krnl386.exe: Use the correct format specifier for size traces.
[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 /*IWineD3DSwapChain parts follow: */
37 static void WINAPI IWineD3DSwapChainImpl_Destroy(IWineD3DSwapChain *iface)
38 {
39     IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
40     WINED3DDISPLAYMODE mode;
41     unsigned int i;
42
43     TRACE("Destroying swapchain %p\n", iface);
44
45     IWineD3DSwapChain_SetGammaRamp(iface, 0, &This->orig_gamma);
46
47     /* Release the swapchain's draw buffers. Make sure This->back_buffers[0] is
48      * the last buffer to be destroyed, FindContext() depends on that. */
49     if (This->front_buffer)
50     {
51         IWineD3DSurface_SetContainer((IWineD3DSurface *)This->front_buffer, NULL);
52         if (IWineD3DSurface_Release((IWineD3DSurface *)This->front_buffer))
53         {
54             WARN("(%p) Something's still holding the front buffer (%p).\n",
55                     This, This->front_buffer);
56         }
57         This->front_buffer = NULL;
58     }
59
60     if (This->back_buffers)
61     {
62         UINT i = This->presentParms.BackBufferCount;
63
64         while (i--)
65         {
66             IWineD3DSurface_SetContainer((IWineD3DSurface *)This->back_buffers[i], NULL);
67             if (IWineD3DSurface_Release((IWineD3DSurface *)This->back_buffers[i]))
68                 WARN("(%p) Something's still holding back buffer %u (%p).\n",
69                         This, i, This->back_buffers[i]);
70         }
71         HeapFree(GetProcessHeap(), 0, This->back_buffers);
72         This->back_buffers = NULL;
73     }
74
75     for (i = 0; i < This->num_contexts; ++i)
76     {
77         context_destroy(This->device, This->context[i]);
78     }
79     /* Restore the screen resolution if we rendered in fullscreen
80      * This will restore the screen resolution to what it was before creating the swapchain. In case of d3d8 and d3d9
81      * this will be the original desktop resolution. In case of d3d7 this will be a NOP because ddraw sets the resolution
82      * before starting up Direct3D, thus orig_width and orig_height will be equal to the modes in the presentation params
83      */
84     if(This->presentParms.Windowed == FALSE && This->presentParms.AutoRestoreDisplayMode) {
85         mode.Width = This->orig_width;
86         mode.Height = This->orig_height;
87         mode.RefreshRate = 0;
88         mode.Format = This->orig_fmt;
89         IWineD3DDevice_SetDisplayMode((IWineD3DDevice *)This->device, 0, &mode);
90     }
91
92     HeapFree(GetProcessHeap(), 0, This->context);
93     HeapFree(GetProcessHeap(), 0, This);
94 }
95
96 /* A GL context is provided by the caller */
97 static void swapchain_blit(IWineD3DSwapChainImpl *This, struct wined3d_context *context,
98         const RECT *src_rect, const RECT *dst_rect)
99 {
100     IWineD3DDeviceImpl *device = This->device;
101     IWineD3DSurfaceImpl *backbuffer = This->back_buffers[0];
102     UINT src_w = src_rect->right - src_rect->left;
103     UINT src_h = src_rect->bottom - src_rect->top;
104     GLenum gl_filter;
105     const struct wined3d_gl_info *gl_info = context->gl_info;
106     RECT win_rect;
107     UINT win_h;
108
109     TRACE("swapchain %p, context %p, src_rect %s, dst_rect %s.\n",
110             This, context, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect));
111
112     if (src_w == dst_rect->right - dst_rect->left && src_h == dst_rect->bottom - dst_rect->top)
113         gl_filter = GL_NEAREST;
114     else
115         gl_filter = GL_LINEAR;
116
117     GetClientRect(This->win_handle, &win_rect);
118     win_h = win_rect.bottom - win_rect.top;
119
120     if (gl_info->fbo_ops.glBlitFramebuffer && is_identity_fixup(backbuffer->resource.format_desc->color_fixup))
121     {
122         ENTER_GL();
123         context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, backbuffer, NULL);
124         glReadBuffer(GL_COLOR_ATTACHMENT0);
125
126         context_bind_fbo(context, GL_DRAW_FRAMEBUFFER, NULL);
127         context_set_draw_buffer(context, GL_BACK);
128
129         glDisable(GL_SCISSOR_TEST);
130         IWineD3DDeviceImpl_MarkStateDirty(This->device, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
131
132         /* Note that the texture is upside down */
133         gl_info->fbo_ops.glBlitFramebuffer(src_rect->left, src_rect->top, src_rect->right, src_rect->bottom,
134                 dst_rect->left, win_h - dst_rect->top, dst_rect->right, win_h - dst_rect->bottom,
135                 GL_COLOR_BUFFER_BIT, gl_filter);
136         checkGLcall("Swapchain present blit(EXT_framebuffer_blit)\n");
137         LEAVE_GL();
138     }
139     else
140     {
141         struct wined3d_context *context2;
142         float tex_left = src_rect->left;
143         float tex_top = src_rect->top;
144         float tex_right = src_rect->right;
145         float tex_bottom = src_rect->bottom;
146
147         context2 = context_acquire(This->device, This->back_buffers[0]);
148         context_apply_blit_state(context2, device);
149
150         if(backbuffer->Flags & SFLAG_NORMCOORD)
151         {
152             tex_left /= src_w;
153             tex_right /= src_w;
154             tex_top /= src_h;
155             tex_bottom /= src_h;
156         }
157
158         if (is_complex_fixup(backbuffer->resource.format_desc->color_fixup))
159             gl_filter = GL_NEAREST;
160
161         ENTER_GL();
162         context_bind_fbo(context2, GL_DRAW_FRAMEBUFFER, NULL);
163
164         /* Set up the texture. The surface is not in a IWineD3D*Texture container,
165          * so there are no d3d texture settings to dirtify
166          */
167         device->blitter->set_shader((IWineD3DDevice *) device, backbuffer);
168         glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MIN_FILTER, gl_filter);
169         glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MAG_FILTER, gl_filter);
170
171         context_set_draw_buffer(context, GL_BACK);
172
173         /* Set the viewport to the destination rectandle, disable any projection
174          * transformation set up by context_apply_blit_state(), and draw a
175          * (-1,-1)-(1,1) quad.
