push 38a8c0aff9170390b5a3ded41e7cf5b02f3a73d8
[wine/hacks.git] / dlls / wined3d / swapchain.c
blob3e4da780f11588415de5f997512c9a916bff8e6f
1 /*
2 *IDirect3DSwapChain9 implementation
4 *Copyright 2002-2003 Jason Edmeades
5 *Copyright 2002-2003 Raphael Junqueira
6 *Copyright 2005 Oliver Stieber
7 *Copyright 2007-2008 Stefan Dösinger for CodeWeavers
9 *This library is free software; you can redistribute it and/or
10 *modify it under the terms of the GNU Lesser General Public
11 *License as published by the Free Software Foundation; either
12 *version 2.1 of the License, or (at your option) any later version.
14 *This library is distributed in the hope that it will be useful,
15 *but WITHOUT ANY WARRANTY; without even the implied warranty of
16 *MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 *Lesser General Public License for more details.
19 *You should have received a copy of the GNU Lesser General Public
20 *License along with this library; if not, write to the Free Software
21 *Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #include "config.h"
25 #include "wined3d_private.h"
28 /*TODO: some of the additional parameters may be required to
29 set the gamma ramp (for some weird reason microsoft have left swap gammaramp in device
30 but it operates on a swapchain, it may be a good idea to move it to IWineD3DSwapChain for IWineD3D)*/
33 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
34 WINE_DECLARE_DEBUG_CHANNEL(fps);
36 #define GLINFO_LOCATION This->device->adapter->gl_info
38 /*IWineD3DSwapChain parts follow: */
39 static void WINAPI IWineD3DSwapChainImpl_Destroy(IWineD3DSwapChain *iface)
41 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
42 WINED3DDISPLAYMODE mode;
43 unsigned int i;
45 TRACE("Destroying swapchain %p\n", iface);
47 IWineD3DSwapChain_SetGammaRamp(iface, 0, &This->orig_gamma);
49 /* Release the swapchain's draw buffers. Make sure This->backBuffer[0] is
50 * the last buffer to be destroyed, FindContext() depends on that. */
51 if (This->frontBuffer)
53 IWineD3DSurface_SetContainer(This->frontBuffer, 0);
54 if (IWineD3DSurface_Release(This->frontBuffer))
56 WARN("(%p) Something's still holding the front buffer (%p).\n",
57 This, This->frontBuffer);
59 This->frontBuffer = NULL;
62 if (This->backBuffer)
64 UINT i = This->presentParms.BackBufferCount;
66 while (i--)
68 IWineD3DSurface_SetContainer(This->backBuffer[i], 0);
69 if (IWineD3DSurface_Release(This->backBuffer[i]))
70 WARN("(%p) Something's still holding back buffer %u (%p).\n",
71 This, i, This->backBuffer[i]);
73 HeapFree(GetProcessHeap(), 0, This->backBuffer);
74 This->backBuffer = NULL;
77 for (i = 0; i < This->num_contexts; ++i)
79 context_destroy(This->device, This->context[i]);
81 /* Restore the screen resolution if we rendered in fullscreen
82 * This will restore the screen resolution to what it was before creating the swapchain. In case of d3d8 and d3d9
83 * this will be the original desktop resolution. In case of d3d7 this will be a NOP because ddraw sets the resolution
84 * before starting up Direct3D, thus orig_width and orig_height will be equal to the modes in the presentation params
86 if(This->presentParms.Windowed == FALSE && This->presentParms.AutoRestoreDisplayMode) {
87 mode.Width = This->orig_width;
88 mode.Height = This->orig_height;
89 mode.RefreshRate = 0;
90 mode.Format = This->orig_fmt;
91 IWineD3DDevice_SetDisplayMode((IWineD3DDevice *)This->device, 0, &mode);
93 HeapFree(GetProcessHeap(), 0, This->context);
95 HeapFree(GetProcessHeap(), 0, This);
98 /* A GL context is provided by the caller */
99 static inline void swapchain_blit(IWineD3DSwapChainImpl *This, struct wined3d_context *context)
101 RECT window;
102 IWineD3DDeviceImpl *device = This->device;
103 IWineD3DSurfaceImpl *backbuffer = ((IWineD3DSurfaceImpl *) This->backBuffer[0]);
104 UINT w = backbuffer->currentDesc.Width;
105 UINT h = backbuffer->currentDesc.Height;
106 GLenum gl_filter;
107 const struct wined3d_gl_info *gl_info = context->gl_info;
109 GetClientRect(This->win_handle, &window);
110 if(w == window.right && h == window.bottom) gl_filter = GL_NEAREST;
