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 #define GLINFO_LOCATION This->device->adapter->gl_info
38 /*IWineD3DSwapChain parts follow: */
39 static void WINAPI IWineD3DSwapChainImpl_Destroy(IWineD3DSwapChain *iface)
41 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
42 WINED3DDISPLAYMODE mode;
45 TRACE("Destroying swapchain %p\n", iface);
47 IWineD3DSwapChain_SetGammaRamp(iface, 0, &This->orig_gamma);
49 /* Release the swapchain's draw buffers. Make sure This->back_buffers[0] is
50 * the last buffer to be destroyed, FindContext() depends on that. */
51 if (This->front_buffer)
53 IWineD3DSurface_SetContainer((IWineD3DSurface *)This->front_buffer, NULL);
54 if (IWineD3DSurface_Release((IWineD3DSurface *)This->front_buffer))
56 WARN("(%p) Something's still holding the front buffer (%p).\n",
57 This, This->front_buffer);
59 This->front_buffer = NULL;
62 if (This->back_buffers)
64 UINT i = This->presentParms.BackBufferCount;
68 IWineD3DSurface_SetContainer((IWineD3DSurface *)This->back_buffers[i], NULL);
69 if (IWineD3DSurface_Release((IWineD3DSurface *)This->back_buffers[i]))
70 WARN("(%p) Something's still holding back buffer %u (%p).\n",
71 This, i, This->back_buffers[i]);
73 HeapFree(GetProcessHeap(), 0, This->back_buffers);
74 This->back_buffers = NULL;
77 for (i = 0; i < This->num_contexts; ++i)
79 context_destroy(This->device, This->context[i]);
81 /* Restore the screen resolution if we rendered in fullscreen
82 * This will restore the screen resolution to what it was before creating the swapchain. In case of d3d8 and d3d9
83 * this will be the original desktop resolution. In case of d3d7 this will be a NOP because ddraw sets the resolution
84 * before starting up Direct3D, thus orig_width and orig_height will be equal to the modes in the presentation params
86 if(This->presentParms.Windowed == FALSE && This->presentParms.AutoRestoreDisplayMode) {
87 mode.Width = This->orig_width;
88 mode.Height = This->orig_height;
90 mode.Format = This->orig_fmt;
91 IWineD3DDevice_SetDisplayMode((IWineD3DDevice *)This->device, 0, &mode);
94 HeapFree(GetProcessHeap(), 0, This->context);
95 HeapFree(GetProcessHeap(), 0, This);
98 /* A GL context is provided by the caller */
99 static void swapchain_blit(IWineD3DSwapChainImpl *This, struct wined3d_context *context,
100 const RECT *src_rect, const RECT *dst_rect)
102 IWineD3DDeviceImpl *device = This->device;
103 IWineD3DSurfaceImpl *backbuffer = This->back_buffers[0];
104 UINT src_w = src_rect->right - src_rect->left;
105 UINT src_h = src_rect->bottom - src_rect->top;
107 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 if (gl_info->fbo_ops.glBlitFramebuffer && is_identity_fixup(backbuffer->resource.format_desc->color_fixup))
120 context_bind_fbo(context, GL_READ_FRAMEBUFFER, &context->src_fbo);
121 context_attach_surface_fbo(context, GL_READ_FRAMEBUFFER, 0, backbuffer);
122 context_attach_depth_stencil_fbo(context, GL_READ_FRAMEBUFFER, NULL, FALSE);
124 context_bind_fbo(context, GL_DRAW_FRAMEBUFFER, NULL);
125 context_set_draw_buffer(context, GL_BACK);
127 glDisable(GL_SCISSOR_TEST);
128 IWineD3DDeviceImpl_MarkStateDirty(This->device, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
130 /* Note that the texture is upside down */
131 gl_info->fbo_ops.glBlitFramebuffer(src_rect->left, src_rect->top, src_rect->right, src_rect->bottom,
132 dst_rect->left, dst_rect->bottom, dst_rect->right, dst_rect->top,
133 GL_COLOR_BUFFER_BIT, gl_filter);
134 checkGLcall("Swapchain present blit(EXT_framebuffer_blit)\n");
139 struct wined3d_context *context2;
140 float tex_left = src_rect->left;
141 float tex_top = src_rect->top;
142 float tex_right = src_rect->right;
143 float tex_bottom = src_rect->bottom;
145 context2 = context_acquire(This->device, This->back_buffers[0]);
146 context_apply_blit_state(context2, device);
148 if(backbuffer->Flags & SFLAG_NORMCOORD)
156 if (is_complex_fixup(backbuffer->resource.format_desc->color_fixup))
157 gl_filter = GL_NEAREST;
160 context_bind_fbo(context2, GL_DRAW_FRAMEBUFFER, NULL);
162 /* Set up the texture. The surface is not in a IWineD3D*Texture container,
163 * so there are no d3d texture settings to dirtify
165 device->blitter->set_shader((IWineD3DDevice *) device, backbuffer);
166 glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MIN_FILTER, gl_filter);
167 glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MAG_FILTER, gl_filter);
169 context_set_draw_buffer(context, GL_BACK);
171 /* Set the viewport to the destination rectandle, disable any projection
172 * transformation set up by context_apply_blit_state(), and draw a
173 * (-1,-1)-(1,1) quad.
