[CMAKE]
[reactos.git] / dll / directx / wine / wined3d / swapchain.c
1 /*
2 *IDirect3DSwapChain9 implementation
3 *
4 *Copyright 2002-2003 Jason Edmeades
5 *Copyright 2002-2003 Raphael Junqueira
6 *Copyright 2005 Oliver Stieber
7 *Copyright 2007-2008 Stefan Dösinger for CodeWeavers
8 *
9 *This library is free software; you can redistribute it and/or
10 *modify it under the terms of the GNU Lesser General Public
11 *License as published by the Free Software Foundation; either
12 *version 2.1 of the License, or (at your option) any later version.
13 *
14 *This library is distributed in the hope that it will be useful,
15 *but WITHOUT ANY WARRANTY; without even the implied warranty of
16 *MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 *Lesser General Public License for more details.
18 *
19 *You should have received a copy of the GNU Lesser General Public
20 *License along with this library; if not, write to the Free Software
21 *Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22 */
23
24 #include "config.h"
25 #include "wined3d_private.h"
26
27
28 /*TODO: some of the additional parameters may be required to
29 set the gamma ramp (for some weird reason microsoft have left swap gammaramp in device
30 but it operates on a swapchain, it may be a good idea to move it to IWineD3DSwapChain for IWineD3D)*/
31
32
33 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
34 WINE_DECLARE_DEBUG_CHANNEL(fps);
35
36 /* Do not call while under the GL lock. */
37 static void WINAPI IWineD3DSwapChainImpl_Destroy(IWineD3DSwapChain *iface)
38 {
39 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
40 WINED3DDISPLAYMODE mode;
41 unsigned int i;
42
43 TRACE("Destroying swapchain %p\n", iface);
44
45 IWineD3DSwapChain_SetGammaRamp(iface, 0, &This->orig_gamma);
46
47 /* Release the swapchain's draw buffers. Make sure This->back_buffers[0] is
48 * the last buffer to be destroyed, FindContext() depends on that. */
49 if (This->front_buffer)
50 {
51 surface_set_container(This->front_buffer, WINED3D_CONTAINER_NONE, NULL);
52 if (IWineD3DSurface_Release((IWineD3DSurface *)This->front_buffer))
53 {
54 WARN("(%p) Something's still holding the front buffer (%p).\n",
55 This, This->front_buffer);
56 }
57 This->front_buffer = NULL;
58 }
59
60 if (This->back_buffers)
61 {
62 UINT i = This->presentParms.BackBufferCount;
63
64 while (i--)
65 {
66 surface_set_container(This->back_buffers[i], WINED3D_CONTAINER_NONE, NULL);
67 if (IWineD3DSurface_Release((IWineD3DSurface *)This->back_buffers[i]))
68 WARN("(%p) Something's still holding back buffer %u (%p).\n",
69 This, i, This->back_buffers[i]);
70 }
71 HeapFree(GetProcessHeap(), 0, This->back_buffers);
72 This->back_buffers = NULL;
73 }
74
75 for (i = 0; i < This->num_contexts; ++i)
76 {
77 context_destroy(This->device, This->context[i]);
78 }
79 /* Restore the screen resolution if we rendered in fullscreen
80 * This will restore the screen resolution to what it was before creating the swapchain. In case of d3d8 and d3d9
81 * this will be the original desktop resolution. In case of d3d7 this will be a NOP because ddraw sets the resolution
82 * before starting up Direct3D, thus orig_width and orig_height will be equal to the modes in the presentation params
83 */
84 if (!This->presentParms.Windowed && This->presentParms.AutoRestoreDisplayMode)
85 {
86 mode.Width = This->orig_width;
87 mode.Height = This->orig_height;
88 mode.RefreshRate = 0;
89 mode.Format = This->orig_fmt;
90 IWineD3DDevice_SetDisplayMode((IWineD3DDevice *)This->device, 0, &mode);
91 }
92
93 HeapFree(GetProcessHeap(), 0, This->context);
94 HeapFree(GetProcessHeap(), 0, This);
95 }
96
97 /* A GL context is provided by the caller */
98 static void swapchain_blit(IWineD3DSwapChainImpl *This, struct wined3d_context *context,
99 const RECT *src_rect, const RECT *dst_rect)
100 {
101 IWineD3DDeviceImpl *device = This->device;
102 IWineD3DSurfaceImpl *backbuffer = This->back_buffers[0];
103 UINT src_w = src_rect->right - src_rect->left;
104 UINT src_h = src_rect->bottom - src_rect->top;
105 GLenum gl_filter;
106 const struct wined3d_gl_info *gl_info = context->gl_info;
107 RECT win_rect;
108 UINT win_h;
109
110 TRACE("swapchain %p, context %p, src_rect %s, dst_rect %s.\n",
111 This, context, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect));
112
113 if (src_w == dst_rect->right - dst_rect->left && src_h == dst_rect->bottom - dst_rect->top)
114 gl_filter = GL_NEAREST;
115 else
116 gl_filter = GL_LINEAR;
117
118 GetClientRect(This->win_handle, &win_rect);
119 win_h = win_rect.bottom - win_rect.top;
120
121 if (gl_info->fbo_ops.glBlitFramebuffer && is_identity_fixup(backbuffer->resource.format->color_fixup))
122 {
123 ENTER_GL();
124 context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, backbuffer, NULL, SFLAG_INTEXTURE);
125 glReadBuffer(GL_COLOR_ATTACHMENT0);
126
