wined3d: Keep a reference to the frontbuffer texture instead of the surface in the swapchain.

This commit is contained in:
Henri Verbeet 2014-08-20 13:20:02 +02:00 committed by Alexandre Julliard
parent 415b803720
commit ec87407e7c
7 changed files with 53 additions and 40 deletions

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@ -7675,7 +7675,7 @@ HRESULT arbfp_blit_surface(struct wined3d_device *device, DWORD filter,
if (wined3d_settings.strict_draw_ordering if (wined3d_settings.strict_draw_ordering
|| (dst_surface->container->swapchain || (dst_surface->container->swapchain
&& (dst_surface->container->swapchain->front_buffer == dst_surface))) && (dst_surface->container->swapchain->front_buffer == dst_surface->container)))
context->gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */ context->gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
context_release(context); context_release(context);

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@ -1826,7 +1826,7 @@ static void context_get_rt_size(const struct wined3d_context *context, SIZE *siz
{ {
const struct wined3d_surface *rt = context->current_rt; const struct wined3d_surface *rt = context->current_rt;
if (rt->container->swapchain && rt->container->swapchain->front_buffer == rt) if (rt->container->swapchain && rt->container->swapchain->front_buffer == rt->container)
{ {
RECT window_size; RECT window_size;
@ -3104,7 +3104,7 @@ struct wined3d_context *context_acquire(const struct wined3d_device *device, str
if (swapchain->back_buffers) if (swapchain->back_buffers)
target = swapchain->back_buffers[0]; target = swapchain->back_buffers[0];
else else
target = swapchain->front_buffer; target = surface_from_resource(wined3d_texture_get_sub_resource(swapchain->front_buffer, 0));
} }
} }

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@ -462,7 +462,7 @@ void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, c
} }
if (wined3d_settings.strict_draw_ordering || (flags & WINED3DCLEAR_TARGET if (wined3d_settings.strict_draw_ordering || (flags & WINED3DCLEAR_TARGET
&& target->container->swapchain && target->container->swapchain->front_buffer == target)) && target->container->swapchain && target->container->swapchain->front_buffer == target->container))
gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */ gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
context_release(context); context_release(context);
@ -913,7 +913,8 @@ HRESULT CDECL wined3d_device_init_3d(struct wined3d_device *device,
device->swapchains[0] = swapchain; device->swapchains[0] = swapchain;
device_init_swapchain_state(device, swapchain); device_init_swapchain_state(device, swapchain);
context = context_acquire(device, swapchain->front_buffer); context = context_acquire(device,
surface_from_resource(wined3d_texture_get_sub_resource(swapchain->front_buffer, 0)));
create_dummy_textures(device, context); create_dummy_textures(device, context);
@ -4169,7 +4170,8 @@ static HRESULT create_primary_opengl_context(struct wined3d_device *device, stru
return E_OUTOFMEMORY; return E_OUTOFMEMORY;
} }
target = swapchain->back_buffers ? swapchain->back_buffers[0] : swapchain->front_buffer; target = swapchain->back_buffers ? swapchain->back_buffers[0]
: surface_from_resource(wined3d_texture_get_sub_resource(swapchain->front_buffer, 0));
if (!(context = context_create(swapchain, target, swapchain->ds_format))) if (!(context = context_create(swapchain, target, swapchain->ds_format)))
{ {
WARN("Failed to create context.\n"); WARN("Failed to create context.\n");
@ -4401,7 +4403,8 @@ HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
{ {
UINT i; UINT i;
