2 *IDirect3DSwapChain9 implementation
4 *Copyright 2002-2003 Jason Edmeades
5 *Copyright 2002-2003 Raphael Junqueira
6 *Copyright 2005 Oliver Stieber
8 *This library is free software; you can redistribute it and/or
9 *modify it under the terms of the GNU Lesser General Public
10 *License as published by the Free Software Foundation; either
11 *version 2.1 of the License, or (at your option) any later version.
13 *This library is distributed in the hope that it will be useful,
14 *but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 *Lesser General Public License for more details.
18 *You should have received a copy of the GNU Lesser General Public
19 *License along with this library; if not, write to the Free Software
20 *Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
24 #include "wined3d_private.h"
27 /* TODO: move to shared header (or context manager )*/
28 /* x11drv GDI escapes */
29 #define X11DRV_ESCAPE 6789
30 enum x11drv_escape_codes
32 X11DRV_GET_DISPLAY, /* get X11 display for a DC */
33 X11DRV_GET_DRAWABLE, /* get current drawable for a DC */
34 X11DRV_GET_FONT, /* get current X font for a DC */
37 /* retrieve the X display to use on a given DC */
38 inline static Display *get_display( HDC hdc )
41 enum x11drv_escape_codes escape = X11DRV_GET_DISPLAY;
43 if (!ExtEscape( hdc, X11DRV_ESCAPE, sizeof(escape), (LPCSTR)&escape,
44 sizeof(display), (LPSTR)&display )) display = NULL;
48 /*TODO: some of the additional parameters may be required to
49 set the gamma ramp (for some weird reason microsoft have left swap gammaramp in device
50 but it operates on a swapchain, it may be a good idea to move it to IWineD3DSwapChain for IWineD3D)*/
53 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
54 WINE_DECLARE_DEBUG_CHANNEL(d3d_fps);
57 /* IDirect3DSwapChain IUnknown parts follow: */
58 ULONG WINAPI IWineD3DSwapChainImpl_AddRef(IWineD3DSwapChain *iface) {
59 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
60 DWORD refCount = InterlockedIncrement(&This->ref);
61 TRACE("(%p) : AddRef increasing from %ld\n", This, refCount - 1);
65 HRESULT WINAPI IWineD3DSwapChainImpl_QueryInterface(IWineD3DSwapChain *iface, REFIID riid, LPVOID *ppobj)
67 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
68 TRACE("(%p)->(%s,%p) \n",This,debugstr_guid(riid),ppobj);
69 if (IsEqualGUID(riid, &IID_IUnknown)
70 || IsEqualGUID(riid, &IID_IWineD3DSwapChain)){
71 IWineD3DSwapChainImpl_AddRef(iface);
73 ERR("Query interface called but now data allocated\n");
83 ULONG WINAPI IWineD3DSwapChainImpl_Release(IWineD3DSwapChain *iface) {
84 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
86 refCount = InterlockedDecrement(&This->ref);
87 TRACE("(%p) : ReleaseRef to %ld\n", This, refCount);
89 IUnknown* bufferParent;
91 /* tell the device that we've been released */
92 IWineD3DDevice_SwapChainReleased((IWineD3DDevice *)This->wineD3DDevice, iface);
94 /* release the ref to the front and back buffer parents */
95 IWineD3DSurface_GetParent(This->frontBuffer, &bufferParent);
96 IUnknown_Release(bufferParent); /* once for the get parent */
97 if(IUnknown_Release(bufferParent) > 0){
98 FIXME("(%p) Something's still holding the front buffer\n",This);
101 IWineD3DSurface_GetParent(This->backBuffer, &bufferParent);
102 IUnknown_Release(bufferParent); /* once for the get parent */
103 if(IUnknown_Release(bufferParent) > 0){
104 FIXME("(%p) Something's still holding the back buffer\n",This);
106 /* Clean up the context */
107 /* check that we are the current context first */
108 if(glXGetCurrentContext() == This->glCtx){
109 glXMakeCurrent(This->display, None, NULL);
111 glXDestroyContext(This->display, This->glCtx);
112 /* IUnknown_Release(This->parent); This should only apply to the primary swapchain,
113 all others are crated by the caller, so releasing the parent should cause
114 the child to be released, not the other way around!
