WINE_DEFAULT_DEBUG_CHANNEL(d3d);
WINE_DECLARE_DEBUG_CHANNEL(fps);
-#define GLINFO_LOCATION This->wineD3DDevice->adapter->gl_info
-
/*IWineD3DSwapChain parts follow: */
static void WINAPI IWineD3DSwapChainImpl_Destroy(IWineD3DSwapChain *iface)
{
IWineD3DSwapChain_SetGammaRamp(iface, 0, &This->orig_gamma);
- /* Release the swapchain's draw buffers. Make sure This->backBuffer[0] is
+ /* Release the swapchain's draw buffers. Make sure This->back_buffers[0] is
* the last buffer to be destroyed, FindContext() depends on that. */
- if (This->frontBuffer)
+ if (This->front_buffer)
{
- IWineD3DSurface_SetContainer(This->frontBuffer, 0);
- if (IWineD3DSurface_Release(This->frontBuffer))
+ IWineD3DSurface_SetContainer((IWineD3DSurface *)This->front_buffer, NULL);
+ if (IWineD3DSurface_Release((IWineD3DSurface *)This->front_buffer))
{
WARN("(%p) Something's still holding the front buffer (%p).\n",
- This, This->frontBuffer);
+ This, This->front_buffer);
}
- This->frontBuffer = NULL;
+ This->front_buffer = NULL;
}
- if (This->backBuffer)
+ if (This->back_buffers)
{
UINT i = This->presentParms.BackBufferCount;
while (i--)
{
- IWineD3DSurface_SetContainer(This->backBuffer[i], 0);
- if (IWineD3DSurface_Release(This->backBuffer[i]))
+ IWineD3DSurface_SetContainer((IWineD3DSurface *)This->back_buffers[i], NULL);
+ if (IWineD3DSurface_Release((IWineD3DSurface *)This->back_buffers[i]))
WARN("(%p) Something's still holding back buffer %u (%p).\n",
- This, i, This->backBuffer[i]);
+ This, i, This->back_buffers[i]);
}
- HeapFree(GetProcessHeap(), 0, This->backBuffer);
- This->backBuffer = NULL;
+ HeapFree(GetProcessHeap(), 0, This->back_buffers);
+ This->back_buffers = NULL;
}
for (i = 0; i < This->num_contexts; ++i)
{
- DestroyContext(This->wineD3DDevice, This->context[i]);
+ context_destroy(This->device, This->context[i]);
}
/* Restore the screen resolution if we rendered in fullscreen
* This will restore the screen resolution to what it was before creating the swapchain. In case of d3d8 and d3d9
mode.Height = This->orig_height;
mode.RefreshRate = 0;
mode.Format = This->orig_fmt;
- IWineD3DDevice_SetDisplayMode((IWineD3DDevice *) This->wineD3DDevice, 0, &mode);
+ IWineD3DDevice_SetDisplayMode((IWineD3DDevice *)This->device, 0, &mode);
}
- HeapFree(GetProcessHeap(), 0, This->context);
+ HeapFree(GetProcessHeap(), 0, This->context);
HeapFree(GetProcessHeap(), 0, This);
}
+/* A GL context is provided by the caller */
+static void swapchain_blit(IWineD3DSwapChainImpl *This, struct wined3d_context *context,
+ const RECT *src_rect, const RECT *dst_rect)
+{
+ IWineD3DDeviceImpl *device = This->device;
+ IWineD3DSurfaceImpl *backbuffer = This->back_buffers[0];
+ UINT src_w = src_rect->right - src_rect->left;
+ UINT src_h = src_rect->bottom - src_rect->top;
+ GLenum gl_filter;
+ const struct wined3d_gl_info *gl_info = context->gl_info;
+ RECT win_rect;
+ UINT win_h;
+
+ TRACE("swapchain %p, context %p, src_rect %s, dst_rect %s.\n",
+ This, context, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect));
+
+ if (src_w == dst_rect->right - dst_rect->left && src_h == dst_rect->bottom - dst_rect->top)
+ gl_filter = GL_NEAREST;
+ else
+ gl_filter = GL_LINEAR;
+
+ GetClientRect(This->win_handle, &win_rect);
+ win_h = win_rect.bottom - win_rect.top;
+
+ if (gl_info->fbo_ops.glBlitFramebuffer && is_identity_fixup(backbuffer->resource.format_desc->color_fixup))
+ {
+ ENTER_GL();
+ context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, backbuffer, NULL);
+ glReadBuffer(GL_COLOR_ATTACHMENT0);
+
+ context_bind_fbo(context, GL_DRAW_FRAMEBUFFER, NULL);
+ context_set_draw_buffer(context, GL_BACK);
+
+ glDisable(GL_SCISSOR_TEST);
+ IWineD3DDeviceImpl_MarkStateDirty(This->device, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
+
+ /* Note that the texture is upside down */
+ gl_info->fbo_ops.glBlitFramebuffer(src_rect->left, src_rect->top, src_rect->right, src_rect->bottom,
+ dst_rect->left, win_h - dst_rect->top, dst_rect->right, win_h - dst_rect->bottom,
+ GL_COLOR_BUFFER_BIT, gl_filter);
+ checkGLcall("Swapchain present blit(EXT_framebuffer_blit)\n");
+ LEAVE_GL();
+ }
+ else
+ {
+ struct wined3d_context *context2;
+ float tex_left = src_rect->left;
+ float tex_top = src_rect->top;
+ float tex_right = src_rect->right;
+ float tex_bottom = src_rect->bottom;
+
+ context2 = context_acquire(This->device, This->back_buffers[0]);
+ context_apply_blit_state(context2, device);
+
+ if(backbuffer->Flags & SFLAG_NORMCOORD)
+ {
+ tex_left /= src_w;
+ tex_right /= src_w;
+ tex_top /= src_h;
+ tex_bottom /= src_h;
+ }
+
+ if (is_complex_fixup(backbuffer->resource.format_desc->color_fixup))
+ gl_filter = GL_NEAREST;
+
+ ENTER_GL();
+ context_bind_fbo(context2, GL_DRAW_FRAMEBUFFER, NULL);
+
+ /* Set up the texture. The surface is not in a IWineD3D*Texture container,
+ * so there are no d3d texture settings to dirtify
+ */
+ device->blitter->set_shader((IWineD3DDevice *) device, backbuffer);
+ glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MIN_FILTER, gl_filter);
+ glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MAG_FILTER, gl_filter);
+
+ context_set_draw_buffer(context, GL_BACK);
+
+ /* Set the viewport to the destination rectandle, disable any projection
+ * transformation set up by context_apply_blit_state(), and draw a
+ * (-1,-1)-(1,1) quad.
