| /* |
| * 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); |
| |
| static void swapchain_cleanup(struct wined3d_swapchain *swapchain) |
| { |
| 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) |
| { |
| wined3d_texture_set_swapchain(swapchain->front_buffer, NULL); |
| if (wined3d_texture_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--) |
| { |
| wined3d_texture_set_swapchain(swapchain->back_buffers[i], NULL); |
| if (wined3d_texture_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) |
| { |
| if (FAILED(hr = wined3d_set_adapter_display_mode(swapchain->device->wined3d, |
| swapchain->device->adapter->ordinal, &swapchain->original_mode))) |
| ERR("Failed to restore display mode, hr %#x.\n", hr); |
| |
| if (swapchain->desc.flags & WINED3D_SWAPCHAIN_RESTORE_WINDOW_RECT) |
| { |
| wined3d_device_restore_fullscreen_window(swapchain->device, swapchain->device_window, |
| &swapchain->original_window_rect); |
| wined3d_device_release_focus_window(swapchain->device); |
| } |
| } |
| |
| if (swapchain->backup_dc) |
| { |
| TRACE("Destroying backup wined3d window %p, dc %p.\n", swapchain->backup_wnd, swapchain->backup_dc); |
| |
| wined3d_release_dc(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; |
| } |
| |
| 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; |
| } |
| |
| void CDECL wined3d_swapchain_set_window(struct wined3d_swapchain *swapchain, HWND window) |
| { |
| if (!window) |
| window = swapchain->device_window; |
| if (window == swapchain->win_handle) |
| return; |
| |
| TRACE("Setting swapchain %p window from %p to %p.\n", |
| swapchain, swapchain->win_handle, window); |
| swapchain->win_handle = window; |
| } |
| |
| HRESULT CDECL wined3d_swapchain_present(struct wined3d_swapchain *swapchain, |
| const RECT *src_rect, const RECT *dst_rect, HWND dst_window_override, DWORD flags) |
| { |
| RECT s, d; |
| |
| TRACE("swapchain %p, src_rect %s, dst_rect %s, dst_window_override %p, flags %#x.\n", |
| swapchain, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect), |
| dst_window_override, 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; |
| } |
| |
| if (!src_rect) |
| { |
| SetRect(&s, 0, 0, swapchain->desc.backbuffer_width, |
| swapchain->desc.backbuffer_height); |
| src_rect = &s; |
| } |
| |
| if (!dst_rect) |
| { |
| GetClientRect(swapchain->win_handle, &d); |
| dst_rect = &d; |
| } |
| |
| wined3d_cs_emit_present(swapchain->device->cs, swapchain, src_rect, |
| dst_rect, dst_window_override, flags); |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_swapchain_get_front_buffer_data(const struct wined3d_swapchain *swapchain, |
| struct wined3d_texture *dst_texture, unsigned int sub_resource_idx) |
| { |
| RECT src_rect, dst_rect; |
| |
| TRACE("swapchain %p, dst_texture %p, sub_resource_idx %u.\n", swapchain, dst_texture, sub_resource_idx); |
| |
| SetRect(&src_rect, 0, 0, swapchain->front_buffer->resource.width, swapchain->front_buffer->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_texture_blt(dst_texture, sub_resource_idx, &dst_rect, |
| swapchain->front_buffer, 0, &src_rect, 0, NULL, WINED3D_TEXF_POINT); |
| } |
| |
| struct wined3d_texture * CDECL wined3d_swapchain_get_back_buffer(const struct wined3d_swapchain *swapchain, |
| UINT back_buffer_idx) |
| { |
| TRACE("swapchain %p, back_buffer_idx %u.\n", |
| swapchain, back_buffer_idx); |
| |
| /* 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. */ |
| return NULL; |
| } |
| |
| TRACE("Returning back buffer %p.\n", swapchain->back_buffers[back_buffer_idx]); |
| |
| return swapchain->back_buffers[back_buffer_idx]; |
| } |
| |
| HRESULT CDECL wined3d_swapchain_get_raster_status(const struct wined3d_swapchain *swapchain, |
| struct wined3d_raster_status *raster_status) |
| { |
| TRACE("swapchain %p, raster_status %p.\n", swapchain, raster_status); |
| |
| return wined3d_get_adapter_raster_status(swapchain->device->wined3d, |
| swapchain->device->adapter->ordinal, raster_status); |
| } |
| |
| 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; |
| } |
| |
| void 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; |
| } |
| |
| 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 = GetDCEx(swapchain->device_window, 0, DCX_USESTYLE | DCX_CACHE); |
| SetDeviceGammaRamp(dc, (void *)ramp); |
| ReleaseDC(swapchain->device_window, dc); |
| |
| return WINED3D_OK; |
| } |
| |
| void CDECL wined3d_swapchain_set_palette(struct wined3d_swapchain *swapchain, struct wined3d_palette *palette) |
| { |
| TRACE("swapchain %p, palette %p.\n", swapchain, palette); |
| swapchain->palette = palette; |
| } |
| |
| 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 = GetDCEx(swapchain->device_window, 0, DCX_USESTYLE | DCX_CACHE); |
