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->backBuffer[0] is
50 * the last buffer to be destroyed, FindContext() depends on that. */
51 if (This->frontBuffer)
53 IWineD3DSurface_SetContainer(This->frontBuffer, 0);
54 if (IWineD3DSurface_Release(This->frontBuffer))
56 WARN("(%p) Something's still holding the front buffer (%p).\n",
57 This, This->frontBuffer);
59 This->frontBuffer = NULL;
64 UINT i = This->presentParms.BackBufferCount;
68 IWineD3DSurface_SetContainer(This->backBuffer[i], 0);
69 if (IWineD3DSurface_Release(This->backBuffer[i]))
70 WARN("(%p) Something's still holding back buffer %u (%p).\n",
71 This, i, This->backBuffer[i]);
73 HeapFree(GetProcessHeap(), 0, This->backBuffer);
74 This->backBuffer = 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 = ((IWineD3DSurfaceImpl *) This->backBuffer[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)
120 context_bind_fbo(context, GL_READ_FRAMEBUFFER, &context->src_fbo);
121 context_attach_surface_fbo(context, GL_READ_FRAMEBUFFER, 0, This->backBuffer[0]);
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->backBuffer[0], CTXUSAGE_BLIT);
147 if(backbuffer->Flags & SFLAG_NORMCOORD)
156 context_bind_fbo(context2, GL_DRAW_FRAMEBUFFER, NULL);
158 /* Set up the texture. The surface is not in a IWineD3D*Texture container,
159 * so there are no d3d texture settings to dirtify
161 device->blitter->set_shader((IWineD3DDevice *) device, backbuffer->resource.format_desc,
162 backbuffer->texture_target, backbuffer->pow2Width,
163 backbuffer->pow2Height);
164 glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
165 glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
167 context_set_draw_buffer(context, GL_BACK);
169 /* Set the viewport to the destination rectandle, disable any projection
170 * transformation set up by CTXUSAGE_BLIT, and draw a (-1,-1)-(1,1) quad.
172 * Back up viewport and matrix to avoid breaking last_was_blit
174 * Note that CTXUSAGE_BLIT set up viewport and ortho to match the surface
175 * size - we want the GL drawable(=window) size.
177 glPushAttrib(GL_VIEWPORT_BIT);
178 glViewport(dst_rect->left, dst_rect->top, dst_rect->right, dst_rect->bottom);
179 glMatrixMode(GL_PROJECTION);
185 glTexCoord2f(tex_left, tex_bottom);
189 glTexCoord2f(tex_left, tex_top);
193 glTexCoord2f(tex_right, tex_top);
197 glTexCoord2f(tex_right, tex_bottom);
204 device->blitter->unset_shader((IWineD3DDevice *) device);
205 checkGLcall("Swapchain present blit(manual)\n");
208 context_release(context2);
212 static HRESULT WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface, CONST RECT *pSourceRect, CONST RECT *pDestRect, HWND hDestWindowOverride, CONST RGNDATA *pDirtyRegion, DWORD dwFlags) {
213 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
214 struct wined3d_context *context;
215 RECT src_rect, dst_rect;
220 context = context_acquire(This->device, This->backBuffer[0], CTXUSAGE_RESOURCELOAD);
222 /* Render the cursor onto the back buffer, using our nifty directdraw blitting code :-) */
223 if (This->device->bCursorVisible && This->device->cursorTexture)
225 IWineD3DSurfaceImpl cursor;
228 This->device->xScreenSpace - This->device->xHotSpot,
229 This->device->yScreenSpace - This->device->yHotSpot,
230 This->device->xScreenSpace + This->device->cursorWidth - This->device->xHotSpot,
231 This->device->yScreenSpace + This->device->cursorHeight - This->device->yHotSpot,
233 TRACE("Rendering the cursor. Creating fake surface at %p\n", &cursor);
234 /* Build a fake surface to call the Blitting code. It is not possible to use the interface passed by
235 * the application because we are only supposed to copy the information out. Using a fake surface
236 * allows to use the Blitting engine and avoid copying the whole texture -> render target blitting code.
