wined3d: Recognize the SM4 movc opcode.
[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 /* Do not call while under the GL lock. */
37 static void WINAPI IWineD3DSwapChainImpl_Destroy(IWineD3DSwapChain *iface)
38 {
39     IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
40     WINED3DDISPLAYMODE mode;
41     unsigned int i;
42
43     TRACE("Destroying swapchain %p\n", iface);
44
45     IWineD3DSwapChain_SetGammaRamp(iface, 0, &This->orig_gamma);
46
47     /* Release the swapchain's draw buffers. Make sure This->back_buffers[0] is
48      * the last buffer to be destroyed, FindContext() depends on that. */
49     if (This->front_buffer)
50     {
51         surface_set_container(This->front_buffer, WINED3D_CONTAINER_NONE, NULL);
52         if (IWineD3DSurface_Release((IWineD3DSurface *)This->front_buffer))
53         {
54             WARN("(%p) Something's still holding the front buffer (%p).\n",
55                     This, This->front_buffer);
56         }
57         This->front_buffer = NULL;
58     }
59
60     if (This->back_buffers)
61     {
62         UINT i = This->presentParms.BackBufferCount;
63
64         while (i--)
65         {
66             surface_set_container(This->back_buffers[i], WINED3D_CONTAINER_NONE, NULL);
67             if (IWineD3DSurface_Release((IWineD3DSurface *)This->back_buffers[i]))
68                 WARN("(%p) Something's still holding back buffer %u (%p).\n",
69                         This, i, This->back_buffers[i]);
70         }
71         HeapFree(GetProcessHeap(), 0, This->back_buffers);
72         This->back_buffers = NULL;
73     }
74
75     for (i = 0; i < This->num_contexts; ++i)
76     {
77         context_destroy(This->device, This->context[i]);
78     }
79     /* Restore the screen resolution if we rendered in fullscreen
80      * This will restore the screen resolution to what it was before creating the swapchain. In case of d3d8 and d3d9
81      * this will be the original desktop resolution. In case of d3d7 this will be a NOP because ddraw sets the resolution
82      * before starting up Direct3D, thus orig_width and orig_height will be equal to the modes in the presentation params
83      */
84     if (!This->presentParms.Windowed && This->presentParms.AutoRestoreDisplayMode)
85     {
86         mode.Width = This->orig_width;
87         mode.Height = This->orig_height;
88         mode.RefreshRate = 0;
89         mode.Format = This->orig_fmt;
90         IWineD3DDevice_SetDisplayMode((IWineD3DDevice *)This->device, 0, &mode);
91     }
92
93     HeapFree(GetProcessHeap(), 0, This->context);
94     HeapFree(GetProcessHeap(), 0, This);
95 }
96
97 /* A GL context is provided by the caller */
98 static void swapchain_blit(IWineD3DSwapChainImpl *This, struct wined3d_context *context,
99         const RECT *src_rect, const RECT *dst_rect)
100 {
101     IWineD3DDeviceImpl *device = This->device;
102     IWineD3DSurfaceImpl *backbuffer = This->back_buffers[0];
103     UINT src_w = src_rect->right - src_rect->left;
104     UINT src_h = src_rect->bottom - src_rect->top;
105     GLenum gl_filter;
106     const struct wined3d_gl_info *gl_info = context->gl_info;
107     RECT win_rect;
108     UINT win_h;
109
110     TRACE("swapchain %p, context %p, src_rect %s, dst_rect %s.\n",
111             This, context, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect));
112
113     if (src_w == dst_rect->right - dst_rect->left && src_h == dst_rect->bottom - dst_rect->top)
114         gl_filter = GL_NEAREST;
115     else
116         gl_filter = GL_LINEAR;
117
118     GetClientRect(This->win_handle, &win_rect);
119     win_h = win_rect.bottom - win_rect.top;
120
121     if (gl_info->fbo_ops.glBlitFramebuffer && is_identity_fixup(backbuffer->resource.format->color_fixup))
122     {
123         ENTER_GL();
124         context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, backbuffer, NULL, SFLAG_INTEXTURE);
125         glReadBuffer(GL_COLOR_ATTACHMENT0);
126
127         context_bind_fbo(context, GL_DRAW_FRAMEBUFFER, NULL);
128         context_set_draw_buffer(context, GL_BACK);
129
130         glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
131         IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE));
132         IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1));
133         IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2));
134         IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3));
135
136         glDisable(GL_SCISSOR_TEST);
137         IWineD3DDeviceImpl_MarkStateDirty(This->device, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
138
139         /* Note that the texture is upside down */
140         gl_info->fbo_ops.glBlitFramebuffer(src_rect->left, src_rect->top, src_rect->right, src_rect->bottom,
141                 dst_rect->left, win_h - dst_rect->top, dst_rect->right, win_h - dst_rect->bottom,
142                 GL_COLOR_BUFFER_BIT, gl_filter);
143         checkGLcall("Swapchain present blit(EXT_framebuffer_blit)\n");
144         LEAVE_GL();
145     }
146     else
147     {
148         struct wined3d_context *context2;
149         float tex_left = src_rect->left;
150         float tex_top = src_rect->top;
151         float tex_right = src_rect->right;
152         float tex_bottom = src_rect->bottom;
153
154         context2 = context_acquire(This->device, This->back_buffers[0]);
155         context_apply_blit_state(context2, device);
156
157         if(backbuffer->Flags & SFLAG_NORMCOORD)
158         {
159             tex_left /= src_w;
160             tex_right /= src_w;
161             tex_top /= src_h;
162             tex_bottom /= src_h;
163         }
164
165         if (is_complex_fixup(backbuffer->resource.format->color_fixup))
166             gl_filter = GL_NEAREST;
167
168         ENTER_GL();
169         context_bind_fbo(context2, GL_FRAMEBUFFER, NULL);
170
171         /* Set up the texture. The surface is not in a IWineD3D*Texture container,
172          * so there are no d3d texture settings to dirtify
173          */
174         device->blitter->set_shader((IWineD3DDevice *) device, backbuffer);
175         glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MIN_FILTER, gl_filter);
176         glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MAG_FILTER, gl_filter);
177
178         context_set_draw_buffer(context, GL_BACK);
179
180         /* Set the viewport to the destination rectandle, disable any projection
181          * transformation set up by context_apply_blit_state(), and draw a
182          * (-1,-1)-(1,1) quad.
