2 *IDirect3DSwapChain9 implementation
4 *Copyright 2002-2003 Jason Edmeades
5 *Copyright 2002-2003 Raphael Junqueira
6 *Copyright 2005 Oliver Stieber
7 *Copyright 2007-2008 Stefan Dösinger for CodeWeavers
9 *This library is free software; you can redistribute it and/or
10 *modify it under the terms of the GNU Lesser General Public
11 *License as published by the Free Software Foundation; either
12 *version 2.1 of the License, or (at your option) any later version.
14 *This library is distributed in the hope that it will be useful,
15 *but WITHOUT ANY WARRANTY; without even the implied warranty of
16 *MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 *Lesser General Public License for more details.
19 *You should have received a copy of the GNU Lesser General Public
20 *License along with this library; if not, write to the Free Software
21 *Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 #include "wined3d_private.h"
28 /*TODO: some of the additional parameters may be required to
29 set the gamma ramp (for some weird reason microsoft have left swap gammaramp in device
30 but it operates on a swapchain, it may be a good idea to move it to IWineD3DSwapChain for IWineD3D)*/
33 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
34 WINE_DECLARE_DEBUG_CHANNEL(fps);
36 #define GLINFO_LOCATION This->device->adapter->gl_info
38 /*IWineD3DSwapChain parts follow: */
39 static void WINAPI IWineD3DSwapChainImpl_Destroy(IWineD3DSwapChain *iface)
41 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
42 WINED3DDISPLAYMODE mode;
45 TRACE("Destroying swapchain %p\n", iface);
47 IWineD3DSwapChain_SetGammaRamp(iface, 0, &This->orig_gamma);
49 /* Release the swapchain's draw buffers. Make sure This->back_buffers[0] is
50 * the last buffer to be destroyed, FindContext() depends on that. */
51 if (This->front_buffer)
53 IWineD3DSurface_SetContainer((IWineD3DSurface *)This->front_buffer, NULL);
54 if (IWineD3DSurface_Release((IWineD3DSurface *)This->front_buffer))
56 WARN("(%p) Something's still holding the front buffer (%p).\n",
57 This, This->front_buffer);
59 This->front_buffer = NULL;
62 if (This->back_buffers)
64 UINT i = This->presentParms.BackBufferCount;
68 IWineD3DSurface_SetContainer((IWineD3DSurface *)This->back_buffers[i], NULL);
69 if (IWineD3DSurface_Release((IWineD3DSurface *)This->back_buffers[i]))
70 WARN("(%p) Something's still holding back buffer %u (%p).\n",
71 This, i, This->back_buffers[i]);
73 HeapFree(GetProcessHeap(), 0, This->back_buffers);
74 This->back_buffers = NULL;
77 for (i = 0; i < This->num_contexts; ++i)
79 context_destroy(This->device, This->context[i]);
81 /* Restore the screen resolution if we rendered in fullscreen
82 * This will restore the screen resolution to what it was before creating the swapchain. In case of d3d8 and d3d9
83 * this will be the original desktop resolution. In case of d3d7 this will be a NOP because ddraw sets the resolution
84 * before starting up Direct3D, thus orig_width and orig_height will be equal to the modes in the presentation params
86 if(This->presentParms.Windowed == FALSE && This->presentParms.AutoRestoreDisplayMode) {
87 mode.Width = This->orig_width;
88 mode.Height = This->orig_height;
90 mode.Format = This->orig_fmt;
91 IWineD3DDevice_SetDisplayMode((IWineD3DDevice *)This->device, 0, &mode);
94 HeapFree(GetProcessHeap(), 0, This->context);
95 HeapFree(GetProcessHeap(), 0, This);
98 /* A GL context is provided by the caller */
99 static void swapchain_blit(IWineD3DSwapChainImpl *This, struct wined3d_context *context,
100 const RECT *src_rect, const RECT *dst_rect)
102 IWineD3DDeviceImpl *device = This->device;
103 IWineD3DSurfaceImpl *backbuffer = This->back_buffers[0];
104 UINT src_w = src_rect->right - src_rect->left;
105 UINT src_h = src_rect->bottom - src_rect->top;
107 const struct wined3d_gl_info *gl_info = context->gl_info;
111 TRACE("swapchain %p, context %p, src_rect %s, dst_rect %s.\n",
112 This, context, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect));
114 if (src_w == dst_rect->right - dst_rect->left && src_h == dst_rect->bottom - dst_rect->top)
115 gl_filter = GL_NEAREST;
