i;
      uint32_t disable_mask, current_mask;
  
      clip_distance_count = gl_info->limits.user_clip_distances;
      disable_mask = ~enable_mask;
      enable_mask &= (1u << clip_distance_count) - 1;
      disable_mask &= (1u << clip_distance_count) - 1;
      current_mask = context_gl->c.clip_distance_mask;
      context_gl->c.clip_distance_mask = enable_mask;
  
      enable_mask &= ~current_mask;
      while (enable_mask)
      {
          i = wined3d_bit_scan(&enable_mask);
          gl_info->gl_ops.gl.p_glEnable(GL_CLIP_DISTANCE0 + i);
      }
      disable_mask &= current_mask;
      while (disable_mask)
      {
          i = wined3d_bit_scan(&disable_mask);
          gl_info->gl_ops.gl.p_glDisable(GL_CLIP_DISTANCE0 + i);
      }
      checkGLcall("toggle clip distances");
  }
  
  static inline BOOL is_rt_mask_onscreen(DWORD rt_mask)
  {
      return rt_mask & (1u << 31);
  }
  
  static inline GLenum draw_buffer_from_rt_mask(DWORD rt_mask)
  {
      return rt_mask & ~(1u << 31);
  }
  
  /* Context activation is done by the caller. */
  static void wined3d_context_gl_apply_draw_buffers(struct wined3d_context_gl *context_gl, uint32_t rt_mask)
  {
      const struct wined3d_gl_info *gl_info = context_gl->gl_info;
      GLenum draw_buffers[WINED3D_MAX_RENDER_TARGETS];
  
      if (!rt_mask)
      {
          gl_info->gl_ops.gl.p_glDrawBuffer(GL_NONE);
      }
      else if (is_rt_mask_onscreen(rt_mask))
      {
          gl_info->gl_ops.gl.p_glDrawBuffer(draw_buffer_from_rt_mask(rt_mask));
      }
      else
      {
          if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
          {
              unsigned int i = 0;
  
              while (rt_mask)
              {
                  if (rt_mask & 1)
                      draw_buffers[i] = GL_COLOR_ATTACHMENT0 + i;
                  else
                      draw_buffers[i] = GL_NONE;
  
                  rt_mask >>= 1;
                  ++i;
              }
  
              if (gl_info->supported[ARB_DRAW_BUFFERS])
              {
                  GL_EXTCALL(glDrawBuffers(i, draw_buffers));
              }
              else
              {
                  gl_info->gl_ops.gl.p_glDrawBuffer(draw_buffers[0]);
              }
          }
          else
          {
              ERR("Unexpected draw buffers mask with backbuffer ORM.\n");
          }
      }
  
      checkGLcall("apply draw buffers");
  }
  
  /* Context activation is done by the caller. */
  void wined3d_context_gl_set_draw_buffer(struct wined3d_context_gl *context_gl, GLenum buffer)
  {
      const struct wined3d_gl_info *gl_info = context_gl->gl_info;
      struct fbo_entry *current_fbo = context_gl->current_fbo;
      uint32_t new_mask = context_generate_rt_mask(buffer);
      uint32_t *current_mask;
  
      current_mask = current_fbo ? &current_fbo->rt_mask : &context_gl->draw_buffers_mask;
      if (new_mask == *current_mask)
          return;
  
      gl_info->gl_ops.gl.p_glDrawBuffer(buffer);
      checkGLcall("glDrawBuffer()");
  
      *current_mask = new_mask;
  }
  
  /* Context activation is done by the caller. */
  void wined3d_context_gl_active_texture(struct wined3d_context_gl *context_gl,
          const struct wined3d_gl_info *gl_info, unsigned int unit)
  {
      GL_EXTCALL(glActiveTexture(GL_TEXTURE0 + unit));
      checkGLcall("glActiveTexture");
      context_gl->active_texture = unit;
  }
  
  void wined3d_context_gl_bind_bo(struct wined3d_context_gl *context_gl, GLenum binding, GLuint name)
  {
      const struct wined3d_gl_info *gl_info = context_gl->gl_info;
  
      if (binding == GL_ELEMENT_ARRAY_BUFFER)
          context_invalidate_state(&context_gl->c, STATE_INDEXBUFFER);
  
      GL_EXTCALL(glBindBuffer(binding, name));
  }
  
  void wined3d_context_gl_bind_texture(struct wined3d_context_gl *context_gl, GLenum target, GLuint name)
  {
      const struct wined3d_dummy_textures *textures = &wined3d_device_gl(context_gl->c.device)->dummy_textures;
      const struct wined3d_gl_info *gl_info = context_gl->gl_info;
      GLenum old_texture_type;
      unsigned int unit;
  
      if (name)
          gl_info->gl_ops.gl.p_glBindTexture(target, name);
      else
          target = GL_NONE;
  
      unit = context_gl->active_texture;
      old_texture_type = context_gl->texture_type[unit];
      if (old_texture_type != target)
      {
          switch (old_texture_type)
          {
              case GL_NONE:
                  /* nothing to do */
                  break;
              case GL_TEXTURE_1D:
                  gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, textures->tex_1d);
                  break;
              case GL_TEXTURE_1D_ARRAY:
                  gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D_ARRAY, textures->tex_1d_array);
                  break;
              case GL_TEXTURE_2D:
                  gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, textures->tex_2d);
                  break;
              case GL_TEXTURE_2D_ARRAY:
                  gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_ARRAY, textures->tex_2d_array);
                  break;
              case GL_TEXTURE_RECTANGLE_ARB:
                  gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB, textures->tex_rect);
                  break;
              case GL_TEXTURE_CUBE_MAP:
                  gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, textures->tex_cube);
                  break;
              case GL_TEXTURE_CUBE_MAP_ARRAY:
                  gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, textures->tex_cube_array);
                  break;
              case GL_TEXTURE_3D:
                  gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, textures->tex_3d);
                  break;
              case GL_TEXTURE_BUFFER:
                  gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_BUFFER, textures->tex_buffer);
                  break;
              case GL_TEXTURE_2D_MULTISAMPLE:
                  gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, textures->tex_2d_ms);
                  break;
              case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
                  gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, textures->tex_2d_ms_array);
                  break;
              default:
                  ERR("Unexpected texture target %#x.\n", old_texture_type);
          }
  
          context_gl->texture_type[unit] = target;
      }
  
      checkGLcall("bind texture");
  }
  
  void *wined3d_context_gl_map_bo_address(struct wined3d_context_gl *context_gl,
          const struct wined3d_bo_address *data, size_t size, uint32_t flags)
  {
      const struct wined3d_gl_info *gl_info;
      struct wined3d_bo_gl *bo;
      BYTE *memory;
  
      if (!(bo = (struct wined3d_bo_gl *)data->buffer_object))
          return data->addr;
  
      gl_info = context_gl->gl_info;
      wined3d_context_gl_bind_bo(context_gl, bo->binding, bo->id);
  
      if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
      {
          memory = GL_EXTCALL(glMapBufferRange(bo->binding, (INT_PTR)data->addr,
                  size, wined3d_resource_gl_map_flags(flags)));
      }
      else
      {
          memory = GL_EXTCALL(glMapBuffer(bo->binding, wined3d_resource_gl_legacy_map_flags(flags)));
          memory += (INT_PTR)data->addr;
      }
  
      wined3d_context_gl_bind_bo(context_gl, bo->binding, 0);
      checkGLcall("Map buffer object");
  
      return memory;
  }
  
  void wined3d_context_gl_unmap_bo_address(struct wined3d_context_gl *context_gl,
          const struct wined3d_bo_address *data, unsigned int range_count, const struct wined3d_range *ranges)
  {
      const struct wined3d_gl_info *gl_info;
      struct wined3d_bo_gl *bo;
      unsigned int i;
  
      if (!(bo = (struct wined3d_bo_gl *)data->buffer_object))
          return;
  
      gl_info = context_gl->gl_info;
      wined3d_context_gl_bind_bo(context_gl, bo->binding, bo->id);
  
      if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
      {
          for (i = 0; i < range_count; ++i)
          {
              GL_EXTCALL(glFlushMappedBufferRange(bo->binding,
                      (UINT_PTR)data->addr + ranges[i].offset, ranges[i].size));
          }
      }
  
      GL_EXTCALL(glUnmapBuffer(bo->binding));
      wined3d_context_gl_bind_bo(context_gl, bo->binding, 0);
      checkGLcall("Unmap buffer object");
  }
  
  void wined3d_context_gl_copy_bo_address(struct wined3d_context_gl *context_gl,
          const struct wined3d_bo_address *dst, const struct wined3d_bo_address *src, size_t size)
  {
      const struct wined3d_gl_info *gl_info;
      struct wined3d_bo_gl *src_bo, *dst_bo;
      struct wined3d_range range;
      BYTE *dst_ptr, *src_ptr;
  
      gl_info = context_gl->gl_info;
      src_bo = (struct wined3d_bo_gl *)src->buffer_object;
      dst_bo = (struct wined3d_bo_gl *)dst->buffer_object;
  
      if (dst_bo && src_bo)
      {
          if (gl_info->supported[ARB_COPY_BUFFER])
          {
              GL_EXTCALL(glBindBuffer(GL_COPY_READ_BUFFER, src_bo->id));
              GL_EXTCALL(glBindBuffer(GL_COPY_WRITE_BUFFER, dst_bo->id));
              GL_EXTCALL(glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER,
                      (GLintptr)src->addr, (GLintptr)dst->addr, size));
              checkGLcall("direct buffer copy");
          }
          else
          {
              src_ptr = wined3d_context_gl_map_bo_address(context_gl, src, size, WINED3D_MAP_READ);
              dst_ptr = wined3d_context_gl_map_bo_address(context_gl, dst, size, WINED3D_MAP_WRITE);
  
              memcpy(dst_ptr, src_ptr, size);
  
              range.offset = 0;
              range.size = size;
              wined3d_context_gl_unmap_bo_address(context_gl, dst, 1, &range);
              wined3d_context_gl_unmap_bo_address(context_gl, src, 0, NULL);
          }
      }
      else if (!dst_bo && src_bo)
      {
          wined3d_context_gl_bind_bo(context_gl, src_bo->binding, src_bo->id);
          GL_EXTCALL(glGetBufferSubData(src_bo->binding, (GLintptr)src->addr, size, dst->addr));
          checkGLcall("buffer download");
      }
      else if (dst_bo && !src_bo)
      {
          wined3d_context_gl_bind_bo(context_gl, dst_bo->binding, dst_bo->id);
          GL_EXTCALL(glBufferSubData(dst_bo->binding, (GLintptr)dst->addr, size, src->addr));
          checkGLcall("buffer upload");
      }
      else
      {
          memcpy(dst->addr, src->addr, size);
      }
  }
  
  static void wined3d_context_gl_set_render_offscreen(struct wined3d_context_gl *context_gl, BOOL offscreen)
  {
      if (context_gl->c.render_offscreen == offscreen)
          return;
  
      context_invalidate_state(&context_gl->c, STATE_VIEWPORT);
      context_invalidate_state(&context_gl->c, STATE_SCISSORRECT);
      if (!context_gl->gl_info->supported[ARB_CLIP_CONTROL])
      {
          context_invalidate_state(&context_gl->c, STATE_RASTERIZER);
          context_invalidate_state(&context_gl->c, STATE_POINTSPRITECOORDORIGIN);
          context_invalidate_state(&context_gl->c, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
      }
      context_invalidate_state(&context_gl->c, STATE_SHADER(WINED3D_SHADER_TYPE_DOMAIN));
      if (context_gl->gl_info->supported[ARB_FRAGMENT_COORD_CONVENTIONS])
          context_invalidate_state(&context_gl->c, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL));
      context_gl->c.render_offscreen = offscreen;
  }
  
  GLenum wined3d_context_gl_get_offscreen_gl_buffer(const struct wined3d_context_gl *context_gl)
  {
      switch (wined3d_settings.offscreen_rendering_mode)
      {
          case ORM_FBO:
              return GL_COLOR_ATTACHMENT0;
  
          case ORM_BACKBUFFER:
              return context_gl->aux_buffers > 0 ? GL_AUX0 : GL_BACK;
  
          default:
              FIXME("Unhandled offscreen rendering mode %#x.\n", wined3d_settings.offscreen_rendering_mode);
              return GL_BACK;
      }
  }
  
  static uint32_t wined3d_context_gl_generate_rt_mask_no_fbo(const struct wined3d_context_gl *context_gl,
          struct wined3d_resource *rt)
  {
      if (!rt || rt->format->id == WINED3DFMT_NULL)
          return 0;
      else if (rt->type != WINED3D_RTYPE_BUFFER && texture_from_resource(rt)->swapchain)
          return context_generate_rt_mask_from_resource(rt);
      else
          return context_generate_rt_mask(wined3d_context_gl_get_offscreen_gl_buffer(context_gl));
  }
  
  /* Context activation is done by the caller. */
  void wined3d_context_gl_apply_blit_state(struct wined3d_context_gl *context_gl, const struct wined3d_device *device)
  {
      struct wined3d_context *context = &context_gl->c;
      const struct wined3d_gl_info *gl_info;
      uint32_t rt_mask, *cur_mask;
      struct wined3d_texture *rt;
      unsigned int sampler;
      SIZE rt_size;
  
