push 8afb052dbd88a5573ccf876d3c2c38188d7913b8
[wine/hacks.git] / dlls / wined3d / swapchain.c
blobe564a81dd39c1a9f22482f5626320c2e4f217211
1 /*
2 *IDirect3DSwapChain9 implementation
4 *Copyright 2002-2003 Jason Edmeades
5 *Copyright 2002-2003 Raphael Junqueira
6 *Copyright 2005 Oliver Stieber
7 *Copyright 2007 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 /* IDirect3DSwapChain IUnknown parts follow: */
39 static ULONG WINAPI IWineD3DSwapChainImpl_AddRef(IWineD3DSwapChain *iface) {
40 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
41 DWORD refCount = InterlockedIncrement(&This->ref);
42 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
43 return refCount;
46 static HRESULT WINAPI IWineD3DSwapChainImpl_QueryInterface(IWineD3DSwapChain *iface, REFIID riid, LPVOID *ppobj)
48 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
49 TRACE("(%p)->(%s,%p)\n", This, debugstr_guid(riid), ppobj);
50 if (IsEqualGUID(riid, &IID_IUnknown)
51 || IsEqualGUID(riid, &IID_IWineD3DBase)
52 || IsEqualGUID(riid, &IID_IWineD3DSwapChain)){
53 IWineD3DSwapChainImpl_AddRef(iface);
54 if(ppobj == NULL){
55 ERR("Query interface called but now data allocated\n");
56 return E_NOINTERFACE;
58 *ppobj = This;
59 return WINED3D_OK;
61 *ppobj = NULL;
62 return E_NOINTERFACE;
66 static ULONG WINAPI IWineD3DSwapChainImpl_Release(IWineD3DSwapChain *iface) {
67 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
68 DWORD refCount;
69 refCount = InterlockedDecrement(&This->ref);
70 TRACE("(%p) : ReleaseRef to %d\n", This, refCount);
71 if (refCount == 0) {
72 IWineD3DSwapChain_Destroy(iface, D3DCB_DefaultDestroySurface);
74 return refCount;
77 static HRESULT WINAPI IWineD3DSwapChainImpl_GetParent(IWineD3DSwapChain *iface, IUnknown ** ppParent){
78 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
79 *ppParent = This->parent;
80 IUnknown_AddRef(*ppParent);
81 TRACE("(%p) returning %p\n", This , *ppParent);
82 return WINED3D_OK;
85 /*IWineD3DSwapChain parts follow: */
86 static void WINAPI IWineD3DSwapChainImpl_Destroy(IWineD3DSwapChain *iface, D3DCB_DESTROYSURFACEFN D3DCB_DestroyRenderTarget) {
87 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
88 WINED3DDISPLAYMODE mode;
89 int i;
91 TRACE("Destroying swapchain %p\n", iface);
93 IWineD3DSwapChain_SetGammaRamp(iface, 0, &This->orig_gamma);
95 /* release the ref to the front and back buffer parents */
96 if(This->frontBuffer) {
97 IWineD3DSurface_SetContainer(This->frontBuffer, 0);
98 if(D3DCB_DestroyRenderTarget(This->frontBuffer) > 0) {
99 FIXME("(%p) Something's still holding the front buffer\n",This);
103 if(This->backBuffer) {
104 int i;
105 for(i = 0; i < This->presentParms.BackBufferCount; i++) {
106 IWineD3DSurface_SetContainer(This->backBuffer[i], 0);
107 if(D3DCB_DestroyRenderTarget(This->backBuffer[i]) > 0) {
108 FIXME("(%p) Something's still holding the back buffer\n",This);
111 HeapFree(GetProcessHeap(), 0, This->backBuffer);
114 for(i = 0; i < This->num_contexts; i++) {
115 DestroyContext(This->wineD3DDevice, This->context[i]);
117 /* Restore the screen resolution if we rendered in fullscreen
118 * This will restore the screen resolution to what it was before creating the swapchain. In case of d3d8 and d3d9
119 * this will be the original desktop resolution. In case of d3d7 this will be a NOP because ddraw sets the resolution
120 * before starting up Direct3D, thus orig_width and orig_height will be equal to the modes in the presentation params
122 if(This->presentParms.Windowed == FALSE) {
123 mode.Width = This->orig_width;
124 mode.Height = This->orig_height;
125 mode.RefreshRate = 0;
126 mode.Format = This->orig_fmt;
