2 * Copyright 2002-2003 Jason Edmeades
3 * Copyright 2002-2003 Raphael Junqueira
4 * Copyright 2005 Oliver Stieber
5 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
6 * Copyright 2011 Henri Verbeet for CodeWeavers
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., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #include "wine/port.h"
25 #include "wined3d_private.h"
27 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
28 WINE_DECLARE_DEBUG_CHANNEL(fps
);
30 static void swapchain_cleanup(struct wined3d_swapchain
*swapchain
)
35 TRACE("Destroying swapchain %p.\n", swapchain
);
37 wined3d_swapchain_set_gamma_ramp(swapchain
, 0, &swapchain
->orig_gamma
);
39 /* Release the swapchain's draw buffers. Make sure swapchain->back_buffers[0]
40 * is the last buffer to be destroyed, FindContext() depends on that. */
41 if (swapchain
->front_buffer
)
43 wined3d_texture_set_swapchain(swapchain
->front_buffer
, NULL
);
44 if (wined3d_texture_decref(swapchain
->front_buffer
))
45 WARN("Something's still holding the front buffer (%p).\n", swapchain
->front_buffer
);
46 swapchain
->front_buffer
= NULL
;
49 if (swapchain
->back_buffers
)
51 i
= swapchain
->desc
.backbuffer_count
;
55 wined3d_texture_set_swapchain(swapchain
->back_buffers
[i
], NULL
);
56 if (wined3d_texture_decref(swapchain
->back_buffers
[i
]))
57 WARN("Something's still holding back buffer %u (%p).\n", i
, swapchain
->back_buffers
[i
]);
59 HeapFree(GetProcessHeap(), 0, swapchain
->back_buffers
);
60 swapchain
->back_buffers
= NULL
;
63 for (i
= 0; i
< swapchain
->num_contexts
; ++i
)
65 context_destroy(swapchain
->device
, swapchain
->context
[i
]);
67 HeapFree(GetProcessHeap(), 0, swapchain
->context
);
69 /* Restore the screen resolution if we rendered in fullscreen.
70 * This will restore the screen resolution to what it was before creating
71 * the swapchain. In case of d3d8 and d3d9 this will be the original
72 * desktop resolution. In case of d3d7 this will be a NOP because ddraw
73 * sets the resolution before starting up Direct3D, thus orig_width and
74 * orig_height will be equal to the modes in the presentation params. */
75 if (!swapchain
->desc
.windowed
&& swapchain
->desc
.auto_restore_display_mode
)
77 if (FAILED(hr
= wined3d_set_adapter_display_mode(swapchain
->device
->wined3d
,
78 swapchain
->device
->adapter
->ordinal
, &swapchain
->original_mode
)))
79 ERR("Failed to restore display mode, hr %#x.\n", hr
);
82 if (swapchain
->backup_dc
)
84 TRACE("Destroying backup wined3d window %p, dc %p.\n", swapchain
->backup_wnd
, swapchain
->backup_dc
);
86 wined3d_release_dc(swapchain
->backup_wnd
, swapchain
->backup_dc
);
87 DestroyWindow(swapchain
->backup_wnd
);
91 ULONG CDECL
wined3d_swapchain_incref(struct wined3d_swapchain
*swapchain
)
93 ULONG refcount
= InterlockedIncrement(&swapchain
->ref
);
95 TRACE("%p increasing refcount to %u.\n", swapchain
, refcount
);
100 ULONG CDECL
wined3d_swapchain_decref(struct wined3d_swapchain
*swapchain
)
102 ULONG refcount
= InterlockedDecrement(&swapchain
->ref
);
104 TRACE("%p decreasing refcount to %u.\n", swapchain
, refcount
);
108 swapchain_cleanup(swapchain
);
109 swapchain
->parent_ops
->wined3d_object_destroyed(swapchain
->parent
);
110 HeapFree(GetProcessHeap(), 0, swapchain
);
116 void * CDECL
wined3d_swapchain_get_parent(const struct wined3d_swapchain
*swapchain
)
118 TRACE("swapchain %p.\n", swapchain
);
120 return swapchain
->parent
;
123 void CDECL
wined3d_swapchain_set_window(struct wined3d_swapchain
*swapchain
, HWND window
)
126 window
= swapchain
->device_window
;
127 if (window
== swapchain
->win_handle
)
130 TRACE("Setting swapchain %p window from %p to %p.\n",
131 swapchain
, swapchain
->win_handle
, window
);
132 swapchain
->win_handle
= window
;
135 HRESULT CDECL
wined3d_swapchain_present(struct wined3d_swapchain
*swapchain
,
136 const RECT
*src_rect
, const RECT
*dst_rect
, HWND dst_window_override
,
137 const RGNDATA
*dirty_region
, DWORD flags
)
139 TRACE("swapchain %p, src_rect %s, dst_rect %s, dst_window_override %p, dirty_region %p, flags %#x.\n",
140 swapchain
, wine_dbgstr_rect(src_rect
), wine_dbgstr_rect(dst_rect
),
141 dst_window_override
, dirty_region
, flags
);
144 FIXME("Ignoring flags %#x.\n", flags
);
146 if (!swapchain
->back_buffers
)
148 WARN("Swapchain doesn't have a backbuffer, returning WINED3DERR_INVALIDCALL\n");
149 return WINED3DERR_INVALIDCALL
;
152 wined3d_cs_emit_present(swapchain
->device
->cs
, swapchain
, src_rect
,
153 dst_rect
, dst_window_override
, dirty_region
, flags
);
158 HRESULT CDECL
wined3d_swapchain_get_front_buffer_data(const struct wined3d_swapchain
*swapchain
,
159 struct wined3d_texture
*dst_texture
, unsigned int sub_resource_idx
)
161 struct wined3d_surface
*src_surface
, *dst_surface
;
162 struct wined3d_resource
*sub_resource
;
163 RECT src_rect
, dst_rect
;
165 TRACE("swapchain %p, dst_texture %p, sub_resource_idx %u.\n", swapchain
, dst_texture
, sub_resource_idx
);
