Exemple #1
0
static void swapchain_cleanup(struct wined3d_swapchain *swapchain)
{
    HRESULT hr;
    UINT i;

    TRACE("Destroying swapchain %p.\n", swapchain);

    wined3d_swapchain_set_gamma_ramp(swapchain, 0, &swapchain->orig_gamma);

    /* Release the swapchain's draw buffers. Make sure swapchain->back_buffers[0]
     * is the last buffer to be destroyed, FindContext() depends on that. */
    if (swapchain->front_buffer)
    {
        surface_set_swapchain(swapchain->front_buffer, NULL);
        if (wined3d_surface_decref(swapchain->front_buffer))
            WARN("Something's still holding the front buffer (%p).\n", swapchain->front_buffer);
        swapchain->front_buffer = NULL;
    }

    if (swapchain->back_buffers)
    {
        i = swapchain->desc.backbuffer_count;

        while (i--)
        {
            surface_set_swapchain(swapchain->back_buffers[i], NULL);
            if (wined3d_surface_decref(swapchain->back_buffers[i]))
                WARN("Something's still holding back buffer %u (%p).\n", i, swapchain->back_buffers[i]);
        }
        HeapFree(GetProcessHeap(), 0, swapchain->back_buffers);
        swapchain->back_buffers = NULL;
    }

    for (i = 0; i < swapchain->num_contexts; ++i)
    {
        context_destroy(swapchain->device, swapchain->context[i]);
    }
    HeapFree(GetProcessHeap(), 0, swapchain->context);

    /* Restore the screen resolution if we rendered in fullscreen.
     * This will restore the screen resolution to what it was before creating
     * the swapchain. In case of d3d8 and d3d9 this will be the original
     * desktop resolution. In case of d3d7 this will be a NOP because ddraw
     * sets the resolution before starting up Direct3D, thus orig_width and
     * orig_height will be equal to the modes in the presentation params. */
    if (!swapchain->desc.windowed && swapchain->desc.auto_restore_display_mode)
    {
        if (FAILED(hr = wined3d_set_adapter_display_mode(swapchain->device->wined3d,
                swapchain->device->adapter->ordinal, &swapchain->original_mode)))
            ERR("Failed to restore display mode, hr %#x.\n", hr);
    }

    if (swapchain->backup_dc)
    {
        TRACE("Destroying backup wined3d window %p, dc %p.\n", swapchain->backup_wnd, swapchain->backup_dc);

        wined3d_release_dc(swapchain->backup_wnd, swapchain->backup_dc);
        DestroyWindow(swapchain->backup_wnd);
    }
}
Exemple #2
0
static ULONG WINAPI d3d8_surface_Release(IDirect3DSurface8 *iface)
{
    struct d3d8_surface *surface = impl_from_IDirect3DSurface8(iface);

    TRACE("iface %p.\n", iface);

    if (surface->forwardReference)
    {
        /* Forward refcounting */
        TRACE("Forwarding to %p.\n", surface->forwardReference);
        return IUnknown_Release(surface->forwardReference);
    }
    else
    {
        /* No container, handle our own refcounting */
        ULONG ref = InterlockedDecrement(&surface->resource.refcount);

        TRACE("%p decreasing refcount to %u.\n", iface, ref);

        if (!ref)
        {
            IDirect3DDevice8 *parent_device = surface->parent_device;

            /* Implicit surfaces are destroyed with the device, not if refcount reaches 0. */
            wined3d_mutex_lock();
            wined3d_surface_decref(surface->wined3d_surface);
            wined3d_mutex_unlock();

            if (parent_device)
                IDirect3DDevice8_Release(parent_device);
        }

        return ref;
    }
}
Exemple #3
0
static HRESULT STDMETHODCALLTYPE dxgi_swapchain_GetBuffer(IDXGISwapChain *iface,
        UINT buffer_idx, REFIID riid, void **surface)
{
    struct dxgi_swapchain *This = impl_from_IDXGISwapChain(iface);
    struct wined3d_surface *backbuffer;
    IUnknown *parent;
    HRESULT hr;

    TRACE("iface %p, buffer_idx %u, riid %s, surface %p\n",
            iface, buffer_idx, debugstr_guid(riid), surface);

    EnterCriticalSection(&dxgi_cs);

    hr = wined3d_swapchain_get_back_buffer(This->wined3d_swapchain,
            buffer_idx, WINED3D_BACKBUFFER_TYPE_MONO, &backbuffer);
    if (FAILED(hr))
    {
        LeaveCriticalSection(&dxgi_cs);
        return hr;
    }

    parent = wined3d_surface_get_parent(backbuffer);
    hr = IUnknown_QueryInterface(parent, riid, surface);
    wined3d_surface_decref(backbuffer);
    LeaveCriticalSection(&dxgi_cs);

    return hr;
}
Exemple #4
0
static ULONG WINAPI IDirect3DSurface9Impl_Release(IDirect3DSurface9 *iface)
{
    IDirect3DSurface9Impl *This = impl_from_IDirect3DSurface9(iface);

    TRACE("iface %p.\n", iface);

    if (This->forwardReference) {
        /* Forward to the containerParent */
        TRACE("(%p) : Forwarding to %p\n", This, This->forwardReference);
        return IUnknown_Release(This->forwardReference);
    } else {
        /* No container, handle our own refcounting */
        ULONG ref = InterlockedDecrement(&This->ref);

        TRACE("%p decreasing refcount to %u.\n", iface, ref);

        if (ref == 0) {
            IDirect3DDevice9Ex *parentDevice = This->parentDevice;

            wined3d_mutex_lock();
            wined3d_surface_decref(This->wined3d_surface);
            wined3d_mutex_unlock();

            /* Release the device last, as it may cause the device to be destroyed. */
            if (parentDevice) IDirect3DDevice9Ex_Release(parentDevice);
        }

        return ref;
    }
}
Exemple #5
0
static ULONG WINAPI d3d8_surface_Release(IDirect3DSurface8 *iface)
{
    struct d3d8_surface *surface = impl_from_IDirect3DSurface8(iface);
    ULONG refcount;

    TRACE("iface %p.\n", iface);

    if (surface->texture)
    {
        TRACE("Forwarding to %p.\n", surface->texture);
        return IDirect3DBaseTexture8_Release(&surface->texture->IDirect3DBaseTexture8_iface);
    }

    refcount = InterlockedDecrement(&surface->resource.refcount);
    TRACE("%p decreasing refcount to %u.\n", iface, refcount);

    if (!refcount)
    {
        IDirect3DDevice8 *parent_device = surface->parent_device;

        wined3d_mutex_lock();
        if (surface->wined3d_rtv)
            wined3d_rendertarget_view_decref(surface->wined3d_rtv);
        wined3d_surface_decref(surface->wined3d_surface);
        wined3d_mutex_unlock();

        if (parent_device)
            IDirect3DDevice8_Release(parent_device);
    }

    return refcount;
}
Exemple #6
0
static ULONG WINAPI IDirect3DSurface8Impl_Release(IDirect3DSurface8 *iface)
{
    IDirect3DSurface8Impl *This = impl_from_IDirect3DSurface8(iface);

    TRACE("iface %p.\n", iface);

    if (This->forwardReference) {
        /* Forward refcounting */
        TRACE("(%p) : Forwarding to %p\n", This, This->forwardReference);
        return IUnknown_Release(This->forwardReference);
    } else {
        /* No container, handle our own refcounting */
        ULONG ref = InterlockedDecrement(&This->ref);

        TRACE("%p decreasing refcount to %u.\n", iface, ref);

        if (ref == 0) {
            IDirect3DDevice8 *parentDevice = This->parentDevice;

            /* Implicit surfaces are destroyed with the device, not if refcount reaches 0. */
            wined3d_mutex_lock();
            wined3d_surface_decref(This->wined3d_surface);
            wined3d_mutex_unlock();

            if (parentDevice) IDirect3DDevice8_Release(parentDevice);
        }

        return ref;
    }
}
Exemple #7
0
static ULONG WINAPI d3d9_surface_Release(IDirect3DSurface9 *iface)
{
    struct d3d9_surface *surface = impl_from_IDirect3DSurface9(iface);
    ULONG refcount;

    TRACE("iface %p.\n", iface);

    if (surface->forwardReference)
    {
        TRACE("Forwarding to %p.\n", surface->forwardReference);
        return IUnknown_Release(surface->forwardReference);
    }

    refcount = InterlockedDecrement(&surface->refcount);
    TRACE("%p decreasing refcount to %u.\n", iface, refcount);

    if (!refcount)
    {
        IDirect3DDevice9Ex *parent_device = surface->parent_device;

        wined3d_mutex_lock();
        wined3d_surface_decref(surface->wined3d_surface);
        wined3d_mutex_unlock();

        /* Release the device last, as it may cause the device to be destroyed. */
        if (parent_device)
            IDirect3DDevice9Ex_Release(parent_device);
    }

    return refcount;
}
Exemple #8
0
static void texture2d_sub_resource_cleanup(struct wined3d_resource *sub_resource)
{
    struct wined3d_surface *surface = surface_from_resource(sub_resource);

    surface_set_texture_target(surface, 0, 0);
    surface_set_container(surface, NULL);
    wined3d_surface_decref(surface);
}
Exemple #9
0
static void texture2d_sub_resource_cleanup(struct wined3d_resource *sub_resource)
{
    struct wined3d_surface *surface = surface_from_resource(sub_resource);

