d3d9/tests: Allow D3DFMT_A2R10G10B10 as supported adapter mode.
[wine] / dlls / wined3d / swapchain.c
1 /*
2  *IDirect3DSwapChain9 implementation
3  *
4  *Copyright 2002-2003 Jason Edmeades
5  *Copyright 2002-2003 Raphael Junqueira
6  *Copyright 2005 Oliver Stieber
7  *Copyright 2007-2008 Stefan Dösinger for CodeWeavers
8  *
9  *This library is free software; you can redistribute it and/or
10  *modify it under the terms of the GNU Lesser General Public
11  *License as published by the Free Software Foundation; either
12  *version 2.1 of the License, or (at your option) any later version.
13  *
14  *This library is distributed in the hope that it will be useful,
15  *but WITHOUT ANY WARRANTY; without even the implied warranty of
16  *MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
17  *Lesser General Public License for more details.
18  *
19  *You should have received a copy of the GNU Lesser General Public
20  *License along with this library; if not, write to the Free Software
21  *Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22  */
23
24 #include "config.h"
25 #include "wined3d_private.h"
26
27
28 /*TODO: some of the additional parameters may be required to
29     set the gamma ramp (for some weird reason microsoft have left swap gammaramp in device
30     but it operates on a swapchain, it may be a good idea to move it to IWineD3DSwapChain for IWineD3D)*/
31
32
33 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
34 WINE_DECLARE_DEBUG_CHANNEL(fps);
35
36 #define GLINFO_LOCATION This->device->adapter->gl_info
37
38 /*IWineD3DSwapChain parts follow: */
39 static void WINAPI IWineD3DSwapChainImpl_Destroy(IWineD3DSwapChain *iface)
40 {
41     IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
42     WINED3DDISPLAYMODE mode;
43     unsigned int i;
44
45     TRACE("Destroying swapchain %p\n", iface);
46
47     IWineD3DSwapChain_SetGammaRamp(iface, 0, &This->orig_gamma);
48
49     /* Release the swapchain's draw buffers. Make sure This->back_buffers[0] is
50      * the last buffer to be destroyed, FindContext() depends on that. */
51     if (This->front_buffer)
52     {
53         IWineD3DSurface_SetContainer((IWineD3DSurface *)This->front_buffer, NULL);
54         if (IWineD3DSurface_Release((IWineD3DSurface *)This->front_buffer))
55         {
56             WARN("(%p) Something's still holding the front buffer (%p).\n",
57                     This, This->front_buffer);
58         }
59         This->front_buffer = NULL;
60     }
61
62     if (This->back_buffers)
63     {
64         UINT i = This->presentParms.BackBufferCount;
65
66         while (i--)
67         {
68             IWineD3DSurface_SetContainer((IWineD3DSurface *)This->back_buffers[i], NULL);
69             if (IWineD3DSurface_Release((IWineD3DSurface *)This->back_buffers[i]))
70                 WARN("(%p) Something's still holding back buffer %u (%p).\n",
71                         This, i, This->back_buffers[i]);
72         }
73         HeapFree(GetProcessHeap(), 0, This->back_buffers);
74         This->back_buffers = NULL;
75     }
76
77     for (i = 0; i < This->num_contexts; ++i)
78     {
79         context_destroy(This->device, This->context[i]);
80     }
81     /* Restore the screen resolution if we rendered in fullscreen
82      * This will restore the screen resolution to what it was before creating the swapchain. In case of d3d8 and d3d9
83      * this will be the original desktop resolution. In case of d3d7 this will be a NOP because ddraw sets the resolution
84      * before starting up Direct3D, thus orig_width and orig_height will be equal to the modes in the presentation params
85      */
86     if(This->presentParms.Windowed == FALSE && This->presentParms.AutoRestoreDisplayMode) {
87         mode.Width = This->orig_width;
88         mode.Height = This->orig_height;
89         mode.RefreshRate = 0;
90         mode.Format = This->orig_fmt;
91         IWineD3DDevice_SetDisplayMode((IWineD3DDevice *)This->device, 0, &mode);
92     }
93
94     HeapFree(GetProcessHeap(), 0, This->context);
95     HeapFree(GetProcessHeap(), 0, This);
96 }
97
98 /* A GL context is provided by the caller */
99 static void swapchain_blit(IWineD3DSwapChainImpl *This, struct wined3d_context *context,
100         const RECT *src_rect, const RECT *dst_rect)
101 {
102     IWineD3DDeviceImpl *device = This->device;
103     IWineD3DSurfaceImpl *backbuffer = This->back_buffers[0];
104     UINT src_w = src_rect->right - src_rect->left;
105     UINT src_h = src_rect->bottom - src_rect->top;
106     GLenum gl_filter;
107     const struct wined3d_gl_info *gl_info = context->gl_info;
108
109     TRACE("swapchain %p, context %p, src_rect %s, dst_rect %s.\n",
110             This, context, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect));
111
112     if (src_w == dst_rect->right - dst_rect->left && src_h == dst_rect->bottom - dst_rect->top)
113         gl_filter = GL_NEAREST;
114     else
115         gl_filter = GL_LINEAR;
116
117     if (gl_info->fbo_ops.glBlitFramebuffer && is_identity_fixup(backbuffer->resource.format_desc->color_fixup))
118     {
119         ENTER_GL();
120         context_bind_fbo(context, GL_READ_FRAMEBUFFER, &context->src_fbo);
121         context_attach_surface_fbo(context, GL_READ_FRAMEBUFFER, 0, backbuffer);
122         context_attach_depth_stencil_fbo(context, GL_READ_FRAMEBUFFER, NULL, FALSE);
