wined3d: Fix pixel format masks.
[wine] / dlls / wined3d / swapchain.c
1 /*
2  * Copyright 2002-2003 Jason Edmeades
3  * Copyright 2002-2003 Raphael Junqueira
4  * Copyright 2005 Oliver Stieber
5  * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
6  * Copyright 2011 Henri Verbeet for CodeWeavers
7  *
8  * This library is free software; you can redistribute it and/or
9  * modify it under the terms of the GNU Lesser General Public
10  * License as published by the Free Software Foundation; either
11  * version 2.1 of the License, or (at your option) any later version.
12  *
13  * This library is distributed in the hope that it will be useful,
14  * but WITHOUT ANY WARRANTY; without even the implied warranty of
15  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
16  * Lesser General Public License for more details.
17  *
18  * You should have received a copy of the GNU Lesser General Public
19  * License along with this library; if not, write to the Free Software
20  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
21  */
22
23 #include "config.h"
24 #include "wine/port.h"
25 #include "wined3d_private.h"
26
27 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
28 WINE_DECLARE_DEBUG_CHANNEL(fps);
29
30 /* Do not call while under the GL lock. */
31 static void swapchain_cleanup(struct wined3d_swapchain *swapchain)
32 {
33     struct wined3d_display_mode mode;
34     HRESULT hr;
35     UINT i;
36
37     TRACE("Destroying swapchain %p.\n", swapchain);
38
39     wined3d_swapchain_set_gamma_ramp(swapchain, 0, &swapchain->orig_gamma);
40
41     /* Release the swapchain's draw buffers. Make sure swapchain->back_buffers[0]
42      * is the last buffer to be destroyed, FindContext() depends on that. */
43     if (swapchain->front_buffer)
44     {
45         surface_set_container(swapchain->front_buffer, WINED3D_CONTAINER_NONE, NULL);
46         if (wined3d_surface_decref(swapchain->front_buffer))
47             WARN("Something's still holding the front buffer (%p).\n", swapchain->front_buffer);
48         swapchain->front_buffer = NULL;
49     }
50
51     if (swapchain->back_buffers)
52     {
53         i = swapchain->desc.backbuffer_count;
54
55         while (i--)
56         {
57             surface_set_container(swapchain->back_buffers[i], WINED3D_CONTAINER_NONE, NULL);
58             if (wined3d_surface_decref(swapchain->back_buffers[i]))
59                 WARN("Something's still holding back buffer %u (%p).\n", i, swapchain->back_buffers[i]);
60         }
61         HeapFree(GetProcessHeap(), 0, swapchain->back_buffers);
62         swapchain->back_buffers = NULL;
63     }
64
65     for (i = 0; i < swapchain->num_contexts; ++i)
66     {
67         context_destroy(swapchain->device, swapchain->context[i]);
68     }
69     HeapFree(GetProcessHeap(), 0, swapchain->context);
70
71     /* Restore the screen resolution if we rendered in fullscreen.
72      * This will restore the screen resolution to what it was before creating
73      * the swapchain. In case of d3d8 and d3d9 this will be the original
74      * desktop resolution. In case of d3d7 this will be a NOP because ddraw
75      * sets the resolution before starting up Direct3D, thus orig_width and
76      * orig_height will be equal to the modes in the presentation params. */
77     if (!swapchain->desc.windowed && swapchain->desc.auto_restore_display_mode)
78     {
79         mode.width = swapchain->orig_width;
80         mode.height = swapchain->orig_height;
81         mode.refresh_rate = 0;
82         mode.format_id = swapchain->orig_fmt;
83         mode.scanline_ordering = WINED3D_SCANLINE_ORDERING_UNKNOWN;
84         if (FAILED(hr = wined3d_set_adapter_display_mode(swapchain->device->wined3d,
85                 swapchain->device->adapter->ordinal, &mode)))
86             ERR("Failed to restore display mode, hr %#x.\n", hr);
87     }
88
89     if (swapchain->backup_dc)
90     {
91         TRACE("Destroying backup wined3d window %p, dc %p.\n", swapchain->backup_wnd, swapchain->backup_dc);
92
93         ReleaseDC(swapchain->backup_wnd, swapchain->backup_dc);
94         DestroyWindow(swapchain->backup_wnd);
95     }
96 }
97
98 ULONG CDECL wined3d_swapchain_incref(struct wined3d_swapchain *swapchain)
99 {
100     ULONG refcount = InterlockedIncrement(&swapchain->ref);
101
102     TRACE("%p increasing refcount to %u.\n", swapchain, refcount);
103
104     return refcount;
105 }
106
107 /* Do not call while under the GL lock. */
108 ULONG CDECL wined3d_swapchain_decref(struct wined3d_swapchain *swapchain)
109 {
110     ULONG refcount = InterlockedDecrement(&swapchain->ref);
111
112     TRACE("%p decreasing refcount to %u.\n", swapchain, refcount);
113
114     if (!refcount)
115     {
116         swapchain_cleanup(swapchain);
117         swapchain->parent_ops->wined3d_object_destroyed(swapchain->parent);
118         HeapFree(GetProcessHeap(), 0, swapchain);
119     }
120
121     return refcount;
122 }
123
124 void * CDECL wined3d_swapchain_get_parent(const struct wined3d_swapchain *swapchain)
125 {
126     TRACE("swapchain %p.\n", swapchain);
127
128     return swapchain->parent;
129 }
130
131 HRESULT CDECL wined3d_swapchain_set_window(struct wined3d_swapchain *swapchain, HWND window)
132 {
133     if (!window)
134         window = swapchain->device_window;
135     if (window == swapchain->win_handle)
136         return WINED3D_OK;
137
138     TRACE("Setting swapchain %p window from %p to %p.\n",
139             swapchain, swapchain->win_handle, window);
140     swapchain->win_handle = window;
141
142     return WINED3D_OK;
143 }
144
145 HRESULT CDECL wined3d_swapchain_present(struct wined3d_swapchain *swapchain,
146         const RECT *src_rect, const RECT *dst_rect, HWND dst_window_override,
147         const RGNDATA *dirty_region, DWORD flags)
148 {
149     TRACE("swapchain %p, src_rect %s, dst_rect %s, dst_window_override %p, dirty_region %p, flags %#x.\n",
150             swapchain, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect),
151             dst_window_override, dirty_region, flags);
152
153     if (flags)
154         FIXME("Ignoring flags %#x.\n", flags);
155
156     if (!swapchain->back_buffers)
157     {
158         WARN("Swapchain doesn't have a backbuffer, returning WINED3DERR_INVALIDCALL\n");
159         return WINED3DERR_INVALIDCALL;
160     }
161
162     wined3d_swapchain_set_window(swapchain, dst_window_override);
163
