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 /*IWineD3DSwapChain parts follow: */
37 static void WINAPI
IWineD3DSwapChainImpl_Destroy(IWineD3DSwapChain
*iface
)
39 IWineD3DSwapChainImpl
*This
= (IWineD3DSwapChainImpl
*)iface
;
40 WINED3DDISPLAYMODE mode
;
43 TRACE("Destroying swapchain %p\n", iface
);
45 IWineD3DSwapChain_SetGammaRamp(iface
, 0, &This
->orig_gamma
);
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
)
51 IWineD3DSurface_SetContainer((IWineD3DSurface
*)This
->front_buffer
, NULL
);
52 if (IWineD3DSurface_Release((IWineD3DSurface
*)This
->front_buffer
))
54 WARN("(%p) Something's still holding the front buffer (%p).\n",
55 This
, This
->front_buffer
);
57 This
->front_buffer
= NULL
;
60 if (This
->back_buffers
)
62 UINT i
= This
->presentParms
.BackBufferCount
;
66 IWineD3DSurface_SetContainer((IWineD3DSurface
*)This
->back_buffers
[i
], 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
]);
71 HeapFree(GetProcessHeap(), 0, This
->back_buffers
);
72 This
->back_buffers
= NULL
;
75 for (i
= 0; i
< This
->num_contexts
; ++i
)
77 context_destroy(This
->device
, This
->context
[i
]);
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
84 if(This
->presentParms
.Windowed
== FALSE
&& This
->presentParms
.AutoRestoreDisplayMode
) {
85 mode
.Width
= This
->orig_width
;
86 mode
.Height
= This
->orig_height
;
88 mode
.Format
= This
->orig_fmt
;
89 IWineD3DDevice_SetDisplayMode((IWineD3DDevice
*)This
->device
, 0, &mode
);
92 HeapFree(GetProcessHeap(), 0, This
->context
);
93 HeapFree(GetProcessHeap(), 0, This
);
96 /* A GL context is provided by the caller */
97 static void swapchain_blit(IWineD3DSwapChainImpl
*This
, struct wined3d_context
*context
,
98 const RECT
*src_rect
, const RECT
*dst_rect
)
100 IWineD3DDeviceImpl
*device
= This
->device
;
101 IWineD3DSurfaceImpl
*backbuffer
= This
->back_buffers
[0];
102 UINT src_w
= src_rect
->right
- src_rect
->left
;
103 UINT src_h
= src_rect
->bottom
- src_rect
->top
;
105 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
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
));
112 if (src_w
== dst_rect
->right
- dst_rect
->left
&& src_h
== dst_rect
->bottom
- dst_rect
->top
)
113 gl_filter
= GL_NEAREST
;
115 gl_filter
= GL_LINEAR
;
117 GetClientRect(This
->win_handle
, &win_rect
);
118 win_h
= win_rect
.bottom
- win_rect
.top
;
120 if (gl_info
->fbo_ops
.glBlitFramebuffer
&& is_identity_fixup(backbuffer
->resource
.format_desc
->color_fixup
))
123 context_apply_fbo_state_blit(context
, GL_READ_FRAMEBUFFER
, backbuffer
, NULL
);
124 glReadBuffer(GL_COLOR_ATTACHMENT0
);
126 context_bind_fbo(context
, GL_DRAW_FRAMEBUFFER
, NULL
);
127 context_set_draw_buffer(context
, GL_BACK
);
129 glDisable(GL_SCISSOR_TEST
);
130 IWineD3DDeviceImpl_MarkStateDirty(This
->device
, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE
));
132 /* Note that the texture is upside down */
133 gl_info
->fbo_ops
.glBlitFramebuffer(src_rect
->left
, src_rect
->top
, src_rect
->right
, src_rect
->bottom
,
134 dst_rect
->left
, win_h
- dst_rect
->top
, dst_rect
->right
, win_h
- dst_rect
->bottom
,
135 GL_COLOR_BUFFER_BIT
, gl_filter
);
136 checkGLcall("Swapchain present blit(EXT_framebuffer_blit)\n");
141 struct wined3d_context
*context2
;
142 float tex_left
= src_rect
->left
;
143 float tex_top
= src_rect
->top
;
144 float tex_right
= src_rect
->right
;
145 float tex_bottom
= src_rect
->bottom
;
147 context2
= context_acquire(This
->device
, This
->back_buffers
[0]);
148 context_apply_blit_state(context2
, device
);
150 if(backbuffer
->Flags
& SFLAG_NORMCOORD
)
158 if (is_complex_fixup(backbuffer
->resource
.format_desc
->color_fixup
))
159 gl_filter
= GL_NEAREST
;
162 context_bind_fbo(context2
, GL_DRAW_FRAMEBUFFER
, NULL
);
164 /* Set up the texture. The surface is not in a IWineD3D*Texture container,
165 * so there are no d3d texture settings to dirtify
167 device
->blitter
->set_shader((IWineD3DDevice
*) device
, backbuffer
);
168 glTexParameteri(backbuffer
->texture_target
, GL_TEXTURE_MIN_FILTER
, gl_filter
);
169 glTexParameteri(backbuffer
->texture_target
, GL_TEXTURE_MAG_FILTER
, gl_filter
);
171 context_set_draw_buffer(context
, GL_BACK
);
173 /* Set the viewport to the destination rectandle, disable any projection
174 * transformation set up by context_apply_blit_state(), and draw a
175 * (-1,-1)-(1,1) quad.
