text: /*
   *IDirect3DSwapChain9 implementation
   *
   *Copyright 2002-2003 Jason Edmeades
   *Copyright 2002-2003 Raphael Junqueira
   *Copyright 2005 Oliver Stieber
   *Copyright 2007-2008 Stefan Dösinger for CodeWeavers
   *
   *This library is free software; you can redistribute it and/or
   *modify it under the terms of the GNU Lesser General Public
   *License as published by the Free Software Foundation; either
   *version 2.1 of the License, or (at your option) any later version.
   *
   *This library is distributed in the hope that it will be useful,
   *but WITHOUT ANY WARRANTY; without even the implied warranty of
   *MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
   *Lesser General Public License for more details.
   *
   *You should have received a copy of the GNU Lesser General Public
   *License along with this library; if not, write to the Free Software
   *Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
   */
  
  #include "config.h"
  #include "wined3d_private.h"
  
  
  /*TODO: some of the additional parameters may be required to
      set the gamma ramp (for some weird reason microsoft have left swap gammaramp in device
      but it operates on a swapchain, it may be a good idea to move it to IWineD3DSwapChain for IWineD3D)*/
  
  
  WINE_DEFAULT_DEBUG_CHANNEL(d3d);
  WINE_DECLARE_DEBUG_CHANNEL(fps);
  
  /* Do not call while under the GL lock. */
  static void WINAPI IWineD3DSwapChainImpl_Destroy(IWineD3DSwapChain *iface)
  {
      IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
      WINED3DDISPLAYMODE mode;
      unsigned int i;
  
      TRACE("Destroying swapchain %p\n", iface);
  
      IWineD3DSwapChain_SetGammaRamp(iface, 0, &This->orig_gamma);
  
      /* Release the swapchain's draw buffers. Make sure This->back_buffers[0] is
       * the last buffer to be destroyed, FindContext() depends on that. */
      if (This->front_buffer)
      {
          surface_set_container(This->front_buffer, WINED3D_CONTAINER_NONE, NULL);
          if (IWineD3DSurface_Release((IWineD3DSurface *)This->front_buffer))
          {
              WARN("(%p) Something's still holding the front buffer (%p).\n",
                      This, This->front_buffer);
          }
          This->front_buffer = NULL;
      }
  
      if (This->back_buffers)
      {
          UINT i = This->presentParms.BackBufferCount;
  
          while (i--)
          {
              surface_set_container(This->back_buffers[i], WINED3D_CONTAINER_NONE, NULL);
              if (IWineD3DSurface_Release((IWineD3DSurface *)This->back_buffers[i]))
                  WARN("(%p) Something's still holding back buffer %u (%p).\n",
                          This, i, This->back_buffers[i]);
          }
          HeapFree(GetProcessHeap(), 0, This->back_buffers);
          This->back_buffers = NULL;
      }
  
      for (i = 0; i < This->num_contexts; ++i)
      {
          context_destroy(This->device, This->context[i]);
      }
      /* 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 (!This->presentParms.Windowed && This->presentParms.AutoRestoreDisplayMode)
      {
          mode.Width = This->orig_width;
          mode.Height = This->orig_height;
          mode.RefreshRate = 0;
          mode.Format = This->orig_fmt;
          IWineD3DDevice_SetDisplayMode((IWineD3DDevice *)This->device, 0, &mode);
      }
  
      HeapFree(GetProcessHeap(), 0, This->context);
      HeapFree(GetProcessHeap(), 0, This);
  }
  
  /* A GL context is provided by the caller */
  static void swapchain_blit(IWineD3DSwapChainImpl *This, struct wined3d_context *context,
          const RECT *src_rect, const RECT *dst_rect)
  {
      IWineD3DDeviceImpl *device = This->device;
      IWineD3DSurfaceImpl *backbuffer = This->back_buffers[0];
      UINT src_w = src_rect->right - src_rect->left;
      UINT src_h = src_rect->bottom - src_rect->top;
      GLenum gl_filter;
      const struct wined3d_gl_info *gl_info = context->gl_info;
      RECT win_rect;
      UINT win_h;
  
      TRACE("swapchain %p, context %p, src_rect %s, dst_rect %s.\n",
              This, context, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect));
  
      if (src_w == dst_rect->right - dst_rect->left && src_h == dst_rect->bottom - dst_rect->top)
          gl_filter = GL_NEAREST;
      else
          gl_filter = GL_LINEAR;
  
