wined3d: Add multisampling support.
[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         wined3d_device_set_display_mode(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 struct wined3d_device * CDECL wined3d_swapchain_get_device(const struct wined3d_swapchain *swapchain)
232 {
233     TRACE("swapchain %p.\n", swapchain);
234
235     return 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(const 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     UINT src_w = src_rect->right - src_rect->left;
285     UINT src_h = src_rect->bottom - src_rect->top;
286     GLenum gl_filter;
287     const struct wined3d_gl_info *gl_info = context->gl_info;
288     RECT win_rect;
289     UINT win_h;
290
291     TRACE("swapchain %p, context %p, src_rect %s, dst_rect %s.\n",
292             swapchain, context, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect));
293
294     if (src_w == dst_rect->right - dst_rect->left && src_h == dst_rect->bottom - dst_rect->top)
295         gl_filter = GL_NEAREST;
296     else
297         gl_filter = GL_LINEAR;
298
299     GetClientRect(swapchain->win_handle, &win_rect);
300     win_h = win_rect.bottom - win_rect.top;
301
302     if (gl_info->fbo_ops.glBlitFramebuffer && is_identity_fixup(backbuffer->resource.format->color_fixup))
303     {
304         DWORD location = SFLAG_INTEXTURE;
305
306         if (backbuffer->resource.multisample_type)
307         {
308             location = SFLAG_INRB_RESOLVED;
309             surface_load_location(backbuffer, location, NULL);
310         }
311
312         ENTER_GL();
313         context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, backbuffer, NULL, location);
314         glReadBuffer(GL_COLOR_ATTACHMENT0);
315         context_check_fbo_status(context, GL_READ_FRAMEBUFFER);
316
317         context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER, swapchain->front_buffer, NULL, SFLAG_INDRAWABLE);
318         context_set_draw_buffer(context, GL_BACK);
319         context_invalidate_state(context, STATE_FRAMEBUFFER);
320
321         glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
322         context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE));
323         context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1));
324         context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2));
325         context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3));
326
327         glDisable(GL_SCISSOR_TEST);
328         context_invalidate_state(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
329
330         /* Note that the texture is upside down */
331         gl_info->fbo_ops.glBlitFramebuffer(src_rect->left, src_rect->top, src_rect->right, src_rect->bottom,
332                 dst_rect->left, win_h - dst_rect->top, dst_rect->right, win_h - dst_rect->bottom,
333                 GL_COLOR_BUFFER_BIT, gl_filter);
334         checkGLcall("Swapchain present blit(EXT_framebuffer_blit)\n");
335         LEAVE_GL();
336     }
337     else
338     {
339         struct wined3d_device *device = swapchain->device;
340         struct wined3d_context *context2;
341         float tex_left = src_rect->left;
342         float tex_top = src_rect->top;
343         float tex_right = src_rect->right;
344         float tex_bottom = src_rect->bottom;
345
346         context2 = context_acquire(device, swapchain->back_buffers[0]);
347         context_apply_blit_state(context2, device);
348
349         if (backbuffer->flags & SFLAG_NORMCOORD)
350         {
351             tex_left /= src_w;
352             tex_right /= src_w;
353             tex_top /= src_h;
354             tex_bottom /= src_h;
355         }
356
357         if (is_complex_fixup(backbuffer->resource.format->color_fixup))
358             gl_filter = GL_NEAREST;
359
360         ENTER_GL();
361         context_apply_fbo_state_blit(context2, GL_FRAMEBUFFER, swapchain->front_buffer, NULL, SFLAG_INDRAWABLE);
362
363         /* Set up the texture. The surface is not in a wined3d_texture
364          * container, so there are no D3D texture settings to dirtify. */
365         device->blitter->set_shader(device->blit_priv, context2, backbuffer);
366         glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MIN_FILTER, gl_filter);
367         glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MAG_FILTER, gl_filter);
368
369         context_set_draw_buffer(context, GL_BACK);
370
371         /* Set the viewport to the destination rectandle, disable any projection
372          * transformation set up by context_apply_blit_state(), and draw a
373          * (-1,-1)-(1,1) quad.
