| /* |
| *IDirect3DSwapChain9 implementation |
| * |
| *Copyright 2002-2003 Jason Edmeades |
| *Copyright 2002-2003 Raphael Junqueira |
| *Copyright 2005 Oliver Stieber |
| *Copyright 2007-2008 Stefan Dösinger 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 "wined3d_private.h" |
| |
| |
| /*TODO: some of the additional parameters may be required to |
| set the gamma ramp (for some weird reason microsoft have left swap gammaramp in device |
| but it operates on a swapchain, it may be a good idea to move it to IWineD3DSwapChain for IWineD3D)*/ |
| |
| |
| WINE_DEFAULT_DEBUG_CHANNEL(d3d); |
| WINE_DECLARE_DEBUG_CHANNEL(fps); |
| |
| #define GLINFO_LOCATION This->device->adapter->gl_info |
| |
| /*IWineD3DSwapChain parts follow: */ |
| static void WINAPI IWineD3DSwapChainImpl_Destroy(IWineD3DSwapChain *iface) |
| { |
| IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface; |
| WINED3DDISPLAYMODE mode; |
| unsigned int i; |
| |
| TRACE("Destroying swapchain %p\n", iface); |
| |
| IWineD3DSwapChain_SetGammaRamp(iface, 0, &This->orig_gamma); |
| |
| /* Release the swapchain's draw buffers. Make sure This->backBuffer[0] is |
| * the last buffer to be destroyed, FindContext() depends on that. */ |
| if (This->frontBuffer) |
| { |
| IWineD3DSurface_SetContainer(This->frontBuffer, 0); |
| if (IWineD3DSurface_Release(This->frontBuffer)) |
| { |
| WARN("(%p) Something's still holding the front buffer (%p).\n", |
| This, This->frontBuffer); |
| } |
| This->frontBuffer = NULL; |
| } |
| |
| if (This->backBuffer) |
| { |
| UINT i = This->presentParms.BackBufferCount; |
| |
| while (i--) |
| { |
| IWineD3DSurface_SetContainer(This->backBuffer[i], 0); |
| if (IWineD3DSurface_Release(This->backBuffer[i])) |
| WARN("(%p) Something's still holding back buffer %u (%p).\n", |
| This, i, This->backBuffer[i]); |
| } |
| HeapFree(GetProcessHeap(), 0, This->backBuffer); |
| This->backBuffer = NULL; |
| } |
| |
| for (i = 0; i < This->num_contexts; ++i) |
| { |
| context_destroy(This->device, This->context[i]); |
| } |
| /* 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(This->presentParms.Windowed == FALSE && This->presentParms.AutoRestoreDisplayMode) { |
| mode.Width = This->orig_width; |
| mode.Height = This->orig_height; |
| mode.RefreshRate = 0; |
| mode.Format = This->orig_fmt; |
| IWineD3DDevice_SetDisplayMode((IWineD3DDevice *)This->device, 0, &mode); |
| } |
| |
| HeapFree(GetProcessHeap(), 0, This->context); |
| HeapFree(GetProcessHeap(), 0, This); |
| } |
| |
| /* A GL context is provided by the caller */ |
| static void swapchain_blit(IWineD3DSwapChainImpl *This, struct wined3d_context *context, |
| const RECT *src_rect, const RECT *dst_rect) |
| { |
| IWineD3DDeviceImpl *device = This->device; |
| IWineD3DSurfaceImpl *backbuffer = ((IWineD3DSurfaceImpl *) This->backBuffer[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; |
| |
| TRACE("swapchain %p, context %p, src_rect %s, dst_rect %s.\n", |
| This, 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; |
| |
| if (gl_info->fbo_ops.glBlitFramebuffer) |
| { |
| ENTER_GL(); |
| context_bind_fbo(context, GL_READ_FRAMEBUFFER, &context->src_fbo); |
| context_attach_surface_fbo(context, GL_READ_FRAMEBUFFER, 0, This->backBuffer[0]); |
| context_attach_depth_stencil_fbo(context, GL_READ_FRAMEBUFFER, NULL, FALSE); |
| |
| context_bind_fbo(context, GL_DRAW_FRAMEBUFFER, NULL); |
| context_set_draw_buffer(context, GL_BACK); |
| |
| glDisable(GL_SCISSOR_TEST); |
| IWineD3DDeviceImpl_MarkStateDirty(This->device, STATE_RENDER(WINED3DRS_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, dst_rect->bottom, dst_rect->right, dst_rect->top, |
| GL_COLOR_BUFFER_BIT, gl_filter); |
| checkGLcall("Swapchain present blit(EXT_framebuffer_blit)\n"); |
