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
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
;
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
;
64 UINT i
= This
->presentParms
.BackBufferCount
;
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
;
90 mode
.Format
= This
->orig_fmt
;
91 IWineD3DDevice_SetDisplayMode((IWineD3DDevice
*)This
->device
, 0, &mode
);
94 HeapFree(GetProcessHeap(), 0, This
->context
);
95 HeapFree(GetProcessHeap(), 0, This
);
98 /* A GL context is provided by the caller */
99 static void swapchain_blit(IWineD3DSwapChainImpl
*This
, struct wined3d_context
*context
,
100 const RECT
*src_rect
, const RECT
*dst_rect
)
102 IWineD3DDeviceImpl
*device
= This
->device
;
103 IWineD3DSurfaceImpl
*backbuffer
= ((IWineD3DSurfaceImpl
*) This
->backBuffer
[0]);
104 UINT src_w
= src_rect
->right
- src_rect
->left
;
105 UINT src_h
= src_rect
->bottom
- src_rect
->top
;
107 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
109 TRACE("swapchain %p, context %p, src_rect %s, dst_rect %s.\n",
110 This
, context
, wine_dbgstr_rect(src_rect
), wine_dbgstr_rect(dst_rect
));
112 if (src_w
== dst_rect
->right
- dst_rect
->left
&& src_h
== dst_rect
->bottom
- dst_rect
->top
)
113 gl_filter
= GL_NEAREST
;
115 gl_filter
= GL_LINEAR
;
117 if (gl_info
->fbo_ops
.glBlitFramebuffer
&& is_identity_fixup(backbuffer
->resource
.format_desc
->color_fixup
))
120 context_bind_fbo(context
, GL_READ_FRAMEBUFFER
, &context
->src_fbo
);
121 context_attach_surface_fbo(context
, GL_READ_FRAMEBUFFER
, 0, This
->backBuffer
[0]);
122 context_attach_depth_stencil_fbo(context
, GL_READ_FRAMEBUFFER
, NULL
, FALSE
);
124 context_bind_fbo(context
, GL_DRAW_FRAMEBUFFER
, NULL
);
125 context_set_draw_buffer(context
, GL_BACK
);
127 glDisable(GL_SCISSOR_TEST
);
128 IWineD3DDeviceImpl_MarkStateDirty(This
->device
, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE
));
130 /* Note that the texture is upside down */
131 gl_info
->fbo_ops
.glBlitFramebuffer(src_rect
->left
, src_rect
->top
, src_rect
->right
, src_rect
->bottom
,
132 dst_rect
->left
, dst_rect
->bottom
, dst_rect
->right
, dst_rect
->top
,
133 GL_COLOR_BUFFER_BIT
, gl_filter
);
134 checkGLcall("Swapchain present blit(EXT_framebuffer_blit)\n");
139 struct wined3d_context
*context2
;
140 float tex_left
= src_rect
->left
;
141 float tex_top
= src_rect
->top
;
142 float tex_right
= src_rect
->right
;
143 float tex_bottom
= src_rect
->bottom
;
145 context2
= context_acquire(This
->device
, This
->backBuffer
[0], CTXUSAGE_BLIT
);
147 if(backbuffer
->Flags
& SFLAG_NORMCOORD
)
155 if (is_complex_fixup(backbuffer
->resource
.format_desc
->color_fixup
))
156 gl_filter
= GL_NEAREST
;
159 context_bind_fbo(context2
, GL_DRAW_FRAMEBUFFER
, NULL
);
161 /* Set up the texture. The surface is not in a IWineD3D*Texture container,
162 * so there are no d3d texture settings to dirtify
164 device
->blitter
->set_shader((IWineD3DDevice
*) device
, backbuffer
->resource
.format_desc
,
165 backbuffer
->texture_target
, backbuffer
->pow2Width
,
166 backbuffer
->pow2Height
);
167 glTexParameteri(backbuffer
->texture_target
, GL_TEXTURE_MIN_FILTER
, gl_filter
);
168 glTexParameteri(backbuffer
->texture_target
, GL_TEXTURE_MAG_FILTER
, gl_filter
);
170 context_set_draw_buffer(context
, GL_BACK
);
172 /* Set the viewport to the destination rectandle, disable any projection
173 * transformation set up by CTXUSAGE_BLIT, and draw a (-1,-1)-(1,1) quad.
175 * Back up viewport and matrix to avoid breaking last_was_blit
177 * Note that CTXUSAGE_BLIT set up viewport and ortho to match the surface
178 * size - we want the GL drawable(=window) size.
