crypt32: Fix compilation on systems that don't support nameless unions.
[wine] / dlls / wined3d / swapchain.c
1 /*
2  *IDirect3DSwapChain9 implementation
3  *
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
8  *
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.
13  *
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.
18  *
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
22  */
23
24 #include "config.h"
25 #include "wined3d_private.h"
26
27
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)*/
31
32
33 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
34 WINE_DECLARE_DEBUG_CHANNEL(fps);
35
36 #define GLINFO_LOCATION This->wineD3DDevice->adapter->gl_info
37
38 /*IWineD3DSwapChain parts follow: */
39 static void WINAPI IWineD3DSwapChainImpl_Destroy(IWineD3DSwapChain *iface)
40 {
41     IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
42     WINED3DDISPLAYMODE mode;
43     unsigned int i;
44
45     TRACE("Destroying swapchain %p\n", iface);
46
47     IWineD3DSwapChain_SetGammaRamp(iface, 0, &This->orig_gamma);
48
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)
52     {
53         IWineD3DSurface_SetContainer(This->frontBuffer, 0);
54         if (IWineD3DSurface_Release(This->frontBuffer))
55         {
56             WARN("(%p) Something's still holding the front buffer (%p).\n",
57                     This, This->frontBuffer);
58         }
59         This->frontBuffer = NULL;
60     }
61
62     if (This->backBuffer)
63     {
64         UINT i = This->presentParms.BackBufferCount;
65
66         while (i--)
67         {
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]);
72         }
73         HeapFree(GetProcessHeap(), 0, This->backBuffer);
74         This->backBuffer = NULL;
75     }
76
77     for (i = 0; i < This->num_contexts; ++i)
78     {
79         DestroyContext(This->wineD3DDevice, This->context[i]);
80     }
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
85      */
86     if(This->presentParms.Windowed == FALSE && This->presentParms.AutoRestoreDisplayMode) {
87         mode.Width = This->orig_width;
88         mode.Height = This->orig_height;
89         mode.RefreshRate = 0;
90         mode.Format = This->orig_fmt;
91         IWineD3DDevice_SetDisplayMode((IWineD3DDevice *) This->wineD3DDevice, 0, &mode);
92     }
93     HeapFree(GetProcessHeap(), 0, This->context);
94
95     HeapFree(GetProcessHeap(), 0, This);
96 }
97
98 static HRESULT WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface, CONST RECT *pSourceRect, CONST RECT *pDestRect, HWND hDestWindowOverride, CONST RGNDATA *pDirtyRegion, DWORD dwFlags) {
99     IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
100     unsigned int sync;
101     int retval;
102
103
104     ActivateContext(This->wineD3DDevice, This->backBuffer[0], CTXUSAGE_RESOURCELOAD);
105
106     /* Render the cursor onto the back buffer, using our nifty directdraw blitting code :-) */
107     if(This->wineD3DDevice->bCursorVisible && This->wineD3DDevice->cursorTexture) {
108         IWineD3DSurfaceImpl cursor;
109         RECT destRect = {This->wineD3DDevice->xScreenSpace - This->wineD3DDevice->xHotSpot,
110                          This->wineD3DDevice->yScreenSpace - This->wineD3DDevice->yHotSpot,
111                          This->wineD3DDevice->xScreenSpace + This->wineD3DDevice->cursorWidth - This->wineD3DDevice->xHotSpot,
112                          This->wineD3DDevice->yScreenSpace + This->wineD3DDevice->cursorHeight - This->wineD3DDevice->yHotSpot};
113         TRACE("Rendering the cursor. Creating fake surface at %p\n", &cursor);
114         /* Build a fake surface to call the Blitting code. It is not possible to use the interface passed by
115          * the application because we are only supposed to copy the information out. Using a fake surface
116          * allows to use the Blitting engine and avoid copying the whole texture -> render target blitting code.
