/* *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); #define GLINFO_LOCATION This->wineD3DDevice->adapter->gl_info /*IWineD3DSwapChain parts follow: */ 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->backBuffer[0] is * the last buffer to be destroyed, FindContext() depends on that. */ if (This->frontBuffer) { IWineD3DSurface_SetContainer(This->frontBuffer, 0); if (IWineD3DSurface_Release(This->frontBuffer)) { WARN("(%p) Something's still holding the front buffer (%p).\n", This, This->frontBuffer); } This->frontBuffer = NULL; } if (This->backBuffer) { UINT i = This->presentParms.BackBufferCount; while (i--) { IWineD3DSurface_SetContainer(This->backBuffer[i], 0); if (IWineD3DSurface_Release(This->backBuffer[i])) WARN("(%p) Something's still holding back buffer %u (%p).\n", This, i, This->backBuffer[i]); } HeapFree(GetProcessHeap(), 0, This->backBuffer); This->backBuffer = NULL; } for (i = 0; i < This->num_contexts; ++i) { context_destroy(This->wineD3DDevice, 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 == FALSE && 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->wineD3DDevice, 0, &mode); } HeapFree(GetProcessHeap(), 0, This->context); HeapFree(GetProcessHeap(), 0, This); } /* A GL context is provided by the caller */ static inline void swapchain_blit(IWineD3DSwapChainImpl *This, struct wined3d_context *context) { RECT window; IWineD3DDeviceImpl *device = This->wineD3DDevice; IWineD3DSurfaceImpl *backbuffer = ((IWineD3DSurfaceImpl *) This->backBuffer[0]); UINT w = backbuffer->currentDesc.Width; UINT h = backbuffer->currentDesc.Height; GLenum gl_filter; const struct wined3d_gl_info *gl_info = context->gl_info; GetClientRect(This->win_handle, &window); if(w == window.right && h == window.bottom) gl_filter = GL_NEAREST; else gl_filter = GL_LINEAR; if(gl_info->supported[EXT_FRAMEBUFFER_BLIT]) { ENTER_GL(); context_bind_fbo(context, GL_READ_FRAMEBUFFER, &context->src_fbo); context_attach_surface_fbo(context, GL_READ_FRAMEBUFFER, 0, This->backBuffer[0]); context_attach_depth_stencil_fbo(context, GL_READ_FRAMEBUFFER, NULL, FALSE); context_bind_fbo(context, GL_DRAW_FRAMEBUFFER, NULL); glDrawBuffer(GL_BACK); glDisable(GL_SCISSOR_TEST); IWineD3DDeviceImpl_MarkStateDirty(This->wineD3DDevice, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE)); /* Note that the texture is upside down */ gl_info->fbo_ops.glBlitFramebuffer(0, 0, w, h, window.left, window.bottom, window.right, window.top, GL_COLOR_BUFFER_BIT, gl_filter); checkGLcall("Swapchain present blit(EXT_framebuffer_blit)\n"); LEAVE_GL(); } else { struct wined3d_context *context2; float tex_left = 0; float tex_top = 0; float tex_right = w; float tex_bottom = h; context2 = context_acquire(This->wineD3DDevice, This->backBuffer[0], CTXUSAGE_BLIT); if(backbuffer->Flags & SFLAG_NORMCOORD) { tex_left /= w; tex_right /= w; tex_top /= h; tex_bottom /= h; } ENTER_GL(); context_bind_fbo(context2, GL_DRAW_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->resource.format_desc, backbuffer->texture_target, backbuffer->pow2Width, backbuffer->pow2Height); glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glDrawBuffer(GL_BACK); /* Set the viewport to the destination rectandle, disable any projection * transformation set up by CTXUSAGE_BLIT, and draw a (-1,-1)-(1,1) quad. * * Back up viewport and matrix to avoid breaking last_was_blit * * Note that CTXUSAGE_BLIT set up viewport and ortho to match the surface * size - we want the GL drawable(=window) size. */ glPushAttrib(GL_VIEWPORT_BIT); glViewport(window.left, window.top, window.right, window.bottom); 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; struct wined3d_context *context; unsigned int sync; int retval; context = context_acquire(This->wineD3DDevice, This->backBuffer[0], CTXUSAGE_RESOURCELOAD); /* Render the cursor onto the back buffer, using our nifty directdraw blitting code :-) */ if(This->wineD3DDevice->bCursorVisible && This->wineD3DDevice->cursorTexture) { IWineD3DSurfaceImpl cursor; RECT destRect = {This->wineD3DDevice->xScreenSpace - This->wineD3DDevice->xHotSpot, This->wineD3DDevice->yScreenSpace - This->wineD3DDevice->yHotSpot, This->wineD3DDevice->xScreenSpace + This->wineD3DDevice->cursorWidth - This->wineD3DDevice->xHotSpot, This->wineD3DDevice->yScreenSpace + This->wineD3DDevice->cursorHeight - This->wineD3DDevice->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.wineD3DDevice = This->wineD3DDevice; cursor.resource.pool = WINED3DPOOL_SCRATCH; cursor.resource.format_desc = getFormatDescEntry(WINED3DFMT_B8G8R8A8_UNORM, &This->wineD3DDevice->adapter->gl_info); cursor.resource.resourceType = WINED3DRTYPE_SURFACE; cursor.texture_name = This->wineD3DDevice->cursorTexture; cursor.texture_target = GL_TEXTURE_2D; cursor.texture_level = 0; cursor.currentDesc.Width = This->wineD3DDevice->cursorWidth; cursor.currentDesc.Height = This->wineD3DDevice->cursorHeight; cursor.glRect.left = 0; cursor.glRect.top = 0; cursor.glRect.right = cursor.currentDesc.Width; cursor.glRect.bottom = cursor.currentDesc.Height; /* 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(This->backBuffer[0], &destRect, (IWineD3DSurface *)&cursor, NULL, WINEDDBLT_KEYSRC, NULL, WINED3DTEXF_POINT); } if(This->wineD3DDevice->logo_surface) { /* Blit the logo into the upper left corner of the drawable */ IWineD3DSurface_BltFast(This->backBuffer[0], 0, 0, This->wineD3DDevice->logo_surface, NULL, WINEDDBLTFAST_SRCCOLORKEY); } if (pSourceRect || pDestRect) FIXME("Unhandled present rects %s/%s\n", wine_dbgstr_rect(pSourceRect), wine_dbgstr_rect(pDestRect)); /* TODO: If only source rect or dest rect are supplied then clip the window to match */ TRACE("presetting HDC %p\n", This->context[0]->hdc); /* Don't call checkGLcall, as glGetError is not applicable here */ if (hDestWindowOverride && This->win_handle != hDestWindowOverride) { IWineD3DSwapChain_SetDestWindowOverride(iface, hDestWindowOverride); } /* 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->presentParms.Windowed && !This->render_to_fbo && wined3d_settings.offscreen_rendering_mode == ORM_FBO) { RECT window_size; GetClientRect(This->win_handle, &window_size); if(window_size.bottom != This->presentParms.BackBufferHeight || window_size.right != This->presentParms.BackBufferWidth) { TRACE("Window size changed from %ux%u to %ux%u, switching to render-to-fbo mode\n", This->presentParms.BackBufferWidth, This->presentParms.BackBufferHeight, window_size.right, window_size.bottom); IWineD3DSurface_LoadLocation(This->backBuffer[0], SFLAG_INTEXTURE, NULL); IWineD3DSurface_ModifyLocation(This->backBuffer[0], SFLAG_INDRAWABLE, FALSE); This->render_to_fbo = TRUE; /* Force the context manager to update the render target configuration next draw */ context->current_rt = NULL; } } 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); } SwapBuffers(This->context[0]->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; } } #if defined(FRAME_DEBUGGING) { if (GetFileAttributesA("C:\\D3DTRACE") != INVALID_FILE_ATTRIBUTES) { if (!isOn) { isOn = TRUE; FIXME("Enabling D3D Trace\n"); __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 1); #if defined(SHOW_FRAME_MAKEUP) FIXME("Singe Frame snapshots Starting\n"); isDumpingFrames = TRUE; ENTER_GL(); glClear(GL_COLOR_BUFFER_BIT); LEAVE_GL(); #endif #if defined(SINGLE_FRAME_DEBUGGING) } else { #if defined(SHOW_FRAME_MAKEUP) FIXME("Singe Frame snapshots Finishing\n"); isDumpingFrames = FALSE; #endif FIXME("Singe Frame trace complete\n"); DeleteFileA("C:\\D3DTRACE"); __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 0); #endif } } else { if (isOn) { isOn = FALSE; #if defined(SHOW_FRAME_MAKEUP) FIXME("Single Frame snapshots Finishing\n"); isDumpingFrames = FALSE; #endif FIXME("Disabling D3D Trace\n"); __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 0); } } } #endif /* 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->wineD3DDevice, 0, NULL, WINED3DCLEAR_TARGET, 0xff00ffff, 1.0f, 0); } if(!This->render_to_fbo && ( ((IWineD3DSurfaceImpl *) This->frontBuffer)->Flags & SFLAG_INSYSMEM || ((IWineD3DSurfaceImpl *) This->backBuffer[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 = (IWineD3DSurfaceImpl *) This->frontBuffer; IWineD3DSurfaceImpl *back = (IWineD3DSurfaceImpl *) This->backBuffer[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; IWineD3DSurface_ModifyLocation(This->frontBuffer, SFLAG_INDRAWABLE, TRUE); front->Flags = fbflags; } else { IWineD3DSurface_ModifyLocation((IWineD3DSurface *) front, SFLAG_INDRAWABLE, TRUE); IWineD3DSurface_ModifyLocation((IWineD3DSurface *) back, SFLAG_INDRAWABLE, TRUE); } } else { IWineD3DSurface_ModifyLocation(This->frontBuffer, 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) { IWineD3DSurface_ModifyLocation(This->backBuffer[0], SFLAG_INDRAWABLE, TRUE); } } if (This->wineD3DDevice->stencilBufferTarget) { if (This->presentParms.Flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL || ((IWineD3DSurfaceImpl *)This->wineD3DDevice->stencilBufferTarget)->Flags & SFLAG_DISCARD) { surface_modify_ds_location(This->wineD3DDevice->stencilBufferTarget, SFLAG_DS_DISCARDED); } } if (This->presentParms.PresentationInterval != WINED3DPRESENT_INTERVAL_IMMEDIATE && context->gl_info->supported[SGI_VIDEO_SYNC]) { retval = GL_EXTCALL(glXGetVideoSyncSGI(&sync)); if(retval != 0) { 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 *This = (IWineD3DSwapChainImpl *)iface; WINED3DLOCKED_RECT r; BYTE *mem; if(window == This->win_handle) return WINED3D_OK; TRACE("Performing dest override of swapchain %p from window %p to %p\n", This, This->win_handle, window); if(This->context[0] == This->wineD3DDevice->contexts[0]) { /* The primary context 'owns' all the opengl resources. Destroying and recreating that context requires downloading * all opengl resources, deleting the gl resources, destroying all other contexts, then recreating all other contexts * and reload the resources */ delete_opengl_contexts((IWineD3DDevice *) This->wineD3DDevice, iface); This->win_handle = window; create_primary_opengl_context((IWineD3DDevice *) This->wineD3DDevice, iface); } else { This->win_handle = window; /* The old back buffer has to be copied over to the new back buffer. A lockrect - switchcontext - unlockrect * would suffice in theory, but it is rather nasty and may cause troubles with future changes of the locking code * So lock read only, copy the surface out, then lock with the discard flag and write back */ IWineD3DSurface_LockRect(This->backBuffer[0], &r, NULL, WINED3DLOCK_READONLY); mem = HeapAlloc(GetProcessHeap(), 0, r.Pitch * ((IWineD3DSurfaceImpl *) This->backBuffer[0])->currentDesc.Height); memcpy(mem, r.pBits, r.Pitch * ((IWineD3DSurfaceImpl *) This->backBuffer[0])->currentDesc.Height); IWineD3DSurface_UnlockRect(This->backBuffer[0]); context_destroy(This->wineD3DDevice, This->context[0]); This->context[0] = context_create(This->wineD3DDevice, (IWineD3DSurfaceImpl *)This->frontBuffer, This->win_handle, FALSE /* pbuffer */, &This->presentParms); context_release(This->context[0]); IWineD3DSurface_LockRect(This->backBuffer[0], &r, NULL, WINED3DLOCK_DISCARD); memcpy(r.pBits, mem, r.Pitch * ((IWineD3DSurfaceImpl *) This->backBuffer[0])->currentDesc.Height); HeapFree(GetProcessHeap(), 0, mem); IWineD3DSurface_UnlockRect(This->backBuffer[0]); } return WINED3D_OK; } 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 }; 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()); ctx = context_create(This->wineD3DDevice, (IWineD3DSurfaceImpl *) This->frontBuffer, This->context[0]->win_handle, FALSE /* pbuffer */, &This->presentParms); if (!ctx) { 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->wineD3DDevice, 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) { IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)context->current_rt; /* The drawable size of an onscreen drawable is the surface size. * (Actually: The window size, but the surface is created in window size) */ *width = surface->currentDesc.Width; *height = surface->currentDesc.Height; }