| /* |
| *IDirect3DSwapChain9 implementation |
| * |
| *Copyright 2002-2003 Jason Edmeades |
| *Copyright 2002-2003 Raphael Junqueira |
| *Copyright 2005 Oliver Stieber |
| * |
| *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: move to shared header (or context manager )*/ |
| /* x11drv GDI escapes */ |
| #define X11DRV_ESCAPE 6789 |
| enum x11drv_escape_codes |
| { |
| X11DRV_GET_DISPLAY, /* get X11 display for a DC */ |
| X11DRV_GET_DRAWABLE, /* get current drawable for a DC */ |
| X11DRV_GET_FONT, /* get current X font for a DC */ |
| }; |
| |
| /* retrieve the X display to use on a given DC */ |
| inline static Display *get_display( HDC hdc ) |
| { |
| Display *display; |
| enum x11drv_escape_codes escape = X11DRV_GET_DISPLAY; |
| |
| if (!ExtEscape( hdc, X11DRV_ESCAPE, sizeof(escape), (LPCSTR)&escape, |
| sizeof(display), (LPSTR)&display )) display = NULL; |
| return display; |
| } |
| |
| /*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); |
| |
| |
| /* IDirect3DSwapChain IUnknown parts follow: */ |
| static ULONG WINAPI IWineD3DSwapChainImpl_AddRef(IWineD3DSwapChain *iface) { |
| IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface; |
| DWORD refCount = InterlockedIncrement(&This->ref); |
| TRACE("(%p) : AddRef increasing from %ld\n", This, refCount - 1); |
| return refCount; |
| } |
| |
| static HRESULT WINAPI IWineD3DSwapChainImpl_QueryInterface(IWineD3DSwapChain *iface, REFIID riid, LPVOID *ppobj) |
| { |
| IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface; |
| TRACE("(%p)->(%s,%p)\n", This, debugstr_guid(riid), ppobj); |
| if (IsEqualGUID(riid, &IID_IUnknown) |
| || IsEqualGUID(riid, &IID_IWineD3DBase) |
| || IsEqualGUID(riid, &IID_IWineD3DSwapChain)){ |
| IWineD3DSwapChainImpl_AddRef(iface); |
| if(ppobj == NULL){ |
| ERR("Query interface called but now data allocated\n"); |
| return E_NOINTERFACE; |
| } |
| *ppobj = This; |
| return WINED3D_OK; |
| } |
| *ppobj = NULL; |
| return E_NOINTERFACE; |
| } |
| |
| |
| static ULONG WINAPI IWineD3DSwapChainImpl_Release(IWineD3DSwapChain *iface) { |
| IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface; |
| DWORD refCount; |
| refCount = InterlockedDecrement(&This->ref); |
| TRACE("(%p) : ReleaseRef to %ld\n", This, refCount); |
| if (refCount == 0) { |
| IUnknown* bufferParent; |
| |
| /* release the ref to the front and back buffer parents */ |
| if(This->frontBuffer) { |
| IWineD3DSurface_SetContainer(This->frontBuffer, 0); |
| IWineD3DSurface_GetParent(This->frontBuffer, &bufferParent); |
| IUnknown_Release(bufferParent); /* once for the get parent */ |
| if(IUnknown_Release(bufferParent) > 0){ |
| FIXME("(%p) Something's still holding the front buffer\n",This); |
| } |
| } |
| |
| if(This->backBuffer) { |
| int i; |
| for(i = 0; i < This->presentParms.BackBufferCount; i++) { |
| IWineD3DSurface_SetContainer(This->backBuffer[i], 0); |
| IWineD3DSurface_GetParent(This->backBuffer[i], &bufferParent); |
| IUnknown_Release(bufferParent); /* once for the get parent */ |
| if(IUnknown_Release(bufferParent) > 0){ |
| FIXME("(%p) Something's still holding the back buffer\n",This); |
| } |
| } |
| } |
| |
| /* Clean up the context */ |
| /* check that we are the current context first */ |
| if(glXGetCurrentContext() == This->glCtx){ |