123
124         context_bind_fbo(context, GL_DRAW_FRAMEBUFFER, NULL);
125         context_set_draw_buffer(context, GL_BACK);
126
127         glDisable(GL_SCISSOR_TEST);
128         IWineD3DDeviceImpl_MarkStateDirty(This->device, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
129
130         /* Note that the texture is upside down */
131         gl_info->fbo_ops.glBlitFramebuffer(src_rect->left, src_rect->top, src_rect->right, src_rect->bottom,
132                                            dst_rect->left, dst_rect->bottom, dst_rect->right, dst_rect->top,
133                                            GL_COLOR_BUFFER_BIT, gl_filter);
134         checkGLcall("Swapchain present blit(EXT_framebuffer_blit)\n");
135         LEAVE_GL();
136     }
137     else
138     {
139         struct wined3d_context *context2;
140         float tex_left = src_rect->left;
141         float tex_top = src_rect->top;
142         float tex_right = src_rect->right;
143         float tex_bottom = src_rect->bottom;
144
145         context2 = context_acquire(This->device, This->back_buffers[0]);
146         context_apply_blit_state(context2, device);
147
148         if(backbuffer->Flags & SFLAG_NORMCOORD)
149         {
150             tex_left /= src_w;
151             tex_right /= src_w;
152             tex_top /= src_h;
153             tex_bottom /= src_h;
154         }
155
156         if (is_complex_fixup(backbuffer->resource.format_desc->color_fixup))
157             gl_filter = GL_NEAREST;
158
159         ENTER_GL();
160         context_bind_fbo(context2, GL_DRAW_FRAMEBUFFER, NULL);
161
162         /* Set up the texture. The surface is not in a IWineD3D*Texture container,
163          * so there are no d3d texture settings to dirtify
164          */
165         device->blitter->set_shader((IWineD3DDevice *) device, backbuffer);
166         glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MIN_FILTER, gl_filter);
167         glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MAG_FILTER, gl_filter);
168
169         context_set_draw_buffer(context, GL_BACK);
170
171         /* Set the viewport to the destination rectandle, disable any projection
172          * transformation set up by context_apply_blit_state(), and draw a
173          * (-1,-1)-(1,1) quad.
174          *
175          * Back up viewport and matrix to avoid breaking last_was_blit
176          *
177          * Note that context_apply_blit_state() set up viewport and ortho to
178          * match the surface size - we want the GL drawable(=window) size. */
179         glPushAttrib(GL_VIEWPORT_BIT);
180         glViewport(dst_rect->left, dst_rect->top, dst_rect->right, dst_rect->bottom);
181         glMatrixMode(GL_PROJECTION);
182         glPushMatrix();
183         glLoadIdentity();
184
185         glBegin(GL_QUADS);
186             /* bottom left */
187             glTexCoord2f(tex_left, tex_bottom);
188             glVertex2i(-1, -1);
189
190             /* top left */
191             glTexCoord2f(tex_left, tex_top);
192             glVertex2i(-1, 1);
193
194             /* top right */
195             glTexCoord2f(tex_right, tex_top);
196             glVertex2i(1, 1);
197
198             /* bottom right */
199             glTexCoord2f(tex_right, tex_bottom);
200             glVertex2i(1, -1);
201         glEnd();
202
203         glPopMatrix();
204         glPopAttrib();
205
206         device->blitter->unset_shader((IWineD3DDevice *) device);
207         checkGLcall("Swapchain present blit(manual)\n");
208         LEAVE_GL();
209
210         context_release(context2);
211     }
212 }
213
214 static HRESULT WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface, CONST RECT *pSourceRect, CONST RECT *pDestRect, HWND hDestWindowOverride, CONST RGNDATA *pDirtyRegion, DWORD dwFlags) {
215     IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
216     struct wined3d_context *context;
217     RECT src_rect, dst_rect;
218     BOOL render_to_fbo;
219     unsigned int sync;
220     int retval;
221
222     IWineD3DSwapChain_SetDestWindowOverride(iface, hDestWindowOverride);
223
224     context = context_acquire(This->device, This->back_buffers[0]);
225     if (!context->valid)
226     {
227         context_release(context);
228         WARN("Invalid context, skipping present.\n");
229         return WINED3D_OK;
230     }
231
232     /* Render the cursor onto the back buffer, using our nifty directdraw blitting code :-) */
233     if (This->device->bCursorVisible && This->device->cursorTexture)
234     {
235         IWineD3DSurfaceImpl cursor;
236         RECT destRect =
237         {
238             This->device->xScreenSpace - This->device->xHotSpot,
239             This->device->yScreenSpace - This->device->yHotSpot,
240             This->device->xScreenSpace + This->device->cursorWidth - This->device->xHotSpot,
241             This->device->yScreenSpace + This->device->cursorHeight - This->device->yHotSpot,
242         };
243         TRACE("Rendering the cursor. Creating fake surface at %p\n", &cursor);
244         /* Build a fake surface to call the Blitting code. It is not possible to use the interface passed by
245          * the application because we are only supposed to copy the information out. Using a fake surface
246          * allows to use the Blitting engine and avoid copying the whole texture -> render target blitting code.