164     swapchain->swapchain_ops->swapchain_present(swapchain, src_rect, dst_rect, dirty_region, flags);
165
166     return WINED3D_OK;
167 }
168
169 HRESULT CDECL wined3d_swapchain_get_front_buffer_data(const struct wined3d_swapchain *swapchain,
170         struct wined3d_surface *dst_surface)
171 {
172     struct wined3d_surface *src_surface;
173     RECT src_rect, dst_rect;
174
175     TRACE("swapchain %p, dst_surface %p.\n", swapchain, dst_surface);
176
177     src_surface = swapchain->front_buffer;
178     SetRect(&src_rect, 0, 0, src_surface->resource.width, src_surface->resource.height);
179     dst_rect = src_rect;
180
181     if (swapchain->desc.windowed)
182     {
183         MapWindowPoints(swapchain->win_handle, NULL, (POINT *)&dst_rect, 2);
184         FIXME("Using destination rect %s in windowed mode, this is likely wrong.\n",
185                 wine_dbgstr_rect(&dst_rect));
186     }
187
188     return wined3d_surface_blt(dst_surface, &dst_rect, src_surface, &src_rect, 0, NULL, WINED3D_TEXF_POINT);
189 }
190
191 HRESULT CDECL wined3d_swapchain_get_back_buffer(const struct wined3d_swapchain *swapchain,
192         UINT back_buffer_idx, enum wined3d_backbuffer_type type, struct wined3d_surface **back_buffer)
193 {
194     TRACE("swapchain %p, back_buffer_idx %u, type %#x, back_buffer %p.\n",
195             swapchain, back_buffer_idx, type, back_buffer);
196
197     /* Return invalid if there is no backbuffer array, otherwise it will
198      * crash when ddraw is used (there swapchain->back_buffers is always
199      * NULL). We need this because this function is called from
200      * stateblock_init_default_state() to get the default scissorrect
201      * dimensions. */
202     if (!swapchain->back_buffers || back_buffer_idx >= swapchain->desc.backbuffer_count)
203     {
204         WARN("Invalid back buffer index.\n");
205         /* Native d3d9 doesn't set NULL here, just as wine's d3d9. But set it
206          * here in wined3d to avoid problems in other libs. */
207         *back_buffer = NULL;
208         return WINED3DERR_INVALIDCALL;
209     }
210
211     *back_buffer = swapchain->back_buffers[back_buffer_idx];
212     if (*back_buffer)
213         wined3d_surface_incref(*back_buffer);
214
215     TRACE("Returning back buffer %p.\n", *back_buffer);
216
217     return WINED3D_OK;
218 }
219
220 HRESULT CDECL wined3d_swapchain_get_raster_status(const struct wined3d_swapchain *swapchain,
221         struct wined3d_raster_status *raster_status)
222 {
223     TRACE("swapchain %p, raster_status %p.\n", swapchain, raster_status);
224
225     return wined3d_get_adapter_raster_status(swapchain->device->wined3d,
226             swapchain->device->adapter->ordinal, raster_status);
227 }
228
229 HRESULT CDECL wined3d_swapchain_get_display_mode(const struct wined3d_swapchain *swapchain,
230         struct wined3d_display_mode *mode, enum wined3d_display_rotation *rotation)
231 {
232     HRESULT hr;
233
234     TRACE("swapchain %p, mode %p, rotation %p.\n", swapchain, mode, rotation);
235
236     hr = wined3d_get_adapter_display_mode(swapchain->device->wined3d,
237             swapchain->device->adapter->ordinal, mode, rotation);
238
239     TRACE("Returning w %u, h %u, refresh rate %u, format %s.\n",
240             mode->width, mode->height, mode->refresh_rate, debug_d3dformat(mode->format_id));
241
242     return hr;
243 }
244
245 struct wined3d_device * CDECL wined3d_swapchain_get_device(const struct wined3d_swapchain *swapchain)
246 {
247     TRACE("swapchain %p.\n", swapchain);
248
249     return swapchain->device;
250 }
251
252 HRESULT CDECL wined3d_swapchain_get_desc(const struct wined3d_swapchain *swapchain,
253         struct wined3d_swapchain_desc *desc)
254 {
255     TRACE("swapchain %p, desc %p.\n", swapchain, desc);
256
257     *desc = swapchain->desc;
258
259     return WINED3D_OK;
260 }
261
262 HRESULT CDECL wined3d_swapchain_set_gamma_ramp(const struct wined3d_swapchain *swapchain,
263         DWORD flags, const struct wined3d_gamma_ramp *ramp)
264 {
265     HDC dc;
266
267     TRACE("swapchain %p, flags %#x, ramp %p.\n", swapchain, flags, ramp);
268
269     if (flags)
270         FIXME("Ignoring flags %#x.\n", flags);
271
272     dc = GetDC(swapchain->device_window);
273     SetDeviceGammaRamp(dc, (void *)ramp);
274     ReleaseDC(swapchain->device_window, dc);
275
276     return WINED3D_OK;
277 }
278
279 HRESULT CDECL wined3d_swapchain_get_gamma_ramp(const struct wined3d_swapchain *swapchain,
280         struct wined3d_gamma_ramp *ramp)
281 {
282     HDC dc;
283
284     TRACE("swapchain %p, ramp %p.\n", swapchain, ramp);
285
286     dc = GetDC(swapchain->device_window);
287     GetDeviceGammaRamp(dc, ramp);
288     ReleaseDC(swapchain->device_window, dc);
289
290     return WINED3D_OK;
291 }
292
293 /* A GL context is provided by the caller */
294 static void swapchain_blit(const struct wined3d_swapchain *swapchain,
295         struct wined3d_context *context, const RECT *src_rect, const RECT *dst_rect)
296 {
297     struct wined3d_surface *backbuffer = swapchain->back_buffers[0];
298     UINT src_w = src_rect->right - src_rect->left;
299     UINT src_h = src_rect->bottom - src_rect->top;
300     GLenum gl_filter;
301     const struct wined3d_gl_info *gl_info = context->gl_info;
302     RECT win_rect;
303     UINT win_h;
304
305     TRACE("swapchain %p, context %p, src_rect %s, dst_rect %s.\n",
306             swapchain, context, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect));
307
308     if (src_w == dst_rect->right - dst_rect->left && src_h == dst_rect->bottom - dst_rect->top)
309         gl_filter = GL_NEAREST;
310     else
311         gl_filter = GL_LINEAR;
312
313     GetClientRect(swapchain->win_handle, &win_rect);
314     win_h = win_rect.bottom - win_rect.top;
315
316     if (gl_info->fbo_ops.glBlitFramebuffer && is_identity_fixup(backbuffer->resource.format->color_fixup))
317     {
318         DWORD location = SFLAG_INTEXTURE;
319
320         if (backbuffer->resource.multisample_type)
321         {
322             location = SFLAG_INRB_RESOLVED;
323             surface_load_location(backbuffer, location, NULL);
324         }
325
326         ENTER_GL();
327         context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, backbuffer, NULL, location);
328         gl_info->gl_ops.gl.p_glReadBuffer(GL_COLOR_ATTACHMENT0);
329         context_check_fbo_status(context, GL_READ_FRAMEBUFFER);
330
