Sweden-Number/dlls/wined3d/swapchain.c

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2005-06-23 13:05:24 +02:00
/*
*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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/* Do not call while under the GL lock. */
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->back_buffers[0] is
* the last buffer to be destroyed, FindContext() depends on that. */
if (This->front_buffer)
{
surface_set_container(This->front_buffer, WINED3D_CONTAINER_NONE, NULL);
if (IWineD3DSurface_Release((IWineD3DSurface *)This->front_buffer))
{
WARN("(%p) Something's still holding the front buffer (%p).\n",
This, This->front_buffer);
}
This->front_buffer = NULL;
}
if (This->back_buffers)
{
UINT i = This->presentParms.BackBufferCount;
while (i--)
{
surface_set_container(This->back_buffers[i], WINED3D_CONTAINER_NONE, NULL);
if (IWineD3DSurface_Release((IWineD3DSurface *)This->back_buffers[i]))
WARN("(%p) Something's still holding back buffer %u (%p).\n",
This, i, This->back_buffers[i]);
}
HeapFree(GetProcessHeap(), 0, This->back_buffers);
This->back_buffers = 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 && 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 void swapchain_blit(IWineD3DSwapChainImpl *This, struct wined3d_context *context,
const RECT *src_rect, const RECT *dst_rect)
{
IWineD3DDeviceImpl *device = This->device;
IWineD3DSurfaceImpl *backbuffer = This->back_buffers[0];
UINT src_w = src_rect->right - src_rect->left;
UINT src_h = src_rect->bottom - src_rect->top;
GLenum gl_filter;
const struct wined3d_gl_info *gl_info = context->gl_info;
RECT win_rect;
UINT win_h;
TRACE("swapchain %p, context %p, src_rect %s, dst_rect %s.\n",
This, context, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect));
if (src_w == dst_rect->right - dst_rect->left && src_h == dst_rect->bottom - dst_rect->top)
gl_filter = GL_NEAREST;
else
gl_filter = GL_LINEAR;
GetClientRect(This->win_handle, &win_rect);
win_h = win_rect.bottom - win_rect.top;
if (gl_info->fbo_ops.glBlitFramebuffer && is_identity_fixup(backbuffer->resource.format->color_fixup))
{
ENTER_GL();
context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, backbuffer, NULL, SFLAG_INTEXTURE);
glReadBuffer(GL_COLOR_ATTACHMENT0);
context_bind_fbo(context, GL_DRAW_FRAMEBUFFER, NULL);
context_set_draw_buffer(context, GL_BACK);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE));
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1));
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2));
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3));
glDisable(GL_SCISSOR_TEST);
IWineD3DDeviceImpl_MarkStateDirty(This->device, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
/* Note that the texture is upside down */
gl_info->fbo_ops.glBlitFramebuffer(src_rect->left, src_rect->top, src_rect->right, src_rect->bottom,
dst_rect->left, win_h - dst_rect->top, dst_rect->right, win_h - dst_rect->bottom,
GL_COLOR_BUFFER_BIT, gl_filter);
checkGLcall("Swapchain present blit(EXT_framebuffer_blit)\n");
LEAVE_GL();
}
else
{
struct wined3d_context *context2;
float tex_left = src_rect->left;
float tex_top = src_rect->top;
float tex_right = src_rect->right;
float tex_bottom = src_rect->bottom;
context2 = context_acquire(This->device, This->back_buffers[0]);
context_apply_blit_state(context2, device);
if (backbuffer->flags & SFLAG_NORMCOORD)
{
tex_left /= src_w;
tex_right /= src_w;
tex_top /= src_h;
tex_bottom /= src_h;
}
if (is_complex_fixup(backbuffer->resource.format->color_fixup))
gl_filter = GL_NEAREST;
ENTER_GL();
context_bind_fbo(context2, GL_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);
glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MIN_FILTER, gl_filter);
glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MAG_FILTER, gl_filter);
context_set_draw_buffer(context, GL_BACK);
/* Set the viewport to the destination rectandle, disable any projection
* transformation set up by context_apply_blit_state(), and draw a
* (-1,-1)-(1,1) quad.
