text: /*
   * Context and render target management in wined3d
   *
   * 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 <stdio.h>
  #ifdef HAVE_FLOAT_H
  # include <float.h>
  #endif
  
  #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
  
  static DWORD wined3d_context_tls_idx;
  
  /* FBO helper functions */
  
  /* Context activation is done by the caller. */
  static void context_bind_fbo(struct wined3d_context *context, GLenum target, GLuint fbo)
  {
      const struct wined3d_gl_info *gl_info = context->gl_info;
  
      switch (target)
      {
          case GL_READ_FRAMEBUFFER:
              if (context->fbo_read_binding == fbo) return;
              context->fbo_read_binding = fbo;
              break;
  
          case GL_DRAW_FRAMEBUFFER:
              if (context->fbo_draw_binding == fbo) return;
              context->fbo_draw_binding = fbo;
              break;
  
          case GL_FRAMEBUFFER:
              if (context->fbo_read_binding == fbo
                      && context->fbo_draw_binding == fbo) return;
              context->fbo_read_binding = fbo;
              context->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 context_destroy_fbo(struct wined3d_context *context, GLuint fbo)
  {
      const struct wined3d_gl_info *gl_info = context->gl_info;
  
      context_bind_fbo(context, GL_FRAMEBUFFER, fbo);
      context_clean_fbo_attachments(gl_info, GL_FRAMEBUFFER);
      context_bind_fbo(context, 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 context_attach_gl_texture_fbo(struct wined3d_context *context,
          GLenum fbo_target, GLenum attachment, const struct wined3d_fbo_resource *resource)
  {
      const struct wined3d_gl_info *gl_info = context->gl_info;
  
      if (!resource)
      {
          gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, attachment, GL_TEXTURE_2D, 0, 0);
          checkGLcall("glFramebufferTexture2D()");
      }
      else if (resource->target == GL_TEXTURE_2D_ARRAY)
      {
          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);
          checkGLcall("glFramebufferTextureLayer()");
      }
      else
      {
          gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, attachment,
                  resource->target, resource->object, resource->level);
          checkGLcall("glFramebufferTexture2D()");
      }
  }
  
  /* Context activation is done by the caller. */
  static void context_attach_depth_stencil_fbo(struct wined3d_context *context,
          GLenum fbo_target, const struct wined3d_fbo_resource *resource, BOOL rb_namespace,
          DWORD flags)
  {
      const struct wined3d_gl_info *gl_info = context->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)
                  context_attach_gl_texture_fbo(context, fbo_target, GL_DEPTH_ATTACHMENT, resource);
  
              if (flags & WINED3D_FBO_ENTRY_FLAG_STENCIL)
                  context_attach_gl_texture_fbo(context, fbo_target, GL_STENCIL_ATTACHMENT, resource);
          }
  
          if (!(flags & WINED3D_FBO_ENTRY_FLAG_DEPTH))
              context_attach_gl_texture_fbo(context, fbo_target, GL_DEPTH_ATTACHMENT, NULL);
  
          if (!(flags & WINED3D_FBO_ENTRY_FLAG_STENCIL))
              context_attach_gl_texture_fbo(context, fbo_target, GL_STENCIL_ATTACHMENT, NULL);
      }
      else
      {
          TRACE("Attach depth stencil 0.\n");
  
          context_attach_gl_texture_fbo(context, fbo_target, GL_DEPTH_ATTACHMENT, NULL);
          context_attach_gl_texture_fbo(context, fbo_target, GL_STENCIL_ATTACHMENT, NULL);
      }
  }
  
  /* Context activation is done by the caller. */
  static void context_attach_surface_fbo(struct wined3d_context *context,
          GLenum fbo_target, DWORD idx, const struct wined3d_fbo_resource *resource, BOOL rb_namespace)
  {
      const struct wined3d_gl_info *gl_info = context->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
          {
              context_attach_gl_texture_fbo(context, fbo_target, GL_COLOR_ATTACHMENT0 + idx, resource);
          }
      }
      else
      {
          context_attach_gl_texture_fbo(context, 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_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},
      };
  
      GLint type, name, samples, width, height, old_texture, level, face, fmt, tex_target;
  
      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)
      {
          const char *tex_type_str;
  
          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 (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);
              gl_info->gl_ops.gl.p_glGetTexLevelParameteriv(face, level, GL_TEXTURE_INTERNAL_FORMAT, &fmt);
              gl_info->gl_ops.gl.p_glGetTexLevelParameteriv(face, level, GL_TEXTURE_WIDTH, &width);
              gl_info->gl_ops.gl.p_glGetTexLevelParameteriv(face, level, GL_TEXTURE_HEIGHT, &height);
  
              tex_target = GL_TEXTURE_CUBE_MAP;
              tex_type_str = "cube";
          }
          else
          {
              unsigned int i;
  
              tex_type_str = NULL;
              for (i = 0; i < sizeof(texture_type) / sizeof(*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;
              }
  
              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);
          }
  
          FIXME("    %s: %s texture %d, %dx%d, format %#x.\n", debug_fboattachment(attachment),
                  tex_type_str, name, width, height, fmt);
  
          gl_info->gl_ops.gl.p_glBindTexture(tex_target, old_texture);
          checkGLcall("Guess texture type");
      }
      else if (type == GL_NONE)
      {
          FIXME("    %s: NONE.\n", debug_fboattachment(attachment));
      }
      else
      {
          ERR("    %s: Unknown attachment %#x.\n", debug_fboattachment(attachment), type);
      }
  }
  
  /* Context activation is done by the caller. */
  void context_check_fbo_status(const struct wined3d_context *context, GLenum target)
  {
      const struct wined3d_gl_info *gl_info = context->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->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);
          checkGLcall("Dump FBO attachments");
      }
  }
  
  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 context_set_fbo_key_for_surface(const struct wined3d_context *context,
          struct wined3d_fbo_entry_key *key, UINT idx, struct wined3d_surface *surface,
          DWORD location)
  {
      if (!surface || surface->container->resource.format->id == WINED3DFMT_NULL)
      {
          key->objects[idx].object = 0;
          key->objects[idx].target = 0;
          key->objects[idx].level = key->objects[idx].layer = 0;
      }
      else if (surface->current_renderbuffer)
      {
          key->objects[idx].object = surface->current_renderbuffer->id;
          key->objects[idx].target = 0;
          key->objects[idx].level = key->objects[idx].layer = 0;
          key->rb_namespace |= 1 << idx;
      }
      else
      {
          switch (location)
          {
              case WINED3D_LOCATION_TEXTURE_RGB:
                  key->objects[idx].object = surface_get_texture_name(surface, context, FALSE);
                  key->objects[idx].target = surface->texture_target;
                  key->objects[idx].level = surface->texture_level;
                  key->objects[idx].layer = surface->texture_layer;
                  break;
  
              case WINED3D_LOCATION_TEXTURE_SRGB:
                  key->objects[idx].object = surface_get_texture_name(surface, context, TRUE);
                  key->objects[idx].target = surface->texture_target;
                  key->objects[idx].level = surface->texture_level;
                  key->objects[idx].layer = surface->texture_layer;
                  break;
  
              case WINED3D_LOCATION_RB_MULTISAMPLE:
                  key->objects[idx].object = surface->container->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 = surface->container->rb_resolved;
                  key->objects[idx].target = 0;
                  key->objects[idx].level = key->objects[idx].layer = 0;
                  key->rb_namespace |= 1 << idx;
                  break;
          }
      }
  }
  
  static void context_generate_fbo_key(const struct wined3d_context *context,
          struct wined3d_fbo_entry_key *key, struct wined3d_surface **render_targets,
          struct wined3d_surface *depth_stencil, DWORD color_location,
          DWORD ds_location)
  {
      UINT i;
  
      key->rb_namespace = 0;
      context_set_fbo_key_for_surface(context, key, 0, depth_stencil, ds_location);
  
      for (i = 0; i < context->gl_info->limits.buffers; ++i)
          context_set_fbo_key_for_surface(context, key, i + 1, render_targets[i], color_location);
  }
  
  static struct fbo_entry *context_create_fbo_entry(const struct wined3d_context *context,
          struct wined3d_surface **render_targets, struct wined3d_surface *depth_stencil,
          DWORD color_location, DWORD ds_location)
  {
      const struct wined3d_gl_info *gl_info = context->gl_info;
      struct fbo_entry *entry;
      UINT object_count = gl_info->limits.buffers + 1;
  
      entry = HeapAlloc(GetProcessHeap(), 0,
              FIELD_OFFSET(struct fbo_entry, key.objects[object_count]));
      memset(&entry->key, 0, FIELD_OFFSET(struct wined3d_fbo_entry_key, objects[object_count]));
      context_generate_fbo_key(context, &entry->key, render_targets, depth_stencil, color_location, ds_location);
      entry->flags = 0;
      if (depth_stencil)
      {
          if (depth_stencil->container->resource.format_flags & WINED3DFMT_FLAG_DEPTH)
              entry->flags |= WINED3D_FBO_ENTRY_FLAG_DEPTH;
          if (depth_stencil->container->resource.format_flags & WINED3DFMT_FLAG_STENCIL)
              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 context_reuse_fbo_entry(struct wined3d_context *context, GLenum target,
          struct wined3d_surface **render_targets, struct wined3d_surface *depth_stencil,
          DWORD color_location, DWORD ds_location, struct fbo_entry *entry)
  {
      const struct wined3d_gl_info *gl_info = context->gl_info;
  
      context_bind_fbo(context, target, entry->id);
      context_clean_fbo_attachments(gl_info, target);
  
      context_generate_fbo_key(context, &entry->key, render_targets, depth_stencil, color_location, ds_location);
      entry->flags = 0;
      if (depth_stencil)
      {
          if (depth_stencil->container->resource.format_flags & WINED3DFMT_FLAG_DEPTH)
              entry->flags |= WINED3D_FBO_ENTRY_FLAG_DEPTH;
          if (depth_stencil->container->resource.format_flags & WINED3DFMT_FLAG_STENCIL)
              entry->flags |= WINED3D_FBO_ENTRY_FLAG_STENCIL;
      }
  }
  
  /* Context activation is done by the caller. */
  static void context_destroy_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
  {
      if (entry->id)
      {
          TRACE("Destroy FBO %u.\n", entry->id);
          context_destroy_fbo(context, entry->id);
      }
      --context->fbo_entry_count;
      list_remove(&entry->entry);
      HeapFree(GetProcessHeap(), 0, entry);
  }
  
  /* Context activation is done by the caller. */
  static struct fbo_entry *context_find_fbo_entry(struct wined3d_context *context, GLenum target,
          struct wined3d_surface **render_targets, struct wined3d_surface *depth_stencil,
          DWORD color_location, DWORD ds_location)
  {
      const struct wined3d_gl_info *gl_info = context->gl_info;
      unsigned int object_count = gl_info->limits.buffers + 1;
      struct wined3d_texture *rt_texture, *ds_texture;
      struct fbo_entry *entry;
      unsigned int i;
  
      if (depth_stencil && render_targets[0])
      {
          rt_texture = render_targets[0]->container;
          ds_texture = depth_stencil->container;
  
          if (wined3d_texture_get_level_width(ds_texture, depth_stencil->texture_level)
                  < wined3d_texture_get_level_width(rt_texture, render_targets[0]->texture_level)
                  || wined3d_texture_get_level_height(ds_texture, depth_stencil->texture_level)
                  < wined3d_texture_get_level_height(rt_texture, render_targets[0]->texture_level))
          {
              WARN("Depth stencil is smaller than the primary color buffer, disabling.\n");
              depth_stencil = NULL;
          }
          else if (ds_texture->resource.multisample_type != rt_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 = NULL;
          }
          else
              surface_set_compatible_renderbuffer(depth_stencil, render_targets[0]);
      }
  
      context_generate_fbo_key(context, context->fbo_key, render_targets, depth_stencil, color_location,
              ds_location);
  
      if (TRACE_ON(d3d))
      {
          TRACE("Dumping FBO attachments:\n");
          for (i = 0; i < gl_info->limits.buffers; ++i)
          {
              if (render_targets[i])
              {
                  rt_texture = render_targets[i]->container;
                  TRACE("    Color attachment %u: %p format %s, %s %u, %ux%u, %u samples.\n",
                          i, render_targets[i], debug_d3dformat(rt_texture->resource.format->id),
                          context->fbo_key->rb_namespace & (1 << (i + 1)) ? "renderbuffer" : "texture",
                          context->fbo_key->objects[i + 1].object,
                          wined3d_texture_get_level_pow2_width(rt_texture, render_targets[i]->texture_level),
                          wined3d_texture_get_level_pow2_height(rt_texture, render_targets[i]->texture_level),
                          rt_texture->resource.multisample_type);
              }
          }
          if (depth_stencil)
          {
              ds_texture = depth_stencil->container;
              TRACE("    Depth attachment: %p format %s, %s %u, %ux%u, %u samples.\n",
                      depth_stencil, debug_d3dformat(ds_texture->resource.format->id),
                      context->fbo_key->rb_namespace & (1 << 0) ? "renderbuffer" : "texture",
                      context->fbo_key->objects[0].object,
                      wined3d_texture_get_level_pow2_width(ds_texture, depth_stencil->texture_level),
                      wined3d_texture_get_level_pow2_height(ds_texture, depth_stencil->texture_level),
                      ds_texture->resource.multisample_type);
          }
      }
  
