wined3d: Get rid of the "discard" parameter to device_parent_create_depth_stencil().
[wine/multimedia.git] / dlls / wined3d / swapchain.c
bloba38949768b390b8cfb12f7ca97a011c4d6da2bac
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
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
23 #include "config.h"
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;
34 HRESULT hr;
35 UINT i;
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_container(swapchain->front_buffer, WINED3D_CONTAINER_NONE, 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;
55 while (i--)
57 surface_set_container(swapchain->back_buffers[i], WINED3D_CONTAINER_NONE, 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);
104 return 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);
114 if (!refcount)
116 swapchain_cleanup(swapchain);
117 swapchain->parent_ops->wined3d_object_destroyed(swapchain->parent);
118 HeapFree(GetProcessHeap(), 0, swapchain);
121 return refcount;
124 void * CDECL wined3d_swapchain_get_parent(const struct wined3d_swapchain *swapchain)
126 TRACE("swapchain %p.\n", swapchain);
128 return swapchain->parent;
131 HRESULT CDECL wined3d_swapchain_set_window(struct wined3d_swapchain *swapchain, HWND window)
133 if (!window)
134 window = swapchain->device_window;
135 if (window == swapchain->win_handle)
136 return WINED3D_OK;
138 TRACE("Setting swapchain %p window from %p to %p.\n",
139 swapchain, swapchain->win_handle, window);
140 swapchain->win_handle = window;
142 return WINED3D_OK;
145 HRESULT CDECL wined3d_swapchain_present(struct wined3d_swapchain *swapchain,
146 const RECT *src_rect, const RECT *dst_rect, HWND dst_window_override,
147 const RGNDATA *dirty_region, DWORD flags)
149 TRACE("swapchain %p, src_rect %s, dst_rect %s, dst_window_override %p, dirty_region %p, flags %#x.\n",
150 swapchain, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect),
151 dst_window_override, dirty_region, flags);
153 if (flags)
154 FIXME("Ignoring flags %#x.\n", flags);
156 if (!swapchain->back_buffers)
158 WARN("Swapchain doesn't have a backbuffer, returning WINED3DERR_INVALIDCALL\n");
159 return WINED3DERR_INVALIDCALL;
162 wined3d_swapchain_set_window(swapchain, dst_window_override);
164 swapchain->swapchain_ops->swapchain_present(swapchain, src_rect, dst_rect, dirty_region, flags);
166 return WINED3D_OK;
169 HRESULT CDECL wined3d_swapchain_get_front_buffer_data(const struct wined3d_swapchain *swapchain,
170 struct wined3d_surface *dst_surface)
172 struct wined3d_surface *src_surface;
173 RECT src_rect, dst_rect;
175 TRACE("swapchain %p, dst_surface %p.\n", swapchain, dst_surface);
177 src_surface = swapchain->front_buffer;
178 SetRect(&src_rect, 0, 0, src_surface->resource.width, src_surface->resource.height);
179 dst_rect = src_rect;
181 if (swapchain->desc.windowed)
183 MapWindowPoints(swapchain->win_handle, NULL, (POINT *)&dst_rect, 2);
184 FIXME("Using destination rect %s in windowed mode, this is likely wrong.\n",
185 wine_dbgstr_rect(&dst_rect));
188 return wined3d_surface_blt(dst_surface, &dst_rect, src_surface, &src_rect, 0, NULL, WINED3D_TEXF_POINT);
191 HRESULT CDECL wined3d_swapchain_get_back_buffer(const struct wined3d_swapchain *swapchain,
192 UINT back_buffer_idx, enum wined3d_backbuffer_type type, struct wined3d_surface **back_buffer)
194 TRACE("swapchain %p, back_buffer_idx %u, type %#x, back_buffer %p.\n",
195 swapchain, back_buffer_idx, type, back_buffer);
197 /* Return invalid if there is no backbuffer array, otherwise it will
198 * crash when ddraw is used (there swapchain->back_buffers is always
199 * NULL). We need this because this function is called from
200 * stateblock_init_default_state() to get the default scissorrect
201 * dimensions. */
202 if (!swapchain->back_buffers || back_buffer_idx >= swapchain->desc.backbuffer_count)
204 WARN("Invalid back buffer index.\n");
205 /* Native d3d9 doesn't set NULL here, just as wine's d3d9. But set it
206 * here in wined3d to avoid problems in other libs. */
207 *back_buffer = NULL;
208 return WINED3DERR_INVALIDCALL;
211 *back_buffer = swapchain->back_buffers[back_buffer_idx];
212 if (*back_buffer)
213 wined3d_surface_incref(*back_buffer);
215 TRACE("Returning back buffer %p.\n", *back_buffer);
217 return WINED3D_OK;
220 HRESULT CDECL wined3d_swapchain_get_raster_status(const struct wined3d_swapchain *swapchain,
221 struct wined3d_raster_status *raster_status)
223 static BOOL warned;
224 LARGE_INTEGER counter, freq_per_sec;
225 LONGLONG freq_per_frame, freq_per_line;
226 struct wined3d_display_mode mode;
228 /* No OpenGL equivalent */
229 if (!warned)
231 FIXME("swapchain %p, raster_status %p semi-stub!\n", swapchain, raster_status);
232 warned = TRUE;
235 /* Obtaining the raster status is a widely implemented but optional
236 * feature. When this method returns OK StarCraft 2 expects the
237 * raster_status->InVBlank value to actually change over time.
238 * And Endless Alice Crysis doesn't care even if this method fails.
