559 lines
22 KiB
C
559 lines
22 KiB
C
/*
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*IDirect3DSwapChain9 implementation
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*
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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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*
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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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/* TODO: move to shared header (or context manager )*/
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/* x11drv GDI escapes */
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#define X11DRV_ESCAPE 6789
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enum x11drv_escape_codes
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{
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X11DRV_GET_DISPLAY, /* get X11 display for a DC */
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X11DRV_GET_DRAWABLE, /* get current drawable for a DC */
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X11DRV_GET_FONT, /* get current X font for a DC */
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};
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/* retrieve the X display to use on a given DC */
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inline static Display *get_display( HDC hdc )
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{
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Display *display;
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enum x11drv_escape_codes escape = X11DRV_GET_DISPLAY;
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if (!ExtEscape( hdc, X11DRV_ESCAPE, sizeof(escape), (LPCSTR)&escape,
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sizeof(display), (LPSTR)&display )) display = NULL;
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return display;
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}
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/*TODO: some of the additional parameters may be required to
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set the gamma ramp (for some weird reason microsoft have left swap gammaramp in device
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but it operates on a swapchain, it may be a good idea to move it to IWineD3DSwapChain for IWineD3D)*/
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WINE_DEFAULT_DEBUG_CHANNEL(d3d);
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WINE_DECLARE_DEBUG_CHANNEL(fps);
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/* IDirect3DSwapChain IUnknown parts follow: */
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static ULONG WINAPI IWineD3DSwapChainImpl_AddRef(IWineD3DSwapChain *iface) {
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IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
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DWORD refCount = InterlockedIncrement(&This->ref);
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TRACE("(%p) : AddRef increasing from %ld\n", This, refCount - 1);
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return refCount;
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}
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static HRESULT WINAPI IWineD3DSwapChainImpl_QueryInterface(IWineD3DSwapChain *iface, REFIID riid, LPVOID *ppobj)
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{
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IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
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TRACE("(%p)->(%s,%p)\n", This, debugstr_guid(riid), ppobj);
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if (IsEqualGUID(riid, &IID_IUnknown)
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|| IsEqualGUID(riid, &IID_IWineD3DBase)
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|| IsEqualGUID(riid, &IID_IWineD3DSwapChain)){
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IWineD3DSwapChainImpl_AddRef(iface);
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if(ppobj == NULL){
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ERR("Query interface called but now data allocated\n");
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return E_NOINTERFACE;
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}
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*ppobj = This;
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return WINED3D_OK;
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}
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*ppobj = NULL;
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return E_NOINTERFACE;
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}
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static ULONG WINAPI IWineD3DSwapChainImpl_Release(IWineD3DSwapChain *iface) {
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IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
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DWORD refCount;
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refCount = InterlockedDecrement(&This->ref);
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TRACE("(%p) : ReleaseRef to %ld\n", This, refCount);
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if (refCount == 0) {
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IUnknown* bufferParent;
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/* release the ref to the front and back buffer parents */
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if(This->frontBuffer) {
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IWineD3DSurface_SetContainer(This->frontBuffer, 0);
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IWineD3DSurface_GetParent(This->frontBuffer, &bufferParent);
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IUnknown_Release(bufferParent); /* once for the get parent */
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if(IUnknown_Release(bufferParent) > 0){
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FIXME("(%p) Something's still holding the front buffer\n",This);
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}
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}
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if(This->backBuffer) {
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int i;
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for(i = 0; i < This->presentParms.BackBufferCount; i++) {
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IWineD3DSurface_SetContainer(This->backBuffer[i], 0);
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IWineD3DSurface_GetParent(This->backBuffer[i], &bufferParent);
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IUnknown_Release(bufferParent); /* once for the get parent */
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if(IUnknown_Release(bufferParent) > 0){
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FIXME("(%p) Something's still holding the back buffer\n",This);
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}
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}
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}
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/* Clean up the context */
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/* check that we are the current context first */
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if(glXGetCurrentContext() == This->glCtx){
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glXMakeCurrent(This->display, None, NULL);
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}
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glXDestroyContext(This->display, This->glCtx);
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/* IUnknown_Release(This->parent); This should only apply to the primary swapchain,
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all others are crated by the caller, so releasing the parent should cause
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the child to be released, not the other way around!
