kernel32: Fix a few test failures in win9x.
[wine.git] / dlls / wined3d / swapchain.c
blob5cc1c5941b78b82fa3208b4ea135241ec97fcae0
1 /*
2 *IDirect3DSwapChain9 implementation
4 *Copyright 2002-2003 Jason Edmeades
5 *Copyright 2002-2003 Raphael Junqueira
6 *Copyright 2005 Oliver Stieber
7 *Copyright 2007 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->wineD3DDevice->adapter->gl_info
38 /* IDirect3DSwapChain IUnknown parts follow: */
39 static ULONG WINAPI IWineD3DSwapChainImpl_AddRef(IWineD3DSwapChain *iface) {
40 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
41 DWORD refCount = InterlockedIncrement(&This->ref);
42 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
43 return refCount;
46 static HRESULT WINAPI IWineD3DSwapChainImpl_QueryInterface(IWineD3DSwapChain *iface, REFIID riid, LPVOID *ppobj)
48 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
49 TRACE("(%p)->(%s,%p)\n", This, debugstr_guid(riid), ppobj);
50 if (IsEqualGUID(riid, &IID_IUnknown)
51 || IsEqualGUID(riid, &IID_IWineD3DBase)
52 || IsEqualGUID(riid, &IID_IWineD3DSwapChain)){
53 IWineD3DSwapChainImpl_AddRef(iface);
54 if(ppobj == NULL){
55 ERR("Query interface called but now data allocated\n");
56 return E_NOINTERFACE;
58 *ppobj = This;
59 return WINED3D_OK;
61 *ppobj = NULL;
62 return E_NOINTERFACE;
66 static ULONG WINAPI IWineD3DSwapChainImpl_Release(IWineD3DSwapChain *iface) {
67 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
68 DWORD refCount;
69 refCount = InterlockedDecrement(&This->ref);
70 TRACE("(%p) : ReleaseRef to %d\n", This, refCount);
71 if (refCount == 0) {
72 IWineD3DSwapChain_Destroy(iface, D3DCB_DefaultDestroySurface);
74 return refCount;
77 static HRESULT WINAPI IWineD3DSwapChainImpl_GetParent(IWineD3DSwapChain *iface, IUnknown ** ppParent){
78 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
79 *ppParent = This->parent;
80 IUnknown_AddRef(*ppParent);
81 TRACE("(%p) returning %p\n", This , *ppParent);
82 return WINED3D_OK;
85 /*IWineD3DSwapChain parts follow: */
86 static void WINAPI IWineD3DSwapChainImpl_Destroy(IWineD3DSwapChain *iface, D3DCB_DESTROYSURFACEFN D3DCB_DestroyRenderTarget) {
87 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
88 WINED3DDISPLAYMODE mode;
89 int i;
91 /* release the ref to the front and back buffer parents */
92 if(This->frontBuffer) {
93 IWineD3DSurface_SetContainer(This->frontBuffer, 0);
94 if(D3DCB_DestroyRenderTarget(This->frontBuffer) > 0) {
95 FIXME("(%p) Something's still holding the front buffer\n",This);
99 if(This->backBuffer) {
100 int i;
101 for(i = 0; i < This->presentParms.BackBufferCount; i++) {
102 IWineD3DSurface_SetContainer(This->backBuffer[i], 0);
103 if(D3DCB_DestroyRenderTarget(This->backBuffer[i]) > 0) {
104 FIXME("(%p) Something's still holding the back buffer\n",This);
107 HeapFree(GetProcessHeap(), 0, This->backBuffer);
110 for(i = 0; i < This->num_contexts; i++) {
111 DestroyContext(This->wineD3DDevice, This->context[i]);
113 /* Restore the screen resolution if we rendered in fullscreen
114 * This will restore the screen resolution to what it was before creating the swapchain. In case of d3d8 and d3d9
115 * this will be the original desktop resolution. In case of d3d7 this will be a NOP because ddraw sets the resolution
116 * before starting up Direct3D, thus orig_width and orig_height will be equal to the modes in the presentation params
118 if(This->presentParms.Windowed == FALSE) {
119 mode.Width = This->orig_width;
120 mode.Height = This->orig_height;
121 mode.RefreshRate = 0;
122 mode.Format = This->orig_fmt;
123 IWineD3DDevice_SetDisplayMode((IWineD3DDevice *) This->wineD3DDevice, 0, &mode);
