/* * 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 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]); } 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->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->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) { 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; } void CDECL wined3d_swapchain_set_window(struct wined3d_swapchain *swapchain, HWND window) { 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); 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, 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); 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; } wined3d_cs_emit_present(swapchain->device->cs, swapchain, src_rect, dst_rect, dst_window_override, dirty_region, 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) { struct wined3d_surface *src_surface, *dst_surface; struct wined3d_resource *sub_resource; RECT src_rect, dst_rect; TRACE("swapchain %p, dst_texture %p, sub_resource_idx %u.\n", swapchain, dst_texture, sub_resource_idx); if (!(sub_resource = wined3d_texture_get_sub_resource(dst_texture, sub_resource_idx)) || sub_resource->type != WINED3D_RTYPE_SURFACE) return WINED3DERR_INVALIDCALL; dst_surface = surface_from_resource(sub_resource); src_surface = surface_from_resource(wined3d_texture_get_sub_resource(swapchain->front_buffer, 0)); SetRect(&src_rect, 0, 0, src_surface->resource.width, src_surface->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_surface_blt(dst_surface, &dst_rect, src_surface, &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_surface *backbuffer = surface_from_resource( wined3d_texture_get_sub_resource(swapchain->back_buffers[0], 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)) { DWORD location = WINED3D_LOCATION_TEXTURE_RGB; if (backbuffer->resource.multisample_type) { location = WINED3D_LOCATION_RB_RESOLVED; surface_load_location(backbuffer, context, location); } context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, backbuffer, NULL, location); gl_info->gl_ops.gl.p_glReadBuffer(GL_COLOR_ATTACHMENT0); context_check_fbo_status(context, GL_READ_FRAMEBUFFER); context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER, surface_from_resource(wined3d_texture_get_sub_resource(swapchain->front_buffer, 0)), NULL, WINED3D_LOCATION_DRAWABLE); context_set_draw_buffer(context, GL_BACK); context_invalidate_state(context, STATE_FRAMEBUFFER); gl_info->gl_ops.gl.p_glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE)); context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1)); context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2)); context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3)); gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST); context_invalidate_state(context, STATE_RENDER(WINED3D_RS_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"); } 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, backbuffer); context_apply_blit_state(context2, device); if (backbuffer->container->flags & WINED3D_TEXTURE_NORMALIZED_COORDS) { tex_left /= backbuffer->pow2Width; tex_right /= backbuffer->pow2Width; tex_top /= backbuffer->pow2Height; tex_bottom /= backbuffer->pow2Height; } if (is_complex_fixup(backbuffer->resource.format->color_fixup)) gl_filter = GL_NEAREST; context_apply_fbo_state_blit(context2, GL_FRAMEBUFFER, surface_from_resource(wined3d_texture_get_sub_resource(swapchain->front_buffer, 0)), NULL, WINED3D_LOCATION_DRAWABLE); context_bind_texture(context2, backbuffer->texture_target, backbuffer->container->texture_rgb.name); /* 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, backbuffer, NULL); gl_info->gl_ops.gl.p_glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MIN_FILTER, gl_filter); gl_info->gl_ops.gl.p_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. */ gl_info->gl_ops.gl.p_glPushAttrib(GL_VIEWPORT_BIT); gl_info->gl_ops.gl.p_glViewport(dst_rect->left, win_h - dst_rect->bottom, dst_rect->right, win_h - dst_rect->top); gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION); gl_info->gl_ops.gl.p_glPushMatrix(); gl_info->gl_ops.gl.p_glLoadIdentity(); gl_info->gl_ops.gl.p_glBegin(GL_QUADS); /* bottom left */ gl_info->gl_ops.gl.p_glTexCoord2f(tex_left, tex_bottom); gl_info->gl_ops.gl.p_glVertex2i(-1, -1); /* top left */ gl_info->gl_ops.gl.p_glTexCoord2f(tex_left, tex_top); gl_info->gl_ops.gl.p_glVertex2i(-1, 1); /* top right */ gl_info->gl_ops.gl.p_glTexCoord2f(tex_right, tex_top); gl_info->gl_ops.gl.p_glVertex2i(1, 1); /* bottom right */ gl_info->gl_ops.gl.p_glTexCoord2f(tex_right, tex_bottom); gl_info->gl_ops.gl.p_glVertex2i(1, -1); gl_info->gl_ops.gl.p_glEnd(); gl_info->gl_ops.gl.p_glPopMatrix(); gl_info->gl_ops.gl.p_glPopAttrib(); device->blitter->unset_shader(context->gl_info); checkGLcall("Swapchain present blit(manual)\n"); context_release(context2); } } /* Context activation is done by the caller. */ static void wined3d_swapchain_rotate(struct wined3d_swapchain *swapchain, struct wined3d_context *context) { struct gl_texture tex0; GLuint rb0; DWORD locations0; struct wined3d_surface *surface, *surface_prev; 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; surface_prev = surface_from_resource(wined3d_texture_get_sub_resource(swapchain->back_buffers[0], 0)); /* Back buffer 0 is already in the draw binding. */ tex0 = swapchain->back_buffers[0]->texture_rgb; rb0 = surface_prev->rb_multisample; locations0 = surface_prev->locations; for (i = 1; i < swapchain->desc.backbuffer_count; ++i) { surface = surface_from_resource(wined3d_texture_get_sub_resource(swapchain->back_buffers[i], 0)); if (!(surface->locations & supported_locations)) surface_load_location(surface, context, swapchain->back_buffers[i]->resource.draw_binding); swapchain->back_buffers[i - 1]->texture_rgb = swapchain->back_buffers[i]->texture_rgb; surface_prev->rb_multisample = surface->rb_multisample; surface_validate_location(surface_prev, surface->locations & supported_locations); surface_invalidate_location(surface_prev, ~(surface->locations & supported_locations)); surface_prev = surface; } swapchain->back_buffers[i - 1]->texture_rgb = tex0; surface_prev->rb_multisample = rb0; surface_validate_location(surface_prev, locations0 & supported_locations); surface_invalidate_location(surface_prev, ~(locations0 & supported_locations)); device_invalidate_state(swapchain->device, STATE_FRAMEBUFFER); } static void swapchain_gl_present(struct wined3d_swapchain *swapchain, const RECT *src_rect_in, const RECT *dst_rect_in, const RGNDATA *dirty_region, DWORD flags) { struct wined3d_surface *back_buffer = surface_from_resource( wined3d_texture_get_sub_resource(swapchain->back_buffers[0], 0)); const struct wined3d_fb_state *fb = &swapchain->device->fb; const struct wined3d_gl_info *gl_info; struct wined3d_context *context; struct wined3d_surface *front; RECT src_rect, dst_rect; BOOL render_to_fbo; context = context_acquire(swapchain->device, back_buffer); if (!context->valid) { context_release(context); WARN("Invalid context, skipping present.\n"); return; } gl_info = context->gl_info; if (swapchain->device->logo_texture) { struct wined3d_surface *src_surface = surface_from_resource( wined3d_texture_get_sub_resource(swapchain->device->logo_texture, 0)); RECT rect = {0, 0, src_surface->resource.width, src_surface->resource.height}; /* Blit the logo into the upper left corner of the drawable. */ wined3d_surface_blt(back_buffer, &rect, src_surface, &rect, WINED3D_BLT_ALPHA_TEST, NULL, WINED3D_TEXF_POINT); } if (swapchain->device->bCursorVisible && swapchain->device->cursor_texture && !swapchain->device->hardwareCursor) { struct wined3d_surface *cursor = surface_from_resource( wined3d_texture_get_sub_resource(swapchain->device->cursor_texture, 0)); 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, }; 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 *)&destRect, 2); if (wined3d_clip_blit(&clip_rect, &destRect, &src_rect)) wined3d_surface_blt(back_buffer, &destRect, cursor, &src_rect, WINED3D_BLT_ALPHA_TEST, NULL, WINED3D_TEXF_POINT); } 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->desc.backbuffer_width || src_rect.bottom != swapchain->desc.backbuffer_height)) { render_to_fbo = TRUE; } } else { SetRect(&src_rect, 0, 0, swapchain->desc.backbuffer_width, swapchain->desc.backbuffer_height); } 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->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) { surface_load_location(back_buffer, context, WINED3D_LOCATION_TEXTURE_RGB); surface_invalidate_location(back_buffer, WINED3D_LOCATION_DRAWABLE); swapchain->render_to_fbo = TRUE; swapchain_update_draw_bindings(swapchain); } else { surface_load_location(back_buffer, context, back_buffer->container->resource.draw_binding); } if (swapchain->render_to_fbo) { static unsigned int once; if (swapchain->desc.swap_effect == WINED3D_SWAP_EFFECT_FLIP && !once++) FIXME("WINED3D_SWAP_EFFECT_FLIP not implemented.