Exemple #1
0
DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD LODNew)
{
    IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
    DWORD old = This->baseTexture.LOD;

    /* The d3d9:texture test shows that SetLOD is ignored on non-managed
     * textures. The call always returns 0, and GetLOD always returns 0
     */
    if (This->resource.pool != WINED3DPOOL_MANAGED) {
        TRACE("Ignoring SetLOD on %s texture, returning 0\n", debug_d3dpool(This->resource.pool));
        return 0;
    }

    if (LODNew >= This->baseTexture.level_count)
        LODNew = This->baseTexture.level_count - 1;

    if(This->baseTexture.LOD != LODNew) {
        This->baseTexture.LOD = LODNew;

        This->baseTexture.texture_rgb.states[WINED3DTEXSTA_MAXMIPLEVEL] = ~0U;
        This->baseTexture.texture_srgb.states[WINED3DTEXSTA_MAXMIPLEVEL] = ~0U;
        if(This->baseTexture.bindCount) {
            IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_SAMPLER(This->baseTexture.sampler));
        }
    }

    TRACE("(%p) : set LOD to %d\n", This, This->baseTexture.LOD);

    return old;
}
Exemple #2
0
/* Context activation is done by the caller. */
static void volume_bind_and_dirtify(IWineD3DVolume *iface) {
    IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
    const struct wined3d_gl_info *gl_info = &This->resource.device->adapter->gl_info;
    DWORD active_sampler;

    /* We don't need a specific texture unit, but after binding the texture the current unit is dirty.
     * Read the unit back instead of switching to 0, this avoids messing around with the state manager's
     * gl states. The current texture unit should always be a valid one.
     *
     * To be more specific, this is tricky because we can implicitly be called
     * from sampler() in state.c. This means we can't touch anything other than
     * whatever happens to be the currently active texture, or we would risk
     * marking already applied sampler states dirty again.
     *
     * TODO: Track the current active texture per GL context instead of using glGet
     */
    if (gl_info->supported[ARB_MULTITEXTURE])
    {
        GLint active_texture;
        ENTER_GL();
        glGetIntegerv(GL_ACTIVE_TEXTURE, &active_texture);
        LEAVE_GL();
        active_sampler = This->resource.device->rev_tex_unit_map[active_texture - GL_TEXTURE0_ARB];
    } else {
        active_sampler = 0;
    }

    if (active_sampler != WINED3D_UNMAPPED_STAGE)
    {
        IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_SAMPLER(active_sampler));
    }

    IWineD3DVolumeTexture_BindTexture((IWineD3DVolumeTexture *)This->container, FALSE);
}
Exemple #3
0
DWORD basetexture_set_lod(IWineD3DBaseTextureImpl *texture, DWORD lod)
{
    DWORD old = texture->baseTexture.LOD;

    TRACE("texture %p, lod %u.\n", texture, lod);

    /* The d3d9:texture test shows that SetLOD is ignored on non-managed
     * textures. The call always returns 0, and GetLOD always returns 0. */
    if (texture->resource.pool != WINED3DPOOL_MANAGED)
    {
        TRACE("Ignoring SetLOD on %s texture, returning 0.\n", debug_d3dpool(texture->resource.pool));
        return 0;
    }

    if (lod >= texture->baseTexture.level_count)
        lod = texture->baseTexture.level_count - 1;

    if (texture->baseTexture.LOD != lod)
    {
        texture->baseTexture.LOD = lod;

        texture->baseTexture.texture_rgb.states[WINED3DTEXSTA_MAXMIPLEVEL] = ~0U;
        texture->baseTexture.texture_srgb.states[WINED3DTEXSTA_MAXMIPLEVEL] = ~0U;
        if (texture->baseTexture.bindCount)
            IWineD3DDeviceImpl_MarkStateDirty(texture->resource.device, STATE_SAMPLER(texture->baseTexture.sampler));
    }

