wined3d: Check real depth/stencil capabilities based on WGL pixel formats.
[wine/gsoc_dplay.git] / dlls / wined3d / swapchain.c
blob187c0c4704fc8e6b2c153088e3ad889c1de2f72b
1 /*
2 *IDirect3DSwapChain9 implementation
4 *Copyright 2002-2003 Jason Edmeades
5 *Copyright 2002-2003 Raphael Junqueira
6 *Copyright 2005 Oliver Stieber
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
23 #include "config.h"
24 #include "wined3d_private.h"
27 /*TODO: some of the additional parameters may be required to
28 set the gamma ramp (for some weird reason microsoft have left swap gammaramp in device
29 but it operates on a swapchain, it may be a good idea to move it to IWineD3DSwapChain for IWineD3D)*/
32 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
33 WINE_DECLARE_DEBUG_CHANNEL(fps);
35 #define GLINFO_LOCATION This->wineD3DDevice->adapter->gl_info
37 /* IDirect3DSwapChain IUnknown parts follow: */
38 static ULONG WINAPI IWineD3DSwapChainImpl_AddRef(IWineD3DSwapChain *iface) {
39 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
40 DWORD refCount = InterlockedIncrement(&This->ref);
41 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
42 return refCount;
45 static HRESULT WINAPI IWineD3DSwapChainImpl_QueryInterface(IWineD3DSwapChain *iface, REFIID riid, LPVOID *ppobj)
47 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
48 TRACE("(%p)->(%s,%p)\n", This, debugstr_guid(riid), ppobj);
49 if (IsEqualGUID(riid, &IID_IUnknown)
50 || IsEqualGUID(riid, &IID_IWineD3DBase)
51 || IsEqualGUID(riid, &IID_IWineD3DSwapChain)){
52 IWineD3DSwapChainImpl_AddRef(iface);
53 if(ppobj == NULL){
54 ERR("Query interface called but now data allocated\n");
55 return E_NOINTERFACE;
57 *ppobj = This;
58 return WINED3D_OK;
60 *ppobj = NULL;
61 return E_NOINTERFACE;
65 static ULONG WINAPI IWineD3DSwapChainImpl_Release(IWineD3DSwapChain *iface) {
66 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
67 DWORD refCount;
68 refCount = InterlockedDecrement(&This->ref);
69 TRACE("(%p) : ReleaseRef to %d\n", This, refCount);
70 if (refCount == 0) {
71 IWineD3DSwapChain_Destroy(iface, D3DCB_DefaultDestroySurface);
73 return refCount;
76 static HRESULT WINAPI IWineD3DSwapChainImpl_GetParent(IWineD3DSwapChain *iface, IUnknown ** ppParent){
77 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
78 *ppParent = This->parent;
79 IUnknown_AddRef(*ppParent);
80 TRACE("(%p) returning %p\n", This , *ppParent);
81 return WINED3D_OK;
84 /*IWineD3DSwapChain parts follow: */
85 static void WINAPI IWineD3DSwapChainImpl_Destroy(IWineD3DSwapChain *iface, D3DCB_DESTROYSURFACEFN D3DCB_DestroyRenderTarget) {
86 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
87 WINED3DDISPLAYMODE mode;
88 int i;
90 /* release the ref to the front and back buffer parents */
91 if(This->frontBuffer) {
92 IWineD3DSurface_SetContainer(This->frontBuffer, 0);
93 if(D3DCB_DestroyRenderTarget(This->frontBuffer) > 0) {
94 FIXME("(%p) Something's still holding the front buffer\n",This);
98 if(This->backBuffer) {
99 int i;
100 for(i = 0; i < This->presentParms.BackBufferCount; i++) {
101 IWineD3DSurface_SetContainer(This->backBuffer[i], 0);
102 if(D3DCB_DestroyRenderTarget(This->backBuffer[i]) > 0) {
103 FIXME("(%p) Something's still holding the back buffer\n",This);
106 HeapFree(GetProcessHeap(), 0, This->backBuffer);
109 for(i = 0; i < This->num_contexts; i++) {
110 DestroyContext(This->wineD3DDevice, This->context[i]);
112 /* Restore the screen resolution if we rendered in fullscreen
113 * This will restore the screen resolution to what it was before creating the swapchain. In case of d3d8 and d3d9
114 * this will be the original desktop resolution. In case of d3d7 this will be a NOP because ddraw sets the resolution