| 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_texture *texture = swapchain->back_buffers[0]; |
| struct wined3d_surface *back_buffer = texture->sub_resources[0].u.surface; |
| struct wined3d_surface *front_buffer = swapchain->front_buffer->sub_resources[0].u.surface; |
| 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(texture->resource.format->color_fixup)) |
| { |
| DWORD location = WINED3D_LOCATION_TEXTURE_RGB; |
| |
| if (texture->resource.multisample_type) |
| { |
| location = WINED3D_LOCATION_RB_RESOLVED; |
| wined3d_texture_load_location(texture, 0, context, location); |
| } |
| |
| context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, back_buffer, NULL, location); |
| gl_info->gl_ops.gl.p_glReadBuffer(GL_COLOR_ATTACHMENT0); |
| context_check_fbo_status(context, GL_READ_FRAMEBUFFER); |
| |
| context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER, front_buffer, NULL, WINED3D_LOCATION_DRAWABLE); |
| context_set_draw_buffer(context, GL_BACK); |
| context_invalidate_state(context, STATE_FRAMEBUFFER); |
| |
| gl_info->gl_ops.gl.p_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)); |
| |
| gl_info->gl_ops.gl.p_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"); |
| } |
| 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, back_buffer); |
| context_apply_blit_state(context2, device); |
| |
| if (texture->flags & WINED3D_TEXTURE_NORMALIZED_COORDS) |
| { |
| tex_left /= texture->pow2_width; |
| tex_right /= texture->pow2_width; |
| tex_top /= texture->pow2_height; |
| tex_bottom /= texture->pow2_height; |
| } |
| |
| if (is_complex_fixup(texture->resource.format->color_fixup)) |
| gl_filter = GL_NEAREST; |
| |
| context_apply_fbo_state_blit(context2, GL_FRAMEBUFFER, front_buffer, NULL, WINED3D_LOCATION_DRAWABLE); |
| context_bind_texture(context2, back_buffer->texture_target, texture->texture_rgb.name); |
| |
| /* 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, back_buffer, NULL); |
| gl_info->gl_ops.gl.p_glTexParameteri(back_buffer->texture_target, GL_TEXTURE_MIN_FILTER, gl_filter); |
| gl_info->gl_ops.gl.p_glTexParameteri(back_buffer->texture_target, GL_TEXTURE_MAG_FILTER, gl_filter); |
| if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE]) |
| gl_info->gl_ops.gl.p_glTexParameteri(back_buffer->texture_target, |
| GL_TEXTURE_SRGB_DECODE_EXT, GL_SKIP_DECODE_EXT); |
| |
| 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. */ |
| gl_info->gl_ops.gl.p_glPushAttrib(GL_VIEWPORT_BIT); |
| gl_info->gl_ops.gl.p_glViewport(dst_rect->left, win_h - dst_rect->bottom, |
| dst_rect->right, win_h - dst_rect->top); |
| gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION); |
| gl_info->gl_ops.gl.p_glPushMatrix(); |
| gl_info->gl_ops.gl.p_glLoadIdentity(); |
| |
| gl_info->gl_ops.gl.p_glBegin(GL_QUADS); |
| /* bottom left */ |
| gl_info->gl_ops.gl.p_glTexCoord2f(tex_left, tex_bottom); |
| gl_info->gl_ops.gl.p_glVertex2i(-1, -1); |
| |
| /* top left */ |
| gl_info->gl_ops.gl.p_glTexCoord2f(tex_left, tex_top); |
| gl_info->gl_ops.gl.p_glVertex2i(-1, 1); |
| |
| /* top right */ |
| gl_info->gl_ops.gl.p_glTexCoord2f(tex_right, tex_top); |
| gl_info->gl_ops.gl.p_glVertex2i(1, 1); |
| |
| /* bottom right */ |
| gl_info->gl_ops.gl.p_glTexCoord2f(tex_right, tex_bottom); |
| gl_info->gl_ops.gl.p_glVertex2i(1, -1); |
| gl_info->gl_ops.gl.p_glEnd(); |
| |
| gl_info->gl_ops.gl.p_glPopMatrix(); |
| gl_info->gl_ops.gl.p_glPopAttrib(); |
| |
| device->blitter->unset_shader(context->gl_info); |
| checkGLcall("Swapchain present blit(manual)\n"); |
| |
| context_release(context2); |
| } |
| } |
| |
| /* Context activation is done by the caller. */ |
| static void wined3d_swapchain_rotate(struct wined3d_swapchain *swapchain, struct wined3d_context *context) |
| { |
| struct wined3d_texture_sub_resource *sub_resource; |
| struct wined3d_texture *texture, *texture_prev; |
| struct gl_texture tex0; |
| GLuint rb0; |
| DWORD locations0; |
| unsigned int i; |
| static const DWORD supported_locations = WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_RB_MULTISAMPLE; |
| |
| if (swapchain->desc.backbuffer_count < 2 || !swapchain->render_to_fbo) |
| return; |
| |
| texture_prev = swapchain->back_buffers[0]; |
| |
| /* Back buffer 0 is already in the draw binding. */ |
| tex0 = texture_prev->texture_rgb; |
| rb0 = texture_prev->rb_multisample; |
| locations0 = texture_prev->sub_resources[0].locations; |
| |
| for (i = 1; i < swapchain->desc.backbuffer_count; ++i) |
| { |
| texture = swapchain->back_buffers[i]; |
| sub_resource = &texture->sub_resources[0]; |
| |
| if (!(sub_resource->locations & supported_locations)) |
| wined3d_texture_load_location(texture, 0, context, texture->resource.draw_binding); |
| |
| texture_prev->texture_rgb = texture->texture_rgb; |
