2 *IDirect3DSwapChain9 implementation
4 *Copyright 2002-2003 Jason Edmeades
5 *Copyright 2002-2003 Raphael Junqueira
6 *Copyright 2005 Oliver Stieber
8 *This library is free software; you can redistribute it and/or
9 *modify it under the terms of the GNU Lesser General Public
10 *License as published by the Free Software Foundation; either
11 *version 2.1 of the License, or (at your option) any later version.
13 *This library is distributed in the hope that it will be useful,
14 *but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 *Lesser General Public License for more details.
18 *You should have received a copy of the GNU Lesser General Public
19 *License along with this library; if not, write to the Free Software
20 *Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
24 #include "wined3d_private.h"
27 /* TODO: move to shared header (or context manager )*/
28 /* x11drv GDI escapes */
29 #define X11DRV_ESCAPE 6789
30 enum x11drv_escape_codes
32 X11DRV_GET_DISPLAY
, /* get X11 display for a DC */
33 X11DRV_GET_DRAWABLE
, /* get current drawable for a DC */
34 X11DRV_GET_FONT
, /* get current X font for a DC */
37 /* retrieve the X display to use on a given DC */
38 inline static Display
*get_display( HDC hdc
)
41 enum x11drv_escape_codes escape
= X11DRV_GET_DISPLAY
;
43 if (!ExtEscape( hdc
, X11DRV_ESCAPE
, sizeof(escape
), (LPCSTR
)&escape
,
44 sizeof(display
), (LPSTR
)&display
)) display
= NULL
;
48 /*TODO: some of the additional parameters may be required to
49 set the gamma ramp (for some weird reason microsoft have left swap gammaramp in device
50 but it operates on a swapchain, it may be a good idea to move it to IWineD3DSwapChain for IWineD3D)*/
53 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
54 WINE_DECLARE_DEBUG_CHANNEL(d3d_fps
);
57 /* IDirect3DSwapChain IUnknown parts follow: */
58 ULONG WINAPI
IWineD3DSwapChainImpl_AddRef(IWineD3DSwapChain
*iface
) {
59 IWineD3DSwapChainImpl
*This
= (IWineD3DSwapChainImpl
*)iface
;
60 DWORD refCount
= InterlockedIncrement(&This
->ref
);
61 TRACE("(%p) : AddRef increasing from %ld\n", This
, refCount
- 1);
65 HRESULT WINAPI
IWineD3DSwapChainImpl_QueryInterface(IWineD3DSwapChain
*iface
, REFIID riid
, LPVOID
*ppobj
)
67 IWineD3DSwapChainImpl
*This
= (IWineD3DSwapChainImpl
*)iface
;
68 TRACE("(%p)->(%s,%p) \n",This
,debugstr_guid(riid
),ppobj
);
69 if (IsEqualGUID(riid
, &IID_IUnknown
)
70 || IsEqualGUID(riid
, &IID_IWineD3DSwapChain
)){
71 IWineD3DSwapChainImpl_AddRef(iface
);
73 ERR("Query interface called but now data allocated\n");
83 ULONG WINAPI
IWineD3DSwapChainImpl_Release(IWineD3DSwapChain
*iface
) {
84 IWineD3DSwapChainImpl
*This
= (IWineD3DSwapChainImpl
*)iface
;
86 refCount
= InterlockedDecrement(&This
->ref
);
87 TRACE("(%p) : ReleaseRef to %ld\n", This
, refCount
);
89 IUnknown
* bufferParent
;
91 /* tell the device that we've been released */
92 IWineD3DDevice_SwapChainReleased((IWineD3DDevice
*)This
->wineD3DDevice
, iface
);
94 /* release the ref to the front and back buffer parents */
95 IWineD3DSurface_GetParent(This
->frontBuffer
, &bufferParent
);
96 IUnknown_Release(bufferParent
); /* once for the get parent */
97 if(IUnknown_Release(bufferParent
) > 0){
98 FIXME("(%p) Something's still holding the front buffer\n",This
);
101 IWineD3DSurface_GetParent(This
->backBuffer
, &bufferParent
);
102 IUnknown_Release(bufferParent
); /* once for the get parent */
103 if(IUnknown_Release(bufferParent
) > 0){
104 FIXME("(%p) Something's still holding the back buffer\n",This
);
106 /* Clean up the context */
107 /* check that we are the current context first */
108 if(glXGetCurrentContext() == This
->glCtx
){
109 glXMakeCurrent(This
->display
, None
, NULL
);
111 glXDestroyContext(This
->display
, This
->glCtx
);
112 /* IUnknown_Release(This->parent); This should only apply to the primary swapchain,
113 all others are crated by the caller, so releasing the parent should cause
114 the child to be released, not the other way around!
