wined3d: Pass around the context instead of gl_info.
[wine] / dlls / wined3d / swapchain.c
1 /*
2  * Copyright 2002-2003 Jason Edmeades
3  * Copyright 2002-2003 Raphael Junqueira
4  * Copyright 2005 Oliver Stieber
5  * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
6  * Copyright 2011 Henri Verbeet for CodeWeavers
7  *
8  * This library is free software; you can redistribute it and/or
9  * modify it under the terms of the GNU Lesser General Public
10  * License as published by the Free Software Foundation; either
11  * version 2.1 of the License, or (at your option) any later version.
12  *
13  * This library is distributed in the hope that it will be useful,
14  * but WITHOUT ANY WARRANTY; without even the implied warranty of
15  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
16  * Lesser General Public License for more details.
17  *
18  * You should have received a copy of the GNU Lesser General Public
19  * License along with this library; if not, write to the Free Software
20  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
21  */
22
23 #include "config.h"
24 #include "wined3d_private.h"
25
26 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
27 WINE_DECLARE_DEBUG_CHANNEL(fps);
28
29 /* Do not call while under the GL lock. */
30 static void swapchain_cleanup(struct wined3d_swapchain *swapchain)
31 {
32     WINED3DDISPLAYMODE mode;
33     UINT i;
34
35     TRACE("Destroying swapchain %p.\n", swapchain);
36
37     wined3d_swapchain_set_gamma_ramp(swapchain, 0, &swapchain->orig_gamma);
38
39     /* Release the swapchain's draw buffers. Make sure swapchain->back_buffers[0]
40      * is the last buffer to be destroyed, FindContext() depends on that. */
41     if (swapchain->front_buffer)
42     {
43         surface_set_container(swapchain->front_buffer, WINED3D_CONTAINER_NONE, NULL);
44         if (wined3d_surface_decref(swapchain->front_buffer))
45             WARN("Something's still holding the front buffer (%p).\n", swapchain->front_buffer);
46         swapchain->front_buffer = NULL;
47     }
48
49     if (swapchain->back_buffers)
50     {
51         i = swapchain->presentParms.BackBufferCount;
52
53         while (i--)
54         {
55             surface_set_container(swapchain->back_buffers[i], WINED3D_CONTAINER_NONE, NULL);
56             if (wined3d_surface_decref(swapchain->back_buffers[i]))
57                 WARN("Something's still holding back buffer %u (%p).\n", i, swapchain->back_buffers[i]);
58         }
59         HeapFree(GetProcessHeap(), 0, swapchain->back_buffers);
60         swapchain->back_buffers = NULL;
61     }
62
63     for (i = 0; i < swapchain->num_contexts; ++i)
64     {
65         context_destroy(swapchain->device, swapchain->context[i]);
66     }
67     HeapFree(GetProcessHeap(), 0, swapchain->context);
68
69     /* Restore the screen resolution if we rendered in fullscreen.
70      * This will restore the screen resolution to what it was before creating
71      * the swapchain. In case of d3d8 and d3d9 this will be the original
72      * desktop resolution. In case of d3d7 this will be a NOP because ddraw
73      * sets the resolution before starting up Direct3D, thus orig_width and
74      * orig_height will be equal to the modes in the presentation params. */
75     if (!swapchain->presentParms.Windowed && swapchain->presentParms.AutoRestoreDisplayMode)
76     {
77         mode.Width = swapchain->orig_width;
78         mode.Height = swapchain->orig_height;
79         mode.RefreshRate = 0;
80         mode.Format = swapchain->orig_fmt;
81         wined3d_device_set_display_mode(swapchain->device, 0, &mode);
82     }
83
84     if (swapchain->backup_dc)
85     {
86         TRACE("Destroying backup wined3d window %p, dc %p.\n", swapchain->backup_wnd, swapchain->backup_dc);
87
88         ReleaseDC(swapchain->backup_wnd, swapchain->backup_dc);
89         DestroyWindow(swapchain->backup_wnd);
90     }
91 }
92
93 ULONG CDECL wined3d_swapchain_incref(struct wined3d_swapchain *swapchain)
94 {
95     ULONG refcount = InterlockedIncrement(&swapchain->ref);
96
97     TRACE("%p increasing refcount to %u.\n", swapchain, refcount);
98
99     return refcount;
100 }
101
102 /* Do not call while under the GL lock. */
103 ULONG CDECL wined3d_swapchain_decref(struct wined3d_swapchain *swapchain)
104 {
105     ULONG refcount = InterlockedDecrement(&swapchain->ref);
106
107     TRACE("%p decreasing refcount to %u.\n", swapchain, refcount);
108
109     if (!refcount)
110     {
111         swapchain_cleanup(swapchain);
112         swapchain->parent_ops->wined3d_object_destroyed(swapchain->parent);
113         HeapFree(GetProcessHeap(), 0, swapchain);
114     }
115
116     return refcount;
117 }
118
119 void * CDECL wined3d_swapchain_get_parent(const struct wined3d_swapchain *swapchain)
120 {
121     TRACE("swapchain %p.\n", swapchain);
122
123     return swapchain->parent;
124 }
125
126 HRESULT CDECL wined3d_swapchain_set_window(struct wined3d_swapchain *swapchain, HWND window)
127 {
128     if (!window)
129         window = swapchain->device_window;
130     if (window == swapchain->win_handle)
131         return WINED3D_OK;
132
133     TRACE("Setting swapchain %p window from %p to %p.\n",
134             swapchain, swapchain->win_handle, window);
135     swapchain->win_handle = window;
136
137     return WINED3D_OK;
138 }
139
140 HRESULT CDECL wined3d_swapchain_present(struct wined3d_swapchain *swapchain,
141         const RECT *src_rect, const RECT *dst_rect, HWND dst_window_override,
142         const RGNDATA *dirty_region, DWORD flags)
143 {
144     TRACE("swapchain %p, src_rect %s, dst_rect %s, dst_window_override %p, dirty_region %p, flags %#x.\n",
145             swapchain, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect),
146             dst_window_override, dirty_region, flags);
147
148     wined3d_swapchain_set_window(swapchain, dst_window_override);
149
150     return swapchain->swapchain_ops->swapchain_present(swapchain,
151             src_rect, dst_rect, dirty_region, flags);
