wined3d: Retrieve the surface's texture name through a function.
[wine.git] / dlls / wined3d / swapchain.c
blob2c186a292f58837f1970a093d41ee5cce1cce77a
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 /* Do not call while under the GL lock. */
37 static void WINAPI IWineD3DSwapChainImpl_Destroy(IWineD3DSwapChain *iface)
39 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
40 WINED3DDISPLAYMODE mode;
41 unsigned int i;
43 TRACE("Destroying swapchain %p\n", iface);
45 IWineD3DSwapChain_SetGammaRamp(iface, 0, &This->orig_gamma);
47 /* Release the swapchain's draw buffers. Make sure This->back_buffers[0] is
48 * the last buffer to be destroyed, FindContext() depends on that. */
49 if (This->front_buffer)
51 surface_set_container(This->front_buffer, WINED3D_CONTAINER_NONE, NULL);
52 if (IWineD3DSurface_Release((IWineD3DSurface *)This->front_buffer))
54 WARN("(%p) Something's still holding the front buffer (%p).\n",
55 This, This->front_buffer);
57 This->front_buffer = NULL;
60 if (This->back_buffers)
62 UINT i = This->presentParms.BackBufferCount;
64 while (i--)
66 surface_set_container(This->back_buffers[i], WINED3D_CONTAINER_NONE, NULL);
67 if (IWineD3DSurface_Release((IWineD3DSurface *)This->back_buffers[i]))
68 WARN("(%p) Something's still holding back buffer %u (%p).\n",
69 This, i, This->back_buffers[i]);
71 HeapFree(GetProcessHeap(), 0, This->back_buffers);
72 This->back_buffers = NULL;
75 for (i = 0; i < This->num_contexts; ++i)
77 context_destroy(This->device, This->context[i]);
79 /* Restore the screen resolution if we rendered in fullscreen
80 * This will restore the screen resolution to what it was before creating the swapchain. In case of d3d8 and d3d9
81 * this will be the original desktop resolution. In case of d3d7 this will be a NOP because ddraw sets the resolution
82 * before starting up Direct3D, thus orig_width and orig_height will be equal to the modes in the presentation params
84 if (!This->presentParms.Windowed && This->presentParms.AutoRestoreDisplayMode)
86 mode.Width = This->orig_width;
87 mode.Height = This->orig_height;
88 mode.RefreshRate = 0;
89 mode.Format = This->orig_fmt;
90 IWineD3DDevice_SetDisplayMode((IWineD3DDevice *)This->device, 0, &mode);
93 HeapFree(GetProcessHeap(), 0, This->context);
94 HeapFree(GetProcessHeap(), 0, This);
97 /* A GL context is provided by the caller */
98 static void swapchain_blit(IWineD3DSwapChainImpl *This, struct wined3d_context *context,
99 const RECT *src_rect, const RECT *dst_rect)
101 IWineD3DDeviceImpl *device = This->device;
102 IWineD3DSurfaceImpl *backbuffer = This->back_buffers[0];
103 UINT src_w = src_rect->right - src_rect->left;
104 UINT src_h = src_rect->bottom - src_rect->top;
105 GLenum gl_filter;
106 const struct wined3d_gl_info *gl_info = context->gl_info;
107 RECT win_rect;
108 UINT win_h;
110 TRACE("swapchain %p, context %p, src_rect %s, dst_rect %s.\n",
111 This, context, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect));
113 if (src_w == dst_rect->right - dst_rect->left && src_h == dst_rect->bottom - dst_rect->top)
114 gl_filter = GL_NEAREST;
115 else
116 gl_filter = GL_LINEAR;
118 GetClientRect(This->win_handle, &win_rect);
119 win_h = win_rect.bottom - win_rect.top;
121 if (gl_info->fbo_ops.glBlitFramebuffer && is_identity_fixup(backbuffer->resource.format->color_fixup))
123 ENTER_GL();
124 context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, backbuffer, NULL, SFLAG_INTEXTURE);
125 glReadBuffer(GL_COLOR_ATTACHMENT0);
127 context_bind_fbo(context, GL_DRAW_FRAMEBUFFER, NULL);
128 context_set_draw_buffer(context, GL_BACK);
130 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
131 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE));
132 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1));
133 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2));
134 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3));
136 glDisable(GL_SCISSOR_TEST);
137 IWineD3DDeviceImpl_MarkStateDirty(This->device, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
139 /* Note that the texture is upside down */
