2 * Copyright 2002-2003 Jason Edmeades
3 * Copyright 2002-2003 Raphael Junqueira
4 * Copyright 2005 Oliver Stieber
5 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
6 * Copyright 2011 Henri Verbeet for CodeWeavers
8 * This library is free software; you can redistribute it and/or
9 * modify it under the terms of the GNU Lesser General Public
10 * License as published by the Free Software Foundation; either
11 * version 2.1 of the License, or (at your option) any later version.
13 * This library is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 * Lesser General Public License for more details.
18 * You should have received a copy of the GNU Lesser General Public
19 * License along with this library; if not, write to the Free Software
20 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #include "wined3d_private.h"
26 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
27 WINE_DECLARE_DEBUG_CHANNEL(fps);
29 /* Do not call while under the GL lock. */
30 static void swapchain_cleanup(struct wined3d_swapchain *swapchain)
32 WINED3DDISPLAYMODE mode;
35 TRACE("Destroying swapchain %p.\n", swapchain);
37 wined3d_swapchain_set_gamma_ramp(swapchain, 0, &swapchain->orig_gamma);
39 /* Release the swapchain's draw buffers. Make sure swapchain->back_buffers[0]
40 * is the last buffer to be destroyed, FindContext() depends on that. */
41 if (swapchain->front_buffer)
43 surface_set_container(swapchain->front_buffer, WINED3D_CONTAINER_NONE, NULL);
44 if (IWineD3DSurface_Release((IWineD3DSurface *)swapchain->front_buffer))
45 WARN("Something's still holding the front buffer (%p).\n", swapchain->front_buffer);
46 swapchain->front_buffer = NULL;
49 if (swapchain->back_buffers)
51 i = swapchain->presentParms.BackBufferCount;
55 surface_set_container(swapchain->back_buffers[i], WINED3D_CONTAINER_NONE, NULL);
56 if (IWineD3DSurface_Release((IWineD3DSurface *)swapchain->back_buffers[i]))
57 WARN("Something's still holding back buffer %u (%p).\n", i, swapchain->back_buffers[i]);
59 HeapFree(GetProcessHeap(), 0, swapchain->back_buffers);
60 swapchain->back_buffers = NULL;
63 for (i = 0; i < swapchain->num_contexts; ++i)
65 context_destroy(swapchain->device, swapchain->context[i]);
67 HeapFree(GetProcessHeap(), 0, swapchain->context);
69 /* Restore the screen resolution if we rendered in fullscreen.
70 * This will restore the screen resolution to what it was before creating
71 * the swapchain. In case of d3d8 and d3d9 this will be the original
72 * desktop resolution. In case of d3d7 this will be a NOP because ddraw
73 * sets the resolution before starting up Direct3D, thus orig_width and
74 * orig_height will be equal to the modes in the presentation params. */
75 if (!swapchain->presentParms.Windowed && swapchain->presentParms.AutoRestoreDisplayMode)
77 mode.Width = swapchain->orig_width;
78 mode.Height = swapchain->orig_height;
80 mode.Format = swapchain->orig_fmt;
81 IWineD3DDevice_SetDisplayMode((IWineD3DDevice *)swapchain->device, 0, &mode);
84 if (swapchain->backup_dc)
86 TRACE("Destroying backup wined3d window %p, dc %p.\n", swapchain->backup_wnd, swapchain->backup_dc);
88 ReleaseDC(swapchain->backup_wnd, swapchain->backup_dc);
89 DestroyWindow(swapchain->backup_wnd);
93 ULONG CDECL wined3d_swapchain_incref(struct wined3d_swapchain *swapchain)
95 ULONG refcount = InterlockedIncrement(&swapchain->ref);
97 TRACE("%p increasing refcount to %u.\n", swapchain, refcount);
102 /* Do not call while under the GL lock. */
103 ULONG CDECL wined3d_swapchain_decref(struct wined3d_swapchain *swapchain)
105 ULONG refcount = InterlockedDecrement(&swapchain->ref);
107 TRACE("%p decreasing refcount to %u.\n", swapchain, refcount);
111 swapchain_cleanup(swapchain);
112 swapchain->parent_ops->wined3d_object_destroyed(swapchain->parent);
113 HeapFree(GetProcessHeap(), 0, swapchain);
119 void * CDECL wined3d_swapchain_get_parent(const struct wined3d_swapchain *swapchain)
121 TRACE("swapchain %p.\n", swapchain);
123 return swapchain->parent;
126 HRESULT CDECL wined3d_swapchain_set_window(struct wined3d_swapchain *swapchain, HWND window)
129 window = swapchain->device_window;
130 if (window == swapchain->win_handle)
133 TRACE("Setting swapchain %p window from %p to %p.\n",
134 swapchain, swapchain->win_handle, window);
135 swapchain->win_handle = window;
140 HRESULT CDECL wined3d_swapchain_present(struct wined3d_swapchain *swapchain,
141 const RECT *src_rect, const RECT *dst_rect, HWND dst_window_override,
142 const RGNDATA *dirty_region, DWORD flags)
144 TRACE("swapchain %p, src_rect %s, dst_rect %s, dst_window_override %p, dirty_region %p, flags %#x.\n",