      TRACE("Setting up context %p for blitting.\n", context);
  
      gl_info = context_gl->gl_info;
      rt = context->current_rt.texture;
  
      if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
      {
          if (context->render_offscreen)
          {
              wined3d_texture_load(rt, context, FALSE);
  
              wined3d_context_gl_apply_fbo_state_blit(context_gl, GL_FRAMEBUFFER, &rt->resource,
                      context->current_rt.sub_resource_idx, NULL, 0, rt->resource.draw_binding);
              if (rt->resource.format->id != WINED3DFMT_NULL)
                  rt_mask = 1;
              else
                  rt_mask = 0;
          }
          else
          {
              context_gl->current_fbo = NULL;
              wined3d_context_gl_bind_fbo(context_gl, GL_FRAMEBUFFER, 0);
              rt_mask = context_generate_rt_mask_from_resource(&rt->resource);
          }
      }
      else
      {
          rt_mask = wined3d_context_gl_generate_rt_mask_no_fbo(context_gl, &rt->resource);
      }
  
      cur_mask = context_gl->current_fbo ? &context_gl->current_fbo->rt_mask : &context_gl->draw_buffers_mask;
  
      if (rt_mask != *cur_mask)
      {
          wined3d_context_gl_apply_draw_buffers(context_gl, rt_mask);
          *cur_mask = rt_mask;
      }
  
      if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
          wined3d_context_gl_check_fbo_status(context_gl, GL_FRAMEBUFFER);
      context_invalidate_state(context, STATE_FRAMEBUFFER);
  
      wined3d_context_gl_get_rt_size(context_gl, &rt_size);
  
      if (context->last_was_blit)
      {
          if (context_gl->blit_size.cx != rt_size.cx || context_gl->blit_size.cy != rt_size.cy)
          {
              gl_info->gl_ops.gl.p_glViewport(0, 0, rt_size.cx, rt_size.cy);
              context->viewport_count = WINED3D_MAX_VIEWPORTS;
              context_gl->blit_size = rt_size;
              /* No need to dirtify here, the states are still dirtified because
               * they weren't applied since the last context_apply_blit_state()
               * call. */
          }
          checkGLcall("blit state application");
          TRACE("Context is already set up for blitting, nothing to do.\n");
          return;
      }
      context->last_was_blit = TRUE;
  
      if (gl_info->supported[ARB_SAMPLER_OBJECTS])
          GL_EXTCALL(glBindSampler(0, 0));
      wined3d_context_gl_active_texture(context_gl, gl_info, 0);
  
      sampler = context_gl->rev_tex_unit_map[0];
      if (sampler != WINED3D_UNMAPPED_STAGE)
      {
          if (sampler < WINED3D_MAX_TEXTURES)
          {
              context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + sampler));
              context_invalidate_state(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP));
          }
          context_invalidate_state(context, STATE_SAMPLER(sampler));
      }
      context_invalidate_compute_state(context, STATE_COMPUTE_SHADER_RESOURCE_BINDING);
      context_invalidate_state(context, STATE_GRAPHICS_SHADER_RESOURCE_BINDING);
  
      if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
      {
          gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST);
          context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHATESTENABLE));
      }
      gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_TEST);
      context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ZENABLE));
      gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
      gl_info->gl_ops.gl.p_glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
      context_invalidate_state(context, STATE_BLEND);
      gl_info->gl_ops.gl.p_glDisable(GL_CULL_FACE);
      gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST);
      context_invalidate_state(context, STATE_RASTERIZER);
      gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST);
      context_invalidate_state(context, STATE_RENDER(WINED3D_RS_STENCILENABLE));
      if (gl_info->supported[ARB_POINT_SPRITE])
      {
          gl_info->gl_ops.gl.p_glDisable(GL_POINT_SPRITE_ARB);
          context_invalidate_state(context, STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE));
      }
      if (gl_info->supported[ARB_FRAMEBUFFER_SRGB])
      {
          gl_info->gl_ops.gl.p_glDisable(GL_FRAMEBUFFER_SRGB);
          context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE));
      }
  
      context->last_was_rhw = TRUE;
      context_invalidate_state(context, STATE_VDECL); /* because of last_was_rhw = TRUE */
  
      wined3d_context_gl_enable_clip_distances(context_gl, 0);
      context_invalidate_state(context, STATE_RENDER(WINED3D_RS_CLIPPING));
  
      /* FIXME: Make draw_textured_quad() able to work with a upper left origin. */
      if (gl_info->supported[ARB_CLIP_CONTROL])
          GL_EXTCALL(glClipControl(GL_LOWER_LEFT, GL_NEGATIVE_ONE_TO_ONE));
      gl_info->gl_ops.gl.p_glViewport(0, 0, rt_size.cx, rt_size.cy);
      context->viewport_count = WINED3D_MAX_VIEWPORTS;
      context_invalidate_state(context, STATE_VIEWPORT);
  
      device->shader_backend->shader_disable(device->shader_priv, context);
  
      context_gl->blit_size = rt_size;
  
      checkGLcall("blit state application");
  }
  
  static void wined3d_context_gl_apply_blit_projection(const struct wined3d_context_gl *context_gl,
          unsigned int w, unsigned int h)
  {
      const struct wined3d_gl_info *gl_info = context_gl->gl_info;
      const GLdouble projection[] =
      {
          2.0 / w,     0.0,  0.0, 0.0,
              0.0, 2.0 / h,  0.0, 0.0,
              0.0,     0.0,  2.0, 0.0,
             -1.0,    -1.0, -1.0, 1.0,
      };
  
      gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
      gl_info->gl_ops.gl.p_glLoadMatrixd(projection);
  }
  
  /* Setup OpenGL states for fixed-function blitting. */
  /* Context activation is done by the caller. */
  void wined3d_context_gl_apply_ffp_blit_state(struct wined3d_context_gl *context_gl,
          const struct wined3d_device *device)
  {
      struct wined3d_context *context = &context_gl->c;
      const struct wined3d_gl_info *gl_info;
      unsigned int i, sampler;
  
      gl_info = context_gl->gl_info;
      if (!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
          ERR("Applying fixed-function state without legacy context support.\n");
  
      if (context->last_was_ffp_blit)
      {
          SIZE rt_size;
  
          wined3d_context_gl_get_rt_size(context_gl, &rt_size);
          if (context_gl->blit_size.cx != rt_size.cx || context_gl->blit_size.cy != rt_size.cy)
              wined3d_context_gl_apply_blit_projection(context_gl, rt_size.cx, rt_size.cy);
          wined3d_context_gl_apply_blit_state(context_gl, device);
  
          checkGLcall("ffp blit state application");
          return;
      }
      context->last_was_ffp_blit = TRUE;
  
      wined3d_context_gl_apply_blit_state(context_gl, device);
  
      /* Disable all textures. The caller can then bind a texture it wants to blit
       * from. */
      for (i = gl_info->limits.textures - 1; i > 0 ; --i)
      {
          wined3d_context_gl_active_texture(context_gl, gl_info, i);
  
          if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
              gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
          gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
          if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
              gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
          gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
  
          gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
  
          sampler = context_gl->rev_tex_unit_map[i];
          if (sampler != WINED3D_UNMAPPED_STAGE)
          {
              if (sampler < WINED3D_MAX_TEXTURES)
                  context_invalidate_state(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP));
              context_invalidate_state(context, STATE_SAMPLER(sampler));
          }
      }
  
      wined3d_context_gl_active_texture(context_gl, gl_info, 0);
  
      if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
          gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
      gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
      if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
          gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
      gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
  
      gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
      if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
          gl_info->gl_ops.gl.p_glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, 0.0f);
  
      gl_info->gl_ops.gl.p_glMatrixMode(GL_TEXTURE);
      gl_info->gl_ops.gl.p_glLoadIdentity();
  
      /* Setup transforms. */
      gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
      gl_info->gl_ops.gl.p_glLoadIdentity();
      context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
      wined3d_context_gl_apply_blit_projection(context_gl, context_gl->blit_size.cx, context_gl->blit_size.cy);
      context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
  
      /* Other misc states. */
      gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
      context_invalidate_state(context, STATE_RENDER(WINED3D_RS_LIGHTING));
      gl_info->p_glDisableWINE(GL_FOG);
      context_invalidate_state(context, STATE_RENDER(WINED3D_RS_FOGENABLE));
  
      if (gl_info->supported[EXT_SECONDARY_COLOR])
      {
          gl_info->gl_ops.gl.p_glDisable(GL_COLOR_SUM_EXT);
          context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
      }
      checkGLcall("ffp blit state application");
  }
  
  static BOOL have_framebuffer_attachment(unsigned int rt_count, struct wined3d_rendertarget_view * const *rts,
          const struct wined3d_rendertarget_view *ds)
  {
      unsigned int i;
  
      if (ds)
          return TRUE;
  
      for (i = 0; i < rt_count; ++i)
      {
          if (rts[i] && rts[i]->format->id != WINED3DFMT_NULL)
              return TRUE;
      }
  
      return FALSE;
  }
  
  /* Context activation is done by the caller. */
  BOOL wined3d_context_gl_apply_clear_state(struct wined3d_context_gl *context_gl,
          const struct wined3d_state *state, unsigned int rt_count, const struct wined3d_fb_state *fb)
  {
      struct wined3d_rendertarget_view * const *rts = fb->render_targets;
      const struct wined3d_gl_info *gl_info = context_gl->gl_info;
      struct wined3d_rendertarget_view *dsv = fb->depth_stencil;
      uint32_t rt_mask = 0, *cur_mask;
      unsigned int i;
  
      if (isStateDirty(&context_gl->c, STATE_FRAMEBUFFER) || fb != &state->fb
              || rt_count != gl_info->limits.buffers)
      {
          if (!have_framebuffer_attachment(rt_count, rts, dsv))
          {
              WARN("Invalid render target config, need at least one attachment.\n");
              return FALSE;
          }
  
          if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
          {
              struct wined3d_rendertarget_info ds_info = {{0}};
  
              if (!rt_count || wined3d_resource_is_offscreen(rts[0]->resource))
              {
                  memset(context_gl->blit_targets, 0, sizeof(context_gl->blit_targets));
                  for (i = 0; i < rt_count; ++i)
                  {
                      if (rts[i])
                      {
                          struct wined3d_rendertarget_view_gl *rtv_gl = wined3d_rendertarget_view_gl(rts[i]);
                          context_gl->blit_targets[i].gl_view = rtv_gl->gl_view;
                          context_gl->blit_targets[i].resource = rtv_gl->v.resource;
                          context_gl->blit_targets[i].sub_resource_idx = rtv_gl->v.sub_resource_idx;
                          context_gl->blit_targets[i].layer_count = rtv_gl->v.layer_count;
                      }
                      if (rts[i] && rts[i]->format->id != WINED3DFMT_NULL)
                          rt_mask |= (1u << i);
                  }
  
                  if (dsv)
                  {
                      struct wined3d_rendertarget_view_gl *dsv_gl = wined3d_rendertarget_view_gl(dsv);
                      ds_info.gl_view = dsv_gl->gl_view;
                      ds_info.resource = dsv_gl->v.resource;
                      ds_info.sub_resource_idx = dsv_gl->v.sub_resource_idx;
                      ds_info.layer_count = dsv_gl->v.layer_count;
                  }
  
                  wined3d_context_gl_apply_fbo_state(context_gl, GL_FRAMEBUFFER, context_gl->blit_targets, &ds_info,
                          rt_count ? rts[0]->resource->draw_binding : 0, dsv ? dsv->resource->draw_binding : 0);
              }
              else
              {
                  wined3d_context_gl_apply_fbo_state(context_gl, GL_FRAMEBUFFER, NULL, &ds_info,
                          WINED3D_LOCATION_DRAWABLE, WINED3D_LOCATION_DRAWABLE);
                  rt_mask = context_generate_rt_mask_from_resource(rts[0]->resource);
              }
  
              /* If the framebuffer is not the device's fb the device's fb has to be reapplied
               * next draw. Otherwise we could mark the framebuffer state clean here, once the
               * state management allows this */
              context_invalidate_state(&context_gl->c, STATE_FRAMEBUFFER);
          }
          else
          {
              rt_mask = wined3d_context_gl_generate_rt_mask_no_fbo(context_gl, rt_count ? rts[0]->resource : NULL);
          }
      }
      else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO
              && (!rt_count || wined3d_resource_is_offscreen(rts[0]->resource)))
      {
          for (i = 0; i < rt_count; ++i)
          {
              if (rts[i] && rts[i]->format->id != WINED3DFMT_NULL)
                  rt_mask |= (1u << i);
          }
      }
      else
      {
          rt_mask = wined3d_context_gl_generate_rt_mask_no_fbo(context_gl, rt_count ? rts[0]->resource : NULL);
      }
  
      cur_mask = context_gl->current_fbo ? &context_gl->current_fbo->rt_mask : &context_gl->draw_buffers_mask;
  
      if (rt_mask != *cur_mask)
      {
          wined3d_context_gl_apply_draw_buffers(context_gl, rt_mask);
          *cur_mask = rt_mask;
          context_invalidate_state(&context_gl->c, STATE_FRAMEBUFFER);
      }
  
      if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
          wined3d_context_gl_check_fbo_status(context_gl, GL_FRAMEBUFFER);
  
      context_gl->c.last_was_blit = FALSE;
      context_gl->c.last_was_ffp_blit = FALSE;
  
      /* Blending and clearing should be orthogonal, but tests on the nvidia
       * driver show that disabling blending when clearing improves the clearing
       * performance incredibly. */
      gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
      gl_info->gl_ops.gl.p_glEnable(GL_SCISSOR_TEST);
      if (rt_count && gl_info->supported[ARB_FRAMEBUFFER_SRGB])
      {
          if (needs_srgb_write(context_gl->c.d3d_info, state, fb))
              gl_info->gl_ops.gl.p_glEnable(GL_FRAMEBUFFER_SRGB);
          else
              gl_info->gl_ops.gl.p_glDisable(GL_FRAMEBUFFER_SRGB);
          context_invalidate_state(&context_gl->c, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE));
      }
      checkGLcall("setting up state for clear");
  
      context_invalidate_state(&context_gl->c, STATE_BLEND);
      context_invalidate_state(&context_gl->c, STATE_RASTERIZER);
      context_invalidate_state(&context_gl->c, STATE_SCISSORRECT);
  
      return TRUE;
  }
  
  static uint32_t find_draw_buffers_mask(const struct wined3d_context_gl *context_gl, const struct wined3d_state *state)
  {
      struct wined3d_rendertarget_view * const *rts = state->fb.render_targets;
      struct wined3d_shader *ps = state->shader[WINED3D_SHADER_TYPE_PIXEL];
      const struct wined3d_gl_info *gl_info = context_gl->gl_info;
      unsigned int rt_mask, mask;
      unsigned int i;
  
      if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
          return wined3d_context_gl_generate_rt_mask_no_fbo(context_gl, rts[0]->resource);
      else if (!context_gl->c.render_offscreen)
          return context_generate_rt_mask_from_resource(rts[0]->resource);
  
      rt_mask = ps ? ps->reg_maps.rt_mask : 1;
      rt_mask &= (1u << gl_info->limits.buffers) - 1;
      if (state->blend_state && state->blend_state->dual_source)
          rt_mask = 1;
  
      mask = rt_mask;
      while (mask)
      {
          i = wined3d_bit_scan(&mask);
          if (!rts[i] || rts[i]->format->id == WINED3DFMT_NULL)
              rt_mask &= ~(1u << i);
      }
  
      return rt_mask;
  }
  
  /* Context activation is done by the caller. */
  void context_state_fb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
  {
      struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
      uint32_t rt_mask = find_draw_buffers_mask(context_gl, state);
      const struct wined3d_fb_state *fb = &state->fb;
      DWORD color_location = 0;
      DWORD *cur_mask;
  
      if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
      {
          struct wined3d_rendertarget_info ds_info = {{0}};
  
          if (!context->render_offscreen)
          {
              wined3d_context_gl_apply_fbo_state(context_gl, GL_FRAMEBUFFER, NULL, &ds_info,
                      WINED3D_LOCATION_DRAWABLE, WINED3D_LOCATION_DRAWABLE);
          }
          else
          {
              const struct wined3d_rendertarget_view_gl *view_gl;
              unsigned int i;
  
              memset(context_gl->blit_targets, 0, sizeof(context_gl->blit_targets));
              for (i = 0; i < context_gl->gl_info->limits.buffers; ++i)
              {
                  if (!fb->render_targets[i])
                      continue;
  
                  view_gl = wined3d_rendertarget_view_gl(fb->render_targets[i]);
                  context_gl->blit_targets[i].gl_view = view_gl->gl_view;
                  context_gl->blit_targets[i].resource = view_gl->v.resource;
                  context_gl->blit_targets[i].sub_resource_idx = view_gl->v.sub_resource_idx;
                  context_gl->blit_targets[i].layer_count = view_gl->v.layer_count;
  
                  if (!color_location)
                      color_location = view_gl->v.resource->draw_binding;
              }
  
              if (fb->depth_stencil)
              {
                  view_gl = wined3d_rendertarget_view_gl(fb->depth_stencil);
                  ds_info.gl_view = view_gl->gl_view;
                  ds_info.resource = view_gl->v.resource;
                  ds_info.sub_resource_idx = view_gl->v.sub_resource_idx;
                  ds_info.layer_count = view_gl->v.layer_count;
              }
  
              wined3d_context_gl_apply_fbo_state(context_gl, GL_FRAMEBUFFER, context_gl->blit_targets, &ds_info,
                      color_location, fb->depth_stencil ? fb->depth_stencil->resource->draw_binding : 0);
          }
      }
  
      cur_mask = context_gl->current_fbo ? &context_gl->current_fbo->rt_mask : &context_gl->draw_buffers_mask;
      if (rt_mask != *cur_mask)
      {
          wined3d_context_gl_apply_draw_buffers(context_gl, rt_mask);
          *cur_mask = rt_mask;
      }
      context->constant_update_mask |= WINED3D_SHADER_CONST_PS_Y_CORR;
  }
  
  static void wined3d_context_gl_map_stage(struct wined3d_context_gl *context_gl, unsigned int stage, unsigned int unit)
  {
      unsigned int i = context_gl->rev_tex_unit_map[unit];
      unsigned int j = context_gl->tex_unit_map[stage];
  
