msxml3: Support comment nodes in MXWriter.
[wine/multimedia.git] / dlls / wined3d / swapchain.c
blob83678f82adbbbe06f8e052d94b8758f6ff487a2e
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->desc.backbuffer_count;
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->desc.windowed && swapchain->desc.auto_restore_display_mode)
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->desc.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, WINED3D_TEXF_POINT);
176 HRESULT CDECL wined3d_swapchain_get_back_buffer(const struct wined3d_swapchain *swapchain,
177 UINT back_buffer_idx, enum wined3d_backbuffer_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->desc.backbuffer_count)
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 struct wined3d_raster_status *raster_status)
208 static BOOL warned;
209 LARGE_INTEGER counter, freq_per_sec;
210 LONGLONG freq_per_frame, freq_per_line;
211 struct wined3d_display_mode mode;
213 /* No OpenGL equivalent */
214 if (!warned)
216 FIXME("swapchain %p, raster_status %p semi-stub!\n", swapchain, raster_status);
217 warned = TRUE;
220 /* Obtaining the raster status is a widely implemented but optional
221 * feature. When this method returns OK StarCraft 2 expects the
222 * raster_status->InVBlank value to actually change over time.
223 * And Endless Alice Crysis doesn't care even if this method fails.
224 * Thus this method returns OK and fakes raster_status by
225 * QueryPerformanceCounter. */
227 if (!QueryPerformanceCounter(&counter) || !QueryPerformanceFrequency(&freq_per_sec))
228 return WINED3DERR_INVALIDCALL;
230 if (FAILED(wined3d_swapchain_get_display_mode(swapchain, &mode)))
231 return WINED3DERR_INVALIDCALL;
232 if (mode.refresh_rate == DEFAULT_REFRESH_RATE)
233 mode.refresh_rate = 60;
235 freq_per_frame = freq_per_sec.QuadPart / mode.refresh_rate;
236 /* Assume 20 scan lines in the vertical blank */
237 freq_per_line = freq_per_frame / (mode.height + 20);
238 raster_status->scan_line = (counter.QuadPart % freq_per_frame) / freq_per_line;
239 if (raster_status->scan_line < mode.height)
240 raster_status->in_vblank = FALSE;
241 else
243 raster_status->scan_line = 0;
244 raster_status->in_vblank = TRUE;
246 TRACE("Returning fake value, in_vblank %u, scan_line %u.\n",
247 raster_status->in_vblank, raster_status->scan_line);
248 return WINED3D_OK;
251 HRESULT CDECL wined3d_swapchain_get_display_mode(const struct wined3d_swapchain *swapchain,
252 struct wined3d_display_mode *mode)
254 HRESULT hr;
256 TRACE("swapchain %p, mode %p.\n", swapchain, mode);
258 hr = wined3d_get_adapter_display_mode(swapchain->device->wined3d, swapchain->device->adapter->ordinal, mode);
260 TRACE("Returning w %u, h %u, refresh rate %u, format %s.\n",
261 mode->width, mode->height, mode->refresh_rate, debug_d3dformat(mode->format_id));
263 return hr;
266 struct wined3d_device * CDECL wined3d_swapchain_get_device(const struct wined3d_swapchain *swapchain)
268 TRACE("swapchain %p.\n", swapchain);
270 return swapchain->device;
273 HRESULT CDECL wined3d_swapchain_get_desc(const struct wined3d_swapchain *swapchain,
274 struct wined3d_swapchain_desc *desc)
276 TRACE("swapchain %p, desc %p.\n", swapchain, desc);
278 *desc = swapchain->desc;
280 return WINED3D_OK;
283 HRESULT CDECL wined3d_swapchain_set_gamma_ramp(const struct wined3d_swapchain *swapchain,
284 DWORD flags, const struct wined3d_gamma_ramp *ramp)
286 HDC dc;
288 TRACE("swapchain %p, flags %#x, ramp %p.\n", swapchain, flags, ramp);
290 if (flags)
291 FIXME("Ignoring flags %#x.\n", flags);
293 dc = GetDC(swapchain->device_window);
294 SetDeviceGammaRamp(dc, (void *)ramp);
295 ReleaseDC(swapchain->device_window, dc);
297 return WINED3D_OK;
300 HRESULT CDECL wined3d_swapchain_get_gamma_ramp(const struct wined3d_swapchain *swapchain,
301 struct wined3d_gamma_ramp *ramp)
303 HDC dc;
305 TRACE("swapchain %p, ramp %p.\n", swapchain, ramp);
307 dc = GetDC(swapchain->device_window);
308 GetDeviceGammaRamp(dc, ramp);
309 ReleaseDC(swapchain->device_window, dc);
311 return WINED3D_OK;
314 /* A GL context is provided by the caller */
315 static void swapchain_blit(const struct wined3d_swapchain *swapchain,
316 struct wined3d_context *context, const RECT *src_rect, const RECT *dst_rect)
318 struct wined3d_surface *backbuffer = swapchain->back_buffers[0];
319 UINT src_w = src_rect->right - src_rect->left;
320 UINT src_h = src_rect->bottom - src_rect->top;
321 GLenum gl_filter;
322 const struct wined3d_gl_info *gl_info = context->gl_info;
323 RECT win_rect;
324 UINT win_h;
326 TRACE("swapchain %p, context %p, src_rect %s, dst_rect %s.\n",
327 swapchain, context, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect));
329 if (src_w == dst_rect->right - dst_rect->left && src_h == dst_rect->bottom - dst_rect->top)
330 gl_filter = GL_NEAREST;
331 else
332 gl_filter = GL_LINEAR;
334 GetClientRect(swapchain->win_handle, &win_rect);
335 win_h = win_rect.bottom - win_rect.top;
337 if (gl_info->fbo_ops.glBlitFramebuffer && is_identity_fixup(backbuffer->resource.format->color_fixup))
339 DWORD location = SFLAG_INTEXTURE;
341 if (backbuffer->resource.multisample_type)
343 location = SFLAG_INRB_RESOLVED;