    /* Clean out the texture name we gave to the surface so that the
     * surface doesn't try and release it. */
    surface_set_texture_name(surface, 0, TRUE);
    surface_set_texture_name(surface, 0, FALSE);
    surface_set_texture_target(surface, 0, 0);
    surface_set_container(surface, WINED3D_CONTAINER_NONE, NULL);
    wined3d_surface_decref(surface);
}
Exemple #10
0
static ULONG STDMETHODCALLTYPE d3d10_texture2d_Release(ID3D10Texture2D *iface)
{
    struct d3d10_texture2d *This = impl_from_ID3D10Texture2D(iface);
    ULONG refcount = InterlockedDecrement(&This->refcount);

    TRACE("%p decreasing refcount to %u\n", This, refcount);

    if (!refcount)
    {
        if (This->wined3d_surface)
            wined3d_surface_decref(This->wined3d_surface);
        else
            d3d10_texture2d_wined3d_object_released(This);
    }

    return refcount;
}
Exemple #11
0
static void wined3d_cs_exec_set_depth_stencil_view(struct wined3d_cs *cs, const void *data)
{
    const struct wined3d_cs_set_depth_stencil_view *op = data;
    struct wined3d_device *device = cs->device;
    struct wined3d_rendertarget_view *prev;

    if ((prev = cs->state.fb->depth_stencil))
    {
        struct wined3d_surface *prev_surface = wined3d_rendertarget_view_get_surface(prev);

        if (prev_surface && (device->swapchains[0]->desc.flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
                || prev_surface->flags & SFLAG_DISCARD))
        {
            surface_modify_ds_location(prev_surface, WINED3D_LOCATION_DISCARDED, prev->width, prev->height);
            if (prev_surface == device->onscreen_depth_stencil)
            {
                wined3d_surface_decref(device->onscreen_depth_stencil);
                device->onscreen_depth_stencil = NULL;
            }
        }
    }

    cs->fb.depth_stencil = op->view;

    if (!prev != !op->view)
    {
        /* Swapping NULL / non NULL depth stencil affects the depth and tests */
        device_invalidate_state(device, STATE_RENDER(WINED3D_RS_ZENABLE));
        device_invalidate_state(device, STATE_RENDER(WINED3D_RS_STENCILENABLE));
        device_invalidate_state(device, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK));
        device_invalidate_state(device, STATE_RENDER(WINED3D_RS_DEPTHBIAS));
    }
    else if (prev && (prev->format_flags & WINED3DFMT_FLAG_FLOAT)
            != (op->view->format_flags & WINED3DFMT_FLAG_FLOAT))
    {
        device_invalidate_state(device, STATE_RENDER(WINED3D_RS_DEPTHBIAS));
    }

    device_invalidate_state(device, STATE_FRAMEBUFFER);
}
Exemple #12
0
static ULONG WINAPI d3d9_surface_Release(IDirect3DSurface9 *iface)
{
    struct d3d9_surface *surface = impl_from_IDirect3DSurface9(iface);
    ULONG refcount;

    TRACE("iface %p.\n", iface);

    if (surface->texture)
    {
        TRACE("Forwarding to %p.\n", surface->texture);
        return IDirect3DBaseTexture9_Release(&surface->texture->IDirect3DBaseTexture9_iface);
    }

    if (!surface->resource.refcount)
    {
        ERR("Surface doesn't have any references.\n");
        return 0;
    }

    refcount = InterlockedDecrement(&surface->resource.refcount);
    TRACE("%p decreasing refcount to %u.\n", iface, refcount);

    if (!refcount)
    {
        IDirect3DDevice9Ex *parent_device = surface->parent_device;

        wined3d_mutex_lock();
        if (surface->wined3d_rtv)
            wined3d_rendertarget_view_decref(surface->wined3d_rtv);
        wined3d_surface_decref(surface->wined3d_surface);
        wined3d_mutex_unlock();

        /* Release the device last, as it may cause the device to be destroyed. */
        if (parent_device)
            IDirect3DDevice9Ex_Release(parent_device);
    }

    return refcount;
}
Exemple #13
0
static void wined3d_cs_exec_set_depth_stencil(struct wined3d_cs *cs, const void *data)
{
    const struct wined3d_cs_set_depth_stencil *op = data;
    struct wined3d_device *device = cs->device;
    struct wined3d_surface *prev;

    if ((prev = cs->state.fb->depth_stencil))
    {
        if (device->swapchains[0]->desc.flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
                || prev->flags & SFLAG_DISCARD)
        {
            surface_modify_ds_location(prev, WINED3D_LOCATION_DISCARDED,
                    prev->resource.width, prev->resource.height);
            if (prev == device->onscreen_depth_stencil)
            {
                wined3d_surface_decref(device->onscreen_depth_stencil);
                device->onscreen_depth_stencil = NULL;
            }
        }
    }

    cs->fb.depth_stencil = op->depth_stencil;

    if (!prev != !op->depth_stencil)
    {
        /* Swapping NULL / non NULL depth stencil affects the depth and tests */
        device_invalidate_state(device, STATE_RENDER(WINED3D_RS_ZENABLE));
        device_invalidate_state(device, STATE_RENDER(WINED3D_RS_STENCILENABLE));
        device_invalidate_state(device, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK));
        device_invalidate_state(device, STATE_RENDER(WINED3D_RS_DEPTHBIAS));
    }
    else if (prev && prev->resource.format->depth_size != op->depth_stencil->resource.format->depth_size)
    {
        device_invalidate_state(device, STATE_RENDER(WINED3D_RS_DEPTHBIAS));
    }

    device_invalidate_state(device, STATE_FRAMEBUFFER);
}
Exemple #14
0
static HRESULT WINAPI IDirect3DSwapChain8Impl_GetBackBuffer(IDirect3DSwapChain8 *iface,
        UINT iBackBuffer, D3DBACKBUFFER_TYPE Type, IDirect3DSurface8 **ppBackBuffer)
{
    IDirect3DSwapChain8Impl *This = impl_from_IDirect3DSwapChain8(iface);
    struct wined3d_surface *wined3d_surface = NULL;
    HRESULT hr;

    TRACE("iface %p, backbuffer_idx %u, backbuffer_type %#x, backbuffer %p.\n",
            iface, iBackBuffer, Type, ppBackBuffer);

    wined3d_mutex_lock();
    hr = wined3d_swapchain_get_back_buffer(This->wined3d_swapchain,
            iBackBuffer, (enum wined3d_backbuffer_type)Type, &wined3d_surface);
    if (SUCCEEDED(hr) && wined3d_surface)
    {
        *ppBackBuffer = wined3d_surface_get_parent(wined3d_surface);
        IDirect3DSurface8_AddRef(*ppBackBuffer);
        wined3d_surface_decref(wined3d_surface);
    }
    wined3d_mutex_unlock();

    return hr;
}
Exemple #15
0
static HRESULT WINAPI IDirect3DSwapChain9Impl_GetBackBuffer(IDirect3DSwapChain9 *iface,
        UINT iBackBuffer, D3DBACKBUFFER_TYPE Type, IDirect3DSurface9 **ppBackBuffer)
{
    IDirect3DSwapChain9Impl *This = (IDirect3DSwapChain9Impl *)iface;
    struct wined3d_surface *wined3d_surface = NULL;
    HRESULT hr;

    TRACE("iface %p, backbuffer_idx %u, backbuffer_type %#x, backbuffer %p.\n",
            iface, iBackBuffer, Type, ppBackBuffer);

    wined3d_mutex_lock();
    hr = wined3d_swapchain_get_back_buffer(This->wined3d_swapchain,
            iBackBuffer, (enum wined3d_backbuffer_type)Type, &wined3d_surface);
    if (SUCCEEDED(hr) && wined3d_surface)
    {
       *ppBackBuffer = wined3d_surface_get_parent(wined3d_surface);
       IDirect3DSurface9_AddRef(*ppBackBuffer);
       wined3d_surface_decref(wined3d_surface);
    }
    wined3d_mutex_unlock();

    /* Do not touch the **ppBackBuffer pointer otherwise! (see device test) */
    return hr;
}
Exemple #16
0
/* Do not call while under the GL lock. */
static HRESULT swapchain_init(struct wined3d_swapchain *swapchain, enum wined3d_surface_type surface_type,
        struct wined3d_device *device, struct wined3d_swapchain_desc *desc,
        void *parent, const struct wined3d_parent_ops *parent_ops)
{
    const struct wined3d_adapter *adapter = device->adapter;
    const struct wined3d_format *format;
    struct wined3d_display_mode mode;
    BOOL displaymode_set = FALSE;
    RECT client_rect;
    HWND window;
    HRESULT hr;
    UINT i;

    if (desc->backbuffer_count > WINED3DPRESENT_BACK_BUFFER_MAX)
    {
        FIXME("The application requested %u back buffers, this is not supported.\n",
                desc->backbuffer_count);
        return WINED3DERR_INVALIDCALL;
    }

    if (desc->backbuffer_count > 1)
    {
        FIXME("The application requested more than one back buffer, this is not properly supported.\n"
                "Please configure the application to use double buffering (1 back buffer) if possible.\n");
    }

    switch (surface_type)
    {
        case WINED3D_SURFACE_TYPE_GDI:
            swapchain->swapchain_ops = &swapchain_gdi_ops;
            break;

        case WINED3D_SURFACE_TYPE_OPENGL:
            swapchain->swapchain_ops = &swapchain_gl_ops;
            break;

        default:
            ERR("Invalid surface type %#x.\n", surface_type);
            return WINED3DERR_INVALIDCALL;
    }

    window = desc->device_window ? desc->device_window : device->create_parms.focus_window;

    swapchain->device = device;
    swapchain->parent = parent;
    swapchain->parent_ops = parent_ops;
    swapchain->ref = 1;
    swapchain->win_handle = window;
    swapchain->device_window = window;

    wined3d_get_adapter_display_mode(device->wined3d, adapter->ordinal, &mode);
    swapchain->orig_width = mode.width;
    swapchain->orig_height = mode.height;
    swapchain->orig_fmt = mode.format_id;
    format = wined3d_get_format(&adapter->gl_info, mode.format_id);

