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]);
146 context_apply_blit_state(context2
, device
);
148 if(backbuffer
->Flags
& SFLAG_NORMCOORD
)
156 if (is_complex_fixup(backbuffer
->resource
.format_desc
->color_fixup
))
157 gl_filter
= GL_NEAREST
;
160 context_bind_fbo(context2
, GL_DRAW_FRAMEBUFFER
, NULL
);
162 /* Set up the texture. The surface is not in a IWineD3D*Texture container,
163 * so there are no d3d texture settings to dirtify
165 device
->blitter
->set_shader((IWineD3DDevice
*) device
, backbuffer
);
166 glTexParameteri(backbuffer
->texture_target
, GL_TEXTURE_MIN_FILTER
, gl_filter
);
167 glTexParameteri(backbuffer
->texture_target
, GL_TEXTURE_MAG_FILTER
, gl_filter
);
169 context_set_draw_buffer(context
, GL_BACK
);
171 /* Set the viewport to the destination rectandle, disable any projection
172 * transformation set up by context_apply_blit_state(), and draw a
173 * (-1,-1)-(1,1) quad.
175 * Back up viewport and matrix to avoid breaking last_was_blit
177 * Note that context_apply_blit_state() set up viewport and ortho to
178 * match the surface size - we want the GL drawable(=window) size. */
179 glPushAttrib(GL_VIEWPORT_BIT
);
180 glViewport(dst_rect
->left
, dst_rect
->top
, dst_rect
->right
, dst_rect
->bottom
);
181 glMatrixMode(GL_PROJECTION
);
187 glTexCoord2f(tex_left
, tex_bottom
);
191 glTexCoord2f(tex_left
, tex_top
);
195 glTexCoord2f(tex_right
, tex_top
);
199 glTexCoord2f(tex_right
, tex_bottom
);
206 device
->blitter
->unset_shader((IWineD3DDevice
*) device
);
207 checkGLcall("Swapchain present blit(manual)\n");
210 context_release(context2
);
214 static HRESULT WINAPI
IWineD3DSwapChainImpl_Present(IWineD3DSwapChain
*iface
, CONST RECT
*pSourceRect
, CONST RECT
*pDestRect
, HWND hDestWindowOverride
, CONST RGNDATA
*pDirtyRegion
, DWORD dwFlags
) {
215 IWineD3DSwapChainImpl
*This
= (IWineD3DSwapChainImpl
*)iface
;
216 struct wined3d_context
*context
;
217 RECT src_rect
, dst_rect
;
222 IWineD3DSwapChain_SetDestWindowOverride(iface
, hDestWindowOverride
);
224 context
= context_acquire(This
->device
, This
->back_buffers
[0]);
227 context_release(context
);
228 WARN("Invalid context, skipping present.\n");
232 /* Render the cursor onto the back buffer, using our nifty directdraw blitting code :-) */
233 if (This
->device
->bCursorVisible
&& This
->device
->cursorTexture
)
235 IWineD3DSurfaceImpl cursor
;
238 This
->device
->xScreenSpace
- This
->device
->xHotSpot
,
239 This
->device
->yScreenSpace
- This
->device
->yHotSpot
,
240 This
->device
->xScreenSpace
+ This
->device
->cursorWidth
- This
->device
->xHotSpot
,
241 This
->device
->yScreenSpace
+ This
->device
->cursorHeight
- This
->device
->yHotSpot
,
243 TRACE("Rendering the cursor. Creating fake surface at %p\n", &cursor
);
244 /* Build a fake surface to call the Blitting code. It is not possible to use the interface passed by
245 * the application because we are only supposed to copy the information out. Using a fake surface
246 * allows to use the Blitting engine and avoid copying the whole texture -> render target blitting code.