| glXMakeCurrent(This->display, None, NULL); |
| } |
| glXDestroyContext(This->display, This->glCtx); |
| /* IUnknown_Release(This->parent); This should only apply to the primary swapchain, |
| all others are crated by the caller, so releasing the parent should cause |
| the child to be released, not the other way around! |
| */ |
| HeapFree(GetProcessHeap(), 0, This); |
| } |
| return refCount; |
| } |
| |
| static HRESULT WINAPI IWineD3DSwapChainImpl_GetParent(IWineD3DSwapChain *iface, IUnknown ** ppParent){ |
| IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface; |
| *ppParent = This->parent; |
| IUnknown_AddRef(*ppParent); |
| TRACE("(%p) returning %p\n", This , *ppParent); |
| return WINED3D_OK; |
| } |
| |
| /*IWineD3DSwapChain parts follow: */ |
| static HRESULT WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface, CONST RECT *pSourceRect, CONST RECT *pDestRect, HWND hDestWindowOverride, CONST RGNDATA *pDirtyRegion, DWORD dwFlags) { |
| IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface; |
| |
| ENTER_GL(); |
| |
| /* Render the cursor onto the back buffer, using our nifty directdraw blitting code :-) */ |
| if(This->wineD3DDevice->bCursorVisible && This->wineD3DDevice->cursorTexture) { |
| IWineD3DSurfaceImpl cursor; |
| RECT destRect = {This->wineD3DDevice->xScreenSpace - This->wineD3DDevice->xHotSpot, |
| This->wineD3DDevice->yScreenSpace - This->wineD3DDevice->yHotSpot, |
| This->wineD3DDevice->xScreenSpace + This->wineD3DDevice->cursorWidth - This->wineD3DDevice->xHotSpot, |
| This->wineD3DDevice->yScreenSpace + This->wineD3DDevice->cursorHeight - This->wineD3DDevice->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.wineD3DDevice = This->wineD3DDevice; |
| cursor.resource.pool = WINED3DPOOL_SCRATCH; |
| cursor.resource.format = WINED3DFMT_A8R8G8B8; |
| cursor.resource.resourceType = WINED3DRTYPE_SURFACE; |
| cursor.glDescription.textureName = This->wineD3DDevice->cursorTexture; |
| cursor.glDescription.target = GL_TEXTURE_2D; |
| cursor.glDescription.level = 0; |
| cursor.currentDesc.Width = This->wineD3DDevice->cursorWidth; |
| cursor.currentDesc.Height = This->wineD3DDevice->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; |
| /* DDBLT_KEYSRC will cause BltOverride to enable the alpha test with GL_NOTEQUAL, 0.0, |
| * which is exactly what we want :-) |
| */ |
| IWineD3DSurface_Blt(This->backBuffer[0], &destRect, (IWineD3DSurface *) &cursor, NULL, DDBLT_KEYSRC, NULL); |
| } |
| |
| if (pSourceRect || pDestRect) FIXME("Unhandled present options %p/%p\n", pSourceRect, pDestRect); |
| /* TODO: If only source rect or dest rect are supplied then clip the window to match */ |
| TRACE("preseting display %p, drawable %ld\n", This->display, This->drawable); |
| |
| /* Don't call checkGLcall, as glGetError is not applicable here */ |
| if (hDestWindowOverride && This->win_handle != hDestWindowOverride) { |
| /* Set this swapchain up to point to the new destination.. */ |
| #ifdef USE_CONTEXT_MANAGER |
| /* TODO: use a context mamager */ |
| #endif |
| |
| /* FIXME: Never access */ |
| IWineD3DSwapChainImpl *swapChainImpl; |
| IWineD3DDevice_GetSwapChain((IWineD3DDevice *)This->wineD3DDevice, 0 , (IWineD3DSwapChain **)&swapChainImpl); |
| FIXME("Unable to render to a destination window %p\n", hDestWindowOverride ); |