152 }
153
154 HRESULT CDECL wined3d_swapchain_get_front_buffer_data(const struct wined3d_swapchain *swapchain,
155         struct wined3d_surface *dst_surface)
156 {
157     POINT offset = {0, 0};
158
159     TRACE("swapchain %p, dst_surface %p.\n", swapchain, dst_surface);
160
161     if (swapchain->presentParms.Windowed)
162         MapWindowPoints(swapchain->win_handle, NULL, &offset, 1);
163
164     wined3d_surface_bltfast(dst_surface, offset.x, offset.y, swapchain->front_buffer, NULL, 0);
165
166     return WINED3D_OK;
167 }
168
169 HRESULT CDECL wined3d_swapchain_get_back_buffer(const struct wined3d_swapchain *swapchain,
170         UINT back_buffer_idx, WINED3DBACKBUFFER_TYPE type, struct wined3d_surface **back_buffer)
171 {
172     TRACE("swapchain %p, back_buffer_idx %u, type %#x, back_buffer %p.\n",
173             swapchain, back_buffer_idx, type, back_buffer);
174
175     /* Return invalid if there is no backbuffer array, otherwise it will
176      * crash when ddraw is used (there swapchain->back_buffers is always
177      * NULL). We need this because this function is called from
178      * stateblock_init_default_state() to get the default scissorrect
179      * dimensions. */
180     if (!swapchain->back_buffers || back_buffer_idx >= swapchain->presentParms.BackBufferCount)
181     {
182         WARN("Invalid back buffer index.\n");
183         /* Native d3d9 doesn't set NULL here, just as wine's d3d9. But set it
184          * here in wined3d to avoid problems in other libs. */
185         *back_buffer = NULL;
186         return WINED3DERR_INVALIDCALL;
187     }
188
189     *back_buffer = swapchain->back_buffers[back_buffer_idx];
190     if (*back_buffer)
191         wined3d_surface_incref(*back_buffer);
192
193     TRACE("Returning back buffer %p.\n", *back_buffer);
194
195     return WINED3D_OK;
196 }
197
198 HRESULT CDECL wined3d_swapchain_get_raster_status(const struct wined3d_swapchain *swapchain,
199         WINED3DRASTER_STATUS *raster_status)
200 {
201     static BOOL warned;
202     /* No OpenGL equivalent */
203     if (!warned)
204     {
205         FIXME("swapchain %p, raster_status %p stub!\n", swapchain, raster_status);
206         warned = TRUE;
207     }
208
209     /* Obtaining the raster status is a widely implemented but optional
210      * feature. When this method returns OK StarCraft 2 expects the
211      * raster_status->InVBlank value to actually change over time. To prevent
212      * StarCraft 2 from running in an infinite loop at startup this method
213      * returns INVALIDCALL. */
214     return WINED3DERR_INVALIDCALL;
215 }
216
217 HRESULT CDECL wined3d_swapchain_get_display_mode(const struct wined3d_swapchain *swapchain, WINED3DDISPLAYMODE *mode)
218 {
219     HRESULT hr;
220
221     TRACE("swapchain %p, mode %p.\n", swapchain, mode);
222
223     hr = wined3d_get_adapter_display_mode(swapchain->device->wined3d, swapchain->device->adapter->ordinal, mode);
224
225     TRACE("Returning w %u, h %u, refresh rate %u, format %s.\n",
226             mode->Width, mode->Height, mode->RefreshRate, debug_d3dformat(mode->Format));
227
228     return hr;
229 }
230
231 struct wined3d_device * CDECL wined3d_swapchain_get_device(const struct wined3d_swapchain *swapchain)
232 {
233     TRACE("swapchain %p.\n", swapchain);
234
235     return swapchain->device;
236 }
237
238 HRESULT CDECL wined3d_swapchain_get_present_parameters(const struct wined3d_swapchain *swapchain,
239         WINED3DPRESENT_PARAMETERS *present_parameters)
240 {
241     TRACE("swapchain %p, present_parameters %p.\n", swapchain, present_parameters);
242
243     *present_parameters = swapchain->presentParms;
244
245     return WINED3D_OK;
246 }
247
248 HRESULT CDECL wined3d_swapchain_set_gamma_ramp(const struct wined3d_swapchain *swapchain,
249         DWORD flags, const WINED3DGAMMARAMP *ramp)
250 {
251     HDC dc;
252
253     TRACE("swapchain %p, flags %#x, ramp %p.\n", swapchain, flags, ramp);
254
255     if (flags)
256         FIXME("Ignoring flags %#x.\n", flags);
257
258     dc = GetDC(swapchain->device_window);
259     SetDeviceGammaRamp(dc, (void *)ramp);
260     ReleaseDC(swapchain->device_window, dc);
261
262     return WINED3D_OK;
263 }
264
265 HRESULT CDECL wined3d_swapchain_get_gamma_ramp(const struct wined3d_swapchain *swapchain,
266         WINED3DGAMMARAMP *ramp)
267 {
268     HDC dc;
269
270     TRACE("swapchain %p, ramp %p.\n", swapchain, ramp);
271
272     dc = GetDC(swapchain->device_window);
273     GetDeviceGammaRamp(dc, ramp);
274     ReleaseDC(swapchain->device_window, dc);
275
276     return WINED3D_OK;
277 }
278
279 /* A GL context is provided by the caller */
280 static void swapchain_blit(const struct wined3d_swapchain *swapchain,
281         struct wined3d_context *context, const RECT *src_rect, const RECT *dst_rect)
282 {
283     struct wined3d_surface *backbuffer = swapchain->back_buffers[0];
284     UINT src_w = src_rect->right - src_rect->left;
285     UINT src_h = src_rect->bottom - src_rect->top;
286     GLenum gl_filter;
287     const struct wined3d_gl_info *gl_info = context->gl_info;
288     RECT win_rect;
289     UINT win_h;
290
291     TRACE("swapchain %p, context %p, src_rect %s, dst_rect %s.\n",
292             swapchain, context, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect));
293
294     if (src_w == dst_rect->right - dst_rect->left && src_h == dst_rect->bottom - dst_rect->top)
295         gl_filter = GL_NEAREST;
296     else
297         gl_filter = GL_LINEAR;
298
299     GetClientRect(swapchain->win_handle, &win_rect);
300     win_h = win_rect.bottom - win_rect.top;
301
302     if (gl_info->fbo_ops.glBlitFramebuffer && is_identity_fixup(backbuffer->resource.format->color_fixup))
303     {
304         ENTER_GL();
305         context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, backbuffer, NULL, SFLAG_INTEXTURE);
306         glReadBuffer(GL_COLOR_ATTACHMENT0);
307         context_check_fbo_status(context, GL_READ_FRAMEBUFFER);
308
