wined3d: Add a debug function for state names.
[wine] / dlls / wined3d / swapchain.c
1 /*
2  *IDirect3DSwapChain9 implementation
3  *
4  *Copyright 2002-2003 Jason Edmeades
5  *Copyright 2002-2003 Raphael Junqueira
6  *Copyright 2005 Oliver Stieber
7  *Copyright 2007-2008 Stefan Dösinger for CodeWeavers
8  *
9  *This library is free software; you can redistribute it and/or
10  *modify it under the terms of the GNU Lesser General Public
11  *License as published by the Free Software Foundation; either
12  *version 2.1 of the License, or (at your option) any later version.
13  *
14  *This library is distributed in the hope that it will be useful,
15  *but WITHOUT ANY WARRANTY; without even the implied warranty of
16  *MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
17  *Lesser General Public License for more details.
18  *
19  *You should have received a copy of the GNU Lesser General Public
20  *License along with this library; if not, write to the Free Software
21  *Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22  */
23
24 #include "config.h"
25 #include "wined3d_private.h"
26
27
28 /*TODO: some of the additional parameters may be required to
29     set the gamma ramp (for some weird reason microsoft have left swap gammaramp in device
30     but it operates on a swapchain, it may be a good idea to move it to IWineD3DSwapChain for IWineD3D)*/
31
32
33 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
34 WINE_DECLARE_DEBUG_CHANNEL(fps);
35
36 #define GLINFO_LOCATION This->device->adapter->gl_info
37
38 /*IWineD3DSwapChain parts follow: */
39 static void WINAPI IWineD3DSwapChainImpl_Destroy(IWineD3DSwapChain *iface)
40 {
41     IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
42     WINED3DDISPLAYMODE mode;
43     unsigned int i;
44
45     TRACE("Destroying swapchain %p\n", iface);
46
47     IWineD3DSwapChain_SetGammaRamp(iface, 0, &This->orig_gamma);
48
49     /* Release the swapchain's draw buffers. Make sure This->backBuffer[0] is
50      * the last buffer to be destroyed, FindContext() depends on that. */
51     if (This->frontBuffer)
52     {
53         IWineD3DSurface_SetContainer(This->frontBuffer, 0);
54         if (IWineD3DSurface_Release(This->frontBuffer))
55         {
56             WARN("(%p) Something's still holding the front buffer (%p).\n",
57                     This, This->frontBuffer);
58         }
59         This->frontBuffer = NULL;
60     }
61
62     if (This->backBuffer)
63     {
64         UINT i = This->presentParms.BackBufferCount;
65
66         while (i--)
67         {
68             IWineD3DSurface_SetContainer(This->backBuffer[i], 0);
69             if (IWineD3DSurface_Release(This->backBuffer[i]))
70                 WARN("(%p) Something's still holding back buffer %u (%p).\n",
71                         This, i, This->backBuffer[i]);
72         }
73         HeapFree(GetProcessHeap(), 0, This->backBuffer);
74         This->backBuffer = NULL;
75     }
76
77     for (i = 0; i < This->num_contexts; ++i)
78     {
79         context_destroy(This->device, This->context[i]);
80     }
81     /* Restore the screen resolution if we rendered in fullscreen
82      * This will restore the screen resolution to what it was before creating the swapchain. In case of d3d8 and d3d9
83      * this will be the original desktop resolution. In case of d3d7 this will be a NOP because ddraw sets the resolution
84      * before starting up Direct3D, thus orig_width and orig_height will be equal to the modes in the presentation params
85      */
86     if(This->presentParms.Windowed == FALSE && This->presentParms.AutoRestoreDisplayMode) {
87         mode.Width = This->orig_width;
88         mode.Height = This->orig_height;
89         mode.RefreshRate = 0;
90         mode.Format = This->orig_fmt;
91         IWineD3DDevice_SetDisplayMode((IWineD3DDevice *)This->device, 0, &mode);
92     }
93
94     HeapFree(GetProcessHeap(), 0, This->context);
95     HeapFree(GetProcessHeap(), 0, This);
96 }
97
98 /* A GL context is provided by the caller */
99 static void swapchain_blit(IWineD3DSwapChainImpl *This, struct wined3d_context *context,
100         const RECT *src_rect, const RECT *dst_rect)
101 {
102     IWineD3DDeviceImpl *device = This->device;
103     IWineD3DSurfaceImpl *backbuffer = ((IWineD3DSurfaceImpl *) This->backBuffer[0]);
104     UINT src_w = src_rect->right - src_rect->left;
105     UINT src_h = src_rect->bottom - src_rect->top;
106     GLenum gl_filter;
107     const struct wined3d_gl_info *gl_info = context->gl_info;
108
109     TRACE("swapchain %p, context %p, src_rect %s, dst_rect %s.\n",
110             This, context, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect));
111
112     if (src_w == dst_rect->right - dst_rect->left && src_h == dst_rect->bottom - dst_rect->top)
113         gl_filter = GL_NEAREST;
114     else
115         gl_filter = GL_LINEAR;
116
117     if (gl_info->fbo_ops.glBlitFramebuffer)
118     {
119         ENTER_GL();
120         context_bind_fbo(context, GL_READ_FRAMEBUFFER, &context->src_fbo);
121         context_attach_surface_fbo(context, GL_READ_FRAMEBUFFER, 0, This->backBuffer[0]);
