wined3d: Use the FBO cache in swapchain_blit().
[wine] / dlls / wined3d / swapchain.c
1 /*
2  *IDirect3DSwapChain9 implementation
3  *
4  *Copyright 2002-2003 Jason Edmeades
5  *Copyright 2002-2003 Raphael Junqueira
6  *Copyright 2005 Oliver Stieber
7  *Copyright 2007-2008 Stefan Dösinger for CodeWeavers
8  *
9  *This library is free software; you can redistribute it and/or
10  *modify it under the terms of the GNU Lesser General Public
11  *License as published by the Free Software Foundation; either
12  *version 2.1 of the License, or (at your option) any later version.
13  *
14  *This library is distributed in the hope that it will be useful,
15  *but WITHOUT ANY WARRANTY; without even the implied warranty of
16  *MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
17  *Lesser General Public License for more details.
18  *
19  *You should have received a copy of the GNU Lesser General Public
20  *License along with this library; if not, write to the Free Software
21  *Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22  */
23
24 #include "config.h"
25 #include "wined3d_private.h"
26
27
28 /*TODO: some of the additional parameters may be required to
29     set the gamma ramp (for some weird reason microsoft have left swap gammaramp in device
30     but it operates on a swapchain, it may be a good idea to move it to IWineD3DSwapChain for IWineD3D)*/
31
32
33 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
34 WINE_DECLARE_DEBUG_CHANNEL(fps);
35
36 #define GLINFO_LOCATION This->device->adapter->gl_info
37
38 /*IWineD3DSwapChain parts follow: */
39 static void WINAPI IWineD3DSwapChainImpl_Destroy(IWineD3DSwapChain *iface)
40 {
41     IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
42     WINED3DDISPLAYMODE mode;
43     unsigned int i;
44
45     TRACE("Destroying swapchain %p\n", iface);
46
47     IWineD3DSwapChain_SetGammaRamp(iface, 0, &This->orig_gamma);
48
49     /* Release the swapchain's draw buffers. Make sure This->back_buffers[0] is
50      * the last buffer to be destroyed, FindContext() depends on that. */
51     if (This->front_buffer)
52     {
53         IWineD3DSurface_SetContainer((IWineD3DSurface *)This->front_buffer, NULL);
54         if (IWineD3DSurface_Release((IWineD3DSurface *)This->front_buffer))
55         {
56             WARN("(%p) Something's still holding the front buffer (%p).\n",
57                     This, This->front_buffer);
58         }
59         This->front_buffer = NULL;
60     }
61
62     if (This->back_buffers)
63     {
64         UINT i = This->presentParms.BackBufferCount;
65
66         while (i--)
67         {
68             IWineD3DSurface_SetContainer((IWineD3DSurface *)This->back_buffers[i], NULL);
69             if (IWineD3DSurface_Release((IWineD3DSurface *)This->back_buffers[i]))
70                 WARN("(%p) Something's still holding back buffer %u (%p).\n",
71                         This, i, This->back_buffers[i]);
72         }
73         HeapFree(GetProcessHeap(), 0, This->back_buffers);
74         This->back_buffers = NULL;
75     }
76
77     for (i = 0; i < This->num_contexts; ++i)
78     {
79         context_destroy(This->device, This->context[i]);
80     }
81     /* Restore the screen resolution if we rendered in fullscreen
82      * This will restore the screen resolution to what it was before creating the swapchain. In case of d3d8 and d3d9
83      * this will be the original desktop resolution. In case of d3d7 this will be a NOP because ddraw sets the resolution
84      * before starting up Direct3D, thus orig_width and orig_height will be equal to the modes in the presentation params
85      */
86     if(This->presentParms.Windowed == FALSE && This->presentParms.AutoRestoreDisplayMode) {
87         mode.Width = This->orig_width;
88         mode.Height = This->orig_height;
89         mode.RefreshRate = 0;
90         mode.Format = This->orig_fmt;
91         IWineD3DDevice_SetDisplayMode((IWineD3DDevice *)This->device, 0, &mode);
92     }
93
94     HeapFree(GetProcessHeap(), 0, This->context);
95     HeapFree(GetProcessHeap(), 0, This);
96 }
97
98 /* A GL context is provided by the caller */
99 static void swapchain_blit(IWineD3DSwapChainImpl *This, struct wined3d_context *context,
100         const RECT *src_rect, const RECT *dst_rect)
101 {
102     IWineD3DDeviceImpl *device = This->device;
103     IWineD3DSurfaceImpl *backbuffer = This->back_buffers[0];
104     UINT src_w = src_rect->right - src_rect->left;
105     UINT src_h = src_rect->bottom - src_rect->top;
106     GLenum gl_filter;
107     const struct wined3d_gl_info *gl_info = context->gl_info;
108
109     TRACE("swapchain %p, context %p, src_rect %s, dst_rect %s.\n",
110             This, context, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect));
111
112     if (src_w == dst_rect->right - dst_rect->left && src_h == dst_rect->bottom - dst_rect->top)
113         gl_filter = GL_NEAREST;
114     else
115         gl_filter = GL_LINEAR;
116
117     if (gl_info->fbo_ops.glBlitFramebuffer && is_identity_fixup(backbuffer->resource.format_desc->color_fixup))
118     {
119         ENTER_GL();
120         context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, backbuffer, NULL);
121         glReadBuffer(GL_COLOR_ATTACHMENT0);
122
123         context_bind_fbo(context, GL_DRAW_FRAMEBUFFER, NULL);