if (FAILED(hr = wined3d_surface_update_desc(swapchain->front_buffer, swapchain->desc.backbuffer_width, if (FAILED(hr = wined3d_surface_update_desc(surface_from_resource(
wined3d_texture_get_sub_resource(swapchain->front_buffer, 0)), swapchain->desc.backbuffer_width,
swapchain->desc.backbuffer_height, swapchain->desc.backbuffer_format, swapchain->desc.backbuffer_height, swapchain->desc.backbuffer_format,
swapchain->desc.multisample_type, swapchain->desc.multisample_quality, NULL, 0))) swapchain->desc.multisample_type, swapchain->desc.multisample_quality, NULL, 0)))
return hr; return hr;

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@ -316,7 +316,7 @@ BOOL wined3d_resource_is_offscreen(struct wined3d_resource *resource)
return TRUE; return TRUE;
/* The front buffer is always onscreen */ /* The front buffer is always onscreen */
if (resource == &swapchain->front_buffer->container->resource) if (resource == &swapchain->front_buffer->resource)
return FALSE; return FALSE;
/* If the swapchain is rendered to an FBO, the backbuffer is /* If the swapchain is rendered to an FBO, the backbuffer is

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@ -749,7 +749,7 @@ static void surface_unmap(struct wined3d_surface *surface)
return; return;
} }
if (surface->container->swapchain && surface->container->swapchain->front_buffer == surface) if (surface->container->swapchain && surface->container->swapchain->front_buffer == surface->container)
surface_load_location(surface, surface->container->resource.draw_binding); surface_load_location(surface, surface->container->resource.draw_binding);
else if (surface->resource.format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) else if (surface->resource.format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
FIXME("Depth / stencil buffer locking is not implemented.\n"); FIXME("Depth / stencil buffer locking is not implemented.\n");
@ -968,7 +968,7 @@ static void surface_blt_fbo(const struct wined3d_device *device, enum wined3d_te
if (wined3d_settings.strict_draw_ordering if (wined3d_settings.strict_draw_ordering
|| (dst_location == WINED3D_LOCATION_DRAWABLE || (dst_location == WINED3D_LOCATION_DRAWABLE
&& dst_surface->container->swapchain->front_buffer == dst_surface)) && dst_surface->container->swapchain->front_buffer == dst_surface->container))
gl_info->gl_ops.gl.p_glFlush(); gl_info->gl_ops.gl.p_glFlush();
context_release(context); context_release(context);
@ -1291,7 +1291,7 @@ static void gdi_surface_unmap(struct wined3d_surface *surface)
TRACE("surface %p.\n", surface); TRACE("surface %p.\n", surface);
/* Tell the swapchain to update the screen. */ /* Tell the swapchain to update the screen. */
if (surface->container->swapchain && surface == surface->container->swapchain->front_buffer) if (surface->container->swapchain && surface->container == surface->container->swapchain->front_buffer)
x11_copy_to_screen(surface->container->swapchain, &surface->lockedRect); x11_copy_to_screen(surface->container->swapchain, &surface->lockedRect);
memset(&surface->lockedRect, 0, sizeof(RECT)); memset(&surface->lockedRect, 0, sizeof(RECT));
@ -1607,7 +1607,7 @@ static HRESULT d3dfmt_get_conv(const struct wined3d_surface *surface, BOOL need_
* conflicts with this. * conflicts with this.
*/ */
if (!((blit_supported && surface->container->swapchain if (!((blit_supported && surface->container->swapchain
&& surface == surface->container->swapchain->front_buffer)) && surface->container == surface->container->swapchain->front_buffer))
|| colorkey_active || !use_texturing) || colorkey_active || !use_texturing)
{ {
format->glFormat = GL_RGBA; format->glFormat = GL_RGBA;
@ -1995,7 +1995,7 @@ GLenum surface_get_gl_buffer(const struct wined3d_surface *surface)