      TRACE("Mapping stage %u to unit %u.\n", stage, unit);
      context_gl->tex_unit_map[stage] = unit;
      if (i != WINED3D_UNMAPPED_STAGE && i != stage)
          context_gl->tex_unit_map[i] = WINED3D_UNMAPPED_STAGE;
  
      context_gl->rev_tex_unit_map[unit] = stage;
      if (j != WINED3D_UNMAPPED_STAGE && j != unit)
          context_gl->rev_tex_unit_map[j] = WINED3D_UNMAPPED_STAGE;
  }
  
  static void context_invalidate_texture_stage(struct wined3d_context *context, DWORD stage)
  {
      DWORD i;
  
      for (i = 0; i <= WINED3D_HIGHEST_TEXTURE_STATE; ++i)
          context_invalidate_state(context, STATE_TEXTURESTAGE(stage, i));
  }
  
  static void context_update_fixed_function_usage_map(struct wined3d_context *context,
          const struct wined3d_state *state)
  {
      UINT i, start, end;
  
      context->fixed_function_usage_map = 0;
      for (i = 0; i < WINED3D_MAX_TEXTURES; ++i)
      {
          enum wined3d_texture_op color_op = state->texture_states[i][WINED3D_TSS_COLOR_OP];
          enum wined3d_texture_op alpha_op = state->texture_states[i][WINED3D_TSS_ALPHA_OP];
          DWORD color_arg1 = state->texture_states[i][WINED3D_TSS_COLOR_ARG1] & WINED3DTA_SELECTMASK;
          DWORD color_arg2 = state->texture_states[i][WINED3D_TSS_COLOR_ARG2] & WINED3DTA_SELECTMASK;
          DWORD color_arg3 = state->texture_states[i][WINED3D_TSS_COLOR_ARG0] & WINED3DTA_SELECTMASK;
          DWORD alpha_arg1 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG1] & WINED3DTA_SELECTMASK;
          DWORD alpha_arg2 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG2] & WINED3DTA_SELECTMASK;
          DWORD alpha_arg3 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG0] & WINED3DTA_SELECTMASK;
  
          /* Not used, and disable higher stages. */
          if (color_op == WINED3D_TOP_DISABLE)
              break;
  
          if (((color_arg1 == WINED3DTA_TEXTURE) && color_op != WINED3D_TOP_SELECT_ARG2)
                  || ((color_arg2 == WINED3DTA_TEXTURE) && color_op != WINED3D_TOP_SELECT_ARG1)
                  || ((color_arg3 == WINED3DTA_TEXTURE)
                      && (color_op == WINED3D_TOP_MULTIPLY_ADD || color_op == WINED3D_TOP_LERP))
                  || ((alpha_arg1 == WINED3DTA_TEXTURE) && alpha_op != WINED3D_TOP_SELECT_ARG2)
                  || ((alpha_arg2 == WINED3DTA_TEXTURE) && alpha_op != WINED3D_TOP_SELECT_ARG1)
                  || ((alpha_arg3 == WINED3DTA_TEXTURE)
                      && (alpha_op == WINED3D_TOP_MULTIPLY_ADD || alpha_op == WINED3D_TOP_LERP)))
              context->fixed_function_usage_map |= (1u << i);
  
          if ((color_op == WINED3D_TOP_BUMPENVMAP || color_op == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
                  && i < WINED3D_MAX_TEXTURES - 1)
              context->fixed_function_usage_map |= (1u << (i + 1));
      }
  
      if (i < context->lowest_disabled_stage)
      {
          start = i;
          end = context->lowest_disabled_stage;
      }
      else
      {
          start = context->lowest_disabled_stage;
          end = i;
      }
  
      context->lowest_disabled_stage = i;
      for (i = start + 1; i < end; ++i)
      {
          context_invalidate_state(context, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP));
      }
  }
  
  static void wined3d_context_gl_map_fixed_function_samplers(struct wined3d_context_gl *context_gl,
          const struct wined3d_state *state)
  {
      const struct wined3d_d3d_info *d3d_info = context_gl->c.d3d_info;
      unsigned int i, tex;
      WORD ffu_map;
  
      ffu_map = context_gl->c.fixed_function_usage_map;
  
      if (d3d_info->limits.ffp_textures == d3d_info->limits.ffp_blend_stages
              || context_gl->c.lowest_disabled_stage <= d3d_info->limits.ffp_textures)
      {
          for (i = 0; ffu_map; ffu_map >>= 1, ++i)
          {
              if (!(ffu_map & 1))
                  continue;
  
              if (context_gl->tex_unit_map[i] != i)
              {
                  wined3d_context_gl_map_stage(context_gl, i, i);
                  context_invalidate_state(&context_gl->c, STATE_SAMPLER(i));
                  context_invalidate_texture_stage(&context_gl->c, i);
              }
          }
          return;
      }
  
      /* Now work out the mapping */
      tex = 0;
      for (i = 0; ffu_map; ffu_map >>= 1, ++i)
      {
          if (!(ffu_map & 1))
              continue;
  
          if (context_gl->tex_unit_map[i] != tex)
          {
              wined3d_context_gl_map_stage(context_gl, i, tex);
              context_invalidate_state(&context_gl->c, STATE_SAMPLER(i));
              context_invalidate_texture_stage(&context_gl->c, i);
          }
  
          ++tex;
      }
  }
  
  static void wined3d_context_gl_map_psamplers(struct wined3d_context_gl *context_gl, const struct wined3d_state *state)
  {
      const struct wined3d_d3d_info *d3d_info = context_gl->c.d3d_info;
      const struct wined3d_shader_resource_info *resource_info =
              state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.resource_info;
      unsigned int i;
  
      for (i = 0; i < WINED3D_MAX_FRAGMENT_SAMPLERS; ++i)
      {
          if (resource_info[i].type && context_gl->tex_unit_map[i] != i)
          {
              wined3d_context_gl_map_stage(context_gl, i, i);
              context_invalidate_state(&context_gl->c, STATE_SAMPLER(i));
              if (i < d3d_info->limits.ffp_blend_stages)
                  context_invalidate_texture_stage(&context_gl->c, i);
          }
      }
  }
  
  static BOOL wined3d_context_gl_unit_free_for_vs(const struct wined3d_context_gl *context_gl,
          const struct wined3d_shader_resource_info *ps_resource_info, unsigned int unit)
  {
      unsigned int current_mapping = context_gl->rev_tex_unit_map[unit];
  
      /* Not currently used */
      if (current_mapping == WINED3D_UNMAPPED_STAGE)
          return TRUE;
  
      if (current_mapping < WINED3D_MAX_FRAGMENT_SAMPLERS)
      {
          /* Used by a fragment sampler */
  
          if (!ps_resource_info)
          {
              /* No pixel shader, check fixed function */
              return current_mapping >= WINED3D_MAX_TEXTURES
                      || !(context_gl->c.fixed_function_usage_map & (1u << current_mapping));
          }
  
          /* Pixel shader, check the shader's sampler map */
          return !ps_resource_info[current_mapping].type;
      }
  
      return TRUE;
  }
  
  static void wined3d_context_gl_map_vsamplers(struct wined3d_context_gl *context_gl,
          BOOL ps, const struct wined3d_state *state)
  {
      const struct wined3d_shader_resource_info *vs_resource_info =
              state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.resource_info;
      const struct wined3d_shader_resource_info *ps_resource_info = NULL;
      const struct wined3d_gl_info *gl_info = context_gl->gl_info;
      int start = min(WINED3D_MAX_COMBINED_SAMPLERS, gl_info->limits.graphics_samplers) - 1;
      int i;
  
      /* Note that we only care if a resource is used or not, not the
       * resource's specific type. Otherwise we'd need to call
       * shader_update_samplers() here for 1.x pixelshaders. */
      if (ps)
          ps_resource_info = state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.resource_info;
  
      for (i = 0; i < WINED3D_MAX_VERTEX_SAMPLERS; ++i)
      {
          DWORD vsampler_idx = i + WINED3D_MAX_FRAGMENT_SAMPLERS;
          if (vs_resource_info[i].type)
          {
              while (start >= 0)
              {
                  if (wined3d_context_gl_unit_free_for_vs(context_gl, ps_resource_info, start))
                  {
                      if (context_gl->tex_unit_map[vsampler_idx] != start)
                      {
                          wined3d_context_gl_map_stage(context_gl, vsampler_idx, start);
                          context_invalidate_state(&context_gl->c, STATE_SAMPLER(vsampler_idx));
                      }
  
                      --start;
                      break;
                  }
  
                  --start;
              }
              if (context_gl->tex_unit_map[vsampler_idx] == WINED3D_UNMAPPED_STAGE)
                  WARN("Couldn't find a free texture unit for vertex sampler %u.\n", i);
          }
      }
  }
  
  static void wined3d_context_gl_update_tex_unit_map(struct wined3d_context_gl *context_gl,
          const struct wined3d_state *state)
  {
      const struct wined3d_gl_info *gl_info = context_gl->gl_info;
      BOOL vs = use_vs(state);
      BOOL ps = use_ps(state);
  
      if (!ps)
          context_update_fixed_function_usage_map(&context_gl->c, state);
  
      /* Try to go for a 1:1 mapping of the samplers when possible. Pixel shaders
       * need a 1:1 map at the moment.
       * When the mapping of a stage is changed, sampler and ALL texture stage
       * states have to be reset. */
  
      if (gl_info->limits.graphics_samplers >= WINED3D_MAX_COMBINED_SAMPLERS)
          return;
  
      if (ps)
          wined3d_context_gl_map_psamplers(context_gl, state);
      else
          wined3d_context_gl_map_fixed_function_samplers(context_gl, state);
  
      if (vs)
          wined3d_context_gl_map_vsamplers(context_gl, ps, state);
  }
  
  /* Context activation is done by the caller. */
  void context_state_drawbuf(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
  {
      struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
      uint32_t rt_mask, *cur_mask;
  
      if (isStateDirty(context, STATE_FRAMEBUFFER)) return;
  
      cur_mask = context_gl->current_fbo ? &context_gl->current_fbo->rt_mask : &context_gl->draw_buffers_mask;
      rt_mask = find_draw_buffers_mask(context_gl, state);
      if (rt_mask != *cur_mask)
      {
          wined3d_context_gl_apply_draw_buffers(context_gl, rt_mask);
          *cur_mask = rt_mask;
      }
  }
  
  static void wined3d_context_gl_bind_shader_resources(struct wined3d_context_gl *context_gl,
          const struct wined3d_state *state, enum wined3d_shader_type shader_type)
  {
      unsigned int bind_idx, shader_sampler_count, base, count, i;
      const struct wined3d_device *device = context_gl->c.device;
      struct wined3d_shader_sampler_map_entry *entry;
      struct wined3d_shader_resource_view *view;
      const struct wined3d_shader *shader;
      const unsigned int *tex_unit_map;
      struct wined3d_sampler *sampler;
  
      if (!(shader = state->shader[shader_type]))
          return;
  
      tex_unit_map = wined3d_context_gl_get_tex_unit_mapping(context_gl,
              &shader->reg_maps.shader_version, &base, &count);
  
      shader_sampler_count = shader->reg_maps.sampler_map.count;
      if (shader_sampler_count > count)
          FIXME("Shader %p needs %u samplers, but only %u are supported.\n",
                  shader, shader_sampler_count, count);
      count = min(shader_sampler_count, count);
  
      for (i = 0; i < count; ++i)
      {
          entry = &shader->reg_maps.sampler_map.entries[i];
          bind_idx = base + entry->bind_idx;
          if (tex_unit_map)
              bind_idx = tex_unit_map[bind_idx];
  
          if (!(view = state->shader_resource_view[shader_type][entry->resource_idx]))
          {
              WARN("No resource view bound at index %u, %u.\n", shader_type, entry->resource_idx);
              continue;
          }
  
          if (entry->sampler_idx == WINED3D_SAMPLER_DEFAULT)
              sampler = device->default_sampler;
          else if (!(sampler = state->sampler[shader_type][entry->sampler_idx]))
              sampler = device->null_sampler;
          wined3d_shader_resource_view_gl_bind(wined3d_shader_resource_view_gl(view),
                  bind_idx, wined3d_sampler_gl(sampler), context_gl);
      }
  }
  
  static void wined3d_context_gl_bind_unordered_access_views(struct wined3d_context_gl *context_gl,
          const struct wined3d_shader *shader, struct wined3d_unordered_access_view * const *views)
  {
      const struct wined3d_gl_info *gl_info = context_gl->gl_info;
      struct wined3d_unordered_access_view_gl *view_gl;
      const struct wined3d_format_gl *format_gl;
      GLuint texture_name;
      unsigned int i;
      GLint level;
  
      if (!shader)
          return;
  
      for (i = 0; i < MAX_UNORDERED_ACCESS_VIEWS; ++i)
      {
          if (!views[i])
          {
              if (shader->reg_maps.uav_resource_info[i].type)
                  WARN("No unordered access view bound at index %u.\n", i);
              GL_EXTCALL(glBindImageTexture(i, 0, 0, GL_FALSE, 0, GL_READ_WRITE, GL_R8));
              continue;
          }
  
          view_gl = wined3d_unordered_access_view_gl(views[i]);
          if (view_gl->gl_view.name)
          {
              texture_name = view_gl->gl_view.name;
              level = 0;
          }
          else if (view_gl->v.resource->type != WINED3D_RTYPE_BUFFER)
          {
              struct wined3d_texture_gl *texture_gl = wined3d_texture_gl(texture_from_resource(view_gl->v.resource));
              texture_name = wined3d_texture_gl_get_texture_name(texture_gl, &context_gl->c, FALSE);
              level = view_gl->v.desc.u.texture.level_idx;
          }
          else
          {
              FIXME("Unsupported buffer unordered access view.\n");
              GL_EXTCALL(glBindImageTexture(i, 0, 0, GL_FALSE, 0, GL_READ_WRITE, GL_R8));
              continue;
          }
  
          format_gl = wined3d_format_gl(view_gl->v.format);
          GL_EXTCALL(glBindImageTexture(i, texture_name, level, GL_TRUE, 0, GL_READ_WRITE,
                  format_gl->internal));
  
          if (view_gl->counter_bo.id)
              GL_EXTCALL(glBindBufferBase(GL_ATOMIC_COUNTER_BUFFER, i, view_gl->counter_bo.id));
      }
      checkGLcall("Bind unordered access views");
  }
  