    return old;
}
Exemple #4
0
/* Tesselates a high order rectangular patch into single triangles using gl evaluators
 *
 * The problem is that OpenGL does not offer a direct way to return the tesselated primitives,
 * and they can't be sent off for rendering directly either. Tesselating is slow, so we want
 * to cache the patches in a vertex buffer. But more importantly, gl can't bind generated
 * attributes to numbered shader attributes, so we have to store them and rebind them as needed
 * in drawprim.
 *
 * To read back, the opengl feedback mode is used. This creates a problem because we want
 * untransformed, unlit vertices, but feedback runs everything through transform and lighting.
 * Thus disable lighting and set identity matrices to get unmodified colors and positions.
 * To overcome clipping find the biggest x, y and z values of the vertices in the patch and scale
 * them to [-1.0;+1.0] and set the viewport up to scale them back.
 *
 * Normals are more tricky: Draw white vertices with 3 directional lights, and calculate the
 * resulting colors back to the normals.
 *
 * NOTE: This function activates a context for blitting, modifies matrices & viewport, but
 * does not restore it because normally a draw follows immediately afterwards. The caller is
 * responsible of taking care that either the gl states are restored, or the context activated
 * for drawing to reset the lastWasBlit flag.
 */
HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This,
                            struct WineD3DRectPatch *patch) {
    unsigned int i, j, num_quads, out_vertex_size, buffer_size, d3d_out_vertex_size;
    float max_x = 0.0f, max_y = 0.0f, max_z = 0.0f, neg_z = 0.0f;
    struct wined3d_stream_info stream_info;
    struct wined3d_stream_info_element *e;
    struct wined3d_context *context;
    const BYTE *data;
    const WINED3DRECTPATCH_INFO *info = &patch->RectPatchInfo;
    DWORD vtxStride;
    GLenum feedback_type;
    GLfloat *feedbuffer;

    /* Simply activate the context for blitting. This disables all the things we don't want and
     * takes care of dirtifying. Dirtifying is preferred over pushing / popping, since drawing the
     * patch (as opposed to normal draws) will most likely need different changes anyway. */
    context = context_acquire(This, NULL, CTXUSAGE_BLIT);

    /* First, locate the position data. This is provided in a vertex buffer in the stateblock.
     * Beware of vbos
     */
    device_stream_info_from_declaration(This, FALSE, &stream_info, NULL);

    e = &stream_info.elements[WINED3D_FFP_POSITION];
    if (e->buffer_object)
    {
        struct wined3d_buffer *vb;
        vb = (struct wined3d_buffer *)This->stateBlock->streamSource[e->stream_idx];
        e->data = (BYTE *)((unsigned long)e->data + (unsigned long)buffer_get_sysmem(vb));
    }
    vtxStride = e->stride;
    data = e->data +
           vtxStride * info->Stride * info->StartVertexOffsetHeight +
           vtxStride * info->StartVertexOffsetWidth;

    /* Not entirely sure about what happens with transformed vertices */
    if (stream_info.position_transformed) FIXME("Transformed position in rectpatch generation\n");

    if(vtxStride % sizeof(GLfloat)) {
        /* glMap2f reads vertex sizes in GLfloats, the d3d stride is in bytes.
         * I don't see how the stride could not be a multiple of 4, but make sure
         * to check it
         */
        ERR("Vertex stride is not a multiple of sizeof(GLfloat)\n");
    }
    if(info->Basis != WINED3DBASIS_BEZIER) {
        FIXME("Basis is %s, how to handle this?\n", debug_d3dbasis(info->Basis));
    }
    if(info->Degree != WINED3DDEGREE_CUBIC) {
        FIXME("Degree is %s, how to handle this?\n", debug_d3ddegree(info->Degree));
    }

    /* First, get the boundary cube of the input data */
    for(j = 0; j < info->Height; j++) {
        for(i = 0; i < info->Width; i++) {
            const float *v = (const float *)(data + vtxStride * i + vtxStride * info->Stride * j);
            if(fabs(v[0]) > max_x) max_x = fabs(v[0]);
            if(fabs(v[1]) > max_y) max_y = fabs(v[1]);
            if(fabs(v[2]) > max_z) max_z = fabs(v[2]);
            if(v[2] < neg_z) neg_z = v[2];
        }
    }

    /* This needs some improvements in the vertex decl code */
    FIXME("Cannot find data to generate. Only generating position and normals\n");
    patch->has_normals = TRUE;
    patch->has_texcoords = FALSE;

    ENTER_GL();

    glMatrixMode(GL_PROJECTION);
    checkGLcall("glMatrixMode(GL_PROJECTION)");
    glLoadIdentity();
    checkGLcall("glLoadIndentity()");
    glScalef(1.0f / (max_x), 1.0f / (max_y), max_z == 0.0f ? 1.0f : 1.0f / (2.0f * max_z));
    glTranslatef(0.0f, 0.0f, 0.5f);
    checkGLcall("glScalef");
    glViewport(-max_x, -max_y, 2 * (max_x), 2 * (max_y));
    checkGLcall("glViewport");