124         context_set_draw_buffer(context, GL_BACK);
125
126         glDisable(GL_SCISSOR_TEST);
127         IWineD3DDeviceImpl_MarkStateDirty(This->device, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
128
129         /* Note that the texture is upside down */
130         gl_info->fbo_ops.glBlitFramebuffer(src_rect->left, src_rect->top, src_rect->right, src_rect->bottom,
131                                            dst_rect->left, dst_rect->bottom, dst_rect->right, dst_rect->top,
132                                            GL_COLOR_BUFFER_BIT, gl_filter);
133         checkGLcall("Swapchain present blit(EXT_framebuffer_blit)\n");
134         LEAVE_GL();
135     }
136     else
137     {
138         struct wined3d_context *context2;
139         float tex_left = src_rect->left;
140         float tex_top = src_rect->top;
141         float tex_right = src_rect->right;
142         float tex_bottom = src_rect->bottom;
143
144         context2 = context_acquire(This->device, This->back_buffers[0]);
145         context_apply_blit_state(context2, device);
146
147         if(backbuffer->Flags & SFLAG_NORMCOORD)
148         {
149             tex_left /= src_w;
150             tex_right /= src_w;
151             tex_top /= src_h;
152             tex_bottom /= src_h;
153         }
154
155         if (is_complex_fixup(backbuffer->resource.format_desc->color_fixup))
156             gl_filter = GL_NEAREST;
157
158         ENTER_GL();
159         context_bind_fbo(context2, GL_DRAW_FRAMEBUFFER, NULL);
160
161         /* Set up the texture. The surface is not in a IWineD3D*Texture container,
162          * so there are no d3d texture settings to dirtify
163          */
164         device->blitter->set_shader((IWineD3DDevice *) device, backbuffer);
165         glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MIN_FILTER, gl_filter);
166         glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MAG_FILTER, gl_filter);
167
168         context_set_draw_buffer(context, GL_BACK);
169
170         /* Set the viewport to the destination rectandle, disable any projection
171          * transformation set up by context_apply_blit_state(), and draw a
172          * (-1,-1)-(1,1) quad.
173          *
174          * Back up viewport and matrix to avoid breaking last_was_blit
175          *
176          * Note that context_apply_blit_state() set up viewport and ortho to
177          * match the surface size - we want the GL drawable(=window) size. */
178         glPushAttrib(GL_VIEWPORT_BIT);
179         glViewport(dst_rect->left, dst_rect->top, dst_rect->right, dst_rect->bottom);
180         glMatrixMode(GL_PROJECTION);
181         glPushMatrix();
182         glLoadIdentity();
183
184         glBegin(GL_QUADS);
185             /* bottom left */
186             glTexCoord2f(tex_left, tex_bottom);
187             glVertex2i(-1, -1);
188
189             /* top left */
190             glTexCoord2f(tex_left, tex_top);
191             glVertex2i(-1, 1);
192
193             /* top right */
194             glTexCoord2f(tex_right, tex_top);
195             glVertex2i(1, 1);
196
197             /* bottom right */
198             glTexCoord2f(tex_right, tex_bottom);
199             glVertex2i(1, -1);
200         glEnd();
201
202         glPopMatrix();
203         glPopAttrib();
204
205         device->blitter->unset_shader((IWineD3DDevice *) device);
206         checkGLcall("Swapchain present blit(manual)\n");
207         LEAVE_GL();
208
209         context_release(context2);
210     }
211 }
212
213 static HRESULT WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface, CONST RECT *pSourceRect, CONST RECT *pDestRect, HWND hDestWindowOverride, CONST RGNDATA *pDirtyRegion, DWORD dwFlags) {
214     IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
215     struct wined3d_context *context;
216     RECT src_rect, dst_rect;
217     BOOL render_to_fbo;
218     unsigned int sync;
219     int retval;
220
221     IWineD3DSwapChain_SetDestWindowOverride(iface, hDestWindowOverride);
222
223     context = context_acquire(This->device, This->back_buffers[0]);
224     if (!context->valid)
225     {
226         context_release(context);
227         WARN("Invalid context, skipping present.\n");
228         return WINED3D_OK;
229     }
230
231     /* Render the cursor onto the back buffer, using our nifty directdraw blitting code :-) */
232     if (This->device->bCursorVisible && This->device->cursorTexture)
233     {
234         IWineD3DSurfaceImpl cursor;
235         RECT destRect =
236         {
237             This->device->xScreenSpace - This->device->xHotSpot,
238             This->device->yScreenSpace - This->device->yHotSpot,
239             This->device->xScreenSpace + This->device->cursorWidth - This->device->xHotSpot,
240             This->device->yScreenSpace + This->device->cursorHeight - This->device->yHotSpot,
241         };
242         TRACE("Rendering the cursor. Creating fake surface at %p\n", &cursor);
243         /* Build a fake surface to call the Blitting code. It is not possible to use the interface passed by
244          * the application because we are only supposed to copy the information out. Using a fake surface
245          * allows to use the Blitting engine and avoid copying the whole texture -> render target blitting code.