309         context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER, swapchain->front_buffer, NULL, SFLAG_INDRAWABLE);
310         context_set_draw_buffer(context, GL_BACK);
311         context_invalidate_state(context, STATE_FRAMEBUFFER);
312
313         glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
314         context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE));
315         context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1));
316         context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2));
317         context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3));
318
319         glDisable(GL_SCISSOR_TEST);
320         context_invalidate_state(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
321
322         /* Note that the texture is upside down */
323         gl_info->fbo_ops.glBlitFramebuffer(src_rect->left, src_rect->top, src_rect->right, src_rect->bottom,
324                 dst_rect->left, win_h - dst_rect->top, dst_rect->right, win_h - dst_rect->bottom,
325                 GL_COLOR_BUFFER_BIT, gl_filter);
326         checkGLcall("Swapchain present blit(EXT_framebuffer_blit)\n");
327         LEAVE_GL();
328     }
329     else
330     {
331         struct wined3d_device *device = swapchain->device;
332         struct wined3d_context *context2;
333         float tex_left = src_rect->left;
334         float tex_top = src_rect->top;
335         float tex_right = src_rect->right;
336         float tex_bottom = src_rect->bottom;
337
338         context2 = context_acquire(device, swapchain->back_buffers[0]);
339         context_apply_blit_state(context2, device);
340
341         if (backbuffer->flags & SFLAG_NORMCOORD)
342         {
343             tex_left /= src_w;
344             tex_right /= src_w;
345             tex_top /= src_h;
346             tex_bottom /= src_h;
347         }
348
349         if (is_complex_fixup(backbuffer->resource.format->color_fixup))
350             gl_filter = GL_NEAREST;
351
352         ENTER_GL();
353         context_apply_fbo_state_blit(context2, GL_FRAMEBUFFER, swapchain->front_buffer, NULL, SFLAG_INDRAWABLE);
354
355         /* Set up the texture. The surface is not in a wined3d_texture
356          * container, so there are no D3D texture settings to dirtify. */
357         device->blitter->set_shader(device->blit_priv, context2, backbuffer);
358         glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MIN_FILTER, gl_filter);
359         glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MAG_FILTER, gl_filter);
360
361         context_set_draw_buffer(context, GL_BACK);
362
363         /* Set the viewport to the destination rectandle, disable any projection
364          * transformation set up by context_apply_blit_state(), and draw a
365          * (-1,-1)-(1,1) quad.
366          *
367          * Back up viewport and matrix to avoid breaking last_was_blit
368          *
369          * Note that context_apply_blit_state() set up viewport and ortho to
370          * match the surface size - we want the GL drawable(=window) size. */
371         glPushAttrib(GL_VIEWPORT_BIT);
372         glViewport(dst_rect->left, win_h - dst_rect->bottom, dst_rect->right, win_h - dst_rect->top);
373         glMatrixMode(GL_PROJECTION);
374         glPushMatrix();
375         glLoadIdentity();
376
377         glBegin(GL_QUADS);
378             /* bottom left */
379             glTexCoord2f(tex_left, tex_bottom);
380             glVertex2i(-1, -1);
381
382             /* top left */
383             glTexCoord2f(tex_left, tex_top);
384             glVertex2i(-1, 1);
385
386             /* top right */
387             glTexCoord2f(tex_right, tex_top);
388             glVertex2i(1, 1);
389
390             /* bottom right */
391             glTexCoord2f(tex_right, tex_bottom);
392             glVertex2i(1, -1);
393         glEnd();
394
395         glPopMatrix();
396         glPopAttrib();
397
398         device->blitter->unset_shader(context->gl_info);
399         checkGLcall("Swapchain present blit(manual)\n");
400         LEAVE_GL();
401
402         context_release(context2);
403     }
404 }
405
406 static HRESULT swapchain_gl_present(struct wined3d_swapchain *swapchain, const RECT *src_rect_in,
407         const RECT *dst_rect_in, const RGNDATA *dirty_region, DWORD flags)
408 {
409     const struct wined3d_fb_state *fb = &swapchain->device->fb;
410     const struct wined3d_gl_info *gl_info;
411     struct wined3d_context *context;
412     RECT src_rect, dst_rect;
413     BOOL render_to_fbo;
414
415     context = context_acquire(swapchain->device, swapchain->back_buffers[0]);
416     if (!context->valid)
417     {
418         context_release(context);
419         WARN("Invalid context, skipping present.\n");
420         return WINED3D_OK;
421     }
422
423     gl_info = context->gl_info;
424
425     /* Render the cursor onto the back buffer, using our nifty directdraw blitting code :-) */
426     if (swapchain->device->bCursorVisible &&
427         swapchain->device->cursorTexture &&
428         !swapchain->device->hardwareCursor)
429     {
430         struct wined3d_surface cursor;
431         RECT destRect =
432         {
433             swapchain->device->xScreenSpace - swapchain->device->xHotSpot,
434             swapchain->device->yScreenSpace - swapchain->device->yHotSpot,
435             swapchain->device->xScreenSpace + swapchain->device->cursorWidth - swapchain->device->xHotSpot,
436             swapchain->device->yScreenSpace + swapchain->device->cursorHeight - swapchain->device->yHotSpot,
437         };
438         TRACE("Rendering the cursor. Creating fake surface at %p\n", &cursor);
439         /* Build a fake surface to call the Blitting code. It is not possible to use the interface passed by
440          * the application because we are only supposed to copy the information out. Using a fake surface
441          * allows to use the Blitting engine and avoid copying the whole texture -> render target blitting code.