117          */
118         memset(&cursor, 0, sizeof(cursor));
119         cursor.lpVtbl = &IWineD3DSurface_Vtbl;
120         cursor.resource.ref = 1;
121         cursor.resource.wineD3DDevice = This->wineD3DDevice;
122         cursor.resource.pool = WINED3DPOOL_SCRATCH;
123         cursor.resource.format_desc =
124                 getFormatDescEntry(WINED3DFMT_B8G8R8A8_UNORM, &This->wineD3DDevice->adapter->gl_info);
125         cursor.resource.resourceType = WINED3DRTYPE_SURFACE;
126         cursor.texture_name = This->wineD3DDevice->cursorTexture;
127         cursor.texture_target = GL_TEXTURE_2D;
128         cursor.texture_level = 0;
129         cursor.currentDesc.Width = This->wineD3DDevice->cursorWidth;
130         cursor.currentDesc.Height = This->wineD3DDevice->cursorHeight;
131         cursor.glRect.left = 0;
132         cursor.glRect.top = 0;
133         cursor.glRect.right = cursor.currentDesc.Width;
134         cursor.glRect.bottom = cursor.currentDesc.Height;
135         /* The cursor must have pow2 sizes */
136         cursor.pow2Width = cursor.currentDesc.Width;
137         cursor.pow2Height = cursor.currentDesc.Height;
138         /* The surface is in the texture */
139         cursor.Flags |= SFLAG_INTEXTURE;
140         /* DDBLT_KEYSRC will cause BltOverride to enable the alpha test with GL_NOTEQUAL, 0.0,
141          * which is exactly what we want :-)
142          */
143         if (This->presentParms.Windowed) {
144             MapWindowPoints(NULL, This->win_handle, (LPPOINT)&destRect, 2);
145         }
146         IWineD3DSurface_Blt(This->backBuffer[0], &destRect, (IWineD3DSurface *)&cursor,
147                 NULL, WINEDDBLT_KEYSRC, NULL, WINED3DTEXF_POINT);
148     }
149     if(This->wineD3DDevice->logo_surface) {
150         /* Blit the logo into the upper left corner of the drawable */
151         IWineD3DSurface_BltFast(This->backBuffer[0], 0, 0, This->wineD3DDevice->logo_surface, NULL, WINEDDBLTFAST_SRCCOLORKEY);
152     }
153
154     if (pSourceRect || pDestRect) FIXME("Unhandled present rects %s/%s\n", wine_dbgstr_rect(pSourceRect), wine_dbgstr_rect(pDestRect));
155     /* TODO: If only source rect or dest rect are supplied then clip the window to match */
156     TRACE("presetting HDC %p\n", This->context[0]->hdc);
157
158     /* Don't call checkGLcall, as glGetError is not applicable here */
159     if (hDestWindowOverride && This->win_handle != hDestWindowOverride) {
160         IWineD3DSwapChain_SetDestWindowOverride(iface, hDestWindowOverride);
161     }
162
163     SwapBuffers(This->context[0]->hdc); /* TODO: cycle through the swapchain buffers */
164
165     TRACE("SwapBuffers called, Starting new frame\n");
166     /* FPS support */
167     if (TRACE_ON(fps))
168     {
169         DWORD time = GetTickCount();
170         This->frames++;
171         /* every 1.5 seconds */
172         if (time - This->prev_time > 1500) {
173             TRACE_(fps)("%p @ approx %.2ffps\n", This, 1000.0*This->frames/(time - This->prev_time));
174             This->prev_time = time;
175             This->frames = 0;
176         }
177     }
178
179 #if defined(FRAME_DEBUGGING)
180 {
181     if (GetFileAttributesA("C:\\D3DTRACE") != INVALID_FILE_ATTRIBUTES) {
182         if (!isOn) {
183             isOn = TRUE;
184             FIXME("Enabling D3D Trace\n");
185             __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 1);
186 #if defined(SHOW_FRAME_MAKEUP)
187             FIXME("Singe Frame snapshots Starting\n");
188             isDumpingFrames = TRUE;
189             ENTER_GL();
190             glClear(GL_COLOR_BUFFER_BIT);
191             LEAVE_GL();
192 #endif
193
194 #if defined(SINGLE_FRAME_DEBUGGING)
195         } else {
196 #if defined(SHOW_FRAME_MAKEUP)
197             FIXME("Singe Frame snapshots Finishing\n");
198             isDumpingFrames = FALSE;
199 #endif
200             FIXME("Singe Frame trace complete\n");
201             DeleteFileA("C:\\D3DTRACE");
202             __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 0);
203 #endif
204         }
205     } else {
206         if (isOn) {
207             isOn = FALSE;
208 #if defined(SHOW_FRAME_MAKEUP)
209             FIXME("Single Frame snapshots Finishing\n");
210             isDumpingFrames = FALSE;
211 #endif
212             FIXME("Disabling D3D Trace\n");
213             __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 0);
214         }
215     }
216 }
217 #endif
218
219     /* This is disabled, but the code left in for debug purposes.