344 surface_load_location(backbuffer, location, NULL);
347 ENTER_GL();
348 context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, backbuffer, NULL, location);
349 glReadBuffer(GL_COLOR_ATTACHMENT0);
350 context_check_fbo_status(context, GL_READ_FRAMEBUFFER);
352 context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER, swapchain->front_buffer, NULL, SFLAG_INDRAWABLE);
353 context_set_draw_buffer(context, GL_BACK);
354 context_invalidate_state(context, STATE_FRAMEBUFFER);
356 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
357 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE));
358 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1));
359 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2));
360 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3));
362 glDisable(GL_SCISSOR_TEST);
363 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE));
365 /* Note that the texture is upside down */
366 gl_info->fbo_ops.glBlitFramebuffer(src_rect->left, src_rect->top, src_rect->right, src_rect->bottom,
367 dst_rect->left, win_h - dst_rect->top, dst_rect->right, win_h - dst_rect->bottom,
368 GL_COLOR_BUFFER_BIT, gl_filter);
369 checkGLcall("Swapchain present blit(EXT_framebuffer_blit)\n");
370 LEAVE_GL();
372 else
374 struct wined3d_device *device = swapchain->device;
375 struct wined3d_context *context2;
376 float tex_left = src_rect->left;
377 float tex_top = src_rect->top;
378 float tex_right = src_rect->right;
379 float tex_bottom = src_rect->bottom;
381 context2 = context_acquire(device, swapchain->back_buffers[0]);
382 context_apply_blit_state(context2, device);
384 if (backbuffer->flags & SFLAG_NORMCOORD)
386 tex_left /= src_w;
387 tex_right /= src_w;
388 tex_top /= src_h;
389 tex_bottom /= src_h;
392 if (is_complex_fixup(backbuffer->resource.format->color_fixup))
393 gl_filter = GL_NEAREST;
395 ENTER_GL();
396 context_apply_fbo_state_blit(context2, GL_FRAMEBUFFER, swapchain->front_buffer, NULL, SFLAG_INDRAWABLE);
398 /* Set up the texture. The surface is not in a wined3d_texture
399 * container, so there are no D3D texture settings to dirtify. */
400 device->blitter->set_shader(device->blit_priv, context2, backbuffer);
401 glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MIN_FILTER, gl_filter);
402 glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MAG_FILTER, gl_filter);
404 context_set_draw_buffer(context, GL_BACK);
406 /* Set the viewport to the destination rectandle, disable any projection
407 * transformation set up by context_apply_blit_state(), and draw a
408 * (-1,-1)-(1,1) quad.
410 * Back up viewport and matrix to avoid breaking last_was_blit
412 * Note that context_apply_blit_state() set up viewport and ortho to
413 * match the surface size - we want the GL drawable(=window) size. */
414 glPushAttrib(GL_VIEWPORT_BIT);
415 glViewport(dst_rect->left, win_h - dst_rect->bottom, dst_rect->right, win_h - dst_rect->top);
416 glMatrixMode(GL_PROJECTION);
417 glPushMatrix();
418 glLoadIdentity();
420 glBegin(GL_QUADS);
421 /* bottom left */
422 glTexCoord2f(tex_left, tex_bottom);
423 glVertex2i(-1, -1);
425 /* top left */
426 glTexCoord2f(tex_left, tex_top);
427 glVertex2i(-1, 1);
429 /* top right */
430 glTexCoord2f(tex_right, tex_top);
431 glVertex2i(1, 1);
433 /* bottom right */
434 glTexCoord2f(tex_right, tex_bottom);
435 glVertex2i(1, -1);
436 glEnd();
438 glPopMatrix();
439 glPopAttrib();
441 device->blitter->unset_shader(context->gl_info);
442 checkGLcall("Swapchain present blit(manual)\n");
443 LEAVE_GL();
445 context_release(context2);
449 static HRESULT swapchain_gl_present(struct wined3d_swapchain *swapchain, const RECT *src_rect_in,
450 const RECT *dst_rect_in, const RGNDATA *dirty_region, DWORD flags)
452 const struct wined3d_fb_state *fb = &swapchain->device->fb;
453 const struct wined3d_gl_info *gl_info;
454 struct wined3d_context *context;
455 RECT src_rect, dst_rect;
456 BOOL render_to_fbo;
458 context = context_acquire(swapchain->device, swapchain->back_buffers[0]);
459 if (!context->valid)
461 context_release(context);
462 WARN("Invalid context, skipping present.\n");
463 return WINED3D_OK;
466 gl_info = context->gl_info;
468 /* Render the cursor onto the back buffer, using our nifty directdraw blitting code :-) */
469 if (swapchain->device->bCursorVisible &&
470 swapchain->device->cursorTexture &&
471 !swapchain->device->hardwareCursor)
473 struct wined3d_surface cursor;
474 RECT destRect =
476 swapchain->device->xScreenSpace - swapchain->device->xHotSpot,
477 swapchain->device->yScreenSpace - swapchain->device->yHotSpot,
478 swapchain->device->xScreenSpace + swapchain->device->cursorWidth - swapchain->device->xHotSpot,
479 swapchain->device->yScreenSpace + swapchain->device->cursorHeight - swapchain->device->yHotSpot,
481 TRACE("Rendering the cursor. Creating fake surface at %p\n", &cursor);
482 /* Build a fake surface to call the Blitting code. It is not possible to use the interface passed by
483 * the application because we are only supposed to copy the information out. Using a fake surface
484 * allows to use the Blitting engine and avoid copying the whole texture -> render target blitting code.
