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
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.
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.
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
24 #include "wine/port.h"
25 #include "wined3d_private.h"
27 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
28 WINE_DECLARE_DEBUG_CHANNEL(fps
);
30 /* Do not call while under the GL lock. */
31 static void swapchain_cleanup(struct wined3d_swapchain
*swapchain
)
33 struct wined3d_display_mode mode
;
37 TRACE("Destroying swapchain %p.\n", swapchain
);
39 wined3d_swapchain_set_gamma_ramp(swapchain
, 0, &swapchain
->orig_gamma
);
41 /* Release the swapchain's draw buffers. Make sure swapchain->back_buffers[0]
42 * is the last buffer to be destroyed, FindContext() depends on that. */
43 if (swapchain
->front_buffer
)
45 surface_set_swapchain(swapchain
->front_buffer
, NULL
);
46 if (wined3d_surface_decref(swapchain
->front_buffer
))
47 WARN("Something's still holding the front buffer (%p).\n", swapchain
->front_buffer
);
48 swapchain
->front_buffer
= NULL
;
51 if (swapchain
->back_buffers
)
53 i
= swapchain
->desc
.backbuffer_count
;
57 surface_set_swapchain(swapchain
->back_buffers
[i
], NULL
);
58 if (wined3d_surface_decref(swapchain
->back_buffers
[i
]))
59 WARN("Something's still holding back buffer %u (%p).\n", i
, swapchain
->back_buffers
[i
]);
61 HeapFree(GetProcessHeap(), 0, swapchain
->back_buffers
);
62 swapchain
->back_buffers
= NULL
;
65 for (i
= 0; i
< swapchain
->num_contexts
; ++i
)
67 context_destroy(swapchain
->device
, swapchain
->context
[i
]);
69 HeapFree(GetProcessHeap(), 0, swapchain
->context
);
71 /* Restore the screen resolution if we rendered in fullscreen.
72 * This will restore the screen resolution to what it was before creating
73 * the swapchain. In case of d3d8 and d3d9 this will be the original
74 * desktop resolution. In case of d3d7 this will be a NOP because ddraw
75 * sets the resolution before starting up Direct3D, thus orig_width and
76 * orig_height will be equal to the modes in the presentation params. */
77 if (!swapchain
->desc
.windowed
&& swapchain
->desc
.auto_restore_display_mode
)
79 mode
.width
= swapchain
->orig_width
;
80 mode
.height
= swapchain
->orig_height
;
81 mode
.refresh_rate
= 0;
82 mode
.format_id
= swapchain
->orig_fmt
;
83 mode
.scanline_ordering
= WINED3D_SCANLINE_ORDERING_UNKNOWN
;
84 if (FAILED(hr
= wined3d_set_adapter_display_mode(swapchain
->device
->wined3d
,
85 swapchain
->device
->adapter
->ordinal
, &mode
)))
86 ERR("Failed to restore display mode, hr %#x.\n", hr
);
89 if (swapchain
->backup_dc
)
91 TRACE("Destroying backup wined3d window %p, dc %p.\n", swapchain
->backup_wnd
, swapchain
->backup_dc
);
93 ReleaseDC(swapchain
->backup_wnd
, swapchain
->backup_dc
);
94 DestroyWindow(swapchain
->backup_wnd
);
98 ULONG CDECL
wined3d_swapchain_incref(struct wined3d_swapchain
*swapchain
)
100 ULONG refcount
= InterlockedIncrement(&swapchain
->ref
);
102 TRACE("%p increasing refcount to %u.\n", swapchain
, refcount
);
107 /* Do not call while under the GL lock. */
108 ULONG CDECL
wined3d_swapchain_decref(struct wined3d_swapchain
*swapchain
)
110 ULONG refcount
= InterlockedDecrement(&swapchain
->ref
);
112 TRACE("%p decreasing refcount to %u.\n", swapchain
, refcount
);
116 swapchain_cleanup(swapchain
);
117 swapchain
->parent_ops
->wined3d_object_destroyed(swapchain
->parent
);
118 HeapFree(GetProcessHeap(), 0, swapchain
);
124 void * CDECL
wined3d_swapchain_get_parent(const struct wined3d_swapchain
*swapchain
)
126 TRACE("swapchain %p.\n", swapchain
);
128 return swapchain
->parent
;
131 void CDECL
wined3d_swapchain_set_window(struct wined3d_swapchain
*swapchain
, HWND window
)
134 window
= swapchain
->device_window
;
135 if (window
== swapchain
->win_handle
)
138 TRACE("Setting swapchain %p window from %p to %p.\n",
139 swapchain
, swapchain
->win_handle
, window
);
140 swapchain
->win_handle
= window
;
143 HRESULT CDECL
wined3d_swapchain_present(struct wined3d_swapchain
*swapchain
,
144 const RECT
*src_rect
, const RECT
*dst_rect
, HWND dst_window_override
,
145 const RGNDATA
*dirty_region
, DWORD flags
)
147 TRACE("swapchain %p, src_rect %s, dst_rect %s, dst_window_override %p, dirty_region %p, flags %#x.\n",
148 swapchain
, wine_dbgstr_rect(src_rect
), wine_dbgstr_rect(dst_rect
),
149 dst_window_override
, dirty_region
, flags
);
152 FIXME("Ignoring flags %#x.\n", flags
);
154 if (!swapchain
->back_buffers
)
156 WARN("Swapchain doesn't have a backbuffer, returning WINED3DERR_INVALIDCALL\n");
157 return WINED3DERR_INVALIDCALL
;
160 wined3d_swapchain_set_window(swapchain
, dst_window_override
);
162 swapchain
->swapchain_ops
->swapchain_present(swapchain
, src_rect
, dst_rect
, dirty_region
, flags
);
167 HRESULT CDECL
wined3d_swapchain_get_front_buffer_data(const struct wined3d_swapchain
*swapchain
,
168 struct wined3d_surface
*dst_surface
)
170 struct wined3d_surface
*src_surface
;
171 RECT src_rect
, dst_rect
;
173 TRACE("swapchain %p, dst_surface %p.\n", swapchain
, dst_surface
);
175 src_surface
= swapchain
->front_buffer
;