115 * before starting up Direct3D, thus orig_width and orig_height will be equal to the modes in the presentation params
117 if(This->presentParms.Windowed == FALSE) {
118 mode.Width = This->orig_width;
119 mode.Height = This->orig_height;
120 mode.RefreshRate = 0;
121 mode.Format = This->orig_fmt;
122 IWineD3DDevice_SetDisplayMode((IWineD3DDevice *) This->wineD3DDevice, 0, &mode);
124 HeapFree(GetProcessHeap(), 0, This->context);
126 HeapFree(GetProcessHeap(), 0, This);
129 static HRESULT WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface, CONST RECT *pSourceRect, CONST RECT *pDestRect, HWND hDestWindowOverride, CONST RGNDATA *pDirtyRegion, DWORD dwFlags) {
130 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
131 unsigned int sync;
132 int retval;
135 ActivateContext(This->wineD3DDevice, This->backBuffer[0], CTXUSAGE_RESOURCELOAD);
137 /* Render the cursor onto the back buffer, using our nifty directdraw blitting code :-) */
138 if(This->wineD3DDevice->bCursorVisible && This->wineD3DDevice->cursorTexture) {
139 IWineD3DSurfaceImpl cursor;
140 RECT destRect = {This->wineD3DDevice->xScreenSpace - This->wineD3DDevice->xHotSpot,
141 This->wineD3DDevice->yScreenSpace - This->wineD3DDevice->yHotSpot,
142 This->wineD3DDevice->xScreenSpace + This->wineD3DDevice->cursorWidth - This->wineD3DDevice->xHotSpot,
143 This->wineD3DDevice->yScreenSpace + This->wineD3DDevice->cursorHeight - This->wineD3DDevice->yHotSpot};
144 TRACE("Rendering the cursor. Creating fake surface at %p\n", &cursor);
145 /* Build a fake surface to call the Blitting code. It is not possible to use the interface passed by
146 * the application because we are only supposed to copy the information out. Using a fake surface
147 * allows to use the Blitting engine and avoid copying the whole texture -> render target blitting code.
149 memset(&cursor, 0, sizeof(cursor));
150 cursor.lpVtbl = &IWineD3DSurface_Vtbl;
151 cursor.resource.ref = 1;
152 cursor.resource.wineD3DDevice = This->wineD3DDevice;
153 cursor.resource.pool = WINED3DPOOL_SCRATCH;
154 cursor.resource.format = WINED3DFMT_A8R8G8B8;
155 cursor.resource.resourceType = WINED3DRTYPE_SURFACE;
156 cursor.glDescription.textureName = This->wineD3DDevice->cursorTexture;
157 cursor.glDescription.target = GL_TEXTURE_2D;
158 cursor.glDescription.level = 0;
159 cursor.currentDesc.Width = This->wineD3DDevice->cursorWidth;
160 cursor.currentDesc.Height = This->wineD3DDevice->cursorHeight;
161 cursor.glRect.left = 0;
162 cursor.glRect.top = 0;
163 cursor.glRect.right = cursor.currentDesc.Width;
164 cursor.glRect.bottom = cursor.currentDesc.Height;
165 /* The cursor must have pow2 sizes */
166 cursor.pow2Width = cursor.currentDesc.Width;
167 cursor.pow2Height = cursor.currentDesc.Height;
168 /* The surface is in the texture */
169 cursor.Flags |= SFLAG_INTEXTURE;
170 /* DDBLT_KEYSRC will cause BltOverride to enable the alpha test with GL_NOTEQUAL, 0.0,
171 * which is exactly what we want :-)
173 if (This->presentParms.Windowed) {
174 MapWindowPoints(NULL, This->win_handle, (LPPOINT)&destRect, 2);
176 IWineD3DSurface_Blt(This->backBuffer[0], &destRect, (IWineD3DSurface *) &cursor, NULL, WINEDDBLT_KEYSRC, NULL, WINED3DTEXF_NONE);
178 if(This->wineD3DDevice->logo_surface) {
179 /* Blit the logo into the upper left corner of the drawable */
180 IWineD3DSurface_BltFast(This->backBuffer[0], 0, 0, This->wineD3DDevice->logo_surface, NULL, WINEDDBLTFAST_SRCCOLORKEY);
183 if (pSourceRect || pDestRect) FIXME("Unhandled present options %p/%p\n", pSourceRect, pDestRect);
184 /* TODO: If only source rect or dest rect are supplied then clip the window to match */
185 TRACE("preseting HDC %p\n", This->context[0]->hdc);