246          */
247         memset(&cursor, 0, sizeof(cursor));
248         cursor.lpVtbl = &IWineD3DSurface_Vtbl;
249         cursor.resource.ref = 1;
250         cursor.resource.device = This->device;
251         cursor.resource.pool = WINED3DPOOL_SCRATCH;
252         cursor.resource.format_desc = getFormatDescEntry(WINED3DFMT_B8G8R8A8_UNORM, context->gl_info);
253         cursor.resource.resourceType = WINED3DRTYPE_SURFACE;
254         cursor.texture_name = This->device->cursorTexture;
255         cursor.texture_target = GL_TEXTURE_2D;
256         cursor.texture_level = 0;
257         cursor.currentDesc.Width = This->device->cursorWidth;
258         cursor.currentDesc.Height = This->device->cursorHeight;
259         /* The cursor must have pow2 sizes */
260         cursor.pow2Width = cursor.currentDesc.Width;
261         cursor.pow2Height = cursor.currentDesc.Height;
262         /* The surface is in the texture */
263         cursor.Flags |= SFLAG_INTEXTURE;
264         /* DDBLT_KEYSRC will cause BltOverride to enable the alpha test with GL_NOTEQUAL, 0.0,
265          * which is exactly what we want :-)
266          */
267         if (This->presentParms.Windowed) {
268             MapWindowPoints(NULL, This->win_handle, (LPPOINT)&destRect, 2);
269         }
270         IWineD3DSurface_Blt((IWineD3DSurface *)This->back_buffers[0], &destRect, (IWineD3DSurface *)&cursor,
271                 NULL, WINEDDBLT_KEYSRC, NULL, WINED3DTEXF_POINT);
272     }
273
274     if (This->device->logo_surface)
275     {
276         /* Blit the logo into the upper left corner of the drawable. */
277         IWineD3DSurface_BltFast((IWineD3DSurface *)This->back_buffers[0], 0, 0,
278                 This->device->logo_surface, NULL, WINEDDBLTFAST_SRCCOLORKEY);
279     }
280
281     TRACE("Presenting HDC %p.\n", context->hdc);
282
283     render_to_fbo = This->render_to_fbo;
284
285     if (pSourceRect)
286     {
287         src_rect = *pSourceRect;
288         if (!render_to_fbo && (src_rect.left || src_rect.top
289                 || src_rect.right != This->presentParms.BackBufferWidth
290                 || src_rect.bottom != This->presentParms.BackBufferHeight))
291         {
292             render_to_fbo = TRUE;
293         }
294     }
295     else
296     {
297         src_rect.left = 0;
298         src_rect.top = 0;
299         src_rect.right = This->presentParms.BackBufferWidth;
300         src_rect.bottom = This->presentParms.BackBufferHeight;
301     }
302
303     if (pDestRect) dst_rect = *pDestRect;
304     else GetClientRect(This->win_handle, &dst_rect);
305
306     if (!render_to_fbo && (dst_rect.left || dst_rect.top
307             || dst_rect.right != This->presentParms.BackBufferWidth
308             || dst_rect.bottom != This->presentParms.BackBufferHeight))
309     {
310         render_to_fbo = TRUE;
311     }
312
313     /* Rendering to a window of different size, presenting partial rectangles,
314      * or rendering to a different window needs help from FBO_blit or a textured
315      * draw. Render the swapchain to a FBO in the future.
316      *
317      * Note that FBO_blit from the backbuffer to the frontbuffer cannot solve
318      * all these issues - this fails if the window is smaller than the backbuffer.
319      */
320     if (!This->render_to_fbo && render_to_fbo && wined3d_settings.offscreen_rendering_mode == ORM_FBO)
321     {
322         IWineD3DSurface_LoadLocation((IWineD3DSurface *)This->back_buffers[0], SFLAG_INTEXTURE, NULL);
323         IWineD3DSurface_ModifyLocation((IWineD3DSurface *)This->back_buffers[0], SFLAG_INDRAWABLE, FALSE);
324         This->render_to_fbo = TRUE;
325
326         /* Force the context manager to update the render target configuration next draw. */
327         context->current_rt = NULL;
328     }
329
330     if(This->render_to_fbo)
331     {
332         /* This codepath should only be hit with the COPY swapeffect. Otherwise a backbuffer-
333          * window size mismatch is impossible(fullscreen) and src and dst rectangles are
334          * not allowed(they need the COPY swapeffect)
335          *
336          * The DISCARD swap effect is ok as well since any backbuffer content is allowed after
337          * the swap
338          */
339         if(This->presentParms.SwapEffect == WINED3DSWAPEFFECT_FLIP )
340         {
341             FIXME("Render-to-fbo with WINED3DSWAPEFFECT_FLIP\n");
342         }
343
344         swapchain_blit(This, context, &src_rect, &dst_rect);
345     }
346
347     if (This->num_contexts > 1) wglFinish();
348     SwapBuffers(context->hdc); /* TODO: cycle through the swapchain buffers */
349
350     TRACE("SwapBuffers called, Starting new frame\n");
351     /* FPS support */
352     if (TRACE_ON(fps))
353     {
354         DWORD time = GetTickCount();
355         This->frames++;
356         /* every 1.5 seconds */
357         if (time - This->prev_time > 1500) {
358             TRACE_(fps)("%p @ approx %.2ffps\n", This, 1000.0*This->frames/(time - This->prev_time));
359             This->prev_time = time;
360             This->frames = 0;
361         }
362     }
363
364 #if defined(FRAME_DEBUGGING)
365 {
366     if (GetFileAttributesA("C:\\D3DTRACE") != INVALID_FILE_ATTRIBUTES) {
367         if (!isOn) {
368             isOn = TRUE;
369             FIXME("Enabling D3D Trace\n");
370             __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 1);
371 #if defined(SHOW_FRAME_MAKEUP)
372             FIXME("Singe Frame snapshots Starting\n");
373             isDumpingFrames = TRUE;
374             ENTER_GL();
375             glClear(GL_COLOR_BUFFER_BIT);
376             LEAVE_GL();
377 #endif
378
379 #if defined(SINGLE_FRAME_DEBUGGING)
380         } else {
381 #if defined(SHOW_FRAME_MAKEUP)
382             FIXME("Singe Frame snapshots Finishing\n");
383             isDumpingFrames = FALSE;
384 #endif
385             FIXME("Singe Frame trace complete\n");
386             DeleteFileA("C:\\D3DTRACE");
387             __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 0);
388 #endif
389         }
390     } else {
391         if (isOn) {
392             isOn = FALSE;
393 #if defined(SHOW_FRAME_MAKEUP)
394             FIXME("Single Frame snapshots Finishing\n");
395             isDumpingFrames = FALSE;
396 #endif
397             FIXME("Disabling D3D Trace\n");
398             __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 0);
399         }
400     }
401 }
402 #endif
403
404     /* This is disabled, but the code left in for debug purposes.
