2005-06-23 13:05:24 +02:00
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/*
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*IDirect3DSwapChain9 implementation
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*
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*Copyright 2002-2003 Jason Edmeades
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*Copyright 2002-2003 Raphael Junqueira
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*Copyright 2005 Oliver Stieber
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2008-07-28 01:04:16 +02:00
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*Copyright 2007-2008 Stefan D<EFBFBD>singer for CodeWeavers
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2005-06-23 13:05:24 +02:00
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*
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*This library is free software; you can redistribute it and/or
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*modify it under the terms of the GNU Lesser General Public
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*License as published by the Free Software Foundation; either
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*version 2.1 of the License, or (at your option) any later version.
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*
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*This library is distributed in the hope that it will be useful,
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*but WITHOUT ANY WARRANTY; without even the implied warranty of
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*MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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*Lesser General Public License for more details.
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*
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*You should have received a copy of the GNU Lesser General Public
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*License along with this library; if not, write to the Free Software
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2006-05-18 14:49:52 +02:00
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*Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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2005-06-23 13:05:24 +02:00
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*/
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#include "config.h"
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#include "wined3d_private.h"
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2005-07-13 16:15:54 +02:00
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/*TODO: some of the additional parameters may be required to
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2005-06-23 13:05:24 +02:00
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set the gamma ramp (for some weird reason microsoft have left swap gammaramp in device
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but it operates on a swapchain, it may be a good idea to move it to IWineD3DSwapChain for IWineD3D)*/
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2005-07-13 16:15:54 +02:00
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2005-06-23 13:05:24 +02:00
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WINE_DEFAULT_DEBUG_CHANNEL(d3d);
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2006-07-05 18:35:21 +02:00
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WINE_DECLARE_DEBUG_CHANNEL(fps);
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2005-06-23 13:05:24 +02:00
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2007-06-03 13:20:27 +02:00
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#define GLINFO_LOCATION This->wineD3DDevice->adapter->gl_info
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2005-06-23 13:05:24 +02:00
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/*IWineD3DSwapChain parts follow: */
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2006-12-05 00:29:14 +01:00
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static void WINAPI IWineD3DSwapChainImpl_Destroy(IWineD3DSwapChain *iface, D3DCB_DESTROYSURFACEFN D3DCB_DestroyRenderTarget) {
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IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
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2007-02-15 13:53:33 +01:00
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WINED3DDISPLAYMODE mode;
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2007-03-04 17:31:06 +01:00
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int i;
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2006-12-05 00:29:14 +01:00
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2008-07-01 18:17:38 +02:00
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TRACE("Destroying swapchain %p\n", iface);
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IWineD3DSwapChain_SetGammaRamp(iface, 0, &This->orig_gamma);
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2006-12-05 00:29:14 +01:00
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/* release the ref to the front and back buffer parents */
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if(This->frontBuffer) {
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IWineD3DSurface_SetContainer(This->frontBuffer, 0);
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if(D3DCB_DestroyRenderTarget(This->frontBuffer) > 0) {
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FIXME("(%p) Something's still holding the front buffer\n",This);
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}
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}
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if(This->backBuffer) {
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int i;
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for(i = 0; i < This->presentParms.BackBufferCount; i++) {
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IWineD3DSurface_SetContainer(This->backBuffer[i], 0);
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if(D3DCB_DestroyRenderTarget(This->backBuffer[i]) > 0) {
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FIXME("(%p) Something's still holding the back buffer\n",This);
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}
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}
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2007-11-06 19:50:18 +01:00
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HeapFree(GetProcessHeap(), 0, This->backBuffer);
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2006-12-05 00:29:14 +01:00
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}
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2007-11-14 22:45:00 +01:00
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for(i = 0; i < This->num_contexts; i++) {
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DestroyContext(This->wineD3DDevice, This->context[i]);
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}
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2007-02-15 13:53:33 +01:00
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/* Restore the screen resolution if we rendered in fullscreen
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* This will restore the screen resolution to what it was before creating the swapchain. In case of d3d8 and d3d9