374          *
375          * Back up viewport and matrix to avoid breaking last_was_blit
376          *
377          * Note that context_apply_blit_state() set up viewport and ortho to
378          * match the surface size - we want the GL drawable(=window) size. */
379         glPushAttrib(GL_VIEWPORT_BIT);
380         glViewport(dst_rect->left, win_h - dst_rect->bottom, dst_rect->right, win_h - dst_rect->top);
381         glMatrixMode(GL_PROJECTION);
382         glPushMatrix();
383         glLoadIdentity();
384
385         glBegin(GL_QUADS);
386             /* bottom left */
387             glTexCoord2f(tex_left, tex_bottom);
388             glVertex2i(-1, -1);
389
390             /* top left */
391             glTexCoord2f(tex_left, tex_top);
392             glVertex2i(-1, 1);
393
394             /* top right */
395             glTexCoord2f(tex_right, tex_top);
396             glVertex2i(1, 1);
397
398             /* bottom right */
399             glTexCoord2f(tex_right, tex_bottom);
400             glVertex2i(1, -1);
401         glEnd();
402
403         glPopMatrix();
404         glPopAttrib();
405
406         device->blitter->unset_shader(context->gl_info);
407         checkGLcall("Swapchain present blit(manual)\n");
408         LEAVE_GL();
409
410         context_release(context2);
411     }
412 }
413
414 static HRESULT swapchain_gl_present(struct wined3d_swapchain *swapchain, const RECT *src_rect_in,
415         const RECT *dst_rect_in, const RGNDATA *dirty_region, DWORD flags)
416 {
417     const struct wined3d_fb_state *fb = &swapchain->device->fb;
418     const struct wined3d_gl_info *gl_info;
419     struct wined3d_context *context;
420     RECT src_rect, dst_rect;
421     BOOL render_to_fbo;
422
423     context = context_acquire(swapchain->device, swapchain->back_buffers[0]);
424     if (!context->valid)
425     {
426         context_release(context);
427         WARN("Invalid context, skipping present.\n");
428         return WINED3D_OK;
429     }
430
431     gl_info = context->gl_info;
432
433     /* Render the cursor onto the back buffer, using our nifty directdraw blitting code :-) */
434     if (swapchain->device->bCursorVisible &&
435         swapchain->device->cursorTexture &&
436         !swapchain->device->hardwareCursor)
437     {
438         struct wined3d_surface cursor;
439         RECT destRect =
440         {
441             swapchain->device->xScreenSpace - swapchain->device->xHotSpot,
442             swapchain->device->yScreenSpace - swapchain->device->yHotSpot,
443             swapchain->device->xScreenSpace + swapchain->device->cursorWidth - swapchain->device->xHotSpot,
444             swapchain->device->yScreenSpace + swapchain->device->cursorHeight - swapchain->device->yHotSpot,
445         };
446         TRACE("Rendering the cursor. Creating fake surface at %p\n", &cursor);
447         /* Build a fake surface to call the Blitting code. It is not possible to use the interface passed by
448          * the application because we are only supposed to copy the information out. Using a fake surface
449          * allows to use the Blitting engine and avoid copying the whole texture -> render target blitting code.
450          */
451         memset(&cursor, 0, sizeof(cursor));
452         cursor.resource.ref = 1;
453         cursor.resource.device = swapchain->device;
454         cursor.resource.pool = WINED3DPOOL_SCRATCH;
455         cursor.resource.format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
456         cursor.resource.resourceType = WINED3DRTYPE_SURFACE;
457         cursor.texture_name = swapchain->device->cursorTexture;
458         cursor.texture_target = GL_TEXTURE_2D;
459         cursor.texture_level = 0;
460         cursor.resource.width = swapchain->device->cursorWidth;
461         cursor.resource.height = swapchain->device->cursorHeight;
462         /* The cursor must have pow2 sizes */
463         cursor.pow2Width = cursor.resource.width;
464         cursor.pow2Height = cursor.resource.height;
465         /* The surface is in the texture */
466         cursor.flags |= SFLAG_INTEXTURE;
467         /* DDBLT_KEYSRC will cause BltOverride to enable the alpha test with GL_NOTEQUAL, 0.0,
468          * which is exactly what we want :-)
469          */
470         if (swapchain->presentParms.Windowed)
471             MapWindowPoints(NULL, swapchain->win_handle, (LPPOINT)&destRect, 2);
472         wined3d_surface_blt(swapchain->back_buffers[0], &destRect,
473                 &cursor, NULL, WINEDDBLT_KEYSRC, NULL, WINED3DTEXF_POINT);
474     }
475
476     if (swapchain->device->logo_surface)
477     {
478         /* Blit the logo into the upper left corner of the drawable. */
479         wined3d_surface_bltfast(swapchain->back_buffers[0], 0, 0,
480                 swapchain->device->logo_surface, NULL, WINEDDBLTFAST_SRCCOLORKEY);
481     }
482
483     TRACE("Presenting HDC %p.\n", context->hdc);
484
485     render_to_fbo = swapchain->render_to_fbo;
486
487     if (src_rect_in)
488     {
489         src_rect = *src_rect_in;
490         if (!render_to_fbo && (src_rect.left || src_rect.top
491                 || src_rect.right != swapchain->presentParms.BackBufferWidth
492                 || src_rect.bottom != swapchain->presentParms.BackBufferHeight))
493         {
494             render_to_fbo = TRUE;
495         }
496     }
497     else
498     {
499         src_rect.left = 0;
500         src_rect.top = 0;
501         src_rect.right = swapchain->presentParms.BackBufferWidth;
502         src_rect.bottom = swapchain->presentParms.BackBufferHeight;
503     }
504
505     if (dst_rect_in)
506         dst_rect = *dst_rect_in;
507     else
508         GetClientRect(swapchain->win_handle, &dst_rect);
509
510     if (!render_to_fbo && (dst_rect.left || dst_rect.top
511             || dst_rect.right != swapchain->presentParms.BackBufferWidth
512             || dst_rect.bottom != swapchain->presentParms.BackBufferHeight))
513     {
514         render_to_fbo = TRUE;
515     }
516
517     /* Rendering to a window of different size, presenting partial rectangles,
518      * or rendering to a different window needs help from FBO_blit or a textured
519      * draw. Render the swapchain to a FBO in the future.
