d3drm: Implement IDirect3DRMMesh_GetGroupColor.
[wine] / dlls / wined3d / swapchain.c
1 /*
2  * Copyright 2002-2003 Jason Edmeades
3  * Copyright 2002-2003 Raphael Junqueira
4  * Copyright 2005 Oliver Stieber
5  * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
6  * Copyright 2011 Henri Verbeet for CodeWeavers
7  *
8  * This library is free software; you can redistribute it and/or
9  * modify it under the terms of the GNU Lesser General Public
10  * License as published by the Free Software Foundation; either
11  * version 2.1 of the License, or (at your option) any later version.
12  *
13  * This library is distributed in the hope that it will be useful,
14  * but WITHOUT ANY WARRANTY; without even the implied warranty of
15  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
16  * Lesser General Public License for more details.
17  *
18  * You should have received a copy of the GNU Lesser General Public
19  * License along with this library; if not, write to the Free Software
20  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
21  */
22
23 #include "config.h"
24 #include "wine/port.h"
25 #include "wined3d_private.h"
26
27 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
28 WINE_DECLARE_DEBUG_CHANNEL(fps);
29
30 /* Do not call while under the GL lock. */
31 static void swapchain_cleanup(struct wined3d_swapchain *swapchain)
32 {
33     struct wined3d_display_mode mode;
34     UINT i;
35
36     TRACE("Destroying swapchain %p.\n", swapchain);
37
38     wined3d_swapchain_set_gamma_ramp(swapchain, 0, &swapchain->orig_gamma);
39
40     /* Release the swapchain's draw buffers. Make sure swapchain->back_buffers[0]
41      * is the last buffer to be destroyed, FindContext() depends on that. */
42     if (swapchain->front_buffer)
43     {
44         surface_set_container(swapchain->front_buffer, WINED3D_CONTAINER_NONE, NULL);
45         if (wined3d_surface_decref(swapchain->front_buffer))
46             WARN("Something's still holding the front buffer (%p).\n", swapchain->front_buffer);
47         swapchain->front_buffer = NULL;
48     }
49
50     if (swapchain->back_buffers)
51     {
52         i = swapchain->desc.backbuffer_count;
53
54         while (i--)
55         {
56             surface_set_container(swapchain->back_buffers[i], WINED3D_CONTAINER_NONE, NULL);
57             if (wined3d_surface_decref(swapchain->back_buffers[i]))
58                 WARN("Something's still holding back buffer %u (%p).\n", i, swapchain->back_buffers[i]);
59         }
60         HeapFree(GetProcessHeap(), 0, swapchain->back_buffers);
61         swapchain->back_buffers = NULL;
62     }
63
64     for (i = 0; i < swapchain->num_contexts; ++i)
65     {
66         context_destroy(swapchain->device, swapchain->context[i]);
67     }
68     HeapFree(GetProcessHeap(), 0, swapchain->context);
69
70     /* Restore the screen resolution if we rendered in fullscreen.
71      * This will restore the screen resolution to what it was before creating
72      * the swapchain. In case of d3d8 and d3d9 this will be the original
73      * desktop resolution. In case of d3d7 this will be a NOP because ddraw
74      * sets the resolution before starting up Direct3D, thus orig_width and
75      * orig_height will be equal to the modes in the presentation params. */
76     if (!swapchain->desc.windowed && swapchain->desc.auto_restore_display_mode)
77     {
78         mode.width = swapchain->orig_width;
79         mode.height = swapchain->orig_height;
80         mode.refresh_rate = 0;
81         mode.format_id = swapchain->orig_fmt;
82         wined3d_device_set_display_mode(swapchain->device, 0, &mode);
83     }
84
85     if (swapchain->backup_dc)
86     {
87         TRACE("Destroying backup wined3d window %p, dc %p.\n", swapchain->backup_wnd, swapchain->backup_dc);
88
89         ReleaseDC(swapchain->backup_wnd, swapchain->backup_dc);
90         DestroyWindow(swapchain->backup_wnd);
91     }
92 }
93
94 ULONG CDECL wined3d_swapchain_incref(struct wined3d_swapchain *swapchain)
95 {
96     ULONG refcount = InterlockedIncrement(&swapchain->ref);
97
98     TRACE("%p increasing refcount to %u.\n", swapchain, refcount);
99
100     return refcount;
101 }
102
103 /* Do not call while under the GL lock. */
104 ULONG CDECL wined3d_swapchain_decref(struct wined3d_swapchain *swapchain)
105 {
106     ULONG refcount = InterlockedDecrement(&swapchain->ref);
107
108     TRACE("%p decreasing refcount to %u.\n", swapchain, refcount);
109
110     if (!refcount)
111     {
112         swapchain_cleanup(swapchain);
113         swapchain->parent_ops->wined3d_object_destroyed(swapchain->parent);
114         HeapFree(GetProcessHeap(), 0, swapchain);
115     }
116
117     return refcount;
118 }
119
120 void * CDECL wined3d_swapchain_get_parent(const struct wined3d_swapchain *swapchain)
121 {
122     TRACE("swapchain %p.\n", swapchain);
123
124     return swapchain->parent;
125 }
126
127 HRESULT CDECL wined3d_swapchain_set_window(struct wined3d_swapchain *swapchain, HWND window)
128 {
129     if (!window)
130         window = swapchain->device_window;
131     if (window == swapchain->win_handle)
132         return WINED3D_OK;
133
134     TRACE("Setting swapchain %p window from %p to %p.\n",
135             swapchain, swapchain->win_handle, window);
136     swapchain->win_handle = window;
137
138     return WINED3D_OK;
139 }
140
141 HRESULT CDECL wined3d_swapchain_present(struct wined3d_swapchain *swapchain,
142         const RECT *src_rect, const RECT *dst_rect, HWND dst_window_override,
143         const RGNDATA *dirty_region, DWORD flags)
144 {
145     TRACE("swapchain %p, src_rect %s, dst_rect %s, dst_window_override %p, dirty_region %p, flags %#x.\n",
146             swapchain, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect),
147             dst_window_override, dirty_region, flags);
148
149     if (!swapchain->back_buffers)
150     {
151         WARN("Swapchain doesn't have a backbuffer, returning WINED3DERR_INVALIDCALL\n");
152         return WINED3DERR_INVALIDCALL;
153     }
154
155     wined3d_swapchain_set_window(swapchain, dst_window_override);
156
157     swapchain->swapchain_ops->swapchain_present(swapchain, src_rect, dst_rect, dirty_region, flags);
158
159     return WINED3D_OK;
160 }
161
162 HRESULT CDECL wined3d_swapchain_get_front_buffer_data(const struct wined3d_swapchain *swapchain,
163         struct wined3d_surface *dst_surface)
164 {
165     struct wined3d_surface *src_surface;
166     RECT src_rect, dst_rect;
167
168     TRACE("swapchain %p, dst_surface %p.\n", swapchain, dst_surface);
169
170     src_surface = swapchain->front_buffer;
171     SetRect(&src_rect, 0, 0, src_surface->resource.width, src_surface->resource.height);