187 /* Don't call checkGLcall, as glGetError is not applicable here */
188 if (hDestWindowOverride && This->win_handle != hDestWindowOverride) {
189 WINED3DLOCKED_RECT r;
190 BYTE *mem;
192 TRACE("Performing dest override of swapchain %p from window %p to %p\n", This, This->win_handle, hDestWindowOverride);
193 if(This->context[0] == This->wineD3DDevice->contexts[0]) {
194 /* The primary context 'owns' all the opengl resources. Destroying and recreating that context would require downloading
195 * all opengl resources, deleting the gl resources, destroying all other contexts, then recreating all other contexts
196 * and reload the resources
198 ERR("Cannot change the destination window of the owner of the primary context\n");
199 } else {
200 This->win_handle = hDestWindowOverride;
202 /* The old back buffer has to be copied over to the new back buffer. A lockrect - switchcontext - unlockrect
203 * would suffice in theory, but it is rather nasty and may cause troubles with future changes of the locking code
204 * So lock read only, copy the surface out, then lock with the discard flag and write back
206 IWineD3DSurface_LockRect(This->backBuffer[0], &r, NULL, WINED3DLOCK_READONLY);
207 mem = HeapAlloc(GetProcessHeap(), 0, r.Pitch * ((IWineD3DSurfaceImpl *) This->backBuffer[0])->currentDesc.Height);
208 memcpy(mem, r.pBits, r.Pitch * ((IWineD3DSurfaceImpl *) This->backBuffer[0])->currentDesc.Height);
209 IWineD3DSurface_UnlockRect(This->backBuffer[0]);
211 DestroyContext(This->wineD3DDevice, This->context[0]);
212 This->context[0] = CreateContext(This->wineD3DDevice, (IWineD3DSurfaceImpl *) This->frontBuffer, This->win_handle, FALSE /* pbuffer */, &This->presentParms);
214 IWineD3DSurface_LockRect(This->backBuffer[0], &r, NULL, WINED3DLOCK_DISCARD);
215 memcpy(r.pBits, mem, r.Pitch * ((IWineD3DSurfaceImpl *) This->backBuffer[0])->currentDesc.Height);
216 HeapFree(GetProcessHeap(), 0, mem);
217 IWineD3DSurface_UnlockRect(This->backBuffer[0]);
221 SwapBuffers(This->context[0]->hdc); /* TODO: cycle through the swapchain buffers */
223 TRACE("SwapBuffers called, Starting new frame\n");
224 /* FPS support */
225 if (TRACE_ON(fps))
227 DWORD time = GetTickCount();
228 This->frames++;
229 /* every 1.5 seconds */
230 if (time - This->prev_time > 1500) {
231 TRACE_(fps)("%p @ approx %.2ffps\n", This, 1000.0*This->frames/(time - This->prev_time));
232 This->prev_time = time;
233 This->frames = 0;
237 #if defined(FRAME_DEBUGGING)
239 if (GetFileAttributesA("C:\\D3DTRACE") != INVALID_FILE_ATTRIBUTES) {
240 if (!isOn) {
241 isOn = TRUE;
242 FIXME("Enabling D3D Trace\n");
243 __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 1);
244 #if defined(SHOW_FRAME_MAKEUP)
245 FIXME("Singe Frame snapshots Starting\n");
246 isDumpingFrames = TRUE;
247 ENTER_GL();
248 glClear(GL_COLOR_BUFFER_BIT);
249 LEAVE_GL();
250 #endif
252 #if defined(SINGLE_FRAME_DEBUGGING)
253 } else {
254 #if defined(SHOW_FRAME_MAKEUP)
255 FIXME("Singe Frame snapshots Finishing\n");
256 isDumpingFrames = FALSE;
257 #endif
258 FIXME("Singe Frame trace complete\n");
259 DeleteFileA("C:\\D3DTRACE");
260 __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 0);
261 #endif
263 } else {
264 if (isOn) {
265 isOn = FALSE;
266 #if defined(SHOW_FRAME_MAKEUP)
267 FIXME("Single Frame snapshots Finishing\n");
268 isDumpingFrames = FALSE;
269 #endif
270 FIXME("Disabling D3D Trace\n");
271 __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 0);
275 #endif
277 /* This is disabled, but the code left in for debug purposes.
279 * Since we're allowed to modify the new back buffer on a D3DSWAPEFFECT_DISCARD flip,
280 * we can clear it with some ugly color to make bad drawing visible and ease debugging.