122         context_attach_depth_stencil_fbo(context, GL_READ_FRAMEBUFFER, NULL, FALSE);
123
124         context_bind_fbo(context, GL_DRAW_FRAMEBUFFER, NULL);
125         context_set_draw_buffer(context, GL_BACK);
126
127         glDisable(GL_SCISSOR_TEST);
128         IWineD3DDeviceImpl_MarkStateDirty(This->device, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
129
130         /* Note that the texture is upside down */
131         gl_info->fbo_ops.glBlitFramebuffer(src_rect->left, src_rect->top, src_rect->right, src_rect->bottom,
132                                            dst_rect->left, dst_rect->bottom, dst_rect->right, dst_rect->top,
133                                            GL_COLOR_BUFFER_BIT, gl_filter);
134         checkGLcall("Swapchain present blit(EXT_framebuffer_blit)\n");
135         LEAVE_GL();
136     }
137     else
138     {
139         struct wined3d_context *context2;
140         float tex_left = src_rect->left;
141         float tex_top = src_rect->top;
142         float tex_right = src_rect->right;
143         float tex_bottom = src_rect->bottom;
144
145         context2 = context_acquire(This->device, This->backBuffer[0], CTXUSAGE_BLIT);
146
147         if(backbuffer->Flags & SFLAG_NORMCOORD)
148         {
149             tex_left /= src_w;
150             tex_right /= src_w;
151             tex_top /= src_h;
152             tex_bottom /= src_h;
153         }
154
155         ENTER_GL();
156         context_bind_fbo(context2, GL_DRAW_FRAMEBUFFER, NULL);
157
158         /* Set up the texture. The surface is not in a IWineD3D*Texture container,
159          * so there are no d3d texture settings to dirtify
160          */
161         device->blitter->set_shader((IWineD3DDevice *) device, backbuffer->resource.format_desc,
162                                     backbuffer->texture_target, backbuffer->pow2Width,
163                                     backbuffer->pow2Height);
164         glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
165         glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
166
167         context_set_draw_buffer(context, GL_BACK);
168
169         /* Set the viewport to the destination rectandle, disable any projection
170          * transformation set up by CTXUSAGE_BLIT, and draw a (-1,-1)-(1,1) quad.
171          *
172          * Back up viewport and matrix to avoid breaking last_was_blit
173          *
174          * Note that CTXUSAGE_BLIT set up viewport and ortho to match the surface
175          * size - we want the GL drawable(=window) size.
176          */
177         glPushAttrib(GL_VIEWPORT_BIT);
178         glViewport(dst_rect->left, dst_rect->top, dst_rect->right, dst_rect->bottom);
179         glMatrixMode(GL_PROJECTION);
180         glPushMatrix();
181         glLoadIdentity();
182
183         glBegin(GL_QUADS);
184             /* bottom left */
185             glTexCoord2f(tex_left, tex_bottom);
186             glVertex2i(-1, -1);
187
188             /* top left */
189             glTexCoord2f(tex_left, tex_top);
190             glVertex2i(-1, 1);
191
192             /* top right */
193             glTexCoord2f(tex_right, tex_top);
194             glVertex2i(1, 1);
195
196             /* bottom right */
197             glTexCoord2f(tex_right, tex_bottom);
198             glVertex2i(1, -1);
199         glEnd();
200
201         glPopMatrix();
202         glPopAttrib();
203
204         device->blitter->unset_shader((IWineD3DDevice *) device);
205         checkGLcall("Swapchain present blit(manual)\n");
206         LEAVE_GL();
207
208         context_release(context2);
209     }
210 }
211
212 static HRESULT WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface, CONST RECT *pSourceRect, CONST RECT *pDestRect, HWND hDestWindowOverride, CONST RGNDATA *pDirtyRegion, DWORD dwFlags) {
213     IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
214     struct wined3d_context *context;
215     RECT src_rect, dst_rect;
216     BOOL render_to_fbo;
217     unsigned int sync;
218     int retval;
219
220     context = context_acquire(This->device, This->backBuffer[0], CTXUSAGE_RESOURCELOAD);
221
222     /* Render the cursor onto the back buffer, using our nifty directdraw blitting code :-) */
223     if (This->device->bCursorVisible && This->device->cursorTexture)
224     {
225         IWineD3DSurfaceImpl cursor;
226         RECT destRect =
227         {
228             This->device->xScreenSpace - This->device->xHotSpot,
229             This->device->yScreenSpace - This->device->yHotSpot,
230             This->device->xScreenSpace + This->device->cursorWidth - This->device->xHotSpot,
231             This->device->yScreenSpace + This->device->cursorHeight - This->device->yHotSpot,
232         };
233         TRACE("Rendering the cursor. Creating fake surface at %p\n", &cursor);
234         /* Build a fake surface to call the Blitting code. It is not possible to use the interface passed by
235          * the application because we are only supposed to copy the information out. Using a fake surface
236          * allows to use the Blitting engine and avoid copying the whole texture -> render target blitting code.
