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++) {
68 DestroyContext(This->wineD3DDevice, This->context[i]);
70 /* Restore the screen resolution if we rendered in fullscreen
71 * This will restore the screen resolution to what it was before creating the swapchain. In case of d3d8 and d3d9
72 * this will be the original desktop resolution. In case of d3d7 this will be a NOP because ddraw sets the resolution
73 * before starting up Direct3D, thus orig_width and orig_height will be equal to the modes in the presentation params
75 if(This->presentParms.Windowed == FALSE) {
76 mode.Width = This->orig_width;
77 mode.Height = This->orig_height;
79 mode.Format = This->orig_fmt;
80 IWineD3DDevice_SetDisplayMode((IWineD3DDevice *) This->wineD3DDevice, 0, &mode);
82 HeapFree(GetProcessHeap(), 0, This->context);
84 HeapFree(GetProcessHeap(), 0, This);
87 static HRESULT WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface, CONST RECT *pSourceRect, CONST RECT *pDestRect, HWND hDestWindowOverride, CONST RGNDATA *pDirtyRegion, DWORD dwFlags) {
88 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
93 ActivateContext(This->wineD3DDevice, This->backBuffer[0], CTXUSAGE_RESOURCELOAD);
95 /* Render the cursor onto the back buffer, using our nifty directdraw blitting code :-) */
96 if(This->wineD3DDevice->bCursorVisible && This->wineD3DDevice->cursorTexture) {
97 IWineD3DSurfaceImpl cursor;
98 RECT destRect = {This->wineD3DDevice->xScreenSpace - This->wineD3DDevice->xHotSpot,
99 This->wineD3DDevice->yScreenSpace - This->wineD3DDevice->yHotSpot,
100 This->wineD3DDevice->xScreenSpace + This->wineD3DDevice->cursorWidth - This->wineD3DDevice->xHotSpot,
101 This->wineD3DDevice->yScreenSpace + This->wineD3DDevice->cursorHeight - This->wineD3DDevice->yHotSpot};
102 TRACE("Rendering the cursor. Creating fake surface at %p\n", &cursor);
103 /* Build a fake surface to call the Blitting code. It is not possible to use the interface passed by
104 * the application because we are only supposed to copy the information out. Using a fake surface
105 * allows to use the Blitting engine and avoid copying the whole texture -> render target blitting code.
107 memset(&cursor, 0, sizeof(cursor));
108 cursor.lpVtbl = &IWineD3DSurface_Vtbl;
109 cursor.resource.ref = 1;
110 cursor.resource.wineD3DDevice = This->wineD3DDevice;
111 cursor.resource.pool = WINED3DPOOL_SCRATCH;
112 cursor.resource.format = WINED3DFMT_A8R8G8B8;
113 cursor.resource.resourceType = WINED3DRTYPE_SURFACE;
114 cursor.glDescription.textureName = This->wineD3DDevice->cursorTexture;
115 cursor.glDescription.target = GL_TEXTURE_2D;
116 cursor.glDescription.level = 0;
117 cursor.currentDesc.Width = This->wineD3DDevice->cursorWidth;
118 cursor.currentDesc.Height = This->wineD3DDevice->cursorHeight;
119 cursor.glRect.left = 0;
120 cursor.glRect.top = 0;
121 cursor.glRect.right = cursor.currentDesc.Width;
122 cursor.glRect.bottom = cursor.currentDesc.Height;
123 /* The cursor must have pow2 sizes */
124 cursor.pow2Width = cursor.currentDesc.Width;
125 cursor.pow2Height = cursor.currentDesc.Height;
126 /* The surface is in the texture */
127 cursor.Flags |= SFLAG_INTEXTURE;
128 /* DDBLT_KEYSRC will cause BltOverride to enable the alpha test with GL_NOTEQUAL, 0.0,
129 * which is exactly what we want :-)
131 if (This->presentParms.Windowed) {
132 MapWindowPoints(NULL, This->win_handle, (LPPOINT)&destRect, 2);
134 IWineD3DSurface_Blt(This->backBuffer[0], &destRect, (IWineD3DSurface *) &cursor, NULL, WINEDDBLT_KEYSRC, NULL, WINED3DTEXF_NONE);
136 if(This->wineD3DDevice->logo_surface) {
137 /* Blit the logo into the upper left corner of the drawable */