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* this will be the original desktop resolution. In case of d3d7 this will be a NOP because ddraw sets the resolution
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* before starting up Direct3D, thus orig_width and orig_height will be equal to the modes in the presentation params
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*/
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if(This->presentParms.Windowed == FALSE) {
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mode.Width = This->orig_width;
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mode.Height = This->orig_height;
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mode.RefreshRate = 0;
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mode.Format = This->orig_fmt;
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IWineD3DDevice_SetDisplayMode((IWineD3DDevice *) This->wineD3DDevice, 0, &mode);
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}
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2007-03-04 17:31:06 +01:00
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HeapFree(GetProcessHeap(), 0, This->context);
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2007-02-12 19:22:41 +01:00
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2006-12-05 00:29:14 +01:00
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HeapFree(GetProcessHeap(), 0, This);
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}
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2006-06-10 13:15:32 +02:00
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static HRESULT WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface, CONST RECT *pSourceRect, CONST RECT *pDestRect, HWND hDestWindowOverride, CONST RGNDATA *pDirtyRegion, DWORD dwFlags) {
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2005-06-23 13:05:24 +02:00
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IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
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2007-06-03 13:20:27 +02:00
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unsigned int sync;
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int retval;
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2005-07-13 16:15:54 +02:00
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2005-06-23 13:05:24 +02:00
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2007-07-26 19:13:11 +02:00
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ActivateContext(This->wineD3DDevice, This->backBuffer[0], CTXUSAGE_RESOURCELOAD);
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2007-03-17 23:00:39 +01:00
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2006-07-23 00:03:33 +02:00
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/* Render the cursor onto the back buffer, using our nifty directdraw blitting code :-) */
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2006-07-27 17:39:03 +02:00
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if(This->wineD3DDevice->bCursorVisible && This->wineD3DDevice->cursorTexture) {
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IWineD3DSurfaceImpl cursor;
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2006-07-23 00:03:33 +02:00
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RECT destRect = {This->wineD3DDevice->xScreenSpace - This->wineD3DDevice->xHotSpot,
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This->wineD3DDevice->yScreenSpace - This->wineD3DDevice->yHotSpot,
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2006-07-27 17:39:03 +02:00
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This->wineD3DDevice->xScreenSpace + This->wineD3DDevice->cursorWidth - This->wineD3DDevice->xHotSpot,
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This->wineD3DDevice->yScreenSpace + This->wineD3DDevice->cursorHeight - This->wineD3DDevice->yHotSpot};
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TRACE("Rendering the cursor. Creating fake surface at %p\n", &cursor);
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/* Build a fake surface to call the Blitting code. It is not possible to use the interface passed by
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* the application because we are only supposed to copy the information out. Using a fake surface
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* allows to use the Blitting engine and avoid copying the whole texture -> render target blitting code.
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*/
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memset(&cursor, 0, sizeof(cursor));
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cursor.lpVtbl = &IWineD3DSurface_Vtbl;
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cursor.resource.ref = 1;
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cursor.resource.wineD3DDevice = This->wineD3DDevice;
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cursor.resource.pool = WINED3DPOOL_SCRATCH;
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cursor.resource.format = WINED3DFMT_A8R8G8B8;
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cursor.resource.resourceType = WINED3DRTYPE_SURFACE;
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cursor.glDescription.textureName = This->wineD3DDevice->cursorTexture;
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cursor.glDescription.target = GL_TEXTURE_2D;
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cursor.glDescription.level = 0;
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cursor.currentDesc.Width = This->wineD3DDevice->cursorWidth;
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cursor.currentDesc.Height = This->wineD3DDevice->cursorHeight;
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cursor.glRect.left = 0;
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cursor.glRect.top = 0;
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cursor.glRect.right = cursor.currentDesc.Width;
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cursor.glRect.bottom = cursor.currentDesc.Height;
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/* The cursor must have pow2 sizes */
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cursor.pow2Width = cursor.currentDesc.Width;
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cursor.pow2Height = cursor.currentDesc.Height;
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2007-03-06 21:47:45 +01:00
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/* The surface is in the texture */
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cursor.Flags |= SFLAG_INTEXTURE;
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2006-07-23 00:03:33 +02:00
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/* DDBLT_KEYSRC will cause BltOverride to enable the alpha test with GL_NOTEQUAL, 0.0,
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* which is exactly what we want :-)
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*/
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2006-10-19 18:45:17 +02:00
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if (This->presentParms.Windowed) {
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MapWindowPoints(NULL, This->win_handle, (LPPOINT)&destRect, 2);
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}
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2007-04-14 22:44:55 +02:00
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IWineD3DSurface_Blt(This->backBuffer[0], &destRect, (IWineD3DSurface *) &cursor, NULL, WINEDDBLT_KEYSRC, NULL, WINED3DTEXF_NONE);
