1138 lines
42 KiB
C
1138 lines
42 KiB
C
/*
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* Copyright 2002-2003 Jason Edmeades
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* Copyright 2002-2003 Raphael Junqueira
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* Copyright 2005 Oliver Stieber
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* Copyright 2007-2008 Stefan Dösinger for CodeWeavers
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* Copyright 2011 Henri Verbeet for CodeWeavers
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include "config.h"
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#include "wined3d_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d);
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WINE_DECLARE_DEBUG_CHANNEL(fps);
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/* Do not call while under the GL lock. */
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static void swapchain_cleanup(struct wined3d_swapchain *swapchain)
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{
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WINED3DDISPLAYMODE mode;
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UINT i;
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TRACE("Destroying swapchain %p.\n", swapchain);
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wined3d_swapchain_set_gamma_ramp(swapchain, 0, &swapchain->orig_gamma);
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/* Release the swapchain's draw buffers. Make sure swapchain->back_buffers[0]
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* is the last buffer to be destroyed, FindContext() depends on that. */
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if (swapchain->front_buffer)
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{
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surface_set_container(swapchain->front_buffer, WINED3D_CONTAINER_NONE, NULL);
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if (IWineD3DSurface_Release((IWineD3DSurface *)swapchain->front_buffer))
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WARN("Something's still holding the front buffer (%p).\n", swapchain->front_buffer);
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swapchain->front_buffer = NULL;
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}
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if (swapchain->back_buffers)
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{
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i = swapchain->presentParms.BackBufferCount;
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while (i--)
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{
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surface_set_container(swapchain->back_buffers[i], WINED3D_CONTAINER_NONE, NULL);
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if (IWineD3DSurface_Release((IWineD3DSurface *)swapchain->back_buffers[i]))
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WARN("Something's still holding back buffer %u (%p).\n", i, swapchain->back_buffers[i]);
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}
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HeapFree(GetProcessHeap(), 0, swapchain->back_buffers);
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swapchain->back_buffers = NULL;
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}
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for (i = 0; i < swapchain->num_contexts; ++i)
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{
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context_destroy(swapchain->device, swapchain->context[i]);
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}
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HeapFree(GetProcessHeap(), 0, swapchain->context);
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/* Restore the screen resolution if we rendered in fullscreen.
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* This will restore the screen resolution to what it was before creating
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* the swapchain. In case of d3d8 and d3d9 this will be the original
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* desktop resolution. In case of d3d7 this will be a NOP because ddraw
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* sets the resolution before starting up Direct3D, thus orig_width and
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* orig_height will be equal to the modes in the presentation params. */
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if (!swapchain->presentParms.Windowed && swapchain->presentParms.AutoRestoreDisplayMode)
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{
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mode.Width = swapchain->orig_width;
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mode.Height = swapchain->orig_height;
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mode.RefreshRate = 0;
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mode.Format = swapchain->orig_fmt;
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IWineD3DDevice_SetDisplayMode((IWineD3DDevice *)swapchain->device, 0, &mode);
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}
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}
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ULONG CDECL wined3d_swapchain_incref(struct wined3d_swapchain *swapchain)
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{
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ULONG refcount = InterlockedIncrement(&swapchain->ref);
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TRACE("%p increasing refcount to %u.\n", swapchain, refcount);
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return refcount;
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}
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/* Do not call while under the GL lock. */
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ULONG CDECL wined3d_swapchain_decref(struct wined3d_swapchain *swapchain)
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{
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ULONG refcount = InterlockedDecrement(&swapchain->ref);
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TRACE("%p decreasing refcount to %u.\n", swapchain, refcount);
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if (!refcount)
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{
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swapchain_cleanup(swapchain);
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swapchain->parent_ops->wined3d_object_destroyed(swapchain->parent);
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HeapFree(GetProcessHeap(), 0, swapchain);
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}
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return refcount;
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}
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void * CDECL wined3d_swapchain_get_parent(const struct wined3d_swapchain *swapchain)
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{
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TRACE("swapchain %p.\n", swapchain);
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return swapchain->parent;
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}
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HRESULT CDECL wined3d_swapchain_set_window(struct wined3d_swapchain *swapchain, HWND window)
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{
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if (!window)
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window = swapchain->device_window;
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if (window == swapchain->win_handle)
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return WINED3D_OK;
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TRACE("Setting swapchain %p window from %p to %p.\n",
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swapchain, swapchain->win_handle, window);
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swapchain->win_handle = window;
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return WINED3D_OK;
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}
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HRESULT CDECL wined3d_swapchain_present(struct wined3d_swapchain *swapchain,
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const RECT *src_rect, const RECT *dst_rect, HWND dst_window_override,
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const RGNDATA *dirty_region, DWORD flags)
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{
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TRACE("swapchain %p, src_rect %s, dst_rect %s, dst_window_override %p, dirty_region %p, flags %#x.\n",
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swapchain, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect),
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dst_window_override, dirty_region, flags);
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wined3d_swapchain_set_window(swapchain, dst_window_override);
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return swapchain->swapchain_ops->swapchain_present(swapchain,
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src_rect, dst_rect, dirty_region, flags);
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}
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HRESULT CDECL wined3d_swapchain_get_front_buffer_data(const struct wined3d_swapchain *swapchain,
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IWineD3DSurface *dst_surface)
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{
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POINT offset = {0, 0};
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TRACE("swapchain %p, dst_surface %p.\n", swapchain, dst_surface);
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if (swapchain->presentParms.Windowed)
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MapWindowPoints(swapchain->win_handle, NULL, &offset, 1);