247          */
248         memset(&cursor, 0, sizeof(cursor));
249         cursor.lpVtbl = &IWineD3DSurface_Vtbl;
250         cursor.resource.ref = 1;
251         cursor.resource.device = This->device;
252         cursor.resource.pool = WINED3DPOOL_SCRATCH;
253         cursor.resource.format_desc = getFormatDescEntry(WINED3DFMT_B8G8R8A8_UNORM, context->gl_info);
254         cursor.resource.resourceType = WINED3DRTYPE_SURFACE;
255         cursor.texture_name = This->device->cursorTexture;
256         cursor.texture_target = GL_TEXTURE_2D;
257         cursor.texture_level = 0;
258         cursor.currentDesc.Width = This->device->cursorWidth;
259         cursor.currentDesc.Height = This->device->cursorHeight;
260         /* The cursor must have pow2 sizes */
261         cursor.pow2Width = cursor.currentDesc.Width;
262         cursor.pow2Height = cursor.currentDesc.Height;
263         /* The surface is in the texture */
264         cursor.Flags |= SFLAG_INTEXTURE;
265         /* DDBLT_KEYSRC will cause BltOverride to enable the alpha test with GL_NOTEQUAL, 0.0,
266          * which is exactly what we want :-)
267          */
268         if (This->presentParms.Windowed) {
269             MapWindowPoints(NULL, This->win_handle, (LPPOINT)&destRect, 2);
270         }
271         IWineD3DSurface_Blt((IWineD3DSurface *)This->back_buffers[0], &destRect, (IWineD3DSurface *)&cursor,
272                 NULL, WINEDDBLT_KEYSRC, NULL, WINED3DTEXF_POINT);
273     }
274
275     if (This->device->logo_surface)
276     {
277         /* Blit the logo into the upper left corner of the drawable. */
278         IWineD3DSurface_BltFast((IWineD3DSurface *)This->back_buffers[0], 0, 0,
279                 This->device->logo_surface, NULL, WINEDDBLTFAST_SRCCOLORKEY);
280     }
281
282     TRACE("Presenting HDC %p.\n", context->hdc);
283
284     render_to_fbo = This->render_to_fbo;
285
286     if (pSourceRect)
287     {
288         src_rect = *pSourceRect;
289         if (!render_to_fbo && (src_rect.left || src_rect.top
290                 || src_rect.right != This->presentParms.BackBufferWidth
291                 || src_rect.bottom != This->presentParms.BackBufferHeight))
292         {
293             render_to_fbo = TRUE;
294         }
295     }
296     else
297     {
298         src_rect.left = 0;
299         src_rect.top = 0;
300         src_rect.right = This->presentParms.BackBufferWidth;
301         src_rect.bottom = This->presentParms.BackBufferHeight;
302     }
303
304     if (pDestRect) dst_rect = *pDestRect;
305     else GetClientRect(This->win_handle, &dst_rect);
306
307     if (!render_to_fbo && (dst_rect.left || dst_rect.top
308             || dst_rect.right != This->presentParms.BackBufferWidth
309             || dst_rect.bottom != This->presentParms.BackBufferHeight))
310     {
311         render_to_fbo = TRUE;
312     }
313
314     /* Rendering to a window of different size, presenting partial rectangles,
315      * or rendering to a different window needs help from FBO_blit or a textured
316      * draw. Render the swapchain to a FBO in the future.
317      *
318      * Note that FBO_blit from the backbuffer to the frontbuffer cannot solve
319      * all these issues - this fails if the window is smaller than the backbuffer.
320      */
321     if (!This->render_to_fbo && render_to_fbo && wined3d_settings.offscreen_rendering_mode == ORM_FBO)
322     {
323         IWineD3DSurface_LoadLocation((IWineD3DSurface *)This->back_buffers[0], SFLAG_INTEXTURE, NULL);
324         IWineD3DSurface_ModifyLocation((IWineD3DSurface *)This->back_buffers[0], SFLAG_INDRAWABLE, FALSE);
325         This->render_to_fbo = TRUE;
326
327         /* Force the context manager to update the render target configuration next draw. */
328         context->current_rt = NULL;
329     }
330
331     if(This->render_to_fbo)
332     {
333         /* This codepath should only be hit with the COPY swapeffect. Otherwise a backbuffer-
334          * window size mismatch is impossible(fullscreen) and src and dst rectangles are
335          * not allowed(they need the COPY swapeffect)
336          *
337          * The DISCARD swap effect is ok as well since any backbuffer content is allowed after
338          * the swap
339          */
340         if(This->presentParms.SwapEffect == WINED3DSWAPEFFECT_FLIP )
341         {
342             FIXME("Render-to-fbo with WINED3DSWAPEFFECT_FLIP\n");
343         }
344
345         swapchain_blit(This, context, &src_rect, &dst_rect);
346     }
347
348     if (This->num_contexts > 1) wglFinish();
349     SwapBuffers(context->hdc); /* TODO: cycle through the swapchain buffers */
350
351     TRACE("SwapBuffers called, Starting new frame\n");
352     /* FPS support */
353     if (TRACE_ON(fps))
354     {