180 glPushAttrib(GL_VIEWPORT_BIT
);
181 glViewport(dst_rect
->left
, dst_rect
->top
, dst_rect
->right
, dst_rect
->bottom
);
182 glMatrixMode(GL_PROJECTION
);
188 glTexCoord2f(tex_left
, tex_bottom
);
192 glTexCoord2f(tex_left
, tex_top
);
196 glTexCoord2f(tex_right
, tex_top
);
200 glTexCoord2f(tex_right
, tex_bottom
);
207 device
->blitter
->unset_shader((IWineD3DDevice
*) device
);
208 checkGLcall("Swapchain present blit(manual)\n");
211 context_release(context2
);
215 static HRESULT WINAPI
IWineD3DSwapChainImpl_Present(IWineD3DSwapChain
*iface
, CONST RECT
*pSourceRect
, CONST RECT
*pDestRect
, HWND hDestWindowOverride
, CONST RGNDATA
*pDirtyRegion
, DWORD dwFlags
) {
216 IWineD3DSwapChainImpl
*This
= (IWineD3DSwapChainImpl
*)iface
;
217 struct wined3d_context
*context
;
218 RECT src_rect
, dst_rect
;
223 IWineD3DSwapChain_SetDestWindowOverride(iface
, hDestWindowOverride
);
225 context
= context_acquire(This
->device
, This
->backBuffer
[0], CTXUSAGE_RESOURCELOAD
);
228 context_release(context
);
229 WARN("Invalid context, skipping present.\n");
233 /* Render the cursor onto the back buffer, using our nifty directdraw blitting code :-) */
234 if (This
->device
->bCursorVisible
&& This
->device
->cursorTexture
)
236 IWineD3DSurfaceImpl cursor
;
239 This
->device
->xScreenSpace
- This
->device
->xHotSpot
,
240 This
->device
->yScreenSpace
- This
->device
->yHotSpot
,
241 This
->device
->xScreenSpace
+ This
->device
->cursorWidth
- This
->device
->xHotSpot
,
242 This
->device
->yScreenSpace
+ This
->device
->cursorHeight
- This
->device
->yHotSpot
,
244 TRACE("Rendering the cursor. Creating fake surface at %p\n", &cursor
);
245 /* Build a fake surface to call the Blitting code. It is not possible to use the interface passed by
246 * the application because we are only supposed to copy the information out. Using a fake surface
247 * allows to use the Blitting engine and avoid copying the whole texture -> render target blitting code.
249 memset(&cursor
, 0, sizeof(cursor
));
250 cursor
.lpVtbl
= &IWineD3DSurface_Vtbl
;
251 cursor
.resource
.ref
= 1;
252 cursor
.resource
.device
= This
->device
;
253 cursor
.resource
.pool
= WINED3DPOOL_SCRATCH
;
254 cursor
.resource
.format_desc
= getFormatDescEntry(WINED3DFMT_B8G8R8A8_UNORM
, context
->gl_info
);
255 cursor
.resource
.resourceType
= WINED3DRTYPE_SURFACE
;
256 cursor
.texture_name
= This
->device
->cursorTexture
;
257 cursor
.texture_target
= GL_TEXTURE_2D
;
258 cursor
.texture_level
= 0;
259 cursor
.currentDesc
.Width
= This
->device
->cursorWidth
;
260 cursor
.currentDesc
.Height
= This
->device
->cursorHeight
;
261 cursor
.glRect
.left
= 0;
262 cursor
.glRect
.top
= 0;
263 cursor
.glRect
.right
= cursor
.currentDesc
.Width
;
264 cursor
.glRect
.bottom
= cursor
.currentDesc
.Height
;
265 /* The cursor must have pow2 sizes */
266 cursor
.pow2Width
= cursor
.currentDesc
.Width
;
267 cursor
.pow2Height
= cursor
.currentDesc
.Height
;
268 /* The surface is in the texture */
269 cursor
.Flags
|= SFLAG_INTEXTURE
;
270 /* DDBLT_KEYSRC will cause BltOverride to enable the alpha test with GL_NOTEQUAL, 0.0,
271 * which is exactly what we want :-)
273 if (This
->presentParms
.Windowed
) {
274 MapWindowPoints(NULL
, This
->win_handle
, (LPPOINT
)&destRect
, 2);
276 IWineD3DSurface_Blt(This
->backBuffer
[0], &destRect
, (IWineD3DSurface
*)&cursor
,
277 NULL
, WINEDDBLT_KEYSRC
, NULL
, WINED3DTEXF_POINT
);
280 if (This
->device
->logo_surface
)
282 /* Blit the logo into the upper left corner of the drawable. */
283 IWineD3DSurface_BltFast(This
->backBuffer
[0], 0, 0, This
->device
->logo_surface
, NULL
, WINEDDBLTFAST_SRCCOLORKEY
);
286 TRACE("Presenting HDC %p.\n", context