+ *
+ * Back up viewport and matrix to avoid breaking last_was_blit
+ *
+ * Note that context_apply_blit_state() set up viewport and ortho to
+ * match the surface size - we want the GL drawable(=window) size. */
+ glPushAttrib(GL_VIEWPORT_BIT);
+ glViewport(dst_rect->left, win_h - dst_rect->bottom, dst_rect->right, win_h - dst_rect->top);
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadIdentity();
+
+ glBegin(GL_QUADS);
+ /* bottom left */
+ glTexCoord2f(tex_left, tex_bottom);
+ glVertex2i(-1, -1);
+
+ /* top left */
+ glTexCoord2f(tex_left, tex_top);
+ glVertex2i(-1, 1);
+
+ /* top right */
+ glTexCoord2f(tex_right, tex_top);
+ glVertex2i(1, 1);
+
+ /* bottom right */
+ glTexCoord2f(tex_right, tex_bottom);
+ glVertex2i(1, -1);
+ glEnd();
+
+ glPopMatrix();
+ glPopAttrib();
+
+ device->blitter->unset_shader((IWineD3DDevice *) device);
+ checkGLcall("Swapchain present blit(manual)\n");
+ LEAVE_GL();
+
+ context_release(context2);
+ }
+}
+
static HRESULT WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface, CONST RECT *pSourceRect, CONST RECT *pDestRect, HWND hDestWindowOverride, CONST RGNDATA *pDirtyRegion, DWORD dwFlags) {
IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
+ const struct wined3d_gl_info *gl_info;
+ struct wined3d_context *context;
+ RECT src_rect, dst_rect;
+ BOOL render_to_fbo;
unsigned int sync;
int retval;
+ IWineD3DSwapChain_SetDestWindowOverride(iface, hDestWindowOverride);
+
+ context = context_acquire(This->device, This->back_buffers[0]);
+ if (!context->valid)
+ {
+ context_release(context);
+ WARN("Invalid context, skipping present.\n");
+ return WINED3D_OK;
+ }
- ActivateContext(This->wineD3DDevice, This->backBuffer[0], CTXUSAGE_RESOURCELOAD);
+ gl_info = context->gl_info;
/* Render the cursor onto the back buffer, using our nifty directdraw blitting code :-) */
- if(This->wineD3DDevice->bCursorVisible && This->wineD3DDevice->cursorTexture) {
+ if (This->device->bCursorVisible && This->device->cursorTexture)
+ {
IWineD3DSurfaceImpl cursor;
- RECT destRect = {This->wineD3DDevice->xScreenSpace - This->wineD3DDevice->xHotSpot,
- This->wineD3DDevice->yScreenSpace - This->wineD3DDevice->yHotSpot,
- This->wineD3DDevice->xScreenSpace + This->wineD3DDevice->cursorWidth - This->wineD3DDevice->xHotSpot,
- This->wineD3DDevice->yScreenSpace + This->wineD3DDevice->cursorHeight - This->wineD3DDevice->yHotSpot};
+ RECT destRect =
+ {
+ This->device->xScreenSpace - This->device->xHotSpot,
+ This->device->yScreenSpace - This->device->yHotSpot,
+ This->device->xScreenSpace + This->device->cursorWidth - This->device->xHotSpot,
+ This->device->yScreenSpace + This->device->cursorHeight - This->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
memset(&cursor, 0, sizeof(cursor));
cursor.lpVtbl = &IWineD3DSurface_Vtbl;
cursor.resource.ref = 1;
- cursor.resource.wineD3DDevice = This->wineD3DDevice;
+ cursor.resource.device = This->device;
cursor.resource.pool = WINED3DPOOL_SCRATCH;
- cursor.resource.format_desc =
- getFormatDescEntry(WINED3DFMT_B8G8R8A8_UNORM, &This->wineD3DDevice->adapter->gl_info);
+ cursor.resource.format_desc = getFormatDescEntry(WINED3DFMT_B8G8R8A8_UNORM, gl_info);
cursor.resource.resourceType = WINED3DRTYPE_SURFACE;
