2 * Copyright 2002-2003 Jason Edmeades
3 * Copyright 2002-2003 Raphael Junqueira
4 * Copyright 2005 Oliver Stieber
5 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
6 * Copyright 2011 Henri Verbeet for CodeWeavers
8 * This library is free software; you can redistribute it and/or
9 * modify it under the terms of the GNU Lesser General Public
10 * License as published by the Free Software Foundation; either
11 * version 2.1 of the License, or (at your option) any later version.
13 * This library is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 * Lesser General Public License for more details.
18 * You should have received a copy of the GNU Lesser General Public
19 * License along with this library; if not, write to the Free Software
20 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #include "wine/port.h"
25 #include "wined3d_private.h"
27 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
28 WINE_DECLARE_DEBUG_CHANNEL(fps
);
30 static void swapchain_cleanup(struct wined3d_swapchain
*swapchain
)
35 TRACE("Destroying swapchain %p.\n", swapchain
);
37 wined3d_swapchain_set_gamma_ramp(swapchain
, 0, &swapchain
->orig_gamma
);
39 /* Release the swapchain's draw buffers. Make sure swapchain->back_buffers[0]
40 * is the last buffer to be destroyed, FindContext() depends on that. */
41 if (swapchain
->front_buffer
)
43 surface_set_swapchain(swapchain
->front_buffer
, NULL
);
44 if (wined3d_surface_decref(swapchain
->front_buffer
))
45 WARN("Something's still holding the front buffer (%p).\n", swapchain
->front_buffer
);
46 swapchain
->front_buffer
= NULL
;
49 if (swapchain
->back_buffers
)
51 i
= swapchain
->desc
.backbuffer_count
;
55 surface_set_swapchain(swapchain
->back_buffers
[i
], NULL
);
56 if (wined3d_surface_decref(swapchain
->back_buffers
[i
]))
57 WARN("Something's still holding back buffer %u (%p).\n", i
, swapchain
->back_buffers
[i
]);
59 HeapFree(GetProcessHeap(), 0, swapchain
->back_buffers
);
60 swapchain
->back_buffers
= NULL
;
63 for (i
= 0; i
< swapchain
->num_contexts
; ++i
)
65 context_destroy(swapchain
->device
, swapchain
->context
[i
]);
67 HeapFree(GetProcessHeap(), 0, swapchain
->context
);
69 /* Restore the screen resolution if we rendered in fullscreen.
70 * This will restore the screen resolution to what it was before creating
71 * the swapchain. In case of d3d8 and d3d9 this will be the original
72 * desktop resolution. In case of d3d7 this will be a NOP because ddraw
73 * sets the resolution before starting up Direct3D, thus orig_width and
74 * orig_height will be equal to the modes in the presentation params. */
75 if (!swapchain
->desc
.windowed
&& swapchain
->desc
.auto_restore_display_mode
)
77 if (FAILED(hr
= wined3d_set_adapter_display_mode(swapchain
->device
->wined3d
,
78 swapchain
->device
->adapter
->ordinal
, &swapchain
->original_mode
)))
79 ERR("Failed to restore display mode, hr %#x.\n", hr
);
82 if (swapchain
->backup_dc
)
84 TRACE("Destroying backup wined3d window %p, dc %p.\n", swapchain
->backup_wnd
, swapchain
->backup_dc
);
86 ReleaseDC(swapchain
->backup_wnd
, swapchain
->backup_dc
);
87 DestroyWindow(swapchain
->backup_wnd
);
91 ULONG CDECL
wined3d_swapchain_incref(struct wined3d_swapchain
*swapchain
)
93 ULONG refcount
= InterlockedIncrement(&swapchain
->ref
);
95 TRACE("%p increasing refcount to %u.\n", swapchain
, refcount
);
100 ULONG CDECL
wined3d_swapchain_decref(struct wined3d_swapchain
*swapchain
)
102 ULONG refcount
= InterlockedDecrement(&swapchain
->ref
);
104 TRACE("%p decreasing refcount to %u.\n", swapchain
, refcount
);
108 swapchain_cleanup(swapchain
);
109 swapchain
->parent_ops
->wined3d_object_destroyed(swapchain
->parent
);
110 HeapFree(GetProcessHeap(), 0, swapchain
);
116 void * CDECL
wined3d_swapchain_get_parent(const struct wined3d_swapchain
*swapchain
)
118 TRACE("swapchain %p.\n", swapchain
);
120 return swapchain
->parent
;
123 void CDECL
wined3d_swapchain_set_window(struct wined3d_swapchain
*swapchain
, HWND window
)
126 window
= swapchain
->device_window
;
127 if (window
== swapchain
->win_handle
)
130 TRACE("Setting swapchain %p window from %p to %p.\n",
131 swapchain
, swapchain
->win_handle
, window
);
132 swapchain
->win_handle
= window
;
135 HRESULT CDECL
wined3d_swapchain_present(struct wined3d_swapchain
*swapchain
,
136 const RECT
*src_rect
, const RECT
*dst_rect
, HWND dst_window_override
,
137 const RGNDATA
*dirty_region
, DWORD flags
)
139 TRACE("swapchain %p, src_rect %s, dst_rect %s, dst_window_override %p, dirty_region %p, flags %#x.\n",
140 swapchain
, wine_dbgstr_rect(src_rect
), wine_dbgstr_rect(dst_rect
),
141 dst_window_override
, dirty_region
, flags
);
144 FIXME("Ignoring flags %#x.\n", flags
);
146 if (!swapchain
->back_buffers
)
148 WARN("Swapchain doesn't have a backbuffer, returning WINED3DERR_INVALIDCALL\n");
149 return WINED3DERR_INVALIDCALL
;
152 wined3d_swapchain_set_window(swapchain
, dst_window_override
);
154 swapchain
->swapchain_ops
->swapchain_present(swapchain
, src_rect
, dst_rect
, dirty_region
, flags
);
159 HRESULT CDECL
wined3d_swapchain_get_front_buffer_data(const struct wined3d_swapchain
*swapchain
,
160 struct wined3d_surface
*dst_surface
)
162 struct wined3d_surface