331         context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER, swapchain->front_buffer, NULL, SFLAG_INDRAWABLE);
332         context_set_draw_buffer(context, GL_BACK);
333         context_invalidate_state(context, STATE_FRAMEBUFFER);
334
335         gl_info->gl_ops.gl.p_glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
336         context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE));
337         context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1));
338         context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2));
339         context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3));
340
341         gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST);
342         context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE));
343
344         /* Note that the texture is upside down */
345         gl_info->fbo_ops.glBlitFramebuffer(src_rect->left, src_rect->top, src_rect->right, src_rect->bottom,
346                 dst_rect->left, win_h - dst_rect->top, dst_rect->right, win_h - dst_rect->bottom,
347                 GL_COLOR_BUFFER_BIT, gl_filter);
348         checkGLcall("Swapchain present blit(EXT_framebuffer_blit)\n");
349         LEAVE_GL();
350     }
351     else
352     {
353         struct wined3d_device *device = swapchain->device;
354         struct wined3d_context *context2;
355         float tex_left = src_rect->left;
356         float tex_top = src_rect->top;
357         float tex_right = src_rect->right;
358         float tex_bottom = src_rect->bottom;
359
360         context2 = context_acquire(device, swapchain->back_buffers[0]);
361         context_apply_blit_state(context2, device);
362
363         if (backbuffer->flags & SFLAG_NORMCOORD)
364         {
365             tex_left /= src_w;
366             tex_right /= src_w;
367             tex_top /= src_h;
368             tex_bottom /= src_h;
369         }
370
371         if (is_complex_fixup(backbuffer->resource.format->color_fixup))
372             gl_filter = GL_NEAREST;
373
374         ENTER_GL();
375         context_apply_fbo_state_blit(context2, GL_FRAMEBUFFER, swapchain->front_buffer, NULL, SFLAG_INDRAWABLE);
376
377         /* Set up the texture. The surface is not in a wined3d_texture
378          * container, so there are no D3D texture settings to dirtify. */
379         device->blitter->set_shader(device->blit_priv, context2, backbuffer);
380         gl_info->gl_ops.gl.p_glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MIN_FILTER, gl_filter);
381         gl_info->gl_ops.gl.p_glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MAG_FILTER, gl_filter);
382
383         context_set_draw_buffer(context, GL_BACK);
384
385         /* Set the viewport to the destination rectandle, disable any projection
386          * transformation set up by context_apply_blit_state(), and draw a
387          * (-1,-1)-(1,1) quad.
388          *
389          * Back up viewport and matrix to avoid breaking last_was_blit
390          *
391          * Note that context_apply_blit_state() set up viewport and ortho to
392          * match the surface size - we want the GL drawable(=window) size. */
393         gl_info->gl_ops.gl.p_glPushAttrib(GL_VIEWPORT_BIT);
394         gl_info->gl_ops.gl.p_glViewport(dst_rect->left, win_h - dst_rect->bottom,
395                 dst_rect->right, win_h - dst_rect->top);
396         gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
397         gl_info->gl_ops.gl.p_glPushMatrix();
398         gl_info->gl_ops.gl.p_glLoadIdentity();
399
400         gl_info->gl_ops.gl.p_glBegin(GL_QUADS);
401             /* bottom left */
402             gl_info->gl_ops.gl.p_glTexCoord2f(tex_left, tex_bottom);
403             gl_info->gl_ops.gl.p_glVertex2i(-1, -1);
404
405             /* top left */
406             gl_info->gl_ops.gl.p_glTexCoord2f(tex_left, tex_top);
407             gl_info->gl_ops.gl.p_glVertex2i(-1, 1);
408
409             /* top right */
410             gl_info->gl_ops.gl.p_glTexCoord2f(tex_right, tex_top);
411             gl_info->gl_ops.gl.p_glVertex2i(1, 1);
412
413             /* bottom right */
414             gl_info->gl_ops.gl.p_glTexCoord2f(tex_right, tex_bottom);
415             gl_info->gl_ops.gl.p_glVertex2i(1, -1);
416         gl_info->gl_ops.gl.p_glEnd();
417
418         gl_info->gl_ops.gl.p_glPopMatrix();
419         gl_info->gl_ops.gl.p_glPopAttrib();
420
421         device->blitter->unset_shader(context->gl_info);
422         checkGLcall("Swapchain present blit(manual)\n");
423         LEAVE_GL();
424
425         context_release(context2);
426     }
427 }
428
429 static void swapchain_gl_present(struct wined3d_swapchain *swapchain, const RECT *src_rect_in,
430         const RECT *dst_rect_in, const RGNDATA *dirty_region, DWORD flags)
431 {
432     struct wined3d_surface *back_buffer = swapchain->back_buffers[0];
433     const struct wined3d_fb_state *fb = &swapchain->device->fb;
434     const struct wined3d_gl_info *gl_info;
435     struct wined3d_context *context;
436     RECT src_rect, dst_rect;
437     BOOL render_to_fbo;
438
439     context = context_acquire(swapchain->device, back_buffer);
440     if (!context->valid)
441     {
442         context_release(context);
443         WARN("Invalid context, skipping present.\n");
444         return;
445     }
446
447     gl_info = context->gl_info;
448
449     /* Render the cursor onto the back buffer, using our nifty directdraw blitting code :-) */
450     if (swapchain->device->bCursorVisible &&
451         swapchain->device->cursorTexture &&
452         !swapchain->device->hardwareCursor)
453     {
454         struct wined3d_surface cursor;
455         RECT destRect =
456         {
457             swapchain->device->xScreenSpace - swapchain->device->xHotSpot,
458             swapchain->device->yScreenSpace - swapchain->device->yHotSpot,
459             swapchain->device->xScreenSpace + swapchain->device->cursorWidth - swapchain->device->xHotSpot,
460             swapchain->device->yScreenSpace + swapchain->device->cursorHeight - swapchain->device->yHotSpot,
461         };
462         TRACE("Rendering the cursor. Creating fake surface at %p\n", &cursor);
463         /* Build a fake surface to call the Blitting code. It is not possible to use the interface passed by
464          * the application because we are only supposed to copy the information out. Using a fake surface
465          * allows us to use the Blitting engine and avoid copying the whole texture -> render target blitting code.
