2 *IDirect3DSwapChain9 implementation
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
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.
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.
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
25 #include "wined3d_private.h"
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)*/
33 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
34 WINE_DECLARE_DEBUG_CHANNEL(fps
);
36 #define GLINFO_LOCATION This->wineD3DDevice->adapter->gl_info
38 /*IWineD3DSwapChain parts follow: */
39 static void WINAPI
IWineD3DSwapChainImpl_Destroy(IWineD3DSwapChain
*iface
)
41 IWineD3DSwapChainImpl
*This
= (IWineD3DSwapChainImpl
*)iface
;
42 WINED3DDISPLAYMODE mode
;
45 TRACE("Destroying swapchain %p\n", iface
);
47 IWineD3DSwapChain_SetGammaRamp(iface
, 0, &This
->orig_gamma
);
49 /* Release the swapchain's draw buffers. Make sure This->backBuffer[0] is
50 * the last buffer to be destroyed, FindContext() depends on that. */
51 if (This
->frontBuffer
)
53 IWineD3DSurface_SetContainer(This
->frontBuffer
, 0);
54 if (IWineD3DSurface_Release(This
->frontBuffer
))
56 WARN("(%p) Something's still holding the front buffer (%p).\n",
57 This
, This
->frontBuffer
);
59 This
->frontBuffer
= NULL
;
64 UINT i
= This
->presentParms
.BackBufferCount
;
68 IWineD3DSurface_SetContainer(This
->backBuffer
[i
], 0);
69 if (IWineD3DSurface_Release(This
->backBuffer
[i
]))
70 WARN("(%p) Something's still holding back buffer %u (%p).\n",
71 This
, i
, This
->backBuffer
[i
]);
73 HeapFree(GetProcessHeap(), 0, This
->backBuffer
);
74 This
->backBuffer
= NULL
;
77 for (i
= 0; i
< This
->num_contexts
; ++i
)
79 DestroyContext(This
->wineD3DDevice
, This
->context
[i
]);
81 /* Restore the screen resolution if we rendered in fullscreen
82 * This will restore the screen resolution to what it was before creating the swapchain. In case of d3d8 and d3d9
83 * this will be the original desktop resolution. In case of d3d7 this will be a NOP because ddraw sets the resolution
84 * before starting up Direct3D, thus orig_width and orig_height will be equal to the modes in the presentation params
86 if(This
->presentParms
.Windowed
== FALSE
&& This
->presentParms
.AutoRestoreDisplayMode
) {
87 mode
.Width
= This
->orig_width
;
88 mode
.Height
= This
->orig_height
;
90 mode
.Format
= This
->orig_fmt
;
91 IWineD3DDevice_SetDisplayMode((IWineD3DDevice
*) This
->wineD3DDevice
, 0, &mode
);
93 HeapFree(GetProcessHeap(), 0, This
->context
);
95 HeapFree(GetProcessHeap(), 0, This
);
98 static HRESULT WINAPI
IWineD3DSwapChainImpl_Present(IWineD3DSwapChain
*iface
, CONST RECT
*pSourceRect
, CONST RECT
*pDestRect
, HWND hDestWindowOverride
, CONST RGNDATA
*pDirtyRegion
, DWORD dwFlags
) {
99 IWineD3DSwapChainImpl
*This
= (IWineD3DSwapChainImpl
*)iface
;
104 ActivateContext(This
->wineD3DDevice
, This
->backBuffer
[0], CTXUSAGE_RESOURCELOAD
);
106 /* Render the cursor onto the back buffer, using our nifty directdraw blitting code :-) */
107 if(This
->wineD3DDevice
->bCursorVisible
&& This
->wineD3DDevice
->cursorTexture
) {
108 IWineD3DSurfaceImpl cursor
;
109 RECT destRect
= {This
->wineD3DDevice
->xScreenSpace
- This
->wineD3DDevice
->xHotSpot
,
110 This
->wineD3DDevice
->yScreenSpace
- This
->wineD3DDevice
->yHotSpot
,
111 This
->wineD3DDevice
->xScreenSpace
+ This
->wineD3DDevice
->cursorWidth
- This
->wineD3DDevice
->xHotSpot
,
112 This
->wineD3DDevice
->yScreenSpace
+ This
->wineD3DDevice
->cursorHeight
- This
->wineD3DDevice
->yHotSpot
};
113 TRACE("Rendering the cursor. Creating fake surface at %p\n", &cursor
);
114 /* Build a fake surface to call the Blitting code. It is not possible to use the interface passed by
115 * the application because we are only supposed to copy the information out. Using a fake surface
116 * allows to use the Blitting engine and avoid copying the whole texture -> render target blitting code.
