browseui: Make sure that common controls are loaded before creating the dialog.
[wine/multimedia.git] / dlls / wined3d / swapchain.c
blobfbf19d96f4df7c4e519df4f5fe527ed6f7277c08
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 struct wined3d_display_mode 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.refresh_rate = 0;
80 mode.format_id = swapchain->orig_fmt;
81 wined3d_device_set_display_mode(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 struct wined3d_surface *src_surface;
158 RECT src_rect, dst_rect;
160 TRACE("swapchain %p, dst_surface %p.\n", swapchain, dst_surface);
162 src_surface = swapchain->front_buffer;
163 SetRect(&src_rect, 0, 0, src_surface->resource.width, src_surface->resource.height);
164 dst_rect = src_rect;
166 if (swapchain->presentParms.Windowed)
168 MapWindowPoints(swapchain->win_handle, NULL, (POINT *)&dst_rect, 2);
169 FIXME("Using destination rect %s in windowed mode, this is likely wrong.\n",
170 wine_dbgstr_rect(&dst_rect));
173 return wined3d_surface_blt(dst_surface, &dst_rect, src_surface, &src_rect, 0, NULL, WINED3DTEXF_POINT);
176 HRESULT CDECL wined3d_swapchain_get_back_buffer(const struct wined3d_swapchain *swapchain,
177 UINT back_buffer_idx, WINED3DBACKBUFFER_TYPE type, struct wined3d_surface **back_buffer)
179 TRACE("swapchain %p, back_buffer_idx %u, type %#x, back_buffer %p.\n",
180 swapchain, back_buffer_idx, type, back_buffer);
182 /* Return invalid if there is no backbuffer array, otherwise it will
183 * crash when ddraw is used (there swapchain->back_buffers is always
184 * NULL). We need this because this function is called from
185 * stateblock_init_default_state() to get the default scissorrect
186 * dimensions. */
187 if (!swapchain->back_buffers || back_buffer_idx >= swapchain->presentParms.BackBufferCount)
189 WARN("Invalid back buffer index.\n");
190 /* Native d3d9 doesn't set NULL here, just as wine's d3d9. But set it
191 * here in wined3d to avoid problems in other libs. */
192 *back_buffer = NULL;
193 return WINED3DERR_INVALIDCALL;
196 *back_buffer = swapchain->back_buffers[back_buffer_idx];
197 if (*back_buffer)
198 wined3d_surface_incref(*back_buffer);
200 TRACE("Returning back buffer %p.\n", *back_buffer);
202 return WINED3D_OK;
205 HRESULT CDECL wined3d_swapchain_get_raster_status(const struct wined3d_swapchain *swapchain,
206 WINED3DRASTER_STATUS *raster_status)
208 static BOOL warned;
209 /* No OpenGL equivalent */
210 if (!warned)
212 FIXME("swapchain %p, raster_status %p stub!\n", swapchain, raster_status);
213 warned = TRUE;
216 /* Obtaining the raster status is a widely implemented but optional
217 * feature. When this method returns OK StarCraft 2 expects the
218 * raster_status->InVBlank value to actually change over time. To prevent
219 * StarCraft 2 from running in an infinite loop at startup this method
220 * returns INVALIDCALL. */
221 return WINED3DERR_INVALIDCALL;
224 HRESULT CDECL wined3d_swapchain_get_display_mode(const struct wined3d_swapchain *swapchain,
225 struct wined3d_display_mode *mode)
227 HRESULT hr;
229 TRACE("swapchain %p, mode %p.\n", swapchain, mode);
231 hr = wined3d_get_adapter_display_mode(swapchain->device->wined3d, swapchain->device->adapter->ordinal, mode);
233 TRACE("Returning w %u, h %u, refresh rate %u, format %s.\n",
234 mode->width, mode->height, mode->refresh_rate, debug_d3dformat(mode->format_id));
236 return hr;
239 struct wined3d_device * CDECL wined3d_swapchain_get_device(const struct wined3d_swapchain *swapchain)
241 TRACE("swapchain %p.\n", swapchain);
243 return swapchain->device;
246 HRESULT CDECL wined3d_swapchain_get_present_parameters(const struct wined3d_swapchain *swapchain,
247 WINED3DPRESENT_PARAMETERS *present_parameters)
249 TRACE("swapchain %p, present_parameters %p.\n", swapchain, present_parameters);
251 *present_parameters = swapchain->presentParms;
253 return WINED3D_OK;
256 HRESULT CDECL wined3d_swapchain_set_gamma_ramp(const struct wined3d_swapchain *swapchain,
257 DWORD flags, const struct wined3d_gamma_ramp *ramp)
259 HDC dc;
261 TRACE("swapchain %p, flags %#x, ramp %p.\n", swapchain, flags, ramp);
263 if (flags)
264 FIXME("Ignoring flags %#x.\n", flags);
266 dc = GetDC(swapchain->device_window);
