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 wined3d_unregister_window(This->win_handle);
96 HeapFree(GetProcessHeap(), 0, This->context);
97 HeapFree(GetProcessHeap(), 0, This);
100 /* A GL context is provided by the caller */
101 static inline void swapchain_blit(IWineD3DSwapChainImpl *This, struct wined3d_context *context)
104 IWineD3DDeviceImpl *device = This->device;
105 IWineD3DSurfaceImpl *backbuffer = ((IWineD3DSurfaceImpl *) This->backBuffer[0]);
106 UINT w = backbuffer->currentDesc.Width;
107 UINT h = backbuffer->currentDesc.Height;
109 const struct wined3d_gl_info *gl_info = context->gl_info;
111 GetClientRect(This->win_handle, &window);
112 if(w == window.right && h == window.bottom) gl_filter = GL_NEAREST;
113 else gl_filter = GL_LINEAR;
115 if(gl_info->supported[EXT_FRAMEBUFFER_BLIT])
118 context_bind_fbo(context, GL_READ_FRAMEBUFFER, &context->src_fbo);
119 context_attach_surface_fbo(context, GL_READ_FRAMEBUFFER, 0, This->backBuffer[0]);
120 context_attach_depth_stencil_fbo(context, GL_READ_FRAMEBUFFER, NULL, FALSE);
122 context_bind_fbo(context, GL_DRAW_FRAMEBUFFER, NULL);
123 context_set_draw_buffer(context, GL_BACK);
125 glDisable(GL_SCISSOR_TEST);
126 IWineD3DDeviceImpl_MarkStateDirty(This->device, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
128 /* Note that the texture is upside down */
129 gl_info->fbo_ops.glBlitFramebuffer(0, 0, w, h,
130 window.left, window.bottom, window.right, window.top,
131 GL_COLOR_BUFFER_BIT, gl_filter);
132 checkGLcall("Swapchain present blit(EXT_framebuffer_blit)\n");
137 struct wined3d_context *context2;
141 float tex_bottom = h;
143 context2 = context_acquire(This->device, This->backBuffer[0], CTXUSAGE_BLIT);
145 if(backbuffer->Flags & SFLAG_NORMCOORD)
154 context_bind_fbo(context2, GL_DRAW_FRAMEBUFFER, NULL);
156 /* Set up the texture. The surface is not in a IWineD3D*Texture container,
157 * so there are no d3d texture settings to dirtify
159 device->blitter->set_shader((IWineD3DDevice *) device, backbuffer->resource.format_desc,
160 backbuffer->texture_target, backbuffer->pow2Width,
161 backbuffer->pow2Height);
162 glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
163 glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
165 context_set_draw_buffer(context, GL_BACK);
167 /* Set the viewport to the destination rectandle, disable any projection
168 * transformation set up by CTXUSAGE_BLIT, and draw a (-1,-1)-(1,1) quad.
170 * Back up viewport and matrix to avoid breaking last_was_blit
172 * Note that CTXUSAGE_BLIT set up viewport and ortho to match the surface
173 * size - we want the GL drawable(=window) size.
175 glPushAttrib(GL_VIEWPORT_BIT);
176 glViewport(window.left, window.top, window.right, window.bottom);
177 glMatrixMode(GL_PROJECTION);
183 glTexCoord2f(tex_left, tex_bottom);
187 glTexCoord2f(tex_left, tex_top);
191 glTexCoord2f(tex_right, tex_top);
195 glTexCoord2f(tex_right, tex_bottom);
202 device->blitter->unset_shader((IWineD3DDevice *) device);
203 checkGLcall("Swapchain present blit(manual)\n");
206 context_release(context2);
210 static HRESULT WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface, CONST RECT *pSourceRect, CONST RECT *pDestRect, HWND hDestWindowOverride, CONST RGNDATA *pDirtyRegion, DWORD dwFlags) {
211 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
212 struct wined3d_context *context;
216 context = context_acquire(This->device, This->backBuffer[0], CTXUSAGE_RESOURCELOAD);
218 /* Render the cursor onto the back buffer, using our nifty directdraw blitting code :-) */
219 if (This->device->bCursorVisible && This->device->cursorTexture)
221 IWineD3DSurfaceImpl cursor;
224 This->device->xScreenSpace - This->device->xHotSpot,
225 This->device->yScreenSpace - This->device->yHotSpot,
226 This->device->xScreenSpace + This->device->cursorWidth - This->device->xHotSpot,
227 This->device->yScreenSpace + This->device->cursorHeight - This->device->yHotSpot,
229 TRACE("Rendering the cursor. Creating fake surface at %p\n", &cursor);
230 /* Build a fake surface to call the Blitting code. It is not possible to use the interface passed by
231 * the application because we are only supposed to copy the information out. Using a fake surface
232 * allows to use the Blitting engine and avoid copying the whole texture -> render target blitting code.