237          */
238         memset(&cursor, 0, sizeof(cursor));
239         cursor.lpVtbl = &IWineD3DSurface_Vtbl;
240         cursor.resource.ref = 1;
241         cursor.resource.device = This->device;
242         cursor.resource.pool = WINED3DPOOL_SCRATCH;
243         cursor.resource.format_desc = getFormatDescEntry(WINED3DFMT_B8G8R8A8_UNORM, context->gl_info);
244         cursor.resource.resourceType = WINED3DRTYPE_SURFACE;
245         cursor.texture_name = This->device->cursorTexture;
246         cursor.texture_target = GL_TEXTURE_2D;
247         cursor.texture_level = 0;
248         cursor.currentDesc.Width = This->device->cursorWidth;
249         cursor.currentDesc.Height = This->device->cursorHeight;
250         cursor.glRect.left = 0;
251         cursor.glRect.top = 0;
252         cursor.glRect.right = cursor.currentDesc.Width;
253         cursor.glRect.bottom = cursor.currentDesc.Height;
254         /* The cursor must have pow2 sizes */
255         cursor.pow2Width = cursor.currentDesc.Width;
256         cursor.pow2Height = cursor.currentDesc.Height;
257         /* The surface is in the texture */
258         cursor.Flags |= SFLAG_INTEXTURE;
259         /* DDBLT_KEYSRC will cause BltOverride to enable the alpha test with GL_NOTEQUAL, 0.0,
260          * which is exactly what we want :-)
261          */
262         if (This->presentParms.Windowed) {
263             MapWindowPoints(NULL, This->win_handle, (LPPOINT)&destRect, 2);
264         }
265         IWineD3DSurface_Blt(This->backBuffer[0], &destRect, (IWineD3DSurface *)&cursor,
266                 NULL, WINEDDBLT_KEYSRC, NULL, WINED3DTEXF_POINT);
267     }
268
269     if (This->device->logo_surface)
270     {
271         /* Blit the logo into the upper left corner of the drawable. */
272         IWineD3DSurface_BltFast(This->backBuffer[0], 0, 0, This->device->logo_surface, NULL, WINEDDBLTFAST_SRCCOLORKEY);
273     }
274
275     TRACE("presetting HDC %p\n", This->context[0]->hdc);
276
277     /* Don't call checkGLcall, as glGetError is not applicable here */
278     if (hDestWindowOverride && This->win_handle != hDestWindowOverride) {
279         IWineD3DSwapChain_SetDestWindowOverride(iface, hDestWindowOverride);
280     }
281
282     render_to_fbo = This->render_to_fbo;
283
284     if (pSourceRect)
285     {
286         src_rect = *pSourceRect;
287         if (!render_to_fbo && (src_rect.left || src_rect.top
288                 || src_rect.right != This->presentParms.BackBufferWidth
289                 || src_rect.bottom != This->presentParms.BackBufferHeight))
290         {
291             render_to_fbo = TRUE;
292         }
293     }
294     else
295     {
296         src_rect.left = 0;
297         src_rect.top = 0;
298         src_rect.right = This->presentParms.BackBufferWidth;
299         src_rect.bottom = This->presentParms.BackBufferHeight;
300     }
301
302     if (pDestRect) dst_rect = *pDestRect;
303     else GetClientRect(This->win_handle, &dst_rect);
304
305     if (!render_to_fbo && (dst_rect.left || dst_rect.top
306             || dst_rect.right != This->presentParms.BackBufferWidth
307             || dst_rect.bottom != This->presentParms.BackBufferHeight))
308     {
309         render_to_fbo = TRUE;
310     }
311
312     /* Rendering to a window of different size, presenting partial rectangles,
313      * or rendering to a different window needs help from FBO_blit or a textured
314      * draw. Render the swapchain to a FBO in the future.
315      *
316      * Note that FBO_blit from the backbuffer to the frontbuffer cannot solve
317      * all these issues - this fails if the window is smaller than the backbuffer.
318      */
319     if (!This->render_to_fbo && render_to_fbo && wined3d_settings.offscreen_rendering_mode == ORM_FBO)
320     {
321         IWineD3DSurface_LoadLocation(This->backBuffer[0], SFLAG_INTEXTURE, NULL);
322         IWineD3DSurface_ModifyLocation(This->backBuffer[0], SFLAG_INDRAWABLE, FALSE);
323         This->render_to_fbo = TRUE;
324
325         /* Force the context manager to update the render target configuration next draw. */
326         context->current_rt = NULL;
327     }
328
329     if(This->render_to_fbo)
330     {
331         /* This codepath should only be hit with the COPY swapeffect. Otherwise a backbuffer-
332          * window size mismatch is impossible(fullscreen) and src and dst rectangles are
333          * not allowed(they need the COPY swapeffect)
334          *
335          * The DISCARD swap effect is ok as well since any backbuffer content is allowed after
336          * the swap
337          */
338         if(This->presentParms.SwapEffect == WINED3DSWAPEFFECT_FLIP )
339         {
340             FIXME("Render-to-fbo with WINED3DSWAPEFFECT_FLIP\n");
341         }
342
343         swapchain_blit(This, context, &src_rect, &dst_rect);
344     }
345
346     if (This->num_contexts > 1) wglFinish();
347     SwapBuffers(This->context[0]->hdc); /* TODO: cycle through the swapchain buffers */
348
349     TRACE("SwapBuffers called, Starting new frame\n");
350     /* FPS support */
351     if (TRACE_ON(fps))
352     {
353         DWORD time = GetTickCount();
354         This->frames++;
355         /* every 1.5 seconds */
356         if (time - This->prev_time > 1500) {
357             TRACE_(fps)("%p @ approx %.2ffps\n", This, 1000.0*This->frames/(time - This->prev_time));
358             This->prev_time = time;
359             This->frames = 0;
360         }
361     }
362
363 #if defined(FRAME_DEBUGGING)
364 {
365     if (GetFileAttributesA("C:\\D3DTRACE") != INVALID_FILE_ATTRIBUTES) {
366         if (!isOn) {
367             isOn = TRUE;
368             FIXME("Enabling D3D Trace\n");
369             __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 1);
370 #if defined(SHOW_FRAME_MAKEUP)
371             FIXME("Singe Frame snapshots Starting\n");
372             isDumpingFrames = TRUE;
373             ENTER_GL();
374             glClear(GL_COLOR_BUFFER_BIT);
375             LEAVE_GL();
376 #endif
377
378 #if defined(SINGLE_FRAME_DEBUGGING)
379         } else {
380 #if defined(SHOW_FRAME_MAKEUP)
381             FIXME("Singe Frame snapshots Finishing\n");
382             isDumpingFrames = FALSE;
383 #endif
384             FIXME("Singe Frame trace complete\n");
385             DeleteFileA("C:\\D3DTRACE");
386             __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 0);
387 #endif
388         }
389     } else {
390         if (isOn) {
391             isOn = FALSE;
392 #if defined(SHOW_FRAME_MAKEUP)
393             FIXME("Single Frame snapshots Finishing\n");
394             isDumpingFrames = FALSE;
395 #endif
396             FIXME("Disabling D3D Trace\n");
397             __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 0);
398         }
399     }
400 }
401 #endif
402
403     /* This is disabled, but the code left in for debug purposes.