| texture_prev->rb_multisample = texture->rb_multisample; |
| |
| wined3d_texture_validate_location(texture_prev, 0, sub_resource->locations & supported_locations); |
| wined3d_texture_invalidate_location(texture_prev, 0, ~(sub_resource->locations & supported_locations)); |
| |
| texture_prev = texture; |
| } |
| |
| texture_prev->texture_rgb = tex0; |
| texture_prev->rb_multisample = rb0; |
| |
| wined3d_texture_validate_location(texture_prev, 0, locations0 & supported_locations); |
| wined3d_texture_invalidate_location(texture_prev, 0, ~(locations0 & supported_locations)); |
| |
| device_invalidate_state(swapchain->device, STATE_FRAMEBUFFER); |
| } |
| |
| static void swapchain_gl_present(struct wined3d_swapchain *swapchain, |
| const RECT *src_rect, const RECT *dst_rect, DWORD flags) |
| { |
| struct wined3d_texture *back_buffer = swapchain->back_buffers[0]; |
| const struct wined3d_fb_state *fb = &swapchain->device->fb; |
| const struct wined3d_gl_info *gl_info; |
| struct wined3d_texture *logo_texture; |
| struct wined3d_context *context; |
| BOOL render_to_fbo; |
| |
| context = context_acquire(swapchain->device, back_buffer->sub_resources[0].u.surface); |
| if (!context->valid) |
| { |
| context_release(context); |
| WARN("Invalid context, skipping present.\n"); |
| return; |
| } |
| |
| gl_info = context->gl_info; |
| |
| if ((logo_texture = swapchain->device->logo_texture)) |
| { |
| RECT rect = {0, 0, logo_texture->resource.width, logo_texture->resource.height}; |
| |
| /* Blit the logo into the upper left corner of the drawable. */ |
| wined3d_texture_blt(back_buffer, 0, &rect, logo_texture, 0, &rect, |
| WINED3D_BLT_ALPHA_TEST, NULL, WINED3D_TEXF_POINT); |
| } |
| |
| if (swapchain->device->bCursorVisible && swapchain->device->cursor_texture |
| && !swapchain->device->hardwareCursor) |
| { |
| RECT dst_rect = |
| { |
| 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, |
| }; |
| RECT src_rect = |
| { |
| 0, 0, |
| swapchain->device->cursor_texture->resource.width, |
| swapchain->device->cursor_texture->resource.height |
| }; |
| const RECT clip_rect = {0, 0, back_buffer->resource.width, back_buffer->resource.height}; |
| |
| TRACE("Rendering the software cursor.\n"); |
| |
| if (swapchain->desc.windowed) |
| MapWindowPoints(NULL, swapchain->win_handle, (POINT *)&dst_rect, 2); |
| if (wined3d_clip_blit(&clip_rect, &dst_rect, &src_rect)) |
| wined3d_texture_blt(back_buffer, 0, &dst_rect, |
| swapchain->device->cursor_texture, 0, &src_rect, |
| WINED3D_BLT_ALPHA_TEST, NULL, WINED3D_TEXF_POINT); |
| } |
| |
| TRACE("Presenting HDC %p.\n", context->hdc); |
| |
| if (!(render_to_fbo = swapchain->render_to_fbo) |
| && (src_rect->left || src_rect->top |
| || src_rect->right != swapchain->desc.backbuffer_width |
| || src_rect->bottom != swapchain->desc.backbuffer_height |
| || 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) |
| { |
| wined3d_texture_load_location(back_buffer, 0, context, WINED3D_LOCATION_TEXTURE_RGB); |
| wined3d_texture_invalidate_location(back_buffer, 0, WINED3D_LOCATION_DRAWABLE); |
| swapchain->render_to_fbo = TRUE; |
| swapchain_update_draw_bindings(swapchain); |
| } |
| else |
| { |
| wined3d_texture_load_location(back_buffer, 0, context, back_buffer->resource.draw_binding); |
| } |
| |
| if (swapchain->render_to_fbo) |
| { |
| static unsigned int once; |
| |
| if (swapchain->desc.swap_effect == WINED3D_SWAP_EFFECT_FLIP && !once++) |
| FIXME("WINED3D_SWAP_EFFECT_FLIP not implemented.\n"); |
| |
| swapchain_blit(swapchain, context, src_rect, dst_rect); |
| } |
| |
| if (swapchain->num_contexts > 1) |
| gl_info->gl_ops.gl.p_glFinish(); |
| |
| /* call wglSwapBuffers through the gl table to avoid confusing the Steam overlay */ |
| gl_info->gl_ops.wgl.p_wglSwapBuffers(context->hdc); |
| |
| wined3d_swapchain_rotate(swapchain, context); |
| |
| 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; |
| } |
| } |
| |
| wined3d_texture_validate_location(swapchain->front_buffer, 0, WINED3D_LOCATION_DRAWABLE); |
| wined3d_texture_invalidate_location(swapchain->front_buffer, 0, ~WINED3D_LOCATION_DRAWABLE); |
| /* 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. |
| * |
| * The FLIP swap effect is not implemented yet. We could mark WINED3D_LOCATION_DRAWABLE |
| * up to date and hope WGL flipped front and back buffers and read this data into |
| * the FBO. Don't bother about this for now. */ |
| if (swapchain->desc.swap_effect == WINED3D_SWAP_EFFECT_DISCARD) |
| wined3d_texture_validate_location(swapchain->back_buffers[swapchain->desc.backbuffer_count - 1], |
| 0, WINED3D_LOCATION_DISCARDED); |
| |
| if (fb->depth_stencil) |
| { |
| struct wined3d_surface *ds = wined3d_rendertarget_view_get_surface(fb->depth_stencil); |
| |