520      *
521      * Note that FBO_blit from the backbuffer to the frontbuffer cannot solve
522      * all these issues - this fails if the window is smaller than the backbuffer.
523      */
524     if (!swapchain->render_to_fbo && render_to_fbo && wined3d_settings.offscreen_rendering_mode == ORM_FBO)
525     {
526         surface_load_location(swapchain->back_buffers[0], SFLAG_INTEXTURE, NULL);
527         surface_modify_location(swapchain->back_buffers[0], SFLAG_INDRAWABLE, FALSE);
528         swapchain->render_to_fbo = TRUE;
529         swapchain_update_draw_bindings(swapchain);
530     }
531
532     if (swapchain->render_to_fbo)
533     {
534         /* This codepath should only be hit with the COPY swapeffect. Otherwise a backbuffer-
535          * window size mismatch is impossible(fullscreen) and src and dst rectangles are
536          * not allowed(they need the COPY swapeffect)
537          *
538          * The DISCARD swap effect is ok as well since any backbuffer content is allowed after
539          * the swap. */
540         if (swapchain->presentParms.SwapEffect == WINED3DSWAPEFFECT_FLIP)
541             FIXME("Render-to-fbo with WINED3DSWAPEFFECT_FLIP\n");
542
543         swapchain_blit(swapchain, context, &src_rect, &dst_rect);
544     }
545
546     if (swapchain->num_contexts > 1)
547         wglFinish();
548     SwapBuffers(context->hdc); /* TODO: cycle through the swapchain buffers */
549
550     TRACE("SwapBuffers called, Starting new frame\n");
551     /* FPS support */
552     if (TRACE_ON(fps))
553     {
554         DWORD time = GetTickCount();
555         ++swapchain->frames;
556
557         /* every 1.5 seconds */
558         if (time - swapchain->prev_time > 1500)
559         {
560             TRACE_(fps)("%p @ approx %.2ffps\n",
561                     swapchain, 1000.0 * swapchain->frames / (time - swapchain->prev_time));
562             swapchain->prev_time = time;
563             swapchain->frames = 0;
564         }
565     }
566
567     /* This is disabled, but the code left in for debug purposes.
568      *
569      * Since we're allowed to modify the new back buffer on a D3DSWAPEFFECT_DISCARD flip,
570      * we can clear it with some ugly color to make bad drawing visible and ease debugging.
571      * The Debug runtime does the same on Windows. However, a few games do not redraw the
572      * screen properly, like Max Payne 2, which leaves a few pixels undefined.
573      *
574      * Tests show that the content of the back buffer after a discard flip is indeed not
575      * reliable, so no game can depend on the exact content. However, it resembles the
576      * old contents in some way, for example by showing fragments at other locations. In
577      * general, the color theme is still intact. So Max payne, which draws rather dark scenes
578      * gets a dark background image. If we clear it with a bright ugly color, the game's
579      * bug shows up much more than it does on Windows, and the players see single pixels
580      * with wrong colors.
581      * (The Max Payne bug has been confirmed on Windows with the debug runtime) */
582     if (FALSE && swapchain->presentParms.SwapEffect == WINED3DSWAPEFFECT_DISCARD)
583     {
584         TRACE("Clearing the color buffer with cyan color\n");
585
586         wined3d_device_clear(swapchain->device, 0, NULL,
587                 WINED3DCLEAR_TARGET, 0xff00ffff, 1.0f, 0);
588     }
589
590     if (!swapchain->render_to_fbo && ((swapchain->front_buffer->flags & SFLAG_INSYSMEM)
591             || (swapchain->back_buffers[0]->flags & SFLAG_INSYSMEM)))
592     {
593         /* Both memory copies of the surfaces are ok, flip them around too instead of dirtifying
594          * Doesn't work with render_to_fbo because we're not flipping
595          */
596         struct wined3d_surface *front = swapchain->front_buffer;
597         struct wined3d_surface *back = swapchain->back_buffers[0];
598
599         if(front->resource.size == back->resource.size) {
600             DWORD fbflags;
601             flip_surface(front, back);
602
603             /* Tell the front buffer surface that is has been modified. However,
604              * the other locations were preserved during that, so keep the flags.
605              * This serves to update the emulated overlay, if any. */
606             fbflags = front->flags;
607             surface_modify_location(front, SFLAG_INDRAWABLE, TRUE);
608             front->flags = fbflags;
609         }
610         else
611         {
612             surface_modify_location(front, SFLAG_INDRAWABLE, TRUE);
613             surface_modify_location(back, SFLAG_INDRAWABLE, TRUE);
614         }
615     }
616     else
617     {
618         surface_modify_location(swapchain->front_buffer, SFLAG_INDRAWABLE, TRUE);
619         /* If the swapeffect is DISCARD, the back buffer is undefined. That means the SYSMEM
620          * and INTEXTURE copies can keep their old content if they have any defined content.
