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 #define GLINFO_LOCATION This->wineD3DDevice->adapter->gl_info
38 /*IWineD3DSwapChain parts follow: */
39 static void WINAPI
IWineD3DSwapChainImpl_Destroy(IWineD3DSwapChain
*iface
, D3DCB_DESTROYSURFACEFN D3DCB_DestroyRenderTarget
) {
40 IWineD3DSwapChainImpl
*This
= (IWineD3DSwapChainImpl
*)iface
;
41 WINED3DDISPLAYMODE mode
;
44 TRACE("Destroying swapchain %p\n", iface
);
46 IWineD3DSwapChain_SetGammaRamp(iface
, 0, &This
->orig_gamma
);
48 /* release the ref to the front and back buffer parents */
49 if(This
->frontBuffer
) {
50 IWineD3DSurface_SetContainer(This
->frontBuffer
, 0);
51 if(D3DCB_DestroyRenderTarget(This
->frontBuffer
) > 0) {
52 FIXME("(%p) Something's still holding the front buffer\n",This
);
56 if(This
->backBuffer
) {
58 for(i
= 0; i
< This
->presentParms
.BackBufferCount
; i
++) {
59 IWineD3DSurface_SetContainer(This
->backBuffer
[i
], 0);
60 if(D3DCB_DestroyRenderTarget(This
->backBuffer
[i
]) > 0) {
61 FIXME("(%p) Something's still holding the back buffer\n",This
);
64 HeapFree(GetProcessHeap(), 0, This
->backBuffer
);
67 for(i
= 0; i
< This
->num_contexts
; i
++) {
68 DestroyContext(This
->wineD3DDevice
, This
->context
[i
]);
70 /* Restore the screen resolution if we rendered in fullscreen
71 * This will restore the screen resolution to what it was before creating the swapchain. In case of d3d8 and d3d9
72 * this will be the original desktop resolution. In case of d3d7 this will be a NOP because ddraw sets the resolution
73 * before starting up Direct3D, thus orig_width and orig_height will be equal to the modes in the presentation params
75 if(This
->presentParms
.Windowed
== FALSE
) {
76 mode
.Width
= This
->orig_width
;
77 mode
.Height
= This
->orig_height
;
79 mode
.Format
= This
->orig_fmt
;
80 IWineD3DDevice_SetDisplayMode((IWineD3DDevice
*) This
->wineD3DDevice
, 0, &mode
);
82 HeapFree(GetProcessHeap(), 0, This
->context
);
84 HeapFree(GetProcessHeap(), 0, This
);
87 static HRESULT WINAPI
IWineD3DSwapChainImpl_Present(IWineD3DSwapChain
*iface
, CONST RECT
*pSourceRect
, CONST RECT
*pDestRect
, HWND hDestWindowOverride
, CONST RGNDATA
*pDirtyRegion
, DWORD dwFlags
) {
88 IWineD3DSwapChainImpl
*This
= (IWineD3DSwapChainImpl
*)iface
;
93 ActivateContext(This
->wineD3DDevice
, This
->backBuffer
[0], CTXUSAGE_RESOURCELOAD
);
95 /* Render the cursor onto the back buffer, using our nifty directdraw blitting code :-) */
96 if(This
->wineD3DDevice
->bCursorVisible
&& This
->wineD3DDevice
->cursorTexture
) {
97 IWineD3DSurfaceImpl cursor
;
98 RECT destRect
= {This
->wineD3DDevice
->xScreenSpace
- This
->wineD3DDevice
->xHotSpot
,
99 This
->wineD3DDevice
->yScreenSpace
- This
->wineD3DDevice
->yHotSpot
,
100 This
->wineD3DDevice
->xScreenSpace
+ This
->wineD3DDevice
->cursorWidth
- This
->wineD3DDevice
->xHotSpot
,
101 This
->wineD3DDevice
->yScreenSpace
+ This
->wineD3DDevice
->cursorHeight
- This
->wineD3DDevice
->yHotSpot
};
102 TRACE("Rendering the cursor. Creating fake surface at %p\n", &cursor
);
103 /* Build a fake surface to call the Blitting code. It is not possible to use the interface passed by
104 * the application because we are only supposed to copy the information out. Using a fake surface
105 * allows to use the Blitting engine and avoid copying the whole texture -> render target blitting code.