486 memset(&cursor, 0, sizeof(cursor));
487 cursor.resource.ref = 1;
488 cursor.resource.device = swapchain->device;
489 cursor.resource.pool = WINED3D_POOL_SCRATCH;
490 cursor.resource.format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
491 cursor.resource.type = WINED3D_RTYPE_SURFACE;
492 cursor.texture_name = swapchain->device->cursorTexture;
493 cursor.texture_target = GL_TEXTURE_2D;
494 cursor.texture_level = 0;
495 cursor.resource.width = swapchain->device->cursorWidth;
496 cursor.resource.height = swapchain->device->cursorHeight;
497 /* The cursor must have pow2 sizes */
498 cursor.pow2Width = cursor.resource.width;
499 cursor.pow2Height = cursor.resource.height;
500 /* The surface is in the texture */
501 cursor.flags |= SFLAG_INTEXTURE;
502 /* DDBLT_KEYSRC will cause BltOverride to enable the alpha test with GL_NOTEQUAL, 0.0,
503 * which is exactly what we want :-)
505 if (swapchain->desc.windowed)
506 MapWindowPoints(NULL, swapchain->win_handle, (POINT *)&destRect, 2);
507 wined3d_surface_blt(swapchain->back_buffers[0], &destRect,
508 &cursor, NULL, WINEDDBLT_KEYSRC, NULL, WINED3D_TEXF_POINT);
511 if (swapchain->device->logo_surface)
513 struct wined3d_surface *src_surface = swapchain->device->logo_surface;
514 RECT rect = {0, 0, src_surface->resource.width, src_surface->resource.height};
516 /* Blit the logo into the upper left corner of the drawable. */
517 wined3d_surface_blt(swapchain->back_buffers[0], &rect, src_surface, &rect,
518 WINEDDBLT_KEYSRC, NULL, WINED3D_TEXF_POINT);
521 TRACE("Presenting HDC %p.\n", context->hdc);
523 render_to_fbo = swapchain->render_to_fbo;
525 if (src_rect_in)
527 src_rect = *src_rect_in;
528 if (!render_to_fbo && (src_rect.left || src_rect.top
529 || src_rect.right != swapchain->desc.backbuffer_width
530 || src_rect.bottom != swapchain->desc.backbuffer_height))
532 render_to_fbo = TRUE;
535 else
537 src_rect.left = 0;
538 src_rect.top = 0;
539 src_rect.right = swapchain->desc.backbuffer_width;
540 src_rect.bottom = swapchain->desc.backbuffer_height;
543 if (dst_rect_in)
544 dst_rect = *dst_rect_in;
545 else
546 GetClientRect(swapchain->win_handle, &dst_rect);
548 if (!render_to_fbo && (dst_rect.left || dst_rect.top
549 || dst_rect.right != swapchain->desc.backbuffer_width
550 || dst_rect.bottom != swapchain->desc.backbuffer_height))
551 render_to_fbo = TRUE;
553 /* Rendering to a window of different size, presenting partial rectangles,
554 * or rendering to a different window needs help from FBO_blit or a textured
555 * draw. Render the swapchain to a FBO in the future.
557 * Note that FBO_blit from the backbuffer to the frontbuffer cannot solve
558 * all these issues - this fails if the window is smaller than the backbuffer.
