wined3d: Store the device window in the swapchain.
[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     IWineD3DSwapChain_SetDestWindowOverride(iface, hDestWindowOverride);
221
222     context = context_acquire(This->device, This->backBuffer[0], CTXUSAGE_RESOURCELOAD);
223
224     /* Render the cursor onto the back buffer, using our nifty directdraw blitting code :-) */
225     if (This->device->bCursorVisible && This->device->cursorTexture)
226     {
227         IWineD3DSurfaceImpl cursor;
228         RECT destRect =
229         {
230             This->device->xScreenSpace - This->device->xHotSpot,
231             This->device->yScreenSpace - This->device->yHotSpot,
232             This->device->xScreenSpace + This->device->cursorWidth - This->device->xHotSpot,
233             This->device->yScreenSpace + This->device->cursorHeight - This->device->yHotSpot,
234         };
235         TRACE("Rendering the cursor. Creating fake surface at %p\n", &cursor);
236         /* Build a fake surface to call the Blitting code. It is not possible to use the interface passed by
237          * the application because we are only supposed to copy the information out. Using a fake surface
238          * allows to use the Blitting engine and avoid copying the whole texture -> render target blitting code.
239          */
240         memset(&cursor, 0, sizeof(cursor));
241         cursor.lpVtbl = &IWineD3DSurface_Vtbl;
242         cursor.resource.ref = 1;
243         cursor.resource.device = This->device;
244         cursor.resource.pool = WINED3DPOOL_SCRATCH;
245         cursor.resource.format_desc = getFormatDescEntry(WINED3DFMT_B8G8R8A8_UNORM, context->gl_info);
246         cursor.resource.resourceType = WINED3DRTYPE_SURFACE;
247         cursor.texture_name = This->device->cursorTexture;
248         cursor.texture_target = GL_TEXTURE_2D;
249         cursor.texture_level = 0;
250         cursor.currentDesc.Width = This->device->cursorWidth;
251         cursor.currentDesc.Height = This->device->cursorHeight;
252         cursor.glRect.left = 0;
253         cursor.glRect.top = 0;
254         cursor.glRect.right = cursor.currentDesc.Width;
255         cursor.glRect.bottom = cursor.currentDesc.Height;
256         /* The cursor must have pow2 sizes */
257         cursor.pow2Width = cursor.currentDesc.Width;
258         cursor.pow2Height = cursor.currentDesc.Height;
259         /* The surface is in the texture */
260         cursor.Flags |= SFLAG_INTEXTURE;
261         /* DDBLT_KEYSRC will cause BltOverride to enable the alpha test with GL_NOTEQUAL, 0.0,
262          * which is exactly what we want :-)
263          */
264         if (This->presentParms.Windowed) {
265             MapWindowPoints(NULL, This->win_handle, (LPPOINT)&destRect, 2);
266         }
267         IWineD3DSurface_Blt(This->backBuffer[0], &destRect, (IWineD3DSurface *)&cursor,
268                 NULL, WINEDDBLT_KEYSRC, NULL, WINED3DTEXF_POINT);
269     }
270
271     if (This->device->logo_surface)
272     {
273         /* Blit the logo into the upper left corner of the drawable. */
274         IWineD3DSurface_BltFast(This->backBuffer[0], 0, 0, This->device->logo_surface, NULL, WINEDDBLTFAST_SRCCOLORKEY);
275     }
276
277     TRACE("Presenting HDC %p.\n", context->hdc);
278
279     render_to_fbo = This->render_to_fbo;
280
281     if (pSourceRect)
282     {
283         src_rect = *pSourceRect;
284         if (!render_to_fbo && (src_rect.left || src_rect.top
285                 || src_rect.right != This->presentParms.BackBufferWidth
286                 || src_rect.bottom != This->presentParms.BackBufferHeight))
287         {
288             render_to_fbo = TRUE;
289         }
290     }
291     else
292     {
293         src_rect.left = 0;
294         src_rect.top = 0;
295         src_rect.right = This->presentParms.BackBufferWidth;
296         src_rect.bottom = This->presentParms.BackBufferHeight;
297     }
298
299     if (pDestRect) dst_rect = *pDestRect;
300     else GetClientRect(This->win_handle, &dst_rect);
301
302     if (!render_to_fbo && (dst_rect.left || dst_rect.top
303             || dst_rect.right != This->presentParms.BackBufferWidth
304             || dst_rect.bottom != This->presentParms.BackBufferHeight))
305     {
306         render_to_fbo = TRUE;
307     }
308
309     /* Rendering to a window of different size, presenting partial rectangles,
310      * or rendering to a different window needs help from FBO_blit or a textured
311      * draw. Render the swapchain to a FBO in the future.