239 * Thus this method returns OK and fakes raster_status by
240 * QueryPerformanceCounter. */
242 if (!QueryPerformanceCounter(&counter) || !QueryPerformanceFrequency(&freq_per_sec))
243 return WINED3DERR_INVALIDCALL;
245 if (FAILED(wined3d_swapchain_get_display_mode(swapchain, &mode, NULL)))
246 return WINED3DERR_INVALIDCALL;
247 if (mode.refresh_rate == DEFAULT_REFRESH_RATE)
248 mode.refresh_rate = 60;
250 freq_per_frame = freq_per_sec.QuadPart / mode.refresh_rate;
251 /* Assume 20 scan lines in the vertical blank */
252 freq_per_line = freq_per_frame / (mode.height + 20);
253 raster_status->scan_line = (counter.QuadPart % freq_per_frame) / freq_per_line;
254 if (raster_status->scan_line < mode.height)
255 raster_status->in_vblank = FALSE;
256 else
258 raster_status->scan_line = 0;
259 raster_status->in_vblank = TRUE;
261 TRACE("Returning fake value, in_vblank %u, scan_line %u.\n",
262 raster_status->in_vblank, raster_status->scan_line);
263 return WINED3D_OK;
266 HRESULT CDECL wined3d_swapchain_get_display_mode(const struct wined3d_swapchain *swapchain,
267 struct wined3d_display_mode *mode, enum wined3d_display_rotation *rotation)
269 HRESULT hr;
271 TRACE("swapchain %p, mode %p, rotation %p.\n", swapchain, mode, rotation);
273 hr = wined3d_get_adapter_display_mode(swapchain->device->wined3d,
274 swapchain->device->adapter->ordinal, mode, rotation);
276 TRACE("Returning w %u, h %u, refresh rate %u, format %s.\n",
277 mode->width, mode->height, mode->refresh_rate, debug_d3dformat(mode->format_id));
279 return hr;
282 struct wined3d_device * CDECL wined3d_swapchain_get_device(const struct wined3d_swapchain *swapchain)
284 TRACE("swapchain %p.\n", swapchain);
286 return swapchain->device;
289 HRESULT CDECL wined3d_swapchain_get_desc(const struct wined3d_swapchain *swapchain,
290 struct wined3d_swapchain_desc *desc)
292 TRACE("swapchain %p, desc %p.\n", swapchain, desc);
294 *desc = swapchain->desc;
296 return WINED3D_OK;
299 HRESULT CDECL wined3d_swapchain_set_gamma_ramp(const struct wined3d_swapchain *swapchain,
300 DWORD flags, const struct wined3d_gamma_ramp *ramp)
302 HDC dc;
304 TRACE("swapchain %p, flags %#x, ramp %p.\n", swapchain, flags, ramp);
306 if (flags)
307 FIXME("Ignoring flags %#x.\n", flags);
309 dc = GetDC(swapchain->device_window);
310 SetDeviceGammaRamp(dc, (void *)ramp);
311 ReleaseDC(swapchain->device_window, dc);
313 return WINED3D_OK;
316 HRESULT CDECL wined3d_swapchain_get_gamma_ramp(const struct wined3d_swapchain *swapchain,
317 struct wined3d_gamma_ramp *ramp)
319 HDC dc;
321 TRACE("swapchain %p, ramp %p.\n", swapchain, ramp);
323 dc = GetDC(swapchain->device_window);
324 GetDeviceGammaRamp(dc, ramp);
325 ReleaseDC(swapchain->device_window, dc);
327 return WINED3D_OK;
330 /* A GL context is provided by the caller */
331 static void swapchain_blit(const struct wined3d_swapchain *swapchain,
332 struct wined3d_context *context, const RECT *src_rect, const RECT *dst_rect)
334 struct wined3d_surface *backbuffer = swapchain->back_buffers[0];
335 UINT src_w = src_rect->right - src_rect->left;
336 UINT src_h = src_rect->bottom - src_rect->top;
337 GLenum gl_filter;
338 const struct wined3d_gl_info *gl_info = context->gl_info;
339 RECT win_rect;
340 UINT win_h;
342 TRACE("swapchain %p, context %p, src_rect %s, dst_rect %s.\n",
343 swapchain, context, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect));
345 if (src_w == dst_rect->right - dst_rect->left && src_h == dst_rect->bottom - dst_rect->top)
346 gl_filter = GL_NEAREST;
347 else
348 gl_filter = GL_LINEAR;
350 GetClientRect(swapchain->win_handle, &win_rect);
351 win_h = win_rect.bottom - win_rect.top;
353 if (gl_info->fbo_ops.glBlitFramebuffer && is_identity_fixup(backbuffer->resource.format->color_fixup))
355 DWORD location = SFLAG_INTEXTURE;
357 if (backbuffer->resource.multisample_type)
359 location = SFLAG_INRB_RESOLVED;
360 surface_load_location(backbuffer, location, NULL);
363 ENTER_GL();
364 context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, backbuffer, NULL, location);
365 glReadBuffer(GL_COLOR_ATTACHMENT0);
366 context_check_fbo_status(context, GL_READ_FRAMEBUFFER);
368 context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER, swapchain->front_buffer, NULL, SFLAG_INDRAWABLE);
369 context_set_draw_buffer(context, GL_BACK);
370 context_invalidate_state(context, STATE_FRAMEBUFFER);
372 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
373 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE));
374 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1));
375 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2));
376 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3));
378 glDisable(GL_SCISSOR_TEST);
379 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE));
381 /* Note that the texture is upside down */
382 gl_info->fbo_ops.glBlitFramebuffer(src_rect->left, src_rect->top, src_rect->right, src_rect->bottom,
383 dst_rect->left, win_h - dst_rect->top, dst_rect->right, win_h - dst_rect->bottom,
384 GL_COLOR_BUFFER_BIT, gl_filter);
385 checkGLcall("Swapchain present blit(EXT_framebuffer_blit)\n");
386 LEAVE_GL();
388 else
390 struct wined3d_device *device = swapchain->device;
391 struct wined3d_context *context2;
392 float tex_left = src_rect->left;
393 float tex_top = src_rect->top;
394 float tex_right = src_rect->right;
395 float tex_bottom = src_rect->bottom;
397 context2 = context_acquire(device, swapchain->back_buffers[0]);
398 context_apply_blit_state(context2, device);
400 if (backbuffer->flags & SFLAG_NORMCOORD)
402 tex_left /= src_w;
403 tex_right /= src_w;
404 tex_top /= src_h;
405 tex_bottom /= src_h;
408 if (is_complex_fixup(backbuffer->resource.format->color_fixup))
409 gl_filter = GL_NEAREST;
411 ENTER_GL();
412 context_apply_fbo_state_blit(context2, GL_FRAMEBUFFER, swapchain->front_buffer, NULL, SFLAG_INDRAWABLE);
414 /* Set up the texture. The surface is not in a wined3d_texture
415 * container, so there are no D3D texture settings to dirtify. */
416 device->blitter->set_shader(device->blit_priv, context2, backbuffer);
417 glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MIN_FILTER, gl_filter);
418 glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MAG_FILTER, gl_filter);
420 context_set_draw_buffer(context, GL_BACK);
422 /* Set the viewport to the destination rectandle, disable any projection
423 * transformation set up by context_apply_blit_state(), and draw a
424 * (-1,-1)-(1,1) quad.