234 memset(&cursor, 0, sizeof(cursor));
235 cursor.lpVtbl = &IWineD3DSurface_Vtbl;
236 cursor.resource.ref = 1;
237 cursor.resource.device = This->device;
238 cursor.resource.pool = WINED3DPOOL_SCRATCH;
239 cursor.resource.format_desc = getFormatDescEntry(WINED3DFMT_B8G8R8A8_UNORM, context->gl_info);
240 cursor.resource.resourceType = WINED3DRTYPE_SURFACE;
241 cursor.texture_name = This->device->cursorTexture;
242 cursor.texture_target = GL_TEXTURE_2D;
243 cursor.texture_level = 0;
244 cursor.currentDesc.Width = This->device->cursorWidth;
245 cursor.currentDesc.Height = This->device->cursorHeight;
246 cursor.glRect.left = 0;
247 cursor.glRect.top = 0;
248 cursor.glRect.right = cursor.currentDesc.Width;
249 cursor.glRect.bottom = cursor.currentDesc.Height;
250 /* The cursor must have pow2 sizes */
251 cursor.pow2Width = cursor.currentDesc.Width;
252 cursor.pow2Height = cursor.currentDesc.Height;
253 /* The surface is in the texture */
254 cursor.Flags |= SFLAG_INTEXTURE;
255 /* DDBLT_KEYSRC will cause BltOverride to enable the alpha test with GL_NOTEQUAL, 0.0,
256 * which is exactly what we want :-)
258 if (This->presentParms.Windowed) {
259 MapWindowPoints(NULL, This->win_handle, (LPPOINT)&destRect, 2);
261 IWineD3DSurface_Blt(This->backBuffer[0], &destRect, (IWineD3DSurface *)&cursor,
262 NULL, WINEDDBLT_KEYSRC, NULL, WINED3DTEXF_POINT);
265 if (This->device->logo_surface)
267 /* Blit the logo into the upper left corner of the drawable. */
268 IWineD3DSurface_BltFast(This->backBuffer[0], 0, 0, This->device->logo_surface, NULL, WINEDDBLTFAST_SRCCOLORKEY);
271 if (pSourceRect || pDestRect) FIXME("Unhandled present rects %s/%s\n", wine_dbgstr_rect(pSourceRect), wine_dbgstr_rect(pDestRect));
272 /* TODO: If only source rect or dest rect are supplied then clip the window to match */
273 TRACE("presetting HDC %p\n", This->context[0]->hdc);
275 /* Don't call checkGLcall, as glGetError is not applicable here */
276 if (hDestWindowOverride && This->win_handle != hDestWindowOverride) {
277 IWineD3DSwapChain_SetDestWindowOverride(iface, hDestWindowOverride);
280 /* Rendering to a window of different size, presenting partial rectangles,
281 * or rendering to a different window needs help from FBO_blit or a textured
282 * draw. Render the swapchain to a FBO in the future.
284 * Note that FBO_blit from the backbuffer to the frontbuffer cannot solve
285 * all these issues - this fails if the window is smaller than the backbuffer.
