Sweden-Number/dlls/wined3d/swapchain.c

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/*
*IDirect3DSwapChain9 implementation
*
*Copyright 2002-2003 Jason Edmeades
*Copyright 2002-2003 Raphael Junqueira
*Copyright 2005 Oliver Stieber
*Copyright 2007-2008 Stefan Dösinger for CodeWeavers
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*
*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
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*/
#include "config.h"
#include "wined3d_private.h"
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/*TODO: some of the additional parameters may be required to
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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)*/
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WINE_DEFAULT_DEBUG_CHANNEL(d3d);
WINE_DECLARE_DEBUG_CHANNEL(fps);
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#define GLINFO_LOCATION This->device->adapter->gl_info
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/*IWineD3DSwapChain parts follow: */
static void WINAPI IWineD3DSwapChainImpl_Destroy(IWineD3DSwapChain *iface)
{
IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
WINED3DDISPLAYMODE mode;
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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]);
}
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HeapFree(GetProcessHeap(), 0, This->backBuffer);
This->backBuffer = NULL;
}
for (i = 0; i < This->num_contexts; ++i)
{
context_destroy(This->device, This->context[i]);
}
/* Restore the screen resolution if we rendered in fullscreen
* This will restore the screen resolution to what it was before creating the swapchain. In case of d3d8 and d3d9
* this will be the original desktop resolution. In case of d3d7 this will be a NOP because ddraw sets the resolution
* before starting up Direct3D, thus orig_width and orig_height will be equal to the modes in the presentation params
*/
if(This->presentParms.Windowed == FALSE && This->presentParms.AutoRestoreDisplayMode) {
mode.Width = This->orig_width;
mode.Height = This->orig_height;
mode.RefreshRate = 0;
mode.Format = This->orig_fmt;
IWineD3DDevice_SetDisplayMode((IWineD3DDevice *)This->device, 0, &mode);
}
HeapFree(GetProcessHeap(), 0, This->context);
HeapFree(GetProcessHeap(), 0, This);
}
/* A GL context is provided by the caller */
static inline void swapchain_blit(IWineD3DSwapChainImpl *This, struct wined3d_context *context)
{
RECT window;
IWineD3DDeviceImpl *device = This->device;
IWineD3DSurfaceImpl *backbuffer = ((IWineD3DSurfaceImpl *) This->backBuffer[0]);
UINT w = backbuffer->currentDesc.Width;
UINT h = backbuffer->currentDesc.Height;
GLenum gl_filter;
const struct wined3d_gl_info *gl_info = context->gl_info;
GetClientRect(This->win_handle, &window);
if(w == window.right && h == window.bottom) gl_filter = GL_NEAREST;
else gl_filter = GL_LINEAR;
if(gl_info->supported[EXT_FRAMEBUFFER_BLIT])
{
ENTER_GL();
context_bind_fbo(context, GL_READ_FRAMEBUFFER, &context->src_fbo);
context_attach_surface_fbo(context, GL_READ_FRAMEBUFFER, 0, This->backBuffer[0]);
context_attach_depth_stencil_fbo(context, GL_READ_FRAMEBUFFER, NULL, FALSE);
context_bind_fbo(context, GL_DRAW_FRAMEBUFFER, NULL);
glDrawBuffer(GL_BACK);
glDisable(GL_SCISSOR_TEST);
IWineD3DDeviceImpl_MarkStateDirty(This->device, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
/* Note that the texture is upside down */
gl_info->fbo_ops.glBlitFramebuffer(0, 0, w, h,
window.left, window.bottom, window.right, window.top,
GL_COLOR_BUFFER_BIT, gl_filter);
checkGLcall("Swapchain present blit(EXT_framebuffer_blit)\n");
LEAVE_GL();
}
else
{
struct wined3d_context *context2;
float tex_left = 0;
float tex_top = 0;
float tex_right = w;
float tex_bottom = h;
context2 = context_acquire(This->device, This->backBuffer[0], CTXUSAGE_BLIT);
if(backbuffer->Flags & SFLAG_NORMCOORD)
{
tex_left /= w;
tex_right /= w;
tex_top /= h;
tex_bottom /= h;
}
ENTER_GL();
context_bind_fbo(context2, GL_DRAW_FRAMEBUFFER, NULL);
/* Set up the texture. The surface is not in a IWineD3D*Texture container,
* so there are no d3d texture settings to dirtify
*/
device->blitter->set_shader((IWineD3DDevice *) device, backbuffer->resource.format_desc,
backbuffer->texture_target, backbuffer->pow2Width,
backbuffer->pow2Height);
glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glDrawBuffer(GL_BACK);
/* Set the viewport to the destination rectandle, disable any projection
* transformation set up by CTXUSAGE_BLIT, and draw a (-1,-1)-(1,1) quad.
