WINE_DEFAULT_DEBUG_CHANNEL(d3d);
WINE_DECLARE_DEBUG_CHANNEL(fps);
-/* Do not call while under the GL lock. */
static void swapchain_cleanup(struct wined3d_swapchain *swapchain)
{
HRESULT hr;
{
TRACE("Destroying backup wined3d window %p, dc %p.\n", swapchain->backup_wnd, swapchain->backup_dc);
- ReleaseDC(swapchain->backup_wnd, swapchain->backup_dc);
+ wined3d_release_dc(swapchain->backup_wnd, swapchain->backup_dc);
DestroyWindow(swapchain->backup_wnd);
}
}
return refcount;
}
-/* Do not call while under the GL lock. */
ULONG CDECL wined3d_swapchain_decref(struct wined3d_swapchain *swapchain)
{
ULONG refcount = InterlockedDecrement(&swapchain->ref);
return WINED3DERR_INVALIDCALL;
}
- wined3d_swapchain_set_window(swapchain, dst_window_override);
-
- swapchain->swapchain_ops->swapchain_present(swapchain, src_rect, dst_rect, dirty_region, flags);
+ wined3d_cs_emit_present(swapchain->device->cs, swapchain, src_rect,
+ dst_rect, dst_window_override, dirty_region, flags);
return WINED3D_OK;
}
if (gl_info->fbo_ops.glBlitFramebuffer && is_identity_fixup(backbuffer->resource.format->color_fixup))
{
- DWORD location = SFLAG_INTEXTURE;
+ DWORD location = WINED3D_LOCATION_TEXTURE_RGB;
if (backbuffer->resource.multisample_type)
{
- location = SFLAG_INRB_RESOLVED;
- surface_load_location(backbuffer, location, NULL);
+ location = WINED3D_LOCATION_RB_RESOLVED;
+ surface_load_location(backbuffer, location);
}
context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, backbuffer, NULL, location);
gl_info->gl_ops.gl.p_glReadBuffer(GL_COLOR_ATTACHMENT0);
context_check_fbo_status(context, GL_READ_FRAMEBUFFER);
- context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER, swapchain->front_buffer, NULL, SFLAG_INDRAWABLE);
+ context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER, swapchain->front_buffer,
+ NULL, WINED3D_LOCATION_DRAWABLE);
context_set_draw_buffer(context, GL_BACK);
context_invalidate_state(context, STATE_FRAMEBUFFER);
if (is_complex_fixup(backbuffer->resource.format->color_fixup))
gl_filter = GL_NEAREST;
- context_apply_fbo_state_blit(context2, GL_FRAMEBUFFER, swapchain->front_buffer, NULL, SFLAG_INDRAWABLE);
- context_bind_texture(context2, backbuffer->texture_target, backbuffer->texture_name);
+ context_apply_fbo_state_blit(context2, GL_FRAMEBUFFER, swapchain->front_buffer,
+ NULL, WINED3D_LOCATION_DRAWABLE);
+ context_bind_texture(context2, backbuffer->texture_target, backbuffer->container->texture_rgb.name);
/* Set up the texture. The surface is not in a wined3d_texture
* container, so there are no D3D texture settings to dirtify. */
gl_info = context->gl_info;
- /* Render the cursor onto the back buffer, using our nifty directdraw blitting code :-) */
- if (swapchain->device->bCursorVisible &&
- swapchain->device->cursorTexture &&
- !swapchain->device->hardwareCursor)
+ if (swapchain->device->logo_texture)
+ {
+ struct wined3d_surface *src_surface = surface_from_resource(
+ wined3d_texture_get_sub_resource(swapchain->device->logo_texture, 0));
+ RECT rect = {0, 0, src_surface->resource.width, src_surface->resource.height};
+
+ /* Blit the logo into the upper left corner of the drawable. */
+ wined3d_surface_blt(back_buffer, &rect, src_surface, &rect, WINEDDBLT_ALPHATEST,
+ NULL, WINED3D_TEXF_POINT);
+ }
+
+ if (swapchain->device->bCursorVisible && swapchain->device->cursor_texture
+ && !swapchain->device->hardwareCursor)
{
- struct wined3d_surface cursor;
+ struct wined3d_surface *cursor = surface_from_resource(
+ wined3d_texture_get_sub_resource(swapchain->device->cursor_texture, 0));
RECT destRect =
{
swapchain->device->xScreenSpace - swapchain->device->xHotSpot,
swapchain->device->xScreenSpace + swapchain->device->cursorWidth - swapchain->device->xHotSpot,
swapchain->device->yScreenSpace + swapchain->device->cursorHeight - swapchain->device->yHotSpot,
};
- TRACE("Rendering the cursor. Creating fake surface at %p\n", &cursor);
- /* Build a fake surface to call the Blitting code. It is not possible to use the interface passed by
- * the application because we are only supposed to copy the information out. Using a fake surface
- * allows us to use the Blitting engine and avoid copying the whole texture -> render target blitting code.
