wined3d: Light parameter fixes.
[wine] / dlls / wined3d / swapchain.c
1 /*
2  *IDirect3DSwapChain9 implementation
3  *
4  *Copyright 2002-2003 Jason Edmeades
5  *Copyright 2002-2003 Raphael Junqueira
6  *Copyright 2005 Oliver Stieber
7  *
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
27 /* TODO: move to shared header (or context manager )*/
28 /* x11drv GDI escapes */
29 #define X11DRV_ESCAPE 6789
30 enum x11drv_escape_codes
31 {
32     X11DRV_GET_DISPLAY,   /* get X11 display for a DC */
33     X11DRV_GET_DRAWABLE,  /* get current drawable for a DC */
34     X11DRV_GET_FONT,      /* get current X font for a DC */
35 };
36
37 /* retrieve the X display to use on a given DC */
38 inline static Display *get_display( HDC hdc )
39 {
40     Display *display;
41     enum x11drv_escape_codes escape = X11DRV_GET_DISPLAY;
42
43     if (!ExtEscape( hdc, X11DRV_ESCAPE, sizeof(escape), (LPCSTR)&escape,
44                     sizeof(display), (LPSTR)&display )) display = NULL;
45     return display;
46 }
47
48 /*TODO: some of the additional parameters may be required to
49     set the gamma ramp (for some weird reason microsoft have left swap gammaramp in device
50     but it operates on a swapchain, it may be a good idea to move it to IWineD3DSwapChain for IWineD3D)*/
51
52
53 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
54 WINE_DECLARE_DEBUG_CHANNEL(fps);
55
56
57 /* IDirect3DSwapChain IUnknown parts follow: */
58 static ULONG WINAPI IWineD3DSwapChainImpl_AddRef(IWineD3DSwapChain *iface) {
59     IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
60     DWORD refCount = InterlockedIncrement(&This->ref);
61     TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
62     return refCount;
63 }
64
65 static HRESULT WINAPI IWineD3DSwapChainImpl_QueryInterface(IWineD3DSwapChain *iface, REFIID riid, LPVOID *ppobj)
66 {
67     IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
68     TRACE("(%p)->(%s,%p)\n", This, debugstr_guid(riid), ppobj);
69     if (IsEqualGUID(riid, &IID_IUnknown)
70         || IsEqualGUID(riid, &IID_IWineD3DBase)
71         || IsEqualGUID(riid, &IID_IWineD3DSwapChain)){
72         IWineD3DSwapChainImpl_AddRef(iface);
73         if(ppobj == NULL){
74             ERR("Query interface called but now data allocated\n");
75             return E_NOINTERFACE;
76         }
77         *ppobj = This;
78         return WINED3D_OK;
79     }
80     *ppobj = NULL;
81     return E_NOINTERFACE;
82 }
83
84
85 static ULONG WINAPI IWineD3DSwapChainImpl_Release(IWineD3DSwapChain *iface) {
86     IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
87     DWORD refCount;
88     refCount = InterlockedDecrement(&This->ref);
89     TRACE("(%p) : ReleaseRef to %d\n", This, refCount);
90     if (refCount == 0) {
91         IWineD3DSwapChain_Destroy(iface, D3DCB_DefaultDestroySurface);
92     }
93     return refCount;
94 }
95
96 static HRESULT WINAPI IWineD3DSwapChainImpl_GetParent(IWineD3DSwapChain *iface, IUnknown ** ppParent){
97     IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
98     *ppParent = This->parent;
99     IUnknown_AddRef(*ppParent);
100     TRACE("(%p) returning %p\n", This , *ppParent);
101     return WINED3D_OK;
102 }
103
104 /*IWineD3DSwapChain parts follow: */