621          * If the swapeffect is COPY, the content remains the same. If it is FLIP however,
622          * the texture / sysmem copy needs to be reloaded from the drawable
623          */
624         if (swapchain->presentParms.SwapEffect == WINED3DSWAPEFFECT_FLIP)
625             surface_modify_location(swapchain->back_buffers[0], swapchain->back_buffers[0]->draw_binding, TRUE);
626     }
627
628     if (fb->depth_stencil)
629     {
630         if (swapchain->presentParms.Flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
631                 || fb->depth_stencil->flags & SFLAG_DISCARD)
632         {
633             surface_modify_ds_location(fb->depth_stencil, SFLAG_DS_DISCARDED,
634                     fb->depth_stencil->resource.width,
635                     fb->depth_stencil->resource.height);
636             if (fb->depth_stencil == swapchain->device->onscreen_depth_stencil)
637             {
638                 wined3d_surface_decref(swapchain->device->onscreen_depth_stencil);
639                 swapchain->device->onscreen_depth_stencil = NULL;
640             }
641         }
642     }
643
644     context_release(context);
645
646     TRACE("returning\n");
647     return WINED3D_OK;
648 }
649
650 static const struct wined3d_swapchain_ops swapchain_gl_ops =
651 {
652     swapchain_gl_present,
653 };
654
655 /* Helper function that blits the front buffer contents to the target window. */
656 void x11_copy_to_screen(const struct wined3d_swapchain *swapchain, const RECT *rect)
657 {
658     const struct wined3d_surface *front;
659     POINT offset = {0, 0};
660     HDC src_dc, dst_dc;
661     RECT draw_rect;
662     HWND window;
663
664     TRACE("swapchain %p, rect %s.\n", swapchain, wine_dbgstr_rect(rect));
665
666     front = swapchain->front_buffer;
667     if (!(front->resource.usage & WINED3DUSAGE_RENDERTARGET))
668         return;
669
670     TRACE("Copying surface %p to screen.\n", front);
671
672     src_dc = front->hDC;
673     window = swapchain->win_handle;
674     dst_dc = GetDCEx(window, 0, DCX_CLIPSIBLINGS | DCX_CACHE);
675
676     /* Front buffer coordinates are screen coordinates. Map them to the
677      * destination window if not fullscreened. */
678     if (swapchain->presentParms.Windowed)
679         ClientToScreen(window, &offset);
680
681     TRACE("offset %s.\n", wine_dbgstr_point(&offset));
682
683 #if 0
684     /* FIXME: This doesn't work... if users really want to run
685      * X in 8bpp, then we need to call directly into display.drv
686      * (or Wine's equivalent), and force a private colormap
687      * without default entries. */
688     if (front->palette)
689     {
690         SelectPalette(dst_dc, front->palette->hpal, FALSE);
691         RealizePalette(dst_dc); /* sends messages => deadlocks */
692     }
693 #endif
694
695     draw_rect.left = 0;
696     draw_rect.right = front->resource.width;
697     draw_rect.top = 0;
698     draw_rect.bottom = front->resource.height;
699
700 #if 0
701     /* TODO: Support clippers. */
702     if (front->clipper)
703     {
704         RECT xrc;
705         HWND hwnd = front->clipper->hWnd;
706         if (hwnd && GetClientRect(hwnd,&xrc))
707         {
708             OffsetRect(&xrc, offset.x, offset.y);
709             IntersectRect(&draw_rect, &draw_rect, &xrc);
710         }
711     }
712 #endif
713
714     if (!rect)
715     {
716         /* Only use this if the caller did not pass a rectangle, since
717          * due to double locking this could be the wrong one... */
718         if (front->lockedRect.left != front->lockedRect.right)
719             IntersectRect(&draw_rect, &draw_rect, &front->lockedRect);
720     }
721     else
722     {
723         IntersectRect(&draw_rect, &draw_rect, rect);
724     }
725
726     BitBlt(dst_dc, draw_rect.left - offset.x, draw_rect.top - offset.y,
727             draw_rect.right - draw_rect.left, draw_rect.bottom - draw_rect.top,
728             src_dc, draw_rect.left, draw_rect.top, SRCCOPY);
729     ReleaseDC(window, dst_dc);
730 }
731
732 static HRESULT swapchain_gdi_present(struct wined3d_swapchain *swapchain, const RECT *src_rect_in,
733         const RECT *dst_rect_in, const RGNDATA *dirty_region, DWORD flags)
734 {
735     struct wined3d_surface *front, *back;
736
737     if (!swapchain->back_buffers)
738     {
739         WARN("Swapchain doesn't have a backbuffer, returning WINED3DERR_INVALIDCALL\n");
740         return WINED3DERR_INVALIDCALL;
741     }
742     front = swapchain->front_buffer;
743     back = swapchain->back_buffers[0];
744
745     /* Flip the DC. */
746     {
747         HDC tmp;
748         tmp = front->hDC;
749         front->hDC = back->hDC;
750         back->hDC = tmp;
751     }
752
753     /* Flip the DIBsection. */
754     {
755         HBITMAP tmp;
756         tmp = front->dib.DIBsection;
757         front->dib.DIBsection = back->dib.DIBsection;