172     dst_rect = src_rect;
173
174     if (swapchain->desc.windowed)
175     {
176         MapWindowPoints(swapchain->win_handle, NULL, (POINT *)&dst_rect, 2);
177         FIXME("Using destination rect %s in windowed mode, this is likely wrong.\n",
178                 wine_dbgstr_rect(&dst_rect));
179     }
180
181     return wined3d_surface_blt(dst_surface, &dst_rect, src_surface, &src_rect, 0, NULL, WINED3D_TEXF_POINT);
182 }
183
184 HRESULT CDECL wined3d_swapchain_get_back_buffer(const struct wined3d_swapchain *swapchain,
185         UINT back_buffer_idx, enum wined3d_backbuffer_type type, struct wined3d_surface **back_buffer)
186 {
187     TRACE("swapchain %p, back_buffer_idx %u, type %#x, back_buffer %p.\n",
188             swapchain, back_buffer_idx, type, back_buffer);
189
190     /* Return invalid if there is no backbuffer array, otherwise it will
191      * crash when ddraw is used (there swapchain->back_buffers is always
192      * NULL). We need this because this function is called from
193      * stateblock_init_default_state() to get the default scissorrect
194      * dimensions. */
195     if (!swapchain->back_buffers || back_buffer_idx >= swapchain->desc.backbuffer_count)
196     {
197         WARN("Invalid back buffer index.\n");
198         /* Native d3d9 doesn't set NULL here, just as wine's d3d9. But set it
199          * here in wined3d to avoid problems in other libs. */
200         *back_buffer = NULL;
201         return WINED3DERR_INVALIDCALL;
202     }
203
204     *back_buffer = swapchain->back_buffers[back_buffer_idx];
205     if (*back_buffer)
206         wined3d_surface_incref(*back_buffer);
207
208     TRACE("Returning back buffer %p.\n", *back_buffer);
209
210     return WINED3D_OK;
211 }
212
213 HRESULT CDECL wined3d_swapchain_get_raster_status(const struct wined3d_swapchain *swapchain,
214         struct wined3d_raster_status *raster_status)
215 {
216     static BOOL warned;
217     LARGE_INTEGER counter, freq_per_sec;
218     LONGLONG freq_per_frame, freq_per_line;
219     struct wined3d_display_mode mode;
220
221     /* No OpenGL equivalent */
222     if (!warned)
223     {
224         FIXME("swapchain %p, raster_status %p semi-stub!\n", swapchain, raster_status);
225         warned = TRUE;
226     }
227
228     /* Obtaining the raster status is a widely implemented but optional
229      * feature. When this method returns OK StarCraft 2 expects the
230      * raster_status->InVBlank value to actually change over time.
231      * And Endless Alice Crysis doesn't care even if this method fails.
232      * Thus this method returns OK and fakes raster_status by
233      * QueryPerformanceCounter. */
234
235     if (!QueryPerformanceCounter(&counter) || !QueryPerformanceFrequency(&freq_per_sec))
236         return WINED3DERR_INVALIDCALL;
237
238     if (FAILED(wined3d_swapchain_get_display_mode(swapchain, &mode)))
239         return WINED3DERR_INVALIDCALL;
240     if (mode.refresh_rate == DEFAULT_REFRESH_RATE)
241         mode.refresh_rate = 60;
242
243     freq_per_frame = freq_per_sec.QuadPart / mode.refresh_rate;
244     /* Assume 20 scan lines in the vertical blank */
245     freq_per_line = freq_per_frame / (mode.height + 20);
246     raster_status->scan_line = (counter.QuadPart % freq_per_frame) / freq_per_line;
247     if (raster_status->scan_line < mode.height)
248         raster_status->in_vblank = FALSE;
249     else
250     {
251         raster_status->scan_line = 0;
252         raster_status->in_vblank = TRUE;
253     }
254     TRACE("Returning fake value, in_vblank %u, scan_line %u.\n",
255           raster_status->in_vblank, raster_status->scan_line);
256     return WINED3D_OK;
257 }
258
259 HRESULT CDECL wined3d_swapchain_get_display_mode(const struct wined3d_swapchain *swapchain,
260         struct wined3d_display_mode *mode)
261 {
262     HRESULT hr;
263
264     TRACE("swapchain %p, mode %p.\n", swapchain, mode);
265
266     hr = wined3d_get_adapter_display_mode(swapchain->device->wined3d, swapchain->device->adapter->ordinal, mode);
267
268     TRACE("Returning w %u, h %u, refresh rate %u, format %s.\n",
269             mode->width, mode->height, mode->refresh_rate, debug_d3dformat(mode->format_id));
270
271     return hr;
272 }
273
274 struct wined3d_device * CDECL wined3d_swapchain_get_device(const struct wined3d_swapchain *swapchain)
275 {
276     TRACE("swapchain %p.\n", swapchain);
277
278     return swapchain->device;
279 }
280
281 HRESULT CDECL wined3d_swapchain_get_desc(const struct wined3d_swapchain *swapchain,
282         struct wined3d_swapchain_desc *desc)
283 {
284     TRACE("swapchain %p, desc %p.\n", swapchain, desc);
285
286     *desc = swapchain->desc;
287
288     return WINED3D_OK;
289 }
290
291 HRESULT CDECL wined3d_swapchain_set_gamma_ramp(const struct wined3d_swapchain *swapchain,
292         DWORD flags, const struct wined3d_gamma_ramp *ramp)
293 {
294     HDC dc;
295
296     TRACE("swapchain %p, flags %#x, ramp %p.\n", swapchain, flags, ramp);
297
298     if (flags)
299         FIXME("Ignoring flags %#x.\n", flags);
300
301     dc = GetDC(swapchain->device_window);
302     SetDeviceGammaRamp(dc, (void *)ramp);
303     ReleaseDC(swapchain->device_window, dc);
304
305     return WINED3D_OK;
306 }
307
308 HRESULT CDECL wined3d_swapchain_get_gamma_ramp(const struct wined3d_swapchain *swapchain,
309         struct wined3d_gamma_ramp *ramp)
310 {
311     HDC dc;
312
313     TRACE("swapchain %p, ramp %p.\n", swapchain, ramp);
314
315     dc = GetDC(swapchain->device_window);
316     GetDeviceGammaRamp(dc, ramp);
317     ReleaseDC(swapchain->device_window, dc);
318
319     return WINED3D_OK;
320 }
321
322 /* A GL context is provided by the caller */
323 static void swapchain_blit(const struct wined3d_swapchain *swapchain,
324         struct wined3d_context *context, const RECT *src_rect, const RECT *dst_rect)
325 {
326     struct wined3d_surface *backbuffer = swapchain->back_buffers[0];
327     UINT src_w = src_rect->right - src_rect->left;
328     UINT src_h = src_rect->bottom - src_rect->top;
329     GLenum gl_filter;
330     const struct wined3d_gl_info *gl_info = context->gl_info;
331     RECT win_rect;
332     UINT win_h;
333
334     TRACE("swapchain %p, context %p, src_rect %s, dst_rect %s.\n",
335             swapchain, context, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect));
336
337     if (src_w == dst_rect->right - dst_rect->left && src_h == dst_rect->bottom - dst_rect->top)
338         gl_filter = GL_NEAREST;
339     else
340         gl_filter = GL_LINEAR;
341
342     GetClientRect(swapchain->win_handle, &win_rect);
343     win_h = win_rect.bottom - win_rect.top;
