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 if (swapchain
->front_buffer
->container
.type
== WINED3D_CONTAINER_SWAPCHAIN
)
46 surface_set_container(swapchain
->front_buffer
, WINED3D_CONTAINER_NONE
, NULL
);
47 if (wined3d_surface_decref(swapchain
->front_buffer
))
48 WARN("Something's still holding the front buffer (%p).\n", swapchain
->front_buffer
);
49 swapchain
->front_buffer
= NULL
;
52 if (swapchain
->back_buffers
)
54 i
= swapchain
->desc
.backbuffer_count
;
58 if (swapchain
->back_buffers
[i
]->container
.type
== WINED3D_CONTAINER_SWAPCHAIN
)
59 surface_set_container(swapchain
->back_buffers
[i
], WINED3D_CONTAINER_NONE
, NULL
);
60 if (wined3d_surface_decref(swapchain
->back_buffers
[i
]))
61 WARN("Something's still holding back buffer %u (%p).\n", i
, swapchain
->back_buffers
[i
]);
63 HeapFree(GetProcessHeap(), 0, swapchain
->back_buffers
);
64 swapchain
->back_buffers
= NULL
;
67 for (i
= 0; i
< swapchain
->num_contexts
; ++i
)
69 context_destroy(swapchain
->device
, swapchain
->context
[i
]);
71 HeapFree(GetProcessHeap(), 0, swapchain
->context
);
73 /* Restore the screen resolution if we rendered in fullscreen.
74 * This will restore the screen resolution to what it was before creating
75 * the swapchain. In case of d3d8 and d3d9 this will be the original
76 * desktop resolution. In case of d3d7 this will be a NOP because ddraw
77 * sets the resolution before starting up Direct3D, thus orig_width and
78 * orig_height will be equal to the modes in the presentation params. */
79 if (!swapchain
->desc
.windowed
&& swapchain
->desc
.auto_restore_display_mode
)
81 mode
.width
= swapchain
->orig_width
;
82 mode
.height
= swapchain
->orig_height
;
83 mode
.refresh_rate
= 0;
84 mode
.format_id
= swapchain
->orig_fmt
;
85 mode
.scanline_ordering
= WINED3D_SCANLINE_ORDERING_UNKNOWN
;
86 if (FAILED(hr
= wined3d_set_adapter_display_mode(swapchain
->device
->wined3d
,
87 swapchain
->device
->adapter
->ordinal
, &mode
)))
88 ERR("Failed to restore display mode, hr %#x.\n", hr
);
91 if (swapchain
->backup_dc
)
93 TRACE("Destroying backup wined3d window %p, dc %p.\n", swapchain
->backup_wnd
, swapchain
->backup_dc
);
95 ReleaseDC(swapchain
->backup_wnd
, swapchain
->backup_dc
);
96 DestroyWindow(swapchain
->backup_wnd
);
100 ULONG CDECL
wined3d_swapchain_incref(struct wined3d_swapchain
*swapchain
)
102 ULONG refcount
= InterlockedIncrement(&swapchain
->ref
);
104 TRACE("%p increasing refcount to %u.\n", swapchain
, refcount
);
109 /* Do not call while under the GL lock. */
110 ULONG CDECL
wined3d_swapchain_decref(struct wined3d_swapchain
*swapchain
)
112 ULONG refcount
= InterlockedDecrement(&swapchain
->ref
);
114 TRACE("%p decreasing refcount to %u.\n", swapchain
, refcount
);
118 swapchain_cleanup(swapchain
);
119 swapchain
->parent_ops
->wined3d_object_destroyed(swapchain
->parent
);
120 HeapFree(GetProcessHeap(), 0, swapchain
);
126 void * CDECL
wined3d_swapchain_get_parent(const struct wined3d_swapchain
*swapchain
)
128 TRACE("swapchain %p.\n", swapchain
);
130 return swapchain
->parent
;
133 void CDECL
wined3d_swapchain_set_window(struct wined3d_swapchain
*swapchain
, HWND window
)
136 window
= swapchain
->device_window
;
137 if (window
== swapchain
->win_handle
)
140 TRACE("Setting swapchain %p window from %p to %p.\n",
141 swapchain
, swapchain
->win_handle
, window
);
142 swapchain
->win_handle
= window
;
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
);
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
);
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
);
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 struct wined3d_surface
* CDECL
wined3d_swapchain_get_back_buffer(const struct wined3d_swapchain
*swapchain
,
192 UINT back_buffer_idx
, enum wined3d_backbuffer_type type
)
194 TRACE("swapchain %p, back_buffer_idx %u, type %#x.\n",
195 swapchain
, back_buffer_idx
, type
);
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
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. */
210 TRACE("Returning back buffer %p.\n", swapchain
->back_buffers
[back_buffer_idx
]);
212 return swapchain
->back_buffers
[back_buffer_idx
];
215 HRESULT CDECL
wined3d_swapchain_get_raster_status(const struct wined3d_swapchain
*swapchain
,
216 struct wined3d_raster_status
*raster_status
)
218 TRACE("swapchain %p, raster_status %p.\n", swapchain
, raster_status
);
220 return wined3d_get_adapter_raster_status(swapchain
->device
->wined3d
,
221 swapchain
->device
->adapter
->ordinal
, raster_status
);
224 HRESULT CDECL
wined3d_swapchain_get_display_mode(const struct wined3d_swapchain
*swapchain
,
225 struct wined3d_display_mode
*mode
, enum wined3d_display_rotation
*rotation
)
229 TRACE("swapchain %p, mode %p, rotation %p.\n", swapchain
, mode
, rotation
);
231 hr
= wined3d_get_adapter_display_mode(swapchain
->device
->wined3d
,
232 swapchain
->device
->adapter
->ordinal
, mode
, rotation
);
234 TRACE("Returning w %u, h %u, refresh rate %u, format %s.\n",
235 mode
->width
, mode
->height
, mode
