Sweden-Number/dlls/wined3d/swapchain.c

1468 lines
52 KiB
C

/*
* Copyright 2002-2003 Jason Edmeades
* Copyright 2002-2003 Raphael Junqueira
* Copyright 2005 Oliver Stieber
* Copyright 2007-2008 Stefan Dösinger for CodeWeavers
* Copyright 2011 Henri Verbeet for CodeWeavers
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include "config.h"
#include "wine/port.h"
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
WINE_DECLARE_DEBUG_CHANNEL(fps);
static void wined3d_swapchain_destroy_object(void *object)
{
swapchain_destroy_contexts(object);
}
static void swapchain_cleanup(struct wined3d_swapchain *swapchain)
{
HRESULT hr;
UINT i;
TRACE("Destroying swapchain %p.\n", swapchain);
wined3d_swapchain_set_gamma_ramp(swapchain, 0, &swapchain->orig_gamma);
/* Release the swapchain's draw buffers. Make sure swapchain->back_buffers[0]
* is the last buffer to be destroyed, FindContext() depends on that. */
if (swapchain->front_buffer)
{
wined3d_texture_set_swapchain(swapchain->front_buffer, NULL);
if (wined3d_texture_decref(swapchain->front_buffer))
WARN("Something's still holding the front buffer (%p).\n", swapchain->front_buffer);
swapchain->front_buffer = NULL;
}
if (swapchain->back_buffers)
{
i = swapchain->desc.backbuffer_count;
while (i--)
{
wined3d_texture_set_swapchain(swapchain->back_buffers[i], NULL);
if (wined3d_texture_decref(swapchain->back_buffers[i]))
WARN("Something's still holding back buffer %u (%p).\n", i, swapchain->back_buffers[i]);
}
heap_free(swapchain->back_buffers);
swapchain->back_buffers = NULL;
}
wined3d_cs_destroy_object(swapchain->device->cs, wined3d_swapchain_destroy_object, swapchain);
swapchain->device->cs->ops->finish(swapchain->device->cs, WINED3D_CS_QUEUE_DEFAULT);
/* Restore the screen resolution if we rendered in fullscreen.
* This will restore the screen resolution to what it was before creating
* the swapchain. In case of d3d8 and d3d9 this will be the original
* desktop resolution. In case of d3d7 this will be a NOP because ddraw
* sets the resolution before starting up Direct3D, thus orig_width and
* orig_height will be equal to the modes in the presentation params. */
if (!swapchain->desc.windowed && swapchain->desc.auto_restore_display_mode)
{
if (FAILED(hr = wined3d_set_adapter_display_mode(swapchain->device->wined3d,
swapchain->device->adapter->ordinal, &swapchain->original_mode)))
ERR("Failed to restore display mode, hr %#x.\n", hr);
if (swapchain->desc.flags & WINED3D_SWAPCHAIN_RESTORE_WINDOW_RECT)
{
wined3d_device_restore_fullscreen_window(swapchain->device, swapchain->device_window,
&swapchain->original_window_rect);
wined3d_device_release_focus_window(swapchain->device);
}
}
if (swapchain->backup_dc)
{
TRACE("Destroying backup wined3d window %p, dc %p.\n", swapchain->backup_wnd, swapchain->backup_dc);
wined3d_release_dc(swapchain->backup_wnd, swapchain->backup_dc);
DestroyWindow(swapchain->backup_wnd);
}
}
ULONG CDECL wined3d_swapchain_incref(struct wined3d_swapchain *swapchain)
{
ULONG refcount = InterlockedIncrement(&swapchain->ref);
TRACE("%p increasing refcount to %u.\n", swapchain, refcount);
return refcount;
}
ULONG CDECL wined3d_swapchain_decref(struct wined3d_swapchain *swapchain)
{
ULONG refcount = InterlockedDecrement(&swapchain->ref);
TRACE("%p decreasing refcount to %u.\n", swapchain, refcount);
if (!refcount)
{
struct wined3d_device *device = swapchain->device;
device->cs->ops->finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
swapchain_cleanup(swapchain);
swapchain->parent_ops->wined3d_object_destroyed(swapchain->parent);
heap_free(swapchain);
}
return refcount;
}
void * CDECL wined3d_swapchain_get_parent(const struct wined3d_swapchain *swapchain)
{
TRACE("swapchain %p.\n", swapchain);
return swapchain->parent;
}
void CDECL wined3d_swapchain_set_window(struct wined3d_swapchain *swapchain, HWND window)
{
struct wined3d_device *device = swapchain->device;
if (!window)
window = swapchain->device_window;
if (window == swapchain->win_handle)
return;
TRACE("Setting swapchain %p window from %p to %p.\n",
swapchain, swapchain->win_handle, window);
device->cs->ops->finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
swapchain->win_handle = window;
}
HRESULT CDECL wined3d_swapchain_present(struct wined3d_swapchain *swapchain,
const RECT *src_rect, const RECT *dst_rect, HWND dst_window_override,
unsigned int swap_interval, DWORD flags)
{
RECT s, d;
TRACE("swapchain %p, src_rect %s, dst_rect %s, dst_window_override %p, flags %#x.\n",
swapchain, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect),
dst_window_override, flags);
if (flags)
FIXME("Ignoring flags %#x.\n", flags);
if (!swapchain->back_buffers)
{
WARN("Swapchain doesn't have a backbuffer, returning WINED3DERR_INVALIDCALL.\n");
return WINED3DERR_INVALIDCALL;
}
if (!src_rect)
{
SetRect(&s, 0, 0, swapchain->desc.backbuffer_width,
swapchain->desc.backbuffer_height);
src_rect = &s;
}
if (!dst_rect)
{
GetClientRect(swapchain->win_handle, &d);
dst_rect = &d;
}
wined3d_cs_emit_present(swapchain->device->cs, swapchain, src_rect,
dst_rect, dst_window_override, swap_interval, flags);
return WINED3D_OK;
}
HRESULT CDECL wined3d_swapchain_get_front_buffer_data(const struct wined3d_swapchain *swapchain,
struct wined3d_texture *dst_texture, unsigned int sub_resource_idx)
{
RECT src_rect, dst_rect;
TRACE("swapchain %p, dst_texture %p, sub_resource_idx %u.\n", swapchain, dst_texture, sub_resource_idx);