127 context_bind_fbo(context, GL_DRAW_FRAMEBUFFER, NULL);
128 context_set_draw_buffer(context, GL_BACK);
129
130 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
131 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE));
132 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1));
133 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2));
134 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3));
135
136 glDisable(GL_SCISSOR_TEST);
137 IWineD3DDeviceImpl_MarkStateDirty(This->device, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
138
139 /* Note that the texture is upside down */
140 gl_info->fbo_ops.glBlitFramebuffer(src_rect->left, src_rect->top, src_rect->right, src_rect->bottom,
141 dst_rect->left, win_h - dst_rect->top, dst_rect->right, win_h - dst_rect->bottom,
142 GL_COLOR_BUFFER_BIT, gl_filter);
143 checkGLcall("Swapchain present blit(EXT_framebuffer_blit)\n");
144 LEAVE_GL();
145 }
146 else
147 {
148 struct wined3d_context *context2;
149 float tex_left = src_rect->left;
150 float tex_top = src_rect->top;
151 float tex_right = src_rect->right;
152 float tex_bottom = src_rect->bottom;
153
154 context2 = context_acquire(This->device, This->back_buffers[0]);
155 context_apply_blit_state(context2, device);
156
157 if(backbuffer->Flags & SFLAG_NORMCOORD)
158 {
159 tex_left /= src_w;
160 tex_right /= src_w;
161 tex_top /= src_h;
162 tex_bottom /= src_h;
163 }
164
165 if (is_complex_fixup(backbuffer->resource.format->color_fixup))
166 gl_filter = GL_NEAREST;
167
168 ENTER_GL();
169 context_bind_fbo(context2, GL_FRAMEBUFFER, NULL);
170
171 /* Set up the texture. The surface is not in a IWineD3D*Texture container,
172 * so there are no d3d texture settings to dirtify
173 */
174 device->blitter->set_shader((IWineD3DDevice *) device, backbuffer);
175 glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MIN_FILTER, gl_filter);
176 glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MAG_FILTER, gl_filter);
177
178 context_set_draw_buffer(context, GL_BACK);
179
180 /* Set the viewport to the destination rectandle, disable any projection
181 * transformation set up by context_apply_blit_state(), and draw a
182 * (-1,-1)-(1,1) quad.
183 *
184 * Back up viewport and matrix to avoid breaking last_was_blit
185 *
186 * Note that context_apply_blit_state() set up viewport and ortho to
187 * match the surface size - we want the GL drawable(=window) size. */
188 glPushAttrib(GL_VIEWPORT_BIT);
189 glViewport(dst_rect->left, win_h - dst_rect->bottom, dst_rect->right, win_h - dst_rect->top);
190 glMatrixMode(GL_PROJECTION);
191 glPushMatrix();
192 glLoadIdentity();
193
194 glBegin(GL_QUADS);
195 /* bottom left */
196 glTexCoord2f(tex_left, tex_bottom);
197 glVertex2i(-1, -1);
198
199 /* top left */
200 glTexCoord2f(tex_left, tex_top);
201 glVertex2i(-1, 1);
202
203 /* top right */
204 glTexCoord2f(tex_right, tex_top);
205 glVertex2i(1, 1);
206
207 /* bottom right */
208 glTexCoord2f(tex_right, tex_bottom);
209 glVertex2i(1, -1);
210 glEnd();
211
212 glPopMatrix();
213 glPopAttrib();
214
215 device->blitter->unset_shader((IWineD3DDevice *) device);
216 checkGLcall("Swapchain present blit(manual)\n");
217 LEAVE_GL();
218
219 context_release(context2);
220 }
221 }
222
223 static HRESULT WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface, CONST RECT *pSourceRect, CONST RECT *pDestRect, HWND hDestWindowOverride, CONST RGNDATA *pDirtyRegion, DWORD dwFlags) {
224 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
225 const struct wined3d_gl_info *gl_info;
226 struct wined3d_context *context;
227 RECT src_rect, dst_rect;
228 BOOL render_to_fbo;
229 unsigned int sync;
230 int retval;
231
232 IWineD3DSwapChain_SetDestWindowOverride(iface, hDestWindowOverride);
233
234 context = context_acquire(This->device, This->back_buffers[0]);
235 if (!context->valid)
236 {
237 context_release(context);
238 WARN("Invalid context, skipping present.\n");
239 return WINED3D_OK;
240 }
241
242 gl_info = context->gl_info;
243
244 /* Render the cursor onto the back buffer, using our nifty directdraw blitting code :-) */
245 if (This->device->bCursorVisible && This->device->cursorTexture)
246 {
247 IWineD3DSurfaceImpl cursor;
248 RECT destRect =
249 {
250 This->device->xScreenSpace - This->device->xHotSpot,
251 This->device->yScreenSpace - This->device->yHotSpot,
252 This->device->xScreenSpace + This->device->cursorWidth - This->device->xHotSpot,
253 This->device->yScreenSpace + This->device->cursorHeight - This->device->yHotSpot,
254 };
255 TRACE("Rendering the cursor. Creating fake surface at %p\n", &cursor);
256 /* Build a fake surface to call the Blitting code. It is not possible to use the interface passed by
257 * the application because we are only supposed to copy the information out. Using a fake surface
258 * allows to use the Blitting engine and avoid copying the whole texture -> render target blitting code.