267 SetDeviceGammaRamp(dc, (void *)ramp);
268 ReleaseDC(swapchain->device_window, dc);
270 return WINED3D_OK;
273 HRESULT CDECL wined3d_swapchain_get_gamma_ramp(const struct wined3d_swapchain *swapchain,
274 struct wined3d_gamma_ramp *ramp)
276 HDC dc;
278 TRACE("swapchain %p, ramp %p.\n", swapchain, ramp);
280 dc = GetDC(swapchain->device_window);
281 GetDeviceGammaRamp(dc, ramp);
282 ReleaseDC(swapchain->device_window, dc);
284 return WINED3D_OK;
287 /* A GL context is provided by the caller */
288 static void swapchain_blit(const struct wined3d_swapchain *swapchain,
289 struct wined3d_context *context, const RECT *src_rect, const RECT *dst_rect)
291 struct wined3d_surface *backbuffer = swapchain->back_buffers[0];
292 UINT src_w = src_rect->right - src_rect->left;
293 UINT src_h = src_rect->bottom - src_rect->top;
294 GLenum gl_filter;
295 const struct wined3d_gl_info *gl_info = context->gl_info;
296 RECT win_rect;
297 UINT win_h;
299 TRACE("swapchain %p, context %p, src_rect %s, dst_rect %s.\n",
300 swapchain, context, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect));
302 if (src_w == dst_rect->right - dst_rect->left && src_h == dst_rect->bottom - dst_rect->top)
303 gl_filter = GL_NEAREST;
304 else
305 gl_filter = GL_LINEAR;
307 GetClientRect(swapchain->win_handle, &win_rect);
308 win_h = win_rect.bottom - win_rect.top;
310 if (gl_info->fbo_ops.glBlitFramebuffer && is_identity_fixup(backbuffer->resource.format->color_fixup))
312 DWORD location = SFLAG_INTEXTURE;
314 if (backbuffer->resource.multisample_type)
316 location = SFLAG_INRB_RESOLVED;
317 surface_load_location(backbuffer, location, NULL);
320 ENTER_GL();
321 context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, backbuffer, NULL, location);
322 glReadBuffer(GL_COLOR_ATTACHMENT0);
323 context_check_fbo_status(context, GL_READ_FRAMEBUFFER);
325 context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER, swapchain->front_buffer, NULL, SFLAG_INDRAWABLE);
326 context_set_draw_buffer(context, GL_BACK);
327 context_invalidate_state(context, STATE_FRAMEBUFFER);
329 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
330 context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE));
331 context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1));
332 context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2));
333 context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3));
335 glDisable(GL_SCISSOR_TEST);
336 context_invalidate_state(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
338 /* Note that the texture is upside down */
339 gl_info->fbo_ops.glBlitFramebuffer(src_rect->left, src_rect->top, src_rect->right, src_rect->bottom,
340 dst_rect->left, win_h - dst_rect->top, dst_rect->right, win_h - dst_rect->bottom,
341 GL_COLOR_BUFFER_BIT, gl_filter);
342 checkGLcall("Swapchain present blit(EXT_framebuffer_blit)\n");
343 LEAVE_GL();
345 else
347 struct wined3d_device *device = swapchain->device;
348 struct wined3d_context *context2;
349 float tex_left = src_rect->left;
350 float tex_top = src_rect->top;
351 float tex_right = src_rect->right;
352 float tex_bottom = src_rect->bottom;
354 context2 = context_acquire(device, swapchain->back_buffers[0]);
355 context_apply_blit_state(context2, device);
357 if (backbuffer->flags & SFLAG_NORMCOORD)
359 tex_left /= src_w;
360 tex_right /= src_w;
361 tex_top /= src_h;
362 tex_bottom /= src_h;
365 if (is_complex_fixup(backbuffer->resource.format->color_fixup))
366 gl_filter = GL_NEAREST;
368 ENTER_GL();
369 context_apply_fbo_state_blit(context2, GL_FRAMEBUFFER, swapchain->front_buffer, NULL, SFLAG_INDRAWABLE);
371 /* Set up the texture. The surface is not in a wined3d_texture
372 * container, so there are no D3D texture settings to dirtify. */
373 device->blitter->set_shader(device->blit_priv, context2, backbuffer);
374 glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MIN_FILTER, gl_filter);
375 glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MAG_FILTER, gl_filter);
377 context_set_draw_buffer(context, GL_BACK);
379 /* Set the viewport to the destination rectandle, disable any projection
380 * transformation set up by context_apply_blit_state(), and draw a
381 * (-1,-1)-(1,1) quad.
