wined3d: Remove object creation methods from the IWineD3DDevice interface.
[wine/multimedia.git] / dlls / wined3d / swapchain.c
blobba12379eca734c2cda215678a1c62c255cb5a09f
1 /*
2 * Copyright 2002-2003 Jason Edmeades
3 * Copyright 2002-2003 Raphael Junqueira
4 * Copyright 2005 Oliver Stieber
5 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
6 * Copyright 2011 Henri Verbeet for CodeWeavers
8 * This library is free software; you can redistribute it and/or
9 * modify it under the terms of the GNU Lesser General Public
10 * License as published by the Free Software Foundation; either
11 * version 2.1 of the License, or (at your option) any later version.
13 * This library is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 * Lesser General Public License for more details.
18 * You should have received a copy of the GNU Lesser General Public
19 * License along with this library; if not, write to the Free Software
20 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
23 #include "config.h"
24 #include "wined3d_private.h"
26 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
27 WINE_DECLARE_DEBUG_CHANNEL(fps);
29 /* Do not call while under the GL lock. */
30 static void swapchain_cleanup(struct wined3d_swapchain *swapchain)
32 WINED3DDISPLAYMODE mode;
33 UINT i;
35 TRACE("Destroying swapchain %p.\n", swapchain);
37 wined3d_swapchain_set_gamma_ramp(swapchain, 0, &swapchain->orig_gamma);
39 /* Release the swapchain's draw buffers. Make sure swapchain->back_buffers[0]
40 * is the last buffer to be destroyed, FindContext() depends on that. */
41 if (swapchain->front_buffer)
43 surface_set_container(swapchain->front_buffer, WINED3D_CONTAINER_NONE, NULL);
44 if (wined3d_surface_decref(swapchain->front_buffer))
45 WARN("Something's still holding the front buffer (%p).\n", swapchain->front_buffer);
46 swapchain->front_buffer = NULL;
49 if (swapchain->back_buffers)
51 i = swapchain->presentParms.BackBufferCount;
53 while (i--)
55 surface_set_container(swapchain->back_buffers[i], WINED3D_CONTAINER_NONE, NULL);
56 if (wined3d_surface_decref(swapchain->back_buffers[i]))
57 WARN("Something's still holding back buffer %u (%p).\n", i, swapchain->back_buffers[i]);
59 HeapFree(GetProcessHeap(), 0, swapchain->back_buffers);
60 swapchain->back_buffers = NULL;
63 for (i = 0; i < swapchain->num_contexts; ++i)
65 context_destroy(swapchain->device, swapchain->context[i]);
67 HeapFree(GetProcessHeap(), 0, swapchain->context);
69 /* Restore the screen resolution if we rendered in fullscreen.
70 * This will restore the screen resolution to what it was before creating
71 * the swapchain. In case of d3d8 and d3d9 this will be the original
72 * desktop resolution. In case of d3d7 this will be a NOP because ddraw
73 * sets the resolution before starting up Direct3D, thus orig_width and
74 * orig_height will be equal to the modes in the presentation params. */
75 if (!swapchain->presentParms.Windowed && swapchain->presentParms.AutoRestoreDisplayMode)
77 mode.Width = swapchain->orig_width;
78 mode.Height = swapchain->orig_height;
79 mode.RefreshRate = 0;
80 mode.Format = swapchain->orig_fmt;
81 IWineD3DDevice_SetDisplayMode((IWineD3DDevice *)swapchain->device, 0, &mode);
84 if (swapchain->backup_dc)
86 TRACE("Destroying backup wined3d window %p, dc %p.\n", swapchain->backup_wnd, swapchain->backup_dc);
88 ReleaseDC(swapchain->backup_wnd, swapchain->backup_dc);
89 DestroyWindow(swapchain->backup_wnd);
93 ULONG CDECL wined3d_swapchain_incref(struct wined3d_swapchain *swapchain)
95 ULONG refcount = InterlockedIncrement(&swapchain->ref);
97 TRACE("%p increasing refcount to %u.\n", swapchain, refcount);
99 return refcount;
102 /* Do not call while under the GL lock. */
103 ULONG CDECL wined3d_swapchain_decref(struct wined3d_swapchain *swapchain)
105 ULONG refcount = InterlockedDecrement(&swapchain->ref);
107 TRACE("%p decreasing refcount to %u.\n", swapchain, refcount);
109 if (!refcount)
111 swapchain_cleanup(swapchain);
112 swapchain->parent_ops->wined3d_object_destroyed(swapchain->parent);
113 HeapFree(GetProcessHeap(), 0, swapchain);
116 return refcount;
119 void * CDECL wined3d_swapchain_get_parent(const struct wined3d_swapchain *swapchain)
121 TRACE("swapchain %p.\n", swapchain);
123 return swapchain->parent;
126 HRESULT CDECL wined3d_swapchain_set_window(struct wined3d_swapchain *swapchain, HWND window)
128 if (!window)
129 window = swapchain->device_window;
130 if (window == swapchain->win_handle)
131 return WINED3D_OK;
133 TRACE("Setting swapchain %p window from %p to %p.\n",
134 swapchain, swapchain->win_handle, window);
135 swapchain->win_handle = window;
137 return WINED3D_OK;
140 HRESULT CDECL wined3d_swapchain_present(struct wined3d_swapchain *swapchain,
141 const RECT *src_rect, const RECT *dst_rect, HWND dst_window_override,
142 const RGNDATA *dirty_region, DWORD flags)
144 TRACE("swapchain %p, src_rect %s, dst_rect %s, dst_window_override %p, dirty_region %p, flags %#x.\n",
145 swapchain, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect),