466          */
467         memset(&cursor, 0, sizeof(cursor));
468         cursor.resource.ref = 1;
469         cursor.resource.device = swapchain->device;
470         cursor.resource.pool = WINED3D_POOL_SCRATCH;
471         cursor.resource.format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
472         cursor.resource.type = WINED3D_RTYPE_SURFACE;
473         cursor.texture_name = swapchain->device->cursorTexture;
474         cursor.texture_target = GL_TEXTURE_2D;
475         cursor.texture_level = 0;
476         cursor.resource.width = swapchain->device->cursorWidth;
477         cursor.resource.height = swapchain->device->cursorHeight;
478         /* The cursor must have pow2 sizes */
479         cursor.pow2Width = cursor.resource.width;
480         cursor.pow2Height = cursor.resource.height;
481         /* The surface is in the texture */
482         cursor.flags |= SFLAG_INTEXTURE;
483         /* DDBLT_KEYSRC will cause BltOverride to enable the alpha test with GL_NOTEQUAL, 0.0,
484          * which is exactly what we want :-)
485          */
486         if (swapchain->desc.windowed)
487             MapWindowPoints(NULL, swapchain->win_handle, (POINT *)&destRect, 2);
488         wined3d_surface_blt(back_buffer, &destRect, &cursor, NULL, WINEDDBLT_KEYSRC,
489                 NULL, WINED3D_TEXF_POINT);
490     }
491
492     if (swapchain->device->logo_surface)
493     {
494         struct wined3d_surface *src_surface = swapchain->device->logo_surface;
495         RECT rect = {0, 0, src_surface->resource.width, src_surface->resource.height};
496
497         /* Blit the logo into the upper left corner of the drawable. */
498         wined3d_surface_blt(back_buffer, &rect, src_surface, &rect, WINEDDBLT_KEYSRC,
499                 NULL, WINED3D_TEXF_POINT);
500     }
501
502     TRACE("Presenting HDC %p.\n", context->hdc);
503
504     render_to_fbo = swapchain->render_to_fbo;
505
506     if (src_rect_in)
507     {
508         src_rect = *src_rect_in;
509         if (!render_to_fbo && (src_rect.left || src_rect.top
510                 || src_rect.right != swapchain->desc.backbuffer_width
511                 || src_rect.bottom != swapchain->desc.backbuffer_height))
512         {
513             render_to_fbo = TRUE;
514         }
515     }
516     else
517     {
518         src_rect.left = 0;
519         src_rect.top = 0;
520         src_rect.right = swapchain->desc.backbuffer_width;
521         src_rect.bottom = swapchain->desc.backbuffer_height;
522     }
523
524     if (dst_rect_in)
525         dst_rect = *dst_rect_in;
526     else
527         GetClientRect(swapchain->win_handle, &dst_rect);
528
529     if (!render_to_fbo && (dst_rect.left || dst_rect.top
530             || dst_rect.right != swapchain->desc.backbuffer_width
531             || dst_rect.bottom != swapchain->desc.backbuffer_height))
532         render_to_fbo = TRUE;
533
534     /* Rendering to a window of different size, presenting partial rectangles,
535      * or rendering to a different window needs help from FBO_blit or a textured
536      * draw. Render the swapchain to a FBO in the future.
537      *
538      * Note that FBO_blit from the backbuffer to the frontbuffer cannot solve
539      * all these issues - this fails if the window is smaller than the backbuffer.
540      */
541     if (!swapchain->render_to_fbo && render_to_fbo && wined3d_settings.offscreen_rendering_mode == ORM_FBO)
542     {
543         surface_load_location(back_buffer, SFLAG_INTEXTURE, NULL);
544         surface_modify_location(back_buffer, SFLAG_INDRAWABLE, FALSE);
545         swapchain->render_to_fbo = TRUE;
546         swapchain_update_draw_bindings(swapchain);
547     }
548     else
549     {
550         surface_load_location(back_buffer, back_buffer->draw_binding, NULL);
551     }
552
553     if (swapchain->render_to_fbo)
554     {
555         /* This codepath should only be hit with the COPY swapeffect. Otherwise a backbuffer-
556          * window size mismatch is impossible(fullscreen) and src and dst rectangles are
557          * not allowed(they need the COPY swapeffect)
558          *
559          * The DISCARD swap effect is ok as well since any backbuffer content is allowed after
560          * the swap. */
561         if (swapchain->desc.swap_effect == WINED3D_SWAP_EFFECT_FLIP)
562             FIXME("Render-to-fbo with WINED3D_SWAP_EFFECT_FLIP\n");
563
564         swapchain_blit(swapchain, context, &src_rect, &dst_rect);
565     }
566
567     if (swapchain->num_contexts > 1)
568         gl_info->gl_ops.gl.p_glFinish();
569     SwapBuffers(context->hdc); /* TODO: cycle through the swapchain buffers */
570
571     TRACE("SwapBuffers called, Starting new frame\n");
572     /* FPS support */
573     if (TRACE_ON(fps))
574     {
575         DWORD time = GetTickCount();
576         ++swapchain->frames;
577
578         /* every 1.5 seconds */
579         if (time - swapchain->prev_time > 1500)
580         {
581             TRACE_(fps)("%p @ approx %.2ffps\n",
582                     swapchain, 1000.0 * swapchain->frames / (time - swapchain->prev_time));
583             swapchain->prev_time = time;
584             swapchain->frames = 0;
585         }
586     }
587
588     /* This is disabled, but the code left in for debug purposes.
589      *
590      * Since we're allowed to modify the new back buffer on a D3DSWAPEFFECT_DISCARD flip,
591      * we can clear it with some ugly color to make bad drawing visible and ease debugging.
592      * The Debug runtime does the same on Windows. However, a few games do not redraw the
593      * screen properly, like Max Payne 2, which leaves a few pixels undefined.
