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 /* This is disabled, but the code left in for debug purposes.
372 * Since we're allowed to modify the new back buffer on a D3DSWAPEFFECT_DISCARD flip,
373 * we can clear it with some ugly color to make bad drawing visible and ease debugging.
374 * The Debug runtime does the same on Windows. However, a few games do not redraw the
375 * screen properly, like Max Payne 2, which leaves a few pixels undefined.
377 * Tests show that the content of the back buffer after a discard flip is indeed not
378 * reliable, so no game can depend on the exact content. However, it resembles the
379 * old contents in some way, for example by showing fragments at other locations. In
380 * general, the color theme is still intact. So Max payne, which draws rather dark scenes
381 * gets a dark background image. If we clear it with a bright ugly color, the game's
382 * bug shows up much more than it does on Windows, and the players see single pixels
384 * (The Max Payne bug has been confirmed on Windows with the debug runtime)
386 if (FALSE && This->presentParms.SwapEffect == WINED3DSWAPEFFECT_DISCARD) {
387 TRACE("Clearing the color buffer with cyan color\n");
389 IWineD3DDevice_Clear((IWineD3DDevice *)This->device, 0, NULL,
390 WINED3DCLEAR_TARGET, 0xff00ffff, 1.0f, 0);
393 if (!This->render_to_fbo && ((This->front_buffer->Flags & SFLAG_INSYSMEM)
394 || (This->back_buffers[0]->Flags & SFLAG_INSYSMEM)))
396 /* Both memory copies of the surfaces are ok, flip them around too instead of dirtifying
397 * Doesn't work with render_to_fbo because we're not flipping
399 IWineD3DSurfaceImpl *front = This->front_buffer;
400 IWineD3DSurfaceImpl *back = This->back_buffers[0];
402 if(front->resource.size == back->resource.size) {
404 flip_surface(front, back);
406 /* Tell the front buffer surface that is has been modified. However,
407 * the other locations were preserved during that, so keep the flags.
408 * This serves to update the emulated overlay, if any
410 fbflags = front->Flags;
411 IWineD3DSurface_ModifyLocation((IWineD3DSurface *)front, SFLAG_INDRAWABLE, TRUE);
412 front->Flags = fbflags;
414 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) front, SFLAG_INDRAWABLE, TRUE);
415 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) back, SFLAG_INDRAWABLE, TRUE);
420 IWineD3DSurface_ModifyLocation((IWineD3DSurface *)This->front_buffer, SFLAG_INDRAWABLE, TRUE);
421 /* If the swapeffect is DISCARD, the back buffer is undefined. That means the SYSMEM
422 * and INTEXTURE copies can keep their old content if they have any defined content.
423 * If the swapeffect is COPY, the content remains the same. If it is FLIP however,
424 * the texture / sysmem copy needs to be reloaded from the drawable
426 if (This->presentParms.SwapEffect == WINED3DSWAPEFFECT_FLIP)
428 IWineD3DSurface_ModifyLocation((IWineD3DSurface *)This->back_buffers[0], SFLAG_INDRAWABLE, TRUE);
432 if (This->device->depth_stencil)
434 if (This->presentParms.Flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
435 || This->device->depth_stencil->Flags & SFLAG_DISCARD)
437 surface_modify_ds_location(This->device->depth_stencil, SFLAG_DS_DISCARDED,
438 This->device->depth_stencil->currentDesc.Width,
439 This->device->depth_stencil->currentDesc.Height);
440 if (This->device->depth_stencil == This->device->onscreen_depth_stencil)
442 IWineD3DSurface_Release((IWineD3DSurface *)This->device->onscreen_depth_stencil);
443 This->device->onscreen_depth_stencil = NULL;
448 if (This->presentParms.PresentationInterval != WINED3DPRESENT_INTERVAL_IMMEDIATE
449 && gl_info->supported[SGI_VIDEO_SYNC])
451 retval = GL_EXTCALL(glXGetVideoSyncSGI(&sync));
453 ERR("glXGetVideoSyncSGI failed(retval = %d\n", retval);
456 switch(This->presentParms.PresentationInterval) {
457 case WINED3DPRESENT_INTERVAL_DEFAULT:
458 case WINED3DPRESENT_INTERVAL_ONE:
459 if(sync <= This->vSyncCounter) {