404      *
405      * Since we're allowed to modify the new back buffer on a D3DSWAPEFFECT_DISCARD flip,
406      * we can clear it with some ugly color to make bad drawing visible and ease debugging.
407      * The Debug runtime does the same on Windows. However, a few games do not redraw the
408      * screen properly, like Max Payne 2, which leaves a few pixels undefined.
409      *
410      * Tests show that the content of the back buffer after a discard flip is indeed not
411      * reliable, so no game can depend on the exact content. However, it resembles the
412      * old contents in some way, for example by showing fragments at other locations. In
413      * general, the color theme is still intact. So Max payne, which draws rather dark scenes
414      * gets a dark background image. If we clear it with a bright ugly color, the game's
415      * bug shows up much more than it does on Windows, and the players see single pixels
416      * with wrong colors.
417      * (The Max Payne bug has been confirmed on Windows with the debug runtime)
418      */
419     if (FALSE && This->presentParms.SwapEffect == WINED3DSWAPEFFECT_DISCARD) {
420         TRACE("Clearing the color buffer with cyan color\n");
421
422         IWineD3DDevice_Clear((IWineD3DDevice *)This->device, 0, NULL,
423                 WINED3DCLEAR_TARGET, 0xff00ffff, 1.0f, 0);
424     }
425
426     if(!This->render_to_fbo &&
427        ( ((IWineD3DSurfaceImpl *) This->frontBuffer)->Flags   & SFLAG_INSYSMEM ||
428          ((IWineD3DSurfaceImpl *) This->backBuffer[0])->Flags & SFLAG_INSYSMEM ) ) {
429         /* Both memory copies of the surfaces are ok, flip them around too instead of dirtifying
430          * Doesn't work with render_to_fbo because we're not flipping
431          */
432         IWineD3DSurfaceImpl *front = (IWineD3DSurfaceImpl *) This->frontBuffer;
433         IWineD3DSurfaceImpl *back = (IWineD3DSurfaceImpl *) This->backBuffer[0];
434
435         if(front->resource.size == back->resource.size) {
436             DWORD fbflags;
437             flip_surface(front, back);
438
439             /* Tell the front buffer surface that is has been modified. However,
440              * the other locations were preserved during that, so keep the flags.
441              * This serves to update the emulated overlay, if any
442              */
443             fbflags = front->Flags;
444             IWineD3DSurface_ModifyLocation(This->frontBuffer, SFLAG_INDRAWABLE, TRUE);
445             front->Flags = fbflags;
446         } else {
447             IWineD3DSurface_ModifyLocation((IWineD3DSurface *) front, SFLAG_INDRAWABLE, TRUE);
448             IWineD3DSurface_ModifyLocation((IWineD3DSurface *) back, SFLAG_INDRAWABLE, TRUE);
449         }
450     } else {
451         IWineD3DSurface_ModifyLocation(This->frontBuffer, SFLAG_INDRAWABLE, TRUE);
452         /* If the swapeffect is DISCARD, the back buffer is undefined. That means the SYSMEM
453          * and INTEXTURE copies can keep their old content if they have any defined content.