    /* Some states to take care of. If we're in wireframe opengl will produce lines, and confuse
     * our feedback buffer parser
     */
    glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
    checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
    IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_FILLMODE));
    if(patch->has_normals) {
        static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
        static const GLfloat red[]   = {1.0f, 0.0f, 0.0f, 0.0f};
        static const GLfloat green[] = {0.0f, 1.0f, 0.0f, 0.0f};
        static const GLfloat blue[]  = {0.0f, 0.0f, 1.0f, 0.0f};
        static const GLfloat white[] = {1.0f, 1.0f, 1.0f, 1.0f};
        glEnable(GL_LIGHTING);
        checkGLcall("glEnable(GL_LIGHTING)");
        glLightModelfv(GL_LIGHT_MODEL_AMBIENT, black);
        checkGLcall("glLightModel for MODEL_AMBIENT");
        IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_AMBIENT));

        for (i = 3; i < context->gl_info->limits.lights; ++i)
        {
            glDisable(GL_LIGHT0 + i);
            checkGLcall("glDisable(GL_LIGHT0 + i)");
            IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(i));
        }

        IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(0));
        glLightfv(GL_LIGHT0, GL_DIFFUSE, red);
        glLightfv(GL_LIGHT0, GL_SPECULAR, black);
        glLightfv(GL_LIGHT0, GL_AMBIENT, black);
        glLightfv(GL_LIGHT0, GL_POSITION, red);
        glEnable(GL_LIGHT0);
        checkGLcall("Setting up light 1");
        IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(1));
        glLightfv(GL_LIGHT1, GL_DIFFUSE, green);
        glLightfv(GL_LIGHT1, GL_SPECULAR, black);
        glLightfv(GL_LIGHT1, GL_AMBIENT, black);
        glLightfv(GL_LIGHT1, GL_POSITION, green);
        glEnable(GL_LIGHT1);
        checkGLcall("Setting up light 2");
        IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(2));
        glLightfv(GL_LIGHT2, GL_DIFFUSE, blue);
        glLightfv(GL_LIGHT2, GL_SPECULAR, black);
        glLightfv(GL_LIGHT2, GL_AMBIENT, black);
        glLightfv(GL_LIGHT2, GL_POSITION, blue);
        glEnable(GL_LIGHT2);
        checkGLcall("Setting up light 3");

        IWineD3DDeviceImpl_MarkStateDirty(This, STATE_MATERIAL);
        IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_COLORVERTEX));
        glDisable(GL_COLOR_MATERIAL);
        glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, black);
        glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, black);
        glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, white);
        checkGLcall("Setting up materials");
    }

    /* Enable the needed maps.
     * GL_MAP2_VERTEX_3 is needed for positional data.
     * GL_AUTO_NORMAL to generate normals from the position. Do not use GL_MAP2_NORMAL.
     * GL_MAP2_TEXTURE_COORD_4 for texture coords
     */
    num_quads = ceilf(patch->numSegs[0]) * ceilf(patch->numSegs[1]);
    out_vertex_size = 3 /* position */;
    d3d_out_vertex_size = 3;
    glEnable(GL_MAP2_VERTEX_3);
    if(patch->has_normals && patch->has_texcoords) {
        FIXME("Texcoords not handled yet\n");
        feedback_type = GL_3D_COLOR_TEXTURE;
        out_vertex_size += 8;
        d3d_out_vertex_size += 7;
        glEnable(GL_AUTO_NORMAL);
        glEnable(GL_MAP2_TEXTURE_COORD_4);
    } else if(patch->has_texcoords) {
        FIXME("Texcoords not handled yet\n");
        feedback_type = GL_3D_COLOR_TEXTURE;
        out_vertex_size += 7;
        d3d_out_vertex_size += 4;
        glEnable(GL_MAP2_TEXTURE_COORD_4);
    } else if(patch->has_normals) {
        feedback_type = GL_3D_COLOR;
        out_vertex_size += 4;
        d3d_out_vertex_size += 3;
        glEnable(GL_AUTO_NORMAL);
    } else {
        feedback_type = GL_3D;
    }
    checkGLcall("glEnable vertex attrib generation");

    buffer_size = num_quads * out_vertex_size * 2 /* triangle list */ * 3 /* verts per tri */
                   + 4 * num_quads /* 2 triangle markers per quad + num verts in tri */;
    feedbuffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, buffer_size * sizeof(float) * 8);