167 if (!(sub_resource
= wined3d_texture_get_sub_resource(dst_texture
, sub_resource_idx
)) ||
168 sub_resource
->type
!= WINED3D_RTYPE_SURFACE
)
169 return WINED3DERR_INVALIDCALL
;
171 dst_surface
= surface_from_resource(sub_resource
);
172 src_surface
= surface_from_resource(wined3d_texture_get_sub_resource(swapchain
->front_buffer
, 0));
173 SetRect(&src_rect
, 0, 0, src_surface
->resource
.width
, src_surface
->resource
.height
);
176 if (swapchain
->desc
.windowed
)
178 MapWindowPoints(swapchain
->win_handle
, NULL
, (POINT
*)&dst_rect
, 2);
179 FIXME("Using destination rect %s in windowed mode, this is likely wrong.\n",
180 wine_dbgstr_rect(&dst_rect
));
183 return wined3d_surface_blt(dst_surface
, &dst_rect
, src_surface
, &src_rect
, 0, NULL
, WINED3D_TEXF_POINT
);
186 struct wined3d_texture
* CDECL
wined3d_swapchain_get_back_buffer(const struct wined3d_swapchain
*swapchain
,
187 UINT back_buffer_idx
)
189 TRACE("swapchain %p, back_buffer_idx %u.\n",
190 swapchain
, back_buffer_idx
);
192 /* Return invalid if there is no backbuffer array, otherwise it will
193 * crash when ddraw is used (there swapchain->back_buffers is always
194 * NULL). We need this because this function is called from
195 * stateblock_init_default_state() to get the default scissorrect
197 if (!swapchain
->back_buffers
|| back_buffer_idx
>= swapchain
->desc
.backbuffer_count
)
199 WARN("Invalid back buffer index.\n");
200 /* Native d3d9 doesn't set NULL here, just as wine's d3d9. But set it
201 * here in wined3d to avoid problems in other libs. */
205 TRACE("Returning back buffer %p.\n", swapchain
->back_buffers
[back_buffer_idx
]);
207 return swapchain
->back_buffers
[back_buffer_idx
];
210 HRESULT CDECL
wined3d_swapchain_get_raster_status(const struct wined3d_swapchain
*swapchain
,
211 struct wined3d_raster_status
*raster_status
)
213 TRACE("swapchain %p, raster_status %p.\n", swapchain
, raster_status
);
215 return wined3d_get_adapter_raster_status(swapchain
->device
->wined3d
,
216 swapchain
->device
->adapter
->ordinal
, raster_status
);
219 HRESULT CDECL
wined3d_swapchain_get_display_mode(const struct wined3d_swapchain
*swapchain
,
220 struct wined3d_display_mode
*mode
, enum wined3d_display_rotation
*rotation
)
224 TRACE("swapchain %p, mode %p, rotation %p.\n", swapchain
, mode
, rotation
);
226 hr
= wined3d_get_adapter_display_mode(swapchain
->device
->wined3d
,
227 swapchain
->device
->adapter
->ordinal
, mode
, rotation
);
229 TRACE("Returning w %u, h %u, refresh rate %u, format %s.\n",
230 mode
->width
, mode
->height
, mode
->refresh_rate
, debug_d3dformat(mode
->format_id
));
235 struct wined3d_device
* CDECL
wined3d_swapchain_get_device(const struct wined3d_swapchain
*swapchain
)
237 TRACE("swapchain %p.\n", swapchain
);
239 return swapchain
->device
;
242 void CDECL
wined3d_swapchain_get_desc(const struct wined3d_swapchain
*swapchain
,
243 struct wined3d_swapchain_desc
*desc
)
245 TRACE("swapchain %p, desc %p.\n", swapchain
, desc
);
247 *desc
= swapchain
->desc
;
250 HRESULT CDECL
wined3d_swapchain_set_gamma_ramp(const struct wined3d_swapchain
*swapchain
,
251 DWORD flags
, const struct wined3d_gamma_ramp
*ramp
)
255 TRACE("swapchain %p, flags %#x, ramp %p.\n", swapchain
, flags
, ramp
);
258 FIXME("Ignoring flags %#x.\n", flags
);
260 dc
= GetDC(swapchain
->device_window
);
261 SetDeviceGammaRamp(dc
, (void *)ramp
);
262 ReleaseDC(swapchain
->device_window
, dc
);
267 void CDECL
wined3d_swapchain_set_palette(struct wined3d_swapchain
*swapchain
, struct wined3d_palette
*palette
)
269 TRACE("swapchain %p, palette %p.\n", swapchain
, palette
);
270 swapchain
->palette
= palette
;
273 HRESULT CDECL
wined3d_swapchain_get_gamma_ramp(const struct wined3d_swapchain
*swapchain
,
274 struct wined3d_gamma_ramp
*ramp
)
278 TRACE("swapchain %p, ramp %p.\n", swapchain
, ramp
);
280 dc
= GetDC(swapchain
->device_window
);
281 GetDeviceGammaRamp(dc
, ramp
);
282 ReleaseDC(swapchain
->device_window
, dc
);
287 /* A GL context is provided by the caller */
288 static void swapchain_blit(const struct wined3d_swapchain
*swapchain
,
289 struct wined3d_context
*context
, const RECT
*src_rect
, const RECT
*dst_rect
)
291 struct wined3d_surface
*backbuffer
= surface_from_resource(
292 wined3d_texture_get_sub_resource(swapchain
->back_buffers
[0], 0));
293 UINT src_w
= src_rect
->right
- src_rect
->left
;
294 UINT src_h
= src_rect
->bottom
- src_rect
->top
;
296 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
300 TRACE("swapchain %p, context %p, src_rect %s, dst_rect %s.\n",
301 swapchain
, context
, wine_dbgstr_rect(src_rect
), wine_dbgstr_rect(dst_rect
));
303 if (src_w
== dst_rect
->right
- dst_rect
->left
&& src_h
== dst_rect
->bottom
- dst_rect
->top
)
304 gl_filter
= GL_NEAREST
;
306 gl_filter
= GL_LINEAR
;
308 GetClientRect(swapchain
->win_handle
, &win_rect
);
309 win_h
= win_rect
.bottom
- win_rect
.top
;
311 if (gl_info
->fbo_ops
.glBlitFramebuffer
&& is_identity_fixup(backbuffer
->resource
.format