->refresh_rate
, debug_d3dformat(mode
->format_id
));
240 struct wined3d_device
* CDECL
wined3d_swapchain_get_device(const struct wined3d_swapchain
*swapchain
)
242 TRACE("swapchain %p.\n", swapchain
);
244 return swapchain
->device
;
247 void CDECL
wined3d_swapchain_get_desc(const struct wined3d_swapchain
*swapchain
,
248 struct wined3d_swapchain_desc
*desc
)
250 TRACE("swapchain %p, desc %p.\n", swapchain
, desc
);
252 *desc
= swapchain
->desc
;
255 HRESULT CDECL
wined3d_swapchain_set_gamma_ramp(const struct wined3d_swapchain
*swapchain
,
256 DWORD flags
, const struct wined3d_gamma_ramp
*ramp
)
260 TRACE("swapchain %p, flags %#x, ramp %p.\n", swapchain
, flags
, ramp
);
263 FIXME("Ignoring flags %#x.\n", flags
);
265 dc
= GetDC(swapchain
->device_window
);
266 SetDeviceGammaRamp(dc
, (void *)ramp
);
267 ReleaseDC(swapchain
->device_window
, dc
);
272 HRESULT CDECL
wined3d_swapchain_get_gamma_ramp(const struct wined3d_swapchain
*swapchain
,
273 struct wined3d_gamma_ramp
*ramp
)
277 TRACE("swapchain %p, ramp %p.\n", swapchain
, ramp
);
279 dc
= GetDC(swapchain
->device_window
);
280 GetDeviceGammaRamp(dc
, ramp
);
281 ReleaseDC(swapchain
->device_window
, dc
);
286 /* A GL context is provided by the caller */
287 static void swapchain_blit(const struct wined3d_swapchain
*swapchain
,
288 struct wined3d_context
*context
, const RECT
*src_rect
, const RECT
*dst_rect
)
290 struct wined3d_surface
*backbuffer
= swapchain
->back_buffers
[0];
291 UINT src_w
= src_rect
->right
- src_rect
->left
;
292 UINT src_h
= src_rect
->bottom
- src_rect
->top
;
294 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
298 TRACE("swapchain %p, context %p, src_rect %s, dst_rect %s.\n",
299 swapchain
, context
, wine_dbgstr_rect(src_rect
), wine_dbgstr_rect(dst_rect
));
301 if (src_w
== dst_rect
->right
- dst_rect
->left
&& src_h
== dst_rect
->bottom
- dst_rect
->top
)
302 gl_filter
= GL_NEAREST
;
304 gl_filter
= GL_LINEAR
;
306 GetClientRect(swapchain
->win_handle
, &win_rect
);
307 win_h
= win_rect
.bottom
- win_rect
.top
;
309 if (gl_info
->fbo_ops
.glBlitFramebuffer
&& is_identity_fixup(backbuffer
->resource
.format
->color_fixup
))
311 DWORD location
= SFLAG_INTEXTURE
;
313 if (backbuffer
->resource
.multisample_type
)
315 location
= SFLAG_INRB_RESOLVED
;
316 surface_load_location(backbuffer
, location
, NULL
);
320 context_apply_fbo_state_blit(context
, GL_READ_FRAMEBUFFER
, backbuffer
, NULL
, location
);
321 gl_info
->gl_ops
.gl
.p_glReadBuffer(GL_COLOR_ATTACHMENT0
);
322 context_check_fbo_status(context
, GL_READ_FRAMEBUFFER
);
324 context_apply_fbo_state_blit(context
, GL_DRAW_FRAMEBUFFER
, swapchain
->front_buffer
, NULL
, SFLAG_INDRAWABLE
);
325 context_set_draw_buffer(context
, GL_BACK
);
326 context_invalidate_state(context
, STATE_FRAMEBUFFER
);
328 gl_info
->gl_ops
.gl
.p_glColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
329 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
));
330 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1
));
331 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2
));
332 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3
));
334 gl_info
->gl_ops
.gl
.p_glDisable(GL_SCISSOR_TEST
);
335 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE
));
337 /* Note that the texture is upside down */
338 gl_info
->fbo_ops
.glBlitFramebuffer(src_rect
->left
, src_rect
->top
, src_rect
->right
, src_rect
->bottom
,
339 dst_rect
->left
, win_h
- dst_rect
->top
, dst_rect
->right
, win_h
- dst_rect
->bottom
,
340 GL_COLOR_BUFFER_BIT
, gl_filter
);
341 checkGLcall("Swapchain present blit(EXT_framebuffer_blit)\n");
346 struct wined3d_device
*device
= swapchain
->device
;
347 struct wined3d_context
*context2
;
348 float tex_left
= src_rect
->left
;
349 float tex_top
= src_rect
->top
;
350 float tex_right
= src_rect
->right
;
351 float tex_bottom
= src_rect
->bottom
;
353 context2
= context_acquire(device
, swapchain
->back_buffers
[0]);
354 context_apply_blit_state(context2
, device
);
356 if (backbuffer
->flags
& SFLAG_NORMCOORD
)
364 if (is_complex_fixup(backbuffer
->resource
.format
->color_fixup
))
365 gl_filter
= GL_NEAREST
;
368 context_apply_fbo_state_blit(context2
, GL_FRAMEBUFFER
, swapchain
->front_buffer
, NULL
, SFLAG_INDRAWABLE
);
369 context_bind_texture(context2
, backbuffer
->texture_target
, backbuffer
->texture_name
);
371 /* Set up the texture. The surface is not in a wined3d_texture
372 * container, so there are no D3D texture settings to dirtify. */
373 device
->blitter
->set_shader(device
->blit_priv
, context2
, backbuffer
);
374 gl_info
->gl_ops
.gl
.p_glTexParameteri(backbuffer
->texture_target
, GL_TEXTURE_MIN_FILTER
, gl_filter
);
375 gl_info
->gl_ops
.gl
.p_glTexParameteri(backbuffer
->texture_target
, GL_TEXTURE_MAG_FILTER
, gl_filter
);
377 context_set_draw_buffer(context
, GL_BACK
);
379 /* Set the viewport to the destination rectandle, disable any projection
380 * transformation set up by context_apply_blit_state(), and draw a
381 * (-1,-1)-(1,1) quad.