454          * If the swapeffect is COPY, the content remains the same. If it is FLIP however,
455          * the texture / sysmem copy needs to be reloaded from the drawable
456          */
457         if(This->presentParms.SwapEffect == WINED3DSWAPEFFECT_FLIP) {
458             IWineD3DSurface_ModifyLocation(This->backBuffer[0], SFLAG_INDRAWABLE, TRUE);
459         }
460     }
461
462     if (This->device->stencilBufferTarget)
463     {
464         if (This->presentParms.Flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
465                 || ((IWineD3DSurfaceImpl *)This->device->stencilBufferTarget)->Flags & SFLAG_DISCARD)
466         {
467             surface_modify_ds_location(This->device->stencilBufferTarget, SFLAG_DS_DISCARDED);
468         }
469     }
470
471     if (This->presentParms.PresentationInterval != WINED3DPRESENT_INTERVAL_IMMEDIATE
472             && context->gl_info->supported[SGI_VIDEO_SYNC])
473     {
474         retval = GL_EXTCALL(glXGetVideoSyncSGI(&sync));
475         if(retval != 0) {
476             ERR("glXGetVideoSyncSGI failed(retval = %d\n", retval);
477         }
478
479         switch(This->presentParms.PresentationInterval) {
480             case WINED3DPRESENT_INTERVAL_DEFAULT:
481             case WINED3DPRESENT_INTERVAL_ONE:
482                 if(sync <= This->vSyncCounter) {
483                     retval = GL_EXTCALL(glXWaitVideoSyncSGI(1, 0, &This->vSyncCounter));
484                 } else {
485                     This->vSyncCounter = sync;
486                 }
487                 break;
488             case WINED3DPRESENT_INTERVAL_TWO:
489                 if(sync <= This->vSyncCounter + 1) {
490                     retval = GL_EXTCALL(glXWaitVideoSyncSGI(2, This->vSyncCounter & 0x1, &This->vSyncCounter));
491                 } else {
492                     This->vSyncCounter = sync;
493                 }
494                 break;
495             case WINED3DPRESENT_INTERVAL_THREE:
496                 if(sync <= This->vSyncCounter + 2) {
497                     retval = GL_EXTCALL(glXWaitVideoSyncSGI(3, This->vSyncCounter % 0x3, &This->vSyncCounter));
498                 } else {
499                     This->vSyncCounter = sync;
500                 }
501                 break;
502             case WINED3DPRESENT_INTERVAL_FOUR:
503                 if(sync <= This->vSyncCounter + 3) {
504                     retval = GL_EXTCALL(glXWaitVideoSyncSGI(4, This->vSyncCounter & 0x3, &This->vSyncCounter));
505                 } else {
506                     This->vSyncCounter = sync;
507                 }
508                 break;
509             default:
510                 FIXME("Unknown presentation interval %08x\n", This->presentParms.PresentationInterval);
511         }
512     }
513
514     context_release(context);
515
516     TRACE("returning\n");
517     return WINED3D_OK;
518 }
519
520 static HRESULT WINAPI IWineD3DSwapChainImpl_SetDestWindowOverride(IWineD3DSwapChain *iface, HWND window) {
521     IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
522     WINED3DLOCKED_RECT r;
523     BYTE *mem;
524
525     if(window == This->win_handle) return WINED3D_OK;
526
527     TRACE("Performing dest override of swapchain %p from window %p to %p\n", This, This->win_handle, window);
528     if (This->context[0] == This->device->contexts[0])
529     {
530         /* The primary context 'owns' all the opengl resources. Destroying and recreating that context requires downloading
531          * all opengl resources, deleting the gl resources, destroying all other contexts, then recreating all other contexts
532          * and reload the resources
533          */
534         delete_opengl_contexts((IWineD3DDevice *)This->device, iface);
535         This->win_handle = window;
536         create_primary_opengl_context((IWineD3DDevice *)This->device, iface);
537     }
538     else
539     {
540         This->win_handle = window;
541
542         /* The old back buffer has to be copied over to the new back buffer. A lockrect - switchcontext - unlockrect
543          * would suffice in theory, but it is rather nasty and may cause troubles with future changes of the locking code
544          * So lock read only, copy the surface out, then lock with the discard flag and write back
545          */
546         IWineD3DSurface_LockRect(This->backBuffer[0], &r, NULL, WINED3DLOCK_READONLY);
547         mem = HeapAlloc(GetProcessHeap(), 0, r.Pitch * ((IWineD3DSurfaceImpl *) This->backBuffer[0])->currentDesc.Height);
548         memcpy(mem, r.pBits, r.Pitch * ((IWineD3DSurfaceImpl *) This->backBuffer[0])->currentDesc.Height);
549         IWineD3DSurface_UnlockRect(This->backBuffer[0]);
550
551         context_destroy(This->device, This->context[0]);
552         This->context[0] = context_create(This->device, (IWineD3DSurfaceImpl *)This->frontBuffer,
553                 This->win_handle, FALSE /* pbuffer */, &This->presentParms);
554         context_release(This->context[0]);
555
556         IWineD3DSurface_LockRect(This->backBuffer[0], &r, NULL, WINED3DLOCK_DISCARD);
557         memcpy(r.pBits, mem, r.Pitch * ((IWineD3DSurfaceImpl *) This->backBuffer[0])->currentDesc.Height);
558         HeapFree(GetProcessHeap(), 0, mem);
559         IWineD3DSurface_UnlockRect(This->backBuffer[0]);
560     }
561     return WINED3D_OK;
562 }
563
564 static const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl =
565 {
566     /* IUnknown */