183          *
184          * Back up viewport and matrix to avoid breaking last_was_blit
185          *
186          * Note that context_apply_blit_state() set up viewport and ortho to
187          * match the surface size - we want the GL drawable(=window) size. */
188         glPushAttrib(GL_VIEWPORT_BIT);
189         glViewport(dst_rect->left, win_h - dst_rect->bottom, dst_rect->right, win_h - dst_rect->top);
190         glMatrixMode(GL_PROJECTION);
191         glPushMatrix();
192         glLoadIdentity();
193
194         glBegin(GL_QUADS);
195             /* bottom left */
196             glTexCoord2f(tex_left, tex_bottom);
197             glVertex2i(-1, -1);
198
199             /* top left */
200             glTexCoord2f(tex_left, tex_top);
201             glVertex2i(-1, 1);
202
203             /* top right */
204             glTexCoord2f(tex_right, tex_top);
205             glVertex2i(1, 1);
206
207             /* bottom right */
208             glTexCoord2f(tex_right, tex_bottom);
209             glVertex2i(1, -1);
210         glEnd();
211
212         glPopMatrix();
213         glPopAttrib();
214
215         device->blitter->unset_shader((IWineD3DDevice *) device);
216         checkGLcall("Swapchain present blit(manual)\n");
217         LEAVE_GL();
218
219         context_release(context2);
220     }
221 }
222
223 static HRESULT WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface, CONST RECT *pSourceRect, CONST RECT *pDestRect, HWND hDestWindowOverride, CONST RGNDATA *pDirtyRegion, DWORD dwFlags) {
224     IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
225     const struct wined3d_gl_info *gl_info;
226     struct wined3d_context *context;
227     RECT src_rect, dst_rect;
228     BOOL render_to_fbo;
229     unsigned int sync;
230     int retval;
231
232     IWineD3DSwapChain_SetDestWindowOverride(iface, hDestWindowOverride);
233
234     context = context_acquire(This->device, This->back_buffers[0]);
235     if (!context->valid)
236     {
237         context_release(context);
238         WARN("Invalid context, skipping present.\n");
239         return WINED3D_OK;
240     }
241
242     gl_info = context->gl_info;
243
244     /* Render the cursor onto the back buffer, using our nifty directdraw blitting code :-) */
245     if (This->device->bCursorVisible && This->device->cursorTexture)
246     {
247         IWineD3DSurfaceImpl cursor;
248         RECT destRect =
249         {
250             This->device->xScreenSpace - This->device->xHotSpot,
251             This->device->yScreenSpace - This->device->yHotSpot,
252             This->device->xScreenSpace + This->device->cursorWidth - This->device->xHotSpot,
253             This->device->yScreenSpace + This->device->cursorHeight - This->device->yHotSpot,
254         };
255         TRACE("Rendering the cursor. Creating fake surface at %p\n", &cursor);
256         /* Build a fake surface to call the Blitting code. It is not possible to use the interface passed by
257          * the application because we are only supposed to copy the information out. Using a fake surface
258          * allows to use the Blitting engine and avoid copying the whole texture -> render target blitting code.