    GetClientRect(window, &client_rect);
    if (desc->windowed
            && (!desc->backbuffer_width || !desc->backbuffer_height
            || desc->backbuffer_format == WINED3DFMT_UNKNOWN))
    {

        if (!desc->backbuffer_width)
        {
            desc->backbuffer_width = client_rect.right;
            TRACE("Updating width to %u.\n", desc->backbuffer_width);
        }

        if (!desc->backbuffer_height)
        {
            desc->backbuffer_height = client_rect.bottom;
            TRACE("Updating height to %u.\n", desc->backbuffer_height);
        }

        if (desc->backbuffer_format == WINED3DFMT_UNKNOWN)
        {
            desc->backbuffer_format = swapchain->orig_fmt;
            TRACE("Updating format to %s.\n", debug_d3dformat(swapchain->orig_fmt));
        }
    }
    swapchain->desc = *desc;
    swapchain_update_render_to_fbo(swapchain);

    TRACE("Creating front buffer.\n");
    hr = device->device_parent->ops->create_rendertarget(device->device_parent, parent,
            swapchain->desc.backbuffer_width, swapchain->desc.backbuffer_height,
            swapchain->desc.backbuffer_format, swapchain->desc.multisample_type,
            swapchain->desc.multisample_quality, TRUE /* Lockable */,
            &swapchain->front_buffer);
    if (FAILED(hr))
    {
        WARN("Failed to create front buffer, hr %#x.\n", hr);
        goto err;
    }

    surface_set_container(swapchain->front_buffer, WINED3D_CONTAINER_SWAPCHAIN, swapchain);
    if (surface_type == WINED3D_SURFACE_TYPE_OPENGL)
        surface_modify_location(swapchain->front_buffer, SFLAG_INDRAWABLE, TRUE);

    /* MSDN says we're only allowed a single fullscreen swapchain per device,
     * so we should really check to see if there is a fullscreen swapchain
     * already. Does a single head count as full screen? */

    if (!desc->windowed)
    {
        struct wined3d_display_mode mode;

        /* Change the display settings */
        mode.width = desc->backbuffer_width;
        mode.height = desc->backbuffer_height;
        mode.format_id = desc->backbuffer_format;
        mode.refresh_rate = desc->refresh_rate;

        hr = wined3d_device_set_display_mode(device, 0, &mode);
        if (FAILED(hr))
        {
            WARN("Failed to set display mode, hr %#x.\n", hr);
            goto err;
        }
        displaymode_set = TRUE;
    }

    if (surface_type == WINED3D_SURFACE_TYPE_OPENGL)
    {
        static const enum wined3d_format_id formats[] =
        {
            WINED3DFMT_D24_UNORM_S8_UINT,
            WINED3DFMT_D32_UNORM,
            WINED3DFMT_R24_UNORM_X8_TYPELESS,
            WINED3DFMT_D16_UNORM,
            WINED3DFMT_S1_UINT_D15_UNORM
        };

        const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;

        swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain->context));
        if (!swapchain->context)
        {
            ERR("Failed to create the context array.\n");
            hr = E_OUTOFMEMORY;
            goto err;
        }
        swapchain->num_contexts = 1;

        /* In WGL both color, depth and stencil are features of a pixel format. In case of D3D they are separate.
         * You are able to add a depth + stencil surface at a later stage when you need it.
         * In order to support this properly in WineD3D we need the ability to recreate the opengl context and
         * drawable when this is required. This is very tricky as we need to reapply ALL opengl states for the new
         * context, need torecreate shaders, textures and other resources.
         *
         * The context manager already takes care of the state problem and for the other tasks code from Reset
         * can be used. These changes are way to risky during the 1.0 code freeze which is taking place right now.
         * Likely a lot of other new bugs will be exposed. For that reason request a depth stencil surface all the
         * time. It can cause a slight performance hit but fixes a lot of regressions. A fixme reminds of that this
         * issue needs to be fixed. */
        for (i = 0; i < (sizeof(formats) / sizeof(*formats)); i++)
        {
            swapchain->ds_format = wined3d_get_format(gl_info, formats[i]);
            swapchain->context[0] = context_create(swapchain, swapchain->front_buffer, swapchain->ds_format);
            if (swapchain->context[0]) break;
            TRACE("Depth stencil format %s is not supported, trying next format\n",
                  debug_d3dformat(formats[i]));
        }

        if (!swapchain->context[0])
        {
            WARN("Failed to create context.\n");
            hr = WINED3DERR_NOTAVAILABLE;
            goto err;
        }

        if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
                && (!desc->enable_auto_depth_stencil
                || swapchain->desc.auto_depth_stencil_format != swapchain->ds_format->id))
        {
            FIXME("Add OpenGL context recreation support to context_validate_onscreen_formats\n");
        }
        context_release(swapchain->context[0]);
    }

    if (swapchain->desc.backbuffer_count > 0)
    {
        swapchain->back_buffers = HeapAlloc(GetProcessHeap(), 0,
                sizeof(*swapchain->back_buffers) * swapchain->desc.backbuffer_count);
        if (!swapchain->back_buffers)
        {
            ERR("Failed to allocate backbuffer array memory.\n");
            hr = E_OUTOFMEMORY;
            goto err;
        }

        for (i = 0; i < swapchain->desc.backbuffer_count; ++i)
        {
            TRACE("Creating back buffer %u.\n", i);
            hr = device->device_parent->ops->create_rendertarget(device->device_parent, parent,
                    swapchain->desc.backbuffer_width, swapchain->desc.backbuffer_height,
                    swapchain->desc.backbuffer_format, swapchain->desc.multisample_type,
                    swapchain->desc.multisample_quality, TRUE /* Lockable */,
                    &swapchain->back_buffers[i]);
            if (FAILED(hr))
            {
                WARN("Failed to create back buffer %u, hr %#x.\n", i, hr);
                goto err;
            }

            surface_set_container(swapchain->back_buffers[i], WINED3D_CONTAINER_SWAPCHAIN, swapchain);
        }
    }

    /* Swapchains share the depth/stencil buffer, so only create a single depthstencil surface. */
    if (desc->enable_auto_depth_stencil && surface_type == WINED3D_SURFACE_TYPE_OPENGL)
    {
        TRACE("Creating depth/stencil buffer.\n");
        if (!device->auto_depth_stencil)
        {
            hr = device->device_parent->ops->create_depth_stencil(device->device_parent,
                    swapchain->desc.backbuffer_width, swapchain->desc.backbuffer_height,
                    swapchain->desc.auto_depth_stencil_format, swapchain->desc.multisample_type,
                    swapchain->desc.multisample_quality, FALSE /* FIXME: Discard */,
                    &device->auto_depth_stencil);
            if (FAILED(hr))
            {
                WARN("Failed to create the auto depth stencil, hr %#x.\n", hr);
                goto err;
            }

            surface_set_container(device->auto_depth_stencil, WINED3D_CONTAINER_NONE, NULL);
        }
    }

    wined3d_swapchain_get_gamma_ramp(swapchain, &swapchain->orig_gamma);

    return WINED3D_OK;

err:
    if (displaymode_set)
    {
        DEVMODEW devmode;

        ClipCursor(NULL);

        /* Change the display settings */
        memset(&devmode, 0, sizeof(devmode));
        devmode.dmSize = sizeof(devmode);
        devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
        devmode.dmBitsPerPel = format->byte_count * CHAR_BIT;
        devmode.dmPelsWidth = swapchain->orig_width;
        devmode.dmPelsHeight = swapchain->orig_height;
        ChangeDisplaySettingsExW(adapter->DeviceName, &devmode, NULL, CDS_FULLSCREEN, NULL);
    }

    if (swapchain->back_buffers)
    {
        for (i = 0; i < swapchain->desc.backbuffer_count; ++i)
        {
            if (swapchain->back_buffers[i])
            {
                surface_set_container(swapchain->back_buffers[i], WINED3D_CONTAINER_NONE, NULL);
                wined3d_surface_decref(swapchain->back_buffers[i]);
            }
        }
        HeapFree(GetProcessHeap(), 0, swapchain->back_buffers);
    }

    if (swapchain->context)
    {
        if (swapchain->context[0])
        {
            context_release(swapchain->context[0]);
            context_destroy(device, swapchain->context[0]);
            swapchain->num_contexts = 0;
        }
        HeapFree(GetProcessHeap(), 0, swapchain->context);
    }

    if (swapchain->front_buffer)
    {
        surface_set_container(swapchain->front_buffer, WINED3D_CONTAINER_NONE, NULL);
        wined3d_surface_decref(swapchain->front_buffer);
    }

    return hr;
}
Exemple #17
0
static HRESULT swapchain_gl_present(struct wined3d_swapchain *swapchain, const RECT *src_rect_in,
        const RECT *dst_rect_in, const RGNDATA *dirty_region, DWORD flags)
{
    struct wined3d_surface *back_buffer = swapchain->back_buffers[0];
    const struct wined3d_fb_state *fb = &swapchain->device->fb;
    const struct wined3d_gl_info *gl_info;
    struct wined3d_context *context;
    RECT src_rect, dst_rect;
    BOOL render_to_fbo;

    context = context_acquire(swapchain->device, back_buffer);
    if (!context->valid)
    {
        context_release(context);
        WARN("Invalid context, skipping present.\n");
        return WINED3D_OK;
    }

    gl_info = context->gl_info;

