wined3d: Just return the surface from wined3d_swapchain_get_back_buffer().
[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 "wine/port.h"
25 #include "wined3d_private.h"
26
27 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
28 WINE_DECLARE_DEBUG_CHANNEL(fps);
29
30 /* Do not call while under the GL lock. */
31 static void swapchain_cleanup(struct wined3d_swapchain *swapchain)
32 {
33     struct wined3d_display_mode mode;
34     HRESULT hr;
35     UINT i;
36
37     TRACE("Destroying swapchain %p.\n", swapchain);
38
39     wined3d_swapchain_set_gamma_ramp(swapchain, 0, &swapchain->orig_gamma);
40
41     /* Release the swapchain's draw buffers. Make sure swapchain->back_buffers[0]
42      * is the last buffer to be destroyed, FindContext() depends on that. */
43     if (swapchain->front_buffer)
44     {
45         if (swapchain->front_buffer->container.type == WINED3D_CONTAINER_SWAPCHAIN)
46             surface_set_container(swapchain->front_buffer, WINED3D_CONTAINER_NONE, NULL);
47         if (wined3d_surface_decref(swapchain->front_buffer))
48             WARN("Something's still holding the front buffer (%p).\n", swapchain->front_buffer);
49         swapchain->front_buffer = NULL;
50     }
51
52     if (swapchain->back_buffers)
53     {
54         i = swapchain->desc.backbuffer_count;
55
56         while (i--)
57         {
58             if (swapchain->back_buffers[i]->container.type == WINED3D_CONTAINER_SWAPCHAIN)
59                 surface_set_container(swapchain->back_buffers[i], WINED3D_CONTAINER_NONE, NULL);
60             if (wined3d_surface_decref(swapchain->back_buffers[i]))
61                 WARN("Something's still holding back buffer %u (%p).\n", i, swapchain->back_buffers[i]);
62         }
63         HeapFree(GetProcessHeap(), 0, swapchain->back_buffers);
64         swapchain->back_buffers = NULL;
65     }
66
67     for (i = 0; i < swapchain->num_contexts; ++i)
68     {
69         context_destroy(swapchain->device, swapchain->context[i]);
70     }
71     HeapFree(GetProcessHeap(), 0, swapchain->context);
72
73     /* Restore the screen resolution if we rendered in fullscreen.
74      * This will restore the screen resolution to what it was before creating
75      * the swapchain. In case of d3d8 and d3d9 this will be the original
76      * desktop resolution. In case of d3d7 this will be a NOP because ddraw
77      * sets the resolution before starting up Direct3D, thus orig_width and
78      * orig_height will be equal to the modes in the presentation params. */
79     if (!swapchain->desc.windowed && swapchain->desc.auto_restore_display_mode)
80     {
81         mode.width = swapchain->orig_width;
82         mode.height = swapchain->orig_height;
83         mode.refresh_rate = 0;
84         mode.format_id = swapchain->orig_fmt;
85         mode.scanline_ordering = WINED3D_SCANLINE_ORDERING_UNKNOWN;
86         if (FAILED(hr = wined3d_set_adapter_display_mode(swapchain->device->wined3d,
87                 swapchain->device->adapter->ordinal, &mode)))
88             ERR("Failed to restore display mode, hr %#x.\n", hr);
89     }
90
91     if (swapchain->backup_dc)
92     {
93         TRACE("Destroying backup wined3d window %p, dc %p.\n", swapchain->backup_wnd, swapchain->backup_dc);
94
95         ReleaseDC(swapchain->backup_wnd, swapchain->backup_dc);
96         DestroyWindow(swapchain->backup_wnd);
97     }
98 }
99
100 ULONG CDECL wined3d_swapchain_incref(struct wined3d_swapchain *swapchain)
101 {
102     ULONG refcount = InterlockedIncrement(&swapchain->ref);
103
104     TRACE("%p increasing refcount to %u.\n", swapchain, refcount);
105
106     return refcount;
107 }
108
109 /* Do not call while under the GL lock. */
110 ULONG CDECL wined3d_swapchain_decref(struct wined3d_swapchain *swapchain)
111 {
112     ULONG refcount = InterlockedDecrement(&swapchain->ref);
113
114     TRACE("%p decreasing refcount to %u.\n", swapchain, refcount);
115
116     if (!refcount)
117     {
118         swapchain_cleanup(swapchain);
119         swapchain->parent_ops->wined3d_object_destroyed(swapchain->parent);
120         HeapFree(GetProcessHeap(), 0, swapchain);
121     }
122
123     return refcount;
124 }
125
126 void * CDECL wined3d_swapchain_get_parent(const struct wined3d_swapchain *swapchain)
127 {
128     TRACE("swapchain %p.\n", swapchain);
129
130     return swapchain->parent;
131 }
132
133 void CDECL wined3d_swapchain_set_window(struct wined3d_swapchain *swapchain, HWND window)
134 {
135     if (!window)
136         window = swapchain->device_window;
137     if (window == swapchain->win_handle)
138         return;
139
140     TRACE("Setting swapchain %p window from %p to %p.\n",
141             swapchain, swapchain->win_handle, window);
142     swapchain->win_handle = window;
143 }
144
145 HRESULT CDECL wined3d_swapchain_present(struct wined3d_swapchain *swapchain,
146         const RECT *src_rect, const RECT *dst_rect, HWND dst_window_override,
147         const RGNDATA *dirty_region, DWORD flags)
148 {
149     TRACE("swapchain %p, src_rect %s, dst_rect %s, dst_window_override %p, dirty_region %p, flags %#x.\n",
150             swapchain, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect),
151             dst_window_override, dirty_region, flags);
152
153     if (flags)
154         FIXME("Ignoring flags %#x.\n", flags);
155
156     if (!swapchain->back_buffers)
157     {
158         WARN("Swapchain doesn't have a backbuffer, returning WINED3DERR_INVALIDCALL\n");
159         return WINED3DERR_INVALIDCALL;
160     }
161
162     wined3d_swapchain_set_window(swapchain, dst_window_override);
163
164     swapchain->swapchain_ops->swapchain_present(swapchain, src_rect, dst_rect, dirty_region, flags);
165
166     return WINED3D_OK;
167 }
168
169 HRESULT CDECL wined3d_swapchain_get_front_buffer_data(const struct wined3d_swapchain *swapchain,
170         struct wined3d_surface *dst_surface)
171 {
172     struct wined3d_surface *src_surface;
173     RECT src_rect, dst_rect;
174
175     TRACE("swapchain %p, dst_surface %p.\n", swapchain, dst_surface);
176
177     src_surface = swapchain->front_buffer;