560 if (!swapchain->render_to_fbo && render_to_fbo && wined3d_settings.offscreen_rendering_mode == ORM_FBO)
562 surface_load_location(swapchain->back_buffers[0], SFLAG_INTEXTURE, NULL);
563 surface_modify_location(swapchain->back_buffers[0], SFLAG_INDRAWABLE, FALSE);
564 swapchain->render_to_fbo = TRUE;
565 swapchain_update_draw_bindings(swapchain);
568 if (swapchain->render_to_fbo)
570 /* This codepath should only be hit with the COPY swapeffect. Otherwise a backbuffer-
571 * window size mismatch is impossible(fullscreen) and src and dst rectangles are
572 * not allowed(they need the COPY swapeffect)
574 * The DISCARD swap effect is ok as well since any backbuffer content is allowed after
575 * the swap. */
576 if (swapchain->desc.swap_effect == WINED3D_SWAP_EFFECT_FLIP)
577 FIXME("Render-to-fbo with WINED3D_SWAP_EFFECT_FLIP\n");
579 swapchain_blit(swapchain, context, &src_rect, &dst_rect);
582 if (swapchain->num_contexts > 1)
583 wglFinish();
584 SwapBuffers(context->hdc); /* TODO: cycle through the swapchain buffers */
586 TRACE("SwapBuffers called, Starting new frame\n");
587 /* FPS support */
588 if (TRACE_ON(fps))
590 DWORD time = GetTickCount();
591 ++swapchain->frames;
593 /* every 1.5 seconds */
594 if (time - swapchain->prev_time > 1500)
596 TRACE_(fps)("%p @ approx %.2ffps\n",
597 swapchain, 1000.0 * swapchain->frames / (time - swapchain->prev_time));
598 swapchain->prev_time = time;
599 swapchain->frames = 0;
603 /* This is disabled, but the code left in for debug purposes.
605 * Since we're allowed to modify the new back buffer on a D3DSWAPEFFECT_DISCARD flip,
606 * we can clear it with some ugly color to make bad drawing visible and ease debugging.
607 * The Debug runtime does the same on Windows. However, a few games do not redraw the
608 * screen properly, like Max Payne 2, which leaves a few pixels undefined.
610 * Tests show that the content of the back buffer after a discard flip is indeed not
611 * reliable, so no game can depend on the exact content. However, it resembles the
612 * old contents in some way, for example by showing fragments at other locations. In
613 * general, the color theme is still intact. So Max payne, which draws rather dark scenes
614 * gets a dark background image. If we clear it with a bright ugly color, the game's
615 * bug shows up much more than it does on Windows, and the players see single pixels
616 * with wrong colors.
617 * (The Max Payne bug has been confirmed on Windows with the debug runtime) */
618 if (FALSE && swapchain->desc.swap_effect == WINED3D_SWAP_EFFECT_DISCARD)
620 static const struct wined3d_color cyan = {0.0f, 1.0f, 1.0f, 1.0f};
622 TRACE("Clearing the color buffer with cyan color\n");
624 wined3d_device_clear(swapchain->device, 0, NULL,
625 WINED3DCLEAR_TARGET, &cyan, 1.0f, 0);
628 if (!swapchain->render_to_fbo && ((swapchain->front_buffer->flags & SFLAG_INSYSMEM)
629 || (swapchain->back_buffers[0]->flags & SFLAG_INSYSMEM)))
631 /* Both memory copies of the surfaces are ok, flip them around too instead of dirtifying
632 * Doesn't work with render_to_fbo because we're not flipping
634 struct wined3d_surface *front = swapchain->front_buffer;
635 struct wined3d_surface *back = swapchain->back_buffers[0];
637 if(front->resource.size == back->resource.size) {
638 DWORD fbflags;
639 flip_surface(front, back);
641 /* Tell the front buffer surface that is has been modified. However,
642 * the other locations were preserved during that, so keep the flags.
643 * This serves to update the emulated overlay, if any. */
644 fbflags = front->flags;
645 surface_modify_location(front, SFLAG_INDRAWABLE, TRUE);
646 front->flags = fbflags;
648 else
650 surface_modify_location(front, SFLAG_INDRAWABLE, TRUE);
651 surface_modify_location(back, SFLAG_INDRAWABLE, TRUE);
654 else
656 surface_modify_location(swapchain->front_buffer, SFLAG_INDRAWABLE, TRUE);
657 /* If the swapeffect is DISCARD, the back buffer is undefined. That means the SYSMEM
658 * and INTEXTURE copies can keep their old content if they have any defined content.