117 gl_filter = GL_LINEAR;
119 GetClientRect(This->win_handle, &win_rect);
120 win_h = win_rect.bottom - win_rect.top;
122 if (gl_info->fbo_ops.glBlitFramebuffer && is_identity_fixup(backbuffer->resource.format_desc->color_fixup))
125 context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, backbuffer, NULL);
126 glReadBuffer(GL_COLOR_ATTACHMENT0);
128 context_bind_fbo(context, GL_DRAW_FRAMEBUFFER, NULL);
129 context_set_draw_buffer(context, GL_BACK);
131 glDisable(GL_SCISSOR_TEST);
132 IWineD3DDeviceImpl_MarkStateDirty(This->device, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
134 /* Note that the texture is upside down */
135 gl_info->fbo_ops.glBlitFramebuffer(src_rect->left, src_rect->top, src_rect->right, src_rect->bottom,
136 dst_rect->left, win_h - dst_rect->top, dst_rect->right, win_h - dst_rect->bottom,
137 GL_COLOR_BUFFER_BIT, gl_filter);
138 checkGLcall("Swapchain present blit(EXT_framebuffer_blit)\n");
143 struct wined3d_context *context2;
144 float tex_left = src_rect->left;
145 float tex_top = src_rect->top;
146 float tex_right = src_rect->right;
147 float tex_bottom = src_rect->bottom;
149 context2 = context_acquire(This->device, This->back_buffers[0]);
150 context_apply_blit_state(context2, device);
152 if(backbuffer->Flags & SFLAG_NORMCOORD)
160 if (is_complex_fixup(backbuffer->resource.format_desc->color_fixup))
161 gl_filter = GL_NEAREST;
164 context_bind_fbo(context2, GL_DRAW_FRAMEBUFFER, NULL);
166 /* Set up the texture. The surface is not in a IWineD3D*Texture container,
167 * so there are no d3d texture settings to dirtify
169 device->blitter->set_shader((IWineD3DDevice *) device, backbuffer);
170 glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MIN_FILTER, gl_filter);
171 glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MAG_FILTER, gl_filter);
173 context_set_draw_buffer(context, GL_BACK);
175 /* Set the viewport to the destination rectandle, disable any projection
176 * transformation set up by context_apply_blit_state(), and draw a
177 * (-1,-1)-(1,1) quad.
179 * Back up viewport and matrix to avoid breaking last_was_blit
181 * Note that context_apply_blit_state() set up viewport and ortho to
182 * match the surface size - we want the GL drawable(=window) size. */
183 glPushAttrib(GL_VIEWPORT_BIT);
184 glViewport(dst_rect->left, win_h - dst_rect->bottom, dst_rect->right, win_h - dst_rect->top);
185 glMatrixMode(GL_PROJECTION);
191 glTexCoord2f(tex_left, tex_bottom);
195 glTexCoord2f(tex_left, tex_top);
199 glTexCoord2f(tex_right, tex_top);
203 glTexCoord2f(tex_right, tex_bottom);
210 device->blitter->unset_shader((IWineD3DDevice *) device);
211 checkGLcall("Swapchain present blit(manual)\n");
214 context_release(context2);
218 static HRESULT WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface, CONST RECT *pSourceRect, CONST RECT *pDestRect, HWND hDestWindowOverride, CONST RGNDATA *pDirtyRegion, DWORD dwFlags) {
219 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
220 struct wined3d_context *context;
221 RECT src_rect, dst_rect;
226 IWineD3DSwapChain_SetDestWindowOverride(iface, hDestWindowOverride);
228 context = context_acquire(This->device, This->back_buffers[0]);
231 context_release(context);
232 WARN("Invalid context, skipping present.\n");
236 /* Render the cursor onto the back buffer, using our nifty directdraw blitting code :-) */
237 if (This->device->bCursorVisible && This->device->cursorTexture)
239 IWineD3DSurfaceImpl cursor;
242 This->device->xScreenSpace - This->device->xHotSpot,
243 This->device->yScreenSpace - This->device->yHotSpot,
244 This->device->xScreenSpace + This->device->cursorWidth - This->device->xHotSpot,
245 This->device->yScreenSpace + This->device->cursorHeight - This->device->yHotSpot,
247 TRACE("Rendering the cursor. Creating fake surface at %p\n", &cursor);
248 /* Build a fake surface to call the Blitting code. It is not possible to use the interface passed by
249 * the application because we are only supposed to copy the information out. Using a fake surface
250 * allows to use the Blitting engine and avoid copying the whole texture -> render target blitting code.
