po: Update French translation.
[wine] / dlls / wined3d / swapchain.c
1 /*
2  * Copyright 2002-2003 Jason Edmeades
3  * Copyright 2002-2003 Raphael Junqueira
4  * Copyright 2005 Oliver Stieber
5  * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
6  * Copyright 2011 Henri Verbeet for CodeWeavers
7  *
8  * This library is free software; you can redistribute it and/or
9  * modify it under the terms of the GNU Lesser General Public
10  * License as published by the Free Software Foundation; either
11  * version 2.1 of the License, or (at your option) any later version.
12  *
13  * This library is distributed in the hope that it will be useful,
14  * but WITHOUT ANY WARRANTY; without even the implied warranty of
15  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
16  * Lesser General Public License for more details.
17  *
18  * You should have received a copy of the GNU Lesser General Public
19  * License along with this library; if not, write to the Free Software
20  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
21  */
22
23 #include "config.h"
24 #include "wined3d_private.h"
25
26 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
27 WINE_DECLARE_DEBUG_CHANNEL(fps);
28
29 /* Do not call while under the GL lock. */
30 static void swapchain_cleanup(struct wined3d_swapchain *swapchain)
31 {
32     struct wined3d_display_mode mode;
33     UINT i;
34
35     TRACE("Destroying swapchain %p.\n", swapchain);
36
37     wined3d_swapchain_set_gamma_ramp(swapchain, 0, &swapchain->orig_gamma);
38
39     /* Release the swapchain's draw buffers. Make sure swapchain->back_buffers[0]
40      * is the last buffer to be destroyed, FindContext() depends on that. */
41     if (swapchain->front_buffer)
42     {
43         surface_set_container(swapchain->front_buffer, WINED3D_CONTAINER_NONE, NULL);
44         if (wined3d_surface_decref(swapchain->front_buffer))
45             WARN("Something's still holding the front buffer (%p).\n", swapchain->front_buffer);
46         swapchain->front_buffer = NULL;
47     }
48
49     if (swapchain->back_buffers)
50     {
51         i = swapchain->desc.backbuffer_count;
52
53         while (i--)
54         {
55             surface_set_container(swapchain->back_buffers[i], WINED3D_CONTAINER_NONE, NULL);
56             if (wined3d_surface_decref(swapchain->back_buffers[i]))
57                 WARN("Something's still holding back buffer %u (%p).\n", i, swapchain->back_buffers[i]);
58         }
59         HeapFree(GetProcessHeap(), 0, swapchain->back_buffers);
60         swapchain->back_buffers = NULL;
61     }
62
63     for (i = 0; i < swapchain->num_contexts; ++i)
64     {
65         context_destroy(swapchain->device, swapchain->context[i]);
66     }
67     HeapFree(GetProcessHeap(), 0, swapchain->context);
68
69     /* Restore the screen resolution if we rendered in fullscreen.
70      * This will restore the screen resolution to what it was before creating
71      * the swapchain. In case of d3d8 and d3d9 this will be the original
72      * desktop resolution. In case of d3d7 this will be a NOP because ddraw
73      * sets the resolution before starting up Direct3D, thus orig_width and
74      * orig_height will be equal to the modes in the presentation params. */
75     if (!swapchain->desc.windowed && swapchain->desc.auto_restore_display_mode)
76     {
77         mode.width = swapchain->orig_width;
78         mode.height = swapchain->orig_height;
79         mode.refresh_rate = 0;
80         mode.format_id = swapchain->orig_fmt;
81         wined3d_device_set_display_mode(swapchain->device, 0, &mode);
82     }
83
84     if (swapchain->backup_dc)
85     {
86         TRACE("Destroying backup wined3d window %p, dc %p.\n", swapchain->backup_wnd, swapchain->backup_dc);
87
88         ReleaseDC(swapchain->backup_wnd, swapchain->backup_dc);
89         DestroyWindow(swapchain->backup_wnd);
90     }
91 }
92
93 ULONG CDECL wined3d_swapchain_incref(struct wined3d_swapchain *swapchain)
94 {
95     ULONG refcount = InterlockedIncrement(&swapchain->ref);
96
97     TRACE("%p increasing refcount to %u.\n", swapchain, refcount);
98
99     return refcount;
100 }
101
102 /* Do not call while under the GL lock. */
103 ULONG CDECL wined3d_swapchain_decref(struct wined3d_swapchain *swapchain)
104 {
105     ULONG refcount = InterlockedDecrement(&swapchain->ref);
106
107     TRACE("%p decreasing refcount to %u.\n", swapchain, refcount);
108
109     if (!refcount)
110     {
111         swapchain_cleanup(swapchain);
112         swapchain->parent_ops->wined3d_object_destroyed(swapchain->parent);
113         HeapFree(GetProcessHeap(), 0, swapchain);
114     }
115
116     return refcount;
117 }
118
119 void * CDECL wined3d_swapchain_get_parent(const struct wined3d_swapchain *swapchain)
120 {
121     TRACE("swapchain %p.\n", swapchain);
122
123     return swapchain->parent;
124 }
125
126 HRESULT CDECL wined3d_swapchain_set_window(struct wined3d_swapchain *swapchain, HWND window)
127 {
128     if (!window)
129         window = swapchain->device_window;
130     if (window == swapchain->win_handle)
131         return WINED3D_OK;
132
133     TRACE("Setting swapchain %p window from %p to %p.\n",
134             swapchain, swapchain->win_handle, window);
135     swapchain->win_handle = window;
136
137     return WINED3D_OK;
138 }
139
140 HRESULT CDECL wined3d_swapchain_present(struct wined3d_swapchain *swapchain,
141         const RECT *src_rect, const RECT *dst_rect, HWND dst_window_override,
142         const RGNDATA *dirty_region, DWORD flags)
143 {
144     TRACE("swapchain %p, src_rect %s, dst_rect %s, dst_window_override %p, dirty_region %p, flags %#x.\n",
145             swapchain, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect),
146             dst_window_override, dirty_region, flags);
147
148     if (!swapchain->back_buffers)
149     {
150         WARN("Swapchain doesn't have a backbuffer, returning WINED3DERR_INVALIDCALL\n");
151         return WINED3DERR_INVALIDCALL;
152     }
153
154     wined3d_swapchain_set_window(swapchain, dst_window_override);
155
156     swapchain->swapchain_ops->swapchain_present(swapchain, src_rect, dst_rect, dirty_region, flags);
157
158     return WINED3D_OK;
159 }
160
161 HRESULT CDECL wined3d_swapchain_get_front_buffer_data(const struct wined3d_swapchain *swapchain,
162         struct wined3d_surface *dst_surface)
163 {
164     struct wined3d_surface *src_surface;
165     RECT src_rect, dst_rect;
166
167     TRACE("swapchain %p, dst_surface %p.\n", swapchain, dst_surface);
168
169     src_surface = swapchain->front_buffer;
170     SetRect(&src_rect, 0, 0, src_surface->resource.width, src_surface->resource.height);
