localspl/tests: Make sure return values are used (LLVM/Clang).
[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 /* Do not call while under the GL lock. */
37 static void WINAPI IWineD3DSwapChainImpl_Destroy(IWineD3DSwapChain *iface)
38 {
39     IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
40     WINED3DDISPLAYMODE mode;
41     unsigned int i;
42
43     TRACE("Destroying swapchain %p\n", iface);
44
45     IWineD3DSwapChain_SetGammaRamp(iface, 0, &This->orig_gamma);
46
47     /* Release the swapchain's draw buffers. Make sure This->back_buffers[0] is
48      * the last buffer to be destroyed, FindContext() depends on that. */
49     if (This->front_buffer)
50     {
51         surface_set_container(This->front_buffer, WINED3D_CONTAINER_NONE, NULL);
52         if (IWineD3DSurface_Release((IWineD3DSurface *)This->front_buffer))
53         {
54             WARN("(%p) Something's still holding the front buffer (%p).\n",
55                     This, This->front_buffer);
56         }
57         This->front_buffer = NULL;
58     }
59
60     if (This->back_buffers)
61     {
62         UINT i = This->presentParms.BackBufferCount;
63
64         while (i--)
65         {
66             surface_set_container(This->back_buffers[i], WINED3D_CONTAINER_NONE, NULL);
67             if (IWineD3DSurface_Release((IWineD3DSurface *)This->back_buffers[i]))
68                 WARN("(%p) Something's still holding back buffer %u (%p).\n",
69                         This, i, This->back_buffers[i]);
70         }
71         HeapFree(GetProcessHeap(), 0, This->back_buffers);
72         This->back_buffers = NULL;
73     }
74
75     for (i = 0; i < This->num_contexts; ++i)
76     {
77         context_destroy(This->device, This->context[i]);
78     }
79     /* Restore the screen resolution if we rendered in fullscreen
80      * This will restore the screen resolution to what it was before creating the swapchain. In case of d3d8 and d3d9
81      * this will be the original desktop resolution. In case of d3d7 this will be a NOP because ddraw sets the resolution
82      * before starting up Direct3D, thus orig_width and orig_height will be equal to the modes in the presentation params
83      */
84     if (!This->presentParms.Windowed && This->presentParms.AutoRestoreDisplayMode)
85     {
86         mode.Width = This->orig_width;
87         mode.Height = This->orig_height;
88         mode.RefreshRate = 0;
89         mode.Format = This->orig_fmt;
90         IWineD3DDevice_SetDisplayMode((IWineD3DDevice *)This->device, 0, &mode);
91     }
92
93     HeapFree(GetProcessHeap(), 0, This->context);
94     HeapFree(GetProcessHeap(), 0, This);
95 }
96
97 /* A GL context is provided by the caller */
98 static void swapchain_blit(IWineD3DSwapChainImpl *This, struct wined3d_context *context,
99         const RECT *src_rect, const RECT *dst_rect)
100 {
101     IWineD3DDeviceImpl *device = This->device;
102     IWineD3DSurfaceImpl *backbuffer = This->back_buffers[0];
103     UINT src_w = src_rect->right - src_rect->left;
104     UINT src_h = src_rect->bottom - src_rect->top;
105     GLenum gl_filter;
106     const struct wined3d_gl_info *gl_info = context->gl_info;
107     RECT win_rect;
108     UINT win_h;
109
110     TRACE("swapchain %p, context %p, src_rect %s, dst_rect %s.\n",
111             This, context, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect));
112
113     if (src_w == dst_rect->right - dst_rect->left && src_h == dst_rect->bottom - dst_rect->top)
114         gl_filter = GL_NEAREST;
115     else
116         gl_filter = GL_LINEAR;
117
118     GetClientRect(This->win_handle, &win_rect);
119     win_h = win_rect.bottom - win_rect.top;
120
121     if (gl_info->fbo_ops.glBlitFramebuffer && is_identity_fixup(backbuffer->resource.format->color_fixup))
122     {
123         ENTER_GL();
124         context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, backbuffer, NULL, SFLAG_INTEXTURE);
125         glReadBuffer(GL_COLOR_ATTACHMENT0);
126
127         context_bind_fbo(context, GL_DRAW_FRAMEBUFFER, NULL);
128         context_set_draw_buffer(context, GL_BACK);
129
130         glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
131         IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE));
132         IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1));
133         IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2));
134         IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3));
135
136         glDisable(GL_SCISSOR_TEST);
137         IWineD3DDeviceImpl_MarkStateDirty(This->device, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
138
139         /* Note that the texture is upside down */
140         gl_info->fbo_ops.glBlitFramebuffer(src_rect->left, src_rect->top, src_rect->right, src_rect->bottom,
141                 dst_rect->left, win_h - dst_rect->top, dst_rect->right, win_h - dst_rect->bottom,
