| /* |
| * Copyright 2002-2003 Jason Edmeades |
| * Copyright 2002-2003 Raphael Junqueira |
| * Copyright 2005 Oliver Stieber |
| * Copyright 2007-2008 Stefan Dösinger for CodeWeavers |
| * Copyright 2011 Henri Verbeet for CodeWeavers |
| * |
| * This library is free software; you can redistribute it and/or |
| * modify it under the terms of the GNU Lesser General Public |
| * License as published by the Free Software Foundation; either |
| * version 2.1 of the License, or (at your option) any later version. |
| * |
| * This library is distributed in the hope that it will be useful, |
| * but WITHOUT ANY WARRANTY; without even the implied warranty of |
| * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU |
| * Lesser General Public License for more details. |
| * |
| * You should have received a copy of the GNU Lesser General Public |
| * License along with this library; if not, write to the Free Software |
| * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA |
| */ |
| |
| #include "config.h" |
| #include "wine/port.h" |
| #include "wined3d_private.h" |
| |
| WINE_DEFAULT_DEBUG_CHANNEL(d3d); |
| WINE_DECLARE_DEBUG_CHANNEL(fps); |
| |
| /* Do not call while under the GL lock. */ |
| static void swapchain_cleanup(struct wined3d_swapchain *swapchain) |
| { |
| struct wined3d_display_mode mode; |
| HRESULT hr; |
| UINT i; |
| |
| TRACE("Destroying swapchain %p.\n", swapchain); |
| |
| wined3d_swapchain_set_gamma_ramp(swapchain, 0, &swapchain->orig_gamma); |
| |
| /* Release the swapchain's draw buffers. Make sure swapchain->back_buffers[0] |
| * is the last buffer to be destroyed, FindContext() depends on that. */ |
| if (swapchain->front_buffer) |
| { |
| surface_set_container(swapchain->front_buffer, WINED3D_CONTAINER_NONE, NULL); |
| if (wined3d_surface_decref(swapchain->front_buffer)) |
| WARN("Something's still holding the front buffer (%p).\n", swapchain->front_buffer); |
| swapchain->front_buffer = NULL; |
| } |
| |
| if (swapchain->back_buffers) |
| { |
| i = swapchain->desc.backbuffer_count; |
| |
| while (i--) |
| { |
| surface_set_container(swapchain->back_buffers[i], WINED3D_CONTAINER_NONE, NULL); |
| if (wined3d_surface_decref(swapchain->back_buffers[i])) |
| WARN("Something's still holding back buffer %u (%p).\n", i, swapchain->back_buffers[i]); |
| } |
| HeapFree(GetProcessHeap(), 0, swapchain->back_buffers); |
| swapchain->back_buffers = NULL; |
| } |
| |
| for (i = 0; i < swapchain->num_contexts; ++i) |
| { |
| context_destroy(swapchain->device, swapchain->context[i]); |
| } |
| HeapFree(GetProcessHeap(), 0, swapchain->context); |
| |
| /* Restore the screen resolution if we rendered in fullscreen. |
| * This will restore the screen resolution to what it was before creating |
| * the swapchain. In case of d3d8 and d3d9 this will be the original |
| * desktop resolution. In case of d3d7 this will be a NOP because ddraw |
| * sets the resolution before starting up Direct3D, thus orig_width and |
| * orig_height will be equal to the modes in the presentation params. */ |
| if (!swapchain->desc.windowed && swapchain->desc.auto_restore_display_mode) |
| { |
| mode.width = swapchain->orig_width; |
| mode.height = swapchain->orig_height; |
| mode.refresh_rate = 0; |
| mode.format_id = swapchain->orig_fmt; |
| mode.scanline_ordering = WINED3D_SCANLINE_ORDERING_UNKNOWN; |
| if (FAILED(hr = wined3d_set_adapter_display_mode(swapchain->device->wined3d, |
| swapchain->device->adapter->ordinal, &mode))) |
| ERR("Failed to restore display mode, hr %#x.\n", hr); |
| } |
| |
| if (swapchain->backup_dc) |
| { |
| TRACE("Destroying backup wined3d window %p, dc %p.\n", swapchain->backup_wnd, swapchain->backup_dc); |
| |
| ReleaseDC(swapchain->backup_wnd, swapchain->backup_dc); |
| DestroyWindow(swapchain->backup_wnd); |
| } |
| } |
| |
| ULONG CDECL wined3d_swapchain_incref(struct wined3d_swapchain *swapchain) |
| { |
| ULONG refcount = InterlockedIncrement(&swapchain->ref); |
| |
| TRACE("%p increasing refcount to %u.\n", swapchain, refcount); |
| |
| return refcount; |
| } |
| |
| /* Do not call while under the GL lock. */ |
| ULONG CDECL wined3d_swapchain_decref(struct wined3d_swapchain *swapchain) |
| { |
| ULONG refcount = InterlockedDecrement(&swapchain->ref); |
| |
| TRACE("%p decreasing refcount to %u.\n", swapchain, refcount); |
| |
| if (!refcount) |
| { |
| swapchain_cleanup(swapchain); |
| swapchain->parent_ops->wined3d_object_destroyed(swapchain->parent); |
| HeapFree(GetProcessHeap(), 0, swapchain); |
| } |
| |
| return refcount; |
| } |
| |
| void * CDECL wined3d_swapchain_get_parent(const struct wined3d_swapchain *swapchain) |
| { |
| TRACE("swapchain %p.\n", swapchain); |
| |
| return swapchain->parent; |
| } |
| |
| HRESULT CDECL wined3d_swapchain_set_window(struct wined3d_swapchain *swapchain, HWND window) |
| { |
| if (!window) |
| window = swapchain->device_window; |
| if (window == swapchain->win_handle) |
| return WINED3D_OK; |
| |
| TRACE("Setting swapchain %p window from %p to %p.\n", |
| swapchain, swapchain->win_handle, window); |
| swapchain->win_handle = window; |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_swapchain_present(struct wined3d_swapchain *swapchain, |
| const RECT *src_rect, const RECT *dst_rect, HWND dst_window_override, |
| const RGNDATA *dirty_region, DWORD flags) |
| { |
| TRACE("swapchain %p, src_rect %s, dst_rect %s, dst_window_override %p, dirty_region %p, flags %#x.\n", |
| swapchain, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect), |
| dst_window_override, dirty_region, flags); |
| |
| if (flags) |