178     SetRect(&src_rect, 0, 0, src_surface->resource.width, src_surface->resource.height);
179     dst_rect = src_rect;
180
181     if (swapchain->desc.windowed)
182     {
183         MapWindowPoints(swapchain->win_handle, NULL, (POINT *)&dst_rect, 2);
184         FIXME("Using destination rect %s in windowed mode, this is likely wrong.\n",
185                 wine_dbgstr_rect(&dst_rect));
186     }
187
188     return wined3d_surface_blt(dst_surface, &dst_rect, src_surface, &src_rect, 0, NULL, WINED3D_TEXF_POINT);
189 }
190
191 struct wined3d_surface * CDECL wined3d_swapchain_get_back_buffer(const struct wined3d_swapchain *swapchain,
192         UINT back_buffer_idx, enum wined3d_backbuffer_type type)
193 {
194     TRACE("swapchain %p, back_buffer_idx %u, type %#x.\n",
195             swapchain, back_buffer_idx, type);
196
197     /* Return invalid if there is no backbuffer array, otherwise it will
198      * crash when ddraw is used (there swapchain->back_buffers is always
199      * NULL). We need this because this function is called from
200      * stateblock_init_default_state() to get the default scissorrect
201      * dimensions. */
202     if (!swapchain->back_buffers || back_buffer_idx >= swapchain->desc.backbuffer_count)
203     {
204         WARN("Invalid back buffer index.\n");
205         /* Native d3d9 doesn't set NULL here, just as wine's d3d9. But set it
206          * here in wined3d to avoid problems in other libs. */
207         return NULL;
208     }
209
210     TRACE("Returning back buffer %p.\n", swapchain->back_buffers[back_buffer_idx]);
211
212     return swapchain->back_buffers[back_buffer_idx];
213 }
214
215 HRESULT CDECL wined3d_swapchain_get_raster_status(const struct wined3d_swapchain *swapchain,
216         struct wined3d_raster_status *raster_status)
217 {
218     TRACE("swapchain %p, raster_status %p.\n", swapchain, raster_status);
219
220     return wined3d_get_adapter_raster_status(swapchain->device->wined3d,
221             swapchain->device->adapter->ordinal, raster_status);
222 }
223
224 HRESULT CDECL wined3d_swapchain_get_display_mode(const struct wined3d_swapchain *swapchain,
225         struct wined3d_display_mode *mode, enum wined3d_display_rotation *rotation)
226 {
227     HRESULT hr;
228
229     TRACE("swapchain %p, mode %p, rotation %p.\n", swapchain, mode, rotation);
230
231     hr = wined3d_get_adapter_display_mode(swapchain->device->wined3d,
232             swapchain->device->adapter->ordinal, mode, rotation);
233
234     TRACE("Returning w %u, h %u, refresh rate %u, format %s.\n",
235             mode->width, mode->height, mode->refresh_rate, debug_d3dformat(mode->format_id));
236
237     return hr;
238 }
239
240 struct wined3d_device * CDECL wined3d_swapchain_get_device(const struct wined3d_swapchain *swapchain)
241 {
242     TRACE("swapchain %p.\n", swapchain);
243
244     return swapchain->device;
245 }
246
247 HRESULT CDECL wined3d_swapchain_get_desc(const struct wined3d_swapchain *swapchain,
248         struct wined3d_swapchain_desc *desc)
249 {
250     TRACE("swapchain %p, desc %p.\n", swapchain, desc);
251
252     *desc = swapchain->desc;
253
254     return WINED3D_OK;
255 }
256
257 HRESULT CDECL wined3d_swapchain_set_gamma_ramp(const struct wined3d_swapchain *swapchain,
258         DWORD flags, const struct wined3d_gamma_ramp *ramp)
259 {
260     HDC dc;
261
262     TRACE("swapchain %p, flags %#x, ramp %p.\n", swapchain, flags, ramp);
263
264     if (flags)
265         FIXME("Ignoring flags %#x.\n", flags);
266
267     dc = GetDC(swapchain->device_window);
268     SetDeviceGammaRamp(dc, (void *)ramp);
269     ReleaseDC(swapchain->device_window, dc);
270
271     return WINED3D_OK;
272 }
273
274 HRESULT CDECL wined3d_swapchain_get_gamma_ramp(const struct wined3d_swapchain *swapchain,
275         struct wined3d_gamma_ramp *ramp)
276 {
277     HDC dc;
278
279     TRACE("swapchain %p, ramp %p.\n", swapchain, ramp);
280
281     dc = GetDC(swapchain->device_window);
282     GetDeviceGammaRamp(dc, ramp);
283     ReleaseDC(swapchain->device_window, dc);
284
285     return WINED3D_OK;
286 }
287
288 /* A GL context is provided by the caller */
289 static void swapchain_blit(const struct wined3d_swapchain *swapchain,
290         struct wined3d_context *context, const RECT *src_rect, const RECT *dst_rect)
291 {
292     struct wined3d_surface *backbuffer = swapchain->back_buffers[0];
293     UINT src_w = src_rect->right - src_rect->left;
294     UINT src_h = src_rect->bottom - src_rect->top;
295     GLenum gl_filter;
296     const struct wined3d_gl_info *gl_info = context->gl_info;
297     RECT win_rect;
298     UINT win_h;
299
300     TRACE("swapchain %p, context %p, src_rect %s, dst_rect %s.\n",
301             swapchain, context, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect));
302
303     if (src_w == dst_rect->right - dst_rect->left && src_h == dst_rect->bottom - dst_rect->top)
304         gl_filter = GL_NEAREST;
305     else
306         gl_filter = GL_LINEAR;
307
308     GetClientRect(swapchain->win_handle, &win_rect);
309     win_h = win_rect.bottom - win_rect.top;
310
311     if (gl_info->fbo_ops.glBlitFramebuffer && is_identity_fixup(backbuffer->resource.format->color_fixup))
312     {
313         DWORD location = SFLAG_INTEXTURE;
314
315         if (backbuffer->resource.multisample_type)
316         {
317             location = SFLAG_INRB_RESOLVED;
318             surface_load_location(backbuffer, location, NULL);
319         }
320
321         ENTER_GL();
322         context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, backbuffer, NULL, location);
323         gl_info->gl_ops.gl.p_glReadBuffer(GL_COLOR_ATTACHMENT0);
324         context_check_fbo_status(context, GL_READ_FRAMEBUFFER);
325
326         context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER, swapchain->front_buffer, NULL, SFLAG_INDRAWABLE);
327         context_set_draw_buffer(context, GL_BACK);
328         context_invalidate_state(context, STATE_FRAMEBUFFER);
329
330         gl_info->gl_ops.gl.p_glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
331         context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE));