      LIST_FOR_EACH_ENTRY(entry, &context->fbo_list, struct fbo_entry, entry)
      {
          if (memcmp(context->fbo_key, &entry->key, FIELD_OFFSET(struct wined3d_fbo_entry_key, objects[object_count])))
              continue;
  
          list_remove(&entry->entry);
          list_add_head(&context->fbo_list, &entry->entry);
          return entry;
      }
  
      if (context->fbo_entry_count < WINED3D_MAX_FBO_ENTRIES)
      {
          entry = context_create_fbo_entry(context, render_targets, depth_stencil, color_location, ds_location);
          list_add_head(&context->fbo_list, &entry->entry);
          ++context->fbo_entry_count;
      }
      else
      {
          entry = LIST_ENTRY(list_tail(&context->fbo_list), struct fbo_entry, entry);
          context_reuse_fbo_entry(context, target, render_targets, depth_stencil, color_location, ds_location, entry);
          list_remove(&entry->entry);
          list_add_head(&context->fbo_list, &entry->entry);
      }
  
      return entry;
  }
  
  /* Context activation is done by the caller. */
  static void context_apply_fbo_entry(struct wined3d_context *context, GLenum target, struct fbo_entry *entry)
  {
      const struct wined3d_gl_info *gl_info = context->gl_info;
      unsigned int i;
      GLuint read_binding, draw_binding;
  
      if (entry->flags & WINED3D_FBO_ENTRY_FLAG_ATTACHED)
      {
          context_bind_fbo(context, target, entry->id);
          return;
      }
  
      read_binding = context->fbo_read_binding;
      draw_binding = context->fbo_draw_binding;
      context_bind_fbo(context, GL_FRAMEBUFFER, entry->id);
  
      /* Apply render targets */
      for (i = 0; i < gl_info->limits.buffers; ++i)
      {
          context_attach_surface_fbo(context, target, i, &entry->key.objects[i + 1],
                  entry->key.rb_namespace & (1 << (i + 1)));
      }
  
      context_attach_depth_stencil_fbo(context, 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);
      context_set_draw_buffer(context, GL_NONE);
      if (target != GL_FRAMEBUFFER)
      {
          if (target == GL_READ_FRAMEBUFFER)
              context_bind_fbo(context, GL_DRAW_FRAMEBUFFER, draw_binding);
          else
              context_bind_fbo(context, GL_READ_FRAMEBUFFER, read_binding);
      }
  
      entry->flags |= WINED3D_FBO_ENTRY_FLAG_ATTACHED;
  }
  
  /* Context activation is done by the caller. */
  static void context_apply_fbo_state(struct wined3d_context *context, GLenum target,
          struct wined3d_surface **render_targets, struct wined3d_surface *depth_stencil,
          DWORD color_location, DWORD ds_location)
  {
      struct fbo_entry *entry, *entry2;
  
      LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry)
      {
          context_destroy_fbo_entry(context, entry);
      }
  
      if (context->rebind_fbo)
      {
          context_bind_fbo(context, GL_FRAMEBUFFER, 0);
          context->rebind_fbo = FALSE;
      }
  
      if (color_location == WINED3D_LOCATION_DRAWABLE)
      {
          context->current_fbo = NULL;
          context_bind_fbo(context, target, 0);
      }
      else
      {
          context->current_fbo = context_find_fbo_entry(context, target, render_targets, depth_stencil,
                  color_location, ds_location);
          context_apply_fbo_entry(context, target, context->current_fbo);
      }
  }
  
  /* Context activation is done by the caller. */
  void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
          struct wined3d_surface *render_target, struct wined3d_surface *depth_stencil, DWORD location)
  {
      UINT clear_size = (context->gl_info->limits.buffers - 1) * sizeof(*context->blit_targets);
  
      context->blit_targets[0] = render_target;
      if (clear_size)
          memset(&context->blit_targets[1], 0, clear_size);
      context_apply_fbo_state(context, target, context->blit_targets, depth_stencil, location, location);
  }
  
  /* Context activation is done by the caller. */
  void context_alloc_occlusion_query(struct wined3d_context *context, struct wined3d_occlusion_query *query)
  {
      const struct wined3d_gl_info *gl_info = context->gl_info;
  
      if (context->free_occlusion_query_count)
      {
          query->id = context->free_occlusion_queries[--context->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);
          }
          else
          {
              WARN("Occlusion queries not supported, not allocating query id.\n");
              query->id = 0;
          }
      }
  
      query->context = context;
      list_add_head(&context->occlusion_queries, &query->entry);
  }
  
  void context_free_occlusion_query(struct wined3d_occlusion_query *query)
  {
      struct wined3d_context *context = query->context;
  
      list_remove(&query->entry);
      query->context = NULL;
  
      if (context->free_occlusion_query_count >= context->free_occlusion_query_size - 1)
      {
          UINT new_size = context->free_occlusion_query_size << 1;
          GLuint *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_occlusion_queries,
                  new_size * sizeof(*context->free_occlusion_queries));
  
          if (!new_data)
          {
              ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context);
              return;
          }
  
          context->free_occlusion_query_size = new_size;
          context->free_occlusion_queries = new_data;
      }
  
      context->free_occlusion_queries[context->free_occlusion_query_count++] = query->id;
  }
  
  /* Context activation is done by the caller. */
  void context_alloc_event_query(struct wined3d_context *context, struct wined3d_event_query *query)
  {
      const struct wined3d_gl_info *gl_info = context->gl_info;
  
      if (context->free_event_query_count)
      {
          query->object = context->free_event_queries[--context->free_event_query_count];
      }
      else
      {
          if (gl_info->supported[ARB_SYNC])
          {
              /* Using ARB_sync, not much to do here. */
              query->object.sync = NULL;
              TRACE("Allocated event query %p in context %p.\n", query->object.sync, context);
          }
          else if (gl_info->supported[APPLE_FENCE])
          {
              GL_EXTCALL(glGenFencesAPPLE(1, &query->object.id));
              checkGLcall("glGenFencesAPPLE");
  
              TRACE("Allocated event query %u in context %p.\n", query->object.id, context);
          }
          else if(gl_info->supported[NV_FENCE])
          {
              GL_EXTCALL(glGenFencesNV(1, &query->object.id));
              checkGLcall("glGenFencesNV");
  
              TRACE("Allocated event query %u in context %p.\n", query->object.id, context);
          }
          else
          {
              WARN("Event queries not supported, not allocating query id.\n");
              query->object.id = 0;
          }
      }
  
      query->context = context;
      list_add_head(&context->event_queries, &query->entry);
  }
  
  void context_free_event_query(struct wined3d_event_query *query)
  {
      struct wined3d_context *context = query->context;
  
      list_remove(&query->entry);
      query->context = NULL;
  
      if (context->free_event_query_count >= context->free_event_query_size - 1)
      {
          UINT new_size = context->free_event_query_size << 1;
          union wined3d_gl_query_object *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_event_queries,
                  new_size * sizeof(*context->free_event_queries));
  
          if (!new_data)
          {
              ERR("Failed to grow free list, leaking query %u in context %p.\n", query->object.id, context);
              return;
          }
  
          context->free_event_query_size = new_size;
          context->free_event_queries = new_data;
      }
  
      context->free_event_queries[context->free_event_query_count++] = query->object;
  }
  
  /* Context activation is done by the caller. */
  void context_alloc_timestamp_query(struct wined3d_context *context, struct wined3d_timestamp_query *query)
  {
      const struct wined3d_gl_info *gl_info = context->gl_info;
  
      if (context->free_timestamp_query_count)
      {
          query->id = context->free_timestamp_queries[--context->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);
      }
  
      query->context = context;
      list_add_head(&context->timestamp_queries, &query->entry);
  }
  
  void context_free_timestamp_query(struct wined3d_timestamp_query *query)
  {
      struct wined3d_context *context = query->context;
  
      list_remove(&query->entry);
      query->context = NULL;
  
      if (context->free_timestamp_query_count >= context->free_timestamp_query_size - 1)
      {
          UINT new_size = context->free_timestamp_query_size << 1;
          GLuint *new_data = HeapReAlloc(GetProcessHeap(), 0, context->free_timestamp_queries,
                  new_size * sizeof(*context->free_timestamp_queries));
  
          if (!new_data)
          {
              ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context);
              return;
          }
  
          context->free_timestamp_query_size = new_size;
          context->free_timestamp_queries = new_data;
      }
  
      context->free_timestamp_queries[context->free_timestamp_query_count++] = query->id;
  }
  
  typedef void (context_fbo_entry_func_t)(struct wined3d_context *context, struct fbo_entry *entry);
  
  static void context_enum_fbo_entries(const struct wined3d_device *device,
          GLuint name, BOOL rb_namespace, context_fbo_entry_func_t *callback)
  {
      UINT i;
  
      for (i = 0; i < device->context_count; ++i)
      {
          struct wined3d_context *context = device->contexts[i];
          const struct wined3d_gl_info *gl_info = context->gl_info;
          struct fbo_entry *entry, *entry2;
  
          LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
          {
              UINT j;
  
              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, entry);
                      break;
                  }
              }
          }
      }
  }
  
  static void context_queue_fbo_entry_destruction(struct wined3d_context *context, struct fbo_entry *entry)
  {
      list_remove(&entry->entry);
      list_add_head(&context->fbo_destroy_list, &entry->entry);
  }
  
  void context_resource_released(const struct wined3d_device *device,
          struct wined3d_resource *resource, enum wined3d_resource_type type)
  {
      struct wined3d_texture *texture;
      UINT i;
  
      if (!device->d3d_initialized)
          return;
  
      switch (type)
      {
          case WINED3D_RTYPE_TEXTURE_2D:
          case WINED3D_RTYPE_TEXTURE_3D:
              texture = texture_from_resource(resource);
  
              for (i = 0; i < device->context_count; ++i)
              {
                  struct wined3d_context *context = device->contexts[i];
                  if (context->current_rt.texture == texture)
                  {
                      context->current_rt.texture = NULL;
                      context->current_rt.sub_resource_idx = 0;
                  }
              }
              break;
  
          default:
              break;
      }
  }
  
  void context_gl_resource_released(struct wined3d_device *device,
          GLuint name, BOOL rb_namespace)
  {
      context_enum_fbo_entries(device, name, rb_namespace, context_queue_fbo_entry_destruction);
  }
  
  void context_surface_update(struct wined3d_context *context, const struct wined3d_surface *surface)
  {
      const struct wined3d_gl_info *gl_info = context->gl_info;
      struct fbo_entry *entry = context->current_fbo;
      unsigned int i;
  
      if (!entry || context->rebind_fbo) return;
  
      for (i = 0; i < gl_info->limits.buffers + 1; ++i)
      {
          if (surface->container->texture_rgb.name == entry->key.objects[i].object
                  || surface->container->texture_srgb.name == entry->key.objects[i].object)
          {
              TRACE("Updated surface %p is bound as attachment %u to the current FBO.\n", surface, i);
              context->rebind_fbo = TRUE;
              return;
          }
      }
  }
  
  static BOOL context_restore_pixel_format(struct wined3d_context *ctx)
  {
      const struct wined3d_gl_info *gl_info = ctx->gl_info;
      BOOL ret = FALSE;
  
      if (ctx->restore_pf && IsWindow(ctx->restore_pf_win))
      {
          if (ctx->gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH])
          {
              HDC dc = GetDCEx(ctx->restore_pf_win, 0, DCX_USESTYLE | DCX_CACHE);
              if (dc)
              {
                  if (!(ret = GL_EXTCALL(wglSetPixelFormatWINE(dc, ctx->restore_pf))))
                  {
                      ERR("wglSetPixelFormatWINE failed to restore pixel format %d on window %p.\n",
                              ctx->restore_pf, ctx->restore_pf_win);
                  }
                  ReleaseDC(ctx->restore_pf_win, dc);
              }
          }
          else
          {
              ERR("can't restore pixel format %d on window %p\n", ctx->restore_pf, ctx->restore_pf_win);
          }
      }
  
      ctx->restore_pf = 0;
      ctx->restore_pf_win = NULL;
      return ret;
  }
  
  static BOOL context_set_pixel_format(struct wined3d_context *context, HDC dc, BOOL private, int format)
  {
      const struct wined3d_gl_info *gl_info = context->gl_info;
      int current;
  
      if (dc == context->hdc && context->hdc_is_private && context->hdc_has_format)
          return TRUE;
  