220      *
221      * Since we're allowed to modify the new back buffer on a D3DSWAPEFFECT_DISCARD flip,
222      * we can clear it with some ugly color to make bad drawing visible and ease debugging.
223      * The Debug runtime does the same on Windows. However, a few games do not redraw the
224      * screen properly, like Max Payne 2, which leaves a few pixels undefined.
225      *
226      * Tests show that the content of the back buffer after a discard flip is indeed not
227      * reliable, so no game can depend on the exact content. However, it resembles the
228      * old contents in some way, for example by showing fragments at other locations. In
229      * general, the color theme is still intact. So Max payne, which draws rather dark scenes
230      * gets a dark background image. If we clear it with a bright ugly color, the game's
231      * bug shows up much more than it does on Windows, and the players see single pixels
232      * with wrong colors.
233      * (The Max Payne bug has been confirmed on Windows with the debug runtime)
234      */
235     if (FALSE && This->presentParms.SwapEffect == WINED3DSWAPEFFECT_DISCARD) {
236         TRACE("Clearing the color buffer with cyan color\n");
237
238         IWineD3DDevice_Clear((IWineD3DDevice*)This->wineD3DDevice, 0, NULL,
239                 WINED3DCLEAR_TARGET, 0xff00ffff, 1.0f, 0);
240     }
241
242     if(((IWineD3DSurfaceImpl *) This->frontBuffer)->Flags   & SFLAG_INSYSMEM ||
243        ((IWineD3DSurfaceImpl *) This->backBuffer[0])->Flags & SFLAG_INSYSMEM ) {
244         /* Both memory copies of the surfaces are ok, flip them around too instead of dirtifying */
245         IWineD3DSurfaceImpl *front = (IWineD3DSurfaceImpl *) This->frontBuffer;
246         IWineD3DSurfaceImpl *back = (IWineD3DSurfaceImpl *) This->backBuffer[0];
247
248         if(front->resource.size == back->resource.size) {
249             DWORD fbflags;
250             flip_surface(front, back);
251
252             /* Tell the front buffer surface that is has been modified. However,
253              * the other locations were preserved during that, so keep the flags.
254              * This serves to update the emulated overlay, if any
255              */
256             fbflags = front->Flags;
257             IWineD3DSurface_ModifyLocation(This->frontBuffer, SFLAG_INDRAWABLE, TRUE);
258             front->Flags = fbflags;
259         } else {
260             IWineD3DSurface_ModifyLocation((IWineD3DSurface *) front, SFLAG_INDRAWABLE, TRUE);
261             IWineD3DSurface_ModifyLocation((IWineD3DSurface *) back, SFLAG_INDRAWABLE, TRUE);
262         }
263     } else {
264         IWineD3DSurface_ModifyLocation(This->frontBuffer, SFLAG_INDRAWABLE, TRUE);
265         /* If the swapeffect is DISCARD, the back buffer is undefined. That means the SYSMEM
266          * and INTEXTURE copies can keep their old content if they have any defined content.
