text: /*
   * Copyright 2002-2003 Jason Edmeades
   * Copyright 2002-2003 Raphael Junqueira
   * Copyright 2005 Oliver Stieber
   * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
   * Copyright 2011 Henri Verbeet 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 "wine/port.h"
  #include "wined3d_private.h"
  
  WINE_DEFAULT_DEBUG_CHANNEL(d3d);
  WINE_DECLARE_DEBUG_CHANNEL(fps);
  
  static void wined3d_swapchain_destroy_object(void *object)
  {
      swapchain_destroy_contexts(object);
  }
  
  static void swapchain_cleanup(struct wined3d_swapchain *swapchain)
  {
      HRESULT hr;
      UINT i;
  
      TRACE("Destroying swapchain %p.\n", swapchain);
  
      wined3d_swapchain_set_gamma_ramp(swapchain, 0, &swapchain->orig_gamma);
  
      /* Release the swapchain's draw buffers. Make sure swapchain->back_buffers[0]
       * is the last buffer to be destroyed, FindContext() depends on that. */
      if (swapchain->front_buffer)
      {
          wined3d_texture_set_swapchain(swapchain->front_buffer, NULL);
          if (wined3d_texture_decref(swapchain->front_buffer))
              WARN("Something's still holding the front buffer (%p).\n", swapchain->front_buffer);
          swapchain->front_buffer = NULL;
      }
  
      if (swapchain->back_buffers)
      {
          i = swapchain->desc.backbuffer_count;
  
          while (i--)
          {
              wined3d_texture_set_swapchain(swapchain->back_buffers[i], NULL);
              if (wined3d_texture_decref(swapchain->back_buffers[i]))
                  WARN("Something's still holding back buffer %u (%p).\n", i, swapchain->back_buffers[i]);
          }
          heap_free(swapchain->back_buffers);
          swapchain->back_buffers = NULL;
      }
  
      wined3d_cs_destroy_object(swapchain->device->cs, wined3d_swapchain_destroy_object, swapchain);
      wined3d_cs_finish(swapchain->device->cs, WINED3D_CS_QUEUE_DEFAULT);
  
      /* Restore the screen resolution if we rendered in fullscreen.
       * This will restore the screen resolution to what it was before creating
       * the swapchain. In case of d3d8 and d3d9 this will be the original
       * desktop resolution. In case of d3d7 this will be a NOP because ddraw
       * sets the resolution before starting up Direct3D, thus orig_width and
       * orig_height will be equal to the modes in the presentation params. */
      if (!swapchain->desc.windowed && swapchain->desc.auto_restore_display_mode)
      {
          if (FAILED(hr = wined3d_set_adapter_display_mode(swapchain->device->wined3d,
                  swapchain->device->adapter->ordinal, &swapchain->original_mode)))
              ERR("Failed to restore display mode, hr %#x.\n", hr);
  
          if (swapchain->desc.flags & WINED3D_SWAPCHAIN_RESTORE_WINDOW_RECT)
          {
              wined3d_device_restore_fullscreen_window(swapchain->device, swapchain->device_window,
                      &swapchain->original_window_rect);
              wined3d_device_release_focus_window(swapchain->device);
          }
      }
  
      if (swapchain->backup_dc)
      {
          TRACE("Destroying backup wined3d window %p, dc %p.\n", swapchain->backup_wnd, swapchain->backup_dc);
  
          wined3d_release_dc(swapchain->backup_wnd, swapchain->backup_dc);
          DestroyWindow(swapchain->backup_wnd);
      }
  }
  
  ULONG CDECL wined3d_swapchain_incref(struct wined3d_swapchain *swapchain)
  {
      ULONG refcount = InterlockedIncrement(&swapchain->ref);
  
      TRACE("%p increasing refcount to %u.\n", swapchain, refcount);
  
      return refcount;
  }
  
  ULONG CDECL wined3d_swapchain_decref(struct wined3d_swapchain *swapchain)
  {
      ULONG refcount = InterlockedDecrement(&swapchain->ref);
  
      TRACE("%p decreasing refcount to %u.\n", swapchain, refcount);
  
      if (!refcount)
      {
          struct wined3d_device *device;
  
          wined3d_mutex_lock();
  
          device = swapchain->device;
          if (device->swapchain_count && device->swapchains[0] == swapchain)
              wined3d_device_uninit_3d(device);
          wined3d_unhook_swapchain(swapchain);
          wined3d_cs_finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
  
          swapchain_cleanup(swapchain);
          swapchain->parent_ops->wined3d_object_destroyed(swapchain->parent);
  
          wined3d_mutex_unlock();
  
          heap_free(swapchain);
      }
  
      return refcount;
  }
  
  void * CDECL wined3d_swapchain_get_parent(const struct wined3d_swapchain *swapchain)
  {
      TRACE("swapchain %p.\n", swapchain);
  
      return swapchain->parent;
  }
  
  void CDECL wined3d_swapchain_set_window(struct wined3d_swapchain *swapchain, HWND window)
  {
      if (!window)
          window = swapchain->device_window;
      if (window == swapchain->win_handle)
          return;
  
      TRACE("Setting swapchain %p window from %p to %p.\n",
              swapchain, swapchain->win_handle, window);
  
      wined3d_cs_finish(swapchain->device->cs, WINED3D_CS_QUEUE_DEFAULT);
  
      swapchain->win_handle = window;
  }
  
  HRESULT CDECL wined3d_swapchain_present(struct wined3d_swapchain *swapchain,
          const RECT *src_rect, const RECT *dst_rect, HWND dst_window_override,
          unsigned int swap_interval, DWORD flags)
  {
      RECT s, d;
  
      TRACE("swapchain %p, src_rect %s, dst_rect %s, dst_window_override %p, swap_interval %u, flags %#x.\n",
              swapchain, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect),
              dst_window_override, swap_interval, flags);
  
      if (flags)
          FIXME("Ignoring flags %#x.\n", flags);
  
      wined3d_mutex_lock();
  
      if (!swapchain->back_buffers)
      {
          WARN("Swapchain doesn't have a backbuffer, returning WINED3DERR_INVALIDCALL.\n");
          wined3d_mutex_unlock();
          return WINED3DERR_INVALIDCALL;
      }
  
      if (!src_rect)
      {
          SetRect(&s, 0, 0, swapchain->desc.backbuffer_width,
                  swapchain->desc.backbuffer_height);
          src_rect = &s;
      }
  
      if (!dst_rect)
      {
          GetClientRect(swapchain->win_handle, &d);
          dst_rect = &d;
      }
  
      wined3d_cs_emit_present(swapchain->device->cs, swapchain, src_rect,
              dst_rect, dst_window_override, swap_interval, flags);
  
      wined3d_mutex_unlock();
  
      return WINED3D_OK;
  }
  
  HRESULT CDECL wined3d_swapchain_get_front_buffer_data(const struct wined3d_swapchain *swapchain,
          struct wined3d_texture *dst_texture, unsigned int sub_resource_idx)
  {
      RECT src_rect, dst_rect;
  