175 * Back up viewport and matrix to avoid breaking last_was_blit
177 * Note that context_apply_blit_state() set up viewport and ortho to
178 * match the surface size - we want the GL drawable(=window) size. */
179 glPushAttrib(GL_VIEWPORT_BIT);
180 glViewport(dst_rect->left, dst_rect->top, dst_rect->right, dst_rect->bottom);
181 glMatrixMode(GL_PROJECTION);
187 glTexCoord2f(tex_left, tex_bottom);
191 glTexCoord2f(tex_left, tex_top);
195 glTexCoord2f(tex_right, tex_top);
199 glTexCoord2f(tex_right, tex_bottom);
206 device->blitter->unset_shader((IWineD3DDevice *) device);
207 checkGLcall("Swapchain present blit(manual)\n");
210 context_release(context2);
214 static HRESULT WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface, CONST RECT *pSourceRect, CONST RECT *pDestRect, HWND hDestWindowOverride, CONST RGNDATA *pDirtyRegion, DWORD dwFlags) {
215 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
216 struct wined3d_context *context;
217 RECT src_rect, dst_rect;
222 IWineD3DSwapChain_SetDestWindowOverride(iface, hDestWindowOverride);
224 context = context_acquire(This->device, This->back_buffers[0]);
227 context_release(context);
228 WARN("Invalid context, skipping present.\n");
232 /* Render the cursor onto the back buffer, using our nifty directdraw blitting code :-) */
233 if (This->device->bCursorVisible && This->device->cursorTexture)
235 IWineD3DSurfaceImpl cursor;
238 This->device->xScreenSpace - This->device->xHotSpot,
239 This->device->yScreenSpace - This->device->yHotSpot,
240 This->device->xScreenSpace + This->device->cursorWidth - This->device->xHotSpot,
241 This->device->yScreenSpace + This->device->cursorHeight - This->device->yHotSpot,
243 TRACE("Rendering the cursor. Creating fake surface at %p\n", &cursor);
244 /* Build a fake surface to call the Blitting code. It is not possible to use the interface passed by
245 * the application because we are only supposed to copy the information out. Using a fake surface
246 * allows to use the Blitting engine and avoid copying the whole texture -> render target blitting code.
248 memset(&cursor, 0, sizeof(cursor));
249 cursor.lpVtbl = &IWineD3DSurface_Vtbl;
250 cursor.resource.ref = 1;
251 cursor.resource.device = This->device;
252 cursor.resource.pool = WINED3DPOOL_SCRATCH;
253 cursor.resource.format_desc = getFormatDescEntry(WINED3DFMT_B8G8R8A8_UNORM, context->gl_info);
254 cursor.resource.resourceType = WINED3DRTYPE_SURFACE;
255 cursor.texture_name = This->device->cursorTexture;
256 cursor.texture_target = GL_TEXTURE_2D;
257 cursor.texture_level = 0;
258 cursor.currentDesc.Width = This->device->cursorWidth;
259 cursor.currentDesc.Height = This->device->cursorHeight;
260 /* The cursor must have pow2 sizes */
261 cursor.pow2Width = cursor.currentDesc.Width;
262 cursor.pow2Height = cursor.currentDesc.Height;
263 /* The surface is in the texture */
264 cursor.Flags |= SFLAG_INTEXTURE;
265 /* DDBLT_KEYSRC will cause BltOverride to enable the alpha test with GL_NOTEQUAL, 0.0,
266 * which is exactly what we want :-)
268 if (This->presentParms.Windowed) {
269 MapWindowPoints(NULL, This->win_handle, (LPPOINT)&destRect, 2);
271 IWineD3DSurface_Blt((IWineD3DSurface *)This->back_buffers[0], &destRect, (IWineD3DSurface *)&cursor,
272 NULL, WINEDDBLT_KEYSRC, NULL, WINED3DTEXF_POINT);
275 if (This->device->logo_surface)
277 /* Blit the logo into the upper left corner of the drawable. */
278 IWineD3DSurface_BltFast((IWineD3DSurface *)This->back_buffers[0], 0, 0,
