/* * Copyright 2002-2003 Jason Edmeades * Copyright 2002-2003 Raphael Junqueira * Copyright 2005 Oliver Stieber * Copyright 2007-2008 Stefan Dösinger for CodeWeavers * Copyright 2011 Henri Verbeet for CodeWeavers * * 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 */ #include "config.h" #include "wine/port.h" #include "wined3d_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d); WINE_DECLARE_DEBUG_CHANNEL(fps); static void wined3d_swapchain_destroy_object(void *object) { swapchain_destroy_contexts(object); } static void swapchain_cleanup(struct wined3d_swapchain *swapchain) { HRESULT hr; UINT i; TRACE("Destroying swapchain %p.\n", swapchain); wined3d_swapchain_set_gamma_ramp(swapchain, 0, &swapchain->orig_gamma); /* Release the swapchain's draw buffers. Make sure swapchain->back_buffers[0] * is the last buffer to be destroyed, FindContext() depends on that. */ if (swapchain->front_buffer) { wined3d_texture_set_swapchain(swapchain->front_buffer, NULL); if (wined3d_texture_decref(swapchain->front_buffer)) WARN("Something's still holding the front buffer (%p).\n", swapchain->front_buffer); swapchain->front_buffer = NULL; } if (swapchain->back_buffers) { i = swapchain->desc.backbuffer_count; while (i--) { wined3d_texture_set_swapchain(swapchain->back_buffers[i], NULL); if (wined3d_texture_decref(swapchain->back_buffers[i])) WARN("Something's still holding back buffer %u (%p).\n", i, swapchain->back_buffers[i]); } heap_free(swapchain->back_buffers); swapchain->back_buffers = NULL; } wined3d_cs_destroy_object(swapchain->device->cs, wined3d_swapchain_destroy_object, swapchain); swapchain->device->cs->ops->finish(swapchain->device->cs, WINED3D_CS_QUEUE_DEFAULT); /* 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 (!swapchain->desc.windowed && swapchain->desc.auto_restore_display_mode) { if (FAILED(hr = wined3d_set_adapter_display_mode(swapchain->device->wined3d, swapchain->device->adapter->ordinal, &swapchain->original_mode))) ERR("Failed to restore display mode, hr %#x.\n", hr); if (swapchain->desc.flags & WINED3D_SWAPCHAIN_RESTORE_WINDOW_RECT) { wined3d_device_restore_fullscreen_window(swapchain->device, swapchain->device_window, &swapchain->original_window_rect); wined3d_device_release_focus_window(swapchain->device); } } if (swapchain->backup_dc) { TRACE("Destroying backup wined3d window %p, dc %p.\n", swapchain->backup_wnd, swapchain->backup_dc); wined3d_release_dc(swapchain->backup_wnd, swapchain->backup_dc); DestroyWindow(swapchain->backup_wnd); } } ULONG CDECL wined3d_swapchain_incref(struct wined3d_swapchain *swapchain) { ULONG refcount = InterlockedIncrement(&swapchain->ref); TRACE("%p increasing refcount to %u.\n", swapchain, refcount); return refcount; } ULONG CDECL wined3d_swapchain_decref(struct wined3d_swapchain *swapchain) { ULONG refcount = InterlockedDecrement(&swapchain->ref); TRACE("%p decreasing refcount to %u.\n", swapchain, refcount); if (!refcount) { struct wined3d_device *device = swapchain->device; device->cs->ops->finish(device->cs, WINED3D_CS_QUEUE_DEFAULT); swapchain_cleanup(swapchain); swapchain->parent_ops->wined3d_object_destroyed(swapchain->parent); heap_free(swapchain); } return refcount; } void * CDECL wined3d_swapchain_get_parent(const struct wined3d_swapchain *swapchain) { TRACE("swapchain %p.\n", swapchain); return swapchain->parent; } void CDECL wined3d_swapchain_set_window(struct wined3d_swapchain *swapchain, HWND window) { struct wined3d_device *device = swapchain->device; if (!window) window = swapchain->device_window; if (window == swapchain->win_handle) return; TRACE("Setting swapchain %p window from %p to %p.\n", swapchain, swapchain->win_handle, window); device->cs->ops->finish(device->cs, WINED3D_CS_QUEUE_DEFAULT); swapchain->win_handle = window; } HRESULT CDECL wined3d_swapchain_present(struct wined3d_swapchain *swapchain, const RECT *src_rect, const RECT *dst_rect, HWND dst_window_override, unsigned int swap_interval, DWORD flags) { RECT s, d; TRACE("swapchain %p, src_rect %s, dst_rect %s, dst_window_override %p, flags %#x.\n", swapchain, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect), dst_window_override, flags); if (flags) FIXME("Ignoring flags %#x.\n", flags); if (!swapchain->back_buffers) { WARN("Swapchain doesn't have a backbuffer, returning WINED3DERR_INVALIDCALL.\n"); return WINED3DERR_INVALIDCALL; } if (!src_rect) { SetRect(&s, 0, 0, swapchain->desc.backbuffer_width, swapchain->desc.backbuffer_height); src_rect = &s; } if (!dst_rect) { GetClientRect(swapchain->win_handle, &d); dst_rect = &d; } wined3d_cs_emit_present(swapchain->device->cs, swapchain, src_rect, dst_rect, dst_window_override, swap_interval, flags); return WINED3D_OK; } HRESULT CDECL wined3d_swapchain_get_front_buffer_data(const struct wined3d_swapchain *swapchain, struct wined3d_texture *dst_texture, unsigned int sub_resource_idx) { RECT src_rect, dst_rect; TRACE("swapchain %p, dst_texture %p, sub_resource_idx %u.\n", swapchain, dst_texture, sub_resource_idx); SetRect(&src_rect, 0, 0, swapchain->front_buffer->resource.width, swapchain->front_buffer->resource.height); dst_rect = src_rect; if (swapchain->desc.windowed) { MapWindowPoints(swapchain->win_handle, NULL, (POINT *)&dst_rect, 2); FIXME("Using destination rect %s in windowed mode, this is likely wrong.