Assorted spelling and case fixes.
[wine] / dlls / wined3d / swapchain.c
1 /*
2  * Copyright 2002-2003 Jason Edmeades
3  * Copyright 2002-2003 Raphael Junqueira
4  * Copyright 2005 Oliver Stieber
5  * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
6  * Copyright 2011 Henri Verbeet for CodeWeavers
7  *
8  * This library is free software; you can redistribute it and/or
9  * modify it under the terms of the GNU Lesser General Public
10  * License as published by the Free Software Foundation; either
11  * version 2.1 of the License, or (at your option) any later version.
12  *
13  * This library is distributed in the hope that it will be useful,
14  * but WITHOUT ANY WARRANTY; without even the implied warranty of
15  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
16  * Lesser General Public License for more details.
17  *
18  * You should have received a copy of the GNU Lesser General Public
19  * License along with this library; if not, write to the Free Software
20  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
21  */
22
23 #include "config.h"
24 #include "wined3d_private.h"
25
26 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
27 WINE_DECLARE_DEBUG_CHANNEL(fps);
28
29 /* Do not call while under the GL lock. */
30 static void swapchain_cleanup(struct wined3d_swapchain *swapchain)
31 {
32     WINED3DDISPLAYMODE mode;
33     UINT i;
34
35     TRACE("Destroying swapchain %p.\n", swapchain);
36
37     wined3d_swapchain_set_gamma_ramp(swapchain, 0, &swapchain->orig_gamma);
38
39     /* Release the swapchain's draw buffers. Make sure swapchain->back_buffers[0]
40      * is the last buffer to be destroyed, FindContext() depends on that. */
41     if (swapchain->front_buffer)
42     {
43         surface_set_container(swapchain->front_buffer, WINED3D_CONTAINER_NONE, NULL);
44         if (wined3d_surface_decref(swapchain->front_buffer))
45             WARN("Something's still holding the front buffer (%p).\n", swapchain->front_buffer);
46         swapchain->front_buffer = NULL;
47     }
48
49     if (swapchain->back_buffers)
50     {
51         i = swapchain->presentParms.BackBufferCount;
52
53         while (i--)
54         {
55             surface_set_container(swapchain->back_buffers[i], WINED3D_CONTAINER_NONE, NULL);
56             if (wined3d_surface_decref(swapchain->back_buffers[i]))
57                 WARN("Something's still holding back buffer %u (%p).\n", i, swapchain->back_buffers[i]);
58         }
59         HeapFree(GetProcessHeap(), 0, swapchain->back_buffers);
60         swapchain->back_buffers = NULL;
61     }
62
63     for (i = 0; i < swapchain->num_contexts; ++i)
64     {
65         context_destroy(swapchain->device, swapchain->context[i]);
66     }
67     HeapFree(GetProcessHeap(), 0, swapchain->context);
68
69     /* Restore the screen resolution if we rendered in fullscreen.
70      * This will restore the screen resolution to what it was before creating
71      * the swapchain. In case of d3d8 and d3d9 this will be the original
72      * desktop resolution. In case of d3d7 this will be a NOP because ddraw
73      * sets the resolution before starting up Direct3D, thus orig_width and
74      * orig_height will be equal to the modes in the presentation params. */
75     if (!swapchain->presentParms.Windowed && swapchain->presentParms.AutoRestoreDisplayMode)
76     {
77         mode.Width = swapchain->orig_width;
78         mode.Height = swapchain->orig_height;
79         mode.RefreshRate = 0;
80         mode.Format = swapchain->orig_fmt;
81         IWineD3DDevice_SetDisplayMode((IWineD3DDevice *)swapchain->device, 0, &mode);
82     }
83
84     if (swapchain->backup_dc)
85     {
86         TRACE("Destroying backup wined3d window %p, dc %p.\n", swapchain->backup_wnd, swapchain->backup_dc);
87
88         ReleaseDC(swapchain->backup_wnd, swapchain->backup_dc);
89         DestroyWindow(swapchain->backup_wnd);
90     }
91 }
92
93 ULONG CDECL wined3d_swapchain_incref(struct wined3d_swapchain *swapchain)
94 {
95     ULONG refcount = InterlockedIncrement(&swapchain->ref);
96
97     TRACE("%p increasing refcount to %u.\n", swapchain, refcount);
98
99     return refcount;
100 }
101
102 /* Do not call while under the GL lock. */
103 ULONG CDECL wined3d_swapchain_decref(struct wined3d_swapchain *swapchain)
104 {
105     ULONG refcount = InterlockedDecrement(&swapchain->ref);
106
107     TRACE("%p decreasing refcount to %u.\n", swapchain, refcount);
108
109     if (!refcount)
110     {
111         swapchain_cleanup(swapchain);
112         swapchain->parent_ops->wined3d_object_destroyed(swapchain->parent);
113         HeapFree(GetProcessHeap(), 0, swapchain);
114     }
115
116     return refcount;
117 }
118
119 void * CDECL wined3d_swapchain_get_parent(const struct wined3d_swapchain *swapchain)
120 {
121     TRACE("swapchain %p.\n", swapchain);
122
123     return swapchain->parent;
124 }
125
126 HRESULT CDECL wined3d_swapchain_set_window(struct wined3d_swapchain *swapchain, HWND window)
127 {
128     if (!window)
129         window = swapchain->device_window;
130     if (window == swapchain->win_handle)
131         return WINED3D_OK;
132
133     TRACE("Setting swapchain %p window from %p to %p.\n",
134             swapchain, swapchain->win_handle, window);
135     swapchain->win_handle = window;
136
137     return WINED3D_OK;
138 }
139
140 HRESULT CDECL wined3d_swapchain_present(struct wined3d_swapchain *swapchain,
141         const RECT *src_rect, const RECT *dst_rect, HWND dst_window_override,
142         const RGNDATA *dirty_region, DWORD flags)
143 {
144     TRACE("swapchain %p, src_rect %s, dst_rect %s, dst_window_override %p, dirty_region %p, flags %#x.\n",
145             swapchain, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect),
146             dst_window_override, dirty_region, flags);
147
148     wined3d_swapchain_set_window(swapchain, dst_window_override);
149
