push c89211be2889db25484c69db361f8abc539b86e2
[wine/hacks.git] / dlls / wined3d / swapchain.c
blob0994c6d8a69bc26e2c25aad4158b2046ef20e41b
1 /*
2 *IDirect3DSwapChain9 implementation
4 *Copyright 2002-2003 Jason Edmeades
5 *Copyright 2002-2003 Raphael Junqueira
6 *Copyright 2005 Oliver Stieber
7 *Copyright 2007-2008 Stefan Dösinger for CodeWeavers
9 *This library is free software; you can redistribute it and/or
10 *modify it under the terms of the GNU Lesser General Public
11 *License as published by the Free Software Foundation; either
12 *version 2.1 of the License, or (at your option) any later version.
14 *This library is distributed in the hope that it will be useful,
15 *but WITHOUT ANY WARRANTY; without even the implied warranty of
16 *MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 *Lesser General Public License for more details.
19 *You should have received a copy of the GNU Lesser General Public
20 *License along with this library; if not, write to the Free Software
21 *Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #include "config.h"
25 #include "wined3d_private.h"
28 /*TODO: some of the additional parameters may be required to
29 set the gamma ramp (for some weird reason microsoft have left swap gammaramp in device
30 but it operates on a swapchain, it may be a good idea to move it to IWineD3DSwapChain for IWineD3D)*/
33 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
34 WINE_DECLARE_DEBUG_CHANNEL(fps);
36 #define GLINFO_LOCATION This->wineD3DDevice->adapter->gl_info
38 /*IWineD3DSwapChain parts follow: */
39 static void WINAPI IWineD3DSwapChainImpl_Destroy(IWineD3DSwapChain *iface, D3DCB_DESTROYSURFACEFN D3DCB_DestroyRenderTarget) {
40 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
41 WINED3DDISPLAYMODE mode;
42 unsigned int i;
44 TRACE("Destroying swapchain %p\n", iface);
46 IWineD3DSwapChain_SetGammaRamp(iface, 0, &This->orig_gamma);
48 /* release the ref to the front and back buffer parents */
49 if(This->frontBuffer) {
50 IWineD3DSurface_SetContainer(This->frontBuffer, 0);
51 if(D3DCB_DestroyRenderTarget(This->frontBuffer) > 0) {
52 FIXME("(%p) Something's still holding the front buffer\n",This);
56 if(This->backBuffer) {
57 UINT i;
58 for(i = 0; i < This->presentParms.BackBufferCount; i++) {
59 IWineD3DSurface_SetContainer(This->backBuffer[i], 0);
60 if(D3DCB_DestroyRenderTarget(This->backBuffer[i]) > 0) {
61 FIXME("(%p) Something's still holding the back buffer\n",This);
64 HeapFree(GetProcessHeap(), 0, This->backBuffer);
67 for (i = 0; i < This->num_contexts; ++i)
69 DestroyContext(This->wineD3DDevice, This->context[i]);
71 /* Restore the screen resolution if we rendered in fullscreen
72 * This will restore the screen resolution to what it was before creating the swapchain. In case of d3d8 and d3d9
73 * this will be the original desktop resolution. In case of d3d7 this will be a NOP because ddraw sets the resolution
74 * before starting up Direct3D, thus orig_width and orig_height will be equal to the modes in the presentation params
76 if(This->presentParms.Windowed == FALSE && This->presentParms.AutoRestoreDisplayMode) {
77 mode.Width = This->orig_width;
78 mode.Height = This->orig_height;
79 mode.RefreshRate = 0;
80 mode.Format = This->orig_fmt;
81 IWineD3DDevice_SetDisplayMode((IWineD3DDevice *) This->wineD3DDevice, 0, &mode);
83 HeapFree(GetProcessHeap(), 0, This->context);
85 HeapFree(GetProcessHeap(), 0, This);
88 static HRESULT WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface, CONST RECT *pSourceRect, CONST RECT *pDestRect, HWND hDestWindowOverride, CONST RGNDATA *pDirtyRegion, DWORD dwFlags) {
89 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
90 unsigned int sync;
91 int retval;
94 ActivateContext(This->wineD3DDevice, This->backBuffer[0], CTXUSAGE_RESOURCELOAD);
96 /* Render the cursor onto the back buffer, using our nifty directdraw blitting code :-) */
97 if(This->wineD3DDevice->bCursorVisible && This->wineD3DDevice->cursorTexture) {
98 IWineD3DSurfaceImpl cursor;
99 RECT destRect = {This->wineD3DDevice->xScreenSpace - This->wineD3DDevice->xHotSpot,
100 This->wineD3DDevice->yScreenSpace - This->wineD3DDevice->yHotSpot,
101 This->wineD3DDevice->xScreenSpace + This->wineD3DDevice->cursorWidth - This->wineD3DDevice->xHotSpot,
102 This->wineD3DDevice->yScreenSpace + This->wineD3DDevice->cursorHeight - This->wineD3DDevice->yHotSpot};
103 TRACE("Rendering the cursor. Creating fake surface at %p\n", &cursor);
104 /* Build a fake surface to call the Blitting code. It is not possible to use the interface passed by
105 * the application because we are only supposed to copy the information out. Using a fake surface
106 * allows to use the Blitting engine and avoid copying the whole texture -> render target blitting code.