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IWineD3DSurface_BltFast(dst_surface, offset.x, offset.y,
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(IWineD3DSurface *)swapchain->front_buffer, NULL, 0);
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return WINED3D_OK;
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}
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HRESULT CDECL wined3d_swapchain_get_back_buffer(const struct wined3d_swapchain *swapchain,
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UINT back_buffer_idx, WINED3DBACKBUFFER_TYPE type, IWineD3DSurface **back_buffer)
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{
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TRACE("swapchain %p, back_buffer_idx %u, type %#x, back_buffer %p.\n",
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swapchain, back_buffer_idx, type, back_buffer);
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/* Return invalid if there is no backbuffer array, otherwise it will
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* crash when ddraw is used (there swapchain->back_buffers is always
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* NULL). We need this because this function is called from
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* stateblock_init_default_state() to get the default scissorrect
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* dimensions. */
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if (!swapchain->back_buffers || back_buffer_idx >= swapchain->presentParms.BackBufferCount)
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{
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WARN("Invalid back buffer index.\n");
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/* Native d3d9 doesn't set NULL here, just as wine's d3d9. But set it
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* here in wined3d to avoid problems in other libs. */
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*back_buffer = NULL;
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return WINED3DERR_INVALIDCALL;
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}
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*back_buffer = (IWineD3DSurface *)swapchain->back_buffers[back_buffer_idx];
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if (*back_buffer) IWineD3DSurface_AddRef(*back_buffer);
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TRACE("Returning back buffer %p.\n", *back_buffer);
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return WINED3D_OK;
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}
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HRESULT CDECL wined3d_swapchain_get_raster_status(const struct wined3d_swapchain *swapchain,
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WINED3DRASTER_STATUS *raster_status)
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{
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static BOOL warned;
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/* No OpenGL equivalent */
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if (!warned)
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{
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FIXME("swapchain %p, raster_status %p stub!\n", swapchain, raster_status);
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warned = TRUE;
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}
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/* Obtaining the raster status is a widely implemented but optional
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* feature. When this method returns OK Starcraft 2 expects the
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* raster_status->InVBlank value to actually change over time. To prevent
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* Starcraft 2 from running in an infinite loop at startup this method
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* returns INVALIDCALL. */
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return WINED3DERR_INVALIDCALL;
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}
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HRESULT CDECL wined3d_swapchain_get_display_mode(const struct wined3d_swapchain *swapchain, WINED3DDISPLAYMODE *mode)
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{
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HRESULT hr;
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TRACE("swapchain %p, mode %p.\n", swapchain, mode);
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hr = wined3d_get_adapter_display_mode(swapchain->device->wined3d, swapchain->device->adapter->ordinal, mode);
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TRACE("Returning w %u, h %u, refresh rate %u, format %s.\n",
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mode->Width, mode->Height, mode->RefreshRate, debug_d3dformat(mode->Format));
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return hr;
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}
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IWineD3DDevice * CDECL wined3d_swapchain_get_device(const struct wined3d_swapchain *swapchain)
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{
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TRACE("swapchain %p.\n", swapchain);
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return (IWineD3DDevice *)swapchain->device;
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}
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HRESULT CDECL wined3d_swapchain_get_present_parameters(const struct wined3d_swapchain *swapchain,
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WINED3DPRESENT_PARAMETERS *present_parameters)
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{
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TRACE("swapchain %p, present_parameters %p.\n", swapchain, present_parameters);
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*present_parameters = swapchain->presentParms;
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return WINED3D_OK;
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}
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HRESULT CDECL wined3d_swapchain_set_gamma_ramp(const struct wined3d_swapchain *swapchain,
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DWORD flags, const WINED3DGAMMARAMP *ramp)
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{
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HDC dc;
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TRACE("swapchain %p, flags %#x, ramp %p.\n", swapchain, flags, ramp);
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if (flags)
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FIXME("Ignoring flags %#x.\n", flags);
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dc = GetDC(swapchain->device_window);
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SetDeviceGammaRamp(dc, (void *)ramp);
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ReleaseDC(swapchain->device_window, dc);
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return WINED3D_OK;
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}
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HRESULT CDECL wined3d_swapchain_get_gamma_ramp(const struct wined3d_swapchain *swapchain,
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WINED3DGAMMARAMP *ramp)
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{
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HDC dc;
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TRACE("swapchain %p, ramp %p.\n", swapchain, ramp);
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dc = GetDC(swapchain->device_window);
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GetDeviceGammaRamp(dc, ramp);
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ReleaseDC(swapchain->device_window, dc);
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return WINED3D_OK;
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}
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/* A GL context is provided by the caller */
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static void swapchain_blit(struct wined3d_swapchain *swapchain,
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struct wined3d_context *context, const RECT *src_rect, const RECT *dst_rect)
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{
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IWineD3DSurfaceImpl *backbuffer = swapchain->back_buffers[0];
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IWineD3DDeviceImpl *device = swapchain->device;
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UINT src_w = src_rect->right - src_rect->left;
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UINT src_h = src_rect->bottom - src_rect->top;
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GLenum gl_filter;
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const struct wined3d_gl_info *gl_info = context->gl_info;
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RECT win_rect;
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UINT win_h;
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TRACE("swapchain %p, context %p, src_rect %s, dst_rect %s.\n",
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swapchain, context, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect));
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if (src_w == dst_rect->right - dst_rect->left && src_h == dst_rect->bottom - dst_rect->top)
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gl_filter = GL_NEAREST;
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else
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gl_filter = GL_LINEAR;
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GetClientRect(swapchain->win_handle, &win_rect);
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win_h = win_rect.bottom - win_rect.top;
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if (gl_info->fbo_ops.glBlitFramebuffer && is_identity_fixup(backbuffer->resource.format->color_fixup))