125 HeapFree(GetProcessHeap(), 0, This->context);
127 HeapFree(GetProcessHeap(), 0, This);
130 static HRESULT WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface, CONST RECT *pSourceRect, CONST RECT *pDestRect, HWND hDestWindowOverride, CONST RGNDATA *pDirtyRegion, DWORD dwFlags) {
131 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
132 unsigned int sync;
133 int retval;
136 ActivateContext(This->wineD3DDevice, This->backBuffer[0], CTXUSAGE_RESOURCELOAD);
138 /* Render the cursor onto the back buffer, using our nifty directdraw blitting code :-) */
139 if(This->wineD3DDevice->bCursorVisible && This->wineD3DDevice->cursorTexture) {
140 IWineD3DSurfaceImpl cursor;
141 RECT destRect = {This->wineD3DDevice->xScreenSpace - This->wineD3DDevice->xHotSpot,
142 This->wineD3DDevice->yScreenSpace - This->wineD3DDevice->yHotSpot,
143 This->wineD3DDevice->xScreenSpace + This->wineD3DDevice->cursorWidth - This->wineD3DDevice->xHotSpot,
144 This->wineD3DDevice->yScreenSpace + This->wineD3DDevice->cursorHeight - This->wineD3DDevice->yHotSpot};
145 TRACE("Rendering the cursor. Creating fake surface at %p\n", &cursor);
146 /* Build a fake surface to call the Blitting code. It is not possible to use the interface passed by
147 * the application because we are only supposed to copy the information out. Using a fake surface
148 * allows to use the Blitting engine and avoid copying the whole texture -> render target blitting code.
150 memset(&cursor, 0, sizeof(cursor));
151 cursor.lpVtbl = &IWineD3DSurface_Vtbl;
152 cursor.resource.ref = 1;
153 cursor.resource.wineD3DDevice = This->wineD3DDevice;
154 cursor.resource.pool = WINED3DPOOL_SCRATCH;
155 cursor.resource.format = WINED3DFMT_A8R8G8B8;
156 cursor.resource.resourceType = WINED3DRTYPE_SURFACE;
157 cursor.glDescription.textureName = This->wineD3DDevice->cursorTexture;
158 cursor.glDescription.target = GL_TEXTURE_2D;
159 cursor.glDescription.level = 0;
160 cursor.currentDesc.Width = This->wineD3DDevice->cursorWidth;
161 cursor.currentDesc.Height = This->wineD3DDevice->cursorHeight;
162 cursor.glRect.left = 0;
163 cursor.glRect.top = 0;
164 cursor.glRect.right = cursor.currentDesc.Width;
165 cursor.glRect.bottom = cursor.currentDesc.Height;
166 /* The cursor must have pow2 sizes */
167 cursor.pow2Width = cursor.currentDesc.Width;
168 cursor.pow2Height = cursor.currentDesc.Height;
169 /* The surface is in the texture */
170 cursor.Flags |= SFLAG_INTEXTURE;
171 /* DDBLT_KEYSRC will cause BltOverride to enable the alpha test with GL_NOTEQUAL, 0.0,
172 * which is exactly what we want :-)
174 if (This->presentParms.Windowed) {
175 MapWindowPoints(NULL, This->win_handle, (LPPOINT)&destRect, 2);
177 IWineD3DSurface_Blt(This->backBuffer[0], &destRect, (IWineD3DSurface *) &cursor, NULL, WINEDDBLT_KEYSRC, NULL, WINED3DTEXF_NONE);
179 if(This->wineD3DDevice->logo_surface) {
180 /* Blit the logo into the upper left corner of the drawable */
181 IWineD3DSurface_BltFast(This->backBuffer[0], 0, 0, This->wineD3DDevice->logo_surface, NULL, WINEDDBLTFAST_SRCCOLORKEY);
184 if (pSourceRect || pDestRect) FIXME("Unhandled present options %p/%p\n", pSourceRect, pDestRect);
185 /* TODO: If only source rect or dest rect are supplied then clip the window to match */
186 TRACE("presetting HDC %p\n", This->context[0]->hdc);
188 /* Don't call checkGLcall, as glGetError is not applicable here */
189 if (hDestWindowOverride && This->win_handle != hDestWindowOverride) {
190 WINED3DLOCKED_RECT r;
191 BYTE *mem;
193 TRACE("Performing dest override of swapchain %p from window %p to %p\n", This, This->win_handle, hDestWindowOverride);