| LEAVE_GL(); |
| } |
| else |
| { |
| 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(This->device, This->backBuffer[0], CTXUSAGE_BLIT); |
| |
| if(backbuffer->Flags & SFLAG_NORMCOORD) |
| { |
| tex_left /= src_w; |
| tex_right /= src_w; |
| tex_top /= src_h; |
| tex_bottom /= src_h; |
| } |
| |
| ENTER_GL(); |
| context_bind_fbo(context2, GL_DRAW_FRAMEBUFFER, NULL); |
| |
| /* Set up the texture. The surface is not in a IWineD3D*Texture container, |
| * so there are no d3d texture settings to dirtify |
| */ |
| device->blitter->set_shader((IWineD3DDevice *) device, backbuffer->resource.format_desc, |
| backbuffer->texture_target, backbuffer->pow2Width, |
| backbuffer->pow2Height); |
| glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
| glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| |
| context_set_draw_buffer(context, GL_BACK); |
| |
| /* Set the viewport to the destination rectandle, disable any projection |
| * transformation set up by CTXUSAGE_BLIT, and draw a (-1,-1)-(1,1) quad. |
| * |
| * Back up viewport and matrix to avoid breaking last_was_blit |
| * |
| * Note that CTXUSAGE_BLIT 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, dst_rect->top, dst_rect->right, dst_rect->bottom); |
| 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((IWineD3DDevice *) device); |
| checkGLcall("Swapchain present blit(manual)\n"); |
| LEAVE_GL(); |
| |
| context_release(context2); |
| } |
| } |
| |
| static HRESULT WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface, CONST RECT *pSourceRect, CONST RECT *pDestRect, HWND hDestWindowOverride, CONST RGNDATA *pDirtyRegion, DWORD dwFlags) { |
| IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface; |
| struct wined3d_context *context; |
| RECT src_rect, dst_rect; |
| BOOL render_to_fbo; |
| unsigned int sync; |
| int retval; |
| |
| context = context_acquire(This->device, This->backBuffer[0], CTXUSAGE_RESOURCELOAD); |
| |
| /* Render the cursor onto the back buffer, using our nifty directdraw blitting code :-) */ |
| if (This->device->bCursorVisible && This->device->cursorTexture) |
| { |
| IWineD3DSurfaceImpl cursor; |
| RECT destRect = |
| { |
| This->device->xScreenSpace - This->device->xHotSpot, |
| This->device->yScreenSpace - This->device->yHotSpot, |
| This->device->xScreenSpace + This->device->cursorWidth - This->device->xHotSpot, |
| This->device->yScreenSpace + This->device->cursorHeight - This->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 to use the Blitting engine and avoid copying the whole texture -> render target blitting code. |
| */ |
| memset(&cursor, 0, sizeof(cursor)); |
| cursor.lpVtbl = &IWineD3DSurface_Vtbl; |
| cursor.resource.ref = 1; |
| cursor.resource.device = This->device; |
| cursor.resource.pool = WINED3DPOOL_SCRATCH; |
| cursor.resource.format_desc = getFormatDescEntry(WINED3DFMT_B8G8R8A8_UNORM, context->gl_info); |
| cursor.resource.resourceType = WINED3DRTYPE_SURFACE; |
| cursor.texture_name = This->device->cursorTexture; |
| cursor.texture_target = GL_TEXTURE_2D; |
| cursor.texture_level = 0; |
| cursor.currentDesc.Width = This->device->cursorWidth; |
| cursor.currentDesc.Height = This->device->cursorHeight; |
| cursor.glRect.left = 0; |
| cursor.glRect.top = 0; |
| cursor.glRect.right = cursor.currentDesc.Width; |
| cursor.glRect.bottom = cursor.currentDesc.Height; |
| /* The cursor must have pow2 sizes */ |
| cursor.pow2Width = cursor.currentDesc.Width; |
| cursor.pow2Height = cursor.currentDesc.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 (This->presentParms.Windowed) { |
| MapWindowPoints(NULL, This->win_handle, (LPPOINT)&destRect, 2); |
| } |
| IWineD3DSurface_Blt(This->backBuffer[0], &destRect, (IWineD3DSurface *)&cursor, |