118 memset(&cursor
, 0, sizeof(cursor
));
119 cursor
.lpVtbl
= &IWineD3DSurface_Vtbl
;
120 cursor
.resource
.ref
= 1;
121 cursor
.resource
.wineD3DDevice
= This
->wineD3DDevice
;
122 cursor
.resource
.pool
= WINED3DPOOL_SCRATCH
;
123 cursor
.resource
.format_desc
=
124 getFormatDescEntry(WINED3DFMT_B8G8R8A8_UNORM
, &This
->wineD3DDevice
->adapter
->gl_info
);
125 cursor
.resource
.resourceType
= WINED3DRTYPE_SURFACE
;
126 cursor
.texture_name
= This
->wineD3DDevice
->cursorTexture
;
127 cursor
.texture_target
= GL_TEXTURE_2D
;
128 cursor
.texture_level
= 0;
129 cursor
.currentDesc
.Width
= This
->wineD3DDevice
->cursorWidth
;
130 cursor
.currentDesc
.Height
= This
->wineD3DDevice
->cursorHeight
;
131 cursor
.glRect
.left
= 0;
132 cursor
.glRect
.top
= 0;
133 cursor
.glRect
.right
= cursor
.currentDesc
.Width
;
134 cursor
.glRect
.bottom
= cursor
.currentDesc
.Height
;
135 /* The cursor must have pow2 sizes */
136 cursor
.pow2Width
= cursor
.currentDesc
.Width
;
137 cursor
.pow2Height
= cursor
.currentDesc
.Height
;
138 /* The surface is in the texture */
139 cursor
.Flags
|= SFLAG_INTEXTURE
;
140 /* DDBLT_KEYSRC will cause BltOverride to enable the alpha test with GL_NOTEQUAL, 0.0,
141 * which is exactly what we want :-)
143 if (This
->presentParms
.Windowed
) {
144 MapWindowPoints(NULL
, This
->win_handle
, (LPPOINT
)&destRect
, 2);
146 IWineD3DSurface_Blt(This
->backBuffer
[0], &destRect
, (IWineD3DSurface
*)&cursor
,
147 NULL
, WINEDDBLT_KEYSRC
, NULL
, WINED3DTEXF_POINT
);
149 if(This
->wineD3DDevice
->logo_surface
) {
150 /* Blit the logo into the upper left corner of the drawable */
151 IWineD3DSurface_BltFast(This
->backBuffer
[0], 0, 0, This
->wineD3DDevice
->logo_surface
, NULL
, WINEDDBLTFAST_SRCCOLORKEY
);
154 if (pSourceRect
|| pDestRect
) FIXME("Unhandled present rects %s/%s\n", wine_dbgstr_rect(pSourceRect
), wine_dbgstr_rect(pDestRect
));
155 /* TODO: If only source rect or dest rect are supplied then clip the window to match */
156 TRACE("presetting HDC %p\n", This
->context
[0]->hdc
);
158 /* Don't call checkGLcall, as glGetError is not applicable here */
159 if (hDestWindowOverride
&& This
->win_handle
!= hDestWindowOverride
) {
160 IWineD3DSwapChain_SetDestWindowOverride(iface
, hDestWindowOverride
);
163 SwapBuffers(This
->context
[0]->hdc
); /* TODO: cycle through the swapchain buffers */
165 TRACE("SwapBuffers called, Starting new frame\n");
169 DWORD time
= GetTickCount();
171 /* every 1.5 seconds */
172 if (time
- This
->prev_time
> 1500) {
173 TRACE_(fps
)("%p @ approx %.2ffps\n", This
, 1000.0*This
->frames
/(time
- This
->prev_time
));
174 This
->prev_time
= time
;
179 #if defined(FRAME_DEBUGGING)
181 if (GetFileAttributesA("C:\\D3DTRACE") != INVALID_FILE_ATTRIBUTES
) {
184 FIXME("Enabling D3D Trace\n");
185 __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE
, __wine_dbch_d3d
, 1);
186 #if defined(SHOW_FRAME_MAKEUP)
187 FIXME("Singe Frame snapshots Starting\n");
188 isDumpingFrames
= TRUE
;
190 glClear(GL_COLOR_BUFFER_BIT
);
194 #if defined(SINGLE_FRAME_DEBUGGING)
196 #if defined(SHOW_FRAME_MAKEUP)
197 FIXME("Singe Frame snapshots Finishing\n");
198 isDumpingFrames
= FALSE
;
200 FIXME("Singe Frame trace complete\n");
201 DeleteFileA("C:\\D3DTRACE");
202 __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE
, __wine_dbch_d3d
, 0);
208 #if defined(SHOW_FRAME_MAKEUP)
209 FIXME("Single Frame snapshots Finishing\n");
210 isDumpingFrames
= FALSE
;
212 FIXME("Disabling D3D Trace\n");
213 __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE
, __wine_dbch_d3d
, 0);
219 /* This is disabled, but the code left in for debug purposes.