332         context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1));
333         context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2));
334         context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3));
335
336         gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST);
337         context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE));
338
339         /* Note that the texture is upside down */
340         gl_info->fbo_ops.glBlitFramebuffer(src_rect->left, src_rect->top, src_rect->right, src_rect->bottom,
341                 dst_rect->left, win_h - dst_rect->top, dst_rect->right, win_h - dst_rect->bottom,
342                 GL_COLOR_BUFFER_BIT, gl_filter);
343         checkGLcall("Swapchain present blit(EXT_framebuffer_blit)\n");
344         LEAVE_GL();
345     }
346     else
347     {
348         struct wined3d_device *device = swapchain->device;
349         struct wined3d_context *context2;
350         float tex_left = src_rect->left;
351         float tex_top = src_rect->top;
352         float tex_right = src_rect->right;
353         float tex_bottom = src_rect->bottom;
354
355         context2 = context_acquire(device, swapchain->back_buffers[0]);
356         context_apply_blit_state(context2, device);
357
358         if (backbuffer->flags & SFLAG_NORMCOORD)
359         {
360             tex_left /= src_w;
361             tex_right /= src_w;
362             tex_top /= src_h;
363             tex_bottom /= src_h;
364         }
365
366         if (is_complex_fixup(backbuffer->resource.format->color_fixup))
367             gl_filter = GL_NEAREST;
368
369         ENTER_GL();
370         context_apply_fbo_state_blit(context2, GL_FRAMEBUFFER, swapchain->front_buffer, NULL, SFLAG_INDRAWABLE);
371
372         /* Set up the texture. The surface is not in a wined3d_texture
373          * container, so there are no D3D texture settings to dirtify. */
374         device->blitter->set_shader(device->blit_priv, context2, backbuffer);
375         gl_info->gl_ops.gl.p_glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MIN_FILTER, gl_filter);
376         gl_info->gl_ops.gl.p_glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MAG_FILTER, gl_filter);
377
378         context_set_draw_buffer(context, GL_BACK);
379
380         /* Set the viewport to the destination rectandle, disable any projection
381          * transformation set up by context_apply_blit_state(), and draw a
382          * (-1,-1)-(1,1) quad.
383          *
384          * Back up viewport and matrix to avoid breaking last_was_blit
385          *
386          * Note that context_apply_blit_state() set up viewport and ortho to
387          * match the surface size - we want the GL drawable(=window) size. */
388         gl_info->gl_ops.gl.p_glPushAttrib(GL_VIEWPORT_BIT);
389         gl_info->gl_ops.gl.p_glViewport(dst_rect->left, win_h - dst_rect->bottom,
390                 dst_rect->right, win_h - dst_rect->top);
391         gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
392         gl_info->gl_ops.gl.p_glPushMatrix();
393         gl_info->gl_ops.gl.p_glLoadIdentity();
394
395         gl_info->gl_ops.gl.p_glBegin(GL_QUADS);
396             /* bottom left */
397             gl_info->gl_ops.gl.p_glTexCoord2f(tex_left, tex_bottom);
398             gl_info->gl_ops.gl.p_glVertex2i(-1, -1);
399
400             /* top left */
401             gl_info->gl_ops.gl.p_glTexCoord2f(tex_left, tex_top);
402             gl_info->gl_ops.gl.p_glVertex2i(-1, 1);
403
404             /* top right */
405             gl_info->gl_ops.gl.p_glTexCoord2f(tex_right, tex_top);
406             gl_info->gl_ops.gl.p_glVertex2i(1, 1);
407
408             /* bottom right */
409             gl_info->gl_ops.gl.p_glTexCoord2f(tex_right, tex_bottom);
410             gl_info->gl_ops.gl.p_glVertex2i(1, -1);
411         gl_info->gl_ops.gl.p_glEnd();
412
413         gl_info->gl_ops.gl.p_glPopMatrix();
414         gl_info->gl_ops.gl.p_glPopAttrib();
415
416         device->blitter->unset_shader(context->gl_info);
417         checkGLcall("Swapchain present blit(manual)\n");
418         LEAVE_GL();
419
420         context_release(context2);
421     }
422 }
423
424 static void swapchain_gl_present(struct wined3d_swapchain *swapchain, const RECT *src_rect_in,
425         const RECT *dst_rect_in, const RGNDATA *dirty_region, DWORD flags)
426 {
427     struct wined3d_surface *back_buffer = swapchain->back_buffers[0];
428     const struct wined3d_fb_state *fb = &swapchain->device->fb;
429     const struct wined3d_gl_info *gl_info;
430     struct wined3d_context *context;
431     RECT src_rect, dst_rect;
432     BOOL render_to_fbo;
433
434     context = context_acquire(swapchain->device, back_buffer);
435     if (!context->valid)
436     {
437         context_release(context);
438         WARN("Invalid context, skipping present.\n");
439         return;
440     }
441
442     gl_info = context->gl_info;
443
444     /* Render the cursor onto the back buffer, using our nifty directdraw blitting code :-) */
445     if (swapchain->device->bCursorVisible &&
446         swapchain->device->cursorTexture &&
447         !swapchain->device->hardwareCursor)
448     {
449         struct wined3d_surface cursor;
450         RECT destRect =
451         {
452             swapchain->device->xScreenSpace - swapchain->device->xHotSpot,
453             swapchain->device->yScreenSpace - swapchain->device->yHotSpot,
454             swapchain->device->xScreenSpace + swapchain->device->cursorWidth - swapchain->device->xHotSpot,
455             swapchain->device->yScreenSpace + swapchain->device->cursorHeight - swapchain->device->yHotSpot,
456         };
457         TRACE("Rendering the cursor. Creating fake surface at %p\n", &cursor);
458         /* Build a fake surface to call the Blitting code. It is not possible to use the interface passed by
459          * the application because we are only supposed to copy the information out. Using a fake surface
460          * allows us to use the Blitting engine and avoid copying the whole texture -> render target blitting code.