*
* Back up viewport and matrix to avoid breaking last_was_blit
*
* Note that CTXUSAGE_BLIT set up viewport and ortho to match the surface
* size - we want the GL drawable(=window) size.
*/
glPushAttrib(GL_VIEWPORT_BIT);
glViewport(window.left, window.top, window.right, window.bottom);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glBegin(GL_QUADS);
/* bottom left */
glTexCoord2f(tex_left, tex_bottom);
glVertex2i(-1, -1);
/* top left */
glTexCoord2f(tex_left, tex_top);
glVertex2i(-1, 1);
/* top right */
glTexCoord2f(tex_right, tex_top);
glVertex2i(1, 1);
/* bottom right */
glTexCoord2f(tex_right, tex_bottom);
glVertex2i(1, -1);
glEnd();
glPopMatrix();
glPopAttrib();
device->blitter->unset_shader((IWineD3DDevice *) device);
checkGLcall("Swapchain present blit(manual)\n");
LEAVE_GL();
context_release(context2);
}
}
static HRESULT WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface, CONST RECT *pSourceRect, CONST RECT *pDestRect, HWND hDestWindowOverride, CONST RGNDATA *pDirtyRegion, DWORD dwFlags) {
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IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
struct wined3d_context *context;
unsigned int sync;
int retval;
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context = context_acquire(This->device, This->backBuffer[0], CTXUSAGE_RESOURCELOAD);
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/* Render the cursor onto the back buffer, using our nifty directdraw blitting code :-) */
if (This->device->bCursorVisible && This->device->cursorTexture)
{
IWineD3DSurfaceImpl cursor;
RECT destRect =
{
This->device->xScreenSpace - This->device->xHotSpot,
This->device->yScreenSpace - This->device->yHotSpot,
This->device->xScreenSpace + This->device->cursorWidth - This->device->xHotSpot,
This->device->yScreenSpace + This->device->cursorHeight - This->device->yHotSpot,
};
TRACE("Rendering the cursor. Creating fake surface at %p\n", &cursor);
/* Build a fake surface to call the Blitting code. It is not possible to use the interface passed by
* the application because we are only supposed to copy the information out. Using a fake surface
* allows to use the Blitting engine and avoid copying the whole texture -> render target blitting code.