    /* Render the cursor onto the back buffer, using our nifty directdraw blitting code :-) */
    if (swapchain->device->bCursorVisible &&
        swapchain->device->cursorTexture &&
        !swapchain->device->hardwareCursor)
    {
        struct wined3d_surface cursor;
        RECT destRect =
        {
            swapchain->device->xScreenSpace - swapchain->device->xHotSpot,
            swapchain->device->yScreenSpace - swapchain->device->yHotSpot,
            swapchain->device->xScreenSpace + swapchain->device->cursorWidth - swapchain->device->xHotSpot,
            swapchain->device->yScreenSpace + swapchain->device->cursorHeight - swapchain->device->yHotSpot,
        };
        TRACE("Rendering the cursor. Creating fake surface at %p\n", &cursor);
        /* Build a fake surface to call the Blitting code. It is not possible to use the interface passed by
         * the application because we are only supposed to copy the information out. Using a fake surface
         * allows to use the Blitting engine and avoid copying the whole texture -> render target blitting code.
         */
        memset(&cursor, 0, sizeof(cursor));
        cursor.resource.ref = 1;
        cursor.resource.device = swapchain->device;
        cursor.resource.pool = WINED3D_POOL_SCRATCH;
        cursor.resource.format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
        cursor.resource.type = WINED3D_RTYPE_SURFACE;
        cursor.texture_name = swapchain->device->cursorTexture;
        cursor.texture_target = GL_TEXTURE_2D;
        cursor.texture_level = 0;
        cursor.resource.width = swapchain->device->cursorWidth;
        cursor.resource.height = swapchain->device->cursorHeight;
        /* The cursor must have pow2 sizes */
        cursor.pow2Width = cursor.resource.width;
        cursor.pow2Height = cursor.resource.height;
        /* The surface is in the texture */
        cursor.flags |= SFLAG_INTEXTURE;
        /* DDBLT_KEYSRC will cause BltOverride to enable the alpha test with GL_NOTEQUAL, 0.0,
         * which is exactly what we want :-)
         */
        if (swapchain->desc.windowed)
            MapWindowPoints(NULL, swapchain->win_handle, (POINT *)&destRect, 2);
        wined3d_surface_blt(back_buffer, &destRect, &cursor, NULL, WINEDDBLT_KEYSRC,
                NULL, WINED3D_TEXF_POINT);
    }

    if (swapchain->device->logo_surface)
    {
        struct wined3d_surface *src_surface = swapchain->device->logo_surface;
        RECT rect = {0, 0, src_surface->resource.width, src_surface->resource.height};

        /* Blit the logo into the upper left corner of the drawable. */
        wined3d_surface_blt(back_buffer, &rect, src_surface, &rect, WINEDDBLT_KEYSRC,
                NULL, WINED3D_TEXF_POINT);
    }

    TRACE("Presenting HDC %p.\n", context->hdc);

    render_to_fbo = swapchain->render_to_fbo;

    if (src_rect_in)
    {
        src_rect = *src_rect_in;
        if (!render_to_fbo && (src_rect.left || src_rect.top
                || src_rect.right != swapchain->desc.backbuffer_width
                || src_rect.bottom != swapchain->desc.backbuffer_height))
        {
            render_to_fbo = TRUE;
        }
    }
    else
    {
        src_rect.left = 0;
        src_rect.top = 0;
        src_rect.right = swapchain->desc.backbuffer_width;
        src_rect.bottom = swapchain->desc.backbuffer_height;
    }

    if (dst_rect_in)
        dst_rect = *dst_rect_in;
    else
        GetClientRect(swapchain->win_handle, &dst_rect);

    if (!render_to_fbo && (dst_rect.left || dst_rect.top
            || dst_rect.right != swapchain->desc.backbuffer_width
            || dst_rect.bottom != swapchain->desc.backbuffer_height))
        render_to_fbo = TRUE;

    /* Rendering to a window of different size, presenting partial rectangles,
     * or rendering to a different window needs help from FBO_blit or a textured
     * draw. Render the swapchain to a FBO in the future.
     *
     * Note that FBO_blit from the backbuffer to the frontbuffer cannot solve
     * all these issues - this fails if the window is smaller than the backbuffer.
     */
    if (!swapchain->render_to_fbo && render_to_fbo && wined3d_settings.offscreen_rendering_mode == ORM_FBO)
    {
        surface_load_location(back_buffer, SFLAG_INTEXTURE, NULL);
        surface_modify_location(back_buffer, SFLAG_INDRAWABLE, FALSE);
        swapchain->render_to_fbo = TRUE;
        swapchain_update_draw_bindings(swapchain);
    }
    else
    {
        surface_load_location(back_buffer, back_buffer->draw_binding, NULL);
    }

    if (swapchain->render_to_fbo)
    {
        /* This codepath should only be hit with the COPY swapeffect. Otherwise a backbuffer-
         * window size mismatch is impossible(fullscreen) and src and dst rectangles are
         * not allowed(they need the COPY swapeffect)
         *
         * The DISCARD swap effect is ok as well since any backbuffer content is allowed after
         * the swap. */
        if (swapchain->desc.swap_effect == WINED3D_SWAP_EFFECT_FLIP)
            FIXME("Render-to-fbo with WINED3D_SWAP_EFFECT_FLIP\n");

        swapchain_blit(swapchain, context, &src_rect, &dst_rect);
    }

    if (swapchain->num_contexts > 1)
        wglFinish();
    SwapBuffers(context->hdc); /* TODO: cycle through the swapchain buffers */

    TRACE("SwapBuffers called, Starting new frame\n");
    /* FPS support */
    if (TRACE_ON(fps))
    {
        DWORD time = GetTickCount();
        ++swapchain->frames;

        /* every 1.5 seconds */
        if (time - swapchain->prev_time > 1500)
        {
            TRACE_(fps)("%p @ approx %.2ffps\n",
                    swapchain, 1000.0 * swapchain->frames / (time - swapchain->prev_time));
            swapchain->prev_time = time;
            swapchain->frames = 0;
        }
    }

    /* This is disabled, but the code left in for debug purposes.
     *
     * Since we're allowed to modify the new back buffer on a D3DSWAPEFFECT_DISCARD flip,
     * we can clear it with some ugly color to make bad drawing visible and ease debugging.
     * The Debug runtime does the same on Windows. However, a few games do not redraw the
     * screen properly, like Max Payne 2, which leaves a few pixels undefined.
     *
     * Tests show that the content of the back buffer after a discard flip is indeed not
     * reliable, so no game can depend on the exact content. However, it resembles the
     * old contents in some way, for example by showing fragments at other locations. In
     * general, the color theme is still intact. So Max payne, which draws rather dark scenes
     * gets a dark background image. If we clear it with a bright ugly color, the game's
     * bug shows up much more than it does on Windows, and the players see single pixels
     * with wrong colors.
     * (The Max Payne bug has been confirmed on Windows with the debug runtime) */
    if (FALSE && swapchain->desc.swap_effect == WINED3D_SWAP_EFFECT_DISCARD)
    {
        static const struct wined3d_color cyan = {0.0f, 1.0f, 1.0f, 1.0f};

        TRACE("Clearing the color buffer with cyan color\n");

        wined3d_device_clear(swapchain->device, 0, NULL,
                WINED3DCLEAR_TARGET, &cyan, 1.0f, 0);
    }

    if (!swapchain->render_to_fbo && ((swapchain->front_buffer->flags & SFLAG_INSYSMEM)
            || (back_buffer->flags & SFLAG_INSYSMEM)))
    {
        /* Both memory copies of the surfaces are ok, flip them around too instead of dirtifying
         * Doesn't work with render_to_fbo because we're not flipping
         */
        struct wined3d_surface *front = swapchain->front_buffer;

        if (front->resource.size == back_buffer->resource.size)
        {
            DWORD fbflags;
            flip_surface(front, back_buffer);

            /* Tell the front buffer surface that is has been modified. However,
             * the other locations were preserved during that, so keep the flags.
             * This serves to update the emulated overlay, if any. */
            fbflags = front->flags;
            surface_modify_location(front, SFLAG_INDRAWABLE, TRUE);
            front->flags = fbflags;
        }
        else
        {
            surface_modify_location(front, SFLAG_INDRAWABLE, TRUE);
            surface_modify_location(back_buffer, SFLAG_INDRAWABLE, TRUE);
        }
    }
    else
    {
        surface_modify_location(swapchain->front_buffer, SFLAG_INDRAWABLE, TRUE);
        /* If the swapeffect is DISCARD, the back buffer is undefined. That means the SYSMEM
         * and INTEXTURE copies can keep their old content if they have any defined content.
         * If the swapeffect is COPY, the content remains the same. If it is FLIP however,
         * the texture / sysmem copy needs to be reloaded from the drawable
         */
        if (swapchain->desc.swap_effect == WINED3D_SWAP_EFFECT_FLIP)
            surface_modify_location(back_buffer, back_buffer->draw_binding, TRUE);
    }

    if (fb->depth_stencil)
    {
        if (swapchain->desc.flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
                || fb->depth_stencil->flags & SFLAG_DISCARD)
        {
            surface_modify_ds_location(fb->depth_stencil, SFLAG_DISCARDED,
                    fb->depth_stencil->resource.width,
                    fb->depth_stencil->resource.height);
            if (fb->depth_stencil == swapchain->device->onscreen_depth_stencil)
            {
                wined3d_surface_decref(swapchain->device->onscreen_depth_stencil);
                swapchain->device->onscreen_depth_stencil = NULL;
            }
        }
    }

    context_release(context);

