/* * 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 "wined3d_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d); WINE_DECLARE_DEBUG_CHANNEL(fps); /* Do not call while under the GL lock. */ static void swapchain_cleanup(struct wined3d_swapchain *swapchain) { WINED3DDISPLAYMODE mode; 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) { surface_set_container(swapchain->front_buffer, WINED3D_CONTAINER_NONE, NULL); if (wined3d_surface_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->presentParms.BackBufferCount; while (i--) { surface_set_container(swapchain->back_buffers[i], WINED3D_CONTAINER_NONE, NULL); if (wined3d_surface_decref(swapchain->back_buffers[i])) WARN("Something's still holding back buffer %u (%p).\n", i, swapchain->back_buffers[i]); } HeapFree(GetProcessHeap(), 0, swapchain->back_buffers); swapchain->back_buffers = NULL; } for (i = 0; i < swapchain->num_contexts; ++i) { context_destroy(swapchain->device, swapchain->context[i]); } HeapFree(GetProcessHeap(), 0, swapchain->context); /* 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->presentParms.Windowed && swapchain->presentParms.AutoRestoreDisplayMode) { mode.Width = swapchain->orig_width; mode.Height = swapchain->orig_height; mode.RefreshRate = 0; mode.Format = swapchain->orig_fmt; wined3d_device_set_display_mode(swapchain->device, 0, &mode); } if (swapchain->backup_dc) { TRACE("Destroying backup wined3d window %p, dc %p.\n", swapchain->backup_wnd, swapchain->backup_dc); ReleaseDC(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; } /* Do not call while under the GL lock. */ 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) { swapchain_cleanup(swapchain); swapchain->parent_ops->wined3d_object_destroyed(swapchain->parent); HeapFree(GetProcessHeap(), 0, swapchain); } return refcount; } void * CDECL wined3d_swapchain_get_parent(const struct wined3d_swapchain *swapchain) { TRACE("swapchain %p.\n", swapchain); return swapchain->parent; } HRESULT CDECL wined3d_swapchain_set_window(struct wined3d_swapchain *swapchain, HWND window) { if (!window) window = swapchain->device_window; if (window == swapchain->win_handle) return WINED3D_OK; TRACE("Setting swapchain %p window from %p to %p.\n", swapchain, swapchain->win_handle, window); swapchain->win_handle = window; return WINED3D_OK; } HRESULT CDECL wined3d_swapchain_present(struct wined3d_swapchain *swapchain, const RECT *src_rect, const RECT *dst_rect, HWND dst_window_override, const RGNDATA *dirty_region, DWORD flags) { TRACE("swapchain %p, src_rect %s, dst_rect %s, dst_window_override %p, dirty_region %p, flags %#x.\n", swapchain, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect), dst_window_override, dirty_region, flags); wined3d_swapchain_set_window(swapchain, dst_window_override); return swapchain->swapchain_ops->swapchain_present(swapchain, src_rect, dst_rect, dirty_region, flags); } HRESULT CDECL wined3d_swapchain_get_front_buffer_data(const struct wined3d_swapchain *swapchain, struct wined3d_surface *dst_surface) { POINT offset = {0, 0}; TRACE("swapchain %p, dst_surface %p.\n", swapchain, dst_surface); if (swapchain->presentParms.Windowed) MapWindowPoints(swapchain->win_handle, NULL, &offset, 1); wined3d_surface_bltfast(dst_surface, offset.x, offset.y, swapchain->front_buffer, NULL, 0); return WINED3D_OK; } HRESULT CDECL wined3d_swapchain_get_back_buffer(const struct wined3d_swapchain *swapchain, UINT back_buffer_idx, WINED3DBACKBUFFER_TYPE type, struct wined3d_surface **back_buffer) { TRACE("swapchain %p, back_buffer_idx %u, type %#x, back_buffer %p.\n", swapchain, back_buffer_idx, type, back_buffer); /* 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->presentParms.BackBufferCount) { 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. */ *back_buffer = NULL; return WINED3DERR_INVALIDCALL; } *back_buffer = swapchain->back_buffers[back_buffer_idx]; if (*back_buffer) wined3d_surface_incref(*back_buffer); TRACE("Returning back buffer %p.\n", *back_buffer); return WINED3D_OK; } HRESULT CDECL wined3d_swapchain_get_raster_status(const struct wined3d_swapchain *swapchain, WINED3DRASTER_STATUS *raster_status) { static BOOL warned; /* No OpenGL equivalent */ if (!warned) { FIXME("swapchain %p, raster_status %p stub!