      GetClientRect(This->win_handle, &win_rect);
      win_h = win_rect.bottom - win_rect.top;
  
      if (gl_info->fbo_ops.glBlitFramebuffer && is_identity_fixup(backbuffer->resource.format->color_fixup))
      {
          ENTER_GL();
          context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, backbuffer, NULL, SFLAG_INTEXTURE);
          glReadBuffer(GL_COLOR_ATTACHMENT0);
  
          context_bind_fbo(context, GL_DRAW_FRAMEBUFFER, NULL);
          context_set_draw_buffer(context, GL_BACK);
  
          glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
          IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE));
          IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1));
          IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2));
          IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3));
  
          glDisable(GL_SCISSOR_TEST);
          IWineD3DDeviceImpl_MarkStateDirty(This->device, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
  
          /* Note that the texture is upside down */
          gl_info->fbo_ops.glBlitFramebuffer(src_rect->left, src_rect->top, src_rect->right, src_rect->bottom,
                  dst_rect->left, win_h - dst_rect->top, dst_rect->right, win_h - dst_rect->bottom,
                  GL_COLOR_BUFFER_BIT, gl_filter);
          checkGLcall("Swapchain present blit(EXT_framebuffer_blit)\n");
          LEAVE_GL();
      }
      else
      {
          struct wined3d_context *context2;
          float tex_left = src_rect->left;
          float tex_top = src_rect->top;
          float tex_right = src_rect->right;
          float tex_bottom = src_rect->bottom;
  
          context2 = context_acquire(This->device, This->back_buffers[0]);
          context_apply_blit_state(context2, device);
  
          if(backbuffer->Flags & SFLAG_NORMCOORD)
          {
              tex_left /= src_w;
              tex_right /= src_w;
              tex_top /= src_h;
              tex_bottom /= src_h;
          }
  
          if (is_complex_fixup(backbuffer->resource.format->color_fixup))
              gl_filter = GL_NEAREST;
  
          ENTER_GL();
          context_bind_fbo(context2, GL_FRAMEBUFFER, NULL);
  
          /* Set up the texture. The surface is not in a IWineD3D*Texture container,
           * so there are no d3d texture settings to dirtify
           */
          device->blitter->set_shader((IWineD3DDevice *) device, backbuffer);
          glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MIN_FILTER, gl_filter);
          glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MAG_FILTER, gl_filter);
  
          context_set_draw_buffer(context, GL_BACK);
  
          /* Set the viewport to the destination rectandle, disable any projection
           * transformation set up by context_apply_blit_state(), and draw a
           * (-1,-1)-(1,1) quad.
           *
           * Back up viewport and matrix to avoid breaking last_was_blit
           *
           * Note that context_apply_blit_state() set up viewport and ortho to
           * match the surface size - we want the GL drawable(=window) size. */
          glPushAttrib(GL_VIEWPORT_BIT);
          glViewport(dst_rect->left, win_h - dst_rect->bottom, dst_rect->right, win_h - dst_rect->top);
          glMatrixMode(GL_PROJECTION);
          glPushMatrix();
          glLoadIdentity();
  
          glBegin(GL_QUADS);
              /* bottom left */
              glTexCoord2f(tex_left, tex_bottom);
              glVertex2i(-1, -1);
  
              /* top left */
              glTexCoord2f(tex_left, tex_top);
              glVertex2i(-1, 1);
  
              /* top right */
              glTexCoord2f(tex_right, tex_top);
              glVertex2i(1, 1);
  
              /* bottom right */
              glTexCoord2f(tex_right, tex_bottom);
              glVertex2i(1, -1);
          glEnd();
  
          glPopMatrix();
          glPopAttrib();
  
          device->blitter->unset_shader((IWineD3DDevice *) device);
          checkGLcall("Swapchain present blit(manual)\n");
          LEAVE_GL();
  
          context_release(context2);
      }
  }
  
  static HRESULT WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface, CONST RECT *pSourceRect, CONST RECT *pDestRect, HWND hDestWindowOverride, CONST RGNDATA *pDirtyRegion, DWORD dwFlags) {
      IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
      const struct wined3d_gl_info *gl_info;
      struct wined3d_context *context;
      RECT src_rect, dst_rect;
      BOOL render_to_fbo;
      unsigned int sync;
      int retval;
  