405      *
406      * Since we're allowed to modify the new back buffer on a D3DSWAPEFFECT_DISCARD flip,
407      * we can clear it with some ugly color to make bad drawing visible and ease debugging.
408      * The Debug runtime does the same on Windows. However, a few games do not redraw the
409      * screen properly, like Max Payne 2, which leaves a few pixels undefined.
410      *
411      * Tests show that the content of the back buffer after a discard flip is indeed not
412      * reliable, so no game can depend on the exact content. However, it resembles the
413      * old contents in some way, for example by showing fragments at other locations. In
414      * general, the color theme is still intact. So Max payne, which draws rather dark scenes
415      * gets a dark background image. If we clear it with a bright ugly color, the game's
416      * bug shows up much more than it does on Windows, and the players see single pixels
417      * with wrong colors.
418      * (The Max Payne bug has been confirmed on Windows with the debug runtime)
419      */
420     if (FALSE && This->presentParms.SwapEffect == WINED3DSWAPEFFECT_DISCARD) {
421         TRACE("Clearing the color buffer with cyan color\n");
422
423         IWineD3DDevice_Clear((IWineD3DDevice *)This->device, 0, NULL,
424                 WINED3DCLEAR_TARGET, 0xff00ffff, 1.0f, 0);
425     }
426
427     if (!This->render_to_fbo && ((This->front_buffer->Flags & SFLAG_INSYSMEM)
428             || (This->back_buffers[0]->Flags & SFLAG_INSYSMEM)))
429     {
430         /* Both memory copies of the surfaces are ok, flip them around too instead of dirtifying
431          * Doesn't work with render_to_fbo because we're not flipping
432          */
433         IWineD3DSurfaceImpl *front = This->front_buffer;
434         IWineD3DSurfaceImpl *back = This->back_buffers[0];
435
436         if(front->resource.size == back->resource.size) {
437             DWORD fbflags;
438             flip_surface(front, back);
439
440             /* Tell the front buffer surface that is has been modified. However,
441              * the other locations were preserved during that, so keep the flags.
442              * This serves to update the emulated overlay, if any
443              */
444             fbflags = front->Flags;
445             IWineD3DSurface_ModifyLocation((IWineD3DSurface *)front, SFLAG_INDRAWABLE, TRUE);
446             front->Flags = fbflags;
447         } else {
448             IWineD3DSurface_ModifyLocation((IWineD3DSurface *) front, SFLAG_INDRAWABLE, TRUE);
449             IWineD3DSurface_ModifyLocation((IWineD3DSurface *) back, SFLAG_INDRAWABLE, TRUE);
450         }
451     }
452     else
453     {
454         IWineD3DSurface_ModifyLocation((IWineD3DSurface *)This->front_buffer, SFLAG_INDRAWABLE, TRUE);
455         /* If the swapeffect is DISCARD, the back buffer is undefined. That means the SYSMEM
456          * and INTEXTURE copies can keep their old content if they have any defined content.
