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;
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));
112 if (src_w == dst_rect->right - dst_rect->left && src_h == dst_rect->bottom - dst_rect->top)
113 gl_filter = GL_NEAREST;
115 gl_filter = GL_LINEAR;
117 if (gl_info->fbo_ops.glBlitFramebuffer && is_identity_fixup(backbuffer->resource.format_desc->color_fixup))
120 context_bind_fbo(context, GL_READ_FRAMEBUFFER, &context->src_fbo);
121 context_attach_surface_fbo(context, GL_READ_FRAMEBUFFER, 0, backbuffer);
122 context_attach_depth_stencil_fbo(context, GL_READ_FRAMEBUFFER, NULL, FALSE);
124 context_bind_fbo(context, GL_DRAW_FRAMEBUFFER, NULL);
125 context_set_draw_buffer(context, GL_BACK);
127 glDisable(GL_SCISSOR_TEST);
128 IWineD3DDeviceImpl_MarkStateDirty(This->device, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
130 /* Note that the texture is upside down */
131 gl_info->fbo_ops.glBlitFramebuffer(src_rect->left, src_rect->top, src_rect->right, src_rect->bottom,
132 dst_rect->left, dst_rect->bottom, dst_rect->right, dst_rect->top,
133 GL_COLOR_BUFFER_BIT, gl_filter);
134 checkGLcall("Swapchain present blit(EXT_framebuffer_blit)\n");
139 struct wined3d_context *context2;
140 float tex_left = src_rect->left;
141 float tex_top = src_rect->top;
142 float tex_right = src_rect->right;
143 float tex_bottom = src_rect->bottom;
145 context2 = context_acquire(This->device, This->back_buffers[0], CTXUSAGE_BLIT);
147 if(backbuffer->Flags & SFLAG_NORMCOORD)
155 if (is_complex_fixup(backbuffer->resource.format_desc->color_fixup))
156 gl_filter = GL_NEAREST;
159 context_bind_fbo(context2, GL_DRAW_FRAMEBUFFER, NULL);
161 /* Set up the texture. The surface is not in a IWineD3D*Texture container,
162 * so there are no d3d texture settings to dirtify
164 device->blitter->set_shader((IWineD3DDevice *) device, backbuffer);
165 glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MIN_FILTER, gl_filter);
166 glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MAG_FILTER, gl_filter);
168 context_set_draw_buffer(context, GL_BACK);
170 /* Set the viewport to the destination rectandle, disable any projection
171 * transformation set up by CTXUSAGE_BLIT, and draw a (-1,-1)-(1,1) quad.
173 * Back up viewport and matrix to avoid breaking last_was_blit
175 * Note that CTXUSAGE_BLIT set up viewport and ortho to match the surface
176 * size - we want the GL drawable(=window) size.
178 glPushAttrib(GL_VIEWPORT_BIT);
179 glViewport(dst_rect->left, dst_rect->top, dst_rect->right, dst_rect->bottom);
180 glMatrixMode(GL_PROJECTION);
186 glTexCoord2f(tex_left, tex_bottom);
190 glTexCoord2f(tex_left, tex_top);
194 glTexCoord2f(tex_right, tex_top);
198 glTexCoord2f(tex_right, tex_bottom);
205 device->blitter->unset_shader((IWineD3DDevice *) device);
206 checkGLcall("Swapchain present blit(manual)\n");
209 context_release(context2);
213 static HRESULT WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface, CONST RECT *pSourceRect, CONST RECT *pDestRect, HWND hDestWindowOverride, CONST RGNDATA *pDirtyRegion, DWORD dwFlags) {
214 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
215 struct wined3d_context *context;
216 RECT src_rect, dst_rect;
221 IWineD3DSwapChain_SetDestWindowOverride(iface, hDestWindowOverride);
223 context = context_acquire(This->device, This->back_buffers[0], CTXUSAGE_RESOURCELOAD);
226 context_release(context);
227 WARN("Invalid context, skipping present.\n");
231 /* Render the cursor onto the back buffer, using our nifty directdraw blitting code :-) */
232 if (This->device->bCursorVisible && This->device->cursorTexture)
234 IWineD3DSurfaceImpl cursor;
237 This->device->xScreenSpace - This->device->xHotSpot,
238 This->device->yScreenSpace - This->device->yHotSpot,
239 This->device->xScreenSpace + This->device->cursorWidth - This->device->xHotSpot,
240 This->device->yScreenSpace + This->device->cursorHeight - This->device->yHotSpot,
242 TRACE("Rendering the cursor. Creating fake surface at %p\n", &cursor);
243 /* Build a fake surface to call the Blitting code. It is not possible to use the interface passed by
244 * the application because we are only supposed to copy the information out. Using a fake surface
245 * allows to use the Blitting engine and avoid copying the whole texture -> render target blitting code.