344
345     if (gl_info->fbo_ops.glBlitFramebuffer && is_identity_fixup(backbuffer->resource.format->color_fixup))
346     {
347         DWORD location = SFLAG_INTEXTURE;
348
349         if (backbuffer->resource.multisample_type)
350         {
351             location = SFLAG_INRB_RESOLVED;
352             surface_load_location(backbuffer, location, NULL);
353         }
354
355         ENTER_GL();
356         context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, backbuffer, NULL, location);
357         glReadBuffer(GL_COLOR_ATTACHMENT0);
358         context_check_fbo_status(context, GL_READ_FRAMEBUFFER);
359
360         context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER, swapchain->front_buffer, NULL, SFLAG_INDRAWABLE);
361         context_set_draw_buffer(context, GL_BACK);
362         context_invalidate_state(context, STATE_FRAMEBUFFER);
363
364         glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
365         context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE));
366         context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1));
367         context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2));
368         context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3));
369
370         glDisable(GL_SCISSOR_TEST);
371         context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE));
372
373         /* Note that the texture is upside down */
374         gl_info->fbo_ops.glBlitFramebuffer(src_rect->left, src_rect->top, src_rect->right, src_rect->bottom,
375                 dst_rect->left, win_h - dst_rect->top, dst_rect->right, win_h - dst_rect->bottom,
376                 GL_COLOR_BUFFER_BIT, gl_filter);
377         checkGLcall("Swapchain present blit(EXT_framebuffer_blit)\n");
378         LEAVE_GL();
379     }
380     else
381     {
382         struct wined3d_device *device = swapchain->device;
383         struct wined3d_context *context2;
384         float tex_left = src_rect->left;
385         float tex_top = src_rect->top;
386         float tex_right = src_rect->right;
387         float tex_bottom = src_rect->bottom;
388
389         context2 = context_acquire(device, swapchain->back_buffers[0]);
390         context_apply_blit_state(context2, device);
391
392         if (backbuffer->flags & SFLAG_NORMCOORD)
393         {
394             tex_left /= src_w;
395             tex_right /= src_w;
396             tex_top /= src_h;
397             tex_bottom /= src_h;
398         }
399
400         if (is_complex_fixup(backbuffer->resource.format->color_fixup))
401             gl_filter = GL_NEAREST;
402
403         ENTER_GL();
404         context_apply_fbo_state_blit(context2, GL_FRAMEBUFFER, swapchain->front_buffer, NULL, SFLAG_INDRAWABLE);
405
406         /* Set up the texture. The surface is not in a wined3d_texture
407          * container, so there are no D3D texture settings to dirtify. */
408         device->blitter->set_shader(device->blit_priv, context2, backbuffer);
409         glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MIN_FILTER, gl_filter);
410         glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MAG_FILTER, gl_filter);
411
412         context_set_draw_buffer(context, GL_BACK);
413
414         /* Set the viewport to the destination rectandle, disable any projection
415          * transformation set up by context_apply_blit_state(), and draw a
416          * (-1,-1)-(1,1) quad.
417          *
418          * Back up viewport and matrix to avoid breaking last_was_blit
419          *
420          * Note that context_apply_blit_state() set up viewport and ortho to
421          * match the surface size - we want the GL drawable(=window) size. */
422         glPushAttrib(GL_VIEWPORT_BIT);
423         glViewport(dst_rect->left, win_h - dst_rect->bottom, dst_rect->right, win_h - dst_rect->top);
424         glMatrixMode(GL_PROJECTION);
425         glPushMatrix();
426         glLoadIdentity();
427
428         glBegin(GL_QUADS);
429             /* bottom left */
430             glTexCoord2f(tex_left, tex_bottom);
431             glVertex2i(-1, -1);
432
433             /* top left */
434             glTexCoord2f(tex_left, tex_top);
435             glVertex2i(-1, 1);
436
437             /* top right */
438             glTexCoord2f(tex_right, tex_top);
439             glVertex2i(1, 1);
440
441             /* bottom right */
442             glTexCoord2f(tex_right, tex_bottom);
443             glVertex2i(1, -1);
444         glEnd();
445
446         glPopMatrix();
447         glPopAttrib();
448
449         device->blitter->unset_shader(context->gl_info);
450         checkGLcall("Swapchain present blit(manual)\n");
451         LEAVE_GL();
452
453         context_release(context2);
454     }
455 }
456
457 static void swapchain_gl_present(struct wined3d_swapchain *swapchain, const RECT *src_rect_in,
458         const RECT *dst_rect_in, const RGNDATA *dirty_region, DWORD flags)
459 {
460     struct wined3d_surface *back_buffer = swapchain->back_buffers[0];
461     const struct wined3d_fb_state *fb = &swapchain->device->fb;
462     const struct wined3d_gl_info *gl_info;
463     struct wined3d_context *context;
464     RECT src_rect, dst_rect;
465     BOOL render_to_fbo;
466
467     context = context_acquire(swapchain->device, back_buffer);
468     if (!context->valid)
469     {
470         context_release(context);
471         WARN("Invalid context, skipping present.\n");
472         return;
473     }
474
475     gl_info = context->gl_info;
476
477     /* Render the cursor onto the back buffer, using our nifty directdraw blitting code :-) */
478     if (swapchain->device->bCursorVisible &&
479         swapchain->device->cursorTexture &&
480         !swapchain->device->hardwareCursor)
481     {
482         struct wined3d_surface cursor;
483         RECT destRect =
484         {
485             swapchain->device->xScreenSpace - swapchain->device->xHotSpot,
486             swapchain->device->yScreenSpace - swapchain->device->yHotSpot,
487             swapchain->device->xScreenSpace + swapchain->device->cursorWidth - swapchain->device->xHotSpot,
488             swapchain->device->yScreenSpace + swapchain->device->cursorHeight - swapchain->device->yHotSpot,
489         };
490         TRACE("Rendering the cursor. Creating fake surface at %p\n", &cursor);
491         /* Build a fake surface to call the Blitting code. It is not possible to use the interface passed by
492          * the application because we are only supposed to copy the information out. Using a fake surface
493          * allows us to use the Blitting engine and avoid copying the whole texture -> render target blitting code.