142                 GL_COLOR_BUFFER_BIT, gl_filter);
143         checkGLcall("Swapchain present blit(EXT_framebuffer_blit)\n");
144         LEAVE_GL();
145     }
146     else
147     {
148         struct wined3d_context *context2;
149         float tex_left = src_rect->left;
150         float tex_top = src_rect->top;
151         float tex_right = src_rect->right;
152         float tex_bottom = src_rect->bottom;
153
154         context2 = context_acquire(This->device, This->back_buffers[0]);
155         context_apply_blit_state(context2, device);
156
157         if (backbuffer->flags & SFLAG_NORMCOORD)
158         {
159             tex_left /= src_w;
160             tex_right /= src_w;
161             tex_top /= src_h;
162             tex_bottom /= src_h;
163         }
164
165         if (is_complex_fixup(backbuffer->resource.format->color_fixup))
166             gl_filter = GL_NEAREST;
167
168         ENTER_GL();
169         context_bind_fbo(context2, GL_FRAMEBUFFER, NULL);
170
171         /* Set up the texture. The surface is not in a IWineD3D*Texture container,
172          * so there are no d3d texture settings to dirtify
173          */
174         device->blitter->set_shader(device->blit_priv, context2->gl_info, backbuffer);
175         glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MIN_FILTER, gl_filter);
176         glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MAG_FILTER, gl_filter);
177
178         context_set_draw_buffer(context, GL_BACK);
179
180         /* Set the viewport to the destination rectandle, disable any projection
181          * transformation set up by context_apply_blit_state(), and draw a
182          * (-1,-1)-(1,1) quad.
183          *
184          * Back up viewport and matrix to avoid breaking last_was_blit
185          *
186          * Note that context_apply_blit_state() set up viewport and ortho to
187          * match the surface size - we want the GL drawable(=window) size. */
188         glPushAttrib(GL_VIEWPORT_BIT);
189         glViewport(dst_rect->left, win_h - dst_rect->bottom, dst_rect->right, win_h - dst_rect->top);
190         glMatrixMode(GL_PROJECTION);
191         glPushMatrix();
192         glLoadIdentity();
193
194         glBegin(GL_QUADS);
195             /* bottom left */
196             glTexCoord2f(tex_left, tex_bottom);
197             glVertex2i(-1, -1);
198
199             /* top left */
200             glTexCoord2f(tex_left, tex_top);
201             glVertex2i(-1, 1);
202
203             /* top right */
204             glTexCoord2f(tex_right, tex_top);
205             glVertex2i(1, 1);
206
207             /* bottom right */
208             glTexCoord2f(tex_right, tex_bottom);
209             glVertex2i(1, -1);
210         glEnd();
211
212         glPopMatrix();
213         glPopAttrib();
214
215         device->blitter->unset_shader(context->gl_info);
216         checkGLcall("Swapchain present blit(manual)\n");
217         LEAVE_GL();
218
219         context_release(context2);
220     }
221 }
222
223 static HRESULT WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface,
224         const RECT *pSourceRect, const RECT *pDestRect, HWND hDestWindowOverride,
225         const RGNDATA *pDirtyRegion, DWORD flags)
226 {
227     IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
228     const struct wined3d_gl_info *gl_info;
229     struct wined3d_context *context;
230     RECT src_rect, dst_rect;
231     BOOL render_to_fbo;
232
233     IWineD3DSwapChain_SetDestWindowOverride(iface, hDestWindowOverride);
234
235     context = context_acquire(This->device, This->back_buffers[0]);
236     if (!context->valid)
237     {
238         context_release(context);
239         WARN("Invalid context, skipping present.\n");
240         return WINED3D_OK;
241     }
242
243     gl_info = context->gl_info;
244
245     /* Render the cursor onto the back buffer, using our nifty directdraw blitting code :-) */
246     if (This->device->bCursorVisible && This->device->cursorTexture)
247     {
248         IWineD3DSurfaceImpl cursor;
249         RECT destRect =
250         {
251             This->device->xScreenSpace - This->device->xHotSpot,
252             This->device->yScreenSpace - This->device->yHotSpot,
253             This->device->xScreenSpace + This->device->cursorWidth - This->device->xHotSpot,
254             This->device->yScreenSpace + This->device->cursorHeight - This->device->yHotSpot,
255         };
256         TRACE("Rendering the cursor. Creating fake surface at %p\n", &cursor);
257         /* Build a fake surface to call the Blitting code. It is not possible to use the interface passed by
258          * the application because we are only supposed to copy the information out. Using a fake surface
259          * allows to use the Blitting engine and avoid copying the whole texture -> render target blitting code.
