2 * Copyright 2002-2003 Jason Edmeades
3 * Copyright 2002-2003 Raphael Junqueira
4 * Copyright 2005 Oliver Stieber
5 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
6 * Copyright 2011 Henri Verbeet for CodeWeavers
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., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #include "wined3d_private.h"
26 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
27 WINE_DECLARE_DEBUG_CHANNEL(fps);
29 /* Do not call while under the GL lock. */
30 static void swapchain_cleanup(struct wined3d_swapchain *swapchain)
32 WINED3DDISPLAYMODE mode;
35 TRACE("Destroying swapchain %p.\n", swapchain);
37 wined3d_swapchain_set_gamma_ramp(swapchain, 0, &swapchain->orig_gamma);
39 /* Release the swapchain's draw buffers. Make sure swapchain->back_buffers[0]
40 * is the last buffer to be destroyed, FindContext() depends on that. */
41 if (swapchain->front_buffer)
43 surface_set_container(swapchain->front_buffer, WINED3D_CONTAINER_NONE, NULL);
44 if (wined3d_surface_decref(swapchain->front_buffer))
45 WARN("Something's still holding the front buffer (%p).\n", swapchain->front_buffer);
46 swapchain->front_buffer = NULL;
49 if (swapchain->back_buffers)
51 i = swapchain->presentParms.BackBufferCount;
55 surface_set_container(swapchain->back_buffers[i], WINED3D_CONTAINER_NONE, NULL);
56 if (wined3d_surface_decref(swapchain->back_buffers[i]))
57 WARN("Something's still holding back buffer %u (%p).\n", i, swapchain->back_buffers[i]);
59 HeapFree(GetProcessHeap(), 0, swapchain->back_buffers);
60 swapchain->back_buffers = NULL;
63 for (i = 0; i < swapchain->num_contexts; ++i)
65 context_destroy(swapchain->device, swapchain->context[i]);
67 HeapFree(GetProcessHeap(), 0, swapchain->context);
69 /* Restore the screen resolution if we rendered in fullscreen.
70 * This will restore the screen resolution to what it was before creating
71 * the swapchain. In case of d3d8 and d3d9 this will be the original
72 * desktop resolution. In case of d3d7 this will be a NOP because ddraw
73 * sets the resolution before starting up Direct3D, thus orig_width and
74 * orig_height will be equal to the modes in the presentation params. */
75 if (!swapchain->presentParms.Windowed && swapchain->presentParms.AutoRestoreDisplayMode)
77 mode.Width = swapchain->orig_width;
78 mode.Height = swapchain->orig_height;
80 mode.Format = swapchain->orig_fmt;
81 wined3d_device_set_display_mode(swapchain->device, 0, &mode);
84 if (swapchain->backup_dc)
86 TRACE("Destroying backup wined3d window %p, dc %p.\n", swapchain->backup_wnd, swapchain->backup_dc);
88 ReleaseDC(swapchain->backup_wnd, swapchain->backup_dc);
89 DestroyWindow(swapchain->backup_wnd);
93 ULONG CDECL wined3d_swapchain_incref(struct wined3d_swapchain *swapchain)
95 ULONG refcount = InterlockedIncrement(&swapchain->ref);
97 TRACE("%p increasing refcount to %u.\n", swapchain, refcount);
102 /* Do not call while under the GL lock. */
103 ULONG CDECL wined3d_swapchain_decref(struct wined3d_swapchain *swapchain)
105 ULONG refcount = InterlockedDecrement(&swapchain->ref);
107 TRACE("%p decreasing refcount to %u.\n", swapchain, refcount);
111 swapchain_cleanup(swapchain);
112 swapchain->parent_ops->wined3d_object_destroyed(swapchain->parent);
113 HeapFree(GetProcessHeap(), 0, swapchain);
119 void * CDECL wined3d_swapchain_get_parent(const struct wined3d_swapchain *swapchain)
121 TRACE("swapchain %p.\n", swapchain);
123 return swapchain->parent;
126 HRESULT CDECL wined3d_swapchain_set_window(struct wined3d_swapchain *swapchain, HWND window)
129 window = swapchain->device_window;
130 if (window == swapchain->win_handle)
133 TRACE("Setting swapchain %p window from %p to %p.\n",
134 swapchain, swapchain->win_handle, window);
135 swapchain->win_handle = window;
140 HRESULT CDECL wined3d_swapchain_present(struct wined3d_swapchain *swapchain,
141 const RECT *src_rect, const RECT *dst_rect, HWND dst_window_override,
142 const RGNDATA *dirty_region, DWORD flags)
144 TRACE("swapchain %p, src_rect %s, dst_rect %s, dst_window_override %p, dirty_region %p, flags %#x.\n",
145 swapchain, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect),
146 dst_window_override, dirty_region, flags);
148 wined3d_swapchain_set_window(swapchain, dst_window_override);
150 return swapchain->swapchain_ops->swapchain_present(swapchain,
151 src_rect, dst_rect, dirty_region, flags);
154 HRESULT CDECL wined3d_swapchain_get_front_buffer_data(const struct wined3d_swapchain *swapchain,
155 struct wined3d_surface *dst_surface)
157 struct wined3d_surface *src_surface;
158 RECT src_rect, dst_rect;
160 TRACE("swapchain %p, dst_surface %p.\n", swapchain, dst_surface);
162 src_surface = swapchain->front_buffer;
