wined3d: Fix swapchain draw buffer cleanup.
[wine] / dlls / wined3d / swapchain.c
1 /*
2  *IDirect3DSwapChain9 implementation
3  *
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
8  *
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.
13  *
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.
18  *
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
22  */
23
24 #include "config.h"
25 #include "wined3d_private.h"
26
27
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)*/
31
32
33 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
34 WINE_DECLARE_DEBUG_CHANNEL(fps);
35
36 #define GLINFO_LOCATION This->wineD3DDevice->adapter->gl_info
37
38 /*IWineD3DSwapChain parts follow: */
39 static void WINAPI IWineD3DSwapChainImpl_Destroy(IWineD3DSwapChain *iface, D3DCB_DESTROYSURFACEFN D3DCB_DestroyRenderTarget) {
40     IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
41     WINED3DDISPLAYMODE mode;
42     unsigned int i;
43
44     TRACE("Destroying swapchain %p\n", iface);
45
46     IWineD3DSwapChain_SetGammaRamp(iface, 0, &This->orig_gamma);
47
48     /* Release the swapchain's draw buffers. Make sure This->backBuffer[0] is
49      * the last buffer to be destroyed, FindContext() depends on that. */
50     if (This->frontBuffer)
51     {
52         IWineD3DSurface_SetContainer(This->frontBuffer, 0);
53         if (D3DCB_DestroyRenderTarget(This->frontBuffer))
54         {
55             FIXME("(%p) Something's still holding the front buffer (%p).\n",
56                     This, This->frontBuffer);
57         }
58         This->frontBuffer = NULL;
59     }
60
61     if (This->backBuffer)
62     {
63         UINT i = This->presentParms.BackBufferCount;
64
65         while (i--)
66         {
67             IWineD3DSurface_SetContainer(This->backBuffer[i], 0);
68             if (D3DCB_DestroyRenderTarget(This->backBuffer[i]))
69                 FIXME("(%p) Something's still holding back buffer %u (%p).\n",
70                         This, i, This->backBuffer[i]);
71         }
72         HeapFree(GetProcessHeap(), 0, This->backBuffer);
73         This->backBuffer = NULL;
74     }
75
76     for (i = 0; i < This->num_contexts; ++i)
77     {
78         DestroyContext(This->wineD3DDevice, This->context[i]);
79     }
80     /* Restore the screen resolution if we rendered in fullscreen
81      * This will restore the screen resolution to what it was before creating the swapchain. In case of d3d8 and d3d9
82      * this will be the original desktop resolution. In case of d3d7 this will be a NOP because ddraw sets the resolution
83      * before starting up Direct3D, thus orig_width and orig_height will be equal to the modes in the presentation params
84      */
85     if(This->presentParms.Windowed == FALSE && This->presentParms.AutoRestoreDisplayMode) {
86         mode.Width = This->orig_width;
87         mode.Height = This->orig_height;
88         mode.RefreshRate = 0;
89         mode.Format = This->orig_fmt;
90         IWineD3DDevice_SetDisplayMode((IWineD3DDevice *) This->wineD3DDevice, 0, &mode);
91     }
92     HeapFree(GetProcessHeap(), 0, This->context);
93
94     HeapFree(GetProcessHeap(), 0, This);
95 }
96
97 static HRESULT WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface, CONST RECT *pSourceRect, CONST RECT *pDestRect, HWND hDestWindowOverride, CONST RGNDATA *pDirtyRegion, DWORD dwFlags) {
98     IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
99     unsigned int sync;
100     int retval;
101
102
103     ActivateContext(This->wineD3DDevice, This->backBuffer[0], CTXUSAGE_RESOURCELOAD);
104
105     /* Render the cursor onto the back buffer, using our nifty directdraw blitting code :-) */
106     if(This->wineD3DDevice->bCursorVisible && This->wineD3DDevice->cursorTexture) {
107         IWineD3DSurfaceImpl cursor;
108         RECT destRect = {This->wineD3DDevice->xScreenSpace - This->wineD3DDevice->xHotSpot,
109                          This->wineD3DDevice->yScreenSpace - This->wineD3DDevice->yHotSpot,
110                          This->wineD3DDevice->xScreenSpace + This->wineD3DDevice->cursorWidth - This->wineD3DDevice->xHotSpot,
111                          This->wineD3DDevice->yScreenSpace + This->wineD3DDevice->cursorHeight - This->wineD3DDevice->yHotSpot};
112         TRACE("Rendering the cursor. Creating fake surface at %p\n", &cursor);
113         /* Build a fake surface to call the Blitting code. It is not possible to use the interface passed by
114          * the application because we are only supposed to copy the information out. Using a fake surface
115          * allows to use the Blitting engine and avoid copying the whole texture -> render target blitting code.