| if (ds && (swapchain->desc.flags & WINED3D_SWAPCHAIN_DISCARD_DEPTHSTENCIL |
| || ds->container->flags & WINED3D_TEXTURE_DISCARD)) |
| wined3d_texture_validate_location(ds->container, |
| fb->depth_stencil->sub_resource_idx, WINED3D_LOCATION_DISCARDED); |
| } |
| |
| context_release(context); |
| } |
| |
| static void swapchain_gl_frontbuffer_updated(struct wined3d_swapchain *swapchain) |
| { |
| struct wined3d_texture *front_buffer = swapchain->front_buffer; |
| struct wined3d_context *context; |
| |
| context = context_acquire(swapchain->device, front_buffer->sub_resources[0].u.surface); |
| wined3d_texture_load_location(front_buffer, 0, context, front_buffer->resource.draw_binding); |
| context_release(context); |
| SetRectEmpty(&swapchain->front_buffer_update); |
| } |
| |
| static const struct wined3d_swapchain_ops swapchain_gl_ops = |
| { |
| swapchain_gl_present, |
| swapchain_gl_frontbuffer_updated, |
| }; |
| |
| static void swapchain_gdi_frontbuffer_updated(struct wined3d_swapchain *swapchain) |
| { |
| struct wined3d_surface *front; |
| POINT offset = {0, 0}; |
| HDC src_dc, dst_dc; |
| RECT draw_rect; |
| HWND window; |
| |
| TRACE("swapchain %p.\n", swapchain); |
| |
| front = swapchain->front_buffer->sub_resources[0].u.surface; |
| if (swapchain->palette) |
| wined3d_palette_apply_to_dc(swapchain->palette, front->dc); |
| |
| if (front->container->resource.map_count) |
| ERR("Trying to blit a mapped surface.\n"); |
| |
| TRACE("Copying surface %p to screen.\n", front); |
| |
| src_dc = front->dc; |
| 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)); |
| |
| SetRect(&draw_rect, 0, 0, swapchain->front_buffer->resource.width, |
| swapchain->front_buffer->resource.height); |
| IntersectRect(&draw_rect, &draw_rect, &swapchain->front_buffer_update); |
| |
| 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); |
| |
| SetRectEmpty(&swapchain->front_buffer_update); |
| } |
| |
| static void swapchain_gdi_present(struct wined3d_swapchain *swapchain, |
| const RECT *src_rect, const RECT *dst_rect, DWORD flags) |
| { |
| struct wined3d_surface *front, *back; |
| HBITMAP bitmap; |
| void *data; |
| HDC dc; |
| |
| front = swapchain->front_buffer->sub_resources[0].u.surface; |
| back = swapchain->back_buffers[0]->sub_resources[0].u.surface; |
| |
| /* Flip the surface data. */ |
| dc = front->dc; |
| bitmap = front->bitmap; |
| data = front->container->resource.heap_memory; |
| |
| front->dc = back->dc; |
| front->bitmap = back->bitmap; |
| front->container->resource.heap_memory = back->container->resource.heap_memory; |
| |
| back->dc = dc; |
| back->bitmap = bitmap; |
| back->container->resource.heap_memory = data; |
| |
| /* 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; |
| } |
| } |
| |
| SetRect(&swapchain->front_buffer_update, 0, 0, |
| swapchain->front_buffer->resource.width, |
| swapchain->front_buffer->resource.height); |
| swapchain_gdi_frontbuffer_updated(swapchain); |
| } |
| |
| static const struct wined3d_swapchain_ops swapchain_gdi_ops = |
| { |
| swapchain_gdi_present, |
| swapchain_gdi_frontbuffer_updated, |
| }; |
| |
| static void swapchain_update_render_to_fbo(struct wined3d_swapchain *swapchain) |
| { |
| 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; |
| } |
| |
| TRACE("Rendering to FBO.\n"); |
| swapchain->render_to_fbo = TRUE; |
| } |
| |
| static void wined3d_swapchain_apply_sample_count_override(const struct wined3d_swapchain *swapchain, |
| enum wined3d_format_id format_id, enum wined3d_multisample_type *type, DWORD *quality) |
| { |
| const struct wined3d_gl_info *gl_info; |
| const struct wined3d_format *format; |
| enum wined3d_multisample_type t; |
| |
| if (wined3d_settings.sample_count == ~0u) |
| return; |
| |
| gl_info = &swapchain->device->adapter->gl_info; |
| if (!(format = wined3d_get_format(gl_info, format_id, WINED3DUSAGE_RENDERTARGET))) |
| return; |
| |
| if ((t = min(wined3d_settings.sample_count, gl_info->limits.samples))) |
| while (!(format->multisample_types & 1u << (t - 1))) |
| ++t; |
| TRACE("Using sample count %u.\n", t); |
| *type = t; |
| *quality = 0; |
| } |
| |
| static HRESULT swapchain_init(struct wined3d_swapchain *swapchain, 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; |
| struct wined3d_resource_desc texture_desc; |
| BOOL displaymode_set = FALSE; |
| DWORD texture_flags = 0; |
| RECT client_rect; |
| HWND window; |
| HRESULT hr; |
| UINT i; |
| |
| 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"); |
| } |
| |
| if (device->wined3d->flags & WINED3D_NO3D) |
| swapchain->swapchain_ops = &swapchain_gdi_ops; |
| else |
| swapchain->swapchain_ops = &swapchain_gl_ops; |
| |
| 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; |
| |
| if (FAILED(hr = wined3d_get_adapter_display_mode(device->wined3d, |