442          */
443         memset(&cursor, 0, sizeof(cursor));
444         cursor.resource.ref = 1;
445         cursor.resource.device = swapchain->device;
446         cursor.resource.pool = WINED3DPOOL_SCRATCH;
447         cursor.resource.format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
448         cursor.resource.resourceType = WINED3DRTYPE_SURFACE;
449         cursor.texture_name = swapchain->device->cursorTexture;
450         cursor.texture_target = GL_TEXTURE_2D;
451         cursor.texture_level = 0;
452         cursor.resource.width = swapchain->device->cursorWidth;
453         cursor.resource.height = swapchain->device->cursorHeight;
454         /* The cursor must have pow2 sizes */
455         cursor.pow2Width = cursor.resource.width;
456         cursor.pow2Height = cursor.resource.height;
457         /* The surface is in the texture */
458         cursor.flags |= SFLAG_INTEXTURE;
459         /* DDBLT_KEYSRC will cause BltOverride to enable the alpha test with GL_NOTEQUAL, 0.0,
460          * which is exactly what we want :-)
461          */
462         if (swapchain->presentParms.Windowed)
463             MapWindowPoints(NULL, swapchain->win_handle, (LPPOINT)&destRect, 2);
464         wined3d_surface_blt(swapchain->back_buffers[0], &destRect,
465                 &cursor, NULL, WINEDDBLT_KEYSRC, NULL, WINED3DTEXF_POINT);
466     }
467
468     if (swapchain->device->logo_surface)
469     {
470         /* Blit the logo into the upper left corner of the drawable. */
471         wined3d_surface_bltfast(swapchain->back_buffers[0], 0, 0,
472                 swapchain->device->logo_surface, NULL, WINEDDBLTFAST_SRCCOLORKEY);
473     }
474
475     TRACE("Presenting HDC %p.\n", context->hdc);
476
477     render_to_fbo = swapchain->render_to_fbo;
478
479     if (src_rect_in)
480     {
481         src_rect = *src_rect_in;
482         if (!render_to_fbo && (src_rect.left || src_rect.top
483                 || src_rect.right != swapchain->presentParms.BackBufferWidth
484                 || src_rect.bottom != swapchain->presentParms.BackBufferHeight))
485         {
486             render_to_fbo = TRUE;
487         }
488     }
489     else
490     {
491         src_rect.left = 0;
492         src_rect.top = 0;
493         src_rect.right = swapchain->presentParms.BackBufferWidth;
494         src_rect.bottom = swapchain->presentParms.BackBufferHeight;
495     }
496
497     if (dst_rect_in)
498         dst_rect = *dst_rect_in;
499     else
500         GetClientRect(swapchain->win_handle, &dst_rect);
501
502     if (!render_to_fbo && (dst_rect.left || dst_rect.top
503             || dst_rect.right != swapchain->presentParms.BackBufferWidth
504             || dst_rect.bottom != swapchain->presentParms.BackBufferHeight))
505     {
506         render_to_fbo = TRUE;
507     }
508
509     /* Rendering to a window of different size, presenting partial rectangles,
510      * or rendering to a different window needs help from FBO_blit or a textured
511      * draw. Render the swapchain to a FBO in the future.
512      *
513      * Note that FBO_blit from the backbuffer to the frontbuffer cannot solve
514      * all these issues - this fails if the window is smaller than the backbuffer.
515      */
516     if (!swapchain->render_to_fbo && render_to_fbo && wined3d_settings.offscreen_rendering_mode == ORM_FBO)
517     {
518         surface_load_location(swapchain->back_buffers[0], SFLAG_INTEXTURE, NULL);
519         surface_modify_location(swapchain->back_buffers[0], SFLAG_INDRAWABLE, FALSE);
520         swapchain->render_to_fbo = TRUE;
521         swapchain_update_draw_bindings(swapchain);
522     }
523
524     if (swapchain->render_to_fbo)
525     {
526         /* This codepath should only be hit with the COPY swapeffect. Otherwise a backbuffer-
527          * window size mismatch is impossible(fullscreen) and src and dst rectangles are
528          * not allowed(they need the COPY swapeffect)
529          *
530          * The DISCARD swap effect is ok as well since any backbuffer content is allowed after
531          * the swap. */
532         if (swapchain->presentParms.SwapEffect == WINED3DSWAPEFFECT_FLIP)
533             FIXME("Render-to-fbo with WINED3DSWAPEFFECT_FLIP\n");
534
535         swapchain_blit(swapchain, context, &src_rect, &dst_rect);
536     }
537
538     if (swapchain->num_contexts > 1)
539         wglFinish();
540     SwapBuffers(context->hdc); /* TODO: cycle through the swapchain buffers */
541
542     TRACE("SwapBuffers called, Starting new frame\n");
543     /* FPS support */
544     if (TRACE_ON(fps))
545     {
546         DWORD time = GetTickCount();
547         ++swapchain->frames;
548
549         /* every 1.5 seconds */
550         if (time - swapchain->prev_time > 1500)
551         {
552             TRACE_(fps)("%p @ approx %.2ffps\n",
553                     swapchain, 1000.0 * swapchain->frames / (time - swapchain->prev_time));
554             swapchain->prev_time = time;
555             swapchain->frames = 0;
556         }
557     }
558
559     /* This is disabled, but the code left in for debug purposes.
560      *
561      * Since we're allowed to modify the new back buffer on a D3DSWAPEFFECT_DISCARD flip,
562      * we can clear it with some ugly color to make bad drawing visible and ease debugging.
563      * The Debug runtime does the same on Windows. However, a few games do not redraw the
564      * screen properly, like Max Payne 2, which leaves a few pixels undefined.
565      *
566      * Tests show that the content of the back buffer after a discard flip is indeed not
567      * reliable, so no game can depend on the exact content. However, it resembles the
568      * old contents in some way, for example by showing fragments at other locations. In
569      * general, the color theme is still intact. So Max payne, which draws rather dark scenes
570      * gets a dark background image. If we clear it with a bright ugly color, the game's
571      * bug shows up much more than it does on Windows, and the players see single pixels
572      * with wrong colors.
573      * (The Max Payne bug has been confirmed on Windows with the debug runtime) */
574     if (FALSE && swapchain->presentParms.SwapEffect == WINED3DSWAPEFFECT_DISCARD)
575     {
576         TRACE("Clearing the color buffer with cyan color\n");
577
578         wined3d_device_clear(swapchain->device, 0, NULL,
579                 WINED3DCLEAR_TARGET, 0xff00ffff, 1.0f, 0);
580     }
581
582     if (!swapchain->render_to_fbo && ((swapchain->front_buffer->flags & SFLAG_INSYSMEM)
583             || (swapchain->back_buffers[0]->flags & SFLAG_INSYSMEM)))
584     {
585         /* Both memory copies of the surfaces are ok, flip them around too instead of dirtifying
586          * Doesn't work with render_to_fbo because we're not flipping
587          */
588         struct wined3d_surface *front = swapchain->front_buffer;
589         struct wined3d_surface *back = swapchain->back_buffers[0];
590
591         if(front->resource.size == back->resource.size) {
592             DWORD fbflags;
593             flip_surface(front, back);
594
595             /* Tell the front buffer surface that is has been modified. However,
596              * the other locations were preserved during that, so keep the flags.
