d3dcompiler: Use an iface instead of a vtbl pointer in d3dcompiler_blob.
[wine/multimedia.git] / dlls / wined3d / swapchain.c
blobe5ff786cba43cda48b0ea712addda094a0996112
1 /*
2 *IDirect3DSwapChain9 implementation
4 *Copyright 2002-2003 Jason Edmeades
5 *Copyright 2002-2003 Raphael Junqueira
6 *Copyright 2005 Oliver Stieber
7 *Copyright 2007-2008 Stefan Dösinger for CodeWeavers
9 *This library is free software; you can redistribute it and/or
10 *modify it under the terms of the GNU Lesser General Public
11 *License as published by the Free Software Foundation; either
12 *version 2.1 of the License, or (at your option) any later version.
14 *This library is distributed in the hope that it will be useful,
15 *but WITHOUT ANY WARRANTY; without even the implied warranty of
16 *MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 *Lesser General Public License for more details.
19 *You should have received a copy of the GNU Lesser General Public
20 *License along with this library; if not, write to the Free Software
21 *Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #include "config.h"
25 #include "wined3d_private.h"
28 /*TODO: some of the additional parameters may be required to
29 set the gamma ramp (for some weird reason microsoft have left swap gammaramp in device
30 but it operates on a swapchain, it may be a good idea to move it to IWineD3DSwapChain for IWineD3D)*/
33 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
34 WINE_DECLARE_DEBUG_CHANNEL(fps);
36 /* Do not call while under the GL lock. */
37 static void WINAPI IWineD3DSwapChainImpl_Destroy(IWineD3DSwapChain *iface)
39 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
40 WINED3DDISPLAYMODE mode;
41 unsigned int i;
43 TRACE("Destroying swapchain %p\n", iface);
45 IWineD3DSwapChain_SetGammaRamp(iface, 0, &This->orig_gamma);
47 /* Release the swapchain's draw buffers. Make sure This->back_buffers[0] is
48 * the last buffer to be destroyed, FindContext() depends on that. */
49 if (This->front_buffer)
51 surface_set_container(This->front_buffer, WINED3D_CONTAINER_NONE, NULL);
52 if (IWineD3DSurface_Release((IWineD3DSurface *)This->front_buffer))
54 WARN("(%p) Something's still holding the front buffer (%p).\n",
55 This, This->front_buffer);
57 This->front_buffer = NULL;
60 if (This->back_buffers)
62 UINT i = This->presentParms.BackBufferCount;
64 while (i--)
66 surface_set_container(This->back_buffers[i], WINED3D_CONTAINER_NONE, NULL);
67 if (IWineD3DSurface_Release((IWineD3DSurface *)This->back_buffers[i]))
68 WARN("(%p) Something's still holding back buffer %u (%p).\n",
69 This, i, This->back_buffers[i]);
71 HeapFree(GetProcessHeap(), 0, This->back_buffers);
72 This->back_buffers = NULL;
75 for (i = 0; i < This->num_contexts; ++i)
77 context_destroy(This->device, This->context[i]);
79 /* Restore the screen resolution if we rendered in fullscreen
80 * This will restore the screen resolution to what it was before creating the swapchain. In case of d3d8 and d3d9
81 * this will be the original desktop resolution. In case of d3d7 this will be a NOP because ddraw sets the resolution
82 * before starting up Direct3D, thus orig_width and orig_height will be equal to the modes in the presentation params
84 if (!This->presentParms.Windowed && This->presentParms.AutoRestoreDisplayMode)
86 mode.Width = This->orig_width;
87 mode.Height = This->orig_height;
88 mode.RefreshRate = 0;
89 mode.Format = This->orig_fmt;
90 IWineD3DDevice_SetDisplayMode((IWineD3DDevice *)This->device, 0, &mode);
93 HeapFree(GetProcessHeap(), 0, This->context);
94 HeapFree(GetProcessHeap(), 0, This);
97 /* A GL context is provided by the caller */
98 static void swapchain_blit(IWineD3DSwapChainImpl *This, struct wined3d_context *context,
99 const RECT *src_rect, const RECT *dst_rect)
101 IWineD3DDeviceImpl *device = This->device;
102 IWineD3DSurfaceImpl *backbuffer = This->back_buffers[0];
103 UINT src_w = src_rect->right - src_rect->left;
104 UINT src_h = src_rect->bottom - src_rect->top;