\n", wine_dbgstr_rect(&dst_rect)); } return wined3d_texture_blt(dst_texture, sub_resource_idx, &dst_rect, swapchain->front_buffer, 0, &src_rect, 0, NULL, WINED3D_TEXF_POINT); } struct wined3d_texture * CDECL wined3d_swapchain_get_back_buffer(const struct wined3d_swapchain *swapchain, UINT back_buffer_idx) { TRACE("swapchain %p, back_buffer_idx %u.\n", swapchain, back_buffer_idx); /* Return invalid if there is no backbuffer array, otherwise it will * crash when ddraw is used (there swapchain->back_buffers is always * NULL). We need this because this function is called from * stateblock_init_default_state() to get the default scissorrect * dimensions. */ if (!swapchain->back_buffers || back_buffer_idx >= swapchain->desc.backbuffer_count) { WARN("Invalid back buffer index.\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. */ return NULL; } TRACE("Returning back buffer %p.\n", swapchain->back_buffers[back_buffer_idx]); return swapchain->back_buffers[back_buffer_idx]; } HRESULT CDECL wined3d_swapchain_get_raster_status(const struct wined3d_swapchain *swapchain, struct wined3d_raster_status *raster_status) { TRACE("swapchain %p, raster_status %p.\n", swapchain, raster_status); return wined3d_get_adapter_raster_status(swapchain->device->wined3d, swapchain->device->adapter->ordinal, raster_status); } HRESULT CDECL wined3d_swapchain_get_display_mode(const struct wined3d_swapchain *swapchain, struct wined3d_display_mode *mode, enum wined3d_display_rotation *rotation) { HRESULT hr; TRACE("swapchain %p, mode %p, rotation %p.\n", swapchain, mode, rotation); hr = wined3d_get_adapter_display_mode(swapchain->device->wined3d, swapchain->device->adapter->ordinal, mode, rotation); TRACE("Returning w %u, h %u, refresh rate %u, format %s.\n", mode->width, mode->height, mode->refresh_rate, debug_d3dformat(mode->format_id)); return hr; } struct wined3d_device * CDECL wined3d_swapchain_get_device(const struct wined3d_swapchain *swapchain) { TRACE("swapchain %p.\n", swapchain); return swapchain->device; } void CDECL wined3d_swapchain_get_desc(const struct wined3d_swapchain *swapchain, struct wined3d_swapchain_desc *desc) { TRACE("swapchain %p, desc %p.\n", swapchain, desc); *desc = swapchain->desc; } HRESULT CDECL wined3d_swapchain_set_gamma_ramp(const struct wined3d_swapchain *swapchain, DWORD flags, const struct wined3d_gamma_ramp *ramp) { HDC dc; TRACE("swapchain %p, flags %#x, ramp %p.\n", swapchain, flags, ramp); if (flags) FIXME("Ignoring flags %#x.\n", flags); dc = GetDCEx(swapchain->device_window, 0, DCX_USESTYLE | DCX_CACHE); SetDeviceGammaRamp(dc, (void *)ramp); ReleaseDC(swapchain->device_window, dc); return WINED3D_OK; } void CDECL wined3d_swapchain_set_palette(struct wined3d_swapchain *swapchain, struct wined3d_palette *palette) { TRACE("swapchain %p, palette %p.\n", swapchain, palette); swapchain->palette = palette; } HRESULT CDECL wined3d_swapchain_get_gamma_ramp(const struct wined3d_swapchain *swapchain, struct wined3d_gamma_ramp *ramp) { HDC dc; TRACE("swapchain %p, ramp %p.\n", swapchain, ramp); dc = GetDCEx(swapchain->device_window, 0, DCX_USESTYLE | DCX_CACHE); GetDeviceGammaRamp(dc, ramp); ReleaseDC(swapchain->device_window, dc); return WINED3D_OK; } /* A GL context is provided by the caller */ static void swapchain_blit(const struct wined3d_swapchain *swapchain, struct wined3d_context *context, const RECT *src_rect, const RECT *dst_rect) { struct wined3d_texture *texture = swapchain->back_buffers[0]; struct wined3d_device *device = swapchain->device; enum wined3d_texture_filter_type filter; DWORD location; TRACE("swapchain %p, context %p, src_rect %s, dst_rect %s.\n", swapchain, context, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect)); if ((src_rect->right - src_rect->left == dst_rect->right - dst_rect->left && src_rect->bottom - src_rect->top == dst_rect->bottom - dst_rect->top) || is_complex_fixup(texture->resource.format->color_fixup)) filter = WINED3D_TEXF_NONE; else filter = WINED3D_TEXF_LINEAR; location = WINED3D_LOCATION_TEXTURE_RGB; if (texture->resource.multisample_type) location = WINED3D_LOCATION_RB_RESOLVED; wined3d_texture_validate_location(texture, 0, WINED3D_LOCATION_DRAWABLE); device->blitter->ops->blitter_blit(device->blitter, WINED3D_BLIT_OP_COLOR_BLIT, context, texture, 0, location, src_rect, texture, 0, WINED3D_LOCATION_DRAWABLE, dst_rect, NULL, filter); wined3d_texture_invalidate_location(texture, 0, WINED3D_LOCATION_DRAWABLE); } /* Context activation is done by the caller. */ static void wined3d_swapchain_gl_rotate(struct wined3d_swapchain *swapchain, struct wined3d_context *context) { struct wined3d_texture_sub_resource *sub_resource; struct wined3d_texture_gl *texture, *texture_prev; struct gl_texture tex0; GLuint rb0; DWORD locations0; unsigned int i; static const DWORD supported_locations = WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_RB_MULTISAMPLE; if (swapchain->desc.backbuffer_count < 2 || !swapchain->render_to_fbo) return; texture_prev = wined3d_texture_gl(swapchain->back_buffers[0]); /* Back buffer 0 is already in the draw binding. */ tex0 = texture_prev->texture_rgb; rb0 = texture_prev->rb_multisample; locations0 = texture_prev->t.sub_resources[0].locations; for (i = 1; i < swapchain->desc.backbuffer_count; ++i) { texture = wined3d_texture_gl(swapchain->back_buffers[i]); sub_resource = &texture->t.sub_resources[0]; if (!