426 * Back up viewport and matrix to avoid breaking last_was_blit
428 * Note that context_apply_blit_state() set up viewport and ortho to
429 * match the surface size - we want the GL drawable(=window) size. */
430 glPushAttrib(GL_VIEWPORT_BIT);
431 glViewport(dst_rect->left, win_h - dst_rect->bottom, dst_rect->right, win_h - dst_rect->top);
432 glMatrixMode(GL_PROJECTION);
433 glPushMatrix();
434 glLoadIdentity();
436 glBegin(GL_QUADS);
437 /* bottom left */
438 glTexCoord2f(tex_left, tex_bottom);
439 glVertex2i(-1, -1);
441 /* top left */
442 glTexCoord2f(tex_left, tex_top);
443 glVertex2i(-1, 1);
445 /* top right */
446 glTexCoord2f(tex_right, tex_top);
447 glVertex2i(1, 1);
449 /* bottom right */
450 glTexCoord2f(tex_right, tex_bottom);
451 glVertex2i(1, -1);
452 glEnd();
454 glPopMatrix();
455 glPopAttrib();
457 device->blitter->unset_shader(context->gl_info);
458 checkGLcall("Swapchain present blit(manual)\n");
459 LEAVE_GL();
461 context_release(context2);
465 static void swapchain_gl_present(struct wined3d_swapchain *swapchain, const RECT *src_rect_in,
466 const RECT *dst_rect_in, const RGNDATA *dirty_region, DWORD flags)
468 struct wined3d_surface *back_buffer = swapchain->back_buffers[0];
469 const struct wined3d_fb_state *fb = &swapchain->device->fb;
470 const struct wined3d_gl_info *gl_info;
471 struct wined3d_context *context;
472 RECT src_rect, dst_rect;
473 BOOL render_to_fbo;
475 context = context_acquire(swapchain->device, back_buffer);
476 if (!context->valid)
478 context_release(context);
479 WARN("Invalid context, skipping present.\n");
480 return;
483 gl_info = context->gl_info;
485 /* Render the cursor onto the back buffer, using our nifty directdraw blitting code :-) */
486 if (swapchain->device->bCursorVisible &&
487 swapchain->device->cursorTexture &&
488 !swapchain->device->hardwareCursor)
490 struct wined3d_surface cursor;
491 RECT destRect =
493 swapchain->device->xScreenSpace - swapchain->device->xHotSpot,
494 swapchain->device->yScreenSpace - swapchain->device->yHotSpot,
495 swapchain->device->xScreenSpace + swapchain->device->cursorWidth - swapchain->device->xHotSpot,
496 swapchain->device->yScreenSpace + swapchain->device->cursorHeight - swapchain->device->yHotSpot,
498 TRACE("Rendering the cursor. Creating fake surface at %p\n", &cursor);
499 /* Build a fake surface to call the Blitting code. It is not possible to use the interface passed by
500 * the application because we are only supposed to copy the information out. Using a fake surface
501 * allows us to use the Blitting engine and avoid copying the whole texture -> render target blitting code.