      TRACE("swapchain %p, dst_texture %p, sub_resource_idx %u.\n", swapchain, dst_texture, sub_resource_idx);
  
      SetRect(&src_rect, 0, 0, swapchain->front_buffer->resource.width, swapchain->front_buffer->resource.height);
      dst_rect = src_rect;
  
      if (swapchain->desc.windowed)
      {
          MapWindowPoints(swapchain->win_handle, NULL, (POINT *)&dst_rect, 2);
          FIXME("Using destination rect %s in windowed mode, this is likely wrong.\n",
                  wine_dbgstr_rect(&dst_rect));
      }
  
      return wined3d_texture_blt(dst_texture, sub_resource_idx, &dst_rect,
              swapchain->front_buffer, 0, &src_rect, 0, NULL, WINED3D_TEXF_POINT);
  }
  
  struct wined3d_texture * CDECL wined3d_swapchain_get_back_buffer(const struct wined3d_swapchain *swapchain,
          UINT back_buffer_idx)
  {
      TRACE("swapchain %p, back_buffer_idx %u.\n",
              swapchain, back_buffer_idx);
  
      /* Return invalid if there is no backbuffer array, otherwise it will
       * crash when ddraw is used (there swapchain->back_buffers is always
       * NULL). We need this because this function is called from
       * stateblock_init_default_state() to get the default scissorrect
       * dimensions. */
      if (!swapchain->back_buffers || back_buffer_idx >= swapchain->desc.backbuffer_count)
      {
          WARN("Invalid back buffer index.\n");
          /* Native d3d9 doesn't set NULL here, just as wine's d3d9. But set it
           * here in wined3d to avoid problems in other libs. */
          return NULL;
      }
  
      TRACE("Returning back buffer %p.\n", swapchain->back_buffers[back_buffer_idx]);
  
      return swapchain->back_buffers[back_buffer_idx];
  }
  
  HRESULT CDECL wined3d_swapchain_get_raster_status(const struct wined3d_swapchain *swapchain,
          struct wined3d_raster_status *raster_status)
  {
      TRACE("swapchain %p, raster_status %p.\n", swapchain, raster_status);
  
      return wined3d_get_adapter_raster_status(swapchain->device->wined3d,
              swapchain->device->adapter->ordinal, raster_status);
  }
  
  HRESULT CDECL wined3d_swapchain_get_display_mode(const struct wined3d_swapchain *swapchain,
          struct wined3d_display_mode *mode, enum wined3d_display_rotation *rotation)
  {
      HRESULT hr;
  
      TRACE("swapchain %p, mode %p, rotation %p.\n", swapchain, mode, rotation);
  
      hr = wined3d_get_adapter_display_mode(swapchain->device->wined3d,
              swapchain->device->adapter->ordinal, mode, rotation);
  
      TRACE("Returning w %u, h %u, refresh rate %u, format %s.\n",
              mode->width, mode->height, mode->refresh_rate, debug_d3dformat(mode->format_id));
  
      return hr;
  }
  
  struct wined3d_device * CDECL wined3d_swapchain_get_device(const struct wined3d_swapchain *swapchain)
  {
      TRACE("swapchain %p.\n", swapchain);
  
      return swapchain->device;
  }
  
  void CDECL wined3d_swapchain_get_desc(const struct wined3d_swapchain *swapchain,
          struct wined3d_swapchain_desc *desc)
  {
      TRACE("swapchain %p, desc %p.\n", swapchain, desc);
  
      *desc = swapchain->desc;
  }
  
  HRESULT CDECL wined3d_swapchain_set_gamma_ramp(const struct wined3d_swapchain *swapchain,
          DWORD flags, const struct wined3d_gamma_ramp *ramp)
  {
      HDC dc;
  
      TRACE("swapchain %p, flags %#x, ramp %p.\n", swapchain, flags, ramp);
  
      if (flags)
          FIXME("Ignoring flags %#x.\n", flags);
  
      dc = GetDCEx(swapchain->device_window, 0, DCX_USESTYLE | DCX_CACHE);
      SetDeviceGammaRamp(dc, (void *)ramp);
      ReleaseDC(swapchain->device_window, dc);
  
      return WINED3D_OK;
  }
  
  void CDECL wined3d_swapchain_set_palette(struct wined3d_swapchain *swapchain, struct wined3d_palette *palette)
  {
      TRACE("swapchain %p, palette %p.\n", swapchain, palette);
  
      wined3d_cs_finish(swapchain->device->cs, WINED3D_CS_QUEUE_DEFAULT);
  
      swapchain->palette = palette;
  }
  
  HRESULT CDECL wined3d_swapchain_get_gamma_ramp(const struct wined3d_swapchain *swapchain,
          struct wined3d_gamma_ramp *ramp)
  {
      HDC dc;
  
      TRACE("swapchain %p, ramp %p.\n", swapchain, ramp);
  
      dc = GetDCEx(swapchain->device_window, 0, DCX_USESTYLE | DCX_CACHE);
      GetDeviceGammaRamp(dc, ramp);
      ReleaseDC(swapchain->device_window, dc);
  
      return WINED3D_OK;
  }
  
  /* A GL context is provided by the caller */
  static void swapchain_blit(const struct wined3d_swapchain *swapchain,
          struct wined3d_context *context, const RECT *src_rect, const RECT *dst_rect)
  {
      struct wined3d_texture *texture = swapchain->back_buffers[0];
      struct wined3d_device *device = swapchain->device;
      enum wined3d_texture_filter_type filter;
      DWORD location;
  
      TRACE("swapchain %p, context %p, src_rect %s, dst_rect %s.\n",
              swapchain, context, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect));
  
      if ((src_rect->right - src_rect->left == dst_rect->right - dst_rect->left
              && src_rect->bottom - src_rect->top == dst_rect->bottom - dst_rect->top)
              || is_complex_fixup(texture->resource.format->color_fixup))
          filter = WINED3D_TEXF_NONE;
      else
          filter = WINED3D_TEXF_LINEAR;
  
      location = WINED3D_LOCATION_TEXTURE_RGB;
      if (texture->resource.multisample_type)
          location = WINED3D_LOCATION_RB_RESOLVED;
  
      wined3d_texture_validate_location(texture, 0, WINED3D_LOCATION_DRAWABLE);
      device->blitter->ops->blitter_blit(device->blitter, WINED3D_BLIT_OP_COLOR_BLIT, context, texture, 0,
              location, src_rect, texture, 0, WINED3D_LOCATION_DRAWABLE, dst_rect, NULL, filter);
      wined3d_texture_invalidate_location(texture, 0, WINED3D_LOCATION_DRAWABLE);
  }
  
  static void swapchain_gl_set_swap_interval(struct wined3d_swapchain *swapchain,
          struct wined3d_context *context, unsigned int swap_interval)
  {
      const struct wined3d_gl_info *gl_info = context->gl_info;
  
      swap_interval = swap_interval <= 4 ? swap_interval : 1;
      if (swapchain->swap_interval == swap_interval)
          return;
  
      swapchain->swap_interval = swap_interval;
  
      if (!gl_info->supported[WGL_EXT_SWAP_CONTROL])
          return;
  
      if (!GL_EXTCALL(wglSwapIntervalEXT(swap_interval)))
      {
          ERR("Failed to set swap interval %u for context %p, last error %#x.\n",
                  swap_interval, context, GetLastError());
      }
  }
  