\n"); 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_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; } } front = surface_from_resource(wined3d_texture_get_sub_resource(swapchain->front_buffer, 0)); surface_validate_location(front, WINED3D_LOCATION_DRAWABLE); surface_invalidate_location(front, ~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 (fb->depth_stencil) { struct wined3d_surface *ds = wined3d_rendertarget_view_get_surface(fb->depth_stencil); if (ds && (swapchain->desc.flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL || ds->flags & SFLAG_DISCARD)) { surface_modify_ds_location(ds, WINED3D_LOCATION_DISCARDED, fb->depth_stencil->width, fb->depth_stencil->height); if (ds == swapchain->device->onscreen_depth_stencil) { wined3d_texture_decref(swapchain->device->onscreen_depth_stencil->container); swapchain->device->onscreen_depth_stencil = NULL; } } } context_release(context); } static void swapchain_gl_frontbuffer_updated(struct wined3d_swapchain *swapchain) { struct wined3d_surface *surface; struct wined3d_context *context; surface = swapchain->front_buffer->sub_resources[0].u.surface; context = context_acquire(swapchain->device, surface); surface_load_location(surface, context, surface->container->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_surface *front; POINT offset = {0, 0}; HDC src_dc, dst_dc; RECT draw_rect; HWND window; TRACE("swapchain %p.\n", swapchain); front = surface_from_resource(wined3d_texture_get_sub_resource(swapchain->front_buffer, 0)); if (swapchain->palette) wined3d_palette_apply_to_dc(swapchain->palette, front->hDC); if (front->resource.map_count) ERR("Trying to blit a mapped surface.\n"); TRACE("Copying surface %p to screen.\n", front); surface_load_location(front, NULL, WINED3D_LOCATION_DIB); 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->desc.windowed) ClientToScreen(window, &offset); TRACE("offset %s.\n", wine_dbgstr_point(&offset)); draw_rect.left = 0; draw_rect.right = front->resource.width; draw_rect.top = 0; draw_rect.bottom = front->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_in, const RECT *dst_rect_in, const RGNDATA *dirty_region, DWORD flags) { struct wined3d_surface *front, *back; front = surface_from_resource(wined3d_texture_get_sub_resource(swapchain->front_buffer, 0)); back = surface_from_resource(wined3d_texture_get_sub_resource(swapchain->back_buffers[0], 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; if (front->resource.heap_memory) ERR("GDI Surface %p has heap memory allocated.\n", front); if (back->resource.heap_memory) ERR("GDI Surface %p has heap memory allocated.\n", back); } /* 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) { RECT client_rect; 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; } GetClientRect(swapchain->win_handle, &client_rect); TRACE("Backbuffer %ux%u, window %ux%u.\n", swapchain->desc.backbuffer_width, swapchain->desc.backbuffer_height, client_rect.right, client_rect.bottom); TRACE("Multisample type %#x, quality %#x.\n", swapchain->desc.multisample_type, swapchain->desc.multisample_quality); if (!wined3d_settings.always_offscreen && !swapchain->desc.multisample_type && swapchain->desc.backbuffer_width == client_rect.right && swapchain->desc.backbuffer_height == 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; } 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; struct wined3d_surface *front_buffer; BOOL displaymode_set = FALSE; RECT client_rect; HWND window; HRESULT hr; UINT i; 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 (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; 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; } GetClientRect(window, &client_rect); if (desc->windowed && (!desc->backbuffer_width || !desc->backbuffer_height || desc->backbuffer_format == WINED3DFMT_UNKNOWN)) { if (!desc->backbuffer_width) { desc->backbuffer_width = client_rect.right; TRACE("Updating width to %u.