SetRect(&src_rect, 0, 0, swapchain->front_buffer->resource.width, swapchain->front_buffer->resource.height);
dst_rect = src_rect;
if (swapchain->desc.windowed)
{
MapWindowPoints(swapchain->win_handle, NULL, (POINT *)&dst_rect, 2);
FIXME("Using destination rect %s in windowed mode, this is likely wrong.\n",
wine_dbgstr_rect(&dst_rect));
}
return wined3d_texture_blt(dst_texture, sub_resource_idx, &dst_rect,
swapchain->front_buffer, 0, &src_rect, 0, NULL, WINED3D_TEXF_POINT);
}
struct wined3d_texture * CDECL wined3d_swapchain_get_back_buffer(const struct wined3d_swapchain *swapchain,
UINT back_buffer_idx)
{
TRACE("swapchain %p, back_buffer_idx %u.\n",
swapchain, back_buffer_idx);
/* Return invalid if there is no backbuffer array, otherwise it will
* crash when ddraw is used (there swapchain->back_buffers is always
* NULL). We need this because this function is called from
* stateblock_init_default_state() to get the default scissorrect
* dimensions. */
if (!swapchain->back_buffers || back_buffer_idx >= swapchain->desc.backbuffer_count)
{
WARN("Invalid back buffer index.\n");
/* Native d3d9 doesn't set NULL here, just as wine's d3d9. But set it
* here in wined3d to avoid problems in other libs. */
return NULL;
}
TRACE("Returning back buffer %p.\n", swapchain->back_buffers[back_buffer_idx]);
return swapchain->back_buffers[back_buffer_idx];
}
HRESULT CDECL wined3d_swapchain_get_raster_status(const struct wined3d_swapchain *swapchain,
struct wined3d_raster_status *raster_status)
{
TRACE("swapchain %p, raster_status %p.\n", swapchain, raster_status);
return wined3d_get_adapter_raster_status(swapchain->device->wined3d,
swapchain->device->adapter->ordinal, raster_status);
}
HRESULT CDECL wined3d_swapchain_get_display_mode(const struct wined3d_swapchain *swapchain,
struct wined3d_display_mode *mode, enum wined3d_display_rotation *rotation)
{
HRESULT hr;
TRACE("swapchain %p, mode %p, rotation %p.\n", swapchain, mode, rotation);
hr = wined3d_get_adapter_display_mode(swapchain->device->wined3d,
swapchain->device->adapter->ordinal, mode, rotation);
TRACE("Returning w %u, h %u, refresh rate %u, format %s.\n",
mode->width, mode->height, mode->refresh_rate, debug_d3dformat(mode->format_id));
return hr;
}
struct wined3d_device * CDECL wined3d_swapchain_get_device(const struct wined3d_swapchain *swapchain)
{
TRACE("swapchain %p.\n", swapchain);
return swapchain->device;
}
void CDECL wined3d_swapchain_get_desc(const struct wined3d_swapchain *swapchain,
struct wined3d_swapchain_desc *desc)
{
TRACE("swapchain %p, desc %p.\n", swapchain, desc);
*desc = swapchain->desc;
}
HRESULT CDECL wined3d_swapchain_set_gamma_ramp(const struct wined3d_swapchain *swapchain,
DWORD flags, const struct wined3d_gamma_ramp *ramp)
{
HDC dc;
TRACE("swapchain %p, flags %#x, ramp %p.\n", swapchain, flags, ramp);
if (flags)
FIXME("Ignoring flags %#x.\n", flags);
dc = GetDCEx(swapchain->device_window, 0, DCX_USESTYLE | DCX_CACHE);
SetDeviceGammaRamp(dc, (void *)ramp);
ReleaseDC(swapchain->device_window, dc);
return WINED3D_OK;
}
void CDECL wined3d_swapchain_set_palette(struct wined3d_swapchain *swapchain, struct wined3d_palette *palette)
{
TRACE("swapchain %p, palette %p.\n", swapchain, palette);
swapchain->palette = palette;
}
HRESULT CDECL wined3d_swapchain_get_gamma_ramp(const struct wined3d_swapchain *swapchain,
struct wined3d_gamma_ramp *ramp)
{
HDC dc;
TRACE("swapchain %p, ramp %p.\n", swapchain, ramp);
dc = GetDCEx(swapchain->device_window, 0, DCX_USESTYLE | DCX_CACHE);
GetDeviceGammaRamp(dc, ramp);
ReleaseDC(swapchain->device_window, dc);
return WINED3D_OK;
}
/* A GL context is provided by the caller */
static void swapchain_blit(const struct wined3d_swapchain *swapchain,
struct wined3d_context *context, const RECT *src_rect, const RECT *dst_rect)
{
struct wined3d_texture *texture = swapchain->back_buffers[0];
struct wined3d_device *device = swapchain->device;
enum wined3d_texture_filter_type filter;
DWORD location;
TRACE("swapchain %p, context %p, src_rect %s, dst_rect %s.\n",
swapchain, context, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect));
if ((src_rect->right - src_rect->left == dst_rect->right - dst_rect->left
&& src_rect->bottom - src_rect->top == dst_rect->bottom - dst_rect->top)
|| is_complex_fixup(texture->resource.format->color_fixup))
filter = WINED3D_TEXF_NONE;
else
filter = WINED3D_TEXF_LINEAR;
location = WINED3D_LOCATION_TEXTURE_RGB;
if (texture->resource.multisample_type)
location = WINED3D_LOCATION_RB_RESOLVED;
wined3d_texture_validate_location(texture, 0, WINED3D_LOCATION_DRAWABLE);
device->blitter->ops->blitter_blit(device->blitter, WINED3D_BLIT_OP_COLOR_BLIT, context, texture, 0,
location, src_rect, texture, 0, WINED3D_LOCATION_DRAWABLE, dst_rect, NULL, filter);
wined3d_texture_invalidate_location(texture, 0, WINED3D_LOCATION_DRAWABLE);
}
/* Context activation is done by the caller. */
static void wined3d_swapchain_gl_rotate(struct wined3d_swapchain *swapchain, struct wined3d_context *context)
{
struct wined3d_texture_sub_resource *sub_resource;
struct wined3d_texture_gl *texture, *texture_prev;
struct gl_texture tex0;
GLuint rb0;
DWORD locations0;
unsigned int i;
static const DWORD supported_locations = WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_RB_MULTISAMPLE;
if (swapchain->desc.backbuffer_count < 2 || !swapchain->render_to_fbo)
return;
texture_prev = wined3d_texture_gl(swapchain->back_buffers[0]);
/* Back buffer 0 is already in the draw binding. */