  /* Context activation is done by the caller. */
  static void wined3d_swapchain_gl_rotate(struct wined3d_swapchain *swapchain, struct wined3d_context *context)
  {
      struct wined3d_texture_sub_resource *sub_resource;
      struct wined3d_texture_gl *texture, *texture_prev;
      struct gl_texture tex0;
      GLuint rb0;
      DWORD locations0;
      unsigned int i;
      static const DWORD supported_locations = WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_RB_MULTISAMPLE;
  
      if (swapchain->desc.backbuffer_count < 2 || !swapchain->render_to_fbo)
          return;
  
      texture_prev = wined3d_texture_gl(swapchain->back_buffers[0]);
  
      /* Back buffer 0 is already in the draw binding. */
      tex0 = texture_prev->texture_rgb;
      rb0 = texture_prev->rb_multisample;
      locations0 = texture_prev->t.sub_resources[0].locations;
  
      for (i = 1; i < swapchain->desc.backbuffer_count; ++i)
      {
          texture = wined3d_texture_gl(swapchain->back_buffers[i]);
          sub_resource = &texture->t.sub_resources[0];
  
          if (!(sub_resource->locations & supported_locations))
              wined3d_texture_load_location(&texture->t, 0, context, texture->t.resource.draw_binding);
  
          texture_prev->texture_rgb = texture->texture_rgb;
          texture_prev->rb_multisample = texture->rb_multisample;
  
          wined3d_texture_validate_location(&texture_prev->t, 0, sub_resource->locations & supported_locations);
          wined3d_texture_invalidate_location(&texture_prev->t, 0, ~(sub_resource->locations & supported_locations));
  
          texture_prev = texture;
      }
  
      texture_prev->texture_rgb = tex0;
      texture_prev->rb_multisample = rb0;
  
      wined3d_texture_validate_location(&texture_prev->t, 0, locations0 & supported_locations);
      wined3d_texture_invalidate_location(&texture_prev->t, 0, ~(locations0 & supported_locations));
  
      device_invalidate_state(swapchain->device, STATE_FRAMEBUFFER);
  }
  
  static void swapchain_gl_present(struct wined3d_swapchain *swapchain,
          const RECT *src_rect, const RECT *dst_rect, unsigned int swap_interval, DWORD flags)
  {
      struct wined3d_texture *back_buffer = swapchain->back_buffers[0];
      const struct wined3d_fb_state *fb = &swapchain->device->cs->fb;
      struct wined3d_rendertarget_view *dsv = fb->depth_stencil;
      struct wined3d_texture *logo_texture, *cursor_texture;
      const struct wined3d_gl_info *gl_info;
      struct wined3d_context_gl *context_gl;
      struct wined3d_context *context;
      BOOL render_to_fbo;
  
      context = context_acquire(swapchain->device, back_buffer, 0);
      context_gl = wined3d_context_gl(context);
      if (!context_gl->valid)
      {
          context_release(context);
          WARN("Invalid context, skipping present.\n");
          return;
      }
  
      gl_info = context->gl_info;
  
      swapchain_gl_set_swap_interval(swapchain, context, swap_interval);
  
      if ((logo_texture = swapchain->device->logo_texture))
      {
          RECT rect = {0, 0, logo_texture->resource.width, logo_texture->resource.height};
  
          /* Blit the logo into the upper left corner of the drawable. */
          wined3d_texture_blt(back_buffer, 0, &rect, logo_texture, 0, &rect,
                  WINED3D_BLT_SRC_CKEY, NULL, WINED3D_TEXF_POINT);
      }
  
      if ((cursor_texture = swapchain->device->cursor_texture)
              && swapchain->device->bCursorVisible && !swapchain->device->hardwareCursor)
      {
          RECT dst_rect =
          {
              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,
          };
          RECT src_rect =
          {
              0, 0, cursor_texture->resource.width, cursor_texture->resource.height
          };
          const RECT clip_rect = {0, 0, back_buffer->resource.width, back_buffer->resource.height};
  
          TRACE("Rendering the software cursor.\n");
  
          if (swapchain->desc.windowed)
              MapWindowPoints(NULL, swapchain->win_handle, (POINT *)&dst_rect, 2);
          if (wined3d_clip_blit(&clip_rect, &dst_rect, &src_rect))
              wined3d_texture_blt(back_buffer, 0, &dst_rect, cursor_texture, 0,
                      &src_rect, WINED3D_BLT_ALPHA_TEST, NULL, WINED3D_TEXF_POINT);
      }
  
      TRACE("Presenting DC %p.\n", context_gl->dc);
  
      if (!(render_to_fbo = swapchain->render_to_fbo)
              && (src_rect->left || src_rect->top
              || src_rect->right != swapchain->desc.backbuffer_width
              || src_rect->bottom != swapchain->desc.backbuffer_height
              || dst_rect->left || dst_rect->top
              || dst_rect->right != swapchain->desc.backbuffer_width
              || dst_rect->bottom != swapchain->desc.backbuffer_height))
          render_to_fbo = TRUE;
  
      /* Rendering to a window of different size, presenting partial rectangles,
       * or rendering to a different window needs help from FBO_blit or a textured
       * draw. Render the swapchain to a FBO in the future.
       *
       * Note that FBO_blit from the backbuffer to the frontbuffer cannot solve
       * all these issues - this fails if the window is smaller than the backbuffer.
       */
      if (!swapchain->render_to_fbo && render_to_fbo && wined3d_settings.offscreen_rendering_mode == ORM_FBO)
      {
          wined3d_texture_load_location(back_buffer, 0, context, WINED3D_LOCATION_TEXTURE_RGB);
          wined3d_texture_invalidate_location(back_buffer, 0, WINED3D_LOCATION_DRAWABLE);
          swapchain->render_to_fbo = TRUE;
          swapchain_update_draw_bindings(swapchain);
      }
      else
      {
          wined3d_texture_load_location(back_buffer, 0, context, back_buffer->resource.draw_binding);
      }
  
      if (swapchain->render_to_fbo)
          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_gl->dc);
  
      wined3d_swapchain_gl_rotate(swapchain, context);
  