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{
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ENTER_GL();
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context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, backbuffer, NULL, SFLAG_INTEXTURE);
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glReadBuffer(GL_COLOR_ATTACHMENT0);
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context_check_fbo_status(context, GL_READ_FRAMEBUFFER);
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context_bind_fbo(context, GL_DRAW_FRAMEBUFFER, NULL);
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context_set_draw_buffer(context, GL_BACK);
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE));
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IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1));
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IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2));
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IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3));
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glDisable(GL_SCISSOR_TEST);
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IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
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/* Note that the texture is upside down */
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gl_info->fbo_ops.glBlitFramebuffer(src_rect->left, src_rect->top, src_rect->right, src_rect->bottom,
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dst_rect->left, win_h - dst_rect->top, dst_rect->right, win_h - dst_rect->bottom,
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GL_COLOR_BUFFER_BIT, gl_filter);
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checkGLcall("Swapchain present blit(EXT_framebuffer_blit)\n");
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LEAVE_GL();
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}
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else
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{
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struct wined3d_context *context2;
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float tex_left = src_rect->left;
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float tex_top = src_rect->top;
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float tex_right = src_rect->right;
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float tex_bottom = src_rect->bottom;
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context2 = context_acquire(device, swapchain->back_buffers[0]);
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context_apply_blit_state(context2, device);
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if (backbuffer->flags & SFLAG_NORMCOORD)
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{
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tex_left /= src_w;
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tex_right /= src_w;
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tex_top /= src_h;
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tex_bottom /= src_h;
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}
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if (is_complex_fixup(backbuffer->resource.format->color_fixup))
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gl_filter = GL_NEAREST;
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ENTER_GL();
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context_bind_fbo(context2, GL_FRAMEBUFFER, NULL);
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/* Set up the texture. The surface is not in a IWineD3D*Texture container,
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* so there are no d3d texture settings to dirtify
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*/
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device->blitter->set_shader(device->blit_priv, context2->gl_info, backbuffer);
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glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MIN_FILTER, gl_filter);
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glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MAG_FILTER, gl_filter);
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context_set_draw_buffer(context, GL_BACK);
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/* Set the viewport to the destination rectandle, disable any projection
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* transformation set up by context_apply_blit_state(), and draw a
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* (-1,-1)-(1,1) quad.
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*
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* Back up viewport and matrix to avoid breaking last_was_blit
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*
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* Note that context_apply_blit_state() set up viewport and ortho to
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* match the surface size - we want the GL drawable(=window) size. */
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glPushAttrib(GL_VIEWPORT_BIT);
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glViewport(dst_rect->left, win_h - dst_rect->bottom, dst_rect->right, win_h - dst_rect->top);
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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glBegin(GL_QUADS);
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/* bottom left */
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glTexCoord2f(tex_left, tex_bottom);
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glVertex2i(-1, -1);
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/* top left */
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glTexCoord2f(tex_left, tex_top);
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glVertex2i(-1, 1);
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/* top right */
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glTexCoord2f(tex_right, tex_top);
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glVertex2i(1, 1);
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/* bottom right */
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glTexCoord2f(tex_right, tex_bottom);
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glVertex2i(1, -1);
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glEnd();
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glPopMatrix();
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glPopAttrib();
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device->blitter->unset_shader(context->gl_info);
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checkGLcall("Swapchain present blit(manual)\n");
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LEAVE_GL();
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context_release(context2);
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}
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}
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static HRESULT swapchain_gl_present(struct wined3d_swapchain *swapchain, const RECT *src_rect_in,
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const RECT *dst_rect_in, const RGNDATA *dirty_region, DWORD flags)
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{
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const struct wined3d_gl_info *gl_info;
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struct wined3d_context *context;
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RECT src_rect, dst_rect;
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BOOL render_to_fbo;
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context = context_acquire(swapchain->device, swapchain->back_buffers[0]);
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if (!context->valid)
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{
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context_release(context);
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WARN("Invalid context, skipping present.\n");
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return WINED3D_OK;
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}
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gl_info = context->gl_info;
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/* Render the cursor onto the back buffer, using our nifty directdraw blitting code :-) */
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if (swapchain->device->bCursorVisible && swapchain->device->cursorTexture)
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{
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IWineD3DSurfaceImpl cursor;
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RECT destRect =
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{
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swapchain->device->xScreenSpace - swapchain->device->xHotSpot,
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swapchain->device->yScreenSpace - swapchain->device->yHotSpot,
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swapchain->device->xScreenSpace + swapchain->device->cursorWidth - swapchain->device->xHotSpot,
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swapchain->device->yScreenSpace + swapchain->device->cursorHeight - swapchain->device->yHotSpot,
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};
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TRACE("Rendering the cursor. Creating fake surface at %p\n", &cursor);
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/* Build a fake surface to call the Blitting code. It is not possible to use the interface passed by
|
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* the application because we are only supposed to copy the information out. Using a fake surface
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* allows to use the Blitting engine and avoid copying the whole texture -> render target blitting code.