*
* Back up viewport and matrix to avoid breaking last_was_blit
*
* Note that context_apply_blit_state() set up viewport and ortho to
* match the surface size - we want the GL drawable(=window) size. */
glPushAttrib(GL_VIEWPORT_BIT);
glViewport(dst_rect->left, win_h - dst_rect->bottom, dst_rect->right, win_h - dst_rect->top);
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 flags)
{
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IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
const struct wined3d_gl_info *gl_info;
struct wined3d_context *context;
RECT src_rect, dst_rect;
BOOL render_to_fbo;
unsigned int sync;
int retval;
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IWineD3DSwapChain_SetDestWindowOverride(iface, hDestWindowOverride);
context = context_acquire(This->device, This->back_buffers[0]);
if (!context->valid)
{
context_release(context);
WARN("Invalid context, skipping present.\n");
return WINED3D_OK;
}
gl_info = context->gl_info;
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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 = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
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;
/* 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((IWineD3DSurface *)This->back_buffers[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((IWineD3DSurface *)This->back_buffers[0], 0, 0,
This->device->logo_surface, NULL, WINEDDBLTFAST_SRCCOLORKEY);
}
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TRACE("Presenting HDC %p.\n", context->hdc);
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render_to_fbo = This->render_to_fbo;
if (pSourceRect)
{
src_rect = *pSourceRect;
if (!render_to_fbo && (src_rect.left || src_rect.top
|| src_rect.right != This->presentParms.BackBufferWidth
|| src_rect.bottom != This->presentParms.BackBufferHeight))
{
render_to_fbo = TRUE;
}
}
else
{
src_rect.left = 0;
src_rect.top = 0;
src_rect.right = This->presentParms.BackBufferWidth;
src_rect.bottom = This->presentParms.BackBufferHeight;
}
if (pDestRect) dst_rect = *pDestRect;
else GetClientRect(This->win_handle, &dst_rect);
if (!render_to_fbo && (dst_rect.left || dst_rect.top
|| dst_rect.right != This->presentParms.BackBufferWidth
|| dst_rect.bottom != This->presentParms.BackBufferHeight))
{
render_to_fbo = TRUE;
}
/* 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->render_to_fbo && render_to_fbo && wined3d_settings.offscreen_rendering_mode == ORM_FBO)
{
surface_load_location(This->back_buffers[0], SFLAG_INTEXTURE, NULL);
surface_modify_location(This->back_buffers[0], SFLAG_INDRAWABLE, FALSE);
This->render_to_fbo = TRUE;
}
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, &src_rect, &dst_rect);
}
if (This->num_contexts > 1) wglFinish();
SwapBuffers(context->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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}
}
/* 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 && ((This->front_buffer->flags & SFLAG_INSYSMEM)
|| (This->back_buffers[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 = This->front_buffer;
IWineD3DSurfaceImpl *back = This->back_buffers[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;
surface_modify_location(front, SFLAG_INDRAWABLE, TRUE);
front->flags = fbflags;
}
else
{
surface_modify_location(front, SFLAG_INDRAWABLE, TRUE);
surface_modify_location(back, SFLAG_INDRAWABLE, TRUE);
}
}
else
{