171     dst_rect = src_rect;
172
173     if (swapchain->desc.windowed)
174     {
175         MapWindowPoints(swapchain->win_handle, NULL, (POINT *)&dst_rect, 2);
176         FIXME("Using destination rect %s in windowed mode, this is likely wrong.\n",
177                 wine_dbgstr_rect(&dst_rect));
178     }
179
180     return wined3d_surface_blt(dst_surface, &dst_rect, src_surface, &src_rect, 0, NULL, WINED3D_TEXF_POINT);
181 }
182
183 HRESULT CDECL wined3d_swapchain_get_back_buffer(const struct wined3d_swapchain *swapchain,
184         UINT back_buffer_idx, enum wined3d_backbuffer_type type, struct wined3d_surface **back_buffer)
185 {
186     TRACE("swapchain %p, back_buffer_idx %u, type %#x, back_buffer %p.\n",
187             swapchain, back_buffer_idx, type, back_buffer);
188
189     /* Return invalid if there is no backbuffer array, otherwise it will
190      * crash when ddraw is used (there swapchain->back_buffers is always
191      * NULL). We need this because this function is called from
192      * stateblock_init_default_state() to get the default scissorrect
193      * dimensions. */
194     if (!swapchain->back_buffers || back_buffer_idx >= swapchain->desc.backbuffer_count)
195     {
196         WARN("Invalid back buffer index.\n");
197         /* Native d3d9 doesn't set NULL here, just as wine's d3d9. But set it
198          * here in wined3d to avoid problems in other libs. */
199         *back_buffer = NULL;
200         return WINED3DERR_INVALIDCALL;
201     }
202
203     *back_buffer = swapchain->back_buffers[back_buffer_idx];
204     if (*back_buffer)
205         wined3d_surface_incref(*back_buffer);
206
207     TRACE("Returning back buffer %p.\n", *back_buffer);
208
209     return WINED3D_OK;
210 }
211
212 HRESULT CDECL wined3d_swapchain_get_raster_status(const struct wined3d_swapchain *swapchain,
213         struct wined3d_raster_status *raster_status)
214 {
215     static BOOL warned;
216     LARGE_INTEGER counter, freq_per_sec;
217     LONGLONG freq_per_frame, freq_per_line;
218     struct wined3d_display_mode mode;
219
220     /* No OpenGL equivalent */
221     if (!warned)
222     {
223         FIXME("swapchain %p, raster_status %p semi-stub!\n", swapchain, raster_status);
224         warned = TRUE;
225     }
226
227     /* Obtaining the raster status is a widely implemented but optional
228      * feature. When this method returns OK StarCraft 2 expects the
229      * raster_status->InVBlank value to actually change over time.
230      * And Endless Alice Crysis doesn't care even if this method fails.
231      * Thus this method returns OK and fakes raster_status by
232      * QueryPerformanceCounter. */
233
234     if (!QueryPerformanceCounter(&counter) || !QueryPerformanceFrequency(&freq_per_sec))
235         return WINED3DERR_INVALIDCALL;
236
237     if (FAILED(wined3d_swapchain_get_display_mode(swapchain, &mode)))
238         return WINED3DERR_INVALIDCALL;
239     if (mode.refresh_rate == DEFAULT_REFRESH_RATE)
240         mode.refresh_rate = 60;
241
242     freq_per_frame = freq_per_sec.QuadPart / mode.refresh_rate;
243     /* Assume 20 scan lines in the vertical blank */
244     freq_per_line = freq_per_frame / (mode.height + 20);
245     raster_status->scan_line = (counter.QuadPart % freq_per_frame) / freq_per_line;
246     if (raster_status->scan_line < mode.height)
247         raster_status->in_vblank = FALSE;
248     else
249     {
250         raster_status->scan_line = 0;
251         raster_status->in_vblank = TRUE;
252     }
253     TRACE("Returning fake value, in_vblank %u, scan_line %u.\n",
254           raster_status->in_vblank, raster_status->scan_line);
255     return WINED3D_OK;
256 }
257
258 HRESULT CDECL wined3d_swapchain_get_display_mode(const struct wined3d_swapchain *swapchain,
259         struct wined3d_display_mode *mode)
260 {
261     HRESULT hr;
262
263     TRACE("swapchain %p, mode %p.\n", swapchain, mode);
264
265     hr = wined3d_get_adapter_display_mode(swapchain->device->wined3d, swapchain->device->adapter->ordinal, mode);
266
267     TRACE("Returning w %u, h %u, refresh rate %u, format %s.\n",
268             mode->width, mode->height, mode->refresh_rate, debug_d3dformat(mode->format_id));
269
270     return hr;
271 }
272
273 struct wined3d_device * CDECL wined3d_swapchain_get_device(const struct wined3d_swapchain *swapchain)
274 {
275     TRACE("swapchain %p.\n", swapchain);
276
277     return swapchain->device;
278 }
279
280 HRESULT CDECL wined3d_swapchain_get_desc(const struct wined3d_swapchain *swapchain,
281         struct wined3d_swapchain_desc *desc)
282 {
283     TRACE("swapchain %p, desc %p.\n", swapchain, desc);
284
285     *desc = swapchain->desc;
286
287     return WINED3D_OK;
288 }
289
290 HRESULT CDECL wined3d_swapchain_set_gamma_ramp(const struct wined3d_swapchain *swapchain,
291         DWORD flags, const struct wined3d_gamma_ramp *ramp)
292 {
293     HDC dc;
294
295     TRACE("swapchain %p, flags %#x, ramp %p.\n", swapchain, flags, ramp);
296
297     if (flags)
298         FIXME("Ignoring flags %#x.\n", flags);
299
300     dc = GetDC(swapchain->device_window);
301     SetDeviceGammaRamp(dc, (void *)ramp);
302     ReleaseDC(swapchain->device_window, dc);
303
304     return WINED3D_OK;
305 }
306
307 HRESULT CDECL wined3d_swapchain_get_gamma_ramp(const struct wined3d_swapchain *swapchain,
308         struct wined3d_gamma_ramp *ramp)
309 {
310     HDC dc;
311
312     TRACE("swapchain %p, ramp %p.\n", swapchain, ramp);
313
314     dc = GetDC(swapchain->device_window);
315     GetDeviceGammaRamp(dc, ramp);
316     ReleaseDC(swapchain->device_window, dc);
317
318     return WINED3D_OK;
319 }
320
321 /* A GL context is provided by the caller */
322 static void swapchain_blit(const struct wined3d_swapchain *swapchain,
323         struct wined3d_context *context, const RECT *src_rect, const RECT *dst_rect)
324 {
325     struct wined3d_surface *backbuffer = swapchain->back_buffers[0];
326     UINT src_w = src_rect->right - src_rect->left;
327     UINT src_h = src_rect->bottom - src_rect->top;
328     GLenum gl_filter;
329     const struct wined3d_gl_info *gl_info = context->gl_info;
330     RECT win_rect;
331     UINT win_h;
332
333     TRACE("swapchain %p, context %p, src_rect %s, dst_rect %s.\n",
334             swapchain, context, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect));
335
336     if (src_w == dst_rect->right - dst_rect->left && src_h == dst_rect->bottom - dst_rect->top)
337         gl_filter = GL_NEAREST;
338     else
339         gl_filter = GL_LINEAR;
340
341     GetClientRect(swapchain->win_handle, &win_rect);
342     win_h = win_rect.bottom - win_rect.top;
343
