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
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
;
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
;
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
;
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
);
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
);
111 swapchain_cleanup(swapchain
);
112 swapchain
->parent_ops
->wined3d_object_destroyed(swapchain
->parent
);
113 HeapFree(GetProcessHeap(), 0, swapchain
);
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
)
129 window
= swapchain
->device_window
;
130 if (window
== swapchain
->win_handle
)
133 TRACE("Setting swapchain %p window from %p to %p.\n",
134 swapchain
, swapchain
->win_handle
, window
);
135 swapchain
->win_handle
= window
;
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);
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
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. */
186 return WINED3DERR_INVALIDCALL
;
189 *back_buffer
= swapchain
->back_buffers
[back_buffer_idx
];
191 wined3d_surface_incref(*back_buffer
);
193 TRACE("Returning back buffer %p.\n", *back_buffer
);
198 HRESULT CDECL
wined3d_swapchain_get_raster_status(const struct wined3d_swapchain
*swapchain
,
199 WINED3DRASTER_STATUS
*raster_status
)
202 /* No OpenGL equivalent */
205 FIXME("swapchain %p, raster_status %p stub!\n", swapchain
, raster_status
);
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
)
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
));
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
;
248 HRESULT CDECL
wined3d_swapchain_set_gamma_ramp(const struct wined3d_swapchain
*swapchain
,
249 DWORD flags
, const WINED3DGAMMARAMP
*ramp
)
253 TRACE("swapchain %p, flags %#x, ramp %p.\n", swapchain
, flags
, ramp
);
256 FIXME("Ignoring flags %#x.\n", flags
);
258 dc
= GetDC(swapchain
->device_window
);
259 SetDeviceGammaRamp(dc
, (void *)ramp
);
260 ReleaseDC(swapchain
->device_window
, dc
);
265 HRESULT CDECL
wined3d_swapchain_get_gamma_ramp(const struct wined3d_swapchain
*swapchain
,
266 WINED3DGAMMARAMP
*ramp
)
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
);
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
;
287 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
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
;
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
))
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");
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
)
349 if (is_complex_fixup(backbuffer
->resource
.format
->color_fixup
))
350 gl_filter
= GL_NEAREST
;
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
);
379 glTexCoord2f(tex_left
, tex_bottom
);
383 glTexCoord2f(tex_left
, tex_top
);
387 glTexCoord2f(tex_right
, tex_top
);
391 glTexCoord2f(tex_right
, tex_bottom
);
398 device
->blitter
->unset_shader(context
->gl_info
);
399 checkGLcall("Swapchain present blit(manual)\n");
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
;
415 context
= context_acquire(swapchain
->device
, swapchain
->back_buffers
[0]);
418 context_release(context
);
419 WARN("Invalid context, skipping present.\n");
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
;
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
;
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
;
493 src_rect
.right
= swapchain
->presentParms
.BackBufferWidth
;
494 src_rect
.bottom
= swapchain
->presentParms
.BackBufferHeight
;
498 dst_rect
= *dst_rect_in
;
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
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)
540 SwapBuffers(context
->hdc
); /* TODO: cycle through the swapchain buffers */
542 TRACE("SwapBuffers called, Starting new frame\n");
546 DWORD time
= GetTickCount();
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
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
) {
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
;
604 surface_modify_location(front
, SFLAG_INDRAWABLE
, TRUE
);
605 surface_modify_location(back
, SFLAG_INDRAWABLE
, TRUE
);
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");
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};
656 TRACE("swapchain %p, rect %s.\n", swapchain
, wine_dbgstr_rect(rect
));
658 front
= swapchain
->front_buffer
;
659 if (!(front
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
))
662 TRACE("Copying surface %p to screen.\n", front
);
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
));
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. */
682 SelectPalette(dst_dc
, front
->palette
->hpal
, FALSE
);
683 RealizePalette(dst_dc
); /* sends messages => deadlocks */
688 draw_rect
.right
= front
->resource
.width
;
690 draw_rect
.bottom
= front
->resource
.height
;
693 /* TODO: Support clippers. */
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
);
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
);
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];
741 front
->hDC
= back
->hDC
;
745 /* Flip the DIBsection. */
748 tmp
= front
->dib
.DIBsection
;
749 front
->dib
.DIBsection
= back
->dib
.DIBsection
;
750 back
->dib
.DIBsection
= tmp
;
753 /* Flip the surface data. */
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. */
775 tmp
= front
->dib
.client_memory
;
776 front
->dib
.client_memory
= back
->dib
.client_memory
;
777 back
->dib
.client_memory
= tmp
;
783 static LONG prev_time
, frames
;
784 DWORD time
= GetTickCount();
788 /* every 1.5 seconds */
789 if (time
- prev_time
> 1500)
791 TRACE_(fps
)("@ approx %.2ffps\n", 1000.0 * frames
/ (time
- prev_time
));
797 x11_copy_to_screen(swapchain
, NULL
);
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
)
811 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
)
814 if (!swapchain
->presentParms
.BackBufferCount
)
816 TRACE("Single buffered rendering.\n");
817 swapchain
->render_to_fbo
= FALSE
;
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
;
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
;
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
)
871 swapchain
->swapchain_ops
= &swapchain_gdi_ops
;
875 swapchain
->swapchain_ops
= &swapchain_gl_ops
;
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
;
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
);
933 WARN("Failed to create front buffer, hr %#x.\n", hr
);
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
);
960 WARN("Failed to set display mode, hr %#x.\n", hr
);
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");
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
;
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");
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
]);
1044 WARN("Failed to create back buffer %u, hr %#x.\n", i
, hr
);
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
);
1065 WARN("Failed to create the auto depth stencil, hr %#x.\n", hr
);
1069 surface_set_container(device
->auto_depth_stencil
, WINED3D_CONTAINER_NONE
, NULL
);
1073 wined3d_swapchain_get_gamma_ramp(swapchain
, &swapchain
->orig_gamma
);
1078 if (displaymode_set
)
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
);
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
;
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
));
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
);
1149 WARN("Failed to initialize swapchain, hr %#x.\n", hr
);
1150 HeapFree(GetProcessHeap(), 0, object
);
1154 TRACE("Created swapchain %p.\n", object
);
1155 *swapchain
= object
;
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");
1173 context_release(ctx
);
1175 newArray
= HeapAlloc(GetProcessHeap(), 0, sizeof(*newArray
) * (swapchain
->num_contexts
+ 1));
1177 ERR("Out of memory when trying to allocate a new context array\n");
1178 context_destroy(swapchain
->device
, ctx
);
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
);
1191 void swapchain_destroy_contexts(struct wined3d_swapchain
*swapchain
)
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();
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");
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
;
1247 return swapchain
->backup_dc
;
1250 void swapchain_update_draw_bindings(struct wined3d_swapchain
*swapchain
)
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
]);