108 memset(&cursor, 0, sizeof(cursor));
109 cursor.lpVtbl = &IWineD3DSurface_Vtbl;
110 cursor.resource.ref = 1;
111 cursor.resource.wineD3DDevice = This->wineD3DDevice;
112 cursor.resource.pool = WINED3DPOOL_SCRATCH;
113 cursor.resource.format_desc = getFormatDescEntry(WINED3DFMT_A8R8G8B8, &This->wineD3DDevice->adapter->gl_info);
114 cursor.resource.resourceType = WINED3DRTYPE_SURFACE;
115 cursor.texture_name = This->wineD3DDevice->cursorTexture;
116 cursor.texture_target = GL_TEXTURE_2D;
117 cursor.texture_level = 0;
118 cursor.currentDesc.Width = This->wineD3DDevice->cursorWidth;
119 cursor.currentDesc.Height = This->wineD3DDevice->cursorHeight;
120 cursor.glRect.left = 0;
121 cursor.glRect.top = 0;
122 cursor.glRect.right = cursor.currentDesc.Width;
123 cursor.glRect.bottom = cursor.currentDesc.Height;
124 /* The cursor must have pow2 sizes */
125 cursor.pow2Width = cursor.currentDesc.Width;
126 cursor.pow2Height = cursor.currentDesc.Height;
127 /* The surface is in the texture */
128 cursor.Flags |= SFLAG_INTEXTURE;
129 /* DDBLT_KEYSRC will cause BltOverride to enable the alpha test with GL_NOTEQUAL, 0.0,
130 * which is exactly what we want :-)
132 if (This->presentParms.Windowed) {
133 MapWindowPoints(NULL, This->win_handle, (LPPOINT)&destRect, 2);
135 IWineD3DSurface_Blt(This->backBuffer[0], &destRect, (IWineD3DSurface *) &cursor, NULL, WINEDDBLT_KEYSRC, NULL, WINED3DTEXF_NONE);
137 if(This->wineD3DDevice->logo_surface) {
138 /* Blit the logo into the upper left corner of the drawable */
139 IWineD3DSurface_BltFast(This->backBuffer[0], 0, 0, This->wineD3DDevice->logo_surface, NULL, WINEDDBLTFAST_SRCCOLORKEY);
142 if (pSourceRect || pDestRect) FIXME("Unhandled present rects %s/%s\n", wine_dbgstr_rect(pSourceRect), wine_dbgstr_rect(pDestRect));
143 /* TODO: If only source rect or dest rect are supplied then clip the window to match */
144 TRACE("presetting HDC %p\n", This->context[0]->hdc);
146 /* Don't call checkGLcall, as glGetError is not applicable here */
147 if (hDestWindowOverride && This->win_handle != hDestWindowOverride) {
148 IWineD3DSwapChain_SetDestWindowOverride(iface, hDestWindowOverride);
151 SwapBuffers(This->context[0]->hdc); /* TODO: cycle through the swapchain buffers */
153 TRACE("SwapBuffers called, Starting new frame\n");
154 /* FPS support */
155 if (TRACE_ON(fps))
157 DWORD time = GetTickCount();
158 This->frames++;
159 /* every 1.5 seconds */
160 if (time - This->prev_time > 1500) {
161 TRACE_(fps)("%p @ approx %.2ffps\n", This, 1000.0*This->frames/(time - This->prev_time));
162 This->prev_time = time;
163 This->frames = 0;
167 #if defined(FRAME_DEBUGGING)
169 if (GetFileAttributesA("C:\\D3DTRACE") != INVALID_FILE_ATTRIBUTES) {
170 if (!isOn) {
171 isOn = TRUE;
172 FIXME("Enabling D3D Trace\n");