344     if (gl_info->fbo_ops.glBlitFramebuffer && is_identity_fixup(backbuffer->resource.format->color_fixup))
345     {
346         DWORD location = SFLAG_INTEXTURE;
347
348         if (backbuffer->resource.multisample_type)
349         {
350             location = SFLAG_INRB_RESOLVED;
351             surface_load_location(backbuffer, location, NULL);
352         }
353
354         ENTER_GL();
355         context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, backbuffer, NULL, location);
356         glReadBuffer(GL_COLOR_ATTACHMENT0);
357         context_check_fbo_status(context, GL_READ_FRAMEBUFFER);
358
359         context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER, swapchain->front_buffer, NULL, SFLAG_INDRAWABLE);
360         context_set_draw_buffer(context, GL_BACK);
361         context_invalidate_state(context, STATE_FRAMEBUFFER);
362
363         glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
364         context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE));
365         context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1));
366         context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2));
367         context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3));
368
369         glDisable(GL_SCISSOR_TEST);
370         context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE));
371
372         /* Note that the texture is upside down */
373         gl_info->fbo_ops.glBlitFramebuffer(src_rect->left, src_rect->top, src_rect->right, src_rect->bottom,
374                 dst_rect->left, win_h - dst_rect->top, dst_rect->right, win_h - dst_rect->bottom,
375                 GL_COLOR_BUFFER_BIT, gl_filter);
376         checkGLcall("Swapchain present blit(EXT_framebuffer_blit)\n");
377         LEAVE_GL();
378     }
379     else
380     {
381         struct wined3d_device *device = swapchain->device;
382         struct wined3d_context *context2;
383         float tex_left = src_rect->left;
384         float tex_top = src_rect->top;
385         float tex_right = src_rect->right;
386         float tex_bottom = src_rect->bottom;
387
388         context2 = context_acquire(device, swapchain->back_buffers[0]);
389         context_apply_blit_state(context2, device);
390
391         if (backbuffer->flags & SFLAG_NORMCOORD)
392         {
393             tex_left /= src_w;
394             tex_right /= src_w;
395             tex_top /= src_h;
396             tex_bottom /= src_h;
397         }
398
399         if (is_complex_fixup(backbuffer->resource.format->color_fixup))
400             gl_filter = GL_NEAREST;
401
402         ENTER_GL();
403         context_apply_fbo_state_blit(context2, GL_FRAMEBUFFER, swapchain->front_buffer, NULL, SFLAG_INDRAWABLE);
404
405         /* Set up the texture. The surface is not in a wined3d_texture
406          * container, so there are no D3D texture settings to dirtify. */
407         device->blitter->set_shader(device->blit_priv, context2, backbuffer);
408         glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MIN_FILTER, gl_filter);
409         glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MAG_FILTER, gl_filter);
410
411         context_set_draw_buffer(context, GL_BACK);
412
413         /* Set the viewport to the destination rectandle, disable any projection
414          * transformation set up by context_apply_blit_state(), and draw a
415          * (-1,-1)-(1,1) quad.
416          *
417          * Back up viewport and matrix to avoid breaking last_was_blit
418          *
419          * Note that context_apply_blit_state() set up viewport and ortho to
420          * match the surface size - we want the GL drawable(=window) size. */
421         glPushAttrib(GL_VIEWPORT_BIT);
422         glViewport(dst_rect->left, win_h - dst_rect->bottom, dst_rect->right, win_h - dst_rect->top);
423         glMatrixMode(GL_PROJECTION);
424         glPushMatrix();
425         glLoadIdentity();
426
427         glBegin(GL_QUADS);
428             /* bottom left */
429             glTexCoord2f(tex_left, tex_bottom);
430             glVertex2i(-1, -1);
431
432             /* top left */
433             glTexCoord2f(tex_left, tex_top);
434             glVertex2i(-1, 1);
435
436             /* top right */
437             glTexCoord2f(tex_right, tex_top);
438             glVertex2i(1, 1);
439
440             /* bottom right */
441             glTexCoord2f(tex_right, tex_bottom);
442             glVertex2i(1, -1);
443         glEnd();
444
445         glPopMatrix();
446         glPopAttrib();
447
448         device->blitter->unset_shader(context->gl_info);
449         checkGLcall("Swapchain present blit(manual)\n");
450         LEAVE_GL();
451
452         context_release(context2);
453     }
454 }
455
456 static void swapchain_gl_present(struct wined3d_swapchain *swapchain, const RECT *src_rect_in,
457         const RECT *dst_rect_in, const RGNDATA *dirty_region, DWORD flags)
458 {
459     struct wined3d_surface *back_buffer = swapchain->back_buffers[0];
460     const struct wined3d_fb_state *fb = &swapchain->device->fb;
461     const struct wined3d_gl_info *gl_info;
462     struct wined3d_context *context;
463     RECT src_rect, dst_rect;
464     BOOL render_to_fbo;
465
466     context = context_acquire(swapchain->device, back_buffer);
467     if (!context->valid)
468     {
469         context_release(context);
470         WARN("Invalid context, skipping present.\n");
471         return;
472     }
473
474     gl_info = context->gl_info;
475
476     /* Render the cursor onto the back buffer, using our nifty directdraw blitting code :-) */
477     if (swapchain->device->bCursorVisible &&
478         swapchain->device->cursorTexture &&
479         !swapchain->device->hardwareCursor)
480     {
481         struct wined3d_surface cursor;
482         RECT destRect =
483         {
484             swapchain->device->xScreenSpace - swapchain->device->xHotSpot,
485             swapchain->device->yScreenSpace - swapchain->device->yHotSpot,
486             swapchain->device->xScreenSpace + swapchain->device->cursorWidth - swapchain->device->xHotSpot,
487             swapchain->device->yScreenSpace + swapchain->device->cursorHeight - swapchain->device->yHotSpot,
488         };
489         TRACE("Rendering the cursor. Creating fake surface at %p\n", &cursor);
490         /* Build a fake surface to call the Blitting code. It is not possible to use the interface passed by
491          * the application because we are only supposed to copy the information out. Using a fake surface
492          * allows us to use the Blitting engine and avoid copying the whole texture -> render target blitting code.