(sub_resource->locations & supported_locations)) wined3d_texture_load_location(&texture->t, 0, context, texture->t.resource.draw_binding); texture_prev->texture_rgb = texture->texture_rgb; texture_prev->rb_multisample = texture->rb_multisample; wined3d_texture_validate_location(&texture_prev->t, 0, sub_resource->locations & supported_locations); wined3d_texture_invalidate_location(&texture_prev->t, 0, ~(sub_resource->locations & supported_locations)); texture_prev = texture; } texture_prev->texture_rgb = tex0; texture_prev->rb_multisample = rb0; wined3d_texture_validate_location(&texture_prev->t, 0, locations0 & supported_locations); wined3d_texture_invalidate_location(&texture_prev->t, 0, ~(locations0 & supported_locations)); device_invalidate_state(swapchain->device, STATE_FRAMEBUFFER); } static void swapchain_gl_present(struct wined3d_swapchain *swapchain, const RECT *src_rect, const RECT *dst_rect, DWORD flags) { struct wined3d_texture *back_buffer = swapchain->back_buffers[0]; const struct wined3d_fb_state *fb = &swapchain->device->cs->fb; struct wined3d_rendertarget_view *dsv = fb->depth_stencil; const struct wined3d_gl_info *gl_info; struct wined3d_texture *logo_texture; struct wined3d_context *context; BOOL render_to_fbo; context = context_acquire(swapchain->device, back_buffer, 0); if (!context->valid) { context_release(context); WARN("Invalid context, skipping present.\n"); return; } gl_info = context->gl_info; if ((logo_texture = swapchain->device->logo_texture)) { RECT rect = {0, 0, logo_texture->resource.width, logo_texture->resource.height}; /* Blit the logo into the upper left corner of the drawable. */ wined3d_texture_blt(back_buffer, 0, &rect, logo_texture, 0, &rect, WINED3D_BLT_SRC_CKEY, NULL, WINED3D_TEXF_POINT); } if (swapchain->device->bCursorVisible && swapchain->device->cursor_texture && !swapchain->device->hardwareCursor) { RECT dst_rect = { swapchain->device->xScreenSpace - swapchain->device->xHotSpot, swapchain->device->yScreenSpace - swapchain->device->yHotSpot, swapchain->device->xScreenSpace + swapchain->device->cursorWidth - swapchain->device->xHotSpot, swapchain->device->yScreenSpace + swapchain->device->cursorHeight - swapchain->device->yHotSpot, }; RECT src_rect = { 0, 0, swapchain->device->cursor_texture->resource.width, swapchain->device->cursor_texture->resource.height }; const RECT clip_rect = {0, 0, back_buffer->resource.width, back_buffer->resource.height}; TRACE("Rendering the software cursor.\n"); if (swapchain->desc.windowed) MapWindowPoints(NULL, swapchain->win_handle, (POINT *)&dst_rect, 2); if (wined3d_clip_blit(&clip_rect, &dst_rect, &src_rect)) wined3d_texture_blt(back_buffer, 0, &dst_rect, swapchain->device->cursor_texture, 0, &src_rect, WINED3D_BLT_ALPHA_TEST, NULL, WINED3D_TEXF_POINT); } TRACE("Presenting HDC %p.\n", context->hdc); if (!(render_to_fbo = swapchain->render_to_fbo) && (src_rect->left || src_rect->top || src_rect->right != swapchain->desc.backbuffer_width || src_rect->bottom != swapchain->desc.backbuffer_height || dst_rect->left || dst_rect->top || dst_rect->right != swapchain->desc.backbuffer_width || dst_rect->bottom != swapchain->desc.backbuffer_height)) 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 (!swapchain->render_to_fbo && render_to_fbo && wined3d_settings.offscreen_rendering_mode == ORM_FBO) { wined3d_texture_load_location(back_buffer, 0, context, WINED3D_LOCATION_TEXTURE_RGB); wined3d_texture_invalidate_location(back_buffer, 0, WINED3D_LOCATION_DRAWABLE); swapchain->render_to_fbo = TRUE; swapchain_update_draw_bindings(swapchain); } else { wined3d_texture_load_location(back_buffer, 0, context, back_buffer->resource.draw_binding); } if (swapchain->render_to_fbo) swapchain_blit(swapchain, context, src_rect, dst_rect); if (swapchain->num_contexts > 1) gl_info->gl_ops.gl.p_glFinish(); /* call wglSwapBuffers through the gl table to avoid confusing the Steam overlay */ gl_info->gl_ops.wgl.p_wglSwapBuffers(context->hdc); wined3d_swapchain_gl_rotate(swapchain, context); TRACE("SwapBuffers called, Starting new frame\n"); /* FPS support */ if (TRACE_ON(fps)) { DWORD time = GetTickCount(); ++swapchain->frames; /* every 1.5 seconds */ if (time - swapchain->prev_time > 1500) { TRACE_(fps)("%p @ approx %.2ffps\n", swapchain, 1000.0 * swapchain->frames / (time - swapchain->prev_time)); swapchain->prev_time = time; swapchain->frames = 0; } } wined3d_texture_validate_location(swapchain->front_buffer, 0, WINED3D_LOCATION_DRAWABLE); wined3d_texture_invalidate_location(swapchain->front_buffer, 0, ~WINED3D_LOCATION_DRAWABLE); /* 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. * * The FLIP swap effect is not implemented yet. We could mark WINED3D_LOCATION_DRAWABLE * up to date and hope WGL flipped front and back buffers and read this data into * the FBO. Don't bother about this for now. */ if (swapchain->desc.swap_effect == WINED3D_SWAP_EFFECT_DISCARD || swapchain->desc.swap_effect == WINED3D_SWAP_EFFECT_FLIP_DISCARD) wined3d_texture_validate_location(swapchain->back_buffers[swapchain->desc.backbuffer_count - 1], 0, WINED3D_LOCATION_DISCARDED); if (dsv && dsv->resource->type != WINED3D_RTYPE_BUFFER) { struct wined3d_texture *ds = texture_from_resource(dsv->resource); if ((swapchain->desc.flags & WINED3D_SWAPCHAIN_DISCARD_DEPTHSTENCIL || ds->flags & WINED3D_TEXTURE_DISCARD)) wined3d_texture_validate_location(ds, dsv->sub_resource_idx, WINED3D_LOCATION_DISCARDED); } context_release(context); } static void swapchain_gl_frontbuffer_updated(struct wined3d_swapchain *swapchain) { struct wined3d_texture *front_buffer = swapchain->front_buffer; struct wined3d_context *context; context = context_acquire(swapchain->device, front_buffer, 0); wined3d_texture_load_location(front_buffer, 0, context, front_buffer->resource.draw_binding); context_release(context); SetRectEmpty(&swapchain->front_buffer_update); } static const struct wined3d_swapchain_ops swapchain_gl_ops = { swapchain_gl_present, swapchain_gl_frontbuffer_updated, }; static void swapchain_gdi_frontbuffer_updated(struct wined3d_swapchain *swapchain) { struct wined3d_dc_info *front; POINT offset = {0, 0}; HDC src_dc, dst_dc; RECT draw_rect; HWND window; TRACE("swapchain %p.