259          */
260         memset(&cursor, 0, sizeof(cursor));
261         cursor.lpVtbl = &IWineD3DSurface_Vtbl;
262         cursor.resource.ref = 1;
263         cursor.resource.device = This->device;
264         cursor.resource.pool = WINED3DPOOL_SCRATCH;
265         cursor.resource.format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
266         cursor.resource.resourceType = WINED3DRTYPE_SURFACE;
267         cursor.texture_name = This->device->cursorTexture;
268         cursor.texture_target = GL_TEXTURE_2D;
269         cursor.texture_level = 0;
270         cursor.currentDesc.Width = This->device->cursorWidth;
271         cursor.currentDesc.Height = This->device->cursorHeight;
272         /* The cursor must have pow2 sizes */
273         cursor.pow2Width = cursor.currentDesc.Width;
274         cursor.pow2Height = cursor.currentDesc.Height;
275         /* The surface is in the texture */
276         cursor.Flags |= SFLAG_INTEXTURE;
277         /* DDBLT_KEYSRC will cause BltOverride to enable the alpha test with GL_NOTEQUAL, 0.0,
278          * which is exactly what we want :-)
279          */
280         if (This->presentParms.Windowed) {
281             MapWindowPoints(NULL, This->win_handle, (LPPOINT)&destRect, 2);
282         }
283         IWineD3DSurface_Blt((IWineD3DSurface *)This->back_buffers[0], &destRect, (IWineD3DSurface *)&cursor,
284                 NULL, WINEDDBLT_KEYSRC, NULL, WINED3DTEXF_POINT);
285     }
286
287     if (This->device->logo_surface)
288     {
289         /* Blit the logo into the upper left corner of the drawable. */
290         IWineD3DSurface_BltFast((IWineD3DSurface *)This->back_buffers[0], 0, 0,
291                 This->device->logo_surface, NULL, WINEDDBLTFAST_SRCCOLORKEY);
292     }
293
294     TRACE("Presenting HDC %p.\n", context->hdc);
295
296     render_to_fbo = This->render_to_fbo;
297
298     if (pSourceRect)
299     {
300         src_rect = *pSourceRect;
301         if (!render_to_fbo && (src_rect.left || src_rect.top
302                 || src_rect.right != This->presentParms.BackBufferWidth
303                 || src_rect.bottom != This->presentParms.BackBufferHeight))
304         {
305             render_to_fbo = TRUE;
306         }
307     }
308     else
309     {
310         src_rect.left = 0;
311         src_rect.top = 0;
312         src_rect.right = This->presentParms.BackBufferWidth;
313         src_rect.bottom = This->presentParms.BackBufferHeight;
314     }
315
316     if (pDestRect) dst_rect = *pDestRect;
317     else GetClientRect(This->win_handle, &dst_rect);
318
319     if (!render_to_fbo && (dst_rect.left || dst_rect.top
320             || dst_rect.right != This->presentParms.BackBufferWidth
321             || dst_rect.bottom != This->presentParms.BackBufferHeight))
322     {
323         render_to_fbo = TRUE;
324     }
325
326     /* Rendering to a window of different size, presenting partial rectangles,
327      * or rendering to a different window needs help from FBO_blit or a textured
328      * draw. Render the swapchain to a FBO in the future.
329      *
330      * Note that FBO_blit from the backbuffer to the frontbuffer cannot solve
331      * all these issues - this fails if the window is smaller than the backbuffer.
332      */
333     if (!This->render_to_fbo && render_to_fbo && wined3d_settings.offscreen_rendering_mode == ORM_FBO)
334     {
335         surface_load_location(This->back_buffers[0], SFLAG_INTEXTURE, NULL);
336         surface_modify_location(This->back_buffers[0], SFLAG_INDRAWABLE, FALSE);
337         This->render_to_fbo = TRUE;
338     }
339
340     if(This->render_to_fbo)
341     {
342         /* This codepath should only be hit with the COPY swapeffect. Otherwise a backbuffer-
343          * window size mismatch is impossible(fullscreen) and src and dst rectangles are
344          * not allowed(they need the COPY swapeffect)
345          *
346          * The DISCARD swap effect is ok as well since any backbuffer content is allowed after
347          * the swap
348          */
349         if(This->presentParms.SwapEffect == WINED3DSWAPEFFECT_FLIP )
350         {
351             FIXME("Render-to-fbo with WINED3DSWAPEFFECT_FLIP\n");
352         }
353
354         swapchain_blit(This, context, &src_rect, &dst_rect);
355     }
356
357     if (This->num_contexts > 1) wglFinish();
358     SwapBuffers(context->hdc); /* TODO: cycle through the swapchain buffers */
359
360     TRACE("SwapBuffers called, Starting new frame\n");
361     /* FPS support */
362     if (TRACE_ON(fps))
363     {
364         DWORD time = GetTickCount();
365         This->frames++;
366         /* every 1.5 seconds */
367         if (time - This->prev_time > 1500) {
368             TRACE_(fps)("%p @ approx %.2ffps\n", This, 1000.0*This->frames/(time - This->prev_time));
369             This->prev_time = time;
370             This->frames = 0;
371         }
372     }
373
374     /* This is disabled, but the code left in for debug purposes.
375      *
376      * Since we're allowed to modify the new back buffer on a D3DSWAPEFFECT_DISCARD flip,
377      * we can clear it with some ugly color to make bad drawing visible and ease debugging.