493          */
494         memset(&cursor, 0, sizeof(cursor));
495         cursor.resource.ref = 1;
496         cursor.resource.device = swapchain->device;
497         cursor.resource.pool = WINED3D_POOL_SCRATCH;
498         cursor.resource.format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
499         cursor.resource.type = WINED3D_RTYPE_SURFACE;
500         cursor.texture_name = swapchain->device->cursorTexture;
501         cursor.texture_target = GL_TEXTURE_2D;
502         cursor.texture_level = 0;
503         cursor.resource.width = swapchain->device->cursorWidth;
504         cursor.resource.height = swapchain->device->cursorHeight;
505         /* The cursor must have pow2 sizes */
506         cursor.pow2Width = cursor.resource.width;
507         cursor.pow2Height = cursor.resource.height;
508         /* The surface is in the texture */
509         cursor.flags |= SFLAG_INTEXTURE;
510         /* DDBLT_KEYSRC will cause BltOverride to enable the alpha test with GL_NOTEQUAL, 0.0,
511          * which is exactly what we want :-)
512          */
513         if (swapchain->desc.windowed)
514             MapWindowPoints(NULL, swapchain->win_handle, (POINT *)&destRect, 2);
515         wined3d_surface_blt(back_buffer, &destRect, &cursor, NULL, WINEDDBLT_KEYSRC,
516                 NULL, WINED3D_TEXF_POINT);
517     }
518
519     if (swapchain->device->logo_surface)
520     {
521         struct wined3d_surface *src_surface = swapchain->device->logo_surface;
522         RECT rect = {0, 0, src_surface->resource.width, src_surface->resource.height};
523
524         /* Blit the logo into the upper left corner of the drawable. */
525         wined3d_surface_blt(back_buffer, &rect, src_surface, &rect, WINEDDBLT_KEYSRC,
526                 NULL, WINED3D_TEXF_POINT);
527     }
528
529     TRACE("Presenting HDC %p.\n", context->hdc);
530
531     render_to_fbo = swapchain->render_to_fbo;
532
533     if (src_rect_in)
534     {
535         src_rect = *src_rect_in;
536         if (!render_to_fbo && (src_rect.left || src_rect.top
537                 || src_rect.right != swapchain->desc.backbuffer_width
538                 || src_rect.bottom != swapchain->desc.backbuffer_height))
539         {
540             render_to_fbo = TRUE;
541         }
542     }
543     else
544     {
545         src_rect.left = 0;
546         src_rect.top = 0;
547         src_rect.right = swapchain->desc.backbuffer_width;
548         src_rect.bottom = swapchain->desc.backbuffer_height;
549     }
550
551     if (dst_rect_in)
552         dst_rect = *dst_rect_in;
553     else
554         GetClientRect(swapchain->win_handle, &dst_rect);
555
556     if (!render_to_fbo && (dst_rect.left || dst_rect.top
557             || dst_rect.right != swapchain->desc.backbuffer_width
558             || dst_rect.bottom != swapchain->desc.backbuffer_height))
559         render_to_fbo = TRUE;
560
561     /* Rendering to a window of different size, presenting partial rectangles,
562      * or rendering to a different window needs help from FBO_blit or a textured
563      * draw. Render the swapchain to a FBO in the future.
564      *
565      * Note that FBO_blit from the backbuffer to the frontbuffer cannot solve
566      * all these issues - this fails if the window is smaller than the backbuffer.
567      */
568     if (!swapchain->render_to_fbo && render_to_fbo && wined3d_settings.offscreen_rendering_mode == ORM_FBO)
569     {
570         surface_load_location(back_buffer, SFLAG_INTEXTURE, NULL);
571         surface_modify_location(back_buffer, SFLAG_INDRAWABLE, FALSE);
572         swapchain->render_to_fbo = TRUE;
573         swapchain_update_draw_bindings(swapchain);
574     }
575     else
576     {
577         surface_load_location(back_buffer, back_buffer->draw_binding, NULL);
578     }
579
580     if (swapchain->render_to_fbo)
581     {
582         /* This codepath should only be hit with the COPY swapeffect. Otherwise a backbuffer-
583          * window size mismatch is impossible(fullscreen) and src and dst rectangles are
584          * not allowed(they need the COPY swapeffect)
585          *
586          * The DISCARD swap effect is ok as well since any backbuffer content is allowed after
587          * the swap. */
588         if (swapchain->desc.swap_effect == WINED3D_SWAP_EFFECT_FLIP)
589             FIXME("Render-to-fbo with WINED3D_SWAP_EFFECT_FLIP\n");
590
591         swapchain_blit(swapchain, context, &src_rect, &dst_rect);
592     }
593
594     if (swapchain->num_contexts > 1)
595         wglFinish();
596     SwapBuffers(context->hdc); /* TODO: cycle through the swapchain buffers */
597
598     TRACE("SwapBuffers called, Starting new frame\n");
599     /* FPS support */
600     if (TRACE_ON(fps))
601     {
602         DWORD time = GetTickCount();
603         ++swapchain->frames;
604
605         /* every 1.5 seconds */
606         if (time - swapchain->prev_time > 1500)
607         {
608             TRACE_(fps)("%p @ approx %.2ffps\n",
609                     swapchain, 1000.0 * swapchain->frames / (time - swapchain->prev_time));
610             swapchain->prev_time = time;
611             swapchain->frames = 0;
612         }
613     }
614
615     /* This is disabled, but the code left in for debug purposes.
