- Merge from trunk up to r45543
[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 #define GLINFO_LOCATION This->device->adapter->gl_info
37
38 /*IWineD3DSwapChain parts follow: */
39 static void WINAPI IWineD3DSwapChainImpl_Destroy(IWineD3DSwapChain *iface)
40 {
41 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
42 WINED3DDISPLAYMODE mode;
43 unsigned int i;
44
45 TRACE("Destroying swapchain %p\n", iface);
46
47 IWineD3DSwapChain_SetGammaRamp(iface, 0, &This->orig_gamma);
48
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)
52 {
53 IWineD3DSurface_SetContainer(This->frontBuffer, 0);
54 if (IWineD3DSurface_Release(This->frontBuffer))
55 {
56 WARN("(%p) Something's still holding the front buffer (%p).\n",
57 This, This->frontBuffer);
58 }
59 This->frontBuffer = NULL;
60 }
61
62 if (This->backBuffer)
63 {
64 UINT i = This->presentParms.BackBufferCount;
65
66 while (i--)
67 {
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]);
72 }
73 HeapFree(GetProcessHeap(), 0, This->backBuffer);
74 This->backBuffer = NULL;
75 }
76
77 for (i = 0; i < This->num_contexts; ++i)
78 {
79 context_destroy(This->device, This->context[i]);
80 }
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
85 */
86 if(This->presentParms.Windowed == FALSE && This->presentParms.AutoRestoreDisplayMode) {
87 mode.Width = This->orig_width;
88 mode.Height = This->orig_height;
89 mode.RefreshRate = 0;
90 mode.Format = This->orig_fmt;
91 IWineD3DDevice_SetDisplayMode((IWineD3DDevice *)This->device, 0, &mode);
92 }
93
94 HeapFree(GetProcessHeap(), 0, This->context);
95 HeapFree(GetProcessHeap(), 0, This);
96 }
97
98 /* A GL context is provided by the caller */
99 static void swapchain_blit(IWineD3DSwapChainImpl *This, struct wined3d_context *context,
100 const RECT *src_rect, const RECT *dst_rect)
101 {
102 IWineD3DDeviceImpl *device = This->device;
103 IWineD3DSurfaceImpl *backbuffer = ((IWineD3DSurfaceImpl *) This->backBuffer[0]);
104 UINT src_w = src_rect->right - src_rect->left;
105 UINT src_h = src_rect->bottom - src_rect->top;
106 GLenum gl_filter;
107 const struct wined3d_gl_info *gl_info = context->gl_info;
108
109 TRACE("swapchain %p, context %p, src_rect %s, dst_rect %s.\n",
110 This, context, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect));
111
112 if (src_w == dst_rect->right - dst_rect->left && src_h == dst_rect->bottom - dst_rect->top)
113 gl_filter = GL_NEAREST;
114 else
115 gl_filter = GL_LINEAR;
116
117 if (gl_info->fbo_ops.glBlitFramebuffer)
118 {
119 ENTER_GL();
120 context_bind_fbo(context, GL_READ_FRAMEBUFFER, &context->src_fbo);
121 context_attach_surface_fbo(context, GL_READ_FRAMEBUFFER, 0, This->backBuffer[0]);
122 context_attach_depth_stencil_fbo(context, GL_READ_FRAMEBUFFER, NULL, FALSE);
123
124 context_bind_fbo(context, GL_DRAW_FRAMEBUFFER, NULL);
125 context_set_draw_buffer(context, GL_BACK);
126
127 glDisable(GL_SCISSOR_TEST);
128 IWineD3DDeviceImpl_MarkStateDirty(This->device, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
129
130 /* Note that the texture is upside down */
131 gl_info->fbo_ops.glBlitFramebuffer(src_rect->left, src_rect->top, src_rect->right, src_rect->bottom,
132 dst_rect->left, dst_rect->bottom, dst_rect->right, dst_rect->top,
133 GL_COLOR_BUFFER_BIT, gl_filter);
134 checkGLcall("Swapchain present blit(EXT_framebuffer_blit)\n");
135 LEAVE_GL();
136 }
137 else
138 {
139 struct wined3d_context *context2;
140 float tex_left = src_rect->left;
141 float tex_top = src_rect->top;
142 float tex_right = src_rect->right;
143 float tex_bottom = src_rect->bottom;
144
145 context2 = context_acquire(This->device, This->backBuffer[0], CTXUSAGE_BLIT);
146
147 if(backbuffer->Flags & SFLAG_NORMCOORD)
148 {
149 tex_left /= src_w;
150 tex_right /= src_w;
151 tex_top /= src_h;
152 tex_bottom /= src_h;
153 }
154
155 ENTER_GL();
156 context_bind_fbo(context2, GL_DRAW_FRAMEBUFFER, NULL);
157
158 /* Set up the texture. The surface is not in a IWineD3D*Texture container,
159 * so there are no d3d texture settings to dirtify
160 */
161 device->blitter->set_shader((IWineD3DDevice *) device, backbuffer->resource.format_desc,
162 backbuffer->texture_target, backbuffer->pow2Width,
163 backbuffer->pow2Height);
164 glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
165 glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
166
167 context_set_draw_buffer(context, GL_BACK);
168
169 /* Set the viewport to the destination rectandle, disable any projection
170 * transformation set up by CTXUSAGE_BLIT, and draw a (-1,-1)-(1,1) quad.