247 memset(&cursor, 0, sizeof(cursor));
248 cursor.lpVtbl = &IWineD3DSurface_Vtbl;
249 cursor.resource.ref = 1;
250 cursor.resource.device = This->device;
251 cursor.resource.pool = WINED3DPOOL_SCRATCH;
252 cursor.resource.format_desc = getFormatDescEntry(WINED3DFMT_B8G8R8A8_UNORM, context->gl_info);
253 cursor.resource.resourceType = WINED3DRTYPE_SURFACE;
254 cursor.texture_name = This->device->cursorTexture;
255 cursor.texture_target = GL_TEXTURE_2D;
256 cursor.texture_level = 0;
257 cursor.currentDesc.Width = This->device->cursorWidth;
258 cursor.currentDesc.Height = This->device->cursorHeight;
259 /* The cursor must have pow2 sizes */
260 cursor.pow2Width = cursor.currentDesc.Width;
261 cursor.pow2Height = cursor.currentDesc.Height;
262 /* The surface is in the texture */
263 cursor.Flags |= SFLAG_INTEXTURE;
264 /* DDBLT_KEYSRC will cause BltOverride to enable the alpha test with GL_NOTEQUAL, 0.0,
265 * which is exactly what we want :-)
267 if (This->presentParms.Windowed) {
268 MapWindowPoints(NULL, This->win_handle, (LPPOINT)&destRect, 2);
270 IWineD3DSurface_Blt((IWineD3DSurface *)This->back_buffers[0], &destRect, (IWineD3DSurface *)&cursor,
271 NULL, WINEDDBLT_KEYSRC, NULL, WINED3DTEXF_POINT);
274 if (This->device->logo_surface)
276 /* Blit the logo into the upper left corner of the drawable. */
277 IWineD3DSurface_BltFast((IWineD3DSurface *)This->back_buffers[0], 0, 0,
278 This->device->logo_surface, NULL, WINEDDBLTFAST_SRCCOLORKEY);
281 TRACE("Presenting HDC %p.\n", context->hdc);
283 render_to_fbo = This->render_to_fbo;
287 src_rect = *pSourceRect;
288 if (!render_to_fbo && (src_rect.left || src_rect.top
289 || src_rect.right != This->presentParms.BackBufferWidth
290 || src_rect.bottom != This->presentParms.BackBufferHeight))
292 render_to_fbo = TRUE;
299 src_rect.right = This->presentParms.BackBufferWidth;
300 src_rect.bottom = This->presentParms.BackBufferHeight;
303 if (pDestRect) dst_rect = *pDestRect;
304 else GetClientRect(This->win_handle, &dst_rect);
306 if (!render_to_fbo && (dst_rect.left || dst_rect.top
307 || dst_rect.right != This->presentParms.BackBufferWidth
308 || dst_rect.bottom != This->presentParms.BackBufferHeight))
310 render_to_fbo = TRUE;
313 /* Rendering to a window of different size, presenting partial rectangles,
314 * or rendering to a different window needs help from FBO_blit or a textured
315 * draw. Render the swapchain to a FBO in the future.
317 * Note that FBO_blit from the backbuffer to the frontbuffer cannot solve
318 * all these issues - this fails if the window is smaller than the backbuffer.