383 * Back up viewport and matrix to avoid breaking last_was_blit
385 * Note that context_apply_blit_state() set up viewport and ortho to
386 * match the surface size - we want the GL drawable(=window) size. */
387 glPushAttrib(GL_VIEWPORT_BIT);
388 glViewport(dst_rect->left, win_h - dst_rect->bottom, dst_rect->right, win_h - dst_rect->top);
389 glMatrixMode(GL_PROJECTION);
390 glPushMatrix();
391 glLoadIdentity();
393 glBegin(GL_QUADS);
394 /* bottom left */
395 glTexCoord2f(tex_left, tex_bottom);
396 glVertex2i(-1, -1);
398 /* top left */
399 glTexCoord2f(tex_left, tex_top);
400 glVertex2i(-1, 1);
402 /* top right */
403 glTexCoord2f(tex_right, tex_top);
404 glVertex2i(1, 1);
406 /* bottom right */
407 glTexCoord2f(tex_right, tex_bottom);
408 glVertex2i(1, -1);
409 glEnd();
411 glPopMatrix();
412 glPopAttrib();
414 device->blitter->unset_shader(context->gl_info);
415 checkGLcall("Swapchain present blit(manual)\n");
416 LEAVE_GL();
418 context_release(context2);
422 static HRESULT swapchain_gl_present(struct wined3d_swapchain *swapchain, const RECT *src_rect_in,
423 const RECT *dst_rect_in, const RGNDATA *dirty_region, DWORD flags)
425 const struct wined3d_fb_state *fb = &swapchain->device->fb;
426 const struct wined3d_gl_info *gl_info;
427 struct wined3d_context *context;
428 RECT src_rect, dst_rect;
429 BOOL render_to_fbo;
431 context = context_acquire(swapchain->device, swapchain->back_buffers[0]);
432 if (!context->valid)
434 context_release(context);
435 WARN("Invalid context, skipping present.\n");
436 return WINED3D_OK;
439 gl_info = context->gl_info;
441 /* Render the cursor onto the back buffer, using our nifty directdraw blitting code :-) */
442 if (swapchain->device->bCursorVisible &&
443 swapchain->device->cursorTexture &&
444 !swapchain->device->hardwareCursor)
446 struct wined3d_surface cursor;
447 RECT destRect =
449 swapchain->device->xScreenSpace - swapchain->device->xHotSpot,
450 swapchain->device->yScreenSpace - swapchain->device->yHotSpot,
451 swapchain->device->xScreenSpace + swapchain->device->cursorWidth - swapchain->device->xHotSpot,
452 swapchain->device->yScreenSpace + swapchain->device->cursorHeight - swapchain->device->yHotSpot,
454 TRACE("Rendering the cursor. Creating fake surface at %p\n", &cursor);
455 /* Build a fake surface to call the Blitting code. It is not possible to use the interface passed by
456 * the application because we are only supposed to copy the information out. Using a fake surface
457 * allows to use the Blitting engine and avoid copying the whole texture -> render target blitting code.
459 memset(&cursor, 0, sizeof(cursor));
460 cursor.resource.ref = 1;
461 cursor.resource.device = swapchain->device;
462 cursor.resource.pool = WINED3DPOOL_SCRATCH;
463 cursor.resource.format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
464 cursor.resource.resourceType = WINED3DRTYPE_SURFACE;
465 cursor.texture_name = swapchain->device->cursorTexture;
466 cursor.texture_target = GL_TEXTURE_2D;
467 cursor.texture_level = 0;
468 cursor.resource.width = swapchain->device->cursorWidth;
469 cursor.resource.height = swapchain->device->cursorHeight;
470 /* The cursor must have pow2 sizes */
471 cursor.pow2Width = cursor.resource.width;
472 cursor.pow2Height = cursor.resource.height;
473 /* The surface is in the texture */
474 cursor.flags |= SFLAG_INTEXTURE;
475 /* DDBLT_KEYSRC will cause BltOverride to enable the alpha test with GL_NOTEQUAL, 0.0,
476 * which is exactly what we want :-)
478 if (swapchain->presentParms.Windowed)
479 MapWindowPoints(NULL, swapchain->win_handle, (LPPOINT)&destRect, 2);
480 wined3d_surface_blt(swapchain->back_buffers[0], &destRect,
481 &cursor, NULL, WINEDDBLT_KEYSRC, NULL, WINED3DTEXF_POINT);
484 if (swapchain->device->logo_surface)
486 struct wined3d_surface *src_surface = swapchain->device->logo_surface;
487 RECT rect = {0, 0, src_surface->resource.width, src_surface->resource.height};
489 /* Blit the logo into the upper left corner of the drawable. */
490 wined3d_surface_blt(swapchain->back_buffers[0], &rect, src_surface, &rect,
491 WINEDDBLT_KEYSRC, NULL, WINED3DTEXF_POINT);
494 TRACE("Presenting HDC %p.\n", context->hdc);
496 render_to_fbo = swapchain->render_to_fbo;
498 if (src_rect_in)
500 src_rect = *src_rect_in;
501 if (!render_to_fbo && (src_rect.left || src_rect.top
502 || src_rect.right != swapchain->presentParms.BackBufferWidth
503 || src_rect.bottom != swapchain->presentParms.BackBufferHeight))
505 render_to_fbo = TRUE;
508 else
510 src_rect.left = 0;
511 src_rect.top = 0;
512 src_rect.right = swapchain->presentParms.BackBufferWidth;
513 src_rect.bottom = swapchain->presentParms.BackBufferHeight;
516 if (dst_rect_in)
517 dst_rect = *dst_rect_in;
518 else
519 GetClientRect(swapchain->win_handle, &dst_rect);
521 if (!render_to_fbo && (dst_rect.left || dst_rect.top
522 || dst_rect.right != swapchain->presentParms.BackBufferWidth
523 || dst_rect.bottom != swapchain->presentParms.BackBufferHeight))
525 render_to_fbo = TRUE;
528 /* Rendering to a window of different size, presenting partial rectangles,
529 * or rendering to a different window needs help from FBO_blit or a textured
530 * draw. Render the swapchain to a FBO in the future.
532 * Note that FBO_blit from the backbuffer to the frontbuffer cannot solve
533 * all these issues - this fails if the window is smaller than the backbuffer.