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*/
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memset(&cursor, 0, sizeof(cursor));
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cursor.lpVtbl = &IWineD3DSurface_Vtbl;
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cursor.resource.ref = 1;
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cursor.resource.device = swapchain->device;
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cursor.resource.pool = WINED3DPOOL_SCRATCH;
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cursor.resource.format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
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cursor.resource.resourceType = WINED3DRTYPE_SURFACE;
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cursor.texture_name = swapchain->device->cursorTexture;
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cursor.texture_target = GL_TEXTURE_2D;
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cursor.texture_level = 0;
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cursor.resource.width = swapchain->device->cursorWidth;
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cursor.resource.height = swapchain->device->cursorHeight;
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/* The cursor must have pow2 sizes */
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cursor.pow2Width = cursor.resource.width;
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cursor.pow2Height = cursor.resource.height;
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/* The surface is in the texture */
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cursor.flags |= SFLAG_INTEXTURE;
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/* DDBLT_KEYSRC will cause BltOverride to enable the alpha test with GL_NOTEQUAL, 0.0,
|
|
* which is exactly what we want :-)
|
|
*/
|
|
if (swapchain->presentParms.Windowed)
|
|
MapWindowPoints(NULL, swapchain->win_handle, (LPPOINT)&destRect, 2);
|
|
IWineD3DSurface_Blt((IWineD3DSurface *)swapchain->back_buffers[0], &destRect,
|
|
(IWineD3DSurface *)&cursor, NULL, WINEDDBLT_KEYSRC, NULL, WINED3DTEXF_POINT);
|
|
}
|
|
|
|
if (swapchain->device->logo_surface)
|
|
{
|
|
/* Blit the logo into the upper left corner of the drawable. */
|
|
IWineD3DSurface_BltFast((IWineD3DSurface *)swapchain->back_buffers[0], 0, 0,
|
|
swapchain->device->logo_surface, NULL, WINEDDBLTFAST_SRCCOLORKEY);
|
|
}
|
|
|
|
TRACE("Presenting HDC %p.\n", context->hdc);
|
|
|
|
render_to_fbo = swapchain->render_to_fbo;
|
|
|
|
if (src_rect_in)
|
|
{
|
|
src_rect = *src_rect_in;
|
|
if (!render_to_fbo && (src_rect.left || src_rect.top
|
|
|| src_rect.right != swapchain->presentParms.BackBufferWidth
|
|
|| src_rect.bottom != swapchain->presentParms.BackBufferHeight))
|
|
{
|
|
render_to_fbo = TRUE;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
src_rect.left = 0;
|
|
src_rect.top = 0;
|
|
src_rect.right = swapchain->presentParms.BackBufferWidth;
|
|
src_rect.bottom = swapchain->presentParms.BackBufferHeight;
|
|
}
|
|
|
|
if (dst_rect_in)
|
|
dst_rect = *dst_rect_in;
|
|
else
|
|
GetClientRect(swapchain->win_handle, &dst_rect);
|
|
|
|
if (!render_to_fbo && (dst_rect.left || dst_rect.top
|
|
|| dst_rect.right != swapchain->presentParms.BackBufferWidth
|
|
|| dst_rect.bottom != swapchain->presentParms.BackBufferHeight))
|
|
{
|
|
render_to_fbo = TRUE;
|
|
}
|
|
|
|
/* Rendering to a window of different size, presenting partial rectangles,
|
|
* or rendering to a different window needs help from FBO_blit or a textured
|
|
* draw. Render the swapchain to a FBO in the future.
|
|
*
|
|
* Note that FBO_blit from the backbuffer to the frontbuffer cannot solve
|
|
* all these issues - this fails if the window is smaller than the backbuffer.
|
|
*/
|
|
if (!swapchain->render_to_fbo && render_to_fbo && wined3d_settings.offscreen_rendering_mode == ORM_FBO)
|
|
{
|
|
surface_load_location(swapchain->back_buffers[0], SFLAG_INTEXTURE, NULL);
|
|
surface_modify_location(swapchain->back_buffers[0], SFLAG_INDRAWABLE, FALSE);
|
|
swapchain->render_to_fbo = TRUE;
|
|
}
|
|
|
|
if (swapchain->render_to_fbo)
|
|
{
|
|
/* This codepath should only be hit with the COPY swapeffect. Otherwise a backbuffer-
|
|
* window size mismatch is impossible(fullscreen) and src and dst rectangles are
|
|
* not allowed(they need the COPY swapeffect)
|
|
*
|
|
* The DISCARD swap effect is ok as well since any backbuffer content is allowed after
|
|
* the swap. */
|
|
if (swapchain->presentParms.SwapEffect == WINED3DSWAPEFFECT_FLIP)
|
|
FIXME("Render-to-fbo with WINED3DSWAPEFFECT_FLIP\n");
|
|
|
|
swapchain_blit(swapchain, context, &src_rect, &dst_rect);
|
|
}
|
|
|
|
if (swapchain->num_contexts > 1)
|
|
wglFinish();
|
|
SwapBuffers(context->hdc); /* TODO: cycle through the swapchain buffers */
|
|
|
|
TRACE("SwapBuffers called, Starting new frame\n");
|
|
/* FPS support */
|
|
if (TRACE_ON(fps))
|
|
{
|
|
DWORD time = GetTickCount();
|
|
++swapchain->frames;
|
|
|
|
/* every 1.5 seconds */
|
|
if (time - swapchain->prev_time > 1500)
|
|
{
|
|
TRACE_(fps)("%p @ approx %.2ffps\n",
|
|
swapchain, 1000.0 * swapchain->frames / (time - swapchain->prev_time));
|
|
swapchain->prev_time = time;
|
|
swapchain->frames = 0;
|
|
}
|
|
}
|
|
|
|
/* This is disabled, but the code left in for debug purposes.