      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->restore_pf = 0;
          context->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->restore_pf_win)
          {
              context_restore_pixel_format(context);
  
              context->restore_pf = private ? 0 : current;
              context->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 (dc == context->hdc && context->hdc_is_private)
          context->hdc_has_format = TRUE;
      return TRUE;
  }
  
  static BOOL context_set_gl_context(struct wined3d_context *ctx)
  {
      struct wined3d_swapchain *swapchain = ctx->swapchain;
      BOOL backup = FALSE;
  
      if (!context_set_pixel_format(ctx, ctx->hdc, ctx->hdc_is_private, ctx->pixel_format))
      {
          WARN("Failed to set pixel format %d on device context %p.\n",
                  ctx->pixel_format, ctx->hdc);
          backup = TRUE;
      }
  
      if (backup || !wglMakeCurrent(ctx->hdc, ctx->glCtx))
      {
          HDC dc;
  
          WARN("Failed to make GL context %p current on device context %p, last error %#x.\n",
                  ctx->glCtx, ctx->hdc, GetLastError());
          ctx->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 (ctx->destroyed || !swapchain)
          {
              FIXME("Unable to get backup dc for destroyed context %p.\n", ctx);
              context_set_current(NULL);
              return FALSE;
          }
  
          if (!(dc = swapchain_get_backup_dc(swapchain)))
          {
              context_set_current(NULL);
              return FALSE;
          }
  
          if (!context_set_pixel_format(ctx, dc, TRUE, ctx->pixel_format))
          {
              ERR("Failed to set pixel format %d on device context %p.\n",
                      ctx->pixel_format, dc);
              context_set_current(NULL);
              return FALSE;
          }
  
          if (!wglMakeCurrent(dc, ctx->glCtx))
          {
              ERR("Fallback to backup window (dc %p) failed too, last error %#x.\n",
                      dc, GetLastError());
              context_set_current(NULL);
              return FALSE;
          }
  
          ctx->valid = 1;
      }
      ctx->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());
          context_set_current(NULL);
      }
  }
  
  static void context_update_window(struct wined3d_context *context)
  {
      if (!context->swapchain)
          return;
  
      if (context->win_handle == context->swapchain->win_handle)
          return;
  
      TRACE("Updating context %p window from %p to %p.\n",
              context, context->win_handle, context->swapchain->win_handle);
  
      if (context->hdc)
          wined3d_release_dc(context->win_handle, context->hdc);
  
      context->win_handle = context->swapchain->win_handle;
      context->hdc_is_private = FALSE;
      context->hdc_has_format = FALSE;
      context->needs_set = 1;
      context->valid = 1;
  
      if (!(context->hdc = GetDCEx(context->win_handle, 0, DCX_USESTYLE | DCX_CACHE)))
      {
          ERR("Failed to get a device context for window %p.\n", context->win_handle);
          context->valid = 0;
      }
  }
  
  static void context_destroy_gl_resources(struct wined3d_context *context)
  {
      const struct wined3d_gl_info *gl_info = context->gl_info;
      struct wined3d_timestamp_query *timestamp_query;
      struct wined3d_occlusion_query *occlusion_query;
      struct wined3d_event_query *event_query;
      struct fbo_entry *entry, *entry2;
      HGLRC restore_ctx;
      HDC restore_dc;
      unsigned int i;
  
      restore_ctx = wglGetCurrentContext();
      restore_dc = wglGetCurrentDC();
  
      if (restore_ctx == context->glCtx)
          restore_ctx = NULL;
      else if (context->valid)
          context_set_gl_context(context);
  
      LIST_FOR_EACH_ENTRY(timestamp_query, &context->timestamp_queries, struct wined3d_timestamp_query, entry)
      {
          if (context->valid)
              GL_EXTCALL(glDeleteQueries(1, &timestamp_query->id));
          timestamp_query->context = NULL;
      }
  
      LIST_FOR_EACH_ENTRY(occlusion_query, &context->occlusion_queries, struct wined3d_occlusion_query, entry)
      {
          if (context->valid && gl_info->supported[ARB_OCCLUSION_QUERY])
              GL_EXTCALL(glDeleteQueries(1, &occlusion_query->id));
          occlusion_query->context = NULL;
      }
  
      LIST_FOR_EACH_ENTRY(event_query, &context->event_queries, struct wined3d_event_query, entry)
      {
          if (context->valid)
          {
              if (gl_info->supported[ARB_SYNC])
              {
                  if (event_query->object.sync) GL_EXTCALL(glDeleteSync(event_query->object.sync));
              }
              else if (gl_info->supported[APPLE_FENCE]) GL_EXTCALL(glDeleteFencesAPPLE(1, &event_query->object.id));
              else if (gl_info->supported[NV_FENCE]) GL_EXTCALL(glDeleteFencesNV(1, &event_query->object.id));
          }
          event_query->context = NULL;
      }
  
      LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_destroy_list, struct fbo_entry, entry)
      {
          if (!context->valid) entry->id = 0;
          context_destroy_fbo_entry(context, entry);
      }
  
      LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
      {
          if (!context->valid) entry->id = 0;
          context_destroy_fbo_entry(context, entry);
      }
  
      if (context->valid)
      {
          if (context->dummy_arbfp_prog)
          {
              GL_EXTCALL(glDeleteProgramsARB(1, &context->dummy_arbfp_prog));
          }
  
          if (gl_info->supported[ARB_TIMER_QUERY])
              GL_EXTCALL(glDeleteQueries(context->free_timestamp_query_count, context->free_timestamp_queries));
  
          if (gl_info->supported[ARB_OCCLUSION_QUERY])
              GL_EXTCALL(glDeleteQueries(context->free_occlusion_query_count, context->free_occlusion_queries));
  
          if (gl_info->supported[ARB_SYNC])
          {
              for (i = 0; i < context->free_event_query_count; ++i)
              {
                  GL_EXTCALL(glDeleteSync(context->free_event_queries[i].sync));
              }
          }
          else if (gl_info->supported[APPLE_FENCE])
          {
              for (i = 0; i < context->free_event_query_count; ++i)
              {
                  GL_EXTCALL(glDeleteFencesAPPLE(1, &context->free_event_queries[i].id));
              }
          }
          else if (gl_info->supported[NV_FENCE])
          {
              for (i = 0; i < context->free_event_query_count; ++i)
              {
                  GL_EXTCALL(glDeleteFencesNV(1, &context->free_event_queries[i].id));
              }
          }
  
          checkGLcall("context cleanup");
      }
  
      HeapFree(GetProcessHeap(), 0, context->free_timestamp_queries);
      HeapFree(GetProcessHeap(), 0, context->free_occlusion_queries);
      HeapFree(GetProcessHeap(), 0, context->free_event_queries);
  
      context_restore_pixel_format(context);
      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->win_handle, context->hdc);
  
      if (!wglDeleteContext(context->glCtx))
      {
          DWORD err = GetLastError();
          ERR("wglDeleteContext(%p) failed, last error %#x.\n", context->glCtx, err);
      }
  }
  
  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 *context_get_current(void)
  {
      return TlsGetValue(wined3d_context_tls_idx);
  }
  
  BOOL context_set_current(struct wined3d_context *ctx)
  {
      struct wined3d_context *old = context_get_current();
  
      if (old == ctx)
      {
          TRACE("Already using D3D context %p.\n", ctx);
          return TRUE;
      }
  
      if (old)
      {
          if (old->destroyed)
          {
              TRACE("Switching away from destroyed context %p.\n", old);
              context_destroy_gl_resources(old);
              HeapFree(GetProcessHeap(), 0, (void *)old->gl_info);
              HeapFree(GetProcessHeap(), 0, old);
          }
          else
          {
              if (wglGetCurrentContext())
              {
                  const struct wined3d_gl_info *gl_info = old->gl_info;
                  TRACE("Flushing context %p before switching to %p.\n", old, ctx);
                  gl_info->gl_ops.gl.p_glFlush();
              }
              old->current = 0;
          }
      }
  
      if (ctx)
      {
          if (!ctx->valid)
          {
              ERR("Trying to make invalid context %p current\n", ctx);
              return FALSE;
          }
  
          TRACE("Switching to D3D context %p, GL context %p, device context %p.\n", ctx, ctx->glCtx, ctx->hdc);
          if (!context_set_gl_context(ctx))
              return FALSE;
          ctx->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, ctx);
  }
  
  void context_release(struct wined3d_context *context)
  {
      TRACE("Releasing context %p, level %u.\n", context, context->level);
  
      if (WARN_ON(d3d))
      {
          if (!context->level)
              WARN("Context %p is not active.\n", context);
          else if (context != context_get_current())
              WARN("Context %p is not the current context.\n", context);
      }
  
      if (!--context->level)
      {
          if (context_restore_pixel_format(context))
              context->needs_set = 1;
          if (context->restore_ctx)
          {
              TRACE("Restoring GL context %p on device context %p.\n", context->restore_ctx, context->restore_dc);
              context_restore_gl_context(context->gl_info, context->restore_dc, context->restore_ctx);
              context->restore_ctx = NULL;
              context->restore_dc = NULL;
          }
  
          if (context->destroy_delayed)
          {
              TRACE("Destroying context %p.\n", context);
              context_destroy(context->device, context);
          }
      }
  }
  
  /* This is used when a context for render target A is active, but a separate context is
   * needed to access the WGL framebuffer for render target B. Re-acquire a context for rt
   * A to avoid breaking caller code. */
  void context_restore(struct wined3d_context *context, struct wined3d_surface *restore)
  {
      if (context->current_rt.texture != restore->container
              || context->current_rt.sub_resource_idx != surface_get_sub_resource_idx(restore))
      {
          context_release(context);
          context = context_acquire(restore->container->resource.device, restore);
      }
  
      context_release(context);
  }
  
  static void context_enter(struct wined3d_context *context)
  {
      TRACE("Entering context %p, level %u.\n", context, context->level + 1);
  
      if (!context->level++)
      {
          const struct wined3d_context *current_context = context_get_current();
          HGLRC current_gl = wglGetCurrentContext();
  
          if (current_gl && (!current_context || current_context->glCtx != current_gl))
          {
              TRACE("Another GL context (%p on device context %p) is already current.\n",
                      current_gl, wglGetCurrentDC());
              context->restore_ctx = current_gl;
              context->restore_dc = wglGetCurrentDC();
              context->needs_set = 1;
          }
          else if (!context->needs_set && !(context->hdc_is_private && context->hdc_has_format)
                      && context->pixel_format != context->gl_info->gl_ops.wgl.p_wglGetPixelFormat(context->hdc))
              context->needs_set = 1;
      }
  }
  
  void context_invalidate_state(struct wined3d_context *context, DWORD state)
  {
      DWORD rep = context->state_table[state].representative;
      DWORD idx;
      BYTE shift;
  
      if (isStateDirty(context, rep)) return;
  
      context->dirtyArray[context->numDirtyEntries++] = rep;
      idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
      shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
      context->isStateDirty[idx] |= (1u << shift);
  }
  
  /* This function takes care of wined3d pixel format selection. */
  static int context_choose_pixel_format(const struct wined3d_device *device,
          const struct wined3d_swapchain *swapchain, HDC hdc,
          const struct wined3d_format *color_format, const struct wined3d_format *ds_format,
          BOOL auxBuffers, BOOL findCompatible)
  {
      int iPixelFormat=0;
      unsigned int current_value;
      unsigned int cfg_count = device->adapter->cfg_count;
      unsigned int i;
      BOOL double_buffer = TRUE;
  