594      *
595      * Tests show that the content of the back buffer after a discard flip is indeed not
596      * reliable, so no game can depend on the exact content. However, it resembles the
597      * old contents in some way, for example by showing fragments at other locations. In
598      * general, the color theme is still intact. So Max payne, which draws rather dark scenes
599      * gets a dark background image. If we clear it with a bright ugly color, the game's
600      * bug shows up much more than it does on Windows, and the players see single pixels
601      * with wrong colors.
602      * (The Max Payne bug has been confirmed on Windows with the debug runtime) */
603     if (FALSE && swapchain->desc.swap_effect == WINED3D_SWAP_EFFECT_DISCARD)
604     {
605         static const struct wined3d_color cyan = {0.0f, 1.0f, 1.0f, 1.0f};
606
607         TRACE("Clearing the color buffer with cyan color\n");
608
609         wined3d_device_clear(swapchain->device, 0, NULL,
610                 WINED3DCLEAR_TARGET, &cyan, 1.0f, 0);
611     }
612
613     if (!swapchain->render_to_fbo && ((swapchain->front_buffer->flags & SFLAG_INSYSMEM)
614             || (back_buffer->flags & SFLAG_INSYSMEM)))
615     {
616         /* Both memory copies of the surfaces are ok, flip them around too instead of dirtifying
617          * Doesn't work with render_to_fbo because we're not flipping
618          */
619         struct wined3d_surface *front = swapchain->front_buffer;
620
621         if (front->resource.size == back_buffer->resource.size)
622         {
623             DWORD fbflags;
624             flip_surface(front, back_buffer);
625
626             /* Tell the front buffer surface that is has been modified. However,
627              * the other locations were preserved during that, so keep the flags.
628              * This serves to update the emulated overlay, if any. */
629             fbflags = front->flags;
630             surface_modify_location(front, SFLAG_INDRAWABLE, TRUE);
631             front->flags = fbflags;
632         }
633         else
634         {
635             surface_modify_location(front, SFLAG_INDRAWABLE, TRUE);
636             surface_modify_location(back_buffer, SFLAG_INDRAWABLE, TRUE);
637         }
638     }
639     else
640     {
641         surface_modify_location(swapchain->front_buffer, SFLAG_INDRAWABLE, TRUE);
642         /* If the swapeffect is DISCARD, the back buffer is undefined. That means the SYSMEM
643          * and INTEXTURE copies can keep their old content if they have any defined content.
644          * If the swapeffect is COPY, the content remains the same. If it is FLIP however,
645          * the texture / sysmem copy needs to be reloaded from the drawable
646          */
647         if (swapchain->desc.swap_effect == WINED3D_SWAP_EFFECT_FLIP)
648             surface_modify_location(back_buffer, back_buffer->draw_binding, TRUE);
649     }
650
651     if (fb->depth_stencil)
652     {
653         if (swapchain->desc.flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
654                 || fb->depth_stencil->flags & SFLAG_DISCARD)
655         {
656             surface_modify_ds_location(fb->depth_stencil, SFLAG_DISCARDED,
657                     fb->depth_stencil->resource.width,
658                     fb->depth_stencil->resource.height);
659             if (fb->depth_stencil == swapchain->device->onscreen_depth_stencil)
660             {
661                 wined3d_surface_decref(swapchain->device->onscreen_depth_stencil);
662                 swapchain->device->onscreen_depth_stencil = NULL;
663             }
664         }
665     }
666
667     context_release(context);
668 }
669
670 static const struct wined3d_swapchain_ops swapchain_gl_ops =
671 {
672     swapchain_gl_present,
673 };
674
675 /* Helper function that blits the front buffer contents to the target window. */
676 void x11_copy_to_screen(const struct wined3d_swapchain *swapchain, const RECT *rect)
677 {
678     const struct wined3d_surface *front;
679     POINT offset = {0, 0};
680     HDC src_dc, dst_dc;
681     RECT draw_rect;
682     HWND window;
683
684     TRACE("swapchain %p, rect %s.\n", swapchain, wine_dbgstr_rect(rect));
685
686     front = swapchain->front_buffer;
687     if (!(front->resource.usage & WINED3DUSAGE_RENDERTARGET))
688         return;
689
690     if (front->resource.map_count)
691         ERR("Trying to blit a mapped surface.\n");
692
693     TRACE("Copying surface %p to screen.\n", front);
694
695     src_dc = front->hDC;
696     window = swapchain->win_handle;
697     dst_dc = GetDCEx(window, 0, DCX_CLIPSIBLINGS | DCX_CACHE);
698
699     /* Front buffer coordinates are screen coordinates. Map them to the
700      * destination window if not fullscreened. */
701     if (swapchain->desc.windowed)
702         ClientToScreen(window, &offset);
703
704     TRACE("offset %s.\n", wine_dbgstr_point(&offset));
705
706     draw_rect.left = 0;
707     draw_rect.right = front->resource.width;
708     draw_rect.top = 0;
709     draw_rect.bottom = front->resource.height;
710
711     if (rect)
712         IntersectRect(&draw_rect, &draw_rect, rect);
713
714     BitBlt(dst_dc, draw_rect.left - offset.x, draw_rect.top - offset.y,
715             draw_rect.right - draw_rect.left, draw_rect.bottom - draw_rect.top,
716             src_dc, draw_rect.left, draw_rect.top, SRCCOPY);
717     ReleaseDC(window, dst_dc);
718 }
719
720 static void swapchain_gdi_present(struct wined3d_swapchain *swapchain, const RECT *src_rect_in,
721         const RECT *dst_rect_in, const RGNDATA *dirty_region, DWORD flags)
722 {
723     struct wined3d_surface *front, *back;
724
725     front = swapchain->front_buffer;
726     back = swapchain->back_buffers[0];
727
728     /* Flip the DC. */
729     {
730         HDC tmp;
731         tmp = front->hDC;
732         front->hDC = back->hDC;
733         back->hDC = tmp;
734     }
735
736     /* Flip the DIBsection. */
737     {
738         HBITMAP tmp;
739         tmp = front->dib.DIBsection;
740         front->dib.DIBsection = back->dib.DIBsection;
741         back->dib.DIBsection = tmp;
742     }
743
744     /* Flip the surface data. */
745     {
746         void *tmp;
747
748         tmp = front->dib.bitmap_data;
749         front->dib.bitmap_data = back->dib.bitmap_data;
750         back->dib.bitmap_data = tmp;
751
752         tmp = front->resource.allocatedMemory;
753         front->resource.allocatedMemory = back->resource.allocatedMemory;
754         back->resource.allocatedMemory = tmp;
755
756         if (front->resource.heapMemory)
757             ERR("GDI Surface %p has heap memory allocated.\n", front);
758
759         if (back->resource.heapMemory)
760             ERR("GDI Surface %p has heap memory allocated.\n", back);
761     }
762
763     /* FPS support */
764     if (TRACE_ON(fps))
765     {
766         static LONG prev_time, frames;
767         DWORD time = GetTickCount();
768
769         ++frames;
770
771         /* every 1.5 seconds */
772         if (time - prev_time > 1500)
773         {
774             TRACE_(fps)("@ approx %.2ffps\n", 1000.0 * frames / (time - prev_time));
775             prev_time = time;
776             frames = 0;
777         }
778     }
779
780     x11_copy_to_screen(swapchain, NULL);