  /* Context activation is done by the caller. */
  static BOOL context_apply_draw_state(struct wined3d_context *context,
          const struct wined3d_device *device, const struct wined3d_state *state, BOOL indexed)
  {
      const struct wined3d_state_entry *state_table = context->state_table;
      struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
      const struct wined3d_gl_info *gl_info = context_gl->gl_info;
      const struct wined3d_fb_state *fb = &state->fb;
      unsigned int i, base;
      WORD map;
  
      context->uses_fbo_attached_resources = 0;
  
      if (!have_framebuffer_attachment(gl_info->limits.buffers, fb->render_targets, fb->depth_stencil))
      {
          if (!gl_info->supported[ARB_FRAMEBUFFER_NO_ATTACHMENTS])
          {
              FIXME("OpenGL implementation does not support framebuffers with no attachments.\n");
              return FALSE;
          }
  
          wined3d_context_gl_set_render_offscreen(context_gl, TRUE);
      }
  
      /* Preload resources before FBO setup. Texture preload in particular may
       * result in changes to the current FBO, due to using e.g. FBO blits for
       * updating a resource location. */
      wined3d_context_gl_update_tex_unit_map(context_gl, state);
      context_preload_textures(context, state);
      context_load_shader_resources(context, state, ~(1u << WINED3D_SHADER_TYPE_COMPUTE));
      context_load_unordered_access_resources(context, state->shader[WINED3D_SHADER_TYPE_PIXEL],
              state->unordered_access_view[WINED3D_PIPELINE_GRAPHICS]);
      context_load_stream_output_buffers(context, state);
      /* TODO: Right now the dependency on the vertex shader is necessary
       * since wined3d_stream_info_from_declaration() depends on the reg_maps of
       * the current VS but maybe it's possible to relax the coupling in some
       * situations at least. */
      if (isStateDirty(context, STATE_VDECL) || isStateDirty(context, STATE_STREAMSRC)
              || isStateDirty(context, STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX)))
      {
          context_update_stream_info(context, state);
      }
      else
      {
          for (i = 0, map = context->stream_info.use_map; map; map >>= 1, ++i)
          {
              if (map & 1)
                  wined3d_buffer_load(state->streams[context->stream_info.elements[i].stream_idx].buffer,
                          context, state);
          }
          /* Loading the buffers above may have invalidated the stream info. */
          if (isStateDirty(context, STATE_STREAMSRC))
              context_update_stream_info(context, state);
      }
      if (indexed && state->index_buffer)
      {
          if (context->stream_info.all_vbo)
              wined3d_buffer_load(state->index_buffer, context, state);
          else
              wined3d_buffer_load_sysmem(state->index_buffer, context);
      }
  
      for (i = 0, base = 0; i < ARRAY_SIZE(context->dirty_graphics_states); ++i)
      {
          uint32_t dirty_mask = context->dirty_graphics_states[i];
  
          while (dirty_mask)
          {
              unsigned int state_id = base + wined3d_bit_scan(&dirty_mask);
  
              state_table[state_id].apply(context, state, state_id);
              context->dirty_graphics_states[i] &= ~(1u << (state_id - base));
          }
          base += sizeof(dirty_mask) * CHAR_BIT;
      }
  
      if (context->shader_update_mask & ~(1u << WINED3D_SHADER_TYPE_COMPUTE))
      {
          device->shader_backend->shader_select(device->shader_priv, context, state);
          context->shader_update_mask &= 1u << WINED3D_SHADER_TYPE_COMPUTE;
      }
  
      if (context->constant_update_mask)
      {
          device->shader_backend->shader_load_constants(device->shader_priv, context, state);
          context->constant_update_mask = 0;
      }
  
      if (context->update_shader_resource_bindings)
      {
          for (i = 0; i < WINED3D_SHADER_TYPE_GRAPHICS_COUNT; ++i)
              wined3d_context_gl_bind_shader_resources(context_gl, state, i);
          context->update_shader_resource_bindings = 0;
          if (gl_info->limits.combined_samplers == gl_info->limits.graphics_samplers)
              context->update_compute_shader_resource_bindings = 1;
      }
  
      if (context->update_unordered_access_view_bindings)
      {
          wined3d_context_gl_bind_unordered_access_views(context_gl,
                  state->shader[WINED3D_SHADER_TYPE_PIXEL],
                  state->unordered_access_view[WINED3D_PIPELINE_GRAPHICS]);
          context->update_unordered_access_view_bindings = 0;
          context->update_compute_unordered_access_view_bindings = 1;
      }
  
      if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
          wined3d_context_gl_check_fbo_status(context_gl, GL_FRAMEBUFFER);
  
      context->last_was_blit = FALSE;
      context->last_was_ffp_blit = FALSE;
  
      return TRUE;
  }
  
  static void wined3d_context_gl_apply_compute_state(struct wined3d_context_gl *context_gl,
          const struct wined3d_device *device, const struct wined3d_state *state)
  {
      const struct wined3d_state_entry *state_table = context_gl->c.state_table;
      const struct wined3d_gl_info *gl_info = context_gl->gl_info;
      unsigned int state_id, i;
  
      context_load_shader_resources(&context_gl->c, state, 1u << WINED3D_SHADER_TYPE_COMPUTE);
      context_load_unordered_access_resources(&context_gl->c, state->shader[WINED3D_SHADER_TYPE_COMPUTE],
              state->unordered_access_view[WINED3D_PIPELINE_COMPUTE]);
  
      for (i = 0, state_id = STATE_COMPUTE_OFFSET; i < ARRAY_SIZE(context_gl->c.dirty_compute_states); ++i)
      {
          unsigned int dirty_mask = context_gl->c.dirty_compute_states[i];
  
          while (dirty_mask)
          {
              unsigned int current_state_id = state_id + wined3d_bit_scan(&dirty_mask);
              state_table[current_state_id].apply(&context_gl->c, state, current_state_id);
          }
          state_id += sizeof(*context_gl->c.dirty_compute_states) * CHAR_BIT;
      }
      memset(context_gl->c.dirty_compute_states, 0, sizeof(*context_gl->c.dirty_compute_states));
  
      if (context_gl->c.shader_update_mask & (1u << WINED3D_SHADER_TYPE_COMPUTE))
      {
          device->shader_backend->shader_select_compute(device->shader_priv, &context_gl->c, state);
          context_gl->c.shader_update_mask &= ~(1u << WINED3D_SHADER_TYPE_COMPUTE);
      }
  
      if (context_gl->c.update_compute_shader_resource_bindings)
      {
          wined3d_context_gl_bind_shader_resources(context_gl, state, WINED3D_SHADER_TYPE_COMPUTE);
          context_gl->c.update_compute_shader_resource_bindings = 0;
          if (gl_info->limits.combined_samplers == gl_info->limits.graphics_samplers)
              context_gl->c.update_shader_resource_bindings = 1;
      }
  
      if (context_gl->c.update_compute_unordered_access_view_bindings)
      {
          wined3d_context_gl_bind_unordered_access_views(context_gl,
                  state->shader[WINED3D_SHADER_TYPE_COMPUTE],
                  state->unordered_access_view[WINED3D_PIPELINE_COMPUTE]);
          context_gl->c.update_compute_unordered_access_view_bindings = 0;
          context_gl->c.update_unordered_access_view_bindings = 1;
      }
  
      /* Updates to currently bound render targets aren't necessarily coherent
       * between the graphics and compute pipelines. Unbind any currently bound
       * FBO here to ensure preceding updates to its attachments by the graphics
       * pipeline are visible to the compute pipeline.
       *
       * Without this, the bloom effect in Nier:Automata is too bright on the
       * Mesa radeonsi driver, and presumably on other Mesa based drivers. */
      wined3d_context_gl_bind_fbo(context_gl, GL_FRAMEBUFFER, 0);
      context_invalidate_state(&context_gl->c, STATE_FRAMEBUFFER);
  
      context_gl->c.last_was_blit = FALSE;
      context_gl->c.last_was_ffp_blit = FALSE;
  }
  
  void wined3d_context_gl_end_transform_feedback(struct wined3d_context_gl *context_gl)
  {
      const struct wined3d_gl_info *gl_info = context_gl->gl_info;
  
      if (context_gl->c.transform_feedback_active)
      {
          GL_EXTCALL(glEndTransformFeedback());
          checkGLcall("glEndTransformFeedback");
          context_gl->c.transform_feedback_active = 0;
          context_gl->c.transform_feedback_paused = 0;
      }
  }
  
  static void wined3d_context_gl_pause_transform_feedback(struct wined3d_context_gl *context_gl, BOOL force)
  {
      const struct wined3d_gl_info *gl_info = context_gl->gl_info;
  
      if (!context_gl->c.transform_feedback_active || context_gl->c.transform_feedback_paused)
          return;
  
      if (gl_info->supported[ARB_TRANSFORM_FEEDBACK2])
      {
          GL_EXTCALL(glPauseTransformFeedback());
          checkGLcall("glPauseTransformFeedback");
          context_gl->c.transform_feedback_paused = 1;
          return;
      }
  
      WARN("Cannot pause transform feedback operations.\n");
  
      if (force)
          wined3d_context_gl_end_transform_feedback(context_gl);
  }
  
  static void wined3d_context_gl_setup_target(struct wined3d_context_gl *context_gl,
          struct wined3d_texture *texture, unsigned int sub_resource_idx)
  {
      BOOL old_render_offscreen = context_gl->c.render_offscreen, render_offscreen;
  
      render_offscreen = wined3d_resource_is_offscreen(&texture->resource);
      if (context_gl->c.current_rt.texture == texture
              && context_gl->c.current_rt.sub_resource_idx == sub_resource_idx
              && render_offscreen == old_render_offscreen)
          return;
  
      /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
       * the alpha blend state changes with different render target formats. */
      if (!context_gl->c.current_rt.texture)
      {
          context_invalidate_state(&context_gl->c, STATE_BLEND);
      }
      else
      {
          const struct wined3d_format *old = context_gl->c.current_rt.texture->resource.format;
          const struct wined3d_format *new = texture->resource.format;
  
          if (old->id != new->id)
          {
              /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
              if ((old->alpha_size && !new->alpha_size) || (!old->alpha_size && new->alpha_size)
                      || !(texture->resource.format_flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
                  context_invalidate_state(&context_gl->c, STATE_BLEND);
  
              /* Update sRGB writing when switching between formats that do/do not support sRGB writing */
              if ((context_gl->c.current_rt.texture->resource.format_flags & WINED3DFMT_FLAG_SRGB_WRITE)
                      != (texture->resource.format_flags & WINED3DFMT_FLAG_SRGB_WRITE))
                  context_invalidate_state(&context_gl->c, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE));
          }
  
          /* When switching away from an offscreen render target, and we're not
           * using FBOs, we have to read the drawable into the texture. This is
           * done via PreLoad (and WINED3D_LOCATION_DRAWABLE set on the surface).
           * There are some things that need care though. PreLoad needs a GL context,
           * and FindContext is called before the context is activated. It also
           * has to be called with the old rendertarget active, otherwise a
           * wrong drawable is read. */
          if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
                  && old_render_offscreen && (context_gl->c.current_rt.texture != texture
                  || context_gl->c.current_rt.sub_resource_idx != sub_resource_idx))
          {
              struct wined3d_texture_gl *prev_texture = wined3d_texture_gl(context_gl->c.current_rt.texture);
              unsigned int prev_sub_resource_idx = context_gl->c.current_rt.sub_resource_idx;
  
              /* Read the back buffer of the old drawable into the destination texture. */
              if (prev_texture->texture_srgb.name)
                  wined3d_texture_load(&prev_texture->t, &context_gl->c, TRUE);
              wined3d_texture_load(&prev_texture->t, &context_gl->c, FALSE);
              wined3d_texture_invalidate_location(&prev_texture->t, prev_sub_resource_idx, WINED3D_LOCATION_DRAWABLE);
          }
      }
  
      context_gl->c.current_rt.texture = texture;
      context_gl->c.current_rt.sub_resource_idx = sub_resource_idx;
      wined3d_context_gl_set_render_offscreen(context_gl, render_offscreen);
  }
  
  static void wined3d_context_gl_activate(struct wined3d_context_gl *context_gl,
          struct wined3d_texture *texture, unsigned int sub_resource_idx)
  {
      wined3d_context_gl_enter(context_gl);
      wined3d_context_gl_update_window(context_gl);
      wined3d_context_gl_setup_target(context_gl, texture, sub_resource_idx);
      if (!context_gl->valid)
          return;
  
      if (context_gl != wined3d_context_gl_get_current())
      {
          if (!wined3d_context_gl_set_current(context_gl))
              ERR("Failed to activate the new context.\n");
      }
      else if (context_gl->needs_set)
      {
          wined3d_context_gl_set_gl_context(context_gl);
      }
  }
  
  struct wined3d_context *wined3d_context_gl_acquire(const struct wined3d_device *device,
          struct wined3d_texture *texture, unsigned int sub_resource_idx)
  {
      struct wined3d_context_gl *current_context = wined3d_context_gl_get_current();
      struct wined3d_context_gl *context_gl;
  
      TRACE("device %p, texture %p, sub_resource_idx %u.\n", device, texture, sub_resource_idx);
  
      if (current_context && current_context->c.destroyed)
          current_context = NULL;
  
      if (!texture)
      {
          if (current_context
                  && current_context->c.current_rt.texture
                  && current_context->c.device == device)
          {
              texture = current_context->c.current_rt.texture;
              sub_resource_idx = current_context->c.current_rt.sub_resource_idx;
          }
          else
          {
              struct wined3d_swapchain *swapchain = device->swapchains[0];
  
              if (swapchain->back_buffers)
                  texture = swapchain->back_buffers[0];
              else
                  texture = swapchain->front_buffer;
              sub_resource_idx = 0;
          }
      }
  
      if (current_context && current_context->c.current_rt.texture == texture)
      {
          context_gl = current_context;
      }
      else if (!wined3d_resource_is_offscreen(&texture->resource))
      {
          TRACE("Rendering onscreen.\n");
  
          if (!(context_gl = wined3d_swapchain_gl_get_context(wined3d_swapchain_gl(texture->swapchain))))
              return NULL;
      }
      else
      {
          TRACE("Rendering offscreen.\n");
  