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*/
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HeapFree(GetProcessHeap(), 0, This);
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}
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return refCount;
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}
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static HRESULT WINAPI IWineD3DSwapChainImpl_GetParent(IWineD3DSwapChain *iface, IUnknown ** ppParent){
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IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
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*ppParent = This->parent;
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IUnknown_AddRef(*ppParent);
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TRACE("(%p) returning %p\n", This , *ppParent);
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return WINED3D_OK;
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}
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/*IWineD3DSwapChain parts follow: */
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static HRESULT WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface, CONST RECT *pSourceRect, CONST RECT *pDestRect, HWND hDestWindowOverride, CONST RGNDATA *pDirtyRegion, DWORD dwFlags) {
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IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
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ENTER_GL();
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if (pSourceRect || pDestRect) FIXME("Unhandled present options %p/%p\n", pSourceRect, pDestRect);
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/* TODO: If only source rect or dest rect are supplied then clip the window to match */
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TRACE("preseting display %p, drawable %ld\n", This->display, This->drawable);
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/* Don't call checkGLcall, as glGetError is not applicable here */
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if (hDestWindowOverride && This->win_handle != hDestWindowOverride) {
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/* Set this swapchain up to point to the new destination.. */
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#ifdef USE_CONTEXT_MANAGER
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/* TODO: use a context mamager */
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#endif
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/* FIXME: Never access */
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IWineD3DSwapChainImpl *swapChainImpl;
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IWineD3DDevice_GetSwapChain((IWineD3DDevice *)This->wineD3DDevice, 0 , (IWineD3DSwapChain **)&swapChainImpl);
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FIXME("Unable to render to a destination window %p\n", hDestWindowOverride );
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if(This == swapChainImpl){
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/* FIXME: this will be fixed by moving to a context management system */
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FIXME("Cannot change the target of the implicit swapchain\n");
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}else{
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HDC hDc;
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XVisualInfo template;
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int num;
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Display *oldDisplay = This->display;
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GLXContext oldContext = This->glCtx;
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IUnknown* tmp;
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GLXContext currentContext;
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Drawable currentDrawable;
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hDc = GetDC(hDestWindowOverride);
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This->win_handle = hDestWindowOverride;
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This->win = (Window)GetPropA( hDestWindowOverride, "__wine_x11_whole_window" );
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TRACE("Creating a new context for the window %p\n", hDestWindowOverride);
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ENTER_GL();
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TRACE("Desctroying context %p %p\n", This->display, This->render_ctx);
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LEAVE_GL();
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ENTER_GL();
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This->display = get_display(hDc);
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TRACE("Got display%p for %p %p\n", This->display, hDc, hDestWindowOverride);
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ReleaseDC(hDestWindowOverride, hDc);
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template.visualid = (VisualID)GetPropA(GetDesktopWindow(), "__wine_x11_visual_id");
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This->visInfo = XGetVisualInfo(This->display, VisualIDMask, &template, &num);
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if (NULL == This->visInfo) {
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ERR("cannot really get XVisual\n");
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LEAVE_GL();
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return WINED3DERR_NOTAVAILABLE;
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}
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/* Now we have problems? well not really we just need to know what the implicit context is */
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/* now destroy the old context and create a new one (we should really copy the buffers over, and do the whole make current thing! */
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/* destroy the active context?*/
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TRACE("Creating new context for %p %p %p\n",This->display, This->visInfo, swapChainImpl->glCtx);
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This->glCtx = glXCreateContext(This->display, This->visInfo, swapChainImpl->glCtx, GL_TRUE);
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if (NULL == This->glCtx) {
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ERR("cannot create glxContext\n");
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}
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This->drawable = This->win;
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This->render_ctx = This->glCtx;
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/* Setup some default states TODO: apply the stateblock to the new context */
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/** save current context and drawable **/
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currentContext = glXGetCurrentContext();
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currentDrawable = glXGetCurrentDrawable();
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if (glXMakeCurrent(This->display, This->win, This->glCtx) == False) {
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ERR("Error in setting current context (display %p context %p drawable %ld)!\n", This->display, This->glCtx, This->win);
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}
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checkGLcall("glXMakeCurrent");
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/* Clear the screen */
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glClearColor(0.0, 0.0, 0.0, 0.0);
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checkGLcall("glClearColor");
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glClearIndex(0);
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glClearDepth(1);