176 SetRect(&src_rect
, 0, 0, src_surface
->resource
.width
, src_surface
->resource
.height
);
179 if (swapchain
->desc
.windowed
)
181 MapWindowPoints(swapchain
->win_handle
, NULL
, (POINT
*)&dst_rect
, 2);
182 FIXME("Using destination rect %s in windowed mode, this is likely wrong.\n",
183 wine_dbgstr_rect(&dst_rect
));
186 return wined3d_surface_blt(dst_surface
, &dst_rect
, src_surface
, &src_rect
, 0, NULL
, WINED3D_TEXF_POINT
);
189 struct wined3d_surface
* CDECL
wined3d_swapchain_get_back_buffer(const struct wined3d_swapchain
*swapchain
,
190 UINT back_buffer_idx
, enum wined3d_backbuffer_type type
)
192 TRACE("swapchain %p, back_buffer_idx %u, type %#x.\n",
193 swapchain
, back_buffer_idx
, type
);
195 /* Return invalid if there is no backbuffer array, otherwise it will
196 * crash when ddraw is used (there swapchain->back_buffers is always
197 * NULL). We need this because this function is called from
198 * stateblock_init_default_state() to get the default scissorrect
200 if (!swapchain
->back_buffers
|| back_buffer_idx
>= swapchain
->desc
.backbuffer_count
)
202 WARN("Invalid back buffer index.\n");
203 /* Native d3d9 doesn't set NULL here, just as wine's d3d9. But set it
204 * here in wined3d to avoid problems in other libs. */
208 TRACE("Returning back buffer %p.\n", swapchain
->back_buffers
[back_buffer_idx
]);
210 return swapchain
->back_buffers
[back_buffer_idx
];
213 HRESULT CDECL
wined3d_swapchain_get_raster_status(const struct wined3d_swapchain
*swapchain
,
214 struct wined3d_raster_status
*raster_status
)
216 TRACE("swapchain %p, raster_status %p.\n", swapchain
, raster_status
);
218 return wined3d_get_adapter_raster_status(swapchain
->device
->wined3d
,
219 swapchain
->device
->adapter
->ordinal
, raster_status
);
222 HRESULT CDECL
wined3d_swapchain_get_display_mode(const struct wined3d_swapchain
*swapchain
,
223 struct wined3d_display_mode
*mode
, enum wined3d_display_rotation
*rotation
)
227 TRACE("swapchain %p, mode %p, rotation %p.\n", swapchain
, mode
, rotation
);
229 hr
= wined3d_get_adapter_display_mode(swapchain
->device
->wined3d
,
230 swapchain
->device
->adapter
->ordinal
, mode
, rotation
);
232 TRACE("Returning w %u, h %u, refresh rate %u, format %s.\n",
233 mode
->width
, mode
->height
, mode
->refresh_rate
, debug_d3dformat(mode
->format_id
));
238 struct wined3d_device
* CDECL
wined3d_swapchain_get_device(const struct wined3d_swapchain
*swapchain
)
240 TRACE("swapchain %p.\n", swapchain
);
242 return swapchain
->device
;
245 void CDECL
wined3d_swapchain_get_desc(const struct wined3d_swapchain
*swapchain
,
246 struct wined3d_swapchain_desc
*desc
)
248 TRACE("swapchain %p, desc %p.\n", swapchain
, desc
);
250 *desc
= swapchain
->desc
;
253 HRESULT CDECL
wined3d_swapchain_set_gamma_ramp(const struct wined3d_swapchain
*swapchain
,
254 DWORD flags
, const struct wined3d_gamma_ramp
*ramp
)
258 TRACE("swapchain %p, flags %#x, ramp %p.\n", swapchain
, flags
, ramp
);
261 FIXME("Ignoring flags %#x.\n", flags
);
263 dc
= GetDC(swapchain
->device_window
);
264 SetDeviceGammaRamp(dc
, (void *)ramp
);
265 ReleaseDC(swapchain
->device_window
, dc
);
270 HRESULT CDECL
wined3d_swapchain_get_gamma_ramp(const struct wined3d_swapchain
*swapchain
,
271 struct wined3d_gamma_ramp
*ramp
)
275 TRACE("swapchain %p, ramp %p.\n", swapchain
, ramp
);
277 dc
= GetDC(swapchain
->device_window
);
278 GetDeviceGammaRamp(dc
, ramp
);
279 ReleaseDC(swapchain
->device_window
, dc
);
284 /* A GL context is provided by the caller */
285 static void swapchain_blit(const struct wined3d_swapchain
*swapchain
,
286 struct wined3d_context
*context
, const RECT
*src_rect
, const RECT
*dst_rect
)
288 struct wined3d_surface
*backbuffer
= swapchain
->back_buffers
[0];
289 UINT src_w
= src_rect
->right
- src_rect
->left
;
290 UINT src_h
= src_rect
->bottom
- src_rect
->top
;
292 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
296 TRACE("swapchain %p, context %p, src_rect %s, dst_rect %s.\n",
297 swapchain
, context
, wine_dbgstr_rect(src_rect
), wine_dbgstr_rect(dst_rect
));
299 if (src_w
== dst_rect
->right
- dst_rect
->left
&& src_h
== dst_rect
->bottom
- dst_rect
->top
)
300 gl_filter
= GL_NEAREST
;
302 gl_filter
= GL_LINEAR
;
304 GetClientRect(swapchain
->win_handle
, &win_rect
);
305 win_h
= win_rect
.bottom
- win_rect
.top
;
307 if (gl_info
->fbo_ops
.glBlitFramebuffer
&& is_identity_fixup(backbuffer
->resource
.format
->color_fixup
))
309 DWORD location
= SFLAG_INTEXTURE
;
311 if (backbuffer
->resource
.multisample_type
)
313 location
= SFLAG_INRB_RESOLVED
;
314 surface_load_location(backbuffer
, location
, NULL
);
317 context_apply_fbo_state_blit(context
, GL_READ_FRAMEBUFFER
, backbuffer
, NULL
, location
);
318 gl_info
->gl_ops
.gl
.p_glReadBuffer(GL_COLOR_ATTACHMENT0
);
319 context_check_fbo_status(context
, GL_READ_FRAMEBUFFER
);
321 context_apply_fbo_state_blit(context
, GL_DRAW_FRAMEBUFFER
, swapchain
->front_buffer
, NULL
, SFLAG_INDRAWABLE
);
322 context_set_draw_buffer(context
, GL_BACK
);
323 context_invalidate_state(context
, STATE_FRAMEBUFFER
);
325 gl_info
->gl_ops
.gl
.p_glColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