tex0 = texture_prev->texture_rgb;
rb0 = texture_prev->rb_multisample;
locations0 = texture_prev->t.sub_resources[0].locations;
for (i = 1; i < swapchain->desc.backbuffer_count; ++i)
{
texture = wined3d_texture_gl(swapchain->back_buffers[i]);
sub_resource = &texture->t.sub_resources[0];
if (!(sub_resource->locations & supported_locations))
wined3d_texture_load_location(&texture->t, 0, context, texture->t.resource.draw_binding);
texture_prev->texture_rgb = texture->texture_rgb;
texture_prev->rb_multisample = texture->rb_multisample;
wined3d_texture_validate_location(&texture_prev->t, 0, sub_resource->locations & supported_locations);
wined3d_texture_invalidate_location(&texture_prev->t, 0, ~(sub_resource->locations & supported_locations));
texture_prev = texture;
}
texture_prev->texture_rgb = tex0;
texture_prev->rb_multisample = rb0;
wined3d_texture_validate_location(&texture_prev->t, 0, locations0 & supported_locations);
wined3d_texture_invalidate_location(&texture_prev->t, 0, ~(locations0 & supported_locations));
device_invalidate_state(swapchain->device, STATE_FRAMEBUFFER);
}
static void swapchain_gl_present(struct wined3d_swapchain *swapchain,
const RECT *src_rect, const RECT *dst_rect, DWORD flags)
{
struct wined3d_texture *back_buffer = swapchain->back_buffers[0];
const struct wined3d_fb_state *fb = &swapchain->device->cs->fb;
struct wined3d_rendertarget_view *dsv = fb->depth_stencil;
const struct wined3d_gl_info *gl_info;
struct wined3d_texture *logo_texture;
struct wined3d_context *context;
BOOL render_to_fbo;
context = context_acquire(swapchain->device, back_buffer, 0);
if (!context->valid)
{
context_release(context);
WARN("Invalid context, skipping present.\n");
return;
}
gl_info = context->gl_info;
if ((logo_texture = swapchain->device->logo_texture))
{
RECT rect = {0, 0, logo_texture->resource.width, logo_texture->resource.height};
/* Blit the logo into the upper left corner of the drawable. */
wined3d_texture_blt(back_buffer, 0, &rect, logo_texture, 0, &rect,
WINED3D_BLT_SRC_CKEY, NULL, WINED3D_TEXF_POINT);
}
if (swapchain->device->bCursorVisible && swapchain->device->cursor_texture
&& !swapchain->device->hardwareCursor)
{
RECT dst_rect =
{
swapchain->device->xScreenSpace - swapchain->device->xHotSpot,
swapchain->device->yScreenSpace - swapchain->device->yHotSpot,
swapchain->device->xScreenSpace + swapchain->device->cursorWidth - swapchain->device->xHotSpot,
swapchain->device->yScreenSpace + swapchain->device->cursorHeight - swapchain->device->yHotSpot,
};
RECT src_rect =
{
0, 0,
swapchain->device->cursor_texture->resource.width,
swapchain->device->cursor_texture->resource.height
};
const RECT clip_rect = {0, 0, back_buffer->resource.width, back_buffer->resource.height};
TRACE("Rendering the software cursor.\n");
if (swapchain->desc.windowed)
MapWindowPoints(NULL, swapchain->win_handle, (POINT *)&dst_rect, 2);
if (wined3d_clip_blit(&clip_rect, &dst_rect, &src_rect))
wined3d_texture_blt(back_buffer, 0, &dst_rect,
swapchain->device->cursor_texture, 0, &src_rect,
WINED3D_BLT_ALPHA_TEST, NULL, WINED3D_TEXF_POINT);
}
TRACE("Presenting HDC %p.\n", context->hdc);
if (!(render_to_fbo = swapchain->render_to_fbo)
&& (src_rect->left || src_rect->top
|| src_rect->right != swapchain->desc.backbuffer_width
|| src_rect->bottom != swapchain->desc.backbuffer_height
|| dst_rect->left || dst_rect->top
|| dst_rect->right != swapchain->desc.backbuffer_width
|| dst_rect->bottom != swapchain->desc.backbuffer_height))
render_to_fbo = TRUE;
/* Rendering to a window of different size, presenting partial rectangles,
* or rendering to a different window needs help from FBO_blit or a textured
* draw. Render the swapchain to a FBO in the future.
*
* Note that FBO_blit from the backbuffer to the frontbuffer cannot solve
* all these issues - this fails if the window is smaller than the backbuffer.
*/
if (!swapchain->render_to_fbo && render_to_fbo && wined3d_settings.offscreen_rendering_mode == ORM_FBO)
{
wined3d_texture_load_location(back_buffer, 0, context, WINED3D_LOCATION_TEXTURE_RGB);
wined3d_texture_invalidate_location(back_buffer, 0, WINED3D_LOCATION_DRAWABLE);
swapchain->render_to_fbo = TRUE;
swapchain_update_draw_bindings(swapchain);
}
else
{
wined3d_texture_load_location(back_buffer, 0, context, back_buffer->resource.draw_binding);
}
if (swapchain->render_to_fbo)
swapchain_blit(swapchain, context, src_rect, dst_rect);
if (swapchain->num_contexts > 1)
gl_info->gl_ops.gl.p_glFinish();
/* call wglSwapBuffers through the gl table to avoid confusing the Steam overlay */
gl_info->gl_ops.wgl.p_wglSwapBuffers(context->hdc);
wined3d_swapchain_gl_rotate(swapchain, context);
TRACE("SwapBuffers called, Starting new frame\n");
/* FPS support */
if (TRACE_ON(fps))
{
DWORD time = GetTickCount();
++swapchain->frames;
/* every 1.5 seconds */
if (time - swapchain->prev_time > 1500)
{
TRACE_(fps)("%p @ approx %.2ffps\n",
swapchain, 1000.0 * swapchain->frames / (time - swapchain->prev_time));
swapchain->prev_time = time;
swapchain->frames = 0;
}
}
wined3d_texture_validate_location(swapchain->front_buffer, 0, WINED3D_LOCATION_DRAWABLE);
wined3d_texture_invalidate_location(swapchain->front_buffer, 0, ~WINED3D_LOCATION_DRAWABLE);
/* If the swapeffect is DISCARD, the back buffer is undefined. That means the SYSMEM
* and INTEXTURE copies can keep their old content if they have any defined content.
* If the swapeffect is COPY, the content remains the same.