146 dst_window_override, dirty_region, flags);
148 wined3d_swapchain_set_window(swapchain, dst_window_override);
150 return swapchain->swapchain_ops->swapchain_present(swapchain,
151 src_rect, dst_rect, dirty_region, flags);
154 HRESULT CDECL wined3d_swapchain_get_front_buffer_data(const struct wined3d_swapchain *swapchain,
155 struct wined3d_surface *dst_surface)
157 POINT offset = {0, 0};
159 TRACE("swapchain %p, dst_surface %p.\n", swapchain, dst_surface);
161 if (swapchain->presentParms.Windowed)
162 MapWindowPoints(swapchain->win_handle, NULL, &offset, 1);
164 wined3d_surface_bltfast(dst_surface, offset.x, offset.y, swapchain->front_buffer, NULL, 0);
166 return WINED3D_OK;
169 HRESULT CDECL wined3d_swapchain_get_back_buffer(const struct wined3d_swapchain *swapchain,
170 UINT back_buffer_idx, WINED3DBACKBUFFER_TYPE type, struct wined3d_surface **back_buffer)
172 TRACE("swapchain %p, back_buffer_idx %u, type %#x, back_buffer %p.\n",
173 swapchain, back_buffer_idx, type, back_buffer);
175 /* Return invalid if there is no backbuffer array, otherwise it will
176 * crash when ddraw is used (there swapchain->back_buffers is always
177 * NULL). We need this because this function is called from
178 * stateblock_init_default_state() to get the default scissorrect
179 * dimensions. */
180 if (!swapchain->back_buffers || back_buffer_idx >= swapchain->presentParms.BackBufferCount)
182 WARN("Invalid back buffer index.\n");
183 /* Native d3d9 doesn't set NULL here, just as wine's d3d9. But set it
184 * here in wined3d to avoid problems in other libs. */
185 *back_buffer = NULL;
186 return WINED3DERR_INVALIDCALL;
189 *back_buffer = swapchain->back_buffers[back_buffer_idx];
190 if (*back_buffer)
191 wined3d_surface_incref(*back_buffer);
193 TRACE("Returning back buffer %p.\n", *back_buffer);
195 return WINED3D_OK;
198 HRESULT CDECL wined3d_swapchain_get_raster_status(const struct wined3d_swapchain *swapchain,
199 WINED3DRASTER_STATUS *raster_status)
201 static BOOL warned;
202 /* No OpenGL equivalent */
203 if (!warned)
205 FIXME("swapchain %p, raster_status %p stub!\n", swapchain, raster_status);
206 warned = TRUE;
209 /* Obtaining the raster status is a widely implemented but optional
210 * feature. When this method returns OK StarCraft 2 expects the
211 * raster_status->InVBlank value to actually change over time. To prevent
212 * StarCraft 2 from running in an infinite loop at startup this method
213 * returns INVALIDCALL. */
214 return WINED3DERR_INVALIDCALL;
217 HRESULT CDECL wined3d_swapchain_get_display_mode(const struct wined3d_swapchain *swapchain, WINED3DDISPLAYMODE *mode)
219 HRESULT hr;
221 TRACE("swapchain %p, mode %p.\n", swapchain, mode);
223 hr = wined3d_get_adapter_display_mode(swapchain->device->wined3d, swapchain->device->adapter->ordinal, mode);
225 TRACE("Returning w %u, h %u, refresh rate %u, format %s.\n",
226 mode->Width, mode->Height, mode->RefreshRate, debug_d3dformat(mode->Format));
228 return hr;
231 IWineD3DDevice * CDECL wined3d_swapchain_get_device(const struct wined3d_swapchain *swapchain)
233 TRACE("swapchain %p.\n", swapchain);
235 return (IWineD3DDevice *)swapchain->device;
238 HRESULT CDECL wined3d_swapchain_get_present_parameters(const struct wined3d_swapchain *swapchain,
239 WINED3DPRESENT_PARAMETERS *present_parameters)
241 TRACE("swapchain %p, present_parameters %p.\n", swapchain, present_parameters);
243 *present_parameters = swapchain->presentParms;
245 return WINED3D_OK;
248 HRESULT CDECL wined3d_swapchain_set_gamma_ramp(const struct wined3d_swapchain *swapchain,
249 DWORD flags, const WINED3DGAMMARAMP *ramp)
251 HDC dc;
253 TRACE("swapchain %p, flags %#x, ramp %p.\n", swapchain, flags, ramp);
255 if (flags)
256 FIXME("Ignoring flags %#x.\n", flags);
258 dc = GetDC(swapchain->device_window);
259 SetDeviceGammaRamp(dc, (void *)ramp);
260 ReleaseDC(swapchain->device_window, dc);
262 return WINED3D_OK;
265 HRESULT CDECL wined3d_swapchain_get_gamma_ramp(const struct wined3d_swapchain *swapchain,
266 WINED3DGAMMARAMP *ramp)
268 HDC dc;
270 TRACE("swapchain %p, ramp %p.\n", swapchain, ramp);
272 dc = GetDC(swapchain->device_window);
273 GetDeviceGammaRamp(dc, ramp);
274 ReleaseDC(swapchain->device_window, dc);
276 return WINED3D_OK;
279 /* A GL context is provided by the caller */
280 static void swapchain_blit(struct wined3d_swapchain *swapchain,
281 struct wined3d_context *context, const RECT *src_rect, const RECT *dst_rect)
283 struct wined3d_surface *backbuffer = swapchain->back_buffers[0];
284 IWineD3DDeviceImpl *device = swapchain->device;
285 UINT src_w = src_rect->right - src_rect->left;
286 UINT src_h = src_rect->bottom - src_rect->top;
287 GLenum gl_filter;
288 const struct wined3d_gl_info *gl_info = context->gl_info;
289 RECT win_rect;
290 UINT win_h;
292 TRACE("swapchain %p, context %p, src_rect %s, dst_rect %s.\n",
293 swapchain, context, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect));
295 if (src_w == dst_rect->right - dst_rect->left && src_h == dst_rect->bottom - dst_rect->top)