    glMap2f(GL_MAP2_VERTEX_3,
            0.0f, 1.0f, vtxStride / sizeof(float), info->Width,
            0.0f, 1.0f, info->Stride * vtxStride / sizeof(float), info->Height,
            (const GLfloat *)data);
    checkGLcall("glMap2f");
    if(patch->has_texcoords) {
        glMap2f(GL_MAP2_TEXTURE_COORD_4,
                0.0f, 1.0f, vtxStride / sizeof(float), info->Width,
                0.0f, 1.0f, info->Stride * vtxStride / sizeof(float), info->Height,
                (const GLfloat *)data);
        checkGLcall("glMap2f");
    }
    glMapGrid2f(ceilf(patch->numSegs[0]), 0.0f, 1.0f, ceilf(patch->numSegs[1]), 0.0f, 1.0f);
    checkGLcall("glMapGrid2f");

    glFeedbackBuffer(buffer_size * 2, feedback_type, feedbuffer);
    checkGLcall("glFeedbackBuffer");
    glRenderMode(GL_FEEDBACK);

    glEvalMesh2(GL_FILL, 0, ceilf(patch->numSegs[0]), 0, ceilf(patch->numSegs[1]));
    checkGLcall("glEvalMesh2");

    i = glRenderMode(GL_RENDER);
    if(i == -1) {
        LEAVE_GL();
        ERR("Feedback failed. Expected %d elements back\n", buffer_size);
        HeapFree(GetProcessHeap(), 0, feedbuffer);
        context_release(context);
        return WINED3DERR_DRIVERINTERNALERROR;
    } else if(i != buffer_size) {
        LEAVE_GL();
        ERR("Unexpected amount of elements returned. Expected %d, got %d\n", buffer_size, i);
        HeapFree(GetProcessHeap(), 0, feedbuffer);
        context_release(context);
        return WINED3DERR_DRIVERINTERNALERROR;
    } else {
        TRACE("Got %d elements as expected\n", i);
    }

    HeapFree(GetProcessHeap(), 0, patch->mem);
    patch->mem = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, num_quads * 6 * d3d_out_vertex_size * sizeof(float) * 8);
    i = 0;
    for(j = 0; j < buffer_size; j += (3 /* num verts */ * out_vertex_size + 2 /* tri marker */)) {
        if(feedbuffer[j] != GL_POLYGON_TOKEN) {
            ERR("Unexpected token: %f\n", feedbuffer[j]);
            continue;
        }
        if(feedbuffer[j + 1] != 3) {
            ERR("Unexpected polygon: %f corners\n", feedbuffer[j + 1]);
            continue;
        }
        /* Somehow there are different ideas about back / front facing, so fix up the
         * vertex order
         */
        patch->mem[i + 0] =  feedbuffer[j + out_vertex_size * 2 + 2]; /* x, triangle 2 */
        patch->mem[i + 1] =  feedbuffer[j + out_vertex_size * 2 + 3]; /* y, triangle 2 */
        patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 2 + 4] - 0.5f) * 4.0f * max_z; /* z, triangle 3 */
        if(patch->has_normals) {
            patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 2 + 5];
            patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 2 + 6];
            patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 2 + 7];
        }
        i += d3d_out_vertex_size;

        patch->mem[i + 0] =  feedbuffer[j + out_vertex_size * 1 + 2]; /* x, triangle 2 */
        patch->mem[i + 1] =  feedbuffer[j + out_vertex_size * 1 + 3]; /* y, triangle 2 */
        patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 1 + 4] - 0.5f) * 4.0f * max_z; /* z, triangle 2 */
        if(patch->has_normals) {
            patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 1 + 5];
            patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 1 + 6];
            patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 1 + 7];
        }
        i += d3d_out_vertex_size;

        patch->mem[i + 0] =  feedbuffer[j + out_vertex_size * 0 + 2]; /* x, triangle 1 */
        patch->mem[i + 1] =  feedbuffer[j + out_vertex_size * 0 + 3]; /* y, triangle 1 */
        patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 0 + 4] - 0.5f) * 4.0f * max_z; /* z, triangle 1 */
        if(patch->has_normals) {
            patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 0 + 5];
            patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 0 + 6];
            patch->mem[i + 5] = feedbuffer[j + out_vertex_size * 0 + 7];
        }
        i += d3d_out_vertex_size;
    }