312      *
313      * Note that FBO_blit from the backbuffer to the frontbuffer cannot solve
314      * all these issues - this fails if the window is smaller than the backbuffer.
315      */
316     if (!This->render_to_fbo && render_to_fbo && wined3d_settings.offscreen_rendering_mode == ORM_FBO)
317     {
318         IWineD3DSurface_LoadLocation(This->backBuffer[0], SFLAG_INTEXTURE, NULL);
319         IWineD3DSurface_ModifyLocation(This->backBuffer[0], SFLAG_INDRAWABLE, FALSE);
320         This->render_to_fbo = TRUE;
321
322         /* Force the context manager to update the render target configuration next draw. */
323         context->current_rt = NULL;
324     }
325
326     if(This->render_to_fbo)
327     {
328         /* This codepath should only be hit with the COPY swapeffect. Otherwise a backbuffer-
329          * window size mismatch is impossible(fullscreen) and src and dst rectangles are
330          * not allowed(they need the COPY swapeffect)
331          *
332          * The DISCARD swap effect is ok as well since any backbuffer content is allowed after
333          * the swap
334          */
335         if(This->presentParms.SwapEffect == WINED3DSWAPEFFECT_FLIP )
336         {
337             FIXME("Render-to-fbo with WINED3DSWAPEFFECT_FLIP\n");
338         }
339
340         swapchain_blit(This, context, &src_rect, &dst_rect);
341     }
342
343     if (This->num_contexts > 1) wglFinish();
344     SwapBuffers(context->hdc); /* TODO: cycle through the swapchain buffers */
345
346     TRACE("SwapBuffers called, Starting new frame\n");
347     /* FPS support */
348     if (TRACE_ON(fps))
349     {
350         DWORD time = GetTickCount();
351         This->frames++;
352         /* every 1.5 seconds */
353         if (time - This->prev_time > 1500) {
354             TRACE_(fps)("%p @ approx %.2ffps\n", This, 1000.0*This->frames/(time - This->prev_time));
355             This->prev_time = time;
356             This->frames = 0;
357         }
358     }
359
360 #if defined(FRAME_DEBUGGING)
361 {
362     if (GetFileAttributesA("C:\\D3DTRACE") != INVALID_FILE_ATTRIBUTES) {
363         if (!isOn) {
364             isOn = TRUE;
365             FIXME("Enabling D3D Trace\n");
366             __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 1);
367 #if defined(SHOW_FRAME_MAKEUP)
368             FIXME("Singe Frame snapshots Starting\n");
369             isDumpingFrames = TRUE;
370             ENTER_GL();
371             glClear(GL_COLOR_BUFFER_BIT);
372             LEAVE_GL();
373 #endif
374
375 #if defined(SINGLE_FRAME_DEBUGGING)
376         } else {
377 #if defined(SHOW_FRAME_MAKEUP)
378             FIXME("Singe Frame snapshots Finishing\n");
379             isDumpingFrames = FALSE;
380 #endif
381             FIXME("Singe Frame trace complete\n");
382             DeleteFileA("C:\\D3DTRACE");
383             __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 0);
384 #endif
385         }
386     } else {
387         if (isOn) {
388             isOn = FALSE;
389 #if defined(SHOW_FRAME_MAKEUP)
390             FIXME("Single Frame snapshots Finishing\n");
391             isDumpingFrames = FALSE;
392 #endif
393             FIXME("Disabling D3D Trace\n");
394             __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 0);
395         }
396     }
397 }
398 #endif
399
400     /* This is disabled, but the code left in for debug purposes.
401      *
402      * Since we're allowed to modify the new back buffer on a D3DSWAPEFFECT_DISCARD flip,
403      * we can clear it with some ugly color to make bad drawing visible and ease debugging.