279 This->device->logo_surface, NULL, WINEDDBLTFAST_SRCCOLORKEY);
282 TRACE("Presenting HDC %p.\n", context->hdc);
284 render_to_fbo = This->render_to_fbo;
288 src_rect = *pSourceRect;
289 if (!render_to_fbo && (src_rect.left || src_rect.top
290 || src_rect.right != This->presentParms.BackBufferWidth
291 || src_rect.bottom != This->presentParms.BackBufferHeight))
293 render_to_fbo = TRUE;
300 src_rect.right = This->presentParms.BackBufferWidth;
301 src_rect.bottom = This->presentParms.BackBufferHeight;
304 if (pDestRect) dst_rect = *pDestRect;
305 else GetClientRect(This->win_handle, &dst_rect);
307 if (!render_to_fbo && (dst_rect.left || dst_rect.top
308 || dst_rect.right != This->presentParms.BackBufferWidth
309 || dst_rect.bottom != This->presentParms.BackBufferHeight))
311 render_to_fbo = TRUE;
314 /* Rendering to a window of different size, presenting partial rectangles,
315 * or rendering to a different window needs help from FBO_blit or a textured
316 * draw. Render the swapchain to a FBO in the future.
318 * Note that FBO_blit from the backbuffer to the frontbuffer cannot solve
319 * all these issues - this fails if the window is smaller than the backbuffer.
321 if (!This->render_to_fbo && render_to_fbo && wined3d_settings.offscreen_rendering_mode == ORM_FBO)
323 IWineD3DSurface_LoadLocation((IWineD3DSurface *)This->back_buffers[0], SFLAG_INTEXTURE, NULL);
324 IWineD3DSurface_ModifyLocation((IWineD3DSurface *)This->back_buffers[0], SFLAG_INDRAWABLE, FALSE);
325 This->render_to_fbo = TRUE;
327 /* Force the context manager to update the render target configuration next draw. */
328 context->current_rt = NULL;
331 if(This->render_to_fbo)
333 /* This codepath should only be hit with the COPY swapeffect. Otherwise a backbuffer-
334 * window size mismatch is impossible(fullscreen) and src and dst rectangles are
335 * not allowed(they need the COPY swapeffect)
337 * The DISCARD swap effect is ok as well since any backbuffer content is allowed after
340 if(This->presentParms.SwapEffect == WINED3DSWAPEFFECT_FLIP )
342 FIXME("Render-to-fbo with WINED3DSWAPEFFECT_FLIP\n");
345 swapchain_blit(This, context, &src_rect, &dst_rect);
348 if (This->num_contexts > 1) wglFinish();
349 SwapBuffers(context->hdc); /* TODO: cycle through the swapchain buffers */
351 TRACE("SwapBuffers called, Starting new frame\n");
355 DWORD time = GetTickCount();
357 /* every 1.5 seconds */
358 if (time - This->prev_time > 1500) {
359 TRACE_(fps)("%p @ approx %.2ffps\n", This, 1000.0*This->frames/(time - This->prev_time));
360 This->prev_time = time;
365 #if defined(FRAME_DEBUGGING)
367 if (GetFileAttributesA("C:\\D3DTRACE") != INVALID_FILE_ATTRIBUTES) {
370 FIXME("Enabling D3D Trace\n");
371 __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 1);
372 #if defined(SHOW_FRAME_MAKEUP)
373 FIXME("Singe Frame snapshots Starting\n");
374 isDumpingFrames = TRUE;
376 glClear(GL_COLOR_BUFFER_BIT);
380 #if defined(SINGLE_FRAME_DEBUGGING)
382 #if defined(SHOW_FRAME_MAKEUP)
383 FIXME("Singe Frame snapshots Finishing\n");
384 isDumpingFrames = FALSE;
386 FIXME("Singe Frame trace complete\n");
387 DeleteFileA("C:\\D3DTRACE");
388 __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 0);
394 #if defined(SHOW_FRAME_MAKEUP)
395 FIXME("Single Frame snapshots Finishing\n");
396 isDumpingFrames = FALSE;
398 FIXME("Disabling D3D Trace\n");
399 __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 0);
405 /* This is disabled, but the code left in for debug purposes.