150     return swapchain->swapchain_ops->swapchain_present(swapchain,
151             src_rect, dst_rect, dirty_region, flags);
152 }
153
154 HRESULT CDECL wined3d_swapchain_get_front_buffer_data(const struct wined3d_swapchain *swapchain,
155         struct wined3d_surface *dst_surface)
156 {
157     POINT offset = {0, 0};
158
159     TRACE("swapchain %p, dst_surface %p.\n", swapchain, dst_surface);
160
161     if (swapchain->presentParms.Windowed)
162         MapWindowPoints(swapchain->win_handle, NULL, &offset, 1);
163
164     wined3d_surface_bltfast(dst_surface, offset.x, offset.y, swapchain->front_buffer, NULL, 0);
165
166     return WINED3D_OK;
167 }
168
169 HRESULT CDECL wined3d_swapchain_get_back_buffer(const struct wined3d_swapchain *swapchain,
170         UINT back_buffer_idx, WINED3DBACKBUFFER_TYPE type, struct wined3d_surface **back_buffer)
171 {
172     TRACE("swapchain %p, back_buffer_idx %u, type %#x, back_buffer %p.\n",
173             swapchain, back_buffer_idx, type, back_buffer);
174
175     /* Return invalid if there is no backbuffer array, otherwise it will
176      * crash when ddraw is used (there swapchain->back_buffers is always
177      * NULL). We need this because this function is called from
178      * stateblock_init_default_state() to get the default scissorrect
179      * dimensions. */
180     if (!swapchain->back_buffers || back_buffer_idx >= swapchain->presentParms.BackBufferCount)
181     {
182         WARN("Invalid back buffer index.\n");
183         /* Native d3d9 doesn't set NULL here, just as wine's d3d9. But set it
184          * here in wined3d to avoid problems in other libs. */
185         *back_buffer = NULL;
186         return WINED3DERR_INVALIDCALL;
187     }
188
189     *back_buffer = swapchain->back_buffers[back_buffer_idx];
190     if (*back_buffer)
191         wined3d_surface_incref(*back_buffer);
192
193     TRACE("Returning back buffer %p.\n", *back_buffer);
194
195     return WINED3D_OK;
196 }
197
198 HRESULT CDECL wined3d_swapchain_get_raster_status(const struct wined3d_swapchain *swapchain,
199         WINED3DRASTER_STATUS *raster_status)
200 {
201     static BOOL warned;
202     /* No OpenGL equivalent */
203     if (!warned)
204     {
205         FIXME("swapchain %p, raster_status %p stub!\n", swapchain, raster_status);
206         warned = TRUE;
207     }
208
209     /* Obtaining the raster status is a widely implemented but optional
210      * feature. When this method returns OK StarCraft 2 expects the
211      * raster_status->InVBlank value to actually change over time. To prevent
212      * StarCraft 2 from running in an infinite loop at startup this method
213      * returns INVALIDCALL. */
214     return WINED3DERR_INVALIDCALL;
215 }
216
217 HRESULT CDECL wined3d_swapchain_get_display_mode(const struct wined3d_swapchain *swapchain, WINED3DDISPLAYMODE *mode)
218 {
219     HRESULT hr;
220
221     TRACE("swapchain %p, mode %p.\n", swapchain, mode);
222
223     hr = wined3d_get_adapter_display_mode(swapchain->device->wined3d, swapchain->device->adapter->ordinal, mode);
224
225     TRACE("Returning w %u, h %u, refresh rate %u, format %s.\n",
226             mode->Width, mode->Height, mode->RefreshRate, debug_d3dformat(mode->Format));
227
228     return hr;
229 }
230
231 IWineD3DDevice * CDECL wined3d_swapchain_get_device(const struct wined3d_swapchain *swapchain)
232 {
233     TRACE("swapchain %p.\n", swapchain);
234
235     return (IWineD3DDevice *)swapchain->device;
236 }
237
238 HRESULT CDECL wined3d_swapchain_get_present_parameters(const struct wined3d_swapchain *swapchain,
239         WINED3DPRESENT_PARAMETERS *present_parameters)
240 {
241     TRACE("swapchain %p, present_parameters %p.\n", swapchain, present_parameters);
242
243     *present_parameters = swapchain->presentParms;
244
245     return WINED3D_OK;
246 }
247
248 HRESULT CDECL wined3d_swapchain_set_gamma_ramp(const struct wined3d_swapchain *swapchain,
249         DWORD flags, const WINED3DGAMMARAMP *ramp)
250 {
251     HDC dc;
252
253     TRACE("swapchain %p, flags %#x, ramp %p.\n", swapchain, flags, ramp);
254
255     if (flags)
256         FIXME("Ignoring flags %#x.\n", flags);
257
258     dc = GetDC(swapchain->device_window);
259     SetDeviceGammaRamp(dc, (void *)ramp);
260     ReleaseDC(swapchain->device_window, dc);
261
262     return WINED3D_OK;
263 }
264
265 HRESULT CDECL wined3d_swapchain_get_gamma_ramp(const struct wined3d_swapchain *swapchain,
266         WINED3DGAMMARAMP *ramp)
267 {
268     HDC dc;
269
270     TRACE("swapchain %p, ramp %p.\n", swapchain, ramp);
271
272     dc = GetDC(swapchain->device_window);
273     GetDeviceGammaRamp(dc, ramp);
274     ReleaseDC(swapchain->device_window, dc);
275
276     return WINED3D_OK;
277 }
278
279 /* A GL context is provided by the caller */
280 static void swapchain_blit(struct wined3d_swapchain *swapchain,
281         struct wined3d_context *context, const RECT *src_rect, const RECT *dst_rect)
282 {
283     struct wined3d_surface *backbuffer = swapchain->back_buffers[0];
284     IWineD3DDeviceImpl *device = swapchain->device;
285     UINT src_w = src_rect->right - src_rect->left;
286     UINT src_h = src_rect->bottom - src_rect->top;
287     GLenum gl_filter;
288     const struct wined3d_gl_info *gl_info = context->gl_info;
289     RECT win_rect;
290     UINT win_h;
291
292     TRACE("swapchain %p, context %p, src_rect %s, dst_rect %s.\n",
293             swapchain, context, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect));
294
295     if (src_w == dst_rect->right - dst_rect->left && src_h == dst_rect->bottom - dst_rect->top)
296         gl_filter = GL_NEAREST;
297     else
298         gl_filter = GL_LINEAR;
299
300     GetClientRect(swapchain->win_handle, &win_rect);
301     win_h = win_rect.bottom - win_rect.top;
302
303     if (gl_info->fbo_ops.glBlitFramebuffer && is_identity_fixup(backbuffer->resource.format->color_fixup))