->color_fixup
))
313 DWORD location
= WINED3D_LOCATION_TEXTURE_RGB
;
315 if (backbuffer
->resource
.multisample_type
)
317 location
= WINED3D_LOCATION_RB_RESOLVED
;
318 surface_load_location(backbuffer
, context
, location
);
321 context_apply_fbo_state_blit(context
, GL_READ_FRAMEBUFFER
, backbuffer
, NULL
, location
);
322 gl_info
->gl_ops
.gl
.p_glReadBuffer(GL_COLOR_ATTACHMENT0
);
323 context_check_fbo_status(context
, GL_READ_FRAMEBUFFER
);
325 context_apply_fbo_state_blit(context
, GL_DRAW_FRAMEBUFFER
,
326 surface_from_resource(wined3d_texture_get_sub_resource(swapchain
->front_buffer
, 0)),
327 NULL
, WINED3D_LOCATION_DRAWABLE
);
328 context_set_draw_buffer(context
, GL_BACK
);
329 context_invalidate_state(context
, STATE_FRAMEBUFFER
);
331 gl_info
->gl_ops
.gl
.p_glColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
332 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
));
333 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1
));
334 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2
));
335 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3
));
337 gl_info
->gl_ops
.gl
.p_glDisable(GL_SCISSOR_TEST
);
338 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE
));
340 /* Note that the texture is upside down */
341 gl_info
->fbo_ops
.glBlitFramebuffer(src_rect
->left
, src_rect
->top
, src_rect
->right
, src_rect
->bottom
,
342 dst_rect
->left
, win_h
- dst_rect
->top
, dst_rect
->right
, win_h
- dst_rect
->bottom
,
343 GL_COLOR_BUFFER_BIT
, gl_filter
);
344 checkGLcall("Swapchain present blit(EXT_framebuffer_blit)\n");
348 struct wined3d_device
*device
= swapchain
->device
;
349 struct wined3d_context
*context2
;
350 float tex_left
= src_rect
->left
;
351 float tex_top
= src_rect
->top
;
352 float tex_right
= src_rect
->right
;
353 float tex_bottom
= src_rect
->bottom
;
355 context2
= context_acquire(device
, backbuffer
);
356 context_apply_blit_state(context2
, device
);
358 if (backbuffer
->container
->flags
& WINED3D_TEXTURE_NORMALIZED_COORDS
)
360 tex_left
/= backbuffer
->pow2Width
;
361 tex_right
/= backbuffer
->pow2Width
;
362 tex_top
/= backbuffer
->pow2Height
;
363 tex_bottom
/= backbuffer
->pow2Height
;
366 if (is_complex_fixup(backbuffer
->resource
.format
->color_fixup
))
367 gl_filter
= GL_NEAREST
;
369 context_apply_fbo_state_blit(context2
, GL_FRAMEBUFFER
,
370 surface_from_resource(wined3d_texture_get_sub_resource(swapchain
->front_buffer
, 0)),
371 NULL
, WINED3D_LOCATION_DRAWABLE
);
372 context_bind_texture(context2
, backbuffer
->texture_target
, backbuffer
->container
->texture_rgb
.name
);
374 /* Set up the texture. The surface is not in a wined3d_texture
375 * container, so there are no D3D texture settings to dirtify. */
376 device
->blitter
->set_shader(device
->blit_priv
, context2
, backbuffer
, NULL
);
377 gl_info
->gl_ops
.gl
.p_glTexParameteri(backbuffer
->texture_target
, GL_TEXTURE_MIN_FILTER
, gl_filter
);
378 gl_info
->gl_ops
.gl
.p_glTexParameteri(backbuffer
->texture_target
, GL_TEXTURE_MAG_FILTER
, gl_filter
);
380 context_set_draw_buffer(context
, GL_BACK
);
382 /* Set the viewport to the destination rectandle, disable any projection
383 * transformation set up by context_apply_blit_state(), and draw a
384 * (-1,-1)-(1,1) quad.
386 * Back up viewport and matrix to avoid breaking last_was_blit
388 * Note that context_apply_blit_state() set up viewport and ortho to
389 * match the surface size - we want the GL drawable(=window) size. */
390 gl_info
->gl_ops
.gl
.p_glPushAttrib(GL_VIEWPORT_BIT
);
391 gl_info
->gl_ops
.gl
.p_glViewport(dst_rect
->left
, win_h
- dst_rect
->bottom
,
392 dst_rect
->right
, win_h
- dst_rect
->top
);
393 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_PROJECTION
);
394 gl_info
->gl_ops
.gl
.p_glPushMatrix();
395 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
397 gl_info
->gl_ops
.gl
.p_glBegin(GL_QUADS
);
399 gl_info
->gl_ops
.gl
.p_glTexCoord2f(tex_left
, tex_bottom
);
400 gl_info
->gl_ops
.gl
.p_glVertex2i(-1, -1);
403 gl_info
->gl_ops
.gl
.p_glTexCoord2f(tex_left
, tex_top
);
404 gl_info
->gl_ops
.gl
.p_glVertex2i(-1, 1);
407 gl_info
->gl_ops
.gl
.p_glTexCoord2f(tex_right
, tex_top
);
408 gl_info
->gl_ops
.gl
.p_glVertex2i(1, 1);
411 gl_info
->gl_ops
.gl
.p_glTexCoord2f(tex_right
, tex_bottom
);
412 gl_info
->gl_ops
.gl
.p_glVertex2i(1, -1);
413 gl_info
->gl_ops
.gl
.p_glEnd();
415 gl_info
->gl_ops
.gl
.p_glPopMatrix();
416 gl_info
->gl_ops
.gl
.p_glPopAttrib();
418 device
->blitter
->unset_shader(context
->gl_info
);
419 checkGLcall("Swapchain present blit(manual)\n");
421 context_release(context2
);
425 static void swapchain_gl_present(struct wined3d_swapchain
*swapchain
, const RECT
*src_rect_in
,
426 const RECT
*dst_rect_in
, const RGNDATA
*dirty_region
, DWORD flags
)
428 struct wined3d_surface
*back_buffer
= surface_from_resource(
429 wined3d_texture_get_sub_resource(swapchain
->back_buffers
[0], 0));
430 const struct wined3d_fb_state
*fb
= &swapchain
->device