140 gl_info->fbo_ops.glBlitFramebuffer(src_rect->left, src_rect->top, src_rect->right, src_rect->bottom,
141 dst_rect->left, win_h - dst_rect->top, dst_rect->right, win_h - dst_rect->bottom,
142 GL_COLOR_BUFFER_BIT, gl_filter);
143 checkGLcall("Swapchain present blit(EXT_framebuffer_blit)\n");
144 LEAVE_GL();
146 else
148 struct wined3d_context *context2;
149 float tex_left = src_rect->left;
150 float tex_top = src_rect->top;
151 float tex_right = src_rect->right;
152 float tex_bottom = src_rect->bottom;
154 context2 = context_acquire(This->device, This->back_buffers[0]);
155 context_apply_blit_state(context2, device);
157 if (backbuffer->flags & SFLAG_NORMCOORD)
159 tex_left /= src_w;
160 tex_right /= src_w;
161 tex_top /= src_h;
162 tex_bottom /= src_h;
165 if (is_complex_fixup(backbuffer->resource.format->color_fixup))
166 gl_filter = GL_NEAREST;
168 ENTER_GL();
169 context_bind_fbo(context2, GL_FRAMEBUFFER, NULL);
171 /* Set up the texture. The surface is not in a IWineD3D*Texture container,
172 * so there are no d3d texture settings to dirtify
174 device->blitter->set_shader(device->blit_priv, context2->gl_info, backbuffer);
175 glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MIN_FILTER, gl_filter);
176 glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MAG_FILTER, gl_filter);
178 context_set_draw_buffer(context, GL_BACK);
180 /* Set the viewport to the destination rectandle, disable any projection
181 * transformation set up by context_apply_blit_state(), and draw a
182 * (-1,-1)-(1,1) quad.
184 * Back up viewport and matrix to avoid breaking last_was_blit
186 * Note that context_apply_blit_state() set up viewport and ortho to
187 * match the surface size - we want the GL drawable(=window) size. */
188 glPushAttrib(GL_VIEWPORT_BIT);
189 glViewport(dst_rect->left, win_h - dst_rect->bottom, dst_rect->right, win_h - dst_rect->top);
190 glMatrixMode(GL_PROJECTION);
191 glPushMatrix();
192 glLoadIdentity();
194 glBegin(GL_QUADS);
195 /* bottom left */
196 glTexCoord2f(tex_left, tex_bottom);
197 glVertex2i(-1, -1);
199 /* top left */
200 glTexCoord2f(tex_left, tex_top);
201 glVertex2i(-1, 1);
203 /* top right */
204 glTexCoord2f(tex_right, tex_top);
205 glVertex2i(1, 1);
207 /* bottom right */
208 glTexCoord2f(tex_right, tex_bottom);
209 glVertex2i(1, -1);
210 glEnd();
212 glPopMatrix();
213 glPopAttrib();
215 device->blitter->unset_shader(context->gl_info);
216 checkGLcall("Swapchain present blit(manual)\n");
217 LEAVE_GL();
219 context_release(context2);
223 static HRESULT WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface,
224 const RECT *pSourceRect, const RECT *pDestRect, HWND hDestWindowOverride,
225 const RGNDATA *pDirtyRegion, DWORD flags)
227 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
228 const struct wined3d_gl_info *gl_info;
229 struct wined3d_context *context;
230 RECT src_rect, dst_rect;
231 BOOL render_to_fbo;
233 IWineD3DSwapChain_SetDestWindowOverride(iface, hDestWindowOverride);
235 context = context_acquire(This->device, This->back_buffers[0]);
236 if (!context->valid)
238 context_release(context);
239 WARN("Invalid context, skipping present.\n");
240 return WINED3D_OK;
243 gl_info = context->gl_info;
245 /* Render the cursor onto the back buffer, using our nifty directdraw blitting code :-) */
246 if (This->device->bCursorVisible && This->device->cursorTexture)
248 IWineD3DSurfaceImpl cursor;
249 RECT destRect =
251 This->device->xScreenSpace - This->device->xHotSpot,
252 This->device->yScreenSpace - This->device->yHotSpot,
253 This->device->xScreenSpace + This->device->cursorWidth - This->device->xHotSpot,
254 This->device->yScreenSpace + This->device->cursorHeight - This->device->yHotSpot,
256 TRACE("Rendering the cursor. Creating fake surface at %p\n", &cursor);
257 /* Build a fake surface to call the Blitting code. It is not possible to use the interface passed by
258 * the application because we are only supposed to copy the information out. Using a fake surface
259 * allows to use the Blitting engine and avoid copying the whole texture -> render target blitting code.