567     IWineD3DBaseSwapChainImpl_QueryInterface,
568     IWineD3DBaseSwapChainImpl_AddRef,
569     IWineD3DBaseSwapChainImpl_Release,
570     /* IWineD3DSwapChain */
571     IWineD3DBaseSwapChainImpl_GetParent,
572     IWineD3DSwapChainImpl_Destroy,
573     IWineD3DBaseSwapChainImpl_GetDevice,
574     IWineD3DSwapChainImpl_Present,
575     IWineD3DSwapChainImpl_SetDestWindowOverride,
576     IWineD3DBaseSwapChainImpl_GetFrontBufferData,
577     IWineD3DBaseSwapChainImpl_GetBackBuffer,
578     IWineD3DBaseSwapChainImpl_GetRasterStatus,
579     IWineD3DBaseSwapChainImpl_GetDisplayMode,
580     IWineD3DBaseSwapChainImpl_GetPresentParameters,
581     IWineD3DBaseSwapChainImpl_SetGammaRamp,
582     IWineD3DBaseSwapChainImpl_GetGammaRamp
583 };
584
585 static LONG fullscreen_style(LONG style)
586 {
587     /* Make sure the window is managed, otherwise we won't get keyboard input. */
588     style |= WS_POPUP | WS_SYSMENU;
589     style &= ~(WS_CAPTION | WS_THICKFRAME);
590
591     return style;
592 }
593
594 static LONG fullscreen_exstyle(LONG exstyle)
595 {
596     /* Filter out window decorations. */
597     exstyle &= ~(WS_EX_WINDOWEDGE | WS_EX_CLIENTEDGE);
598
599     return exstyle;
600 }
601
602 void swapchain_setup_fullscreen_window(IWineD3DSwapChainImpl *swapchain, UINT w, UINT h)
603 {
604     IWineD3DDeviceImpl *device = swapchain->device;
605     HWND window = swapchain->win_handle;
606     BOOL filter_messages;
607     LONG style, exstyle;
608
609     TRACE("Setting up window %p for fullscreen mode.\n", window);
610
611     if (device->style || device->exStyle)
612     {
613         ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
614                 window, device->style, device->exStyle);
615     }
616
617     device->style = GetWindowLongW(window, GWL_STYLE);
618     device->exStyle = GetWindowLongW(window, GWL_EXSTYLE);
619
620     style = fullscreen_style(device->style);
621     exstyle = fullscreen_exstyle(device->exStyle);
622
623     TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
624             device->style, device->exStyle, style, exstyle);
625
626     filter_messages = device->filter_messages;
627     device->filter_messages = TRUE;
628
629     SetWindowLongW(window, GWL_STYLE, style);
630     SetWindowLongW(window, GWL_EXSTYLE, exstyle);
631     SetWindowPos(window, HWND_TOP, 0, 0, w, h, SWP_FRAMECHANGED | SWP_SHOWWINDOW | SWP_NOACTIVATE);
632
633     device->filter_messages = filter_messages;
634 }
635
636 void swapchain_restore_fullscreen_window(IWineD3DSwapChainImpl *swapchain)
637 {
638     IWineD3DDeviceImpl *device = swapchain->device;
639     HWND window = swapchain->win_handle;
640     BOOL filter_messages;
641     LONG style, exstyle;
642
643     if (!device->style && !device->exStyle) return;
644
645     TRACE("Restoring window style of window %p to %08x, %08x.\n",
646             window, device->style, device->exStyle);
647
648     style = GetWindowLongW(window, GWL_STYLE);
649     exstyle = GetWindowLongW(window, GWL_EXSTYLE);
650
651     filter_messages = device->filter_messages;
652     device->filter_messages = TRUE;
653
654     /* Only restore the style if the application didn't modify it during the
655      * fullscreen phase. Some applications change it before calling Reset()
656      * when switching between windowed and fullscreen modes (HL2), some
657      * depend on the original style (Eve Online). */
658     if (style == fullscreen_style(device->style) && exstyle == fullscreen_exstyle(device->exStyle))
659     {
660         SetWindowLongW(window, GWL_STYLE, device->style);
661         SetWindowLongW(window, GWL_EXSTYLE, device->exStyle);
662     }
663     SetWindowPos(window, 0, 0, 0, 0, 0, SWP_FRAMECHANGED | SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER);
664
665     device->filter_messages = filter_messages;
666
667     /* Delete the old values. */
668     device->style = 0;
669     device->exStyle = 0;
670 }
671
672
673 HRESULT swapchain_init(IWineD3DSwapChainImpl *swapchain, WINED3DSURFTYPE surface_type,
674         IWineD3DDeviceImpl *device, WINED3DPRESENT_PARAMETERS *present_parameters, IUnknown *parent)
675 {
676     const struct wined3d_adapter *adapter = device->adapter;
677     const struct GlPixelFormatDesc *format_desc;
678     BOOL displaymode_set = FALSE;
679     WINED3DDISPLAYMODE mode;
680     RECT client_rect;
681     HWND window;
682     HRESULT hr;
683     UINT i;
684
685     if (present_parameters->BackBufferCount > WINED3DPRESENT_BACK_BUFFER_MAX)
686     {
687         FIXME("The application requested %u back buffers, this is not supported.\n",
688                 present_parameters->BackBufferCount);
689         return WINED3DERR_INVALIDCALL;
690     }
691
692     if (present_parameters->BackBufferCount > 1)
693     {
694         FIXME("The application requested more than one back buffer, this is not properly supported.\n"
695                 "Please configure the application to use double buffering (1 back buffer) if possible.\n");
696     }
697
698     switch (surface_type)
699     {
700         case SURFACE_GDI:
701             swapchain->lpVtbl = &IWineGDISwapChain_Vtbl;
702             break;
703
704         case SURFACE_OPENGL:
705             swapchain->lpVtbl = &IWineD3DSwapChain_Vtbl;
706             break;
707
708         case SURFACE_UNKNOWN:
709             FIXME("Caller tried to create a SURFACE_UNKNOWN swapchain.\n");
710             return WINED3DERR_INVALIDCALL;