758         back->dib.DIBsection = tmp;
759     }
760
761     /* Flip the surface data. */
762     {
763         void *tmp;
764
765         tmp = front->dib.bitmap_data;
766         front->dib.bitmap_data = back->dib.bitmap_data;
767         back->dib.bitmap_data = tmp;
768
769         tmp = front->resource.allocatedMemory;
770         front->resource.allocatedMemory = back->resource.allocatedMemory;
771         back->resource.allocatedMemory = tmp;
772
773         if (front->resource.heapMemory)
774             ERR("GDI Surface %p has heap memory allocated.\n", front);
775
776         if (back->resource.heapMemory)
777             ERR("GDI Surface %p has heap memory allocated.\n", back);
778     }
779
780     /* Client_memory should not be different, but just in case. */
781     {
782         BOOL tmp;
783         tmp = front->dib.client_memory;
784         front->dib.client_memory = back->dib.client_memory;
785         back->dib.client_memory = tmp;
786     }
787
788     /* FPS support */
789     if (TRACE_ON(fps))
790     {
791         static LONG prev_time, frames;
792         DWORD time = GetTickCount();
793
794         ++frames;
795
796         /* every 1.5 seconds */
797         if (time - prev_time > 1500)
798         {
799             TRACE_(fps)("@ approx %.2ffps\n", 1000.0 * frames / (time - prev_time));
800             prev_time = time;
801             frames = 0;
802         }
803     }
804
805     x11_copy_to_screen(swapchain, NULL);
806
807     return WINED3D_OK;
808 }
809
810 static const struct wined3d_swapchain_ops swapchain_gdi_ops =
811 {
812     swapchain_gdi_present,
813 };
814
815 void swapchain_update_render_to_fbo(struct wined3d_swapchain *swapchain)
816 {
817     RECT client_rect;
818
819     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
820         return;
821
822     if (!swapchain->presentParms.BackBufferCount)
823     {
824         TRACE("Single buffered rendering.\n");
825         swapchain->render_to_fbo = FALSE;
826         return;
827     }
828
829     GetClientRect(swapchain->win_handle, &client_rect);
830
831     TRACE("Backbuffer %ux%u, window %ux%u.\n",
832             swapchain->presentParms.BackBufferWidth,
833             swapchain->presentParms.BackBufferHeight,
834             client_rect.right, client_rect.bottom);
835     TRACE("Multisample type %#x, quality %#x.\n",
836             swapchain->presentParms.MultiSampleType,
837             swapchain->presentParms.MultiSampleQuality);
838
839     if (!wined3d_settings.always_offscreen && !swapchain->presentParms.MultiSampleType
840             && swapchain->presentParms.BackBufferWidth == client_rect.right
841             && swapchain->presentParms.BackBufferHeight == client_rect.bottom)
842     {
843         TRACE("Backbuffer dimensions match window dimensions, rendering onscreen.\n");
844         swapchain->render_to_fbo = FALSE;
845         return;
846     }
847
848     TRACE("Rendering to FBO.\n");
849     swapchain->render_to_fbo = TRUE;
850 }
851
852 /* Do not call while under the GL lock. */
853 static HRESULT swapchain_init(struct wined3d_swapchain *swapchain, WINED3DSURFTYPE surface_type,
854         struct wined3d_device *device, WINED3DPRESENT_PARAMETERS *present_parameters,
855         void *parent, const struct wined3d_parent_ops *parent_ops)
856 {
857     const struct wined3d_adapter *adapter = device->adapter;
858     const struct wined3d_format *format;
859     BOOL displaymode_set = FALSE;
860     WINED3DDISPLAYMODE mode;
861     RECT client_rect;
862     HWND window;
863     HRESULT hr;
864     UINT i;
865
866     if (present_parameters->BackBufferCount > WINED3DPRESENT_BACK_BUFFER_MAX)
867     {
868         FIXME("The application requested %u back buffers, this is not supported.\n",
869                 present_parameters->BackBufferCount);
870         return WINED3DERR_INVALIDCALL;
871     }
872
873     if (present_parameters->BackBufferCount > 1)
874     {
875         FIXME("The application requested more than one back buffer, this is not properly supported.\n"
876                 "Please configure the application to use double buffering (1 back buffer) if possible.\n");
877     }
878
879     switch (surface_type)
880     {
881         case SURFACE_GDI:
882             swapchain->swapchain_ops = &swapchain_gdi_ops;
883             break;
884
885         case SURFACE_OPENGL:
886             swapchain->swapchain_ops = &swapchain_gl_ops;
887             break;
888
889         case SURFACE_UNKNOWN:
890             FIXME("Caller tried to create a SURFACE_UNKNOWN swapchain.\n");
891             return WINED3DERR_INVALIDCALL;
892     }
893
894     window = present_parameters->hDeviceWindow ? present_parameters->hDeviceWindow : device->createParms.hFocusWindow;
895
896     swapchain->device = device;
897     swapchain->parent = parent;