597              * This serves to update the emulated overlay, if any. */
598             fbflags = front->flags;
599             surface_modify_location(front, SFLAG_INDRAWABLE, TRUE);
600             front->flags = fbflags;
601         }
602         else
603         {
604             surface_modify_location(front, SFLAG_INDRAWABLE, TRUE);
605             surface_modify_location(back, SFLAG_INDRAWABLE, TRUE);
606         }
607     }
608     else
609     {
610         surface_modify_location(swapchain->front_buffer, SFLAG_INDRAWABLE, TRUE);
611         /* If the swapeffect is DISCARD, the back buffer is undefined. That means the SYSMEM
612          * and INTEXTURE copies can keep their old content if they have any defined content.
613          * If the swapeffect is COPY, the content remains the same. If it is FLIP however,
614          * the texture / sysmem copy needs to be reloaded from the drawable
615          */
616         if (swapchain->presentParms.SwapEffect == WINED3DSWAPEFFECT_FLIP)
617             surface_modify_location(swapchain->back_buffers[0], swapchain->back_buffers[0]->draw_binding, TRUE);
618     }
619
620     if (fb->depth_stencil)
621     {
622         if (swapchain->presentParms.Flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
623                 || fb->depth_stencil->flags & SFLAG_DISCARD)
624         {
625             surface_modify_ds_location(fb->depth_stencil, SFLAG_DS_DISCARDED,
626                     fb->depth_stencil->resource.width,
627                     fb->depth_stencil->resource.height);
628             if (fb->depth_stencil == swapchain->device->onscreen_depth_stencil)
629             {
630                 wined3d_surface_decref(swapchain->device->onscreen_depth_stencil);
631                 swapchain->device->onscreen_depth_stencil = NULL;
632             }
633         }
634     }
635
636     context_release(context);
637
638     TRACE("returning\n");
639     return WINED3D_OK;
640 }
641
642 static const struct wined3d_swapchain_ops swapchain_gl_ops =
643 {
644     swapchain_gl_present,
645 };
646
647 /* Helper function that blits the front buffer contents to the target window. */
648 void x11_copy_to_screen(const struct wined3d_swapchain *swapchain, const RECT *rect)
649 {
650     const struct wined3d_surface *front;
651     POINT offset = {0, 0};
652     HDC src_dc, dst_dc;
653     RECT draw_rect;
654     HWND window;
655
656     TRACE("swapchain %p, rect %s.\n", swapchain, wine_dbgstr_rect(rect));
657
658     front = swapchain->front_buffer;
659     if (!(front->resource.usage & WINED3DUSAGE_RENDERTARGET))
660         return;
661
662     TRACE("Copying surface %p to screen.\n", front);
663
664     src_dc = front->hDC;
665     window = swapchain->win_handle;
666     dst_dc = GetDCEx(window, 0, DCX_CLIPSIBLINGS | DCX_CACHE);
667
668     /* Front buffer coordinates are screen coordinates. Map them to the
669      * destination window if not fullscreened. */
670     if (swapchain->presentParms.Windowed)
671         ClientToScreen(window, &offset);
672
673     TRACE("offset %s.\n", wine_dbgstr_point(&offset));
674
675 #if 0
676     /* FIXME: This doesn't work... if users really want to run
677      * X in 8bpp, then we need to call directly into display.drv
678      * (or Wine's equivalent), and force a private colormap
679      * without default entries. */
680     if (front->palette)
681     {
682         SelectPalette(dst_dc, front->palette->hpal, FALSE);
683         RealizePalette(dst_dc); /* sends messages => deadlocks */
684     }
685 #endif
686
687     draw_rect.left = 0;
688     draw_rect.right = front->resource.width;
689     draw_rect.top = 0;
690     draw_rect.bottom = front->resource.height;
691
692 #if 0
693     /* TODO: Support clippers. */
694     if (front->clipper)
695     {
696         RECT xrc;
697         HWND hwnd = front->clipper->hWnd;
698         if (hwnd && GetClientRect(hwnd,&xrc))
699         {
700             OffsetRect(&xrc, offset.x, offset.y);
701             IntersectRect(&draw_rect, &draw_rect, &xrc);
702         }
703     }
704 #endif
705
706     if (!rect)
707     {
708         /* Only use this if the caller did not pass a rectangle, since
709          * due to double locking this could be the wrong one... */
710         if (front->lockedRect.left != front->lockedRect.right)
711             IntersectRect(&draw_rect, &draw_rect, &front->lockedRect);
712     }
713     else
714     {
715         IntersectRect(&draw_rect, &draw_rect, rect);
716     }
717
718     BitBlt(dst_dc, draw_rect.left - offset.x, draw_rect.top - offset.y,
719             draw_rect.right - draw_rect.left, draw_rect.bottom - draw_rect.top,
720             src_dc, draw_rect.left, draw_rect.top, SRCCOPY);
721     ReleaseDC(window, dst_dc);
722 }
723
724 static HRESULT swapchain_gdi_present(struct wined3d_swapchain *swapchain, const RECT *src_rect_in,
725         const RECT *dst_rect_in, const RGNDATA *dirty_region, DWORD flags)
726 {
727     struct wined3d_surface *front, *back;
728
729     if (!swapchain->back_buffers)
730     {
731         WARN("Swapchain doesn't have a backbuffer, returning WINED3DERR_INVALIDCALL\n");
732         return WINED3DERR_INVALIDCALL;
733     }
734     front = swapchain->front_buffer;
735     back = swapchain->back_buffers[0];
736
737     /* Flip the DC. */
738     {
739         HDC tmp;
740         tmp = front->hDC;
741         front->hDC = back->hDC;
742         back->hDC = tmp;
743     }
744
745     /* Flip the DIBsection. */
746     {
747         HBITMAP tmp;
748         tmp = front->dib.DIBsection;
749         front->dib.DIBsection = back->dib.DIBsection;
750         back->dib.DIBsection = tmp;
751     }
752
753     /* Flip the surface data. */
754     {
755         void *tmp;
756
757         tmp = front->dib.bitmap_data;
758         front->dib.bitmap_data = back->dib.bitmap_data;
759         back->dib.bitmap_data = tmp;
760
761         tmp = front->resource.allocatedMemory;
762         front->resource.allocatedMemory = back->resource.allocatedMemory;
763         back->resource.allocatedMemory = tmp;
764
765         if (front->resource.heapMemory)
766             ERR("GDI Surface %p has heap memory allocated.\n", front);
767
768         if (back->resource.heapMemory)
769             ERR("GDI Surface %p has heap memory allocated.\n", back);
770     }
771
772     /* Client_memory should not be different, but just in case. */
773     {
774         BOOL tmp;
775         tmp = front->dib.client_memory;
776         front->dib.client_memory = back->dib.client_memory;
777         back->dib.client_memory = tmp;
778     }
779
780     /* FPS support */
781     if (TRACE_ON(fps))
782     {
783         static LONG prev_time, frames;
784         DWORD time = GetTickCount();
785
786         ++frames;
787
788         /* every 1.5 seconds */
789         if (time - prev_time > 1500)
790         {
791             TRACE_(fps)("@ approx %.2ffps\n", 1000.0 * frames / (time - prev_time));
792             prev_time = time;
793             frames = 0;
794         }
795     }
796
797     x11_copy_to_screen(swapchain, NULL);
798
799     return WINED3D_OK;
800 }
801
802 static const struct wined3d_swapchain_ops swapchain_gdi_ops =
803 {