238 memset(&cursor, 0, sizeof(cursor));
239 cursor.lpVtbl = &IWineD3DSurface_Vtbl;
240 cursor.resource.ref = 1;
241 cursor.resource.device = This->device;
242 cursor.resource.pool = WINED3DPOOL_SCRATCH;
243 cursor.resource.format_desc = getFormatDescEntry(WINED3DFMT_B8G8R8A8_UNORM, context->gl_info);
244 cursor.resource.resourceType = WINED3DRTYPE_SURFACE;
245 cursor.texture_name = This->device->cursorTexture;
246 cursor.texture_target = GL_TEXTURE_2D;
247 cursor.texture_level = 0;
248 cursor.currentDesc.Width = This->device->cursorWidth;
249 cursor.currentDesc.Height = This->device->cursorHeight;
250 cursor.glRect.left = 0;
251 cursor.glRect.top = 0;
252 cursor.glRect.right = cursor.currentDesc.Width;
253 cursor.glRect.bottom = cursor.currentDesc.Height;
254 /* The cursor must have pow2 sizes */
255 cursor.pow2Width = cursor.currentDesc.Width;
256 cursor.pow2Height = cursor.currentDesc.Height;
257 /* The surface is in the texture */
258 cursor.Flags |= SFLAG_INTEXTURE;
259 /* DDBLT_KEYSRC will cause BltOverride to enable the alpha test with GL_NOTEQUAL, 0.0,
260 * which is exactly what we want :-)
262 if (This->presentParms.Windowed) {
263 MapWindowPoints(NULL, This->win_handle, (LPPOINT)&destRect, 2);
265 IWineD3DSurface_Blt(This->backBuffer[0], &destRect, (IWineD3DSurface *)&cursor,
266 NULL, WINEDDBLT_KEYSRC, NULL, WINED3DTEXF_POINT);
269 if (This->device->logo_surface)
271 /* Blit the logo into the upper left corner of the drawable. */
272 IWineD3DSurface_BltFast(This->backBuffer[0], 0, 0, This->device->logo_surface, NULL, WINEDDBLTFAST_SRCCOLORKEY);
275 TRACE("presetting HDC %p\n", This->context[0]->hdc);
277 /* Don't call checkGLcall, as glGetError is not applicable here */
278 if (hDestWindowOverride && This->win_handle != hDestWindowOverride) {
279 IWineD3DSwapChain_SetDestWindowOverride(iface, hDestWindowOverride);
282 render_to_fbo = This->render_to_fbo;
286 src_rect = *pSourceRect;
287 if (!render_to_fbo && (src_rect.left || src_rect.top
288 || src_rect.right != This->presentParms.BackBufferWidth
289 || src_rect.bottom != This->presentParms.BackBufferHeight))
291 render_to_fbo = TRUE;
298 src_rect.right = This->presentParms.BackBufferWidth;
299 src_rect.bottom = This->presentParms.BackBufferHeight;
302 if (pDestRect) dst_rect = *pDestRect;
303 else GetClientRect(This->win_handle, &dst_rect);
305 if (!render_to_fbo && (dst_rect.left || dst_rect.top
306 || dst_rect.right != This->presentParms.BackBufferWidth
307 || dst_rect.bottom != This->presentParms.BackBufferHeight))
309 render_to_fbo = TRUE;
312 /* Rendering to a window of different size, presenting partial rectangles,
313 * or rendering to a different window needs help from FBO_blit or a textured
314 * draw. Render the swapchain to a FBO in the future.
316 * Note that FBO_blit from the backbuffer to the frontbuffer cannot solve
317 * all these issues - this fails if the window is smaller than the backbuffer.