*/
memset(&cursor, 0, sizeof(cursor));
cursor.lpVtbl = &IWineD3DSurface_Vtbl;
cursor.resource.ref = 1;
cursor.resource.device = This->device;
cursor.resource.pool = WINED3DPOOL_SCRATCH;
cursor.resource.format_desc = getFormatDescEntry(WINED3DFMT_B8G8R8A8_UNORM, context->gl_info);
cursor.resource.resourceType = WINED3DRTYPE_SURFACE;
cursor.texture_name = This->device->cursorTexture;
cursor.texture_target = GL_TEXTURE_2D;
cursor.texture_level = 0;
cursor.currentDesc.Width = This->device->cursorWidth;
cursor.currentDesc.Height = This->device->cursorHeight;
cursor.glRect.left = 0;
cursor.glRect.top = 0;
cursor.glRect.right = cursor.currentDesc.Width;
cursor.glRect.bottom = cursor.currentDesc.Height;
/* The cursor must have pow2 sizes */
cursor.pow2Width = cursor.currentDesc.Width;
cursor.pow2Height = cursor.currentDesc.Height;
/* The surface is in the texture */
cursor.Flags |= SFLAG_INTEXTURE;
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/* 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);
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}
if (This->device->logo_surface)
{
/* Blit the logo into the upper left corner of the drawable. */
IWineD3DSurface_BltFast(This->backBuffer[0], 0, 0, This->device->logo_surface, NULL, WINEDDBLTFAST_SRCCOLORKEY);
}
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if (pSourceRect || pDestRect) FIXME("Unhandled present rects %s/%s\n", wine_dbgstr_rect(pSourceRect), wine_dbgstr_rect(pDestRect));
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/* TODO: If only source rect or dest rect are supplied then clip the window to match */
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TRACE("presetting HDC %p\n", This->context[0]->hdc);
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/* Don't call checkGLcall, as glGetError is not applicable here */
if (hDestWindowOverride && This->win_handle != hDestWindowOverride) {
IWineD3DSwapChain_SetDestWindowOverride(iface, hDestWindowOverride);
}
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/* Rendering to a window of different size, presenting partial rectangles,
* or rendering to a different window needs help from FBO_blit or a textured
* draw. Render the swapchain to a FBO in the future.
*
* Note that FBO_blit from the backbuffer to the frontbuffer cannot solve
* all these issues - this fails if the window is smaller than the backbuffer.
*/
if(This->presentParms.Windowed && !This->render_to_fbo &&
wined3d_settings.offscreen_rendering_mode == ORM_FBO)
{
RECT window_size;
GetClientRect(This->win_handle, &window_size);
if(window_size.bottom != This->presentParms.BackBufferHeight ||
window_size.right != This->presentParms.BackBufferWidth)
{
TRACE("Window size changed from %ux%u to %ux%u, switching to render-to-fbo mode\n",
This->presentParms.BackBufferWidth, This->presentParms.BackBufferHeight,
window_size.right, window_size.bottom);
IWineD3DSurface_LoadLocation(This->backBuffer[0], SFLAG_INTEXTURE, NULL);
IWineD3DSurface_ModifyLocation(This->backBuffer[0], SFLAG_INDRAWABLE, FALSE);
This->render_to_fbo = TRUE;
/* Force the context manager to update the render target configuration next draw */
context->current_rt = NULL;
}
}
if(This->render_to_fbo)
{
/* This codepath should only be hit with the COPY swapeffect. Otherwise a backbuffer-
* window size mismatch is impossible(fullscreen) and src and dst rectangles are
* not allowed(they need the COPY swapeffect)
*
* The DISCARD swap effect is ok as well since any backbuffer content is allowed after
* the swap
*/
if(This->presentParms.SwapEffect == WINED3DSWAPEFFECT_FLIP )
{
FIXME("Render-to-fbo with WINED3DSWAPEFFECT_FLIP\n");
}
swapchain_blit(This, context);
}
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SwapBuffers(This->context[0]->hdc); /* TODO: cycle through the swapchain buffers */
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TRACE("SwapBuffers called, Starting new frame\n");
