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 "wine/port.h"
25 #include "wined3d_private.h"
27 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
28 WINE_DECLARE_DEBUG_CHANNEL(fps
);
30 /* Do not call while under the GL lock. */
31 static void swapchain_cleanup(struct wined3d_swapchain
*swapchain
)
36 TRACE("Destroying swapchain %p.\n", swapchain
);
38 wined3d_swapchain_set_gamma_ramp(swapchain
, 0, &swapchain
->orig_gamma
);
40 /* Release the swapchain's draw buffers. Make sure swapchain->back_buffers[0]
41 * is the last buffer to be destroyed, FindContext() depends on that. */
42 if (swapchain
->front_buffer
)
44 surface_set_swapchain(swapchain
->front_buffer
, NULL
);
45 if (wined3d_surface_decref(swapchain
->front_buffer
))
46 WARN("Something's still holding the front buffer (%p).\n", swapchain
->front_buffer
);
47 swapchain
->front_buffer
= NULL
;
50 if (swapchain
->back_buffers
)
52 i
= swapchain
->desc
.backbuffer_count
;
56 surface_set_swapchain(swapchain
->back_buffers
[i
], NULL
);
57 if (wined3d_surface_decref(swapchain
->back_buffers
[i
]))
58 WARN("Something's still holding back buffer %u (%p).\n", i
, swapchain
->back_buffers
[i
]);
60 HeapFree(GetProcessHeap(), 0, swapchain
->back_buffers
);
61 swapchain
->back_buffers
= NULL
;
64 for (i
= 0; i
< swapchain
->num_contexts
; ++i
)
66 context_destroy(swapchain
->device
, swapchain
->context
[i
]);
68 HeapFree(GetProcessHeap(), 0, swapchain
->context
);
70 /* Restore the screen resolution if we rendered in fullscreen.
71 * This will restore the screen resolution to what it was before creating
72 * the swapchain. In case of d3d8 and d3d9 this will be the original
73 * desktop resolution. In case of d3d7 this will be a NOP because ddraw
74 * sets the resolution before starting up Direct3D, thus orig_width and
75 * orig_height will be equal to the modes in the presentation params. */
76 if (!swapchain
->desc
.windowed
&& swapchain
->desc
.auto_restore_display_mode
)
78 if (FAILED(hr
= wined3d_set_adapter_display_mode(swapchain
->device
->wined3d
,
79 swapchain
->device
->adapter
->ordinal
, &swapchain
->original_mode
)))
80 ERR("Failed to restore display mode, hr %#x.\n", hr
);
83 if (swapchain
->backup_dc
)
85 TRACE("Destroying backup wined3d window %p, dc %p.\n", swapchain
->backup_wnd
, swapchain
->backup_dc
);
87 ReleaseDC(swapchain
->backup_wnd
, swapchain
->backup_dc
);
88 DestroyWindow(swapchain
->backup_wnd
);
92 ULONG CDECL
wined3d_swapchain_incref(struct wined3d_swapchain
*swapchain
)
94 ULONG refcount
= InterlockedIncrement(&swapchain
->ref
);
96 TRACE("%p increasing refcount to %u.\n", swapchain
, refcount
);
101 /* Do not call while under the GL lock. */
102 ULONG CDECL
wined3d_swapchain_decref(struct wined3d_swapchain
*swapchain
)
104 ULONG refcount
= InterlockedDecrement(&swapchain
->ref
);
106 TRACE("%p decreasing refcount to %u.\n", swapchain
, refcount
);
110 swapchain_cleanup(swapchain
);
111 swapchain
->parent_ops
->wined3d_object_destroyed(swapchain
->parent
);
112 HeapFree(GetProcessHeap(), 0, swapchain
);
118 void * CDECL
wined3d_swapchain_get_parent(const struct wined3d_swapchain
*swapchain
)
120 TRACE("swapchain %p.\n", swapchain
);
122 return swapchain
->parent
;
125 void CDECL
wined3d_swapchain_set_window(struct wined3d_swapchain
*swapchain
, HWND window
)
128 window
= swapchain
->device_window
;
129 if (window
== swapchain
->win_handle
)
132 TRACE("Setting swapchain %p window from %p to %p.\n",
133 swapchain
, swapchain
->win_handle
, window
);
134 swapchain
->win_handle
= window
;
137 HRESULT CDECL
wined3d_swapchain_present(struct wined3d_swapchain
*swapchain
,
138 const RECT
*src_rect
, const RECT
*dst_rect
, HWND dst_window_override
,
139 const RGNDATA
*dirty_region
, DWORD flags
)
141 TRACE("swapchain %p, src_rect %s, dst_rect %s, dst_window_override %p, dirty_region %p, flags %#x.\n",
142 swapchain
, wine_dbgstr_rect(src_rect
), wine_dbgstr_rect(dst_rect
),
143 dst_window_override
, dirty_region
, flags
);
146 FIXME("Ignoring flags %#x.\n", flags
);
148 if (!swapchain
->back_buffers
)
150 WARN("Swapchain doesn't have a backbuffer, returning WINED3DERR_INVALIDCALL\n");
151 return WINED3DERR_INVALIDCALL
;
154 wined3d_swapchain_set_window(swapchain
, dst_window_override
);
156 swapchain
->swapchain_ops
->swapchain_present(swapchain
, src_rect
, dst_rect
, dirty_region
, flags
);
161 HRESULT CDECL
wined3d_swapchain_get_front_buffer_data(const struct wined3d_swapchain
*swapchain
,
162 struct wined3d_surface
*dst_surface
)
164 struct wined3d_surface
*src_surface
;
165 RECT src_rect
, dst_rect
;
167 TRACE("swapchain %p, dst_surface %p.\n", swapchain
, dst_surface
);
169 src_surface
= swapchain
->front_buffer
;
170 SetRect(&src_rect
, 0, 0, src_surface
->resource
.width
, src_surface
->resource
.height
);
173 if (swapchain
->desc
.windowed
)
175 MapWindowPoints(swapchain
->win_handle
, NULL
, (POINT
*)&dst_rect
, 2);
176 FIXME("Using destination rect %s in windowed mode, this is likely wrong.\n",