      TRACE("device %p, dc %p, color_format %s, ds_format %s, aux_buffers %#x, find_compatible %#x.\n",
              device, hdc, debug_d3dformat(color_format->id), debug_d3dformat(ds_format->id),
              auxBuffers, findCompatible);
      
      if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !swapchain->desc.backbuffer_count)
              double_buffer = FALSE;
  
      current_value = 0;
      for (i = 0; i < cfg_count; ++i)
      {
          const struct wined3d_pixel_format *cfg = &device->adapter->cfgs[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 || (double_buffer && !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->doubleBuffer == !double_buffer)
              value += 2;
          if (cfg->stencilSize == ds_format->stencil_size)
              value += 4;
          if (cfg->alphaSize == color_format->alpha_size)
              value += 8;
          /* We like to have aux buffers in backbuffer mode */
          if (auxBuffers && cfg->auxBuffers)
              value += 16;
          if (cfg->redSize == color_format->red_size
                  && cfg->greenSize == color_format->green_size
                  && cfg->blueSize == color_format->blue_size)
              value += 32;
  
          if (value > current_value)
          {
              iPixelFormat = cfg->iPixelFormat;
              current_value = value;
          }
      }
  
      /* When findCompatible is set and no suitable format was found, let ChoosePixelFormat choose a pixel format in order not to crash. */
      if(!iPixelFormat && !findCompatible) {
          ERR("Can't find a suitable iPixelFormat\n");
          return FALSE;
      } else if(!iPixelFormat) {
          PIXELFORMATDESCRIPTOR pfd;
  
          TRACE("Falling back to ChoosePixelFormat as we weren't able to find an exactly matching pixel format\n");
          /* PixelFormat selection */
          ZeroMemory(&pfd, sizeof(pfd));
          pfd.nSize      = sizeof(pfd);
          pfd.nVersion   = 1;
          pfd.dwFlags    = PFD_SUPPORT_OPENGL | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
          if (double_buffer)
              pfd.dwFlags |= PFD_DOUBLEBUFFER;
          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;
  
          iPixelFormat = ChoosePixelFormat(hdc, &pfd);
          if(!iPixelFormat) {
              /* If this happens something is very wrong as ChoosePixelFormat barely fails */
              ERR("Can't find a suitable iPixelFormat\n");
              return FALSE;
          }
      }
  
      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 context_bind_dummy_textures(const struct wined3d_device *device, const struct wined3d_context *context)
  {
      const struct wined3d_gl_info *gl_info = context->gl_info;
      unsigned int i;
  
      for (i = 0; i < gl_info->limits.combined_samplers; ++i)
      {
          GL_EXTCALL(glActiveTexture(GL_TEXTURE0 + i));
          checkGLcall("glActiveTexture");
  
          gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, device->dummy_textures.tex_2d);
  
          if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
              gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB, device->dummy_textures.tex_rect);
  
          if (gl_info->supported[EXT_TEXTURE3D])
              gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, device->dummy_textures.tex_3d);
  
          if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
              gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, device->dummy_textures.tex_cube);
  
          if (gl_info->supported[EXT_TEXTURE_ARRAY])
              gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_ARRAY, device->dummy_textures.tex_2d_array);
  
          if (gl_info->supported[ARB_TEXTURE_BUFFER_OBJECT])
              gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_BUFFER, device->dummy_textures.tex_buffer);
  
          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 (gl_info->selected_gl_version >= MAKEDWORD_VERSION(3, 2))
          ctx_flags |= WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB;
      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 (ctx_flags & WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB)
          {
              ctx_attribs[ctx_attrib_idx - 1] &= ~WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB;
              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;
  }
  
  struct wined3d_context *context_create(struct wined3d_swapchain *swapchain,
          struct wined3d_texture *target, const struct wined3d_format *ds_format)
  {
      struct wined3d_device *device = swapchain->device;
      const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
      const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
      const struct wined3d_format *color_format;
      struct wined3d_context *ret;
      BOOL hdc_is_private = FALSE;
      BOOL auxBuffers = FALSE;
      HGLRC ctx, share_ctx;
      DWORD target_usage;
      int pixel_format;
      unsigned int s;
      DWORD state;
      HDC hdc = 0;
  
      TRACE("swapchain %p, target %p, window %p.\n", swapchain, target, swapchain->win_handle);
  
      ret = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*ret));
      if (!ret)
          return NULL;
  
      if (!(ret->blit_targets = wined3d_calloc(gl_info->limits.buffers, sizeof(*ret->blit_targets))))
          goto out;
  
      if (!(ret->draw_buffers = wined3d_calloc(gl_info->limits.buffers, sizeof(*ret->draw_buffers))))
          goto out;
  
      ret->fbo_key = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
              FIELD_OFFSET(struct wined3d_fbo_entry_key, objects[gl_info->limits.buffers + 1]));
      if (!ret->fbo_key)
          goto out;
  
      ret->free_timestamp_query_size = 4;
      if (!(ret->free_timestamp_queries = wined3d_calloc(ret->free_timestamp_query_size,
              sizeof(*ret->free_timestamp_queries))))
          goto out;
      list_init(&ret->timestamp_queries);
  
      ret->free_occlusion_query_size = 4;
      if (!(ret->free_occlusion_queries = wined3d_calloc(ret->free_occlusion_query_size,
              sizeof(*ret->free_occlusion_queries))))
          goto out;
  
      list_init(&ret->occlusion_queries);
  
      ret->free_event_query_size = 4;
      if (!(ret->free_event_queries = wined3d_calloc(ret->free_event_query_size,
              sizeof(*ret->free_event_queries))))
          goto out;
  
      list_init(&ret->event_queries);
      list_init(&ret->fbo_list);
      list_init(&ret->fbo_destroy_list);
  
      if (!device->shader_backend->shader_allocate_context_data(ret))
      {
          ERR("Failed to allocate shader backend context data.\n");
          goto out;
      }
      if (!device->adapter->fragment_pipe->allocate_context_data(ret))
      {
          ERR("Failed to allocate fragment pipeline context data.\n");
          goto out;
      }
  
      /* Initialize the texture unit mapping to a 1:1 mapping */
      for (s = 0; s < MAX_COMBINED_SAMPLERS; ++s)
      {
          if (s < gl_info->limits.combined_samplers)
          {
              ret->tex_unit_map[s] = s;
              ret->rev_tex_unit_map[s] = s;
          }
          else
          {
              ret->tex_unit_map[s] = WINED3D_UNMAPPED_STAGE;
              ret->rev_tex_unit_map[s] = WINED3D_UNMAPPED_STAGE;
          }
      }
  
      if (!(hdc = GetDCEx(swapchain->win_handle, 0, DCX_USESTYLE | DCX_CACHE)))
      {
          WARN("Failed to retrieve device context, trying swapchain backup.\n");
  
          if ((hdc = swapchain_get_backup_dc(swapchain)))
              hdc_is_private = TRUE;
          else
          {
              ERR("Failed to retrieve a device context.\n");
              goto out;
          }
      }
  
      color_format = target->resource.format;
      target_usage = target->resource.usage;
  
      /* In case of ORM_BACKBUFFER, make sure to request an alpha component for
       * X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
      if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
      {
          auxBuffers = TRUE;
  
          if (color_format->id == WINED3DFMT_B4G4R4X4_UNORM)
              color_format = wined3d_get_format(gl_info, WINED3DFMT_B4G4R4A4_UNORM, target_usage);
          else if (color_format->id == WINED3DFMT_B8G8R8X8_UNORM)
              color_format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM, target_usage);
      }
  
      /* 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 (color_format->id == WINED3DFMT_P8_UINT)
          color_format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM, target_usage);
  
      /* 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 color/depth/stencil targets
       * makes it much less likely that different wined3d instances will set
       * conflicting pixel formats. */
      if (wined3d_settings.offscreen_rendering_mode != ORM_BACKBUFFER)
      {
          color_format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM, target_usage);
          ds_format = wined3d_get_format(gl_info, WINED3DFMT_UNKNOWN, WINED3DUSAGE_DEPTHSTENCIL);
      }
  
      /* Try to find a pixel format which matches our requirements. */
      pixel_format = context_choose_pixel_format(device, swapchain, hdc, color_format, ds_format, auxBuffers, FALSE);
  
      /* Try to locate a compatible format if we weren't able to find anything. */
      if (!pixel_format)
      {
          TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
          pixel_format = context_choose_pixel_format(device, swapchain, hdc, color_format, ds_format, auxBuffers, TRUE);
      }
  
      /* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */
      if (!pixel_format)
      {
          ERR("Can't find a suitable pixel format.\n");
          goto out;
      }
  
      ret->gl_info = gl_info;
  
      context_enter(ret);
  
      if (!context_set_pixel_format(ret, hdc, hdc_is_private, pixel_format))
      {
          ERR("Failed to set pixel format %d on device context %p.\n", pixel_format, hdc);
          context_release(ret);
          goto out;
      }
  
      share_ctx = device->context_count ? device->contexts[0]->glCtx : NULL;
      if (gl_info->p_wglCreateContextAttribsARB)
      {
          if (!(ctx = context_create_wgl_attribs(gl_info, hdc, share_ctx)))
              goto out;
      }
      else
      {
          if (!(ctx = wglCreateContext(hdc)))
          {
              ERR("Failed to create a WGL context.\n");
              context_release(ret);
              goto out;
          }
  
          if (share_ctx && !wglShareLists(share_ctx, ctx))
          {
              ERR("wglShareLists(%p, %p) failed, last error %#x.\n", share_ctx, ctx, GetLastError());
              context_release(ret);
              if (!wglDeleteContext(ctx))
                  ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, GetLastError());
              goto out;
          }
      }
  
      if (!device_context_add(device, ret))
      {
          ERR("Failed to add the newly created context to the context list\n");
          context_release(ret);
          if (!wglDeleteContext(ctx))
              ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, GetLastError());
          goto out;
      }
  
      ret->d3d_info = d3d_info;
      ret->state_table = device->StateTable;
  
      /* Mark all states dirty to force a proper initialization of the states
       * on the first use of the context. */
      for (state = 0; state <= STATE_HIGHEST; ++state)
      {
          if (ret->state_table[state].representative)
              context_invalidate_state(ret, state);
      }
  
      ret->device = device;
      ret->swapchain = swapchain;
      ret->current_rt.texture = target;
      ret->current_rt.sub_resource_idx = 0;
      ret->tid = GetCurrentThreadId();
  
      ret->render_offscreen = wined3d_resource_is_offscreen(&target->resource);
      ret->draw_buffers_mask = context_generate_rt_mask(GL_BACK);
      ret->valid = 1;
  
      ret->glCtx = ctx;
      ret->win_handle = swapchain->win_handle;
      ret->hdc = hdc;
      ret->hdc_is_private = hdc_is_private;
      ret->hdc_has_format = TRUE;
      ret->pixel_format = pixel_format;
      ret->needs_set = 1;
  
      /* Set up the context defaults */
      if (!context_set_current(ret))
      {
          ERR("Cannot activate context to set up defaults.\n");
          device_context_remove(device, ret);
          context_release(ret);
          if (!wglDeleteContext(ctx))
              ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, GetLastError());
          goto out;
      }
  
      if (context_debug_output_enabled(gl_info))
      {
          GL_EXTCALL(glDebugMessageCallback(wined3d_debug_callback, ret));
          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));
          }
      }
  
      gl_info->gl_ops.gl.p_glGetIntegerv(GL_AUX_BUFFERS, &ret->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[ARB_VERTEX_BLEND])
      {
          /* Direct3D always uses n-1 weights for n world matrices and uses
           * 1 - sum for the last one this is equal to GL_WEIGHT_SUM_UNITY_ARB.
           * Enabling it doesn't do anything unless GL_VERTEX_BLEND_ARB isn't
           * enabled as well. */
          gl_info->gl_ops.gl.p_glEnable(GL_WEIGHT_SUM_UNITY_ARB);
          checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
      }
      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 (s = 1; s < gl_info->limits.textures; ++s)
          {
              context_active_texture(ret, gl_info, s);
              gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_SHADER_NV,
                      GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + s - 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, &ret->dummy_arbfp_prog));
          GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret->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 (s = 0; s < gl_info->limits.textures; ++s)
          {
              context_active_texture(ret, gl_info, s);
              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 (gl_info->supported[ARB_CLIP_CONTROL])
          GL_EXTCALL(glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, GL_LOWER_LEFT));
      device->shader_backend->shader_init_context_state(ret);
      ret->shader_update_mask = (1u << WINED3D_SHADER_TYPE_PIXEL)
              | (1u << WINED3D_SHADER_TYPE_VERTEX)
              | (1u << WINED3D_SHADER_TYPE_GEOMETRY)
              | (1u << WINED3D_SHADER_TYPE_HULL)
              | (1u << WINED3D_SHADER_TYPE_DOMAIN)
              | (1u << WINED3D_SHADER_TYPE_COMPUTE);
  