138 IWineD3DSurface_BltFast(This->backBuffer[0], 0, 0, This->wineD3DDevice->logo_surface, NULL, WINEDDBLTFAST_SRCCOLORKEY);
141 if (pSourceRect || pDestRect) FIXME("Unhandled present options %p/%p\n", pSourceRect, pDestRect);
142 /* TODO: If only source rect or dest rect are supplied then clip the window to match */
143 TRACE("presetting HDC %p\n", This->context[0]->hdc);
145 /* Don't call checkGLcall, as glGetError is not applicable here */
146 if (hDestWindowOverride && This->win_handle != hDestWindowOverride) {
147 WINED3DLOCKED_RECT r;
150 TRACE("Performing dest override of swapchain %p from window %p to %p\n", This, This->win_handle, hDestWindowOverride);
151 if(This->context[0] == This->wineD3DDevice->contexts[0]) {
152 /* The primary context 'owns' all the opengl resources. Destroying and recreating that context requires downloading
153 * all opengl resources, deleting the gl resources, destroying all other contexts, then recreating all other contexts
154 * and reload the resources
156 delete_opengl_contexts((IWineD3DDevice *) This->wineD3DDevice, iface);
157 This->win_handle = hDestWindowOverride;
158 create_primary_opengl_context((IWineD3DDevice *) This->wineD3DDevice, iface);
160 This->win_handle = hDestWindowOverride;
162 /* The old back buffer has to be copied over to the new back buffer. A lockrect - switchcontext - unlockrect
163 * would suffice in theory, but it is rather nasty and may cause troubles with future changes of the locking code
164 * So lock read only, copy the surface out, then lock with the discard flag and write back
166 IWineD3DSurface_LockRect(This->backBuffer[0], &r, NULL, WINED3DLOCK_READONLY);
167 mem = HeapAlloc(GetProcessHeap(), 0, r.Pitch * ((IWineD3DSurfaceImpl *) This->backBuffer[0])->currentDesc.Height);
168 memcpy(mem, r.pBits, r.Pitch * ((IWineD3DSurfaceImpl *) This->backBuffer[0])->currentDesc.Height);
169 IWineD3DSurface_UnlockRect(This->backBuffer[0]);
171 DestroyContext(This->wineD3DDevice, This->context[0]);
172 This->context[0] = CreateContext(This->wineD3DDevice, (IWineD3DSurfaceImpl *) This->frontBuffer, This->win_handle, FALSE /* pbuffer */, &This->presentParms);
174 IWineD3DSurface_LockRect(This->backBuffer[0], &r, NULL, WINED3DLOCK_DISCARD);
175 memcpy(r.pBits, mem, r.Pitch * ((IWineD3DSurfaceImpl *) This->backBuffer[0])->currentDesc.Height);
176 HeapFree(GetProcessHeap(), 0, mem);
177 IWineD3DSurface_UnlockRect(This->backBuffer[0]);
181 SwapBuffers(This->context[0]->hdc); /* TODO: cycle through the swapchain buffers */
183 TRACE("SwapBuffers called, Starting new frame\n");
187 DWORD time = GetTickCount();
189 /* every 1.5 seconds */
190 if (time - This->prev_time > 1500) {
191 TRACE_(fps)("%p @ approx %.2ffps\n", This, 1000.0*This->frames/(time - This->prev_time));
192 This->prev_time = time;
197 #if defined(FRAME_DEBUGGING)
199 if (GetFileAttributesA("C:\\D3DTRACE") != INVALID_FILE_ATTRIBUTES) {
202 FIXME("Enabling D3D Trace\n");
203 __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 1);
204 #if defined(SHOW_FRAME_MAKEUP)
205 FIXME("Singe Frame snapshots Starting\n");
206 isDumpingFrames = TRUE;
208 glClear(GL_COLOR_BUFFER_BIT);
212 #if defined(SINGLE_FRAME_DEBUGGING)
214 #if defined(SHOW_FRAME_MAKEUP)
215 FIXME("Singe Frame snapshots Finishing\n");
216 isDumpingFrames = FALSE;
218 FIXME("Singe Frame trace complete\n");
219 DeleteFileA("C:\\D3DTRACE");
220 __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 0);
226 #if defined(SHOW_FRAME_MAKEUP)
227 FIXME("Single Frame snapshots Finishing\n");
228 isDumpingFrames = FALSE;
230 FIXME("Disabling D3D Trace\n");
231 __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 0);
237 /* This is disabled, but the code left in for debug purposes.
