예제 #1
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 #2
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;
}
예제 #3
0
파일: swapchain.c 프로젝트: Dimillian/wine
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;
}