252 memset(&cursor, 0, sizeof(cursor));
253 cursor.lpVtbl = &IWineD3DSurface_Vtbl;
254 cursor.resource.ref = 1;
255 cursor.resource.device = This->device;
256 cursor.resource.pool = WINED3DPOOL_SCRATCH;
257 cursor.resource.format_desc = getFormatDescEntry(WINED3DFMT_B8G8R8A8_UNORM, context->gl_info);
258 cursor.resource.resourceType = WINED3DRTYPE_SURFACE;
259 cursor.texture_name = This->device->cursorTexture;
260 cursor.texture_target = GL_TEXTURE_2D;
261 cursor.texture_level = 0;
262 cursor.currentDesc.Width = This->device->cursorWidth;
263 cursor.currentDesc.Height = This->device->cursorHeight;
264 /* The cursor must have pow2 sizes */
265 cursor.pow2Width = cursor.currentDesc.Width;
266 cursor.pow2Height = cursor.currentDesc.Height;
267 /* The surface is in the texture */
268 cursor.Flags |= SFLAG_INTEXTURE;
269 /* DDBLT_KEYSRC will cause BltOverride to enable the alpha test with GL_NOTEQUAL, 0.0,
270 * which is exactly what we want :-)
272 if (This->presentParms.Windowed) {
273 MapWindowPoints(NULL, This->win_handle, (LPPOINT)&destRect, 2);
275 IWineD3DSurface_Blt((IWineD3DSurface *)This->back_buffers[0], &destRect, (IWineD3DSurface *)&cursor,
276 NULL, WINEDDBLT_KEYSRC, NULL, WINED3DTEXF_POINT);
279 if (This->device->logo_surface)
281 /* Blit the logo into the upper left corner of the drawable. */
282 IWineD3DSurface_BltFast((IWineD3DSurface *)This->back_buffers[0], 0, 0,
283 This->device->logo_surface, NULL, WINEDDBLTFAST_SRCCOLORKEY);
286 TRACE("Presenting HDC %p.\n", context->hdc);
288 render_to_fbo = This->render_to_fbo;
292 src_rect = *pSourceRect;
293 if (!render_to_fbo && (src_rect.left || src_rect.top
294 || src_rect.right != This->presentParms.BackBufferWidth
295 || src_rect.bottom != This->presentParms.BackBufferHeight))
297 render_to_fbo = TRUE;
304 src_rect.right = This->presentParms.BackBufferWidth;
305 src_rect.bottom = This->presentParms.BackBufferHeight;
308 if (pDestRect) dst_rect = *pDestRect;
309 else GetClientRect(This->win_handle, &dst_rect);
311 if (!render_to_fbo && (dst_rect.left || dst_rect.top
312 || dst_rect.right != This->presentParms.BackBufferWidth
313 || dst_rect.bottom != This->presentParms.BackBufferHeight))
315 render_to_fbo = TRUE;
318 /* Rendering to a window of different size, presenting partial rectangles,
319 * or rendering to a different window needs help from FBO_blit or a textured
320 * draw. Render the swapchain to a FBO in the future.
322 * Note that FBO_blit from the backbuffer to the frontbuffer cannot solve
323 * all these issues - this fails if the window is smaller than the backbuffer.
325 if (!This->render_to_fbo && render_to_fbo && wined3d_settings.offscreen_rendering_mode == ORM_FBO)
327 IWineD3DSurface_LoadLocation((IWineD3DSurface *)This->back_buffers[0], SFLAG_INTEXTURE, NULL);
328 IWineD3DSurface_ModifyLocation((IWineD3DSurface *)This->back_buffers[0], SFLAG_INDRAWABLE, FALSE);
329 This->render_to_fbo = TRUE;
331 /* Force the context manager to update the render target configuration next draw. */
332 context->current_rt = NULL;
335 if(This->render_to_fbo)
337 /* This codepath should only be hit with the COPY swapeffect. Otherwise a backbuffer-
338 * window size mismatch is impossible(fullscreen) and src and dst rectangles are
339 * not allowed(they need the COPY swapeffect)
341 * The DISCARD swap effect is ok as well since any backbuffer content is allowed after
344 if(This->presentParms.SwapEffect == WINED3DSWAPEFFECT_FLIP )
346 FIXME("Render-to-fbo with WINED3DSWAPEFFECT_FLIP\n");
349 swapchain_blit(This, context, &src_rect, &dst_rect);
352 if (This->num_contexts > 1) wglFinish();
353 SwapBuffers(context->hdc); /* TODO: cycle through the swapchain buffers */
355 TRACE("SwapBuffers called, Starting new frame\n");
359 DWORD time = GetTickCount();
361 /* every 1.5 seconds */
362 if (time - This->prev_time > 1500) {
363 TRACE_(fps)("%p @ approx %.2ffps\n", This, 1000.0*This->frames/(time - This->prev_time));
364 This->prev_time = time;
369 #if defined(FRAME_DEBUGGING)
371 if (GetFileAttributesA("C:\\D3DTRACE") != INVALID_FILE_ATTRIBUTES) {
374 FIXME("Enabling D3D Trace\n");
375 __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 1);
376 #if defined(SHOW_FRAME_MAKEUP)
377 FIXME("Singe Frame snapshots Starting\n");
378 isDumpingFrames = TRUE;
380 glClear(GL_COLOR_BUFFER_BIT);
384 #if defined(SINGLE_FRAME_DEBUGGING)
386 #if defined(SHOW_FRAME_MAKEUP)
387 FIXME("Singe Frame snapshots Finishing\n");
388 isDumpingFrames = FALSE;
390 FIXME("Singe Frame trace complete\n");
391 DeleteFileA("C:\\D3DTRACE");
392 __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 0);
398 #if defined(SHOW_FRAME_MAKEUP)
399 FIXME("Single Frame snapshots Finishing\n");
400 isDumpingFrames = FALSE;
402 FIXME("Disabling D3D Trace\n");
403 __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 0);
409 /* This is disabled, but the code left in for debug purposes.