319 if (!This->render_to_fbo && render_to_fbo && wined3d_settings.offscreen_rendering_mode == ORM_FBO)
321 IWineD3DSurface_LoadLocation(This->backBuffer[0], SFLAG_INTEXTURE, NULL);
322 IWineD3DSurface_ModifyLocation(This->backBuffer[0], SFLAG_INDRAWABLE, FALSE);
323 This->render_to_fbo = TRUE;
325 /* Force the context manager to update the render target configuration next draw. */
326 context->current_rt = NULL;
329 if(This->render_to_fbo)
331 /* This codepath should only be hit with the COPY swapeffect. Otherwise a backbuffer-
332 * window size mismatch is impossible(fullscreen) and src and dst rectangles are
333 * not allowed(they need the COPY swapeffect)
335 * The DISCARD swap effect is ok as well since any backbuffer content is allowed after
338 if(This->presentParms.SwapEffect == WINED3DSWAPEFFECT_FLIP )
340 FIXME("Render-to-fbo with WINED3DSWAPEFFECT_FLIP\n");
343 swapchain_blit(This, context, &src_rect, &dst_rect);
346 if (This->num_contexts > 1) wglFinish();
347 SwapBuffers(This->context[0]->hdc); /* TODO: cycle through the swapchain buffers */
349 TRACE("SwapBuffers called, Starting new frame\n");
353 DWORD time = GetTickCount();
355 /* every 1.5 seconds */
356 if (time - This->prev_time > 1500) {
357 TRACE_(fps)("%p @ approx %.2ffps\n", This, 1000.0*This->frames/(time - This->prev_time));
358 This->prev_time = time;
363 #if defined(FRAME_DEBUGGING)
365 if (GetFileAttributesA("C:\\D3DTRACE") != INVALID_FILE_ATTRIBUTES) {
368 FIXME("Enabling D3D Trace\n");
369 __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 1);
370 #if defined(SHOW_FRAME_MAKEUP)
371 FIXME("Singe Frame snapshots Starting\n");
372 isDumpingFrames = TRUE;
374 glClear(GL_COLOR_BUFFER_BIT);
378 #if defined(SINGLE_FRAME_DEBUGGING)
380 #if defined(SHOW_FRAME_MAKEUP)
381 FIXME("Singe Frame snapshots Finishing\n");
382 isDumpingFrames = FALSE;
384 FIXME("Singe Frame trace complete\n");
385 DeleteFileA("C:\\D3DTRACE");
386 __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 0);
392 #if defined(SHOW_FRAME_MAKEUP)
393 FIXME("Single Frame snapshots Finishing\n");
394 isDumpingFrames = FALSE;
396 FIXME("Disabling D3D Trace\n");
397 __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 0);
403 /* This is disabled, but the code left in for debug purposes.
405 * Since we're allowed to modify the new back buffer on a D3DSWAPEFFECT_DISCARD flip,
406 * we can clear it with some ugly color to make bad drawing visible and ease debugging.
407 * The Debug runtime does the same on Windows. However, a few games do not redraw the
408 * screen properly, like Max Payne 2, which leaves a few pixels undefined.
410 * Tests show that the content of the back buffer after a discard flip is indeed not
411 * reliable, so no game can depend on the exact content. However, it resembles the
412 * old contents in some way, for example by showing fragments at other locations. In
413 * general, the color theme is still intact. So Max payne, which draws rather dark scenes
414 * gets a dark background image. If we clear it with a bright ugly color, the game's
415 * bug shows up much more than it does on Windows, and the players see single pixels
417 * (The Max Payne bug has been confirmed on Windows with the debug runtime)
419 if (FALSE && This->presentParms.SwapEffect == WINED3DSWAPEFFECT_DISCARD) {
420 TRACE("Clearing the color buffer with cyan color\n");
422 IWineD3DDevice_Clear((IWineD3DDevice *)This->device, 0, NULL,
423 WINED3DCLEAR_TARGET, 0xff00ffff, 1.0f, 0);
426 if(!This->render_to_fbo &&
427 ( ((IWineD3DSurfaceImpl *) This->frontBuffer)->Flags & SFLAG_INSYSMEM ||
428 ((IWineD3DSurfaceImpl *) This->backBuffer[0])->Flags & SFLAG_INSYSMEM ) ) {
429 /* Both memory copies of the surfaces are ok, flip them around too instead of dirtifying
430 * Doesn't work with render_to_fbo because we're not flipping
432 IWineD3DSurfaceImpl *front = (IWineD3DSurfaceImpl *) This->frontBuffer;
433 IWineD3DSurfaceImpl *back = (IWineD3DSurfaceImpl *) This->backBuffer[0];
435 if(front->resource.size == back->resource.size) {
437 flip_surface(front, back);
439 /* Tell the front buffer surface that is has been modified. However,
440 * the other locations were preserved during that, so keep the flags.