107 memset(&cursor
, 0, sizeof(cursor
));
108 cursor
.lpVtbl
= &IWineD3DSurface_Vtbl
;
109 cursor
.resource
.ref
= 1;
110 cursor
.resource
.wineD3DDevice
= This
->wineD3DDevice
;
111 cursor
.resource
.pool
= WINED3DPOOL_SCRATCH
;
112 cursor
.resource
.format
= WINED3DFMT_A8R8G8B8
;
113 cursor
.resource
.resourceType
= WINED3DRTYPE_SURFACE
;
114 cursor
.glDescription
.textureName
= This
->wineD3DDevice
->cursorTexture
;
115 cursor
.glDescription
.target
= GL_TEXTURE_2D
;
116 cursor
.glDescription
.level
= 0;
117 cursor
.currentDesc
.Width
= This
->wineD3DDevice
->cursorWidth
;
118 cursor
.currentDesc
.Height
= This
->wineD3DDevice
->cursorHeight
;
119 cursor
.glRect
.left
= 0;
120 cursor
.glRect
.top
= 0;
121 cursor
.glRect
.right
= cursor
.currentDesc
.Width
;
122 cursor
.glRect
.bottom
= cursor
.currentDesc
.Height
;
123 /* The cursor must have pow2 sizes */
124 cursor
.pow2Width
= cursor
.currentDesc
.Width
;
125 cursor
.pow2Height
= cursor
.currentDesc
.Height
;
126 /* The surface is in the texture */
127 cursor
.Flags
|= SFLAG_INTEXTURE
;
128 /* DDBLT_KEYSRC will cause BltOverride to enable the alpha test with GL_NOTEQUAL, 0.0,
129 * which is exactly what we want :-)
131 if (This
->presentParms
.Windowed
) {
132 MapWindowPoints(NULL
, This
->win_handle
, (LPPOINT
)&destRect
, 2);
134 IWineD3DSurface_Blt(This
->backBuffer
[0], &destRect
, (IWineD3DSurface
*) &cursor
, NULL
, WINEDDBLT_KEYSRC
, NULL
, WINED3DTEXF_NONE
);
136 if(This
->wineD3DDevice
->logo_surface
) {
137 /* Blit the logo into the upper left corner of the drawable */
138 IWineD3DSurface_BltFast(This
->backBuffer
[0], 0, 0, This
->wineD3DDevice
->logo_surface
, NULL
, WINEDDBLTFAST_SRCCOLORKEY
);
141 if (pSourceRect
|| pDestRect
) FIXME("Unhandled present options %p/%p\n", pSourceRect
, pDestRect
);
142 /* TODO: If only source rect or dest rect are supplied then clip the window to match */
143 TRACE("presetting HDC %p\n", This
->context
[0]->hdc
);
145 /* Don't call checkGLcall, as glGetError is not applicable here */
146 if (hDestWindowOverride
&& This
->win_handle
!= hDestWindowOverride
) {
147 IWineD3DSwapChain_SetDestWindowOverride(iface
, hDestWindowOverride
);
150 SwapBuffers(This
->context
[0]->hdc
); /* TODO: cycle through the swapchain buffers */
152 TRACE("SwapBuffers called, Starting new frame\n");
156 DWORD time
= GetTickCount();
158 /* every 1.5 seconds */
159 if (time
- This
->prev_time
> 1500) {
160 TRACE_(fps
)("%p @ approx %.2ffps\n", This
, 1000.0*This
->frames
/(time
- This
->prev_time
));
161 This
->prev_time
= time
;
166 #if defined(FRAME_DEBUGGING)
168 if (GetFileAttributesA("C:\\D3DTRACE") != INVALID_FILE_ATTRIBUTES
) {
171 FIXME("Enabling D3D Trace\n");
172 __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE
, __wine_dbch_d3d
, 1);
173 #if defined(SHOW_FRAME_MAKEUP)
174 FIXME("Singe Frame snapshots Starting\n");
175 isDumpingFrames
= TRUE
;
177 glClear(GL_COLOR_BUFFER_BIT
);
181 #if defined(SINGLE_FRAME_DEBUGGING)
183 #if defined(SHOW_FRAME_MAKEUP)
184 FIXME("Singe Frame snapshots Finishing\n");
185 isDumpingFrames
= FALSE
;
187 FIXME("Singe Frame trace complete\n");
188 DeleteFileA("C:\\D3DTRACE");
189 __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE
, __wine_dbch_d3d
, 0);
195 #if defined(SHOW_FRAME_MAKEUP)
196 FIXME("Single Frame snapshots Finishing\n");
197 isDumpingFrames
= FALSE
;
199 FIXME("Disabling D3D Trace\n");
200 __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE
, __wine_dbch_d3d
, 0);
206 /* This is disabled, but the code left in for debug purposes.