503 memset(&cursor, 0, sizeof(cursor));
504 cursor.resource.ref = 1;
505 cursor.resource.device = swapchain->device;
506 cursor.resource.pool = WINED3D_POOL_SCRATCH;
507 cursor.resource.format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
508 cursor.resource.type = WINED3D_RTYPE_SURFACE;
509 cursor.texture_name = swapchain->device->cursorTexture;
510 cursor.texture_target = GL_TEXTURE_2D;
511 cursor.texture_level = 0;
512 cursor.resource.width = swapchain->device->cursorWidth;
513 cursor.resource.height = swapchain->device->cursorHeight;
514 /* The cursor must have pow2 sizes */
515 cursor.pow2Width = cursor.resource.width;
516 cursor.pow2Height = cursor.resource.height;
517 /* The surface is in the texture */
518 cursor.flags |= SFLAG_INTEXTURE;
519 /* DDBLT_KEYSRC will cause BltOverride to enable the alpha test with GL_NOTEQUAL, 0.0,
520 * which is exactly what we want :-)
522 if (swapchain->desc.windowed)
523 MapWindowPoints(NULL, swapchain->win_handle, (POINT *)&destRect, 2);
524 wined3d_surface_blt(back_buffer, &destRect, &cursor, NULL, WINEDDBLT_KEYSRC,
525 NULL, WINED3D_TEXF_POINT);
528 if (swapchain->device->logo_surface)
530 struct wined3d_surface *src_surface = swapchain->device->logo_surface;
531 RECT rect = {0, 0, src_surface->resource.width, src_surface->resource.height};
533 /* Blit the logo into the upper left corner of the drawable. */
534 wined3d_surface_blt(back_buffer, &rect, src_surface, &rect, WINEDDBLT_KEYSRC,
535 NULL, WINED3D_TEXF_POINT);
538 TRACE("Presenting HDC %p.\n", context->hdc);
540 render_to_fbo = swapchain->render_to_fbo;
542 if (src_rect_in)
544 src_rect = *src_rect_in;
545 if (!render_to_fbo && (src_rect.left || src_rect.top
546 || src_rect.right != swapchain->desc.backbuffer_width
547 || src_rect.bottom != swapchain->desc.backbuffer_height))
549 render_to_fbo = TRUE;
552 else
554 src_rect.left = 0;
555 src_rect.top = 0;
556 src_rect.right = swapchain->desc.backbuffer_width;
557 src_rect.bottom = swapchain->desc.backbuffer_height;
560 if (dst_rect_in)
561 dst_rect = *dst_rect_in;
562 else
563 GetClientRect(swapchain->win_handle, &dst_rect);
565 if (!render_to_fbo && (dst_rect.left || dst_rect.top
566 || dst_rect.right != swapchain->desc.backbuffer_width
567 || dst_rect.bottom != swapchain->desc.backbuffer_height))
568 render_to_fbo = TRUE;
570 /* Rendering to a window of different size, presenting partial rectangles,
571 * or rendering to a different window needs help from FBO_blit or a textured
572 * draw. Render the swapchain to a FBO in the future.
574 * Note that FBO_blit from the backbuffer to the frontbuffer cannot solve
575 * all these issues - this fails if the window is smaller than the backbuffer.
577 if (!swapchain->render_to_fbo && render_to_fbo && wined3d_settings.offscreen_rendering_mode == ORM_FBO)
579 surface_load_location(back_buffer, SFLAG_INTEXTURE, NULL);
580 surface_modify_location(back_buffer, SFLAG_INDRAWABLE, FALSE);
581 swapchain->render_to_fbo = TRUE;
582 swapchain_update_draw_bindings(swapchain);
584 else
586 surface_load_location(back_buffer, back_buffer->draw_binding, NULL);
589 if (swapchain->render_to_fbo)
591 /* This codepath should only be hit with the COPY swapeffect. Otherwise a backbuffer-
592 * window size mismatch is impossible(fullscreen) and src and dst rectangles are
593 * not allowed(they need the COPY swapeffect)
595 * The DISCARD swap effect is ok as well since any backbuffer content is allowed after
596 * the swap. */
597 if (swapchain->desc.swap_effect == WINED3D_SWAP_EFFECT_FLIP)
598 FIXME("Render-to-fbo with WINED3D_SWAP_EFFECT_FLIP\n");
600 swapchain_blit(swapchain, context, &src_rect, &dst_rect);
603 if (swapchain->num_contexts > 1)
604 wglFinish();
605 SwapBuffers(context->hdc); /* TODO: cycle through the swapchain buffers */
607 TRACE("SwapBuffers called, Starting new frame\n");
608 /* FPS support */
609 if (TRACE_ON(fps))
611 DWORD time = GetTickCount();
612 ++swapchain->frames;
614 /* every 1.5 seconds */
615 if (time - swapchain->prev_time > 1500)
617 TRACE_(fps)("%p @ approx %.2ffps\n",
618 swapchain, 1000.0 * swapchain->frames / (time - swapchain->prev_time));
619 swapchain->prev_time = time;
620 swapchain->frames = 0;
624 /* This is disabled, but the code left in for debug purposes.
626 * Since we're allowed to modify the new back buffer on a D3DSWAPEFFECT_DISCARD flip,
627 * we can clear it with some ugly color to make bad drawing visible and ease debugging.
628 * The Debug runtime does the same on Windows. However, a few games do not redraw the
629 * screen properly, like Max Payne 2, which leaves a few pixels undefined.
631 * Tests show that the content of the back buffer after a discard flip is indeed not
632 * reliable, so no game can depend on the exact content. However, it resembles the
633 * old contents in some way, for example by showing fragments at other locations. In
634 * general, the color theme is still intact. So Max payne, which draws rather dark scenes
635 * gets a dark background image. If we clear it with a bright ugly color, the game's
636 * bug shows up much more than it does on Windows, and the players see single pixels
637 * with wrong colors.
638 * (The Max Payne bug has been confirmed on Windows with the debug runtime) */
639 if (FALSE && swapchain->desc.swap_effect == WINED3D_SWAP_EFFECT_DISCARD)
641 static const struct wined3d_color cyan = {0.0f, 1.0f, 1.0f, 1.0f};
643 TRACE("Clearing the color buffer with cyan color\n");
645 wined3d_device_clear(swapchain->device, 0, NULL,
646 WINED3DCLEAR_TARGET, &cyan, 1.0f, 0);
649 if (!swapchain->render_to_fbo && ((swapchain->front_buffer->flags & SFLAG_INSYSMEM)
650 || (back_buffer->flags & SFLAG_INSYSMEM)))
652 /* Both memory copies of the surfaces are ok, flip them around too instead of dirtifying
653 * Doesn't work with render_to_fbo because we're not flipping
655 struct wined3d_surface *front = swapchain->front_buffer;
657 if (front->resource.size == back_buffer->resource.size)
659 DWORD fbflags;
660 flip_surface(front, back_buffer);
662 /* Tell the front buffer surface that is has been modified. However,
663 * the other locations were preserved during that, so keep the flags.