659 * If the swapeffect is COPY, the content remains the same. If it is FLIP however,
660 * the texture / sysmem copy needs to be reloaded from the drawable
662 if (swapchain->desc.swap_effect == WINED3D_SWAP_EFFECT_FLIP)
663 surface_modify_location(swapchain->back_buffers[0], swapchain->back_buffers[0]->draw_binding, TRUE);
666 if (fb->depth_stencil)
668 if (swapchain->desc.flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
669 || fb->depth_stencil->flags & SFLAG_DISCARD)
671 surface_modify_ds_location(fb->depth_stencil, SFLAG_LOST,
672 fb->depth_stencil->resource.width,
673 fb->depth_stencil->resource.height);
674 if (fb->depth_stencil == swapchain->device->onscreen_depth_stencil)
676 wined3d_surface_decref(swapchain->device->onscreen_depth_stencil);
677 swapchain->device->onscreen_depth_stencil = NULL;
682 context_release(context);
684 TRACE("returning\n");
685 return WINED3D_OK;
688 static const struct wined3d_swapchain_ops swapchain_gl_ops =
690 swapchain_gl_present,
693 /* Helper function that blits the front buffer contents to the target window. */
694 void x11_copy_to_screen(const struct wined3d_swapchain *swapchain, const RECT *rect)
696 const struct wined3d_surface *front;
697 POINT offset = {0, 0};
698 HDC src_dc, dst_dc;
699 RECT draw_rect;
700 HWND window;
702 TRACE("swapchain %p, rect %s.\n", swapchain, wine_dbgstr_rect(rect));
704 front = swapchain->front_buffer;
705 if (!(front->resource.usage & WINED3DUSAGE_RENDERTARGET))
706 return;
708 if (front->flags & SFLAG_LOCKED)
709 ERR("Trying to blit a mapped surface.\n");
711 TRACE("Copying surface %p to screen.\n", front);
713 src_dc = front->hDC;
714 window = swapchain->win_handle;
715 dst_dc = GetDCEx(window, 0, DCX_CLIPSIBLINGS | DCX_CACHE);
717 /* Front buffer coordinates are screen coordinates. Map them to the
718 * destination window if not fullscreened. */
719 if (swapchain->desc.windowed)
720 ClientToScreen(window, &offset);
722 TRACE("offset %s.\n", wine_dbgstr_point(&offset));
724 draw_rect.left = 0;
725 draw_rect.right = front->resource.width;
726 draw_rect.top = 0;
727 draw_rect.bottom = front->resource.height;
729 if (rect)
730 IntersectRect(&draw_rect, &draw_rect, rect);
732 BitBlt(dst_dc, draw_rect.left - offset.x, draw_rect.top - offset.y,
733 draw_rect.right - draw_rect.left, draw_rect.bottom - draw_rect.top,
734 src_dc, draw_rect.left, draw_rect.top, SRCCOPY);
735 ReleaseDC(window, dst_dc);
738 static HRESULT swapchain_gdi_present(struct wined3d_swapchain *swapchain, const RECT *src_rect_in,
739 const RECT *dst_rect_in, const RGNDATA *dirty_region, DWORD flags)
741 struct wined3d_surface *front, *back;
743 if (!swapchain->back_buffers)
745 WARN("Swapchain doesn't have a backbuffer, returning WINED3DERR_INVALIDCALL\n");
746 return WINED3DERR_INVALIDCALL;
748 front = swapchain->front_buffer;
749 back = swapchain->back_buffers[0];
751 /* Flip the DC. */
753 HDC tmp;
754 tmp = front->hDC;
755 front->hDC = back->hDC;
756 back->hDC = tmp;
759 /* Flip the DIBsection. */
761 HBITMAP tmp;
762 tmp = front->dib.DIBsection;
763 front->dib.DIBsection = back->dib.DIBsection;
764 back->dib.DIBsection = tmp;
767 /* Flip the surface data. */
769 void *tmp;
771 tmp = front->dib.bitmap_data;
772 front->dib.bitmap_data = back->dib.bitmap_data;
773 back->dib.bitmap_data = tmp;
775 tmp = front->resource.allocatedMemory;
776 front->resource.allocatedMemory = back->resource.allocatedMemory;
777 back->resource.allocatedMemory = tmp;
779 if (front->resource.heapMemory)
780 ERR("GDI Surface %p has heap memory allocated.\n", front);
782 if (back->resource.heapMemory)
783 ERR("GDI Surface %p has heap memory allocated.\n", back);
786 /* FPS support */
787 if (TRACE_ON(fps))
789 static LONG prev_time, frames;
790 DWORD time = GetTickCount();
792 ++frames;
794 /* every 1.5 seconds */
795 if (time - prev_time > 1500)
797 TRACE_(fps)("@ approx %.2ffps\n", 1000.0 * frames / (time - prev_time));
798 prev_time = time;
799 frames = 0;
803 x11_copy_to_screen(swapchain, NULL);
805 return WINED3D_OK;
808 static const struct wined3d_swapchain_ops swapchain_gdi_ops =
810 swapchain_gdi_present,
813 void swapchain_update_render_to_fbo(struct wined3d_swapchain *swapchain)
815 RECT client_rect;
817 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
818 return;
820 if (!swapchain->desc.backbuffer_count)
822 TRACE("Single buffered rendering.\n");
823 swapchain->render_to_fbo = FALSE;
824 return;
827 GetClientRect(swapchain->win_handle, &client_rect);
829 TRACE("Backbuffer %ux%u, window %ux%u.\n",
830 swapchain->desc.backbuffer_width,
831 swapchain->desc.backbuffer_height,
832 client_rect.right, client_rect.bottom);
833 TRACE("Multisample type %#x, quality %#x.\n",
834 swapchain->desc.multisample_type,
835 swapchain->desc.multisample_quality);
837 if (!wined3d_settings.always_offscreen && !swapchain->desc.multisample_type
838 && swapchain->desc.backbuffer_width == client_rect.right