111 else gl_filter = GL_LINEAR;
113 if(gl_info->supported[EXT_FRAMEBUFFER_BLIT])
115 ENTER_GL();
116 context_bind_fbo(context, GL_READ_FRAMEBUFFER, &context->src_fbo);
117 context_attach_surface_fbo(context, GL_READ_FRAMEBUFFER, 0, This->backBuffer[0]);
118 context_attach_depth_stencil_fbo(context, GL_READ_FRAMEBUFFER, NULL, FALSE);
120 context_bind_fbo(context, GL_DRAW_FRAMEBUFFER, NULL);
121 glDrawBuffer(GL_BACK);
123 glDisable(GL_SCISSOR_TEST);
124 IWineD3DDeviceImpl_MarkStateDirty(This->device, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
126 /* Note that the texture is upside down */
127 gl_info->fbo_ops.glBlitFramebuffer(0, 0, w, h,
128 window.left, window.bottom, window.right, window.top,
129 GL_COLOR_BUFFER_BIT, gl_filter);
130 checkGLcall("Swapchain present blit(EXT_framebuffer_blit)\n");
131 LEAVE_GL();
133 else
135 struct wined3d_context *context2;
136 float tex_left = 0;
137 float tex_top = 0;
138 float tex_right = w;
139 float tex_bottom = h;
141 context2 = context_acquire(This->device, This->backBuffer[0], CTXUSAGE_BLIT);
143 if(backbuffer->Flags & SFLAG_NORMCOORD)
145 tex_left /= w;
146 tex_right /= w;
147 tex_top /= h;
148 tex_bottom /= h;
151 ENTER_GL();
152 context_bind_fbo(context2, GL_DRAW_FRAMEBUFFER, NULL);
154 /* Set up the texture. The surface is not in a IWineD3D*Texture container,
155 * so there are no d3d texture settings to dirtify
157 device->blitter->set_shader((IWineD3DDevice *) device, backbuffer->resource.format_desc,
158 backbuffer->texture_target, backbuffer->pow2Width,
159 backbuffer->pow2Height);
160 glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
161 glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
163 glDrawBuffer(GL_BACK);
165 /* Set the viewport to the destination rectandle, disable any projection
166 * transformation set up by CTXUSAGE_BLIT, and draw a (-1,-1)-(1,1) quad.
168 * Back up viewport and matrix to avoid breaking last_was_blit
170 * Note that CTXUSAGE_BLIT set up viewport and ortho to match the surface
171 * size - we want the GL drawable(=window) size.
173 glPushAttrib(GL_VIEWPORT_BIT);
174 glViewport(window.left, window.top, window.right, window.bottom);
175 glMatrixMode(GL_PROJECTION);
176 glPushMatrix();
177 glLoadIdentity();
179 glBegin(GL_QUADS);
180 /* bottom left */
181 glTexCoord2f(tex_left, tex_bottom);
182 glVertex2i(-1, -1);
184 /* top left */
185 glTexCoord2f(tex_left, tex_top);
186 glVertex2i(-1, 1);
188 /* top right */
189 glTexCoord2f(tex_right, tex_top);
190 glVertex2i(1, 1);
192 /* bottom right */
193 glTexCoord2f(tex_right, tex_bottom);
194 glVertex2i(1, -1);
195 glEnd();
197 glPopMatrix();
198 glPopAttrib();
200 device->blitter->unset_shader((IWineD3DDevice *) device);
201 checkGLcall("Swapchain present blit(manual)\n");
202 LEAVE_GL();
204 context_release(context2);
208 static HRESULT WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface, CONST RECT *pSourceRect, CONST RECT *pDestRect, HWND hDestWindowOverride, CONST RGNDATA *pDirtyRegion, DWORD dwFlags) {
209 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
210 struct wined3d_context *context;
211 unsigned int sync;
212 int retval;
214 context = context_acquire(This->device, This->backBuffer[0], CTXUSAGE_RESOURCELOAD);
216 /* Render the cursor onto the back buffer, using our nifty directdraw blitting code :-) */
217 if (This->device->bCursorVisible && This->device->cursorTexture)
219 IWineD3DSurfaceImpl cursor;
220 RECT destRect =
222 This->device->xScreenSpace - This->device->xHotSpot,
223 This->device->yScreenSpace - This->device->yHotSpot,
224 This->device->xScreenSpace + This->device->cursorWidth - This->device->xHotSpot,
225 This->device->yScreenSpace + This->device->cursorHeight - This->device->yHotSpot,
227 TRACE("Rendering the cursor. Creating fake surface at %p\n", &cursor);
228 /* Build a fake surface to call the Blitting code. It is not possible to use the interface passed by
229 * the application because we are only supposed to copy the information out. Using a fake surface
230 * allows to use the Blitting engine and avoid copying the whole texture -> render target blitting code.