411 * Since we're allowed to modify the new back buffer on a D3DSWAPEFFECT_DISCARD flip,
412 * we can clear it with some ugly color to make bad drawing visible and ease debugging.
413 * The Debug runtime does the same on Windows. However, a few games do not redraw the
414 * screen properly, like Max Payne 2, which leaves a few pixels undefined.
416 * Tests show that the content of the back buffer after a discard flip is indeed not
417 * reliable, so no game can depend on the exact content. However, it resembles the
418 * old contents in some way, for example by showing fragments at other locations. In
419 * general, the color theme is still intact. So Max payne, which draws rather dark scenes
420 * gets a dark background image. If we clear it with a bright ugly color, the game's
421 * bug shows up much more than it does on Windows, and the players see single pixels
423 * (The Max Payne bug has been confirmed on Windows with the debug runtime)
425 if (FALSE && This->presentParms.SwapEffect == WINED3DSWAPEFFECT_DISCARD) {
426 TRACE("Clearing the color buffer with cyan color\n");
428 IWineD3DDevice_Clear((IWineD3DDevice *)This->device, 0, NULL,
429 WINED3DCLEAR_TARGET, 0xff00ffff, 1.0f, 0);
432 if (!This->render_to_fbo && ((This->front_buffer->Flags & SFLAG_INSYSMEM)
433 || (This->back_buffers[0]->Flags & SFLAG_INSYSMEM)))
435 /* Both memory copies of the surfaces are ok, flip them around too instead of dirtifying
436 * Doesn't work with render_to_fbo because we're not flipping
438 IWineD3DSurfaceImpl *front = This->front_buffer;
439 IWineD3DSurfaceImpl *back = This->back_buffers[0];
441 if(front->resource.size == back->resource.size) {
443 flip_surface(front, back);
445 /* Tell the front buffer surface that is has been modified. However,
446 * the other locations were preserved during that, so keep the flags.
447 * This serves to update the emulated overlay, if any
449 fbflags = front->Flags;
450 IWineD3DSurface_ModifyLocation((IWineD3DSurface *)front, SFLAG_INDRAWABLE, TRUE);
451 front->Flags = fbflags;
453 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) front, SFLAG_INDRAWABLE, TRUE);
454 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) back, SFLAG_INDRAWABLE, TRUE);
459 IWineD3DSurface_ModifyLocation((IWineD3DSurface *)This->front_buffer, SFLAG_INDRAWABLE, TRUE);
460 /* If the swapeffect is DISCARD, the back buffer is undefined. That means the SYSMEM
461 * and INTEXTURE copies can keep their old content if they have any defined content.