281 * The Debug runtime does the same on Windows. However, a few games do not redraw the
282 * screen properly, like Max Payne 2, which leaves a few pixels undefined.
284 * Tests show that the content of the back buffer after a discard flip is indeed not
285 * reliable, so no game can depend on the exact content. However, it resembles the
286 * old contents in some way, for example by showing fragments at other locations. In
287 * general, the color theme is still intact. So Max payne, which draws rather dark scenes
288 * gets a dark background image. If we clear it with a bright ugly color, the game's
289 * bug shows up much more than it does on Windows, and the players see single pixels
290 * with wrong colors.
291 * (The Max Payne bug has been confirmed on Windows with the debug runtime)
293 if (FALSE && This->presentParms.SwapEffect == WINED3DSWAPEFFECT_DISCARD) {
294 TRACE("Clearing the color buffer with cyan color\n");
296 IWineD3DDevice_Clear((IWineD3DDevice*)This->wineD3DDevice, 0, NULL,
297 WINED3DCLEAR_TARGET, 0xff00ffff, 1.0, 0);
300 if(((IWineD3DSurfaceImpl *) This->frontBuffer)->Flags & SFLAG_INSYSMEM ||
301 ((IWineD3DSurfaceImpl *) This->backBuffer[0])->Flags & SFLAG_INSYSMEM ) {
302 /* Both memory copies of the surfaces are ok, flip them around too instead of dirtifying */
303 IWineD3DSurfaceImpl *front = (IWineD3DSurfaceImpl *) This->frontBuffer;
304 IWineD3DSurfaceImpl *back = (IWineD3DSurfaceImpl *) This->backBuffer[0];
305 BOOL frontuptodate = front->Flags & SFLAG_INSYSMEM;
306 BOOL backuptodate = back->Flags & SFLAG_INSYSMEM;
308 if(front->resource.size == back->resource.size) {
309 /* Flip the DC */
311 HDC tmp;
312 tmp = front->hDC;
313 front->hDC = back->hDC;
314 back->hDC = tmp;
317 /* Flip the DIBsection */
319 HBITMAP tmp;
320 BOOL hasDib = front->Flags & SFLAG_DIBSECTION;
321 tmp = front->dib.DIBsection;
322 front->dib.DIBsection = back->dib.DIBsection;
323 back->dib.DIBsection = tmp;
325 if(back->Flags & SFLAG_DIBSECTION) front->Flags |= SFLAG_DIBSECTION;
326 else front->Flags &= ~SFLAG_DIBSECTION;
327 if(hasDib) back->Flags |= SFLAG_DIBSECTION;
328 else back->Flags &= ~SFLAG_DIBSECTION;
331 /* Flip the surface data */
333 void* tmp;
335 tmp = front->dib.bitmap_data;
336 front->dib.bitmap_data = back->dib.bitmap_data;
337 back->dib.bitmap_data = tmp;
339 tmp = front->resource.allocatedMemory;
340 front->resource.allocatedMemory = back->resource.allocatedMemory;
341 back->resource.allocatedMemory = tmp;
343 tmp = front->resource.heapMemory;
344 front->resource.heapMemory = back->resource.heapMemory;
345 back->resource.heapMemory = tmp;
348 /* Flip the PBO */
350 DWORD tmp_flags = front->Flags;
352 GLuint tmp_pbo = front->pbo;
353 front->pbo = back->pbo;
354 back->pbo = tmp_pbo;
356 if(back->Flags & SFLAG_PBO)
357 front->Flags |= SFLAG_PBO;
358 else
359 front->Flags &= ~SFLAG_PBO;
361 if(tmp_flags & SFLAG_PBO)
362 back->Flags |= SFLAG_PBO;
363 else
364 back->Flags &= ~SFLAG_PBO;
367 /* client_memory should not be different, but just in case */
369 BOOL tmp;
370 tmp = front->dib.client_memory;
371 front->dib.client_memory = back->dib.client_memory;
372 back->dib.client_memory = tmp;
374 if(frontuptodate) back->Flags |= SFLAG_INSYSMEM;
375 else back->Flags &= ~SFLAG_INSYSMEM;
376 if(backuptodate) front->Flags |= SFLAG_INSYSMEM;
377 else front->Flags &= ~SFLAG_INSYSMEM;
378 } else {
379 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) front, SFLAG_INDRAWABLE, TRUE);
380 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) back, SFLAG_INDRAWABLE, TRUE);
384 if(This->presentParms.PresentationInterval != WINED3DPRESENT_INTERVAL_IMMEDIATE && GL_SUPPORT(SGI_VIDEO_SYNC)) {