248 memset(&cursor
, 0, sizeof(cursor
));
249 cursor
.lpVtbl
= &IWineD3DSurface_Vtbl
;
250 cursor
.resource
.ref
= 1;
251 cursor
.resource
.device
= This
->device
;
252 cursor
.resource
.pool
= WINED3DPOOL_SCRATCH
;
253 cursor
.resource
.format_desc
= getFormatDescEntry(WINED3DFMT_B8G8R8A8_UNORM
, context
->gl_info
);
254 cursor
.resource
.resourceType
= WINED3DRTYPE_SURFACE
;
255 cursor
.texture_name
= This
->device
->cursorTexture
;
256 cursor
.texture_target
= GL_TEXTURE_2D
;
257 cursor
.texture_level
= 0;
258 cursor
.currentDesc
.Width
= This
->device
->cursorWidth
;
259 cursor
.currentDesc
.Height
= This
->device
->cursorHeight
;
260 /* The cursor must have pow2 sizes */
261 cursor
.pow2Width
= cursor
.currentDesc
.Width
;
262 cursor
.pow2Height
= cursor
.currentDesc
.Height
;
263 /* The surface is in the texture */
264 cursor
.Flags
|= SFLAG_INTEXTURE
;
265 /* DDBLT_KEYSRC will cause BltOverride to enable the alpha test with GL_NOTEQUAL, 0.0,
266 * which is exactly what we want :-)
268 if (This
->presentParms
.Windowed
) {
269 MapWindowPoints(NULL
, This
->win_handle
, (LPPOINT
)&destRect
, 2);
271 IWineD3DSurface_Blt((IWineD3DSurface
*)This
->back_buffers
[0], &destRect
, (IWineD3DSurface
*)&cursor
,
272 NULL
, WINEDDBLT_KEYSRC
, NULL
, WINED3DTEXF_POINT
);
275 if (This
->device
->logo_surface
)
277 /* Blit the logo into the upper left corner of the drawable. */
278 IWineD3DSurface_BltFast((IWineD3DSurface
*)This
->back_buffers
[0], 0, 0,
279 This
->device
->logo_surface
, NULL
, WINEDDBLTFAST_SRCCOLORKEY
);
282 TRACE("Presenting HDC %p.\n", context
->hdc
);
284 render_to_fbo
= This
->render_to_fbo
;
288 src_rect
= *pSourceRect
;
289 if (!render_to_fbo
&& (src_rect
.left
|| src_rect
.top
290 || src_rect
.right
!= This
->presentParms
.BackBufferWidth
291 || src_rect
.bottom
!= This
->presentParms
.BackBufferHeight
))
293 render_to_fbo
= TRUE
;
300 src_rect
.right
= This
->presentParms
.BackBufferWidth
;
301 src_rect
.bottom
= This
->presentParms
.BackBufferHeight
;
304 if (pDestRect
) dst_rect
= *pDestRect
;
305 else GetClientRect(This
->win_handle
, &dst_rect
);
307 if (!render_to_fbo
&& (dst_rect
.left
|| dst_rect
.top
308 || dst_rect
.right
!= This
->presentParms
.BackBufferWidth
309 || dst_rect
.bottom
!= This
->presentParms
.BackBufferHeight
))
311 render_to_fbo
= TRUE
;
314 /* Rendering to a window of different size, presenting partial rectangles,
315 * or rendering to a different window needs help from FBO_blit or a textured
316 * draw. Render the swapchain to a FBO in the future.
318 * Note that FBO_blit from the backbuffer to the frontbuffer cannot solve
319 * all these issues - this fails if the window is smaller than the backbuffer.
321 if (!This
->render_to_fbo
&& render_to_fbo
&& wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
323 IWineD3DSurface_LoadLocation((IWineD3DSurface
*)This
->back_buffers
[0], SFLAG_INTEXTURE
, NULL
);
324 IWineD3DSurface_ModifyLocation((IWineD3DSurface
*)This
->back_buffers
[0], SFLAG_INDRAWABLE
, FALSE
);
325 This
->render_to_fbo
= TRUE
;
327 /* Force the context manager to update the render target configuration next draw. */
328 context
->current_rt
= NULL
;
331 if(This
->render_to_fbo
)
333 /* This codepath should only be hit with the COPY swapeffect. Otherwise a backbuffer-
334 * window size mismatch is impossible(fullscreen) and src and dst rectangles are
335 * not allowed(they need the COPY swapeffect)
337 * The DISCARD swap effect is ok as well since any backbuffer content is allowed after
340 if(This
->presentParms
.SwapEffect
== WINED3DSWAPEFFECT_FLIP
)
342 FIXME("Render-to-fbo with WINED3DSWAPEFFECT_FLIP\n");
345 swapchain_blit(This
, context
, &src_rect
, &dst_rect
);
348 if (This
->num_contexts
> 1) wglFinish();
349 SwapBuffers(context
->hdc
); /* TODO: cycle through the swapchain buffers */