177 * Back up viewport and matrix to avoid breaking last_was_blit
179 * Note that context_apply_blit_state() set up viewport and ortho to
180 * match the surface size - we want the GL drawable(=window) size. */
181 glPushAttrib(GL_VIEWPORT_BIT
);
182 glViewport(dst_rect
->left
, win_h
- dst_rect
->bottom
, dst_rect
->right
, win_h
- dst_rect
->top
);
183 glMatrixMode(GL_PROJECTION
);
189 glTexCoord2f(tex_left
, tex_bottom
);
193 glTexCoord2f(tex_left
, tex_top
);
197 glTexCoord2f(tex_right
, tex_top
);
201 glTexCoord2f(tex_right
, tex_bottom
);
208 device
->blitter
->unset_shader((IWineD3DDevice
*) device
);
209 checkGLcall("Swapchain present blit(manual)\n");
212 context_release(context2
);
216 static HRESULT WINAPI
IWineD3DSwapChainImpl_Present(IWineD3DSwapChain
*iface
, CONST RECT
*pSourceRect
, CONST RECT
*pDestRect
, HWND hDestWindowOverride
, CONST RGNDATA
*pDirtyRegion
, DWORD dwFlags
) {
217 IWineD3DSwapChainImpl
*This
= (IWineD3DSwapChainImpl
*)iface
;
218 const struct wined3d_gl_info
*gl_info
;
219 struct wined3d_context
*context
;
220 RECT src_rect
, dst_rect
;
225 IWineD3DSwapChain_SetDestWindowOverride(iface
, hDestWindowOverride
);
227 context
= context_acquire(This
->device
, This
->back_buffers
[0]);
230 context_release(context
);
231 WARN("Invalid context, skipping present.\n");
235 gl_info
= context
->gl_info
;
237 /* Render the cursor onto the back buffer, using our nifty directdraw blitting code :-) */
238 if (This
->device
->bCursorVisible
&& This
->device
->cursorTexture
)
240 IWineD3DSurfaceImpl cursor
;
243 This
->device
->xScreenSpace
- This
->device
->xHotSpot
,
244 This
->device
->yScreenSpace
- This
->device
->yHotSpot
,
245 This
->device
->xScreenSpace
+ This
->device
->cursorWidth
- This
->device
->xHotSpot
,
246 This
->device
->yScreenSpace
+ This
->device
->cursorHeight
- This
->device
->yHotSpot
,
248 TRACE("Rendering the cursor. Creating fake surface at %p\n", &cursor
);
249 /* Build a fake surface to call the Blitting code. It is not possible to use the interface passed by
250 * the application because we are only supposed to copy the information out. Using a fake surface
251 * allows to use the Blitting engine and avoid copying the whole texture -> render target blitting code.
253 memset(&cursor
, 0, sizeof(cursor
));
254 cursor
.lpVtbl
= &IWineD3DSurface_Vtbl
;
255 cursor
.resource
.ref
= 1;
256 cursor
.resource
.device
= This
->device
;
257 cursor
.resource
.pool
= WINED3DPOOL_SCRATCH
;
258 cursor
.resource
.format_desc
= getFormatDescEntry(WINED3DFMT_B8G8R8A8_UNORM
, gl_info
);
259 cursor
.resource
.resourceType
= WINED3DRTYPE_SURFACE
;
260 cursor
.texture_name
= This
->device
->cursorTexture
;
261 cursor
.texture_target
= GL_TEXTURE_2D
;
262 cursor
.texture_level
= 0;
263 cursor
.currentDesc
.Width
= This
->device
->cursorWidth
;
264 cursor
.currentDesc
.Height
= This
->device
->cursorHeight
;
265 /* The cursor must have pow2 sizes */
266 cursor
.pow2Width
= cursor
.currentDesc
.Width
;
267 cursor
.pow2Height
= cursor
.currentDesc
.Height
;
268 /* The surface is in the texture */
269 cursor
.Flags
|= SFLAG_INTEXTURE
;
270 /* DDBLT_KEYSRC will cause BltOverride to enable the alpha test with GL_NOTEQUAL, 0.0,
271 * which is exactly what we want :-)
273 if (This
->presentParms
.Windowed
) {
274 MapWindowPoints(NULL
, This
->win_handle
, (LPPOINT
)&destRect
, 2);
276 IWineD3DSurface_Blt((IWineD3DSurface
*)This
->back_buffers
[0], &destRect
, (IWineD3DSurface
*)&cursor
,
277 NULL
, WINEDDBLT_KEYSRC
, NULL
, WINED3DTEXF_POINT
);
280 if (This
->device
->logo_surface
)
282 /* Blit the logo into the upper left corner of the drawable. */
283 IWineD3DSurface_BltFast((IWineD3DSurface
*)This
->back_buffers
[0], 0, 0,
284 This
->device
->logo_surface
, NULL
