wined3d: Swapchain and back buffer corrections + tests.
This commit is contained in:
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6df2c04f20
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e902cd119f
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@ -89,6 +89,7 @@ HRESULT WINAPI IDirect3DSwapChain9Impl_GetBackBuffer(LPDIRECT3DSWAPCHAIN9 iface,
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IWineD3DSurface_GetParent(mySurface, (IUnknown **)ppBackBuffer);
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IWineD3DSurface_Release(mySurface);
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}
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/* Do not touch the **ppBackBuffer pointer otherwise! (see device test) */
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return hrc;
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}
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@ -172,6 +173,11 @@ HRESULT WINAPI IDirect3DDevice9Impl_CreateAdditionalSwapChain(LPDIRECT3DDEVICE
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object->ref = 1;
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object->lpVtbl = &Direct3DSwapChain9_Vtbl;
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/* The back buffer count is set to one if it's 0 */
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if(pPresentationParameters->BackBufferCount == 0) {
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pPresentationParameters->BackBufferCount = 1;
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}
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/* Allocate an associated WineD3DDevice object */
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localParameters.BackBufferWidth = &pPresentationParameters->BackBufferWidth;
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localParameters.BackBufferHeight = &pPresentationParameters->BackBufferHeight;
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@ -214,6 +220,8 @@ HRESULT WINAPI IDirect3DDevice9Impl_GetSwapChain(LPDIRECT3DDEVICE9 iface, UINT
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if (hrc == D3D_OK && NULL != swapchain) {
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IWineD3DSwapChain_GetParent(swapchain, (IUnknown **)pSwapChain);
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IWineD3DSwapChain_Release(swapchain);
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} else {
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*pSwapChain = NULL;
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}
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return hrc;
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}
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@ -1,5 +1,6 @@
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/*
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* Copyright (C) 2006 Vitaliy Margolen
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* Copyright (C) 2006 Stefan Dösinger(For CodeWeavers)
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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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@ -37,6 +38,150 @@ static int get_refcount(IUnknown *object)
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trace("%s failed: %s\n", c, DXGetErrorString9(r)); \
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}
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void test_swapchain(void)
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{
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HRESULT hr;
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HWND hwnd = NULL;
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IDirect3D9 *pD3d = NULL;
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IDirect3DDevice9 *pDevice = NULL;
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IDirect3DSwapChain9 *swapchain0 = NULL;
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IDirect3DSwapChain9 *swapchain1 = NULL;
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IDirect3DSwapChain9 *swapchain2 = NULL;
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IDirect3DSwapChain9 *swapchain3 = NULL;
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IDirect3DSwapChain9 *swapchainX = NULL;
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IDirect3DSurface9 *backbuffer = NULL;
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D3DPRESENT_PARAMETERS d3dpp;
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D3DDISPLAYMODE d3ddm;
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pD3d = pDirect3DCreate9( D3D_SDK_VERSION );
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ok(pD3d != NULL, "Failed to create IDirect3D9 object\n");
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hwnd = CreateWindow( "static", "d3d9_test", WS_OVERLAPPEDWINDOW, 100, 100, 160, 160, NULL, NULL, NULL, NULL );
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ok(hwnd != NULL, "Failed to create window\n");
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if (!pD3d || !hwnd) goto cleanup;
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IDirect3D9_GetAdapterDisplayMode( pD3d, D3DADAPTER_DEFAULT, &d3ddm );
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ZeroMemory( &d3dpp, sizeof(d3dpp) );
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d3dpp.Windowed = TRUE;
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d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
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d3dpp.BackBufferFormat = d3ddm.Format;
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d3dpp.BackBufferCount = 0;
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hr = IDirect3D9_CreateDevice( pD3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_NULLREF, hwnd,
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D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &pDevice );
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ok(SUCCEEDED(hr), "Failed to create IDirect3D9Device (%s)\n", DXGetErrorString9(hr));
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if (FAILED(hr)) goto cleanup;