127 IWineD3DDevice_SetDisplayMode((IWineD3DDevice *) This->wineD3DDevice, 0, &mode);
129 HeapFree(GetProcessHeap(), 0, This->context);
131 HeapFree(GetProcessHeap(), 0, This);
134 static HRESULT WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface, CONST RECT *pSourceRect, CONST RECT *pDestRect, HWND hDestWindowOverride, CONST RGNDATA *pDirtyRegion, DWORD dwFlags) {
135 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
136 unsigned int sync;
137 int retval;
140 ActivateContext(This->wineD3DDevice, This->backBuffer[0], CTXUSAGE_RESOURCELOAD);
142 /* Render the cursor onto the back buffer, using our nifty directdraw blitting code :-) */
143 if(This->wineD3DDevice->bCursorVisible && This->wineD3DDevice->cursorTexture) {
144 IWineD3DSurfaceImpl cursor;
145 RECT destRect = {This->wineD3DDevice->xScreenSpace - This->wineD3DDevice->xHotSpot,
146 This->wineD3DDevice->yScreenSpace - This->wineD3DDevice->yHotSpot,
147 This->wineD3DDevice->xScreenSpace + This->wineD3DDevice->cursorWidth - This->wineD3DDevice->xHotSpot,
148 This->wineD3DDevice->yScreenSpace + This->wineD3DDevice->cursorHeight - This->wineD3DDevice->yHotSpot};
149 TRACE("Rendering the cursor. Creating fake surface at %p\n", &cursor);
150 /* Build a fake surface to call the Blitting code. It is not possible to use the interface passed by
151 * the application because we are only supposed to copy the information out. Using a fake surface
152 * allows to use the Blitting engine and avoid copying the whole texture -> render target blitting code.
154 memset(&cursor, 0, sizeof(cursor));
155 cursor.lpVtbl = &IWineD3DSurface_Vtbl;
156 cursor.resource.ref = 1;
157 cursor.resource.wineD3DDevice = This->wineD3DDevice;
158 cursor.resource.pool = WINED3DPOOL_SCRATCH;
159 cursor.resource.format = WINED3DFMT_A8R8G8B8;
160 cursor.resource.resourceType = WINED3DRTYPE_SURFACE;
161 cursor.glDescription.textureName = This->wineD3DDevice->cursorTexture;
162 cursor.glDescription.target = GL_TEXTURE_2D;
163 cursor.glDescription.level = 0;
164 cursor.currentDesc.Width = This->wineD3DDevice->cursorWidth;
165 cursor.currentDesc.Height = This->wineD3DDevice->cursorHeight;
166 cursor.glRect.left = 0;
167 cursor.glRect.top = 0;
168 cursor.glRect.right = cursor.currentDesc.Width;
169 cursor.glRect.bottom = cursor.currentDesc.Height;
170 /* The cursor must have pow2 sizes */
171 cursor.pow2Width = cursor.currentDesc.Width;
172 cursor.pow2Height = cursor.currentDesc.Height;
173 /* The surface is in the texture */
174 cursor.Flags |= SFLAG_INTEXTURE;
175 /* DDBLT_KEYSRC will cause BltOverride to enable the alpha test with GL_NOTEQUAL, 0.0,
176 * which is exactly what we want :-)
178 if (This->presentParms.Windowed) {
179 MapWindowPoints(NULL, This->win_handle, (LPPOINT)&destRect, 2);
181 IWineD3DSurface_Blt(This->backBuffer[0], &destRect, (IWineD3DSurface *) &cursor, NULL, WINEDDBLT_KEYSRC, NULL, WINED3DTEXF_NONE);
183 if(This->wineD3DDevice->logo_surface) {
184 /* Blit the logo into the upper left corner of the drawable */
185 IWineD3DSurface_BltFast(This->backBuffer[0], 0, 0, This->wineD3DDevice->logo_surface, NULL, WINEDDBLTFAST_SRCCOLORKEY);
188 if (pSourceRect || pDestRect) FIXME("Unhandled present options %p/%p\n", pSourceRect, pDestRect);
189 /* TODO: If only source rect or dest rect are supplied then clip the window to match */
190 TRACE("presetting HDC %p\n", This->context[0]->hdc);
192 /* Don't call checkGLcall, as glGetError is not applicable here */
193 if (hDestWindowOverride && This->win_handle != hDestWindowOverride) {
194 WINED3DLOCKED_RECT r;
195 BYTE *mem;