385 retval = GL_EXTCALL(glXGetVideoSyncSGI(&sync));
386 if(retval != 0) {
387 ERR("glXGetVideoSyncSGI failed(retval = %d\n", retval);
390 switch(This->presentParms.PresentationInterval) {
391 case WINED3DPRESENT_INTERVAL_DEFAULT:
392 case WINED3DPRESENT_INTERVAL_ONE:
393 if(sync <= This->vSyncCounter) {
394 retval = GL_EXTCALL(glXWaitVideoSyncSGI(1, 0, &This->vSyncCounter));
395 } else {
396 This->vSyncCounter = sync;
398 break;
399 case WINED3DPRESENT_INTERVAL_TWO:
400 if(sync <= This->vSyncCounter + 1) {
401 retval = GL_EXTCALL(glXWaitVideoSyncSGI(2, This->vSyncCounter & 0x1, &This->vSyncCounter));
402 } else {
403 This->vSyncCounter = sync;
405 break;
406 case WINED3DPRESENT_INTERVAL_THREE:
407 if(sync <= This->vSyncCounter + 2) {
408 retval = GL_EXTCALL(glXWaitVideoSyncSGI(3, This->vSyncCounter % 0x3, &This->vSyncCounter));
409 } else {
410 This->vSyncCounter = sync;
412 break;
413 case WINED3DPRESENT_INTERVAL_FOUR:
414 if(sync <= This->vSyncCounter + 3) {
415 retval = GL_EXTCALL(glXWaitVideoSyncSGI(4, This->vSyncCounter & 0x3, &This->vSyncCounter));
416 } else {
417 This->vSyncCounter = sync;
419 break;
420 default:
421 FIXME("Unknown presentation interval %08x\n", This->presentParms.PresentationInterval);
425 TRACE("returning\n");
426 return WINED3D_OK;
429 static HRESULT WINAPI IWineD3DSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain *iface, IWineD3DSurface *pDestSurface) {
430 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
431 POINT start;
433 TRACE("(%p) : iface(%p) pDestSurface(%p)\n", This, iface, pDestSurface);
435 start.x = 0;
436 start.y = 0;
438 if (This->presentParms.Windowed) {
439 MapWindowPoints(This->win_handle, NULL, &start, 1);
442 IWineD3DSurface_BltFast(pDestSurface, start.x, start.y, This->frontBuffer, NULL, 0);
443 return WINED3D_OK;
446 static HRESULT WINAPI IWineD3DSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, UINT iBackBuffer, WINED3DBACKBUFFER_TYPE Type, IWineD3DSurface **ppBackBuffer) {
448 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
450 if (iBackBuffer > This->presentParms.BackBufferCount - 1) {
451 TRACE("Back buffer count out of range\n");
452 /* Native d3d9 doesn't set NULL here, just as wine's d3d9. But set it here
453 * in wined3d to avoid problems in other libs
455 *ppBackBuffer = NULL;
456 return WINED3DERR_INVALIDCALL;
459 *ppBackBuffer = This->backBuffer[iBackBuffer];
460 TRACE("(%p) : BackBuf %d Type %d returning %p\n", This, iBackBuffer, Type, *ppBackBuffer);
462 /* Note inc ref on returned surface */
463 if(*ppBackBuffer) IWineD3DSurface_AddRef(*ppBackBuffer);
464 return WINED3D_OK;
468 static HRESULT WINAPI IWineD3DSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *iface, WINED3DRASTER_STATUS *pRasterStatus) {
469 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
470 static BOOL showFixmes = TRUE;
471 pRasterStatus->InVBlank = TRUE;
472 pRasterStatus->ScanLine = 0;
473 /* No openGL equivalent */
474 if(showFixmes) {
475 FIXME("(%p) : stub (once)\n", This);
476 showFixmes = FALSE;
478 return WINED3D_OK;
481 static HRESULT WINAPI IWineD3DSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface, WINED3DDISPLAYMODE*pMode) {
482 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
483 HRESULT hr;
485 TRACE("(%p)->(%p): Calling GetAdapterDisplayMode\n", This, pMode);
486 hr = IWineD3D_GetAdapterDisplayMode(This->wineD3DDevice->wineD3D, This->wineD3DDevice->adapter->num, pMode);
488 TRACE("(%p) : returning w(%d) h(%d) rr(%d) fmt(%u,%s)\n", This, pMode->Width, pMode->Height, pMode->RefreshRate,
489 pMode->Format, debug_d3dformat(pMode->Format));