351 TRACE("SwapBuffers called, Starting new frame\n");
355 DWORD time
= GetTickCount();
357 /* every 1.5 seconds */
358 if (time
- This
->prev_time
> 1500) {
359 TRACE_(fps
)("%p @ approx %.2ffps\n", This
, 1000.0*This
->frames
/(time
- This
->prev_time
));
360 This
->prev_time
= time
;
365 #if defined(FRAME_DEBUGGING)
367 if (GetFileAttributesA("C:\\D3DTRACE") != INVALID_FILE_ATTRIBUTES
) {
370 FIXME("Enabling D3D Trace\n");
371 __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE
, __wine_dbch_d3d
, 1);
372 #if defined(SHOW_FRAME_MAKEUP)
373 FIXME("Singe Frame snapshots Starting\n");
374 isDumpingFrames
= TRUE
;
376 glClear(GL_COLOR_BUFFER_BIT
);
380 #if defined(SINGLE_FRAME_DEBUGGING)
382 #if defined(SHOW_FRAME_MAKEUP)
383 FIXME("Singe Frame snapshots Finishing\n");
384 isDumpingFrames
= FALSE
;
386 FIXME("Singe Frame trace complete\n");
387 DeleteFileA("C:\\D3DTRACE");
388 __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE
, __wine_dbch_d3d
, 0);
394 #if defined(SHOW_FRAME_MAKEUP)
395 FIXME("Single Frame snapshots Finishing\n");
396 isDumpingFrames
= FALSE
;
398 FIXME("Disabling D3D Trace\n");
399 __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE
, __wine_dbch_d3d
, 0);
405 /* This is disabled, but the code left in for debug purposes.
407 * Since we're allowed to modify the new back buffer on a D3DSWAPEFFECT_DISCARD flip,
408 * we can clear it with some ugly color to make bad drawing visible and ease debugging.
409 * The Debug runtime does the same on Windows. However, a few games do not redraw the
410 * screen properly, like Max Payne 2, which leaves a few pixels undefined.
412 * Tests show that the content of the back buffer after a discard flip is indeed not
413 * reliable, so no game can depend on the exact content. However, it resembles the
414 * old contents in some way, for example by showing fragments at other locations. In
415 * general, the color theme is still intact. So Max payne, which draws rather dark scenes
416 * gets a dark background image. If we clear it with a bright ugly color, the game's
417 * bug shows up much more than it does on Windows, and the players see single pixels
419 * (The Max Payne bug has been confirmed on Windows with the debug runtime)
421 if (FALSE
&& This
->presentParms
.SwapEffect
== WINED3DSWAPEFFECT_DISCARD
) {
422 TRACE("Clearing the color buffer with cyan color\n");
424 IWineD3DDevice_Clear((IWineD3DDevice
*)This
->device
, 0, NULL
,
425 WINED3DCLEAR_TARGET
, 0xff00ffff, 1.0f
, 0);
428 if (!This
->render_to_fbo
&& ((This
->front_buffer
->Flags
& SFLAG_INSYSMEM
)
429 || (This
->back_buffers
[0]->Flags
& SFLAG_INSYSMEM
)))
431 /* Both memory copies of the surfaces are ok, flip them around too instead of dirtifying
432 * Doesn't work with render_to_fbo because we're not flipping
434 IWineD3DSurfaceImpl
*front
= This
->front_buffer
;
435 IWineD3DSurfaceImpl
*back
= This
->back_buffers
[0];
437 if(front
->resource
.size
== back
->resource
.size
) {
439 flip_surface(front
, back
);
441 /* Tell the front buffer surface that is has been modified. However,
442 * the other locations were preserved during that, so keep the flags.
443 * This serves to update the emulated overlay, if any
445 fbflags
= front
->Flags
;
446 IWineD3DSurface_ModifyLocation((IWineD3DSurface
*)front
, SFLAG_INDRAWABLE
, TRUE
);
447 front
->Flags
= fbflags
;
449 IWineD3DSurface_ModifyLocation((IWineD3DSurface
*) front
, SFLAG_INDRAWABLE
, TRUE
);
450 IWineD3DSurface_ModifyLocation((IWineD3DSurface
*) back
, SFLAG_INDRAWABLE
, TRUE
);
455 IWineD3DSurface_ModifyLocation((IWineD3DSurface
*)This
->front_buffer
, SFLAG_INDRAWABLE
, TRUE
);
456 /* If the swapeffect is DISCARD, the back buffer is undefined. That means the SYSMEM
457 * and INTEXTURE copies can keep their old content if they have any defined content.