804     swapchain_gdi_present,
805 };
806
807 void swapchain_update_render_to_fbo(struct wined3d_swapchain *swapchain)
808 {
809     RECT client_rect;
810
811     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
812         return;
813
814     if (!swapchain->presentParms.BackBufferCount)
815     {
816         TRACE("Single buffered rendering.\n");
817         swapchain->render_to_fbo = FALSE;
818         return;
819     }
820
821     GetClientRect(swapchain->win_handle, &client_rect);
822
823     TRACE("Backbuffer %ux%u, window %ux%u.\n",
824             swapchain->presentParms.BackBufferWidth,
825             swapchain->presentParms.BackBufferHeight,
826             client_rect.right, client_rect.bottom);
827
828     if (!wined3d_settings.always_offscreen
829             && swapchain->presentParms.BackBufferWidth == client_rect.right
830             && swapchain->presentParms.BackBufferHeight == client_rect.bottom)
831     {
832         TRACE("Backbuffer dimensions match window dimensions, rendering onscreen.\n");
833         swapchain->render_to_fbo = FALSE;
834         return;
835     }
836
837     TRACE("Rendering to FBO.\n");
838     swapchain->render_to_fbo = TRUE;
839 }
840
841 /* Do not call while under the GL lock. */
842 static HRESULT swapchain_init(struct wined3d_swapchain *swapchain, WINED3DSURFTYPE surface_type,
843         struct wined3d_device *device, WINED3DPRESENT_PARAMETERS *present_parameters,
844         void *parent, const struct wined3d_parent_ops *parent_ops)
845 {
846     const struct wined3d_adapter *adapter = device->adapter;
847     const struct wined3d_format *format;
848     BOOL displaymode_set = FALSE;
849     WINED3DDISPLAYMODE mode;
850     RECT client_rect;
851     HWND window;
852     HRESULT hr;
853     UINT i;
854
855     if (present_parameters->BackBufferCount > WINED3DPRESENT_BACK_BUFFER_MAX)
856     {
857         FIXME("The application requested %u back buffers, this is not supported.\n",
858                 present_parameters->BackBufferCount);
859         return WINED3DERR_INVALIDCALL;
860     }
861
862     if (present_parameters->BackBufferCount > 1)
863     {
864         FIXME("The application requested more than one back buffer, this is not properly supported.\n"
865                 "Please configure the application to use double buffering (1 back buffer) if possible.\n");
866     }
867
868     switch (surface_type)
869     {
870         case SURFACE_GDI:
871             swapchain->swapchain_ops = &swapchain_gdi_ops;
872             break;
873
874         case SURFACE_OPENGL:
875             swapchain->swapchain_ops = &swapchain_gl_ops;
876             break;
877
878         case SURFACE_UNKNOWN:
879             FIXME("Caller tried to create a SURFACE_UNKNOWN swapchain.\n");
880             return WINED3DERR_INVALIDCALL;
881     }
882
883     window = present_parameters->hDeviceWindow ? present_parameters->hDeviceWindow : device->createParms.hFocusWindow;
884
885     swapchain->device = device;
886     swapchain->parent = parent;
887     swapchain->parent_ops = parent_ops;
888     swapchain->ref = 1;
889     swapchain->win_handle = window;
890     swapchain->device_window = window;
891
892     wined3d_get_adapter_display_mode(device->wined3d, adapter->ordinal, &mode);
893     swapchain->orig_width = mode.Width;
894     swapchain->orig_height = mode.Height;
895     swapchain->orig_fmt = mode.Format;
896     format = wined3d_get_format(&adapter->gl_info, mode.Format);
897
898     GetClientRect(window, &client_rect);
899     if (present_parameters->Windowed
900             && (!present_parameters->BackBufferWidth || !present_parameters->BackBufferHeight
901             || present_parameters->BackBufferFormat == WINED3DFMT_UNKNOWN))
902     {
903
904         if (!present_parameters->BackBufferWidth)
905         {
906             present_parameters->BackBufferWidth = client_rect.right;
907             TRACE("Updating width to %u.\n", present_parameters->BackBufferWidth);
908         }
909
910         if (!present_parameters->BackBufferHeight)
911         {
912             present_parameters->BackBufferHeight = client_rect.bottom;
913             TRACE("Updating height to %u.\n", present_parameters->BackBufferHeight);
914         }
915
916         if (present_parameters->BackBufferFormat == WINED3DFMT_UNKNOWN)
917         {
918             present_parameters->BackBufferFormat = swapchain->orig_fmt;
919             TRACE("Updating format to %s.\n", debug_d3dformat(swapchain->orig_fmt));
920         }
921     }
922     swapchain->presentParms = *present_parameters;
923     swapchain_update_render_to_fbo(swapchain);
924
925     TRACE("Creating front buffer.\n");
926     hr = device->device_parent->ops->create_rendertarget(device->device_parent, parent,
927             swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
928             swapchain->presentParms.BackBufferFormat, swapchain->presentParms.MultiSampleType,
929             swapchain->presentParms.MultiSampleQuality, TRUE /* Lockable */,
930             &swapchain->front_buffer);
931     if (FAILED(hr))
932     {
933         WARN("Failed to create front buffer, hr %#x.\n", hr);
934         goto err;
935     }
936
937     surface_set_container(swapchain->front_buffer, WINED3D_CONTAINER_SWAPCHAIN, swapchain);
938     if (surface_type == SURFACE_OPENGL)
939     {
940         surface_modify_location(swapchain->front_buffer, SFLAG_INDRAWABLE, TRUE);
941     }
942
943     /* MSDN says we're only allowed a single fullscreen swapchain per device,
944      * so we should really check to see if there is a fullscreen swapchain
945      * already. Does a single head count as full screen? */
946
947     if (!present_parameters->Windowed)
948     {
949         WINED3DDISPLAYMODE mode;
950
951         /* Change the display settings */
952         mode.Width = present_parameters->BackBufferWidth;
953         mode.Height = present_parameters->BackBufferHeight;
954         mode.Format = present_parameters->BackBufferFormat;
955         mode.RefreshRate = present_parameters->FullScreen_RefreshRateInHz;
956
957         hr = wined3d_device_set_display_mode(device, 0, &mode);
958         if (FAILED(hr))
959         {
960             WARN("Failed to set display mode, hr %#x.\n", hr);
961             goto err;
962         }
963         displaymode_set = TRUE;
964     }
965
966     if (surface_type == SURFACE_OPENGL)
967     {
968         static const enum wined3d_format_id formats[] =
969         {
970             WINED3DFMT_D24_UNORM_S8_UINT,
971             WINED3DFMT_D32_UNORM,
972             WINED3DFMT_R24_UNORM_X8_TYPELESS,
973             WINED3DFMT_D16_UNORM,
974             WINED3DFMT_S1_UINT_D15_UNORM
975         };
976
977         const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
978
979         swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(swapchain->context));
980         if (!swapchain->context)
981         {
982             ERR("Failed to create the context array.\n");
983             hr = E_OUTOFMEMORY;
984             goto err;
985         }
986         swapchain->num_contexts = 1;
987
988         /* In WGL both color, depth and stencil are features of a pixel format. In case of D3D they are separate.