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2006-07-23 00:03:33 +02:00
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}
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2007-09-01 21:22:32 +02:00
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if(This->wineD3DDevice->logo_surface) {
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/* Blit the logo into the upper left corner of the drawable */
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IWineD3DSurface_BltFast(This->backBuffer[0], 0, 0, This->wineD3DDevice->logo_surface, NULL, WINEDDBLTFAST_SRCCOLORKEY);
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}
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2006-07-23 00:03:33 +02:00
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2005-06-23 13:05:24 +02:00
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if (pSourceRect || pDestRect) FIXME("Unhandled present options %p/%p\n", pSourceRect, 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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2008-05-06 20:01:59 +02:00
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TRACE("presetting HDC %p\n", This->context[0]->hdc);
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2005-07-13 16:15:54 +02:00
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2005-06-23 13:05:24 +02:00
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/* Don't call checkGLcall, as glGetError is not applicable here */
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if (hDestWindowOverride && This->win_handle != hDestWindowOverride) {
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2008-07-29 05:34:32 +02:00
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IWineD3DSwapChain_SetDestWindowOverride(iface, hDestWindowOverride);
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2007-02-12 19:22:41 +01:00
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}
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2005-07-13 16:15:54 +02:00
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2007-08-08 03:09:38 +02:00
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SwapBuffers(This->context[0]->hdc); /* TODO: cycle through the swapchain buffers */
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2005-07-13 16:15:54 +02:00
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2007-08-08 03:09:38 +02:00
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TRACE("SwapBuffers called, Starting new frame\n");
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2005-06-23 13:05:24 +02:00
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/* FPS support */
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2006-07-05 18:35:21 +02:00
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if (TRACE_ON(fps))
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2005-06-23 13:05:24 +02:00
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{
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DWORD time = GetTickCount();
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2007-01-10 11:27:26 +01:00
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This->frames++;
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2005-06-23 13:05:24 +02:00
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/* every 1.5 seconds */
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2007-01-10 11:27:26 +01:00
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if (time - This->prev_time > 1500) {
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TRACE_(fps)("%p @ approx %.2ffps\n", This, 1000.0*This->frames/(time - This->prev_time));
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This->prev_time = time;
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This->frames = 0;
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2005-06-23 13:05:24 +02:00
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}
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}
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#if defined(FRAME_DEBUGGING)
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{
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if (GetFileAttributesA("C:\\D3DTRACE") != INVALID_FILE_ATTRIBUTES) {
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if (!isOn) {
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isOn = TRUE;
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FIXME("Enabling D3D Trace\n");
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__WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 1);
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#if defined(SHOW_FRAME_MAKEUP)
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FIXME("Singe Frame snapshots Starting\n");
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isDumpingFrames = TRUE;
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2007-09-29 16:58:44 +02:00
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ENTER_GL();
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2005-06-23 13:05:24 +02:00
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glClear(GL_COLOR_BUFFER_BIT);
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2007-09-29 16:58:44 +02:00
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LEAVE_GL();
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2005-06-23 13:05:24 +02:00
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#endif
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#if defined(SINGLE_FRAME_DEBUGGING)
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} else {
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#if defined(SHOW_FRAME_MAKEUP)
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FIXME("Singe Frame snapshots Finishing\n");
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isDumpingFrames = FALSE;
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#endif
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FIXME("Singe Frame trace complete\n");
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DeleteFileA("C:\\D3DTRACE");
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__WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 0);
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#endif
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}
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} else {
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if (isOn) {
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isOn = FALSE;
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#if defined(SHOW_FRAME_MAKEUP)
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FIXME("Single Frame snapshots Finishing\n");
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isDumpingFrames = FALSE;
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#endif
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FIXME("Disabling D3D Trace\n");
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__WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 0);
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}
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}
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}
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#endif
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2007-12-13 22:13:39 +01:00
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/* This is disabled, but the code left in for debug purposes.