116          */
117         memset(&cursor, 0, sizeof(cursor));
118         cursor.lpVtbl = &IWineD3DSurface_Vtbl;
119         cursor.resource.ref = 1;
120         cursor.resource.wineD3DDevice = This->wineD3DDevice;
121         cursor.resource.pool = WINED3DPOOL_SCRATCH;
122         cursor.resource.format_desc = getFormatDescEntry(WINED3DFMT_A8R8G8B8, &This->wineD3DDevice->adapter->gl_info);
123         cursor.resource.resourceType = WINED3DRTYPE_SURFACE;
124         cursor.texture_name = This->wineD3DDevice->cursorTexture;
125         cursor.texture_target = GL_TEXTURE_2D;
126         cursor.texture_level = 0;
127         cursor.currentDesc.Width = This->wineD3DDevice->cursorWidth;
128         cursor.currentDesc.Height = This->wineD3DDevice->cursorHeight;
129         cursor.glRect.left = 0;
130         cursor.glRect.top = 0;
131         cursor.glRect.right = cursor.currentDesc.Width;
132         cursor.glRect.bottom = cursor.currentDesc.Height;
133         /* The cursor must have pow2 sizes */
134         cursor.pow2Width = cursor.currentDesc.Width;
135         cursor.pow2Height = cursor.currentDesc.Height;
136         /* The surface is in the texture */
137         cursor.Flags |= SFLAG_INTEXTURE;
138         /* DDBLT_KEYSRC will cause BltOverride to enable the alpha test with GL_NOTEQUAL, 0.0,
139          * which is exactly what we want :-)
140          */
141         if (This->presentParms.Windowed) {
142             MapWindowPoints(NULL, This->win_handle, (LPPOINT)&destRect, 2);
143         }
144         IWineD3DSurface_Blt(This->backBuffer[0], &destRect, (IWineD3DSurface *)&cursor,
145                 NULL, WINEDDBLT_KEYSRC, NULL, WINED3DTEXF_POINT);
146     }
147     if(This->wineD3DDevice->logo_surface) {
148         /* Blit the logo into the upper left corner of the drawable */
149         IWineD3DSurface_BltFast(This->backBuffer[0], 0, 0, This->wineD3DDevice->logo_surface, NULL, WINEDDBLTFAST_SRCCOLORKEY);
150     }
151
152     if (pSourceRect || pDestRect) FIXME("Unhandled present rects %s/%s\n", wine_dbgstr_rect(pSourceRect), wine_dbgstr_rect(pDestRect));
153     /* TODO: If only source rect or dest rect are supplied then clip the window to match */
154     TRACE("presetting HDC %p\n", This->context[0]->hdc);
155
156     /* Don't call checkGLcall, as glGetError is not applicable here */
157     if (hDestWindowOverride && This->win_handle != hDestWindowOverride) {
158         IWineD3DSwapChain_SetDestWindowOverride(iface, hDestWindowOverride);
159     }
160
161     SwapBuffers(This->context[0]->hdc); /* TODO: cycle through the swapchain buffers */
162
163     TRACE("SwapBuffers called, Starting new frame\n");
164     /* FPS support */
165     if (TRACE_ON(fps))
166     {
167         DWORD time = GetTickCount();
168         This->frames++;
169         /* every 1.5 seconds */
170         if (time - This->prev_time > 1500) {
171             TRACE_(fps)("%p @ approx %.2ffps\n", This, 1000.0*This->frames/(time - This->prev_time));
172             This->prev_time = time;
173             This->frames = 0;
174         }
175     }
176
177 #if defined(FRAME_DEBUGGING)
178 {
179     if (GetFileAttributesA("C:\\D3DTRACE") != INVALID_FILE_ATTRIBUTES) {
180         if (!isOn) {
181             isOn = TRUE;
182             FIXME("Enabling D3D Trace\n");
183             __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 1);
184 #if defined(SHOW_FRAME_MAKEUP)
185             FIXME("Singe Frame snapshots Starting\n");
186             isDumpingFrames = TRUE;
187             ENTER_GL();
188             glClear(GL_COLOR_BUFFER_BIT);
189             LEAVE_GL();
190 #endif
191
192 #if defined(SINGLE_FRAME_DEBUGGING)
193         } else {
194 #if defined(SHOW_FRAME_MAKEUP)