320 if (!This->render_to_fbo && render_to_fbo && wined3d_settings.offscreen_rendering_mode == ORM_FBO)
322 IWineD3DSurface_LoadLocation((IWineD3DSurface *)This->back_buffers[0], SFLAG_INTEXTURE, NULL);
323 IWineD3DSurface_ModifyLocation((IWineD3DSurface *)This->back_buffers[0], SFLAG_INDRAWABLE, FALSE);
324 This->render_to_fbo = TRUE;
326 /* Force the context manager to update the render target configuration next draw. */
327 context->current_rt = NULL;
330 if(This->render_to_fbo)
332 /* This codepath should only be hit with the COPY swapeffect. Otherwise a backbuffer-
333 * window size mismatch is impossible(fullscreen) and src and dst rectangles are
334 * not allowed(they need the COPY swapeffect)
336 * The DISCARD swap effect is ok as well since any backbuffer content is allowed after
339 if(This->presentParms.SwapEffect == WINED3DSWAPEFFECT_FLIP )
341 FIXME("Render-to-fbo with WINED3DSWAPEFFECT_FLIP\n");
344 swapchain_blit(This, context, &src_rect, &dst_rect);
347 if (This->num_contexts > 1) wglFinish();
348 SwapBuffers(context->hdc); /* TODO: cycle through the swapchain buffers */
350 TRACE("SwapBuffers called, Starting new frame\n");
354 DWORD time = GetTickCount();
356 /* every 1.5 seconds */
357 if (time - This->prev_time > 1500) {
358 TRACE_(fps)("%p @ approx %.2ffps\n", This, 1000.0*This->frames/(time - This->prev_time));
359 This->prev_time = time;
364 #if defined(FRAME_DEBUGGING)
366 if (GetFileAttributesA("C:\\D3DTRACE") != INVALID_FILE_ATTRIBUTES) {
369 FIXME("Enabling D3D Trace\n");
370 __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 1);
371 #if defined(SHOW_FRAME_MAKEUP)
372 FIXME("Singe Frame snapshots Starting\n");
373 isDumpingFrames = TRUE;
375 glClear(GL_COLOR_BUFFER_BIT);
379 #if defined(SINGLE_FRAME_DEBUGGING)
381 #if defined(SHOW_FRAME_MAKEUP)
382 FIXME("Singe Frame snapshots Finishing\n");
383 isDumpingFrames = FALSE;
385 FIXME("Singe Frame trace complete\n");
386 DeleteFileA("C:\\D3DTRACE");
387 __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 0);
393 #if defined(SHOW_FRAME_MAKEUP)
394 FIXME("Single Frame snapshots Finishing\n");
395 isDumpingFrames = FALSE;
397 FIXME("Disabling D3D Trace\n");
398 __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 0);
404 /* This is disabled, but the code left in for debug purposes.
406 * Since we're allowed to modify the new back buffer on a D3DSWAPEFFECT_DISCARD flip,
407 * we can clear it with some ugly color to make bad drawing visible and ease debugging.
408 * The Debug runtime does the same on Windows. However, a few games do not redraw the
409 * screen properly, like Max Payne 2, which leaves a few pixels undefined.
411 * Tests show that the content of the back buffer after a discard flip is indeed not
412 * reliable, so no game can depend on the exact content. However, it resembles the
413 * old contents in some way, for example by showing fragments at other locations. In
414 * general, the color theme is still intact. So Max payne, which draws rather dark scenes
415 * gets a dark background image. If we clear it with a bright ugly color, the game's
416 * bug shows up much more than it does on Windows, and the players see single pixels
418 * (The Max Payne bug has been confirmed on Windows with the debug runtime)
420 if (FALSE && This->presentParms.SwapEffect == WINED3DSWAPEFFECT_DISCARD) {
421 TRACE("Clearing the color buffer with cyan color\n");
423 IWineD3DDevice_Clear((IWineD3DDevice *)This->device, 0, NULL,
424 WINED3DCLEAR_TARGET, 0xff00ffff, 1.0f, 0);
427 if (!This->render_to_fbo && ((This->front_buffer->Flags & SFLAG_INSYSMEM)
428 || (This->back_buffers[0]->Flags & SFLAG_INSYSMEM)))
430 /* Both memory copies of the surfaces are ok, flip them around too instead of dirtifying
431 * Doesn't work with render_to_fbo because we're not flipping
433 IWineD3DSurfaceImpl *front = This->front_buffer;
434 IWineD3DSurfaceImpl *back = This->back_buffers[0];
436 if(front->resource.size == back->resource.size) {
438 flip_surface(front, back);
440 /* Tell the front buffer surface that is has been modified. However,
441 * the other locations were preserved during that, so keep the flags.