177 wine_dbgstr_rect(&dst_rect
));
180 return wined3d_surface_blt(dst_surface
, &dst_rect
, src_surface
, &src_rect
, 0, NULL
, WINED3D_TEXF_POINT
);
183 struct wined3d_surface
* CDECL
wined3d_swapchain_get_back_buffer(const struct wined3d_swapchain
*swapchain
,
184 UINT back_buffer_idx
, enum wined3d_backbuffer_type type
)
186 TRACE("swapchain %p, back_buffer_idx %u, type %#x.\n",
187 swapchain
, back_buffer_idx
, type
);
189 /* Return invalid if there is no backbuffer array, otherwise it will
190 * crash when ddraw is used (there swapchain->back_buffers is always
191 * NULL). We need this because this function is called from
192 * stateblock_init_default_state() to get the default scissorrect
194 if (!swapchain
->back_buffers
|| back_buffer_idx
>= swapchain
->desc
.backbuffer_count
)
196 WARN("Invalid back buffer index.\n");
197 /* Native d3d9 doesn't set NULL here, just as wine's d3d9. But set it
198 * here in wined3d to avoid problems in other libs. */
202 TRACE("Returning back buffer %p.\n", swapchain
->back_buffers
[back_buffer_idx
]);
204 return swapchain
->back_buffers
[back_buffer_idx
];
207 HRESULT CDECL
wined3d_swapchain_get_raster_status(const struct wined3d_swapchain
*swapchain
,
208 struct wined3d_raster_status
*raster_status
)
210 TRACE("swapchain %p, raster_status %p.\n", swapchain
, raster_status
);
212 return wined3d_get_adapter_raster_status(swapchain
->device
->wined3d
,
213 swapchain
->device
->adapter
->ordinal
, raster_status
);
216 HRESULT CDECL
wined3d_swapchain_get_display_mode(const struct wined3d_swapchain
*swapchain
,
217 struct wined3d_display_mode
*mode
, enum wined3d_display_rotation
*rotation
)
221 TRACE("swapchain %p, mode %p, rotation %p.\n", swapchain
, mode
, rotation
);
223 hr
= wined3d_get_adapter_display_mode(swapchain
->device
->wined3d
,
224 swapchain
->device
->adapter
->ordinal
, mode
, rotation
);
226 TRACE("Returning w %u, h %u, refresh rate %u, format %s.\n",
227 mode
->width
, mode
->height
, mode
->refresh_rate
, debug_d3dformat(mode
->format_id
));
232 struct wined3d_device
* CDECL
wined3d_swapchain_get_device(const struct wined3d_swapchain
*swapchain
)
234 TRACE("swapchain %p.\n", swapchain
);
236 return swapchain
->device
;
239 void CDECL
wined3d_swapchain_get_desc(const struct wined3d_swapchain
*swapchain
,
240 struct wined3d_swapchain_desc
*desc
)
242 TRACE("swapchain %p, desc %p.\n", swapchain
, desc
);
244 *desc
= swapchain
->desc
;
247 HRESULT CDECL
wined3d_swapchain_set_gamma_ramp(const struct wined3d_swapchain
*swapchain
,
248 DWORD flags
, const struct wined3d_gamma_ramp
*ramp
)
252 TRACE("swapchain %p, flags %#x, ramp %p.\n", swapchain
, flags
, ramp
);
255 FIXME("Ignoring flags %#x.\n", flags
);
257 dc
= GetDC(swapchain
->device_window
);
258 SetDeviceGammaRamp(dc
, (void *)ramp
);
259 ReleaseDC(swapchain
->device_window
, dc
);
264 HRESULT CDECL
wined3d_swapchain_get_gamma_ramp(const struct wined3d_swapchain
*swapchain
,
265 struct wined3d_gamma_ramp
*ramp
)
269 TRACE("swapchain %p, ramp %p.\n", swapchain
, ramp
);
271 dc
= GetDC(swapchain
->device_window
);
272 GetDeviceGammaRamp(dc
, ramp
);
273 ReleaseDC(swapchain
->device_window
, dc
);
278 /* A GL context is provided by the caller */
279 static void swapchain_blit(const struct wined3d_swapchain
*swapchain
,
280 struct wined3d_context
*context
, const RECT
*src_rect
, const RECT
*dst_rect
)
282 struct wined3d_surface
*backbuffer
= swapchain
->back_buffers
[0];
283 UINT src_w
= src_rect
->right
- src_rect
->left
;
284 UINT src_h
= src_rect
->bottom
- src_rect
->top
;
286 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
290 TRACE("swapchain %p, context %p, src_rect %s, dst_rect %s.\n",
291 swapchain
, context
, wine_dbgstr_rect(src_rect
), wine_dbgstr_rect(dst_rect
));
293 if (src_w
== dst_rect
->right
- dst_rect
->left
&& src_h
== dst_rect
->bottom
- dst_rect
->top
)
294 gl_filter
= GL_NEAREST
;
296 gl_filter
= GL_LINEAR
;
298 GetClientRect(swapchain
->win_handle
, &win_rect
);
299 win_h
= win_rect
.bottom
- win_rect
.top
;
301 if (gl_info
->fbo_ops
.glBlitFramebuffer
&& is_identity_fixup(backbuffer
->resource
.format
->color_fixup
))
303 DWORD location
= SFLAG_INTEXTURE
;
305 if (backbuffer
->resource
.multisample_type
)
307 location
= SFLAG_INRB_RESOLVED
;
308 surface_load_location(backbuffer
, location
, NULL
);
311 context_apply_fbo_state_blit(context
, GL_READ_FRAMEBUFFER
, backbuffer
, NULL
, location
);
312 gl_info
->gl_ops
.gl
.p_glReadBuffer(GL_COLOR_ATTACHMENT0
);
313 context_check_fbo_status(context
, GL_READ_FRAMEBUFFER
);
315 context_apply_fbo_state_blit(context
, GL_DRAW_FRAMEBUFFER
, swapchain
->front_buffer
, NULL
, SFLAG_INDRAWABLE
);
316 context_set_draw_buffer(context
, GL_BACK
);
317 context_invalidate_state(context
, STATE_FRAMEBUFFER
);
319 gl_info
->gl_ops
.gl
.p_glColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
320 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
));
321 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1
