static void texture2d_sub_resource_add_dirty_region(struct wined3d_resource *sub_resource, const struct wined3d_box *dirty_region) { struct wined3d_surface *surface = surface_from_resource(sub_resource); surface_prepare_map_memory(surface); surface_load_location(surface, surface->resource.map_binding); surface_invalidate_location(surface, ~surface->resource.map_binding); }
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; }
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); }
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; /* 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 us 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_invalidate_location(back_buffer, SFLAG_INDRAWABLE); 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) 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->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) { 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, SFLAG_INDRAWABLE); } else { surface_validate_location(front, SFLAG_INDRAWABLE); surface_invalidate_location(front, ~SFLAG_INDRAWABLE); surface_validate_location(back_buffer, SFLAG_INDRAWABLE); surface_invalidate_location(back_buffer, ~SFLAG_INDRAWABLE); } } else { surface_validate_location(swapchain->front_buffer, SFLAG_INDRAWABLE); surface_invalidate_location(swapchain->front_buffer, ~SFLAG_INDRAWABLE); /* 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, 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); }