| adapter->ordinal, &swapchain->original_mode, NULL))) |
| { |
| ERR("Failed to get current display mode, hr %#x.\n", hr); |
| goto err; |
| } |
| GetWindowRect(window, &swapchain->original_window_rect); |
| |
| GetClientRect(window, &client_rect); |
| if (desc->windowed) |
| { |
| 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->original_mode.format_id; |
| TRACE("Updating format to %s.\n", debug_d3dformat(swapchain->original_mode.format_id)); |
| } |
| } |
| swapchain->desc = *desc; |
| wined3d_swapchain_apply_sample_count_override(swapchain, swapchain->desc.backbuffer_format, |
| &swapchain->desc.multisample_type, &swapchain->desc.multisample_quality); |
| swapchain_update_render_to_fbo(swapchain); |
| |
| TRACE("Creating front buffer.\n"); |
| |
| texture_desc.resource_type = WINED3D_RTYPE_TEXTURE_2D; |
| texture_desc.format = swapchain->desc.backbuffer_format; |
| texture_desc.multisample_type = swapchain->desc.multisample_type; |
| texture_desc.multisample_quality = swapchain->desc.multisample_quality; |
| texture_desc.usage = 0; |
| texture_desc.pool = WINED3D_POOL_DEFAULT; |
| texture_desc.width = swapchain->desc.backbuffer_width; |
| texture_desc.height = swapchain->desc.backbuffer_height; |
| texture_desc.depth = 1; |
| texture_desc.size = 0; |
| |
| if (swapchain->desc.flags & WINED3D_SWAPCHAIN_GDI_COMPATIBLE) |
| texture_flags |= WINED3D_TEXTURE_CREATE_GET_DC; |
| |
| if (FAILED(hr = device->device_parent->ops->create_swapchain_texture(device->device_parent, |
| parent, &texture_desc, texture_flags, &swapchain->front_buffer))) |
| { |
| WARN("Failed to create front buffer, hr %#x.\n", hr); |
| goto err; |
| } |
| |
| wined3d_texture_set_swapchain(swapchain->front_buffer, swapchain); |
| if (!(device->wined3d->flags & WINED3D_NO3D)) |
| { |
| wined3d_texture_validate_location(swapchain->front_buffer, 0, WINED3D_LOCATION_DRAWABLE); |
| wined3d_texture_invalidate_location(swapchain->front_buffer, 0, ~WINED3D_LOCATION_DRAWABLE); |
| } |
| |
| /* 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) |
| { |
| if (desc->flags & WINED3D_SWAPCHAIN_ALLOW_MODE_SWITCH) |
| { |
| /* Change the display settings */ |
| swapchain->d3d_mode.width = desc->backbuffer_width; |
| swapchain->d3d_mode.height = desc->backbuffer_height; |
| swapchain->d3d_mode.format_id = desc->backbuffer_format; |
| swapchain->d3d_mode.refresh_rate = desc->refresh_rate; |
| swapchain->d3d_mode.scanline_ordering = WINED3D_SCANLINE_ORDERING_UNKNOWN; |
| |
| if (FAILED(hr = wined3d_set_adapter_display_mode(device->wined3d, |
| adapter->ordinal, &swapchain->d3d_mode))) |
| { |
| WARN("Failed to set display mode, hr %#x.\n", hr); |
| goto err; |
| } |
| displaymode_set = TRUE; |
| } |
| else |
| { |
| swapchain->d3d_mode = swapchain->original_mode; |
| } |
| } |
| |
| if (!(device->wined3d->flags & WINED3D_NO3D)) |
| { |
| 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 = &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], WINED3DUSAGE_DEPTHSTENCIL); |
| 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]); |
| swapchain_update_swap_interval(swapchain); |
| } |
| |
| if (swapchain->desc.backbuffer_count > 0) |
| { |
| if (!(swapchain->back_buffers = wined3d_calloc(swapchain->desc.backbuffer_count, |
| sizeof(*swapchain->back_buffers)))) |
| { |
| ERR("Failed to allocate backbuffer array memory.\n"); |
| hr = E_OUTOFMEMORY; |
| goto err; |
| } |
| |
| texture_desc.usage |= WINED3DUSAGE_RENDERTARGET; |
| 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_texture(device->device_parent, |
| parent, &texture_desc, texture_flags, &swapchain->back_buffers[i]))) |
| { |
| WARN("Failed to create back buffer %u, hr %#x.\n", i, hr); |
| swapchain->desc.backbuffer_count = i; |
| goto err; |
| } |
| wined3d_texture_set_swapchain(swapchain->back_buffers[i], swapchain); |
| } |
| } |
| |
| /* Swapchains share the depth/stencil buffer, so only create a single depthstencil surface. */ |
| if (desc->enable_auto_depth_stencil && !(device->wined3d->flags & WINED3D_NO3D)) |
| { |
| TRACE("Creating depth/stencil buffer.\n"); |
| if (!device->auto_depth_stencil_view) |
| { |
| struct wined3d_view_desc desc; |
| struct wined3d_texture *ds; |
| |
| texture_desc.format = swapchain->desc.auto_depth_stencil_format; |
| texture_desc.usage = WINED3DUSAGE_DEPTHSTENCIL; |
| |
| if (FAILED(hr = device->device_parent->ops->create_swapchain_texture(device->device_parent, |
| device->device_parent, &texture_desc, texture_flags, &ds))) |
| { |
| WARN("Failed to create the auto depth/stencil surface, hr %#x.\n", hr); |
| goto err; |
| } |
| |
| desc.format_id = ds->resource.format->id; |
| desc.flags = 0; |
| desc.u.texture.level_idx = 0; |
| desc.u.texture.level_count = 1; |
| desc.u.texture.layer_idx = 0; |