105 GLenum gl_filter;
106 const struct wined3d_gl_info *gl_info = context->gl_info;
107 RECT win_rect;
108 UINT win_h;
110 TRACE("swapchain %p, context %p, src_rect %s, dst_rect %s.\n",
111 This, context, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect));
113 if (src_w == dst_rect->right - dst_rect->left && src_h == dst_rect->bottom - dst_rect->top)
114 gl_filter = GL_NEAREST;
115 else
116 gl_filter = GL_LINEAR;
118 GetClientRect(This->win_handle, &win_rect);
119 win_h = win_rect.bottom - win_rect.top;
121 if (gl_info->fbo_ops.glBlitFramebuffer && is_identity_fixup(backbuffer->resource.format->color_fixup))
123 ENTER_GL();
124 context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, backbuffer, NULL, SFLAG_INTEXTURE);
125 glReadBuffer(GL_COLOR_ATTACHMENT0);
127 context_bind_fbo(context, GL_DRAW_FRAMEBUFFER, NULL);
128 context_set_draw_buffer(context, GL_BACK);
130 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
131 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE));
132 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1));
133 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2));
134 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3));
136 glDisable(GL_SCISSOR_TEST);
137 IWineD3DDeviceImpl_MarkStateDirty(This->device, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
139 /* Note that the texture is upside down */
140 gl_info->fbo_ops.glBlitFramebuffer(src_rect->left, src_rect->top, src_rect->right, src_rect->bottom,
141 dst_rect->left, win_h - dst_rect->top, dst_rect->right, win_h - dst_rect->bottom,
142 GL_COLOR_BUFFER_BIT, gl_filter);
143 checkGLcall("Swapchain present blit(EXT_framebuffer_blit)\n");
144 LEAVE_GL();
146 else
148 struct wined3d_context *context2;
149 float tex_left = src_rect->left;
150 float tex_top = src_rect->top;
151 float tex_right = src_rect->right;
152 float tex_bottom = src_rect->bottom;
154 context2 = context_acquire(This->device, This->back_buffers[0]);
155 context_apply_blit_state(context2, device);
157 if (backbuffer->flags & SFLAG_NORMCOORD)
159 tex_left /= src_w;
160 tex_right /= src_w;
161 tex_top /= src_h;
162 tex_bottom /= src_h;
165 if (is_complex_fixup(backbuffer->resource.format->color_fixup))
166 gl_filter = GL_NEAREST;
168 ENTER_GL();
169 context_bind_fbo(context2, GL_FRAMEBUFFER, NULL);
171 /* Set up the texture. The surface is not in a IWineD3D*Texture container,
172 * so there are no d3d texture settings to dirtify
174 device->blitter->set_shader(device->blit_priv, context2->gl_info, backbuffer);
175 glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MIN_FILTER, gl_filter);
176 glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MAG_FILTER, gl_filter);
178 context_set_draw_buffer(context, GL_BACK);
180 /* Set the viewport to the destination rectandle, disable any projection
181 * transformation set up by context_apply_blit_state(), and draw a
182 * (-1,-1)-(1,1) quad.
184 * Back up viewport and matrix to avoid breaking last_was_blit
186 * Note that context_apply_blit_state() set up viewport and ortho to
187 * match the surface size - we want the GL drawable(=window) size. */
188 glPushAttrib(GL_VIEWPORT_BIT);
189 glViewport(dst_rect->left, win_h - dst_rect->bottom, dst_rect->right, win_h - dst_rect->top);
190 glMatrixMode(GL_PROJECTION);
191 glPushMatrix();
192 glLoadIdentity();
194 glBegin(GL_QUADS);
195 /* bottom left */
196 glTexCoord2f(tex_left, tex_bottom);
197 glVertex2i(-1, -1);
199 /* top left */
200 glTexCoord2f(tex_left, tex_top);
201 glVertex2i(-1, 1);
203 /* top right */
204 glTexCoord2f(tex_right, tex_top);
205 glVertex2i(1, 1);
207 /* bottom right */
208 glTexCoord2f(tex_right, tex_bottom);
209 glVertex2i(1, -1);
210 glEnd();
212 glPopMatrix();
213 glPopAttrib();
215 device->blitter->unset_shader(context->gl_info);
216 checkGLcall("Swapchain present blit(manual)\n");
217 LEAVE_GL();
219 context_release(context2);
223 static HRESULT WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface,