116 HeapFree(GetProcessHeap(), 0, This);
121 HRESULT WINAPI IWineD3DSwapChainImpl_GetParent(IWineD3DSwapChain *iface, IUnknown ** ppParent){
122 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
123 *ppParent = This->parent;
124 IUnknown_AddRef(*ppParent);
125 TRACE("(%p) returning %p\n", This , *ppParent);
129 /*IWineD3DSwapChain parts follow: */
130 HRESULT WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface, CONST RECT *pSourceRect, CONST RECT *pDestRect, HWND hDestWindowOverride, CONST RGNDATA *pDirtyRegion, DWORD dwFlags) {
131 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
135 if (pSourceRect || pDestRect) FIXME("Unhandled present options %p/%p\n", pSourceRect, pDestRect);
136 /* TODO: If only source rect or dest rect are supplied then clip the window to match */
137 TRACE("preseting display %p, drawable %ld\n", This->display, This->drawable);
139 /* Don't call checkGLcall, as glGetError is not applicable here */
140 if (hDestWindowOverride && This->win_handle != hDestWindowOverride) {
141 /* Set this swapchain up to point to the new destination.. */
142 #ifdef USE_CONTEXT_MANAGER
143 /* TODO: use a context mamager */
146 /* FIXME: Never access */
147 IWineD3DSwapChainImpl *swapChainImpl;
148 IWineD3DDevice_GetSwapChain((IWineD3DDevice *)This->wineD3DDevice, 0 , (IWineD3DSwapChain **)&swapChainImpl);
149 FIXME("Unable to render to a destination window %d\n", (int)hDestWindowOverride );
150 if(This == swapChainImpl){
151 /* FIXME: this will be fixed by moving to a context management system */
152 FIXME("Cannot change the target of the implicit swapchain\n");
155 XVisualInfo template;
157 Display *oldDisplay = This->display;
158 GLXContext oldContext = This->glCtx;
160 GLXContext currentContext;
161 Drawable currentDrawable;
162 hDc = GetDC(hDestWindowOverride);
163 This->win_handle = hDestWindowOverride;
164 This->win = (Window)GetPropA( hDestWindowOverride, "__wine_x11_whole_window" );
166 TRACE("Creating a new context for the window %p \n", hDestWindowOverride);
168 TRACE("Desctroying context %p %p\n", This->display, This->render_ctx);
175 This->display = get_display(hDc);
176 TRACE("Got display%p for %p %p\n", This->display, hDc, hDestWindowOverride);
177 ReleaseDC(hDestWindowOverride, hDc);
178 template.visualid = (VisualID)GetPropA(GetDesktopWindow(), "__wine_x11_visual_id");
179 This->visInfo = XGetVisualInfo(This->display, VisualIDMask, &template, &num);
180 if (NULL == This->visInfo) {
181 ERR("cannot really get XVisual\n");
183 return D3DERR_NOTAVAILABLE;
185 /* Now we have problems? well not really we just need to know what the implicit context is */
186 /* now destroy the old context and create a new one (we should really copy the buffers over, and do the whole make current thing! */
187 /* destroy the active context?*/
188 TRACE("Creating new context for %p %p %p\n",This->display, This->visInfo, swapChainImpl->glCtx);
189 This->glCtx = glXCreateContext(This->display, This->visInfo, swapChainImpl->glCtx, GL_TRUE);
191 if (NULL == This->glCtx) {
192 ERR("cannot create glxContext\n");
194 This->drawable = This->win;
195 This->render_ctx = This->glCtx;
196 /* Setup some default states TODO: apply the stateblock to the new context */
197 /** save current context and drawable **/
198 currentContext = glXGetCurrentContext();
199 currentDrawable = glXGetCurrentDrawable();
201 if (glXMakeCurrent(This->display, This->win, This->glCtx) == False) {
202 ERR("Error in setting current context (display %p context %p drawable %ld)!\n", This->display, This->glCtx, This->win);
205 checkGLcall("glXMakeCurrent");
207 /* Clear the screen */
208 glClearColor(0.0, 0.0, 0.0, 0.0);
209 checkGLcall("glClearColor");
214 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_ACCUM_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