171 *
172 * Back up viewport and matrix to avoid breaking last_was_blit
173 *
174 * Note that CTXUSAGE_BLIT set up viewport and ortho to match the surface
175 * size - we want the GL drawable(=window) size.
176 */
177 glPushAttrib(GL_VIEWPORT_BIT);
178 glViewport(dst_rect->left, dst_rect->top, dst_rect->right, dst_rect->bottom);
179 glMatrixMode(GL_PROJECTION);
180 glPushMatrix();
181 glLoadIdentity();
182
183 glBegin(GL_QUADS);
184 /* bottom left */
185 glTexCoord2f(tex_left, tex_bottom);
186 glVertex2i(-1, -1);
187
188 /* top left */
189 glTexCoord2f(tex_left, tex_top);
190 glVertex2i(-1, 1);
191
192 /* top right */
193 glTexCoord2f(tex_right, tex_top);
194 glVertex2i(1, 1);
195
196 /* bottom right */
197 glTexCoord2f(tex_right, tex_bottom);
198 glVertex2i(1, -1);
199 glEnd();
200
201 glPopMatrix();
202 glPopAttrib();
203
204 device->blitter->unset_shader((IWineD3DDevice *) device);
205 checkGLcall("Swapchain present blit(manual)\n");
206 LEAVE_GL();
207
208 context_release(context2);
209 }
210 }
211
212 static HRESULT WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface, CONST RECT *pSourceRect, CONST RECT *pDestRect, HWND hDestWindowOverride, CONST RGNDATA *pDirtyRegion, DWORD dwFlags) {
213 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
214 struct wined3d_context *context;
215 RECT src_rect, dst_rect;
216 BOOL render_to_fbo;
217 unsigned int sync;
218 int retval;
219
220 context = context_acquire(This->device, This->backBuffer[0], CTXUSAGE_RESOURCELOAD);
221
222 /* Render the cursor onto the back buffer, using our nifty directdraw blitting code :-) */
223 if (This->device->bCursorVisible && This->device->cursorTexture)
224 {
225 IWineD3DSurfaceImpl cursor;
226 RECT destRect =
227 {
228 This->device->xScreenSpace - This->device->xHotSpot,
229 This->device->yScreenSpace - This->device->yHotSpot,
230 This->device->xScreenSpace + This->device->cursorWidth - This->device->xHotSpot,
231 This->device->yScreenSpace + This->device->cursorHeight - This->device->yHotSpot,
232 };
233 TRACE("Rendering the cursor. Creating fake surface at %p\n", &cursor);
234 /* Build a fake surface to call the Blitting code. It is not possible to use the interface passed by
235 * the application because we are only supposed to copy the information out. Using a fake surface
236 * allows to use the Blitting engine and avoid copying the whole texture -> render target blitting code.
237 */
238 memset(&cursor, 0, sizeof(cursor));
239 cursor.lpVtbl = &IWineD3DSurface_Vtbl;
240 cursor.resource.ref = 1;
241 cursor.resource.device = This->device;
242 cursor.resource.pool = WINED3DPOOL_SCRATCH;
243 cursor.resource.format_desc = getFormatDescEntry(WINED3DFMT_B8G8R8A8_UNORM, context->gl_info);
244 cursor.resource.resourceType = WINED3DRTYPE_SURFACE;
245 cursor.texture_name = This->device->cursorTexture;
246 cursor.texture_target = GL_TEXTURE_2D;
247 cursor.texture_level = 0;
248 cursor.currentDesc.Width = This->device->cursorWidth;
249 cursor.currentDesc.Height = This->device->cursorHeight;
250 cursor.glRect.left = 0;
251 cursor.glRect.top = 0;
252 cursor.glRect.right = cursor.currentDesc.Width;
253 cursor.glRect.bottom = cursor.currentDesc.Height;
254 /* The cursor must have pow2 sizes */
255 cursor.pow2Width = cursor.currentDesc.Width;
256 cursor.pow2Height = cursor.currentDesc.Height;
257 /* The surface is in the texture */
258 cursor.Flags |= SFLAG_INTEXTURE;
259 /* DDBLT_KEYSRC will cause BltOverride to enable the alpha test with GL_NOTEQUAL, 0.0,
260 * which is exactly what we want :-)
261 */
262 if (This->presentParms.Windowed) {
263 MapWindowPoints(NULL, This->win_handle, (LPPOINT)&destRect, 2);
264 }
265 IWineD3DSurface_Blt(This->backBuffer[0], &destRect, (IWineD3DSurface *)&cursor,
266 NULL, WINEDDBLT_KEYSRC, NULL, WINED3DTEXF_POINT);
267 }
268
269 if (This->device->logo_surface)
270 {
271 /* Blit the logo into the upper left corner of the drawable. */
272 IWineD3DSurface_BltFast(This->backBuffer[0], 0, 0, This->device->logo_surface, NULL, WINEDDBLTFAST_SRCCOLORKEY);
273 }
274
275 TRACE("presetting HDC %p\n", This->context[0]->hdc);
