wined3d: Pass around the context instead of gl_info.
[wine/multimedia.git] / dlls / wined3d / swapchain.c
blob704d3cc3930a63873785ddab02ebae3892925c48
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 WINED3DDISPLAYMODE mode;
33 UINT i;
35 TRACE("Destroying swapchain %p.\n", swapchain);
37 wined3d_swapchain_set_gamma_ramp(swapchain, 0, &swapchain->orig_gamma);
39 /* Release the swapchain's draw buffers. Make sure swapchain->back_buffers[0]
40 * is the last buffer to be destroyed, FindContext() depends on that. */
41 if (swapchain->front_buffer)
43 surface_set_container(swapchain->front_buffer, WINED3D_CONTAINER_NONE, NULL);
44 if (wined3d_surface_decref(swapchain->front_buffer))
45 WARN("Something's still holding the front buffer (%p).\n", swapchain->front_buffer);
46 swapchain->front_buffer = NULL;
49 if (swapchain->back_buffers)
51 i = swapchain->presentParms.BackBufferCount;
53 while (i--)
55 surface_set_container(swapchain->back_buffers[i], WINED3D_CONTAINER_NONE, NULL);
56 if (wined3d_surface_decref(swapchain->back_buffers[i]))
57 WARN("Something's still holding back buffer %u (%p).\n", i, swapchain->back_buffers[i]);
59 HeapFree(GetProcessHeap(), 0, swapchain->back_buffers);
60 swapchain->back_buffers = NULL;
63 for (i = 0; i < swapchain->num_contexts; ++i)
65 context_destroy(swapchain->device, swapchain->context[i]);
67 HeapFree(GetProcessHeap(), 0, swapchain->context);
69 /* Restore the screen resolution if we rendered in fullscreen.
70 * This will restore the screen resolution to what it was before creating
71 * the swapchain. In case of d3d8 and d3d9 this will be the original
72 * desktop resolution. In case of d3d7 this will be a NOP because ddraw
73 * sets the resolution before starting up Direct3D, thus orig_width and
74 * orig_height will be equal to the modes in the presentation params. */
75 if (!swapchain->presentParms.Windowed && swapchain->presentParms.AutoRestoreDisplayMode)
77 mode.Width = swapchain->orig_width;
78 mode.Height = swapchain->orig_height;
79 mode.RefreshRate = 0;
80 mode.Format = 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 POINT offset = {0, 0};
159 TRACE("swapchain %p, dst_surface %p.\n", swapchain, dst_surface);
161 if (swapchain->presentParms.Windowed)
162 MapWindowPoints(swapchain->win_handle, NULL, &offset, 1);
164 wined3d_surface_bltfast(dst_surface, offset.x, offset.y, swapchain->front_buffer, NULL, 0);
166 return WINED3D_OK;
169 HRESULT CDECL wined3d_swapchain_get_back_buffer(const struct wined3d_swapchain *swapchain,
170 UINT back_buffer_idx, WINED3DBACKBUFFER_TYPE type, struct wined3d_surface **back_buffer)
172 TRACE("swapchain %p, back_buffer_idx %u, type %#x, back_buffer %p.\n",
173 swapchain, back_buffer_idx, type, back_buffer);
175 /* Return invalid if there is no backbuffer array, otherwise it will
176 * crash when ddraw is used (there swapchain->back_buffers is always
177 * NULL). We need this because this function is called from
178 * stateblock_init_default_state() to get the default scissorrect
179 * dimensions. */
180 if (!swapchain->back_buffers || back_buffer_idx >= swapchain->presentParms.BackBufferCount)
182 WARN("Invalid back buffer index.\n");
183 /* Native d3d9 doesn't set NULL here, just as wine's d3d9. But set it
184 * here in wined3d to avoid problems in other libs. */
185 *back_buffer = NULL;
186 return WINED3DERR_INVALIDCALL;
189 *back_buffer = swapchain->back_buffers[back_buffer_idx];
190 if (*back_buffer)
191 wined3d_surface_incref(*back_buffer);
193 TRACE("Returning back buffer %p.\n", *back_buffer);
195 return WINED3D_OK;
198 HRESULT CDECL wined3d_swapchain_get_raster_status(const struct wined3d_swapchain *swapchain,
199 WINED3DRASTER_STATUS *raster_status)
201 static BOOL warned;
202 /* No OpenGL equivalent */
203 if (!warned)
205 FIXME("swapchain %p, raster_status %p stub!\n", swapchain, raster_status);
206 warned = TRUE;
209 /* Obtaining the raster status is a widely implemented but optional
210 * feature. When this method returns OK StarCraft 2 expects the
211 * raster_status->InVBlank value to actually change over time. To prevent
212 * StarCraft 2 from running in an infinite loop at startup this method
213 * returns INVALIDCALL. */
214 return WINED3DERR_INVALIDCALL;
217 HRESULT CDECL wined3d_swapchain_get_display_mode(const struct wined3d_swapchain *swapchain, WINED3DDISPLAYMODE *mode)
219 HRESULT hr;
221 TRACE("swapchain %p, mode %p.\n", swapchain, mode);
223 hr = wined3d_get_adapter_display_mode(swapchain->device->wined3d, swapchain->device->adapter->ordinal, mode);
225 TRACE("Returning w %u, h %u, refresh rate %u, format %s.\n",
226 mode->Width, mode->Height, mode->RefreshRate, debug_d3dformat(mode->Format));
228 return hr;
231 struct wined3d_device * CDECL wined3d_swapchain_get_device(const struct wined3d_swapchain *swapchain)
