Sweden-Number/dlls/wined3d/swapchain.c

1200 lines
43 KiB
C

/*
* Copyright 2002-2003 Jason Edmeades
* Copyright 2002-2003 Raphael Junqueira
* Copyright 2005 Oliver Stieber
* Copyright 2007-2008 Stefan Dösinger for CodeWeavers
* Copyright 2011 Henri Verbeet for CodeWeavers
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include "config.h"
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
WINE_DECLARE_DEBUG_CHANNEL(fps);
/* Do not call while under the GL lock. */
static void swapchain_cleanup(struct wined3d_swapchain *swapchain)
{
WINED3DDISPLAYMODE mode;
UINT i;
TRACE("Destroying swapchain %p.\n", swapchain);
wined3d_swapchain_set_gamma_ramp(swapchain, 0, &swapchain->orig_gamma);
/* Release the swapchain's draw buffers. Make sure swapchain->back_buffers[0]
* is the last buffer to be destroyed, FindContext() depends on that. */
if (swapchain->front_buffer)
{
surface_set_container(swapchain->front_buffer, WINED3D_CONTAINER_NONE, NULL);
if (wined3d_surface_decref(swapchain->front_buffer))
WARN("Something's still holding the front buffer (%p).\n", swapchain->front_buffer);
swapchain->front_buffer = NULL;
}
if (swapchain->back_buffers)
{
i = swapchain->presentParms.BackBufferCount;
while (i--)
{
surface_set_container(swapchain->back_buffers[i], WINED3D_CONTAINER_NONE, NULL);
if (wined3d_surface_decref(swapchain->back_buffers[i]))
WARN("Something's still holding back buffer %u (%p).\n", i, swapchain->back_buffers[i]);
}
HeapFree(GetProcessHeap(), 0, swapchain->back_buffers);
swapchain->back_buffers = NULL;
}
for (i = 0; i < swapchain->num_contexts; ++i)
{
context_destroy(swapchain->device, swapchain->context[i]);
}
HeapFree(GetProcessHeap(), 0, swapchain->context);
/* Restore the screen resolution if we rendered in fullscreen.
* This will restore the screen resolution to what it was before creating
* the swapchain. In case of d3d8 and d3d9 this will be the original
* desktop resolution. In case of d3d7 this will be a NOP because ddraw
* sets the resolution before starting up Direct3D, thus orig_width and
* orig_height will be equal to the modes in the presentation params. */
if (!swapchain->presentParms.Windowed && swapchain->presentParms.AutoRestoreDisplayMode)
{
mode.Width = swapchain->orig_width;
mode.Height = swapchain->orig_height;
mode.RefreshRate = 0;
mode.Format = swapchain->orig_fmt;
wined3d_device_set_display_mode(swapchain->device, 0, &mode);
}
if (swapchain->backup_dc)
{
TRACE("Destroying backup wined3d window %p, dc %p.\n", swapchain->backup_wnd, swapchain->backup_dc);
ReleaseDC(swapchain->backup_wnd, swapchain->backup_dc);
DestroyWindow(swapchain->backup_wnd);
}
}
ULONG CDECL wined3d_swapchain_incref(struct wined3d_swapchain *swapchain)
{
ULONG refcount = InterlockedIncrement(&swapchain->ref);
TRACE("%p increasing refcount to %u.\n", swapchain, refcount);
return refcount;
}
/* Do not call while under the GL lock. */
ULONG CDECL wined3d_swapchain_decref(struct wined3d_swapchain *swapchain)
{
ULONG refcount = InterlockedDecrement(&swapchain->ref);
TRACE("%p decreasing refcount to %u.\n", swapchain, refcount);
if (!refcount)
{
swapchain_cleanup(swapchain);
swapchain->parent_ops->wined3d_object_destroyed(swapchain->parent);
HeapFree(GetProcessHeap(), 0, swapchain);
}
return refcount;
}
void * CDECL wined3d_swapchain_get_parent(const struct wined3d_swapchain *swapchain)
{
TRACE("swapchain %p.\n", swapchain);
return swapchain->parent;
}
HRESULT CDECL wined3d_swapchain_set_window(struct wined3d_swapchain *swapchain, HWND window)
{
if (!window)
window = swapchain->device_window;
if (window == swapchain->win_handle)
return WINED3D_OK;
TRACE("Setting swapchain %p window from %p to %p.\n",
swapchain, swapchain->win_handle, window);
swapchain->win_handle = window;
return WINED3D_OK;
}