|
|
*
|
|
* Since we're allowed to modify the new back buffer on a D3DSWAPEFFECT_DISCARD flip,
|
|
* we can clear it with some ugly color to make bad drawing visible and ease debugging.
|
|
* The Debug runtime does the same on Windows. However, a few games do not redraw the
|
|
* screen properly, like Max Payne 2, which leaves a few pixels undefined.
|
|
*
|
|
* Tests show that the content of the back buffer after a discard flip is indeed not
|
|
* reliable, so no game can depend on the exact content. However, it resembles the
|
|
* old contents in some way, for example by showing fragments at other locations. In
|
|
* general, the color theme is still intact. So Max payne, which draws rather dark scenes
|
|
* gets a dark background image. If we clear it with a bright ugly color, the game's
|
|
* bug shows up much more than it does on Windows, and the players see single pixels
|
|
* with wrong colors.
|
|
* (The Max Payne bug has been confirmed on Windows with the debug runtime) */
|
|
if (FALSE && swapchain->presentParms.SwapEffect == WINED3DSWAPEFFECT_DISCARD)
|
|
{
|
|
TRACE("Clearing the color buffer with cyan color\n");
|
|
|
|
IWineD3DDevice_Clear((IWineD3DDevice *)swapchain->device, 0, NULL,
|
|
WINED3DCLEAR_TARGET, 0xff00ffff, 1.0f, 0);
|
|
}
|
|
|
|
if (!swapchain->render_to_fbo && ((swapchain->front_buffer->flags & SFLAG_INSYSMEM)
|
|
|| (swapchain->back_buffers[0]->flags & SFLAG_INSYSMEM)))
|
|
{
|
|
/* Both memory copies of the surfaces are ok, flip them around too instead of dirtifying
|
|
* Doesn't work with render_to_fbo because we're not flipping
|
|
*/
|
|
IWineD3DSurfaceImpl *front = swapchain->front_buffer;
|
|
IWineD3DSurfaceImpl *back = swapchain->back_buffers[0];
|
|
|
|
if(front->resource.size == back->resource.size) {
|
|
DWORD fbflags;
|
|
flip_surface(front, back);
|
|
|
|
/* Tell the front buffer surface that is has been modified. However,
|
|
* the other locations were preserved during that, so keep the flags.
|
|
* This serves to update the emulated overlay, if any. */
|
|
fbflags = front->flags;
|
|
surface_modify_location(front, SFLAG_INDRAWABLE, TRUE);
|
|
front->flags = fbflags;
|
|
}
|
|
else
|
|
{
|
|
surface_modify_location(front, SFLAG_INDRAWABLE, TRUE);
|
|
surface_modify_location(back, SFLAG_INDRAWABLE, TRUE);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
surface_modify_location(swapchain->front_buffer, SFLAG_INDRAWABLE, TRUE);
|
|
/* If the swapeffect is DISCARD, the back buffer is undefined. That means the SYSMEM
|
|
* and INTEXTURE copies can keep their old content if they have any defined content.
|
|
* If the swapeffect is COPY, the content remains the same. If it is FLIP however,
|
|
* the texture / sysmem copy needs to be reloaded from the drawable
|
|
*/
|
|
if (swapchain->presentParms.SwapEffect == WINED3DSWAPEFFECT_FLIP)
|
|
surface_modify_location(swapchain->back_buffers[0], SFLAG_INDRAWABLE, TRUE);
|
|
}
|
|
|
|
if (swapchain->device->depth_stencil)
|
|
{
|
|
if (swapchain->presentParms.Flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
|
|
|| swapchain->device->depth_stencil->flags & SFLAG_DISCARD)
|
|
{
|
|
surface_modify_ds_location(swapchain->device->depth_stencil, SFLAG_DS_DISCARDED,
|
|
swapchain->device->depth_stencil->resource.width,
|
|
swapchain->device->depth_stencil->resource.height);
|
|
if (swapchain->device->depth_stencil == swapchain->device->onscreen_depth_stencil)
|
|
{
|
|
IWineD3DSurface_Release((IWineD3DSurface *)swapchain->device->onscreen_depth_stencil);
|
|
swapchain->device->onscreen_depth_stencil = NULL;
|
|
}
|
|
}
|
|
}
|
|
|
|
context_release(context);
|
|
|
|
TRACE("returning\n");
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static const struct wined3d_swapchain_ops swapchain_gl_ops =
|
|
{
|
|
swapchain_gl_present,
|
|
};
|
|
|
|
/* Helper function that blits the front buffer contents to the target window. */
|
|
void x11_copy_to_screen(struct wined3d_swapchain *swapchain, const RECT *rect)
|
|
{
|
|
IWineD3DSurfaceImpl *front;
|
|
POINT offset = {0, 0};
|
|
HDC src_dc, dst_dc;
|
|
RECT draw_rect;
|
|
HWND window;
|
|
|
|
TRACE("swapchain %p, rect %s.\n", swapchain, wine_dbgstr_rect(rect));
|
|
|
|
front = swapchain->front_buffer;