, WINEDDBLTFAST_SRCCOLORKEY
);
287 TRACE("Presenting HDC %p.\n", context
->hdc
);
289 render_to_fbo
= This
->render_to_fbo
;
293 src_rect
= *pSourceRect
;
294 if (!render_to_fbo
&& (src_rect
.left
|| src_rect
.top
295 || src_rect
.right
!= This
->presentParms
.BackBufferWidth
296 || src_rect
.bottom
!= This
->presentParms
.BackBufferHeight
))
298 render_to_fbo
= TRUE
;
305 src_rect
.right
= This
->presentParms
.BackBufferWidth
;
306 src_rect
.bottom
= This
->presentParms
.BackBufferHeight
;
309 if (pDestRect
) dst_rect
= *pDestRect
;
310 else GetClientRect(This
->win_handle
, &dst_rect
);
312 if (!render_to_fbo
&& (dst_rect
.left
|| dst_rect
.top
313 || dst_rect
.right
!= This
->presentParms
.BackBufferWidth
314 || dst_rect
.bottom
!= This
->presentParms
.BackBufferHeight
))
316 render_to_fbo
= TRUE
;
319 /* Rendering to a window of different size, presenting partial rectangles,
320 * or rendering to a different window needs help from FBO_blit or a textured
321 * draw. Render the swapchain to a FBO in the future.
323 * Note that FBO_blit from the backbuffer to the frontbuffer cannot solve
324 * all these issues - this fails if the window is smaller than the backbuffer.
326 if (!This
->render_to_fbo
&& render_to_fbo
&& wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
328 IWineD3DSurface_LoadLocation((IWineD3DSurface
*)This
->back_buffers
[0], SFLAG_INTEXTURE
, NULL
);
329 IWineD3DSurface_ModifyLocation((IWineD3DSurface
*)This
->back_buffers
[0], SFLAG_INDRAWABLE
, FALSE
);
330 This
->render_to_fbo
= TRUE
;
332 /* Force the context manager to update the render target configuration next draw. */
333 context
->current_rt
= NULL
;
336 if(This
->render_to_fbo
)
338 /* This codepath should only be hit with the COPY swapeffect. Otherwise a backbuffer-
339 * window size mismatch is impossible(fullscreen) and src and dst rectangles are
340 * not allowed(they need the COPY swapeffect)
342 * The DISCARD swap effect is ok as well since any backbuffer content is allowed after
345 if(This
->presentParms
.SwapEffect
== WINED3DSWAPEFFECT_FLIP
)
347 FIXME("Render-to-fbo with WINED3DSWAPEFFECT_FLIP\n");
350 swapchain_blit(This
, context
, &src_rect
, &dst_rect
);
353 if (This
->num_contexts
> 1) wglFinish();
354 SwapBuffers(context
->hdc
); /* TODO: cycle through the swapchain buffers */
356 TRACE("SwapBuffers called, Starting new frame\n");
360 DWORD time
= GetTickCount();
362 /* every 1.5 seconds */
363 if (time
- This
->prev_time
> 1500) {
364 TRACE_(fps
)("%p @ approx %.2ffps\n", This
, 1000.0*This
->frames
/(time
- This
->prev_time
));
365 This
->prev_time
= time
;
370 #if defined(FRAME_DEBUGGING)
372 if (GetFileAttributesA("C:\\D3DTRACE") != INVALID_FILE_ATTRIBUTES
) {
375 FIXME("Enabling D3D Trace\n");
376 __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE
, __wine_dbch_d3d
, 1);
377 #if defined(SHOW_FRAME_MAKEUP)
378 FIXME("Singe Frame snapshots Starting\n");
379 isDumpingFrames
= TRUE
;
381 glClear(GL_COLOR_BUFFER_BIT
);
385 #if defined(SINGLE_FRAME_DEBUGGING)
387 #if defined(SHOW_FRAME_MAKEUP)
388 FIXME("Singe Frame snapshots Finishing\n");
389 isDumpingFrames
= FALSE
;
391 FIXME("Singe Frame trace complete\n");
392 DeleteFileA("C:\\D3DTRACE");
393 __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE
, __wine_dbch_d3d
, 0);
399 #if defined(SHOW_FRAME_MAKEUP)
400 FIXME("Single Frame snapshots Finishing\n");
401 isDumpingFrames
= FALSE
;
403 FIXME("Disabling D3D Trace\n");
404 __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE
, __wine_dbch_d3d
, 0);
410 /* This is disabled, but the code left in for debug purposes.
412 * Since we're allowed to modify the new back buffer on a D3DSWAPEFFECT_DISCARD flip,
413 * we can clear it with some ugly color to make bad drawing visible and ease debugging.