224 const RECT *pSourceRect, const RECT *pDestRect, HWND hDestWindowOverride,
225 const RGNDATA *pDirtyRegion, DWORD flags)
227 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
228 const struct wined3d_gl_info *gl_info;
229 struct wined3d_context *context;
230 RECT src_rect, dst_rect;
231 BOOL render_to_fbo;
232 unsigned int sync;
233 int retval;
235 IWineD3DSwapChain_SetDestWindowOverride(iface, hDestWindowOverride);
237 context = context_acquire(This->device, This->back_buffers[0]);
238 if (!context->valid)
240 context_release(context);
241 WARN("Invalid context, skipping present.\n");
242 return WINED3D_OK;
245 gl_info = context->gl_info;
247 /* Render the cursor onto the back buffer, using our nifty directdraw blitting code :-) */
248 if (This->device->bCursorVisible && This->device->cursorTexture)
250 IWineD3DSurfaceImpl cursor;
251 RECT destRect =
253 This->device->xScreenSpace - This->device->xHotSpot,
254 This->device->yScreenSpace - This->device->yHotSpot,
255 This->device->xScreenSpace + This->device->cursorWidth - This->device->xHotSpot,
256 This->device->yScreenSpace + This->device->cursorHeight - This->device->yHotSpot,
258 TRACE("Rendering the cursor. Creating fake surface at %p\n", &cursor);
259 /* Build a fake surface to call the Blitting code. It is not possible to use the interface passed by
260 * the application because we are only supposed to copy the information out. Using a fake surface
261 * allows to use the Blitting engine and avoid copying the whole texture -> render target blitting code.
263 memset(&cursor, 0, sizeof(cursor));
264 cursor.lpVtbl = &IWineD3DSurface_Vtbl;
265 cursor.resource.ref = 1;
266 cursor.resource.device = This->device;
267 cursor.resource.pool = WINED3DPOOL_SCRATCH;
268 cursor.resource.format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
269 cursor.resource.resourceType = WINED3DRTYPE_SURFACE;
270 cursor.texture_name = This->device->cursorTexture;
271 cursor.texture_target = GL_TEXTURE_2D;
272 cursor.texture_level = 0;
273 cursor.currentDesc.Width = This->device->cursorWidth;
274 cursor.currentDesc.Height = This->device->cursorHeight;
275 /* The cursor must have pow2 sizes */
276 cursor.pow2Width = cursor.currentDesc.Width;
277 cursor.pow2Height = cursor.currentDesc.Height;
278 /* The surface is in the texture */
279 cursor.flags |= SFLAG_INTEXTURE;
280 /* DDBLT_KEYSRC will cause BltOverride to enable the alpha test with GL_NOTEQUAL, 0.0,
281 * which is exactly what we want :-)
283 if (This->presentParms.Windowed) {
284 MapWindowPoints(NULL, This->win_handle, (LPPOINT)&destRect, 2);
286 IWineD3DSurface_Blt((IWineD3DSurface *)This->back_buffers[0], &destRect, (IWineD3DSurface *)&cursor,
287 NULL, WINEDDBLT_KEYSRC, NULL, WINED3DTEXF_POINT);
290 if (This->device->logo_surface)
292 /* Blit the logo into the upper left corner of the drawable. */
293 IWineD3DSurface_BltFast((IWineD3DSurface *)This->back_buffers[0], 0, 0,
294 This->device->logo_surface, NULL, WINEDDBLTFAST_SRCCOLORKEY);
297 TRACE("Presenting HDC %p.\n", context->hdc);
299 render_to_fbo = This->render_to_fbo;
301 if (pSourceRect)
303 src_rect = *pSourceRect;
304 if (!render_to_fbo && (src_rect.left || src_rect.top
305 || src_rect.right != This->presentParms.BackBufferWidth
306 || src_rect.bottom != This->presentParms.BackBufferHeight))
308 render_to_fbo = TRUE;
311 else
313 src_rect.left = 0;
314 src_rect.top = 0;
315 src_rect.right = This->presentParms.BackBufferWidth;
316 src_rect.bottom = This->presentParms.BackBufferHeight;
319 if (pDestRect) dst_rect = *pDestRect;
320 else GetClientRect(This->win_handle, &dst_rect);
322 if (!render_to_fbo && (dst_rect.left || dst_rect.top
323 || dst_rect.right != This->presentParms.BackBufferWidth
324 || dst_rect.bottom != This->presentParms.BackBufferHeight))
326 render_to_fbo = TRUE;
329 /* Rendering to a window of different size, presenting partial rectangles,
330 * or rendering to a different window needs help from FBO_blit or a textured
331 * draw. Render the swapchain to a FBO in the future.