      /* 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 (device->dummy_textures.tex_2d)
          context_bind_dummy_textures(device, ret);
  
      TRACE("Created context %p.\n", ret);
  
      return ret;
  
  out:
      if (hdc) wined3d_release_dc(swapchain->win_handle, hdc);
      device->shader_backend->shader_free_context_data(ret);
      device->adapter->fragment_pipe->free_context_data(ret);
      HeapFree(GetProcessHeap(), 0, ret->free_event_queries);
      HeapFree(GetProcessHeap(), 0, ret->free_occlusion_queries);
      HeapFree(GetProcessHeap(), 0, ret->free_timestamp_queries);
      HeapFree(GetProcessHeap(), 0, ret->fbo_key);
      HeapFree(GetProcessHeap(), 0, ret->draw_buffers);
      HeapFree(GetProcessHeap(), 0, ret->blit_targets);
      HeapFree(GetProcessHeap(), 0, ret);
      return NULL;
  }
  
  void context_destroy(struct wined3d_device *device, struct wined3d_context *context)
  {
      BOOL destroy;
  
      TRACE("Destroying ctx %p\n", context);
  
      /* We delay destroying a context when it is active. The context_release()
       * function invokes context_destroy() again while leaving the last level. */
      if (context->level)
      {
          TRACE("Delaying destruction of context %p.\n", context);
          context->destroy_delayed = 1;
          /* FIXME: Get rid of a pointer to swapchain from wined3d_context. */
          context->swapchain = NULL;
          return;
      }
  
      if (context->tid == GetCurrentThreadId() || !context->current)
      {
          context_destroy_gl_resources(context);
          TlsSetValue(wined3d_context_tls_idx, NULL);
          destroy = TRUE;
      }
      else
      {
          /* Make a copy of gl_info for context_destroy_gl_resources use, the one
             in wined3d_adapter may go away in the meantime */
          struct wined3d_gl_info *gl_info = HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_info));
          *gl_info = *context->gl_info;
          context->gl_info = gl_info;
          context->destroyed = 1;
          destroy = FALSE;
      }
  
      device->shader_backend->shader_free_context_data(context);
      device->adapter->fragment_pipe->free_context_data(context);
      HeapFree(GetProcessHeap(), 0, context->fbo_key);
      HeapFree(GetProcessHeap(), 0, context->draw_buffers);
      HeapFree(GetProcessHeap(), 0, context->blit_targets);
      device_context_remove(device, context);
      if (destroy) HeapFree(GetProcessHeap(), 0, context);
  }
  
  /* Context activation is done by the caller. */
  static void set_blit_dimension(const struct wined3d_gl_info *gl_info, UINT width, UINT height)
  {
      const GLdouble projection[] =
      {
          2.0 / width,          0.0,  0.0, 0.0,
                  0.0, 2.0 / height,  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);
      checkGLcall("glMatrixMode(GL_PROJECTION)");
      gl_info->gl_ops.gl.p_glLoadMatrixd(projection);
      checkGLcall("glLoadMatrixd");
      gl_info->gl_ops.gl.p_glViewport(0, 0, width, height);
      checkGLcall("glViewport");
  }
  
  static void context_get_rt_size(const struct wined3d_context *context, SIZE *size)
  {
      const struct wined3d_texture *rt = context->current_rt.texture;
      unsigned int level;
  
      if (rt->swapchain && rt->swapchain->front_buffer == rt)
      {
          RECT window_size;
  
          GetClientRect(context->win_handle, &window_size);
          size->cx = window_size.right - window_size.left;
          size->cy = window_size.bottom - window_size.top;
  
          return;
      }
  
      level = context->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);
  }
  
  /*****************************************************************************
   * SetupForBlit
   *
   * Sets up a context for DirectDraw blitting.
   * All texture units are disabled, texture unit 0 is set as current unit
   * fog, lighting, blending, alpha test, z test, scissor test, culling disabled
   * color writing enabled for all channels
   * register combiners disabled, shaders disabled
   * world matrix is set to identity, texture matrix 0 too
   * projection matrix is setup for drawing screen coordinates
   *
   * Params:
   *  This: Device to activate the context for
   *  context: Context to setup
   *
   *****************************************************************************/
  /* Context activation is done by the caller. */
  static void SetupForBlit(const struct wined3d_device *device, struct wined3d_context *context)
  {
      int i;
      const struct wined3d_gl_info *gl_info = context->gl_info;
      DWORD sampler;
      SIZE rt_size;
  
      TRACE("Setting up context %p for blitting\n", context);
  
      context_get_rt_size(context, &rt_size);
  
      if (context->last_was_blit)
      {
          if (context->blit_w != rt_size.cx || context->blit_h != rt_size.cy)
          {
              set_blit_dimension(gl_info, rt_size.cx, rt_size.cy);
              context->blit_w = rt_size.cx;
              context->blit_h = rt_size.cy;
              /* No need to dirtify here, the states are still dirtified because
               * they weren't applied since the last SetupForBlit() call. */
          }
          TRACE("Context is already set up for blitting, nothing to do\n");
          return;
      }
      context->last_was_blit = TRUE;
  
      /* Disable all textures. The caller can then bind a texture it wants to blit
       * from
       *
       * The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
       * function texture unit. No need to care for higher samplers
       */
      for (i = gl_info->limits.textures - 1; i > 0 ; --i)
      {
          sampler = context->rev_tex_unit_map[i];
          context_active_texture(context, gl_info, i);
  
          if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
          {
              gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
              checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
          }
          gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
          checkGLcall("glDisable GL_TEXTURE_3D");
          if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
          {
              gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
              checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
          }
          gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
          checkGLcall("glDisable GL_TEXTURE_2D");
  
          gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
          checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
  
          if (sampler != WINED3D_UNMAPPED_STAGE)
          {
              if (sampler < MAX_TEXTURES)
                  context_invalidate_state(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP));
              context_invalidate_state(context, STATE_SAMPLER(sampler));
          }
      }
      if (gl_info->supported[ARB_SAMPLER_OBJECTS])
          GL_EXTCALL(glBindSampler(0, 0));
      context_active_texture(context, gl_info, 0);
  
      sampler = context->rev_tex_unit_map[0];
  
      if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
      {
          gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
          checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
      }
      gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
      checkGLcall("glDisable GL_TEXTURE_3D");
      if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
      {
          gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
          checkGLcall("glDisable GL_TEXTURE_RECTANGLE_ARB");
      }
      gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
      checkGLcall("glDisable GL_TEXTURE_2D");
  
      gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
  
      gl_info->gl_ops.gl.p_glMatrixMode(GL_TEXTURE);
      checkGLcall("glMatrixMode(GL_TEXTURE)");
      gl_info->gl_ops.gl.p_glLoadIdentity();
      checkGLcall("glLoadIdentity()");
  
      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);
          checkGLcall("glTexEnvf GL_TEXTURE_LOD_BIAS_EXT ...");
      }
  
      if (sampler != WINED3D_UNMAPPED_STAGE)
      {
          if (sampler < 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));
      }
  
      /* Other misc states */
      gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST);
      checkGLcall("glDisable(GL_ALPHA_TEST)");
      context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHATESTENABLE));
      gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
      checkGLcall("glDisable GL_LIGHTING");
      context_invalidate_state(context, STATE_RENDER(WINED3D_RS_LIGHTING));
      gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_TEST);
      checkGLcall("glDisable GL_DEPTH_TEST");
      context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ZENABLE));
      glDisableWINE(GL_FOG);
      checkGLcall("glDisable GL_FOG");
      context_invalidate_state(context, STATE_RENDER(WINED3D_RS_FOGENABLE));
      gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
      checkGLcall("glDisable GL_BLEND");
      context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE));
      gl_info->gl_ops.gl.p_glDisable(GL_CULL_FACE);
      checkGLcall("glDisable GL_CULL_FACE");
      context_invalidate_state(context, STATE_RENDER(WINED3D_RS_CULLMODE));
      gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST);
      checkGLcall("glDisable GL_STENCIL_TEST");
      context_invalidate_state(context, STATE_RENDER(WINED3D_RS_STENCILENABLE));
      gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST);
      checkGLcall("glDisable GL_SCISSOR_TEST");
      context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE));
      if (gl_info->supported[ARB_POINT_SPRITE])
      {
          gl_info->gl_ops.gl.p_glDisable(GL_POINT_SPRITE_ARB);
          checkGLcall("glDisable GL_POINT_SPRITE_ARB");
          context_invalidate_state(context, STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE));
      }
      gl_info->gl_ops.gl.p_glColorMask(GL_TRUE, GL_TRUE,GL_TRUE,GL_TRUE);
      checkGLcall("glColorMask");
      context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE));
      context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1));
      context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2));
      context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3));
      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("glDisable(GL_COLOR_SUM_EXT)");
      }
  
      /* Setup transforms */
      gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
      checkGLcall("glMatrixMode(GL_MODELVIEW)");
      gl_info->gl_ops.gl.p_glLoadIdentity();
      checkGLcall("glLoadIdentity()");
      context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
  
      context->last_was_rhw = TRUE;
      context_invalidate_state(context, STATE_VDECL); /* because of last_was_rhw = TRUE */
  
      gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)");
      gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)");
      gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)");
      gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)");
      gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)");
      gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)");
      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));
  
      set_blit_dimension(gl_info, rt_size.cx, rt_size.cy);
  
      /* Disable shaders */
      device->shader_backend->shader_disable(device->shader_priv, context);
  
      context->blit_w = rt_size.cx;
      context->blit_h = rt_size.cy;
      context_invalidate_state(context, STATE_VIEWPORT);
      context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
  }
  
  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 context_apply_draw_buffers(struct wined3d_context *context, DWORD rt_mask)
  {
      const struct wined3d_gl_info *gl_info = context->gl_info;
  
      if (!rt_mask)
      {
          gl_info->gl_ops.gl.p_glDrawBuffer(GL_NONE);
          checkGLcall("glDrawBuffer()");
      }
      else if (is_rt_mask_onscreen(rt_mask))
      {
          gl_info->gl_ops.gl.p_glDrawBuffer(draw_buffer_from_rt_mask(rt_mask));
          checkGLcall("glDrawBuffer()");
      }
      else
      {
          if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
          {
              unsigned int i = 0;
  
              while (rt_mask)
              {
                  if (rt_mask & 1)
                      context->draw_buffers[i] = GL_COLOR_ATTACHMENT0 + i;
                  else
                      context->draw_buffers[i] = GL_NONE;
  
                  rt_mask >>= 1;
                  ++i;
              }
  
              if (gl_info->supported[ARB_DRAW_BUFFERS])
              {
                  GL_EXTCALL(glDrawBuffers(i, context->draw_buffers));
                  checkGLcall("glDrawBuffers()");
              }
              else
              {
                  gl_info->gl_ops.gl.p_glDrawBuffer(context->draw_buffers[0]);
                  checkGLcall("glDrawBuffer()");
              }
          }
          else
          {
              ERR("Unexpected draw buffers mask with backbuffer ORM.\n");
          }
      }
  }
  
  /* Context activation is done by the caller. */
  void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer)
  {
      const struct wined3d_gl_info *gl_info = context->gl_info;
      DWORD *current_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask;
      DWORD new_mask = context_generate_rt_mask(buffer);
  