      IWineD3DSwapChain_SetDestWindowOverride(iface, hDestWindowOverride);
  
      context = context_acquire(This->device, This->back_buffers[0]);
      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 (This->device->bCursorVisible && This->device->cursorTexture)
      {
          IWineD3DSurfaceImpl cursor;
          RECT destRect =
          {
              This->device->xScreenSpace - This->device->xHotSpot,
              This->device->yScreenSpace - This->device->yHotSpot,
              This->device->xScreenSpace + This->device->cursorWidth - This->device->xHotSpot,
              This->device->yScreenSpace + This->device->cursorHeight - This->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.lpVtbl = &IWineD3DSurface_Vtbl;
          cursor.resource.ref = 1;
          cursor.resource.device = This->device;
          cursor.resource.pool = WINED3DPOOL_SCRATCH;
          cursor.resource.format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
          cursor.resource.resourceType = WINED3DRTYPE_SURFACE;
          cursor.texture_name = This->device->cursorTexture;
          cursor.texture_target = GL_TEXTURE_2D;
          cursor.texture_level = 0;
          cursor.currentDesc.Width = This->device->cursorWidth;
          cursor.currentDesc.Height = This->device->cursorHeight;
          /* The cursor must have pow2 sizes */
          cursor.pow2Width = cursor.currentDesc.Width;
          cursor.pow2Height = cursor.currentDesc.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 (This->presentParms.Windowed) {
              MapWindowPoints(NULL, This->win_handle, (LPPOINT)&destRect, 2);
          }
          IWineD3DSurface_Blt((IWineD3DSurface *)This->back_buffers[0], &destRect, (IWineD3DSurface *)&cursor,
                  NULL, WINEDDBLT_KEYSRC, NULL, WINED3DTEXF_POINT);
      }
  
      if (This->device->logo_surface)
      {
          /* Blit the logo into the upper left corner of the drawable. */
          IWineD3DSurface_BltFast((IWineD3DSurface *)This->back_buffers[0], 0, 0,
                  This->device->logo_surface, NULL, WINEDDBLTFAST_SRCCOLORKEY);
      }
  
      TRACE("Presenting HDC %p.\n", context->hdc);
  
      render_to_fbo = This->render_to_fbo;
  
      if (pSourceRect)
      {
          src_rect = *pSourceRect;
          if (!render_to_fbo && (src_rect.left || src_rect.top
                  || src_rect.right != This->presentParms.BackBufferWidth
                  || src_rect.bottom != This->presentParms.BackBufferHeight))
          {
              render_to_fbo = TRUE;
          }
      }
      else
      {
          src_rect.left = 0;
          src_rect.top = 0;
          src_rect.right = This->presentParms.BackBufferWidth;
          src_rect.bottom = This->presentParms.BackBufferHeight;
      }
  
      if (pDestRect) dst_rect = *pDestRect;
      else GetClientRect(This->win_handle, &dst_rect);
  
      if (!render_to_fbo && (dst_rect.left || dst_rect.top
              || dst_rect.right != This->presentParms.BackBufferWidth
              || dst_rect.bottom != This->presentParms.BackBufferHeight))
      {
          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 (!This->render_to_fbo && render_to_fbo && wined3d_settings.offscreen_rendering_mode == ORM_FBO)
      {
          surface_load_location(This->back_buffers[0], SFLAG_INTEXTURE, NULL);
          surface_modify_location(This->back_buffers[0], SFLAG_INDRAWABLE, FALSE);
          This->render_to_fbo = TRUE;
      }
  
      if(This->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(This->presentParms.SwapEffect == WINED3DSWAPEFFECT_FLIP )
          {
              FIXME("Render-to-fbo with WINED3DSWAPEFFECT_FLIP\n");
          }
  
          swapchain_blit(This, context, &src_rect, &dst_rect);
      }
  
      if (This->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();
          This->frames++;
          /* every 1.5 seconds */
          if (time - This->prev_time > 1500) {
              TRACE_(fps)("%p @ approx %.2ffps\n", This, 1000.0*This->frames/(time - This->prev_time));
              This->prev_time = time;
              This->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 && This->presentParms.SwapEffect == WINED3DSWAPEFFECT_DISCARD) {
          TRACE("Clearing the color buffer with cyan color\n");
  