116 HeapFree(GetProcessHeap(), 0, This
);
121 HRESULT WINAPI
IWineD3DSwapChainImpl_GetParent(IWineD3DSwapChain
*iface
, IUnknown
** ppParent
){
122 IWineD3DSwapChainImpl
*This
= (IWineD3DSwapChainImpl
*)iface
;
123 *ppParent
= This
->parent
;
124 IUnknown_AddRef(*ppParent
);
125 TRACE("(%p) returning %p\n", This
, *ppParent
);
129 /*IWineD3DSwapChain parts follow: */
130 HRESULT WINAPI
IWineD3DSwapChainImpl_Present(IWineD3DSwapChain
*iface
, CONST RECT
*pSourceRect
, CONST RECT
*pDestRect
, HWND hDestWindowOverride
, CONST RGNDATA
*pDirtyRegion
, DWORD dwFlags
) {
131 IWineD3DSwapChainImpl
*This
= (IWineD3DSwapChainImpl
*)iface
;
135 if (pSourceRect
|| pDestRect
) FIXME("Unhandled present options %p/%p\n", pSourceRect
, pDestRect
);
136 /* TODO: If only source rect or dest rect are supplied then clip the window to match */
137 TRACE("preseting display %p, drawable %ld\n", This
->display
, This
->drawable
);
139 /* Don't call checkGLcall, as glGetError is not applicable here */
140 if (hDestWindowOverride
&& This
->win_handle
!= hDestWindowOverride
) {
141 /* Set this swapchain up to point to the new destination.. */
142 #ifdef USE_CONTEXT_MANAGER
143 /* TODO: use a context mamager */
146 /* FIXME: Never access */
147 IWineD3DSwapChainImpl
*swapChainImpl
;
148 IWineD3DDevice_GetSwapChain((IWineD3DDevice
*)This
->wineD3DDevice
, 0 , (IWineD3DSwapChain
**)&swapChainImpl
);
149 FIXME("Unable to render to a destination window %p\n", hDestWindowOverride
);
150 if(This
== swapChainImpl
){
151 /* FIXME: this will be fixed by moving to a context management system */
152 FIXME("Cannot change the target of the implicit swapchain\n");
155 XVisualInfo
template;
157 Display
*oldDisplay
= This
->display
;
158 GLXContext oldContext
= This
->glCtx
;
160 GLXContext currentContext
;
161 Drawable currentDrawable
;
162 hDc
= GetDC(hDestWindowOverride
);
163 This
->win_handle
= hDestWindowOverride
;
164 This
->win
= (Window
)GetPropA( hDestWindowOverride
, "__wine_x11_whole_window" );
166 TRACE("Creating a new context for the window %p \n", hDestWindowOverride
);
168 TRACE("Desctroying context %p %p\n", This
->display
, This
->render_ctx
);
175 This
->display
= get_display(hDc
);
176 TRACE("Got display%p for %p %p\n", This
->display
, hDc
, hDestWindowOverride
);
177 ReleaseDC(hDestWindowOverride
, hDc
);
178 template.visualid
= (VisualID
)GetPropA(GetDesktopWindow(), "__wine_x11_visual_id");
179 This
->visInfo
= XGetVisualInfo(This
->display
, VisualIDMask
, &template, &num
);
180 if (NULL
== This
->visInfo
) {
181 ERR("cannot really get XVisual\n");
183 return D3DERR_NOTAVAILABLE
;
185 /* Now we have problems? well not really we just need to know what the implicit context is */
186 /* now destroy the old context and create a new one (we should really copy the buffers over, and do the whole make current thing! */
187 /* destroy the active context?*/
188 TRACE("Creating new context for %p %p %p\n",This
->display
, This
->visInfo
, swapChainImpl
->glCtx
);
189 This
->glCtx
= glXCreateContext(This
->display
, This
->visInfo
