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
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
;
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
;
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
;
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
;
106 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
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
;
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
))
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");
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
)
165 if (is_complex_fixup(backbuffer
->resource
.format
->color_fixup
))
166 gl_filter
= GL_NEAREST
;
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
);
196 glTexCoord2f(tex_left
, tex_bottom
);
200 glTexCoord2f(tex_left
, tex_top
);
204 glTexCoord2f(tex_right
, tex_top
);
208 glTexCoord2f(tex_right
, tex_bottom
);
215 device
->blitter
->unset_shader(context
->gl_info
);
216 checkGLcall("Swapchain present blit(manual)\n");
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
;
235 IWineD3DSwapChain_SetDestWindowOverride(iface
, hDestWindowOverride
);
237 context
= context_acquire(This
->device
, This
->back_buffers
[0]);
240 context_release(context
);
241 WARN("Invalid context, skipping present.\n");
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
;
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
;
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
;
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
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");
367 DWORD time
= GetTickCount();
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
;
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
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
) {
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
;
422 surface_modify_location(front
, SFLAG_INDRAWABLE
, TRUE
);
423 surface_modify_location(back
, SFLAG_INDRAWABLE
, TRUE
);
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
));
468 This
->vSyncCounter
= sync
;
471 case WINED3DPRESENT_INTERVAL_TWO
:
472 if(sync
<= This
->vSyncCounter
+ 1) {
473 retval
= GL_EXTCALL(glXWaitVideoSyncSGI(2, This
->vSyncCounter
& 0x1, &This
->vSyncCounter
));
475 This
->vSyncCounter
= sync
;
478 case WINED3DPRESENT_INTERVAL_THREE
:
479 if(sync
<= This
->vSyncCounter
+ 2) {
480 retval
= GL_EXTCALL(glXWaitVideoSyncSGI(3, This
->vSyncCounter
% 0x3, &This
->vSyncCounter
));
482 This
->vSyncCounter
= sync
;
485 case WINED3DPRESENT_INTERVAL_FOUR
:
486 if(sync
<= This
->vSyncCounter
+ 3) {
487 retval
= GL_EXTCALL(glXWaitVideoSyncSGI(4, This
->vSyncCounter
& 0x3, &This
->vSyncCounter
));
489 This
->vSyncCounter
= sync
;
493 FIXME("Unknown presentation interval %08x\n", This
->presentParms
.PresentationInterval
);
497 context_release(context
);
499 TRACE("returning\n");
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
;
516 static const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl
=
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
;
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
)
566 swapchain
->lpVtbl
= &IWineGDISwapChain_Vtbl
;
570 swapchain
->lpVtbl
= &IWineD3DSwapChain_Vtbl
;
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
;
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
);
638 WARN("Failed to create front buffer, hr %#x.\n", hr
);
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
);
665 WARN("Failed to set display mode, hr %#x.\n", hr
);
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");
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
;
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]);
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");
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
]);
753 WARN("Failed to create back buffer %u, hr %#x.\n", i
, hr
);
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
);
774 WARN("Failed to create the auto depth stencil, hr %#x.\n", hr
);
778 surface_set_container(device
->auto_depth_stencil
, WINED3D_CONTAINER_NONE
, NULL
);
782 IWineD3DSwapChain_GetGammaRamp((IWineD3DSwapChain
*)swapchain
, &swapchain
->orig_gamma
);
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
);
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");
842 context_release(ctx
);
844 newArray
= HeapAlloc(GetProcessHeap(), 0, sizeof(*newArray
) * (This
->num_contexts
+ 1));
846 ERR("Out of memory when trying to allocate a new context array\n");
847 context_destroy(This
->device
, ctx
);
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
);
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
;