163 SetRect(&src_rect, 0, 0, src_surface->resource.width, src_surface->resource.height);
166 if (swapchain->presentParms.Windowed)
168 MapWindowPoints(swapchain->win_handle, NULL, (POINT *)&dst_rect, 2);
169 FIXME("Using destination rect %s in windowed mode, this is likely wrong.\n",
170 wine_dbgstr_rect(&dst_rect));
173 return wined3d_surface_blt(dst_surface, &dst_rect, src_surface, &src_rect, 0, NULL, WINED3DTEXF_POINT);
176 HRESULT CDECL wined3d_swapchain_get_back_buffer(const struct wined3d_swapchain *swapchain,
177 UINT back_buffer_idx, WINED3DBACKBUFFER_TYPE type, struct wined3d_surface **back_buffer)
179 TRACE("swapchain %p, back_buffer_idx %u, type %#x, back_buffer %p.\n",
180 swapchain, back_buffer_idx, type, back_buffer);
182 /* Return invalid if there is no backbuffer array, otherwise it will
183 * crash when ddraw is used (there swapchain->back_buffers is always
184 * NULL). We need this because this function is called from
185 * stateblock_init_default_state() to get the default scissorrect
187 if (!swapchain->back_buffers || back_buffer_idx >= swapchain->presentParms.BackBufferCount)
189 WARN("Invalid back buffer index.\n");
190 /* Native d3d9 doesn't set NULL here, just as wine's d3d9. But set it
191 * here in wined3d to avoid problems in other libs. */
193 return WINED3DERR_INVALIDCALL;
196 *back_buffer = swapchain->back_buffers[back_buffer_idx];
198 wined3d_surface_incref(*back_buffer);
200 TRACE("Returning back buffer %p.\n", *back_buffer);
205 HRESULT CDECL wined3d_swapchain_get_raster_status(const struct wined3d_swapchain *swapchain,
206 WINED3DRASTER_STATUS *raster_status)
209 /* No OpenGL equivalent */
212 FIXME("swapchain %p, raster_status %p stub!\n", swapchain, raster_status);
216 /* Obtaining the raster status is a widely implemented but optional
217 * feature. When this method returns OK StarCraft 2 expects the
218 * raster_status->InVBlank value to actually change over time. To prevent
219 * StarCraft 2 from running in an infinite loop at startup this method
220 * returns INVALIDCALL. */
221 return WINED3DERR_INVALIDCALL;
224 HRESULT CDECL wined3d_swapchain_get_display_mode(const struct wined3d_swapchain *swapchain, WINED3DDISPLAYMODE *mode)
228 TRACE("swapchain %p, mode %p.\n", swapchain, mode);
230 hr = wined3d_get_adapter_display_mode(swapchain->device->wined3d, swapchain->device->adapter->ordinal, mode);
232 TRACE("Returning w %u, h %u, refresh rate %u, format %s.\n",
233 mode->Width, mode->Height, mode->RefreshRate, debug_d3dformat(mode->Format));
238 struct wined3d_device * CDECL wined3d_swapchain_get_device(const struct wined3d_swapchain *swapchain)
240 TRACE("swapchain %p.\n", swapchain);
242 return swapchain->device;
245 HRESULT CDECL wined3d_swapchain_get_present_parameters(const struct wined3d_swapchain *swapchain,
246 WINED3DPRESENT_PARAMETERS *present_parameters)
248 TRACE("swapchain %p, present_parameters %p.\n", swapchain, present_parameters);
250 *present_parameters = swapchain->presentParms;
255 HRESULT CDECL wined3d_swapchain_set_gamma_ramp(const struct wined3d_swapchain *swapchain,
256 DWORD flags, const WINED3DGAMMARAMP *ramp)
260 TRACE("swapchain %p, flags %#x, ramp %p.\n", swapchain, flags, ramp);
263 FIXME("Ignoring flags %#x.\n", flags);
265 dc = GetDC(swapchain->device_window);
266 SetDeviceGammaRamp(dc, (void *)ramp);
267 ReleaseDC(swapchain->device_window, dc);
272 HRESULT CDECL wined3d_swapchain_get_gamma_ramp(const struct wined3d_swapchain *swapchain,
273 WINED3DGAMMARAMP *ramp)
277 TRACE("swapchain %p, ramp %p.\n", swapchain, ramp);
279 dc = GetDC(swapchain->device_window);
280 GetDeviceGammaRamp(dc, ramp);
281 ReleaseDC(swapchain->device_window, dc);
286 /* A GL context is provided by the caller */
287 static void swapchain_blit(const struct wined3d_swapchain *swapchain,
288 struct wined3d_context *context, const RECT *src_rect, const RECT *dst_rect)
290 struct wined3d_surface *backbuffer = swapchain->back_buffers[0];
291 UINT src_w = src_rect->right - src_rect->left;
292 UINT src_h = src_rect->bottom - src_rect->top;
294 const struct wined3d_gl_info *gl_info = context->gl_info;
298 TRACE("swapchain %p, context %p, src_rect %s, dst_rect %s.\n",
299 swapchain, context, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect));
301 if (src_w == dst_rect->right - dst_rect->left && src_h == dst_rect->bottom - dst_rect->top)
302 gl_filter = GL_NEAREST;
304 gl_filter = GL_LINEAR;
306 GetClientRect(swapchain->win_handle, &win_rect);
307 win_h = win_rect.bottom - win_rect.top;
309 if (gl_info->fbo_ops.glBlitFramebuffer && is_identity_fixup(backbuffer->resource.format->color_fixup))
311 DWORD location = SFLAG_INTEXTURE;
313 if (backbuffer->resource.multisample_type)