664 * This serves to update the emulated overlay, if any. */
665 fbflags = front->flags;
666 surface_modify_location(front, SFLAG_INDRAWABLE, TRUE);
667 front->flags = fbflags;
669 else
671 surface_modify_location(front, SFLAG_INDRAWABLE, TRUE);
672 surface_modify_location(back_buffer, SFLAG_INDRAWABLE, TRUE);
675 else
677 surface_modify_location(swapchain->front_buffer, SFLAG_INDRAWABLE, TRUE);
678 /* If the swapeffect is DISCARD, the back buffer is undefined. That means the SYSMEM
679 * and INTEXTURE copies can keep their old content if they have any defined content.
680 * If the swapeffect is COPY, the content remains the same. If it is FLIP however,
681 * the texture / sysmem copy needs to be reloaded from the drawable
683 if (swapchain->desc.swap_effect == WINED3D_SWAP_EFFECT_FLIP)
684 surface_modify_location(back_buffer, back_buffer->draw_binding, TRUE);
687 if (fb->depth_stencil)
689 if (swapchain->desc.flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
690 || fb->depth_stencil->flags & SFLAG_DISCARD)
692 surface_modify_ds_location(fb->depth_stencil, SFLAG_DISCARDED,
693 fb->depth_stencil->resource.width,
694 fb->depth_stencil->resource.height);
695 if (fb->depth_stencil == swapchain->device->onscreen_depth_stencil)
697 wined3d_surface_decref(swapchain->device->onscreen_depth_stencil);
698 swapchain->device->onscreen_depth_stencil = NULL;
703 context_release(context);
706 static const struct wined3d_swapchain_ops swapchain_gl_ops =
708 swapchain_gl_present,
711 /* Helper function that blits the front buffer contents to the target window. */
712 void x11_copy_to_screen(const struct wined3d_swapchain *swapchain, const RECT *rect)
714 const struct wined3d_surface *front;
715 POINT offset = {0, 0};
716 HDC src_dc, dst_dc;
717 RECT draw_rect;
718 HWND window;
720 TRACE("swapchain %p, rect %s.\n", swapchain, wine_dbgstr_rect(rect));
722 front = swapchain->front_buffer;
723 if (!(front->resource.usage & WINED3DUSAGE_RENDERTARGET))
724 return;
726 if (front->resource.map_count)
727 ERR("Trying to blit a mapped surface.\n");
729 TRACE("Copying surface %p to screen.\n", front);
731 src_dc = front->hDC;
732 window = swapchain->win_handle;
733 dst_dc = GetDCEx(window, 0, DCX_CLIPSIBLINGS | DCX_CACHE);
735 /* Front buffer coordinates are screen coordinates. Map them to the
736 * destination window if not fullscreened. */
737 if (swapchain->desc.windowed)
738 ClientToScreen(window, &offset);
740 TRACE("offset %s.\n", wine_dbgstr_point(&offset));
742 draw_rect.left = 0;
743 draw_rect.right = front->resource.width;
744 draw_rect.top = 0;
745 draw_rect.bottom = front->resource.height;
747 if (rect)
748 IntersectRect(&draw_rect, &draw_rect, rect);
750 BitBlt(dst_dc, draw_rect.left - offset.x, draw_rect.top - offset.y,
751 draw_rect.right - draw_rect.left, draw_rect.bottom - draw_rect.top,
752 src_dc, draw_rect.left, draw_rect.top, SRCCOPY);
753 ReleaseDC(window, dst_dc);
756 static void swapchain_gdi_present(struct wined3d_swapchain *swapchain, const RECT *src_rect_in,
757 const RECT *dst_rect_in, const RGNDATA *dirty_region, DWORD flags)
759 struct wined3d_surface *front, *back;
761 front = swapchain->front_buffer;
762 back = swapchain->back_buffers[0];
764 /* Flip the DC. */
766 HDC tmp;
767 tmp = front->hDC;
768 front->hDC = back->hDC;
769 back->hDC = tmp;
772 /* Flip the DIBsection. */
774 HBITMAP tmp;
775 tmp = front->dib.DIBsection;
776 front->dib.DIBsection = back->dib.DIBsection;
777 back->dib.DIBsection = tmp;
780 /* Flip the surface data. */
782 void *tmp;
784 tmp = front->dib.bitmap_data;
785 front->dib.bitmap_data = back->dib.bitmap_data;
786 back->dib.bitmap_data = tmp;
788 tmp = front->resource.allocatedMemory;
789 front->resource.allocatedMemory = back->resource.allocatedMemory;
790 back->resource.allocatedMemory = tmp;
792 if (front->resource.heapMemory)
793 ERR("GDI Surface %p has heap memory allocated.\n", front);
795 if (back->resource.heapMemory)
796 ERR("GDI Surface %p has heap memory allocated.\n", back);
799 /* FPS support */
800 if (TRACE_ON(fps))
802 static LONG prev_time, frames;
803 DWORD time = GetTickCount();
805 ++frames;
807 /* every 1.5 seconds */
808 if (time - prev_time > 1500)
810 TRACE_(fps)("@ approx %.2ffps\n", 1000.0 * frames / (time - prev_time));
811 prev_time = time;
812 frames = 0;
816 x11_copy_to_screen(swapchain, NULL);
819 static const struct wined3d_swapchain_ops swapchain_gdi_ops =
821 swapchain_gdi_present,
824 void swapchain_update_render_to_fbo(struct wined3d_swapchain *swapchain)
826 RECT client_rect;
828 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
829 return;
831 if (!swapchain->desc.backbuffer_count)
833 TRACE("Single buffered rendering.\n");
834 swapchain->render_to_fbo = FALSE;
835 return;
838 GetClientRect(swapchain->win_handle, &client_rect);
840 TRACE("Backbuffer %ux%u, window %ux%u.\n",
841 swapchain->desc.backbuffer_width,
842 swapchain->desc.backbuffer_height,
843 client_rect.right, client_rect.bottom);
844 TRACE("Multisample type %#x, quality %#x.\n",
845 swapchain->desc.multisample_type,
846 swapchain->desc.multisample_quality);