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/* Check if the back buffer count was modified */
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ok(d3dpp.BackBufferCount == 1, "The back buffer count in the presentparams struct is %d\n", d3dpp.BackBufferCount);
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/* Get the implicit swapchain */
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hr = IDirect3DDevice9_GetSwapChain(pDevice, 0, &swapchain0);
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ok(SUCCEEDED(hr), "Failed to get the impicit swapchain (%s)\n", DXGetErrorString9(hr));
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if(swapchain0) IDirect3DSwapChain9_Release(swapchain0);
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/* Check if there is a back buffer */
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hr = IDirect3DSwapChain9_GetBackBuffer(swapchain0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
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ok(SUCCEEDED(hr), "Failed to get the back buffer (%s)\n", DXGetErrorString9(hr));
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ok(backbuffer != NULL, "The back buffer is NULL\n");
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if(backbuffer) IDirect3DSurface9_Release(backbuffer);
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/* Try to get a nonexistant swapchain */
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hr = IDirect3DDevice9_GetSwapChain(pDevice, 1, &swapchainX);
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ok(hr == D3DERR_INVALIDCALL, "GetSwapChain on an non-existant swapchain returned (%s)\n", DXGetErrorString9(hr));
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ok(swapchainX == NULL, "Swapchain 1 is %p\n", swapchainX);
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if(swapchainX) IDirect3DSwapChain9_Release(swapchainX);
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/* Create a bunch of swapchains */
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d3dpp.BackBufferCount = 0;
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hr = IDirect3DDevice9_CreateAdditionalSwapChain(pDevice, &d3dpp, &swapchain1);
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ok(SUCCEEDED(hr), "Failed to create a swapchain (%s)\n", DXGetErrorString9(hr));
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ok(d3dpp.BackBufferCount == 1, "The back buffer count in the presentparams struct is %d\n", d3dpp.BackBufferCount);
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d3dpp.BackBufferCount = 1;
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hr = IDirect3DDevice9_CreateAdditionalSwapChain(pDevice, &d3dpp, &swapchain2);
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ok(SUCCEEDED(hr), "Failed to create a swapchain (%s)\n", DXGetErrorString9(hr));
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/* Unsupported by wine for now */
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d3dpp.BackBufferCount = 2;
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hr = IDirect3DDevice9_CreateAdditionalSwapChain(pDevice, &d3dpp, &swapchain3);
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todo_wine ok(SUCCEEDED(hr), "Failed to create a swapchain (%s)\n", DXGetErrorString9(hr));
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if(SUCCEEDED(hr)) {
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/* Swapchain 3, created with backbuffercount 2 */
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backbuffer = (void *) 0xdeadbeef;
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hr = IDirect3DSwapChain9_GetBackBuffer(swapchain3, 0, 0, &backbuffer);
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ok(SUCCEEDED(hr), "Failed to get the 1st back buffer (%s)\n", DXGetErrorString9(hr));
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ok(backbuffer != NULL && backbuffer != (void *) 0xdeadbeef, "The back buffer is %p\n", backbuffer);
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if(backbuffer && backbuffer != (void *) 0xdeadbeef) IDirect3DSurface9_Release(backbuffer);
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backbuffer = (void *) 0xdeadbeef;
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hr = IDirect3DSwapChain9_GetBackBuffer(swapchain3, 1, 0, &backbuffer);
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ok(SUCCEEDED(hr), "Failed to get the 2nd back buffer (%s)\n", DXGetErrorString9(hr));
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ok(backbuffer != NULL && backbuffer != (void *) 0xdeadbeef, "The back buffer is %p\n", backbuffer);
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if(backbuffer && backbuffer != (void *) 0xdeadbeef) IDirect3DSurface9_Release(backbuffer);
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backbuffer = (void *) 0xdeadbeef;
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hr = IDirect3DSwapChain9_GetBackBuffer(swapchain3, 2, 0, &backbuffer);
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ok(hr == D3DERR_INVALIDCALL, "GetBackBuffer returned %s\n", DXGetErrorString9(hr));
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ok(backbuffer == (void *) 0xdeadbeef, "The back buffer pointer was modified (%p)\n", backbuffer);
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if(backbuffer && backbuffer != (void *) 0xdeadbeef) IDirect3DSurface9_Release(backbuffer);
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backbuffer = (void *) 0xdeadbeef;
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hr = IDirect3DSwapChain9_GetBackBuffer(swapchain3, 3, 0, &backbuffer);
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ok(FAILED(hr), "Failed to get the back buffer (%s)\n", DXGetErrorString9(hr));
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ok(backbuffer == (void *) 0xdeadbeef, "The back buffer pointer was modified (%p)\n", backbuffer);
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if(backbuffer && backbuffer != (void *) 0xdeadbeef) IDirect3DSurface9_Release(backbuffer);
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}