441 * This serves to update the emulated overlay, if any
443 fbflags = front->Flags;
444 IWineD3DSurface_ModifyLocation(This->frontBuffer, SFLAG_INDRAWABLE, TRUE);
445 front->Flags = fbflags;
447 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) front, SFLAG_INDRAWABLE, TRUE);
448 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) back, SFLAG_INDRAWABLE, TRUE);
451 IWineD3DSurface_ModifyLocation(This->frontBuffer, SFLAG_INDRAWABLE, TRUE);
452 /* If the swapeffect is DISCARD, the back buffer is undefined. That means the SYSMEM
453 * and INTEXTURE copies can keep their old content if they have any defined content.
454 * If the swapeffect is COPY, the content remains the same. If it is FLIP however,
455 * the texture / sysmem copy needs to be reloaded from the drawable
457 if(This->presentParms.SwapEffect == WINED3DSWAPEFFECT_FLIP) {
458 IWineD3DSurface_ModifyLocation(This->backBuffer[0], SFLAG_INDRAWABLE, TRUE);
462 if (This->device->stencilBufferTarget)
464 if (This->presentParms.Flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
465 || ((IWineD3DSurfaceImpl *)This->device->stencilBufferTarget)->Flags & SFLAG_DISCARD)
467 surface_modify_ds_location(This->device->stencilBufferTarget, SFLAG_DS_DISCARDED);
471 if (This->presentParms.PresentationInterval != WINED3DPRESENT_INTERVAL_IMMEDIATE
472 && context->gl_info->supported[SGI_VIDEO_SYNC])
474 retval = GL_EXTCALL(glXGetVideoSyncSGI(&sync));
476 ERR("glXGetVideoSyncSGI failed(retval = %d\n", retval);
479 switch(This->presentParms.PresentationInterval) {
480 case WINED3DPRESENT_INTERVAL_DEFAULT:
481 case WINED3DPRESENT_INTERVAL_ONE:
482 if(sync <= This->vSyncCounter) {
483 retval = GL_EXTCALL(glXWaitVideoSyncSGI(1, 0, &This->vSyncCounter));
485 This->vSyncCounter = sync;
488 case WINED3DPRESENT_INTERVAL_TWO:
489 if(sync <= This->vSyncCounter + 1) {
490 retval = GL_EXTCALL(glXWaitVideoSyncSGI(2, This->vSyncCounter & 0x1, &This->vSyncCounter));
492 This->vSyncCounter = sync;
495 case WINED3DPRESENT_INTERVAL_THREE:
496 if(sync <= This->vSyncCounter + 2) {
497 retval = GL_EXTCALL(glXWaitVideoSyncSGI(3, This->vSyncCounter % 0x3, &This->vSyncCounter));
499 This->vSyncCounter = sync;
502 case WINED3DPRESENT_INTERVAL_FOUR:
503 if(sync <= This->vSyncCounter + 3) {
504 retval = GL_EXTCALL(glXWaitVideoSyncSGI(4, This->vSyncCounter & 0x3, &This->vSyncCounter));
506 This->vSyncCounter = sync;
510 FIXME("Unknown presentation interval %08x\n", This->presentParms.PresentationInterval);
514 context_release(context);
516 TRACE("returning\n");
520 static HRESULT WINAPI IWineD3DSwapChainImpl_SetDestWindowOverride(IWineD3DSwapChain *iface, HWND window) {
521 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
522 WINED3DLOCKED_RECT r;
525 if(window == This->win_handle) return WINED3D_OK;
527 TRACE("Performing dest override of swapchain %p from window %p to %p\n", This, This->win_handle, window);
528 if (This->context[0] == This->device->contexts[0])
530 /* The primary context 'owns' all the opengl resources. Destroying and recreating that context requires downloading
531 * all opengl resources, deleting the gl resources, destroying all other contexts, then recreating all other contexts
532 * and reload the resources
534 delete_opengl_contexts((IWineD3DDevice *)This->device, iface);
535 This->win_handle = window;
536 create_primary_opengl_context((IWineD3DDevice *)This->device, iface);
