[PATCH 01/15] wined3d: Move OpenGL specific context functions to context_gl.c.

Henri Verbeet hverbeet at codeweavers.com
Fri Apr 17 10:51:08 CDT 2020


Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
---
 dlls/wined3d/Makefile.in                 |    1 +
 dlls/wined3d/context.c                   | 6270 ++--------------------
 dlls/wined3d/{context.c => context_gl.c} |  459 --
 dlls/wined3d/wined3d_private.h           |   17 +
 4 files changed, 496 insertions(+), 6251 deletions(-)
 rewrite dlls/wined3d/context.c (92%)
 copy dlls/wined3d/{context.c => context_gl.c} (92%)

diff --git a/dlls/wined3d/Makefile.in b/dlls/wined3d/Makefile.in
index 0f8be5bd18b..35f329120b3 100644
--- a/dlls/wined3d/Makefile.in
+++ b/dlls/wined3d/Makefile.in
@@ -9,6 +9,7 @@ C_SRCS = \
 	ati_fragment_shader.c \
 	buffer.c \
 	context.c \
+	context_gl.c \
 	context_vk.c \
 	cs.c \
 	device.c \
diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c
dissimilarity index 92%
index d20e9e6835e..7959199e1f4 100644
--- a/dlls/wined3d/context.c
+++ b/dlls/wined3d/context.c
@@ -1,5792 +1,478 @@
-/*
- * Context and render target management in wined3d
- *
- * Copyright 2002-2004 Jason Edmeades
- * Copyright 2002-2004 Raphael Junqueira
- * Copyright 2004 Christian Costa
- * Copyright 2005 Oliver Stieber
- * Copyright 2006, 2008 Henri Verbeet
- * Copyright 2007-2011, 2013 Stefan Dösinger for CodeWeavers
- * Copyright 2009-2011 Henri Verbeet for CodeWeavers
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation; either
- * version 2.1 of the License, or (at your option) any later version.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
- */
-
-#include "config.h"
-#include "wine/port.h"
-
-#include <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
-#define WINED3D_ALL_LAYERS (~0u)
-
-static DWORD wined3d_context_tls_idx;
-
-/* FBO helper functions */
-
-/* Context activation is done by the caller. */
-static void wined3d_context_gl_bind_fbo(struct wined3d_context_gl *context_gl, GLenum target, GLuint fbo)
-{
-    const struct wined3d_gl_info *gl_info = context_gl->gl_info;
-
-    switch (target)
-    {
-        case GL_READ_FRAMEBUFFER:
-            if (context_gl->fbo_read_binding == fbo)
-                return;
-            context_gl->fbo_read_binding = fbo;
-            break;
-
-        case GL_DRAW_FRAMEBUFFER:
-            if (context_gl->fbo_draw_binding == fbo)
-                return;
-            context_gl->fbo_draw_binding = fbo;
-            break;
-
-        case GL_FRAMEBUFFER:
-            if (context_gl->fbo_read_binding == fbo
-                    && context_gl->fbo_draw_binding == fbo)
-                return;
-            context_gl->fbo_read_binding = fbo;
-            context_gl->fbo_draw_binding = fbo;
-            break;
-
-        default:
-            FIXME("Unhandled target %#x.\n", target);
-            break;
-    }
-
-    gl_info->fbo_ops.glBindFramebuffer(target, fbo);
-    checkGLcall("glBindFramebuffer()");
-}
-
-/* Context activation is done by the caller. */
-static void context_clean_fbo_attachments(const struct wined3d_gl_info *gl_info, GLenum target)
-{
-    unsigned int i;
-
-    for (i = 0; i < gl_info->limits.buffers; ++i)
-    {
-        gl_info->fbo_ops.glFramebufferTexture2D(target, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, 0, 0);
-        checkGLcall("glFramebufferTexture2D()");
-    }
-    gl_info->fbo_ops.glFramebufferTexture2D(target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
-    checkGLcall("glFramebufferTexture2D()");
-
-    gl_info->fbo_ops.glFramebufferTexture2D(target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
-    checkGLcall("glFramebufferTexture2D()");
-}
-
-/* Context activation is done by the caller. */
-static void wined3d_context_gl_destroy_fbo(struct wined3d_context_gl *context_gl, GLuint fbo)
-{
-    const struct wined3d_gl_info *gl_info = context_gl->gl_info;
-
-    wined3d_context_gl_bind_fbo(context_gl, GL_FRAMEBUFFER, fbo);
-    context_clean_fbo_attachments(gl_info, GL_FRAMEBUFFER);
-    wined3d_context_gl_bind_fbo(context_gl, GL_FRAMEBUFFER, 0);
-
-    gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
-    checkGLcall("glDeleteFramebuffers()");
-}
-
-static void context_attach_depth_stencil_rb(const struct wined3d_gl_info *gl_info,
-        GLenum fbo_target, DWORD flags, GLuint rb)
-{
-    if (flags & WINED3D_FBO_ENTRY_FLAG_DEPTH)
-    {
-        gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rb);
-        checkGLcall("glFramebufferRenderbuffer()");
-    }
-
-    if (flags & WINED3D_FBO_ENTRY_FLAG_STENCIL)
-    {
-        gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb);
-        checkGLcall("glFramebufferRenderbuffer()");
-    }
-}
-
-static void wined3d_context_gl_attach_gl_texture_fbo(struct wined3d_context_gl *context_gl,
-        GLenum fbo_target, GLenum attachment, const struct wined3d_fbo_resource *resource)
-{
-    const struct wined3d_gl_info *gl_info = context_gl->gl_info;
-
-    if (!resource)
-    {
-        gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, attachment, GL_TEXTURE_2D, 0, 0);
-    }
-    else if (resource->layer == WINED3D_ALL_LAYERS)
-    {
-        if (!gl_info->fbo_ops.glFramebufferTexture)
-        {
-            FIXME("OpenGL implementation doesn't support glFramebufferTexture().\n");
-            return;
-        }
-
-        gl_info->fbo_ops.glFramebufferTexture(fbo_target, attachment,
-                resource->object, resource->level);
-    }
-    else if (resource->target == GL_TEXTURE_1D_ARRAY || resource->target == GL_TEXTURE_2D_ARRAY
-            || resource->target == GL_TEXTURE_3D)
-    {
-        if (!gl_info->fbo_ops.glFramebufferTextureLayer)
-        {
-            FIXME("OpenGL implementation doesn't support glFramebufferTextureLayer().\n");
-            return;
-        }
-
-        gl_info->fbo_ops.glFramebufferTextureLayer(fbo_target, attachment,
-                resource->object, resource->level, resource->layer);
-    }
-    else if (resource->target == GL_TEXTURE_1D)
-    {
-        gl_info->fbo_ops.glFramebufferTexture1D(fbo_target, attachment,
-                resource->target, resource->object, resource->level);
-    }
-    else
-    {
-        gl_info->fbo_ops.glFramebufferTexture2D(fbo_target, attachment,
-                resource->target, resource->object, resource->level);
-    }
-    checkGLcall("attach texture to fbo");
-}
-
-/* Context activation is done by the caller. */
-static void wined3d_context_gl_attach_depth_stencil_fbo(struct wined3d_context_gl *context_gl,
-        GLenum fbo_target, const struct wined3d_fbo_resource *resource, BOOL rb_namespace,
-        uint32_t flags)
-{
-    const struct wined3d_gl_info *gl_info = context_gl->gl_info;
-
-    if (resource->object)
-    {
-        TRACE("Attach depth stencil %u.\n", resource->object);
-
-        if (rb_namespace)
-        {
-            context_attach_depth_stencil_rb(gl_info, fbo_target,
-                    flags, resource->object);
-        }
-        else
-        {
-            if (flags & WINED3D_FBO_ENTRY_FLAG_DEPTH)
-                wined3d_context_gl_attach_gl_texture_fbo(context_gl, fbo_target, GL_DEPTH_ATTACHMENT, resource);
-
-            if (flags & WINED3D_FBO_ENTRY_FLAG_STENCIL)
-                wined3d_context_gl_attach_gl_texture_fbo(context_gl, fbo_target, GL_STENCIL_ATTACHMENT, resource);
-        }
-
-        if (!(flags & WINED3D_FBO_ENTRY_FLAG_DEPTH))
-            wined3d_context_gl_attach_gl_texture_fbo(context_gl, fbo_target, GL_DEPTH_ATTACHMENT, NULL);
-
-        if (!(flags & WINED3D_FBO_ENTRY_FLAG_STENCIL))
-            wined3d_context_gl_attach_gl_texture_fbo(context_gl, fbo_target, GL_STENCIL_ATTACHMENT, NULL);
-    }
-    else
-    {
-        TRACE("Attach depth stencil 0.\n");
-
-        wined3d_context_gl_attach_gl_texture_fbo(context_gl, fbo_target, GL_DEPTH_ATTACHMENT, NULL);
-        wined3d_context_gl_attach_gl_texture_fbo(context_gl, fbo_target, GL_STENCIL_ATTACHMENT, NULL);
-    }
-}
-
-/* Context activation is done by the caller. */
-static void wined3d_context_gl_attach_surface_fbo(struct wined3d_context_gl *context_gl,
-        GLenum fbo_target, unsigned int idx, const struct wined3d_fbo_resource *resource, BOOL rb_namespace)
-{
-    const struct wined3d_gl_info *gl_info = context_gl->gl_info;
-
-    TRACE("Attach GL object %u to %u.\n", resource->object, idx);
-
-    if (resource->object)
-    {
-        if (rb_namespace)
-        {
-            gl_info->fbo_ops.glFramebufferRenderbuffer(fbo_target, GL_COLOR_ATTACHMENT0 + idx,
-                    GL_RENDERBUFFER, resource->object);
-            checkGLcall("glFramebufferRenderbuffer()");
-        }
-        else
-        {
-            wined3d_context_gl_attach_gl_texture_fbo(context_gl, fbo_target, GL_COLOR_ATTACHMENT0 + idx, resource);
-        }
-    }
-    else
-    {
-        wined3d_context_gl_attach_gl_texture_fbo(context_gl, fbo_target, GL_COLOR_ATTACHMENT0 + idx, NULL);
-    }
-}
-
-static void context_dump_fbo_attachment(const struct wined3d_gl_info *gl_info, GLenum target,
-        GLenum attachment)
-{
-    static const struct
-    {
-        GLenum target;
-        GLenum binding;
-        const char *str;
-        enum wined3d_gl_extension extension;
-    }
-    texture_type[] =
-    {
-        {GL_TEXTURE_1D,                   GL_TEXTURE_BINDING_1D,                   "1d",          WINED3D_GL_EXT_NONE},
-        {GL_TEXTURE_1D_ARRAY,             GL_TEXTURE_BINDING_1D_ARRAY,             "1d-array",    EXT_TEXTURE_ARRAY},
-        {GL_TEXTURE_2D,                   GL_TEXTURE_BINDING_2D,                   "2d",          WINED3D_GL_EXT_NONE},
-        {GL_TEXTURE_RECTANGLE_ARB,        GL_TEXTURE_BINDING_RECTANGLE_ARB,        "rectangle",   ARB_TEXTURE_RECTANGLE},
-        {GL_TEXTURE_2D_ARRAY,             GL_TEXTURE_BINDING_2D_ARRAY,             "2d-array" ,   EXT_TEXTURE_ARRAY},
-        {GL_TEXTURE_CUBE_MAP,             GL_TEXTURE_BINDING_CUBE_MAP,             "cube",        ARB_TEXTURE_CUBE_MAP},
-        {GL_TEXTURE_2D_MULTISAMPLE,       GL_TEXTURE_BINDING_2D_MULTISAMPLE,       "2d-ms",       ARB_TEXTURE_MULTISAMPLE},
-        {GL_TEXTURE_2D_MULTISAMPLE_ARRAY, GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY, "2d-array-ms", ARB_TEXTURE_MULTISAMPLE},
-    };
-
-    GLint type, name, samples, width, height, old_texture, level, face, fmt, tex_target;
-    const char *tex_type_str;
-    unsigned int i;
-
-    gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv(target, attachment,
-            GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, &name);
-    gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv(target, attachment,
-            GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &type);
-
-    if (type == GL_RENDERBUFFER)
-    {
-        gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, name);
-        gl_info->fbo_ops.glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &width);
-        gl_info->fbo_ops.glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &height);
-        if (gl_info->limits.samples > 1)
-            gl_info->fbo_ops.glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_SAMPLES, &samples);
-        else
-            samples = 1;
-        gl_info->fbo_ops.glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_INTERNAL_FORMAT, &fmt);
-        FIXME("    %s: renderbuffer %d, %dx%d, %d samples, format %#x.\n",
-                debug_fboattachment(attachment), name, width, height, samples, fmt);
-    }
-    else if (type == GL_TEXTURE)
-    {
-        gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv(target, attachment,
-                GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL, &level);
-        gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv(target, attachment,
-                GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE, &face);
-
-        if (gl_info->gl_ops.ext.p_glGetTextureParameteriv)
-        {
-            GL_EXTCALL(glGetTextureParameteriv(name, GL_TEXTURE_TARGET, &tex_target));
-
-            for (i = 0; i < ARRAY_SIZE(texture_type); ++i)
-            {
-                if (texture_type[i].target == tex_target)
-                {
-                    tex_type_str = texture_type[i].str;
-                    break;
-                }
-            }
-            if (i == ARRAY_SIZE(texture_type))
-                tex_type_str = wine_dbg_sprintf("%#x", tex_target);
-        }
-        else if (face)
-        {
-            gl_info->gl_ops.gl.p_glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP, &old_texture);
-            gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, name);
-
-            tex_target = GL_TEXTURE_CUBE_MAP;
-            tex_type_str = "cube";
-        }
-        else
-        {
-            tex_type_str = NULL;
-
-            for (i = 0; i < ARRAY_SIZE(texture_type); ++i)
-            {
-                if (!gl_info->supported[texture_type[i].extension])
-                    continue;
-
-                gl_info->gl_ops.gl.p_glGetIntegerv(texture_type[i].binding, &old_texture);
-                while (gl_info->gl_ops.gl.p_glGetError());
-
-                gl_info->gl_ops.gl.p_glBindTexture(texture_type[i].target, name);
-                if (!gl_info->gl_ops.gl.p_glGetError())
-                {
-                    tex_target = texture_type[i].target;
-                    tex_type_str = texture_type[i].str;
-                    break;
-                }
-                gl_info->gl_ops.gl.p_glBindTexture(texture_type[i].target, old_texture);
-            }
-
-            if (!tex_type_str)
-            {
-                FIXME("Cannot find type of texture %d.\n", name);
-                return;
-            }
-        }
-
-        if (gl_info->gl_ops.ext.p_glGetTextureParameteriv)
-        {
-            GL_EXTCALL(glGetTextureLevelParameteriv(name, level, GL_TEXTURE_INTERNAL_FORMAT, &fmt));
-            GL_EXTCALL(glGetTextureLevelParameteriv(name, level, GL_TEXTURE_WIDTH, &width));
-            GL_EXTCALL(glGetTextureLevelParameteriv(name, level, GL_TEXTURE_HEIGHT, &height));
-            GL_EXTCALL(glGetTextureLevelParameteriv(name, level, GL_TEXTURE_SAMPLES, &samples));
-        }
-        else
-        {
-            gl_info->gl_ops.gl.p_glGetTexLevelParameteriv(tex_target, level, GL_TEXTURE_INTERNAL_FORMAT, &fmt);
-            gl_info->gl_ops.gl.p_glGetTexLevelParameteriv(tex_target, level, GL_TEXTURE_WIDTH, &width);
-            gl_info->gl_ops.gl.p_glGetTexLevelParameteriv(tex_target, level, GL_TEXTURE_HEIGHT, &height);
-            if (gl_info->supported[ARB_TEXTURE_MULTISAMPLE])
-                gl_info->gl_ops.gl.p_glGetTexLevelParameteriv(tex_target, level, GL_TEXTURE_SAMPLES, &samples);
-            else
-                samples = 1;
-
-            gl_info->gl_ops.gl.p_glBindTexture(tex_target, old_texture);
-        }
-
-        FIXME("    %s: %s texture %d, %dx%d, %d samples, format %#x.\n",
-                debug_fboattachment(attachment), tex_type_str, name, width, height, samples, fmt);
-    }
-    else if (type == GL_NONE)
-    {
-        FIXME("    %s: NONE.\n", debug_fboattachment(attachment));
-    }
-    else
-    {
-        ERR("    %s: Unknown attachment %#x.\n", debug_fboattachment(attachment), type);
-    }
-
-    checkGLcall("dump FBO attachment");
-}
-
-/* Context activation is done by the caller. */
-void wined3d_context_gl_check_fbo_status(const struct wined3d_context_gl *context_gl, GLenum target)
-{
-    const struct wined3d_gl_info *gl_info = context_gl->gl_info;
-    GLenum status;
-
-    if (!FIXME_ON(d3d))
-        return;
-
-    status = gl_info->fbo_ops.glCheckFramebufferStatus(target);
-    if (status == GL_FRAMEBUFFER_COMPLETE)
-    {
-        TRACE("FBO complete.\n");
-    }
-    else
-    {
-        unsigned int i;
-
-        FIXME("FBO status %s (%#x).\n", debug_fbostatus(status), status);
-
-        if (!context_gl->current_fbo)
-        {
-            ERR("FBO 0 is incomplete, driver bug?\n");
-            return;
-        }
-
-        context_dump_fbo_attachment(gl_info, target, GL_DEPTH_ATTACHMENT);
-        context_dump_fbo_attachment(gl_info, target, GL_STENCIL_ATTACHMENT);
-
-        for (i = 0; i < gl_info->limits.buffers; ++i)
-            context_dump_fbo_attachment(gl_info, target, GL_COLOR_ATTACHMENT0 + i);
-    }
-}
-
-static inline DWORD context_generate_rt_mask(GLenum buffer)
-{
-    /* Should take care of all the GL_FRONT/GL_BACK/GL_AUXi/GL_NONE... cases */
-    return buffer ? (1u << 31) | buffer : 0;
-}
-
-static inline DWORD context_generate_rt_mask_from_resource(struct wined3d_resource *resource)
-{
-    if (resource->type != WINED3D_RTYPE_TEXTURE_2D)
-    {
-        FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource->type));
-        return 0;
-    }
-
-    return (1u << 31) | wined3d_texture_get_gl_buffer(texture_from_resource(resource));
-}
-
-static inline void wined3d_context_gl_set_fbo_key_for_render_target(const struct wined3d_context_gl *context_gl,
-        struct wined3d_fbo_entry_key *key, unsigned int idx, const struct wined3d_rendertarget_info *render_target,
-        DWORD location)
-{
-    unsigned int sub_resource_idx = render_target->sub_resource_idx;
-    struct wined3d_resource *resource = render_target->resource;
-    struct wined3d_texture_gl *texture_gl;
-
-    if (!resource || resource->format->id == WINED3DFMT_NULL || resource->type == WINED3D_RTYPE_BUFFER)
-    {
-        if (resource && resource->type == WINED3D_RTYPE_BUFFER)
-            FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource->type));
-        key->objects[idx].object = 0;
-        key->objects[idx].target = 0;
-        key->objects[idx].level = key->objects[idx].layer = 0;
-        return;
-    }
-
-    if (render_target->gl_view.name)
-    {
-        key->objects[idx].object = render_target->gl_view.name;
-        key->objects[idx].target = render_target->gl_view.target;
-        key->objects[idx].level = 0;
-        key->objects[idx].layer = WINED3D_ALL_LAYERS;
-        return;
-    }
-
-    texture_gl = wined3d_texture_gl(wined3d_texture_from_resource(resource));
-    if (texture_gl->current_renderbuffer)
-    {
-        key->objects[idx].object = texture_gl->current_renderbuffer->id;
-        key->objects[idx].target = 0;
-        key->objects[idx].level = key->objects[idx].layer = 0;
-        key->rb_namespace |= 1 << idx;
-        return;
-    }
-
-    key->objects[idx].target = wined3d_texture_gl_get_sub_resource_target(texture_gl, sub_resource_idx);
-    key->objects[idx].level = sub_resource_idx % texture_gl->t.level_count;
-    key->objects[idx].layer = sub_resource_idx / texture_gl->t.level_count;
-
-    if (render_target->layer_count != 1)
-        key->objects[idx].layer = WINED3D_ALL_LAYERS;
-
-    switch (location)
-    {
-        case WINED3D_LOCATION_TEXTURE_RGB:
-            key->objects[idx].object = wined3d_texture_gl_get_texture_name(texture_gl, &context_gl->c, FALSE);
-            break;
-
-        case WINED3D_LOCATION_TEXTURE_SRGB:
-            key->objects[idx].object = wined3d_texture_gl_get_texture_name(texture_gl, &context_gl->c, TRUE);
-            break;
-
-        case WINED3D_LOCATION_RB_MULTISAMPLE:
-            key->objects[idx].object = texture_gl->rb_multisample;
-            key->objects[idx].target = 0;
-            key->objects[idx].level = key->objects[idx].layer = 0;
-            key->rb_namespace |= 1 << idx;
-            break;
-
-        case WINED3D_LOCATION_RB_RESOLVED:
-            key->objects[idx].object = texture_gl->rb_resolved;
-            key->objects[idx].target = 0;
-            key->objects[idx].level = key->objects[idx].layer = 0;
-            key->rb_namespace |= 1 << idx;
-            break;
-    }
-}
-
-static void wined3d_context_gl_generate_fbo_key(const struct wined3d_context_gl *context_gl,
-        struct wined3d_fbo_entry_key *key, const struct wined3d_rendertarget_info *render_targets,
-        const struct wined3d_rendertarget_info *depth_stencil, DWORD color_location, DWORD ds_location)
-{
-    unsigned int buffers = context_gl->gl_info->limits.buffers;
-    unsigned int i;
-
-    key->rb_namespace = 0;
-    wined3d_context_gl_set_fbo_key_for_render_target(context_gl, key, 0, depth_stencil, ds_location);
-
-    for (i = 0; i < buffers; ++i)
-        wined3d_context_gl_set_fbo_key_for_render_target(context_gl, key, i + 1, &render_targets[i], color_location);
-
-    memset(&key->objects[buffers + 1], 0, (ARRAY_SIZE(key->objects) - buffers - 1) * sizeof(*key->objects));
-}
-
-static struct fbo_entry *wined3d_context_gl_create_fbo_entry(const struct wined3d_context_gl *context_gl,
-        const struct wined3d_rendertarget_info *render_targets, const struct wined3d_rendertarget_info *depth_stencil,
-        DWORD color_location, DWORD ds_location)
-{
-    const struct wined3d_gl_info *gl_info = context_gl->gl_info;
-    struct fbo_entry *entry;
-
-    entry = heap_alloc(sizeof(*entry));
-    wined3d_context_gl_generate_fbo_key(context_gl, &entry->key,
-            render_targets, depth_stencil, color_location, ds_location);
-    entry->flags = 0;
-    if (depth_stencil->resource)
-    {
-        if (depth_stencil->resource->format_flags & WINED3DFMT_FLAG_DEPTH)
-            entry->flags |= WINED3D_FBO_ENTRY_FLAG_DEPTH;
-        if (depth_stencil->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 wined3d_context_gl_reuse_fbo_entry(struct wined3d_context_gl *context_gl, GLenum target,
-        const struct wined3d_rendertarget_info *render_targets, const struct wined3d_rendertarget_info *depth_stencil,
-        DWORD color_location, DWORD ds_location, struct fbo_entry *entry)
-{
-    const struct wined3d_gl_info *gl_info = context_gl->gl_info;
-
-    wined3d_context_gl_bind_fbo(context_gl, target, entry->id);
-    context_clean_fbo_attachments(gl_info, target);
-
-    wined3d_context_gl_generate_fbo_key(context_gl, &entry->key,
-            render_targets, depth_stencil, color_location, ds_location);
-    entry->flags = 0;
-    if (depth_stencil->resource)
-    {
-        if (depth_stencil->resource->format_flags & WINED3DFMT_FLAG_DEPTH)
-            entry->flags |= WINED3D_FBO_ENTRY_FLAG_DEPTH;
-        if (depth_stencil->resource->format_flags & WINED3DFMT_FLAG_STENCIL)
-            entry->flags |= WINED3D_FBO_ENTRY_FLAG_STENCIL;
-    }
-}
-
-/* Context activation is done by the caller. */
-static void wined3d_context_gl_destroy_fbo_entry(struct wined3d_context_gl *context_gl, struct fbo_entry *entry)
-{
-    if (entry->id)
-    {
-        TRACE("Destroy FBO %u.\n", entry->id);
-        wined3d_context_gl_destroy_fbo(context_gl, entry->id);
-    }
-    --context_gl->fbo_entry_count;
-    list_remove(&entry->entry);
-    heap_free(entry);
-}
-
-/* Context activation is done by the caller. */
-static struct fbo_entry *wined3d_context_gl_find_fbo_entry(struct wined3d_context_gl *context_gl, GLenum target,
-        const struct wined3d_rendertarget_info *render_targets, const struct wined3d_rendertarget_info *depth_stencil,
-        DWORD color_location, DWORD ds_location)
-{
-    static const struct wined3d_rendertarget_info ds_null = {{0}};
-    const struct wined3d_gl_info *gl_info = context_gl->gl_info;
-    struct wined3d_texture *rt_texture, *ds_texture;
-    struct wined3d_fbo_entry_key fbo_key;
-    unsigned int i, ds_level, rt_level;
-    struct fbo_entry *entry;
-
-    if (depth_stencil->resource && depth_stencil->resource->type != WINED3D_RTYPE_BUFFER
-            && render_targets[0].resource && render_targets[0].resource->type != WINED3D_RTYPE_BUFFER)
-    {
-        rt_texture = wined3d_texture_from_resource(render_targets[0].resource);
-        rt_level = render_targets[0].sub_resource_idx % rt_texture->level_count;
-        ds_texture = wined3d_texture_from_resource(depth_stencil->resource);
-        ds_level = depth_stencil->sub_resource_idx % ds_texture->level_count;
-
-        if (wined3d_texture_get_level_width(ds_texture, ds_level)
-                < wined3d_texture_get_level_width(rt_texture, rt_level)
-                || wined3d_texture_get_level_height(ds_texture, ds_level)
-                < wined3d_texture_get_level_height(rt_texture, rt_level))
-        {
-            WARN("Depth stencil is smaller than the primary color buffer, disabling.\n");
-            depth_stencil = &ds_null;
-        }
-        else if (ds_texture->resource.multisample_type != rt_texture->resource.multisample_type
-                || (ds_texture->resource.multisample_type
-                && ds_texture->resource.multisample_quality != rt_texture->resource.multisample_quality))
-        {
-            WARN("Color multisample type %u and quality %u, depth stencil has %u and %u, disabling ds buffer.\n",
-                    rt_texture->resource.multisample_type, rt_texture->resource.multisample_quality,
-                    ds_texture->resource.multisample_type, ds_texture->resource.multisample_quality);
-            depth_stencil = &ds_null;
-        }
-        else if (depth_stencil->resource->type == WINED3D_RTYPE_TEXTURE_2D)
-        {
-            wined3d_texture_gl_set_compatible_renderbuffer(wined3d_texture_gl(ds_texture),
-                    context_gl, ds_level, &render_targets[0]);
-        }
-    }
-
-    wined3d_context_gl_generate_fbo_key(context_gl, &fbo_key,
-            render_targets, depth_stencil, color_location, ds_location);
-
-    if (TRACE_ON(d3d))
-    {
-        struct wined3d_resource *resource;
-        unsigned int width, height;
-        const char *resource_type;
-
-        TRACE("Dumping FBO attachments:\n");
-        for (i = 0; i < gl_info->limits.buffers; ++i)
-        {
-            if ((resource = render_targets[i].resource))
-            {
-                if (resource->type == WINED3D_RTYPE_BUFFER)
-                {
-                    width = resource->size;
-                    height = 1;
-                    resource_type = "buffer";
-                }
-                else
-                {
-                    rt_texture = wined3d_texture_from_resource(resource);
-                    rt_level = render_targets[i].sub_resource_idx % rt_texture->level_count;
-                    width = wined3d_texture_get_level_pow2_width(rt_texture, rt_level);
-                    height = wined3d_texture_get_level_pow2_height(rt_texture, rt_level);
-                    resource_type = "texture";
-                }
-
-                TRACE("    Color attachment %u: %p, %u format %s, %s %u, %ux%u, %u samples.\n",
-                        i, resource, render_targets[i].sub_resource_idx, debug_d3dformat(resource->format->id),
-                        fbo_key.rb_namespace & (1 << (i + 1)) ? "renderbuffer" : resource_type,
-                        fbo_key.objects[i + 1].object, width, height, resource->multisample_type);
-            }
-        }
-        if ((resource = depth_stencil->resource))
-        {
-            if (resource->type == WINED3D_RTYPE_BUFFER)
-            {
-                width = resource->size;
-                height = 1;
-                resource_type = "buffer";
-            }
-            else
-            {
-                ds_texture = wined3d_texture_from_resource(resource);
-                ds_level = depth_stencil->sub_resource_idx % ds_texture->level_count;
-                width = wined3d_texture_get_level_pow2_width(ds_texture, ds_level);
-                height = wined3d_texture_get_level_pow2_height(ds_texture, ds_level);
-                resource_type = "texture";
-            }
-
-            TRACE("    Depth attachment: %p, %u format %s, %s %u, %ux%u, %u samples.\n",
-                    resource, depth_stencil->sub_resource_idx, debug_d3dformat(resource->format->id),
-                    fbo_key.rb_namespace & (1 << 0) ? "renderbuffer" : resource_type,
-                    fbo_key.objects[0].object, width, height, resource->multisample_type);
-        }
-    }
-
-    LIST_FOR_EACH_ENTRY(entry, &context_gl->fbo_list, struct fbo_entry, entry)
-    {
-        if (memcmp(&fbo_key, &entry->key, sizeof(fbo_key)))
-            continue;
-
-        list_remove(&entry->entry);
-        list_add_head(&context_gl->fbo_list, &entry->entry);
-        return entry;
-    }
-
-    if (context_gl->fbo_entry_count < WINED3D_MAX_FBO_ENTRIES)
-    {
-        entry = wined3d_context_gl_create_fbo_entry(context_gl,
-                render_targets, depth_stencil, color_location, ds_location);
-        list_add_head(&context_gl->fbo_list, &entry->entry);
-        ++context_gl->fbo_entry_count;
-    }
-    else
-    {
-        entry = LIST_ENTRY(list_tail(&context_gl->fbo_list), struct fbo_entry, entry);
-        wined3d_context_gl_reuse_fbo_entry(context_gl, target, render_targets,
-                depth_stencil, color_location, ds_location, entry);
-        list_remove(&entry->entry);
-        list_add_head(&context_gl->fbo_list, &entry->entry);
-    }
-
-    return entry;
-}
-
-/* Context activation is done by the caller. */
-static void wined3d_context_gl_apply_fbo_entry(struct wined3d_context_gl *context_gl,
-        GLenum target, struct fbo_entry *entry)
-{
-    const struct wined3d_gl_info *gl_info = context_gl->gl_info;
-    GLuint read_binding, draw_binding;
-    unsigned int i;
-
-    if (entry->flags & WINED3D_FBO_ENTRY_FLAG_ATTACHED)
-    {
-        wined3d_context_gl_bind_fbo(context_gl, target, entry->id);
-        return;
-    }
-
-    read_binding = context_gl->fbo_read_binding;
-    draw_binding = context_gl->fbo_draw_binding;
-    wined3d_context_gl_bind_fbo(context_gl, GL_FRAMEBUFFER, entry->id);
-
-    if (gl_info->supported[ARB_FRAMEBUFFER_NO_ATTACHMENTS])
-    {
-        GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER,
-                GL_FRAMEBUFFER_DEFAULT_WIDTH, gl_info->limits.framebuffer_width));
-        GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER,
-                GL_FRAMEBUFFER_DEFAULT_HEIGHT, gl_info->limits.framebuffer_height));
-        GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_LAYERS, 1));
-        GL_EXTCALL(glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_SAMPLES, 1));
-    }
-
-    /* Apply render targets */
-    for (i = 0; i < gl_info->limits.buffers; ++i)
-    {
-        wined3d_context_gl_attach_surface_fbo(context_gl, target, i,
-                &entry->key.objects[i + 1], entry->key.rb_namespace & (1 << (i + 1)));
-    }
-
-    wined3d_context_gl_attach_depth_stencil_fbo(context_gl, target,
-            &entry->key.objects[0], entry->key.rb_namespace & 0x1, entry->flags);
-
-    /* Set valid read and draw buffer bindings to satisfy pedantic pre-ES2_compatibility
-     * GL contexts requirements. */
-    gl_info->gl_ops.gl.p_glReadBuffer(GL_NONE);
-    wined3d_context_gl_set_draw_buffer(context_gl, GL_NONE);
-    if (target != GL_FRAMEBUFFER)
-    {
-        if (target == GL_READ_FRAMEBUFFER)
-            wined3d_context_gl_bind_fbo(context_gl, GL_DRAW_FRAMEBUFFER, draw_binding);
-        else
-            wined3d_context_gl_bind_fbo(context_gl, GL_READ_FRAMEBUFFER, read_binding);
-    }
-
-    entry->flags |= WINED3D_FBO_ENTRY_FLAG_ATTACHED;
-}
-
-/* Context activation is done by the caller. */
-static void wined3d_context_gl_apply_fbo_state(struct wined3d_context_gl *context_gl, GLenum target,
-        const struct wined3d_rendertarget_info *render_targets,
-        const struct wined3d_rendertarget_info *depth_stencil, DWORD color_location, DWORD ds_location)
-{
-    struct fbo_entry *entry, *entry2;
-
-    LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context_gl->fbo_destroy_list, struct fbo_entry, entry)
-    {
-        wined3d_context_gl_destroy_fbo_entry(context_gl, entry);
-    }
-
-    if (context_gl->rebind_fbo)
-    {
-        wined3d_context_gl_bind_fbo(context_gl, GL_FRAMEBUFFER, 0);
-        context_gl->rebind_fbo = FALSE;
-    }
-
-    if (color_location == WINED3D_LOCATION_DRAWABLE)
-    {
-        context_gl->current_fbo = NULL;
-        wined3d_context_gl_bind_fbo(context_gl, target, 0);
-    }
-    else
-    {
-        context_gl->current_fbo = wined3d_context_gl_find_fbo_entry(context_gl,
-                target, render_targets, depth_stencil, color_location, ds_location);
-        wined3d_context_gl_apply_fbo_entry(context_gl, target, context_gl->current_fbo);
-    }
-}
-
-/* Context activation is done by the caller. */
-void wined3d_context_gl_apply_fbo_state_blit(struct wined3d_context_gl *context_gl, GLenum target,
-        struct wined3d_resource *rt, unsigned int rt_sub_resource_idx,
-        struct wined3d_resource *ds, unsigned int ds_sub_resource_idx, DWORD location)
-{
-    struct wined3d_rendertarget_info ds_info = {{0}};
-
-    memset(context_gl->blit_targets, 0, sizeof(context_gl->blit_targets));
-    if (rt)
-    {
-        context_gl->blit_targets[0].resource = rt;
-        context_gl->blit_targets[0].sub_resource_idx = rt_sub_resource_idx;
-        context_gl->blit_targets[0].layer_count = 1;
-    }
-
-    if (ds)
-    {
-        ds_info.resource = ds;
-        ds_info.sub_resource_idx = ds_sub_resource_idx;
-        ds_info.layer_count = 1;
-    }
-
-    wined3d_context_gl_apply_fbo_state(context_gl, target, context_gl->blit_targets, &ds_info, location, location);
-}
-
-/* Context activation is done by the caller. */
-void wined3d_context_gl_alloc_occlusion_query(struct wined3d_context_gl *context_gl,
-        struct wined3d_occlusion_query *query)
-{
-    const struct wined3d_gl_info *gl_info = context_gl->gl_info;
-
-    if (context_gl->free_occlusion_query_count)
-    {
-        query->id = context_gl->free_occlusion_queries[--context_gl->free_occlusion_query_count];
-    }
-    else
-    {
-        if (gl_info->supported[ARB_OCCLUSION_QUERY])
-        {
-            GL_EXTCALL(glGenQueries(1, &query->id));
-            checkGLcall("glGenQueries");
-
-            TRACE("Allocated occlusion query %u in context %p.\n", query->id, context_gl);
-        }
-        else
-        {
-            WARN("Occlusion queries not supported, not allocating query id.\n");
-            query->id = 0;
-        }
-    }
-
-    query->context_gl = context_gl;
-    list_add_head(&context_gl->occlusion_queries, &query->entry);
-}
-
-void wined3d_context_gl_free_occlusion_query(struct wined3d_occlusion_query *query)
-{
-    struct wined3d_context_gl *context_gl = query->context_gl;
-
-    list_remove(&query->entry);
-    query->context_gl = NULL;
-
-    if (!wined3d_array_reserve((void **)&context_gl->free_occlusion_queries,
-            &context_gl->free_occlusion_query_size, context_gl->free_occlusion_query_count + 1,
-            sizeof(*context_gl->free_occlusion_queries)))
-    {
-        ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context_gl);
-        return;
-    }
-
-    context_gl->free_occlusion_queries[context_gl->free_occlusion_query_count++] = query->id;
-}
-
-/* Context activation is done by the caller. */
-void wined3d_context_gl_alloc_fence(struct wined3d_context_gl *context_gl, struct wined3d_fence *fence)
-{
-    const struct wined3d_gl_info *gl_info = context_gl->gl_info;
-
-    if (context_gl->free_fence_count)
-    {
-        fence->object = context_gl->free_fences[--context_gl->free_fence_count];
-    }
-    else
-    {
-        if (gl_info->supported[ARB_SYNC])
-        {
-            /* Using ARB_sync, not much to do here. */
-            fence->object.sync = NULL;
-            TRACE("Allocated sync object in context %p.\n", context_gl);
-        }
-        else if (gl_info->supported[APPLE_FENCE])
-        {
-            GL_EXTCALL(glGenFencesAPPLE(1, &fence->object.id));
-            checkGLcall("glGenFencesAPPLE");
-
-            TRACE("Allocated fence %u in context %p.\n", fence->object.id, context_gl);
-        }
-        else if(gl_info->supported[NV_FENCE])
-        {
-            GL_EXTCALL(glGenFencesNV(1, &fence->object.id));
-            checkGLcall("glGenFencesNV");
-
-            TRACE("Allocated fence %u in context %p.\n", fence->object.id, context_gl);
-        }
-        else
-        {
-            WARN("Fences not supported, not allocating fence.\n");
-            fence->object.id = 0;
-        }
-    }
-
-    fence->context_gl = context_gl;
-    list_add_head(&context_gl->fences, &fence->entry);
-}
-
-void wined3d_context_gl_free_fence(struct wined3d_fence *fence)
-{
-    struct wined3d_context_gl *context_gl = fence->context_gl;
-
-    list_remove(&fence->entry);
-    fence->context_gl = NULL;
-
-    if (!wined3d_array_reserve((void **)&context_gl->free_fences,
-            &context_gl->free_fence_size, context_gl->free_fence_count + 1,
-            sizeof(*context_gl->free_fences)))
-    {
-        ERR("Failed to grow free list, leaking fence %u in context %p.\n", fence->object.id, context_gl);
-        return;
-    }
-
-    context_gl->free_fences[context_gl->free_fence_count++] = fence->object;
-}
-
-/* Context activation is done by the caller. */
-void wined3d_context_gl_alloc_timestamp_query(struct wined3d_context_gl *context_gl,
-        struct wined3d_timestamp_query *query)
-{
-    const struct wined3d_gl_info *gl_info = context_gl->gl_info;
-
-    if (context_gl->free_timestamp_query_count)
-    {
-        query->id = context_gl->free_timestamp_queries[--context_gl->free_timestamp_query_count];
-    }
-    else
-    {
-        GL_EXTCALL(glGenQueries(1, &query->id));
-        checkGLcall("glGenQueries");
-
-        TRACE("Allocated timestamp query %u in context %p.\n", query->id, context_gl);
-    }
-
-    query->context_gl = context_gl;
-    list_add_head(&context_gl->timestamp_queries, &query->entry);
-}
-
-void wined3d_context_gl_free_timestamp_query(struct wined3d_timestamp_query *query)
-{
-    struct wined3d_context_gl *context_gl = query->context_gl;
-
-    list_remove(&query->entry);
-    query->context_gl = NULL;
-
-    if (!wined3d_array_reserve((void **)&context_gl->free_timestamp_queries,
-            &context_gl->free_timestamp_query_size, context_gl->free_timestamp_query_count + 1,
-            sizeof(*context_gl->free_timestamp_queries)))
-    {
-        ERR("Failed to grow free list, leaking query %u in context %p.\n", query->id, context_gl);
-        return;
-    }
-
-    context_gl->free_timestamp_queries[context_gl->free_timestamp_query_count++] = query->id;
-}
-
-void wined3d_context_gl_alloc_so_statistics_query(struct wined3d_context_gl *context_gl,
-        struct wined3d_so_statistics_query *query)
-{
-    const struct wined3d_gl_info *gl_info = context_gl->gl_info;
-
-    if (context_gl->free_so_statistics_query_count)
-    {
-        query->u = context_gl->free_so_statistics_queries[--context_gl->free_so_statistics_query_count];
-    }
-    else
-    {
-        GL_EXTCALL(glGenQueries(ARRAY_SIZE(query->u.id), query->u.id));
-        checkGLcall("glGenQueries");
-
-        TRACE("Allocated SO statistics queries %u, %u in context %p.\n",
-                query->u.id[0], query->u.id[1], context_gl);
-    }
-
-    query->context_gl = context_gl;
-    list_add_head(&context_gl->so_statistics_queries, &query->entry);
-}
-
-void wined3d_context_gl_free_so_statistics_query(struct wined3d_so_statistics_query *query)
-{
-    struct wined3d_context_gl *context_gl = query->context_gl;
-
-    list_remove(&query->entry);
-    query->context_gl = NULL;
-
-    if (!wined3d_array_reserve((void **)&context_gl->free_so_statistics_queries,
-            &context_gl->free_so_statistics_query_size, context_gl->free_so_statistics_query_count + 1,
-            sizeof(*context_gl->free_so_statistics_queries)))
-    {
-        ERR("Failed to grow free list, leaking GL queries %u, %u in context %p.\n",
-                query->u.id[0], query->u.id[1], context_gl);
-        return;
-    }
-
-    context_gl->free_so_statistics_queries[context_gl->free_so_statistics_query_count++] = query->u;
-}
-
-void wined3d_context_gl_alloc_pipeline_statistics_query(struct wined3d_context_gl *context_gl,
-        struct wined3d_pipeline_statistics_query *query)
-{
-    const struct wined3d_gl_info *gl_info = context_gl->gl_info;
-
-    if (context_gl->free_pipeline_statistics_query_count)
-    {
-        query->u = context_gl->free_pipeline_statistics_queries[--context_gl->free_pipeline_statistics_query_count];
-    }
-    else
-    {
-        GL_EXTCALL(glGenQueries(ARRAY_SIZE(query->u.id), query->u.id));
-        checkGLcall("glGenQueries");
-    }
-
-    query->context_gl = context_gl;
-    list_add_head(&context_gl->pipeline_statistics_queries, &query->entry);
-}
-
-void wined3d_context_gl_free_pipeline_statistics_query(struct wined3d_pipeline_statistics_query *query)
-{
-    struct wined3d_context_gl *context_gl = query->context_gl;
-
-    list_remove(&query->entry);
-    query->context_gl = NULL;
-
-    if (!wined3d_array_reserve((void **)&context_gl->free_pipeline_statistics_queries,
-            &context_gl->free_pipeline_statistics_query_size, context_gl->free_pipeline_statistics_query_count + 1,
-            sizeof(*context_gl->free_pipeline_statistics_queries)))
-    {
-        ERR("Failed to grow free list, leaking GL queries in context %p.\n", context_gl);
-        return;
-    }
-
-    context_gl->free_pipeline_statistics_queries[context_gl->free_pipeline_statistics_query_count++] = query->u;
-}
-
-typedef void (context_fbo_entry_func_t)(struct wined3d_context_gl *context_gl, struct fbo_entry *entry);
-
-static void wined3d_context_gl_enum_fbo_entries(const struct wined3d_device *device,
-        GLuint name, BOOL rb_namespace, context_fbo_entry_func_t *callback)
-{
-    unsigned int i, j;
-
-    for (i = 0; i < device->context_count; ++i)
-    {
-        struct wined3d_context_gl *context_gl = wined3d_context_gl(device->contexts[i]);
-        const struct wined3d_gl_info *gl_info = context_gl->gl_info;
-        struct fbo_entry *entry, *entry2;
-
-        LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context_gl->fbo_list, struct fbo_entry, entry)
-        {
-            for (j = 0; j < gl_info->limits.buffers + 1; ++j)
-            {
-                if (entry->key.objects[j].object == name
-                        && !(entry->key.rb_namespace & (1 << j)) == !rb_namespace)
-                {
-                    callback(context_gl, entry);
-                    break;
-                }
-            }
-        }
-    }
-}
-
-static void wined3d_context_gl_queue_fbo_entry_destruction(struct wined3d_context_gl *context_gl,
-        struct fbo_entry *entry)
-{
-    list_remove(&entry->entry);
-    list_add_head(&context_gl->fbo_destroy_list, &entry->entry);
-}
-
-void context_resource_released(const struct wined3d_device *device, struct wined3d_resource *resource)
-{
-    unsigned int i;
-
-    if (!device->d3d_initialized)
-        return;
-
-    for (i = 0; i < device->context_count; ++i)
-    {
-        struct wined3d_context *context = device->contexts[i];
-
-        if (&context->current_rt.texture->resource == resource)
-        {
-            context->current_rt.texture = NULL;
-            context->current_rt.sub_resource_idx = 0;
-        }
-    }
-}
-
-void context_gl_resource_released(struct wined3d_device *device, GLuint name, BOOL rb_namespace)
-{
-    wined3d_context_gl_enum_fbo_entries(device, name, rb_namespace,
-            wined3d_context_gl_queue_fbo_entry_destruction);
-}
-
-void wined3d_context_gl_texture_update(struct wined3d_context_gl *context_gl,
-        const struct wined3d_texture_gl *texture_gl)
-{
-    const struct wined3d_gl_info *gl_info = context_gl->gl_info;
-    struct fbo_entry *entry = context_gl->current_fbo;
-    unsigned int i;
-
-    if (!entry || context_gl->rebind_fbo)
-        return;
-
-    for (i = 0; i < gl_info->limits.buffers + 1; ++i)
-    {
-        if (texture_gl->texture_rgb.name == entry->key.objects[i].object
-                || texture_gl->texture_srgb.name == entry->key.objects[i].object)
-        {
-            TRACE("Updated texture %p is bound as attachment %u to the current FBO.\n", texture_gl, i);
-            context_gl->rebind_fbo = TRUE;
-            return;
-        }
-    }
-}
-
-static BOOL wined3d_context_gl_restore_pixel_format(struct wined3d_context_gl *context_gl)
-{
-    const struct wined3d_gl_info *gl_info = context_gl->gl_info;
-    BOOL ret = FALSE;
-
-    if (context_gl->restore_pf && IsWindow(context_gl->restore_pf_win))
-    {
-        if (gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH])
-        {
-            HDC dc = GetDCEx(context_gl->restore_pf_win, 0, DCX_USESTYLE | DCX_CACHE);
-            if (dc)
-            {
-                if (!(ret = GL_EXTCALL(wglSetPixelFormatWINE(dc, context_gl->restore_pf))))
-                {
-                    ERR("Failed to restore pixel format %d on window %p.\n",
-                            context_gl->restore_pf, context_gl->restore_pf_win);
-                }
-                ReleaseDC(context_gl->restore_pf_win, dc);
-            }
-        }
-        else
-        {
-            ERR("Unable to restore pixel format %d on window %p.\n",
-                    context_gl->restore_pf, context_gl->restore_pf_win);
-        }
-    }
-
-    context_gl->restore_pf = 0;
-    context_gl->restore_pf_win = NULL;
-    return ret;
-}
-
-static BOOL wined3d_context_gl_set_pixel_format(struct wined3d_context_gl *context_gl)
-{
-    const struct wined3d_gl_info *gl_info = context_gl->gl_info;
-    BOOL private = context_gl->dc_is_private;
-    int format = context_gl->pixel_format;
-    HDC dc = context_gl->dc;
-    int current;
-
-    if (private && context_gl->dc_has_format)
-        return TRUE;
-
-    if (!private && WindowFromDC(dc) != context_gl->window)
-        return FALSE;
-
-    current = gl_info->gl_ops.wgl.p_wglGetPixelFormat(dc);
-    if (current == format) goto success;
-
-    if (!current)
-    {
-        if (!SetPixelFormat(dc, format, NULL))
-        {
-            /* This may also happen if the dc belongs to a destroyed window. */
-            WARN("Failed to set pixel format %d on device context %p, last error %#x.\n",
-                    format, dc, GetLastError());
-            return FALSE;
-        }
-
-        context_gl->restore_pf = 0;
-        context_gl->restore_pf_win = private ? NULL : WindowFromDC(dc);
-        goto success;
-    }
-
-    /* By default WGL doesn't allow pixel format adjustments but we need it
-     * here. For this reason there's a Wine specific wglSetPixelFormat()
-     * which allows us to set the pixel format multiple times. Only use it
-     * when really needed. */
-    if (gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH])
-    {
-        HWND win;
-
-        if (!GL_EXTCALL(wglSetPixelFormatWINE(dc, format)))
-        {
-            ERR("wglSetPixelFormatWINE failed to set pixel format %d on device context %p.\n",
-                    format, dc);
-            return FALSE;
-        }
-
-        win = private ? NULL : WindowFromDC(dc);
-        if (win != context_gl->restore_pf_win)
-        {
-            wined3d_context_gl_restore_pixel_format(context_gl);
-
-            context_gl->restore_pf = private ? 0 : current;
-            context_gl->restore_pf_win = win;
-        }
-
-        goto success;
-    }
-
-    /* OpenGL doesn't allow pixel format adjustments. Print an error and
-     * continue using the old format. There's a big chance that the old
-     * format works although with a performance hit and perhaps rendering
-     * errors. */
-    ERR("Unable to set pixel format %d on device context %p. Already using format %d.\n",
-            format, dc, current);
-    return TRUE;
-
-success:
-    if (private)
-        context_gl->dc_has_format = TRUE;
-    return TRUE;
-}
-
-static BOOL wined3d_context_gl_set_gl_context(struct wined3d_context_gl *context_gl)
-{
-    struct wined3d_swapchain_gl *swapchain_gl = wined3d_swapchain_gl(context_gl->c.swapchain);
-    BOOL backup = FALSE;
-
-    if (!wined3d_context_gl_set_pixel_format(context_gl))
-    {
-        WARN("Failed to set pixel format %d on device context %p.\n",
-                context_gl->pixel_format, context_gl->dc);
-        backup = TRUE;
-    }
-
-    if (backup || !wglMakeCurrent(context_gl->dc, context_gl->gl_ctx))
-    {
-        WARN("Failed to make GL context %p current on device context %p, last error %#x.\n",
-                context_gl->gl_ctx, context_gl->dc, GetLastError());
-        context_gl->valid = 0;
-        WARN("Trying fallback to the backup window.\n");
-
-        /* FIXME: If the context is destroyed it's no longer associated with
-         * a swapchain, so we can't use the swapchain to get a backup dc. To
-         * make this work windowless contexts would need to be handled by the
-         * device. */
-        if (context_gl->c.destroyed || !swapchain_gl)
-        {
-            FIXME("Unable to get backup dc for destroyed context %p.\n", context_gl);
-            wined3d_context_gl_set_current(NULL);
-            return FALSE;
-        }
-
-        if (!(context_gl->dc = wined3d_swapchain_gl_get_backup_dc(swapchain_gl)))
-        {
-            wined3d_context_gl_set_current(NULL);
-            return FALSE;
-        }
-
-        context_gl->dc_is_private = TRUE;
-        context_gl->dc_has_format = FALSE;
-
-        if (!wined3d_context_gl_set_pixel_format(context_gl))
-        {
-            ERR("Failed to set pixel format %d on device context %p.\n",
-                    context_gl->pixel_format, context_gl->dc);
-            wined3d_context_gl_set_current(NULL);
-            return FALSE;
-        }
-
-        if (!wglMakeCurrent(context_gl->dc, context_gl->gl_ctx))
-        {
-            ERR("Fallback to backup window (dc %p) failed too, last error %#x.\n",
-                    context_gl->dc, GetLastError());
-            wined3d_context_gl_set_current(NULL);
-            return FALSE;
-        }
-
-        context_gl->valid = 1;
-    }
-    context_gl->needs_set = 0;
-
-    return TRUE;
-}
-
-static void context_restore_gl_context(const struct wined3d_gl_info *gl_info, HDC dc, HGLRC gl_ctx)
-{
-    if (!wglMakeCurrent(dc, gl_ctx))
-    {
-        ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
-                gl_ctx, dc, GetLastError());
-        wined3d_context_gl_set_current(NULL);
-    }
-}
-
-static void wined3d_context_gl_update_window(struct wined3d_context_gl *context_gl)
-{
-    if (!context_gl->c.swapchain)
-        return;
-
-    if (context_gl->window == context_gl->c.swapchain->win_handle)
-        return;
-
-    TRACE("Updating context %p window from %p to %p.\n",
-            context_gl, context_gl->window, context_gl->c.swapchain->win_handle);
-
-    if (context_gl->dc)
-        wined3d_release_dc(context_gl->window, context_gl->dc);
-
-    context_gl->window = context_gl->c.swapchain->win_handle;
-    context_gl->dc_is_private = FALSE;
-    context_gl->dc_has_format = FALSE;
-    context_gl->needs_set = 1;
-    context_gl->valid = 1;
-
-    if (!(context_gl->dc = GetDCEx(context_gl->window, 0, DCX_USESTYLE | DCX_CACHE)))
-    {
-        ERR("Failed to get a device context for window %p.\n", context_gl->window);
-        context_gl->valid = 0;
-    }
-}
-
-void wined3d_context_cleanup(struct wined3d_context *context)
-{
-}
-
-static void wined3d_context_gl_cleanup(struct wined3d_context_gl *context_gl)
-{
-    struct wined3d_pipeline_statistics_query *pipeline_statistics_query;
-    const struct wined3d_gl_info *gl_info = context_gl->gl_info;
-    struct wined3d_so_statistics_query *so_statistics_query;
-    struct wined3d_timestamp_query *timestamp_query;
-    struct wined3d_occlusion_query *occlusion_query;
-    struct fbo_entry *entry, *entry2;
-    struct wined3d_fence *fence;
-    HGLRC restore_ctx;
-    HDC restore_dc;
-    unsigned int i;
-
-    restore_ctx = wglGetCurrentContext();
-    restore_dc = wglGetCurrentDC();
-
-    if (restore_ctx == context_gl->gl_ctx)
-        restore_ctx = NULL;
-    else if (context_gl->valid)
-        wined3d_context_gl_set_gl_context(context_gl);
-
-    if (context_gl->valid)
-    {
-        if (context_gl->dummy_arbfp_prog)
-            GL_EXTCALL(glDeleteProgramsARB(1, &context_gl->dummy_arbfp_prog));
-
-        if (context_gl->blit_vbo)
-            GL_EXTCALL(glDeleteBuffers(1, &context_gl->blit_vbo));
-
-        for (i = 0; i < context_gl->free_pipeline_statistics_query_count; ++i)
-        {
-            union wined3d_gl_pipeline_statistics_query *q = &context_gl->free_pipeline_statistics_queries[i];
-            GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(q->id), q->id));
-        }
-
-        for (i = 0; i < context_gl->free_so_statistics_query_count; ++i)
-        {
-            union wined3d_gl_so_statistics_query *q = &context_gl->free_so_statistics_queries[i];
-            GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(q->id), q->id));
-        }
-
-        if (context_gl->free_timestamp_query_count)
-            GL_EXTCALL(glDeleteQueries(context_gl->free_timestamp_query_count, context_gl->free_timestamp_queries));
-
-        if (gl_info->supported[ARB_SYNC])
-        {
-            for (i = 0; i < context_gl->free_fence_count; ++i)
-            {
-                GL_EXTCALL(glDeleteSync(context_gl->free_fences[i].sync));
-            }
-        }
-        else if (gl_info->supported[APPLE_FENCE])
-        {
-            for (i = 0; i < context_gl->free_fence_count; ++i)
-            {
-                GL_EXTCALL(glDeleteFencesAPPLE(1, &context_gl->free_fences[i].id));
-            }
-        }
-        else if (gl_info->supported[NV_FENCE])
-        {
-            for (i = 0; i < context_gl->free_fence_count; ++i)
-            {
-                GL_EXTCALL(glDeleteFencesNV(1, &context_gl->free_fences[i].id));
-            }
-        }
-
-        if (context_gl->free_occlusion_query_count)
-            GL_EXTCALL(glDeleteQueries(context_gl->free_occlusion_query_count, context_gl->free_occlusion_queries));
-
-        checkGLcall("context cleanup");
-    }
-    heap_free(context_gl->free_pipeline_statistics_queries);
-    heap_free(context_gl->free_so_statistics_queries);
-    heap_free(context_gl->free_timestamp_queries);
-    heap_free(context_gl->free_fences);
-    heap_free(context_gl->free_occlusion_queries);
-
-    LIST_FOR_EACH_ENTRY(pipeline_statistics_query, &context_gl->pipeline_statistics_queries,
-            struct wined3d_pipeline_statistics_query, entry)
-    {
-        if (context_gl->valid)
-            GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(pipeline_statistics_query->u.id), pipeline_statistics_query->u.id));
-        pipeline_statistics_query->context_gl = NULL;
-    }
-
-    LIST_FOR_EACH_ENTRY(so_statistics_query, &context_gl->so_statistics_queries,
-            struct wined3d_so_statistics_query, entry)
-    {
-        if (context_gl->valid)
-            GL_EXTCALL(glDeleteQueries(ARRAY_SIZE(so_statistics_query->u.id), so_statistics_query->u.id));
-        so_statistics_query->context_gl = NULL;
-    }
-
-    LIST_FOR_EACH_ENTRY(timestamp_query, &context_gl->timestamp_queries, struct wined3d_timestamp_query, entry)
-    {
-        if (context_gl->valid)
-            GL_EXTCALL(glDeleteQueries(1, &timestamp_query->id));
-        timestamp_query->context_gl = NULL;
-    }
-
-    LIST_FOR_EACH_ENTRY(fence, &context_gl->fences, struct wined3d_fence, entry)
-    {
-        if (context_gl->valid)
-        {
-            if (gl_info->supported[ARB_SYNC])
-            {
-                if (fence->object.sync)
-                    GL_EXTCALL(glDeleteSync(fence->object.sync));
-            }
-            else if (gl_info->supported[APPLE_FENCE])
-            {
-                GL_EXTCALL(glDeleteFencesAPPLE(1, &fence->object.id));
-            }
-            else if (gl_info->supported[NV_FENCE])
-            {
-                GL_EXTCALL(glDeleteFencesNV(1, &fence->object.id));
-            }
-        }
-        fence->context_gl = NULL;
-    }
-
-    LIST_FOR_EACH_ENTRY(occlusion_query, &context_gl->occlusion_queries, struct wined3d_occlusion_query, entry)
-    {
-        if (context_gl->valid)
-            GL_EXTCALL(glDeleteQueries(1, &occlusion_query->id));
-        occlusion_query->context_gl = NULL;
-    }
-
-    LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context_gl->fbo_destroy_list, struct fbo_entry, entry)
-    {
-        if (!context_gl->valid)
-            entry->id = 0;
-        wined3d_context_gl_destroy_fbo_entry(context_gl, entry);
-    }
-
-    LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context_gl->fbo_list, struct fbo_entry, entry)
-    {