839 && swapchain->desc.backbuffer_height == client_rect.bottom)
841 TRACE("Backbuffer dimensions match window dimensions, rendering onscreen.\n");
842 swapchain->render_to_fbo = FALSE;
843 return;
846 TRACE("Rendering to FBO.\n");
847 swapchain->render_to_fbo = TRUE;
850 /* Do not call while under the GL lock. */
851 static HRESULT swapchain_init(struct wined3d_swapchain *swapchain, enum wined3d_surface_type surface_type,
852 struct wined3d_device *device, struct wined3d_swapchain_desc *desc,
853 void *parent, const struct wined3d_parent_ops *parent_ops)
855 const struct wined3d_adapter *adapter = device->adapter;
856 const struct wined3d_format *format;
857 struct wined3d_display_mode mode;
858 BOOL displaymode_set = FALSE;
859 RECT client_rect;
860 HWND window;
861 HRESULT hr;
862 UINT i;
864 if (desc->backbuffer_count > WINED3DPRESENT_BACK_BUFFER_MAX)
866 FIXME("The application requested %u back buffers, this is not supported.\n",
867 desc->backbuffer_count);
868 return WINED3DERR_INVALIDCALL;
871 if (desc->backbuffer_count > 1)
873 FIXME("The application requested more than one back buffer, this is not properly supported.\n"
874 "Please configure the application to use double buffering (1 back buffer) if possible.\n");
877 switch (surface_type)
879 case WINED3D_SURFACE_TYPE_GDI:
880 swapchain->swapchain_ops = &swapchain_gdi_ops;
881 break;
883 case WINED3D_SURFACE_TYPE_OPENGL:
884 swapchain->swapchain_ops = &swapchain_gl_ops;
885 break;
887 default:
888 ERR("Invalid surface type %#x.\n", surface_type);
889 return WINED3DERR_INVALIDCALL;
892 window = desc->device_window ? desc->device_window : device->create_parms.focus_window;
894 swapchain->device = device;
895 swapchain->parent = parent;
896 swapchain->parent_ops = parent_ops;
897 swapchain->ref = 1;
898 swapchain->win_handle = window;
899 swapchain->device_window = window;
901 wined3d_get_adapter_display_mode(device->wined3d, adapter->ordinal, &mode);
902 swapchain->orig_width = mode.width;
903 swapchain->orig_height = mode.height;
904 swapchain->orig_fmt = mode.format_id;
905 format = wined3d_get_format(&adapter->gl_info, mode.format_id);
907 GetClientRect(window, &client_rect);
908 if (desc->windowed
909 && (!desc->backbuffer_width || !desc->backbuffer_height
910 || desc->backbuffer_format == WINED3DFMT_UNKNOWN))
913 if (!desc->backbuffer_width)
915 desc->backbuffer_width = client_rect.right;
916 TRACE("Updating width to %u.\n", desc->backbuffer_width);
919 if (!desc->backbuffer_height)
921 desc->backbuffer_height = client_rect.bottom;
922 TRACE("Updating height to %u.\n", desc->backbuffer_height);
925 if (desc->backbuffer_format == WINED3DFMT_UNKNOWN)
927 desc->backbuffer_format = swapchain->orig_fmt;
928 TRACE("Updating format to %s.\n", debug_d3dformat(swapchain->orig_fmt));
931 swapchain->desc = *desc;
932 swapchain_update_render_to_fbo(swapchain);
934 TRACE("Creating front buffer.\n");
935 hr = device->device_parent->ops->create_rendertarget(device->device_parent, parent,
936 swapchain->desc.backbuffer_width, swapchain->desc.backbuffer_height,
937 swapchain->desc.backbuffer_format, swapchain->desc.multisample_type,
938 swapchain->desc.multisample_quality, TRUE /* Lockable */,
939 &swapchain->front_buffer);
940 if (FAILED(hr))
942 WARN("Failed to create front buffer, hr %#x.\n", hr);
943 goto err;
946 surface_set_container(swapchain->front_buffer, WINED3D_CONTAINER_SWAPCHAIN, swapchain);
947 if (surface_type == WINED3D_SURFACE_TYPE_OPENGL)
948 surface_modify_location(swapchain->front_buffer, SFLAG_INDRAWABLE, TRUE);
950 /* MSDN says we're only allowed a single fullscreen swapchain per device,
951 * so we should really check to see if there is a fullscreen swapchain
952 * already. Does a single head count as full screen? */
954 if (!desc->windowed)
956 struct wined3d_display_mode mode;
958 /* Change the display settings */
959 mode.width = desc->backbuffer_width;
960 mode.height = desc->backbuffer_height;
961 mode.format_id = desc->backbuffer_format;
962 mode.refresh_rate = desc->refresh_rate;
964 hr = wined3d_device_set_display_mode(device, 0, &mode);
965 if (FAILED(hr))
967 WARN("Failed to set display mode, hr %#x.\n", hr);
968 goto err;
970 displaymode_set = TRUE;
973 if (surface_type == WINED3D_SURFACE_TYPE_OPENGL)
975 static const enum wined3d_format_id formats[] =
977 WINED3DFMT_D24_UNORM_S8_UINT,
978 WINED3DFMT_D32_UNORM,
979 WINED3DFMT_R24_UNORM_X8_TYPELESS,
980 WINED3DFMT_D16_UNORM,
981 WINED3DFMT_S1_UINT_D15_UNORM
984 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
986 swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain->context));
987 if (!swapchain->context)
989 ERR("Failed to create the context array.\n");
990 hr = E_OUTOFMEMORY;
991 goto err;
993 swapchain->num_contexts = 1;
995 /* In WGL both color, depth and stencil are features of a pixel format. In case of D3D they are separate.