*
* The FLIP swap effect is not implemented yet. We could mark WINED3D_LOCATION_DRAWABLE
* up to date and hope WGL flipped front and back buffers and read this data into
* the FBO. Don't bother about this for now. */
if (swapchain->desc.swap_effect == WINED3D_SWAP_EFFECT_DISCARD
|| swapchain->desc.swap_effect == WINED3D_SWAP_EFFECT_FLIP_DISCARD)
wined3d_texture_validate_location(swapchain->back_buffers[swapchain->desc.backbuffer_count - 1],
0, WINED3D_LOCATION_DISCARDED);
if (dsv && dsv->resource->type != WINED3D_RTYPE_BUFFER)
{
struct wined3d_texture *ds = texture_from_resource(dsv->resource);
if ((swapchain->desc.flags & WINED3D_SWAPCHAIN_DISCARD_DEPTHSTENCIL
|| ds->flags & WINED3D_TEXTURE_DISCARD))
wined3d_texture_validate_location(ds, dsv->sub_resource_idx, WINED3D_LOCATION_DISCARDED);
}
context_release(context);
}
static void swapchain_gl_frontbuffer_updated(struct wined3d_swapchain *swapchain)
{
struct wined3d_texture *front_buffer = swapchain->front_buffer;
struct wined3d_context *context;
context = context_acquire(swapchain->device, front_buffer, 0);
wined3d_texture_load_location(front_buffer, 0, context, front_buffer->resource.draw_binding);
context_release(context);
SetRectEmpty(&swapchain->front_buffer_update);
}
static const struct wined3d_swapchain_ops swapchain_gl_ops =
{
swapchain_gl_present,
swapchain_gl_frontbuffer_updated,
};
static void swapchain_gdi_frontbuffer_updated(struct wined3d_swapchain *swapchain)
{
struct wined3d_dc_info *front;
POINT offset = {0, 0};
HDC src_dc, dst_dc;
RECT draw_rect;
HWND window;
TRACE("swapchain %p.\n", swapchain);
front = &swapchain->front_buffer->dc_info[0];
if (swapchain->palette)
wined3d_palette_apply_to_dc(swapchain->palette, front->dc);
if (swapchain->front_buffer->resource.map_count)
ERR("Trying to blit a mapped surface.\n");
TRACE("Copying surface %p to screen.\n", front);
src_dc = front->dc;
window = swapchain->win_handle;
dst_dc = GetDCEx(window, 0, DCX_CLIPSIBLINGS | DCX_CACHE);
/* Front buffer coordinates are screen coordinates. Map them to the
* destination window if not fullscreened. */
if (swapchain->desc.windowed)
ClientToScreen(window, &offset);
TRACE("offset %s.\n", wine_dbgstr_point(&offset));
SetRect(&draw_rect, 0, 0, swapchain->front_buffer->resource.width,
swapchain->front_buffer->resource.height);
IntersectRect(&draw_rect, &draw_rect, &swapchain->front_buffer_update);
BitBlt(dst_dc, draw_rect.left - offset.x, draw_rect.top - offset.y,
draw_rect.right - draw_rect.left, draw_rect.bottom - draw_rect.top,
src_dc, draw_rect.left, draw_rect.top, SRCCOPY);
ReleaseDC(window, dst_dc);
SetRectEmpty(&swapchain->front_buffer_update);
}
static void swapchain_gdi_present(struct wined3d_swapchain *swapchain,
const RECT *src_rect, const RECT *dst_rect, DWORD flags)
{
struct wined3d_dc_info *front, *back;
HBITMAP bitmap;
void *data;
HDC dc;
front = &swapchain->front_buffer->dc_info[0];
back = &swapchain->back_buffers[0]->dc_info[0];
/* Flip the surface data. */
dc = front->dc;
bitmap = front->bitmap;
data = swapchain->front_buffer->resource.heap_memory;
front->dc = back->dc;
front->bitmap = back->bitmap;
swapchain->front_buffer->resource.heap_memory = swapchain->back_buffers[0]->resource.heap_memory;
back->dc = dc;
back->bitmap = bitmap;
swapchain->back_buffers[0]->resource.heap_memory = data;
/* FPS support */
if (TRACE_ON(fps))
{
static LONG prev_time, frames;
DWORD time = GetTickCount();
++frames;
/* every 1.5 seconds */
if (time - prev_time > 1500)
{
TRACE_(fps)("@ approx %.2ffps\n", 1000.0 * frames / (time - prev_time));
prev_time = time;
frames = 0;
}
}
SetRect(&swapchain->front_buffer_update, 0, 0,
swapchain->front_buffer->resource.width,
swapchain->front_buffer->resource.height);
swapchain_gdi_frontbuffer_updated(swapchain);
}
static const struct wined3d_swapchain_ops swapchain_gdi_ops =
{
swapchain_gdi_present,
swapchain_gdi_frontbuffer_updated,
};
static void swapchain_update_render_to_fbo(struct wined3d_swapchain *swapchain)
{
if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
return;
if (!swapchain->desc.backbuffer_count)
{
TRACE("Single buffered rendering.\n");
swapchain->render_to_fbo = FALSE;
return;
}
TRACE("Rendering to FBO.\n");
swapchain->render_to_fbo = TRUE;
}
static void wined3d_swapchain_apply_sample_count_override(const struct wined3d_swapchain *swapchain,
enum wined3d_format_id format_id, enum wined3d_multisample_type *type, DWORD *quality)
{
const struct wined3d_adapter *adapter;
const struct wined3d_gl_info *gl_info;
const struct wined3d_format *format;
enum wined3d_multisample_type t;
if (wined3d_settings.sample_count == ~0u)
return;
adapter = swapchain->device->adapter;
gl_info = &adapter->gl_info;
if (!(format = wined3d_get_format(adapter, format_id, WINED3D_BIND_RENDER_TARGET)))
return;
if ((t = min(wined3d_settings.sample_count, gl_info->limits.samples)))
while (!(format->multisample_types & 1u << (t - 1)))
++t;
TRACE("Using sample count %u.\n", t);
*type = t;
*quality = 0;
}
void wined3d_swapchain_set_swap_interval(struct wined3d_swapchain *swapchain,
unsigned int swap_interval)
{
const struct wined3d_gl_info *gl_info;
struct wined3d_context *context;
swap_interval = swap_interval <= 4 ? swap_interval : 1;
if (swapchain->swap_interval == swap_interval)
return;
swapchain->swap_interval = swap_interval;
context = context_acquire(swapchain->device, swapchain->front_buffer, 0);
gl_info = context->gl_info;
if (gl_info->supported[WGL_EXT_SWAP_CONTROL])
{
if (!GL_EXTCALL(wglSwapIntervalEXT(swap_interval)))
ERR("wglSwapIntervalEXT failed to set swap interval %d for context %p, last error %#x.\n",
swap_interval, context, GetLastError());
}
context_release(context);
}
static void wined3d_swapchain_cs_init(void *object)