315 location = SFLAG_INRB_RESOLVED;
316 surface_load_location(backbuffer, location, NULL);
320 context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, backbuffer, NULL, location);
321 glReadBuffer(GL_COLOR_ATTACHMENT0);
322 context_check_fbo_status(context, GL_READ_FRAMEBUFFER);
324 context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER, swapchain->front_buffer, NULL, SFLAG_INDRAWABLE);
325 context_set_draw_buffer(context, GL_BACK);
326 context_invalidate_state(context, STATE_FRAMEBUFFER);
328 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
329 context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE));
330 context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1));
331 context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2));
332 context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3));
334 glDisable(GL_SCISSOR_TEST);
335 context_invalidate_state(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
337 /* Note that the texture is upside down */
338 gl_info->fbo_ops.glBlitFramebuffer(src_rect->left, src_rect->top, src_rect->right, src_rect->bottom,
339 dst_rect->left, win_h - dst_rect->top, dst_rect->right, win_h - dst_rect->bottom,
340 GL_COLOR_BUFFER_BIT, gl_filter);
341 checkGLcall("Swapchain present blit(EXT_framebuffer_blit)\n");
346 struct wined3d_device *device = swapchain->device;
347 struct wined3d_context *context2;
348 float tex_left = src_rect->left;
349 float tex_top = src_rect->top;
350 float tex_right = src_rect->right;
351 float tex_bottom = src_rect->bottom;
353 context2 = context_acquire(device, swapchain->back_buffers[0]);
354 context_apply_blit_state(context2, device);
356 if (backbuffer->flags & SFLAG_NORMCOORD)
364 if (is_complex_fixup(backbuffer->resource.format->color_fixup))
365 gl_filter = GL_NEAREST;
368 context_apply_fbo_state_blit(context2, GL_FRAMEBUFFER, swapchain->front_buffer, NULL, SFLAG_INDRAWABLE);
370 /* Set up the texture. The surface is not in a wined3d_texture
371 * container, so there are no D3D texture settings to dirtify. */
372 device->blitter->set_shader(device->blit_priv, context2, backbuffer);
373 glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MIN_FILTER, gl_filter);
374 glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MAG_FILTER, gl_filter);
376 context_set_draw_buffer(context, GL_BACK);
378 /* Set the viewport to the destination rectandle, disable any projection
379 * transformation set up by context_apply_blit_state(), and draw a
380 * (-1,-1)-(1,1) quad.
382 * Back up viewport and matrix to avoid breaking last_was_blit
384 * Note that context_apply_blit_state() set up viewport and ortho to
385 * match the surface size - we want the GL drawable(=window) size. */
386 glPushAttrib(GL_VIEWPORT_BIT);
387 glViewport(dst_rect->left, win_h - dst_rect->bottom, dst_rect->right, win_h - dst_rect->top);
388 glMatrixMode(GL_PROJECTION);
394 glTexCoord2f(tex_left, tex_bottom);
398 glTexCoord2f(tex_left, tex_top);
402 glTexCoord2f(tex_right, tex_top);
406 glTexCoord2f(tex_right, tex_bottom);
413 device->blitter->unset_shader(context->gl_info);
414 checkGLcall("Swapchain present blit(manual)\n");
417 context_release(context2);
421 static HRESULT swapchain_gl_present(struct wined3d_swapchain *swapchain, const RECT *src_rect_in,
422 const RECT *dst_rect_in, const RGNDATA *dirty_region, DWORD flags)
424 const struct wined3d_fb_state *fb = &swapchain->device->fb;
425 const struct wined3d_gl_info *gl_info;
426 struct wined3d_context *context;
427 RECT src_rect, dst_rect;
430 context = context_acquire(swapchain->device, swapchain->back_buffers[0]);
433 context_release(context);
434 WARN("Invalid context, skipping present.\n");
438 gl_info = context->gl_info;
440 /* Render the cursor onto the back buffer, using our nifty directdraw blitting code :-) */
441 if (swapchain->device->bCursorVisible &&
442 swapchain->device->cursorTexture &&
443 !swapchain->device->hardwareCursor)
445 struct wined3d_surface cursor;
448 swapchain->device->xScreenSpace - swapchain->device->xHotSpot,
449 swapchain->device->yScreenSpace - swapchain->device->yHotSpot,
450 swapchain->device->xScreenSpace + swapchain->device->cursorWidth - swapchain->device->xHotSpot,
451 swapchain->device->yScreenSpace + swapchain->device->cursorHeight - swapchain->device->yHotSpot,
453 TRACE("Rendering the cursor. Creating fake surface at %p\n", &cursor);
454 /* Build a fake surface to call the Blitting code. It is not possible to use the interface passed by
455 * the application because we are only supposed to copy the information out. Using a fake surface
456 * allows to use the Blitting engine and avoid copying the whole texture -> render target blitting code.