*src_surface
;
163 RECT src_rect
, dst_rect
;
165 TRACE("swapchain %p, dst_surface %p.\n", swapchain
, dst_surface
);
167 src_surface
= swapchain
->front_buffer
;
168 SetRect(&src_rect
, 0, 0, src_surface
->resource
.width
, src_surface
->resource
.height
);
171 if (swapchain
->desc
.windowed
)
173 MapWindowPoints(swapchain
->win_handle
, NULL
, (POINT
*)&dst_rect
, 2);
174 FIXME("Using destination rect %s in windowed mode, this is likely wrong.\n",
175 wine_dbgstr_rect(&dst_rect
));
178 return wined3d_surface_blt(dst_surface
, &dst_rect
, src_surface
, &src_rect
, 0, NULL
, WINED3D_TEXF_POINT
);
181 struct wined3d_surface
* CDECL
wined3d_swapchain_get_back_buffer(const struct wined3d_swapchain
*swapchain
,
182 UINT back_buffer_idx
, enum wined3d_backbuffer_type type
)
184 TRACE("swapchain %p, back_buffer_idx %u, type %#x.\n",
185 swapchain
, back_buffer_idx
, type
);
187 /* Return invalid if there is no backbuffer array, otherwise it will
188 * crash when ddraw is used (there swapchain->back_buffers is always
189 * NULL). We need this because this function is called from
190 * stateblock_init_default_state() to get the default scissorrect
192 if (!swapchain
->back_buffers
|| back_buffer_idx
>= swapchain
->desc
.backbuffer_count
)
194 WARN("Invalid back buffer index.\n");
195 /* Native d3d9 doesn't set NULL here, just as wine's d3d9. But set it
196 * here in wined3d to avoid problems in other libs. */
200 TRACE("Returning back buffer %p.\n", swapchain
->back_buffers
[back_buffer_idx
]);
202 return swapchain
->back_buffers
[back_buffer_idx
];
205 HRESULT CDECL
wined3d_swapchain_get_raster_status(const struct wined3d_swapchain
*swapchain
,
206 struct wined3d_raster_status
*raster_status
)
208 TRACE("swapchain %p, raster_status %p.\n", swapchain
, raster_status
);
210 return wined3d_get_adapter_raster_status(swapchain
->device
->wined3d
,
211 swapchain
->device
->adapter
->ordinal
, raster_status
);
214 HRESULT CDECL
wined3d_swapchain_get_display_mode(const struct wined3d_swapchain
*swapchain
,
215 struct wined3d_display_mode
*mode
, enum wined3d_display_rotation
*rotation
)
219 TRACE("swapchain %p, mode %p, rotation %p.\n", swapchain
, mode
, rotation
);
221 hr
= wined3d_get_adapter_display_mode(swapchain
->device
->wined3d
,
222 swapchain
->device
->adapter
->ordinal
, mode
, rotation
);
224 TRACE("Returning w %u, h %u, refresh rate %u, format %s.\n",
225 mode
->width
, mode
->height
, mode
->refresh_rate
, debug_d3dformat(mode
->format_id
));
230 struct wined3d_device
* CDECL
wined3d_swapchain_get_device(const struct wined3d_swapchain
*swapchain
)
232 TRACE("swapchain %p.\n", swapchain
);
234 return swapchain
->device
;
237 void CDECL
wined3d_swapchain_get_desc(const struct wined3d_swapchain
*swapchain
,
238 struct wined3d_swapchain_desc
*desc
)
240 TRACE("swapchain %p, desc %p.\n", swapchain
, desc
);
242 *desc
= swapchain
->desc
;
245 HRESULT CDECL
wined3d_swapchain_set_gamma_ramp(const struct wined3d_swapchain
*swapchain
,
246 DWORD flags
, const struct wined3d_gamma_ramp
*ramp
)
250 TRACE("swapchain %p, flags %#x, ramp %p.\n", swapchain
, flags
, ramp
);
253 FIXME("Ignoring flags %#x.\n", flags
);
255 dc
= GetDC(swapchain
->device_window
);
256 SetDeviceGammaRamp(dc
, (void *)ramp
);
257 ReleaseDC(swapchain
->device_window
, dc
);
262 HRESULT CDECL
wined3d_swapchain_get_gamma_ramp(const struct wined3d_swapchain
*swapchain
,
263 struct wined3d_gamma_ramp
*ramp
)
267 TRACE("swapchain %p, ramp %p.\n", swapchain
, ramp
);
269 dc
= GetDC(swapchain
->device_window
);
270 GetDeviceGammaRamp(dc
, ramp
);
271 ReleaseDC(swapchain
->device_window
, dc
);
276 /* A GL context is provided by the caller */
277 static void swapchain_blit(const struct wined3d_swapchain
*swapchain
,
278 struct wined3d_context
*context
, const RECT
*src_rect
, const RECT
*dst_rect
)
280 struct wined3d_surface
*backbuffer
= swapchain
->back_buffers
[0];
281 UINT src_w
= src_rect
->right
- src_rect
->left
;
282 UINT src_h
= src_rect
->bottom
- src_rect
->top
;
284 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
288 TRACE("swapchain %p, context %p, src_rect %s, dst_rect %s.\n",
289 swapchain
, context
, wine_dbgstr_rect(src_rect
), wine_dbgstr_rect(dst_rect
));
291 if (src_w
== dst_rect
->right
- dst_rect
->left
&& src_h
== dst_rect
->bottom
- dst_rect
->top
)
292 gl_filter
= GL_NEAREST
;
294 gl_filter
= GL_LINEAR
;
296 GetClientRect(swapchain
->win_handle
, &win_rect
);
297 win_h
= win_rect
.bottom
- win_rect
.top
;
299 if (gl_info
->fbo_ops
.glBlitFramebuffer
&& is_identity_fixup(backbuffer
->resource
.format
->color_fixup
))
301 DWORD location
= SFLAG_INTEXTURE
;
303 if (backbuffer
->resource
.multisample_type
)
305 location
= SFLAG_INRB_RESOLVED
;
306 surface_load_location(backbuffer
, location
, NULL
);
309 context_apply_fbo_state_blit(context
, GL_READ_FRAMEBUFFER
, backbuffer
, NULL
, location
);
310 gl_info
->gl_ops
.gl
.p_glReadBuffer(GL_COLOR_ATTACHMENT0
);
311 context_check_fbo_status(context
, GL_READ_FRAMEBUFFER
);
313 context_apply_fbo_state_blit(context
, GL_DRAW_FRAMEBUFFER
, swapchain
->front_buffer
, NULL
, SFLAG_INDRAWABLE
);
314 context_set_draw_buffer(context
, GL_BACK
);
315 context_invalidate_state(context