383 * Back up viewport and matrix to avoid breaking last_was_blit
385 * Note that context_apply_blit_state() set up viewport and ortho to
386 * match the surface size - we want the GL drawable(=window) size. */
387 gl_info
->gl_ops
.gl
.p_glPushAttrib(GL_VIEWPORT_BIT
);
388 gl_info
->gl_ops
.gl
.p_glViewport(dst_rect
->left
, win_h
- dst_rect
->bottom
,
389 dst_rect
->right
, win_h
- dst_rect
->top
);
390 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_PROJECTION
);
391 gl_info
->gl_ops
.gl
.p_glPushMatrix();
392 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
394 gl_info
->gl_ops
.gl
.p_glBegin(GL_QUADS
);
396 gl_info
->gl_ops
.gl
.p_glTexCoord2f(tex_left
, tex_bottom
);
397 gl_info
->gl_ops
.gl
.p_glVertex2i(-1, -1);
400 gl_info
->gl_ops
.gl
.p_glTexCoord2f(tex_left
, tex_top
);
401 gl_info
->gl_ops
.gl
.p_glVertex2i(-1, 1);
404 gl_info
->gl_ops
.gl
.p_glTexCoord2f(tex_right
, tex_top
);
405 gl_info
->gl_ops
.gl
.p_glVertex2i(1, 1);
408 gl_info
->gl_ops
.gl
.p_glTexCoord2f(tex_right
, tex_bottom
);
409 gl_info
->gl_ops
.gl
.p_glVertex2i(1, -1);
410 gl_info
->gl_ops
.gl
.p_glEnd();
412 gl_info
->gl_ops
.gl
.p_glPopMatrix();
413 gl_info
->gl_ops
.gl
.p_glPopAttrib();
415 device
->blitter
->unset_shader(context
->gl_info
);
416 checkGLcall("Swapchain present blit(manual)\n");
419 context_release(context2
);
423 static void swapchain_gl_present(struct wined3d_swapchain
*swapchain
, const RECT
*src_rect_in
,
424 const RECT
*dst_rect_in
, const RGNDATA
*dirty_region
, DWORD flags
)
426 struct wined3d_surface
*back_buffer
= swapchain
->back_buffers
[0];
427 const struct wined3d_fb_state
*fb
= &swapchain
->device
->fb
;
428 const struct wined3d_gl_info
*gl_info
;
429 struct wined3d_context
*context
;
430 RECT src_rect
, dst_rect
;
433 context
= context_acquire(swapchain
->device
, back_buffer
);
436 context_release(context
);
437 WARN("Invalid context, skipping present.\n");
441 gl_info
= context
->gl_info
;
443 /* Render the cursor onto the back buffer, using our nifty directdraw blitting code :-) */
444 if (swapchain
->device
->bCursorVisible
&&
445 swapchain
->device
->cursorTexture
&&
446 !swapchain
->device
->hardwareCursor
)
448 struct wined3d_surface cursor
;
451 swapchain
->device
->xScreenSpace
- swapchain
->device
->xHotSpot
,
452 swapchain
->device
->yScreenSpace
- swapchain
->device
->yHotSpot
,
453 swapchain
->device
->xScreenSpace
+ swapchain
->device
->cursorWidth
- swapchain
->device
->xHotSpot
,
454 swapchain
->device
->yScreenSpace
+ swapchain
->device
->cursorHeight
- swapchain
->device
->yHotSpot
,
456 TRACE("Rendering the cursor. Creating fake surface at %p\n", &cursor
);
457 /* Build a fake surface to call the Blitting code. It is not possible to use the interface passed by
458 * the application because we are only supposed to copy the information out. Using a fake surface
459 * allows us to use the Blitting engine and avoid copying the whole texture -> render target blitting code.