232 memset(&cursor, 0, sizeof(cursor));
233 cursor.lpVtbl = &IWineD3DSurface_Vtbl;
234 cursor.resource.ref = 1;
235 cursor.resource.device = This->device;
236 cursor.resource.pool = WINED3DPOOL_SCRATCH;
237 cursor.resource.format_desc = getFormatDescEntry(WINED3DFMT_B8G8R8A8_UNORM, context->gl_info);
238 cursor.resource.resourceType = WINED3DRTYPE_SURFACE;
239 cursor.texture_name = This->device->cursorTexture;
240 cursor.texture_target = GL_TEXTURE_2D;
241 cursor.texture_level = 0;
242 cursor.currentDesc.Width = This->device->cursorWidth;
243 cursor.currentDesc.Height = This->device->cursorHeight;
244 cursor.glRect.left = 0;
245 cursor.glRect.top = 0;
246 cursor.glRect.right = cursor.currentDesc.Width;
247 cursor.glRect.bottom = cursor.currentDesc.Height;
248 /* The cursor must have pow2 sizes */
249 cursor.pow2Width = cursor.currentDesc.Width;
250 cursor.pow2Height = cursor.currentDesc.Height;
251 /* The surface is in the texture */
252 cursor.Flags |= SFLAG_INTEXTURE;
253 /* DDBLT_KEYSRC will cause BltOverride to enable the alpha test with GL_NOTEQUAL, 0.0,
254 * which is exactly what we want :-)
256 if (This->presentParms.Windowed) {
257 MapWindowPoints(NULL, This->win_handle, (LPPOINT)&destRect, 2);
259 IWineD3DSurface_Blt(This->backBuffer[0], &destRect, (IWineD3DSurface *)&cursor,
260 NULL, WINEDDBLT_KEYSRC, NULL, WINED3DTEXF_POINT);
263 if (This->device->logo_surface)
265 /* Blit the logo into the upper left corner of the drawable. */
266 IWineD3DSurface_BltFast(This->backBuffer[0], 0, 0, This->device->logo_surface, NULL, WINEDDBLTFAST_SRCCOLORKEY);
269 if (pSourceRect || pDestRect) FIXME("Unhandled present rects %s/%s\n", wine_dbgstr_rect(pSourceRect), wine_dbgstr_rect(pDestRect));
270 /* TODO: If only source rect or dest rect are supplied then clip the window to match */
271 TRACE("presetting HDC %p\n", This->context[0]->hdc);
273 /* Don't call checkGLcall, as glGetError is not applicable here */
274 if (hDestWindowOverride && This->win_handle != hDestWindowOverride) {
275 IWineD3DSwapChain_SetDestWindowOverride(iface, hDestWindowOverride);
278 /* Rendering to a window of different size, presenting partial rectangles,
279 * or rendering to a different window needs help from FBO_blit or a textured
280 * draw. Render the swapchain to a FBO in the future.
282 * Note that FBO_blit from the backbuffer to the frontbuffer cannot solve
283 * all these issues - this fails if the window is smaller than the backbuffer.
285 if(This->presentParms.Windowed && !This->render_to_fbo &&
286 wined3d_settings.offscreen_rendering_mode == ORM_FBO)
288 RECT window_size;
289 GetClientRect(This->win_handle, &window_size);
290 if(window_size.bottom != This->presentParms.BackBufferHeight ||
291 window_size.right != This->presentParms.BackBufferWidth)
293 TRACE("Window size changed from %ux%u to %ux%u, switching to render-to-fbo mode\n",
294 This->presentParms.BackBufferWidth, This->presentParms.BackBufferHeight,
295 window_size.right, window_size.bottom);
297 IWineD3DSurface_LoadLocation(This->backBuffer[0], SFLAG_INTEXTURE, NULL);
298 IWineD3DSurface_ModifyLocation(This->backBuffer[0], SFLAG_INDRAWABLE, FALSE);
299 This->render_to_fbo = TRUE;
301 /* Force the context manager to update the render target configuration next draw */
302 context->current_rt = NULL;
306 if(This->render_to_fbo)
308 /* This codepath should only be hit with the COPY swapeffect. Otherwise a backbuffer-
309 * window size mismatch is impossible(fullscreen) and src and dst rectangles are
310 * not allowed(they need the COPY swapeffect)
312 * The DISCARD swap effect is ok as well since any backbuffer content is allowed after
313 * the swap
315 if(This->presentParms.SwapEffect == WINED3DSWAPEFFECT_FLIP )
317 FIXME("Render-to-fbo with WINED3DSWAPEFFECT_FLIP\n");
319 swapchain_blit(This, context);
322 SwapBuffers(This->context[0]->hdc); /* TODO: cycle through the swapchain buffers */
324 TRACE("SwapBuffers called, Starting new frame\n");
325 /* FPS support */
326 if (TRACE_ON(fps))
328 DWORD time = GetTickCount();
329 This->frames++;
330 /* every 1.5 seconds */
331 if (time - This->prev_time > 1500) {
332 TRACE_(fps)("%p @ approx %.2ffps\n", This, 1000.0*This->frames/(time - This->prev_time));
333 This->prev_time = time;
334 This->frames = 0;
338 #if defined(FRAME_DEBUGGING)
340 if (GetFileAttributesA("C:\\D3DTRACE") != INVALID_FILE_ATTRIBUTES) {
341 if (!isOn) {
342 isOn = TRUE;
343 FIXME("Enabling D3D Trace\n");
344 __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 1);
345 #if defined(SHOW_FRAME_MAKEUP)
346 FIXME("Singe Frame snapshots Starting\n");
347 isDumpingFrames = TRUE;
348 ENTER_GL();
349 glClear(GL_COLOR_BUFFER_BIT);
350 LEAVE_GL();
351 #endif
353 #if defined(SINGLE_FRAME_DEBUGGING)
354 } else {
355 #if defined(SHOW_FRAME_MAKEUP)
356 FIXME("Singe Frame snapshots Finishing\n");
357 isDumpingFrames = FALSE;
358 #endif
359 FIXME("Singe Frame trace complete\n");
360 DeleteFileA("C:\\D3DTRACE");
361 __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 0);
362 #endif
364 } else {
365 if (isOn) {
366 isOn = FALSE;
367 #if defined(SHOW_FRAME_MAKEUP)
368 FIXME("Single Frame snapshots Finishing\n");
369 isDumpingFrames = FALSE;
370 #endif
371 FIXME("Disabling D3D Trace\n");
372 __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 0);
376 #endif
378 /* This is disabled, but the code left in for debug purposes.