239 * Since we're allowed to modify the new back buffer on a D3DSWAPEFFECT_DISCARD flip,
240 * we can clear it with some ugly color to make bad drawing visible and ease debugging.
241 * The Debug runtime does the same on Windows. However, a few games do not redraw the
242 * screen properly, like Max Payne 2, which leaves a few pixels undefined.
244 * Tests show that the content of the back buffer after a discard flip is indeed not
245 * reliable, so no game can depend on the exact content. However, it resembles the
246 * old contents in some way, for example by showing fragments at other locations. In
247 * general, the color theme is still intact. So Max payne, which draws rather dark scenes
248 * gets a dark background image. If we clear it with a bright ugly color, the game's
249 * bug shows up much more than it does on Windows, and the players see single pixels
251 * (The Max Payne bug has been confirmed on Windows with the debug runtime)
253 if (FALSE && This->presentParms.SwapEffect == WINED3DSWAPEFFECT_DISCARD) {
254 TRACE("Clearing the color buffer with cyan color\n");
256 IWineD3DDevice_Clear((IWineD3DDevice*)This->wineD3DDevice, 0, NULL,
257 WINED3DCLEAR_TARGET, 0xff00ffff, 1.0, 0);
260 if(((IWineD3DSurfaceImpl *) This->frontBuffer)->Flags & SFLAG_INSYSMEM ||
261 ((IWineD3DSurfaceImpl *) This->backBuffer[0])->Flags & SFLAG_INSYSMEM ) {
262 /* Both memory copies of the surfaces are ok, flip them around too instead of dirtifying */
263 IWineD3DSurfaceImpl *front = (IWineD3DSurfaceImpl *) This->frontBuffer;
264 IWineD3DSurfaceImpl *back = (IWineD3DSurfaceImpl *) This->backBuffer[0];
266 if(front->resource.size == back->resource.size) {
268 flip_surface(front, back);
270 /* Tell the front buffer surface that is has been modified. However,
271 * the other locations were preserved during that, so keep the flags.
272 * This serves to update the emulated overlay, if any
274 fbflags = front->Flags;
275 IWineD3DSurface_ModifyLocation(This->frontBuffer, SFLAG_INDRAWABLE, TRUE);
276 front->Flags = fbflags;
278 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) front, SFLAG_INDRAWABLE, TRUE);
279 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) back, SFLAG_INDRAWABLE, TRUE);
282 IWineD3DSurface_ModifyLocation(This->frontBuffer, SFLAG_INDRAWABLE, TRUE);
283 /* If the swapeffect is DISCARD, the back buffer is undefined. That means the SYSMEM
284 * and INTEXTURE copies can keep their old content if they have any defined content.