176          *
177          * Back up viewport and matrix to avoid breaking last_was_blit
178          *
179          * Note that context_apply_blit_state() set up viewport and ortho to
180          * match the surface size - we want the GL drawable(=window) size. */
181         glPushAttrib(GL_VIEWPORT_BIT);
182         glViewport(dst_rect->left, win_h - dst_rect->bottom, dst_rect->right, win_h - dst_rect->top);
183         glMatrixMode(GL_PROJECTION);
184         glPushMatrix();
185         glLoadIdentity();
186
187         glBegin(GL_QUADS);
188             /* bottom left */
189             glTexCoord2f(tex_left, tex_bottom);
190             glVertex2i(-1, -1);
191
192             /* top left */
193             glTexCoord2f(tex_left, tex_top);
194             glVertex2i(-1, 1);
195
196             /* top right */
197             glTexCoord2f(tex_right, tex_top);
198             glVertex2i(1, 1);
199
200             /* bottom right */
201             glTexCoord2f(tex_right, tex_bottom);
202             glVertex2i(1, -1);
203         glEnd();
204
205         glPopMatrix();
206         glPopAttrib();
207
208         device->blitter->unset_shader((IWineD3DDevice *) device);
209         checkGLcall("Swapchain present blit(manual)\n");
210         LEAVE_GL();
211
212         context_release(context2);
213     }
214 }
215
216 static HRESULT WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface, CONST RECT *pSourceRect, CONST RECT *pDestRect, HWND hDestWindowOverride, CONST RGNDATA *pDirtyRegion, DWORD dwFlags) {
217     IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
218     const struct wined3d_gl_info *gl_info;
219     struct wined3d_context *context;
220     RECT src_rect, dst_rect;
221     BOOL render_to_fbo;
222     unsigned int sync;
223     int retval;
224
225     IWineD3DSwapChain_SetDestWindowOverride(iface, hDestWindowOverride);
226
227     context = context_acquire(This->device, This->back_buffers[0]);
228     if (!context->valid)
229     {
230         context_release(context);
231         WARN("Invalid context, skipping present.\n");
232         return WINED3D_OK;
233     }
234
235     gl_info = context->gl_info;
236
237     /* Render the cursor onto the back buffer, using our nifty directdraw blitting code :-) */
238     if (This->device->bCursorVisible && This->device->cursorTexture)
239     {
240         IWineD3DSurfaceImpl cursor;
241         RECT destRect =
242         {
243             This->device->xScreenSpace - This->device->xHotSpot,
244             This->device->yScreenSpace - This->device->yHotSpot,
245             This->device->xScreenSpace + This->device->cursorWidth - This->device->xHotSpot,
246             This->device->yScreenSpace + This->device->cursorHeight - This->device->yHotSpot,
247         };
248         TRACE("Rendering the cursor. Creating fake surface at %p\n", &cursor);
249         /* Build a fake surface to call the Blitting code. It is not possible to use the interface passed by
250          * the application because we are only supposed to copy the information out. Using a fake surface
251          * allows to use the Blitting engine and avoid copying the whole texture -> render target blitting code.