233 TRACE("swapchain %p.\n", swapchain);
235 return swapchain->device;
238 HRESULT CDECL wined3d_swapchain_get_present_parameters(const struct wined3d_swapchain *swapchain,
239 WINED3DPRESENT_PARAMETERS *present_parameters)
241 TRACE("swapchain %p, present_parameters %p.\n", swapchain, present_parameters);
243 *present_parameters = swapchain->presentParms;
245 return WINED3D_OK;
248 HRESULT CDECL wined3d_swapchain_set_gamma_ramp(const struct wined3d_swapchain *swapchain,
249 DWORD flags, const WINED3DGAMMARAMP *ramp)
251 HDC dc;
253 TRACE("swapchain %p, flags %#x, ramp %p.\n", swapchain, flags, ramp);
255 if (flags)
256 FIXME("Ignoring flags %#x.\n", flags);
258 dc = GetDC(swapchain->device_window);
259 SetDeviceGammaRamp(dc, (void *)ramp);
260 ReleaseDC(swapchain->device_window, dc);
262 return WINED3D_OK;
265 HRESULT CDECL wined3d_swapchain_get_gamma_ramp(const struct wined3d_swapchain *swapchain,
266 WINED3DGAMMARAMP *ramp)
268 HDC dc;
270 TRACE("swapchain %p, ramp %p.\n", swapchain, ramp);
272 dc = GetDC(swapchain->device_window);
273 GetDeviceGammaRamp(dc, ramp);
274 ReleaseDC(swapchain->device_window, dc);
276 return WINED3D_OK;
279 /* A GL context is provided by the caller */
280 static void swapchain_blit(const struct wined3d_swapchain *swapchain,
281 struct wined3d_context *context, const RECT *src_rect, const RECT *dst_rect)
283 struct wined3d_surface *backbuffer = swapchain->back_buffers[0];
284 UINT src_w = src_rect->right - src_rect->left;
285 UINT src_h = src_rect->bottom - src_rect->top;
286 GLenum gl_filter;
287 const struct wined3d_gl_info *gl_info = context->gl_info;
288 RECT win_rect;
289 UINT win_h;
291 TRACE("swapchain %p, context %p, src_rect %s, dst_rect %s.\n",
292 swapchain, context, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect));
294 if (src_w == dst_rect->right - dst_rect->left && src_h == dst_rect->bottom - dst_rect->top)
295 gl_filter = GL_NEAREST;
296 else
297 gl_filter = GL_LINEAR;
299 GetClientRect(swapchain->win_handle, &win_rect);
300 win_h = win_rect.bottom - win_rect.top;
302 if (gl_info->fbo_ops.glBlitFramebuffer && is_identity_fixup(backbuffer->resource.format->color_fixup))
304 ENTER_GL();
305 context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, backbuffer, NULL, SFLAG_INTEXTURE);
306 glReadBuffer(GL_COLOR_ATTACHMENT0);
307 context_check_fbo_status(context, GL_READ_FRAMEBUFFER);
309 context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER, swapchain->front_buffer, NULL, SFLAG_INDRAWABLE);
310 context_set_draw_buffer(context, GL_BACK);
311 context_invalidate_state(context, STATE_FRAMEBUFFER);
313 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
314 context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE));
315 context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1));
316 context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2));
317 context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3));
319 glDisable(GL_SCISSOR_TEST);
320 context_invalidate_state(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
322 /* Note that the texture is upside down */
323 gl_info->fbo_ops.glBlitFramebuffer(src_rect->left, src_rect->top, src_rect->right, src_rect->bottom,
324 dst_rect->left, win_h - dst_rect->top, dst_rect->right, win_h - dst_rect->bottom,
325 GL_COLOR_BUFFER_BIT, gl_filter);
326 checkGLcall("Swapchain present blit(EXT_framebuffer_blit)\n");
327 LEAVE_GL();
329 else
331 struct wined3d_device *device = swapchain->device;
332 struct wined3d_context *context2;
333 float tex_left = src_rect->left;
334 float tex_top = src_rect->top;
335 float tex_right = src_rect->right;
336 float tex_bottom = src_rect->bottom;
338 context2 = context_acquire(device, swapchain->back_buffers[0]);
339 context_apply_blit_state(context2, device);
341 if (backbuffer->flags & SFLAG_NORMCOORD)
343 tex_left /= src_w;
344 tex_right /= src_w;
345 tex_top /= src_h;
346 tex_bottom /= src_h;
349 if (is_complex_fixup(backbuffer->resource.format->color_fixup))
350 gl_filter = GL_NEAREST;
352 ENTER_GL();
353 context_apply_fbo_state_blit(context2, GL_FRAMEBUFFER, swapchain->front_buffer, NULL, SFLAG_INDRAWABLE);
355 /* Set up the texture. The surface is not in a wined3d_texture
356 * container, so there are no D3D texture settings to dirtify. */
357 device->blitter->set_shader(device->blit_priv, context2, backbuffer);
358 glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MIN_FILTER, gl_filter);
359 glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MAG_FILTER, gl_filter);
361 context_set_draw_buffer(context, GL_BACK);
363 /* Set the viewport to the destination rectandle, disable any projection
364 * transformation set up by context_apply_blit_state(), and draw a
365 * (-1,-1)-(1,1) quad.