404      * The Debug runtime does the same on Windows. However, a few games do not redraw the
405      * screen properly, like Max Payne 2, which leaves a few pixels undefined.
406      *
407      * Tests show that the content of the back buffer after a discard flip is indeed not
408      * reliable, so no game can depend on the exact content. However, it resembles the
409      * old contents in some way, for example by showing fragments at other locations. In
410      * general, the color theme is still intact. So Max payne, which draws rather dark scenes
411      * gets a dark background image. If we clear it with a bright ugly color, the game's
412      * bug shows up much more than it does on Windows, and the players see single pixels
413      * with wrong colors.
414      * (The Max Payne bug has been confirmed on Windows with the debug runtime)
415      */
416     if (FALSE && This->presentParms.SwapEffect == WINED3DSWAPEFFECT_DISCARD) {
417         TRACE("Clearing the color buffer with cyan color\n");
418
419         IWineD3DDevice_Clear((IWineD3DDevice *)This->device, 0, NULL,
420                 WINED3DCLEAR_TARGET, 0xff00ffff, 1.0f, 0);
421     }
422
423     if(!This->render_to_fbo &&
424        ( ((IWineD3DSurfaceImpl *) This->frontBuffer)->Flags   & SFLAG_INSYSMEM ||
425          ((IWineD3DSurfaceImpl *) This->backBuffer[0])->Flags & SFLAG_INSYSMEM ) ) {
426         /* Both memory copies of the surfaces are ok, flip them around too instead of dirtifying
427          * Doesn't work with render_to_fbo because we're not flipping
428          */
429         IWineD3DSurfaceImpl *front = (IWineD3DSurfaceImpl *) This->frontBuffer;
430         IWineD3DSurfaceImpl *back = (IWineD3DSurfaceImpl *) This->backBuffer[0];
431
432         if(front->resource.size == back->resource.size) {
433             DWORD fbflags;
434             flip_surface(front, back);
435
436             /* Tell the front buffer surface that is has been modified. However,
437              * the other locations were preserved during that, so keep the flags.
438              * This serves to update the emulated overlay, if any
439              */
440             fbflags = front->Flags;
441             IWineD3DSurface_ModifyLocation(This->frontBuffer, SFLAG_INDRAWABLE, TRUE);
442             front->Flags = fbflags;
443         } else {
444             IWineD3DSurface_ModifyLocation((IWineD3DSurface *) front, SFLAG_INDRAWABLE, TRUE);
445             IWineD3DSurface_ModifyLocation((IWineD3DSurface *) back, SFLAG_INDRAWABLE, TRUE);
446         }
447     } else {
448         IWineD3DSurface_ModifyLocation(This->frontBuffer, SFLAG_INDRAWABLE, TRUE);
449         /* If the swapeffect is DISCARD, the back buffer is undefined. That means the SYSMEM
450          * and INTEXTURE copies can keep their old content if they have any defined content.
451          * If the swapeffect is COPY, the content remains the same. If it is FLIP however,
452          * the texture / sysmem copy needs to be reloaded from the drawable
453          */
454         if(This->presentParms.SwapEffect == WINED3DSWAPEFFECT_FLIP) {
455             IWineD3DSurface_ModifyLocation(This->backBuffer[0], SFLAG_INDRAWABLE, TRUE);
456         }
457     }
458
459     if (This->device->stencilBufferTarget)
460     {
461         if (This->presentParms.Flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
462                 || ((IWineD3DSurfaceImpl *)This->device->stencilBufferTarget)->Flags & SFLAG_DISCARD)
463         {
464             surface_modify_ds_location(This->device->stencilBufferTarget, SFLAG_DS_DISCARDED);
465         }
466     }
467
468     if (This->presentParms.PresentationInterval != WINED3DPRESENT_INTERVAL_IMMEDIATE
469             && context->gl_info->supported[SGI_VIDEO_SYNC])
470     {
471         retval = GL_EXTCALL(glXGetVideoSyncSGI(&sync));
472         if(retval != 0) {
473             ERR("glXGetVideoSyncSGI failed(retval = %d\n", retval);
474         }
475
476         switch(This->presentParms.PresentationInterval) {
477             case WINED3DPRESENT_INTERVAL_DEFAULT:
478             case WINED3DPRESENT_INTERVAL_ONE:
479                 if(sync <= This->vSyncCounter) {
480                     retval = GL_EXTCALL(glXWaitVideoSyncSGI(1, 0, &This->vSyncCounter));
481                 } else {
482                     This->vSyncCounter = sync;
483                 }
484                 break;
485             case WINED3DPRESENT_INTERVAL_TWO:
486                 if(sync <= This->vSyncCounter + 1) {
487                     retval = GL_EXTCALL(glXWaitVideoSyncSGI(2, This->vSyncCounter & 0x1, &This->vSyncCounter));
488                 } else {
489                     This->vSyncCounter = sync;
490                 }
491                 break;
492             case WINED3DPRESENT_INTERVAL_THREE:
493                 if(sync <= This->vSyncCounter + 2) {
494                     retval = GL_EXTCALL(glXWaitVideoSyncSGI(3, This->vSyncCounter % 0x3, &This->vSyncCounter));
495                 } else {
496                     This->vSyncCounter = sync;
497                 }
498                 break;
499             case WINED3DPRESENT_INTERVAL_FOUR:
500                 if(sync <= This->vSyncCounter + 3) {
501                     retval = GL_EXTCALL(glXWaitVideoSyncSGI(4, This->vSyncCounter & 0x3, &This->vSyncCounter));
502                 } else {
503                     This->vSyncCounter = sync;
504                 }
505                 break;
506             default:
507                 FIXME("Unknown presentation interval %08x\n", This->presentParms.PresentationInterval);
508         }
509     }
510
511     context_release(context);
512
513     TRACE("returning\n");
514     return WINED3D_OK;
515 }
516
517 static HRESULT WINAPI IWineD3DSwapChainImpl_SetDestWindowOverride(IWineD3DSwapChain *iface, HWND window) {
518     IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
519     WINED3DLOCKED_RECT r;
520     BYTE *mem;
521
522     if (!window || window == This->win_handle) return WINED3D_OK;
523
524     TRACE("Performing dest override of swapchain %p from window %p to %p\n", This, This->win_handle, window);
525     if (This->context[0] == This->device->contexts[0])
526     {
527         /* The primary context 'owns' all the opengl resources. Destroying and recreating that context requires downloading
528          * all opengl resources, deleting the gl resources, destroying all other contexts, then recreating all other contexts
529          * and reload the resources
530          */
531         delete_opengl_contexts((IWineD3DDevice *)This->device, iface);
532         This->win_handle = window;
533         create_primary_opengl_context((IWineD3DDevice *)This->device, iface);
534     }
535     else
536     {
537         This->win_handle = window;
538
539         /* The old back buffer has to be copied over to the new back buffer. A lockrect - switchcontext - unlockrect
540          * would suffice in theory, but it is rather nasty and may cause troubles with future changes of the locking code
541          * So lock read only, copy the surface out, then lock with the discard flag and write back
542          */
543         IWineD3DSurface_LockRect(This->backBuffer[0], &r, NULL, WINED3DLOCK_READONLY);
544         mem = HeapAlloc(GetProcessHeap(), 0, r.Pitch * ((IWineD3DSurfaceImpl *) This->backBuffer[0])->currentDesc.Height);
545         memcpy(mem, r.pBits, r.Pitch * ((IWineD3DSurfaceImpl *) This->backBuffer[0])->currentDesc.Height);
546         IWineD3DSurface_UnlockRect(This->backBuffer[0]);
547
548         context_destroy(This->device, This->context[0]);
549         This->context[0] = context_create(This, (IWineD3DSurfaceImpl *)This->frontBuffer);
550         context_release(This->context[0]);
551
552         IWineD3DSurface_LockRect(This->backBuffer[0], &r, NULL, WINED3DLOCK_DISCARD);
553         memcpy(r.pBits, mem, r.Pitch * ((IWineD3DSurfaceImpl *) This->backBuffer[0])->currentDesc.Height);
554         HeapFree(GetProcessHeap(), 0, mem);
555         IWineD3DSurface_UnlockRect(This->backBuffer[0]);
556     }
557     return WINED3D_OK;
558 }
559