- */
- memset(&cursor, 0, sizeof(cursor));
- cursor.resource.ref = 1;
- cursor.resource.device = swapchain->device;
- cursor.resource.pool = WINED3D_POOL_SCRATCH;
- cursor.resource.format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
- cursor.resource.type = WINED3D_RTYPE_SURFACE;
- cursor.texture_name = swapchain->device->cursorTexture;
- cursor.texture_target = GL_TEXTURE_2D;
- cursor.texture_level = 0;
- cursor.resource.width = swapchain->device->cursorWidth;
- cursor.resource.height = swapchain->device->cursorHeight;
- /* The cursor must have pow2 sizes */
- cursor.pow2Width = cursor.resource.width;
- cursor.pow2Height = cursor.resource.height;
- /* The surface is in the texture */
- cursor.flags |= SFLAG_INTEXTURE;
- /* DDBLT_KEYSRC will cause BltOverride to enable the alpha test with GL_NOTEQUAL, 0.0,
- * which is exactly what we want :-)
- */
- if (swapchain->desc.windowed)
- MapWindowPoints(NULL, swapchain->win_handle, (POINT *)&destRect, 2);
- wined3d_surface_blt(back_buffer, &destRect, &cursor, NULL, WINEDDBLT_KEYSRC,
- NULL, WINED3D_TEXF_POINT);
- }
- if (swapchain->device->logo_surface)
- {
- struct wined3d_surface *src_surface = swapchain->device->logo_surface;
- RECT rect = {0, 0, src_surface->resource.width, src_surface->resource.height};
+ TRACE("Rendering the software cursor.\n");
- /* Blit the logo into the upper left corner of the drawable. */
- wined3d_surface_blt(back_buffer, &rect, src_surface, &rect, WINEDDBLT_KEYSRC,
+ if (swapchain->desc.windowed)
+ MapWindowPoints(NULL, swapchain->win_handle, (POINT *)&destRect, 2);
+ wined3d_surface_blt(back_buffer, &destRect, cursor, NULL, WINEDDBLT_ALPHATEST,
NULL, WINED3D_TEXF_POINT);
}
*/
if (!swapchain->render_to_fbo && render_to_fbo && wined3d_settings.offscreen_rendering_mode == ORM_FBO)
{
- surface_load_location(back_buffer, SFLAG_INTEXTURE, NULL);
- surface_modify_location(back_buffer, SFLAG_INDRAWABLE, FALSE);
+ surface_load_location(back_buffer, WINED3D_LOCATION_TEXTURE_RGB);
+ surface_invalidate_location(back_buffer, WINED3D_LOCATION_DRAWABLE);
swapchain->render_to_fbo = TRUE;
swapchain_update_draw_bindings(swapchain);
}
else
{
- surface_load_location(back_buffer, back_buffer->draw_binding, NULL);
+ surface_load_location(back_buffer, back_buffer->draw_binding);
}
if (swapchain->render_to_fbo)
{
- /* This codepath should only be hit with the COPY swapeffect. Otherwise a backbuffer-
- * window size mismatch is impossible(fullscreen) and src and dst rectangles are
- * not allowed(they need the COPY swapeffect)
- *
- * The DISCARD swap effect is ok as well since any backbuffer content is allowed after
- * the swap. */
- if (swapchain->desc.swap_effect == WINED3D_SWAP_EFFECT_FLIP)
- FIXME("Render-to-fbo with WINED3D_SWAP_EFFECT_FLIP\n");
+ static unsigned int once;
+
+ if (swapchain->desc.swap_effect == WINED3D_SWAP_EFFECT_FLIP && !once++)
+ FIXME("WINED3D_SWAP_EFFECT_FLIP not implemented.\n");
swapchain_blit(swapchain, context, &src_rect, &dst_rect);
}
}
}
- /* This is disabled, but the code left in for debug purposes.