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/* FPS support */
if (TRACE_ON(fps))
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{
DWORD time = GetTickCount();
This->frames++;
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/* 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;
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}
}
#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();
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glClear(GL_COLOR_BUFFER_BIT);
LEAVE_GL();
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#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");
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IWineD3DDevice_Clear((IWineD3DDevice *)This->device, 0, NULL,
WINED3DCLEAR_TARGET, 0xff00ffff, 1.0f, 0);
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}
if(!This->render_to_fbo &&
( ((IWineD3DSurfaceImpl *) This->frontBuffer)->Flags & SFLAG_INSYSMEM ||
((IWineD3DSurfaceImpl *) This->backBuffer[0])->Flags & SFLAG_INSYSMEM ) ) {
/* Both memory copies of the surfaces are ok, flip them around too instead of dirtifying
* Doesn't work with render_to_fbo because we're not flipping
*/
IWineD3DSurfaceImpl *front = (IWineD3DSurfaceImpl *) This->frontBuffer;
IWineD3DSurfaceImpl *back = (IWineD3DSurfaceImpl *) This->backBuffer[0];
if(front->resource.size == back->resource.size) {
DWORD fbflags;
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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);
}
}
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if (This->device->stencilBufferTarget)
{
if (This->presentParms.Flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
|| ((IWineD3DSurfaceImpl *)This->device->stencilBufferTarget)->Flags & SFLAG_DISCARD)
{
surface_modify_ds_location(This->device->stencilBufferTarget, SFLAG_DS_DISCARDED);
}
}
if (This->presentParms.PresentationInterval != WINED3DPRESENT_INTERVAL_IMMEDIATE
&& context->gl_info->supported[SGI_VIDEO_SYNC])
{
retval = GL_EXTCALL(glXGetVideoSyncSGI(&sync));
if(retval != 0) {
ERR("glXGetVideoSyncSGI failed(retval = %d\n", retval);
}
switch(This->presentParms.PresentationInterval) {
case WINED3DPRESENT_INTERVAL_DEFAULT:
case WINED3DPRESENT_INTERVAL_ONE:
if(sync <= This->vSyncCounter) {
retval = GL_EXTCALL(glXWaitVideoSyncSGI(1, 0, &This->vSyncCounter));
} else {
This->vSyncCounter = sync;
}
break;
case WINED3DPRESENT_INTERVAL_TWO:
if(sync <= This->vSyncCounter + 1) {
retval = GL_EXTCALL(glXWaitVideoSyncSGI(2, This->vSyncCounter & 0x1, &This->vSyncCounter));
} else {
This->vSyncCounter = sync;
}
break;
case WINED3DPRESENT_INTERVAL_THREE:
if(sync <= This->vSyncCounter + 2) {
retval = GL_EXTCALL(glXWaitVideoSyncSGI(3, This->vSyncCounter % 0x3, &This->vSyncCounter));
} else {
This->vSyncCounter = sync;
}
break;
case WINED3DPRESENT_INTERVAL_FOUR:
if(sync <= This->vSyncCounter + 3) {
retval = GL_EXTCALL(glXWaitVideoSyncSGI(4, This->vSyncCounter & 0x3, &This->vSyncCounter));
} else {
This->vSyncCounter = sync;
}
break;
default:
FIXME("Unknown presentation interval %08x\n", This->presentParms.PresentationInterval);
}
}
context_release(context);
TRACE("returning\n");
return WINED3D_OK;
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}
static HRESULT WINAPI IWineD3DSwapChainImpl_SetDestWindowOverride(IWineD3DSwapChain *iface, HWND window) {
IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
WINED3DLOCKED_RECT r;
BYTE *mem;
if(window == This->win_handle) return WINED3D_OK;
TRACE("Performing dest override of swapchain %p from window %p to %p\n", This, This->win_handle, window);
if (This->context[0] == This->device->contexts[0])
{
/* The primary context 'owns' all the opengl resources. Destroying and recreating that context requires downloading
* all opengl resources, deleting the gl resources, destroying all other contexts, then recreating all other contexts