380 * Since we're allowed to modify the new back buffer on a D3DSWAPEFFECT_DISCARD flip,
381 * we can clear it with some ugly color to make bad drawing visible and ease debugging.
382 * The Debug runtime does the same on Windows. However, a few games do not redraw the
383 * screen properly, like Max Payne 2, which leaves a few pixels undefined.
385 * Tests show that the content of the back buffer after a discard flip is indeed not
386 * reliable, so no game can depend on the exact content. However, it resembles the
387 * old contents in some way, for example by showing fragments at other locations. In
388 * general, the color theme is still intact. So Max payne, which draws rather dark scenes
389 * gets a dark background image. If we clear it with a bright ugly color, the game's
390 * bug shows up much more than it does on Windows, and the players see single pixels
391 * with wrong colors.
392 * (The Max Payne bug has been confirmed on Windows with the debug runtime)
394 if (FALSE && This->presentParms.SwapEffect == WINED3DSWAPEFFECT_DISCARD) {
395 TRACE("Clearing the color buffer with cyan color\n");
397 IWineD3DDevice_Clear((IWineD3DDevice *)This->device, 0, NULL,
398 WINED3DCLEAR_TARGET, 0xff00ffff, 1.0f, 0);
401 if(!This->render_to_fbo &&
402 ( ((IWineD3DSurfaceImpl *) This->frontBuffer)->Flags & SFLAG_INSYSMEM ||
403 ((IWineD3DSurfaceImpl *) This->backBuffer[0])->Flags & SFLAG_INSYSMEM ) ) {
404 /* Both memory copies of the surfaces are ok, flip them around too instead of dirtifying
405 * Doesn't work with render_to_fbo because we're not flipping
407 IWineD3DSurfaceImpl *front = (IWineD3DSurfaceImpl *) This->frontBuffer;
408 IWineD3DSurfaceImpl *back = (IWineD3DSurfaceImpl *) This->backBuffer[0];
410 if(front->resource.size == back->resource.size) {
411 DWORD fbflags;
412 flip_surface(front, back);
414 /* Tell the front buffer surface that is has been modified. However,
415 * the other locations were preserved during that, so keep the flags.
416 * This serves to update the emulated overlay, if any
418 fbflags = front->Flags;
419 IWineD3DSurface_ModifyLocation(This->frontBuffer, SFLAG_INDRAWABLE, TRUE);
420 front->Flags = fbflags;
421 } else {
422 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) front, SFLAG_INDRAWABLE, TRUE);
423 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) back, SFLAG_INDRAWABLE, TRUE);
425 } else {
426 IWineD3DSurface_ModifyLocation(This->frontBuffer, SFLAG_INDRAWABLE, TRUE);
427 /* If the swapeffect is DISCARD, the back buffer is undefined. That means the SYSMEM
428 * and INTEXTURE copies can keep their old content if they have any defined content.