- cursor.texture_name = This->wineD3DDevice->cursorTexture;
+ cursor.texture_name = This->device->cursorTexture;
cursor.texture_target = GL_TEXTURE_2D;
cursor.texture_level = 0;
- cursor.currentDesc.Width = This->wineD3DDevice->cursorWidth;
- cursor.currentDesc.Height = This->wineD3DDevice->cursorHeight;
- cursor.glRect.left = 0;
- cursor.glRect.top = 0;
- cursor.glRect.right = cursor.currentDesc.Width;
- cursor.glRect.bottom = cursor.currentDesc.Height;
+ cursor.currentDesc.Width = This->device->cursorWidth;
+ cursor.currentDesc.Height = This->device->cursorHeight;
/* The cursor must have pow2 sizes */
cursor.pow2Width = cursor.currentDesc.Width;
cursor.pow2Height = cursor.currentDesc.Height;
if (This->presentParms.Windowed) {
MapWindowPoints(NULL, This->win_handle, (LPPOINT)&destRect, 2);
}
- IWineD3DSurface_Blt(This->backBuffer[0], &destRect, (IWineD3DSurface *)&cursor,
+ IWineD3DSurface_Blt((IWineD3DSurface *)This->back_buffers[0], &destRect, (IWineD3DSurface *)&cursor,
NULL, WINEDDBLT_KEYSRC, NULL, WINED3DTEXF_POINT);
}
- if(This->wineD3DDevice->logo_surface) {
- /* Blit the logo into the upper left corner of the drawable */
- IWineD3DSurface_BltFast(This->backBuffer[0], 0, 0, This->wineD3DDevice->logo_surface, NULL, WINEDDBLTFAST_SRCCOLORKEY);
+
+ if (This->device->logo_surface)
+ {
+ /* Blit the logo into the upper left corner of the drawable. */
+ IWineD3DSurface_BltFast((IWineD3DSurface *)This->back_buffers[0], 0, 0,
+ This->device->logo_surface, NULL, WINEDDBLTFAST_SRCCOLORKEY);
+ }
+
+ TRACE("Presenting HDC %p.\n", context->hdc);
+
+ render_to_fbo = This->render_to_fbo;
+
+ if (pSourceRect)
+ {
+ src_rect = *pSourceRect;
+ if (!render_to_fbo && (src_rect.left || src_rect.top
+ || src_rect.right != This->presentParms.BackBufferWidth
+ || src_rect.bottom != This->presentParms.BackBufferHeight))
+ {
+ render_to_fbo = TRUE;
+ }
+ }
+ else
+ {
+ src_rect.left = 0;
+ src_rect.top = 0;
+ src_rect.right = This->presentParms.BackBufferWidth;
+ src_rect.bottom = This->presentParms.BackBufferHeight;
}
- if (pSourceRect || pDestRect) FIXME("Unhandled present rects %s/%s\n", wine_dbgstr_rect(pSourceRect), wine_dbgstr_rect(pDestRect));
- /* TODO: If only source rect or dest rect are supplied then clip the window to match */
- TRACE("presetting HDC %p\n", This->context[0]->hdc);
+ if (pDestRect) dst_rect = *pDestRect;
+ else GetClientRect(This->win_handle, &dst_rect);
- /* Don't call checkGLcall, as glGetError is not applicable here */
- if (hDestWindowOverride && This->win_handle != hDestWindowOverride) {
- IWineD3DSwapChain_SetDestWindowOverride(iface, hDestWindowOverride);
+ if (!render_to_fbo && (dst_rect.left || dst_rect.top
+ || dst_rect.right != This->presentParms.BackBufferWidth
+ || dst_rect.bottom != This->presentParms.BackBufferHeight))
+ {
+ render_to_fbo = TRUE;
}
- SwapBuffers(This->context[0]->hdc); /* TODO: cycle through the swapchain buffers */
+ /* Rendering to a window of different size, presenting partial rectangles,
+ * or rendering to a different window needs help from FBO_blit or a textured
+ * draw. Render the swapchain to a FBO in the future.
+ *
+ * Note that FBO_blit from the backbuffer to the frontbuffer cannot solve
+ * all these issues - this fails if the window is smaller than the backbuffer.