->fb
;
431 const struct wined3d_gl_info
*gl_info
;
432 struct wined3d_context
*context
;
433 struct wined3d_surface
*front
;
434 RECT src_rect
, dst_rect
;
437 context
= context_acquire(swapchain
->device
, back_buffer
);
440 context_release(context
);
441 WARN("Invalid context, skipping present.\n");
445 gl_info
= context
->gl_info
;
447 if (swapchain
->device
->logo_texture
)
449 struct wined3d_surface
*src_surface
= surface_from_resource(
450 wined3d_texture_get_sub_resource(swapchain
->device
->logo_texture
, 0));
451 RECT rect
= {0, 0, src_surface
->resource
.width
, src_surface
->resource
.height
};
453 /* Blit the logo into the upper left corner of the drawable. */
454 wined3d_surface_blt(back_buffer
, &rect
, src_surface
, &rect
, WINEDDBLT_ALPHATEST
,
455 NULL
, WINED3D_TEXF_POINT
);
458 if (swapchain
->device
->bCursorVisible
&& swapchain
->device
->cursor_texture
459 && !swapchain
->device
->hardwareCursor
)
461 struct wined3d_surface
*cursor
= surface_from_resource(
462 wined3d_texture_get_sub_resource(swapchain
->device
->cursor_texture
, 0));
465 swapchain
->device
->xScreenSpace
- swapchain
->device
->xHotSpot
,
466 swapchain
->device
->yScreenSpace
- swapchain
->device
->yHotSpot
,
467 swapchain
->device
->xScreenSpace
+ swapchain
->device
->cursorWidth
- swapchain
->device
->xHotSpot
,
468 swapchain
->device
->yScreenSpace
+ swapchain
->device
->cursorHeight
- swapchain
->device
->yHotSpot
,
473 swapchain
->device
->cursor_texture
->resource
.width
,
474 swapchain
->device
->cursor_texture
->resource
.height
476 const RECT clip_rect
= {0, 0, back_buffer
->resource
.width
, back_buffer
->resource
.height
};
478 TRACE("Rendering the software cursor.\n");
480 if (swapchain
->desc
.windowed
)
481 MapWindowPoints(NULL
, swapchain
->win_handle
, (POINT
*)&destRect
, 2);
482 if (wined3d_clip_blit(&clip_rect
, &destRect
, &src_rect
))
483 wined3d_surface_blt(back_buffer
, &destRect
, cursor
, &src_rect
, WINEDDBLT_ALPHATEST
,
484 NULL
, WINED3D_TEXF_POINT
);
487 TRACE("Presenting HDC %p.\n", context
->hdc
);
489 render_to_fbo
= swapchain
->render_to_fbo
;
493 src_rect
= *src_rect_in
;
494 if (!render_to_fbo
&& (src_rect
.left
|| src_rect
.top
495 || src_rect
.right
!= swapchain
->desc
.backbuffer_width
496 || src_rect
.bottom
!= swapchain
->desc
.backbuffer_height
))
498 render_to_fbo
= TRUE
;
505 src_rect
.right
= swapchain
->desc
.backbuffer_width
;
506 src_rect
.bottom
= swapchain
->desc
.backbuffer_height
;
510 dst_rect
= *dst_rect_in
;
512 GetClientRect(swapchain
->win_handle
, &dst_rect
);
514 if (!render_to_fbo
&& (dst_rect
.left
|| dst_rect
.top
515 || dst_rect
.right
!= swapchain
->desc
.backbuffer_width
516 || dst_rect
.bottom
!= swapchain
->desc
.backbuffer_height
))
517 render_to_fbo
= TRUE
;
519 /* Rendering to a window of different size, presenting partial rectangles,
520 * or rendering to a different window needs help from FBO_blit or a textured
521 * draw. Render the swapchain to a FBO in the future.
523 * Note that FBO_blit from the backbuffer to the frontbuffer cannot solve
524 * all these issues - this fails if the window is smaller than the backbuffer.
526 if (!swapchain
->render_to_fbo
&& render_to_fbo
&& wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
528 surface_load_location(back_buffer
, context
, WINED3D_LOCATION_TEXTURE_RGB
);
529 surface_invalidate_location(back_buffer
, WINED3D_LOCATION_DRAWABLE
);
530 swapchain
->render_to_fbo
= TRUE
;
531 swapchain_update_draw_bindings(swapchain
);
535 surface_load_location(back_buffer
, context
, back_buffer
->container
->resource
.draw_binding
);
538 if (swapchain
->render_to_fbo
)
540 static unsigned int once
;
542 if (swapchain
->desc
.swap_effect
== WINED3D_SWAP_EFFECT_FLIP
&& !once
++)
543 FIXME("WINED3D_SWAP_EFFECT_FLIP not implemented.\n");
545 swapchain_blit(swapchain
, context
, &src_rect
, &dst_rect
);
548 if (swapchain
->num_contexts
> 1)
549 gl_info
->gl_ops
.gl
.p_glFinish();
551 /* call wglSwapBuffers through the gl table to avoid confusing the Steam overlay */
552 gl_info
->gl_ops
.wgl
.p_wglSwapBuffers(context
->hdc
); /* TODO: cycle through the swapchain buffers */
554 TRACE("SwapBuffers called, Starting new frame\n");
558 DWORD time
= GetTickCount();
561 /* every 1.5 seconds */
562 if (time
- swapchain
->prev_time
> 1500)
564 TRACE_(fps
)("%p @ approx %.2ffps\n",
565 swapchain
, 1000.0 * swapchain
->frames
/ (time
- swapchain
->prev_time
));
566 swapchain
->prev_time
= time
;
567 swapchain
->frames
= 0;
571 front
= surface_from_resource(wined3d_texture_get_sub_resource(swapchain
->front_buffer
, 0));
573 surface_validate_location(front
, WINED3D_LOCATION_DRAWABLE
);
574 surface_invalidate_location(front
, ~WINED3D_LOCATION_DRAWABLE
);
575 /* If the swapeffect is DISCARD, the back buffer is undefined. That means the SYSMEM
576 * and INTEXTURE copies can keep their old content if they have any defined content.
577 * If the swapeffect is COPY, the content remains the same.