429 * If the swapeffect is COPY, the content remains the same. If it is FLIP however,
430 * the texture / sysmem copy needs to be reloaded from the drawable
432 if(This->presentParms.SwapEffect == WINED3DSWAPEFFECT_FLIP) {
433 IWineD3DSurface_ModifyLocation(This->backBuffer[0], SFLAG_INDRAWABLE, TRUE);
437 if (This->device->stencilBufferTarget)
439 if (This->presentParms.Flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
440 || ((IWineD3DSurfaceImpl *)This->device->stencilBufferTarget)->Flags & SFLAG_DISCARD)
442 surface_modify_ds_location(This->device->stencilBufferTarget, SFLAG_DS_DISCARDED);
446 if (This->presentParms.PresentationInterval != WINED3DPRESENT_INTERVAL_IMMEDIATE
447 && context->gl_info->supported[SGI_VIDEO_SYNC])
449 retval = GL_EXTCALL(glXGetVideoSyncSGI(&sync));
450 if(retval != 0) {
451 ERR("glXGetVideoSyncSGI failed(retval = %d\n", retval);
454 switch(This->presentParms.PresentationInterval) {
455 case WINED3DPRESENT_INTERVAL_DEFAULT:
456 case WINED3DPRESENT_INTERVAL_ONE:
457 if(sync <= This->vSyncCounter) {
458 retval = GL_EXTCALL(glXWaitVideoSyncSGI(1, 0, &This->vSyncCounter));
459 } else {
460 This->vSyncCounter = sync;
462 break;
463 case WINED3DPRESENT_INTERVAL_TWO:
464 if(sync <= This->vSyncCounter + 1) {
465 retval = GL_EXTCALL(glXWaitVideoSyncSGI(2, This->vSyncCounter & 0x1, &This->vSyncCounter));
466 } else {
467 This->vSyncCounter = sync;
469 break;
470 case WINED3DPRESENT_INTERVAL_THREE:
471 if(sync <= This->vSyncCounter + 2) {
472 retval = GL_EXTCALL(glXWaitVideoSyncSGI(3, This->vSyncCounter % 0x3, &This->vSyncCounter));
473 } else {
474 This->vSyncCounter = sync;
476 break;
477 case WINED3DPRESENT_INTERVAL_FOUR:
478 if(sync <= This->vSyncCounter + 3) {
479 retval = GL_EXTCALL(glXWaitVideoSyncSGI(4, This->vSyncCounter & 0x3, &This->vSyncCounter));
480 } else {
481 This->vSyncCounter = sync;
483 break;
484 default:
485 FIXME("Unknown presentation interval %08x\n", This->presentParms.PresentationInterval);
489 context_release(context);
491 TRACE("returning\n");
492 return WINED3D_OK;
495 static HRESULT WINAPI IWineD3DSwapChainImpl_SetDestWindowOverride(IWineD3DSwapChain *iface, HWND window) {
496 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
497 WINED3DLOCKED_RECT r;
498 BYTE *mem;
500 if(window == This->win_handle) return WINED3D_OK;
502 TRACE("Performing dest override of swapchain %p from window %p to %p\n", This, This->win_handle, window);
503 if (This->context[0] == This->device->contexts[0])
505 /* The primary context 'owns' all the opengl resources. Destroying and recreating that context requires downloading
506 * all opengl resources, deleting the gl resources, destroying all other contexts, then recreating all other contexts
507 * and reload the resources
509 delete_opengl_contexts((IWineD3DDevice *)This->device, iface);
510 This->win_handle = window;
511 create_primary_opengl_context((IWineD3DDevice *)This->device, iface);
513 else
515 This->win_handle = window;
517 /* The old back buffer has to be copied over to the new back buffer. A lockrect - switchcontext - unlockrect
518 * would suffice in theory, but it is rather nasty and may cause troubles with future changes of the locking code
519 * So lock read only, copy the surface out, then lock with the discard flag and write back
521 IWineD3DSurface_LockRect(This->backBuffer[0], &r, NULL, WINED3DLOCK_READONLY);
522 mem = HeapAlloc(GetProcessHeap(), 0, r.Pitch * ((IWineD3DSurfaceImpl *) This->backBuffer[0])->currentDesc.Height);
523 memcpy(mem, r.pBits, r.Pitch * ((IWineD3DSurfaceImpl *) This->backBuffer[0])->currentDesc.Height);
524 IWineD3DSurface_UnlockRect(This->backBuffer[0]);
526 context_destroy(This->device, This->context[0]);
527 This->context[0] = context_create(This->device, (IWineD3DSurfaceImpl *)This->frontBuffer,
528 This->win_handle, FALSE /* pbuffer */, &This->presentParms);
529 context_release(This->context[0]);
531 IWineD3DSurface_LockRect(This->backBuffer[0], &r, NULL, WINED3DLOCK_DISCARD);
532 memcpy(r.pBits, mem, r.Pitch * ((IWineD3DSurfaceImpl *) This->backBuffer[0])->currentDesc.Height);
533 HeapFree(GetProcessHeap(), 0, mem);
534 IWineD3DSurface_UnlockRect(This->backBuffer[0]);
536 return WINED3D_OK;
539 static const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl =
541 /* IUnknown */
542 IWineD3DBaseSwapChainImpl_QueryInterface,
543 IWineD3DBaseSwapChainImpl_AddRef,
544 IWineD3DBaseSwapChainImpl_Release,