407 * Since we're allowed to modify the new back buffer on a D3DSWAPEFFECT_DISCARD flip,
408 * we can clear it with some ugly color to make bad drawing visible and ease debugging.
409 * The Debug runtime does the same on Windows. However, a few games do not redraw the
410 * screen properly, like Max Payne 2, which leaves a few pixels undefined.
412 * Tests show that the content of the back buffer after a discard flip is indeed not
413 * reliable, so no game can depend on the exact content. However, it resembles the
414 * old contents in some way, for example by showing fragments at other locations. In
415 * general, the color theme is still intact. So Max payne, which draws rather dark scenes
416 * gets a dark background image. If we clear it with a bright ugly color, the game's
417 * bug shows up much more than it does on Windows, and the players see single pixels
419 * (The Max Payne bug has been confirmed on Windows with the debug runtime)
421 if (FALSE && This->presentParms.SwapEffect == WINED3DSWAPEFFECT_DISCARD) {
422 TRACE("Clearing the color buffer with cyan color\n");
424 IWineD3DDevice_Clear((IWineD3DDevice *)This->device, 0, NULL,
425 WINED3DCLEAR_TARGET, 0xff00ffff, 1.0f, 0);
428 if (!This->render_to_fbo && ((This->front_buffer->Flags & SFLAG_INSYSMEM)
429 || (This->back_buffers[0]->Flags & SFLAG_INSYSMEM)))
431 /* Both memory copies of the surfaces are ok, flip them around too instead of dirtifying
432 * Doesn't work with render_to_fbo because we're not flipping
434 IWineD3DSurfaceImpl *front = This->front_buffer;
435 IWineD3DSurfaceImpl *back = This->back_buffers[0];
437 if(front->resource.size == back->resource.size) {
439 flip_surface(front, back);
441 /* Tell the front buffer surface that is has been modified. However,
442 * the other locations were preserved during that, so keep the flags.
443 * This serves to update the emulated overlay, if any
445 fbflags = front->Flags;
446 IWineD3DSurface_ModifyLocation((IWineD3DSurface *)front, SFLAG_INDRAWABLE, TRUE);
447 front->Flags = fbflags;
449 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) front, SFLAG_INDRAWABLE, TRUE);
450 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) back, SFLAG_INDRAWABLE, TRUE);
455 IWineD3DSurface_ModifyLocation((IWineD3DSurface *)This->front_buffer, SFLAG_INDRAWABLE, TRUE);
456 /* If the swapeffect is DISCARD, the back buffer is undefined. That means the SYSMEM
457 * and INTEXTURE copies can keep their old content if they have any defined content.
458 * If the swapeffect is COPY, the content remains the same. If it is FLIP however,
459 * the texture / sysmem copy needs to be reloaded from the drawable
461 if (This->presentParms.SwapEffect == WINED3DSWAPEFFECT_FLIP)
463 IWineD3DSurface_ModifyLocation((IWineD3DSurface *)This->back_buffers[0], SFLAG_INDRAWABLE, TRUE);
467 if (This->device->depth_stencil)
469 if (This->presentParms.Flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
470 || This->device->depth_stencil->Flags & SFLAG_DISCARD)
472 surface_modify_ds_location(This->device->depth_stencil, SFLAG_DS_DISCARDED,
473 This->device->depth_stencil->currentDesc.Width,
474 This->device->depth_stencil->currentDesc.Height);
475 if (This->device->depth_stencil == This->device->onscreen_depth_stencil)
477 IWineD3DSurface_Release((IWineD3DSurface *)This->device->onscreen_depth_stencil);
478 This->device->onscreen_depth_stencil = NULL;
483 if (This->presentParms.PresentationInterval != WINED3DPRESENT_INTERVAL_IMMEDIATE
484 && context->gl_info->supported[SGI_VIDEO_SYNC])
486 retval = GL_EXTCALL(glXGetVideoSyncSGI(&sync));
488 ERR("glXGetVideoSyncSGI failed(retval = %d\n", retval);
491 switch(This->presentParms.PresentationInterval) {
492 case WINED3DPRESENT_INTERVAL_DEFAULT:
493 case WINED3DPRESENT_INTERVAL_ONE:
494 if(sync <= This->vSyncCounter) {