surface_modify_location(This->front_buffer, 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)
{
surface_modify_location(This->back_buffers[0], SFLAG_INDRAWABLE, TRUE);
}
}
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if (This->device->depth_stencil)
{
if (This->presentParms.Flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
|| This->device->depth_stencil->flags & SFLAG_DISCARD)
{
surface_modify_ds_location(This->device->depth_stencil, SFLAG_DS_DISCARDED,
This->device->depth_stencil->currentDesc.Width,
This->device->depth_stencil->currentDesc.Height);
if (This->device->depth_stencil == This->device->onscreen_depth_stencil)
{
IWineD3DSurface_Release((IWineD3DSurface *)This->device->onscreen_depth_stencil);
This->device->onscreen_depth_stencil = NULL;
}
}
}
if (This->presentParms.PresentationInterval != WINED3DPRESENT_INTERVAL_IMMEDIATE
&& gl_info->supported[SGI_VIDEO_SYNC])
{
if ((retval = GL_EXTCALL(glXGetVideoSyncSGI(&sync))))
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 *swapchain = (IWineD3DSwapChainImpl *)iface;
if (!window) window = swapchain->device_window;
if (window == swapchain->win_handle) return WINED3D_OK;
TRACE("Setting swapchain %p window from %p to %p\n", swapchain, swapchain->win_handle, window);
swapchain->win_handle = window;
return WINED3D_OK;
}
static 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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};
/* Do not call while under the GL lock. */
HRESULT swapchain_init(IWineD3DSwapChainImpl *swapchain, WINED3DSURFTYPE surface_type,
IWineD3DDeviceImpl *device, WINED3DPRESENT_PARAMETERS *present_parameters, void *parent)
{
const struct wined3d_adapter *adapter = device->adapter;
const struct wined3d_format *format;
BOOL displaymode_set = FALSE;
WINED3DDISPLAYMODE mode;
RECT client_rect;
HWND window;
HRESULT hr;
UINT i;
if (present_parameters->BackBufferCount > WINED3DPRESENT_BACK_BUFFER_MAX)
{
FIXME("The application requested %u back buffers, this is not supported.\n",
present_parameters->BackBufferCount);
return WINED3DERR_INVALIDCALL;
}
if (present_parameters->BackBufferCount > 1)
{
FIXME("The application requested more than one back buffer, this is not properly supported.\n"
"Please configure the application to use double buffering (1 back buffer) if possible.\n");
}
switch (surface_type)
{
case SURFACE_GDI:
swapchain->lpVtbl = &IWineGDISwapChain_Vtbl;
break;
case SURFACE_OPENGL:
swapchain->lpVtbl = &IWineD3DSwapChain_Vtbl;
break;
case SURFACE_UNKNOWN:
FIXME("Caller tried to create a SURFACE_UNKNOWN swapchain.\n");
return WINED3DERR_INVALIDCALL;
}
window = present_parameters->hDeviceWindow ? present_parameters->hDeviceWindow : device->createParms.hFocusWindow;
swapchain->device = device;
swapchain->parent = parent;
swapchain->ref = 1;
swapchain->win_handle = window;
swapchain->device_window = window;
IWineD3D_GetAdapterDisplayMode(device->wined3d, adapter->ordinal, &mode);
swapchain->orig_width = mode.Width;
swapchain->orig_height = mode.Height;
swapchain->orig_fmt = mode.Format;
format = wined3d_get_format(&adapter->gl_info, mode.Format);
GetClientRect(window, &client_rect);
if (present_parameters->Windowed
&& (!present_parameters->BackBufferWidth || !present_parameters->BackBufferHeight
|| present_parameters->BackBufferFormat == WINED3DFMT_UNKNOWN))
{
if (!present_parameters->BackBufferWidth)
{
present_parameters->BackBufferWidth = client_rect.right;