461          */
462         memset(&cursor, 0, sizeof(cursor));
463         cursor.resource.ref = 1;
464         cursor.resource.device = swapchain->device;
465         cursor.resource.pool = WINED3D_POOL_SCRATCH;
466         cursor.resource.format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
467         cursor.resource.type = WINED3D_RTYPE_SURFACE;
468         cursor.texture_name = swapchain->device->cursorTexture;
469         cursor.texture_target = GL_TEXTURE_2D;
470         cursor.texture_level = 0;
471         cursor.resource.width = swapchain->device->cursorWidth;
472         cursor.resource.height = swapchain->device->cursorHeight;
473         /* The cursor must have pow2 sizes */
474         cursor.pow2Width = cursor.resource.width;
475         cursor.pow2Height = cursor.resource.height;
476         /* The surface is in the texture */
477         cursor.flags |= SFLAG_INTEXTURE;
478         /* DDBLT_KEYSRC will cause BltOverride to enable the alpha test with GL_NOTEQUAL, 0.0,
479          * which is exactly what we want :-)
480          */
481         if (swapchain->desc.windowed)
482             MapWindowPoints(NULL, swapchain->win_handle, (POINT *)&destRect, 2);
483         wined3d_surface_blt(back_buffer, &destRect, &cursor, NULL, WINEDDBLT_KEYSRC,
484                 NULL, WINED3D_TEXF_POINT);
485     }
486
487     if (swapchain->device->logo_surface)
488     {
489         struct wined3d_surface *src_surface = swapchain->device->logo_surface;
490         RECT rect = {0, 0, src_surface->resource.width, src_surface->resource.height};
491
492         /* Blit the logo into the upper left corner of the drawable. */
493         wined3d_surface_blt(back_buffer, &rect, src_surface, &rect, WINEDDBLT_KEYSRC,
494                 NULL, WINED3D_TEXF_POINT);
495     }
496
497     TRACE("Presenting HDC %p.\n", context->hdc);
498
499     render_to_fbo = swapchain->render_to_fbo;
500
501     if (src_rect_in)
502     {
503         src_rect = *src_rect_in;
504         if (!render_to_fbo && (src_rect.left || src_rect.top
505                 || src_rect.right != swapchain->desc.backbuffer_width
506                 || src_rect.bottom != swapchain->desc.backbuffer_height))
507         {
508             render_to_fbo = TRUE;
509         }
510     }
511     else
512     {
513         src_rect.left = 0;
514         src_rect.top = 0;
515         src_rect.right = swapchain->desc.backbuffer_width;
516         src_rect.bottom = swapchain->desc.backbuffer_height;
517     }
518
519     if (dst_rect_in)
520         dst_rect = *dst_rect_in;
521     else
522         GetClientRect(swapchain->win_handle, &dst_rect);
523
524     if (!render_to_fbo && (dst_rect.left || dst_rect.top
525             || dst_rect.right != swapchain->desc.backbuffer_width
526             || dst_rect.bottom != swapchain->desc.backbuffer_height))
527         render_to_fbo = TRUE;
528
529     /* Rendering to a window of different size, presenting partial rectangles,
530      * or rendering to a different window needs help from FBO_blit or a textured
531      * draw. Render the swapchain to a FBO in the future.
532      *
533      * Note that FBO_blit from the backbuffer to the frontbuffer cannot solve
534      * all these issues - this fails if the window is smaller than the backbuffer.
535      */
536     if (!swapchain->render_to_fbo && render_to_fbo && wined3d_settings.offscreen_rendering_mode == ORM_FBO)
537     {
538         surface_load_location(back_buffer, SFLAG_INTEXTURE, NULL);
539         surface_modify_location(back_buffer, SFLAG_INDRAWABLE, FALSE);
540         swapchain->render_to_fbo = TRUE;
541         swapchain_update_draw_bindings(swapchain);
542     }
543     else
544     {
545         surface_load_location(back_buffer, back_buffer->draw_binding, NULL);
546     }
547
548     if (swapchain->render_to_fbo)
549     {
550         /* This codepath should only be hit with the COPY swapeffect. Otherwise a backbuffer-
551          * window size mismatch is impossible(fullscreen) and src and dst rectangles are
552          * not allowed(they need the COPY swapeffect)
553          *
554          * The DISCARD swap effect is ok as well since any backbuffer content is allowed after
555          * the swap. */
556         if (swapchain->desc.swap_effect == WINED3D_SWAP_EFFECT_FLIP)
557             FIXME("Render-to-fbo with WINED3D_SWAP_EFFECT_FLIP\n");
558
559         swapchain_blit(swapchain, context, &src_rect, &dst_rect);
560     }
561
562     if (swapchain->num_contexts > 1)
563         gl_info->gl_ops.gl.p_glFinish();
564     SwapBuffers(context->hdc); /* TODO: cycle through the swapchain buffers */
565
566     TRACE("SwapBuffers called, Starting new frame\n");
567     /* FPS support */
568     if (TRACE_ON(fps))
569     {
570         DWORD time = GetTickCount();
571         ++swapchain->frames;
572
573         /* every 1.5 seconds */
574         if (time - swapchain->prev_time > 1500)
575         {
576             TRACE_(fps)("%p @ approx %.2ffps\n",
577                     swapchain, 1000.0 * swapchain->frames / (time - swapchain->prev_time));
578             swapchain->prev_time = time;
579             swapchain->frames = 0;
580         }
581     }
582
583     /* This is disabled, but the code left in for debug purposes.
584      *
585      * Since we're allowed to modify the new back buffer on a D3DSWAPEFFECT_DISCARD flip,
586      * we can clear it with some ugly color to make bad drawing visible and ease debugging.
587      * The Debug runtime does the same on Windows. However, a few games do not redraw the
588      * screen properly, like Max Payne 2, which leaves a few pixels undefined.
589      *
590      * Tests show that the content of the back buffer after a discard flip is indeed not
591      * reliable, so no game can depend on the exact content. However, it resembles the
592      * old contents in some way, for example by showing fragments at other locations. In
593      * general, the color theme is still intact. So Max payne, which draws rather dark scenes
594      * gets a dark background image. If we clear it with a bright ugly color, the game's
595      * bug shows up much more than it does on Windows, and the players see single pixels
596      * with wrong colors.