333 * Note that FBO_blit from the backbuffer to the frontbuffer cannot solve
334 * all these issues - this fails if the window is smaller than the backbuffer.
336 if (!This->render_to_fbo && render_to_fbo && wined3d_settings.offscreen_rendering_mode == ORM_FBO)
338 surface_load_location(This->back_buffers[0], SFLAG_INTEXTURE, NULL);
339 surface_modify_location(This->back_buffers[0], SFLAG_INDRAWABLE, FALSE);
340 This->render_to_fbo = TRUE;
343 if(This->render_to_fbo)
345 /* This codepath should only be hit with the COPY swapeffect. Otherwise a backbuffer-
346 * window size mismatch is impossible(fullscreen) and src and dst rectangles are
347 * not allowed(they need the COPY swapeffect)
349 * The DISCARD swap effect is ok as well since any backbuffer content is allowed after
350 * the swap
352 if(This->presentParms.SwapEffect == WINED3DSWAPEFFECT_FLIP )
354 FIXME("Render-to-fbo with WINED3DSWAPEFFECT_FLIP\n");
357 swapchain_blit(This, context, &src_rect, &dst_rect);
360 if (This->num_contexts > 1) wglFinish();
361 SwapBuffers(context->hdc); /* TODO: cycle through the swapchain buffers */
363 TRACE("SwapBuffers called, Starting new frame\n");
364 /* FPS support */
365 if (TRACE_ON(fps))
367 DWORD time = GetTickCount();
368 This->frames++;
369 /* every 1.5 seconds */
370 if (time - This->prev_time > 1500) {
371 TRACE_(fps)("%p @ approx %.2ffps\n", This, 1000.0*This->frames/(time - This->prev_time));
372 This->prev_time = time;
373 This->frames = 0;
377 /* This is disabled, but the code left in for debug purposes.
379 * Since we're allowed to modify the new back buffer on a D3DSWAPEFFECT_DISCARD flip,
380 * we can clear it with some ugly color to make bad drawing visible and ease debugging.
381 * The Debug runtime does the same on Windows. However, a few games do not redraw the
382 * screen properly, like Max Payne 2, which leaves a few pixels undefined.
384 * Tests show that the content of the back buffer after a discard flip is indeed not
385 * reliable, so no game can depend on the exact content. However, it resembles the
386 * old contents in some way, for example by showing fragments at other locations. In
387 * general, the color theme is still intact. So Max payne, which draws rather dark scenes
388 * gets a dark background image. If we clear it with a bright ugly color, the game's
389 * bug shows up much more than it does on Windows, and the players see single pixels
390 * with wrong colors.
391 * (The Max Payne bug has been confirmed on Windows with the debug runtime)
393 if (FALSE && This->presentParms.SwapEffect == WINED3DSWAPEFFECT_DISCARD) {
394 TRACE("Clearing the color buffer with cyan color\n");
396 IWineD3DDevice_Clear((IWineD3DDevice *)This->device, 0, NULL,
397 WINED3DCLEAR_TARGET, 0xff00ffff, 1.0f, 0);
400 if (!This->render_to_fbo && ((This->front_buffer->flags & SFLAG_INSYSMEM)
401 || (This->back_buffers[0]->flags & SFLAG_INSYSMEM)))
403 /* Both memory copies of the surfaces are ok, flip them around too instead of dirtifying
404 * Doesn't work with render_to_fbo because we're not flipping
406 IWineD3DSurfaceImpl *front = This->front_buffer;
407 IWineD3DSurfaceImpl *back = This->back_buffers[0];
409 if(front->resource.size == back->resource.size) {
410 DWORD fbflags;
411 flip_surface(front, back);
413 /* Tell the front buffer surface that is has been modified. However,
414 * the other locations were preserved during that, so keep the flags.
415 * This serves to update the emulated overlay, if any. */
416 fbflags = front->flags;
417 surface_modify_location(front, SFLAG_INDRAWABLE, TRUE);
418 front->flags = fbflags;
420 else
422 surface_modify_location(front, SFLAG_INDRAWABLE, TRUE);
423 surface_modify_location(back, SFLAG_INDRAWABLE, TRUE);
426 else
428 surface_modify_location(This->front_buffer, SFLAG_INDRAWABLE, TRUE);
429 /* If the swapeffect is DISCARD, the back buffer is undefined. That means the SYSMEM
430 * and INTEXTURE copies can keep their old content if they have any defined content.