276
277 /* Don't call checkGLcall, as glGetError is not applicable here */
278 if (hDestWindowOverride && This->win_handle != hDestWindowOverride) {
279 IWineD3DSwapChain_SetDestWindowOverride(iface, hDestWindowOverride);
280 }
281
282 render_to_fbo = This->render_to_fbo;
283
284 if (pSourceRect)
285 {
286 src_rect = *pSourceRect;
287 if (!render_to_fbo && (src_rect.left || src_rect.top
288 || src_rect.right != This->presentParms.BackBufferWidth
289 || src_rect.bottom != This->presentParms.BackBufferHeight))
290 {
291 render_to_fbo = TRUE;
292 }
293 }
294 else
295 {
296 src_rect.left = 0;
297 src_rect.top = 0;
298 src_rect.right = This->presentParms.BackBufferWidth;
299 src_rect.bottom = This->presentParms.BackBufferHeight;
300 }
301
302 if (pDestRect) dst_rect = *pDestRect;
303 else GetClientRect(This->win_handle, &dst_rect);
304
305 if (!render_to_fbo && (dst_rect.left || dst_rect.top
306 || dst_rect.right != This->presentParms.BackBufferWidth
307 || dst_rect.bottom != This->presentParms.BackBufferHeight))
308 {
309 render_to_fbo = TRUE;
310 }
311
312 /* Rendering to a window of different size, presenting partial rectangles,
313 * or rendering to a different window needs help from FBO_blit or a textured
314 * draw. Render the swapchain to a FBO in the future.
315 *
316 * Note that FBO_blit from the backbuffer to the frontbuffer cannot solve
317 * all these issues - this fails if the window is smaller than the backbuffer.
318 */
319 if (!This->render_to_fbo && render_to_fbo && wined3d_settings.offscreen_rendering_mode == ORM_FBO)
320 {
321 IWineD3DSurface_LoadLocation(This->backBuffer[0], SFLAG_INTEXTURE, NULL);
322 IWineD3DSurface_ModifyLocation(This->backBuffer[0], SFLAG_INDRAWABLE, FALSE);
323 This->render_to_fbo = TRUE;
324
325 /* Force the context manager to update the render target configuration next draw. */
326 context->current_rt = NULL;
327 }
328
329 if(This->render_to_fbo)
330 {
331 /* This codepath should only be hit with the COPY swapeffect. Otherwise a backbuffer-
332 * window size mismatch is impossible(fullscreen) and src and dst rectangles are
333 * not allowed(they need the COPY swapeffect)
334 *
335 * The DISCARD swap effect is ok as well since any backbuffer content is allowed after
336 * the swap
337 */
338 if(This->presentParms.SwapEffect == WINED3DSWAPEFFECT_FLIP )
339 {
340 FIXME("Render-to-fbo with WINED3DSWAPEFFECT_FLIP\n");
341 }
342
343 swapchain_blit(This, context, &src_rect, &dst_rect);
344 }
345
346 SwapBuffers(This->context[0]->hdc); /* TODO: cycle through the swapchain buffers */
347
348 TRACE("SwapBuffers called, Starting new frame\n");
349 /* FPS support */
350 if (TRACE_ON(fps))
351 {
352 DWORD time = GetTickCount();
353 This->frames++;
354 /* every 1.5 seconds */
355 if (time - This->prev_time > 1500) {
356 TRACE_(fps)("%p @ approx %.2ffps\n", This, 1000.0*This->frames/(time - This->prev_time));
357 This->prev_time = time;
358 This->frames = 0;
359 }
360 }
361
362 #if defined(FRAME_DEBUGGING)
363 {
364 if (GetFileAttributesA("C:\\D3DTRACE") != INVALID_FILE_ATTRIBUTES) {
365 if (!isOn) {
366 isOn = TRUE;
367 FIXME("Enabling D3D Trace\n");
368 __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 1);
369 #if defined(SHOW_FRAME_MAKEUP)
370 FIXME("Singe Frame snapshots Starting\n");
371 isDumpingFrames = TRUE;
372 ENTER_GL();
373 glClear(GL_COLOR_BUFFER_BIT);
374 LEAVE_GL();
375 #endif
376
377 #if defined(SINGLE_FRAME_DEBUGGING)
378 } else {
379 #if defined(SHOW_FRAME_MAKEUP)
380 FIXME("Singe Frame snapshots Finishing\n");
381 isDumpingFrames = FALSE;
382 #endif
383 FIXME("Singe Frame trace complete\n");
384 DeleteFileA("C:\\D3DTRACE");
385 __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 0);
386 #endif
387 }
388 } else {
389 if (isOn) {
390 isOn = FALSE;
391 #if defined(SHOW_FRAME_MAKEUP)
392 FIXME("Single Frame snapshots Finishing\n");
393 isDumpingFrames = FALSE;
394 #endif
395 FIXME("Disabling D3D Trace\n");
396 __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 0);
397 }
398 }
399 }
400 #endif
401
402 /* This is disabled, but the code left in for debug purposes.