261 memset(&cursor, 0, sizeof(cursor));
262 cursor.lpVtbl = &IWineD3DSurface_Vtbl;
263 cursor.resource.ref = 1;
264 cursor.resource.device = This->device;
265 cursor.resource.pool = WINED3DPOOL_SCRATCH;
266 cursor.resource.format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
267 cursor.resource.resourceType = WINED3DRTYPE_SURFACE;
268 cursor.texture_name = This->device->cursorTexture;
269 cursor.texture_target = GL_TEXTURE_2D;
270 cursor.texture_level = 0;
271 cursor.currentDesc.Width = This->device->cursorWidth;
272 cursor.currentDesc.Height = This->device->cursorHeight;
273 /* The cursor must have pow2 sizes */
274 cursor.pow2Width = cursor.currentDesc.Width;
275 cursor.pow2Height = cursor.currentDesc.Height;
276 /* The surface is in the texture */
277 cursor.flags |= SFLAG_INTEXTURE;
278 /* DDBLT_KEYSRC will cause BltOverride to enable the alpha test with GL_NOTEQUAL, 0.0,
279 * which is exactly what we want :-)
281 if (This->presentParms.Windowed) {
282 MapWindowPoints(NULL, This->win_handle, (LPPOINT)&destRect, 2);
284 IWineD3DSurface_Blt((IWineD3DSurface *)This->back_buffers[0], &destRect, (IWineD3DSurface *)&cursor,
285 NULL, WINEDDBLT_KEYSRC, NULL, WINED3DTEXF_POINT);
288 if (This->device->logo_surface)
290 /* Blit the logo into the upper left corner of the drawable. */
291 IWineD3DSurface_BltFast((IWineD3DSurface *)This->back_buffers[0], 0, 0,
292 This->device->logo_surface, NULL, WINEDDBLTFAST_SRCCOLORKEY);
295 TRACE("Presenting HDC %p.\n", context->hdc);
297 render_to_fbo = This->render_to_fbo;
299 if (pSourceRect)
301 src_rect = *pSourceRect;
302 if (!render_to_fbo && (src_rect.left || src_rect.top
303 || src_rect.right != This->presentParms.BackBufferWidth
304 || src_rect.bottom != This->presentParms.BackBufferHeight))
306 render_to_fbo = TRUE;
309 else
311 src_rect.left = 0;
312 src_rect.top = 0;
313 src_rect.right = This->presentParms.BackBufferWidth;
314 src_rect.bottom = This->presentParms.BackBufferHeight;
317 if (pDestRect) dst_rect = *pDestRect;
318 else GetClientRect(This->win_handle, &dst_rect);
320 if (!render_to_fbo && (dst_rect.left || dst_rect.top
321 || dst_rect.right != This->presentParms.BackBufferWidth
322 || dst_rect.bottom != This->presentParms.BackBufferHeight))
324 render_to_fbo = TRUE;
327 /* Rendering to a window of different size, presenting partial rectangles,
328 * or rendering to a different window needs help from FBO_blit or a textured
329 * draw. Render the swapchain to a FBO in the future.
331 * Note that FBO_blit from the backbuffer to the frontbuffer cannot solve
332 * all these issues - this fails if the window is smaller than the backbuffer.