HRESULT CDECL wined3d_swapchain_present(struct wined3d_swapchain *swapchain,
const RECT *src_rect, const RECT *dst_rect, HWND dst_window_override,
const RGNDATA *dirty_region, DWORD flags)
{
TRACE("swapchain %p, src_rect %s, dst_rect %s, dst_window_override %p, dirty_region %p, flags %#x.\n",
swapchain, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect),
dst_window_override, dirty_region, flags);
wined3d_swapchain_set_window(swapchain, dst_window_override);
return swapchain->swapchain_ops->swapchain_present(swapchain,
src_rect, dst_rect, dirty_region, flags);
}
HRESULT CDECL wined3d_swapchain_get_front_buffer_data(const struct wined3d_swapchain *swapchain,
struct wined3d_surface *dst_surface)
{
POINT offset = {0, 0};
TRACE("swapchain %p, dst_surface %p.\n", swapchain, dst_surface);
if (swapchain->presentParms.Windowed)
MapWindowPoints(swapchain->win_handle, NULL, &offset, 1);
wined3d_surface_bltfast(dst_surface, offset.x, offset.y, swapchain->front_buffer, NULL, 0);
return WINED3D_OK;
}
HRESULT CDECL wined3d_swapchain_get_back_buffer(const struct wined3d_swapchain *swapchain,
UINT back_buffer_idx, WINED3DBACKBUFFER_TYPE type, struct wined3d_surface **back_buffer)
{
TRACE("swapchain %p, back_buffer_idx %u, type %#x, back_buffer %p.\n",
swapchain, back_buffer_idx, type, back_buffer);
/* Return invalid if there is no backbuffer array, otherwise it will
* crash when ddraw is used (there swapchain->back_buffers is always
* NULL). We need this because this function is called from
* stateblock_init_default_state() to get the default scissorrect
* dimensions. */
if (!swapchain->back_buffers || back_buffer_idx >= swapchain->presentParms.BackBufferCount)
{
WARN("Invalid back buffer index.\n");
/* Native d3d9 doesn't set NULL here, just as wine's d3d9. But set it
* here in wined3d to avoid problems in other libs. */
*back_buffer = NULL;
return WINED3DERR_INVALIDCALL;
}
*back_buffer = swapchain->back_buffers[back_buffer_idx];
if (*back_buffer)
wined3d_surface_incref(*back_buffer);
TRACE("Returning back buffer %p.\n", *back_buffer);
return WINED3D_OK;
}
HRESULT CDECL wined3d_swapchain_get_raster_status(const struct wined3d_swapchain *swapchain,
WINED3DRASTER_STATUS *raster_status)
{
static BOOL warned;
/* No OpenGL equivalent */
if (!warned)
{
FIXME("swapchain %p, raster_status %p stub!\n", swapchain, raster_status);
warned = TRUE;
}
/* Obtaining the raster status is a widely implemented but optional
* feature. When this method returns OK StarCraft 2 expects the
* raster_status->InVBlank value to actually change over time. To prevent
* StarCraft 2 from running in an infinite loop at startup this method
* returns INVALIDCALL. */
return WINED3DERR_INVALIDCALL;
}
HRESULT CDECL wined3d_swapchain_get_display_mode(const struct wined3d_swapchain *swapchain, WINED3DDISPLAYMODE *mode)
{
HRESULT hr;
TRACE("swapchain %p, mode %p.\n", swapchain, mode);
hr = wined3d_get_adapter_display_mode(swapchain->device->wined3d, swapchain->device->adapter->ordinal, mode);
TRACE("Returning w %u, h %u, refresh rate %u, format %s.\n",
mode->Width, mode->Height, mode->RefreshRate, debug_d3dformat(mode->Format));
return hr;
}
struct wined3d_device * CDECL wined3d_swapchain_get_device(const struct wined3d_swapchain *swapchain)
{
TRACE("swapchain %p.\n", swapchain);
return swapchain->device;
}
HRESULT CDECL wined3d_swapchain_get_present_parameters(const struct wined3d_swapchain *swapchain,
WINED3DPRESENT_PARAMETERS *present_parameters)
{
TRACE("swapchain %p, present_parameters %p.\n", swapchain, present_parameters);
*present_parameters = swapchain->presentParms;
return WINED3D_OK;
}
HRESULT CDECL wined3d_swapchain_set_gamma_ramp(const struct wined3d_swapchain *swapchain,
DWORD flags, const WINED3DGAMMARAMP *ramp)
{
HDC dc;