-        if (!context_gl->valid)
-            entry->id = 0;
-        wined3d_context_gl_destroy_fbo_entry(context_gl, entry);
-    }
-
-    heap_free(context_gl->texture_type);
-
-    wined3d_context_gl_restore_pixel_format(context_gl);
-    if (restore_ctx)
-        context_restore_gl_context(gl_info, restore_dc, restore_ctx);
-    else if (wglGetCurrentContext() && !wglMakeCurrent(NULL, NULL))
-        ERR("Failed to disable GL context.\n");
-
-    wined3d_release_dc(context_gl->window, context_gl->dc);
-
-    if (!wglDeleteContext(context_gl->gl_ctx))
-    {
-        DWORD err = GetLastError();
-        ERR("Failed to delete GL context %p, last error %#x.\n", context_gl->gl_ctx, err);
-    }
-
-    wined3d_context_cleanup(&context_gl->c);
-}
-
-DWORD context_get_tls_idx(void)
-{
-    return wined3d_context_tls_idx;
-}
-
-void context_set_tls_idx(DWORD idx)
-{
-    wined3d_context_tls_idx = idx;
-}
-
-struct wined3d_context_gl *wined3d_context_gl_get_current(void)
-{
-    return TlsGetValue(wined3d_context_tls_idx);
-}
-
-BOOL wined3d_context_gl_set_current(struct wined3d_context_gl *context_gl)
-{
-    struct wined3d_context_gl *old = wined3d_context_gl_get_current();
-
-    if (old == context_gl)
-    {
-        TRACE("Already using D3D context %p.\n", context_gl);
-        return TRUE;
-    }
-
-    if (old)
-    {
-        if (old->c.destroyed)
-        {
-            TRACE("Switching away from destroyed context %p.\n", old);
-            wined3d_context_gl_cleanup(old);
-            heap_free((void *)old->gl_info);
-            heap_free(old);
-        }
-        else
-        {
-            if (wglGetCurrentContext())
-            {
-                const struct wined3d_gl_info *gl_info = old->gl_info;
-                TRACE("Flushing context %p before switching to %p.\n", old, context_gl);
-                gl_info->gl_ops.gl.p_glFlush();
-            }
-            old->c.current = 0;
-        }
-    }
-
-    if (context_gl)
-    {
-        if (!context_gl->valid)
-        {
-            ERR("Trying to make invalid context %p current.\n", context_gl);
-            return FALSE;
-        }
-
-        TRACE("Switching to D3D context %p, GL context %p, device context %p.\n",
-                context_gl, context_gl->gl_ctx, context_gl->dc);
-        if (!wined3d_context_gl_set_gl_context(context_gl))
-            return FALSE;
-        context_gl->c.current = 1;
-    }
-    else if (wglGetCurrentContext())
-    {
-        TRACE("Clearing current D3D context.\n");
-        if (!wglMakeCurrent(NULL, NULL))
-        {
-            DWORD err = GetLastError();
-            ERR("Failed to clear current GL context, last error %#x.\n", err);
-            TlsSetValue(wined3d_context_tls_idx, NULL);
-            return FALSE;
-        }
-    }
-
-    return TlsSetValue(wined3d_context_tls_idx, context_gl);
-}
-
-void wined3d_context_gl_release(struct wined3d_context_gl *context_gl)
-{
-    TRACE("Releasing context %p, level %u.\n", context_gl, context_gl->level);
-
-    if (WARN_ON(d3d))
-    {
-        if (!context_gl->level)
-            WARN("Context %p is not active.\n", context_gl);
-        else if (context_gl != wined3d_context_gl_get_current())
-            WARN("Context %p is not the current context.\n", context_gl);
-    }
-
-    if (!--context_gl->level)
-    {
-        if (wined3d_context_gl_restore_pixel_format(context_gl))
-            context_gl->needs_set = 1;
-        if (context_gl->restore_ctx)
-        {
-            TRACE("Restoring GL context %p on device context %p.\n", context_gl->restore_ctx, context_gl->restore_dc);
-            context_restore_gl_context(context_gl->gl_info, context_gl->restore_dc, context_gl->restore_ctx);
-            context_gl->restore_ctx = NULL;
-            context_gl->restore_dc = NULL;
-        }
-
-        if (context_gl->c.destroy_delayed)
-        {
-            TRACE("Destroying context %p.\n", context_gl);
-            wined3d_context_gl_destroy(context_gl);
-        }
-    }
-}
-
-/* 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_texture *texture, unsigned int sub_resource_idx)
-{
-    if (context->current_rt.texture != texture || context->current_rt.sub_resource_idx != sub_resource_idx)
-    {
-        context_release(context);
-        context = context_acquire(texture->resource.device, texture, sub_resource_idx);
-    }
-
-    context_release(context);
-}
-
-static void wined3d_context_gl_enter(struct wined3d_context_gl *context_gl)
-{
-    TRACE("Entering context %p, level %u.\n", context_gl, context_gl->level + 1);
-
-    if (!context_gl->level++)
-    {
-        const struct wined3d_context_gl *current_context = wined3d_context_gl_get_current();
-        HGLRC current_gl = wglGetCurrentContext();
-
-        if (current_gl && (!current_context || current_context->gl_ctx != current_gl))
-        {
-            TRACE("Another GL context (%p on device context %p) is already current.\n",
-                    current_gl, wglGetCurrentDC());
-            context_gl->restore_ctx = current_gl;
-            context_gl->restore_dc = wglGetCurrentDC();
-            context_gl->needs_set = 1;
-        }
-        else if (!context_gl->needs_set && !(context_gl->dc_is_private && context_gl->dc_has_format)
-                && context_gl->pixel_format != context_gl->gl_info->gl_ops.wgl.p_wglGetPixelFormat(context_gl->dc))
-            context_gl->needs_set = 1;
-    }
-}
-
-void context_invalidate_compute_state(struct wined3d_context *context, DWORD state_id)
-{
-    DWORD representative = context->state_table[state_id].representative - STATE_COMPUTE_OFFSET;
-    unsigned int index, shift;
-
-    index = representative / (sizeof(*context->dirty_compute_states) * CHAR_BIT);
-    shift = representative & (sizeof(*context->dirty_compute_states) * CHAR_BIT - 1);
-    context->dirty_compute_states[index] |= (1u << shift);
-}
-
-void context_invalidate_state(struct wined3d_context *context, unsigned int state_id)
-{
-    unsigned int representative = context->state_table[state_id].representative;
-    unsigned int index, shift;
-
-    index = representative / (sizeof(*context->dirty_graphics_states) * CHAR_BIT);
-    shift = representative & ((sizeof(*context->dirty_graphics_states) * CHAR_BIT) - 1);
-    context->dirty_graphics_states[index] |= (1u << shift);
-}
-
-/* This function takes care of wined3d pixel format selection. */
-static int context_choose_pixel_format(const struct wined3d_device *device, HDC hdc,
-        const struct wined3d_format *color_format, const struct wined3d_format *ds_format,
-        BOOL auxBuffers)
-{
-    unsigned int cfg_count = wined3d_adapter_gl(device->adapter)->pixel_format_count;
-    unsigned int current_value;
-    PIXELFORMATDESCRIPTOR pfd;
-    int iPixelFormat = 0;
-    unsigned int i;
-
-    TRACE("device %p, dc %p, color_format %s, ds_format %s, aux_buffers %#x.\n",
-            device, hdc, debug_d3dformat(color_format->id), debug_d3dformat(ds_format->id),
-            auxBuffers);
-
-    current_value = 0;
-    for (i = 0; i < cfg_count; ++i)
-    {
-        const struct wined3d_pixel_format *cfg = &wined3d_adapter_gl(device->adapter)->pixel_formats[i];
-        unsigned int value;
-
-        /* For now only accept RGBA formats. Perhaps some day we will
-         * allow floating point formats for pbuffers. */
-        if (cfg->iPixelType != WGL_TYPE_RGBA_ARB)
-            continue;
-        /* In window mode we need a window drawable format and double buffering. */
-        if (!(cfg->windowDrawable && cfg->doubleBuffer))
-            continue;
-        if (cfg->redSize < color_format->red_size)
-            continue;
-        if (cfg->greenSize < color_format->green_size)
-            continue;
-        if (cfg->blueSize < color_format->blue_size)
-            continue;
-        if (cfg->alphaSize < color_format->alpha_size)
-            continue;
-        if (cfg->depthSize < ds_format->depth_size)
-            continue;
-        if (ds_format->stencil_size && cfg->stencilSize != ds_format->stencil_size)
-            continue;
-        /* Check multisampling support. */
-        if (cfg->numSamples)
-            continue;
-
-        value = 1;
-        /* We try to locate a format which matches our requirements exactly. In case of
-         * depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
-        if (cfg->depthSize == ds_format->depth_size)
-            value += 1;
-        if (cfg->stencilSize == ds_format->stencil_size)
-            value += 2;
-        if (cfg->alphaSize == color_format->alpha_size)
-            value += 4;
-        /* We like to have aux buffers in backbuffer mode */
-        if (auxBuffers && cfg->auxBuffers)
-            value += 8;
-        if (cfg->redSize == color_format->red_size
-                && cfg->greenSize == color_format->green_size
-                && cfg->blueSize == color_format->blue_size)
-            value += 16;
-
-        if (value > current_value)
-        {
-            iPixelFormat = cfg->iPixelFormat;
-            current_value = value;
-        }
-    }
-
-    if (!iPixelFormat)
-    {
-        ERR("Trying to locate a compatible pixel format because an exact match failed.\n");
-
-        memset(&pfd, 0, sizeof(pfd));
-        pfd.nSize      = sizeof(pfd);
-        pfd.nVersion   = 1;
-        pfd.dwFlags    = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
-        pfd.iPixelType = PFD_TYPE_RGBA;
-        pfd.cAlphaBits = color_format->alpha_size;
-        pfd.cColorBits = color_format->red_size + color_format->green_size
-                + color_format->blue_size + color_format->alpha_size;
-        pfd.cDepthBits = ds_format->depth_size;
-        pfd.cStencilBits = ds_format->stencil_size;
-        pfd.iLayerType = PFD_MAIN_PLANE;
-
-        if (!(iPixelFormat = ChoosePixelFormat(hdc, &pfd)))
-        {
-            /* Something is very wrong as ChoosePixelFormat() barely fails. */
-            ERR("Can't find a suitable pixel format.\n");
-            return 0;
-        }
-    }
-
-    TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s.\n",
-            iPixelFormat, debug_d3dformat(color_format->id), debug_d3dformat(ds_format->id));
-    return iPixelFormat;
-}
-
-/* Context activation is done by the caller. */
-void wined3d_context_gl_bind_dummy_textures(const struct wined3d_context_gl *context_gl)
-{
-    const struct wined3d_dummy_textures *textures = &wined3d_device_gl(context_gl->c.device)->dummy_textures;
-    const struct wined3d_gl_info *gl_info = context_gl->gl_info;
-    unsigned int i;
-
-    for (i = 0; i < gl_info->limits.combined_samplers; ++i)
-    {
-        GL_EXTCALL(glActiveTexture(GL_TEXTURE0 + i));
-
-        gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, textures->tex_1d);
-        gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, textures->tex_2d);
-
-        if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
-            gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB, textures->tex_rect);
-
-        if (gl_info->supported[EXT_TEXTURE3D])
-            gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, textures->tex_3d);
-
-        if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
-            gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, textures->tex_cube);
-
-        if (gl_info->supported[ARB_TEXTURE_CUBE_MAP_ARRAY])
-            gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, textures->tex_cube_array);
-
-        if (gl_info->supported[EXT_TEXTURE_ARRAY])
-        {
-            gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D_ARRAY, textures->tex_1d_array);
-            gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_ARRAY, textures->tex_2d_array);
-        }
-
-        if (gl_info->supported[ARB_TEXTURE_BUFFER_OBJECT])
-            gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_BUFFER, textures->tex_buffer);
-
-        if (gl_info->supported[ARB_TEXTURE_MULTISAMPLE])
-        {
-            gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, textures->tex_2d_ms);
-            gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, textures->tex_2d_ms_array);
-        }
-    }
-
-    checkGLcall("bind dummy textures");
-}
-
-void wined3d_check_gl_call(const struct wined3d_gl_info *gl_info,
-        const char *file, unsigned int line, const char *name)
-{
-    GLint err;
-
-    if (gl_info->supported[ARB_DEBUG_OUTPUT] || (err = gl_info->gl_ops.gl.p_glGetError()) == GL_NO_ERROR)
-    {
-        TRACE("%s call ok %s / %u.\n", name, file, line);
-        return;
-    }
-
-    do
-    {
-        ERR(">>>>>>> %s (%#x) from %s @ %s / %u.\n",
-                debug_glerror(err), err, name, file,line);
-        err = gl_info->gl_ops.gl.p_glGetError();
-    } while (err != GL_NO_ERROR);
-}
-
-static BOOL context_debug_output_enabled(const struct wined3d_gl_info *gl_info)
-{
-    return gl_info->supported[ARB_DEBUG_OUTPUT]
-            && (ERR_ON(d3d) || FIXME_ON(d3d) || WARN_ON(d3d_perf));
-}
-
-static void WINE_GLAPI wined3d_debug_callback(GLenum source, GLenum type, GLuint id,
-        GLenum severity, GLsizei length, const char *message, void *ctx)
-{
-    switch (type)
-    {
-        case GL_DEBUG_TYPE_ERROR_ARB:
-            ERR("%p: %s.\n", ctx, debugstr_an(message, length));
-            break;
-
-        case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB:
-        case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB:
-        case GL_DEBUG_TYPE_PORTABILITY_ARB:
-            FIXME("%p: %s.\n", ctx, debugstr_an(message, length));
-            break;
-
-        case GL_DEBUG_TYPE_PERFORMANCE_ARB:
-            WARN_(d3d_perf)("%p: %s.\n", ctx, debugstr_an(message, length));
-            break;
-
-        default:
-            FIXME("ctx %p, type %#x: %s.\n", ctx, type, debugstr_an(message, length));
-            break;
-    }
-}
-
-HGLRC context_create_wgl_attribs(const struct wined3d_gl_info *gl_info, HDC hdc, HGLRC share_ctx)
-{
-    HGLRC ctx;
-    unsigned int ctx_attrib_idx = 0;
-    GLint ctx_attribs[7], ctx_flags = 0;
-
-    if (context_debug_output_enabled(gl_info))
-        ctx_flags = WGL_CONTEXT_DEBUG_BIT_ARB;
-    ctx_attribs[ctx_attrib_idx++] = WGL_CONTEXT_MAJOR_VERSION_ARB;
-    ctx_attribs[ctx_attrib_idx++] = gl_info->selected_gl_version >> 16;
-    ctx_attribs[ctx_attrib_idx++] = WGL_CONTEXT_MINOR_VERSION_ARB;
-    ctx_attribs[ctx_attrib_idx++] = gl_info->selected_gl_version & 0xffff;
-    if (ctx_flags)
-    {
-        ctx_attribs[ctx_attrib_idx++] = WGL_CONTEXT_FLAGS_ARB;
-        ctx_attribs[ctx_attrib_idx++] = ctx_flags;
-    }
-    ctx_attribs[ctx_attrib_idx] = 0;
-
-    if (!(ctx = gl_info->p_wglCreateContextAttribsARB(hdc, share_ctx, ctx_attribs)))
-    {
-        if (gl_info->selected_gl_version >= MAKEDWORD_VERSION(3, 2))
-        {
-            if (ctx_flags)
-            {
-                ctx_flags |= WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB;
-                ctx_attribs[ctx_attrib_idx - 1] = ctx_flags;
-            }
-            else
-            {
-                ctx_flags = WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB;
-                ctx_attribs[ctx_attrib_idx++] = WGL_CONTEXT_FLAGS_ARB;
-                ctx_attribs[ctx_attrib_idx++] = ctx_flags;
-                ctx_attribs[ctx_attrib_idx] = 0;
-            }
-            if (!(ctx = gl_info->p_wglCreateContextAttribsARB(hdc, share_ctx, ctx_attribs)))
-                WARN("Failed to create a WGL context with wglCreateContextAttribsARB, last error %#x.\n",
-                        GetLastError());
-        }
-    }
-    return ctx;
-}
-
-void wined3d_context_init(struct wined3d_context *context, struct wined3d_swapchain *swapchain)
-{
-    struct wined3d_device *device = swapchain->device;
-    DWORD state;
-
-    context->d3d_info = &device->adapter->d3d_info;
-    context->state_table = device->state_table;
-
-    /* Mark all states dirty to force a proper initialization of the states on
-     * the first use of the context. Compute states do not need initialization. */
-    for (state = 0; state <= STATE_HIGHEST; ++state)
-    {
-        if (context->state_table[state].representative && !STATE_IS_COMPUTE(state))
-            context_invalidate_state(context, state);
-    }
-
-    context->device = device;
-    context->swapchain = swapchain;
-    context->current_rt.texture = swapchain->front_buffer;
-    context->current_rt.sub_resource_idx = 0;
-
-    context->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);
-}
-
-HRESULT wined3d_context_no3d_init(struct wined3d_context *context_no3d, struct wined3d_swapchain *swapchain)
-{
-    TRACE("context_no3d %p, swapchain %p.\n", context_no3d, swapchain);
-
-    wined3d_context_init(context_no3d, swapchain);
-
-    return WINED3D_OK;
-}
-
-static BOOL wined3d_context_gl_create_wgl_ctx(struct wined3d_context_gl *context_gl,
-        struct wined3d_swapchain_gl *swapchain_gl)
-{
-    const struct wined3d_format *colour_format, *ds_format;
-    struct wined3d_context *context = &context_gl->c;
-    const struct wined3d_gl_info *gl_info;
-    struct wined3d_resource *target;
-    struct wined3d_adapter *adapter;
-    unsigned int target_bind_flags;
-    struct wined3d_device *device;
-    HGLRC ctx, share_ctx;
-    unsigned int i;
-
-    device = context->device;
-    adapter = device->adapter;
-    gl_info = &adapter->gl_info;
-
-    target = &context->current_rt.texture->resource;
-    target_bind_flags = target->bind_flags;
-
-    if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
-    {
-        static const enum wined3d_format_id ds_formats[] =
-        {
-            WINED3DFMT_D24_UNORM_S8_UINT,
-            WINED3DFMT_D32_UNORM,
-            WINED3DFMT_R24_UNORM_X8_TYPELESS,
-            WINED3DFMT_D16_UNORM,
-            WINED3DFMT_S1_UINT_D15_UNORM,
-        };
-
-        colour_format = target->format;
-
-        /* In case of ORM_BACKBUFFER, make sure to request an alpha component for
-         * X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
-        if (colour_format->id == WINED3DFMT_B4G4R4X4_UNORM)
-            colour_format = wined3d_get_format(adapter, WINED3DFMT_B4G4R4A4_UNORM, target_bind_flags);
-        else if (colour_format->id == WINED3DFMT_B8G8R8X8_UNORM)
-            colour_format = wined3d_get_format(adapter, WINED3DFMT_B8G8R8A8_UNORM, target_bind_flags);
-
-        /* DirectDraw supports 8bit paletted render targets and these are used by
-         * old games like StarCraft and C&C. Most modern hardware doesn't support
-         * 8bit natively so we perform some form of 8bit -> 32bit conversion. The
-         * conversion (ab)uses the alpha component for storing the palette index.
-         * For this reason we require a format with 8bit alpha, so request
-         * A8R8G8B8. */
-        if (colour_format->id == WINED3DFMT_P8_UINT)
-            colour_format = wined3d_get_format(adapter, WINED3DFMT_B8G8R8A8_UNORM, target_bind_flags);
-
-        /* Try to find a pixel format which matches our requirements. */
-        if (!swapchain_gl->s.ds_format)
-        {
-            for (i = 0; i < ARRAY_SIZE(ds_formats); ++i)
-            {
-                ds_format = wined3d_get_format(adapter, ds_formats[i], WINED3D_BIND_DEPTH_STENCIL);
-                if ((context_gl->pixel_format = context_choose_pixel_format(device,
-                        context_gl->dc, colour_format, ds_format, TRUE)))
-                {
-                    swapchain_gl->s.ds_format = ds_format;
-                    break;
-                }
-
-                TRACE("Depth stencil format %s is not supported, trying next format.\n",
-                        debug_d3dformat(ds_format->id));
-            }
-        }
-        else
-        {
-            context_gl->pixel_format = context_choose_pixel_format(device,
-                    context_gl->dc, colour_format, swapchain_gl->s.ds_format, TRUE);
-        }
-    }
-    else
-    {
-        /* When using FBOs for off-screen rendering, we only use the drawable for
-         * presentation blits, and don't do any rendering to it. That means we
-         * don't need depth or stencil buffers, and can mostly ignore the render
-         * target format. This wouldn't necessarily be quite correct for 10bpc
-         * display modes, but we don't currently support those.
-         * Using the same format regardless of the colour/depth/stencil targets
-         * makes it much less likely that different wined3d instances will set
-         * conflicting pixel formats. */
-        colour_format = wined3d_get_format(adapter, WINED3DFMT_B8G8R8A8_UNORM, target_bind_flags);
-        ds_format = wined3d_get_format(adapter, WINED3DFMT_UNKNOWN, WINED3D_BIND_DEPTH_STENCIL);
-        context_gl->pixel_format = context_choose_pixel_format(device,
-                context_gl->dc, colour_format, ds_format, FALSE);
-    }
-
-    if (!context_gl->pixel_format)
-    {
-        ERR("Failed to choose pixel format.\n");
-        return FALSE;
-    }
-
-    wined3d_context_gl_enter(context_gl);
-
-    if (!wined3d_context_gl_set_pixel_format(context_gl))
-    {
-        context_release(context);
-
-        if (context_gl->dc_is_private)
-        {
-            ERR("Failed to set pixel format %d on device context %p.\n", context_gl->pixel_format, context_gl->dc);
-
-            return FALSE;
-        }
-
-        WARN("Failed to set pixel format %d on device context %p, trying backup DC.\n",
-                context_gl->pixel_format, context_gl->dc);
-
-        wined3d_release_dc(context_gl->window, context_gl->dc);
-        if (!(context_gl->dc = wined3d_swapchain_gl_get_backup_dc(swapchain_gl)))
-        {
-            ERR("Failed to retrieve the backup device context.\n");
-            return FALSE;
-        }
-        context_gl->dc_is_private = TRUE;
-
-        return wined3d_context_gl_create_wgl_ctx(context_gl, swapchain_gl);
-    }
-
-    share_ctx = device->context_count ? wined3d_context_gl(device->contexts[0])->gl_ctx : NULL;
-    if (gl_info->p_wglCreateContextAttribsARB)
-    {
-        if (!(ctx = context_create_wgl_attribs(gl_info, context_gl->dc, share_ctx)))
-        {
-            ERR("Failed to create a WGL context.\n");
-            context_release(context);
-            return FALSE;
-        }
-    }
-    else
-    {
-        if (!(ctx = wglCreateContext(context_gl->dc)))
-        {
-            ERR("Failed to create a WGL context.\n");
-            context_release(context);
-            return FALSE;
-        }
-
-        if (share_ctx && !wglShareLists(share_ctx, ctx))
-        {
-            ERR("wglShareLists(%p, %p) failed, last error %#x.\n", share_ctx, ctx, GetLastError());
-            context_release(context);
-            if (!wglDeleteContext(ctx))
-                ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, GetLastError());
-            return FALSE;
-        }
-    }
-
-    context_gl->dc_has_format = TRUE;
-    context_gl->needs_set = 1;
-    context_gl->valid = 1;
-    context_gl->gl_ctx = ctx;
-
-    return TRUE;
-}
-
-HRESULT wined3d_context_gl_init(struct wined3d_context_gl *context_gl, struct wined3d_swapchain_gl *swapchain_gl)
-{
-    struct wined3d_context *context = &context_gl->c;
-    const struct wined3d_d3d_info *d3d_info;
-    const struct wined3d_gl_info *gl_info;
-    struct wined3d_device *device;
-    unsigned int i;
-
-    TRACE("context_gl %p, swapchain %p.\n", context_gl, swapchain_gl);
-
-    wined3d_context_init(&context_gl->c, &swapchain_gl->s);
-
-    device = context->device;
-    gl_info = &device->adapter->gl_info;
-    context_gl->gl_info = gl_info;
-    d3d_info = context->d3d_info;
-
-    context_gl->tid = GetCurrentThreadId();
-    context_gl->window = context->swapchain->win_handle;
-    if (context_gl->window == GetDesktopWindow())
-    {
-        TRACE("Swapchain is created on the desktop window, trying backup device context.\n");
-        context_gl->dc = NULL;
-    }
-    else if (!(context_gl->dc = GetDCEx(context_gl->window, 0, DCX_USESTYLE | DCX_CACHE)))
-        WARN("Failed to retrieve device context, trying swapchain backup.\n");
-
-    if (!context_gl->dc)
-    {
-        if (!(context_gl->dc = wined3d_swapchain_gl_get_backup_dc(swapchain_gl)))
-        {
-            ERR("Failed to retrieve a device context.\n");
-            return E_FAIL;
-        }
-        context_gl->dc_is_private = TRUE;
-    }
-
-    list_init(&context_gl->fbo_list);
-    list_init(&context_gl->fbo_destroy_list);
-
-    list_init(&context_gl->occlusion_queries);
-    list_init(&context_gl->fences);
-    list_init(&context_gl->timestamp_queries);
-    list_init(&context_gl->so_statistics_queries);
-    list_init(&context_gl->pipeline_statistics_queries);
-
-    for (i = 0; i < ARRAY_SIZE(context_gl->tex_unit_map); ++i)
-        context_gl->tex_unit_map[i] = WINED3D_UNMAPPED_STAGE;
-    for (i = 0; i < ARRAY_SIZE(context_gl->rev_tex_unit_map); ++i)
-        context_gl->rev_tex_unit_map[i] = WINED3D_UNMAPPED_STAGE;
-    if (gl_info->limits.graphics_samplers >= WINED3D_MAX_COMBINED_SAMPLERS)
-    {
-        /* Initialize the texture unit mapping to a 1:1 mapping. */
-        unsigned int base, count;
-
-        wined3d_gl_limits_get_texture_unit_range(&gl_info->limits, WINED3D_SHADER_TYPE_PIXEL, &base, &count);
-        if (base + WINED3D_MAX_FRAGMENT_SAMPLERS > ARRAY_SIZE(context_gl->rev_tex_unit_map))
-        {
-            ERR("Unexpected texture unit base index %u.\n", base);
-            goto fail;
-        }
-        for (i = 0; i < min(count, WINED3D_MAX_FRAGMENT_SAMPLERS); ++i)
-        {
-            context_gl->tex_unit_map[i] = base + i;
-            context_gl->rev_tex_unit_map[base + i] = i;
-        }
-
-        wined3d_gl_limits_get_texture_unit_range(&gl_info->limits, WINED3D_SHADER_TYPE_VERTEX, &base, &count);
-        if (base + WINED3D_MAX_VERTEX_SAMPLERS > ARRAY_SIZE(context_gl->rev_tex_unit_map))
-        {
-            ERR("Unexpected texture unit base index %u.\n", base);
-            goto fail;
-        }
-        for (i = 0; i < min(count, WINED3D_MAX_VERTEX_SAMPLERS); ++i)
-        {
-            context_gl->tex_unit_map[WINED3D_MAX_FRAGMENT_SAMPLERS + i] = base + i;
-            context_gl->rev_tex_unit_map[base + i] = WINED3D_MAX_FRAGMENT_SAMPLERS + i;
-        }
-    }
-
-    if (!(context_gl->texture_type = heap_calloc(gl_info->limits.combined_samplers,
-            sizeof(*context_gl->texture_type))))
-        goto fail;
-
-    if (!wined3d_context_gl_create_wgl_ctx(context_gl, swapchain_gl))
-        goto fail;
-
-    /* Set up the context defaults. */
-
-    context->render_offscreen = wined3d_resource_is_offscreen(&context->current_rt.texture->resource);
-    context_gl->draw_buffers_mask = context_generate_rt_mask(GL_BACK);
-
-    if (!wined3d_context_gl_set_current(context_gl))
-    {
-        ERR("Cannot activate context to set up defaults.\n");
-        context_release(context);
-        if (!wglDeleteContext(context_gl->gl_ctx))
-            ERR("wglDeleteContext(%p) failed, last error %#x.\n", context_gl->gl_ctx, GetLastError());
-        goto fail;
-    }
-
-    if (context_debug_output_enabled(gl_info))
-    {
-        GL_EXTCALL(glDebugMessageCallback(wined3d_debug_callback, context));
-        if (TRACE_ON(d3d_synchronous))
-            gl_info->gl_ops.gl.p_glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
-        GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, NULL, GL_FALSE));
-        if (ERR_ON(d3d))
-        {
-            GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_ERROR,
-                    GL_DONT_CARE, 0, NULL, GL_TRUE));
-        }
-        if (FIXME_ON(d3d))
-        {
-            GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR,
-                    GL_DONT_CARE, 0, NULL, GL_TRUE));
-            GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR,
-                    GL_DONT_CARE, 0, NULL, GL_TRUE));
-            GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_PORTABILITY,
-                    GL_DONT_CARE, 0, NULL, GL_TRUE));
-        }
-        if (WARN_ON(d3d_perf))
-        {
-            GL_EXTCALL(glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_PERFORMANCE,
-                    GL_DONT_CARE, 0, NULL, GL_TRUE));
-        }
-    }
-
-    if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
-        gl_info->gl_ops.gl.p_glGetIntegerv(GL_AUX_BUFFERS, &context_gl->aux_buffers);
-
-    TRACE("Setting up the screen\n");
-
-    if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
-    {
-        gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
-        checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
-
-        gl_info->gl_ops.gl.p_glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
-        checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
-
-        gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
-        checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
-    }
-    else
-    {
-        GLuint vao;
-
-        GL_EXTCALL(glGenVertexArrays(1, &vao));
-        GL_EXTCALL(glBindVertexArray(vao));
-        checkGLcall("creating VAO");
-    }
-
-    gl_info->gl_ops.gl.p_glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);
-    checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);");
-    gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
-    checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, 1);");
-
-    if (gl_info->supported[NV_TEXTURE_SHADER2])
-    {
-        /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
-         * the previous texture where to source the offset from is always unit - 1.
-         */
-        for (i = 1; i < gl_info->limits.textures; ++i)
-        {
-            wined3d_context_gl_active_texture(context_gl, gl_info, i);
-            gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_SHADER_NV,
-                    GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + i - 1);
-            checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...");
-        }
-    }
-    if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
-    {
-        /* MacOS(radeon X1600 at least, but most likely others too) refuses to draw if GLSL and ARBFP are
-         * enabled, but the currently bound arbfp program is 0. Enabling ARBFP with prog 0 is invalid, but
-         * GLSL should bypass this. This causes problems in programs that never use the fixed function pipeline,
-         * because the ARBFP extension is enabled by the ARBFP pipeline at context creation, but no program
-         * is ever assigned.
-         *
-         * So make sure a program is assigned to each context. The first real ARBFP use will set a different
-         * program and the dummy program is destroyed when the context is destroyed.
-         */
-        static const char dummy_program[] =
-                "!!ARBfp1.0\n"
-                "MOV result.color, fragment.color.primary;\n"
-                "END\n";
-        GL_EXTCALL(glGenProgramsARB(1, &context_gl->dummy_arbfp_prog));
-        GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, context_gl->dummy_arbfp_prog));
-        GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB,
-                GL_PROGRAM_FORMAT_ASCII_ARB, strlen(dummy_program), dummy_program));
-    }
-
-    if (gl_info->supported[ARB_POINT_SPRITE])
-    {
-        for (i = 0; i < gl_info->limits.textures; ++i)
-        {
-            wined3d_context_gl_active_texture(context_gl, gl_info, i);
-            gl_info->gl_ops.gl.p_glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
-            checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)");
-        }
-    }
-
-    if (gl_info->supported[ARB_PROVOKING_VERTEX])
-    {
-        GL_EXTCALL(glProvokingVertex(GL_FIRST_VERTEX_CONVENTION));
-    }
-    else if (gl_info->supported[EXT_PROVOKING_VERTEX])
-    {
-        GL_EXTCALL(glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT));
-    }
-    if (!(d3d_info->wined3d_creation_flags & WINED3D_NO_PRIMITIVE_RESTART))
-    {
-        if (gl_info->supported[ARB_ES3_COMPATIBILITY])
-        {
-            gl_info->gl_ops.gl.p_glEnable(GL_PRIMITIVE_RESTART_FIXED_INDEX);
-            checkGLcall("enable GL_PRIMITIVE_RESTART_FIXED_INDEX");
-        }
-        else
-        {
-            FIXME("OpenGL implementation does not support GL_PRIMITIVE_RESTART_FIXED_INDEX.\n");
-        }
-    }
-    if (!(d3d_info->wined3d_creation_flags & WINED3D_LEGACY_CUBEMAP_FILTERING)
-            && gl_info->supported[ARB_SEAMLESS_CUBE_MAP])
-    {
-        gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
-        checkGLcall("enable seamless cube map filtering");
-    }
-    if (gl_info->supported[ARB_CLIP_CONTROL])
-        GL_EXTCALL(glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, GL_LOWER_LEFT));
-
-    /* If this happens to be the first context for the device, dummy textures
-     * are not created yet. In that case, they will be created (and bound) by
-     * create_dummy_textures right after this context is initialized. */
-    if (wined3d_device_gl(device)->dummy_textures.tex_2d)
-        wined3d_context_gl_bind_dummy_textures(context_gl);
-
-    /* Initialise all rectangles to avoid resetting unused ones later. */
-    gl_info->gl_ops.gl.p_glScissor(0, 0, 0, 0);
-    checkGLcall("glScissor");
-
-    return WINED3D_OK;
-
-fail:
-    heap_free(context_gl->texture_type);
-    wined3d_release_dc(context_gl->window, context_gl->dc);
-    return E_FAIL;
-}
-
-void wined3d_context_gl_destroy(struct wined3d_context_gl *context_gl)
-{
-    struct wined3d_device *device = context_gl->c.device;
-
-    TRACE("Destroying context %p.\n", context_gl);
-
-    wined3d_from_cs(device->cs);
-
-    /* We delay destroying a context when it is active. The context_release()
-     * function invokes wined3d_context_gl_destroy() again while leaving the
-     * last level. */
-    if (context_gl->level)
-    {
-        TRACE("Delaying destruction of context %p.\n", context_gl);
-        context_gl->c.destroy_delayed = 1;
-        /* FIXME: Get rid of a pointer to swapchain from wined3d_context. */
-        context_gl->c.swapchain = NULL;
-        return;
-    }
-
-    device_context_remove(device, &context_gl->c);
-
-    if (context_gl->c.current && context_gl->tid != GetCurrentThreadId())
-    {
-        struct wined3d_gl_info *gl_info;
-
-        /* Make a copy of gl_info for wined3d_context_gl_cleanup() use, the
-         * one in wined3d_adapter may go away in the meantime. */
-        gl_info = heap_alloc(sizeof(*gl_info));
-        *gl_info = *context_gl->gl_info;
-        context_gl->gl_info = gl_info;
-        context_gl->c.destroyed = 1;
-
-        return;
-    }
-
-    wined3d_context_gl_cleanup(context_gl);
-    TlsSetValue(context_get_tls_idx(), NULL);
-    heap_free(context_gl);
-}
-
-const unsigned int *wined3d_context_gl_get_tex_unit_mapping(const struct wined3d_context_gl *context_gl,
-        const struct wined3d_shader_version *shader_version, unsigned int *base, unsigned int *count)
-{
-    const struct wined3d_gl_info *gl_info = context_gl->gl_info;
-
-    if (!shader_version)
-    {
-        *base = 0;
-        *count = WINED3D_MAX_TEXTURES;
-        return context_gl->tex_unit_map;
-    }
-
-    if (shader_version->major >= 4)
-    {
-        wined3d_gl_limits_get_texture_unit_range(&gl_info->limits, shader_version->type, base, count);
-        return NULL;
-    }
-
-    switch (shader_version->type)
-    {
-        case WINED3D_SHADER_TYPE_PIXEL:
-            *base = 0;
-            *count = WINED3D_MAX_FRAGMENT_SAMPLERS;
-            break;
-        case WINED3D_SHADER_TYPE_VERTEX:
-            *base = WINED3D_MAX_FRAGMENT_SAMPLERS;
-            *count = WINED3D_MAX_VERTEX_SAMPLERS;
-            break;
-        default:
-            ERR("Unhandled shader type %#x.\n", shader_version->type);
-            *base = 0;
-            *count = 0;
-    }
-
-    return context_gl->tex_unit_map;
-}
-
-static void wined3d_context_gl_get_rt_size(const struct wined3d_context_gl *context_gl, SIZE *size)
-{
-    const struct wined3d_texture *rt = context_gl->c.current_rt.texture;
-    unsigned int level;
-
-    if (rt->swapchain)
-    {
-        RECT window_size;
-
-        GetClientRect(context_gl->window, &window_size);
-        size->cx = window_size.right - window_size.left;
-        size->cy = window_size.bottom - window_size.top;
-
-        return;
-    }
-
-    level = context_gl->c.current_rt.sub_resource_idx % rt->level_count;
-    size->cx = wined3d_texture_get_level_width(rt, level);
-    size->cy = wined3d_texture_get_level_height(rt, level);
-}
-
-void wined3d_context_gl_enable_clip_distances(struct wined3d_context_gl *context_gl, uint32_t enable_mask)
-{
-    const struct wined3d_gl_info *gl_info = context_gl->gl_info;
-    unsigned int clip_distance_count, i;
-    uint32_t disable_mask, current_mask;
-
-    clip_distance_count = gl_info->limits.user_clip_distances;
-    disable_mask = ~enable_mask;
-    enable_mask &= (1u << clip_distance_count) - 1;
-    disable_mask &= (1u << clip_distance_count) - 1;
-    current_mask = context_gl->c.clip_distance_mask;
-    context_gl->c.clip_distance_mask = enable_mask;
-
-    enable_mask &= ~current_mask;
-    while (enable_mask)
-    {
-        i = wined3d_bit_scan(&enable_mask);
-        gl_info->gl_ops.gl.p_glEnable(GL_CLIP_DISTANCE0 + i);
-    }
-    disable_mask &= current_mask;
-    while (disable_mask)
-    {
-        i = wined3d_bit_scan(&disable_mask);
-        gl_info->gl_ops.gl.p_glDisable(GL_CLIP_DISTANCE0 + i);
-    }
-    checkGLcall("toggle clip distances");
-}
-
-static inline BOOL is_rt_mask_onscreen(DWORD rt_mask)
-{
-    return rt_mask & (1u << 31);
-}
-
-static inline GLenum draw_buffer_from_rt_mask(DWORD rt_mask)
-{
-    return rt_mask & ~(1u << 31);
-}
-
-/* Context activation is done by the caller. */
-static void wined3d_context_gl_apply_draw_buffers(struct wined3d_context_gl *context_gl, uint32_t rt_mask)
-{
-    const struct wined3d_gl_info *gl_info = context_gl->gl_info;
-    GLenum draw_buffers[WINED3D_MAX_RENDER_TARGETS];
-
-    if (!rt_mask)
-    {
-        gl_info->gl_ops.gl.p_glDrawBuffer(GL_NONE);
-    }
-    else if (is_rt_mask_onscreen(rt_mask))
-    {
-        gl_info->gl_ops.gl.p_glDrawBuffer(draw_buffer_from_rt_mask(rt_mask));
-    }
-    else
-    {
-        if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
-        {
-            unsigned int i = 0;
-
-            while (rt_mask)
-            {
-                if (rt_mask & 1)
-                    draw_buffers[i] = GL_COLOR_ATTACHMENT0 + i;
-                else
-                    draw_buffers[i] = GL_NONE;
-
-                rt_mask >>= 1;
-                ++i;
-            }
-
-            if (gl_info->supported[ARB_DRAW_BUFFERS])
-            {
-                GL_EXTCALL(glDrawBuffers(i, draw_buffers));
-            }
-            else
-            {
-                gl_info->gl_ops.gl.p_glDrawBuffer(draw_buffers[0]);
-            }
-        }
-        else
-        {
-            ERR("Unexpected draw buffers mask with backbuffer ORM.\n");
-        }
-    }
-
-    checkGLcall("apply draw buffers");
-}
-
-/* Context activation is done by the caller. */
-void wined3d_context_gl_set_draw_buffer(struct wined3d_context_gl *context_gl, GLenum buffer)
-{
-    const struct wined3d_gl_info *gl_info = context_gl->gl_info;
-    struct fbo_entry *current_fbo = context_gl->current_fbo;
-    uint32_t new_mask = context_generate_rt_mask(buffer);
-    uint32_t *current_mask;
-
-    current_mask = current_fbo ? &current_fbo->rt_mask : &context_gl->draw_buffers_mask;
-    if (new_mask == *current_mask)
-        return;
-
-    gl_info->gl_ops.gl.p_glDrawBuffer(buffer);
-    checkGLcall("glDrawBuffer()");
-
-    *current_mask = new_mask;
-}
-
-/* Context activation is done by the caller. */
-void wined3d_context_gl_active_texture(struct wined3d_context_gl *context_gl,
-        const struct wined3d_gl_info *gl_info, unsigned int unit)
-{
-    GL_EXTCALL(glActiveTexture(GL_TEXTURE0 + unit));
-    checkGLcall("glActiveTexture");
-    context_gl->active_texture = unit;
-}
-
-void wined3d_context_gl_bind_bo(struct wined3d_context_gl *context_gl, GLenum binding, GLuint name)
-{
-    const struct wined3d_gl_info *gl_info = context_gl->gl_info;
-
-    if (binding == GL_ELEMENT_ARRAY_BUFFER)
-        context_invalidate_state(&context_gl->c, STATE_INDEXBUFFER);
-
-    GL_EXTCALL(glBindBuffer(binding, name));
-}
-
-void wined3d_context_gl_bind_texture(struct wined3d_context_gl *context_gl, GLenum target, GLuint name)
-{
-    const struct wined3d_dummy_textures *textures = &wined3d_device_gl(context_gl->c.device)->dummy_textures;
-    const struct wined3d_gl_info *gl_info = context_gl->gl_info;
-    GLenum old_texture_type;
-    unsigned int unit;
-
-    if (name)
-        gl_info->gl_ops.gl.p_glBindTexture(target, name);
-    else
-        target = GL_NONE;
-
-    unit = context_gl->active_texture;
-    old_texture_type = context_gl->texture_type[unit];
-    if (old_texture_type != target)
-    {
-        switch (old_texture_type)
-        {
-            case GL_NONE:
-                /* nothing to do */
-                break;
-            case GL_TEXTURE_1D:
-                gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, textures->tex_1d);
-                break;
-            case GL_TEXTURE_1D_ARRAY:
-                gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D_ARRAY, textures->tex_1d_array);
-                break;
-            case GL_TEXTURE_2D:
-                gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, textures->tex_2d);
-                break;
-            case GL_TEXTURE_2D_ARRAY:
-                gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_ARRAY, textures->tex_2d_array);
-                break;
-            case GL_TEXTURE_RECTANGLE_ARB:
-                gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB, textures->tex_rect);
-                break;
-            case GL_TEXTURE_CUBE_MAP:
-                gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, textures->tex_cube);
-                break;
-            case GL_TEXTURE_CUBE_MAP_ARRAY:
-                gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, textures->tex_cube_array);
-                break;
-            case GL_TEXTURE_3D:
-                gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, textures->tex_3d);
-                break;
-            case GL_TEXTURE_BUFFER:
-                gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_BUFFER, textures->tex_buffer);
-                break;
-            case GL_TEXTURE_2D_MULTISAMPLE:
-                gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, textures->tex_2d_ms);
-                break;
-            case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
-                gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, textures->tex_2d_ms_array);
-                break;
-            default:
-                ERR("Unexpected texture target %#x.\n", old_texture_type);
-        }
-
-        context_gl->texture_type[unit] = target;
-    }
-
-    checkGLcall("bind texture");
-}
-
-void *wined3d_context_gl_map_bo_address(struct wined3d_context_gl *context_gl,
-        const struct wined3d_bo_address *data, size_t size, GLenum binding, DWORD flags)
-{
-    const struct wined3d_gl_info *gl_info;
-    BYTE *memory;
-
-    if (!data->buffer_object)
-        return data->addr;
-
-    gl_info = context_gl->gl_info;
-    wined3d_context_gl_bind_bo(context_gl, binding, data->buffer_object);
-
-    if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
-    {
-        memory = GL_EXTCALL(glMapBufferRange(binding, (INT_PTR)data->addr,
-                size, wined3d_resource_gl_map_flags(flags)));
-    }
-    else
-    {
-        memory = GL_EXTCALL(glMapBuffer(binding, wined3d_resource_gl_legacy_map_flags(flags)));
-        memory += (INT_PTR)data->addr;
-    }
-
-    wined3d_context_gl_bind_bo(context_gl, binding, 0);
-    checkGLcall("Map buffer object");
-
-    return memory;
-}
-
-void wined3d_context_gl_unmap_bo_address(struct wined3d_context_gl *context_gl, const struct wined3d_bo_address *data,
-        GLenum binding, unsigned int range_count, const struct wined3d_range *ranges)
-{
-    const struct wined3d_gl_info *gl_info;
-    unsigned int i;
-
-    if (!data->buffer_object)
-        return;
-
-    gl_info = context_gl->gl_info;
-    wined3d_context_gl_bind_bo(context_gl, binding, data->buffer_object);
-
-    if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
-    {
-        for (i = 0; i < range_count; ++i)
-        {
-            GL_EXTCALL(glFlushMappedBufferRange(binding, (UINT_PTR)data->addr + ranges[i].offset, ranges[i].size));
-        }
-    }
-
-    GL_EXTCALL(glUnmapBuffer(binding));
-    wined3d_context_gl_bind_bo(context_gl, binding, 0);
-    checkGLcall("Unmap buffer object");
-}
-
-void wined3d_context_gl_copy_bo_address(struct wined3d_context_gl *context_gl,
-        const struct wined3d_bo_address *dst, GLenum dst_binding,
-        const struct wined3d_bo_address *src, GLenum src_binding, size_t size)
-{
-    const struct wined3d_gl_info *gl_info;
-    struct wined3d_range range;
-    BYTE *dst_ptr, *src_ptr;
-
-    gl_info = context_gl->gl_info;
-
-    if (dst->buffer_object && src->buffer_object)
-    {
-        if (gl_info->supported[ARB_COPY_BUFFER])
-        {
-            GL_EXTCALL(glBindBuffer(GL_COPY_READ_BUFFER, src->buffer_object));
-            GL_EXTCALL(glBindBuffer(GL_COPY_WRITE_BUFFER, dst->buffer_object));
-            GL_EXTCALL(glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER,
-                    (GLintptr)src->addr, (GLintptr)dst->addr, size));
-            checkGLcall("direct buffer copy");
-        }
-        else
-        {
-            src_ptr = wined3d_context_gl_map_bo_address(context_gl, src, size, src_binding, WINED3D_MAP_READ);
-            dst_ptr = wined3d_context_gl_map_bo_address(context_gl, dst, size, dst_binding, WINED3D_MAP_WRITE);
-
-            memcpy(dst_ptr, src_ptr, size);
-
-            range.offset = 0;
-            range.size = size;
-            wined3d_context_gl_unmap_bo_address(context_gl, dst, dst_binding, 1, &range);
-            wined3d_context_gl_unmap_bo_address(context_gl, src, src_binding, 0, NULL);
-        }
-    }
-    else if (!dst->buffer_object && src->buffer_object)
-    {
-        wined3d_context_gl_bind_bo(context_gl, src_binding, src->buffer_object);
-        GL_EXTCALL(glGetBufferSubData(src_binding, (GLintptr)src->addr, size, dst->addr));
-        checkGLcall("buffer download");
-    }
-    else if (dst->buffer_object && !src->buffer_object)
-    {
-        wined3d_context_gl_bind_bo(context_gl, dst_binding, dst->buffer_object);
-        GL_EXTCALL(glBufferSubData(dst_binding, (GLintptr)dst->addr, size, src->addr));
-        checkGLcall("buffer upload");
-    }
-    else
-    {
-        memcpy(dst->addr, src->addr, size);
-    }
-}
-
-static void wined3d_context_gl_set_render_offscreen(struct wined3d_context_gl *context_gl, BOOL offscreen)
-{
-    if (context_gl->c.render_offscreen == offscreen)
-        return;
-
-    context_invalidate_state(&context_gl->c, STATE_VIEWPORT);
-    context_invalidate_state(&context_gl->c, STATE_SCISSORRECT);
-    if (!context_gl->gl_info->supported[ARB_CLIP_CONTROL])
-    {
-        context_invalidate_state(&context_gl->c, STATE_RASTERIZER);
-        context_invalidate_state(&context_gl->c, STATE_POINTSPRITECOORDORIGIN);
-        context_invalidate_state(&context_gl->c, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
-    }
-    context_invalidate_state(&context_gl->c, STATE_SHADER(WINED3D_SHADER_TYPE_DOMAIN));
-    if (context_gl->gl_info->supported[ARB_FRAGMENT_COORD_CONVENTIONS])
-        context_invalidate_state(&context_gl->c, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL));
-    context_gl->c.render_offscreen = offscreen;
-}
-
-GLenum wined3d_context_gl_get_offscreen_gl_buffer(const struct wined3d_context_gl *context_gl)
-{
-    switch (wined3d_settings.offscreen_rendering_mode)
-    {
-        case ORM_FBO:
-            return GL_COLOR_ATTACHMENT0;
-
-        case ORM_BACKBUFFER:
-            return context_gl->aux_buffers > 0 ? GL_AUX0 : GL_BACK;
-
-        default:
-            FIXME("Unhandled offscreen rendering mode %#x.\n", wined3d_settings.offscreen_rendering_mode);
-            return GL_BACK;
-    }
-}
-
-static uint32_t wined3d_context_gl_generate_rt_mask_no_fbo(const struct wined3d_context_gl *context_gl,
-        struct wined3d_resource *rt)
-{
-    if (!rt || rt->format->id == WINED3DFMT_NULL)
-        return 0;
-    else if (rt->type != WINED3D_RTYPE_BUFFER && texture_from_resource(rt)->swapchain)
-        return context_generate_rt_mask_from_resource(rt);
-    else
-        return context_generate_rt_mask(wined3d_context_gl_get_offscreen_gl_buffer(context_gl));
-}
-
-/* Context activation is done by the caller. */
-void wined3d_context_gl_apply_blit_state(struct wined3d_context_gl *context_gl, const struct wined3d_device *device)
-{
-    struct wined3d_context *context = &context_gl->c;
-    const struct wined3d_gl_info *gl_info;
-    uint32_t rt_mask, *cur_mask;
-    struct wined3d_texture *rt;
-    unsigned int sampler;
-    SIZE rt_size;
-
-    TRACE("Setting up context %p for blitting.\n", context);
-
-    gl_info = context_gl->gl_info;
-    rt = context->current_rt.texture;
-
-    if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
-    {
-        if (context->render_offscreen)
-        {
-            wined3d_texture_load(rt, context, FALSE);
-
-            wined3d_context_gl_apply_fbo_state_blit(context_gl, GL_FRAMEBUFFER, &rt->resource,
-                    context->current_rt.sub_resource_idx, NULL, 0, rt->resource.draw_binding);
-            if (rt->resource.format->id != WINED3DFMT_NULL)
-                rt_mask = 1;
-            else
-                rt_mask = 0;
-        }
-        else
-        {
-            context_gl->current_fbo = NULL;
-            wined3d_context_gl_bind_fbo(context_gl, GL_FRAMEBUFFER, 0);
-            rt_mask = context_generate_rt_mask_from_resource(&rt->resource);
-        }
-    }
-    else
-    {
-        rt_mask = wined3d_context_gl_generate_rt_mask_no_fbo(context_gl, &rt->resource);
-    }
-
-    cur_mask = context_gl->current_fbo ? &context_gl->current_fbo->rt_mask : &context_gl->draw_buffers_mask;
-
-    if (rt_mask != *cur_mask)
-    {
-        wined3d_context_gl_apply_draw_buffers(context_gl, rt_mask);
-        *cur_mask = rt_mask;
-    }
-
-    if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
-        wined3d_context_gl_check_fbo_status(context_gl, GL_FRAMEBUFFER);
-    context_invalidate_state(context, STATE_FRAMEBUFFER);
-
-    wined3d_context_gl_get_rt_size(context_gl, &rt_size);
-
-    if (context->last_was_blit)
-    {
-        if (context_gl->blit_size.cx != rt_size.cx || context_gl->blit_size.cy != rt_size.cy)
-        {
-            gl_info->gl_ops.gl.p_glViewport(0, 0, rt_size.cx, rt_size.cy);
-            context->viewport_count = WINED3D_MAX_VIEWPORTS;
-            context_gl->blit_size = rt_size;
-            /* No need to dirtify here, the states are still dirtified because
-             * they weren't applied since the last context_apply_blit_state()
-             * call. */
-        }
-        checkGLcall("blit state application");
-        TRACE("Context is already set up for blitting, nothing to do.\n");
-        return;
-    }
-    context->last_was_blit = TRUE;
-
-    if (gl_info->supported[ARB_SAMPLER_OBJECTS])
-        GL_EXTCALL(glBindSampler(0, 0));
-    wined3d_context_gl_active_texture(context_gl, gl_info, 0);
-
-    sampler = context_gl->rev_tex_unit_map[0];
-    if (sampler != WINED3D_UNMAPPED_STAGE)
-    {
-        if (sampler < WINED3D_MAX_TEXTURES)
-        {
-            context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + sampler));
-            context_invalidate_state(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP));
-        }
-        context_invalidate_state(context, STATE_SAMPLER(sampler));
-    }
-    context_invalidate_compute_state(context, STATE_COMPUTE_SHADER_RESOURCE_BINDING);
-    context_invalidate_state(context, STATE_GRAPHICS_SHADER_RESOURCE_BINDING);
-
-    if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
-    {
-        gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST);
-        context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHATESTENABLE));
-    }
-    gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_TEST);
-    context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ZENABLE));
-    gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
-    gl_info->gl_ops.gl.p_glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
-    context_invalidate_state(context, STATE_BLEND);
-    gl_info->gl_ops.gl.p_glDisable(GL_CULL_FACE);
-    gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST);
-    context_invalidate_state(context, STATE_RASTERIZER);
-    gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST);
-    context_invalidate_state(context, STATE_RENDER(WINED3D_RS_STENCILENABLE));
-    if (gl_info->supported[ARB_POINT_SPRITE])
-    {
-        gl_info->gl_ops.gl.p_glDisable(GL_POINT_SPRITE_ARB);
-        context_invalidate_state(context, STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE));
-    }
-    if (gl_info->supported[ARB_FRAMEBUFFER_SRGB])
-    {
-        gl_info->gl_ops.gl.p_glDisable(GL_FRAMEBUFFER_SRGB);
-        context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE));
-    }
-
-    context->last_was_rhw = TRUE;
-    context_invalidate_state(context, STATE_VDECL); /* because of last_was_rhw = TRUE */
-
-    wined3d_context_gl_enable_clip_distances(context_gl, 0);
-    context_invalidate_state(context, STATE_RENDER(WINED3D_RS_CLIPPING));
-
-    /* FIXME: Make draw_textured_quad() able to work with a upper left origin. */
-    if (gl_info->supported[ARB_CLIP_CONTROL])
-        GL_EXTCALL(glClipControl(GL_LOWER_LEFT, GL_NEGATIVE_ONE_TO_ONE));
-    gl_info->gl_ops.gl.p_glViewport(0, 0, rt_size.cx, rt_size.cy);
-    context->viewport_count = WINED3D_MAX_VIEWPORTS;
-    context_invalidate_state(context, STATE_VIEWPORT);
-
-    device->shader_backend->shader_disable(device->shader_priv, context);
-
-    context_gl->blit_size = rt_size;
-
-    checkGLcall("blit state application");
-}
-
-static void wined3d_context_gl_apply_blit_projection(const struct wined3d_context_gl *context_gl,
-        unsigned int w, unsigned int h)
-{
-    const struct wined3d_gl_info *gl_info = context_gl->gl_info;
-    const GLdouble projection[] =
-    {
-        2.0 / w,     0.0,  0.0, 0.0,
-            0.0, 2.0 / h,  0.0, 0.0,
-            0.0,     0.0,  2.0, 0.0,
-           -1.0,    -1.0, -1.0, 1.0,
-    };
-
-    gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
-    gl_info->gl_ops.gl.p_glLoadMatrixd(projection);
-}
-
-/* Setup OpenGL states for fixed-function blitting. */
-/* Context activation is done by the caller. */
-void wined3d_context_gl_apply_ffp_blit_state(struct wined3d_context_gl *context_gl,
-        const struct wined3d_device *device)
-{
-    struct wined3d_context *context = &context_gl->c;
-    const struct wined3d_gl_info *gl_info;
-    unsigned int i, sampler;
-
-    gl_info = context_gl->gl_info;
-    if (!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
-        ERR("Applying fixed-function state without legacy context support.\n");
-
-    if (context->last_was_ffp_blit)
-    {
-        SIZE rt_size;
-
-        wined3d_context_gl_get_rt_size(context_gl, &rt_size);
-        if (context_gl->blit_size.cx != rt_size.cx || context_gl->blit_size.cy != rt_size.cy)
-            wined3d_context_gl_apply_blit_projection(context_gl, rt_size.cx, rt_size.cy);
-        wined3d_context_gl_apply_blit_state(context_gl, device);
-
-        checkGLcall("ffp blit state application");
-        return;
-    }
-    context->last_was_ffp_blit = TRUE;
-
-    wined3d_context_gl_apply_blit_state(context_gl, device);
-
-    /* Disable all textures. The caller can then bind a texture it wants to blit
-     * from. */
-    for (i = gl_info->limits.textures - 1; i > 0 ; --i)
-    {
-        wined3d_context_gl_active_texture(context_gl, gl_info, i);
-
-        if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
-            gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
-        gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