));
322 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2
));
323 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3
));
325 gl_info
->gl_ops
.gl
.p_glDisable(GL_SCISSOR_TEST
);
326 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE
));
328 /* Note that the texture is upside down */
329 gl_info
->fbo_ops
.glBlitFramebuffer(src_rect
->left
, src_rect
->top
, src_rect
->right
, src_rect
->bottom
,
330 dst_rect
->left
, win_h
- dst_rect
->top
, dst_rect
->right
, win_h
- dst_rect
->bottom
,
331 GL_COLOR_BUFFER_BIT
, gl_filter
);
332 checkGLcall("Swapchain present blit(EXT_framebuffer_blit)\n");
336 struct wined3d_device
*device
= swapchain
->device
;
337 struct wined3d_context
*context2
;
338 float tex_left
= src_rect
->left
;
339 float tex_top
= src_rect
->top
;
340 float tex_right
= src_rect
->right
;
341 float tex_bottom
= src_rect
->bottom
;
343 context2
= context_acquire(device
, swapchain
->back_buffers
[0]);
344 context_apply_blit_state(context2
, device
);
346 if (backbuffer
->flags
& SFLAG_NORMCOORD
)
354 if (is_complex_fixup(backbuffer
->resource
.format
->color_fixup
))
355 gl_filter
= GL_NEAREST
;
357 context_apply_fbo_state_blit(context2
, GL_FRAMEBUFFER
, swapchain
->front_buffer
, NULL
, SFLAG_INDRAWABLE
);
358 context_bind_texture(context2
, backbuffer
->texture_target
, backbuffer
->texture_name
);
360 /* Set up the texture. The surface is not in a wined3d_texture
361 * container, so there are no D3D texture settings to dirtify. */
362 device
->blitter
->set_shader(device
->blit_priv
, context2
, backbuffer
);
363 gl_info
->gl_ops
.gl
.p_glTexParameteri(backbuffer
->texture_target
, GL_TEXTURE_MIN_FILTER
, gl_filter
);
364 gl_info
->gl_ops
.gl
.p_glTexParameteri(backbuffer
->texture_target
, GL_TEXTURE_MAG_FILTER
, gl_filter
);
366 context_set_draw_buffer(context
, GL_BACK
);
368 /* Set the viewport to the destination rectandle, disable any projection
369 * transformation set up by context_apply_blit_state(), and draw a
370 * (-1,-1)-(1,1) quad.
372 * Back up viewport and matrix to avoid breaking last_was_blit
374 * Note that context_apply_blit_state() set up viewport and ortho to
375 * match the surface size - we want the GL drawable(=window) size. */
376 gl_info
->gl_ops
.gl
.p_glPushAttrib(GL_VIEWPORT_BIT
);
377 gl_info
->gl_ops
.gl
.p_glViewport(dst_rect
->left
, win_h
- dst_rect
->bottom
,
378 dst_rect
->right
, win_h
- dst_rect
->top
);
379 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_PROJECTION
);
380 gl_info
->gl_ops
.gl
.p_glPushMatrix();
381 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
383 gl_info
->gl_ops
.gl
.p_glBegin(GL_QUADS
);
385 gl_info
->gl_ops
.gl
.p_glTexCoord2f(tex_left
, tex_bottom
);
386 gl_info
->gl_ops
.gl
.p_glVertex2i(-1, -1);
389 gl_info
->gl_ops
.gl
.p_glTexCoord2f(tex_left
, tex_top
);
390 gl_info
->gl_ops
.gl
.p_glVertex2i(-1, 1);
393 gl_info
->gl_ops
.gl
.p_glTexCoord2f(tex_right
, tex_top
);
394 gl_info
->gl_ops
.gl
.p_glVertex2i(1, 1);
397 gl_info
->gl_ops
.gl
.p_glTexCoord2f(tex_right
, tex_bottom
);
398 gl_info
->gl_ops
.gl
.p_glVertex2i(1, -1);
399 gl_info
->gl_ops
.gl
.p_glEnd();
401 gl_info
->gl_ops
.gl
.p_glPopMatrix();
402 gl_info
->gl_ops
.gl
.p_glPopAttrib();
404 device
->blitter
->unset_shader(context
->gl_info
);
405 checkGLcall("Swapchain present blit(manual)\n");
407 context_release(context2
);
411 static void swapchain_gl_present(struct wined3d_swapchain
*swapchain
, const RECT
*src_rect_in
,
412 const RECT
*dst_rect_in
, const RGNDATA
*dirty_region
, DWORD flags
)
414 struct wined3d_surface
*back_buffer
= swapchain
->back_buffers
[0];
415 const struct wined3d_fb_state
*fb
= &swapchain
->device
->fb
;
416 const struct wined3d_gl_info
*gl_info
;
417 struct wined3d_context
*context
;
418 RECT src_rect
, dst_rect
;
421 context
= context_acquire(swapchain
->device
, back_buffer
);
424 context_release(context
);
425 WARN("Invalid context, skipping present.\n");
429 gl_info
= context
->gl_info
;
431 /* Render the cursor onto the back buffer, using our nifty directdraw blitting code :-) */
432 if (swapchain
->device
->bCursorVisible
&&
433 swapchain
->device
->cursorTexture
&&
434 !swapchain
->device
->hardwareCursor
)
436 struct wined3d_surface cursor
;
439 swapchain
->device
->xScreenSpace
- swapchain
->device
->xHotSpot
,
440 swapchain
->device
->yScreenSpace
- swapchain
->device
->yHotSpot
,
441 swapchain
->device
->xScreenSpace
+ swapchain
->device
->cursorWidth
- swapchain
->device
->xHotSpot
,
442 swapchain
->device
->yScreenSpace
+ swapchain
->device
->cursorHeight
- swapchain
->device
->yHotSpot
,
444 TRACE("Rendering the cursor. Creating fake surface at %p\n", &cursor
);
445 /* Build a fake surface to call the Blitting code. It is not possible to use the interface passed by
446 * the application because we are only supposed to copy the information out. Using a fake surface
447 * allows us to use the Blitting engine and avoid copying the whole texture -> render target blitting code.