260          */
261         memset(&cursor, 0, sizeof(cursor));
262         cursor.lpVtbl = &IWineD3DSurface_Vtbl;
263         cursor.resource.ref = 1;
264         cursor.resource.device = This->device;
265         cursor.resource.pool = WINED3DPOOL_SCRATCH;
266         cursor.resource.format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
267         cursor.resource.resourceType = WINED3DRTYPE_SURFACE;
268         cursor.texture_name = This->device->cursorTexture;
269         cursor.texture_target = GL_TEXTURE_2D;
270         cursor.texture_level = 0;
271         cursor.currentDesc.Width = This->device->cursorWidth;
272         cursor.currentDesc.Height = This->device->cursorHeight;
273         /* The cursor must have pow2 sizes */
274         cursor.pow2Width = cursor.currentDesc.Width;
275         cursor.pow2Height = cursor.currentDesc.Height;
276         /* The surface is in the texture */
277         cursor.flags |= SFLAG_INTEXTURE;
278         /* DDBLT_KEYSRC will cause BltOverride to enable the alpha test with GL_NOTEQUAL, 0.0,
279          * which is exactly what we want :-)
280          */
281         if (This->presentParms.Windowed) {
282             MapWindowPoints(NULL, This->win_handle, (LPPOINT)&destRect, 2);
283         }
284         IWineD3DSurface_Blt((IWineD3DSurface *)This->back_buffers[0], &destRect, (IWineD3DSurface *)&cursor,
285                 NULL, WINEDDBLT_KEYSRC, NULL, WINED3DTEXF_POINT);
286     }
287
288     if (This->device->logo_surface)
289     {
290         /* Blit the logo into the upper left corner of the drawable. */
291         IWineD3DSurface_BltFast((IWineD3DSurface *)This->back_buffers[0], 0, 0,
292                 This->device->logo_surface, NULL, WINEDDBLTFAST_SRCCOLORKEY);
293     }
294
295     TRACE("Presenting HDC %p.\n", context->hdc);
296
297     render_to_fbo = This->render_to_fbo;
298
299     if (pSourceRect)
300     {
301         src_rect = *pSourceRect;
302         if (!render_to_fbo && (src_rect.left || src_rect.top
303                 || src_rect.right != This->presentParms.BackBufferWidth
304                 || src_rect.bottom != This->presentParms.BackBufferHeight))
305         {
306             render_to_fbo = TRUE;
307         }
308     }
309     else
310     {
311         src_rect.left = 0;
312         src_rect.top = 0;
313         src_rect.right = This->presentParms.BackBufferWidth;
314         src_rect.bottom = This->presentParms.BackBufferHeight;
315     }
316
317     if (pDestRect) dst_rect = *pDestRect;
318     else GetClientRect(This->win_handle, &dst_rect);
319
320     if (!render_to_fbo && (dst_rect.left || dst_rect.top
321             || dst_rect.right != This->presentParms.BackBufferWidth
322             || dst_rect.bottom != This->presentParms.BackBufferHeight))
323     {
324         render_to_fbo = TRUE;
325     }
326
327     /* Rendering to a window of different size, presenting partial rectangles,
328      * or rendering to a different window needs help from FBO_blit or a textured
329      * draw. Render the swapchain to a FBO in the future.
330      *
331      * Note that FBO_blit from the backbuffer to the frontbuffer cannot solve
332      * all these issues - this fails if the window is smaller than the backbuffer.