494          */
495         memset(&cursor, 0, sizeof(cursor));
496         cursor.resource.ref = 1;
497         cursor.resource.device = swapchain->device;
498         cursor.resource.pool = WINED3D_POOL_SCRATCH;
499         cursor.resource.format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
500         cursor.resource.type = WINED3D_RTYPE_SURFACE;
501         cursor.texture_name = swapchain->device->cursorTexture;
502         cursor.texture_target = GL_TEXTURE_2D;
503         cursor.texture_level = 0;
504         cursor.resource.width = swapchain->device->cursorWidth;
505         cursor.resource.height = swapchain->device->cursorHeight;
506         /* The cursor must have pow2 sizes */
507         cursor.pow2Width = cursor.resource.width;
508         cursor.pow2Height = cursor.resource.height;
509         /* The surface is in the texture */
510         cursor.flags |= SFLAG_INTEXTURE;
511         /* DDBLT_KEYSRC will cause BltOverride to enable the alpha test with GL_NOTEQUAL, 0.0,
512          * which is exactly what we want :-)
513          */
514         if (swapchain->desc.windowed)
515             MapWindowPoints(NULL, swapchain->win_handle, (POINT *)&destRect, 2);
516         wined3d_surface_blt(back_buffer, &destRect, &cursor, NULL, WINEDDBLT_KEYSRC,
517                 NULL, WINED3D_TEXF_POINT);
518     }
519
520     if (swapchain->device->logo_surface)
521     {
522         struct wined3d_surface *src_surface = swapchain->device->logo_surface;
523         RECT rect = {0, 0, src_surface->resource.width, src_surface->resource.height};
524
525         /* Blit the logo into the upper left corner of the drawable. */
526         wined3d_surface_blt(back_buffer, &rect, src_surface, &rect, WINEDDBLT_KEYSRC,
527                 NULL, WINED3D_TEXF_POINT);
528     }
529
530     TRACE("Presenting HDC %p.\n", context->hdc);
531
532     render_to_fbo = swapchain->render_to_fbo;
533
534     if (src_rect_in)
535     {
536         src_rect = *src_rect_in;
537         if (!render_to_fbo && (src_rect.left || src_rect.top
538                 || src_rect.right != swapchain->desc.backbuffer_width
539                 || src_rect.bottom != swapchain->desc.backbuffer_height))
540         {
541             render_to_fbo = TRUE;
542         }
543     }
544     else
545     {
546         src_rect.left = 0;
547         src_rect.top = 0;
548         src_rect.right = swapchain->desc.backbuffer_width;
549         src_rect.bottom = swapchain->desc.backbuffer_height;
550     }
551
552     if (dst_rect_in)
553         dst_rect = *dst_rect_in;
554     else
555         GetClientRect(swapchain->win_handle, &dst_rect);
556
557     if (!render_to_fbo && (dst_rect.left || dst_rect.top
558             || dst_rect.right != swapchain->desc.backbuffer_width
559             || dst_rect.bottom != swapchain->desc.backbuffer_height))
560         render_to_fbo = TRUE;
561
562     /* Rendering to a window of different size, presenting partial rectangles,
563      * or rendering to a different window needs help from FBO_blit or a textured
564      * draw. Render the swapchain to a FBO in the future.
565      *
566      * Note that FBO_blit from the backbuffer to the frontbuffer cannot solve
567      * all these issues - this fails if the window is smaller than the backbuffer.
568      */
569     if (!swapchain->render_to_fbo && render_to_fbo && wined3d_settings.offscreen_rendering_mode == ORM_FBO)
570     {
571         surface_load_location(back_buffer, SFLAG_INTEXTURE, NULL);
572         surface_modify_location(back_buffer, SFLAG_INDRAWABLE, FALSE);
573         swapchain->render_to_fbo = TRUE;
574         swapchain_update_draw_bindings(swapchain);
575     }
576     else
577     {
578         surface_load_location(back_buffer, back_buffer->draw_binding, NULL);
579     }
580
581     if (swapchain->render_to_fbo)
582     {
583         /* This codepath should only be hit with the COPY swapeffect. Otherwise a backbuffer-
584          * window size mismatch is impossible(fullscreen) and src and dst rectangles are
585          * not allowed(they need the COPY swapeffect)
586          *
587          * The DISCARD swap effect is ok as well since any backbuffer content is allowed after
588          * the swap. */
589         if (swapchain->desc.swap_effect == WINED3D_SWAP_EFFECT_FLIP)
590             FIXME("Render-to-fbo with WINED3D_SWAP_EFFECT_FLIP\n");
591
592         swapchain_blit(swapchain, context, &src_rect, &dst_rect);
593     }
594
595     if (swapchain->num_contexts > 1)
596         wglFinish();
597     SwapBuffers(context->hdc); /* TODO: cycle through the swapchain buffers */
598
599     TRACE("SwapBuffers called, Starting new frame\n");
600     /* FPS support */
601     if (TRACE_ON(fps))
602     {
603         DWORD time = GetTickCount();
604         ++swapchain->frames;
605
606         /* every 1.5 seconds */
607         if (time - swapchain->prev_time > 1500)
608         {
609             TRACE_(fps)("%p @ approx %.2ffps\n",
610                     swapchain, 1000.0 * swapchain->frames / (time - swapchain->prev_time));
611             swapchain->prev_time = time;
612             swapchain->frames = 0;
613         }
614     }
615
616     /* This is disabled, but the code left in for debug purposes.