535 if (!swapchain->render_to_fbo && render_to_fbo && wined3d_settings.offscreen_rendering_mode == ORM_FBO)
537 surface_load_location(swapchain->back_buffers[0], SFLAG_INTEXTURE, NULL);
538 surface_modify_location(swapchain->back_buffers[0], SFLAG_INDRAWABLE, FALSE);
539 swapchain->render_to_fbo = TRUE;
540 swapchain_update_draw_bindings(swapchain);
543 if (swapchain->render_to_fbo)
545 /* This codepath should only be hit with the COPY swapeffect. Otherwise a backbuffer-
546 * window size mismatch is impossible(fullscreen) and src and dst rectangles are
547 * not allowed(they need the COPY swapeffect)
549 * The DISCARD swap effect is ok as well since any backbuffer content is allowed after
550 * the swap. */
551 if (swapchain->presentParms.SwapEffect == WINED3DSWAPEFFECT_FLIP)
552 FIXME("Render-to-fbo with WINED3DSWAPEFFECT_FLIP\n");
554 swapchain_blit(swapchain, context, &src_rect, &dst_rect);
557 if (swapchain->num_contexts > 1)
558 wglFinish();
559 SwapBuffers(context->hdc); /* TODO: cycle through the swapchain buffers */
561 TRACE("SwapBuffers called, Starting new frame\n");
562 /* FPS support */
563 if (TRACE_ON(fps))
565 DWORD time = GetTickCount();
566 ++swapchain->frames;
568 /* every 1.5 seconds */
569 if (time - swapchain->prev_time > 1500)
571 TRACE_(fps)("%p @ approx %.2ffps\n",
572 swapchain, 1000.0 * swapchain->frames / (time - swapchain->prev_time));
573 swapchain->prev_time = time;
574 swapchain->frames = 0;
578 /* This is disabled, but the code left in for debug purposes.
580 * Since we're allowed to modify the new back buffer on a D3DSWAPEFFECT_DISCARD flip,
581 * we can clear it with some ugly color to make bad drawing visible and ease debugging.
582 * The Debug runtime does the same on Windows. However, a few games do not redraw the
583 * screen properly, like Max Payne 2, which leaves a few pixels undefined.
585 * Tests show that the content of the back buffer after a discard flip is indeed not
586 * reliable, so no game can depend on the exact content. However, it resembles the
587 * old contents in some way, for example by showing fragments at other locations. In
588 * general, the color theme is still intact. So Max payne, which draws rather dark scenes
589 * gets a dark background image. If we clear it with a bright ugly color, the game's
590 * bug shows up much more than it does on Windows, and the players see single pixels
591 * with wrong colors.
592 * (The Max Payne bug has been confirmed on Windows with the debug runtime) */
593 if (FALSE && swapchain->presentParms.SwapEffect == WINED3DSWAPEFFECT_DISCARD)
595 static const struct wined3d_color cyan = {0.0f, 1.0f, 1.0f, 1.0f};
597 TRACE("Clearing the color buffer with cyan color\n");
599 wined3d_device_clear(swapchain->device, 0, NULL,
600 WINED3DCLEAR_TARGET, &cyan, 1.0f, 0);
603 if (!swapchain->render_to_fbo && ((swapchain->front_buffer->flags & SFLAG_INSYSMEM)
604 || (swapchain->back_buffers[0]->flags & SFLAG_INSYSMEM)))
606 /* Both memory copies of the surfaces are ok, flip them around too instead of dirtifying
607 * Doesn't work with render_to_fbo because we're not flipping
609 struct wined3d_surface *front = swapchain->front_buffer;
610 struct wined3d_surface *back = swapchain->back_buffers[0];
612 if(front->resource.size == back->resource.size) {
613 DWORD fbflags;
614 flip_surface(front, back);
616 /* Tell the front buffer surface that is has been modified. However,
617 * the other locations were preserved during that, so keep the flags.
618 * This serves to update the emulated overlay, if any. */
619 fbflags = front->flags;
620 surface_modify_location(front, SFLAG_INDRAWABLE, TRUE);
621 front->flags = fbflags;
623 else
625 surface_modify_location(front, SFLAG_INDRAWABLE, TRUE);
626 surface_modify_location(back, SFLAG_INDRAWABLE, TRUE);
629 else
631 surface_modify_location(swapchain->front_buffer, SFLAG_INDRAWABLE, TRUE);
632 /* If the swapeffect is DISCARD, the back buffer is undefined. That means the SYSMEM
633 * and INTEXTURE copies can keep their old content if they have any defined content.