+ */
+ if (!This->render_to_fbo && render_to_fbo && wined3d_settings.offscreen_rendering_mode == ORM_FBO)
+ {
+ IWineD3DSurface_LoadLocation((IWineD3DSurface *)This->back_buffers[0], SFLAG_INTEXTURE, NULL);
+ IWineD3DSurface_ModifyLocation((IWineD3DSurface *)This->back_buffers[0], SFLAG_INDRAWABLE, FALSE);
+ This->render_to_fbo = TRUE;
+
+ /* Force the context manager to update the render target configuration next draw. */
+ context->current_rt = NULL;
+ }
+
+ if(This->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(This->presentParms.SwapEffect == WINED3DSWAPEFFECT_FLIP )
+ {
+ FIXME("Render-to-fbo with WINED3DSWAPEFFECT_FLIP\n");
+ }
+
+ swapchain_blit(This, context, &src_rect, &dst_rect);
+ }
+
+ if (This->num_contexts > 1) wglFinish();
+ SwapBuffers(context->hdc); /* TODO: cycle through the swapchain buffers */
TRACE("SwapBuffers called, Starting new frame\n");
/* FPS support */
if (FALSE && This->presentParms.SwapEffect == WINED3DSWAPEFFECT_DISCARD) {
TRACE("Clearing the color buffer with cyan color\n");
- IWineD3DDevice_Clear((IWineD3DDevice*)This->wineD3DDevice, 0, NULL,
+ IWineD3DDevice_Clear((IWineD3DDevice *)This->device, 0, NULL,
WINED3DCLEAR_TARGET, 0xff00ffff, 1.0f, 0);
}
- if(((IWineD3DSurfaceImpl *) This->frontBuffer)->Flags & SFLAG_INSYSMEM ||
- ((IWineD3DSurfaceImpl *) This->backBuffer[0])->Flags & SFLAG_INSYSMEM ) {
- /* Both memory copies of the surfaces are ok, flip them around too instead of dirtifying */
- IWineD3DSurfaceImpl *front = (IWineD3DSurfaceImpl *) This->frontBuffer;
- IWineD3DSurfaceImpl *back = (IWineD3DSurfaceImpl *) This->backBuffer[0];
+ if (!This->render_to_fbo && ((This->front_buffer->Flags & SFLAG_INSYSMEM)
+ || (This->back_buffers[0]->Flags & SFLAG_INSYSMEM)))
+ {
+ /* 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
+ */
+ IWineD3DSurfaceImpl *front = This->front_buffer;
+ IWineD3DSurfaceImpl *back = This->back_buffers[0];
if(front->resource.size == back->resource.size) {
DWORD fbflags;
* This serves to update the emulated overlay, if any
*/
fbflags = front->Flags;
- IWineD3DSurface_ModifyLocation(This->frontBuffer, SFLAG_INDRAWABLE, TRUE);
+ IWineD3DSurface_ModifyLocation((IWineD3DSurface *)front, SFLAG_INDRAWABLE, TRUE);
front->Flags = fbflags;
} else {
IWineD3DSurface_ModifyLocation((IWineD3DSurface *) front, SFLAG_INDRAWABLE, TRUE);
IWineD3DSurface_ModifyLocation((IWineD3DSurface *) back, SFLAG_INDRAWABLE, TRUE);
}
- } else {
- IWineD3DSurface_ModifyLocation(This->frontBuffer, SFLAG_INDRAWABLE, TRUE);
+ }
+ else
+ {
+ IWineD3DSurface_ModifyLocation((IWineD3DSurface *)This->front_buffer, SFLAG_INDRAWABLE, TRUE);
/* 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(This->presentParms.SwapEffect == WINED3DSWAPEFFECT_FLIP) {
- IWineD3DSurface_ModifyLocation(This->backBuffer[0], SFLAG_INDRAWABLE, TRUE);
+ if (This->presentParms.SwapEffect == WINED3DSWAPEFFECT_FLIP)
+ {
+ IWineD3DSurface_ModifyLocation((IWineD3DSurface *)This->back_buffers[0], SFLAG_INDRAWABLE, TRUE);
}
}
- if (This->wineD3DDevice->stencilBufferTarget) {
+ if (This->device->depth_stencil)
+ {
if (This->presentParms.Flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
- || ((IWineD3DSurfaceImpl *)This->wineD3DDevice->stencilBufferTarget)->Flags & SFLAG_DISCARD) {
- surface_modify_ds_location(This->wineD3DDevice->stencilBufferTarget, SFLAG_DS_DISCARDED);
+ || This->device->depth_stencil->Flags & SFLAG_DISCARD)
+ {
+ surface_modify_ds_location(This->device->depth_stencil, SFLAG_DS_DISCARDED,
+ This->device->depth_stencil->currentDesc.Width,
+ This->device->depth_stencil->currentDesc.Height);
+ if (This->device->depth_stencil == This->device->onscreen_depth_stencil)
+ {
+ IWineD3DSurface_Release((IWineD3DSurface *)This->device->onscreen_depth_stencil);
+ This->device->onscreen_depth_stencil = NULL;
+ }
}
}
- if(This->presentParms.PresentationInterval != WINED3DPRESENT_INTERVAL_IMMEDIATE && GL_SUPPORT(SGI_VIDEO_SYNC)) {
+ if (This->presentParms.PresentationInterval != WINED3DPRESENT_INTERVAL_IMMEDIATE
+ && gl_info->supported[SGI_VIDEO_SYNC])
+ {
retval = GL_EXTCALL(glXGetVideoSyncSGI(&sync));
if(retval != 0) {
ERR("glXGetVideoSyncSGI failed(retval = %d\n", retval);
}
}
+ context_release(context);
+
TRACE("returning\n");
return WINED3D_OK;
}