355         DWORD time = GetTickCount();
356         This->frames++;
357         /* every 1.5 seconds */
358         if (time - This->prev_time > 1500) {
359             TRACE_(fps)("%p @ approx %.2ffps\n", This, 1000.0*This->frames/(time - This->prev_time));
360             This->prev_time = time;
361             This->frames = 0;
362         }
363     }
364
365 #if defined(FRAME_DEBUGGING)
366 {
367     if (GetFileAttributesA("C:\\D3DTRACE") != INVALID_FILE_ATTRIBUTES) {
368         if (!isOn) {
369             isOn = TRUE;
370             FIXME("Enabling D3D Trace\n");
371             __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 1);
372 #if defined(SHOW_FRAME_MAKEUP)
373             FIXME("Singe Frame snapshots Starting\n");
374             isDumpingFrames = TRUE;
375             ENTER_GL();
376             glClear(GL_COLOR_BUFFER_BIT);
377             LEAVE_GL();
378 #endif
379
380 #if defined(SINGLE_FRAME_DEBUGGING)
381         } else {
382 #if defined(SHOW_FRAME_MAKEUP)
383             FIXME("Singe Frame snapshots Finishing\n");
384             isDumpingFrames = FALSE;
385 #endif
386             FIXME("Singe Frame trace complete\n");
387             DeleteFileA("C:\\D3DTRACE");
388             __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 0);
389 #endif
390         }
391     } else {
392         if (isOn) {
393             isOn = FALSE;
394 #if defined(SHOW_FRAME_MAKEUP)
395             FIXME("Single Frame snapshots Finishing\n");
396             isDumpingFrames = FALSE;
397 #endif
398             FIXME("Disabling D3D Trace\n");
399             __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 0);
400         }
401     }
402 }
403 #endif
404
405     /* This is disabled, but the code left in for debug purposes.
406      *
407      * Since we're allowed to modify the new back buffer on a D3DSWAPEFFECT_DISCARD flip,
408      * we can clear it with some ugly color to make bad drawing visible and ease debugging.
409      * The Debug runtime does the same on Windows. However, a few games do not redraw the
410      * screen properly, like Max Payne 2, which leaves a few pixels undefined.
411      *
412      * Tests show that the content of the back buffer after a discard flip is indeed not
413      * reliable, so no game can depend on the exact content. However, it resembles the
414      * old contents in some way, for example by showing fragments at other locations. In
415      * general, the color theme is still intact. So Max payne, which draws rather dark scenes
416      * gets a dark background image. If we clear it with a bright ugly color, the game's
417      * bug shows up much more than it does on Windows, and the players see single pixels
418      * with wrong colors.
419      * (The Max Payne bug has been confirmed on Windows with the debug runtime)
420      */
421     if (FALSE && This->presentParms.SwapEffect == WINED3DSWAPEFFECT_DISCARD) {
422         TRACE("Clearing the color buffer with cyan color\n");
423
424         IWineD3DDevice_Clear((IWineD3DDevice *)This->device, 0, NULL,
425                 WINED3DCLEAR_TARGET, 0xff00ffff, 1.0f, 0);
426     }
427
428     if (!This->render_to_fbo && ((This->front_buffer->Flags & SFLAG_INSYSMEM)
429             || (This->back_buffers[0]->Flags & SFLAG_INSYSMEM)))
430     {
431         /* Both memory copies of the surfaces are ok, flip them around too instead of dirtifying
432          * Doesn't work with render_to_fbo because we're not flipping
433          */
434         IWineD3DSurfaceImpl *front = This->front_buffer;
435         IWineD3DSurfaceImpl *back = This->back_buffers[0];
436
437         if(front->resource.size == back->resource.size) {
438             DWORD fbflags;
439             flip_surface(front, back);
440
441             /* Tell the front buffer surface that is has been modified. However,
442              * the other locations were preserved during that, so keep the flags.
443              * This serves to update the emulated overlay, if any
444              */
445             fbflags = front->Flags;
446             IWineD3DSurface_ModifyLocation((IWineD3DSurface *)front, SFLAG_INDRAWABLE, TRUE);
447             front->Flags = fbflags;
448         } else {
449             IWineD3DSurface_ModifyLocation((IWineD3DSurface *) front, SFLAG_INDRAWABLE, TRUE);
450             IWineD3DSurface_ModifyLocation((IWineD3DSurface *) back, SFLAG_INDRAWABLE, TRUE);
451         }
452     }
453     else
454     {
455         IWineD3DSurface_ModifyLocation((IWineD3DSurface *)This->front_buffer, SFLAG_INDRAWABLE, TRUE);
456         /* If the swapeffect is DISCARD, the back buffer is undefined. That means the SYSMEM
457          * and INTEXTURE copies can keep their old content if they have any defined content.