* and reload the resources
*/
delete_opengl_contexts((IWineD3DDevice *)This->device, iface);
This->win_handle = window;
create_primary_opengl_context((IWineD3DDevice *)This->device, iface);
}
else
{
This->win_handle = window;
/* The old back buffer has to be copied over to the new back buffer. A lockrect - switchcontext - unlockrect
* would suffice in theory, but it is rather nasty and may cause troubles with future changes of the locking code
* So lock read only, copy the surface out, then lock with the discard flag and write back
*/
IWineD3DSurface_LockRect(This->backBuffer[0], &r, NULL, WINED3DLOCK_READONLY);
mem = HeapAlloc(GetProcessHeap(), 0, r.Pitch * ((IWineD3DSurfaceImpl *) This->backBuffer[0])->currentDesc.Height);
memcpy(mem, r.pBits, r.Pitch * ((IWineD3DSurfaceImpl *) This->backBuffer[0])->currentDesc.Height);
IWineD3DSurface_UnlockRect(This->backBuffer[0]);
context_destroy(This->device, This->context[0]);
This->context[0] = context_create(This->device, (IWineD3DSurfaceImpl *)This->frontBuffer,
This->win_handle, FALSE /* pbuffer */, &This->presentParms);
context_release(This->context[0]);
IWineD3DSurface_LockRect(This->backBuffer[0], &r, NULL, WINED3DLOCK_DISCARD);
memcpy(r.pBits, mem, r.Pitch * ((IWineD3DSurfaceImpl *) This->backBuffer[0])->currentDesc.Height);
HeapFree(GetProcessHeap(), 0, mem);
IWineD3DSurface_UnlockRect(This->backBuffer[0]);
}
return WINED3D_OK;
}
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const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl =
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{
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/* IUnknown */
IWineD3DBaseSwapChainImpl_QueryInterface,
IWineD3DBaseSwapChainImpl_AddRef,
IWineD3DBaseSwapChainImpl_Release,
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/* IWineD3DSwapChain */
IWineD3DBaseSwapChainImpl_GetParent,
IWineD3DSwapChainImpl_Destroy,
IWineD3DBaseSwapChainImpl_GetDevice,
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IWineD3DSwapChainImpl_Present,
IWineD3DSwapChainImpl_SetDestWindowOverride,
IWineD3DBaseSwapChainImpl_GetFrontBufferData,
IWineD3DBaseSwapChainImpl_GetBackBuffer,
IWineD3DBaseSwapChainImpl_GetRasterStatus,
IWineD3DBaseSwapChainImpl_GetDisplayMode,
IWineD3DBaseSwapChainImpl_GetPresentParameters,
IWineD3DBaseSwapChainImpl_SetGammaRamp,
IWineD3DBaseSwapChainImpl_GetGammaRamp
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};
struct wined3d_context *swapchain_create_context_for_thread(IWineD3DSwapChain *iface)
{
IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *) iface;
struct wined3d_context **newArray;
struct wined3d_context *ctx;
TRACE("Creating a new context for swapchain %p, thread %d\n", This, GetCurrentThreadId());
ctx = context_create(This->device, (IWineD3DSurfaceImpl *)This->frontBuffer,
This->context[0]->win_handle, FALSE /* pbuffer */, &This->presentParms);
if (!ctx)
{
ERR("Failed to create a new context for the swapchain\n");
return NULL;
}
context_release(ctx);
newArray = HeapAlloc(GetProcessHeap(), 0, sizeof(*newArray) * This->num_contexts + 1);
if(!newArray) {
ERR("Out of memory when trying to allocate a new context array\n");
context_destroy(This->device, ctx);
return NULL;
}
memcpy(newArray, This->context, sizeof(*newArray) * This->num_contexts);
HeapFree(GetProcessHeap(), 0, This->context);
newArray[This->num_contexts] = ctx;
This->context = newArray;
This->num_contexts++;
TRACE("Returning context %p\n", ctx);
return ctx;
}
void get_drawable_size_swapchain(struct wined3d_context *context, UINT *width, UINT *height)
{
IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)context->current_rt;
/* The drawable size of an onscreen drawable is the surface size.
* (Actually: The window size, but the surface is created in window size) */
*width = surface->currentDesc.Width;
*height = surface->currentDesc.Height;
}