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
*
*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"
/* 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;
}
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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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/* IDirect3DSwapChain IUnknown parts follow: */
static ULONG WINAPI IWineD3DSwapChainImpl_AddRef(IWineD3DSwapChain *iface) {
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IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
DWORD refCount = InterlockedIncrement(&This->ref);
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TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
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return refCount;
}
static HRESULT WINAPI IWineD3DSwapChainImpl_QueryInterface(IWineD3DSwapChain *iface, REFIID riid, LPVOID *ppobj)
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{
IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
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TRACE("(%p)->(%s,%p)\n", This, debugstr_guid(riid), ppobj);
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if (IsEqualGUID(riid, &IID_IUnknown)
|| IsEqualGUID(riid, &IID_IWineD3DBase)
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|| 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;
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}
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*ppobj = NULL;
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return E_NOINTERFACE;
}
static ULONG WINAPI IWineD3DSwapChainImpl_Release(IWineD3DSwapChain *iface) {
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IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
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DWORD refCount;
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refCount = InterlockedDecrement(&This->ref);
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TRACE("(%p) : ReleaseRef to %d\n", This, refCount);
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if (refCount == 0) {
IUnknown* bufferParent;
/* release the ref to the front and back buffer parents */
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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);
}
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}
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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);
}
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}
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}
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/* 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,
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all others are created by the caller, so releasing the parent should cause
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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){
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IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
*ppParent = This->parent;
IUnknown_AddRef(*ppParent);
TRACE("(%p) returning %p\n", This , *ppParent);
return WINED3D_OK;
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}
/*IWineD3DSwapChain parts follow: */
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;
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ENTER_GL();
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/* Render the cursor onto the back buffer, using our nifty directdraw blitting code :-) */
if(This->wineD3DDevice->bCursorVisible && This->wineD3DDevice->cursorTexture) {
IWineD3DSurfaceImpl cursor;
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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;
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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, DDBLT_KEYSRC, NULL);
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}
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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);
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/* 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
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/* FIXME: Never access */
IWineD3DSwapChainImpl *swapChainImpl;
IWineD3DDevice_GetSwapChain((IWineD3DDevice *)This->wineD3DDevice, 0 , (IWineD3DSwapChain **)&swapChainImpl);
FIXME("Unable to render to a destination window %p\n", hDestWindowOverride );
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if(This == swapChainImpl){
/* FIXME: this will be fixed by moving to a context management system */
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FIXME("Cannot change the target of the implicit swapchain\n");
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}else{
HDC hDc;
XVisualInfo template;
int num;
Display *oldDisplay = This->display;
GLXContext oldContext = This->glCtx;
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IUnknown* tmp;
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GLXContext currentContext;
Drawable currentDrawable;
hDc = GetDC(hDestWindowOverride);
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This->win_handle = hDestWindowOverride;
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This->win = (Window)GetPropA( hDestWindowOverride, "__wine_x11_whole_window" );
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TRACE("Creating a new context for the window %p\n", hDestWindowOverride);
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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) {
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ERR("cannot really get XVisual\n");
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LEAVE_GL();
return WINED3DERR_NOTAVAILABLE;
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}
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/* Now we have problems? well not really we just need to know what the implicit context is */
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/* 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) {
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ERR("cannot create glxContext\n");
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}
This->drawable = This->win;
This->render_ctx = This->glCtx;
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/* Setup some default states TODO: apply the stateblock to the new context */
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/** 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);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_ACCUM_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
checkGLcall("glClear");
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glColor3f(1.0, 1.0, 1.0);
checkGLcall("glColor3f");
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glEnable(GL_LIGHTING);
checkGLcall("glEnable");
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glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
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glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
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/* 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){
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if(tmp != (IUnknown *)This){
glXMakeCurrent(This->display, currentDrawable, currentContext);
checkGLcall("glXMakeCurrent");
}
IUnknown_Release(tmp);
}else{
/* reset the context */