173 __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 1);
174 #if defined(SHOW_FRAME_MAKEUP)
175 FIXME("Singe Frame snapshots Starting\n");
176 isDumpingFrames = TRUE;
177 ENTER_GL();
178 glClear(GL_COLOR_BUFFER_BIT);
179 LEAVE_GL();
180 #endif
182 #if defined(SINGLE_FRAME_DEBUGGING)
183 } else {
184 #if defined(SHOW_FRAME_MAKEUP)
185 FIXME("Singe Frame snapshots Finishing\n");
186 isDumpingFrames = FALSE;
187 #endif
188 FIXME("Singe Frame trace complete\n");
189 DeleteFileA("C:\\D3DTRACE");
190 __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 0);
191 #endif
193 } else {
194 if (isOn) {
195 isOn = FALSE;
196 #if defined(SHOW_FRAME_MAKEUP)
197 FIXME("Single Frame snapshots Finishing\n");
198 isDumpingFrames = FALSE;
199 #endif
200 FIXME("Disabling D3D Trace\n");
201 __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 0);
205 #endif
207 /* This is disabled, but the code left in for debug purposes.
209 * Since we're allowed to modify the new back buffer on a D3DSWAPEFFECT_DISCARD flip,
210 * we can clear it with some ugly color to make bad drawing visible and ease debugging.
211 * The Debug runtime does the same on Windows. However, a few games do not redraw the
212 * screen properly, like Max Payne 2, which leaves a few pixels undefined.
214 * Tests show that the content of the back buffer after a discard flip is indeed not
215 * reliable, so no game can depend on the exact content. However, it resembles the
216 * old contents in some way, for example by showing fragments at other locations. In
217 * general, the color theme is still intact. So Max payne, which draws rather dark scenes
218 * gets a dark background image. If we clear it with a bright ugly color, the game's
219 * bug shows up much more than it does on Windows, and the players see single pixels
220 * with wrong colors.
221 * (The Max Payne bug has been confirmed on Windows with the debug runtime)
223 if (FALSE && This->presentParms.SwapEffect == WINED3DSWAPEFFECT_DISCARD) {
224 TRACE("Clearing the color buffer with cyan color\n");
226 IWineD3DDevice_Clear((IWineD3DDevice*)This->wineD3DDevice, 0, NULL,
227 WINED3DCLEAR_TARGET, 0xff00ffff, 1.0f, 0);
230 if(((IWineD3DSurfaceImpl *) This->frontBuffer)->Flags & SFLAG_INSYSMEM ||
231 ((IWineD3DSurfaceImpl *) This->backBuffer[0])->Flags & SFLAG_INSYSMEM ) {
232 /* Both memory copies of the surfaces are ok, flip them around too instead of dirtifying */
233 IWineD3DSurfaceImpl *front = (IWineD3DSurfaceImpl *) This->frontBuffer;
234 IWineD3DSurfaceImpl *back = (IWineD3DSurfaceImpl *) This->backBuffer[0];
236 if(front->resource.size == back->resource.size) {
237 DWORD fbflags;
238 flip_surface(front, back);
240 /* Tell the front buffer surface that is has been modified. However,
241 * the other locations were preserved during that, so keep the flags.