989          * You are able to add a depth + stencil surface at a later stage when you need it.
990          * In order to support this properly in WineD3D we need the ability to recreate the opengl context and
991          * drawable when this is required. This is very tricky as we need to reapply ALL opengl states for the new
992          * context, need torecreate shaders, textures and other resources.
993          *
994          * The context manager already takes care of the state problem and for the other tasks code from Reset
995          * can be used. These changes are way to risky during the 1.0 code freeze which is taking place right now.
996          * Likely a lot of other new bugs will be exposed. For that reason request a depth stencil surface all the
997          * time. It can cause a slight performance hit but fixes a lot of regressions. A fixme reminds of that this
998          * issue needs to be fixed. */
999         for (i = 0; i < (sizeof(formats) / sizeof(*formats)); i++)
1000         {
1001             swapchain->ds_format = wined3d_get_format(gl_info, formats[i]);
1002             swapchain->context[0] = context_create(swapchain, swapchain->front_buffer, swapchain->ds_format);
1003             if (swapchain->context[0]) break;
1004             TRACE("Depth stencil format %s is not supported, trying next format\n",
1005                   debug_d3dformat(formats[i]));
1006         }
1007
1008         if (!swapchain->context[0])
1009         {
1010             WARN("Failed to create context.\n");
1011             hr = WINED3DERR_NOTAVAILABLE;
1012             goto err;
1013         }
1014
1015         if (!present_parameters->EnableAutoDepthStencil
1016                 || swapchain->presentParms.AutoDepthStencilFormat != swapchain->ds_format->id)
1017         {
1018             FIXME("Add OpenGL context recreation support to context_validate_onscreen_formats\n");
1019         }
1020         context_release(swapchain->context[0]);
1021     }
1022
1023     if (swapchain->presentParms.BackBufferCount > 0)
1024     {
1025         swapchain->back_buffers = HeapAlloc(GetProcessHeap(), 0,
1026                 sizeof(*swapchain->back_buffers) * swapchain->presentParms.BackBufferCount);
1027         if (!swapchain->back_buffers)
1028         {
1029             ERR("Failed to allocate backbuffer array memory.\n");
1030             hr = E_OUTOFMEMORY;
1031             goto err;
1032         }
1033
1034         for (i = 0; i < swapchain->presentParms.BackBufferCount; ++i)
1035         {
1036             TRACE("Creating back buffer %u.\n", i);
1037             hr = device->device_parent->ops->create_rendertarget(device->device_parent, parent,
1038                     swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
1039                     swapchain->presentParms.BackBufferFormat, swapchain->presentParms.MultiSampleType,
1040                     swapchain->presentParms.MultiSampleQuality, TRUE /* Lockable */,
1041                     &swapchain->back_buffers[i]);
1042             if (FAILED(hr))
1043             {
1044                 WARN("Failed to create back buffer %u, hr %#x.\n", i, hr);
1045                 goto err;
1046             }
1047
1048             surface_set_container(swapchain->back_buffers[i], WINED3D_CONTAINER_SWAPCHAIN, swapchain);
1049         }
1050     }
1051
1052     /* Swapchains share the depth/stencil buffer, so only create a single depthstencil surface. */
1053     if (present_parameters->EnableAutoDepthStencil && surface_type == SURFACE_OPENGL)
1054     {
1055         TRACE("Creating depth/stencil buffer.\n");
1056         if (!device->auto_depth_stencil)
1057         {
1058             hr = device->device_parent->ops->create_depth_stencil(device->device_parent,
1059                     swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
1060                     swapchain->presentParms.AutoDepthStencilFormat, swapchain->presentParms.MultiSampleType,
1061                     swapchain->presentParms.MultiSampleQuality, FALSE /* FIXME: Discard */,
1062                     &device->auto_depth_stencil);
1063             if (FAILED(hr))
1064             {
1065                 WARN("Failed to create the auto depth stencil, hr %#x.\n", hr);
1066                 goto err;
1067             }
1068
1069             surface_set_container(device->auto_depth_stencil, WINED3D_CONTAINER_NONE, NULL);
1070         }
1071     }
1072
1073     wined3d_swapchain_get_gamma_ramp(swapchain, &swapchain->orig_gamma);
1074
1075     return WINED3D_OK;
1076
1077 err:
1078     if (displaymode_set)
1079     {
1080         DEVMODEW devmode;
1081
1082         ClipCursor(NULL);
1083
1084         /* Change the display settings */
1085         memset(&devmode, 0, sizeof(devmode));
1086         devmode.dmSize = sizeof(devmode);
1087         devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
1088         devmode.dmBitsPerPel = format->byte_count * CHAR_BIT;
1089         devmode.dmPelsWidth = swapchain->orig_width;
1090         devmode.dmPelsHeight = swapchain->orig_height;
1091         ChangeDisplaySettingsExW(adapter->DeviceName, &devmode, NULL, CDS_FULLSCREEN, NULL);
1092     }
1093
1094     if (swapchain->back_buffers)
1095     {
1096         for (i = 0; i < swapchain->presentParms.BackBufferCount; ++i)
1097         {
1098             if (swapchain->back_buffers[i])
1099             {
1100                 surface_set_container(swapchain->back_buffers[i], WINED3D_CONTAINER_NONE, NULL);
1101                 wined3d_surface_decref(swapchain->back_buffers[i]);