->hdc
);
288 render_to_fbo
= This
->render_to_fbo
;
292 src_rect
= *pSourceRect
;
293 if (!render_to_fbo
&& (src_rect
.left
|| src_rect
.top
294 || src_rect
.right
!= This
->presentParms
.BackBufferWidth
295 || src_rect
.bottom
!= This
->presentParms
.BackBufferHeight
))
297 render_to_fbo
= TRUE
;
304 src_rect
.right
= This
->presentParms
.BackBufferWidth
;
305 src_rect
.bottom
= This
->presentParms
.BackBufferHeight
;
308 if (pDestRect
) dst_rect
= *pDestRect
;
309 else GetClientRect(This
->win_handle
, &dst_rect
);
311 if (!render_to_fbo
&& (dst_rect
.left
|| dst_rect
.top
312 || dst_rect
.right
!= This
->presentParms
.BackBufferWidth
313 || dst_rect
.bottom
!= This
->presentParms
.BackBufferHeight
))
315 render_to_fbo
= TRUE
;
318 /* Rendering to a window of different size, presenting partial rectangles,
319 * or rendering to a different window needs help from FBO_blit or a textured
320 * draw. Render the swapchain to a FBO in the future.
322 * Note that FBO_blit from the backbuffer to the frontbuffer cannot solve
323 * all these issues - this fails if the window is smaller than the backbuffer.
325 if (!This
->render_to_fbo
&& render_to_fbo
&& wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
327 IWineD3DSurface_LoadLocation(This
->backBuffer
[0], SFLAG_INTEXTURE
, NULL
);
328 IWineD3DSurface_ModifyLocation(This
->backBuffer
[0], SFLAG_INDRAWABLE
, FALSE
);
329 This
->render_to_fbo
= TRUE
;
331 /* Force the context manager to update the render target configuration next draw. */
332 context
->current_rt
= NULL
;
335 if(This
->render_to_fbo
)
337 /* This codepath should only be hit with the COPY swapeffect. Otherwise a backbuffer-
338 * window size mismatch is impossible(fullscreen) and src and dst rectangles are
339 * not allowed(they need the COPY swapeffect)
341 * The DISCARD swap effect is ok as well since any backbuffer content is allowed after
344 if(This
->presentParms
.SwapEffect
== WINED3DSWAPEFFECT_FLIP
)
346 FIXME("Render-to-fbo with WINED3DSWAPEFFECT_FLIP\n");
349 swapchain_blit(This
, context
, &src_rect
, &dst_rect
);
352 if (This
->num_contexts
> 1) wglFinish();
353 SwapBuffers(context
->hdc
); /* TODO: cycle through the swapchain buffers */
355 TRACE("SwapBuffers called, Starting new frame\n");
359 DWORD time
= GetTickCount();
361 /* every 1.5 seconds */
362 if (time
- This
->prev_time
> 1500) {
363 TRACE_(fps
)("%p @ approx %.2ffps\n", This
, 1000.0*This
->frames
/(time
- This
->prev_time
));
364 This
->prev_time
= time
;
369 #if defined(FRAME_DEBUGGING)
371 if (GetFileAttributesA("C:\\D3DTRACE") != INVALID_FILE_ATTRIBUTES
) {
374 FIXME("Enabling D3D Trace\n");
375 __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE
, __wine_dbch_d3d
, 1);
376 #if defined(SHOW_FRAME_MAKEUP)
377 FIXME("Singe Frame snapshots Starting\n");
378 isDumpingFrames
= TRUE
;
380 glClear(GL_COLOR_BUFFER_BIT
);
384 #if defined(SINGLE_FRAME_DEBUGGING)
386 #if defined(SHOW_FRAME_MAKEUP)
387 FIXME("Singe Frame snapshots Finishing\n");
388 isDumpingFrames
= FALSE
;
390 FIXME("Singe Frame trace complete\n");
391 DeleteFileA("C:\\D3DTRACE");
392 __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE
, __wine_dbch_d3d
, 0);
398 #if defined(SHOW_FRAME_MAKEUP)
399 FIXME("Single Frame snapshots Finishing\n");
400 isDumpingFrames
= FALSE
;
402 FIXME("Disabling D3D Trace\n");
403 __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE
, __wine_dbch_d3d
, 0);
409 /* This is disabled, but the code left in for debug purposes.
411 * Since we're allowed to modify the new back buffer on a D3DSWAPEFFECT_DISCARD flip,
412 * we can clear it with some ugly color to make bad drawing visible and ease debugging.