617      *
618      * Since we're allowed to modify the new back buffer on a D3DSWAPEFFECT_DISCARD flip,
619      * we can clear it with some ugly color to make bad drawing visible and ease debugging.
620      * The Debug runtime does the same on Windows. However, a few games do not redraw the
621      * screen properly, like Max Payne 2, which leaves a few pixels undefined.
622      *
623      * Tests show that the content of the back buffer after a discard flip is indeed not
624      * reliable, so no game can depend on the exact content. However, it resembles the
625      * old contents in some way, for example by showing fragments at other locations. In
626      * general, the color theme is still intact. So Max payne, which draws rather dark scenes
627      * gets a dark background image. If we clear it with a bright ugly color, the game's
628      * bug shows up much more than it does on Windows, and the players see single pixels
629      * with wrong colors.
630      * (The Max Payne bug has been confirmed on Windows with the debug runtime) */
631     if (FALSE && swapchain->desc.swap_effect == WINED3D_SWAP_EFFECT_DISCARD)
632     {
633         static const struct wined3d_color cyan = {0.0f, 1.0f, 1.0f, 1.0f};
634
635         TRACE("Clearing the color buffer with cyan color\n");
636
637         wined3d_device_clear(swapchain->device, 0, NULL,
638                 WINED3DCLEAR_TARGET, &cyan, 1.0f, 0);
639     }
640
641     if (!swapchain->render_to_fbo && ((swapchain->front_buffer->flags & SFLAG_INSYSMEM)
642             || (back_buffer->flags & SFLAG_INSYSMEM)))
643     {
644         /* Both memory copies of the surfaces are ok, flip them around too instead of dirtifying
645          * Doesn't work with render_to_fbo because we're not flipping
646          */
647         struct wined3d_surface *front = swapchain->front_buffer;
648
649         if (front->resource.size == back_buffer->resource.size)
650         {
651             DWORD fbflags;
652             flip_surface(front, back_buffer);
653
654             /* Tell the front buffer surface that is has been modified. However,
655              * the other locations were preserved during that, so keep the flags.
656              * This serves to update the emulated overlay, if any. */
657             fbflags = front->flags;
658             surface_modify_location(front, SFLAG_INDRAWABLE, TRUE);
659             front->flags = fbflags;
660         }
661         else
662         {
663             surface_modify_location(front, SFLAG_INDRAWABLE, TRUE);
664             surface_modify_location(back_buffer, SFLAG_INDRAWABLE, TRUE);
665         }
666     }
667     else
668     {
669         surface_modify_location(swapchain->front_buffer, SFLAG_INDRAWABLE, TRUE);
670         /* If the swapeffect is DISCARD, the back buffer is undefined. That means the SYSMEM
671          * and INTEXTURE copies can keep their old content if they have any defined content.
672          * If the swapeffect is COPY, the content remains the same. If it is FLIP however,
673          * the texture / sysmem copy needs to be reloaded from the drawable
674          */
675         if (swapchain->desc.swap_effect == WINED3D_SWAP_EFFECT_FLIP)
676             surface_modify_location(back_buffer, back_buffer->draw_binding, TRUE);
677     }
678
679     if (fb->depth_stencil)
680     {
681         if (swapchain->desc.flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
682                 || fb->depth_stencil->flags & SFLAG_DISCARD)
683         {
684             surface_modify_ds_location(fb->depth_stencil, SFLAG_DISCARDED,
685                     fb->depth_stencil->resource.width,
686                     fb->depth_stencil->resource.height);
687             if (fb->depth_stencil == swapchain->device->onscreen_depth_stencil)
688             {
689                 wined3d_surface_decref(swapchain->device->onscreen_depth_stencil);
690                 swapchain->device->onscreen_depth_stencil = NULL;
691             }
692         }
693     }
694
695     context_release(context);
696 }
697
698 static const struct wined3d_swapchain_ops swapchain_gl_ops =
699 {
700     swapchain_gl_present,
701 };
702
703 /* Helper function that blits the front buffer contents to the target window. */
704 void x11_copy_to_screen(const struct wined3d_swapchain *swapchain, const RECT *rect)
705 {
706     const struct wined3d_surface *front;
707     POINT offset = {0, 0};
708     HDC src_dc, dst_dc;
709     RECT draw_rect;
710     HWND window;
711
712     TRACE("swapchain %p, rect %s.\n", swapchain, wine_dbgstr_rect(rect));
713
714     front = swapchain->front_buffer;
715     if (!(front->resource.usage & WINED3DUSAGE_RENDERTARGET))
716         return;
717
718     if (front->resource.map_count)
719         ERR("Trying to blit a mapped surface.\n");
720
721     TRACE("Copying surface %p to screen.\n", front);
722
723     src_dc = front->hDC;
724     window = swapchain->win_handle;
725     dst_dc = GetDCEx(window, 0, DCX_CLIPSIBLINGS | DCX_CACHE);
726
727     /* Front buffer coordinates are screen coordinates. Map them to the
728      * destination window if not fullscreened. */
729     if (swapchain->desc.windowed)
730         ClientToScreen(window, &offset);
731
732     TRACE("offset %s.\n", wine_dbgstr_point(&offset));
733
734     draw_rect.left = 0;
735     draw_rect.right = front->resource.width;
736     draw_rect.top = 0;
737     draw_rect.bottom = front->resource.height;
738
739     if (rect)
740         IntersectRect(&draw_rect, &draw_rect, rect);
741
742     BitBlt(dst_dc, draw_rect.left - offset.x, draw_rect.top - offset.y,
743             draw_rect.right - draw_rect.left, draw_rect.bottom - draw_rect.top,
744             src_dc, draw_rect.left, draw_rect.top, SRCCOPY);
745     ReleaseDC(window, dst_dc);
746 }
747
748 static void swapchain_gdi_present(struct wined3d_swapchain *swapchain, const RECT *src_rect_in,
749         const RECT *dst_rect_in, const RGNDATA *dirty_region, DWORD flags)
750 {
751     struct wined3d_surface *front, *back;
752
753     front = swapchain->front_buffer;
754     back = swapchain->back_buffers[0];
755
756     /* Flip the DC. */
757     {
758         HDC tmp;
759         tmp = front->hDC;
760         front->hDC = back->hDC;
761         back->hDC = tmp;
762     }
763
764     /* Flip the DIBsection. */
765     {
766         HBITMAP tmp;
767         tmp = front->dib.DIBsection;
768         front->dib.DIBsection = back->dib.DIBsection;
769         back->dib.DIBsection = tmp;
770     }
771
772     /* Flip the surface data. */
773     {
774         void *tmp;
775
776         tmp = front->dib.bitmap_data;
777         front->dib.bitmap_data = back->dib.bitmap_data;
778         back->dib.bitmap_data = tmp;
779
780         tmp = front->resource.allocatedMemory;
781         front->resource.allocatedMemory = back->resource.allocatedMemory;
782         back->resource.allocatedMemory = tmp;
783
784         if (front->resource.heapMemory)
785             ERR("GDI Surface %p has heap memory allocated.\n", front);
786
787         if (back->resource.heapMemory)
788             ERR("GDI Surface %p has heap memory allocated.\n", back);
789     }
790
791     /* FPS support */
792     if (TRACE_ON(fps))
793     {
794         static LONG prev_time, frames;
795         DWORD time = GetTickCount();
796
797         ++frames;
798
799         /* every 1.5 seconds */
800         if (time - prev_time > 1500)