460 retval = GL_EXTCALL(glXWaitVideoSyncSGI(1, 0, &This->vSyncCounter));
462 This->vSyncCounter = sync;
465 case WINED3DPRESENT_INTERVAL_TWO:
466 if(sync <= This->vSyncCounter + 1) {
467 retval = GL_EXTCALL(glXWaitVideoSyncSGI(2, This->vSyncCounter & 0x1, &This->vSyncCounter));
469 This->vSyncCounter = sync;
472 case WINED3DPRESENT_INTERVAL_THREE:
473 if(sync <= This->vSyncCounter + 2) {
474 retval = GL_EXTCALL(glXWaitVideoSyncSGI(3, This->vSyncCounter % 0x3, &This->vSyncCounter));
476 This->vSyncCounter = sync;
479 case WINED3DPRESENT_INTERVAL_FOUR:
480 if(sync <= This->vSyncCounter + 3) {
481 retval = GL_EXTCALL(glXWaitVideoSyncSGI(4, This->vSyncCounter & 0x3, &This->vSyncCounter));
483 This->vSyncCounter = sync;
487 FIXME("Unknown presentation interval %08x\n", This->presentParms.PresentationInterval);
491 context_release(context);
493 TRACE("returning\n");
497 static HRESULT WINAPI IWineD3DSwapChainImpl_SetDestWindowOverride(IWineD3DSwapChain *iface, HWND window)
499 IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *)iface;
501 if (!window) window = swapchain->device_window;
502 if (window == swapchain->win_handle) return WINED3D_OK;
504 TRACE("Setting swapchain %p window from %p to %p\n", swapchain, swapchain->win_handle, window);
505 swapchain->win_handle = window;
510 static const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl =
513 IWineD3DBaseSwapChainImpl_QueryInterface,
514 IWineD3DBaseSwapChainImpl_AddRef,
515 IWineD3DBaseSwapChainImpl_Release,
516 /* IWineD3DSwapChain */
517 IWineD3DBaseSwapChainImpl_GetParent,
518 IWineD3DSwapChainImpl_Destroy,
519 IWineD3DBaseSwapChainImpl_GetDevice,
520 IWineD3DSwapChainImpl_Present,
521 IWineD3DSwapChainImpl_SetDestWindowOverride,
522 IWineD3DBaseSwapChainImpl_GetFrontBufferData,
523 IWineD3DBaseSwapChainImpl_GetBackBuffer,
524 IWineD3DBaseSwapChainImpl_GetRasterStatus,
525 IWineD3DBaseSwapChainImpl_GetDisplayMode,
526 IWineD3DBaseSwapChainImpl_GetPresentParameters,
527 IWineD3DBaseSwapChainImpl_SetGammaRamp,
528 IWineD3DBaseSwapChainImpl_GetGammaRamp
531 static LONG fullscreen_style(LONG style)
533 /* Make sure the window is managed, otherwise we won't get keyboard input. */
534 style |= WS_POPUP | WS_SYSMENU;
535 style &= ~(WS_CAPTION | WS_THICKFRAME);
540 static LONG fullscreen_exstyle(LONG exstyle)
542 /* Filter out window decorations. */
543 exstyle &= ~(WS_EX_WINDOWEDGE | WS_EX_CLIENTEDGE);
548 void swapchain_setup_fullscreen_window(IWineD3DSwapChainImpl *swapchain, UINT w, UINT h)
550 IWineD3DDeviceImpl *device = swapchain->device;
551 HWND window = swapchain->device_window;
552 BOOL filter_messages;
555 TRACE("Setting up window %p for fullscreen mode.\n", window);
557 if (device->style || device->exStyle)
559 ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
560 window, device->style, device->exStyle);
563 device->style = GetWindowLongW(window, GWL_STYLE);
564 device->exStyle = GetWindowLongW(window, GWL_EXSTYLE);
566 style = fullscreen_style(device->style);
567 exstyle = fullscreen_exstyle(device->exStyle);
569 TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
570 device->style, device->exStyle, style, exstyle);
572 filter_messages = device->filter_messages;
573 device->filter_messages = TRUE;
575 SetWindowLongW(window, GWL_STYLE, style);
576 SetWindowLongW(window, GWL_EXSTYLE, exstyle);
577 SetWindowPos(window, HWND_TOP, 0, 0, w, h, SWP_FRAMECHANGED | SWP_SHOWWINDOW | SWP_NOACTIVATE);
579 device->filter_messages = filter_messages;
582 void swapchain_restore_fullscreen_window(IWineD3DSwapChainImpl *swapchain)
584 IWineD3DDeviceImpl *device = swapchain->device;
585 HWND window = swapchain->device_window;
586 BOOL filter_messages;
589 if (!device->style && !device->exStyle) return;
591 TRACE("Restoring window style of window %p to %08x, %08x.\n",
592 window, device->style, device->exStyle);
594 style = GetWindowLongW(window, GWL_STYLE);
595 exstyle = GetWindowLongW(window, GWL_EXSTYLE);