461 memset(&cursor
, 0, sizeof(cursor
));
462 cursor
.resource
.ref
= 1;
463 cursor
.resource
.device
= swapchain
->device
;
464 cursor
.resource
.pool
= WINED3D_POOL_SCRATCH
;
465 cursor
.resource
.format
= wined3d_get_format(gl_info
, WINED3DFMT_B8G8R8A8_UNORM
);
466 cursor
.resource
.type
= WINED3D_RTYPE_SURFACE
;
467 cursor
.texture_name
= swapchain
->device
->cursorTexture
;
468 cursor
.texture_target
= GL_TEXTURE_2D
;
469 cursor
.texture_level
= 0;
470 cursor
.resource
.width
= swapchain
->device
->cursorWidth
;
471 cursor
.resource
.height
= swapchain
->device
->cursorHeight
;
472 /* The cursor must have pow2 sizes */
473 cursor
.pow2Width
= cursor
.resource
.width
;
474 cursor
.pow2Height
= cursor
.resource
.height
;
475 /* The surface is in the texture */
476 cursor
.flags
|= SFLAG_INTEXTURE
;
477 /* DDBLT_KEYSRC will cause BltOverride to enable the alpha test with GL_NOTEQUAL, 0.0,
478 * which is exactly what we want :-)
480 if (swapchain
->desc
.windowed
)
481 MapWindowPoints(NULL
, swapchain
->win_handle
, (POINT
*)&destRect
, 2);
482 wined3d_surface_blt(back_buffer
, &destRect
, &cursor
, NULL
, WINEDDBLT_KEYSRC
,
483 NULL
, WINED3D_TEXF_POINT
);
486 if (swapchain
->device
->logo_surface
)
488 struct wined3d_surface
*src_surface
= swapchain
->device
->logo_surface
;
489 RECT rect
= {0, 0, src_surface
->resource
.width
, src_surface
->resource
.height
};
491 /* Blit the logo into the upper left corner of the drawable. */
492 wined3d_surface_blt(back_buffer
, &rect
, src_surface
, &rect
, WINEDDBLT_KEYSRC
,
493 NULL
, WINED3D_TEXF_POINT
);
496 TRACE("Presenting HDC %p.\n", context
->hdc
);
498 render_to_fbo
= swapchain
->render_to_fbo
;
502 src_rect
= *src_rect_in
;
503 if (!render_to_fbo
&& (src_rect
.left
|| src_rect
.top
504 || src_rect
.right
!= swapchain
->desc
.backbuffer_width
505 || src_rect
.bottom
!= swapchain
->desc
.backbuffer_height
))
507 render_to_fbo
= TRUE
;
514 src_rect
.right
= swapchain
->desc
.backbuffer_width
;
515 src_rect
.bottom
= swapchain
->desc
.backbuffer_height
;
519 dst_rect
= *dst_rect_in
;
521 GetClientRect(swapchain
->win_handle
, &dst_rect
);
523 if (!render_to_fbo
&& (dst_rect
.left
|| dst_rect
.top
524 || dst_rect
.right
!= swapchain
->desc
.backbuffer_width
525 || dst_rect
.bottom
!= swapchain
->desc
.backbuffer_height
))
526 render_to_fbo
= TRUE
;
528 /* Rendering to a window of different size, presenting partial rectangles,
529 * or rendering to a different window needs help from FBO_blit or a textured
530 * draw. Render the swapchain to a FBO in the future.
532 * Note that FBO_blit from the backbuffer to the frontbuffer cannot solve
533 * all these issues - this fails if the window is smaller than the backbuffer.
535 if (!swapchain
->render_to_fbo
&& render_to_fbo
&& wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
537 surface_load_location(back_buffer
, SFLAG_INTEXTURE
, NULL
);
538 surface_modify_location(back_buffer
, SFLAG_INDRAWABLE
, FALSE
);
539 swapchain
->render_to_fbo
= TRUE
;
540 swapchain_update_draw_bindings(swapchain
);
544 surface_load_location(back_buffer
, back_buffer
->draw_binding
, NULL
);
547 if (swapchain
->render_to_fbo
)
549 /* This codepath should only be hit with the COPY swapeffect. Otherwise a backbuffer-
550 * window size mismatch is impossible(fullscreen) and src and dst rectangles are
551 * not allowed(they need the COPY swapeffect)
553 * The DISCARD swap effect is ok as well since any backbuffer content is allowed after
555 if (swapchain
->desc
.swap_effect
== WINED3D_SWAP_EFFECT_FLIP
)
556 FIXME("Render-to-fbo with WINED3D_SWAP_EFFECT_FLIP\n");
558 swapchain_blit(swapchain
, context
, &src_rect
, &dst_rect
);
561 if (swapchain
->num_contexts
> 1)
562 gl_info
->gl_ops
.gl
.p_glFinish();
563 SwapBuffers(context
->hdc
); /* TODO: cycle through the swapchain buffers */
565 TRACE("SwapBuffers called, Starting new frame\n");
569 DWORD time
= GetTickCount();
572 /* every 1.5 seconds */
573 if (time
- swapchain
->prev_time
> 1500)
575 TRACE_(fps
)("%p @ approx %.2ffps\n",
576 swapchain
, 1000.0 * swapchain
->frames
/ (time
- swapchain
->prev_time
));
577 swapchain
->prev_time
= time
;
578 swapchain
->frames
= 0;
582 /* This is disabled, but the code left in for debug purposes.
584 * Since we're allowed to modify the new back buffer on a D3DSWAPEFFECT_DISCARD flip,
585 * we can clear it with some ugly color to make bad drawing visible and ease debugging.
586 * The Debug runtime does the same on Windows. However, a few games do not redraw the
587 * screen properly, like Max Payne 2, which leaves a few pixels undefined.
589 * Tests show that the content of the back buffer after a discard flip is indeed not
590 * reliable, so no game can depend on the exact content. However, it resembles the
591 * old contents in some way, for example by showing fragments at other locations. In
592 * general, the color theme is still intact. So Max payne, which draws rather dark scenes
593 * gets a dark background image. If we clear it with a bright ugly color, the game's
594 * bug shows up much more than it does on Windows, and the players see single pixels
596 * (The Max Payne bug has been confirmed on Windows with the debug runtime) */
597 if (FALSE
&& swapchain
->desc
.swap_effect
== WINED3D_SWAP_EFFECT_DISCARD
)
599 static const struct wined3d_color cyan
= {0.0f
, 1.0f
, 1.0f
, 1.0f
};
601 TRACE("Clearing the color buffer with cyan color\n");
603 wined3d_device_clear(swapchain
->device
, 0, NULL
,
604 WINED3DCLEAR_TARGET
, &cyan
, 1.0f
, 0);
607 if (!swapchain
->render_to_fbo
&& ((swapchain
->front_buffer
->flags
& SFLAG_INSYSMEM
)
608 || (back_buffer
->flags
& SFLAG_INSYSMEM
)))
610 /* Both memory copies of the surfaces are ok, flip them around too instead of dirtifying
611 * Doesn't work with render_to_fbo because we're not flipping
613 struct wined3d_surface
*front
= swapchain
->front_buffer
;
615 if (front
->resource
.size
== back_buffer
->resource
.size
)
618 flip_surface(front
, back_buffer
);
620 /* Tell the front buffer surface that is has been modified. However,
621 * the other locations were preserved during that, so keep the flags.