996 * You are able to add a depth + stencil surface at a later stage when you need it.
997 * In order to support this properly in WineD3D we need the ability to recreate the opengl context and
998 * drawable when this is required. This is very tricky as we need to reapply ALL opengl states for the new
999 * context, need torecreate shaders, textures and other resources.
1001 * The context manager already takes care of the state problem and for the other tasks code from Reset
1002 * can be used. These changes are way to risky during the 1.0 code freeze which is taking place right now.
1003 * Likely a lot of other new bugs will be exposed. For that reason request a depth stencil surface all the
1004 * time. It can cause a slight performance hit but fixes a lot of regressions. A fixme reminds of that this
1005 * issue needs to be fixed. */
1006 for (i = 0; i < (sizeof(formats) / sizeof(*formats)); i++)
1008 swapchain->ds_format = wined3d_get_format(gl_info, formats[i]);
1009 swapchain->context[0] = context_create(swapchain, swapchain->front_buffer, swapchain->ds_format);
1010 if (swapchain->context[0]) break;
1011 TRACE("Depth stencil format %s is not supported, trying next format\n",
1012 debug_d3dformat(formats[i]));
1015 if (!swapchain->context[0])
1017 WARN("Failed to create context.\n");
1018 hr = WINED3DERR_NOTAVAILABLE;
1019 goto err;
1022 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
1023 && (!desc->enable_auto_depth_stencil
1024 || swapchain->desc.auto_depth_stencil_format != swapchain->ds_format->id))
1026 FIXME("Add OpenGL context recreation support to context_validate_onscreen_formats\n");
1028 context_release(swapchain->context[0]);
1031 if (swapchain->desc.backbuffer_count > 0)
1033 swapchain->back_buffers = HeapAlloc(GetProcessHeap(), 0,
1034 sizeof(*swapchain->back_buffers) * swapchain->desc.backbuffer_count);
1035 if (!swapchain->back_buffers)
1037 ERR("Failed to allocate backbuffer array memory.\n");
1038 hr = E_OUTOFMEMORY;
1039 goto err;
1042 for (i = 0; i < swapchain->desc.backbuffer_count; ++i)
1044 TRACE("Creating back buffer %u.\n", i);
1045 hr = device->device_parent->ops->create_rendertarget(device->device_parent, parent,
1046 swapchain->desc.backbuffer_width, swapchain->desc.backbuffer_height,
1047 swapchain->desc.backbuffer_format, swapchain->desc.multisample_type,
1048 swapchain->desc.multisample_quality, TRUE /* Lockable */,
1049 &swapchain->back_buffers[i]);
1050 if (FAILED(hr))
1052 WARN("Failed to create back buffer %u, hr %#x.\n", i, hr);
1053 goto err;
1056 surface_set_container(swapchain->back_buffers[i], WINED3D_CONTAINER_SWAPCHAIN, swapchain);
1060 /* Swapchains share the depth/stencil buffer, so only create a single depthstencil surface. */
1061 if (desc->enable_auto_depth_stencil && surface_type == WINED3D_SURFACE_TYPE_OPENGL)
1063 TRACE("Creating depth/stencil buffer.\n");
1064 if (!device->auto_depth_stencil)
1066 hr = device->device_parent->ops->create_depth_stencil(device->device_parent,
1067 swapchain->desc.backbuffer_width, swapchain->desc.backbuffer_height,
1068 swapchain->desc.auto_depth_stencil_format, swapchain->desc.multisample_type,
1069 swapchain->desc.multisample_quality, FALSE /* FIXME: Discard */,
1070 &device->auto_depth_stencil);
1071 if (FAILED(hr))
1073 WARN("Failed to create the auto depth stencil, hr %#x.\n", hr);
1074 goto err;
1077 surface_set_container(device->auto_depth_stencil, WINED3D_CONTAINER_NONE, NULL);
1081 wined3d_swapchain_get_gamma_ramp(swapchain, &swapchain->orig_gamma);
1083 return WINED3D_OK;
1085 err:
1086 if (displaymode_set)
1088 DEVMODEW devmode;
1090 ClipCursor(NULL);
1092 /* Change the display settings */
1093 memset(&devmode, 0, sizeof(devmode));
1094 devmode.dmSize = sizeof(devmode);
1095 devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
1096 devmode.dmBitsPerPel = format->byte_count * CHAR_BIT;
1097 devmode.dmPelsWidth = swapchain->orig_width;
1098 devmode.dmPelsHeight = swapchain->orig_height;
1099 ChangeDisplaySettingsExW(adapter->DeviceName, &devmode, NULL, CDS_FULLSCREEN, NULL);
1102 if (swapchain->back_buffers)
1104 for (i = 0; i < swapchain->desc.backbuffer_count; ++i)
1106 if (swapchain->back_buffers[i])
1108 surface_set_container(swapchain->back_buffers[i], WINED3D_CONTAINER_NONE, NULL);
1109 wined3d_surface_decref(swapchain->back_buffers[i]);
1112 HeapFree(GetProcessHeap(), 0, swapchain->back_buffers);