711     }
712
713     window = present_parameters->hDeviceWindow ? present_parameters->hDeviceWindow : device->createParms.hFocusWindow;
714
715     swapchain->device = device;
716     swapchain->parent = parent;
717     swapchain->ref = 1;
718     swapchain->win_handle = window;
719
720     if (!present_parameters->Windowed && window)
721     {
722         swapchain_setup_fullscreen_window(swapchain, present_parameters->BackBufferWidth,
723                 present_parameters->BackBufferHeight);
724     }
725
726     IWineD3D_GetAdapterDisplayMode(device->wined3d, adapter->ordinal, &mode);
727     swapchain->orig_width = mode.Width;
728     swapchain->orig_height = mode.Height;
729     swapchain->orig_fmt = mode.Format;
730     format_desc = getFormatDescEntry(mode.Format, &adapter->gl_info);
731
732     GetClientRect(window, &client_rect);
733     if (present_parameters->Windowed
734             && (!present_parameters->BackBufferWidth || !present_parameters->BackBufferHeight
735             || present_parameters->BackBufferFormat == WINED3DFMT_UNKNOWN))
736     {
737
738         if (!present_parameters->BackBufferWidth)
739         {
740             present_parameters->BackBufferWidth = client_rect.right;
741             TRACE("Updating width to %u.\n", present_parameters->BackBufferWidth);
742         }
743
744         if (!present_parameters->BackBufferHeight)
745         {
746             present_parameters->BackBufferHeight = client_rect.bottom;
747             TRACE("Updating height to %u.\n", present_parameters->BackBufferHeight);
748         }
749
750         if (present_parameters->BackBufferFormat == WINED3DFMT_UNKNOWN)
751         {
752             present_parameters->BackBufferFormat = swapchain->orig_fmt;
753             TRACE("Updating format to %s.\n", debug_d3dformat(swapchain->orig_fmt));
754         }
755     }
756     swapchain->presentParms = *present_parameters;
757
758     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO
759             && present_parameters->BackBufferCount
760             && (present_parameters->BackBufferWidth != client_rect.right
761             || present_parameters->BackBufferHeight != client_rect.bottom))
762     {
763         TRACE("Rendering to FBO. Backbuffer %ux%u, window %ux%u.\n",
764                 present_parameters->BackBufferWidth,
765                 present_parameters->BackBufferHeight,
766                 client_rect.right, client_rect.bottom);
767         swapchain->render_to_fbo = TRUE;
768     }
769
770     TRACE("Creating front buffer.\n");
771     hr = IWineD3DDeviceParent_CreateRenderTarget(device->device_parent, parent,
772             swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
773             swapchain->presentParms.BackBufferFormat, swapchain->presentParms.MultiSampleType,
774             swapchain->presentParms.MultiSampleQuality, TRUE /* Lockable */, &swapchain->frontBuffer);
775     if (FAILED(hr))
776     {
777         WARN("Failed to create front buffer, hr %#x.\n", hr);
778         goto err;
779     }
780
781     IWineD3DSurface_SetContainer(swapchain->frontBuffer, (IWineD3DBase *)swapchain);
782     ((IWineD3DSurfaceImpl *)swapchain->frontBuffer)->Flags |= SFLAG_SWAPCHAIN;
783     if (surface_type == SURFACE_OPENGL)
784     {
785         IWineD3DSurface_ModifyLocation(swapchain->frontBuffer, SFLAG_INDRAWABLE, TRUE);
786     }
787
788     /* MSDN says we're only allowed a single fullscreen swapchain per device,
789      * so we should really check to see if there is a fullscreen swapchain
790      * already. Does a single head count as full screen? */
791
792     if (!present_parameters->Windowed)
793     {
794         WINED3DDISPLAYMODE mode;
795
796         /* Change the display settings */
797         mode.Width = present_parameters->BackBufferWidth;
798         mode.Height = present_parameters->BackBufferHeight;
799         mode.Format = present_parameters->BackBufferFormat;
800         mode.RefreshRate = present_parameters->FullScreen_RefreshRateInHz;
801
802         hr = IWineD3DDevice_SetDisplayMode((IWineD3DDevice *)device, 0, &mode);
803         if (FAILED(hr))
804         {
805             WARN("Failed to set display mode, hr %#x.\n", hr);
806             goto err;
807         }
808         displaymode_set = TRUE;
809     }
810
811     swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(swapchain->context));
812     if (!swapchain->context)
813     {
814         ERR("Failed to create the context array.\n");
815         hr = E_OUTOFMEMORY;
816         goto err;
817     }
818     swapchain->num_contexts = 1;
819
820     if (surface_type == SURFACE_OPENGL)
821     {
822         swapchain->context[0] = context_create(device, (IWineD3DSurfaceImpl *)swapchain->frontBuffer,
823                 window, FALSE /* pbuffer */, present_parameters);
824         if (!swapchain->context[0])
825         {
826             WARN("Failed to create context.\n");
827             hr = WINED3DERR_NOTAVAILABLE;
828             goto err;
829         }
830         context_release(swapchain->context[0]);
831     }
832     else
833     {
834         swapchain->context[0] = NULL;
835     }
836
837     if (swapchain->presentParms.BackBufferCount > 0)
838     {
839         swapchain->backBuffer = HeapAlloc(GetProcessHeap(), 0,
840                 sizeof(*swapchain->backBuffer) * swapchain->presentParms.BackBufferCount);
841         if (!swapchain->backBuffer)
842         {