\n", swapchain, raster_status); warned = TRUE; } /* Obtaining the raster status is a widely implemented but optional * feature. When this method returns OK StarCraft 2 expects the * raster_status->InVBlank value to actually change over time. To prevent * StarCraft 2 from running in an infinite loop at startup this method * returns INVALIDCALL. */ return WINED3DERR_INVALIDCALL; } HRESULT CDECL wined3d_swapchain_get_display_mode(const struct wined3d_swapchain *swapchain, WINED3DDISPLAYMODE *mode) { HRESULT hr; TRACE("swapchain %p, mode %p.\n", swapchain, mode); hr = wined3d_get_adapter_display_mode(swapchain->device->wined3d, swapchain->device->adapter->ordinal, mode); TRACE("Returning w %u, h %u, refresh rate %u, format %s.\n", mode->Width, mode->Height, mode->RefreshRate, debug_d3dformat(mode->Format)); return hr; } struct wined3d_device * CDECL wined3d_swapchain_get_device(const struct wined3d_swapchain *swapchain) { TRACE("swapchain %p.\n", swapchain); return swapchain->device; } HRESULT CDECL wined3d_swapchain_get_present_parameters(const struct wined3d_swapchain *swapchain, WINED3DPRESENT_PARAMETERS *present_parameters) { TRACE("swapchain %p, present_parameters %p.\n", swapchain, present_parameters); *present_parameters = swapchain->presentParms; return WINED3D_OK; } HRESULT CDECL wined3d_swapchain_set_gamma_ramp(const struct wined3d_swapchain *swapchain, DWORD flags, const WINED3DGAMMARAMP *ramp) { HDC dc; TRACE("swapchain %p, flags %#x, ramp %p.\n", swapchain, flags, ramp); if (flags) FIXME("Ignoring flags %#x.\n", flags); dc = GetDC(swapchain->device_window); SetDeviceGammaRamp(dc, (void *)ramp); ReleaseDC(swapchain->device_window, dc); return WINED3D_OK; } HRESULT CDECL wined3d_swapchain_get_gamma_ramp(const struct wined3d_swapchain *swapchain, WINED3DGAMMARAMP *ramp) { HDC dc; TRACE("swapchain %p, ramp %p.\n", swapchain, ramp); dc = GetDC(swapchain->device_window); 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_surface *backbuffer = swapchain->back_buffers[0]; UINT src_w = src_rect->right - src_rect->left; UINT src_h = src_rect->bottom - src_rect->top; GLenum gl_filter; const struct wined3d_gl_info *gl_info = context->gl_info; RECT win_rect; UINT win_h; TRACE("swapchain %p, context %p, src_rect %s, dst_rect %s.\n", swapchain, context, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect)); if (src_w == dst_rect->right - dst_rect->left && src_h == dst_rect->bottom - dst_rect->top) gl_filter = GL_NEAREST; else gl_filter = GL_LINEAR; GetClientRect(swapchain->win_handle, &win_rect); win_h = win_rect.bottom - win_rect.top; if (gl_info->fbo_ops.glBlitFramebuffer && is_identity_fixup(backbuffer->resource.format->color_fixup)) { ENTER_GL(); context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, backbuffer, NULL, SFLAG_INTEXTURE); glReadBuffer(GL_COLOR_ATTACHMENT0); context_check_fbo_status(context, GL_READ_FRAMEBUFFER); context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER, swapchain->front_buffer, NULL, SFLAG_INDRAWABLE); context_set_draw_buffer(context, GL_BACK); context_invalidate_state(context, STATE_FRAMEBUFFER); glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE)); context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1)); context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2)); context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3)); glDisable(GL_SCISSOR_TEST); context_invalidate_state(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE)); /* Note that the texture is upside down */ gl_info->fbo_ops.glBlitFramebuffer(src_rect->left, src_rect->top, src_rect->right, src_rect->bottom, dst_rect->left, win_h - dst_rect->top, dst_rect->right, win_h - dst_rect->bottom, GL_COLOR_BUFFER_BIT, gl_filter); checkGLcall("Swapchain present blit(EXT_framebuffer_blit)\n"); LEAVE_GL(); } else { struct wined3d_device *device = swapchain->device; struct wined3d_context *context2; float tex_left = src_rect->left; float tex_top = src_rect->top; float tex_right = src_rect->right; float tex_bottom = src_rect->bottom; context2 = context_acquire(device, swapchain->back_buffers[0]); context_apply_blit_state(context2, device); if (backbuffer->flags & SFLAG_NORMCOORD) { tex_left /= src_w; tex_right /= src_w; tex_top /= src_h; tex_bottom /= src_h; } if (is_complex_fixup(backbuffer->resource.format->color_fixup)) gl_filter = GL_NEAREST; ENTER_GL(); context_apply_fbo_state_blit(context2, GL_FRAMEBUFFER, swapchain->front_buffer, NULL, SFLAG_INDRAWABLE); /* Set up the texture. The surface is not in a wined3d_texture * container, so there are no D3D texture settings to dirtify. */ device->blitter->set_shader(device->blit_priv, context2->gl_info, backbuffer); glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MIN_FILTER, gl_filter); glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MAG_FILTER, gl_filter); context_set_draw_buffer(context, GL_BACK); /* Set the viewport to the destination rectandle, disable any projection * transformation set up by context_apply_blit_state(), and draw a * (-1,-1)-(1,1) quad. * * Back up viewport and matrix to avoid breaking last_was_blit * * Note that context_apply_blit_state() set up viewport and ortho to * match the surface size - we want the GL drawable(=window) size. */ glPushAttrib(GL_VIEWPORT_BIT); glViewport(dst_rect->left, win_h - dst_rect->bottom, dst_rect->right, win_h - dst_rect->top); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glBegin(GL_QUADS); /* bottom left */ glTexCoord2f(tex_left, tex_bottom); glVertex2i(-1, -1); /* top left */ glTexCoord2f(tex_left, tex_top); glVertex2i(-1, 1); /* top right */ glTexCoord2f(tex_right, tex_top); glVertex2i(1, 1); /* bottom right */ glTexCoord2f(tex_right, tex_bottom); glVertex2i(1, -1); glEnd(); glPopMatrix(); glPopAttrib(); device->blitter->unset_shader(context->gl_info); checkGLcall("Swapchain present blit(manual)\n"); LEAVE_GL(); context_release(context2); } } static HRESULT swapchain_gl_present(struct wined3d_swapchain *swapchain, const RECT *src_rect_in, const RECT *dst_rect_in, const RGNDATA *dirty_region, DWORD flags) { const struct wined3d_fb_state *fb = &swapchain->device->fb; const struct wined3d_gl_info *gl_info; struct wined3d_context *context; RECT src_rect, dst_rect; BOOL render_to_fbo; context = context_acquire(swapchain->device, swapchain->back_buffers[0]); if (!context->valid) { context_release(context); WARN("Invalid context, skipping present.\n"); return WINED3D_OK; } gl_info = context->gl_info; /* Render the cursor onto the back buffer, using our nifty directdraw blitting code :-) */ if (swapchain->device->bCursorVisible && swapchain->device->cursorTexture && !swapchain->device->hardwareCursor) { struct wined3d_surface cursor; RECT destRect = { 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, }; TRACE("Rendering the cursor. Creating fake surface at %p\n", &cursor); /* Build a fake surface to call the Blitting code. It is not possible to use the interface passed by * the application because we are only supposed to copy the information out. Using a fake surface * allows to use the Blitting engine and avoid copying the whole texture -> render target blitting code. */ memset(&cursor, 0, sizeof(cursor)); cursor.resource.ref = 1; cursor.resource.device = swapchain->device; cursor.resource.pool = WINED3DPOOL_SCRATCH; cursor.resource.format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM); cursor.resource.resourceType = WINED3DRTYPE_SURFACE; cursor.texture_name = swapchain->device->cursorTexture; cursor.texture_target = GL_TEXTURE_2D; cursor.texture_level = 0; cursor.resource.width = swapchain->device->cursorWidth; cursor.resource.height = swapchain->device->cursorHeight; /* The cursor must have pow2 sizes */ cursor.pow2Width = cursor.resource.width; cursor.pow2Height = cursor.resource.height; /* The surface is in the texture */ cursor.flags |= SFLAG_INTEXTURE; /* DDBLT_KEYSRC will cause BltOverride to enable the alpha test with GL_NOTEQUAL, 0.0, * which is exactly what we want :-) */ if (swapchain->presentParms.Windowed) MapWindowPoints(NULL, swapchain->win_handle, (LPPOINT)&destRect, 2); wined3d_surface_blt(swapchain->back_buffers[0], &destRect, &cursor, NULL, WINEDDBLT_KEYSRC, NULL, WINED3DTEXF_POINT); } if (swapchain->device->logo_surface) { /* Blit the logo into the upper left corner of the drawable. */ wined3d_surface_bltfast(swapchain->back_buffers[0], 0, 0, swapchain->device->logo_surface, NULL, WINEDDBLTFAST_SRCCOLORKEY); } TRACE("Presenting HDC %p.