TRACE("Updating width to %u.\n", present_parameters->BackBufferWidth);
}
if (!present_parameters->BackBufferHeight)
{
present_parameters->BackBufferHeight = client_rect.bottom;
TRACE("Updating height to %u.\n", present_parameters->BackBufferHeight);
}
if (present_parameters->BackBufferFormat == WINED3DFMT_UNKNOWN)
{
present_parameters->BackBufferFormat = swapchain->orig_fmt;
TRACE("Updating format to %s.\n", debug_d3dformat(swapchain->orig_fmt));
}
}
swapchain->presentParms = *present_parameters;
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO
&& present_parameters->BackBufferCount
&& (present_parameters->BackBufferWidth != client_rect.right
|| present_parameters->BackBufferHeight != client_rect.bottom))
{
TRACE("Rendering to FBO. Backbuffer %ux%u, window %ux%u.\n",
present_parameters->BackBufferWidth,
present_parameters->BackBufferHeight,
client_rect.right, client_rect.bottom);
swapchain->render_to_fbo = TRUE;
}
TRACE("Creating front buffer.\n");
hr = IWineD3DDeviceParent_CreateRenderTarget(device->device_parent, parent,
swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
swapchain->presentParms.BackBufferFormat, swapchain->presentParms.MultiSampleType,
swapchain->presentParms.MultiSampleQuality, TRUE /* Lockable */,
(IWineD3DSurface **)&swapchain->front_buffer);
if (FAILED(hr))
{
WARN("Failed to create front buffer, hr %#x.\n", hr);
goto err;
}
surface_set_container(swapchain->front_buffer, WINED3D_CONTAINER_SWAPCHAIN, (IWineD3DBase *)swapchain);
if (surface_type == SURFACE_OPENGL)
{
surface_modify_location(swapchain->front_buffer, SFLAG_INDRAWABLE, TRUE);
}
/* MSDN says we're only allowed a single fullscreen swapchain per device,
* so we should really check to see if there is a fullscreen swapchain
* already. Does a single head count as full screen? */
if (!present_parameters->Windowed)
{
WINED3DDISPLAYMODE mode;
/* Change the display settings */
mode.Width = present_parameters->BackBufferWidth;
mode.Height = present_parameters->BackBufferHeight;
mode.Format = present_parameters->BackBufferFormat;
mode.RefreshRate = present_parameters->FullScreen_RefreshRateInHz;
hr = IWineD3DDevice_SetDisplayMode((IWineD3DDevice *)device, 0, &mode);
if (FAILED(hr))
{
WARN("Failed to set display mode, hr %#x.\n", hr);
goto err;
}
displaymode_set = TRUE;
}
swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(swapchain->context));
if (!swapchain->context)
{
ERR("Failed to create the context array.\n");
hr = E_OUTOFMEMORY;
goto err;
}
swapchain->num_contexts = 1;
if (surface_type == SURFACE_OPENGL)
{
static const enum wined3d_format_id formats[] =
{
WINED3DFMT_D24_UNORM_S8_UINT,
WINED3DFMT_D32_UNORM,
WINED3DFMT_R24_UNORM_X8_TYPELESS,
WINED3DFMT_D16_UNORM,
WINED3DFMT_S1_UINT_D15_UNORM
};
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
/* In WGL both color, depth and stencil are features of a pixel format. In case of D3D they are separate.
* You are able to add a depth + stencil surface at a later stage when you need it.
* In order to support this properly in WineD3D we need the ability to recreate the opengl context and
* drawable when this is required. This is very tricky as we need to reapply ALL opengl states for the new
* context, need torecreate shaders, textures and other resources.
*
* The context manager already takes care of the state problem and for the other tasks code from Reset
* can be used. These changes are way to risky during the 1.0 code freeze which is taking place right now.