458          * If the swapeffect is COPY, the content remains the same. If it is FLIP however,
459          * the texture / sysmem copy needs to be reloaded from the drawable
460          */
461         if (This->presentParms.SwapEffect == WINED3DSWAPEFFECT_FLIP)
462         {
463             IWineD3DSurface_ModifyLocation((IWineD3DSurface *)This->back_buffers[0], SFLAG_INDRAWABLE, TRUE);
464         }
465     }
466
467     if (This->device->depth_stencil)
468     {
469         if (This->presentParms.Flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
470                 || This->device->depth_stencil->Flags & SFLAG_DISCARD)
471         {
472             surface_modify_ds_location(This->device->depth_stencil, SFLAG_DS_DISCARDED,
473                     This->device->depth_stencil->currentDesc.Width,
474                     This->device->depth_stencil->currentDesc.Height);
475             if (This->device->depth_stencil == This->device->onscreen_depth_stencil)
476             {
477                 IWineD3DSurface_Release((IWineD3DSurface *)This->device->onscreen_depth_stencil);
478                 This->device->onscreen_depth_stencil = NULL;
479             }
480         }
481     }
482
483     if (This->presentParms.PresentationInterval != WINED3DPRESENT_INTERVAL_IMMEDIATE
484             && context->gl_info->supported[SGI_VIDEO_SYNC])
485     {
486         retval = GL_EXTCALL(glXGetVideoSyncSGI(&sync));
487         if(retval != 0) {
488             ERR("glXGetVideoSyncSGI failed(retval = %d\n", retval);
489         }
490
491         switch(This->presentParms.PresentationInterval) {
492             case WINED3DPRESENT_INTERVAL_DEFAULT:
493             case WINED3DPRESENT_INTERVAL_ONE:
494                 if(sync <= This->vSyncCounter) {
495                     retval = GL_EXTCALL(glXWaitVideoSyncSGI(1, 0, &This->vSyncCounter));
496                 } else {
497                     This->vSyncCounter = sync;
498                 }
499                 break;
500             case WINED3DPRESENT_INTERVAL_TWO:
501                 if(sync <= This->vSyncCounter + 1) {
502                     retval = GL_EXTCALL(glXWaitVideoSyncSGI(2, This->vSyncCounter & 0x1, &This->vSyncCounter));
503                 } else {
504                     This->vSyncCounter = sync;
505                 }
506                 break;
507             case WINED3DPRESENT_INTERVAL_THREE:
508                 if(sync <= This->vSyncCounter + 2) {
509                     retval = GL_EXTCALL(glXWaitVideoSyncSGI(3, This->vSyncCounter % 0x3, &This->vSyncCounter));
510                 } else {
511                     This->vSyncCounter = sync;
512                 }
513                 break;
514             case WINED3DPRESENT_INTERVAL_FOUR:
515                 if(sync <= This->vSyncCounter + 3) {
516                     retval = GL_EXTCALL(glXWaitVideoSyncSGI(4, This->vSyncCounter & 0x3, &This->vSyncCounter));
517                 } else {
518                     This->vSyncCounter = sync;
519                 }
520                 break;
521             default:
522                 FIXME("Unknown presentation interval %08x\n", This->presentParms.PresentationInterval);
523         }
524     }
525
526     context_release(context);
527
528     TRACE("returning\n");
529     return WINED3D_OK;
530 }
531
532 static HRESULT WINAPI IWineD3DSwapChainImpl_SetDestWindowOverride(IWineD3DSwapChain *iface, HWND window)
533 {
534     IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *)iface;
535
536     if (!window) window = swapchain->device_window;
537     if (window == swapchain->win_handle) return WINED3D_OK;
538
539     TRACE("Setting swapchain %p window from %p to %p\n", swapchain, swapchain->win_handle, window);
540     swapchain->win_handle = window;
541
542     return WINED3D_OK;
543 }
544
545 static const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl =
546 {
547     /* IUnknown */
548     IWineD3DBaseSwapChainImpl_QueryInterface,
549     IWineD3DBaseSwapChainImpl_AddRef,
550     IWineD3DBaseSwapChainImpl_Release,
551     /* IWineD3DSwapChain */
552     IWineD3DBaseSwapChainImpl_GetParent,
553     IWineD3DSwapChainImpl_Destroy,
554     IWineD3DBaseSwapChainImpl_GetDevice,
555     IWineD3DSwapChainImpl_Present,
556     IWineD3DSwapChainImpl_SetDestWindowOverride,
557     IWineD3DBaseSwapChainImpl_GetFrontBufferData,
558     IWineD3DBaseSwapChainImpl_GetBackBuffer,
559     IWineD3DBaseSwapChainImpl_GetRasterStatus,
560     IWineD3DBaseSwapChainImpl_GetDisplayMode,
561     IWineD3DBaseSwapChainImpl_GetPresentParameters,
562     IWineD3DBaseSwapChainImpl_SetGammaRamp,
563     IWineD3DBaseSwapChainImpl_GetGammaRamp
564 };
565
566 static LONG fullscreen_style(LONG style)
567 {
568     /* Make sure the window is managed, otherwise we won't get keyboard input. */
569     style |= WS_POPUP | WS_SYSMENU;
570     style &= ~(WS_CAPTION | WS_THICKFRAME);
571
572     return style;
573 }
574
575 static LONG fullscreen_exstyle(LONG exstyle)
576 {