333      */
334     if (!This->render_to_fbo && render_to_fbo && wined3d_settings.offscreen_rendering_mode == ORM_FBO)
335     {
336         surface_load_location(This->back_buffers[0], SFLAG_INTEXTURE, NULL);
337         surface_modify_location(This->back_buffers[0], SFLAG_INDRAWABLE, FALSE);
338         This->render_to_fbo = TRUE;
339     }
340
341     if(This->render_to_fbo)
342     {
343         /* This codepath should only be hit with the COPY swapeffect. Otherwise a backbuffer-
344          * window size mismatch is impossible(fullscreen) and src and dst rectangles are
345          * not allowed(they need the COPY swapeffect)
346          *
347          * The DISCARD swap effect is ok as well since any backbuffer content is allowed after
348          * the swap
349          */
350         if(This->presentParms.SwapEffect == WINED3DSWAPEFFECT_FLIP )
351         {
352             FIXME("Render-to-fbo with WINED3DSWAPEFFECT_FLIP\n");
353         }
354
355         swapchain_blit(This, context, &src_rect, &dst_rect);
356     }
357
358     if (This->num_contexts > 1) wglFinish();
359     SwapBuffers(context->hdc); /* TODO: cycle through the swapchain buffers */
360
361     TRACE("SwapBuffers called, Starting new frame\n");
362     /* FPS support */
363     if (TRACE_ON(fps))
364     {
365         DWORD time = GetTickCount();
366         This->frames++;
367         /* every 1.5 seconds */
368         if (time - This->prev_time > 1500) {
369             TRACE_(fps)("%p @ approx %.2ffps\n", This, 1000.0*This->frames/(time - This->prev_time));
370             This->prev_time = time;
371             This->frames = 0;
372         }
373     }
374
375     /* This is disabled, but the code left in for debug purposes.
376      *
377      * Since we're allowed to modify the new back buffer on a D3DSWAPEFFECT_DISCARD flip,
378      * we can clear it with some ugly color to make bad drawing visible and ease debugging.
379      * The Debug runtime does the same on Windows. However, a few games do not redraw the
380      * screen properly, like Max Payne 2, which leaves a few pixels undefined.
381      *
382      * Tests show that the content of the back buffer after a discard flip is indeed not
383      * reliable, so no game can depend on the exact content. However, it resembles the
384      * old contents in some way, for example by showing fragments at other locations. In
385      * general, the color theme is still intact. So Max payne, which draws rather dark scenes
386      * gets a dark background image. If we clear it with a bright ugly color, the game's
387      * bug shows up much more than it does on Windows, and the players see single pixels
388      * with wrong colors.
389      * (The Max Payne bug has been confirmed on Windows with the debug runtime)
390      */
391     if (FALSE && This->presentParms.SwapEffect == WINED3DSWAPEFFECT_DISCARD) {
392         TRACE("Clearing the color buffer with cyan color\n");
393
394         IWineD3DDevice_Clear((IWineD3DDevice *)This->device, 0, NULL,
395                 WINED3DCLEAR_TARGET, 0xff00ffff, 1.0f, 0);
396     }
397
398     if (!This->render_to_fbo && ((This->front_buffer->flags & SFLAG_INSYSMEM)
399             || (This->back_buffers[0]->flags & SFLAG_INSYSMEM)))
400     {
401         /* Both memory copies of the surfaces are ok, flip them around too instead of dirtifying
402          * Doesn't work with render_to_fbo because we're not flipping
403          */
404         IWineD3DSurfaceImpl *front = This->front_buffer;
405         IWineD3DSurfaceImpl *back = This->back_buffers[0];
406
407         if(front->resource.size == back->resource.size) {
408             DWORD fbflags;
409             flip_surface(front, back);
410
411             /* Tell the front buffer surface that is has been modified. However,
412              * the other locations were preserved during that, so keep the flags.
413              * This serves to update the emulated overlay, if any. */
414             fbflags = front->flags;
415             surface_modify_location(front, SFLAG_INDRAWABLE, TRUE);
416             front->flags = fbflags;
417         }
418         else
419         {
420             surface_modify_location(front, SFLAG_INDRAWABLE, TRUE);
421             surface_modify_location(back, SFLAG_INDRAWABLE, TRUE);
422         }
423     }
424     else
425     {
426         surface_modify_location(This->front_buffer, SFLAG_INDRAWABLE, TRUE);
427         /* If the swapeffect is DISCARD, the back buffer is undefined. That means the SYSMEM
428          * and INTEXTURE copies can keep their old content if they have any defined content.