215 checkGLcall("glClear");
217 glColor3f(1.0, 1.0, 1.0);
218 checkGLcall("glColor3f");
220 glEnable(GL_LIGHTING);
221 checkGLcall("glEnable");
223 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
224 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
226 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
227 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
229 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
230 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
232 /* If this swapchain is currently the active context then make this swapchain active */
233 if(IWineD3DSurface_GetContainer(This->wineD3DDevice->renderTarget, &IID_IWineD3DSwapChain, (void **)&tmp) == D3D_OK){
234 if(tmp != (IUnknown *)This){
235 glXMakeCurrent(This->display, currentDrawable, currentContext);
236 checkGLcall("glXMakeCurrent");
238 IUnknown_Release(tmp);
240 /* reset the context */
241 glXMakeCurrent(This->display, currentDrawable, currentContext);
242 checkGLcall("glXMakeCurrent");
244 /* delete the old contxt*/
245 glXDestroyContext(oldDisplay, oldContext); /* Should this happen on an active context? seems a bad idea */
248 IWineD3DSwapChain_Release((IWineD3DSwapChain *)swapChainImpl);
253 /* TODO: The slow way, save the data to memory, create a new context for the destination window, transfer the data cleanup, it may be a good idea to the move this swapchain over to the using the target winows context so that it runs faster in feature. */
255 glXSwapBuffers(This->display, This->drawable); /* TODO: cycle through the swapchain buffers */
257 TRACE("glXSwapBuffers called, Starting new frame\n");
259 if (TRACE_ON(d3d_fps))
261 static long prev_time, frames;
263 DWORD time = GetTickCount();
265 /* every 1.5 seconds */
266 if (time - prev_time > 1500) {
267 TRACE_(d3d_fps)("@ approx %.2ffps\n", 1000.0*frames/(time - prev_time));
273 #if defined(FRAME_DEBUGGING)
275 if (GetFileAttributesA("C:\\D3DTRACE") != INVALID_FILE_ATTRIBUTES) {
278 FIXME("Enabling D3D Trace\n");
279 __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 1);
280 #if defined(SHOW_FRAME_MAKEUP)
281 FIXME("Singe Frame snapshots Starting\n");
282 isDumpingFrames = TRUE;
283 glClear(GL_COLOR_BUFFER_BIT);
286 #if defined(SINGLE_FRAME_DEBUGGING)
288 #if defined(SHOW_FRAME_MAKEUP)
289 FIXME("Singe Frame snapshots Finishing\n");
290 isDumpingFrames = FALSE;
292 FIXME("Singe Frame trace complete\n");
293 DeleteFileA("C:\\D3DTRACE");
294 __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 0);
300 #if defined(SHOW_FRAME_MAKEUP)
301 FIXME("Single Frame snapshots Finishing\n");
302 isDumpingFrames = FALSE;
304 FIXME("Disabling D3D Trace\n");
305 __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 0);
312 /* Although this is not strictly required, a simple demo showed this does occur
313 on (at least non-debug) d3d */
314 if (This->presentParms.SwapEffect & D3DSWAPEFFECT_DISCARD) {
318 IWineD3DDevice_Clear((IWineD3DDevice*)This->wineD3DDevice, 0, NULL, D3DCLEAR_STENCIL|D3DCLEAR_ZBUFFER|D3DCLEAR_TARGET, 0x00, 1.0, 0);
321 TRACE("returning\n");
325 HRESULT WINAPI IWineD3DSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain *iface, IWineD3DSurface *pDestSurface) {
326 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
327 IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)pDestSurface;
331 TRACE("(%p) : iface(%p) pDestSurface(%p) \n", This, iface, pDestSurface);
334 /* check to see if it's the backbuffer or the frontbuffer being requested (to make sure the data is up to date) */
335 format = D3DFmt2GLFmt(This->wineD3DDevice, surface->resource.format);
336 type = D3DFmt2GLType(This->wineD3DDevice, surface->resource.format);
337 glReadBuffer(GL_FRONT);
340 surface->currentDesc.Width,
341 surface->currentDesc.Height,
344 surface->resource.allocatedMemory);