781 }
782
783 static const struct wined3d_swapchain_ops swapchain_gdi_ops =
784 {
785     swapchain_gdi_present,
786 };
787
788 void swapchain_update_render_to_fbo(struct wined3d_swapchain *swapchain)
789 {
790     RECT client_rect;
791
792     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
793         return;
794
795     if (!swapchain->desc.backbuffer_count)
796     {
797         TRACE("Single buffered rendering.\n");
798         swapchain->render_to_fbo = FALSE;
799         return;
800     }
801
802     GetClientRect(swapchain->win_handle, &client_rect);
803
804     TRACE("Backbuffer %ux%u, window %ux%u.\n",
805             swapchain->desc.backbuffer_width,
806             swapchain->desc.backbuffer_height,
807             client_rect.right, client_rect.bottom);
808     TRACE("Multisample type %#x, quality %#x.\n",
809             swapchain->desc.multisample_type,
810             swapchain->desc.multisample_quality);
811
812     if (!wined3d_settings.always_offscreen && !swapchain->desc.multisample_type
813             && swapchain->desc.backbuffer_width == client_rect.right
814             && swapchain->desc.backbuffer_height == client_rect.bottom)
815     {
816         TRACE("Backbuffer dimensions match window dimensions, rendering onscreen.\n");
817         swapchain->render_to_fbo = FALSE;
818         return;
819     }
820
821     TRACE("Rendering to FBO.\n");
822     swapchain->render_to_fbo = TRUE;
823 }
824
825 /* Do not call while under the GL lock. */
826 static HRESULT swapchain_init(struct wined3d_swapchain *swapchain, enum wined3d_surface_type surface_type,
827         struct wined3d_device *device, struct wined3d_swapchain_desc *desc,
828         void *parent, const struct wined3d_parent_ops *parent_ops)
829 {
830     const struct wined3d_adapter *adapter = device->adapter;
831     const struct wined3d_format *format;
832     struct wined3d_display_mode mode;
833     BOOL displaymode_set = FALSE;
834     RECT client_rect;
835     HWND window;
836     HRESULT hr;
837     UINT i;
838
839     if (desc->backbuffer_count > WINED3DPRESENT_BACK_BUFFER_MAX)
840     {
841         FIXME("The application requested %u back buffers, this is not supported.\n",
842                 desc->backbuffer_count);
843         return WINED3DERR_INVALIDCALL;
844     }
845
846     if (desc->backbuffer_count > 1)
847     {
848         FIXME("The application requested more than one back buffer, this is not properly supported.\n"
849                 "Please configure the application to use double buffering (1 back buffer) if possible.\n");
850     }
851
852     switch (surface_type)
853     {
854         case WINED3D_SURFACE_TYPE_GDI:
855             swapchain->swapchain_ops = &swapchain_gdi_ops;
856             break;
857
858         case WINED3D_SURFACE_TYPE_OPENGL:
859             swapchain->swapchain_ops = &swapchain_gl_ops;
860             break;
861
862         default:
863             ERR("Invalid surface type %#x.\n", surface_type);
864             return WINED3DERR_INVALIDCALL;
865     }
866
867     window = desc->device_window ? desc->device_window : device->create_parms.focus_window;
868
869     swapchain->device = device;
870     swapchain->parent = parent;
871     swapchain->parent_ops = parent_ops;
872     swapchain->ref = 1;
873     swapchain->win_handle = window;
874     swapchain->device_window = window;
875
876     wined3d_get_adapter_display_mode(device->wined3d, adapter->ordinal, &mode, NULL);
877     swapchain->orig_width = mode.width;
878     swapchain->orig_height = mode.height;
879     swapchain->orig_fmt = mode.format_id;
880     format = wined3d_get_format(&adapter->gl_info, mode.format_id);
881
882     GetClientRect(window, &client_rect);
883     if (desc->windowed
884             && (!desc->backbuffer_width || !desc->backbuffer_height
885             || desc->backbuffer_format == WINED3DFMT_UNKNOWN))
886     {
887
888         if (!desc->backbuffer_width)
889         {
890             desc->backbuffer_width = client_rect.right;
891             TRACE("Updating width to %u.\n", desc->backbuffer_width);
892         }
893
894         if (!desc->backbuffer_height)
895         {
896             desc->backbuffer_height = client_rect.bottom;
897             TRACE("Updating height to %u.\n", desc->backbuffer_height);
898         }
899
900         if (desc->backbuffer_format == WINED3DFMT_UNKNOWN)
901         {
902             desc->backbuffer_format = swapchain->orig_fmt;
903             TRACE("Updating format to %s.\n", debug_d3dformat(swapchain->orig_fmt));
904         }
905     }
906     swapchain->desc = *desc;
907     swapchain_update_render_to_fbo(swapchain);
908
909     TRACE("Creating front buffer.\n");
910     if (FAILED(hr = device->device_parent->ops->create_swapchain_surface(device->device_parent, parent,
911             swapchain->desc.backbuffer_width, swapchain->desc.backbuffer_height,
912             swapchain->desc.backbuffer_format, WINED3DUSAGE_RENDERTARGET,
913             swapchain->desc.multisample_type, swapchain->desc.multisample_quality,
914             &swapchain->front_buffer)))
915     {
916         WARN("Failed to create front buffer, hr %#x.\n", hr);
917         goto err;
918     }
919
920     surface_set_container(swapchain->front_buffer, WINED3D_CONTAINER_SWAPCHAIN, swapchain);
921     if (surface_type == WINED3D_SURFACE_TYPE_OPENGL)
922         surface_modify_location(swapchain->front_buffer, SFLAG_INDRAWABLE, TRUE);
923
924     /* MSDN says we're only allowed a single fullscreen swapchain per device,
925      * so we should really check to see if there is a fullscreen swapchain
926      * already. Does a single head count as full screen? */
927
928     if (!desc->windowed)
929     {
930         struct wined3d_display_mode mode;
931
932         /* Change the display settings */
933         mode.width = desc->backbuffer_width;
934         mode.height = desc->backbuffer_height;
935         mode.format_id = desc->backbuffer_format;
936         mode.refresh_rate = desc->refresh_rate;
937         mode.scanline_ordering = WINED3D_SCANLINE_ORDERING_UNKNOWN;
938
939         if (FAILED(hr = wined3d_set_adapter_display_mode(device->wined3d, device->adapter->ordinal, &mode)))
940         {
941             WARN("Failed to set display mode, hr %#x.\n", hr);
942             goto err;
943         }
944         displaymode_set = TRUE;
945     }
946
947     if (surface_type == WINED3D_SURFACE_TYPE_OPENGL)
948     {
949         static const enum wined3d_format_id formats[] =
950         {
951             WINED3DFMT_D24_UNORM_S8_UINT,
952             WINED3DFMT_D32_UNORM,
953             WINED3DFMT_R24_UNORM_X8_TYPELESS,
954             WINED3DFMT_D16_UNORM,
955             WINED3DFMT_S1_UINT_D15_UNORM
956         };
957
958         const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
959
960         swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain->context));
961         if (!swapchain->context)
962         {
963             ERR("Failed to create the context array.\n");
964             hr = E_OUTOFMEMORY;
965             goto err;
966         }
967         swapchain->num_contexts = 1;
968
969         /* In WGL both color, depth and stencil are features of a pixel format. In case of D3D they are separate.