801         {
802             TRACE_(fps)("@ approx %.2ffps\n", 1000.0 * frames / (time - prev_time));
803             prev_time = time;
804             frames = 0;
805         }
806     }
807
808     x11_copy_to_screen(swapchain, NULL);
809 }
810
811 static const struct wined3d_swapchain_ops swapchain_gdi_ops =
812 {
813     swapchain_gdi_present,
814 };
815
816 void swapchain_update_render_to_fbo(struct wined3d_swapchain *swapchain)
817 {
818     RECT client_rect;
819
820     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
821         return;
822
823     if (!swapchain->desc.backbuffer_count)
824     {
825         TRACE("Single buffered rendering.\n");
826         swapchain->render_to_fbo = FALSE;
827         return;
828     }
829
830     GetClientRect(swapchain->win_handle, &client_rect);
831
832     TRACE("Backbuffer %ux%u, window %ux%u.\n",
833             swapchain->desc.backbuffer_width,
834             swapchain->desc.backbuffer_height,
835             client_rect.right, client_rect.bottom);
836     TRACE("Multisample type %#x, quality %#x.\n",
837             swapchain->desc.multisample_type,
838             swapchain->desc.multisample_quality);
839
840     if (!wined3d_settings.always_offscreen && !swapchain->desc.multisample_type
841             && swapchain->desc.backbuffer_width == client_rect.right
842             && swapchain->desc.backbuffer_height == client_rect.bottom)
843     {
844         TRACE("Backbuffer dimensions match window dimensions, rendering onscreen.\n");
845         swapchain->render_to_fbo = FALSE;
846         return;
847     }
848
849     TRACE("Rendering to FBO.\n");
850     swapchain->render_to_fbo = TRUE;
851 }
852
853 /* Do not call while under the GL lock. */
854 static HRESULT swapchain_init(struct wined3d_swapchain *swapchain, enum wined3d_surface_type surface_type,
855         struct wined3d_device *device, struct wined3d_swapchain_desc *desc,
856         void *parent, const struct wined3d_parent_ops *parent_ops)
857 {
858     const struct wined3d_adapter *adapter = device->adapter;
859     const struct wined3d_format *format;
860     struct wined3d_display_mode mode;
861     BOOL displaymode_set = FALSE;
862     RECT client_rect;
863     HWND window;
864     HRESULT hr;
865     UINT i;
866
867     if (desc->backbuffer_count > WINED3DPRESENT_BACK_BUFFER_MAX)
868     {
869         FIXME("The application requested %u back buffers, this is not supported.\n",
870                 desc->backbuffer_count);
871         return WINED3DERR_INVALIDCALL;
872     }
873
874     if (desc->backbuffer_count > 1)
875     {
876         FIXME("The application requested more than one back buffer, this is not properly supported.\n"
877                 "Please configure the application to use double buffering (1 back buffer) if possible.\n");
878     }
879
880     switch (surface_type)
881     {
882         case WINED3D_SURFACE_TYPE_GDI:
883             swapchain->swapchain_ops = &swapchain_gdi_ops;
884             break;
885
886         case WINED3D_SURFACE_TYPE_OPENGL:
887             swapchain->swapchain_ops = &swapchain_gl_ops;
888             break;
889
890         default:
891             ERR("Invalid surface type %#x.\n", surface_type);
892             return WINED3DERR_INVALIDCALL;
893     }
894
895     window = desc->device_window ? desc->device_window : device->create_parms.focus_window;
896
897     swapchain->device = device;
898     swapchain->parent = parent;
899     swapchain->parent_ops = parent_ops;
900     swapchain->ref = 1;
901     swapchain->win_handle = window;
902     swapchain->device_window = window;
903
904     wined3d_get_adapter_display_mode(device->wined3d, adapter->ordinal, &mode);
905     swapchain->orig_width = mode.width;
906     swapchain->orig_height = mode.height;
907     swapchain->orig_fmt = mode.format_id;
908     format = wined3d_get_format(&adapter->gl_info, mode.format_id);
909
910     GetClientRect(window, &client_rect);
911     if (desc->windowed
912             && (!desc->backbuffer_width || !desc->backbuffer_height
913             || desc->backbuffer_format == WINED3DFMT_UNKNOWN))
914     {
915
916         if (!desc->backbuffer_width)
917         {
918             desc->backbuffer_width = client_rect.right;
919             TRACE("Updating width to %u.\n", desc->backbuffer_width);
920         }
921
922         if (!desc->backbuffer_height)
923         {
924             desc->backbuffer_height = client_rect.bottom;
925             TRACE("Updating height to %u.\n", desc->backbuffer_height);
926         }
927
928         if (desc->backbuffer_format == WINED3DFMT_UNKNOWN)
929         {
930             desc->backbuffer_format = swapchain->orig_fmt;
931             TRACE("Updating format to %s.\n", debug_d3dformat(swapchain->orig_fmt));
932         }
933     }
934     swapchain->desc = *desc;
935     swapchain_update_render_to_fbo(swapchain);
936
937     TRACE("Creating front buffer.\n");
938     hr = device->device_parent->ops->create_rendertarget(device->device_parent, parent,
939             swapchain->desc.backbuffer_width, swapchain->desc.backbuffer_height,
940             swapchain->desc.backbuffer_format, swapchain->desc.multisample_type,
941             swapchain->desc.multisample_quality, TRUE /* Lockable */,
942             &swapchain->front_buffer);
943     if (FAILED(hr))
944     {
945         WARN("Failed to create front buffer, hr %#x.\n", hr);
946         goto err;
947     }
948
949     surface_set_container(swapchain->front_buffer, WINED3D_CONTAINER_SWAPCHAIN, swapchain);
950     if (surface_type == WINED3D_SURFACE_TYPE_OPENGL)
951         surface_modify_location(swapchain->front_buffer, SFLAG_INDRAWABLE, TRUE);
952
953     /* MSDN says we're only allowed a single fullscreen swapchain per device,
954      * so we should really check to see if there is a fullscreen swapchain
955      * already. Does a single head count as full screen? */
956
957     if (!desc->windowed)
958     {
959         struct wined3d_display_mode mode;
960
961         /* Change the display settings */
962         mode.width = desc->backbuffer_width;
963         mode.height = desc->backbuffer_height;
964         mode.format_id = desc->backbuffer_format;
965         mode.refresh_rate = desc->refresh_rate;
966
967         hr = wined3d_device_set_display_mode(device, 0, &mode);
968         if (FAILED(hr))
969         {
970             WARN("Failed to set display mode, hr %#x.\n", hr);
971             goto err;
972         }
973         displaymode_set = TRUE;
974     }
975
976     if (surface_type == WINED3D_SURFACE_TYPE_OPENGL)
977     {
978         static const enum wined3d_format_id formats[] =
979         {
980             WINED3DFMT_D24_UNORM_S8_UINT,
981             WINED3DFMT_D32_UNORM,
982             WINED3DFMT_R24_UNORM_X8_TYPELESS,
983             WINED3DFMT_D16_UNORM,
984             WINED3DFMT_S1_UINT_D15_UNORM
985         };
986
987         const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
988
989         swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain->context));
990         if (!swapchain->context)
991         {
992             ERR("Failed to create the context array.\n");
993             hr = E_OUTOFMEMORY;
994             goto err;
995         }
996         swapchain->num_contexts = 1;
997
998         /* In WGL both color, depth and stencil are features of a pixel format. In case of D3D they are separate.