458 memset(&cursor, 0, sizeof(cursor));
459 cursor.resource.ref = 1;
460 cursor.resource.device = swapchain->device;
461 cursor.resource.pool = WINED3DPOOL_SCRATCH;
462 cursor.resource.format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
463 cursor.resource.resourceType = WINED3DRTYPE_SURFACE;
464 cursor.texture_name = swapchain->device->cursorTexture;
465 cursor.texture_target = GL_TEXTURE_2D;
466 cursor.texture_level = 0;
467 cursor.resource.width = swapchain->device->cursorWidth;
468 cursor.resource.height = swapchain->device->cursorHeight;
469 /* The cursor must have pow2 sizes */
470 cursor.pow2Width = cursor.resource.width;
471 cursor.pow2Height = cursor.resource.height;
472 /* The surface is in the texture */
473 cursor.flags |= SFLAG_INTEXTURE;
474 /* DDBLT_KEYSRC will cause BltOverride to enable the alpha test with GL_NOTEQUAL, 0.0,
475 * which is exactly what we want :-)
477 if (swapchain->presentParms.Windowed)
478 MapWindowPoints(NULL, swapchain->win_handle, (LPPOINT)&destRect, 2);
479 wined3d_surface_blt(swapchain->back_buffers[0], &destRect,
480 &cursor, NULL, WINEDDBLT_KEYSRC, NULL, WINED3DTEXF_POINT);
483 if (swapchain->device->logo_surface)
485 struct wined3d_surface *src_surface = swapchain->device->logo_surface;
486 RECT rect = {0, 0, src_surface->resource.width, src_surface->resource.height};
488 /* Blit the logo into the upper left corner of the drawable. */
489 wined3d_surface_blt(swapchain->back_buffers[0], &rect, src_surface, &rect,
490 WINEDDBLT_KEYSRC, NULL, WINED3DTEXF_POINT);
493 TRACE("Presenting HDC %p.\n", context->hdc);
495 render_to_fbo = swapchain->render_to_fbo;
499 src_rect = *src_rect_in;
500 if (!render_to_fbo && (src_rect.left || src_rect.top
501 || src_rect.right != swapchain->presentParms.BackBufferWidth
502 || src_rect.bottom != swapchain->presentParms.BackBufferHeight))
504 render_to_fbo = TRUE;
511 src_rect.right = swapchain->presentParms.BackBufferWidth;
512 src_rect.bottom = swapchain->presentParms.BackBufferHeight;
516 dst_rect = *dst_rect_in;
518 GetClientRect(swapchain->win_handle, &dst_rect);
520 if (!render_to_fbo && (dst_rect.left || dst_rect.top
521 || dst_rect.right != swapchain->presentParms.BackBufferWidth
522 || dst_rect.bottom != swapchain->presentParms.BackBufferHeight))
524 render_to_fbo = TRUE;
527 /* Rendering to a window of different size, presenting partial rectangles,
528 * or rendering to a different window needs help from FBO_blit or a textured
529 * draw. Render the swapchain to a FBO in the future.
531 * Note that FBO_blit from the backbuffer to the frontbuffer cannot solve
532 * all these issues - this fails if the window is smaller than the backbuffer.
534 if (!swapchain->render_to_fbo && render_to_fbo && wined3d_settings.offscreen_rendering_mode == ORM_FBO)
536 surface_load_location(swapchain->back_buffers[0], SFLAG_INTEXTURE, NULL);
537 surface_modify_location(swapchain->back_buffers[0], SFLAG_INDRAWABLE, FALSE);
538 swapchain->render_to_fbo = TRUE;
539 swapchain_update_draw_bindings(swapchain);
542 if (swapchain->render_to_fbo)
544 /* This codepath should only be hit with the COPY swapeffect. Otherwise a backbuffer-
545 * window size mismatch is impossible(fullscreen) and src and dst rectangles are
546 * not allowed(they need the COPY swapeffect)
548 * The DISCARD swap effect is ok as well since any backbuffer content is allowed after
550 if (swapchain->presentParms.SwapEffect == WINED3DSWAPEFFECT_FLIP)
551 FIXME("Render-to-fbo with WINED3DSWAPEFFECT_FLIP\n");
553 swapchain_blit(swapchain, context, &src_rect, &dst_rect);
556 if (swapchain->num_contexts > 1)
558 SwapBuffers(context->hdc); /* TODO: cycle through the swapchain buffers */
560 TRACE("SwapBuffers called, Starting new frame\n");
564 DWORD time = GetTickCount();
567 /* every 1.5 seconds */
568 if (time - swapchain->prev_time > 1500)
570 TRACE_(fps)("%p @ approx %.2ffps\n",
571 swapchain, 1000.0 * swapchain->frames / (time - swapchain->prev_time));
572 swapchain->prev_time = time;
573 swapchain->frames = 0;
577 /* This is disabled, but the code left in for debug purposes.
579 * Since we're allowed to modify the new back buffer on a D3DSWAPEFFECT_DISCARD flip,
580 * we can clear it with some ugly color to make bad drawing visible and ease debugging.
581 * The Debug runtime does the same on Windows. However, a few games do not redraw the
582 * screen properly, like Max Payne 2, which leaves a few pixels undefined.