458 * If the swapeffect is COPY, the content remains the same. If it is FLIP however,
459 * the texture / sysmem copy needs to be reloaded from the drawable
461 if (This
->presentParms
.SwapEffect
== WINED3DSWAPEFFECT_FLIP
)
463 IWineD3DSurface_ModifyLocation((IWineD3DSurface
*)This
->back_buffers
[0], SFLAG_INDRAWABLE
, TRUE
);
467 if (This
->device
->depth_stencil
)
469 if (This
->presentParms
.Flags
& WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
470 || This
->device
->depth_stencil
->Flags
& SFLAG_DISCARD
)
472 surface_modify_ds_location(This
->device
->depth_stencil
, SFLAG_DS_DISCARDED
,
473 This
->device
->depth_stencil
->currentDesc
.Width
,
474 This
->device
->depth_stencil
->currentDesc
.Height
);
475 if (This
->device
->depth_stencil
== This
->device
->onscreen_depth_stencil
)
477 IWineD3DSurface_Release((IWineD3DSurface
*)This
->device
->onscreen_depth_stencil
);
478 This
->device
->onscreen_depth_stencil
= NULL
;
483 if (This
->presentParms
.PresentationInterval
!= WINED3DPRESENT_INTERVAL_IMMEDIATE
484 && context
->gl_info
->supported
[SGI_VIDEO_SYNC
])
486 retval
= GL_EXTCALL(glXGetVideoSyncSGI(&sync
));
488 ERR("glXGetVideoSyncSGI failed(retval = %d\n", retval
);
491 switch(This
->presentParms
.PresentationInterval
) {
492 case WINED3DPRESENT_INTERVAL_DEFAULT
:
493 case WINED3DPRESENT_INTERVAL_ONE
:
494 if(sync
<= This
->vSyncCounter
) {
495 retval
= GL_EXTCALL(glXWaitVideoSyncSGI(1, 0, &This
->vSyncCounter
));
497 This
->vSyncCounter
= sync
;
500 case WINED3DPRESENT_INTERVAL_TWO
:
501 if(sync
<= This
->vSyncCounter
+ 1) {
502 retval
= GL_EXTCALL(glXWaitVideoSyncSGI(2, This
->vSyncCounter
& 0x1, &This
->vSyncCounter
));
504 This
->vSyncCounter
= sync
;
507 case WINED3DPRESENT_INTERVAL_THREE
:
508 if(sync
<= This
->vSyncCounter
+ 2) {
509 retval
= GL_EXTCALL(glXWaitVideoSyncSGI(3, This
->vSyncCounter
% 0x3, &This
->vSyncCounter
));
511 This
->vSyncCounter
= sync
;
514 case WINED3DPRESENT_INTERVAL_FOUR
:
515 if(sync
<= This
->vSyncCounter
+ 3) {
516 retval
= GL_EXTCALL(glXWaitVideoSyncSGI(4, This
->vSyncCounter
& 0x3, &This
->vSyncCounter
));
518 This
->vSyncCounter
= sync
;
522 FIXME("Unknown presentation interval %08x\n", This
->presentParms
.PresentationInterval
);
526 context_release(context
);
528 TRACE("returning\n");
532 static HRESULT WINAPI
IWineD3DSwapChainImpl_SetDestWindowOverride(IWineD3DSwapChain
*iface
, HWND window
)
534 IWineD3DSwapChainImpl
*swapchain
= (IWineD3DSwapChainImpl
*)iface
;
536 if (!window
) window
= swapchain
->device_window
;
537 if (window
== swapchain
->win_handle
) return WINED3D_OK
;
539 TRACE("Setting swapchain %p window from %p to %p\n", swapchain
, swapchain
->win_handle
, window
);
540 swapchain
->win_handle
= window
;
545 static const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl
=
548 IWineD3DBaseSwapChainImpl_QueryInterface
,
549 IWineD3DBaseSwapChainImpl_AddRef
,
550 IWineD3DBaseSwapChainImpl_Release
,
551 /* IWineD3DSwapChain */
552 IWineD3DBaseSwapChainImpl_GetParent
,
553 IWineD3DSwapChainImpl_Destroy
,
554 IWineD3DBaseSwapChainImpl_GetDevice
,
555 IWineD3DSwapChainImpl_Present
,
556 IWineD3DSwapChainImpl_SetDestWindowOverride
,
557 IWineD3DBaseSwapChainImpl_GetFrontBufferData
,
558 IWineD3DBaseSwapChainImpl_GetBackBuffer
,
559 IWineD3DBaseSwapChainImpl_GetRasterStatus
,
560 IWineD3DBaseSwapChainImpl_GetDisplayMode
,
561 IWineD3DBaseSwapChainImpl_GetPresentParameters
,
562 IWineD3DBaseSwapChainImpl_SetGammaRamp
,
563 IWineD3DBaseSwapChainImpl_GetGammaRamp
566 static LONG
fullscreen_style(LONG style
)