449 memset(&cursor
, 0, sizeof(cursor
));
450 cursor
.resource
.ref
= 1;
451 cursor
.resource
.device
= swapchain
->device
;
452 cursor
.resource
.pool
= WINED3D_POOL_SCRATCH
;
453 cursor
.resource
.format
= wined3d_get_format(gl_info
, WINED3DFMT_B8G8R8A8_UNORM
);
454 cursor
.resource
.type
= WINED3D_RTYPE_SURFACE
;
455 cursor
.texture_name
= swapchain
->device
->cursorTexture
;
456 cursor
.texture_target
= GL_TEXTURE_2D
;
457 cursor
.texture_level
= 0;
458 cursor
.resource
.width
= swapchain
->device
->cursorWidth
;
459 cursor
.resource
.height
= swapchain
->device
->cursorHeight
;
460 /* The cursor must have pow2 sizes */
461 cursor
.pow2Width
= cursor
.resource
.width
;
462 cursor
.pow2Height
= cursor
.resource
.height
;
463 /* The surface is in the texture */
464 cursor
.flags
|= SFLAG_INTEXTURE
;
465 /* DDBLT_KEYSRC will cause BltOverride to enable the alpha test with GL_NOTEQUAL, 0.0,
466 * which is exactly what we want :-)
468 if (swapchain
->desc
.windowed
)
469 MapWindowPoints(NULL
, swapchain
->win_handle
, (POINT
*)&destRect
, 2);
470 wined3d_surface_blt(back_buffer
, &destRect
, &cursor
, NULL
, WINEDDBLT_KEYSRC
,
471 NULL
, WINED3D_TEXF_POINT
);
474 if (swapchain
->device
->logo_surface
)
476 struct wined3d_surface
*src_surface
= swapchain
->device
->logo_surface
;
477 RECT rect
= {0, 0, src_surface
->resource
.width
, src_surface
->resource
.height
};
479 /* Blit the logo into the upper left corner of the drawable. */
480 wined3d_surface_blt(back_buffer
, &rect
, src_surface
, &rect
, WINEDDBLT_KEYSRC
,
481 NULL
, WINED3D_TEXF_POINT
);
484 TRACE("Presenting HDC %p.\n", context
->hdc
);
486 render_to_fbo
= swapchain
->render_to_fbo
;
490 src_rect
= *src_rect_in
;
491 if (!render_to_fbo
&& (src_rect
.left
|| src_rect
.top
492 || src_rect
.right
!= swapchain
->desc
.backbuffer_width
493 || src_rect
.bottom
!= swapchain
->desc
.backbuffer_height
))
495 render_to_fbo
= TRUE
;
502 src_rect
.right
= swapchain
->desc
.backbuffer_width
;
503 src_rect
.bottom
= swapchain
->desc
.backbuffer_height
;
507 dst_rect
= *dst_rect_in
;
509 GetClientRect(swapchain
->win_handle
, &dst_rect
);
511 if (!render_to_fbo
&& (dst_rect
.left
|| dst_rect
.top
512 || dst_rect
.right
!= swapchain
->desc
.backbuffer_width
513 || dst_rect
.bottom
!= swapchain
->desc
.backbuffer_height
))
514 render_to_fbo
= TRUE
;
516 /* Rendering to a window of different size, presenting partial rectangles,
517 * or rendering to a different window needs help from FBO_blit or a textured
518 * draw. Render the swapchain to a FBO in the future.
520 * Note that FBO_blit from the backbuffer to the frontbuffer cannot solve
521 * all these issues - this fails if the window is smaller than the backbuffer.
523 if (!swapchain
->render_to_fbo
&& render_to_fbo
&& wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
525 surface_load_location(back_buffer
, SFLAG_INTEXTURE
, NULL
);
526 surface_modify_location(back_buffer
, SFLAG_INDRAWABLE
, FALSE
);
527 swapchain
->render_to_fbo
= TRUE
;
528 swapchain_update_draw_bindings(swapchain
);
532 surface_load_location(back_buffer
, back_buffer
->draw_binding
, NULL
);
535 if (swapchain
->render_to_fbo
)
537 /* This codepath should only be hit with the COPY swapeffect. Otherwise a backbuffer-
538 * window size mismatch is impossible(fullscreen) and src and dst rectangles are
539 * not allowed(they need the COPY swapeffect)
541 * The DISCARD swap effect is ok as well since any backbuffer content is allowed after
543 if (swapchain
->desc
.swap_effect
== WINED3D_SWAP_EFFECT_FLIP
)
544 FIXME("Render-to-fbo with WINED3D_SWAP_EFFECT_FLIP\n");
546 swapchain_blit(swapchain
, context
, &src_rect
, &dst_rect
);
549 if (swapchain
->num_contexts
> 1)
550 gl_info
->gl_ops
.gl
.p_glFinish();
552 /* call wglSwapBuffers through the gl table to avoid confusing the Steam overlay */
553 gl_info
->gl_ops
.wgl
.p_wglSwapBuffers(context
->hdc
); /* TODO: cycle through the swapchain buffers */
555 TRACE("SwapBuffers called, Starting new frame\n");
559 DWORD time
= GetTickCount();
562 /* every 1.5 seconds */
563 if (time
- swapchain
->prev_time
> 1500)
565 TRACE_(fps
)("%p @ approx %.2ffps\n",
566 swapchain
, 1000.0 * swapchain
->frames
/ (time
- swapchain
->prev_time
));
567 swapchain
->prev_time
= time
;
568 swapchain
->frames
= 0;
572 /* This is disabled, but the code left in for debug purposes.