622 * This serves to update the emulated overlay, if any. */
623 fbflags
= front
->flags
;
624 surface_modify_location(front
, SFLAG_INDRAWABLE
, TRUE
);
625 front
->flags
= fbflags
;
629 surface_modify_location(front
, SFLAG_INDRAWABLE
, TRUE
);
630 surface_modify_location(back_buffer
, SFLAG_INDRAWABLE
, TRUE
);
635 surface_modify_location(swapchain
->front_buffer
, SFLAG_INDRAWABLE
, TRUE
);
636 /* If the swapeffect is DISCARD, the back buffer is undefined. That means the SYSMEM
637 * and INTEXTURE copies can keep their old content if they have any defined content.
638 * If the swapeffect is COPY, the content remains the same. If it is FLIP however,
639 * the texture / sysmem copy needs to be reloaded from the drawable
641 if (swapchain
->desc
.swap_effect
== WINED3D_SWAP_EFFECT_FLIP
)
642 surface_modify_location(back_buffer
, back_buffer
->draw_binding
, TRUE
);
645 if (fb
->depth_stencil
)
647 if (swapchain
->desc
.flags
& WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
648 || fb
->depth_stencil
->flags
& SFLAG_DISCARD
)
650 surface_modify_ds_location(fb
->depth_stencil
, SFLAG_DISCARDED
,
651 fb
->depth_stencil
->resource
.width
,
652 fb
->depth_stencil
->resource
.height
);
653 if (fb
->depth_stencil
== swapchain
->device
->onscreen_depth_stencil
)
655 wined3d_surface_decref(swapchain
->device
->onscreen_depth_stencil
);
656 swapchain
->device
->onscreen_depth_stencil
= NULL
;
661 context_release(context
);
664 static const struct wined3d_swapchain_ops swapchain_gl_ops
=
666 swapchain_gl_present
,
669 /* Helper function that blits the front buffer contents to the target window. */
670 void x11_copy_to_screen(const struct wined3d_swapchain
*swapchain
, const RECT
*rect
)
672 const struct wined3d_surface
*front
;
673 POINT offset
= {0, 0};
678 TRACE("swapchain %p, rect %s.\n", swapchain
, wine_dbgstr_rect(rect
));
680 front
= swapchain
->front_buffer
;
681 if (!(front
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
))
684 if (front
->resource
.map_count
)
685 ERR("Trying to blit a mapped surface.\n");
687 TRACE("Copying surface %p to screen.\n", front
);
690 window
= swapchain
->win_handle
;
691 dst_dc
= GetDCEx(window
, 0, DCX_CLIPSIBLINGS
| DCX_CACHE
);
693 /* Front buffer coordinates are screen coordinates. Map them to the
694 * destination window if not fullscreened. */
695 if (swapchain
->desc
.windowed
)
696 ClientToScreen(window
, &offset
);
698 TRACE("offset %s.\n", wine_dbgstr_point(&offset
));
701 draw_rect
.right
= front
->resource
.width
;
703 draw_rect
.bottom
= front
->resource
.height
;
706 IntersectRect(&draw_rect
, &draw_rect
, rect
);
708 BitBlt(dst_dc
, draw_rect
.left
- offset
.x
, draw_rect
.top
- offset
.y
,
709 draw_rect
.right
- draw_rect
.left
, draw_rect
.bottom
- draw_rect
.top
,
710 src_dc
, draw_rect
.left
, draw_rect
.top
, SRCCOPY
);
711 ReleaseDC(window
, dst_dc
);
714 static void swapchain_gdi_present(struct wined3d_swapchain
*swapchain
, const RECT
*src_rect_in
,
715 const RECT
*dst_rect_in
, const RGNDATA
*dirty_region
, DWORD flags
)
717 struct wined3d_surface
*front
, *back
;
719 front
= swapchain
->front_buffer
;
720 back
= swapchain
->back_buffers
[0];
726 front
->hDC
= back
->hDC
;
730 /* Flip the DIBsection. */
733 tmp
= front
->dib
.DIBsection
;
734 front
->dib
.DIBsection
= back
->dib
.DIBsection
;
735 back
->dib
.DIBsection
= tmp
;
738 /* Flip the surface data. */
742 tmp
= front
->dib
.bitmap_data
;
743 front
->dib
.bitmap_data
= back
->dib
.bitmap_data
;
744 back
->dib
.bitmap_data
= tmp
;
746 tmp
= front
->resource
.allocatedMemory
;
747 front
->resource
.allocatedMemory
= back
->resource
.allocatedMemory
;
748 back
->resource
.allocatedMemory
= tmp
;
750 if (front
->resource
.heapMemory
)
751 ERR("GDI Surface %p has heap memory allocated.\n", front
);
753 if (back
->resource
.heapMemory
)
754 ERR("GDI Surface %p has heap memory allocated.\n", back
);
760 static LONG prev_time
, frames
;
761 DWORD time
= GetTickCount();
765 /* every 1.5 seconds */
766 if (time
- prev_time
> 1500)
768 TRACE_(fps
)("@ approx %.2ffps\n", 1000.0 * frames
/ (time
- prev_time
));
774 x11_copy_to_screen(swapchain
, NULL
);
777 static const struct wined3d_swapchain_ops swapchain_gdi_ops
=
779 swapchain_gdi_present
,
782 void swapchain_update_render_to_fbo(struct wined3d_swapchain
*swapchain
)
786 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
)
789 if (!swapchain
->desc
.backbuffer_count
)
791 TRACE("Single buffered rendering.\n");
792 swapchain
->render_to_fbo
= FALSE
;
796 GetClientRect(swapchain
->win_handle
, &client_rect
);
798 TRACE("Backbuffer %ux%u, window %ux%u.\n",
799 swapchain
->desc
.backbuffer_width
,
800 swapchain
->desc
.backbuffer_height
,
801 client_rect
.right
, client_rect
.bottom
);
802 TRACE("Multisample type %#x, quality %#x.\n",
803 swapchain
->desc
.multisample_type
,
804 swapchain
->desc
.multisample_quality
);
806 if (!wined3d_settings
.always_offscreen
&& !swapchain
->desc
.multisample_type
807 && swapchain
->desc
.backbuffer_width