495 retval = GL_EXTCALL(glXWaitVideoSyncSGI(1, 0, &This->vSyncCounter));
497 This->vSyncCounter = sync;
500 case WINED3DPRESENT_INTERVAL_TWO:
501 if(sync <= This->vSyncCounter + 1) {
502 retval = GL_EXTCALL(glXWaitVideoSyncSGI(2, This->vSyncCounter & 0x1, &This->vSyncCounter));
504 This->vSyncCounter = sync;
507 case WINED3DPRESENT_INTERVAL_THREE:
508 if(sync <= This->vSyncCounter + 2) {
509 retval = GL_EXTCALL(glXWaitVideoSyncSGI(3, This->vSyncCounter % 0x3, &This->vSyncCounter));
511 This->vSyncCounter = sync;
514 case WINED3DPRESENT_INTERVAL_FOUR:
515 if(sync <= This->vSyncCounter + 3) {
516 retval = GL_EXTCALL(glXWaitVideoSyncSGI(4, This->vSyncCounter & 0x3, &This->vSyncCounter));
518 This->vSyncCounter = sync;
522 FIXME("Unknown presentation interval %08x\n", This->presentParms.PresentationInterval);
526 context_release(context);
528 TRACE("returning\n");
532 static HRESULT WINAPI IWineD3DSwapChainImpl_SetDestWindowOverride(IWineD3DSwapChain *iface, HWND window)
534 IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *)iface;
536 if (!window) window = swapchain->device_window;
537 if (window == swapchain->win_handle) return WINED3D_OK;
539 TRACE("Setting swapchain %p window from %p to %p\n", swapchain, swapchain->win_handle, window);
540 swapchain->win_handle = window;
545 static const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl =
548 IWineD3DBaseSwapChainImpl_QueryInterface,
549 IWineD3DBaseSwapChainImpl_AddRef,
550 IWineD3DBaseSwapChainImpl_Release,
551 /* IWineD3DSwapChain */
552 IWineD3DBaseSwapChainImpl_GetParent,
553 IWineD3DSwapChainImpl_Destroy,
554 IWineD3DBaseSwapChainImpl_GetDevice,
555 IWineD3DSwapChainImpl_Present,
556 IWineD3DSwapChainImpl_SetDestWindowOverride,
557 IWineD3DBaseSwapChainImpl_GetFrontBufferData,
558 IWineD3DBaseSwapChainImpl_GetBackBuffer,
559 IWineD3DBaseSwapChainImpl_GetRasterStatus,
560 IWineD3DBaseSwapChainImpl_GetDisplayMode,
561 IWineD3DBaseSwapChainImpl_GetPresentParameters,
562 IWineD3DBaseSwapChainImpl_SetGammaRamp,
563 IWineD3DBaseSwapChainImpl_GetGammaRamp
566 static LONG fullscreen_style(LONG style)
568 /* Make sure the window is managed, otherwise we won't get keyboard input. */
569 style |= WS_POPUP | WS_SYSMENU;
570 style &= ~(WS_CAPTION | WS_THICKFRAME);
575 static LONG fullscreen_exstyle(LONG exstyle)
577 /* Filter out window decorations. */
578 exstyle &= ~(WS_EX_WINDOWEDGE | WS_EX_CLIENTEDGE);
583 void swapchain_setup_fullscreen_window(IWineD3DSwapChainImpl *swapchain, UINT w, UINT h)
585 IWineD3DDeviceImpl *device = swapchain->device;
586 HWND window = swapchain->device_window;
587 BOOL filter_messages;
590 TRACE("Setting up window %p for fullscreen mode.\n", window);
592 if (device->style || device->exStyle)
594 ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
595 window, device->style, device->exStyle);
598 device->style = GetWindowLongW(window, GWL_STYLE);
599 device->exStyle = GetWindowLongW(window, GWL_EXSTYLE);
601 style = fullscreen_style(device->style);
602 exstyle = fullscreen_exstyle(device->exStyle);
604 TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
605 device->style, device->exStyle, style, exstyle);
607 filter_messages = device->filter_messages;
608 device->filter_messages = TRUE;
610 SetWindowLongW(window, GWL_STYLE, style);
611 SetWindowLongW(window, GWL_EXSTYLE, exstyle);
612 SetWindowPos(window, HWND_TOP, 0, 0, w, h, SWP_FRAMECHANGED | SWP_SHOWWINDOW | SWP_NOACTIVATE);
614 device->filter_messages = filter_messages;
617 void swapchain_restore_fullscreen_window(IWineD3DSwapChainImpl *swapchain)
619 IWineD3DDeviceImpl *device = swapchain->device;
620 HWND window = swapchain->device_window;
621 BOOL filter_messages;
624 if (!device->style && !device->exStyle) return;
626 TRACE("Restoring window style of window %p to %08x, %08x.\n",
627 window, device->style, device->exStyle);