259 */
260 memset(&cursor, 0, sizeof(cursor));
261 cursor.lpVtbl = &IWineD3DSurface_Vtbl;
262 cursor.resource.ref = 1;
263 cursor.resource.device = This->device;
264 cursor.resource.pool = WINED3DPOOL_SCRATCH;
265 cursor.resource.format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
266 cursor.resource.resourceType = WINED3DRTYPE_SURFACE;
267 cursor.texture_name = This->device->cursorTexture;
268 cursor.texture_target = GL_TEXTURE_2D;
269 cursor.texture_level = 0;
270 cursor.currentDesc.Width = This->device->cursorWidth;
271 cursor.currentDesc.Height = This->device->cursorHeight;
272 /* The cursor must have pow2 sizes */
273 cursor.pow2Width = cursor.currentDesc.Width;
274 cursor.pow2Height = cursor.currentDesc.Height;
275 /* The surface is in the texture */
276 cursor.Flags |= SFLAG_INTEXTURE;
277 /* DDBLT_KEYSRC will cause BltOverride to enable the alpha test with GL_NOTEQUAL, 0.0,
278 * which is exactly what we want :-)
279 */
280 if (This->presentParms.Windowed) {
281 MapWindowPoints(NULL, This->win_handle, (LPPOINT)&destRect, 2);
282 }
283 IWineD3DSurface_Blt((IWineD3DSurface *)This->back_buffers[0], &destRect, (IWineD3DSurface *)&cursor,
284 NULL, WINEDDBLT_KEYSRC, NULL, WINED3DTEXF_POINT);
285 }
286
287 if (This->device->logo_surface)
288 {
289 /* Blit the logo into the upper left corner of the drawable. */
290 IWineD3DSurface_BltFast((IWineD3DSurface *)This->back_buffers[0], 0, 0,
291 This->device->logo_surface, NULL, WINEDDBLTFAST_SRCCOLORKEY);
292 }
293
294 TRACE("Presenting HDC %p.\n", context->hdc);
295
296 render_to_fbo = This->render_to_fbo;
297
298 if (pSourceRect)
299 {
300 src_rect = *pSourceRect;
301 if (!render_to_fbo && (src_rect.left || src_rect.top
302 || src_rect.right != This->presentParms.BackBufferWidth
303 || src_rect.bottom != This->presentParms.BackBufferHeight))
304 {
305 render_to_fbo = TRUE;
306 }
307 }
308 else
309 {
310 src_rect.left = 0;
311 src_rect.top = 0;
312 src_rect.right = This->presentParms.BackBufferWidth;
313 src_rect.bottom = This->presentParms.BackBufferHeight;
314 }
315
316 if (pDestRect) dst_rect = *pDestRect;
317 else GetClientRect(This->win_handle, &dst_rect);
318
319 if (!render_to_fbo && (dst_rect.left || dst_rect.top
320 || dst_rect.right != This->presentParms.BackBufferWidth
321 || dst_rect.bottom != This->presentParms.BackBufferHeight))
322 {
323 render_to_fbo = TRUE;
324 }
325
326 /* Rendering to a window of different size, presenting partial rectangles,
327 * or rendering to a different window needs help from FBO_blit or a textured
328 * draw. Render the swapchain to a FBO in the future.
329 *
330 * Note that FBO_blit from the backbuffer to the frontbuffer cannot solve
331 * all these issues - this fails if the window is smaller than the backbuffer.
332 */
333 if (!This->render_to_fbo && render_to_fbo && wined3d_settings.offscreen_rendering_mode == ORM_FBO)
334 {
335 surface_load_location(This->back_buffers[0], SFLAG_INTEXTURE, NULL);
336 surface_modify_location(This->back_buffers[0], SFLAG_INDRAWABLE, FALSE);
337 This->render_to_fbo = TRUE;
338 }
339
340 if(This->render_to_fbo)
341 {
342 /* This codepath should only be hit with the COPY swapeffect. Otherwise a backbuffer-
343 * window size mismatch is impossible(fullscreen) and src and dst rectangles are
344 * not allowed(they need the COPY swapeffect)
345 *
346 * The DISCARD swap effect is ok as well since any backbuffer content is allowed after
347 * the swap
348 */
349 if(This->presentParms.SwapEffect == WINED3DSWAPEFFECT_FLIP )
350 {
351 FIXME("Render-to-fbo with WINED3DSWAPEFFECT_FLIP\n");
352 }
353
354 swapchain_blit(This, context, &src_rect, &dst_rect);
355 }
356
357 if (This->num_contexts > 1) wglFinish();
358 SwapBuffers(context->hdc); /* TODO: cycle through the swapchain buffers */
359
360 TRACE("SwapBuffers called, Starting new frame\n");
361 /* FPS support */
362 if (TRACE_ON(fps))
363 {
364 DWORD time = GetTickCount();
365 This->frames++;
366 /* every 1.5 seconds */
367 if (time - This->prev_time > 1500) {
368 TRACE_(fps)("%p @ approx %.2ffps\n", This, 1000.0*This->frames/(time - This->prev_time));
369 This->prev_time = time;
370 This->frames = 0;
371 }
372 }
373
374 /* This is disabled, but the code left in for debug purposes.