, STATE_FRAMEBUFFER
);
317 gl_info
->gl_ops
.gl
.p_glColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
318 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
));
319 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1
));
320 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2
));
321 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3
));
323 gl_info
->gl_ops
.gl
.p_glDisable(GL_SCISSOR_TEST
);
324 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE
));
326 /* Note that the texture is upside down */
327 gl_info
->fbo_ops
.glBlitFramebuffer(src_rect
->left
, src_rect
->top
, src_rect
->right
, src_rect
->bottom
,
328 dst_rect
->left
, win_h
- dst_rect
->top
, dst_rect
->right
, win_h
- dst_rect
->bottom
,
329 GL_COLOR_BUFFER_BIT
, gl_filter
);
330 checkGLcall("Swapchain present blit(EXT_framebuffer_blit)\n");
334 struct wined3d_device
*device
= swapchain
->device
;
335 struct wined3d_context
*context2
;
336 float tex_left
= src_rect
->left
;
337 float tex_top
= src_rect
->top
;
338 float tex_right
= src_rect
->right
;
339 float tex_bottom
= src_rect
->bottom
;
341 context2
= context_acquire(device
, swapchain
->back_buffers
[0]);
342 context_apply_blit_state(context2
, device
);
344 if (backbuffer
->flags
& SFLAG_NORMCOORD
)
352 if (is_complex_fixup(backbuffer
->resource
.format
->color_fixup
))
353 gl_filter
= GL_NEAREST
;
355 context_apply_fbo_state_blit(context2
, GL_FRAMEBUFFER
, swapchain
->front_buffer
, NULL
, SFLAG_INDRAWABLE
);
356 context_bind_texture(context2
, backbuffer
->texture_target
, backbuffer
->texture_name
);
358 /* Set up the texture. The surface is not in a wined3d_texture
359 * container, so there are no D3D texture settings to dirtify. */
360 device
->blitter
->set_shader(device
->blit_priv
, context2
, backbuffer
);
361 gl_info
->gl_ops
.gl
.p_glTexParameteri(backbuffer
->texture_target
, GL_TEXTURE_MIN_FILTER
, gl_filter
);
362 gl_info
->gl_ops
.gl
.p_glTexParameteri(backbuffer
->texture_target
, GL_TEXTURE_MAG_FILTER
, gl_filter
);
364 context_set_draw_buffer(context
, GL_BACK
);
366 /* Set the viewport to the destination rectandle, disable any projection
367 * transformation set up by context_apply_blit_state(), and draw a
368 * (-1,-1)-(1,1) quad.
370 * Back up viewport and matrix to avoid breaking last_was_blit
372 * Note that context_apply_blit_state() set up viewport and ortho to
373 * match the surface size - we want the GL drawable(=window) size. */
374 gl_info
->gl_ops
.gl
.p_glPushAttrib(GL_VIEWPORT_BIT
);
375 gl_info
->gl_ops
.gl
.p_glViewport(dst_rect
->left
, win_h
- dst_rect
->bottom
,
376 dst_rect
->right
, win_h
- dst_rect
->top
);
377 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_PROJECTION
);
378 gl_info
->gl_ops
.gl
.p_glPushMatrix();
379 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
381 gl_info
->gl_ops
.gl
.p_glBegin(GL_QUADS
);
383 gl_info
->gl_ops
.gl
.p_glTexCoord2f(tex_left
, tex_bottom
);
384 gl_info
->gl_ops
.gl
.p_glVertex2i(-1, -1);
387 gl_info
->gl_ops
.gl
.p_glTexCoord2f(tex_left
, tex_top
);
388 gl_info
->gl_ops
.gl
.p_glVertex2i(-1, 1);
391 gl_info
->gl_ops
.gl
.p_glTexCoord2f(tex_right
, tex_top
);
392 gl_info
->gl_ops
.gl
.p_glVertex2i(1, 1);
395 gl_info
->gl_ops
.gl
.p_glTexCoord2f(tex_right
, tex_bottom
);
396 gl_info
->gl_ops
.gl
.p_glVertex2i(1, -1);
397 gl_info
->gl_ops
.gl
.p_glEnd();
399 gl_info
->gl_ops
.gl
.p_glPopMatrix();
400 gl_info
->gl_ops
.gl
.p_glPopAttrib();
402 device
->blitter
->unset_shader(context
->gl_info
);
403 checkGLcall("Swapchain present blit(manual)\n");
405 context_release(context2
);
409 static void swapchain_gl_present(struct wined3d_swapchain
*swapchain
, const RECT
*src_rect_in
,
410 const RECT
*dst_rect_in
, const RGNDATA
*dirty_region
, DWORD flags
)
412 struct wined3d_surface
*back_buffer
= swapchain
->back_buffers
[0];
413 const struct wined3d_fb_state
*fb
= &swapchain
->device
->fb
;
414 const struct wined3d_gl_info
*gl_info
;
415 struct wined3d_context
*context
;
416 RECT src_rect
, dst_rect
;
419 context
= context_acquire(swapchain
->device
, back_buffer
);
422 context_release(context
);
423 WARN("Invalid context, skipping present.\n");
427 gl_info
= context
->gl_info
;
429 /* Render the cursor onto the back buffer, using our nifty directdraw blitting code :-) */
430 if (swapchain
->device
->bCursorVisible
&&
431 swapchain
->device
->cursorTexture
&&
432 !swapchain
->device
->hardwareCursor
)
434 struct wined3d_surface cursor
;
437 swapchain
->device
->xScreenSpace
- swapchain
->device
->xHotSpot
,
438 swapchain
->device
->yScreenSpace
- swapchain
->device
->yHotSpot
,
439 swapchain
->device
->xScreenSpace
+ swapchain
->device
->cursorWidth
- swapchain
->device
->xHotSpot
,
440 swapchain
->device
->yScreenSpace
+ swapchain
->device
->cursorHeight
- swapchain
->device
->yHotSpot
,
442 TRACE("Rendering the cursor. Creating fake surface at %p\n", &cursor
);
443 /* Build a fake surface to call the Blitting code. It is not possible to use the interface passed by
444 * the application because we are only supposed to copy the information out. Using a fake surface
445 * allows us to use the Blitting engine and avoid copying the whole texture -> render target blitting code.