{
struct wined3d_swapchain *swapchain = object;
const struct wined3d_adapter *adapter;
unsigned int i;
static const enum wined3d_format_id formats[] =
{
WINED3DFMT_D24_UNORM_S8_UINT,
WINED3DFMT_D32_UNORM,
WINED3DFMT_R24_UNORM_X8_TYPELESS,
WINED3DFMT_D16_UNORM,
WINED3DFMT_S1_UINT_D15_UNORM,
};
adapter = swapchain->device->adapter;
/* Without ORM_FBO, switching the depth/stencil format is hard. Always
* request a depth/stencil buffer in the likely case it's needed later. */
for (i = 0; i < ARRAY_SIZE(formats); ++i)
{
swapchain->ds_format = wined3d_get_format(adapter, formats[i], WINED3D_BIND_DEPTH_STENCIL);
if ((swapchain->context[0] = context_create(swapchain, swapchain->front_buffer, swapchain->ds_format)))
break;
TRACE("Depth stencil format %s is not supported, trying next format.\n", debug_d3dformat(formats[i]));
}
if (!swapchain->context[0])
{
WARN("Failed to create context.\n");
return;
}
swapchain->num_contexts = 1;
if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
&& (!swapchain->desc.enable_auto_depth_stencil
|| swapchain->desc.auto_depth_stencil_format != swapchain->ds_format->id))
FIXME("Add OpenGL context recreation support.\n");
context_release(swapchain->context[0]);
}
void swapchain_set_max_frame_latency(struct wined3d_swapchain *swapchain, const struct wined3d_device *device)
{
/* Subtract 1 for the implicit OpenGL latency. */
swapchain->max_frame_latency = device->max_frame_latency >= 2 ? device->max_frame_latency - 1 : 1;
}
static HRESULT swapchain_init(struct wined3d_swapchain *swapchain, struct wined3d_device *device,
struct wined3d_swapchain_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops)
{
const struct wined3d_adapter *adapter = device->adapter;
struct wined3d_resource_desc texture_desc;
BOOL displaymode_set = FALSE;
DWORD texture_flags = 0;
RECT client_rect;
unsigned int i;
HWND window;
HRESULT hr;
if (desc->backbuffer_count > 1)
{
FIXME("The application requested more than one back buffer, this is not properly supported.\n"
"Please configure the application to use double buffering (1 back buffer) if possible.\n");
}
if (desc->swap_effect != WINED3D_SWAP_EFFECT_DISCARD
&& desc->swap_effect != WINED3D_SWAP_EFFECT_SEQUENTIAL
&& desc->swap_effect != WINED3D_SWAP_EFFECT_COPY)
FIXME("Unimplemented swap effect %#x.\n", desc->swap_effect);
if (device->wined3d->flags & WINED3D_NO3D)
swapchain->swapchain_ops = &swapchain_gdi_ops;
else
swapchain->swapchain_ops = &swapchain_gl_ops;
window = desc->device_window ? desc->device_window : device->create_parms.focus_window;
swapchain->device = device;
swapchain->parent = parent;
swapchain->parent_ops = parent_ops;
swapchain->ref = 1;
swapchain->win_handle = window;
swapchain->device_window = window;
swapchain->swap_interval = WINED3D_SWAP_INTERVAL_DEFAULT;
swapchain_set_max_frame_latency(swapchain, device);
if (FAILED(hr = wined3d_get_adapter_display_mode(device->wined3d,
adapter->ordinal, &swapchain->original_mode, NULL)))
{
ERR("Failed to get current display mode, hr %#x.\n", hr);
goto err;
}
GetWindowRect(window, &swapchain->original_window_rect);
GetClientRect(window, &client_rect);
if (desc->windowed)
{
TRACE("Client rect %s.\n", wine_dbgstr_rect(&client_rect));
if (!desc->backbuffer_width)
{
desc->backbuffer_width = client_rect.right ? client_rect.right : 8;
TRACE("Updating width to %u.\n", desc->backbuffer_width);
}
if (!desc->backbuffer_height)
{
desc->backbuffer_height = client_rect.bottom ? client_rect.bottom : 8;
TRACE("Updating height to %u.\n", desc->backbuffer_height);
}
if (desc->backbuffer_format == WINED3DFMT_UNKNOWN)
{
desc->backbuffer_format = swapchain->original_mode.format_id;
TRACE("Updating format to %s.\n", debug_d3dformat(swapchain->original_mode.format_id));
}
}
swapchain->desc = *desc;
wined3d_swapchain_apply_sample_count_override(swapchain, swapchain->desc.backbuffer_format,
&swapchain->desc.multisample_type, &swapchain->desc.multisample_quality);
swapchain_update_render_to_fbo(swapchain);
TRACE("Creating front buffer.\n");
texture_desc.resource_type = WINED3D_RTYPE_TEXTURE_2D;
texture_desc.format = swapchain->desc.backbuffer_format;
texture_desc.multisample_type = swapchain->desc.multisample_type;
texture_desc.multisample_quality = swapchain->desc.multisample_quality;
texture_desc.usage = 0;
if (device->wined3d->flags & WINED3D_NO3D)
texture_desc.usage |= WINED3DUSAGE_OWNDC;
texture_desc.bind_flags = 0;
texture_desc.access = WINED3D_RESOURCE_ACCESS_GPU;
texture_desc.width = swapchain->desc.backbuffer_width;
texture_desc.height = swapchain->desc.backbuffer_height;
texture_desc.depth = 1;
texture_desc.size = 0;
if (swapchain->desc.flags & WINED3D_SWAPCHAIN_GDI_COMPATIBLE)
texture_flags |= WINED3D_TEXTURE_CREATE_GET_DC;
if (FAILED(hr = device->device_parent->ops->create_swapchain_texture(device->device_parent,
parent, &texture_desc, texture_flags, &swapchain->front_buffer)))
{
WARN("Failed to create front buffer, hr %#x.\n", hr);
goto err;
}
wined3d_texture_set_swapchain(swapchain->front_buffer, swapchain);
if (!(device->wined3d->flags & WINED3D_NO3D))
{
wined3d_texture_validate_location(swapchain->front_buffer, 0, WINED3D_LOCATION_DRAWABLE);
wined3d_texture_invalidate_location(swapchain->front_buffer, 0, ~WINED3D_LOCATION_DRAWABLE);
}
/* MSDN says we're only allowed a single fullscreen swapchain per device,
* so we should really check to see if there is a fullscreen swapchain
* already. Does a single head count as full screen? */
if (!desc->windowed)
{
if (desc->flags & WINED3D_SWAPCHAIN_ALLOW_MODE_SWITCH)
{
/* Change the display settings */
swapchain->d3d_mode.width = desc->backbuffer_width;
swapchain->d3d_mode.height = desc->backbuffer_height;
swapchain->d3d_mode.format_id = desc->backbuffer_format;