326 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
));
327 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1
));
328 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2
));
329 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3
));
331 gl_info
->gl_ops
.gl
.p_glDisable(GL_SCISSOR_TEST
);
332 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE
));
334 /* Note that the texture is upside down */
335 gl_info
->fbo_ops
.glBlitFramebuffer(src_rect
->left
, src_rect
->top
, src_rect
->right
, src_rect
->bottom
,
336 dst_rect
->left
, win_h
- dst_rect
->top
, dst_rect
->right
, win_h
- dst_rect
->bottom
,
337 GL_COLOR_BUFFER_BIT
, gl_filter
);
338 checkGLcall("Swapchain present blit(EXT_framebuffer_blit)\n");
342 struct wined3d_device
*device
= swapchain
->device
;
343 struct wined3d_context
*context2
;
344 float tex_left
= src_rect
->left
;
345 float tex_top
= src_rect
->top
;
346 float tex_right
= src_rect
->right
;
347 float tex_bottom
= src_rect
->bottom
;
349 context2
= context_acquire(device
, swapchain
->back_buffers
[0]);
350 context_apply_blit_state(context2
, device
);
352 if (backbuffer
->flags
& SFLAG_NORMCOORD
)
360 if (is_complex_fixup(backbuffer
->resource
.format
->color_fixup
))
361 gl_filter
= GL_NEAREST
;
363 context_apply_fbo_state_blit(context2
, GL_FRAMEBUFFER
, swapchain
->front_buffer
, NULL
, SFLAG_INDRAWABLE
);
364 context_bind_texture(context2
, backbuffer
->texture_target
, backbuffer
->texture_name
);
366 /* Set up the texture. The surface is not in a wined3d_texture
367 * container, so there are no D3D texture settings to dirtify. */
368 device
->blitter
->set_shader(device
->blit_priv
, context2
, backbuffer
);
369 gl_info
->gl_ops
.gl
.p_glTexParameteri(backbuffer
->texture_target
, GL_TEXTURE_MIN_FILTER
, gl_filter
);
370 gl_info
->gl_ops
.gl
.p_glTexParameteri(backbuffer
->texture_target
, GL_TEXTURE_MAG_FILTER
, gl_filter
);
372 context_set_draw_buffer(context
, GL_BACK
);
374 /* Set the viewport to the destination rectandle, disable any projection
375 * transformation set up by context_apply_blit_state(), and draw a
376 * (-1,-1)-(1,1) quad.
378 * Back up viewport and matrix to avoid breaking last_was_blit
380 * Note that context_apply_blit_state() set up viewport and ortho to
381 * match the surface size - we want the GL drawable(=window) size. */
382 gl_info
->gl_ops
.gl
.p_glPushAttrib(GL_VIEWPORT_BIT
);
383 gl_info
->gl_ops
.gl
.p_glViewport(dst_rect
->left
, win_h
- dst_rect
->bottom
,
384 dst_rect
->right
, win_h
- dst_rect
->top
);
385 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_PROJECTION
);
386 gl_info
->gl_ops
.gl
.p_glPushMatrix();
387 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
389 gl_info
->gl_ops
.gl
.p_glBegin(GL_QUADS
);
391 gl_info
->gl_ops
.gl
.p_glTexCoord2f(tex_left
, tex_bottom
);
392 gl_info
->gl_ops
.gl
.p_glVertex2i(-1, -1);
395 gl_info
->gl_ops
.gl
.p_glTexCoord2f(tex_left
, tex_top
);
396 gl_info
->gl_ops
.gl
.p_glVertex2i(-1, 1);
399 gl_info
->gl_ops
.gl
.p_glTexCoord2f(tex_right
, tex_top
);
400 gl_info
->gl_ops
.gl
.p_glVertex2i(1, 1);
403 gl_info
->gl_ops
.gl
.p_glTexCoord2f(tex_right
, tex_bottom
);
404 gl_info
->gl_ops
.gl
.p_glVertex2i(1, -1);
405 gl_info
->gl_ops
.gl
.p_glEnd();
407 gl_info
->gl_ops
.gl
.p_glPopMatrix();
408 gl_info
->gl_ops
.gl
.p_glPopAttrib();
410 device
->blitter
->unset_shader(context
->gl_info
);
411 checkGLcall("Swapchain present blit(manual)\n");
413 context_release(context2
);
417 static void swapchain_gl_present(struct wined3d_swapchain
*swapchain
, const RECT
*src_rect_in
,
418 const RECT
*dst_rect_in
, const RGNDATA
*dirty_region
, DWORD flags
)
420 struct wined3d_surface
*back_buffer
= swapchain
->back_buffers
[0];
421 const struct wined3d_fb_state
*fb
= &swapchain
->device
->fb
;
422 const struct wined3d_gl_info
*gl_info
;
423 struct wined3d_context
*context
;
424 RECT src_rect
, dst_rect
;
427 context
= context_acquire(swapchain
->device
, back_buffer
);
430 context_release(context
);
431 WARN("Invalid context, skipping present.\n");
435 gl_info
= context
->gl_info
;
437 /* Render the cursor onto the back buffer, using our nifty directdraw blitting code :-) */
438 if (swapchain
->device
->bCursorVisible
&&
439 swapchain
->device
->cursorTexture
&&
440 !swapchain
->device
->hardwareCursor
)
442 struct wined3d_surface cursor
;
445 swapchain
->device
->xScreenSpace
- swapchain
->device
->xHotSpot
,
446 swapchain
->device
->yScreenSpace
- swapchain
->device
->yHotSpot
,
447 swapchain
->device
->xScreenSpace
+ swapchain
->device
->cursorWidth
- swapchain
->device
->xHotSpot
,
448 swapchain
->device
->yScreenSpace
+ swapchain
->device
->cursorHeight
- swapchain
->device
->yHotSpot
,
450 TRACE("Rendering the cursor. Creating fake surface at %p\n", &cursor
);
451 /* Build a fake surface to call the Blitting code. It is not possible to use the interface passed by
452 * the application because we are only supposed to copy the information out. Using a fake surface
453 * allows us to use the Blitting engine and avoid copying the whole texture -> render target blitting code.