447 memset(&cursor
, 0, sizeof(cursor
));
448 cursor
.resource
.ref
= 1;
449 cursor
.resource
.device
= swapchain
->device
;
450 cursor
.resource
.pool
= WINED3D_POOL_SCRATCH
;
451 cursor
.resource
.format
= wined3d_get_format(gl_info
, WINED3DFMT_B8G8R8A8_UNORM
);
452 cursor
.resource
.type
= WINED3D_RTYPE_SURFACE
;
453 cursor
.texture_name
= swapchain
->device
->cursorTexture
;
454 cursor
.texture_target
= GL_TEXTURE_2D
;
455 cursor
.texture_level
= 0;
456 cursor
.resource
.width
= swapchain
->device
->cursorWidth
;
457 cursor
.resource
.height
= swapchain
->device
->cursorHeight
;
458 /* The cursor must have pow2 sizes */
459 cursor
.pow2Width
= cursor
.resource
.width
;
460 cursor
.pow2Height
= cursor
.resource
.height
;
461 /* The surface is in the texture */
462 cursor
.flags
|= SFLAG_INTEXTURE
;
463 /* DDBLT_KEYSRC will cause BltOverride to enable the alpha test with GL_NOTEQUAL, 0.0,
464 * which is exactly what we want :-)
466 if (swapchain
->desc
.windowed
)
467 MapWindowPoints(NULL
, swapchain
->win_handle
, (POINT
*)&destRect
, 2);
468 wined3d_surface_blt(back_buffer
, &destRect
, &cursor
, NULL
, WINEDDBLT_KEYSRC
,
469 NULL
, WINED3D_TEXF_POINT
);
472 if (swapchain
->device
->logo_surface
)
474 struct wined3d_surface
*src_surface
= swapchain
->device
->logo_surface
;
475 RECT rect
= {0, 0, src_surface
->resource
.width
, src_surface
->resource
.height
};
477 /* Blit the logo into the upper left corner of the drawable. */
478 wined3d_surface_blt(back_buffer
, &rect
, src_surface
, &rect
, WINEDDBLT_KEYSRC
,
479 NULL
, WINED3D_TEXF_POINT
);
482 TRACE("Presenting HDC %p.\n", context
->hdc
);
484 render_to_fbo
= swapchain
->render_to_fbo
;
488 src_rect
= *src_rect_in
;
489 if (!render_to_fbo
&& (src_rect
.left
|| src_rect
.top
490 || src_rect
.right
!= swapchain
->desc
.backbuffer_width
491 || src_rect
.bottom
!= swapchain
->desc
.backbuffer_height
))
493 render_to_fbo
= TRUE
;
500 src_rect
.right
= swapchain
->desc
.backbuffer_width
;
501 src_rect
.bottom
= swapchain
->desc
.backbuffer_height
;
505 dst_rect
= *dst_rect_in
;
507 GetClientRect(swapchain
->win_handle
, &dst_rect
);
509 if (!render_to_fbo
&& (dst_rect
.left
|| dst_rect
.top
510 || dst_rect
.right
!= swapchain
->desc
.backbuffer_width
511 || dst_rect
.bottom
!= swapchain
->desc
.backbuffer_height
))
512 render_to_fbo
= TRUE
;
514 /* Rendering to a window of different size, presenting partial rectangles,
515 * or rendering to a different window needs help from FBO_blit or a textured
516 * draw. Render the swapchain to a FBO in the future.
518 * Note that FBO_blit from the backbuffer to the frontbuffer cannot solve
519 * all these issues - this fails if the window is smaller than the backbuffer.
521 if (!swapchain
->render_to_fbo
&& render_to_fbo
&& wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
523 surface_load_location(back_buffer
, SFLAG_INTEXTURE
, NULL
);
524 surface_invalidate_location(back_buffer
, SFLAG_INDRAWABLE
);
525 swapchain
->render_to_fbo
= TRUE
;
526 swapchain_update_draw_bindings(swapchain
);
530 surface_load_location(back_buffer
, back_buffer
->draw_binding
, NULL
);
533 if (swapchain
->render_to_fbo
)
535 /* This codepath should only be hit with the COPY swapeffect. Otherwise a backbuffer-
536 * window size mismatch is impossible(fullscreen) and src and dst rectangles are
537 * not allowed(they need the COPY swapeffect)
539 * The DISCARD swap effect is ok as well since any backbuffer content is allowed after
541 if (swapchain
->desc
.swap_effect
== WINED3D_SWAP_EFFECT_FLIP
)
542 FIXME("Render-to-fbo with WINED3D_SWAP_EFFECT_FLIP\n");
544 swapchain_blit(swapchain
, context
, &src_rect
, &dst_rect
);
547 if (swapchain
->num_contexts
> 1)
548 gl_info
->gl_ops
.gl
.p_glFinish();
550 /* call wglSwapBuffers through the gl table to avoid confusing the Steam overlay */
551 gl_info
->gl_ops
.wgl
.p_wglSwapBuffers(context
->hdc
); /* TODO: cycle through the swapchain buffers */
553 TRACE("SwapBuffers called, Starting new frame\n");
557 DWORD time
= GetTickCount();
560 /* every 1.5 seconds */
561 if (time
- swapchain
->prev_time
> 1500)
563 TRACE_(fps
)("%p @ approx %.2ffps\n",
564 swapchain
, 1000.0 * swapchain
->frames
/ (time
- swapchain
->prev_time
));
565 swapchain
->prev_time
= time
;
566 swapchain
->frames
= 0;
570 /* This is disabled, but the code left in for debug purposes.