          IWineD3DDevice_Clear((IWineD3DDevice *)This->device, 0, NULL,
                  WINED3DCLEAR_TARGET, 0xff00ffff, 1.0f, 0);
      }
  
      if (!This->render_to_fbo && ((This->front_buffer->Flags & SFLAG_INSYSMEM)
              || (This->back_buffers[0]->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
           */
          IWineD3DSurfaceImpl *front = This->front_buffer;
          IWineD3DSurfaceImpl *back = This->back_buffers[0];
  
          if(front->resource.size == back->resource.size) {
              DWORD fbflags;
              flip_surface(front, back);
  
              /* 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, SFLAG_INDRAWABLE, TRUE);
          }
      }
      else
      {
          surface_modify_location(This->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 (This->presentParms.SwapEffect == WINED3DSWAPEFFECT_FLIP)
          {
              surface_modify_location(This->back_buffers[0], SFLAG_INDRAWABLE, TRUE);
          }
      }
  
      if (This->device->depth_stencil)
      {
          if (This->presentParms.Flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
                  || This->device->depth_stencil->Flags & SFLAG_DISCARD)
          {
              surface_modify_ds_location(This->device->depth_stencil, SFLAG_DS_DISCARDED,
                      This->device->depth_stencil->currentDesc.Width,
                      This->device->depth_stencil->currentDesc.Height);
              if (This->device->depth_stencil == This->device->onscreen_depth_stencil)
              {
                  IWineD3DSurface_Release((IWineD3DSurface *)This->device->onscreen_depth_stencil);
                  This->device->onscreen_depth_stencil = NULL;
              }
          }
      }
  
      if (This->presentParms.PresentationInterval != WINED3DPRESENT_INTERVAL_IMMEDIATE
              && gl_info->supported[SGI_VIDEO_SYNC])
      {
          if ((retval = GL_EXTCALL(glXGetVideoSyncSGI(&sync))))
              ERR("glXGetVideoSyncSGI failed(retval = %d\n", retval);
  
          switch(This->presentParms.PresentationInterval) {
              case WINED3DPRESENT_INTERVAL_DEFAULT:
              case WINED3DPRESENT_INTERVAL_ONE:
                  if(sync <= This->vSyncCounter) {
                      retval = GL_EXTCALL(glXWaitVideoSyncSGI(1, 0, &This->vSyncCounter));
                  } else {
                      This->vSyncCounter = sync;
                  }
                  break;
              case WINED3DPRESENT_INTERVAL_TWO:
                  if(sync <= This->vSyncCounter + 1) {
                      retval = GL_EXTCALL(glXWaitVideoSyncSGI(2, This->vSyncCounter & 0x1, &This->vSyncCounter));
                  } else {
                      This->vSyncCounter = sync;
                  }
                  break;
              case WINED3DPRESENT_INTERVAL_THREE:
                  if(sync <= This->vSyncCounter + 2) {
                      retval = GL_EXTCALL(glXWaitVideoSyncSGI(3, This->vSyncCounter % 0x3, &This->vSyncCounter));
                  } else {
                      This->vSyncCounter = sync;
                  }
                  break;
              case WINED3DPRESENT_INTERVAL_FOUR:
                  if(sync <= This->vSyncCounter + 3) {
                      retval = GL_EXTCALL(glXWaitVideoSyncSGI(4, This->vSyncCounter & 0x3, &This->vSyncCounter));
                  } else {
                      This->vSyncCounter = sync;
                  }
                  break;
              default:
                  FIXME("Unknown presentation interval %08x\n", This->presentParms.PresentationInterval);
          }
      }
  
      context_release(context);
  
      TRACE("returning\n");
      return WINED3D_OK;
  }
  
  static HRESULT WINAPI IWineD3DSwapChainImpl_SetDestWindowOverride(IWineD3DSwapChain *iface, HWND window)
  {
      IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *)iface;
  
      if (!window) window = swapchain->device_window;
      if (window == swapchain->win_handle) return WINED3D_OK;
  