-        if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
-            gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
-        gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
-
-        gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
-
-        sampler = context_gl->rev_tex_unit_map[i];
-        if (sampler != WINED3D_UNMAPPED_STAGE)
-        {
-            if (sampler < WINED3D_MAX_TEXTURES)
-                context_invalidate_state(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP));
-            context_invalidate_state(context, STATE_SAMPLER(sampler));
-        }
-    }
-
-    wined3d_context_gl_active_texture(context_gl, gl_info, 0);
-
-    if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
-        gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
-    gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
-    if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
-        gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
-    gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
-
-    gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
-    if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
-        gl_info->gl_ops.gl.p_glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, 0.0f);
-
-    gl_info->gl_ops.gl.p_glMatrixMode(GL_TEXTURE);
-    gl_info->gl_ops.gl.p_glLoadIdentity();
-
-    /* Setup transforms. */
-    gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
-    gl_info->gl_ops.gl.p_glLoadIdentity();
-    context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
-    wined3d_context_gl_apply_blit_projection(context_gl, context_gl->blit_size.cx, context_gl->blit_size.cy);
-    context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
-
-    /* Other misc states. */
-    gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
-    context_invalidate_state(context, STATE_RENDER(WINED3D_RS_LIGHTING));
-    gl_info->p_glDisableWINE(GL_FOG);
-    context_invalidate_state(context, STATE_RENDER(WINED3D_RS_FOGENABLE));
-
-    if (gl_info->supported[EXT_SECONDARY_COLOR])
-    {
-        gl_info->gl_ops.gl.p_glDisable(GL_COLOR_SUM_EXT);
-        context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
-    }
-    checkGLcall("ffp blit state application");
-}
-
-static BOOL have_framebuffer_attachment(unsigned int rt_count, struct wined3d_rendertarget_view * const *rts,
-        const struct wined3d_rendertarget_view *ds)
-{
-    unsigned int i;
-
-    if (ds)
-        return TRUE;
-
-    for (i = 0; i < rt_count; ++i)
-    {
-        if (rts[i] && rts[i]->format->id != WINED3DFMT_NULL)
-            return TRUE;
-    }
-
-    return FALSE;
-}
-
-/* Context activation is done by the caller. */
-BOOL wined3d_context_gl_apply_clear_state(struct wined3d_context_gl *context_gl,
-        const struct wined3d_state *state, unsigned int rt_count, const struct wined3d_fb_state *fb)
-{
-    struct wined3d_rendertarget_view * const *rts = fb->render_targets;
-    const struct wined3d_gl_info *gl_info = context_gl->gl_info;
-    struct wined3d_rendertarget_view *dsv = fb->depth_stencil;
-    uint32_t rt_mask = 0, *cur_mask;
-    unsigned int i;
-
-    if (isStateDirty(&context_gl->c, STATE_FRAMEBUFFER) || fb != &state->fb
-            || rt_count != gl_info->limits.buffers)
-    {
-        if (!have_framebuffer_attachment(rt_count, rts, dsv))
-        {
-            WARN("Invalid render target config, need at least one attachment.\n");
-            return FALSE;
-        }
-
-        if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
-        {
-            struct wined3d_rendertarget_info ds_info = {{0}};
-
-            if (!rt_count || wined3d_resource_is_offscreen(rts[0]->resource))
-            {
-                memset(context_gl->blit_targets, 0, sizeof(context_gl->blit_targets));
-                for (i = 0; i < rt_count; ++i)
-                {
-                    if (rts[i])
-                    {
-                        struct wined3d_rendertarget_view_gl *rtv_gl = wined3d_rendertarget_view_gl(rts[i]);
-                        context_gl->blit_targets[i].gl_view = rtv_gl->gl_view;
-                        context_gl->blit_targets[i].resource = rtv_gl->v.resource;
-                        context_gl->blit_targets[i].sub_resource_idx = rtv_gl->v.sub_resource_idx;
-                        context_gl->blit_targets[i].layer_count = rtv_gl->v.layer_count;
-                    }
-                    if (rts[i] && rts[i]->format->id != WINED3DFMT_NULL)
-                        rt_mask |= (1u << i);
-                }
-
-                if (dsv)
-                {
-                    struct wined3d_rendertarget_view_gl *dsv_gl = wined3d_rendertarget_view_gl(dsv);
-                    ds_info.gl_view = dsv_gl->gl_view;
-                    ds_info.resource = dsv_gl->v.resource;
-                    ds_info.sub_resource_idx = dsv_gl->v.sub_resource_idx;
-                    ds_info.layer_count = dsv_gl->v.layer_count;
-                }
-
-                wined3d_context_gl_apply_fbo_state(context_gl, GL_FRAMEBUFFER, context_gl->blit_targets, &ds_info,
-                        rt_count ? rts[0]->resource->draw_binding : 0, dsv ? dsv->resource->draw_binding : 0);
-            }
-            else
-            {
-                wined3d_context_gl_apply_fbo_state(context_gl, GL_FRAMEBUFFER, NULL, &ds_info,
-                        WINED3D_LOCATION_DRAWABLE, WINED3D_LOCATION_DRAWABLE);
-                rt_mask = context_generate_rt_mask_from_resource(rts[0]->resource);
-            }
-
-            /* If the framebuffer is not the device's fb the device's fb has to be reapplied
-             * next draw. Otherwise we could mark the framebuffer state clean here, once the
-             * state management allows this */
-            context_invalidate_state(&context_gl->c, STATE_FRAMEBUFFER);
-        }
-        else
-        {
-            rt_mask = wined3d_context_gl_generate_rt_mask_no_fbo(context_gl, rt_count ? rts[0]->resource : NULL);
-        }
-    }
-    else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO
-            && (!rt_count || wined3d_resource_is_offscreen(rts[0]->resource)))
-    {
-        for (i = 0; i < rt_count; ++i)
-        {
-            if (rts[i] && rts[i]->format->id != WINED3DFMT_NULL)
-                rt_mask |= (1u << i);
-        }
-    }
-    else
-    {
-        rt_mask = wined3d_context_gl_generate_rt_mask_no_fbo(context_gl, rt_count ? rts[0]->resource : NULL);
-    }
-
-    cur_mask = context_gl->current_fbo ? &context_gl->current_fbo->rt_mask : &context_gl->draw_buffers_mask;
-
-    if (rt_mask != *cur_mask)
-    {
-        wined3d_context_gl_apply_draw_buffers(context_gl, rt_mask);
-        *cur_mask = rt_mask;
-        context_invalidate_state(&context_gl->c, STATE_FRAMEBUFFER);
-    }
-
-    if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
-        wined3d_context_gl_check_fbo_status(context_gl, GL_FRAMEBUFFER);
-
-    context_gl->c.last_was_blit = FALSE;
-    context_gl->c.last_was_ffp_blit = FALSE;
-
-    /* Blending and clearing should be orthogonal, but tests on the nvidia
-     * driver show that disabling blending when clearing improves the clearing
-     * performance incredibly. */
-    gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
-    gl_info->gl_ops.gl.p_glEnable(GL_SCISSOR_TEST);
-    if (rt_count && gl_info->supported[ARB_FRAMEBUFFER_SRGB])
-    {
-        if (needs_srgb_write(context_gl->c.d3d_info, state, fb))
-            gl_info->gl_ops.gl.p_glEnable(GL_FRAMEBUFFER_SRGB);
-        else
-            gl_info->gl_ops.gl.p_glDisable(GL_FRAMEBUFFER_SRGB);
-        context_invalidate_state(&context_gl->c, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE));
-    }
-    checkGLcall("setting up state for clear");
-
-    context_invalidate_state(&context_gl->c, STATE_BLEND);
-    context_invalidate_state(&context_gl->c, STATE_RASTERIZER);
-    context_invalidate_state(&context_gl->c, STATE_SCISSORRECT);
-
-    return TRUE;
-}
-
-static uint32_t find_draw_buffers_mask(const struct wined3d_context_gl *context_gl, const struct wined3d_state *state)
-{
-    struct wined3d_rendertarget_view * const *rts = state->fb.render_targets;
-    struct wined3d_shader *ps = state->shader[WINED3D_SHADER_TYPE_PIXEL];
-    const struct wined3d_gl_info *gl_info = context_gl->gl_info;
-    unsigned int rt_mask, mask;
-    unsigned int i;
-
-    if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
-        return wined3d_context_gl_generate_rt_mask_no_fbo(context_gl, rts[0]->resource);
-    else if (!context_gl->c.render_offscreen)
-        return context_generate_rt_mask_from_resource(rts[0]->resource);
-
-    rt_mask = ps ? ps->reg_maps.rt_mask : 1;
-    rt_mask &= (1u << gl_info->limits.buffers) - 1;
-    if (state->blend_state && state->blend_state->dual_source)
-        rt_mask = 1;
-
-    mask = rt_mask;
-    while (mask)
-    {
-        i = wined3d_bit_scan(&mask);
-        if (!rts[i] || rts[i]->format->id == WINED3DFMT_NULL)
-            rt_mask &= ~(1u << i);
-    }
-
-    return rt_mask;
-}
-
-/* Context activation is done by the caller. */
-void context_state_fb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
-{
-    struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
-    uint32_t rt_mask = find_draw_buffers_mask(context_gl, state);
-    const struct wined3d_fb_state *fb = &state->fb;
-    DWORD color_location = 0;
-    DWORD *cur_mask;
-
-    if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
-    {
-        struct wined3d_rendertarget_info ds_info = {{0}};
-
-        if (!context->render_offscreen)
-        {
-            wined3d_context_gl_apply_fbo_state(context_gl, GL_FRAMEBUFFER, NULL, &ds_info,
-                    WINED3D_LOCATION_DRAWABLE, WINED3D_LOCATION_DRAWABLE);
-        }
-        else
-        {
-            const struct wined3d_rendertarget_view_gl *view_gl;
-            unsigned int i;
-
-            memset(context_gl->blit_targets, 0, sizeof(context_gl->blit_targets));
-            for (i = 0; i < context_gl->gl_info->limits.buffers; ++i)
-            {
-                if (!fb->render_targets[i])
-                    continue;
-
-                view_gl = wined3d_rendertarget_view_gl(fb->render_targets[i]);
-                context_gl->blit_targets[i].gl_view = view_gl->gl_view;
-                context_gl->blit_targets[i].resource = view_gl->v.resource;
-                context_gl->blit_targets[i].sub_resource_idx = view_gl->v.sub_resource_idx;
-                context_gl->blit_targets[i].layer_count = view_gl->v.layer_count;
-
-                if (!color_location)
-                    color_location = view_gl->v.resource->draw_binding;
-            }
-
-            if (fb->depth_stencil)
-            {
-                view_gl = wined3d_rendertarget_view_gl(fb->depth_stencil);
-                ds_info.gl_view = view_gl->gl_view;
-                ds_info.resource = view_gl->v.resource;
-                ds_info.sub_resource_idx = view_gl->v.sub_resource_idx;
-                ds_info.layer_count = view_gl->v.layer_count;
-            }
-
-            wined3d_context_gl_apply_fbo_state(context_gl, GL_FRAMEBUFFER, context_gl->blit_targets, &ds_info,
-                    color_location, fb->depth_stencil ? fb->depth_stencil->resource->draw_binding : 0);
-        }
-    }
-
-    cur_mask = context_gl->current_fbo ? &context_gl->current_fbo->rt_mask : &context_gl->draw_buffers_mask;
-    if (rt_mask != *cur_mask)
-    {
-        wined3d_context_gl_apply_draw_buffers(context_gl, rt_mask);
-        *cur_mask = rt_mask;
-    }
-    context->constant_update_mask |= WINED3D_SHADER_CONST_PS_Y_CORR;
-}
-
-static void wined3d_context_gl_map_stage(struct wined3d_context_gl *context_gl, unsigned int stage, unsigned int unit)
-{
-    unsigned int i = context_gl->rev_tex_unit_map[unit];
-    unsigned int j = context_gl->tex_unit_map[stage];
-
-    TRACE("Mapping stage %u to unit %u.\n", stage, unit);
-    context_gl->tex_unit_map[stage] = unit;
-    if (i != WINED3D_UNMAPPED_STAGE && i != stage)
-        context_gl->tex_unit_map[i] = WINED3D_UNMAPPED_STAGE;
-
-    context_gl->rev_tex_unit_map[unit] = stage;
-    if (j != WINED3D_UNMAPPED_STAGE && j != unit)
-        context_gl->rev_tex_unit_map[j] = WINED3D_UNMAPPED_STAGE;
-}
-
-static void context_invalidate_texture_stage(struct wined3d_context *context, DWORD stage)
-{
-    DWORD i;
-
-    for (i = 0; i <= WINED3D_HIGHEST_TEXTURE_STATE; ++i)
-        context_invalidate_state(context, STATE_TEXTURESTAGE(stage, i));
-}
-
-static void context_update_fixed_function_usage_map(struct wined3d_context *context,
-        const struct wined3d_state *state)
-{
-    UINT i, start, end;
-
-    context->fixed_function_usage_map = 0;
-    for (i = 0; i < WINED3D_MAX_TEXTURES; ++i)
-    {
-        enum wined3d_texture_op color_op = state->texture_states[i][WINED3D_TSS_COLOR_OP];
-        enum wined3d_texture_op alpha_op = state->texture_states[i][WINED3D_TSS_ALPHA_OP];
-        DWORD color_arg1 = state->texture_states[i][WINED3D_TSS_COLOR_ARG1] & WINED3DTA_SELECTMASK;
-        DWORD color_arg2 = state->texture_states[i][WINED3D_TSS_COLOR_ARG2] & WINED3DTA_SELECTMASK;
-        DWORD color_arg3 = state->texture_states[i][WINED3D_TSS_COLOR_ARG0] & WINED3DTA_SELECTMASK;
-        DWORD alpha_arg1 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG1] & WINED3DTA_SELECTMASK;
-        DWORD alpha_arg2 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG2] & WINED3DTA_SELECTMASK;
-        DWORD alpha_arg3 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG0] & WINED3DTA_SELECTMASK;
-
-        /* Not used, and disable higher stages. */
-        if (color_op == WINED3D_TOP_DISABLE)
-            break;
-
-        if (((color_arg1 == WINED3DTA_TEXTURE) && color_op != WINED3D_TOP_SELECT_ARG2)
-                || ((color_arg2 == WINED3DTA_TEXTURE) && color_op != WINED3D_TOP_SELECT_ARG1)
-                || ((color_arg3 == WINED3DTA_TEXTURE)
-                    && (color_op == WINED3D_TOP_MULTIPLY_ADD || color_op == WINED3D_TOP_LERP))
-                || ((alpha_arg1 == WINED3DTA_TEXTURE) && alpha_op != WINED3D_TOP_SELECT_ARG2)
-                || ((alpha_arg2 == WINED3DTA_TEXTURE) && alpha_op != WINED3D_TOP_SELECT_ARG1)
-                || ((alpha_arg3 == WINED3DTA_TEXTURE)
-                    && (alpha_op == WINED3D_TOP_MULTIPLY_ADD || alpha_op == WINED3D_TOP_LERP)))
-            context->fixed_function_usage_map |= (1u << i);
-
-        if ((color_op == WINED3D_TOP_BUMPENVMAP || color_op == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
-                && i < WINED3D_MAX_TEXTURES - 1)
-            context->fixed_function_usage_map |= (1u << (i + 1));
-    }
-
-    if (i < context->lowest_disabled_stage)
-    {
-        start = i;
-        end = context->lowest_disabled_stage;
-    }
-    else
-    {
-        start = context->lowest_disabled_stage;
-        end = i;
-    }
-
-    context->lowest_disabled_stage = i;
-    for (i = start + 1; i < end; ++i)
-    {
-        context_invalidate_state(context, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP));
-    }
-}
-
-static void wined3d_context_gl_map_fixed_function_samplers(struct wined3d_context_gl *context_gl,
-        const struct wined3d_state *state)
-{
-    const struct wined3d_d3d_info *d3d_info = context_gl->c.d3d_info;
-    unsigned int i, tex;
-    WORD ffu_map;
-
-    ffu_map = context_gl->c.fixed_function_usage_map;
-
-    if (d3d_info->limits.ffp_textures == d3d_info->limits.ffp_blend_stages
-            || context_gl->c.lowest_disabled_stage <= d3d_info->limits.ffp_textures)
-    {
-        for (i = 0; ffu_map; ffu_map >>= 1, ++i)
-        {
-            if (!(ffu_map & 1))
-                continue;
-
-            if (context_gl->tex_unit_map[i] != i)
-            {
-                wined3d_context_gl_map_stage(context_gl, i, i);
-                context_invalidate_state(&context_gl->c, STATE_SAMPLER(i));
-                context_invalidate_texture_stage(&context_gl->c, i);
-            }
-        }
-        return;
-    }
-
-    /* Now work out the mapping */
-    tex = 0;
-    for (i = 0; ffu_map; ffu_map >>= 1, ++i)
-    {
-        if (!(ffu_map & 1))
-            continue;
-
-        if (context_gl->tex_unit_map[i] != tex)
-        {
-            wined3d_context_gl_map_stage(context_gl, i, tex);
-            context_invalidate_state(&context_gl->c, STATE_SAMPLER(i));
-            context_invalidate_texture_stage(&context_gl->c, i);
-        }
-
-        ++tex;
-    }
-}
-
-static void wined3d_context_gl_map_psamplers(struct wined3d_context_gl *context_gl, const struct wined3d_state *state)
-{
-    const struct wined3d_d3d_info *d3d_info = context_gl->c.d3d_info;
-    const struct wined3d_shader_resource_info *resource_info =
-            state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.resource_info;
-    unsigned int i;
-
-    for (i = 0; i < WINED3D_MAX_FRAGMENT_SAMPLERS; ++i)
-    {
-        if (resource_info[i].type && context_gl->tex_unit_map[i] != i)
-        {
-            wined3d_context_gl_map_stage(context_gl, i, i);
-            context_invalidate_state(&context_gl->c, STATE_SAMPLER(i));
-            if (i < d3d_info->limits.ffp_blend_stages)
-                context_invalidate_texture_stage(&context_gl->c, i);
-        }
-    }
-}
-
-static BOOL wined3d_context_gl_unit_free_for_vs(const struct wined3d_context_gl *context_gl,
-        const struct wined3d_shader_resource_info *ps_resource_info, unsigned int unit)
-{
-    unsigned int current_mapping = context_gl->rev_tex_unit_map[unit];
-
-    /* Not currently used */
-    if (current_mapping == WINED3D_UNMAPPED_STAGE)
-        return TRUE;
-
-    if (current_mapping < WINED3D_MAX_FRAGMENT_SAMPLERS)
-    {
-        /* Used by a fragment sampler */
-
-        if (!ps_resource_info)
-        {
-            /* No pixel shader, check fixed function */
-            return current_mapping >= WINED3D_MAX_TEXTURES
-                    || !(context_gl->c.fixed_function_usage_map & (1u << current_mapping));
-        }
-
-        /* Pixel shader, check the shader's sampler map */
-        return !ps_resource_info[current_mapping].type;
-    }
-
-    return TRUE;
-}
-
-static void wined3d_context_gl_map_vsamplers(struct wined3d_context_gl *context_gl,
-        BOOL ps, const struct wined3d_state *state)
-{
-    const struct wined3d_shader_resource_info *vs_resource_info =
-            state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.resource_info;
-    const struct wined3d_shader_resource_info *ps_resource_info = NULL;
-    const struct wined3d_gl_info *gl_info = context_gl->gl_info;
-    int start = min(WINED3D_MAX_COMBINED_SAMPLERS, gl_info->limits.graphics_samplers) - 1;
-    int i;
-
-    /* Note that we only care if a resource is used or not, not the
-     * resource's specific type. Otherwise we'd need to call
-     * shader_update_samplers() here for 1.x pixelshaders. */
-    if (ps)
-        ps_resource_info = state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.resource_info;
-
-    for (i = 0; i < WINED3D_MAX_VERTEX_SAMPLERS; ++i)
-    {
-        DWORD vsampler_idx = i + WINED3D_MAX_FRAGMENT_SAMPLERS;
-        if (vs_resource_info[i].type)
-        {
-            while (start >= 0)
-            {
-                if (wined3d_context_gl_unit_free_for_vs(context_gl, ps_resource_info, start))
-                {
-                    if (context_gl->tex_unit_map[vsampler_idx] != start)
-                    {
-                        wined3d_context_gl_map_stage(context_gl, vsampler_idx, start);
-                        context_invalidate_state(&context_gl->c, STATE_SAMPLER(vsampler_idx));
-                    }
-
-                    --start;
-                    break;
-                }
-
-                --start;
-            }
-            if (context_gl->tex_unit_map[vsampler_idx] == WINED3D_UNMAPPED_STAGE)
-                WARN("Couldn't find a free texture unit for vertex sampler %u.\n", i);
-        }
-    }
-}
-
-static void wined3d_context_gl_update_tex_unit_map(struct wined3d_context_gl *context_gl,
-        const struct wined3d_state *state)
-{
-    const struct wined3d_gl_info *gl_info = context_gl->gl_info;
-    BOOL vs = use_vs(state);
-    BOOL ps = use_ps(state);
-
-    if (!ps)
-        context_update_fixed_function_usage_map(&context_gl->c, state);
-
-    /* Try to go for a 1:1 mapping of the samplers when possible. Pixel shaders
-     * need a 1:1 map at the moment.
-     * When the mapping of a stage is changed, sampler and ALL texture stage
-     * states have to be reset. */
-
-    if (gl_info->limits.graphics_samplers >= WINED3D_MAX_COMBINED_SAMPLERS)
-        return;
-
-    if (ps)
-        wined3d_context_gl_map_psamplers(context_gl, state);
-    else
-        wined3d_context_gl_map_fixed_function_samplers(context_gl, state);
-
-    if (vs)
-        wined3d_context_gl_map_vsamplers(context_gl, ps, state);
-}
-
-/* Context activation is done by the caller. */
-void context_state_drawbuf(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
-{
-    struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
-    uint32_t rt_mask, *cur_mask;
-
-    if (isStateDirty(context, STATE_FRAMEBUFFER)) return;
-
-    cur_mask = context_gl->current_fbo ? &context_gl->current_fbo->rt_mask : &context_gl->draw_buffers_mask;
-    rt_mask = find_draw_buffers_mask(context_gl, state);
-    if (rt_mask != *cur_mask)
-    {
-        wined3d_context_gl_apply_draw_buffers(context_gl, rt_mask);
-        *cur_mask = rt_mask;
-    }
-}
-
-static 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
-    {
-        WARN("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 wined3d_stream_info_from_declaration(struct wined3d_stream_info *stream_info,
-        const struct wined3d_state *state, const struct wined3d_d3d_info *d3d_info)
-{
-    /* We need to deal with frequency data! */
-    struct wined3d_vertex_declaration *declaration = state->vertex_declaration;
-    BOOL generic_attributes = 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 (!d3d_info->vertex_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;
-    DWORD prev_all_vbo = stream_info->all_vbo;
-    unsigned int i;
-    WORD map;
-
-    wined3d_stream_info_from_declaration(stream_info, state, d3d_info);
-
-    stream_info->all_vbo = 1;
-    context->buffer_fence_count = 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->fence)
-            context->buffer_fences[context->buffer_fence_count++] = buffer->fence;
-
-        TRACE("Load array %u %s.\n", i, debug_bo_address(&element->data));
-    }
-
-    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))
-    {
-        WORD slow_mask = -!d3d_info->ffp_generic_attributes & (1u << WINED3D_FFP_PSIZE);
-        slow_mask |= -(!d3d_info->vertex_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;
-
-    if (wined3d_resource_check_fbo_attached(state, &texture->resource, NULL))
-        context->uses_fbo_attached_resources = 1;
-
-    wined3d_texture_load(texture, context, is_srgb_enabled(state->sampler_states[idx]));
-}
-
-/* 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 < WINED3D_MAX_VERTEX_SAMPLERS; ++i)
-        {
-            if (state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.resource_info[i].type)
-                context_preload_texture(context, state, WINED3D_MAX_FRAGMENT_SAMPLERS + i);
-        }
-    }
-
-    if (use_ps(state))
-    {
-        for (i = 0; i < WINED3D_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,
-        unsigned int shader_mask)
-{
-    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_mask & (1u << i)))
-            continue;
-
-        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]))
-                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 wined3d_context_gl_bind_shader_resources(struct wined3d_context_gl *context_gl,
-        const struct wined3d_state *state, enum wined3d_shader_type shader_type)
-{
-    unsigned int bind_idx, shader_sampler_count, base, count, i;
-    const struct wined3d_device *device = context_gl->c.device;
-    struct wined3d_shader_sampler_map_entry *entry;
-    struct wined3d_shader_resource_view *view;
-    const struct wined3d_shader *shader;
-    const unsigned int *tex_unit_map;
-    struct wined3d_sampler *sampler;
-
-    if (!(shader = state->shader[shader_type]))
-        return;
-
-    tex_unit_map = wined3d_context_gl_get_tex_unit_mapping(context_gl,
-            &shader->reg_maps.shader_version, &base, &count);
-
-    shader_sampler_count = shader->reg_maps.sampler_map.count;
-    if (shader_sampler_count > count)
-        FIXME("Shader %p needs %u samplers, but only %u are supported.\n",
-                shader, shader_sampler_count, count);
-    count = min(shader_sampler_count, count);
-
-    for (i = 0; i < count; ++i)
-    {
-        entry = &shader->reg_maps.sampler_map.entries[i];
-        bind_idx = base + entry->bind_idx;
-        if (tex_unit_map)
-            bind_idx = tex_unit_map[bind_idx];
-
-        if (!(view = state->shader_resource_view[shader_type][entry->resource_idx]))
-        {
-            WARN("No resource view bound at index %u, %u.\n", shader_type, entry->resource_idx);
-            continue;
-        }
-
-        if (entry->sampler_idx == WINED3D_SAMPLER_DEFAULT)
-            sampler = device->default_sampler;
-        else if (!(sampler = state->sampler[shader_type][entry->sampler_idx]))
-            sampler = device->null_sampler;
-        wined3d_shader_resource_view_gl_bind(wined3d_shader_resource_view_gl(view),
-                bind_idx, wined3d_sampler_gl(sampler), context_gl);
-    }
-}
-
-static void context_load_unordered_access_resources(struct wined3d_context *context,
-        const struct wined3d_shader *shader, struct wined3d_unordered_access_view * const *views)
-{
-    struct wined3d_unordered_access_view *view;
-    struct wined3d_texture *texture;
-    struct wined3d_buffer *buffer;
-    unsigned int i;
-
-    context->uses_uavs = 0;
-
-    if (!shader)
-        return;
-
-    for (i = 0; i < MAX_UNORDERED_ACCESS_VIEWS; ++i)
-    {
-        if (!(view = views[i]))
-            continue;
-
-        if (view->resource->type == WINED3D_RTYPE_BUFFER)
-        {
-            buffer = buffer_from_resource(view->resource);
-            wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_BUFFER);
-            wined3d_unordered_access_view_invalidate_location(view, ~WINED3D_LOCATION_BUFFER);
-        }
-        else
-        {
-            texture = texture_from_resource(view->resource);
-            wined3d_texture_load(texture, context, FALSE);
-            wined3d_unordered_access_view_invalidate_location(view, ~WINED3D_LOCATION_TEXTURE_RGB);
-        }
-
-        context->uses_uavs = 1;
-    }
-}
-
-static void wined3d_context_gl_bind_unordered_access_views(struct wined3d_context_gl *context_gl,
-        const struct wined3d_shader *shader, struct wined3d_unordered_access_view * const *views)
-{
-    const struct wined3d_gl_info *gl_info = context_gl->gl_info;
-    struct wined3d_unordered_access_view_gl *view_gl;
-    const struct wined3d_format_gl *format_gl;
-    GLuint texture_name;
-    unsigned int i;
-    GLint level;
-
-    if (!shader)
-        return;
-
-    for (i = 0; i < MAX_UNORDERED_ACCESS_VIEWS; ++i)
-    {
-        if (!views[i])
-        {
-            if (shader->reg_maps.uav_resource_info[i].type)
-                WARN("No unordered access view bound at index %u.\n", i);
-            GL_EXTCALL(glBindImageTexture(i, 0, 0, GL_FALSE, 0, GL_READ_WRITE, GL_R8));
-            continue;
-        }
-
-        view_gl = wined3d_unordered_access_view_gl(views[i]);
-        if (view_gl->gl_view.name)
-        {
-            texture_name = view_gl->gl_view.name;
-            level = 0;
-        }
-        else if (view_gl->v.resource->type != WINED3D_RTYPE_BUFFER)
-        {
-            struct wined3d_texture_gl *texture_gl = wined3d_texture_gl(texture_from_resource(view_gl->v.resource));
-            texture_name = wined3d_texture_gl_get_texture_name(texture_gl, &context_gl->c, FALSE);
-            level = view_gl->v.desc.u.texture.level_idx;
-        }
-        else
-        {
-            FIXME("Unsupported buffer unordered access view.\n");
-            GL_EXTCALL(glBindImageTexture(i, 0, 0, GL_FALSE, 0, GL_READ_WRITE, GL_R8));
-            continue;
-        }
-
-        format_gl = wined3d_format_gl(view_gl->v.format);
-        GL_EXTCALL(glBindImageTexture(i, texture_name, level, GL_TRUE, 0, GL_READ_WRITE,
-                format_gl->internal));
-
-        if (view_gl->counter_bo)
-            GL_EXTCALL(glBindBufferBase(GL_ATOMIC_COUNTER_BUFFER, i, view_gl->counter_bo));
-    }
-    checkGLcall("Bind unordered access views");
-}
-
-static void context_load_stream_output_buffers(struct wined3d_context *context,
-        const struct wined3d_state *state)
-{
-    unsigned int i;
-
-    for (i = 0; i < ARRAY_SIZE(state->stream_output); ++i)
-    {
-        struct wined3d_buffer *buffer;
-        if (!(buffer = state->stream_output[i].buffer))
-            continue;
-
-        wined3d_buffer_load(buffer, context, state);
-        wined3d_buffer_invalidate_location(buffer, ~WINED3D_LOCATION_BUFFER);
-    }
-}
-
-/* Context activation is done by the caller. */
-static BOOL context_apply_draw_state(struct wined3d_context *context,
-        const struct wined3d_device *device, const struct wined3d_state *state, BOOL indexed)
-{
-    const struct wined3d_state_entry *state_table = context->state_table;
-    struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
-    const struct wined3d_gl_info *gl_info = context_gl->gl_info;
-    const struct wined3d_fb_state *fb = &state->fb;
-    unsigned int i, base;
-    WORD map;
-
-    context->uses_fbo_attached_resources = 0;
-
-    if (!have_framebuffer_attachment(gl_info->limits.buffers, fb->render_targets, fb->depth_stencil))
-    {
-        if (!gl_info->supported[ARB_FRAMEBUFFER_NO_ATTACHMENTS])
-        {
-            FIXME("OpenGL implementation does not support framebuffers with no attachments.\n");
-            return FALSE;
-        }
-
-        wined3d_context_gl_set_render_offscreen(context_gl, TRUE);
-    }
-
-    /* Preload resources before FBO setup. Texture preload in particular may
-     * result in changes to the current FBO, due to using e.g. FBO blits for
-     * updating a resource location. */
-    wined3d_context_gl_update_tex_unit_map(context_gl, state);
-    context_preload_textures(context, state);
-    context_load_shader_resources(context, state, ~(1u << WINED3D_SHADER_TYPE_COMPUTE));
-    context_load_unordered_access_resources(context, state->shader[WINED3D_SHADER_TYPE_PIXEL],
-            state->unordered_access_view[WINED3D_PIPELINE_GRAPHICS]);
-    context_load_stream_output_buffers(context, state);
-    /* TODO: Right now the dependency on the vertex shader is necessary
-     * since wined3d_stream_info_from_declaration() depends on the reg_maps of
-     * the current VS but maybe it's possible to relax the coupling in some
-     * situations at least. */
-    if (isStateDirty(context, STATE_VDECL) || isStateDirty(context, STATE_STREAMSRC)
-            || isStateDirty(context, STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX)))
-    {
-        context_update_stream_info(context, state);
-    }
-    else
-    {
-        for (i = 0, map = context->stream_info.use_map; map; map >>= 1, ++i)
-        {
-            if (map & 1)
-                wined3d_buffer_load(state->streams[context->stream_info.elements[i].stream_idx].buffer,
-                        context, state);
-        }
-        /* Loading the buffers above may have invalidated the stream info. */
-        if (isStateDirty(context, STATE_STREAMSRC))
-            context_update_stream_info(context, state);
-    }
-    if (indexed && state->index_buffer)
-    {
-        if (context->stream_info.all_vbo)
-            wined3d_buffer_load(state->index_buffer, context, state);
-        else
-            wined3d_buffer_load_sysmem(state->index_buffer, context);
-    }
-
-    for (i = 0, base = 0; i < ARRAY_SIZE(context->dirty_graphics_states); ++i)
-    {
-        uint32_t dirty_mask = context->dirty_graphics_states[i];
-
-        while (dirty_mask)
-        {
-            unsigned int state_id = base + wined3d_bit_scan(&dirty_mask);
-
-            state_table[state_id].apply(context, state, state_id);
-            context->dirty_graphics_states[i] &= ~(1u << (state_id - base));
-        }
-        base += sizeof(dirty_mask) * CHAR_BIT;
-    }
-
-    if (context->shader_update_mask & ~(1u << WINED3D_SHADER_TYPE_COMPUTE))
-    {
-        device->shader_backend->shader_select(device->shader_priv, context, state);
-        context->shader_update_mask &= 1u << WINED3D_SHADER_TYPE_COMPUTE;
-    }
-
-    if (context->constant_update_mask)
-    {
-        device->shader_backend->shader_load_constants(device->shader_priv, context, state);
-        context->constant_update_mask = 0;
-    }
-
-    if (context->update_shader_resource_bindings)
-    {
-        for (i = 0; i < WINED3D_SHADER_TYPE_GRAPHICS_COUNT; ++i)
-            wined3d_context_gl_bind_shader_resources(context_gl, state, i);
-        context->update_shader_resource_bindings = 0;
-        if (gl_info->limits.combined_samplers == gl_info->limits.graphics_samplers)
-            context->update_compute_shader_resource_bindings = 1;
-    }
-
-    if (context->update_unordered_access_view_bindings)
-    {
-        wined3d_context_gl_bind_unordered_access_views(context_gl,
-                state->shader[WINED3D_SHADER_TYPE_PIXEL],
-                state->unordered_access_view[WINED3D_PIPELINE_GRAPHICS]);
-        context->update_unordered_access_view_bindings = 0;
-        context->update_compute_unordered_access_view_bindings = 1;
-    }
-
-    if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
-        wined3d_context_gl_check_fbo_status(context_gl, GL_FRAMEBUFFER);
-
-    context->last_was_blit = FALSE;
-    context->last_was_ffp_blit = FALSE;
-
-    return TRUE;
-}
-
-static void wined3d_context_gl_apply_compute_state(struct wined3d_context_gl *context_gl,
-        const struct wined3d_device *device, const struct wined3d_state *state)
-{
-    const struct wined3d_state_entry *state_table = context_gl->c.state_table;
-    const struct wined3d_gl_info *gl_info = context_gl->gl_info;
-    unsigned int state_id, i;
-
-    context_load_shader_resources(&context_gl->c, state, 1u << WINED3D_SHADER_TYPE_COMPUTE);
-    context_load_unordered_access_resources(&context_gl->c, state->shader[WINED3D_SHADER_TYPE_COMPUTE],
-            state->unordered_access_view[WINED3D_PIPELINE_COMPUTE]);
-
-    for (i = 0, state_id = STATE_COMPUTE_OFFSET; i < ARRAY_SIZE(context_gl->c.dirty_compute_states); ++i)
-    {
-        unsigned int dirty_mask = context_gl->c.dirty_compute_states[i];
-
-        while (dirty_mask)
-        {
-            unsigned int current_state_id = state_id + wined3d_bit_scan(&dirty_mask);
-            state_table[current_state_id].apply(&context_gl->c, state, current_state_id);
-        }
-        state_id += sizeof(*context_gl->c.dirty_compute_states) * CHAR_BIT;
-    }
-    memset(context_gl->c.dirty_compute_states, 0, sizeof(*context_gl->c.dirty_compute_states));
-
-    if (context_gl->c.shader_update_mask & (1u << WINED3D_SHADER_TYPE_COMPUTE))
-    {
-        device->shader_backend->shader_select_compute(device->shader_priv, &context_gl->c, state);
-        context_gl->c.shader_update_mask &= ~(1u << WINED3D_SHADER_TYPE_COMPUTE);
-    }
-
-    if (context_gl->c.update_compute_shader_resource_bindings)
-    {
-        wined3d_context_gl_bind_shader_resources(context_gl, state, WINED3D_SHADER_TYPE_COMPUTE);
-        context_gl->c.update_compute_shader_resource_bindings = 0;
-        if (gl_info->limits.combined_samplers == gl_info->limits.graphics_samplers)
-            context_gl->c.update_shader_resource_bindings = 1;
-    }
-
-    if (context_gl->c.update_compute_unordered_access_view_bindings)
-    {
-        wined3d_context_gl_bind_unordered_access_views(context_gl,
-                state->shader[WINED3D_SHADER_TYPE_COMPUTE],
-                state->unordered_access_view[WINED3D_PIPELINE_COMPUTE]);
-        context_gl->c.update_compute_unordered_access_view_bindings = 0;
-        context_gl->c.update_unordered_access_view_bindings = 1;
-    }
-
-    /* Updates to currently bound render targets aren't necessarily coherent
-     * between the graphics and compute pipelines. Unbind any currently bound
-     * FBO here to ensure preceding updates to its attachments by the graphics
-     * pipeline are visible to the compute pipeline.
-     *
-     * Without this, the bloom effect in Nier:Automata is too bright on the
-     * Mesa radeonsi driver, and presumably on other Mesa based drivers. */
-    wined3d_context_gl_bind_fbo(context_gl, GL_FRAMEBUFFER, 0);
-    context_invalidate_state(&context_gl->c, STATE_FRAMEBUFFER);
-
-    context_gl->c.last_was_blit = FALSE;
-    context_gl->c.last_was_ffp_blit = FALSE;
-}
-
-static BOOL use_transform_feedback(const struct wined3d_state *state)
-{
-    const struct wined3d_shader *shader;
-    if (!(shader = state->shader[WINED3D_SHADER_TYPE_GEOMETRY]))
-        return FALSE;
-    return shader->u.gs.so_desc.element_count;
-}
-
-void wined3d_context_gl_end_transform_feedback(struct wined3d_context_gl *context_gl)
-{
-    const struct wined3d_gl_info *gl_info = context_gl->gl_info;
-
-    if (context_gl->c.transform_feedback_active)
-    {
-        GL_EXTCALL(glEndTransformFeedback());
-        checkGLcall("glEndTransformFeedback");
-        context_gl->c.transform_feedback_active = 0;
-        context_gl->c.transform_feedback_paused = 0;
-    }
-}
-
-static void wined3d_context_gl_pause_transform_feedback(struct wined3d_context_gl *context_gl, BOOL force)
-{
-    const struct wined3d_gl_info *gl_info = context_gl->gl_info;
-
-    if (!context_gl->c.transform_feedback_active || context_gl->c.transform_feedback_paused)
-        return;
-
-    if (gl_info->supported[ARB_TRANSFORM_FEEDBACK2])
-    {
-        GL_EXTCALL(glPauseTransformFeedback());
-        checkGLcall("glPauseTransformFeedback");
-        context_gl->c.transform_feedback_paused = 1;
-        return;
-    }
-
-    WARN("Cannot pause transform feedback operations.\n");
-
-    if (force)
-        wined3d_context_gl_end_transform_feedback(context_gl);
-}
-
-static void wined3d_context_gl_setup_target(struct wined3d_context_gl *context_gl,
-        struct wined3d_texture *texture, unsigned int sub_resource_idx)
-{
-    BOOL old_render_offscreen = context_gl->c.render_offscreen, render_offscreen;
-
-    render_offscreen = wined3d_resource_is_offscreen(&texture->resource);
-    if (context_gl->c.current_rt.texture == texture
-            && context_gl->c.current_rt.sub_resource_idx == sub_resource_idx
-            && render_offscreen == old_render_offscreen)
-        return;
-
-    /* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
-     * the alpha blend state changes with different render target formats. */
-    if (!context_gl->c.current_rt.texture)
-    {
-        context_invalidate_state(&context_gl->c, STATE_BLEND);
-    }
-    else
-    {
-        const struct wined3d_format *old = context_gl->c.current_rt.texture->resource.format;
-        const struct wined3d_format *new = texture->resource.format;
-
-        if (old->id != new->id)
-        {
-            /* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
-            if ((old->alpha_size && !new->alpha_size) || (!old->alpha_size && new->alpha_size)
-                    || !(texture->resource.format_flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
-                context_invalidate_state(&context_gl->c, STATE_BLEND);
-
-            /* Update sRGB writing when switching between formats that do/do not support sRGB writing */
-            if ((context_gl->c.current_rt.texture->resource.format_flags & WINED3DFMT_FLAG_SRGB_WRITE)
-                    != (texture->resource.format_flags & WINED3DFMT_FLAG_SRGB_WRITE))
-                context_invalidate_state(&context_gl->c, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE));
-        }
-
-        /* When switching away from an offscreen render target, and we're not
-         * using FBOs, we have to read the drawable into the texture. This is
-         * done via PreLoad (and WINED3D_LOCATION_DRAWABLE set on the surface).
-         * There are some things that need care though. PreLoad needs a GL context,
-         * and FindContext is called before the context is activated. It also
-         * has to be called with the old rendertarget active, otherwise a
-         * wrong drawable is read. */
-        if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
-                && old_render_offscreen && (context_gl->c.current_rt.texture != texture
-                || context_gl->c.current_rt.sub_resource_idx != sub_resource_idx))
-        {
-            struct wined3d_texture_gl *prev_texture = wined3d_texture_gl(context_gl->c.current_rt.texture);
-            unsigned int prev_sub_resource_idx = context_gl->c.current_rt.sub_resource_idx;
-
-            /* Read the back buffer of the old drawable into the destination texture. */
-            if (prev_texture->texture_srgb.name)
-                wined3d_texture_load(&prev_texture->t, &context_gl->c, TRUE);
-            wined3d_texture_load(&prev_texture->t, &context_gl->c, FALSE);
-            wined3d_texture_invalidate_location(&prev_texture->t, prev_sub_resource_idx, WINED3D_LOCATION_DRAWABLE);
-        }
-    }
-
-    context_gl->c.current_rt.texture = texture;
-    context_gl->c.current_rt.sub_resource_idx = sub_resource_idx;
-    wined3d_context_gl_set_render_offscreen(context_gl, render_offscreen);
-}
-
-static void wined3d_context_gl_activate(struct wined3d_context_gl *context_gl,
-        struct wined3d_texture *texture, unsigned int sub_resource_idx)
-{
-    wined3d_context_gl_enter(context_gl);
-    wined3d_context_gl_update_window(context_gl);
-    wined3d_context_gl_setup_target(context_gl, texture, sub_resource_idx);
-    if (!context_gl->valid)
-        return;
-
-    if (context_gl != wined3d_context_gl_get_current())
-    {
-        if (!wined3d_context_gl_set_current(context_gl))
-            ERR("Failed to activate the new context.\n");
-    }
-    else if (context_gl->needs_set)
-    {
-        wined3d_context_gl_set_gl_context(context_gl);
-    }
-}
-
-struct wined3d_context *wined3d_context_gl_acquire(const struct wined3d_device *device,
-        struct wined3d_texture *texture, unsigned int sub_resource_idx)
-{
-    struct wined3d_context_gl *current_context = wined3d_context_gl_get_current();
-    struct wined3d_context_gl *context_gl;
-
-    TRACE("device %p, texture %p, sub_resource_idx %u.\n", device, texture, sub_resource_idx);
-
-    if (current_context && current_context->c.destroyed)
-        current_context = NULL;
-
-    if (!texture)
-    {
-        if (current_context
-                && current_context->c.current_rt.texture
-                && current_context->c.device == device)
-        {
-            texture = current_context->c.current_rt.texture;
-            sub_resource_idx = current_context->c.current_rt.sub_resource_idx;
-        }
-        else
-        {
-            struct wined3d_swapchain *swapchain = device->swapchains[0];
-
-            if (swapchain->back_buffers)
-                texture = swapchain->back_buffers[0];
-            else
-                texture = swapchain->front_buffer;
-            sub_resource_idx = 0;
-        }
-    }
-
-    if (current_context && current_context->c.current_rt.texture == texture)
-    {
-        context_gl = current_context;
-    }
-    else if (!wined3d_resource_is_offscreen(&texture->resource))
-    {
-        TRACE("Rendering onscreen.\n");
-
-        if (!(context_gl = wined3d_swapchain_gl_get_context(wined3d_swapchain_gl(texture->swapchain))))
-            return NULL;
-    }
-    else
-    {
-        TRACE("Rendering offscreen.\n");
-
-        /* Stay with the current context if possible. Otherwise use the
-         * context for the primary swapchain. */
-        if (current_context && current_context->c.device == device)
-            context_gl = current_context;
-        else if (!(context_gl = wined3d_swapchain_gl_get_context(wined3d_swapchain_gl(device->swapchains[0]))))
-            return NULL;
-    }
-
-    wined3d_context_gl_activate(context_gl, texture, sub_resource_idx);
-
-    return &context_gl->c;
-}
-
-struct wined3d_context_gl *wined3d_context_gl_reacquire(struct wined3d_context_gl *context_gl)
-{
-    struct wined3d_context *acquired_context;
-    struct wined3d_device *device;
-
-    if (!context_gl || context_gl->tid != GetCurrentThreadId())
-        return NULL;
-
-    device = context_gl->c.device;
-    wined3d_from_cs(device->cs);
-
-    if (context_gl->c.current_rt.texture)
-    {
-        wined3d_context_gl_activate(context_gl, context_gl->c.current_rt.texture,
-                context_gl->c.current_rt.sub_resource_idx);
-        return context_gl;
-    }
-
-    acquired_context = context_acquire(device, NULL, 0);
-    if (acquired_context != &context_gl->c)
-        ERR("Acquired context %p instead of %p.\n", acquired_context, &context_gl->c);
-    return wined3d_context_gl(acquired_context);
-}
-
-void dispatch_compute(struct wined3d_device *device, const struct wined3d_state *state,
-        const struct wined3d_dispatch_parameters *parameters)
-{
-    const struct wined3d_gl_info *gl_info;
-    struct wined3d_context_gl *context_gl;
-
-    context_gl = wined3d_context_gl(context_acquire(device, NULL, 0));
-    if (!context_gl->valid)
-    {
-        context_release(&context_gl->c);
-        WARN("Invalid context, skipping dispatch.\n");
-        return;
-    }
-    gl_info = context_gl->gl_info;
-
-    if (!gl_info->supported[ARB_COMPUTE_SHADER])
-    {
-        context_release(&context_gl->c);
-        FIXME("OpenGL implementation does not support compute shaders.\n");
-        return;
-    }
-
-    if (parameters->indirect)
-        wined3d_buffer_load(parameters->u.indirect.buffer, &context_gl->c, state);
-
-    wined3d_context_gl_apply_compute_state(context_gl, device, state);
-
-    if (!state->shader[WINED3D_SHADER_TYPE_COMPUTE])
-    {
-        context_release(&context_gl->c);
-        WARN("No compute shader bound, skipping dispatch.\n");
-        return;
-    }
-
-    if (parameters->indirect)
-    {
-        const struct wined3d_indirect_dispatch_parameters *indirect = &parameters->u.indirect;
-        struct wined3d_buffer *buffer = indirect->buffer;
-
-        GL_EXTCALL(glBindBuffer(GL_DISPATCH_INDIRECT_BUFFER, buffer->buffer_object));
-        GL_EXTCALL(glDispatchComputeIndirect((GLintptr)indirect->offset));
-        GL_EXTCALL(glBindBuffer(GL_DISPATCH_INDIRECT_BUFFER, 0));
-    }
-    else
-    {
-        const struct wined3d_direct_dispatch_parameters *direct = &parameters->u.direct;
-        GL_EXTCALL(glDispatchCompute(direct->group_count_x, direct->group_count_y, direct->group_count_z));
-    }
-    checkGLcall("dispatch compute");
-
-    GL_EXTCALL(glMemoryBarrier(GL_ALL_BARRIER_BITS));
-    checkGLcall("glMemoryBarrier");
-
-    context_release(&context_gl->c);
-}
-
-/* Context activation is done by the caller. */
-static void wined3d_context_gl_draw_primitive_arrays(struct wined3d_context_gl *context_gl,
-        const struct wined3d_state *state, const void *idx_data, unsigned int idx_size, int base_vertex_idx,
-        unsigned int start_idx, unsigned int count, unsigned int start_instance, unsigned int instance_count)
-{
-    const struct wined3d_ffp_attrib_ops *ops = &context_gl->c.d3d_info->ffp_attrib_ops;
-    GLenum idx_type = idx_size == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT;
-    const struct wined3d_stream_info *si = &context_gl->c.stream_info;
-    const struct wined3d_gl_info *gl_info = context_gl->gl_info;
-    unsigned int instanced_elements[ARRAY_SIZE(si->elements)];
-    unsigned int instanced_element_count = 0;
-    GLenum mode = state->gl_primitive_type;
-    const void *indices;
-    unsigned int i, j;
-
-    indices = (const char *)idx_data + idx_size * start_idx;
-
-    if (!instance_count)
-    {
-        if (!idx_size)
-        {
-            gl_info->gl_ops.gl.p_glDrawArrays(mode, start_idx, count);
-            checkGLcall("glDrawArrays");
-            return;
-        }
-
-        if (gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX])
-        {
-            GL_EXTCALL(glDrawElementsBaseVertex(mode, count, idx_type, indices, base_vertex_idx));
-            checkGLcall("glDrawElementsBaseVertex");
-            return;
-        }
-
-        gl_info->gl_ops.gl.p_glDrawElements(mode, count, idx_type, indices);
-        checkGLcall("glDrawElements");
-        return;
-    }
-
-    if (start_instance && !(gl_info->supported[ARB_BASE_INSTANCE] && gl_info->supported[ARB_INSTANCED_ARRAYS]))
-        FIXME("Start instance (%u) not supported.\n", start_instance);
-
-    if (gl_info->supported[ARB_INSTANCED_ARRAYS])
-    {
-        if (!idx_size)
-        {
-            if (gl_info->supported[ARB_BASE_INSTANCE])
-            {
-                GL_EXTCALL(glDrawArraysInstancedBaseInstance(mode, start_idx, count, instance_count, start_instance));
-                checkGLcall("glDrawArraysInstancedBaseInstance");
-                return;
-            }
-
-            GL_EXTCALL(glDrawArraysInstanced(mode, start_idx, count, instance_count));
-            checkGLcall("glDrawArraysInstanced");
-            return;
-        }
-
-        if (gl_info->supported[ARB_BASE_INSTANCE])
-        {
-            GL_EXTCALL(glDrawElementsInstancedBaseVertexBaseInstance(mode, count, idx_type,
-                    indices, instance_count, base_vertex_idx, start_instance));
-            checkGLcall("glDrawElementsInstancedBaseVertexBaseInstance");
-            return;
-        }
-        if (gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX])
-        {
-            GL_EXTCALL(glDrawElementsInstancedBaseVertex(mode, count, idx_type,
-                    indices, instance_count, base_vertex_idx));
-            checkGLcall("glDrawElementsInstancedBaseVertex");
-            return;
-        }
-
-        GL_EXTCALL(glDrawElementsInstanced(mode, count, idx_type, indices, instance_count));
-        checkGLcall("glDrawElementsInstanced");
-        return;
-    }
-
-    /* Instancing emulation by mixing immediate mode and arrays. */
-
-    /* This is a nasty thing. MSDN says no hardware supports this and
-     * applications have to use software vertex processing. We don't support
-     * this for now.
-     *
-     * Shouldn't be too hard to support with OpenGL, in theory just call
-     * glDrawArrays() instead of drawElements(). But the stream frequency value
-     * has a different meaning in that situation. */
-    if (!idx_size)
-    {
-        FIXME("Non-indexed instanced drawing is not supported.\n");
-        return;
-    }
-
-    for (i = 0; i < ARRAY_SIZE(si->elements); ++i)
-    {
-        if (!(si->use_map & (1u << i)))
-            continue;
-
-        if (state->streams[si->elements[i].stream_idx].flags & WINED3DSTREAMSOURCE_INSTANCEDATA)
-            instanced_elements[instanced_element_count++] = i;
-    }
-
-    for (i = 0; i < instance_count; ++i)
-    {
-        /* Specify the instanced attributes using immediate mode calls. */
-        for (j = 0; j < instanced_element_count; ++j)
-        {
-            const struct wined3d_stream_info_element *element;
-            unsigned int element_idx;
-            const BYTE *ptr;
-
-            element_idx = instanced_elements[j];
-            element = &si->elements[element_idx];
-            ptr = element->data.addr + element->stride * i;
-            if (element->data.buffer_object)
-                ptr += (ULONG_PTR)wined3d_buffer_load_sysmem(state->streams[element->stream_idx].buffer,
-                        &context_gl->c);
-            ops->generic[element->format->emit_idx](element_idx, ptr);
-        }
-
-        if (gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX])
-        {
-            GL_EXTCALL(glDrawElementsBaseVertex(mode, count, idx_type, indices, base_vertex_idx));
-            checkGLcall("glDrawElementsBaseVertex");
-        }
-        else
-        {
-            gl_info->gl_ops.gl.p_glDrawElements(mode, count, idx_type, indices);
-            checkGLcall("glDrawElements");
-        }
-    }
-}
-
-static unsigned int get_stride_idx(const void *idx_data, unsigned int idx_size,
-        unsigned int base_vertex_idx, unsigned int start_idx, unsigned int vertex_idx)
-{
-    if (!idx_data)
-        return start_idx + vertex_idx;
-    if (idx_size == 2)
-        return ((const WORD *)idx_data)[start_idx + vertex_idx] + base_vertex_idx;
-    return ((const DWORD *)idx_data)[start_idx + vertex_idx] + base_vertex_idx;
-}
-
-/* Context activation is done by the caller. */
-static void draw_primitive_immediate_mode(struct wined3d_context_gl *context_gl, const struct wined3d_state *state,
-        const struct wined3d_stream_info *si, const void *idx_data, unsigned int idx_size,
-        int base_vertex_idx, unsigned int start_idx, unsigned int vertex_count, unsigned int instance_count)
-{
-    const BYTE *position = NULL, *normal = NULL, *diffuse = NULL, *specular = NULL;
-    const struct wined3d_d3d_info *d3d_info = context_gl->c.d3d_info;
-    const struct wined3d_gl_info *gl_info = context_gl->gl_info;
-    unsigned int coord_idx, stride_idx, texture_idx, vertex_idx;
-    const struct wined3d_stream_info_element *element;
-    const BYTE *tex_coords[WINED3DDP_MAXTEXCOORD];
-    unsigned int texture_unit, texture_stages;
-    const struct wined3d_ffp_attrib_ops *ops;
-    unsigned int untracked_material_count;
-    unsigned int tex_mask = 0;
-    BOOL specular_fog = FALSE;
-    BOOL ps = use_ps(state);
-    const void *ptr;
-
-    static unsigned int once;
-
-    if (!once++)
-        FIXME_(d3d_perf)("Drawing using immediate mode.\n");
-    else
-        WARN_(d3d_perf)("Drawing using immediate mode.\n");
-
-    if (!idx_size && idx_data)
-        ERR("Non-NULL idx_data with 0 idx_size, this should never happen.\n");
-
-    if (instance_count)
-        FIXME("Instancing not implemented.\n");
-
-    /* Immediate mode drawing can't make use of indices in a VBO - get the
-     * data from the index buffer. */
-    if (idx_size)
-        idx_data = wined3d_buffer_load_sysmem(state->index_buffer, &context_gl->c) + state->index_offset;
-
-    ops = &d3d_info->ffp_attrib_ops;
-
-    gl_info->gl_ops.gl.p_glBegin(state->gl_primitive_type);
-
-    if (use_vs(state) || d3d_info->ffp_generic_attributes)
-    {
-        for (vertex_idx = 0; vertex_idx < vertex_count; ++vertex_idx)
-        {
-            unsigned int use_map = si->use_map;
-            unsigned int element_idx;
-
-            stride_idx = get_stride_idx(idx_data, idx_size, base_vertex_idx, start_idx, vertex_idx);
-            for (element_idx = MAX_ATTRIBS - 1; use_map; use_map &= ~(1u << element_idx), --element_idx)
-            {
-                if (!(use_map & 1u << element_idx))
-                    continue;
-
-                ptr = si->elements[element_idx].data.addr + si->elements[element_idx].stride * stride_idx;
-                ops->generic[si->elements[element_idx].format->emit_idx](element_idx, ptr);
-            }
-        }
-
-        gl_info->gl_ops.gl.p_glEnd();
-        return;
-    }
-
-    if (si->use_map & (1u << WINED3D_FFP_POSITION))
-        position = si->elements[WINED3D_FFP_POSITION].data.addr;
-
-    if (si->use_map & (1u << WINED3D_FFP_NORMAL))
-        normal = si->elements[WINED3D_FFP_NORMAL].data.addr;
-    else
-        gl_info->gl_ops.gl.p_glNormal3f(0.0f, 0.0f, 0.0f);
-
-    untracked_material_count = context_gl->untracked_material_count;
-    if (si->use_map & (1u << WINED3D_FFP_DIFFUSE))
-    {
-        element = &si->elements[WINED3D_FFP_DIFFUSE];
-        diffuse = element->data.addr;
-
-        if (untracked_material_count && element->format->id != WINED3DFMT_B8G8R8A8_UNORM)
-            FIXME("Implement diffuse color tracking from %s.\n", debug_d3dformat(element->format->id));
-    }
-    else
-    {
-        gl_info->gl_ops.gl.p_glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
-    }
-
-    if (si->use_map & (1u << WINED3D_FFP_SPECULAR))
-    {