634 * If the swapeffect is COPY, the content remains the same. If it is FLIP however,
635 * the texture / sysmem copy needs to be reloaded from the drawable
637 if (swapchain->presentParms.SwapEffect == WINED3DSWAPEFFECT_FLIP)
638 surface_modify_location(swapchain->back_buffers[0], swapchain->back_buffers[0]->draw_binding, TRUE);
641 if (fb->depth_stencil)
643 if (swapchain->presentParms.Flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
644 || fb->depth_stencil->flags & SFLAG_DISCARD)
646 surface_modify_ds_location(fb->depth_stencil, SFLAG_DS_DISCARDED,
647 fb->depth_stencil->resource.width,
648 fb->depth_stencil->resource.height);
649 if (fb->depth_stencil == swapchain->device->onscreen_depth_stencil)
651 wined3d_surface_decref(swapchain->device->onscreen_depth_stencil);
652 swapchain->device->onscreen_depth_stencil = NULL;
657 context_release(context);
659 TRACE("returning\n");
660 return WINED3D_OK;
663 static const struct wined3d_swapchain_ops swapchain_gl_ops =
665 swapchain_gl_present,
668 /* Helper function that blits the front buffer contents to the target window. */
669 void x11_copy_to_screen(const struct wined3d_swapchain *swapchain, const RECT *rect)
671 const struct wined3d_surface *front;
672 POINT offset = {0, 0};
673 HDC src_dc, dst_dc;
674 RECT draw_rect;
675 HWND window;
677 TRACE("swapchain %p, rect %s.\n", swapchain, wine_dbgstr_rect(rect));
679 front = swapchain->front_buffer;
680 if (!(front->resource.usage & WINED3DUSAGE_RENDERTARGET))
681 return;
683 if (front->flags & SFLAG_LOCKED)
684 ERR("Trying to blit a mapped surface.\n");
686 TRACE("Copying surface %p to screen.\n", front);
688 src_dc = front->hDC;
689 window = swapchain->win_handle;
690 dst_dc = GetDCEx(window, 0, DCX_CLIPSIBLINGS | DCX_CACHE);
692 /* Front buffer coordinates are screen coordinates. Map them to the
693 * destination window if not fullscreened. */
694 if (swapchain->presentParms.Windowed)
695 ClientToScreen(window, &offset);
697 TRACE("offset %s.\n", wine_dbgstr_point(&offset));
699 draw_rect.left = 0;
700 draw_rect.right = front->resource.width;
701 draw_rect.top = 0;
702 draw_rect.bottom = front->resource.height;
704 if (rect)
705 IntersectRect(&draw_rect, &draw_rect, rect);
707 BitBlt(dst_dc, draw_rect.left - offset.x, draw_rect.top - offset.y,
708 draw_rect.right - draw_rect.left, draw_rect.bottom - draw_rect.top,
709 src_dc, draw_rect.left, draw_rect.top, SRCCOPY);
710 ReleaseDC(window, dst_dc);
713 static HRESULT swapchain_gdi_present(struct wined3d_swapchain *swapchain, const RECT *src_rect_in,
714 const RECT *dst_rect_in, const RGNDATA *dirty_region, DWORD flags)
716 struct wined3d_surface *front, *back;
718 if (!swapchain->back_buffers)
720 WARN("Swapchain doesn't have a backbuffer, returning WINED3DERR_INVALIDCALL\n");
721 return WINED3DERR_INVALIDCALL;
723 front = swapchain->front_buffer;
724 back = swapchain->back_buffers[0];
726 /* Flip the DC. */
728 HDC tmp;
729 tmp = front->hDC;
730 front->hDC = back->hDC;
731 back->hDC = tmp;
734 /* Flip the DIBsection. */
736 HBITMAP tmp;
737 tmp = front->dib.DIBsection;
738 front->dib.DIBsection = back->dib.DIBsection;
739 back->dib.DIBsection = tmp;
742 /* Flip the surface data. */
744 void *tmp;
746 tmp = front->dib.bitmap_data;
747 front->dib.bitmap_data = back->dib.bitmap_data;
748 back->dib.bitmap_data = tmp;
750 tmp = front->resource.allocatedMemory;
751 front->resource.allocatedMemory = back->resource.allocatedMemory;
752 back->resource.allocatedMemory = tmp;
754 if (front->resource.heapMemory)
755 ERR("GDI Surface %p has heap memory allocated.\n", front);
757 if (back->resource.heapMemory)
758 ERR("GDI Surface %p has heap memory allocated.\n", back);
761 /* FPS support */
762 if (TRACE_ON(fps))
764 static LONG prev_time, frames;
765 DWORD time = GetTickCount();
767 ++frames;
769 /* every 1.5 seconds */
770 if (time - prev_time > 1500)
772 TRACE_(fps)("@ approx %.2ffps\n", 1000.0 * frames / (time - prev_time));
773 prev_time = time;
774 frames = 0;
778 x11_copy_to_screen(swapchain, NULL);
780 return WINED3D_OK;
783 static const struct wined3d_swapchain_ops swapchain_gdi_ops =
785 swapchain_gdi_present,
788 void swapchain_update_render_to_fbo(struct wined3d_swapchain *swapchain)
790 RECT client_rect;
792 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
793 return;
795 if (!swapchain->presentParms.BackBufferCount)
797 TRACE("Single buffered rendering.\n");
798 swapchain->render_to_fbo = FALSE;
799 return;
802 GetClientRect(swapchain->win_handle, &client_rect);
804 TRACE("Backbuffer %ux%u, window %ux%u.\n",
805 swapchain->presentParms.BackBufferWidth,
806 swapchain->presentParms.BackBufferHeight,
807 client_rect.right, client_rect.bottom);
808 TRACE("Multisample type %#x, quality %#x.\n",
809 swapchain->presentParms.MultiSampleType,
810 swapchain->presentParms.MultiSampleQuality);
812 if (!wined3d_settings.always_offscreen && !swapchain->presentParms.MultiSampleType
813 && swapchain->presentParms.BackBufferWidth == client_rect.right
814 && swapchain->presentParms.BackBufferHeight == client_rect.bottom)