334 if (!This->render_to_fbo && render_to_fbo && wined3d_settings.offscreen_rendering_mode == ORM_FBO)
336 surface_load_location(This->back_buffers[0], SFLAG_INTEXTURE, NULL);
337 surface_modify_location(This->back_buffers[0], SFLAG_INDRAWABLE, FALSE);
338 This->render_to_fbo = TRUE;
341 if(This->render_to_fbo)
343 /* This codepath should only be hit with the COPY swapeffect. Otherwise a backbuffer-
344 * window size mismatch is impossible(fullscreen) and src and dst rectangles are
345 * not allowed(they need the COPY swapeffect)
347 * The DISCARD swap effect is ok as well since any backbuffer content is allowed after
348 * the swap
350 if(This->presentParms.SwapEffect == WINED3DSWAPEFFECT_FLIP )
352 FIXME("Render-to-fbo with WINED3DSWAPEFFECT_FLIP\n");
355 swapchain_blit(This, context, &src_rect, &dst_rect);
358 if (This->num_contexts > 1) wglFinish();
359 SwapBuffers(context->hdc); /* TODO: cycle through the swapchain buffers */
361 TRACE("SwapBuffers called, Starting new frame\n");
362 /* FPS support */
363 if (TRACE_ON(fps))
365 DWORD time = GetTickCount();
366 This->frames++;
367 /* every 1.5 seconds */
368 if (time - This->prev_time > 1500) {
369 TRACE_(fps)("%p @ approx %.2ffps\n", This, 1000.0*This->frames/(time - This->prev_time));
370 This->prev_time = time;
371 This->frames = 0;
375 /* This is disabled, but the code left in for debug purposes.
377 * Since we're allowed to modify the new back buffer on a D3DSWAPEFFECT_DISCARD flip,
378 * we can clear it with some ugly color to make bad drawing visible and ease debugging.
379 * The Debug runtime does the same on Windows. However, a few games do not redraw the
380 * screen properly, like Max Payne 2, which leaves a few pixels undefined.
382 * Tests show that the content of the back buffer after a discard flip is indeed not
383 * reliable, so no game can depend on the exact content. However, it resembles the
384 * old contents in some way, for example by showing fragments at other locations. In
385 * general, the color theme is still intact. So Max payne, which draws rather dark scenes
386 * gets a dark background image. If we clear it with a bright ugly color, the game's
387 * bug shows up much more than it does on Windows, and the players see single pixels
388 * with wrong colors.
389 * (The Max Payne bug has been confirmed on Windows with the debug runtime)
391 if (FALSE && This->presentParms.SwapEffect == WINED3DSWAPEFFECT_DISCARD) {
392 TRACE("Clearing the color buffer with cyan color\n");
394 IWineD3DDevice_Clear((IWineD3DDevice *)This->device, 0, NULL,
395 WINED3DCLEAR_TARGET, 0xff00ffff, 1.0f, 0);
398 if (!This->render_to_fbo && ((This->front_buffer->flags & SFLAG_INSYSMEM)
399 || (This->back_buffers[0]->flags & SFLAG_INSYSMEM)))
401 /* Both memory copies of the surfaces are ok, flip them around too instead of dirtifying
402 * Doesn't work with render_to_fbo because we're not flipping
404 IWineD3DSurfaceImpl *front = This->front_buffer;
405 IWineD3DSurfaceImpl *back = This->back_buffers[0];
407 if(front->resource.size == back->resource.size) {
408 DWORD fbflags;
409 flip_surface(front, back);
411 /* Tell the front buffer surface that is has been modified. However,
412 * the other locations were preserved during that, so keep the flags.
413 * This serves to update the emulated overlay, if any. */
414 fbflags = front->flags;
415 surface_modify_location(front, SFLAG_INDRAWABLE, TRUE);
416 front->flags = fbflags;
418 else
420 surface_modify_location(front, SFLAG_INDRAWABLE, TRUE);
421 surface_modify_location(back, SFLAG_INDRAWABLE, TRUE);
424 else
426 surface_modify_location(This->front_buffer, SFLAG_INDRAWABLE, TRUE);
427 /* If the swapeffect is DISCARD, the back buffer is undefined. That means the SYSMEM
428 * and INTEXTURE copies can keep their old content if they have any defined content.
