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->wineD3DDevice->adapter->gl_info
38 /*IWineD3DSwapChain parts follow: */
39 static void WINAPI IWineD3DSwapChainImpl_Destroy(IWineD3DSwapChain *iface, D3DCB_DESTROYSURFACEFN D3DCB_DestroyRenderTarget) {
40 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
41 WINED3DDISPLAYMODE mode;
44 TRACE("Destroying swapchain %p\n", iface);
46 IWineD3DSwapChain_SetGammaRamp(iface, 0, &This->orig_gamma);
48 /* release the ref to the front and back buffer parents */
49 if(This->frontBuffer) {
50 IWineD3DSurface_SetContainer(This->frontBuffer, 0);
51 if(D3DCB_DestroyRenderTarget(This->frontBuffer) > 0) {
52 FIXME("(%p) Something's still holding the front buffer\n",This);
56 if(This->backBuffer) {
58 for(i = 0; i < This->presentParms.BackBufferCount; i++) {
59 IWineD3DSurface_SetContainer(This->backBuffer[i], 0);
60 if(D3DCB_DestroyRenderTarget(This->backBuffer[i]) > 0) {
61 FIXME("(%p) Something's still holding the back buffer\n",This);
64 HeapFree(GetProcessHeap(), 0, This->backBuffer);
67 for (i = 0; i < This->num_contexts; ++i)
69 if (This->context[i] == This->wineD3DDevice->activeContext)
71 IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *)This->wineD3DDevice->swapchains[0];
73 /* Avoid destroying the currently active context for non-implicit swapchains. */
74 if (This != swapchain)
76 TRACE("Would destroy currently active context %p on a non-implicit swapchain.\n", This->context[i]);
78 if (swapchain->backBuffer)
79 ActivateContext(This->wineD3DDevice, swapchain->backBuffer[0], CTXUSAGE_RESOURCELOAD);
81 ActivateContext(This->wineD3DDevice, swapchain->frontBuffer, CTXUSAGE_RESOURCELOAD);
85 DestroyContext(This->wineD3DDevice, This->context[i]);
87 /* Restore the screen resolution if we rendered in fullscreen
88 * This will restore the screen resolution to what it was before creating the swapchain. In case of d3d8 and d3d9
89 * this will be the original desktop resolution. In case of d3d7 this will be a NOP because ddraw sets the resolution
90 * before starting up Direct3D, thus orig_width and orig_height will be equal to the modes in the presentation params
92 if(This->presentParms.Windowed == FALSE && This->presentParms.AutoRestoreDisplayMode) {
93 mode.Width = This->orig_width;
94 mode.Height = This->orig_height;
96 mode.Format = This->orig_fmt;
97 IWineD3DDevice_SetDisplayMode((IWineD3DDevice *) This->wineD3DDevice, 0, &mode);
99 HeapFree(GetProcessHeap(), 0, This->context);
101 HeapFree(GetProcessHeap(), 0, This);
104 static HRESULT WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface, CONST RECT *pSourceRect, CONST RECT *pDestRect, HWND hDestWindowOverride, CONST RGNDATA *pDirtyRegion, DWORD dwFlags) {
105 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
110 ActivateContext(This->wineD3DDevice, This->backBuffer[0], CTXUSAGE_RESOURCELOAD);
112 /* Render the cursor onto the back buffer, using our nifty directdraw blitting code :-) */
113 if(This->wineD3DDevice->bCursorVisible && This->wineD3DDevice->cursorTexture) {
114 IWineD3DSurfaceImpl cursor;
115 RECT destRect = {This->wineD3DDevice->xScreenSpace - This->wineD3DDevice->xHotSpot,
116 This->wineD3DDevice->yScreenSpace - This->wineD3DDevice->yHotSpot,
117 This->wineD3DDevice->xScreenSpace + This->wineD3DDevice->cursorWidth - This->wineD3DDevice->xHotSpot,
118 This->wineD3DDevice->yScreenSpace + This->wineD3DDevice->cursorHeight - This->wineD3DDevice->yHotSpot};
119 TRACE("Rendering the cursor. Creating fake surface at %p\n", &cursor);
120 /* Build a fake surface to call the Blitting code. It is not possible to use the interface passed by
121 * the application because we are only supposed to copy the information out. Using a fake surface
122 * allows to use the Blitting engine and avoid copying the whole texture -> render target blitting code.