597      * (The Max Payne bug has been confirmed on Windows with the debug runtime) */
598     if (FALSE && swapchain->desc.swap_effect == WINED3D_SWAP_EFFECT_DISCARD)
599     {
600         static const struct wined3d_color cyan = {0.0f, 1.0f, 1.0f, 1.0f};
601
602         TRACE("Clearing the color buffer with cyan color\n");
603
604         wined3d_device_clear(swapchain->device, 0, NULL,
605                 WINED3DCLEAR_TARGET, &cyan, 1.0f, 0);
606     }
607
608     if (!swapchain->render_to_fbo && ((swapchain->front_buffer->flags & SFLAG_INSYSMEM)
609             || (back_buffer->flags & SFLAG_INSYSMEM)))
610     {
611         /* Both memory copies of the surfaces are ok, flip them around too instead of dirtifying
612          * Doesn't work with render_to_fbo because we're not flipping
613          */
614         struct wined3d_surface *front = swapchain->front_buffer;
615
616         if (front->resource.size == back_buffer->resource.size)
617         {
618             DWORD fbflags;
619             flip_surface(front, back_buffer);
620
621             /* Tell the front buffer surface that is has been modified. However,
622              * the other locations were preserved during that, so keep the flags.
623              * This serves to update the emulated overlay, if any. */
624             fbflags = front->flags;
625             surface_modify_location(front, SFLAG_INDRAWABLE, TRUE);
626             front->flags = fbflags;
627         }
628         else
629         {
630             surface_modify_location(front, SFLAG_INDRAWABLE, TRUE);
631             surface_modify_location(back_buffer, SFLAG_INDRAWABLE, TRUE);
632         }
633     }
634     else
635     {
636         surface_modify_location(swapchain->front_buffer, SFLAG_INDRAWABLE, TRUE);
637         /* If the swapeffect is DISCARD, the back buffer is undefined. That means the SYSMEM
638          * and INTEXTURE copies can keep their old content if they have any defined content.
639          * If the swapeffect is COPY, the content remains the same. If it is FLIP however,
640          * the texture / sysmem copy needs to be reloaded from the drawable
641          */
642         if (swapchain->desc.swap_effect == WINED3D_SWAP_EFFECT_FLIP)
643             surface_modify_location(back_buffer, back_buffer->draw_binding, TRUE);
644     }
645
646     if (fb->depth_stencil)
647     {
648         if (swapchain->desc.flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
649                 || fb->depth_stencil->flags & SFLAG_DISCARD)
650         {
651             surface_modify_ds_location(fb->depth_stencil, SFLAG_DISCARDED,
652                     fb->depth_stencil->resource.width,
653                     fb->depth_stencil->resource.height);
654             if (fb->depth_stencil == swapchain->device->onscreen_depth_stencil)
655             {
656                 wined3d_surface_decref(swapchain->device->onscreen_depth_stencil);
657                 swapchain->device->onscreen_depth_stencil = NULL;
658             }
659         }
660     }
661
662     context_release(context);
663 }
664
665 static const struct wined3d_swapchain_ops swapchain_gl_ops =
666 {
667     swapchain_gl_present,
668 };
669
670 /* Helper function that blits the front buffer contents to the target window. */
671 void x11_copy_to_screen(const struct wined3d_swapchain *swapchain, const RECT *rect)
672 {
673     const struct wined3d_surface *front;
674     POINT offset = {0, 0};
675     HDC src_dc, dst_dc;
676     RECT draw_rect;
677     HWND window;
678
679     TRACE("swapchain %p, rect %s.\n", swapchain, wine_dbgstr_rect(rect));
680
681     front = swapchain->front_buffer;
682     if (!(front->resource.usage & WINED3DUSAGE_RENDERTARGET))
683         return;
684
685     if (front->resource.map_count)
686         ERR("Trying to blit a mapped surface.\n");
687
688     TRACE("Copying surface %p to screen.\n", front);
689
690     src_dc = front->hDC;
691     window = swapchain->win_handle;
692     dst_dc = GetDCEx(window, 0, DCX_CLIPSIBLINGS | DCX_CACHE);
693
694     /* Front buffer coordinates are screen coordinates. Map them to the
695      * destination window if not fullscreened. */
696     if (swapchain->desc.windowed)
697         ClientToScreen(window, &offset);
698
699     TRACE("offset %s.\n", wine_dbgstr_point(&offset));
700
701     draw_rect.left = 0;
702     draw_rect.right = front->resource.width;
703     draw_rect.top = 0;
704     draw_rect.bottom = front->resource.height;
705
706     if (rect)
707         IntersectRect(&draw_rect, &draw_rect, rect);
708
709     BitBlt(dst_dc, draw_rect.left - offset.x, draw_rect.top - offset.y,
710             draw_rect.right - draw_rect.left, draw_rect.bottom - draw_rect.top,
711             src_dc, draw_rect.left, draw_rect.top, SRCCOPY);
712     ReleaseDC(window, dst_dc);
713 }
714
715 static void swapchain_gdi_present(struct wined3d_swapchain *swapchain, const RECT *src_rect_in,
716         const RECT *dst_rect_in, const RGNDATA *dirty_region, DWORD flags)
717 {
718     struct wined3d_surface *front, *back;
719
720     front = swapchain->front_buffer;
721     back = swapchain->back_buffers[0];
722
723     /* Flip the DC. */
724     {
725         HDC tmp;
726         tmp = front->hDC;
727         front->hDC = back->hDC;
728         back->hDC = tmp;
729     }
730
731     /* Flip the DIBsection. */
732     {
733         HBITMAP tmp;
734         tmp = front->dib.DIBsection;
735         front->dib.DIBsection = back->dib.DIBsection;
736         back->dib.DIBsection = tmp;
737     }
738
739     /* Flip the surface data. */
740     {
741         void *tmp;
742
743         tmp = front->dib.bitmap_data;
744         front->dib.bitmap_data = back->dib.bitmap_data;
745         back->dib.bitmap_data = tmp;
746
747         tmp = front->resource.allocatedMemory;
748         front->resource.allocatedMemory = back->resource.allocatedMemory;
749         back->resource.allocatedMemory = tmp;
750
751         if (front->resource.heapMemory)
752             ERR("GDI Surface %p has heap memory allocated.\n", front);
753
754         if (back->resource.heapMemory)
755             ERR("GDI Surface %p has heap memory allocated.\n", back);
756     }
757
758     /* FPS support */
759     if (TRACE_ON(fps))
760     {
761         static LONG prev_time, frames;
762         DWORD time = GetTickCount();
763
764         ++frames;
765
766         /* every 1.5 seconds */
767         if (time - prev_time > 1500)
768         {
769             TRACE_(fps)("@ approx %.2ffps\n", 1000.0 * frames / (time - prev_time));
770             prev_time = time;
771             frames = 0;
772         }
773     }
774
775     x11_copy_to_screen(swapchain, NULL);
776 }
777
778 static const struct wined3d_swapchain_ops swapchain_gdi_ops =
779 {
780     swapchain_gdi_present,
781 };
782
783 void swapchain_update_render_to_fbo(struct wined3d_swapchain *swapchain)
784 {
785     RECT client_rect;
786
787     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
788         return;
789