\n", context->hdc); render_to_fbo = swapchain->render_to_fbo; if (src_rect_in) { src_rect = *src_rect_in; if (!render_to_fbo && (src_rect.left || src_rect.top || src_rect.right != swapchain->presentParms.BackBufferWidth || src_rect.bottom != swapchain->presentParms.BackBufferHeight)) { render_to_fbo = TRUE; } } else { src_rect.left = 0; src_rect.top = 0; src_rect.right = swapchain->presentParms.BackBufferWidth; src_rect.bottom = swapchain->presentParms.BackBufferHeight; } if (dst_rect_in) dst_rect = *dst_rect_in; else GetClientRect(swapchain->win_handle, &dst_rect); if (!render_to_fbo && (dst_rect.left || dst_rect.top || dst_rect.right != swapchain->presentParms.BackBufferWidth || dst_rect.bottom != swapchain->presentParms.BackBufferHeight)) { render_to_fbo = TRUE; } /* Rendering to a window of different size, presenting partial rectangles, * or rendering to a different window needs help from FBO_blit or a textured * draw. Render the swapchain to a FBO in the future. * * Note that FBO_blit from the backbuffer to the frontbuffer cannot solve * all these issues - this fails if the window is smaller than the backbuffer. */ if (!swapchain->render_to_fbo && render_to_fbo && wined3d_settings.offscreen_rendering_mode == ORM_FBO) { surface_load_location(swapchain->back_buffers[0], SFLAG_INTEXTURE, NULL); surface_modify_location(swapchain->back_buffers[0], SFLAG_INDRAWABLE, FALSE); swapchain->render_to_fbo = TRUE; swapchain_update_draw_bindings(swapchain); } if (swapchain->render_to_fbo) { /* This codepath should only be hit with the COPY swapeffect. Otherwise a backbuffer- * window size mismatch is impossible(fullscreen) and src and dst rectangles are * not allowed(they need the COPY swapeffect) * * The DISCARD swap effect is ok as well since any backbuffer content is allowed after * the swap. */ if (swapchain->presentParms.SwapEffect == WINED3DSWAPEFFECT_FLIP) FIXME("Render-to-fbo with WINED3DSWAPEFFECT_FLIP\n"); swapchain_blit(swapchain, context, &src_rect, &dst_rect); } if (swapchain->num_contexts > 1) wglFinish(); SwapBuffers(context->hdc); /* TODO: cycle through the swapchain buffers */ 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; } } /* This is disabled, but the code left in for debug purposes. * * Since we're allowed to modify the new back buffer on a D3DSWAPEFFECT_DISCARD flip, * we can clear it with some ugly color to make bad drawing visible and ease debugging. * The Debug runtime does the same on Windows. However, a few games do not redraw the * screen properly, like Max Payne 2, which leaves a few pixels undefined. * * Tests show that the content of the back buffer after a discard flip is indeed not * reliable, so no game can depend on the exact content. However, it resembles the * old contents in some way, for example by showing fragments at other locations. In * general, the color theme is still intact. So Max payne, which draws rather dark scenes * gets a dark background image. If we clear it with a bright ugly color, the game's * bug shows up much more than it does on Windows, and the players see single pixels * with wrong colors. * (The Max Payne bug has been confirmed on Windows with the debug runtime) */ if (FALSE && swapchain->presentParms.SwapEffect == WINED3DSWAPEFFECT_DISCARD) { TRACE("Clearing the color buffer with cyan color\n"); wined3d_device_clear(swapchain->device, 0, NULL, WINED3DCLEAR_TARGET, 0xff00ffff, 1.0f, 0); } if (!swapchain->render_to_fbo && ((swapchain->front_buffer->flags & SFLAG_INSYSMEM) || (swapchain->back_buffers[0]->flags & SFLAG_INSYSMEM))) { /* Both memory copies of the surfaces are ok, flip them around too instead of dirtifying * Doesn't work with render_to_fbo because we're not flipping */ struct wined3d_surface *front = swapchain->front_buffer; struct wined3d_surface *back = swapchain->back_buffers[0]; if(front->resource.size == back->resource.size) { DWORD fbflags; flip_surface(front, back); /* Tell the front buffer surface that is has been modified. However, * the other locations were preserved during that, so keep the flags. * This serves to update the emulated overlay, if any. */ fbflags = front->flags; surface_modify_location(front, SFLAG_INDRAWABLE, TRUE); front->flags = fbflags; } else { surface_modify_location(front, SFLAG_INDRAWABLE, TRUE); surface_modify_location(back, SFLAG_INDRAWABLE, TRUE); } } else { surface_modify_location(swapchain->front_buffer, SFLAG_INDRAWABLE, TRUE); /* If the swapeffect is DISCARD, the back buffer is undefined. That means the SYSMEM * and INTEXTURE copies can keep their old content if they have any defined content. * If the swapeffect is COPY, the content remains the same. If it is FLIP however, * the texture / sysmem copy needs to be reloaded from the drawable */ if (swapchain->presentParms.SwapEffect == WINED3DSWAPEFFECT_FLIP) surface_modify_location(swapchain->back_buffers[0], SFLAG_INDRAWABLE, TRUE); } if (fb->depth_stencil) { if (swapchain->presentParms.Flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL || fb->depth_stencil->flags & SFLAG_DISCARD) { surface_modify_ds_location(fb->depth_stencil, SFLAG_DS_DISCARDED, fb->depth_stencil->resource.width, fb->depth_stencil->resource.height); if (fb->depth_stencil == swapchain->device->onscreen_depth_stencil) { wined3d_surface_decref(swapchain->device->onscreen_depth_stencil); swapchain->device->onscreen_depth_stencil = NULL; } } } context_release(context); TRACE("returning\n"); return WINED3D_OK; } static const struct wined3d_swapchain_ops swapchain_gl_ops = { swapchain_gl_present, }; /* Helper function that blits the front buffer contents to the target window. */ void x11_copy_to_screen(const struct wined3d_swapchain *swapchain, const RECT *rect) { const struct wined3d_surface *front; POINT offset = {0, 0}; HDC src_dc, dst_dc; RECT draw_rect; HWND window; TRACE("swapchain %p, rect %s.\n", swapchain, wine_dbgstr_rect(rect)); front = swapchain->front_buffer; if (!(front->resource.usage & WINED3DUSAGE_RENDERTARGET)) return; TRACE("Copying surface %p to screen.\n", front); src_dc = front->hDC; 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->presentParms.Windowed) ClientToScreen(window, &offset); TRACE("offset %s.\n", wine_dbgstr_point(&offset)); #if 0 /* FIXME: This doesn't work... if users really want to run * X in 8bpp, then we need to call directly into display.drv * (or Wine's equivalent), and force a private colormap * without default entries. */ if (front->palette) { SelectPalette(dst_dc, front->palette->hpal, FALSE); RealizePalette(dst_dc); /* sends messages => deadlocks */ } #endif draw_rect.left = 0; draw_rect.right = front->resource.width; draw_rect.top = 0; draw_rect.bottom = front->resource.height; #if 0 /* TODO: Support clippers. */ if (front->clipper) { RECT xrc; HWND hwnd = front->clipper->hWnd; if (hwnd && GetClientRect(hwnd,&xrc)) { OffsetRect(&xrc, offset.x, offset.y); IntersectRect(&draw_rect, &draw_rect, &xrc); } } #endif if (!rect) { /* Only use this if the caller did not pass a rectangle, since * due to double locking this could be the wrong one... */ if (front->lockedRect.left != front->lockedRect.right) IntersectRect(&draw_rect, &draw_rect, &front->lockedRect); } else { IntersectRect(&draw_rect, &draw_rect, rect); } 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); } static HRESULT swapchain_gdi_present(struct wined3d_swapchain *swapchain, const RECT *src_rect_in, const RECT *dst_rect_in, const RGNDATA *dirty_region, DWORD flags) { struct wined3d_surface *front, *back; if (!swapchain->back_buffers) { WARN("Swapchain doesn't have a backbuffer, returning WINED3DERR_INVALIDCALL\n"); return WINED3DERR_INVALIDCALL; } front = swapchain->front_buffer; back = swapchain->back_buffers[0]; /* Flip the DC. */ { HDC tmp; tmp = front->hDC; front->hDC = back->hDC; back->hDC = tmp; } /* Flip the DIBsection. */ { HBITMAP tmp; tmp = front->dib.DIBsection; front->dib.DIBsection = back->dib.DIBsection; back->dib.DIBsection = tmp; } /* Flip the surface data. */ { void *tmp; tmp = front->dib.bitmap_data; front->dib.bitmap_data = back->dib.bitmap_data; back->dib.bitmap_data = tmp; tmp = front->resource.allocatedMemory; front->resource.allocatedMemory = back->resource.allocatedMemory; back->resource.allocatedMemory = tmp; if (front->resource.heapMemory) ERR("GDI Surface %p has heap memory allocated.