540 This->win_handle = window;
542 /* The old back buffer has to be copied over to the new back buffer. A lockrect - switchcontext - unlockrect
543 * would suffice in theory, but it is rather nasty and may cause troubles with future changes of the locking code
544 * So lock read only, copy the surface out, then lock with the discard flag and write back
546 IWineD3DSurface_LockRect(This->backBuffer[0], &r, NULL, WINED3DLOCK_READONLY);
547 mem = HeapAlloc(GetProcessHeap(), 0, r.Pitch * ((IWineD3DSurfaceImpl *) This->backBuffer[0])->currentDesc.Height);
548 memcpy(mem, r.pBits, r.Pitch * ((IWineD3DSurfaceImpl *) This->backBuffer[0])->currentDesc.Height);
549 IWineD3DSurface_UnlockRect(This->backBuffer[0]);
551 context_destroy(This->device, This->context[0]);
552 This->context[0] = context_create(This->device, (IWineD3DSurfaceImpl *)This->frontBuffer,
553 This->win_handle, FALSE /* pbuffer */, &This->presentParms);
554 context_release(This->context[0]);
556 IWineD3DSurface_LockRect(This->backBuffer[0], &r, NULL, WINED3DLOCK_DISCARD);
557 memcpy(r.pBits, mem, r.Pitch * ((IWineD3DSurfaceImpl *) This->backBuffer[0])->currentDesc.Height);
558 HeapFree(GetProcessHeap(), 0, mem);
559 IWineD3DSurface_UnlockRect(This->backBuffer[0]);
564 static const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl =
567 IWineD3DBaseSwapChainImpl_QueryInterface,
568 IWineD3DBaseSwapChainImpl_AddRef,
569 IWineD3DBaseSwapChainImpl_Release,
570 /* IWineD3DSwapChain */
571 IWineD3DBaseSwapChainImpl_GetParent,
572 IWineD3DSwapChainImpl_Destroy,
573 IWineD3DBaseSwapChainImpl_GetDevice,
574 IWineD3DSwapChainImpl_Present,
575 IWineD3DSwapChainImpl_SetDestWindowOverride,
576 IWineD3DBaseSwapChainImpl_GetFrontBufferData,
577 IWineD3DBaseSwapChainImpl_GetBackBuffer,
578 IWineD3DBaseSwapChainImpl_GetRasterStatus,
579 IWineD3DBaseSwapChainImpl_GetDisplayMode,
580 IWineD3DBaseSwapChainImpl_GetPresentParameters,
581 IWineD3DBaseSwapChainImpl_SetGammaRamp,
582 IWineD3DBaseSwapChainImpl_GetGammaRamp
585 static LONG fullscreen_style(LONG style)
587 /* Make sure the window is managed, otherwise we won't get keyboard input. */
588 style |= WS_POPUP | WS_SYSMENU;
589 style &= ~(WS_CAPTION | WS_THICKFRAME);
594 static LONG fullscreen_exstyle(LONG exstyle)
596 /* Filter out window decorations. */
597 exstyle &= ~(WS_EX_WINDOWEDGE | WS_EX_CLIENTEDGE);
602 void swapchain_setup_fullscreen_window(IWineD3DSwapChainImpl *swapchain, UINT w, UINT h)
604 IWineD3DDeviceImpl *device = swapchain->device;
605 HWND window = swapchain->win_handle;
606 BOOL filter_messages;
609 TRACE("Setting up window %p for fullscreen mode.\n", window);
611 if (device->style || device->exStyle)
613 ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
614 window, device->style, device->exStyle);
617 device->style = GetWindowLongW(window, GWL_STYLE);
618 device->exStyle = GetWindowLongW(window, GWL_EXSTYLE);
620 style = fullscreen_style(device->style);
621 exstyle = fullscreen_exstyle(device->exStyle);
623 TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
624 device->style, device->exStyle, style, exstyle);
626 filter_messages = device->filter_messages;
627 device->filter_messages = TRUE;
629 SetWindowLongW(window, GWL_STYLE, style);
630 SetWindowLongW(window, GWL_EXSTYLE, exstyle);