-static HRESULT WINAPI IWineD3DSwapChainImpl_SetDestWindowOverride(IWineD3DSwapChain *iface, HWND window) {
- IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
- WINED3DLOCKED_RECT r;
- BYTE *mem;
-
- if(window == This->win_handle) return WINED3D_OK;
-
- TRACE("Performing dest override of swapchain %p from window %p to %p\n", This, This->win_handle, window);
- if(This->context[0] == This->wineD3DDevice->contexts[0]) {
- /* The primary context 'owns' all the opengl resources. Destroying and recreating that context requires downloading
- * all opengl resources, deleting the gl resources, destroying all other contexts, then recreating all other contexts
- * and reload the resources
- */
- delete_opengl_contexts((IWineD3DDevice *) This->wineD3DDevice, iface);
- This->win_handle = window;
- create_primary_opengl_context((IWineD3DDevice *) This->wineD3DDevice, iface);
- } else {
- This->win_handle = window;
+static HRESULT WINAPI IWineD3DSwapChainImpl_SetDestWindowOverride(IWineD3DSwapChain *iface, HWND window)
+{
+ IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *)iface;
- /* The old back buffer has to be copied over to the new back buffer. A lockrect - switchcontext - unlockrect
- * would suffice in theory, but it is rather nasty and may cause troubles with future changes of the locking code
- * So lock read only, copy the surface out, then lock with the discard flag and write back
- */
- IWineD3DSurface_LockRect(This->backBuffer[0], &r, NULL, WINED3DLOCK_READONLY);
- mem = HeapAlloc(GetProcessHeap(), 0, r.Pitch * ((IWineD3DSurfaceImpl *) This->backBuffer[0])->currentDesc.Height);
- memcpy(mem, r.pBits, r.Pitch * ((IWineD3DSurfaceImpl *) This->backBuffer[0])->currentDesc.Height);
- IWineD3DSurface_UnlockRect(This->backBuffer[0]);
+ if (!window) window = swapchain->device_window;
+ if (window == swapchain->win_handle) return WINED3D_OK;
- DestroyContext(This->wineD3DDevice, This->context[0]);
- This->context[0] = CreateContext(This->wineD3DDevice, (IWineD3DSurfaceImpl *) This->frontBuffer, This->win_handle, FALSE /* pbuffer */, &This->presentParms);
+ TRACE("Setting swapchain %p window from %p to %p\n", swapchain, swapchain->win_handle, window);
+ swapchain->win_handle = window;
- IWineD3DSurface_LockRect(This->backBuffer[0], &r, NULL, WINED3DLOCK_DISCARD);
- memcpy(r.pBits, mem, r.Pitch * ((IWineD3DSurfaceImpl *) This->backBuffer[0])->currentDesc.Height);
- HeapFree(GetProcessHeap(), 0, mem);
- IWineD3DSurface_UnlockRect(This->backBuffer[0]);
- }
return WINED3D_OK;
}
-const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl =
+static const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl =
{
/* IUnknown */
IWineD3DBaseSwapChainImpl_QueryInterface,
IWineD3DBaseSwapChainImpl_GetGammaRamp
};
-struct wined3d_context *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface)
+static LONG fullscreen_style(LONG style)
+{
+ /* Make sure the window is managed, otherwise we won't get keyboard input. */
+ style |= WS_POPUP | WS_SYSMENU;
+ style &= ~(WS_CAPTION | WS_THICKFRAME);
+
+ return style;
+}
+
+static LONG fullscreen_exstyle(LONG exstyle)
+{
+ /* Filter out window decorations. */
+ exstyle &= ~(WS_EX_WINDOWEDGE | WS_EX_CLIENTEDGE);
+
+ return exstyle;
+}
+
+void swapchain_setup_fullscreen_window(IWineD3DSwapChainImpl *swapchain, UINT w, UINT h)
+{
+ IWineD3DDeviceImpl *device = swapchain->device;
+ HWND window = swapchain->device_window;
+ BOOL filter_messages;
+ LONG style, exstyle;
+
+ TRACE("Setting up window %p for fullscreen mode.\n", window);
+
+ if (device->style || device->exStyle)
+ {
+ ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
+ window, device->style, device->exStyle);
+ }
+
+ device->style = GetWindowLongW(window, GWL_STYLE);
+ device->exStyle = GetWindowLongW(window, GWL_EXSTYLE);
+
+ style = fullscreen_style(device->style);
+ exstyle = fullscreen_exstyle(device->exStyle);
+
+ TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
+ device->style, device->exStyle, style, exstyle);
+
+ filter_messages = device->filter_messages;
+ device->filter_messages = TRUE;
+
+ SetWindowLongW(window, GWL_STYLE, style);
+ SetWindowLongW(window, GWL_EXSTYLE, exstyle);
+ SetWindowPos(window, HWND_TOP, 0, 0, w, h, SWP_FRAMECHANGED | SWP_SHOWWINDOW | SWP_NOACTIVATE);
+
+ device->filter_messages = filter_messages;
+}
+