| if(This == swapChainImpl){ |
| /* FIXME: this will be fixed by moving to a context management system */ |
| FIXME("Cannot change the target of the implicit swapchain\n"); |
| }else{ |
| HDC hDc; |
| XVisualInfo template; |
| int num; |
| Display *oldDisplay = This->display; |
| GLXContext oldContext = This->glCtx; |
| IUnknown* tmp; |
| GLXContext currentContext; |
| Drawable currentDrawable; |
| hDc = GetDC(hDestWindowOverride); |
| This->win_handle = hDestWindowOverride; |
| This->win = (Window)GetPropA( hDestWindowOverride, "__wine_x11_whole_window" ); |
| |
| TRACE("Creating a new context for the window %p\n", hDestWindowOverride); |
| ENTER_GL(); |
| TRACE("Desctroying context %p %p\n", This->display, This->render_ctx); |
| |
| |
| |
| LEAVE_GL(); |
| ENTER_GL(); |
| |
| This->display = get_display(hDc); |
| TRACE("Got display%p for %p %p\n", This->display, hDc, hDestWindowOverride); |
| ReleaseDC(hDestWindowOverride, hDc); |
| template.visualid = (VisualID)GetPropA(GetDesktopWindow(), "__wine_x11_visual_id"); |
| This->visInfo = XGetVisualInfo(This->display, VisualIDMask, &template, &num); |
| if (NULL == This->visInfo) { |
| ERR("cannot really get XVisual\n"); |
| LEAVE_GL(); |
| return WINED3DERR_NOTAVAILABLE; |
| } |
| /* Now we have problems? well not really we just need to know what the implicit context is */ |
| /* now destroy the old context and create a new one (we should really copy the buffers over, and do the whole make current thing! */ |
| /* destroy the active context?*/ |
| TRACE("Creating new context for %p %p %p\n",This->display, This->visInfo, swapChainImpl->glCtx); |
| This->glCtx = glXCreateContext(This->display, This->visInfo, swapChainImpl->glCtx, GL_TRUE); |
| |
| if (NULL == This->glCtx) { |
| ERR("cannot create glxContext\n"); |
| } |
| This->drawable = This->win; |
| This->render_ctx = This->glCtx; |
| /* Setup some default states TODO: apply the stateblock to the new context */ |
| /** save current context and drawable **/ |
| currentContext = glXGetCurrentContext(); |
| currentDrawable = glXGetCurrentDrawable(); |
| |
| if (glXMakeCurrent(This->display, This->win, This->glCtx) == False) { |
| ERR("Error in setting current context (display %p context %p drawable %ld)!\n", This->display, This->glCtx, This->win); |
| } |
| |
| checkGLcall("glXMakeCurrent"); |
| |
| /* Clear the screen */ |
| glClearColor(0.0, 0.0, 0.0, 0.0); |
| checkGLcall("glClearColor"); |
| glClearIndex(0); |
| glClearDepth(1); |
| glClearStencil(0); |
| |
| glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_ACCUM_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); |
| checkGLcall("glClear"); |
| |
| glColor3f(1.0, 1.0, 1.0); |
| checkGLcall("glColor3f"); |
| |
| glEnable(GL_LIGHTING); |
| checkGLcall("glEnable"); |
| |
| glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE); |
| checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);"); |
| |
| glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT); |
| checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);"); |
| |
| glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR); |
| checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);"); |
| |
| /* If this swapchain is currently the active context then make this swapchain active */ |