| NULL, WINEDDBLT_KEYSRC, NULL, WINED3DTEXF_POINT); |
| } |
| |
| if (This->device->logo_surface) |
| { |
| /* Blit the logo into the upper left corner of the drawable. */ |
| IWineD3DSurface_BltFast(This->backBuffer[0], 0, 0, This->device->logo_surface, NULL, WINEDDBLTFAST_SRCCOLORKEY); |
| } |
| |
| TRACE("presetting HDC %p\n", This->context[0]->hdc); |
| |
| /* Don't call checkGLcall, as glGetError is not applicable here */ |
| if (hDestWindowOverride && This->win_handle != hDestWindowOverride) { |
| IWineD3DSwapChain_SetDestWindowOverride(iface, hDestWindowOverride); |
| } |
| |
| render_to_fbo = This->render_to_fbo; |
| |
| if (pSourceRect) |
| { |
| src_rect = *pSourceRect; |
| if (!render_to_fbo && (src_rect.left || src_rect.top |
| || src_rect.right != This->presentParms.BackBufferWidth |
| || src_rect.bottom != This->presentParms.BackBufferHeight)) |
| { |
| render_to_fbo = TRUE; |
| } |
| } |
| else |
| { |
| src_rect.left = 0; |
| src_rect.top = 0; |
| src_rect.right = This->presentParms.BackBufferWidth; |
| src_rect.bottom = This->presentParms.BackBufferHeight; |
| } |
| |
| if (pDestRect) dst_rect = *pDestRect; |
| else GetClientRect(This->win_handle, &dst_rect); |
| |
| if (!render_to_fbo && (dst_rect.left || dst_rect.top |
| || dst_rect.right != This->presentParms.BackBufferWidth |
| || dst_rect.bottom != This->presentParms.BackBufferHeight)) |
| { |
| 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 (!This->render_to_fbo && render_to_fbo && wined3d_settings.offscreen_rendering_mode == ORM_FBO) |
| { |
| IWineD3DSurface_LoadLocation(This->backBuffer[0], SFLAG_INTEXTURE, NULL); |
| IWineD3DSurface_ModifyLocation(This->backBuffer[0], SFLAG_INDRAWABLE, FALSE); |
| This->render_to_fbo = TRUE; |
| |
| /* Force the context manager to update the render target configuration next draw. */ |
| context->current_rt = NULL; |
| } |
| |
| if(This->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(This->presentParms.SwapEffect == WINED3DSWAPEFFECT_FLIP ) |
| { |
| FIXME("Render-to-fbo with WINED3DSWAPEFFECT_FLIP\n"); |
| } |
| |
| swapchain_blit(This, context, &src_rect, &dst_rect); |
| } |
| |
| SwapBuffers(This->context[0]->hdc); /* TODO: cycle through the swapchain buffers */ |
| |
| TRACE("SwapBuffers called, Starting new frame\n"); |
| /* FPS support */ |
| if (TRACE_ON(fps)) |
| { |
| DWORD time = GetTickCount(); |
| This->frames++; |
| /* every 1.5 seconds */ |
| if (time - This->prev_time > 1500) { |
| TRACE_(fps)("%p @ approx %.2ffps\n", This, 1000.0*This->frames/(time - This->prev_time)); |
| This->prev_time = time; |
| This->frames = 0; |
| } |
| } |
| |
| #if defined(FRAME_DEBUGGING) |
| { |
| if (GetFileAttributesA("C:\\D3DTRACE") != INVALID_FILE_ATTRIBUTES) { |
| if (!isOn) { |
| isOn = TRUE; |
| FIXME("Enabling D3D Trace\n"); |
| __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 1); |
| #if defined(SHOW_FRAME_MAKEUP) |
| FIXME("Singe Frame snapshots Starting\n"); |
| isDumpingFrames = TRUE; |
| ENTER_GL(); |
| glClear(GL_COLOR_BUFFER_BIT); |
| LEAVE_GL(); |
| #endif |
| |
| #if defined(SINGLE_FRAME_DEBUGGING) |
| } else { |
| #if defined(SHOW_FRAME_MAKEUP) |
| FIXME("Singe Frame snapshots Finishing\n"); |
| isDumpingFrames = FALSE; |
| #endif |
| FIXME("Singe Frame trace complete\n"); |
| DeleteFileA("C:\\D3DTRACE"); |
| __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 0); |
| #endif |
| } |
| } else { |
| if (isOn) { |
| isOn = FALSE; |
| #if defined(SHOW_FRAME_MAKEUP) |
| FIXME("Single Frame snapshots Finishing\n"); |
| isDumpingFrames = FALSE; |
| #endif |
| FIXME("Disabling D3D Trace\n"); |
| __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 0); |
| } |
| } |
| } |
| #endif |
| |