221 * Since we're allowed to modify the new back buffer on a D3DSWAPEFFECT_DISCARD flip,
222 * we can clear it with some ugly color to make bad drawing visible and ease debugging.
223 * The Debug runtime does the same on Windows. However, a few games do not redraw the
224 * screen properly, like Max Payne 2, which leaves a few pixels undefined.
226 * Tests show that the content of the back buffer after a discard flip is indeed not
227 * reliable, so no game can depend on the exact content. However, it resembles the
228 * old contents in some way, for example by showing fragments at other locations. In
229 * general, the color theme is still intact. So Max payne, which draws rather dark scenes
230 * gets a dark background image. If we clear it with a bright ugly color, the game's
231 * bug shows up much more than it does on Windows, and the players see single pixels
233 * (The Max Payne bug has been confirmed on Windows with the debug runtime)
235 if (FALSE
&& This
->presentParms
.SwapEffect
== WINED3DSWAPEFFECT_DISCARD
) {
236 TRACE("Clearing the color buffer with cyan color\n");
238 IWineD3DDevice_Clear((IWineD3DDevice
*)This
->wineD3DDevice
, 0, NULL
,
239 WINED3DCLEAR_TARGET
, 0xff00ffff, 1.0f
, 0);
242 if(((IWineD3DSurfaceImpl
*) This
->frontBuffer
)->Flags
& SFLAG_INSYSMEM
||
243 ((IWineD3DSurfaceImpl
*) This
->backBuffer
[0])->Flags
& SFLAG_INSYSMEM
) {
244 /* Both memory copies of the surfaces are ok, flip them around too instead of dirtifying */
245 IWineD3DSurfaceImpl
*front
= (IWineD3DSurfaceImpl
*) This
->frontBuffer
;
246 IWineD3DSurfaceImpl
*back
= (IWineD3DSurfaceImpl
*) This
->backBuffer
[0];
248 if(front
->resource
.size
== back
->resource
.size
) {
250 flip_surface(front
, back
);
252 /* Tell the front buffer surface that is has been modified. However,
253 * the other locations were preserved during that, so keep the flags.
254 * This serves to update the emulated overlay, if any
256 fbflags
= front
->Flags
;
257 IWineD3DSurface_ModifyLocation(This
->frontBuffer
, SFLAG_INDRAWABLE
, TRUE
);
258 front
->Flags
= fbflags
;
260 IWineD3DSurface_ModifyLocation((IWineD3DSurface
*) front
, SFLAG_INDRAWABLE
, TRUE
);
261 IWineD3DSurface_ModifyLocation((IWineD3DSurface
*) back
, SFLAG_INDRAWABLE
, TRUE
);
264 IWineD3DSurface_ModifyLocation(This
->frontBuffer
, SFLAG_INDRAWABLE
, TRUE
);
265 /* If the swapeffect is DISCARD, the back buffer is undefined. That means the SYSMEM
266 * and INTEXTURE copies can keep their old content if they have any defined content.