572 * Since we're allowed to modify the new back buffer on a D3DSWAPEFFECT_DISCARD flip,
573 * we can clear it with some ugly color to make bad drawing visible and ease debugging.
574 * The Debug runtime does the same on Windows. However, a few games do not redraw the
575 * screen properly, like Max Payne 2, which leaves a few pixels undefined.
577 * Tests show that the content of the back buffer after a discard flip is indeed not
578 * reliable, so no game can depend on the exact content. However, it resembles the
579 * old contents in some way, for example by showing fragments at other locations. In
580 * general, the color theme is still intact. So Max payne, which draws rather dark scenes
581 * gets a dark background image. If we clear it with a bright ugly color, the game's
582 * bug shows up much more than it does on Windows, and the players see single pixels
584 * (The Max Payne bug has been confirmed on Windows with the debug runtime) */
585 if (FALSE
&& swapchain
->desc
.swap_effect
== WINED3D_SWAP_EFFECT_DISCARD
)
587 static const struct wined3d_color cyan
= {0.0f
, 1.0f
, 1.0f
, 1.0f
};
589 TRACE("Clearing the color buffer with cyan color\n");
591 wined3d_device_clear(swapchain
->device
, 0, NULL
,
592 WINED3DCLEAR_TARGET
, &cyan
, 1.0f
, 0);
595 if (!swapchain
->render_to_fbo
&& ((swapchain
->front_buffer
->flags
& SFLAG_INSYSMEM
)
596 || (back_buffer
->flags
& SFLAG_INSYSMEM
)))
598 /* Both memory copies of the surfaces are ok, flip them around too instead of dirtifying
599 * Doesn't work with render_to_fbo because we're not flipping
601 struct wined3d_surface
*front
= swapchain
->front_buffer
;
603 if (front
->resource
.size
== back_buffer
->resource
.size
)
605 flip_surface(front
, back_buffer
);
607 /* Tell the front buffer surface that is has been modified. However,
608 * the other locations were preserved during that, so keep the flags.
609 * This serves to update the emulated overlay, if any. */
610 surface_validate_location(front
, SFLAG_INDRAWABLE
);
614 surface_validate_location(front
, SFLAG_INDRAWABLE
);
615 surface_invalidate_location(front
, ~SFLAG_INDRAWABLE
);
616 surface_validate_location(back_buffer
, SFLAG_INDRAWABLE
);
617 surface_invalidate_location(back_buffer
, ~SFLAG_INDRAWABLE
);
622 surface_validate_location(swapchain
->front_buffer
, SFLAG_INDRAWABLE
);
623 surface_invalidate_location(swapchain
->front_buffer
, ~SFLAG_INDRAWABLE
);
624 /* If the swapeffect is DISCARD, the back buffer is undefined. That means the SYSMEM
625 * and INTEXTURE copies can keep their old content if they have any defined content.
626 * If the swapeffect is COPY, the content remains the same. If it is FLIP however,
627 * the texture / sysmem copy needs to be reloaded from the drawable
629 if (swapchain
->desc
.swap_effect
== WINED3D_SWAP_EFFECT_FLIP
)
631 surface_validate_location(back_buffer
, back_buffer
->draw_binding
);
632 surface_invalidate_location(back_buffer
, ~back_buffer
->draw_binding
);
636 if (fb
->depth_stencil
)
638 if (swapchain
->desc
.flags
& WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
639 || fb
->depth_stencil
->flags
& SFLAG_DISCARD
)
641 surface_modify_ds_location(fb
->depth_stencil
, SFLAG_DISCARDED
,
642 fb
->depth_stencil
->resource
.width
,
643 fb
->depth_stencil
->resource
.height
);
644 if (fb
->depth_stencil
== swapchain
->device
->onscreen_depth_stencil
)
646 wined3d_surface_decref(swapchain
->device
->onscreen_depth_stencil
);
647 swapchain
->device
->onscreen_depth_stencil
= NULL
;
652 context_release(context
);
655 static const struct wined3d_swapchain_ops swapchain_gl_ops
=
657 swapchain_gl_present
,
660 /* Helper function that blits the front buffer contents to the target window. */
661 void x11_copy_to_screen(const struct wined3d_swapchain
*swapchain
, const RECT
*rect
)
663 const struct wined3d_surface
*front
;
664 POINT offset
= {0, 0};
669 TRACE("swapchain %p, rect %s.\n", swapchain
, wine_dbgstr_rect(rect
));
671 front
= swapchain
->front_buffer
;
672 if (!(front
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
))
675 if (front
->resource
.map_count
)
676 ERR("Trying to blit a mapped surface.\n");
678 TRACE("Copying surface %p to screen.\n", front
);
681 window
= swapchain
->win_handle
;
682 dst_dc
= GetDCEx(window
, 0, DCX_CLIPSIBLINGS
| DCX_CACHE
);
684 /* Front buffer coordinates are screen coordinates. Map them to the
685 * destination window if not fullscreened. */
686 if (swapchain
->desc
.windowed
)
687 ClientToScreen(window
, &offset
);
689 TRACE("offset %s.\n", wine_dbgstr_point(&offset
));
692 draw_rect
.right
= front
->resource
.width
;
694 draw_rect
.bottom
= front
->resource
.height
;
697 IntersectRect(&draw_rect
, &draw_rect
, rect
);
699 BitBlt(dst_dc
, draw_rect
.left
- offset
.x
, draw_rect
.top
- offset
.y
,
700 draw_rect
.right
- draw_rect
.left
, draw_rect
.bottom
- draw_rect
.top
,
701 src_dc
, draw_rect
.left
, draw_rect
.top
, SRCCOPY
);
702 ReleaseDC(window