-        element = &si->elements[WINED3D_FFP_SPECULAR];
-        specular = element->data.addr;
-
-        /* Special case where the fog density is stored in the specular alpha channel. */
-        if (state->render_states[WINED3D_RS_FOGENABLE]
-                && (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE
-                    || si->elements[WINED3D_FFP_POSITION].format->id == WINED3DFMT_R32G32B32A32_FLOAT)
-                && state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
-        {
-            if (gl_info->supported[EXT_FOG_COORD])
-            {
-                if (element->format->id == WINED3DFMT_B8G8R8A8_UNORM)
-                    specular_fog = TRUE;
-                else
-                    FIXME("Implement fog coordinates from %s.\n", debug_d3dformat(element->format->id));
-            }
-            else
-            {
-                static unsigned int once;
-
-                if (!once++)
-                    FIXME("Implement fog for transformed vertices in software.\n");
-            }
-        }
-    }
-    else if (gl_info->supported[EXT_SECONDARY_COLOR])
-    {
-        GL_EXTCALL(glSecondaryColor3fEXT)(0.0f, 0.0f, 0.0f);
-    }
-
-    texture_stages = d3d_info->limits.ffp_blend_stages;
-    for (texture_idx = 0; texture_idx < texture_stages; ++texture_idx)
-    {
-        if (!gl_info->supported[ARB_MULTITEXTURE] && texture_idx > 0)
-        {
-            FIXME("Program using multiple concurrent textures which this OpenGL implementation doesn't support.\n");
-            continue;
-        }
-
-        if (!ps && !state->textures[texture_idx])
-            continue;
-
-        texture_unit = context_gl->tex_unit_map[texture_idx];
-        if (texture_unit == WINED3D_UNMAPPED_STAGE)
-            continue;
-
-        coord_idx = state->texture_states[texture_idx][WINED3D_TSS_TEXCOORD_INDEX];
-        if (coord_idx > 7)
-        {
-            TRACE("Skipping generated coordinates (%#x) for texture %u.\n", coord_idx, texture_idx);
-            continue;
-        }
-
-        if (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx)))
-        {
-            tex_coords[coord_idx] = si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx].data.addr;
-            tex_mask |= (1u << texture_idx);
-        }
-        else
-        {
-            TRACE("Setting default coordinates for texture %u.\n", texture_idx);
-            if (gl_info->supported[ARB_MULTITEXTURE])
-                GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + texture_unit, 0.0f, 0.0f, 0.0f, 1.0f));
-            else
-                gl_info->gl_ops.gl.p_glTexCoord4f(0.0f, 0.0f, 0.0f, 1.0f);
-        }
-    }
-
-    /* Blending data and point sizes are not supported by this function. They
-     * are not supported by the fixed function pipeline at all. A FIXME for
-     * them is printed after decoding the vertex declaration. */
-    for (vertex_idx = 0; vertex_idx < vertex_count; ++vertex_idx)
-    {
-        unsigned int tmp_tex_mask;
-
-        stride_idx = get_stride_idx(idx_data, idx_size, base_vertex_idx, start_idx, vertex_idx);
-
-        if (normal)
-        {
-            ptr = normal + stride_idx * si->elements[WINED3D_FFP_NORMAL].stride;
-            ops->normal[si->elements[WINED3D_FFP_NORMAL].format->emit_idx](ptr);
-        }
-
-        if (diffuse)
-        {
-            ptr = diffuse + stride_idx * si->elements[WINED3D_FFP_DIFFUSE].stride;
-            ops->diffuse[si->elements[WINED3D_FFP_DIFFUSE].format->emit_idx](ptr);
-
-            if (untracked_material_count)
-            {
-                struct wined3d_color color;
-                unsigned int i;
-
-                wined3d_color_from_d3dcolor(&color, *(const DWORD *)ptr);
-                for (i = 0; i < untracked_material_count; ++i)
-                {
-                    gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK,
-                            context_gl->untracked_materials[i], &color.r);
-                }
-            }
-        }
-
-        if (specular)
-        {
-            ptr = specular + stride_idx * si->elements[WINED3D_FFP_SPECULAR].stride;
-            ops->specular[si->elements[WINED3D_FFP_SPECULAR].format->emit_idx](ptr);
-
-            if (specular_fog)
-                GL_EXTCALL(glFogCoordfEXT((float)(*(const DWORD *)ptr >> 24)));
-        }
-
-        tmp_tex_mask = tex_mask;
-        for (texture_idx = 0; tmp_tex_mask; tmp_tex_mask >>= 1, ++texture_idx)
-        {
-            if (!(tmp_tex_mask & 1))
-                continue;
-
-            coord_idx = state->texture_states[texture_idx][WINED3D_TSS_TEXCOORD_INDEX];
-            ptr = tex_coords[coord_idx] + (stride_idx * si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx].stride);
-            ops->texcoord[si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx].format->emit_idx](
-                    GL_TEXTURE0_ARB + context_gl->tex_unit_map[texture_idx], ptr);
-        }
-
-        if (position)
-        {
-            ptr = position + stride_idx * si->elements[WINED3D_FFP_POSITION].stride;
-            ops->position[si->elements[WINED3D_FFP_POSITION].format->emit_idx](ptr);
-        }
-    }
-
-    gl_info->gl_ops.gl.p_glEnd();
-    checkGLcall("draw immediate mode");
-}
-
-static void wined3d_context_gl_draw_indirect(struct wined3d_context_gl *context_gl, const struct wined3d_state *state,
-        const struct wined3d_indirect_draw_parameters *parameters, unsigned int idx_size)
-{
-    const struct wined3d_gl_info *gl_info = context_gl->gl_info;
-    struct wined3d_buffer *buffer = parameters->buffer;
-    const void *offset;
-
-    if (!gl_info->supported[ARB_DRAW_INDIRECT])
-    {
-        FIXME("OpenGL implementation does not support indirect draws.\n");
-        return;
-    }
-
-    GL_EXTCALL(glBindBuffer(GL_DRAW_INDIRECT_BUFFER, buffer->buffer_object));
-
-    offset = (void *)(GLintptr)parameters->offset;
-    if (idx_size)
-    {
-        GLenum idx_type = idx_size == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT;
-        if (state->index_offset)
-            FIXME("Ignoring index offset %u.\n", state->index_offset);
-        GL_EXTCALL(glDrawElementsIndirect(state->gl_primitive_type, idx_type, offset));
-    }
-    else
-    {
-        GL_EXTCALL(glDrawArraysIndirect(state->gl_primitive_type, offset));
-    }
-
-    GL_EXTCALL(glBindBuffer(GL_DRAW_INDIRECT_BUFFER, 0));
-
-    checkGLcall("draw indirect");
-}
-
-static void remove_vbos(struct wined3d_context *context,
-        const struct wined3d_state *state, struct wined3d_stream_info *s)
-{
-    unsigned int i;
-
-    for (i = 0; i < ARRAY_SIZE(s->elements); ++i)
-    {
-        struct wined3d_stream_info_element *e;
-
-        if (!(s->use_map & (1u << i)))
-            continue;
-
-        e = &s->elements[i];
-        if (e->data.buffer_object)
-        {
-            struct wined3d_buffer *vb = state->streams[e->stream_idx].buffer;
-            e->data.buffer_object = 0;
-            e->data.addr += (ULONG_PTR)wined3d_buffer_load_sysmem(vb, context);
-        }
-    }
-}
-
-static GLenum gl_tfb_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type)
-{
-    GLenum gl_primitive_type = gl_primitive_type_from_d3d(primitive_type);
-    switch (gl_primitive_type)
-    {
-        case GL_POINTS:
-            return GL_POINTS;
-
-        case GL_LINE_STRIP:
-        case GL_LINE_STRIP_ADJACENCY:
-        case GL_LINES_ADJACENCY:
-        case GL_LINES:
-            return GL_LINES;
-
-        case GL_TRIANGLE_FAN:
-        case GL_TRIANGLE_STRIP:
-        case GL_TRIANGLE_STRIP_ADJACENCY:
-        case GL_TRIANGLES_ADJACENCY:
-        case GL_TRIANGLES:
-            return GL_TRIANGLES;
-
-        default:
-            return gl_primitive_type;
-    }
-}
-
-static unsigned int get_render_target_writemask(const struct wined3d_blend_state *state, unsigned int index)
-{
-    if (!state)
-        return 0xf;
-    if (!state->desc.independent)
-        index = 0;
-    return state->desc.rt[index].writemask;
-}
-
-/* Routine common to the draw primitive and draw indexed primitive routines */
-void draw_primitive(struct wined3d_device *device, const struct wined3d_state *state,
-        const struct wined3d_draw_parameters *parameters)
-{
-    BOOL emulation = FALSE, rasterizer_discard = FALSE;
-    const struct wined3d_fb_state *fb = &state->fb;
-    const struct wined3d_stream_info *stream_info;
-    struct wined3d_rendertarget_view *dsv, *rtv;
-    struct wined3d_stream_info si_emulated;
-    struct wined3d_fence *ib_fence = NULL;
-    const struct wined3d_gl_info *gl_info;
-    struct wined3d_context_gl *context_gl;
-    struct wined3d_context *context;
-    unsigned int i, idx_size = 0;
-    const void *idx_data = NULL;
-
-    TRACE("device %p, state %p, parameters %p.\n", device, state, parameters);
-
-    if (!parameters->indirect && !parameters->u.direct.index_count)
-        return;
-
-    if (!parameters->indirect)
-        TRACE("base_vertex_idx %d, start_idx %u, index_count %u, start_instance %u, instance_count %u.\n",
-                parameters->u.direct.base_vertex_idx, parameters->u.direct.start_idx,
-                parameters->u.direct.index_count, parameters->u.direct.start_instance,
-                parameters->u.direct.instance_count);
-
-    if (!(rtv = fb->render_targets[0]))
-        rtv = fb->depth_stencil;
-
-    if (rtv && rtv->resource->type == WINED3D_RTYPE_BUFFER)
-    {
-        FIXME("Buffer render targets not implemented.\n");
-        return;
-    }
-
-    if (rtv)
-        context = context_acquire(device, wined3d_texture_from_resource(rtv->resource), rtv->sub_resource_idx);
-    else
-        context = context_acquire(device, NULL, 0);
-    context_gl = wined3d_context_gl(context);
-    if (!context_gl->valid)
-    {
-        context_release(context);
-        WARN("Invalid context, skipping draw.\n");
-        return;
-    }
-    gl_info = context_gl->gl_info;
-
-    if (!use_transform_feedback(state))
-        wined3d_context_gl_pause_transform_feedback(context_gl, TRUE);
-
-    for (i = 0; i < gl_info->limits.buffers; ++i)
-    {
-        if (!(rtv = fb->render_targets[i]) || rtv->format->id == WINED3DFMT_NULL)
-            continue;
-
-        if (get_render_target_writemask(state->blend_state, i))
-        {
-            wined3d_rendertarget_view_load_location(rtv, context, rtv->resource->draw_binding);
-            wined3d_rendertarget_view_invalidate_location(rtv, ~rtv->resource->draw_binding);
-        }
-        else
-        {
-            wined3d_rendertarget_view_prepare_location(rtv, context, rtv->resource->draw_binding);
-        }
-    }
-
-    if ((dsv = fb->depth_stencil))
-    {
-        /* Note that this depends on the context_acquire() call above to set
-         * context->render_offscreen properly. We don't currently take the
-         * Z-compare function into account, but we could skip loading the
-         * depthstencil for D3DCMP_NEVER and D3DCMP_ALWAYS as well. Also note
-         * that we never copy the stencil data.*/
-        DWORD location = context->render_offscreen ? dsv->resource->draw_binding : WINED3D_LOCATION_DRAWABLE;
-
-        if (state->render_states[WINED3D_RS_ZWRITEENABLE] || state->render_states[WINED3D_RS_ZENABLE])
-            wined3d_rendertarget_view_load_location(dsv, context, location);
-        else
-            wined3d_rendertarget_view_prepare_location(dsv, context, location);
-    }
-
-    if (parameters->indirect)
-        wined3d_buffer_load(parameters->u.indirect.buffer, context, state);
-
-    if (!context_apply_draw_state(context, device, state, parameters->indexed))
-    {
-        context_release(context);
-        WARN("Unable to apply draw state, skipping draw.\n");
-        return;
-    }
-
-    if (dsv && state->render_states[WINED3D_RS_ZWRITEENABLE])
-    {
-        DWORD location = context->render_offscreen ? dsv->resource->draw_binding : WINED3D_LOCATION_DRAWABLE;
-
-        wined3d_rendertarget_view_validate_location(dsv, location);
-        wined3d_rendertarget_view_invalidate_location(dsv, ~location);
-    }
-
-    stream_info = &context->stream_info;
-
-    if (parameters->indexed)
-    {
-        struct wined3d_buffer *index_buffer = state->index_buffer;
-        if (!index_buffer->buffer_object || !stream_info->all_vbo)
-        {
-            idx_data = index_buffer->resource.heap_memory;
-        }
-        else
-        {
-            ib_fence = index_buffer->fence;
-            idx_data = NULL;
-        }
-        idx_data = (const BYTE *)idx_data + state->index_offset;
-
-        if (state->index_format == WINED3DFMT_R16_UINT)
-            idx_size = 2;
-        else
-            idx_size = 4;
-    }
-
-    if (!use_vs(state))
-    {
-        if (!stream_info->position_transformed && context_gl->untracked_material_count
-                && state->render_states[WINED3D_RS_LIGHTING])
-        {
-            static BOOL warned;
-
-            if (!warned++)
-                FIXME("Using software emulation because not all material properties could be tracked.\n");
-            else
-                WARN_(d3d_perf)("Using software emulation because not all material properties could be tracked.\n");
-            emulation = TRUE;
-        }
-        else if (context->fog_coord && state->render_states[WINED3D_RS_FOGENABLE])
-        {
-            static BOOL warned;
-
-            /* Either write a pipeline replacement shader or convert the
-             * specular alpha from unsigned byte to a float in the vertex
-             * buffer. */
-            if (!warned++)
-                FIXME("Using software emulation because manual fog coordinates are provided.\n");
-            else
-                WARN_(d3d_perf)("Using software emulation because manual fog coordinates are provided.\n");
-            emulation = TRUE;
-        }
-
-        if (emulation)
-        {
-            si_emulated = context->stream_info;
-            remove_vbos(context, state, &si_emulated);
-            stream_info = &si_emulated;
-        }
-    }
-
-    if (use_transform_feedback(state))
-    {
-        const struct wined3d_shader *shader = state->shader[WINED3D_SHADER_TYPE_GEOMETRY];
-
-        if (is_rasterization_disabled(shader))
-        {
-            glEnable(GL_RASTERIZER_DISCARD);
-            checkGLcall("enable rasterizer discard");
-            rasterizer_discard = TRUE;
-        }
-
-        if (context->transform_feedback_paused)
-        {
-            GL_EXTCALL(glResumeTransformFeedback());
-            checkGLcall("glResumeTransformFeedback");
-            context->transform_feedback_paused = 0;
-        }
-        else if (!context->transform_feedback_active)
-        {
-            enum wined3d_primitive_type primitive_type = shader->u.gs.output_type
-                    ? shader->u.gs.output_type : d3d_primitive_type_from_gl(state->gl_primitive_type);
-            GLenum mode = gl_tfb_primitive_type_from_d3d(primitive_type);
-            GL_EXTCALL(glBeginTransformFeedback(mode));
-            checkGLcall("glBeginTransformFeedback");
-            context->transform_feedback_active = 1;
-        }
-    }
-
-    if (state->gl_primitive_type == GL_PATCHES)
-    {
-        GL_EXTCALL(glPatchParameteri(GL_PATCH_VERTICES, state->gl_patch_vertices));
-        checkGLcall("glPatchParameteri");
-    }
-
-    if (context->uses_fbo_attached_resources)
-    {
-        static unsigned int fixme_once;
-
-        if (gl_info->supported[ARB_TEXTURE_BARRIER])
-        {
-            GL_EXTCALL(glTextureBarrier());
-        }
-        else if (gl_info->supported[NV_TEXTURE_BARRIER])
-        {
-            GL_EXTCALL(glTextureBarrierNV());
-        }
-        else
-        {
-            if (!fixme_once++)
-                FIXME("Sampling attached render targets is not supported.\n");
-
-            WARN("Sampling attached render targets is not supported, skipping draw.\n");
-            context_release(context);
-            return;
-        }
-        checkGLcall("glTextureBarrier");
-    }
-
-    if (parameters->indirect)
-    {
-        if (!context->use_immediate_mode_draw && !emulation)
-            wined3d_context_gl_draw_indirect(context_gl, state, &parameters->u.indirect, idx_size);
-        else
-            FIXME("Indirect draws with immediate mode/emulation are not supported.\n");
-    }
-    else
-    {
-        unsigned int instance_count = parameters->u.direct.instance_count;
-        if (context->instance_count)
-            instance_count = context->instance_count;
-
-        if (context->use_immediate_mode_draw || emulation)
-            draw_primitive_immediate_mode(wined3d_context_gl(context), state, stream_info, idx_data,
-                    idx_size, parameters->u.direct.base_vertex_idx,
-                    parameters->u.direct.start_idx, parameters->u.direct.index_count, instance_count);
-        else
-            wined3d_context_gl_draw_primitive_arrays(context_gl, state, idx_data, idx_size,
-                    parameters->u.direct.base_vertex_idx, parameters->u.direct.start_idx,
-                    parameters->u.direct.index_count, parameters->u.direct.start_instance, instance_count);
-    }
-
-    if (context->uses_uavs)
-    {
-        GL_EXTCALL(glMemoryBarrier(GL_ALL_BARRIER_BITS));
-        checkGLcall("glMemoryBarrier");
-    }
-
-    wined3d_context_gl_pause_transform_feedback(context_gl, FALSE);
-
-    if (rasterizer_discard)
-    {
-        glDisable(GL_RASTERIZER_DISCARD);
-        checkGLcall("disable rasterizer discard");
-    }
-
-    if (ib_fence)
-        wined3d_fence_issue(ib_fence, device);
-    for (i = 0; i < context->buffer_fence_count; ++i)
-        wined3d_fence_issue(context->buffer_fences[i], device);
-
-    context_release(context);
-
-    TRACE("Draw completed.\n");
-}
-
-void wined3d_context_gl_unload_tex_coords(const struct wined3d_context_gl *context_gl)
-{
-    const struct wined3d_gl_info *gl_info = context_gl->gl_info;
-    unsigned int texture_idx;
-
-    for (texture_idx = 0; texture_idx < gl_info->limits.texture_coords; ++texture_idx)
-    {
-        gl_info->gl_ops.ext.p_glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx);
-        gl_info->gl_ops.gl.p_glDisableClientState(GL_TEXTURE_COORD_ARRAY);
-    }
-}
-
-void wined3d_context_gl_load_tex_coords(const struct wined3d_context_gl *context_gl,
-        const struct wined3d_stream_info *si, GLuint *current_bo, const struct wined3d_state *state)
-{
-    const struct wined3d_gl_info *gl_info = context_gl->gl_info;
-    const struct wined3d_format_gl *format_gl;
-    unsigned int mapped_stage = 0;
-    unsigned int texture_idx;
-
-    for (texture_idx = 0; texture_idx < context_gl->c.d3d_info->limits.ffp_blend_stages; ++texture_idx)
-    {
-        unsigned int coord_idx = state->texture_states[texture_idx][WINED3D_TSS_TEXCOORD_INDEX];
-
-        if ((mapped_stage = context_gl->tex_unit_map[texture_idx]) == WINED3D_UNMAPPED_STAGE)
-            continue;
-
-        if (mapped_stage >= gl_info->limits.texture_coords)
-        {
-            FIXME("Attempted to load unsupported texture coordinate %u.\n", mapped_stage);
-            continue;
-        }
-
-        if (coord_idx < WINED3D_MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx))))
-        {
-            const struct wined3d_stream_info_element *e = &si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx];
-
-            TRACE("Setting up texture %u, idx %u, coord_idx %u, data %s.\n",
-                    texture_idx, mapped_stage, coord_idx, debug_bo_address(&e->data));
-
-            if (*current_bo != e->data.buffer_object)
-            {
-                GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, e->data.buffer_object));
-                checkGLcall("glBindBuffer");
-                *current_bo = e->data.buffer_object;
-            }
-
-            GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
-            checkGLcall("glClientActiveTextureARB");
-
-            /* The coords to supply depend completely on the fvf/vertex shader. */
-            format_gl = wined3d_format_gl(e->format);
-            gl_info->gl_ops.gl.p_glTexCoordPointer(format_gl->vtx_format, format_gl->vtx_type, e->stride,
-                    e->data.addr + state->load_base_vertex_index * e->stride);
-            gl_info->gl_ops.gl.p_glEnableClientState(GL_TEXTURE_COORD_ARRAY);
-        }
-        else
-        {
-            GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
-        }
-    }
-    if (gl_info->supported[NV_REGISTER_COMBINERS])
-    {
-        /* The number of the mapped stages increases monotonically, so it's fine to use the last used one. */
-        for (texture_idx = mapped_stage + 1; texture_idx < gl_info->limits.textures; ++texture_idx)
-        {
-            GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + texture_idx, 0, 0, 0, 1));
-        }
-    }
-
-    checkGLcall("loadTexCoords");
-}
-
-/* This should match any arrays loaded in wined3d_context_gl_load_vertex_data(). */
-static void wined3d_context_gl_unload_vertex_data(struct wined3d_context_gl *context_gl)
-{
-    const struct wined3d_gl_info *gl_info = context_gl->gl_info;
-
-    if (!context_gl->c.namedArraysLoaded)
-        return;
-    gl_info->gl_ops.gl.p_glDisableClientState(GL_VERTEX_ARRAY);
-    gl_info->gl_ops.gl.p_glDisableClientState(GL_NORMAL_ARRAY);
-    gl_info->gl_ops.gl.p_glDisableClientState(GL_COLOR_ARRAY);
-    if (gl_info->supported[EXT_SECONDARY_COLOR])
-        gl_info->gl_ops.gl.p_glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
-    wined3d_context_gl_unload_tex_coords(context_gl);
-    context_gl->c.namedArraysLoaded = FALSE;
-}
-
-static void wined3d_context_gl_load_vertex_data(struct wined3d_context_gl *context_gl,
-        const struct wined3d_stream_info *si, const struct wined3d_state *state)
-{
-    const struct wined3d_gl_info *gl_info = context_gl->gl_info;
-    const struct wined3d_stream_info_element *e;
-    const struct wined3d_format_gl *format_gl;
-    GLuint current_bo;
-
-    TRACE("context_gl %p, si %p, state %p.\n", context_gl, si, state);
-
-    /* This is used for the fixed-function pipeline only, and the
-     * fixed-function pipeline doesn't do instancing. */
-    context_gl->c.instance_count = 0;
-    current_bo = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0u : 0;
-
-    /* Blend data */
-    if ((si->use_map & (1u << WINED3D_FFP_BLENDWEIGHT))
-            || si->use_map & (1u << WINED3D_FFP_BLENDINDICES))
-    {
-        /* TODO: Support vertex blending in immediate mode draws. No need to
-         * write a FIXME here, this is done after the general vertex
-         * declaration decoding. */
-        WARN("Vertex blending not supported.\n");
-    }
-
-    /* Point Size */
-    if (si->use_map & (1u << WINED3D_FFP_PSIZE))
-    {
-        /* No such functionality in the fixed-function GL pipeline. */
-        WARN("Per-vertex point size not supported.\n");
-    }
-
-    /* Position */
-    if (si->use_map & (1u << WINED3D_FFP_POSITION))
-    {
-        e = &si->elements[WINED3D_FFP_POSITION];
-        format_gl = wined3d_format_gl(e->format);
-
-        if (current_bo != e->data.buffer_object)
-        {
-            GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, e->data.buffer_object));
-            checkGLcall("glBindBuffer");
-            current_bo = e->data.buffer_object;
-        }
-
-        TRACE("glVertexPointer(%#x, %#x, %#x, %p);\n",
-                format_gl->vtx_format, format_gl->vtx_type, e->stride,
-                e->data.addr + state->load_base_vertex_index * e->stride);
-        gl_info->gl_ops.gl.p_glVertexPointer(format_gl->vtx_format, format_gl->vtx_type, e->stride,
-                e->data.addr + state->load_base_vertex_index * e->stride);
-        checkGLcall("glVertexPointer(...)");
-        gl_info->gl_ops.gl.p_glEnableClientState(GL_VERTEX_ARRAY);
-        checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
-    }
-
-    /* Normals */
-    if (si->use_map & (1u << WINED3D_FFP_NORMAL))
-    {
-        e = &si->elements[WINED3D_FFP_NORMAL];
-        format_gl = wined3d_format_gl(e->format);
-
-        if (current_bo != e->data.buffer_object)
-        {
-            GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, e->data.buffer_object));
-            checkGLcall("glBindBuffer");
-            current_bo = e->data.buffer_object;
-        }
-
-        TRACE("glNormalPointer(%#x, %#x, %p);\n", format_gl->vtx_type, e->stride,
-                e->data.addr + state->load_base_vertex_index * e->stride);
-        gl_info->gl_ops.gl.p_glNormalPointer(format_gl->vtx_type, e->stride,
-                e->data.addr + state->load_base_vertex_index * e->stride);
-        checkGLcall("glNormalPointer(...)");
-        gl_info->gl_ops.gl.p_glEnableClientState(GL_NORMAL_ARRAY);
-        checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
-
-    }
-    else
-    {
-        gl_info->gl_ops.gl.p_glNormal3f(0, 0, 0);
-        checkGLcall("glNormal3f(0, 0, 0)");
-    }
-
-    /* Diffuse colour */
-    if (si->use_map & (1u << WINED3D_FFP_DIFFUSE))
-    {
-        e = &si->elements[WINED3D_FFP_DIFFUSE];
-        format_gl = wined3d_format_gl(e->format);
-
-        if (current_bo != e->data.buffer_object)
-        {
-            GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, e->data.buffer_object));
-            checkGLcall("glBindBuffer");
-            current_bo = e->data.buffer_object;
-        }
-
-        TRACE("glColorPointer(%#x, %#x %#x, %p);\n",
-                format_gl->vtx_format, format_gl->vtx_type, e->stride,
-                e->data.addr + state->load_base_vertex_index * e->stride);
-        gl_info->gl_ops.gl.p_glColorPointer(format_gl->vtx_format, format_gl->vtx_type, e->stride,
-                e->data.addr + state->load_base_vertex_index * e->stride);
-        checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
-        gl_info->gl_ops.gl.p_glEnableClientState(GL_COLOR_ARRAY);
-        checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
-
-    }
-    else
-    {
-        gl_info->gl_ops.gl.p_glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
-        checkGLcall("glColor4f(1, 1, 1, 1)");
-    }
-
-    /* Specular colour */
-    if (si->use_map & (1u << WINED3D_FFP_SPECULAR))
-    {
-        TRACE("Setting specular colour.\n");
-
-        e = &si->elements[WINED3D_FFP_SPECULAR];
-
-        if (gl_info->supported[EXT_SECONDARY_COLOR])
-        {
-            GLint format;
-            GLenum type;
-
-            format_gl = wined3d_format_gl(e->format);
-            type = format_gl->vtx_type;
-            format = format_gl->vtx_format;
-
-            if (current_bo != e->data.buffer_object)
-            {
-                GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, e->data.buffer_object));
-                checkGLcall("glBindBuffer");
-                current_bo = e->data.buffer_object;
-            }
-
-            if (format != 4 || (gl_info->quirks & WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA))
-            {
-                /* Usually specular colors only allow 3 components, since they have no alpha. In D3D, the specular alpha
-                 * contains the fog coordinate, which is passed to GL with GL_EXT_fog_coord. However, the fixed function
-                 * vertex pipeline can pass the specular alpha through, and pixel shaders can read it. So it GL accepts
-                 * 4 component secondary colors use it
-                 */
-                TRACE("glSecondaryColorPointer(%#x, %#x, %#x, %p);\n", format, type, e->stride,
-                        e->data.addr + state->load_base_vertex_index * e->stride);
-                GL_EXTCALL(glSecondaryColorPointerEXT(format, type, e->stride,
-                        e->data.addr + state->load_base_vertex_index * e->stride));
-                checkGLcall("glSecondaryColorPointerEXT(format, type, ...)");
-            }
-            else
-            {
-                switch (type)
-                {
-                    case GL_UNSIGNED_BYTE:
-                        TRACE("glSecondaryColorPointer(3, GL_UNSIGNED_BYTE, %#x, %p);\n", e->stride,
-                                e->data.addr + state->load_base_vertex_index * e->stride);
-                        GL_EXTCALL(glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, e->stride,
-                                e->data.addr + state->load_base_vertex_index * e->stride));
-                        checkGLcall("glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, ...)");
-                        break;
-
-                    default:
-                        FIXME("Add 4 component specular colour pointers for type %#x.\n", type);
-                        /* Make sure that the right colour component is dropped. */
-                        TRACE("glSecondaryColorPointer(3, %#x, %#x, %p);\n", type, e->stride,
-                                e->data.addr + state->load_base_vertex_index * e->stride);
-                        GL_EXTCALL(glSecondaryColorPointerEXT(3, type, e->stride,
-                                e->data.addr + state->load_base_vertex_index * e->stride));
-                        checkGLcall("glSecondaryColorPointerEXT(3, type, ...)");
-                }
-            }
-            gl_info->gl_ops.gl.p_glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
-            checkGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
-        }
-        else
-        {
-            WARN("Specular colour is not supported in this GL implementation.\n");
-        }
-    }
-    else
-    {
-        if (gl_info->supported[EXT_SECONDARY_COLOR])
-        {
-            GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
-            checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
-        }
-        else
-        {
-            WARN("Specular colour is not supported in this GL implementation.\n");
-        }
-    }
-
-    /* Texture coordinates */
-    wined3d_context_gl_load_tex_coords(context_gl, si, &current_bo, state);
-}
-
-static void wined3d_context_gl_unload_numbered_array(struct wined3d_context_gl *context_gl, unsigned int i)
-{
-    const struct wined3d_gl_info *gl_info = context_gl->gl_info;
-
-    GL_EXTCALL(glDisableVertexAttribArray(i));
-    checkGLcall("glDisableVertexAttribArray");
-    if (gl_info->supported[ARB_INSTANCED_ARRAYS])
-        GL_EXTCALL(glVertexAttribDivisor(i, 0));
-
-    context_gl->c.numbered_array_mask &= ~(1u << i);
-}
-
-static void wined3d_context_gl_unload_numbered_arrays(struct wined3d_context_gl *context_gl)
-{
-    uint32_t mask = context_gl->c.numbered_array_mask;
-    unsigned int i;
-
-    while (mask)
-    {
-        i = wined3d_bit_scan(&mask);
-        wined3d_context_gl_unload_numbered_array(context_gl, i);
-    }
-}
-
-static void wined3d_context_gl_load_numbered_arrays(struct wined3d_context_gl *context_gl,
-        const struct wined3d_stream_info *stream_info, const struct wined3d_state *state)
-{
-    struct wined3d_context *context = &context_gl->c;
-    const struct wined3d_shader *vs = state->shader[WINED3D_SHADER_TYPE_VERTEX];
-    const struct wined3d_gl_info *gl_info = context_gl->gl_info;
-    GLuint current_bo;
-    unsigned int i;
-
-    /* Default to no instancing. */
-    context->instance_count = 0;
-    current_bo = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0u : 0;
-
-    for (i = 0; i < MAX_ATTRIBS; ++i)
-    {
-        const struct wined3d_stream_info_element *element = &stream_info->elements[i];
-        const struct wined3d_stream_state *stream;
-        const struct wined3d_format_gl *format_gl;
-
-        if (!(stream_info->use_map & (1u << i)))
-        {
-            if (context->numbered_array_mask & (1u << i))
-                wined3d_context_gl_unload_numbered_array(context_gl, i);
-            if (!use_vs(state) && i == WINED3D_FFP_DIFFUSE)
-            {
-                if (!(context_gl->default_attrib_value_set & (1u << i)) || !context_gl->diffuse_attrib_to_1)
-                {
-                    GL_EXTCALL(glVertexAttrib4f(i, 1.0f, 1.0f, 1.0f, 1.0f));
-                    context_gl->diffuse_attrib_to_1 = 1;
-                }
-            }
-            else
-            {
-                if (!(context_gl->default_attrib_value_set & (1u << i)))
-                {
-                    GL_EXTCALL(glVertexAttrib4f(i, 0.0f, 0.0f, 0.0f, 0.0f));
-                    if (i == WINED3D_FFP_DIFFUSE)
-                        context_gl->diffuse_attrib_to_1 = 0;
-                }
-            }
-            context_gl->default_attrib_value_set |= 1u << i;
-            continue;
-        }
-
-        format_gl = wined3d_format_gl(element->format);
-        stream = &state->streams[element->stream_idx];
-
-        if ((stream->flags & WINED3DSTREAMSOURCE_INSTANCEDATA) && !context->instance_count)
-            context->instance_count = state->streams[0].frequency;
-
-        if (gl_info->supported[ARB_INSTANCED_ARRAYS])
-        {
-            GL_EXTCALL(glVertexAttribDivisor(i, element->divisor));
-        }
-        else if (element->divisor)
-        {
-            /* Unload instanced arrays, they will be loaded using immediate
-             * mode instead. */
-            if (context->numbered_array_mask & (1u << i))
-                wined3d_context_gl_unload_numbered_array(context_gl, i);
-            context_gl->default_attrib_value_set &= ~(1u << i);
-            continue;
-        }
-
-        TRACE("Loading array %u %s.\n", i, debug_bo_address(&element->data));
-
-        if (element->stride)
-        {
-            DWORD format_flags = format_gl->f.flags[WINED3D_GL_RES_TYPE_BUFFER];
-
-            if (current_bo != element->data.buffer_object)
-            {
-                GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, element->data.buffer_object));
-                checkGLcall("glBindBuffer");
-                current_bo = element->data.buffer_object;
-            }
-            /* Use the VBO to find out if a vertex buffer exists, not the vb
-             * pointer. vb can point to a user pointer data blob. In that case
-             * current_bo will be 0. If there is a vertex buffer but no vbo we
-             * won't be load converted attributes anyway. */
-            if (vs && vs->reg_maps.shader_version.major >= 4 && (format_flags & WINED3DFMT_FLAG_INTEGER))
-            {
-                GL_EXTCALL(glVertexAttribIPointer(i, format_gl->vtx_format, format_gl->vtx_type,
-                        element->stride, element->data.addr + state->load_base_vertex_index * element->stride));
-            }
-            else
-            {
-                GL_EXTCALL(glVertexAttribPointer(i, format_gl->vtx_format, format_gl->vtx_type,
-                        !!(format_flags & WINED3DFMT_FLAG_NORMALISED), element->stride,
-                        element->data.addr + state->load_base_vertex_index * element->stride));
-            }
-
-            if (!(context->numbered_array_mask & (1u << i)))
-            {
-                GL_EXTCALL(glEnableVertexAttribArray(i));
-                context->numbered_array_mask |= (1u << i);
-            }
-        }
-        else
-        {
-            /* Stride = 0 means always the same values.
-             * glVertexAttribPointer() doesn't do that. Instead disable the
-             * pointer and set up the attribute statically. But we have to
-             * figure out the system memory address. */
-            const BYTE *ptr = element->data.addr;
-            if (element->data.buffer_object)
-                ptr += (ULONG_PTR)wined3d_buffer_load_sysmem(stream->buffer, context);
-
-            if (context->numbered_array_mask & (1u << i))
-                wined3d_context_gl_unload_numbered_array(context_gl, i);
-
-            switch (format_gl->f.id)
-            {
-                case WINED3DFMT_R32_FLOAT:
-                    GL_EXTCALL(glVertexAttrib1fv(i, (const GLfloat *)ptr));
-                    break;
-                case WINED3DFMT_R32G32_FLOAT:
-                    GL_EXTCALL(glVertexAttrib2fv(i, (const GLfloat *)ptr));
-                    break;
-                case WINED3DFMT_R32G32B32_FLOAT:
-                    GL_EXTCALL(glVertexAttrib3fv(i, (const GLfloat *)ptr));
-                    break;
-                case WINED3DFMT_R32G32B32A32_FLOAT:
-                    GL_EXTCALL(glVertexAttrib4fv(i, (const GLfloat *)ptr));
-                    break;
-                case WINED3DFMT_R8G8B8A8_UINT:
-                    GL_EXTCALL(glVertexAttrib4ubv(i, ptr));
-                    break;
-                case WINED3DFMT_B8G8R8A8_UNORM:
-                    if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
-                    {
-                        const DWORD *src = (const DWORD *)ptr;
-                        DWORD c = *src & 0xff00ff00u;
-                        c |= (*src & 0xff0000u) >> 16;
-                        c |= (*src & 0xffu) << 16;
-                        GL_EXTCALL(glVertexAttrib4Nubv(i, (GLubyte *)&c));
-                        break;
-                    }
-                    /* else fallthrough */
-                case WINED3DFMT_R8G8B8A8_UNORM:
-                    GL_EXTCALL(glVertexAttrib4Nubv(i, ptr));
-                    break;
-                case WINED3DFMT_R16G16_SINT:
-                    GL_EXTCALL(glVertexAttrib2sv(i, (const GLshort *)ptr));
-                    break;
-                case WINED3DFMT_R16G16B16A16_SINT:
-                    GL_EXTCALL(glVertexAttrib4sv(i, (const GLshort *)ptr));
-                    break;
-                case WINED3DFMT_R16G16_SNORM:
-                {
-                    const GLshort s[4] = {((const GLshort *)ptr)[0], ((const GLshort *)ptr)[1], 0, 1};
-                    GL_EXTCALL(glVertexAttrib4Nsv(i, s));
-                    break;
-                }
-                case WINED3DFMT_R16G16_UNORM:
-                {
-                    const GLushort s[4] = {((const GLushort *)ptr)[0], ((const GLushort *)ptr)[1], 0, 1};
-                    GL_EXTCALL(glVertexAttrib4Nusv(i, s));
-                    break;
-                }
-                case WINED3DFMT_R16G16B16A16_SNORM:
-                    GL_EXTCALL(glVertexAttrib4Nsv(i, (const GLshort *)ptr));
-                    break;
-                case WINED3DFMT_R16G16B16A16_UNORM:
-                    GL_EXTCALL(glVertexAttrib4Nusv(i, (const GLushort *)ptr));
-                    break;
-                case WINED3DFMT_R10G10B10X2_UINT:
-                    FIXME("Unsure about WINED3DDECLTYPE_UDEC3.\n");
-                    /*glVertexAttrib3usvARB(i, (const GLushort *)ptr); Does not exist */
-                    break;
-                case WINED3DFMT_R10G10B10X2_SNORM:
-                    FIXME("Unsure about WINED3DDECLTYPE_DEC3N.\n");
-                    /*glVertexAttrib3NusvARB(i, (const GLushort *)ptr); Does not exist */
-                    break;
-                case WINED3DFMT_R16G16_FLOAT:
-                    if (gl_info->supported[NV_HALF_FLOAT] && gl_info->supported[NV_VERTEX_PROGRAM])
-                    {
-                        /* Not supported by GL_ARB_half_float_vertex. */
-                        GL_EXTCALL(glVertexAttrib2hvNV(i, (const GLhalfNV *)ptr));
-                    }
-                    else
-                    {
-                        float x = float_16_to_32(((const unsigned short *)ptr) + 0);
-                        float y = float_16_to_32(((const unsigned short *)ptr) + 1);
-                        GL_EXTCALL(glVertexAttrib2f(i, x, y));
-                    }
-                    break;
-                case WINED3DFMT_R16G16B16A16_FLOAT:
-                    if (gl_info->supported[NV_HALF_FLOAT] && gl_info->supported[NV_VERTEX_PROGRAM])
-                    {
-                        /* Not supported by GL_ARB_half_float_vertex. */
-                        GL_EXTCALL(glVertexAttrib4hvNV(i, (const GLhalfNV *)ptr));
-                    }
-                    else
-                    {
-                        float x = float_16_to_32(((const unsigned short *)ptr) + 0);
-                        float y = float_16_to_32(((const unsigned short *)ptr) + 1);
-                        float z = float_16_to_32(((const unsigned short *)ptr) + 2);
-                        float w = float_16_to_32(((const unsigned short *)ptr) + 3);
-                        GL_EXTCALL(glVertexAttrib4f(i, x, y, z, w));
-                    }
-                    break;
-                default:
-                    ERR("Unexpected declaration in stride 0 attributes.\n");
-                    break;
-
-            }
-            context_gl->default_attrib_value_set &= ~(1u << i);
-        }
-    }
-    checkGLcall("Loading numbered arrays");
-}
-
-void wined3d_context_gl_update_stream_sources(struct wined3d_context_gl *context_gl,
-        const struct wined3d_state *state)
-{
-    if (context_gl->c.use_immediate_mode_draw)
-        return;
-
-    wined3d_context_gl_unload_vertex_data(context_gl);
-    if (context_gl->c.d3d_info->ffp_generic_attributes || use_vs(state))
-    {
-        TRACE("Loading numbered arrays.\n");
-        wined3d_context_gl_load_numbered_arrays(context_gl, &context_gl->c.stream_info, state);
-        return;
-    }
-
-    TRACE("Loading named arrays.\n");
-    wined3d_context_gl_unload_numbered_arrays(context_gl);
-    wined3d_context_gl_load_vertex_data(context_gl, &context_gl->c.stream_info, state);
-    context_gl->c.namedArraysLoaded = TRUE;
-}
-
-static void apply_texture_blit_state(const struct wined3d_gl_info *gl_info, struct gl_texture *texture,
-        GLenum target, unsigned int level, enum wined3d_texture_filter_type filter)
-{
-    gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MAG_FILTER, wined3d_gl_mag_filter(filter));
-    gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_MIN_FILTER,
-            wined3d_gl_min_mip_filter(filter, WINED3D_TEXF_NONE));
-    gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
-    gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
-    if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
-        gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_SRGB_DECODE_EXT, GL_SKIP_DECODE_EXT);
-    gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_BASE_LEVEL, level);
-
-    /* We changed the filtering settings on the texture. Make sure they get
-     * reset on subsequent draws. */
-    texture->sampler_desc.mag_filter = WINED3D_TEXF_POINT;
-    texture->sampler_desc.min_filter = WINED3D_TEXF_POINT;
-    texture->sampler_desc.mip_filter = WINED3D_TEXF_NONE;
-    texture->sampler_desc.address_u = WINED3D_TADDRESS_CLAMP;
-    texture->sampler_desc.address_v = WINED3D_TADDRESS_CLAMP;
-    texture->sampler_desc.srgb_decode = FALSE;
-    texture->base_level = level;
-}
-
-/* Context activation is done by the caller. */
-void wined3d_context_gl_draw_shaded_quad(struct wined3d_context_gl *context_gl, struct wined3d_texture_gl *texture_gl,
-        unsigned int sub_resource_idx, const RECT *src_rect, const RECT *dst_rect,
-        enum wined3d_texture_filter_type filter)
-{
-    const struct wined3d_gl_info *gl_info = context_gl->gl_info;
-    struct wined3d_blt_info info;
-    unsigned int level, w, h, i;
-    SIZE dst_size;
-    struct blit_vertex
-    {
-        float x, y;
-        struct wined3d_vec3 texcoord;
-    }
-    quad[4];
-
-    texture2d_get_blt_info(texture_gl, sub_resource_idx, src_rect, &info);
-
-    level = sub_resource_idx % texture_gl->t.level_count;
-    wined3d_context_gl_bind_texture(context_gl, info.bind_target, texture_gl->texture_rgb.name);
-    apply_texture_blit_state(gl_info, &texture_gl->texture_rgb, info.bind_target, level, filter);
-    gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_MAX_LEVEL, level);
-
-    wined3d_context_gl_get_rt_size(context_gl, &dst_size);
-    w = dst_size.cx;
-    h = dst_size.cy;
-
-    quad[0].x = dst_rect->left * 2.0f / w - 1.0f;
-    quad[0].y = dst_rect->top * 2.0f / h - 1.0f;
-    quad[0].texcoord = info.texcoords[0];
-
-    quad[1].x = dst_rect->right * 2.0f / w - 1.0f;
-    quad[1].y = dst_rect->top * 2.0f / h - 1.0f;
-    quad[1].texcoord = info.texcoords[1];
-
-    quad[2].x = dst_rect->left * 2.0f / w - 1.0f;
-    quad[2].y = dst_rect->bottom * 2.0f / h - 1.0f;
-    quad[2].texcoord = info.texcoords[2];
-
-    quad[3].x = dst_rect->right * 2.0f / w - 1.0f;
-    quad[3].y = dst_rect->bottom * 2.0f / h - 1.0f;
-    quad[3].texcoord = info.texcoords[3];
-
-    /* Draw a quad. */
-    if (gl_info->supported[ARB_VERTEX_BUFFER_OBJECT])
-    {
-        if (!context_gl->blit_vbo)
-            GL_EXTCALL(glGenBuffers(1, &context_gl->blit_vbo));
-        GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, context_gl->blit_vbo));
-
-        wined3d_context_gl_unload_vertex_data(context_gl);
-        wined3d_context_gl_unload_numbered_arrays(context_gl);
-
-        GL_EXTCALL(glBufferData(GL_ARRAY_BUFFER, sizeof(quad), quad, GL_STREAM_DRAW));
-        GL_EXTCALL(glVertexAttribPointer(0, 2, GL_FLOAT, FALSE, sizeof(*quad), NULL));
-        GL_EXTCALL(glVertexAttribPointer(1, 3, GL_FLOAT, FALSE, sizeof(*quad),
-                (void *)FIELD_OFFSET(struct blit_vertex, texcoord)));
-
-        GL_EXTCALL(glEnableVertexAttribArray(0));
-        GL_EXTCALL(glEnableVertexAttribArray(1));
-
-        gl_info->gl_ops.gl.p_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
-
-        GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, 0));
-        GL_EXTCALL(glDisableVertexAttribArray(1));
-        GL_EXTCALL(glDisableVertexAttribArray(0));
-    }
-    else
-    {
-        gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
-
-        for (i = 0; i < ARRAY_SIZE(quad); ++i)
-        {
-            GL_EXTCALL(glVertexAttrib3fv(1, &quad[i].texcoord.x));
-            GL_EXTCALL(glVertexAttrib2fv(0, &quad[i].x));
-        }
-
-        gl_info->gl_ops.gl.p_glEnd();
-    }
-    checkGLcall("draw");
-
-    gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_MAX_LEVEL, texture_gl->t.level_count - 1);
-    wined3d_context_gl_bind_texture(context_gl, info.bind_target, 0);
-}
-
-/* Context activation is done by the caller. */
-void wined3d_context_gl_draw_textured_quad(struct wined3d_context_gl *context_gl,
-        struct wined3d_texture_gl *texture_gl, unsigned int sub_resource_idx,
-        const RECT *src_rect, const RECT *dst_rect, enum wined3d_texture_filter_type filter)
-{
-    const struct wined3d_gl_info *gl_info = context_gl->gl_info;
-    struct wined3d_blt_info info;
-    unsigned int level;
-
-    texture2d_get_blt_info(texture_gl, sub_resource_idx, src_rect, &info);
-
-    gl_info->gl_ops.gl.p_glEnable(info.bind_target);
-    checkGLcall("glEnable(bind_target)");
-
-    level = sub_resource_idx % texture_gl->t.level_count;
-    wined3d_context_gl_bind_texture(context_gl, info.bind_target, texture_gl->texture_rgb.name);
-    apply_texture_blit_state(gl_info, &texture_gl->texture_rgb, info.bind_target, level, filter);
-    gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_MAX_LEVEL, level);
-    gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
-    checkGLcall("glTexEnvi");
-
-    /* Draw a quad. */
-    gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
-    gl_info->gl_ops.gl.p_glTexCoord3fv(&info.texcoords[0].x);
-    gl_info->gl_ops.gl.p_glVertex2i(dst_rect->left, dst_rect->top);
-
-    gl_info->gl_ops.gl.p_glTexCoord3fv(&info.texcoords[1].x);
-    gl_info->gl_ops.gl.p_glVertex2i(dst_rect->right, dst_rect->top);
-
-    gl_info->gl_ops.gl.p_glTexCoord3fv(&info.texcoords[2].x);
-    gl_info->gl_ops.gl.p_glVertex2i(dst_rect->left, dst_rect->bottom);
-
-    gl_info->gl_ops.gl.p_glTexCoord3fv(&info.texcoords[3].x);
-    gl_info->gl_ops.gl.p_glVertex2i(dst_rect->right, dst_rect->bottom);
-    gl_info->gl_ops.gl.p_glEnd();
-
-    gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_MAX_LEVEL, texture_gl->t.level_count - 1);
-    wined3d_context_gl_bind_texture(context_gl, info.bind_target, 0);
-}
+/*
+ * Context and render target management in wined3d
+ *
+ * Copyright 2002-2004 Jason Edmeades
+ * Copyright 2002-2004 Raphael Junqueira
+ * Copyright 2004 Christian Costa
+ * Copyright 2005 Oliver Stieber
+ * Copyright 2006, 2008 Henri Verbeet
+ * Copyright 2007-2011, 2013 Stefan Dösinger for CodeWeavers
+ * Copyright 2009-2011 Henri Verbeet for CodeWeavers
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation; either
+ * version 2.1 of the License, or (at your option) any later version.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
+ */
+
+#include "config.h"
+#include "wine/port.h"
+
+#include "wined3d_private.h"
+
+WINE_DEFAULT_DEBUG_CHANNEL(d3d);
+WINE_DECLARE_DEBUG_CHANNEL(d3d_perf);
+
+void context_resource_released(const struct wined3d_device *device, struct wined3d_resource *resource)
+{
+    unsigned int i;
+
+    if (!device->d3d_initialized)
+        return;
+
+    for (i = 0; i < device->context_count; ++i)
+    {
+        struct wined3d_context *context = device->contexts[i];
+
+        if (&context->current_rt.texture->resource == resource)
+        {
+            context->current_rt.texture = NULL;
+            context->current_rt.sub_resource_idx = 0;
+        }
+    }
+}
+
+void wined3d_context_cleanup(struct wined3d_context *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_texture *texture, unsigned int sub_resource_idx)
+{
+    if (context->current_rt.texture != texture || context->current_rt.sub_resource_idx != sub_resource_idx)
+    {
+        context_release(context);
+        context = context_acquire(texture->resource.device, texture, sub_resource_idx);
+    }
+
+    context_release(context);
+}
+
+void context_invalidate_compute_state(struct wined3d_context *context, DWORD state_id)
+{
+    DWORD representative = context->state_table[state_id].representative - STATE_COMPUTE_OFFSET;
+    unsigned int index, shift;
+
+    index = representative / (sizeof(*context->dirty_compute_states) * CHAR_BIT);
+    shift = representative & (sizeof(*context->dirty_compute_states) * CHAR_BIT - 1);
+    context->dirty_compute_states[index] |= (1u << shift);
+}
+
+void context_invalidate_state(struct wined3d_context *context, unsigned int state_id)
+{
+    unsigned int representative = context->state_table[state_id].representative;
+    unsigned int index, shift;
+
+    index = representative / (sizeof(*context->dirty_graphics_states) * CHAR_BIT);
+    shift = representative & ((sizeof(*context->dirty_graphics_states) * CHAR_BIT) - 1);
+    context->dirty_graphics_states[index] |= (1u << shift);
+}
+
+void wined3d_context_init(struct wined3d_context *context, struct wined3d_swapchain *swapchain)
+{
+    struct wined3d_device *device = swapchain->device;
+    DWORD state;
+
+    context->d3d_info = &device->adapter->d3d_info;
+    context->state_table = device->state_table;
+
+    /* Mark all states dirty to force a proper initialization of the states on
+     * the first use of the context. Compute states do not need initialization. */
+    for (state = 0; state <= STATE_HIGHEST; ++state)
+    {
+        if (context->state_table[state].representative && !STATE_IS_COMPUTE(state))
+            context_invalidate_state(context, state);
+    }
+
+    context->device = device;
+    context->swapchain = swapchain;
+    context->current_rt.texture = swapchain->front_buffer;
+    context->current_rt.sub_resource_idx = 0;
+
+    context->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);
+}
+
+HRESULT wined3d_context_no3d_init(struct wined3d_context *context_no3d, struct wined3d_swapchain *swapchain)
+{
+    TRACE("context_no3d %p, swapchain %p.\n", context_no3d, swapchain);
+
+    wined3d_context_init(context_no3d, swapchain);
+
+    return WINED3D_OK;
+}
+
+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
+    {
+        WARN("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 wined3d_stream_info_from_declaration(struct wined3d_stream_info *stream_info,
+        const struct wined3d_state *state, const struct wined3d_d3d_info *d3d_info)
+{
+    /* We need to deal with frequency data! */
+    struct wined3d_vertex_declaration *declaration = state->vertex_declaration;
+    BOOL generic_attributes = 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 (!d3d_info->vertex_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. */
+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;
+    DWORD prev_all_vbo = stream_info->all_vbo;
+    unsigned int i;
+    WORD map;
+
+    wined3d_stream_info_from_declaration(stream_info, state, d3d_info);
+
+    stream_info->all_vbo = 1;
+    context->buffer_fence_count = 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->fence)
+            context->buffer_fences[context->buffer_fence_count++] = buffer->fence;
+
+        TRACE("Load array %u %s.\n", i, debug_bo_address(&element->data));
+    }
+
+    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))
+    {
+        WORD slow_mask = -!d3d_info->ffp_generic_attributes & (1u << WINED3D_FFP_PSIZE);
+        slow_mask |= -(!d3d_info->vertex_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;
+
+    if (wined3d_resource_check_fbo_attached(state, &texture->resource, NULL))
+        context->uses_fbo_attached_resources = 1;
+
+    wined3d_texture_load(texture, context, is_srgb_enabled(state->sampler_states[idx]));
+}
+
+/* Context activation is done by the caller. */
+void context_preload_textures(struct wined3d_context *context, const struct wined3d_state *state)
+{
+    unsigned int i;
+
+    if (use_vs(state))
+    {
+        for (i = 0; i < WINED3D_MAX_VERTEX_SAMPLERS; ++i)
+        {
+            if (state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.resource_info[i].type)
+                context_preload_texture(context, state, WINED3D_MAX_FRAGMENT_SAMPLERS + i);
+        }
+    }
+
+    if (use_ps(state))
+    {
+        for (i = 0; i < WINED3D_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);
+        }
+    }
+}
+
+void context_load_shader_resources(struct wined3d_context *context,
+        const struct wined3d_state *state, unsigned int shader_mask)
+{
+    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_mask & (1u << i)))
+            continue;
+
+        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]))
+                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);
+        }
+    }
+}
+
+void context_load_unordered_access_resources(struct wined3d_context *context,
+        const struct wined3d_shader *shader, struct wined3d_unordered_access_view * const *views)
+{
+    struct wined3d_unordered_access_view *view;
+    struct wined3d_texture *texture;
+    struct wined3d_buffer *buffer;
+    unsigned int i;
+
+    context->uses_uavs = 0;
+
+    if (!shader)
+        return;
+
+    for (i = 0; i < MAX_UNORDERED_ACCESS_VIEWS; ++i)
+    {
+        if (!(view = views[i]))
+            continue;
+
+        if (view->resource->type == WINED3D_RTYPE_BUFFER)
+        {
+            buffer = buffer_from_resource(view->resource);
+            wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_BUFFER);
+            wined3d_unordered_access_view_invalidate_location(view, ~WINED3D_LOCATION_BUFFER);
+        }
+        else
+        {
+            texture = texture_from_resource(view->resource);
+            wined3d_texture_load(texture, context, FALSE);
+            wined3d_unordered_access_view_invalidate_location(view, ~WINED3D_LOCATION_TEXTURE_RGB);
+        }
+
+        context->uses_uavs = 1;
+    }
+}
+
+void context_load_stream_output_buffers(struct wined3d_context *context, const struct wined3d_state *state)
+{
+    unsigned int i;
+
+    for (i = 0; i < ARRAY_SIZE(state->stream_output); ++i)
+    {
+        struct wined3d_buffer *buffer;
+        if (!(buffer = state->stream_output[i].buffer))
+            continue;
+
+        wined3d_buffer_load(buffer, context, state);
+        wined3d_buffer_invalidate_location(buffer, ~WINED3D_LOCATION_BUFFER);
+    }
+}
diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context_gl.c
similarity index 92%
copy from dlls/wined3d/context.c
copy to dlls/wined3d/context_gl.c
index d20e9e6835e..9dbd0346ff3 100644
--- a/dlls/wined3d/context.c
+++ b/dlls/wined3d/context_gl.c
@@ -27,11 +27,6 @@
 #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);
@@ -1077,25 +1072,6 @@ static void wined3d_context_gl_queue_fbo_entry_destruction(struct wined3d_contex
     list_add_head(&context_gl->fbo_destroy_list, &entry->entry);
 }
 