296 gl_filter = GL_NEAREST;
297 else
298 gl_filter = GL_LINEAR;
300 GetClientRect(swapchain->win_handle, &win_rect);
301 win_h = win_rect.bottom - win_rect.top;
303 if (gl_info->fbo_ops.glBlitFramebuffer && is_identity_fixup(backbuffer->resource.format->color_fixup))
305 ENTER_GL();
306 context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, backbuffer, NULL, SFLAG_INTEXTURE);
307 glReadBuffer(GL_COLOR_ATTACHMENT0);
308 context_check_fbo_status(context, GL_READ_FRAMEBUFFER);
310 context_bind_fbo(context, GL_DRAW_FRAMEBUFFER, NULL);
311 context_set_draw_buffer(context, GL_BACK);
313 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
314 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE));
315 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1));
316 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2));
317 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3));
319 glDisable(GL_SCISSOR_TEST);
320 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
322 /* Note that the texture is upside down */
323 gl_info->fbo_ops.glBlitFramebuffer(src_rect->left, src_rect->top, src_rect->right, src_rect->bottom,
324 dst_rect->left, win_h - dst_rect->top, dst_rect->right, win_h - dst_rect->bottom,
325 GL_COLOR_BUFFER_BIT, gl_filter);
326 checkGLcall("Swapchain present blit(EXT_framebuffer_blit)\n");
327 LEAVE_GL();
329 else
331 struct wined3d_context *context2;
332 float tex_left = src_rect->left;
333 float tex_top = src_rect->top;
334 float tex_right = src_rect->right;
335 float tex_bottom = src_rect->bottom;
337 context2 = context_acquire(device, swapchain->back_buffers[0]);
338 context_apply_blit_state(context2, device);
340 if (backbuffer->flags & SFLAG_NORMCOORD)
342 tex_left /= src_w;
343 tex_right /= src_w;
344 tex_top /= src_h;
345 tex_bottom /= src_h;
348 if (is_complex_fixup(backbuffer->resource.format->color_fixup))
349 gl_filter = GL_NEAREST;
351 ENTER_GL();
352 context_bind_fbo(context2, GL_FRAMEBUFFER, NULL);
354 /* Set up the texture. The surface is not in a IWineD3D*Texture container,
355 * so there are no d3d texture settings to dirtify
357 device->blitter->set_shader(device->blit_priv, context2->gl_info, backbuffer);
358 glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MIN_FILTER, gl_filter);
359 glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MAG_FILTER, gl_filter);
361 context_set_draw_buffer(context, GL_BACK);
363 /* Set the viewport to the destination rectandle, disable any projection
364 * transformation set up by context_apply_blit_state(), and draw a
365 * (-1,-1)-(1,1) quad.
367 * Back up viewport and matrix to avoid breaking last_was_blit
369 * Note that context_apply_blit_state() set up viewport and ortho to
370 * match the surface size - we want the GL drawable(=window) size. */
371 glPushAttrib(GL_VIEWPORT_BIT);
372 glViewport(dst_rect->left, win_h - dst_rect->bottom, dst_rect->right, win_h - dst_rect->top);
373 glMatrixMode(GL_PROJECTION);
374 glPushMatrix();
375 glLoadIdentity();
377 glBegin(GL_QUADS);
378 /* bottom left */
379 glTexCoord2f(tex_left, tex_bottom);
380 glVertex2i(-1, -1);
382 /* top left */
383 glTexCoord2f(tex_left, tex_top);
384 glVertex2i(-1, 1);
386 /* top right */
387 glTexCoord2f(tex_right, tex_top);
388 glVertex2i(1, 1);
390 /* bottom right */
391 glTexCoord2f(tex_right, tex_bottom);
392 glVertex2i(1, -1);
393 glEnd();
395 glPopMatrix();
396 glPopAttrib();
398 device->blitter->unset_shader(context->gl_info);
399 checkGLcall("Swapchain present blit(manual)\n");
400 LEAVE_GL();
402 context_release(context2);
406 static HRESULT swapchain_gl_present(struct wined3d_swapchain *swapchain, const RECT *src_rect_in,
407 const RECT *dst_rect_in, const RGNDATA *dirty_region, DWORD flags)
409 const struct wined3d_gl_info *gl_info;
410 struct wined3d_context *context;
411 RECT src_rect, dst_rect;
412 BOOL render_to_fbo;
414 context = context_acquire(swapchain->device, swapchain->back_buffers[0]);
415 if (!context->valid)
417 context_release(context);
418 WARN("Invalid context, skipping present.\n");
419 return WINED3D_OK;
422 gl_info = context->gl_info;
424 /* Render the cursor onto the back buffer, using our nifty directdraw blitting code :-) */
425 if (swapchain->device->bCursorVisible && swapchain->device->cursorTexture)
427 struct wined3d_surface cursor;
428 RECT destRect =
430 swapchain->device->xScreenSpace - swapchain->device->xHotSpot,
431 swapchain->device->yScreenSpace - swapchain->device->yHotSpot,
432 swapchain->device->xScreenSpace + swapchain->device->cursorWidth - swapchain->device->xHotSpot,
433 swapchain->device->yScreenSpace + swapchain->device->cursorHeight - swapchain->device->yHotSpot,
435 TRACE("Rendering the cursor. Creating fake surface at %p\n", &cursor);
436 /* Build a fake surface to call the Blitting code. It is not possible to use the interface passed by
437 * the application because we are only supposed to copy the information out. Using a fake surface
438 * allows to use the Blitting engine and avoid copying the whole texture -> render target blitting code.