584 * Tests show that the content of the back buffer after a discard flip is indeed not
585 * reliable, so no game can depend on the exact content. However, it resembles the
586 * old contents in some way, for example by showing fragments at other locations. In
587 * general, the color theme is still intact. So Max payne, which draws rather dark scenes
588 * gets a dark background image. If we clear it with a bright ugly color, the game's
589 * bug shows up much more than it does on Windows, and the players see single pixels
591 * (The Max Payne bug has been confirmed on Windows with the debug runtime) */
592 if (FALSE && swapchain->presentParms.SwapEffect == WINED3DSWAPEFFECT_DISCARD)
594 static const struct wined3d_color cyan = {0.0f, 1.0f, 1.0f, 1.0f};
596 TRACE("Clearing the color buffer with cyan color\n");
598 wined3d_device_clear(swapchain->device, 0, NULL,
599 WINED3DCLEAR_TARGET, &cyan, 1.0f, 0);
602 if (!swapchain->render_to_fbo && ((swapchain->front_buffer->flags & SFLAG_INSYSMEM)
603 || (swapchain->back_buffers[0]->flags & SFLAG_INSYSMEM)))
605 /* Both memory copies of the surfaces are ok, flip them around too instead of dirtifying
606 * Doesn't work with render_to_fbo because we're not flipping
608 struct wined3d_surface *front = swapchain->front_buffer;
609 struct wined3d_surface *back = swapchain->back_buffers[0];
611 if(front->resource.size == back->resource.size) {
613 flip_surface(front, back);
615 /* Tell the front buffer surface that is has been modified. However,
616 * the other locations were preserved during that, so keep the flags.
617 * This serves to update the emulated overlay, if any. */
618 fbflags = front->flags;
619 surface_modify_location(front, SFLAG_INDRAWABLE, TRUE);
620 front->flags = fbflags;
624 surface_modify_location(front, SFLAG_INDRAWABLE, TRUE);
625 surface_modify_location(back, SFLAG_INDRAWABLE, TRUE);
630 surface_modify_location(swapchain->front_buffer, SFLAG_INDRAWABLE, TRUE);
631 /* If the swapeffect is DISCARD, the back buffer is undefined. That means the SYSMEM
632 * and INTEXTURE copies can keep their old content if they have any defined content.
633 * If the swapeffect is COPY, the content remains the same. If it is FLIP however,
634 * the texture / sysmem copy needs to be reloaded from the drawable
636 if (swapchain->presentParms.SwapEffect == WINED3DSWAPEFFECT_FLIP)
637 surface_modify_location(swapchain->back_buffers[0], swapchain->back_buffers[0]->draw_binding, TRUE);
640 if (fb->depth_stencil)
642 if (swapchain->presentParms.Flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
643 || fb->depth_stencil->flags & SFLAG_DISCARD)
645 surface_modify_ds_location(fb->depth_stencil, SFLAG_DS_DISCARDED,
646 fb->depth_stencil->resource.width,
647 fb->depth_stencil->resource.height);
648 if (fb->depth_stencil == swapchain->device->onscreen_depth_stencil)
650 wined3d_surface_decref(swapchain->device->onscreen_depth_stencil);
651 swapchain->device->onscreen_depth_stencil = NULL;
656 context_release(context);
658 TRACE("returning\n");
662 static const struct wined3d_swapchain_ops swapchain_gl_ops =
664 swapchain_gl_present,
667 /* Helper function that blits the front buffer contents to the target window. */
668 void x11_copy_to_screen(const struct wined3d_swapchain *swapchain, const RECT *rect)
670 const struct wined3d_surface *front;
671 POINT offset = {0, 0};
676 TRACE("swapchain %p, rect %s.\n", swapchain, wine_dbgstr_rect(rect));
678 front = swapchain->front_buffer;
679 if (!(front->resource.usage & WINED3DUSAGE_RENDERTARGET))
682 if (front->flags & SFLAG_LOCKED)
683 ERR("Trying to blit a mapped surface.\n");
685 TRACE("Copying surface %p to screen.\n", front);
688 window = swapchain->win_handle;
689 dst_dc = GetDCEx(window, 0, DCX_CLIPSIBLINGS | DCX_CACHE);
691 /* Front buffer coordinates are screen coordinates. Map them to the
692 * destination window if not fullscreened. */
693 if (swapchain->presentParms.Windowed)
694 ClientToScreen(window, &offset);
696 TRACE("offset %s.\n", wine_dbgstr_point(&offset));
699 draw_rect.right = front->resource.width;
701 draw_rect.bottom = front->resource.height;
704 IntersectRect(&draw_rect, &draw_rect, rect);
706 BitBlt(dst_dc, draw_rect.left - offset.x, draw_rect.top - offset.y,
707 draw_rect.right - draw_rect.left, draw_rect.bottom - draw_rect.top,
708 src_dc, draw_rect.left, draw_rect.top, SRCCOPY);
709 ReleaseDC(window, dst_dc);
712 static HRESULT swapchain_gdi_present(struct wined3d_swapchain *swapchain, const RECT *src_rect_in,
713 const RECT *dst_rect_in, const RGNDATA *dirty_region, DWORD flags)
715 struct wined3d_surface *front, *back;
717 if (!swapchain->back_buffers)
719 WARN("Swapchain doesn't have a backbuffer, returning WINED3DERR_INVALIDCALL\n");
720 return WINED3DERR_INVALIDCALL;
722 front = swapchain->front_buffer;
723 back = swapchain->back_buffers[0];
729 front->hDC = back->hDC;
733 /* Flip the DIBsection. */
736 tmp = front->dib.DIBsection;
737 front->dib.DIBsection = back->dib.DIBsection;
738 back->dib.DIBsection = tmp;
741 /* Flip the surface data. */
745 tmp = front->dib.bitmap_data;
746 front->dib.bitmap_data = back->dib.bitmap_data;
747 back->dib.bitmap_data = tmp;
749 tmp = front->resource.allocatedMemory;
750 front->resource.allocatedMemory = back->resource.allocatedMemory;
751 back->resource.allocatedMemory = tmp;
753 if (front->resource.heapMemory)
754 ERR("GDI Surface %p has heap memory allocated.\n", front);
756 if (back->resource.heapMemory)
757 ERR("GDI Surface %p has heap memory allocated.\n", back);
763 static LONG prev_time, frames;
764 DWORD time = GetTickCount();
768 /* every 1.5 seconds */
769 if (time - prev_time > 1500)
771 TRACE_(fps)("@ approx %.2ffps\n", 1000.0 * frames / (time - prev_time));
777 x11_copy_to_screen(swapchain, NULL);