\n", desc->backbuffer_width); } if (!desc->backbuffer_height) { desc->backbuffer_height = client_rect.bottom; 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; 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; texture_desc.pool = WINED3D_POOL_DEFAULT; texture_desc.width = swapchain->desc.backbuffer_width; texture_desc.height = swapchain->desc.backbuffer_height; texture_desc.depth = 1; texture_desc.size = 0; if (FAILED(hr = device->device_parent->ops->create_swapchain_texture(device->device_parent, parent, &texture_desc, &swapchain->front_buffer))) { WARN("Failed to create front buffer, hr %#x.\n", hr); goto err; } wined3d_texture_set_swapchain(swapchain->front_buffer, swapchain); front_buffer = surface_from_resource(wined3d_texture_get_sub_resource(swapchain->front_buffer, 0)); if (!(device->wined3d->flags & WINED3D_NO3D)) { surface_validate_location(front_buffer, WINED3D_LOCATION_DRAWABLE); surface_invalidate_location(front_buffer, ~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) { /* 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; } if (!(device->wined3d->flags & WINED3D_NO3D)) { 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 = &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, 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 (wined3d_settings.offscreen_rendering_mode != ORM_FBO && (!desc->enable_auto_depth_stencil || swapchain->desc.auto_depth_stencil_format != swapchain->ds_format->id)) { FIXME("Add OpenGL context recreation support to context_validate_onscreen_formats\n"); } context_release(swapchain->context[0]); } if (swapchain->desc.backbuffer_count > 0) { swapchain->back_buffers = HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain->back_buffers) * swapchain->desc.backbuffer_count); if (!swapchain->back_buffers) { ERR("Failed to allocate backbuffer array memory.\n"); hr = E_OUTOFMEMORY; goto err; } texture_desc.usage |= WINED3DUSAGE_RENDERTARGET; 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, &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_texture *ds; struct wined3d_rendertarget_view_desc desc; texture_desc.format = swapchain->desc.auto_depth_stencil_format; texture_desc.usage = WINED3DUSAGE_DEPTHSTENCIL; if (FAILED(hr = device->device_parent->ops->create_swapchain_texture(device->device_parent, device->device_parent, &texture_desc, &ds))) { WARN("Failed to create the auto depth/stencil surface, hr %#x.\n", hr); goto err; } desc.format_id = ds->resource.format->id; desc.u.texture.level_idx = 0; 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]); } } 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) { 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); object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)); if (!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); HeapFree(GetProcessHeap(), 0, 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 **newArray; struct wined3d_context *ctx; TRACE("Creating a new context for swapchain %p, thread %u.\n", swapchain, GetCurrentThreadId()); if (!(ctx = context_create(swapchain, surface_from_resource(wined3d_texture_get_sub_resource(swapchain->front_buffer, 0)), 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); } 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; /* 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. */ device->filter_messages = !(device->wined3d->flags & WINED3D_FOCUS_MESSAGES); 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"); } } 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; if (!(device->create_parms.flags & WINED3DCREATE_NOWINDOWCHANGES) && IsWindowVisible(swapchain->device_window)) ShowWindow(swapchain->device_window, SW_MINIMIZE); } 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) { 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); if (buffer_count && buffer_count != swapchain->desc.backbuffer_count) FIXME("Cannot change the back buffer count yet.\n"); 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; }