790     if (!swapchain->desc.backbuffer_count)
791     {
792         TRACE("Single buffered rendering.\n");
793         swapchain->render_to_fbo = FALSE;
794         return;
795     }
796
797     GetClientRect(swapchain->win_handle, &client_rect);
798
799     TRACE("Backbuffer %ux%u, window %ux%u.\n",
800             swapchain->desc.backbuffer_width,
801             swapchain->desc.backbuffer_height,
802             client_rect.right, client_rect.bottom);
803     TRACE("Multisample type %#x, quality %#x.\n",
804             swapchain->desc.multisample_type,
805             swapchain->desc.multisample_quality);
806
807     if (!wined3d_settings.always_offscreen && !swapchain->desc.multisample_type
808             && swapchain->desc.backbuffer_width == client_rect.right
809             && swapchain->desc.backbuffer_height == client_rect.bottom)
810     {
811         TRACE("Backbuffer dimensions match window dimensions, rendering onscreen.\n");
812         swapchain->render_to_fbo = FALSE;
813         return;
814     }
815
816     TRACE("Rendering to FBO.\n");
817     swapchain->render_to_fbo = TRUE;
818 }
819
820 /* Do not call while under the GL lock. */
821 static HRESULT swapchain_init(struct wined3d_swapchain *swapchain, enum wined3d_surface_type surface_type,
822         struct wined3d_device *device, struct wined3d_swapchain_desc *desc,
823         void *parent, const struct wined3d_parent_ops *parent_ops)
824 {
825     const struct wined3d_adapter *adapter = device->adapter;
826     const struct wined3d_format *format;
827     struct wined3d_display_mode mode;
828     BOOL displaymode_set = FALSE;
829     RECT client_rect;
830     HWND window;
831     HRESULT hr;
832     UINT i;
833
834     if (desc->backbuffer_count > WINED3DPRESENT_BACK_BUFFER_MAX)
835     {
836         FIXME("The application requested %u back buffers, this is not supported.\n",
837                 desc->backbuffer_count);
838         return WINED3DERR_INVALIDCALL;
839     }
840
841     if (desc->backbuffer_count > 1)
842     {
843         FIXME("The application requested more than one back buffer, this is not properly supported.\n"
844                 "Please configure the application to use double buffering (1 back buffer) if possible.\n");
845     }
846
847     switch (surface_type)
848     {
849         case WINED3D_SURFACE_TYPE_GDI:
850             swapchain->swapchain_ops = &swapchain_gdi_ops;
851             break;
852
853         case WINED3D_SURFACE_TYPE_OPENGL:
854             swapchain->swapchain_ops = &swapchain_gl_ops;
855             break;
856
857         default:
858             ERR("Invalid surface type %#x.\n", surface_type);
859             return WINED3DERR_INVALIDCALL;
860     }
861
862     window = desc->device_window ? desc->device_window : device->create_parms.focus_window;
863
864     swapchain->device = device;
865     swapchain->parent = parent;
866     swapchain->parent_ops = parent_ops;
867     swapchain->ref = 1;
868     swapchain->win_handle = window;
869     swapchain->device_window = window;
870
871     wined3d_get_adapter_display_mode(device->wined3d, adapter->ordinal, &mode, NULL);
872     swapchain->orig_width = mode.width;
873     swapchain->orig_height = mode.height;
874     swapchain->orig_fmt = mode.format_id;
875     format = wined3d_get_format(&adapter->gl_info, mode.format_id);
876
877     GetClientRect(window, &client_rect);
878     if (desc->windowed
879             && (!desc->backbuffer_width || !desc->backbuffer_height
880             || desc->backbuffer_format == WINED3DFMT_UNKNOWN))
881     {
882
883         if (!desc->backbuffer_width)
884         {
885             desc->backbuffer_width = client_rect.right;
886             TRACE("Updating width to %u.\n", desc->backbuffer_width);
887         }
888
889         if (!desc->backbuffer_height)
890         {
891             desc->backbuffer_height = client_rect.bottom;
892             TRACE("Updating height to %u.\n", desc->backbuffer_height);
893         }
894
895         if (desc->backbuffer_format == WINED3DFMT_UNKNOWN)
896         {
897             desc->backbuffer_format = swapchain->orig_fmt;
898             TRACE("Updating format to %s.\n", debug_d3dformat(swapchain->orig_fmt));
899         }
900     }
901     swapchain->desc = *desc;
902     swapchain_update_render_to_fbo(swapchain);
903
904     TRACE("Creating front buffer.\n");
905     if (FAILED(hr = device->device_parent->ops->create_swapchain_surface(device->device_parent, parent,
906             swapchain->desc.backbuffer_width, swapchain->desc.backbuffer_height,
907             swapchain->desc.backbuffer_format, WINED3DUSAGE_RENDERTARGET,
908             swapchain->desc.multisample_type, swapchain->desc.multisample_quality,
909             &swapchain->front_buffer)))
910     {
911         WARN("Failed to create front buffer, hr %#x.\n", hr);
912         goto err;
913     }
914
915     if (swapchain->front_buffer->container.type == WINED3D_CONTAINER_NONE)
916         surface_set_container(swapchain->front_buffer, WINED3D_CONTAINER_SWAPCHAIN, swapchain);
917     if (surface_type == WINED3D_SURFACE_TYPE_OPENGL)
918         surface_modify_location(swapchain->front_buffer, SFLAG_INDRAWABLE, TRUE);
919
920     /* MSDN says we're only allowed a single fullscreen swapchain per device,
921      * so we should really check to see if there is a fullscreen swapchain
922      * already. Does a single head count as full screen? */
923
924     if (!desc->windowed)
925     {
926         struct wined3d_display_mode mode;
927
928         /* Change the display settings */
929         mode.width = desc->backbuffer_width;
930         mode.height = desc->backbuffer_height;
931         mode.format_id = desc->backbuffer_format;
932         mode.refresh_rate = desc->refresh_rate;
933         mode.scanline_ordering = WINED3D_SCANLINE_ORDERING_UNKNOWN;
934
935         if (FAILED(hr = wined3d_set_adapter_display_mode(device->wined3d, device->adapter->ordinal, &mode)))
936         {
937             WARN("Failed to set display mode, hr %#x.\n", hr);
938             goto err;
939         }
940         displaymode_set = TRUE;
941     }
942
943     if (surface_type == WINED3D_SURFACE_TYPE_OPENGL)
944     {
945         static const enum wined3d_format_id formats[] =
946         {
947             WINED3DFMT_D24_UNORM_S8_UINT,
948             WINED3DFMT_D32_UNORM,
949             WINED3DFMT_R24_UNORM_X8_TYPELESS,
950             WINED3DFMT_D16_UNORM,
951             WINED3DFMT_S1_UINT_D15_UNORM
952         };
953
954         const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
955
956         swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain->context));
957         if (!swapchain->context)
958         {
959             ERR("Failed to create the context array.\n");
960             hr = E_OUTOFMEMORY;
961             goto err;
962         }
963         swapchain->num_contexts = 1;
964
965         /* In WGL both color, depth and stencil are features of a pixel format. In case of D3D they are separate.