490 return hr;
493 static HRESULT WINAPI IWineD3DSwapChainImpl_GetDevice(IWineD3DSwapChain *iface, IWineD3DDevice**ppDevice) {
494 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
496 *ppDevice = (IWineD3DDevice *) This->wineD3DDevice;
498 /* Note Calling this method will increase the internal reference count
499 on the IDirect3DDevice9 interface. */
500 IWineD3DDevice_AddRef(*ppDevice);
501 TRACE("(%p) : returning %p\n", This, *ppDevice);
502 return WINED3D_OK;
505 static HRESULT WINAPI IWineD3DSwapChainImpl_GetPresentParameters(IWineD3DSwapChain *iface, WINED3DPRESENT_PARAMETERS *pPresentationParameters) {
506 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
507 TRACE("(%p)\n", This);
509 *pPresentationParameters = This->presentParms;
511 return WINED3D_OK;
514 static HRESULT WINAPI IWineD3DSwapChainImpl_SetGammaRamp(IWineD3DSwapChain *iface, DWORD Flags, CONST WINED3DGAMMARAMP *pRamp){
516 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
517 HDC hDC;
518 TRACE("(%p) : pRamp@%p flags(%d)\n", This, pRamp, Flags);
519 hDC = GetDC(This->win_handle);
520 SetDeviceGammaRamp(hDC, (LPVOID)pRamp);
521 ReleaseDC(This->win_handle, hDC);
522 return WINED3D_OK;
526 static HRESULT WINAPI IWineD3DSwapChainImpl_GetGammaRamp(IWineD3DSwapChain *iface, WINED3DGAMMARAMP *pRamp){
528 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
529 HDC hDC;
530 TRACE("(%p) : pRamp@%p\n", This, pRamp);
531 hDC = GetDC(This->win_handle);
532 GetDeviceGammaRamp(hDC, pRamp);
533 ReleaseDC(This->win_handle, hDC);
534 return WINED3D_OK;
539 const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl =
541 /* IUnknown */
542 IWineD3DSwapChainImpl_QueryInterface,
543 IWineD3DSwapChainImpl_AddRef,
544 IWineD3DSwapChainImpl_Release,
545 /* IWineD3DSwapChain */
546 IWineD3DSwapChainImpl_GetParent,
547 IWineD3DSwapChainImpl_Destroy,
548 IWineD3DSwapChainImpl_GetDevice,
549 IWineD3DSwapChainImpl_Present,
550 IWineD3DSwapChainImpl_GetFrontBufferData,
551 IWineD3DSwapChainImpl_GetBackBuffer,
552 IWineD3DSwapChainImpl_GetRasterStatus,
553 IWineD3DSwapChainImpl_GetDisplayMode,
554 IWineD3DSwapChainImpl_GetPresentParameters,
555 IWineD3DSwapChainImpl_SetGammaRamp,
556 IWineD3DSwapChainImpl_GetGammaRamp
559 WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface) {
560 WineD3DContext *ctx;
561 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *) iface;
562 WineD3DContext **newArray;
564 TRACE("Creating a new context for swapchain %p, thread %d\n", This, GetCurrentThreadId());
566 ctx = CreateContext(This->wineD3DDevice, (IWineD3DSurfaceImpl *) This->frontBuffer,
567 This->context[0]->win_handle, FALSE /* pbuffer */, &This->presentParms);
568 if(!ctx) {
569 ERR("Failed to create a new context for the swapchain\n");
570 return NULL;
573 newArray = HeapAlloc(GetProcessHeap(), 0, sizeof(*newArray) * This->num_contexts + 1);
574 if(!newArray) {
575 ERR("Out of memory when trying to allocate a new context array\n");
576 DestroyContext(This->wineD3DDevice, ctx);
577 return NULL;
579 memcpy(newArray, This->context, sizeof(*newArray) * This->num_contexts);
580 HeapFree(GetProcessHeap(), 0, This->context);
581 newArray[This->num_contexts] = ctx;
582 This->context = newArray;
583 This->num_contexts++;
585 TRACE("Returning context %p\n", ctx);
586 return ctx;
589 void get_drawable_size_swapchain(IWineD3DSurfaceImpl *This, UINT *width, UINT *height) {
590 /* The drawable size of an onscreen drawable is the surface size.
591 * (Actually: The window size, but the surface is created in window size)
593 *width = This->currentDesc.Width;
594 *height = This->currentDesc.Height;