| desc.u.texture.layer_count = 1; |
| hr = wined3d_rendertarget_view_create(&desc, &ds->resource, NULL, &wined3d_null_parent_ops, |
| &device->auto_depth_stencil_view); |
| wined3d_texture_decref(ds); |
| if (FAILED(hr)) |
| { |
| ERR("Failed to create rendertarget view, hr %#x.\n", hr); |
| goto err; |
| } |
| } |
| } |
| |
| wined3d_swapchain_get_gamma_ramp(swapchain, &swapchain->orig_gamma); |
| |
| return WINED3D_OK; |
| |
| err: |
| if (displaymode_set) |
| { |
| if (FAILED(wined3d_set_adapter_display_mode(device->wined3d, |
| adapter->ordinal, &swapchain->original_mode))) |
| ERR("Failed to restore display mode.\n"); |
| ClipCursor(NULL); |
| } |
| |
| if (swapchain->back_buffers) |
| { |
| for (i = 0; i < swapchain->desc.backbuffer_count; ++i) |
| { |
| if (swapchain->back_buffers[i]) |
| { |
| wined3d_texture_set_swapchain(swapchain->back_buffers[i], NULL); |
| wined3d_texture_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) |
| { |
| wined3d_texture_set_swapchain(swapchain->front_buffer, NULL); |
| wined3d_texture_decref(swapchain->front_buffer); |
| } |
| |
| return hr; |
| } |
| |
| HRESULT CDECL wined3d_swapchain_create(struct wined3d_device *device, struct wined3d_swapchain_desc *desc, |
| void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_swapchain **swapchain) |
| { |
| struct wined3d_swapchain *object; |
| HRESULT hr; |
| |
| TRACE("device %p, desc %p, parent %p, parent_ops %p, swapchain %p.\n", |
| device, desc, parent, parent_ops, swapchain); |
| |
| object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)); |
| if (!object) |
| return E_OUTOFMEMORY; |
| |
| hr = swapchain_init(object, 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; |
| } |
| |
| static struct wined3d_context *swapchain_create_context(struct wined3d_swapchain *swapchain) |
| { |
| struct wined3d_context **ctx_array; |
| 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); |
| |
| if (!(ctx_array = wined3d_calloc(swapchain->num_contexts + 1, sizeof(*ctx_array)))) |
| { |
| ERR("Out of memory when trying to allocate a new context array\n"); |
| context_destroy(swapchain->device, ctx); |
| return NULL; |
| } |
| memcpy(ctx_array, swapchain->context, sizeof(*ctx_array) * swapchain->num_contexts); |
| HeapFree(GetProcessHeap(), 0, swapchain->context); |
| ctx_array[swapchain->num_contexts] = ctx; |
| swapchain->context = ctx_array; |
| 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); |
| } |
| |
| 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; |
| |
| wined3d_resource_update_draw_binding(&swapchain->front_buffer->resource); |
| |
| for (i = 0; i < swapchain->desc.backbuffer_count; ++i) |
| { |
| wined3d_resource_update_draw_binding(&swapchain->back_buffers[i]->resource); |
| } |
| } |
| |
| void swapchain_update_swap_interval(struct wined3d_swapchain *swapchain) |
| { |
| const struct wined3d_gl_info *gl_info; |
| struct wined3d_context *context; |
| int swap_interval; |
| |
| context = context_acquire(swapchain->device, swapchain->front_buffer->sub_resources[0].u.surface); |
| gl_info = context->gl_info; |
| |
| switch (swapchain->desc.swap_interval) |
| { |
| case WINED3DPRESENT_INTERVAL_IMMEDIATE: |
| swap_interval = 0; |
| break; |
| case WINED3DPRESENT_INTERVAL_DEFAULT: |
| case WINED3DPRESENT_INTERVAL_ONE: |
| swap_interval = 1; |
| break; |
| case WINED3DPRESENT_INTERVAL_TWO: |
| swap_interval = 2; |
| break; |
| case WINED3DPRESENT_INTERVAL_THREE: |
| swap_interval = 3; |
| break; |
| case WINED3DPRESENT_INTERVAL_FOUR: |
| swap_interval = 4; |
| break; |
| default: |
| FIXME("Unhandled present interval %#x.\n", swapchain->desc.swap_interval); |
| swap_interval = 1; |
| } |
| |
| if (gl_info->supported[WGL_EXT_SWAP_CONTROL]) |
| { |
| if (!GL_EXTCALL(wglSwapIntervalEXT(swap_interval))) |
| ERR("wglSwapIntervalEXT failed to set swap interval %d for context %p, last error %#x\n", |
| swap_interval, context, GetLastError()); |
| } |
| |
| context_release(context); |
| } |
| |
| void wined3d_swapchain_activate(struct wined3d_swapchain *swapchain, BOOL activate) |
| { |
| struct wined3d_device *device = swapchain->device; |
| BOOL filter_messages = device->filter_messages; |
| |
| /* This code is not protected by the wined3d mutex, so it may run while |
| * wined3d_device_reset is active. Testing on Windows shows that changing |
| * focus during resets and resetting during focus change events causes |
| * the application to crash with an invalid memory access. */ |
| |
| device->filter_messages = !(device->wined3d->flags & WINED3D_FOCUS_MESSAGES); |
| |
| if (activate) |
| { |
| if (!(device->create_parms.flags & WINED3DCREATE_NOWINDOWCHANGES)) |
| { |
| /* The d3d versions do not agree on the exact messages here. D3d8 restores |