287 if(This->presentParms.Windowed && !This->render_to_fbo &&
288 wined3d_settings.offscreen_rendering_mode == ORM_FBO)
291 GetClientRect(This->win_handle, &window_size);
292 if(window_size.bottom != This->presentParms.BackBufferHeight ||
293 window_size.right != This->presentParms.BackBufferWidth)
295 TRACE("Window size changed from %ux%u to %ux%u, switching to render-to-fbo mode\n",
296 This->presentParms.BackBufferWidth, This->presentParms.BackBufferHeight,
297 window_size.right, window_size.bottom);
299 IWineD3DSurface_LoadLocation(This->backBuffer[0], SFLAG_INTEXTURE, NULL);
300 IWineD3DSurface_ModifyLocation(This->backBuffer[0], SFLAG_INDRAWABLE, FALSE);
301 This->render_to_fbo = TRUE;
303 /* Force the context manager to update the render target configuration next draw */
304 context->current_rt = NULL;
308 if(This->render_to_fbo)
310 /* This codepath should only be hit with the COPY swapeffect. Otherwise a backbuffer-
311 * window size mismatch is impossible(fullscreen) and src and dst rectangles are
312 * not allowed(they need the COPY swapeffect)
314 * The DISCARD swap effect is ok as well since any backbuffer content is allowed after
317 if(This->presentParms.SwapEffect == WINED3DSWAPEFFECT_FLIP )
319 FIXME("Render-to-fbo with WINED3DSWAPEFFECT_FLIP\n");
321 swapchain_blit(This, context);
324 SwapBuffers(This->context[0]->hdc); /* TODO: cycle through the swapchain buffers */
326 TRACE("SwapBuffers called, Starting new frame\n");
330 DWORD time = GetTickCount();
332 /* every 1.5 seconds */
333 if (time - This->prev_time > 1500) {
334 TRACE_(fps)("%p @ approx %.2ffps\n", This, 1000.0*This->frames/(time - This->prev_time));
335 This->prev_time = time;
340 #if defined(FRAME_DEBUGGING)
342 if (GetFileAttributesA("C:\\D3DTRACE") != INVALID_FILE_ATTRIBUTES) {
345 FIXME("Enabling D3D Trace\n");
346 __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 1);
347 #if defined(SHOW_FRAME_MAKEUP)
348 FIXME("Singe Frame snapshots Starting\n");
349 isDumpingFrames = TRUE;
351 glClear(GL_COLOR_BUFFER_BIT);
355 #if defined(SINGLE_FRAME_DEBUGGING)
357 #if defined(SHOW_FRAME_MAKEUP)
358 FIXME("Singe Frame snapshots Finishing\n");
359 isDumpingFrames = FALSE;
361 FIXME("Singe Frame trace complete\n");
362 DeleteFileA("C:\\D3DTRACE");
363 __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 0);
369 #if defined(SHOW_FRAME_MAKEUP)
370 FIXME("Single Frame snapshots Finishing\n");
371 isDumpingFrames = FALSE;
373 FIXME("Disabling D3D Trace\n");
374 __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 0);
380 /* This is disabled, but the code left in for debug purposes.
382 * Since we're allowed to modify the new back buffer on a D3DSWAPEFFECT_DISCARD flip,
383 * we can clear it with some ugly color to make bad drawing visible and ease debugging.
384 * The Debug runtime does the same on Windows. However, a few games do not redraw the
385 * screen properly, like Max Payne 2, which leaves a few pixels undefined.
387 * Tests show that the content of the back buffer after a discard flip is indeed not
388 * reliable, so no game can depend on the exact content. However, it resembles the
389 * old contents in some way, for example by showing fragments at other locations. In
390 * general, the color theme is still intact. So Max payne, which draws rather dark scenes
391 * gets a dark background image. If we clear it with a bright ugly color, the game's
392 * bug shows up much more than it does on Windows, and the players see single pixels
394 * (The Max Payne bug has been confirmed on Windows with the debug runtime)
396 if (FALSE && This->presentParms.SwapEffect == WINED3DSWAPEFFECT_DISCARD) {
397 TRACE("Clearing the color buffer with cyan color\n");
399 IWineD3DDevice_Clear((IWineD3DDevice *)This->device, 0, NULL,
400 WINED3DCLEAR_TARGET, 0xff00ffff, 1.0f, 0);
403 if(!This->render_to_fbo &&
404 ( ((IWineD3DSurfaceImpl *) This->frontBuffer)->Flags & SFLAG_INSYSMEM ||
405 ((IWineD3DSurfaceImpl *) This->backBuffer[0])->Flags & SFLAG_INSYSMEM ) ) {
406 /* Both memory copies of the surfaces are ok, flip them around too instead of dirtifying
407 * Doesn't work with render_to_fbo because we're not flipping
409 IWineD3DSurfaceImpl *front = (IWineD3DSurfaceImpl *) This->frontBuffer;
410 IWineD3DSurfaceImpl *back = (IWineD3DSurfaceImpl *) This->backBuffer[0];
412 if(front->resource.size == back->resource.size) {
414 flip_surface(front, back);
416 /* Tell the front buffer surface that is has been modified. However,
417 * the other locations were preserved during that, so keep the flags.