267          * If the swapeffect is COPY, the content remains the same. If it is FLIP however,
268          * the texture / sysmem copy needs to be reloaded from the drawable
269          */
270         if(This->presentParms.SwapEffect == WINED3DSWAPEFFECT_FLIP) {
271             IWineD3DSurface_ModifyLocation(This->backBuffer[0], SFLAG_INDRAWABLE, TRUE);
272         }
273     }
274
275     if (This->wineD3DDevice->stencilBufferTarget) {
276         if (This->presentParms.Flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
277                 || ((IWineD3DSurfaceImpl *)This->wineD3DDevice->stencilBufferTarget)->Flags & SFLAG_DISCARD) {
278             surface_modify_ds_location(This->wineD3DDevice->stencilBufferTarget, SFLAG_DS_DISCARDED);
279         }
280     }
281
282     if(This->presentParms.PresentationInterval != WINED3DPRESENT_INTERVAL_IMMEDIATE && GL_SUPPORT(SGI_VIDEO_SYNC)) {
283         retval = GL_EXTCALL(glXGetVideoSyncSGI(&sync));
284         if(retval != 0) {
285             ERR("glXGetVideoSyncSGI failed(retval = %d\n", retval);
286         }
287
288         switch(This->presentParms.PresentationInterval) {
289             case WINED3DPRESENT_INTERVAL_DEFAULT:
290             case WINED3DPRESENT_INTERVAL_ONE:
291                 if(sync <= This->vSyncCounter) {
292                     retval = GL_EXTCALL(glXWaitVideoSyncSGI(1, 0, &This->vSyncCounter));
293                 } else {
294                     This->vSyncCounter = sync;
295                 }
296                 break;
297             case WINED3DPRESENT_INTERVAL_TWO:
298                 if(sync <= This->vSyncCounter + 1) {
299                     retval = GL_EXTCALL(glXWaitVideoSyncSGI(2, This->vSyncCounter & 0x1, &This->vSyncCounter));
300                 } else {
301                     This->vSyncCounter = sync;
302                 }
303                 break;
304             case WINED3DPRESENT_INTERVAL_THREE:
305                 if(sync <= This->vSyncCounter + 2) {
306                     retval = GL_EXTCALL(glXWaitVideoSyncSGI(3, This->vSyncCounter % 0x3, &This->vSyncCounter));
307                 } else {
308                     This->vSyncCounter = sync;
309                 }
310                 break;
311             case WINED3DPRESENT_INTERVAL_FOUR:
312                 if(sync <= This->vSyncCounter + 3) {
313                     retval = GL_EXTCALL(glXWaitVideoSyncSGI(4, This->vSyncCounter & 0x3, &This->vSyncCounter));
314                 } else {
315                     This->vSyncCounter = sync;
316                 }
317                 break;
318             default:
319                 FIXME("Unknown presentation interval %08x\n", This->presentParms.PresentationInterval);
320         }
321     }
322
323     TRACE("returning\n");
324     return WINED3D_OK;
325 }
326
327 static HRESULT WINAPI IWineD3DSwapChainImpl_SetDestWindowOverride(IWineD3DSwapChain *iface, HWND window) {
328     IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
329     WINED3DLOCKED_RECT r;
330     BYTE *mem;
331
332     if(window == This->win_handle) return WINED3D_OK;
333
334     TRACE("Performing dest override of swapchain %p from window %p to %p\n", This, This->win_handle, window);
335     if(This->context[0] == This->wineD3DDevice->contexts[0]) {
336         /* The primary context 'owns' all the opengl resources. Destroying and recreating that context requires downloading
337          * all opengl resources, deleting the gl resources, destroying all other contexts, then recreating all other contexts
338          * and reload the resources
339          */
340         delete_opengl_contexts((IWineD3DDevice *) This->wineD3DDevice, iface);
341         This->win_handle             = window;
342         create_primary_opengl_context((IWineD3DDevice *) This->wineD3DDevice, iface);
343     } else {
344         This->win_handle             = window;
345