403 *
404 * Since we're allowed to modify the new back buffer on a D3DSWAPEFFECT_DISCARD flip,
405 * we can clear it with some ugly color to make bad drawing visible and ease debugging.
406 * The Debug runtime does the same on Windows. However, a few games do not redraw the
407 * screen properly, like Max Payne 2, which leaves a few pixels undefined.
408 *
409 * Tests show that the content of the back buffer after a discard flip is indeed not
410 * reliable, so no game can depend on the exact content. However, it resembles the
411 * old contents in some way, for example by showing fragments at other locations. In
412 * general, the color theme is still intact. So Max payne, which draws rather dark scenes
413 * gets a dark background image. If we clear it with a bright ugly color, the game's
414 * bug shows up much more than it does on Windows, and the players see single pixels
415 * with wrong colors.
416 * (The Max Payne bug has been confirmed on Windows with the debug runtime)
417 */
418 if (FALSE && This->presentParms.SwapEffect == WINED3DSWAPEFFECT_DISCARD) {
419 TRACE("Clearing the color buffer with cyan color\n");
420
421 IWineD3DDevice_Clear((IWineD3DDevice *)This->device, 0, NULL,
422 WINED3DCLEAR_TARGET, 0xff00ffff, 1.0f, 0);
423 }
424
425 if(!This->render_to_fbo &&
426 ( ((IWineD3DSurfaceImpl *) This->frontBuffer)->Flags & SFLAG_INSYSMEM ||
427 ((IWineD3DSurfaceImpl *) This->backBuffer[0])->Flags & SFLAG_INSYSMEM ) ) {
428 /* Both memory copies of the surfaces are ok, flip them around too instead of dirtifying
429 * Doesn't work with render_to_fbo because we're not flipping
430 */
431 IWineD3DSurfaceImpl *front = (IWineD3DSurfaceImpl *) This->frontBuffer;
432 IWineD3DSurfaceImpl *back = (IWineD3DSurfaceImpl *) This->backBuffer[0];
433
434 if(front->resource.size == back->resource.size) {
435 DWORD fbflags;
436 flip_surface(front, back);
437
438 /* Tell the front buffer surface that is has been modified. However,
439 * the other locations were preserved during that, so keep the flags.
440 * This serves to update the emulated overlay, if any
441 */
442 fbflags = front->Flags;
443 IWineD3DSurface_ModifyLocation(This->frontBuffer, SFLAG_INDRAWABLE, TRUE);
444 front->Flags = fbflags;
445 } else {
446 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) front, SFLAG_INDRAWABLE, TRUE);
447 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) back, SFLAG_INDRAWABLE, TRUE);
448 }
449 } else {
450 IWineD3DSurface_ModifyLocation(This->frontBuffer, SFLAG_INDRAWABLE, TRUE);
451 /* If the swapeffect is DISCARD, the back buffer is undefined. That means the SYSMEM
452 * and INTEXTURE copies can keep their old content if they have any defined content.
453 * If the swapeffect is COPY, the content remains the same. If it is FLIP however,
454 * the texture / sysmem copy needs to be reloaded from the drawable
455 */
456 if(This->presentParms.SwapEffect == WINED3DSWAPEFFECT_FLIP) {
457 IWineD3DSurface_ModifyLocation(This->backBuffer[0], SFLAG_INDRAWABLE, TRUE);
458 }
459 }
460
461 if (This->device->stencilBufferTarget)
462 {
463 if (This->presentParms.Flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
464 || ((IWineD3DSurfaceImpl *)This->device->stencilBufferTarget)->Flags & SFLAG_DISCARD)
465 {
466 surface_modify_ds_location(This->device->stencilBufferTarget, SFLAG_DS_DISCARDED);
467 }
468 }
469
470 if (This->presentParms.PresentationInterval != WINED3DPRESENT_INTERVAL_IMMEDIATE
471 && context->gl_info->supported[SGI_VIDEO_SYNC])
472 {
473 retval = GL_EXTCALL(glXGetVideoSyncSGI(&sync));
474 if(retval != 0) {
475 ERR("glXGetVideoSyncSGI failed(retval = %d\n", retval);
476 }
477
478 switch(This->presentParms.PresentationInterval) {
479 case WINED3DPRESENT_INTERVAL_DEFAULT:
480 case WINED3DPRESENT_INTERVAL_ONE:
481 if(sync <= This->vSyncCounter) {
482 retval = GL_EXTCALL(glXWaitVideoSyncSGI(1, 0, &This->vSyncCounter));
483 } else {
484 This->vSyncCounter = sync;
485 }
486 break;
487 case WINED3DPRESENT_INTERVAL_TWO:
488 if(sync <= This->vSyncCounter + 1) {
489 retval = GL_EXTCALL(glXWaitVideoSyncSGI(2, This->vSyncCounter & 0x1, &This->vSyncCounter));
490 } else {
491 This->vSyncCounter = sync;
492 }
493 break;
494 case WINED3DPRESENT_INTERVAL_THREE:
495 if(sync <= This->vSyncCounter + 2) {
496 retval = GL_EXTCALL(glXWaitVideoSyncSGI(3, This->vSyncCounter % 0x3, &This->vSyncCounter));
497 } else {
498 This->vSyncCounter = sync;
499 }
500 break;
501 case WINED3DPRESENT_INTERVAL_FOUR:
502 if(sync <= This->vSyncCounter + 3) {
503 retval = GL_EXTCALL(glXWaitVideoSyncSGI(4, This->vSyncCounter & 0x3, &This->vSyncCounter));
504 } else {
505 This->vSyncCounter = sync;
506 }
507 break;
508 default:
509 FIXME("Unknown presentation interval %08x\n", This->presentParms.PresentationInterval);
510 }
511 }
512
513 context_release(context);
514
515 TRACE("returning\n");
516 return WINED3D_OK;
517 }
518
519 static HRESULT WINAPI IWineD3DSwapChainImpl_SetDestWindowOverride(IWineD3DSwapChain *iface, HWND window) {
520 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
521 WINED3DLOCKED_RECT r;
522 BYTE *mem;
523
524 if(window == This->win_handle) return WINED3D_OK;
525
526 TRACE("Performing dest override of swapchain %p from window %p to %p\n", This, This->win_handle, window);
527 if (This->context[0] == This->device->contexts[0])
528 {
529 /* The primary context 'owns' all the opengl resources. Destroying and recreating that context requires downloading
530 * all opengl resources, deleting the gl resources, destroying all other contexts, then recreating all other contexts
531 * and reload the resources
532 */
533 delete_opengl_contexts((IWineD3DDevice *)This->device, iface);
534 This->win_handle = window;
535 create_primary_opengl_context((IWineD3DDevice *)This->device, iface);
536 }
537 else
538 {
539 This->win_handle = window;
540
541 /* The old back buffer has to be copied over to the new back buffer. A lockrect - switchcontext - unlockrect
542 * would suffice in theory, but it is rather nasty and may cause troubles with future changes of the locking code
543 * So lock read only, copy the surface out, then lock with the discard flag and write back
544 */
545 IWineD3DSurface_LockRect(This->backBuffer[0], &r, NULL, WINED3DLOCK_READONLY);
546 mem = HeapAlloc(GetProcessHeap(), 0, r.Pitch * ((IWineD3DSurfaceImpl *) This->backBuffer[0])->currentDesc.Height);
547 memcpy(mem, r.pBits, r.Pitch * ((IWineD3DSurfaceImpl *) This->backBuffer[0])->currentDesc.Height);
548 IWineD3DSurface_UnlockRect(This->backBuffer[0]);
549
550 context_destroy(This->device, This->context[0]);
551 This->context[0] = context_create(This->device, (IWineD3DSurfaceImpl *)This->frontBuffer,
552 This->win_handle, FALSE /* pbuffer */, &This->presentParms);
553 context_release(This->context[0]);
554
555 IWineD3DSurface_LockRect(This->backBuffer[0], &r, NULL, WINED3DLOCK_DISCARD);
556 memcpy(r.pBits, mem, r.Pitch * ((IWineD3DSurfaceImpl *) This->backBuffer[0])->currentDesc.Height);
557 HeapFree(GetProcessHeap(), 0, mem);
558 IWineD3DSurface_UnlockRect(This->backBuffer[0]);
559 }
560 return WINED3D_OK;
561 }
562
563 static const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl =
564 {
565 /* IUnknown */
566 IWineD3DBaseSwapChainImpl_QueryInterface,
567 IWineD3DBaseSwapChainImpl_AddRef,
568 IWineD3DBaseSwapChainImpl_Release,
569 /* IWineD3DSwapChain */
570 IWineD3DBaseSwapChainImpl_GetParent,
571 IWineD3DSwapChainImpl_Destroy,
572 IWineD3DBaseSwapChainImpl_GetDevice,
573 IWineD3DSwapChainImpl_Present,
574 IWineD3DSwapChainImpl_SetDestWindowOverride,
575 IWineD3DBaseSwapChainImpl_GetFrontBufferData,
576 IWineD3DBaseSwapChainImpl_GetBackBuffer,
577 IWineD3DBaseSwapChainImpl_GetRasterStatus,
578 IWineD3DBaseSwapChainImpl_GetDisplayMode,
579 IWineD3DBaseSwapChainImpl_GetPresentParameters,
580 IWineD3DBaseSwapChainImpl_SetGammaRamp,
581 IWineD3DBaseSwapChainImpl_GetGammaRamp
582 };
583
584 static LONG fullscreen_style(LONG style)
585 {
586 /* Make sure the window is managed, otherwise we won't get keyboard input. */
587 style |= WS_POPUP | WS_SYSMENU;
588 style &= ~(WS_CAPTION | WS_THICKFRAME);
589
590 return style;
591 }
592
593 static LONG fullscreen_exstyle(LONG exstyle)
594 {
595 /* Filter out window decorations. */
596 exstyle &= ~(WS_EX_WINDOWEDGE | WS_EX_CLIENTEDGE);
597
598 return exstyle;
599 }
600
601 void swapchain_setup_fullscreen_window(IWineD3DSwapChainImpl *swapchain, UINT w, UINT h)
602 {
603 IWineD3DDeviceImpl *device = swapchain->device;
604 HWND window = swapchain->win_handle;