597 filter_messages = device->filter_messages;
598 device->filter_messages = TRUE;
600 /* Only restore the style if the application didn't modify it during the
601 * fullscreen phase. Some applications change it before calling Reset()
602 * when switching between windowed and fullscreen modes (HL2), some
603 * depend on the original style (Eve Online). */
604 if (style == fullscreen_style(device->style) && exstyle == fullscreen_exstyle(device->exStyle))
606 SetWindowLongW(window, GWL_STYLE, device->style);
607 SetWindowLongW(window, GWL_EXSTYLE, device->exStyle);
609 SetWindowPos(window, 0, 0, 0, 0, 0, SWP_FRAMECHANGED | SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER);
611 device->filter_messages = filter_messages;
613 /* Delete the old values. */
619 HRESULT swapchain_init(IWineD3DSwapChainImpl *swapchain, WINED3DSURFTYPE surface_type,
620 IWineD3DDeviceImpl *device, WINED3DPRESENT_PARAMETERS *present_parameters, IUnknown *parent)
622 const struct wined3d_adapter *adapter = device->adapter;
623 const struct wined3d_format_desc *format_desc;
624 BOOL displaymode_set = FALSE;
625 WINED3DDISPLAYMODE mode;
631 if (present_parameters->BackBufferCount > WINED3DPRESENT_BACK_BUFFER_MAX)
633 FIXME("The application requested %u back buffers, this is not supported.\n",
634 present_parameters->BackBufferCount);
635 return WINED3DERR_INVALIDCALL;
638 if (present_parameters->BackBufferCount > 1)
640 FIXME("The application requested more than one back buffer, this is not properly supported.\n"
641 "Please configure the application to use double buffering (1 back buffer) if possible.\n");
644 switch (surface_type)
647 swapchain->lpVtbl = &IWineGDISwapChain_Vtbl;
651 swapchain->lpVtbl = &IWineD3DSwapChain_Vtbl;
654 case SURFACE_UNKNOWN:
655 FIXME("Caller tried to create a SURFACE_UNKNOWN swapchain.\n");
656 return WINED3DERR_INVALIDCALL;
659 window = present_parameters->hDeviceWindow ? present_parameters->hDeviceWindow : device->createParms.hFocusWindow;
661 swapchain->device = device;
662 swapchain->parent = parent;
664 swapchain->win_handle = window;
665 swapchain->device_window = window;
667 if (!present_parameters->Windowed && window)
669 swapchain_setup_fullscreen_window(swapchain, present_parameters->BackBufferWidth,
670 present_parameters->BackBufferHeight);
673 IWineD3D_GetAdapterDisplayMode(device->wined3d, adapter->ordinal, &mode);
674 swapchain->orig_width = mode.Width;
675 swapchain->orig_height = mode.Height;
676 swapchain->orig_fmt = mode.Format;
677 format_desc = getFormatDescEntry(mode.Format, &adapter->gl_info);
679 GetClientRect(window, &client_rect);
680 if (present_parameters->Windowed
681 && (!present_parameters->BackBufferWidth || !present_parameters->BackBufferHeight
682 || present_parameters->BackBufferFormat == WINED3DFMT_UNKNOWN))
685 if (!present_parameters->BackBufferWidth)
687 present_parameters->BackBufferWidth = client_rect.right;
688 TRACE("Updating width to %u.\n", present_parameters->BackBufferWidth);
691 if (!present_parameters->BackBufferHeight)
693 present_parameters->BackBufferHeight = client_rect.bottom;
694 TRACE("Updating height to %u.\n", present_parameters->BackBufferHeight);
697 if (present_parameters->BackBufferFormat == WINED3DFMT_UNKNOWN)
699 present_parameters->BackBufferFormat = swapchain->orig_fmt;
700 TRACE("Updating format to %s.\n", debug_d3dformat(swapchain->orig_fmt));
703 swapchain->presentParms = *present_parameters;
705 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO
706 && present_parameters->BackBufferCount
707 && (present_parameters->BackBufferWidth != client_rect.right
708 || present_parameters->BackBufferHeight != client_rect.bottom))
710 TRACE("Rendering to FBO. Backbuffer %ux%u, window %ux%u.\n",
711 present_parameters->BackBufferWidth,
712 present_parameters->BackBufferHeight,
713 client_rect.right, client_rect.bottom);
714 swapchain->render_to_fbo = TRUE;
717 TRACE("Creating front buffer.\n");