105 static void WINAPI IWineD3DSwapChainImpl_Destroy(IWineD3DSwapChain *iface, D3DCB_DESTROYSURFACEFN D3DCB_DestroyRenderTarget) {
106     IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
107     WINED3DDISPLAYMODE mode;
108
109     /* release the ref to the front and back buffer parents */
110     if(This->frontBuffer) {
111         IWineD3DSurface_SetContainer(This->frontBuffer, 0);
112         if(D3DCB_DestroyRenderTarget(This->frontBuffer) > 0) {
113             FIXME("(%p) Something's still holding the front buffer\n",This);
114         }
115     }
116
117     if(This->backBuffer) {
118         int i;
119         for(i = 0; i < This->presentParms.BackBufferCount; i++) {
120             IWineD3DSurface_SetContainer(This->backBuffer[i], 0);
121             if(D3DCB_DestroyRenderTarget(This->backBuffer[i]) > 0) {
122                 FIXME("(%p) Something's still holding the back buffer\n",This);
123             }
124         }
125     }
126
127     /* Restore the screen resolution if we rendered in fullscreen
128      * This will restore the screen resolution to what it was before creating the swapchain. In case of d3d8 and d3d9
129      * this will be the original desktop resolution. In case of d3d7 this will be a NOP because ddraw sets the resolution
130      * before starting up Direct3D, thus orig_width and orig_height will be equal to the modes in the presentation params
131      */
132     if(This->presentParms.Windowed == FALSE) {
133         mode.Width = This->orig_width;
134         mode.Height = This->orig_height;
135         mode.RefreshRate = 0;
136         mode.Format = This->orig_fmt;
137         IWineD3DDevice_SetDisplayMode((IWineD3DDevice *) This->wineD3DDevice, 0, &mode);
138     }
139     DestroyContext(This->wineD3DDevice, This->context);
140
141     HeapFree(GetProcessHeap(), 0, This);
142 }
143
144 static HRESULT WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface, CONST RECT *pSourceRect, CONST RECT *pDestRect, HWND hDestWindowOverride, CONST RGNDATA *pDirtyRegion, DWORD dwFlags) {
145     IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
146
147     ENTER_GL();
148
149     /* Render the cursor onto the back buffer, using our nifty directdraw blitting code :-) */
150     if(This->wineD3DDevice->bCursorVisible && This->wineD3DDevice->cursorTexture) {
151         IWineD3DSurfaceImpl cursor;
152         RECT destRect = {This->wineD3DDevice->xScreenSpace - This->wineD3DDevice->xHotSpot,
153                          This->wineD3DDevice->yScreenSpace - This->wineD3DDevice->yHotSpot,
154                          This->wineD3DDevice->xScreenSpace + This->wineD3DDevice->cursorWidth - This->wineD3DDevice->xHotSpot,
155                          This->wineD3DDevice->yScreenSpace + This->wineD3DDevice->cursorHeight - This->wineD3DDevice->yHotSpot};
156         TRACE("Rendering the cursor. Creating fake surface at %p\n", &cursor);
157         /* Build a fake surface to call the Blitting code. It is not possible to use the interface passed by
158          * the application because we are only supposed to copy the information out. Using a fake surface
159          * allows to use the Blitting engine and avoid copying the whole texture -> render target blitting code.