442 * This serves to update the emulated overlay, if any
444 fbflags = front->Flags;
445 IWineD3DSurface_ModifyLocation((IWineD3DSurface *)front, SFLAG_INDRAWABLE, TRUE);
446 front->Flags = fbflags;
448 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) front, SFLAG_INDRAWABLE, TRUE);
449 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) back, SFLAG_INDRAWABLE, TRUE);
454 IWineD3DSurface_ModifyLocation((IWineD3DSurface *)This->front_buffer, SFLAG_INDRAWABLE, TRUE);
455 /* If the swapeffect is DISCARD, the back buffer is undefined. That means the SYSMEM
456 * and INTEXTURE copies can keep their old content if they have any defined content.
457 * If the swapeffect is COPY, the content remains the same. If it is FLIP however,
458 * the texture / sysmem copy needs to be reloaded from the drawable
460 if (This->presentParms.SwapEffect == WINED3DSWAPEFFECT_FLIP)
462 IWineD3DSurface_ModifyLocation((IWineD3DSurface *)This->back_buffers[0], SFLAG_INDRAWABLE, TRUE);
466 if (This->device->depth_stencil)
468 if (This->presentParms.Flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
469 || This->device->depth_stencil->Flags & SFLAG_DISCARD)
471 surface_modify_ds_location(This->device->depth_stencil, SFLAG_DS_DISCARDED,
472 This->device->depth_stencil->currentDesc.Width,
473 This->device->depth_stencil->currentDesc.Height);
474 if (This->device->depth_stencil == This->device->onscreen_depth_stencil)
476 IWineD3DSurface_Release((IWineD3DSurface *)This->device->onscreen_depth_stencil);
477 This->device->onscreen_depth_stencil = NULL;
482 if (This->presentParms.PresentationInterval != WINED3DPRESENT_INTERVAL_IMMEDIATE
483 && context->gl_info->supported[SGI_VIDEO_SYNC])
485 retval = GL_EXTCALL(glXGetVideoSyncSGI(&sync));
487 ERR("glXGetVideoSyncSGI failed(retval = %d\n", retval);
490 switch(This->presentParms.PresentationInterval) {
491 case WINED3DPRESENT_INTERVAL_DEFAULT:
492 case WINED3DPRESENT_INTERVAL_ONE:
493 if(sync <= This->vSyncCounter) {
494 retval = GL_EXTCALL(glXWaitVideoSyncSGI(1, 0, &This->vSyncCounter));
496 This->vSyncCounter = sync;
499 case WINED3DPRESENT_INTERVAL_TWO:
500 if(sync <= This->vSyncCounter + 1) {
501 retval = GL_EXTCALL(glXWaitVideoSyncSGI(2, This->vSyncCounter & 0x1, &This->vSyncCounter));
503 This->vSyncCounter = sync;
506 case WINED3DPRESENT_INTERVAL_THREE:
507 if(sync <= This->vSyncCounter + 2) {
508 retval = GL_EXTCALL(glXWaitVideoSyncSGI(3, This->vSyncCounter % 0x3, &This->vSyncCounter));
510 This->vSyncCounter = sync;
513 case WINED3DPRESENT_INTERVAL_FOUR:
514 if(sync <= This->vSyncCounter + 3) {
515 retval = GL_EXTCALL(glXWaitVideoSyncSGI(4, This->vSyncCounter & 0x3, &This->vSyncCounter));
517 This->vSyncCounter = sync;
521 FIXME("Unknown presentation interval %08x\n", This->presentParms.PresentationInterval);
525 context_release(context);
527 TRACE("returning\n");
531 static HRESULT WINAPI IWineD3DSwapChainImpl_SetDestWindowOverride(IWineD3DSwapChain *iface, HWND window)
533 IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *)iface;
535 if (!window) window = swapchain->device_window;
536 if (window == swapchain->win_handle) return WINED3D_OK;
538 TRACE("Setting swapchain %p window from %p to %p\n", swapchain, swapchain->win_handle, window);
539 swapchain->win_handle = window;
544 static const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl =
547 IWineD3DBaseSwapChainImpl_QueryInterface,
548 IWineD3DBaseSwapChainImpl_AddRef,
549 IWineD3DBaseSwapChainImpl_Release,