413 * The Debug runtime does the same on Windows. However, a few games do not redraw the
414 * screen properly, like Max Payne 2, which leaves a few pixels undefined.
416 * Tests show that the content of the back buffer after a discard flip is indeed not
417 * reliable, so no game can depend on the exact content. However, it resembles the
418 * old contents in some way, for example by showing fragments at other locations. In
419 * general, the color theme is still intact. So Max payne, which draws rather dark scenes
420 * gets a dark background image. If we clear it with a bright ugly color, the game's
421 * bug shows up much more than it does on Windows, and the players see single pixels
423 * (The Max Payne bug has been confirmed on Windows with the debug runtime)
425 if (FALSE
&& This
->presentParms
.SwapEffect
== WINED3DSWAPEFFECT_DISCARD
) {
426 TRACE("Clearing the color buffer with cyan color\n");
428 IWineD3DDevice_Clear((IWineD3DDevice
*)This
->device
, 0, NULL
,
429 WINED3DCLEAR_TARGET
, 0xff00ffff, 1.0f
, 0);
432 if(!This
->render_to_fbo
&&
433 ( ((IWineD3DSurfaceImpl
*) This
->frontBuffer
)->Flags
& SFLAG_INSYSMEM
||
434 ((IWineD3DSurfaceImpl
*) This
->backBuffer
[0])->Flags
& SFLAG_INSYSMEM
) ) {
435 /* Both memory copies of the surfaces are ok, flip them around too instead of dirtifying
436 * Doesn't work with render_to_fbo because we're not flipping
438 IWineD3DSurfaceImpl
*front
= (IWineD3DSurfaceImpl
*) This
->frontBuffer
;
439 IWineD3DSurfaceImpl
*back
= (IWineD3DSurfaceImpl
*) This
->backBuffer
[0];
441 if(front
->resource
.size
== back
->resource
.size
) {
443 flip_surface(front
, back
);
445 /* Tell the front buffer surface that is has been modified. However,
446 * the other locations were preserved during that, so keep the flags.
447 * This serves to update the emulated overlay, if any
449 fbflags
= front
->Flags
;
450 IWineD3DSurface_ModifyLocation(This
->frontBuffer
, SFLAG_INDRAWABLE
, TRUE
);
451 front
->Flags
= fbflags
;
453 IWineD3DSurface_ModifyLocation((IWineD3DSurface
*) front
, SFLAG_INDRAWABLE
, TRUE
);
454 IWineD3DSurface_ModifyLocation((IWineD3DSurface
*) back
, SFLAG_INDRAWABLE
, TRUE
);
457 IWineD3DSurface_ModifyLocation(This
->frontBuffer
, SFLAG_INDRAWABLE
, TRUE
);
458 /* If the swapeffect is DISCARD, the back buffer is undefined. That means the SYSMEM
459 * and INTEXTURE copies can keep their old content if they have any defined content.
460 * If the swapeffect is COPY, the content remains the same. If it is FLIP however,
461 * the texture / sysmem copy needs to be reloaded from the drawable
463 if(This
->presentParms
.SwapEffect
== WINED3DSWAPEFFECT_FLIP
) {
464 IWineD3DSurface_ModifyLocation(This
->backBuffer
[0], SFLAG_INDRAWABLE
, TRUE
);
468 if (This
->device
->stencilBufferTarget
)
470 if (This
->presentParms
.Flags
& WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
471 || ((IWineD3DSurfaceImpl
*)This
->device
->stencilBufferTarget
)->Flags
& SFLAG_DISCARD
)
473 surface_modify_ds_location(This
->device
->stencilBufferTarget
, SFLAG_DS_DISCARDED
);
477 if (This
->presentParms
.PresentationInterval
!= WINED3DPRESENT_INTERVAL_IMMEDIATE
478 && context
->gl_info
->supported
[SGI_VIDEO_SYNC
])
480 retval
= GL_EXTCALL(glXGetVideoSyncSGI(&sync
));
482 ERR("glXGetVideoSyncSGI failed(retval = %d\n", retval
);
485 switch(This
->presentParms
.PresentationInterval
) {
486 case WINED3DPRESENT_INTERVAL_DEFAULT
:
487 case WINED3DPRESENT_INTERVAL_ONE
:
488 if(sync
<= This
->vSyncCounter
) {
489 retval
= GL_EXTCALL(glXWaitVideoSyncSGI(1, 0, &This
->vSyncCounter
));
491 This
->vSyncCounter
= sync
;
494 case WINED3DPRESENT_INTERVAL_TWO
:
495 if(sync
<= This
->vSyncCounter
+ 1) {
496 retval