304     {
305         ENTER_GL();
306         context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, backbuffer, NULL, SFLAG_INTEXTURE);
307         glReadBuffer(GL_COLOR_ATTACHMENT0);
308         context_check_fbo_status(context, GL_READ_FRAMEBUFFER);
309
310         context_bind_fbo(context, GL_DRAW_FRAMEBUFFER, NULL);
311         context_set_draw_buffer(context, GL_BACK);
312
313         glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
314         IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE));
315         IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1));
316         IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2));
317         IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3));
318
319         glDisable(GL_SCISSOR_TEST);
320         IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
321
322         /* Note that the texture is upside down */
323         gl_info->fbo_ops.glBlitFramebuffer(src_rect->left, src_rect->top, src_rect->right, src_rect->bottom,
324                 dst_rect->left, win_h - dst_rect->top, dst_rect->right, win_h - dst_rect->bottom,
325                 GL_COLOR_BUFFER_BIT, gl_filter);
326         checkGLcall("Swapchain present blit(EXT_framebuffer_blit)\n");
327         LEAVE_GL();
328     }
329     else
330     {
331         struct wined3d_context *context2;
332         float tex_left = src_rect->left;
333         float tex_top = src_rect->top;
334         float tex_right = src_rect->right;
335         float tex_bottom = src_rect->bottom;
336
337         context2 = context_acquire(device, swapchain->back_buffers[0]);
338         context_apply_blit_state(context2, device);
339
340         if (backbuffer->flags & SFLAG_NORMCOORD)
341         {
342             tex_left /= src_w;
343             tex_right /= src_w;
344             tex_top /= src_h;
345             tex_bottom /= src_h;
346         }
347
348         if (is_complex_fixup(backbuffer->resource.format->color_fixup))
349             gl_filter = GL_NEAREST;
350
351         ENTER_GL();
352         context_bind_fbo(context2, GL_FRAMEBUFFER, NULL);
353
354         /* Set up the texture. The surface is not in a IWineD3D*Texture container,
355          * so there are no d3d texture settings to dirtify
356          */
357         device->blitter->set_shader(device->blit_priv, context2->gl_info, backbuffer);
358         glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MIN_FILTER, gl_filter);
359         glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MAG_FILTER, gl_filter);
360
361         context_set_draw_buffer(context, GL_BACK);
362
363         /* Set the viewport to the destination rectandle, disable any projection
364          * transformation set up by context_apply_blit_state(), and draw a
365          * (-1,-1)-(1,1) quad.
366          *
367          * Back up viewport and matrix to avoid breaking last_was_blit
368          *
369          * Note that context_apply_blit_state() set up viewport and ortho to
370          * match the surface size - we want the GL drawable(=window) size. */
371         glPushAttrib(GL_VIEWPORT_BIT);
372         glViewport(dst_rect->left, win_h - dst_rect->bottom, dst_rect->right, win_h - dst_rect->top);
373         glMatrixMode(GL_PROJECTION);
374         glPushMatrix();
375         glLoadIdentity();
376
377         glBegin(GL_QUADS);
378             /* bottom left */
379             glTexCoord2f(tex_left, tex_bottom);
380             glVertex2i(-1, -1);
381
382             /* top left */
383             glTexCoord2f(tex_left, tex_top);
384             glVertex2i(-1, 1);
385
386             /* top right */
387             glTexCoord2f(tex_right, tex_top);
388             glVertex2i(1, 1);
389
390             /* bottom right */
391             glTexCoord2f(tex_right, tex_bottom);
392             glVertex2i(1, -1);
393         glEnd();
394
395         glPopMatrix();
396         glPopAttrib();
397
398         device->blitter->unset_shader(context->gl_info);
399         checkGLcall("Swapchain present blit(manual)\n");
400         LEAVE_GL();
401
402         context_release(context2);
403     }
404 }
405
406 static HRESULT swapchain_gl_present(struct wined3d_swapchain *swapchain, const RECT *src_rect_in,
407         const RECT *dst_rect_in, const RGNDATA *dirty_region, DWORD flags)
408 {
409     const struct wined3d_gl_info *gl_info;
410     struct wined3d_context *context;
411     RECT src_rect, dst_rect;
412     BOOL render_to_fbo;
413
414     context = context_acquire(swapchain->device, swapchain->back_buffers[0]);
415     if (!context->valid)
416     {
417         context_release(context);
418         WARN("Invalid context, skipping present.\n");
419         return WINED3D_OK;
420     }
421
422     gl_info = context->gl_info;
423
424     /* Render the cursor onto the back buffer, using our nifty directdraw blitting code :-) */
425     if (swapchain->device->bCursorVisible && swapchain->device->cursorTexture)
426     {
427         struct wined3d_surface cursor;
428         RECT destRect =
429         {
430             swapchain->device->xScreenSpace - swapchain->device->xHotSpot,
431             swapchain->device->yScreenSpace - swapchain->device->yHotSpot,
432             swapchain->device->xScreenSpace + swapchain->device->cursorWidth - swapchain->device->xHotSpot,
433             swapchain->device->yScreenSpace + swapchain->device->cursorHeight - swapchain->device->yHotSpot,
434         };
435         TRACE("Rendering the cursor. Creating fake surface at %p\n", &cursor);
436         /* Build a fake surface to call the Blitting code. It is not possible to use the interface passed by
437          * the application because we are only supposed to copy the information out. Using a fake surface
438          * allows to use the Blitting engine and avoid copying the whole texture -> render target blitting code.