\n", swapchain); front = &swapchain->front_buffer->dc_info[0]; if (swapchain->palette) wined3d_palette_apply_to_dc(swapchain->palette, front->dc); if (swapchain->front_buffer->resource.map_count) ERR("Trying to blit a mapped surface.\n"); TRACE("Copying surface %p to screen.\n", front); src_dc = front->dc; window = swapchain->win_handle; dst_dc = GetDCEx(window, 0, DCX_CLIPSIBLINGS | DCX_CACHE); /* Front buffer coordinates are screen coordinates. Map them to the * destination window if not fullscreened. */ if (swapchain->desc.windowed) ClientToScreen(window, &offset); TRACE("offset %s.\n", wine_dbgstr_point(&offset)); SetRect(&draw_rect, 0, 0, swapchain->front_buffer->resource.width, swapchain->front_buffer->resource.height); IntersectRect(&draw_rect, &draw_rect, &swapchain->front_buffer_update); BitBlt(dst_dc, draw_rect.left - offset.x, draw_rect.top - offset.y, draw_rect.right - draw_rect.left, draw_rect.bottom - draw_rect.top, src_dc, draw_rect.left, draw_rect.top, SRCCOPY); ReleaseDC(window, dst_dc); SetRectEmpty(&swapchain->front_buffer_update); } static void swapchain_gdi_present(struct wined3d_swapchain *swapchain, const RECT *src_rect, const RECT *dst_rect, DWORD flags) { struct wined3d_dc_info *front, *back; HBITMAP bitmap; void *data; HDC dc; front = &swapchain->front_buffer->dc_info[0]; back = &swapchain->back_buffers[0]->dc_info[0]; /* Flip the surface data. */ dc = front->dc; bitmap = front->bitmap; data = swapchain->front_buffer->resource.heap_memory; front->dc = back->dc; front->bitmap = back->bitmap; swapchain->front_buffer->resource.heap_memory = swapchain->back_buffers[0]->resource.heap_memory; back->dc = dc; back->bitmap = bitmap; swapchain->back_buffers[0]->resource.heap_memory = data; /* FPS support */ if (TRACE_ON(fps)) { static LONG prev_time, frames; DWORD time = GetTickCount(); ++frames; /* every 1.5 seconds */ if (time - prev_time > 1500) { TRACE_(fps)("@ approx %.2ffps\n", 1000.0 * frames / (time - prev_time)); prev_time = time; frames = 0; } } SetRect(&swapchain->front_buffer_update, 0, 0, swapchain->front_buffer->resource.width, swapchain->front_buffer->resource.height); swapchain_gdi_frontbuffer_updated(swapchain); } static const struct wined3d_swapchain_ops swapchain_gdi_ops = { swapchain_gdi_present, swapchain_gdi_frontbuffer_updated, }; static void swapchain_update_render_to_fbo(struct wined3d_swapchain *swapchain) { if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return; if (!swapchain->desc.backbuffer_count) { TRACE("Single buffered rendering.\n"); swapchain->render_to_fbo = FALSE; return; } TRACE("Rendering to FBO.\n"); swapchain->render_to_fbo = TRUE; } static void wined3d_swapchain_apply_sample_count_override(const struct wined3d_swapchain *swapchain, enum wined3d_format_id format_id, enum wined3d_multisample_type *type, DWORD *quality) { const struct wined3d_adapter *adapter; const struct wined3d_gl_info *gl_info; const struct wined3d_format *format; enum wined3d_multisample_type t; if (wined3d_settings.sample_count == ~0u) return; adapter = swapchain->device->adapter; gl_info = &adapter->gl_info; if (!(format = wined3d_get_format(adapter, format_id, WINED3D_BIND_RENDER_TARGET))) return; if ((t = min(wined3d_settings.sample_count, gl_info->limits.samples))) while (!(format->multisample_types & 1u << (t - 1))) ++t; TRACE("Using sample count %u.\n", t); *type = t; *quality = 0; } void wined3d_swapchain_set_swap_interval(struct wined3d_swapchain *swapchain, unsigned int swap_interval) { const struct wined3d_gl_info *gl_info; struct wined3d_context *context; swap_interval = swap_interval <= 4 ? swap_interval : 1; if (swapchain->swap_interval == swap_interval) return; swapchain->swap_interval = swap_interval; context = context_acquire(swapchain->device, swapchain->front_buffer, 0); gl_info = context->gl_info; if (gl_info->supported[WGL_EXT_SWAP_CONTROL]) { if (!GL_EXTCALL(wglSwapIntervalEXT(swap_interval))) ERR("wglSwapIntervalEXT failed to set swap interval %d for context %p, last error %#x.\n", swap_interval, context, GetLastError()); } context_release(context); } static void wined3d_swapchain_cs_init(void *object) { struct wined3d_swapchain *swapchain = object; const struct wined3d_adapter *adapter; unsigned int i; 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, }; adapter = swapchain->device->adapter; /* Without ORM_FBO, switching the depth/stencil format is hard. Always * request a depth/stencil buffer in the likely case it's needed later. */ for (i = 0; i < ARRAY_SIZE(formats); ++i) { swapchain->ds_format = wined3d_get_format(adapter, formats[i], WINED3D_BIND_DEPTH_STENCIL); if ((swapchain->context[0] = context_create(swapchain, swapchain->front_buffer, swapchain->ds_format))) 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"); return; } swapchain->num_contexts = 1; if (wined3d_settings.offscreen_rendering_mode != ORM_FBO && (!swapchain->desc.enable_auto_depth_stencil || swapchain->desc.auto_depth_stencil_format != swapchain->ds_format->id)) FIXME("Add OpenGL context recreation support.