378      * The Debug runtime does the same on Windows. However, a few games do not redraw the
379      * screen properly, like Max Payne 2, which leaves a few pixels undefined.
380      *
381      * Tests show that the content of the back buffer after a discard flip is indeed not
382      * reliable, so no game can depend on the exact content. However, it resembles the
383      * old contents in some way, for example by showing fragments at other locations. In
384      * general, the color theme is still intact. So Max payne, which draws rather dark scenes
385      * gets a dark background image. If we clear it with a bright ugly color, the game's
386      * bug shows up much more than it does on Windows, and the players see single pixels
387      * with wrong colors.
388      * (The Max Payne bug has been confirmed on Windows with the debug runtime)
389      */
390     if (FALSE && This->presentParms.SwapEffect == WINED3DSWAPEFFECT_DISCARD) {
391         TRACE("Clearing the color buffer with cyan color\n");
392
393         IWineD3DDevice_Clear((IWineD3DDevice *)This->device, 0, NULL,
394                 WINED3DCLEAR_TARGET, 0xff00ffff, 1.0f, 0);
395     }
396
397     if (!This->render_to_fbo && ((This->front_buffer->Flags & SFLAG_INSYSMEM)
398             || (This->back_buffers[0]->Flags & SFLAG_INSYSMEM)))
399     {
400         /* Both memory copies of the surfaces are ok, flip them around too instead of dirtifying
401          * Doesn't work with render_to_fbo because we're not flipping
402          */
403         IWineD3DSurfaceImpl *front = This->front_buffer;
404         IWineD3DSurfaceImpl *back = This->back_buffers[0];
405
406         if(front->resource.size == back->resource.size) {
407             DWORD fbflags;
408             flip_surface(front, back);
409
410             /* Tell the front buffer surface that is has been modified. However,
411              * the other locations were preserved during that, so keep the flags.
412              * This serves to update the emulated overlay, if any
413              */
414             fbflags = front->Flags;
415             surface_modify_location(front, SFLAG_INDRAWABLE, TRUE);
416             front->Flags = fbflags;
417         }
418         else
419         {
420             surface_modify_location(front, SFLAG_INDRAWABLE, TRUE);
421             surface_modify_location(back, SFLAG_INDRAWABLE, TRUE);
422         }
423     }
424     else
425     {
426         surface_modify_location(This->front_buffer, SFLAG_INDRAWABLE, TRUE);
427         /* If the swapeffect is DISCARD, the back buffer is undefined. That means the SYSMEM
428          * and INTEXTURE copies can keep their old content if they have any defined content.
429          * If the swapeffect is COPY, the content remains the same. If it is FLIP however,
430          * the texture / sysmem copy needs to be reloaded from the drawable
431          */
432         if (This->presentParms.SwapEffect == WINED3DSWAPEFFECT_FLIP)
433         {
434             surface_modify_location(This->back_buffers[0], SFLAG_INDRAWABLE, TRUE);
435         }
436     }
437
438     if (This->device->depth_stencil)
439     {
440         if (This->presentParms.Flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
441                 || This->device->depth_stencil->Flags & SFLAG_DISCARD)
442         {
443             surface_modify_ds_location(This->device->depth_stencil, SFLAG_DS_DISCARDED,
444                     This->device->depth_stencil->currentDesc.Width,
445                     This->device->depth_stencil->currentDesc.Height);
446             if (This->device->depth_stencil == This->device->onscreen_depth_stencil)
447             {
448                 IWineD3DSurface_Release((IWineD3DSurface *)This->device->onscreen_depth_stencil);
449                 This->device->onscreen_depth_stencil = NULL;
450             }
451         }
452     }
453
454     if (This->presentParms.PresentationInterval != WINED3DPRESENT_INTERVAL_IMMEDIATE
455             && gl_info->supported[SGI_VIDEO_SYNC])
456     {
457         if ((retval = GL_EXTCALL(glXGetVideoSyncSGI(&sync))))
458             ERR("glXGetVideoSyncSGI failed(retval = %d\n", retval);
459
460         switch(This->presentParms.PresentationInterval) {
461             case WINED3DPRESENT_INTERVAL_DEFAULT:
462             case WINED3DPRESENT_INTERVAL_ONE:
463                 if(sync <= This->vSyncCounter) {
464                     retval = GL_EXTCALL(glXWaitVideoSyncSGI(1, 0, &This->vSyncCounter));
465                 } else {
466                     This->vSyncCounter = sync;
467                 }
468                 break;
469             case WINED3DPRESENT_INTERVAL_TWO:
470                 if(sync <= This->vSyncCounter + 1) {
471                     retval = GL_EXTCALL(glXWaitVideoSyncSGI(2, This->vSyncCounter & 0x1, &This->vSyncCounter));
472                 } else {
473                     This->vSyncCounter = sync;
474                 }
475                 break;