195             FIXME("Singe Frame snapshots Finishing\n");
196             isDumpingFrames = FALSE;
197 #endif
198             FIXME("Singe Frame trace complete\n");
199             DeleteFileA("C:\\D3DTRACE");
200             __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 0);
201 #endif
202         }
203     } else {
204         if (isOn) {
205             isOn = FALSE;
206 #if defined(SHOW_FRAME_MAKEUP)
207             FIXME("Single Frame snapshots Finishing\n");
208             isDumpingFrames = FALSE;
209 #endif
210             FIXME("Disabling D3D Trace\n");
211             __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 0);
212         }
213     }
214 }
215 #endif
216
217     /* This is disabled, but the code left in for debug purposes.
218      *
219      * Since we're allowed to modify the new back buffer on a D3DSWAPEFFECT_DISCARD flip,
220      * we can clear it with some ugly color to make bad drawing visible and ease debugging.
221      * The Debug runtime does the same on Windows. However, a few games do not redraw the
222      * screen properly, like Max Payne 2, which leaves a few pixels undefined.
223      *
224      * Tests show that the content of the back buffer after a discard flip is indeed not
225      * reliable, so no game can depend on the exact content. However, it resembles the
226      * old contents in some way, for example by showing fragments at other locations. In
227      * general, the color theme is still intact. So Max payne, which draws rather dark scenes
228      * gets a dark background image. If we clear it with a bright ugly color, the game's
229      * bug shows up much more than it does on Windows, and the players see single pixels
230      * with wrong colors.
231      * (The Max Payne bug has been confirmed on Windows with the debug runtime)
232      */
233     if (FALSE && This->presentParms.SwapEffect == WINED3DSWAPEFFECT_DISCARD) {
234         TRACE("Clearing the color buffer with cyan color\n");
235
236         IWineD3DDevice_Clear((IWineD3DDevice*)This->wineD3DDevice, 0, NULL,
237                 WINED3DCLEAR_TARGET, 0xff00ffff, 1.0f, 0);
238     }
239
240     if(((IWineD3DSurfaceImpl *) This->frontBuffer)->Flags   & SFLAG_INSYSMEM ||
241        ((IWineD3DSurfaceImpl *) This->backBuffer[0])->Flags & SFLAG_INSYSMEM ) {
242         /* Both memory copies of the surfaces are ok, flip them around too instead of dirtifying */
243         IWineD3DSurfaceImpl *front = (IWineD3DSurfaceImpl *) This->frontBuffer;
244         IWineD3DSurfaceImpl *back = (IWineD3DSurfaceImpl *) This->backBuffer[0];
245
246         if(front->resource.size == back->resource.size) {
247             DWORD fbflags;
248             flip_surface(front, back);
249
250             /* Tell the front buffer surface that is has been modified. However,
251              * the other locations were preserved during that, so keep the flags.
252              * This serves to update the emulated overlay, if any
253              */
254             fbflags = front->Flags;
255             IWineD3DSurface_ModifyLocation(This->frontBuffer, SFLAG_INDRAWABLE, TRUE);
256             front->Flags = fbflags;
257         } else {
258             IWineD3DSurface_ModifyLocation((IWineD3DSurface *) front, SFLAG_INDRAWABLE, TRUE);
259             IWineD3DSurface_ModifyLocation((IWineD3DSurface *) back, SFLAG_INDRAWABLE, TRUE);
260         }
261     } else {
262         IWineD3DSurface_ModifyLocation(This->frontBuffer, SFLAG_INDRAWABLE, TRUE);
263         /* If the swapeffect is DISCARD, the back buffer is undefined. That means the SYSMEM
264          * and INTEXTURE copies can keep their old content if they have any defined content.