816 TRACE("Backbuffer dimensions match window dimensions, rendering onscreen.\n");
817 swapchain->render_to_fbo = FALSE;
818 return;
821 TRACE("Rendering to FBO.\n");
822 swapchain->render_to_fbo = TRUE;
825 /* Do not call while under the GL lock. */
826 static HRESULT swapchain_init(struct wined3d_swapchain *swapchain, WINED3DSURFTYPE surface_type,
827 struct wined3d_device *device, WINED3DPRESENT_PARAMETERS *present_parameters,
828 void *parent, const struct wined3d_parent_ops *parent_ops)
830 const struct wined3d_adapter *adapter = device->adapter;
831 const struct wined3d_format *format;
832 struct wined3d_display_mode mode;
833 BOOL displaymode_set = FALSE;
834 RECT client_rect;
835 HWND window;
836 HRESULT hr;
837 UINT i;
839 if (present_parameters->BackBufferCount > WINED3DPRESENT_BACK_BUFFER_MAX)
841 FIXME("The application requested %u back buffers, this is not supported.\n",
842 present_parameters->BackBufferCount);
843 return WINED3DERR_INVALIDCALL;
846 if (present_parameters->BackBufferCount > 1)
848 FIXME("The application requested more than one back buffer, this is not properly supported.\n"
849 "Please configure the application to use double buffering (1 back buffer) if possible.\n");
852 switch (surface_type)
854 case SURFACE_GDI:
855 swapchain->swapchain_ops = &swapchain_gdi_ops;
856 break;
858 case SURFACE_OPENGL:
859 swapchain->swapchain_ops = &swapchain_gl_ops;
860 break;
862 default:
863 ERR("Invalid surface type %#x.\n", surface_type);
864 return WINED3DERR_INVALIDCALL;
867 window = present_parameters->hDeviceWindow ? present_parameters->hDeviceWindow : device->createParms.hFocusWindow;
869 swapchain->device = device;
870 swapchain->parent = parent;
871 swapchain->parent_ops = parent_ops;
872 swapchain->ref = 1;
873 swapchain->win_handle = window;
874 swapchain->device_window = window;
876 wined3d_get_adapter_display_mode(device->wined3d, adapter->ordinal, &mode);
877 swapchain->orig_width = mode.width;
878 swapchain->orig_height = mode.height;
879 swapchain->orig_fmt = mode.format_id;
880 format = wined3d_get_format(&adapter->gl_info, mode.format_id);
882 GetClientRect(window, &client_rect);
883 if (present_parameters->Windowed
884 && (!present_parameters->BackBufferWidth || !present_parameters->BackBufferHeight
885 || present_parameters->BackBufferFormat == WINED3DFMT_UNKNOWN))
888 if (!present_parameters->BackBufferWidth)
890 present_parameters->BackBufferWidth = client_rect.right;
891 TRACE("Updating width to %u.\n", present_parameters->BackBufferWidth);
894 if (!present_parameters->BackBufferHeight)
896 present_parameters->BackBufferHeight = client_rect.bottom;
897 TRACE("Updating height to %u.\n", present_parameters->BackBufferHeight);
900 if (present_parameters->BackBufferFormat == WINED3DFMT_UNKNOWN)
902 present_parameters->BackBufferFormat = swapchain->orig_fmt;
903 TRACE("Updating format to %s.\n", debug_d3dformat(swapchain->orig_fmt));
906 swapchain->presentParms = *present_parameters;
907 swapchain_update_render_to_fbo(swapchain);
909 TRACE("Creating front buffer.\n");
910 hr = device->device_parent->ops->create_rendertarget(device->device_parent, parent,
911 swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
912 swapchain->presentParms.BackBufferFormat, swapchain->presentParms.MultiSampleType,
913 swapchain->presentParms.MultiSampleQuality, TRUE /* Lockable */,
914 &swapchain->front_buffer);
915 if (FAILED(hr))
917 WARN("Failed to create front buffer, hr %#x.\n", hr);
918 goto err;
921 surface_set_container(swapchain->front_buffer, WINED3D_CONTAINER_SWAPCHAIN, swapchain);
922 if (surface_type == SURFACE_OPENGL)
924 surface_modify_location(swapchain->front_buffer, SFLAG_INDRAWABLE, TRUE);
927 /* MSDN says we're only allowed a single fullscreen swapchain per device,
928 * so we should really check to see if there is a fullscreen swapchain
929 * already. Does a single head count as full screen? */
931 if (!present_parameters->Windowed)
933 struct wined3d_display_mode mode;
935 /* Change the display settings */
936 mode.width = present_parameters->BackBufferWidth;
937 mode.height = present_parameters->BackBufferHeight;
938 mode.format_id = present_parameters->BackBufferFormat;
939 mode.refresh_rate = present_parameters->FullScreen_RefreshRateInHz;
941 hr = wined3d_device_set_display_mode(device, 0, &mode);
942 if (FAILED(hr))
944 WARN("Failed to set display mode, hr %#x.\n", hr);
945 goto err;
947 displaymode_set = TRUE;
950 if (surface_type == SURFACE_OPENGL)
952 static const enum wined3d_format_id formats[] =
954 WINED3DFMT_D24_UNORM_S8_UINT,
955 WINED3DFMT_D32_UNORM,
956 WINED3DFMT_R24_UNORM_X8_TYPELESS,
957 WINED3DFMT_D16_UNORM,
958 WINED3DFMT_S1_UINT_D15_UNORM
961 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
963 swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain->context));
964 if (!swapchain->context)
966 ERR("Failed to create the context array.\n");
967 hr = E_OUTOFMEMORY;
968 goto err;
970 swapchain->num_contexts = 1;
972 /* In WGL both color, depth and stencil are features of a pixel format. In case of D3D they are separate.