367 * Back up viewport and matrix to avoid breaking last_was_blit
369 * Note that context_apply_blit_state() set up viewport and ortho to
370 * match the surface size - we want the GL drawable(=window) size. */
371 glPushAttrib(GL_VIEWPORT_BIT);
372 glViewport(dst_rect->left, win_h - dst_rect->bottom, dst_rect->right, win_h - dst_rect->top);
373 glMatrixMode(GL_PROJECTION);
374 glPushMatrix();
375 glLoadIdentity();
377 glBegin(GL_QUADS);
378 /* bottom left */
379 glTexCoord2f(tex_left, tex_bottom);
380 glVertex2i(-1, -1);
382 /* top left */
383 glTexCoord2f(tex_left, tex_top);
384 glVertex2i(-1, 1);
386 /* top right */
387 glTexCoord2f(tex_right, tex_top);
388 glVertex2i(1, 1);
390 /* bottom right */
391 glTexCoord2f(tex_right, tex_bottom);
392 glVertex2i(1, -1);
393 glEnd();
395 glPopMatrix();
396 glPopAttrib();
398 device->blitter->unset_shader(context->gl_info);
399 checkGLcall("Swapchain present blit(manual)\n");
400 LEAVE_GL();
402 context_release(context2);
406 static HRESULT swapchain_gl_present(struct wined3d_swapchain *swapchain, const RECT *src_rect_in,
407 const RECT *dst_rect_in, const RGNDATA *dirty_region, DWORD flags)
409 const struct wined3d_fb_state *fb = &swapchain->device->fb;
410 const struct wined3d_gl_info *gl_info;
411 struct wined3d_context *context;
412 RECT src_rect, dst_rect;
413 BOOL render_to_fbo;
415 context = context_acquire(swapchain->device, swapchain->back_buffers[0]);
416 if (!context->valid)
418 context_release(context);
419 WARN("Invalid context, skipping present.\n");
420 return WINED3D_OK;
423 gl_info = context->gl_info;
425 /* Render the cursor onto the back buffer, using our nifty directdraw blitting code :-) */
426 if (swapchain->device->bCursorVisible &&
427 swapchain->device->cursorTexture &&
428 !swapchain->device->hardwareCursor)
430 struct wined3d_surface cursor;
431 RECT destRect =
433 swapchain->device->xScreenSpace - swapchain->device->xHotSpot,
434 swapchain->device->yScreenSpace - swapchain->device->yHotSpot,
435 swapchain->device->xScreenSpace + swapchain->device->cursorWidth - swapchain->device->xHotSpot,
436 swapchain->device->yScreenSpace + swapchain->device->cursorHeight - swapchain->device->yHotSpot,
438 TRACE("Rendering the cursor. Creating fake surface at %p\n", &cursor);
439 /* Build a fake surface to call the Blitting code. It is not possible to use the interface passed by
440 * the application because we are only supposed to copy the information out. Using a fake surface
441 * allows to use the Blitting engine and avoid copying the whole texture -> render target blitting code.
443 memset(&cursor, 0, sizeof(cursor));
444 cursor.resource.ref = 1;
445 cursor.resource.device = swapchain->device;
446 cursor.resource.pool = WINED3DPOOL_SCRATCH;
447 cursor.resource.format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
448 cursor.resource.resourceType = WINED3DRTYPE_SURFACE;
449 cursor.texture_name = swapchain->device->cursorTexture;
450 cursor.texture_target = GL_TEXTURE_2D;
451 cursor.texture_level = 0;
452 cursor.resource.width = swapchain->device->cursorWidth;
453 cursor.resource.height = swapchain->device->cursorHeight;
454 /* The cursor must have pow2 sizes */
455 cursor.pow2Width = cursor.resource.width;
456 cursor.pow2Height = cursor.resource.height;
457 /* The surface is in the texture */
458 cursor.flags |= SFLAG_INTEXTURE;
459 /* DDBLT_KEYSRC will cause BltOverride to enable the alpha test with GL_NOTEQUAL, 0.0,
460 * which is exactly what we want :-)
462 if (swapchain->presentParms.Windowed)
463 MapWindowPoints(NULL, swapchain->win_handle, (LPPOINT)&destRect, 2);
464 wined3d_surface_blt(swapchain->back_buffers[0], &destRect,
465 &cursor, NULL, WINEDDBLT_KEYSRC, NULL, WINED3DTEXF_POINT);
468 if (swapchain->device->logo_surface)
470 /* Blit the logo into the upper left corner of the drawable. */
471 wined3d_surface_bltfast(swapchain->back_buffers[0], 0, 0,
472 swapchain->device->logo_surface, NULL, WINEDDBLTFAST_SRCCOLORKEY);
475 TRACE("Presenting HDC %p.\n", context->hdc);
477 render_to_fbo = swapchain->render_to_fbo;
479 if (src_rect_in)
481 src_rect = *src_rect_in;
482 if (!render_to_fbo && (src_rect.left || src_rect.top
483 || src_rect.right != swapchain->presentParms.BackBufferWidth
484 || src_rect.bottom != swapchain->presentParms.BackBufferHeight))
486 render_to_fbo = TRUE;
489 else
491 src_rect.left = 0;
492 src_rect.top = 0;
493 src_rect.right = swapchain->presentParms.BackBufferWidth;
494 src_rect.bottom = swapchain->presentParms.BackBufferHeight;
497 if (dst_rect_in)
498 dst_rect = *dst_rect_in;
499 else
500 GetClientRect(swapchain->win_handle, &dst_rect);
502 if (!render_to_fbo && (dst_rect.left || dst_rect.top
503 || dst_rect.right != swapchain->presentParms.BackBufferWidth
504 || dst_rect.bottom != swapchain->presentParms.BackBufferHeight))
506 render_to_fbo = TRUE;
509 /* Rendering to a window of different size, presenting partial rectangles,
510 * or rendering to a different window needs help from FBO_blit or a textured
511 * draw. Render the swapchain to a FBO in the future.