      TRACE("SwapBuffers called, Starting new frame\n");
      /* FPS support */
      if (TRACE_ON(fps))
      {
          DWORD time = GetTickCount();
          ++swapchain->frames;
  
          /* every 1.5 seconds */
          if (time - swapchain->prev_time > 1500)
          {
              TRACE_(fps)("%p @ approx %.2ffps\n",
                      swapchain, 1000.0 * swapchain->frames / (time - swapchain->prev_time));
              swapchain->prev_time = time;
              swapchain->frames = 0;
          }
      }
  
      wined3d_texture_validate_location(swapchain->front_buffer, 0, WINED3D_LOCATION_DRAWABLE);
      wined3d_texture_invalidate_location(swapchain->front_buffer, 0, ~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.
       *
       * The FLIP swap effect is not implemented yet. We could mark WINED3D_LOCATION_DRAWABLE
       * up to date and hope WGL flipped front and back buffers and read this data into
       * the FBO. Don't bother about this for now. */
      if (swapchain->desc.swap_effect == WINED3D_SWAP_EFFECT_DISCARD
              || swapchain->desc.swap_effect == WINED3D_SWAP_EFFECT_FLIP_DISCARD)
          wined3d_texture_validate_location(swapchain->back_buffers[swapchain->desc.backbuffer_count - 1],
                  0, WINED3D_LOCATION_DISCARDED);
  
      if (dsv && dsv->resource->type != WINED3D_RTYPE_BUFFER)
      {
          struct wined3d_texture *ds = texture_from_resource(dsv->resource);
  
          if ((swapchain->desc.flags & WINED3D_SWAPCHAIN_DISCARD_DEPTHSTENCIL
                  || ds->flags & WINED3D_TEXTURE_DISCARD))
              wined3d_texture_validate_location(ds, dsv->sub_resource_idx, WINED3D_LOCATION_DISCARDED);
      }
  
      context_release(context);
  }
  
  static void swapchain_gl_frontbuffer_updated(struct wined3d_swapchain *swapchain)
  {
      struct wined3d_texture *front_buffer = swapchain->front_buffer;
      struct wined3d_context *context;
  
      context = context_acquire(swapchain->device, front_buffer, 0);
      wined3d_texture_load_location(front_buffer, 0, context, front_buffer->resource.draw_binding);
      context_release(context);
      SetRectEmpty(&swapchain->front_buffer_update);
  }
  
  static const struct wined3d_swapchain_ops swapchain_gl_ops =
  {
      swapchain_gl_present,
      swapchain_gl_frontbuffer_updated,
  };
  
  static void swapchain_gdi_frontbuffer_updated(struct wined3d_swapchain *swapchain)
  {
      struct wined3d_dc_info *front;
      POINT offset = {0, 0};
      HDC src_dc, dst_dc;
      RECT draw_rect;
      HWND window;
  
      TRACE("swapchain %p.\n", swapchain);
  
      front = &swapchain->front_buffer->dc_info[0];
      if (swapchain->palette)
          wined3d_palette_apply_to_dc(swapchain->palette, front->dc);
  
      if (swapchain->front_buffer->resource.map_count)
          ERR("Trying to blit a mapped surface.\n");
  
      TRACE("Copying surface %p to screen.\n", front);
  
      src_dc = front->dc;
      window = swapchain->win_handle;
      dst_dc = GetDCEx(window, 0, DCX_CLIPSIBLINGS | DCX_CACHE);
  
      /* Front buffer coordinates are screen coordinates. Map them to the
       * destination window if not fullscreened. */
      if (swapchain->desc.windowed)
          ClientToScreen(window, &offset);
  
      TRACE("offset %s.\n", wine_dbgstr_point(&offset));
  
      SetRect(&draw_rect, 0, 0, swapchain->front_buffer->resource.width,
              swapchain->front_buffer->resource.height);
      IntersectRect(&draw_rect, &draw_rect, &swapchain->front_buffer_update);
  
      BitBlt(dst_dc, draw_rect.left - offset.x, draw_rect.top - offset.y,
              draw_rect.right - draw_rect.left, draw_rect.bottom - draw_rect.top,
              src_dc, draw_rect.left, draw_rect.top, SRCCOPY);
      ReleaseDC(window, dst_dc);
  
      SetRectEmpty(&swapchain->front_buffer_update);
  }
  
  static void swapchain_gdi_present(struct wined3d_swapchain *swapchain,
          const RECT *src_rect, const RECT *dst_rect, unsigned int swap_interval, DWORD flags)
  {
      struct wined3d_dc_info *front, *back;
      HBITMAP bitmap;
      void *data;
      HDC dc;
  
      front = &swapchain->front_buffer->dc_info[0];
      back = &swapchain->back_buffers[0]->dc_info[0];
  
      /* Flip the surface data. */
      dc = front->dc;
      bitmap = front->bitmap;
      data = swapchain->front_buffer->resource.heap_memory;
  
      front->dc = back->dc;
      front->bitmap = back->bitmap;
      swapchain->front_buffer->resource.heap_memory = swapchain->back_buffers[0]->resource.heap_memory;
  
      back->dc = dc;
      back->bitmap = bitmap;
      swapchain->back_buffers[0]->resource.heap_memory = data;
  
      /* FPS support */
      if (TRACE_ON(fps))
      {
          static LONG prev_time, frames;
          DWORD time = GetTickCount();
  
          ++frames;
  
          /* every 1.5 seconds */
          if (time - prev_time > 1500)
          {
              TRACE_(fps)("@ approx %.2ffps\n", 1000.0 * frames / (time - prev_time));
              prev_time = time;
              frames = 0;
          }
      }
  
      SetRect(&swapchain->front_buffer_update, 0, 0,
              swapchain->front_buffer->resource.width,
              swapchain->front_buffer->resource.height);
      swapchain_gdi_frontbuffer_updated(swapchain);
  }
  
  static const struct wined3d_swapchain_ops swapchain_gdi_ops =
  {
      swapchain_gdi_present,
      swapchain_gdi_frontbuffer_updated,
  };
  
  static void swapchain_update_render_to_fbo(struct wined3d_swapchain *swapchain)
  {
      if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
          return;
  
      if (!swapchain->desc.backbuffer_count)
      {
          TRACE("Single buffered rendering.\n");
          swapchain->render_to_fbo = FALSE;
          return;
      }
  