440 memset(&cursor, 0, sizeof(cursor));
441 cursor.resource.ref = 1;
442 cursor.resource.device = swapchain->device;
443 cursor.resource.pool = WINED3DPOOL_SCRATCH;
444 cursor.resource.format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
445 cursor.resource.resourceType = WINED3DRTYPE_SURFACE;
446 cursor.texture_name = swapchain->device->cursorTexture;
447 cursor.texture_target = GL_TEXTURE_2D;
448 cursor.texture_level = 0;
449 cursor.resource.width = swapchain->device->cursorWidth;
450 cursor.resource.height = swapchain->device->cursorHeight;
451 /* The cursor must have pow2 sizes */
452 cursor.pow2Width = cursor.resource.width;
453 cursor.pow2Height = cursor.resource.height;
454 /* The surface is in the texture */
455 cursor.flags |= SFLAG_INTEXTURE;
456 /* DDBLT_KEYSRC will cause BltOverride to enable the alpha test with GL_NOTEQUAL, 0.0,
457 * which is exactly what we want :-)
459 if (swapchain->presentParms.Windowed)
460 MapWindowPoints(NULL, swapchain->win_handle, (LPPOINT)&destRect, 2);
461 wined3d_surface_blt(swapchain->back_buffers[0], &destRect,
462 &cursor, NULL, WINEDDBLT_KEYSRC, NULL, WINED3DTEXF_POINT);
465 if (swapchain->device->logo_surface)
467 /* Blit the logo into the upper left corner of the drawable. */
468 wined3d_surface_bltfast(swapchain->back_buffers[0], 0, 0,
469 swapchain->device->logo_surface, NULL, WINEDDBLTFAST_SRCCOLORKEY);
472 TRACE("Presenting HDC %p.\n", context->hdc);
474 render_to_fbo = swapchain->render_to_fbo;
476 if (src_rect_in)
478 src_rect = *src_rect_in;
479 if (!render_to_fbo && (src_rect.left || src_rect.top
480 || src_rect.right != swapchain->presentParms.BackBufferWidth
481 || src_rect.bottom != swapchain->presentParms.BackBufferHeight))
483 render_to_fbo = TRUE;
486 else
488 src_rect.left = 0;
489 src_rect.top = 0;
490 src_rect.right = swapchain->presentParms.BackBufferWidth;
491 src_rect.bottom = swapchain->presentParms.BackBufferHeight;
494 if (dst_rect_in)
495 dst_rect = *dst_rect_in;
496 else
497 GetClientRect(swapchain->win_handle, &dst_rect);
499 if (!render_to_fbo && (dst_rect.left || dst_rect.top
500 || dst_rect.right != swapchain->presentParms.BackBufferWidth
501 || dst_rect.bottom != swapchain->presentParms.BackBufferHeight))
503 render_to_fbo = TRUE;
506 /* Rendering to a window of different size, presenting partial rectangles,
507 * or rendering to a different window needs help from FBO_blit or a textured
508 * draw. Render the swapchain to a FBO in the future.
510 * Note that FBO_blit from the backbuffer to the frontbuffer cannot solve
511 * all these issues - this fails if the window is smaller than the backbuffer.
513 if (!swapchain->render_to_fbo && render_to_fbo && wined3d_settings.offscreen_rendering_mode == ORM_FBO)
515 surface_load_location(swapchain->back_buffers[0], SFLAG_INTEXTURE, NULL);
516 surface_modify_location(swapchain->back_buffers[0], SFLAG_INDRAWABLE, FALSE);
517 swapchain->render_to_fbo = TRUE;
520 if (swapchain->render_to_fbo)
522 /* This codepath should only be hit with the COPY swapeffect. Otherwise a backbuffer-
523 * window size mismatch is impossible(fullscreen) and src and dst rectangles are
524 * not allowed(they need the COPY swapeffect)
526 * The DISCARD swap effect is ok as well since any backbuffer content is allowed after
527 * the swap. */
528 if (swapchain->presentParms.SwapEffect == WINED3DSWAPEFFECT_FLIP)
529 FIXME("Render-to-fbo with WINED3DSWAPEFFECT_FLIP\n");
531 swapchain_blit(swapchain, context, &src_rect, &dst_rect);
534 if (swapchain->num_contexts > 1)
535 wglFinish();
536 SwapBuffers(context->hdc); /* TODO: cycle through the swapchain buffers */
538 TRACE("SwapBuffers called, Starting new frame\n");
539 /* FPS support */
540 if (TRACE_ON(fps))
542 DWORD time = GetTickCount();
543 ++swapchain->frames;
545 /* every 1.5 seconds */
546 if (time - swapchain->prev_time > 1500)
548 TRACE_(fps)("%p @ approx %.2ffps\n",
549 swapchain, 1000.0 * swapchain->frames / (time - swapchain->prev_time));
550 swapchain->prev_time = time;
551 swapchain->frames = 0;
555 /* This is disabled, but the code left in for debug purposes.
557 * Since we're allowed to modify the new back buffer on a D3DSWAPEFFECT_DISCARD flip,
558 * we can clear it with some ugly color to make bad drawing visible and ease debugging.
559 * The Debug runtime does the same on Windows. However, a few games do not redraw the
560 * screen properly, like Max Payne 2, which leaves a few pixels undefined.
562 * Tests show that the content of the back buffer after a discard flip is indeed not
563 * reliable, so no game can depend on the exact content. However, it resembles the
564 * old contents in some way, for example by showing fragments at other locations. In
565 * general, the color theme is still intact. So Max payne, which draws rather dark scenes
566 * gets a dark background image. If we clear it with a bright ugly color, the game's
567 * bug shows up much more than it does on Windows, and the players see single pixels
568 * with wrong colors.