285 * If the swapeffect is COPY, the content remains the same. If it is FLIP however,
286 * the texture / sysmem copy needs to be reloaded from the drawable
288 if(This->presentParms.SwapEffect == WINED3DSWAPEFFECT_FLIP) {
289 IWineD3DSurface_ModifyLocation(This->backBuffer[0], SFLAG_INDRAWABLE, TRUE);
293 if(This->presentParms.PresentationInterval != WINED3DPRESENT_INTERVAL_IMMEDIATE && GL_SUPPORT(SGI_VIDEO_SYNC)) {
294 retval = GL_EXTCALL(glXGetVideoSyncSGI(&sync));
296 ERR("glXGetVideoSyncSGI failed(retval = %d\n", retval);
299 switch(This->presentParms.PresentationInterval) {
300 case WINED3DPRESENT_INTERVAL_DEFAULT:
301 case WINED3DPRESENT_INTERVAL_ONE:
302 if(sync <= This->vSyncCounter) {
303 retval = GL_EXTCALL(glXWaitVideoSyncSGI(1, 0, &This->vSyncCounter));
305 This->vSyncCounter = sync;
308 case WINED3DPRESENT_INTERVAL_TWO:
309 if(sync <= This->vSyncCounter + 1) {
310 retval = GL_EXTCALL(glXWaitVideoSyncSGI(2, This->vSyncCounter & 0x1, &This->vSyncCounter));
312 This->vSyncCounter = sync;
315 case WINED3DPRESENT_INTERVAL_THREE:
316 if(sync <= This->vSyncCounter + 2) {
317 retval = GL_EXTCALL(glXWaitVideoSyncSGI(3, This->vSyncCounter % 0x3, &This->vSyncCounter));
319 This->vSyncCounter = sync;
322 case WINED3DPRESENT_INTERVAL_FOUR:
323 if(sync <= This->vSyncCounter + 3) {
324 retval = GL_EXTCALL(glXWaitVideoSyncSGI(4, This->vSyncCounter & 0x3, &This->vSyncCounter));
326 This->vSyncCounter = sync;
330 FIXME("Unknown presentation interval %08x\n", This->presentParms.PresentationInterval);
334 TRACE("returning\n");
338 const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl =
341 IWineD3DBaseSwapChainImpl_QueryInterface,
342 IWineD3DBaseSwapChainImpl_AddRef,
343 IWineD3DBaseSwapChainImpl_Release,
344 /* IWineD3DSwapChain */
345 IWineD3DBaseSwapChainImpl_GetParent,
346 IWineD3DSwapChainImpl_Destroy,
347 IWineD3DBaseSwapChainImpl_GetDevice,
348 IWineD3DSwapChainImpl_Present,
349 IWineD3DBaseSwapChainImpl_GetFrontBufferData,
350 IWineD3DBaseSwapChainImpl_GetBackBuffer,
351 IWineD3DBaseSwapChainImpl_GetRasterStatus,
352 IWineD3DBaseSwapChainImpl_GetDisplayMode,
353 IWineD3DBaseSwapChainImpl_GetPresentParameters,
354 IWineD3DBaseSwapChainImpl_SetGammaRamp,
355 IWineD3DBaseSwapChainImpl_GetGammaRamp
358 WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface) {
360 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *) iface;
361 WineD3DContext **newArray;
363 TRACE("Creating a new context for swapchain %p, thread %d\n", This, GetCurrentThreadId());
365 ctx = CreateContext(This->wineD3DDevice, (IWineD3DSurfaceImpl *) This->frontBuffer,
366 This->context[0]->win_handle, FALSE /* pbuffer */, &This->presentParms);
368 ERR("Failed to create a new context for the swapchain\n");
372 newArray = HeapAlloc(GetProcessHeap(), 0, sizeof(*newArray) * This->num_contexts + 1);
374 ERR("Out of memory when trying to allocate a new context array\n");
375 DestroyContext(This->wineD3DDevice, ctx);
378 memcpy(newArray, This->context, sizeof(*newArray) * This->num_contexts);
379 HeapFree(GetProcessHeap(), 0, This->context);
380 newArray[This->num_contexts] = ctx;
381 This->context = newArray;
382 This->num_contexts++;
384 TRACE("Returning context %p\n", ctx);
388 void get_drawable_size_swapchain(IWineD3DSurfaceImpl *This, UINT *width, UINT *height) {
389 /* The drawable size of an onscreen drawable is the surface size.
390 * (Actually: The window size, but the surface is created in window size)
392 *width = This->currentDesc.Width;
393 *height = This->currentDesc.Height;