579 * The FLIP swap effect is not implemented yet. We could mark WINED3D_LOCATION_DRAWABLE
580 * up to date and hope WGL flipped front and back buffers and read this data into
581 * the FBO. Don't bother about this for now. */
583 if (fb
->depth_stencil
)
585 struct wined3d_surface
*ds
= wined3d_rendertarget_view_get_surface(fb
->depth_stencil
);
587 if (ds
&& (swapchain
->desc
.flags
& WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
588 || ds
->flags
& SFLAG_DISCARD
))
590 surface_modify_ds_location(ds
, WINED3D_LOCATION_DISCARDED
,
591 fb
->depth_stencil
->width
, fb
->depth_stencil
->height
);
592 if (ds
== swapchain
->device
->onscreen_depth_stencil
)
594 wined3d_texture_decref(swapchain
->device
->onscreen_depth_stencil
->container
);
595 swapchain
->device
->onscreen_depth_stencil
= NULL
;
600 context_release(context
);
603 static const struct wined3d_swapchain_ops swapchain_gl_ops
=
605 swapchain_gl_present
,
608 /* Helper function that blits the front buffer contents to the target window. */
609 void x11_copy_to_screen(const struct wined3d_swapchain
*swapchain
, const RECT
*rect
)
611 struct wined3d_surface
*front
;
612 POINT offset
= {0, 0};
617 TRACE("swapchain %p, rect %s.\n", swapchain
, wine_dbgstr_rect(rect
));
619 front
= surface_from_resource(wined3d_texture_get_sub_resource(swapchain
->front_buffer
, 0));
620 if (swapchain
->palette
)
621 wined3d_palette_apply_to_dc(swapchain
->palette
, front
->hDC
);
623 if (front
->resource
.map_count
)
624 ERR("Trying to blit a mapped surface.\n");
626 TRACE("Copying surface %p to screen.\n", front
);
628 surface_load_location(front
, NULL
, WINED3D_LOCATION_DIB
);
631 window
= swapchain
->win_handle
;
632 dst_dc
= GetDCEx(window
, 0, DCX_CLIPSIBLINGS
| DCX_CACHE
);
634 /* Front buffer coordinates are screen coordinates. Map them to the
635 * destination window if not fullscreened. */
636 if (swapchain
->desc
.windowed
)
637 ClientToScreen(window
, &offset
);
639 TRACE("offset %s.\n", wine_dbgstr_point(&offset
));
642 draw_rect
.right
= front
->resource
.width
;
644 draw_rect
.bottom
= front
->resource
.height
;
647 IntersectRect(&draw_rect
, &draw_rect
, rect
);
649 BitBlt(dst_dc
, draw_rect
.left
- offset
.x
, draw_rect
.top
- offset
.y
,
650 draw_rect
.right
- draw_rect
.left
, draw_rect
.bottom
- draw_rect
.top
,
651 src_dc
, draw_rect
.left
, draw_rect
.top
, SRCCOPY
);
652 ReleaseDC(window
, dst_dc
);
655 static void swapchain_gdi_present(struct wined3d_swapchain
*swapchain
, const RECT
*src_rect_in
,
656 const RECT
*dst_rect_in
, const RGNDATA
*dirty_region
, DWORD flags
)
658 struct wined3d_surface
*front
, *back
;
660 front
= surface_from_resource(wined3d_texture_get_sub_resource(swapchain
->front_buffer
, 0));
661 back
= surface_from_resource(wined3d_texture_get_sub_resource(swapchain
->back_buffers
[0], 0));
667 front
->hDC
= back
->hDC
;
671 /* Flip the DIBsection. */
674 tmp
= front
->dib
.DIBsection
;
675 front
->dib
.DIBsection
= back
->dib
.DIBsection
;
676 back
->dib
.DIBsection
= tmp
;
679 /* Flip the surface data. */
683 tmp
= front
->dib
.bitmap_data
;
684 front
->dib
.bitmap_data
= back
->dib
.bitmap_data
;
685 back
->dib
.bitmap_data
= tmp
;
687 if (front
->resource
.heap_memory
)
688 ERR("GDI Surface %p has heap memory allocated.\n", front
);
690 if (back
->resource
.heap_memory
)
691 ERR("GDI Surface %p has heap memory allocated.\n", back
);
697 static LONG prev_time
, frames
;
698 DWORD time
= GetTickCount();
702 /* every 1.5 seconds */
703 if (time
- prev_time
> 1500)
705 TRACE_(fps
)("@ approx %.2ffps\n", 1000.0 * frames
/ (time
- prev_time
));
711 x11_copy_to_screen(swapchain
, NULL
);
714 static const struct wined3d_swapchain_ops swapchain_gdi_ops
=
716 swapchain_gdi_present
,
719 static void swapchain_update_render_to_fbo(struct wined3d_swapchain
*swapchain
)
723 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
)
726 if (!swapchain
->desc
.backbuffer_count
)
728 TRACE("Single buffered rendering.\n");
729 swapchain
->render_to_fbo
= FALSE
;
733 GetClientRect(swapchain
->win_handle
, &client_rect
);
735 TRACE("Backbuffer %ux%u, window %ux%u.\n",
736 swapchain
->desc
.backbuffer_width
,
737 swapchain
->desc
.backbuffer_height
,
738 client_rect
.right
, client_rect
.bottom
);
739 TRACE("Multisample type %#x, quality %#x.\n",
740 swapchain
->desc
.multisample_type
,
741 swapchain
->desc
.multisample_quality
);
743 if (!wined3d_settings
.always_offscreen
&& !swapchain
->desc
.multisample_type
744 && swapchain
->desc
.backbuffer_width
== client_rect
.right
745 && swapchain
->desc
.backbuffer_height
== client_rect
.bottom
)
747 TRACE("Backbuffer dimensions match window dimensions, rendering onscreen.\n");
748 swapchain
->render_to_fbo
= FALSE
;
752 TRACE("Rendering to FBO.\n");
753 swapchain
->render_to_fbo
= TRUE
;
756 static HRESULT
swapchain_init(struct wined3d_swapchain
*swapchain
, struct wined3d_device
*device
,
757 struct wined3d_swapchain_desc
*desc
, void *parent
, const struct wined3d_parent_ops
*parent_ops
)
759 const struct wined3d_adapter