568 /* Make sure the window is managed, otherwise we won't get keyboard input. */
569 style
|= WS_POPUP
| WS_SYSMENU
;
570 style
&= ~(WS_CAPTION
| WS_THICKFRAME
);
575 static LONG
fullscreen_exstyle(LONG exstyle
)
577 /* Filter out window decorations. */
578 exstyle
&= ~(WS_EX_WINDOWEDGE
| WS_EX_CLIENTEDGE
);
583 void swapchain_setup_fullscreen_window(IWineD3DSwapChainImpl
*swapchain
, UINT w
, UINT h
)
585 IWineD3DDeviceImpl
*device
= swapchain
->device
;
586 HWND window
= swapchain
->device_window
;
587 BOOL filter_messages
;
590 TRACE("Setting up window %p for fullscreen mode.\n", window
);
592 if (device
->style
|| device
->exStyle
)
594 ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
595 window
, device
->style
, device
->exStyle
);
598 device
->style
= GetWindowLongW(window
, GWL_STYLE
);
599 device
->exStyle
= GetWindowLongW(window
, GWL_EXSTYLE
);
601 style
= fullscreen_style(device
->style
);
602 exstyle
= fullscreen_exstyle(device
->exStyle
);
604 TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
605 device
->style
, device
->exStyle
, style
, exstyle
);
607 filter_messages
= device
->filter_messages
;
608 device
->filter_messages
= TRUE
;
610 SetWindowLongW(window
, GWL_STYLE
, style
);
611 SetWindowLongW(window
, GWL_EXSTYLE
, exstyle
);
612 SetWindowPos(window
, HWND_TOP
, 0, 0, w
, h
, SWP_FRAMECHANGED
| SWP_SHOWWINDOW
| SWP_NOACTIVATE
);
614 device
->filter_messages
= filter_messages
;
617 void swapchain_restore_fullscreen_window(IWineD3DSwapChainImpl
*swapchain
)
619 IWineD3DDeviceImpl
*device
= swapchain
->device
;
620 HWND window
= swapchain
->device_window
;
621 BOOL filter_messages
;
624 if (!device
->style
&& !device
->exStyle
) return;
626 TRACE("Restoring window style of window %p to %08x, %08x.\n",
627 window
, device
->style
, device
->exStyle
);
629 style
= GetWindowLongW(window
, GWL_STYLE
);
630 exstyle
= GetWindowLongW(window
, GWL_EXSTYLE
);
632 filter_messages
= device
->filter_messages
;
633 device
->filter_messages
= TRUE
;
635 /* Only restore the style if the application didn't modify it during the
636 * fullscreen phase. Some applications change it before calling Reset()
637 * when switching between windowed and fullscreen modes (HL2), some
638 * depend on the original style (Eve Online). */
639 if (style
== fullscreen_style(device
->style
) && exstyle
== fullscreen_exstyle(device
->exStyle
))
641 SetWindowLongW(window
, GWL_STYLE
, device
->style
);
642 SetWindowLongW(window
, GWL_EXSTYLE
, device
->exStyle
);
644 SetWindowPos(window
, 0, 0, 0, 0, 0, SWP_FRAMECHANGED
| SWP_NOMOVE
| SWP_NOSIZE
| SWP_NOZORDER
);
646 device
->filter_messages
= filter_messages
;
648 /* Delete the old values. */
654 HRESULT
swapchain_init(IWineD3DSwapChainImpl
*swapchain
, WINED3DSURFTYPE surface_type
,
655 IWineD3DDeviceImpl
*device
, WINED3DPRESENT_PARAMETERS
*present_parameters
, IUnknown
*parent
)
657 const struct wined3d_adapter
*adapter
= device
->adapter
;
658 const struct wined3d_format_desc
*format_desc
;
659 BOOL displaymode_set
= FALSE
;
660 WINED3DDISPLAYMODE mode
;
666 if (present_parameters
->BackBufferCount
> WINED3DPRESENT_BACK_BUFFER_MAX
)
668 FIXME("The application requested %u back buffers, this is not supported.\n",
669 present_parameters
->BackBufferCount
);
670 return WINED3DERR_INVALIDCALL
;
673 if (present_parameters
->BackBufferCount
> 1)
675 FIXME("The application requested more than one back buffer, this is not properly supported.\n"
676 "Please configure the application to use double buffering (1 back buffer) if possible.\n");