414 * The Debug runtime does the same on Windows. However, a few games do not redraw the
415 * screen properly, like Max Payne 2, which leaves a few pixels undefined.
417 * Tests show that the content of the back buffer after a discard flip is indeed not
418 * reliable, so no game can depend on the exact content. However, it resembles the
419 * old contents in some way, for example by showing fragments at other locations. In
420 * general, the color theme is still intact. So Max payne, which draws rather dark scenes
421 * gets a dark background image. If we clear it with a bright ugly color, the game's
422 * bug shows up much more than it does on Windows, and the players see single pixels
424 * (The Max Payne bug has been confirmed on Windows with the debug runtime)
426 if (FALSE
&& This
->presentParms
.SwapEffect
== WINED3DSWAPEFFECT_DISCARD
) {
427 TRACE("Clearing the color buffer with cyan color\n");
429 IWineD3DDevice_Clear((IWineD3DDevice
*)This
->device
, 0, NULL
,
430 WINED3DCLEAR_TARGET
, 0xff00ffff, 1.0f
, 0);
433 if (!This
->render_to_fbo
&& ((This
->front_buffer
->Flags
& SFLAG_INSYSMEM
)
434 || (This
->back_buffers
[0]->Flags
& SFLAG_INSYSMEM
)))
436 /* Both memory copies of the surfaces are ok, flip them around too instead of dirtifying
437 * Doesn't work with render_to_fbo because we're not flipping
439 IWineD3DSurfaceImpl
*front
= This
->front_buffer
;
440 IWineD3DSurfaceImpl
*back
= This
->back_buffers
[0];
442 if(front
->resource
.size
== back
->resource
.size
) {
444 flip_surface(front
, back
);
446 /* Tell the front buffer surface that is has been modified. However,
447 * the other locations were preserved during that, so keep the flags.
448 * This serves to update the emulated overlay, if any
450 fbflags
= front
->Flags
;
451 IWineD3DSurface_ModifyLocation((IWineD3DSurface
*)front
, SFLAG_INDRAWABLE
, TRUE
);
452 front
->Flags
= fbflags
;
454 IWineD3DSurface_ModifyLocation((IWineD3DSurface
*) front
, SFLAG_INDRAWABLE
, TRUE
);
455 IWineD3DSurface_ModifyLocation((IWineD3DSurface
*) back
, SFLAG_INDRAWABLE
, TRUE
);
460 IWineD3DSurface_ModifyLocation((IWineD3DSurface
*)This
->front_buffer
, SFLAG_INDRAWABLE
, TRUE
);
461 /* If the swapeffect is DISCARD, the back buffer is undefined. That means the SYSMEM
462 * and INTEXTURE copies can keep their old content if they have any defined content.
463 * If the swapeffect is COPY, the content remains the same. If it is FLIP however,
464 * the texture / sysmem copy needs to be reloaded from the drawable
466 if (This
->presentParms
.SwapEffect
== WINED3DSWAPEFFECT_FLIP
)
468 IWineD3DSurface_ModifyLocation((IWineD3DSurface
*)This
->back_buffers
[0], SFLAG_INDRAWABLE
, TRUE
);
472 if (This
->device
->depth_stencil
)
474 if (This
->presentParms
.Flags
& WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
475 || This
->device
->depth_stencil
->Flags
& SFLAG_DISCARD
)
477 surface_modify_ds_location(This
->device
->depth_stencil
, SFLAG_DS_DISCARDED
,
478 This
->device
->depth_stencil
->currentDesc
.Width
,
479 This
->device
->depth_stencil
->currentDesc
.Height
);
480 if (This
->device
->depth_stencil
== This
->device
->onscreen_depth_stencil
)
482 IWineD3DSurface_Release((IWineD3DSurface
*)This
->device
->onscreen_depth_stencil
);
483 This
->device
->onscreen_depth_stencil
= NULL
;
488 if (This
->presentParms
.PresentationInterval
!= WINED3DPRESENT_INTERVAL_IMMEDIATE
489 && gl_info
->supported
[SGI_VIDEO_SYNC
])
491 retval
= GL_EXTCALL(glXGetVideoSyncSGI(&sync
));
493 ERR("glXGetVideoSyncSGI failed(retval = %d\n", retval
);
496 switch(This
->presentParms
.PresentationInterval
) {
497 case WINED3DPRESENT_INTERVAL_DEFAULT
:
498 case WINED3DPRESENT_INTERVAL_ONE
:
499 if(sync
<= This
->vSyncCounter
) {
500 retval
= GL_EXTCALL(glXWaitVideoSyncSGI(1, 0, &This
->vSyncCounter
));
502 This
->vSyncCounter
= sync
;
505 case WINED3DPRESENT_INTERVAL_TWO
:
506 if(sync
<= This
->vSyncCounter
+ 1) {
507 retval
= GL_EXTCALL(glXWaitVideoSyncSGI(2, This
->vSyncCounter
& 0x1, &This
->vSyncCounter
));