-void context_resource_released(const struct wined3d_device *device, struct wined3d_resource *resource)
-{
-    unsigned int i;
-
-    if (!device->d3d_initialized)
-        return;
-
-    for (i = 0; i < device->context_count; ++i)
-    {
-        struct wined3d_context *context = device->contexts[i];
-
-        if (&context->current_rt.texture->resource == resource)
-        {
-            context->current_rt.texture = NULL;
-            context->current_rt.sub_resource_idx = 0;
-        }
-    }
-}
-
 void context_gl_resource_released(struct wined3d_device *device, GLuint name, BOOL rb_namespace)
 {
     wined3d_context_gl_enum_fbo_entries(device, name, rb_namespace,
@@ -1328,10 +1304,6 @@ static void wined3d_context_gl_update_window(struct wined3d_context_gl *context_
     }
 }
 
-void wined3d_context_cleanup(struct wined3d_context *context)
-{
-}
-
 static void wined3d_context_gl_cleanup(struct wined3d_context_gl *context_gl)
 {
     struct wined3d_pipeline_statistics_query *pipeline_statistics_query;
@@ -1600,20 +1572,6 @@ void wined3d_context_gl_release(struct wined3d_context_gl *context_gl)
     }
 }
 
-/* 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_texture *texture, unsigned int sub_resource_idx)
-{
-    if (context->current_rt.texture != texture || context->current_rt.sub_resource_idx != sub_resource_idx)
-    {
-        context_release(context);
-        context = context_acquire(texture->resource.device, texture, sub_resource_idx);
-    }
-
-    context_release(context);
-}
-
 static void wined3d_context_gl_enter(struct wined3d_context_gl *context_gl)
 {
     TRACE("Entering context %p, level %u.\n", context_gl, context_gl->level + 1);
@@ -1637,26 +1595,6 @@ static void wined3d_context_gl_enter(struct wined3d_context_gl *context_gl)
     }
 }
 