, swapChainImpl
->glCtx
, GL_TRUE
);
191 if (NULL
== This
->glCtx
) {
192 ERR("cannot create glxContext\n");
194 This
->drawable
= This
->win
;
195 This
->render_ctx
= This
->glCtx
;
196 /* Setup some default states TODO: apply the stateblock to the new context */
197 /** save current context and drawable **/
198 currentContext
= glXGetCurrentContext();
199 currentDrawable
= glXGetCurrentDrawable();
201 if (glXMakeCurrent(This
->display
, This
->win
, This
->glCtx
) == False
) {
202 ERR("Error in setting current context (display %p context %p drawable %ld)!\n", This
->display
, This
->glCtx
, This
->win
);
205 checkGLcall("glXMakeCurrent");
207 /* Clear the screen */
208 glClearColor(0.0, 0.0, 0.0, 0.0);
209 checkGLcall("glClearColor");
214 glClear(GL_COLOR_BUFFER_BIT
| GL_DEPTH_BUFFER_BIT
| GL_ACCUM_BUFFER_BIT
| GL_STENCIL_BUFFER_BIT
);
215 checkGLcall("glClear");
217 glColor3f(1.0, 1.0, 1.0);
218 checkGLcall("glColor3f");
220 glEnable(GL_LIGHTING
);
221 checkGLcall("glEnable");
223 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER
, GL_TRUE
);
224 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
226 glTexEnvf(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_COMBINE_EXT
);
227 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
229 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL
, GL_SEPARATE_SPECULAR_COLOR
);
230 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
232 /* If this swapchain is currently the active context then make this swapchain active */
233 if(IWineD3DSurface_GetContainer(This
->wineD3DDevice
->renderTarget
, &IID_IWineD3DSwapChain
, (void **)&tmp
) == D3D_OK
){
234 if(tmp
!= (IUnknown
*)This
){
235 glXMakeCurrent(This
->display
, currentDrawable
, currentContext
);
236 checkGLcall("glXMakeCurrent");
238 IUnknown_Release(tmp
);
240 /* reset the context */
241 glXMakeCurrent(This
->display
, currentDrawable
, currentContext
);
242 checkGLcall("glXMakeCurrent");
244 /* delete the old contxt*/
245 glXDestroyContext(oldDisplay
, oldContext
); /* Should this happen on an active context? seems a bad idea */
248 IWineD3DSwapChain_Release((IWineD3DSwapChain
*)swapChainImpl
);
253 /* TODO: The slow way, save the data to memory, create a new context for the destination window, transfer the data cleanup, it may be a good idea to the move this swapchain over to the using the target winows context so that it runs faster in feature. */
255 glXSwapBuffers(This
->display
, This
->drawable
); /* TODO: cycle through the swapchain buffers */
257 TRACE("glXSwapBuffers called, Starting new frame\n");
259 if (TRACE_ON(d3d_fps
))
261 static long prev_time
, frames
;
263 DWORD time
= GetTickCount();
265 /* every 1.5 seconds */
266 if (time
- prev_time
> 1500) {
267 TRACE_(d3d_fps
)("@ approx %.2ffps\n", 1000.0*frames
/(time
- prev_time
));
273 #if defined(FRAME_DEBUGGING)
275 if (GetFileAttributesA("C:\\D3DTRACE") != INVALID_FILE_ATTRIBUTES
) {
278 FIXME("Enabling D3D Trace\n");
279 __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE
, __wine_dbch_d3d
, 1);
280 #if defined(SHOW_FRAME_MAKEUP)