574 * Since we're allowed to modify the new back buffer on a D3DSWAPEFFECT_DISCARD flip,
575 * we can clear it with some ugly color to make bad drawing visible and ease debugging.
576 * The Debug runtime does the same on Windows. However, a few games do not redraw the
577 * screen properly, like Max Payne 2, which leaves a few pixels undefined.
579 * Tests show that the content of the back buffer after a discard flip is indeed not
580 * reliable, so no game can depend on the exact content. However, it resembles the
581 * old contents in some way, for example by showing fragments at other locations. In
582 * general, the color theme is still intact. So Max payne, which draws rather dark scenes
583 * gets a dark background image. If we clear it with a bright ugly color, the game's
584 * bug shows up much more than it does on Windows, and the players see single pixels
586 * (The Max Payne bug has been confirmed on Windows with the debug runtime) */
587 if (FALSE
&& swapchain
->desc
.swap_effect
== WINED3D_SWAP_EFFECT_DISCARD
)
589 static const struct wined3d_color cyan
= {0.0f
, 1.0f
, 1.0f
, 1.0f
};
591 TRACE("Clearing the color buffer with cyan color\n");
593 wined3d_device_clear(swapchain
->device
, 0, NULL
,
594 WINED3DCLEAR_TARGET
, &cyan
, 1.0f
, 0);
597 if (!swapchain
->render_to_fbo
&& ((swapchain
->front_buffer
->flags
& SFLAG_INSYSMEM
)
598 || (back_buffer
->flags
& SFLAG_INSYSMEM
)))
600 /* Both memory copies of the surfaces are ok, flip them around too instead of dirtifying
601 * Doesn't work with render_to_fbo because we're not flipping
603 struct wined3d_surface
*front
= swapchain
->front_buffer
;
605 if (front
->resource
.size
== back_buffer
->resource
.size
)
608 flip_surface(front
, back_buffer
);
610 /* Tell the front buffer surface that is has been modified. However,
611 * the other locations were preserved during that, so keep the flags.
612 * This serves to update the emulated overlay, if any. */
613 fbflags
= front
->flags
;
614 surface_modify_location(front
, SFLAG_INDRAWABLE
, TRUE
);
615 front
->flags
= fbflags
;
619 surface_modify_location(front
, SFLAG_INDRAWABLE
, TRUE
);
620 surface_modify_location(back_buffer
, SFLAG_INDRAWABLE
, TRUE
);
625 surface_modify_location(swapchain
->front_buffer
, SFLAG_INDRAWABLE
, TRUE
);
626 /* If the swapeffect is DISCARD, the back buffer is undefined. That means the SYSMEM
627 * and INTEXTURE copies can keep their old content if they have any defined content.
628 * If the swapeffect is COPY, the content remains the same. If it is FLIP however,
629 * the texture / sysmem copy needs to be reloaded from the drawable
631 if (swapchain
->desc
.swap_effect
== WINED3D_SWAP_EFFECT_FLIP
)
632 surface_modify_location(back_buffer
, back_buffer
->draw_binding
, TRUE
);
635 if (fb
->depth_stencil
)
637 if (swapchain
->desc
.flags
& WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
638 || fb
->depth_stencil
->flags
& SFLAG_DISCARD
)
640 surface_modify_ds_location(fb
->depth_stencil
, SFLAG_DISCARDED
,
641 fb
->depth_stencil
->resource
.width
,
642 fb
->depth_stencil
->resource
.height
);
643 if (fb
->depth_stencil
== swapchain
->device
->onscreen_depth_stencil
)
645 wined3d_surface_decref(swapchain
->device
->onscreen_depth_stencil
);
646 swapchain
->device
->onscreen_depth_stencil
= NULL
;
651 context_release(context
);
654 static const struct wined3d_swapchain_ops swapchain_gl_ops
=
656 swapchain_gl_present
,
659 /* Helper function that blits the front buffer contents to the target window. */
660 void x11_copy_to_screen(const struct wined3d_swapchain
*swapchain
, const RECT
*rect
)
662 const struct wined3d_surface
*front
;
663 POINT offset
= {0, 0};
668 TRACE("swapchain %p, rect %s.\n", swapchain
, wine_dbgstr_rect(rect
));
670 front
= swapchain
->front_buffer
;
671 if (!(front
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
))
674 if (front
->resource
.map_count
)
675 ERR("Trying to blit a mapped surface.\n");
677 TRACE("Copying surface %p to screen.\n", front
);
680 window
= swapchain
->win_handle
;
681 dst_dc
= GetDCEx(window
, 0, DCX_CLIPSIBLINGS
| DCX_CACHE
);
683 /* Front buffer coordinates are screen coordinates. Map them to the
684 * destination window if not fullscreened. */
685 if (swapchain
->desc
.windowed
)
686 ClientToScreen(window
, &offset
);
688 TRACE("offset %s.\n", wine_dbgstr_point(&offset
));
691 draw_rect
.right
= front
->resource
.width
;
693 draw_rect
.bottom
= front
->resource
.height
;
696 IntersectRect(&draw_rect
, &draw_rect
, rect
);
698 BitBlt(dst_dc
, draw_rect
.left
- offset
.x
, draw_rect
.top
- offset
.y
,
699 draw_rect
.right
- draw_rect
.left
, draw_rect
.bottom
- draw_rect
.top
,
700 src_dc
, draw_rect
.left
, draw_rect
.top
, SRCCOPY
);
701 ReleaseDC(window
, dst_dc
);
704 static void swapchain_gdi_present(struct wined3d_swapchain
*swapchain
, const RECT
*src_rect_in
,
705 const RECT
*dst_rect_in