160          */
161         memset(&cursor, 0, sizeof(cursor));
162         cursor.lpVtbl = &IWineD3DSurface_Vtbl;
163         cursor.resource.ref = 1;
164         cursor.resource.wineD3DDevice = This->wineD3DDevice;
165         cursor.resource.pool = WINED3DPOOL_SCRATCH;
166         cursor.resource.format = WINED3DFMT_A8R8G8B8;
167         cursor.resource.resourceType = WINED3DRTYPE_SURFACE;
168         cursor.glDescription.textureName = This->wineD3DDevice->cursorTexture;
169         cursor.glDescription.target = GL_TEXTURE_2D;
170         cursor.glDescription.level = 0;
171         cursor.currentDesc.Width = This->wineD3DDevice->cursorWidth;
172         cursor.currentDesc.Height = This->wineD3DDevice->cursorHeight;
173         cursor.glRect.left = 0;
174         cursor.glRect.top = 0;
175         cursor.glRect.right = cursor.currentDesc.Width;
176         cursor.glRect.bottom = cursor.currentDesc.Height;
177         /* The cursor must have pow2 sizes */
178         cursor.pow2Width = cursor.currentDesc.Width;
179         cursor.pow2Height = cursor.currentDesc.Height;
180         /* DDBLT_KEYSRC will cause BltOverride to enable the alpha test with GL_NOTEQUAL, 0.0,
181          * which is exactly what we want :-)
182          */
183         if (This->presentParms.Windowed) {
184             MapWindowPoints(NULL, This->win_handle, (LPPOINT)&destRect, 2);
185         }
186         IWineD3DSurface_Blt(This->backBuffer[0], &destRect, (IWineD3DSurface *) &cursor, NULL, DDBLT_KEYSRC, NULL);
187     }
188
189     if (pSourceRect || pDestRect) FIXME("Unhandled present options %p/%p\n", pSourceRect, pDestRect);
190     /* TODO: If only source rect or dest rect are supplied then clip the window to match */
191     TRACE("preseting display %p, drawable %ld\n", This->context->display, This->context->drawable);
192
193     /* Don't call checkGLcall, as glGetError is not applicable here */
194     if (hDestWindowOverride && This->win_handle != hDestWindowOverride) {
195         HDC hDc;
196         WINED3DLOCKED_RECT r;
197         Display *display;
198         BYTE *mem;
199
200         TRACE("Performing dest override of swapchain %p from window %p to %p\n", This, This->win_handle, hDestWindowOverride);
201         if(This->context == This->wineD3DDevice->contexts[0]) {
202             /* The primary context 'owns' all the opengl resources. Destroying and recreating that context would require downloading
203              * all opengl resources, deleting the gl resources, destroying all other contexts, then recreating all other contexts
204              * and reload the resources
205              */
206             ERR("Cannot change the destination window of the owner of the primary context\n");
207         } else {
208             hDc                          = GetDC(hDestWindowOverride);
209             This->win_handle             = hDestWindowOverride;
210             This->win                    = (Window)GetPropA( hDestWindowOverride, "__wine_x11_whole_window" );
211             display                      = get_display(hDc);
212             ReleaseDC(hDestWindowOverride, hDc);
213
214             /* The old back buffer has to be copied over to the new back buffer. A lockrect - switchcontext - unlockrect
215              * would suffice in theory, but it is rather nasty and may cause troubles with future changes of the locking code
216              * So lock read only, copy the surface out, then lock with the discard flag and write back
217              */
218             IWineD3DSurface_LockRect(This->backBuffer[0], &r, NULL, WINED3DLOCK_READONLY);
219             mem = HeapAlloc(GetProcessHeap(), 0, r.Pitch * ((IWineD3DSurfaceImpl *) This->backBuffer[0])->currentDesc.Height);