560 static const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl =
561 {
562     /* IUnknown */
563     IWineD3DBaseSwapChainImpl_QueryInterface,
564     IWineD3DBaseSwapChainImpl_AddRef,
565     IWineD3DBaseSwapChainImpl_Release,
566     /* IWineD3DSwapChain */
567     IWineD3DBaseSwapChainImpl_GetParent,
568     IWineD3DSwapChainImpl_Destroy,
569     IWineD3DBaseSwapChainImpl_GetDevice,
570     IWineD3DSwapChainImpl_Present,
571     IWineD3DSwapChainImpl_SetDestWindowOverride,
572     IWineD3DBaseSwapChainImpl_GetFrontBufferData,
573     IWineD3DBaseSwapChainImpl_GetBackBuffer,
574     IWineD3DBaseSwapChainImpl_GetRasterStatus,
575     IWineD3DBaseSwapChainImpl_GetDisplayMode,
576     IWineD3DBaseSwapChainImpl_GetPresentParameters,
577     IWineD3DBaseSwapChainImpl_SetGammaRamp,
578     IWineD3DBaseSwapChainImpl_GetGammaRamp
579 };
580
581 static LONG fullscreen_style(LONG style)
582 {
583     /* Make sure the window is managed, otherwise we won't get keyboard input. */
584     style |= WS_POPUP | WS_SYSMENU;
585     style &= ~(WS_CAPTION | WS_THICKFRAME);
586
587     return style;
588 }
589
590 static LONG fullscreen_exstyle(LONG exstyle)
591 {
592     /* Filter out window decorations. */
593     exstyle &= ~(WS_EX_WINDOWEDGE | WS_EX_CLIENTEDGE);
594
595     return exstyle;
596 }
597
598 void swapchain_setup_fullscreen_window(IWineD3DSwapChainImpl *swapchain, UINT w, UINT h)
599 {
600     IWineD3DDeviceImpl *device = swapchain->device;
601     HWND window = swapchain->device_window;
602     BOOL filter_messages;
603     LONG style, exstyle;
604
605     TRACE("Setting up window %p for fullscreen mode.\n", window);
606
607     if (device->style || device->exStyle)
608     {
609         ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
610                 window, device->style, device->exStyle);
611     }
612
613     device->style = GetWindowLongW(window, GWL_STYLE);
614     device->exStyle = GetWindowLongW(window, GWL_EXSTYLE);
615
616     style = fullscreen_style(device->style);
617     exstyle = fullscreen_exstyle(device->exStyle);
618
619     TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
620             device->style, device->exStyle, style, exstyle);
621
622     filter_messages = device->filter_messages;
623     device->filter_messages = TRUE;
624
625     SetWindowLongW(window, GWL_STYLE, style);
626     SetWindowLongW(window, GWL_EXSTYLE, exstyle);
627     SetWindowPos(window, HWND_TOP, 0, 0, w, h, SWP_FRAMECHANGED | SWP_SHOWWINDOW | SWP_NOACTIVATE);
628
629     device->filter_messages = filter_messages;
630 }
631
632 void swapchain_restore_fullscreen_window(IWineD3DSwapChainImpl *swapchain)
633 {
634     IWineD3DDeviceImpl *device = swapchain->device;
635     HWND window = swapchain->device_window;
636     BOOL filter_messages;
637     LONG style, exstyle;
638
639     if (!device->style && !device->exStyle) return;
640
641     TRACE("Restoring window style of window %p to %08x, %08x.\n",
642             window, device->style, device->exStyle);
643
644     style = GetWindowLongW(window, GWL_STYLE);
645     exstyle = GetWindowLongW(window, GWL_EXSTYLE);
646
647     filter_messages = device->filter_messages;
648     device->filter_messages = TRUE;
649
650     /* Only restore the style if the application didn't modify it during the
651      * fullscreen phase. Some applications change it before calling Reset()
652      * when switching between windowed and fullscreen modes (HL2), some
653      * depend on the original style (Eve Online). */
654     if (style == fullscreen_style(device->style) && exstyle == fullscreen_exstyle(device->exStyle))
655     {
656         SetWindowLongW(window, GWL_STYLE, device->style);
657         SetWindowLongW(window, GWL_EXSTYLE, device->exStyle);
658     }
659     SetWindowPos(window, 0, 0, 0, 0, 0, SWP_FRAMECHANGED | SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER);
660
661     device->filter_messages = filter_messages;
662
663     /* Delete the old values. */
664     device->style = 0;
665     device->exStyle = 0;
666 }
667
668