TRACE("Returning GL_BACK\n"); TRACE("Returning GL_BACK\n");
return GL_BACK; return GL_BACK;
} }
else if (surface == swapchain->front_buffer) else if (surface->container == swapchain->front_buffer)
{ {
TRACE("Returning GL_FRONT\n"); TRACE("Returning GL_FRONT\n");
return GL_FRONT; return GL_FRONT;
@ -3855,7 +3855,7 @@ void surface_translate_drawable_coords(const struct wined3d_surface *surface, HW
{ {
UINT drawable_height; UINT drawable_height;
if (surface->container->swapchain && surface == surface->container->swapchain->front_buffer) if (surface->container->swapchain && surface->container == surface->container->swapchain->front_buffer)
{ {
POINT offset = {0, 0}; POINT offset = {0, 0};
RECT windowsize; RECT windowsize;
@ -3936,7 +3936,8 @@ static void surface_blt_to_drawable(const struct wined3d_device *device,
device->blitter->unset_shader(context->gl_info); device->blitter->unset_shader(context->gl_info);
if (wined3d_settings.strict_draw_ordering if (wined3d_settings.strict_draw_ordering
|| (dst_surface->container->swapchain && dst_surface->container->swapchain->front_buffer == dst_surface)) || (dst_surface->container->swapchain
&& dst_surface->container->swapchain->front_buffer == dst_surface->container))
gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */ gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
context_release(context); context_release(context);
@ -4309,7 +4310,8 @@ void surface_load_ds_location(struct wined3d_surface *surface, struct wined3d_co
/* Note that we use depth_blt here as well, rather than glCopyTexImage2D /* Note that we use depth_blt here as well, rather than glCopyTexImage2D
* directly on the FBO texture. That's because we need to flip. */ * directly on the FBO texture. That's because we need to flip. */
context_apply_fbo_state_blit(context, GL_FRAMEBUFFER, context_apply_fbo_state_blit(context, GL_FRAMEBUFFER,
context->swapchain->front_buffer, NULL, WINED3D_LOCATION_DRAWABLE); surface_from_resource(wined3d_texture_get_sub_resource(context->swapchain->front_buffer, 0)),
NULL, WINED3D_LOCATION_DRAWABLE);
if (surface->texture_target == GL_TEXTURE_RECTANGLE_ARB) if (surface->texture_target == GL_TEXTURE_RECTANGLE_ARB)
{ {
gl_info->gl_ops.gl.p_glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding); gl_info->gl_ops.gl.p_glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
@ -4355,7 +4357,8 @@ void surface_load_ds_location(struct wined3d_surface *surface, struct wined3d_co
TRACE("Copying depth texture to onscreen depth buffer.\n"); TRACE("Copying depth texture to onscreen depth buffer.\n");
context_apply_fbo_state_blit(context, GL_FRAMEBUFFER, context_apply_fbo_state_blit(context, GL_FRAMEBUFFER,
context->swapchain->front_buffer, NULL, WINED3D_LOCATION_DRAWABLE); surface_from_resource(wined3d_texture_get_sub_resource(context->swapchain->front_buffer, 0)),
NULL, WINED3D_LOCATION_DRAWABLE);
surface_depth_blt(surface, context, surface->container->texture_rgb.name, surface_depth_blt(surface, context, surface->container->texture_rgb.name,
0, surface->pow2Height - h, w, h, surface->texture_target); 0, surface->pow2Height - h, w, h, surface->texture_target);
checkGLcall("depth_blt"); checkGLcall("depth_blt");
@ -5828,7 +5831,7 @@ HRESULT CDECL wined3d_surface_blt(struct wined3d_surface *dst_surface, const REC
* to the frontbuffer instead of doing a Flip(). D3D8 and D3D9 * to the frontbuffer instead of doing a Flip(). D3D8 and D3D9
* applications can't blit directly to the frontbuffer. */ * applications can't blit directly to the frontbuffer. */
if (dst_swapchain && dst_swapchain->back_buffers if (dst_swapchain && dst_swapchain->back_buffers