220             memcpy(mem, r.pBits, r.Pitch * ((IWineD3DSurfaceImpl *) This->backBuffer[0])->currentDesc.Height);
221             IWineD3DSurface_UnlockRect(This->backBuffer[0]);
222
223             DestroyContext(This->wineD3DDevice, This->context);
224             This->context = CreateContext(This->wineD3DDevice, (IWineD3DSurfaceImpl *) This->frontBuffer, display, This->win);
225
226             IWineD3DSurface_LockRect(This->backBuffer[0], &r, NULL, WINED3DLOCK_DISCARD);
227             memcpy(r.pBits, mem, r.Pitch * ((IWineD3DSurfaceImpl *) This->backBuffer[0])->currentDesc.Height);
228             HeapFree(GetProcessHeap(), 0, mem);
229             IWineD3DSurface_UnlockRect(This->backBuffer[0]);
230         }
231     }
232
233     glXSwapBuffers(This->context->display, This->context->drawable); /* TODO: cycle through the swapchain buffers */
234
235     TRACE("glXSwapBuffers called, Starting new frame\n");
236     /* FPS support */
237     if (TRACE_ON(fps))
238     {
239         DWORD time = GetTickCount();
240         This->frames++;
241         /* every 1.5 seconds */
242         if (time - This->prev_time > 1500) {
243             TRACE_(fps)("%p @ approx %.2ffps\n", This, 1000.0*This->frames/(time - This->prev_time));
244             This->prev_time = time;
245             This->frames = 0;
246         }
247     }
248
249 #if defined(FRAME_DEBUGGING)
250 {
251     if (GetFileAttributesA("C:\\D3DTRACE") != INVALID_FILE_ATTRIBUTES) {
252         if (!isOn) {
253             isOn = TRUE;
254             FIXME("Enabling D3D Trace\n");
255             __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 1);
256 #if defined(SHOW_FRAME_MAKEUP)
257             FIXME("Singe Frame snapshots Starting\n");
258             isDumpingFrames = TRUE;
259             glClear(GL_COLOR_BUFFER_BIT);
260 #endif
261
262 #if defined(SINGLE_FRAME_DEBUGGING)
263         } else {
264 #if defined(SHOW_FRAME_MAKEUP)
265             FIXME("Singe Frame snapshots Finishing\n");
266             isDumpingFrames = FALSE;
267 #endif
268             FIXME("Singe Frame trace complete\n");
269             DeleteFileA("C:\\D3DTRACE");
270             __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 0);
271 #endif
272         }
273     } else {
274         if (isOn) {
275             isOn = FALSE;
276 #if defined(SHOW_FRAME_MAKEUP)
277             FIXME("Single Frame snapshots Finishing\n");
278             isDumpingFrames = FALSE;
279 #endif
280             FIXME("Disabling D3D Trace\n");
281             __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 0);
282         }
283     }
284 }
285 #endif
286
287     LEAVE_GL();
288     /* Although this is not strictly required, a simple demo showed this does occur
289        on (at least non-debug) d3d                                                  */
290     if (This->presentParms.SwapEffect == WINED3DSWAPEFFECT_DISCARD) {
291
292         TRACE("Clearing\n");
293
294         IWineD3DDevice_Clear((IWineD3DDevice*)This->wineD3DDevice, 0, NULL, WINED3DCLEAR_STENCIL|WINED3DCLEAR_ZBUFFER|WINED3DCLEAR_TARGET, 0x00, 1.0, 0);
295
296     } else {
297         TRACE("Clearing z/stencil buffer\n");
298
299         IWineD3DDevice_Clear((IWineD3DDevice*)This->wineD3DDevice, 0, NULL, WINED3DCLEAR_STENCIL|WINED3DCLEAR_ZBUFFER, 0x00, 1.0, 0);
300     }
301
302     if(!(((IWineD3DSurfaceImpl *) This->frontBuffer)->Flags   & SFLAG_GLDIRTY) ||
303        !(((IWineD3DSurfaceImpl *) This->backBuffer[0])->Flags & SFLAG_GLDIRTY) ) {
304         /* Both memory copies of the surfaces are ok, flip them around too instead of dirtifying */
305         IWineD3DSurfaceImpl *front = (IWineD3DSurfaceImpl *) This->frontBuffer;
306         IWineD3DSurfaceImpl *back = (IWineD3DSurfaceImpl *) This->backBuffer[0];
307         BOOL frontdirty = front->Flags & SFLAG_GLDIRTY;