669 HRESULT swapchain_init(IWineD3DSwapChainImpl *swapchain, WINED3DSURFTYPE surface_type,
670         IWineD3DDeviceImpl *device, WINED3DPRESENT_PARAMETERS *present_parameters, IUnknown *parent)
671 {
672     const struct wined3d_adapter *adapter = device->adapter;
673     const struct GlPixelFormatDesc *format_desc;
674     BOOL displaymode_set = FALSE;
675     WINED3DDISPLAYMODE mode;
676     RECT client_rect;
677     HWND window;
678     HRESULT hr;
679     UINT i;
680
681     if (present_parameters->BackBufferCount > WINED3DPRESENT_BACK_BUFFER_MAX)
682     {
683         FIXME("The application requested %u back buffers, this is not supported.\n",
684                 present_parameters->BackBufferCount);
685         return WINED3DERR_INVALIDCALL;
686     }
687
688     if (present_parameters->BackBufferCount > 1)
689     {
690         FIXME("The application requested more than one back buffer, this is not properly supported.\n"
691                 "Please configure the application to use double buffering (1 back buffer) if possible.\n");
692     }
693
694     switch (surface_type)
695     {
696         case SURFACE_GDI:
697             swapchain->lpVtbl = &IWineGDISwapChain_Vtbl;
698             break;
699
700         case SURFACE_OPENGL:
701             swapchain->lpVtbl = &IWineD3DSwapChain_Vtbl;
702             break;
703
704         case SURFACE_UNKNOWN:
705             FIXME("Caller tried to create a SURFACE_UNKNOWN swapchain.\n");
706             return WINED3DERR_INVALIDCALL;
707     }
708
709     window = present_parameters->hDeviceWindow ? present_parameters->hDeviceWindow : device->createParms.hFocusWindow;
710
711     swapchain->device = device;
712     swapchain->parent = parent;
713     swapchain->ref = 1;
714     swapchain->win_handle = window;
715     swapchain->device_window = window;
716
717     if (!present_parameters->Windowed && window)
718     {
719         swapchain_setup_fullscreen_window(swapchain, present_parameters->BackBufferWidth,
720                 present_parameters->BackBufferHeight);
721     }
722
723     IWineD3D_GetAdapterDisplayMode(device->wined3d, adapter->ordinal, &mode);
724     swapchain->orig_width = mode.Width;
725     swapchain->orig_height = mode.Height;
726     swapchain->orig_fmt = mode.Format;
727     format_desc = getFormatDescEntry(mode.Format, &adapter->gl_info);
728
729     GetClientRect(window, &client_rect);
730     if (present_parameters->Windowed
731             && (!present_parameters->BackBufferWidth || !present_parameters->BackBufferHeight
732             || present_parameters->BackBufferFormat == WINED3DFMT_UNKNOWN))
733     {
734
735         if (!present_parameters->BackBufferWidth)
736         {
737             present_parameters->BackBufferWidth = client_rect.right;
738             TRACE("Updating width to %u.\n", present_parameters->BackBufferWidth);
739         }
740
741         if (!present_parameters->BackBufferHeight)
742         {
743             present_parameters->BackBufferHeight = client_rect.bottom;
744             TRACE("Updating height to %u.\n", present_parameters->BackBufferHeight);
745         }
746
747         if (present_parameters->BackBufferFormat == WINED3DFMT_UNKNOWN)
748         {
749             present_parameters->BackBufferFormat = swapchain->orig_fmt;
750             TRACE("Updating format to %s.\n", debug_d3dformat(swapchain->orig_fmt));
751         }
752     }
753     swapchain->presentParms = *present_parameters;
754
755     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO
756             && present_parameters->BackBufferCount
757             && (present_parameters->BackBufferWidth != client_rect.right
758             || present_parameters->BackBufferHeight != client_rect.bottom))
759     {
760         TRACE("Rendering to FBO. Backbuffer %ux%u, window %ux%u.\n",
761                 present_parameters->BackBufferWidth,
762                 present_parameters->BackBufferHeight,
763                 client_rect.right, client_rect.bottom);
764         swapchain->render_to_fbo = TRUE;
765     }
766
767     TRACE("Creating front buffer.\n");