898     swapchain->parent_ops = parent_ops;
899     swapchain->ref = 1;
900     swapchain->win_handle = window;
901     swapchain->device_window = window;
902
903     wined3d_get_adapter_display_mode(device->wined3d, adapter->ordinal, &mode);
904     swapchain->orig_width = mode.Width;
905     swapchain->orig_height = mode.Height;
906     swapchain->orig_fmt = mode.Format;
907     format = wined3d_get_format(&adapter->gl_info, mode.Format);
908
909     GetClientRect(window, &client_rect);
910     if (present_parameters->Windowed
911             && (!present_parameters->BackBufferWidth || !present_parameters->BackBufferHeight
912             || present_parameters->BackBufferFormat == WINED3DFMT_UNKNOWN))
913     {
914
915         if (!present_parameters->BackBufferWidth)
916         {
917             present_parameters->BackBufferWidth = client_rect.right;
918             TRACE("Updating width to %u.\n", present_parameters->BackBufferWidth);
919         }
920
921         if (!present_parameters->BackBufferHeight)
922         {
923             present_parameters->BackBufferHeight = client_rect.bottom;
924             TRACE("Updating height to %u.\n", present_parameters->BackBufferHeight);
925         }
926
927         if (present_parameters->BackBufferFormat == WINED3DFMT_UNKNOWN)
928         {
929             present_parameters->BackBufferFormat = swapchain->orig_fmt;
930             TRACE("Updating format to %s.\n", debug_d3dformat(swapchain->orig_fmt));
931         }
932     }
933     swapchain->presentParms = *present_parameters;
934     swapchain_update_render_to_fbo(swapchain);
935
936     TRACE("Creating front buffer.\n");
937     hr = device->device_parent->ops->create_rendertarget(device->device_parent, parent,
938             swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
939             swapchain->presentParms.BackBufferFormat, swapchain->presentParms.MultiSampleType,
940             swapchain->presentParms.MultiSampleQuality, TRUE /* Lockable */,
941             &swapchain->front_buffer);
942     if (FAILED(hr))
943     {
944         WARN("Failed to create front buffer, hr %#x.\n", hr);
945         goto err;
946     }
947
948     surface_set_container(swapchain->front_buffer, WINED3D_CONTAINER_SWAPCHAIN, swapchain);
949     if (surface_type == SURFACE_OPENGL)
950     {
951         surface_modify_location(swapchain->front_buffer, SFLAG_INDRAWABLE, TRUE);
952     }
953
954     /* MSDN says we're only allowed a single fullscreen swapchain per device,
955      * so we should really check to see if there is a fullscreen swapchain
956      * already. Does a single head count as full screen? */
957
958     if (!present_parameters->Windowed)
959     {
960         WINED3DDISPLAYMODE mode;
961
962         /* Change the display settings */
963         mode.Width = present_parameters->BackBufferWidth;
964         mode.Height = present_parameters->BackBufferHeight;
965         mode.Format = present_parameters->BackBufferFormat;
966         mode.RefreshRate = present_parameters->FullScreen_RefreshRateInHz;
967
968         hr = wined3d_device_set_display_mode(device, 0, &mode);
969         if (FAILED(hr))
970         {
971             WARN("Failed to set display mode, hr %#x.\n", hr);
972             goto err;
973         }
974         displaymode_set = TRUE;
975     }
976
977     if (surface_type == SURFACE_OPENGL)
978     {
979         static const enum wined3d_format_id formats[] =
980         {
981             WINED3DFMT_D24_UNORM_S8_UINT,
982             WINED3DFMT_D32_UNORM,
983             WINED3DFMT_R24_UNORM_X8_TYPELESS,
984             WINED3DFMT_D16_UNORM,
985             WINED3DFMT_S1_UINT_D15_UNORM
986         };
987
988         const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
989
990         swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(swapchain->context));
991         if (!swapchain->context)
992         {
993             ERR("Failed to create the context array.\n");
994             hr = E_OUTOFMEMORY;
995             goto err;
996         }
997         swapchain->num_contexts = 1;
998
999         /* In WGL both color, depth and stencil are features of a pixel format. In case of D3D they are separate.
1000          * You are able to add a depth + stencil surface at a later stage when you need it.
1001          * In order to support this properly in WineD3D we need the ability to recreate the opengl context and
1002          * drawable when this is required. This is very tricky as we need to reapply ALL opengl states for the new
1003          * context, need torecreate shaders, textures and other resources.
1004          *
1005          * The context manager already takes care of the state problem and for the other tasks code from Reset
1006          * can be used. These changes are way to risky during the 1.0 code freeze which is taking place right now.