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/* Check the back buffers of the swapchains */
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/* Swapchain 1, created with backbuffercount 0 */
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hr = IDirect3DSwapChain9_GetBackBuffer(swapchain1, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
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ok(SUCCEEDED(hr), "Failed to get the back buffer (%s)\n", DXGetErrorString9(hr));
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ok(backbuffer != NULL, "The back buffer is NULL (%s)\n", DXGetErrorString9(hr));
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if(backbuffer) IDirect3DSurface9_Release(backbuffer);
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backbuffer = (void *) 0xdeadbeef;
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hr = IDirect3DSwapChain9_GetBackBuffer(swapchain1, 1, 0, &backbuffer);
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ok(FAILED(hr), "Failed to get the back buffer (%s)\n", DXGetErrorString9(hr));
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ok(backbuffer == (void *) 0xdeadbeef, "The back buffer pointer was modified (%p)\n", backbuffer);
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if(backbuffer && backbuffer != (void *) 0xdeadbeef) IDirect3DSurface9_Release(backbuffer);
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/* Swapchain 2 - created with backbuffercount 1 */
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backbuffer = (void *) 0xdeadbeef;
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hr = IDirect3DSwapChain9_GetBackBuffer(swapchain2, 0, 0, &backbuffer);
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ok(SUCCEEDED(hr), "Failed to get the back buffer (%s)\n", DXGetErrorString9(hr));
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ok(backbuffer != NULL && backbuffer != (void *) 0xdeadbeef, "The back buffer is %p\n", backbuffer);
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if(backbuffer && backbuffer != (void *) 0xdeadbeef) IDirect3DSurface9_Release(backbuffer);
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backbuffer = (void *) 0xdeadbeef;
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hr = IDirect3DSwapChain9_GetBackBuffer(swapchain2, 1, 0, &backbuffer);
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ok(hr == D3DERR_INVALIDCALL, "GetBackBuffer returned %s\n", DXGetErrorString9(hr));
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ok(backbuffer == (void *) 0xdeadbeef, "The back buffer pointer was modified (%p)\n", backbuffer);
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if(backbuffer && backbuffer != (void *) 0xdeadbeef) IDirect3DSurface9_Release(backbuffer);
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backbuffer = (void *) 0xdeadbeef;
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hr = IDirect3DSwapChain9_GetBackBuffer(swapchain2, 2, 0, &backbuffer);
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ok(FAILED(hr), "Failed to get the back buffer (%s)\n", DXGetErrorString9(hr));
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ok(backbuffer == (void *) 0xdeadbeef, "The back buffer pointer was modified (%p)\n", backbuffer);
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if(backbuffer && backbuffer != (void *) 0xdeadbeef) IDirect3DSurface9_Release(backbuffer);
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/* Try getSwapChain on a manually created swapchain
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* it should fail, apparently GetSwapChain only returns implicit swapchains
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*/
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swapchainX = (void *) 0xdeadbeef;
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hr = IDirect3DDevice9_GetSwapChain(pDevice, 1, &swapchainX);
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ok(hr == D3DERR_INVALIDCALL, "Failed to get the secound swapchain (%s)\n", DXGetErrorString9(hr));
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ok(swapchainX == NULL, "The swapchain pointer is %p\n", swapchainX);
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if(swapchainX && swapchainX != (void *) 0xdeadbeef ) IDirect3DSwapChain9_Release(swapchainX);
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cleanup:
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if(swapchain1) IDirect3DSwapChain9_Release(swapchain1);
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if(swapchain2) IDirect3DSwapChain9_Release(swapchain2);
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if(swapchain3) IDirect3DSwapChain9_Release(swapchain3);
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if(pDevice) IDirect3DDevice9_Release(pDevice);
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if(pD3d) IDirect3DDevice9_Release(pD3d);
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DestroyWindow( hwnd );
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}
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void test_refcount(void)
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{
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HRESULT hr;
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@ -195,6 +340,7 @@ START_TEST(device)
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pDirect3DCreate9 = (void *)GetProcAddress( d3d9_handle, "Direct3DCreate9" );
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if (pDirect3DCreate9)
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{
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test_swapchain();
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test_refcount();
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}
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}
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@ -1141,6 +1141,12 @@ HRESULT WINAPI IWineD3DDeviceImpl_CreateAdditionalSwapChain(IWineD3DDevice* ifac
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* or does the swap chain notify the device of its destruction.