455 memset(&cursor
, 0, sizeof(cursor
));
456 cursor
.resource
.ref
= 1;
457 cursor
.resource
.device
= swapchain
->device
;
458 cursor
.resource
.pool
= WINED3D_POOL_SCRATCH
;
459 cursor
.resource
.format
= wined3d_get_format(gl_info
, WINED3DFMT_B8G8R8A8_UNORM
);
460 cursor
.resource
.type
= WINED3D_RTYPE_SURFACE
;
461 cursor
.texture_name
= swapchain
->device
->cursorTexture
;
462 cursor
.texture_target
= GL_TEXTURE_2D
;
463 cursor
.texture_level
= 0;
464 cursor
.resource
.width
= swapchain
->device
->cursorWidth
;
465 cursor
.resource
.height
= swapchain
->device
->cursorHeight
;
466 /* The cursor must have pow2 sizes */
467 cursor
.pow2Width
= cursor
.resource
.width
;
468 cursor
.pow2Height
= cursor
.resource
.height
;
469 /* The surface is in the texture */
470 cursor
.flags
|= SFLAG_INTEXTURE
;
471 /* DDBLT_KEYSRC will cause BltOverride to enable the alpha test with GL_NOTEQUAL, 0.0,
472 * which is exactly what we want :-)
474 if (swapchain
->desc
.windowed
)
475 MapWindowPoints(NULL
, swapchain
->win_handle
, (POINT
*)&destRect
, 2);
476 wined3d_surface_blt(back_buffer
, &destRect
, &cursor
, NULL
, WINEDDBLT_KEYSRC
,
477 NULL
, WINED3D_TEXF_POINT
);
480 if (swapchain
->device
->logo_surface
)
482 struct wined3d_surface
*src_surface
= swapchain
->device
->logo_surface
;
483 RECT rect
= {0, 0, src_surface
->resource
.width
, src_surface
->resource
.height
};
485 /* Blit the logo into the upper left corner of the drawable. */
486 wined3d_surface_blt(back_buffer
, &rect
, src_surface
, &rect
, WINEDDBLT_KEYSRC
,
487 NULL
, WINED3D_TEXF_POINT
);
490 TRACE("Presenting HDC %p.\n", context
->hdc
);
492 render_to_fbo
= swapchain
->render_to_fbo
;
496 src_rect
= *src_rect_in
;
497 if (!render_to_fbo
&& (src_rect
.left
|| src_rect
.top
498 || src_rect
.right
!= swapchain
->desc
.backbuffer_width
499 || src_rect
.bottom
!= swapchain
->desc
.backbuffer_height
))
501 render_to_fbo
= TRUE
;
508 src_rect
.right
= swapchain
->desc
.backbuffer_width
;
509 src_rect
.bottom
= swapchain
->desc
.backbuffer_height
;
513 dst_rect
= *dst_rect_in
;
515 GetClientRect(swapchain
->win_handle
, &dst_rect
);
517 if (!render_to_fbo
&& (dst_rect
.left
|| dst_rect
.top
518 || dst_rect
.right
!= swapchain
->desc
.backbuffer_width
519 || dst_rect
.bottom
!= swapchain
->desc
.backbuffer_height
))
520 render_to_fbo
= TRUE
;
522 /* Rendering to a window of different size, presenting partial rectangles,
523 * or rendering to a different window needs help from FBO_blit or a textured
524 * draw. Render the swapchain to a FBO in the future.
526 * Note that FBO_blit from the backbuffer to the frontbuffer cannot solve
527 * all these issues - this fails if the window is smaller than the backbuffer.
529 if (!swapchain
->render_to_fbo
&& render_to_fbo
&& wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
531 surface_load_location(back_buffer
, SFLAG_INTEXTURE
, NULL
);
532 surface_modify_location(back_buffer
, SFLAG_INDRAWABLE
, FALSE
);
533 swapchain
->render_to_fbo
= TRUE
;
534 swapchain_update_draw_bindings(swapchain
);
538 surface_load_location(back_buffer
, back_buffer
->draw_binding
, NULL
);
541 if (swapchain
->render_to_fbo
)
543 /* This codepath should only be hit with the COPY swapeffect. Otherwise a backbuffer-
544 * window size mismatch is impossible(fullscreen) and src and dst rectangles are
545 * not allowed(they need the COPY swapeffect)
547 * The DISCARD swap effect is ok as well since any backbuffer content is allowed after
549 if (swapchain
->desc
.swap_effect
== WINED3D_SWAP_EFFECT_FLIP
)
550 FIXME("Render-to-fbo with WINED3D_SWAP_EFFECT_FLIP\n");
552 swapchain_blit(swapchain
, context
, &src_rect
, &dst_rect
);
555 if (swapchain
->num_contexts
> 1)
556 gl_info
->gl_ops
.gl
.p_glFinish();
558 /* call wglSwapBuffers through the gl table to avoid confusing the Steam overlay */
559 gl_info
->gl_ops
.wgl
.p_wglSwapBuffers(context
->hdc
); /* TODO: cycle through the swapchain buffers */
561 TRACE("SwapBuffers called, Starting new frame\n");
565 DWORD time
= GetTickCount();
568 /* every 1.5 seconds */
569 if (time
- swapchain
->prev_time
> 1500)
571 TRACE_(fps
)("%p @ approx %.2ffps\n",
572 swapchain
, 1000.0 * swapchain
->frames
/ (time
- swapchain
->prev_time
));
573 swapchain
->prev_time
= time
;
574 swapchain
->frames
= 0;
578 /* This is disabled, but the code left in for debug purposes.