242 * This serves to update the emulated overlay, if any
244 fbflags = front->Flags;
245 IWineD3DSurface_ModifyLocation(This->frontBuffer, SFLAG_INDRAWABLE, TRUE);
246 front->Flags = fbflags;
247 } else {
248 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) front, SFLAG_INDRAWABLE, TRUE);
249 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) back, SFLAG_INDRAWABLE, TRUE);
251 } else {
252 IWineD3DSurface_ModifyLocation(This->frontBuffer, SFLAG_INDRAWABLE, TRUE);
253 /* If the swapeffect is DISCARD, the back buffer is undefined. That means the SYSMEM
254 * and INTEXTURE copies can keep their old content if they have any defined content.
255 * If the swapeffect is COPY, the content remains the same. If it is FLIP however,
256 * the texture / sysmem copy needs to be reloaded from the drawable
258 if(This->presentParms.SwapEffect == WINED3DSWAPEFFECT_FLIP) {
259 IWineD3DSurface_ModifyLocation(This->backBuffer[0], SFLAG_INDRAWABLE, TRUE);
263 if (This->wineD3DDevice->stencilBufferTarget) {
264 if (This->presentParms.Flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
265 || ((IWineD3DSurfaceImpl *)This->wineD3DDevice->stencilBufferTarget)->Flags & SFLAG_DISCARD) {
266 surface_modify_ds_location(This->wineD3DDevice->stencilBufferTarget, SFLAG_DS_DISCARDED);
270 if(This->presentParms.PresentationInterval != WINED3DPRESENT_INTERVAL_IMMEDIATE && GL_SUPPORT(SGI_VIDEO_SYNC)) {
271 retval = GL_EXTCALL(glXGetVideoSyncSGI(&sync));
272 if(retval != 0) {
273 ERR("glXGetVideoSyncSGI failed(retval = %d\n", retval);
276 switch(This->presentParms.PresentationInterval) {
277 case WINED3DPRESENT_INTERVAL_DEFAULT:
278 case WINED3DPRESENT_INTERVAL_ONE:
279 if(sync <= This->vSyncCounter) {
280 retval = GL_EXTCALL(glXWaitVideoSyncSGI(1, 0, &This->vSyncCounter));
281 } else {
282 This->vSyncCounter = sync;
284 break;
285 case WINED3DPRESENT_INTERVAL_TWO:
286 if(sync <= This->vSyncCounter + 1) {
287 retval = GL_EXTCALL(glXWaitVideoSyncSGI(2, This->vSyncCounter & 0x1, &This->vSyncCounter));
288 } else {
289 This->vSyncCounter = sync;
291 break;
292 case WINED3DPRESENT_INTERVAL_THREE:
293 if(sync <= This->vSyncCounter + 2) {
294 retval = GL_EXTCALL(glXWaitVideoSyncSGI(3, This->vSyncCounter % 0x3, &This->vSyncCounter));
295 } else {
296 This->vSyncCounter = sync;
298 break;
299 case WINED3DPRESENT_INTERVAL_FOUR:
300 if(sync <= This->vSyncCounter + 3) {
301 retval = GL_EXTCALL(glXWaitVideoSyncSGI(4, This->vSyncCounter & 0x3, &This->vSyncCounter));
302 } else {
303 This->vSyncCounter = sync;
305 break;
306 default:
307 FIXME("Unknown presentation interval %08x\n", This->presentParms.PresentationInterval);
311 TRACE("returning\n");
312 return WINED3D_OK;
315 static HRESULT WINAPI IWineD3DSwapChainImpl_SetDestWindowOverride(IWineD3DSwapChain *iface, HWND window) {
316 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
317 WINED3DLOCKED_RECT r;
318 BYTE *mem;
320 if(window == This->win_handle) return WINED3D_OK;
322 TRACE("Performing dest override of swapchain %p from window %p to %p\n", This, This->win_handle, window);
323 if(This->context[0] == This->wineD3DDevice->contexts[0]) {
324 /* The primary context 'owns' all the opengl resources. Destroying and recreating that context requires downloading
325 * all opengl resources, deleting the gl resources, destroying all other contexts, then recreating all other contexts
326 * and reload the resources
328 delete_opengl_contexts((IWineD3DDevice *) This->wineD3DDevice, iface);
329 This->win_handle = window;