145 swapchain, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect),
146 dst_window_override, dirty_region, flags);
148 wined3d_swapchain_set_window(swapchain, dst_window_override);
150 return swapchain->swapchain_ops->swapchain_present(swapchain,
151 src_rect, dst_rect, dirty_region, flags);
154 HRESULT CDECL wined3d_swapchain_get_front_buffer_data(const struct wined3d_swapchain *swapchain,
155 IWineD3DSurface *dst_surface)
157 POINT offset = {0, 0};
159 TRACE("swapchain %p, dst_surface %p.\n", swapchain, dst_surface);
161 if (swapchain->presentParms.Windowed)
162 MapWindowPoints(swapchain->win_handle, NULL, &offset, 1);
164 IWineD3DSurface_BltFast(dst_surface, offset.x, offset.y,
165 (IWineD3DSurface *)swapchain->front_buffer, NULL, 0);
170 HRESULT CDECL wined3d_swapchain_get_back_buffer(const struct wined3d_swapchain *swapchain,
171 UINT back_buffer_idx, WINED3DBACKBUFFER_TYPE type, IWineD3DSurface **back_buffer)
173 TRACE("swapchain %p, back_buffer_idx %u, type %#x, back_buffer %p.\n",
174 swapchain, back_buffer_idx, type, back_buffer);
176 /* Return invalid if there is no backbuffer array, otherwise it will
177 * crash when ddraw is used (there swapchain->back_buffers is always
178 * NULL). We need this because this function is called from
179 * stateblock_init_default_state() to get the default scissorrect
181 if (!swapchain->back_buffers || back_buffer_idx >= swapchain->presentParms.BackBufferCount)
183 WARN("Invalid back buffer index.\n");
184 /* Native d3d9 doesn't set NULL here, just as wine's d3d9. But set it
185 * here in wined3d to avoid problems in other libs. */
187 return WINED3DERR_INVALIDCALL;
190 *back_buffer = (IWineD3DSurface *)swapchain->back_buffers[back_buffer_idx];
191 if (*back_buffer) IWineD3DSurface_AddRef(*back_buffer);
193 TRACE("Returning back buffer %p.\n", *back_buffer);
198 HRESULT CDECL wined3d_swapchain_get_raster_status(const struct wined3d_swapchain *swapchain,
199 WINED3DRASTER_STATUS *raster_status)
202 /* No OpenGL equivalent */
205 FIXME("swapchain %p, raster_status %p stub!\n", swapchain, raster_status);
209 /* Obtaining the raster status is a widely implemented but optional
210 * feature. When this method returns OK Starcraft 2 expects the
211 * raster_status->InVBlank value to actually change over time. To prevent
212 * Starcraft 2 from running in an infinite loop at startup this method
213 * returns INVALIDCALL. */
214 return WINED3DERR_INVALIDCALL;
217 HRESULT CDECL wined3d_swapchain_get_display_mode(const struct wined3d_swapchain *swapchain, WINED3DDISPLAYMODE *mode)
221 TRACE("swapchain %p, mode %p.\n", swapchain, mode);
223 hr = wined3d_get_adapter_display_mode(swapchain->device->wined3d, swapchain->device->adapter->ordinal, mode);
225 TRACE("Returning w %u, h %u, refresh rate %u, format %s.\n",
226 mode->Width, mode->Height, mode->RefreshRate, debug_d3dformat(mode->Format));
231 IWineD3DDevice * CDECL wined3d_swapchain_get_device(const struct wined3d_swapchain *swapchain)
233 TRACE("swapchain %p.\n", swapchain);
235 return (IWineD3DDevice *)swapchain->device;
238 HRESULT CDECL wined3d_swapchain_get_present_parameters(const struct wined3d_swapchain *swapchain,
239 WINED3DPRESENT_PARAMETERS *present_parameters)
241 TRACE("swapchain %p, present_parameters %p.\n", swapchain, present_parameters);
243 *present_parameters = swapchain->presentParms;
248 HRESULT CDECL wined3d_swapchain_set_gamma_ramp(const struct wined3d_swapchain *swapchain,
249 DWORD flags, const WINED3DGAMMARAMP *ramp)
253 TRACE("swapchain %p, flags %#x, ramp %p.\n", swapchain, flags, ramp);
256 FIXME("Ignoring flags %#x.\n", flags);
258 dc = GetDC(swapchain->device_window);
259 SetDeviceGammaRamp(dc, (void *)ramp);
260 ReleaseDC(swapchain->device_window, dc);
265 HRESULT CDECL wined3d_swapchain_get_gamma_ramp(const struct wined3d_swapchain *swapchain,
266 WINED3DGAMMARAMP *ramp)
270 TRACE("swapchain %p, ramp %p.\n", swapchain, ramp);
272 dc = GetDC(swapchain->device_window);
273 GetDeviceGammaRamp(dc, ramp);
274 ReleaseDC(swapchain->device_window, dc);
279 /* A GL context is provided by the caller */
280 static void swapchain_blit(struct wined3d_swapchain *swapchain,
281 struct wined3d_context *context, const RECT *src_rect, const RECT *dst_rect)
283 IWineD3DSurfaceImpl *backbuffer = swapchain->back_buffers[0];
284 IWineD3DDeviceImpl *device = swapchain->device;
285 UINT src_w = src_rect->right - src_rect->left;
286 UINT src_h = src_rect->bottom - src_rect->top;
288 const struct wined3d_gl_info *gl_info = context->gl_info;
292 TRACE("swapchain %p, context %p, src_rect %s, dst_rect %s.\n",