TRACE("swapchain %p, flags %#x, ramp %p.\n", swapchain, flags, ramp);
if (flags)
FIXME("Ignoring flags %#x.\n", flags);
dc = GetDC(swapchain->device_window);
SetDeviceGammaRamp(dc, (void *)ramp);
ReleaseDC(swapchain->device_window, dc);
return WINED3D_OK;
}
HRESULT CDECL wined3d_swapchain_get_gamma_ramp(const struct wined3d_swapchain *swapchain,
WINED3DGAMMARAMP *ramp)
{
HDC dc;
TRACE("swapchain %p, ramp %p.\n", swapchain, ramp);
dc = GetDC(swapchain->device_window);
GetDeviceGammaRamp(dc, ramp);
ReleaseDC(swapchain->device_window, dc);
return WINED3D_OK;
}
/* A GL context is provided by the caller */
static void swapchain_blit(struct wined3d_swapchain *swapchain,
struct wined3d_context *context, const RECT *src_rect, const RECT *dst_rect)
{
struct wined3d_surface *backbuffer = swapchain->back_buffers[0];
struct wined3d_device *device = swapchain->device;
UINT src_w = src_rect->right - src_rect->left;
UINT src_h = src_rect->bottom - src_rect->top;
GLenum gl_filter;
const struct wined3d_gl_info *gl_info = context->gl_info;
RECT win_rect;
UINT win_h;
TRACE("swapchain %p, context %p, src_rect %s, dst_rect %s.\n",
swapchain, context, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect));
if (src_w == dst_rect->right - dst_rect->left && src_h == dst_rect->bottom - dst_rect->top)
gl_filter = GL_NEAREST;
else
gl_filter = GL_LINEAR;
GetClientRect(swapchain->win_handle, &win_rect);
win_h = win_rect.bottom - win_rect.top;
if (gl_info->fbo_ops.glBlitFramebuffer && is_identity_fixup(backbuffer->resource.format->color_fixup))
{
ENTER_GL();
context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, backbuffer, NULL, SFLAG_INTEXTURE);
glReadBuffer(GL_COLOR_ATTACHMENT0);
context_check_fbo_status(context, GL_READ_FRAMEBUFFER);
context_bind_fbo(context, GL_DRAW_FRAMEBUFFER, NULL);
context_set_draw_buffer(context, GL_BACK);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
device_invalidate_state(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE));
device_invalidate_state(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1));
device_invalidate_state(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2));
device_invalidate_state(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3));
glDisable(GL_SCISSOR_TEST);
device_invalidate_state(device, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
/* Note that the texture is upside down */
gl_info->fbo_ops.glBlitFramebuffer(src_rect->left, src_rect->top, src_rect->right, src_rect->bottom,
dst_rect->left, win_h - dst_rect->top, dst_rect->right, win_h - dst_rect->bottom,
GL_COLOR_BUFFER_BIT, gl_filter);
checkGLcall("Swapchain present blit(EXT_framebuffer_blit)\n");
LEAVE_GL();
}
else
{
struct wined3d_context *context2;
float tex_left = src_rect->left;
float tex_top = src_rect->top;
float tex_right = src_rect->right;
float tex_bottom = src_rect->bottom;
context2 = context_acquire(device, swapchain->back_buffers[0]);
context_apply_blit_state(context2, device);
if (backbuffer->flags & SFLAG_NORMCOORD)
{
tex_left /= src_w;
tex_right /= src_w;
tex_top /= src_h;
tex_bottom /= src_h;
}
if (is_complex_fixup(backbuffer->resource.format->color_fixup))
gl_filter = GL_NEAREST;
ENTER_GL();
context_bind_fbo(context2, GL_FRAMEBUFFER, NULL);
/* Set up the texture. The surface is not in a IWineD3D*Texture container,
* so there are no d3d texture settings to dirtify
*/
device->blitter->set_shader(device->blit_priv, context2->gl_info, backbuffer);
glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MIN_FILTER, gl_filter);
glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MAG_FILTER, gl_filter);
context_set_draw_buffer(context, GL_BACK);
/* Set the viewport to the destination rectandle, disable any projection
* transformation set up by context_apply_blit_state(), and draw a
* (-1,-1)-(1,1) quad.