+void swapchain_restore_fullscreen_window(IWineD3DSwapChainImpl *swapchain)
+{
+ IWineD3DDeviceImpl *device = swapchain->device;
+ HWND window = swapchain->device_window;
+ BOOL filter_messages;
+ LONG style, exstyle;
+
+ if (!device->style && !device->exStyle) return;
+
+ TRACE("Restoring window style of window %p to %08x, %08x.\n",
+ window, device->style, device->exStyle);
+
+ style = GetWindowLongW(window, GWL_STYLE);
+ exstyle = GetWindowLongW(window, GWL_EXSTYLE);
+
+ filter_messages = device->filter_messages;
+ device->filter_messages = TRUE;
+
+ /* Only restore the style if the application didn't modify it during the
+ * fullscreen phase. Some applications change it before calling Reset()
+ * when switching between windowed and fullscreen modes (HL2), some
+ * depend on the original style (Eve Online). */
+ if (style == fullscreen_style(device->style) && exstyle == fullscreen_exstyle(device->exStyle))
+ {
+ SetWindowLongW(window, GWL_STYLE, device->style);
+ SetWindowLongW(window, GWL_EXSTYLE, device->exStyle);
+ }
+ SetWindowPos(window, 0, 0, 0, 0, 0, SWP_FRAMECHANGED | SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER);
+
+ device->filter_messages = filter_messages;
+
+ /* Delete the old values. */
+ device->style = 0;
+ device->exStyle = 0;
+}
+
+
+HRESULT swapchain_init(IWineD3DSwapChainImpl *swapchain, WINED3DSURFTYPE surface_type,
+ IWineD3DDeviceImpl *device, WINED3DPRESENT_PARAMETERS *present_parameters, IUnknown *parent)
+{
+ const struct wined3d_adapter *adapter = device->adapter;
+ const struct wined3d_format_desc *format_desc;
+ BOOL displaymode_set = FALSE;
+ WINED3DDISPLAYMODE mode;
+ RECT client_rect;
+ HWND window;
+ HRESULT hr;
+ UINT i;
+
+ if (present_parameters->BackBufferCount > WINED3DPRESENT_BACK_BUFFER_MAX)
+ {
+ FIXME("The application requested %u back buffers, this is not supported.\n",
+ present_parameters->BackBufferCount);
+ return WINED3DERR_INVALIDCALL;
+ }
+
+ if (present_parameters->BackBufferCount > 1)
+ {
+ FIXME("The application requested more than one back buffer, this is not properly supported.\n"
+ "Please configure the application to use double buffering (1 back buffer) if possible.\n");
+ }
+
+ switch (surface_type)
+ {
+ case SURFACE_GDI:
+ swapchain->lpVtbl = &IWineGDISwapChain_Vtbl;
+ break;
+
+ case SURFACE_OPENGL:
+ swapchain->lpVtbl = &IWineD3DSwapChain_Vtbl;
+ break;
+
+ case SURFACE_UNKNOWN:
+ FIXME("Caller tried to create a SURFACE_UNKNOWN swapchain.\n");
+ return WINED3DERR_INVALIDCALL;
+ }
+
+ window = present_parameters->hDeviceWindow ? present_parameters->hDeviceWindow : device->createParms.hFocusWindow;
+
+ swapchain->device = device;
+ swapchain->parent = parent;
+ swapchain->ref = 1;
+ swapchain->win_handle = window;
+ swapchain->device_window = window;
+
+ if (!present_parameters->Windowed && window)
+ {
+ swapchain_setup_fullscreen_window(swapchain, present_parameters->BackBufferWidth,
+ present_parameters->BackBufferHeight);
+ }
+
+ IWineD3D_GetAdapterDisplayMode(device->wined3d, adapter->ordinal, &mode);
+ swapchain->orig_width = mode.Width;
+ swapchain->orig_height = mode.Height;
+ swapchain->orig_fmt = mode.Format;
+ format_desc = getFormatDescEntry(mode.Format, &adapter->gl_info);
+
+ GetClientRect(window, &client_rect);
+ if (present_parameters->Windowed
+ && (!present_parameters->BackBufferWidth || !present_parameters->BackBufferHeight
+ || present_parameters->BackBufferFormat == WINED3DFMT_UNKNOWN))
+ {
+
+ if (!present_parameters->BackBufferWidth)
+ {
+ present_parameters->BackBufferWidth = client_rect.right;
+ TRACE("Updating width to %u.\n", present_parameters->BackBufferWidth);
+ }
+
+ if (!present_parameters->BackBufferHeight)
+ {
+ present_parameters->BackBufferHeight = client_rect.bottom;
+ TRACE("Updating height to %u.\n", present_parameters->BackBufferHeight);
+ }
+
+ if (present_parameters->BackBufferFormat == WINED3DFMT_UNKNOWN)
+ {
+ present_parameters->BackBufferFormat = swapchain->orig_fmt;
+ TRACE("Updating format to %s.\n", debug_d3dformat(swapchain->orig_fmt));
+ }
+ }
+ swapchain->presentParms = *present_parameters;
+
+ if (wined3d_settings.offscreen_rendering_mode == ORM_FBO
+ && present_parameters->BackBufferCount
+ && (present_parameters->BackBufferWidth != client_rect.right
+ || present_parameters->BackBufferHeight != client_rect.bottom))