265          * If the swapeffect is COPY, the content remains the same. If it is FLIP however,
266          * the texture / sysmem copy needs to be reloaded from the drawable
267          */
268         if(This->presentParms.SwapEffect == WINED3DSWAPEFFECT_FLIP) {
269             IWineD3DSurface_ModifyLocation(This->backBuffer[0], SFLAG_INDRAWABLE, TRUE);
270         }
271     }
272
273     if (This->wineD3DDevice->stencilBufferTarget) {
274         if (This->presentParms.Flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
275                 || ((IWineD3DSurfaceImpl *)This->wineD3DDevice->stencilBufferTarget)->Flags & SFLAG_DISCARD) {
276             surface_modify_ds_location(This->wineD3DDevice->stencilBufferTarget, SFLAG_DS_DISCARDED);
277         }
278     }
279
280     if(This->presentParms.PresentationInterval != WINED3DPRESENT_INTERVAL_IMMEDIATE && GL_SUPPORT(SGI_VIDEO_SYNC)) {
281         retval = GL_EXTCALL(glXGetVideoSyncSGI(&sync));
282         if(retval != 0) {
283             ERR("glXGetVideoSyncSGI failed(retval = %d\n", retval);
284         }
285
286         switch(This->presentParms.PresentationInterval) {
287             case WINED3DPRESENT_INTERVAL_DEFAULT:
288             case WINED3DPRESENT_INTERVAL_ONE:
289                 if(sync <= This->vSyncCounter) {
290                     retval = GL_EXTCALL(glXWaitVideoSyncSGI(1, 0, &This->vSyncCounter));
291                 } else {
292                     This->vSyncCounter = sync;
293                 }
294                 break;
295             case WINED3DPRESENT_INTERVAL_TWO:
296                 if(sync <= This->vSyncCounter + 1) {
297                     retval = GL_EXTCALL(glXWaitVideoSyncSGI(2, This->vSyncCounter & 0x1, &This->vSyncCounter));
298                 } else {
299                     This->vSyncCounter = sync;
300                 }
301                 break;
302             case WINED3DPRESENT_INTERVAL_THREE:
303                 if(sync <= This->vSyncCounter + 2) {
304                     retval = GL_EXTCALL(glXWaitVideoSyncSGI(3, This->vSyncCounter % 0x3, &This->vSyncCounter));
305                 } else {
306                     This->vSyncCounter = sync;
307                 }
308                 break;
309             case WINED3DPRESENT_INTERVAL_FOUR:
310                 if(sync <= This->vSyncCounter + 3) {
311                     retval = GL_EXTCALL(glXWaitVideoSyncSGI(4, This->vSyncCounter & 0x3, &This->vSyncCounter));
312                 } else {
313                     This->vSyncCounter = sync;
314                 }
315                 break;
316             default:
317                 FIXME("Unknown presentation interval %08x\n", This->presentParms.PresentationInterval);
318         }
319     }
320
321     TRACE("returning\n");
322     return WINED3D_OK;
323 }
324
325 static HRESULT WINAPI IWineD3DSwapChainImpl_SetDestWindowOverride(IWineD3DSwapChain *iface, HWND window) {
326     IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
327     WINED3DLOCKED_RECT r;
328     BYTE *mem;
329
330     if(window == This->win_handle) return WINED3D_OK;
331
332     TRACE("Performing dest override of swapchain %p from window %p to %p\n", This, This->win_handle, window);
333     if(This->context[0] == This->wineD3DDevice->contexts[0]) {
334         /* The primary context 'owns' all the opengl resources. Destroying and recreating that context requires downloading
335          * all opengl resources, deleting the gl resources, destroying all other contexts, then recreating all other contexts
336          * and reload the resources
337          */
338         delete_opengl_contexts((IWineD3DDevice *) This->wineD3DDevice, iface);
339         This->win_handle             = window;
340         create_primary_opengl_context((IWineD3DDevice *) This->wineD3DDevice, iface);
341     } else {
342         This->win_handle             = window;
343