970          * You are able to add a depth + stencil surface at a later stage when you need it.
971          * In order to support this properly in WineD3D we need the ability to recreate the opengl context and
972          * drawable when this is required. This is very tricky as we need to reapply ALL opengl states for the new
973          * context, need torecreate shaders, textures and other resources.
974          *
975          * The context manager already takes care of the state problem and for the other tasks code from Reset
976          * can be used. These changes are way to risky during the 1.0 code freeze which is taking place right now.
977          * Likely a lot of other new bugs will be exposed. For that reason request a depth stencil surface all the
978          * time. It can cause a slight performance hit but fixes a lot of regressions. A fixme reminds of that this
979          * issue needs to be fixed. */
980         for (i = 0; i < (sizeof(formats) / sizeof(*formats)); i++)
981         {
982             swapchain->ds_format = wined3d_get_format(gl_info, formats[i]);
983             swapchain->context[0] = context_create(swapchain, swapchain->front_buffer, swapchain->ds_format);
984             if (swapchain->context[0]) break;
985             TRACE("Depth stencil format %s is not supported, trying next format\n",
986                   debug_d3dformat(formats[i]));
987         }
988
989         if (!swapchain->context[0])
990         {
991             WARN("Failed to create context.\n");
992             hr = WINED3DERR_NOTAVAILABLE;
993             goto err;
994         }
995
996         if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
997                 && (!desc->enable_auto_depth_stencil
998                 || swapchain->desc.auto_depth_stencil_format != swapchain->ds_format->id))
999         {
1000             FIXME("Add OpenGL context recreation support to context_validate_onscreen_formats\n");
1001         }
1002         context_release(swapchain->context[0]);
1003     }
1004
1005     if (swapchain->desc.backbuffer_count > 0)
1006     {
1007         swapchain->back_buffers = HeapAlloc(GetProcessHeap(), 0,
1008                 sizeof(*swapchain->back_buffers) * swapchain->desc.backbuffer_count);
1009         if (!swapchain->back_buffers)
1010         {
1011             ERR("Failed to allocate backbuffer array memory.\n");
1012             hr = E_OUTOFMEMORY;
1013             goto err;
1014         }
1015
1016         for (i = 0; i < swapchain->desc.backbuffer_count; ++i)
1017         {
1018             TRACE("Creating back buffer %u.\n", i);
1019             if (FAILED(hr = device->device_parent->ops->create_swapchain_surface(device->device_parent, parent,
1020                     swapchain->desc.backbuffer_width, swapchain->desc.backbuffer_height,
1021                     swapchain->desc.backbuffer_format, WINED3DUSAGE_RENDERTARGET,
1022                     swapchain->desc.multisample_type, swapchain->desc.multisample_quality,
1023                     &swapchain->back_buffers[i])))
1024             {
1025                 WARN("Failed to create back buffer %u, hr %#x.\n", i, hr);
1026                 goto err;
1027             }
1028
1029             surface_set_container(swapchain->back_buffers[i], WINED3D_CONTAINER_SWAPCHAIN, swapchain);
1030         }
1031     }
1032
1033     /* Swapchains share the depth/stencil buffer, so only create a single depthstencil surface. */
1034     if (desc->enable_auto_depth_stencil && surface_type == WINED3D_SURFACE_TYPE_OPENGL)
1035     {
1036         TRACE("Creating depth/stencil buffer.\n");
1037         if (!device->auto_depth_stencil)
1038         {
1039             if (FAILED(hr = device->device_parent->ops->create_swapchain_surface(device->device_parent,
1040                     device->device_parent, swapchain->desc.backbuffer_width, swapchain->desc.backbuffer_height,
1041                     swapchain->desc.auto_depth_stencil_format, WINED3DUSAGE_DEPTHSTENCIL,
1042                     swapchain->desc.multisample_type, swapchain->desc.multisample_quality,
1043                     &device->auto_depth_stencil)))
1044             {
1045                 WARN("Failed to create the auto depth stencil, hr %#x.\n", hr);
1046                 goto err;
1047             }
1048
1049             surface_set_container(device->auto_depth_stencil, WINED3D_CONTAINER_NONE, NULL);
1050         }
1051     }
1052
1053     wined3d_swapchain_get_gamma_ramp(swapchain, &swapchain->orig_gamma);
1054
1055     return WINED3D_OK;
1056
1057 err:
1058     if (displaymode_set)
1059     {
1060         DEVMODEW devmode;
1061
1062         ClipCursor(NULL);
1063
1064         /* Change the display settings */
1065         memset(&devmode, 0, sizeof(devmode));
1066         devmode.dmSize = sizeof(devmode);
1067         devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
1068         devmode.dmBitsPerPel = format->byte_count * CHAR_BIT;
1069         devmode.dmPelsWidth = swapchain->orig_width;
1070         devmode.dmPelsHeight = swapchain->orig_height;
1071         ChangeDisplaySettingsExW(adapter->DeviceName, &devmode, NULL, CDS_FULLSCREEN, NULL);
1072     }
1073
1074     if (swapchain->back_buffers)
1075     {
1076         for (i = 0; i < swapchain->desc.backbuffer_count; ++i)
1077         {
1078             if (swapchain->back_buffers[i])
1079             {
1080                 surface_set_container(swapchain->back_buffers[i], WINED3D_CONTAINER_NONE, NULL);
1081                 wined3d_surface_decref(swapchain->back_buffers[i]);