\n", front); if (back->resource.heapMemory) ERR("GDI Surface %p has heap memory allocated.\n", back); } /* Client_memory should not be different, but just in case. */ { BOOL tmp; tmp = front->dib.client_memory; front->dib.client_memory = back->dib.client_memory; back->dib.client_memory = tmp; } /* 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; } } x11_copy_to_screen(swapchain, NULL); return WINED3D_OK; } static const struct wined3d_swapchain_ops swapchain_gdi_ops = { swapchain_gdi_present, }; void swapchain_update_render_to_fbo(struct wined3d_swapchain *swapchain) { RECT client_rect; if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return; if (!swapchain->presentParms.BackBufferCount) { TRACE("Single buffered rendering.\n"); swapchain->render_to_fbo = FALSE; return; } GetClientRect(swapchain->win_handle, &client_rect); TRACE("Backbuffer %ux%u, window %ux%u.\n", swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight, client_rect.right, client_rect.bottom); if (!wined3d_settings.always_offscreen && swapchain->presentParms.BackBufferWidth == client_rect.right && swapchain->presentParms.BackBufferHeight == client_rect.bottom) { TRACE("Backbuffer dimensions match window dimensions, rendering onscreen.\n"); swapchain->render_to_fbo = FALSE; return; } TRACE("Rendering to FBO.\n"); swapchain->render_to_fbo = TRUE; } /* Do not call while under the GL lock. */ static HRESULT swapchain_init(struct wined3d_swapchain *swapchain, WINED3DSURFTYPE surface_type, struct wined3d_device *device, WINED3DPRESENT_PARAMETERS *present_parameters, void *parent, const struct wined3d_parent_ops *parent_ops) { const struct wined3d_adapter *adapter = device->adapter; const struct wined3d_format *format; BOOL displaymode_set = FALSE; WINED3DDISPLAYMODE mode; RECT client_rect; HWND window; HRESULT hr; UINT i; if (present_parameters->BackBufferCount > WINED3DPRESENT_BACK_BUFFER_MAX) { FIXME("The application requested %u back buffers, this is not supported.\n", present_parameters->BackBufferCount); return WINED3DERR_INVALIDCALL; } if (present_parameters->BackBufferCount > 1) { FIXME("The application requested more than one back buffer, this is not properly supported.\n" "Please configure the application to use double buffering (1 back buffer) if possible.\n"); } switch (surface_type) { case SURFACE_GDI: swapchain->swapchain_ops = &swapchain_gdi_ops; break; case SURFACE_OPENGL: swapchain->swapchain_ops = &swapchain_gl_ops; break; case SURFACE_UNKNOWN: FIXME("Caller tried to create a SURFACE_UNKNOWN swapchain.\n"); return WINED3DERR_INVALIDCALL; } window = present_parameters->hDeviceWindow ? present_parameters->hDeviceWindow : device->createParms.hFocusWindow; swapchain->device = device; swapchain->parent = parent; swapchain->parent_ops = parent_ops; swapchain->ref = 1; swapchain->win_handle = window; swapchain->device_window = window; wined3d_get_adapter_display_mode(device->wined3d, adapter->ordinal, &mode); swapchain->orig_width = mode.Width; swapchain->orig_height = mode.Height; swapchain->orig_fmt = mode.Format; format = wined3d_get_format(&adapter->gl_info, mode.Format); GetClientRect(window, &client_rect); if (present_parameters->Windowed && (!present_parameters->BackBufferWidth || !present_parameters->BackBufferHeight || present_parameters->BackBufferFormat == WINED3DFMT_UNKNOWN)) { if (!present_parameters->BackBufferWidth) { present_parameters->BackBufferWidth = client_rect.right; TRACE("Updating width to %u.\n", present_parameters->BackBufferWidth); } if (!present_parameters->BackBufferHeight) { present_parameters->BackBufferHeight = client_rect.bottom; TRACE("Updating height to %u.\n", present_parameters->BackBufferHeight); } if (present_parameters->BackBufferFormat == WINED3DFMT_UNKNOWN) { present_parameters->BackBufferFormat = swapchain->orig_fmt; TRACE("Updating format to %s.\n", debug_d3dformat(swapchain->orig_fmt)); } } swapchain->presentParms = *present_parameters; swapchain_update_render_to_fbo(swapchain); TRACE("Creating front buffer.\n"); hr = device->device_parent->ops->create_rendertarget(device->device_parent, parent, swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight, swapchain->presentParms.BackBufferFormat, swapchain->presentParms.MultiSampleType, swapchain->presentParms.MultiSampleQuality, TRUE /* Lockable */, &swapchain->front_buffer); if (FAILED(hr)) { WARN("Failed to create front buffer, hr %#x.