344         /* The old back buffer has to be copied over to the new back buffer. A lockrect - switchcontext - unlockrect
345          * would suffice in theory, but it is rather nasty and may cause troubles with future changes of the locking code
346          * So lock read only, copy the surface out, then lock with the discard flag and write back
347          */
348         IWineD3DSurface_LockRect(This->backBuffer[0], &r, NULL, WINED3DLOCK_READONLY);
349         mem = HeapAlloc(GetProcessHeap(), 0, r.Pitch * ((IWineD3DSurfaceImpl *) This->backBuffer[0])->currentDesc.Height);
350         memcpy(mem, r.pBits, r.Pitch * ((IWineD3DSurfaceImpl *) This->backBuffer[0])->currentDesc.Height);
351         IWineD3DSurface_UnlockRect(This->backBuffer[0]);
352
353         DestroyContext(This->wineD3DDevice, This->context[0]);
354         This->context[0] = CreateContext(This->wineD3DDevice, (IWineD3DSurfaceImpl *) This->frontBuffer, This->win_handle, FALSE /* pbuffer */, &This->presentParms);
355
356         IWineD3DSurface_LockRect(This->backBuffer[0], &r, NULL, WINED3DLOCK_DISCARD);
357         memcpy(r.pBits, mem, r.Pitch * ((IWineD3DSurfaceImpl *) This->backBuffer[0])->currentDesc.Height);
358         HeapFree(GetProcessHeap(), 0, mem);
359         IWineD3DSurface_UnlockRect(This->backBuffer[0]);
360     }
361     return WINED3D_OK;
362 }
363
364 const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl =
365 {
366     /* IUnknown */
367     IWineD3DBaseSwapChainImpl_QueryInterface,
368     IWineD3DBaseSwapChainImpl_AddRef,
369     IWineD3DBaseSwapChainImpl_Release,
370     /* IWineD3DSwapChain */
371     IWineD3DBaseSwapChainImpl_GetParent,
372     IWineD3DSwapChainImpl_Destroy,
373     IWineD3DBaseSwapChainImpl_GetDevice,
374     IWineD3DSwapChainImpl_Present,
375     IWineD3DSwapChainImpl_SetDestWindowOverride,
376     IWineD3DBaseSwapChainImpl_GetFrontBufferData,
377     IWineD3DBaseSwapChainImpl_GetBackBuffer,
378     IWineD3DBaseSwapChainImpl_GetRasterStatus,
379     IWineD3DBaseSwapChainImpl_GetDisplayMode,
380     IWineD3DBaseSwapChainImpl_GetPresentParameters,
381     IWineD3DBaseSwapChainImpl_SetGammaRamp,
382     IWineD3DBaseSwapChainImpl_GetGammaRamp
383 };
384
385 struct wined3d_context *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface)
386 {
387     IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *) iface;
388     struct wined3d_context **newArray;
389     struct wined3d_context *ctx;
390
391     TRACE("Creating a new context for swapchain %p, thread %d\n", This, GetCurrentThreadId());
392
393     ctx = CreateContext(This->wineD3DDevice, (IWineD3DSurfaceImpl *) This->frontBuffer,
394                         This->context[0]->win_handle, FALSE /* pbuffer */, &This->presentParms);
395     if(!ctx) {
396         ERR("Failed to create a new context for the swapchain\n");
397         return NULL;
398     }
399
400     newArray = HeapAlloc(GetProcessHeap(), 0, sizeof(*newArray) * This->num_contexts + 1);
401     if(!newArray) {
402         ERR("Out of memory when trying to allocate a new context array\n");
403         DestroyContext(This->wineD3DDevice, ctx);
404         return NULL;
405     }
406     memcpy(newArray, This->context, sizeof(*newArray) * This->num_contexts);
407     HeapFree(GetProcessHeap(), 0, This->context);
408     newArray[This->num_contexts] = ctx;
409     This->context = newArray;
410     This->num_contexts++;
411
412     TRACE("Returning context %p\n", ctx);
413     return ctx;
414 }
415
416 void get_drawable_size_swapchain(struct wined3d_context *context, UINT *width, UINT *height)
417 {
418     IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)context->current_rt;
419     /* The drawable size of an onscreen drawable is the surface size.
420      * (Actually: The window size, but the surface is created in window size) */
421     *width = surface->currentDesc.Width;
422     *height = surface->currentDesc.Height;
423 }