| /* 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 && This->presentParms.SwapEffect == WINED3DSWAPEFFECT_DISCARD) { |
| TRACE("Clearing the color buffer with cyan color\n"); |
| |
| IWineD3DDevice_Clear((IWineD3DDevice *)This->device, 0, NULL, |
| WINED3DCLEAR_TARGET, 0xff00ffff, 1.0f, 0); |
| } |
| |
| if(!This->render_to_fbo && |
| ( ((IWineD3DSurfaceImpl *) This->frontBuffer)->Flags & SFLAG_INSYSMEM || |
| ((IWineD3DSurfaceImpl *) This->backBuffer[0])->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 |
| */ |
| IWineD3DSurfaceImpl *front = (IWineD3DSurfaceImpl *) This->frontBuffer; |
| IWineD3DSurfaceImpl *back = (IWineD3DSurfaceImpl *) This->backBuffer[0]; |
| |
| if(front->resource.size == back->resource.size) { |
| DWORD fbflags; |
| flip_surface(front, back); |
| |
| /* 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; |
| IWineD3DSurface_ModifyLocation(This->frontBuffer, SFLAG_INDRAWABLE, TRUE); |
| front->Flags = fbflags; |
| } else { |
| IWineD3DSurface_ModifyLocation((IWineD3DSurface *) front, SFLAG_INDRAWABLE, TRUE); |
| IWineD3DSurface_ModifyLocation((IWineD3DSurface *) back, SFLAG_INDRAWABLE, TRUE); |
| } |
| } else { |
| IWineD3DSurface_ModifyLocation(This->frontBuffer, 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(This->presentParms.SwapEffect == WINED3DSWAPEFFECT_FLIP) { |
| IWineD3DSurface_ModifyLocation(This->backBuffer[0], SFLAG_INDRAWABLE, TRUE); |
| } |
| } |
| |
| if (This->device->stencilBufferTarget) |
| { |
| if (This->presentParms.Flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL |
| || ((IWineD3DSurfaceImpl *)This->device->stencilBufferTarget)->Flags & SFLAG_DISCARD) |
| { |
| surface_modify_ds_location(This->device->stencilBufferTarget, SFLAG_DS_DISCARDED); |
| } |
| } |
| |
| if (This->presentParms.PresentationInterval != WINED3DPRESENT_INTERVAL_IMMEDIATE |
| && context->gl_info->supported[SGI_VIDEO_SYNC]) |
| { |
| retval = GL_EXTCALL(glXGetVideoSyncSGI(&sync)); |
| if(retval != 0) { |
| ERR("glXGetVideoSyncSGI failed(retval = %d\n", retval); |
| } |
| |
| switch(This->presentParms.PresentationInterval) { |
| case WINED3DPRESENT_INTERVAL_DEFAULT: |
| case WINED3DPRESENT_INTERVAL_ONE: |
| if(sync <= This->vSyncCounter) { |
| retval = GL_EXTCALL(glXWaitVideoSyncSGI(1, 0, &This->vSyncCounter)); |
| } else { |
| This->vSyncCounter = sync; |
| } |
| break; |
| case WINED3DPRESENT_INTERVAL_TWO: |
| if(sync <= This->vSyncCounter + 1) { |
| retval = GL_EXTCALL(glXWaitVideoSyncSGI(2, This->vSyncCounter & 0x1, &This->vSyncCounter)); |
| } else { |
| This->vSyncCounter = sync; |
| } |
| break; |
| case WINED3DPRESENT_INTERVAL_THREE: |
| if(sync <= This->vSyncCounter + 2) { |
| retval = GL_EXTCALL(glXWaitVideoSyncSGI(3, This->vSyncCounter % 0x3, &This->vSyncCounter)); |
| } else { |
| This->vSyncCounter = sync; |
| } |
| break; |
| case WINED3DPRESENT_INTERVAL_FOUR: |
| if(sync <= This->vSyncCounter + 3) { |
| retval = GL_EXTCALL(glXWaitVideoSyncSGI(4, This->vSyncCounter & 0x3, &This->vSyncCounter)); |
| } else { |
| This->vSyncCounter = sync; |
| } |
| break; |
| default: |
| FIXME("Unknown presentation interval %08x\n", This->presentParms.PresentationInterval); |
| } |
| } |
| |
| context_release(context); |
| |
| TRACE("returning\n"); |
| return WINED3D_OK; |
| } |
| |
| static HRESULT WINAPI IWineD3DSwapChainImpl_SetDestWindowOverride(IWineD3DSwapChain *iface, HWND window) { |
| IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface; |
| WINED3DLOCKED_RECT r; |
| BYTE *mem; |
| |
| if(window == This->win_handle) return WINED3D_OK; |
| |
| TRACE("Performing dest override of swapchain %p from window %p to %p\n", This, This->win_handle, window); |
| if (This->context[0] == This->device->contexts[0]) |
| { |
