/* *IDirect3DSwapChain9 implementation * *Copyright 2002-2003 Jason Edmeades *Copyright 2002-2003 Raphael Junqueira *Copyright 2005 Oliver Stieber *Copyright 2007-2008 Stefan Dösinger 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" /*TODO: some of the additional parameters may be required to set the gamma ramp (for some weird reason microsoft have left swap gammaramp in device but it operates on a swapchain, it may be a good idea to move it to IWineD3DSwapChain for IWineD3D)*/ WINE_DEFAULT_DEBUG_CHANNEL(d3d); WINE_DECLARE_DEBUG_CHANNEL(fps); /* Do not call while under the GL lock. */ static void WINAPI IWineD3DSwapChainImpl_Destroy(IWineD3DSwapChain *iface) { IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface; WINED3DDISPLAYMODE mode; unsigned int i; TRACE("Destroying swapchain %p\n", iface); IWineD3DSwapChain_SetGammaRamp(iface, 0, &This->orig_gamma); /* Release the swapchain's draw buffers. Make sure This->back_buffers[0] is * the last buffer to be destroyed, FindContext() depends on that. */ if (This->front_buffer) { surface_set_container(This->front_buffer, WINED3D_CONTAINER_NONE, NULL); if (IWineD3DSurface_Release((IWineD3DSurface *)This->front_buffer)) { WARN("(%p) Something's still holding the front buffer (%p).\n", This, This->front_buffer); } This->front_buffer = NULL; } if (This->back_buffers) { UINT i = This->presentParms.BackBufferCount; while (i--) { surface_set_container(This->back_buffers[i], WINED3D_CONTAINER_NONE, NULL); if (IWineD3DSurface_Release((IWineD3DSurface *)This->back_buffers[i])) WARN("(%p) Something's still holding back buffer %u (%p).\n", This, i, This->back_buffers[i]); } HeapFree(GetProcessHeap(), 0, This->back_buffers); This->back_buffers = NULL; } for (i = 0; i < This->num_contexts; ++i) { context_destroy(This->device, This->context[i]); } /* 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 (!This->presentParms.Windowed && This->presentParms.AutoRestoreDisplayMode) { mode.Width = This->orig_width; mode.Height = This->orig_height; mode.RefreshRate = 0; mode.Format = This->orig_fmt; IWineD3DDevice_SetDisplayMode((IWineD3DDevice *)This->device, 0, &mode); } HeapFree(GetProcessHeap(), 0, This->context); HeapFree(GetProcessHeap(), 0, This); } /* A GL context is provided by the caller */ static void swapchain_blit(IWineD3DSwapChainImpl *This, struct wined3d_context *context, const RECT *src_rect, const RECT *dst_rect) { IWineD3DDeviceImpl *device = This->device; IWineD3DSurfaceImpl *backbuffer = This->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", This, 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(This->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_bind_fbo(context, GL_DRAW_FRAMEBUFFER, NULL); context_set_draw_buffer(context, GL_BACK); glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE)); IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1)); IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2)); IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3)); glDisable(GL_SCISSOR_TEST); IWineD3DDeviceImpl_MarkStateDirty(This->device, 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_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(This->device, This->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_bind_fbo(context2, GL_FRAMEBUFFER, NULL); /* Set up the texture. The surface is not in a IWineD3D*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 WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface, const RECT *pSourceRect, const RECT *pDestRect, HWND hDestWindowOverride, const RGNDATA *pDirtyRegion, DWORD flags) { IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface; const struct wined3d_gl_info *gl_info; struct wined3d_context *context; RECT src_rect, dst_rect; BOOL render_to_fbo; unsigned int sync; int retval; IWineD3DSwapChain_SetDestWindowOverride(iface, hDestWindowOverride); context = context_acquire(This->device, This->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 (This->device->bCursorVisible && This->device->cursorTexture) { IWineD3DSurfaceImpl cursor; RECT destRect = { This->device->xScreenSpace - This->device->xHotSpot, This->device->yScreenSpace - This->device->yHotSpot, This->device->xScreenSpace + This->device->cursorWidth - This->device->xHotSpot, This->device->yScreenSpace + This->device->cursorHeight - This->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.lpVtbl = &IWineD3DSurface_Vtbl; cursor.resource.ref = 1; cursor.resource.device = This->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 = This->device->cursorTexture; cursor.texture_target = GL_TEXTURE_2D; cursor.texture_level = 0; cursor.currentDesc.Width = This->device->cursorWidth; cursor.currentDesc.Height = This->device->cursorHeight; /* The cursor must have pow2 sizes */ cursor.pow2Width = cursor.currentDesc.Width; cursor.pow2Height = cursor.currentDesc.