| if(IWineD3DSurface_GetContainer(This->wineD3DDevice->renderTarget, &IID_IWineD3DSwapChain, (void **)&tmp) == WINED3D_OK){ |
| if(tmp != (IUnknown *)This){ |
| glXMakeCurrent(This->display, currentDrawable, currentContext); |
| checkGLcall("glXMakeCurrent"); |
| } |
| IUnknown_Release(tmp); |
| }else{ |
| /* reset the context */ |
| glXMakeCurrent(This->display, currentDrawable, currentContext); |
| checkGLcall("glXMakeCurrent"); |
| } |
| /* delete the old contxt*/ |
| glXDestroyContext(oldDisplay, oldContext); /* Should this happen on an active context? seems a bad idea */ |
| LEAVE_GL(); |
| } |
| IWineD3DSwapChain_Release((IWineD3DSwapChain *)swapChainImpl); |
| |
| } |
| |
| |
| /* TODO: The slow way, save the data to memory, create a new context for the destination window, transfer the data cleanup, it may be a good idea to the move this swapchain over to the using the target winows context so that it runs faster in feature. */ |
| |
| glXSwapBuffers(This->display, This->drawable); /* TODO: cycle through the swapchain buffers */ |
| |
| TRACE("glXSwapBuffers called, Starting new frame\n"); |
| /* 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; |
| } |
| } |
| |
| #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; |
| glClear(GL_COLOR_BUFFER_BIT); |
| #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 |
| |
| LEAVE_GL(); |
| /* Although this is not strictly required, a simple demo showed this does occur |
| on (at least non-debug) d3d */ |
| if (This->presentParms.SwapEffect == WINED3DSWAPEFFECT_DISCARD) { |
| |
| TRACE("Clearing\n"); |
| |
| IWineD3DDevice_Clear((IWineD3DDevice*)This->wineD3DDevice, 0, NULL, D3DCLEAR_STENCIL|D3DCLEAR_ZBUFFER|D3DCLEAR_TARGET, 0x00, 1.0, 0); |
| |
| } else { |
| TRACE("Clearing z/stencil buffer\n"); |
| |
| IWineD3DDevice_Clear((IWineD3DDevice*)This->wineD3DDevice, 0, NULL, D3DCLEAR_STENCIL|D3DCLEAR_ZBUFFER, 0x00, 1.0, 0); |
| } |
| |
| if(!(((IWineD3DSurfaceImpl *) This->frontBuffer)->Flags & SFLAG_GLDIRTY) || |
| !(((IWineD3DSurfaceImpl *) This->backBuffer[0])->Flags & SFLAG_GLDIRTY) ) { |
| /* Both memory copies of the surfaces are ok, flip them around too instead of dirtifying */ |
| IWineD3DSurfaceImpl *front = (IWineD3DSurfaceImpl *) This->frontBuffer; |
| IWineD3DSurfaceImpl *back = (IWineD3DSurfaceImpl *) This->backBuffer[0]; |
| BOOL frontdirty = front->Flags & SFLAG_GLDIRTY; |
| BOOL backdirty = back->Flags & SFLAG_GLDIRTY; |
| |
| /* 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; |
| } |
| |
| /* client_memory should not be different, but just in case */ |
| { |
| BOOL tmp; |
| tmp = front->dib.client_memory; |
| front->dib.client_memory = back->dib.client_memory; |
| back->dib.client_memory = tmp; |
| } |
| if(frontdirty) back->Flags |= SFLAG_GLDIRTY; |
| else back->Flags &= ~SFLAG_GLDIRTY; |
| if(backdirty) front->Flags |= SFLAG_GLDIRTY; |
| else front->Flags &= ~SFLAG_GLDIRTY; |
| } |
| |
| TRACE("returning\n"); |
| return WINED3D_OK; |
| } |
| |
| static HRESULT WINAPI IWineD3DSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain *iface, IWineD3DSurface *pDestSurface) { |
| IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface; |
| WINED3DFORMAT d3dformat; |
| UINT width; |
| UINT height; |
| WINED3DSURFACE_DESC desc; |