330 create_primary_opengl_context((IWineD3DDevice *) This->wineD3DDevice, iface);
331 } else {
332 This->win_handle = window;
334 /* The old back buffer has to be copied over to the new back buffer. A lockrect - switchcontext - unlockrect
335 * would suffice in theory, but it is rather nasty and may cause troubles with future changes of the locking code
336 * So lock read only, copy the surface out, then lock with the discard flag and write back
338 IWineD3DSurface_LockRect(This->backBuffer[0], &r, NULL, WINED3DLOCK_READONLY);
339 mem = HeapAlloc(GetProcessHeap(), 0, r.Pitch * ((IWineD3DSurfaceImpl *) This->backBuffer[0])->currentDesc.Height);
340 memcpy(mem, r.pBits, r.Pitch * ((IWineD3DSurfaceImpl *) This->backBuffer[0])->currentDesc.Height);
341 IWineD3DSurface_UnlockRect(This->backBuffer[0]);
343 DestroyContext(This->wineD3DDevice, This->context[0]);
344 This->context[0] = CreateContext(This->wineD3DDevice, (IWineD3DSurfaceImpl *) This->frontBuffer, This->win_handle, FALSE /* pbuffer */, &This->presentParms);
346 IWineD3DSurface_LockRect(This->backBuffer[0], &r, NULL, WINED3DLOCK_DISCARD);
347 memcpy(r.pBits, mem, r.Pitch * ((IWineD3DSurfaceImpl *) This->backBuffer[0])->currentDesc.Height);
348 HeapFree(GetProcessHeap(), 0, mem);
349 IWineD3DSurface_UnlockRect(This->backBuffer[0]);
351 return WINED3D_OK;
354 const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl =
356 /* IUnknown */
357 IWineD3DBaseSwapChainImpl_QueryInterface,
358 IWineD3DBaseSwapChainImpl_AddRef,
359 IWineD3DBaseSwapChainImpl_Release,
360 /* IWineD3DSwapChain */
361 IWineD3DBaseSwapChainImpl_GetParent,
362 IWineD3DSwapChainImpl_Destroy,
363 IWineD3DBaseSwapChainImpl_GetDevice,
364 IWineD3DSwapChainImpl_Present,
365 IWineD3DSwapChainImpl_SetDestWindowOverride,
366 IWineD3DBaseSwapChainImpl_GetFrontBufferData,
367 IWineD3DBaseSwapChainImpl_GetBackBuffer,
368 IWineD3DBaseSwapChainImpl_GetRasterStatus,
369 IWineD3DBaseSwapChainImpl_GetDisplayMode,
370 IWineD3DBaseSwapChainImpl_GetPresentParameters,
371 IWineD3DBaseSwapChainImpl_SetGammaRamp,
372 IWineD3DBaseSwapChainImpl_GetGammaRamp
375 WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface) {
376 WineD3DContext *ctx;
377 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *) iface;
378 WineD3DContext **newArray;
380 TRACE("Creating a new context for swapchain %p, thread %d\n", This, GetCurrentThreadId());
382 ctx = CreateContext(This->wineD3DDevice, (IWineD3DSurfaceImpl *) This->frontBuffer,
383 This->context[0]->win_handle, FALSE /* pbuffer */, &This->presentParms);
384 if(!ctx) {
385 ERR("Failed to create a new context for the swapchain\n");
386 return NULL;
389 newArray = HeapAlloc(GetProcessHeap(), 0, sizeof(*newArray) * This->num_contexts + 1);
390 if(!newArray) {
391 ERR("Out of memory when trying to allocate a new context array\n");
392 DestroyContext(This->wineD3DDevice, ctx);
393 return NULL;
395 memcpy(newArray, This->context, sizeof(*newArray) * This->num_contexts);
396 HeapFree(GetProcessHeap(), 0, This->context);
397 newArray[This->num_contexts] = ctx;
398 This->context = newArray;
399 This->num_contexts++;
401 TRACE("Returning context %p\n", ctx);
402 return ctx;
405 void get_drawable_size_swapchain(struct WineD3DContext *context, UINT *width, UINT *height)
407 IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)context->surface;
408 /* The drawable size of an onscreen drawable is the surface size.
409 * (Actually: The window size, but the surface is created in window size) */
410 *width = surface->currentDesc.Width;
411 *height = surface->currentDesc.Height;