252          */
253         memset(&cursor, 0, sizeof(cursor));
254         cursor.lpVtbl = &IWineD3DSurface_Vtbl;
255         cursor.resource.ref = 1;
256         cursor.resource.device = This->device;
257         cursor.resource.pool = WINED3DPOOL_SCRATCH;
258         cursor.resource.format_desc = getFormatDescEntry(WINED3DFMT_B8G8R8A8_UNORM, gl_info);
259         cursor.resource.resourceType = WINED3DRTYPE_SURFACE;
260         cursor.texture_name = This->device->cursorTexture;
261         cursor.texture_target = GL_TEXTURE_2D;
262         cursor.texture_level = 0;
263         cursor.currentDesc.Width = This->device->cursorWidth;
264         cursor.currentDesc.Height = This->device->cursorHeight;
265         /* The cursor must have pow2 sizes */
266         cursor.pow2Width = cursor.currentDesc.Width;
267         cursor.pow2Height = cursor.currentDesc.Height;
268         /* The surface is in the texture */
269         cursor.Flags |= SFLAG_INTEXTURE;
270         /* DDBLT_KEYSRC will cause BltOverride to enable the alpha test with GL_NOTEQUAL, 0.0,
271          * which is exactly what we want :-)
272          */
273         if (This->presentParms.Windowed) {
274             MapWindowPoints(NULL, This->win_handle, (LPPOINT)&destRect, 2);
275         }
276         IWineD3DSurface_Blt((IWineD3DSurface *)This->back_buffers[0], &destRect, (IWineD3DSurface *)&cursor,
277                 NULL, WINEDDBLT_KEYSRC, NULL, WINED3DTEXF_POINT);
278     }
279
280     if (This->device->logo_surface)
281     {
282         /* Blit the logo into the upper left corner of the drawable. */
283         IWineD3DSurface_BltFast((IWineD3DSurface *)This->back_buffers[0], 0, 0,
284                 This->device->logo_surface, NULL, WINEDDBLTFAST_SRCCOLORKEY);
285     }
286
287     TRACE("Presenting HDC %p.\n", context->hdc);
288
289     render_to_fbo = This->render_to_fbo;
290
291     if (pSourceRect)
292     {
293         src_rect = *pSourceRect;
294         if (!render_to_fbo && (src_rect.left || src_rect.top
295                 || src_rect.right != This->presentParms.BackBufferWidth
296                 || src_rect.bottom != This->presentParms.BackBufferHeight))
297         {
298             render_to_fbo = TRUE;
299         }
300     }
301     else
302     {
303         src_rect.left = 0;
304         src_rect.top = 0;
305         src_rect.right = This->presentParms.BackBufferWidth;
306         src_rect.bottom = This->presentParms.BackBufferHeight;
307     }
308
309     if (pDestRect) dst_rect = *pDestRect;
310     else GetClientRect(This->win_handle, &dst_rect);
311
312     if (!render_to_fbo && (dst_rect.left || dst_rect.top
313             || dst_rect.right != This->presentParms.BackBufferWidth
314             || dst_rect.bottom != This->presentParms.BackBufferHeight))
315     {
316         render_to_fbo = TRUE;
317     }
318
319     /* Rendering to a window of different size, presenting partial rectangles,
320      * or rendering to a different window needs help from FBO_blit or a textured
321      * draw. Render the swapchain to a FBO in the future.
322      *
323      * Note that FBO_blit from the backbuffer to the frontbuffer cannot solve
324      * all these issues - this fails if the window is smaller than the backbuffer.
325      */
326     if (!This->render_to_fbo && render_to_fbo && wined3d_settings.offscreen_rendering_mode == ORM_FBO)
327     {
328         IWineD3DSurface_LoadLocation((IWineD3DSurface *)This->back_buffers[0], SFLAG_INTEXTURE, NULL);
329         IWineD3DSurface_ModifyLocation((IWineD3DSurface *)This->back_buffers[0], SFLAG_INDRAWABLE, FALSE);
330         This->render_to_fbo = TRUE;
331
332         /* Force the context manager to update the render target configuration next draw. */
333         context->current_rt = NULL;
334     }
335
336     if(This->render_to_fbo)
337     {
338         /* This codepath should only be hit with the COPY swapeffect. Otherwise a backbuffer-
339          * window size mismatch is impossible(fullscreen) and src and dst rectangles are
340          * not allowed(they need the COPY swapeffect)
341          *
342          * The DISCARD swap effect is ok as well since any backbuffer content is allowed after
343          * the swap
344          */
345         if(This->presentParms.SwapEffect == WINED3DSWAPEFFECT_FLIP )
346         {
347             FIXME("Render-to-fbo with WINED3DSWAPEFFECT_FLIP\n");
348         }
349
350         swapchain_blit(This, context, &src_rect, &dst_rect);
351     }
352
353     if (This->num_contexts > 1) wglFinish();
354     SwapBuffers(context->hdc); /* TODO: cycle through the swapchain buffers */
355
356     TRACE("SwapBuffers called, Starting new frame\n");
357     /* FPS support */
358     if (TRACE_ON(fps))
359     {
360         DWORD time = GetTickCount();
361         This->frames++;
362         /* every 1.5 seconds */
363         if (time - This->prev_time > 1500) {
364             TRACE_(fps)("%p @ approx %.2ffps\n", This, 1000.0*This->frames/(time - This->prev_time));
365             This->prev_time = time;
366             This->frames = 0;
367         }
368     }
369
370     /* This is disabled, but the code left in for debug purposes.