848 if (!wined3d_settings.always_offscreen && !swapchain->desc.multisample_type
849 && swapchain->desc.backbuffer_width == client_rect.right
850 && swapchain->desc.backbuffer_height == client_rect.bottom)
852 TRACE("Backbuffer dimensions match window dimensions, rendering onscreen.\n");
853 swapchain->render_to_fbo = FALSE;
854 return;
857 TRACE("Rendering to FBO.\n");
858 swapchain->render_to_fbo = TRUE;
861 /* Do not call while under the GL lock. */
862 static HRESULT swapchain_init(struct wined3d_swapchain *swapchain, enum wined3d_surface_type surface_type,
863 struct wined3d_device *device, struct wined3d_swapchain_desc *desc,
864 void *parent, const struct wined3d_parent_ops *parent_ops)
866 const struct wined3d_adapter *adapter = device->adapter;
867 const struct wined3d_format *format;
868 struct wined3d_display_mode mode;
869 BOOL displaymode_set = FALSE;
870 RECT client_rect;
871 HWND window;
872 HRESULT hr;
873 UINT i;
875 if (desc->backbuffer_count > WINED3DPRESENT_BACK_BUFFER_MAX)
877 FIXME("The application requested %u back buffers, this is not supported.\n",
878 desc->backbuffer_count);
879 return WINED3DERR_INVALIDCALL;
882 if (desc->backbuffer_count > 1)
884 FIXME("The application requested more than one back buffer, this is not properly supported.\n"
885 "Please configure the application to use double buffering (1 back buffer) if possible.\n");
888 switch (surface_type)
890 case WINED3D_SURFACE_TYPE_GDI:
891 swapchain->swapchain_ops = &swapchain_gdi_ops;
892 break;
894 case WINED3D_SURFACE_TYPE_OPENGL:
895 swapchain->swapchain_ops = &swapchain_gl_ops;
896 break;
898 default:
899 ERR("Invalid surface type %#x.\n", surface_type);
900 return WINED3DERR_INVALIDCALL;
903 window = desc->device_window ? desc->device_window : device->create_parms.focus_window;
905 swapchain->device = device;
906 swapchain->parent = parent;
907 swapchain->parent_ops = parent_ops;
908 swapchain->ref = 1;
909 swapchain->win_handle = window;
910 swapchain->device_window = window;
912 wined3d_get_adapter_display_mode(device->wined3d, adapter->ordinal, &mode, NULL);
913 swapchain->orig_width = mode.width;
914 swapchain->orig_height = mode.height;
915 swapchain->orig_fmt = mode.format_id;
916 format = wined3d_get_format(&adapter->gl_info, mode.format_id);
918 GetClientRect(window, &client_rect);
919 if (desc->windowed
920 && (!desc->backbuffer_width || !desc->backbuffer_height
921 || desc->backbuffer_format == WINED3DFMT_UNKNOWN))
924 if (!desc->backbuffer_width)
926 desc->backbuffer_width = client_rect.right;
927 TRACE("Updating width to %u.\n", desc->backbuffer_width);
930 if (!desc->backbuffer_height)
932 desc->backbuffer_height = client_rect.bottom;
933 TRACE("Updating height to %u.\n", desc->backbuffer_height);
936 if (desc->backbuffer_format == WINED3DFMT_UNKNOWN)
938 desc->backbuffer_format = swapchain->orig_fmt;
939 TRACE("Updating format to %s.\n", debug_d3dformat(swapchain->orig_fmt));
942 swapchain->desc = *desc;
943 swapchain_update_render_to_fbo(swapchain);
945 TRACE("Creating front buffer.\n");
946 if (FAILED(hr = device->device_parent->ops->create_rendertarget(device->device_parent, parent,
947 swapchain->desc.backbuffer_width, swapchain->desc.backbuffer_height,
948 swapchain->desc.backbuffer_format, swapchain->desc.multisample_type,
949 swapchain->desc.multisample_quality, &swapchain->front_buffer)))
951 WARN("Failed to create front buffer, hr %#x.\n", hr);
952 goto err;
955 surface_set_container(swapchain->front_buffer, WINED3D_CONTAINER_SWAPCHAIN, swapchain);
956 if (surface_type == WINED3D_SURFACE_TYPE_OPENGL)
957 surface_modify_location(swapchain->front_buffer, SFLAG_INDRAWABLE, TRUE);
959 /* MSDN says we're only allowed a single fullscreen swapchain per device,
960 * so we should really check to see if there is a fullscreen swapchain
961 * already. Does a single head count as full screen? */
963 if (!desc->windowed)
965 struct wined3d_display_mode mode;
967 /* Change the display settings */
968 mode.width = desc->backbuffer_width;
969 mode.height = desc->backbuffer_height;
970 mode.format_id = desc->backbuffer_format;
971 mode.refresh_rate = desc->refresh_rate;
972 mode.scanline_ordering = WINED3D_SCANLINE_ORDERING_UNKNOWN;
974 if (FAILED(hr = wined3d_set_adapter_display_mode(device->wined3d, device->adapter->ordinal, &mode)))
976 WARN("Failed to set display mode, hr %#x.\n", hr);
977 goto err;
979 displaymode_set = TRUE;
982 if (surface_type == WINED3D_SURFACE_TYPE_OPENGL)
984 static const enum wined3d_format_id formats[] =
986 WINED3DFMT_D24_UNORM_S8_UINT,
987 WINED3DFMT_D32_UNORM,
988 WINED3DFMT_R24_UNORM_X8_TYPELESS,
989 WINED3DFMT_D16_UNORM,
990 WINED3DFMT_S1_UINT_D15_UNORM
993 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
995 swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain->context));
996 if (!swapchain->context)
998 ERR("Failed to create the context array.\n");
999 hr = E_OUTOFMEMORY;
1000 goto err;
1002 swapchain->num_contexts = 1;
1004 /* In WGL both color, depth and stencil are features of a pixel format. In case of D3D they are separate.