439          */
440         memset(&cursor, 0, sizeof(cursor));
441         cursor.resource.ref = 1;
442         cursor.resource.device = swapchain->device;
443         cursor.resource.pool = WINED3DPOOL_SCRATCH;
444         cursor.resource.format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
445         cursor.resource.resourceType = WINED3DRTYPE_SURFACE;
446         cursor.texture_name = swapchain->device->cursorTexture;
447         cursor.texture_target = GL_TEXTURE_2D;
448         cursor.texture_level = 0;
449         cursor.resource.width = swapchain->device->cursorWidth;
450         cursor.resource.height = swapchain->device->cursorHeight;
451         /* The cursor must have pow2 sizes */
452         cursor.pow2Width = cursor.resource.width;
453         cursor.pow2Height = cursor.resource.height;
454         /* The surface is in the texture */
455         cursor.flags |= SFLAG_INTEXTURE;
456         /* DDBLT_KEYSRC will cause BltOverride to enable the alpha test with GL_NOTEQUAL, 0.0,
457          * which is exactly what we want :-)
458          */
459         if (swapchain->presentParms.Windowed)
460             MapWindowPoints(NULL, swapchain->win_handle, (LPPOINT)&destRect, 2);
461         wined3d_surface_blt(swapchain->back_buffers[0], &destRect,
462                 &cursor, NULL, WINEDDBLT_KEYSRC, NULL, WINED3DTEXF_POINT);
463     }
464
465     if (swapchain->device->logo_surface)
466     {
467         /* Blit the logo into the upper left corner of the drawable. */
468         wined3d_surface_bltfast(swapchain->back_buffers[0], 0, 0,
469                 swapchain->device->logo_surface, NULL, WINEDDBLTFAST_SRCCOLORKEY);
470     }
471
472     TRACE("Presenting HDC %p.\n", context->hdc);
473
474     render_to_fbo = swapchain->render_to_fbo;
475
476     if (src_rect_in)
477     {
478         src_rect = *src_rect_in;
479         if (!render_to_fbo && (src_rect.left || src_rect.top
480                 || src_rect.right != swapchain->presentParms.BackBufferWidth
481                 || src_rect.bottom != swapchain->presentParms.BackBufferHeight))
482         {
483             render_to_fbo = TRUE;
484         }
485     }
486     else
487     {
488         src_rect.left = 0;
489         src_rect.top = 0;
490         src_rect.right = swapchain->presentParms.BackBufferWidth;
491         src_rect.bottom = swapchain->presentParms.BackBufferHeight;
492     }
493
494     if (dst_rect_in)
495         dst_rect = *dst_rect_in;
496     else
497         GetClientRect(swapchain->win_handle, &dst_rect);
498
499     if (!render_to_fbo && (dst_rect.left || dst_rect.top
500             || dst_rect.right != swapchain->presentParms.BackBufferWidth
501             || dst_rect.bottom != swapchain->presentParms.BackBufferHeight))
502     {
503         render_to_fbo = TRUE;
504     }
505
506     /* Rendering to a window of different size, presenting partial rectangles,
507      * or rendering to a different window needs help from FBO_blit or a textured
508      * draw. Render the swapchain to a FBO in the future.
509      *
510      * Note that FBO_blit from the backbuffer to the frontbuffer cannot solve
511      * all these issues - this fails if the window is smaller than the backbuffer.
512      */
513     if (!swapchain->render_to_fbo && render_to_fbo && wined3d_settings.offscreen_rendering_mode == ORM_FBO)
514     {
515         surface_load_location(swapchain->back_buffers[0], SFLAG_INTEXTURE, NULL);
516         surface_modify_location(swapchain->back_buffers[0], SFLAG_INDRAWABLE, FALSE);
517         swapchain->render_to_fbo = TRUE;
518     }
519
520     if (swapchain->render_to_fbo)
521     {
522         /* This codepath should only be hit with the COPY swapeffect. Otherwise a backbuffer-
523          * window size mismatch is impossible(fullscreen) and src and dst rectangles are
524          * not allowed(they need the COPY swapeffect)
525          *
526          * The DISCARD swap effect is ok as well since any backbuffer content is allowed after
527          * the swap. */
528         if (swapchain->presentParms.SwapEffect == WINED3DSWAPEFFECT_FLIP)
529             FIXME("Render-to-fbo with WINED3DSWAPEFFECT_FLIP\n");
530
531         swapchain_blit(swapchain, context, &src_rect, &dst_rect);
532     }
533
534     if (swapchain->num_contexts > 1)
535         wglFinish();
536     SwapBuffers(context->hdc); /* TODO: cycle through the swapchain buffers */
537
538     TRACE("SwapBuffers called, Starting new frame\n");
539     /* FPS support */
540     if (TRACE_ON(fps))
541     {
542         DWORD time = GetTickCount();
543         ++swapchain->frames;
544
545         /* every 1.5 seconds */
546         if (time - swapchain->prev_time > 1500)
547         {
548             TRACE_(fps)("%p @ approx %.2ffps\n",
549                     swapchain, 1000.0 * swapchain->frames / (time - swapchain->prev_time));
550             swapchain->prev_time = time;
551             swapchain->frames = 0;
552         }
553     }
554
555     /* This is disabled, but the code left in for debug purposes.
556      *
557      * Since we're allowed to modify the new back buffer on a D3DSWAPEFFECT_DISCARD flip,
558      * we can clear it with some ugly color to make bad drawing visible and ease debugging.
559      * The Debug runtime does the same on Windows. However, a few games do not redraw the
560      * screen properly, like Max Payne 2, which leaves a few pixels undefined.