509 This
->vSyncCounter
= sync
;
512 case WINED3DPRESENT_INTERVAL_THREE
:
513 if(sync
<= This
->vSyncCounter
+ 2) {
514 retval
= GL_EXTCALL(glXWaitVideoSyncSGI(3, This
->vSyncCounter
% 0x3, &This
->vSyncCounter
));
516 This
->vSyncCounter
= sync
;
519 case WINED3DPRESENT_INTERVAL_FOUR
:
520 if(sync
<= This
->vSyncCounter
+ 3) {
521 retval
= GL_EXTCALL(glXWaitVideoSyncSGI(4, This
->vSyncCounter
& 0x3, &This
->vSyncCounter
));
523 This
->vSyncCounter
= sync
;
527 FIXME("Unknown presentation interval %08x\n", This
->presentParms
.PresentationInterval
);
531 context_release(context
);
533 TRACE("returning\n");
537 static HRESULT WINAPI
IWineD3DSwapChainImpl_SetDestWindowOverride(IWineD3DSwapChain
*iface
, HWND window
)
539 IWineD3DSwapChainImpl
*swapchain
= (IWineD3DSwapChainImpl
*)iface
;
541 if (!window
) window
= swapchain
->device_window
;
542 if (window
== swapchain
->win_handle
) return WINED3D_OK
;
544 TRACE("Setting swapchain %p window from %p to %p\n", swapchain
, swapchain
->win_handle
, window
);
545 swapchain
->win_handle
= window
;
550 static const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl
=
553 IWineD3DBaseSwapChainImpl_QueryInterface
,
554 IWineD3DBaseSwapChainImpl_AddRef
,
555 IWineD3DBaseSwapChainImpl_Release
,
556 /* IWineD3DSwapChain */
557 IWineD3DBaseSwapChainImpl_GetParent
,
558 IWineD3DSwapChainImpl_Destroy
,
559 IWineD3DBaseSwapChainImpl_GetDevice
,
560 IWineD3DSwapChainImpl_Present
,
561 IWineD3DSwapChainImpl_SetDestWindowOverride
,
562 IWineD3DBaseSwapChainImpl_GetFrontBufferData
,
563 IWineD3DBaseSwapChainImpl_GetBackBuffer
,
564 IWineD3DBaseSwapChainImpl_GetRasterStatus
,
565 IWineD3DBaseSwapChainImpl_GetDisplayMode
,
566 IWineD3DBaseSwapChainImpl_GetPresentParameters
,
567 IWineD3DBaseSwapChainImpl_SetGammaRamp
,
568 IWineD3DBaseSwapChainImpl_GetGammaRamp
571 static LONG
fullscreen_style(LONG style
)
573 /* Make sure the window is managed, otherwise we won't get keyboard input. */
574 style
|= WS_POPUP
| WS_SYSMENU
;
575 style
&= ~(WS_CAPTION
| WS_THICKFRAME
);
580 static LONG
fullscreen_exstyle(LONG exstyle
)
582 /* Filter out window decorations. */
583 exstyle
&= ~(WS_EX_WINDOWEDGE
| WS_EX_CLIENTEDGE
);
588 void swapchain_setup_fullscreen_window(IWineD3DSwapChainImpl
*swapchain
, UINT w
, UINT h
)
590 IWineD3DDeviceImpl
*device
= swapchain
->device
;
591 HWND window
= swapchain
->device_window
;
592 BOOL filter_messages
;
595 TRACE("Setting up window %p for fullscreen mode.\n", window
);
597 if (device
->style
|| device
->exStyle
)
599 ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
600 window
, device
->style
, device
->exStyle
);
603 device
->style
= GetWindowLongW(window
, GWL_STYLE
);
604 device
->exStyle
= GetWindowLongW(window
, GWL_EXSTYLE
);
606 style
= fullscreen_style(device
->style
);
607 exstyle
= fullscreen_exstyle(device
->exStyle
);
609 TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
610 device
->style
, device
->exStyle
, style
, exstyle
);
612 filter_messages
= device
->filter_messages
;
613 device
->filter_messages
= TRUE
;
615 SetWindowLongW(window
, GWL_STYLE
, style
);
616 SetWindowLongW(window
, GWL_EXSTYLE
, exstyle
);
617 SetWindowPos(window
, HWND_TOP
, 0, 0, w
, h
, SWP_FRAMECHANGED
| SWP_SHOWWINDOW
| SWP_NOACTIVATE
);
619 device
->filter_messages
= filter_messages
;
622 void swapchain_restore_fullscreen_window(IWineD3DSwapChainImpl
*swapchain
)
624 IWineD3DDeviceImpl
*device
= swapchain
->device
;
625 HWND window
= swapchain
->device_window
;
626 BOOL filter_messages
;
629 if (!device
->style
&& !device
->exStyle
) return;
631 TRACE("Restoring window style of window %p to %08x, %08x.\n",
632 window
, device
->style
, device
->exStyle
);
634 style
= GetWindowLongW(window
, GWL_STYLE
);
635 exstyle
= GetWindowLongW(window
, GWL_EXSTYLE
);
637 filter_messages
= device
->filter_messages
;
638 device
->filter_messages
= TRUE
;
640 /* Only restore the style if the application didn't modify it during the
641 * fullscreen phase. Some applications change it before calling Reset()