616      *
617      * Since we're allowed to modify the new back buffer on a D3DSWAPEFFECT_DISCARD flip,
618      * we can clear it with some ugly color to make bad drawing visible and ease debugging.
619      * The Debug runtime does the same on Windows. However, a few games do not redraw the
620      * screen properly, like Max Payne 2, which leaves a few pixels undefined.
621      *
622      * Tests show that the content of the back buffer after a discard flip is indeed not
623      * reliable, so no game can depend on the exact content. However, it resembles the
624      * old contents in some way, for example by showing fragments at other locations. In
625      * general, the color theme is still intact. So Max payne, which draws rather dark scenes
626      * gets a dark background image. If we clear it with a bright ugly color, the game's
627      * bug shows up much more than it does on Windows, and the players see single pixels
628      * with wrong colors.
629      * (The Max Payne bug has been confirmed on Windows with the debug runtime) */
630     if (FALSE && swapchain->desc.swap_effect == WINED3D_SWAP_EFFECT_DISCARD)
631     {
632         static const struct wined3d_color cyan = {0.0f, 1.0f, 1.0f, 1.0f};
633
634         TRACE("Clearing the color buffer with cyan color\n");
635
636         wined3d_device_clear(swapchain->device, 0, NULL,
637                 WINED3DCLEAR_TARGET, &cyan, 1.0f, 0);
638     }
639
640     if (!swapchain->render_to_fbo && ((swapchain->front_buffer->flags & SFLAG_INSYSMEM)
641             || (back_buffer->flags & SFLAG_INSYSMEM)))
642     {
643         /* Both memory copies of the surfaces are ok, flip them around too instead of dirtifying
644          * Doesn't work with render_to_fbo because we're not flipping
645          */
646         struct wined3d_surface *front = swapchain->front_buffer;
647
648         if (front->resource.size == back_buffer->resource.size)
649         {
650             DWORD fbflags;
651             flip_surface(front, back_buffer);
652
653             /* Tell the front buffer surface that is has been modified. However,
654              * the other locations were preserved during that, so keep the flags.
655              * This serves to update the emulated overlay, if any. */
656             fbflags = front->flags;
657             surface_modify_location(front, SFLAG_INDRAWABLE, TRUE);
658             front->flags = fbflags;
659         }
660         else
661         {
662             surface_modify_location(front, SFLAG_INDRAWABLE, TRUE);
663             surface_modify_location(back_buffer, SFLAG_INDRAWABLE, TRUE);
664         }
665     }
666     else
667     {
668         surface_modify_location(swapchain->front_buffer, SFLAG_INDRAWABLE, TRUE);
669         /* If the swapeffect is DISCARD, the back buffer is undefined. That means the SYSMEM
670          * and INTEXTURE copies can keep their old content if they have any defined content.
671          * If the swapeffect is COPY, the content remains the same. If it is FLIP however,
672          * the texture / sysmem copy needs to be reloaded from the drawable
673          */
674         if (swapchain->desc.swap_effect == WINED3D_SWAP_EFFECT_FLIP)
675             surface_modify_location(back_buffer, back_buffer->draw_binding, TRUE);
676     }
677
678     if (fb->depth_stencil)
679     {
680         if (swapchain->desc.flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
681                 || fb->depth_stencil->flags & SFLAG_DISCARD)
682         {
683             surface_modify_ds_location(fb->depth_stencil, SFLAG_DISCARDED,
684                     fb->depth_stencil->resource.width,
685                     fb->depth_stencil->resource.height);
686             if (fb->depth_stencil == swapchain->device->onscreen_depth_stencil)
687             {
688                 wined3d_surface_decref(swapchain->device->onscreen_depth_stencil);
689                 swapchain->device->onscreen_depth_stencil = NULL;
690             }
691         }
692     }
693
694     context_release(context);
695 }
696
697 static const struct wined3d_swapchain_ops swapchain_gl_ops =
698 {
699     swapchain_gl_present,
700 };
701
702 /* Helper function that blits the front buffer contents to the target window. */
703 void x11_copy_to_screen(const struct wined3d_swapchain *swapchain, const RECT *rect)
704 {
705     const struct wined3d_surface *front;
706     POINT offset = {0, 0};
707     HDC src_dc, dst_dc;
708     RECT draw_rect;
709     HWND window;
710
711     TRACE("swapchain %p, rect %s.\n", swapchain, wine_dbgstr_rect(rect));
712
713     front = swapchain->front_buffer;
714     if (!(front->resource.usage & WINED3DUSAGE_RENDERTARGET))
715         return;
716
717     if (front->resource.map_count)
718         ERR("Trying to blit a mapped surface.\n");
719
720     TRACE("Copying surface %p to screen.\n", front);
721
722     src_dc = front->hDC;
723     window = swapchain->win_handle;
724     dst_dc = GetDCEx(window, 0, DCX_CLIPSIBLINGS | DCX_CACHE);
725
726     /* Front buffer coordinates are screen coordinates. Map them to the
727      * destination window if not fullscreened. */
728     if (swapchain->desc.windowed)
729         ClientToScreen(window, &offset);
730
731     TRACE("offset %s.\n", wine_dbgstr_point(&offset));
732
733     draw_rect.left = 0;
734     draw_rect.right = front->resource.width;
735     draw_rect.top = 0;
736     draw_rect.bottom = front->resource.height;
737
738     if (rect)
739         IntersectRect(&draw_rect, &draw_rect, rect);
740
741     BitBlt(dst_dc, draw_rect.left - offset.x, draw_rect.top - offset.y,
742             draw_rect.right - draw_rect.left, draw_rect.bottom - draw_rect.top,
743             src_dc, draw_rect.left, draw_rect.top, SRCCOPY);
744     ReleaseDC(window, dst_dc);
745 }
746
747 static void swapchain_gdi_present(struct wined3d_swapchain *swapchain, const RECT *src_rect_in,
748         const RECT *dst_rect_in, const RGNDATA *dirty_region, DWORD flags)
749 {
750     struct wined3d_surface *front, *back;
751
752     front = swapchain->front_buffer;
753     back = swapchain->back_buffers[0];
754
755     /* Flip the DC. */
756     {
757         HDC tmp;
758         tmp = front->hDC;
759         front->hDC = back->hDC;
760         back->hDC = tmp;
761     }
762
763     /* Flip the DIBsection. */
764     {
765         HBITMAP tmp;
766         tmp = front->dib.DIBsection;
767         front->dib.DIBsection = back->dib.DIBsection;
768         back->dib.DIBsection = tmp;
769     }
770
771     /* Flip the surface data. */
772     {
773         void *tmp;
774
775         tmp = front->dib.bitmap_data;
776         front->dib.bitmap_data = back->dib.bitmap_data;
777         back->dib.bitmap_data = tmp;
778
779         tmp = front->resource.allocatedMemory;
780         front->resource.allocatedMemory = back->resource.allocatedMemory;
781         back->resource.allocatedMemory = tmp;
782
783         if (front->resource.heapMemory)
784             ERR("GDI Surface %p has heap memory allocated.\n", front);
785
786         if (back->resource.heapMemory)
787             ERR("GDI Surface %p has heap memory allocated.\n", back);
788     }
789
790     /* FPS support */
791     if (TRACE_ON(fps))
792     {
793         static LONG prev_time, frames;
794         DWORD time = GetTickCount();
795
796         ++frames;
797
798         /* every 1.5 seconds */
799         if (time - prev_time > 1500)