&& dst_surface == dst_swapchain->front_buffer && dst_surface->container == dst_swapchain->front_buffer
&& src_surface == dst_swapchain->back_buffers[0]) && src_surface == dst_swapchain->back_buffers[0])
{ {
enum wined3d_swap_effect swap_effect = dst_swapchain->desc.swap_effect; enum wined3d_swap_effect swap_effect = dst_swapchain->desc.swap_effect;

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@ -40,8 +40,8 @@ static void swapchain_cleanup(struct wined3d_swapchain *swapchain)
* is the last buffer to be destroyed, FindContext() depends on that. */ * is the last buffer to be destroyed, FindContext() depends on that. */
if (swapchain->front_buffer) if (swapchain->front_buffer)
{ {
wined3d_texture_set_swapchain(swapchain->front_buffer->container, NULL); wined3d_texture_set_swapchain(swapchain->front_buffer, NULL);
if (wined3d_surface_decref(swapchain->front_buffer)) if (wined3d_texture_decref(swapchain->front_buffer))
WARN("Something's still holding the front buffer (%p).\n", swapchain->front_buffer); WARN("Something's still holding the front buffer (%p).\n", swapchain->front_buffer);
swapchain->front_buffer = NULL; swapchain->front_buffer = NULL;
} }
@ -163,7 +163,7 @@ HRESULT CDECL wined3d_swapchain_get_front_buffer_data(const struct wined3d_swapc
TRACE("swapchain %p, dst_surface %p.\n", swapchain, dst_surface); TRACE("swapchain %p, dst_surface %p.\n", swapchain, dst_surface);
src_surface = swapchain->front_buffer; src_surface = surface_from_resource(wined3d_texture_get_sub_resource(swapchain->front_buffer, 0));
SetRect(&src_rect, 0, 0, src_surface->resource.width, src_surface->resource.height); SetRect(&src_rect, 0, 0, src_surface->resource.width, src_surface->resource.height);
dst_rect = src_rect; dst_rect = src_rect;
@ -315,7 +315,8 @@ static void swapchain_blit(const struct wined3d_swapchain *swapchain,
gl_info->gl_ops.gl.p_glReadBuffer(GL_COLOR_ATTACHMENT0); gl_info->gl_ops.gl.p_glReadBuffer(GL_COLOR_ATTACHMENT0);
context_check_fbo_status(context, GL_READ_FRAMEBUFFER); context_check_fbo_status(context, GL_READ_FRAMEBUFFER);
context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER, swapchain->front_buffer, context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER,
surface_from_resource(wined3d_texture_get_sub_resource(swapchain->front_buffer, 0)),
NULL, WINED3D_LOCATION_DRAWABLE); NULL, WINED3D_LOCATION_DRAWABLE);
context_set_draw_buffer(context, GL_BACK); context_set_draw_buffer(context, GL_BACK);
context_invalidate_state(context, STATE_FRAMEBUFFER); context_invalidate_state(context, STATE_FRAMEBUFFER);
@ -358,7 +359,8 @@ static void swapchain_blit(const struct wined3d_swapchain *swapchain,
if (is_complex_fixup(backbuffer->resource.format->color_fixup)) if (is_complex_fixup(backbuffer->resource.format->color_fixup))
gl_filter = GL_NEAREST; gl_filter = GL_NEAREST;
context_apply_fbo_state_blit(context2, GL_FRAMEBUFFER, swapchain->front_buffer, context_apply_fbo_state_blit(context2, GL_FRAMEBUFFER,
surface_from_resource(wined3d_texture_get_sub_resource(swapchain->front_buffer, 0)),
NULL, WINED3D_LOCATION_DRAWABLE); NULL, WINED3D_LOCATION_DRAWABLE);
context_bind_texture(context2, backbuffer->texture_target, backbuffer->container->texture_rgb.name); context_bind_texture(context2, backbuffer->texture_target, backbuffer->container->texture_rgb.name);
@ -420,6 +422,7 @@ static void swapchain_gl_present(struct wined3d_swapchain *swapchain, const RECT
const struct wined3d_fb_state *fb = &swapchain->device->fb; const struct wined3d_fb_state *fb = &swapchain->device->fb;
const struct wined3d_gl_info *gl_info; const struct wined3d_gl_info *gl_info;
struct wined3d_context *context; struct wined3d_context *context;