431 * If the swapeffect is COPY, the content remains the same. If it is FLIP however,
432 * the texture / sysmem copy needs to be reloaded from the drawable
434 if (This->presentParms.SwapEffect == WINED3DSWAPEFFECT_FLIP)
436 surface_modify_location(This->back_buffers[0], SFLAG_INDRAWABLE, TRUE);
440 if (This->device->depth_stencil)
442 if (This->presentParms.Flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
443 || This->device->depth_stencil->flags & SFLAG_DISCARD)
445 surface_modify_ds_location(This->device->depth_stencil, SFLAG_DS_DISCARDED,
446 This->device->depth_stencil->currentDesc.Width,
447 This->device->depth_stencil->currentDesc.Height);
448 if (This->device->depth_stencil == This->device->onscreen_depth_stencil)
450 IWineD3DSurface_Release((IWineD3DSurface *)This->device->onscreen_depth_stencil);
451 This->device->onscreen_depth_stencil = NULL;
456 if (This->presentParms.PresentationInterval != WINED3DPRESENT_INTERVAL_IMMEDIATE
457 && gl_info->supported[SGI_VIDEO_SYNC])
459 if ((retval = GL_EXTCALL(glXGetVideoSyncSGI(&sync))))
460 ERR("glXGetVideoSyncSGI failed(retval = %d\n", retval);
462 switch(This->presentParms.PresentationInterval) {
463 case WINED3DPRESENT_INTERVAL_DEFAULT:
464 case WINED3DPRESENT_INTERVAL_ONE:
465 if(sync <= This->vSyncCounter) {
466 retval = GL_EXTCALL(glXWaitVideoSyncSGI(1, 0, &This->vSyncCounter));
467 } else {
468 This->vSyncCounter = sync;
470 break;
471 case WINED3DPRESENT_INTERVAL_TWO:
472 if(sync <= This->vSyncCounter + 1) {
473 retval = GL_EXTCALL(glXWaitVideoSyncSGI(2, This->vSyncCounter & 0x1, &This->vSyncCounter));
474 } else {
475 This->vSyncCounter = sync;
477 break;
478 case WINED3DPRESENT_INTERVAL_THREE:
479 if(sync <= This->vSyncCounter + 2) {
480 retval = GL_EXTCALL(glXWaitVideoSyncSGI(3, This->vSyncCounter % 0x3, &This->vSyncCounter));
481 } else {
482 This->vSyncCounter = sync;
484 break;
485 case WINED3DPRESENT_INTERVAL_FOUR:
486 if(sync <= This->vSyncCounter + 3) {
487 retval = GL_EXTCALL(glXWaitVideoSyncSGI(4, This->vSyncCounter & 0x3, &This->vSyncCounter));
488 } else {
489 This->vSyncCounter = sync;
491 break;
492 default:
493 FIXME("Unknown presentation interval %08x\n", This->presentParms.PresentationInterval);
497 context_release(context);
499 TRACE("returning\n");
500 return WINED3D_OK;
503 static HRESULT WINAPI IWineD3DSwapChainImpl_SetDestWindowOverride(IWineD3DSwapChain *iface, HWND window)
505 IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *)iface;
507 if (!window) window = swapchain->device_window;
508 if (window == swapchain->win_handle) return WINED3D_OK;
510 TRACE("Setting swapchain %p window from %p to %p\n", swapchain, swapchain->win_handle, window);
511 swapchain->win_handle = window;
513 return WINED3D_OK;
516 static const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl =
518 /* IUnknown */
519 IWineD3DBaseSwapChainImpl_QueryInterface,
520 IWineD3DBaseSwapChainImpl_AddRef,
521 IWineD3DBaseSwapChainImpl_Release,
522 /* IWineD3DSwapChain */
523 IWineD3DBaseSwapChainImpl_GetParent,
524 IWineD3DSwapChainImpl_Destroy,
525 IWineD3DBaseSwapChainImpl_GetDevice,
526 IWineD3DSwapChainImpl_Present,
527 IWineD3DSwapChainImpl_SetDestWindowOverride,
528 IWineD3DBaseSwapChainImpl_GetFrontBufferData,
529 IWineD3DBaseSwapChainImpl_GetBackBuffer,
530 IWineD3DBaseSwapChainImpl_GetRasterStatus,
531 IWineD3DBaseSwapChainImpl_GetDisplayMode,
532 IWineD3DBaseSwapChainImpl_GetPresentParameters,
533 IWineD3DBaseSwapChainImpl_SetGammaRamp,
534 IWineD3DBaseSwapChainImpl_GetGammaRamp
537 /* Do not call while under the GL lock. */
538 HRESULT swapchain_init(IWineD3DSwapChainImpl *swapchain, WINED3DSURFTYPE surface_type,
539 IWineD3DDeviceImpl *device, WINED3DPRESENT_PARAMETERS *present_parameters, void *parent)