      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 context_active_texture(struct wined3d_context *context, const struct wined3d_gl_info *gl_info, unsigned int unit)
  {
      GL_EXTCALL(glActiveTexture(GL_TEXTURE0 + unit));
      checkGLcall("glActiveTexture");
      context->active_texture = unit;
  }
  
  void context_bind_texture(struct wined3d_context *context, GLenum target, GLuint name)
  {
      const struct wined3d_gl_info *gl_info = context->gl_info;
      DWORD unit = context->active_texture;
      DWORD old_texture_type = context->texture_type[unit];
  
      if (name)
      {
          gl_info->gl_ops.gl.p_glBindTexture(target, name);
          checkGLcall("glBindTexture");
      }
      else
      {
          target = GL_NONE;
      }
  
      if (old_texture_type != target)
      {
          const struct wined3d_device *device = context->device;
  
          switch (old_texture_type)
          {
              case GL_NONE:
                  /* nothing to do */
                  break;
              case GL_TEXTURE_2D:
                  gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, device->dummy_textures.tex_2d);
                  checkGLcall("glBindTexture");
                  break;
              case GL_TEXTURE_2D_ARRAY:
                  gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_ARRAY, device->dummy_textures.tex_2d_array);
                  checkGLcall("glBindTexture");
                  break;
              case GL_TEXTURE_RECTANGLE_ARB:
                  gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB, device->dummy_textures.tex_rect);
                  checkGLcall("glBindTexture");
                  break;
              case GL_TEXTURE_CUBE_MAP:
                  gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, device->dummy_textures.tex_cube);
                  checkGLcall("glBindTexture");
                  break;
              case GL_TEXTURE_3D:
                  gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, device->dummy_textures.tex_3d);
                  checkGLcall("glBindTexture");
                  break;
              case GL_TEXTURE_BUFFER:
                  gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_BUFFER, device->dummy_textures.tex_buffer);
                  checkGLcall("glBindTexture");
                  break;
              default:
                  ERR("Unexpected texture target %#x.\n", old_texture_type);
          }
  
          context->texture_type[unit] = target;
      }
  }
  
  static void context_set_render_offscreen(struct wined3d_context *context, BOOL offscreen)
  {
      if (context->render_offscreen == offscreen) return;
  
      context_invalidate_state(context, STATE_VIEWPORT);
      context_invalidate_state(context, STATE_SCISSORRECT);
      if (!context->gl_info->supported[ARB_CLIP_CONTROL])
      {
          context_invalidate_state(context, STATE_FRONTFACE);
          context_invalidate_state(context, STATE_POINTSPRITECOORDORIGIN);
          context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
      }
      if (context->gl_info->supported[ARB_FRAGMENT_COORD_CONVENTIONS])
          context_invalidate_state(context, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL));
      context->render_offscreen = offscreen;
  }
  
  static BOOL match_depth_stencil_format(const struct wined3d_format *existing,
          const struct wined3d_format *required)
  {
      if (existing == required)
          return TRUE;
      if ((existing->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FLOAT)
              != (required->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FLOAT))
          return FALSE;
      if (existing->depth_size < required->depth_size)
          return FALSE;
      /* If stencil bits are used the exact amount is required - otherwise
       * wrapping won't work correctly. */
      if (required->stencil_size && required->stencil_size != existing->stencil_size)
          return FALSE;
      return TRUE;
  }
  
  /* Context activation is done by the caller. */
  static void context_validate_onscreen_formats(struct wined3d_context *context,
          const struct wined3d_rendertarget_view *depth_stencil)
  {
      /* Onscreen surfaces are always in a swapchain */
      struct wined3d_swapchain *swapchain = context->current_rt.texture->swapchain;
  
      if (context->render_offscreen || !depth_stencil) return;
      if (match_depth_stencil_format(swapchain->ds_format, depth_stencil->format)) return;
  
      /* TODO: If the requested format would satisfy the needs of the existing one(reverse match),
       * or no onscreen depth buffer was created, the OpenGL drawable could be changed to the new
       * format. */
      WARN("Depth stencil format is not supported by WGL, rendering the backbuffer in an FBO\n");
  
      /* The currently active context is the necessary context to access the swapchain's onscreen buffers */
      if (!(wined3d_texture_load_location(context->current_rt.texture, context->current_rt.sub_resource_idx,
              context, WINED3D_LOCATION_TEXTURE_RGB)))
          ERR("Failed to load location.\n");
      swapchain->render_to_fbo = TRUE;
      swapchain_update_draw_bindings(swapchain);
      context_set_render_offscreen(context, TRUE);
  }
  
  GLenum context_get_offscreen_gl_buffer(const struct wined3d_context *context)
  {
      switch (wined3d_settings.offscreen_rendering_mode)
      {
          case ORM_FBO:
              return GL_COLOR_ATTACHMENT0;
  
          case ORM_BACKBUFFER:
              return context->aux_buffers > 0 ? GL_AUX0 : GL_BACK;
  
          default:
              FIXME("Unhandled offscreen rendering mode %#x.\n", wined3d_settings.offscreen_rendering_mode);
              return GL_BACK;
      }
  }
  
  static DWORD context_generate_rt_mask_no_fbo(const struct wined3d_context *context, struct wined3d_texture *rt)
  {
      if (!rt || rt->resource.format->id == WINED3DFMT_NULL)
          return 0;
      else if (rt->swapchain)
          return context_generate_rt_mask_from_resource(&rt->resource);
      else
          return context_generate_rt_mask(context_get_offscreen_gl_buffer(context));
  }
  
  /* Context activation is done by the caller. */
  void context_apply_blit_state(struct wined3d_context *context, const struct wined3d_device *device)
  {
      struct wined3d_texture *rt = context->current_rt.texture;
      struct wined3d_surface *surface;
      DWORD rt_mask, *cur_mask;
  
      if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
      {
          context_validate_onscreen_formats(context, NULL);
  
          if (context->render_offscreen)
          {
              wined3d_texture_load(rt, context, FALSE);
  
              surface = rt->sub_resources[context->current_rt.sub_resource_idx].u.surface;
              context_apply_fbo_state_blit(context, GL_FRAMEBUFFER, surface, NULL, rt->resource.draw_binding);
              if (rt->resource.format->id != WINED3DFMT_NULL)
                  rt_mask = 1;
              else
                  rt_mask = 0;
          }
          else
          {
              context->current_fbo = NULL;
              context_bind_fbo(context, GL_FRAMEBUFFER, 0);
              rt_mask = context_generate_rt_mask_from_resource(&rt->resource);
          }
      }
      else
      {
          rt_mask = context_generate_rt_mask_no_fbo(context, rt);
      }
  
      cur_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask;
  
      if (rt_mask != *cur_mask)
      {
          context_apply_draw_buffers(context, rt_mask);
          *cur_mask = rt_mask;
      }
  
      if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
      {
          context_check_fbo_status(context, GL_FRAMEBUFFER);
      }
  
      SetupForBlit(device, context);
      context_invalidate_state(context, STATE_FRAMEBUFFER);
  }
  
  static BOOL context_validate_rt_config(UINT 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;
      }
  
      WARN("Invalid render target config, need at least one attachment.\n");
      return FALSE;
  }
  
  /* Context activation is done by the caller. */
  BOOL context_apply_clear_state(struct wined3d_context *context, const struct wined3d_state *state,
          UINT rt_count, const struct wined3d_fb_state *fb)
  {
      struct wined3d_rendertarget_view **rts = fb->render_targets;
      struct wined3d_rendertarget_view *dsv = fb->depth_stencil;
      const struct wined3d_gl_info *gl_info = context->gl_info;
      DWORD rt_mask = 0, *cur_mask;
      UINT i;
  
      if (isStateDirty(context, STATE_FRAMEBUFFER) || fb != state->fb
              || rt_count != gl_info->limits.buffers)
      {
          if (!context_validate_rt_config(rt_count, rts, dsv))
              return FALSE;
  
          if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
          {
              context_validate_onscreen_formats(context, dsv);
  
              if (!rt_count || wined3d_resource_is_offscreen(rts[0]->resource))
              {
                  for (i = 0; i < rt_count; ++i)
                  {
                      context->blit_targets[i] = wined3d_rendertarget_view_get_surface(rts[i]);
                      if (rts[i] && rts[i]->format->id != WINED3DFMT_NULL)
                          rt_mask |= (1u << i);
                  }
                  while (i < gl_info->limits.buffers)
                  {
                      context->blit_targets[i] = NULL;
                      ++i;
                  }
                  context_apply_fbo_state(context, GL_FRAMEBUFFER, context->blit_targets,
                          wined3d_rendertarget_view_get_surface(dsv),
                          rt_count ? rts[0]->resource->draw_binding : 0,
                          dsv ? dsv->resource->draw_binding : 0);
              }
              else
              {
                  context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, NULL,
                          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, STATE_FRAMEBUFFER);
          }
          else
          {
              rt_mask = context_generate_rt_mask_no_fbo(context,
                      rt_count ? wined3d_rendertarget_view_get_surface(rts[0])->container : 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 = context_generate_rt_mask_no_fbo(context,
                  rt_count ? wined3d_rendertarget_view_get_surface(rts[0])->container : NULL);
      }
  
      cur_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask;
  
      if (rt_mask != *cur_mask)
      {
          context_apply_draw_buffers(context, rt_mask);
          *cur_mask = rt_mask;
          context_invalidate_state(context, STATE_FRAMEBUFFER);
      }
  
      if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
      {
          context_check_fbo_status(context, GL_FRAMEBUFFER);
      }
  
      context->last_was_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, 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, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE));
      }
      checkGLcall("setting up state for clear");
  
      context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE));
      context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE));
      context_invalidate_state(context, STATE_SCISSORRECT);
  
      return TRUE;
  }
  
  static DWORD find_draw_buffers_mask(const struct wined3d_context *context, const struct wined3d_state *state)
  {
      struct wined3d_rendertarget_view **rts = state->fb->render_targets;
      struct wined3d_shader *ps = state->shader[WINED3D_SHADER_TYPE_PIXEL];
      DWORD rt_mask, rt_mask_bits;
      unsigned int i;
  
      if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
          return context_generate_rt_mask_no_fbo(context, wined3d_rendertarget_view_get_surface(rts[0])->container);
      else if (!context->render_offscreen)
          return context_generate_rt_mask_from_resource(rts[0]->resource);
  
      rt_mask = ps ? ps->reg_maps.rt_mask : 1;
      rt_mask &= context->d3d_info->valid_rt_mask;
      rt_mask_bits = rt_mask;
      i = 0;
      while (rt_mask_bits)
      {
          rt_mask_bits &= ~(1u << i);
          if (!rts[i] || rts[i]->format->id == WINED3DFMT_NULL)
              rt_mask &= ~(1u << i);
  
          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)
  {
      DWORD rt_mask = find_draw_buffers_mask(context, state);
      const struct wined3d_fb_state *fb = state->fb;
      DWORD *cur_mask;
  
      if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
      {
          if (!context->render_offscreen)
          {
              context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, NULL,
                      WINED3D_LOCATION_DRAWABLE, WINED3D_LOCATION_DRAWABLE);
          }
          else
          {
              unsigned int i;
  
              for (i = 0; i < context->gl_info->limits.buffers; ++i)
              {
                  context->blit_targets[i] = wined3d_rendertarget_view_get_surface(fb->render_targets[i]);
              }
              context_apply_fbo_state(context, GL_FRAMEBUFFER, context->blit_targets,
                      wined3d_rendertarget_view_get_surface(fb->depth_stencil),
                      fb->render_targets[0] ? fb->render_targets[0]->resource->draw_binding : 0,
                      fb->depth_stencil ? fb->depth_stencil->resource->draw_binding : 0);
          }
      }
  
      cur_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask;
      if (rt_mask != *cur_mask)
      {
          context_apply_draw_buffers(context, rt_mask);
          *cur_mask = rt_mask;
      }
      context->constant_update_mask |= WINED3D_SHADER_CONST_PS_Y_CORR;
  }
  
  static void context_map_stage(struct wined3d_context *context, DWORD stage, DWORD unit)
  {
      DWORD i = context->rev_tex_unit_map[unit];
      DWORD j = context->tex_unit_map[stage];
  
      TRACE("Mapping stage %u to unit %u.\n", stage, unit);
      context->tex_unit_map[stage] = unit;
      if (i != WINED3D_UNMAPPED_STAGE && i != stage)
          context->tex_unit_map[i] = WINED3D_UNMAPPED_STAGE;
  
      context->rev_tex_unit_map[unit] = stage;
      if (j != WINED3D_UNMAPPED_STAGE && j != unit)
          context->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 < 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 < 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 context_map_fixed_function_samplers(struct wined3d_context *context,
          const struct wined3d_state *state)
  {
      const struct wined3d_d3d_info *d3d_info = context->d3d_info;
      const struct wined3d_gl_info *gl_info = context->gl_info;
      unsigned int i, tex;
      WORD ffu_map;
  
      context_update_fixed_function_usage_map(context, state);
  
      if (gl_info->limits.combined_samplers >= MAX_COMBINED_SAMPLERS)
          return;
  
      ffu_map = context->fixed_function_usage_map;
  
      if (d3d_info->limits.ffp_textures == d3d_info->limits.ffp_blend_stages
              || context->lowest_disabled_stage <= d3d_info->limits.ffp_textures)
      {
          for (i = 0; ffu_map; ffu_map >>= 1, ++i)
          {
              if (!(ffu_map & 1))
                  continue;
  
              if (context->tex_unit_map[i] != i)
              {
                  context_map_stage(context, i, i);
                  context_invalidate_state(context, STATE_SAMPLER(i));
                  context_invalidate_texture_stage(context, 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->tex_unit_map[i] != tex)
          {
              context_map_stage(context, i, tex);
              context_invalidate_state(context, STATE_SAMPLER(i));
              context_invalidate_texture_stage(context, i);
          }
  