768     hr = IWineD3DDeviceParent_CreateRenderTarget(device->device_parent, parent,
769             swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
770             swapchain->presentParms.BackBufferFormat, swapchain->presentParms.MultiSampleType,
771             swapchain->presentParms.MultiSampleQuality, TRUE /* Lockable */, &swapchain->frontBuffer);
772     if (FAILED(hr))
773     {
774         WARN("Failed to create front buffer, hr %#x.\n", hr);
775         goto err;
776     }
777
778     IWineD3DSurface_SetContainer(swapchain->frontBuffer, (IWineD3DBase *)swapchain);
779     ((IWineD3DSurfaceImpl *)swapchain->frontBuffer)->Flags |= SFLAG_SWAPCHAIN;
780     if (surface_type == SURFACE_OPENGL)
781     {
782         IWineD3DSurface_ModifyLocation(swapchain->frontBuffer, SFLAG_INDRAWABLE, TRUE);
783     }
784
785     /* MSDN says we're only allowed a single fullscreen swapchain per device,
786      * so we should really check to see if there is a fullscreen swapchain
787      * already. Does a single head count as full screen? */
788
789     if (!present_parameters->Windowed)
790     {
791         WINED3DDISPLAYMODE mode;
792
793         /* Change the display settings */
794         mode.Width = present_parameters->BackBufferWidth;
795         mode.Height = present_parameters->BackBufferHeight;
796         mode.Format = present_parameters->BackBufferFormat;
797         mode.RefreshRate = present_parameters->FullScreen_RefreshRateInHz;
798
799         hr = IWineD3DDevice_SetDisplayMode((IWineD3DDevice *)device, 0, &mode);
800         if (FAILED(hr))
801         {
802             WARN("Failed to set display mode, hr %#x.\n", hr);
803             goto err;
804         }
805         displaymode_set = TRUE;
806     }
807
808     swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(swapchain->context));
809     if (!swapchain->context)
810     {
811         ERR("Failed to create the context array.\n");
812         hr = E_OUTOFMEMORY;
813         goto err;
814     }
815     swapchain->num_contexts = 1;
816
817     if (surface_type == SURFACE_OPENGL)
818     {
819         if (!(swapchain->context[0] = context_create(swapchain, (IWineD3DSurfaceImpl *)swapchain->frontBuffer)))
820         {
821             WARN("Failed to create context.\n");
822             hr = WINED3DERR_NOTAVAILABLE;
823             goto err;
824         }
825         context_release(swapchain->context[0]);
826     }
827     else
828     {
829         swapchain->context[0] = NULL;
830     }
831
832     if (swapchain->presentParms.BackBufferCount > 0)
833     {
834         swapchain->backBuffer = HeapAlloc(GetProcessHeap(), 0,
835                 sizeof(*swapchain->backBuffer) * swapchain->presentParms.BackBufferCount);
836         if (!swapchain->backBuffer)
837         {
838             ERR("Failed to allocate backbuffer array memory.\n");
839             hr = E_OUTOFMEMORY;
840             goto err;
841         }
842
843         for (i = 0; i < swapchain->presentParms.BackBufferCount; ++i)
844         {
845             TRACE("Creating back buffer %u.\n", i);
846             hr = IWineD3DDeviceParent_CreateRenderTarget(device->device_parent, parent,
847                     swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
848                     swapchain->presentParms.BackBufferFormat, swapchain->presentParms.MultiSampleType,
849                     swapchain->presentParms.MultiSampleQuality, TRUE /* Lockable */, &swapchain->backBuffer[i]);
850             if (FAILED(hr))
851             {
852                 WARN("Failed to create back buffer %u, hr %#x.\n", i, hr);
853                 goto err;
854             }
855
856             IWineD3DSurface_SetContainer(swapchain->backBuffer[i], (IWineD3DBase *)swapchain);
857             ((IWineD3DSurfaceImpl *)swapchain->backBuffer[i])->Flags |= SFLAG_SWAPCHAIN;
858         }
859     }
860
861     /* Swapchains share the depth/stencil buffer, so only create a single depthstencil surface. */
862     if (present_parameters->EnableAutoDepthStencil && surface_type == SURFACE_OPENGL)