293 swapchain, context, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect));
295 if (src_w == dst_rect->right - dst_rect->left && src_h == dst_rect->bottom - dst_rect->top)
296 gl_filter = GL_NEAREST;
298 gl_filter = GL_LINEAR;
300 GetClientRect(swapchain->win_handle, &win_rect);
301 win_h = win_rect.bottom - win_rect.top;
303 if (gl_info->fbo_ops.glBlitFramebuffer && is_identity_fixup(backbuffer->resource.format->color_fixup))
306 context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, backbuffer, NULL, SFLAG_INTEXTURE);
307 glReadBuffer(GL_COLOR_ATTACHMENT0);
308 context_check_fbo_status(context, GL_READ_FRAMEBUFFER);
310 context_bind_fbo(context, GL_DRAW_FRAMEBUFFER, NULL);
311 context_set_draw_buffer(context, GL_BACK);
313 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
314 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE));
315 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1));
316 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2));
317 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3));
319 glDisable(GL_SCISSOR_TEST);
320 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
322 /* Note that the texture is upside down */
323 gl_info->fbo_ops.glBlitFramebuffer(src_rect->left, src_rect->top, src_rect->right, src_rect->bottom,
324 dst_rect->left, win_h - dst_rect->top, dst_rect->right, win_h - dst_rect->bottom,
325 GL_COLOR_BUFFER_BIT, gl_filter);
326 checkGLcall("Swapchain present blit(EXT_framebuffer_blit)\n");
331 struct wined3d_context *context2;
332 float tex_left = src_rect->left;
333 float tex_top = src_rect->top;
334 float tex_right = src_rect->right;
335 float tex_bottom = src_rect->bottom;
337 context2 = context_acquire(device, swapchain->back_buffers[0]);
338 context_apply_blit_state(context2, device);
340 if (backbuffer->flags & SFLAG_NORMCOORD)
348 if (is_complex_fixup(backbuffer->resource.format->color_fixup))
349 gl_filter = GL_NEAREST;
352 context_bind_fbo(context2, GL_FRAMEBUFFER, NULL);
354 /* Set up the texture. The surface is not in a IWineD3D*Texture container,
355 * so there are no d3d texture settings to dirtify
357 device->blitter->set_shader(device->blit_priv, context2->gl_info, backbuffer);
358 glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MIN_FILTER, gl_filter);
359 glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MAG_FILTER, gl_filter);
361 context_set_draw_buffer(context, GL_BACK);
363 /* Set the viewport to the destination rectandle, disable any projection
364 * transformation set up by context_apply_blit_state(), and draw a
365 * (-1,-1)-(1,1) quad.
367 * Back up viewport and matrix to avoid breaking last_was_blit
369 * Note that context_apply_blit_state() set up viewport and ortho to
370 * match the surface size - we want the GL drawable(=window) size. */
371 glPushAttrib(GL_VIEWPORT_BIT);
372 glViewport(dst_rect->left, win_h - dst_rect->bottom, dst_rect->right, win_h - dst_rect->top);
373 glMatrixMode(GL_PROJECTION);
379 glTexCoord2f(tex_left, tex_bottom);
383 glTexCoord2f(tex_left, tex_top);
387 glTexCoord2f(tex_right, tex_top);
391 glTexCoord2f(tex_right, tex_bottom);
398 device->blitter->unset_shader(context->gl_info);
399 checkGLcall("Swapchain present blit(manual)\n");
402 context_release(context2);
406 static HRESULT swapchain_gl_present(struct wined3d_swapchain *swapchain, const RECT *src_rect_in,
407 const RECT *dst_rect_in, const RGNDATA *dirty_region, DWORD flags)
409 const struct wined3d_gl_info *gl_info;
410 struct wined3d_context *context;
411 RECT src_rect, dst_rect;
414 context = context_acquire(swapchain->device, swapchain->back_buffers[0]);
417 context_release(context);
418 WARN("Invalid context, skipping present.\n");
422 gl_info = context->gl_info;
424 /* Render the cursor onto the back buffer, using our nifty directdraw blitting code :-) */
425 if (swapchain->device->bCursorVisible && swapchain->device->cursorTexture)
427 IWineD3DSurfaceImpl cursor;
430 swapchain->device->xScreenSpace - swapchain->device->xHotSpot,
431 swapchain->device->yScreenSpace - swapchain->device->yHotSpot,
432 swapchain->device->xScreenSpace + swapchain->device->cursorWidth - swapchain->device->xHotSpot,
433 swapchain->device->yScreenSpace + swapchain->device->cursorHeight - swapchain->device->yHotSpot,
435 TRACE("Rendering the cursor. Creating fake surface at %p\n", &cursor);
436 /* Build a fake surface to call the Blitting code. It is not possible to use the interface passed by
437 * the application because we are only supposed to copy the information out. Using a fake surface
438 * allows to use the Blitting engine and avoid copying the whole texture -> render target blitting code.