973 * You are able to add a depth + stencil surface at a later stage when you need it.
974 * In order to support this properly in WineD3D we need the ability to recreate the opengl context and
975 * drawable when this is required. This is very tricky as we need to reapply ALL opengl states for the new
976 * context, need torecreate shaders, textures and other resources.
978 * The context manager already takes care of the state problem and for the other tasks code from Reset
979 * can be used. These changes are way to risky during the 1.0 code freeze which is taking place right now.
980 * Likely a lot of other new bugs will be exposed. For that reason request a depth stencil surface all the
981 * time. It can cause a slight performance hit but fixes a lot of regressions. A fixme reminds of that this
982 * issue needs to be fixed. */
983 for (i = 0; i < (sizeof(formats) / sizeof(*formats)); i++)
985 swapchain->ds_format = wined3d_get_format(gl_info, formats[i]);
986 swapchain->context[0] = context_create(swapchain, swapchain->front_buffer, swapchain->ds_format);
987 if (swapchain->context[0]) break;
988 TRACE("Depth stencil format %s is not supported, trying next format\n",
989 debug_d3dformat(formats[i]));
992 if (!swapchain->context[0])
994 WARN("Failed to create context.\n");
995 hr = WINED3DERR_NOTAVAILABLE;
996 goto err;
999 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
1000 && (!present_parameters->EnableAutoDepthStencil
1001 || swapchain->presentParms.AutoDepthStencilFormat != swapchain->ds_format->id))
1003 FIXME("Add OpenGL context recreation support to context_validate_onscreen_formats\n");
1005 context_release(swapchain->context[0]);
1008 if (swapchain->presentParms.BackBufferCount > 0)
1010 swapchain->back_buffers = HeapAlloc(GetProcessHeap(), 0,
1011 sizeof(*swapchain->back_buffers) * swapchain->presentParms.BackBufferCount);
1012 if (!swapchain->back_buffers)
1014 ERR("Failed to allocate backbuffer array memory.\n");
1015 hr = E_OUTOFMEMORY;
1016 goto err;
1019 for (i = 0; i < swapchain->presentParms.BackBufferCount; ++i)
1021 TRACE("Creating back buffer %u.\n", i);
1022 hr = device->device_parent->ops->create_rendertarget(device->device_parent, parent,
1023 swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
1024 swapchain->presentParms.BackBufferFormat, swapchain->presentParms.MultiSampleType,
1025 swapchain->presentParms.MultiSampleQuality, TRUE /* Lockable */,
1026 &swapchain->back_buffers[i]);
1027 if (FAILED(hr))
1029 WARN("Failed to create back buffer %u, hr %#x.\n", i, hr);
1030 goto err;
1033 surface_set_container(swapchain->back_buffers[i], WINED3D_CONTAINER_SWAPCHAIN, swapchain);
1037 /* Swapchains share the depth/stencil buffer, so only create a single depthstencil surface. */
1038 if (present_parameters->EnableAutoDepthStencil && surface_type == SURFACE_OPENGL)
1040 TRACE("Creating depth/stencil buffer.\n");
1041 if (!device->auto_depth_stencil)
1043 hr = device->device_parent->ops->create_depth_stencil(device->device_parent,
1044 swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
1045 swapchain->presentParms.AutoDepthStencilFormat, swapchain->presentParms.MultiSampleType,
1046 swapchain->presentParms.MultiSampleQuality, FALSE /* FIXME: Discard */,
1047 &device->auto_depth_stencil);
1048 if (FAILED(hr))
1050 WARN("Failed to create the auto depth stencil, hr %#x.\n", hr);
1051 goto err;
1054 surface_set_container(device->auto_depth_stencil, WINED3D_CONTAINER_NONE, NULL);
1058 wined3d_swapchain_get_gamma_ramp(swapchain, &swapchain->orig_gamma);
1060 return WINED3D_OK;
1062 err:
1063 if (displaymode_set)
1065 DEVMODEW devmode;
1067 ClipCursor(NULL);
1069 /* Change the display settings */
1070 memset(&devmode, 0, sizeof(devmode));
1071 devmode.dmSize = sizeof(devmode);
1072 devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
1073 devmode.dmBitsPerPel = format->byte_count * CHAR_BIT;
1074 devmode.dmPelsWidth = swapchain->orig_width;
1075 devmode.dmPelsHeight = swapchain->orig_height;
1076 ChangeDisplaySettingsExW(adapter->DeviceName, &devmode, NULL, CDS_FULLSCREEN, NULL);
1079 if (swapchain->back_buffers)
1081 for (i = 0; i < swapchain->presentParms.BackBufferCount; ++i)
1083 if (swapchain->back_buffers[i])
1085 surface_set_container(swapchain->back_buffers[i], WINED3D_CONTAINER_NONE, NULL);
1086 wined3d_surface_decref(swapchain->back_buffers[i]);
1089 HeapFree(GetProcessHeap(), 0, swapchain->back_buffers);