629 style = GetWindowLongW(window, GWL_STYLE);
630 exstyle = GetWindowLongW(window, GWL_EXSTYLE);
632 filter_messages = device->filter_messages;
633 device->filter_messages = TRUE;
635 /* Only restore the style if the application didn't modify it during the
636 * fullscreen phase. Some applications change it before calling Reset()
637 * when switching between windowed and fullscreen modes (HL2), some
638 * depend on the original style (Eve Online). */
639 if (style == fullscreen_style(device->style) && exstyle == fullscreen_exstyle(device->exStyle))
641 SetWindowLongW(window, GWL_STYLE, device->style);
642 SetWindowLongW(window, GWL_EXSTYLE, device->exStyle);
644 SetWindowPos(window, 0, 0, 0, 0, 0, SWP_FRAMECHANGED | SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER);
646 device->filter_messages = filter_messages;
648 /* Delete the old values. */
654 HRESULT swapchain_init(IWineD3DSwapChainImpl *swapchain, WINED3DSURFTYPE surface_type,
655 IWineD3DDeviceImpl *device, WINED3DPRESENT_PARAMETERS *present_parameters, IUnknown *parent)
657 const struct wined3d_adapter *adapter = device->adapter;
658 const struct wined3d_format_desc *format_desc;
659 BOOL displaymode_set = FALSE;
660 WINED3DDISPLAYMODE mode;
666 if (present_parameters->BackBufferCount > WINED3DPRESENT_BACK_BUFFER_MAX)
668 FIXME("The application requested %u back buffers, this is not supported.\n",
669 present_parameters->BackBufferCount);
670 return WINED3DERR_INVALIDCALL;
673 if (present_parameters->BackBufferCount > 1)
675 FIXME("The application requested more than one back buffer, this is not properly supported.\n"
676 "Please configure the application to use double buffering (1 back buffer) if possible.\n");
679 switch (surface_type)
682 swapchain->lpVtbl = &IWineGDISwapChain_Vtbl;
686 swapchain->lpVtbl = &IWineD3DSwapChain_Vtbl;
689 case SURFACE_UNKNOWN:
690 FIXME("Caller tried to create a SURFACE_UNKNOWN swapchain.\n");
691 return WINED3DERR_INVALIDCALL;
694 window = present_parameters->hDeviceWindow ? present_parameters->hDeviceWindow : device->createParms.hFocusWindow;
696 swapchain->device = device;
697 swapchain->parent = parent;
699 swapchain->win_handle = window;
700 swapchain->device_window = window;
702 if (!present_parameters->Windowed && window)
704 swapchain_setup_fullscreen_window(swapchain, present_parameters->BackBufferWidth,
705 present_parameters->BackBufferHeight);
708 IWineD3D_GetAdapterDisplayMode(device->wined3d, adapter->ordinal, &mode);
709 swapchain->orig_width = mode.Width;
710 swapchain->orig_height = mode.Height;
711 swapchain->orig_fmt = mode.Format;
712 format_desc = getFormatDescEntry(mode.Format, &adapter->gl_info);
714 GetClientRect(window, &client_rect);
715 if (present_parameters->Windowed
716 && (!present_parameters->BackBufferWidth || !present_parameters->BackBufferHeight
717 || present_parameters->BackBufferFormat == WINED3DFMT_UNKNOWN))
720 if (!present_parameters->BackBufferWidth)
722 present_parameters->BackBufferWidth = client_rect.right;
723 TRACE("Updating width to %u.\n", present_parameters->BackBufferWidth);
726 if (!present_parameters->BackBufferHeight)
728 present_parameters->BackBufferHeight = client_rect.bottom;
729 TRACE("Updating height to %u.\n", present_parameters->BackBufferHeight);
732 if (present_parameters->BackBufferFormat == WINED3DFMT_UNKNOWN)
734 present_parameters->BackBufferFormat = swapchain->orig_fmt;
735 TRACE("Updating format to %s.\n", debug_d3dformat(swapchain->orig_fmt));
738 swapchain->presentParms = *present_parameters;
740 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO
741 && present_parameters->BackBufferCount
742 && (present_parameters->BackBufferWidth != client_rect.right
743 || present_parameters->BackBufferHeight != client_rect.bottom))
745 TRACE("Rendering to FBO. Backbuffer %ux%u, window %ux%u.\n",