440 memset(&cursor, 0, sizeof(cursor));
441 cursor.lpVtbl = &IWineD3DSurface_Vtbl;
442 cursor.resource.ref = 1;
443 cursor.resource.device = swapchain->device;
444 cursor.resource.pool = WINED3DPOOL_SCRATCH;
445 cursor.resource.format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
446 cursor.resource.resourceType = WINED3DRTYPE_SURFACE;
447 cursor.texture_name = swapchain->device->cursorTexture;
448 cursor.texture_target = GL_TEXTURE_2D;
449 cursor.texture_level = 0;
450 cursor.resource.width = swapchain->device->cursorWidth;
451 cursor.resource.height = swapchain->device->cursorHeight;
452 /* The cursor must have pow2 sizes */
453 cursor.pow2Width = cursor.resource.width;
454 cursor.pow2Height = cursor.resource.height;
455 /* The surface is in the texture */
456 cursor.flags |= SFLAG_INTEXTURE;
457 /* DDBLT_KEYSRC will cause BltOverride to enable the alpha test with GL_NOTEQUAL, 0.0,
458 * which is exactly what we want :-)
460 if (swapchain->presentParms.Windowed)
461 MapWindowPoints(NULL, swapchain->win_handle, (LPPOINT)&destRect, 2);
462 IWineD3DSurface_Blt((IWineD3DSurface *)swapchain->back_buffers[0], &destRect,
463 (IWineD3DSurface *)&cursor, NULL, WINEDDBLT_KEYSRC, NULL, WINED3DTEXF_POINT);
466 if (swapchain->device->logo_surface)
468 /* Blit the logo into the upper left corner of the drawable. */
469 IWineD3DSurface_BltFast((IWineD3DSurface *)swapchain->back_buffers[0], 0, 0,
470 swapchain->device->logo_surface, NULL, WINEDDBLTFAST_SRCCOLORKEY);
473 TRACE("Presenting HDC %p.\n", context->hdc);
475 render_to_fbo = swapchain->render_to_fbo;
479 src_rect = *src_rect_in;
480 if (!render_to_fbo && (src_rect.left || src_rect.top
481 || src_rect.right != swapchain->presentParms.BackBufferWidth
482 || src_rect.bottom != swapchain->presentParms.BackBufferHeight))
484 render_to_fbo = TRUE;
491 src_rect.right = swapchain->presentParms.BackBufferWidth;
492 src_rect.bottom = swapchain->presentParms.BackBufferHeight;
496 dst_rect = *dst_rect_in;
498 GetClientRect(swapchain->win_handle, &dst_rect);
500 if (!render_to_fbo && (dst_rect.left || dst_rect.top
501 || dst_rect.right != swapchain->presentParms.BackBufferWidth
502 || dst_rect.bottom != swapchain->presentParms.BackBufferHeight))
504 render_to_fbo = TRUE;
507 /* Rendering to a window of different size, presenting partial rectangles,
508 * or rendering to a different window needs help from FBO_blit or a textured
509 * draw. Render the swapchain to a FBO in the future.
511 * Note that FBO_blit from the backbuffer to the frontbuffer cannot solve
512 * all these issues - this fails if the window is smaller than the backbuffer.
514 if (!swapchain->render_to_fbo && render_to_fbo && wined3d_settings.offscreen_rendering_mode == ORM_FBO)
516 surface_load_location(swapchain->back_buffers[0], SFLAG_INTEXTURE, NULL);
517 surface_modify_location(swapchain->back_buffers[0], SFLAG_INDRAWABLE, FALSE);
518 swapchain->render_to_fbo = TRUE;
521 if (swapchain->render_to_fbo)
523 /* This codepath should only be hit with the COPY swapeffect. Otherwise a backbuffer-
524 * window size mismatch is impossible(fullscreen) and src and dst rectangles are
525 * not allowed(they need the COPY swapeffect)
527 * The DISCARD swap effect is ok as well since any backbuffer content is allowed after
529 if (swapchain->presentParms.SwapEffect == WINED3DSWAPEFFECT_FLIP)
530 FIXME("Render-to-fbo with WINED3DSWAPEFFECT_FLIP\n");
532 swapchain_blit(swapchain, context, &src_rect, &dst_rect);
535 if (swapchain->num_contexts > 1)
537 SwapBuffers(context->hdc); /* TODO: cycle through the swapchain buffers */
539 TRACE("SwapBuffers called, Starting new frame\n");
543 DWORD time = GetTickCount();
546 /* every 1.5 seconds */
547 if (time - swapchain->prev_time > 1500)
549 TRACE_(fps)("%p @ approx %.2ffps\n",
550 swapchain, 1000.0 * swapchain->frames / (time - swapchain->prev_time));
551 swapchain->prev_time = time;
552 swapchain->frames = 0;
556 /* This is disabled, but the code left in for debug purposes.
558 * Since we're allowed to modify the new back buffer on a D3DSWAPEFFECT_DISCARD flip,
559 * we can clear it with some ugly color to make bad drawing visible and ease debugging.