679 switch (surface_type
)
682 swapchain
->lpVtbl
= &IWineGDISwapChain_Vtbl
;
686 swapchain
->lpVtbl
= &IWineD3DSwapChain_Vtbl
;
689 case SURFACE_UNKNOWN
:
690 FIXME("Caller tried to create a SURFACE_UNKNOWN swapchain.\n");
691 return WINED3DERR_INVALIDCALL
;
694 window
= present_parameters
->hDeviceWindow
? present_parameters
->hDeviceWindow
: device
->createParms
.hFocusWindow
;
696 swapchain
->device
= device
;
697 swapchain
->parent
= parent
;
699 swapchain
->win_handle
= window
;
700 swapchain
->device_window
= window
;
702 if (!present_parameters
->Windowed
&& window
)
704 swapchain_setup_fullscreen_window(swapchain
, present_parameters
->BackBufferWidth
,
705 present_parameters
->BackBufferHeight
);
708 IWineD3D_GetAdapterDisplayMode(device
->wined3d
, adapter
->ordinal
, &mode
);
709 swapchain
->orig_width
= mode
.Width
;
710 swapchain
->orig_height
= mode
.Height
;
711 swapchain
->orig_fmt
= mode
.Format
;
712 format_desc
= getFormatDescEntry(mode
.Format
, &adapter
->gl_info
);
714 GetClientRect(window
, &client_rect
);
715 if (present_parameters
->Windowed
716 && (!present_parameters
->BackBufferWidth
|| !present_parameters
->BackBufferHeight
717 || present_parameters
->BackBufferFormat
== WINED3DFMT_UNKNOWN
))
720 if (!present_parameters
->BackBufferWidth
)
722 present_parameters
->BackBufferWidth
= client_rect
.right
;
723 TRACE("Updating width to %u.\n", present_parameters
->BackBufferWidth
);
726 if (!present_parameters
->BackBufferHeight
)
728 present_parameters
->BackBufferHeight
= client_rect
.bottom
;
729 TRACE("Updating height to %u.\n", present_parameters
->BackBufferHeight
);
732 if (present_parameters
->BackBufferFormat
== WINED3DFMT_UNKNOWN
)
734 present_parameters
->BackBufferFormat
= swapchain
->orig_fmt
;
735 TRACE("Updating format to %s.\n", debug_d3dformat(swapchain
->orig_fmt
));
738 swapchain
->presentParms
= *present_parameters
;
740 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
741 && present_parameters
->BackBufferCount
742 && (present_parameters
->BackBufferWidth
!= client_rect
.right
743 || present_parameters
->BackBufferHeight
!= client_rect
.bottom
))
745 TRACE("Rendering to FBO. Backbuffer %ux%u, window %ux%u.\n",
746 present_parameters
->BackBufferWidth
,
747 present_parameters
->BackBufferHeight
,
748 client_rect
.right
, client_rect
.bottom
);
749 swapchain
->render_to_fbo
= TRUE
;
752 TRACE("Creating front buffer.\n");
753 hr
= IWineD3DDeviceParent_CreateRenderTarget(device
->device_parent
, parent
,
754 swapchain
->presentParms
.BackBufferWidth
, swapchain
->presentParms
.BackBufferHeight
,
755 swapchain
->presentParms
.BackBufferFormat
, swapchain
->presentParms
.MultiSampleType
,
756 swapchain
->presentParms
.MultiSampleQuality
, TRUE
/* Lockable */,
757 (IWineD3DSurface
**)&swapchain
->front_buffer
);
760 WARN("Failed to create front buffer, hr %#x.\n", hr
);
764 IWineD3DSurface_SetContainer((IWineD3DSurface
*)swapchain
->front_buffer
, (IWineD3DBase
*)swapchain
);
765 swapchain
->front_buffer
->Flags
|= SFLAG_SWAPCHAIN
;
766 if (surface_type
== SURFACE_OPENGL
)
768 IWineD3DSurface_ModifyLocation((IWineD3DSurface
*)swapchain
->front_buffer
, SFLAG_INDRAWABLE
, TRUE
);
771 /* MSDN says we're only allowed a single fullscreen swapchain per device,
772 * so we should really check to see if there is a fullscreen swapchain
773 * already. Does a single head count as full screen? */
775 if (!present_parameters
->Windowed
)
777 WINED3DDISPLAYMODE mode
;
779 /* Change the display settings */
780 mode
.Width
= present_parameters
