msi: Implement the UnregisterExtensionInfo standard action.
[wine.git] / dlls / wined3d / swapchain.c
blob2daa08cacda0080a35ec82804a812a7406b89962
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);
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;
106 GLenum gl_filter;
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;
114 else
115 gl_filter = GL_LINEAR;
117 if (gl_info->fbo_ops.glBlitFramebuffer && is_identity_fixup(backbuffer->resource.format_desc->color_fixup))
119 ENTER_GL();
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");
135 LEAVE_GL();
137 else
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)
149 tex_left /= src_w;
150 tex_right /= src_w;
151 tex_top /= src_h;
152 tex_bottom /= src_h;
155 if (is_complex_fixup(backbuffer->resource.format_desc->color_fixup))
156 gl_filter = GL_NEAREST;
158 ENTER_GL();
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);
183 glPushMatrix();
184 glLoadIdentity();
186 glBegin(GL_QUADS);
187 /* bottom left */
188 glTexCoord2f(tex_left, tex_bottom);
189 glVertex2i(-1, -1);
191 /* top left */
192 glTexCoord2f(tex_left, tex_top);
193 glVertex2i(-1, 1);
195 /* top right */
196 glTexCoord2f(tex_right, tex_top);
197 glVertex2i(1, 1);
199 /* bottom right */
200 glTexCoord2f(tex_right, tex_bottom);
201 glVertex2i(1, -1);
202 glEnd();
204 glPopMatrix();
205 glPopAttrib();
207 device->blitter->unset_shader((IWineD3DDevice *) device);
208 checkGLcall("Swapchain present blit(manual)\n");
209 LEAVE_GL();
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;
219 BOOL render_to_fbo;
220 unsigned int sync;
221 int retval;
223 IWineD3DSwapChain_SetDestWindowOverride(iface, hDestWindowOverride);
225 context = context_acquire(This->device, This->backBuffer[0], CTXUSAGE_RESOURCELOAD);
226 if (!context->valid)
228 context_release(context);
229 WARN("Invalid context, skipping present.\n");
230 return WINED3D_OK;
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;
237 RECT destRect =
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;
290 if (pSourceRect)
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;
300 else
302 src_rect.left = 0;
303 src_rect.top = 0;
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
342 * the swap
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");
356 /* FPS support */
357 if (TRACE_ON(fps))
359 DWORD time = GetTickCount();
360 This->frames++;
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;
365 This->frames = 0;
369 #if defined(FRAME_DEBUGGING)
371 if (GetFileAttributesA("C:\\D3DTRACE") != INVALID_FILE_ATTRIBUTES) {
372 if (!isOn) {
373 isOn = TRUE;
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;
379 ENTER_GL();
380 glClear(GL_COLOR_BUFFER_BIT);
381 LEAVE_GL();
382 #endif
384 #if defined(SINGLE_FRAME_DEBUGGING)
385 } else {
386 #if defined(SHOW_FRAME_MAKEUP)
387 FIXME("Singe Frame snapshots Finishing\n");
388 isDumpingFrames = FALSE;
389 #endif
390 FIXME("Singe Frame trace complete\n");
391 DeleteFileA("C:\\D3DTRACE");
392 __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 0);
393 #endif
395 } else {
396 if (isOn) {
397 isOn = FALSE;
398 #if defined(SHOW_FRAME_MAKEUP)
399 FIXME("Single Frame snapshots Finishing\n");
400 isDumpingFrames = FALSE;
401 #endif
402 FIXME("Disabling D3D Trace\n");
403 __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 0);
407 #endif
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
422 * with wrong colors.
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) {
442 DWORD fbflags;
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;
452 } else {
453 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) front, SFLAG_INDRAWABLE, TRUE);
454 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) back, SFLAG_INDRAWABLE, TRUE);
456 } else {
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));
481 if(retval != 0) {
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));
490 } else {
491 This->vSyncCounter = sync;
493 break;
494 case WINED3DPRESENT_INTERVAL_TWO:
495 if(sync <= This->vSyncCounter + 1) {
496 retval = GL_EXTCALL(glXWaitVideoSyncSGI(2, This->vSyncCounter & 0x1, &This->vSyncCounter));
497 } else {
498 This->vSyncCounter = sync;
500 break;
501 case WINED3DPRESENT_INTERVAL_THREE:
502 if(sync <= This->vSyncCounter + 2) {
503 retval = GL_EXTCALL(glXWaitVideoSyncSGI(3, This->vSyncCounter % 0x3, &This->vSyncCounter));
504 } else {
505 This->vSyncCounter = sync;
507 break;
508 case WINED3DPRESENT_INTERVAL_FOUR:
509 if(sync <= This->vSyncCounter + 3) {
510 retval = GL_EXTCALL(glXWaitVideoSyncSGI(4, This->vSyncCounter & 0x3, &This->vSyncCounter));
511 } else {
512 This->vSyncCounter = sync;
514 break;
515 default:
516 FIXME("Unknown presentation interval %08x\n", This->presentParms.PresentationInterval);
520 context_release(context);
522 TRACE("returning\n");
523 return WINED3D_OK;
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;
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->device_window;
581 BOOL filter_messages;
582 LONG style, exstyle;
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;
616 LONG style, exstyle;
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. */
643 device->style = 0;
644 device->exStyle = 0;
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;
655 RECT client_rect;
656 HWND window;
657 HRESULT hr;
658 UINT i;
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)
675 case SURFACE_GDI:
676 swapchain->lpVtbl = &IWineGDISwapChain_Vtbl;
677 break;
679 case SURFACE_OPENGL:
680 swapchain->lpVtbl = &IWineD3DSwapChain_Vtbl;
681 break;
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;
692 swapchain->ref = 1;
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);
751 if (FAILED(hr))
753 WARN("Failed to create front buffer, hr %#x.\n", hr);
754 goto err;
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);
779 if (FAILED(hr))
781 WARN("Failed to set display mode, hr %#x.\n", hr);
782 goto err;
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");
791 hr = E_OUTOFMEMORY;
792 goto err;
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;
823 goto err;
825 context_release(swapchain->context[0]);
827 else
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");
839 hr = E_OUTOFMEMORY;
840 goto err;
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]);
850 if (FAILED(hr))
852 WARN("Failed to create back buffer %u, hr %#x.\n", i, hr);
853 goto err;
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);
872 if (FAILED(hr))
874 WARN("Failed to create the auto depth stencil, hr %#x.\n", hr);
875 goto err;
878 IWineD3DSurface_SetContainer(device->auto_depth_stencil_buffer, NULL);
882 IWineD3DSwapChain_GetGammaRamp((IWineD3DSwapChain *)swapchain, &swapchain->orig_gamma);
884 return WINED3D_OK;
886 err:
887 if (displaymode_set)
889 DEVMODEW devmode;
891 ClipCursor(NULL);
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);
925 return hr;
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");
939 return NULL;
941 context_release(ctx);
943 newArray = HeapAlloc(GetProcessHeap(), 0, sizeof(*newArray) * This->num_contexts + 1);
944 if(!newArray) {
945 ERR("Out of memory when trying to allocate a new context array\n");
946 context_destroy(This->device, ctx);
947 return NULL;
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);
956 return 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;