642 * when switching between windowed and fullscreen modes (HL2), some
643 * depend on the original style (Eve Online). */
644 if (style
== fullscreen_style(device
->style
) && exstyle
== fullscreen_exstyle(device
->exStyle
))
646 SetWindowLongW(window
, GWL_STYLE
, device
->style
);
647 SetWindowLongW(window
, GWL_EXSTYLE
, device
->exStyle
);
649 SetWindowPos(window
, 0, 0, 0, 0, 0, SWP_FRAMECHANGED
| SWP_NOMOVE
| SWP_NOSIZE
| SWP_NOZORDER
);
651 device
->filter_messages
= filter_messages
;
653 /* Delete the old values. */
659 HRESULT
swapchain_init(IWineD3DSwapChainImpl
*swapchain
, WINED3DSURFTYPE surface_type
,
660 IWineD3DDeviceImpl
*device
, WINED3DPRESENT_PARAMETERS
*present_parameters
, IUnknown
*parent
)
662 const struct wined3d_adapter
*adapter
= device
->adapter
;
663 const struct wined3d_format_desc
*format_desc
;
664 BOOL displaymode_set
= FALSE
;
665 WINED3DDISPLAYMODE mode
;
671 if (present_parameters
->BackBufferCount
> WINED3DPRESENT_BACK_BUFFER_MAX
)
673 FIXME("The application requested %u back buffers, this is not supported.\n",
674 present_parameters
->BackBufferCount
);
675 return WINED3DERR_INVALIDCALL
;
678 if (present_parameters
->BackBufferCount
> 1)
680 FIXME("The application requested more than one back buffer, this is not properly supported.\n"
681 "Please configure the application to use double buffering (1 back buffer) if possible.\n");
684 switch (surface_type
)
687 swapchain
->lpVtbl
= &IWineGDISwapChain_Vtbl
;
691 swapchain
->lpVtbl
= &IWineD3DSwapChain_Vtbl
;
694 case SURFACE_UNKNOWN
:
695 FIXME("Caller tried to create a SURFACE_UNKNOWN swapchain.\n");
696 return WINED3DERR_INVALIDCALL
;
699 window
= present_parameters
->hDeviceWindow
? present_parameters
->hDeviceWindow
: device
->createParms
.hFocusWindow
;
701 swapchain
->device
= device
;
702 swapchain
->parent
= parent
;
704 swapchain
->win_handle
= window
;
705 swapchain
->device_window
= window
;
707 if (!present_parameters
->Windowed
&& window
)
709 swapchain_setup_fullscreen_window(swapchain
, present_parameters
->BackBufferWidth
,
710 present_parameters
->BackBufferHeight
);
713 IWineD3D_GetAdapterDisplayMode(device
->wined3d
, adapter
->ordinal
, &mode
);
714 swapchain
->orig_width
= mode
.Width
;
715 swapchain
->orig_height
= mode
.Height
;
716 swapchain
->orig_fmt
= mode
.Format
;
717 format_desc
= getFormatDescEntry(mode
.Format
, &adapter
->gl_info
);
719 GetClientRect(window
, &client_rect
);
720 if (present_parameters
->Windowed
721 && (!present_parameters
->BackBufferWidth
|| !present_parameters
->BackBufferHeight
722 || present_parameters
->BackBufferFormat
== WINED3DFMT_UNKNOWN
))
725 if (!present_parameters
->BackBufferWidth
)
727 present_parameters
->BackBufferWidth
= client_rect
.right
;
728 TRACE("Updating width to %u.\n", present_parameters
->BackBufferWidth
);
731 if (!present_parameters
->BackBufferHeight
)
733 present_parameters
->BackBufferHeight
= client_rect
.bottom
;
734 TRACE("Updating height to %u.\n", present_parameters
->BackBufferHeight
);
737 if (present_parameters
->BackBufferFormat
== WINED3DFMT_UNKNOWN
)
739 present_parameters
->BackBufferFormat
= swapchain
->orig_fmt
;
740 TRACE("Updating format to %s.\n", debug_d3dformat(swapchain
->orig_fmt
));
743 swapchain
->presentParms
= *present_parameters
;
745 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
746 && present_parameters
->BackBufferCount
747 && (present_parameters
->BackBufferWidth
!= client_rect
.right
748 || present_parameters
->BackBufferHeight
!= client_rect
.bottom
))
750 TRACE("Rendering to FBO. Backbuffer %ux%u, window %ux%u.\n",
751 present_parameters
->BackBufferWidth
,
752 present_parameters
->BackBufferHeight
,
753 client_rect
.right
, client_rect
.bottom
);
754 swapchain
->render_to_fbo
= TRUE
;
757 TRACE("Creating front buffer.\n");
758 hr
= IWineD3DDeviceParent_CreateRenderTarget(device
->device_parent
, parent
,
759 swapchain
->presentParms
.BackBufferWidth
, swapchain
->presentParms
.BackBufferHeight
,
760 swapchain