glXMakeCurrent(This->display, currentDrawable, currentContext);
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checkGLcall("glXMakeCurrent");
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}
/* delete the old contxt*/
glXDestroyContext(oldDisplay, oldContext); /* Should this happen on an active context? seems a bad idea */
LEAVE_GL();
}
IWineD3DSwapChain_Release((IWineD3DSwapChain *)swapChainImpl);
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}
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/* 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. */
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glXSwapBuffers(This->display, This->drawable); /* TODO: cycle through the swapchain buffers */
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TRACE("glXSwapBuffers called, Starting new frame\n");
/* FPS support */
if (TRACE_ON(fps))
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{
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));
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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) {
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TRACE("Clearing\n");
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IWineD3DDevice_Clear((IWineD3DDevice*)This->wineD3DDevice, 0, NULL, WINED3DCLEAR_STENCIL|WINED3DCLEAR_ZBUFFER|WINED3DCLEAR_TARGET, 0x00, 1.0, 0);
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} else {
TRACE("Clearing z/stencil buffer\n");
IWineD3DDevice_Clear((IWineD3DDevice*)This->wineD3DDevice, 0, NULL, WINED3DCLEAR_STENCIL|WINED3DCLEAR_ZBUFFER, 0x00, 1.0, 0);
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}
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;
}
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TRACE("returning\n");
return WINED3D_OK;
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}
static HRESULT WINAPI IWineD3DSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain *iface, IWineD3DSurface *pDestSurface) {
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IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
POINT start;
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TRACE("(%p) : iface(%p) pDestSurface(%p)\n", This, iface, pDestSurface);
start.x = 0;
start.y = 0;
if (This->presentParms.Windowed) {
MapWindowPoints(This->win_handle, NULL, &start, 1);
}
#if 0 /* TODO: make sure that this swapchains context is active */
IWineD3DDevice_ActivateSwapChainContext(This->wineD3DDevice, iface);
#endif
IWineD3DSurface_BltFast(pDestSurface, start.x, start.y, This->frontBuffer, NULL, 0);
return WINED3D_OK;
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}
static HRESULT WINAPI IWineD3DSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, UINT iBackBuffer, WINED3DBACKBUFFER_TYPE Type, IWineD3DSurface **ppBackBuffer) {
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IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
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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;
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}
*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;
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}
static HRESULT WINAPI IWineD3DSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *iface, WINED3DRASTER_STATUS *pRasterStatus) {
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IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
static BOOL showFixmes = TRUE;
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pRasterStatus->InVBlank = TRUE;
pRasterStatus->ScanLine = 0;
/* No openGL equivalent */
if(showFixmes) {
FIXME("(%p) : stub (once)\n", This);
showFixmes = FALSE;
}
return WINED3D_OK;
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}
static HRESULT WINAPI IWineD3DSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface, WINED3DDISPLAYMODE*pMode) {
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IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
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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 = WINED3DFMT_R8G8B8; break;
case 16: pMode->Format = WINED3DFMT_R5G6B5; break;
case 24: /*pMode->Format = WINED3DFMT_R8G8B8; break; */ /* 32bpp and 24bpp can be aliased for X */
case 32: pMode->Format = WINED3DFMT_A8R8G8B8; break;
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default:
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FIXME("Unrecognized display mode format\n");
pMode->Format = WINED3DFMT_UNKNOWN;
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}
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;
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}
static HRESULT WINAPI IWineD3DSwapChainImpl_GetDevice(IWineD3DSwapChain *iface, IWineD3DDevice**ppDevice) {
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IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
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*ppDevice = (IWineD3DDevice *) This->wineD3DDevice;
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/* Note Calling this method will increase the internal reference count
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on the IDirect3DDevice9 interface. */
IWineD3DDevice_AddRef(*ppDevice);
TRACE("(%p) : returning %p\n", This, *ppDevice);
return WINED3D_OK;
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}
static HRESULT WINAPI IWineD3DSwapChainImpl_GetPresentParameters(IWineD3DSwapChain *iface, WINED3DPRESENT_PARAMETERS *pPresentationParameters) {
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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;
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}
static HRESULT WINAPI IWineD3DSwapChainImpl_SetGammaRamp(IWineD3DSwapChain *iface, DWORD Flags, CONST WINED3DGAMMARAMP *pRamp){
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IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
HDC hDC;
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TRACE("(%p) : pRamp@%p flags(%d)\n", This, pRamp, Flags);
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hDC = GetDC(This->win_handle);
SetDeviceGammaRamp(hDC, (LPVOID)pRamp);
ReleaseDC(This->win_handle, hDC);
return WINED3D_OK;
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}
static HRESULT WINAPI IWineD3DSwapChainImpl_GetGammaRamp(IWineD3DSwapChain *iface, WINED3DGAMMARAMP *pRamp){
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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;
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}
IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl =
{
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/* IUnknown */
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IWineD3DSwapChainImpl_QueryInterface,
IWineD3DSwapChainImpl_AddRef,
IWineD3DSwapChainImpl_Release,
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/* IWineD3DSwapChain */
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IWineD3DSwapChainImpl_GetParent,
IWineD3DSwapChainImpl_GetDevice,
IWineD3DSwapChainImpl_Present,
IWineD3DSwapChainImpl_GetFrontBufferData,
IWineD3DSwapChainImpl_GetBackBuffer,
IWineD3DSwapChainImpl_GetRasterStatus,
IWineD3DSwapChainImpl_GetDisplayMode,
IWineD3DSwapChainImpl_GetPresentParameters,
IWineD3DSwapChainImpl_SetGammaRamp,
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IWineD3DSwapChainImpl_GetGammaRamp
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};