550 /* IWineD3DSwapChain */
551 IWineD3DBaseSwapChainImpl_GetParent,
552 IWineD3DSwapChainImpl_Destroy,
553 IWineD3DBaseSwapChainImpl_GetDevice,
554 IWineD3DSwapChainImpl_Present,
555 IWineD3DSwapChainImpl_SetDestWindowOverride,
556 IWineD3DBaseSwapChainImpl_GetFrontBufferData,
557 IWineD3DBaseSwapChainImpl_GetBackBuffer,
558 IWineD3DBaseSwapChainImpl_GetRasterStatus,
559 IWineD3DBaseSwapChainImpl_GetDisplayMode,
560 IWineD3DBaseSwapChainImpl_GetPresentParameters,
561 IWineD3DBaseSwapChainImpl_SetGammaRamp,
562 IWineD3DBaseSwapChainImpl_GetGammaRamp
565 static LONG fullscreen_style(LONG style)
567 /* Make sure the window is managed, otherwise we won't get keyboard input. */
568 style |= WS_POPUP | WS_SYSMENU;
569 style &= ~(WS_CAPTION | WS_THICKFRAME);
574 static LONG fullscreen_exstyle(LONG exstyle)
576 /* Filter out window decorations. */
577 exstyle &= ~(WS_EX_WINDOWEDGE | WS_EX_CLIENTEDGE);
582 void swapchain_setup_fullscreen_window(IWineD3DSwapChainImpl *swapchain, UINT w, UINT h)
584 IWineD3DDeviceImpl *device = swapchain->device;
585 HWND window = swapchain->device_window;
586 BOOL filter_messages;
589 TRACE("Setting up window %p for fullscreen mode.\n", window);
591 if (device->style || device->exStyle)
593 ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
594 window, device->style, device->exStyle);
597 device->style = GetWindowLongW(window, GWL_STYLE);
598 device->exStyle = GetWindowLongW(window, GWL_EXSTYLE);
600 style = fullscreen_style(device->style);
601 exstyle = fullscreen_exstyle(device->exStyle);
603 TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
604 device->style, device->exStyle, style, exstyle);
606 filter_messages = device->filter_messages;
607 device->filter_messages = TRUE;
609 SetWindowLongW(window, GWL_STYLE, style);
610 SetWindowLongW(window, GWL_EXSTYLE, exstyle);
611 SetWindowPos(window, HWND_TOP, 0, 0, w, h, SWP_FRAMECHANGED | SWP_SHOWWINDOW | SWP_NOACTIVATE);
613 device->filter_messages = filter_messages;
616 void swapchain_restore_fullscreen_window(IWineD3DSwapChainImpl *swapchain)
618 IWineD3DDeviceImpl *device = swapchain->device;
619 HWND window = swapchain->device_window;
620 BOOL filter_messages;
623 if (!device->style && !device->exStyle) return;
625 TRACE("Restoring window style of window %p to %08x, %08x.\n",
626 window, device->style, device->exStyle);
628 style = GetWindowLongW(window, GWL_STYLE);
629 exstyle = GetWindowLongW(window, GWL_EXSTYLE);
631 filter_messages = device->filter_messages;
632 device->filter_messages = TRUE;
634 /* Only restore the style if the application didn't modify it during the
635 * fullscreen phase. Some applications change it before calling Reset()
636 * when switching between windowed and fullscreen modes (HL2), some
637 * depend on the original style (Eve Online). */
638 if (style == fullscreen_style(device->style) && exstyle == fullscreen_exstyle(device->exStyle))
640 SetWindowLongW(window, GWL_STYLE, device->style);
641 SetWindowLongW(window, GWL_EXSTYLE, device->exStyle);
643 SetWindowPos(window, 0, 0, 0, 0, 0, SWP_FRAMECHANGED | SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER);
645 device->filter_messages = filter_messages;
647 /* Delete the old values. */
653 HRESULT swapchain_init(IWineD3DSwapChainImpl *swapchain, WINED3DSURFTYPE surface_type,
654 IWineD3DDeviceImpl *device, WINED3DPRESENT_PARAMETERS *present_parameters, IUnknown *parent)
656 const struct wined3d_adapter *adapter = device->adapter;