, dst_dc
);
705 static void swapchain_gdi_present(struct wined3d_swapchain
*swapchain
, const RECT
*src_rect_in
,
706 const RECT
*dst_rect_in
, const RGNDATA
*dirty_region
, DWORD flags
)
708 struct wined3d_surface
*front
, *back
;
710 front
= swapchain
->front_buffer
;
711 back
= swapchain
->back_buffers
[0];
717 front
->hDC
= back
->hDC
;
721 /* Flip the DIBsection. */
724 tmp
= front
->dib
.DIBsection
;
725 front
->dib
.DIBsection
= back
->dib
.DIBsection
;
726 back
->dib
.DIBsection
= tmp
;
729 /* Flip the surface data. */
733 tmp
= front
->dib
.bitmap_data
;
734 front
->dib
.bitmap_data
= back
->dib
.bitmap_data
;
735 back
->dib
.bitmap_data
= tmp
;
737 tmp
= front
->resource
.allocatedMemory
;
738 front
->resource
.allocatedMemory
= back
->resource
.allocatedMemory
;
739 back
->resource
.allocatedMemory
= tmp
;
741 if (front
->resource
.heap_memory
)
742 ERR("GDI Surface %p has heap memory allocated.\n", front
);
744 if (back
->resource
.heap_memory
)
745 ERR("GDI Surface %p has heap memory allocated.\n", back
);
751 static LONG prev_time
, frames
;
752 DWORD time
= GetTickCount();
756 /* every 1.5 seconds */
757 if (time
- prev_time
> 1500)
759 TRACE_(fps
)("@ approx %.2ffps\n", 1000.0 * frames
/ (time
- prev_time
));
765 x11_copy_to_screen(swapchain
, NULL
);
768 static const struct wined3d_swapchain_ops swapchain_gdi_ops
=
770 swapchain_gdi_present
,
773 void swapchain_update_render_to_fbo(struct wined3d_swapchain
*swapchain
)
777 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
)
780 if (!swapchain
->desc
.backbuffer_count
)
782 TRACE("Single buffered rendering.\n");
783 swapchain
->render_to_fbo
= FALSE
;
787 GetClientRect(swapchain
->win_handle
, &client_rect
);
789 TRACE("Backbuffer %ux%u, window %ux%u.\n",
790 swapchain
->desc
.backbuffer_width
,
791 swapchain
->desc
.backbuffer_height
,
792 client_rect
.right
, client_rect
.bottom
);
793 TRACE("Multisample type %#x, quality %#x.\n",
794 swapchain
->desc
.multisample_type
,
795 swapchain
->desc
.multisample_quality
);
797 if (!wined3d_settings
.always_offscreen
&& !swapchain
->desc
.multisample_type
798 && swapchain
->desc
.backbuffer_width
== client_rect
.right
799 && swapchain
->desc
.backbuffer_height
== client_rect
.bottom
)
801 TRACE("Backbuffer dimensions match window dimensions, rendering onscreen.\n");
802 swapchain
->render_to_fbo
= FALSE
;
806 TRACE("Rendering to FBO.\n");
807 swapchain
->render_to_fbo
= TRUE
;
810 static HRESULT
swapchain_init(struct wined3d_swapchain
*swapchain
, struct wined3d_device
*device
,
811 struct wined3d_swapchain_desc
*desc
, void *parent
, const struct wined3d_parent_ops
*parent_ops
)
813 const struct wined3d_adapter
*adapter
= device
->adapter
;
814 struct wined3d_resource_desc surface_desc
;
815 BOOL displaymode_set
= FALSE
;
821 if (desc
->backbuffer_count
> WINED3DPRESENT_BACK_BUFFER_MAX
)
823 FIXME("The application requested %u back buffers, this is not supported.\n",
824 desc
->backbuffer_count
);
825 return WINED3DERR_INVALIDCALL
;
828 if (desc
->backbuffer_count
> 1)
830 FIXME("The application requested more than one back buffer, this is not properly supported.\n"
831 "Please configure the application to use double buffering (1 back buffer) if possible.\n");
834 if (device
->wined3d
->flags
& WINED3D_NO3D
)
835 swapchain
->swapchain_ops
= &swapchain_gdi_ops
;
837 swapchain
->swapchain_ops
= &swapchain_gl_ops
;
839 window
= desc
->device_window
? desc
->device_window
: device
->create_parms
.focus_window
;
841 swapchain
->device
= device
;
842 swapchain
->parent
= parent
;
843 swapchain
->parent_ops
= parent_ops
;
845 swapchain
->win_handle
= window
;
846 swapchain
->device_window
= window
;
848 if (FAILED(hr
= wined3d_get_adapter_display_mode(device
->wined3d
,
849 adapter
->ordinal
, &swapchain
->original_mode
, NULL
)))
851 ERR("Failed to get current display mode, hr %#x.\n", hr
);
855 GetClientRect(window
, &client_rect
);
857 && (!desc
->backbuffer_width
|| !desc
->backbuffer_height
858 || desc
->backbuffer_format
== WINED3DFMT_UNKNOWN
))
861 if (!desc
->backbuffer_width
)
863 desc
->backbuffer_width
= client_rect
.right
;
864 TRACE("Updating width to %u.\n", desc
->backbuffer_width
);
867 if (!desc
->backbuffer_height
)
869 desc
->backbuffer_height
= client_rect
.bottom
;
870 TRACE("Updating height to %u.\n", desc
->backbuffer_height
);
873 if (desc
->backbuffer_format
== WINED3DFMT_UNKNOWN
)
875 desc
->backbuffer_format
= swapchain
->original_mode
.format_id
;
876 TRACE("Updating format to %s.\n", debug_d3dformat(swapchain
->original_mode
.format_id
));
879 swapchain
->desc
= *desc
;
880 swapchain_update_render_to_fbo(swapchain
);
882 TRACE("Creating front buffer.\n");
884 surface_desc
.resource_type
= WINED3D_RTYPE_SURFACE
;
885 surface_desc
.format
= swapchain
->desc
.backbuffer_format
;
886 surface_desc
.multisample_type
= swapchain
->desc
.multisample_type
;
887 surface_desc
.multisample_quality
= swapchain