| FIXME("Ignoring flags %#x.\n", flags); |
| |
| if (!swapchain->back_buffers) |
| { |
| WARN("Swapchain doesn't have a backbuffer, returning WINED3DERR_INVALIDCALL\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| wined3d_swapchain_set_window(swapchain, dst_window_override); |
| |
| swapchain->swapchain_ops->swapchain_present(swapchain, src_rect, dst_rect, dirty_region, flags); |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_swapchain_get_front_buffer_data(const struct wined3d_swapchain *swapchain, |
| struct wined3d_surface *dst_surface) |
| { |
| struct wined3d_surface *src_surface; |
| RECT src_rect, dst_rect; |
| |
| TRACE("swapchain %p, dst_surface %p.\n", swapchain, dst_surface); |
| |
| src_surface = swapchain->front_buffer; |
| SetRect(&src_rect, 0, 0, src_surface->resource.width, src_surface->resource.height); |
| dst_rect = src_rect; |
| |
| if (swapchain->desc.windowed) |
| { |
| MapWindowPoints(swapchain->win_handle, NULL, (POINT *)&dst_rect, 2); |
| FIXME("Using destination rect %s in windowed mode, this is likely wrong.\n", |
| wine_dbgstr_rect(&dst_rect)); |
| } |
| |
| return wined3d_surface_blt(dst_surface, &dst_rect, src_surface, &src_rect, 0, NULL, WINED3D_TEXF_POINT); |
| } |
| |
| HRESULT CDECL wined3d_swapchain_get_back_buffer(const struct wined3d_swapchain *swapchain, |
| UINT back_buffer_idx, enum wined3d_backbuffer_type type, struct wined3d_surface **back_buffer) |
| { |
| TRACE("swapchain %p, back_buffer_idx %u, type %#x, back_buffer %p.\n", |
| swapchain, back_buffer_idx, type, back_buffer); |
| |
| /* Return invalid if there is no backbuffer array, otherwise it will |
| * crash when ddraw is used (there swapchain->back_buffers is always |
| * NULL). We need this because this function is called from |
| * stateblock_init_default_state() to get the default scissorrect |
| * dimensions. */ |
| if (!swapchain->back_buffers || back_buffer_idx >= swapchain->desc.backbuffer_count) |
| { |
| WARN("Invalid back buffer index.\n"); |
| /* Native d3d9 doesn't set NULL here, just as wine's d3d9. But set it |
| * here in wined3d to avoid problems in other libs. */ |
| *back_buffer = NULL; |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| *back_buffer = swapchain->back_buffers[back_buffer_idx]; |
| if (*back_buffer) |
| wined3d_surface_incref(*back_buffer); |
| |
| TRACE("Returning back buffer %p.\n", *back_buffer); |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_swapchain_get_raster_status(const struct wined3d_swapchain *swapchain, |
| struct wined3d_raster_status *raster_status) |
| { |
| static BOOL warned; |
| LARGE_INTEGER counter, freq_per_sec; |
| LONGLONG freq_per_frame, freq_per_line; |
| struct wined3d_display_mode mode; |
| |
| /* No OpenGL equivalent */ |
| if (!warned) |
| { |
| FIXME("swapchain %p, raster_status %p semi-stub!\n", swapchain, raster_status); |
| warned = TRUE; |
| } |
| |
| /* Obtaining the raster status is a widely implemented but optional |
| * feature. When this method returns OK StarCraft 2 expects the |
| * raster_status->InVBlank value to actually change over time. |
| * And Endless Alice Crysis doesn't care even if this method fails. |
| * Thus this method returns OK and fakes raster_status by |
| * QueryPerformanceCounter. */ |
| |
| if (!QueryPerformanceCounter(&counter) || !QueryPerformanceFrequency(&freq_per_sec)) |
| return WINED3DERR_INVALIDCALL; |
| |
| if (FAILED(wined3d_swapchain_get_display_mode(swapchain, &mode, NULL))) |
| return WINED3DERR_INVALIDCALL; |
| if (mode.refresh_rate == DEFAULT_REFRESH_RATE) |
| mode.refresh_rate = 60; |
| |
| freq_per_frame = freq_per_sec.QuadPart / mode.refresh_rate; |
| /* Assume 20 scan lines in the vertical blank */ |
| freq_per_line = freq_per_frame / (mode.height + 20); |
| raster_status->scan_line = (counter.QuadPart % freq_per_frame) / freq_per_line; |
| if (raster_status->scan_line < mode.height) |
| raster_status->in_vblank = FALSE; |
| else |
| { |
| raster_status->scan_line = 0; |
| raster_status->in_vblank = TRUE; |
| } |
| TRACE("Returning fake value, in_vblank %u, scan_line %u.\n", |
| raster_status->in_vblank, raster_status->scan_line); |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_swapchain_get_display_mode(const struct wined3d_swapchain *swapchain, |
| struct wined3d_display_mode *mode, enum wined3d_display_rotation *rotation) |
| { |
| HRESULT hr; |
| |
| TRACE("swapchain %p, mode %p, rotation %p.\n", swapchain, mode, rotation); |
| |
| hr = wined3d_get_adapter_display_mode(swapchain->device->wined3d, |
| swapchain->device->adapter->ordinal, mode, rotation); |
| |
| TRACE("Returning w %u, h %u, refresh rate %u, format %s.\n", |
| mode->width, mode->height, mode->refresh_rate, debug_d3dformat(mode->format_id)); |
| |
| return hr; |
| } |
| |
| struct wined3d_device * CDECL wined3d_swapchain_get_device(const struct wined3d_swapchain *swapchain) |
| { |
| TRACE("swapchain %p.\n", swapchain); |
| |
| return swapchain->device; |
| } |
| |
| HRESULT CDECL wined3d_swapchain_get_desc(const struct wined3d_swapchain *swapchain, |
| struct wined3d_swapchain_desc *desc) |
| { |
| TRACE("swapchain %p, desc %p.\n", swapchain, desc); |
| |
| *desc = swapchain->desc; |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_swapchain_set_gamma_ramp(const struct wined3d_swapchain *swapchain, |
| DWORD flags, const struct wined3d_gamma_ramp *ramp) |
| { |
| HDC dc; |
| |
| TRACE("swapchain %p, flags %#x, ramp %p.\n", swapchain, flags, ramp); |
| |
| if (flags) |
| FIXME("Ignoring flags %#x.\n", flags); |
| |
| dc = GetDC(swapchain->device_window); |
| SetDeviceGammaRamp(dc, (void *)ramp); |