476             case WINED3DPRESENT_INTERVAL_THREE:
477                 if(sync <= This->vSyncCounter + 2) {
478                     retval = GL_EXTCALL(glXWaitVideoSyncSGI(3, This->vSyncCounter % 0x3, &This->vSyncCounter));
479                 } else {
480                     This->vSyncCounter = sync;
481                 }
482                 break;
483             case WINED3DPRESENT_INTERVAL_FOUR:
484                 if(sync <= This->vSyncCounter + 3) {
485                     retval = GL_EXTCALL(glXWaitVideoSyncSGI(4, This->vSyncCounter & 0x3, &This->vSyncCounter));
486                 } else {
487                     This->vSyncCounter = sync;
488                 }
489                 break;
490             default:
491                 FIXME("Unknown presentation interval %08x\n", This->presentParms.PresentationInterval);
492         }
493     }
494
495     context_release(context);
496
497     TRACE("returning\n");
498     return WINED3D_OK;
499 }
500
501 static HRESULT WINAPI IWineD3DSwapChainImpl_SetDestWindowOverride(IWineD3DSwapChain *iface, HWND window)
502 {
503     IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *)iface;
504
505     if (!window) window = swapchain->device_window;
506     if (window == swapchain->win_handle) return WINED3D_OK;
507
508     TRACE("Setting swapchain %p window from %p to %p\n", swapchain, swapchain->win_handle, window);
509     swapchain->win_handle = window;
510
511     return WINED3D_OK;
512 }
513
514 static const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl =
515 {
516     /* IUnknown */
517     IWineD3DBaseSwapChainImpl_QueryInterface,
518     IWineD3DBaseSwapChainImpl_AddRef,
519     IWineD3DBaseSwapChainImpl_Release,
520     /* IWineD3DSwapChain */
521     IWineD3DBaseSwapChainImpl_GetParent,
522     IWineD3DSwapChainImpl_Destroy,
523     IWineD3DBaseSwapChainImpl_GetDevice,
524     IWineD3DSwapChainImpl_Present,
525     IWineD3DSwapChainImpl_SetDestWindowOverride,
526     IWineD3DBaseSwapChainImpl_GetFrontBufferData,
527     IWineD3DBaseSwapChainImpl_GetBackBuffer,
528     IWineD3DBaseSwapChainImpl_GetRasterStatus,
529     IWineD3DBaseSwapChainImpl_GetDisplayMode,
530     IWineD3DBaseSwapChainImpl_GetPresentParameters,
531     IWineD3DBaseSwapChainImpl_SetGammaRamp,
532     IWineD3DBaseSwapChainImpl_GetGammaRamp
533 };
534
535 static LONG fullscreen_style(LONG style)
536 {
537     /* Make sure the window is managed, otherwise we won't get keyboard input. */
538     style |= WS_POPUP | WS_SYSMENU;
539     style &= ~(WS_CAPTION | WS_THICKFRAME);
540
541     return style;
542 }
543
544 static LONG fullscreen_exstyle(LONG exstyle)
545 {
546     /* Filter out window decorations. */
547     exstyle &= ~(WS_EX_WINDOWEDGE | WS_EX_CLIENTEDGE);
548
549     return exstyle;
550 }
551
552 void swapchain_setup_fullscreen_window(IWineD3DSwapChainImpl *swapchain, UINT w, UINT h)
553 {
554     IWineD3DDeviceImpl *device = swapchain->device;
555     HWND window = swapchain->device_window;
556     BOOL filter_messages;
557     LONG style, exstyle;
558
559     TRACE("Setting up window %p for fullscreen mode.\n", window);
560
561     if (device->style || device->exStyle)
562     {
563         ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
564                 window, device->style, device->exStyle);
565     }
566
567     device->style = GetWindowLongW(window, GWL_STYLE);
568     device->exStyle = GetWindowLongW(window, GWL_EXSTYLE);
569
570     style = fullscreen_style(device->style);
571     exstyle = fullscreen_exstyle(device->exStyle);
572
573     TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
574             device->style, device->exStyle, style, exstyle);
575
576     filter_messages = device->filter_messages;
577     device->filter_messages = TRUE;
578
579     SetWindowLongW(window, GWL_STYLE, style);
580     SetWindowLongW(window, GWL_EXSTYLE, exstyle);
581     SetWindowPos(window, HWND_TOP, 0, 0, w, h, SWP_FRAMECHANGED | SWP_SHOWWINDOW | SWP_NOACTIVATE);
582
583     device->filter_messages = filter_messages;
584 }
585
586 void swapchain_restore_fullscreen_window(IWineD3DSwapChainImpl *swapchain)
587 {
588     IWineD3DDeviceImpl *device = swapchain->device;
589     HWND window = swapchain->device_window;
590     BOOL filter_messages;
591     LONG style, exstyle;
592
593     if (!device->style && !device->exStyle) return;
594
595     TRACE("Restoring window style of window %p to %08x, %08x.\n",
596             window, device->style, device->exStyle);
597
598     style = GetWindowLongW(window, GWL_STYLE);
599     exstyle = GetWindowLongW(window, GWL_EXSTYLE);
600
601     filter_messages = device->filter_messages;
602     device->filter_messages = TRUE;
603
604     /* Only restore the style if the application didn't modify it during the
605      * fullscreen phase. Some applications change it before calling Reset()
606      * when switching between windowed and fullscreen modes (HL2), some
607      * depend on the original style (Eve Online). */