-void context_invalidate_compute_state(struct wined3d_context *context, DWORD state_id)
-{
-    DWORD representative = context->state_table[state_id].representative - STATE_COMPUTE_OFFSET;
-    unsigned int index, shift;
-
-    index = representative / (sizeof(*context->dirty_compute_states) * CHAR_BIT);
-    shift = representative & (sizeof(*context->dirty_compute_states) * CHAR_BIT - 1);
-    context->dirty_compute_states[index] |= (1u << shift);
-}
-
-void context_invalidate_state(struct wined3d_context *context, unsigned int state_id)
-{
-    unsigned int representative = context->state_table[state_id].representative;
-    unsigned int index, shift;
-
-    index = representative / (sizeof(*context->dirty_graphics_states) * CHAR_BIT);
-    shift = representative & ((sizeof(*context->dirty_graphics_states) * CHAR_BIT) - 1);
-    context->dirty_graphics_states[index] |= (1u << shift);
-}
-
 /* This function takes care of wined3d pixel format selection. */
 static int context_choose_pixel_format(const struct wined3d_device *device, HDC hdc,
         const struct wined3d_format *color_format, const struct wined3d_format *ds_format,
@@ -1892,44 +1830,6 @@ HGLRC context_create_wgl_attribs(const struct wined3d_gl_info *gl_info, HDC hdc,
     return ctx;
 }
 