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*
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* Since we're allowed to modify the new back buffer on a D3DSWAPEFFECT_DISCARD flip,
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* we can clear it with some ugly color to make bad drawing visible and ease debugging.
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* The Debug runtime does the same on Windows. However, a few games do not redraw the
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* screen properly, like Max Payne 2, which leaves a few pixels undefined.
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*
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* Tests show that the content of the back buffer after a discard flip is indeed not
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* reliable, so no game can depend on the exact content. However, it resembles the
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* old contents in some way, for example by showing fragments at other locations. In
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* general, the color theme is still intact. So Max payne, which draws rather dark scenes
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* gets a dark background image. If we clear it with a bright ugly color, the game's
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* bug shows up much more than it does on Windows, and the players see single pixels
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* with wrong colors.
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* (The Max Payne bug has been confirmed on Windows with the debug runtime)
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*/
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if (FALSE && This->presentParms.SwapEffect == WINED3DSWAPEFFECT_DISCARD) {
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TRACE("Clearing the color buffer with cyan color\n");
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2005-07-13 16:15:54 +02:00
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2007-06-14 11:18:03 +02:00
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IWineD3DDevice_Clear((IWineD3DDevice*)This->wineD3DDevice, 0, NULL,
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WINED3DCLEAR_TARGET, 0xff00ffff, 1.0, 0);
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2005-06-23 13:05:24 +02:00
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}
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2005-11-17 12:05:12 +01:00
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2007-03-06 21:47:45 +01:00
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if(((IWineD3DSurfaceImpl *) This->frontBuffer)->Flags & SFLAG_INSYSMEM ||
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((IWineD3DSurfaceImpl *) This->backBuffer[0])->Flags & SFLAG_INSYSMEM ) {
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2006-07-17 23:01:32 +02:00
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/* Both memory copies of the surfaces are ok, flip them around too instead of dirtifying */
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IWineD3DSurfaceImpl *front = (IWineD3DSurfaceImpl *) This->frontBuffer;
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IWineD3DSurfaceImpl *back = (IWineD3DSurfaceImpl *) This->backBuffer[0];
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2007-05-28 21:21:43 +02:00
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if(front->resource.size == back->resource.size) {
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2008-07-24 20:38:10 +02:00
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DWORD fbflags;
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2008-07-24 18:38:51 +02:00
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flip_surface(front, back);
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2008-07-24 20:38:10 +02:00