429          * If the swapeffect is COPY, the content remains the same. If it is FLIP however,
430          * the texture / sysmem copy needs to be reloaded from the drawable
431          */
432         if (This->presentParms.SwapEffect == WINED3DSWAPEFFECT_FLIP)
433         {
434             surface_modify_location(This->back_buffers[0], SFLAG_INDRAWABLE, TRUE);
435         }
436     }
437
438     if (This->device->depth_stencil)
439     {
440         if (This->presentParms.Flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
441                 || This->device->depth_stencil->flags & SFLAG_DISCARD)
442         {
443             surface_modify_ds_location(This->device->depth_stencil, SFLAG_DS_DISCARDED,
444                     This->device->depth_stencil->currentDesc.Width,
445                     This->device->depth_stencil->currentDesc.Height);
446             if (This->device->depth_stencil == This->device->onscreen_depth_stencil)
447             {
448                 IWineD3DSurface_Release((IWineD3DSurface *)This->device->onscreen_depth_stencil);
449                 This->device->onscreen_depth_stencil = NULL;
450             }
451         }
452     }
453
454     context_release(context);
455
456     TRACE("returning\n");
457     return WINED3D_OK;
458 }
459
460 static HRESULT WINAPI IWineD3DSwapChainImpl_SetDestWindowOverride(IWineD3DSwapChain *iface, HWND window)
461 {
462     IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *)iface;
463
464     if (!window) window = swapchain->device_window;
465     if (window == swapchain->win_handle) return WINED3D_OK;
466
467     TRACE("Setting swapchain %p window from %p to %p\n", swapchain, swapchain->win_handle, window);
468     swapchain->win_handle = window;
469
470     return WINED3D_OK;
471 }
472
473 static const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl =
474 {
475     /* IUnknown */
476     IWineD3DBaseSwapChainImpl_QueryInterface,
477     IWineD3DBaseSwapChainImpl_AddRef,
478     IWineD3DBaseSwapChainImpl_Release,
479     /* IWineD3DSwapChain */
480     IWineD3DBaseSwapChainImpl_GetParent,
481     IWineD3DSwapChainImpl_Destroy,
482     IWineD3DBaseSwapChainImpl_GetDevice,
483     IWineD3DSwapChainImpl_Present,
484     IWineD3DSwapChainImpl_SetDestWindowOverride,
485     IWineD3DBaseSwapChainImpl_GetFrontBufferData,
486     IWineD3DBaseSwapChainImpl_GetBackBuffer,
487     IWineD3DBaseSwapChainImpl_GetRasterStatus,
488     IWineD3DBaseSwapChainImpl_GetDisplayMode,
489     IWineD3DBaseSwapChainImpl_GetPresentParameters,
490     IWineD3DBaseSwapChainImpl_SetGammaRamp,
491     IWineD3DBaseSwapChainImpl_GetGammaRamp
492 };
493
494 /* Do not call while under the GL lock. */
495 HRESULT swapchain_init(IWineD3DSwapChainImpl *swapchain, WINED3DSURFTYPE surface_type,
496         IWineD3DDeviceImpl *device, WINED3DPRESENT_PARAMETERS *present_parameters, void *parent)
497 {
498     const struct wined3d_adapter *adapter = device->adapter;
499     const struct wined3d_format *format;
500     BOOL displaymode_set = FALSE;
501     WINED3DDISPLAYMODE mode;
502     RECT client_rect;
503     HWND window;
504     HRESULT hr;
505     UINT i;
506
507     if (present_parameters->BackBufferCount > WINED3DPRESENT_BACK_BUFFER_MAX)
508     {
509         FIXME("The application requested %u back buffers, this is not supported.\n",
510                 present_parameters->BackBufferCount);
511         return WINED3DERR_INVALIDCALL;
512     }
513
514     if (present_parameters->BackBufferCount > 1)
515     {
516         FIXME("The application requested more than one back buffer, this is not properly supported.\n"
517                 "Please configure the application to use double buffering (1 back buffer) if possible.\n");
518     }
519
520     switch (surface_type)
521     {
522         case SURFACE_GDI:
523             swapchain->lpVtbl = &IWineGDISwapChain_Vtbl;
524             break;
525
526         case SURFACE_OPENGL:
527             swapchain->lpVtbl = &IWineD3DSwapChain_Vtbl;
528             break;
529
530         case SURFACE_UNKNOWN:
531             FIXME("Caller tried to create a SURFACE_UNKNOWN swapchain.\n");
532             return WINED3DERR_INVALIDCALL;
533     }
534
535     window = present_parameters->hDeviceWindow ? present_parameters->hDeviceWindow : device->createParms.hFocusWindow;
536
537     swapchain->device = device;
538     swapchain->parent = parent;
539     swapchain->ref = 1;
540     swapchain->win_handle = window;
541     swapchain->device_window = window;
542
543     wined3d_get_adapter_display_mode(device->wined3d, adapter->ordinal, &mode);