541 const struct wined3d_adapter *adapter = device->adapter;
542 const struct wined3d_format *format;
543 BOOL displaymode_set = FALSE;
544 WINED3DDISPLAYMODE mode;
545 RECT client_rect;
546 HWND window;
547 HRESULT hr;
548 UINT i;
550 if (present_parameters->BackBufferCount > WINED3DPRESENT_BACK_BUFFER_MAX)
552 FIXME("The application requested %u back buffers, this is not supported.\n",
553 present_parameters->BackBufferCount);
554 return WINED3DERR_INVALIDCALL;
557 if (present_parameters->BackBufferCount > 1)
559 FIXME("The application requested more than one back buffer, this is not properly supported.\n"
560 "Please configure the application to use double buffering (1 back buffer) if possible.\n");
563 switch (surface_type)
565 case SURFACE_GDI:
566 swapchain->lpVtbl = &IWineGDISwapChain_Vtbl;
567 break;
569 case SURFACE_OPENGL:
570 swapchain->lpVtbl = &IWineD3DSwapChain_Vtbl;
571 break;
573 case SURFACE_UNKNOWN:
574 FIXME("Caller tried to create a SURFACE_UNKNOWN swapchain.\n");
575 return WINED3DERR_INVALIDCALL;
578 window = present_parameters->hDeviceWindow ? present_parameters->hDeviceWindow : device->createParms.hFocusWindow;
580 swapchain->device = device;
581 swapchain->parent = parent;
582 swapchain->ref = 1;
583 swapchain->win_handle = window;
584 swapchain->device_window = window;
586 IWineD3D_GetAdapterDisplayMode(device->wined3d, adapter->ordinal, &mode);
587 swapchain->orig_width = mode.Width;
588 swapchain->orig_height = mode.Height;
589 swapchain->orig_fmt = mode.Format;
590 format = wined3d_get_format(&adapter->gl_info, mode.Format);
592 GetClientRect(window, &client_rect);
593 if (present_parameters->Windowed
594 && (!present_parameters->BackBufferWidth || !present_parameters->BackBufferHeight
595 || present_parameters->BackBufferFormat == WINED3DFMT_UNKNOWN))
598 if (!present_parameters->BackBufferWidth)
600 present_parameters->BackBufferWidth = client_rect.right;
601 TRACE("Updating width to %u.\n", present_parameters->BackBufferWidth);
604 if (!present_parameters->BackBufferHeight)
606 present_parameters->BackBufferHeight = client_rect.bottom;
607 TRACE("Updating height to %u.\n", present_parameters->BackBufferHeight);
610 if (present_parameters->BackBufferFormat == WINED3DFMT_UNKNOWN)
612 present_parameters->BackBufferFormat = swapchain->orig_fmt;
613 TRACE("Updating format to %s.\n", debug_d3dformat(swapchain->orig_fmt));
616 swapchain->presentParms = *present_parameters;
618 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO
619 && present_parameters->BackBufferCount
620 && (present_parameters->BackBufferWidth != client_rect.right
621 || present_parameters->BackBufferHeight != client_rect.bottom))
623 TRACE("Rendering to FBO. Backbuffer %ux%u, window %ux%u.\n",
624 present_parameters->BackBufferWidth,
625 present_parameters->BackBufferHeight,
626 client_rect.right, client_rect.bottom);
627 swapchain->render_to_fbo = TRUE;
630 TRACE("Creating front buffer.\n");
631 hr = IWineD3DDeviceParent_CreateRenderTarget(device->device_parent, parent,
632 swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
633 swapchain->presentParms.BackBufferFormat, swapchain->presentParms.MultiSampleType,
634 swapchain->presentParms.MultiSampleQuality, TRUE /* Lockable */,
635 (IWineD3DSurface **)&swapchain->front_buffer);
636 if (FAILED(hr))
638 WARN("Failed to create front buffer, hr %#x.\n", hr);
639 goto err;
642 surface_set_container(swapchain->front_buffer, WINED3D_CONTAINER_SWAPCHAIN, (IWineD3DBase *)swapchain);
643 if (surface_type == SURFACE_OPENGL)
645 surface_modify_location(swapchain->front_buffer, SFLAG_INDRAWABLE, TRUE);
648 /* MSDN says we're only allowed a single fullscreen swapchain per device,