== client_rect
.right
808 && swapchain
->desc
.backbuffer_height
== client_rect
.bottom
)
810 TRACE("Backbuffer dimensions match window dimensions, rendering onscreen.\n");
811 swapchain
->render_to_fbo
= FALSE
;
815 TRACE("Rendering to FBO.\n");
816 swapchain
->render_to_fbo
= TRUE
;
819 /* Do not call while under the GL lock. */
820 static HRESULT
swapchain_init(struct wined3d_swapchain
*swapchain
, enum wined3d_surface_type surface_type
,
821 struct wined3d_device
*device
, struct wined3d_swapchain_desc
*desc
,
822 void *parent
, const struct wined3d_parent_ops
*parent_ops
)
824 const struct wined3d_adapter
*adapter
= device
->adapter
;
825 const struct wined3d_format
*format
;
826 struct wined3d_display_mode mode
;
827 BOOL displaymode_set
= FALSE
;
833 if (desc
->backbuffer_count
> WINED3DPRESENT_BACK_BUFFER_MAX
)
835 FIXME("The application requested %u back buffers, this is not supported.\n",
836 desc
->backbuffer_count
);
837 return WINED3DERR_INVALIDCALL
;
840 if (desc
->backbuffer_count
> 1)
842 FIXME("The application requested more than one back buffer, this is not properly supported.\n"
843 "Please configure the application to use double buffering (1 back buffer) if possible.\n");
846 switch (surface_type
)
848 case WINED3D_SURFACE_TYPE_GDI
:
849 swapchain
->swapchain_ops
= &swapchain_gdi_ops
;
852 case WINED3D_SURFACE_TYPE_OPENGL
:
853 swapchain
->swapchain_ops
= &swapchain_gl_ops
;
857 ERR("Invalid surface type %#x.\n", surface_type
);
858 return WINED3DERR_INVALIDCALL
;
861 window
= desc
->device_window
? desc
->device_window
: device
->create_parms
.focus_window
;
863 swapchain
->device
= device
;
864 swapchain
->parent
= parent
;
865 swapchain
->parent_ops
= parent_ops
;
867 swapchain
->win_handle
= window
;
868 swapchain
->device_window
= window
;
870 wined3d_get_adapter_display_mode(device
->wined3d
, adapter
->ordinal
, &mode
, NULL
);
871 swapchain
->orig_width
= mode
.width
;
872 swapchain
->orig_height
= mode
.height
;
873 swapchain
->orig_fmt
= mode
.format_id
;
874 format
= wined3d_get_format(&adapter
->gl_info
, mode
.format_id
);
876 GetClientRect(window
, &client_rect
);
878 && (!desc
->backbuffer_width
|| !desc
->backbuffer_height
879 || desc
->backbuffer_format
== WINED3DFMT_UNKNOWN
))
882 if (!desc
->backbuffer_width
)
884 desc
->backbuffer_width
= client_rect
.right
;
885 TRACE("Updating width to %u.\n", desc
->backbuffer_width
);
888 if (!desc
->backbuffer_height
)
890 desc
->backbuffer_height
= client_rect
.bottom
;
891 TRACE("Updating height to %u.\n", desc
->backbuffer_height
);
894 if (desc
->backbuffer_format
== WINED3DFMT_UNKNOWN
)
896 desc
->backbuffer_format
= swapchain
->orig_fmt
;
897 TRACE("Updating format to %s.\n", debug_d3dformat(swapchain
->orig_fmt
));
900 swapchain
->desc
= *desc
;
901 swapchain_update_render_to_fbo(swapchain
);
903 TRACE("Creating front buffer.\n");
904 if (FAILED(hr
= device
->device_parent
->ops
->create_swapchain_surface(device
->device_parent
, parent
,
905 swapchain
->desc
.backbuffer_width
, swapchain
->desc
.backbuffer_height
,
906 swapchain
->desc
.backbuffer_format
, WINED3DUSAGE_RENDERTARGET
,
907 swapchain
->desc
.multisample_type
, swapchain
->desc
.multisample_quality
,
908 &swapchain
->front_buffer
)))
910 WARN("Failed to create front buffer, hr %#x.\n", hr
);
914 if (swapchain
->front_buffer
->container
.type
== WINED3D_CONTAINER_NONE
)
915 surface_set_container(swapchain
->front_buffer
, WINED3D_CONTAINER_SWAPCHAIN
, swapchain
);
916 if (surface_type
== WINED3D_SURFACE_TYPE_OPENGL
)
917 surface_modify_location(swapchain
->front_buffer
, SFLAG_INDRAWABLE
, TRUE
);
919 /* MSDN says we're only allowed a single fullscreen swapchain per device,
920 * so we should really check to see if there is a fullscreen swapchain
921 * already. Does a single head count as full screen? */
925 struct wined3d_display_mode mode
;
927 /* Change the display settings */
928 mode
.width
= desc
->backbuffer_width
;
929 mode
.height
= desc
->backbuffer_height
;
930 mode
.format_id
= desc
->backbuffer_format
;
931 mode
.refresh_rate
= desc
->refresh_rate
;
932 mode
.scanline_ordering
= WINED3D_SCANLINE_ORDERING_UNKNOWN
;
934 if (FAILED(hr
= wined3d_set_adapter_display_mode(device
->wined3d
, device
->adapter
->ordinal
, &mode
)))
936 WARN("Failed to set display mode, hr %#x.\n", hr
);
939 displaymode_set
= TRUE
;
942 if (surface_type
== WINED3D_SURFACE_TYPE_OPENGL
)
944 static const enum wined3d_format_id formats
[] =
946 WINED3DFMT_D24_UNORM_S8_UINT
,
947 WINED3DFMT_D32_UNORM
,
948 WINED3DFMT_R24_UNORM_X8_TYPELESS
,
949 WINED3DFMT_D16_UNORM
,
950 WINED3DFMT_S1_UINT_D15_UNORM
953 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
955 swapchain
->context
= HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain
->context
));
956 if (!swapchain
->context
)
958 ERR("Failed to create the context array.\n");
962 swapchain
->num_contexts
= 1;
964 /* In WGL both color, depth and stencil are features of a pixel format. In case of D3D they are separate.