| /* The primary context 'owns' all the opengl resources. Destroying and recreating that context requires downloading |
| * all opengl resources, deleting the gl resources, destroying all other contexts, then recreating all other contexts |
| * and reload the resources |
| */ |
| delete_opengl_contexts((IWineD3DDevice *)This->device, iface); |
| This->win_handle = window; |
| create_primary_opengl_context((IWineD3DDevice *)This->device, iface); |
| } |
| else |
| { |
| This->win_handle = window; |
| |
| /* The old back buffer has to be copied over to the new back buffer. A lockrect - switchcontext - unlockrect |
| * would suffice in theory, but it is rather nasty and may cause troubles with future changes of the locking code |
| * So lock read only, copy the surface out, then lock with the discard flag and write back |
| */ |
| IWineD3DSurface_LockRect(This->backBuffer[0], &r, NULL, WINED3DLOCK_READONLY); |
| mem = HeapAlloc(GetProcessHeap(), 0, r.Pitch * ((IWineD3DSurfaceImpl *) This->backBuffer[0])->currentDesc.Height); |
| memcpy(mem, r.pBits, r.Pitch * ((IWineD3DSurfaceImpl *) This->backBuffer[0])->currentDesc.Height); |
| IWineD3DSurface_UnlockRect(This->backBuffer[0]); |
| |
| context_destroy(This->device, This->context[0]); |
| This->context[0] = context_create(This->device, (IWineD3DSurfaceImpl *)This->frontBuffer, |
| This->win_handle, FALSE /* pbuffer */, &This->presentParms); |
| context_release(This->context[0]); |
| |
| IWineD3DSurface_LockRect(This->backBuffer[0], &r, NULL, WINED3DLOCK_DISCARD); |
| memcpy(r.pBits, mem, r.Pitch * ((IWineD3DSurfaceImpl *) This->backBuffer[0])->currentDesc.Height); |
| HeapFree(GetProcessHeap(), 0, mem); |
| IWineD3DSurface_UnlockRect(This->backBuffer[0]); |
| } |
| return WINED3D_OK; |
| } |
| |
| static const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl = |
| { |
| /* IUnknown */ |
| IWineD3DBaseSwapChainImpl_QueryInterface, |
| IWineD3DBaseSwapChainImpl_AddRef, |
| IWineD3DBaseSwapChainImpl_Release, |
| /* IWineD3DSwapChain */ |
| IWineD3DBaseSwapChainImpl_GetParent, |
| IWineD3DSwapChainImpl_Destroy, |
| IWineD3DBaseSwapChainImpl_GetDevice, |
| IWineD3DSwapChainImpl_Present, |
| IWineD3DSwapChainImpl_SetDestWindowOverride, |
| IWineD3DBaseSwapChainImpl_GetFrontBufferData, |
| IWineD3DBaseSwapChainImpl_GetBackBuffer, |
| IWineD3DBaseSwapChainImpl_GetRasterStatus, |
| IWineD3DBaseSwapChainImpl_GetDisplayMode, |
| IWineD3DBaseSwapChainImpl_GetPresentParameters, |
| IWineD3DBaseSwapChainImpl_SetGammaRamp, |
| IWineD3DBaseSwapChainImpl_GetGammaRamp |
| }; |
| |
| static LONG fullscreen_style(LONG style) |
| { |
| /* Make sure the window is managed, otherwise we won't get keyboard input. */ |
| style |= WS_POPUP | WS_SYSMENU; |
| style &= ~(WS_CAPTION | WS_THICKFRAME); |
| |
| return style; |
| } |
| |
| static LONG fullscreen_exstyle(LONG exstyle) |
| { |
| /* Filter out window decorations. */ |
| exstyle &= ~(WS_EX_WINDOWEDGE | WS_EX_CLIENTEDGE); |
| |
| return exstyle; |
| } |
| |
| void swapchain_setup_fullscreen_window(IWineD3DSwapChainImpl *swapchain, UINT w, UINT h) |
| { |
| IWineD3DDeviceImpl *device = swapchain->device; |
| HWND window = swapchain->win_handle; |
| BOOL filter_messages; |
| LONG style, exstyle; |
| |
| TRACE("Setting up window %p for fullscreen mode.\n", window); |
| |
| if (device->style || device->exStyle) |
| { |
| ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n", |
| window, device->style, device->exStyle); |
| } |
| |
| device->style = GetWindowLongW(window, GWL_STYLE); |
| device->exStyle = GetWindowLongW(window, GWL_EXSTYLE); |
| |
| style = fullscreen_style(device->style); |
| exstyle = fullscreen_exstyle(device->exStyle); |
| |
| TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n", |
| device->style, device->exStyle, style, exstyle); |