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*******************************/
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/* Check the params */
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if(*pPresentationParameters->BackBufferCount > 1) {
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ERR("App requested %d back buffers, this is not supported for now\n", *pPresentationParameters->BackBufferCount);
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return WINED3DERR_INVALIDCALL;
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}
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D3DCREATEOBJECTINSTANCE(object, SwapChain)
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/*********************
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@ -1361,6 +1367,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_CreateAdditionalSwapChain(IWineD3DDevice* ifac
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/*********************
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* Create the back, front and stencil buffers
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*******************/
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TRACE("calling rendertarget CB\n");
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hr = D3DCB_CreateRenderTarget((IUnknown *) This->parent,
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object->presentParms.BackBufferWidth,
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@ -1477,22 +1484,13 @@ HRESULT WINAPI IWineD3DDeviceImpl_CreateAdditionalSwapChain(IWineD3DDevice* ifac
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checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
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/* switch back to the original context (if there was one)*/
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if (This->swapchains != NULL) {
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if (This->swapchains) {
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/** TODO: restore the context and drawable **/
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glXMakeCurrent(object->display, oldDrawable, oldContext);
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}
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LEAVE_GL();
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{ /* Finally add the swapchain to the end of the devices' swapchain list */
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SwapChainList **nextSwapchain;
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nextSwapchain = &This->swapchains;
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while (*nextSwapchain != NULL) {
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nextSwapchain = &((*nextSwapchain)->next);
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}
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(*nextSwapchain) = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*This->swapchains));
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(*nextSwapchain)->swapchain = (IWineD3DSwapChain *)object;
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}
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TRACE("Set swapchain to %p\n", object);
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} else { /* something went wrong so clean up */
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IUnknown* bufferParent;
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@ -1530,47 +1528,25 @@ HRESULT WINAPI IWineD3DDeviceImpl_CreateAdditionalSwapChain(IWineD3DDevice* ifac
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/** NOTE: These are ahead of the other getters and setters to save using a forward declaration **/
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UINT WINAPI IWineD3DDeviceImpl_GetNumberOfSwapChains(IWineD3DDevice *iface) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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unsigned int numberOfSwapChains = 0;
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SwapChainList *swapchain;
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TRACE("(%p)\n", This);
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swapchain = This->swapchains;
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/* itterate through the list to get a count */
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while (swapchain != NULL) {
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swapchain = swapchain->next;
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numberOfSwapChains++;
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}
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TRACE("(%p) returning %d\n", This, numberOfSwapChains);