| * the window but leaves the size untouched, d3d9 sets the size on an |
| * invisible window, generates messages but doesn't change the window |
| * properties. The implementation follows d3d9. |
| * |
| * Guild Wars 1 wants a WINDOWPOSCHANGED message on the device window to |
| * resume drawing after a focus loss. */ |
| SetWindowPos(swapchain->device_window, NULL, 0, 0, |
| swapchain->desc.backbuffer_width, swapchain->desc.backbuffer_height, |
| SWP_NOACTIVATE | SWP_NOZORDER); |
| } |
| |
| if (device->wined3d->flags & WINED3D_RESTORE_MODE_ON_ACTIVATE) |
| { |
| if (FAILED(wined3d_set_adapter_display_mode(device->wined3d, |
| device->adapter->ordinal, &swapchain->d3d_mode))) |
| ERR("Failed to set display mode.\n"); |
| } |
| } |
| else |
| { |
| if (FAILED(wined3d_set_adapter_display_mode(device->wined3d, |
| device->adapter->ordinal, NULL))) |
| ERR("Failed to set display mode.\n"); |
| |
| swapchain->reapply_mode = TRUE; |
| |
| if (!(device->create_parms.flags & WINED3DCREATE_NOWINDOWCHANGES) |
| && IsWindowVisible(swapchain->device_window)) |
| ShowWindow(swapchain->device_window, SW_MINIMIZE); |
| } |
| |
| device->filter_messages = filter_messages; |
| } |
| |
| HRESULT CDECL wined3d_swapchain_resize_buffers(struct wined3d_swapchain *swapchain, unsigned int buffer_count, |
| unsigned int width, unsigned int height, enum wined3d_format_id format_id, |
| enum wined3d_multisample_type multisample_type, unsigned int multisample_quality) |
| { |
| BOOL update_desc = FALSE; |
| |
| TRACE("swapchain %p, buffer_count %u, width %u, height %u, format %s, " |
| "multisample_type %#x, multisample_quality %#x.\n", |
| swapchain, buffer_count, width, height, debug_d3dformat(format_id), |
| multisample_type, multisample_quality); |
| |
| wined3d_swapchain_apply_sample_count_override(swapchain, format_id, &multisample_type, &multisample_quality); |
| |
| if (buffer_count && buffer_count != swapchain->desc.backbuffer_count) |
| FIXME("Cannot change the back buffer count yet.\n"); |
| |
| if (!width || !height) |
| { |
| /* The application is requesting that either the swapchain width or |
| * height be set to the corresponding dimension in the window's |
| * client rect. */ |
| |
| RECT client_rect; |
| |
| if (!swapchain->desc.windowed) |
| return WINED3DERR_INVALIDCALL; |
| |
| if (!GetClientRect(swapchain->device_window, &client_rect)) |
| { |
| ERR("Failed to get client rect, last error %#x.\n", GetLastError()); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| if (!width) |
| width = client_rect.right; |
| |
| if (!height) |
| height = client_rect.bottom; |
| } |
| |
| if (width != swapchain->desc.backbuffer_width |
| || height != swapchain->desc.backbuffer_height) |
| { |
| swapchain->desc.backbuffer_width = width; |
| swapchain->desc.backbuffer_height = height; |
| update_desc = TRUE; |
| } |
| |
| if (format_id == WINED3DFMT_UNKNOWN) |
| { |
| if (!swapchain->desc.windowed) |
| return WINED3DERR_INVALIDCALL; |
| format_id = swapchain->original_mode.format_id; |
| } |
| |
| if (format_id != swapchain->desc.backbuffer_format) |
| { |
| swapchain->desc.backbuffer_format = format_id; |
| update_desc = TRUE; |
| } |
| |
| if (multisample_type != swapchain->desc.multisample_type |
| || multisample_quality != swapchain->desc.multisample_quality) |
| { |
| swapchain->desc.multisample_type = multisample_type; |
| swapchain->desc.multisample_quality = multisample_quality; |
| update_desc = TRUE; |
| } |
| |
| if (update_desc) |
| { |
| HRESULT hr; |
| UINT i; |
| |
| if (FAILED(hr = wined3d_texture_update_desc(swapchain->front_buffer, swapchain->desc.backbuffer_width, |
| swapchain->desc.backbuffer_height, swapchain->desc.backbuffer_format, |
| swapchain->desc.multisample_type, swapchain->desc.multisample_quality, NULL, 0))) |
| return hr; |
| |
| for (i = 0; i < swapchain->desc.backbuffer_count; ++i) |
| { |
| if (FAILED(hr = wined3d_texture_update_desc(swapchain->back_buffers[i], swapchain->desc.backbuffer_width, |
| swapchain->desc.backbuffer_height, swapchain->desc.backbuffer_format, |
| swapchain->desc.multisample_type, swapchain->desc.multisample_quality, NULL, 0))) |
| return hr; |
| } |
| } |
| |
| swapchain_update_render_to_fbo(swapchain); |
| swapchain_update_draw_bindings(swapchain); |
| |
| return WINED3D_OK; |
| } |
| |
| static HRESULT wined3d_swapchain_set_display_mode(struct wined3d_swapchain *swapchain, |
| struct wined3d_display_mode *mode) |
| { |
| struct wined3d_device *device = swapchain->device; |
| HRESULT hr; |
| |
| if (swapchain->desc.flags & WINED3D_SWAPCHAIN_USE_CLOSEST_MATCHING_MODE) |
| { |
| if (FAILED(hr = wined3d_find_closest_matching_adapter_mode(device->wined3d, |
| device->adapter->ordinal, mode))) |
| { |
| WARN("Failed to find closest matching mode, hr %#x.\n", hr); |