718 hr = IWineD3DDeviceParent_CreateRenderTarget(device->device_parent, parent,
719 swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
720 swapchain->presentParms.BackBufferFormat, swapchain->presentParms.MultiSampleType,
721 swapchain->presentParms.MultiSampleQuality, TRUE /* Lockable */,
722 (IWineD3DSurface **)&swapchain->front_buffer);
725 WARN("Failed to create front buffer, hr %#x.\n", hr);
729 IWineD3DSurface_SetContainer((IWineD3DSurface *)swapchain->front_buffer, (IWineD3DBase *)swapchain);
730 swapchain->front_buffer->Flags |= SFLAG_SWAPCHAIN;
731 if (surface_type == SURFACE_OPENGL)
733 IWineD3DSurface_ModifyLocation((IWineD3DSurface *)swapchain->front_buffer, SFLAG_INDRAWABLE, TRUE);
736 /* MSDN says we're only allowed a single fullscreen swapchain per device,
737 * so we should really check to see if there is a fullscreen swapchain
738 * already. Does a single head count as full screen? */
740 if (!present_parameters->Windowed)
742 WINED3DDISPLAYMODE mode;
744 /* Change the display settings */
745 mode.Width = present_parameters->BackBufferWidth;
746 mode.Height = present_parameters->BackBufferHeight;
747 mode.Format = present_parameters->BackBufferFormat;
748 mode.RefreshRate = present_parameters->FullScreen_RefreshRateInHz;
750 hr = IWineD3DDevice_SetDisplayMode((IWineD3DDevice *)device, 0, &mode);
753 WARN("Failed to set display mode, hr %#x.\n", hr);
756 displaymode_set = TRUE;
759 swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(swapchain->context));
760 if (!swapchain->context)
762 ERR("Failed to create the context array.\n");
766 swapchain->num_contexts = 1;
768 if (surface_type == SURFACE_OPENGL)
770 WINED3DFORMAT formats[] =
772 WINED3DFMT_D24_UNORM_S8_UINT,
773 WINED3DFMT_D32_UNORM,
774 WINED3DFMT_R24_UNORM_X8_TYPELESS,
775 WINED3DFMT_D16_UNORM,
776 WINED3DFMT_S1_UINT_D15_UNORM
779 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
781 /* In WGL both color, depth and stencil are features of a pixel format. In case of D3D they are separate.
782 * You are able to add a depth + stencil surface at a later stage when you need it.
783 * In order to support this properly in WineD3D we need the ability to recreate the opengl context and
784 * drawable when this is required. This is very tricky as we need to reapply ALL opengl states for the new
785 * context, need torecreate shaders, textures and other resources.
787 * The context manager already takes care of the state problem and for the other tasks code from Reset
788 * can be used. These changes are way to risky during the 1.0 code freeze which is taking place right now.
789 * Likely a lot of other new bugs will be exposed. For that reason request a depth stencil surface all the
790 * time. It can cause a slight performance hit but fixes a lot of regressions. A fixme reminds of that this
791 * issue needs to be fixed. */
792 for (i = 0; i < (sizeof(formats) / sizeof(*formats)); i++)
794 swapchain->ds_format = getFormatDescEntry(formats[i], gl_info);
795 swapchain->context[0] = context_create(swapchain, swapchain->front_buffer, swapchain->ds_format);
796 if (swapchain->context[0]) break;
797 TRACE("Depth stencil format %s is not supported, trying next format\n",
798 debug_d3dformat(formats[i]));
801 if (!swapchain->context[0])
803 WARN("Failed to create context.\n");
804 hr = WINED3DERR_NOTAVAILABLE;
808 if (!present_parameters->EnableAutoDepthStencil
809 || swapchain->presentParms.AutoDepthStencilFormat != swapchain->ds_format->format)
811 FIXME("Add OpenGL context recreation support to context_validate_onscreen_formats\n");
813 context_release(swapchain->context[0]);
817 swapchain->context[0] = NULL;
820 if (swapchain->presentParms.BackBufferCount > 0)
822 swapchain->back_buffers = HeapAlloc(GetProcessHeap(), 0,
823 sizeof(*swapchain->back_buffers) * swapchain->presentParms.BackBufferCount);
824 if (!swapchain->back_buffers)
826 ERR("Failed to allocate backbuffer array memory.\n");