999          * You are able to add a depth + stencil surface at a later stage when you need it.
1000          * In order to support this properly in WineD3D we need the ability to recreate the opengl context and
1001          * drawable when this is required. This is very tricky as we need to reapply ALL opengl states for the new
1002          * context, need torecreate shaders, textures and other resources.
1003          *
1004          * The context manager already takes care of the state problem and for the other tasks code from Reset
1005          * can be used. These changes are way to risky during the 1.0 code freeze which is taking place right now.
1006          * Likely a lot of other new bugs will be exposed. For that reason request a depth stencil surface all the
1007          * time. It can cause a slight performance hit but fixes a lot of regressions. A fixme reminds of that this
1008          * issue needs to be fixed. */
1009         for (i = 0; i < (sizeof(formats) / sizeof(*formats)); i++)
1010         {
1011             swapchain->ds_format = wined3d_get_format(gl_info, formats[i]);
1012             swapchain->context[0] = context_create(swapchain, swapchain->front_buffer, swapchain->ds_format);
1013             if (swapchain->context[0]) break;
1014             TRACE("Depth stencil format %s is not supported, trying next format\n",
1015                   debug_d3dformat(formats[i]));
1016         }
1017
1018         if (!swapchain->context[0])
1019         {
1020             WARN("Failed to create context.\n");
1021             hr = WINED3DERR_NOTAVAILABLE;
1022             goto err;
1023         }
1024
1025         if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
1026                 && (!desc->enable_auto_depth_stencil
1027                 || swapchain->desc.auto_depth_stencil_format != swapchain->ds_format->id))
1028         {
1029             FIXME("Add OpenGL context recreation support to context_validate_onscreen_formats\n");
1030         }
1031         context_release(swapchain->context[0]);
1032     }
1033
1034     if (swapchain->desc.backbuffer_count > 0)
1035     {
1036         swapchain->back_buffers = HeapAlloc(GetProcessHeap(), 0,
1037                 sizeof(*swapchain->back_buffers) * swapchain->desc.backbuffer_count);
1038         if (!swapchain->back_buffers)
1039         {
1040             ERR("Failed to allocate backbuffer array memory.\n");
1041             hr = E_OUTOFMEMORY;
1042             goto err;
1043         }
1044
1045         for (i = 0; i < swapchain->desc.backbuffer_count; ++i)
1046         {
1047             TRACE("Creating back buffer %u.\n", i);
1048             hr = device->device_parent->ops->create_rendertarget(device->device_parent, parent,
1049                     swapchain->desc.backbuffer_width, swapchain->desc.backbuffer_height,
1050                     swapchain->desc.backbuffer_format, swapchain->desc.multisample_type,
1051                     swapchain->desc.multisample_quality, TRUE /* Lockable */,
1052                     &swapchain->back_buffers[i]);
1053             if (FAILED(hr))
1054             {
1055                 WARN("Failed to create back buffer %u, hr %#x.\n", i, hr);
1056                 goto err;
1057             }
1058
1059             surface_set_container(swapchain->back_buffers[i], WINED3D_CONTAINER_SWAPCHAIN, swapchain);
1060         }
1061     }
1062
1063     /* Swapchains share the depth/stencil buffer, so only create a single depthstencil surface. */
1064     if (desc->enable_auto_depth_stencil && surface_type == WINED3D_SURFACE_TYPE_OPENGL)
1065     {
1066         TRACE("Creating depth/stencil buffer.\n");
1067         if (!device->auto_depth_stencil)
1068         {
1069             hr = device->device_parent->ops->create_depth_stencil(device->device_parent,
1070                     swapchain->desc.backbuffer_width, swapchain->desc.backbuffer_height,
1071                     swapchain->desc.auto_depth_stencil_format, swapchain->desc.multisample_type,
1072                     swapchain->desc.multisample_quality, FALSE /* FIXME: Discard */,
1073                     &device->auto_depth_stencil);
1074             if (FAILED(hr))
1075             {
1076                 WARN("Failed to create the auto depth stencil, hr %#x.\n", hr);
1077                 goto err;
1078             }
1079
1080             surface_set_container(device->auto_depth_stencil, WINED3D_CONTAINER_NONE, NULL);
1081         }
1082     }
1083
1084     wined3d_swapchain_get_gamma_ramp(swapchain, &swapchain->orig_gamma);
1085
1086     return WINED3D_OK;
1087
1088 err:
1089     if (displaymode_set)
1090     {
1091         DEVMODEW devmode;
1092
1093         ClipCursor(NULL);
1094
1095         /* Change the display settings */
1096         memset(&devmode, 0, sizeof(devmode));
1097         devmode.dmSize = sizeof(devmode);
1098         devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
1099         devmode.dmBitsPerPel = format->byte_count * CHAR_BIT;
1100         devmode.dmPelsWidth = swapchain->orig_width;
1101         devmode.dmPelsHeight = swapchain->orig_height;
1102         ChangeDisplaySettingsExW(adapter->DeviceName, &devmode, NULL, CDS_FULLSCREEN, NULL);
1103     }
1104
1105     if (swapchain->back_buffers)
1106     {
1107         for (i = 0; i < swapchain->desc.backbuffer_count; ++i)
1108         {
1109             if (swapchain->back_buffers[i])
1110             {
1111                 surface_set_container(swapchain->back_buffers[i], WINED3D_CONTAINER_NONE, NULL);