462 * If the swapeffect is COPY, the content remains the same. If it is FLIP however,
463 * the texture / sysmem copy needs to be reloaded from the drawable
465 if (This->presentParms.SwapEffect == WINED3DSWAPEFFECT_FLIP)
467 IWineD3DSurface_ModifyLocation((IWineD3DSurface *)This->back_buffers[0], SFLAG_INDRAWABLE, TRUE);
471 if (This->device->depth_stencil)
473 if (This->presentParms.Flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
474 || This->device->depth_stencil->Flags & SFLAG_DISCARD)
476 surface_modify_ds_location(This->device->depth_stencil, SFLAG_DS_DISCARDED,
477 This->device->depth_stencil->currentDesc.Width,
478 This->device->depth_stencil->currentDesc.Height);
479 if (This->device->depth_stencil == This->device->onscreen_depth_stencil)
481 IWineD3DSurface_Release((IWineD3DSurface *)This->device->onscreen_depth_stencil);
482 This->device->onscreen_depth_stencil = NULL;
487 if (This->presentParms.PresentationInterval != WINED3DPRESENT_INTERVAL_IMMEDIATE
488 && context->gl_info->supported[SGI_VIDEO_SYNC])
490 retval = GL_EXTCALL(glXGetVideoSyncSGI(&sync));
492 ERR("glXGetVideoSyncSGI failed(retval = %d\n", retval);
495 switch(This->presentParms.PresentationInterval) {
496 case WINED3DPRESENT_INTERVAL_DEFAULT:
497 case WINED3DPRESENT_INTERVAL_ONE:
498 if(sync <= This->vSyncCounter) {
499 retval = GL_EXTCALL(glXWaitVideoSyncSGI(1, 0, &This->vSyncCounter));
501 This->vSyncCounter = sync;
504 case WINED3DPRESENT_INTERVAL_TWO:
505 if(sync <= This->vSyncCounter + 1) {
506 retval = GL_EXTCALL(glXWaitVideoSyncSGI(2, This->vSyncCounter & 0x1, &This->vSyncCounter));
508 This->vSyncCounter = sync;
511 case WINED3DPRESENT_INTERVAL_THREE:
512 if(sync <= This->vSyncCounter + 2) {
513 retval = GL_EXTCALL(glXWaitVideoSyncSGI(3, This->vSyncCounter % 0x3, &This->vSyncCounter));
515 This->vSyncCounter = sync;
518 case WINED3DPRESENT_INTERVAL_FOUR:
519 if(sync <= This->vSyncCounter + 3) {
520 retval = GL_EXTCALL(glXWaitVideoSyncSGI(4, This->vSyncCounter & 0x3, &This->vSyncCounter));
522 This->vSyncCounter = sync;
526 FIXME("Unknown presentation interval %08x\n", This->presentParms.PresentationInterval);
530 context_release(context);
532 TRACE("returning\n");
536 static HRESULT WINAPI IWineD3DSwapChainImpl_SetDestWindowOverride(IWineD3DSwapChain *iface, HWND window)
538 IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *)iface;
540 if (!window) window = swapchain->device_window;
541 if (window == swapchain->win_handle) return WINED3D_OK;
543 TRACE("Setting swapchain %p window from %p to %p\n", swapchain, swapchain->win_handle, window);
544 swapchain->win_handle = window;
549 static const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl =
552 IWineD3DBaseSwapChainImpl_QueryInterface,
553 IWineD3DBaseSwapChainImpl_AddRef,
554 IWineD3DBaseSwapChainImpl_Release,
555 /* IWineD3DSwapChain */
556 IWineD3DBaseSwapChainImpl_GetParent,
557 IWineD3DSwapChainImpl_Destroy,
558 IWineD3DBaseSwapChainImpl_GetDevice,
559 IWineD3DSwapChainImpl_Present,
560 IWineD3DSwapChainImpl_SetDestWindowOverride,
561 IWineD3DBaseSwapChainImpl_GetFrontBufferData,
562 IWineD3DBaseSwapChainImpl_GetBackBuffer,
563 IWineD3DBaseSwapChainImpl_GetRasterStatus,
564 IWineD3DBaseSwapChainImpl_GetDisplayMode,
565 IWineD3DBaseSwapChainImpl_GetPresentParameters,
566 IWineD3DBaseSwapChainImpl_SetGammaRamp,
567 IWineD3DBaseSwapChainImpl_GetGammaRamp
570 static LONG fullscreen_style(LONG style)
572 /* Make sure the window is managed, otherwise we won't get keyboard input. */
573 style |= WS_POPUP | WS_SYSMENU;
574 style &= ~(WS_CAPTION | WS_THICKFRAME);
579 static LONG fullscreen_exstyle(LONG exstyle)
581 /* Filter out window decorations. */
582 exstyle &= ~(WS_EX_WINDOWEDGE | WS_EX_CLIENTEDGE);
587 void swapchain_setup_fullscreen_window(IWineD3DSwapChainImpl *swapchain, UINT w, UINT h)
589 IWineD3DDeviceImpl *device = swapchain->device;
590 HWND window = swapchain->device_window;
591 BOOL filter_messages;