966          * You are able to add a depth + stencil surface at a later stage when you need it.
967          * In order to support this properly in WineD3D we need the ability to recreate the opengl context and
968          * drawable when this is required. This is very tricky as we need to reapply ALL opengl states for the new
969          * context, need torecreate shaders, textures and other resources.
970          *
971          * The context manager already takes care of the state problem and for the other tasks code from Reset
972          * can be used. These changes are way to risky during the 1.0 code freeze which is taking place right now.
973          * Likely a lot of other new bugs will be exposed. For that reason request a depth stencil surface all the
974          * time. It can cause a slight performance hit but fixes a lot of regressions. A fixme reminds of that this
975          * issue needs to be fixed. */
976         for (i = 0; i < (sizeof(formats) / sizeof(*formats)); i++)
977         {
978             swapchain->ds_format = wined3d_get_format(gl_info, formats[i]);
979             swapchain->context[0] = context_create(swapchain, swapchain->front_buffer, swapchain->ds_format);
980             if (swapchain->context[0]) break;
981             TRACE("Depth stencil format %s is not supported, trying next format\n",
982                   debug_d3dformat(formats[i]));
983         }
984
985         if (!swapchain->context[0])
986         {
987             WARN("Failed to create context.\n");
988             hr = WINED3DERR_NOTAVAILABLE;
989             goto err;
990         }
991
992         if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
993                 && (!desc->enable_auto_depth_stencil
994                 || swapchain->desc.auto_depth_stencil_format != swapchain->ds_format->id))
995         {
996             FIXME("Add OpenGL context recreation support to context_validate_onscreen_formats\n");
997         }
998         context_release(swapchain->context[0]);
999     }
1000
1001     if (swapchain->desc.backbuffer_count > 0)
1002     {
1003         swapchain->back_buffers = HeapAlloc(GetProcessHeap(), 0,
1004                 sizeof(*swapchain->back_buffers) * swapchain->desc.backbuffer_count);
1005         if (!swapchain->back_buffers)
1006         {
1007             ERR("Failed to allocate backbuffer array memory.\n");
1008             hr = E_OUTOFMEMORY;
1009             goto err;
1010         }
1011
1012         for (i = 0; i < swapchain->desc.backbuffer_count; ++i)
1013         {
1014             TRACE("Creating back buffer %u.\n", i);
1015             if (FAILED(hr = device->device_parent->ops->create_swapchain_surface(device->device_parent, parent,
1016                     swapchain->desc.backbuffer_width, swapchain->desc.backbuffer_height,
1017                     swapchain->desc.backbuffer_format, WINED3DUSAGE_RENDERTARGET,
1018                     swapchain->desc.multisample_type, swapchain->desc.multisample_quality,
1019                     &swapchain->back_buffers[i])))
1020             {
1021                 WARN("Failed to create back buffer %u, hr %#x.\n", i, hr);
1022                 goto err;
1023             }
1024             if (swapchain->back_buffers[i]->container.type == WINED3D_CONTAINER_NONE)
1025                 surface_set_container(swapchain->back_buffers[i], WINED3D_CONTAINER_SWAPCHAIN, swapchain);
1026         }
1027     }
1028
1029     /* Swapchains share the depth/stencil buffer, so only create a single depthstencil surface. */
1030     if (desc->enable_auto_depth_stencil && surface_type == WINED3D_SURFACE_TYPE_OPENGL)
1031     {
1032         TRACE("Creating depth/stencil buffer.\n");
1033         if (!device->auto_depth_stencil)
1034         {
1035             if (FAILED(hr = device->device_parent->ops->create_swapchain_surface(device->device_parent,
1036                     device->device_parent, swapchain->desc.backbuffer_width, swapchain->desc.backbuffer_height,
1037                     swapchain->desc.auto_depth_stencil_format, WINED3DUSAGE_DEPTHSTENCIL,
1038                     swapchain->desc.multisample_type, swapchain->desc.multisample_quality,
1039                     &device->auto_depth_stencil)))
1040             {
1041                 WARN("Failed to create the auto depth stencil, hr %#x.\n", hr);
1042                 goto err;
1043             }
1044
1045             surface_set_container(device->auto_depth_stencil, WINED3D_CONTAINER_NONE, NULL);
1046         }
1047     }
1048
1049     wined3d_swapchain_get_gamma_ramp(swapchain, &swapchain->orig_gamma);
1050
1051     return WINED3D_OK;
1052
1053 err:
1054     if (displaymode_set)
1055     {
1056         DEVMODEW devmode;
1057
1058         ClipCursor(NULL);
1059
1060         /* Change the display settings */
1061         memset(&devmode, 0, sizeof(devmode));
1062         devmode.dmSize = sizeof(devmode);
1063         devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
1064         devmode.dmBitsPerPel = format->byte_count * CHAR_BIT;
1065         devmode.dmPelsWidth = swapchain->orig_width;
1066         devmode.dmPelsHeight = swapchain->orig_height;
1067         ChangeDisplaySettingsExW(adapter->DeviceName, &devmode, NULL, CDS_FULLSCREEN, NULL);
1068     }
1069
1070     if (swapchain->back_buffers)
1071     {
1072         for (i = 0; i < swapchain->desc.backbuffer_count; ++i)
1073         {
1074             if (swapchain->back_buffers[i])
1075             {
1076                 surface_set_container(swapchain->back_buffers[i], WINED3D_CONTAINER_NONE, NULL);