657 const struct wined3d_format_desc *format_desc;
658 BOOL displaymode_set = FALSE;
659 WINED3DDISPLAYMODE mode;
665 if (present_parameters->BackBufferCount > WINED3DPRESENT_BACK_BUFFER_MAX)
667 FIXME("The application requested %u back buffers, this is not supported.\n",
668 present_parameters->BackBufferCount);
669 return WINED3DERR_INVALIDCALL;
672 if (present_parameters->BackBufferCount > 1)
674 FIXME("The application requested more than one back buffer, this is not properly supported.\n"
675 "Please configure the application to use double buffering (1 back buffer) if possible.\n");
678 switch (surface_type)
681 swapchain->lpVtbl = &IWineGDISwapChain_Vtbl;
685 swapchain->lpVtbl = &IWineD3DSwapChain_Vtbl;
688 case SURFACE_UNKNOWN:
689 FIXME("Caller tried to create a SURFACE_UNKNOWN swapchain.\n");
690 return WINED3DERR_INVALIDCALL;
693 window = present_parameters->hDeviceWindow ? present_parameters->hDeviceWindow : device->createParms.hFocusWindow;
695 swapchain->device = device;
696 swapchain->parent = parent;
698 swapchain->win_handle = window;
699 swapchain->device_window = window;
701 if (!present_parameters->Windowed && window)
703 swapchain_setup_fullscreen_window(swapchain, present_parameters->BackBufferWidth,
704 present_parameters->BackBufferHeight);
707 IWineD3D_GetAdapterDisplayMode(device->wined3d, adapter->ordinal, &mode);
708 swapchain->orig_width = mode.Width;
709 swapchain->orig_height = mode.Height;
710 swapchain->orig_fmt = mode.Format;
711 format_desc = getFormatDescEntry(mode.Format, &adapter->gl_info);
713 GetClientRect(window, &client_rect);
714 if (present_parameters->Windowed
715 && (!present_parameters->BackBufferWidth || !present_parameters->BackBufferHeight
716 || present_parameters->BackBufferFormat == WINED3DFMT_UNKNOWN))
719 if (!present_parameters->BackBufferWidth)
721 present_parameters->BackBufferWidth = client_rect.right;
722 TRACE("Updating width to %u.\n", present_parameters->BackBufferWidth);
725 if (!present_parameters->BackBufferHeight)
727 present_parameters->BackBufferHeight = client_rect.bottom;
728 TRACE("Updating height to %u.\n", present_parameters->BackBufferHeight);
731 if (present_parameters->BackBufferFormat == WINED3DFMT_UNKNOWN)
733 present_parameters->BackBufferFormat = swapchain->orig_fmt;
734 TRACE("Updating format to %s.\n", debug_d3dformat(swapchain->orig_fmt));
737 swapchain->presentParms = *present_parameters;
739 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO
740 && present_parameters->BackBufferCount
741 && (present_parameters->BackBufferWidth != client_rect.right
742 || present_parameters->BackBufferHeight != client_rect.bottom))
744 TRACE("Rendering to FBO. Backbuffer %ux%u, window %ux%u.\n",
745 present_parameters->BackBufferWidth,
746 present_parameters->BackBufferHeight,
747 client_rect.right, client_rect.bottom);
748 swapchain->render_to_fbo = TRUE;
751 TRACE("Creating front buffer.\n");
752 hr = IWineD3DDeviceParent_CreateRenderTarget(device->device_parent, parent,
753 swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
754 swapchain->presentParms.BackBufferFormat, swapchain->presentParms.MultiSampleType,
755 swapchain->presentParms.MultiSampleQuality, TRUE /* Lockable */,
756 (IWineD3DSurface **)&swapchain->front_buffer);
759 WARN("Failed to create front buffer, hr %#x.\n", hr);
763 IWineD3DSurface_SetContainer((IWineD3DSurface *)swapchain->front_buffer, (IWineD3DBase *)swapchain);
764 swapchain->front_buffer->Flags |= SFLAG_SWAPCHAIN;