197 TRACE("Performing dest override of swapchain %p from window %p to %p\n", This, This->win_handle, hDestWindowOverride);
198 if(This->context[0] == This->wineD3DDevice->contexts[0]) {
199 /* The primary context 'owns' all the opengl resources. Destroying and recreating that context would require downloading
200 * all opengl resources, deleting the gl resources, destroying all other contexts, then recreating all other contexts
201 * and reload the resources
203 ERR("Cannot change the destination window of the owner of the primary context\n");
204 } else {
205 This->win_handle = hDestWindowOverride;
207 /* The old back buffer has to be copied over to the new back buffer. A lockrect - switchcontext - unlockrect
208 * would suffice in theory, but it is rather nasty and may cause troubles with future changes of the locking code
209 * So lock read only, copy the surface out, then lock with the discard flag and write back
211 IWineD3DSurface_LockRect(This->backBuffer[0], &r, NULL, WINED3DLOCK_READONLY);
212 mem = HeapAlloc(GetProcessHeap(), 0, r.Pitch * ((IWineD3DSurfaceImpl *) This->backBuffer[0])->currentDesc.Height);
213 memcpy(mem, r.pBits, r.Pitch * ((IWineD3DSurfaceImpl *) This->backBuffer[0])->currentDesc.Height);
214 IWineD3DSurface_UnlockRect(This->backBuffer[0]);
216 DestroyContext(This->wineD3DDevice, This->context[0]);
217 This->context[0] = CreateContext(This->wineD3DDevice, (IWineD3DSurfaceImpl *) This->frontBuffer, This->win_handle, FALSE /* pbuffer */, &This->presentParms);
219 IWineD3DSurface_LockRect(This->backBuffer[0], &r, NULL, WINED3DLOCK_DISCARD);
220 memcpy(r.pBits, mem, r.Pitch * ((IWineD3DSurfaceImpl *) This->backBuffer[0])->currentDesc.Height);
221 HeapFree(GetProcessHeap(), 0, mem);
222 IWineD3DSurface_UnlockRect(This->backBuffer[0]);
226 SwapBuffers(This->context[0]->hdc); /* TODO: cycle through the swapchain buffers */
228 TRACE("SwapBuffers called, Starting new frame\n");
229 /* FPS support */
230 if (TRACE_ON(fps))
232 DWORD time = GetTickCount();
233 This->frames++;
234 /* every 1.5 seconds */
235 if (time - This->prev_time > 1500) {
236 TRACE_(fps)("%p @ approx %.2ffps\n", This, 1000.0*This->frames/(time - This->prev_time));
237 This->prev_time = time;
238 This->frames = 0;
242 #if defined(FRAME_DEBUGGING)
244 if (GetFileAttributesA("C:\\D3DTRACE") != INVALID_FILE_ATTRIBUTES) {
245 if (!isOn) {
246 isOn = TRUE;
247 FIXME("Enabling D3D Trace\n");
248 __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 1);
249 #if defined(SHOW_FRAME_MAKEUP)
250 FIXME("Singe Frame snapshots Starting\n");
251 isDumpingFrames = TRUE;
252 ENTER_GL();
253 glClear(GL_COLOR_BUFFER_BIT);
254 LEAVE_GL();
255 #endif
257 #if defined(SINGLE_FRAME_DEBUGGING)
258 } else {
259 #if defined(SHOW_FRAME_MAKEUP)
260 FIXME("Singe Frame snapshots Finishing\n");
261 isDumpingFrames = FALSE;
262 #endif
263 FIXME("Singe Frame trace complete\n");
264 DeleteFileA("C:\\D3DTRACE");
265 __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 0);
266 #endif
268 } else {
269 if (isOn) {
270 isOn = FALSE;
271 #if defined(SHOW_FRAME_MAKEUP)
272 FIXME("Single Frame snapshots Finishing\n");
273 isDumpingFrames = FALSE;
274 #endif
275 FIXME("Disabling D3D Trace\n");
276 __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 0);
280 #endif
282 /* This is disabled, but the code left in for debug purposes.
284 * Since we're allowed to modify the new back buffer on a D3DSWAPEFFECT_DISCARD flip,
285 * we can clear it with some ugly color to make bad drawing visible and ease debugging.
286 * The Debug runtime does the same on Windows. However, a few games do not redraw the
287 * screen properly, like Max Payne 2, which leaves a few pixels undefined.