->BackBufferWidth
;
781 mode
.Height
= present_parameters
->BackBufferHeight
;
782 mode
.Format
= present_parameters
->BackBufferFormat
;
783 mode
.RefreshRate
= present_parameters
->FullScreen_RefreshRateInHz
;
785 hr
= IWineD3DDevice_SetDisplayMode((IWineD3DDevice
*)device
, 0, &mode
);
788 WARN("Failed to set display mode, hr %#x.\n", hr
);
791 displaymode_set
= TRUE
;
794 swapchain
->context
= HeapAlloc(GetProcessHeap(), 0, sizeof(swapchain
->context
));
795 if (!swapchain
->context
)
797 ERR("Failed to create the context array.\n");
801 swapchain
->num_contexts
= 1;
803 if (surface_type
== SURFACE_OPENGL
)
805 WINED3DFORMAT formats
[] =
807 WINED3DFMT_D24_UNORM_S8_UINT
,
808 WINED3DFMT_D32_UNORM
,
809 WINED3DFMT_R24_UNORM_X8_TYPELESS
,
810 WINED3DFMT_D16_UNORM
,
811 WINED3DFMT_S1_UINT_D15_UNORM
814 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
816 /* In WGL both color, depth and stencil are features of a pixel format. In case of D3D they are separate.
817 * You are able to add a depth + stencil surface at a later stage when you need it.
818 * In order to support this properly in WineD3D we need the ability to recreate the opengl context and
819 * drawable when this is required. This is very tricky as we need to reapply ALL opengl states for the new
820 * context, need torecreate shaders, textures and other resources.
822 * The context manager already takes care of the state problem and for the other tasks code from Reset
823 * can be used. These changes are way to risky during the 1.0 code freeze which is taking place right now.
824 * Likely a lot of other new bugs will be exposed. For that reason request a depth stencil surface all the
825 * time. It can cause a slight performance hit but fixes a lot of regressions. A fixme reminds of that this
826 * issue needs to be fixed. */
827 for (i
= 0; i
< (sizeof(formats
) / sizeof(*formats
)); i
++)
829 swapchain
->ds_format
= getFormatDescEntry(formats
[i
], gl_info
);
830 swapchain
->context
[0] = context_create(swapchain
, swapchain
->front_buffer
, swapchain
->ds_format
);
831 if (swapchain
->context
[0]) break;
832 TRACE("Depth stencil format %s is not supported, trying next format\n",
833 debug_d3dformat(formats
[i
]));
836 if (!swapchain
->context
[0])
838 WARN("Failed to create context.\n");
839 hr
= WINED3DERR_NOTAVAILABLE
;
843 if (!present_parameters
->EnableAutoDepthStencil
844 || swapchain
->presentParms
.AutoDepthStencilFormat
!= swapchain
->ds_format
->format
)
846 FIXME("Add OpenGL context recreation support to context_validate_onscreen_formats\n");
848 context_release(swapchain
->context
[0]);
852 swapchain
->context
[0] = NULL
;
855 if (swapchain
->presentParms
.BackBufferCount
> 0)
857 swapchain
->back_buffers
= HeapAlloc(GetProcessHeap(), 0,
858 sizeof(*swapchain
->back_buffers
) * swapchain
->presentParms
.BackBufferCount
);
859 if (!swapchain
->back_buffers
)
861 ERR("Failed to allocate backbuffer array memory.\n");
866 for (i
= 0; i
< swapchain
->presentParms
.BackBufferCount
; ++i
)
868 TRACE("Creating back buffer %u.\n", i
);
869 hr
= IWineD3DDeviceParent_CreateRenderTarget(device
->device_parent
, parent
,
870 swapchain
->presentParms
.BackBufferWidth
, swapchain
->presentParms
.BackBufferHeight
,
871 swapchain
->presentParms
.BackBufferFormat
, swapchain
->presentParms
.MultiSampleType
,
872 swapchain
->presentParms
.MultiSampleQuality
, TRUE
/* Lockable */,
873 (IWineD3DSurface
**)&swapchain
->back_buffers
[i
]);
876 WARN("Failed to create back buffer %u, hr %#x.\n", i
, hr
);