746 present_parameters->BackBufferWidth,
747 present_parameters->BackBufferHeight,
748 client_rect.right, client_rect.bottom);
749 swapchain->render_to_fbo = TRUE;
752 TRACE("Creating front buffer.\n");
753 hr = IWineD3DDeviceParent_CreateRenderTarget(device->device_parent, parent,
754 swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
755 swapchain->presentParms.BackBufferFormat, swapchain->presentParms.MultiSampleType,
756 swapchain->presentParms.MultiSampleQuality, TRUE /* Lockable */,
757 (IWineD3DSurface **)&swapchain->front_buffer);
760 WARN("Failed to create front buffer, hr %#x.\n", hr);
764 IWineD3DSurface_SetContainer((IWineD3DSurface *)swapchain->front_buffer, (IWineD3DBase *)swapchain);
765 swapchain->front_buffer->Flags |= SFLAG_SWAPCHAIN;
766 if (surface_type == SURFACE_OPENGL)
768 IWineD3DSurface_ModifyLocation((IWineD3DSurface *)swapchain->front_buffer, SFLAG_INDRAWABLE, TRUE);
771 /* MSDN says we're only allowed a single fullscreen swapchain per device,
772 * so we should really check to see if there is a fullscreen swapchain
773 * already. Does a single head count as full screen? */
775 if (!present_parameters->Windowed)
777 WINED3DDISPLAYMODE mode;
779 /* Change the display settings */
780 mode.Width = present_parameters->BackBufferWidth;
781 mode.Height = present_parameters->BackBufferHeight;
782 mode.Format = present_parameters->BackBufferFormat;
783 mode.RefreshRate = present_parameters->FullScreen_RefreshRateInHz;
785 hr = IWineD3DDevice_SetDisplayMode((IWineD3DDevice *)device, 0, &mode);
788 WARN("Failed to set display mode, hr %#x.\n", hr);
791 displaymode_set = TRUE;
794 swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(swapchain->context));
795 if (!swapchain->context)
797 ERR("Failed to create the context array.\n");
801 swapchain->num_contexts = 1;
803 if (surface_type == SURFACE_OPENGL)
805 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
807 /* In WGL both color, depth and stencil are features of a pixel format. In case of D3D they are separate.
808 * You are able to add a depth + stencil surface at a later stage when you need it.
809 * In order to support this properly in WineD3D we need the ability to recreate the opengl context and
810 * drawable when this is required. This is very tricky as we need to reapply ALL opengl states for the new
811 * context, need torecreate shaders, textures and other resources.
813 * The context manager already takes care of the state problem and for the other tasks code from Reset
814 * can be used. These changes are way to risky during the 1.0 code freeze which is taking place right now.
815 * Likely a lot of other new bugs will be exposed. For that reason request a depth stencil surface all the
816 * time. It can cause a slight performance hit but fixes a lot of regressions. A fixme reminds of that this
817 * issue needs to be fixed. */
818 if (!present_parameters->EnableAutoDepthStencil
819 || swapchain->presentParms.AutoDepthStencilFormat != WINED3DFMT_D24_UNORM_S8_UINT)
821 FIXME("Add OpenGL context recreation support to context_validate_onscreen_formats\n");
823 swapchain->ds_format = getFormatDescEntry(WINED3DFMT_D24_UNORM_S8_UINT, gl_info);
824 swapchain->context[0] = context_create(swapchain, swapchain->front_buffer, swapchain->ds_format);
825 if (!swapchain->context[0])
827 WARN("Failed to create context.\n");
828 hr = WINED3DERR_NOTAVAILABLE;
831 context_release(swapchain->context[0]);
835 swapchain->context[0] = NULL;
838 if (swapchain->presentParms.BackBufferCount > 0)
840 swapchain->back_buffers = HeapAlloc(GetProcessHeap(), 0,
841 sizeof(*swapchain->back_buffers) * swapchain->presentParms.BackBufferCount);
842 if (!swapchain->back_buffers)
844 ERR("Failed to allocate backbuffer array memory.\n");
849 for (i = 0; i < swapchain->presentParms.BackBufferCount; ++i)
851 TRACE("Creating back buffer %u.\n", i);