289 * Tests show that the content of the back buffer after a discard flip is indeed not
290 * reliable, so no game can depend on the exact content. However, it resembles the
291 * old contents in some way, for example by showing fragments at other locations. In
292 * general, the color theme is still intact. So Max payne, which draws rather dark scenes
293 * gets a dark background image. If we clear it with a bright ugly color, the game's
294 * bug shows up much more than it does on Windows, and the players see single pixels
295 * with wrong colors.
296 * (The Max Payne bug has been confirmed on Windows with the debug runtime)
298 if (FALSE && This->presentParms.SwapEffect == WINED3DSWAPEFFECT_DISCARD) {
299 TRACE("Clearing the color buffer with cyan color\n");
301 IWineD3DDevice_Clear((IWineD3DDevice*)This->wineD3DDevice, 0, NULL,
302 WINED3DCLEAR_TARGET, 0xff00ffff, 1.0, 0);
305 if(((IWineD3DSurfaceImpl *) This->frontBuffer)->Flags & SFLAG_INSYSMEM ||
306 ((IWineD3DSurfaceImpl *) This->backBuffer[0])->Flags & SFLAG_INSYSMEM ) {
307 /* Both memory copies of the surfaces are ok, flip them around too instead of dirtifying */
308 IWineD3DSurfaceImpl *front = (IWineD3DSurfaceImpl *) This->frontBuffer;
309 IWineD3DSurfaceImpl *back = (IWineD3DSurfaceImpl *) This->backBuffer[0];
310 BOOL frontuptodate = front->Flags & SFLAG_INSYSMEM;
311 BOOL backuptodate = back->Flags & SFLAG_INSYSMEM;
313 if(front->resource.size == back->resource.size) {
314 /* Flip the DC */
316 HDC tmp;
317 tmp = front->hDC;
318 front->hDC = back->hDC;
319 back->hDC = tmp;
322 /* Flip the DIBsection */
324 HBITMAP tmp;
325 BOOL hasDib = front->Flags & SFLAG_DIBSECTION;
326 tmp = front->dib.DIBsection;
327 front->dib.DIBsection = back->dib.DIBsection;
328 back->dib.DIBsection = tmp;
330 if(back->Flags & SFLAG_DIBSECTION) front->Flags |= SFLAG_DIBSECTION;
331 else front->Flags &= ~SFLAG_DIBSECTION;
332 if(hasDib) back->Flags |= SFLAG_DIBSECTION;
333 else back->Flags &= ~SFLAG_DIBSECTION;
336 /* Flip the surface data */
338 void* tmp;
340 tmp = front->dib.bitmap_data;
341 front->dib.bitmap_data = back->dib.bitmap_data;
342 back->dib.bitmap_data = tmp;
344 tmp = front->resource.allocatedMemory;
345 front->resource.allocatedMemory = back->resource.allocatedMemory;
346 back->resource.allocatedMemory = tmp;
348 tmp = front->resource.heapMemory;
349 front->resource.heapMemory = back->resource.heapMemory;
350 back->resource.heapMemory = tmp;
353 /* Flip the PBO */
355 DWORD tmp_flags = front->Flags;
357 GLuint tmp_pbo = front->pbo;
358 front->pbo = back->pbo;
359 back->pbo = tmp_pbo;
361 if(back->Flags & SFLAG_PBO)
362 front->Flags |= SFLAG_PBO;
363 else
364 front->Flags &= ~SFLAG_PBO;
366 if(tmp_flags & SFLAG_PBO)
367 back->Flags |= SFLAG_PBO;
368 else
369 back->Flags &= ~SFLAG_PBO;
372 /* client_memory should not be different, but just in case */
374 BOOL tmp;
375 tmp = front->dib.client_memory;
376 front->dib.client_memory = back->dib.client_memory;
377 back->dib.client_memory = tmp;
379 if(frontuptodate) back->Flags |= SFLAG_INSYSMEM;
380 else back->Flags &= ~SFLAG_INSYSMEM;
381 if(backuptodate) front->Flags |= SFLAG_INSYSMEM;
382 else front->Flags &= ~SFLAG_INSYSMEM;
383 } else {
384 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) front, SFLAG_INDRAWABLE, TRUE);
385 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) back, SFLAG_INDRAWABLE, TRUE);
389 if(This->presentParms.PresentationInterval != WINED3DPRESENT_INTERVAL_IMMEDIATE && GL_SUPPORT(SGI_VIDEO_SYNC)) {
390 retval = GL_EXTCALL(glXGetVideoSyncSGI(&sync));
391 if(retval != 0) {