| } |
| } |
| |
| if (FAILED(hr = wined3d_set_adapter_display_mode(device->wined3d, |
| device->adapter->ordinal, mode))) |
| { |
| WARN("Failed to set display mode, hr %#x.\n", hr); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_swapchain_resize_target(struct wined3d_swapchain *swapchain, |
| const struct wined3d_display_mode *mode) |
| { |
| struct wined3d_device *device = swapchain->device; |
| struct wined3d_display_mode actual_mode; |
| RECT original_window_rect, window_rect; |
| HRESULT hr; |
| |
| TRACE("swapchain %p, mode %p.\n", swapchain, mode); |
| |
| if (swapchain->desc.windowed) |
| { |
| SetRect(&window_rect, 0, 0, mode->width, mode->height); |
| AdjustWindowRectEx(&window_rect, |
| GetWindowLongW(swapchain->device_window, GWL_STYLE), FALSE, |
| GetWindowLongW(swapchain->device_window, GWL_EXSTYLE)); |
| SetRect(&window_rect, 0, 0, |
| window_rect.right - window_rect.left, window_rect.bottom - window_rect.top); |
| GetWindowRect(swapchain->device_window, &original_window_rect); |
| OffsetRect(&window_rect, original_window_rect.left, original_window_rect.top); |
| } |
| else if (swapchain->desc.flags & WINED3D_SWAPCHAIN_ALLOW_MODE_SWITCH) |
| { |
| actual_mode = *mode; |
| if (FAILED(hr = wined3d_swapchain_set_display_mode(swapchain, &actual_mode))) |
| return hr; |
| SetRect(&window_rect, 0, 0, actual_mode.width, actual_mode.height); |
| } |
| else |
| { |
| if (FAILED(hr = wined3d_get_adapter_display_mode(device->wined3d, device->adapter->ordinal, |
| &actual_mode, NULL))) |
| { |
| ERR("Failed to get display mode, hr %#x.\n", hr); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| SetRect(&window_rect, 0, 0, actual_mode.width, actual_mode.height); |
| } |
| |
| MoveWindow(swapchain->device_window, window_rect.left, window_rect.top, |
| window_rect.right - window_rect.left, |
| window_rect.bottom - window_rect.top, TRUE); |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_swapchain_set_fullscreen(struct wined3d_swapchain *swapchain, |
| const struct wined3d_swapchain_desc *swapchain_desc, const struct wined3d_display_mode *mode) |
| { |
| struct wined3d_device *device = swapchain->device; |
| struct wined3d_display_mode actual_mode; |
| HRESULT hr; |
| |
| TRACE("swapchain %p, desc %p, mode %p.\n", swapchain, swapchain_desc, mode); |
| |
| if (swapchain->desc.flags & WINED3D_SWAPCHAIN_ALLOW_MODE_SWITCH) |
| { |
| if (mode) |
| { |
| actual_mode = *mode; |
| } |
| else |
| { |
| if (!swapchain_desc->windowed) |
| { |
| actual_mode.width = swapchain_desc->backbuffer_width; |
| actual_mode.height = swapchain_desc->backbuffer_height; |
| actual_mode.refresh_rate = swapchain_desc->refresh_rate; |
| actual_mode.format_id = swapchain_desc->backbuffer_format; |
| actual_mode.scanline_ordering = WINED3D_SCANLINE_ORDERING_UNKNOWN; |
| } |
| else |
| { |
| actual_mode = swapchain->original_mode; |
| } |
| } |
| |
| if (FAILED(hr = wined3d_swapchain_set_display_mode(swapchain, &actual_mode))) |
| return hr; |
| } |
| else |
| { |
| if (mode) |
| WARN("WINED3D_SWAPCHAIN_ALLOW_MODE_SWITCH is not set, ignoring mode.\n"); |
| |
| if (FAILED(hr = wined3d_get_adapter_display_mode(device->wined3d, device->adapter->ordinal, |
| &actual_mode, NULL))) |
| { |
| ERR("Failed to get display mode, hr %#x.\n", hr); |
| return WINED3DERR_INVALIDCALL; |
| } |
| } |
| |
| if (!swapchain_desc->windowed) |
| { |
| unsigned int width = actual_mode.width; |
| unsigned int height = actual_mode.height; |
| |
| if (swapchain->desc.windowed) |
| { |
| /* Switch from windowed to fullscreen */ |
| HWND focus_window = device->create_parms.focus_window; |
| if (!focus_window) |
| focus_window = swapchain->device_window; |
| if (FAILED(hr = wined3d_device_acquire_focus_window(device, focus_window))) |
| { |
| ERR("Failed to acquire focus window, hr %#x.\n", hr); |
| return hr; |
| } |
| |
| wined3d_device_setup_fullscreen_window(device, swapchain->device_window, width, height); |
| } |
| else |
| { |
| /* Fullscreen -> fullscreen mode change */ |
| BOOL filter_messages = device->filter_messages; |
| device->filter_messages = TRUE; |
| |
| MoveWindow(swapchain->device_window, 0, 0, width, height, TRUE); |
| |
| device->filter_messages = filter_messages; |
| } |
| swapchain->d3d_mode = actual_mode; |
| } |
| else if (!swapchain->desc.windowed) |
| { |
| /* Fullscreen -> windowed switch */ |
| RECT *window_rect = NULL; |
| if (swapchain->desc.flags & WINED3D_SWAPCHAIN_RESTORE_WINDOW_RECT) |
| window_rect = &swapchain->original_window_rect; |
| wined3d_device_restore_fullscreen_window(device, swapchain->device_window, window_rect); |
| wined3d_device_release_focus_window(device); |
| } |
| |
| swapchain->desc.windowed = swapchain_desc->windowed; |
| |
| return WINED3D_OK; |
| } |