      TRACE("Setting swapchain %p window from %p to %p\n", swapchain, swapchain->win_handle, window);
      swapchain->win_handle = window;
  
      return WINED3D_OK;
  }
  
  static const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl =
  {
      /* IUnknown */
      IWineD3DBaseSwapChainImpl_QueryInterface,
      IWineD3DBaseSwapChainImpl_AddRef,
      IWineD3DBaseSwapChainImpl_Release,
      /* IWineD3DSwapChain */
      IWineD3DBaseSwapChainImpl_GetParent,
      IWineD3DSwapChainImpl_Destroy,
      IWineD3DBaseSwapChainImpl_GetDevice,
      IWineD3DSwapChainImpl_Present,
      IWineD3DSwapChainImpl_SetDestWindowOverride,
      IWineD3DBaseSwapChainImpl_GetFrontBufferData,
      IWineD3DBaseSwapChainImpl_GetBackBuffer,
      IWineD3DBaseSwapChainImpl_GetRasterStatus,
      IWineD3DBaseSwapChainImpl_GetDisplayMode,
      IWineD3DBaseSwapChainImpl_GetPresentParameters,
      IWineD3DBaseSwapChainImpl_SetGammaRamp,
      IWineD3DBaseSwapChainImpl_GetGammaRamp
  };
  
  static LONG fullscreen_style(LONG style)
  {
      /* Make sure the window is managed, otherwise we won't get keyboard input. */
      style |= WS_POPUP | WS_SYSMENU;
      style &= ~(WS_CAPTION | WS_THICKFRAME);
  
      return style;
  }
  
  static LONG fullscreen_exstyle(LONG exstyle)
  {
      /* Filter out window decorations. */
      exstyle &= ~(WS_EX_WINDOWEDGE | WS_EX_CLIENTEDGE);
  
      return exstyle;
  }
  
  void swapchain_setup_fullscreen_window(IWineD3DSwapChainImpl *swapchain, UINT w, UINT h)
  {
      IWineD3DDeviceImpl *device = swapchain->device;
      HWND window = swapchain->device_window;
      BOOL filter_messages;
      LONG style, exstyle;
  
      TRACE("Setting up window %p for fullscreen mode.\n", window);
  
      if (device->style || device->exStyle)
      {
          ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
                  window, device->style, device->exStyle);
      }
  
      device->style = GetWindowLongW(window, GWL_STYLE);
      device->exStyle = GetWindowLongW(window, GWL_EXSTYLE);
  
      style = fullscreen_style(device->style);
      exstyle = fullscreen_exstyle(device->exStyle);
  
      TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
              device->style, device->exStyle, style, exstyle);
  
      filter_messages = device->filter_messages;
      device->filter_messages = TRUE;
  
      SetWindowLongW(window, GWL_STYLE, style);
      SetWindowLongW(window, GWL_EXSTYLE, exstyle);
      SetWindowPos(window, HWND_TOP, 0, 0, w, h, SWP_FRAMECHANGED | SWP_SHOWWINDOW | SWP_NOACTIVATE);
  
      device->filter_messages = filter_messages;
  }
  
  void swapchain_restore_fullscreen_window(IWineD3DSwapChainImpl *swapchain)
  {
      IWineD3DDeviceImpl *device = swapchain->device;
      HWND window = swapchain->device_window;
      BOOL filter_messages;
      LONG style, exstyle;
  
      if (!device->style && !device->exStyle) return;
  
      TRACE("Restoring window style of window %p to %08x, %08x.\n",
              window, device->style, device->exStyle);
  
      style = GetWindowLongW(window, GWL_STYLE);
      exstyle = GetWindowLongW(window, GWL_EXSTYLE);
  
      filter_messages = device->filter_messages;
      device->filter_messages = TRUE;
  
      /* Only restore the style if the application didn't modify it during the
       * fullscreen phase. Some applications change it before calling Reset()
       * when switching between windowed and fullscreen modes (HL2), some
       * depend on the original style (Eve Online). */
      if (style == fullscreen_style(device->style) && exstyle == fullscreen_exstyle(device->exStyle))
      {
          SetWindowLongW(window, GWL_STYLE, device->style);
          SetWindowLongW(window, GWL_EXSTYLE, device->exStyle);
      }
      SetWindowPos(window, 0, 0, 0, 0, 0, SWP_FRAMECHANGED | SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER);
  
      device->filter_messages = filter_messages;
  
      /* Delete the old values. */
      device->style = 0;
      device->exStyle = 0;
  }
  
