예제 #1
0
파일: texture.c 프로젝트: alexwgo/wine
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);
}
예제 #2
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;
}
예제 #3
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);
}
예제 #4
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;

    /* 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);
}