1007          * Likely a lot of other new bugs will be exposed. For that reason request a depth stencil surface all the
1008          * time. It can cause a slight performance hit but fixes a lot of regressions. A fixme reminds of that this
1009          * issue needs to be fixed. */
1010         for (i = 0; i < (sizeof(formats) / sizeof(*formats)); i++)
1011         {
1012             swapchain->ds_format = wined3d_get_format(gl_info, formats[i]);
1013             swapchain->context[0] = context_create(swapchain, swapchain->front_buffer, swapchain->ds_format);
1014             if (swapchain->context[0]) break;
1015             TRACE("Depth stencil format %s is not supported, trying next format\n",
1016                   debug_d3dformat(formats[i]));
1017         }
1018
1019         if (!swapchain->context[0])
1020         {
1021             WARN("Failed to create context.\n");
1022             hr = WINED3DERR_NOTAVAILABLE;
1023             goto err;
1024         }
1025
1026         if (!present_parameters->EnableAutoDepthStencil
1027                 || swapchain->presentParms.AutoDepthStencilFormat != swapchain->ds_format->id)
1028         {
1029             FIXME("Add OpenGL context recreation support to context_validate_onscreen_formats\n");
1030         }
1031         context_release(swapchain->context[0]);
1032     }
1033
1034     if (swapchain->presentParms.BackBufferCount > 0)
1035     {
1036         swapchain->back_buffers = HeapAlloc(GetProcessHeap(), 0,
1037                 sizeof(*swapchain->back_buffers) * swapchain->presentParms.BackBufferCount);
1038         if (!swapchain->back_buffers)
1039         {
1040             ERR("Failed to allocate backbuffer array memory.\n");
1041             hr = E_OUTOFMEMORY;
1042             goto err;
1043         }
1044
1045         for (i = 0; i < swapchain->presentParms.BackBufferCount; ++i)
1046         {
1047             TRACE("Creating back buffer %u.\n", i);
1048             hr = device->device_parent->ops->create_rendertarget(device->device_parent, parent,
1049                     swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
1050                     swapchain->presentParms.BackBufferFormat, swapchain->presentParms.MultiSampleType,
1051                     swapchain->presentParms.MultiSampleQuality, TRUE /* Lockable */,
1052                     &swapchain->back_buffers[i]);
1053             if (FAILED(hr))
1054             {
1055                 WARN("Failed to create back buffer %u, hr %#x.\n", i, hr);
1056                 goto err;
1057             }
1058
1059             surface_set_container(swapchain->back_buffers[i], WINED3D_CONTAINER_SWAPCHAIN, swapchain);
1060         }
1061     }
1062
1063     /* Swapchains share the depth/stencil buffer, so only create a single depthstencil surface. */
1064     if (present_parameters->EnableAutoDepthStencil && surface_type == SURFACE_OPENGL)
1065     {
1066         TRACE("Creating depth/stencil buffer.\n");
1067         if (!device->auto_depth_stencil)
1068         {
1069             hr = device->device_parent->ops->create_depth_stencil(device->device_parent,
1070                     swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
1071                     swapchain->presentParms.AutoDepthStencilFormat, swapchain->presentParms.MultiSampleType,
1072                     swapchain->presentParms.MultiSampleQuality, FALSE /* FIXME: Discard */,
1073                     &device->auto_depth_stencil);
1074             if (FAILED(hr))
1075             {
1076                 WARN("Failed to create the auto depth stencil, hr %#x.\n", hr);
1077                 goto err;
1078             }
1079
1080             surface_set_container(device->auto_depth_stencil, WINED3D_CONTAINER_NONE, NULL);
1081         }
1082     }
1083
1084     wined3d_swapchain_get_gamma_ramp(swapchain, &swapchain->orig_gamma);
1085
1086     return WINED3D_OK;
1087
1088 err:
1089     if (displaymode_set)
1090     {
1091         DEVMODEW devmode;
1092
1093         ClipCursor(NULL);
1094
1095         /* Change the display settings */
1096         memset(&devmode, 0, sizeof(devmode));
1097         devmode.dmSize = sizeof(devmode);
1098         devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
1099         devmode.dmBitsPerPel = format->byte_count * CHAR_BIT;
1100         devmode.dmPelsWidth = swapchain->orig_width;
1101         devmode.dmPelsHeight = swapchain->orig_height;
1102         ChangeDisplaySettingsExW(adapter->DeviceName, &devmode, NULL, CDS_FULLSCREEN, NULL);
1103     }
1104
1105     if (swapchain->back_buffers)
1106     {
1107         for (i = 0; i < swapchain->presentParms.BackBufferCount; ++i)
1108         {
1109             if (swapchain->back_buffers[i])
1110             {
1111                 surface_set_container(swapchain->back_buffers[i], WINED3D_CONTAINER_NONE, NULL);
1112                 wined3d_surface_decref(swapchain->back_buffers[i]);
1113             }
1114         }
1115         HeapFree(GetProcessHeap(), 0, swapchain->back_buffers);
1116     }
1117
1118     if (swapchain->context)
1119     {
1120         if (swapchain->context[0])
1121         {
1122             context_release(swapchain->context[0]);
1123             context_destroy(device, swapchain->context[0]);