*adapter
= device
->adapter
;
760 struct wined3d_resource_desc texture_desc
;
761 struct wined3d_surface
*front_buffer
;
762 BOOL displaymode_set
= FALSE
;
768 if (desc
->backbuffer_count
> 1)
770 FIXME("The application requested more than one back buffer, this is not properly supported.\n"
771 "Please configure the application to use double buffering (1 back buffer) if possible.\n");
774 if (device
->wined3d
->flags
& WINED3D_NO3D
)
775 swapchain
->swapchain_ops
= &swapchain_gdi_ops
;
777 swapchain
->swapchain_ops
= &swapchain_gl_ops
;
779 window
= desc
->device_window
? desc
->device_window
: device
->create_parms
.focus_window
;
781 swapchain
->device
= device
;
782 swapchain
->parent
= parent
;
783 swapchain
->parent_ops
= parent_ops
;
785 swapchain
->win_handle
= window
;
786 swapchain
->device_window
= window
;
788 if (FAILED(hr
= wined3d_get_adapter_display_mode(device
->wined3d
,
789 adapter
->ordinal
, &swapchain
->original_mode
, NULL
)))
791 ERR("Failed to get current display mode, hr %#x.\n", hr
);
795 GetClientRect(window
, &client_rect
);
797 && (!desc
->backbuffer_width
|| !desc
->backbuffer_height
798 || desc
->backbuffer_format
== WINED3DFMT_UNKNOWN
))
801 if (!desc
->backbuffer_width
)
803 desc
->backbuffer_width
= client_rect
.right
;
804 TRACE("Updating width to %u.\n", desc
->backbuffer_width
);
807 if (!desc
->backbuffer_height
)
809 desc
->backbuffer_height
= client_rect
.bottom
;
810 TRACE("Updating height to %u.\n", desc
->backbuffer_height
);
813 if (desc
->backbuffer_format
== WINED3DFMT_UNKNOWN
)
815 desc
->backbuffer_format
= swapchain
->original_mode
.format_id
;
816 TRACE("Updating format to %s.\n", debug_d3dformat(swapchain
->original_mode
.format_id
));
819 swapchain
->desc
= *desc
;
820 swapchain_update_render_to_fbo(swapchain
);
822 TRACE("Creating front buffer.\n");
824 texture_desc
.resource_type
= WINED3D_RTYPE_TEXTURE
;
825 texture_desc
.format
= swapchain
->desc
.backbuffer_format
;
826 texture_desc
.multisample_type
= swapchain
->desc
.multisample_type
;
827 texture_desc
.multisample_quality
= swapchain
->desc
.multisample_quality
;
828 texture_desc
.usage
= 0;
829 texture_desc
.pool
= WINED3D_POOL_DEFAULT
;
830 texture_desc
.width
= swapchain
->desc
.backbuffer_width
;
831 texture_desc
.height
= swapchain
->desc
.backbuffer_height
;
832 texture_desc
.depth
= 1;
833 texture_desc
.size
= 0;
835 if (FAILED(hr
= device
->device_parent
->ops
->create_swapchain_texture(device
->device_parent
,
836 parent
, &texture_desc
, &swapchain
->front_buffer
)))
838 WARN("Failed to create front buffer, hr %#x.\n", hr
);
842 wined3d_texture_set_swapchain(swapchain
->front_buffer
, swapchain
);
843 front_buffer
= surface_from_resource(wined3d_texture_get_sub_resource(swapchain
->front_buffer
, 0));
844 if (!(device
->wined3d
->flags
& WINED3D_NO3D
))
846 surface_validate_location(front_buffer
, WINED3D_LOCATION_DRAWABLE
);
847 surface_invalidate_location(front_buffer
, ~WINED3D_LOCATION_DRAWABLE
);
850 /* MSDN says we're only allowed a single fullscreen swapchain per device,
851 * so we should really check to see if there is a fullscreen swapchain
852 * already. Does a single head count as full screen? */
856 /* Change the display settings */
857 swapchain
->d3d_mode
.width
= desc
->backbuffer_width
;
858 swapchain
->d3d_mode
.height
= desc
->backbuffer_height
;
859 swapchain
->d3d_mode
.format_id
= desc
->backbuffer_format
;
860 swapchain
->d3d_mode
.refresh_rate
= desc
->refresh_rate
;
861 swapchain
->d3d_mode
.scanline_ordering
= WINED3D_SCANLINE_ORDERING_UNKNOWN
;
863 if (FAILED(hr
= wined3d_set_adapter_display_mode(device
->wined3d
, adapter
->ordinal
, &swapchain
->d3d_mode
)))
865 WARN("Failed to set display mode, hr %#x.\n", hr
);
868 displaymode_set
= TRUE
;
871 if (!(device
->wined3d
->flags
& WINED3D_NO3D
))
873 static const enum wined3d_format_id formats
[] =
875 WINED3DFMT_D24_UNORM_S8_UINT
,
876 WINED3DFMT_D32_UNORM
,
877 WINED3DFMT_R24_UNORM_X8_TYPELESS
,
878 WINED3DFMT_D16_UNORM
,
879 WINED3DFMT_S1_UINT_D15_UNORM
882 const struct wined3d_gl_info
*gl_info
= &adapter
->gl_info
;
884 swapchain
->context
= HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain
->context
));
885 if (!swapchain
->context
)
887 ERR("Failed to create the context array.\n");
891 swapchain
->num_contexts
= 1;
893 /* In WGL both color, depth and stencil are features of a pixel format. In case of D3D they are separate.
894 * You are able to add a depth + stencil surface at a later stage when you need it.
895 * In order to support this properly in WineD3D we need the ability to recreate the opengl context and
896 * drawable when this is required. This is very tricky as we need to reapply ALL opengl states for the new
897 * context, need torecreate shaders, textures and other resources.
899 * The context manager already takes care of the state problem and for the other tasks code from Reset
900 * can be used. These changes are way to risky during the 1.0 code freeze which is taking place right now.