346         /* The old back buffer has to be copied over to the new back buffer. A lockrect - switchcontext - unlockrect
347          * would suffice in theory, but it is rather nasty and may cause troubles with future changes of the locking code
348          * So lock read only, copy the surface out, then lock with the discard flag and write back
349          */
350         IWineD3DSurface_LockRect(This->backBuffer[0], &r, NULL, WINED3DLOCK_READONLY);
351         mem = HeapAlloc(GetProcessHeap(), 0, r.Pitch * ((IWineD3DSurfaceImpl *) This->backBuffer[0])->currentDesc.Height);
352         memcpy(mem, r.pBits, r.Pitch * ((IWineD3DSurfaceImpl *) This->backBuffer[0])->currentDesc.Height);
353         IWineD3DSurface_UnlockRect(This->backBuffer[0]);
354
355         DestroyContext(This->wineD3DDevice, This->context[0]);
356         This->context[0] = CreateContext(This->wineD3DDevice, (IWineD3DSurfaceImpl *) This->frontBuffer, This->win_handle, FALSE /* pbuffer */, &This->presentParms);
357
358         IWineD3DSurface_LockRect(This->backBuffer[0], &r, NULL, WINED3DLOCK_DISCARD);
359         memcpy(r.pBits, mem, r.Pitch * ((IWineD3DSurfaceImpl *) This->backBuffer[0])->currentDesc.Height);
360         HeapFree(GetProcessHeap(), 0, mem);
361         IWineD3DSurface_UnlockRect(This->backBuffer[0]);
362     }
363     return WINED3D_OK;
364 }
365
366 const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl =
367 {
368     /* IUnknown */
369     IWineD3DBaseSwapChainImpl_QueryInterface,
370     IWineD3DBaseSwapChainImpl_AddRef,
371     IWineD3DBaseSwapChainImpl_Release,
372     /* IWineD3DSwapChain */
373     IWineD3DBaseSwapChainImpl_GetParent,
374     IWineD3DSwapChainImpl_Destroy,
375     IWineD3DBaseSwapChainImpl_GetDevice,
376     IWineD3DSwapChainImpl_Present,
377     IWineD3DSwapChainImpl_SetDestWindowOverride,
378     IWineD3DBaseSwapChainImpl_GetFrontBufferData,
379     IWineD3DBaseSwapChainImpl_GetBackBuffer,
380     IWineD3DBaseSwapChainImpl_GetRasterStatus,
381     IWineD3DBaseSwapChainImpl_GetDisplayMode,
382     IWineD3DBaseSwapChainImpl_GetPresentParameters,
383     IWineD3DBaseSwapChainImpl_SetGammaRamp,
384     IWineD3DBaseSwapChainImpl_GetGammaRamp
385 };
386
387 struct wined3d_context *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface)
388 {
389     IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *) iface;
390     struct wined3d_context **newArray;
391     struct wined3d_context *ctx;
392
393     TRACE("Creating a new context for swapchain %p, thread %d\n", This, GetCurrentThreadId());
394
395     ctx = CreateContext(This->wineD3DDevice, (IWineD3DSurfaceImpl *) This->frontBuffer,
396                         This->context[0]->win_handle, FALSE /* pbuffer */, &This->presentParms);
397     if(!ctx) {
398         ERR("Failed to create a new context for the swapchain\n");
399         return NULL;
400     }
401
402     newArray = HeapAlloc(GetProcessHeap(), 0, sizeof(*newArray) * This->num_contexts + 1);
403     if(!newArray) {
404         ERR("Out of memory when trying to allocate a new context array\n");
405         DestroyContext(This->wineD3DDevice, ctx);
406         return NULL;
407     }
408     memcpy(newArray, This->context, sizeof(*newArray) * This->num_contexts);
409     HeapFree(GetProcessHeap(), 0, This->context);
410     newArray[This->num_contexts] = ctx;
411     This->context = newArray;
412     This->num_contexts++;
413
414     TRACE("Returning context %p\n", ctx);
415     return ctx;
416 }
417
418 void get_drawable_size_swapchain(struct wined3d_context *context, UINT *width, UINT *height)
419 {
420     IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)context->current_rt;
421     /* The drawable size of an onscreen drawable is the surface size.
422      * (Actually: The window size, but the surface is created in window size) */
423     *width = surface->currentDesc.Width;
424     *height = surface->currentDesc.Height;
425 }