375 *
376 * Since we're allowed to modify the new back buffer on a D3DSWAPEFFECT_DISCARD flip,
377 * we can clear it with some ugly color to make bad drawing visible and ease debugging.
378 * The Debug runtime does the same on Windows. However, a few games do not redraw the
379 * screen properly, like Max Payne 2, which leaves a few pixels undefined.
380 *
381 * Tests show that the content of the back buffer after a discard flip is indeed not
382 * reliable, so no game can depend on the exact content. However, it resembles the
383 * old contents in some way, for example by showing fragments at other locations. In
384 * general, the color theme is still intact. So Max payne, which draws rather dark scenes
385 * gets a dark background image. If we clear it with a bright ugly color, the game's
386 * bug shows up much more than it does on Windows, and the players see single pixels
387 * with wrong colors.
388 * (The Max Payne bug has been confirmed on Windows with the debug runtime)
389 */
390 if (FALSE && This->presentParms.SwapEffect == WINED3DSWAPEFFECT_DISCARD) {
391 TRACE("Clearing the color buffer with cyan color\n");
392
393 IWineD3DDevice_Clear((IWineD3DDevice *)This->device, 0, NULL,
394 WINED3DCLEAR_TARGET, 0xff00ffff, 1.0f, 0);
395 }
396
397 if (!This->render_to_fbo && ((This->front_buffer->Flags & SFLAG_INSYSMEM)
398 || (This->back_buffers[0]->Flags & SFLAG_INSYSMEM)))
399 {
400 /* Both memory copies of the surfaces are ok, flip them around too instead of dirtifying
401 * Doesn't work with render_to_fbo because we're not flipping
402 */
403 IWineD3DSurfaceImpl *front = This->front_buffer;
404 IWineD3DSurfaceImpl *back = This->back_buffers[0];
405
406 if(front->resource.size == back->resource.size) {
407 DWORD fbflags;
408 flip_surface(front, back);
409
410 /* Tell the front buffer surface that is has been modified. However,
411 * the other locations were preserved during that, so keep the flags.
412 * This serves to update the emulated overlay, if any
413 */
414 fbflags = front->Flags;
415 surface_modify_location(front, SFLAG_INDRAWABLE, TRUE);
416 front->Flags = fbflags;
417 }
418 else
419 {
420 surface_modify_location(front, SFLAG_INDRAWABLE, TRUE);
421 surface_modify_location(back, SFLAG_INDRAWABLE, TRUE);
422 }
423 }
424 else
425 {
426 surface_modify_location(This->front_buffer, SFLAG_INDRAWABLE, TRUE);
427 /* If the swapeffect is DISCARD, the back buffer is undefined. That means the SYSMEM
428 * and INTEXTURE copies can keep their old content if they have any defined content.
429 * If the swapeffect is COPY, the content remains the same. If it is FLIP however,
430 * the texture / sysmem copy needs to be reloaded from the drawable
431 */
432 if (This->presentParms.SwapEffect == WINED3DSWAPEFFECT_FLIP)
433 {
434 surface_modify_location(This->back_buffers[0], SFLAG_INDRAWABLE, TRUE);
435 }
436 }
437
438 if (This->device->depth_stencil)
439 {
440 if (This->presentParms.Flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
441 || This->device->depth_stencil->Flags & SFLAG_DISCARD)
442 {
443 surface_modify_ds_location(This->device->depth_stencil, SFLAG_DS_DISCARDED,
444 This->device->depth_stencil->currentDesc.Width,
445 This->device->depth_stencil->currentDesc.Height);
446 if (This->device->depth_stencil == This->device->onscreen_depth_stencil)
447 {
448 IWineD3DSurface_Release((IWineD3DSurface *)This->device->onscreen_depth_stencil);
449 This->device->onscreen_depth_stencil = NULL;
450 }
451 }
452 }
453
454 if (This->presentParms.PresentationInterval != WINED3DPRESENT_INTERVAL_IMMEDIATE
455 && gl_info->supported[SGI_VIDEO_SYNC])
456 {
457 if ((retval = GL_EXTCALL(glXGetVideoSyncSGI(&sync))))
458 ERR("glXGetVideoSyncSGI failed(retval = %d\n", retval);
459
460 switch(This->presentParms.PresentationInterval) {
461 case WINED3DPRESENT_INTERVAL_DEFAULT:
462 case WINED3DPRESENT_INTERVAL_ONE:
463 if(sync <= This->vSyncCounter) {
464 retval = GL_EXTCALL(glXWaitVideoSyncSGI(1, 0, &This->vSyncCounter));
465 } else {
466 This->vSyncCounter = sync;
467 }
468 break;
469 case WINED3DPRESENT_INTERVAL_TWO:
470 if(sync <= This->vSyncCounter + 1) {
471 retval = GL_EXTCALL(glXWaitVideoSyncSGI(2, This->vSyncCounter & 0x1, &This->vSyncCounter));
472 } else {
473 This->vSyncCounter = sync;
474 }
475 break;