308         BOOL backdirty = back->Flags & SFLAG_GLDIRTY;
309
310         /* Flip the DC */
311         {
312             HDC tmp;
313             tmp = front->hDC;
314             front->hDC = back->hDC;
315             back->hDC = tmp;
316         }
317
318         /* Flip the DIBsection */
319         {
320             HBITMAP tmp;
321             BOOL hasDib = front->Flags & SFLAG_DIBSECTION;
322             tmp = front->dib.DIBsection;
323             front->dib.DIBsection = back->dib.DIBsection;
324             back->dib.DIBsection = tmp;
325
326             if(back->Flags & SFLAG_DIBSECTION) front->Flags |= SFLAG_DIBSECTION;
327             else front->Flags &= ~SFLAG_DIBSECTION;
328             if(hasDib) back->Flags |= SFLAG_DIBSECTION;
329             else back->Flags &= ~SFLAG_DIBSECTION;
330         }
331
332         /* Flip the surface data */
333         {
334             void* tmp;
335
336             tmp = front->dib.bitmap_data;
337             front->dib.bitmap_data = back->dib.bitmap_data;
338             back->dib.bitmap_data = tmp;
339
340             tmp = front->resource.allocatedMemory;
341             front->resource.allocatedMemory = back->resource.allocatedMemory;
342             back->resource.allocatedMemory = tmp;
343         }
344
345         /* client_memory should not be different, but just in case */
346         {
347             BOOL tmp;
348             tmp = front->dib.client_memory;
349             front->dib.client_memory = back->dib.client_memory;
350             back->dib.client_memory = tmp;
351         }
352         if(frontdirty) back->Flags |= SFLAG_GLDIRTY;
353         else back->Flags &= ~SFLAG_GLDIRTY;
354         if(backdirty) front->Flags |= SFLAG_GLDIRTY;
355         else front->Flags &= ~SFLAG_GLDIRTY;
356     }
357
358     TRACE("returning\n");
359     return WINED3D_OK;
360 }
361
362 static HRESULT WINAPI IWineD3DSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain *iface, IWineD3DSurface *pDestSurface) {
363     IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
364     POINT start;
365
366     TRACE("(%p) : iface(%p) pDestSurface(%p)\n", This, iface, pDestSurface);
367
368     start.x = 0;
369     start.y = 0;
370
371     if (This->presentParms.Windowed) {
372         MapWindowPoints(This->win_handle, NULL, &start, 1);
373     }
374
375     IWineD3DSurface_BltFast(pDestSurface, start.x, start.y, This->frontBuffer, NULL, 0);
376     return WINED3D_OK;
377 }
378
379 static HRESULT WINAPI IWineD3DSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, UINT iBackBuffer, WINED3DBACKBUFFER_TYPE Type, IWineD3DSurface **ppBackBuffer) {
380
381     IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
382
383     if (iBackBuffer > This->presentParms.BackBufferCount - 1) {
384         TRACE("Back buffer count out of range\n");
385         /* Native d3d9 doesn't set NULL here, just as wine's d3d9. But set it here
386          * in wined3d to avoid problems in other libs
387          */
388         *ppBackBuffer = NULL;
389         return WINED3DERR_INVALIDCALL;
390     }
391
392     *ppBackBuffer = This->backBuffer[iBackBuffer];
393     TRACE("(%p) : BackBuf %d Type %d  returning %p\n", This, iBackBuffer, Type, *ppBackBuffer);
394
395     /* Note inc ref on returned surface */
396     if(*ppBackBuffer) IWineD3DSurface_AddRef(*ppBackBuffer);
397     return WINED3D_OK;
398
399 }
400
401 static HRESULT WINAPI IWineD3DSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *iface, WINED3DRASTER_STATUS *pRasterStatus) {
402     IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
403     static BOOL showFixmes = TRUE;
404     pRasterStatus->InVBlank = TRUE;
405     pRasterStatus->ScanLine = 0;
406     /* No openGL equivalent */
407     if(showFixmes) {
408         FIXME("(%p) : stub (once)\n", This);