765 if (surface_type == SURFACE_OPENGL)
767 IWineD3DSurface_ModifyLocation((IWineD3DSurface *)swapchain->front_buffer, SFLAG_INDRAWABLE, TRUE);
770 /* MSDN says we're only allowed a single fullscreen swapchain per device,
771 * so we should really check to see if there is a fullscreen swapchain
772 * already. Does a single head count as full screen? */
774 if (!present_parameters->Windowed)
776 WINED3DDISPLAYMODE mode;
778 /* Change the display settings */
779 mode.Width = present_parameters->BackBufferWidth;
780 mode.Height = present_parameters->BackBufferHeight;
781 mode.Format = present_parameters->BackBufferFormat;
782 mode.RefreshRate = present_parameters->FullScreen_RefreshRateInHz;
784 hr = IWineD3DDevice_SetDisplayMode((IWineD3DDevice *)device, 0, &mode);
787 WARN("Failed to set display mode, hr %#x.\n", hr);
790 displaymode_set = TRUE;
793 swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(swapchain->context));
794 if (!swapchain->context)
796 ERR("Failed to create the context array.\n");
800 swapchain->num_contexts = 1;
802 if (surface_type == SURFACE_OPENGL)
804 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
806 /* In WGL both color, depth and stencil are features of a pixel format. In case of D3D they are separate.
807 * You are able to add a depth + stencil surface at a later stage when you need it.
808 * In order to support this properly in WineD3D we need the ability to recreate the opengl context and
809 * drawable when this is required. This is very tricky as we need to reapply ALL opengl states for the new
810 * context, need torecreate shaders, textures and other resources.
812 * The context manager already takes care of the state problem and for the other tasks code from Reset
813 * can be used. These changes are way to risky during the 1.0 code freeze which is taking place right now.
814 * Likely a lot of other new bugs will be exposed. For that reason request a depth stencil surface all the
815 * time. It can cause a slight performance hit but fixes a lot of regressions. A fixme reminds of that this
816 * issue needs to be fixed. */
817 if (!present_parameters->EnableAutoDepthStencil
818 || swapchain->presentParms.AutoDepthStencilFormat != WINED3DFMT_D24_UNORM_S8_UINT)
820 FIXME("Add OpenGL context recreation support to context_validate_onscreen_formats\n");
822 swapchain->ds_format = getFormatDescEntry(WINED3DFMT_D24_UNORM_S8_UINT, gl_info);
823 swapchain->context[0] = context_create(swapchain, swapchain->front_buffer, swapchain->ds_format);
824 if (!swapchain->context[0])
826 WARN("Failed to create context.\n");
827 hr = WINED3DERR_NOTAVAILABLE;
830 context_release(swapchain->context[0]);
834 swapchain->context[0] = NULL;
837 if (swapchain->presentParms.BackBufferCount > 0)
839 swapchain->back_buffers = HeapAlloc(GetProcessHeap(), 0,
840 sizeof(*swapchain->back_buffers) * swapchain->presentParms.BackBufferCount);
841 if (!swapchain->back_buffers)
843 ERR("Failed to allocate backbuffer array memory.\n");
848 for (i = 0; i < swapchain->presentParms.BackBufferCount; ++i)
850 TRACE("Creating back buffer %u.\n", i);
851 hr = IWineD3DDeviceParent_CreateRenderTarget(device->device_parent, parent,
852 swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
853 swapchain->presentParms.BackBufferFormat, swapchain->presentParms.MultiSampleType,
854 swapchain->presentParms.MultiSampleQuality, TRUE /* Lockable */,
855 (IWineD3DSurface **)&swapchain->back_buffers[i]);