560 * The Debug runtime does the same on Windows. However, a few games do not redraw the
561 * screen properly, like Max Payne 2, which leaves a few pixels undefined.
563 * Tests show that the content of the back buffer after a discard flip is indeed not
564 * reliable, so no game can depend on the exact content. However, it resembles the
565 * old contents in some way, for example by showing fragments at other locations. In
566 * general, the color theme is still intact. So Max payne, which draws rather dark scenes
567 * gets a dark background image. If we clear it with a bright ugly color, the game's
568 * bug shows up much more than it does on Windows, and the players see single pixels
570 * (The Max Payne bug has been confirmed on Windows with the debug runtime) */
571 if (FALSE && swapchain->presentParms.SwapEffect == WINED3DSWAPEFFECT_DISCARD)
573 TRACE("Clearing the color buffer with cyan color\n");
575 IWineD3DDevice_Clear((IWineD3DDevice *)swapchain->device, 0, NULL,
576 WINED3DCLEAR_TARGET, 0xff00ffff, 1.0f, 0);
579 if (!swapchain->render_to_fbo && ((swapchain->front_buffer->flags & SFLAG_INSYSMEM)
580 || (swapchain->back_buffers[0]->flags & SFLAG_INSYSMEM)))
582 /* Both memory copies of the surfaces are ok, flip them around too instead of dirtifying
583 * Doesn't work with render_to_fbo because we're not flipping
585 IWineD3DSurfaceImpl *front = swapchain->front_buffer;
586 IWineD3DSurfaceImpl *back = swapchain->back_buffers[0];
588 if(front->resource.size == back->resource.size) {
590 flip_surface(front, back);
592 /* Tell the front buffer surface that is has been modified. However,
593 * the other locations were preserved during that, so keep the flags.
594 * This serves to update the emulated overlay, if any. */
595 fbflags = front->flags;
596 surface_modify_location(front, SFLAG_INDRAWABLE, TRUE);
597 front->flags = fbflags;
601 surface_modify_location(front, SFLAG_INDRAWABLE, TRUE);
602 surface_modify_location(back, SFLAG_INDRAWABLE, TRUE);
607 surface_modify_location(swapchain->front_buffer, SFLAG_INDRAWABLE, TRUE);
608 /* If the swapeffect is DISCARD, the back buffer is undefined. That means the SYSMEM
609 * and INTEXTURE copies can keep their old content if they have any defined content.
610 * If the swapeffect is COPY, the content remains the same. If it is FLIP however,
611 * the texture / sysmem copy needs to be reloaded from the drawable
613 if (swapchain->presentParms.SwapEffect == WINED3DSWAPEFFECT_FLIP)
614 surface_modify_location(swapchain->back_buffers[0], SFLAG_INDRAWABLE, TRUE);
617 if (swapchain->device->depth_stencil)
619 if (swapchain->presentParms.Flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
620 || swapchain->device->depth_stencil->flags & SFLAG_DISCARD)
622 surface_modify_ds_location(swapchain->device->depth_stencil, SFLAG_DS_DISCARDED,
623 swapchain->device->depth_stencil->resource.width,
624 swapchain->device->depth_stencil->resource.height);
625 if (swapchain->device->depth_stencil == swapchain->device->onscreen_depth_stencil)
627 IWineD3DSurface_Release((IWineD3DSurface *)swapchain->device->onscreen_depth_stencil);
628 swapchain->device->onscreen_depth_stencil = NULL;
633 context_release(context);
635 TRACE("returning\n");
639 static const struct wined3d_swapchain_ops swapchain_gl_ops =
641 swapchain_gl_present,
644 /* Helper function that blits the front buffer contents to the target window. */
645 void x11_copy_to_screen(struct wined3d_swapchain *swapchain, const RECT *rect)
647 IWineD3DSurfaceImpl *front;
648 POINT offset = {0, 0};
653 TRACE("swapchain %p, rect %s.\n", swapchain, wine_dbgstr_rect(rect));
655 front = swapchain->front_buffer;
656 if (!(front->resource.usage & WINED3DUSAGE_RENDERTARGET))
659 TRACE("Copying surface %p to screen.\n", front);
662 window = swapchain->win_handle;
663 dst_dc = GetDCEx(window, 0, DCX_CLIPSIBLINGS | DCX_CACHE);
665 /* Front buffer coordinates are screen coordinates. Map them to the
666 * destination window if not fullscreened. */
667 if (swapchain->presentParms.Windowed)
668 ClientToScreen(window, &offset);
670 TRACE("offset %s.\n", wine_dbgstr_point(&offset));
673 /* FIXME: This doesn't work... if users really want to run