831 for (i = 0; i < swapchain->presentParms.BackBufferCount; ++i)
833 TRACE("Creating back buffer %u.\n", i);
834 hr = IWineD3DDeviceParent_CreateRenderTarget(device->device_parent, parent,
835 swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
836 swapchain->presentParms.BackBufferFormat, swapchain->presentParms.MultiSampleType,
837 swapchain->presentParms.MultiSampleQuality, TRUE /* Lockable */,
838 (IWineD3DSurface **)&swapchain->back_buffers[i]);
841 WARN("Failed to create back buffer %u, hr %#x.\n", i, hr);
845 IWineD3DSurface_SetContainer((IWineD3DSurface *)swapchain->back_buffers[i], (IWineD3DBase *)swapchain);
846 swapchain->back_buffers[i]->Flags |= SFLAG_SWAPCHAIN;
850 /* Swapchains share the depth/stencil buffer, so only create a single depthstencil surface. */
851 if (present_parameters->EnableAutoDepthStencil && surface_type == SURFACE_OPENGL)
853 TRACE("Creating depth/stencil buffer.\n");
854 if (!device->auto_depth_stencil)
856 hr = IWineD3DDeviceParent_CreateDepthStencilSurface(device->device_parent, parent,
857 swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
858 swapchain->presentParms.AutoDepthStencilFormat, swapchain->presentParms.MultiSampleType,
859 swapchain->presentParms.MultiSampleQuality, FALSE /* FIXME: Discard */,
860 (IWineD3DSurface **)&device->auto_depth_stencil);
863 WARN("Failed to create the auto depth stencil, hr %#x.\n", hr);
867 IWineD3DSurface_SetContainer((IWineD3DSurface *)device->auto_depth_stencil, NULL);
871 IWineD3DSwapChain_GetGammaRamp((IWineD3DSwapChain *)swapchain, &swapchain->orig_gamma);
882 /* Change the display settings */
883 memset(&devmode, 0, sizeof(devmode));
884 devmode.dmSize = sizeof(devmode);
885 devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
886 devmode.dmBitsPerPel = format_desc->byte_count * 8;
887 devmode.dmPelsWidth = swapchain->orig_width;
888 devmode.dmPelsHeight = swapchain->orig_height;
889 ChangeDisplaySettingsExW(adapter->DeviceName, &devmode, NULL, CDS_FULLSCREEN, NULL);
892 if (swapchain->back_buffers)
894 for (i = 0; i < swapchain->presentParms.BackBufferCount; ++i)
896 if (swapchain->back_buffers[i]) IWineD3DSurface_Release((IWineD3DSurface *)swapchain->back_buffers[i]);
898 HeapFree(GetProcessHeap(), 0, swapchain->back_buffers);
901 if (swapchain->context)
903 if (swapchain->context[0])
905 context_release(swapchain->context[0]);
906 context_destroy(device, swapchain->context[0]);
907 swapchain->num_contexts = 0;
909 HeapFree(GetProcessHeap(), 0, swapchain->context);
912 if (swapchain->front_buffer) IWineD3DSurface_Release((IWineD3DSurface *)swapchain->front_buffer);
917 struct wined3d_context *swapchain_create_context_for_thread(IWineD3DSwapChain *iface)
919 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *) iface;
920 struct wined3d_context **newArray;
921 struct wined3d_context *ctx;
923 TRACE("Creating a new context for swapchain %p, thread %d\n", This, GetCurrentThreadId());
925 if (!(ctx = context_create(This, This->front_buffer, This->ds_format)))
927 ERR("Failed to create a new context for the swapchain\n");
930 context_release(ctx);
932 newArray = HeapAlloc(GetProcessHeap(), 0, sizeof(*newArray) * (This->num_contexts + 1));
934 ERR("Out of memory when trying to allocate a new context array\n");
935 context_destroy(This->device, ctx);
938 memcpy(newArray, This->context, sizeof(*newArray) * This->num_contexts);
939 HeapFree(GetProcessHeap(), 0, This->context);
940 newArray[This->num_contexts] = ctx;
941 This->context = newArray;
942 This->num_contexts++;
944 TRACE("Returning context %p\n", ctx);
948 void get_drawable_size_swapchain(struct wined3d_context *context, UINT *width, UINT *height)
950 /* The drawable size of an onscreen drawable is the surface size.
951 * (Actually: The window size, but the surface is created in window size) */
952 *width = context->current_rt->currentDesc.Width;
953 *height = context->current_rt->currentDesc.Height;