429 * If the swapeffect is COPY, the content remains the same. If it is FLIP however,
430 * the texture / sysmem copy needs to be reloaded from the drawable
432 if (This->presentParms.SwapEffect == WINED3DSWAPEFFECT_FLIP)
434 surface_modify_location(This->back_buffers[0], SFLAG_INDRAWABLE, TRUE);
438 if (This->device->depth_stencil)
440 if (This->presentParms.Flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
441 || This->device->depth_stencil->flags & SFLAG_DISCARD)
443 surface_modify_ds_location(This->device->depth_stencil, SFLAG_DS_DISCARDED,
444 This->device->depth_stencil->currentDesc.Width,
445 This->device->depth_stencil->currentDesc.Height);
446 if (This->device->depth_stencil == This->device->onscreen_depth_stencil)
448 IWineD3DSurface_Release((IWineD3DSurface *)This->device->onscreen_depth_stencil);
449 This->device->onscreen_depth_stencil = NULL;
454 context_release(context);
456 TRACE("returning\n");
457 return WINED3D_OK;
460 static HRESULT WINAPI IWineD3DSwapChainImpl_SetDestWindowOverride(IWineD3DSwapChain *iface, HWND window)
462 IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *)iface;
464 if (!window) window = swapchain->device_window;
465 if (window == swapchain->win_handle) return WINED3D_OK;
467 TRACE("Setting swapchain %p window from %p to %p\n", swapchain, swapchain->win_handle, window);
468 swapchain->win_handle = window;
470 return WINED3D_OK;
473 static const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl =
475 /* IUnknown */
476 IWineD3DBaseSwapChainImpl_QueryInterface,
477 IWineD3DBaseSwapChainImpl_AddRef,
478 IWineD3DBaseSwapChainImpl_Release,
479 /* IWineD3DSwapChain */
480 IWineD3DBaseSwapChainImpl_GetParent,
481 IWineD3DSwapChainImpl_Destroy,
482 IWineD3DBaseSwapChainImpl_GetDevice,
483 IWineD3DSwapChainImpl_Present,
484 IWineD3DSwapChainImpl_SetDestWindowOverride,
485 IWineD3DBaseSwapChainImpl_GetFrontBufferData,
486 IWineD3DBaseSwapChainImpl_GetBackBuffer,
487 IWineD3DBaseSwapChainImpl_GetRasterStatus,
488 IWineD3DBaseSwapChainImpl_GetDisplayMode,
489 IWineD3DBaseSwapChainImpl_GetPresentParameters,
490 IWineD3DBaseSwapChainImpl_SetGammaRamp,
491 IWineD3DBaseSwapChainImpl_GetGammaRamp
494 /* Do not call while under the GL lock. */
495 HRESULT swapchain_init(IWineD3DSwapChainImpl *swapchain, WINED3DSURFTYPE surface_type,
496 IWineD3DDeviceImpl *device, WINED3DPRESENT_PARAMETERS *present_parameters, void *parent)
498 const struct wined3d_adapter *adapter = device->adapter;
499 const struct wined3d_format *format;
500 BOOL displaymode_set = FALSE;
501 WINED3DDISPLAYMODE mode;
502 RECT client_rect;
503 HWND window;
504 HRESULT hr;
505 UINT i;
507 if (present_parameters->BackBufferCount > WINED3DPRESENT_BACK_BUFFER_MAX)
509 FIXME("The application requested %u back buffers, this is not supported.\n",
510 present_parameters->BackBufferCount);
511 return WINED3DERR_INVALIDCALL;
514 if (present_parameters->BackBufferCount > 1)
516 FIXME("The application requested more than one back buffer, this is not properly supported.\n"
517 "Please configure the application to use double buffering (1 back buffer) if possible.\n");
520 switch (surface_type)
522 case SURFACE_GDI:
523 swapchain->lpVtbl = &IWineGDISwapChain_Vtbl;
524 break;
526 case SURFACE_OPENGL:
527 swapchain->lpVtbl = &IWineD3DSwapChain_Vtbl;
528 break;
530 case SURFACE_UNKNOWN:
531 FIXME("Caller tried to create a SURFACE_UNKNOWN swapchain.\n");
532 return WINED3DERR_INVALIDCALL;
535 window = present_parameters->hDeviceWindow ? present_parameters->hDeviceWindow : device->createParms.hFocusWindow;
537 swapchain->device = device;
538 swapchain->parent = parent;
539 swapchain->ref = 1;
540 swapchain->win_handle = window;
541 swapchain->device_window = window;