, const RGNDATA
*dirty_region
, DWORD flags
)
707 struct wined3d_surface
*front
, *back
;
709 front
= swapchain
->front_buffer
;
710 back
= swapchain
->back_buffers
[0];
716 front
->hDC
= back
->hDC
;
720 /* Flip the DIBsection. */
723 tmp
= front
->dib
.DIBsection
;
724 front
->dib
.DIBsection
= back
->dib
.DIBsection
;
725 back
->dib
.DIBsection
= tmp
;
728 /* Flip the surface data. */
732 tmp
= front
->dib
.bitmap_data
;
733 front
->dib
.bitmap_data
= back
->dib
.bitmap_data
;
734 back
->dib
.bitmap_data
= tmp
;
736 tmp
= front
->resource
.allocatedMemory
;
737 front
->resource
.allocatedMemory
= back
->resource
.allocatedMemory
;
738 back
->resource
.allocatedMemory
= tmp
;
740 if (front
->resource
.heap_memory
)
741 ERR("GDI Surface %p has heap memory allocated.\n", front
);
743 if (back
->resource
.heap_memory
)
744 ERR("GDI Surface %p has heap memory allocated.\n", back
);
750 static LONG prev_time
, frames
;
751 DWORD time
= GetTickCount();
755 /* every 1.5 seconds */
756 if (time
- prev_time
> 1500)
758 TRACE_(fps
)("@ approx %.2ffps\n", 1000.0 * frames
/ (time
- prev_time
));
764 x11_copy_to_screen(swapchain
, NULL
);
767 static const struct wined3d_swapchain_ops swapchain_gdi_ops
=
769 swapchain_gdi_present
,
772 void swapchain_update_render_to_fbo(struct wined3d_swapchain
*swapchain
)
776 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
)
779 if (!swapchain
->desc
.backbuffer_count
)
781 TRACE("Single buffered rendering.\n");
782 swapchain
->render_to_fbo
= FALSE
;
786 GetClientRect(swapchain
->win_handle
, &client_rect
);
788 TRACE("Backbuffer %ux%u, window %ux%u.\n",
789 swapchain
->desc
.backbuffer_width
,
790 swapchain
->desc
.backbuffer_height
,
791 client_rect
.right
, client_rect
.bottom
);
792 TRACE("Multisample type %#x, quality %#x.\n",
793 swapchain
->desc
.multisample_type
,
794 swapchain
->desc
.multisample_quality
);
796 if (!wined3d_settings
.always_offscreen
&& !swapchain
->desc
.multisample_type
797 && swapchain
->desc
.backbuffer_width
== client_rect
.right
798 && swapchain
->desc
.backbuffer_height
== client_rect
.bottom
)
800 TRACE("Backbuffer dimensions match window dimensions, rendering onscreen.\n");
801 swapchain
->render_to_fbo
= FALSE
;
805 TRACE("Rendering to FBO.\n");
806 swapchain
->render_to_fbo
= TRUE
;
809 /* Do not call while under the GL lock. */
810 static HRESULT
swapchain_init(struct wined3d_swapchain
*swapchain
, struct wined3d_device
*device
,
811 struct wined3d_swapchain_desc
*desc
, void *parent
, const struct wined3d_parent_ops
*parent_ops
)
813 const struct wined3d_adapter
*adapter
= device
->adapter
;
814 struct wined3d_resource_desc surface_desc
;
815 BOOL displaymode_set
= FALSE
;
821 if (desc
->backbuffer_count
> WINED3DPRESENT_BACK_BUFFER_MAX
)
823 FIXME("The application requested %u back buffers, this is not supported.\n",
824 desc
->backbuffer_count
);
825 return WINED3DERR_INVALIDCALL
;
828 if (desc
->backbuffer_count
> 1)
830 FIXME("The application requested more than one back buffer, this is not properly supported.\n"
831 "Please configure the application to use double buffering (1 back buffer) if possible.\n");
834 if (device
->wined3d
->flags
& WINED3D_NO3D
)
835 swapchain
->swapchain_ops
= &swapchain_gdi_ops
;
837 swapchain
->swapchain_ops
= &swapchain_gl_ops
;
839 window
= desc
->device_window
? desc
->device_window
: device
->create_parms
.focus_window
;
841 swapchain
->device
= device
;
842 swapchain
->parent
= parent
;
843 swapchain
->parent_ops
= parent_ops
;
845 swapchain
->win_handle
= window
;
846 swapchain
->device_window
= window
;
848 if (FAILED(hr
= wined3d_get_adapter_display_mode(device
->wined3d
,
849 adapter
->ordinal
, &swapchain
->original_mode
, NULL
)))
851 ERR("Failed to get current display mode, hr %#x.\n", hr
);
855 GetClientRect(window
, &client_rect
);
857 && (!desc
->backbuffer_width
|| !desc
->backbuffer_height
858 || desc
->backbuffer_format
== WINED3DFMT_UNKNOWN
))
861 if (!desc
->backbuffer_width
)
863 desc
->backbuffer_width
= client_rect
.right
;
864 TRACE("Updating width to %u.\n", desc
->backbuffer_width
);
867 if (!desc
->backbuffer_height
)
869 desc
->backbuffer_height
= client_rect
.bottom
;
870 TRACE("Updating height to %u.\n", desc
->backbuffer_height
);
873 if (desc
->backbuffer_format
== WINED3DFMT_UNKNOWN
)
875 desc
->backbuffer_format
= swapchain
->original_mode
.format_id
;
876 TRACE("Updating format to %s.\n", debug_d3dformat(swapchain
->original_mode
.format_id
));
879 swapchain
->desc
= *desc
;
880 swapchain_update_render_to_fbo(swapchain
);
882 TRACE("Creating front buffer.\n");
884 surface_desc
.resource_type
= WINED3D_RTYPE_SURFACE
;
885 surface_desc
.format
= swapchain
->desc
.backbuffer_format
;
886 surface_desc
.multisample_type
= swapchain
->desc
.multisample_type
;
887 surface_desc
.multisample_quality
= swapchain
->desc
.multisample_quality
;
888 surface_desc
.usage