    if(patch->has_normals) {
        /* Now do the same with reverse light directions */
        static const GLfloat x[] = {-1.0f,  0.0f,  0.0f, 0.0f};
        static const GLfloat y[] = { 0.0f, -1.0f,  0.0f, 0.0f};
        static const GLfloat z[] = { 0.0f,  0.0f, -1.0f, 0.0f};
        glLightfv(GL_LIGHT0, GL_POSITION, x);
        glLightfv(GL_LIGHT1, GL_POSITION, y);
        glLightfv(GL_LIGHT2, GL_POSITION, z);
        checkGLcall("Setting up reverse light directions");

        glRenderMode(GL_FEEDBACK);
        checkGLcall("glRenderMode(GL_FEEDBACK)");
        glEvalMesh2(GL_FILL, 0, ceilf(patch->numSegs[0]), 0, ceilf(patch->numSegs[1]));
        checkGLcall("glEvalMesh2");
        i = glRenderMode(GL_RENDER);
        checkGLcall("glRenderMode(GL_RENDER)");

        i = 0;
        for(j = 0; j < buffer_size; j += (3 /* num verts */ * out_vertex_size + 2 /* tri marker */)) {
            if(feedbuffer[j] != GL_POLYGON_TOKEN) {
                ERR("Unexpected token: %f\n", feedbuffer[j]);
                continue;
            }
            if(feedbuffer[j + 1] != 3) {
                ERR("Unexpected polygon: %f corners\n", feedbuffer[j + 1]);
                continue;
            }
            if(patch->mem[i + 3] == 0.0f)
                patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 2 + 5];
            if(patch->mem[i + 4] == 0.0f)
                patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 2 + 6];
            if(patch->mem[i + 5] == 0.0f)
                patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 2 + 7];
            normalize_normal(patch->mem + i + 3);
            i += d3d_out_vertex_size;

            if(patch->mem[i + 3] == 0.0f)
                patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 1 + 5];
            if(patch->mem[i + 4] == 0.0f)
                patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 1 + 6];
            if(patch->mem[i + 5] == 0.0f)
                patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 1 + 7];
            normalize_normal(patch->mem + i + 3);
            i += d3d_out_vertex_size;

            if(patch->mem[i + 3] == 0.0f)
                patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 0 + 5];
            if(patch->mem[i + 4] == 0.0f)
                patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 0 + 6];
            if(patch->mem[i + 5] == 0.0f)
                patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 0 + 7];
            normalize_normal(patch->mem + i + 3);
            i += d3d_out_vertex_size;
        }
    }

    glDisable(GL_MAP2_VERTEX_3);
    glDisable(GL_AUTO_NORMAL);
    glDisable(GL_MAP2_NORMAL);
    glDisable(GL_MAP2_TEXTURE_COORD_4);
    checkGLcall("glDisable vertex attrib generation");
    LEAVE_GL();

    context_release(context);

    HeapFree(GetProcessHeap(), 0, feedbuffer);

    vtxStride = 3 * sizeof(float);
    if(patch->has_normals) {
        vtxStride += 3 * sizeof(float);
    }
    if(patch->has_texcoords) {
        vtxStride += 4 * sizeof(float);
    }
    memset(&patch->strided, 0, sizeof(patch->strided));
    patch->strided.position.format = WINED3DFMT_R32G32B32_FLOAT;
    patch->strided.position.lpData = (BYTE *) patch->mem;
    patch->strided.position.dwStride = vtxStride;

    if(patch->has_normals) {
        patch->strided.normal.format = WINED3DFMT_R32G32B32_FLOAT;
        patch->strided.normal.lpData = (BYTE *) patch->mem + 3 * sizeof(float) /* pos */;
        patch->strided.normal.dwStride = vtxStride;
    }
    if(patch->has_texcoords) {
        patch->strided.texCoords[0].format = WINED3DFMT_R32G32B32A32_FLOAT;
        patch->strided.texCoords[0].lpData = (BYTE *) patch->mem + 3 * sizeof(float) /* pos */;
        if(patch->has_normals) {
            patch->strided.texCoords[0].lpData += 3 * sizeof(float);
        }
        patch->strided.texCoords[0].dwStride = vtxStride;
    }

    return WINED3D_OK;
}
/* A GL context is provided by the caller */
static void swapchain_blit(IWineD3DSwapChainImpl *This, struct wined3d_context *context,
        const RECT *src_rect, const RECT *dst_rect)
{
    IWineD3DDeviceImpl *device = This->device;
    IWineD3DSurfaceImpl *backbuffer = ((IWineD3DSurfaceImpl *) This->backBuffer[0]);
    UINT src_w = src_rect->right - src_rect->left;
    UINT src_h = src_rect->bottom - src_rect->top;
    GLenum gl_filter;
    const struct wined3d_gl_info *gl_info = context->gl_info;