| |
| filter_messages = device->filter_messages; |
| device->filter_messages = TRUE; |
| |
| SetWindowLongW(window, GWL_STYLE, style); |
| SetWindowLongW(window, GWL_EXSTYLE, exstyle); |
| SetWindowPos(window, HWND_TOP, 0, 0, w, h, SWP_FRAMECHANGED | SWP_SHOWWINDOW | SWP_NOACTIVATE); |
| |
| device->filter_messages = filter_messages; |
| } |
| |
| void swapchain_restore_fullscreen_window(IWineD3DSwapChainImpl *swapchain) |
| { |
| IWineD3DDeviceImpl *device = swapchain->device; |
| HWND window = swapchain->win_handle; |
| BOOL filter_messages; |
| LONG style, exstyle; |
| |
| if (!device->style && !device->exStyle) return; |
| |
| TRACE("Restoring window style of window %p to %08x, %08x.\n", |
| window, device->style, device->exStyle); |
| |
| style = GetWindowLongW(window, GWL_STYLE); |
| exstyle = GetWindowLongW(window, GWL_EXSTYLE); |
| |
| filter_messages = device->filter_messages; |
| device->filter_messages = TRUE; |
| |
| /* Only restore the style if the application didn't modify it during the |
| * fullscreen phase. Some applications change it before calling Reset() |
| * when switching between windowed and fullscreen modes (HL2), some |
| * depend on the original style (Eve Online). */ |
| if (style == fullscreen_style(device->style) && exstyle == fullscreen_exstyle(device->exStyle)) |
| { |
| SetWindowLongW(window, GWL_STYLE, device->style); |
| SetWindowLongW(window, GWL_EXSTYLE, device->exStyle); |
| } |
| SetWindowPos(window, 0, 0, 0, 0, 0, SWP_FRAMECHANGED | SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER); |
| |
| device->filter_messages = filter_messages; |
| |
| /* Delete the old values. */ |
| device->style = 0; |
| device->exStyle = 0; |
| } |
| |
| |
| HRESULT swapchain_init(IWineD3DSwapChainImpl *swapchain, WINED3DSURFTYPE surface_type, |
| IWineD3DDeviceImpl *device, WINED3DPRESENT_PARAMETERS *present_parameters, IUnknown *parent) |
| { |
| const struct wined3d_adapter *adapter = device->adapter; |
| const struct GlPixelFormatDesc *format_desc; |
| BOOL displaymode_set = FALSE; |
| WINED3DDISPLAYMODE mode; |
| RECT client_rect; |
| HWND window; |
| HRESULT hr; |
| UINT i; |
| |
| if (present_parameters->BackBufferCount > WINED3DPRESENT_BACK_BUFFER_MAX) |
| { |
| FIXME("The application requested %u back buffers, this is not supported.\n", |
| present_parameters->BackBufferCount); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| if (present_parameters->BackBufferCount > 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 SURFACE_GDI: |
| swapchain->lpVtbl = &IWineGDISwapChain_Vtbl; |
| break; |
| |
| case SURFACE_OPENGL: |
| swapchain->lpVtbl = &IWineD3DSwapChain_Vtbl; |
| break; |
| |
| case SURFACE_UNKNOWN: |
| FIXME("Caller tried to create a SURFACE_UNKNOWN swapchain.\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| window = present_parameters->hDeviceWindow ? present_parameters->hDeviceWindow : device->createParms.hFocusWindow; |
| |
| swapchain->device = device; |
| swapchain->parent = parent; |
| swapchain->ref = 1; |
| swapchain->win_handle = window; |
| |
| if (!present_parameters->Windowed && window) |
| { |
| swapchain_setup_fullscreen_window(swapchain, present_parameters->BackBufferWidth, |
| present_parameters->BackBufferHeight); |
| } |
| |
| IWineD3D_GetAdapterDisplayMode(device->wined3d, adapter->ordinal, &mode); |
| swapchain->orig_width = mode.Width; |
| swapchain->orig_height = mode.Height; |
| swapchain->orig_fmt = mode.Format; |
| format_desc = getFormatDescEntry(mode.Format, &adapter->gl_info); |
| |
| GetClientRect(window, &client_rect); |
| if (present_parameters->Windowed |
| && (!present_parameters->BackBufferWidth || !present_parameters->BackBufferHeight |
| || present_parameters->BackBufferFormat == WINED3DFMT_UNKNOWN)) |