577     /* Filter out window decorations. */
578     exstyle &= ~(WS_EX_WINDOWEDGE | WS_EX_CLIENTEDGE);
579
580     return exstyle;
581 }
582
583 void swapchain_setup_fullscreen_window(IWineD3DSwapChainImpl *swapchain, UINT w, UINT h)
584 {
585     IWineD3DDeviceImpl *device = swapchain->device;
586     HWND window = swapchain->device_window;
587     BOOL filter_messages;
588     LONG style, exstyle;
589
590     TRACE("Setting up window %p for fullscreen mode.\n", window);
591
592     if (device->style || device->exStyle)
593     {
594         ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
595                 window, device->style, device->exStyle);
596     }
597
598     device->style = GetWindowLongW(window, GWL_STYLE);
599     device->exStyle = GetWindowLongW(window, GWL_EXSTYLE);
600
601     style = fullscreen_style(device->style);
602     exstyle = fullscreen_exstyle(device->exStyle);
603
604     TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
605             device->style, device->exStyle, style, exstyle);
606
607     filter_messages = device->filter_messages;
608     device->filter_messages = TRUE;
609
610     SetWindowLongW(window, GWL_STYLE, style);
611     SetWindowLongW(window, GWL_EXSTYLE, exstyle);
612     SetWindowPos(window, HWND_TOP, 0, 0, w, h, SWP_FRAMECHANGED | SWP_SHOWWINDOW | SWP_NOACTIVATE);
613
614     device->filter_messages = filter_messages;
615 }
616
617 void swapchain_restore_fullscreen_window(IWineD3DSwapChainImpl *swapchain)
618 {
619     IWineD3DDeviceImpl *device = swapchain->device;
620     HWND window = swapchain->device_window;
621     BOOL filter_messages;
622     LONG style, exstyle;
623
624     if (!device->style && !device->exStyle) return;
625
626     TRACE("Restoring window style of window %p to %08x, %08x.\n",
627             window, device->style, device->exStyle);
628
629     style = GetWindowLongW(window, GWL_STYLE);
630     exstyle = GetWindowLongW(window, GWL_EXSTYLE);
631
632     filter_messages = device->filter_messages;
633     device->filter_messages = TRUE;
634
635     /* Only restore the style if the application didn't modify it during the
636      * fullscreen phase. Some applications change it before calling Reset()
637      * when switching between windowed and fullscreen modes (HL2), some
638      * depend on the original style (Eve Online). */
639     if (style == fullscreen_style(device->style) && exstyle == fullscreen_exstyle(device->exStyle))
640     {
641         SetWindowLongW(window, GWL_STYLE, device->style);
642         SetWindowLongW(window, GWL_EXSTYLE, device->exStyle);
643     }
644     SetWindowPos(window, 0, 0, 0, 0, 0, SWP_FRAMECHANGED | SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER);
645
646     device->filter_messages = filter_messages;
647
648     /* Delete the old values. */
649     device->style = 0;
650     device->exStyle = 0;
651 }
652
653
654 HRESULT swapchain_init(IWineD3DSwapChainImpl *swapchain, WINED3DSURFTYPE surface_type,
655         IWineD3DDeviceImpl *device, WINED3DPRESENT_PARAMETERS *present_parameters, IUnknown *parent)
656 {
657     const struct wined3d_adapter *adapter = device->adapter;
658     const struct wined3d_format_desc *format_desc;
659     BOOL displaymode_set = FALSE;
660     WINED3DDISPLAYMODE mode;
661     RECT client_rect;
662     HWND window;
663     HRESULT hr;
664     UINT i;
665
666     if (present_parameters->BackBufferCount > WINED3DPRESENT_BACK_BUFFER_MAX)
667     {
668         FIXME("The application requested %u back buffers, this is not supported.\n",
669                 present_parameters->BackBufferCount);
670         return WINED3DERR_INVALIDCALL;
671     }
672
673     if (present_parameters->BackBufferCount > 1)
674     {
675         FIXME("The application requested more than one back buffer, this is not properly supported.\n"
676                 "Please configure the application to use double buffering (1 back buffer) if possible.\n");
677     }
678
679     switch (surface_type)
680     {
681         case SURFACE_GDI:
682             swapchain->lpVtbl = &IWineGDISwapChain_Vtbl;
683             break;
684
685         case SURFACE_OPENGL:
686             swapchain->lpVtbl = &IWineD3DSwapChain_Vtbl;
687             break;
688
689         case SURFACE_UNKNOWN:
690             FIXME("Caller tried to create a SURFACE_UNKNOWN swapchain.\n");
691             return WINED3DERR_INVALIDCALL;
692     }
693
694     window = present_parameters->hDeviceWindow ? present_parameters->hDeviceWindow : device->createParms.hFocusWindow;
695
696     swapchain->device = device;
697     swapchain->parent = parent;
698     swapchain->ref = 1;
699     swapchain->win_handle = window;
700     swapchain->device_window = window;
701
702     if (!present_parameters->Windowed && window)
703     {
704         swapchain_setup_fullscreen_window(swapchain, present_parameters->BackBufferWidth,
705                 present_parameters->BackBufferHeight);
706     }
707
708     IWineD3D_GetAdapterDisplayMode(device->wined3d, adapter->ordinal, &mode);