392 ERR("glXGetVideoSyncSGI failed(retval = %d\n", retval);
395 switch(This->presentParms.PresentationInterval) {
396 case WINED3DPRESENT_INTERVAL_DEFAULT:
397 case WINED3DPRESENT_INTERVAL_ONE:
398 if(sync <= This->vSyncCounter) {
399 retval = GL_EXTCALL(glXWaitVideoSyncSGI(1, 0, &This->vSyncCounter));
400 } else {
401 This->vSyncCounter = sync;
403 break;
404 case WINED3DPRESENT_INTERVAL_TWO:
405 if(sync <= This->vSyncCounter + 1) {
406 retval = GL_EXTCALL(glXWaitVideoSyncSGI(2, This->vSyncCounter & 0x1, &This->vSyncCounter));
407 } else {
408 This->vSyncCounter = sync;
410 break;
411 case WINED3DPRESENT_INTERVAL_THREE:
412 if(sync <= This->vSyncCounter + 2) {
413 retval = GL_EXTCALL(glXWaitVideoSyncSGI(3, This->vSyncCounter % 0x3, &This->vSyncCounter));
414 } else {
415 This->vSyncCounter = sync;
417 break;
418 case WINED3DPRESENT_INTERVAL_FOUR:
419 if(sync <= This->vSyncCounter + 3) {
420 retval = GL_EXTCALL(glXWaitVideoSyncSGI(4, This->vSyncCounter & 0x3, &This->vSyncCounter));
421 } else {
422 This->vSyncCounter = sync;
424 break;
425 default:
426 FIXME("Unknown presentation interval %08x\n", This->presentParms.PresentationInterval);
430 TRACE("returning\n");
431 return WINED3D_OK;
434 static HRESULT WINAPI IWineD3DSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain *iface, IWineD3DSurface *pDestSurface) {
435 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
436 POINT start;
438 TRACE("(%p) : iface(%p) pDestSurface(%p)\n", This, iface, pDestSurface);
440 start.x = 0;
441 start.y = 0;
443 if (This->presentParms.Windowed) {
444 MapWindowPoints(This->win_handle, NULL, &start, 1);
447 IWineD3DSurface_BltFast(pDestSurface, start.x, start.y, This->frontBuffer, NULL, 0);
448 return WINED3D_OK;
451 static HRESULT WINAPI IWineD3DSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, UINT iBackBuffer, WINED3DBACKBUFFER_TYPE Type, IWineD3DSurface **ppBackBuffer) {
453 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
455 if (iBackBuffer > This->presentParms.BackBufferCount - 1) {
456 TRACE("Back buffer count out of range\n");
457 /* Native d3d9 doesn't set NULL here, just as wine's d3d9. But set it here
458 * in wined3d to avoid problems in other libs
460 *ppBackBuffer = NULL;
461 return WINED3DERR_INVALIDCALL;
464 *ppBackBuffer = This->backBuffer[iBackBuffer];
465 TRACE("(%p) : BackBuf %d Type %d returning %p\n", This, iBackBuffer, Type, *ppBackBuffer);
467 /* Note inc ref on returned surface */
468 if(*ppBackBuffer) IWineD3DSurface_AddRef(*ppBackBuffer);
469 return WINED3D_OK;
473 static HRESULT WINAPI IWineD3DSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *iface, WINED3DRASTER_STATUS *pRasterStatus) {
474 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
475 static BOOL showFixmes = TRUE;
476 pRasterStatus->InVBlank = TRUE;
477 pRasterStatus->ScanLine = 0;
478 /* No openGL equivalent */
479 if(showFixmes) {
480 FIXME("(%p) : stub (once)\n", This);
481 showFixmes = FALSE;
483 return WINED3D_OK;
486 static HRESULT WINAPI IWineD3DSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface, WINED3DDISPLAYMODE*pMode) {
487 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
488 HRESULT hr;
490 TRACE("(%p)->(%p): Calling GetAdapterDisplayMode\n", This, pMode);
491 hr = IWineD3D_GetAdapterDisplayMode(This->wineD3DDevice->wineD3D, This->wineD3DDevice->adapter->num, pMode);
493 TRACE("(%p) : returning w(%d) h(%d) rr(%d) fmt(%u,%s)\n", This, pMode->Width, pMode->Height, pMode->RefreshRate,
494 pMode->Format, debug_d3dformat(pMode->Format));
495 return hr;