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glClearStencil(0);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_ACCUM_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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checkGLcall("glClear");
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glColor3f(1.0, 1.0, 1.0);
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checkGLcall("glColor3f");
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glEnable(GL_LIGHTING);
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checkGLcall("glEnable");
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glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
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checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
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checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
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glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
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checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
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/* If this swapchain is currently the active context then make this swapchain active */
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if(IWineD3DSurface_GetContainer(This->wineD3DDevice->renderTarget, &IID_IWineD3DSwapChain, (void **)&tmp) == WINED3D_OK){
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if(tmp != (IUnknown *)This){
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glXMakeCurrent(This->display, currentDrawable, currentContext);
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checkGLcall("glXMakeCurrent");
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}
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IUnknown_Release(tmp);
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}else{
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/* reset the context */
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glXMakeCurrent(This->display, currentDrawable, currentContext);
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checkGLcall("glXMakeCurrent");
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}
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/* delete the old contxt*/
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glXDestroyContext(oldDisplay, oldContext); /* Should this happen on an active context? seems a bad idea */
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LEAVE_GL();
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}
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IWineD3DSwapChain_Release((IWineD3DSwapChain *)swapChainImpl);
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}
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/* TODO: The slow way, save the data to memory, create a new context for the destination window, transfer the data cleanup, it may be a good idea to the move this swapchain over to the using the target winows context so that it runs faster in feature. */
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glXSwapBuffers(This->display, This->drawable); /* TODO: cycle through the swapchain buffers */
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TRACE("glXSwapBuffers called, Starting new frame\n");
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/* FPS support */
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if (TRACE_ON(fps))
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{
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static long prev_time, frames;
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DWORD time = GetTickCount();
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frames++;
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/* every 1.5 seconds */
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if (time - prev_time > 1500) {
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TRACE_(fps)("@ approx %.2ffps\n", 1000.0*frames/(time - prev_time));
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prev_time = time;
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frames = 0;
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}
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}
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#if defined(FRAME_DEBUGGING)
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{
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if (GetFileAttributesA("C:\\D3DTRACE") != INVALID_FILE_ATTRIBUTES) {
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if (!isOn) {
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isOn = TRUE;
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FIXME("Enabling D3D Trace\n");
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__WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 1);
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#if defined(SHOW_FRAME_MAKEUP)
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FIXME("Singe Frame snapshots Starting\n");
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isDumpingFrames = TRUE;
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glClear(GL_COLOR_BUFFER_BIT);
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#endif
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#if defined(SINGLE_FRAME_DEBUGGING)
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} else {
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#if defined(SHOW_FRAME_MAKEUP)
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FIXME("Singe Frame snapshots Finishing\n");
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isDumpingFrames = FALSE;
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#endif
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FIXME("Singe Frame trace complete\n");
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DeleteFileA("C:\\D3DTRACE");
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__WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 0);
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#endif
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}
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} else {
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if (isOn) {
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isOn = FALSE;
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#if defined(SHOW_FRAME_MAKEUP)
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FIXME("Single Frame snapshots Finishing\n");
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isDumpingFrames = FALSE;
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#endif
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FIXME("Disabling D3D Trace\n");
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__WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 0);
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}
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}
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}
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#endif
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LEAVE_GL();
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/* Although this is not strictly required, a simple demo showed this does occur
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on (at least non-debug) d3d */
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if (This->presentParms.SwapEffect == WINED3DSWAPEFFECT_DISCARD) {
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TRACE("Clearing\n");
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IWineD3DDevice_Clear((IWineD3DDevice*)This->wineD3DDevice, 0, NULL, D3DCLEAR_STENCIL|D3DCLEAR_ZBUFFER|D3DCLEAR_TARGET, 0x00, 1.0, 0);
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} else {
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TRACE("Clearing z/stencil buffer\n");
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IWineD3DDevice_Clear((IWineD3DDevice*)This->wineD3DDevice, 0, NULL, D3DCLEAR_STENCIL|D3DCLEAR_ZBUFFER, 0x00, 1.0, 0);