561      *
562      * Tests show that the content of the back buffer after a discard flip is indeed not
563      * reliable, so no game can depend on the exact content. However, it resembles the
564      * old contents in some way, for example by showing fragments at other locations. In
565      * general, the color theme is still intact. So Max payne, which draws rather dark scenes
566      * gets a dark background image. If we clear it with a bright ugly color, the game's
567      * bug shows up much more than it does on Windows, and the players see single pixels
568      * with wrong colors.
569      * (The Max Payne bug has been confirmed on Windows with the debug runtime) */
570     if (FALSE && swapchain->presentParms.SwapEffect == WINED3DSWAPEFFECT_DISCARD)
571     {
572         TRACE("Clearing the color buffer with cyan color\n");
573
574         IWineD3DDevice_Clear((IWineD3DDevice *)swapchain->device, 0, NULL,
575                 WINED3DCLEAR_TARGET, 0xff00ffff, 1.0f, 0);
576     }
577
578     if (!swapchain->render_to_fbo && ((swapchain->front_buffer->flags & SFLAG_INSYSMEM)
579             || (swapchain->back_buffers[0]->flags & SFLAG_INSYSMEM)))
580     {
581         /* Both memory copies of the surfaces are ok, flip them around too instead of dirtifying
582          * Doesn't work with render_to_fbo because we're not flipping
583          */
584         struct wined3d_surface *front = swapchain->front_buffer;
585         struct wined3d_surface *back = swapchain->back_buffers[0];
586
587         if(front->resource.size == back->resource.size) {
588             DWORD fbflags;
589             flip_surface(front, back);
590
591             /* Tell the front buffer surface that is has been modified. However,
592              * the other locations were preserved during that, so keep the flags.
593              * This serves to update the emulated overlay, if any. */
594             fbflags = front->flags;
595             surface_modify_location(front, SFLAG_INDRAWABLE, TRUE);
596             front->flags = fbflags;
597         }
598         else
599         {
600             surface_modify_location(front, SFLAG_INDRAWABLE, TRUE);
601             surface_modify_location(back, SFLAG_INDRAWABLE, TRUE);
602         }
603     }
604     else
605     {
606         surface_modify_location(swapchain->front_buffer, SFLAG_INDRAWABLE, TRUE);
607         /* If the swapeffect is DISCARD, the back buffer is undefined. That means the SYSMEM
608          * and INTEXTURE copies can keep their old content if they have any defined content.
609          * If the swapeffect is COPY, the content remains the same. If it is FLIP however,
610          * the texture / sysmem copy needs to be reloaded from the drawable
611          */
612         if (swapchain->presentParms.SwapEffect == WINED3DSWAPEFFECT_FLIP)
613             surface_modify_location(swapchain->back_buffers[0], SFLAG_INDRAWABLE, TRUE);
614     }
615
616     if (swapchain->device->depth_stencil)
617     {
618         if (swapchain->presentParms.Flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
619                 || swapchain->device->depth_stencil->flags & SFLAG_DISCARD)
620         {
621             surface_modify_ds_location(swapchain->device->depth_stencil, SFLAG_DS_DISCARDED,
622                     swapchain->device->depth_stencil->resource.width,
623                     swapchain->device->depth_stencil->resource.height);
624             if (swapchain->device->depth_stencil == swapchain->device->onscreen_depth_stencil)
625             {
626                 wined3d_surface_decref(swapchain->device->onscreen_depth_stencil);
627                 swapchain->device->onscreen_depth_stencil = NULL;
628             }
629         }
630     }
631
632     context_release(context);
633
634     TRACE("returning\n");
635     return WINED3D_OK;
636 }
637
638 static const struct wined3d_swapchain_ops swapchain_gl_ops =
639 {
640     swapchain_gl_present,
641 };
642
643 /* Helper function that blits the front buffer contents to the target window. */
644 void x11_copy_to_screen(struct wined3d_swapchain *swapchain, const RECT *rect)
645 {
646     struct wined3d_surface *front;
647     POINT offset = {0, 0};
648     HDC src_dc, dst_dc;
649     RECT draw_rect;
650     HWND window;
651
652     TRACE("swapchain %p, rect %s.\n", swapchain, wine_dbgstr_rect(rect));
653
654     front = swapchain->front_buffer;
655     if (!(front->resource.usage & WINED3DUSAGE_RENDERTARGET))
656         return;
657
658     TRACE("Copying surface %p to screen.\n", front);
659
660     src_dc = front->hDC;
661     window = swapchain->win_handle;
662     dst_dc = GetDCEx(window, 0, DCX_CLIPSIBLINGS | DCX_CACHE);
663
664     /* Front buffer coordinates are screen coordinates. Map them to the
665      * destination window if not fullscreened. */
666     if (swapchain->presentParms.Windowed)
667         ClientToScreen(window, &offset);
668
669     TRACE("offset %s.\n", wine_dbgstr_point(&offset));
670
671 #if 0
672     /* FIXME: This doesn't work... if users really want to run
673      * X in 8bpp, then we need to call directly into display.drv
674      * (or Wine's equivalent), and force a private colormap
675      * without default entries. */
676     if (front->palette)
677     {
678         SelectPalette(dst_dc, front->palette->hpal, FALSE);
679         RealizePalette(dst_dc); /* sends messages => deadlocks */
680     }
681 #endif
682
683     draw_rect.left = 0;