          ++tex;
      }
  }
  
  static void context_map_psamplers(struct wined3d_context *context, const struct wined3d_state *state)
  {
      const struct wined3d_d3d_info *d3d_info = context->d3d_info;
      const struct wined3d_gl_info *gl_info = context->gl_info;
      const struct wined3d_shader_resource_info *resource_info =
              state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.resource_info;
      unsigned int i;
  
      if (gl_info->limits.combined_samplers >= MAX_COMBINED_SAMPLERS)
          return;
  
      for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
      {
          if (resource_info[i].type && context->tex_unit_map[i] != i)
          {
              context_map_stage(context, i, i);
              context_invalidate_state(context, STATE_SAMPLER(i));
              if (i < d3d_info->limits.ffp_blend_stages)
                  context_invalidate_texture_stage(context, i);
          }
      }
  }
  
  static BOOL context_unit_free_for_vs(const struct wined3d_context *context,
          const struct wined3d_shader_resource_info *ps_resource_info, DWORD unit)
  {
      DWORD current_mapping = context->rev_tex_unit_map[unit];
  
      /* Not currently used */
      if (current_mapping == WINED3D_UNMAPPED_STAGE)
          return TRUE;
  
      if (current_mapping < MAX_FRAGMENT_SAMPLERS)
      {
          /* Used by a fragment sampler */
  
          if (!ps_resource_info)
          {
              /* No pixel shader, check fixed function */
              return current_mapping >= MAX_TEXTURES || !(context->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 context_map_vsamplers(struct wined3d_context *context, 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_info;
      int start = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers) - 1;
      int i;
  
      if (gl_info->limits.combined_samplers >= MAX_COMBINED_SAMPLERS)
          return;
  
      /* 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 < MAX_VERTEX_SAMPLERS; ++i)
      {
          DWORD vsampler_idx = i + MAX_FRAGMENT_SAMPLERS;
          if (vs_resource_info[i].type)
          {
              while (start >= 0)
              {
                  if (context_unit_free_for_vs(context, ps_resource_info, start))
                  {
                      if (context->tex_unit_map[vsampler_idx] != start)
                      {
                          context_map_stage(context, vsampler_idx, start);
                          context_invalidate_state(context, STATE_SAMPLER(vsampler_idx));
                      }
  
                      --start;
                      break;
                  }
  
                  --start;
              }
              if (context->tex_unit_map[vsampler_idx] == WINED3D_UNMAPPED_STAGE)
                  WARN("Couldn't find a free texture unit for vertex sampler %u.\n", i);
          }
      }
  }
  
  static void context_update_tex_unit_map(struct wined3d_context *context, const struct wined3d_state *state)
  {
      BOOL vs = use_vs(state);
      BOOL ps = use_ps(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 (ps)
          context_map_psamplers(context, state);
      else
          context_map_fixed_function_samplers(context, state);
  
      if (vs)
          context_map_vsamplers(context, 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)
  {
      DWORD rt_mask, *cur_mask;
  
      if (isStateDirty(context, STATE_FRAMEBUFFER)) return;
  
      cur_mask = context->current_fbo ? &context->current_fbo->rt_mask : &context->draw_buffers_mask;
      rt_mask = find_draw_buffers_mask(context, state);
      if (rt_mask != *cur_mask)
      {
          context_apply_draw_buffers(context, rt_mask);
          *cur_mask = rt_mask;
      }
  }
  
  static BOOL fixed_get_input(BYTE usage, BYTE usage_idx, unsigned int *regnum)
  {
      if ((usage == WINED3D_DECL_USAGE_POSITION || usage == WINED3D_DECL_USAGE_POSITIONT) && !usage_idx)
          *regnum = WINED3D_FFP_POSITION;
      else if (usage == WINED3D_DECL_USAGE_BLEND_WEIGHT && !usage_idx)
          *regnum = WINED3D_FFP_BLENDWEIGHT;
      else if (usage == WINED3D_DECL_USAGE_BLEND_INDICES && !usage_idx)
          *regnum = WINED3D_FFP_BLENDINDICES;
      else if (usage == WINED3D_DECL_USAGE_NORMAL && !usage_idx)
          *regnum = WINED3D_FFP_NORMAL;
      else if (usage == WINED3D_DECL_USAGE_PSIZE && !usage_idx)
          *regnum = WINED3D_FFP_PSIZE;
      else if (usage == WINED3D_DECL_USAGE_COLOR && !usage_idx)
          *regnum = WINED3D_FFP_DIFFUSE;
      else if (usage == WINED3D_DECL_USAGE_COLOR && usage_idx == 1)
          *regnum = WINED3D_FFP_SPECULAR;
      else if (usage == WINED3D_DECL_USAGE_TEXCOORD && usage_idx < WINED3DDP_MAXTEXCOORD)
          *regnum = WINED3D_FFP_TEXCOORD0 + usage_idx;
      else
      {
          FIXME("Unsupported input stream [usage=%s, usage_idx=%u].\n", debug_d3ddeclusage(usage), usage_idx);
          *regnum = ~0U;
          return FALSE;
      }
  
      return TRUE;
  }
  
  /* Context activation is done by the caller. */
  void context_stream_info_from_declaration(struct wined3d_context *context,
          const struct wined3d_state *state, struct wined3d_stream_info *stream_info)
  {
      /* We need to deal with frequency data! */
      struct wined3d_vertex_declaration *declaration = state->vertex_declaration;
      BOOL generic_attributes = context->d3d_info->ffp_generic_attributes;
      BOOL use_vshader = use_vs(state);
      unsigned int i;
  
      stream_info->use_map = 0;
      stream_info->swizzle_map = 0;
      stream_info->position_transformed = 0;
  
      if (!declaration)
          return;
  
      stream_info->position_transformed = declaration->position_transformed;
  
      /* Translate the declaration into strided data. */
      for (i = 0; i < declaration->element_count; ++i)
      {
          const struct wined3d_vertex_declaration_element *element = &declaration->elements[i];
          const struct wined3d_stream_state *stream = &state->streams[element->input_slot];
          BOOL stride_used;
          unsigned int idx;
  
          TRACE("%p Element %p (%u of %u).\n", declaration->elements,
                  element, i + 1, declaration->element_count);
  
          if (!stream->buffer)
              continue;
  
          TRACE("offset %u input_slot %u usage_idx %d.\n", element->offset, element->input_slot, element->usage_idx);
  
          if (use_vshader)
          {
              if (element->output_slot == WINED3D_OUTPUT_SLOT_UNUSED)
              {
                  stride_used = FALSE;
              }
              else if (element->output_slot == WINED3D_OUTPUT_SLOT_SEMANTIC)
              {
                  /* TODO: Assuming vertexdeclarations are usually used with the
                   * same or a similar shader, it might be worth it to store the
                   * last used output slot and try that one first. */
                  stride_used = vshader_get_input(state->shader[WINED3D_SHADER_TYPE_VERTEX],
                          element->usage, element->usage_idx, &idx);
              }
              else
              {
                  idx = element->output_slot;
                  stride_used = TRUE;
              }
          }
          else
          {
              if (!generic_attributes && !element->ffp_valid)
              {
                  WARN("Skipping unsupported fixed function element of format %s and usage %s.\n",
                          debug_d3dformat(element->format->id), debug_d3ddeclusage(element->usage));
                  stride_used = FALSE;
              }
              else
              {
                  stride_used = fixed_get_input(element->usage, element->usage_idx, &idx);
              }
          }
  
          if (stride_used)
          {
              TRACE("Load %s array %u [usage %s, usage_idx %u, "
                      "input_slot %u, offset %u, stride %u, format %s, class %s, step_rate %u].\n",
                      use_vshader ? "shader": "fixed function", idx,
                      debug_d3ddeclusage(element->usage), element->usage_idx, element->input_slot,
                      element->offset, stream->stride, debug_d3dformat(element->format->id),
                      debug_d3dinput_classification(element->input_slot_class), element->instance_data_step_rate);
  
              stream_info->elements[idx].format = element->format;
              stream_info->elements[idx].data.buffer_object = 0;
              stream_info->elements[idx].data.addr = (BYTE *)NULL + stream->offset + element->offset;
              stream_info->elements[idx].stride = stream->stride;
              stream_info->elements[idx].stream_idx = element->input_slot;
              if (stream->flags & WINED3DSTREAMSOURCE_INSTANCEDATA)
              {
                  stream_info->elements[idx].divisor = 1;
              }
              else if (element->input_slot_class == WINED3D_INPUT_PER_INSTANCE_DATA)
              {
                  stream_info->elements[idx].divisor = element->instance_data_step_rate;
                  if (!element->instance_data_step_rate)
                      FIXME("Instance step rate 0 not implemented.\n");
              }
              else
              {
                  stream_info->elements[idx].divisor = 0;
              }
  
              if (!context->gl_info->supported[ARB_VERTEX_ARRAY_BGRA]
                      && element->format->id == WINED3DFMT_B8G8R8A8_UNORM)
              {
                  stream_info->swizzle_map |= 1u << idx;
              }
              stream_info->use_map |= 1u << idx;
          }
      }
  }
  
  /* Context activation is done by the caller. */
  static void context_update_stream_info(struct wined3d_context *context, const struct wined3d_state *state)
  {
      struct wined3d_stream_info *stream_info = &context->stream_info;
      const struct wined3d_d3d_info *d3d_info = context->d3d_info;
      const struct wined3d_gl_info *gl_info = context->gl_info;
      DWORD prev_all_vbo = stream_info->all_vbo;
      unsigned int i;
      WORD map;
  
      context_stream_info_from_declaration(context, state, stream_info);
  
      stream_info->all_vbo = 1;
      context->num_buffer_queries = 0;
      for (i = 0, map = stream_info->use_map; map; map >>= 1, ++i)
      {
          struct wined3d_stream_info_element *element;
          struct wined3d_bo_address data;
          struct wined3d_buffer *buffer;
  
          if (!(map & 1))
              continue;
  
          element = &stream_info->elements[i];
          buffer = state->streams[element->stream_idx].buffer;
  
          /* We can't use VBOs if the base vertex index is negative. OpenGL
           * doesn't accept negative offsets (or rather offsets bigger than the
           * VBO, because the pointer is unsigned), so use system memory
           * sources. In most sane cases the pointer - offset will still be > 0,
           * otherwise it will wrap around to some big value. Hope that with the
           * indices the driver wraps it back internally. If not,
           * draw_primitive_immediate_mode() is needed, including a vertex buffer
           * path. */
          if (state->load_base_vertex_index < 0)
          {
              WARN_(d3d_perf)("load_base_vertex_index is < 0 (%d), not using VBOs.\n",
                      state->load_base_vertex_index);
              element->data.buffer_object = 0;
              element->data.addr += (ULONG_PTR)wined3d_buffer_load_sysmem(buffer, context);
              if ((UINT_PTR)element->data.addr < -state->load_base_vertex_index * element->stride)
                  FIXME("System memory vertex data load offset is negative!\n");
          }
          else
          {
              wined3d_buffer_load(buffer, context, state);
              wined3d_buffer_get_memory(buffer, &data, buffer->locations);
              element->data.buffer_object = data.buffer_object;
              element->data.addr += (ULONG_PTR)data.addr;
          }
  
          if (!element->data.buffer_object)
              stream_info->all_vbo = 0;
  
          if (buffer->query)
              context->buffer_queries[context->num_buffer_queries++] = buffer->query;
  
          TRACE("Load array %u {%#x:%p}.\n", i, element->data.buffer_object, element->data.addr);
      }
  
      if (prev_all_vbo != stream_info->all_vbo)
          context_invalidate_state(context, STATE_INDEXBUFFER);
  
      context->use_immediate_mode_draw = FALSE;
  
      if (stream_info->all_vbo)
          return;
  
      if (use_vs(state))
      {
          if (state->vertex_declaration->half_float_conv_needed)
          {
              TRACE("Using immediate mode draw with vertex shaders for FLOAT16 conversion.\n");
              context->use_immediate_mode_draw = TRUE;
          }
      }
      else
      {
          WORD slow_mask = -!d3d_info->ffp_generic_attributes & (1u << WINED3D_FFP_PSIZE);
          slow_mask |= -(!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && !d3d_info->ffp_generic_attributes)
                  & ((1u << WINED3D_FFP_DIFFUSE) | (1u << WINED3D_FFP_SPECULAR) | (1u << WINED3D_FFP_BLENDWEIGHT));
  
          if ((stream_info->position_transformed && !d3d_info->xyzrhw)
                  || (stream_info->use_map & slow_mask))
              context->use_immediate_mode_draw = TRUE;
      }
  }
  