594 TRACE("Setting up window %p for fullscreen mode.\n", window);
596 if (device->style || device->exStyle)
598 ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
599 window, device->style, device->exStyle);
602 device->style = GetWindowLongW(window, GWL_STYLE);
603 device->exStyle = GetWindowLongW(window, GWL_EXSTYLE);
605 style = fullscreen_style(device->style);
606 exstyle = fullscreen_exstyle(device->exStyle);
608 TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
609 device->style, device->exStyle, style, exstyle);
611 filter_messages = device->filter_messages;
612 device->filter_messages = TRUE;
614 SetWindowLongW(window, GWL_STYLE, style);
615 SetWindowLongW(window, GWL_EXSTYLE, exstyle);
616 SetWindowPos(window, HWND_TOP, 0, 0, w, h, SWP_FRAMECHANGED | SWP_SHOWWINDOW | SWP_NOACTIVATE);
618 device->filter_messages = filter_messages;
621 void swapchain_restore_fullscreen_window(IWineD3DSwapChainImpl *swapchain)
623 IWineD3DDeviceImpl *device = swapchain->device;
624 HWND window = swapchain->device_window;
625 BOOL filter_messages;
628 if (!device->style && !device->exStyle) return;
630 TRACE("Restoring window style of window %p to %08x, %08x.\n",
631 window, device->style, device->exStyle);
633 style = GetWindowLongW(window, GWL_STYLE);
634 exstyle = GetWindowLongW(window, GWL_EXSTYLE);
636 filter_messages = device->filter_messages;
637 device->filter_messages = TRUE;
639 /* Only restore the style if the application didn't modify it during the
640 * fullscreen phase. Some applications change it before calling Reset()
641 * when switching between windowed and fullscreen modes (HL2), some
642 * depend on the original style (Eve Online). */
643 if (style == fullscreen_style(device->style) && exstyle == fullscreen_exstyle(device->exStyle))
645 SetWindowLongW(window, GWL_STYLE, device->style);
646 SetWindowLongW(window, GWL_EXSTYLE, device->exStyle);
648 SetWindowPos(window, 0, 0, 0, 0, 0, SWP_FRAMECHANGED | SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER);
650 device->filter_messages = filter_messages;
652 /* Delete the old values. */
658 HRESULT swapchain_init(IWineD3DSwapChainImpl *swapchain, WINED3DSURFTYPE surface_type,
659 IWineD3DDeviceImpl *device, WINED3DPRESENT_PARAMETERS *present_parameters, IUnknown *parent)
661 const struct wined3d_adapter *adapter = device->adapter;
662 const struct wined3d_format_desc *format_desc;
663 BOOL displaymode_set = FALSE;
664 WINED3DDISPLAYMODE mode;
670 if (present_parameters->BackBufferCount > WINED3DPRESENT_BACK_BUFFER_MAX)
672 FIXME("The application requested %u back buffers, this is not supported.\n",
673 present_parameters->BackBufferCount);
674 return WINED3DERR_INVALIDCALL;
677 if (present_parameters->BackBufferCount > 1)
679 FIXME("The application requested more than one back buffer, this is not properly supported.\n"
680 "Please configure the application to use double buffering (1 back buffer) if possible.\n");
683 switch (surface_type)
686 swapchain->lpVtbl = &IWineGDISwapChain_Vtbl;
690 swapchain->lpVtbl = &IWineD3DSwapChain_Vtbl;
693 case SURFACE_UNKNOWN:
694 FIXME("Caller tried to create a SURFACE_UNKNOWN swapchain.\n");
695 return WINED3DERR_INVALIDCALL;
698 window = present_parameters->hDeviceWindow ? present_parameters->hDeviceWindow : device->createParms.hFocusWindow;
700 swapchain->device = device;
701 swapchain->parent = parent;
703 swapchain->win_handle = window;
704 swapchain->device_window = window;
706 if (!present_parameters->Windowed && window)
708 swapchain_setup_fullscreen_window(swapchain, present_parameters->BackBufferWidth,
709 present_parameters->BackBufferHeight);
712 IWineD3D_GetAdapterDisplayMode(device->wined3d, adapter->ordinal, &mode);
713 swapchain->orig_width = mode.Width;
714 swapchain->orig_height = mode.Height;
715 swapchain->orig_fmt = mode.Format;
716 format_desc = getFormatDescEntry(mode.Format, &adapter->gl_info);
718 GetClientRect(window, &client_rect);
