wined3d: Implement SetDestWindowOverride() by simply making the context current on a different window.

This commit is contained in:
Henri Verbeet 2010-03-15 21:07:31 +01:00 committed by Alexandre Julliard
parent cd9a8b74b9
commit 78166b0b23
3 changed files with 55 additions and 37 deletions

View File

@ -688,6 +688,49 @@ static BOOL context_set_pixel_format(const struct wined3d_gl_info *gl_info, HDC
return TRUE;
}
static void context_update_window(struct wined3d_context *context)
{
TRACE("Updating context %p window from %p to %p.\n",
context, context->win_handle, context->swapchain->win_handle);
if (context->valid)
{
if (!ReleaseDC(context->win_handle, context->hdc))
{
ERR("Failed to release device context %p, last error %#x.\n",
context->hdc, GetLastError());
}
}
else context->valid = 1;
context->win_handle = context->swapchain->win_handle;
if (!(context->hdc = GetDC(context->win_handle)))
{
ERR("Failed to get a device context for window %p.\n", context->win_handle);
goto err;
}
if (!context_set_pixel_format(context->gl_info, context->hdc, context->pixel_format))
{
ERR("Failed to set pixel format %d on device context %p.\n",
context->pixel_format, context->hdc);
goto err;
}
if (!pwglMakeCurrent(context->hdc, context->glCtx))
{
ERR("Failed to make GL context %p current on device context %p, last error %#x.\n",
context->glCtx, context->hdc, GetLastError());
goto err;
}
return;
err:
context->valid = 0;
}
static void context_validate(struct wined3d_context *context)
{
HWND wnd = WindowFromDC(context->hdc);
@ -698,6 +741,9 @@ static void context_validate(struct wined3d_context *context)
context->hdc, wnd, context->win_handle);
context->valid = 0;
}
if (context->win_handle != context->swapchain->win_handle)
context_update_window(context);
}
static void context_destroy_gl_resources(struct wined3d_context *context)
@ -1298,6 +1344,7 @@ struct wined3d_context *context_create(IWineD3DSwapChainImpl *swapchain, IWineD3
ret->glCtx = ctx;
ret->win_handle = swapchain->win_handle;
ret->hdc = hdc;
ret->pixel_format = pixel_format;
if (device->shader_backend->shader_dirtifyable_constants((IWineD3DDevice *)device))
{

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@ -514,46 +514,16 @@ static HRESULT WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface, CO
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DSwapChainImpl_SetDestWindowOverride(IWineD3DSwapChain *iface, HWND window) {
IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
WINED3DLOCKED_RECT r;
BYTE *mem;
static HRESULT WINAPI IWineD3DSwapChainImpl_SetDestWindowOverride(IWineD3DSwapChain *iface, HWND window)
{
IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *)iface;
if (!window || window == This->win_handle) return WINED3D_OK;
if (!window) window = swapchain->device_window;
if (window == swapchain->win_handle) return WINED3D_OK;
TRACE("Performing dest override of swapchain %p from window %p to %p\n", This, This->win_handle, window);
if (This->context[0] == This->device->contexts[0])
{
/* The primary context 'owns' all the opengl resources. Destroying and recreating that context requires downloading
* all opengl resources, deleting the gl resources, destroying all other contexts, then recreating all other contexts
* and reload the resources
*/
delete_opengl_contexts((IWineD3DDevice *)This->device, iface);
This->win_handle = window;
create_primary_opengl_context((IWineD3DDevice *)This->device, iface);
}
else
{
This->win_handle = window;
TRACE("Setting swapchain %p window from %p to %p\n", swapchain, swapchain->win_handle, window);
swapchain->win_handle = window;
/* The old back buffer has to be copied over to the new back buffer. A lockrect - switchcontext - unlockrect
* would suffice in theory, but it is rather nasty and may cause troubles with future changes of the locking code
* So lock read only, copy the surface out, then lock with the discard flag and write back
*/
IWineD3DSurface_LockRect(This->backBuffer[0], &r, NULL, WINED3DLOCK_READONLY);
mem = HeapAlloc(GetProcessHeap(), 0, r.Pitch * ((IWineD3DSurfaceImpl *) This->backBuffer[0])->currentDesc.Height);
memcpy(mem, r.pBits, r.Pitch * ((IWineD3DSurfaceImpl *) This->backBuffer[0])->currentDesc.Height);
IWineD3DSurface_UnlockRect(This->backBuffer[0]);
context_destroy(This->device, This->context[0]);
This->context[0] = context_create(This, (IWineD3DSurfaceImpl *)This->frontBuffer);
context_release(This->context[0]);
IWineD3DSurface_LockRect(This->backBuffer[0], &r, NULL, WINED3DLOCK_DISCARD);
memcpy(r.pBits, mem, r.Pitch * ((IWineD3DSurfaceImpl *) This->backBuffer[0])->currentDesc.Height);
HeapFree(GetProcessHeap(), 0, mem);
IWineD3DSurface_UnlockRect(This->backBuffer[0]);
}
return WINED3D_OK;
}

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@ -1088,6 +1088,7 @@ struct wined3d_context
HGLRC glCtx;
HWND win_handle;
HDC hdc;
int pixel_format;
GLint aux_buffers;
/* FBOs */