*
* Back up viewport and matrix to avoid breaking last_was_blit
*
* Note that context_apply_blit_state() set up viewport and ortho to
* match the surface size - we want the GL drawable(=window) size. */
glPushAttrib(GL_VIEWPORT_BIT);
glViewport(dst_rect->left, win_h - dst_rect->bottom, dst_rect->right, win_h - dst_rect->top);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glBegin(GL_QUADS);
/* bottom left */
glTexCoord2f(tex_left, tex_bottom);
glVertex2i(-1, -1);
/* top left */
glTexCoord2f(tex_left, tex_top);
glVertex2i(-1, 1);
/* top right */
glTexCoord2f(tex_right, tex_top);
glVertex2i(1, 1);
/* bottom right */
glTexCoord2f(tex_right, tex_bottom);
glVertex2i(1, -1);
glEnd();
glPopMatrix();
glPopAttrib();
device->blitter->unset_shader(context->gl_info);
checkGLcall("Swapchain present blit(manual)\n");
LEAVE_GL();
context_release(context2);
}
}
static HRESULT swapchain_gl_present(struct wined3d_swapchain *swapchain, const RECT *src_rect_in,
const RECT *dst_rect_in, const RGNDATA *dirty_region, DWORD flags)
{
const struct wined3d_fb_state *fb = &swapchain->device->fb;
const struct wined3d_gl_info *gl_info;
struct wined3d_context *context;
RECT src_rect, dst_rect;
BOOL render_to_fbo;
context = context_acquire(swapchain->device, swapchain->back_buffers[0]);
if (!context->valid)
{
context_release(context);
WARN("Invalid context, skipping present.\n");
return WINED3D_OK;
}
gl_info = context->gl_info;
/* Render the cursor onto the back buffer, using our nifty directdraw blitting code :-) */
if (swapchain->device->bCursorVisible &&
swapchain->device->cursorTexture &&
!swapchain->device->hardwareCursor)
{
struct wined3d_surface cursor;
RECT destRect =
{
swapchain->device->xScreenSpace - swapchain->device->xHotSpot,
swapchain->device->yScreenSpace - swapchain->device->yHotSpot,
swapchain->device->xScreenSpace + swapchain->device->cursorWidth - swapchain->device->xHotSpot,
swapchain->device->yScreenSpace + swapchain->device->cursorHeight - swapchain->device->yHotSpot,
};
TRACE("Rendering the cursor. Creating fake surface at %p\n", &cursor);
/* Build a fake surface to call the Blitting code. It is not possible to use the interface passed by
* the application because we are only supposed to copy the information out. Using a fake surface
* allows to use the Blitting engine and avoid copying the whole texture -> render target blitting code.
*/
memset(&cursor, 0, sizeof(cursor));
cursor.resource.ref = 1;
cursor.resource.device = swapchain->device;
cursor.resource.pool = WINED3DPOOL_SCRATCH;
cursor.resource.format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
cursor.resource.resourceType = WINED3DRTYPE_SURFACE;
cursor.texture_name = swapchain->device->cursorTexture;
cursor.texture_target = GL_TEXTURE_2D;
cursor.texture_level = 0;
cursor.resource.width = swapchain->device->cursorWidth;
cursor.resource.height = swapchain->device->cursorHeight;
/* The cursor must have pow2 sizes */
cursor.pow2Width = cursor.resource.width;
cursor.pow2Height = cursor.resource.height;
/* The surface is in the texture */
cursor.flags |= SFLAG_INTEXTURE;
/* DDBLT_KEYSRC will cause BltOverride to enable the alpha test with GL_NOTEQUAL, 0.0,
* which is exactly what we want :-)
*/
if (swapchain->presentParms.Windowed)
MapWindowPoints(NULL, swapchain->win_handle, (LPPOINT)&destRect, 2);
wined3d_surface_blt(swapchain->back_buffers[0], &destRect,
&cursor, NULL, WINEDDBLT_KEYSRC, NULL, WINED3DTEXF_POINT);
}
if (swapchain->device->logo_surface)
{
/* Blit the logo into the upper left corner of the drawable. */
wined3d_surface_bltfast(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");
wined3d_device_clear(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
*/
struct wined3d_surface *front = swapchain->front_buffer;
struct wined3d_surface *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 (fb->depth_stencil)
{
if (swapchain->presentParms.Flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
|| fb->depth_stencil->flags & SFLAG_DISCARD)