569 * (The Max Payne bug has been confirmed on Windows with the debug runtime) */
570 if (FALSE && swapchain->presentParms.SwapEffect == WINED3DSWAPEFFECT_DISCARD)
572 TRACE("Clearing the color buffer with cyan color\n");
574 IWineD3DDevice_Clear((IWineD3DDevice *)swapchain->device, 0, NULL,
575 WINED3DCLEAR_TARGET, 0xff00ffff, 1.0f, 0);
578 if (!swapchain->render_to_fbo && ((swapchain->front_buffer->flags & SFLAG_INSYSMEM)
579 || (swapchain->back_buffers[0]->flags & SFLAG_INSYSMEM)))
581 /* Both memory copies of the surfaces are ok, flip them around too instead of dirtifying
582 * Doesn't work with render_to_fbo because we're not flipping
584 struct wined3d_surface *front = swapchain->front_buffer;
585 struct wined3d_surface *back = swapchain->back_buffers[0];
587 if(front->resource.size == back->resource.size) {
588 DWORD fbflags;
589 flip_surface(front, back);
591 /* Tell the front buffer surface that is has been modified. However,
592 * the other locations were preserved during that, so keep the flags.
593 * This serves to update the emulated overlay, if any. */
594 fbflags = front->flags;
595 surface_modify_location(front, SFLAG_INDRAWABLE, TRUE);
596 front->flags = fbflags;
598 else
600 surface_modify_location(front, SFLAG_INDRAWABLE, TRUE);
601 surface_modify_location(back, SFLAG_INDRAWABLE, TRUE);
604 else
606 surface_modify_location(swapchain->front_buffer, SFLAG_INDRAWABLE, TRUE);
607 /* If the swapeffect is DISCARD, the back buffer is undefined. That means the SYSMEM
608 * and INTEXTURE copies can keep their old content if they have any defined content.
609 * If the swapeffect is COPY, the content remains the same. If it is FLIP however,
610 * the texture / sysmem copy needs to be reloaded from the drawable
612 if (swapchain->presentParms.SwapEffect == WINED3DSWAPEFFECT_FLIP)
613 surface_modify_location(swapchain->back_buffers[0], SFLAG_INDRAWABLE, TRUE);
616 if (swapchain->device->depth_stencil)
618 if (swapchain->presentParms.Flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
619 || swapchain->device->depth_stencil->flags & SFLAG_DISCARD)
621 surface_modify_ds_location(swapchain->device->depth_stencil, SFLAG_DS_DISCARDED,
622 swapchain->device->depth_stencil->resource.width,
623 swapchain->device->depth_stencil->resource.height);
624 if (swapchain->device->depth_stencil == swapchain->device->onscreen_depth_stencil)
626 wined3d_surface_decref(swapchain->device->onscreen_depth_stencil);
627 swapchain->device->onscreen_depth_stencil = NULL;
632 context_release(context);
634 TRACE("returning\n");
635 return WINED3D_OK;
638 static const struct wined3d_swapchain_ops swapchain_gl_ops =
640 swapchain_gl_present,
643 /* Helper function that blits the front buffer contents to the target window. */
644 void x11_copy_to_screen(struct wined3d_swapchain *swapchain, const RECT *rect)
646 struct wined3d_surface *front;
647 POINT offset = {0, 0};
648 HDC src_dc, dst_dc;
649 RECT draw_rect;
650 HWND window;
652 TRACE("swapchain %p, rect %s.\n", swapchain, wine_dbgstr_rect(rect));
654 front = swapchain->front_buffer;
655 if (!(front->resource.usage & WINED3DUSAGE_RENDERTARGET))
656 return;
658 TRACE("Copying surface %p to screen.\n", front);
660 src_dc = front->hDC;
661 window = swapchain->win_handle;
662 dst_dc = GetDCEx(window, 0, DCX_CLIPSIBLINGS | DCX_CACHE);
664 /* Front buffer coordinates are screen coordinates. Map them to the
665 * destination window if not fullscreened. */
666 if (swapchain->presentParms.Windowed)
667 ClientToScreen(window, &offset);
669 TRACE("offset %s.\n", wine_dbgstr_point(&offset));
671 #if 0
672 /* FIXME: This doesn't work... if users really want to run
673 * X in 8bpp, then we need to call directly into display.drv
674 * (or Wine's equivalent), and force a private colormap
675 * without default entries. */
676 if (front->palette)
678 SelectPalette(dst_dc, front->palette->hpal, FALSE);
679 RealizePalette(dst_dc); /* sends messages => deadlocks */
681 #endif
683 draw_rect.left = 0;
684 draw_rect.right = front->resource.width;
685 draw_rect.top = 0;
686 draw_rect.bottom = front->resource.height;
688 #if 0
689 /* TODO: Support clippers. */
690 if (front->clipper)
692 RECT xrc;
693 HWND hwnd = ((IWineD3DClipperImpl *)front->clipper)->hWnd;
694 if (hwnd && GetClientRect(hwnd,&xrc))
696 OffsetRect(&xrc, offset.x, offset.y);
697 IntersectRect(&draw_rect, &draw_rect, &xrc);
700 #endif
702 if (!rect)
704 /* Only use this if the caller did not pass a rectangle, since
705 * due to double locking this could be the wrong one... */
706 if (front->lockedRect.left != front->lockedRect.right)
707 IntersectRect(&draw_rect, &draw_rect, &front->lockedRect);
709 else
711 IntersectRect(&draw_rect, &draw_rect, rect);
714 BitBlt(dst_dc, draw_rect.left - offset.x, draw_rect.top - offset.y,
715 draw_rect.right - draw_rect.left, draw_rect.bottom - draw_rect.top,
716 src_dc, draw_rect.left, draw_rect.top, SRCCOPY);