800         {
801             TRACE_(fps)("@ approx %.2ffps\n", 1000.0 * frames / (time - prev_time));
802             prev_time = time;
803             frames = 0;
804         }
805     }
806
807     x11_copy_to_screen(swapchain, NULL);
808 }
809
810 static const struct wined3d_swapchain_ops swapchain_gdi_ops =
811 {
812     swapchain_gdi_present,
813 };
814
815 void swapchain_update_render_to_fbo(struct wined3d_swapchain *swapchain)
816 {
817     RECT client_rect;
818
819     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
820         return;
821
822     if (!swapchain->desc.backbuffer_count)
823     {
824         TRACE("Single buffered rendering.\n");
825         swapchain->render_to_fbo = FALSE;
826         return;
827     }
828
829     GetClientRect(swapchain->win_handle, &client_rect);
830
831     TRACE("Backbuffer %ux%u, window %ux%u.\n",
832             swapchain->desc.backbuffer_width,
833             swapchain->desc.backbuffer_height,
834             client_rect.right, client_rect.bottom);
835     TRACE("Multisample type %#x, quality %#x.\n",
836             swapchain->desc.multisample_type,
837             swapchain->desc.multisample_quality);
838
839     if (!wined3d_settings.always_offscreen && !swapchain->desc.multisample_type
840             && swapchain->desc.backbuffer_width == client_rect.right
841             && swapchain->desc.backbuffer_height == client_rect.bottom)
842     {
843         TRACE("Backbuffer dimensions match window dimensions, rendering onscreen.\n");
844         swapchain->render_to_fbo = FALSE;
845         return;
846     }
847
848     TRACE("Rendering to FBO.\n");
849     swapchain->render_to_fbo = TRUE;
850 }
851
852 /* Do not call while under the GL lock. */
853 static HRESULT swapchain_init(struct wined3d_swapchain *swapchain, enum wined3d_surface_type surface_type,
854         struct wined3d_device *device, struct wined3d_swapchain_desc *desc,
855         void *parent, const struct wined3d_parent_ops *parent_ops)
856 {
857     const struct wined3d_adapter *adapter = device->adapter;
858     const struct wined3d_format *format;
859     struct wined3d_display_mode mode;
860     BOOL displaymode_set = FALSE;
861     RECT client_rect;
862     HWND window;
863     HRESULT hr;
864     UINT i;
865
866     if (desc->backbuffer_count > WINED3DPRESENT_BACK_BUFFER_MAX)
867     {
868         FIXME("The application requested %u back buffers, this is not supported.\n",
869                 desc->backbuffer_count);
870         return WINED3DERR_INVALIDCALL;
871     }
872
873     if (desc->backbuffer_count > 1)
874     {
875         FIXME("The application requested more than one back buffer, this is not properly supported.\n"
876                 "Please configure the application to use double buffering (1 back buffer) if possible.\n");
877     }
878
879     switch (surface_type)
880     {
881         case WINED3D_SURFACE_TYPE_GDI:
882             swapchain->swapchain_ops = &swapchain_gdi_ops;
883             break;
884
885         case WINED3D_SURFACE_TYPE_OPENGL:
886             swapchain->swapchain_ops = &swapchain_gl_ops;
887             break;
888
889         default:
890             ERR("Invalid surface type %#x.\n", surface_type);
891             return WINED3DERR_INVALIDCALL;
892     }
893
894     window = desc->device_window ? desc->device_window : device->create_parms.focus_window;
895
896     swapchain->device = device;
897     swapchain->parent = parent;
898     swapchain->parent_ops = parent_ops;
899     swapchain->ref = 1;
900     swapchain->win_handle = window;
901     swapchain->device_window = window;
902
903     wined3d_get_adapter_display_mode(device->wined3d, adapter->ordinal, &mode);
904     swapchain->orig_width = mode.width;
905     swapchain->orig_height = mode.height;
906     swapchain->orig_fmt = mode.format_id;
907     format = wined3d_get_format(&adapter->gl_info, mode.format_id);
908
909     GetClientRect(window, &client_rect);
910     if (desc->windowed
911             && (!desc->backbuffer_width || !desc->backbuffer_height
912             || desc->backbuffer_format == WINED3DFMT_UNKNOWN))
913     {
914
915         if (!desc->backbuffer_width)
916         {
917             desc->backbuffer_width = client_rect.right;
918             TRACE("Updating width to %u.\n", desc->backbuffer_width);
919         }
920
921         if (!desc->backbuffer_height)
922         {
923             desc->backbuffer_height = client_rect.bottom;
924             TRACE("Updating height to %u.\n", desc->backbuffer_height);
925         }
926
927         if (desc->backbuffer_format == WINED3DFMT_UNKNOWN)
928         {
929             desc->backbuffer_format = swapchain->orig_fmt;
930             TRACE("Updating format to %s.\n", debug_d3dformat(swapchain->orig_fmt));
931         }
932     }
933     swapchain->desc = *desc;
934     swapchain_update_render_to_fbo(swapchain);
935
936     TRACE("Creating front buffer.\n");
937     hr = device->device_parent->ops->create_rendertarget(device->device_parent, parent,
938             swapchain->desc.backbuffer_width, swapchain->desc.backbuffer_height,
939             swapchain->desc.backbuffer_format, swapchain->desc.multisample_type,
940             swapchain->desc.multisample_quality, TRUE /* Lockable */,
941             &swapchain->front_buffer);
942     if (FAILED(hr))
943     {
944         WARN("Failed to create front buffer, hr %#x.\n", hr);
945         goto err;
946     }
947
948     surface_set_container(swapchain->front_buffer, WINED3D_CONTAINER_SWAPCHAIN, swapchain);
949     if (surface_type == WINED3D_SURFACE_TYPE_OPENGL)
950         surface_modify_location(swapchain->front_buffer, SFLAG_INDRAWABLE, TRUE);
951
952     /* MSDN says we're only allowed a single fullscreen swapchain per device,
953      * so we should really check to see if there is a fullscreen swapchain
954      * already. Does a single head count as full screen? */
955
956     if (!desc->windowed)
957     {
958         struct wined3d_display_mode mode;
959
960         /* Change the display settings */
961         mode.width = desc->backbuffer_width;
962         mode.height = desc->backbuffer_height;
963         mode.format_id = desc->backbuffer_format;
964         mode.refresh_rate = desc->refresh_rate;
965
966         hr = wined3d_device_set_display_mode(device, 0, &mode);
967         if (FAILED(hr))
968         {
969             WARN("Failed to set display mode, hr %#x.\n", hr);
970             goto err;
971         }
972         displaymode_set = TRUE;
973     }
974
975     if (surface_type == WINED3D_SURFACE_TYPE_OPENGL)
976     {
977         static const enum wined3d_format_id formats[] =
978         {
979             WINED3DFMT_D24_UNORM_S8_UINT,
980             WINED3DFMT_D32_UNORM,
981             WINED3DFMT_R24_UNORM_X8_TYPELESS,
982             WINED3DFMT_D16_UNORM,
983             WINED3DFMT_S1_UINT_D15_UNORM
984         };
985
986         const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
987
988         swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain->context));
989         if (!swapchain->context)
990         {
991             ERR("Failed to create the context array.\n");
992             hr = E_OUTOFMEMORY;
993             goto err;
994         }
995         swapchain->num_contexts = 1;
996
997         /* In WGL both color, depth and stencil are features of a pixel format. In case of D3D they are separate.