124 memset(&cursor, 0, sizeof(cursor));
125 cursor.lpVtbl = &IWineD3DSurface_Vtbl;
126 cursor.resource.ref = 1;
127 cursor.resource.wineD3DDevice = This->wineD3DDevice;
128 cursor.resource.pool = WINED3DPOOL_SCRATCH;
129 cursor.resource.format_desc = getFormatDescEntry(WINED3DFMT_A8R8G8B8, &This->wineD3DDevice->adapter->gl_info);
130 cursor.resource.resourceType = WINED3DRTYPE_SURFACE;
131 cursor.texture_name = This->wineD3DDevice->cursorTexture;
132 cursor.texture_target = GL_TEXTURE_2D;
133 cursor.texture_level = 0;
134 cursor.currentDesc.Width = This->wineD3DDevice->cursorWidth;
135 cursor.currentDesc.Height = This->wineD3DDevice->cursorHeight;
136 cursor.glRect.left = 0;
137 cursor.glRect.top = 0;
138 cursor.glRect.right = cursor.currentDesc.Width;
139 cursor.glRect.bottom = cursor.currentDesc.Height;
140 /* The cursor must have pow2 sizes */
141 cursor.pow2Width = cursor.currentDesc.Width;
142 cursor.pow2Height = cursor.currentDesc.Height;
143 /* The surface is in the texture */
144 cursor.Flags |= SFLAG_INTEXTURE;
145 /* DDBLT_KEYSRC will cause BltOverride to enable the alpha test with GL_NOTEQUAL, 0.0,
146 * which is exactly what we want :-)
148 if (This->presentParms.Windowed) {
149 MapWindowPoints(NULL, This->win_handle, (LPPOINT)&destRect, 2);
151 IWineD3DSurface_Blt(This->backBuffer[0], &destRect, (IWineD3DSurface *) &cursor, NULL, WINEDDBLT_KEYSRC, NULL, WINED3DTEXF_NONE);
153 if(This->wineD3DDevice->logo_surface) {
154 /* Blit the logo into the upper left corner of the drawable */
155 IWineD3DSurface_BltFast(This->backBuffer[0], 0, 0, This->wineD3DDevice->logo_surface, NULL, WINEDDBLTFAST_SRCCOLORKEY);
158 if (pSourceRect || pDestRect) FIXME("Unhandled present rects %s/%s\n", wine_dbgstr_rect(pSourceRect), wine_dbgstr_rect(pDestRect));
159 /* TODO: If only source rect or dest rect are supplied then clip the window to match */
160 TRACE("presetting HDC %p\n", This->context[0]->hdc);
162 /* Don't call checkGLcall, as glGetError is not applicable here */
163 if (hDestWindowOverride && This->win_handle != hDestWindowOverride) {
164 IWineD3DSwapChain_SetDestWindowOverride(iface, hDestWindowOverride);
167 SwapBuffers(This->context[0]->hdc); /* TODO: cycle through the swapchain buffers */
169 TRACE("SwapBuffers called, Starting new frame\n");
173 DWORD time = GetTickCount();
175 /* every 1.5 seconds */
176 if (time - This->prev_time > 1500) {
177 TRACE_(fps)("%p @ approx %.2ffps\n", This, 1000.0*This->frames/(time - This->prev_time));
178 This->prev_time = time;
183 #if defined(FRAME_DEBUGGING)
185 if (GetFileAttributesA("C:\\D3DTRACE") != INVALID_FILE_ATTRIBUTES) {
188 FIXME("Enabling D3D Trace\n");
189 __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 1);
190 #if defined(SHOW_FRAME_MAKEUP)
191 FIXME("Singe Frame snapshots Starting\n");
192 isDumpingFrames = TRUE;
194 glClear(GL_COLOR_BUFFER_BIT);
198 #if defined(SINGLE_FRAME_DEBUGGING)
200 #if defined(SHOW_FRAME_MAKEUP)
201 FIXME("Singe Frame snapshots Finishing\n");
202 isDumpingFrames = FALSE;
204 FIXME("Singe Frame trace complete\n");
205 DeleteFileA("C:\\D3DTRACE");
206 __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 0);
212 #if defined(SHOW_FRAME_MAKEUP)
213 FIXME("Single Frame snapshots Finishing\n");
214 isDumpingFrames = FALSE;
216 FIXME("Disabling D3D Trace\n");
217 __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 0);
223 /* This is disabled, but the code left in for debug purposes.
225 * Since we're allowed to modify the new back buffer on a D3DSWAPEFFECT_DISCARD flip,
226 * we can clear it with some ugly color to make bad drawing visible and ease debugging.
227 * The Debug runtime does the same on Windows. However, a few games do not redraw the
228 * screen properly, like Max Payne 2, which leaves a few pixels undefined.