1005 * You are able to add a depth + stencil surface at a later stage when you need it.
1006 * In order to support this properly in WineD3D we need the ability to recreate the opengl context and
1007 * drawable when this is required. This is very tricky as we need to reapply ALL opengl states for the new
1008 * context, need torecreate shaders, textures and other resources.
1010 * The context manager already takes care of the state problem and for the other tasks code from Reset
1011 * can be used. These changes are way to risky during the 1.0 code freeze which is taking place right now.
1012 * Likely a lot of other new bugs will be exposed. For that reason request a depth stencil surface all the
1013 * time. It can cause a slight performance hit but fixes a lot of regressions. A fixme reminds of that this
1014 * issue needs to be fixed. */
1015 for (i = 0; i < (sizeof(formats) / sizeof(*formats)); i++)
1017 swapchain->ds_format = wined3d_get_format(gl_info, formats[i]);
1018 swapchain->context[0] = context_create(swapchain, swapchain->front_buffer, swapchain->ds_format);
1019 if (swapchain->context[0]) break;
1020 TRACE("Depth stencil format %s is not supported, trying next format\n",
1021 debug_d3dformat(formats[i]));
1024 if (!swapchain->context[0])
1026 WARN("Failed to create context.\n");
1027 hr = WINED3DERR_NOTAVAILABLE;
1028 goto err;
1031 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
1032 && (!desc->enable_auto_depth_stencil
1033 || swapchain->desc.auto_depth_stencil_format != swapchain->ds_format->id))
1035 FIXME("Add OpenGL context recreation support to context_validate_onscreen_formats\n");
1037 context_release(swapchain->context[0]);
1040 if (swapchain->desc.backbuffer_count > 0)
1042 swapchain->back_buffers = HeapAlloc(GetProcessHeap(), 0,
1043 sizeof(*swapchain->back_buffers) * swapchain->desc.backbuffer_count);
1044 if (!swapchain->back_buffers)
1046 ERR("Failed to allocate backbuffer array memory.\n");
1047 hr = E_OUTOFMEMORY;
1048 goto err;
1051 for (i = 0; i < swapchain->desc.backbuffer_count; ++i)
1053 TRACE("Creating back buffer %u.\n", i);
1054 if (FAILED(hr = device->device_parent->ops->create_rendertarget(device->device_parent, parent,
1055 swapchain->desc.backbuffer_width, swapchain->desc.backbuffer_height,
1056 swapchain->desc.backbuffer_format, swapchain->desc.multisample_type,
1057 swapchain->desc.multisample_quality, &swapchain->back_buffers[i])))
1059 WARN("Failed to create back buffer %u, hr %#x.\n", i, hr);
1060 goto err;
1063 surface_set_container(swapchain->back_buffers[i], WINED3D_CONTAINER_SWAPCHAIN, swapchain);
1067 /* Swapchains share the depth/stencil buffer, so only create a single depthstencil surface. */
1068 if (desc->enable_auto_depth_stencil && surface_type == WINED3D_SURFACE_TYPE_OPENGL)
1070 TRACE("Creating depth/stencil buffer.\n");
1071 if (!device->auto_depth_stencil)
1073 if (FAILED(hr = device->device_parent->ops->create_depth_stencil(device->device_parent,
1074 swapchain->desc.backbuffer_width, swapchain->desc.backbuffer_height,
1075 swapchain->desc.auto_depth_stencil_format, swapchain->desc.multisample_type,
1076 swapchain->desc.multisample_quality, &device->auto_depth_stencil)))
1078 WARN("Failed to create the auto depth stencil, hr %#x.\n", hr);
1079 goto err;
1082 surface_set_container(device->auto_depth_stencil, WINED3D_CONTAINER_NONE, NULL);
1086 wined3d_swapchain_get_gamma_ramp(swapchain, &swapchain->orig_gamma);
1088 return WINED3D_OK;
1090 err:
1091 if (displaymode_set)
1093 DEVMODEW devmode;
1095 ClipCursor(NULL);
1097 /* Change the display settings */
1098 memset(&devmode, 0, sizeof(devmode));
1099 devmode.dmSize = sizeof(devmode);
1100 devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
1101 devmode.dmBitsPerPel = format->byte_count * CHAR_BIT;
1102 devmode.dmPelsWidth = swapchain->orig_width;
1103 devmode.dmPelsHeight = swapchain->orig_height;
1104 ChangeDisplaySettingsExW(adapter->DeviceName, &devmode, NULL, CDS_FULLSCREEN, NULL);
1107 if (swapchain->back_buffers)
1109 for (i = 0; i < swapchain->desc.backbuffer_count; ++i)
1111 if (swapchain->back_buffers[i])
1113 surface_set_container(swapchain->back_buffers[i], WINED3D_CONTAINER_NONE, NULL);
1114 wined3d_surface_decref(swapchain->back_buffers[i]);
1117 HeapFree(GetProcessHeap(), 0, swapchain->back_buffers);
1120 if (swapchain->context)