      TRACE("Rendering to FBO.\n");
      swapchain->render_to_fbo = TRUE;
  }
  
  static void wined3d_swapchain_apply_sample_count_override(const struct wined3d_swapchain *swapchain,
          enum wined3d_format_id format_id, enum wined3d_multisample_type *type, DWORD *quality)
  {
      const struct wined3d_adapter *adapter;
      const struct wined3d_gl_info *gl_info;
      const struct wined3d_format *format;
      enum wined3d_multisample_type t;
  
      if (wined3d_settings.sample_count == ~0u)
          return;
  
      adapter = swapchain->device->adapter;
      gl_info = &adapter->gl_info;
      if (!(format = wined3d_get_format(adapter, format_id, WINED3D_BIND_RENDER_TARGET)))
          return;
  
      if ((t = min(wined3d_settings.sample_count, gl_info->limits.samples)))
          while (!(format->multisample_types & 1u << (t - 1)))
              ++t;
      TRACE("Using sample count %u.\n", t);
      *type = t;
      *quality = 0;
  }
  
  static void wined3d_swapchain_cs_init(void *object)
  {
      struct wined3d_swapchain *swapchain = object;
      struct wined3d_context *context;
  
      if (!(context = context_acquire(swapchain->device, swapchain->front_buffer, 0)))
      {
          WARN("Failed to acquire context.\n");
          return;
      }
  
      if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
              && (!swapchain->desc.enable_auto_depth_stencil
              || swapchain->desc.auto_depth_stencil_format != swapchain->ds_format->id))
          FIXME("Add OpenGL context recreation support.\n");
  
      context_release(context);
  }
  
  void swapchain_set_max_frame_latency(struct wined3d_swapchain *swapchain, const struct wined3d_device *device)
  {
      /* Subtract 1 for the implicit OpenGL latency. */
      swapchain->max_frame_latency = device->max_frame_latency >= 2 ? device->max_frame_latency - 1 : 1;
  }
  
  static enum wined3d_format_id adapter_format_from_backbuffer_format(struct wined3d_swapchain *swapchain,
          enum wined3d_format_id format_id)
  {
      const struct wined3d_adapter *adapter = swapchain->device->adapter;
      const struct wined3d_format *backbuffer_format;
  
      backbuffer_format = wined3d_get_format(adapter, format_id, WINED3D_BIND_RENDER_TARGET);
      return pixelformat_for_depth(backbuffer_format->byte_count * CHAR_BIT);
  }
  
  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 texture_desc;
      BOOL displaymode_set = FALSE;
      DWORD texture_flags = 0;
      RECT client_rect;
      unsigned int i;
      HWND window;
      HRESULT hr;
  
      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 (desc->swap_effect != WINED3D_SWAP_EFFECT_DISCARD
              && desc->swap_effect != WINED3D_SWAP_EFFECT_SEQUENTIAL
              && desc->swap_effect != WINED3D_SWAP_EFFECT_COPY)
          FIXME("Unimplemented swap effect %#x.\n", desc->swap_effect);
  
      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;
      swapchain->swap_interval = WINED3D_SWAP_INTERVAL_DEFAULT;
      swapchain_set_max_frame_latency(swapchain, device);
  
      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;
      }
      GetWindowRect(window, &swapchain->original_window_rect);
  
      GetClientRect(window, &client_rect);
      if (desc->windowed)
      {
          TRACE("Client rect %s.\n", wine_dbgstr_rect(&client_rect));
  
          if (!desc->backbuffer_width)
          {
              desc->backbuffer_width = client_rect.right ? client_rect.right : 8;
              TRACE("Updating width to %u.\n", desc->backbuffer_width);
          }
          if (!desc->backbuffer_height)
          {
              desc->backbuffer_height = client_rect.bottom ? client_rect.bottom : 8;
              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;
      wined3d_swapchain_apply_sample_count_override(swapchain, swapchain->desc.backbuffer_format,
              &swapchain->desc.multisample_type, &swapchain->desc.multisample_quality);
      swapchain_update_render_to_fbo(swapchain);
  
      TRACE("Creating front buffer.\n");
  
      texture_desc.resource_type = WINED3D_RTYPE_TEXTURE_2D;
      texture_desc.format = swapchain->desc.backbuffer_format;
      texture_desc.multisample_type = swapchain->desc.multisample_type;
      texture_desc.multisample_quality = swapchain->desc.multisample_quality;
      texture_desc.usage = 0;
      if (device->wined3d->flags & WINED3D_NO3D)
          texture_desc.usage |= WINED3DUSAGE_OWNDC;
      texture_desc.bind_flags = 0;
      texture_desc.access = WINED3D_RESOURCE_ACCESS_GPU;
      if (swapchain->desc.flags & WINED3D_SWAPCHAIN_LOCKABLE_BACKBUFFER)
          texture_desc.access |= WINED3D_RESOURCE_ACCESS_MAP_R | WINED3D_RESOURCE_ACCESS_MAP_W;
      texture_desc.width = swapchain->desc.backbuffer_width;
      texture_desc.height = swapchain->desc.backbuffer_height;
      texture_desc.depth = 1;
      texture_desc.size = 0;
  
      if (swapchain->desc.flags & WINED3D_SWAPCHAIN_GDI_COMPATIBLE)
          texture_flags |= WINED3D_TEXTURE_CREATE_GET_DC;
  
      if (FAILED(hr = device->device_parent->ops->create_swapchain_texture(device->device_parent,
              parent, &texture_desc, texture_flags, &swapchain->front_buffer)))
      {
          WARN("Failed to create front buffer, hr %#x.\n", hr);
          goto err;
      }
  
      wined3d_texture_set_swapchain(swapchain->front_buffer, swapchain);
      if (!(device->wined3d->flags & WINED3D_NO3D))
      {
          wined3d_texture_validate_location(swapchain->front_buffer, 0, WINED3D_LOCATION_DRAWABLE);
          wined3d_texture_invalidate_location(swapchain->front_buffer, 0, ~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)
      {
          if (desc->flags & WINED3D_SWAPCHAIN_ALLOW_MODE_SWITCH)
          {
              /* Change the display settings */
              swapchain->d3d_mode.width = desc->backbuffer_width;
              swapchain->d3d_mode.height = desc->backbuffer_height;
              swapchain->d3d_mode.format_id = adapter_format_from_backbuffer_format(swapchain,
                      desc->backbuffer_format);
              swapchain->d3d_mode.refresh_rate = desc->refresh_rate;
              swapchain->d3d_mode.scanline_ordering = WINED3D_SCANLINE_ORDERING_UNKNOWN;
  
              if (FAILED(hr = wined3d_set_adapter_display_mode(device->wined3d,
                      adapter->ordinal, &swapchain->d3d_mode)))
              {
                  WARN("Failed to set display mode, hr %#x.\n", hr);
                  goto err;
              }
              displaymode_set = TRUE;
          }
          else
          {
              swapchain->d3d_mode = swapchain->original_mode;
          }
      }
  
      if (!(device->wined3d->flags & WINED3D_NO3D))
      {
          if (!(swapchain->context = heap_alloc(sizeof(*swapchain->context))))
          {
              ERR("Failed to create the context array.\n");
              hr = E_OUTOFMEMORY;
              goto err;
          }
  
          wined3d_cs_init_object(device->cs, wined3d_swapchain_cs_init, swapchain);
          wined3d_cs_finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
  
          if (!swapchain->num_contexts)
          {
              hr = WINED3DERR_NOTAVAILABLE;
              goto err;
          }
      }
  