281 FIXME("Singe Frame snapshots Starting\n");
282 isDumpingFrames
= TRUE
;
283 glClear(GL_COLOR_BUFFER_BIT
);
286 #if defined(SINGLE_FRAME_DEBUGGING)
288 #if defined(SHOW_FRAME_MAKEUP)
289 FIXME("Singe Frame snapshots Finishing\n");
290 isDumpingFrames
= FALSE
;
292 FIXME("Singe Frame trace complete\n");
293 DeleteFileA("C:\\D3DTRACE");
294 __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE
, __wine_dbch_d3d
, 0);
300 #if defined(SHOW_FRAME_MAKEUP)
301 FIXME("Single Frame snapshots Finishing\n");
302 isDumpingFrames
= FALSE
;
304 FIXME("Disabling D3D Trace\n");
305 __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE
, __wine_dbch_d3d
, 0);
312 /* Although this is not strictly required, a simple demo showed this does occur
313 on (at least non-debug) d3d */
314 if (This
->presentParms
.SwapEffect
& D3DSWAPEFFECT_DISCARD
) {
318 IWineD3DDevice_Clear((IWineD3DDevice
*)This
->wineD3DDevice
, 0, NULL
, D3DCLEAR_STENCIL
|D3DCLEAR_ZBUFFER
|D3DCLEAR_TARGET
, 0x00, 1.0, 0);
321 TRACE("returning\n");
325 HRESULT WINAPI
IWineD3DSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain
*iface
, IWineD3DSurface
*pDestSurface
) {
326 IWineD3DSwapChainImpl
*This
= (IWineD3DSwapChainImpl
*)iface
;
327 WINED3DFORMAT d3dformat
;
330 WINED3DSURFACE_DESC desc
;
331 glDescriptor
*glDescription
;
333 TRACE("(%p) : iface(%p) pDestSurface(%p) \n", This
, iface
, pDestSurface
);
336 desc
.Height
= &height
;
337 desc
.Format
= &d3dformat
;
338 #if 0 /* TODO: make sure that this swapchains context is active */
339 IWineD3DDevice_ActivateSwapChainContext(This
->wineD3DDevice
, iface
);
341 IWineD3DSurface_GetDesc(pDestSurface
, &desc
);
342 /* make sure that the front buffer is the active read buffer */
343 glReadBuffer(GL_FRONT
);
344 /* Read the pixels from the buffer into the surfaces memory */
345 IWineD3DSurface_GetGlDesc(pDestSurface
, &glDescription
);
346 glReadPixels(glDescription
->target
,
347 glDescription
->level
,
350 glDescription
->glFormat
,
351 glDescription
->glType
,
352 (void *)IWineD3DSurface_GetData(pDestSurface
));
357 HRESULT WINAPI
IWineD3DSwapChainImpl_GetBackBuffer(IWineD3DSwapChain
*iface
, UINT iBackBuffer
, D3DBACKBUFFER_TYPE Type
, IWineD3DSurface
**ppBackBuffer
) {
359 IWineD3DSwapChainImpl
*This
= (IWineD3DSwapChainImpl
*)iface
;
361 *ppBackBuffer
= This
->backBuffer
;
362 TRACE("(%p) : BackBuf %d Type %d returning %p\n", This
, iBackBuffer
, Type
, *ppBackBuffer
);
364 if (iBackBuffer
> This
->presentParms
.BackBufferCount
- 1) {
365 FIXME("Only one backBuffer currently supported\n");
366 return D3DERR_INVALIDCALL
;
369 /* Note inc ref on returned surface */
370 IWineD3DSurface_AddRef(*ppBackBuffer
);
375 HRESULT WINAPI
IWineD3DSwapChainImpl_GetRasterStatus(IWineD3DSwapChain
*iface
, D3DRASTER_STATUS
*pRasterStatus
) {
376 IWineD3DSwapChainImpl
*This
= (IWineD3DSwapChainImpl
*)iface
;
377 static BOOL showFixmes
= TRUE
;
378 pRasterStatus
->InVBlank
= TRUE
;
379 pRasterStatus
->ScanLine
= 0;
380 /* No openGL equivalent */
382 FIXME("(%p) : stub (once)\n", This
);
388 HRESULT WINAPI