1124             swapchain->num_contexts = 0;
1125         }
1126         HeapFree(GetProcessHeap(), 0, swapchain->context);
1127     }
1128
1129     if (swapchain->front_buffer)
1130     {
1131         surface_set_container(swapchain->front_buffer, WINED3D_CONTAINER_NONE, NULL);
1132         wined3d_surface_decref(swapchain->front_buffer);
1133     }
1134
1135     return hr;
1136 }
1137
1138 /* Do not call while under the GL lock. */
1139 HRESULT CDECL wined3d_swapchain_create(struct wined3d_device *device,
1140         WINED3DPRESENT_PARAMETERS *present_parameters, WINED3DSURFTYPE surface_type,
1141         void *parent, const struct wined3d_parent_ops *parent_ops,
1142         struct wined3d_swapchain **swapchain)
1143 {
1144     struct wined3d_swapchain *object;
1145     HRESULT hr;
1146
1147     TRACE("device %p, present_parameters %p, swapchain %p, parent %p, surface_type %#x.\n",
1148             device, present_parameters, swapchain, parent, surface_type);
1149
1150     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1151     if (!object)
1152     {
1153         ERR("Failed to allocate swapchain memory.\n");
1154         return E_OUTOFMEMORY;
1155     }
1156
1157     hr = swapchain_init(object, surface_type, device, present_parameters, parent, parent_ops);
1158     if (FAILED(hr))
1159     {
1160         WARN("Failed to initialize swapchain, hr %#x.\n", hr);
1161         HeapFree(GetProcessHeap(), 0, object);
1162         return hr;
1163     }
1164
1165     TRACE("Created swapchain %p.\n", object);
1166     *swapchain = object;
1167
1168     return WINED3D_OK;
1169 }
1170
1171 /* Do not call while under the GL lock. */
1172 static struct wined3d_context *swapchain_create_context(struct wined3d_swapchain *swapchain)
1173 {
1174     struct wined3d_context **newArray;
1175     struct wined3d_context *ctx;
1176
1177     TRACE("Creating a new context for swapchain %p, thread %u.\n", swapchain, GetCurrentThreadId());
1178
1179     if (!(ctx = context_create(swapchain, swapchain->front_buffer, swapchain->ds_format)))
1180     {
1181         ERR("Failed to create a new context for the swapchain\n");
1182         return NULL;
1183     }
1184     context_release(ctx);
1185
1186     newArray = HeapAlloc(GetProcessHeap(), 0, sizeof(*newArray) * (swapchain->num_contexts + 1));
1187     if(!newArray) {
1188         ERR("Out of memory when trying to allocate a new context array\n");
1189         context_destroy(swapchain->device, ctx);
1190         return NULL;
1191     }
1192     memcpy(newArray, swapchain->context, sizeof(*newArray) * swapchain->num_contexts);
1193     HeapFree(GetProcessHeap(), 0, swapchain->context);
1194     newArray[swapchain->num_contexts] = ctx;
1195     swapchain->context = newArray;
1196     swapchain->num_contexts++;
1197
1198     TRACE("Returning context %p\n", ctx);
1199     return ctx;
1200 }
1201
1202 void swapchain_destroy_contexts(struct wined3d_swapchain *swapchain)
1203 {
1204     unsigned int i;
1205
1206     for (i = 0; i < swapchain->num_contexts; ++i)
1207     {
1208         context_destroy(swapchain->device, swapchain->context[i]);
1209     }
1210     swapchain->num_contexts = 0;
1211 }
1212
1213 struct wined3d_context *swapchain_get_context(struct wined3d_swapchain *swapchain)
1214 {
1215     DWORD tid = GetCurrentThreadId();
1216     unsigned int i;
1217
1218     for (i = 0; i < swapchain->num_contexts; ++i)
1219     {
1220         if (swapchain->context[i]->tid == tid)
1221             return swapchain->context[i];
1222     }
1223
1224     /* Create a new context for the thread */
1225     return swapchain_create_context(swapchain);
1226 }
1227
1228 void get_drawable_size_swapchain(const struct wined3d_context *context, UINT *width, UINT *height)
1229 {
1230     /* The drawable size of an onscreen drawable is the surface size.
1231      * (Actually: The window size, but the surface is created in window size) */
1232     *width = context->current_rt->resource.width;
1233     *height = context->current_rt->resource.height;
1234 }
1235
1236 HDC swapchain_get_backup_dc(struct wined3d_swapchain *swapchain)
1237 {
1238     if (!swapchain->backup_dc)
1239     {
1240         TRACE("Creating the backup window for swapchain %p.\n", swapchain);
1241
1242         if (!(swapchain->backup_wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
1243                 WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL)))
1244         {
1245             ERR("Failed to create a window.\n");
1246             return NULL;
1247         }
1248
1249         if (!(swapchain->backup_dc = GetDC(swapchain->backup_wnd)))
1250         {
1251             ERR("Failed to get a DC.\n");
1252             DestroyWindow(swapchain->backup_wnd);
1253             swapchain->backup_wnd = NULL;
1254             return NULL;
1255         }
1256     }
1257
1258     return swapchain->backup_dc;
1259 }
1260
1261 void swapchain_update_draw_bindings(struct wined3d_swapchain *swapchain)
1262 {
1263     UINT i;
1264
1265     surface_update_draw_binding(swapchain->front_buffer);
1266
1267     for (i = 0; i < swapchain->presentParms.BackBufferCount; ++i)
1268     {
1269         surface_update_draw_binding(swapchain->back_buffers[i]);
1270     }
1271 }