513 * Note that FBO_blit from the backbuffer to the frontbuffer cannot solve
514 * all these issues - this fails if the window is smaller than the backbuffer.
516 if (!swapchain->render_to_fbo && render_to_fbo && wined3d_settings.offscreen_rendering_mode == ORM_FBO)
518 surface_load_location(swapchain->back_buffers[0], SFLAG_INTEXTURE, NULL);
519 surface_modify_location(swapchain->back_buffers[0], SFLAG_INDRAWABLE, FALSE);
520 swapchain->render_to_fbo = TRUE;
521 swapchain_update_draw_bindings(swapchain);
524 if (swapchain->render_to_fbo)
526 /* This codepath should only be hit with the COPY swapeffect. Otherwise a backbuffer-
527 * window size mismatch is impossible(fullscreen) and src and dst rectangles are
528 * not allowed(they need the COPY swapeffect)
530 * The DISCARD swap effect is ok as well since any backbuffer content is allowed after
531 * the swap. */
532 if (swapchain->presentParms.SwapEffect == WINED3DSWAPEFFECT_FLIP)
533 FIXME("Render-to-fbo with WINED3DSWAPEFFECT_FLIP\n");
535 swapchain_blit(swapchain, context, &src_rect, &dst_rect);
538 if (swapchain->num_contexts > 1)
539 wglFinish();
540 SwapBuffers(context->hdc); /* TODO: cycle through the swapchain buffers */
542 TRACE("SwapBuffers called, Starting new frame\n");
543 /* FPS support */
544 if (TRACE_ON(fps))
546 DWORD time = GetTickCount();
547 ++swapchain->frames;
549 /* every 1.5 seconds */
550 if (time - swapchain->prev_time > 1500)
552 TRACE_(fps)("%p @ approx %.2ffps\n",
553 swapchain, 1000.0 * swapchain->frames / (time - swapchain->prev_time));
554 swapchain->prev_time = time;
555 swapchain->frames = 0;
559 /* This is disabled, but the code left in for debug purposes.
561 * Since we're allowed to modify the new back buffer on a D3DSWAPEFFECT_DISCARD flip,
562 * we can clear it with some ugly color to make bad drawing visible and ease debugging.
563 * The Debug runtime does the same on Windows. However, a few games do not redraw the
564 * screen properly, like Max Payne 2, which leaves a few pixels undefined.
566 * Tests show that the content of the back buffer after a discard flip is indeed not
567 * reliable, so no game can depend on the exact content. However, it resembles the
568 * old contents in some way, for example by showing fragments at other locations. In
569 * general, the color theme is still intact. So Max payne, which draws rather dark scenes
570 * gets a dark background image. If we clear it with a bright ugly color, the game's
571 * bug shows up much more than it does on Windows, and the players see single pixels
572 * with wrong colors.
573 * (The Max Payne bug has been confirmed on Windows with the debug runtime) */
574 if (FALSE && swapchain->presentParms.SwapEffect == WINED3DSWAPEFFECT_DISCARD)
576 TRACE("Clearing the color buffer with cyan color\n");
578 wined3d_device_clear(swapchain->device, 0, NULL,
579 WINED3DCLEAR_TARGET, 0xff00ffff, 1.0f, 0);
582 if (!swapchain->render_to_fbo && ((swapchain->front_buffer->flags & SFLAG_INSYSMEM)
583 || (swapchain->back_buffers[0]->flags & SFLAG_INSYSMEM)))
585 /* Both memory copies of the surfaces are ok, flip them around too instead of dirtifying
586 * Doesn't work with render_to_fbo because we're not flipping
588 struct wined3d_surface *front = swapchain->front_buffer;
589 struct wined3d_surface *back = swapchain->back_buffers[0];
591 if(front->resource.size == back->resource.size) {
592 DWORD fbflags;
593 flip_surface(front, back);
595 /* Tell the front buffer surface that is has been modified. However,
596 * the other locations were preserved during that, so keep the flags.
597 * This serves to update the emulated overlay, if any. */
598 fbflags = front->flags;
599 surface_modify_location(front, SFLAG_INDRAWABLE, TRUE);
600 front->flags = fbflags;
602 else
604 surface_modify_location(front, SFLAG_INDRAWABLE, TRUE);
605 surface_modify_location(back, SFLAG_INDRAWABLE, TRUE);
608 else
610 surface_modify_location(swapchain->front_buffer, SFLAG_INDRAWABLE, TRUE);
611 /* If the swapeffect is DISCARD, the back buffer is undefined. That means the SYSMEM
612 * and INTEXTURE copies can keep their old content if they have any defined content.