998          * You are able to add a depth + stencil surface at a later stage when you need it.
999          * In order to support this properly in WineD3D we need the ability to recreate the opengl context and
1000          * drawable when this is required. This is very tricky as we need to reapply ALL opengl states for the new
1001          * context, need torecreate shaders, textures and other resources.
1002          *
1003          * The context manager already takes care of the state problem and for the other tasks code from Reset
1004          * can be used. These changes are way to risky during the 1.0 code freeze which is taking place right now.
1005          * Likely a lot of other new bugs will be exposed. For that reason request a depth stencil surface all the
1006          * time. It can cause a slight performance hit but fixes a lot of regressions. A fixme reminds of that this
1007          * issue needs to be fixed. */
1008         for (i = 0; i < (sizeof(formats) / sizeof(*formats)); i++)
1009         {
1010             swapchain->ds_format = wined3d_get_format(gl_info, formats[i]);
1011             swapchain->context[0] = context_create(swapchain, swapchain->front_buffer, swapchain->ds_format);
1012             if (swapchain->context[0]) break;
1013             TRACE("Depth stencil format %s is not supported, trying next format\n",
1014                   debug_d3dformat(formats[i]));
1015         }
1016
1017         if (!swapchain->context[0])
1018         {
1019             WARN("Failed to create context.\n");
1020             hr = WINED3DERR_NOTAVAILABLE;
1021             goto err;
1022         }
1023
1024         if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
1025                 && (!desc->enable_auto_depth_stencil
1026                 || swapchain->desc.auto_depth_stencil_format != swapchain->ds_format->id))
1027         {
1028             FIXME("Add OpenGL context recreation support to context_validate_onscreen_formats\n");
1029         }
1030         context_release(swapchain->context[0]);
1031     }
1032
1033     if (swapchain->desc.backbuffer_count > 0)
1034     {
1035         swapchain->back_buffers = HeapAlloc(GetProcessHeap(), 0,
1036                 sizeof(*swapchain->back_buffers) * swapchain->desc.backbuffer_count);
1037         if (!swapchain->back_buffers)
1038         {
1039             ERR("Failed to allocate backbuffer array memory.\n");
1040             hr = E_OUTOFMEMORY;
1041             goto err;
1042         }
1043
1044         for (i = 0; i < swapchain->desc.backbuffer_count; ++i)
1045         {
1046             TRACE("Creating back buffer %u.\n", i);
1047             hr = device->device_parent->ops->create_rendertarget(device->device_parent, parent,
1048                     swapchain->desc.backbuffer_width, swapchain->desc.backbuffer_height,
1049                     swapchain->desc.backbuffer_format, swapchain->desc.multisample_type,
1050                     swapchain->desc.multisample_quality, TRUE /* Lockable */,
1051                     &swapchain->back_buffers[i]);
1052             if (FAILED(hr))
1053             {
1054                 WARN("Failed to create back buffer %u, hr %#x.\n", i, hr);
1055                 goto err;
1056             }
1057
1058             surface_set_container(swapchain->back_buffers[i], WINED3D_CONTAINER_SWAPCHAIN, swapchain);
1059         }
1060     }
1061
1062     /* Swapchains share the depth/stencil buffer, so only create a single depthstencil surface. */
1063     if (desc->enable_auto_depth_stencil && surface_type == WINED3D_SURFACE_TYPE_OPENGL)
1064     {
1065         TRACE("Creating depth/stencil buffer.\n");
1066         if (!device->auto_depth_stencil)
1067         {
1068             hr = device->device_parent->ops->create_depth_stencil(device->device_parent,
1069                     swapchain->desc.backbuffer_width, swapchain->desc.backbuffer_height,
1070                     swapchain->desc.auto_depth_stencil_format, swapchain->desc.multisample_type,
1071                     swapchain->desc.multisample_quality, FALSE /* FIXME: Discard */,
1072                     &device->auto_depth_stencil);
1073             if (FAILED(hr))
1074             {
1075                 WARN("Failed to create the auto depth stencil, hr %#x.\n", hr);
1076                 goto err;
1077             }
1078
1079             surface_set_container(device->auto_depth_stencil, WINED3D_CONTAINER_NONE, NULL);
1080         }
1081     }
1082
1083     wined3d_swapchain_get_gamma_ramp(swapchain, &swapchain->orig_gamma);
1084
1085     return WINED3D_OK;
1086
1087 err:
1088     if (displaymode_set)
1089     {
1090         DEVMODEW devmode;
1091
1092         ClipCursor(NULL);
1093
1094         /* Change the display settings */
1095         memset(&devmode, 0, sizeof(devmode));
1096         devmode.dmSize = sizeof(devmode);
1097         devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
1098         devmode.dmBitsPerPel = format->byte_count * CHAR_BIT;
1099         devmode.dmPelsWidth = swapchain->orig_width;
1100         devmode.dmPelsHeight = swapchain->orig_height;
1101         ChangeDisplaySettingsExW(adapter->DeviceName, &devmode, NULL, CDS_FULLSCREEN, NULL);
1102     }
1103
1104     if (swapchain->back_buffers)
1105     {
1106         for (i = 0; i < swapchain->desc.backbuffer_count; ++i)
1107         {
1108             if (swapchain->back_buffers[i])
1109             {
1110                 surface_set_container(swapchain->back_buffers[i], WINED3D_CONTAINER_NONE, NULL);