->desc
.multisample_quality
;
888 surface_desc
.usage
= 0;
889 surface_desc
.pool
= WINED3D_POOL_DEFAULT
;
890 surface_desc
.width
= swapchain
->desc
.backbuffer_width
;
891 surface_desc
.height
= swapchain
->desc
.backbuffer_height
;
892 surface_desc
.depth
= 1;
893 surface_desc
.size
= 0;
895 if (FAILED(hr
= device
->device_parent
->ops
->create_swapchain_surface(device
->device_parent
,
896 parent
, &surface_desc
, &swapchain
->front_buffer
)))
898 WARN("Failed to create front buffer, hr %#x.\n", hr
);
902 surface_set_swapchain(swapchain
->front_buffer
, swapchain
);
903 if (!(device
->wined3d
->flags
& WINED3D_NO3D
))
905 surface_validate_location(swapchain
->front_buffer
, SFLAG_INDRAWABLE
);
906 surface_invalidate_location(swapchain
->front_buffer
, ~SFLAG_INDRAWABLE
);
909 /* MSDN says we're only allowed a single fullscreen swapchain per device,
910 * so we should really check to see if there is a fullscreen swapchain
911 * already. Does a single head count as full screen? */
915 struct wined3d_display_mode mode
;
917 /* Change the display settings */
918 mode
.width
= desc
->backbuffer_width
;
919 mode
.height
= desc
->backbuffer_height
;
920 mode
.format_id
= desc
->backbuffer_format
;
921 mode
.refresh_rate
= desc
->refresh_rate
;
922 mode
.scanline_ordering
= WINED3D_SCANLINE_ORDERING_UNKNOWN
;
924 if (FAILED(hr
= wined3d_set_adapter_display_mode(device
->wined3d
, adapter
->ordinal
, &mode
)))
926 WARN("Failed to set display mode, hr %#x.\n", hr
);
929 displaymode_set
= TRUE
;
932 if (!(device
->wined3d
->flags
& WINED3D_NO3D
))
934 static const enum wined3d_format_id formats
[] =
936 WINED3DFMT_D24_UNORM_S8_UINT
,
937 WINED3DFMT_D32_UNORM
,
938 WINED3DFMT_R24_UNORM_X8_TYPELESS
,
939 WINED3DFMT_D16_UNORM
,
940 WINED3DFMT_S1_UINT_D15_UNORM
943 const struct wined3d_gl_info
*gl_info
= &adapter
->gl_info
;
945 swapchain
->context
= HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain
->context
));
946 if (!swapchain
->context
)
948 ERR("Failed to create the context array.\n");
952 swapchain
->num_contexts
= 1;
954 /* In WGL both color, depth and stencil are features of a pixel format. In case of D3D they are separate.
955 * You are able to add a depth + stencil surface at a later stage when you need it.
956 * In order to support this properly in WineD3D we need the ability to recreate the opengl context and
957 * drawable when this is required. This is very tricky as we need to reapply ALL opengl states for the new
958 * context, need torecreate shaders, textures and other resources.
960 * The context manager already takes care of the state problem and for the other tasks code from Reset
961 * can be used. These changes are way to risky during the 1.0 code freeze which is taking place right now.
962 * Likely a lot of other new bugs will be exposed. For that reason request a depth stencil surface all the
963 * time. It can cause a slight performance hit but fixes a lot of regressions. A fixme reminds of that this
964 * issue needs to be fixed. */
965 for (i
= 0; i
< (sizeof(formats
) / sizeof(*formats
)); i
++)
967 swapchain
->ds_format
= wined3d_get_format(gl_info
, formats
[i
]);
968 swapchain
->context
[0] = context_create(swapchain
, swapchain
->front_buffer
, swapchain
->ds_format
);
969 if (swapchain
->context
[0]) break;
970 TRACE("Depth stencil format %s is not supported, trying next format\n",
971 debug_d3dformat(formats
[i
]));
974 if (!swapchain
->context
[0])
976 WARN("Failed to create context.\n");
977 hr
= WINED3DERR_NOTAVAILABLE
;
981 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
982 && (!desc
->enable_auto_depth_stencil
983 || swapchain
->desc
.auto_depth_stencil_format
!= swapchain
->ds_format
->id
))
985 FIXME("Add OpenGL context recreation support to context_validate_onscreen_formats\n");
987 context_release(swapchain
->context
[0]);
990 if (swapchain
->desc
.backbuffer_count
> 0)
992 swapchain
->back_buffers
= HeapAlloc(GetProcessHeap(), 0,
993 sizeof(*swapchain
->back_buffers
) * swapchain
->desc
.backbuffer_count
);
994 if (!swapchain
->back_buffers
)
996 ERR("Failed to allocate backbuffer array memory.\n");
1001 surface_desc
.usage
|= WINED3DUSAGE_RENDERTARGET
;
1002 for (i
= 0; i
< swapchain
->desc
.backbuffer_count
; ++i
)
1004 TRACE("Creating back buffer %u.\n", i
);
1005 if (FAILED(hr
= device
->device_parent
->ops
->create_swapchain_surface(device
->device_parent
,
1006 parent
, &surface_desc
, &swapchain
->back_buffers
[i
])))
1008 WARN("Failed to create back buffer %u, hr %#x.\n", i
, hr
);
1011 surface_set_swapchain(swapchain
->back_buffers
[i
], swapchain
);
1015 /* Swapchains share the depth/stencil buffer, so only create a single depthstencil surface. */
1016 if (desc
->enable_auto_depth_stencil
&& !(device
->wined3d
->flags
& WINED3D_NO3D
))
1018 TRACE("Creating depth/stencil buffer.\n");
1019 if (!device
->auto_depth_stencil
)
1021 surface_desc
.format
= swapchain
->desc