          /* Stay with the current context if possible. Otherwise use the
           * context for the primary swapchain. */
          if (current_context && current_context->c.device == device)
              context_gl = current_context;
          else if (!(context_gl = wined3d_swapchain_gl_get_context(wined3d_swapchain_gl(device->swapchains[0]))))
              return NULL;
      }
  
      wined3d_context_gl_activate(context_gl, texture, sub_resource_idx);
  
      return &context_gl->c;
  }
  
  struct wined3d_context_gl *wined3d_context_gl_reacquire(struct wined3d_context_gl *context_gl)
  {
      struct wined3d_context *acquired_context;
      struct wined3d_device *device;
  
      if (!context_gl || context_gl->tid != GetCurrentThreadId())
          return NULL;
  
      device = context_gl->c.device;
      wined3d_from_cs(device->cs);
  
      if (context_gl->c.current_rt.texture)
      {
          wined3d_context_gl_activate(context_gl, context_gl->c.current_rt.texture,
                  context_gl->c.current_rt.sub_resource_idx);
          return context_gl;
      }
  
      acquired_context = context_acquire(device, NULL, 0);
      if (acquired_context != &context_gl->c)
          ERR("Acquired context %p instead of %p.\n", acquired_context, &context_gl->c);
      return wined3d_context_gl(acquired_context);
  }
  
  void dispatch_compute(struct wined3d_device *device, const struct wined3d_state *state,
          const struct wined3d_dispatch_parameters *parameters)
  {
      const struct wined3d_gl_info *gl_info;
      struct wined3d_context_gl *context_gl;
  
      context_gl = wined3d_context_gl(context_acquire(device, NULL, 0));
      if (!context_gl->valid)
      {
          context_release(&context_gl->c);
          WARN("Invalid context, skipping dispatch.\n");
          return;
      }
      gl_info = context_gl->gl_info;
  
      if (!gl_info->supported[ARB_COMPUTE_SHADER])
      {
          context_release(&context_gl->c);
          FIXME("OpenGL implementation does not support compute shaders.\n");
          return;
      }
  
      if (parameters->indirect)
          wined3d_buffer_load(parameters->u.indirect.buffer, &context_gl->c, state);
  
      wined3d_context_gl_apply_compute_state(context_gl, device, state);
  
      if (parameters->indirect)
      {
          const struct wined3d_indirect_dispatch_parameters *indirect = &parameters->u.indirect;
          struct wined3d_buffer_gl *buffer_gl = wined3d_buffer_gl(indirect->buffer);
  
          GL_EXTCALL(glBindBuffer(GL_DISPATCH_INDIRECT_BUFFER, buffer_gl->bo.id));
          GL_EXTCALL(glDispatchComputeIndirect((GLintptr)indirect->offset));
          GL_EXTCALL(glBindBuffer(GL_DISPATCH_INDIRECT_BUFFER, 0));
      }
      else
      {
          const struct wined3d_direct_dispatch_parameters *direct = &parameters->u.direct;
          GL_EXTCALL(glDispatchCompute(direct->group_count_x, direct->group_count_y, direct->group_count_z));
      }
      checkGLcall("dispatch compute");
  
      GL_EXTCALL(glMemoryBarrier(GL_ALL_BARRIER_BITS));
      checkGLcall("glMemoryBarrier");
  
      context_release(&context_gl->c);
  }
  
  /* Context activation is done by the caller. */
  static void wined3d_context_gl_draw_primitive_arrays(struct wined3d_context_gl *context_gl,
          const struct wined3d_state *state, const void *idx_data, unsigned int idx_size, int base_vertex_idx,
          unsigned int start_idx, unsigned int count, unsigned int start_instance, unsigned int instance_count)
  {
      const struct wined3d_ffp_attrib_ops *ops = &context_gl->c.d3d_info->ffp_attrib_ops;
      GLenum idx_type = idx_size == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT;
      const struct wined3d_stream_info *si = &context_gl->c.stream_info;
      GLenum mode = gl_primitive_type_from_d3d(state->primitive_type);
      const struct wined3d_gl_info *gl_info = context_gl->gl_info;
      unsigned int instanced_elements[ARRAY_SIZE(si->elements)];
      unsigned int instanced_element_count = 0;
      const void *indices;
      unsigned int i, j;
  
      indices = (const char *)idx_data + idx_size * start_idx;
  
      if (!instance_count)
      {
          if (!idx_size)
          {
              gl_info->gl_ops.gl.p_glDrawArrays(mode, start_idx, count);
              checkGLcall("glDrawArrays");
              return;
          }
  
          if (gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX])
          {
              GL_EXTCALL(glDrawElementsBaseVertex(mode, count, idx_type, indices, base_vertex_idx));
              checkGLcall("glDrawElementsBaseVertex");
              return;
          }
  
          gl_info->gl_ops.gl.p_glDrawElements(mode, count, idx_type, indices);
          checkGLcall("glDrawElements");
          return;
      }
  
      if (start_instance && !(gl_info->supported[ARB_BASE_INSTANCE] && gl_info->supported[ARB_INSTANCED_ARRAYS]))
          FIXME("Start instance (%u) not supported.\n", start_instance);
  
      if (gl_info->supported[ARB_INSTANCED_ARRAYS])
      {
          if (!idx_size)
          {
              if (gl_info->supported[ARB_BASE_INSTANCE])
              {
                  GL_EXTCALL(glDrawArraysInstancedBaseInstance(mode, start_idx, count, instance_count, start_instance));
                  checkGLcall("glDrawArraysInstancedBaseInstance");
                  return;
              }
  
              GL_EXTCALL(glDrawArraysInstanced(mode, start_idx, count, instance_count));
              checkGLcall("glDrawArraysInstanced");
              return;
          }
  
          if (gl_info->supported[ARB_BASE_INSTANCE])
          {
              GL_EXTCALL(glDrawElementsInstancedBaseVertexBaseInstance(mode, count, idx_type,
                      indices, instance_count, base_vertex_idx, start_instance));
              checkGLcall("glDrawElementsInstancedBaseVertexBaseInstance");
              return;
          }
          if (gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX])
          {
              GL_EXTCALL(glDrawElementsInstancedBaseVertex(mode, count, idx_type,
                      indices, instance_count, base_vertex_idx));
              checkGLcall("glDrawElementsInstancedBaseVertex");
              return;
          }
  
          GL_EXTCALL(glDrawElementsInstanced(mode, count, idx_type, indices, instance_count));
          checkGLcall("glDrawElementsInstanced");
          return;
      }
  
      /* Instancing emulation by mixing immediate mode and arrays. */
  
      /* This is a nasty thing. MSDN says no hardware supports this and
       * applications have to use software vertex processing. We don't support
       * this for now.
       *
       * Shouldn't be too hard to support with OpenGL, in theory just call
       * glDrawArrays() instead of drawElements(). But the stream frequency value
       * has a different meaning in that situation. */
      if (!idx_size)
      {
          FIXME("Non-indexed instanced drawing is not supported.\n");
          return;
      }
  
      for (i = 0; i < ARRAY_SIZE(si->elements); ++i)
      {
          if (!(si->use_map & (1u << i)))
              continue;
  
          if (state->streams[si->elements[i].stream_idx].flags & WINED3DSTREAMSOURCE_INSTANCEDATA)
              instanced_elements[instanced_element_count++] = i;
      }
  
      for (i = 0; i < instance_count; ++i)
      {
          /* Specify the instanced attributes using immediate mode calls. */
          for (j = 0; j < instanced_element_count; ++j)
          {
              const struct wined3d_stream_info_element *element;
              unsigned int element_idx;
              const BYTE *ptr;
  
              element_idx = instanced_elements[j];
              element = &si->elements[element_idx];
              ptr = element->data.addr + element->stride * i;
              if (element->data.buffer_object)
                  ptr += (ULONG_PTR)wined3d_buffer_load_sysmem(state->streams[element->stream_idx].buffer,
                          &context_gl->c);
              ops->generic[element->format->emit_idx](element_idx, ptr);
          }
  
          if (gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX])
          {
              GL_EXTCALL(glDrawElementsBaseVertex(mode, count, idx_type, indices, base_vertex_idx));
              checkGLcall("glDrawElementsBaseVertex");
          }
          else
          {
              gl_info->gl_ops.gl.p_glDrawElements(mode, count, idx_type, indices);
              checkGLcall("glDrawElements");
          }
      }
  }
  
  static unsigned int get_stride_idx(const void *idx_data, unsigned int idx_size,
          unsigned int base_vertex_idx, unsigned int start_idx, unsigned int vertex_idx)
  {
      if (!idx_data)
          return start_idx + vertex_idx;
      if (idx_size == 2)
          return ((const WORD *)idx_data)[start_idx + vertex_idx] + base_vertex_idx;
      return ((const DWORD *)idx_data)[start_idx + vertex_idx] + base_vertex_idx;
  }
  
  /* Context activation is done by the caller. */
  static void draw_primitive_immediate_mode(struct wined3d_context_gl *context_gl, const struct wined3d_state *state,
          const struct wined3d_stream_info *si, const void *idx_data, unsigned int idx_size,
          int base_vertex_idx, unsigned int start_idx, unsigned int vertex_count, unsigned int instance_count)
  {
      const BYTE *position = NULL, *normal = NULL, *diffuse = NULL, *specular = NULL;
      const struct wined3d_d3d_info *d3d_info = context_gl->c.d3d_info;
      const struct wined3d_gl_info *gl_info = context_gl->gl_info;
      unsigned int coord_idx, stride_idx, texture_idx, vertex_idx;
      const struct wined3d_stream_info_element *element;
      const BYTE *tex_coords[WINED3DDP_MAXTEXCOORD];
      unsigned int texture_unit, texture_stages;
      const struct wined3d_ffp_attrib_ops *ops;
      unsigned int untracked_material_count;
      unsigned int tex_mask = 0;
      BOOL specular_fog = FALSE;
      BOOL ps = use_ps(state);
      const void *ptr;
  
      static unsigned int once;
  
      if (!once++)
          FIXME_(d3d_perf)("Drawing using immediate mode.\n");
      else
          WARN_(d3d_perf)("Drawing using immediate mode.\n");
  
      if (!idx_size && idx_data)
          ERR("Non-NULL idx_data with 0 idx_size, this should never happen.\n");
  
      if (instance_count)
          FIXME("Instancing not implemented.\n");
  
      /* Immediate mode drawing can't make use of indices in a VBO - get the
       * data from the index buffer. */
      if (idx_size)
          idx_data = wined3d_buffer_load_sysmem(state->index_buffer, &context_gl->c) + state->index_offset;
  
      ops = &d3d_info->ffp_attrib_ops;
  
      gl_info->gl_ops.gl.p_glBegin(gl_primitive_type_from_d3d(state->primitive_type));
  
      if (use_vs(state) || d3d_info->ffp_generic_attributes)
      {
          for (vertex_idx = 0; vertex_idx < vertex_count; ++vertex_idx)
          {
              unsigned int use_map = si->use_map;
              unsigned int element_idx;
  
              stride_idx = get_stride_idx(idx_data, idx_size, base_vertex_idx, start_idx, vertex_idx);
              for (element_idx = MAX_ATTRIBS - 1; use_map; use_map &= ~(1u << element_idx), --element_idx)
              {
                  if (!(use_map & 1u << element_idx))
                      continue;
  
                  ptr = si->elements[element_idx].data.addr + si->elements[element_idx].stride * stride_idx;
                  ops->generic[si->elements[element_idx].format->emit_idx](element_idx, ptr);
              }
          }
  
          gl_info->gl_ops.gl.p_glEnd();
          return;
      }
  
      if (si->use_map & (1u << WINED3D_FFP_POSITION))
          position = si->elements[WINED3D_FFP_POSITION].data.addr;
  
      if (si->use_map & (1u << WINED3D_FFP_NORMAL))
          normal = si->elements[WINED3D_FFP_NORMAL].data.addr;
      else
          gl_info->gl_ops.gl.p_glNormal3f(0.0f, 0.0f, 0.0f);
  
      untracked_material_count = context_gl->untracked_material_count;
      if (si->use_map & (1u << WINED3D_FFP_DIFFUSE))
      {
          element = &si->elements[WINED3D_FFP_DIFFUSE];
          diffuse = element->data.addr;
  
          if (untracked_material_count && element->format->id != WINED3DFMT_B8G8R8A8_UNORM)
              FIXME("Implement diffuse color tracking from %s.\n", debug_d3dformat(element->format->id));
      }
      else
      {
          gl_info->gl_ops.gl.p_glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
      }
  
      if (si->use_map & (1u << WINED3D_FFP_SPECULAR))
      {
          element = &si->elements[WINED3D_FFP_SPECULAR];
          specular = element->data.addr;
  
          /* Special case where the fog density is stored in the specular alpha channel. */
          if (state->render_states[WINED3D_RS_FOGENABLE]
                  && (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE
                      || si->elements[WINED3D_FFP_POSITION].format->id == WINED3DFMT_R32G32B32A32_FLOAT)
                  && state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
          {
              if (gl_info->supported[EXT_FOG_COORD])
              {
                  if (element->format->id == WINED3DFMT_B8G8R8A8_UNORM)
                      specular_fog = TRUE;
                  else
                      FIXME("Implement fog coordinates from %s.\n", debug_d3dformat(element->format->id));
              }
              else
              {
                  static unsigned int once;
  
                  if (!once++)
                      FIXME("Implement fog for transformed vertices in software.\n");
              }
          }
      }
      else if (gl_info->supported[EXT_SECONDARY_COLOR])
      {
          GL_EXTCALL(glSecondaryColor3fEXT)(0.0f, 0.0f, 0.0f);
      }
  
      texture_stages = d3d_info->limits.ffp_blend_stages;
      for (texture_idx = 0; texture_idx < texture_stages; ++texture_idx)
      {
          if (!gl_info->supported[ARB_MULTITEXTURE] && texture_idx > 0)
          {
              FIXME("Program using multiple concurrent textures which this OpenGL implementation doesn't support.\n");
              continue;
          }
  
          if (!ps && !state->textures[texture_idx])
              continue;
  
          texture_unit = context_gl->tex_unit_map[texture_idx];
          if (texture_unit == WINED3D_UNMAPPED_STAGE)
              continue;
  
          coord_idx = state->texture_states[texture_idx][WINED3D_TSS_TEXCOORD_INDEX];
          if (coord_idx > 7)
          {
              TRACE("Skipping generated coordinates (%#x) for texture %u.\n", coord_idx, texture_idx);
              continue;
          }
  
          if (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx)))
          {
              tex_coords[coord_idx] = si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx].data.addr;
              tex_mask |= (1u << texture_idx);
          }
          else
          {
              TRACE("Setting default coordinates for texture %u.\n", texture_idx);
              if (gl_info->supported[ARB_MULTITEXTURE])
                  GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + texture_unit, 0.0f, 0.0f, 0.0f, 1.0f));
              else
                  gl_info->gl_ops.gl.p_glTexCoord4f(0.0f, 0.0f, 0.0f, 1.0f);
          }
      }
  