605 BOOL filter_messages;
606 LONG style, exstyle;
607
608 TRACE("Setting up window %p for fullscreen mode.\n", window);
609
610 if (device->style || device->exStyle)
611 {
612 ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
613 window, device->style, device->exStyle);
614 }
615
616 device->style = GetWindowLongW(window, GWL_STYLE);
617 device->exStyle = GetWindowLongW(window, GWL_EXSTYLE);
618
619 style = fullscreen_style(device->style);
620 exstyle = fullscreen_exstyle(device->exStyle);
621
622 TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
623 device->style, device->exStyle, style, exstyle);
624
625 filter_messages = device->filter_messages;
626 device->filter_messages = TRUE;
627
628 SetWindowLongW(window, GWL_STYLE, style);
629 SetWindowLongW(window, GWL_EXSTYLE, exstyle);
630 SetWindowPos(window, HWND_TOP, 0, 0, w, h, SWP_FRAMECHANGED | SWP_SHOWWINDOW | SWP_NOACTIVATE);
631
632 device->filter_messages = filter_messages;
633 }
634
635 void swapchain_restore_fullscreen_window(IWineD3DSwapChainImpl *swapchain)
636 {
637 IWineD3DDeviceImpl *device = swapchain->device;
638 HWND window = swapchain->win_handle;
639 BOOL filter_messages;
640 LONG style, exstyle;
641
642 if (!device->style && !device->exStyle) return;
643
644 TRACE("Restoring window style of window %p to %08x, %08x.\n",
645 window, device->style, device->exStyle);
646
647 style = GetWindowLongW(window, GWL_STYLE);
648 exstyle = GetWindowLongW(window, GWL_EXSTYLE);
649
650 filter_messages = device->filter_messages;
651 device->filter_messages = TRUE;
652
653 /* Only restore the style if the application didn't modify it during the
654 * fullscreen phase. Some applications change it before calling Reset()
655 * when switching between windowed and fullscreen modes (HL2), some
656 * depend on the original style (Eve Online). */
657 if (style == fullscreen_style(device->style) && exstyle == fullscreen_exstyle(device->exStyle))
658 {
659 SetWindowLongW(window, GWL_STYLE, device->style);
660 SetWindowLongW(window, GWL_EXSTYLE, device->exStyle);
661 }
662 SetWindowPos(window, 0, 0, 0, 0, 0, SWP_FRAMECHANGED | SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER);
663
664 device->filter_messages = filter_messages;
665
666 /* Delete the old values. */
667 device->style = 0;
668 device->exStyle = 0;
669 }
670
671
672 HRESULT swapchain_init(IWineD3DSwapChainImpl *swapchain, WINED3DSURFTYPE surface_type,
673 IWineD3DDeviceImpl *device, WINED3DPRESENT_PARAMETERS *present_parameters, IUnknown *parent)
674 {
675 const struct wined3d_adapter *adapter = device->adapter;
676 const struct GlPixelFormatDesc *format_desc;
677 BOOL displaymode_set = FALSE;
678 WINED3DDISPLAYMODE mode;
679 RECT client_rect;
680 HWND window;
681 HRESULT hr;
682 UINT i;
683
684 if (present_parameters->BackBufferCount > WINED3DPRESENT_BACK_BUFFER_MAX)
685 {
686 FIXME("The application requested %u back buffers, this is not supported.\n",
687 present_parameters->BackBufferCount);
688 return WINED3DERR_INVALIDCALL;
689 }
690
691 if (present_parameters->BackBufferCount > 1)
692 {
693 FIXME("The application requested more than one back buffer, this is not properly supported.\n"
694 "Please configure the application to use double buffering (1 back buffer) if possible.\n");
695 }
696
697 switch (surface_type)
698 {
699 case SURFACE_GDI:
700 swapchain->lpVtbl = &IWineGDISwapChain_Vtbl;
701 break;
702
703 case SURFACE_OPENGL:
704 swapchain->lpVtbl = &IWineD3DSwapChain_Vtbl;
705 break;
706
707 case SURFACE_UNKNOWN:
708 FIXME("Caller tried to create a SURFACE_UNKNOWN swapchain.\n");
709 return WINED3DERR_INVALIDCALL;
710 }
711
712 window = present_parameters->hDeviceWindow ? present_parameters->hDeviceWindow : device->createParms.hFocusWindow;
713
714 swapchain->device = device;
715 swapchain->parent = parent;
716 swapchain->ref = 1;
717 swapchain->win_handle = window;
718
719 if (!present_parameters->Windowed && window)
720 {
721 swapchain_setup_fullscreen_window(swapchain, present_parameters->BackBufferWidth,
722 present_parameters->BackBufferHeight);
723 }
724
725 IWineD3D_GetAdapterDisplayMode(device->wined3d, adapter->ordinal, &mode);
726 swapchain->orig_width = mode.Width;
727 swapchain->orig_height = mode.Height;