476 case WINED3DPRESENT_INTERVAL_THREE:
477 if(sync <= This->vSyncCounter + 2) {
478 retval = GL_EXTCALL(glXWaitVideoSyncSGI(3, This->vSyncCounter % 0x3, &This->vSyncCounter));
479 } else {
480 This->vSyncCounter = sync;
481 }
482 break;
483 case WINED3DPRESENT_INTERVAL_FOUR:
484 if(sync <= This->vSyncCounter + 3) {
485 retval = GL_EXTCALL(glXWaitVideoSyncSGI(4, This->vSyncCounter & 0x3, &This->vSyncCounter));
486 } else {
487 This->vSyncCounter = sync;
488 }
489 break;
490 default:
491 FIXME("Unknown presentation interval %08x\n", This->presentParms.PresentationInterval);
492 }
493 }
494
495 context_release(context);
496
497 TRACE("returning\n");
498 return WINED3D_OK;
499 }
500
501 static HRESULT WINAPI IWineD3DSwapChainImpl_SetDestWindowOverride(IWineD3DSwapChain *iface, HWND window)
502 {
503 IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *)iface;
504
505 if (!window) window = swapchain->device_window;
506 if (window == swapchain->win_handle) return WINED3D_OK;
507
508 TRACE("Setting swapchain %p window from %p to %p\n", swapchain, swapchain->win_handle, window);
509 swapchain->win_handle = window;
510
511 return WINED3D_OK;
512 }
513
514 static const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl =
515 {
516 /* IUnknown */
517 IWineD3DBaseSwapChainImpl_QueryInterface,
518 IWineD3DBaseSwapChainImpl_AddRef,
519 IWineD3DBaseSwapChainImpl_Release,
520 /* IWineD3DSwapChain */
521 IWineD3DBaseSwapChainImpl_GetParent,
522 IWineD3DSwapChainImpl_Destroy,
523 IWineD3DBaseSwapChainImpl_GetDevice,
524 IWineD3DSwapChainImpl_Present,
525 IWineD3DSwapChainImpl_SetDestWindowOverride,
526 IWineD3DBaseSwapChainImpl_GetFrontBufferData,
527 IWineD3DBaseSwapChainImpl_GetBackBuffer,
528 IWineD3DBaseSwapChainImpl_GetRasterStatus,
529 IWineD3DBaseSwapChainImpl_GetDisplayMode,
530 IWineD3DBaseSwapChainImpl_GetPresentParameters,
531 IWineD3DBaseSwapChainImpl_SetGammaRamp,
532 IWineD3DBaseSwapChainImpl_GetGammaRamp
533 };
534
535 static LONG fullscreen_style(LONG style)
536 {
537 /* Make sure the window is managed, otherwise we won't get keyboard input. */
538 style |= WS_POPUP | WS_SYSMENU;
539 style &= ~(WS_CAPTION | WS_THICKFRAME);
540
541 return style;
542 }
543
544 static LONG fullscreen_exstyle(LONG exstyle)
545 {
546 /* Filter out window decorations. */
547 exstyle &= ~(WS_EX_WINDOWEDGE | WS_EX_CLIENTEDGE);
548
549 return exstyle;
550 }
551
552 void swapchain_setup_fullscreen_window(IWineD3DSwapChainImpl *swapchain, UINT w, UINT h)
553 {
554 IWineD3DDeviceImpl *device = swapchain->device;
555 HWND window = swapchain->device_window;
556 BOOL filter_messages;
557 LONG style, exstyle;
558
559 TRACE("Setting up window %p for fullscreen mode.\n", window);
560
561 if (device->style || device->exStyle)
562 {
563 ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
564 window, device->style, device->exStyle);
565 }
566
567 device->style = GetWindowLongW(window, GWL_STYLE);
568 device->exStyle = GetWindowLongW(window, GWL_EXSTYLE);
569
570 style = fullscreen_style(device->style);
571 exstyle = fullscreen_exstyle(device->exStyle);
572
573 TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
574 device->style, device->exStyle, style, exstyle);
575
576 filter_messages = device->filter_messages;
577 device->filter_messages = TRUE;
578
579 SetWindowLongW(window, GWL_STYLE, style);
580 SetWindowLongW(window, GWL_EXSTYLE, exstyle);
581 SetWindowPos(window, HWND_TOP, 0, 0, w, h, SWP_FRAMECHANGED | SWP_SHOWWINDOW | SWP_NOACTIVATE);
582
583 device->filter_messages = filter_messages;
584 }
585
586 void swapchain_restore_fullscreen_window(IWineD3DSwapChainImpl *swapchain)
587 {
588 IWineD3DDeviceImpl *device = swapchain->device;
589 HWND window = swapchain->device_window;
590 BOOL filter_messages;
591 LONG style, exstyle;
592
593 if (!device->style && !device->exStyle) return;
594
595 TRACE("Restoring window style of window %p to %08x, %08x.\n",
596 window, device->style, device->exStyle);
597
598 style = GetWindowLongW(window, GWL_STYLE);
599 exstyle = GetWindowLongW(window, GWL_EXSTYLE);
600
601 filter_messages = device->filter_messages;
602 device->filter_messages = TRUE;
603
604 /* Only restore the style if the application didn't modify it during the
605 * fullscreen phase. Some applications change it before calling Reset()