684     draw_rect.right = front->resource.width;
685     draw_rect.top = 0;
686     draw_rect.bottom = front->resource.height;
687
688 #if 0
689     /* TODO: Support clippers. */
690     if (front->clipper)
691     {
692         RECT xrc;
693         HWND hwnd = ((IWineD3DClipperImpl *)front->clipper)->hWnd;
694         if (hwnd && GetClientRect(hwnd,&xrc))
695         {
696             OffsetRect(&xrc, offset.x, offset.y);
697             IntersectRect(&draw_rect, &draw_rect, &xrc);
698         }
699     }
700 #endif
701
702     if (!rect)
703     {
704         /* Only use this if the caller did not pass a rectangle, since
705          * due to double locking this could be the wrong one... */
706         if (front->lockedRect.left != front->lockedRect.right)
707             IntersectRect(&draw_rect, &draw_rect, &front->lockedRect);
708     }
709     else
710     {
711         IntersectRect(&draw_rect, &draw_rect, rect);
712     }
713
714     BitBlt(dst_dc, draw_rect.left - offset.x, draw_rect.top - offset.y,
715             draw_rect.right - draw_rect.left, draw_rect.bottom - draw_rect.top,
716             src_dc, draw_rect.left, draw_rect.top, SRCCOPY);
717     ReleaseDC(window, dst_dc);
718 }
719
720 static HRESULT swapchain_gdi_present(struct wined3d_swapchain *swapchain, const RECT *src_rect_in,
721         const RECT *dst_rect_in, const RGNDATA *dirty_region, DWORD flags)
722 {
723     struct wined3d_surface *front, *back;
724
725     if (!swapchain->back_buffers)
726     {
727         WARN("Swapchain doesn't have a backbuffer, returning WINED3DERR_INVALIDCALL\n");
728         return WINED3DERR_INVALIDCALL;
729     }
730     front = swapchain->front_buffer;
731     back = swapchain->back_buffers[0];
732
733     /* Flip the DC. */
734     {
735         HDC tmp;
736         tmp = front->hDC;
737         front->hDC = back->hDC;
738         back->hDC = tmp;
739     }
740
741     /* Flip the DIBsection. */
742     {
743         HBITMAP tmp;
744         tmp = front->dib.DIBsection;
745         front->dib.DIBsection = back->dib.DIBsection;
746         back->dib.DIBsection = tmp;
747     }
748
749     /* Flip the surface data. */
750     {
751         void *tmp;
752
753         tmp = front->dib.bitmap_data;
754         front->dib.bitmap_data = back->dib.bitmap_data;
755         back->dib.bitmap_data = tmp;
756
757         tmp = front->resource.allocatedMemory;
758         front->resource.allocatedMemory = back->resource.allocatedMemory;
759         back->resource.allocatedMemory = tmp;
760
761         if (front->resource.heapMemory)
762             ERR("GDI Surface %p has heap memory allocated.\n", front);
763
764         if (back->resource.heapMemory)
765             ERR("GDI Surface %p has heap memory allocated.\n", back);
766     }
767
768     /* Client_memory should not be different, but just in case. */
769     {
770         BOOL tmp;
771         tmp = front->dib.client_memory;
772         front->dib.client_memory = back->dib.client_memory;
773         back->dib.client_memory = tmp;
774     }
775
776     /* FPS support */
777     if (TRACE_ON(fps))
778     {
779         static LONG prev_time, frames;
780         DWORD time = GetTickCount();
781
782         ++frames;
783
784         /* every 1.5 seconds */
785         if (time - prev_time > 1500)
786         {
787             TRACE_(fps)("@ approx %.2ffps\n", 1000.0 * frames / (time - prev_time));
788             prev_time = time;
789             frames = 0;
790         }
791     }
792
793     x11_copy_to_screen(swapchain, NULL);
794
795     return WINED3D_OK;
796 }
797
798 static const struct wined3d_swapchain_ops swapchain_gdi_ops =
799 {
800     swapchain_gdi_present,
801 };
802
803 /* Do not call while under the GL lock. */
804 HRESULT swapchain_init(struct wined3d_swapchain *swapchain, WINED3DSURFTYPE surface_type,
805         IWineD3DDeviceImpl *device, WINED3DPRESENT_PARAMETERS *present_parameters,
806         void *parent, const struct wined3d_parent_ops *parent_ops)
807 {
808     const struct wined3d_adapter *adapter = device->adapter;
809     const struct wined3d_format *format;
810     BOOL displaymode_set = FALSE;
811     WINED3DDISPLAYMODE mode;
812     RECT client_rect;
813     HWND window;
814     HRESULT hr;
815     UINT i;
816
817     if (present_parameters->BackBufferCount > WINED3DPRESENT_BACK_BUFFER_MAX)
818     {
819         FIXME("The application requested %u back buffers, this is not supported.\n",
820                 present_parameters->BackBufferCount);
821         return WINED3DERR_INVALIDCALL;
822     }
823
824     if (present_parameters->BackBufferCount > 1)
825     {
826         FIXME("The application requested more than one back buffer, this is not properly supported.\n"
827                 "Please configure the application to use double buffering (1 back buffer) if possible.\n");
828     }
829
830     switch (surface_type)
831     {
832         case SURFACE_GDI:
833             swapchain->swapchain_ops = &swapchain_gdi_ops;
834             break;
835
836         case SURFACE_OPENGL:
837             swapchain->swapchain_ops = &swapchain_gl_ops;
838             break;
839
840         case SURFACE_UNKNOWN:
841             FIXME("Caller tried to create a SURFACE_UNKNOWN swapchain.\n");
842             return WINED3DERR_INVALIDCALL;
843     }
844
845     window = present_parameters->hDeviceWindow ? present_parameters->hDeviceWindow : device->createParms.hFocusWindow;
846
847     swapchain->device = device;