544     swapchain->orig_width = mode.Width;
545     swapchain->orig_height = mode.Height;
546     swapchain->orig_fmt = mode.Format;
547     format = wined3d_get_format(&adapter->gl_info, mode.Format);
548
549     GetClientRect(window, &client_rect);
550     if (present_parameters->Windowed
551             && (!present_parameters->BackBufferWidth || !present_parameters->BackBufferHeight
552             || present_parameters->BackBufferFormat == WINED3DFMT_UNKNOWN))
553     {
554
555         if (!present_parameters->BackBufferWidth)
556         {
557             present_parameters->BackBufferWidth = client_rect.right;
558             TRACE("Updating width to %u.\n", present_parameters->BackBufferWidth);
559         }
560
561         if (!present_parameters->BackBufferHeight)
562         {
563             present_parameters->BackBufferHeight = client_rect.bottom;
564             TRACE("Updating height to %u.\n", present_parameters->BackBufferHeight);
565         }
566
567         if (present_parameters->BackBufferFormat == WINED3DFMT_UNKNOWN)
568         {
569             present_parameters->BackBufferFormat = swapchain->orig_fmt;
570             TRACE("Updating format to %s.\n", debug_d3dformat(swapchain->orig_fmt));
571         }
572     }
573     swapchain->presentParms = *present_parameters;
574
575     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO
576             && present_parameters->BackBufferCount
577             && (present_parameters->BackBufferWidth != client_rect.right
578             || present_parameters->BackBufferHeight != client_rect.bottom))
579     {
580         TRACE("Rendering to FBO. Backbuffer %ux%u, window %ux%u.\n",
581                 present_parameters->BackBufferWidth,
582                 present_parameters->BackBufferHeight,
583                 client_rect.right, client_rect.bottom);
584         swapchain->render_to_fbo = TRUE;
585     }
586
587     TRACE("Creating front buffer.\n");
588     hr = IWineD3DDeviceParent_CreateRenderTarget(device->device_parent, parent,
589             swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
590             swapchain->presentParms.BackBufferFormat, swapchain->presentParms.MultiSampleType,
591             swapchain->presentParms.MultiSampleQuality, TRUE /* Lockable */,
592             (IWineD3DSurface **)&swapchain->front_buffer);
593     if (FAILED(hr))
594     {
595         WARN("Failed to create front buffer, hr %#x.\n", hr);
596         goto err;
597     }
598
599     surface_set_container(swapchain->front_buffer, WINED3D_CONTAINER_SWAPCHAIN, (IWineD3DBase *)swapchain);
600     if (surface_type == SURFACE_OPENGL)
601     {
602         surface_modify_location(swapchain->front_buffer, SFLAG_INDRAWABLE, TRUE);
603     }
604
605     /* MSDN says we're only allowed a single fullscreen swapchain per device,
606      * so we should really check to see if there is a fullscreen swapchain
607      * already. Does a single head count as full screen? */
608
609     if (!present_parameters->Windowed)
610     {
611         WINED3DDISPLAYMODE mode;
612
613         /* Change the display settings */
614         mode.Width = present_parameters->BackBufferWidth;
615         mode.Height = present_parameters->BackBufferHeight;
616         mode.Format = present_parameters->BackBufferFormat;
617         mode.RefreshRate = present_parameters->FullScreen_RefreshRateInHz;
618
619         hr = IWineD3DDevice_SetDisplayMode((IWineD3DDevice *)device, 0, &mode);
620         if (FAILED(hr))
621         {
622             WARN("Failed to set display mode, hr %#x.\n", hr);
623             goto err;
624         }
625         displaymode_set = TRUE;
626     }
627
628     swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(swapchain->context));
629     if (!swapchain->context)
630     {
631         ERR("Failed to create the context array.\n");
632         hr = E_OUTOFMEMORY;
633         goto err;
634     }
635     swapchain->num_contexts = 1;
636
637     if (surface_type == SURFACE_OPENGL)
638     {
639         static const enum wined3d_format_id formats[] =
640         {
641             WINED3DFMT_D24_UNORM_S8_UINT,
642             WINED3DFMT_D32_UNORM,
643             WINED3DFMT_R24_UNORM_X8_TYPELESS,
644             WINED3DFMT_D16_UNORM,
645             WINED3DFMT_S1_UINT_D15_UNORM
646         };
647
648         const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
649
650         /* In WGL both color, depth and stencil are features of a pixel format. In case of D3D they are separate.