606 * when switching between windowed and fullscreen modes (HL2), some
607 * depend on the original style (Eve Online). */
608 if (style == fullscreen_style(device->style) && exstyle == fullscreen_exstyle(device->exStyle))
609 {
610 SetWindowLongW(window, GWL_STYLE, device->style);
611 SetWindowLongW(window, GWL_EXSTYLE, device->exStyle);
612 }
613 SetWindowPos(window, 0, 0, 0, 0, 0, SWP_FRAMECHANGED | SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER);
614
615 device->filter_messages = filter_messages;
616
617 /* Delete the old values. */
618 device->style = 0;
619 device->exStyle = 0;
620 }
621
622
623 /* Do not call while under the GL lock. */
624 HRESULT swapchain_init(IWineD3DSwapChainImpl *swapchain, WINED3DSURFTYPE surface_type,
625 IWineD3DDeviceImpl *device, WINED3DPRESENT_PARAMETERS *present_parameters, void *parent)
626 {
627 const struct wined3d_adapter *adapter = device->adapter;
628 const struct wined3d_format *format;
629 BOOL displaymode_set = FALSE;
630 WINED3DDISPLAYMODE mode;
631 RECT client_rect;
632 HWND window;
633 HRESULT hr;
634 UINT i;
635
636 if (present_parameters->BackBufferCount > WINED3DPRESENT_BACK_BUFFER_MAX)
637 {
638 FIXME("The application requested %u back buffers, this is not supported.\n",
639 present_parameters->BackBufferCount);
640 return WINED3DERR_INVALIDCALL;
641 }
642
643 if (present_parameters->BackBufferCount > 1)
644 {
645 FIXME("The application requested more than one back buffer, this is not properly supported.\n"
646 "Please configure the application to use double buffering (1 back buffer) if possible.\n");
647 }
648
649 switch (surface_type)
650 {
651 case SURFACE_GDI:
652 swapchain->lpVtbl = &IWineGDISwapChain_Vtbl;
653 break;
654
655 case SURFACE_OPENGL:
656 swapchain->lpVtbl = &IWineD3DSwapChain_Vtbl;
657 break;
658
659 case SURFACE_UNKNOWN:
660 FIXME("Caller tried to create a SURFACE_UNKNOWN swapchain.\n");
661 return WINED3DERR_INVALIDCALL;
662 }
663
664 window = present_parameters->hDeviceWindow ? present_parameters->hDeviceWindow : device->createParms.hFocusWindow;
665
666 swapchain->device = device;
667 swapchain->parent = parent;
668 swapchain->ref = 1;
669 swapchain->win_handle = window;
670 swapchain->device_window = window;
671
672 if (!present_parameters->Windowed && window)
673 {
674 swapchain_setup_fullscreen_window(swapchain, present_parameters->BackBufferWidth,
675 present_parameters->BackBufferHeight);
676 }
677
678 IWineD3D_GetAdapterDisplayMode(device->wined3d, adapter->ordinal, &mode);
679 swapchain->orig_width = mode.Width;
680 swapchain->orig_height = mode.Height;
681 swapchain->orig_fmt = mode.Format;
682 format = wined3d_get_format(&adapter->gl_info, mode.Format);
683
684 GetClientRect(window, &client_rect);
685 if (present_parameters->Windowed
686 && (!present_parameters->BackBufferWidth || !present_parameters->BackBufferHeight
687 || present_parameters->BackBufferFormat == WINED3DFMT_UNKNOWN))
688 {
689
690 if (!present_parameters->BackBufferWidth)
691 {
692 present_parameters->BackBufferWidth = client_rect.right;
693 TRACE("Updating width to %u.\n", present_parameters->BackBufferWidth);
694 }
695
696 if (!present_parameters->BackBufferHeight)
697 {
698 present_parameters->BackBufferHeight = client_rect.bottom;
699 TRACE("Updating height to %u.\n", present_parameters->BackBufferHeight);
700 }
701
702 if (present_parameters->BackBufferFormat == WINED3DFMT_UNKNOWN)
703 {
704 present_parameters->BackBufferFormat = swapchain->orig_fmt;
705 TRACE("Updating format to %s.\n", debug_d3dformat(swapchain->orig_fmt));
706 }
707 }
708 swapchain->presentParms = *present_parameters;
709
710 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO
711 && present_parameters->BackBufferCount
712 && (present_parameters->BackBufferWidth != client_rect.right
713 || present_parameters->BackBufferHeight != client_rect.bottom))
714 {
715 TRACE("Rendering to FBO. Backbuffer %ux%u, window %ux%u.\n",
716 present_parameters->BackBufferWidth,
717 present_parameters->BackBufferHeight,
718 client_rect.right, client_rect.bottom);
719 swapchain->render_to_fbo = TRUE;
720 }
721
722 TRACE("Creating front buffer.\n");
723 hr = IWineD3DDeviceParent_CreateRenderTarget(device->device_parent, parent,
724 swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