    TRACE("swapchain %p, context %p, src_rect %s, dst_rect %s.\n",
            This, context, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect));

    if (src_w == dst_rect->right - dst_rect->left && src_h == dst_rect->bottom - dst_rect->top)
        gl_filter = GL_NEAREST;
    else
        gl_filter = GL_LINEAR;

    if (0 && gl_info->fbo_ops.glBlitFramebuffer && is_identity_fixup(backbuffer->resource.format_desc->color_fixup))
    {
        ENTER_GL();
        context_bind_fbo(context, GL_READ_FRAMEBUFFER, &context->src_fbo);
        context_attach_surface_fbo(context, GL_READ_FRAMEBUFFER, 0, backbuffer);
        context_attach_depth_stencil_fbo(context, GL_READ_FRAMEBUFFER, NULL, FALSE);

        context_bind_fbo(context, GL_DRAW_FRAMEBUFFER, NULL);
        context_set_draw_buffer(context, GL_BACK);

        glDisable(GL_SCISSOR_TEST);
        IWineD3DDeviceImpl_MarkStateDirty(This->device, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));

        /* Note that the texture is upside down */
        gl_info->fbo_ops.glBlitFramebuffer(src_rect->left, src_rect->top, src_rect->right, src_rect->bottom,
                                           dst_rect->left, dst_rect->bottom, dst_rect->right, dst_rect->top,
                                           GL_COLOR_BUFFER_BIT, gl_filter);
        checkGLcall("Swapchain present blit(EXT_framebuffer_blit)\n");
        LEAVE_GL();
    }
    else
    {
        struct wined3d_context *context2;
        float tex_left = src_rect->left;
        float tex_top = src_rect->top;
        float tex_right = src_rect->right;
        float tex_bottom = src_rect->bottom;

        context2 = context_acquire(This->device, This->backBuffer[0], CTXUSAGE_BLIT);

        if(backbuffer->Flags & SFLAG_NORMCOORD)
        {
            tex_left /= src_w;
            tex_right /= src_w;
            tex_top /= src_h;
            tex_bottom /= src_h;
        }

        if (is_complex_fixup(backbuffer->resource.format_desc->color_fixup))
            gl_filter = GL_NEAREST;

        ENTER_GL();
        context_bind_fbo(context2, GL_DRAW_FRAMEBUFFER, NULL);

        /* Set up the texture. The surface is not in a IWineD3D*Texture container,
         * so there are no d3d texture settings to dirtify
         */
        device->blitter->set_shader((IWineD3DDevice *) device, backbuffer);
        glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MIN_FILTER, gl_filter);
        glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MAG_FILTER, gl_filter);

        context_set_draw_buffer(context, GL_BACK);

        /* Set the viewport to the destination rectandle, disable any projection
         * transformation set up by CTXUSAGE_BLIT, and draw a (-1,-1)-(1,1) quad.
         *
         * Back up viewport and matrix to avoid breaking last_was_blit
         *
         * Note that CTXUSAGE_BLIT set up viewport and ortho to match the surface
         * size - we want the GL drawable(=window) size.
         */
        glPushAttrib(GL_VIEWPORT_BIT);
        glViewport(dst_rect->left, dst_rect->top, dst_rect->right, dst_rect->bottom);
        glMatrixMode(GL_PROJECTION);
        glPushMatrix();
        glLoadIdentity();

        glBegin(GL_QUADS);
            /* bottom left */
            glTexCoord2f(tex_left, tex_bottom);
            glVertex2i(-1, -1);

            /* top left */
            glTexCoord2f(tex_left, tex_top);
            glVertex2i(-1, 1);

            /* top right */
            glTexCoord2f(tex_right, tex_top);
            glVertex2i(1, 1);

            /* bottom right */
            glTexCoord2f(tex_right, tex_bottom);
            glVertex2i(1, -1);
        glEnd();

        glPopMatrix();
        glPopAttrib();

        device->blitter->unset_shader((IWineD3DDevice *) device);
        checkGLcall("Swapchain present blit(manual)\n");
        LEAVE_GL();

        context_release(context2);
    }
}