.auto_depth_stencil_format
;
1022 surface_desc
.usage
= WINED3DUSAGE_DEPTHSTENCIL
;
1024 if (FAILED(hr
= device
->device_parent
->ops
->create_swapchain_surface(device
->device_parent
,
1025 device
->device_parent
, &surface_desc
, &device
->auto_depth_stencil
)))
1027 WARN("Failed to create the auto depth stencil, hr %#x.\n", hr
);
1033 wined3d_swapchain_get_gamma_ramp(swapchain
, &swapchain
->orig_gamma
);
1038 if (displaymode_set
)
1040 if (FAILED(wined3d_set_adapter_display_mode(device
->wined3d
,
1041 adapter
->ordinal
, &swapchain
->original_mode
)))
1042 ERR("Failed to restore display mode.\n");
1046 if (swapchain
->back_buffers
)
1048 for (i
= 0; i
< swapchain
->desc
.backbuffer_count
; ++i
)
1050 if (swapchain
->back_buffers
[i
])
1052 surface_set_swapchain(swapchain
->back_buffers
[i
], NULL
);
1053 wined3d_surface_decref(swapchain
->back_buffers
[i
]);
1056 HeapFree(GetProcessHeap(), 0, swapchain
->back_buffers
);
1059 if (swapchain
->context
)
1061 if (swapchain
->context
[0])
1063 context_release(swapchain
->context
[0]);
1064 context_destroy(device
, swapchain
->context
[0]);
1065 swapchain
->num_contexts
= 0;
1067 HeapFree(GetProcessHeap(), 0, swapchain
->context
);
1070 if (swapchain
->front_buffer
)
1072 surface_set_swapchain(swapchain
->front_buffer
, NULL
);
1073 wined3d_surface_decref(swapchain
->front_buffer
);
1079 HRESULT CDECL
wined3d_swapchain_create(struct wined3d_device
*device
, struct wined3d_swapchain_desc
*desc
,
1080 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_swapchain
**swapchain
)
1082 struct wined3d_swapchain
*object
;
1085 TRACE("device %p, desc %p, parent %p, parent_ops %p, swapchain %p.\n",
1086 device
, desc
, parent
, parent_ops
, swapchain
);
1088 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
1090 return E_OUTOFMEMORY
;
1092 hr
= swapchain_init(object
, device
, desc
, parent
, parent_ops
);
1095 WARN("Failed to initialize swapchain, hr %#x.\n", hr
);
1096 HeapFree(GetProcessHeap(), 0, object
);
1100 TRACE("Created swapchain %p.\n", object
);
1101 *swapchain
= object
;
1106 static struct wined3d_context
*swapchain_create_context(struct wined3d_swapchain
*swapchain
)
1108 struct wined3d_context
**newArray
;
1109 struct wined3d_context
*ctx
;
1111 TRACE("Creating a new context for swapchain %p, thread %u.\n", swapchain
, GetCurrentThreadId());
1113 if (!(ctx
= context_create(swapchain
, swapchain
->front_buffer
, swapchain
->ds_format
)))
1115 ERR("Failed to create a new context for the swapchain\n");
1118 context_release(ctx
);
1120 newArray
= HeapAlloc(GetProcessHeap(), 0, sizeof(*newArray
) * (swapchain
->num_contexts
+ 1));
1122 ERR("Out of memory when trying to allocate a new context array\n");
1123 context_destroy(swapchain
->device
, ctx
);
1126 memcpy(newArray
, swapchain
->context
, sizeof(*newArray
) * swapchain
->num_contexts
);
1127 HeapFree(GetProcessHeap(), 0, swapchain
->context
);
1128 newArray
[swapchain
->num_contexts
] = ctx
;
1129 swapchain
->context
= newArray
;
1130 swapchain
->num_contexts
++;
1132 TRACE("Returning context %p\n", ctx
);
1136 void swapchain_destroy_contexts(struct wined3d_swapchain
*swapchain
)
1140 for (i
= 0; i
< swapchain
->num_contexts
; ++i
)
1142 context_destroy(swapchain
->device
, swapchain
->context
[i
]);
1144 swapchain
->num_contexts
= 0;
1147 struct wined3d_context
*swapchain_get_context(struct wined3d_swapchain
*swapchain
)
1149 DWORD tid
= GetCurrentThreadId();
1152 for (i
= 0; i
< swapchain
->num_contexts
; ++i
)
1154 if (swapchain
->context
[i
]->tid
== tid
)
1155 return swapchain
->context
[i
];
1158 /* Create a new context for the thread */
1159 return swapchain_create_context(swapchain
);
1162 void get_drawable_size_swapchain(const struct wined3d_context
*context
, UINT
*width
, UINT
*height
)
1164 /* The drawable size of an onscreen drawable is the surface size.
1165 * (Actually: The window size, but the surface is created in window size) */
1166 *width
= context
->current_rt
->resource
.width
;
1167 *height
= context
->current_rt
->resource
.height
;
1170 HDC
swapchain_get_backup_dc(struct wined3d_swapchain
*swapchain
)
1172 if (!swapchain
->backup_dc
)
1174 TRACE("Creating the backup window for swapchain %p.\n", swapchain
);
1176 if (!(swapchain
->backup_wnd
= CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME
, "WineD3D fake window",
1177 WS_OVERLAPPEDWINDOW
, 10, 10, 10, 10, NULL
, NULL
, NULL
, NULL
)))
1179 ERR("Failed to create a window.\n");
1183 if (!(swapchain
->backup_dc
= GetDC(swapchain
->backup_wnd
)))
1185 ERR("Failed to get a DC.\n");
1186 DestroyWindow(swapchain
->backup_wnd
);
1187 swapchain
->backup_wnd
= NULL
;
1192 return swapchain
->backup_dc
;
1195 void swapchain_update_draw_bindings(struct wined3d_swapchain
*swapchain
)
1199 surface_update_draw_binding(swapchain
->front_buffer
);
1201 for (i
= 0; i
< swapchain
->desc
.backbuffer_count
; ++i
)
1203 surface_update_draw_binding(swapchain
->back_buffers
[i
]);