545 /* IWineD3DSwapChain */
546 IWineD3DBaseSwapChainImpl_GetParent,
547 IWineD3DSwapChainImpl_Destroy,
548 IWineD3DBaseSwapChainImpl_GetDevice,
549 IWineD3DSwapChainImpl_Present,
550 IWineD3DSwapChainImpl_SetDestWindowOverride,
551 IWineD3DBaseSwapChainImpl_GetFrontBufferData,
552 IWineD3DBaseSwapChainImpl_GetBackBuffer,
553 IWineD3DBaseSwapChainImpl_GetRasterStatus,
554 IWineD3DBaseSwapChainImpl_GetDisplayMode,
555 IWineD3DBaseSwapChainImpl_GetPresentParameters,
556 IWineD3DBaseSwapChainImpl_SetGammaRamp,
557 IWineD3DBaseSwapChainImpl_GetGammaRamp
560 static LONG fullscreen_style(LONG style)
562 /* Make sure the window is managed, otherwise we won't get keyboard input. */
563 style |= WS_POPUP | WS_SYSMENU;
564 style &= ~(WS_CAPTION | WS_THICKFRAME);
566 return style;
569 static LONG fullscreen_exstyle(LONG exstyle)
571 /* Filter out window decorations. */
572 exstyle &= ~(WS_EX_WINDOWEDGE | WS_EX_CLIENTEDGE);
574 return exstyle;
577 void swapchain_setup_fullscreen_window(IWineD3DSwapChainImpl *swapchain, UINT w, UINT h)
579 IWineD3DDeviceImpl *device = swapchain->device;
580 HWND window = swapchain->win_handle;
581 LONG style, exstyle;
583 TRACE("Setting up window %p for fullscreen mode.\n", window);
585 if (device->style || device->exStyle)
587 ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
588 window, device->style, device->exStyle);
591 device->style = GetWindowLongW(window, GWL_STYLE);
592 device->exStyle = GetWindowLongW(window, GWL_EXSTYLE);
594 style = fullscreen_style(device->style);
595 exstyle = fullscreen_exstyle(device->exStyle);
597 TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
598 device->style, device->exStyle, style, exstyle);
600 SetWindowLongW(window, GWL_STYLE, style);
601 SetWindowLongW(window, GWL_EXSTYLE, exstyle);
602 SetWindowPos(window, HWND_TOP, 0, 0, w, h, SWP_FRAMECHANGED | SWP_SHOWWINDOW);
605 void swapchain_restore_fullscreen_window(IWineD3DSwapChainImpl *swapchain)
607 IWineD3DDeviceImpl *device = swapchain->device;
608 HWND window = swapchain->win_handle;
609 LONG style, exstyle;
611 if (!device->style && !device->exStyle) return;
613 TRACE("Restoring window style of window %p to %08x, %08x.\n",
614 window, device->style, device->exStyle);
616 style = GetWindowLongW(window, GWL_STYLE);
617 exstyle = GetWindowLongW(window, GWL_EXSTYLE);
619 /* Only restore the style if the application didn't modify it during the
620 * fullscreen phase. Some applications change it before calling Reset()
621 * when switching between windowed and fullscreen modes (HL2), some
622 * depend on the original style (Eve Online). */
623 if (style == fullscreen_style(device->style) && exstyle == fullscreen_exstyle(device->exStyle))
625 SetWindowLongW(window, GWL_STYLE, device->style);
626 SetWindowLongW(window, GWL_EXSTYLE, device->exStyle);
629 /* Delete the old values. */
630 device->style = 0;
631 device->exStyle = 0;
633 SetWindowPos(window, 0, 0, 0, 0, 0, SWP_FRAMECHANGED | SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER);
637 HRESULT swapchain_init(IWineD3DSwapChainImpl *swapchain, WINED3DSURFTYPE surface_type,
638 IWineD3DDeviceImpl *device, WINED3DPRESENT_PARAMETERS *present_parameters, IUnknown *parent)
640 const struct wined3d_adapter *adapter = device->adapter;
641 const struct GlPixelFormatDesc *format_desc;
642 BOOL displaymode_set = FALSE;
643 WINED3DDISPLAYMODE mode;
644 RECT client_rect;
645 HWND window;
646 HRESULT hr;
647 UINT i;
649 if (present_parameters->BackBufferCount > WINED3DPRESENT_BACK_BUFFER_MAX)
651 FIXME("The application requested %u back buffers, this is not supported.\n",
652 present_parameters->BackBufferCount);
653 return WINED3DERR_INVALIDCALL;
656 if (present_parameters->BackBufferCount > 1)
658 FIXME("The application requested more than one back buffer, this is not properly supported.\n"
659 "Please configure the application to use double buffering (1 back buffer) if possible.\n");
662 switch (surface_type)
664 case SURFACE_GDI:
665 swapchain->lpVtbl = &IWineGDISwapChain_Vtbl;
666 break;
668 case SURFACE_OPENGL:
669 swapchain->lpVtbl = &IWineD3DSwapChain_Vtbl;
670 break;
672 case SURFACE_UNKNOWN:
673 FIXME("Caller tried to create a SURFACE_UNKNOWN swapchain.\n");
674 return WINED3DERR_INVALIDCALL;
677 window = present_parameters->hDeviceWindow ? present_parameters->hDeviceWindow : device->createParms.hFocusWindow;
679 swapchain->device = device;
680 swapchain->parent = parent;