371      *
372      * Since we're allowed to modify the new back buffer on a D3DSWAPEFFECT_DISCARD flip,
373      * we can clear it with some ugly color to make bad drawing visible and ease debugging.
374      * The Debug runtime does the same on Windows. However, a few games do not redraw the
375      * screen properly, like Max Payne 2, which leaves a few pixels undefined.
376      *
377      * Tests show that the content of the back buffer after a discard flip is indeed not
378      * reliable, so no game can depend on the exact content. However, it resembles the
379      * old contents in some way, for example by showing fragments at other locations. In
380      * general, the color theme is still intact. So Max payne, which draws rather dark scenes
381      * gets a dark background image. If we clear it with a bright ugly color, the game's
382      * bug shows up much more than it does on Windows, and the players see single pixels
383      * with wrong colors.
384      * (The Max Payne bug has been confirmed on Windows with the debug runtime)
385      */
386     if (FALSE && This->presentParms.SwapEffect == WINED3DSWAPEFFECT_DISCARD) {
387         TRACE("Clearing the color buffer with cyan color\n");
388
389         IWineD3DDevice_Clear((IWineD3DDevice *)This->device, 0, NULL,
390                 WINED3DCLEAR_TARGET, 0xff00ffff, 1.0f, 0);
391     }
392
393     if (!This->render_to_fbo && ((This->front_buffer->Flags & SFLAG_INSYSMEM)
394             || (This->back_buffers[0]->Flags & SFLAG_INSYSMEM)))
395     {
396         /* Both memory copies of the surfaces are ok, flip them around too instead of dirtifying
397          * Doesn't work with render_to_fbo because we're not flipping
398          */
399         IWineD3DSurfaceImpl *front = This->front_buffer;
400         IWineD3DSurfaceImpl *back = This->back_buffers[0];
401
402         if(front->resource.size == back->resource.size) {
403             DWORD fbflags;
404             flip_surface(front, back);
405
406             /* Tell the front buffer surface that is has been modified. However,
407              * the other locations were preserved during that, so keep the flags.
408              * This serves to update the emulated overlay, if any
409              */
410             fbflags = front->Flags;
411             IWineD3DSurface_ModifyLocation((IWineD3DSurface *)front, SFLAG_INDRAWABLE, TRUE);
412             front->Flags = fbflags;
413         } else {
414             IWineD3DSurface_ModifyLocation((IWineD3DSurface *) front, SFLAG_INDRAWABLE, TRUE);
415             IWineD3DSurface_ModifyLocation((IWineD3DSurface *) back, SFLAG_INDRAWABLE, TRUE);
416         }
417     }
418     else
419     {
420         IWineD3DSurface_ModifyLocation((IWineD3DSurface *)This->front_buffer, SFLAG_INDRAWABLE, TRUE);
421         /* If the swapeffect is DISCARD, the back buffer is undefined. That means the SYSMEM
422          * and INTEXTURE copies can keep their old content if they have any defined content.
423          * If the swapeffect is COPY, the content remains the same. If it is FLIP however,
424          * the texture / sysmem copy needs to be reloaded from the drawable
425          */
426         if (This->presentParms.SwapEffect == WINED3DSWAPEFFECT_FLIP)
427         {
428             IWineD3DSurface_ModifyLocation((IWineD3DSurface *)This->back_buffers[0], SFLAG_INDRAWABLE, TRUE);
429         }
430     }
431
432     if (This->device->depth_stencil)
433     {
434         if (This->presentParms.Flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
435                 || This->device->depth_stencil->Flags & SFLAG_DISCARD)
436         {
437             surface_modify_ds_location(This->device->depth_stencil, SFLAG_DS_DISCARDED,
438                     This->device->depth_stencil->currentDesc.Width,
439                     This->device->depth_stencil->currentDesc.Height);
440             if (This->device->depth_stencil == This->device->onscreen_depth_stencil)
441             {
442                 IWineD3DSurface_Release((IWineD3DSurface *)This->device->onscreen_depth_stencil);
443                 This->device->onscreen_depth_stencil = NULL;
444             }
445         }
446     }
447
448     if (This->presentParms.PresentationInterval != WINED3DPRESENT_INTERVAL_IMMEDIATE
449             && gl_info->supported[SGI_VIDEO_SYNC])
450     {
451         retval = GL_EXTCALL(glXGetVideoSyncSGI(&sync));
452         if(retval != 0) {
453             ERR("glXGetVideoSyncSGI failed(retval = %d\n", retval);
454         }
455
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));
461                 } else {
462                     This->vSyncCounter = sync;
463                 }
464                 break;
465             case WINED3DPRESENT_INTERVAL_TWO:
466                 if(sync <= This->vSyncCounter + 1) {
467                     retval = GL_EXTCALL(glXWaitVideoSyncSGI(2, This->vSyncCounter & 0x1, &This->vSyncCounter));