728 swapchain->orig_fmt = mode.Format;
729 format_desc = getFormatDescEntry(mode.Format, &adapter->gl_info);
730
731 GetClientRect(window, &client_rect);
732 if (present_parameters->Windowed
733 && (!present_parameters->BackBufferWidth || !present_parameters->BackBufferHeight
734 || present_parameters->BackBufferFormat == WINED3DFMT_UNKNOWN))
735 {
736
737 if (!present_parameters->BackBufferWidth)
738 {
739 present_parameters->BackBufferWidth = client_rect.right;
740 TRACE("Updating width to %u.\n", present_parameters->BackBufferWidth);
741 }
742
743 if (!present_parameters->BackBufferHeight)
744 {
745 present_parameters->BackBufferHeight = client_rect.bottom;
746 TRACE("Updating height to %u.\n", present_parameters->BackBufferHeight);
747 }
748
749 if (present_parameters->BackBufferFormat == WINED3DFMT_UNKNOWN)
750 {
751 present_parameters->BackBufferFormat = swapchain->orig_fmt;
752 TRACE("Updating format to %s.\n", debug_d3dformat(swapchain->orig_fmt));
753 }
754 }
755 swapchain->presentParms = *present_parameters;
756
757 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO
758 && present_parameters->BackBufferCount
759 && (present_parameters->BackBufferWidth != client_rect.right
760 || present_parameters->BackBufferHeight != client_rect.bottom))
761 {
762 TRACE("Rendering to FBO. Backbuffer %ux%u, window %ux%u.\n",
763 present_parameters->BackBufferWidth,
764 present_parameters->BackBufferHeight,
765 client_rect.right, client_rect.bottom);
766 swapchain->render_to_fbo = TRUE;
767 }
768
769 TRACE("Creating front buffer.\n");
770 hr = IWineD3DDeviceParent_CreateRenderTarget(device->device_parent, parent,
771 swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
772 swapchain->presentParms.BackBufferFormat, swapchain->presentParms.MultiSampleType,
773 swapchain->presentParms.MultiSampleQuality, TRUE /* Lockable */, &swapchain->frontBuffer);
774 if (FAILED(hr))
775 {
776 WARN("Failed to create front buffer, hr %#x.\n", hr);
777 goto err;
778 }
779
780 IWineD3DSurface_SetContainer(swapchain->frontBuffer, (IWineD3DBase *)swapchain);
781 ((IWineD3DSurfaceImpl *)swapchain->frontBuffer)->Flags |= SFLAG_SWAPCHAIN;
782 if (surface_type == SURFACE_OPENGL)
783 {
784 IWineD3DSurface_ModifyLocation(swapchain->frontBuffer, SFLAG_INDRAWABLE, TRUE);
785 }
786
787 /* MSDN says we're only allowed a single fullscreen swapchain per device,
788 * so we should really check to see if there is a fullscreen swapchain
789 * already. Does a single head count as full screen? */
790
791 if (!present_parameters->Windowed)
792 {
793 WINED3DDISPLAYMODE mode;
794
795 /* Change the display settings */
796 mode.Width = present_parameters->BackBufferWidth;
797 mode.Height = present_parameters->BackBufferHeight;
798 mode.Format = present_parameters->BackBufferFormat;
799 mode.RefreshRate = present_parameters->FullScreen_RefreshRateInHz;
800
801 hr = IWineD3DDevice_SetDisplayMode((IWineD3DDevice *)device, 0, &mode);
802 if (FAILED(hr))
803 {
804 WARN("Failed to set display mode, hr %#x.\n", hr);
805 goto err;
806 }
807 displaymode_set = TRUE;
808 }
809
810 swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(swapchain->context));
811 if (!swapchain->context)
812 {
813 ERR("Failed to create the context array.\n");
814 hr = E_OUTOFMEMORY;
815 goto err;
816 }
817 swapchain->num_contexts = 1;
818
819 if (surface_type == SURFACE_OPENGL)
820 {
821 swapchain->context[0] = context_create(device, (IWineD3DSurfaceImpl *)swapchain->frontBuffer,
822 window, FALSE /* pbuffer */, present_parameters);
823 if (!swapchain->context[0])
824 {
825 WARN("Failed to create context.\n");
826 hr = WINED3DERR_NOTAVAILABLE;
827 goto err;
828 }
829 context_release(swapchain->context[0]);
830 }
831 else
832 {
833 swapchain->context[0] = NULL;
834 }
835
836 if (swapchain->presentParms.BackBufferCount > 0)
837 {
838 swapchain->backBuffer = HeapAlloc(GetProcessHeap(), 0,
839 sizeof(*swapchain->backBuffer) * swapchain->presentParms.BackBufferCount);
840 if (!swapchain->backBuffer)
841 {
842 ERR("Failed to allocate backbuffer array memory.\n");
843 hr = E_OUTOFMEMORY;
844 goto err;
845 }
846
847 for (i = 0; i < swapchain->presentParms.BackBufferCount; ++i)
848 {
849 TRACE("Creating back buffer %u.\n", i);