681 swapchain->ref = 1;
682 swapchain->win_handle = window;
684 if (!present_parameters->Windowed && window)
686 swapchain_setup_fullscreen_window(swapchain, present_parameters->BackBufferWidth,
687 present_parameters->BackBufferHeight);
690 IWineD3D_GetAdapterDisplayMode(device->wined3d, adapter->ordinal, &mode);
691 swapchain->orig_width = mode.Width;
692 swapchain->orig_height = mode.Height;
693 swapchain->orig_fmt = mode.Format;
694 format_desc = getFormatDescEntry(mode.Format, &adapter->gl_info);
696 GetClientRect(window, &client_rect);
697 if (present_parameters->Windowed
698 && (!present_parameters->BackBufferWidth || !present_parameters->BackBufferHeight
699 || present_parameters->BackBufferFormat == WINED3DFMT_UNKNOWN))
702 if (!present_parameters->BackBufferWidth)
704 present_parameters->BackBufferWidth = client_rect.right;
705 TRACE("Updating width to %u.\n", present_parameters->BackBufferWidth);
708 if (!present_parameters->BackBufferHeight)
710 present_parameters->BackBufferHeight = client_rect.bottom;
711 TRACE("Updating height to %u.\n", present_parameters->BackBufferHeight);
714 if (present_parameters->BackBufferFormat == WINED3DFMT_UNKNOWN)
716 present_parameters->BackBufferFormat = swapchain->orig_fmt;
717 TRACE("Updating format to %s.\n", debug_d3dformat(swapchain->orig_fmt));
720 swapchain->presentParms = *present_parameters;
722 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO
723 && (present_parameters->BackBufferWidth != client_rect.right
724 || present_parameters->BackBufferHeight != client_rect.bottom))
726 TRACE("Rendering to FBO. Backbuffer %ux%u, window %ux%u.\n",
727 present_parameters->BackBufferWidth,
728 present_parameters->BackBufferHeight,
729 client_rect.right, client_rect.bottom);
730 swapchain->render_to_fbo = TRUE;
733 TRACE("Creating front buffer.\n");
734 hr = IWineD3DDeviceParent_CreateRenderTarget(device->device_parent, parent,
735 swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
736 swapchain->presentParms.BackBufferFormat, swapchain->presentParms.MultiSampleType,
737 swapchain->presentParms.MultiSampleQuality, TRUE /* Lockable */, &swapchain->frontBuffer);
738 if (FAILED(hr))
740 WARN("Failed to create front buffer, hr %#x.\n", hr);
741 goto err;
744 IWineD3DSurface_SetContainer(swapchain->frontBuffer, (IWineD3DBase *)swapchain);
745 ((IWineD3DSurfaceImpl *)swapchain->frontBuffer)->Flags |= SFLAG_SWAPCHAIN;
746 if (surface_type == SURFACE_OPENGL)
748 IWineD3DSurface_ModifyLocation(swapchain->frontBuffer, SFLAG_INDRAWABLE, TRUE);
751 /* MSDN says we're only allowed a single fullscreen swapchain per device,
752 * so we should really check to see if there is a fullscreen swapchain
753 * already. Does a single head count as full screen? */
755 if (!present_parameters->Windowed)
757 WINED3DDISPLAYMODE mode;
759 /* Change the display settings */
760 mode.Width = present_parameters->BackBufferWidth;
761 mode.Height = present_parameters->BackBufferHeight;
762 mode.Format = present_parameters->BackBufferFormat;
763 mode.RefreshRate = present_parameters->FullScreen_RefreshRateInHz;
765 hr = IWineD3DDevice_SetDisplayMode((IWineD3DDevice *)device, 0, &mode);
766 if (FAILED(hr))
768 WARN("Failed to set display mode, hr %#x.\n", hr);
769 goto err;
771 displaymode_set = TRUE;
774 swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(swapchain->context));
775 if (!swapchain->context)
777 ERR("Failed to create the context array.\n");
778 hr = E_OUTOFMEMORY;
779 goto err;
781 swapchain->num_contexts = 1;
783 if (surface_type == SURFACE_OPENGL)
785 swapchain->context[0] = context_create(device, (IWineD3DSurfaceImpl *)swapchain->frontBuffer,
786 window, FALSE /* pbuffer */, present_parameters);
787 if (!swapchain->context[0])
789 WARN("Failed to create context.\n");
790 hr = WINED3DERR_NOTAVAILABLE;
791 goto err;
794 swapchain->context[0]->render_offscreen = swapchain->render_to_fbo;
796 else
798 swapchain->context[0] = NULL;
801 if (swapchain->presentParms.BackBufferCount > 0)
803 swapchain->backBuffer = HeapAlloc(GetProcessHeap(), 0,
804 sizeof(*swapchain->backBuffer) * swapchain->presentParms.BackBufferCount);
805 if (!swapchain->backBuffer)
807 ERR("Failed to allocate backbuffer array memory.\n");
808 hr = E_OUTOFMEMORY;
809 goto err;
812 for (i = 0; i < swapchain->presentParms.BackBufferCount; ++i)
814 TRACE("Creating back buffer %u.\n", i);