717 ReleaseDC(window, dst_dc);
720 static HRESULT swapchain_gdi_present(struct wined3d_swapchain *swapchain, const RECT *src_rect_in,
721 const RECT *dst_rect_in, const RGNDATA *dirty_region, DWORD flags)
723 struct wined3d_surface *front, *back;
725 if (!swapchain->back_buffers)
727 WARN("Swapchain doesn't have a backbuffer, returning WINED3DERR_INVALIDCALL\n");
728 return WINED3DERR_INVALIDCALL;
730 front = swapchain->front_buffer;
731 back = swapchain->back_buffers[0];
733 /* Flip the DC. */
735 HDC tmp;
736 tmp = front->hDC;
737 front->hDC = back->hDC;
738 back->hDC = tmp;
741 /* Flip the DIBsection. */
743 HBITMAP tmp;
744 tmp = front->dib.DIBsection;
745 front->dib.DIBsection = back->dib.DIBsection;
746 back->dib.DIBsection = tmp;
749 /* Flip the surface data. */
751 void *tmp;
753 tmp = front->dib.bitmap_data;
754 front->dib.bitmap_data = back->dib.bitmap_data;
755 back->dib.bitmap_data = tmp;
757 tmp = front->resource.allocatedMemory;
758 front->resource.allocatedMemory = back->resource.allocatedMemory;
759 back->resource.allocatedMemory = tmp;
761 if (front->resource.heapMemory)
762 ERR("GDI Surface %p has heap memory allocated.\n", front);
764 if (back->resource.heapMemory)
765 ERR("GDI Surface %p has heap memory allocated.\n", back);
768 /* Client_memory should not be different, but just in case. */
770 BOOL tmp;
771 tmp = front->dib.client_memory;
772 front->dib.client_memory = back->dib.client_memory;
773 back->dib.client_memory = tmp;
776 /* FPS support */
777 if (TRACE_ON(fps))
779 static LONG prev_time, frames;
780 DWORD time = GetTickCount();
782 ++frames;
784 /* every 1.5 seconds */
785 if (time - prev_time > 1500)
787 TRACE_(fps)("@ approx %.2ffps\n", 1000.0 * frames / (time - prev_time));
788 prev_time = time;
789 frames = 0;
793 x11_copy_to_screen(swapchain, NULL);
795 return WINED3D_OK;
798 static const struct wined3d_swapchain_ops swapchain_gdi_ops =
800 swapchain_gdi_present,
803 /* Do not call while under the GL lock. */
804 static HRESULT swapchain_init(struct wined3d_swapchain *swapchain, WINED3DSURFTYPE surface_type,
805 IWineD3DDeviceImpl *device, WINED3DPRESENT_PARAMETERS *present_parameters,
806 void *parent, const struct wined3d_parent_ops *parent_ops)
808 const struct wined3d_adapter *adapter = device->adapter;
809 const struct wined3d_format *format;
810 BOOL displaymode_set = FALSE;
811 WINED3DDISPLAYMODE mode;
812 RECT client_rect;
813 HWND window;
814 HRESULT hr;
815 UINT i;
817 if (present_parameters->BackBufferCount > WINED3DPRESENT_BACK_BUFFER_MAX)
819 FIXME("The application requested %u back buffers, this is not supported.\n",
820 present_parameters->BackBufferCount);
821 return WINED3DERR_INVALIDCALL;
824 if (present_parameters->BackBufferCount > 1)
826 FIXME("The application requested more than one back buffer, this is not properly supported.\n"
827 "Please configure the application to use double buffering (1 back buffer) if possible.\n");
830 switch (surface_type)
832 case SURFACE_GDI:
833 swapchain->swapchain_ops = &swapchain_gdi_ops;
834 break;
836 case SURFACE_OPENGL:
837 swapchain->swapchain_ops = &swapchain_gl_ops;
838 break;
840 case SURFACE_UNKNOWN:
841 FIXME("Caller tried to create a SURFACE_UNKNOWN swapchain.\n");
842 return WINED3DERR_INVALIDCALL;
845 window = present_parameters->hDeviceWindow ? present_parameters->hDeviceWindow : device->createParms.hFocusWindow;
847 swapchain->device = device;
848 swapchain->parent = parent;
849 swapchain->parent_ops = parent_ops;
850 swapchain->ref = 1;
851 swapchain->win_handle = window;
852 swapchain->device_window = window;
854 wined3d_get_adapter_display_mode(device->wined3d, adapter->ordinal, &mode);
855 swapchain->orig_width = mode.Width;
856 swapchain->orig_height = mode.Height;
857 swapchain->orig_fmt = mode.Format;
858 format = wined3d_get_format(&adapter->gl_info, mode.Format);
860 GetClientRect(window, &client_rect);
861 if (present_parameters->Windowed
862 && (!present_parameters->BackBufferWidth || !present_parameters->BackBufferHeight
863 || present_parameters->BackBufferFormat == WINED3DFMT_UNKNOWN))
866 if (!present_parameters->BackBufferWidth)
868 present_parameters->BackBufferWidth = client_rect.right;
869 TRACE("Updating width to %u.\n", present_parameters->BackBufferWidth);
872 if (!present_parameters->BackBufferHeight)
874 present_parameters->BackBufferHeight = client_rect.bottom;
875 TRACE("Updating height to %u.\n", present_parameters->BackBufferHeight);
878 if (present_parameters->BackBufferFormat == WINED3DFMT_UNKNOWN)
880 present_parameters->BackBufferFormat = swapchain->orig_fmt;
881 TRACE("Updating format to %s.\n", debug_d3dformat(swapchain->orig_fmt));
884 swapchain->presentParms = *present_parameters;
886 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO
887 && present_parameters->BackBufferCount
888 && (present_parameters->BackBufferWidth != client_rect.right
889 || present_parameters->BackBufferHeight != client_rect.bottom))