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 (This->presentParms.Windowed) { MapWindowPoints(NULL, This->win_handle, (LPPOINT)&destRect, 2); } IWineD3DSurface_Blt((IWineD3DSurface *)This->back_buffers[0], &destRect, (IWineD3DSurface *)&cursor, NULL, WINEDDBLT_KEYSRC, NULL, WINED3DTEXF_POINT); } if (This->device->logo_surface) { /* Blit the logo into the upper left corner of the drawable. */ IWineD3DSurface_BltFast((IWineD3DSurface *)This->back_buffers[0], 0, 0, This->device->logo_surface, NULL, WINEDDBLTFAST_SRCCOLORKEY); } TRACE("Presenting HDC %p.\n", context->hdc); render_to_fbo = This->render_to_fbo; if (pSourceRect) { src_rect = *pSourceRect; if (!render_to_fbo && (src_rect.left || src_rect.top || src_rect.right != This->presentParms.BackBufferWidth || src_rect.bottom != This->presentParms.BackBufferHeight)) { render_to_fbo = TRUE; } } else { src_rect.left = 0; src_rect.top = 0; src_rect.right = This->presentParms.BackBufferWidth; src_rect.bottom = This->presentParms.BackBufferHeight; } if (pDestRect) dst_rect = *pDestRect; else GetClientRect(This->win_handle, &dst_rect); if (!render_to_fbo && (dst_rect.left || dst_rect.top || dst_rect.right != This->presentParms.BackBufferWidth || dst_rect.bottom != This->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 (!This->render_to_fbo && render_to_fbo && wined3d_settings.offscreen_rendering_mode == ORM_FBO) { surface_load_location(This->back_buffers[0], SFLAG_INTEXTURE, NULL); surface_modify_location(This->back_buffers[0], SFLAG_INDRAWABLE, FALSE); This->render_to_fbo = TRUE; } if(This->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(This->presentParms.SwapEffect == WINED3DSWAPEFFECT_FLIP ) { FIXME("Render-to-fbo with WINED3DSWAPEFFECT_FLIP\n"); } swapchain_blit(This, context, &src_rect, &dst_rect); } if (This->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(); This->frames++; /* every 1.5 seconds */ if (time - This->prev_time > 1500) { TRACE_(fps)("%p @ approx %.2ffps\n", This, 1000.0*This->frames/(time - This->prev_time)); This->prev_time = time; This->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 && This->presentParms.SwapEffect == WINED3DSWAPEFFECT_DISCARD) { TRACE("Clearing the color buffer with cyan color\n"); IWineD3DDevice_Clear((IWineD3DDevice *)This->device, 0, NULL, WINED3DCLEAR_TARGET, 0xff00ffff, 1.0f, 0); } if (!This->render_to_fbo && ((This->front_buffer->flags & SFLAG_INSYSMEM) || (This->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 */ IWineD3DSurfaceImpl *front = This->front_buffer; IWineD3DSurfaceImpl *back = This->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(This->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 (This->presentParms.SwapEffect == WINED3DSWAPEFFECT_FLIP) { surface_modify_location(This->back_buffers[0], SFLAG_INDRAWABLE, TRUE); } } if (This->device->depth_stencil) { if (This->presentParms.Flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL || This->device->depth_stencil->flags & SFLAG_DISCARD) { surface_modify_ds_location(This->device->depth_stencil, SFLAG_DS_DISCARDED, This->device->depth_stencil->currentDesc.Width, This->device->depth_stencil->currentDesc.Height); if (This->device->depth_stencil == This->device->onscreen_depth_stencil) { IWineD3DSurface_Release((IWineD3DSurface *)This->device->onscreen_depth_stencil); This->device->onscreen_depth_stencil = NULL; } } } if (This->presentParms.PresentationInterval != WINED3DPRESENT_INTERVAL_IMMEDIATE && gl_info->supported[SGI_VIDEO_SYNC]) { if ((retval = GL_EXTCALL(glXGetVideoSyncSGI(&sync)))) ERR("glXGetVideoSyncSGI failed(retval = %d\n", retval); switch(This->presentParms.PresentationInterval) { case WINED3DPRESENT_INTERVAL_DEFAULT: case WINED3DPRESENT_INTERVAL_ONE: if(sync <= This->vSyncCounter) { retval = GL_EXTCALL(glXWaitVideoSyncSGI(1, 0, &This->vSyncCounter)); } else { This->vSyncCounter = sync; } break; case WINED3DPRESENT_INTERVAL_TWO: if(sync <= This->vSyncCounter + 1) { retval = GL_EXTCALL(glXWaitVideoSyncSGI(2, This->vSyncCounter & 0x1, &This->vSyncCounter)); } else { This->vSyncCounter = sync; } break; case WINED3DPRESENT_INTERVAL_THREE: if(sync <= This->vSyncCounter + 2) { retval = GL_EXTCALL(glXWaitVideoSyncSGI(3, This->vSyncCounter % 0x3, &This->vSyncCounter)); } else { This->vSyncCounter = sync; } break; case WINED3DPRESENT_INTERVAL_FOUR: if(sync <= This->vSyncCounter + 3) { retval = GL_EXTCALL(glXWaitVideoSyncSGI(4, This->vSyncCounter & 0x3, &This->vSyncCounter)); } else { This->vSyncCounter = sync; } break; default: FIXME("Unknown presentation interval %08x\n", This->presentParms.PresentationInterval); } } context_release(context); TRACE("returning\n"); return WINED3D_OK; } static HRESULT WINAPI IWineD3DSwapChainImpl_SetDestWindowOverride(IWineD3DSwapChain *iface, HWND window) { IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *)iface; 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; } static