674 * X in 8bpp, then we need to call directly into display.drv
675 * (or Wine's equivalent), and force a private colormap
676 * without default entries. */
679 SelectPalette(dst_dc, front->palette->hpal, FALSE);
680 RealizePalette(dst_dc); /* sends messages => deadlocks */
685 draw_rect.right = front->resource.width;
687 draw_rect.bottom = front->resource.height;
690 /* TODO: Support clippers. */
694 HWND hwnd = ((IWineD3DClipperImpl *)front->clipper)->hWnd;
695 if (hwnd && GetClientRect(hwnd,&xrc))
697 OffsetRect(&xrc, offset.x, offset.y);
698 IntersectRect(&draw_rect, &draw_rect, &xrc);
705 /* Only use this if the caller did not pass a rectangle, since
706 * due to double locking this could be the wrong one... */
707 if (front->lockedRect.left != front->lockedRect.right)
708 IntersectRect(&draw_rect, &draw_rect, &front->lockedRect);
712 IntersectRect(&draw_rect, &draw_rect, rect);
715 BitBlt(dst_dc, draw_rect.left - offset.x, draw_rect.top - offset.y,
716 draw_rect.right - draw_rect.left, draw_rect.bottom - draw_rect.top,
717 src_dc, draw_rect.left, draw_rect.top, SRCCOPY);
718 ReleaseDC(window, dst_dc);
721 static HRESULT swapchain_gdi_present(struct wined3d_swapchain *swapchain, const RECT *src_rect_in,
722 const RECT *dst_rect_in, const RGNDATA *dirty_region, DWORD flags)
724 IWineD3DSurfaceImpl *front, *back;
726 if (!swapchain->back_buffers)
728 WARN("Swapchain doesn't have a backbuffer, returning WINED3DERR_INVALIDCALL\n");
729 return WINED3DERR_INVALIDCALL;
731 front = swapchain->front_buffer;
732 back = swapchain->back_buffers[0];
738 front->hDC = back->hDC;
742 /* Flip the DIBsection. */
745 tmp = front->dib.DIBsection;
746 front->dib.DIBsection = back->dib.DIBsection;
747 back->dib.DIBsection = tmp;
750 /* Flip the surface data. */
754 tmp = front->dib.bitmap_data;
755 front->dib.bitmap_data = back->dib.bitmap_data;
756 back->dib.bitmap_data = tmp;
758 tmp = front->resource.allocatedMemory;
759 front->resource.allocatedMemory = back->resource.allocatedMemory;
760 back->resource.allocatedMemory = tmp;
762 if (front->resource.heapMemory)
763 ERR("GDI Surface %p has heap memory allocated.\n", front);
765 if (back->resource.heapMemory)
766 ERR("GDI Surface %p has heap memory allocated.\n", back);
769 /* Client_memory should not be different, but just in case. */
772 tmp = front->dib.client_memory;
773 front->dib.client_memory = back->dib.client_memory;
774 back->dib.client_memory = tmp;
780 static LONG prev_time, frames;
781 DWORD time = GetTickCount();
785 /* every 1.5 seconds */
786 if (time - prev_time > 1500)
788 TRACE_(fps)("@ approx %.2ffps\n", 1000.0 * frames / (time - prev_time));
794 x11_copy_to_screen(swapchain, NULL);
799 static const struct wined3d_swapchain_ops swapchain_gdi_ops =
801 swapchain_gdi_present,
804 /* Do not call while under the GL lock. */
805 HRESULT swapchain_init(struct wined3d_swapchain *swapchain, WINED3DSURFTYPE surface_type,
806 IWineD3DDeviceImpl *device, WINED3DPRESENT_PARAMETERS *present_parameters,
807 void *parent, const struct wined3d_parent_ops *parent_ops)
809 const struct wined3d_adapter *adapter = device->adapter;
810 const struct wined3d_format *format;
811 BOOL displaymode_set = FALSE;
812 WINED3DDISPLAYMODE mode;
818 if (present_parameters->BackBufferCount > WINED3DPRESENT_BACK_BUFFER_MAX)
820 FIXME("The application requested %u back buffers, this is not supported.\n",
821 present_parameters->BackBufferCount);
822 return WINED3DERR_INVALIDCALL;
825 if (present_parameters->BackBufferCount > 1)
827 FIXME("The application requested more than one back buffer, this is not properly supported.\n"
828 "Please configure the application to use double buffering (1 back buffer) if possible.\n");
831 switch (surface_type)
834 swapchain->swapchain_ops = &swapchain_gdi_ops;
838 swapchain->swapchain_ops = &swapchain_gl_ops;
841 case SURFACE_UNKNOWN:
842 FIXME("Caller tried to create a SURFACE_UNKNOWN swapchain.\n");
843 return WINED3DERR_INVALIDCALL;
846 window = present_parameters->hDeviceWindow ? present_parameters->hDeviceWindow : device->createParms.hFocusWindow;
848 swapchain->device = device;
849 swapchain->parent = parent;
850 swapchain->parent_ops = parent_ops;
852 swapchain->win_handle = window;