| { |
| |
| if (!present_parameters->BackBufferWidth) |
| { |
| present_parameters->BackBufferWidth = client_rect.right; |
| TRACE("Updating width to %u.\n", present_parameters->BackBufferWidth); |
| } |
| |
| if (!present_parameters->BackBufferHeight) |
| { |
| present_parameters->BackBufferHeight = client_rect.bottom; |
| TRACE("Updating height to %u.\n", present_parameters->BackBufferHeight); |
| } |
| |
| if (present_parameters->BackBufferFormat == WINED3DFMT_UNKNOWN) |
| { |
| present_parameters->BackBufferFormat = swapchain->orig_fmt; |
| TRACE("Updating format to %s.\n", debug_d3dformat(swapchain->orig_fmt)); |
| } |
| } |
| swapchain->presentParms = *present_parameters; |
| |
| if (wined3d_settings.offscreen_rendering_mode == ORM_FBO |
| && present_parameters->BackBufferCount |
| && (present_parameters->BackBufferWidth != client_rect.right |
| || present_parameters->BackBufferHeight != client_rect.bottom)) |
| { |
| TRACE("Rendering to FBO. Backbuffer %ux%u, window %ux%u.\n", |
| present_parameters->BackBufferWidth, |
| present_parameters->BackBufferHeight, |
| client_rect.right, client_rect.bottom); |
| swapchain->render_to_fbo = TRUE; |
| } |
| |
| TRACE("Creating front buffer.\n"); |
| hr = IWineD3DDeviceParent_CreateRenderTarget(device->device_parent, parent, |
| swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight, |
| swapchain->presentParms.BackBufferFormat, swapchain->presentParms.MultiSampleType, |
| swapchain->presentParms.MultiSampleQuality, TRUE /* Lockable */, &swapchain->frontBuffer); |
| if (FAILED(hr)) |
| { |
| WARN("Failed to create front buffer, hr %#x.\n", hr); |
| goto err; |
| } |
| |
| IWineD3DSurface_SetContainer(swapchain->frontBuffer, (IWineD3DBase *)swapchain); |
| ((IWineD3DSurfaceImpl *)swapchain->frontBuffer)->Flags |= SFLAG_SWAPCHAIN; |
| if (surface_type == SURFACE_OPENGL) |
| { |
| IWineD3DSurface_ModifyLocation(swapchain->frontBuffer, 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 (!present_parameters->Windowed) |
| { |
| WINED3DDISPLAYMODE mode; |
| |
| /* Change the display settings */ |
| mode.Width = present_parameters->BackBufferWidth; |
| mode.Height = present_parameters->BackBufferHeight; |
| mode.Format = present_parameters->BackBufferFormat; |
| mode.RefreshRate = present_parameters->FullScreen_RefreshRateInHz; |
| |
| hr = IWineD3DDevice_SetDisplayMode((IWineD3DDevice *)device, 0, &mode); |
| if (FAILED(hr)) |
| { |
| WARN("Failed to set display mode, hr %#x.\n", hr); |
| goto err; |
| } |
| displaymode_set = TRUE; |
| } |
| |
| 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; |
| |
| if (surface_type == SURFACE_OPENGL) |
| { |
| swapchain->context[0] = context_create(device, (IWineD3DSurfaceImpl *)swapchain->frontBuffer, |
| window, FALSE /* pbuffer */, present_parameters); |
| if (!swapchain->context[0]) |
| { |
| WARN("Failed to create context.\n"); |
| hr = WINED3DERR_NOTAVAILABLE; |
| goto err; |
| } |
| context_release(swapchain->context[0]); |
| } |
| else |
| { |
| swapchain->context[0] = NULL; |
| } |
| |
| if (swapchain->presentParms.BackBufferCount > 0) |
| { |
| swapchain->backBuffer = HeapAlloc(GetProcessHeap(), 0, |
| sizeof(*swapchain->backBuffer) * swapchain->presentParms.BackBufferCount); |
| if (!swapchain->backBuffer) |
| { |
| ERR("Failed to allocate backbuffer array memory.\n"); |
| hr = E_OUTOFMEMORY; |
| goto err; |
| } |
| |
| for (i = 0; i < swapchain->presentParms.BackBufferCount; ++i) |
| { |
| TRACE("Creating back buffer %u.\n", i); |
| hr = IWineD3DDeviceParent_CreateRenderTarget(device->device_parent, parent, |
| swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight, |
| swapchain->presentParms.BackBufferFormat, swapchain->presentParms.MultiSampleType, |