{
surface_modify_ds_location(fb->depth_stencil, SFLAG_DS_DISCARDED,
fb->depth_stencil->resource.width,
fb->depth_stencil->resource.height);
if (fb->depth_stencil == swapchain->device->onscreen_depth_stencil)
{
wined3d_surface_decref(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)
{
struct wined3d_surface *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)
{
struct wined3d_surface *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. */
static HRESULT swapchain_init(struct wined3d_swapchain *swapchain, WINED3DSURFTYPE surface_type,
struct wined3d_device *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 = device->device_parent->ops->create_rendertarget(device->device_parent, parent,
swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
swapchain->presentParms.BackBufferFormat, swapchain->presentParms.MultiSampleType,
swapchain->presentParms.MultiSampleQuality, TRUE /* Lockable */,
&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 = wined3d_device_set_display_mode(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 = device->device_parent->ops->create_rendertarget(device->device_parent, parent,
swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
swapchain->presentParms.BackBufferFormat, swapchain->presentParms.MultiSampleType,
swapchain->presentParms.MultiSampleQuality, TRUE /* Lockable */,
&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 = device->device_parent->ops->create_depth_stencil(device->device_parent,
swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
swapchain->presentParms.AutoDepthStencilFormat, swapchain->presentParms.MultiSampleType,
swapchain->presentParms.MultiSampleQuality, FALSE /* FIXME: Discard */,
&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])
{
surface_set_container(swapchain->back_buffers[i], WINED3D_CONTAINER_NONE, NULL);
wined3d_surface_decref(swapchain->back_buffers[i]);
}
}
HeapFree(GetProcessHeap(), 0, swapchain->back_buffers);
}
if (swapchain->context)
{
if (swapchain->context[0])
{
context_release(swapchain->context[0]);
context_destroy(device, swapchain->context[0]);
swapchain->num_contexts = 0;
}
HeapFree(GetProcessHeap(), 0, swapchain->context);
}
if (swapchain->front_buffer)
{
surface_set_container(swapchain->front_buffer, WINED3D_CONTAINER_NONE, NULL);
wined3d_surface_decref(swapchain->front_buffer);
}
return hr;
}
/* Do not call while under the GL lock. */
HRESULT CDECL wined3d_swapchain_create(struct wined3d_device *device,
WINED3DPRESENT_PARAMETERS *present_parameters, WINED3DSURFTYPE surface_type,
void *parent, const struct wined3d_parent_ops *parent_ops,
struct wined3d_swapchain **swapchain)
{
struct wined3d_swapchain *object;
HRESULT hr;
TRACE("device %p, present_parameters %p, swapchain %p, parent %p, surface_type %#x.\n",
device, present_parameters, swapchain, parent, surface_type);
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
if (!object)
{
ERR("Failed to allocate swapchain memory.\n");
return E_OUTOFMEMORY;
}
hr = swapchain_init(object, surface_type, device, present_parameters, parent, parent_ops);
if (FAILED(hr))
{
WARN("Failed to initialize swapchain, hr %#x.\n", hr);
HeapFree(GetProcessHeap(), 0, object);
return hr;
}
TRACE("Created swapchain %p.\n", object);
*swapchain = object;
return WINED3D_OK;
}
/* 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;
}
void swapchain_destroy_contexts(struct wined3d_swapchain *swapchain)
{
unsigned int i;
for (i = 0; i < swapchain->num_contexts; ++i)
{
context_destroy(swapchain->device, swapchain->context[i]);
}
swapchain->num_contexts = 0;
}
struct wined3d_context *swapchain_get_context(struct wined3d_swapchain *swapchain)
{
DWORD tid = GetCurrentThreadId();
unsigned int i;
for (i = 0; i < swapchain->num_contexts; ++i)
{
if (swapchain->context[i]->tid == tid)
return swapchain->context[i];
}
/* Create a new context for the thread */
return swapchain_create_context(swapchain);
}
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;
}