457          * If the swapeffect is COPY, the content remains the same. If it is FLIP however,
458          * the texture / sysmem copy needs to be reloaded from the drawable
459          */
460         if (This->presentParms.SwapEffect == WINED3DSWAPEFFECT_FLIP)
461         {
462             IWineD3DSurface_ModifyLocation((IWineD3DSurface *)This->back_buffers[0], SFLAG_INDRAWABLE, TRUE);
463         }
464     }
465
466     if (This->device->depth_stencil)
467     {
468         if (This->presentParms.Flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
469                 || This->device->depth_stencil->Flags & SFLAG_DISCARD)
470         {
471             surface_modify_ds_location(This->device->depth_stencil, SFLAG_DS_DISCARDED,
472                     This->device->depth_stencil->currentDesc.Width,
473                     This->device->depth_stencil->currentDesc.Height);
474             if (This->device->depth_stencil == This->device->onscreen_depth_stencil)
475             {
476                 IWineD3DSurface_Release((IWineD3DSurface *)This->device->onscreen_depth_stencil);
477                 This->device->onscreen_depth_stencil = NULL;
478             }
479         }
480     }
481
482     if (This->presentParms.PresentationInterval != WINED3DPRESENT_INTERVAL_IMMEDIATE
483             && context->gl_info->supported[SGI_VIDEO_SYNC])
484     {
485         retval = GL_EXTCALL(glXGetVideoSyncSGI(&sync));
486         if(retval != 0) {
487             ERR("glXGetVideoSyncSGI failed(retval = %d\n", retval);
488         }
489
490         switch(This->presentParms.PresentationInterval) {
491             case WINED3DPRESENT_INTERVAL_DEFAULT:
492             case WINED3DPRESENT_INTERVAL_ONE:
493                 if(sync <= This->vSyncCounter) {
494                     retval = GL_EXTCALL(glXWaitVideoSyncSGI(1, 0, &This->vSyncCounter));
495                 } else {
496                     This->vSyncCounter = sync;
497                 }
498                 break;
499             case WINED3DPRESENT_INTERVAL_TWO:
500                 if(sync <= This->vSyncCounter + 1) {
501                     retval = GL_EXTCALL(glXWaitVideoSyncSGI(2, This->vSyncCounter & 0x1, &This->vSyncCounter));
502                 } else {
503                     This->vSyncCounter = sync;
504                 }
505                 break;
506             case WINED3DPRESENT_INTERVAL_THREE:
507                 if(sync <= This->vSyncCounter + 2) {
508                     retval = GL_EXTCALL(glXWaitVideoSyncSGI(3, This->vSyncCounter % 0x3, &This->vSyncCounter));
509                 } else {
510                     This->vSyncCounter = sync;
511                 }
512                 break;
513             case WINED3DPRESENT_INTERVAL_FOUR:
514                 if(sync <= This->vSyncCounter + 3) {
515                     retval = GL_EXTCALL(glXWaitVideoSyncSGI(4, This->vSyncCounter & 0x3, &This->vSyncCounter));
516                 } else {
517                     This->vSyncCounter = sync;
518                 }
519                 break;
520             default:
521                 FIXME("Unknown presentation interval %08x\n", This->presentParms.PresentationInterval);
522         }
523     }
524
525     context_release(context);
526
527     TRACE("returning\n");
528     return WINED3D_OK;
529 }
530
531 static HRESULT WINAPI IWineD3DSwapChainImpl_SetDestWindowOverride(IWineD3DSwapChain *iface, HWND window)
532 {
533     IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *)iface;
534
535     if (!window) window = swapchain->device_window;
536     if (window == swapchain->win_handle) return WINED3D_OK;
537
538     TRACE("Setting swapchain %p window from %p to %p\n", swapchain, swapchain->win_handle, window);
539     swapchain->win_handle = window;
540
541     return WINED3D_OK;
542 }
543
544 static const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl =
545 {
546     /* IUnknown */
547     IWineD3DBaseSwapChainImpl_QueryInterface,
548     IWineD3DBaseSwapChainImpl_AddRef,
549     IWineD3DBaseSwapChainImpl_Release,
550     /* IWineD3DSwapChain */
551     IWineD3DBaseSwapChainImpl_GetParent,
552     IWineD3DSwapChainImpl_Destroy,
553     IWineD3DBaseSwapChainImpl_GetDevice,
554     IWineD3DSwapChainImpl_Present,
555     IWineD3DSwapChainImpl_SetDestWindowOverride,
556     IWineD3DBaseSwapChainImpl_GetFrontBufferData,
557     IWineD3DBaseSwapChainImpl_GetBackBuffer,
558     IWineD3DBaseSwapChainImpl_GetRasterStatus,
559     IWineD3DBaseSwapChainImpl_GetDisplayMode,
560     IWineD3DBaseSwapChainImpl_GetPresentParameters,
561     IWineD3DBaseSwapChainImpl_SetGammaRamp,
562     IWineD3DBaseSwapChainImpl_GetGammaRamp
563 };
564
565 static LONG fullscreen_style(LONG style)
566 {
567     /* Make sure the window is managed, otherwise we won't get keyboard input. */
568     style |= WS_POPUP | WS_SYSMENU;
569     style &= ~(WS_CAPTION | WS_THICKFRAME);
570
571     return style;
572 }
573
574 static LONG fullscreen_exstyle(LONG exstyle)
575 {
576     /* Filter out window decorations. */
577     exstyle &= ~(WS_EX_WINDOWEDGE | WS_EX_CLIENTEDGE);
578