863     {
864         TRACE("Creating depth/stencil buffer.\n");
865         if (!device->auto_depth_stencil_buffer)
866         {
867             hr = IWineD3DDeviceParent_CreateDepthStencilSurface(device->device_parent, parent,
868                     swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
869                     swapchain->presentParms.AutoDepthStencilFormat, swapchain->presentParms.MultiSampleType,
870                     swapchain->presentParms.MultiSampleQuality, FALSE /* FIXME: Discard */,
871                     &device->auto_depth_stencil_buffer);
872             if (FAILED(hr))
873             {
874                 WARN("Failed to create the auto depth stencil, hr %#x.\n", hr);
875                 goto err;
876             }
877
878             IWineD3DSurface_SetContainer(device->auto_depth_stencil_buffer, NULL);
879         }
880     }
881
882     IWineD3DSwapChain_GetGammaRamp((IWineD3DSwapChain *)swapchain, &swapchain->orig_gamma);
883
884     return WINED3D_OK;
885
886 err:
887     if (displaymode_set)
888     {
889         DEVMODEW devmode;
890
891         ClipCursor(NULL);
892
893         /* Change the display settings */
894         memset(&devmode, 0, sizeof(devmode));
895         devmode.dmSize = sizeof(devmode);
896         devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
897         devmode.dmBitsPerPel = format_desc->byte_count * 8;
898         devmode.dmPelsWidth = swapchain->orig_width;
899         devmode.dmPelsHeight = swapchain->orig_height;
900         ChangeDisplaySettingsExW(adapter->DeviceName, &devmode, NULL, CDS_FULLSCREEN, NULL);
901     }
902
903     if (swapchain->backBuffer)
904     {
905         for (i = 0; i < swapchain->presentParms.BackBufferCount; ++i)
906         {
907             if (swapchain->backBuffer[i]) IWineD3DSurface_Release(swapchain->backBuffer[i]);
908         }
909         HeapFree(GetProcessHeap(), 0, swapchain->backBuffer);
910     }
911
912     if (swapchain->context)
913     {
914         if (swapchain->context[0])
915         {
916             context_release(swapchain->context[0]);
917             context_destroy(device, swapchain->context[0]);
918             swapchain->num_contexts = 0;
919         }
920         HeapFree(GetProcessHeap(), 0, swapchain->context);
921     }
922
923     if (swapchain->frontBuffer) IWineD3DSurface_Release(swapchain->frontBuffer);
924
925     return hr;
926 }
927
928 struct wined3d_context *swapchain_create_context_for_thread(IWineD3DSwapChain *iface)
929 {
930     IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *) iface;
931     struct wined3d_context **newArray;
932     struct wined3d_context *ctx;
933
934     TRACE("Creating a new context for swapchain %p, thread %d\n", This, GetCurrentThreadId());
935
936     if (!(ctx = context_create(This, (IWineD3DSurfaceImpl *)This->frontBuffer)))
937     {
938         ERR("Failed to create a new context for the swapchain\n");
939         return NULL;
940     }
941     context_release(ctx);
942
943     newArray = HeapAlloc(GetProcessHeap(), 0, sizeof(*newArray) * This->num_contexts + 1);
944     if(!newArray) {
945         ERR("Out of memory when trying to allocate a new context array\n");
946         context_destroy(This->device, ctx);
947         return NULL;
948     }
949     memcpy(newArray, This->context, sizeof(*newArray) * This->num_contexts);
950     HeapFree(GetProcessHeap(), 0, This->context);
951     newArray[This->num_contexts] = ctx;
952     This->context = newArray;
953     This->num_contexts++;
954
955     TRACE("Returning context %p\n", ctx);
956     return ctx;
957 }
958
959 void get_drawable_size_swapchain(struct wined3d_context *context, UINT *width, UINT *height)
960 {
961     IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)context->current_rt;
962     /* The drawable size of an onscreen drawable is the surface size.
963      * (Actually: The window size, but the surface is created in window size) */
964     *width = surface->currentDesc.Width;
965     *height = surface->currentDesc.Height;
966 }