IWineD3DSwapChainImpl_GetDisplayMode(IWineD3DSwapChain
*iface
, D3DDISPLAYMODE
*pMode
) {
389 IWineD3DSwapChainImpl
*This
= (IWineD3DSwapChainImpl
*)iface
;
393 pMode
->Width
= GetSystemMetrics(SM_CXSCREEN
);
394 pMode
->Height
= GetSystemMetrics(SM_CYSCREEN
);
395 pMode
->RefreshRate
= 85; /* FIXME: How to identify? */
397 hdc
= CreateDCA("DISPLAY", NULL
, NULL
, NULL
);
398 bpp
= GetDeviceCaps(hdc
, BITSPIXEL
);
402 case 8: pMode
->Format
= D3DFMT_R8G8B8
; break;
403 case 16: pMode
->Format
= D3DFMT_R5G6B5
; break;
404 case 24: /*pMode->Format = D3DFMT_R8G8B8; break; */ /* 32bpp and 24bpp can be aliased for X */
405 case 32: pMode
->Format
= D3DFMT_A8R8G8B8
; break;
407 FIXME("Unrecognized display mode format\n");
408 pMode
->Format
= D3DFMT_UNKNOWN
;
411 TRACE("(%p) : returning w(%d) h(%d) rr(%d) fmt(%u,%s)\n", This
, pMode
->Width
, pMode
->Height
, pMode
->RefreshRate
,
412 pMode
->Format
, debug_d3dformat(pMode
->Format
));
416 HRESULT WINAPI
IWineD3DSwapChainImpl_GetDevice(IWineD3DSwapChain
*iface
, IWineD3DDevice
**ppDevice
) {
417 IWineD3DSwapChainImpl
*This
= (IWineD3DSwapChainImpl
*)iface
;
419 *ppDevice
= (IWineD3DDevice
*) This
->wineD3DDevice
;
421 /* Note Calling this method will increase the internal reference count
422 on the IDirect3DDevice9 interface. */
423 IWineD3DDevice_AddRef(*ppDevice
);
424 TRACE("(%p) : returning %p\n", This
, *ppDevice
);
428 HRESULT WINAPI
IWineD3DSwapChainImpl_GetPresentParameters(IWineD3DSwapChain
*iface
, D3DPRESENT_PARAMETERS
*pPresentationParameters
) {
429 IWineD3DSwapChainImpl
*This
= (IWineD3DSwapChainImpl
*)iface
;
430 FIXME("(%p) : copy\n", This
);
431 memcpy(pPresentationParameters
, &This
->presentParms
, sizeof(D3DPRESENT_PARAMETERS
));
435 HRESULT WINAPI
IWineD3DSwapChainImpl_SetGammaRamp(IWineD3DSwapChain
*iface
, DWORD Flags
, CONST D3DGAMMARAMP
*pRamp
){
437 IWineD3DSwapChainImpl
*This
= (IWineD3DSwapChainImpl
*)iface
;
439 TRACE("(%p) : pRamp@%p flags(%ld) \n", This
, pRamp
, Flags
);
440 hDC
= GetDC(This
->win_handle
);
441 SetDeviceGammaRamp(hDC
, (LPVOID
)pRamp
);
442 ReleaseDC(This
->win_handle
, hDC
);
447 HRESULT WINAPI
IWineD3DSwapChainImpl_GetGammaRamp(IWineD3DSwapChain
*iface
, D3DGAMMARAMP
*pRamp
){
449 IWineD3DSwapChainImpl
*This
= (IWineD3DSwapChainImpl
*)iface
;
451 TRACE("(%p) : pRamp@%p\n", This
, pRamp
);
452 hDC
= GetDC(This
->win_handle
);
453 GetDeviceGammaRamp(hDC
, pRamp
);
454 ReleaseDC(This
->win_handle
, hDC
);
460 IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl
=
463 IWineD3DSwapChainImpl_QueryInterface
,
464 IWineD3DSwapChainImpl_AddRef
,
465 IWineD3DSwapChainImpl_Release
,
466 /* IWineD3DSwapChain */
467 IWineD3DSwapChainImpl_GetParent
,
468 IWineD3DSwapChainImpl_GetDevice
,
469 IWineD3DSwapChainImpl_Present
,
470 IWineD3DSwapChainImpl_GetFrontBufferData
,
471 IWineD3DSwapChainImpl_GetBackBuffer
,
472 IWineD3DSwapChainImpl_GetRasterStatus
,
473 IWineD3DSwapChainImpl_GetDisplayMode
,
474 IWineD3DSwapChainImpl_GetPresentParameters
,
475 IWineD3DSwapChainImpl_SetGammaRamp
,
476 IWineD3DSwapChainImpl_GetGammaRamp