468                 } else {
469                     This->vSyncCounter = sync;
470                 }
471                 break;
472             case WINED3DPRESENT_INTERVAL_THREE:
473                 if(sync <= This->vSyncCounter + 2) {
474                     retval = GL_EXTCALL(glXWaitVideoSyncSGI(3, This->vSyncCounter % 0x3, &This->vSyncCounter));
475                 } else {
476                     This->vSyncCounter = sync;
477                 }
478                 break;
479             case WINED3DPRESENT_INTERVAL_FOUR:
480                 if(sync <= This->vSyncCounter + 3) {
481                     retval = GL_EXTCALL(glXWaitVideoSyncSGI(4, This->vSyncCounter & 0x3, &This->vSyncCounter));
482                 } else {
483                     This->vSyncCounter = sync;
484                 }
485                 break;
486             default:
487                 FIXME("Unknown presentation interval %08x\n", This->presentParms.PresentationInterval);
488         }
489     }
490
491     context_release(context);
492
493     TRACE("returning\n");
494     return WINED3D_OK;
495 }
496
497 static HRESULT WINAPI IWineD3DSwapChainImpl_SetDestWindowOverride(IWineD3DSwapChain *iface, HWND window)
498 {
499     IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *)iface;
500
501     if (!window) window = swapchain->device_window;
502     if (window == swapchain->win_handle) return WINED3D_OK;
503
504     TRACE("Setting swapchain %p window from %p to %p\n", swapchain, swapchain->win_handle, window);
505     swapchain->win_handle = window;
506
507     return WINED3D_OK;
508 }
509
510 static const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl =
511 {
512     /* IUnknown */
513     IWineD3DBaseSwapChainImpl_QueryInterface,
514     IWineD3DBaseSwapChainImpl_AddRef,
515     IWineD3DBaseSwapChainImpl_Release,
516     /* IWineD3DSwapChain */
517     IWineD3DBaseSwapChainImpl_GetParent,
518     IWineD3DSwapChainImpl_Destroy,
519     IWineD3DBaseSwapChainImpl_GetDevice,
520     IWineD3DSwapChainImpl_Present,
521     IWineD3DSwapChainImpl_SetDestWindowOverride,
522     IWineD3DBaseSwapChainImpl_GetFrontBufferData,
523     IWineD3DBaseSwapChainImpl_GetBackBuffer,
524     IWineD3DBaseSwapChainImpl_GetRasterStatus,
525     IWineD3DBaseSwapChainImpl_GetDisplayMode,
526     IWineD3DBaseSwapChainImpl_GetPresentParameters,
527     IWineD3DBaseSwapChainImpl_SetGammaRamp,
528     IWineD3DBaseSwapChainImpl_GetGammaRamp
529 };
530
531 static LONG fullscreen_style(LONG style)
532 {
533     /* Make sure the window is managed, otherwise we won't get keyboard input. */
534     style |= WS_POPUP | WS_SYSMENU;
535     style &= ~(WS_CAPTION | WS_THICKFRAME);
536
537     return style;
538 }
539
540 static LONG fullscreen_exstyle(LONG exstyle)
541 {
542     /* Filter out window decorations. */
543     exstyle &= ~(WS_EX_WINDOWEDGE | WS_EX_CLIENTEDGE);
544
545     return exstyle;
546 }
547
548 void swapchain_setup_fullscreen_window(IWineD3DSwapChainImpl *swapchain, UINT w, UINT h)
549 {
550     IWineD3DDeviceImpl *device = swapchain->device;
551     HWND window = swapchain->device_window;
552     BOOL filter_messages;
553     LONG style, exstyle;
554
555     TRACE("Setting up window %p for fullscreen mode.\n", window);
556
557     if (device->style || device->exStyle)
558     {
559         ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
560                 window, device->style, device->exStyle);
561     }
562
563     device->style = GetWindowLongW(window, GWL_STYLE);
564     device->exStyle = GetWindowLongW(window, GWL_EXSTYLE);
565
566     style = fullscreen_style(device->style);
567     exstyle = fullscreen_exstyle(device->exStyle);
568
569     TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
570             device->style, device->exStyle, style, exstyle);
571
572     filter_messages = device->filter_messages;
573     device->filter_messages = TRUE;
574
575     SetWindowLongW(window, GWL_STYLE, style);
576     SetWindowLongW(window, GWL_EXSTYLE, exstyle);
577     SetWindowPos(window, HWND_TOP, 0, 0, w, h, SWP_FRAMECHANGED | SWP_SHOWWINDOW | SWP_NOACTIVATE);
578
579     device->filter_messages = filter_messages;
580 }
581
582 void swapchain_restore_fullscreen_window(IWineD3DSwapChainImpl *swapchain)
583 {
584     IWineD3DDeviceImpl *device = swapchain->device;
585     HWND window = swapchain->device_window;
586     BOOL filter_messages;
587     LONG style, exstyle;
588
589     if (!device->style && !device->exStyle) return;
590
591     TRACE("Restoring window style of window %p to %08x, %08x.\n",
592             window, device->style, device->exStyle);
593
594     style = GetWindowLongW(window, GWL_STYLE);
595     exstyle = GetWindowLongW(window, GWL_EXSTYLE);
596
597     filter_messages = device->filter_messages;
598     device->filter_messages = TRUE;
599
600     /* Only restore the style if the application didn't modify it during the