= GL_EXTCALL(glXWaitVideoSyncSGI(2, This
->vSyncCounter
& 0x1, &This
->vSyncCounter
));
498 This
->vSyncCounter
= sync
;
501 case WINED3DPRESENT_INTERVAL_THREE
:
502 if(sync
<= This
->vSyncCounter
+ 2) {
503 retval
= GL_EXTCALL(glXWaitVideoSyncSGI(3, This
->vSyncCounter
% 0x3, &This
->vSyncCounter
));
505 This
->vSyncCounter
= sync
;
508 case WINED3DPRESENT_INTERVAL_FOUR
:
509 if(sync
<= This
->vSyncCounter
+ 3) {
510 retval
= GL_EXTCALL(glXWaitVideoSyncSGI(4, This
->vSyncCounter
& 0x3, &This
->vSyncCounter
));
512 This
->vSyncCounter
= sync
;
516 FIXME("Unknown presentation interval %08x\n", This
->presentParms
.PresentationInterval
);
520 context_release(context
);
522 TRACE("returning\n");
526 static HRESULT WINAPI
IWineD3DSwapChainImpl_SetDestWindowOverride(IWineD3DSwapChain
*iface
, HWND window
)
528 IWineD3DSwapChainImpl
*swapchain
= (IWineD3DSwapChainImpl
*)iface
;
530 if (!window
) window
= swapchain
->device_window
;
531 if (window
== swapchain
->win_handle
) return WINED3D_OK
;
533 TRACE("Setting swapchain %p window from %p to %p\n", swapchain
, swapchain
->win_handle
, window
);
534 swapchain
->win_handle
= window
;
539 static const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl
=
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
);
569 static LONG
fullscreen_exstyle(LONG exstyle
)
571 /* Filter out window decorations. */
572 exstyle
&= ~(WS_EX_WINDOWEDGE
| WS_EX_CLIENTEDGE
);
577 void swapchain_setup_fullscreen_window(IWineD3DSwapChainImpl
*swapchain
, UINT w
, UINT h
)
579 IWineD3DDeviceImpl
*device
= swapchain
->device
;
580 HWND window
= swapchain
->device_window
;
581 BOOL filter_messages
;
584 TRACE("Setting up window %p for fullscreen mode.\n", window
);
586 if (device
->style
|| device
->exStyle
)
588 ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
589 window
, device
->style
, device
->exStyle
);
592 device
->style
= GetWindowLongW(window
, GWL_STYLE
);
593 device
->exStyle
= GetWindowLongW(window
, GWL_EXSTYLE
);
595 style
= fullscreen_style(device
->style
);
596 exstyle
= fullscreen_exstyle(device
->exStyle
);
598 TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
599 device
->style
, device
->exStyle
, style
, exstyle
);
601 filter_messages
= device
->filter_messages
;
602 device
->filter_messages
= TRUE
;
604 SetWindowLongW(window
, GWL_STYLE
, style
);
605 SetWindowLongW(window
, GWL_EXSTYLE
, exstyle
);
606 SetWindowPos(window
, HWND_TOP
, 0, 0, w
, h
, SWP_FRAMECHANGED
| SWP_SHOWWINDOW
| SWP_NOACTIVATE
);
608 device
->filter_messages
= filter_messages
;
611 void swapchain_restore_fullscreen_window(IWineD3DSwapChainImpl
*swapchain
)
613 IWineD3DDeviceImpl
*device
= swapchain
->device
;
614 HWND window
= swapchain
->device_window
;
615 BOOL filter_messages
;
618 if (!device
->style
&& !device
->exStyle
) return;
620 TRACE("Restoring window style of window %p to %08x, %08x.\n",
621 window
, device
->style
, device
->exStyle
);
623 style
= GetWindowLongW(window
, GWL_STYLE
);
624 exstyle
= GetWindowLongW(window
, GWL_EXSTYLE
);
626 filter_messages
= device
->filter_messages
;
627 device
->filter_messages
= TRUE
;
629 /* Only restore the style if the application didn't modify it during the
630 * fullscreen phase. Some applications change it before calling Reset()
631 * when switching between windowed and fullscreen modes (HL2), some
632 * depend on the original style (Eve Online). */
633 if (style
== fullscreen_style(device
->style
) && exstyle
== fullscreen_exstyle(device
->exStyle
))
635 SetWindowLongW(window
, GWL_STYLE
, device
->style
);
636 SetWindowLongW(window
, GWL_EXSTYLE
, device
->exStyle
);
638 SetWindowPos(window
, 0, 0, 0, 0, 0, SWP_FRAMECHANGED
| SWP_NOMOVE
| SWP_NOSIZE
| SWP_NOZORDER
);
640 device