719 if (present_parameters->Windowed
720 && (!present_parameters->BackBufferWidth || !present_parameters->BackBufferHeight
721 || present_parameters->BackBufferFormat == WINED3DFMT_UNKNOWN))
724 if (!present_parameters->BackBufferWidth)
726 present_parameters->BackBufferWidth = client_rect.right;
727 TRACE("Updating width to %u.\n", present_parameters->BackBufferWidth);
730 if (!present_parameters->BackBufferHeight)
732 present_parameters->BackBufferHeight = client_rect.bottom;
733 TRACE("Updating height to %u.\n", present_parameters->BackBufferHeight);
736 if (present_parameters->BackBufferFormat == WINED3DFMT_UNKNOWN)
738 present_parameters->BackBufferFormat = swapchain->orig_fmt;
739 TRACE("Updating format to %s.\n", debug_d3dformat(swapchain->orig_fmt));
742 swapchain->presentParms = *present_parameters;
744 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO
745 && present_parameters->BackBufferCount
746 && (present_parameters->BackBufferWidth != client_rect.right
747 || present_parameters->BackBufferHeight != client_rect.bottom))
749 TRACE("Rendering to FBO. Backbuffer %ux%u, window %ux%u.\n",
750 present_parameters->BackBufferWidth,
751 present_parameters->BackBufferHeight,
752 client_rect.right, client_rect.bottom);
753 swapchain->render_to_fbo = TRUE;
756 TRACE("Creating front buffer.\n");
757 hr = IWineD3DDeviceParent_CreateRenderTarget(device->device_parent, parent,
758 swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
759 swapchain->presentParms.BackBufferFormat, swapchain->presentParms.MultiSampleType,
760 swapchain->presentParms.MultiSampleQuality, TRUE /* Lockable */,
761 (IWineD3DSurface **)&swapchain->front_buffer);
764 WARN("Failed to create front buffer, hr %#x.\n", hr);
768 IWineD3DSurface_SetContainer((IWineD3DSurface *)swapchain->front_buffer, (IWineD3DBase *)swapchain);
769 swapchain->front_buffer->Flags |= SFLAG_SWAPCHAIN;
770 if (surface_type == SURFACE_OPENGL)
772 IWineD3DSurface_ModifyLocation((IWineD3DSurface *)swapchain->front_buffer, SFLAG_INDRAWABLE, TRUE);
775 /* MSDN says we're only allowed a single fullscreen swapchain per device,
776 * so we should really check to see if there is a fullscreen swapchain
777 * already. Does a single head count as full screen? */
779 if (!present_parameters->Windowed)
781 WINED3DDISPLAYMODE mode;
783 /* Change the display settings */
784 mode.Width = present_parameters->BackBufferWidth;
785 mode.Height = present_parameters->BackBufferHeight;
786 mode.Format = present_parameters->BackBufferFormat;
787 mode.RefreshRate = present_parameters->FullScreen_RefreshRateInHz;
789 hr = IWineD3DDevice_SetDisplayMode((IWineD3DDevice *)device, 0, &mode);
792 WARN("Failed to set display mode, hr %#x.\n", hr);
795 displaymode_set = TRUE;
798 swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(swapchain->context));
799 if (!swapchain->context)
801 ERR("Failed to create the context array.\n");
805 swapchain->num_contexts = 1;
807 if (surface_type == SURFACE_OPENGL)
809 WINED3DFORMAT formats[] =
811 WINED3DFMT_D24_UNORM_S8_UINT,
812 WINED3DFMT_D32_UNORM,
813 WINED3DFMT_R24_UNORM_X8_TYPELESS,
814 WINED3DFMT_D16_UNORM,
815 WINED3DFMT_S1_UINT_D15_UNORM
818 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
820 /* In WGL both color, depth and stencil are features of a pixel format. In case of D3D they are separate.
821 * You are able to add a depth + stencil surface at a later stage when you need it.
822 * In order to support this properly in WineD3D we need the ability to recreate the opengl context and
823 * drawable when this is required. This is very tricky as we need to reapply ALL opengl states for the new
824 * context, need torecreate shaders, textures and other resources.
826 * The context manager already takes care of the state problem and for the other tasks code from Reset
827 * can be used. These changes are way to risky during the 1.0 code freeze which is taking place right now.