swapchain->d3d_mode.refresh_rate = desc->refresh_rate;
swapchain->d3d_mode.scanline_ordering = WINED3D_SCANLINE_ORDERING_UNKNOWN;
if (FAILED(hr = wined3d_set_adapter_display_mode(device->wined3d,
adapter->ordinal, &swapchain->d3d_mode)))
{
WARN("Failed to set display mode, hr %#x.\n", hr);
goto err;
}
displaymode_set = TRUE;
}
else
{
swapchain->d3d_mode = swapchain->original_mode;
}
}
if (!(device->wined3d->flags & WINED3D_NO3D))
{
if (!(swapchain->context = heap_alloc(sizeof(*swapchain->context))))
{
ERR("Failed to create the context array.\n");
hr = E_OUTOFMEMORY;
goto err;
}
wined3d_cs_init_object(device->cs, wined3d_swapchain_cs_init, swapchain);
device->cs->ops->finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
if (!swapchain->context[0])
{
hr = WINED3DERR_NOTAVAILABLE;
goto err;
}
}
if (swapchain->desc.backbuffer_count > 0)
{
if (!(swapchain->back_buffers = heap_calloc(swapchain->desc.backbuffer_count,
sizeof(*swapchain->back_buffers))))
{
ERR("Failed to allocate backbuffer array memory.\n");
hr = E_OUTOFMEMORY;
goto err;
}
texture_desc.bind_flags = swapchain->desc.backbuffer_bind_flags;
texture_desc.usage = 0;
if (device->wined3d->flags & WINED3D_NO3D)
texture_desc.usage |= WINED3DUSAGE_OWNDC;
if (texture_desc.bind_flags & WINED3D_BIND_RENDER_TARGET)
texture_desc.usage |= WINED3DUSAGE_RENDERTARGET;
if (texture_desc.bind_flags & WINED3D_BIND_SHADER_RESOURCE)
texture_desc.usage |= WINED3DUSAGE_TEXTURE;
for (i = 0; i < swapchain->desc.backbuffer_count; ++i)
{
TRACE("Creating back buffer %u.\n", i);
if (FAILED(hr = device->device_parent->ops->create_swapchain_texture(device->device_parent,
parent, &texture_desc, texture_flags, &swapchain->back_buffers[i])))
{
WARN("Failed to create back buffer %u, hr %#x.\n", i, hr);
swapchain->desc.backbuffer_count = i;
goto err;
}
wined3d_texture_set_swapchain(swapchain->back_buffers[i], swapchain);
}
}
/* Swapchains share the depth/stencil buffer, so only create a single depthstencil surface. */
if (desc->enable_auto_depth_stencil && !(device->wined3d->flags & WINED3D_NO3D))
{
TRACE("Creating depth/stencil buffer.\n");
if (!device->auto_depth_stencil_view)
{
struct wined3d_view_desc desc;
struct wined3d_texture *ds;
texture_desc.format = swapchain->desc.auto_depth_stencil_format;
texture_desc.usage = WINED3DUSAGE_DEPTHSTENCIL;
texture_desc.bind_flags = WINED3D_BIND_DEPTH_STENCIL;
if (FAILED(hr = device->device_parent->ops->create_swapchain_texture(device->device_parent,
device->device_parent, &texture_desc, texture_flags, &ds)))
{
WARN("Failed to create the auto depth/stencil surface, hr %#x.\n", hr);
goto err;
}
desc.format_id = ds->resource.format->id;
desc.flags = 0;
desc.u.texture.level_idx = 0;
desc.u.texture.level_count = 1;
desc.u.texture.layer_idx = 0;
desc.u.texture.layer_count = 1;
hr = wined3d_rendertarget_view_create(&desc, &ds->resource, NULL, &wined3d_null_parent_ops,
&device->auto_depth_stencil_view);
wined3d_texture_decref(ds);
if (FAILED(hr))
{
ERR("Failed to create rendertarget view, hr %#x.\n", hr);
goto err;
}
}
}
wined3d_swapchain_get_gamma_ramp(swapchain, &swapchain->orig_gamma);
return WINED3D_OK;
err:
if (displaymode_set)
{
if (FAILED(wined3d_set_adapter_display_mode(device->wined3d,
adapter->ordinal, &swapchain->original_mode)))
ERR("Failed to restore display mode.\n");
ClipCursor(NULL);
}
if (swapchain->back_buffers)
{
for (i = 0; i < swapchain->desc.backbuffer_count; ++i)
{
if (swapchain->back_buffers[i])
{
wined3d_texture_set_swapchain(swapchain->back_buffers[i], NULL);
wined3d_texture_decref(swapchain->back_buffers[i]);
}
}
heap_free(swapchain->back_buffers);
}
wined3d_cs_destroy_object(swapchain->device->cs, wined3d_swapchain_destroy_object, swapchain);
swapchain->device->cs->ops->finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
if (swapchain->front_buffer)
{
wined3d_texture_set_swapchain(swapchain->front_buffer, NULL);
wined3d_texture_decref(swapchain->front_buffer);
}
return hr;
}
HRESULT CDECL wined3d_swapchain_create(struct wined3d_device *device, struct wined3d_swapchain_desc *desc,
void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_swapchain **swapchain)
{
struct wined3d_swapchain *object;
HRESULT hr;
TRACE("device %p, desc %p, parent %p, parent_ops %p, swapchain %p.\n",
device, desc, parent, parent_ops, swapchain);
if (!(object = heap_alloc_zero(sizeof(*object))))
return E_OUTOFMEMORY;
hr = swapchain_init(object, device, desc, parent, parent_ops);
if (FAILED(hr))
{
WARN("Failed to initialize swapchain, hr %#x.\n", hr);
heap_free(object);
return hr;
}
TRACE("Created swapchain %p.\n", object);
*swapchain = object;
return WINED3D_OK;
}
static struct wined3d_context *swapchain_create_context(struct wined3d_swapchain *swapchain)
{
struct wined3d_context **ctx_array;
struct wined3d_context *ctx;
TRACE("Creating a new context for swapchain %p, thread %u.\n", swapchain, GetCurrentThreadId());
if (!(ctx = context_create(swapchain, swapchain->front_buffer, swapchain->ds_format)))
{
ERR("Failed to create a new context for the swapchain\n");
return NULL;
}
context_release(ctx);
if (!(ctx_array = heap_calloc(swapchain->num_contexts + 1, sizeof(*ctx_array))))
{
ERR("Out of memory when trying to allocate a new context array\n");
context_destroy(swapchain->device, ctx);
return NULL;
}
memcpy(ctx_array, swapchain->context, sizeof(*ctx_array) * swapchain->num_contexts);
heap_free(swapchain->context);
ctx_array[swapchain->num_contexts] = ctx;
swapchain->context = ctx_array;
swapchain->num_contexts++;
TRACE("Returning context %p\n", ctx);
return ctx;
}
void swapchain_destroy_contexts(struct wined3d_swapchain *swapchain)
{
unsigned int i;
for (i = 0; i < swapchain->num_contexts; ++i)
{