= WINED3DUSAGE_RENDERTARGET
;
889 surface_desc
.pool
= WINED3D_POOL_DEFAULT
;
890 surface_desc
.width
= swapchain
->desc
.backbuffer_width
;
891 surface_desc
.height
= swapchain
->desc
.backbuffer_height
;
892 surface_desc
.depth
= 1;
893 surface_desc
.size
= 0;
895 if (FAILED(hr
= device
->device_parent
->ops
->create_swapchain_surface(device
->device_parent
,
896 parent
, &surface_desc
, &swapchain
->front_buffer
)))
898 WARN("Failed to create front buffer, hr %#x.\n", hr
);
902 surface_set_swapchain(swapchain
->front_buffer
, swapchain
);
903 if (!(device
->wined3d
->flags
& WINED3D_NO3D
))
904 surface_modify_location(swapchain
->front_buffer
, SFLAG_INDRAWABLE
, TRUE
);
906 /* MSDN says we're only allowed a single fullscreen swapchain per device,
907 * so we should really check to see if there is a fullscreen swapchain
908 * already. Does a single head count as full screen? */
912 struct wined3d_display_mode mode
;
914 /* Change the display settings */
915 mode
.width
= desc
->backbuffer_width
;
916 mode
.height
= desc
->backbuffer_height
;
917 mode
.format_id
= desc
->backbuffer_format
;
918 mode
.refresh_rate
= desc
->refresh_rate
;
919 mode
.scanline_ordering
= WINED3D_SCANLINE_ORDERING_UNKNOWN
;
921 if (FAILED(hr
= wined3d_set_adapter_display_mode(device
->wined3d
, adapter
->ordinal
, &mode
)))
923 WARN("Failed to set display mode, hr %#x.\n", hr
);
926 displaymode_set
= TRUE
;
929 if (!(device
->wined3d
->flags
& WINED3D_NO3D
))
931 static const enum wined3d_format_id formats
[] =
933 WINED3DFMT_D24_UNORM_S8_UINT
,
934 WINED3DFMT_D32_UNORM
,
935 WINED3DFMT_R24_UNORM_X8_TYPELESS
,
936 WINED3DFMT_D16_UNORM
,
937 WINED3DFMT_S1_UINT_D15_UNORM
940 const struct wined3d_gl_info
*gl_info
= &adapter
->gl_info
;
942 swapchain
->context
= HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain
->context
));
943 if (!swapchain
->context
)
945 ERR("Failed to create the context array.\n");
949 swapchain
->num_contexts
= 1;
951 /* In WGL both color, depth and stencil are features of a pixel format. In case of D3D they are separate.
952 * You are able to add a depth + stencil surface at a later stage when you need it.
953 * In order to support this properly in WineD3D we need the ability to recreate the opengl context and
954 * drawable when this is required. This is very tricky as we need to reapply ALL opengl states for the new
955 * context, need torecreate shaders, textures and other resources.
957 * The context manager already takes care of the state problem and for the other tasks code from Reset
958 * can be used. These changes are way to risky during the 1.0 code freeze which is taking place right now.
959 * Likely a lot of other new bugs will be exposed. For that reason request a depth stencil surface all the
960 * time. It can cause a slight performance hit but fixes a lot of regressions. A fixme reminds of that this
961 * issue needs to be fixed. */
962 for (i
= 0; i
< (sizeof(formats
) / sizeof(*formats
)); i
++)
964 swapchain
->ds_format
= wined3d_get_format(gl_info
, formats
[i
]);
965 swapchain
->context
[0] = context_create(swapchain
, swapchain
->front_buffer
, swapchain
->ds_format
);
966 if (swapchain
->context
[0]) break;
967 TRACE("Depth stencil format %s is not supported, trying next format\n",
968 debug_d3dformat(formats
[i
]));
971 if (!swapchain
->context
[0])
973 WARN("Failed to create context.\n");
974 hr
= WINED3DERR_NOTAVAILABLE
;
978 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
979 && (!desc
->enable_auto_depth_stencil
980 || swapchain
->desc
.auto_depth_stencil_format
!= swapchain
->ds_format
->id
))
982 FIXME("Add OpenGL context recreation support to context_validate_onscreen_formats\n");
984 context_release(swapchain
->context
[0]);
987 if (swapchain
->desc
.backbuffer_count
> 0)
989 swapchain
->back_buffers
= HeapAlloc(GetProcessHeap(), 0,
990 sizeof(*swapchain
->back_buffers
) * swapchain
->desc
.backbuffer_count
);
991 if (!swapchain
->back_buffers
)
993 ERR("Failed to allocate backbuffer array memory.\n");
998 for (i
= 0; i
< swapchain
->desc
.backbuffer_count
; ++i
)
1000 TRACE("Creating back buffer %u.\n", i
);
1001 if (FAILED(hr
= device
->device_parent
->ops
->create_swapchain_surface(device
->device_parent
,
1002 parent
, &surface_desc
, &swapchain
->back_buffers
[i
])))
1004 WARN("Failed to create back buffer %u, hr %#x.\n", i
, hr
);
1007 surface_set_swapchain(swapchain
->back_buffers
[i
], swapchain
);
1011 /* Swapchains share the depth/stencil buffer, so only create a single depthstencil surface. */
1012 if (desc
->enable_auto_depth_stencil
&& !(device
->wined3d
->flags
& WINED3D_NO3D
))
1014 TRACE("Creating depth/stencil buffer.\n");
1015 if (!device
->auto_depth_stencil
)
1017 surface_desc
.format
= swapchain
->desc
.auto_depth_stencil_format
;
1018 surface_desc
.usage
= WINED3DUSAGE_DEPTHSTENCIL
;
1020 if (FAILED(hr
= device
->device_parent
->ops