649 * so we should really check to see if there is a fullscreen swapchain
650 * already. Does a single head count as full screen? */
652 if (!present_parameters->Windowed)
654 WINED3DDISPLAYMODE mode;
656 /* Change the display settings */
657 mode.Width = present_parameters->BackBufferWidth;
658 mode.Height = present_parameters->BackBufferHeight;
659 mode.Format = present_parameters->BackBufferFormat;
660 mode.RefreshRate = present_parameters->FullScreen_RefreshRateInHz;
662 hr = IWineD3DDevice_SetDisplayMode((IWineD3DDevice *)device, 0, &mode);
663 if (FAILED(hr))
665 WARN("Failed to set display mode, hr %#x.\n", hr);
666 goto err;
668 displaymode_set = TRUE;
671 swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(swapchain->context));
672 if (!swapchain->context)
674 ERR("Failed to create the context array.\n");
675 hr = E_OUTOFMEMORY;
676 goto err;
678 swapchain->num_contexts = 1;
680 if (surface_type == SURFACE_OPENGL)
682 static const enum wined3d_format_id formats[] =
684 WINED3DFMT_D24_UNORM_S8_UINT,
685 WINED3DFMT_D32_UNORM,
686 WINED3DFMT_R24_UNORM_X8_TYPELESS,
687 WINED3DFMT_D16_UNORM,
688 WINED3DFMT_S1_UINT_D15_UNORM
691 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
693 /* In WGL both color, depth and stencil are features of a pixel format. In case of D3D they are separate.
694 * You are able to add a depth + stencil surface at a later stage when you need it.
695 * In order to support this properly in WineD3D we need the ability to recreate the opengl context and
696 * drawable when this is required. This is very tricky as we need to reapply ALL opengl states for the new
697 * context, need torecreate shaders, textures and other resources.
699 * The context manager already takes care of the state problem and for the other tasks code from Reset
700 * can be used. These changes are way to risky during the 1.0 code freeze which is taking place right now.
701 * Likely a lot of other new bugs will be exposed. For that reason request a depth stencil surface all the
702 * time. It can cause a slight performance hit but fixes a lot of regressions. A fixme reminds of that this
703 * issue needs to be fixed. */
704 for (i = 0; i < (sizeof(formats) / sizeof(*formats)); i++)
706 swapchain->ds_format = wined3d_get_format(gl_info, formats[i]);
707 swapchain->context[0] = context_create(swapchain, swapchain->front_buffer, swapchain->ds_format);
708 if (swapchain->context[0]) break;
709 TRACE("Depth stencil format %s is not supported, trying next format\n",
710 debug_d3dformat(formats[i]));
713 if (!swapchain->context[0])
715 WARN("Failed to create context.\n");
716 hr = WINED3DERR_NOTAVAILABLE;
717 goto err;
720 if (!present_parameters->EnableAutoDepthStencil
721 || swapchain->presentParms.AutoDepthStencilFormat != swapchain->ds_format->id)
723 FIXME("Add OpenGL context recreation support to context_validate_onscreen_formats\n");
725 context_release(swapchain->context[0]);
727 else
729 swapchain->context[0] = NULL;
732 if (swapchain->presentParms.BackBufferCount > 0)
734 swapchain->back_buffers = HeapAlloc(GetProcessHeap(), 0,
735 sizeof(*swapchain->back_buffers) * swapchain->presentParms.BackBufferCount);
736 if (!swapchain->back_buffers)
738 ERR("Failed to allocate backbuffer array memory.\n");
739 hr = E_OUTOFMEMORY;
740 goto err;
743 for (i = 0; i < swapchain->presentParms.BackBufferCount; ++i)
745 TRACE("Creating back buffer %u.\n", i);
746 hr = IWineD3DDeviceParent_CreateRenderTarget(device->device_parent, parent,
747 swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
748 swapchain->presentParms.BackBufferFormat, swapchain->presentParms.MultiSampleType,
749 swapchain->presentParms.MultiSampleQuality, TRUE /* Lockable */,
750 (IWineD3DSurface **)&swapchain->back_buffers[i]);