1102             }
1103         }
1104         HeapFree(GetProcessHeap(), 0, swapchain->back_buffers);
1105     }
1106
1107     if (swapchain->context)
1108     {
1109         if (swapchain->context[0])
1110         {
1111             context_release(swapchain->context[0]);
1112             context_destroy(device, swapchain->context[0]);
1113             swapchain->num_contexts = 0;
1114         }
1115         HeapFree(GetProcessHeap(), 0, swapchain->context);
1116     }
1117
1118     if (swapchain->front_buffer)
1119     {
1120         surface_set_container(swapchain->front_buffer, WINED3D_CONTAINER_NONE, NULL);
1121         wined3d_surface_decref(swapchain->front_buffer);
1122     }
1123
1124     return hr;
1125 }
1126
1127 /* Do not call while under the GL lock. */
1128 HRESULT CDECL wined3d_swapchain_create(struct wined3d_device *device,
1129         WINED3DPRESENT_PARAMETERS *present_parameters, WINED3DSURFTYPE surface_type,
1130         void *parent, const struct wined3d_parent_ops *parent_ops,
1131         struct wined3d_swapchain **swapchain)
1132 {
1133     struct wined3d_swapchain *object;
1134     HRESULT hr;
1135
1136     TRACE("device %p, present_parameters %p, swapchain %p, parent %p, surface_type %#x.\n",
1137             device, present_parameters, swapchain, parent, surface_type);
1138
1139     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1140     if (!object)
1141     {
1142         ERR("Failed to allocate swapchain memory.\n");
1143         return E_OUTOFMEMORY;
1144     }
1145
1146     hr = swapchain_init(object, surface_type, device, present_parameters, parent, parent_ops);
1147     if (FAILED(hr))
1148     {
1149         WARN("Failed to initialize swapchain, hr %#x.\n", hr);
1150         HeapFree(GetProcessHeap(), 0, object);
1151         return hr;
1152     }
1153
1154     TRACE("Created swapchain %p.\n", object);
1155     *swapchain = object;
1156
1157     return WINED3D_OK;
1158 }
1159
1160 /* Do not call while under the GL lock. */
1161 static struct wined3d_context *swapchain_create_context(struct wined3d_swapchain *swapchain)
1162 {
1163     struct wined3d_context **newArray;
1164     struct wined3d_context *ctx;
1165
1166     TRACE("Creating a new context for swapchain %p, thread %u.\n", swapchain, GetCurrentThreadId());
1167
1168     if (!(ctx = context_create(swapchain, swapchain->front_buffer, swapchain->ds_format)))
1169     {
1170         ERR("Failed to create a new context for the swapchain\n");
1171         return NULL;
1172     }
1173     context_release(ctx);
1174
1175     newArray = HeapAlloc(GetProcessHeap(), 0, sizeof(*newArray) * (swapchain->num_contexts + 1));
1176     if(!newArray) {
1177         ERR("Out of memory when trying to allocate a new context array\n");
1178         context_destroy(swapchain->device, ctx);
1179         return NULL;
1180     }
1181     memcpy(newArray, swapchain->context, sizeof(*newArray) * swapchain->num_contexts);
1182     HeapFree(GetProcessHeap(), 0, swapchain->context);
1183     newArray[swapchain->num_contexts] = ctx;
1184     swapchain->context = newArray;
1185     swapchain->num_contexts++;
1186
1187     TRACE("Returning context %p\n", ctx);
1188     return ctx;
1189 }
1190
1191 void swapchain_destroy_contexts(struct wined3d_swapchain *swapchain)
1192 {
1193     unsigned int i;
1194
1195     for (i = 0; i < swapchain->num_contexts; ++i)
1196     {
1197         context_destroy(swapchain->device, swapchain->context[i]);
1198     }
1199     swapchain->num_contexts = 0;
1200 }
1201
1202 struct wined3d_context *swapchain_get_context(struct wined3d_swapchain *swapchain)
1203 {
1204     DWORD tid = GetCurrentThreadId();
1205     unsigned int i;
1206
1207     for (i = 0; i < swapchain->num_contexts; ++i)
1208     {
1209         if (swapchain->context[i]->tid == tid)
1210             return swapchain->context[i];
1211     }
1212
1213     /* Create a new context for the thread */
1214     return swapchain_create_context(swapchain);
1215 }
1216
1217 void get_drawable_size_swapchain(const struct wined3d_context *context, UINT *width, UINT *height)
1218 {
1219     /* The drawable size of an onscreen drawable is the surface size.
1220      * (Actually: The window size, but the surface is created in window size) */
1221     *width = context->current_rt->resource.width;
1222     *height = context->current_rt->resource.height;
1223 }
1224
1225 HDC swapchain_get_backup_dc(struct wined3d_swapchain *swapchain)
1226 {
1227     if (!swapchain->backup_dc)
1228     {
1229         TRACE("Creating the backup window for swapchain %p.\n", swapchain);
1230
1231         if (!(swapchain->backup_wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
1232                 WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL)))
1233         {
1234             ERR("Failed to create a window.\n");
1235             return NULL;
1236         }
1237
1238         if (!(swapchain->backup_dc = GetDC(swapchain->backup_wnd)))
1239         {
1240             ERR("Failed to get a DC.\n");
1241             DestroyWindow(swapchain->backup_wnd);
1242             swapchain->backup_wnd = NULL;
1243             return NULL;
1244         }
1245     }
1246
1247     return swapchain->backup_dc;
1248 }
1249
1250 void swapchain_update_draw_bindings(struct wined3d_swapchain *swapchain)
1251 {
1252     UINT i;
1253
1254     surface_update_draw_binding(swapchain->front_buffer);
1255
1256     for (i = 0; i < swapchain->presentParms.BackBufferCount; ++i)
1257     {
1258         surface_update_draw_binding(swapchain->back_buffers[i]);
1259     }
1260 }