->create_swapchain_surface(device
->device_parent
,
1021 device
->device_parent
, &surface_desc
, &device
->auto_depth_stencil
)))
1023 WARN("Failed to create the auto depth stencil, hr %#x.\n", hr
);
1029 wined3d_swapchain_get_gamma_ramp(swapchain
, &swapchain
->orig_gamma
);
1034 if (displaymode_set
)
1036 if (FAILED(wined3d_set_adapter_display_mode(device
->wined3d
,
1037 adapter
->ordinal
, &swapchain
->original_mode
)))
1038 ERR("Failed to restore display mode.\n");
1042 if (swapchain
->back_buffers
)
1044 for (i
= 0; i
< swapchain
->desc
.backbuffer_count
; ++i
)
1046 if (swapchain
->back_buffers
[i
])
1048 surface_set_swapchain(swapchain
->back_buffers
[i
], NULL
);
1049 wined3d_surface_decref(swapchain
->back_buffers
[i
]);
1052 HeapFree(GetProcessHeap(), 0, swapchain
->back_buffers
);
1055 if (swapchain
->context
)
1057 if (swapchain
->context
[0])
1059 context_release(swapchain
->context
[0]);
1060 context_destroy(device
, swapchain
->context
[0]);
1061 swapchain
->num_contexts
= 0;
1063 HeapFree(GetProcessHeap(), 0, swapchain
->context
);
1066 if (swapchain
->front_buffer
)
1068 surface_set_swapchain(swapchain
->front_buffer
, NULL
);
1069 wined3d_surface_decref(swapchain
->front_buffer
);
1075 /* Do not call while under the GL lock. */
1076 HRESULT CDECL
wined3d_swapchain_create(struct wined3d_device
*device
, struct wined3d_swapchain_desc
*desc
,
1077 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_swapchain
**swapchain
)
1079 struct wined3d_swapchain
*object
;
1082 TRACE("device %p, desc %p, parent %p, parent_ops %p, swapchain %p.\n",
1083 device
, desc
, parent
, parent_ops
, swapchain
);
1085 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
1087 return E_OUTOFMEMORY
;
1089 hr
= swapchain_init(object
, device
, desc
, parent
, parent_ops
);
1092 WARN("Failed to initialize swapchain, hr %#x.\n", hr
);
1093 HeapFree(GetProcessHeap(), 0, object
);
1097 TRACE("Created swapchain %p.\n", object
);
1098 *swapchain
= object
;
1103 /* Do not call while under the GL lock. */
1104 static struct wined3d_context
*swapchain_create_context(struct wined3d_swapchain
*swapchain
)
1106 struct wined3d_context
**newArray
;
1107 struct wined3d_context
*ctx
;
1109 TRACE("Creating a new context for swapchain %p, thread %u.\n", swapchain
, GetCurrentThreadId());
1111 if (!(ctx
= context_create(swapchain
, swapchain
->front_buffer
, swapchain
->ds_format
)))
1113 ERR("Failed to create a new context for the swapchain\n");
1116 context_release(ctx
);
1118 newArray
= HeapAlloc(GetProcessHeap(), 0, sizeof(*newArray
) * (swapchain
->num_contexts
+ 1));
1120 ERR("Out of memory when trying to allocate a new context array\n");
1121 context_destroy(swapchain
->device
, ctx
);
1124 memcpy(newArray
, swapchain
->context
, sizeof(*newArray
) * swapchain
->num_contexts
);
1125 HeapFree(GetProcessHeap(), 0, swapchain
->context
);
1126 newArray
[swapchain
->num_contexts
] = ctx
;
1127 swapchain
->context
= newArray
;
1128 swapchain
->num_contexts
++;
1130 TRACE("Returning context %p\n", ctx
);
1134 void swapchain_destroy_contexts(struct wined3d_swapchain
*swapchain
)
1138 for (i
= 0; i
< swapchain
->num_contexts
; ++i
)
1140 context_destroy(swapchain
->device
, swapchain
->context
[i
]);
1142 swapchain
->num_contexts
= 0;
1145 struct wined3d_context
*swapchain_get_context(struct wined3d_swapchain
*swapchain
)
1147 DWORD tid
= GetCurrentThreadId();
1150 for (i
= 0; i
< swapchain
->num_contexts
; ++i
)
1152 if (swapchain
->context
[i
]->tid
== tid
)
1153 return swapchain
->context
[i
];
1156 /* Create a new context for the thread */
1157 return swapchain_create_context(swapchain
);
1160 void get_drawable_size_swapchain(const struct wined3d_context
*context
, UINT
*width
, UINT
*height
)
1162 /* The drawable size of an onscreen drawable is the surface size.
1163 * (Actually: The window size, but the surface is created in window size) */
1164 *width
= context
->current_rt
->resource
.width
;
1165 *height
= context
->current_rt
->resource
.height
;
1168 HDC
swapchain_get_backup_dc(struct wined3d_swapchain
*swapchain
)
1170 if (!swapchain
->backup_dc
)
1172 TRACE("Creating the backup window for swapchain %p.\n", swapchain
);
1174 if (!(swapchain
->backup_wnd
= CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME
, "WineD3D fake window",
1175 WS_OVERLAPPEDWINDOW
, 10, 10, 10, 10, NULL
, NULL
, NULL
, NULL
)))
1177 ERR("Failed to create a window.\n");
1181 if (!(swapchain
->backup_dc
= GetDC(swapchain
->backup_wnd
)))
1183 ERR("Failed to get a DC.\n");
1184 DestroyWindow(swapchain
->backup_wnd
);
1185 swapchain
->backup_wnd
= NULL
;
1190 return swapchain
->backup_dc
;
1193 void swapchain_update_draw_bindings(struct wined3d_swapchain
*swapchain
)
1197 surface_update_draw_binding(swapchain
->front_buffer
);
1199 for (i
= 0; i
< swapchain
->desc
.backbuffer_count
; ++i
)
1201 surface_update_draw_binding(swapchain
->back_buffers
[i
]);