709     swapchain->orig_width = mode.Width;
710     swapchain->orig_height = mode.Height;
711     swapchain->orig_fmt = mode.Format;
712     format_desc = getFormatDescEntry(mode.Format, &adapter->gl_info);
713
714     GetClientRect(window, &client_rect);
715     if (present_parameters->Windowed
716             && (!present_parameters->BackBufferWidth || !present_parameters->BackBufferHeight
717             || present_parameters->BackBufferFormat == WINED3DFMT_UNKNOWN))
718     {
719
720         if (!present_parameters->BackBufferWidth)
721         {
722             present_parameters->BackBufferWidth = client_rect.right;
723             TRACE("Updating width to %u.\n", present_parameters->BackBufferWidth);
724         }
725
726         if (!present_parameters->BackBufferHeight)
727         {
728             present_parameters->BackBufferHeight = client_rect.bottom;
729             TRACE("Updating height to %u.\n", present_parameters->BackBufferHeight);
730         }
731
732         if (present_parameters->BackBufferFormat == WINED3DFMT_UNKNOWN)
733         {
734             present_parameters->BackBufferFormat = swapchain->orig_fmt;
735             TRACE("Updating format to %s.\n", debug_d3dformat(swapchain->orig_fmt));
736         }
737     }
738     swapchain->presentParms = *present_parameters;
739
740     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO
741             && present_parameters->BackBufferCount
742             && (present_parameters->BackBufferWidth != client_rect.right
743             || present_parameters->BackBufferHeight != client_rect.bottom))
744     {
745         TRACE("Rendering to FBO. Backbuffer %ux%u, window %ux%u.\n",
746                 present_parameters->BackBufferWidth,
747                 present_parameters->BackBufferHeight,
748                 client_rect.right, client_rect.bottom);
749         swapchain->render_to_fbo = TRUE;
750     }
751
752     TRACE("Creating front buffer.\n");
753     hr = IWineD3DDeviceParent_CreateRenderTarget(device->device_parent, parent,
754             swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
755             swapchain->presentParms.BackBufferFormat, swapchain->presentParms.MultiSampleType,
756             swapchain->presentParms.MultiSampleQuality, TRUE /* Lockable */,
757             (IWineD3DSurface **)&swapchain->front_buffer);
758     if (FAILED(hr))
759     {
760         WARN("Failed to create front buffer, hr %#x.\n", hr);
761         goto err;
762     }
763
764     IWineD3DSurface_SetContainer((IWineD3DSurface *)swapchain->front_buffer, (IWineD3DBase *)swapchain);
765     swapchain->front_buffer->Flags |= SFLAG_SWAPCHAIN;
766     if (surface_type == SURFACE_OPENGL)
767     {
768         IWineD3DSurface_ModifyLocation((IWineD3DSurface *)swapchain->front_buffer, SFLAG_INDRAWABLE, TRUE);
769     }
770
771     /* MSDN says we're only allowed a single fullscreen swapchain per device,
772      * so we should really check to see if there is a fullscreen swapchain
773      * already. Does a single head count as full screen? */
774
775     if (!present_parameters->Windowed)
776     {
777         WINED3DDISPLAYMODE mode;
778
779         /* Change the display settings */
780         mode.Width = present_parameters->BackBufferWidth;
781         mode.Height = present_parameters->BackBufferHeight;
782         mode.Format = present_parameters->BackBufferFormat;
783         mode.RefreshRate = present_parameters->FullScreen_RefreshRateInHz;
784
785         hr = IWineD3DDevice_SetDisplayMode((IWineD3DDevice *)device, 0, &mode);
786         if (FAILED(hr))
787         {
788             WARN("Failed to set display mode, hr %#x.\n", hr);
789             goto err;
790         }
791         displaymode_set = TRUE;
792     }
793
794     swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(swapchain->context));
795     if (!swapchain->context)
796     {
797         ERR("Failed to create the context array.\n");
798         hr = E_OUTOFMEMORY;
799         goto err;
800     }
801     swapchain->num_contexts = 1;
802
803     if (surface_type == SURFACE_OPENGL)
804     {
805         const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
806
807         /* In WGL both color, depth and stencil are features of a pixel format. In case of D3D they are separate.
808          * You are able to add a depth + stencil surface at a later stage when you need it.
809          * In order to support this properly in WineD3D we need the ability to recreate the opengl context and
810          * drawable when this is required. This is very tricky as we need to reapply ALL opengl states for the new
811          * context, need torecreate shaders, textures and other resources.
812          *
813          * The context manager already takes care of the state problem and for the other tasks code from Reset
814          * can be used. These changes are way to risky during the 1.0 code freeze which is taking place right now.