613 * If the swapeffect is COPY, the content remains the same. If it is FLIP however,
614 * the texture / sysmem copy needs to be reloaded from the drawable
616 if (swapchain->presentParms.SwapEffect == WINED3DSWAPEFFECT_FLIP)
617 surface_modify_location(swapchain->back_buffers[0], swapchain->back_buffers[0]->draw_binding, TRUE);
620 if (fb->depth_stencil)
622 if (swapchain->presentParms.Flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
623 || fb->depth_stencil->flags & SFLAG_DISCARD)
625 surface_modify_ds_location(fb->depth_stencil, SFLAG_DS_DISCARDED,
626 fb->depth_stencil->resource.width,
627 fb->depth_stencil->resource.height);
628 if (fb->depth_stencil == swapchain->device->onscreen_depth_stencil)
630 wined3d_surface_decref(swapchain->device->onscreen_depth_stencil);
631 swapchain->device->onscreen_depth_stencil = NULL;
636 context_release(context);
638 TRACE("returning\n");
639 return WINED3D_OK;
642 static const struct wined3d_swapchain_ops swapchain_gl_ops =
644 swapchain_gl_present,
647 /* Helper function that blits the front buffer contents to the target window. */
648 void x11_copy_to_screen(const struct wined3d_swapchain *swapchain, const RECT *rect)
650 const struct wined3d_surface *front;
651 POINT offset = {0, 0};
652 HDC src_dc, dst_dc;
653 RECT draw_rect;
654 HWND window;
656 TRACE("swapchain %p, rect %s.\n", swapchain, wine_dbgstr_rect(rect));
658 front = swapchain->front_buffer;
659 if (!(front->resource.usage & WINED3DUSAGE_RENDERTARGET))
660 return;
662 TRACE("Copying surface %p to screen.\n", front);
664 src_dc = front->hDC;
665 window = swapchain->win_handle;
666 dst_dc = GetDCEx(window, 0, DCX_CLIPSIBLINGS | DCX_CACHE);
668 /* Front buffer coordinates are screen coordinates. Map them to the
669 * destination window if not fullscreened. */
670 if (swapchain->presentParms.Windowed)
671 ClientToScreen(window, &offset);
673 TRACE("offset %s.\n", wine_dbgstr_point(&offset));
675 #if 0
676 /* FIXME: This doesn't work... if users really want to run
677 * X in 8bpp, then we need to call directly into display.drv
678 * (or Wine's equivalent), and force a private colormap
679 * without default entries. */
680 if (front->palette)
682 SelectPalette(dst_dc, front->palette->hpal, FALSE);
683 RealizePalette(dst_dc); /* sends messages => deadlocks */
685 #endif
687 draw_rect.left = 0;
688 draw_rect.right = front->resource.width;
689 draw_rect.top = 0;
690 draw_rect.bottom = front->resource.height;
692 #if 0
693 /* TODO: Support clippers. */
694 if (front->clipper)
696 RECT xrc;
697 HWND hwnd = front->clipper->hWnd;
698 if (hwnd && GetClientRect(hwnd,&xrc))
700 OffsetRect(&xrc, offset.x, offset.y);
701 IntersectRect(&draw_rect, &draw_rect, &xrc);
704 #endif
706 if (!rect)
708 /* Only use this if the caller did not pass a rectangle, since
709 * due to double locking this could be the wrong one... */
710 if (front->lockedRect.left != front->lockedRect.right)
711 IntersectRect(&draw_rect, &draw_rect, &front->lockedRect);
713 else
715 IntersectRect(&draw_rect, &draw_rect, rect);
718 BitBlt(dst_dc, draw_rect.left - offset.x, draw_rect.top - offset.y,
719 draw_rect.right - draw_rect.left, draw_rect.bottom - draw_rect.top,
720 src_dc, draw_rect.left, draw_rect.top, SRCCOPY);
721 ReleaseDC(window, dst_dc);
724 static HRESULT swapchain_gdi_present(struct wined3d_swapchain *swapchain, const RECT *src_rect_in,
725 const RECT *dst_rect_in, const RGNDATA *dirty_region, DWORD flags)
727 struct wined3d_surface *front, *back;
729 if (!swapchain->back_buffers)
731 WARN("Swapchain doesn't have a backbuffer, returning WINED3DERR_INVALIDCALL\n");
732 return WINED3DERR_INVALIDCALL;
734 front = swapchain->front_buffer;
735 back = swapchain->back_buffers[0];
737 /* Flip the DC. */
739 HDC tmp;
740 tmp = front->hDC;
741 front->hDC = back->hDC;
742 back->hDC = tmp;
745 /* Flip the DIBsection. */
747 HBITMAP tmp;
748 tmp = front->dib.DIBsection;
749 front->dib.DIBsection = back->dib.DIBsection;
750 back->dib.DIBsection = tmp;
753 /* Flip the surface data. */
755 void *tmp;
757 tmp = front->dib.bitmap_data;
758 front->dib.bitmap_data = back->dib.bitmap_data;
759 back->dib.bitmap_data = tmp;
761 tmp = front->resource.allocatedMemory;
762 front->resource.allocatedMemory = back->resource.allocatedMemory;
763 back->resource.allocatedMemory = tmp;
765 if (front->resource.heapMemory)
766 ERR("GDI Surface %p has heap memory allocated.\n", front);
768 if (back->resource.heapMemory)
769 ERR("GDI Surface %p has heap memory allocated.\n", back);
772 /* Client_memory should not be different, but just in case. */
774 BOOL tmp;
775 tmp = front->dib.client_memory;
776 front->dib.client_memory = back->dib.client_memory;
777 back->dib.client_memory = tmp;
780 /* FPS support */
781 if (TRACE_ON(fps))
783 static LONG prev_time, frames;
784 DWORD time = GetTickCount();
786 ++frames;
788 /* every 1.5 seconds */
789 if (time - prev_time > 1500)
791 TRACE_(fps)("@ approx %.2ffps\n", 1000.0 * frames / (time - prev_time));
792 prev_time = time;
793 frames = 0;
797 x11_copy_to_screen(swapchain, NULL);
799 return WINED3D_OK;
802 static const struct wined3d_swapchain_ops swapchain_gdi_ops =
804 swapchain_gdi_present,
807 void swapchain_update_render_to_fbo(struct wined3d_swapchain *swapchain)
809 RECT client_rect;
811 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
812 return;
814 if (!swapchain->presentParms.BackBufferCount)
816 TRACE("Single buffered rendering.\n");
817 swapchain->render_to_fbo = FALSE;
818 return;