853 swapchain->device_window = window;
855 wined3d_get_adapter_display_mode(device->wined3d, adapter->ordinal, &mode);
856 swapchain->orig_width = mode.Width;
857 swapchain->orig_height = mode.Height;
858 swapchain->orig_fmt = mode.Format;
859 format = wined3d_get_format(&adapter->gl_info, mode.Format);
861 GetClientRect(window, &client_rect);
862 if (present_parameters->Windowed
863 && (!present_parameters->BackBufferWidth || !present_parameters->BackBufferHeight
864 || present_parameters->BackBufferFormat == WINED3DFMT_UNKNOWN))
867 if (!present_parameters->BackBufferWidth)
869 present_parameters->BackBufferWidth = client_rect.right;
870 TRACE("Updating width to %u.\n", present_parameters->BackBufferWidth);
873 if (!present_parameters->BackBufferHeight)
875 present_parameters->BackBufferHeight = client_rect.bottom;
876 TRACE("Updating height to %u.\n", present_parameters->BackBufferHeight);
879 if (present_parameters->BackBufferFormat == WINED3DFMT_UNKNOWN)
881 present_parameters->BackBufferFormat = swapchain->orig_fmt;
882 TRACE("Updating format to %s.\n", debug_d3dformat(swapchain->orig_fmt));
885 swapchain->presentParms = *present_parameters;
887 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO
888 && present_parameters->BackBufferCount
889 && (present_parameters->BackBufferWidth != client_rect.right
890 || present_parameters->BackBufferHeight != client_rect.bottom))
892 TRACE("Rendering to FBO. Backbuffer %ux%u, window %ux%u.\n",
893 present_parameters->BackBufferWidth,
894 present_parameters->BackBufferHeight,
895 client_rect.right, client_rect.bottom);
896 swapchain->render_to_fbo = TRUE;
899 TRACE("Creating front buffer.\n");
900 hr = IWineD3DDeviceParent_CreateRenderTarget(device->device_parent, parent,
901 swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
902 swapchain->presentParms.BackBufferFormat, swapchain->presentParms.MultiSampleType,
903 swapchain->presentParms.MultiSampleQuality, TRUE /* Lockable */,
904 (IWineD3DSurface **)&swapchain->front_buffer);
907 WARN("Failed to create front buffer, hr %#x.\n", hr);
911 surface_set_container(swapchain->front_buffer, WINED3D_CONTAINER_SWAPCHAIN, swapchain);
912 if (surface_type == SURFACE_OPENGL)
914 surface_modify_location(swapchain->front_buffer, SFLAG_INDRAWABLE, TRUE);
917 /* MSDN says we're only allowed a single fullscreen swapchain per device,
918 * so we should really check to see if there is a fullscreen swapchain
919 * already. Does a single head count as full screen? */
921 if (!present_parameters->Windowed)
923 WINED3DDISPLAYMODE mode;
925 /* Change the display settings */
926 mode.Width = present_parameters->BackBufferWidth;
927 mode.Height = present_parameters->BackBufferHeight;
928 mode.Format = present_parameters->BackBufferFormat;
929 mode.RefreshRate = present_parameters->FullScreen_RefreshRateInHz;
931 hr = IWineD3DDevice_SetDisplayMode((IWineD3DDevice *)device, 0, &mode);
934 WARN("Failed to set display mode, hr %#x.\n", hr);
937 displaymode_set = TRUE;
940 if (surface_type == SURFACE_OPENGL)
942 static const enum wined3d_format_id formats[] =
944 WINED3DFMT_D24_UNORM_S8_UINT,
945 WINED3DFMT_D32_UNORM,
946 WINED3DFMT_R24_UNORM_X8_TYPELESS,
947 WINED3DFMT_D16_UNORM,
948 WINED3DFMT_S1_UINT_D15_UNORM
951 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
953 swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(swapchain->context));
954 if (!swapchain->context)
956 ERR("Failed to create the context array.\n");
960 swapchain->num_contexts = 1;
962 /* In WGL both color, depth and stencil are features of a pixel format. In case of D3D they are separate.
963 * You are able to add a depth + stencil surface at a later stage when you need it.
964 * In order to support this properly in WineD3D we need the ability to recreate the opengl context and
965 * drawable when this is required. This is very tricky as we need to reapply ALL opengl states for the new
966 * context, need torecreate shaders, textures and other resources.
968 * The context manager already takes care of the state problem and for the other tasks code from Reset
969 * can be used. These changes are way to risky during the 1.0 code freeze which is taking place right now.