848     swapchain->parent = parent;
849     swapchain->parent_ops = parent_ops;
850     swapchain->ref = 1;
851     swapchain->win_handle = window;
852     swapchain->device_window = window;
853
854     wined3d_get_adapter_display_mode(device->wined3d, adapter->ordinal, &mode);
855     swapchain->orig_width = mode.Width;
856     swapchain->orig_height = mode.Height;
857     swapchain->orig_fmt = mode.Format;
858     format = wined3d_get_format(&adapter->gl_info, mode.Format);
859
860     GetClientRect(window, &client_rect);
861     if (present_parameters->Windowed
862             && (!present_parameters->BackBufferWidth || !present_parameters->BackBufferHeight
863             || present_parameters->BackBufferFormat == WINED3DFMT_UNKNOWN))
864     {
865
866         if (!present_parameters->BackBufferWidth)
867         {
868             present_parameters->BackBufferWidth = client_rect.right;
869             TRACE("Updating width to %u.\n", present_parameters->BackBufferWidth);
870         }
871
872         if (!present_parameters->BackBufferHeight)
873         {
874             present_parameters->BackBufferHeight = client_rect.bottom;
875             TRACE("Updating height to %u.\n", present_parameters->BackBufferHeight);
876         }
877
878         if (present_parameters->BackBufferFormat == WINED3DFMT_UNKNOWN)
879         {
880             present_parameters->BackBufferFormat = swapchain->orig_fmt;
881             TRACE("Updating format to %s.\n", debug_d3dformat(swapchain->orig_fmt));
882         }
883     }
884     swapchain->presentParms = *present_parameters;
885
886     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO
887             && present_parameters->BackBufferCount
888             && (present_parameters->BackBufferWidth != client_rect.right
889             || present_parameters->BackBufferHeight != client_rect.bottom))
890     {
891         TRACE("Rendering to FBO. Backbuffer %ux%u, window %ux%u.\n",
892                 present_parameters->BackBufferWidth,
893                 present_parameters->BackBufferHeight,
894                 client_rect.right, client_rect.bottom);
895         swapchain->render_to_fbo = TRUE;
896     }
897
898     TRACE("Creating front buffer.\n");
899     hr = IWineD3DDeviceParent_CreateRenderTarget(device->device_parent, parent,
900             swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
901             swapchain->presentParms.BackBufferFormat, swapchain->presentParms.MultiSampleType,
902             swapchain->presentParms.MultiSampleQuality, TRUE /* Lockable */,
903             &swapchain->front_buffer);
904     if (FAILED(hr))
905     {
906         WARN("Failed to create front buffer, hr %#x.\n", hr);
907         goto err;
908     }
909
910     surface_set_container(swapchain->front_buffer, WINED3D_CONTAINER_SWAPCHAIN, swapchain);
911     if (surface_type == SURFACE_OPENGL)
912     {
913         surface_modify_location(swapchain->front_buffer, SFLAG_INDRAWABLE, TRUE);
914     }
915
916     /* MSDN says we're only allowed a single fullscreen swapchain per device,
917      * so we should really check to see if there is a fullscreen swapchain
918      * already. Does a single head count as full screen? */
919
920     if (!present_parameters->Windowed)
921     {
922         WINED3DDISPLAYMODE mode;
923
924         /* Change the display settings */
925         mode.Width = present_parameters->BackBufferWidth;
926         mode.Height = present_parameters->BackBufferHeight;
927         mode.Format = present_parameters->BackBufferFormat;
928         mode.RefreshRate = present_parameters->FullScreen_RefreshRateInHz;
929
930         hr = IWineD3DDevice_SetDisplayMode((IWineD3DDevice *)device, 0, &mode);
931         if (FAILED(hr))
932         {
933             WARN("Failed to set display mode, hr %#x.\n", hr);
934             goto err;
935         }
936         displaymode_set = TRUE;
937     }
938
939     if (surface_type == SURFACE_OPENGL)
940     {
941         static const enum wined3d_format_id formats[] =
942         {
943             WINED3DFMT_D24_UNORM_S8_UINT,
944             WINED3DFMT_D32_UNORM,
945             WINED3DFMT_R24_UNORM_X8_TYPELESS,
946             WINED3DFMT_D16_UNORM,
947             WINED3DFMT_S1_UINT_D15_UNORM
948         };
949
950         const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
951
952         swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(swapchain->context));
953         if (!swapchain->context)
954         {
955             ERR("Failed to create the context array.\n");
956             hr = E_OUTOFMEMORY;
957             goto err;
958         }
959         swapchain->num_contexts = 1;
960
961         /* In WGL both color, depth and stencil are features of a pixel format. In case of D3D they are separate.
962          * You are able to add a depth + stencil surface at a later stage when you need it.
963          * In order to support this properly in WineD3D we need the ability to recreate the opengl context and
964          * drawable when this is required. This is very tricky as we need to reapply ALL opengl states for the new
965          * context, need torecreate shaders, textures and other resources.
966          *
967          * The context manager already takes care of the state problem and for the other tasks code from Reset
968          * can be used. These changes are way to risky during the 1.0 code freeze which is taking place right now.