782 static const struct wined3d_swapchain_ops swapchain_gdi_ops =
784 swapchain_gdi_present,
787 void swapchain_update_render_to_fbo(struct wined3d_swapchain *swapchain)
791 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
794 if (!swapchain->presentParms.BackBufferCount)
796 TRACE("Single buffered rendering.\n");
797 swapchain->render_to_fbo = FALSE;
801 GetClientRect(swapchain->win_handle, &client_rect);
803 TRACE("Backbuffer %ux%u, window %ux%u.\n",
804 swapchain->presentParms.BackBufferWidth,
805 swapchain->presentParms.BackBufferHeight,
806 client_rect.right, client_rect.bottom);
807 TRACE("Multisample type %#x, quality %#x.\n",
808 swapchain->presentParms.MultiSampleType,
809 swapchain->presentParms.MultiSampleQuality);
811 if (!wined3d_settings.always_offscreen && !swapchain->presentParms.MultiSampleType
812 && swapchain->presentParms.BackBufferWidth == client_rect.right
813 && swapchain->presentParms.BackBufferHeight == client_rect.bottom)
815 TRACE("Backbuffer dimensions match window dimensions, rendering onscreen.\n");
816 swapchain->render_to_fbo = FALSE;
820 TRACE("Rendering to FBO.\n");
821 swapchain->render_to_fbo = TRUE;
824 /* Do not call while under the GL lock. */
825 static HRESULT swapchain_init(struct wined3d_swapchain *swapchain, WINED3DSURFTYPE surface_type,
826 struct wined3d_device *device, WINED3DPRESENT_PARAMETERS *present_parameters,
827 void *parent, const struct wined3d_parent_ops *parent_ops)
829 const struct wined3d_adapter *adapter = device->adapter;
830 const struct wined3d_format *format;
831 BOOL displaymode_set = FALSE;
832 WINED3DDISPLAYMODE mode;
838 if (present_parameters->BackBufferCount > WINED3DPRESENT_BACK_BUFFER_MAX)
840 FIXME("The application requested %u back buffers, this is not supported.\n",
841 present_parameters->BackBufferCount);
842 return WINED3DERR_INVALIDCALL;
845 if (present_parameters->BackBufferCount > 1)
847 FIXME("The application requested more than one back buffer, this is not properly supported.\n"
848 "Please configure the application to use double buffering (1 back buffer) if possible.\n");
851 switch (surface_type)
854 swapchain->swapchain_ops = &swapchain_gdi_ops;
858 swapchain->swapchain_ops = &swapchain_gl_ops;
862 ERR("Invalid surface type %#x.\n", surface_type);
863 return WINED3DERR_INVALIDCALL;
866 window = present_parameters->hDeviceWindow ? present_parameters->hDeviceWindow : device->createParms.hFocusWindow;
868 swapchain->device = device;
869 swapchain->parent = parent;
870 swapchain->parent_ops = parent_ops;
872 swapchain->win_handle = window;
873 swapchain->device_window = window;
875 wined3d_get_adapter_display_mode(device->wined3d, adapter->ordinal, &mode);
876 swapchain->orig_width = mode.Width;
877 swapchain->orig_height = mode.Height;
878 swapchain->orig_fmt = mode.Format;
879 format = wined3d_get_format(&adapter->gl_info, mode.Format);
881 GetClientRect(window, &client_rect);
882 if (present_parameters->Windowed
883 && (!present_parameters->BackBufferWidth || !present_parameters->BackBufferHeight
884 || present_parameters->BackBufferFormat == WINED3DFMT_UNKNOWN))
887 if (!present_parameters->BackBufferWidth)
889 present_parameters->BackBufferWidth = client_rect.right;
890 TRACE("Updating width to %u.\n", present_parameters->BackBufferWidth);
893 if (!present_parameters->BackBufferHeight)
895 present_parameters->BackBufferHeight = client_rect.bottom;
896 TRACE("Updating height to %u.\n", present_parameters->BackBufferHeight);
899 if (present_parameters->BackBufferFormat == WINED3DFMT_UNKNOWN)
901 present_parameters->BackBufferFormat = swapchain->orig_fmt;
902 TRACE("Updating format to %s.\n", debug_d3dformat(swapchain->orig_fmt));
905 swapchain->presentParms = *present_parameters;
906 swapchain_update_render_to_fbo(swapchain);
908 TRACE("Creating front buffer.\n");
909 hr = device->device_parent->ops->create_rendertarget(device->device_parent, parent,
910 swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
911 swapchain->presentParms.BackBufferFormat, swapchain->presentParms.MultiSampleType,
912 swapchain->presentParms.MultiSampleQuality, TRUE /* Lockable */,
913 &swapchain->front_buffer);
916 WARN("Failed to create front buffer, hr %#x.\n", hr);
920 surface_set_container(swapchain->front_buffer, WINED3D_CONTAINER_SWAPCHAIN, swapchain);
921 if (surface_type == SURFACE_OPENGL)
923 surface_modify_location(swapchain->front_buffer, SFLAG_INDRAWABLE, TRUE);
926 /* MSDN says we're only allowed a single fullscreen swapchain per device,
927 * so we should really check to see if there is a fullscreen swapchain
928 * already. Does a single head count as full screen? */
930 if (!present_parameters->Windowed)
932 WINED3DDISPLAYMODE mode;
934 /* Change the display settings */
935 mode.Width = present_parameters->BackBufferWidth;
936 mode.Height = present_parameters->BackBufferHeight;
937 mode.Format = present_parameters->BackBufferFormat;
938 mode.RefreshRate = present_parameters->FullScreen_RefreshRateInHz;
940 hr = wined3d_device_set_display_mode(device, 0, &mode);
943 WARN("Failed to set display mode, hr %#x.\n", hr);
946 displaymode_set = TRUE;
949 if (surface_type == SURFACE_OPENGL)
951 static const enum wined3d_format_id formats[] =
953 WINED3DFMT_D24_UNORM_S8_UINT,
954 WINED3DFMT_D32_UNORM,
955 WINED3DFMT_R24_UNORM_X8_TYPELESS,
956 WINED3DFMT_D16_UNORM,
957 WINED3DFMT_S1_UINT_D15_UNORM
960 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
962 swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain->context));
963 if (!swapchain->context)
965 ERR("Failed to create the context array.\n");
969 swapchain->num_contexts = 1;
971 /* In WGL both color, depth and stencil are features of a pixel format. In case of D3D they are separate.