608     if (style == fullscreen_style(device->style) && exstyle == fullscreen_exstyle(device->exStyle))
609     {
610         SetWindowLongW(window, GWL_STYLE, device->style);
611         SetWindowLongW(window, GWL_EXSTYLE, device->exStyle);
612     }
613     SetWindowPos(window, 0, 0, 0, 0, 0, SWP_FRAMECHANGED | SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER);
614
615     device->filter_messages = filter_messages;
616
617     /* Delete the old values. */
618     device->style = 0;
619     device->exStyle = 0;
620 }
621
622
623 /* Do not call while under the GL lock. */
624 HRESULT swapchain_init(IWineD3DSwapChainImpl *swapchain, WINED3DSURFTYPE surface_type,
625         IWineD3DDeviceImpl *device, WINED3DPRESENT_PARAMETERS *present_parameters, void *parent)
626 {
627     const struct wined3d_adapter *adapter = device->adapter;
628     const struct wined3d_format *format;
629     BOOL displaymode_set = FALSE;
630     WINED3DDISPLAYMODE mode;
631     RECT client_rect;
632     HWND window;
633     HRESULT hr;
634     UINT i;
635
636     if (present_parameters->BackBufferCount > WINED3DPRESENT_BACK_BUFFER_MAX)
637     {
638         FIXME("The application requested %u back buffers, this is not supported.\n",
639                 present_parameters->BackBufferCount);
640         return WINED3DERR_INVALIDCALL;
641     }
642
643     if (present_parameters->BackBufferCount > 1)
644     {
645         FIXME("The application requested more than one back buffer, this is not properly supported.\n"
646                 "Please configure the application to use double buffering (1 back buffer) if possible.\n");
647     }
648
649     switch (surface_type)
650     {
651         case SURFACE_GDI:
652             swapchain->lpVtbl = &IWineGDISwapChain_Vtbl;
653             break;
654
655         case SURFACE_OPENGL:
656             swapchain->lpVtbl = &IWineD3DSwapChain_Vtbl;
657             break;
658
659         case SURFACE_UNKNOWN:
660             FIXME("Caller tried to create a SURFACE_UNKNOWN swapchain.\n");
661             return WINED3DERR_INVALIDCALL;
662     }
663
664     window = present_parameters->hDeviceWindow ? present_parameters->hDeviceWindow : device->createParms.hFocusWindow;
665
666     swapchain->device = device;
667     swapchain->parent = parent;
668     swapchain->ref = 1;
669     swapchain->win_handle = window;
670     swapchain->device_window = window;
671
672     if (!present_parameters->Windowed && window)
673     {
674         swapchain_setup_fullscreen_window(swapchain, present_parameters->BackBufferWidth,
675                 present_parameters->BackBufferHeight);
676     }
677
678     IWineD3D_GetAdapterDisplayMode(device->wined3d, adapter->ordinal, &mode);
679     swapchain->orig_width = mode.Width;
680     swapchain->orig_height = mode.Height;
681     swapchain->orig_fmt = mode.Format;
682     format = wined3d_get_format(&adapter->gl_info, mode.Format);
683
684     GetClientRect(window, &client_rect);
685     if (present_parameters->Windowed
686             && (!present_parameters->BackBufferWidth || !present_parameters->BackBufferHeight
687             || present_parameters->BackBufferFormat == WINED3DFMT_UNKNOWN))
688     {
689
690         if (!present_parameters->BackBufferWidth)
691         {
692             present_parameters->BackBufferWidth = client_rect.right;
693             TRACE("Updating width to %u.\n", present_parameters->BackBufferWidth);
694         }
695
696         if (!present_parameters->BackBufferHeight)
697         {
698             present_parameters->BackBufferHeight = client_rect.bottom;
699             TRACE("Updating height to %u.\n", present_parameters->BackBufferHeight);
700         }
701
702         if (present_parameters->BackBufferFormat == WINED3DFMT_UNKNOWN)
703         {
704             present_parameters->BackBufferFormat = swapchain->orig_fmt;
705             TRACE("Updating format to %s.\n", debug_d3dformat(swapchain->orig_fmt));
706         }
707     }
708     swapchain->presentParms = *present_parameters;
709
710     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO
711             && present_parameters->BackBufferCount
712             && (present_parameters->BackBufferWidth != client_rect.right
713             || present_parameters->BackBufferHeight != client_rect.bottom))
714     {
715         TRACE("Rendering to FBO. Backbuffer %ux%u, window %ux%u.\n",
716                 present_parameters->BackBufferWidth,
717                 present_parameters->BackBufferHeight,
718                 client_rect.right, client_rect.bottom);
719         swapchain->render_to_fbo = TRUE;
720     }
721
722     TRACE("Creating front buffer.\n");
723     hr = IWineD3DDeviceParent_CreateRenderTarget(device->device_parent, parent,
724             swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
725             swapchain->presentParms.BackBufferFormat, swapchain->presentParms.MultiSampleType,
726             swapchain->presentParms.MultiSampleQuality, TRUE /* Lockable */,
