Shin Megami Tensei III Nocturne HD Remaster depends on the frame latency
semaphore being released several times after it calls
IDXGISwapChain2::SetMaximumFrameLatency(3).
Signed-off-by: Andrew Eikum <aeikum@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
Since the factory and adapter interfaces may be wrapped, calling
IDXGIAdapter_EnumOutputs() on a wrapped adapter may in turn return a wrapped
output interface. Things would go poorly from there, so make sure we have a
unwrapped interface here. Alternatively, we could have allowed output
interfaces to be wrapped, but tests show that e.g.
IDXGISwapChain_SetFullscreenState() fails when passed a wrapped output
interface.
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
Like we already do in struct d3d12_swapchain.
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
Most of the time when wined3d_output_get_desc() is called, display rotation is not needed.
Retrieving display rotation is quite expensive because it needs to query information from XRandR.
So use wined3d_output_get_display_mode() to retrieve display rotation when needed.
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=50096
Signed-off-by: Zhiyi Zhang <zzhang@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
Mostly to test that when doing mode restoration, all display outputs get restored to their display
settings in the registry, not just one output gets restored.
Signed-off-by: Zhiyi Zhang <zzhang@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
Once Alt+Enter handling is implemented, the fullscreen state may change
without dxgi necessarily being aware of it.
Signed-off-by: Zhiyi Zhang <zzhang@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
Some games specifically ignore the last adapter from the adapter list,
as it's always WARP on Windows. This makes them fail to detect GPUs
correctly on Wine, as they drop one of the reported adapters.
Signed-off-by: Rémi Bernon <rbernon@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
Some of the invalid swapchain parameter tests crash on Win10 1909.
And DXGI_USAGE_DISCARD_ON_PRESENT is a DXGI internal flag. It doesn't
always get added if swap effect is DXGI_SWAP_EFFECT_DISCARD.
Signed-off-by: Zhiyi Zhang <zzhang@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
On Windows, a DXGI output may support 1920x1440 and 2560x1080
display modes, both of which have the same pixel count. And when
finding a mode closest to 2559x1079 or 2561x1081, 1920x1440 is returned.
Signed-off-by: Zhiyi Zhang <zzhang@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
First cast to LONG, then to DWORD.
Reported by MinGW GCC 10 with -Woverflow.
Signed-off-by: Rémi Bernon <rbernon@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
Current output is stored as part of the swapchain state now.
Signed-off-by: Zhiyi Zhang <zzhang@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
dxgi_swapchain_set_fullscreen_state() is a mere wrapper of
wined3d_swapchain_state_set_fullscreen() now.
Signed-off-by: Zhiyi Zhang <zzhang@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
Required by the d3d12 game "Delores: A Thimbleweed Park Mini-Adventure".
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
As tests showed, DirectDraw, Direct3D 8 and 9 always use the adapter
specified in the device creation parameters regardless of the device
window position when creating a swapchain. Whereas DXGI uses the device
window position to determine which DXGI output to use.
Signed-off-by: Zhiyi Zhang <zzhang@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>