972 * You are able to add a depth + stencil surface at a later stage when you need it.
973 * In order to support this properly in WineD3D we need the ability to recreate the opengl context and
974 * drawable when this is required. This is very tricky as we need to reapply ALL opengl states for the new
975 * context, need torecreate shaders, textures and other resources.
977 * The context manager already takes care of the state problem and for the other tasks code from Reset
978 * can be used. These changes are way to risky during the 1.0 code freeze which is taking place right now.
979 * Likely a lot of other new bugs will be exposed. For that reason request a depth stencil surface all the
980 * time. It can cause a slight performance hit but fixes a lot of regressions. A fixme reminds of that this
981 * issue needs to be fixed. */
982 for (i = 0; i < (sizeof(formats) / sizeof(*formats)); i++)
984 swapchain->ds_format = wined3d_get_format(gl_info, formats[i]);
985 swapchain->context[0] = context_create(swapchain, swapchain->front_buffer, swapchain->ds_format);
986 if (swapchain->context[0]) break;
987 TRACE("Depth stencil format %s is not supported, trying next format\n",
988 debug_d3dformat(formats[i]));
991 if (!swapchain->context[0])
993 WARN("Failed to create context.\n");
994 hr = WINED3DERR_NOTAVAILABLE;
998 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
999 && (!present_parameters->EnableAutoDepthStencil
1000 || swapchain->presentParms.AutoDepthStencilFormat != swapchain->ds_format->id))
1002 FIXME("Add OpenGL context recreation support to context_validate_onscreen_formats\n");
1004 context_release(swapchain->context[0]);
1007 if (swapchain->presentParms.BackBufferCount > 0)
1009 swapchain->back_buffers = HeapAlloc(GetProcessHeap(), 0,
1010 sizeof(*swapchain->back_buffers) * swapchain->presentParms.BackBufferCount);
1011 if (!swapchain->back_buffers)
1013 ERR("Failed to allocate backbuffer array memory.\n");
1018 for (i = 0; i < swapchain->presentParms.BackBufferCount; ++i)
1020 TRACE("Creating back buffer %u.\n", i);
1021 hr = device->device_parent->ops->create_rendertarget(device->device_parent, parent,
1022 swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
1023 swapchain->presentParms.BackBufferFormat, swapchain->presentParms.MultiSampleType,
1024 swapchain->presentParms.MultiSampleQuality, TRUE /* Lockable */,
1025 &swapchain->back_buffers[i]);
1028 WARN("Failed to create back buffer %u, hr %#x.\n", i, hr);
1032 surface_set_container(swapchain->back_buffers[i], WINED3D_CONTAINER_SWAPCHAIN, swapchain);
1036 /* Swapchains share the depth/stencil buffer, so only create a single depthstencil surface. */
1037 if (present_parameters->EnableAutoDepthStencil && surface_type == SURFACE_OPENGL)
1039 TRACE("Creating depth/stencil buffer.\n");
1040 if (!device->auto_depth_stencil)
1042 hr = device->device_parent->ops->create_depth_stencil(device->device_parent,
1043 swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
1044 swapchain->presentParms.AutoDepthStencilFormat, swapchain->presentParms.MultiSampleType,
1045 swapchain->presentParms.MultiSampleQuality, FALSE /* FIXME: Discard */,
1046 &device->auto_depth_stencil);
1049 WARN("Failed to create the auto depth stencil, hr %#x.\n", hr);
1053 surface_set_container(device->auto_depth_stencil, WINED3D_CONTAINER_NONE, NULL);
1057 wined3d_swapchain_get_gamma_ramp(swapchain, &swapchain->orig_gamma);
1062 if (displaymode_set)
1068 /* Change the display settings */
1069 memset(&devmode, 0, sizeof(devmode));
1070 devmode.dmSize = sizeof(devmode);
1071 devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
1072 devmode.dmBitsPerPel = format->byte_count * CHAR_BIT;
1073 devmode.dmPelsWidth = swapchain->orig_width;
1074 devmode.dmPelsHeight = swapchain->orig_height;
1075 ChangeDisplaySettingsExW(adapter->DeviceName, &devmode, NULL, CDS_FULLSCREEN, NULL);
1078 if (swapchain->back_buffers)
1080 for (i = 0; i < swapchain->presentParms.BackBufferCount; ++i)
1082 if (swapchain->back_buffers[i])
1084 surface_set_container(swapchain->back_buffers[i], WINED3D_CONTAINER_NONE, NULL);
1085 wined3d_surface_decref(swapchain->back_buffers[i]);