\n", hr); goto err; } surface_set_container(swapchain->front_buffer, WINED3D_CONTAINER_SWAPCHAIN, swapchain); if (surface_type == SURFACE_OPENGL) { surface_modify_location(swapchain->front_buffer, SFLAG_INDRAWABLE, TRUE); } /* MSDN says we're only allowed a single fullscreen swapchain per device, * so we should really check to see if there is a fullscreen swapchain * already. Does a single head count as full screen? */ if (!present_parameters->Windowed) { WINED3DDISPLAYMODE mode; /* Change the display settings */ mode.Width = present_parameters->BackBufferWidth; mode.Height = present_parameters->BackBufferHeight; mode.Format = present_parameters->BackBufferFormat; mode.RefreshRate = present_parameters->FullScreen_RefreshRateInHz; hr = wined3d_device_set_display_mode(device, 0, &mode); if (FAILED(hr)) { WARN("Failed to set display mode, hr %#x.\n", hr); goto err; } displaymode_set = TRUE; } if (surface_type == SURFACE_OPENGL) { static const enum wined3d_format_id formats[] = { WINED3DFMT_D24_UNORM_S8_UINT, WINED3DFMT_D32_UNORM, WINED3DFMT_R24_UNORM_X8_TYPELESS, WINED3DFMT_D16_UNORM, WINED3DFMT_S1_UINT_D15_UNORM }; const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(swapchain->context)); if (!swapchain->context) { ERR("Failed to create the context array.\n"); hr = E_OUTOFMEMORY; goto err; } swapchain->num_contexts = 1; /* In WGL both color, depth and stencil are features of a pixel format. In case of D3D they are separate. * You are able to add a depth + stencil surface at a later stage when you need it. * In order to support this properly in WineD3D we need the ability to recreate the opengl context and * drawable when this is required. This is very tricky as we need to reapply ALL opengl states for the new * context, need torecreate shaders, textures and other resources. * * The context manager already takes care of the state problem and for the other tasks code from Reset * can be used. These changes are way to risky during the 1.0 code freeze which is taking place right now. * Likely a lot of other new bugs will be exposed. For that reason request a depth stencil surface all the * time. It can cause a slight performance hit but fixes a lot of regressions. A fixme reminds of that this * issue needs to be fixed. */ for (i = 0; i < (sizeof(formats) / sizeof(*formats)); i++) { swapchain->ds_format = wined3d_get_format(gl_info, formats[i]); swapchain->context[0] = context_create(swapchain, swapchain->front_buffer, swapchain->ds_format); if (swapchain->context[0]) break; TRACE("Depth stencil format %s is not supported, trying next format\n", debug_d3dformat(formats[i])); } if (!swapchain->context[0]) { WARN("Failed to create context.\n"); hr = WINED3DERR_NOTAVAILABLE; goto err; } if (!present_parameters->EnableAutoDepthStencil || swapchain->presentParms.AutoDepthStencilFormat != swapchain->ds_format->id) { FIXME("Add OpenGL context recreation support to context_validate_onscreen_formats\n"); } context_release(swapchain->context[0]); } if (swapchain->presentParms.BackBufferCount > 0) { swapchain->back_buffers = HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain->back_buffers) * swapchain->presentParms.BackBufferCount); if (!swapchain->back_buffers) { ERR("Failed to allocate backbuffer array memory.\n"); hr = E_OUTOFMEMORY; goto err; } for (i = 0; i < swapchain->presentParms.BackBufferCount; ++i) { TRACE("Creating back buffer %u.\n", i); hr = device->device_parent->ops->create_rendertarget(device->device_parent, parent, swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight, swapchain->presentParms.BackBufferFormat, swapchain->presentParms.MultiSampleType, swapchain->presentParms.MultiSampleQuality, TRUE /* Lockable */, &swapchain->back_buffers[i]); if (FAILED(hr)) { WARN("Failed to create back buffer %u, hr %#x.\n", i, hr); goto err; } surface_set_container(swapchain->back_buffers[i], WINED3D_CONTAINER_SWAPCHAIN, swapchain); } } /* Swapchains share the depth/stencil buffer, so only create a single depthstencil surface. */ if (present_parameters->EnableAutoDepthStencil && surface_type == SURFACE_OPENGL) { TRACE("Creating depth/stencil buffer.