579     return exstyle;
580 }
581
582 void swapchain_setup_fullscreen_window(IWineD3DSwapChainImpl *swapchain, UINT w, UINT h)
583 {
584     IWineD3DDeviceImpl *device = swapchain->device;
585     HWND window = swapchain->device_window;
586     BOOL filter_messages;
587     LONG style, exstyle;
588
589     TRACE("Setting up window %p for fullscreen mode.\n", window);
590
591     if (device->style || device->exStyle)
592     {
593         ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
594                 window, device->style, device->exStyle);
595     }
596
597     device->style = GetWindowLongW(window, GWL_STYLE);
598     device->exStyle = GetWindowLongW(window, GWL_EXSTYLE);
599
600     style = fullscreen_style(device->style);
601     exstyle = fullscreen_exstyle(device->exStyle);
602
603     TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
604             device->style, device->exStyle, style, exstyle);
605
606     filter_messages = device->filter_messages;
607     device->filter_messages = TRUE;
608
609     SetWindowLongW(window, GWL_STYLE, style);
610     SetWindowLongW(window, GWL_EXSTYLE, exstyle);
611     SetWindowPos(window, HWND_TOP, 0, 0, w, h, SWP_FRAMECHANGED | SWP_SHOWWINDOW | SWP_NOACTIVATE);
612
613     device->filter_messages = filter_messages;
614 }
615
616 void swapchain_restore_fullscreen_window(IWineD3DSwapChainImpl *swapchain)
617 {
618     IWineD3DDeviceImpl *device = swapchain->device;
619     HWND window = swapchain->device_window;
620     BOOL filter_messages;
621     LONG style, exstyle;
622
623     if (!device->style && !device->exStyle) return;
624
625     TRACE("Restoring window style of window %p to %08x, %08x.\n",
626             window, device->style, device->exStyle);
627
628     style = GetWindowLongW(window, GWL_STYLE);
629     exstyle = GetWindowLongW(window, GWL_EXSTYLE);
630
631     filter_messages = device->filter_messages;
632     device->filter_messages = TRUE;
633
634     /* Only restore the style if the application didn't modify it during the
635      * fullscreen phase. Some applications change it before calling Reset()
636      * when switching between windowed and fullscreen modes (HL2), some
637      * depend on the original style (Eve Online). */
638     if (style == fullscreen_style(device->style) && exstyle == fullscreen_exstyle(device->exStyle))
639     {
640         SetWindowLongW(window, GWL_STYLE, device->style);
641         SetWindowLongW(window, GWL_EXSTYLE, device->exStyle);
642     }
643     SetWindowPos(window, 0, 0, 0, 0, 0, SWP_FRAMECHANGED | SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER);
644
645     device->filter_messages = filter_messages;
646
647     /* Delete the old values. */
648     device->style = 0;
649     device->exStyle = 0;
650 }
651
652
653 HRESULT swapchain_init(IWineD3DSwapChainImpl *swapchain, WINED3DSURFTYPE surface_type,
654         IWineD3DDeviceImpl *device, WINED3DPRESENT_PARAMETERS *present_parameters, IUnknown *parent)
655 {
656     const struct wined3d_adapter *adapter = device->adapter;
657     const struct wined3d_format_desc *format_desc;
658     BOOL displaymode_set = FALSE;
659     WINED3DDISPLAYMODE mode;
660     RECT client_rect;
661     HWND window;
662     HRESULT hr;
663     UINT i;
664
665     if (present_parameters->BackBufferCount > WINED3DPRESENT_BACK_BUFFER_MAX)
666     {
667         FIXME("The application requested %u back buffers, this is not supported.\n",
668                 present_parameters->BackBufferCount);
669         return WINED3DERR_INVALIDCALL;
670     }
671
672     if (present_parameters->BackBufferCount > 1)
673     {
674         FIXME("The application requested more than one back buffer, this is not properly supported.\n"
675                 "Please configure the application to use double buffering (1 back buffer) if possible.\n");
676     }
677
678     switch (surface_type)
679     {
680         case SURFACE_GDI:
681             swapchain->lpVtbl = &IWineGDISwapChain_Vtbl;
682             break;
683
684         case SURFACE_OPENGL:
685             swapchain->lpVtbl = &IWineD3DSwapChain_Vtbl;
686             break;
687
688         case SURFACE_UNKNOWN:
689             FIXME("Caller tried to create a SURFACE_UNKNOWN swapchain.\n");
690             return WINED3DERR_INVALIDCALL;
691     }
692
693     window = present_parameters->hDeviceWindow ? present_parameters->hDeviceWindow : device->createParms.hFocusWindow;
694
695     swapchain->device = device;
696     swapchain->parent = parent;
697     swapchain->ref = 1;
698     swapchain->win_handle = window;
699     swapchain->device_window = window;
700
701     if (!present_parameters->Windowed && window)
702     {
703         swapchain_setup_fullscreen_window(swapchain, present_parameters->BackBufferWidth,
704                 present_parameters->BackBufferHeight);
705     }
706
707     IWineD3D_GetAdapterDisplayMode(device->wined3d, adapter->ordinal, &mode);
708     swapchain->orig_width = mode.Width;
709     swapchain->orig_height = mode.Height;
710     swapchain->orig_fmt = mode.Format;