821 GetClientRect(swapchain->win_handle, &client_rect);
823 TRACE("Backbuffer %ux%u, window %ux%u.\n",
824 swapchain->presentParms.BackBufferWidth,
825 swapchain->presentParms.BackBufferHeight,
826 client_rect.right, client_rect.bottom);
828 if (!wined3d_settings.always_offscreen
829 && swapchain->presentParms.BackBufferWidth == client_rect.right
830 && swapchain->presentParms.BackBufferHeight == client_rect.bottom)
832 TRACE("Backbuffer dimensions match window dimensions, rendering onscreen.\n");
833 swapchain->render_to_fbo = FALSE;
834 return;
837 TRACE("Rendering to FBO.\n");
838 swapchain->render_to_fbo = TRUE;
841 /* Do not call while under the GL lock. */
842 static HRESULT swapchain_init(struct wined3d_swapchain *swapchain, WINED3DSURFTYPE surface_type,
843 struct wined3d_device *device, WINED3DPRESENT_PARAMETERS *present_parameters,
844 void *parent, const struct wined3d_parent_ops *parent_ops)
846 const struct wined3d_adapter *adapter = device->adapter;
847 const struct wined3d_format *format;
848 BOOL displaymode_set = FALSE;
849 WINED3DDISPLAYMODE mode;
850 RECT client_rect;
851 HWND window;
852 HRESULT hr;
853 UINT i;
855 if (present_parameters->BackBufferCount > WINED3DPRESENT_BACK_BUFFER_MAX)
857 FIXME("The application requested %u back buffers, this is not supported.\n",
858 present_parameters->BackBufferCount);
859 return WINED3DERR_INVALIDCALL;
862 if (present_parameters->BackBufferCount > 1)
864 FIXME("The application requested more than one back buffer, this is not properly supported.\n"
865 "Please configure the application to use double buffering (1 back buffer) if possible.\n");
868 switch (surface_type)
870 case SURFACE_GDI:
871 swapchain->swapchain_ops = &swapchain_gdi_ops;
872 break;
874 case SURFACE_OPENGL:
875 swapchain->swapchain_ops = &swapchain_gl_ops;
876 break;
878 case SURFACE_UNKNOWN:
879 FIXME("Caller tried to create a SURFACE_UNKNOWN swapchain.\n");
880 return WINED3DERR_INVALIDCALL;
883 window = present_parameters->hDeviceWindow ? present_parameters->hDeviceWindow : device->createParms.hFocusWindow;
885 swapchain->device = device;
886 swapchain->parent = parent;
887 swapchain->parent_ops = parent_ops;
888 swapchain->ref = 1;
889 swapchain->win_handle = window;
890 swapchain->device_window = window;
892 wined3d_get_adapter_display_mode(device->wined3d, adapter->ordinal, &mode);
893 swapchain->orig_width = mode.Width;
894 swapchain->orig_height = mode.Height;
895 swapchain->orig_fmt = mode.Format;
896 format = wined3d_get_format(&adapter->gl_info, mode.Format);
898 GetClientRect(window, &client_rect);
899 if (present_parameters->Windowed
900 && (!present_parameters->BackBufferWidth || !present_parameters->BackBufferHeight
901 || present_parameters->BackBufferFormat == WINED3DFMT_UNKNOWN))
904 if (!present_parameters->BackBufferWidth)
906 present_parameters->BackBufferWidth = client_rect.right;
907 TRACE("Updating width to %u.\n", present_parameters->BackBufferWidth);
910 if (!present_parameters->BackBufferHeight)
912 present_parameters->BackBufferHeight = client_rect.bottom;
913 TRACE("Updating height to %u.\n", present_parameters->BackBufferHeight);
916 if (present_parameters->BackBufferFormat == WINED3DFMT_UNKNOWN)
918 present_parameters->BackBufferFormat = swapchain->orig_fmt;
919 TRACE("Updating format to %s.\n", debug_d3dformat(swapchain->orig_fmt));
922 swapchain->presentParms = *present_parameters;
923 swapchain_update_render_to_fbo(swapchain);
925 TRACE("Creating front buffer.\n");
926 hr = device->device_parent->ops->create_rendertarget(device->device_parent, parent,
927 swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
928 swapchain->presentParms.BackBufferFormat, swapchain->presentParms.MultiSampleType,
929 swapchain->presentParms.MultiSampleQuality, TRUE /* Lockable */,
930 &swapchain->front_buffer);
931 if (FAILED(hr))
933 WARN("Failed to create front buffer, hr %#x.\n", hr);
934 goto err;
937 surface_set_container(swapchain->front_buffer, WINED3D_CONTAINER_SWAPCHAIN, swapchain);
938 if (surface_type == SURFACE_OPENGL)
940 surface_modify_location(swapchain->front_buffer, SFLAG_INDRAWABLE, TRUE);
943 /* MSDN says we're only allowed a single fullscreen swapchain per device,
944 * so we should really check to see if there is a fullscreen swapchain
945 * already. Does a single head count as full screen? */
947 if (!present_parameters->Windowed)
949 WINED3DDISPLAYMODE mode;
951 /* Change the display settings */
952 mode.Width = present_parameters->BackBufferWidth;
953 mode.Height = present_parameters->BackBufferHeight;
954 mode.Format = present_parameters->BackBufferFormat;
955 mode.RefreshRate = present_parameters->FullScreen_RefreshRateInHz;
957 hr = wined3d_device_set_display_mode(device, 0, &mode);
958 if (FAILED(hr))
960 WARN("Failed to set display mode, hr %#x.\n", hr);
961 goto err;
963 displaymode_set = TRUE;
966 if (surface_type == SURFACE_OPENGL)
968 static const enum wined3d_format_id formats[] =
970 WINED3DFMT_D24_UNORM_S8_UINT,
971 WINED3DFMT_D32_UNORM,
972 WINED3DFMT_R24_UNORM_X8_TYPELESS,
973 WINED3DFMT_D16_UNORM,
974 WINED3DFMT_S1_UINT_D15_UNORM
977 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
979 swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(swapchain->context));
980 if (!swapchain->context)
982 ERR("Failed to create the context array.\n");
983 hr = E_OUTOFMEMORY;
984 goto err;
986 swapchain->num_contexts = 1;
988 /* In WGL both color, depth and stencil are features of a pixel format. In case of D3D they are separate.