498 static HRESULT WINAPI IWineD3DSwapChainImpl_GetDevice(IWineD3DSwapChain *iface, IWineD3DDevice**ppDevice) {
499 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
501 *ppDevice = (IWineD3DDevice *) This->wineD3DDevice;
503 /* Note Calling this method will increase the internal reference count
504 on the IDirect3DDevice9 interface. */
505 IWineD3DDevice_AddRef(*ppDevice);
506 TRACE("(%p) : returning %p\n", This, *ppDevice);
507 return WINED3D_OK;
510 static HRESULT WINAPI IWineD3DSwapChainImpl_GetPresentParameters(IWineD3DSwapChain *iface, WINED3DPRESENT_PARAMETERS *pPresentationParameters) {
511 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
512 TRACE("(%p)\n", This);
514 *pPresentationParameters = This->presentParms;
516 return WINED3D_OK;
519 static HRESULT WINAPI IWineD3DSwapChainImpl_SetGammaRamp(IWineD3DSwapChain *iface, DWORD Flags, CONST WINED3DGAMMARAMP *pRamp){
521 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
522 HDC hDC;
523 TRACE("(%p) : pRamp@%p flags(%d)\n", This, pRamp, Flags);
524 hDC = GetDC(This->win_handle);
525 SetDeviceGammaRamp(hDC, (LPVOID)pRamp);
526 ReleaseDC(This->win_handle, hDC);
527 return WINED3D_OK;
531 static HRESULT WINAPI IWineD3DSwapChainImpl_GetGammaRamp(IWineD3DSwapChain *iface, WINED3DGAMMARAMP *pRamp){
533 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
534 HDC hDC;
535 TRACE("(%p) : pRamp@%p\n", This, pRamp);
536 hDC = GetDC(This->win_handle);
537 GetDeviceGammaRamp(hDC, pRamp);
538 ReleaseDC(This->win_handle, hDC);
539 return WINED3D_OK;
544 const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl =
546 /* IUnknown */
547 IWineD3DSwapChainImpl_QueryInterface,
548 IWineD3DSwapChainImpl_AddRef,
549 IWineD3DSwapChainImpl_Release,
550 /* IWineD3DSwapChain */
551 IWineD3DSwapChainImpl_GetParent,
552 IWineD3DSwapChainImpl_Destroy,
553 IWineD3DSwapChainImpl_GetDevice,
554 IWineD3DSwapChainImpl_Present,
555 IWineD3DSwapChainImpl_GetFrontBufferData,
556 IWineD3DSwapChainImpl_GetBackBuffer,
557 IWineD3DSwapChainImpl_GetRasterStatus,
558 IWineD3DSwapChainImpl_GetDisplayMode,
559 IWineD3DSwapChainImpl_GetPresentParameters,
560 IWineD3DSwapChainImpl_SetGammaRamp,
561 IWineD3DSwapChainImpl_GetGammaRamp
564 WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface) {
565 WineD3DContext *ctx;
566 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *) iface;
567 WineD3DContext **newArray;
569 TRACE("Creating a new context for swapchain %p, thread %d\n", This, GetCurrentThreadId());
571 ctx = CreateContext(This->wineD3DDevice, (IWineD3DSurfaceImpl *) This->frontBuffer,
572 This->context[0]->win_handle, FALSE /* pbuffer */, &This->presentParms);
573 if(!ctx) {
574 ERR("Failed to create a new context for the swapchain\n");
575 return NULL;
578 newArray = HeapAlloc(GetProcessHeap(), 0, sizeof(*newArray) * This->num_contexts + 1);
579 if(!newArray) {
580 ERR("Out of memory when trying to allocate a new context array\n");
581 DestroyContext(This->wineD3DDevice, ctx);
582 return NULL;
584 memcpy(newArray, This->context, sizeof(*newArray) * This->num_contexts);
585 HeapFree(GetProcessHeap(), 0, This->context);
586 newArray[This->num_contexts] = ctx;
587 This->context = newArray;
588 This->num_contexts++;
590 TRACE("Returning context %p\n", ctx);
591 return ctx;
594 void get_drawable_size_swapchain(IWineD3DSurfaceImpl *This, UINT *width, UINT *height) {
595 /* The drawable size of an onscreen drawable is the surface size.
596 * (Actually: The window size, but the surface is created in window size)
598 *width = This->currentDesc.Width;
599 *height = This->currentDesc.Height;