651          * You are able to add a depth + stencil surface at a later stage when you need it.
652          * In order to support this properly in WineD3D we need the ability to recreate the opengl context and
653          * drawable when this is required. This is very tricky as we need to reapply ALL opengl states for the new
654          * context, need torecreate shaders, textures and other resources.
655          *
656          * The context manager already takes care of the state problem and for the other tasks code from Reset
657          * can be used. These changes are way to risky during the 1.0 code freeze which is taking place right now.
658          * Likely a lot of other new bugs will be exposed. For that reason request a depth stencil surface all the
659          * time. It can cause a slight performance hit but fixes a lot of regressions. A fixme reminds of that this
660          * issue needs to be fixed. */
661         for (i = 0; i < (sizeof(formats) / sizeof(*formats)); i++)
662         {
663             swapchain->ds_format = wined3d_get_format(gl_info, formats[i]);
664             swapchain->context[0] = context_create(swapchain, swapchain->front_buffer, swapchain->ds_format);
665             if (swapchain->context[0]) break;
666             TRACE("Depth stencil format %s is not supported, trying next format\n",
667                   debug_d3dformat(formats[i]));
668         }
669
670         if (!swapchain->context[0])
671         {
672             WARN("Failed to create context.\n");
673             hr = WINED3DERR_NOTAVAILABLE;
674             goto err;
675         }
676
677         if (!present_parameters->EnableAutoDepthStencil
678                 || swapchain->presentParms.AutoDepthStencilFormat != swapchain->ds_format->id)
679         {
680             FIXME("Add OpenGL context recreation support to context_validate_onscreen_formats\n");
681         }
682         context_release(swapchain->context[0]);
683     }
684     else
685     {
686         swapchain->context[0] = NULL;
687     }
688
689     if (swapchain->presentParms.BackBufferCount > 0)
690     {
691         swapchain->back_buffers = HeapAlloc(GetProcessHeap(), 0,
692                 sizeof(*swapchain->back_buffers) * swapchain->presentParms.BackBufferCount);
693         if (!swapchain->back_buffers)
694         {
695             ERR("Failed to allocate backbuffer array memory.\n");
696             hr = E_OUTOFMEMORY;
697             goto err;
698         }
699
700         for (i = 0; i < swapchain->presentParms.BackBufferCount; ++i)
701         {
702             TRACE("Creating back buffer %u.\n", i);
703             hr = IWineD3DDeviceParent_CreateRenderTarget(device->device_parent, parent,
704                     swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
705                     swapchain->presentParms.BackBufferFormat, swapchain->presentParms.MultiSampleType,
706                     swapchain->presentParms.MultiSampleQuality, TRUE /* Lockable */,
707                     (IWineD3DSurface **)&swapchain->back_buffers[i]);
708             if (FAILED(hr))
709             {
710                 WARN("Failed to create back buffer %u, hr %#x.\n", i, hr);
711                 goto err;
712             }
713
714             surface_set_container(swapchain->back_buffers[i], WINED3D_CONTAINER_SWAPCHAIN, (IWineD3DBase *)swapchain);
715         }
716     }
717
718     /* Swapchains share the depth/stencil buffer, so only create a single depthstencil surface. */
719     if (present_parameters->EnableAutoDepthStencil && surface_type == SURFACE_OPENGL)
720     {
721         TRACE("Creating depth/stencil buffer.\n");
722         if (!device->auto_depth_stencil)
723         {
724             hr = IWineD3DDeviceParent_CreateDepthStencilSurface(device->device_parent,
725                     swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
726                     swapchain->presentParms.AutoDepthStencilFormat, swapchain->presentParms.MultiSampleType,
727                     swapchain->presentParms.MultiSampleQuality, FALSE /* FIXME: Discard */,