965 * You are able to add a depth + stencil surface at a later stage when you need it.
966 * In order to support this properly in WineD3D we need the ability to recreate the opengl context and
967 * drawable when this is required. This is very tricky as we need to reapply ALL opengl states for the new
968 * context, need torecreate shaders, textures and other resources.
970 * The context manager already takes care of the state problem and for the other tasks code from Reset
971 * can be used. These changes are way to risky during the 1.0 code freeze which is taking place right now.
972 * Likely a lot of other new bugs will be exposed. For that reason request a depth stencil surface all the
973 * time. It can cause a slight performance hit but fixes a lot of regressions. A fixme reminds of that this
974 * issue needs to be fixed. */
975 for (i
= 0; i
< (sizeof(formats
) / sizeof(*formats
)); i
++)
977 swapchain
->ds_format
= wined3d_get_format(gl_info
, formats
[i
]);
978 swapchain
->context
[0] = context_create(swapchain
, swapchain
->front_buffer
, swapchain
->ds_format
);
979 if (swapchain
->context
[0]) break;
980 TRACE("Depth stencil format %s is not supported, trying next format\n",
981 debug_d3dformat(formats
[i
]));
984 if (!swapchain
->context
[0])
986 WARN("Failed to create context.\n");
987 hr
= WINED3DERR_NOTAVAILABLE
;
991 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
992 && (!desc
->enable_auto_depth_stencil
993 || swapchain
->desc
.auto_depth_stencil_format
!= swapchain
->ds_format
->id
))
995 FIXME("Add OpenGL context recreation support to context_validate_onscreen_formats\n");
997 context_release(swapchain
->context
[0]);
1000 if (swapchain
->desc
.backbuffer_count
> 0)
1002 swapchain
->back_buffers
= HeapAlloc(GetProcessHeap(), 0,
1003 sizeof(*swapchain
->back_buffers
) * swapchain
->desc
.backbuffer_count
);
1004 if (!swapchain
->back_buffers
)
1006 ERR("Failed to allocate backbuffer array memory.\n");
1011 for (i
= 0; i
< swapchain
->desc
.backbuffer_count
; ++i
)
1013 TRACE("Creating back buffer %u.\n", i
);
1014 if (FAILED(hr
= device
->device_parent
->ops
->create_swapchain_surface(device
->device_parent
, parent
,
1015 swapchain
->desc
.backbuffer_width
, swapchain
->desc
.backbuffer_height
,
1016 swapchain
->desc
.backbuffer_format
, WINED3DUSAGE_RENDERTARGET
,
1017 swapchain
->desc
.multisample_type
, swapchain
->desc
.multisample_quality
,
1018 &swapchain
->back_buffers
[i
])))
1020 WARN("Failed to create back buffer %u, hr %#x.\n", i
, hr
);
1023 if (swapchain
->back_buffers
[i
]->container
.type
== WINED3D_CONTAINER_NONE
)
1024 surface_set_container(swapchain
->back_buffers
[i
], WINED3D_CONTAINER_SWAPCHAIN
, swapchain
);
1028 /* Swapchains share the depth/stencil buffer, so only create a single depthstencil surface. */
1029 if (desc
->enable_auto_depth_stencil
&& surface_type
== WINED3D_SURFACE_TYPE_OPENGL
)
1031 TRACE("Creating depth/stencil buffer.\n");
1032 if (!device
->auto_depth_stencil
)
1034 if (FAILED(hr
= device
->device_parent
->ops
->create_swapchain_surface(device
->device_parent
,
1035 device
->device_parent
, swapchain
->desc
.backbuffer_width
, swapchain
->desc
.backbuffer_height
,
1036 swapchain
->desc
.auto_depth_stencil_format
, WINED3DUSAGE_DEPTHSTENCIL
,
1037 swapchain
->desc
.multisample_type
, swapchain
->desc
.multisample_quality
,
1038 &device
->auto_depth_stencil
)))
1040 WARN("Failed to create the auto depth stencil, hr %#x.\n", hr
);
1044 surface_set_container(device
->auto_depth_stencil
, WINED3D_CONTAINER_NONE
, NULL
);
1048 wined3d_swapchain_get_gamma_ramp(swapchain
, &swapchain
->orig_gamma
);
1053 if (displaymode_set
)
1059 /* Change the display settings */
1060 memset(&devmode
, 0, sizeof(devmode
));
1061 devmode
.dmSize
= sizeof(devmode
);
1062 devmode
.dmFields
= DM_BITSPERPEL
| DM_PELSWIDTH
| DM_PELSHEIGHT
;
1063 devmode
.dmBitsPerPel
= format
->byte_count
* CHAR_BIT
;
1064 devmode
.dmPelsWidth
= swapchain
->orig_width
;
1065 devmode
.dmPelsHeight
= swapchain
->orig_height
;
1066 ChangeDisplaySettingsExW(adapter
->DeviceName
, &devmode
, NULL
, CDS_FULLSCREEN
, NULL
);
1069 if (swapchain
->back_buffers
)
1071 for (i
= 0; i
< swapchain
->desc
.backbuffer_count
; ++i
)
1073 if (swapchain
->back_buffers
[i
])
1075 surface_set_container(swapchain
->back_buffers
[i
], WINED3D_CONTAINER_NONE
, NULL
);
1076 wined3d_surface_decref(swapchain