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return numberOfSwapChains;
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return This->NumberOfSwapChains;
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}
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HRESULT WINAPI IWineD3DDeviceImpl_GetSwapChain(IWineD3DDevice *iface, UINT iSwapChain, IWineD3DSwapChain **pSwapChain) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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SwapChainList *swapchain;
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int i = iSwapChain;
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HRESULT hr = WINED3DERR_INVALIDCALL;
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swapchain = This->swapchains;
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TRACE("(%p) : swapchain %d\n", This, iSwapChain);
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TRACE("(%p) Finding swapchain %d\n", This, iSwapChain);
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while (i > 0 && swapchain != NULL) {
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swapchain = swapchain->next;
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--i;
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}
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if (i > 0) {
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FIXME("(%p) Unable to find swapchain %d\n", This, iSwapChain);
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*pSwapChain = NULL;
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} else if (swapchain != NULL) {
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/** TODO: move off to a linkesList implementation **/
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*pSwapChain = swapchain->swapchain;
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if(iSwapChain < This->NumberOfSwapChains) {
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*pSwapChain = This->swapchains[iSwapChain];
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IWineD3DSwapChain_AddRef(*pSwapChain);
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hr = WINED3D_OK;
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}
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TRACE("(%p) returning %p\n", This, *pSwapChain);
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return hr;
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return WINED3D_OK;
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} else {
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TRACE("Swapchain out of range\n");
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*pSwapChain = NULL;
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return WINED3DERR_INVALIDCALL;
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}
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}
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/*****
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@ -1705,6 +1681,15 @@ HRESULT WINAPI IWineD3DDeviceImpl_Init3D(IWineD3DDevice *iface, WINED3DPRESENT_P
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return WINED3DERR_INVALIDCALL;
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}
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This->NumberOfSwapChains = 1;
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This->swapchains = HeapAlloc(GetProcessHeap(), 0, This->NumberOfSwapChains * sizeof(IWineD3DSwapChain *));
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if(!This->swapchains) {
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ERR("Out of memory!\n");
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IWineD3DSwapChain_Release( (IWineD3DSwapChain *) swapchain);
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return E_OUTOFMEMORY;
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}
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This->swapchains[0] = (IWineD3DSwapChain *) swapchain;
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if(swapchain->backBuffer) {
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TRACE("Setting rendertarget to %p\n", swapchain->backBuffer);
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This->renderTarget = swapchain->backBuffer;
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@ -1767,7 +1752,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_Uninit3D(IWineD3DDevice *iface) {
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int texstage;
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IUnknown* stencilBufferParent;
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IUnknown* swapChainParent;
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SwapChainList *nextSwapchain;