711     format_desc = getFormatDescEntry(mode.Format, &adapter->gl_info);
712
713     GetClientRect(window, &client_rect);
714     if (present_parameters->Windowed
715             && (!present_parameters->BackBufferWidth || !present_parameters->BackBufferHeight
716             || present_parameters->BackBufferFormat == WINED3DFMT_UNKNOWN))
717     {
718
719         if (!present_parameters->BackBufferWidth)
720         {
721             present_parameters->BackBufferWidth = client_rect.right;
722             TRACE("Updating width to %u.\n", present_parameters->BackBufferWidth);
723         }
724
725         if (!present_parameters->BackBufferHeight)
726         {
727             present_parameters->BackBufferHeight = client_rect.bottom;
728             TRACE("Updating height to %u.\n", present_parameters->BackBufferHeight);
729         }
730
731         if (present_parameters->BackBufferFormat == WINED3DFMT_UNKNOWN)
732         {
733             present_parameters->BackBufferFormat = swapchain->orig_fmt;
734             TRACE("Updating format to %s.\n", debug_d3dformat(swapchain->orig_fmt));
735         }
736     }
737     swapchain->presentParms = *present_parameters;
738
739     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO
740             && present_parameters->BackBufferCount
741             && (present_parameters->BackBufferWidth != client_rect.right
742             || present_parameters->BackBufferHeight != client_rect.bottom))
743     {
744         TRACE("Rendering to FBO. Backbuffer %ux%u, window %ux%u.\n",
745                 present_parameters->BackBufferWidth,
746                 present_parameters->BackBufferHeight,
747                 client_rect.right, client_rect.bottom);
748         swapchain->render_to_fbo = TRUE;
749     }
750
751     TRACE("Creating front buffer.\n");
752     hr = IWineD3DDeviceParent_CreateRenderTarget(device->device_parent, parent,
753             swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
754             swapchain->presentParms.BackBufferFormat, swapchain->presentParms.MultiSampleType,
755             swapchain->presentParms.MultiSampleQuality, TRUE /* Lockable */,
756             (IWineD3DSurface **)&swapchain->front_buffer);
757     if (FAILED(hr))
758     {
759         WARN("Failed to create front buffer, hr %#x.\n", hr);
760         goto err;
761     }
762
763     IWineD3DSurface_SetContainer((IWineD3DSurface *)swapchain->front_buffer, (IWineD3DBase *)swapchain);
764     swapchain->front_buffer->Flags |= SFLAG_SWAPCHAIN;
765     if (surface_type == SURFACE_OPENGL)
766     {
767         IWineD3DSurface_ModifyLocation((IWineD3DSurface *)swapchain->front_buffer, SFLAG_INDRAWABLE, TRUE);
768     }
769
770     /* MSDN says we're only allowed a single fullscreen swapchain per device,
771      * so we should really check to see if there is a fullscreen swapchain
772      * already. Does a single head count as full screen? */
773
774     if (!present_parameters->Windowed)
775     {
776         WINED3DDISPLAYMODE mode;
777
778         /* Change the display settings */
779         mode.Width = present_parameters->BackBufferWidth;
780         mode.Height = present_parameters->BackBufferHeight;
781         mode.Format = present_parameters->BackBufferFormat;
782         mode.RefreshRate = present_parameters->FullScreen_RefreshRateInHz;
783
784         hr = IWineD3DDevice_SetDisplayMode((IWineD3DDevice *)device, 0, &mode);
785         if (FAILED(hr))
786         {
787             WARN("Failed to set display mode, hr %#x.\n", hr);
788             goto err;
789         }
790         displaymode_set = TRUE;
791     }
792
793     swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(swapchain->context));
794     if (!swapchain->context)
795     {
796         ERR("Failed to create the context array.\n");
797         hr = E_OUTOFMEMORY;
798         goto err;
799     }
800     swapchain->num_contexts = 1;
801
802     if (surface_type == SURFACE_OPENGL)
803     {
804         WINED3DFORMAT formats[] =
805         {
806             WINED3DFMT_D24_UNORM_S8_UINT,
807             WINED3DFMT_D32_UNORM,
808             WINED3DFMT_R24_UNORM_X8_TYPELESS,
809             WINED3DFMT_D16_UNORM,
810             WINED3DFMT_S1_UINT_D15_UNORM
811         };
812
813         const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
814
815         /* In WGL both color, depth and stencil are features of a pixel format. In case of D3D they are separate.
816          * You are able to add a depth + stencil surface at a later stage when you need it.
817          * In order to support this properly in WineD3D we need the ability to recreate the opengl context and
818          * drawable when this is required. This is very tricky as we need to reapply ALL opengl states for the new
819          * context, need torecreate shaders, textures and other resources.
820          *
821          * The context manager already takes care of the state problem and for the other tasks code from Reset
822          * can be used. These changes are way to risky during the 1.0 code freeze which is taking place right now.