891 TRACE("Rendering to FBO. Backbuffer %ux%u, window %ux%u.\n",
892 present_parameters->BackBufferWidth,
893 present_parameters->BackBufferHeight,
894 client_rect.right, client_rect.bottom);
895 swapchain->render_to_fbo = TRUE;
898 TRACE("Creating front buffer.\n");
899 hr = IWineD3DDeviceParent_CreateRenderTarget(device->device_parent, parent,
900 swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
901 swapchain->presentParms.BackBufferFormat, swapchain->presentParms.MultiSampleType,
902 swapchain->presentParms.MultiSampleQuality, TRUE /* Lockable */,
903 &swapchain->front_buffer);
904 if (FAILED(hr))
906 WARN("Failed to create front buffer, hr %#x.\n", hr);
907 goto err;
910 surface_set_container(swapchain->front_buffer, WINED3D_CONTAINER_SWAPCHAIN, swapchain);
911 if (surface_type == SURFACE_OPENGL)
913 surface_modify_location(swapchain->front_buffer, SFLAG_INDRAWABLE, TRUE);
916 /* MSDN says we're only allowed a single fullscreen swapchain per device,
917 * so we should really check to see if there is a fullscreen swapchain
918 * already. Does a single head count as full screen? */
920 if (!present_parameters->Windowed)
922 WINED3DDISPLAYMODE mode;
924 /* Change the display settings */
925 mode.Width = present_parameters->BackBufferWidth;
926 mode.Height = present_parameters->BackBufferHeight;
927 mode.Format = present_parameters->BackBufferFormat;
928 mode.RefreshRate = present_parameters->FullScreen_RefreshRateInHz;
930 hr = IWineD3DDevice_SetDisplayMode((IWineD3DDevice *)device, 0, &mode);
931 if (FAILED(hr))
933 WARN("Failed to set display mode, hr %#x.\n", hr);
934 goto err;
936 displaymode_set = TRUE;
939 if (surface_type == SURFACE_OPENGL)
941 static const enum wined3d_format_id formats[] =
943 WINED3DFMT_D24_UNORM_S8_UINT,
944 WINED3DFMT_D32_UNORM,
945 WINED3DFMT_R24_UNORM_X8_TYPELESS,
946 WINED3DFMT_D16_UNORM,
947 WINED3DFMT_S1_UINT_D15_UNORM
950 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
952 swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(swapchain->context));
953 if (!swapchain->context)
955 ERR("Failed to create the context array.\n");
956 hr = E_OUTOFMEMORY;
957 goto err;
959 swapchain->num_contexts = 1;
961 /* In WGL both color, depth and stencil are features of a pixel format. In case of D3D they are separate.
962 * You are able to add a depth + stencil surface at a later stage when you need it.
963 * In order to support this properly in WineD3D we need the ability to recreate the opengl context and
964 * drawable when this is required. This is very tricky as we need to reapply ALL opengl states for the new
965 * context, need torecreate shaders, textures and other resources.
967 * The context manager already takes care of the state problem and for the other tasks code from Reset
968 * can be used. These changes are way to risky during the 1.0 code freeze which is taking place right now.
969 * Likely a lot of other new bugs will be exposed. For that reason request a depth stencil surface all the
970 * time. It can cause a slight performance hit but fixes a lot of regressions. A fixme reminds of that this
971 * issue needs to be fixed. */
972 for (i = 0; i < (sizeof(formats) / sizeof(*formats)); i++)
974 swapchain->ds_format = wined3d_get_format(gl_info, formats[i]);
975 swapchain->context[0] = context_create(swapchain, swapchain->front_buffer, swapchain->ds_format);
976 if (swapchain->context[0]) break;
977 TRACE("Depth stencil format %s is not supported, trying next format\n",
978 debug_d3dformat(formats[i]));
981 if (!swapchain->context[0])
983 WARN("Failed to create context.\n");
984 hr = WINED3DERR_NOTAVAILABLE;
985 goto err;
988 if (!present_parameters->EnableAutoDepthStencil
989 || swapchain->presentParms.AutoDepthStencilFormat != swapchain->ds_format->id)
991 FIXME("Add OpenGL context recreation support to context_validate_onscreen_formats\n");
993 context_release(swapchain->context[0]);
996 if (swapchain->presentParms.BackBufferCount > 0)
998 swapchain->back_buffers = HeapAlloc(GetProcessHeap(), 0,
999 sizeof(*swapchain->back_buffers) * swapchain->presentParms.BackBufferCount);
1000 if (!swapchain->back_buffers)
1002 ERR("Failed to allocate backbuffer array memory.\n");
1003 hr = E_OUTOFMEMORY;
1004 goto err;
1007 for (i = 0; i < swapchain->presentParms.BackBufferCount; ++i)
1009 TRACE("Creating back buffer %u.\n", i);
1010 hr = IWineD3DDeviceParent_CreateRenderTarget(device->device_parent, parent,
1011 swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
1012 swapchain->presentParms.BackBufferFormat, swapchain->presentParms.MultiSampleType,
1013 swapchain->presentParms.MultiSampleQuality, TRUE /* Lockable */,
1014 &swapchain->back_buffers[i]);
1015 if (FAILED(hr))
1017 WARN("Failed to create back buffer %u, hr %#x.\n", i, hr);
1018 goto err;
1021 surface_set_container(swapchain->back_buffers[i], WINED3D_CONTAINER_SWAPCHAIN, swapchain);