1082             }
1083         }
1084         HeapFree(GetProcessHeap(), 0, swapchain->back_buffers);
1085     }
1086
1087     if (swapchain->context)
1088     {
1089         if (swapchain->context[0])
1090         {
1091             context_release(swapchain->context[0]);
1092             context_destroy(device, swapchain->context[0]);
1093             swapchain->num_contexts = 0;
1094         }
1095         HeapFree(GetProcessHeap(), 0, swapchain->context);
1096     }
1097
1098     if (swapchain->front_buffer)
1099     {
1100         surface_set_container(swapchain->front_buffer, WINED3D_CONTAINER_NONE, NULL);
1101         wined3d_surface_decref(swapchain->front_buffer);
1102     }
1103
1104     return hr;
1105 }
1106
1107 /* Do not call while under the GL lock. */
1108 HRESULT CDECL wined3d_swapchain_create(struct wined3d_device *device,
1109         struct wined3d_swapchain_desc *desc, enum wined3d_surface_type surface_type,
1110         void *parent, const struct wined3d_parent_ops *parent_ops,
1111         struct wined3d_swapchain **swapchain)
1112 {
1113     struct wined3d_swapchain *object;
1114     HRESULT hr;
1115
1116     TRACE("device %p, desc %p, swapchain %p, parent %p, surface_type %#x.\n",
1117             device, desc, swapchain, parent, surface_type);
1118
1119     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1120     if (!object)
1121     {
1122         ERR("Failed to allocate swapchain memory.\n");
1123         return E_OUTOFMEMORY;
1124     }
1125
1126     hr = swapchain_init(object, surface_type, device, desc, parent, parent_ops);
1127     if (FAILED(hr))
1128     {
1129         WARN("Failed to initialize swapchain, hr %#x.\n", hr);
1130         HeapFree(GetProcessHeap(), 0, object);
1131         return hr;
1132     }
1133
1134     TRACE("Created swapchain %p.\n", object);
1135     *swapchain = object;
1136
1137     return WINED3D_OK;
1138 }
1139
1140 /* Do not call while under the GL lock. */
1141 static struct wined3d_context *swapchain_create_context(struct wined3d_swapchain *swapchain)
1142 {
1143     struct wined3d_context **newArray;
1144     struct wined3d_context *ctx;
1145
1146     TRACE("Creating a new context for swapchain %p, thread %u.\n", swapchain, GetCurrentThreadId());
1147
1148     if (!(ctx = context_create(swapchain, swapchain->front_buffer, swapchain->ds_format)))
1149     {
1150         ERR("Failed to create a new context for the swapchain\n");
1151         return NULL;
1152     }
1153     context_release(ctx);
1154
1155     newArray = HeapAlloc(GetProcessHeap(), 0, sizeof(*newArray) * (swapchain->num_contexts + 1));
1156     if(!newArray) {
1157         ERR("Out of memory when trying to allocate a new context array\n");
1158         context_destroy(swapchain->device, ctx);
1159         return NULL;
1160     }
1161     memcpy(newArray, swapchain->context, sizeof(*newArray) * swapchain->num_contexts);
1162     HeapFree(GetProcessHeap(), 0, swapchain->context);
1163     newArray[swapchain->num_contexts] = ctx;
1164     swapchain->context = newArray;
1165     swapchain->num_contexts++;
1166
1167     TRACE("Returning context %p\n", ctx);
1168     return ctx;
1169 }
1170
1171 void swapchain_destroy_contexts(struct wined3d_swapchain *swapchain)
1172 {
1173     unsigned int i;
1174
1175     for (i = 0; i < swapchain->num_contexts; ++i)
1176     {
1177         context_destroy(swapchain->device, swapchain->context[i]);
1178     }
1179     swapchain->num_contexts = 0;
1180 }
1181
1182 struct wined3d_context *swapchain_get_context(struct wined3d_swapchain *swapchain)
1183 {
1184     DWORD tid = GetCurrentThreadId();
1185     unsigned int i;
1186
1187     for (i = 0; i < swapchain->num_contexts; ++i)
1188     {
1189         if (swapchain->context[i]->tid == tid)
1190             return swapchain->context[i];
1191     }
1192
1193     /* Create a new context for the thread */
1194     return swapchain_create_context(swapchain);
1195 }
1196
1197 void get_drawable_size_swapchain(const struct wined3d_context *context, UINT *width, UINT *height)
1198 {
1199     /* The drawable size of an onscreen drawable is the surface size.
1200      * (Actually: The window size, but the surface is created in window size) */
1201     *width = context->current_rt->resource.width;
1202     *height = context->current_rt->resource.height;
1203 }
1204
1205 HDC swapchain_get_backup_dc(struct wined3d_swapchain *swapchain)
1206 {
1207     if (!swapchain->backup_dc)
1208     {
1209         TRACE("Creating the backup window for swapchain %p.\n", swapchain);
1210
1211         if (!(swapchain->backup_wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
1212                 WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL)))
1213         {
1214             ERR("Failed to create a window.\n");
1215             return NULL;
1216         }
1217
1218         if (!(swapchain->backup_dc = GetDC(swapchain->backup_wnd)))
1219         {
1220             ERR("Failed to get a DC.\n");
1221             DestroyWindow(swapchain->backup_wnd);
1222             swapchain->backup_wnd = NULL;
1223             return NULL;
1224         }
1225     }
1226
1227     return swapchain->backup_dc;
1228 }
1229
1230 void swapchain_update_draw_bindings(struct wined3d_swapchain *swapchain)
1231 {
1232     UINT i;
1233
1234     surface_update_draw_binding(swapchain->front_buffer);
1235
1236     for (i = 0; i < swapchain->desc.backbuffer_count; ++i)
1237     {
1238         surface_update_draw_binding(swapchain->back_buffers[i]);
1239     }
1240 }