815          * Likely a lot of other new bugs will be exposed. For that reason request a depth stencil surface all the
816          * time. It can cause a slight performance hit but fixes a lot of regressions. A fixme reminds of that this
817          * issue needs to be fixed. */
818         if (!present_parameters->EnableAutoDepthStencil
819                 || swapchain->presentParms.AutoDepthStencilFormat != WINED3DFMT_D24_UNORM_S8_UINT)
820         {
821             FIXME("Add OpenGL context recreation support to context_validate_onscreen_formats\n");
822         }
823         swapchain->ds_format = getFormatDescEntry(WINED3DFMT_D24_UNORM_S8_UINT, gl_info);
824         swapchain->context[0] = context_create(swapchain, swapchain->front_buffer, swapchain->ds_format);
825         if (!swapchain->context[0])
826         {
827             WARN("Failed to create context.\n");
828             hr = WINED3DERR_NOTAVAILABLE;
829             goto err;
830         }
831         context_release(swapchain->context[0]);
832     }
833     else
834     {
835         swapchain->context[0] = NULL;
836     }
837
838     if (swapchain->presentParms.BackBufferCount > 0)
839     {
840         swapchain->back_buffers = HeapAlloc(GetProcessHeap(), 0,
841                 sizeof(*swapchain->back_buffers) * swapchain->presentParms.BackBufferCount);
842         if (!swapchain->back_buffers)
843         {
844             ERR("Failed to allocate backbuffer array memory.\n");
845             hr = E_OUTOFMEMORY;
846             goto err;
847         }
848
849         for (i = 0; i < swapchain->presentParms.BackBufferCount; ++i)
850         {
851             TRACE("Creating back buffer %u.\n", i);
852             hr = IWineD3DDeviceParent_CreateRenderTarget(device->device_parent, parent,
853                     swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
854                     swapchain->presentParms.BackBufferFormat, swapchain->presentParms.MultiSampleType,
855                     swapchain->presentParms.MultiSampleQuality, TRUE /* Lockable */,
856                     (IWineD3DSurface **)&swapchain->back_buffers[i]);
857             if (FAILED(hr))
858             {
859                 WARN("Failed to create back buffer %u, hr %#x.\n", i, hr);
860                 goto err;
861             }
862
863             IWineD3DSurface_SetContainer((IWineD3DSurface *)swapchain->back_buffers[i], (IWineD3DBase *)swapchain);
864             swapchain->back_buffers[i]->Flags |= SFLAG_SWAPCHAIN;
865         }
866     }
867
868     /* Swapchains share the depth/stencil buffer, so only create a single depthstencil surface. */
869     if (present_parameters->EnableAutoDepthStencil && surface_type == SURFACE_OPENGL)
870     {
871         TRACE("Creating depth/stencil buffer.\n");
872         if (!device->auto_depth_stencil)
873         {
874             hr = IWineD3DDeviceParent_CreateDepthStencilSurface(device->device_parent, parent,
875                     swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
876                     swapchain->presentParms.AutoDepthStencilFormat, swapchain->presentParms.MultiSampleType,
877                     swapchain->presentParms.MultiSampleQuality, FALSE /* FIXME: Discard */,
878                     (IWineD3DSurface **)&device->auto_depth_stencil);
879             if (FAILED(hr))
880             {
881                 WARN("Failed to create the auto depth stencil, hr %#x.\n", hr);
882                 goto err;
883             }
884
885             IWineD3DSurface_SetContainer((IWineD3DSurface *)device->auto_depth_stencil, NULL);
886         }
887     }
888
889     IWineD3DSwapChain_GetGammaRamp((IWineD3DSwapChain *)swapchain, &swapchain->orig_gamma);
890
891     return WINED3D_OK;
892
893 err:
894     if (displaymode_set)
895     {
896         DEVMODEW devmode;
897
898         ClipCursor(NULL);
899
900         /* Change the display settings */
901         memset(&devmode, 0, sizeof(devmode));
902         devmode.dmSize = sizeof(devmode);
903         devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
904         devmode.dmBitsPerPel = format_desc->byte_count * 8;
905         devmode.dmPelsWidth = swapchain->orig_width;
906         devmode.dmPelsHeight = swapchain->orig_height;
907         ChangeDisplaySettingsExW(adapter->DeviceName, &devmode, NULL, CDS_FULLSCREEN, NULL);
908     }
909
910     if (swapchain->back_buffers)
911     {
912         for (i = 0; i < swapchain->presentParms.BackBufferCount; ++i)
913         {
914             if (swapchain->back_buffers[i]) IWineD3DSurface_Release((IWineD3DSurface *)swapchain->back_buffers[i]);
915         }
916         HeapFree(GetProcessHeap(), 0, swapchain->back_buffers);
917     }
918
919     if (swapchain->context)
920     {
921         if (swapchain->context[0])
922         {
923             context_release(swapchain->context[0]);
924             context_destroy(device, swapchain->context[0]);
925             swapchain->num_contexts = 0;
926         }
927         HeapFree(GetProcessHeap(), 0, swapchain->context);
928     }
929
930     if (swapchain->front_buffer) IWineD3DSurface_Release((IWineD3DSurface *)swapchain->front_buffer);
931
932     return hr;
933 }
934
935 struct wined3d_context *swapchain_create_context_for_thread(IWineD3DSwapChain *iface)
936 {
937     IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *) iface;
938     struct wined3d_context **newArray;
939     struct wined3d_context *ctx;
940
941     TRACE("Creating a new context for swapchain %p, thread %d\n", This, GetCurrentThreadId());
942
943     if (!(ctx = context_create(This, This->front_buffer, This->ds_format)))
944     {
945         ERR("Failed to create a new context for the swapchain\n");
946         return NULL;
947     }
948     context_release(ctx);
949
950     newArray = HeapAlloc(GetProcessHeap(), 0, sizeof(*newArray) * This->num_contexts + 1);
951     if(!newArray) {
952         ERR("Out of memory when trying to allocate a new context array\n");
953         context_destroy(This->device, ctx);
954         return NULL;
955     }
956     memcpy(newArray, This->context, sizeof(*newArray) * This->num_contexts);
957     HeapFree(GetProcessHeap(), 0, This->context);
958     newArray[This->num_contexts] = ctx;
959     This->context = newArray;
960     This->num_contexts++;
961
962     TRACE("Returning context %p\n", ctx);
963     return ctx;
964 }
965
966 void get_drawable_size_swapchain(struct wined3d_context *context, UINT *width, UINT *height)
967 {
968     /* The drawable size of an onscreen drawable is the surface size.
969      * (Actually: The window size, but the surface is created in window size) */
970     *width = context->current_rt->currentDesc.Width;
971     *height = context->current_rt->currentDesc.Height;
972 }