- *
- * Since we're allowed to modify the new back buffer on a D3DSWAPEFFECT_DISCARD flip,
- * we can clear it with some ugly color to make bad drawing visible and ease debugging.
- * The Debug runtime does the same on Windows. However, a few games do not redraw the
- * screen properly, like Max Payne 2, which leaves a few pixels undefined.
- *
- * Tests show that the content of the back buffer after a discard flip is indeed not
- * reliable, so no game can depend on the exact content. However, it resembles the
- * old contents in some way, for example by showing fragments at other locations. In
- * general, the color theme is still intact. So Max payne, which draws rather dark scenes
- * gets a dark background image. If we clear it with a bright ugly color, the game's
- * bug shows up much more than it does on Windows, and the players see single pixels
- * with wrong colors.
- * (The Max Payne bug has been confirmed on Windows with the debug runtime) */
- if (FALSE && swapchain->desc.swap_effect == WINED3D_SWAP_EFFECT_DISCARD)
- {
- static const struct wined3d_color cyan = {0.0f, 1.0f, 1.0f, 1.0f};
-
- TRACE("Clearing the color buffer with cyan color\n");
-
- wined3d_device_clear(swapchain->device, 0, NULL,
- WINED3DCLEAR_TARGET, &cyan, 1.0f, 0);
- }
-
- if (!swapchain->render_to_fbo && ((swapchain->front_buffer->flags & SFLAG_INSYSMEM)
- || (back_buffer->flags & SFLAG_INSYSMEM)))
+ if (!swapchain->render_to_fbo && ((swapchain->front_buffer->locations & WINED3D_LOCATION_SYSMEM)
+ || (back_buffer->locations & WINED3D_LOCATION_SYSMEM)))
{
/* Both memory copies of the surfaces are ok, flip them around too instead of dirtifying
* Doesn't work with render_to_fbo because we're not flipping
if (front->resource.size == back_buffer->resource.size)
{
- DWORD fbflags;
flip_surface(front, back_buffer);
/* Tell the front buffer surface that is has been modified. However,
* the other locations were preserved during that, so keep the flags.
* This serves to update the emulated overlay, if any. */
- fbflags = front->flags;
- surface_modify_location(front, SFLAG_INDRAWABLE, TRUE);
- front->flags = fbflags;
+ surface_validate_location(front, WINED3D_LOCATION_DRAWABLE);
}
else
{
- surface_modify_location(front, SFLAG_INDRAWABLE, TRUE);
- surface_modify_location(back_buffer, SFLAG_INDRAWABLE, TRUE);
+ surface_validate_location(front, WINED3D_LOCATION_DRAWABLE);
+ surface_invalidate_location(front, ~WINED3D_LOCATION_DRAWABLE);
+ surface_validate_location(back_buffer, WINED3D_LOCATION_DRAWABLE);
+ surface_invalidate_location(back_buffer, ~WINED3D_LOCATION_DRAWABLE);
}
}
else
{
- surface_modify_location(swapchain->front_buffer, SFLAG_INDRAWABLE, TRUE);
+ surface_validate_location(swapchain->front_buffer, WINED3D_LOCATION_DRAWABLE);
+ surface_invalidate_location(swapchain->front_buffer, ~WINED3D_LOCATION_DRAWABLE);
/* If the swapeffect is DISCARD, the back buffer is undefined. That means the SYSMEM
* and INTEXTURE copies can keep their old content if they have any defined content.