1115 if (swapchain->context)
1117 if (swapchain->context[0])
1119 context_release(swapchain->context[0]);
1120 context_destroy(device, swapchain->context[0]);
1121 swapchain->num_contexts = 0;
1123 HeapFree(GetProcessHeap(), 0, swapchain->context);
1126 if (swapchain->front_buffer)
1128 surface_set_container(swapchain->front_buffer, WINED3D_CONTAINER_NONE, NULL);
1129 wined3d_surface_decref(swapchain->front_buffer);
1132 return hr;
1135 /* Do not call while under the GL lock. */
1136 HRESULT CDECL wined3d_swapchain_create(struct wined3d_device *device,
1137 struct wined3d_swapchain_desc *desc, enum wined3d_surface_type surface_type,
1138 void *parent, const struct wined3d_parent_ops *parent_ops,
1139 struct wined3d_swapchain **swapchain)
1141 struct wined3d_swapchain *object;
1142 HRESULT hr;
1144 TRACE("device %p, desc %p, swapchain %p, parent %p, surface_type %#x.\n",
1145 device, desc, swapchain, parent, surface_type);
1147 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1148 if (!object)
1150 ERR("Failed to allocate swapchain memory.\n");
1151 return E_OUTOFMEMORY;
1154 hr = swapchain_init(object, surface_type, device, desc, parent, parent_ops);
1155 if (FAILED(hr))
1157 WARN("Failed to initialize swapchain, hr %#x.\n", hr);
1158 HeapFree(GetProcessHeap(), 0, object);
1159 return hr;
1162 TRACE("Created swapchain %p.\n", object);
1163 *swapchain = object;
1165 return WINED3D_OK;
1168 /* Do not call while under the GL lock. */
1169 static struct wined3d_context *swapchain_create_context(struct wined3d_swapchain *swapchain)
1171 struct wined3d_context **newArray;
1172 struct wined3d_context *ctx;
1174 TRACE("Creating a new context for swapchain %p, thread %u.\n", swapchain, GetCurrentThreadId());
1176 if (!(ctx = context_create(swapchain, swapchain->front_buffer, swapchain->ds_format)))
1178 ERR("Failed to create a new context for the swapchain\n");
1179 return NULL;
1181 context_release(ctx);
1183 newArray = HeapAlloc(GetProcessHeap(), 0, sizeof(*newArray) * (swapchain->num_contexts + 1));
1184 if(!newArray) {
1185 ERR("Out of memory when trying to allocate a new context array\n");
1186 context_destroy(swapchain->device, ctx);
1187 return NULL;
1189 memcpy(newArray, swapchain->context, sizeof(*newArray) * swapchain->num_contexts);
1190 HeapFree(GetProcessHeap(), 0, swapchain->context);
1191 newArray[swapchain->num_contexts] = ctx;
1192 swapchain->context = newArray;
1193 swapchain->num_contexts++;
1195 TRACE("Returning context %p\n", ctx);
1196 return ctx;
1199 void swapchain_destroy_contexts(struct wined3d_swapchain *swapchain)
1201 unsigned int i;
1203 for (i = 0; i < swapchain->num_contexts; ++i)
1205 context_destroy(swapchain->device, swapchain->context[i]);
1207 swapchain->num_contexts = 0;
1210 struct wined3d_context *swapchain_get_context(struct wined3d_swapchain *swapchain)
1212 DWORD tid = GetCurrentThreadId();
1213 unsigned int i;
1215 for (i = 0; i < swapchain->num_contexts; ++i)
1217 if (swapchain->context[i]->tid == tid)
1218 return swapchain->context[i];
1221 /* Create a new context for the thread */
1222 return swapchain_create_context(swapchain);
1225 void get_drawable_size_swapchain(const struct wined3d_context *context, UINT *width, UINT *height)
1227 /* The drawable size of an onscreen drawable is the surface size.
1228 * (Actually: The window size, but the surface is created in window size) */
1229 *width = context->current_rt->resource.width;
1230 *height = context->current_rt->resource.height;
1233 HDC swapchain_get_backup_dc(struct wined3d_swapchain *swapchain)
1235 if (!swapchain->backup_dc)
1237 TRACE("Creating the backup window for swapchain %p.\n", swapchain);
1239 if (!(swapchain->backup_wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
1240 WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL)))
1242 ERR("Failed to create a window.\n");
1243 return NULL;
1246 if (!(swapchain->backup_dc = GetDC(swapchain->backup_wnd)))
1248 ERR("Failed to get a DC.\n");
1249 DestroyWindow(swapchain->backup_wnd);
1250 swapchain->backup_wnd = NULL;
1251 return NULL;
1255 return swapchain->backup_dc;
1258 void swapchain_update_draw_bindings(struct wined3d_swapchain *swapchain)
1260 UINT i;
1262 surface_update_draw_binding(swapchain->front_buffer);
1264 for (i = 0; i < swapchain->desc.backbuffer_count; ++i)
1266 surface_update_draw_binding(swapchain->back_buffers[i]);