| glDescriptor *glDescription; |
| |
| TRACE("(%p) : iface(%p) pDestSurface(%p)\n", This, iface, pDestSurface); |
| ENTER_GL(); |
| memset(&desc, 0, sizeof(desc)); |
| desc.Width = &width; |
| desc.Height = &height; |
| desc.Format = &d3dformat; |
| #if 0 /* TODO: make sure that this swapchains context is active */ |
| IWineD3DDevice_ActivateSwapChainContext(This->wineD3DDevice, iface); |
| #endif |
| IWineD3DSurface_GetDesc(pDestSurface, &desc); |
| /* make sure that the front buffer is the active read buffer */ |
| glReadBuffer(GL_FRONT); |
| /* Read the pixels from the buffer into the surfaces memory */ |
| IWineD3DSurface_GetGlDesc(pDestSurface, &glDescription); |
| glReadPixels(glDescription->target, |
| glDescription->level, |
| width, |
| height, |
| glDescription->glFormat, |
| glDescription->glType, |
| (void *)IWineD3DSurface_GetData(pDestSurface)); |
| LEAVE_GL(); |
| return WINED3D_OK; |
| } |
| |
| static HRESULT WINAPI IWineD3DSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, UINT iBackBuffer, WINED3DBACKBUFFER_TYPE Type, IWineD3DSurface **ppBackBuffer) { |
| |
| IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface; |
| |
| if (iBackBuffer > This->presentParms.BackBufferCount - 1) { |
| TRACE("Back buffer count out of range\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 |
| */ |
| *ppBackBuffer = NULL; |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| *ppBackBuffer = This->backBuffer[iBackBuffer]; |
| TRACE("(%p) : BackBuf %d Type %d returning %p\n", This, iBackBuffer, Type, *ppBackBuffer); |
| |
| /* Note inc ref on returned surface */ |
| if(*ppBackBuffer) IWineD3DSurface_AddRef(*ppBackBuffer); |
| return WINED3D_OK; |
| |
| } |
| |
| static HRESULT WINAPI IWineD3DSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *iface, WINED3DRASTER_STATUS *pRasterStatus) { |
| IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface; |
| static BOOL showFixmes = TRUE; |
| pRasterStatus->InVBlank = TRUE; |
| pRasterStatus->ScanLine = 0; |
| /* No openGL equivalent */ |
| if(showFixmes) { |
| FIXME("(%p) : stub (once)\n", This); |
| showFixmes = FALSE; |
| } |
| return WINED3D_OK; |
| } |
| |
| static HRESULT WINAPI IWineD3DSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface, WINED3DDISPLAYMODE*pMode) { |
| IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface; |
| HDC hdc; |
| int bpp = 0; |
| |
| pMode->Width = GetSystemMetrics(SM_CXSCREEN); |
| pMode->Height = GetSystemMetrics(SM_CYSCREEN); |
| pMode->RefreshRate = 85; /* FIXME: How to identify? */ |
| |
| hdc = CreateDCA("DISPLAY", NULL, NULL, NULL); |
| bpp = GetDeviceCaps(hdc, BITSPIXEL); |
| DeleteDC(hdc); |
| |
| switch (bpp) { |
| case 8: pMode->Format = D3DFMT_R8G8B8; break; |
| case 16: pMode->Format = D3DFMT_R5G6B5; break; |
| case 24: /*pMode->Format = D3DFMT_R8G8B8; break; */ /* 32bpp and 24bpp can be aliased for X */ |
| case 32: pMode->Format = D3DFMT_A8R8G8B8; break; |
| default: |
| FIXME("Unrecognized display mode format\n"); |
| pMode->Format = D3DFMT_UNKNOWN; |
| } |
| |
| TRACE("(%p) : returning w(%d) h(%d) rr(%d) fmt(%u,%s)\n", This, pMode->Width, pMode->Height, pMode->RefreshRate, |
| pMode->Format, debug_d3dformat(pMode->Format)); |
| return WINED3D_OK; |
| } |
| |