901 * Likely a lot of other new bugs will be exposed. For that reason request a depth stencil surface all the
902 * time. It can cause a slight performance hit but fixes a lot of regressions. A fixme reminds of that this
903 * issue needs to be fixed. */
904 for (i
= 0; i
< (sizeof(formats
) / sizeof(*formats
)); i
++)
906 swapchain
->ds_format
= wined3d_get_format(gl_info
, formats
[i
]);
907 swapchain
->context
[0] = context_create(swapchain
, front_buffer
, swapchain
->ds_format
);
908 if (swapchain
->context
[0]) break;
909 TRACE("Depth stencil format %s is not supported, trying next format\n",
910 debug_d3dformat(formats
[i
]));
913 if (!swapchain
->context
[0])
915 WARN("Failed to create context.\n");
916 hr
= WINED3DERR_NOTAVAILABLE
;
920 if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
921 && (!desc
->enable_auto_depth_stencil
922 || swapchain
->desc
.auto_depth_stencil_format
!= swapchain
->ds_format
->id
))
924 FIXME("Add OpenGL context recreation support to context_validate_onscreen_formats\n");
926 context_release(swapchain
->context
[0]);
929 if (swapchain
->desc
.backbuffer_count
> 0)
931 swapchain
->back_buffers
= HeapAlloc(GetProcessHeap(), 0,
932 sizeof(*swapchain
->back_buffers
) * swapchain
->desc
.backbuffer_count
);
933 if (!swapchain
->back_buffers
)
935 ERR("Failed to allocate backbuffer array memory.\n");
940 texture_desc
.usage
|= WINED3DUSAGE_RENDERTARGET
;
941 for (i
= 0; i
< swapchain
->desc
.backbuffer_count
; ++i
)
943 TRACE("Creating back buffer %u.\n", i
);
944 if (FAILED(hr
= device
->device_parent
->ops
->create_swapchain_texture(device
->device_parent
,
945 parent
, &texture_desc
, &swapchain
->back_buffers
[i
])))
947 WARN("Failed to create back buffer %u, hr %#x.\n", i
, hr
);
948 swapchain
->desc
.backbuffer_count
= i
;
951 wined3d_texture_set_swapchain(swapchain
->back_buffers
[i
], swapchain
);
955 /* Swapchains share the depth/stencil buffer, so only create a single depthstencil surface. */
956 if (desc
->enable_auto_depth_stencil
&& !(device
->wined3d
->flags
& WINED3D_NO3D
))
958 TRACE("Creating depth/stencil buffer.\n");
959 if (!device
->auto_depth_stencil_view
)
961 struct wined3d_texture
*ds
;
962 struct wined3d_rendertarget_view_desc desc
;
964 texture_desc
.format
= swapchain
->desc
.auto_depth_stencil_format
;
965 texture_desc
.usage
= WINED3DUSAGE_DEPTHSTENCIL
;
967 if (FAILED(hr
= device
->device_parent
->ops
->create_swapchain_texture(device
->device_parent
,
968 device
->device_parent
, &texture_desc
, &ds
)))
970 WARN("Failed to create the auto depth/stencil surface, hr %#x.\n", hr
);
974 desc
.format_id
= ds
->resource
.format
->id
;
975 desc
.u
.texture
.level_idx
= 0;
976 desc
.u
.texture
.layer_idx
= 0;
977 desc
.u
.texture
.layer_count
= 1;
978 hr
= wined3d_rendertarget_view_create(&desc
, &ds
->resource
, NULL
, &wined3d_null_parent_ops
,
979 &device
->auto_depth_stencil_view
);
980 wined3d_texture_decref(ds
);
983 ERR("Failed to create rendertarget view, hr %#x.\n", hr
);
989 wined3d_swapchain_get_gamma_ramp(swapchain
, &swapchain
->orig_gamma
);
996 if (FAILED(wined3d_set_adapter_display_mode(device
->wined3d
,
997 adapter
->ordinal
, &swapchain
->original_mode
)))
998 ERR("Failed to restore display mode.\n");
1002 if (swapchain
->back_buffers
)
1004 for (i
= 0; i
< swapchain
->desc
.backbuffer_count
; ++i
)
1006 if (swapchain
->back_buffers
[i
])
1008 wined3d_texture_set_swapchain(swapchain
->back_buffers
[i
], NULL
);
1009 wined3d_texture_decref(swapchain
->back_buffers
[i
]);
1012 HeapFree(GetProcessHeap(), 0, swapchain
->back_buffers
);
1015 if (swapchain
->context
)
1017 if (swapchain
->context
[0])
1019 context_release(swapchain
->context
[0]);
1020 context_destroy(device
, swapchain
->context
[0]);
1021 swapchain
->num_contexts
= 0;
1023 HeapFree(GetProcessHeap(), 0, swapchain
->context
);
1026 if (swapchain
->front_buffer
)
1028 wined3d_texture_set_swapchain(swapchain
->front_buffer
, NULL
);
1029 wined3d_texture_decref(swapchain
->front_buffer
);
1035 HRESULT CDECL
wined3d_swapchain_create(struct wined3d_device
*device
, struct wined3d_swapchain_desc
*desc
,
1036 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_swapchain
**swapchain
)
1038 struct wined3d_swapchain
*object
;
1041 TRACE("device %p, desc %p, parent %p, parent_ops %p, swapchain %p.\n",
1042 device
, desc
, parent
, parent_ops
, swapchain
);
1044 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
1046 return E_OUTOFMEMORY
;
1048 hr
= swapchain_init(object
, device
, desc
, parent
, parent_ops
);
1051 WARN("Failed to initialize swapchain, hr %#x.\n", hr
);
1052 HeapFree(GetProcessHeap(), 0, object
);
1056 TRACE("Created swapchain %p.\n", object
);
1057 *swapchain
= object
;
1062 static struct wined3d_context
*swapchain_create_context(struct wined3d_swapchain
*swapchain
)
1064 struct wined3d_context
**newArray
;
1065 struct wined3d_context
*ctx
;
1067 TRACE("Creating a new context for swapchain %p, thread %u.\n", swapchain
, GetCurrentThreadId());
1069 if (!(ctx
= context_create(swapchain
,
1070 surface_from_resource(wined3d_texture_get_sub_resource(swapchain
->front_buffer
, 0)),
1071 swapchain
->ds_format
)))
1073 ERR("Failed to create a new context for the swapchain\n");
1076 context_release(ctx
);
1078 newArray
= HeapAlloc(GetProcessHeap(), 0, sizeof(*newArray
) * (swapchain
->num_contexts
+ 1));
1080 ERR("Out of memory when trying to allocate a new context array\n");
1081 context_destroy(swapchain
->device
, ctx
);
1084 memcpy(newArray
, swapchain
->context
, sizeof(*newArray
) * swapchain
->num_contexts
);
1085 HeapFree(GetProcessHeap(), 0, swapchain
->context
);
1086 newArray
[swapchain
->num_contexts
] = ctx
;
1087 swapchain
->context
= newArray
;
1088 swapchain
->num_contexts
++;
1090 TRACE("Returning context %p\n", ctx
);
1094 void swapchain_destroy_contexts(struct wined3d_swapchain
*swapchain
)
1098 for (i
= 0; i
< swapchain
->num_contexts
; ++i
)
1100 context_destroy(swapchain
->device
, swapchain
->context
[i
]);
1102 swapchain
->num_contexts
= 0;
1105 struct wined3d_context
*swapchain_get_context(struct wined3d_swapchain
*swapchain
)
1107 DWORD tid
= GetCurrentThreadId();
1110 for (i
= 0; i
< swapchain
->num_contexts
; ++i
)
1112 if (swapchain
->context
[i
]->tid
== tid
)
1113 return swapchain
->context
[i
];
1116 /* Create a new context for the thread */
1117 return swapchain_create_context(swapchain
);
1120 HDC
swapchain_get_backup_dc(struct wined3d_swapchain
*swapchain
)
1122 if (!swapchain
->backup_dc
)
1124 TRACE("Creating the backup window for swapchain %p.\n", swapchain
);
1126 if (!(swapchain
->backup_wnd
= CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME
, "WineD3D fake window",
1127 WS_OVERLAPPEDWINDOW
, 10, 10, 10, 10, NULL
, NULL
, NULL
, NULL
)))
1129 ERR("Failed to create a window.\n");
1133 if (!(swapchain
->backup_dc
= GetDC(swapchain
->backup_wnd
)))
1135 ERR("Failed to get a DC.\n");
1136 DestroyWindow(swapchain
->backup_wnd
);
1137 swapchain
->backup_wnd
= NULL
;
1142 return swapchain
->backup_dc
;
1145 void swapchain_update_draw_bindings(struct wined3d_swapchain
*swapchain
)
1149 wined3d_resource_update_draw_binding(&swapchain
->front_buffer
->resource
);
1151 for (i
= 0; i
< swapchain
->desc
.backbuffer_count
; ++i
)
1153 wined3d_resource_update_draw_binding(&swapchain
->back_buffers
[i
]->resource
);
1157 void wined3d_swapchain_activate(struct wined3d_swapchain
*swapchain
, BOOL activate
)
1159 struct wined3d_device
*device
= swapchain
->device
;
1160 BOOL filter_messages
= device
->filter_messages
;
1162 /* This code is not protected by the wined3d mutex, so it may run while
1163 * wined3d_device_reset is active. Testing on Windows shows that changing
1164 * focus during resets and resetting during focus change events causes
1165 * the application to crash with an invalid memory access. */
1167 device
->filter_messages
= !(device
->wined3d
->flags
& WINED3D_FOCUS_MESSAGES
);
1171 if (!(device
->create_parms
.flags
& WINED3DCREATE_NOWINDOWCHANGES
))
1173 /* The d3d versions do not agree on the exact messages here. D3d8 restores
1174 * the window but leaves the size untouched, d3d9 sets the size on an
1175 * invisible window, generates messages but doesn't change the window
1176 * properties. The implementation follows d3d9.