852 hr = IWineD3DDeviceParent_CreateRenderTarget(device->device_parent, parent,
853 swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
854 swapchain->presentParms.BackBufferFormat, swapchain->presentParms.MultiSampleType,
855 swapchain->presentParms.MultiSampleQuality, TRUE /* Lockable */,
856 (IWineD3DSurface **)&swapchain->back_buffers[i]);
859 WARN("Failed to create back buffer %u, hr %#x.\n", i, hr);
863 IWineD3DSurface_SetContainer((IWineD3DSurface *)swapchain->back_buffers[i], (IWineD3DBase *)swapchain);
864 swapchain->back_buffers[i]->Flags |= SFLAG_SWAPCHAIN;
868 /* Swapchains share the depth/stencil buffer, so only create a single depthstencil surface. */
869 if (present_parameters->EnableAutoDepthStencil && surface_type == SURFACE_OPENGL)
871 TRACE("Creating depth/stencil buffer.\n");
872 if (!device->auto_depth_stencil)
874 hr = IWineD3DDeviceParent_CreateDepthStencilSurface(device->device_parent, parent,
875 swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
876 swapchain->presentParms.AutoDepthStencilFormat, swapchain->presentParms.MultiSampleType,
877 swapchain->presentParms.MultiSampleQuality, FALSE /* FIXME: Discard */,
878 (IWineD3DSurface **)&device->auto_depth_stencil);
881 WARN("Failed to create the auto depth stencil, hr %#x.\n", hr);
885 IWineD3DSurface_SetContainer((IWineD3DSurface *)device->auto_depth_stencil, NULL);
889 IWineD3DSwapChain_GetGammaRamp((IWineD3DSwapChain *)swapchain, &swapchain->orig_gamma);
900 /* Change the display settings */
901 memset(&devmode, 0, sizeof(devmode));
902 devmode.dmSize = sizeof(devmode);
903 devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
904 devmode.dmBitsPerPel = format_desc->byte_count * 8;
905 devmode.dmPelsWidth = swapchain->orig_width;
906 devmode.dmPelsHeight = swapchain->orig_height;
907 ChangeDisplaySettingsExW(adapter->DeviceName, &devmode, NULL, CDS_FULLSCREEN, NULL);
910 if (swapchain->back_buffers)
912 for (i = 0; i < swapchain->presentParms.BackBufferCount; ++i)
914 if (swapchain->back_buffers[i]) IWineD3DSurface_Release((IWineD3DSurface *)swapchain->back_buffers[i]);
916 HeapFree(GetProcessHeap(), 0, swapchain->back_buffers);
919 if (swapchain->context)
921 if (swapchain->context[0])
923 context_release(swapchain->context[0]);
924 context_destroy(device, swapchain->context[0]);
925 swapchain->num_contexts = 0;
927 HeapFree(GetProcessHeap(), 0, swapchain->context);
930 if (swapchain->front_buffer) IWineD3DSurface_Release((IWineD3DSurface *)swapchain->front_buffer);
935 struct wined3d_context *swapchain_create_context_for_thread(IWineD3DSwapChain *iface)
937 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *) iface;
938 struct wined3d_context **newArray;
939 struct wined3d_context *ctx;
941 TRACE("Creating a new context for swapchain %p, thread %d\n", This, GetCurrentThreadId());
943 if (!(ctx = context_create(This, This->front_buffer, This->ds_format)))
945 ERR("Failed to create a new context for the swapchain\n");
948 context_release(ctx);
950 newArray = HeapAlloc(GetProcessHeap(), 0, sizeof(*newArray) * This->num_contexts + 1);
952 ERR("Out of memory when trying to allocate a new context array\n");
953 context_destroy(This->device, ctx);
956 memcpy(newArray, This->context, sizeof(*newArray) * This->num_contexts);
957 HeapFree(GetProcessHeap(), 0, This->context);
958 newArray[This->num_contexts] = ctx;
959 This->context = newArray;
960 This->num_contexts++;
962 TRACE("Returning context %p\n", ctx);
966 void get_drawable_size_swapchain(struct wined3d_context *context, UINT *width, UINT *height)
968 /* The drawable size of an onscreen drawable is the surface size.
969 * (Actually: The window size, but the surface is created in window size) */
970 *width = context->current_rt->currentDesc.Width;
971 *height = context->current_rt->currentDesc.Height;