194 if(This->context[0] == This->wineD3DDevice->contexts[0]) {
195 /* The primary context 'owns' all the opengl resources. Destroying and recreating that context would require downloading
196 * all opengl resources, deleting the gl resources, destroying all other contexts, then recreating all other contexts
197 * and reload the resources
199 ERR("Cannot change the destination window of the owner of the primary context\n");
200 } else {
201 This->win_handle = hDestWindowOverride;
203 /* The old back buffer has to be copied over to the new back buffer. A lockrect - switchcontext - unlockrect
204 * would suffice in theory, but it is rather nasty and may cause troubles with future changes of the locking code
205 * So lock read only, copy the surface out, then lock with the discard flag and write back
207 IWineD3DSurface_LockRect(This->backBuffer[0], &r, NULL, WINED3DLOCK_READONLY);
208 mem = HeapAlloc(GetProcessHeap(), 0, r.Pitch * ((IWineD3DSurfaceImpl *) This->backBuffer[0])->currentDesc.Height);
209 memcpy(mem, r.pBits, r.Pitch * ((IWineD3DSurfaceImpl *) This->backBuffer[0])->currentDesc.Height);
210 IWineD3DSurface_UnlockRect(This->backBuffer[0]);
212 DestroyContext(This->wineD3DDevice, This->context[0]);
213 This->context[0] = CreateContext(This->wineD3DDevice, (IWineD3DSurfaceImpl *) This->frontBuffer, This->win_handle, FALSE /* pbuffer */, &This->presentParms);
215 IWineD3DSurface_LockRect(This->backBuffer[0], &r, NULL, WINED3DLOCK_DISCARD);
216 memcpy(r.pBits, mem, r.Pitch * ((IWineD3DSurfaceImpl *) This->backBuffer[0])->currentDesc.Height);
217 HeapFree(GetProcessHeap(), 0, mem);
218 IWineD3DSurface_UnlockRect(This->backBuffer[0]);
222 SwapBuffers(This->context[0]->hdc); /* TODO: cycle through the swapchain buffers */
224 TRACE("SwapBuffers called, Starting new frame\n");
225 /* FPS support */
226 if (TRACE_ON(fps))
228 DWORD time = GetTickCount();
229 This->frames++;
230 /* every 1.5 seconds */
231 if (time - This->prev_time > 1500) {
232 TRACE_(fps)("%p @ approx %.2ffps\n", This, 1000.0*This->frames/(time - This->prev_time));
233 This->prev_time = time;
234 This->frames = 0;
238 #if defined(FRAME_DEBUGGING)
240 if (GetFileAttributesA("C:\\D3DTRACE") != INVALID_FILE_ATTRIBUTES) {
241 if (!isOn) {
242 isOn = TRUE;
243 FIXME("Enabling D3D Trace\n");
244 __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 1);
245 #if defined(SHOW_FRAME_MAKEUP)
246 FIXME("Singe Frame snapshots Starting\n");
247 isDumpingFrames = TRUE;
248 ENTER_GL();
249 glClear(GL_COLOR_BUFFER_BIT);
250 LEAVE_GL();
251 #endif
253 #if defined(SINGLE_FRAME_DEBUGGING)
254 } else {
255 #if defined(SHOW_FRAME_MAKEUP)
256 FIXME("Singe Frame snapshots Finishing\n");
257 isDumpingFrames = FALSE;
258 #endif
259 FIXME("Singe Frame trace complete\n");
260 DeleteFileA("C:\\D3DTRACE");
261 __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 0);
262 #endif
264 } else {
265 if (isOn) {
266 isOn = FALSE;
267 #if defined(SHOW_FRAME_MAKEUP)
268 FIXME("Single Frame snapshots Finishing\n");
269 isDumpingFrames = FALSE;
270 #endif
271 FIXME("Disabling D3D Trace\n");
272 __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 0);
276 #endif
278 /* This is disabled, but the code left in for debug purposes.
280 * Since we're allowed to modify the new back buffer on a D3DSWAPEFFECT_DISCARD flip,
281 * we can clear it with some ugly color to make bad drawing visible and ease debugging.
282 * The Debug runtime does the same on Windows. However, a few games do not redraw the
283 * screen properly, like Max Payne 2, which leaves a few pixels undefined.