267 * If the swapeffect is COPY, the content remains the same. If it is FLIP however,
268 * the texture / sysmem copy needs to be reloaded from the drawable
270 if(This
->presentParms
.SwapEffect
== WINED3DSWAPEFFECT_FLIP
) {
271 IWineD3DSurface_ModifyLocation(This
->backBuffer
[0], SFLAG_INDRAWABLE
, TRUE
);
275 if (This
->wineD3DDevice
->stencilBufferTarget
) {
276 if (This
->presentParms
.Flags
& WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
277 || ((IWineD3DSurfaceImpl
*)This
->wineD3DDevice
->stencilBufferTarget
)->Flags
& SFLAG_DISCARD
) {
278 surface_modify_ds_location(This
->wineD3DDevice
->stencilBufferTarget
, SFLAG_DS_DISCARDED
);
282 if(This
->presentParms
.PresentationInterval
!= WINED3DPRESENT_INTERVAL_IMMEDIATE
&& GL_SUPPORT(SGI_VIDEO_SYNC
)) {
283 retval
= GL_EXTCALL(glXGetVideoSyncSGI(&sync
));
285 ERR("glXGetVideoSyncSGI failed(retval = %d\n", retval
);
288 switch(This
->presentParms
.PresentationInterval
) {
289 case WINED3DPRESENT_INTERVAL_DEFAULT
:
290 case WINED3DPRESENT_INTERVAL_ONE
:
291 if(sync
<= This
->vSyncCounter
) {
292 retval
= GL_EXTCALL(glXWaitVideoSyncSGI(1, 0, &This
->vSyncCounter
));
294 This
->vSyncCounter
= sync
;
297 case WINED3DPRESENT_INTERVAL_TWO
:
298 if(sync
<= This
->vSyncCounter
+ 1) {
299 retval
= GL_EXTCALL(glXWaitVideoSyncSGI(2, This
->vSyncCounter
& 0x1, &This
->vSyncCounter
));
301 This
->vSyncCounter
= sync
;
304 case WINED3DPRESENT_INTERVAL_THREE
:
305 if(sync
<= This
->vSyncCounter
+ 2) {
306 retval
= GL_EXTCALL(glXWaitVideoSyncSGI(3, This
->vSyncCounter
% 0x3, &This
->vSyncCounter
));
308 This
->vSyncCounter
= sync
;
311 case WINED3DPRESENT_INTERVAL_FOUR
:
312 if(sync
<= This
->vSyncCounter
+ 3) {
313 retval
= GL_EXTCALL(glXWaitVideoSyncSGI(4, This
->vSyncCounter
& 0x3, &This
->vSyncCounter
));
315 This
->vSyncCounter
= sync
;
319 FIXME("Unknown presentation interval %08x\n", This
->presentParms
.PresentationInterval
);
323 TRACE("returning\n");
327 static HRESULT WINAPI
IWineD3DSwapChainImpl_SetDestWindowOverride(IWineD3DSwapChain
*iface
, HWND window
) {
328 IWineD3DSwapChainImpl
*This
= (IWineD3DSwapChainImpl
*)iface
;
329 WINED3DLOCKED_RECT r
;
332 if(window
== This
->win_handle
) return WINED3D_OK
;
334 TRACE("Performing dest override of swapchain %p from window %p to %p\n", This
, This
->win_handle
, window
);
335 if(This
->context
[0] == This
->wineD3DDevice
->contexts
[0]) {
336 /* The primary context 'owns' all the opengl resources. Destroying and recreating that context requires downloading
337 * all opengl resources, deleting the gl resources, destroying all other contexts, then recreating all other contexts
338 * and reload the resources
340 delete_opengl_contexts((IWineD3DDevice
*) This
->wineD3DDevice
, iface
);
341 This
->win_handle
= window
;
342 create_primary_opengl_context((IWineD3DDevice
*) This
->wineD3DDevice
, iface
);
344 This
->win_handle
= window
;
346 /* The old back buffer has to be copied over to the new back buffer. A lockrect - switchcontext - unlockrect
347 * would suffice in theory, but it is rather nasty and may cause troubles with future changes of the locking code
348 * So lock read only, copy the surface out, then lock with the discard flag and write back