| ReleaseDC(swapchain->device_window, dc); |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_swapchain_get_gamma_ramp(const struct wined3d_swapchain *swapchain, |
| struct wined3d_gamma_ramp *ramp) |
| { |
| HDC dc; |
| |
| TRACE("swapchain %p, ramp %p.\n", swapchain, ramp); |
| |
| dc = GetDC(swapchain->device_window); |
| GetDeviceGammaRamp(dc, ramp); |
| ReleaseDC(swapchain->device_window, dc); |
| |
| return WINED3D_OK; |
| } |
| |
| /* A GL context is provided by the caller */ |
| static void swapchain_blit(const struct wined3d_swapchain *swapchain, |
| struct wined3d_context *context, const RECT *src_rect, const RECT *dst_rect) |
| { |
| struct wined3d_surface *backbuffer = swapchain->back_buffers[0]; |
| UINT src_w = src_rect->right - src_rect->left; |
| UINT src_h = src_rect->bottom - src_rect->top; |
| GLenum gl_filter; |
| const struct wined3d_gl_info *gl_info = context->gl_info; |
| RECT win_rect; |
| UINT win_h; |
| |
| TRACE("swapchain %p, context %p, src_rect %s, dst_rect %s.\n", |
| swapchain, context, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect)); |
| |
| if (src_w == dst_rect->right - dst_rect->left && src_h == dst_rect->bottom - dst_rect->top) |
| gl_filter = GL_NEAREST; |
| else |
| gl_filter = GL_LINEAR; |
| |
| GetClientRect(swapchain->win_handle, &win_rect); |
| win_h = win_rect.bottom - win_rect.top; |
| |
| if (gl_info->fbo_ops.glBlitFramebuffer && is_identity_fixup(backbuffer->resource.format->color_fixup)) |
| { |
| DWORD location = SFLAG_INTEXTURE; |
| |
| if (backbuffer->resource.multisample_type) |
| { |
| location = SFLAG_INRB_RESOLVED; |
| surface_load_location(backbuffer, location, NULL); |
| } |
| |
| ENTER_GL(); |
| context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, backbuffer, NULL, location); |
| glReadBuffer(GL_COLOR_ATTACHMENT0); |
| context_check_fbo_status(context, GL_READ_FRAMEBUFFER); |
| |
| context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER, swapchain->front_buffer, NULL, SFLAG_INDRAWABLE); |
| context_set_draw_buffer(context, GL_BACK); |
| context_invalidate_state(context, STATE_FRAMEBUFFER); |
| |
| glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); |
| context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE)); |
| context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1)); |
| context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2)); |
| context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3)); |
| |
| glDisable(GL_SCISSOR_TEST); |
| context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE)); |
| |
| /* Note that the texture is upside down */ |
| gl_info->fbo_ops.glBlitFramebuffer(src_rect->left, src_rect->top, src_rect->right, src_rect->bottom, |
| dst_rect->left, win_h - dst_rect->top, dst_rect->right, win_h - dst_rect->bottom, |
| GL_COLOR_BUFFER_BIT, gl_filter); |
| checkGLcall("Swapchain present blit(EXT_framebuffer_blit)\n"); |
| LEAVE_GL(); |
| } |
| else |
| { |
| struct wined3d_device *device = swapchain->device; |
| struct wined3d_context *context2; |
| float tex_left = src_rect->left; |
| float tex_top = src_rect->top; |
| float tex_right = src_rect->right; |
| float tex_bottom = src_rect->bottom; |
| |
| context2 = context_acquire(device, swapchain->back_buffers[0]); |
| context_apply_blit_state(context2, device); |
| |
| if (backbuffer->flags & SFLAG_NORMCOORD) |
| { |
| tex_left /= src_w; |
| tex_right /= src_w; |
| tex_top /= src_h; |
| tex_bottom /= src_h; |
| } |
| |
| if (is_complex_fixup(backbuffer->resource.format->color_fixup)) |
| gl_filter = GL_NEAREST; |
| |
| ENTER_GL(); |
| context_apply_fbo_state_blit(context2, GL_FRAMEBUFFER, swapchain->front_buffer, NULL, SFLAG_INDRAWABLE); |
| |
| /* Set up the texture. The surface is not in a wined3d_texture |
| * container, so there are no D3D texture settings to dirtify. */ |
| device->blitter->set_shader(device->blit_priv, context2, backbuffer); |
| glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MIN_FILTER, gl_filter); |
| glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MAG_FILTER, gl_filter); |
| |
| context_set_draw_buffer(context, GL_BACK); |
| |
| /* Set the viewport to the destination rectandle, disable any projection |
| * transformation set up by context_apply_blit_state(), and draw a |
| * (-1,-1)-(1,1) quad. |
| * |
| * Back up viewport and matrix to avoid breaking last_was_blit |
| * |
| * Note that context_apply_blit_state() set up viewport and ortho to |
| * match the surface size - we want the GL drawable(=window) size. */ |
| glPushAttrib(GL_VIEWPORT_BIT); |
| glViewport(dst_rect->left, win_h - dst_rect->bottom, dst_rect->right, win_h - dst_rect->top); |
| glMatrixMode(GL_PROJECTION); |
| glPushMatrix(); |
| glLoadIdentity(); |
| |
| glBegin(GL_QUADS); |
| /* bottom left */ |
| glTexCoord2f(tex_left, tex_bottom); |
| glVertex2i(-1, -1); |
| |
| /* top left */ |
| glTexCoord2f(tex_left, tex_top); |
| glVertex2i(-1, 1); |
| |
| /* top right */ |
| glTexCoord2f(tex_right, tex_top); |
| glVertex2i(1, 1); |
| |
| /* bottom right */ |
| glTexCoord2f(tex_right, tex_bottom); |
| glVertex2i(1, -1); |
| glEnd(); |
| |
| glPopMatrix(); |
| glPopAttrib(); |
| |
| device->blitter->unset_shader(context->gl_info); |
| checkGLcall("Swapchain present blit(manual)\n"); |
| LEAVE_GL(); |
| |
| context_release(context2); |
| } |
| } |
| |
| static void swapchain_gl_present(struct wined3d_swapchain *swapchain, const RECT *src_rect_in, |
| const RECT *dst_rect_in, const RGNDATA *dirty_region, DWORD flags) |
| { |
| struct wined3d_surface *back_buffer = swapchain->back_buffers[0]; |