    TRACE("returning\n");
    return WINED3D_OK;
}
Exemple #18
0
static HRESULT STDMETHODCALLTYPE dxgi_device_CreateSurface(IWineDXGIDevice *iface,
        const DXGI_SURFACE_DESC *desc, UINT surface_count, DXGI_USAGE usage,
        const DXGI_SHARED_RESOURCE *shared_resource, IDXGISurface **surface)
{
    struct wined3d_device_parent *device_parent;
    IWineDXGIDeviceParent *dxgi_device_parent;
    HRESULT hr;
    UINT i;
    UINT j;

    TRACE("iface %p, desc %p, surface_count %u, usage %#x, shared_resource %p, surface %p\n",
            iface, desc, surface_count, usage, shared_resource, surface);

    hr = IWineDXGIDevice_QueryInterface(iface, &IID_IWineDXGIDeviceParent, (void **)&dxgi_device_parent);
    if (FAILED(hr))
    {
        ERR("Device should implement IWineD3DDeviceParent\n");
        return E_FAIL;
    }

    device_parent = IWineDXGIDeviceParent_get_wined3d_device_parent(dxgi_device_parent);

    FIXME("Implement DXGI<->wined3d usage conversion\n");

    memset(surface, 0, surface_count * sizeof(*surface));
    for (i = 0; i < surface_count; ++i)
    {
        struct wined3d_surface *wined3d_surface;
        IUnknown *parent;

        hr = device_parent->ops->create_swapchain_surface(device_parent, NULL,
                desc->Width, desc->Height, wined3dformat_from_dxgi_format(desc->Format), usage,
                desc->SampleDesc.Count > 1 ? desc->SampleDesc.Count : WINED3D_MULTISAMPLE_NONE,
                desc->SampleDesc.Quality, &wined3d_surface);
        if (FAILED(hr))
        {
            ERR("CreateSurface failed, returning %#x\n", hr);
            goto fail;
        }

        parent = wined3d_surface_get_parent(wined3d_surface);
        hr = IUnknown_QueryInterface(parent, &IID_IDXGISurface, (void **)&surface[i]);
        wined3d_surface_decref(wined3d_surface);
        if (FAILED(hr))
        {
            ERR("Surface should implement IDXGISurface\n");
            goto fail;
        }

        TRACE("Created IDXGISurface %p (%u/%u)\n", surface[i], i + 1, surface_count);
    }
    IWineDXGIDeviceParent_Release(dxgi_device_parent);

    return S_OK;

fail:
    for (j = 0; j < i; ++j)
    {
        IDXGISurface_Release(surface[i]);
    }
    IWineDXGIDeviceParent_Release(dxgi_device_parent);
    return hr;
}
Exemple #19
0
/* Do not call while under the GL lock. */
static void swapchain_cleanup(struct wined3d_swapchain *swapchain)
{
    struct wined3d_display_mode mode;
    UINT i;

    TRACE("Destroying swapchain %p.\n", swapchain);

    wined3d_swapchain_set_gamma_ramp(swapchain, 0, &swapchain->orig_gamma);

    /* Release the swapchain's draw buffers. Make sure swapchain->back_buffers[0]
     * is the last buffer to be destroyed, FindContext() depends on that. */
    if (swapchain->front_buffer)
    {
        surface_set_container(swapchain->front_buffer, WINED3D_CONTAINER_NONE, NULL);
        if (wined3d_surface_decref(swapchain->front_buffer))
            WARN("Something's still holding the front buffer (%p).\n", swapchain->front_buffer);
        swapchain->front_buffer = NULL;
    }

    if (swapchain->back_buffers)
    {
        i = swapchain->presentParms.BackBufferCount;

        while (i--)
        {
            surface_set_container(swapchain->back_buffers[i], WINED3D_CONTAINER_NONE, NULL);
            if (wined3d_surface_decref(swapchain->back_buffers[i]))
                WARN("Something's still holding back buffer %u (%p).\n", i, swapchain->back_buffers[i]);
        }
        HeapFree(GetProcessHeap(), 0, swapchain->back_buffers);
        swapchain->back_buffers = NULL;
    }

    for (i = 0; i < swapchain->num_contexts; ++i)
    {
        context_destroy(swapchain->device, swapchain->context[i]);
    }
    HeapFree(GetProcessHeap(), 0, swapchain->context);

    /* Restore the screen resolution if we rendered in fullscreen.
     * This will restore the screen resolution to what it was before creating
     * the swapchain. In case of d3d8 and d3d9 this will be the original
     * desktop resolution. In case of d3d7 this will be a NOP because ddraw
     * sets the resolution before starting up Direct3D, thus orig_width and
     * orig_height will be equal to the modes in the presentation params. */
    if (!swapchain->presentParms.Windowed && swapchain->presentParms.AutoRestoreDisplayMode)
    {
        mode.width = swapchain->orig_width;
        mode.height = swapchain->orig_height;
        mode.refresh_rate = 0;
        mode.format_id = swapchain->orig_fmt;
        wined3d_device_set_display_mode(swapchain->device, 0, &mode);
    }

    if (swapchain->backup_dc)
    {
        TRACE("Destroying backup wined3d window %p, dc %p.\n", swapchain->backup_wnd, swapchain->backup_dc);

        ReleaseDC(swapchain->backup_wnd, swapchain->backup_dc);
        DestroyWindow(swapchain->backup_wnd);
    }
}
Exemple #20
0
static HRESULT swapchain_init(struct wined3d_swapchain *swapchain, struct wined3d_device *device,
        struct wined3d_swapchain_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops)
{
    const struct wined3d_adapter *adapter = device->adapter;
    const struct wined3d_gl_info *gl_info = &adapter->gl_info;
    struct wined3d_resource_desc surface_desc;
    BOOL displaymode_set = FALSE;
    RECT client_rect;
    HWND window;
    HRESULT hr;
    UINT i;

    if (desc->backbuffer_count > WINED3DPRESENT_BACK_BUFFER_MAX)
    {
        FIXME("The application requested %u back buffers, this is not supported.\n",
                desc->backbuffer_count);
        return WINED3DERR_INVALIDCALL;
    }

    if (desc->backbuffer_count > 1)
    {
        FIXME("The application requested more than one back buffer, this is not properly supported.\n"
                "Please configure the application to use double buffering (1 back buffer) if possible.\n");
    }

    if (device->wined3d->flags & WINED3D_NO3D)
        swapchain->swapchain_ops = &swapchain_gdi_ops;
    else
        swapchain->swapchain_ops = &swapchain_gl_ops;

    window = desc->device_window ? desc->device_window : device->create_parms.focus_window;

    swapchain->device = device;
    swapchain->parent = parent;
    swapchain->parent_ops = parent_ops;
    swapchain->ref = 1;
    swapchain->win_handle = window;
    swapchain->device_window = window;

    if (FAILED(hr = wined3d_get_adapter_display_mode(device->wined3d,
            adapter->ordinal, &swapchain->original_mode, NULL)))
    {
        ERR("Failed to get current display mode, hr %#x.\n", hr);
        goto err;
    }

    GetClientRect(window, &client_rect);
    if (desc->windowed
            && (!desc->backbuffer_width || !desc->backbuffer_height
            || desc->backbuffer_format == WINED3DFMT_UNKNOWN))
    {

        if (!desc->backbuffer_width)
        {
            desc->backbuffer_width = client_rect.right;
            TRACE("Updating width to %u.\n", desc->backbuffer_width);
        }

        if (!desc->backbuffer_height)
        {
            desc->backbuffer_height = client_rect.bottom;
            TRACE("Updating height to %u.\n", desc->backbuffer_height);
        }

        if (desc->backbuffer_format == WINED3DFMT_UNKNOWN)
        {
            desc->backbuffer_format = swapchain->original_mode.format_id;
            TRACE("Updating format to %s.\n", debug_d3dformat(swapchain->original_mode.format_id));
        }
    }
    swapchain->desc = *desc;
    swapchain_update_render_to_fbo(swapchain);
    swapchain_update_surface(swapchain);

    TRACE("Creating front buffer.\n");

    surface_desc.resource_type = WINED3D_RTYPE_SURFACE;
    surface_desc.format = swapchain->desc.backbuffer_format;
    surface_desc.multisample_type = swapchain->desc.multisample_type;
    surface_desc.multisample_quality = swapchain->desc.multisample_quality;
    surface_desc.usage = 0;
    surface_desc.pool = WINED3D_POOL_DEFAULT;
    surface_desc.width = swapchain->desc.backbuffer_width;
    surface_desc.height = swapchain->desc.backbuffer_height;
    surface_desc.depth = 1;
    surface_desc.size = 0;

    if (FAILED(hr = device->device_parent->ops->create_swapchain_surface(device->device_parent,
            parent, &surface_desc, &swapchain->front_buffer)))
    {
        WARN("Failed to create front buffer, hr %#x.\n", hr);
        goto err;
    }

    surface_set_swapchain(swapchain->front_buffer, swapchain);
    if (!(device->wined3d->flags & WINED3D_NO3D))
    {
        surface_validate_location(swapchain->front_buffer, WINED3D_LOCATION_DRAWABLE);
        surface_invalidate_location(swapchain->front_buffer, ~WINED3D_LOCATION_DRAWABLE);
    }