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uint i;
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TRACE("(%p)\n", This);
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if(!This->d3d_initialized) return WINED3DERR_INVALIDCALL;
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@ -1776,29 +1761,6 @@ HRESULT WINAPI IWineD3DDeviceImpl_Uninit3D(IWineD3DDevice *iface) {
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IWineD3DDevice_SetTexture(iface, texstage, NULL);
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}
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/* NOTE: You must release the parent if the object was created via a callback
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** ***************************/
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/* Release all of the swapchains, except the implicit swapchain */
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/* NOTE: Don't release swapchain 0 here, it's 'special' */
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TRACE("Finding implicit swapchain\n");
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nextSwapchain = This->swapchains;
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if (nextSwapchain != NULL) {
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nextSwapchain = nextSwapchain->next;
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} else {
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WARN("Expected to find the implicit swapchain\n");
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}
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TRACE("Releasing swapchains. nextSwapchain = %p\n", nextSwapchain);
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/* release all the other swapchains */
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while (nextSwapchain != NULL) {
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SwapChainList *prevSwapchain = nextSwapchain;
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nextSwapchain = nextSwapchain->next;
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TRACE("Releasing swapchain %p\n", prevSwapchain->swapchain);
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IWineD3DSwapChain_Release(prevSwapchain->swapchain);
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/* NOTE: no need to free the list element, it will be done by the release callback
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HeapFree(GetProcessHeap(), 0, prevSwapchain); */
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}
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/* Release the buffers (with sanity checks)*/
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TRACE("Releasing the depth stencil buffer at %p\n", This->stencilBufferTarget);
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if(This->stencilBufferTarget != NULL && (IWineD3DSurface_Release(This->stencilBufferTarget) >0)){
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@ -1821,16 +1783,19 @@ HRESULT WINAPI IWineD3DDeviceImpl_Uninit3D(IWineD3DDevice *iface) {
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}
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This->depthStencilBuffer = NULL;
|
||||
|
||||
TRACE("Releasing the implicit swapchain\n");
|
||||
if (This->swapchains != NULL) {
|
||||
for(i=0; i < This->NumberOfSwapChains; i++) {
|
||||
TRACE("Releasing the implicit swapchain %d\n", i);
|
||||
/* Swapchain 0 is special because it's created in startup with a hanging parent, so we have to release its parent now */
|
||||
IWineD3DSwapChain_GetParent(This->swapchains->swapchain, &swapChainParent);
|
||||
IWineD3DSwapChain_GetParent(This->swapchains[i], &swapChainParent);
|
||||
IUnknown_Release(swapChainParent); /* once for the get parent */
|
||||
if (IUnknown_Release(swapChainParent) > 0) { /* the second time for when it was created */
|
||||
FIXME("(%p) Something's still holding the implicit swapchain\n", This);
|
||||
}
|
||||
}
|
||||
|
||||
HeapFree(GetProcessHeap(), 0, This->swapchains);
|
||||
This->swapchains = NULL;
|
||||
This->NumberOfSwapChains = 0;
|
||||
|
||||
This->d3d_initialized = FALSE;
|
||||
return WINED3D_OK;
|
||||
|
@ -7395,45 +7360,6 @@ void WINAPI IWineD3DDeviceImpl_ResourceReleased(IWineD3DDevice *iface, IWineD3DR
|
|||
|
||||
}
|
||||
|
||||
|
||||
/** This function is to be called by the swapchain when it is released and it's ref = 0
|
||||
*****************************************************/
|
||||
void WINAPI IWineD3DDeviceImpl_SwapChainReleased(IWineD3DDevice *iface, IWineD3DSwapChain *swapChain){
|
||||
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
||||
SwapChainList **nextSwapchain;
|
||||