->presentParms
.BackBufferFormat
, swapchain
->presentParms
.MultiSampleType
,
761 swapchain
->presentParms
.MultiSampleQuality
, TRUE
/* Lockable */,
762 (IWineD3DSurface
**)&swapchain
->front_buffer
);
765 WARN("Failed to create front buffer, hr %#x.\n", hr
);
769 IWineD3DSurface_SetContainer((IWineD3DSurface
*)swapchain
->front_buffer
, (IWineD3DBase
*)swapchain
);
770 swapchain
->front_buffer
->Flags
|= SFLAG_SWAPCHAIN
;
771 if (surface_type
== SURFACE_OPENGL
)
773 IWineD3DSurface_ModifyLocation((IWineD3DSurface
*)swapchain
->front_buffer
, SFLAG_INDRAWABLE
, TRUE
);
776 /* MSDN says we're only allowed a single fullscreen swapchain per device,
777 * so we should really check to see if there is a fullscreen swapchain
778 * already. Does a single head count as full screen? */
780 if (!present_parameters
->Windowed
)
782 WINED3DDISPLAYMODE mode
;
784 /* Change the display settings */
785 mode
.Width
= present_parameters
->BackBufferWidth
;
786 mode
.Height
= present_parameters
->BackBufferHeight
;
787 mode
.Format
= present_parameters
->BackBufferFormat
;
788 mode
.RefreshRate
= present_parameters
->FullScreen_RefreshRateInHz
;
790 hr
= IWineD3DDevice_SetDisplayMode((IWineD3DDevice
*)device
, 0, &mode
);
793 WARN("Failed to set display mode, hr %#x.\n", hr
);
796 displaymode_set
= TRUE
;
799 swapchain
->context
= HeapAlloc(GetProcessHeap(), 0, sizeof(swapchain
->context
));
800 if (!swapchain
->context
)
802 ERR("Failed to create the context array.\n");
806 swapchain
->num_contexts
= 1;
808 if (surface_type
== SURFACE_OPENGL
)
810 WINED3DFORMAT formats
[] =
812 WINED3DFMT_D24_UNORM_S8_UINT
,
813 WINED3DFMT_D32_UNORM
,
814 WINED3DFMT_R24_UNORM_X8_TYPELESS
,
815 WINED3DFMT_D16_UNORM
,
816 WINED3DFMT_S1_UINT_D15_UNORM
819 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
821 /* In WGL both color, depth and stencil are features of a pixel format. In case of D3D they are separate.
822 * You are able to add a depth + stencil surface at a later stage when you need it.
823 * In order to support this properly in WineD3D we need the ability to recreate the opengl context and
824 * drawable when this is required. This is very tricky as we need to reapply ALL opengl states for the new
825 * context, need torecreate shaders, textures and other resources.
827 * The context manager already takes care of the state problem and for the other tasks code from Reset
828 * can be used. These changes are way to risky during the 1.0 code freeze which is taking place right now.
829 * Likely a lot of other new bugs will be exposed. For that reason request a depth stencil surface all the
830 * time. It can cause a slight performance hit but fixes a lot of regressions. A fixme reminds of that this
831 * issue needs to be fixed. */
832 for (i
= 0; i
< (sizeof(formats
) / sizeof(*formats
)); i
++)
834 swapchain
->ds_format
= getFormatDescEntry(formats
[i
], gl_info
);
835 swapchain
->context
[0] = context_create(swapchain
, swapchain
->front_buffer
, swapchain
->ds_format
);
836 if (swapchain
->context
[0]) break;
837 TRACE("Depth stencil format %s is not supported, trying next format\n",
838 debug_d3dformat(formats
[i
]));
841 if (!swapchain
->context
[0])
843 WARN("Failed to create context.\n");
844 hr
= WINED3DERR_NOTAVAILABLE
;
848 if (!present_parameters
->EnableAutoDepthStencil
849 || swapchain
->presentParms
.AutoDepthStencilFormat
!= swapchain
->ds_format
->format
)
851 FIXME("Add OpenGL context recreation support to context_validate_onscreen_formats\n");
853 context_release(swapchain
->context
[0]);
857 swapchain
->context
[0] = NULL
;
860 if (swapchain
->presentParms
.BackBufferCount
> 0)
862 swapchain
->back_buffers
= HeapAlloc(GetProcessHeap(), 0,
863 sizeof(*swapchain
->back_buffers
) * swapchain
->presentParms
.BackBufferCount
);
864 if (!swapchain
->back_buffers
)
866 ERR("Failed to allocate backbuffer array memory.\n");
871 for (i
= 0; i
< swapchain
->presentParms
.BackBufferCount
; ++i
)
873 TRACE("Creating back buffer %u.\n", i
);
874 hr