725 swapchain->presentParms.BackBufferFormat, swapchain->presentParms.MultiSampleType,
726 swapchain->presentParms.MultiSampleQuality, TRUE /* Lockable */,
727 (IWineD3DSurface **)&swapchain->front_buffer);
728 if (FAILED(hr))
729 {
730 WARN("Failed to create front buffer, hr %#x.\n", hr);
731 goto err;
732 }
733
734 surface_set_container(swapchain->front_buffer, WINED3D_CONTAINER_SWAPCHAIN, (IWineD3DBase *)swapchain);
735 if (surface_type == SURFACE_OPENGL)
736 {
737 surface_modify_location(swapchain->front_buffer, SFLAG_INDRAWABLE, TRUE);
738 }
739
740 /* MSDN says we're only allowed a single fullscreen swapchain per device,
741 * so we should really check to see if there is a fullscreen swapchain
742 * already. Does a single head count as full screen? */
743
744 if (!present_parameters->Windowed)
745 {
746 WINED3DDISPLAYMODE mode;
747
748 /* Change the display settings */
749 mode.Width = present_parameters->BackBufferWidth;
750 mode.Height = present_parameters->BackBufferHeight;
751 mode.Format = present_parameters->BackBufferFormat;
752 mode.RefreshRate = present_parameters->FullScreen_RefreshRateInHz;
753
754 hr = IWineD3DDevice_SetDisplayMode((IWineD3DDevice *)device, 0, &mode);
755 if (FAILED(hr))
756 {
757 WARN("Failed to set display mode, hr %#x.\n", hr);
758 goto err;
759 }
760 displaymode_set = TRUE;
761 }
762
763 swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(swapchain->context));
764 if (!swapchain->context)
765 {
766 ERR("Failed to create the context array.\n");
767 hr = E_OUTOFMEMORY;
768 goto err;
769 }
770 swapchain->num_contexts = 1;
771
772 if (surface_type == SURFACE_OPENGL)
773 {
774 static const enum wined3d_format_id formats[] =
775 {
776 WINED3DFMT_D24_UNORM_S8_UINT,
777 WINED3DFMT_D32_UNORM,
778 WINED3DFMT_R24_UNORM_X8_TYPELESS,
779 WINED3DFMT_D16_UNORM,
780 WINED3DFMT_S1_UINT_D15_UNORM
781 };
782
783 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
784
785 /* In WGL both color, depth and stencil are features of a pixel format. In case of D3D they are separate.
786 * You are able to add a depth + stencil surface at a later stage when you need it.
787 * In order to support this properly in WineD3D we need the ability to recreate the opengl context and
788 * drawable when this is required. This is very tricky as we need to reapply ALL opengl states for the new
789 * context, need torecreate shaders, textures and other resources.
790 *
791 * The context manager already takes care of the state problem and for the other tasks code from Reset
792 * can be used. These changes are way to risky during the 1.0 code freeze which is taking place right now.
793 * Likely a lot of other new bugs will be exposed. For that reason request a depth stencil surface all the
794 * time. It can cause a slight performance hit but fixes a lot of regressions. A fixme reminds of that this
795 * issue needs to be fixed. */
796 for (i = 0; i < (sizeof(formats) / sizeof(*formats)); i++)
797 {
798 swapchain->ds_format = wined3d_get_format(gl_info, formats[i]);
799 swapchain->context[0] = context_create(swapchain, swapchain->front_buffer, swapchain->ds_format);
800 if (swapchain->context[0]) break;
801 TRACE("Depth stencil format %s is not supported, trying next format\n",
802 debug_d3dformat(formats[i]));
803 }
804
805 if (!swapchain->context[0])
806 {
807 WARN("Failed to create context.\n");
808 hr = WINED3DERR_NOTAVAILABLE;
809 goto err;
810 }
811
812 if (!present_parameters->EnableAutoDepthStencil
813 || swapchain->presentParms.AutoDepthStencilFormat != swapchain->ds_format->id)
814 {
815 FIXME("Add OpenGL context recreation support to context_validate_onscreen_formats\n");
816 }
817 context_release(swapchain->context[0]);
818 }
819 else
820 {
821 swapchain->context[0] = NULL;
822 }
823
824 if (swapchain->presentParms.BackBufferCount > 0)
825 {
826 swapchain->back_buffers = HeapAlloc(GetProcessHeap(), 0,
827 sizeof(*swapchain->back_buffers) * swapchain->presentParms.BackBufferCount);
828 if (!swapchain->back_buffers)
829 {
830 ERR("Failed to allocate backbuffer array memory.\n");
831 hr = E_OUTOFMEMORY;
832 goto err;
833 }
834
835 for (i = 0; i < swapchain->presentParms.BackBufferCount; ++i)
836 {
837 TRACE("Creating back buffer %u.\n", i);