+ {
+ TRACE("Rendering to FBO. Backbuffer %ux%u, window %ux%u.\n",
+ present_parameters->BackBufferWidth,
+ present_parameters->BackBufferHeight,
+ client_rect.right, client_rect.bottom);
+ swapchain->render_to_fbo = TRUE;
+ }
+
+ TRACE("Creating front buffer.\n");
+ hr = IWineD3DDeviceParent_CreateRenderTarget(device->device_parent, parent,
+ swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
+ swapchain->presentParms.BackBufferFormat, swapchain->presentParms.MultiSampleType,
+ swapchain->presentParms.MultiSampleQuality, TRUE /* Lockable */,
+ (IWineD3DSurface **)&swapchain->front_buffer);
+ if (FAILED(hr))
+ {
+ WARN("Failed to create front buffer, hr %#x.\n", hr);
+ goto err;
+ }
+
+ IWineD3DSurface_SetContainer((IWineD3DSurface *)swapchain->front_buffer, (IWineD3DBase *)swapchain);
+ swapchain->front_buffer->Flags |= SFLAG_SWAPCHAIN;
+ if (surface_type == SURFACE_OPENGL)
+ {
+ IWineD3DSurface_ModifyLocation((IWineD3DSurface *)swapchain->front_buffer, SFLAG_INDRAWABLE, TRUE);
+ }
+
+ /* 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
+ * already. Does a single head count as full screen? */
+
+ if (!present_parameters->Windowed)
+ {
+ WINED3DDISPLAYMODE mode;
+
+ /* Change the display settings */
+ mode.Width = present_parameters->BackBufferWidth;
+ mode.Height = present_parameters->BackBufferHeight;
+ mode.Format = present_parameters->BackBufferFormat;
+ mode.RefreshRate = present_parameters->FullScreen_RefreshRateInHz;
+
+ hr = IWineD3DDevice_SetDisplayMode((IWineD3DDevice *)device, 0, &mode);
+ if (FAILED(hr))
+ {
+ WARN("Failed to set display mode, hr %#x.\n", hr);
+ goto err;
+ }
+ displaymode_set = TRUE;
+ }
+
+ swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(swapchain->context));
+ if (!swapchain->context)
+ {
+ ERR("Failed to create the context array.\n");
+ hr = E_OUTOFMEMORY;
+ goto err;
+ }
+ swapchain->num_contexts = 1;
+
+ if (surface_type == SURFACE_OPENGL)
+ {
+ WINED3DFORMAT formats[] =
+ {
+ WINED3DFMT_D24_UNORM_S8_UINT,
+ WINED3DFMT_D32_UNORM,
+ WINED3DFMT_R24_UNORM_X8_TYPELESS,
+ WINED3DFMT_D16_UNORM,
+ WINED3DFMT_S1_UINT_D15_UNORM
+ };
+
+ const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
+
+ /* In WGL both color, depth and stencil are features of a pixel format. In case of D3D they are separate.
+ * You are able to add a depth + stencil surface at a later stage when you need it.
+ * In order to support this properly in WineD3D we need the ability to recreate the opengl context and
+ * drawable when this is required. This is very tricky as we need to reapply ALL opengl states for the new
+ * context, need torecreate shaders, textures and other resources.
+ *
+ * The context manager already takes care of the state problem and for the other tasks code from Reset
+ * can be used. These changes are way to risky during the 1.0 code freeze which is taking place right now.
+ * Likely a lot of other new bugs will be exposed. For that reason request a depth stencil surface all the
+ * time. It can cause a slight performance hit but fixes a lot of regressions. A fixme reminds of that this
+ * issue needs to be fixed. */
+ for (i = 0; i < (sizeof(formats) / sizeof(*formats)); i++)
+ {
+ swapchain->ds_format = getFormatDescEntry(formats[i], gl_info);
+ swapchain->context[0] = context_create(swapchain, swapchain->front_buffer, swapchain->ds_format);
+ if (swapchain->context[0]) break;
+ TRACE("Depth stencil format %s is not supported, trying next format\n",
+ debug_d3dformat(formats[i]));
+ }
+
+ if (!swapchain->context[0])
+ {
+ WARN("Failed to create context.\n");
+ hr = WINED3DERR_NOTAVAILABLE;
+ goto err;
+ }
+
+ if (!present_parameters->EnableAutoDepthStencil
+ || swapchain->presentParms.AutoDepthStencilFormat != swapchain->ds_format->format)
+ {
+ FIXME("Add OpenGL context recreation support to context_validate_onscreen_formats\n");
+ }
+ context_release(swapchain->context[0]);
+ }
+ else
+ {
+ swapchain->context[0] = NULL;
+ }
+
+ if (swapchain->presentParms.BackBufferCount > 0)
+ {
+ swapchain->back_buffers = HeapAlloc(GetProcessHeap(), 0,
+ sizeof(*swapchain->back_buffers) * swapchain->presentParms.BackBufferCount);
+ if (!swapchain->back_buffers)
+ {
+ ERR("Failed to allocate backbuffer array memory.\n");
+ hr = E_OUTOFMEMORY;
+ goto err;