350 IWineD3DSurface_LockRect(This
->backBuffer
[0], &r
, NULL
, WINED3DLOCK_READONLY
);
351 mem
= HeapAlloc(GetProcessHeap(), 0, r
.Pitch
* ((IWineD3DSurfaceImpl
*) This
->backBuffer
[0])->currentDesc
.Height
);
352 memcpy(mem
, r
.pBits
, r
.Pitch
* ((IWineD3DSurfaceImpl
*) This
->backBuffer
[0])->currentDesc
.Height
);
353 IWineD3DSurface_UnlockRect(This
->backBuffer
[0]);
355 DestroyContext(This
->wineD3DDevice
, This
->context
[0]);
356 This
->context
[0] = CreateContext(This
->wineD3DDevice
, (IWineD3DSurfaceImpl
*) This
->frontBuffer
, This
->win_handle
, FALSE
/* pbuffer */, &This
->presentParms
);
358 IWineD3DSurface_LockRect(This
->backBuffer
[0], &r
, NULL
, WINED3DLOCK_DISCARD
);
359 memcpy(r
.pBits
, mem
, r
.Pitch
* ((IWineD3DSurfaceImpl
*) This
->backBuffer
[0])->currentDesc
.Height
);
360 HeapFree(GetProcessHeap(), 0, mem
);
361 IWineD3DSurface_UnlockRect(This
->backBuffer
[0]);
366 const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl
=
369 IWineD3DBaseSwapChainImpl_QueryInterface
,
370 IWineD3DBaseSwapChainImpl_AddRef
,
371 IWineD3DBaseSwapChainImpl_Release
,
372 /* IWineD3DSwapChain */
373 IWineD3DBaseSwapChainImpl_GetParent
,
374 IWineD3DSwapChainImpl_Destroy
,
375 IWineD3DBaseSwapChainImpl_GetDevice
,
376 IWineD3DSwapChainImpl_Present
,
377 IWineD3DSwapChainImpl_SetDestWindowOverride
,
378 IWineD3DBaseSwapChainImpl_GetFrontBufferData
,
379 IWineD3DBaseSwapChainImpl_GetBackBuffer
,
380 IWineD3DBaseSwapChainImpl_GetRasterStatus
,
381 IWineD3DBaseSwapChainImpl_GetDisplayMode
,
382 IWineD3DBaseSwapChainImpl_GetPresentParameters
,
383 IWineD3DBaseSwapChainImpl_SetGammaRamp
,
384 IWineD3DBaseSwapChainImpl_GetGammaRamp
387 struct wined3d_context
*IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain
*iface
)
389 IWineD3DSwapChainImpl
*This
= (IWineD3DSwapChainImpl
*) iface
;
390 struct wined3d_context
**newArray
;
391 struct wined3d_context
*ctx
;
393 TRACE("Creating a new context for swapchain %p, thread %d\n", This
, GetCurrentThreadId());
395 ctx
= CreateContext(This
->wineD3DDevice
, (IWineD3DSurfaceImpl
*) This
->frontBuffer
,
396 This
->context
[0]->win_handle
, FALSE
/* pbuffer */, &This
->presentParms
);
398 ERR("Failed to create a new context for the swapchain\n");
402 newArray
= HeapAlloc(GetProcessHeap(), 0, sizeof(*newArray
) * This
->num_contexts
+ 1);
404 ERR("Out of memory when trying to allocate a new context array\n");
405 DestroyContext(This
->wineD3DDevice
, ctx
);
408 memcpy(newArray
, This
->context
, sizeof(*newArray
) * This
->num_contexts
);
409 HeapFree(GetProcessHeap(), 0, This
->context
);
410 newArray
[This
->num_contexts
] = ctx
;
411 This
->context
= newArray
;
412 This
->num_contexts
++;
414 TRACE("Returning context %p\n", ctx
);
418 void get_drawable_size_swapchain(struct wined3d_context
*context
, UINT
*width
, UINT
*height
)
420 IWineD3DSurfaceImpl
*surface
= (IWineD3DSurfaceImpl
*)context
->current_rt
;
421 /* The drawable size of an onscreen drawable is the surface size.
422 * (Actually: The window size, but the surface is created in window size) */
423 *width
= surface
->currentDesc
.Width
;
424 *height
= surface
->currentDesc
.Height
;