| static HRESULT WINAPI IWineD3DSwapChainImpl_GetDevice(IWineD3DSwapChain *iface, IWineD3DDevice**ppDevice) { |
| IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface; |
| |
| *ppDevice = (IWineD3DDevice *) This->wineD3DDevice; |
| |
| /* Note Calling this method will increase the internal reference count |
| on the IDirect3DDevice9 interface. */ |
| IWineD3DDevice_AddRef(*ppDevice); |
| TRACE("(%p) : returning %p\n", This, *ppDevice); |
| return WINED3D_OK; |
| } |
| |
| static HRESULT WINAPI IWineD3DSwapChainImpl_GetPresentParameters(IWineD3DSwapChain *iface, WINED3DPRESENT_PARAMETERS *pPresentationParameters) { |
| IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface; |
| TRACE("(%p)\n", This); |
| *pPresentationParameters->BackBufferWidth = This->presentParms.BackBufferWidth; |
| *pPresentationParameters->BackBufferHeight = This->presentParms.BackBufferHeight; |
| *pPresentationParameters->BackBufferFormat = This->presentParms.BackBufferFormat; |
| *pPresentationParameters->BackBufferCount = This->presentParms.BackBufferCount; |
| *pPresentationParameters->MultiSampleType = This->presentParms.MultiSampleType; |
| *pPresentationParameters->MultiSampleQuality = This->presentParms.MultiSampleQuality; |
| *pPresentationParameters->SwapEffect = This->presentParms.SwapEffect; |
| *pPresentationParameters->hDeviceWindow = This->presentParms.hDeviceWindow; |
| *pPresentationParameters->Windowed = This->presentParms.Windowed; |
| *pPresentationParameters->EnableAutoDepthStencil = This->presentParms.EnableAutoDepthStencil; |
| *pPresentationParameters->Flags = This->presentParms.Flags; |
| *pPresentationParameters->FullScreen_RefreshRateInHz = This->presentParms.FullScreen_RefreshRateInHz; |
| *pPresentationParameters->PresentationInterval = This->presentParms.PresentationInterval; |
| return WINED3D_OK; |
| } |
| |
| static HRESULT WINAPI IWineD3DSwapChainImpl_SetGammaRamp(IWineD3DSwapChain *iface, DWORD Flags, CONST WINED3DGAMMARAMP *pRamp){ |
| |
| IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface; |
| HDC hDC; |
| TRACE("(%p) : pRamp@%p flags(%ld)\n", This, pRamp, Flags); |
| hDC = GetDC(This->win_handle); |
| SetDeviceGammaRamp(hDC, (LPVOID)pRamp); |
| ReleaseDC(This->win_handle, hDC); |
| return WINED3D_OK; |
| |
| } |
| |
| static HRESULT WINAPI IWineD3DSwapChainImpl_GetGammaRamp(IWineD3DSwapChain *iface, WINED3DGAMMARAMP *pRamp){ |
| |
| IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface; |
| HDC hDC; |
| TRACE("(%p) : pRamp@%p\n", This, pRamp); |
| hDC = GetDC(This->win_handle); |
| GetDeviceGammaRamp(hDC, pRamp); |
| ReleaseDC(This->win_handle, hDC); |
| return WINED3D_OK; |
| |
| } |
| |
| |
| IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl = |
| { |
| /* IUnknown */ |
| IWineD3DSwapChainImpl_QueryInterface, |
| IWineD3DSwapChainImpl_AddRef, |
| IWineD3DSwapChainImpl_Release, |
| /* IWineD3DSwapChain */ |
| IWineD3DSwapChainImpl_GetParent, |
| IWineD3DSwapChainImpl_GetDevice, |
| IWineD3DSwapChainImpl_Present, |
| IWineD3DSwapChainImpl_GetFrontBufferData, |
| IWineD3DSwapChainImpl_GetBackBuffer, |
| IWineD3DSwapChainImpl_GetRasterStatus, |
| IWineD3DSwapChainImpl_GetDisplayMode, |
| IWineD3DSwapChainImpl_GetPresentParameters, |
| IWineD3DSwapChainImpl_SetGammaRamp, |
| IWineD3DSwapChainImpl_GetGammaRamp |
| }; |