580 * Since we're allowed to modify the new back buffer on a D3DSWAPEFFECT_DISCARD flip,
581 * we can clear it with some ugly color to make bad drawing visible and ease debugging.
582 * The Debug runtime does the same on Windows. However, a few games do not redraw the
583 * screen properly, like Max Payne 2, which leaves a few pixels undefined.
585 * Tests show that the content of the back buffer after a discard flip is indeed not
586 * reliable, so no game can depend on the exact content. However, it resembles the
587 * old contents in some way, for example by showing fragments at other locations. In
588 * general, the color theme is still intact. So Max payne, which draws rather dark scenes
589 * gets a dark background image. If we clear it with a bright ugly color, the game's
590 * bug shows up much more than it does on Windows, and the players see single pixels
592 * (The Max Payne bug has been confirmed on Windows with the debug runtime) */
593 if (FALSE
&& swapchain
->desc
.swap_effect
== WINED3D_SWAP_EFFECT_DISCARD
)
595 static const struct wined3d_color cyan
= {0.0f
, 1.0f
, 1.0f
, 1.0f
};
597 TRACE("Clearing the color buffer with cyan color\n");
599 wined3d_device_clear(swapchain
->device
, 0, NULL
,
600 WINED3DCLEAR_TARGET
, &cyan
, 1.0f
, 0);
603 if (!swapchain
->render_to_fbo
&& ((swapchain
->front_buffer
->flags
& SFLAG_INSYSMEM
)
604 || (back_buffer
->flags
& SFLAG_INSYSMEM
)))
606 /* Both memory copies of the surfaces are ok, flip them around too instead of dirtifying
607 * Doesn't work with render_to_fbo because we're not flipping
609 struct wined3d_surface
*front
= swapchain
->front_buffer
;
611 if (front
->resource
.size
== back_buffer
->resource
.size
)
614 flip_surface(front
, back_buffer
);
616 /* Tell the front buffer surface that is has been modified. However,
617 * the other locations were preserved during that, so keep the flags.
618 * This serves to update the emulated overlay, if any. */
619 fbflags
= front
->flags
;
620 surface_modify_location(front
, SFLAG_INDRAWABLE
, TRUE
);
621 front
->flags
= fbflags
;
625 surface_modify_location(front
, SFLAG_INDRAWABLE
, TRUE
);
626 surface_modify_location(back_buffer
, SFLAG_INDRAWABLE
, TRUE
);
631 surface_modify_location(swapchain
->front_buffer
, SFLAG_INDRAWABLE
, TRUE
);
632 /* If the swapeffect is DISCARD, the back buffer is undefined. That means the SYSMEM
633 * and INTEXTURE copies can keep their old content if they have any defined content.
634 * If the swapeffect is COPY, the content remains the same. If it is FLIP however,
635 * the texture / sysmem copy needs to be reloaded from the drawable
637 if (swapchain
->desc
.swap_effect
== WINED3D_SWAP_EFFECT_FLIP
)
638 surface_modify_location(back_buffer
, back_buffer
->draw_binding
, TRUE
);
641 if (fb
->depth_stencil
)
643 if (swapchain
->desc
.flags
& WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
644 || fb
->depth_stencil
->flags
& SFLAG_DISCARD
)
646 surface_modify_ds_location(fb
->depth_stencil
, SFLAG_DISCARDED
,
647 fb
->depth_stencil
->resource
.width
,
648 fb
->depth_stencil
->resource
.height
);
649 if (fb
->depth_stencil
== swapchain
->device
->onscreen_depth_stencil
)
651 wined3d_surface_decref(swapchain
->device
->onscreen_depth_stencil
);
652 swapchain
->device
->onscreen_depth_stencil
= NULL
;
657 context_release(context
);
660 static const struct wined3d_swapchain_ops swapchain_gl_ops
=
662 swapchain_gl_present
,
665 /* Helper function that blits the front buffer contents to the target window. */
666 void x11_copy_to_screen(const struct wined3d_swapchain
*swapchain
, const RECT
*rect
)
668 const struct wined3d_surface
*front
;
669 POINT offset
= {0, 0};
674 TRACE("swapchain %p, rect %s.\n", swapchain
, wine_dbgstr_rect(rect
));
676 front
= swapchain
->front_buffer
;
677 if (!(front
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
))
680 if (front
->resource
.map_count
)
681 ERR("Trying to blit a mapped surface.\n");
683 TRACE("Copying surface %p to screen.\n", front
);
686 window
= swapchain
->win_handle
;
687 dst_dc
= GetDCEx(window
, 0, DCX_CLIPSIBLINGS
| DCX_CACHE
);
689 /* Front buffer coordinates are screen coordinates. Map them to the
690 * destination window if not fullscreened. */
691 if (swapchain
->desc
.windowed
)
692 ClientToScreen(window
, &offset
);
694 TRACE("offset %s.\n", wine_dbgstr_point(&offset
));
697 draw_rect
.right
= front
->resource
.width
;
699 draw_rect
.bottom
= front
->resource
.height
;
702 IntersectRect(&draw_rect
, &draw_rect
, rect
);
704 BitBlt(dst_dc
, draw_rect
.left
- offset
.x
, draw_rect
.top
- offset
.y
,
705 draw_rect
.right
- draw_rect
.left
, draw_rect
.bottom
- draw_rect
.top
,
706 src_dc
, draw_rect
.left
, draw_rect
.top
, SRCCOPY
);
707 ReleaseDC(window
, dst_dc
);
710 static void swapchain_gdi_present(struct wined3d_swapchain
*swapchain
, const RECT
*src_rect_in
,
711 const RECT
*dst_rect_in
, const RGNDATA
*dirty_region
, DWORD flags
)
713 struct wined3d_surface
*front
, *back
;
715 front
= swapchain