| const struct wined3d_fb_state *fb = &swapchain->device->fb; |
| const struct wined3d_gl_info *gl_info; |
| struct wined3d_context *context; |
| RECT src_rect, dst_rect; |
| BOOL render_to_fbo; |
| |
| context = context_acquire(swapchain->device, back_buffer); |
| if (!context->valid) |
| { |
| context_release(context); |
| WARN("Invalid context, skipping present.\n"); |
| return; |
| } |
| |
| gl_info = context->gl_info; |
| |
| /* Render the cursor onto the back buffer, using our nifty directdraw blitting code :-) */ |
| if (swapchain->device->bCursorVisible && |
| swapchain->device->cursorTexture && |
| !swapchain->device->hardwareCursor) |
| { |
| struct wined3d_surface cursor; |
| RECT destRect = |
| { |
| swapchain->device->xScreenSpace - swapchain->device->xHotSpot, |
| swapchain->device->yScreenSpace - swapchain->device->yHotSpot, |
| swapchain->device->xScreenSpace + swapchain->device->cursorWidth - swapchain->device->xHotSpot, |
| swapchain->device->yScreenSpace + swapchain->device->cursorHeight - swapchain->device->yHotSpot, |
| }; |
| TRACE("Rendering the cursor. Creating fake surface at %p\n", &cursor); |
| /* Build a fake surface to call the Blitting code. It is not possible to use the interface passed by |
| * the application because we are only supposed to copy the information out. Using a fake surface |
| * allows us to use the Blitting engine and avoid copying the whole texture -> render target blitting code. |
| */ |
| memset(&cursor, 0, sizeof(cursor)); |
| cursor.resource.ref = 1; |
| cursor.resource.device = swapchain->device; |
| cursor.resource.pool = WINED3D_POOL_SCRATCH; |
| cursor.resource.format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM); |
| cursor.resource.type = WINED3D_RTYPE_SURFACE; |
| cursor.texture_name = swapchain->device->cursorTexture; |
| cursor.texture_target = GL_TEXTURE_2D; |
| cursor.texture_level = 0; |
| cursor.resource.width = swapchain->device->cursorWidth; |
| cursor.resource.height = swapchain->device->cursorHeight; |
| /* The cursor must have pow2 sizes */ |
| cursor.pow2Width = cursor.resource.width; |
| cursor.pow2Height = cursor.resource.height; |
| /* The surface is in the texture */ |
| cursor.flags |= SFLAG_INTEXTURE; |
| /* DDBLT_KEYSRC will cause BltOverride to enable the alpha test with GL_NOTEQUAL, 0.0, |
| * which is exactly what we want :-) |
| */ |
| if (swapchain->desc.windowed) |
| MapWindowPoints(NULL, swapchain->win_handle, (POINT *)&destRect, 2); |
| wined3d_surface_blt(back_buffer, &destRect, &cursor, NULL, WINEDDBLT_KEYSRC, |
| NULL, WINED3D_TEXF_POINT); |
| } |
| |
| if (swapchain->device->logo_surface) |
| { |
| struct wined3d_surface *src_surface = swapchain->device->logo_surface; |
| RECT rect = {0, 0, src_surface->resource.width, src_surface->resource.height}; |
| |
| /* Blit the logo into the upper left corner of the drawable. */ |
| wined3d_surface_blt(back_buffer, &rect, src_surface, &rect, WINEDDBLT_KEYSRC, |
| NULL, WINED3D_TEXF_POINT); |
| } |
| |
| TRACE("Presenting HDC %p.\n", context->hdc); |
| |
| render_to_fbo = swapchain->render_to_fbo; |
| |
| if (src_rect_in) |
| { |
| src_rect = *src_rect_in; |
| if (!render_to_fbo && (src_rect.left || src_rect.top |
| || src_rect.right != swapchain->desc.backbuffer_width |
| || src_rect.bottom != swapchain->desc.backbuffer_height)) |
| { |
| render_to_fbo = TRUE; |
| } |
| } |
| else |
| { |
| src_rect.left = 0; |
| src_rect.top = 0; |
| src_rect.right = swapchain->desc.backbuffer_width; |
| src_rect.bottom = swapchain->desc.backbuffer_height; |
| } |
| |
| if (dst_rect_in) |
| dst_rect = *dst_rect_in; |
| else |
| GetClientRect(swapchain->win_handle, &dst_rect); |
| |
| if (!render_to_fbo && (dst_rect.left || dst_rect.top |
| || dst_rect.right != swapchain->desc.backbuffer_width |
| || dst_rect.bottom != swapchain->desc.backbuffer_height)) |
| render_to_fbo = TRUE; |
| |
| /* Rendering to a window of different size, presenting partial rectangles, |
| * or rendering to a different window needs help from FBO_blit or a textured |
| * draw. Render the swapchain to a FBO in the future. |
| * |
| * Note that FBO_blit from the backbuffer to the frontbuffer cannot solve |
| * all these issues - this fails if the window is smaller than the backbuffer. |
| */ |
| if (!swapchain->render_to_fbo && render_to_fbo && wined3d_settings.offscreen_rendering_mode == ORM_FBO) |
| { |
| surface_load_location(back_buffer, SFLAG_INTEXTURE, NULL); |
| surface_modify_location(back_buffer, SFLAG_INDRAWABLE, FALSE); |
| swapchain->render_to_fbo = TRUE; |
| swapchain_update_draw_bindings(swapchain); |
| } |
| else |
| { |
| surface_load_location(back_buffer, back_buffer->draw_binding, NULL); |
| } |
| |
| if (swapchain->render_to_fbo) |
| { |
| /* This codepath should only be hit with the COPY swapeffect. Otherwise a backbuffer- |
| * window size mismatch is impossible(fullscreen) and src and dst rectangles are |
| * not allowed(they need the COPY swapeffect) |
| * |
| * The DISCARD swap effect is ok as well since any backbuffer content is allowed after |
| * the swap. */ |
| if (swapchain->desc.swap_effect == WINED3D_SWAP_EFFECT_FLIP) |
| FIXME("Render-to-fbo with WINED3D_SWAP_EFFECT_FLIP\n"); |
| |
| swapchain_blit(swapchain, context, &src_rect, &dst_rect); |
| } |
| |
| if (swapchain->num_contexts > 1) |
| wglFinish(); |
| SwapBuffers(context->hdc); /* TODO: cycle through the swapchain buffers */ |
| |
| TRACE("SwapBuffers called, Starting new frame\n"); |
| /* FPS support */ |
| if (TRACE_ON(fps)) |
| { |
| DWORD time = GetTickCount(); |
| ++swapchain->frames; |
| |