|
|
if (!(front->resource.usage & WINED3DUSAGE_RENDERTARGET))
|
|
return;
|
|
|
|
TRACE("Copying surface %p to screen.\n", front);
|
|
|
|
src_dc = front->hDC;
|
|
window = swapchain->win_handle;
|
|
dst_dc = GetDCEx(window, 0, DCX_CLIPSIBLINGS | DCX_CACHE);
|
|
|
|
/* Front buffer coordinates are screen coordinates. Map them to the
|
|
* destination window if not fullscreened. */
|
|
if (swapchain->presentParms.Windowed)
|
|
ClientToScreen(window, &offset);
|
|
|
|
TRACE("offset %s.\n", wine_dbgstr_point(&offset));
|
|
|
|
#if 0
|
|
/* FIXME: This doesn't work... if users really want to run
|
|
* X in 8bpp, then we need to call directly into display.drv
|
|
* (or Wine's equivalent), and force a private colormap
|
|
* without default entries. */
|
|
if (front->palette)
|
|
{
|
|
SelectPalette(dst_dc, front->palette->hpal, FALSE);
|
|
RealizePalette(dst_dc); /* sends messages => deadlocks */
|
|
}
|
|
#endif
|
|
|
|
draw_rect.left = 0;
|
|
draw_rect.right = front->resource.width;
|
|
draw_rect.top = 0;
|
|
draw_rect.bottom = front->resource.height;
|
|
|
|
#if 0
|
|
/* TODO: Support clippers. */
|
|
if (front->clipper)
|
|
{
|
|
RECT xrc;
|
|
HWND hwnd = ((IWineD3DClipperImpl *)front->clipper)->hWnd;
|
|
if (hwnd && GetClientRect(hwnd,&xrc))
|
|
{
|
|
OffsetRect(&xrc, offset.x, offset.y);
|
|
IntersectRect(&draw_rect, &draw_rect, &xrc);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
if (!rect)
|
|
{
|
|
/* Only use this if the caller did not pass a rectangle, since
|
|
* due to double locking this could be the wrong one... */
|
|
if (front->lockedRect.left != front->lockedRect.right)
|
|
IntersectRect(&draw_rect, &draw_rect, &front->lockedRect);
|
|
}
|
|
else
|
|
{
|
|
IntersectRect(&draw_rect, &draw_rect, rect);
|
|
}
|
|
|
|
BitBlt(dst_dc, draw_rect.left - offset.x, draw_rect.top - offset.y,
|
|
draw_rect.right - draw_rect.left, draw_rect.bottom - draw_rect.top,
|
|
src_dc, draw_rect.left, draw_rect.top, SRCCOPY);
|
|
ReleaseDC(window, dst_dc);
|
|
}
|
|
|
|
static HRESULT swapchain_gdi_present(struct wined3d_swapchain *swapchain, const RECT *src_rect_in,
|
|
const RECT *dst_rect_in, const RGNDATA *dirty_region, DWORD flags)
|
|
{
|
|
IWineD3DSurfaceImpl *front, *back;
|
|
|
|
if (!swapchain->back_buffers)
|
|
{
|
|
WARN("Swapchain doesn't have a backbuffer, returning WINED3DERR_INVALIDCALL\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
front = swapchain->front_buffer;
|
|
back = swapchain->back_buffers[0];
|
|
|
|
/* Flip the DC. */
|
|
{
|
|
HDC tmp;
|
|
tmp = front->hDC;
|
|
front->hDC = back->hDC;
|
|
back->hDC = tmp;
|
|
}
|
|
|
|
/* Flip the DIBsection. */
|
|
{
|
|
HBITMAP tmp;
|
|
tmp = front->dib.DIBsection;
|
|
front->dib.DIBsection = back->dib.DIBsection;
|
|
back->dib.DIBsection = tmp;
|
|
}
|
|
|
|
/* Flip the surface data. */
|
|
{
|
|
void *tmp;
|
|
|
|
tmp = front->dib.bitmap_data;
|
|
front->dib.bitmap_data = back->dib.bitmap_data;
|
|
back->dib.bitmap_data = tmp;
|
|
|
|
tmp = front->resource.allocatedMemory;
|
|
front->resource.allocatedMemory = back->resource.allocatedMemory;
|
|
back->resource.allocatedMemory = tmp;
|
|
|
|
if (front->resource.heapMemory)
|
|
ERR("GDI Surface %p has heap memory allocated.\n", front);
|
|
|
|
if (back->resource.heapMemory)
|
|
ERR("GDI Surface %p has heap memory allocated.\n", back);
|
|
}
|
|
|
|
/* Client_memory should not be different, but just in case. */
|
|
{
|
|
BOOL tmp;
|
|
tmp = front->dib.client_memory;
|
|
front->dib.client_memory = back->dib.client_memory;
|
|
back->dib.client_memory = tmp;
|
|
}
|
|
|
|
/* FPS support */
|
|
if (TRACE_ON(fps))
|
|
{
|
|
static LONG prev_time, frames;
|
|
DWORD time = GetTickCount();
|
|
|
|
++frames;
|
|
|
|
/* every 1.5 seconds */
|
|
if (time - prev_time > 1500)
|
|
{
|
|
TRACE_(fps)("@ approx %.2ffps\n", 1000.0 * frames / (time - prev_time));
|
|
prev_time = time;
|
|
frames = 0;
|
|
}
|
|
}
|
|
|
|
x11_copy_to_screen(swapchain, NULL);
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static const struct wined3d_swapchain_ops swapchain_gdi_ops =
|
|
{
|
|
swapchain_gdi_present,
|
|
};
|
|
|
|
/* Do not call while under the GL lock. */
|
|
HRESULT swapchain_init(struct wined3d_swapchain *swapchain, WINED3DSURFTYPE surface_type,