->front_buffer
;
716 back
= swapchain
->back_buffers
[0];
722 front
->hDC
= back
->hDC
;
726 /* Flip the DIBsection. */
729 tmp
= front
->dib
.DIBsection
;
730 front
->dib
.DIBsection
= back
->dib
.DIBsection
;
731 back
->dib
.DIBsection
= tmp
;
734 /* Flip the surface data. */
738 tmp
= front
->dib
.bitmap_data
;
739 front
->dib
.bitmap_data
= back
->dib
.bitmap_data
;
740 back
->dib
.bitmap_data
= tmp
;
742 tmp
= front
->resource
.allocatedMemory
;
743 front
->resource
.allocatedMemory
= back
->resource
.allocatedMemory
;
744 back
->resource
.allocatedMemory
= tmp
;
746 if (front
->resource
.heapMemory
)
747 ERR("GDI Surface %p has heap memory allocated.\n", front
);
749 if (back
->resource
.heapMemory
)
750 ERR("GDI Surface %p has heap memory allocated.\n", back
);
756 static LONG prev_time
, frames
;
757 DWORD time
= GetTickCount();
761 /* every 1.5 seconds */
762 if (time
- prev_time
> 1500)
764 TRACE_(fps
)("@ approx %.2ffps\n", 1000.0 * frames
/ (time
- prev_time
));
770 x11_copy_to_screen(swapchain
, NULL
);
773 static const struct wined3d_swapchain_ops swapchain_gdi_ops
=
775 swapchain_gdi_present
,
778 void swapchain_update_render_to_fbo(struct wined3d_swapchain
*swapchain
)
782 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
)
785 if (!swapchain
->desc
.backbuffer_count
)
787 TRACE("Single buffered rendering.\n");
788 swapchain
->render_to_fbo
= FALSE
;
792 GetClientRect(swapchain
->win_handle
, &client_rect
);
794 TRACE("Backbuffer %ux%u, window %ux%u.\n",
795 swapchain
->desc
.backbuffer_width
,
796 swapchain
->desc
.backbuffer_height
,
797 client_rect
.right
, client_rect
.bottom
);
798 TRACE("Multisample type %#x, quality %#x.\n",
799 swapchain
->desc
.multisample_type
,
800 swapchain
->desc
.multisample_quality
);
802 if (!wined3d_settings
.always_offscreen
&& !swapchain
->desc
.multisample_type
803 && swapchain
->desc
.backbuffer_width
== client_rect
.right
804 && swapchain
->desc
.backbuffer_height
== client_rect
.bottom
)
806 TRACE("Backbuffer dimensions match window dimensions, rendering onscreen.\n");
807 swapchain
->render_to_fbo
= FALSE
;
811 TRACE("Rendering to FBO.\n");
812 swapchain
->render_to_fbo
= TRUE
;
815 /* Do not call while under the GL lock. */
816 static HRESULT
swapchain_init(struct wined3d_swapchain
*swapchain
, struct wined3d_device
*device
,
817 struct wined3d_swapchain_desc
*desc
, void *parent
, const struct wined3d_parent_ops
*parent_ops
)
819 const struct wined3d_adapter
*adapter
= device
->adapter
;
820 struct wined3d_resource_desc surface_desc
;
821 const struct wined3d_format
*format
;
822 struct wined3d_display_mode mode
;
823 BOOL displaymode_set
= FALSE
;
829 if (desc
->backbuffer_count
> WINED3DPRESENT_BACK_BUFFER_MAX
)
831 FIXME("The application requested %u back buffers, this is not supported.\n",
832 desc
->backbuffer_count
);
833 return WINED3DERR_INVALIDCALL
;
836 if (desc
->backbuffer_count
> 1)
838 FIXME("The application requested more than one back buffer, this is not properly supported.\n"
839 "Please configure the application to use double buffering (1 back buffer) if possible.\n");
842 if (device
->wined3d
->flags
& WINED3D_NO3D
)
843 swapchain
->swapchain_ops
= &swapchain_gdi_ops
;
845 swapchain
->swapchain_ops
= &swapchain_gl_ops
;
847 window
= desc
->device_window
? desc
->device_window
: device
->create_parms
.focus_window
;
849 swapchain
->device
= device
;
850 swapchain
->parent
= parent
;
851 swapchain
->parent_ops
= parent_ops
;
853 swapchain
->win_handle
= window
;
854 swapchain
->device_window
= window
;
856 wined3d_get_adapter_display_mode(device
->wined3d
, adapter
->ordinal
, &mode
, NULL
);
857 swapchain
->orig_width
= mode
.width
;
858 swapchain
->orig_height
= mode
.height
;
859 swapchain
->orig_fmt
= mode
.format_id
;
860 format
= wined3d_get_format(&adapter
->gl_info
, mode
.format_id
);
862 GetClientRect(window
, &client_rect
);
864 && (!desc
->backbuffer_width
|| !desc
->backbuffer_height
865 || desc
->backbuffer_format
== WINED3DFMT_UNKNOWN
))
868 if (!desc
->backbuffer_width
)
870 desc
->backbuffer_width
= client_rect
.right
;
871 TRACE("Updating width to %u.\n", desc
->backbuffer_width
);
874 if (!desc
->backbuffer_height
)
876 desc
->backbuffer_height
= client_rect
.bottom
;
877 TRACE("Updating height to %u.\n", desc
->backbuffer_height
);
880 if (desc
->backbuffer_format
== WINED3DFMT_UNKNOWN
)
882 desc
->backbuffer_format
= swapchain
->orig_fmt
;
883 TRACE("Updating format to %s.\n", debug_d3dformat(swapchain
->orig_fmt
));
886 swapchain
->desc
= *desc
;
887 swapchain_update_render_to_fbo(swapchain
);
889 TRACE("Creating front buffer.\n");
891 surface_desc
.resource_type
= WINED3D_RTYPE_SURFACE
;
892 surface_desc
.format
= swapchain
->desc
.backbuffer_format
;
893 surface_desc
.multisample_type
= swapchain
->desc
.multisample_type
;
894 surface_desc
.multisample_quality
= swapchain
->desc
.multisample_quality
;
895 surface_desc
.usage
= WINED3DUSAGE_RENDERTARGET
;
896 surface_desc
.pool
= WINED3D_POOL_DEFAULT
;
897 surface_desc