| /* every 1.5 seconds */ |
| if (time - swapchain->prev_time > 1500) |
| { |
| TRACE_(fps)("%p @ approx %.2ffps\n", |
| swapchain, 1000.0 * swapchain->frames / (time - swapchain->prev_time)); |
| swapchain->prev_time = time; |
| swapchain->frames = 0; |
| } |
| } |
| |
| /* This is disabled, but the code left in for debug purposes. |
| * |
| * Since we're allowed to modify the new back buffer on a D3DSWAPEFFECT_DISCARD flip, |
| * we can clear it with some ugly color to make bad drawing visible and ease debugging. |
| * The Debug runtime does the same on Windows. However, a few games do not redraw the |
| * screen properly, like Max Payne 2, which leaves a few pixels undefined. |
| * |
| * Tests show that the content of the back buffer after a discard flip is indeed not |
| * reliable, so no game can depend on the exact content. However, it resembles the |
| * old contents in some way, for example by showing fragments at other locations. In |
| * general, the color theme is still intact. So Max payne, which draws rather dark scenes |
| * gets a dark background image. If we clear it with a bright ugly color, the game's |
| * bug shows up much more than it does on Windows, and the players see single pixels |
| * with wrong colors. |
| * (The Max Payne bug has been confirmed on Windows with the debug runtime) */ |
| if (FALSE && swapchain->desc.swap_effect == WINED3D_SWAP_EFFECT_DISCARD) |
| { |
| static const struct wined3d_color cyan = {0.0f, 1.0f, 1.0f, 1.0f}; |
| |
| TRACE("Clearing the color buffer with cyan color\n"); |
| |
| wined3d_device_clear(swapchain->device, 0, NULL, |
| WINED3DCLEAR_TARGET, &cyan, 1.0f, 0); |
| } |
| |
| if (!swapchain->render_to_fbo && ((swapchain->front_buffer->flags & SFLAG_INSYSMEM) |
| || (back_buffer->flags & SFLAG_INSYSMEM))) |
| { |
| /* Both memory copies of the surfaces are ok, flip them around too instead of dirtifying |
| * Doesn't work with render_to_fbo because we're not flipping |
| */ |
| struct wined3d_surface *front = swapchain->front_buffer; |
| |
| if (front->resource.size == back_buffer->resource.size) |
| { |
| DWORD fbflags; |
| flip_surface(front, back_buffer); |
| |
| /* Tell the front buffer surface that is has been modified. However, |
| * the other locations were preserved during that, so keep the flags. |
| * This serves to update the emulated overlay, if any. */ |
| fbflags = front->flags; |
| surface_modify_location(front, SFLAG_INDRAWABLE, TRUE); |
| front->flags = fbflags; |
| } |
| else |
| { |
| surface_modify_location(front, SFLAG_INDRAWABLE, TRUE); |
| surface_modify_location(back_buffer, SFLAG_INDRAWABLE, TRUE); |
| } |
| } |
| else |
| { |
| surface_modify_location(swapchain->front_buffer, SFLAG_INDRAWABLE, TRUE); |
| /* If the swapeffect is DISCARD, the back buffer is undefined. That means the SYSMEM |
| * and INTEXTURE copies can keep their old content if they have any defined content. |
| * If the swapeffect is COPY, the content remains the same. If it is FLIP however, |
| * the texture / sysmem copy needs to be reloaded from the drawable |
| */ |
| if (swapchain->desc.swap_effect == WINED3D_SWAP_EFFECT_FLIP) |
| surface_modify_location(back_buffer, back_buffer->draw_binding, TRUE); |
| } |
| |
| if (fb->depth_stencil) |
| { |
| if (swapchain->desc.flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL |
| || fb->depth_stencil->flags & SFLAG_DISCARD) |
| { |
| surface_modify_ds_location(fb->depth_stencil, SFLAG_DISCARDED, |
| fb->depth_stencil->resource.width, |
| fb->depth_stencil->resource.height); |
| if (fb->depth_stencil == swapchain->device->onscreen_depth_stencil) |
| { |
| wined3d_surface_decref(swapchain->device->onscreen_depth_stencil); |
| swapchain->device->onscreen_depth_stencil = NULL; |
| } |
| } |
| } |
| |
| context_release(context); |
| } |
| |
| static const struct wined3d_swapchain_ops swapchain_gl_ops = |
| { |
| swapchain_gl_present, |
| }; |
| |
| /* Helper function that blits the front buffer contents to the target window. */ |
| void x11_copy_to_screen(const struct wined3d_swapchain *swapchain, const RECT *rect) |
| { |
| const struct wined3d_surface *front; |
| POINT offset = {0, 0}; |
| HDC src_dc, dst_dc; |
| RECT draw_rect; |
| HWND window; |
| |
| TRACE("swapchain %p, rect %s.\n", swapchain, wine_dbgstr_rect(rect)); |
| |
| front = swapchain->front_buffer; |
| if (!(front->resource.usage & WINED3DUSAGE_RENDERTARGET)) |
| return; |
| |
| if (front->resource.map_count) |
| ERR("Trying to blit a mapped surface.\n"); |
| |
| TRACE("Copying surface %p to screen.\n", front); |
| |
| src_dc = front->hDC; |
| window = swapchain->win_handle; |
| dst_dc = GetDCEx(window, 0, DCX_CLIPSIBLINGS | DCX_CACHE); |
| |
| /* Front buffer coordinates are screen coordinates. Map them to the |
| * destination window if not fullscreened. */ |
| if (swapchain->desc.windowed) |
| ClientToScreen(window, &offset); |
| |
| TRACE("offset %s.\n", wine_dbgstr_point(&offset)); |
| |
| draw_rect.left = 0; |
| draw_rect.right = front->resource.width; |
| draw_rect.top = 0; |
| draw_rect.bottom = front->resource.height; |
| |
| if (rect) |
| IntersectRect(&draw_rect, &draw_rect, rect); |
| |
| BitBlt(dst_dc, draw_rect.left - offset.x, draw_rect.top - offset.y, |
| draw_rect.right - draw_rect.left, draw_rect.bottom - draw_rect.top, |
| src_dc, draw_rect.left, draw_rect.top, SRCCOPY); |
| ReleaseDC(window, dst_dc); |
| } |
| |
| static void swapchain_gdi_present(struct wined3d_swapchain *swapchain, const RECT *src_rect_in, |
| const RECT *dst_rect_in, const RGNDATA *dirty_region, DWORD flags) |
| { |
| struct wined3d_surface *front, *back; |