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}
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if(!(((IWineD3DSurfaceImpl *) This->frontBuffer)->Flags & SFLAG_GLDIRTY) ||
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!(((IWineD3DSurfaceImpl *) This->backBuffer[0])->Flags & SFLAG_GLDIRTY) ) {
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/* Both memory copies of the surfaces are ok, flip them around too instead of dirtifying */
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IWineD3DSurfaceImpl *front = (IWineD3DSurfaceImpl *) This->frontBuffer;
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IWineD3DSurfaceImpl *back = (IWineD3DSurfaceImpl *) This->backBuffer[0];
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BOOL frontdirty = front->Flags & SFLAG_GLDIRTY;
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BOOL backdirty = back->Flags & SFLAG_GLDIRTY;
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/* Flip the DC */
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{
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HDC tmp;
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tmp = front->hDC;
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front->hDC = back->hDC;
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back->hDC = tmp;
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}
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/* Flip the DIBsection */
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{
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HBITMAP tmp;
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tmp = front->dib.DIBsection;
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front->dib.DIBsection = back->dib.DIBsection;
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back->dib.DIBsection = tmp;
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}
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/* Flip the surface data */
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{
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void* tmp;
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tmp = front->dib.bitmap_data;
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front->dib.bitmap_data = back->dib.bitmap_data;
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back->dib.bitmap_data = tmp;
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tmp = front->resource.allocatedMemory;
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front->resource.allocatedMemory = back->resource.allocatedMemory;
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back->resource.allocatedMemory = tmp;
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}
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/* client_memory should not be different, but just in case */
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{
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BOOL tmp;
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tmp = front->dib.client_memory;
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front->dib.client_memory = back->dib.client_memory;
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back->dib.client_memory = tmp;
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}
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if(frontdirty) back->Flags |= SFLAG_GLDIRTY;
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else back->Flags &= ~SFLAG_GLDIRTY;
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if(backdirty) front->Flags |= SFLAG_GLDIRTY;
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else front->Flags &= ~SFLAG_GLDIRTY;
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}
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TRACE("returning\n");
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return WINED3D_OK;
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}
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static HRESULT WINAPI IWineD3DSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain *iface, IWineD3DSurface *pDestSurface) {
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IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
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WINED3DFORMAT d3dformat;
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UINT width;
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UINT height;
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WINED3DSURFACE_DESC desc;
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glDescriptor *glDescription;
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TRACE("(%p) : iface(%p) pDestSurface(%p)\n", This, iface, pDestSurface);
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ENTER_GL();
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memset(&desc, 0, sizeof(desc));
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desc.Width = &width;
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desc.Height = &height;
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desc.Format = &d3dformat;
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#if 0 /* TODO: make sure that this swapchains context is active */
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IWineD3DDevice_ActivateSwapChainContext(This->wineD3DDevice, iface);
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#endif
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IWineD3DSurface_GetDesc(pDestSurface, &desc);
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/* make sure that the front buffer is the active read buffer */
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glReadBuffer(GL_FRONT);
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/* Read the pixels from the buffer into the surfaces memory */
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IWineD3DSurface_GetGlDesc(pDestSurface, &glDescription);
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glReadPixels(glDescription->target,
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glDescription->level,
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width,
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height,
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glDescription->glFormat,
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glDescription->glType,
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(void *)IWineD3DSurface_GetData(pDestSurface));
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LEAVE_GL();
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return WINED3D_OK;
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}
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static HRESULT WINAPI IWineD3DSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, UINT iBackBuffer, WINED3DBACKBUFFER_TYPE Type, IWineD3DSurface **ppBackBuffer) {
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IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
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if (iBackBuffer > This->presentParms.BackBufferCount - 1) {
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TRACE("Back buffer count out of range\n");
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/* Native d3d9 doesn't set NULL here, just as wine's d3d9. But set it here
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* in wined3d to avoid problems in other libs
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*/
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*ppBackBuffer = NULL;
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return WINED3DERR_INVALIDCALL;
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}
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*ppBackBuffer = This->backBuffer[iBackBuffer];
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TRACE("(%p) : BackBuf %d Type %d returning %p\n", This, iBackBuffer, Type, *ppBackBuffer);