1122 if (swapchain->context[0])
1124 context_release(swapchain->context[0]);
1125 context_destroy(device, swapchain->context[0]);
1126 swapchain->num_contexts = 0;
1128 HeapFree(GetProcessHeap(), 0, swapchain->context);
1131 if (swapchain->front_buffer)
1133 surface_set_container(swapchain->front_buffer, WINED3D_CONTAINER_NONE, NULL);
1134 wined3d_surface_decref(swapchain->front_buffer);
1137 return hr;
1140 /* Do not call while under the GL lock. */
1141 HRESULT CDECL wined3d_swapchain_create(struct wined3d_device *device,
1142 struct wined3d_swapchain_desc *desc, enum wined3d_surface_type surface_type,
1143 void *parent, const struct wined3d_parent_ops *parent_ops,
1144 struct wined3d_swapchain **swapchain)
1146 struct wined3d_swapchain *object;
1147 HRESULT hr;
1149 TRACE("device %p, desc %p, swapchain %p, parent %p, surface_type %#x.\n",
1150 device, desc, swapchain, parent, surface_type);
1152 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1153 if (!object)
1155 ERR("Failed to allocate swapchain memory.\n");
1156 return E_OUTOFMEMORY;
1159 hr = swapchain_init(object, surface_type, device, desc, parent, parent_ops);
1160 if (FAILED(hr))
1162 WARN("Failed to initialize swapchain, hr %#x.\n", hr);
1163 HeapFree(GetProcessHeap(), 0, object);
1164 return hr;
1167 TRACE("Created swapchain %p.\n", object);
1168 *swapchain = object;
1170 return WINED3D_OK;
1173 /* Do not call while under the GL lock. */
1174 static struct wined3d_context *swapchain_create_context(struct wined3d_swapchain *swapchain)
1176 struct wined3d_context **newArray;
1177 struct wined3d_context *ctx;
1179 TRACE("Creating a new context for swapchain %p, thread %u.\n", swapchain, GetCurrentThreadId());
1181 if (!(ctx = context_create(swapchain, swapchain->front_buffer, swapchain->ds_format)))
1183 ERR("Failed to create a new context for the swapchain\n");
1184 return NULL;
1186 context_release(ctx);
1188 newArray = HeapAlloc(GetProcessHeap(), 0, sizeof(*newArray) * (swapchain->num_contexts + 1));
1189 if(!newArray) {
1190 ERR("Out of memory when trying to allocate a new context array\n");
1191 context_destroy(swapchain->device, ctx);
1192 return NULL;
1194 memcpy(newArray, swapchain->context, sizeof(*newArray) * swapchain->num_contexts);
1195 HeapFree(GetProcessHeap(), 0, swapchain->context);
1196 newArray[swapchain->num_contexts] = ctx;
1197 swapchain->context = newArray;
1198 swapchain->num_contexts++;
1200 TRACE("Returning context %p\n", ctx);
1201 return ctx;
1204 void swapchain_destroy_contexts(struct wined3d_swapchain *swapchain)
1206 unsigned int i;
1208 for (i = 0; i < swapchain->num_contexts; ++i)
1210 context_destroy(swapchain->device, swapchain->context[i]);
1212 swapchain->num_contexts = 0;
1215 struct wined3d_context *swapchain_get_context(struct wined3d_swapchain *swapchain)
1217 DWORD tid = GetCurrentThreadId();
1218 unsigned int i;
1220 for (i = 0; i < swapchain->num_contexts; ++i)
1222 if (swapchain->context[i]->tid == tid)
1223 return swapchain->context[i];
1226 /* Create a new context for the thread */
1227 return swapchain_create_context(swapchain);
1230 void get_drawable_size_swapchain(const struct wined3d_context *context, UINT *width, UINT *height)
1232 /* The drawable size of an onscreen drawable is the surface size.
1233 * (Actually: The window size, but the surface is created in window size) */
1234 *width = context->current_rt->resource.width;
1235 *height = context->current_rt->resource.height;
1238 HDC swapchain_get_backup_dc(struct wined3d_swapchain *swapchain)
1240 if (!swapchain->backup_dc)
1242 TRACE("Creating the backup window for swapchain %p.\n", swapchain);
1244 if (!(swapchain->backup_wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
1245 WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL)))
1247 ERR("Failed to create a window.\n");
1248 return NULL;
1251 if (!(swapchain->backup_dc = GetDC(swapchain->backup_wnd)))
1253 ERR("Failed to get a DC.\n");
1254 DestroyWindow(swapchain->backup_wnd);
1255 swapchain->backup_wnd = NULL;
1256 return NULL;
1260 return swapchain->backup_dc;
1263 void swapchain_update_draw_bindings(struct wined3d_swapchain *swapchain)
1265 UINT i;
1267 surface_update_draw_binding(swapchain->front_buffer);
1269 for (i = 0; i < swapchain->desc.backbuffer_count; ++i)
1271 surface_update_draw_binding(swapchain->back_buffers[i]);