969          * Likely a lot of other new bugs will be exposed. For that reason request a depth stencil surface all the
970          * time. It can cause a slight performance hit but fixes a lot of regressions. A fixme reminds of that this
971          * issue needs to be fixed. */
972         for (i = 0; i < (sizeof(formats) / sizeof(*formats)); i++)
973         {
974             swapchain->ds_format = wined3d_get_format(gl_info, formats[i]);
975             swapchain->context[0] = context_create(swapchain, swapchain->front_buffer, swapchain->ds_format);
976             if (swapchain->context[0]) break;
977             TRACE("Depth stencil format %s is not supported, trying next format\n",
978                   debug_d3dformat(formats[i]));
979         }
980
981         if (!swapchain->context[0])
982         {
983             WARN("Failed to create context.\n");
984             hr = WINED3DERR_NOTAVAILABLE;
985             goto err;
986         }
987
988         if (!present_parameters->EnableAutoDepthStencil
989                 || swapchain->presentParms.AutoDepthStencilFormat != swapchain->ds_format->id)
990         {
991             FIXME("Add OpenGL context recreation support to context_validate_onscreen_formats\n");
992         }
993         context_release(swapchain->context[0]);
994     }
995
996     if (swapchain->presentParms.BackBufferCount > 0)
997     {
998         swapchain->back_buffers = HeapAlloc(GetProcessHeap(), 0,
999                 sizeof(*swapchain->back_buffers) * swapchain->presentParms.BackBufferCount);
1000         if (!swapchain->back_buffers)
1001         {
1002             ERR("Failed to allocate backbuffer array memory.\n");
1003             hr = E_OUTOFMEMORY;
1004             goto err;
1005         }
1006
1007         for (i = 0; i < swapchain->presentParms.BackBufferCount; ++i)
1008         {
1009             TRACE("Creating back buffer %u.\n", i);
1010             hr = IWineD3DDeviceParent_CreateRenderTarget(device->device_parent, parent,
1011                     swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
1012                     swapchain->presentParms.BackBufferFormat, swapchain->presentParms.MultiSampleType,
1013                     swapchain->presentParms.MultiSampleQuality, TRUE /* Lockable */,
1014                     &swapchain->back_buffers[i]);
1015             if (FAILED(hr))
1016             {
1017                 WARN("Failed to create back buffer %u, hr %#x.\n", i, hr);
1018                 goto err;
1019             }
1020
1021             surface_set_container(swapchain->back_buffers[i], WINED3D_CONTAINER_SWAPCHAIN, swapchain);
1022         }
1023     }
1024
1025     /* Swapchains share the depth/stencil buffer, so only create a single depthstencil surface. */
1026     if (present_parameters->EnableAutoDepthStencil && surface_type == SURFACE_OPENGL)
1027     {
1028         TRACE("Creating depth/stencil buffer.\n");
1029         if (!device->auto_depth_stencil)
1030         {
1031             hr = IWineD3DDeviceParent_CreateDepthStencilSurface(device->device_parent,
1032                     swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
1033                     swapchain->presentParms.AutoDepthStencilFormat, swapchain->presentParms.MultiSampleType,
1034                     swapchain->presentParms.MultiSampleQuality, FALSE /* FIXME: Discard */,
1035                     &device->auto_depth_stencil);
1036             if (FAILED(hr))
1037             {
1038                 WARN("Failed to create the auto depth stencil, hr %#x.\n", hr);
1039                 goto err;
1040             }
1041
1042             surface_set_container(device->auto_depth_stencil, WINED3D_CONTAINER_NONE, NULL);
1043         }
1044     }
1045
1046     wined3d_swapchain_get_gamma_ramp(swapchain, &swapchain->orig_gamma);
1047
1048     return WINED3D_OK;
1049
1050 err:
1051     if (displaymode_set)
1052     {
1053         DEVMODEW devmode;
1054
1055         ClipCursor(NULL);
1056
1057         /* Change the display settings */
1058         memset(&devmode, 0, sizeof(devmode));
1059         devmode.dmSize = sizeof(devmode);
1060         devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
1061         devmode.dmBitsPerPel = format->byte_count * CHAR_BIT;
1062         devmode.dmPelsWidth = swapchain->orig_width;
1063         devmode.dmPelsHeight = swapchain->orig_height;
1064         ChangeDisplaySettingsExW(adapter->DeviceName, &devmode, NULL, CDS_FULLSCREEN, NULL);
1065     }
1066
1067     if (swapchain->back_buffers)
1068     {
1069         for (i = 0; i < swapchain->presentParms.BackBufferCount; ++i)
1070         {
1071             if (swapchain->back_buffers[i])
1072                 wined3d_surface_decref(swapchain->back_buffers[i]);
1073         }
1074         HeapFree(GetProcessHeap(), 0, swapchain->back_buffers);
1075     }
1076
1077     if (swapchain->context)
1078     {
1079         if (swapchain->context[0])
1080         {
1081             context_release(swapchain->context[0]);
1082             context_destroy(device, swapchain->context[0]);
1083             swapchain->num_contexts = 0;
1084         }
1085         HeapFree(GetProcessHeap(), 0, swapchain->context);
1086     }
1087
1088     if (swapchain->front_buffer)
1089         wined3d_surface_decref(swapchain->front_buffer);
1090
1091     return hr;
1092 }
1093
1094 /* Do not call while under the GL lock. */
1095 static struct wined3d_context *swapchain_create_context(struct wined3d_swapchain *swapchain)
1096 {
1097     struct wined3d_context **newArray;
1098     struct wined3d_context *ctx;
1099
1100     TRACE("Creating a new context for swapchain %p, thread %u.\n", swapchain, GetCurrentThreadId());
1101
1102     if (!(ctx = context_create(swapchain, swapchain->front_buffer, swapchain->ds_format)))
1103     {
1104         ERR("Failed to create a new context for the swapchain\n");
1105         return NULL;
1106     }
1107     context_release(ctx);
1108
1109     newArray = HeapAlloc(GetProcessHeap(), 0, sizeof(*newArray) * (swapchain->num_contexts + 1));
1110     if(!newArray) {
1111         ERR("Out of memory when trying to allocate a new context array\n");
1112         context_destroy(swapchain->device, ctx);
1113         return NULL;
1114     }
1115     memcpy(newArray, swapchain->context, sizeof(*newArray) * swapchain->num_contexts);
1116     HeapFree(GetProcessHeap(), 0, swapchain->context);
1117     newArray[swapchain->num_contexts] = ctx;
1118     swapchain->context = newArray;
1119     swapchain->num_contexts++;
1120
1121     TRACE("Returning context %p\n", ctx);
1122     return ctx;
1123 }
1124
1125 struct wined3d_context *swapchain_get_context(struct wined3d_swapchain *swapchain)
1126 {
1127     DWORD tid = GetCurrentThreadId();
1128     unsigned int i;
1129
1130     for (i = 0; i < swapchain->num_contexts; ++i)
1131     {
1132         if (swapchain->context[i]->tid == tid)
1133             return swapchain->context[i];
1134     }
1135
1136     /* Create a new context for the thread */
1137     return swapchain_create_context(swapchain);
1138 }
1139
1140 void get_drawable_size_swapchain(struct wined3d_context *context, UINT *width, UINT *height)
1141 {
1142     /* The drawable size of an onscreen drawable is the surface size.
1143      * (Actually: The window size, but the surface is created in window size) */
1144     *width = context->current_rt->resource.width;
1145     *height = context->current_rt->resource.height;
1146 }