631 SetWindowPos(window, HWND_TOP, 0, 0, w, h, SWP_FRAMECHANGED | SWP_SHOWWINDOW | SWP_NOACTIVATE);
633 device->filter_messages = filter_messages;
636 void swapchain_restore_fullscreen_window(IWineD3DSwapChainImpl *swapchain)
638 IWineD3DDeviceImpl *device = swapchain->device;
639 HWND window = swapchain->win_handle;
640 BOOL filter_messages;
643 if (!device->style && !device->exStyle) return;
645 TRACE("Restoring window style of window %p to %08x, %08x.\n",
646 window, device->style, device->exStyle);
648 style = GetWindowLongW(window, GWL_STYLE);
649 exstyle = GetWindowLongW(window, GWL_EXSTYLE);
651 filter_messages = device->filter_messages;
652 device->filter_messages = TRUE;
654 /* Only restore the style if the application didn't modify it during the
655 * fullscreen phase. Some applications change it before calling Reset()
656 * when switching between windowed and fullscreen modes (HL2), some
657 * depend on the original style (Eve Online). */
658 if (style == fullscreen_style(device->style) && exstyle == fullscreen_exstyle(device->exStyle))
660 SetWindowLongW(window, GWL_STYLE, device->style);
661 SetWindowLongW(window, GWL_EXSTYLE, device->exStyle);
663 SetWindowPos(window, 0, 0, 0, 0, 0, SWP_FRAMECHANGED | SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER);
665 device->filter_messages = filter_messages;
667 /* Delete the old values. */
673 HRESULT swapchain_init(IWineD3DSwapChainImpl *swapchain, WINED3DSURFTYPE surface_type,
674 IWineD3DDeviceImpl *device, WINED3DPRESENT_PARAMETERS *present_parameters, IUnknown *parent)
676 const struct wined3d_adapter *adapter = device->adapter;
677 const struct GlPixelFormatDesc *format_desc;
678 BOOL displaymode_set = FALSE;
679 WINED3DDISPLAYMODE mode;
685 if (present_parameters->BackBufferCount > WINED3DPRESENT_BACK_BUFFER_MAX)
687 FIXME("The application requested %u back buffers, this is not supported.\n",
688 present_parameters->BackBufferCount);
689 return WINED3DERR_INVALIDCALL;
692 if (present_parameters->BackBufferCount > 1)
694 FIXME("The application requested more than one back buffer, this is not properly supported.\n"
695 "Please configure the application to use double buffering (1 back buffer) if possible.\n");
698 switch (surface_type)
701 swapchain->lpVtbl = &IWineGDISwapChain_Vtbl;
705 swapchain->lpVtbl = &IWineD3DSwapChain_Vtbl;
708 case SURFACE_UNKNOWN:
709 FIXME("Caller tried to create a SURFACE_UNKNOWN swapchain.\n");
710 return WINED3DERR_INVALIDCALL;
713 window = present_parameters->hDeviceWindow ? present_parameters->hDeviceWindow : device->createParms.hFocusWindow;
715 swapchain->device = device;
716 swapchain->parent = parent;
718 swapchain->win_handle = window;
720 if (!present_parameters->Windowed && window)
722 swapchain_setup_fullscreen_window(swapchain, present_parameters->BackBufferWidth,
723 present_parameters->BackBufferHeight);
726 IWineD3D_GetAdapterDisplayMode(device->wined3d, adapter->ordinal, &mode);
727 swapchain->orig_width = mode.Width;
728 swapchain->orig_height = mode.Height;
729 swapchain->orig_fmt = mode.Format;
730 format_desc = getFormatDescEntry(mode.Format, &adapter->gl_info);
732 GetClientRect(window, &client_rect);
733 if (present_parameters->Windowed
734 && (!present_parameters->BackBufferWidth || !present_parameters->BackBufferHeight
735 || present_parameters->BackBufferFormat == WINED3DFMT_UNKNOWN))
738 if (!present_parameters->BackBufferWidth)