    /* MSDN says we're only allowed a single fullscreen swapchain per device,
     * so we should really check to see if there is a fullscreen swapchain
     * already. Does a single head count as full screen? */

    if (!desc->windowed)
    {
        struct wined3d_display_mode mode;

        /* Change the display settings */
        mode.width = desc->backbuffer_width;
        mode.height = desc->backbuffer_height;
        mode.format_id = desc->backbuffer_format;
        mode.refresh_rate = desc->refresh_rate;
        mode.scanline_ordering = WINED3D_SCANLINE_ORDERING_UNKNOWN;

        if (FAILED(hr = wined3d_set_adapter_display_mode(device->wined3d, adapter->ordinal, &mode)))
        {
            WARN("Failed to set display mode, hr %#x.\n", hr);
            goto err;
        }
        displaymode_set = TRUE;
    }

    if (!(device->wined3d->flags & WINED3D_NO3D))
    {
        static const enum wined3d_format_id formats[] =
        {
            WINED3DFMT_D24_UNORM_S8_UINT,
            WINED3DFMT_D32_UNORM,
            WINED3DFMT_R24_UNORM_X8_TYPELESS,
            WINED3DFMT_D16_UNORM,
            WINED3DFMT_S1_UINT_D15_UNORM
        };

        swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain->context));
        if (!swapchain->context)
        {
            ERR("Failed to create the context array.\n");
            hr = E_OUTOFMEMORY;
            goto err;
        }
        swapchain->num_contexts = 1;

        /* In WGL both color, depth and stencil are features of a pixel format. In case of D3D they are separate.
         * You are able to add a depth + stencil surface at a later stage when you need it.
         * In order to support this properly in WineD3D we need the ability to recreate the opengl context and
         * drawable when this is required. This is very tricky as we need to reapply ALL opengl states for the new
         * context, need torecreate shaders, textures and other resources.
         *
         * The context manager already takes care of the state problem and for the other tasks code from Reset
         * can be used. These changes are way to risky during the 1.0 code freeze which is taking place right now.
         * Likely a lot of other new bugs will be exposed. For that reason request a depth stencil surface all the
         * time. It can cause a slight performance hit but fixes a lot of regressions. A fixme reminds of that this
         * issue needs to be fixed. */
        for (i = 0; i < (sizeof(formats) / sizeof(*formats)); i++)
        {
            swapchain->ds_format = wined3d_get_format(gl_info, formats[i]);
            swapchain->context[0] = context_create(swapchain, swapchain->front_buffer, swapchain->ds_format);
            if (swapchain->context[0]) break;
            TRACE("Depth stencil format %s is not supported, trying next format\n",
                  debug_d3dformat(formats[i]));
        }

        if (!swapchain->context[0])
        {
            WARN("Failed to create context.\n");
            hr = WINED3DERR_NOTAVAILABLE;
            goto err;
        }

        if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
                && (!desc->enable_auto_depth_stencil
                || swapchain->desc.auto_depth_stencil_format != swapchain->ds_format->id))
        {
            FIXME("Add OpenGL context recreation support to context_validate_onscreen_formats\n");
        }
        context_release(swapchain->context[0]);
    }

    if (swapchain->desc.backbuffer_count > 0)
    {
        swapchain->back_buffers = HeapAlloc(GetProcessHeap(), 0,
                sizeof(*swapchain->back_buffers) * swapchain->desc.backbuffer_count);
        if (!swapchain->back_buffers)
        {
            ERR("Failed to allocate backbuffer array memory.\n");
            hr = E_OUTOFMEMORY;
            goto err;
        }

        surface_desc.usage |= WINED3DUSAGE_RENDERTARGET;
        for (i = 0; i < swapchain->desc.backbuffer_count; ++i)
        {
            TRACE("Creating back buffer %u.\n", i);
            if (FAILED(hr = device->device_parent->ops->create_swapchain_surface(device->device_parent,
                    parent, &surface_desc, &swapchain->back_buffers[i])))
            {
                WARN("Failed to create back buffer %u, hr %#x.\n", i, hr);
                swapchain->desc.backbuffer_count = i;
                goto err;
            }
            surface_set_swapchain(swapchain->back_buffers[i], swapchain);
        }
    }

    /* Swapchains share the depth/stencil buffer, so only create a single depthstencil surface. */
    if (desc->enable_auto_depth_stencil && !(device->wined3d->flags & WINED3D_NO3D))
    {
        TRACE("Creating depth/stencil buffer.\n");
        if (!device->auto_depth_stencil)
        {
            surface_desc.format = swapchain->desc.auto_depth_stencil_format;
            surface_desc.usage = WINED3DUSAGE_DEPTHSTENCIL;

            if (FAILED(hr = device->device_parent->ops->create_swapchain_surface(device->device_parent,
                    device->device_parent, &surface_desc, &device->auto_depth_stencil)))
            {
                WARN("Failed to create the auto depth stencil, hr %#x.\n", hr);
                goto err;
            }
        }
    }

    wined3d_swapchain_get_gamma_ramp(swapchain, &swapchain->orig_gamma);

    return WINED3D_OK;

err:
    if (displaymode_set)
    {
        if (FAILED(wined3d_set_adapter_display_mode(device->wined3d,
                adapter->ordinal, &swapchain->original_mode)))
            ERR("Failed to restore display mode.\n");
        ClipCursor(NULL);
    }

    if (swapchain->back_buffers)
    {
        for (i = 0; i < swapchain->desc.backbuffer_count; ++i)
        {
            if (swapchain->back_buffers[i])
            {
                surface_set_swapchain(swapchain->back_buffers[i], NULL);
                wined3d_surface_decref(swapchain->back_buffers[i]);
            }
        }
        HeapFree(GetProcessHeap(), 0, swapchain->back_buffers);
    }

    if (swapchain->context)
    {
        if (swapchain->context[0])
        {
            context_release(swapchain->context[0]);
            context_destroy(device, swapchain->context[0]);
            swapchain->num_contexts = 0;
        }
        HeapFree(GetProcessHeap(), 0, swapchain->context);
    }

    if (swapchain->front_buffer)
    {
        surface_set_swapchain(swapchain->front_buffer, NULL);
        wined3d_surface_decref(swapchain->front_buffer);
    }

    if (swapchain->surface && !GL_EXTCALL(wglDestroySurfaceWINE(swapchain->surface)))
        ERR("wglDestroySurfaceWINE failed to destroy surface %p\n", swapchain->surface);

    return hr;
}
Exemple #21
0
static void swapchain_gl_present(struct wined3d_swapchain *swapchain, const RECT *src_rect_in,
        const RECT *dst_rect_in, const RGNDATA *dirty_region, DWORD flags)
{
    struct wined3d_surface *back_buffer = swapchain->back_buffers[0];
    const struct wined3d_fb_state *fb = &swapchain->device->fb;
    const struct wined3d_gl_info *gl_info;
    struct wined3d_context *context;
    RECT src_rect, dst_rect;
    BOOL render_to_fbo;

    context = context_acquire(swapchain->device, back_buffer);
    if (!context->valid)
    {
        context_release(context);
        WARN("Invalid context, skipping present.\n");
        return;
    }

    gl_info = context->gl_info;

    if (swapchain->device->logo_texture)
    {
        struct wined3d_surface *src_surface = surface_from_resource(
                wined3d_texture_get_sub_resource(swapchain->device->logo_texture, 0));
        RECT rect = {0, 0, src_surface->resource.width, src_surface->resource.height};

        /* Blit the logo into the upper left corner of the drawable. */
        wined3d_surface_blt(back_buffer, &rect, src_surface, &rect, WINEDDBLT_ALPHATEST,
                NULL, WINED3D_TEXF_POINT);
    }

    if (swapchain->device->bCursorVisible && swapchain->device->cursor_texture
            && !swapchain->device->hardwareCursor)
    {
        struct wined3d_surface *cursor = surface_from_resource(
                wined3d_texture_get_sub_resource(swapchain->device->cursor_texture, 0));
        RECT destRect =
        {
            swapchain->device->xScreenSpace - swapchain->device->xHotSpot,
            swapchain->device->yScreenSpace - swapchain->device->yHotSpot,
            swapchain->device->xScreenSpace + swapchain->device->cursorWidth - swapchain->device->xHotSpot,
            swapchain->device->yScreenSpace + swapchain->device->cursorHeight - swapchain->device->yHotSpot,
        };

        TRACE("Rendering the software cursor.\n");

        if (swapchain->desc.windowed)
            MapWindowPoints(NULL, swapchain->win_handle, (POINT *)&destRect, 2);
        wined3d_surface_blt(back_buffer, &destRect, cursor, NULL, WINEDDBLT_ALPHATEST,
                NULL, WINED3D_TEXF_POINT);
    }

    TRACE("Presenting HDC %p.\n", context->hdc);

    render_to_fbo = swapchain->render_to_fbo;

    if (src_rect_in)
    {
        src_rect = *src_rect_in;
        if (!render_to_fbo && (src_rect.left || src_rect.top
                || src_rect.right != swapchain->desc.backbuffer_width
                || src_rect.bottom != swapchain->desc.backbuffer_height))
        {
            render_to_fbo = TRUE;
        }
    }
    else
    {
        src_rect.left = 0;
        src_rect.top = 0;
        src_rect.right = swapchain->desc.backbuffer_width;
        src_rect.bottom = swapchain->desc.backbuffer_height;
    }

    if (dst_rect_in)
        dst_rect = *dst_rect_in;
    else if (context->surface && !swapchain->desc.windowed)
    {
        dst_rect.left = 0;
        dst_rect.top = 0;
        dst_rect.right = swapchain->front_buffer->resource.width;
        dst_rect.bottom = swapchain->front_buffer->resource.height;
    }
    else
        GetClientRect(swapchain->win_handle, &dst_rect);

    if (!render_to_fbo && (dst_rect.left || dst_rect.top
            || dst_rect.right != swapchain->desc.backbuffer_width
            || dst_rect.bottom != swapchain->desc.backbuffer_height))
        render_to_fbo = TRUE;