1178 * Guild Wars 1 wants a WINDOWPOSCHANGED message on the device window to
1179 * resume drawing after a focus loss. */
1180 SetWindowPos(swapchain
->device_window
, NULL
, 0, 0,
1181 swapchain
->desc
.backbuffer_width
, swapchain
->desc
.backbuffer_height
,
1182 SWP_NOACTIVATE
| SWP_NOZORDER
);
1185 if (device
->wined3d
->flags
& WINED3D_RESTORE_MODE_ON_ACTIVATE
)
1187 if (FAILED(wined3d_set_adapter_display_mode(device
->wined3d
,
1188 device
->adapter
->ordinal
, &swapchain
->d3d_mode
)))
1189 ERR("Failed to set display mode.\n");
1194 if (FAILED(wined3d_set_adapter_display_mode(device
->wined3d
,
1195 device
->adapter
->ordinal
, NULL
)))
1196 ERR("Failed to set display mode.\n");
1198 swapchain
->reapply_mode
= TRUE
;
1200 if (!(device
->create_parms
.flags
& WINED3DCREATE_NOWINDOWCHANGES
)
1201 && IsWindowVisible(swapchain
->device_window
))
1202 ShowWindow(swapchain
->device_window
, SW_MINIMIZE
);
1205 device
->filter_messages
= filter_messages
;
1208 HRESULT CDECL
wined3d_swapchain_resize_buffers(struct wined3d_swapchain
*swapchain
, unsigned int buffer_count
,
1209 unsigned int width
, unsigned int height
, enum wined3d_format_id format_id
,
1210 enum wined3d_multisample_type multisample_type
, unsigned int multisample_quality
)
1212 BOOL update_desc
= FALSE
;
1214 TRACE("swapchain %p, buffer_count %u, width %u, height %u, format %s, "
1215 "multisample_type %#x, multisample_quality %#x.\n",
1216 swapchain
, buffer_count
, width
, height
, debug_d3dformat(format_id
),
1217 multisample_type
, multisample_quality
);
1219 if (buffer_count
&& buffer_count
!= swapchain
->desc
.backbuffer_count
)
1220 FIXME("Cannot change the back buffer count yet.\n");
1222 if (!width
|| !height
)
1224 /* The application is requesting that either the swapchain width or
1225 * height be set to the corresponding dimension in the window's
1230 if (!swapchain
->desc
.windowed
)
1231 return WINED3DERR_INVALIDCALL
;
1233 if (!GetClientRect(swapchain
->device_window
, &client_rect
))
1235 ERR("Failed to get client rect, last error %#x.\n", GetLastError());
1236 return WINED3DERR_INVALIDCALL
;
1240 width
= client_rect
.right
;
1243 height
= client_rect
.bottom
;
1246 if (width
!= swapchain
->desc
.backbuffer_width
1247 || height
!= swapchain
->desc
.backbuffer_height
)
1249 swapchain
->desc
.backbuffer_width
= width
;
1250 swapchain
->desc
.backbuffer_height
= height
;
1254 if (format_id
== WINED3DFMT_UNKNOWN
)
1256 if (!swapchain
->desc
.windowed
)
1257 return WINED3DERR_INVALIDCALL
;
1258 format_id
= swapchain
->original_mode
.format_id
;
1261 if (format_id
!= swapchain
->desc
.backbuffer_format
)
1263 swapchain
->desc
.backbuffer_format
= format_id
;
1267 if (multisample_type
!= swapchain
->desc
.multisample_type
1268 || multisample_quality
!= swapchain
->desc
.multisample_quality
)
1270 swapchain
->desc
.multisample_type
= multisample_type
;
1271 swapchain
->desc
.multisample_quality
= multisample_quality
;
1280 if (FAILED(hr
= wined3d_texture_update_desc(swapchain
->front_buffer
, swapchain
->desc
.backbuffer_width
,
1281 swapchain
->desc
.backbuffer_height
, swapchain
->desc
.backbuffer_format
,
1282 swapchain
->desc
.multisample_type
, swapchain
->desc
.multisample_quality
, NULL
, 0)))
1285 for (i
= 0; i
< swapchain
->desc
.backbuffer_count
; ++i
)
1287 if (FAILED(hr
= wined3d_texture_update_desc(swapchain
->back_buffers
[i
], swapchain
->desc
.backbuffer_width
,
1288 swapchain
->desc
.backbuffer_height
, swapchain
->desc
.backbuffer_format
,
1289 swapchain
->desc
.multisample_type
, swapchain
->desc
.multisample_quality
, NULL
, 0)))
1294 swapchain_update_render_to_fbo(swapchain
);
1295 swapchain_update_draw_bindings(swapchain
);