970 * Likely a lot of other new bugs will be exposed. For that reason request a depth stencil surface all the
971 * time. It can cause a slight performance hit but fixes a lot of regressions. A fixme reminds of that this
972 * issue needs to be fixed. */
973 for (i = 0; i < (sizeof(formats) / sizeof(*formats)); i++)
975 swapchain->ds_format = wined3d_get_format(gl_info, formats[i]);
976 swapchain->context[0] = context_create(swapchain, swapchain->front_buffer, swapchain->ds_format);
977 if (swapchain->context[0]) break;
978 TRACE("Depth stencil format %s is not supported, trying next format\n",
979 debug_d3dformat(formats[i]));
982 if (!swapchain->context[0])
984 WARN("Failed to create context.\n");
985 hr = WINED3DERR_NOTAVAILABLE;
989 if (!present_parameters->EnableAutoDepthStencil
990 || swapchain->presentParms.AutoDepthStencilFormat != swapchain->ds_format->id)
992 FIXME("Add OpenGL context recreation support to context_validate_onscreen_formats\n");
994 context_release(swapchain->context[0]);
997 if (swapchain->presentParms.BackBufferCount > 0)
999 swapchain->back_buffers = HeapAlloc(GetProcessHeap(), 0,
1000 sizeof(*swapchain->back_buffers) * swapchain->presentParms.BackBufferCount);
1001 if (!swapchain->back_buffers)
1003 ERR("Failed to allocate backbuffer array memory.\n");
1008 for (i = 0; i < swapchain->presentParms.BackBufferCount; ++i)
1010 TRACE("Creating back buffer %u.\n", i);
1011 hr = IWineD3DDeviceParent_CreateRenderTarget(device->device_parent, parent,
1012 swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
1013 swapchain->presentParms.BackBufferFormat, swapchain->presentParms.MultiSampleType,
1014 swapchain->presentParms.MultiSampleQuality, TRUE /* Lockable */,
1015 (IWineD3DSurface **)&swapchain->back_buffers[i]);
1018 WARN("Failed to create back buffer %u, hr %#x.\n", i, hr);
1022 surface_set_container(swapchain->back_buffers[i], WINED3D_CONTAINER_SWAPCHAIN, swapchain);
1026 /* Swapchains share the depth/stencil buffer, so only create a single depthstencil surface. */
1027 if (present_parameters->EnableAutoDepthStencil && surface_type == SURFACE_OPENGL)
1029 TRACE("Creating depth/stencil buffer.\n");
1030 if (!device->auto_depth_stencil)
1032 hr = IWineD3DDeviceParent_CreateDepthStencilSurface(device->device_parent,
1033 swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
1034 swapchain->presentParms.AutoDepthStencilFormat, swapchain->presentParms.MultiSampleType,
1035 swapchain->presentParms.MultiSampleQuality, FALSE /* FIXME: Discard */,
1036 (IWineD3DSurface **)&device->auto_depth_stencil);
1039 WARN("Failed to create the auto depth stencil, hr %#x.\n", hr);
1043 surface_set_container(device->auto_depth_stencil, WINED3D_CONTAINER_NONE, NULL);
1047 wined3d_swapchain_get_gamma_ramp(swapchain, &swapchain->orig_gamma);
1052 if (displaymode_set)
1058 /* Change the display settings */
1059 memset(&devmode, 0, sizeof(devmode));
1060 devmode.dmSize = sizeof(devmode);
1061 devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
1062 devmode.dmBitsPerPel = format->byte_count * CHAR_BIT;
1063 devmode.dmPelsWidth = swapchain->orig_width;
1064 devmode.dmPelsHeight = swapchain->orig_height;
1065 ChangeDisplaySettingsExW(adapter->DeviceName, &devmode, NULL, CDS_FULLSCREEN, NULL);
1068 if (swapchain->back_buffers)
1070 for (i = 0; i < swapchain->presentParms.BackBufferCount; ++i)
1072 if (swapchain->back_buffers[i]) IWineD3DSurface_Release((IWineD3DSurface *)swapchain->back_buffers[i]);
1074 HeapFree(GetProcessHeap(), 0, swapchain->back_buffers);
1077 if (swapchain->context)
1079 if (swapchain->context[0])
1081 context_release(swapchain->context[0]);
1082 context_destroy(device, swapchain->context[0]);
1083 swapchain->num_contexts = 0;
1085 HeapFree(GetProcessHeap(), 0, swapchain->context);
1088 if (swapchain->front_buffer) IWineD3DSurface_Release((IWineD3DSurface *)swapchain->front_buffer);
1093 /* Do not call while under the GL lock. */
1094 static struct wined3d_context *swapchain_create_context(struct wined3d_swapchain *swapchain)
1096 struct wined3d_context **newArray;
1097 struct wined3d_context *ctx;
1099 TRACE("Creating a new context for swapchain %p, thread %u.\n", swapchain, GetCurrentThreadId());
1101 if (!(ctx = context_create(swapchain, swapchain->front_buffer, swapchain->ds_format)))
1103 ERR("Failed to create a new context for the swapchain\n");
1106 context_release(ctx);
1108 newArray = HeapAlloc(GetProcessHeap(), 0, sizeof(*newArray) * (swapchain->num_contexts + 1));
1110 ERR("Out of memory when trying to allocate a new context array\n");
1111 context_destroy(swapchain->device, ctx);
1114 memcpy(newArray, swapchain->context, sizeof(*newArray) * swapchain->num_contexts);
1115 HeapFree(GetProcessHeap(), 0, swapchain->context);
1116 newArray[swapchain->num_contexts] = ctx;
1117 swapchain->context = newArray;
1118 swapchain->num_contexts++;
1120 TRACE("Returning context %p\n", ctx);
1124 struct wined3d_context *swapchain_get_context(struct wined3d_swapchain *swapchain)
1126 DWORD tid = GetCurrentThreadId();
1129 for (i = 0; i < swapchain->num_contexts; ++i)
1131 if (swapchain->context[i]->tid == tid)
1132 return swapchain->context[i];
1135 /* Create a new context for the thread */
1136 return swapchain_create_context(swapchain);
1139 void get_drawable_size_swapchain(struct wined3d_context *context, UINT *width, UINT *height)
1141 /* The drawable size of an onscreen drawable is the surface size.
1142 * (Actually: The window size, but the surface is created in window size) */
1143 *width = context->current_rt->resource.width;
1144 *height = context->current_rt->resource.height;