\n"); context_release(swapchain->context[0]); } void swapchain_set_max_frame_latency(struct wined3d_swapchain *swapchain, const struct wined3d_device *device) { /* Subtract 1 for the implicit OpenGL latency. */ swapchain->max_frame_latency = device->max_frame_latency >= 2 ? device->max_frame_latency - 1 : 1; } static HRESULT swapchain_init(struct wined3d_swapchain *swapchain, struct wined3d_device *device, struct wined3d_swapchain_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops) { const struct wined3d_adapter *adapter = device->adapter; struct wined3d_resource_desc texture_desc; BOOL displaymode_set = FALSE; DWORD texture_flags = 0; RECT client_rect; unsigned int i; HWND window; HRESULT hr; if (desc->backbuffer_count > 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"); } if (desc->swap_effect != WINED3D_SWAP_EFFECT_DISCARD && desc->swap_effect != WINED3D_SWAP_EFFECT_SEQUENTIAL && desc->swap_effect != WINED3D_SWAP_EFFECT_COPY) FIXME("Unimplemented swap effect %#x.\n", desc->swap_effect); if (device->wined3d->flags & WINED3D_NO3D) swapchain->swapchain_ops = &swapchain_gdi_ops; else swapchain->swapchain_ops = &swapchain_gl_ops; window = desc->device_window ? desc->device_window : device->create_parms.focus_window; swapchain->device = device; swapchain->parent = parent; swapchain->parent_ops = parent_ops; swapchain->ref = 1; swapchain->win_handle = window; swapchain->device_window = window; swapchain->swap_interval = WINED3D_SWAP_INTERVAL_DEFAULT; swapchain_set_max_frame_latency(swapchain, device); if (FAILED(hr = wined3d_get_adapter_display_mode(device->wined3d, adapter->ordinal, &swapchain->original_mode, NULL))) { ERR("Failed to get current display mode, hr %#x.\n", hr); goto err; } GetWindowRect(window, &swapchain->original_window_rect); GetClientRect(window, &client_rect); if (desc->windowed) { TRACE("Client rect %s.\n", wine_dbgstr_rect(&client_rect)); if (!desc->backbuffer_width) { desc->backbuffer_width = client_rect.right ? client_rect.right : 8; TRACE("Updating width to %u.\n", desc->backbuffer_width); } if (!desc->backbuffer_height) { desc->backbuffer_height = client_rect.bottom ? client_rect.bottom : 8; TRACE("Updating height to %u.\n", desc->backbuffer_height); } if (desc->backbuffer_format == WINED3DFMT_UNKNOWN) { desc->backbuffer_format = swapchain->original_mode.format_id; TRACE("Updating format to %s.\n", debug_d3dformat(swapchain->original_mode.format_id)); } } swapchain->desc = *desc; wined3d_swapchain_apply_sample_count_override(swapchain, swapchain->desc.backbuffer_format, &swapchain->desc.multisample_type, &swapchain->desc.multisample_quality); swapchain_update_render_to_fbo(swapchain); TRACE("Creating front buffer.\n"); texture_desc.resource_type = WINED3D_RTYPE_TEXTURE_2D; texture_desc.format = swapchain->desc.backbuffer_format; texture_desc.multisample_type = swapchain->desc.multisample_type; texture_desc.multisample_quality = swapchain->desc.multisample_quality; texture_desc.usage = 0; if (device->wined3d->flags & WINED3D_NO3D) texture_desc.usage |= WINED3DUSAGE_OWNDC; texture_desc.bind_flags = 0; texture_desc.access = WINED3D_RESOURCE_ACCESS_GPU; texture_desc.width = swapchain->desc.backbuffer_width; texture_desc.height = swapchain->desc.backbuffer_height; texture_desc.depth = 1; texture_desc.size = 0; if (swapchain->desc.flags & WINED3D_SWAPCHAIN_GDI_COMPATIBLE) texture_flags |= WINED3D_TEXTURE_CREATE_GET_DC; if (FAILED(hr = device->device_parent->ops->create_swapchain_texture(device->device_parent, parent, &texture_desc, texture_flags, &swapchain->front_buffer))) { WARN("Failed to create front buffer, hr %#x.\n", hr); goto err; } wined3d_texture_set_swapchain(swapchain->front_buffer, swapchain); if (!(device->wined3d->flags & WINED3D_NO3D)) { wined3d_texture_validate_location(swapchain->front_buffer, 0, WINED3D_LOCATION_DRAWABLE); wined3d_texture_invalidate_location(swapchain->front_buffer, 0, ~WINED3D_LOCATION_DRAWABLE); } /* 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 (!desc->windowed) { if (desc->flags & WINED3D_SWAPCHAIN_ALLOW_MODE_SWITCH) { /* Change the display settings */ swapchain->d3d_mode.width = desc->backbuffer_width; swapchain->d3d_mode.height = desc->backbuffer_height; swapchain->d3d_mode.format_id = desc->backbuffer_format; swapchain->d3d_mode.refresh_rate = desc->refresh_rate; swapchain->d3d_mode.scanline_ordering = WINED3D_SCANLINE_ORDERING_UNKNOWN; if (FAILED(hr = wined3d_set_adapter_display_mode(device->wined3d, adapter->ordinal, &swapchain->d3d_mode))) { WARN("Failed to set display mode, hr %#x.\n", hr); goto err; } displaymode_set = TRUE; } else { swapchain->d3d_mode = swapchain->original_mode; } } if (!(device->wined3d->flags & WINED3D_NO3D)) { if (!(swapchain->context = heap_alloc(sizeof(*swapchain->context)))) { ERR("Failed to create the context array.\n"); hr = E_OUTOFMEMORY; goto err; } wined3d_cs_init_object(device->cs, wined3d_swapchain_cs_init, swapchain); device->cs->ops->finish(device->cs, WINED3D_CS_QUEUE_DEFAULT); if (!swapchain->context[0]) { hr = WINED3DERR_NOTAVAILABLE; goto err; } } if (swapchain->desc.backbuffer_count > 0) { if (!