      /* Blending data and point sizes are not supported by this function. They
       * are not supported by the fixed function pipeline at all. A FIXME for
       * them is printed after decoding the vertex declaration. */
      for (vertex_idx = 0; vertex_idx < vertex_count; ++vertex_idx)
      {
          unsigned int tmp_tex_mask;
  
          stride_idx = get_stride_idx(idx_data, idx_size, base_vertex_idx, start_idx, vertex_idx);
  
          if (normal)
          {
              ptr = normal + stride_idx * si->elements[WINED3D_FFP_NORMAL].stride;
              ops->normal[si->elements[WINED3D_FFP_NORMAL].format->emit_idx](ptr);
          }
  
          if (diffuse)
          {
              ptr = diffuse + stride_idx * si->elements[WINED3D_FFP_DIFFUSE].stride;
              ops->diffuse[si->elements[WINED3D_FFP_DIFFUSE].format->emit_idx](ptr);
  
              if (untracked_material_count)
              {
                  struct wined3d_color color;
                  unsigned int i;
  
                  wined3d_color_from_d3dcolor(&color, *(const DWORD *)ptr);
                  for (i = 0; i < untracked_material_count; ++i)
                  {
                      gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK,
                              context_gl->untracked_materials[i], &color.r);
                  }
              }
          }
  
          if (specular)
          {
              ptr = specular + stride_idx * si->elements[WINED3D_FFP_SPECULAR].stride;
              ops->specular[si->elements[WINED3D_FFP_SPECULAR].format->emit_idx](ptr);
  
              if (specular_fog)
                  GL_EXTCALL(glFogCoordfEXT((float)(*(const DWORD *)ptr >> 24)));
          }
  
          tmp_tex_mask = tex_mask;
          for (texture_idx = 0; tmp_tex_mask; tmp_tex_mask >>= 1, ++texture_idx)
          {
              if (!(tmp_tex_mask & 1))
                  continue;
  
              coord_idx = state->texture_states[texture_idx][WINED3D_TSS_TEXCOORD_INDEX];
              ptr = tex_coords[coord_idx] + (stride_idx * si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx].stride);
              ops->texcoord[si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx].format->emit_idx](
                      GL_TEXTURE0_ARB + context_gl->tex_unit_map[texture_idx], ptr);
          }
  
          if (position)
          {
              ptr = position + stride_idx * si->elements[WINED3D_FFP_POSITION].stride;
              ops->position[si->elements[WINED3D_FFP_POSITION].format->emit_idx](ptr);
          }
      }
  
      gl_info->gl_ops.gl.p_glEnd();
      checkGLcall("draw immediate mode");
  }
  
  static void wined3d_context_gl_draw_indirect(struct wined3d_context_gl *context_gl, const struct wined3d_state *state,
          const struct wined3d_indirect_draw_parameters *parameters, unsigned int idx_size)
  {
      GLenum gl_primitive_type = gl_primitive_type_from_d3d(state->primitive_type);
      const struct wined3d_gl_info *gl_info = context_gl->gl_info;
      struct wined3d_buffer *buffer = parameters->buffer;
      const void *offset;
  
      if (!gl_info->supported[ARB_DRAW_INDIRECT])
      {
          FIXME("OpenGL implementation does not support indirect draws.\n");
          return;
      }
  
      GL_EXTCALL(glBindBuffer(GL_DRAW_INDIRECT_BUFFER, wined3d_buffer_gl(buffer)->bo.id));
  
      offset = (void *)(GLintptr)parameters->offset;
      if (idx_size)
      {
          GLenum idx_type = idx_size == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT;
          if (state->index_offset)
              FIXME("Ignoring index offset %u.\n", state->index_offset);
          GL_EXTCALL(glDrawElementsIndirect(gl_primitive_type, idx_type, offset));
      }
      else
      {
          GL_EXTCALL(glDrawArraysIndirect(gl_primitive_type, offset));
      }
  
      GL_EXTCALL(glBindBuffer(GL_DRAW_INDIRECT_BUFFER, 0));
  
      checkGLcall("draw indirect");
  }
  
  static void remove_vbos(struct wined3d_context *context,
          const struct wined3d_state *state, struct wined3d_stream_info *s)
  {
      unsigned int i;
  
      for (i = 0; i < ARRAY_SIZE(s->elements); ++i)
      {
          struct wined3d_stream_info_element *e;
  
          if (!(s->use_map & (1u << i)))
              continue;
  
          e = &s->elements[i];
          if (e->data.buffer_object)
          {
              struct wined3d_buffer *vb = state->streams[e->stream_idx].buffer;
              e->data.buffer_object = 0;
              e->data.addr += (ULONG_PTR)wined3d_buffer_load_sysmem(vb, context);
          }
      }
  }
  
  static GLenum gl_tfb_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type)
  {
      GLenum gl_primitive_type = gl_primitive_type_from_d3d(primitive_type);
      switch (gl_primitive_type)
      {
          case GL_POINTS:
              return GL_POINTS;
  
          case GL_LINE_STRIP:
          case GL_LINE_STRIP_ADJACENCY:
          case GL_LINES_ADJACENCY:
          case GL_LINES:
              return GL_LINES;
  
          case GL_TRIANGLE_FAN:
          case GL_TRIANGLE_STRIP:
          case GL_TRIANGLE_STRIP_ADJACENCY:
          case GL_TRIANGLES_ADJACENCY:
          case GL_TRIANGLES:
              return GL_TRIANGLES;
  
          default:
              return gl_primitive_type;
      }
  }
  
  /* Routine common to the draw primitive and draw indexed primitive routines */
  void draw_primitive(struct wined3d_device *device, const struct wined3d_state *state,
          const struct wined3d_draw_parameters *parameters)
  {
      BOOL emulation = FALSE, rasterizer_discard = FALSE;
      const struct wined3d_fb_state *fb = &state->fb;
      const struct wined3d_stream_info *stream_info;
      struct wined3d_rendertarget_view *dsv, *rtv;
      struct wined3d_stream_info si_emulated;
      struct wined3d_fence *ib_fence = NULL;
      const struct wined3d_gl_info *gl_info;
      struct wined3d_context_gl *context_gl;
      struct wined3d_context *context;
      unsigned int i, idx_size = 0;
      const void *idx_data = NULL;
  
      TRACE("device %p, state %p, parameters %p.\n", device, state, parameters);
  
      if (!parameters->indirect && !parameters->u.direct.index_count)
          return;
  
      if (!parameters->indirect)
          TRACE("base_vertex_idx %d, start_idx %u, index_count %u, start_instance %u, instance_count %u.\n",
                  parameters->u.direct.base_vertex_idx, parameters->u.direct.start_idx,
                  parameters->u.direct.index_count, parameters->u.direct.start_instance,
                  parameters->u.direct.instance_count);
  
      if (!(rtv = fb->render_targets[0]))
          rtv = fb->depth_stencil;
  
      if (rtv && rtv->resource->type == WINED3D_RTYPE_BUFFER)
      {
          FIXME("Buffer render targets not implemented.\n");
          return;
      }
  
      if (rtv)
          context = context_acquire(device, wined3d_texture_from_resource(rtv->resource), rtv->sub_resource_idx);
      else
          context = context_acquire(device, NULL, 0);
      context_gl = wined3d_context_gl(context);
      if (!context_gl->valid)
      {
          context_release(context);
          WARN("Invalid context, skipping draw.\n");
          return;
      }
      gl_info = context_gl->gl_info;
  
      if (!use_transform_feedback(state))
          wined3d_context_gl_pause_transform_feedback(context_gl, TRUE);
  
      for (i = 0; i < gl_info->limits.buffers; ++i)
      {
          if (!(rtv = fb->render_targets[i]) || rtv->format->id == WINED3DFMT_NULL)
              continue;
  
          if (wined3d_blend_state_get_writemask(state->blend_state, i))
          {
              wined3d_rendertarget_view_load_location(rtv, context, rtv->resource->draw_binding);
              wined3d_rendertarget_view_invalidate_location(rtv, ~rtv->resource->draw_binding);
          }
          else
          {
              wined3d_rendertarget_view_prepare_location(rtv, context, rtv->resource->draw_binding);
          }
      }
  
      if ((dsv = fb->depth_stencil))
      {
          /* Note that this depends on the context_acquire() call above to set
           * context->render_offscreen properly. We don't currently take the
           * Z-compare function into account, but we could skip loading the
           * depthstencil for D3DCMP_NEVER and D3DCMP_ALWAYS as well. Also note
           * that we never copy the stencil data.*/
          DWORD location = context->render_offscreen ? dsv->resource->draw_binding : WINED3D_LOCATION_DRAWABLE;
  
          if (state->render_states[WINED3D_RS_ZWRITEENABLE] || state->render_states[WINED3D_RS_ZENABLE])
              wined3d_rendertarget_view_load_location(dsv, context, location);
          else
              wined3d_rendertarget_view_prepare_location(dsv, context, location);
      }
  
      if (parameters->indirect)
          wined3d_buffer_load(parameters->u.indirect.buffer, context, state);
  
      if (!context_apply_draw_state(context, device, state, parameters->indexed))
      {
          context_release(context);
          WARN("Unable to apply draw state, skipping draw.\n");
          return;
      }
  
      if (dsv && state->render_states[WINED3D_RS_ZWRITEENABLE])
      {
          DWORD location = context->render_offscreen ? dsv->resource->draw_binding : WINED3D_LOCATION_DRAWABLE;
  
          wined3d_rendertarget_view_validate_location(dsv, location);
          wined3d_rendertarget_view_invalidate_location(dsv, ~location);
      }
  
      stream_info = &context->stream_info;
  
      if (parameters->indexed)
      {
          struct wined3d_buffer *index_buffer = state->index_buffer;
          if (!index_buffer->buffer_object || !stream_info->all_vbo)
          {
              idx_data = index_buffer->resource.heap_memory;
          }
          else
          {
              ib_fence = index_buffer->fence;
              idx_data = NULL;
          }
          idx_data = (const BYTE *)idx_data + state->index_offset;
  
          if (state->index_format == WINED3DFMT_R16_UINT)
              idx_size = 2;
          else
              idx_size = 4;
      }
  
      if (!use_vs(state))
      {
          if (!stream_info->position_transformed && context_gl->untracked_material_count
                  && state->render_states[WINED3D_RS_LIGHTING])
          {
              static BOOL warned;
  
              if (!warned++)
                  FIXME("Using software emulation because not all material properties could be tracked.\n");
              else
                  WARN_(d3d_perf)("Using software emulation because not all material properties could be tracked.\n");
              emulation = TRUE;
          }
          else if (context->fog_coord && state->render_states[WINED3D_RS_FOGENABLE])
          {
              static BOOL warned;
  
              /* Either write a pipeline replacement shader or convert the
               * specular alpha from unsigned byte to a float in the vertex
               * buffer. */
              if (!warned++)
                  FIXME("Using software emulation because manual fog coordinates are provided.\n");
              else
                  WARN_(d3d_perf)("Using software emulation because manual fog coordinates are provided.\n");
              emulation = TRUE;
          }
  
          if (emulation)
          {
              si_emulated = context->stream_info;
              remove_vbos(context, state, &si_emulated);
              stream_info = &si_emulated;
          }
      }
  
      if (use_transform_feedback(state))
      {
          const struct wined3d_shader *shader = state->shader[WINED3D_SHADER_TYPE_GEOMETRY];
  
          if (is_rasterization_disabled(shader))
          {
              glEnable(GL_RASTERIZER_DISCARD);
              checkGLcall("enable rasterizer discard");
              rasterizer_discard = TRUE;
          }
  
          if (context->transform_feedback_paused)
          {
              GL_EXTCALL(glResumeTransformFeedback());
              checkGLcall("glResumeTransformFeedback");
              context->transform_feedback_paused = 0;
          }
          else if (!context->transform_feedback_active)
          {
              enum wined3d_primitive_type primitive_type = shader->u.gs.output_type
                      ? shader->u.gs.output_type : state->primitive_type;
              GLenum mode = gl_tfb_primitive_type_from_d3d(primitive_type);
              GL_EXTCALL(glBeginTransformFeedback(mode));
              checkGLcall("glBeginTransformFeedback");
              context->transform_feedback_active = 1;
          }
      }
  
      if (state->primitive_type == WINED3D_PT_PATCH)
      {
          GL_EXTCALL(glPatchParameteri(GL_PATCH_VERTICES, state->patch_vertex_count));
          checkGLcall("glPatchParameteri");
      }
  
      if (context->uses_fbo_attached_resources)
      {
          static unsigned int fixme_once;
  
          if (gl_info->supported[ARB_TEXTURE_BARRIER])
          {
              GL_EXTCALL(glTextureBarrier());
          }
          else if (gl_info->supported[NV_TEXTURE_BARRIER])
          {
              GL_EXTCALL(glTextureBarrierNV());
          }
          else
          {
              if (!fixme_once++)
                  FIXME("Sampling attached render targets is not supported.\n");
  
              WARN("Sampling attached render targets is not supported, skipping draw.\n");
              context_release(context);
              return;
          }
          checkGLcall("glTextureBarrier");
      }
  
      if (parameters->indirect)
      {
          if (!context->use_immediate_mode_draw && !emulation)
              wined3d_context_gl_draw_indirect(context_gl, state, &parameters->u.indirect, idx_size);
          else
              FIXME("Indirect draws with immediate mode/emulation are not supported.\n");
      }
      else
      {
          unsigned int instance_count = parameters->u.direct.instance_count;
          if (context->instance_count)
              instance_count = context->instance_count;
  
          if (context->use_immediate_mode_draw || emulation)
              draw_primitive_immediate_mode(wined3d_context_gl(context), state, stream_info, idx_data,
                      idx_size, parameters->u.direct.base_vertex_idx,
                      parameters->u.direct.start_idx, parameters->u.direct.index_count, instance_count);
          else
              wined3d_context_gl_draw_primitive_arrays(context_gl, state, idx_data, idx_size,
                      parameters->u.direct.base_vertex_idx, parameters->u.direct.start_idx,
                      parameters->u.direct.index_count, parameters->u.direct.start_instance, instance_count);
      }
  
      if (context->uses_uavs)
      {
          GL_EXTCALL(glMemoryBarrier(GL_ALL_BARRIER_BITS));
          checkGLcall("glMemoryBarrier");
      }
  
      wined3d_context_gl_pause_transform_feedback(context_gl, FALSE);
  
      if (rasterizer_discard)
      {
          glDisable(GL_RASTERIZER_DISCARD);
          checkGLcall("disable rasterizer discard");
      }
  
      if (ib_fence)
          wined3d_fence_issue(ib_fence, device);
      for (i = 0; i < context->buffer_fence_count; ++i)
          wined3d_fence_issue(context->buffer_fences[i], device);
  
      context_release(context);
  