->filter_messages
= filter_messages
;
642 /* Delete the old values. */
648 HRESULT
swapchain_init(IWineD3DSwapChainImpl
*swapchain
, WINED3DSURFTYPE surface_type
,
649 IWineD3DDeviceImpl
*device
, WINED3DPRESENT_PARAMETERS
*present_parameters
, IUnknown
*parent
)
651 const struct wined3d_adapter
*adapter
= device
->adapter
;
652 const struct wined3d_format_desc
*format_desc
;
653 BOOL displaymode_set
= FALSE
;
654 WINED3DDISPLAYMODE mode
;
660 if (present_parameters
->BackBufferCount
> WINED3DPRESENT_BACK_BUFFER_MAX
)
662 FIXME("The application requested %u back buffers, this is not supported.\n",
663 present_parameters
->BackBufferCount
);
664 return WINED3DERR_INVALIDCALL
;
667 if (present_parameters
->BackBufferCount
> 1)
669 FIXME("The application requested more than one back buffer, this is not properly supported.\n"
670 "Please configure the application to use double buffering (1 back buffer) if possible.\n");
673 switch (surface_type
)
676 swapchain
->lpVtbl
= &IWineGDISwapChain_Vtbl
;
680 swapchain
->lpVtbl
= &IWineD3DSwapChain_Vtbl
;
683 case SURFACE_UNKNOWN
:
684 FIXME("Caller tried to create a SURFACE_UNKNOWN swapchain.\n");
685 return WINED3DERR_INVALIDCALL
;
688 window
= present_parameters
->hDeviceWindow
? present_parameters
->hDeviceWindow
: device
->createParms
.hFocusWindow
;
690 swapchain
->device
= device
;
691 swapchain
->parent
= parent
;
693 swapchain
->win_handle
= window
;
694 swapchain
->device_window
= window
;
696 if (!present_parameters
->Windowed
&& window
)
698 swapchain_setup_fullscreen_window(swapchain
, present_parameters
->BackBufferWidth
,
699 present_parameters
->BackBufferHeight
);
702 IWineD3D_GetAdapterDisplayMode(device
->wined3d
, adapter
->ordinal
, &mode
);
703 swapchain
->orig_width
= mode
.Width
;
704 swapchain
->orig_height
= mode
.Height
;
705 swapchain
->orig_fmt
= mode
.Format
;
706 format_desc
= getFormatDescEntry(mode
.Format
, &adapter
->gl_info
);
708 GetClientRect(window
, &client_rect
);
709 if (present_parameters
->Windowed
710 && (!present_parameters
->BackBufferWidth
|| !present_parameters
->BackBufferHeight
711 || present_parameters
->BackBufferFormat
== WINED3DFMT_UNKNOWN
))
714 if (!present_parameters
->BackBufferWidth
)
716 present_parameters
->BackBufferWidth
= client_rect
.right
;
717 TRACE("Updating width to %u.\n", present_parameters
->BackBufferWidth
);
720 if (!present_parameters
->BackBufferHeight
)
722 present_parameters
->BackBufferHeight
= client_rect
.bottom
;
723 TRACE("Updating height to %u.\n", present_parameters
->BackBufferHeight
);
726 if (present_parameters
->BackBufferFormat
== WINED3DFMT_UNKNOWN
)
728 present_parameters
->BackBufferFormat
= swapchain
->orig_fmt
;
729 TRACE("Updating format to %s.\n", debug_d3dformat(swapchain
->orig_fmt
));
732 swapchain
->presentParms
= *present_parameters
;
734 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
735 && present_parameters
->BackBufferCount
736 && (present_parameters
->BackBufferWidth
!= client_rect
.right
737 || present_parameters
->BackBufferHeight
!= client_rect
.bottom
))
739 TRACE("Rendering to FBO. Backbuffer %ux%u, window %ux%u.\n",
740 present_parameters
->BackBufferWidth
,
741 present_parameters
->BackBufferHeight
,
742 client_rect
.right
, client_rect
.bottom
);
743 swapchain
->render_to_fbo
= TRUE
;
746 TRACE("Creating front buffer.\n");
747 hr
= IWineD3DDeviceParent_CreateRenderTarget(device
->device_parent
, parent
,
748 swapchain
->presentParms
.BackBufferWidth
, swapchain
->presentParms
.BackBufferHeight
,
749 swapchain
->presentParms
.BackBufferFormat
, swapchain
->presentParms
.MultiSampleType
,
750 swapchain
->presentParms
.MultiSampleQuality
, TRUE
/* Lockable */, &swapchain
->frontBuffer
);