828 * Likely a lot of other new bugs will be exposed. For that reason request a depth stencil surface all the
829 * time. It can cause a slight performance hit but fixes a lot of regressions. A fixme reminds of that this
830 * issue needs to be fixed. */
831 for (i = 0; i < (sizeof(formats) / sizeof(*formats)); i++)
833 swapchain->ds_format = getFormatDescEntry(formats[i], gl_info);
834 swapchain->context[0] = context_create(swapchain, swapchain->front_buffer, swapchain->ds_format);
835 if (swapchain->context[0]) break;
836 TRACE("Depth stencil format %s is not supported, trying next format\n",
837 debug_d3dformat(formats[i]));
840 if (!swapchain->context[0])
842 WARN("Failed to create context.\n");
843 hr = WINED3DERR_NOTAVAILABLE;
847 if (!present_parameters->EnableAutoDepthStencil
848 || swapchain->presentParms.AutoDepthStencilFormat != swapchain->ds_format->format)
850 FIXME("Add OpenGL context recreation support to context_validate_onscreen_formats\n");
852 context_release(swapchain->context[0]);
856 swapchain->context[0] = NULL;
859 if (swapchain->presentParms.BackBufferCount > 0)
861 swapchain->back_buffers = HeapAlloc(GetProcessHeap(), 0,
862 sizeof(*swapchain->back_buffers) * swapchain->presentParms.BackBufferCount);
863 if (!swapchain->back_buffers)
865 ERR("Failed to allocate backbuffer array memory.\n");
870 for (i = 0; i < swapchain->presentParms.BackBufferCount; ++i)
872 TRACE("Creating back buffer %u.\n", i);
873 hr = IWineD3DDeviceParent_CreateRenderTarget(device->device_parent, parent,
874 swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
875 swapchain->presentParms.BackBufferFormat, swapchain->presentParms.MultiSampleType,
876 swapchain->presentParms.MultiSampleQuality, TRUE /* Lockable */,
877 (IWineD3DSurface **)&swapchain->back_buffers[i]);
880 WARN("Failed to create back buffer %u, hr %#x.\n", i, hr);
884 IWineD3DSurface_SetContainer((IWineD3DSurface *)swapchain->back_buffers[i], (IWineD3DBase *)swapchain);
885 swapchain->back_buffers[i]->Flags |= SFLAG_SWAPCHAIN;
889 /* Swapchains share the depth/stencil buffer, so only create a single depthstencil surface. */
890 if (present_parameters->EnableAutoDepthStencil && surface_type == SURFACE_OPENGL)
892 TRACE("Creating depth/stencil buffer.\n");
893 if (!device->auto_depth_stencil)
895 hr = IWineD3DDeviceParent_CreateDepthStencilSurface(device->device_parent, parent,
896 swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
897 swapchain->presentParms.AutoDepthStencilFormat, swapchain->presentParms.MultiSampleType,
898 swapchain->presentParms.MultiSampleQuality, FALSE /* FIXME: Discard */,
899 (IWineD3DSurface **)&device->auto_depth_stencil);
902 WARN("Failed to create the auto depth stencil, hr %#x.\n", hr);
906 IWineD3DSurface_SetContainer((IWineD3DSurface *)device->auto_depth_stencil, NULL);
910 IWineD3DSwapChain_GetGammaRamp((IWineD3DSwapChain *)swapchain, &swapchain->orig_gamma);
921 /* Change the display settings */
922 memset(&devmode, 0, sizeof(devmode));
923 devmode.dmSize = sizeof(devmode);
924 devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
925 devmode.dmBitsPerPel = format_desc->byte_count * 8;
926 devmode.dmPelsWidth = swapchain->orig_width;
927 devmode.dmPelsHeight = swapchain->orig_height;
928 ChangeDisplaySettingsExW(adapter->DeviceName, &devmode, NULL, CDS_FULLSCREEN, NULL);
931 if (swapchain->back_buffers)
933 for (i = 0; i < swapchain->presentParms.BackBufferCount; ++i)
935 if (swapchain->back_buffers[i]) IWineD3DSurface_Release((IWineD3DSurface *)swapchain->back_buffers[i]);
937 HeapFree(GetProcessHeap(), 0, swapchain->back_buffers);
940 if (swapchain->context)
942 if (swapchain->context[0])
944 context_release(swapchain->context[0]);
945 context_destroy(device, swapchain->context[0]);
946 swapchain->num_contexts = 0;
948 HeapFree(GetProcessHeap(), 0, swapchain->context);
951 if (swapchain->front_buffer) IWineD3DSurface_Release((IWineD3DSurface *)swapchain->front_buffer);
956 struct wined3d_context *swapchain_create_context_for_thread(IWineD3DSwapChain *iface)
958 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *) iface;
959 struct wined3d_context **newArray;
960 struct wined3d_context *ctx;
962 TRACE("Creating a new context for swapchain %p, thread %d\n", This, GetCurrentThreadId());
964 if (!(ctx = context_create(This, This->front_buffer, This->ds_format)))
966 ERR("Failed to create a new context for the swapchain\n");
969 context_release(ctx);
971 newArray = HeapAlloc(GetProcessHeap(), 0, sizeof(*newArray) * This->num_contexts + 1);
973 ERR("Out of memory when trying to allocate a new context array\n");
974 context_destroy(This->device, ctx);
977 memcpy(newArray, This->context, sizeof(*newArray) * This->num_contexts);
978 HeapFree(GetProcessHeap(), 0, This->context);
979 newArray[This->num_contexts] = ctx;
980 This->context = newArray;
981 This->num_contexts++;
983 TRACE("Returning context %p\n", ctx);
987 void get_drawable_size_swapchain(struct wined3d_context *context, UINT *width, UINT *height)
989 /* The drawable size of an onscreen drawable is the surface size.
990 * (Actually: The window size, but the surface is created in window size) */
991 *width = context->current_rt->currentDesc.Width;
992 *height = context->current_rt->currentDesc.Height;