751 if (FAILED(hr))
753 WARN("Failed to create back buffer %u, hr %#x.\n", i, hr);
754 goto err;
757 surface_set_container(swapchain->back_buffers[i], WINED3D_CONTAINER_SWAPCHAIN, (IWineD3DBase *)swapchain);
761 /* Swapchains share the depth/stencil buffer, so only create a single depthstencil surface. */
762 if (present_parameters->EnableAutoDepthStencil && surface_type == SURFACE_OPENGL)
764 TRACE("Creating depth/stencil buffer.\n");
765 if (!device->auto_depth_stencil)
767 hr = IWineD3DDeviceParent_CreateDepthStencilSurface(device->device_parent,
768 swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
769 swapchain->presentParms.AutoDepthStencilFormat, swapchain->presentParms.MultiSampleType,
770 swapchain->presentParms.MultiSampleQuality, FALSE /* FIXME: Discard */,
771 (IWineD3DSurface **)&device->auto_depth_stencil);
772 if (FAILED(hr))
774 WARN("Failed to create the auto depth stencil, hr %#x.\n", hr);
775 goto err;
778 surface_set_container(device->auto_depth_stencil, WINED3D_CONTAINER_NONE, NULL);
782 IWineD3DSwapChain_GetGammaRamp((IWineD3DSwapChain *)swapchain, &swapchain->orig_gamma);
784 return WINED3D_OK;
786 err:
787 if (displaymode_set)
789 DEVMODEW devmode;
791 ClipCursor(NULL);
793 /* Change the display settings */
794 memset(&devmode, 0, sizeof(devmode));
795 devmode.dmSize = sizeof(devmode);
796 devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
797 devmode.dmBitsPerPel = format->byte_count * CHAR_BIT;
798 devmode.dmPelsWidth = swapchain->orig_width;
799 devmode.dmPelsHeight = swapchain->orig_height;
800 ChangeDisplaySettingsExW(adapter->DeviceName, &devmode, NULL, CDS_FULLSCREEN, NULL);
803 if (swapchain->back_buffers)
805 for (i = 0; i < swapchain->presentParms.BackBufferCount; ++i)
807 if (swapchain->back_buffers[i]) IWineD3DSurface_Release((IWineD3DSurface *)swapchain->back_buffers[i]);
809 HeapFree(GetProcessHeap(), 0, swapchain->back_buffers);
812 if (swapchain->context)
814 if (swapchain->context[0])
816 context_release(swapchain->context[0]);
817 context_destroy(device, swapchain->context[0]);
818 swapchain->num_contexts = 0;
820 HeapFree(GetProcessHeap(), 0, swapchain->context);
823 if (swapchain->front_buffer) IWineD3DSurface_Release((IWineD3DSurface *)swapchain->front_buffer);
825 return hr;
828 /* Do not call while under the GL lock. */
829 struct wined3d_context *swapchain_create_context_for_thread(IWineD3DSwapChain *iface)
831 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *) iface;
832 struct wined3d_context **newArray;
833 struct wined3d_context *ctx;
835 TRACE("Creating a new context for swapchain %p, thread %d\n", This, GetCurrentThreadId());
837 if (!(ctx = context_create(This, This->front_buffer, This->ds_format)))
839 ERR("Failed to create a new context for the swapchain\n");
840 return NULL;
842 context_release(ctx);
844 newArray = HeapAlloc(GetProcessHeap(), 0, sizeof(*newArray) * (This->num_contexts + 1));
845 if(!newArray) {
846 ERR("Out of memory when trying to allocate a new context array\n");
847 context_destroy(This->device, ctx);
848 return NULL;
850 memcpy(newArray, This->context, sizeof(*newArray) * This->num_contexts);
851 HeapFree(GetProcessHeap(), 0, This->context);
852 newArray[This->num_contexts] = ctx;
853 This->context = newArray;
854 This->num_contexts++;
856 TRACE("Returning context %p\n", ctx);
857 return ctx;
860 void get_drawable_size_swapchain(struct wined3d_context *context, UINT *width, UINT *height)
862 /* The drawable size of an onscreen drawable is the surface size.
863 * (Actually: The window size, but the surface is created in window size) */
864 *width = context->current_rt->currentDesc.Width;
865 *height = context->current_rt->currentDesc.Height;