838 hr = IWineD3DDeviceParent_CreateRenderTarget(device->device_parent, parent,
839 swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
840 swapchain->presentParms.BackBufferFormat, swapchain->presentParms.MultiSampleType,
841 swapchain->presentParms.MultiSampleQuality, TRUE /* Lockable */,
842 (IWineD3DSurface **)&swapchain->back_buffers[i]);
843 if (FAILED(hr))
844 {
845 WARN("Failed to create back buffer %u, hr %#x.\n", i, hr);
846 goto err;
847 }
848
849 surface_set_container(swapchain->back_buffers[i], WINED3D_CONTAINER_SWAPCHAIN, (IWineD3DBase *)swapchain);
850 }
851 }
852
853 /* Swapchains share the depth/stencil buffer, so only create a single depthstencil surface. */
854 if (present_parameters->EnableAutoDepthStencil && surface_type == SURFACE_OPENGL)
855 {
856 TRACE("Creating depth/stencil buffer.\n");
857 if (!device->auto_depth_stencil)
858 {
859 hr = IWineD3DDeviceParent_CreateDepthStencilSurface(device->device_parent,
860 swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
861 swapchain->presentParms.AutoDepthStencilFormat, swapchain->presentParms.MultiSampleType,
862 swapchain->presentParms.MultiSampleQuality, FALSE /* FIXME: Discard */,
863 (IWineD3DSurface **)&device->auto_depth_stencil);
864 if (FAILED(hr))
865 {
866 WARN("Failed to create the auto depth stencil, hr %#x.\n", hr);
867 goto err;
868 }
869
870 surface_set_container(device->auto_depth_stencil, WINED3D_CONTAINER_NONE, NULL);
871 }
872 }
873
874 IWineD3DSwapChain_GetGammaRamp((IWineD3DSwapChain *)swapchain, &swapchain->orig_gamma);
875
876 return WINED3D_OK;
877
878 err:
879 if (displaymode_set)
880 {
881 DEVMODEW devmode;
882
883 ClipCursor(NULL);
884
885 /* Change the display settings */
886 memset(&devmode, 0, sizeof(devmode));
887 devmode.dmSize = sizeof(devmode);
888 devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
889 devmode.dmBitsPerPel = format->byte_count * CHAR_BIT;
890 devmode.dmPelsWidth = swapchain->orig_width;
891 devmode.dmPelsHeight = swapchain->orig_height;
892 ChangeDisplaySettingsExW(adapter->DeviceName, &devmode, NULL, CDS_FULLSCREEN, NULL);
893 }
894
895 if (swapchain->back_buffers)
896 {
897 for (i = 0; i < swapchain->presentParms.BackBufferCount; ++i)
898 {
899 if (swapchain->back_buffers[i]) IWineD3DSurface_Release((IWineD3DSurface *)swapchain->back_buffers[i]);
900 }
901 HeapFree(GetProcessHeap(), 0, swapchain->back_buffers);
902 }
903
904 if (swapchain->context)
905 {
906 if (swapchain->context[0])
907 {
908 context_release(swapchain->context[0]);
909 context_destroy(device, swapchain->context[0]);
910 swapchain->num_contexts = 0;
911 }
912 HeapFree(GetProcessHeap(), 0, swapchain->context);
913 }
914
915 if (swapchain->front_buffer) IWineD3DSurface_Release((IWineD3DSurface *)swapchain->front_buffer);
916
917 return hr;
918 }
919
920 /* Do not call while under the GL lock. */
921 struct wined3d_context *swapchain_create_context_for_thread(IWineD3DSwapChain *iface)
922 {
923 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *) iface;
924 struct wined3d_context **newArray;
925 struct wined3d_context *ctx;
926
927 TRACE("Creating a new context for swapchain %p, thread %d\n", This, GetCurrentThreadId());
928
929 if (!(ctx = context_create(This, This->front_buffer, This->ds_format)))
930 {
931 ERR("Failed to create a new context for the swapchain\n");
932 return NULL;
933 }
934 context_release(ctx);
935
936 newArray = HeapAlloc(GetProcessHeap(), 0, sizeof(*newArray) * (This->num_contexts + 1));
937 if(!newArray) {
938 ERR("Out of memory when trying to allocate a new context array\n");
939 context_destroy(This->device, ctx);
940 return NULL;
941 }
942 memcpy(newArray, This->context, sizeof(*newArray) * This->num_contexts);
943 HeapFree(GetProcessHeap(), 0, This->context);
944 newArray[This->num_contexts] = ctx;
945 This->context = newArray;
946 This->num_contexts++;
947
948 TRACE("Returning context %p\n", ctx);
949 return ctx;
950 }
951
952 void get_drawable_size_swapchain(struct wined3d_context *context, UINT *width, UINT *height)
953 {
954 /* The drawable size of an onscreen drawable is the surface size.
955 * (Actually: The window size, but the surface is created in window size) */
956 *width = context->current_rt->currentDesc.Width;
957 *height = context->current_rt->currentDesc.Height;
958 }