| |
| front = swapchain->front_buffer; |
| back = swapchain->back_buffers[0]; |
| |
| /* Flip the DC. */ |
| { |
| HDC tmp; |
| tmp = front->hDC; |
| front->hDC = back->hDC; |
| back->hDC = tmp; |
| } |
| |
| /* Flip the DIBsection. */ |
| { |
| HBITMAP tmp; |
| tmp = front->dib.DIBsection; |
| front->dib.DIBsection = back->dib.DIBsection; |
| back->dib.DIBsection = tmp; |
| } |
| |
| /* Flip the surface data. */ |
| { |
| void *tmp; |
| |
| tmp = front->dib.bitmap_data; |
| front->dib.bitmap_data = back->dib.bitmap_data; |
| back->dib.bitmap_data = tmp; |
| |
| tmp = front->resource.allocatedMemory; |
| front->resource.allocatedMemory = back->resource.allocatedMemory; |
| back->resource.allocatedMemory = tmp; |
| |
| if (front->resource.heapMemory) |
| ERR("GDI Surface %p has heap memory allocated.\n", front); |
| |
| if (back->resource.heapMemory) |
| ERR("GDI Surface %p has heap memory allocated.\n", back); |
| } |
| |
| /* FPS support */ |
| if (TRACE_ON(fps)) |
| { |
| static LONG prev_time, frames; |
| DWORD time = GetTickCount(); |
| |
| ++frames; |
| |
| /* every 1.5 seconds */ |
| if (time - prev_time > 1500) |
| { |
| TRACE_(fps)("@ approx %.2ffps\n", 1000.0 * frames / (time - prev_time)); |
| prev_time = time; |
| frames = 0; |
| } |
| } |
| |
| x11_copy_to_screen(swapchain, NULL); |
| } |
| |
| static const struct wined3d_swapchain_ops swapchain_gdi_ops = |
| { |
| swapchain_gdi_present, |
| }; |
| |
| void swapchain_update_render_to_fbo(struct wined3d_swapchain *swapchain) |
| { |
| RECT client_rect; |
| |
| if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) |
| return; |
| |
| if (!swapchain->desc.backbuffer_count) |
| { |
| TRACE("Single buffered rendering.\n"); |
| swapchain->render_to_fbo = FALSE; |
| return; |
| } |
| |
| GetClientRect(swapchain->win_handle, &client_rect); |
| |
| TRACE("Backbuffer %ux%u, window %ux%u.\n", |
| swapchain->desc.backbuffer_width, |
| swapchain->desc.backbuffer_height, |
| client_rect.right, client_rect.bottom); |
| TRACE("Multisample type %#x, quality %#x.\n", |
| swapchain->desc.multisample_type, |
| swapchain->desc.multisample_quality); |
| |
| if (!wined3d_settings.always_offscreen && !swapchain->desc.multisample_type |
| && swapchain->desc.backbuffer_width == client_rect.right |
| && swapchain->desc.backbuffer_height == client_rect.bottom) |
| { |
| TRACE("Backbuffer dimensions match window dimensions, rendering onscreen.\n"); |
| swapchain->render_to_fbo = FALSE; |
| return; |
| } |
| |
| TRACE("Rendering to FBO.\n"); |
| swapchain->render_to_fbo = TRUE; |
| } |
| |
| /* Do not call while under the GL lock. */ |
| static HRESULT swapchain_init(struct wined3d_swapchain *swapchain, enum wined3d_surface_type surface_type, |
| struct wined3d_device *device, struct wined3d_swapchain_desc *desc, |
| void *parent, const struct wined3d_parent_ops *parent_ops) |
| { |
| const struct wined3d_adapter *adapter = device->adapter; |
| const struct wined3d_format *format; |
| struct wined3d_display_mode mode; |
| BOOL displaymode_set = FALSE; |
| RECT client_rect; |
| HWND window; |
| HRESULT hr; |
| UINT i; |
| |
| if (desc->backbuffer_count > WINED3DPRESENT_BACK_BUFFER_MAX) |
| { |
| FIXME("The application requested %u back buffers, this is not supported.\n", |
| desc->backbuffer_count); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| if (desc->backbuffer_count > 1) |
| { |
| FIXME("The application requested more than one back buffer, this is not properly supported.\n" |
| "Please configure the application to use double buffering (1 back buffer) if possible.\n"); |
| } |
| |
| switch (surface_type) |
| { |
| case WINED3D_SURFACE_TYPE_GDI: |
| swapchain->swapchain_ops = &swapchain_gdi_ops; |
| break; |
| |
| case WINED3D_SURFACE_TYPE_OPENGL: |
| swapchain->swapchain_ops = &swapchain_gl_ops; |
| break; |
| |
| default: |
| ERR("Invalid surface type %#x.\n", surface_type); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| window = desc->device_window ? desc->device_window : device->create_parms.focus_window; |
| |
| swapchain->device = device; |
| swapchain->parent = parent; |
| swapchain->parent_ops = parent_ops; |
| swapchain->ref = 1; |
| swapchain->win_handle = window; |
| swapchain->device_window = window; |
| |
| wined3d_get_adapter_display_mode(device->wined3d, adapter->ordinal, &mode, NULL); |
| swapchain->orig_width = mode.width; |
| swapchain->orig_height = mode.height; |
| swapchain->orig_fmt = mode.format_id; |
| format = wined3d_get_format(&adapter->gl_info, mode.format_id); |
| |
| GetClientRect(window, &client_rect); |
| if (desc->windowed |
| && (!desc->backbuffer_width || !desc->backbuffer_height |
| || desc->backbuffer_format == WINED3DFMT_UNKNOWN)) |
| { |
| |
| if (!desc->backbuffer_width) |
| { |
| desc->backbuffer_width = client_rect.right; |
| TRACE("Updating width to %u.\n", desc->backbuffer_width); |
| } |
| |
| if (!desc->backbuffer_height) |
| { |
| desc->backbuffer_height = client_rect.bottom; |
| TRACE("Updating height to %u.\n", desc->backbuffer_height); |
| } |
| |
| if (desc->backbuffer_format == WINED3DFMT_UNKNOWN) |
| { |
| desc->backbuffer_format = swapchain->orig_fmt; |
| TRACE("Updating format to %s.\n", debug_d3dformat(swapchain->orig_fmt)); |
| } |
| } |
| swapchain->desc = *desc; |
| swapchain_update_render_to_fbo(swapchain); |
| |
| TRACE("Creating front buffer.\n"); |
| if (FAILED(hr = device->device_parent->ops->create_swapchain_surface(device->device_parent, parent, |
| swapchain->desc.backbuffer_width, swapchain->desc.backbuffer_height, |