const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl = { /* IUnknown */ IWineD3DBaseSwapChainImpl_QueryInterface, IWineD3DBaseSwapChainImpl_AddRef, IWineD3DBaseSwapChainImpl_Release, /* IWineD3DSwapChain */ IWineD3DBaseSwapChainImpl_GetParent, IWineD3DSwapChainImpl_Destroy, IWineD3DBaseSwapChainImpl_GetDevice, IWineD3DSwapChainImpl_Present, IWineD3DSwapChainImpl_SetDestWindowOverride, IWineD3DBaseSwapChainImpl_GetFrontBufferData, IWineD3DBaseSwapChainImpl_GetBackBuffer, IWineD3DBaseSwapChainImpl_GetRasterStatus, IWineD3DBaseSwapChainImpl_GetDisplayMode, IWineD3DBaseSwapChainImpl_GetPresentParameters, IWineD3DBaseSwapChainImpl_SetGammaRamp, IWineD3DBaseSwapChainImpl_GetGammaRamp }; /* Do not call while under the GL lock. */ HRESULT swapchain_init(IWineD3DSwapChainImpl *swapchain, WINED3DSURFTYPE surface_type, IWineD3DDeviceImpl *device, WINED3DPRESENT_PARAMETERS *present_parameters, void *parent) { 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->lpVtbl = &IWineGDISwapChain_Vtbl; break; case SURFACE_OPENGL: swapchain->lpVtbl = &IWineD3DSwapChain_Vtbl; 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->ref = 1; swapchain->win_handle = window; swapchain->device_window = window; IWineD3D_GetAdapterDisplayMode(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; if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && present_parameters->BackBufferCount && (present_parameters->BackBufferWidth != client_rect.right || present_parameters->BackBufferHeight != client_rect.bottom)) { TRACE("Rendering to FBO. Backbuffer %ux%u, window %ux%u.\n", present_parameters->BackBufferWidth, present_parameters->BackBufferHeight, client_rect.right, client_rect.bottom); swapchain->render_to_fbo = TRUE; } TRACE("Creating front buffer.\n"); hr = IWineD3DDeviceParent_CreateRenderTarget(device->device_parent, parent, swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight, swapchain->presentParms.BackBufferFormat, swapchain->presentParms.MultiSampleType, swapchain->presentParms.MultiSampleQuality, TRUE /* Lockable */, (IWineD3DSurface **)&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, (IWineD3DBase *)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 = IWineD3DDevice_SetDisplayMode((IWineD3DDevice *)device, 0, &mode); if (FAILED(hr)) { WARN("Failed to set display mode, hr %#x.\n", hr); goto err; } displaymode_set = TRUE; } 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; 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; /* 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]); } else { swapchain->context[0] = NULL; } 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 = IWineD3DDeviceParent_CreateRenderTarget(device->device_parent, parent, swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight, swapchain->presentParms.BackBufferFormat, swapchain->presentParms.MultiSampleType, swapchain->presentParms.MultiSampleQuality, TRUE /* Lockable */, (IWineD3DSurface **)&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, (IWineD3DBase *)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 = IWineD3DDeviceParent_CreateDepthStencilSurface(device->device_parent, swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight, swapchain->presentParms.AutoDepthStencilFormat, swapchain->presentParms.MultiSampleType, swapchain->presentParms.MultiSampleQuality, FALSE /* FIXME: Discard */, (IWineD3DSurface **)&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); } } IWineD3DSwapChain_GetGammaRamp((IWineD3DSwapChain *)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]) IWineD3DSurface_Release((IWineD3DSurface *)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) IWineD3DSurface_Release((IWineD3DSurface *)swapchain->front_buffer); return hr; } /* Do not call while under the GL lock. */ struct wined3d_context *swapchain_create_context_for_thread(IWineD3DSwapChain *iface) { IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *) iface; struct wined3d_context **newArray; struct wined3d_context *ctx; TRACE("Creating a new context for swapchain %p, thread %d\n", This, GetCurrentThreadId()); if (!(ctx = context_create(This, This->front_buffer, This->ds_format))) { ERR("Failed to create a new context for the swapchain\n"); return NULL; } context_release(ctx); newArray = HeapAlloc(GetProcessHeap(), 0, sizeof(*newArray) * (This->num_contexts + 1)); if(!newArray) { ERR("Out of memory when trying to allocate a new context array\n"); context_destroy(This->device, ctx); return NULL; } memcpy(newArray, This->context, sizeof(*newArray) * This->num_contexts); HeapFree(GetProcessHeap(), 0, This->context); newArray[This->num_contexts] = ctx; This->context = newArray; This->num_contexts++; TRACE("Returning context %p\n", ctx); return ctx; } void get_drawable_size_swapchain(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->currentDesc.Width; *height = context->current_rt->currentDesc.Height; }