349 HRESULT WINAPI IWineD3DSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, UINT iBackBuffer, D3DBACKBUFFER_TYPE Type, IWineD3DSurface **ppBackBuffer) {
351 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
353 *ppBackBuffer = This->backBuffer;
354 TRACE("(%p) : BackBuf %d Type %d returning %p\n", This, iBackBuffer, Type, *ppBackBuffer);
356 if (iBackBuffer > This->presentParms.BackBufferCount - 1) {
357 FIXME("Only one backBuffer currently supported\n");
358 return D3DERR_INVALIDCALL;
361 /* Note inc ref on returned surface */
362 IWineD3DSurface_AddRef(*ppBackBuffer);
367 HRESULT WINAPI IWineD3DSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *iface, D3DRASTER_STATUS*pRasterStatus) {
368 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
369 pRasterStatus->InVBlank = TRUE;
370 pRasterStatus->ScanLine = 0;
371 FIXME("(%p) : stub\n", This);
375 HRESULT WINAPI IWineD3DSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface, D3DDISPLAYMODE*pMode) {
376 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
380 pMode->Width = GetSystemMetrics(SM_CXSCREEN);
381 pMode->Height = GetSystemMetrics(SM_CYSCREEN);
382 pMode->RefreshRate = 85; /* FIXME: How to identify? */
384 hdc = CreateDCA("DISPLAY", NULL, NULL, NULL);
385 bpp = GetDeviceCaps(hdc, BITSPIXEL);
389 case 8: pMode->Format = D3DFMT_R8G8B8; break;
390 case 16: pMode->Format = D3DFMT_R5G6B5; break;
391 case 24: /*pMode->Format = D3DFMT_R8G8B8; break; */ /* 32bpp and 24bpp can be aliased for X */
392 case 32: pMode->Format = D3DFMT_A8R8G8B8; break;
394 FIXME("Unrecognized display mode format\n");
395 pMode->Format = D3DFMT_UNKNOWN;
398 TRACE("(%p) : returning w(%d) h(%d) rr(%d) fmt(%u,%s)\n", This, pMode->Width, pMode->Height, pMode->RefreshRate,
399 pMode->Format, debug_d3dformat(pMode->Format));
403 HRESULT WINAPI IWineD3DSwapChainImpl_GetDevice(IWineD3DSwapChain *iface, IWineD3DDevice**ppDevice) {
404 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
406 *ppDevice = (IWineD3DDevice *) This->wineD3DDevice;
408 /* Note Calling this method will increase the internal reference count
409 on the IDirect3DDevice9 interface. */
410 IWineD3DDevice_AddRef(*ppDevice);
411 TRACE("(%p) : returning %p\n", This, *ppDevice);
415 HRESULT WINAPI IWineD3DSwapChainImpl_GetPresentParameters(IWineD3DSwapChain *iface, D3DPRESENT_PARAMETERS *pPresentationParameters) {
416 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
417 FIXME("(%p) : copy\n", This);
418 memcpy(pPresentationParameters, &This->presentParms, sizeof(D3DPRESENT_PARAMETERS));
422 HRESULT WINAPI IWineD3DSwapChainImpl_SetGammaRamp(IWineD3DSwapChain *iface, DWORD Flags, CONST D3DGAMMARAMP *pRamp){
424 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
426 TRACE("(%p) : pRamp@%p flags(%ld) \n", This, pRamp, Flags);
427 hDC = GetDC(This->win_handle);
428 SetDeviceGammaRamp(hDC, (LPVOID)pRamp);
429 ReleaseDC(This->win_handle, hDC);
434 HRESULT WINAPI IWineD3DSwapChainImpl_GetGammaRamp(IWineD3DSwapChain *iface, D3DGAMMARAMP *pRamp){
436 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
438 TRACE("(%p) : pRamp@%p\n", This, pRamp);
439 hDC = GetDC(This->win_handle);
440 GetDeviceGammaRamp(hDC, pRamp);
441 ReleaseDC(This->win_handle, hDC);
447 IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl =
450 IWineD3DSwapChainImpl_QueryInterface,
451 IWineD3DSwapChainImpl_AddRef,
452 IWineD3DSwapChainImpl_Release,
453 /* IWineD3DSwapChain */
454 IWineD3DSwapChainImpl_GetParent,
455 IWineD3DSwapChainImpl_GetDevice,
456 IWineD3DSwapChainImpl_Present,
457 IWineD3DSwapChainImpl_GetFrontBufferData,
458 IWineD3DSwapChainImpl_GetBackBuffer,
459 IWineD3DSwapChainImpl_GetRasterStatus,
460 IWineD3DSwapChainImpl_GetDisplayMode,
461 IWineD3DSwapChainImpl_GetPresentParameters,
462 IWineD3DSwapChainImpl_SetGammaRamp,
463 IWineD3DSwapChainImpl_GetGammaRamp