601      * fullscreen phase. Some applications change it before calling Reset()
602      * when switching between windowed and fullscreen modes (HL2), some
603      * depend on the original style (Eve Online). */
604     if (style == fullscreen_style(device->style) && exstyle == fullscreen_exstyle(device->exStyle))
605     {
606         SetWindowLongW(window, GWL_STYLE, device->style);
607         SetWindowLongW(window, GWL_EXSTYLE, device->exStyle);
608     }
609     SetWindowPos(window, 0, 0, 0, 0, 0, SWP_FRAMECHANGED | SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER);
610
611     device->filter_messages = filter_messages;
612
613     /* Delete the old values. */
614     device->style = 0;
615     device->exStyle = 0;
616 }
617
618
619 HRESULT swapchain_init(IWineD3DSwapChainImpl *swapchain, WINED3DSURFTYPE surface_type,
620         IWineD3DDeviceImpl *device, WINED3DPRESENT_PARAMETERS *present_parameters, IUnknown *parent)
621 {
622     const struct wined3d_adapter *adapter = device->adapter;
623     const struct wined3d_format_desc *format_desc;
624     BOOL displaymode_set = FALSE;
625     WINED3DDISPLAYMODE mode;
626     RECT client_rect;
627     HWND window;
628     HRESULT hr;
629     UINT i;
630
631     if (present_parameters->BackBufferCount > WINED3DPRESENT_BACK_BUFFER_MAX)
632     {
633         FIXME("The application requested %u back buffers, this is not supported.\n",
634                 present_parameters->BackBufferCount);
635         return WINED3DERR_INVALIDCALL;
636     }
637
638     if (present_parameters->BackBufferCount > 1)
639     {
640         FIXME("The application requested more than one back buffer, this is not properly supported.\n"
641                 "Please configure the application to use double buffering (1 back buffer) if possible.\n");
642     }
643
644     switch (surface_type)
645     {
646         case SURFACE_GDI:
647             swapchain->lpVtbl = &IWineGDISwapChain_Vtbl;
648             break;
649
650         case SURFACE_OPENGL:
651             swapchain->lpVtbl = &IWineD3DSwapChain_Vtbl;
652             break;
653
654         case SURFACE_UNKNOWN:
655             FIXME("Caller tried to create a SURFACE_UNKNOWN swapchain.\n");
656             return WINED3DERR_INVALIDCALL;
657     }
658
659     window = present_parameters->hDeviceWindow ? present_parameters->hDeviceWindow : device->createParms.hFocusWindow;
660
661     swapchain->device = device;
662     swapchain->parent = parent;
663     swapchain->ref = 1;
664     swapchain->win_handle = window;
665     swapchain->device_window = window;
666
667     if (!present_parameters->Windowed && window)
668     {
669         swapchain_setup_fullscreen_window(swapchain, present_parameters->BackBufferWidth,
670                 present_parameters->BackBufferHeight);
671     }
672
673     IWineD3D_GetAdapterDisplayMode(device->wined3d, adapter->ordinal, &mode);
674     swapchain->orig_width = mode.Width;
675     swapchain->orig_height = mode.Height;
676     swapchain->orig_fmt = mode.Format;
677     format_desc = getFormatDescEntry(mode.Format, &adapter->gl_info);
678
679     GetClientRect(window, &client_rect);
680     if (present_parameters->Windowed
681             && (!present_parameters->BackBufferWidth || !present_parameters->BackBufferHeight
682             || present_parameters->BackBufferFormat == WINED3DFMT_UNKNOWN))
683     {
684
685         if (!present_parameters->BackBufferWidth)
686         {
687             present_parameters->BackBufferWidth = client_rect.right;
688             TRACE("Updating width to %u.\n", present_parameters->BackBufferWidth);
689         }
690
691         if (!present_parameters->BackBufferHeight)
692         {
693             present_parameters->BackBufferHeight = client_rect.bottom;
694             TRACE("Updating height to %u.\n", present_parameters->BackBufferHeight);
695         }
696
697         if (present_parameters->BackBufferFormat == WINED3DFMT_UNKNOWN)
698         {
699             present_parameters->BackBufferFormat = swapchain->orig_fmt;
700             TRACE("Updating format to %s.\n", debug_d3dformat(swapchain->orig_fmt));
701         }
702     }
703     swapchain->presentParms = *present_parameters;
704
705     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO
706             && present_parameters->BackBufferCount
707             && (present_parameters->BackBufferWidth != client_rect.right
708             || present_parameters->BackBufferHeight != client_rect.bottom))
709     {
710         TRACE("Rendering to FBO. Backbuffer %ux%u, window %ux%u.\n",
711                 present_parameters->BackBufferWidth,
712                 present_parameters->BackBufferHeight,
713                 client_rect.right, client_rect.bottom);
714         swapchain->render_to_fbo = TRUE;
715     }
716
717     TRACE("Creating front buffer.\n");
718     hr = IWineD3DDeviceParent_CreateRenderTarget(device->device_parent, parent,