208 * Since we're allowed to modify the new back buffer on a D3DSWAPEFFECT_DISCARD flip,
209 * we can clear it with some ugly color to make bad drawing visible and ease debugging.
210 * The Debug runtime does the same on Windows. However, a few games do not redraw the
211 * screen properly, like Max Payne 2, which leaves a few pixels undefined.
213 * Tests show that the content of the back buffer after a discard flip is indeed not
214 * reliable, so no game can depend on the exact content. However, it resembles the
215 * old contents in some way, for example by showing fragments at other locations. In
216 * general, the color theme is still intact. So Max payne, which draws rather dark scenes
217 * gets a dark background image. If we clear it with a bright ugly color, the game's
218 * bug shows up much more than it does on Windows, and the players see single pixels
220 * (The Max Payne bug has been confirmed on Windows with the debug runtime)
222 if (FALSE
&& This
->presentParms
.SwapEffect
== WINED3DSWAPEFFECT_DISCARD
) {
223 TRACE("Clearing the color buffer with cyan color\n");
225 IWineD3DDevice_Clear((IWineD3DDevice
*)This
->wineD3DDevice
, 0, NULL
,
226 WINED3DCLEAR_TARGET
, 0xff00ffff, 1.0, 0);
229 if(((IWineD3DSurfaceImpl
*) This
->frontBuffer
)->Flags
& SFLAG_INSYSMEM
||
230 ((IWineD3DSurfaceImpl
*) This
->backBuffer
[0])->Flags
& SFLAG_INSYSMEM
) {
231 /* Both memory copies of the surfaces are ok, flip them around too instead of dirtifying */
232 IWineD3DSurfaceImpl
*front
= (IWineD3DSurfaceImpl
*) This
->frontBuffer
;
233 IWineD3DSurfaceImpl
*back
= (IWineD3DSurfaceImpl
*) This
->backBuffer
[0];
235 if(front
->resource
.size
== back
->resource
.size
) {
237 flip_surface(front
, back
);
239 /* Tell the front buffer surface that is has been modified. However,
240 * the other locations were preserved during that, so keep the flags.
241 * This serves to update the emulated overlay, if any
243 fbflags
= front
->Flags
;
244 IWineD3DSurface_ModifyLocation(This
->frontBuffer
, SFLAG_INDRAWABLE
, TRUE
);
245 front
->Flags
= fbflags
;
247 IWineD3DSurface_ModifyLocation((IWineD3DSurface
*) front
, SFLAG_INDRAWABLE
, TRUE
);
248 IWineD3DSurface_ModifyLocation((IWineD3DSurface
*) back
, SFLAG_INDRAWABLE
, TRUE
);
251 IWineD3DSurface_ModifyLocation(This
->frontBuffer
, SFLAG_INDRAWABLE
, TRUE
);
252 /* If the swapeffect is DISCARD, the back buffer is undefined. That means the SYSMEM
253 * and INTEXTURE copies can keep their old content if they have any defined content.