409         showFixmes = FALSE;
410     }
411     return WINED3D_OK;
412 }
413
414 static HRESULT WINAPI IWineD3DSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface, WINED3DDISPLAYMODE*pMode) {
415     IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
416     HDC                 hdc;
417     int                 bpp = 0;
418
419     pMode->Width        = GetSystemMetrics(SM_CXSCREEN);
420     pMode->Height       = GetSystemMetrics(SM_CYSCREEN);
421     pMode->RefreshRate  = 85; /* FIXME: How to identify? */
422
423     hdc = GetDC(0);
424     bpp = GetDeviceCaps(hdc, BITSPIXEL);
425     ReleaseDC(0, hdc);
426
427     switch (bpp) {
428     case  8: pMode->Format       = WINED3DFMT_R8G8B8; break;
429     case 16: pMode->Format       = WINED3DFMT_R5G6B5; break;
430     case 24: /*pMode->Format       = WINED3DFMT_R8G8B8; break; */ /* 32bpp and 24bpp can be aliased for X */
431     case 32: pMode->Format       = WINED3DFMT_A8R8G8B8; break;
432     default:
433        FIXME("Unrecognized display mode format\n");
434        pMode->Format       = WINED3DFMT_UNKNOWN;
435     }
436
437     TRACE("(%p) : returning w(%d) h(%d) rr(%d) fmt(%u,%s)\n", This, pMode->Width, pMode->Height, pMode->RefreshRate,
438     pMode->Format, debug_d3dformat(pMode->Format));
439     return WINED3D_OK;
440 }
441
442 static HRESULT WINAPI IWineD3DSwapChainImpl_GetDevice(IWineD3DSwapChain *iface, IWineD3DDevice**ppDevice) {
443     IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
444
445     *ppDevice = (IWineD3DDevice *) This->wineD3DDevice;
446
447     /* Note  Calling this method will increase the internal reference count
448        on the IDirect3DDevice9 interface. */
449     IWineD3DDevice_AddRef(*ppDevice);
450     TRACE("(%p) : returning %p\n", This, *ppDevice);
451     return WINED3D_OK;
452 }
453
454 static HRESULT WINAPI IWineD3DSwapChainImpl_GetPresentParameters(IWineD3DSwapChain *iface, WINED3DPRESENT_PARAMETERS *pPresentationParameters) {
455     IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
456     TRACE("(%p)\n", This);
457
458     *pPresentationParameters = This->presentParms;
459
460     return WINED3D_OK;
461 }
462
463 static HRESULT WINAPI IWineD3DSwapChainImpl_SetGammaRamp(IWineD3DSwapChain *iface, DWORD Flags, CONST WINED3DGAMMARAMP *pRamp){
464
465     IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
466     HDC hDC;
467     TRACE("(%p) : pRamp@%p flags(%d)\n", This, pRamp, Flags);
468     hDC = GetDC(This->win_handle);
469     SetDeviceGammaRamp(hDC, (LPVOID)pRamp);
470     ReleaseDC(This->win_handle, hDC);
471     return WINED3D_OK;
472
473 }
474
475 static HRESULT WINAPI IWineD3DSwapChainImpl_GetGammaRamp(IWineD3DSwapChain *iface, WINED3DGAMMARAMP *pRamp){
476
477     IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
478     HDC hDC;
479     TRACE("(%p) : pRamp@%p\n", This, pRamp);
480     hDC = GetDC(This->win_handle);
481     GetDeviceGammaRamp(hDC, pRamp);
482     ReleaseDC(This->win_handle, hDC);
483     return WINED3D_OK;
484
485 }
486
487
488 const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl =
489 {
490     /* IUnknown */
491     IWineD3DSwapChainImpl_QueryInterface,
492     IWineD3DSwapChainImpl_AddRef,
493     IWineD3DSwapChainImpl_Release,
494     /* IWineD3DSwapChain */
495     IWineD3DSwapChainImpl_GetParent,
496     IWineD3DSwapChainImpl_Destroy,
497     IWineD3DSwapChainImpl_GetDevice,
498     IWineD3DSwapChainImpl_Present,
499     IWineD3DSwapChainImpl_GetFrontBufferData,
500     IWineD3DSwapChainImpl_GetBackBuffer,
501     IWineD3DSwapChainImpl_GetRasterStatus,
502     IWineD3DSwapChainImpl_GetDisplayMode,
503     IWineD3DSwapChainImpl_GetPresentParameters,
504     IWineD3DSwapChainImpl_SetGammaRamp,
505     IWineD3DSwapChainImpl_GetGammaRamp
506 };