815 hr = IWineD3DDeviceParent_CreateRenderTarget(device->device_parent, parent,
816 swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
817 swapchain->presentParms.BackBufferFormat, swapchain->presentParms.MultiSampleType,
818 swapchain->presentParms.MultiSampleQuality, TRUE /* Lockable */, &swapchain->backBuffer[i]);
819 if (FAILED(hr))
821 WARN("Failed to create back buffer %u, hr %#x.\n", i, hr);
822 goto err;
825 IWineD3DSurface_SetContainer(swapchain->backBuffer[i], (IWineD3DBase *)swapchain);
826 ((IWineD3DSurfaceImpl *)swapchain->backBuffer[i])->Flags |= SFLAG_SWAPCHAIN;
828 if (surface_type == SURFACE_OPENGL)
830 ENTER_GL();
831 glDrawBuffer(GL_BACK);
832 checkGLcall("glDrawBuffer(GL_BACK)");
833 LEAVE_GL();
837 else
839 /* Single buffering - draw to front buffer */
840 if (surface_type == SURFACE_OPENGL)
842 ENTER_GL();
843 glDrawBuffer(GL_FRONT);
844 checkGLcall("glDrawBuffer(GL_FRONT)");
845 LEAVE_GL();
849 if (swapchain->context[0]) context_release(swapchain->context[0]);
851 /* Swapchains share the depth/stencil buffer, so only create a single depthstencil surface. */
852 if (present_parameters->EnableAutoDepthStencil && surface_type == SURFACE_OPENGL)
854 TRACE("Creating depth/stencil buffer.\n");
855 if (!device->auto_depth_stencil_buffer)
857 hr = IWineD3DDeviceParent_CreateDepthStencilSurface(device->device_parent, parent,
858 swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
859 swapchain->presentParms.AutoDepthStencilFormat, swapchain->presentParms.MultiSampleType,
860 swapchain->presentParms.MultiSampleQuality, FALSE /* FIXME: Discard */,
861 &device->auto_depth_stencil_buffer);
862 if (FAILED(hr))
864 WARN("Failed to create the auto depth stencil, hr %#x.\n", hr);
865 goto err;
868 IWineD3DSurface_SetContainer(device->auto_depth_stencil_buffer, NULL);
872 IWineD3DSwapChain_GetGammaRamp((IWineD3DSwapChain *)swapchain, &swapchain->orig_gamma);
874 return WINED3D_OK;
876 err:
877 if (displaymode_set)
879 DEVMODEW devmode;
881 ClipCursor(NULL);
883 /* Change the display settings */
884 memset(&devmode, 0, sizeof(devmode));
885 devmode.dmSize = sizeof(devmode);
886 devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
887 devmode.dmBitsPerPel = format_desc->byte_count * 8;
888 devmode.dmPelsWidth = swapchain->orig_width;
889 devmode.dmPelsHeight = swapchain->orig_height;
890 ChangeDisplaySettingsExW(adapter->DeviceName, &devmode, NULL, CDS_FULLSCREEN, NULL);
893 if (swapchain->backBuffer)
895 for (i = 0; i < swapchain->presentParms.BackBufferCount; ++i)
897 if (swapchain->backBuffer[i]) IWineD3DSurface_Release(swapchain->backBuffer[i]);
899 HeapFree(GetProcessHeap(), 0, swapchain->backBuffer);
902 if (swapchain->context && swapchain->context[0])
904 context_release(swapchain->context[0]);
905 context_destroy(device, swapchain->context[0]);
908 if (swapchain->frontBuffer) IWineD3DSurface_Release(swapchain->frontBuffer);
910 return hr;
913 struct wined3d_context *swapchain_create_context_for_thread(IWineD3DSwapChain *iface)
915 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *) iface;
916 struct wined3d_context **newArray;
917 struct wined3d_context *ctx;
919 TRACE("Creating a new context for swapchain %p, thread %d\n", This, GetCurrentThreadId());
921 ctx = context_create(This->device, (IWineD3DSurfaceImpl *)This->frontBuffer,
922 This->context[0]->win_handle, FALSE /* pbuffer */, &This->presentParms);
923 if (!ctx)
925 ERR("Failed to create a new context for the swapchain\n");
926 return NULL;
928 context_release(ctx);
930 newArray = HeapAlloc(GetProcessHeap(), 0, sizeof(*newArray) * This->num_contexts + 1);
931 if(!newArray) {
932 ERR("Out of memory when trying to allocate a new context array\n");
933 context_destroy(This->device, ctx);
934 return NULL;
936 memcpy(newArray, This->context, sizeof(*newArray) * This->num_contexts);
937 HeapFree(GetProcessHeap(), 0, This->context);
938 newArray[This->num_contexts] = ctx;
939 This->context = newArray;
940 This->num_contexts++;
942 TRACE("Returning context %p\n", ctx);
943 return ctx;
946 void get_drawable_size_swapchain(struct wined3d_context *context, UINT *width, UINT *height)
948 IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)context->current_rt;
949 /* The drawable size of an onscreen drawable is the surface size.
950 * (Actually: The window size, but the surface is created in window size) */
951 *width = surface->currentDesc.Width;
952 *height = surface->currentDesc.Height;