+ }
+
+ for (i = 0; i < swapchain->presentParms.BackBufferCount; ++i)
+ {
+ TRACE("Creating back buffer %u.\n", i);
+ hr = IWineD3DDeviceParent_CreateRenderTarget(device->device_parent, parent,
+ swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
+ swapchain->presentParms.BackBufferFormat, swapchain->presentParms.MultiSampleType,
+ swapchain->presentParms.MultiSampleQuality, TRUE /* Lockable */,
+ (IWineD3DSurface **)&swapchain->back_buffers[i]);
+ if (FAILED(hr))
+ {
+ WARN("Failed to create back buffer %u, hr %#x.\n", i, hr);
+ goto err;
+ }
+
+ IWineD3DSurface_SetContainer((IWineD3DSurface *)swapchain->back_buffers[i], (IWineD3DBase *)swapchain);
+ swapchain->back_buffers[i]->Flags |= SFLAG_SWAPCHAIN;
+ }
+ }
+
+ /* Swapchains share the depth/stencil buffer, so only create a single depthstencil surface. */
+ if (present_parameters->EnableAutoDepthStencil && surface_type == SURFACE_OPENGL)
+ {
+ TRACE("Creating depth/stencil buffer.\n");
+ if (!device->auto_depth_stencil)
+ {
+ hr = IWineD3DDeviceParent_CreateDepthStencilSurface(device->device_parent, parent,
+ swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
+ swapchain->presentParms.AutoDepthStencilFormat, swapchain->presentParms.MultiSampleType,
+ swapchain->presentParms.MultiSampleQuality, FALSE /* FIXME: Discard */,
+ (IWineD3DSurface **)&device->auto_depth_stencil);
+ if (FAILED(hr))
+ {
+ WARN("Failed to create the auto depth stencil, hr %#x.\n", hr);
+ goto err;
+ }
+
+ IWineD3DSurface_SetContainer((IWineD3DSurface *)device->auto_depth_stencil, NULL);
+ }
+ }
+
+ IWineD3DSwapChain_GetGammaRamp((IWineD3DSwapChain *)swapchain, &swapchain->orig_gamma);
+
+ return WINED3D_OK;
+
+err:
+ if (displaymode_set)
+ {
+ DEVMODEW devmode;
+
+ ClipCursor(NULL);
+
+ /* Change the display settings */
+ memset(&devmode, 0, sizeof(devmode));
+ devmode.dmSize = sizeof(devmode);
+ devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
+ devmode.dmBitsPerPel = format_desc->byte_count * 8;
+ devmode.dmPelsWidth = swapchain->orig_width;
+ devmode.dmPelsHeight = swapchain->orig_height;
+ ChangeDisplaySettingsExW(adapter->DeviceName, &devmode, NULL, CDS_FULLSCREEN, NULL);
+ }
+
+ if (swapchain->back_buffers)
+ {
+ for (i = 0; i < swapchain->presentParms.BackBufferCount; ++i)
+ {
+ if (swapchain->back_buffers[i]) IWineD3DSurface_Release((IWineD3DSurface *)swapchain->back_buffers[i]);
+ }
+ HeapFree(GetProcessHeap(), 0, swapchain->back_buffers);
+ }
+
+ if (swapchain->context)
+ {
+ if (swapchain->context[0])
+ {
+ context_release(swapchain->context[0]);
+ context_destroy(device, swapchain->context[0]);
+ swapchain->num_contexts = 0;
+ }
+ HeapFree(GetProcessHeap(), 0, swapchain->context);
+ }
+
+ if (swapchain->front_buffer) IWineD3DSurface_Release((IWineD3DSurface *)swapchain->front_buffer);
+
+ return hr;
+}
+
+struct wined3d_context *swapchain_create_context_for_thread(IWineD3DSwapChain *iface)
{
IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *) iface;
struct wined3d_context **newArray;
TRACE("Creating a new context for swapchain %p, thread %d\n", This, GetCurrentThreadId());
- ctx = CreateContext(This->wineD3DDevice, (IWineD3DSurfaceImpl *) This->frontBuffer,
- This->context[0]->win_handle, FALSE /* pbuffer */, &This->presentParms);
- if(!ctx) {
+ if (!(ctx = context_create(This, This->front_buffer, This->ds_format)))
+ {
ERR("Failed to create a new context for the swapchain\n");
return NULL;
}
+ context_release(ctx);
newArray = HeapAlloc(GetProcessHeap(), 0, sizeof(*newArray) * This->num_contexts + 1);
if(!newArray) {
ERR("Out of memory when trying to allocate a new context array\n");
- DestroyContext(This->wineD3DDevice, ctx);
+ context_destroy(This->device, ctx);
return NULL;
}
memcpy(newArray, This->context, sizeof(*newArray) * This->num_contexts);
void get_drawable_size_swapchain(struct wined3d_context *context, UINT *width, UINT *height)
{
- IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)context->current_rt;
/* The drawable size of an onscreen drawable is the surface size.
* (Actually: The window size, but the surface is created in window size) */
- *width = surface->currentDesc.Width;
- *height = surface->currentDesc.Height;
+ *width = context->current_rt->currentDesc.Width;
+ *height = context->current_rt->currentDesc.Height;
}