989 * You are able to add a depth + stencil surface at a later stage when you need it.
990 * In order to support this properly in WineD3D we need the ability to recreate the opengl context and
991 * drawable when this is required. This is very tricky as we need to reapply ALL opengl states for the new
992 * context, need torecreate shaders, textures and other resources.
994 * The context manager already takes care of the state problem and for the other tasks code from Reset
995 * can be used. These changes are way to risky during the 1.0 code freeze which is taking place right now.
996 * Likely a lot of other new bugs will be exposed. For that reason request a depth stencil surface all the
997 * time. It can cause a slight performance hit but fixes a lot of regressions. A fixme reminds of that this
998 * issue needs to be fixed. */
999 for (i = 0; i < (sizeof(formats) / sizeof(*formats)); i++)
1001 swapchain->ds_format = wined3d_get_format(gl_info, formats[i]);
1002 swapchain->context[0] = context_create(swapchain, swapchain->front_buffer, swapchain->ds_format);
1003 if (swapchain->context[0]) break;
1004 TRACE("Depth stencil format %s is not supported, trying next format\n",
1005 debug_d3dformat(formats[i]));
1008 if (!swapchain->context[0])
1010 WARN("Failed to create context.\n");
1011 hr = WINED3DERR_NOTAVAILABLE;
1012 goto err;
1015 if (!present_parameters->EnableAutoDepthStencil
1016 || swapchain->presentParms.AutoDepthStencilFormat != swapchain->ds_format->id)
1018 FIXME("Add OpenGL context recreation support to context_validate_onscreen_formats\n");
1020 context_release(swapchain->context[0]);
1023 if (swapchain->presentParms.BackBufferCount > 0)
1025 swapchain->back_buffers = HeapAlloc(GetProcessHeap(), 0,
1026 sizeof(*swapchain->back_buffers) * swapchain->presentParms.BackBufferCount);
1027 if (!swapchain->back_buffers)
1029 ERR("Failed to allocate backbuffer array memory.\n");
1030 hr = E_OUTOFMEMORY;
1031 goto err;
1034 for (i = 0; i < swapchain->presentParms.BackBufferCount; ++i)
1036 TRACE("Creating back buffer %u.\n", i);
1037 hr = device->device_parent->ops->create_rendertarget(device->device_parent, parent,
1038 swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
1039 swapchain->presentParms.BackBufferFormat, swapchain->presentParms.MultiSampleType,
1040 swapchain->presentParms.MultiSampleQuality, TRUE /* Lockable */,
1041 &swapchain->back_buffers[i]);
1042 if (FAILED(hr))
1044 WARN("Failed to create back buffer %u, hr %#x.\n", i, hr);
1045 goto err;
1048 surface_set_container(swapchain->back_buffers[i], WINED3D_CONTAINER_SWAPCHAIN, swapchain);
1052 /* Swapchains share the depth/stencil buffer, so only create a single depthstencil surface. */
1053 if (present_parameters->EnableAutoDepthStencil && surface_type == SURFACE_OPENGL)
1055 TRACE("Creating depth/stencil buffer.\n");
1056 if (!device->auto_depth_stencil)
1058 hr = device->device_parent->ops->create_depth_stencil(device->device_parent,
1059 swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
1060 swapchain->presentParms.AutoDepthStencilFormat, swapchain->presentParms.MultiSampleType,
1061 swapchain->presentParms.MultiSampleQuality, FALSE /* FIXME: Discard */,
1062 &device->auto_depth_stencil);
1063 if (FAILED(hr))
1065 WARN("Failed to create the auto depth stencil, hr %#x.\n", hr);
1066 goto err;
1069 surface_set_container(device->auto_depth_stencil, WINED3D_CONTAINER_NONE, NULL);
1073 wined3d_swapchain_get_gamma_ramp(swapchain, &swapchain->orig_gamma);
1075 return WINED3D_OK;
1077 err:
1078 if (displaymode_set)
1080 DEVMODEW devmode;
1082 ClipCursor(NULL);
1084 /* Change the display settings */
1085 memset(&devmode, 0, sizeof(devmode));
1086 devmode.dmSize = sizeof(devmode);
1087 devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
1088 devmode.dmBitsPerPel = format->byte_count * CHAR_BIT;
1089 devmode.dmPelsWidth = swapchain->orig_width;
1090 devmode.dmPelsHeight = swapchain->orig_height;
1091 ChangeDisplaySettingsExW(adapter->DeviceName, &devmode, NULL, CDS_FULLSCREEN, NULL);
1094 if (swapchain->back_buffers)
1096 for (i = 0; i < swapchain->presentParms.BackBufferCount; ++i)
1098 if (swapchain->back_buffers[i])
1100 surface_set_container(swapchain->back_buffers[i], WINED3D_CONTAINER_NONE, NULL);
1101 wined3d_surface_decref(swapchain->back_buffers[i]);
1104 HeapFree(GetProcessHeap(), 0, swapchain->back_buffers);
1107 if (swapchain->context)