| swapchain->presentParms.MultiSampleQuality, TRUE /* Lockable */, &swapchain->backBuffer[i]); |
| if (FAILED(hr)) |
| { |
| WARN("Failed to create back buffer %u, hr %#x.\n", i, hr); |
| goto err; |
| } |
| |
| IWineD3DSurface_SetContainer(swapchain->backBuffer[i], (IWineD3DBase *)swapchain); |
| ((IWineD3DSurfaceImpl *)swapchain->backBuffer[i])->Flags |= SFLAG_SWAPCHAIN; |
| } |
| } |
| |
| /* Swapchains share the depth/stencil buffer, so only create a single depthstencil surface. */ |
| if (present_parameters->EnableAutoDepthStencil && surface_type == SURFACE_OPENGL) |
| { |
| TRACE("Creating depth/stencil buffer.\n"); |
| if (!device->auto_depth_stencil_buffer) |
| { |
| hr = IWineD3DDeviceParent_CreateDepthStencilSurface(device->device_parent, parent, |
| swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight, |
| swapchain->presentParms.AutoDepthStencilFormat, swapchain->presentParms.MultiSampleType, |
| swapchain->presentParms.MultiSampleQuality, FALSE /* FIXME: Discard */, |
| &device->auto_depth_stencil_buffer); |
| if (FAILED(hr)) |
| { |
| WARN("Failed to create the auto depth stencil, hr %#x.\n", hr); |
| goto err; |
| } |
| |
| IWineD3DSurface_SetContainer(device->auto_depth_stencil_buffer, NULL); |
| } |
| } |
| |
| IWineD3DSwapChain_GetGammaRamp((IWineD3DSwapChain *)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_desc->byte_count * 8; |
| devmode.dmPelsWidth = swapchain->orig_width; |
| devmode.dmPelsHeight = swapchain->orig_height; |
| ChangeDisplaySettingsExW(adapter->DeviceName, &devmode, NULL, CDS_FULLSCREEN, NULL); |
| } |
| |
| if (swapchain->backBuffer) |
| { |
| for (i = 0; i < swapchain->presentParms.BackBufferCount; ++i) |
| { |
| if (swapchain->backBuffer[i]) IWineD3DSurface_Release(swapchain->backBuffer[i]); |
| } |
| HeapFree(GetProcessHeap(), 0, swapchain->backBuffer); |
| } |
| |
| if (swapchain->context && swapchain->context[0]) |
| { |
| context_release(swapchain->context[0]); |
| context_destroy(device, swapchain->context[0]); |
| } |
| |
| if (swapchain->frontBuffer) IWineD3DSurface_Release(swapchain->frontBuffer); |
| |
| return hr; |
| } |
| |
| struct wined3d_context *swapchain_create_context_for_thread(IWineD3DSwapChain *iface) |
| { |
| IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *) iface; |
| struct wined3d_context **newArray; |
| struct wined3d_context *ctx; |
| |
| TRACE("Creating a new context for swapchain %p, thread %d\n", This, GetCurrentThreadId()); |
| |
| ctx = context_create(This->device, (IWineD3DSurfaceImpl *)This->frontBuffer, |
| This->context[0]->win_handle, FALSE /* pbuffer */, &This->presentParms); |
| if (!ctx) |
| { |
| ERR("Failed to create a new context for the swapchain\n"); |
| return NULL; |
| } |
| context_release(ctx); |
| |
| newArray = HeapAlloc(GetProcessHeap(), 0, sizeof(*newArray) * This->num_contexts + 1); |
| if(!newArray) { |
| ERR("Out of memory when trying to allocate a new context array\n"); |
| context_destroy(This->device, ctx); |
| return NULL; |
| } |
| memcpy(newArray, This->context, sizeof(*newArray) * This->num_contexts); |
| HeapFree(GetProcessHeap(), 0, This->context); |
| newArray[This->num_contexts] = ctx; |
| This->context = newArray; |
| This->num_contexts++; |
| |
| TRACE("Returning context %p\n", ctx); |
| return ctx; |
| } |
| |
| void get_drawable_size_swapchain(struct wined3d_context *context, UINT *width, UINT *height) |
| { |
| IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)context->current_rt; |
| /* The drawable size of an onscreen drawable is the surface size. |
| * (Actually: The window size, but the surface is created in window size) */ |
| *width = surface->currentDesc.Width; |
| *height = surface->currentDesc.Height; |
| } |