\n"); if (!device->auto_depth_stencil) { hr = device->device_parent->ops->create_depth_stencil(device->device_parent, swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight, swapchain->presentParms.AutoDepthStencilFormat, swapchain->presentParms.MultiSampleType, swapchain->presentParms.MultiSampleQuality, FALSE /* FIXME: Discard */, &device->auto_depth_stencil); if (FAILED(hr)) { WARN("Failed to create the auto depth stencil, hr %#x.\n", hr); goto err; } surface_set_container(device->auto_depth_stencil, WINED3D_CONTAINER_NONE, NULL); } } wined3d_swapchain_get_gamma_ramp(swapchain, &swapchain->orig_gamma); return WINED3D_OK; err: if (displaymode_set) { DEVMODEW devmode; ClipCursor(NULL); /* Change the display settings */ memset(&devmode, 0, sizeof(devmode)); devmode.dmSize = sizeof(devmode); devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT; devmode.dmBitsPerPel = format->byte_count * CHAR_BIT; devmode.dmPelsWidth = swapchain->orig_width; devmode.dmPelsHeight = swapchain->orig_height; ChangeDisplaySettingsExW(adapter->DeviceName, &devmode, NULL, CDS_FULLSCREEN, NULL); } if (swapchain->back_buffers) { for (i = 0; i < swapchain->presentParms.BackBufferCount; ++i) { if (swapchain->back_buffers[i]) { surface_set_container(swapchain->back_buffers[i], WINED3D_CONTAINER_NONE, NULL); wined3d_surface_decref(swapchain->back_buffers[i]); } } HeapFree(GetProcessHeap(), 0, swapchain->back_buffers); } if (swapchain->context) { if (swapchain->context[0]) { context_release(swapchain->context[0]); context_destroy(device, swapchain->context[0]); swapchain->num_contexts = 0; } HeapFree(GetProcessHeap(), 0, swapchain->context); } if (swapchain->front_buffer) { surface_set_container(swapchain->front_buffer, WINED3D_CONTAINER_NONE, NULL); wined3d_surface_decref(swapchain->front_buffer); } return hr; } /* Do not call while under the GL lock. */ HRESULT CDECL wined3d_swapchain_create(struct wined3d_device *device, WINED3DPRESENT_PARAMETERS *present_parameters, WINED3DSURFTYPE surface_type, void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_swapchain **swapchain) { struct wined3d_swapchain *object; HRESULT hr; TRACE("device %p, present_parameters %p, swapchain %p, parent %p, surface_type %#x.\n", device, present_parameters, swapchain, parent, surface_type); object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)); if (!object) { ERR("Failed to allocate swapchain memory.\n"); return E_OUTOFMEMORY; } hr = swapchain_init(object, surface_type, device, present_parameters, parent, parent_ops); if (FAILED(hr)) { WARN("Failed to initialize swapchain, hr %#x.\n", hr); HeapFree(GetProcessHeap(), 0, object); return hr; } TRACE("Created swapchain %p.\n", object); *swapchain = object; return WINED3D_OK; } /* Do not call while under the GL lock. */ static struct wined3d_context *swapchain_create_context(struct wined3d_swapchain *swapchain) { struct wined3d_context **newArray; 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); newArray = HeapAlloc(GetProcessHeap(), 0, sizeof(*newArray) * (swapchain->num_contexts + 1)); if(!newArray) { ERR("Out of memory when trying to allocate a new context array\n"); context_destroy(swapchain->device, ctx); return NULL; } memcpy(newArray, swapchain->context, sizeof(*newArray) * swapchain->num_contexts); HeapFree(GetProcessHeap(), 0, swapchain->context); newArray[swapchain->num_contexts] = ctx; swapchain->context = newArray; 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]); } swapchain->num_contexts = 0; } 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); } void get_drawable_size_swapchain(const struct wined3d_context *context, UINT *width, UINT *height) { /* The drawable size of an onscreen drawable is the surface size. * (Actually: The window size, but the surface is created in window size) */ *width = context->current_rt->resource.width; *height = context->current_rt->resource.height; } 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; surface_update_draw_binding(swapchain->front_buffer); for (i = 0; i < swapchain->presentParms.BackBufferCount; ++i) { surface_update_draw_binding(swapchain->back_buffers[i]); } }