      if (swapchain->desc.backbuffer_count > 0)
      {
          if (!(swapchain->back_buffers = heap_calloc(swapchain->desc.backbuffer_count,
                  sizeof(*swapchain->back_buffers))))
          {
              ERR("Failed to allocate backbuffer array memory.\n");
              hr = E_OUTOFMEMORY;
              goto err;
          }
  
          texture_desc.bind_flags = swapchain->desc.backbuffer_bind_flags;
          texture_desc.usage = 0;
          if (device->wined3d->flags & WINED3D_NO3D)
              texture_desc.usage |= WINED3DUSAGE_OWNDC;
          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_texture(device->device_parent,
                      parent, &texture_desc, texture_flags, &swapchain->back_buffers[i])))
              {
                  WARN("Failed to create back buffer %u, hr %#x.\n", i, hr);
                  swapchain->desc.backbuffer_count = i;
                  goto err;
              }
              wined3d_texture_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_view)
          {
              struct wined3d_view_desc desc;
              struct wined3d_texture *ds;
  
              texture_desc.format = swapchain->desc.auto_depth_stencil_format;
              texture_desc.usage = 0;
              texture_desc.bind_flags = WINED3D_BIND_DEPTH_STENCIL;
              texture_desc.access = WINED3D_RESOURCE_ACCESS_GPU;
  
              if (FAILED(hr = device->device_parent->ops->create_swapchain_texture(device->device_parent,
                      device->device_parent, &texture_desc, 0, &ds)))
              {
                  WARN("Failed to create the auto depth/stencil surface, hr %#x.\n", hr);
                  goto err;
              }
  
              desc.format_id = ds->resource.format->id;
              desc.flags = 0;
              desc.u.texture.level_idx = 0;
              desc.u.texture.level_count = 1;
              desc.u.texture.layer_idx = 0;
              desc.u.texture.layer_count = 1;
              hr = wined3d_rendertarget_view_create(&desc, &ds->resource, NULL, &wined3d_null_parent_ops,
                      &device->auto_depth_stencil_view);
              wined3d_texture_decref(ds);
              if (FAILED(hr))
              {
                  ERR("Failed to create rendertarget view, 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])
              {
                  wined3d_texture_set_swapchain(swapchain->back_buffers[i], NULL);
                  wined3d_texture_decref(swapchain->back_buffers[i]);
              }
          }
          heap_free(swapchain->back_buffers);
      }
  
      wined3d_cs_destroy_object(device->cs, wined3d_swapchain_destroy_object, swapchain);
      wined3d_cs_finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
  
      if (swapchain->front_buffer)
      {
          wined3d_texture_set_swapchain(swapchain->front_buffer, NULL);
          wined3d_texture_decref(swapchain->front_buffer);
      }
  
      return hr;
  }
  
  HRESULT CDECL wined3d_swapchain_create(struct wined3d_device *device, struct wined3d_swapchain_desc *desc,
          void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_swapchain **swapchain)
  {
      struct wined3d_swapchain *object;
      HRESULT hr;
  
      TRACE("device %p, desc %p, parent %p, parent_ops %p, swapchain %p.\n",
              device, desc, parent, parent_ops, swapchain);
  
      if (!(object = heap_alloc_zero(sizeof(*object))))
          return E_OUTOFMEMORY;
  
      wined3d_mutex_lock();
      hr = swapchain_init(object, device, desc, parent, parent_ops);
      wined3d_mutex_unlock();
      if (FAILED(hr))
      {
          WARN("Failed to initialize swapchain, hr %#x.\n", hr);
          heap_free(object);
          return hr;
      }
  
      if (desc->flags & WINED3D_SWAPCHAIN_HOOK)
          wined3d_hook_swapchain(object);
  
      if (desc->flags & WINED3D_SWAPCHAIN_IMPLICIT)
      {
          wined3d_mutex_lock();
          if (FAILED(hr = wined3d_device_set_implicit_swapchain(device, object)))
          {
              wined3d_cs_finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
              swapchain_cleanup(object);
              wined3d_mutex_unlock();
              heap_free(swapchain);
              return hr;
          }
          wined3d_mutex_unlock();
      }
  
      TRACE("Created swapchain %p.\n", object);
      *swapchain = object;
  
      return WINED3D_OK;
  }
  
  static struct wined3d_context *swapchain_create_context(struct wined3d_swapchain *swapchain)
  {
      struct wined3d_device *device = swapchain->device;
      struct wined3d_context_gl *context_gl;
      struct wined3d_context **ctx_array;
  
      TRACE("Creating a new context for swapchain %p, thread %u.\n", swapchain, GetCurrentThreadId());
  
      wined3d_from_cs(device->cs);
  
      if (!(context_gl = heap_alloc_zero(sizeof(*context_gl))))
      {
          ERR("Failed to allocate context memory.\n");
          return NULL;
      }
  
      if (FAILED(wined3d_context_gl_init(context_gl, swapchain)))
      {
          WARN("Failed to initialise context.\n");
          heap_free(context_gl);
          return NULL;
      }
  
      if (!device_context_add(device, &context_gl->c))
      {
          ERR("Failed to add the newly created context to the context list.\n");
          wined3d_context_gl_destroy(context_gl);
          return NULL;
      }
  
      TRACE("Created context %p.\n", context_gl);
  
      context_release(&context_gl->c);
  
      if (!(ctx_array = heap_calloc(swapchain->num_contexts + 1, sizeof(*ctx_array))))
      {
          ERR("Failed to allocate new context array memory.\n");
          wined3d_context_gl_destroy(context_gl);
          return NULL;
      }
      memcpy(ctx_array, swapchain->context, sizeof(*ctx_array) * swapchain->num_contexts);
      heap_free(swapchain->context);
      ctx_array[swapchain->num_contexts] = &context_gl->c;
      swapchain->context = ctx_array;
      swapchain->num_contexts++;
  
      return &context_gl->c;
  }
  
  void swapchain_destroy_contexts(struct wined3d_swapchain *swapchain)
  {
      unsigned int i;
  
      for (i = 0; i < swapchain->num_contexts; ++i)
      {
          wined3d_context_gl_destroy(wined3d_context_gl(swapchain->context[i]));
      }
      heap_free(swapchain->context);
      swapchain->num_contexts = 0;
      swapchain->context = NULL;
  }
  
  struct wined3d_context *swapchain_get_context(struct wined3d_swapchain *swapchain)
  {
      DWORD tid = GetCurrentThreadId();
      unsigned int i;
  
      for (i = 0; i < swapchain->num_contexts; ++i)
      {
          if (wined3d_context_gl(swapchain->context[i])->tid == tid)
              return swapchain->context[i];
      }
  
      /* Create a new context for the thread */
      return swapchain_create_context(swapchain);
  }
  