418 * This serves to update the emulated overlay, if any
420 fbflags = front->Flags;
421 IWineD3DSurface_ModifyLocation(This->frontBuffer, SFLAG_INDRAWABLE, TRUE);
422 front->Flags = fbflags;
424 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) front, SFLAG_INDRAWABLE, TRUE);
425 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) back, SFLAG_INDRAWABLE, TRUE);
428 IWineD3DSurface_ModifyLocation(This->frontBuffer, SFLAG_INDRAWABLE, TRUE);
429 /* If the swapeffect is DISCARD, the back buffer is undefined. That means the SYSMEM
430 * and INTEXTURE copies can keep their old content if they have any defined content.
431 * If the swapeffect is COPY, the content remains the same. If it is FLIP however,
432 * the texture / sysmem copy needs to be reloaded from the drawable
434 if(This->presentParms.SwapEffect == WINED3DSWAPEFFECT_FLIP) {
435 IWineD3DSurface_ModifyLocation(This->backBuffer[0], SFLAG_INDRAWABLE, TRUE);
439 if (This->device->stencilBufferTarget)
441 if (This->presentParms.Flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
442 || ((IWineD3DSurfaceImpl *)This->device->stencilBufferTarget)->Flags & SFLAG_DISCARD)
444 surface_modify_ds_location(This->device->stencilBufferTarget, SFLAG_DS_DISCARDED);
448 if (This->presentParms.PresentationInterval != WINED3DPRESENT_INTERVAL_IMMEDIATE
449 && context->gl_info->supported[SGI_VIDEO_SYNC])
451 retval = GL_EXTCALL(glXGetVideoSyncSGI(&sync));
453 ERR("glXGetVideoSyncSGI failed(retval = %d\n", retval);
456 switch(This->presentParms.PresentationInterval) {
457 case WINED3DPRESENT_INTERVAL_DEFAULT:
458 case WINED3DPRESENT_INTERVAL_ONE:
459 if(sync <= This->vSyncCounter) {
460 retval = GL_EXTCALL(glXWaitVideoSyncSGI(1, 0, &This->vSyncCounter));
462 This->vSyncCounter = sync;
465 case WINED3DPRESENT_INTERVAL_TWO:
466 if(sync <= This->vSyncCounter + 1) {
467 retval = GL_EXTCALL(glXWaitVideoSyncSGI(2, This->vSyncCounter & 0x1, &This->vSyncCounter));
469 This->vSyncCounter = sync;
472 case WINED3DPRESENT_INTERVAL_THREE:
473 if(sync <= This->vSyncCounter + 2) {
474 retval = GL_EXTCALL(glXWaitVideoSyncSGI(3, This->vSyncCounter % 0x3, &This->vSyncCounter));
476 This->vSyncCounter = sync;
479 case WINED3DPRESENT_INTERVAL_FOUR:
480 if(sync <= This->vSyncCounter + 3) {
481 retval = GL_EXTCALL(glXWaitVideoSyncSGI(4, This->vSyncCounter & 0x3, &This->vSyncCounter));
483 This->vSyncCounter = sync;
487 FIXME("Unknown presentation interval %08x\n", This->presentParms.PresentationInterval);
491 context_release(context);
493 TRACE("returning\n");
497 static HRESULT WINAPI IWineD3DSwapChainImpl_SetDestWindowOverride(IWineD3DSwapChain *iface, HWND window) {
498 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
499 WINED3DLOCKED_RECT r;
502 if(window == This->win_handle) return WINED3D_OK;
504 TRACE("Performing dest override of swapchain %p from window %p to %p\n", This, This->win_handle, window);
505 if (This->context[0] == This->device->contexts[0])
507 /* The primary context 'owns' all the opengl resources. Destroying and recreating that context requires downloading
508 * all opengl resources, deleting the gl resources, destroying all other contexts, then recreating all other contexts
509 * and reload the resources
511 delete_opengl_contexts((IWineD3DDevice *)This->device, iface);
512 This->win_handle = window;
513 create_primary_opengl_context((IWineD3DDevice *)This->device, iface);
517 This->win_handle = window;
519 /* The old back buffer has to be copied over to the new back buffer. A lockrect - switchcontext - unlockrect