.width
= swapchain
->desc
.backbuffer_width
;
898 surface_desc
.height
= swapchain
->desc
.backbuffer_height
;
899 surface_desc
.depth
= 1;
900 surface_desc
.size
= 0;
902 if (FAILED(hr
= device
->device_parent
->ops
->create_swapchain_surface(device
->device_parent
,
903 parent
, &surface_desc
, &swapchain
->front_buffer
)))
905 WARN("Failed to create front buffer, hr %#x.\n", hr
);
909 surface_set_swapchain(swapchain
->front_buffer
, swapchain
);
910 if (!(device
->wined3d
->flags
& WINED3D_NO3D
))
911 surface_modify_location(swapchain
->front_buffer
, SFLAG_INDRAWABLE
, TRUE
);
913 /* MSDN says we're only allowed a single fullscreen swapchain per device,
914 * so we should really check to see if there is a fullscreen swapchain
915 * already. Does a single head count as full screen? */
919 struct wined3d_display_mode mode
;
921 /* Change the display settings */
922 mode
.width
= desc
->backbuffer_width
;
923 mode
.height
= desc
->backbuffer_height
;
924 mode
.format_id
= desc
->backbuffer_format
;
925 mode
.refresh_rate
= desc
->refresh_rate
;
926 mode
.scanline_ordering
= WINED3D_SCANLINE_ORDERING_UNKNOWN
;
928 if (FAILED(hr
= wined3d_set_adapter_display_mode(device
->wined3d
, device
->adapter
->ordinal
, &mode
)))
930 WARN("Failed to set display mode, hr %#x.\n", hr
);
933 displaymode_set
= TRUE
;
936 if (!(device
->wined3d
->flags
& WINED3D_NO3D
))
938 static const enum wined3d_format_id formats
[] =
940 WINED3DFMT_D24_UNORM_S8_UINT
,
941 WINED3DFMT_D32_UNORM
,
942 WINED3DFMT_R24_UNORM_X8_TYPELESS
,
943 WINED3DFMT_D16_UNORM
,
944 WINED3DFMT_S1_UINT_D15_UNORM
947 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
949 swapchain
->context
= HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain
->context
));
950 if (!swapchain
->context
)
952 ERR("Failed to create the context array.\n");
956 swapchain
->num_contexts
= 1;
958 /* In WGL both color, depth and stencil are features of a pixel format. In case of D3D they are separate.
959 * You are able to add a depth + stencil surface at a later stage when you need it.
960 * In order to support this properly in WineD3D we need the ability to recreate the opengl context and
961 * drawable when this is required. This is very tricky as we need to reapply ALL opengl states for the new
962 * context, need torecreate shaders, textures and other resources.
964 * The context manager already takes care of the state problem and for the other tasks code from Reset
965 * can be used. These changes are way to risky during the 1.0 code freeze which is taking place right now.
966 * Likely a lot of other new bugs will be exposed. For that reason request a depth stencil surface all the
967 * time. It can cause a slight performance hit but fixes a lot of regressions. A fixme reminds of that this
968 * issue needs to be fixed. */
969 for (i
= 0; i
< (sizeof(formats
) / sizeof(*formats
)); i
++)
971 swapchain
->ds_format
= wined3d_get_format(gl_info
, formats
[i
]);
972 swapchain
->context
[0] = context_create(swapchain
, swapchain
->front_buffer
, swapchain
->ds_format
);
973 if (swapchain
->context
[0]) break;
974 TRACE("Depth stencil format %s is not supported, trying next format\n",
975 debug_d3dformat(formats
[i
]));
978 if (!swapchain
->context
[0])
980 WARN("Failed to create context.\n");
981 hr
= WINED3DERR_NOTAVAILABLE
;
985 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
986 && (!desc
->enable_auto_depth_stencil
987 || swapchain
->desc
.auto_depth_stencil_format
!= swapchain
->ds_format
->id
))
989 FIXME("Add OpenGL context recreation support to context_validate_onscreen_formats\n");
991 context_release(swapchain
->context
[0]);
994 if (swapchain
->desc
.backbuffer_count
> 0)
996 swapchain
->back_buffers
= HeapAlloc(GetProcessHeap(), 0,
997 sizeof(*swapchain
->back_buffers
) * swapchain
->desc
.backbuffer_count
);
998 if (!swapchain
->back_buffers
)
1000 ERR("Failed to allocate backbuffer array memory.\n");
1005 for (i
= 0; i
< swapchain
->desc
.backbuffer_count
; ++i
)
1007 TRACE("Creating back buffer %u.\n", i
);
1008 if (FAILED(hr
= device
->device_parent
->ops
->create_swapchain_surface(device
->device_parent
,
1009 parent
, &surface_desc
, &swapchain
->back_buffers
[i
])))
1011 WARN("Failed to create back buffer %u, hr %#x.\n", i
, hr
);
1014 surface_set_swapchain(swapchain
->back_buffers
[i
], swapchain
);
1018 /* Swapchains share the depth/stencil buffer, so only create a single depthstencil surface. */
1019 if (desc
->enable_auto_depth_stencil
&& !(device
->wined3d
->flags
& WINED3D_NO3D
))
1021 TRACE("Creating depth/stencil buffer.\n");
1022 if (!device
->auto_depth_stencil
)
1024 surface_desc
.format
= swapchain
->desc
.auto_depth_stencil_format
;
1025 surface_desc
.usage
= WINED3DUSAGE_DEPTHSTENCIL
;
1027 if (FAILED(hr
= device
->device_parent
->ops
->create_swapchain_surface(device
->device_parent
,
1028 device
->device_parent
, &surface_desc
, &device
->auto_depth_stencil
)))
1030 WARN("Failed to create the auto depth stencil, hr %#x.\n", hr