  HDC swapchain_get_backup_dc(struct wined3d_swapchain *swapchain)
  {
      if (!swapchain->backup_dc)
      {
          TRACE("Creating the backup window for swapchain %p.\n", swapchain);
  
          if (!(swapchain->backup_wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
                  WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL)))
          {
              ERR("Failed to create a window.\n");
              return NULL;
          }
  
          if (!(swapchain->backup_dc = GetDC(swapchain->backup_wnd)))
          {
              ERR("Failed to get a DC.\n");
              DestroyWindow(swapchain->backup_wnd);
              swapchain->backup_wnd = NULL;
              return NULL;
          }
      }
  
      return swapchain->backup_dc;
  }
  
  void swapchain_update_draw_bindings(struct wined3d_swapchain *swapchain)
  {
      UINT i;
  
      wined3d_resource_update_draw_binding(&swapchain->front_buffer->resource);
  
      for (i = 0; i < swapchain->desc.backbuffer_count; ++i)
      {
          wined3d_resource_update_draw_binding(&swapchain->back_buffers[i]->resource);
      }
  }
  
  void wined3d_swapchain_activate(struct wined3d_swapchain *swapchain, BOOL activate)
  {
      struct wined3d_device *device = swapchain->device;
      BOOL filter_messages = device->filter_messages;
      BOOL focus_messages = device->wined3d->flags & WINED3D_FOCUS_MESSAGES;
  
      /* This code is not protected by the wined3d mutex, so it may run while
       * wined3d_device_reset is active. Testing on Windows shows that changing
       * focus during resets and resetting during focus change events causes
       * the application to crash with an invalid memory access. */
  
      if (!focus_messages)
          device->filter_messages = 1;
  
      if (activate)
      {
          if (!(device->create_parms.flags & WINED3DCREATE_NOWINDOWCHANGES))
          {
              /* The d3d versions do not agree on the exact messages here. D3d8 restores
               * the window but leaves the size untouched, d3d9 sets the size on an
               * invisible window, generates messages but doesn't change the window
               * properties. The implementation follows d3d9.
               *
               * Guild Wars 1 wants a WINDOWPOSCHANGED message on the device window to
               * resume drawing after a focus loss. */
              SetWindowPos(swapchain->device_window, NULL, 0, 0,
                      swapchain->desc.backbuffer_width, swapchain->desc.backbuffer_height,
                      SWP_NOACTIVATE | SWP_NOZORDER);
          }
  
          if (device->wined3d->flags & WINED3D_RESTORE_MODE_ON_ACTIVATE)
          {
              if (FAILED(wined3d_set_adapter_display_mode(device->wined3d,
                      device->adapter->ordinal, &swapchain->d3d_mode)))
                  ERR("Failed to set display mode.\n");
          }
  
          if (swapchain == device->swapchains[0])
              device->device_parent->ops->activate(device->device_parent, TRUE);
      }
      else
      {
          if (FAILED(wined3d_set_adapter_display_mode(device->wined3d,
                  device->adapter->ordinal, NULL)))
              ERR("Failed to set display mode.\n");
  
          swapchain->reapply_mode = TRUE;
  
          /* Some DDraw apps (Deus Ex: GOTY, and presumably all UT 1 based games) destroy the device
           * during window minimization. Do our housekeeping now, as the device may not exist after
           * the ShowWindow call.
           *
           * In d3d9, the device is marked lost after the window is minimized. If we find an app
           * that needs this behavior (e.g. because it calls TestCooperativeLevel in the window proc)
           * we'll have to control this via a create flag. Note that the device and swapchain are not
           * safe to access after the ShowWindow call. */
          if (swapchain == device->swapchains[0])
              device->device_parent->ops->activate(device->device_parent, FALSE);
  
          if (!(device->create_parms.flags & WINED3DCREATE_NOWINDOWCHANGES)
                  && IsWindowVisible(swapchain->device_window))
              ShowWindow(swapchain->device_window, SW_MINIMIZE);
      }
  
      if (!focus_messages)
          device->filter_messages = filter_messages;
  }
  
  HRESULT CDECL wined3d_swapchain_resize_buffers(struct wined3d_swapchain *swapchain, unsigned int buffer_count,
          unsigned int width, unsigned int height, enum wined3d_format_id format_id,
          enum wined3d_multisample_type multisample_type, unsigned int multisample_quality)
  {
      BOOL update_desc = FALSE;
  
      TRACE("swapchain %p, buffer_count %u, width %u, height %u, format %s, "
              "multisample_type %#x, multisample_quality %#x.\n",
              swapchain, buffer_count, width, height, debug_d3dformat(format_id),
              multisample_type, multisample_quality);
  
      wined3d_swapchain_apply_sample_count_override(swapchain, format_id, &multisample_type, &multisample_quality);
  
      if (buffer_count && buffer_count != swapchain->desc.backbuffer_count)
          FIXME("Cannot change the back buffer count yet.\n");
  
      wined3d_cs_finish(swapchain->device->cs, WINED3D_CS_QUEUE_DEFAULT);
  
      if (!width || !height)
      {
          /* The application is requesting that either the swapchain width or
           * height be set to the corresponding dimension in the window's
           * client rect. */
  
          RECT client_rect;
  
          if (!swapchain->desc.windowed)
              return WINED3DERR_INVALIDCALL;
  
          if (!GetClientRect(swapchain->device_window, &client_rect))
          {
              ERR("Failed to get client rect, last error %#x.\n", GetLastError());
              return WINED3DERR_INVALIDCALL;
          }
  
          if (!width)
              width = client_rect.right;
  
          if (!height)
              height = client_rect.bottom;
      }
  
      if (width != swapchain->desc.backbuffer_width
              || height != swapchain->desc.backbuffer_height)
      {
          swapchain->desc.backbuffer_width = width;
          swapchain->desc.backbuffer_height = height;
          update_desc = TRUE;
      }
  
      if (format_id == WINED3DFMT_UNKNOWN)
      {
          if (!swapchain->desc.windowed)
              return WINED3DERR_INVALIDCALL;
          format_id = swapchain->original_mode.format_id;
      }
  
      if (format_id != swapchain->desc.backbuffer_format)
      {
          swapchain->desc.backbuffer_format = format_id;
          update_desc = TRUE;
      }
  
      if (multisample_type != swapchain->desc.multisample_type
              || multisample_quality != swapchain->desc.multisample_quality)
      {
          swapchain->desc.multisample_type = multisample_type;
          swapchain->desc.multisample_quality = multisample_quality;
          update_desc = TRUE;
      }
  
      if (update_desc)
      {
          HRESULT hr;
          UINT i;
  
          if (FAILED(hr = wined3d_texture_update_desc(swapchain->front_buffer, swapchain->desc.backbuffer_width,
                  swapchain->desc.backbuffer_height, swapchain->desc.backbuffer_format,
                  swapchain->desc.multisample_type, swapchain->desc.multisample_quality, NULL, 0)))
              return hr;
  