254 * If the swapeffect is COPY, the content remains the same. If it is FLIP however,
255 * the texture / sysmem copy needs to be reloaded from the drawable
257 if(This
->presentParms
.SwapEffect
== WINED3DSWAPEFFECT_FLIP
) {
258 IWineD3DSurface_ModifyLocation(This
->backBuffer
[0], SFLAG_INDRAWABLE
, TRUE
);
262 if (This
->wineD3DDevice
->stencilBufferTarget
) {
263 if (This
->presentParms
.Flags
& WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
264 || ((IWineD3DSurfaceImpl
*)This
->wineD3DDevice
->stencilBufferTarget
)->Flags
& SFLAG_DISCARD
) {
265 surface_modify_ds_location(This
->wineD3DDevice
->stencilBufferTarget
, SFLAG_DS_DISCARDED
);
269 if(This
->presentParms
.PresentationInterval
!= WINED3DPRESENT_INTERVAL_IMMEDIATE
&& GL_SUPPORT(SGI_VIDEO_SYNC
)) {
270 retval
= GL_EXTCALL(glXGetVideoSyncSGI(&sync
));
272 ERR("glXGetVideoSyncSGI failed(retval = %d\n", retval
);
275 switch(This
->presentParms
.PresentationInterval
) {
276 case WINED3DPRESENT_INTERVAL_DEFAULT
:
277 case WINED3DPRESENT_INTERVAL_ONE
:
278 if(sync
<= This
->vSyncCounter
) {
279 retval
= GL_EXTCALL(glXWaitVideoSyncSGI(1, 0, &This
->vSyncCounter
));
281 This
->vSyncCounter
= sync
;
284 case WINED3DPRESENT_INTERVAL_TWO
:
285 if(sync
<= This
->vSyncCounter
+ 1) {
286 retval
= GL_EXTCALL(glXWaitVideoSyncSGI(2, This
->vSyncCounter
& 0x1, &This
->vSyncCounter
));
288 This
->vSyncCounter
= sync
;
291 case WINED3DPRESENT_INTERVAL_THREE
:
292 if(sync
<= This
->vSyncCounter
+ 2) {
293 retval
= GL_EXTCALL(glXWaitVideoSyncSGI(3, This
->vSyncCounter
% 0x3, &This
->vSyncCounter
));
295 This
->vSyncCounter
= sync
;
298 case WINED3DPRESENT_INTERVAL_FOUR
:
299 if(sync
<= This
->vSyncCounter
+ 3) {
300 retval
= GL_EXTCALL(glXWaitVideoSyncSGI(4, This
->vSyncCounter
& 0x3, &This
->vSyncCounter
));
302 This
->vSyncCounter
= sync
;
306 FIXME("Unknown presentation interval %08x\n", This
->presentParms
.PresentationInterval
);
310 TRACE("returning\n");
314 static HRESULT WINAPI
IWineD3DSwapChainImpl_SetDestWindowOverride(IWineD3DSwapChain
*iface
, HWND window
) {
315 IWineD3DSwapChainImpl
*This
= (IWineD3DSwapChainImpl
*)iface
;
316 WINED3DLOCKED_RECT r
;
319 if(window
== This
->win_handle
) return WINED3D_OK
;
321 TRACE("Performing dest override of swapchain %p from window %p to %p\n", This
, This
->win_handle
, window
);
322 if(This
->context
[0] == This
->wineD3DDevice
->contexts
[0]) {
323 /* The primary context 'owns' all the opengl resources. Destroying and recreating that context requires downloading
324 * all opengl resources, deleting the gl resources, destroying all other contexts, then recreating all other contexts
325 * and reload the resources
327 delete_opengl_contexts((IWineD3DDevice
*) This
->wineD3DDevice
, iface
);
328 This
->win_handle
= window
;
329 create_primary_opengl_context((IWineD3DDevice
*) This
->wineD3DDevice
, iface
);
331 This
->win_handle
= window
;
333 /* The old back buffer has to be copied over to the new back buffer. A lockrect - switchcontext - unlockrect
334 * would suffice in theory, but it is rather nasty and may cause troubles with future changes of the locking code