843             ERR("Failed to allocate backbuffer array memory.\n");
844             hr = E_OUTOFMEMORY;
845             goto err;
846         }
847
848         for (i = 0; i < swapchain->presentParms.BackBufferCount; ++i)
849         {
850             TRACE("Creating back buffer %u.\n", i);
851             hr = IWineD3DDeviceParent_CreateRenderTarget(device->device_parent, parent,
852                     swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
853                     swapchain->presentParms.BackBufferFormat, swapchain->presentParms.MultiSampleType,
854                     swapchain->presentParms.MultiSampleQuality, TRUE /* Lockable */, &swapchain->backBuffer[i]);
855             if (FAILED(hr))
856             {
857                 WARN("Failed to create back buffer %u, hr %#x.\n", i, hr);
858                 goto err;
859             }
860
861             IWineD3DSurface_SetContainer(swapchain->backBuffer[i], (IWineD3DBase *)swapchain);
862             ((IWineD3DSurfaceImpl *)swapchain->backBuffer[i])->Flags |= SFLAG_SWAPCHAIN;
863         }
864     }
865
866     /* Swapchains share the depth/stencil buffer, so only create a single depthstencil surface. */
867     if (present_parameters->EnableAutoDepthStencil && surface_type == SURFACE_OPENGL)
868     {
869         TRACE("Creating depth/stencil buffer.\n");
870         if (!device->auto_depth_stencil_buffer)
871         {
872             hr = IWineD3DDeviceParent_CreateDepthStencilSurface(device->device_parent, parent,
873                     swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
874                     swapchain->presentParms.AutoDepthStencilFormat, swapchain->presentParms.MultiSampleType,
875                     swapchain->presentParms.MultiSampleQuality, FALSE /* FIXME: Discard */,
876                     &device->auto_depth_stencil_buffer);
877             if (FAILED(hr))
878             {
879                 WARN("Failed to create the auto depth stencil, hr %#x.\n", hr);
880                 goto err;
881             }
882
883             IWineD3DSurface_SetContainer(device->auto_depth_stencil_buffer, NULL);
884         }
885     }
886
887     IWineD3DSwapChain_GetGammaRamp((IWineD3DSwapChain *)swapchain, &swapchain->orig_gamma);
888
889     return WINED3D_OK;
890
891 err:
892     if (displaymode_set)
893     {
894         DEVMODEW devmode;
895
896         ClipCursor(NULL);
897
898         /* Change the display settings */
899         memset(&devmode, 0, sizeof(devmode));
900         devmode.dmSize = sizeof(devmode);
901         devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
902         devmode.dmBitsPerPel = format_desc->byte_count * 8;
903         devmode.dmPelsWidth = swapchain->orig_width;
904         devmode.dmPelsHeight = swapchain->orig_height;
905         ChangeDisplaySettingsExW(adapter->DeviceName, &devmode, NULL, CDS_FULLSCREEN, NULL);
906     }
907
908     if (swapchain->backBuffer)
909     {
910         for (i = 0; i < swapchain->presentParms.BackBufferCount; ++i)
911         {
912             if (swapchain->backBuffer[i]) IWineD3DSurface_Release(swapchain->backBuffer[i]);
913         }
914         HeapFree(GetProcessHeap(), 0, swapchain->backBuffer);
915     }
916
917     if (swapchain->context)
918     {
919         if (swapchain->context[0])
920         {
921             context_release(swapchain->context[0]);
922             context_destroy(device, swapchain->context[0]);
923             swapchain->num_contexts = 0;
924         }
925         HeapFree(GetProcessHeap(), 0, swapchain->context);
926     }
927
928     if (swapchain->frontBuffer) IWineD3DSurface_Release(swapchain->frontBuffer);
929
930     return hr;
931 }
932
933 struct wined3d_context *swapchain_create_context_for_thread(IWineD3DSwapChain *iface)
934 {
935     IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *) iface;
936     struct wined3d_context **newArray;
937     struct wined3d_context *ctx;
938
939     TRACE("Creating a new context for swapchain %p, thread %d\n", This, GetCurrentThreadId());
940
941     ctx = context_create(This->device, (IWineD3DSurfaceImpl *)This->frontBuffer,
942             This->context[0]->win_handle, FALSE /* pbuffer */, &This->presentParms);
943     if (!ctx)
944     {
945         ERR("Failed to create a new context for the swapchain\n");
946         return NULL;
947     }
948     context_release(ctx);
949
950     newArray = HeapAlloc(GetProcessHeap(), 0, sizeof(*newArray) * This->num_contexts + 1);
951     if(!newArray) {
952         ERR("Out of memory when trying to allocate a new context array\n");
953         context_destroy(This->device, ctx);
954         return NULL;
955     }
956     memcpy(newArray, This->context, sizeof(*newArray) * This->num_contexts);
957     HeapFree(GetProcessHeap(), 0, This->context);
958     newArray[This->num_contexts] = ctx;
959     This->context = newArray;
960     This->num_contexts++;
961
962     TRACE("Returning context %p\n", ctx);
963     return ctx;
964 }
965
966 void get_drawable_size_swapchain(struct wined3d_context *context, UINT *width, UINT *height)
967 {
968     IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)context->current_rt;
969     /* The drawable size of an onscreen drawable is the surface size.
970      * (Actually: The window size, but the surface is created in window size) */
971     *width = surface->currentDesc.Width;
972     *height = surface->currentDesc.Height;
973 }