struct wined3d_surface *front;
RECT src_rect, dst_rect; RECT src_rect, dst_rect;
BOOL render_to_fbo; BOOL render_to_fbo;
@ -549,13 +552,13 @@ static void swapchain_gl_present(struct wined3d_swapchain *swapchain, const RECT
} }
} }
if (!swapchain->render_to_fbo && ((swapchain->front_buffer->locations & WINED3D_LOCATION_SYSMEM) front = surface_from_resource(wined3d_texture_get_sub_resource(swapchain->front_buffer, 0));
if (!swapchain->render_to_fbo && ((front->locations & WINED3D_LOCATION_SYSMEM)
|| (back_buffer->locations & WINED3D_LOCATION_SYSMEM))) || (back_buffer->locations & WINED3D_LOCATION_SYSMEM)))
{ {
/* Both memory copies of the surfaces are ok, flip them around too instead of dirtifying /* 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 * Doesn't work with render_to_fbo because we're not flipping
*/ */
struct wined3d_surface *front = swapchain->front_buffer;
if (front->resource.size == back_buffer->resource.size) if (front->resource.size == back_buffer->resource.size)
{ {
@ -576,8 +579,8 @@ static void swapchain_gl_present(struct wined3d_swapchain *swapchain, const RECT
} }
else else
{ {
surface_validate_location(swapchain->front_buffer, WINED3D_LOCATION_DRAWABLE); surface_validate_location(front, WINED3D_LOCATION_DRAWABLE);
surface_invalidate_location(swapchain->front_buffer, ~WINED3D_LOCATION_DRAWABLE); surface_invalidate_location(front, ~WINED3D_LOCATION_DRAWABLE);
/* If the swapeffect is DISCARD, the back buffer is undefined. That means the SYSMEM /* 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. * 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, * If the swapeffect is COPY, the content remains the same. If it is FLIP however,
@ -625,10 +628,10 @@ void x11_copy_to_screen(const struct wined3d_swapchain *swapchain, const RECT *r
TRACE("swapchain %p, rect %s.\n", swapchain, wine_dbgstr_rect(rect)); TRACE("swapchain %p, rect %s.\n", swapchain, wine_dbgstr_rect(rect));
front = surface_from_resource(wined3d_texture_get_sub_resource(swapchain->front_buffer, 0));
if (swapchain->palette) if (swapchain->palette)
wined3d_palette_apply_to_dc(swapchain->palette, swapchain->front_buffer->hDC); wined3d_palette_apply_to_dc(swapchain->palette, front->hDC);
front = swapchain->front_buffer;
if (front->resource.map_count) if (front->resource.map_count)
ERR("Trying to blit a mapped surface.\n"); ERR("Trying to blit a mapped surface.\n");
@ -666,7 +669,7 @@ static void swapchain_gdi_present(struct wined3d_swapchain *swapchain, const REC
{ {
struct wined3d_surface *front, *back; struct wined3d_surface *front, *back;
front = swapchain->front_buffer; front = surface_from_resource(wined3d_texture_get_sub_resource(swapchain->front_buffer, 0));
back = swapchain->back_buffers[0]; back = swapchain->back_buffers[0];
/* Flip the DC. */ /* Flip the DC. */
@ -767,6 +770,7 @@ static HRESULT swapchain_init(struct wined3d_swapchain *swapchain, struct wined3
{ {
const struct wined3d_adapter *adapter = device->adapter; const struct wined3d_adapter *adapter = device->adapter;
struct wined3d_resource_desc surface_desc; struct wined3d_resource_desc surface_desc;
struct wined3d_surface *front_buffer;
BOOL displaymode_set = FALSE; BOOL displaymode_set = FALSE;
RECT client_rect; RECT client_rect;
HWND window; HWND window;
@ -848,17 +852,18 @@ static HRESULT swapchain_init(struct wined3d_swapchain *swapchain, struct wined3
surface_desc.size = 0; surface_desc.size = 0;
if (FAILED(hr = device->device_parent->ops->create_swapchain_surface(device->device_parent, if (FAILED(hr = device->device_parent->ops->create_swapchain_surface(device->device_parent,
parent, &surface_desc, &swapchain->front_buffer))) parent, &surface_desc, &front_buffer)))