1092 if (swapchain->context)
1094 if (swapchain->context[0])
1096 context_release(swapchain->context[0]);
1097 context_destroy(device, swapchain->context[0]);
1098 swapchain->num_contexts = 0;
1100 HeapFree(GetProcessHeap(), 0, swapchain->context);
1103 if (swapchain->front_buffer)
1105 surface_set_container(swapchain->front_buffer, WINED3D_CONTAINER_NONE, NULL);
1106 wined3d_surface_decref(swapchain->front_buffer);
1109 return hr;
1112 /* Do not call while under the GL lock. */
1113 HRESULT CDECL wined3d_swapchain_create(struct wined3d_device *device,
1114 WINED3DPRESENT_PARAMETERS *present_parameters, WINED3DSURFTYPE surface_type,
1115 void *parent, const struct wined3d_parent_ops *parent_ops,
1116 struct wined3d_swapchain **swapchain)
1118 struct wined3d_swapchain *object;
1119 HRESULT hr;
1121 TRACE("device %p, present_parameters %p, swapchain %p, parent %p, surface_type %#x.\n",
1122 device, present_parameters, swapchain, parent, surface_type);
1124 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1125 if (!object)
1127 ERR("Failed to allocate swapchain memory.\n");
1128 return E_OUTOFMEMORY;
1131 hr = swapchain_init(object, surface_type, device, present_parameters, parent, parent_ops);
1132 if (FAILED(hr))
1134 WARN("Failed to initialize swapchain, hr %#x.\n", hr);
1135 HeapFree(GetProcessHeap(), 0, object);
1136 return hr;
1139 TRACE("Created swapchain %p.\n", object);
1140 *swapchain = object;
1142 return WINED3D_OK;
1145 /* Do not call while under the GL lock. */
1146 static struct wined3d_context *swapchain_create_context(struct wined3d_swapchain *swapchain)
1148 struct wined3d_context **newArray;
1149 struct wined3d_context *ctx;
1151 TRACE("Creating a new context for swapchain %p, thread %u.\n", swapchain, GetCurrentThreadId());
1153 if (!(ctx = context_create(swapchain, swapchain->front_buffer, swapchain->ds_format)))
1155 ERR("Failed to create a new context for the swapchain\n");
1156 return NULL;
1158 context_release(ctx);
1160 newArray = HeapAlloc(GetProcessHeap(), 0, sizeof(*newArray) * (swapchain->num_contexts + 1));
1161 if(!newArray) {
1162 ERR("Out of memory when trying to allocate a new context array\n");
1163 context_destroy(swapchain->device, ctx);
1164 return NULL;
1166 memcpy(newArray, swapchain->context, sizeof(*newArray) * swapchain->num_contexts);
1167 HeapFree(GetProcessHeap(), 0, swapchain->context);
1168 newArray[swapchain->num_contexts] = ctx;
1169 swapchain->context = newArray;
1170 swapchain->num_contexts++;
1172 TRACE("Returning context %p\n", ctx);
1173 return ctx;
1176 void swapchain_destroy_contexts(struct wined3d_swapchain *swapchain)
1178 unsigned int i;
1180 for (i = 0; i < swapchain->num_contexts; ++i)
1182 context_destroy(swapchain->device, swapchain->context[i]);
1184 swapchain->num_contexts = 0;
1187 struct wined3d_context *swapchain_get_context(struct wined3d_swapchain *swapchain)
1189 DWORD tid = GetCurrentThreadId();
1190 unsigned int i;
1192 for (i = 0; i < swapchain->num_contexts; ++i)
1194 if (swapchain->context[i]->tid == tid)
1195 return swapchain->context[i];
1198 /* Create a new context for the thread */
1199 return swapchain_create_context(swapchain);
1202 void get_drawable_size_swapchain(const struct wined3d_context *context, UINT *width, UINT *height)
1204 /* The drawable size of an onscreen drawable is the surface size.
1205 * (Actually: The window size, but the surface is created in window size) */
1206 *width = context->current_rt->resource.width;
1207 *height = context->current_rt->resource.height;
1210 HDC swapchain_get_backup_dc(struct wined3d_swapchain *swapchain)
1212 if (!swapchain->backup_dc)
1214 TRACE("Creating the backup window for swapchain %p.\n", swapchain);
1216 if (!(swapchain->backup_wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
1217 WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL)))
1219 ERR("Failed to create a window.\n");
1220 return NULL;
1223 if (!(swapchain->backup_dc = GetDC(swapchain->backup_wnd)))
1225 ERR("Failed to get a DC.\n");
1226 DestroyWindow(swapchain->backup_wnd);
1227 swapchain->backup_wnd = NULL;
1228 return NULL;
1232 return swapchain->backup_dc;
1235 void swapchain_update_draw_bindings(struct wined3d_swapchain *swapchain)
1237 UINT i;
1239 surface_update_draw_binding(swapchain->front_buffer);
1241 for (i = 0; i < swapchain->presentParms.BackBufferCount; ++i)
1243 surface_update_draw_binding(swapchain->back_buffers[i]);