850 hr = IWineD3DDeviceParent_CreateRenderTarget(device->device_parent, parent,
851 swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
852 swapchain->presentParms.BackBufferFormat, swapchain->presentParms.MultiSampleType,
853 swapchain->presentParms.MultiSampleQuality, TRUE /* Lockable */, &swapchain->backBuffer[i]);
854 if (FAILED(hr))
855 {
856 WARN("Failed to create back buffer %u, hr %#x.\n", i, hr);
857 goto err;
858 }
859
860 IWineD3DSurface_SetContainer(swapchain->backBuffer[i], (IWineD3DBase *)swapchain);
861 ((IWineD3DSurfaceImpl *)swapchain->backBuffer[i])->Flags |= SFLAG_SWAPCHAIN;
862 }
863 }
864
865 /* Swapchains share the depth/stencil buffer, so only create a single depthstencil surface. */
866 if (present_parameters->EnableAutoDepthStencil && surface_type == SURFACE_OPENGL)
867 {
868 TRACE("Creating depth/stencil buffer.\n");
869 if (!device->auto_depth_stencil_buffer)
870 {
871 hr = IWineD3DDeviceParent_CreateDepthStencilSurface(device->device_parent, parent,
872 swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
873 swapchain->presentParms.AutoDepthStencilFormat, swapchain->presentParms.MultiSampleType,
874 swapchain->presentParms.MultiSampleQuality, FALSE /* FIXME: Discard */,
875 &device->auto_depth_stencil_buffer);
876 if (FAILED(hr))
877 {
878 WARN("Failed to create the auto depth stencil, hr %#x.\n", hr);
879 goto err;
880 }
881
882 IWineD3DSurface_SetContainer(device->auto_depth_stencil_buffer, NULL);
883 }
884 }
885
886 IWineD3DSwapChain_GetGammaRamp((IWineD3DSwapChain *)swapchain, &swapchain->orig_gamma);
887
888 return WINED3D_OK;
889
890 err:
891 if (displaymode_set)
892 {
893 DEVMODEW devmode;
894
895 ClipCursor(NULL);
896
897 /* Change the display settings */
898 memset(&devmode, 0, sizeof(devmode));
899 devmode.dmSize = sizeof(devmode);
900 devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
901 devmode.dmBitsPerPel = format_desc->byte_count * 8;
902 devmode.dmPelsWidth = swapchain->orig_width;
903 devmode.dmPelsHeight = swapchain->orig_height;
904 ChangeDisplaySettingsExW(adapter->DeviceName, &devmode, NULL, CDS_FULLSCREEN, NULL);
905 }
906
907 if (swapchain->backBuffer)
908 {
909 for (i = 0; i < swapchain->presentParms.BackBufferCount; ++i)
910 {
911 if (swapchain->backBuffer[i]) IWineD3DSurface_Release(swapchain->backBuffer[i]);
912 }
913 HeapFree(GetProcessHeap(), 0, swapchain->backBuffer);
914 }
915
916 if (swapchain->context && swapchain->context[0])
917 {
918 context_release(swapchain->context[0]);
919 context_destroy(device, swapchain->context[0]);
920 }
921
922 if (swapchain->frontBuffer) IWineD3DSurface_Release(swapchain->frontBuffer);
923
924 return hr;
925 }
926
927 struct wined3d_context *swapchain_create_context_for_thread(IWineD3DSwapChain *iface)
928 {
929 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *) iface;
930 struct wined3d_context **newArray;
931 struct wined3d_context *ctx;
932
933 TRACE("Creating a new context for swapchain %p, thread %d\n", This, GetCurrentThreadId());
934
935 ctx = context_create(This->device, (IWineD3DSurfaceImpl *)This->frontBuffer,
936 This->context[0]->win_handle, FALSE /* pbuffer */, &This->presentParms);
937 if (!ctx)
938 {
939 ERR("Failed to create a new context for the swapchain\n");
940 return NULL;
941 }
942 context_release(ctx);
943
944 newArray = HeapAlloc(GetProcessHeap(), 0, sizeof(*newArray) * This->num_contexts + 1);
945 if(!newArray) {
946 ERR("Out of memory when trying to allocate a new context array\n");
947 context_destroy(This->device, ctx);
948 return NULL;
949 }
950 memcpy(newArray, This->context, sizeof(*newArray) * This->num_contexts);
951 HeapFree(GetProcessHeap(), 0, This->context);
952 newArray[This->num_contexts] = ctx;
953 This->context = newArray;
954 This->num_contexts++;
955
956 TRACE("Returning context %p\n", ctx);
957 return ctx;
958 }
959
960 void get_drawable_size_swapchain(struct wined3d_context *context, UINT *width, UINT *height)
961 {
962 IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)context->current_rt;
963 /* The drawable size of an onscreen drawable is the surface size.
964 * (Actually: The window size, but the surface is created in window size) */
965 *width = surface->currentDesc.Width;
966 *height = surface->currentDesc.Height;
967 }