753 WARN("Failed to create front buffer, hr %#x.\n", hr
);
757 IWineD3DSurface_SetContainer(swapchain
->frontBuffer
, (IWineD3DBase
*)swapchain
);
758 ((IWineD3DSurfaceImpl
*)swapchain
->frontBuffer
)->Flags
|= SFLAG_SWAPCHAIN
;
759 if (surface_type
== SURFACE_OPENGL
)
761 IWineD3DSurface_ModifyLocation(swapchain
->frontBuffer
, SFLAG_INDRAWABLE
, TRUE
);
764 /* MSDN says we're only allowed a single fullscreen swapchain per device,
765 * so we should really check to see if there is a fullscreen swapchain
766 * already. Does a single head count as full screen? */
768 if (!present_parameters
->Windowed
)
770 WINED3DDISPLAYMODE mode
;
772 /* Change the display settings */
773 mode
.Width
= present_parameters
->BackBufferWidth
;
774 mode
.Height
= present_parameters
->BackBufferHeight
;
775 mode
.Format
= present_parameters
->BackBufferFormat
;
776 mode
.RefreshRate
= present_parameters
->FullScreen_RefreshRateInHz
;
778 hr
= IWineD3DDevice_SetDisplayMode((IWineD3DDevice
*)device
, 0, &mode
);
781 WARN("Failed to set display mode, hr %#x.\n", hr
);
784 displaymode_set
= TRUE
;
787 swapchain
->context
= HeapAlloc(GetProcessHeap(), 0, sizeof(swapchain
->context
));
788 if (!swapchain
->context
)
790 ERR("Failed to create the context array.\n");
794 swapchain
->num_contexts
= 1;
796 if (surface_type
== SURFACE_OPENGL
)
798 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
800 /* In WGL both color, depth and stencil are features of a pixel format. In case of D3D they are separate.
801 * You are able to add a depth + stencil surface at a later stage when you need it.
802 * In order to support this properly in WineD3D we need the ability to recreate the opengl context and
803 * drawable when this is required. This is very tricky as we need to reapply ALL opengl states for the new
804 * context, need torecreate shaders, textures and other resources.
806 * The context manager already takes care of the state problem and for the other tasks code from Reset
807 * can be used. These changes are way to risky during the 1.0 code freeze which is taking place right now.
808 * Likely a lot of other new bugs will be exposed. For that reason request a depth stencil surface all the
809 * time. It can cause a slight performance hit but fixes a lot of regressions. A fixme reminds of that this
810 * issue needs to be fixed. */
811 if (!present_parameters
->EnableAutoDepthStencil
812 || swapchain
->presentParms
.AutoDepthStencilFormat
!= WINED3DFMT_D24_UNORM_S8_UINT
)
814 FIXME("Add OpenGL context recreation support to context_validate_onscreen_formats\n");
816 swapchain
->ds_format
= getFormatDescEntry(WINED3DFMT_D24_UNORM_S8_UINT
, gl_info
);
817 swapchain
->context
[0] = context_create(swapchain
, (IWineD3DSurfaceImpl
*)swapchain
->frontBuffer
,
818 swapchain
->ds_format
);
819 if (!swapchain
->context
[0])
821 WARN("Failed to create context.\n");
822 hr
= WINED3DERR_NOTAVAILABLE
;
825 context_release(swapchain
->context
[0]);
829 swapchain
->context
[0] = NULL
;
832 if (swapchain
->presentParms
.BackBufferCount
> 0)
834 swapchain
->backBuffer
= HeapAlloc(GetProcessHeap(), 0,
835 sizeof(*swapchain
->backBuffer
) * swapchain
->presentParms
.BackBufferCount
);
836 if (!swapchain
->backBuffer
)
838 ERR("Failed to allocate backbuffer array memory.\n");
843 for (i
= 0; i
< swapchain
->presentParms
.BackBufferCount
; ++i
)
845 TRACE("Creating back buffer %u.\n", i
);
846 hr
= IWineD3DDeviceParent_CreateRenderTarget(device
->device_parent
, parent
,
847 swapchain
->presentParms
.BackBufferWidth
, swapchain
->presentParms
.BackBufferHeight
,
848 swapchain
->presentParms
.BackBufferFormat
, swapchain
->presentParms
.MultiSampleType
,
849 swapchain
->presentParms