| swapchain->desc.backbuffer_format, WINED3DUSAGE_RENDERTARGET, |
| swapchain->desc.multisample_type, swapchain->desc.multisample_quality, |
| &swapchain->front_buffer))) |
| { |
| WARN("Failed to create front buffer, hr %#x.\n", hr); |
| goto err; |
| } |
| |
| surface_set_container(swapchain->front_buffer, WINED3D_CONTAINER_SWAPCHAIN, swapchain); |
| if (surface_type == WINED3D_SURFACE_TYPE_OPENGL) |
| surface_modify_location(swapchain->front_buffer, SFLAG_INDRAWABLE, TRUE); |
| |
| /* MSDN says we're only allowed a single fullscreen swapchain per device, |
| * so we should really check to see if there is a fullscreen swapchain |
| * already. Does a single head count as full screen? */ |
| |
| if (!desc->windowed) |
| { |
| struct wined3d_display_mode mode; |
| |
| /* Change the display settings */ |
| mode.width = desc->backbuffer_width; |
| mode.height = desc->backbuffer_height; |
| mode.format_id = desc->backbuffer_format; |
| mode.refresh_rate = desc->refresh_rate; |
| mode.scanline_ordering = WINED3D_SCANLINE_ORDERING_UNKNOWN; |
| |
| if (FAILED(hr = wined3d_set_adapter_display_mode(device->wined3d, device->adapter->ordinal, &mode))) |
| { |
| WARN("Failed to set display mode, hr %#x.\n", hr); |
| goto err; |
| } |
| displaymode_set = TRUE; |
| } |
| |
| if (surface_type == WINED3D_SURFACE_TYPE_OPENGL) |
| { |
| static const enum wined3d_format_id formats[] = |
| { |
| WINED3DFMT_D24_UNORM_S8_UINT, |
| WINED3DFMT_D32_UNORM, |
| WINED3DFMT_R24_UNORM_X8_TYPELESS, |
| WINED3DFMT_D16_UNORM, |
| WINED3DFMT_S1_UINT_D15_UNORM |
| }; |
| |
| const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; |
| |
| swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain->context)); |
| if (!swapchain->context) |
| { |
| ERR("Failed to create the context array.\n"); |
| hr = E_OUTOFMEMORY; |
| goto err; |
| } |
| swapchain->num_contexts = 1; |
| |
| /* In WGL both color, depth and stencil are features of a pixel format. In case of D3D they are separate. |
| * You are able to add a depth + stencil surface at a later stage when you need it. |
| * In order to support this properly in WineD3D we need the ability to recreate the opengl context and |
| * drawable when this is required. This is very tricky as we need to reapply ALL opengl states for the new |
| * context, need torecreate shaders, textures and other resources. |
| * |
| * The context manager already takes care of the state problem and for the other tasks code from Reset |
| * can be used. These changes are way to risky during the 1.0 code freeze which is taking place right now. |
| * Likely a lot of other new bugs will be exposed. For that reason request a depth stencil surface all the |
| * time. It can cause a slight performance hit but fixes a lot of regressions. A fixme reminds of that this |
| * issue needs to be fixed. */ |
| for (i = 0; i < (sizeof(formats) / sizeof(*formats)); i++) |
| { |
| swapchain->ds_format = wined3d_get_format(gl_info, formats[i]); |
| swapchain->context[0] = context_create(swapchain, swapchain->front_buffer, swapchain->ds_format); |
| if (swapchain->context[0]) break; |
| TRACE("Depth stencil format %s is not supported, trying next format\n", |
| debug_d3dformat(formats[i])); |
| } |
| |
| if (!swapchain->context[0]) |
| { |
| WARN("Failed to create context.\n"); |
| hr = WINED3DERR_NOTAVAILABLE; |
| goto err; |
| } |
| |
| if (wined3d_settings.offscreen_rendering_mode != ORM_FBO |
| && (!desc->enable_auto_depth_stencil |
| || swapchain->desc.auto_depth_stencil_format != swapchain->ds_format->id)) |
| { |
| FIXME("Add OpenGL context recreation support to context_validate_onscreen_formats\n"); |
| } |
| context_release(swapchain->context[0]); |
| } |
| |
| if (swapchain->desc.backbuffer_count > 0) |
| { |
| swapchain->back_buffers = HeapAlloc(GetProcessHeap(), 0, |
| sizeof(*swapchain->back_buffers) * swapchain->desc.backbuffer_count); |
| if (!swapchain->back_buffers) |
| { |
| ERR("Failed to allocate backbuffer array memory.\n"); |
| hr = E_OUTOFMEMORY; |
| goto err; |
| } |
| |
| for (i = 0; i < swapchain->desc.backbuffer_count; ++i) |
| { |
| TRACE("Creating back buffer %u.\n", i); |
| if (FAILED(hr = device->device_parent->ops->create_swapchain_surface(device->device_parent, parent, |
| swapchain->desc.backbuffer_width, swapchain->desc.backbuffer_height, |
| swapchain->desc.backbuffer_format, WINED3DUSAGE_RENDERTARGET, |
| swapchain->desc.multisample_type, swapchain->desc.multisample_quality, |
| &swapchain->back_buffers[i]))) |
| { |
| WARN("Failed to create back buffer %u, hr %#x.\n", i, hr); |
| goto err; |
| } |
| |
| surface_set_container(swapchain->back_buffers[i], WINED3D_CONTAINER_SWAPCHAIN, swapchain); |
| } |
| } |
| |
| /* Swapchains share the depth/stencil buffer, so only create a single depthstencil surface. */ |
| if (desc->enable_auto_depth_stencil && surface_type == WINED3D_SURFACE_TYPE_OPENGL) |
| { |
| TRACE("Creating depth/stencil buffer.\n"); |
| if (!device->auto_depth_stencil) |
| { |
| if (FAILED(hr = device->device_parent->ops->create_swapchain_surface(device->device_parent, |
| device->device_parent, swapchain->desc.backbuffer_width, swapchain->desc.backbuffer_height, |
| swapchain->desc.auto_depth_stencil_format, WINED3DUSAGE_DEPTHSTENCIL, |
| swapchain->desc.multisample_type, swapchain->desc.multisample_quality, |
| &device->auto_depth_stencil))) |
| { |
| WARN("Failed to create the auto depth stencil, hr %#x.\n", hr); |
| goto err; |
| } |
| |
| surface_set_container(device->auto_depth_stencil, WINED3D_CONTAINER_NONE, NULL); |
| } |
| } |
| |
| wined3d_swapchain_get_gamma_ramp(swapchain, &swapchain->orig_gamma); |