858 WARN("Failed to create back buffer %u, hr %#x.\n", i, hr);
862 IWineD3DSurface_SetContainer((IWineD3DSurface *)swapchain->back_buffers[i], (IWineD3DBase *)swapchain);
863 swapchain->back_buffers[i]->Flags |= SFLAG_SWAPCHAIN;
867 /* Swapchains share the depth/stencil buffer, so only create a single depthstencil surface. */
868 if (present_parameters->EnableAutoDepthStencil && surface_type == SURFACE_OPENGL)
870 TRACE("Creating depth/stencil buffer.\n");
871 if (!device->auto_depth_stencil)
873 hr = IWineD3DDeviceParent_CreateDepthStencilSurface(device->device_parent, parent,
874 swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
875 swapchain->presentParms.AutoDepthStencilFormat, swapchain->presentParms.MultiSampleType,
876 swapchain->presentParms.MultiSampleQuality, FALSE /* FIXME: Discard */,
877 (IWineD3DSurface **)&device->auto_depth_stencil);
880 WARN("Failed to create the auto depth stencil, hr %#x.\n", hr);
884 IWineD3DSurface_SetContainer((IWineD3DSurface *)device->auto_depth_stencil, NULL);
888 IWineD3DSwapChain_GetGammaRamp((IWineD3DSwapChain *)swapchain, &swapchain->orig_gamma);
899 /* Change the display settings */
900 memset(&devmode, 0, sizeof(devmode));
901 devmode.dmSize = sizeof(devmode);
902 devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
903 devmode.dmBitsPerPel = format_desc->byte_count * 8;
904 devmode.dmPelsWidth = swapchain->orig_width;
905 devmode.dmPelsHeight = swapchain->orig_height;
906 ChangeDisplaySettingsExW(adapter->DeviceName, &devmode, NULL, CDS_FULLSCREEN, NULL);
909 if (swapchain->back_buffers)
911 for (i = 0; i < swapchain->presentParms.BackBufferCount; ++i)
913 if (swapchain->back_buffers[i]) IWineD3DSurface_Release((IWineD3DSurface *)swapchain->back_buffers[i]);
915 HeapFree(GetProcessHeap(), 0, swapchain->back_buffers);
918 if (swapchain->context)
920 if (swapchain->context[0])
922 context_release(swapchain->context[0]);
923 context_destroy(device, swapchain->context[0]);
924 swapchain->num_contexts = 0;
926 HeapFree(GetProcessHeap(), 0, swapchain->context);
929 if (swapchain->front_buffer) IWineD3DSurface_Release((IWineD3DSurface *)swapchain->front_buffer);
934 struct wined3d_context *swapchain_create_context_for_thread(IWineD3DSwapChain *iface)
936 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *) iface;
937 struct wined3d_context **newArray;
938 struct wined3d_context *ctx;
940 TRACE("Creating a new context for swapchain %p, thread %d\n", This, GetCurrentThreadId());
942 if (!(ctx = context_create(This, This->front_buffer, This->ds_format)))
944 ERR("Failed to create a new context for the swapchain\n");
947 context_release(ctx);
949 newArray = HeapAlloc(GetProcessHeap(), 0, sizeof(*newArray) * This->num_contexts + 1);
951 ERR("Out of memory when trying to allocate a new context array\n");
952 context_destroy(This->device, ctx);
955 memcpy(newArray, This->context, sizeof(*newArray) * This->num_contexts);
956 HeapFree(GetProcessHeap(), 0, This->context);
957 newArray[This->num_contexts] = ctx;
958 This->context = newArray;
959 This->num_contexts++;
961 TRACE("Returning context %p\n", ctx);
965 void get_drawable_size_swapchain(struct wined3d_context *context, UINT *width, UINT *height)
967 /* The drawable size of an onscreen drawable is the surface size.
968 * (Actually: The window size, but the surface is created in window size) */
969 *width = context->current_rt->currentDesc.Width;
970 *height = context->current_rt->currentDesc.Height;