.MultiSampleQuality
, TRUE
/* Lockable */, &swapchain
->backBuffer
[i
]);
852 WARN("Failed to create back buffer %u, hr %#x.\n", i
, hr
);
856 IWineD3DSurface_SetContainer(swapchain
->backBuffer
[i
], (IWineD3DBase
*)swapchain
);
857 ((IWineD3DSurfaceImpl
*)swapchain
->backBuffer
[i
])->Flags
|= SFLAG_SWAPCHAIN
;
861 /* Swapchains share the depth/stencil buffer, so only create a single depthstencil surface. */
862 if (present_parameters
->EnableAutoDepthStencil
&& surface_type
== SURFACE_OPENGL
)
864 TRACE("Creating depth/stencil buffer.\n");
865 if (!device
->auto_depth_stencil_buffer
)
867 hr
= IWineD3DDeviceParent_CreateDepthStencilSurface(device
->device_parent
, parent
,
868 swapchain
->presentParms
.BackBufferWidth
, swapchain
->presentParms
.BackBufferHeight
,
869 swapchain
->presentParms
.AutoDepthStencilFormat
, swapchain
->presentParms
.MultiSampleType
,
870 swapchain
->presentParms
.MultiSampleQuality
, FALSE
/* FIXME: Discard */,
871 &device
->auto_depth_stencil_buffer
);
874 WARN("Failed to create the auto depth stencil, hr %#x.\n", hr
);
878 IWineD3DSurface_SetContainer(device
->auto_depth_stencil_buffer
, NULL
);
882 IWineD3DSwapChain_GetGammaRamp((IWineD3DSwapChain
*)swapchain
, &swapchain
->orig_gamma
);
893 /* Change the display settings */
894 memset(&devmode
, 0, sizeof(devmode
));
895 devmode
.dmSize
= sizeof(devmode
);
896 devmode
.dmFields
= DM_BITSPERPEL
| DM_PELSWIDTH
| DM_PELSHEIGHT
;
897 devmode
.dmBitsPerPel
= format_desc
->byte_count
* 8;
898 devmode
.dmPelsWidth
= swapchain
->orig_width
;
899 devmode
.dmPelsHeight
= swapchain
->orig_height
;
900 ChangeDisplaySettingsExW(adapter
->DeviceName
, &devmode
, NULL
, CDS_FULLSCREEN
, NULL
);
903 if (swapchain
->backBuffer
)
905 for (i
= 0; i
< swapchain
->presentParms
.BackBufferCount
; ++i
)
907 if (swapchain
->backBuffer
[i
]) IWineD3DSurface_Release(swapchain
->backBuffer
[i
]);
909 HeapFree(GetProcessHeap(), 0, swapchain
->backBuffer
);
912 if (swapchain
->context
)
914 if (swapchain
->context
[0])
916 context_release(swapchain
->context
[0]);
917 context_destroy(device
, swapchain
->context
[0]);
918 swapchain
->num_contexts
= 0;
920 HeapFree(GetProcessHeap(), 0, swapchain
->context
);
923 if (swapchain
->frontBuffer
) IWineD3DSurface_Release(swapchain
->frontBuffer
);
928 struct wined3d_context
*swapchain_create_context_for_thread(IWineD3DSwapChain
*iface
)
930 IWineD3DSwapChainImpl
*This
= (IWineD3DSwapChainImpl
*) iface
;
931 struct wined3d_context
**newArray
;
932 struct wined3d_context
*ctx
;
934 TRACE("Creating a new context for swapchain %p, thread %d\n", This
, GetCurrentThreadId());
936 if (!(ctx
= context_create(This
, (IWineD3DSurfaceImpl
*)This
->frontBuffer
, This
->ds_format
)))
938 ERR("Failed to create a new context for the swapchain\n");
941 context_release(ctx
);
943 newArray
= HeapAlloc(GetProcessHeap(), 0, sizeof(*newArray
) * This
->num_contexts
+ 1);
945 ERR("Out of memory when trying to allocate a new context array\n");
946 context_destroy(This
->device
, ctx
);
949 memcpy(newArray
, This
->context
, sizeof(*newArray
) * This
->num_contexts
);
950 HeapFree(GetProcessHeap(), 0, This
->context
);
951 newArray
[This
->num_contexts
] = ctx
;
952 This
->context
= newArray
;
953 This
->num_contexts
++;
955 TRACE("Returning context %p\n", ctx
);
959 void get_drawable_size_swapchain(struct wined3d_context
*context
, UINT
*width
, UINT
*height
)
961 IWineD3DSurfaceImpl
*surface
= (IWineD3DSurfaceImpl
*)context
->current_rt
;
962 /* The drawable size of an onscreen drawable is the surface size.
963 * (Actually: The window size, but the surface is created in window size) */
964 *width
= surface
->currentDesc
.Width
;
965 *height
= surface
->currentDesc
.Height
;