1088 HeapFree(GetProcessHeap(), 0, swapchain->back_buffers);
1091 if (swapchain->context)
1093 if (swapchain->context[0])
1095 context_release(swapchain->context[0]);
1096 context_destroy(device, swapchain->context[0]);
1097 swapchain->num_contexts = 0;
1099 HeapFree(GetProcessHeap(), 0, swapchain->context);
1102 if (swapchain->front_buffer)
1104 surface_set_container(swapchain->front_buffer, WINED3D_CONTAINER_NONE, NULL);
1105 wined3d_surface_decref(swapchain->front_buffer);
1111 /* Do not call while under the GL lock. */
1112 HRESULT CDECL wined3d_swapchain_create(struct wined3d_device *device,
1113 WINED3DPRESENT_PARAMETERS *present_parameters, WINED3DSURFTYPE surface_type,
1114 void *parent, const struct wined3d_parent_ops *parent_ops,
1115 struct wined3d_swapchain **swapchain)
1117 struct wined3d_swapchain *object;
1120 TRACE("device %p, present_parameters %p, swapchain %p, parent %p, surface_type %#x.\n",
1121 device, present_parameters, swapchain, parent, surface_type);
1123 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1126 ERR("Failed to allocate swapchain memory.\n");
1127 return E_OUTOFMEMORY;
1130 hr = swapchain_init(object, surface_type, device, present_parameters, parent, parent_ops);
1133 WARN("Failed to initialize swapchain, hr %#x.\n", hr);
1134 HeapFree(GetProcessHeap(), 0, object);
1138 TRACE("Created swapchain %p.\n", object);
1139 *swapchain = object;
1144 /* Do not call while under the GL lock. */
1145 static struct wined3d_context *swapchain_create_context(struct wined3d_swapchain *swapchain)
1147 struct wined3d_context **newArray;
1148 struct wined3d_context *ctx;
1150 TRACE("Creating a new context for swapchain %p, thread %u.\n", swapchain, GetCurrentThreadId());
1152 if (!(ctx = context_create(swapchain, swapchain->front_buffer, swapchain->ds_format)))
1154 ERR("Failed to create a new context for the swapchain\n");
1157 context_release(ctx);
1159 newArray = HeapAlloc(GetProcessHeap(), 0, sizeof(*newArray) * (swapchain->num_contexts + 1));
1161 ERR("Out of memory when trying to allocate a new context array\n");
1162 context_destroy(swapchain->device, ctx);
1165 memcpy(newArray, swapchain->context, sizeof(*newArray) * swapchain->num_contexts);
1166 HeapFree(GetProcessHeap(), 0, swapchain->context);
1167 newArray[swapchain->num_contexts] = ctx;
1168 swapchain->context = newArray;
1169 swapchain->num_contexts++;
1171 TRACE("Returning context %p\n", ctx);
1175 void swapchain_destroy_contexts(struct wined3d_swapchain *swapchain)
1179 for (i = 0; i < swapchain->num_contexts; ++i)
1181 context_destroy(swapchain->device, swapchain->context[i]);
1183 swapchain->num_contexts = 0;
1186 struct wined3d_context *swapchain_get_context(struct wined3d_swapchain *swapchain)
1188 DWORD tid = GetCurrentThreadId();
1191 for (i = 0; i < swapchain->num_contexts; ++i)
1193 if (swapchain->context[i]->tid == tid)
1194 return swapchain->context[i];
1197 /* Create a new context for the thread */
1198 return swapchain_create_context(swapchain);
1201 void get_drawable_size_swapchain(const struct wined3d_context *context, UINT *width, UINT *height)
1203 /* The drawable size of an onscreen drawable is the surface size.
1204 * (Actually: The window size, but the surface is created in window size) */
1205 *width = context->current_rt->resource.width;
1206 *height = context->current_rt->resource.height;
1209 HDC swapchain_get_backup_dc(struct wined3d_swapchain *swapchain)
1211 if (!swapchain->backup_dc)
1213 TRACE("Creating the backup window for swapchain %p.\n", swapchain);
1215 if (!(swapchain->backup_wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
1216 WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL)))
1218 ERR("Failed to create a window.\n");
1222 if (!(swapchain->backup_dc = GetDC(swapchain->backup_wnd)))
1224 ERR("Failed to get a DC.\n");
1225 DestroyWindow(swapchain->backup_wnd);
1226 swapchain->backup_wnd = NULL;
1231 return swapchain->backup_dc;
1234 void swapchain_update_draw_bindings(struct wined3d_swapchain *swapchain)
1238 surface_update_draw_binding(swapchain->front_buffer);
1240 for (i = 0; i < swapchain->presentParms.BackBufferCount; ++i)
1242 surface_update_draw_binding(swapchain->back_buffers[i]);