740 present_parameters->BackBufferWidth = client_rect.right;
741 TRACE("Updating width to %u.\n", present_parameters->BackBufferWidth);
744 if (!present_parameters->BackBufferHeight)
746 present_parameters->BackBufferHeight = client_rect.bottom;
747 TRACE("Updating height to %u.\n", present_parameters->BackBufferHeight);
750 if (present_parameters->BackBufferFormat == WINED3DFMT_UNKNOWN)
752 present_parameters->BackBufferFormat = swapchain->orig_fmt;
753 TRACE("Updating format to %s.\n", debug_d3dformat(swapchain->orig_fmt));
756 swapchain->presentParms = *present_parameters;
758 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO
759 && present_parameters->BackBufferCount
760 && (present_parameters->BackBufferWidth != client_rect.right
761 || present_parameters->BackBufferHeight != client_rect.bottom))
763 TRACE("Rendering to FBO. Backbuffer %ux%u, window %ux%u.\n",
764 present_parameters->BackBufferWidth,
765 present_parameters->BackBufferHeight,
766 client_rect.right, client_rect.bottom);
767 swapchain->render_to_fbo = TRUE;
770 TRACE("Creating front buffer.\n");
771 hr = IWineD3DDeviceParent_CreateRenderTarget(device->device_parent, parent,
772 swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
773 swapchain->presentParms.BackBufferFormat, swapchain->presentParms.MultiSampleType,
774 swapchain->presentParms.MultiSampleQuality, TRUE /* Lockable */, &swapchain->frontBuffer);
777 WARN("Failed to create front buffer, hr %#x.\n", hr);
781 IWineD3DSurface_SetContainer(swapchain->frontBuffer, (IWineD3DBase *)swapchain);
782 ((IWineD3DSurfaceImpl *)swapchain->frontBuffer)->Flags |= SFLAG_SWAPCHAIN;
783 if (surface_type == SURFACE_OPENGL)
785 IWineD3DSurface_ModifyLocation(swapchain->frontBuffer, SFLAG_INDRAWABLE, TRUE);
788 /* MSDN says we're only allowed a single fullscreen swapchain per device,
789 * so we should really check to see if there is a fullscreen swapchain
790 * already. Does a single head count as full screen? */
792 if (!present_parameters->Windowed)
794 WINED3DDISPLAYMODE mode;
796 /* Change the display settings */
797 mode.Width = present_parameters->BackBufferWidth;
798 mode.Height = present_parameters->BackBufferHeight;
799 mode.Format = present_parameters->BackBufferFormat;
800 mode.RefreshRate = present_parameters->FullScreen_RefreshRateInHz;
802 hr = IWineD3DDevice_SetDisplayMode((IWineD3DDevice *)device, 0, &mode);
805 WARN("Failed to set display mode, hr %#x.\n", hr);
808 displaymode_set = TRUE;
811 swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(swapchain->context));
812 if (!swapchain->context)
814 ERR("Failed to create the context array.\n");
818 swapchain->num_contexts = 1;
820 if (surface_type == SURFACE_OPENGL)
822 swapchain->context[0] = context_create(device, (IWineD3DSurfaceImpl *)swapchain->frontBuffer,
823 window, FALSE /* pbuffer */, present_parameters);
824 if (!swapchain->context[0])
826 WARN("Failed to create context.\n");
827 hr = WINED3DERR_NOTAVAILABLE;
830 context_release(swapchain->context[0]);
834 swapchain->context[0] = NULL;
837 if (swapchain->presentParms.BackBufferCount > 0)
839 swapchain->backBuffer = HeapAlloc(GetProcessHeap(), 0,
840 sizeof(*swapchain->backBuffer) * swapchain->presentParms.BackBufferCount);
841 if (!swapchain->backBuffer)
843 ERR("Failed to allocate backbuffer array memory.\n");