543 wined3d_get_adapter_display_mode(device->wined3d, adapter->ordinal, &mode);
544 swapchain->orig_width = mode.Width;
545 swapchain->orig_height = mode.Height;
546 swapchain->orig_fmt = mode.Format;
547 format = wined3d_get_format(&adapter->gl_info, mode.Format);
549 GetClientRect(window, &client_rect);
550 if (present_parameters->Windowed
551 && (!present_parameters->BackBufferWidth || !present_parameters->BackBufferHeight
552 || present_parameters->BackBufferFormat == WINED3DFMT_UNKNOWN))
555 if (!present_parameters->BackBufferWidth)
557 present_parameters->BackBufferWidth = client_rect.right;
558 TRACE("Updating width to %u.\n", present_parameters->BackBufferWidth);
561 if (!present_parameters->BackBufferHeight)
563 present_parameters->BackBufferHeight = client_rect.bottom;
564 TRACE("Updating height to %u.\n", present_parameters->BackBufferHeight);
567 if (present_parameters->BackBufferFormat == WINED3DFMT_UNKNOWN)
569 present_parameters->BackBufferFormat = swapchain->orig_fmt;
570 TRACE("Updating format to %s.\n", debug_d3dformat(swapchain->orig_fmt));
573 swapchain->presentParms = *present_parameters;
575 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO
576 && present_parameters->BackBufferCount
577 && (present_parameters->BackBufferWidth != client_rect.right
578 || present_parameters->BackBufferHeight != client_rect.bottom))
580 TRACE("Rendering to FBO. Backbuffer %ux%u, window %ux%u.\n",
581 present_parameters->BackBufferWidth,
582 present_parameters->BackBufferHeight,
583 client_rect.right, client_rect.bottom);
584 swapchain->render_to_fbo = TRUE;
587 TRACE("Creating front buffer.\n");
588 hr = IWineD3DDeviceParent_CreateRenderTarget(device->device_parent, parent,
589 swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
590 swapchain->presentParms.BackBufferFormat, swapchain->presentParms.MultiSampleType,
591 swapchain->presentParms.MultiSampleQuality, TRUE /* Lockable */,
592 (IWineD3DSurface **)&swapchain->front_buffer);
593 if (FAILED(hr))
595 WARN("Failed to create front buffer, hr %#x.\n", hr);
596 goto err;
599 surface_set_container(swapchain->front_buffer, WINED3D_CONTAINER_SWAPCHAIN, (IWineD3DBase *)swapchain);
600 if (surface_type == SURFACE_OPENGL)
602 surface_modify_location(swapchain->front_buffer, SFLAG_INDRAWABLE, TRUE);
605 /* MSDN says we're only allowed a single fullscreen swapchain per device,
606 * so we should really check to see if there is a fullscreen swapchain
607 * already. Does a single head count as full screen? */
609 if (!present_parameters->Windowed)
611 WINED3DDISPLAYMODE mode;
613 /* Change the display settings */
614 mode.Width = present_parameters->BackBufferWidth;
615 mode.Height = present_parameters->BackBufferHeight;
616 mode.Format = present_parameters->BackBufferFormat;
617 mode.RefreshRate = present_parameters->FullScreen_RefreshRateInHz;
619 hr = IWineD3DDevice_SetDisplayMode((IWineD3DDevice *)device, 0, &mode);
620 if (FAILED(hr))
622 WARN("Failed to set display mode, hr %#x.\n", hr);
623 goto err;
625 displaymode_set = TRUE;
628 swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(swapchain->context));
629 if (!swapchain->context)
631 ERR("Failed to create the context array.\n");
632 hr = E_OUTOFMEMORY;
633 goto err;
635 swapchain->num_contexts = 1;
637 if (surface_type == SURFACE_OPENGL)
639 static const enum wined3d_format_id formats[] =
641 WINED3DFMT_D24_UNORM_S8_UINT,
642 WINED3DFMT_D32_UNORM,
643 WINED3DFMT_R24_UNORM_X8_TYPELESS,
644 WINED3DFMT_D16_UNORM,
645 WINED3DFMT_S1_UINT_D15_UNORM
648 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
650 /* In WGL both color, depth and stencil are features of a pixel format. In case of D3D they are separate.