-void wined3d_context_init(struct wined3d_context *context, struct wined3d_swapchain *swapchain)
-{
-    struct wined3d_device *device = swapchain->device;
-    DWORD state;
-
-    context->d3d_info = &device->adapter->d3d_info;
-    context->state_table = device->state_table;
-
-    /* Mark all states dirty to force a proper initialization of the states on
-     * the first use of the context. Compute states do not need initialization. */
-    for (state = 0; state <= STATE_HIGHEST; ++state)
-    {
-        if (context->state_table[state].representative && !STATE_IS_COMPUTE(state))
-            context_invalidate_state(context, state);
-    }
-
-    context->device = device;
-    context->swapchain = swapchain;
-    context->current_rt.texture = swapchain->front_buffer;
-    context->current_rt.sub_resource_idx = 0;
-
-    context->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);
-}
-
-HRESULT wined3d_context_no3d_init(struct wined3d_context *context_no3d, struct wined3d_swapchain *swapchain)
-{
-    TRACE("context_no3d %p, swapchain %p.\n", context_no3d, swapchain);
-
-    wined3d_context_init(context_no3d, swapchain);
-
-    return WINED3D_OK;
-}
-
 static BOOL wined3d_context_gl_create_wgl_ctx(struct wined3d_context_gl *context_gl,
         struct wined3d_swapchain_gl *swapchain_gl)
 {
@@ -3498,306 +3398,6 @@ void context_state_drawbuf(struct wined3d_context *context, const struct wined3d
     }
 }
 