    /* Rendering to a window of different size, presenting partial rectangles,
     * or rendering to a different window needs help from FBO_blit or a textured
     * draw. Render the swapchain to a FBO in the future.
     *
     * Note that FBO_blit from the backbuffer to the frontbuffer cannot solve
     * all these issues - this fails if the window is smaller than the backbuffer.
     */
    if (!swapchain->render_to_fbo && render_to_fbo && wined3d_settings.offscreen_rendering_mode == ORM_FBO)
    {
        surface_load_location(back_buffer, WINED3D_LOCATION_TEXTURE_RGB);
        surface_invalidate_location(back_buffer, WINED3D_LOCATION_DRAWABLE);
        swapchain->render_to_fbo = TRUE;
        swapchain_update_draw_bindings(swapchain);
    }
    else
    {
        surface_load_location(back_buffer, back_buffer->draw_binding);
    }

    if (swapchain->render_to_fbo)
    {
        static unsigned int once;

        if (swapchain->desc.swap_effect == WINED3D_SWAP_EFFECT_FLIP && !once++)
            FIXME("WINED3D_SWAP_EFFECT_FLIP not implemented.\n");

        swapchain_blit(swapchain, context, &src_rect, &dst_rect);
    }

    if (swapchain->num_contexts > 1)
        gl_info->gl_ops.gl.p_glFinish();

    /* call wglSwapBuffers through the gl table to avoid confusing the Steam overlay */
    gl_info->gl_ops.wgl.p_wglSwapBuffers(context->hdc); /* TODO: cycle through the swapchain buffers */

    TRACE("SwapBuffers called, Starting new frame\n");
    /* FPS support */
    if (TRACE_ON(fps))
    {
        DWORD time = GetTickCount();
        ++swapchain->frames;

        /* every 1.5 seconds */
        if (time - swapchain->prev_time > 1500)
        {
            TRACE_(fps)("%p @ approx %.2ffps\n",
                    swapchain, 1000.0 * swapchain->frames / (time - swapchain->prev_time));
            swapchain->prev_time = time;
            swapchain->frames = 0;
        }
    }

    if (!swapchain->render_to_fbo && ((swapchain->front_buffer->locations & WINED3D_LOCATION_SYSMEM)
            || (back_buffer->locations & WINED3D_LOCATION_SYSMEM)))
    {
        /* Both memory copies of the surfaces are ok, flip them around too instead of dirtifying
         * Doesn't work with render_to_fbo because we're not flipping
         */
        struct wined3d_surface *front = swapchain->front_buffer;

        if (front->resource.size == back_buffer->resource.size)
        {
            flip_surface(front, back_buffer);

            /* Tell the front buffer surface that is has been modified. However,
             * the other locations were preserved during that, so keep the flags.
             * This serves to update the emulated overlay, if any. */
            surface_validate_location(front, WINED3D_LOCATION_DRAWABLE);
        }
        else
        {
            surface_validate_location(front, WINED3D_LOCATION_DRAWABLE);
            surface_invalidate_location(front, ~WINED3D_LOCATION_DRAWABLE);
            surface_validate_location(back_buffer, WINED3D_LOCATION_DRAWABLE);
            surface_invalidate_location(back_buffer, ~WINED3D_LOCATION_DRAWABLE);
        }
    }
    else
    {
        surface_validate_location(swapchain->front_buffer, WINED3D_LOCATION_DRAWABLE);
        surface_invalidate_location(swapchain->front_buffer, ~WINED3D_LOCATION_DRAWABLE);
        /* If the swapeffect is DISCARD, the back buffer is undefined. That means the SYSMEM
         * and INTEXTURE copies can keep their old content if they have any defined content.
         * If the swapeffect is COPY, the content remains the same. If it is FLIP however,
         * the texture / sysmem copy needs to be reloaded from the drawable
         */
        if (swapchain->desc.swap_effect == WINED3D_SWAP_EFFECT_FLIP)
        {
            surface_validate_location(back_buffer, back_buffer->draw_binding);
            surface_invalidate_location(back_buffer, ~back_buffer->draw_binding);
        }
    }

    if (fb->depth_stencil)
    {
        if (swapchain->desc.flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
                || fb->depth_stencil->flags & SFLAG_DISCARD)
        {
            surface_modify_ds_location(fb->depth_stencil, WINED3D_LOCATION_DISCARDED,
                    fb->depth_stencil->resource.width,
                    fb->depth_stencil->resource.height);
            if (fb->depth_stencil == swapchain->device->onscreen_depth_stencil)
            {
                wined3d_surface_decref(swapchain->device->onscreen_depth_stencil);
                swapchain->device->onscreen_depth_stencil = NULL;
            }
        }
    }

    context_release(context);
}
Exemple #22
0
static void swapchain_gl_present(struct wined3d_swapchain *swapchain, const RECT *src_rect_in,
        const RECT *dst_rect_in, const RGNDATA *dirty_region, DWORD flags,
        struct wined3d_surface *depth_stencil)
{
    struct wined3d_surface *back_buffer = swapchain->back_buffers[0];
    const struct wined3d_gl_info *gl_info;
    struct wined3d_context *context;
    RECT src_rect, dst_rect;
    BOOL render_to_fbo;

    context = context_acquire(swapchain->device, back_buffer);
    if (!context->valid)
    {
        context_release(context);
        WARN("Invalid context, skipping present.\n");
        return;
    }

    gl_info = context->gl_info;

    if (swapchain->device->logo_texture)
    {
        struct wined3d_surface *src_surface = surface_from_resource(
                wined3d_texture_get_sub_resource(swapchain->device->logo_texture, 0));
        RECT rect = {0, 0, src_surface->resource.width, src_surface->resource.height};

        /* Blit the logo into the upper left corner of the drawable. */
        wined3d_surface_blt(back_buffer, &rect, src_surface, &rect, WINEDDBLT_ALPHATEST,
                NULL, WINED3D_TEXF_POINT);
    }

    TRACE("Presenting HDC %p.\n", context->hdc);

    render_to_fbo = swapchain->render_to_fbo;

    if (src_rect_in)
    {
        src_rect = *src_rect_in;
        if (!render_to_fbo && (src_rect.left || src_rect.top
                || src_rect.right != swapchain->desc.backbuffer_width
                || src_rect.bottom != swapchain->desc.backbuffer_height))
        {
            render_to_fbo = TRUE;
        }
    }
    else
    {
        src_rect.left = 0;
        src_rect.top = 0;
        src_rect.right = swapchain->desc.backbuffer_width;
        src_rect.bottom = swapchain->desc.backbuffer_height;
    }

    if (dst_rect_in)
        dst_rect = *dst_rect_in;
    else
        GetClientRect(swapchain->win_handle, &dst_rect);

    if (!render_to_fbo && (dst_rect.left || dst_rect.top
            || dst_rect.right != swapchain->desc.backbuffer_width
            || dst_rect.bottom != swapchain->desc.backbuffer_height))
        render_to_fbo = TRUE;

    /* Rendering to a window of different size, presenting partial rectangles,
     * or rendering to a different window needs help from FBO_blit or a textured
     * draw. Render the swapchain to a FBO in the future.
     *
     * Note that FBO_blit from the backbuffer to the frontbuffer cannot solve
     * all these issues - this fails if the window is smaller than the backbuffer.
     */
    if (!swapchain->render_to_fbo && render_to_fbo && wined3d_settings.offscreen_rendering_mode == ORM_FBO)
    {
        wined3d_resource_load_location(&back_buffer->resource, context, WINED3D_LOCATION_TEXTURE_RGB);
        wined3d_resource_invalidate_location(&back_buffer->resource, WINED3D_LOCATION_DRAWABLE);
        swapchain->render_to_fbo = TRUE;
        swapchain_update_draw_bindings(swapchain);
    }
    else
    {
        wined3d_resource_load_location(&back_buffer->resource, context, back_buffer->draw_binding);
    }

    if (swapchain->render_to_fbo)
    {
        static unsigned int once;

        if (swapchain->desc.swap_effect == WINED3D_SWAP_EFFECT_FLIP && !once++)
            FIXME("WINED3D_SWAP_EFFECT_FLIP not implemented.\n");

        swapchain_blit(swapchain, context, &src_rect, &dst_rect);
    }

    if (swapchain->num_contexts > 1 && !wined3d_settings.cs_multithreaded)
        gl_info->gl_ops.gl.p_glFlush();

    /* call wglSwapBuffers through the gl table to avoid confusing the Steam overlay */
    gl_info->gl_ops.wgl.p_wglSwapBuffers(context->hdc); /* TODO: cycle through the swapchain buffers */

    TRACE("SwapBuffers called, Starting new frame\n");
    /* FPS support */
    if (TRACE_ON(fps))
    {
        DWORD time = GetTickCount();
        ++swapchain->frames;