1109 if (swapchain->context[0])
1111 context_release(swapchain->context[0]);
1112 context_destroy(device, swapchain->context[0]);
1113 swapchain->num_contexts = 0;
1115 HeapFree(GetProcessHeap(), 0, swapchain->context);
1118 if (swapchain->front_buffer)
1120 surface_set_container(swapchain->front_buffer, WINED3D_CONTAINER_NONE, NULL);
1121 wined3d_surface_decref(swapchain->front_buffer);
1124 return hr;
1127 /* Do not call while under the GL lock. */
1128 HRESULT CDECL wined3d_swapchain_create(struct wined3d_device *device,
1129 WINED3DPRESENT_PARAMETERS *present_parameters, WINED3DSURFTYPE surface_type,
1130 void *parent, const struct wined3d_parent_ops *parent_ops,
1131 struct wined3d_swapchain **swapchain)
1133 struct wined3d_swapchain *object;
1134 HRESULT hr;
1136 TRACE("device %p, present_parameters %p, swapchain %p, parent %p, surface_type %#x.\n",
1137 device, present_parameters, swapchain, parent, surface_type);
1139 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1140 if (!object)
1142 ERR("Failed to allocate swapchain memory.\n");
1143 return E_OUTOFMEMORY;
1146 hr = swapchain_init(object, surface_type, device, present_parameters, parent, parent_ops);
1147 if (FAILED(hr))
1149 WARN("Failed to initialize swapchain, hr %#x.\n", hr);
1150 HeapFree(GetProcessHeap(), 0, object);
1151 return hr;
1154 TRACE("Created swapchain %p.\n", object);
1155 *swapchain = object;
1157 return WINED3D_OK;
1160 /* Do not call while under the GL lock. */
1161 static struct wined3d_context *swapchain_create_context(struct wined3d_swapchain *swapchain)
1163 struct wined3d_context **newArray;
1164 struct wined3d_context *ctx;
1166 TRACE("Creating a new context for swapchain %p, thread %u.\n", swapchain, GetCurrentThreadId());
1168 if (!(ctx = context_create(swapchain, swapchain->front_buffer, swapchain->ds_format)))
1170 ERR("Failed to create a new context for the swapchain\n");
1171 return NULL;
1173 context_release(ctx);
1175 newArray = HeapAlloc(GetProcessHeap(), 0, sizeof(*newArray) * (swapchain->num_contexts + 1));
1176 if(!newArray) {
1177 ERR("Out of memory when trying to allocate a new context array\n");
1178 context_destroy(swapchain->device, ctx);
1179 return NULL;
1181 memcpy(newArray, swapchain->context, sizeof(*newArray) * swapchain->num_contexts);
1182 HeapFree(GetProcessHeap(), 0, swapchain->context);
1183 newArray[swapchain->num_contexts] = ctx;
1184 swapchain->context = newArray;
1185 swapchain->num_contexts++;
1187 TRACE("Returning context %p\n", ctx);
1188 return ctx;
1191 void swapchain_destroy_contexts(struct wined3d_swapchain *swapchain)
1193 unsigned int i;
1195 for (i = 0; i < swapchain->num_contexts; ++i)
1197 context_destroy(swapchain->device, swapchain->context[i]);
1199 swapchain->num_contexts = 0;
1202 struct wined3d_context *swapchain_get_context(struct wined3d_swapchain *swapchain)
1204 DWORD tid = GetCurrentThreadId();
1205 unsigned int i;
1207 for (i = 0; i < swapchain->num_contexts; ++i)
1209 if (swapchain->context[i]->tid == tid)
1210 return swapchain->context[i];
1213 /* Create a new context for the thread */
1214 return swapchain_create_context(swapchain);
1217 void get_drawable_size_swapchain(const struct wined3d_context *context, UINT *width, UINT *height)
1219 /* The drawable size of an onscreen drawable is the surface size.
1220 * (Actually: The window size, but the surface is created in window size) */
1221 *width = context->current_rt->resource.width;
1222 *height = context->current_rt->resource.height;
1225 HDC swapchain_get_backup_dc(struct wined3d_swapchain *swapchain)
1227 if (!swapchain->backup_dc)
1229 TRACE("Creating the backup window for swapchain %p.\n", swapchain);
1231 if (!(swapchain->backup_wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
1232 WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL)))
1234 ERR("Failed to create a window.\n");
1235 return NULL;
1238 if (!(swapchain->backup_dc = GetDC(swapchain->backup_wnd)))
1240 ERR("Failed to get a DC.\n");
1241 DestroyWindow(swapchain->backup_wnd);
1242 swapchain->backup_wnd = NULL;
1243 return NULL;
1247 return swapchain->backup_dc;
1250 void swapchain_update_draw_bindings(struct wined3d_swapchain *swapchain)
1252 UINT i;
1254 surface_update_draw_binding(swapchain->front_buffer);
1256 for (i = 0; i < swapchain->presentParms.BackBufferCount; ++i)
1258 surface_update_draw_binding(swapchain->back_buffers[i]);