->back_buffers
[i
]);
1079 HeapFree(GetProcessHeap(), 0, swapchain
->back_buffers
);
1082 if (swapchain
->context
)
1084 if (swapchain
->context
[0])
1086 context_release(swapchain
->context
[0]);
1087 context_destroy(device
, swapchain
->context
[0]);
1088 swapchain
->num_contexts
= 0;
1090 HeapFree(GetProcessHeap(), 0, swapchain
->context
);
1093 if (swapchain
->front_buffer
)
1095 surface_set_container(swapchain
->front_buffer
, WINED3D_CONTAINER_NONE
, NULL
);
1096 wined3d_surface_decref(swapchain
->front_buffer
);
1102 /* Do not call while under the GL lock. */
1103 HRESULT CDECL
wined3d_swapchain_create(struct wined3d_device
*device
,
1104 struct wined3d_swapchain_desc
*desc
, enum wined3d_surface_type surface_type
,
1105 void *parent
, const struct wined3d_parent_ops
*parent_ops
,
1106 struct wined3d_swapchain
**swapchain
)
1108 struct wined3d_swapchain
*object
;
1111 TRACE("device %p, desc %p, swapchain %p, parent %p, surface_type %#x.\n",
1112 device
, desc
, swapchain
, parent
, surface_type
);
1114 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
1117 ERR("Failed to allocate swapchain memory.\n");
1118 return E_OUTOFMEMORY
;
1121 hr
= swapchain_init(object
, surface_type
, device
, desc
, parent
, parent_ops
);
1124 WARN("Failed to initialize swapchain, hr %#x.\n", hr
);
1125 HeapFree(GetProcessHeap(), 0, object
);
1129 TRACE("Created swapchain %p.\n", object
);
1130 *swapchain
= object
;
1135 /* Do not call while under the GL lock. */
1136 static struct wined3d_context
*swapchain_create_context(struct wined3d_swapchain
*swapchain
)
1138 struct wined3d_context
**newArray
;
1139 struct wined3d_context
*ctx
;
1141 TRACE("Creating a new context for swapchain %p, thread %u.\n", swapchain
, GetCurrentThreadId());
1143 if (!(ctx
= context_create(swapchain
, swapchain
->front_buffer
, swapchain
->ds_format
)))
1145 ERR("Failed to create a new context for the swapchain\n");
1148 context_release(ctx
);
1150 newArray
= HeapAlloc(GetProcessHeap(), 0, sizeof(*newArray
) * (swapchain
->num_contexts
+ 1));
1152 ERR("Out of memory when trying to allocate a new context array\n");
1153 context_destroy(swapchain
->device
, ctx
);
1156 memcpy(newArray
, swapchain
->context
, sizeof(*newArray
) * swapchain
->num_contexts
);
1157 HeapFree(GetProcessHeap(), 0, swapchain
->context
);
1158 newArray
[swapchain
->num_contexts
] = ctx
;
1159 swapchain
->context
= newArray
;
1160 swapchain
->num_contexts
++;
1162 TRACE("Returning context %p\n", ctx
);
1166 void swapchain_destroy_contexts(struct wined3d_swapchain
*swapchain
)
1170 for (i
= 0; i
< swapchain
->num_contexts
; ++i
)
1172 context_destroy(swapchain
->device
, swapchain
->context
[i
]);
1174 swapchain
->num_contexts
= 0;
1177 struct wined3d_context
*swapchain_get_context(struct wined3d_swapchain
*swapchain
)
1179 DWORD tid
= GetCurrentThreadId();
1182 for (i
= 0; i
< swapchain
->num_contexts
; ++i
)
1184 if (swapchain
->context
[i
]->tid
== tid
)
1185 return swapchain
->context
[i
];
1188 /* Create a new context for the thread */
1189 return swapchain_create_context(swapchain
);
1192 void get_drawable_size_swapchain(const struct wined3d_context
*context
, UINT
*width
, UINT
*height
)
1194 /* The drawable size of an onscreen drawable is the surface size.
1195 * (Actually: The window size, but the surface is created in window size) */
1196 *width
= context
->current_rt
->resource
.width
;
1197 *height
= context
->current_rt
->resource
.height
;
1200 HDC
swapchain_get_backup_dc(struct wined3d_swapchain
*swapchain
)
1202 if (!swapchain
->backup_dc
)
1204 TRACE("Creating the backup window for swapchain %p.\n", swapchain
);
1206 if (!(swapchain
->backup_wnd
= CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME
, "WineD3D fake window",
1207 WS_OVERLAPPEDWINDOW
, 10, 10, 10, 10, NULL
, NULL
, NULL
, NULL
)))
1209 ERR("Failed to create a window.\n");
1213 if (!(swapchain
->backup_dc
= GetDC(swapchain
->backup_wnd
)))
1215 ERR("Failed to get a DC.\n");
1216 DestroyWindow(swapchain
->backup_wnd
);
1217 swapchain
->backup_wnd
= NULL
;
1222 return swapchain
->backup_dc
;
1225 void swapchain_update_draw_bindings(struct wined3d_swapchain
*swapchain
)
1229 surface_update_draw_binding(swapchain
->front_buffer
);
1231 for (i
= 0; i
< swapchain
->desc
.backbuffer_count
; ++i
)
1233 surface_update_draw_binding(swapchain
->back_buffers
[i
]);