719             swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
720             swapchain->presentParms.BackBufferFormat, swapchain->presentParms.MultiSampleType,
721             swapchain->presentParms.MultiSampleQuality, TRUE /* Lockable */,
722             (IWineD3DSurface **)&swapchain->front_buffer);
723     if (FAILED(hr))
724     {
725         WARN("Failed to create front buffer, hr %#x.\n", hr);
726         goto err;
727     }
728
729     IWineD3DSurface_SetContainer((IWineD3DSurface *)swapchain->front_buffer, (IWineD3DBase *)swapchain);
730     swapchain->front_buffer->Flags |= SFLAG_SWAPCHAIN;
731     if (surface_type == SURFACE_OPENGL)
732     {
733         IWineD3DSurface_ModifyLocation((IWineD3DSurface *)swapchain->front_buffer, SFLAG_INDRAWABLE, TRUE);
734     }
735
736     /* MSDN says we're only allowed a single fullscreen swapchain per device,
737      * so we should really check to see if there is a fullscreen swapchain
738      * already. Does a single head count as full screen? */
739
740     if (!present_parameters->Windowed)
741     {
742         WINED3DDISPLAYMODE mode;
743
744         /* Change the display settings */
745         mode.Width = present_parameters->BackBufferWidth;
746         mode.Height = present_parameters->BackBufferHeight;
747         mode.Format = present_parameters->BackBufferFormat;
748         mode.RefreshRate = present_parameters->FullScreen_RefreshRateInHz;
749
750         hr = IWineD3DDevice_SetDisplayMode((IWineD3DDevice *)device, 0, &mode);
751         if (FAILED(hr))
752         {
753             WARN("Failed to set display mode, hr %#x.\n", hr);
754             goto err;
755         }
756         displaymode_set = TRUE;
757     }
758
759     swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(swapchain->context));
760     if (!swapchain->context)
761     {
762         ERR("Failed to create the context array.\n");
763         hr = E_OUTOFMEMORY;
764         goto err;
765     }
766     swapchain->num_contexts = 1;
767
768     if (surface_type == SURFACE_OPENGL)
769     {
770         WINED3DFORMAT formats[] =
771         {
772             WINED3DFMT_D24_UNORM_S8_UINT,
773             WINED3DFMT_D32_UNORM,
774             WINED3DFMT_R24_UNORM_X8_TYPELESS,
775             WINED3DFMT_D16_UNORM,
776             WINED3DFMT_S1_UINT_D15_UNORM
777         };
778
779         const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
780
781         /* In WGL both color, depth and stencil are features of a pixel format. In case of D3D they are separate.
782          * You are able to add a depth + stencil surface at a later stage when you need it.
783          * In order to support this properly in WineD3D we need the ability to recreate the opengl context and
784          * drawable when this is required. This is very tricky as we need to reapply ALL opengl states for the new
785          * context, need torecreate shaders, textures and other resources.
786          *
787          * The context manager already takes care of the state problem and for the other tasks code from Reset
788          * can be used. These changes are way to risky during the 1.0 code freeze which is taking place right now.
789          * Likely a lot of other new bugs will be exposed. For that reason request a depth stencil surface all the
790          * time. It can cause a slight performance hit but fixes a lot of regressions. A fixme reminds of that this
791          * issue needs to be fixed. */
792         for (i = 0; i < (sizeof(formats) / sizeof(*formats)); i++)
793         {
794             swapchain->ds_format = getFormatDescEntry(formats[i], gl_info);
795             swapchain->context[0] = context_create(swapchain, swapchain->front_buffer, swapchain->ds_format);
796             if (swapchain->context[0]) break;
797             TRACE("Depth stencil format %s is not supported, trying next format\n",
798                   debug_d3dformat(formats[i]));
799         }
800
801         if (!swapchain->context[0])
802         {
803             WARN("Failed to create context.\n");
804             hr = WINED3DERR_NOTAVAILABLE;
805             goto err;
806         }
807
808         if (!present_parameters->EnableAutoDepthStencil
809                 || swapchain->presentParms.AutoDepthStencilFormat != swapchain->ds_format->format)
810         {
811             FIXME("Add OpenGL context recreation support to context_validate_onscreen_formats\n");
812         }
813         context_release(swapchain->context[0]);
814     }
815     else
816     {
817         swapchain->context[0] = NULL;
818     }
819
820     if (swapchain->presentParms.BackBufferCount > 0)
821     {
822         swapchain->back_buffers = HeapAlloc(GetProcessHeap(), 0,
823                 sizeof(*swapchain->back_buffers) * swapchain->presentParms.BackBufferCount);
824         if (!swapchain->back_buffers)
825         {
826             ERR("Failed to allocate backbuffer array memory.\n");