520 * would suffice in theory, but it is rather nasty and may cause troubles with future changes of the locking code
521 * So lock read only, copy the surface out, then lock with the discard flag and write back
523 IWineD3DSurface_LockRect(This->backBuffer[0], &r, NULL, WINED3DLOCK_READONLY);
524 mem = HeapAlloc(GetProcessHeap(), 0, r.Pitch * ((IWineD3DSurfaceImpl *) This->backBuffer[0])->currentDesc.Height);
525 memcpy(mem, r.pBits, r.Pitch * ((IWineD3DSurfaceImpl *) This->backBuffer[0])->currentDesc.Height);
526 IWineD3DSurface_UnlockRect(This->backBuffer[0]);
528 context_destroy(This->device, This->context[0]);
529 This->context[0] = context_create(This->device, (IWineD3DSurfaceImpl *)This->frontBuffer,
530 This->win_handle, FALSE /* pbuffer */, &This->presentParms);
531 context_release(This->context[0]);
533 IWineD3DSurface_LockRect(This->backBuffer[0], &r, NULL, WINED3DLOCK_DISCARD);
534 memcpy(r.pBits, mem, r.Pitch * ((IWineD3DSurfaceImpl *) This->backBuffer[0])->currentDesc.Height);
535 HeapFree(GetProcessHeap(), 0, mem);
536 IWineD3DSurface_UnlockRect(This->backBuffer[0]);
541 static const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl =
544 IWineD3DBaseSwapChainImpl_QueryInterface,
545 IWineD3DBaseSwapChainImpl_AddRef,
546 IWineD3DBaseSwapChainImpl_Release,
547 /* IWineD3DSwapChain */
548 IWineD3DBaseSwapChainImpl_GetParent,
549 IWineD3DSwapChainImpl_Destroy,
550 IWineD3DBaseSwapChainImpl_GetDevice,
551 IWineD3DSwapChainImpl_Present,
552 IWineD3DSwapChainImpl_SetDestWindowOverride,
553 IWineD3DBaseSwapChainImpl_GetFrontBufferData,
554 IWineD3DBaseSwapChainImpl_GetBackBuffer,
555 IWineD3DBaseSwapChainImpl_GetRasterStatus,
556 IWineD3DBaseSwapChainImpl_GetDisplayMode,
557 IWineD3DBaseSwapChainImpl_GetPresentParameters,
558 IWineD3DBaseSwapChainImpl_SetGammaRamp,
559 IWineD3DBaseSwapChainImpl_GetGammaRamp
562 static LONG fullscreen_style(LONG style)
564 /* Make sure the window is managed, otherwise we won't get keyboard input. */
565 style |= WS_POPUP | WS_SYSMENU;
566 style &= ~(WS_CAPTION | WS_THICKFRAME);
571 static LONG fullscreen_exstyle(LONG exstyle)
573 /* Filter out window decorations. */
574 exstyle &= ~(WS_EX_WINDOWEDGE | WS_EX_CLIENTEDGE);
579 void swapchain_setup_fullscreen_window(IWineD3DSwapChainImpl *swapchain, UINT w, UINT h)
581 IWineD3DDeviceImpl *device = swapchain->device;
582 HWND window = swapchain->win_handle;
583 BOOL filter_messages;
586 TRACE("Setting up window %p for fullscreen mode.\n", window);
588 if (device->style || device->exStyle)
590 ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
591 window, device->style, device->exStyle);
594 device->style = GetWindowLongW(window, GWL_STYLE);
595 device->exStyle = GetWindowLongW(window, GWL_EXSTYLE);
597 style = fullscreen_style(device->style);
598 exstyle = fullscreen_exstyle(device->exStyle);
600 TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
601 device->style, device->exStyle, style, exstyle);
603 filter_messages = swapchain->filter_messages;
604 swapchain->filter_messages = TRUE;
606 SetWindowLongW(window, GWL_STYLE, style);
607 SetWindowLongW(window, GWL_EXSTYLE, exstyle);
608 SetWindowPos(window, HWND_TOP, 0, 0, w, h, SWP_FRAMECHANGED | SWP_SHOWWINDOW);
610 swapchain->filter_messages = filter_messages;
613 void swapchain_restore_fullscreen_window(IWineD3DSwapChainImpl *swapchain)
615 IWineD3DDeviceImpl *device = swapchain->device;
616 HWND window = swapchain->win_handle;
617 BOOL filter_messages;
620 if (!device->style && !device->exStyle) return;