| |
| return WINED3D_OK; |
| |
| err: |
| if (displaymode_set) |
| { |
| DEVMODEW devmode; |
| |
| ClipCursor(NULL); |
| |
| /* Change the display settings */ |
| memset(&devmode, 0, sizeof(devmode)); |
| devmode.dmSize = sizeof(devmode); |
| devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT; |
| devmode.dmBitsPerPel = format->byte_count * CHAR_BIT; |
| devmode.dmPelsWidth = swapchain->orig_width; |
| devmode.dmPelsHeight = swapchain->orig_height; |
| ChangeDisplaySettingsExW(adapter->DeviceName, &devmode, NULL, CDS_FULLSCREEN, NULL); |
| } |
| |
| if (swapchain->back_buffers) |
| { |
| for (i = 0; i < swapchain->desc.backbuffer_count; ++i) |
| { |
| if (swapchain->back_buffers[i]) |
| { |
| surface_set_container(swapchain->back_buffers[i], WINED3D_CONTAINER_NONE, NULL); |
| wined3d_surface_decref(swapchain->back_buffers[i]); |
| } |
| } |
| HeapFree(GetProcessHeap(), 0, swapchain->back_buffers); |
| } |
| |
| if (swapchain->context) |
| { |
| if (swapchain->context[0]) |
| { |
| context_release(swapchain->context[0]); |
| context_destroy(device, swapchain->context[0]); |
| swapchain->num_contexts = 0; |
| } |
| HeapFree(GetProcessHeap(), 0, swapchain->context); |
| } |
| |
| if (swapchain->front_buffer) |
| { |
| surface_set_container(swapchain->front_buffer, WINED3D_CONTAINER_NONE, NULL); |
| wined3d_surface_decref(swapchain->front_buffer); |
| } |
| |
| return hr; |
| } |
| |
| /* Do not call while under the GL lock. */ |
| HRESULT CDECL wined3d_swapchain_create(struct wined3d_device *device, |
| struct wined3d_swapchain_desc *desc, enum wined3d_surface_type surface_type, |
| void *parent, const struct wined3d_parent_ops *parent_ops, |
| struct wined3d_swapchain **swapchain) |
| { |
| struct wined3d_swapchain *object; |
| HRESULT hr; |
| |
| TRACE("device %p, desc %p, swapchain %p, parent %p, surface_type %#x.\n", |
| device, desc, swapchain, parent, surface_type); |
| |
| object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)); |
| if (!object) |
| { |
| ERR("Failed to allocate swapchain memory.\n"); |
| return E_OUTOFMEMORY; |
| } |
| |
| hr = swapchain_init(object, surface_type, device, desc, parent, parent_ops); |
| if (FAILED(hr)) |
| { |
| WARN("Failed to initialize swapchain, hr %#x.\n", hr); |
| HeapFree(GetProcessHeap(), 0, object); |
| return hr; |
| } |
| |
| TRACE("Created swapchain %p.\n", object); |
| *swapchain = object; |
| |
| return WINED3D_OK; |
| } |
| |
| /* Do not call while under the GL lock. */ |
| static struct wined3d_context *swapchain_create_context(struct wined3d_swapchain *swapchain) |
| { |
| struct wined3d_context **newArray; |
| struct wined3d_context *ctx; |
| |
| TRACE("Creating a new context for swapchain %p, thread %u.\n", swapchain, GetCurrentThreadId()); |
| |
| if (!(ctx = context_create(swapchain, swapchain->front_buffer, swapchain->ds_format))) |
| { |
| ERR("Failed to create a new context for the swapchain\n"); |
| return NULL; |
| } |
| context_release(ctx); |
| |
| newArray = HeapAlloc(GetProcessHeap(), 0, sizeof(*newArray) * (swapchain->num_contexts + 1)); |
| if(!newArray) { |
| ERR("Out of memory when trying to allocate a new context array\n"); |
| context_destroy(swapchain->device, ctx); |
| return NULL; |
| } |
| memcpy(newArray, swapchain->context, sizeof(*newArray) * swapchain->num_contexts); |
| HeapFree(GetProcessHeap(), 0, swapchain->context); |
| newArray[swapchain->num_contexts] = ctx; |
| swapchain->context = newArray; |
| swapchain->num_contexts++; |
| |
| TRACE("Returning context %p\n", ctx); |
| return ctx; |
| } |
| |
| void swapchain_destroy_contexts(struct wined3d_swapchain *swapchain) |
| { |
| unsigned int i; |
| |
| for (i = 0; i < swapchain->num_contexts; ++i) |
| { |
| context_destroy(swapchain->device, swapchain->context[i]); |
| } |
| swapchain->num_contexts = 0; |
| } |
| |
| struct wined3d_context *swapchain_get_context(struct wined3d_swapchain *swapchain) |
| { |
| DWORD tid = GetCurrentThreadId(); |
| unsigned int i; |
| |
| for (i = 0; i < swapchain->num_contexts; ++i) |
| { |
| if (swapchain->context[i]->tid == tid) |
| return swapchain->context[i]; |
| } |
| |
| /* Create a new context for the thread */ |
| return swapchain_create_context(swapchain); |
| } |
| |
| void get_drawable_size_swapchain(const struct wined3d_context *context, UINT *width, UINT *height) |
| { |
| /* The drawable size of an onscreen drawable is the surface size. |
| * (Actually: The window size, but the surface is created in window size) */ |
| *width = context->current_rt->resource.width; |
| *height = context->current_rt->resource.height; |
| } |
| |
| HDC swapchain_get_backup_dc(struct wined3d_swapchain *swapchain) |
| { |
| if (!swapchain->backup_dc) |
| { |
| TRACE("Creating the backup window for swapchain %p.\n", swapchain); |
| |
| if (!(swapchain->backup_wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window", |
| WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL))) |
| { |
| ERR("Failed to create a window.\n"); |
| return NULL; |
| } |
| |
| if (!(swapchain->backup_dc = GetDC(swapchain->backup_wnd))) |
| { |
| ERR("Failed to get a DC.\n"); |
| DestroyWindow(swapchain->backup_wnd); |
| swapchain->backup_wnd = NULL; |
| return NULL; |
| } |
| } |
| |
| return swapchain->backup_dc; |
| } |
| |
| void swapchain_update_draw_bindings(struct wined3d_swapchain *swapchain) |
| { |
| UINT i; |
| |
| surface_update_draw_binding(swapchain->front_buffer); |
| |
| for (i = 0; i < swapchain->desc.backbuffer_count; ++i) |
| { |
| surface_update_draw_binding(swapchain->back_buffers[i]); |
| } |
| } |