|
|
IWineD3DDeviceImpl *device, WINED3DPRESENT_PARAMETERS *present_parameters,
|
|
void *parent, const struct wined3d_parent_ops *parent_ops)
|
|
{
|
|
const struct wined3d_adapter *adapter = device->adapter;
|
|
const struct wined3d_format *format;
|
|
BOOL displaymode_set = FALSE;
|
|
WINED3DDISPLAYMODE mode;
|
|
RECT client_rect;
|
|
HWND window;
|
|
HRESULT hr;
|
|
UINT i;
|
|
|
|
if (present_parameters->BackBufferCount > WINED3DPRESENT_BACK_BUFFER_MAX)
|
|
{
|
|
FIXME("The application requested %u back buffers, this is not supported.\n",
|
|
present_parameters->BackBufferCount);
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
if (present_parameters->BackBufferCount > 1)
|
|
{
|
|
FIXME("The application requested more than one back buffer, this is not properly supported.\n"
|
|
"Please configure the application to use double buffering (1 back buffer) if possible.\n");
|
|
}
|
|
|
|
switch (surface_type)
|
|
{
|
|
case SURFACE_GDI:
|
|
swapchain->swapchain_ops = &swapchain_gdi_ops;
|
|
break;
|
|
|
|
case SURFACE_OPENGL:
|
|
swapchain->swapchain_ops = &swapchain_gl_ops;
|
|
break;
|
|
|
|
case SURFACE_UNKNOWN:
|
|
FIXME("Caller tried to create a SURFACE_UNKNOWN swapchain.\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
window = present_parameters->hDeviceWindow ? present_parameters->hDeviceWindow : device->createParms.hFocusWindow;
|
|
|
|
swapchain->device = device;
|
|
swapchain->parent = parent;
|
|
swapchain->parent_ops = parent_ops;
|
|
swapchain->ref = 1;
|
|
swapchain->win_handle = window;
|
|
swapchain->device_window = window;
|
|
|
|
wined3d_get_adapter_display_mode(device->wined3d, adapter->ordinal, &mode);
|
|
swapchain->orig_width = mode.Width;
|
|
swapchain->orig_height = mode.Height;
|
|
swapchain->orig_fmt = mode.Format;
|
|
format = wined3d_get_format(&adapter->gl_info, mode.Format);
|
|
|
|
GetClientRect(window, &client_rect);
|
|
if (present_parameters->Windowed
|
|
&& (!present_parameters->BackBufferWidth || !present_parameters->BackBufferHeight
|
|
|| present_parameters->BackBufferFormat == WINED3DFMT_UNKNOWN))
|
|
{
|
|
|
|
if (!present_parameters->BackBufferWidth)
|
|
{
|
|
present_parameters->BackBufferWidth = client_rect.right;
|
|
TRACE("Updating width to %u.\n", present_parameters->BackBufferWidth);
|
|
}
|
|
|
|
if (!present_parameters->BackBufferHeight)
|
|
{
|
|
present_parameters->BackBufferHeight = client_rect.bottom;
|
|
TRACE("Updating height to %u.\n", present_parameters->BackBufferHeight);
|
|
}
|
|
|
|
if (present_parameters->BackBufferFormat == WINED3DFMT_UNKNOWN)
|
|
{
|
|
present_parameters->BackBufferFormat = swapchain->orig_fmt;
|
|
TRACE("Updating format to %s.\n", debug_d3dformat(swapchain->orig_fmt));
|
|
}
|
|
}
|
|
swapchain->presentParms = *present_parameters;
|
|
|
|
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, 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;
|
|
}
|
|
|
|
if (surface_type == SURFACE_OPENGL)
|
|
{
|
|
static const enum wined3d_format_id formats[] =
|
|
{
|
|
WINED3DFMT_D24_UNORM_S8_UINT,
|
|
WINED3DFMT_D32_UNORM,
|
|
WINED3DFMT_R24_UNORM_X8_TYPELESS,
|
|
WINED3DFMT_D16_UNORM,
|
|
WINED3DFMT_S1_UINT_D15_UNORM
|
|
};
|
|
|
|
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
|
|
|
|
swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(swapchain->context));
|
|
if (!swapchain->context)
|
|
{
|
|
ERR("Failed to create the context array.\n");
|
|
hr = E_OUTOFMEMORY;
|
|
goto err;
|
|
}
|
|
swapchain->num_contexts = 1;
|
|
|
|
/* In WGL both color, depth and stencil are features of a pixel format. In case of D3D they are separate.
|
|
* You are able to add a depth + stencil surface at a later stage when you need it.
|
|
* In order to support this properly in WineD3D we need the ability to recreate the opengl context and
|
|
* drawable when this is required. This is very tricky as we need to reapply ALL opengl states for the new
|
|
* context, need torecreate shaders, textures and other resources.
|
|
*
|
|
* The context manager already takes care of the state problem and for the other tasks code from Reset
|
|
* can be used. These changes are way to risky during the 1.0 code freeze which is taking place right now.