285 * Tests show that the content of the back buffer after a discard flip is indeed not
286 * reliable, so no game can depend on the exact content. However, it resembles the
287 * old contents in some way, for example by showing fragments at other locations. In
288 * general, the color theme is still intact. So Max payne, which draws rather dark scenes
289 * gets a dark background image. If we clear it with a bright ugly color, the game's
290 * bug shows up much more than it does on Windows, and the players see single pixels
291 * with wrong colors.
292 * (The Max Payne bug has been confirmed on Windows with the debug runtime)
294 if (FALSE && This->presentParms.SwapEffect == WINED3DSWAPEFFECT_DISCARD) {
295 TRACE("Clearing the color buffer with cyan color\n");
297 IWineD3DDevice_Clear((IWineD3DDevice*)This->wineD3DDevice, 0, NULL,
298 WINED3DCLEAR_TARGET, 0xff00ffff, 1.0, 0);
301 if(((IWineD3DSurfaceImpl *) This->frontBuffer)->Flags & SFLAG_INSYSMEM ||
302 ((IWineD3DSurfaceImpl *) This->backBuffer[0])->Flags & SFLAG_INSYSMEM ) {
303 /* Both memory copies of the surfaces are ok, flip them around too instead of dirtifying */
304 IWineD3DSurfaceImpl *front = (IWineD3DSurfaceImpl *) This->frontBuffer;
305 IWineD3DSurfaceImpl *back = (IWineD3DSurfaceImpl *) This->backBuffer[0];
306 BOOL frontuptodate = front->Flags & SFLAG_INSYSMEM;
307 BOOL backuptodate = back->Flags & SFLAG_INSYSMEM;
309 if(front->resource.size == back->resource.size) {
310 /* Flip the DC */
312 HDC tmp;
313 tmp = front->hDC;
314 front->hDC = back->hDC;
315 back->hDC = tmp;
318 /* Flip the DIBsection */
320 HBITMAP tmp;
321 BOOL hasDib = front->Flags & SFLAG_DIBSECTION;
322 tmp = front->dib.DIBsection;
323 front->dib.DIBsection = back->dib.DIBsection;
324 back->dib.DIBsection = tmp;
326 if(back->Flags & SFLAG_DIBSECTION) front->Flags |= SFLAG_DIBSECTION;
327 else front->Flags &= ~SFLAG_DIBSECTION;
328 if(hasDib) back->Flags |= SFLAG_DIBSECTION;
329 else back->Flags &= ~SFLAG_DIBSECTION;
332 /* Flip the surface data */
334 void* tmp;
336 tmp = front->dib.bitmap_data;
337 front->dib.bitmap_data = back->dib.bitmap_data;
338 back->dib.bitmap_data = tmp;
340 tmp = front->resource.allocatedMemory;
341 front->resource.allocatedMemory = back->resource.allocatedMemory;
342 back->resource.allocatedMemory = tmp;
344 tmp = front->resource.heapMemory;
345 front->resource.heapMemory = back->resource.heapMemory;
346 back->resource.heapMemory = tmp;
349 /* Flip the PBO */
351 DWORD tmp_flags = front->Flags;
353 GLuint tmp_pbo = front->pbo;
354 front->pbo = back->pbo;
355 back->pbo = tmp_pbo;
357 if(back->Flags & SFLAG_PBO)
358 front->Flags |= SFLAG_PBO;
359 else
360 front->Flags &= ~SFLAG_PBO;
362 if(tmp_flags & SFLAG_PBO)
363 back->Flags |= SFLAG_PBO;
364 else
365 back->Flags &= ~SFLAG_PBO;
368 /* client_memory should not be different, but just in case */
370 BOOL tmp;
371 tmp = front->dib.client_memory;
372 front->dib.client_memory = back->dib.client_memory;
373 back->dib.client_memory = tmp;
375 if(frontuptodate) back->Flags |= SFLAG_INSYSMEM;
376 else back->Flags &= ~SFLAG_INSYSMEM;
377 if(backuptodate) front->Flags |= SFLAG_INSYSMEM;
378 else front->Flags &= ~SFLAG_INSYSMEM;
379 } else {
380 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) front, SFLAG_INDRAWABLE, TRUE);
381 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) back, SFLAG_INDRAWABLE, TRUE);
385 if(This->presentParms.PresentationInterval != WINED3DPRESENT_INTERVAL_IMMEDIATE && GL_SUPPORT(SGI_VIDEO_SYNC)) {
386 retval = GL_EXTCALL(glXGetVideoSyncSGI(&sync));
387 if(retval != 0) {