* Likely a lot of other new bugs will be exposed. For that reason request a depth stencil surface all the
* time. It can cause a slight performance hit but fixes a lot of regressions. A fixme reminds of that this
* issue needs to be fixed. */
for (i = 0; i < (sizeof(formats) / sizeof(*formats)); i++)
{
swapchain->ds_format = wined3d_get_format(gl_info, formats[i]);
swapchain->context[0] = context_create(swapchain, swapchain->front_buffer, swapchain->ds_format);
if (swapchain->context[0]) break;
TRACE("Depth stencil format %s is not supported, trying next format\n",
debug_d3dformat(formats[i]));
}
if (!swapchain->context[0])
{
WARN("Failed to create context.\n");
hr = WINED3DERR_NOTAVAILABLE;
goto err;
}
if (!present_parameters->EnableAutoDepthStencil
|| swapchain->presentParms.AutoDepthStencilFormat != swapchain->ds_format->id)
{
FIXME("Add OpenGL context recreation support to context_validate_onscreen_formats\n");
}
context_release(swapchain->context[0]);
}
else
{
swapchain->context[0] = NULL;
}
if (swapchain->presentParms.BackBufferCount > 0)
{
swapchain->back_buffers = HeapAlloc(GetProcessHeap(), 0,
sizeof(*swapchain->back_buffers) * swapchain->presentParms.BackBufferCount);
if (!swapchain->back_buffers)
{
ERR("Failed to allocate backbuffer array memory.\n");
hr = E_OUTOFMEMORY;
goto err;
}
for (i = 0; i < swapchain->presentParms.BackBufferCount; ++i)
{
TRACE("Creating back buffer %u.\n", i);
hr = IWineD3DDeviceParent_CreateRenderTarget(device->device_parent, parent,
swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
swapchain->presentParms.BackBufferFormat, swapchain->presentParms.MultiSampleType,
swapchain->presentParms.MultiSampleQuality, TRUE /* Lockable */,
(IWineD3DSurface **)&swapchain->back_buffers[i]);
if (FAILED(hr))
{
WARN("Failed to create back buffer %u, hr %#x.\n", i, hr);
goto err;
}
surface_set_container(swapchain->back_buffers[i], WINED3D_CONTAINER_SWAPCHAIN, (IWineD3DBase *)swapchain);
}
}
/* Swapchains share the depth/stencil buffer, so only create a single depthstencil surface. */
if (present_parameters->EnableAutoDepthStencil && surface_type == SURFACE_OPENGL)
{
TRACE("Creating depth/stencil buffer.\n");
if (!device->auto_depth_stencil)
{
hr = IWineD3DDeviceParent_CreateDepthStencilSurface(device->device_parent,
swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
swapchain->presentParms.AutoDepthStencilFormat, swapchain->presentParms.MultiSampleType,
swapchain->presentParms.MultiSampleQuality, FALSE /* FIXME: Discard */,
(IWineD3DSurface **)&device->auto_depth_stencil);
if (FAILED(hr))
{
WARN("Failed to create the auto depth stencil, hr %#x.\n", hr);
goto err;
}
surface_set_container(device->auto_depth_stencil, WINED3D_CONTAINER_NONE, NULL);
}
}
IWineD3DSwapChain_GetGammaRamp((IWineD3DSwapChain *)swapchain, &swapchain->orig_gamma);
return WINED3D_OK;
err:
if (displaymode_set)
{
DEVMODEW devmode;
ClipCursor(NULL);
/* Change the display settings */
memset(&devmode, 0, sizeof(devmode));
devmode.dmSize = sizeof(devmode);
devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
devmode.dmBitsPerPel = format->byte_count * CHAR_BIT;
devmode.dmPelsWidth = swapchain->orig_width;
devmode.dmPelsHeight = swapchain->orig_height;
ChangeDisplaySettingsExW(adapter->DeviceName, &devmode, NULL, CDS_FULLSCREEN, NULL);
}
if (swapchain->back_buffers)
{
for (i = 0; i < swapchain->presentParms.BackBufferCount; ++i)
{
if (swapchain->back_buffers[i]) IWineD3DSurface_Release((IWineD3DSurface *)swapchain->back_buffers[i]);
}
HeapFree(GetProcessHeap(), 0, swapchain->back_buffers);
}
if (swapchain->context)
{
if (swapchain->context[0])
{
context_release(swapchain->context[0]);
context_destroy(device, swapchain->context[0]);
swapchain->num_contexts = 0;
}
HeapFree(GetProcessHeap(), 0, swapchain->context);
}
if (swapchain->front_buffer) IWineD3DSurface_Release((IWineD3DSurface *)swapchain->front_buffer);
return hr;
}
/* Do not call while under the GL lock. */
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());
if (!(ctx = context_create(This, This->front_buffer, This->ds_format)))
{
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)
{
/* The drawable size of an onscreen drawable is the surface size.
* (Actually: The window size, but the surface is created in window size) */
*width = context->current_rt->currentDesc.Width;
*height = context->current_rt->currentDesc.Height;
}