230 * Tests show that the content of the back buffer after a discard flip is indeed not
231 * reliable, so no game can depend on the exact content. However, it resembles the
232 * old contents in some way, for example by showing fragments at other locations. In
233 * general, the color theme is still intact. So Max payne, which draws rather dark scenes
234 * gets a dark background image. If we clear it with a bright ugly color, the game's
235 * bug shows up much more than it does on Windows, and the players see single pixels
237 * (The Max Payne bug has been confirmed on Windows with the debug runtime)
239 if (FALSE && This->presentParms.SwapEffect == WINED3DSWAPEFFECT_DISCARD) {
240 TRACE("Clearing the color buffer with cyan color\n");
242 IWineD3DDevice_Clear((IWineD3DDevice*)This->wineD3DDevice, 0, NULL,
243 WINED3DCLEAR_TARGET, 0xff00ffff, 1.0f, 0);
246 if(((IWineD3DSurfaceImpl *) This->frontBuffer)->Flags & SFLAG_INSYSMEM ||
247 ((IWineD3DSurfaceImpl *) This->backBuffer[0])->Flags & SFLAG_INSYSMEM ) {
248 /* Both memory copies of the surfaces are ok, flip them around too instead of dirtifying */
249 IWineD3DSurfaceImpl *front = (IWineD3DSurfaceImpl *) This->frontBuffer;
250 IWineD3DSurfaceImpl *back = (IWineD3DSurfaceImpl *) This->backBuffer[0];
252 if(front->resource.size == back->resource.size) {
254 flip_surface(front, back);
256 /* Tell the front buffer surface that is has been modified. However,
257 * the other locations were preserved during that, so keep the flags.
258 * This serves to update the emulated overlay, if any
260 fbflags = front->Flags;
261 IWineD3DSurface_ModifyLocation(This->frontBuffer, SFLAG_INDRAWABLE, TRUE);
262 front->Flags = fbflags;
264 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) front, SFLAG_INDRAWABLE, TRUE);
265 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) back, SFLAG_INDRAWABLE, TRUE);
268 IWineD3DSurface_ModifyLocation(This->frontBuffer, SFLAG_INDRAWABLE, TRUE);
269 /* If the swapeffect is DISCARD, the back buffer is undefined. That means the SYSMEM
270 * and INTEXTURE copies can keep their old content if they have any defined content.
271 * If the swapeffect is COPY, the content remains the same. If it is FLIP however,
272 * the texture / sysmem copy needs to be reloaded from the drawable
274 if(This->presentParms.SwapEffect == WINED3DSWAPEFFECT_FLIP) {
275 IWineD3DSurface_ModifyLocation(This->backBuffer[0], SFLAG_INDRAWABLE, TRUE);
279 if (This->wineD3DDevice->stencilBufferTarget) {
280 if (This->presentParms.Flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
281 || ((IWineD3DSurfaceImpl *)This->wineD3DDevice->stencilBufferTarget)->Flags & SFLAG_DISCARD) {
282 surface_modify_ds_location(This->wineD3DDevice->stencilBufferTarget, SFLAG_DS_DISCARDED);
286 if(This->presentParms.PresentationInterval != WINED3DPRESENT_INTERVAL_IMMEDIATE && GL_SUPPORT(SGI_VIDEO_SYNC)) {
287 retval = GL_EXTCALL(glXGetVideoSyncSGI(&sync));
289 ERR("glXGetVideoSyncSGI failed(retval = %d\n", retval);
292 switch(This->presentParms.PresentationInterval) {
293 case WINED3DPRESENT_INTERVAL_DEFAULT:
294 case WINED3DPRESENT_INTERVAL_ONE:
295 if(sync <= This->vSyncCounter) {
296 retval = GL_EXTCALL(glXWaitVideoSyncSGI(1, 0, &This->vSyncCounter));
298 This->vSyncCounter = sync;
301 case WINED3DPRESENT_INTERVAL_TWO:
302 if(sync <= This->vSyncCounter + 1) {
303 retval = GL_EXTCALL(glXWaitVideoSyncSGI(2, This->vSyncCounter & 0x1, &This->vSyncCounter));
305 This->vSyncCounter = sync;
308 case WINED3DPRESENT_INTERVAL_THREE:
309 if(sync <= This->vSyncCounter + 2) {
310 retval = GL_EXTCALL(glXWaitVideoSyncSGI(3, This->vSyncCounter % 0x3, &This->vSyncCounter));
312 This->vSyncCounter = sync;
315 case WINED3DPRESENT_INTERVAL_FOUR:
316 if(sync <= This->vSyncCounter + 3) {
317 retval = GL_EXTCALL(glXWaitVideoSyncSGI(4, This->vSyncCounter & 0x3, &This->vSyncCounter));
319 This->vSyncCounter = sync;
323 FIXME("Unknown presentation interval %08x\n", This->presentParms.PresentationInterval);
327 TRACE("returning\n");