388 ERR("glXGetVideoSyncSGI failed(retval = %d\n", retval);
391 switch(This->presentParms.PresentationInterval) {
392 case WINED3DPRESENT_INTERVAL_DEFAULT:
393 case WINED3DPRESENT_INTERVAL_ONE:
394 if(sync <= This->vSyncCounter) {
395 retval = GL_EXTCALL(glXWaitVideoSyncSGI(1, 0, &This->vSyncCounter));
396 } else {
397 This->vSyncCounter = sync;
399 break;
400 case WINED3DPRESENT_INTERVAL_TWO:
401 if(sync <= This->vSyncCounter + 1) {
402 retval = GL_EXTCALL(glXWaitVideoSyncSGI(2, This->vSyncCounter & 0x1, &This->vSyncCounter));
403 } else {
404 This->vSyncCounter = sync;
406 break;
407 case WINED3DPRESENT_INTERVAL_THREE:
408 if(sync <= This->vSyncCounter + 2) {
409 retval = GL_EXTCALL(glXWaitVideoSyncSGI(3, This->vSyncCounter % 0x3, &This->vSyncCounter));
410 } else {
411 This->vSyncCounter = sync;
413 break;
414 case WINED3DPRESENT_INTERVAL_FOUR:
415 if(sync <= This->vSyncCounter + 3) {
416 retval = GL_EXTCALL(glXWaitVideoSyncSGI(4, This->vSyncCounter & 0x3, &This->vSyncCounter));
417 } else {
418 This->vSyncCounter = sync;
420 break;
421 default:
422 FIXME("Unknown presentation interval %08x\n", This->presentParms.PresentationInterval);
426 TRACE("returning\n");
427 return WINED3D_OK;
430 static HRESULT WINAPI IWineD3DSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain *iface, IWineD3DSurface *pDestSurface) {
431 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
432 POINT start;
434 TRACE("(%p) : iface(%p) pDestSurface(%p)\n", This, iface, pDestSurface);
436 start.x = 0;
437 start.y = 0;
439 if (This->presentParms.Windowed) {
440 MapWindowPoints(This->win_handle, NULL, &start, 1);
443 IWineD3DSurface_BltFast(pDestSurface, start.x, start.y, This->frontBuffer, NULL, 0);
444 return WINED3D_OK;
447 static HRESULT WINAPI IWineD3DSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, UINT iBackBuffer, WINED3DBACKBUFFER_TYPE Type, IWineD3DSurface **ppBackBuffer) {
449 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
451 if (iBackBuffer > This->presentParms.BackBufferCount - 1) {
452 TRACE("Back buffer count out of range\n");
453 /* Native d3d9 doesn't set NULL here, just as wine's d3d9. But set it here
454 * in wined3d to avoid problems in other libs
456 *ppBackBuffer = NULL;
457 return WINED3DERR_INVALIDCALL;
460 *ppBackBuffer = This->backBuffer[iBackBuffer];
461 TRACE("(%p) : BackBuf %d Type %d returning %p\n", This, iBackBuffer, Type, *ppBackBuffer);
463 /* Note inc ref on returned surface */
464 if(*ppBackBuffer) IWineD3DSurface_AddRef(*ppBackBuffer);
465 return WINED3D_OK;
469 static HRESULT WINAPI IWineD3DSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *iface, WINED3DRASTER_STATUS *pRasterStatus) {
470 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
471 static BOOL showFixmes = TRUE;
472 pRasterStatus->InVBlank = TRUE;
473 pRasterStatus->ScanLine = 0;
474 /* No openGL equivalent */
475 if(showFixmes) {
476 FIXME("(%p) : stub (once)\n", This);
477 showFixmes = FALSE;
479 return WINED3D_OK;
482 static HRESULT WINAPI IWineD3DSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface, WINED3DDISPLAYMODE*pMode) {
483 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
484 HRESULT hr;
486 TRACE("(%p)->(%p): Calling GetAdapterDisplayMode\n", This, pMode);
487 hr = IWineD3D_GetAdapterDisplayMode(This->wineD3DDevice->wineD3D, This->wineD3DDevice->adapter->num, pMode);
489 TRACE("(%p) : returning w(%d) h(%d) rr(%d) fmt(%u,%s)\n", This, pMode->Width, pMode->Height, pMode->RefreshRate,
490 pMode->Format, debug_d3dformat(pMode->Format));
491 return hr;