651 * You are able to add a depth + stencil surface at a later stage when you need it.
652 * In order to support this properly in WineD3D we need the ability to recreate the opengl context and
653 * drawable when this is required. This is very tricky as we need to reapply ALL opengl states for the new
654 * context, need torecreate shaders, textures and other resources.
656 * The context manager already takes care of the state problem and for the other tasks code from Reset
657 * can be used. These changes are way to risky during the 1.0 code freeze which is taking place right now.
658 * Likely a lot of other new bugs will be exposed. For that reason request a depth stencil surface all the
659 * time. It can cause a slight performance hit but fixes a lot of regressions. A fixme reminds of that this
660 * issue needs to be fixed. */
661 for (i = 0; i < (sizeof(formats) / sizeof(*formats)); i++)
663 swapchain->ds_format = wined3d_get_format(gl_info, formats[i]);
664 swapchain->context[0] = context_create(swapchain, swapchain->front_buffer, swapchain->ds_format);
665 if (swapchain->context[0]) break;
666 TRACE("Depth stencil format %s is not supported, trying next format\n",
667 debug_d3dformat(formats[i]));
670 if (!swapchain->context[0])
672 WARN("Failed to create context.\n");
673 hr = WINED3DERR_NOTAVAILABLE;
674 goto err;
677 if (!present_parameters->EnableAutoDepthStencil
678 || swapchain->presentParms.AutoDepthStencilFormat != swapchain->ds_format->id)
680 FIXME("Add OpenGL context recreation support to context_validate_onscreen_formats\n");
682 context_release(swapchain->context[0]);
684 else
686 swapchain->context[0] = NULL;
689 if (swapchain->presentParms.BackBufferCount > 0)
691 swapchain->back_buffers = HeapAlloc(GetProcessHeap(), 0,
692 sizeof(*swapchain->back_buffers) * swapchain->presentParms.BackBufferCount);
693 if (!swapchain->back_buffers)
695 ERR("Failed to allocate backbuffer array memory.\n");
696 hr = E_OUTOFMEMORY;
697 goto err;
700 for (i = 0; i < swapchain->presentParms.BackBufferCount; ++i)
702 TRACE("Creating back buffer %u.\n", i);
703 hr = IWineD3DDeviceParent_CreateRenderTarget(device->device_parent, parent,
704 swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
705 swapchain->presentParms.BackBufferFormat, swapchain->presentParms.MultiSampleType,
706 swapchain->presentParms.MultiSampleQuality, TRUE /* Lockable */,
707 (IWineD3DSurface **)&swapchain->back_buffers[i]);
708 if (FAILED(hr))
710 WARN("Failed to create back buffer %u, hr %#x.\n", i, hr);
711 goto err;
714 surface_set_container(swapchain->back_buffers[i], WINED3D_CONTAINER_SWAPCHAIN, (IWineD3DBase *)swapchain);
718 /* Swapchains share the depth/stencil buffer, so only create a single depthstencil surface. */
719 if (present_parameters->EnableAutoDepthStencil && surface_type == SURFACE_OPENGL)
721 TRACE("Creating depth/stencil buffer.\n");
722 if (!device->auto_depth_stencil)
724 hr = IWineD3DDeviceParent_CreateDepthStencilSurface(device->device_parent,
725 swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
726 swapchain->presentParms.AutoDepthStencilFormat, swapchain->presentParms.MultiSampleType,
727 swapchain->presentParms.MultiSampleQuality, FALSE /* FIXME: Discard */,
728 (IWineD3DSurface **)&device->auto_depth_stencil);