(swapchain->back_buffers = heap_calloc(swapchain->desc.backbuffer_count, sizeof(*swapchain->back_buffers)))) { ERR("Failed to allocate backbuffer array memory.\n"); hr = E_OUTOFMEMORY; goto err; } texture_desc.bind_flags = swapchain->desc.backbuffer_bind_flags; texture_desc.usage = 0; if (device->wined3d->flags & WINED3D_NO3D) texture_desc.usage |= WINED3DUSAGE_OWNDC; if (texture_desc.bind_flags & WINED3D_BIND_RENDER_TARGET) texture_desc.usage |= WINED3DUSAGE_RENDERTARGET; if (texture_desc.bind_flags & WINED3D_BIND_SHADER_RESOURCE) texture_desc.usage |= WINED3DUSAGE_TEXTURE; for (i = 0; i < swapchain->desc.backbuffer_count; ++i) { TRACE("Creating back buffer %u.\n", i); if (FAILED(hr = device->device_parent->ops->create_swapchain_texture(device->device_parent, parent, &texture_desc, texture_flags, &swapchain->back_buffers[i]))) { WARN("Failed to create back buffer %u, hr %#x.\n", i, hr); swapchain->desc.backbuffer_count = i; goto err; } wined3d_texture_set_swapchain(swapchain->back_buffers[i], swapchain); } } /* Swapchains share the depth/stencil buffer, so only create a single depthstencil surface. */ if (desc->enable_auto_depth_stencil && !(device->wined3d->flags & WINED3D_NO3D)) { TRACE("Creating depth/stencil buffer.\n"); if (!device->auto_depth_stencil_view) { struct wined3d_view_desc desc; struct wined3d_texture *ds; texture_desc.format = swapchain->desc.auto_depth_stencil_format; texture_desc.usage = WINED3DUSAGE_DEPTHSTENCIL; texture_desc.bind_flags = WINED3D_BIND_DEPTH_STENCIL; if (FAILED(hr = device->device_parent->ops->create_swapchain_texture(device->device_parent, device->device_parent, &texture_desc, texture_flags, &ds))) { WARN("Failed to create the auto depth/stencil surface, hr %#x.\n", hr); goto err; } desc.format_id = ds->resource.format->id; desc.flags = 0; desc.u.texture.level_idx = 0; desc.u.texture.level_count = 1; desc.u.texture.layer_idx = 0; desc.u.texture.layer_count = 1; hr = wined3d_rendertarget_view_create(&desc, &ds->resource, NULL, &wined3d_null_parent_ops, &device->auto_depth_stencil_view); wined3d_texture_decref(ds); if (FAILED(hr)) { ERR("Failed to create rendertarget view, hr %#x.\n", hr); goto err; } } } wined3d_swapchain_get_gamma_ramp(swapchain, &swapchain->orig_gamma); return WINED3D_OK; err: if (displaymode_set) { if (FAILED(wined3d_set_adapter_display_mode(device->wined3d, adapter->ordinal, &swapchain->original_mode))) ERR("Failed to restore display mode.\n"); ClipCursor(NULL); } if (swapchain->back_buffers) { for (i = 0; i < swapchain->desc.backbuffer_count; ++i) { if (swapchain->back_buffers[i]) { wined3d_texture_set_swapchain(swapchain->back_buffers[i], NULL); wined3d_texture_decref(swapchain->back_buffers[i]); } } heap_free(swapchain->back_buffers); } wined3d_cs_destroy_object(swapchain->device->cs, wined3d_swapchain_destroy_object, swapchain); swapchain->device->cs->ops->finish(device->cs, WINED3D_CS_QUEUE_DEFAULT); if (swapchain->front_buffer) { wined3d_texture_set_swapchain(swapchain->front_buffer, NULL); wined3d_texture_decref(swapchain->front_buffer); } return hr; } HRESULT CDECL wined3d_swapchain_create(struct wined3d_device *device, struct wined3d_swapchain_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_swapchain **swapchain) { struct wined3d_swapchain *object; HRESULT hr; TRACE("device %p, desc %p, parent %p, parent_ops %p, swapchain %p.\n", device, desc, parent, parent_ops, swapchain); if (!(object = heap_alloc_zero(sizeof(*object)))) return E_OUTOFMEMORY; hr = swapchain_init(object, device, desc, parent, parent_ops); if (FAILED(hr)) { WARN("Failed to initialize swapchain, hr %#x.\n", hr); heap_free(object); return hr; } TRACE("Created swapchain %p.\n", object); *swapchain = object; return WINED3D_OK; } static struct wined3d_context *swapchain_create_context(struct wined3d_swapchain *swapchain) { struct wined3d_context **ctx_array; struct wined3d_context *ctx; TRACE("Creating a new context for swapchain %p, thread %u.\n", swapchain, GetCurrentThreadId()); if (!(ctx = context_create(swapchain, swapchain->front_buffer, swapchain->ds_format))) { ERR("Failed to create a new context for the swapchain\n"); return NULL; } context_release(ctx); if (!(ctx_array = heap_calloc(swapchain->num_contexts + 1, sizeof(*ctx_array)))) { ERR("Out of memory when trying to allocate a new context array\n"); context_destroy(swapchain->device, ctx); return NULL; } memcpy(ctx_array, swapchain->context, sizeof(*ctx_array) * swapchain->num_contexts); heap_free(swapchain->context); ctx_array[swapchain->num_contexts] = ctx; swapchain->context = ctx_array; swapchain->num_contexts++; TRACE("Returning context %p\n", ctx); return ctx; } void swapchain_destroy_contexts(struct wined3d_swapchain *swapchain) { unsigned int i; for (i = 0; i < swapchain->num_contexts; ++i) { context_destroy(swapchain->device, swapchain->context[i]); } heap_free(swapchain->context); swapchain->num_contexts = 0; swapchain->context = NULL; } struct wined3d_context *swapchain_get_context(struct wined3d_swapchain *swapchain) { DWORD tid = GetCurrentThreadId(); unsigned int i; for (i = 0; i < swapchain->num_contexts; ++i) { if (swapchain->context[i]->tid == tid) return swapchain->context[i]; } /* Create a new context for the thread */ return swapchain_create_context(swapchain); } HDC swapchain_get_backup_dc(struct wined3d_swapchain *swapchain) { if (!swapchain->backup_dc) { TRACE("Creating the backup window for swapchain %p.