494 static HRESULT WINAPI IWineD3DSwapChainImpl_GetDevice(IWineD3DSwapChain *iface, IWineD3DDevice**ppDevice) {
495 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
497 *ppDevice = (IWineD3DDevice *) This->wineD3DDevice;
499 /* Note Calling this method will increase the internal reference count
500 on the IDirect3DDevice9 interface. */
501 IWineD3DDevice_AddRef(*ppDevice);
502 TRACE("(%p) : returning %p\n", This, *ppDevice);
503 return WINED3D_OK;
506 static HRESULT WINAPI IWineD3DSwapChainImpl_GetPresentParameters(IWineD3DSwapChain *iface, WINED3DPRESENT_PARAMETERS *pPresentationParameters) {
507 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
508 TRACE("(%p)\n", This);
510 *pPresentationParameters = This->presentParms;
512 return WINED3D_OK;
515 static HRESULT WINAPI IWineD3DSwapChainImpl_SetGammaRamp(IWineD3DSwapChain *iface, DWORD Flags, CONST WINED3DGAMMARAMP *pRamp){
517 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
518 HDC hDC;
519 TRACE("(%p) : pRamp@%p flags(%d)\n", This, pRamp, Flags);
520 hDC = GetDC(This->win_handle);
521 SetDeviceGammaRamp(hDC, (LPVOID)pRamp);
522 ReleaseDC(This->win_handle, hDC);
523 return WINED3D_OK;
527 static HRESULT WINAPI IWineD3DSwapChainImpl_GetGammaRamp(IWineD3DSwapChain *iface, WINED3DGAMMARAMP *pRamp){
529 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
530 HDC hDC;
531 TRACE("(%p) : pRamp@%p\n", This, pRamp);
532 hDC = GetDC(This->win_handle);
533 GetDeviceGammaRamp(hDC, pRamp);
534 ReleaseDC(This->win_handle, hDC);
535 return WINED3D_OK;
540 const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl =
542 /* IUnknown */
543 IWineD3DSwapChainImpl_QueryInterface,
544 IWineD3DSwapChainImpl_AddRef,
545 IWineD3DSwapChainImpl_Release,
546 /* IWineD3DSwapChain */
547 IWineD3DSwapChainImpl_GetParent,
548 IWineD3DSwapChainImpl_Destroy,
549 IWineD3DSwapChainImpl_GetDevice,
550 IWineD3DSwapChainImpl_Present,
551 IWineD3DSwapChainImpl_GetFrontBufferData,
552 IWineD3DSwapChainImpl_GetBackBuffer,
553 IWineD3DSwapChainImpl_GetRasterStatus,
554 IWineD3DSwapChainImpl_GetDisplayMode,
555 IWineD3DSwapChainImpl_GetPresentParameters,
556 IWineD3DSwapChainImpl_SetGammaRamp,
557 IWineD3DSwapChainImpl_GetGammaRamp
560 WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface) {
561 WineD3DContext *ctx;
562 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *) iface;
563 WineD3DContext **newArray;
565 TRACE("Creating a new context for swapchain %p, thread %d\n", This, GetCurrentThreadId());
567 ctx = CreateContext(This->wineD3DDevice, (IWineD3DSurfaceImpl *) This->frontBuffer,
568 This->context[0]->win_handle, FALSE /* pbuffer */, &This->presentParms);
569 if(!ctx) {
570 ERR("Failed to create a new context for the swapchain\n");
571 return NULL;
574 newArray = HeapAlloc(GetProcessHeap(), 0, sizeof(*newArray) * This->num_contexts + 1);
575 if(!newArray) {
576 ERR("Out of memory when trying to allocate a new context array\n");
577 DestroyContext(This->wineD3DDevice, ctx);
578 return NULL;
580 memcpy(newArray, This->context, sizeof(*newArray) * This->num_contexts);
581 HeapFree(GetProcessHeap(), 0, This->context);
582 newArray[This->num_contexts] = ctx;
583 This->context = newArray;
584 This->num_contexts++;
586 TRACE("Returning context %p\n", ctx);
587 return ctx;
590 void get_drawable_size_swapchain(IWineD3DSurfaceImpl *This, UINT *width, UINT *height) {
591 /* The drawable size of an onscreen drawable is the surface size.
592 * (Actually: The window size, but the surface is created in window size)
594 *width = This->currentDesc.Width;
595 *height = This->currentDesc.Height;