727             (IWineD3DSurface **)&swapchain->front_buffer);
728     if (FAILED(hr))
729     {
730         WARN("Failed to create front buffer, hr %#x.\n", hr);
731         goto err;
732     }
733
734     surface_set_container(swapchain->front_buffer, WINED3D_CONTAINER_SWAPCHAIN, (IWineD3DBase *)swapchain);
735     if (surface_type == SURFACE_OPENGL)
736     {
737         surface_modify_location(swapchain->front_buffer, SFLAG_INDRAWABLE, TRUE);
738     }
739
740     /* MSDN says we're only allowed a single fullscreen swapchain per device,
741      * so we should really check to see if there is a fullscreen swapchain
742      * already. Does a single head count as full screen? */
743
744     if (!present_parameters->Windowed)
745     {
746         WINED3DDISPLAYMODE mode;
747
748         /* Change the display settings */
749         mode.Width = present_parameters->BackBufferWidth;
750         mode.Height = present_parameters->BackBufferHeight;
751         mode.Format = present_parameters->BackBufferFormat;
752         mode.RefreshRate = present_parameters->FullScreen_RefreshRateInHz;
753
754         hr = IWineD3DDevice_SetDisplayMode((IWineD3DDevice *)device, 0, &mode);
755         if (FAILED(hr))
756         {
757             WARN("Failed to set display mode, hr %#x.\n", hr);
758             goto err;
759         }
760         displaymode_set = TRUE;
761     }
762
763     swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(swapchain->context));
764     if (!swapchain->context)
765     {
766         ERR("Failed to create the context array.\n");
767         hr = E_OUTOFMEMORY;
768         goto err;
769     }
770     swapchain->num_contexts = 1;
771
772     if (surface_type == SURFACE_OPENGL)
773     {
774         static const enum wined3d_format_id formats[] =
775         {
776             WINED3DFMT_D24_UNORM_S8_UINT,
777             WINED3DFMT_D32_UNORM,
778             WINED3DFMT_R24_UNORM_X8_TYPELESS,
779             WINED3DFMT_D16_UNORM,
780             WINED3DFMT_S1_UINT_D15_UNORM
781         };
782
783         const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
784
785         /* In WGL both color, depth and stencil are features of a pixel format. In case of D3D they are separate.
786          * You are able to add a depth + stencil surface at a later stage when you need it.
787          * In order to support this properly in WineD3D we need the ability to recreate the opengl context and
788          * drawable when this is required. This is very tricky as we need to reapply ALL opengl states for the new
789          * context, need torecreate shaders, textures and other resources.
790          *
791          * The context manager already takes care of the state problem and for the other tasks code from Reset
792          * can be used. These changes are way to risky during the 1.0 code freeze which is taking place right now.
793          * Likely a lot of other new bugs will be exposed. For that reason request a depth stencil surface all the
794          * time. It can cause a slight performance hit but fixes a lot of regressions. A fixme reminds of that this
795          * issue needs to be fixed. */
796         for (i = 0; i < (sizeof(formats) / sizeof(*formats)); i++)
797         {
798             swapchain->ds_format = wined3d_get_format(gl_info, formats[i]);
799             swapchain->context[0] = context_create(swapchain, swapchain->front_buffer, swapchain->ds_format);
800             if (swapchain->context[0]) break;
801             TRACE("Depth stencil format %s is not supported, trying next format\n",
802                   debug_d3dformat(formats[i]));
803         }
804
805         if (!swapchain->context[0])
806         {
807             WARN("Failed to create context.\n");
808             hr = WINED3DERR_NOTAVAILABLE;
809             goto err;
810         }
811
812         if (!present_parameters->EnableAutoDepthStencil
813                 || swapchain->presentParms.AutoDepthStencilFormat != swapchain->ds_format->id)
814         {
815             FIXME("Add OpenGL context recreation support to context_validate_onscreen_formats\n");
816         }
817         context_release(swapchain->context[0]);
818     }
819     else
820     {
821         swapchain->context[0] = NULL;
822     }
823
824     if (swapchain->presentParms.BackBufferCount > 0)
825     {
826         swapchain->back_buffers = HeapAlloc(GetProcessHeap(), 0,
827                 sizeof(*swapchain->back_buffers) * swapchain->presentParms.BackBufferCount);
828         if (!swapchain->back_buffers)
829         {
830             ERR("Failed to allocate backbuffer array memory.\n");
831             hr = E_OUTOFMEMORY;
832             goto err;
833         }
834
835         for (i = 0; i < swapchain->presentParms.BackBufferCount; ++i)
836         {
837             TRACE("Creating back buffer %u.\n", i);
838             hr = IWineD3DDeviceParent_CreateRenderTarget(device->device_parent, parent,