nextSwapchain = &This->swapchains;
|
||||
|
||||
/* Check to see if the swapchian is being used as the render target */
|
||||
if (This->renderTarget != NULL) {
|
||||
IWineD3DSurface *swapchainBackBuffer;
|
||||
|
||||
IWineD3DSwapChain_GetBackBuffer(swapChain, 0 ,( D3DBACKBUFFER_TYPE) 0, &swapchainBackBuffer);
|
||||
if (This->renderTarget == swapchainBackBuffer) {
|
||||
/* Don't know what to do, so warn and carry on as usual (which in this case leaves the renderterget in limbo) */
|
||||
FIXME("Atempting to release a swapchain that is currently beuing used as a render target, behaviour is undefined\n");
|
||||
}
|
||||
}
|
||||
|
||||
/* Go through the swapchain list and try to find the swapchain being released */
|
||||
while(*nextSwapchain != NULL && (*nextSwapchain)->swapchain != swapChain) {
|
||||
nextSwapchain = &(*nextSwapchain)->next;
|
||||
}
|
||||
|
||||
/* Check to see if we found the swapchain */
|
||||
if (NULL != *nextSwapchain) {
|
||||
/* We found the swapchain so remove it from the list */
|
||||
TRACE("(%p) releasing swapchain(%p)\n", iface, swapChain);
|
||||
HeapFree(GetProcessHeap(), 0 , *nextSwapchain);
|
||||
*nextSwapchain = (*nextSwapchain)->next;
|
||||
} else {
|
||||
/* We didn't find the swapchain on the list, this can only heppen because of a programming error in wined3d */
|
||||
FIXME("(%p) Attempting to release a swapchain (%p) that hasn't been stored\n", iface, swapChain);
|
||||
}
|
||||
|
||||
TRACE("swapchain (%p) released\n", swapChain);
|
||||
return;
|
||||
}
|
||||
|
||||
/**********************************************************
|
||||
* IWineD3DDevice VTbl follows
|
||||
**********************************************************/
|
||||
|
@ -7588,7 +7514,6 @@ const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl =
|
|||
/*** Internal use IWineD3DDevice methods ***/
|
||||
IWineD3DDeviceImpl_SetupTextureStates,
|
||||
/*** object tracking ***/
|
||||
IWineD3DDeviceImpl_SwapChainReleased,
|
||||
IWineD3DDeviceImpl_ResourceReleased
|
||||
};
|
||||
|
||||
|
|
|
@ -90,9 +90,6 @@ ULONG WINAPI IWineD3DSwapChainImpl_Release(IWineD3DSwapChain *iface) {
|
|||
if (refCount == 0) {
|
||||
IUnknown* bufferParent;
|
||||
|
||||
/* tell the device that we've been released */
|
||||
IWineD3DDevice_SwapChainReleased((IWineD3DDevice *)This->wineD3DDevice, iface);
|
||||
|
||||
/* release the ref to the front and back buffer parents */
|
||||
if(This->frontBuffer) {
|
||||
IWineD3DSurface_SetContainer(This->frontBuffer, 0);
|
||||
|
@ -377,7 +374,11 @@ HRESULT WINAPI IWineD3DSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, UIN
|
|||
TRACE("(%p) : BackBuf %d Type %d returning %p\n", This, iBackBuffer, Type, *ppBackBuffer);
|
||||
|
||||
if (iBackBuffer > This->presentParms.BackBufferCount - 1) {
|
||||
FIXME("Only one backBuffer currently supported\n");
|
||||
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;
|
||||
}
|
||||
|
||||
|
|
|
@ -444,11 +444,6 @@ typedef struct IWineD3DImpl
|
|||
|
||||
extern const IWineD3DVtbl IWineD3D_Vtbl;
|
||||
|
||||
typedef struct SwapChainList {
|
||||
IWineD3DSwapChain *swapchain;
|
||||
struct SwapChainList *next;
|
||||
} SwapChainList;
|
||||
|
||||
/** Hacked out start of a context manager!! **/
|
||||
typedef struct glContext {
|
||||
int Width;
|
||||
|
@ -529,7 +524,8 @@ typedef struct IWineD3DDeviceImpl
|
|||
UINT adapterNo;
|
||||
D3DDEVTYPE devType;
|
||||
|
||||
SwapChainList *swapchains;
|
||||
IWineD3DSwapChain **swapchains;
|
||||
uint NumberOfSwapChains;
|
||||
|
||||
ResourceList *resources; /* a linked list to track resources created by the device */
|
||||
|
||||
|
|
|
@ -504,7 +504,6 @@ DECLARE_INTERFACE_(IWineD3DDevice,IWineD3DBase)
|
|||
STDMETHOD(GetFrontBufferData)(THIS_ UINT iSwapChain,struct IWineD3DSurface* pSurface) PURE;
|
||||
/*** Internal use IWineD3Device methods ***/
|
||||
STDMETHOD_(void, SetupTextureStates)(THIS_ DWORD Stage, DWORD Flags);
|
||||
STDMETHOD_(void, SwapChainReleased)(THIS_ struct IWineD3DSwapChain *swapChain);
|
||||
/*** object tracking ***/
|
||||
STDMETHOD_(void, ResourceReleased)(THIS_ struct IWineD3DResource *resource);
|
||||
};
|
||||
|
@ -652,7 +651,6 @@ DECLARE_INTERFACE_(IWineD3DDevice,IWineD3DBase)
|
|||
#define IWineD3DDevice_GetRenderTargetData(p,a,b) (p)->lpVtbl->GetRenderTargetData(p,a,b)
|
||||
#define IWineD3DDevice_GetFrontBufferData(p,a,b) (p)->lpVtbl->GetFrontBufferData(p,a,b)
|
||||
#define IWineD3DDevice_SetupTextureStates(p,a,b) (p)->lpVtbl->SetupTextureStates(p,a,b)
|
||||
#define IWineD3DDevice_SwapChainReleased(p,a) (p)->lpVtbl->SwapChainReleased(p,a)
|
||||
#define IWineD3DDevice_ResourceReleased(p,a) (p)->lpVtbl->ResourceReleased(p,a)
|
||||
#endif
|
||||
|
||||
|
|
Loading…
Reference in New Issue