|
|
* Likely a lot of other new bugs will be exposed. For that reason request a depth stencil surface all the
|
|
* time. It can cause a slight performance hit but fixes a lot of regressions. A fixme reminds of that this
|
|
* issue needs to be fixed. */
|
|
for (i = 0; i < (sizeof(formats) / sizeof(*formats)); i++)
|
|
{
|
|
swapchain->ds_format = wined3d_get_format(gl_info, formats[i]);
|
|
swapchain->context[0] = context_create(swapchain, swapchain->front_buffer, swapchain->ds_format);
|
|
if (swapchain->context[0]) break;
|
|
TRACE("Depth stencil format %s is not supported, trying next format\n",
|
|
debug_d3dformat(formats[i]));
|
|
}
|
|
|
|
if (!swapchain->context[0])
|
|
{
|
|
WARN("Failed to create context.\n");
|
|
hr = WINED3DERR_NOTAVAILABLE;
|
|
goto err;
|
|
}
|
|
|
|
if (!present_parameters->EnableAutoDepthStencil
|
|
|| swapchain->presentParms.AutoDepthStencilFormat != swapchain->ds_format->id)
|
|
{
|
|
FIXME("Add OpenGL context recreation support to context_validate_onscreen_formats\n");
|
|
}
|
|
context_release(swapchain->context[0]);
|
|
}
|
|
|
|
if (swapchain->presentParms.BackBufferCount > 0)
|
|
{
|
|
swapchain->back_buffers = HeapAlloc(GetProcessHeap(), 0,
|
|
sizeof(*swapchain->back_buffers) * swapchain->presentParms.BackBufferCount);
|
|
if (!swapchain->back_buffers)
|
|
{
|
|
ERR("Failed to allocate backbuffer array memory.\n");
|
|
hr = E_OUTOFMEMORY;
|
|
goto err;
|
|
}
|
|
|
|
for (i = 0; i < swapchain->presentParms.BackBufferCount; ++i)
|
|
{
|
|
TRACE("Creating back buffer %u.\n", i);
|
|
hr = 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, 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);
|
|
}
|
|
}
|
|
|
|
wined3d_swapchain_get_gamma_ramp(swapchain, &swapchain->orig_gamma);
|
|
|
|
return WINED3D_OK;
|
|
|
|
err:
|
|
if (displaymode_set)
|
|
{
|
|
DEVMODEW devmode;
|
|
|
|
ClipCursor(NULL);
|
|
|
|
/* Change the display settings */
|
|
memset(&devmode, 0, sizeof(devmode));
|
|
devmode.dmSize = sizeof(devmode);
|
|
devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
|
|
devmode.dmBitsPerPel = format->byte_count * CHAR_BIT;
|
|
devmode.dmPelsWidth = swapchain->orig_width;
|
|
devmode.dmPelsHeight = swapchain->orig_height;
|
|
ChangeDisplaySettingsExW(adapter->DeviceName, &devmode, NULL, CDS_FULLSCREEN, NULL);
|
|
}
|
|
|
|
if (swapchain->back_buffers)
|
|
{
|
|
for (i = 0; i < swapchain->presentParms.BackBufferCount; ++i)
|
|
{
|
|
if (swapchain->back_buffers[i]) 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. */
|
|
static struct wined3d_context *swapchain_create_context(struct wined3d_swapchain *swapchain)
|
|
{
|
|
struct wined3d_context **newArray;
|
|
struct wined3d_context *ctx;
|
|
|
|
TRACE("Creating a new context for swapchain %p, thread %u.\n", swapchain, GetCurrentThreadId());
|
|
|
|
if (!(ctx = context_create(swapchain, swapchain->front_buffer, swapchain->ds_format)))
|
|
{
|
|
ERR("Failed to create a new context for the swapchain\n");
|
|
return NULL;
|
|
}
|
|
context_release(ctx);
|
|
|
|
newArray = HeapAlloc(GetProcessHeap(), 0, sizeof(*newArray) * (swapchain->num_contexts + 1));
|
|
if(!newArray) {
|
|
ERR("Out of memory when trying to allocate a new context array\n");
|
|
context_destroy(swapchain->device, ctx);
|
|
return NULL;
|
|
}
|
|
memcpy(newArray, swapchain->context, sizeof(*newArray) * swapchain->num_contexts);
|
|
HeapFree(GetProcessHeap(), 0, swapchain->context);
|
|
newArray[swapchain->num_contexts] = ctx;
|
|
swapchain->context = newArray;
|
|
swapchain->num_contexts++;
|
|
|
|
TRACE("Returning context %p\n", ctx);
|
|
return ctx;
|
|
}
|
|
|
|
struct wined3d_context *swapchain_get_context(struct wined3d_swapchain *swapchain)
|
|
{
|
|
DWORD tid = GetCurrentThreadId();
|
|
unsigned int i;
|
|
|
|
for (i = 0; i < swapchain->num_contexts; ++i)
|
|
{
|
|
if (swapchain->context[i]->tid == tid)
|
|
return swapchain->context[i];
|
|
}
|
|
|
|
/* Create a new context for the thread */
|
|
return swapchain_create_context(swapchain);
|
|
}
|
|
|
|
void get_drawable_size_swapchain(struct wined3d_context *context, UINT *width, UINT *height)
|
|
{
|
|
/* The drawable size of an onscreen drawable is the surface size.
|
|
* (Actually: The window size, but the surface is created in window size) */
|
|
*width = context->current_rt->resource.width;
|
|
*height = context->current_rt->resource.height;
|
|
}
|