      TRACE("Draw completed.\n");
  }
  
  void wined3d_context_gl_unload_tex_coords(const struct wined3d_context_gl *context_gl)
  {
      const struct wined3d_gl_info *gl_info = context_gl->gl_info;
      unsigned int texture_idx;
  
      for (texture_idx = 0; texture_idx < gl_info->limits.texture_coords; ++texture_idx)
      {
          gl_info->gl_ops.ext.p_glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx);
          gl_info->gl_ops.gl.p_glDisableClientState(GL_TEXTURE_COORD_ARRAY);
      }
  }
  
  void wined3d_context_gl_load_tex_coords(const struct wined3d_context_gl *context_gl,
          const struct wined3d_stream_info *si, GLuint *current_bo, const struct wined3d_state *state)
  {
      const struct wined3d_gl_info *gl_info = context_gl->gl_info;
      const struct wined3d_format_gl *format_gl;
      unsigned int mapped_stage = 0;
      unsigned int texture_idx;
      GLuint bo;
  
      for (texture_idx = 0; texture_idx < context_gl->c.d3d_info->limits.ffp_blend_stages; ++texture_idx)
      {
          unsigned int coord_idx = state->texture_states[texture_idx][WINED3D_TSS_TEXCOORD_INDEX];
  
          if ((mapped_stage = context_gl->tex_unit_map[texture_idx]) == WINED3D_UNMAPPED_STAGE)
              continue;
  
          if (mapped_stage >= gl_info->limits.texture_coords)
          {
              FIXME("Attempted to load unsupported texture coordinate %u.\n", mapped_stage);
              continue;
          }
  
          if (coord_idx < WINED3D_MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx))))
          {
              const struct wined3d_stream_info_element *e = &si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx];
  
              TRACE("Setting up texture %u, idx %u, coord_idx %u, data %s.\n",
                      texture_idx, mapped_stage, coord_idx, debug_bo_address(&e->data));
  
              bo = wined3d_bo_gl_id(e->data.buffer_object);
              if (*current_bo != bo)
              {
                  GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, bo));
                  checkGLcall("glBindBuffer");
                  *current_bo = bo;
              }
  
              GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
              checkGLcall("glClientActiveTextureARB");
  
              /* The coords to supply depend completely on the fvf/vertex shader. */
              format_gl = wined3d_format_gl(e->format);
              gl_info->gl_ops.gl.p_glTexCoordPointer(format_gl->vtx_format, format_gl->vtx_type, e->stride,
                      e->data.addr + state->load_base_vertex_index * e->stride);
              gl_info->gl_ops.gl.p_glEnableClientState(GL_TEXTURE_COORD_ARRAY);
          }
          else
          {
              GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
          }
      }
      if (gl_info->supported[NV_REGISTER_COMBINERS])
      {
          /* The number of the mapped stages increases monotonically, so it's fine to use the last used one. */
          for (texture_idx = mapped_stage + 1; texture_idx < gl_info->limits.textures; ++texture_idx)
          {
              GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + texture_idx, 0, 0, 0, 1));
          }
      }
  
      checkGLcall("loadTexCoords");
  }
  
  /* This should match any arrays loaded in wined3d_context_gl_load_vertex_data(). */
  static void wined3d_context_gl_unload_vertex_data(struct wined3d_context_gl *context_gl)
  {
      const struct wined3d_gl_info *gl_info = context_gl->gl_info;
  
      if (!context_gl->c.namedArraysLoaded)
          return;
      gl_info->gl_ops.gl.p_glDisableClientState(GL_VERTEX_ARRAY);
      gl_info->gl_ops.gl.p_glDisableClientState(GL_NORMAL_ARRAY);
      gl_info->gl_ops.gl.p_glDisableClientState(GL_COLOR_ARRAY);
      if (gl_info->supported[EXT_SECONDARY_COLOR])
          gl_info->gl_ops.gl.p_glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
      wined3d_context_gl_unload_tex_coords(context_gl);
      context_gl->c.namedArraysLoaded = FALSE;
  }
  
  static void wined3d_context_gl_load_vertex_data(struct wined3d_context_gl *context_gl,
          const struct wined3d_stream_info *si, const struct wined3d_state *state)
  {
      const struct wined3d_gl_info *gl_info = context_gl->gl_info;
      const struct wined3d_stream_info_element *e;
      const struct wined3d_format_gl *format_gl;
      GLuint current_bo, bo;
  
      TRACE("context_gl %p, si %p, state %p.\n", context_gl, si, state);
  
      /* This is used for the fixed-function pipeline only, and the
       * fixed-function pipeline doesn't do instancing. */
      context_gl->c.instance_count = 0;
      current_bo = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0u : 0;
  
      /* Blend data */
      if ((si->use_map & (1u << WINED3D_FFP_BLENDWEIGHT))
              || si->use_map & (1u << WINED3D_FFP_BLENDINDICES))
      {
          /* TODO: Support vertex blending in immediate mode draws. No need to
           * write a FIXME here, this is done after the general vertex
           * declaration decoding. */
          WARN("Vertex blending not supported.\n");
      }
  
      /* Point Size */
      if (si->use_map & (1u << WINED3D_FFP_PSIZE))
      {
          /* No such functionality in the fixed-function GL pipeline. */
          WARN("Per-vertex point size not supported.\n");
      }
  
      /* Position */
      if (si->use_map & (1u << WINED3D_FFP_POSITION))
      {
          e = &si->elements[WINED3D_FFP_POSITION];
          format_gl = wined3d_format_gl(e->format);
  
          bo = wined3d_bo_gl_id(e->data.buffer_object);
          if (current_bo != bo)
          {
              GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, bo));
              checkGLcall("glBindBuffer");
              current_bo = bo;
          }
  
          TRACE("glVertexPointer(%#x, %#x, %#x, %p);\n",
                  format_gl->vtx_format, format_gl->vtx_type, e->stride,
                  e->data.addr + state->load_base_vertex_index * e->stride);
          gl_info->gl_ops.gl.p_glVertexPointer(format_gl->vtx_format, format_gl->vtx_type, e->stride,
                  e->data.addr + state->load_base_vertex_index * e->stride);
          checkGLcall("glVertexPointer(...)");
          gl_info->gl_ops.gl.p_glEnableClientState(GL_VERTEX_ARRAY);
          checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
      }
  
      /* Normals */
      if (si->use_map & (1u << WINED3D_FFP_NORMAL))
      {
          e = &si->elements[WINED3D_FFP_NORMAL];
          format_gl = wined3d_format_gl(e->format);
  
          bo = wined3d_bo_gl_id(e->data.buffer_object);
          if (current_bo != bo)
          {
              GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, bo));
              checkGLcall("glBindBuffer");
              current_bo = bo;
          }
  
          TRACE("glNormalPointer(%#x, %#x, %p);\n", format_gl->vtx_type, e->stride,
                  e->data.addr + state->load_base_vertex_index * e->stride);
          gl_info->gl_ops.gl.p_glNormalPointer(format_gl->vtx_type, e->stride,
                  e->data.addr + state->load_base_vertex_index * e->stride);
          checkGLcall("glNormalPointer(...)");
          gl_info->gl_ops.gl.p_glEnableClientState(GL_NORMAL_ARRAY);
          checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
  
      }
      else
      {
          gl_info->gl_ops.gl.p_glNormal3f(0, 0, 0);
          checkGLcall("glNormal3f(0, 0, 0)");
      }
  
      /* Diffuse colour */
      if (si->use_map & (1u << WINED3D_FFP_DIFFUSE))
      {
          e = &si->elements[WINED3D_FFP_DIFFUSE];
          format_gl = wined3d_format_gl(e->format);
  
          bo = wined3d_bo_gl_id(e->data.buffer_object);
          if (current_bo != bo)
          {
              GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, bo));
              checkGLcall("glBindBuffer");
              current_bo = bo;
          }
  
          TRACE("glColorPointer(%#x, %#x %#x, %p);\n",
                  format_gl->vtx_format, format_gl->vtx_type, e->stride,
                  e->data.addr + state->load_base_vertex_index * e->stride);
          gl_info->gl_ops.gl.p_glColorPointer(format_gl->vtx_format, format_gl->vtx_type, e->stride,
                  e->data.addr + state->load_base_vertex_index * e->stride);
          checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
          gl_info->gl_ops.gl.p_glEnableClientState(GL_COLOR_ARRAY);
          checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
  
      }
      else
      {
          gl_info->gl_ops.gl.p_glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
          checkGLcall("glColor4f(1, 1, 1, 1)");
      }
  
      /* Specular colour */
      if (si->use_map & (1u << WINED3D_FFP_SPECULAR))
      {
          TRACE("Setting specular colour.\n");
  
          e = &si->elements[WINED3D_FFP_SPECULAR];
  
          if (gl_info->supported[EXT_SECONDARY_COLOR])
          {
              GLint format;
              GLenum type;
  
              format_gl = wined3d_format_gl(e->format);
              type = format_gl->vtx_type;
              format = format_gl->vtx_format;
  
              bo = wined3d_bo_gl_id(e->data.buffer_object);
              if (current_bo != bo)
              {
                  GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, bo));
                  checkGLcall("glBindBuffer");
                  current_bo = bo;
              }
  
              if (format != 4 || (gl_info->quirks & WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA))
              {
                  /* Usually specular colors only allow 3 components, since they have no alpha. In D3D, the specular alpha
                   * contains the fog coordinate, which is passed to GL with GL_EXT_fog_coord. However, the fixed function
                   * vertex pipeline can pass the specular alpha through, and pixel shaders can read it. So it GL accepts
                   * 4 component secondary colors use it
                   */
                  TRACE("glSecondaryColorPointer(%#x, %#x, %#x, %p);\n", format, type, e->stride,
                          e->data.addr + state->load_base_vertex_index * e->stride);
                  GL_EXTCALL(glSecondaryColorPointerEXT(format, type, e->stride,
                          e->data.addr + state->load_base_vertex_index * e->stride));
                  checkGLcall("glSecondaryColorPointerEXT(format, type, ...)");
              }
              else
              {
                  switch (type)
                  {
                      case GL_UNSIGNED_BYTE:
                          TRACE("glSecondaryColorPointer(3, GL_UNSIGNED_BYTE, %#x, %p);\n", e->stride,
                                  e->data.addr + state->load_base_vertex_index * e->stride);
                          GL_EXTCALL(glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, e->stride,
                                  e->data.addr + state->load_base_vertex_index * e->stride));
                          checkGLcall("glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, ...)");
                          break;
  
                      default:
                          FIXME("Add 4 component specular colour pointers for type %#x.\n", type);
                          /* Make sure that the right colour component is dropped. */
                          TRACE("glSecondaryColorPointer(3, %#x, %#x, %p);\n", type, e->stride,
                                  e->data.addr + state->load_base_vertex_index * e->stride);
                          GL_EXTCALL(glSecondaryColorPointerEXT(3, type, e->stride,
                                  e->data.addr + state->load_base_vertex_index * e->stride));
                          checkGLcall("glSecondaryColorPointerEXT(3, type, ...)");
                  }
              }
              gl_info->gl_ops.gl.p_glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
              checkGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
          }
          else
          {
              WARN("Specular colour is not supported in this GL implementation.\n");
          }
      }
      else
      {
          if (gl_info->supported[EXT_SECONDARY_COLOR])
          {
              GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
              checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
          }
          else
          {
              WARN("Specular colour is not supported in this GL implementation.\n");
          }
      }
  
      /* Texture coordinates */
      wined3d_context_gl_load_tex_coords(context_gl, si, &current_bo, state);
  }
  
  static void wined3d_context_gl_unload_numbered_array(struct wined3d_context_gl *context_gl, unsigned int i)
  {
      const struct wined3d_gl_info *gl_info = context_gl->gl_info;
  
      GL_EXTCALL(glDisableVertexAttribArray(i));
      checkGLcall("glDisableVertexAttribArray");
      if (gl_info->supported[ARB_INSTANCED_ARRAYS])
          GL_EXTCALL(glVertexAttribDivisor(i, 0));
  
      context_gl->c.numbered_array_mask &= ~(1u << i);
  }
  
  static void wined3d_context_gl_unload_numbered_arrays(struct wined3d_context_gl *context_gl)
  {
      uint32_t mask = context_gl->c.numbered_array_mask;
      unsigned int i;
  
      while (mask)
      {
          i = wined3d_bit_scan(&mask);
          wined3d_context_gl_unload_numbered_array(context_gl, i);
      }
  }
  
  static void wined3d_context_gl_load_numbered_arrays(struct wined3d_context_gl *context_gl,
          const struct wined3d_stream_info *stream_info, const struct wined3d_state *state)
  {
      struct wined3d_context *context = &context_gl->c;
      const struct wined3d_shader *vs = state->shader[WINED3D_SHADER_TYPE_VERTEX];
      const struct wined3d_gl_info *gl_info = context_gl->gl_info;
      GLuint current_bo, bo;
      unsigned int i;
  
      /* Default to no instancing. */
      context->instance_count = 0;
      current_bo = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0u : 0;
  
      for (i = 0; i < MAX_ATTRIBS; ++i)
      {
          const struct wined3d_stream_info_element *element = &stream_info->elements[i];
          const struct wined3d_stream_state *stream;
          const struct wined3d_format_gl *format_gl;
  
          if (!(stream_info->use_map & (1u << i)))
          {
              if (context->numbered_array_mask & (1u << i))
                  wined3d_context_gl_unload_numbered_array(context_gl, i);
              if (!use_vs(state) && i == WINED3D_FFP_DIFFUSE)
              {
                  if (!(context_gl->default_attrib_value_set & (1u << i)) || !context_gl->diffuse_attrib_to_1)
                  {
                      GL_EXTCALL(glVertexAttrib4f(i, 1.0f, 1.0f, 1.0f, 1.0f));
                      context_gl->diffuse_attrib_to_1 = 1;
                  }
              }
              else
              {
                  if (!(context_gl->default_attrib_value_set & (1u << i)))
                  {
                      GL_EXTCALL(glVertexAttrib4f(i, 0.0f, 0.0f, 0.0f, 0.0f));
                      if (i == WINED3D_FFP_DIFFUSE)
                          context_gl->diffuse_attrib_to_1 = 0;
                  }
              }
              context_gl->default_attrib_value_set |= 1u << i;
              continue;
          }
  
          format_gl = wined3d_format_gl(element->format);
          stream = &state->streams[element->stream_idx];
  
          if ((stream->flags & WINED3DSTREAMSOURCE_INSTANCEDATA) && !context->instance_count)
              context->instance_count = state->streams[0].frequency;
  
          if (gl_info->supported[ARB_INSTANCED_ARRAYS])
          {
              GL_EXTCALL(glVertexAttribDivisor(i, element->divisor));
          }
          else if (element->divisor)
          {
              /* Unload instanced arrays, they will be loaded using immediate
               * mode instead. */
              if (context->numbered_array_mask & (1u << i))
                  wined3d_context_gl_unload_numbered_array(context_gl, i);
              context_gl->default_attrib_value_set &= ~(1u << i);
              continue;
          }
  