1077                 wined3d_surface_decref(swapchain->back_buffers[i]);
1078             }
1079         }
1080         HeapFree(GetProcessHeap(), 0, swapchain->back_buffers);
1081     }
1082
1083     if (swapchain->context)
1084     {
1085         if (swapchain->context[0])
1086         {
1087             context_release(swapchain->context[0]);
1088             context_destroy(device, swapchain->context[0]);
1089             swapchain->num_contexts = 0;
1090         }
1091         HeapFree(GetProcessHeap(), 0, swapchain->context);
1092     }
1093
1094     if (swapchain->front_buffer)
1095     {
1096         surface_set_container(swapchain->front_buffer, WINED3D_CONTAINER_NONE, NULL);
1097         wined3d_surface_decref(swapchain->front_buffer);
1098     }
1099
1100     return hr;
1101 }
1102
1103 /* Do not call while under the GL lock. */
1104 HRESULT CDECL wined3d_swapchain_create(struct wined3d_device *device,
1105         struct wined3d_swapchain_desc *desc, enum wined3d_surface_type surface_type,
1106         void *parent, const struct wined3d_parent_ops *parent_ops,
1107         struct wined3d_swapchain **swapchain)
1108 {
1109     struct wined3d_swapchain *object;
1110     HRESULT hr;
1111
1112     TRACE("device %p, desc %p, swapchain %p, parent %p, surface_type %#x.\n",
1113             device, desc, swapchain, parent, surface_type);
1114
1115     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1116     if (!object)
1117     {
1118         ERR("Failed to allocate swapchain memory.\n");
1119         return E_OUTOFMEMORY;
1120     }
1121
1122     hr = swapchain_init(object, surface_type, device, desc, parent, parent_ops);
1123     if (FAILED(hr))
1124     {
1125         WARN("Failed to initialize swapchain, hr %#x.\n", hr);
1126         HeapFree(GetProcessHeap(), 0, object);
1127         return hr;
1128     }
1129
1130     TRACE("Created swapchain %p.\n", object);
1131     *swapchain = object;
1132
1133     return WINED3D_OK;
1134 }
1135
1136 /* Do not call while under the GL lock. */
1137 static struct wined3d_context *swapchain_create_context(struct wined3d_swapchain *swapchain)
1138 {
1139     struct wined3d_context **newArray;
1140     struct wined3d_context *ctx;
1141
1142     TRACE("Creating a new context for swapchain %p, thread %u.\n", swapchain, GetCurrentThreadId());
1143
1144     if (!(ctx = context_create(swapchain, swapchain->front_buffer, swapchain->ds_format)))
1145     {
1146         ERR("Failed to create a new context for the swapchain\n");
1147         return NULL;
1148     }
1149     context_release(ctx);
1150
1151     newArray = HeapAlloc(GetProcessHeap(), 0, sizeof(*newArray) * (swapchain->num_contexts + 1));
1152     if(!newArray) {
1153         ERR("Out of memory when trying to allocate a new context array\n");
1154         context_destroy(swapchain->device, ctx);
1155         return NULL;
1156     }
1157     memcpy(newArray, swapchain->context, sizeof(*newArray) * swapchain->num_contexts);
1158     HeapFree(GetProcessHeap(), 0, swapchain->context);
1159     newArray[swapchain->num_contexts] = ctx;
1160     swapchain->context = newArray;
1161     swapchain->num_contexts++;
1162
1163     TRACE("Returning context %p\n", ctx);
1164     return ctx;
1165 }
1166
1167 void swapchain_destroy_contexts(struct wined3d_swapchain *swapchain)
1168 {
1169     unsigned int i;
1170
1171     for (i = 0; i < swapchain->num_contexts; ++i)
1172     {
1173         context_destroy(swapchain->device, swapchain->context[i]);
1174     }
1175     swapchain->num_contexts = 0;
1176 }
1177
1178 struct wined3d_context *swapchain_get_context(struct wined3d_swapchain *swapchain)
1179 {
1180     DWORD tid = GetCurrentThreadId();
1181     unsigned int i;
1182
1183     for (i = 0; i < swapchain->num_contexts; ++i)
1184     {
1185         if (swapchain->context[i]->tid == tid)
1186             return swapchain->context[i];
1187     }
1188
1189     /* Create a new context for the thread */
1190     return swapchain_create_context(swapchain);
1191 }
1192
1193 void get_drawable_size_swapchain(const struct wined3d_context *context, UINT *width, UINT *height)
1194 {
1195     /* The drawable size of an onscreen drawable is the surface size.
1196      * (Actually: The window size, but the surface is created in window size) */
1197     *width = context->current_rt->resource.width;
1198     *height = context->current_rt->resource.height;
1199 }
1200
1201 HDC swapchain_get_backup_dc(struct wined3d_swapchain *swapchain)
1202 {
1203     if (!swapchain->backup_dc)
1204     {
1205         TRACE("Creating the backup window for swapchain %p.\n", swapchain);
1206
1207         if (!(swapchain->backup_wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
1208                 WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL)))
1209         {
1210             ERR("Failed to create a window.\n");
1211             return NULL;
1212         }
1213
1214         if (!(swapchain->backup_dc = GetDC(swapchain->backup_wnd)))
1215         {
1216             ERR("Failed to get a DC.\n");
1217             DestroyWindow(swapchain->backup_wnd);
1218             swapchain->backup_wnd = NULL;
1219             return NULL;
1220         }
1221     }
1222
1223     return swapchain->backup_dc;
1224 }
1225
1226 void swapchain_update_draw_bindings(struct wined3d_swapchain *swapchain)
1227 {
1228     UINT i;
1229
1230     surface_update_draw_binding(swapchain->front_buffer);
1231
1232     for (i = 0; i < swapchain->desc.backbuffer_count; ++i)
1233     {
1234         surface_update_draw_binding(swapchain->back_buffers[i]);
1235     }
1236 }