  
  /* Do not call while under the GL lock. */
  HRESULT swapchain_init(IWineD3DSwapChainImpl *swapchain, WINED3DSURFTYPE surface_type,
          IWineD3DDeviceImpl *device, WINED3DPRESENT_PARAMETERS *present_parameters, void *parent)
  {
      const struct wined3d_adapter *adapter = device->adapter;
      const struct wined3d_format *format;
      BOOL displaymode_set = FALSE;
      WINED3DDISPLAYMODE mode;
      RECT client_rect;
      HWND window;
      HRESULT hr;
      UINT i;
  
      if (present_parameters->BackBufferCount > WINED3DPRESENT_BACK_BUFFER_MAX)
      {
          FIXME("The application requested %u back buffers, this is not supported.\n",
                  present_parameters->BackBufferCount);
          return WINED3DERR_INVALIDCALL;
      }
  
      if (present_parameters->BackBufferCount > 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 SURFACE_GDI:
              swapchain->lpVtbl = &IWineGDISwapChain_Vtbl;
              break;
  
          case SURFACE_OPENGL:
              swapchain->lpVtbl = &IWineD3DSwapChain_Vtbl;
              break;
  
          case SURFACE_UNKNOWN:
              FIXME("Caller tried to create a SURFACE_UNKNOWN swapchain.\n");
              return WINED3DERR_INVALIDCALL;
      }
  
      window = present_parameters->hDeviceWindow ? present_parameters->hDeviceWindow : device->createParms.hFocusWindow;
  
      swapchain->device = device;
      swapchain->parent = parent;
      swapchain->ref = 1;
      swapchain->win_handle = window;
      swapchain->device_window = window;
  
      if (!present_parameters->Windowed && window)
      {
          swapchain_setup_fullscreen_window(swapchain, present_parameters->BackBufferWidth,
                  present_parameters->BackBufferHeight);
      }
  
      IWineD3D_GetAdapterDisplayMode(device->wined3d, adapter->ordinal, &mode);
      swapchain->orig_width = mode.Width;
      swapchain->orig_height = mode.Height;
      swapchain->orig_fmt = mode.Format;
      format = wined3d_get_format(&adapter->gl_info, mode.Format);
  
      GetClientRect(window, &client_rect);
      if (present_parameters->Windowed
              && (!present_parameters->BackBufferWidth || !present_parameters->BackBufferHeight
              || present_parameters->BackBufferFormat == WINED3DFMT_UNKNOWN))
      {
  
          if (!present_parameters->BackBufferWidth)
          {
              present_parameters->BackBufferWidth = client_rect.right;
              TRACE("Updating width to %u.\n", present_parameters->BackBufferWidth);
          }
  
          if (!present_parameters->BackBufferHeight)
          {
              present_parameters->BackBufferHeight = client_rect.bottom;
              TRACE("Updating height to %u.\n", present_parameters->BackBufferHeight);
          }
  
          if (present_parameters->BackBufferFormat == WINED3DFMT_UNKNOWN)
          {
              present_parameters->BackBufferFormat = swapchain->orig_fmt;
              TRACE("Updating format to %s.\n", debug_d3dformat(swapchain->orig_fmt));
          }
      }
      swapchain->presentParms = *present_parameters;
  
      if (wined3d_settings.offscreen_rendering_mode == ORM_FBO
              && present_parameters->BackBufferCount
              && (present_parameters->BackBufferWidth != client_rect.right
              || present_parameters->BackBufferHeight != client_rect.bottom))
      {
          TRACE("Rendering to FBO. Backbuffer %ux%u, window %ux%u.\n",
                  present_parameters->BackBufferWidth,
                  present_parameters->BackBufferHeight,
                  client_rect.right, client_rect.bottom);
          swapchain->render_to_fbo = TRUE;
      }
  
      TRACE("Creating front buffer.\n");
      hr = IWineD3DDeviceParent_CreateRenderTarget(device->device_parent, parent,
              swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
              swapchain->presentParms.BackBufferFormat, swapchain->presentParms.MultiSampleType,
              swapchain->presentParms.MultiSampleQuality, TRUE /* Lockable */,
              (IWineD3DSurface **)&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, (IWineD3DBase *)swapchain);
      if (surface_type == SURFACE_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 (!present_parameters->Windowed)
      {
          WINED3DDISPLAYMODE mode;
  