827             hr = E_OUTOFMEMORY;
828             goto err;
829         }
830
831         for (i = 0; i < swapchain->presentParms.BackBufferCount; ++i)
832         {
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 */,
838                     (IWineD3DSurface **)&swapchain->back_buffers[i]);
839             if (FAILED(hr))
840             {
841                 WARN("Failed to create back buffer %u, hr %#x.\n", i, hr);
842                 goto err;
843             }
844
845             IWineD3DSurface_SetContainer((IWineD3DSurface *)swapchain->back_buffers[i], (IWineD3DBase *)swapchain);
846             swapchain->back_buffers[i]->Flags |= SFLAG_SWAPCHAIN;
847         }
848     }
849
850     /* Swapchains share the depth/stencil buffer, so only create a single depthstencil surface. */
851     if (present_parameters->EnableAutoDepthStencil && surface_type == SURFACE_OPENGL)
852     {
853         TRACE("Creating depth/stencil buffer.\n");
854         if (!device->auto_depth_stencil)
855         {
856             hr = IWineD3DDeviceParent_CreateDepthStencilSurface(device->device_parent, parent,
857                     swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
858                     swapchain->presentParms.AutoDepthStencilFormat, swapchain->presentParms.MultiSampleType,
859                     swapchain->presentParms.MultiSampleQuality, FALSE /* FIXME: Discard */,
860                     (IWineD3DSurface **)&device->auto_depth_stencil);
861             if (FAILED(hr))
862             {
863                 WARN("Failed to create the auto depth stencil, hr %#x.\n", hr);
864                 goto err;
865             }
866
867             IWineD3DSurface_SetContainer((IWineD3DSurface *)device->auto_depth_stencil, NULL);
868         }
869     }
870
871     IWineD3DSwapChain_GetGammaRamp((IWineD3DSwapChain *)swapchain, &swapchain->orig_gamma);
872
873     return WINED3D_OK;
874
875 err:
876     if (displaymode_set)
877     {
878         DEVMODEW devmode;
879
880         ClipCursor(NULL);
881
882         /* Change the display settings */
883         memset(&devmode, 0, sizeof(devmode));
884         devmode.dmSize = sizeof(devmode);
885         devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
886         devmode.dmBitsPerPel = format_desc->byte_count * 8;
887         devmode.dmPelsWidth = swapchain->orig_width;
888         devmode.dmPelsHeight = swapchain->orig_height;
889         ChangeDisplaySettingsExW(adapter->DeviceName, &devmode, NULL, CDS_FULLSCREEN, NULL);
890     }
891
892     if (swapchain->back_buffers)
893     {
894         for (i = 0; i < swapchain->presentParms.BackBufferCount; ++i)
895         {
896             if (swapchain->back_buffers[i]) IWineD3DSurface_Release((IWineD3DSurface *)swapchain->back_buffers[i]);
897         }
898         HeapFree(GetProcessHeap(), 0, swapchain->back_buffers);
899     }
900
901     if (swapchain->context)
902     {
903         if (swapchain->context[0])
904         {
905             context_release(swapchain->context[0]);
906             context_destroy(device, swapchain->context[0]);
907             swapchain->num_contexts = 0;
908         }
909         HeapFree(GetProcessHeap(), 0, swapchain->context);
910     }
911
912     if (swapchain->front_buffer) IWineD3DSurface_Release((IWineD3DSurface *)swapchain->front_buffer);
913
914     return hr;
915 }
916
917 struct wined3d_context *swapchain_create_context_for_thread(IWineD3DSwapChain *iface)
918 {
919     IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *) iface;
920     struct wined3d_context **newArray;
921     struct wined3d_context *ctx;
922
923     TRACE("Creating a new context for swapchain %p, thread %d\n", This, GetCurrentThreadId());
924
925     if (!(ctx = context_create(This, This->front_buffer, This->ds_format)))
926     {
927         ERR("Failed to create a new context for the swapchain\n");
928         return NULL;
929     }
930     context_release(ctx);
931
932     newArray = HeapAlloc(GetProcessHeap(), 0, sizeof(*newArray) * (This->num_contexts + 1));
933     if(!newArray) {
934         ERR("Out of memory when trying to allocate a new context array\n");
935         context_destroy(This->device, ctx);
936         return NULL;
937     }
938     memcpy(newArray, This->context, sizeof(*newArray) * This->num_contexts);
939     HeapFree(GetProcessHeap(), 0, This->context);
940     newArray[This->num_contexts] = ctx;
941     This->context = newArray;
942     This->num_contexts++;
943
944     TRACE("Returning context %p\n", ctx);
945     return ctx;
946 }
947
948 void get_drawable_size_swapchain(struct wined3d_context *context, UINT *width, UINT *height)
949 {
950     /* The drawable size of an onscreen drawable is the surface size.
951      * (Actually: The window size, but the surface is created in window size) */
952     *width = context->current_rt->currentDesc.Width;
953     *height = context->current_rt->currentDesc.Height;
954 }