\n", swapchain); if (!(swapchain->backup_wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window", WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL))) { ERR("Failed to create a window.\n"); return NULL; } if (!(swapchain->backup_dc = GetDC(swapchain->backup_wnd))) { ERR("Failed to get a DC.\n"); DestroyWindow(swapchain->backup_wnd); swapchain->backup_wnd = NULL; return NULL; } } return swapchain->backup_dc; } void swapchain_update_draw_bindings(struct wined3d_swapchain *swapchain) { UINT i; wined3d_resource_update_draw_binding(&swapchain->front_buffer->resource); for (i = 0; i < swapchain->desc.backbuffer_count; ++i) { wined3d_resource_update_draw_binding(&swapchain->back_buffers[i]->resource); } } void wined3d_swapchain_activate(struct wined3d_swapchain *swapchain, BOOL activate) { struct wined3d_device *device = swapchain->device; BOOL filter_messages = device->filter_messages; BOOL focus_messages = device->wined3d->flags & WINED3D_FOCUS_MESSAGES; /* This code is not protected by the wined3d mutex, so it may run while * wined3d_device_reset is active. Testing on Windows shows that changing * focus during resets and resetting during focus change events causes * the application to crash with an invalid memory access. */ if (!focus_messages) device->filter_messages = 1; if (activate) { if (!(device->create_parms.flags & WINED3DCREATE_NOWINDOWCHANGES)) { /* The d3d versions do not agree on the exact messages here. D3d8 restores * the window but leaves the size untouched, d3d9 sets the size on an * invisible window, generates messages but doesn't change the window * properties. The implementation follows d3d9. * * Guild Wars 1 wants a WINDOWPOSCHANGED message on the device window to * resume drawing after a focus loss. */ SetWindowPos(swapchain->device_window, NULL, 0, 0, swapchain->desc.backbuffer_width, swapchain->desc.backbuffer_height, SWP_NOACTIVATE | SWP_NOZORDER); } if (device->wined3d->flags & WINED3D_RESTORE_MODE_ON_ACTIVATE) { if (FAILED(wined3d_set_adapter_display_mode(device->wined3d, device->adapter->ordinal, &swapchain->d3d_mode))) ERR("Failed to set display mode.\n"); } if (swapchain == device->swapchains[0]) device->device_parent->ops->activate(device->device_parent, TRUE); } else { if (FAILED(wined3d_set_adapter_display_mode(device->wined3d, device->adapter->ordinal, NULL))) ERR("Failed to set display mode.\n"); swapchain->reapply_mode = TRUE; /* Some DDraw apps (Deus Ex: GOTY, and presumably all UT 1 based games) destroy the device * during window minimization. Do our housekeeping now, as the device may not exist after * the ShowWindow call. * * In d3d9, the device is marked lost after the window is minimized. If we find an app * that needs this behavior (e.g. because it calls TestCooperativeLevel in the window proc) * we'll have to control this via a create flag. Note that the device and swapchain are not * safe to access after the ShowWindow call. */ if (swapchain == device->swapchains[0]) device->device_parent->ops->activate(device->device_parent, FALSE); if (!(device->create_parms.flags & WINED3DCREATE_NOWINDOWCHANGES) && IsWindowVisible(swapchain->device_window)) ShowWindow(swapchain->device_window, SW_MINIMIZE); } if (!focus_messages) device->filter_messages = filter_messages; } HRESULT CDECL wined3d_swapchain_resize_buffers(struct wined3d_swapchain *swapchain, unsigned int buffer_count, unsigned int width, unsigned int height, enum wined3d_format_id format_id, enum wined3d_multisample_type multisample_type, unsigned int multisample_quality) { struct wined3d_device *device = swapchain->device; BOOL update_desc = FALSE; TRACE("swapchain %p, buffer_count %u, width %u, height %u, format %s, " "multisample_type %#x, multisample_quality %#x.\n", swapchain, buffer_count, width, height, debug_d3dformat(format_id), multisample_type, multisample_quality); wined3d_swapchain_apply_sample_count_override(swapchain, format_id, &multisample_type, &multisample_quality); if (buffer_count && buffer_count != swapchain->desc.backbuffer_count) FIXME("Cannot change the back buffer count yet.\n"); device->cs->ops->finish(device->cs, WINED3D_CS_QUEUE_DEFAULT); if (!width || !height) { /* The application is requesting that either the swapchain width or * height be set to the corresponding dimension in the window's * client rect. */ RECT client_rect; if (!swapchain->desc.windowed) return WINED3DERR_INVALIDCALL; if (!GetClientRect(swapchain->device_window, &client_rect)) { ERR("Failed to get client rect, last error %#x.\n", GetLastError()); return WINED3DERR_INVALIDCALL; } if (!width) width = client_rect.right; if (!height) height = client_rect.bottom; } if (width != swapchain->desc.backbuffer_width || height != swapchain->desc.backbuffer_height) { swapchain->desc.backbuffer_width = width; swapchain->desc.backbuffer_height = height; update_desc = TRUE; } if (format_id == WINED3DFMT_UNKNOWN) { if (!swapchain->desc.windowed) return WINED3DERR_INVALIDCALL; format_id = swapchain->original_mode.format_id; } if (format_id != swapchain->desc.backbuffer_format) { swapchain->desc.backbuffer_format = format_id; update_desc = TRUE; } if (multisample_type != swapchain->desc.multisample_type || multisample_quality != swapchain->desc.multisample_quality) { swapchain->desc.multisample_type = multisample_type; swapchain->desc.multisample_quality = multisample_quality; update_desc = TRUE; } if (update_desc) { HRESULT hr; UINT i; if (FAILED(hr = wined3d_texture_update_desc(swapchain->front_buffer, swapchain->desc.backbuffer_width, swapchain->desc.backbuffer_height, swapchain->desc.backbuffer_format, swapchain->desc.multisample_type, swapchain->desc.multisample_quality, NULL, 0))) return hr; for (i = 0; i < swapchain->desc.backbuffer_count; ++i) { if (FAILED(hr = wined3d_texture_update_desc(swapchain->back_buffers[i], swapchain->desc.backbuffer_width, swapchain->desc.backbuffer_height, swapchain->desc.backbuffer_format, swapchain->desc.multisample_type, swapchain->desc.multisample_quality, NULL, 0))) return hr; } } swapchain_update_render_to_fbo(swapchain); swapchain_update_draw_bindings(swapchain); return WINED3D_OK; } static HRESULT wined3d_swapchain_set_display_mode(struct wined3d_swapchain *swapchain, struct wined3d_display_mode *mode) { struct wined3d_device *device = swapchain->device; HRESULT hr; if (swapchain->desc.flags & WINED3D_SWAPCHAIN_USE_CLOSEST_MATCHING_MODE) { if (FAILED(hr = wined3d_find_closest_matching_adapter_mode(device->wined3d, device->adapter->ordinal, mode))) { WARN("Failed to find closest matching mode, hr %#x.\n", hr); } } if (FAILED(hr = wined3d_set_adapter_display_mode(device->wined3d, device->adapter->ordinal, mode))) { WARN("Failed to set display mode, hr %#x.\n", hr); return WINED3DERR_INVALIDCALL; } return WINED3D_OK; } HRESULT CDECL wined3d_swapchain_resize_target(struct wined3d_swapchain *swapchain, const struct wined3d_display_mode *mode) { struct wined3d_device *device = swapchain->device; struct wined3d_display_mode actual_mode; RECT original_window_rect, window_rect; HRESULT hr; TRACE("swapchain %p, mode %p.\n", swapchain, mode); if (swapchain->desc.windowed) { SetRect(&window_rect, 0, 0, mode->width, mode->height); AdjustWindowRectEx(&window_rect, GetWindowLongW(swapchain->device_window, GWL_STYLE), FALSE, GetWindowLongW(swapchain->device_window, GWL_EXSTYLE)); SetRect(&window_rect, 0, 0, window_rect.right - window_rect.left, window_rect.bottom - window_rect.top); GetWindowRect(swapchain->device_window, &original_window_rect); OffsetRect(&window_rect, original_window_rect.left, original_window_rect.top); } else if (swapchain->desc.flags & WINED3D_SWAPCHAIN_ALLOW_MODE_SWITCH) { actual_mode = *mode; if (FAILED(hr = wined3d_swapchain_set_display_mode(swapchain, &actual_mode))) return hr; SetRect(&window_rect, 0, 0, actual_mode.width, actual_mode.height); } else { if (FAILED(hr = wined3d_get_adapter_display_mode(device->wined3d, device->adapter->ordinal, &actual_mode, NULL))) { ERR("Failed to get display mode, hr %#x.\n", hr); return WINED3DERR_INVALIDCALL; } SetRect(&window_rect, 0, 0, actual_mode.width, actual_mode.height); } MoveWindow(swapchain->device_window, window_rect.left, window_rect.top, window_rect.right - window_rect.left, window_rect.bottom - window_rect.top, TRUE); return WINED3D_OK; } HRESULT CDECL wined3d_swapchain_set_fullscreen(struct wined3d_swapchain *swapchain, const struct wined3d_swapchain_desc *swapchain_desc, const struct wined3d_display_mode *mode) { struct wined3d_device *device = swapchain->device; struct wined3d_display_mode actual_mode; HRESULT hr; TRACE("swapchain %p, desc %p, mode %p.\n", swapchain, swapchain_desc, mode); if (swapchain->desc.flags & WINED3D_SWAPCHAIN_ALLOW_MODE_SWITCH) { if (mode) { actual_mode = *mode; } else { if (!swapchain_desc->windowed) { actual_mode.width = swapchain_desc->backbuffer_width; actual_mode.height = swapchain_desc->backbuffer_height; actual_mode.refresh_rate = swapchain_desc->refresh_rate; actual_mode.format_id = swapchain_desc->backbuffer_format; actual_mode.scanline_ordering = WINED3D_SCANLINE_ORDERING_UNKNOWN; } else { actual_mode = swapchain->original_mode; } } if (FAILED(hr = wined3d_swapchain_set_display_mode(swapchain, &actual_mode))) return hr; } else { if (mode) WARN("WINED3D_SWAPCHAIN_ALLOW_MODE_SWITCH is not set, ignoring mode.\n"); if (FAILED(hr = wined3d_get_adapter_display_mode(device->wined3d, device->adapter->ordinal, &actual_mode, NULL))) { ERR("Failed to get display mode, hr %#x.\n", hr); return WINED3DERR_INVALIDCALL; } } if (!swapchain_desc->windowed) { unsigned int width = actual_mode.width; unsigned int height = actual_mode.height; if (swapchain->desc.windowed) { /* Switch from windowed to fullscreen */ HWND focus_window = device->create_parms.focus_window; if (!focus_window) focus_window = swapchain->device_window; if (FAILED(hr = wined3d_device_acquire_focus_window(device, focus_window))) { ERR("Failed to acquire focus window, hr %#x.\n", hr); return hr; } wined3d_device_setup_fullscreen_window(device, swapchain->device_window, width, height); } else { /* Fullscreen -> fullscreen mode change */ BOOL filter_messages = device->filter_messages; device->filter_messages = TRUE; MoveWindow(swapchain->device_window, 0, 0, width, height, TRUE); ShowWindow(swapchain->device_window, SW_SHOW); device->filter_messages = filter_messages; } swapchain->d3d_mode = actual_mode; } else if (!swapchain->desc.windowed) { /* Fullscreen -> windowed switch */ RECT *window_rect = NULL; if (swapchain->desc.flags & WINED3D_SWAPCHAIN_RESTORE_WINDOW_RECT) window_rect = &swapchain->original_window_rect; wined3d_device_restore_fullscreen_window(device, swapchain->device_window, window_rect); wined3d_device_release_focus_window(device); } swapchain->desc.windowed = swapchain_desc->windowed; return WINED3D_OK; }