          for (i = 0; i < swapchain->desc.backbuffer_count; ++i)
          {
              if (FAILED(hr = wined3d_texture_update_desc(swapchain->back_buffers[i], swapchain->desc.backbuffer_width,
                      swapchain->desc.backbuffer_height, swapchain->desc.backbuffer_format,
                      swapchain->desc.multisample_type, swapchain->desc.multisample_quality, NULL, 0)))
                  return hr;
          }
      }
  
      swapchain_update_render_to_fbo(swapchain);
      swapchain_update_draw_bindings(swapchain);
  
      return WINED3D_OK;
  }
  
  static HRESULT wined3d_swapchain_set_display_mode(struct wined3d_swapchain *swapchain,
          struct wined3d_display_mode *mode)
  {
      struct wined3d_device *device = swapchain->device;
      HRESULT hr;
  
      if (swapchain->desc.flags & WINED3D_SWAPCHAIN_USE_CLOSEST_MATCHING_MODE)
      {
          if (FAILED(hr = wined3d_find_closest_matching_adapter_mode(device->wined3d,
                  device->adapter->ordinal, mode)))
          {
              WARN("Failed to find closest matching mode, hr %#x.\n", hr);
          }
      }
  
      if (FAILED(hr = wined3d_set_adapter_display_mode(device->wined3d,
              device->adapter->ordinal, mode)))
      {
          WARN("Failed to set display mode, hr %#x.\n", hr);
          return WINED3DERR_INVALIDCALL;
      }
  
      return WINED3D_OK;
  }
  
  HRESULT CDECL wined3d_swapchain_resize_target(struct wined3d_swapchain *swapchain,
          const struct wined3d_display_mode *mode)
  {
      struct wined3d_display_mode actual_mode;
      RECT original_window_rect, window_rect;
      struct wined3d_device *device;
      HWND window;
      HRESULT hr;
  
      TRACE("swapchain %p, mode %p.\n", swapchain, mode);
  
      wined3d_mutex_lock();
  
      device = swapchain->device;
      window = swapchain->device_window;
  
      if (swapchain->desc.windowed)
      {
          SetRect(&window_rect, 0, 0, mode->width, mode->height);
          AdjustWindowRectEx(&window_rect,
                  GetWindowLongW(window, GWL_STYLE), FALSE,
                  GetWindowLongW(window, GWL_EXSTYLE));
          SetRect(&window_rect, 0, 0,
                  window_rect.right - window_rect.left, window_rect.bottom - window_rect.top);
          GetWindowRect(window, &original_window_rect);
          OffsetRect(&window_rect, original_window_rect.left, original_window_rect.top);
      }
      else if (swapchain->desc.flags & WINED3D_SWAPCHAIN_ALLOW_MODE_SWITCH)
      {
          actual_mode = *mode;
          if (FAILED(hr = wined3d_swapchain_set_display_mode(swapchain, &actual_mode)))
          {
              wined3d_mutex_unlock();
              return hr;
          }
          SetRect(&window_rect, 0, 0, actual_mode.width, actual_mode.height);
      }
      else
      {
          if (FAILED(hr = wined3d_get_adapter_display_mode(device->wined3d, device->adapter->ordinal,
                  &actual_mode, NULL)))
          {
              ERR("Failed to get display mode, hr %#x.\n", hr);
              wined3d_mutex_unlock();
              return hr;
          }
  
          SetRect(&window_rect, 0, 0, actual_mode.width, actual_mode.height);
      }
  
      wined3d_mutex_unlock();
  
      MoveWindow(window, window_rect.left, window_rect.top,
              window_rect.right - window_rect.left, window_rect.bottom - window_rect.top, TRUE);
  
      return WINED3D_OK;
  }
  
  HRESULT CDECL wined3d_swapchain_set_fullscreen(struct wined3d_swapchain *swapchain,
          const struct wined3d_swapchain_desc *swapchain_desc, const struct wined3d_display_mode *mode)
  {
      struct wined3d_device *device = swapchain->device;
      struct wined3d_display_mode actual_mode;
      HRESULT hr;
  
      TRACE("swapchain %p, desc %p, mode %p.\n", swapchain, swapchain_desc, mode);
  
      if (swapchain->desc.flags & WINED3D_SWAPCHAIN_ALLOW_MODE_SWITCH)
      {
          if (mode)
          {
              actual_mode = *mode;
          }
          else
          {
              if (!swapchain_desc->windowed)
              {
                  actual_mode.width = swapchain_desc->backbuffer_width;
                  actual_mode.height = swapchain_desc->backbuffer_height;
                  actual_mode.refresh_rate = swapchain_desc->refresh_rate;
                  actual_mode.format_id = adapter_format_from_backbuffer_format(swapchain,
                          swapchain_desc->backbuffer_format);
                  actual_mode.scanline_ordering = WINED3D_SCANLINE_ORDERING_UNKNOWN;
              }
              else
              {
                  actual_mode = swapchain->original_mode;
              }
          }
  
          if (FAILED(hr = wined3d_swapchain_set_display_mode(swapchain, &actual_mode)))
              return hr;
      }
      else
      {
          if (mode)
              WARN("WINED3D_SWAPCHAIN_ALLOW_MODE_SWITCH is not set, ignoring mode.\n");
  
          if (FAILED(hr = wined3d_get_adapter_display_mode(device->wined3d, device->adapter->ordinal,
                  &actual_mode, NULL)))
          {
              ERR("Failed to get display mode, hr %#x.\n", hr);
              return WINED3DERR_INVALIDCALL;
          }
      }
  
      if (!swapchain_desc->windowed)
      {
          unsigned int width = actual_mode.width;
          unsigned int height = actual_mode.height;
  
          if (swapchain->desc.windowed)
          {
              /* Switch from windowed to fullscreen */
              if (FAILED(hr = wined3d_device_setup_fullscreen_window(device,
                      swapchain->device_window, width, height)))
                  return hr;
          }
          else
          {
              /* Fullscreen -> fullscreen mode change */
              BOOL filter_messages = device->filter_messages;
              device->filter_messages = TRUE;
  
              MoveWindow(swapchain->device_window, 0, 0, width, height, TRUE);
              ShowWindow(swapchain->device_window, SW_SHOW);
  
              device->filter_messages = filter_messages;
          }
          swapchain->d3d_mode = actual_mode;
      }
      else if (!swapchain->desc.windowed)
      {
          /* Fullscreen -> windowed switch */
          RECT *window_rect = NULL;
          if (swapchain->desc.flags & WINED3D_SWAPCHAIN_RESTORE_WINDOW_RECT)
              window_rect = &swapchain->original_window_rect;
          wined3d_device_restore_fullscreen_window(device, swapchain->device_window, window_rect);
      }
  
      swapchain->desc.windowed = swapchain_desc->windowed;
  
      return WINED3D_OK;
  }
  