728                     (IWineD3DSurface **)&device->auto_depth_stencil);
729             if (FAILED(hr))
730             {
731                 WARN("Failed to create the auto depth stencil, hr %#x.\n", hr);
732                 goto err;
733             }
734
735             surface_set_container(device->auto_depth_stencil, WINED3D_CONTAINER_NONE, NULL);
736         }
737     }
738
739     IWineD3DSwapChain_GetGammaRamp((IWineD3DSwapChain *)swapchain, &swapchain->orig_gamma);
740
741     return WINED3D_OK;
742
743 err:
744     if (displaymode_set)
745     {
746         DEVMODEW devmode;
747
748         ClipCursor(NULL);
749
750         /* Change the display settings */
751         memset(&devmode, 0, sizeof(devmode));
752         devmode.dmSize = sizeof(devmode);
753         devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
754         devmode.dmBitsPerPel = format->byte_count * CHAR_BIT;
755         devmode.dmPelsWidth = swapchain->orig_width;
756         devmode.dmPelsHeight = swapchain->orig_height;
757         ChangeDisplaySettingsExW(adapter->DeviceName, &devmode, NULL, CDS_FULLSCREEN, NULL);
758     }
759
760     if (swapchain->back_buffers)
761     {
762         for (i = 0; i < swapchain->presentParms.BackBufferCount; ++i)
763         {
764             if (swapchain->back_buffers[i]) IWineD3DSurface_Release((IWineD3DSurface *)swapchain->back_buffers[i]);
765         }
766         HeapFree(GetProcessHeap(), 0, swapchain->back_buffers);
767     }
768
769     if (swapchain->context)
770     {
771         if (swapchain->context[0])
772         {
773             context_release(swapchain->context[0]);
774             context_destroy(device, swapchain->context[0]);
775             swapchain->num_contexts = 0;
776         }
777         HeapFree(GetProcessHeap(), 0, swapchain->context);
778     }
779
780     if (swapchain->front_buffer) IWineD3DSurface_Release((IWineD3DSurface *)swapchain->front_buffer);
781
782     return hr;
783 }
784
785 /* Do not call while under the GL lock. */
786 static struct wined3d_context *swapchain_create_context(struct IWineD3DSwapChainImpl *swapchain)
787 {
788     struct wined3d_context **newArray;
789     struct wined3d_context *ctx;
790
791     TRACE("Creating a new context for swapchain %p, thread %u.\n", swapchain, GetCurrentThreadId());
792
793     if (!(ctx = context_create(swapchain, swapchain->front_buffer, swapchain->ds_format)))
794     {
795         ERR("Failed to create a new context for the swapchain\n");
796         return NULL;
797     }
798     context_release(ctx);
799
800     newArray = HeapAlloc(GetProcessHeap(), 0, sizeof(*newArray) * (swapchain->num_contexts + 1));
801     if(!newArray) {
802         ERR("Out of memory when trying to allocate a new context array\n");
803         context_destroy(swapchain->device, ctx);
804         return NULL;
805     }
806     memcpy(newArray, swapchain->context, sizeof(*newArray) * swapchain->num_contexts);
807     HeapFree(GetProcessHeap(), 0, swapchain->context);
808     newArray[swapchain->num_contexts] = ctx;
809     swapchain->context = newArray;
810     swapchain->num_contexts++;
811
812     TRACE("Returning context %p\n", ctx);
813     return ctx;
814 }
815
816 struct wined3d_context *swapchain_get_context(struct IWineD3DSwapChainImpl *swapchain)
817 {
818     DWORD tid = GetCurrentThreadId();
819     unsigned int i;
820
821     for (i = 0; i < swapchain->num_contexts; ++i)
822     {
823         if (swapchain->context[i]->tid == tid)
824             return swapchain->context[i];
825     }
826
827     /* Create a new context for the thread */
828     return swapchain_create_context(swapchain);
829 }
830
831 void get_drawable_size_swapchain(struct wined3d_context *context, UINT *width, UINT *height)
832 {
833     /* The drawable size of an onscreen drawable is the surface size.
834      * (Actually: The window size, but the surface is created in window size) */
835     *width = context->current_rt->currentDesc.Width;
836     *height = context->current_rt->currentDesc.Height;
837 }