| /* |
| *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->wineD3DDevice->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) |
| { |
| DestroyContext(This->wineD3DDevice, 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->wineD3DDevice, 0, &mode); |
| } |
| HeapFree(GetProcessHeap(), 0, This->context); |
| |
| HeapFree(GetProcessHeap(), 0, This); |
| } |
| |
| 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; |
| unsigned int sync; |
| int retval; |
| |
| context = context_acquire(This->wineD3DDevice, This->backBuffer[0], CTXUSAGE_RESOURCELOAD); |
| |
| /* 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_desc = |
| getFormatDescEntry(WINED3DFMT_B8G8R8A8_UNORM, &This->wineD3DDevice->adapter->gl_info); |
| cursor.resource.resourceType = WINED3DRTYPE_SURFACE; |
| cursor.texture_name = This->wineD3DDevice->cursorTexture; |
| cursor.texture_target = GL_TEXTURE_2D; |
| cursor.texture_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; |
| /* 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->wineD3DDevice->logo_surface) { |
| /* Blit the logo into the upper left corner of the drawable */ |
| IWineD3DSurface_BltFast(This->backBuffer[0], 0, 0, This->wineD3DDevice->logo_surface, NULL, WINEDDBLTFAST_SRCCOLORKEY); |
| } |
| |
| if (pSourceRect || pDestRect) FIXME("Unhandled present rects %s/%s\n", wine_dbgstr_rect(pSourceRect), wine_dbgstr_rect(pDestRect)); |
| /* TODO: If only source rect or dest rect are supplied then clip the window to match */ |
| 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); |
| } |
| |
| 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->wineD3DDevice, 0, NULL, |
| WINED3DCLEAR_TARGET, 0xff00ffff, 1.0f, 0); |
| } |
| |
| if(((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 */ |
| 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->wineD3DDevice->stencilBufferTarget) { |
| if (This->presentParms.Flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL |
| || ((IWineD3DSurfaceImpl *)This->wineD3DDevice->stencilBufferTarget)->Flags & SFLAG_DISCARD) { |
| surface_modify_ds_location(This->wineD3DDevice->stencilBufferTarget, SFLAG_DS_DISCARDED); |
| } |
| } |
| |
| if(This->presentParms.PresentationInterval != WINED3DPRESENT_INTERVAL_IMMEDIATE && GL_SUPPORT(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->wineD3DDevice->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->wineD3DDevice, iface); |
| This->win_handle = window; |
| create_primary_opengl_context((IWineD3DDevice *) This->wineD3DDevice, 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]); |
| |
| DestroyContext(This->wineD3DDevice, This->context[0]); |
| This->context[0] = context_create(This->wineD3DDevice, (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; |
| } |
| |
| 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 |
| }; |
| |
| 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->wineD3DDevice, (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"); |
| DestroyContext(This->wineD3DDevice, 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; |
| } |