331 static HRESULT WINAPI IWineD3DSwapChainImpl_SetDestWindowOverride(IWineD3DSwapChain *iface, HWND window) {
332 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
333 WINED3DLOCKED_RECT r;
336 if(window == This->win_handle) return WINED3D_OK;
338 TRACE("Performing dest override of swapchain %p from window %p to %p\n", This, This->win_handle, window);
339 if(This->context[0] == This->wineD3DDevice->contexts[0]) {
340 /* The primary context 'owns' all the opengl resources. Destroying and recreating that context requires downloading
341 * all opengl resources, deleting the gl resources, destroying all other contexts, then recreating all other contexts
342 * and reload the resources
344 delete_opengl_contexts((IWineD3DDevice *) This->wineD3DDevice, iface);
345 This->win_handle = window;
346 create_primary_opengl_context((IWineD3DDevice *) This->wineD3DDevice, iface);
348 This->win_handle = window;
350 /* The old back buffer has to be copied over to the new back buffer. A lockrect - switchcontext - unlockrect
351 * would suffice in theory, but it is rather nasty and may cause troubles with future changes of the locking code
352 * So lock read only, copy the surface out, then lock with the discard flag and write back
354 IWineD3DSurface_LockRect(This->backBuffer[0], &r, NULL, WINED3DLOCK_READONLY);
355 mem = HeapAlloc(GetProcessHeap(), 0, r.Pitch * ((IWineD3DSurfaceImpl *) This->backBuffer[0])->currentDesc.Height);
356 memcpy(mem, r.pBits, r.Pitch * ((IWineD3DSurfaceImpl *) This->backBuffer[0])->currentDesc.Height);
357 IWineD3DSurface_UnlockRect(This->backBuffer[0]);
359 DestroyContext(This->wineD3DDevice, This->context[0]);
360 This->context[0] = CreateContext(This->wineD3DDevice, (IWineD3DSurfaceImpl *) This->frontBuffer, This->win_handle, FALSE /* pbuffer */, &This->presentParms);
362 IWineD3DSurface_LockRect(This->backBuffer[0], &r, NULL, WINED3DLOCK_DISCARD);
363 memcpy(r.pBits, mem, r.Pitch * ((IWineD3DSurfaceImpl *) This->backBuffer[0])->currentDesc.Height);
364 HeapFree(GetProcessHeap(), 0, mem);
365 IWineD3DSurface_UnlockRect(This->backBuffer[0]);
370 const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl =
373 IWineD3DBaseSwapChainImpl_QueryInterface,
374 IWineD3DBaseSwapChainImpl_AddRef,
375 IWineD3DBaseSwapChainImpl_Release,
376 /* IWineD3DSwapChain */
377 IWineD3DBaseSwapChainImpl_GetParent,
378 IWineD3DSwapChainImpl_Destroy,
379 IWineD3DBaseSwapChainImpl_GetDevice,
380 IWineD3DSwapChainImpl_Present,
381 IWineD3DSwapChainImpl_SetDestWindowOverride,
382 IWineD3DBaseSwapChainImpl_GetFrontBufferData,
383 IWineD3DBaseSwapChainImpl_GetBackBuffer,
384 IWineD3DBaseSwapChainImpl_GetRasterStatus,
385 IWineD3DBaseSwapChainImpl_GetDisplayMode,
386 IWineD3DBaseSwapChainImpl_GetPresentParameters,
387 IWineD3DBaseSwapChainImpl_SetGammaRamp,
388 IWineD3DBaseSwapChainImpl_GetGammaRamp
391 WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface) {
393 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *) iface;
394 WineD3DContext **newArray;
396 TRACE("Creating a new context for swapchain %p, thread %d\n", This, GetCurrentThreadId());
398 ctx = CreateContext(This->wineD3DDevice, (IWineD3DSurfaceImpl *) This->frontBuffer,
399 This->context[0]->win_handle, FALSE /* pbuffer */, &This->presentParms);
401 ERR("Failed to create a new context for the swapchain\n");
405 newArray = HeapAlloc(GetProcessHeap(), 0, sizeof(*newArray) * This->num_contexts + 1);
407 ERR("Out of memory when trying to allocate a new context array\n");
408 DestroyContext(This->wineD3DDevice, ctx);
411 memcpy(newArray, This->context, sizeof(*newArray) * This->num_contexts);
412 HeapFree(GetProcessHeap(), 0, This->context);
413 newArray[This->num_contexts] = ctx;
414 This->context = newArray;
415 This->num_contexts++;
417 TRACE("Returning context %p\n", ctx);
421 void get_drawable_size_swapchain(IWineD3DSurfaceImpl *This, UINT *width, UINT *height) {
422 /* The drawable size of an onscreen drawable is the surface size.
423 * (Actually: The window size, but the surface is created in window size)
425 *width = This->currentDesc.Width;
426 *height = This->currentDesc.Height;