        /* every 1.5 seconds */
        if (time - swapchain->prev_time > 1500)
        {
            TRACE_(fps)("%p @ approx %.2ffps\n",
                    swapchain, 1000.0 * swapchain->frames / (time - swapchain->prev_time));
            swapchain->prev_time = time;
            swapchain->frames = 0;
        }
    }

    wined3d_resource_validate_location(&swapchain->front_buffer->resource, WINED3D_LOCATION_DRAWABLE);
    wined3d_resource_invalidate_location(&swapchain->front_buffer->resource, ~WINED3D_LOCATION_DRAWABLE);
    switch (swapchain->desc.swap_effect)
    {
        case WINED3D_SWAP_EFFECT_DISCARD:
            wined3d_resource_validate_location(&back_buffer->resource, WINED3D_LOCATION_DISCARDED);
            break;

        case WINED3D_SWAP_EFFECT_FLIP:
            wined3d_resource_validate_location(&back_buffer->resource, back_buffer->draw_binding);
            wined3d_resource_invalidate_location(&back_buffer->resource, ~back_buffer->draw_binding);
            break;

        default:
            break;
    }

    if (depth_stencil)
    {
        if (swapchain->desc.flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
                || depth_stencil->flags & SFLAG_DISCARD)
        {
            surface_modify_ds_location(depth_stencil, WINED3D_LOCATION_DISCARDED,
                    depth_stencil->resource.width,
                    depth_stencil->resource.height);
            if (depth_stencil == swapchain->device->cs->onscreen_depth_stencil)
            {
                wined3d_surface_decref(swapchain->device->cs->onscreen_depth_stencil);
                swapchain->device->cs->onscreen_depth_stencil = NULL;
            }
        }
    }

    context_release(context);
}
Exemple #23
0
static HRESULT swapchain_init(struct wined3d_swapchain *swapchain, struct wined3d_device *device,
        struct wined3d_swapchain_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops)
{
    const struct wined3d_adapter *adapter = device->adapter;
    struct wined3d_resource_desc surface_desc;
    BOOL displaymode_set = FALSE;
    RECT client_rect;
    HWND window;
    HRESULT hr;
    UINT i;

    if (desc->backbuffer_count > WINED3DPRESENT_BACK_BUFFER_MAX)
    {
        FIXME("The application requested %u back buffers, this is not supported.\n",
                desc->backbuffer_count);
        return WINED3DERR_INVALIDCALL;
    }

    if (desc->backbuffer_count > 1)
    {
        FIXME("The application requested more than one back buffer, this is not properly supported.\n"
                "Please configure the application to use double buffering (1 back buffer) if possible.\n");
    }

    if (device->wined3d->flags & WINED3D_NO3D)
        swapchain->swapchain_ops = &swapchain_gdi_ops;
    else
        swapchain->swapchain_ops = &swapchain_gl_ops;

    window = desc->device_window ? desc->device_window : device->create_parms.focus_window;

    swapchain->device = device;
    swapchain->parent = parent;
    swapchain->parent_ops = parent_ops;
    swapchain->ref = 1;
    swapchain->win_handle = window;
    swapchain->device_window = window;

    if (FAILED(hr = wined3d_get_adapter_display_mode(device->wined3d,
            adapter->ordinal, &swapchain->original_mode, NULL)))
    {
        ERR("Failed to get current display mode, hr %#x.\n", hr);
        goto err;
    }

    GetClientRect(window, &client_rect);
    if (desc->windowed
            && (!desc->backbuffer_width || !desc->backbuffer_height
            || desc->backbuffer_format == WINED3DFMT_UNKNOWN))
    {

        if (!desc->backbuffer_width)
        {
            desc->backbuffer_width = client_rect.right;
            TRACE("Updating width to %u.\n", desc->backbuffer_width);
        }

        if (!desc->backbuffer_height)
        {
            desc->backbuffer_height = client_rect.bottom;
            TRACE("Updating height to %u.\n", desc->backbuffer_height);
        }

        if (desc->backbuffer_format == WINED3DFMT_UNKNOWN)
        {
            desc->backbuffer_format = swapchain->original_mode.format_id;
            TRACE("Updating format to %s.\n", debug_d3dformat(swapchain->original_mode.format_id));
        }
    }
    swapchain->desc = *desc;
    swapchain_update_render_to_fbo(swapchain);

    TRACE("Creating front buffer.\n");

    surface_desc.resource_type = WINED3D_RTYPE_SURFACE;
    surface_desc.format = swapchain->desc.backbuffer_format;
    surface_desc.multisample_type = swapchain->desc.multisample_type;
    surface_desc.multisample_quality = swapchain->desc.multisample_quality;
    surface_desc.usage = 0;
    surface_desc.pool = WINED3D_POOL_DEFAULT;
    surface_desc.width = swapchain->desc.backbuffer_width;
    surface_desc.height = swapchain->desc.backbuffer_height;
    surface_desc.depth = 1;
    surface_desc.size = 0;

    if (FAILED(hr = device->device_parent->ops->create_swapchain_surface(device->device_parent,
            parent, &surface_desc, &swapchain->front_buffer)))
    {
        WARN("Failed to create front buffer, hr %#x.\n", hr);
        goto err;
    }

    surface_set_swapchain(swapchain->front_buffer, swapchain);
    if (!(device->wined3d->flags & WINED3D_NO3D))
    {
        wined3d_resource_validate_location(&swapchain->front_buffer->resource, WINED3D_LOCATION_DRAWABLE);
        wined3d_resource_invalidate_location(&swapchain->front_buffer->resource, ~WINED3D_LOCATION_DRAWABLE);
    }

    /* MSDN says we're only allowed a single fullscreen swapchain per device,
     * so we should really check to see if there is a fullscreen swapchain
     * already. Does a single head count as full screen? */

    if (!desc->windowed)
    {
        struct wined3d_display_mode mode;

        /* Change the display settings */
        mode.width = desc->backbuffer_width;
        mode.height = desc->backbuffer_height;
        mode.format_id = desc->backbuffer_format;
        mode.refresh_rate = desc->refresh_rate;
        mode.scanline_ordering = WINED3D_SCANLINE_ORDERING_UNKNOWN;

        if (FAILED(hr = wined3d_set_adapter_display_mode(device->wined3d, adapter->ordinal, &mode)))
        {
            WARN("Failed to set display mode, hr %#x.\n", hr);
            goto err;
        }
        displaymode_set = TRUE;
    }

    if (!(device->wined3d->flags & WINED3D_NO3D))
    {
        hr = wined3d_cs_emit_create_swapchain_context(device->cs, swapchain);
        if (FAILED(hr))
            goto err;
    }

    if (swapchain->desc.backbuffer_count > 0)
    {
        swapchain->back_buffers = HeapAlloc(GetProcessHeap(), 0,
                sizeof(*swapchain->back_buffers) * swapchain->desc.backbuffer_count);
        if (!swapchain->back_buffers)
        {
            ERR("Failed to allocate backbuffer array memory.\n");
            hr = E_OUTOFMEMORY;
            goto err;
        }

        surface_desc.usage |= WINED3DUSAGE_RENDERTARGET;
        for (i = 0; i < swapchain->desc.backbuffer_count; ++i)
        {
            TRACE("Creating back buffer %u.\n", i);
            if (FAILED(hr = device->device_parent->ops->create_swapchain_surface(device->device_parent,
                    parent, &surface_desc, &swapchain->back_buffers[i])))
            {
                WARN("Failed to create back buffer %u, hr %#x.\n", i, hr);
                swapchain->desc.backbuffer_count = i;
                goto err;
            }
            surface_set_swapchain(swapchain->back_buffers[i], swapchain);
        }
    }

    /* Swapchains share the depth/stencil buffer, so only create a single depthstencil surface. */
    if (desc->enable_auto_depth_stencil && !(device->wined3d->flags & WINED3D_NO3D))
    {
        TRACE("Creating depth/stencil buffer.\n");
        if (!device->auto_depth_stencil)
        {
            surface_desc.format = swapchain->desc.auto_depth_stencil_format;
            surface_desc.usage = WINED3DUSAGE_DEPTHSTENCIL;

            if (FAILED(hr = device->device_parent->ops->create_swapchain_surface(device->device_parent,
                    device->device_parent, &surface_desc, &device->auto_depth_stencil)))
            {
                WARN("Failed to create the auto depth stencil, hr %#x.\n", hr);
                goto err;
            }
        }
    }

    wined3d_swapchain_get_gamma_ramp(swapchain, &swapchain->orig_gamma);

    return WINED3D_OK;

err:
    if (displaymode_set)
    {
        if (FAILED(wined3d_set_adapter_display_mode(device->wined3d,
                adapter->ordinal, &swapchain->original_mode)))
            ERR("Failed to restore display mode.\n");
        ClipCursor(NULL);
    }

    if (swapchain->back_buffers)
    {
        for (i = 0; i < swapchain->desc.backbuffer_count; ++i)
        {
            if (swapchain->back_buffers[i])
            {
                surface_set_swapchain(swapchain->back_buffers[i], NULL);
                wined3d_surface_decref(swapchain->back_buffers[i]);
            }
        }
        HeapFree(GetProcessHeap(), 0, swapchain->back_buffers);
    }

    if (swapchain->context)
    {
        if (swapchain->context[0])
        {
            context_release(swapchain->context[0]);
            context_destroy(device, swapchain->context[0]);
            swapchain->num_contexts = 0;
        }
        HeapFree(GetProcessHeap(), 0, swapchain->context);
    }

    if (swapchain->front_buffer)
    {
        surface_set_swapchain(swapchain->front_buffer, NULL);
        wined3d_surface_decref(swapchain->front_buffer);
    }

    return hr;
}