839                     swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
840                     swapchain->presentParms.BackBufferFormat, swapchain->presentParms.MultiSampleType,
841                     swapchain->presentParms.MultiSampleQuality, TRUE /* Lockable */,
842                     (IWineD3DSurface **)&swapchain->back_buffers[i]);
843             if (FAILED(hr))
844             {
845                 WARN("Failed to create back buffer %u, hr %#x.\n", i, hr);
846                 goto err;
847             }
848
849             surface_set_container(swapchain->back_buffers[i], WINED3D_CONTAINER_SWAPCHAIN, (IWineD3DBase *)swapchain);
850         }
851     }
852
853     /* Swapchains share the depth/stencil buffer, so only create a single depthstencil surface. */
854     if (present_parameters->EnableAutoDepthStencil && surface_type == SURFACE_OPENGL)
855     {
856         TRACE("Creating depth/stencil buffer.\n");
857         if (!device->auto_depth_stencil)
858         {
859             hr = IWineD3DDeviceParent_CreateDepthStencilSurface(device->device_parent,
860                     swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
861                     swapchain->presentParms.AutoDepthStencilFormat, swapchain->presentParms.MultiSampleType,
862                     swapchain->presentParms.MultiSampleQuality, FALSE /* FIXME: Discard */,
863                     (IWineD3DSurface **)&device->auto_depth_stencil);
864             if (FAILED(hr))
865             {
866                 WARN("Failed to create the auto depth stencil, hr %#x.\n", hr);
867                 goto err;
868             }
869
870             surface_set_container(device->auto_depth_stencil, WINED3D_CONTAINER_NONE, NULL);
871         }
872     }
873
874     IWineD3DSwapChain_GetGammaRamp((IWineD3DSwapChain *)swapchain, &swapchain->orig_gamma);
875
876     return WINED3D_OK;
877
878 err:
879     if (displaymode_set)
880     {
881         DEVMODEW devmode;
882
883         ClipCursor(NULL);
884
885         /* Change the display settings */
886         memset(&devmode, 0, sizeof(devmode));
887         devmode.dmSize = sizeof(devmode);
888         devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
889         devmode.dmBitsPerPel = format->byte_count * CHAR_BIT;
890         devmode.dmPelsWidth = swapchain->orig_width;
891         devmode.dmPelsHeight = swapchain->orig_height;
892         ChangeDisplaySettingsExW(adapter->DeviceName, &devmode, NULL, CDS_FULLSCREEN, NULL);
893     }
894
895     if (swapchain->back_buffers)
896     {
897         for (i = 0; i < swapchain->presentParms.BackBufferCount; ++i)
898         {
899             if (swapchain->back_buffers[i]) IWineD3DSurface_Release((IWineD3DSurface *)swapchain->back_buffers[i]);
900         }
901         HeapFree(GetProcessHeap(), 0, swapchain->back_buffers);
902     }
903
904     if (swapchain->context)
905     {
906         if (swapchain->context[0])
907         {
908             context_release(swapchain->context[0]);
909             context_destroy(device, swapchain->context[0]);
910             swapchain->num_contexts = 0;
911         }
912         HeapFree(GetProcessHeap(), 0, swapchain->context);
913     }
914
915     if (swapchain->front_buffer) IWineD3DSurface_Release((IWineD3DSurface *)swapchain->front_buffer);
916
917     return hr;
918 }
919
920 /* Do not call while under the GL lock. */
921 struct wined3d_context *swapchain_create_context_for_thread(IWineD3DSwapChain *iface)
922 {
923     IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *) iface;
924     struct wined3d_context **newArray;
925     struct wined3d_context *ctx;
926
927     TRACE("Creating a new context for swapchain %p, thread %d\n", This, GetCurrentThreadId());
928
929     if (!(ctx = context_create(This, This->front_buffer, This->ds_format)))
930     {
931         ERR("Failed to create a new context for the swapchain\n");
932         return NULL;
933     }
934     context_release(ctx);
935
936     newArray = HeapAlloc(GetProcessHeap(), 0, sizeof(*newArray) * (This->num_contexts + 1));
937     if(!newArray) {
938         ERR("Out of memory when trying to allocate a new context array\n");
939         context_destroy(This->device, ctx);
940         return NULL;
941     }
942     memcpy(newArray, This->context, sizeof(*newArray) * This->num_contexts);
943     HeapFree(GetProcessHeap(), 0, This->context);
944     newArray[This->num_contexts] = ctx;
945     This->context = newArray;
946     This->num_contexts++;
947
948     TRACE("Returning context %p\n", ctx);
949     return ctx;
950 }
951
952 void get_drawable_size_swapchain(struct wined3d_context *context, UINT *width, UINT *height)
953 {
954     /* The drawable size of an onscreen drawable is the surface size.
955      * (Actually: The window size, but the surface is created in window size) */
956     *width = context->current_rt->currentDesc.Width;
957     *height = context->current_rt->currentDesc.Height;
958 }