= IWineD3DDeviceParent_CreateRenderTarget(device
->device_parent
, parent
,
875 swapchain
->presentParms
.BackBufferWidth
, swapchain
->presentParms
.BackBufferHeight
,
876 swapchain
->presentParms
.BackBufferFormat
, swapchain
->presentParms
.MultiSampleType
,
877 swapchain
->presentParms
.MultiSampleQuality
, TRUE
/* Lockable */,
878 (IWineD3DSurface
**)&swapchain
->back_buffers
[i
]);
881 WARN("Failed to create back buffer %u, hr %#x.\n", i
, hr
);
885 IWineD3DSurface_SetContainer((IWineD3DSurface
*)swapchain
->back_buffers
[i
], (IWineD3DBase
*)swapchain
);
886 swapchain
->back_buffers
[i
]->Flags
|= SFLAG_SWAPCHAIN
;
890 /* Swapchains share the depth/stencil buffer, so only create a single depthstencil surface. */
891 if (present_parameters
->EnableAutoDepthStencil
&& surface_type
== SURFACE_OPENGL
)
893 TRACE("Creating depth/stencil buffer.\n");
894 if (!device
->auto_depth_stencil
)
896 hr
= IWineD3DDeviceParent_CreateDepthStencilSurface(device
->device_parent
, parent
,
897 swapchain
->presentParms
.BackBufferWidth
, swapchain
->presentParms
.BackBufferHeight
,
898 swapchain
->presentParms
.AutoDepthStencilFormat
, swapchain
->presentParms
.MultiSampleType
,
899 swapchain
->presentParms
.MultiSampleQuality
, FALSE
/* FIXME: Discard */,
900 (IWineD3DSurface
**)&device
->auto_depth_stencil
);
903 WARN("Failed to create the auto depth stencil, hr %#x.\n", hr
);
907 IWineD3DSurface_SetContainer((IWineD3DSurface
*)device
->auto_depth_stencil
, NULL
);
911 IWineD3DSwapChain_GetGammaRamp((IWineD3DSwapChain
*)swapchain
, &swapchain
->orig_gamma
);
922 /* Change the display settings */
923 memset(&devmode
, 0, sizeof(devmode
));
924 devmode
.dmSize
= sizeof(devmode
);
925 devmode
.dmFields
= DM_BITSPERPEL
| DM_PELSWIDTH
| DM_PELSHEIGHT
;
926 devmode
.dmBitsPerPel
= format_desc
->byte_count
* 8;
927 devmode
.dmPelsWidth
= swapchain
->orig_width
;
928 devmode
.dmPelsHeight
= swapchain
->orig_height
;
929 ChangeDisplaySettingsExW(adapter
->DeviceName
, &devmode
, NULL
, CDS_FULLSCREEN
, NULL
);
932 if (swapchain
->back_buffers
)
934 for (i
= 0; i
< swapchain
->presentParms
.BackBufferCount
; ++i
)
936 if (swapchain
->back_buffers
[i
]) IWineD3DSurface_Release((IWineD3DSurface
*)swapchain
->back_buffers
[i
]);
938 HeapFree(GetProcessHeap(), 0, swapchain
->back_buffers
);
941 if (swapchain
->context
)
943 if (swapchain
->context
[0])
945 context_release(swapchain
->context
[0]);
946 context_destroy(device
, swapchain
->context
[0]);
947 swapchain
->num_contexts
= 0;
949 HeapFree(GetProcessHeap(), 0, swapchain
->context
);
952 if (swapchain
->front_buffer
) IWineD3DSurface_Release((IWineD3DSurface
*)swapchain
->front_buffer
);
957 struct wined3d_context
*swapchain_create_context_for_thread(IWineD3DSwapChain
*iface
)
959 IWineD3DSwapChainImpl
*This
= (IWineD3DSwapChainImpl
*) iface
;
960 struct wined3d_context
**newArray
;
961 struct wined3d_context
*ctx
;
963 TRACE("Creating a new context for swapchain %p, thread %d\n", This
, GetCurrentThreadId());
965 if (!(ctx
= context_create(This
, This
->front_buffer
, This
->ds_format
)))
967 ERR("Failed to create a new context for the swapchain\n");
970 context_release(ctx
);
972 newArray
= HeapAlloc(GetProcessHeap(), 0, sizeof(*newArray
) * This
->num_contexts
+ 1);
974 ERR("Out of memory when trying to allocate a new context array\n");
975 context_destroy(This
->device
, ctx
);
978 memcpy(newArray
, This
->context
, sizeof(*newArray
) * This
->num_contexts
);
979 HeapFree(GetProcessHeap(), 0, This
->context
);
980 newArray
[This
->num_contexts
] = ctx
;
981 This
->context
= newArray
;
982 This
->num_contexts
++;
984 TRACE("Returning context %p\n", ctx
);
988 void get_drawable_size_swapchain(struct wined3d_context
*context
, UINT
*width
, UINT
*height
)
990 /* The drawable size of an onscreen drawable is the surface size.
991 * (Actually: The window size, but the surface is created in window size) */
992 *width
= context
->current_rt
->currentDesc
.Width
;
993 *height
= context
->current_rt
->currentDesc
.Height
;