1112                 wined3d_surface_decref(swapchain->back_buffers[i]);
1113             }
1114         }
1115         HeapFree(GetProcessHeap(), 0, swapchain->back_buffers);
1116     }
1117
1118     if (swapchain->context)
1119     {
1120         if (swapchain->context[0])
1121         {
1122             context_release(swapchain->context[0]);
1123             context_destroy(device, swapchain->context[0]);
1124             swapchain->num_contexts = 0;
1125         }
1126         HeapFree(GetProcessHeap(), 0, swapchain->context);
1127     }
1128
1129     if (swapchain->front_buffer)
1130     {
1131         surface_set_container(swapchain->front_buffer, WINED3D_CONTAINER_NONE, NULL);
1132         wined3d_surface_decref(swapchain->front_buffer);
1133     }
1134
1135     return hr;
1136 }
1137
1138 /* Do not call while under the GL lock. */
1139 HRESULT CDECL wined3d_swapchain_create(struct wined3d_device *device,
1140         struct wined3d_swapchain_desc *desc, enum wined3d_surface_type surface_type,
1141         void *parent, const struct wined3d_parent_ops *parent_ops,
1142         struct wined3d_swapchain **swapchain)
1143 {
1144     struct wined3d_swapchain *object;
1145     HRESULT hr;
1146
1147     TRACE("device %p, desc %p, swapchain %p, parent %p, surface_type %#x.\n",
1148             device, desc, swapchain, parent, surface_type);
1149
1150     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1151     if (!object)
1152     {
1153         ERR("Failed to allocate swapchain memory.\n");
1154         return E_OUTOFMEMORY;
1155     }
1156
1157     hr = swapchain_init(object, surface_type, device, desc, parent, parent_ops);
1158     if (FAILED(hr))
1159     {
1160         WARN("Failed to initialize swapchain, hr %#x.\n", hr);
1161         HeapFree(GetProcessHeap(), 0, object);
1162         return hr;
1163     }
1164
1165     TRACE("Created swapchain %p.\n", object);
1166     *swapchain = object;
1167
1168     return WINED3D_OK;
1169 }
1170
1171 /* Do not call while under the GL lock. */
1172 static struct wined3d_context *swapchain_create_context(struct wined3d_swapchain *swapchain)
1173 {
1174     struct wined3d_context **newArray;
1175     struct wined3d_context *ctx;
1176
1177     TRACE("Creating a new context for swapchain %p, thread %u.\n", swapchain, GetCurrentThreadId());
1178
1179     if (!(ctx = context_create(swapchain, swapchain->front_buffer, swapchain->ds_format)))
1180     {
1181         ERR("Failed to create a new context for the swapchain\n");
1182         return NULL;
1183     }
1184     context_release(ctx);
1185
1186     newArray = HeapAlloc(GetProcessHeap(), 0, sizeof(*newArray) * (swapchain->num_contexts + 1));
1187     if(!newArray) {
1188         ERR("Out of memory when trying to allocate a new context array\n");
1189         context_destroy(swapchain->device, ctx);
1190         return NULL;
1191     }
1192     memcpy(newArray, swapchain->context, sizeof(*newArray) * swapchain->num_contexts);
1193     HeapFree(GetProcessHeap(), 0, swapchain->context);
1194     newArray[swapchain->num_contexts] = ctx;
1195     swapchain->context = newArray;
1196     swapchain->num_contexts++;
1197
1198     TRACE("Returning context %p\n", ctx);
1199     return ctx;
1200 }
1201
1202 void swapchain_destroy_contexts(struct wined3d_swapchain *swapchain)
1203 {
1204     unsigned int i;
1205
1206     for (i = 0; i < swapchain->num_contexts; ++i)
1207     {
1208         context_destroy(swapchain->device, swapchain->context[i]);
1209     }
1210     swapchain->num_contexts = 0;
1211 }
1212
1213 struct wined3d_context *swapchain_get_context(struct wined3d_swapchain *swapchain)
1214 {
1215     DWORD tid = GetCurrentThreadId();
1216     unsigned int i;
1217
1218     for (i = 0; i < swapchain->num_contexts; ++i)
1219     {
1220         if (swapchain->context[i]->tid == tid)
1221             return swapchain->context[i];
1222     }
1223
1224     /* Create a new context for the thread */
1225     return swapchain_create_context(swapchain);
1226 }
1227
1228 void get_drawable_size_swapchain(const struct wined3d_context *context, UINT *width, UINT *height)
1229 {
1230     /* The drawable size of an onscreen drawable is the surface size.
1231      * (Actually: The window size, but the surface is created in window size) */
1232     *width = context->current_rt->resource.width;
1233     *height = context->current_rt->resource.height;
1234 }
1235
1236 HDC swapchain_get_backup_dc(struct wined3d_swapchain *swapchain)
1237 {
1238     if (!swapchain->backup_dc)
1239     {
1240         TRACE("Creating the backup window for swapchain %p.\n", swapchain);
1241
1242         if (!(swapchain->backup_wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
1243                 WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL)))
1244         {
1245             ERR("Failed to create a window.\n");
1246             return NULL;
1247         }
1248
1249         if (!(swapchain->backup_dc = GetDC(swapchain->backup_wnd)))
1250         {
1251             ERR("Failed to get a DC.\n");
1252             DestroyWindow(swapchain->backup_wnd);
1253             swapchain->backup_wnd = NULL;
1254             return NULL;
1255         }
1256     }
1257
1258     return swapchain->backup_dc;
1259 }
1260
1261 void swapchain_update_draw_bindings(struct wined3d_swapchain *swapchain)
1262 {
1263     UINT i;
1264
1265     surface_update_draw_binding(swapchain->front_buffer);
1266
1267     for (i = 0; i < swapchain->desc.backbuffer_count; ++i)
1268     {
1269         surface_update_draw_binding(swapchain->back_buffers[i]);
1270     }
1271 }