1111                 wined3d_surface_decref(swapchain->back_buffers[i]);
1112             }
1113         }
1114         HeapFree(GetProcessHeap(), 0, swapchain->back_buffers);
1115     }
1116
1117     if (swapchain->context)
1118     {
1119         if (swapchain->context[0])
1120         {
1121             context_release(swapchain->context[0]);
1122             context_destroy(device, swapchain->context[0]);
1123             swapchain->num_contexts = 0;
1124         }
1125         HeapFree(GetProcessHeap(), 0, swapchain->context);
1126     }
1127
1128     if (swapchain->front_buffer)
1129     {
1130         surface_set_container(swapchain->front_buffer, WINED3D_CONTAINER_NONE, NULL);
1131         wined3d_surface_decref(swapchain->front_buffer);
1132     }
1133
1134     return hr;
1135 }
1136
1137 /* Do not call while under the GL lock. */
1138 HRESULT CDECL wined3d_swapchain_create(struct wined3d_device *device,
1139         struct wined3d_swapchain_desc *desc, enum wined3d_surface_type surface_type,
1140         void *parent, const struct wined3d_parent_ops *parent_ops,
1141         struct wined3d_swapchain **swapchain)
1142 {
1143     struct wined3d_swapchain *object;
1144     HRESULT hr;
1145
1146     TRACE("device %p, desc %p, swapchain %p, parent %p, surface_type %#x.\n",
1147             device, desc, swapchain, parent, surface_type);
1148
1149     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1150     if (!object)
1151     {
1152         ERR("Failed to allocate swapchain memory.\n");
1153         return E_OUTOFMEMORY;
1154     }
1155
1156     hr = swapchain_init(object, surface_type, device, desc, parent, parent_ops);
1157     if (FAILED(hr))
1158     {
1159         WARN("Failed to initialize swapchain, hr %#x.\n", hr);
1160         HeapFree(GetProcessHeap(), 0, object);
1161         return hr;
1162     }
1163
1164     TRACE("Created swapchain %p.\n", object);
1165     *swapchain = object;
1166
1167     return WINED3D_OK;
1168 }
1169
1170 /* Do not call while under the GL lock. */
1171 static struct wined3d_context *swapchain_create_context(struct wined3d_swapchain *swapchain)
1172 {
1173     struct wined3d_context **newArray;
1174     struct wined3d_context *ctx;
1175
1176     TRACE("Creating a new context for swapchain %p, thread %u.\n", swapchain, GetCurrentThreadId());
1177
1178     if (!(ctx = context_create(swapchain, swapchain->front_buffer, swapchain->ds_format)))
1179     {
1180         ERR("Failed to create a new context for the swapchain\n");
1181         return NULL;
1182     }
1183     context_release(ctx);
1184
1185     newArray = HeapAlloc(GetProcessHeap(), 0, sizeof(*newArray) * (swapchain->num_contexts + 1));
1186     if(!newArray) {
1187         ERR("Out of memory when trying to allocate a new context array\n");
1188         context_destroy(swapchain->device, ctx);
1189         return NULL;
1190     }
1191     memcpy(newArray, swapchain->context, sizeof(*newArray) * swapchain->num_contexts);
1192     HeapFree(GetProcessHeap(), 0, swapchain->context);
1193     newArray[swapchain->num_contexts] = ctx;
1194     swapchain->context = newArray;
1195     swapchain->num_contexts++;
1196
1197     TRACE("Returning context %p\n", ctx);
1198     return ctx;
1199 }
1200
1201 void swapchain_destroy_contexts(struct wined3d_swapchain *swapchain)
1202 {
1203     unsigned int i;
1204
1205     for (i = 0; i < swapchain->num_contexts; ++i)
1206     {
1207         context_destroy(swapchain->device, swapchain->context[i]);
1208     }
1209     swapchain->num_contexts = 0;
1210 }
1211
1212 struct wined3d_context *swapchain_get_context(struct wined3d_swapchain *swapchain)
1213 {
1214     DWORD tid = GetCurrentThreadId();
1215     unsigned int i;
1216
1217     for (i = 0; i < swapchain->num_contexts; ++i)
1218     {
1219         if (swapchain->context[i]->tid == tid)
1220             return swapchain->context[i];
1221     }
1222
1223     /* Create a new context for the thread */
1224     return swapchain_create_context(swapchain);
1225 }
1226
1227 void get_drawable_size_swapchain(const struct wined3d_context *context, UINT *width, UINT *height)
1228 {
1229     /* The drawable size of an onscreen drawable is the surface size.
1230      * (Actually: The window size, but the surface is created in window size) */
1231     *width = context->current_rt->resource.width;
1232     *height = context->current_rt->resource.height;
1233 }
1234
1235 HDC swapchain_get_backup_dc(struct wined3d_swapchain *swapchain)
1236 {
1237     if (!swapchain->backup_dc)
1238     {
1239         TRACE("Creating the backup window for swapchain %p.\n", swapchain);
1240
1241         if (!(swapchain->backup_wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
1242                 WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL)))
1243         {
1244             ERR("Failed to create a window.\n");
1245             return NULL;
1246         }
1247
1248         if (!(swapchain->backup_dc = GetDC(swapchain->backup_wnd)))
1249         {
1250             ERR("Failed to get a DC.\n");
1251             DestroyWindow(swapchain->backup_wnd);
1252             swapchain->backup_wnd = NULL;
1253             return NULL;
1254         }
1255     }
1256
1257     return swapchain->backup_dc;
1258 }
1259
1260 void swapchain_update_draw_bindings(struct wined3d_swapchain *swapchain)
1261 {
1262     UINT i;
1263
1264     surface_update_draw_binding(swapchain->front_buffer);
1265
1266     for (i = 0; i < swapchain->desc.backbuffer_count; ++i)
1267     {
1268         surface_update_draw_binding(swapchain->back_buffers[i]);
1269     }
1270 }