848 for (i = 0; i < swapchain->presentParms.BackBufferCount; ++i)
850 TRACE("Creating back buffer %u.\n", i);
851 hr = IWineD3DDeviceParent_CreateRenderTarget(device->device_parent, parent,
852 swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
853 swapchain->presentParms.BackBufferFormat, swapchain->presentParms.MultiSampleType,
854 swapchain->presentParms.MultiSampleQuality, TRUE /* Lockable */, &swapchain->backBuffer[i]);
857 WARN("Failed to create back buffer %u, hr %#x.\n", i, hr);
861 IWineD3DSurface_SetContainer(swapchain->backBuffer[i], (IWineD3DBase *)swapchain);
862 ((IWineD3DSurfaceImpl *)swapchain->backBuffer[i])->Flags |= SFLAG_SWAPCHAIN;
866 /* Swapchains share the depth/stencil buffer, so only create a single depthstencil surface. */
867 if (present_parameters->EnableAutoDepthStencil && surface_type == SURFACE_OPENGL)
869 TRACE("Creating depth/stencil buffer.\n");
870 if (!device->auto_depth_stencil_buffer)
872 hr = IWineD3DDeviceParent_CreateDepthStencilSurface(device->device_parent, parent,
873 swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
874 swapchain->presentParms.AutoDepthStencilFormat, swapchain->presentParms.MultiSampleType,
875 swapchain->presentParms.MultiSampleQuality, FALSE /* FIXME: Discard */,
876 &device->auto_depth_stencil_buffer);
879 WARN("Failed to create the auto depth stencil, hr %#x.\n", hr);
883 IWineD3DSurface_SetContainer(device->auto_depth_stencil_buffer, NULL);
887 IWineD3DSwapChain_GetGammaRamp((IWineD3DSwapChain *)swapchain, &swapchain->orig_gamma);
898 /* Change the display settings */
899 memset(&devmode, 0, sizeof(devmode));
900 devmode.dmSize = sizeof(devmode);
901 devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
902 devmode.dmBitsPerPel = format_desc->byte_count * 8;
903 devmode.dmPelsWidth = swapchain->orig_width;
904 devmode.dmPelsHeight = swapchain->orig_height;
905 ChangeDisplaySettingsExW(adapter->DeviceName, &devmode, NULL, CDS_FULLSCREEN, NULL);
908 if (swapchain->backBuffer)
910 for (i = 0; i < swapchain->presentParms.BackBufferCount; ++i)
912 if (swapchain->backBuffer[i]) IWineD3DSurface_Release(swapchain->backBuffer[i]);
914 HeapFree(GetProcessHeap(), 0, swapchain->backBuffer);
917 if (swapchain->context)
919 if (swapchain->context[0])
921 context_release(swapchain->context[0]);
922 context_destroy(device, swapchain->context[0]);
923 swapchain->num_contexts = 0;
925 HeapFree(GetProcessHeap(), 0, swapchain->context);
928 if (swapchain->frontBuffer) IWineD3DSurface_Release(swapchain->frontBuffer);
933 struct wined3d_context *swapchain_create_context_for_thread(IWineD3DSwapChain *iface)
935 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *) iface;
936 struct wined3d_context **newArray;
937 struct wined3d_context *ctx;
939 TRACE("Creating a new context for swapchain %p, thread %d\n", This, GetCurrentThreadId());
941 ctx = context_create(This->device, (IWineD3DSurfaceImpl *)This->frontBuffer,
942 This->context[0]->win_handle, FALSE /* pbuffer */, &This->presentParms);
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 IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)context->current_rt;
969 /* The drawable size of an onscreen drawable is the surface size.
970 * (Actually: The window size, but the surface is created in window size) */
971 *width = surface->currentDesc.Width;
972 *height = surface->currentDesc.Height;