          TRACE("Loading array %u %s.\n", i, debug_bo_address(&element->data));
  
          if (element->stride)
          {
              DWORD format_flags = format_gl->f.flags[WINED3D_GL_RES_TYPE_BUFFER];
  
              bo = wined3d_bo_gl_id(element->data.buffer_object);
              if (current_bo != bo)
              {
                  GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, bo));
                  checkGLcall("glBindBuffer");
                  current_bo = bo;
              }
              /* Use the VBO to find out if a vertex buffer exists, not the vb
               * pointer. vb can point to a user pointer data blob. In that case
               * current_bo will be 0. If there is a vertex buffer but no vbo we
               * won't be load converted attributes anyway. */
              if (vs && vs->reg_maps.shader_version.major >= 4 && (format_flags & WINED3DFMT_FLAG_INTEGER))
              {
                  GL_EXTCALL(glVertexAttribIPointer(i, format_gl->vtx_format, format_gl->vtx_type,
                          element->stride, element->data.addr + state->load_base_vertex_index * element->stride));
              }
              else
              {
                  GL_EXTCALL(glVertexAttribPointer(i, format_gl->vtx_format, format_gl->vtx_type,
                          !!(format_flags & WINED3DFMT_FLAG_NORMALISED), element->stride,
                          element->data.addr + state->load_base_vertex_index * element->stride));
              }
  
              if (!(context->numbered_array_mask & (1u << i)))
              {
                  GL_EXTCALL(glEnableVertexAttribArray(i));
                  context->numbered_array_mask |= (1u << i);
              }
          }
          else
          {
              /* Stride = 0 means always the same values.
               * glVertexAttribPointer() doesn't do that. Instead disable the
               * pointer and set up the attribute statically. But we have to
               * figure out the system memory address. */
              const BYTE *ptr = element->data.addr;
              if (element->data.buffer_object)
                  ptr += (ULONG_PTR)wined3d_buffer_load_sysmem(stream->buffer, context);
  
              if (context->numbered_array_mask & (1u << i))
                  wined3d_context_gl_unload_numbered_array(context_gl, i);
  
              switch (format_gl->f.id)
              {
                  case WINED3DFMT_R32_FLOAT:
                      GL_EXTCALL(glVertexAttrib1fv(i, (const GLfloat *)ptr));
                      break;
                  case WINED3DFMT_R32G32_FLOAT:
                      GL_EXTCALL(glVertexAttrib2fv(i, (const GLfloat *)ptr));
                      break;
                  case WINED3DFMT_R32G32B32_FLOAT:
                      GL_EXTCALL(glVertexAttrib3fv(i, (const GLfloat *)ptr));
                      break;
                  case WINED3DFMT_R32G32B32A32_FLOAT:
                      GL_EXTCALL(glVertexAttrib4fv(i, (const GLfloat *)ptr));
                      break;
                  case WINED3DFMT_R8G8B8A8_UINT:
                      GL_EXTCALL(glVertexAttrib4ubv(i, ptr));
                      break;
                  case WINED3DFMT_B8G8R8A8_UNORM:
                      if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
                      {
                          const DWORD *src = (const DWORD *)ptr;
                          DWORD c = *src & 0xff00ff00u;
                          c |= (*src & 0xff0000u) >> 16;
                          c |= (*src & 0xffu) << 16;
                          GL_EXTCALL(glVertexAttrib4Nubv(i, (GLubyte *)&c));
                          break;
                      }
                      /* else fallthrough */
                  case WINED3DFMT_R8G8B8A8_UNORM:
                      GL_EXTCALL(glVertexAttrib4Nubv(i, ptr));
                      break;
                  case WINED3DFMT_R16G16_SINT:
                      GL_EXTCALL(glVertexAttrib2sv(i, (const GLshort *)ptr));
                      break;
                  case WINED3DFMT_R16G16B16A16_SINT:
                      GL_EXTCALL(glVertexAttrib4sv(i, (const GLshort *)ptr));
                      break;
                  case WINED3DFMT_R16G16_SNORM:
                  {
                      const GLshort s[4] = {((const GLshort *)ptr)[0], ((const GLshort *)ptr)[1], 0, 1};
                      GL_EXTCALL(glVertexAttrib4Nsv(i, s));
                      break;
                  }
                  case WINED3DFMT_R16G16_UNORM:
                  {
                      const GLushort s[4] = {((const GLushort *)ptr)[0], ((const GLushort *)ptr)[1], 0, 1};
                      GL_EXTCALL(glVertexAttrib4Nusv(i, s));
                      break;
                  }
                  case WINED3DFMT_R16G16B16A16_SNORM:
                      GL_EXTCALL(glVertexAttrib4Nsv(i, (const GLshort *)ptr));
                      break;
                  case WINED3DFMT_R16G16B16A16_UNORM:
                      GL_EXTCALL(glVertexAttrib4Nusv(i, (const GLushort *)ptr));
                      break;
                  case WINED3DFMT_R10G10B10X2_UINT:
                      FIXME("Unsure about WINED3DDECLTYPE_UDEC3.\n");
                      /*glVertexAttrib3usvARB(i, (const GLushort *)ptr); Does not exist */
                      break;
                  case WINED3DFMT_R10G10B10X2_SNORM:
                      FIXME("Unsure about WINED3DDECLTYPE_DEC3N.\n");
                      /*glVertexAttrib3NusvARB(i, (const GLushort *)ptr); Does not exist */
                      break;
                  case WINED3DFMT_R16G16_FLOAT:
                      if (gl_info->supported[NV_HALF_FLOAT] && gl_info->supported[NV_VERTEX_PROGRAM])
                      {
                          /* Not supported by GL_ARB_half_float_vertex. */
                          GL_EXTCALL(glVertexAttrib2hvNV(i, (const GLhalfNV *)ptr));
                      }
                      else
                      {
                          float x = float_16_to_32(((const unsigned short *)ptr) + 0);
                          float y = float_16_to_32(((const unsigned short *)ptr) + 1);
                          GL_EXTCALL(glVertexAttrib2f(i, x, y));
                      }
                      break;
                  case WINED3DFMT_R16G16B16A16_FLOAT:
                      if (gl_info->supported[NV_HALF_FLOAT] && gl_info->supported[NV_VERTEX_PROGRAM])
                      {
                          /* Not supported by GL_ARB_half_float_vertex. */
                          GL_EXTCALL(glVertexAttrib4hvNV(i, (const GLhalfNV *)ptr));
                      }
                      else
                      {
                          float x = float_16_to_32(((const unsigned short *)ptr) + 0);
                          float y = float_16_to_32(((const unsigned short *)ptr) + 1);
                          float z = float_16_to_32(((const unsigned short *)ptr) + 2);
                          float w = float_16_to_32(((const unsigned short *)ptr) + 3);
                          GL_EXTCALL(glVertexAttrib4f(i, x, y, z, w));
                      }
                      break;
                  default:
                      ERR("Unexpected declaration in stride 0 attributes.\n");
                      break;
  
              }
              context_gl->default_attrib_value_set &= ~(1u << i);
          }
      }
      checkGLcall("Loading numbered arrays");
  }
  
  void wined3d_context_gl_update_stream_sources(struct wined3d_context_gl *context_gl,
          const struct wined3d_state *state)
  {
      if (context_gl->c.use_immediate_mode_draw)
          return;
  
      wined3d_context_gl_unload_vertex_data(context_gl);
      if (context_gl->c.d3d_info->ffp_generic_attributes || use_vs(state))
      {
          TRACE("Loading numbered arrays.\n");
          wined3d_context_gl_load_numbered_arrays(context_gl, &context_gl->c.stream_info, state);
          return;
      }
  
      TRACE("Loading named arrays.\n");
      wined3d_context_gl_unload_numbered_arrays(context_gl);
      wined3d_context_gl_load_vertex_data(context_gl, &context_gl->c.stream_info, state);
      context_gl->c.namedArraysLoaded = TRUE;
  }
  
  static void apply_texture_blit_state(const struct wined3d_gl_info *gl_info, struct gl_texture *texture,
          GLenum target, unsigned int level, enum wined3d_texture_filter_type filter)
  {
      gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAG_FILTER, wined3d_gl_mag_filter(filter));
      gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MIN_FILTER,
              wined3d_gl_min_mip_filter(filter, WINED3D_TEXF_NONE));
      gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
      gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
      if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
          gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_SRGB_DECODE_EXT, GL_SKIP_DECODE_EXT);
      gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_BASE_LEVEL, level);
  
      /* We changed the filtering settings on the texture. Make sure they get
       * reset on subsequent draws. */
      texture->sampler_desc.mag_filter = WINED3D_TEXF_POINT;
      texture->sampler_desc.min_filter = WINED3D_TEXF_POINT;
      texture->sampler_desc.mip_filter = WINED3D_TEXF_NONE;
      texture->sampler_desc.address_u = WINED3D_TADDRESS_CLAMP;
      texture->sampler_desc.address_v = WINED3D_TADDRESS_CLAMP;
      texture->sampler_desc.srgb_decode = FALSE;
      texture->base_level = level;
  }
  
  /* Context activation is done by the caller. */
  void wined3d_context_gl_draw_shaded_quad(struct wined3d_context_gl *context_gl, struct wined3d_texture_gl *texture_gl,
          unsigned int sub_resource_idx, const RECT *src_rect, const RECT *dst_rect,
          enum wined3d_texture_filter_type filter)
  {
      const struct wined3d_gl_info *gl_info = context_gl->gl_info;
      struct wined3d_blt_info info;
      unsigned int level, w, h, i;
      SIZE dst_size;
      struct blit_vertex
      {
          float x, y;
          struct wined3d_vec3 texcoord;
      }
      quad[4];
  
      texture2d_get_blt_info(texture_gl, sub_resource_idx, src_rect, &info);
  
      level = sub_resource_idx % texture_gl->t.level_count;
      wined3d_context_gl_bind_texture(context_gl, info.bind_target, texture_gl->texture_rgb.name);
      apply_texture_blit_state(gl_info, &texture_gl->texture_rgb, info.bind_target, level, filter);
      gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_MAX_LEVEL, level);
  
      wined3d_context_gl_get_rt_size(context_gl, &dst_size);
      w = dst_size.cx;
      h = dst_size.cy;
  
      quad[0].x = dst_rect->left * 2.0f / w - 1.0f;
      quad[0].y = dst_rect->top * 2.0f / h - 1.0f;
      quad[0].texcoord = info.texcoords[0];
  
      quad[1].x = dst_rect->right * 2.0f / w - 1.0f;
      quad[1].y = dst_rect->top * 2.0f / h - 1.0f;
      quad[1].texcoord = info.texcoords[1];
  
      quad[2].x = dst_rect->left * 2.0f / w - 1.0f;
      quad[2].y = dst_rect->bottom * 2.0f / h - 1.0f;
      quad[2].texcoord = info.texcoords[2];
  
      quad[3].x = dst_rect->right * 2.0f / w - 1.0f;
      quad[3].y = dst_rect->bottom * 2.0f / h - 1.0f;
      quad[3].texcoord = info.texcoords[3];
  
      /* Draw a quad. */
      if (gl_info->supported[ARB_VERTEX_BUFFER_OBJECT])
      {
          if (!context_gl->blit_vbo)
              GL_EXTCALL(glGenBuffers(1, &context_gl->blit_vbo));
          GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, context_gl->blit_vbo));
  
          wined3d_context_gl_unload_vertex_data(context_gl);
          wined3d_context_gl_unload_numbered_arrays(context_gl);
  
          GL_EXTCALL(glBufferData(GL_ARRAY_BUFFER, sizeof(quad), quad, GL_STREAM_DRAW));
          GL_EXTCALL(glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, sizeof(*quad), NULL));
          GL_EXTCALL(glVertexAttribPointer(1, 3, GL_FLOAT, FALSE, sizeof(*quad),
                  (void *)FIELD_OFFSET(struct blit_vertex, texcoord)));
  
          GL_EXTCALL(glEnableVertexAttribArray(0));
          GL_EXTCALL(glEnableVertexAttribArray(1));
  
          gl_info->gl_ops.gl.p_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
  
          GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, 0));
          GL_EXTCALL(glDisableVertexAttribArray(1));
          GL_EXTCALL(glDisableVertexAttribArray(0));
      }
      else
      {
          gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
  
          for (i = 0; i < ARRAY_SIZE(quad); ++i)
          {
              GL_EXTCALL(glVertexAttrib3fv(1, &quad[i].texcoord.x));
              GL_EXTCALL(glVertexAttrib2fv(0, &quad[i].x));
          }
  
          gl_info->gl_ops.gl.p_glEnd();
      }
      checkGLcall("draw");
  
      gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_MAX_LEVEL, texture_gl->t.level_count - 1);
      wined3d_context_gl_bind_texture(context_gl, info.bind_target, 0);
  }
  
  /* Context activation is done by the caller. */
  void wined3d_context_gl_draw_textured_quad(struct wined3d_context_gl *context_gl,
          struct wined3d_texture_gl *texture_gl, unsigned int sub_resource_idx,
          const RECT *src_rect, const RECT *dst_rect, enum wined3d_texture_filter_type filter)
  {
      const struct wined3d_gl_info *gl_info = context_gl->gl_info;
      struct wined3d_blt_info info;
      unsigned int level;
  
      texture2d_get_blt_info(texture_gl, sub_resource_idx, src_rect, &info);
  
      gl_info->gl_ops.gl.p_glEnable(info.bind_target);
      checkGLcall("glEnable(bind_target)");
  
      level = sub_resource_idx % texture_gl->t.level_count;
      wined3d_context_gl_bind_texture(context_gl, info.bind_target, texture_gl->texture_rgb.name);
      apply_texture_blit_state(gl_info, &texture_gl->texture_rgb, info.bind_target, level, filter);
      gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_MAX_LEVEL, level);
      gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
      checkGLcall("glTexEnvi");
  
      /* Draw a quad. */
      gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
      gl_info->gl_ops.gl.p_glTexCoord3fv(&info.texcoords[0].x);
      gl_info->gl_ops.gl.p_glVertex2i(dst_rect->left, dst_rect->top);
  
      gl_info->gl_ops.gl.p_glTexCoord3fv(&info.texcoords[1].x);
      gl_info->gl_ops.gl.p_glVertex2i(dst_rect->right, dst_rect->top);
  
      gl_info->gl_ops.gl.p_glTexCoord3fv(&info.texcoords[2].x);
      gl_info->gl_ops.gl.p_glVertex2i(dst_rect->left, dst_rect->bottom);
  
      gl_info->gl_ops.gl.p_glTexCoord3fv(&info.texcoords[3].x);
      gl_info->gl_ops.gl.p_glVertex2i(dst_rect->right, dst_rect->bottom);
      gl_info->gl_ops.gl.p_glEnd();
  
      gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_MAX_LEVEL, texture_gl->t.level_count - 1);
      wined3d_context_gl_bind_texture(context_gl, info.bind_target, 0);
  }
  