context_destroy(swapchain->device, swapchain->context[i]);
}
heap_free(swapchain->context);
swapchain->num_contexts = 0;
swapchain->context = NULL;
}
struct wined3d_context *swapchain_get_context(struct wined3d_swapchain *swapchain)
{
DWORD tid = GetCurrentThreadId();
unsigned int i;
for (i = 0; i < swapchain->num_contexts; ++i)
{
if (swapchain->context[i]->tid == tid)
return swapchain->context[i];
}
/* Create a new context for the thread */
return swapchain_create_context(swapchain);
}
HDC swapchain_get_backup_dc(struct wined3d_swapchain *swapchain)
{
if (!swapchain->backup_dc)
{
TRACE("Creating the backup window for swapchain %p.\n", swapchain);
if (!(swapchain->backup_wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL)))
{
ERR("Failed to create a window.\n");
return NULL;
}
if (!(swapchain->backup_dc = GetDC(swapchain->backup_wnd)))
{
ERR("Failed to get a DC.\n");
DestroyWindow(swapchain->backup_wnd);
swapchain->backup_wnd = NULL;
return NULL;
}
}
return swapchain->backup_dc;
}
void swapchain_update_draw_bindings(struct wined3d_swapchain *swapchain)
{
UINT i;
wined3d_resource_update_draw_binding(&swapchain->front_buffer->resource);
for (i = 0; i < swapchain->desc.backbuffer_count; ++i)
{
wined3d_resource_update_draw_binding(&swapchain->back_buffers[i]->resource);
}
}
void wined3d_swapchain_activate(struct wined3d_swapchain *swapchain, BOOL activate)
{
struct wined3d_device *device = swapchain->device;
BOOL filter_messages = device->filter_messages;
BOOL focus_messages = device->wined3d->flags & WINED3D_FOCUS_MESSAGES;
/* This code is not protected by the wined3d mutex, so it may run while
* wined3d_device_reset is active. Testing on Windows shows that changing
* focus during resets and resetting during focus change events causes
* the application to crash with an invalid memory access. */
if (!focus_messages)
device->filter_messages = 1;
if (activate)
{
if (!(device->create_parms.flags & WINED3DCREATE_NOWINDOWCHANGES))
{
/* The d3d versions do not agree on the exact messages here. D3d8 restores
* the window but leaves the size untouched, d3d9 sets the size on an
* invisible window, generates messages but doesn't change the window
* properties. The implementation follows d3d9.
*
* Guild Wars 1 wants a WINDOWPOSCHANGED message on the device window to
* resume drawing after a focus loss. */
SetWindowPos(swapchain->device_window, NULL, 0, 0,
swapchain->desc.backbuffer_width, swapchain->desc.backbuffer_height,
SWP_NOACTIVATE | SWP_NOZORDER);
}
if (device->wined3d->flags & WINED3D_RESTORE_MODE_ON_ACTIVATE)
{
if (FAILED(wined3d_set_adapter_display_mode(device->wined3d,
device->adapter->ordinal, &swapchain->d3d_mode)))
ERR("Failed to set display mode.\n");
}
if (swapchain == device->swapchains[0])
device->device_parent->ops->activate(device->device_parent, TRUE);
}
else
{
if (FAILED(wined3d_set_adapter_display_mode(device->wined3d,
device->adapter->ordinal, NULL)))
ERR("Failed to set display mode.\n");
swapchain->reapply_mode = TRUE;
/* Some DDraw apps (Deus Ex: GOTY, and presumably all UT 1 based games) destroy the device
* during window minimization. Do our housekeeping now, as the device may not exist after
* the ShowWindow call.
*
* In d3d9, the device is marked lost after the window is minimized. If we find an app
* that needs this behavior (e.g. because it calls TestCooperativeLevel in the window proc)
* we'll have to control this via a create flag. Note that the device and swapchain are not
* safe to access after the ShowWindow call. */
if (swapchain == device->swapchains[0])
device->device_parent->ops->activate(device->device_parent, FALSE);
if (!(device->create_parms.flags & WINED3DCREATE_NOWINDOWCHANGES)
&& IsWindowVisible(swapchain->device_window))
ShowWindow(swapchain->device_window, SW_MINIMIZE);
}
if (!focus_messages)
device->filter_messages = filter_messages;
}
HRESULT CDECL wined3d_swapchain_resize_buffers(struct wined3d_swapchain *swapchain, unsigned int buffer_count,
unsigned int width, unsigned int height, enum wined3d_format_id format_id,
enum wined3d_multisample_type multisample_type, unsigned int multisample_quality)
{
struct wined3d_device *device = swapchain->device;
BOOL update_desc = FALSE;
TRACE("swapchain %p, buffer_count %u, width %u, height %u, format %s, "
"multisample_type %#x, multisample_quality %#x.\n",
swapchain, buffer_count, width, height, debug_d3dformat(format_id),
multisample_type, multisample_quality);
wined3d_swapchain_apply_sample_count_override(swapchain, format_id, &multisample_type, &multisample_quality);
if (buffer_count && buffer_count != swapchain->desc.backbuffer_count)
FIXME("Cannot change the back buffer count yet.\n");
device->cs->ops->finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
if (!width || !height)
{
/* The application is requesting that either the swapchain width or
* height be set to the corresponding dimension in the window's
* client rect. */
RECT client_rect;
if (!swapchain->desc.windowed)
return WINED3DERR_INVALIDCALL;
if (!GetClientRect(swapchain->device_window, &client_rect))
{
ERR("Failed to get client rect, last error %#x.\n", GetLastError());
return WINED3DERR_INVALIDCALL;
}
if (!width)
width = client_rect.right;
if (!height)
height = client_rect.bottom;
}
if (width != swapchain->desc.backbuffer_width
|| height != swapchain->desc.backbuffer_height)
{
swapchain->desc.backbuffer_width = width;
swapchain->desc.backbuffer_height = height;
update_desc = TRUE;
}
if (format_id == WINED3DFMT_UNKNOWN)
{
if (!swapchain->desc.windowed)
return WINED3DERR_INVALIDCALL;
format_id = swapchain->original_mode.format_id;
}
if (format_id != swapchain->desc.backbuffer_format)
{
swapchain->desc.backbuffer_format = format_id;