880 IWineD3DSurface_SetContainer((IWineD3DSurface
*)swapchain
->back_buffers
[i
], (IWineD3DBase
*)swapchain
);
881 swapchain
->back_buffers
[i
]->Flags
|= SFLAG_SWAPCHAIN
;
885 /* Swapchains share the depth/stencil buffer, so only create a single depthstencil surface. */
886 if (present_parameters
->EnableAutoDepthStencil
&& surface_type
== SURFACE_OPENGL
)
888 TRACE("Creating depth/stencil buffer.\n");
889 if (!device
->auto_depth_stencil
)
891 hr
= IWineD3DDeviceParent_CreateDepthStencilSurface(device
->device_parent
, parent
,
892 swapchain
->presentParms
.BackBufferWidth
, swapchain
->presentParms
.BackBufferHeight
,
893 swapchain
->presentParms
.AutoDepthStencilFormat
, swapchain
->presentParms
.MultiSampleType
,
894 swapchain
->presentParms
.MultiSampleQuality
, FALSE
/* FIXME: Discard */,
895 (IWineD3DSurface
**)&device
->auto_depth_stencil
);
898 WARN("Failed to create the auto depth stencil, hr %#x.\n", hr
);
902 IWineD3DSurface_SetContainer((IWineD3DSurface
*)device
->auto_depth_stencil
, NULL
);
906 IWineD3DSwapChain_GetGammaRamp((IWineD3DSwapChain
*)swapchain
, &swapchain
->orig_gamma
);
917 /* Change the display settings */
918 memset(&devmode
, 0, sizeof(devmode
));
919 devmode
.dmSize
= sizeof(devmode
);
920 devmode
.dmFields
= DM_BITSPERPEL
| DM_PELSWIDTH
| DM_PELSHEIGHT
;
921 devmode
.dmBitsPerPel
= format_desc
->byte_count
* 8;
922 devmode
.dmPelsWidth
= swapchain
->orig_width
;
923 devmode
.dmPelsHeight
= swapchain
->orig_height
;
924 ChangeDisplaySettingsExW(adapter
->DeviceName
, &devmode
, NULL
, CDS_FULLSCREEN
, NULL
);
927 if (swapchain
->back_buffers
)
929 for (i
= 0; i
< swapchain
->presentParms
.BackBufferCount
; ++i
)
931 if (swapchain
->back_buffers
[i
]) IWineD3DSurface_Release((IWineD3DSurface
*)swapchain
->back_buffers
[i
]);
933 HeapFree(GetProcessHeap(), 0, swapchain
->back_buffers
);
936 if (swapchain
->context
)
938 if (swapchain
->context
[0])
940 context_release(swapchain
->context
[0]);
941 context_destroy(device
, swapchain
->context
[0]);
942 swapchain
->num_contexts
= 0;
944 HeapFree(GetProcessHeap(), 0, swapchain
->context
);
947 if (swapchain
->front_buffer
) IWineD3DSurface_Release((IWineD3DSurface
*)swapchain
->front_buffer
);
952 struct wined3d_context
*swapchain_create_context_for_thread(IWineD3DSwapChain
*iface
)
954 IWineD3DSwapChainImpl
*This
= (IWineD3DSwapChainImpl
*) iface
;
955 struct wined3d_context
**newArray
;
956 struct wined3d_context
*ctx
;
958 TRACE("Creating a new context for swapchain %p, thread %d\n", This
, GetCurrentThreadId());
960 if (!(ctx
= context_create(This
, This
->front_buffer
, This
->ds_format
)))
962 ERR("Failed to create a new context for the swapchain\n");
965 context_release(ctx
);
967 newArray
= HeapAlloc(GetProcessHeap(), 0, sizeof(*newArray
) * This
->num_contexts
+ 1);
969 ERR("Out of memory when trying to allocate a new context array\n");
970 context_destroy(This
->device
, ctx
);
973 memcpy(newArray
, This
->context
, sizeof(*newArray
) * This
->num_contexts
);
974 HeapFree(GetProcessHeap(), 0, This
->context
);
975 newArray
[This
->num_contexts
] = ctx
;
976 This
->context
= newArray
;
977 This
->num_contexts
++;
979 TRACE("Returning context %p\n", ctx
);
983 void get_drawable_size_swapchain(struct wined3d_context
*context
, UINT
*width
, UINT
*height
)
985 /* The drawable size of an onscreen drawable is the surface size.
986 * (Actually: The window size, but the surface is created in window size) */
987 *width
= context
->current_rt
->currentDesc
.Width
;
988 *height
= context
->current_rt
->currentDesc
.Height
;