          /* Change the display settings */
          mode.Width = present_parameters->BackBufferWidth;
          mode.Height = present_parameters->BackBufferHeight;
          mode.Format = present_parameters->BackBufferFormat;
          mode.RefreshRate = present_parameters->FullScreen_RefreshRateInHz;
  
          hr = IWineD3DDevice_SetDisplayMode((IWineD3DDevice *)device, 0, &mode);
          if (FAILED(hr))
          {
              WARN("Failed to set display mode, hr %#x.\n", hr);
              goto err;
          }
          displaymode_set = TRUE;
      }
  
      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;
  
      if (surface_type == SURFACE_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;
  
          /* 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 (!present_parameters->EnableAutoDepthStencil
                  || swapchain->presentParms.AutoDepthStencilFormat != swapchain->ds_format->id)
          {
              FIXME("Add OpenGL context recreation support to context_validate_onscreen_formats\n");
          }
          context_release(swapchain->context[0]);
      }
      else
      {
          swapchain->context[0] = NULL;
      }
  
      if (swapchain->presentParms.BackBufferCount > 0)
      {
          swapchain->back_buffers = HeapAlloc(GetProcessHeap(), 0,
                  sizeof(*swapchain->back_buffers) * swapchain->presentParms.BackBufferCount);
          if (!swapchain->back_buffers)
          {
              ERR("Failed to allocate backbuffer array memory.\n");
              hr = E_OUTOFMEMORY;
              goto err;
          }
  
          for (i = 0; i < swapchain->presentParms.BackBufferCount; ++i)
          {
              TRACE("Creating back buffer %u.\n", i);
              hr = IWineD3DDeviceParent_CreateRenderTarget(device->device_parent, parent,
                      swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
                      swapchain->presentParms.BackBufferFormat, swapchain->presentParms.MultiSampleType,
                      swapchain->presentParms.MultiSampleQuality, TRUE /* Lockable */,
                      (IWineD3DSurface **)&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, (IWineD3DBase *)swapchain);
          }
      }
  
      /* Swapchains share the depth/stencil buffer, so only create a single depthstencil surface. */
      if (present_parameters->EnableAutoDepthStencil && surface_type == SURFACE_OPENGL)
      {
          TRACE("Creating depth/stencil buffer.\n");
          if (!device->auto_depth_stencil)
          {
              hr = IWineD3DDeviceParent_CreateDepthStencilSurface(device->device_parent,
                      swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
                      swapchain->presentParms.AutoDepthStencilFormat, swapchain->presentParms.MultiSampleType,
                      swapchain->presentParms.MultiSampleQuality, FALSE /* FIXME: Discard */,
                      (IWineD3DSurface **)&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);
          }
      }
  
      IWineD3DSwapChain_GetGammaRamp((IWineD3DSwapChain *)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->presentParms.BackBufferCount; ++i)
          {
              if (swapchain->back_buffers[i]) IWineD3DSurface_Release((IWineD3DSurface *)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) IWineD3DSurface_Release((IWineD3DSurface *)swapchain->front_buffer);
  
      return hr;
  }
  
  /* Do not call while under the GL lock. */
  struct wined3d_context *swapchain_create_context_for_thread(IWineD3DSwapChain *iface)
  {
      IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *) iface;
      struct wined3d_context **newArray;
      struct wined3d_context *ctx;
  
      TRACE("Creating a new context for swapchain %p, thread %d\n", This, GetCurrentThreadId());
  
      if (!(ctx = context_create(This, This->front_buffer, This->ds_format)))
      {
          ERR("Failed to create a new context for the swapchain\n");
          return NULL;
      }
      context_release(ctx);
  
      newArray = HeapAlloc(GetProcessHeap(), 0, sizeof(*newArray) * (This->num_contexts + 1));
      if(!newArray) {
          ERR("Out of memory when trying to allocate a new context array\n");
          context_destroy(This->device, ctx);
          return NULL;
      }
      memcpy(newArray, This->context, sizeof(*newArray) * This->num_contexts);
      HeapFree(GetProcessHeap(), 0, This->context);
      newArray[This->num_contexts] = ctx;
      This->context = newArray;
      This->num_contexts++;
  
      TRACE("Returning context %p\n", ctx);
      return ctx;
  }
  
  void get_drawable_size_swapchain(struct wined3d_context *context, UINT *width, UINT *height)
  {
      /* The drawable size of an onscreen drawable is the surface size.
       * (Actually: The window size, but the surface is created in window size) */
      *width = context->current_rt->currentDesc.Width;
      *height = context->current_rt->currentDesc.Height;
  }
  