* If the swapeffect is COPY, the content remains the same. If it is FLIP however,
* the texture / sysmem copy needs to be reloaded from the drawable
*/
if (swapchain->desc.swap_effect == WINED3D_SWAP_EFFECT_FLIP)
- surface_modify_location(back_buffer, back_buffer->draw_binding, TRUE);
+ {
+ surface_validate_location(back_buffer, back_buffer->draw_binding);
+ surface_invalidate_location(back_buffer, ~back_buffer->draw_binding);
+ }
}
if (fb->depth_stencil)
if (swapchain->desc.flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
|| fb->depth_stencil->flags & SFLAG_DISCARD)
{
- surface_modify_ds_location(fb->depth_stencil, SFLAG_DISCARDED,
+ surface_modify_ds_location(fb->depth_stencil, WINED3D_LOCATION_DISCARDED,
fb->depth_stencil->resource.width,
fb->depth_stencil->resource.height);
if (fb->depth_stencil == swapchain->device->onscreen_depth_stencil)
/* Helper function that blits the front buffer contents to the target window. */
void x11_copy_to_screen(const struct wined3d_swapchain *swapchain, const RECT *rect)
{
- const struct wined3d_surface *front;
+ struct wined3d_surface *front;
POINT offset = {0, 0};
HDC src_dc, dst_dc;
RECT draw_rect;
TRACE("swapchain %p, rect %s.\n", swapchain, wine_dbgstr_rect(rect));
front = swapchain->front_buffer;
- if (!(front->resource.usage & WINED3DUSAGE_RENDERTARGET))
- return;
-
if (front->resource.map_count)
ERR("Trying to blit a mapped surface.\n");
TRACE("Copying surface %p to screen.\n", front);
+ surface_load_location(front, WINED3D_LOCATION_DIB);
+
src_dc = front->hDC;
window = swapchain->win_handle;
dst_dc = GetDCEx(window, 0, DCX_CLIPSIBLINGS | DCX_CACHE);
front->dib.bitmap_data = back->dib.bitmap_data;
back->dib.bitmap_data = tmp;
- tmp = front->resource.allocatedMemory;
- front->resource.allocatedMemory = back->resource.allocatedMemory;
- back->resource.allocatedMemory = tmp;
-
if (front->resource.heap_memory)
ERR("GDI Surface %p has heap memory allocated.\n", front);
swapchain->render_to_fbo = TRUE;
}
-/* Do not call while under the GL lock. */
static HRESULT swapchain_init(struct wined3d_swapchain *swapchain, struct wined3d_device *device,
struct wined3d_swapchain_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops)
{
surface_desc.format = swapchain->desc.backbuffer_format;
surface_desc.multisample_type = swapchain->desc.multisample_type;
surface_desc.multisample_quality = swapchain->desc.multisample_quality;
- surface_desc.usage = WINED3DUSAGE_RENDERTARGET;
+ surface_desc.usage = 0;
surface_desc.pool = WINED3D_POOL_DEFAULT;
surface_desc.width = swapchain->desc.backbuffer_width;
surface_desc.height = swapchain->desc.backbuffer_height;
surface_set_swapchain(swapchain->front_buffer, swapchain);
if (!(device->wined3d->flags & WINED3D_NO3D))
- surface_modify_location(swapchain->front_buffer, SFLAG_INDRAWABLE, TRUE);
+ {
+ surface_validate_location(swapchain->front_buffer, WINED3D_LOCATION_DRAWABLE);
+ surface_invalidate_location(swapchain->front_buffer, ~WINED3D_LOCATION_DRAWABLE);
+ }
/* MSDN says we're only allowed a single fullscreen swapchain per device,
* so we should really check to see if there is a fullscreen swapchain
goto err;
}
+ surface_desc.usage |= WINED3DUSAGE_RENDERTARGET;
for (i = 0; i < swapchain->desc.backbuffer_count; ++i)
{
TRACE("Creating back buffer %u.\n", i);
parent, &surface_desc, &swapchain->back_buffers[i])))
{
WARN("Failed to create back buffer %u, hr %#x.\n", i, hr);
+ swapchain->desc.backbuffer_count = i;
goto err;
}
surface_set_swapchain(swapchain->back_buffers[i], swapchain);
return hr;
}
-/* Do not call while under the GL lock. */
HRESULT CDECL wined3d_swapchain_create(struct wined3d_device *device, struct wined3d_swapchain_desc *desc,
void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_swapchain **swapchain)
{
return WINED3D_OK;
}
-/* Do not call while under the GL lock. */
static struct wined3d_context *swapchain_create_context(struct wined3d_swapchain *swapchain)
{
struct wined3d_context **newArray;