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/* Tell the front buffer surface that is has been modified. However,
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|
* 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;
|
2007-05-28 21:21:43 +02:00
|
|
|
|
} else {
|
2007-10-09 22:17:59 +02:00
|
|
|
|
IWineD3DSurface_ModifyLocation((IWineD3DSurface *) front, SFLAG_INDRAWABLE, TRUE);
|
|
|
|
|
IWineD3DSurface_ModifyLocation((IWineD3DSurface *) back, SFLAG_INDRAWABLE, TRUE);
|
2006-07-17 23:01:32 +02:00
|
|
|
|
}
|
2008-07-24 20:38:10 +02:00
|
|
|
|
} 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);
|
|
|
|
|
}
|
2006-07-17 23:01:32 +02:00
|
|
|
|
}
|
2006-06-04 16:42:57 +02:00
|
|
|
|
|
2008-09-22 14:52:52 +02:00
|
|
|
|
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);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2007-06-03 13:20:27 +02:00
|
|
|
|
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);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2005-11-17 12:05:12 +01:00
|
|
|
|
TRACE("returning\n");
|
2006-04-07 12:51:12 +02:00
|
|
|
|
return WINED3D_OK;
|
2005-06-23 13:05:24 +02:00
|
|
|
|
}
|
|
|
|
|
|
2008-07-29 05:34:32 +02:00
|
|
|
|
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] = CreateContext(This->wineD3DDevice, (IWineD3DSurfaceImpl *) This->frontBuffer, This->win_handle, FALSE /* pbuffer */, &This->presentParms);
|
|
|
|
|
|
|
|
|
|
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;
|
|
|
|
|
}
|
|
|
|
|
|
2006-12-14 15:47:59 +01:00
|
|
|
|
const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl =
|
2005-06-23 13:05:24 +02:00
|
|
|
|
{
|
2005-07-13 16:15:54 +02:00
|
|
|
|
/* IUnknown */
|
2008-07-28 01:04:16 +02:00
|
|
|
|
IWineD3DBaseSwapChainImpl_QueryInterface,
|
|
|
|
|
IWineD3DBaseSwapChainImpl_AddRef,
|
|
|
|
|
IWineD3DBaseSwapChainImpl_Release,
|
2005-07-13 16:15:54 +02:00
|
|
|
|
/* IWineD3DSwapChain */
|
2008-07-28 01:04:16 +02:00
|
|
|
|
IWineD3DBaseSwapChainImpl_GetParent,
|
2006-12-05 00:29:14 +01:00
|
|
|
|
IWineD3DSwapChainImpl_Destroy,
|
2008-07-28 01:04:16 +02:00
|
|
|
|
IWineD3DBaseSwapChainImpl_GetDevice,
|
2005-06-23 13:05:24 +02:00
|
|
|
|
IWineD3DSwapChainImpl_Present,
|
2008-07-29 05:34:32 +02:00
|
|
|
|
IWineD3DSwapChainImpl_SetDestWindowOverride,
|
2008-07-28 01:04:16 +02:00
|
|
|
|
IWineD3DBaseSwapChainImpl_GetFrontBufferData,
|
|
|
|
|
IWineD3DBaseSwapChainImpl_GetBackBuffer,
|
|
|
|
|
IWineD3DBaseSwapChainImpl_GetRasterStatus,
|
|
|
|
|
IWineD3DBaseSwapChainImpl_GetDisplayMode,
|
|
|
|
|
IWineD3DBaseSwapChainImpl_GetPresentParameters,
|
|
|
|
|
IWineD3DBaseSwapChainImpl_SetGammaRamp,
|
|
|
|
|
IWineD3DBaseSwapChainImpl_GetGammaRamp
|
2005-06-23 13:05:24 +02:00
|
|
|
|
};
|
2007-06-02 22:21:57 +02:00
|
|
|
|
|
|
|
|
|
WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface) {
|
|
|
|
|
WineD3DContext *ctx;
|
|
|
|
|
IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *) iface;
|
|
|
|
|
WineD3DContext **newArray;
|
|
|
|
|
|
|
|
|
|
TRACE("Creating a new context for swapchain %p, thread %d\n", This, GetCurrentThreadId());
|
|
|
|
|
|
|
|
|
|
ctx = CreateContext(This->wineD3DDevice, (IWineD3DSurfaceImpl *) This->frontBuffer,
|
2007-08-11 12:17:56 +02:00
|
|
|
|
This->context[0]->win_handle, FALSE /* pbuffer */, &This->presentParms);
|
2007-06-02 22:21:57 +02:00
|
|
|
|
if(!ctx) {
|
|
|
|
|
ERR("Failed to create a new context for the swapchain\n");
|
|
|
|
|
return NULL;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
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;
|
|
|
|
|
}
|
2007-11-30 20:22:33 +01:00
|
|
|
|
|
|
|
|
|
void get_drawable_size_swapchain(IWineD3DSurfaceImpl *This, UINT *width, UINT *height) {
|
|
|
|
|
/* The drawable size of an onscreen drawable is the surface size.
|
|
|
|
|
* (Actually: The window size, but the surface is created in window size)
|
|
|
|
|
*/
|
|
|
|
|
*width = This->currentDesc.Width;
|
|
|
|
|
*height = This->currentDesc.Height;
|
|
|
|
|
}
|