  /* Context activation is done by the caller. */
  static void context_preload_texture(struct wined3d_context *context,
          const struct wined3d_state *state, unsigned int idx)
  {
      struct wined3d_texture *texture;
  
      if (!(texture = state->textures[idx]))
          return;
  
      wined3d_texture_load(texture, context, state->sampler_states[idx][WINED3D_SAMP_SRGB_TEXTURE]);
  }
  
  /* Context activation is done by the caller. */
  static void context_preload_textures(struct wined3d_context *context, const struct wined3d_state *state)
  {
      unsigned int i;
  
      if (use_vs(state))
      {
          for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i)
          {
              if (state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.resource_info[i].type)
                  context_preload_texture(context, state, MAX_FRAGMENT_SAMPLERS + i);
          }
      }
  
      if (use_ps(state))
      {
          for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
          {
              if (state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.resource_info[i].type)
                  context_preload_texture(context, state, i);
          }
      }
      else
      {
          WORD ffu_map = context->fixed_function_usage_map;
  
          for (i = 0; ffu_map; ffu_map >>= 1, ++i)
          {
              if (ffu_map & 1)
                  context_preload_texture(context, state, i);
          }
      }
  }
  
  static void context_load_shader_resources(struct wined3d_context *context, const struct wined3d_state *state)
  {
      struct wined3d_shader_sampler_map_entry *entry;
      struct wined3d_shader_resource_view *view;
      struct wined3d_shader *shader;
      unsigned int i, j;
  
      for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
      {
          if (!(shader = state->shader[i]))
              continue;
  
          for (j = 0; j < WINED3D_MAX_CBS; ++j)
          {
              if (state->cb[i][j])
                  wined3d_buffer_load(state->cb[i][j], context, state);
          }
  
          for (j = 0; j < shader->reg_maps.sampler_map.count; ++j)
          {
              entry = &shader->reg_maps.sampler_map.entries[j];
  
              if (!(view = state->shader_resource_view[i][entry->resource_idx]))
              {
                  WARN("No resource view bound at index %u, %u.\n", i, entry->resource_idx);
                  continue;
              }
  
              if (view->resource->type == WINED3D_RTYPE_BUFFER)
                  wined3d_buffer_load(buffer_from_resource(view->resource), context, state);
              else
                  wined3d_texture_load(texture_from_resource(view->resource), context, FALSE);
          }
      }
  }
  
  static void context_bind_shader_resources(struct wined3d_context *context, const struct wined3d_state *state)
  {
      const struct wined3d_gl_info *gl_info = context->gl_info;
      const struct wined3d_device *device = context->device;
      struct wined3d_shader_sampler_map_entry *entry;
      struct wined3d_shader_resource_view *view;
      struct wined3d_sampler *sampler;
      struct wined3d_shader *shader;
      unsigned int i, j, count;
      GLuint sampler_name;
  
      static const struct
      {
          enum wined3d_shader_type type;
          unsigned int base_idx;
          unsigned int count;
      }
      shader_types[] =
      {
          {WINED3D_SHADER_TYPE_PIXEL,     0,                      MAX_FRAGMENT_SAMPLERS},
          {WINED3D_SHADER_TYPE_VERTEX,    MAX_FRAGMENT_SAMPLERS,  MAX_VERTEX_SAMPLERS},
      };
  
      for (i = 0; i < ARRAY_SIZE(shader_types); ++i)
      {
          if (!(shader = state->shader[shader_types[i].type]))
              continue;
  
          count = shader->reg_maps.sampler_map.count;
          if (count > shader_types[i].count)
          {
              FIXME("Shader %p needs %u samplers, but only %u are supported.\n",
                      shader, count, shader_types[i].count);
              count = shader_types[i].count;
          }
  
          for (j = 0; j < count; ++j)
          {
              entry = &shader->reg_maps.sampler_map.entries[j];
  
              if (!(view = state->shader_resource_view[shader_types[i].type][entry->resource_idx]))
              {
                  WARN("No resource view bound at index %u, %u.\n", shader_types[i].type, entry->resource_idx);
                  continue;
              }
  
              if (entry->sampler_idx == WINED3D_SAMPLER_DEFAULT)
                  sampler_name = device->default_sampler;
              else if ((sampler = state->sampler[shader_types[i].type][entry->sampler_idx]))
                  sampler_name = sampler->name;
              else
                  sampler_name = device->null_sampler;
  
              context_active_texture(context, gl_info, shader_types[i].base_idx + entry->bind_idx);
              GL_EXTCALL(glBindSampler(shader_types[i].base_idx + entry->bind_idx, sampler_name));
              checkGLcall("glBindSampler");
              wined3d_shader_resource_view_bind(view, context);
          }
      }
  }
  
  static void context_bind_unordered_access_views(struct wined3d_context *context,
          const struct wined3d_state *state)
  {
      const struct wined3d_gl_info *gl_info = context->gl_info;
      struct wined3d_unordered_access_view *view;
      struct wined3d_texture *texture;
      struct wined3d_shader *shader;
      GLuint texture_name;
      unsigned int i;
      GLint level;
  
      context->uses_uavs = 0;
  
      if (!(shader = state->shader[WINED3D_SHADER_TYPE_PIXEL]))
          return;
  
      for (i = 0; i < MAX_UNORDERED_ACCESS_VIEWS; ++i)
      {
          if (!shader->reg_maps.uav_resource_info[i].type)
              continue;
  
          if (!(view = state->unordered_access_view[i]))
          {
              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;
          }
  
          if (view->resource->type == WINED3D_RTYPE_BUFFER)
          {
              FIXME("Buffer unordered access views not implemented.\n");
              continue;
          }
  
          context->uses_uavs = 1;
  
          texture = texture_from_resource(view->resource);
          wined3d_texture_load(texture, context, FALSE);
          wined3d_unordered_access_view_invalidate_location(view, ~WINED3D_LOCATION_TEXTURE_RGB);
  
          if (view->gl_view.name)
          {
              texture_name = view->gl_view.name;
              level = 0;
          }
          else
          {
              texture_name = wined3d_texture_get_gl_texture(texture, FALSE)->name;
              level = view->level_idx;
          }
  
          GL_EXTCALL(glBindImageTexture(i, texture_name, level, GL_TRUE, 0, GL_READ_WRITE,
                  view->format->glInternal));
      }
      checkGLcall("Bind unordered access views");
  }
  
  /* Context activation is done by the caller. */
  BOOL context_apply_draw_state(struct wined3d_context *context,
          const struct wined3d_device *device, const struct wined3d_state *state)
  {
      const struct StateEntry *state_table = context->state_table;
      const struct wined3d_fb_state *fb = state->fb;
      unsigned int i;
      WORD map;
  
      if (!context_validate_rt_config(context->gl_info->limits.buffers,
              fb->render_targets, fb->depth_stencil))
          return FALSE;
  
      if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && isStateDirty(context, STATE_FRAMEBUFFER))
      {
          context_validate_onscreen_formats(context, fb->depth_stencil);
      }
  
      /* 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. */
      context_update_tex_unit_map(context, state);
      context_preload_textures(context, state);
      context_load_shader_resources(context, state);
      /* TODO: Right now the dependency on the vertex shader is necessary
       * since context_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 (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; i < context->numDirtyEntries; ++i)
      {
          DWORD rep = context->dirtyArray[i];
          DWORD idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
          BYTE shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
          context->isStateDirty[idx] &= ~(1u << shift);
          state_table[rep].apply(context, state, rep);
      }
  
      if (context->shader_update_mask)
      {
          device->shader_backend->shader_select(device->shader_priv, context, state);
          context->shader_update_mask = 0;
      }
  
      if (context->constant_update_mask)
      {
          device->shader_backend->shader_load_constants(device->shader_priv, context, state);
          context->constant_update_mask = 0;
          for (i = 0; i < MAX_VB_UPD_WORDS; i++)
              context->blend_mat_update_mask[i] = 0;
      }
  
      if (context->update_shader_resource_bindings)
      {
          context_bind_shader_resources(context, state);
          context->update_shader_resource_bindings = 0;
      }
  
      if (context->update_unordered_access_view_bindings)
      {
          context_bind_unordered_access_views(context, state);
          context->update_unordered_access_view_bindings = 0;
      }
  
      if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
      {
          context_check_fbo_status(context, GL_FRAMEBUFFER);
      }
  
      context->numDirtyEntries = 0; /* This makes the whole list clean */
      context->last_was_blit = FALSE;
  
      return TRUE;
  }
  
  void context_apply_compute_state(struct wined3d_context *context,
          const struct wined3d_device *device, const struct wined3d_state *state)
  {
      FIXME("Implement applying compute state.\n");
  }
  
  static void context_setup_target(struct wined3d_context *context,
          struct wined3d_texture *texture, unsigned int sub_resource_idx)
  {
      BOOL old_render_offscreen = context->render_offscreen, render_offscreen;
  
      render_offscreen = wined3d_resource_is_offscreen(&texture->resource);
      if (context->current_rt.texture == texture
              && context->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->current_rt.texture)
      {
          context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE));
      }
      else
      {
          const struct wined3d_format *old = context->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, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE));
  
              /* Update sRGB writing when switching between formats that do/do not support sRGB writing */
              if ((context->current_rt.texture->resource.format_flags & WINED3DFMT_FLAG_SRGB_WRITE)
                      != (texture->resource.format_flags & WINED3DFMT_FLAG_SRGB_WRITE))
                  context_invalidate_state(context, 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->current_rt.texture != texture
                  || context->current_rt.sub_resource_idx != sub_resource_idx))
          {
              unsigned int prev_sub_resource_idx = context->current_rt.sub_resource_idx;
              struct wined3d_texture *prev_texture = context->current_rt.texture;
  
              /* Read the back buffer of the old drawable into the destination texture. */
              if (prev_texture->texture_srgb.name)
                  wined3d_texture_load(prev_texture, context, TRUE);
              wined3d_texture_load(prev_texture, context, FALSE);
              wined3d_texture_invalidate_location(prev_texture, prev_sub_resource_idx, WINED3D_LOCATION_DRAWABLE);
          }
      }
  
      context->current_rt.texture = texture;
      context->current_rt.sub_resource_idx = sub_resource_idx;
      context_set_render_offscreen(context, render_offscreen);
  }
  
  struct wined3d_context *context_acquire(const struct wined3d_device *device, struct wined3d_surface *target)
  {
      struct wined3d_context *current_context = context_get_current();
      struct wined3d_texture *target_texture;
      unsigned int target_sub_resource_idx;
      struct wined3d_context *context;
  
      TRACE("device %p, target %p.\n", device, target);
  
      if (current_context && current_context->destroyed)
          current_context = NULL;
  
      if (target)
      {
          target_texture = target->container;
          target_sub_resource_idx = surface_get_sub_resource_idx(target);
      }
      else
      {
          if (current_context
                  && current_context->current_rt.texture
                  && current_context->device == device)
          {
              target_texture = current_context->current_rt.texture;
              target_sub_resource_idx = current_context->current_rt.sub_resource_idx;
          }
          else
          {
              struct wined3d_swapchain *swapchain = device->swapchains[0];
  
              if (swapchain->back_buffers)
                  target_texture = swapchain->back_buffers[0];
              else
                  target_texture = swapchain->front_buffer;
              target_sub_resource_idx = 0;
          }
      }
  
      if (current_context && current_context->current_rt.texture == target_texture)
      {
          context = current_context;
      }
      else if (target_texture->swapchain)
      {
          TRACE("Rendering onscreen.\n");
  
          context = swapchain_get_context(target_texture->swapchain);
      }
      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->device == device)
              context = current_context;
          else
              context = swapchain_get_context(device->swapchains[0]);
      }
  
      context_enter(context);
      context_update_window(context);
      context_setup_target(context, target_texture, target_sub_resource_idx);
      if (!context->valid) return context;
  
      if (context != current_context)
      {
          if (!context_set_current(context))
              ERR("Failed to activate the new context.\n");
      }
      else if (context->needs_set)
      {
          context_set_gl_context(context);
      }
  
      return context;
  }
  