823          * Likely a lot of other new bugs will be exposed. For that reason request a depth stencil surface all the
824          * time. It can cause a slight performance hit but fixes a lot of regressions. A fixme reminds of that this
825          * issue needs to be fixed. */
826         for (i = 0; i < (sizeof(formats) / sizeof(*formats)); i++)
827         {
828             swapchain->ds_format = getFormatDescEntry(formats[i], gl_info);
829             swapchain->context[0] = context_create(swapchain, swapchain->front_buffer, swapchain->ds_format);
830             if (swapchain->context[0]) break;
831             TRACE("Depth stencil format %s is not supported, trying next format\n",
832                   debug_d3dformat(formats[i]));
833         }
834
835         if (!swapchain->context[0])
836         {
837             WARN("Failed to create context.\n");
838             hr = WINED3DERR_NOTAVAILABLE;
839             goto err;
840         }
841
842         if (!present_parameters->EnableAutoDepthStencil
843                 || swapchain->presentParms.AutoDepthStencilFormat != swapchain->ds_format->format)
844         {
845             FIXME("Add OpenGL context recreation support to context_validate_onscreen_formats\n");
846         }
847         context_release(swapchain->context[0]);
848     }
849     else
850     {
851         swapchain->context[0] = NULL;
852     }
853
854     if (swapchain->presentParms.BackBufferCount > 0)
855     {
856         swapchain->back_buffers = HeapAlloc(GetProcessHeap(), 0,
857                 sizeof(*swapchain->back_buffers) * swapchain->presentParms.BackBufferCount);
858         if (!swapchain->back_buffers)
859         {
860             ERR("Failed to allocate backbuffer array memory.\n");
861             hr = E_OUTOFMEMORY;
862             goto err;
863         }
864
865         for (i = 0; i < swapchain->presentParms.BackBufferCount; ++i)
866         {
867             TRACE("Creating back buffer %u.\n", i);
868             hr = IWineD3DDeviceParent_CreateRenderTarget(device->device_parent, parent,
869                     swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
870                     swapchain->presentParms.BackBufferFormat, swapchain->presentParms.MultiSampleType,
871                     swapchain->presentParms.MultiSampleQuality, TRUE /* Lockable */,
872                     (IWineD3DSurface **)&swapchain->back_buffers[i]);
873             if (FAILED(hr))
874             {
875                 WARN("Failed to create back buffer %u, hr %#x.\n", i, hr);
876                 goto err;
877             }
878
879             IWineD3DSurface_SetContainer((IWineD3DSurface *)swapchain->back_buffers[i], (IWineD3DBase *)swapchain);
880             swapchain->back_buffers[i]->Flags |= SFLAG_SWAPCHAIN;
881         }
882     }
883
884     /* Swapchains share the depth/stencil buffer, so only create a single depthstencil surface. */
885     if (present_parameters->EnableAutoDepthStencil && surface_type == SURFACE_OPENGL)
886     {
887         TRACE("Creating depth/stencil buffer.\n");
888         if (!device->auto_depth_stencil)
889         {
890             hr = IWineD3DDeviceParent_CreateDepthStencilSurface(device->device_parent, parent,
891                     swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
892                     swapchain->presentParms.AutoDepthStencilFormat, swapchain->presentParms.MultiSampleType,
893                     swapchain->presentParms.MultiSampleQuality, FALSE /* FIXME: Discard */,
894                     (IWineD3DSurface **)&device->auto_depth_stencil);
895             if (FAILED(hr))
896             {
897                 WARN("Failed to create the auto depth stencil, hr %#x.\n", hr);
898                 goto err;
899             }
900
901             IWineD3DSurface_SetContainer((IWineD3DSurface *)device->auto_depth_stencil, NULL);
902         }
903     }
904
905     IWineD3DSwapChain_GetGammaRamp((IWineD3DSwapChain *)swapchain, &swapchain->orig_gamma);
906
907     return WINED3D_OK;
908
909 err:
910     if (displaymode_set)
911     {
912         DEVMODEW devmode;
913
914         ClipCursor(NULL);
915
916         /* Change the display settings */
917         memset(&devmode, 0, sizeof(devmode));
918         devmode.dmSize = sizeof(devmode);
919         devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
920         devmode.dmBitsPerPel = format_desc->byte_count * 8;
921         devmode.dmPelsWidth = swapchain->orig_width;
922         devmode.dmPelsHeight = swapchain->orig_height;
923         ChangeDisplaySettingsExW(adapter->DeviceName, &devmode, NULL, CDS_FULLSCREEN, NULL);
924     }
925
926     if (swapchain->back_buffers)
927     {
928         for (i = 0; i < swapchain->presentParms.BackBufferCount; ++i)
929         {
930             if (swapchain->back_buffers[i]) IWineD3DSurface_Release((IWineD3DSurface *)swapchain->back_buffers[i]);
931         }
932         HeapFree(GetProcessHeap(), 0, swapchain->back_buffers);
933     }
934
935     if (swapchain->context)
936     {
937         if (swapchain->context[0])
938         {
939             context_release(swapchain->context[0]);
940             context_destroy(device, swapchain->context[0]);
941             swapchain->num_contexts = 0;
942         }
943         HeapFree(GetProcessHeap(), 0, swapchain->context);
944     }
945
946     if (swapchain->front_buffer) IWineD3DSurface_Release((IWineD3DSurface *)swapchain->front_buffer);
947
948     return hr;
949 }
950
951 struct wined3d_context *swapchain_create_context_for_thread(IWineD3DSwapChain *iface)
952 {
953     IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *) iface;
954     struct wined3d_context **newArray;
955     struct wined3d_context *ctx;
956
957     TRACE("Creating a new context for swapchain %p, thread %d\n", This, GetCurrentThreadId());
958
959     if (!(ctx = context_create(This, This->front_buffer, This->ds_format)))
960     {
961         ERR("Failed to create a new context for the swapchain\n");
962         return NULL;
963     }
964     context_release(ctx);
965
966     newArray = HeapAlloc(GetProcessHeap(), 0, sizeof(*newArray) * This->num_contexts + 1);
967     if(!newArray) {
968         ERR("Out of memory when trying to allocate a new context array\n");
969         context_destroy(This->device, ctx);
970         return NULL;
971     }
972     memcpy(newArray, This->context, sizeof(*newArray) * This->num_contexts);
973     HeapFree(GetProcessHeap(), 0, This->context);
974     newArray[This->num_contexts] = ctx;
975     This->context = newArray;
976     This->num_contexts++;
977
978     TRACE("Returning context %p\n", ctx);
979     return ctx;
980 }
981
982 void get_drawable_size_swapchain(struct wined3d_context *context, UINT *width, UINT *height)
983 {
984     /* The drawable size of an onscreen drawable is the surface size.
985      * (Actually: The window size, but the surface is created in window size) */
986     *width = context->current_rt->currentDesc.Width;
987     *height = context->current_rt->currentDesc.Height;
988 }