update_desc = TRUE;
}
if (multisample_type != swapchain->desc.multisample_type
|| multisample_quality != swapchain->desc.multisample_quality)
{
swapchain->desc.multisample_type = multisample_type;
swapchain->desc.multisample_quality = multisample_quality;
update_desc = TRUE;
}
if (update_desc)
{
HRESULT hr;
UINT i;
if (FAILED(hr = wined3d_texture_update_desc(swapchain->front_buffer, swapchain->desc.backbuffer_width,
swapchain->desc.backbuffer_height, swapchain->desc.backbuffer_format,
swapchain->desc.multisample_type, swapchain->desc.multisample_quality, NULL, 0)))
return hr;
for (i = 0; i < swapchain->desc.backbuffer_count; ++i)
{
if (FAILED(hr = wined3d_texture_update_desc(swapchain->back_buffers[i], swapchain->desc.backbuffer_width,
swapchain->desc.backbuffer_height, swapchain->desc.backbuffer_format,
swapchain->desc.multisample_type, swapchain->desc.multisample_quality, NULL, 0)))
return hr;
}
}
swapchain_update_render_to_fbo(swapchain);
swapchain_update_draw_bindings(swapchain);
return WINED3D_OK;
}
static HRESULT wined3d_swapchain_set_display_mode(struct wined3d_swapchain *swapchain,
struct wined3d_display_mode *mode)
{
struct wined3d_device *device = swapchain->device;
HRESULT hr;
if (swapchain->desc.flags & WINED3D_SWAPCHAIN_USE_CLOSEST_MATCHING_MODE)
{
if (FAILED(hr = wined3d_find_closest_matching_adapter_mode(device->wined3d,
device->adapter->ordinal, mode)))
{
WARN("Failed to find closest matching mode, hr %#x.\n", hr);
}
}
if (FAILED(hr = wined3d_set_adapter_display_mode(device->wined3d,
device->adapter->ordinal, mode)))
{
WARN("Failed to set display mode, hr %#x.\n", hr);
return WINED3DERR_INVALIDCALL;
}
return WINED3D_OK;
}
HRESULT CDECL wined3d_swapchain_resize_target(struct wined3d_swapchain *swapchain,
const struct wined3d_display_mode *mode)
{
struct wined3d_device *device = swapchain->device;
struct wined3d_display_mode actual_mode;
RECT original_window_rect, window_rect;
HRESULT hr;
TRACE("swapchain %p, mode %p.\n", swapchain, mode);
if (swapchain->desc.windowed)
{
SetRect(&window_rect, 0, 0, mode->width, mode->height);
AdjustWindowRectEx(&window_rect,
GetWindowLongW(swapchain->device_window, GWL_STYLE), FALSE,
GetWindowLongW(swapchain->device_window, GWL_EXSTYLE));
SetRect(&window_rect, 0, 0,
window_rect.right - window_rect.left, window_rect.bottom - window_rect.top);
GetWindowRect(swapchain->device_window, &original_window_rect);
OffsetRect(&window_rect, original_window_rect.left, original_window_rect.top);
}
else if (swapchain->desc.flags & WINED3D_SWAPCHAIN_ALLOW_MODE_SWITCH)
{
actual_mode = *mode;
if (FAILED(hr = wined3d_swapchain_set_display_mode(swapchain, &actual_mode)))
return hr;
SetRect(&window_rect, 0, 0, actual_mode.width, actual_mode.height);
}
else
{
if (FAILED(hr = wined3d_get_adapter_display_mode(device->wined3d, device->adapter->ordinal,
&actual_mode, NULL)))
{
ERR("Failed to get display mode, hr %#x.\n", hr);
return WINED3DERR_INVALIDCALL;
}
SetRect(&window_rect, 0, 0, actual_mode.width, actual_mode.height);
}
MoveWindow(swapchain->device_window, window_rect.left, window_rect.top,
window_rect.right - window_rect.left,
window_rect.bottom - window_rect.top, TRUE);
return WINED3D_OK;
}
HRESULT CDECL wined3d_swapchain_set_fullscreen(struct wined3d_swapchain *swapchain,
const struct wined3d_swapchain_desc *swapchain_desc, const struct wined3d_display_mode *mode)
{
struct wined3d_device *device = swapchain->device;
struct wined3d_display_mode actual_mode;
HRESULT hr;
TRACE("swapchain %p, desc %p, mode %p.\n", swapchain, swapchain_desc, mode);
if (swapchain->desc.flags & WINED3D_SWAPCHAIN_ALLOW_MODE_SWITCH)
{
if (mode)
{
actual_mode = *mode;
}
else
{
if (!swapchain_desc->windowed)
{
actual_mode.width = swapchain_desc->backbuffer_width;
actual_mode.height = swapchain_desc->backbuffer_height;
actual_mode.refresh_rate = swapchain_desc->refresh_rate;
actual_mode.format_id = swapchain_desc->backbuffer_format;
actual_mode.scanline_ordering = WINED3D_SCANLINE_ORDERING_UNKNOWN;
}
else
{
actual_mode = swapchain->original_mode;
}
}
if (FAILED(hr = wined3d_swapchain_set_display_mode(swapchain, &actual_mode)))
return hr;
}
else
{
if (mode)
WARN("WINED3D_SWAPCHAIN_ALLOW_MODE_SWITCH is not set, ignoring mode.\n");
if (FAILED(hr = wined3d_get_adapter_display_mode(device->wined3d, device->adapter->ordinal,
&actual_mode, NULL)))
{
ERR("Failed to get display mode, hr %#x.\n", hr);
return WINED3DERR_INVALIDCALL;
}
}
if (!swapchain_desc->windowed)
{
unsigned int width = actual_mode.width;
unsigned int height = actual_mode.height;
if (swapchain->desc.windowed)
{
/* Switch from windowed to fullscreen */
HWND focus_window = device->create_parms.focus_window;
if (!focus_window)
focus_window = swapchain->device_window;
if (FAILED(hr = wined3d_device_acquire_focus_window(device, focus_window)))
{
ERR("Failed to acquire focus window, hr %#x.\n", hr);
return hr;
}
wined3d_device_setup_fullscreen_window(device, swapchain->device_window, width, height);
}
else
{
/* Fullscreen -> fullscreen mode change */
BOOL filter_messages = device->filter_messages;
device->filter_messages = TRUE;
MoveWindow(swapchain->device_window, 0, 0, width, height, TRUE);
ShowWindow(swapchain->device_window, SW_SHOW);
device->filter_messages = filter_messages;
}
swapchain->d3d_mode = actual_mode;
}
else if (!swapchain->desc.windowed)
{
/* Fullscreen -> windowed switch */
RECT *window_rect = NULL;
if (swapchain->desc.flags & WINED3D_SWAPCHAIN_RESTORE_WINDOW_RECT)
window_rect = &swapchain->original_window_rect;
wined3d_device_restore_fullscreen_window(device, swapchain->device_window, window_rect);
wined3d_device_release_focus_window(device);
}
swapchain->desc.windowed = swapchain_desc->windowed;
return WINED3D_OK;
}