1025 /* Swapchains share the depth/stencil buffer, so only create a single depthstencil surface. */
1026 if (present_parameters->EnableAutoDepthStencil && surface_type == SURFACE_OPENGL)
1028 TRACE("Creating depth/stencil buffer.\n");
1029 if (!device->auto_depth_stencil)
1031 hr = IWineD3DDeviceParent_CreateDepthStencilSurface(device->device_parent,
1032 swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
1033 swapchain->presentParms.AutoDepthStencilFormat, swapchain->presentParms.MultiSampleType,
1034 swapchain->presentParms.MultiSampleQuality, FALSE /* FIXME: Discard */,
1035 &device->auto_depth_stencil);
1036 if (FAILED(hr))
1038 WARN("Failed to create the auto depth stencil, hr %#x.\n", hr);
1039 goto err;
1042 surface_set_container(device->auto_depth_stencil, WINED3D_CONTAINER_NONE, NULL);
1046 wined3d_swapchain_get_gamma_ramp(swapchain, &swapchain->orig_gamma);
1048 return WINED3D_OK;
1050 err:
1051 if (displaymode_set)
1053 DEVMODEW devmode;
1055 ClipCursor(NULL);
1057 /* Change the display settings */
1058 memset(&devmode, 0, sizeof(devmode));
1059 devmode.dmSize = sizeof(devmode);
1060 devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
1061 devmode.dmBitsPerPel = format->byte_count * CHAR_BIT;
1062 devmode.dmPelsWidth = swapchain->orig_width;
1063 devmode.dmPelsHeight = swapchain->orig_height;
1064 ChangeDisplaySettingsExW(adapter->DeviceName, &devmode, NULL, CDS_FULLSCREEN, NULL);
1067 if (swapchain->back_buffers)
1069 for (i = 0; i < swapchain->presentParms.BackBufferCount; ++i)
1071 if (swapchain->back_buffers[i])
1072 wined3d_surface_decref(swapchain->back_buffers[i]);
1074 HeapFree(GetProcessHeap(), 0, swapchain->back_buffers);
1077 if (swapchain->context)
1079 if (swapchain->context[0])
1081 context_release(swapchain->context[0]);
1082 context_destroy(device, swapchain->context[0]);
1083 swapchain->num_contexts = 0;
1085 HeapFree(GetProcessHeap(), 0, swapchain->context);
1088 if (swapchain->front_buffer)
1089 wined3d_surface_decref(swapchain->front_buffer);
1091 return hr;
1094 /* Do not call while under the GL lock. */
1095 HRESULT CDECL wined3d_swapchain_create(IWineD3DDevice *iface,
1096 WINED3DPRESENT_PARAMETERS *present_parameters, WINED3DSURFTYPE surface_type,
1097 void *parent, const struct wined3d_parent_ops *parent_ops,
1098 struct wined3d_swapchain **swapchain)
1100 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)iface;
1101 struct wined3d_swapchain *object;
1102 HRESULT hr;
1104 TRACE("device %p, present_parameters %p, swapchain %p, parent %p, surface_type %#x.\n",
1105 device, present_parameters, swapchain, parent, surface_type);
1107 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1108 if (!object)
1110 ERR("Failed to allocate swapchain memory.\n");
1111 return E_OUTOFMEMORY;
1114 hr = swapchain_init(object, surface_type, device, present_parameters, parent, parent_ops);
1115 if (FAILED(hr))
1117 WARN("Failed to initialize swapchain, hr %#x.\n", hr);
1118 HeapFree(GetProcessHeap(), 0, object);
1119 return hr;
1122 TRACE("Created swapchain %p.\n", object);
1123 *swapchain = object;
1125 return WINED3D_OK;
1128 /* Do not call while under the GL lock. */
1129 static struct wined3d_context *swapchain_create_context(struct wined3d_swapchain *swapchain)
1131 struct wined3d_context **newArray;
1132 struct wined3d_context *ctx;
1134 TRACE("Creating a new context for swapchain %p, thread %u.\n", swapchain, GetCurrentThreadId());
1136 if (!(ctx = context_create(swapchain, swapchain->front_buffer, swapchain->ds_format)))
1138 ERR("Failed to create a new context for the swapchain\n");
1139 return NULL;
1141 context_release(ctx);
1143 newArray = HeapAlloc(GetProcessHeap(), 0, sizeof(*newArray) * (swapchain->num_contexts + 1));
1144 if(!newArray) {
1145 ERR("Out of memory when trying to allocate a new context array\n");
1146 context_destroy(swapchain->device, ctx);
1147 return NULL;
1149 memcpy(newArray, swapchain->context, sizeof(*newArray) * swapchain->num_contexts);
1150 HeapFree(GetProcessHeap(), 0, swapchain->context);
1151 newArray[swapchain->num_contexts] = ctx;
1152 swapchain->context = newArray;
1153 swapchain->num_contexts++;
1155 TRACE("Returning context %p\n", ctx);
1156 return ctx;
1159 struct wined3d_context *swapchain_get_context(struct wined3d_swapchain *swapchain)
1161 DWORD tid = GetCurrentThreadId();
1162 unsigned int i;
1164 for (i = 0; i < swapchain->num_contexts; ++i)
1166 if (swapchain->context[i]->tid == tid)
1167 return swapchain->context[i];
1170 /* Create a new context for the thread */
1171 return swapchain_create_context(swapchain);
1174 void get_drawable_size_swapchain(struct wined3d_context *context, UINT *width, UINT *height)
1176 /* The drawable size of an onscreen drawable is the surface size.
1177 * (Actually: The window size, but the surface is created in window size) */
1178 *width = context->current_rt->resource.width;
1179 *height = context->current_rt->resource.height;