622 TRACE("Restoring window style of window %p to %08x, %08x.\n",
623 window, device->style, device->exStyle);
625 style = GetWindowLongW(window, GWL_STYLE);
626 exstyle = GetWindowLongW(window, GWL_EXSTYLE);
628 filter_messages = swapchain->filter_messages;
629 swapchain->filter_messages = TRUE;
631 /* Only restore the style if the application didn't modify it during the
632 * fullscreen phase. Some applications change it before calling Reset()
633 * when switching between windowed and fullscreen modes (HL2), some
634 * depend on the original style (Eve Online). */
635 if (style == fullscreen_style(device->style) && exstyle == fullscreen_exstyle(device->exStyle))
637 SetWindowLongW(window, GWL_STYLE, device->style);
638 SetWindowLongW(window, GWL_EXSTYLE, device->exStyle);
640 SetWindowPos(window, 0, 0, 0, 0, 0, SWP_FRAMECHANGED | SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER);
642 swapchain->filter_messages = filter_messages;
644 /* Delete the old values. */
650 HRESULT swapchain_init(IWineD3DSwapChainImpl *swapchain, WINED3DSURFTYPE surface_type,
651 IWineD3DDeviceImpl *device, WINED3DPRESENT_PARAMETERS *present_parameters, IUnknown *parent)
653 const struct wined3d_adapter *adapter = device->adapter;
654 const struct GlPixelFormatDesc *format_desc;
655 BOOL displaymode_set = FALSE;
656 WINED3DDISPLAYMODE mode;
662 if (present_parameters->BackBufferCount > WINED3DPRESENT_BACK_BUFFER_MAX)
664 FIXME("The application requested %u back buffers, this is not supported.\n",
665 present_parameters->BackBufferCount);
666 return WINED3DERR_INVALIDCALL;
669 if (present_parameters->BackBufferCount > 1)
671 FIXME("The application requested more than one back buffer, this is not properly supported.\n"
672 "Please configure the application to use double buffering (1 back buffer) if possible.\n");
675 switch (surface_type)
678 swapchain->lpVtbl = &IWineGDISwapChain_Vtbl;
682 swapchain->lpVtbl = &IWineD3DSwapChain_Vtbl;
685 case SURFACE_UNKNOWN:
686 FIXME("Caller tried to create a SURFACE_UNKNOWN swapchain.\n");
687 return WINED3DERR_INVALIDCALL;
690 window = present_parameters->hDeviceWindow ? present_parameters->hDeviceWindow : device->createParms.hFocusWindow;
692 if (!wined3d_register_window(window, swapchain))
694 ERR("Failed to register window %p.\n", window);
698 swapchain->device = device;
699 swapchain->parent = parent;
701 swapchain->win_handle = window;
703 if (!present_parameters->Windowed && window)
705 swapchain_setup_fullscreen_window(swapchain, present_parameters->BackBufferWidth,
706 present_parameters->BackBufferHeight);
709 IWineD3D_GetAdapterDisplayMode(device->wined3d, adapter->ordinal, &mode);
710 swapchain->orig_width = mode.Width;
711 swapchain->orig_height = mode.Height;
712 swapchain->orig_fmt = mode.Format;
713 format_desc = getFormatDescEntry(mode.Format, &adapter->gl_info);
715 GetClientRect(window, &client_rect);
716 if (present_parameters->Windowed
717 && (!present_parameters->BackBufferWidth || !present_parameters->BackBufferHeight
718 || present_parameters->BackBufferFormat == WINED3DFMT_UNKNOWN))
721 if (!present_parameters->BackBufferWidth)
723 present_parameters->BackBufferWidth = client_rect.right;
724 TRACE("Updating width to %u.\n", present_parameters->BackBufferWidth);
727 if (!present_parameters->BackBufferHeight)
729 present_parameters->BackBufferHeight = client_rect.bottom;
730 TRACE("Updating height to %u.\n", present_parameters->BackBufferHeight);
733 if (present_parameters->BackBufferFormat == WINED3DFMT_UNKNOWN)