335 * So lock read only, copy the surface out, then lock with the discard flag and write back
337 IWineD3DSurface_LockRect(This
->backBuffer
[0], &r
, NULL
, WINED3DLOCK_READONLY
);
338 mem
= HeapAlloc(GetProcessHeap(), 0, r
.Pitch
* ((IWineD3DSurfaceImpl
*) This
->backBuffer
[0])->currentDesc
.Height
);
339 memcpy(mem
, r
.pBits
, r
.Pitch
* ((IWineD3DSurfaceImpl
*) This
->backBuffer
[0])->currentDesc
.Height
);
340 IWineD3DSurface_UnlockRect(This
->backBuffer
[0]);
342 DestroyContext(This
->wineD3DDevice
, This
->context
[0]);
343 This
->context
[0] = CreateContext(This
->wineD3DDevice
, (IWineD3DSurfaceImpl
*) This
->frontBuffer
, This
->win_handle
, FALSE
/* pbuffer */, &This
->presentParms
);
345 IWineD3DSurface_LockRect(This
->backBuffer
[0], &r
, NULL
, WINED3DLOCK_DISCARD
);
346 memcpy(r
.pBits
, mem
, r
.Pitch
* ((IWineD3DSurfaceImpl
*) This
->backBuffer
[0])->currentDesc
.Height
);
347 HeapFree(GetProcessHeap(), 0, mem
);
348 IWineD3DSurface_UnlockRect(This
->backBuffer
[0]);
353 const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl
=
356 IWineD3DBaseSwapChainImpl_QueryInterface
,
357 IWineD3DBaseSwapChainImpl_AddRef
,
358 IWineD3DBaseSwapChainImpl_Release
,
359 /* IWineD3DSwapChain */
360 IWineD3DBaseSwapChainImpl_GetParent
,
361 IWineD3DSwapChainImpl_Destroy
,
362 IWineD3DBaseSwapChainImpl_GetDevice
,
363 IWineD3DSwapChainImpl_Present
,
364 IWineD3DSwapChainImpl_SetDestWindowOverride
,
365 IWineD3DBaseSwapChainImpl_GetFrontBufferData
,
366 IWineD3DBaseSwapChainImpl_GetBackBuffer
,
367 IWineD3DBaseSwapChainImpl_GetRasterStatus
,
368 IWineD3DBaseSwapChainImpl_GetDisplayMode
,
369 IWineD3DBaseSwapChainImpl_GetPresentParameters
,
370 IWineD3DBaseSwapChainImpl_SetGammaRamp
,
371 IWineD3DBaseSwapChainImpl_GetGammaRamp
374 WineD3DContext
*IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain
*iface
) {
376 IWineD3DSwapChainImpl
*This
= (IWineD3DSwapChainImpl
*) iface
;
377 WineD3DContext
**newArray
;
379 TRACE("Creating a new context for swapchain %p, thread %d\n", This
, GetCurrentThreadId());
381 ctx
= CreateContext(This
->wineD3DDevice
, (IWineD3DSurfaceImpl
*) This
->frontBuffer
,
382 This
->context
[0]->win_handle
, FALSE
/* pbuffer */, &This
->presentParms
);
384 ERR("Failed to create a new context for the swapchain\n");
388 newArray
= HeapAlloc(GetProcessHeap(), 0, sizeof(*newArray
) * This
->num_contexts
+ 1);
390 ERR("Out of memory when trying to allocate a new context array\n");
391 DestroyContext(This
->wineD3DDevice
, ctx
);
394 memcpy(newArray
, This
->context
, sizeof(*newArray
) * This
->num_contexts
);
395 HeapFree(GetProcessHeap(), 0, This
->context
);
396 newArray
[This
->num_contexts
] = ctx
;
397 This
->context
= newArray
;
398 This
->num_contexts
++;
400 TRACE("Returning context %p\n", ctx
);
404 void get_drawable_size_swapchain(IWineD3DSurfaceImpl
*This
, UINT
*width
, UINT
*height
) {
405 /* The drawable size of an onscreen drawable is the surface size.
406 * (Actually: The window size, but the surface is created in window size)
408 *width
= This
->currentDesc
.Width
;
409 *height
= This
->currentDesc
.Height
;