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/* Note inc ref on returned surface */
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if(*ppBackBuffer) IWineD3DSurface_AddRef(*ppBackBuffer);
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return WINED3D_OK;
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}
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static HRESULT WINAPI IWineD3DSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *iface, WINED3DRASTER_STATUS *pRasterStatus) {
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IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
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static BOOL showFixmes = TRUE;
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pRasterStatus->InVBlank = TRUE;
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pRasterStatus->ScanLine = 0;
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/* No openGL equivalent */
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if(showFixmes) {
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FIXME("(%p) : stub (once)\n", This);
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showFixmes = FALSE;
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}
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return WINED3D_OK;
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}
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static HRESULT WINAPI IWineD3DSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface, WINED3DDISPLAYMODE*pMode) {
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IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
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HDC hdc;
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int bpp = 0;
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pMode->Width = GetSystemMetrics(SM_CXSCREEN);
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pMode->Height = GetSystemMetrics(SM_CYSCREEN);
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pMode->RefreshRate = 85; /* FIXME: How to identify? */
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hdc = CreateDCA("DISPLAY", NULL, NULL, NULL);
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bpp = GetDeviceCaps(hdc, BITSPIXEL);
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DeleteDC(hdc);
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switch (bpp) {
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case 8: pMode->Format = D3DFMT_R8G8B8; break;
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case 16: pMode->Format = D3DFMT_R5G6B5; break;
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case 24: /*pMode->Format = D3DFMT_R8G8B8; break; */ /* 32bpp and 24bpp can be aliased for X */
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case 32: pMode->Format = D3DFMT_A8R8G8B8; break;
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default:
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FIXME("Unrecognized display mode format\n");
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pMode->Format = D3DFMT_UNKNOWN;
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}
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TRACE("(%p) : returning w(%d) h(%d) rr(%d) fmt(%u,%s)\n", This, pMode->Width, pMode->Height, pMode->RefreshRate,
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pMode->Format, debug_d3dformat(pMode->Format));
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return WINED3D_OK;
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}
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static HRESULT WINAPI IWineD3DSwapChainImpl_GetDevice(IWineD3DSwapChain *iface, IWineD3DDevice**ppDevice) {
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IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
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*ppDevice = (IWineD3DDevice *) This->wineD3DDevice;
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/* Note Calling this method will increase the internal reference count
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on the IDirect3DDevice9 interface. */
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IWineD3DDevice_AddRef(*ppDevice);
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TRACE("(%p) : returning %p\n", This, *ppDevice);
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return WINED3D_OK;
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}
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static HRESULT WINAPI IWineD3DSwapChainImpl_GetPresentParameters(IWineD3DSwapChain *iface, WINED3DPRESENT_PARAMETERS *pPresentationParameters) {
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IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
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TRACE("(%p)\n", This);
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*pPresentationParameters->BackBufferWidth = This->presentParms.BackBufferWidth;
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*pPresentationParameters->BackBufferHeight = This->presentParms.BackBufferHeight;
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*pPresentationParameters->BackBufferFormat = This->presentParms.BackBufferFormat;
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*pPresentationParameters->BackBufferCount = This->presentParms.BackBufferCount;
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*pPresentationParameters->MultiSampleType = This->presentParms.MultiSampleType;
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*pPresentationParameters->MultiSampleQuality = This->presentParms.MultiSampleQuality;
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*pPresentationParameters->SwapEffect = This->presentParms.SwapEffect;
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*pPresentationParameters->hDeviceWindow = This->presentParms.hDeviceWindow;
|
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*pPresentationParameters->Windowed = This->presentParms.Windowed;
|
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*pPresentationParameters->EnableAutoDepthStencil = This->presentParms.EnableAutoDepthStencil;
|
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*pPresentationParameters->Flags = This->presentParms.Flags;
|
|
*pPresentationParameters->FullScreen_RefreshRateInHz = This->presentParms.FullScreen_RefreshRateInHz;
|
|
*pPresentationParameters->PresentationInterval = This->presentParms.PresentationInterval;
|
|
return WINED3D_OK;
|
|
}
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|
|
|
static HRESULT WINAPI IWineD3DSwapChainImpl_SetGammaRamp(IWineD3DSwapChain *iface, DWORD Flags, CONST WINED3DGAMMARAMP *pRamp){
|
|
|
|
IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
|
|
HDC hDC;
|
|
TRACE("(%p) : pRamp@%p flags(%ld)\n", This, pRamp, Flags);
|
|
hDC = GetDC(This->win_handle);
|
|
SetDeviceGammaRamp(hDC, (LPVOID)pRamp);
|
|
ReleaseDC(This->win_handle, hDC);
|
|
return WINED3D_OK;
|
|
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DSwapChainImpl_GetGammaRamp(IWineD3DSwapChain *iface, WINED3DGAMMARAMP *pRamp){
|
|
|
|
IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
|
|
HDC hDC;
|
|
TRACE("(%p) : pRamp@%p\n", This, pRamp);
|
|
hDC = GetDC(This->win_handle);
|
|
GetDeviceGammaRamp(hDC, pRamp);
|
|
ReleaseDC(This->win_handle, hDC);
|
|
return WINED3D_OK;
|
|
|
|
}
|
|
|
|
|
|
IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl =
|
|
{
|
|
/* IUnknown */
|
|
IWineD3DSwapChainImpl_QueryInterface,
|
|
IWineD3DSwapChainImpl_AddRef,
|
|
IWineD3DSwapChainImpl_Release,
|
|
/* IWineD3DSwapChain */
|
|
IWineD3DSwapChainImpl_GetParent,
|
|
IWineD3DSwapChainImpl_GetDevice,
|
|
IWineD3DSwapChainImpl_Present,
|
|
IWineD3DSwapChainImpl_GetFrontBufferData,
|
|
IWineD3DSwapChainImpl_GetBackBuffer,
|
|
IWineD3DSwapChainImpl_GetRasterStatus,
|
|
IWineD3DSwapChainImpl_GetDisplayMode,
|
|
IWineD3DSwapChainImpl_GetPresentParameters,
|
|
IWineD3DSwapChainImpl_SetGammaRamp,
|
|
IWineD3DSwapChainImpl_GetGammaRamp
|
|
};
|