735 present_parameters->BackBufferFormat = swapchain->orig_fmt;
736 TRACE("Updating format to %s.\n", debug_d3dformat(swapchain->orig_fmt));
739 swapchain->presentParms = *present_parameters;
741 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO
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 */, &swapchain->frontBuffer);
759 WARN("Failed to create front buffer, hr %#x.\n", hr);
763 IWineD3DSurface_SetContainer(swapchain->frontBuffer, (IWineD3DBase *)swapchain);
764 ((IWineD3DSurfaceImpl *)swapchain->frontBuffer)->Flags |= SFLAG_SWAPCHAIN;
765 if (surface_type == SURFACE_OPENGL)
767 IWineD3DSurface_ModifyLocation(swapchain->frontBuffer, SFLAG_INDRAWABLE, TRUE);
770 /* MSDN says we're only allowed a single fullscreen swapchain per device,
771 * so we should really check to see if there is a fullscreen swapchain
772 * already. Does a single head count as full screen? */
774 if (!present_parameters->Windowed)
776 WINED3DDISPLAYMODE mode;
778 /* Change the display settings */
779 mode.Width = present_parameters->BackBufferWidth;
780 mode.Height = present_parameters->BackBufferHeight;
781 mode.Format = present_parameters->BackBufferFormat;
782 mode.RefreshRate = present_parameters->FullScreen_RefreshRateInHz;
784 hr = IWineD3DDevice_SetDisplayMode((IWineD3DDevice *)device, 0, &mode);
787 WARN("Failed to set display mode, hr %#x.\n", hr);
790 displaymode_set = TRUE;
793 swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(swapchain->context));
794 if (!swapchain->context)
796 ERR("Failed to create the context array.\n");
800 swapchain->num_contexts = 1;
802 if (surface_type == SURFACE_OPENGL)
804 swapchain->context[0] = context_create(device, (IWineD3DSurfaceImpl *)swapchain->frontBuffer,
805 window, FALSE /* pbuffer */, present_parameters);
806 if (!swapchain->context[0])
808 WARN("Failed to create context.\n");
809 hr = WINED3DERR_NOTAVAILABLE;
813 swapchain->context[0]->render_offscreen = swapchain->render_to_fbo;
817 swapchain->context[0] = NULL;
820 if (swapchain->presentParms.BackBufferCount > 0)
822 swapchain->backBuffer = HeapAlloc(GetProcessHeap(), 0,
823 sizeof(*swapchain->backBuffer) * swapchain->presentParms.BackBufferCount);
824 if (!swapchain->backBuffer)
826 ERR("Failed to allocate backbuffer array memory.\n");
831 for (i = 0; i < swapchain->presentParms.BackBufferCount; ++i)
833 TRACE("Creating back buffer %u.\n", i);
834 hr = IWineD3DDeviceParent_CreateRenderTarget(device->device_parent, parent,
835 swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
836 swapchain->presentParms.BackBufferFormat, swapchain->presentParms.MultiSampleType,
837 swapchain->presentParms.MultiSampleQuality, TRUE /* Lockable */, &swapchain->backBuffer[i]);
840 WARN("Failed to create back buffer %u, hr %#x.\n", i, hr);
844 IWineD3DSurface_SetContainer(swapchain->backBuffer[i], (IWineD3DBase *)swapchain);
845 ((IWineD3DSurfaceImpl *)swapchain->backBuffer[i])->Flags |= SFLAG_SWAPCHAIN;
847 if (surface_type == SURFACE_OPENGL)
850 glDrawBuffer(GL_BACK);
851 checkGLcall("glDrawBuffer(GL_BACK)");
858 /* Single buffering - draw to front buffer */
859 if (surface_type == SURFACE_OPENGL)
862 glDrawBuffer(GL_FRONT);
863 checkGLcall("glDrawBuffer(GL_FRONT)");
868 if (swapchain->context[0]) context_release(swapchain->context[0]);
870 /* Swapchains share the depth/stencil buffer, so only create a single depthstencil surface. */
871 if (present_parameters->EnableAutoDepthStencil && surface_type == SURFACE_OPENGL)
873 TRACE("Creating depth/stencil buffer.\n");
874 if (!device->auto_depth_stencil_buffer)