{ {
WARN("Failed to create front buffer, hr %#x.\n", hr); WARN("Failed to create front buffer, hr %#x.\n", hr);
goto err; goto err;
} }
wined3d_texture_set_swapchain(swapchain->front_buffer->container, swapchain); swapchain->front_buffer = front_buffer->container;
wined3d_texture_set_swapchain(swapchain->front_buffer, swapchain);
if (!(device->wined3d->flags & WINED3D_NO3D)) if (!(device->wined3d->flags & WINED3D_NO3D))
{ {
surface_validate_location(swapchain->front_buffer, WINED3D_LOCATION_DRAWABLE); surface_validate_location(front_buffer, WINED3D_LOCATION_DRAWABLE);
surface_invalidate_location(swapchain->front_buffer, ~WINED3D_LOCATION_DRAWABLE); surface_invalidate_location(front_buffer, ~WINED3D_LOCATION_DRAWABLE);
} }
/* MSDN says we're only allowed a single fullscreen swapchain per device, /* MSDN says we're only allowed a single fullscreen swapchain per device,
@ -920,7 +925,7 @@ static HRESULT swapchain_init(struct wined3d_swapchain *swapchain, struct wined3
for (i = 0; i < (sizeof(formats) / sizeof(*formats)); i++) for (i = 0; i < (sizeof(formats) / sizeof(*formats)); i++)
{ {
swapchain->ds_format = wined3d_get_format(gl_info, formats[i]); swapchain->ds_format = wined3d_get_format(gl_info, formats[i]);
swapchain->context[0] = context_create(swapchain, swapchain->front_buffer, swapchain->ds_format); swapchain->context[0] = context_create(swapchain, front_buffer, swapchain->ds_format);
if (swapchain->context[0]) break; if (swapchain->context[0]) break;
TRACE("Depth stencil format %s is not supported, trying next format\n", TRACE("Depth stencil format %s is not supported, trying next format\n",
debug_d3dformat(formats[i])); debug_d3dformat(formats[i]));
@ -1025,8 +1030,8 @@ err:
if (swapchain->front_buffer) if (swapchain->front_buffer)
{ {
wined3d_texture_set_swapchain(swapchain->front_buffer->container, NULL); wined3d_texture_set_swapchain(swapchain->front_buffer, NULL);
wined3d_surface_decref(swapchain->front_buffer); wined3d_texture_decref(swapchain->front_buffer);
} }
return hr; return hr;
@ -1066,7 +1071,9 @@ static struct wined3d_context *swapchain_create_context(struct wined3d_swapchain
TRACE("Creating a new context for swapchain %p, thread %u.\n", swapchain, GetCurrentThreadId()); TRACE("Creating a new context for swapchain %p, thread %u.\n", swapchain, GetCurrentThreadId());
if (!(ctx = context_create(swapchain, swapchain->front_buffer, swapchain->ds_format))) if (!(ctx = context_create(swapchain,
surface_from_resource(wined3d_texture_get_sub_resource(swapchain->front_buffer, 0)),
swapchain->ds_format)))
{ {
ERR("Failed to create a new context for the swapchain\n"); ERR("Failed to create a new context for the swapchain\n");
return NULL; return NULL;
@ -1144,7 +1151,7 @@ void swapchain_update_draw_bindings(struct wined3d_swapchain *swapchain)
{ {
UINT i; UINT i;
wined3d_resource_update_draw_binding(&swapchain->front_buffer->container->resource); wined3d_resource_update_draw_binding(&swapchain->front_buffer->resource);
for (i = 0; i < swapchain->desc.backbuffer_count; ++i) for (i = 0; i < swapchain->desc.backbuffer_count; ++i)
{ {

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@ -2622,7 +2622,7 @@ struct wined3d_swapchain
struct wined3d_device *device; struct wined3d_device *device;
struct wined3d_surface **back_buffers; struct wined3d_surface **back_buffers;
struct wined3d_surface *front_buffer; struct wined3d_texture *front_buffer;
struct wined3d_swapchain_desc desc; struct wined3d_swapchain_desc desc;
struct wined3d_display_mode original_mode; struct wined3d_display_mode original_mode;
struct wined3d_gamma_ramp orig_gamma; struct wined3d_gamma_ramp orig_gamma;