-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
-    {
-        WARN("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 wined3d_stream_info_from_declaration(struct wined3d_stream_info *stream_info,
-        const struct wined3d_state *state, const struct wined3d_d3d_info *d3d_info)
-{
-    /* We need to deal with frequency data! */
-    struct wined3d_vertex_declaration *declaration = state->vertex_declaration;
-    BOOL generic_attributes = 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 (!d3d_info->vertex_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;
-    DWORD prev_all_vbo = stream_info->all_vbo;
-    unsigned int i;
-    WORD map;
-
-    wined3d_stream_info_from_declaration(stream_info, state, d3d_info);
-
-    stream_info->all_vbo = 1;
-    context->buffer_fence_count = 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->fence)
-            context->buffer_fences[context->buffer_fence_count++] = buffer->fence;
-
-        TRACE("Load array %u %s.\n", i, debug_bo_address(&element->data));
-    }
-
-    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))
-    {
-        WORD slow_mask = -!d3d_info->ffp_generic_attributes & (1u << WINED3D_FFP_PSIZE);
-        slow_mask |= -(!d3d_info->vertex_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;
-
-    if (wined3d_resource_check_fbo_attached(state, &texture->resource, NULL))
-        context->uses_fbo_attached_resources = 1;
-
-    wined3d_texture_load(texture, context, is_srgb_enabled(state->sampler_states[idx]));
-}
-
-/* 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 < WINED3D_MAX_VERTEX_SAMPLERS; ++i)
-        {
-            if (state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.resource_info[i].type)
-                context_preload_texture(context, state, WINED3D_MAX_FRAGMENT_SAMPLERS + i);
-        }
-    }
-
-    if (use_ps(state))
-    {
-        for (i = 0; i < WINED3D_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,
-        unsigned int shader_mask)
-{
-    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_mask & (1u << i)))
-            continue;
-
-        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]))
-                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 wined3d_context_gl_bind_shader_resources(struct wined3d_context_gl *context_gl,
         const struct wined3d_state *state, enum wined3d_shader_type shader_type)
 {
@@ -3843,41 +3443,6 @@ static void wined3d_context_gl_bind_shader_resources(struct wined3d_context_gl *
     }
 }
 
-static void context_load_unordered_access_resources(struct wined3d_context *context,
-        const struct wined3d_shader *shader, struct wined3d_unordered_access_view * const *views)
-{
-    struct wined3d_unordered_access_view *view;
-    struct wined3d_texture *texture;
-    struct wined3d_buffer *buffer;
-    unsigned int i;
-
-    context->uses_uavs = 0;
-
-    if (!shader)
-        return;
-
-    for (i = 0; i < MAX_UNORDERED_ACCESS_VIEWS; ++i)
-    {
-        if (!(view = views[i]))
-            continue;
-
-        if (view->resource->type == WINED3D_RTYPE_BUFFER)
-        {
-            buffer = buffer_from_resource(view->resource);
-            wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_BUFFER);
-            wined3d_unordered_access_view_invalidate_location(view, ~WINED3D_LOCATION_BUFFER);
-        }
-        else
-        {
-            texture = texture_from_resource(view->resource);
-            wined3d_texture_load(texture, context, FALSE);
-            wined3d_unordered_access_view_invalidate_location(view, ~WINED3D_LOCATION_TEXTURE_RGB);
-        }
-
-        context->uses_uavs = 1;
-    }
-}
-
 static void wined3d_context_gl_bind_unordered_access_views(struct wined3d_context_gl *context_gl,
         const struct wined3d_shader *shader, struct wined3d_unordered_access_view * const *views)
 {
@@ -3930,22 +3495,6 @@ static void wined3d_context_gl_bind_unordered_access_views(struct wined3d_contex
     checkGLcall("Bind unordered access views");
 }
 
-static void context_load_stream_output_buffers(struct wined3d_context *context,
-        const struct wined3d_state *state)
-{
-    unsigned int i;
-
-    for (i = 0; i < ARRAY_SIZE(state->stream_output); ++i)
-    {
-        struct wined3d_buffer *buffer;
-        if (!(buffer = state->stream_output[i].buffer))
-            continue;
-
-        wined3d_buffer_load(buffer, context, state);
-        wined3d_buffer_invalidate_location(buffer, ~WINED3D_LOCATION_BUFFER);
-    }
-}
-
 /* Context activation is done by the caller. */
 static BOOL context_apply_draw_state(struct wined3d_context *context,
         const struct wined3d_device *device, const struct wined3d_state *state, BOOL indexed)
@@ -4122,14 +3671,6 @@ static void wined3d_context_gl_apply_compute_state(struct wined3d_context_gl *co
     context_gl->c.last_was_ffp_blit = FALSE;
 }
 
-static BOOL use_transform_feedback(const struct wined3d_state *state)
-{
-    const struct wined3d_shader *shader;
-    if (!(shader = state->shader[WINED3D_SHADER_TYPE_GEOMETRY]))
-        return FALSE;
-    return shader->u.gs.so_desc.element_count;
-}
-
 void wined3d_context_gl_end_transform_feedback(struct wined3d_context_gl *context_gl)
 {
     const struct wined3d_gl_info *gl_info = context_gl->gl_info;
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 55243050b03..f2b3cd9548e 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -1997,6 +1997,14 @@ struct wined3d_context
 
 void wined3d_context_cleanup(struct wined3d_context *context) DECLSPEC_HIDDEN;
 void wined3d_context_init(struct wined3d_context *context, struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
+void context_load_shader_resources(struct wined3d_context *context,
+        const struct wined3d_state *state, unsigned int shader_mask) DECLSPEC_HIDDEN;
+void context_load_stream_output_buffers(struct wined3d_context *context,
+        const struct wined3d_state *state) DECLSPEC_HIDDEN;
+void context_load_unordered_access_resources(struct wined3d_context *context,
+        const struct wined3d_shader *shader, struct wined3d_unordered_access_view * const *views) DECLSPEC_HIDDEN;
+void context_preload_textures(struct wined3d_context *context, const struct wined3d_state *state) DECLSPEC_HIDDEN;
+void context_update_stream_info(struct wined3d_context *context, const struct wined3d_state *state) DECLSPEC_HIDDEN;
 
 HRESULT wined3d_context_no3d_init(struct wined3d_context *context_no3d,
         struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
@@ -5079,6 +5087,15 @@ static inline BOOL use_ps(const struct wined3d_state *state)
     return !!state->shader[WINED3D_SHADER_TYPE_PIXEL];
 }
 
+static inline BOOL use_transform_feedback(const struct wined3d_state *state)
+{
+    const struct wined3d_shader *shader;
+
+    if (!(shader = state->shader[WINED3D_SHADER_TYPE_GEOMETRY]))
+        return FALSE;
+    return shader->u.gs.so_desc.element_count;
+}
+
 static inline void context_apply_state(struct wined3d_context *context,
         const struct wined3d_state *state, DWORD state_id)
 {
-- 
2.20.1




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