729 if (FAILED(hr))
731 WARN("Failed to create the auto depth stencil, hr %#x.\n", hr);
732 goto err;
735 surface_set_container(device->auto_depth_stencil, WINED3D_CONTAINER_NONE, NULL);
739 IWineD3DSwapChain_GetGammaRamp((IWineD3DSwapChain *)swapchain, &swapchain->orig_gamma);
741 return WINED3D_OK;
743 err:
744 if (displaymode_set)
746 DEVMODEW devmode;
748 ClipCursor(NULL);
750 /* Change the display settings */
751 memset(&devmode, 0, sizeof(devmode));
752 devmode.dmSize = sizeof(devmode);
753 devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
754 devmode.dmBitsPerPel = format->byte_count * CHAR_BIT;
755 devmode.dmPelsWidth = swapchain->orig_width;
756 devmode.dmPelsHeight = swapchain->orig_height;
757 ChangeDisplaySettingsExW(adapter->DeviceName, &devmode, NULL, CDS_FULLSCREEN, NULL);
760 if (swapchain->back_buffers)
762 for (i = 0; i < swapchain->presentParms.BackBufferCount; ++i)
764 if (swapchain->back_buffers[i]) IWineD3DSurface_Release((IWineD3DSurface *)swapchain->back_buffers[i]);
766 HeapFree(GetProcessHeap(), 0, swapchain->back_buffers);
769 if (swapchain->context)
771 if (swapchain->context[0])
773 context_release(swapchain->context[0]);
774 context_destroy(device, swapchain->context[0]);
775 swapchain->num_contexts = 0;
777 HeapFree(GetProcessHeap(), 0, swapchain->context);
780 if (swapchain->front_buffer) IWineD3DSurface_Release((IWineD3DSurface *)swapchain->front_buffer);
782 return hr;
785 /* Do not call while under the GL lock. */
786 static struct wined3d_context *swapchain_create_context(struct IWineD3DSwapChainImpl *swapchain)
788 struct wined3d_context **newArray;
789 struct wined3d_context *ctx;
791 TRACE("Creating a new context for swapchain %p, thread %u.\n", swapchain, GetCurrentThreadId());
793 if (!(ctx = context_create(swapchain, swapchain->front_buffer, swapchain->ds_format)))
795 ERR("Failed to create a new context for the swapchain\n");
796 return NULL;
798 context_release(ctx);
800 newArray = HeapAlloc(GetProcessHeap(), 0, sizeof(*newArray) * (swapchain->num_contexts + 1));
801 if(!newArray) {
802 ERR("Out of memory when trying to allocate a new context array\n");
803 context_destroy(swapchain->device, ctx);
804 return NULL;
806 memcpy(newArray, swapchain->context, sizeof(*newArray) * swapchain->num_contexts);
807 HeapFree(GetProcessHeap(), 0, swapchain->context);
808 newArray[swapchain->num_contexts] = ctx;
809 swapchain->context = newArray;
810 swapchain->num_contexts++;
812 TRACE("Returning context %p\n", ctx);
813 return ctx;
816 struct wined3d_context *swapchain_get_context(struct IWineD3DSwapChainImpl *swapchain)
818 DWORD tid = GetCurrentThreadId();
819 unsigned int i;
821 for (i = 0; i < swapchain->num_contexts; ++i)
823 if (swapchain->context[i]->tid == tid)
824 return swapchain->context[i];
827 /* Create a new context for the thread */
828 return swapchain_create_context(swapchain);
831 void get_drawable_size_swapchain(struct wined3d_context *context, UINT *width, UINT *height)
833 /* The drawable size of an onscreen drawable is the surface size.
834 * (Actually: The window size, but the surface is created in window size) */
835 *width = context->current_rt->currentDesc.Width;
836 *height = context->current_rt->currentDesc.Height;