);
1036 wined3d_swapchain_get_gamma_ramp(swapchain
, &swapchain
->orig_gamma
);
1041 if (displaymode_set
)
1047 /* Change the display settings */
1048 memset(&devmode
, 0, sizeof(devmode
));
1049 devmode
.dmSize
= sizeof(devmode
);
1050 devmode
.dmFields
= DM_BITSPERPEL
| DM_PELSWIDTH
| DM_PELSHEIGHT
;
1051 devmode
.dmBitsPerPel
= format
->byte_count
* CHAR_BIT
;
1052 devmode
.dmPelsWidth
= swapchain
->orig_width
;
1053 devmode
.dmPelsHeight
= swapchain
->orig_height
;
1054 ChangeDisplaySettingsExW(adapter
->DeviceName
, &devmode
, NULL
, CDS_FULLSCREEN
, NULL
);
1057 if (swapchain
->back_buffers
)
1059 for (i
= 0; i
< swapchain
->desc
.backbuffer_count
; ++i
)
1061 if (swapchain
->back_buffers
[i
])
1063 surface_set_swapchain(swapchain
->back_buffers
[i
], NULL
);
1064 wined3d_surface_decref(swapchain
->back_buffers
[i
]);
1067 HeapFree(GetProcessHeap(), 0, swapchain
->back_buffers
);
1070 if (swapchain
->context
)
1072 if (swapchain
->context
[0])
1074 context_release(swapchain
->context
[0]);
1075 context_destroy(device
, swapchain
->context
[0]);
1076 swapchain
->num_contexts
= 0;
1078 HeapFree(GetProcessHeap(), 0, swapchain
->context
);
1081 if (swapchain
->front_buffer
)
1083 surface_set_swapchain(swapchain
->front_buffer
, NULL
);
1084 wined3d_surface_decref(swapchain
->front_buffer
);
1090 /* Do not call while under the GL lock. */
1091 HRESULT CDECL
wined3d_swapchain_create(struct wined3d_device
*device
, struct wined3d_swapchain_desc
*desc
,
1092 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_swapchain
**swapchain
)
1094 struct wined3d_swapchain
*object
;
1097 TRACE("device %p, desc %p, parent %p, parent_ops %p, swapchain %p.\n",
1098 device
, desc
, parent
, parent_ops
, swapchain
);
1100 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
1102 return E_OUTOFMEMORY
;
1104 hr
= swapchain_init(object
, device
, desc
, parent
, parent_ops
);
1107 WARN("Failed to initialize swapchain, hr %#x.\n", hr
);
1108 HeapFree(GetProcessHeap(), 0, object
);
1112 TRACE("Created swapchain %p.\n", object
);
1113 *swapchain
= object
;
1118 /* Do not call while under the GL lock. */
1119 static struct wined3d_context
*swapchain_create_context(struct wined3d_swapchain
*swapchain
)
1121 struct wined3d_context
**newArray
;
1122 struct wined3d_context
*ctx
;
1124 TRACE("Creating a new context for swapchain %p, thread %u.\n", swapchain
, GetCurrentThreadId());
1126 if (!(ctx
= context_create(swapchain
, swapchain
->front_buffer
, swapchain
->ds_format
)))
1128 ERR("Failed to create a new context for the swapchain\n");
1131 context_release(ctx
);
1133 newArray
= HeapAlloc(GetProcessHeap(), 0, sizeof(*newArray
) * (swapchain
->num_contexts
+ 1));
1135 ERR("Out of memory when trying to allocate a new context array\n");
1136 context_destroy(swapchain
->device
, ctx
);
1139 memcpy(newArray
, swapchain
->context
, sizeof(*newArray
) * swapchain
->num_contexts
);
1140 HeapFree(GetProcessHeap(), 0, swapchain
->context
);
1141 newArray
[swapchain
->num_contexts
] = ctx
;
1142 swapchain
->context
= newArray
;
1143 swapchain
->num_contexts
++;
1145 TRACE("Returning context %p\n", ctx
);
1149 void swapchain_destroy_contexts(struct wined3d_swapchain
*swapchain
)
1153 for (i
= 0; i
< swapchain
->num_contexts
; ++i
)
1155 context_destroy(swapchain
->device
, swapchain
->context
[i
]);
1157 swapchain
->num_contexts
= 0;
1160 struct wined3d_context
*swapchain_get_context(struct wined3d_swapchain
*swapchain
)
1162 DWORD tid
= GetCurrentThreadId();
1165 for (i
= 0; i
< swapchain
->num_contexts
; ++i
)
1167 if (swapchain
->context
[i
]->tid
== tid
)
1168 return swapchain
->context
[i
];
1171 /* Create a new context for the thread */
1172 return swapchain_create_context(swapchain
);
1175 void get_drawable_size_swapchain(const struct wined3d_context
*context
, UINT
*width
, UINT
*height
)
1177 /* The drawable size of an onscreen drawable is the surface size.
1178 * (Actually: The window size, but the surface is created in window size) */
1179 *width
= context
->current_rt
->resource
.width
;
1180 *height
= context
->current_rt
->resource
.height
;
1183 HDC
swapchain_get_backup_dc(struct wined3d_swapchain
*swapchain
)
1185 if (!swapchain
->backup_dc
)
1187 TRACE("Creating the backup window for swapchain %p.\n", swapchain
);
1189 if (!(swapchain
->backup_wnd
= CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME
, "WineD3D fake window",
1190 WS_OVERLAPPEDWINDOW
, 10, 10, 10, 10, NULL
, NULL
, NULL
, NULL
)))
1192 ERR("Failed to create a window.\n");
1196 if (!(swapchain
->backup_dc
= GetDC(swapchain
->backup_wnd
)))
1198 ERR("Failed to get a DC.\n");
1199 DestroyWindow(swapchain
->backup_wnd
);
1200 swapchain
->backup_wnd
= NULL
;
1205 return swapchain
->backup_dc
;
1208 void swapchain_update_draw_bindings(struct wined3d_swapchain
*swapchain
)
1212 surface_update_draw_binding(swapchain
->front_buffer
);
1214 for (i
= 0; i
< swapchain
->desc
.backbuffer_count
; ++i
)
1216 surface_update_draw_binding(swapchain
->back_buffers
[i
]);