876 hr = IWineD3DDeviceParent_CreateDepthStencilSurface(device->device_parent, parent,
877 swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
878 swapchain->presentParms.AutoDepthStencilFormat, swapchain->presentParms.MultiSampleType,
879 swapchain->presentParms.MultiSampleQuality, FALSE /* FIXME: Discard */,
880 &device->auto_depth_stencil_buffer);
883 WARN("Failed to create the auto depth stencil, hr %#x.\n", hr);
887 IWineD3DSurface_SetContainer(device->auto_depth_stencil_buffer, NULL);
891 IWineD3DSwapChain_GetGammaRamp((IWineD3DSwapChain *)swapchain, &swapchain->orig_gamma);
902 /* Change the display settings */
903 memset(&devmode, 0, sizeof(devmode));
904 devmode.dmSize = sizeof(devmode);
905 devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
906 devmode.dmBitsPerPel = format_desc->byte_count * 8;
907 devmode.dmPelsWidth = swapchain->orig_width;
908 devmode.dmPelsHeight = swapchain->orig_height;
909 ChangeDisplaySettingsExW(adapter->DeviceName, &devmode, NULL, CDS_FULLSCREEN, NULL);
912 if (swapchain->backBuffer)
914 for (i = 0; i < swapchain->presentParms.BackBufferCount; ++i)
916 if (swapchain->backBuffer[i]) IWineD3DSurface_Release(swapchain->backBuffer[i]);
918 HeapFree(GetProcessHeap(), 0, swapchain->backBuffer);
921 if (swapchain->context && swapchain->context[0])
923 context_release(swapchain->context[0]);
924 context_destroy(device, swapchain->context[0]);
927 if (swapchain->frontBuffer) IWineD3DSurface_Release(swapchain->frontBuffer);
929 wined3d_unregister_window(window);
934 struct wined3d_context *swapchain_create_context_for_thread(IWineD3DSwapChain *iface)
936 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *) iface;
937 struct wined3d_context **newArray;
938 struct wined3d_context *ctx;
940 TRACE("Creating a new context for swapchain %p, thread %d\n", This, GetCurrentThreadId());
942 ctx = context_create(This->device, (IWineD3DSurfaceImpl *)This->frontBuffer,
943 This->context[0]->win_handle, FALSE /* pbuffer */, &This->presentParms);
946 ERR("Failed to create a new context for the swapchain\n");
949 context_release(ctx);
951 newArray = HeapAlloc(GetProcessHeap(), 0, sizeof(*newArray) * This->num_contexts + 1);
953 ERR("Out of memory when trying to allocate a new context array\n");
954 context_destroy(This->device, ctx);
957 memcpy(newArray, This->context, sizeof(*newArray) * This->num_contexts);
958 HeapFree(GetProcessHeap(), 0, This->context);
959 newArray[This->num_contexts] = ctx;
960 This->context = newArray;
961 This->num_contexts++;
963 TRACE("Returning context %p\n", ctx);
967 void get_drawable_size_swapchain(struct wined3d_context *context, UINT *width, UINT *height)
969 IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)context->current_rt;
970 /* The drawable size of an onscreen drawable is the surface size.
971 * (Actually: The window size, but the surface is created in window size) */
972 *width = surface->currentDesc.Width;
973 *height = surface->currentDesc.Height;
976 LRESULT swapchain_process_message(IWineD3DSwapChainImpl *swapchain, HWND window,
977 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc)
979 if (swapchain->filter_messages)
981 TRACE("Filtering message: window %p, message %#x, wparam %#lx, lparam %#lx.\n",
982 window, message, wparam, lparam);
983 return DefWindowProcW(window, message, wparam, lparam);
986 if (message == WM_DESTROY)
988 TRACE("unregister window %p.\n", window);
989 wined3d_unregister_window(window);
992 return CallWindowProcW(proc, window, message, wparam, lparam);