1 /*
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
7 *
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.
12 *
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.
17 *
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
21 */
22
23 #include "config.h"
24 #include "wine/port.h"
25 #include "wined3d_private.h"
26
27 #ifdef __REACTOS__
28 #include <reactos/undocuser.h>
29 #endif
30
31 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
32 WINE_DECLARE_DEBUG_CHANNEL(fps);
33
wined3d_swapchain_destroy_object(void * object)34 static void wined3d_swapchain_destroy_object(void *object)
35 {
36 swapchain_destroy_contexts(object);
37 }
38
swapchain_cleanup(struct wined3d_swapchain * swapchain)39 static void swapchain_cleanup(struct wined3d_swapchain *swapchain)
40 {
41 HRESULT hr;
42 UINT i;
43
44 TRACE("Destroying swapchain %p.\n", swapchain);
45
46 wined3d_swapchain_set_gamma_ramp(swapchain, 0, &swapchain->orig_gamma);
47
48 /* Release the swapchain's draw buffers. Make sure swapchain->back_buffers[0]
49 * is the last buffer to be destroyed, FindContext() depends on that. */
50 if (swapchain->front_buffer)
51 {
52 wined3d_texture_set_swapchain(swapchain->front_buffer, NULL);
53 if (wined3d_texture_decref(swapchain->front_buffer))
54 WARN("Something's still holding the front buffer (%p).\n", swapchain->front_buffer);
55 swapchain->front_buffer = NULL;
56 }
57
58 if (swapchain->back_buffers)
59 {
60 i = swapchain->desc.backbuffer_count;
61
62 while (i--)
63 {
64 wined3d_texture_set_swapchain(swapchain->back_buffers[i], NULL);
65 if (wined3d_texture_decref(swapchain->back_buffers[i]))
66 WARN("Something's still holding back buffer %u (%p).\n", i, swapchain->back_buffers[i]);
67 }
68 heap_free(swapchain->back_buffers);
69 swapchain->back_buffers = NULL;
70 }
71
72 wined3d_cs_destroy_object(swapchain->device->cs, wined3d_swapchain_destroy_object, swapchain);
73 swapchain->device->cs->ops->finish(swapchain->device->cs, WINED3D_CS_QUEUE_DEFAULT);
74
75 /* Restore the screen resolution if we rendered in fullscreen.
76 * This will restore the screen resolution to what it was before creating
77 * the swapchain. In case of d3d8 and d3d9 this will be the original
78 * desktop resolution. In case of d3d7 this will be a NOP because ddraw
79 * sets the resolution before starting up Direct3D, thus orig_width and
80 * orig_height will be equal to the modes in the presentation params. */
81 if (!swapchain->desc.windowed && swapchain->desc.auto_restore_display_mode)
82 {
83 if (FAILED(hr = wined3d_set_adapter_display_mode(swapchain->device->wined3d,
84 swapchain->device->adapter->ordinal, &swapchain->original_mode)))
85 ERR("Failed to restore display mode, hr %#x.\n", hr);
86
87 if (swapchain->desc.flags & WINED3D_SWAPCHAIN_RESTORE_WINDOW_RECT)
88 {
89 wined3d_device_restore_fullscreen_window(swapchain->device, swapchain->device_window,
90 &swapchain->original_window_rect);
91 wined3d_device_release_focus_window(swapchain->device);
92 }
93 }
94
95 if (swapchain->backup_dc)
96 {
97 TRACE("Destroying backup wined3d window %p, dc %p.\n", swapchain->backup_wnd, swapchain->backup_dc);
98
99 wined3d_release_dc(swapchain->backup_wnd, swapchain->backup_dc);
100 DestroyWindow(swapchain->backup_wnd);
101 }
102 }
103
wined3d_swapchain_incref(struct wined3d_swapchain * swapchain)104 ULONG CDECL wined3d_swapchain_incref(struct wined3d_swapchain *swapchain)
105 {
106 ULONG refcount = InterlockedIncrement(&swapchain->ref);
107
108 TRACE("%p increasing refcount to %u.\n", swapchain, refcount);
109
110 return refcount;
111 }
112
wined3d_swapchain_decref(struct wined3d_swapchain * swapchain)113 ULONG CDECL wined3d_swapchain_decref(struct wined3d_swapchain *swapchain)
114 {
115 ULONG refcount = InterlockedDecrement(&swapchain->ref);
116
117 TRACE("%p decreasing refcount to %u.\n", swapchain, refcount);
118
119 if (!refcount)
120 {
121 struct wined3d_device *device = swapchain->device;
122
123 device->cs->ops->finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
124
125 swapchain_cleanup(swapchain);
126 swapchain->parent_ops->wined3d_object_destroyed(swapchain->parent);
127 heap_free(swapchain);
128 }
129
130 return refcount;
131 }
132
wined3d_swapchain_get_parent(const struct wined3d_swapchain * swapchain)133 void * CDECL wined3d_swapchain_get_parent(const struct wined3d_swapchain *swapchain)
134 {
135 TRACE("swapchain %p.\n", swapchain);
136
137 return swapchain->parent;
138 }
139
wined3d_swapchain_set_window(struct wined3d_swapchain * swapchain,HWND window)140 void CDECL wined3d_swapchain_set_window(struct wined3d_swapchain *swapchain, HWND window)
141 {
142 if (!window)
143 window = swapchain->device_window;
144 if (window == swapchain->win_handle)
145 return;
146
147 TRACE("Setting swapchain %p window from %p to %p.\n",
148 swapchain, swapchain->win_handle, window);
149 swapchain->win_handle = window;
150 }
151
wined3d_swapchain_present(struct wined3d_swapchain * swapchain,const RECT * src_rect,const RECT * dst_rect,HWND dst_window_override,DWORD swap_interval,DWORD flags)152 HRESULT CDECL wined3d_swapchain_present(struct wined3d_swapchain *swapchain,
153 const RECT *src_rect, const RECT *dst_rect, HWND dst_window_override,
154 DWORD swap_interval, DWORD flags)
155 {
156 static DWORD notified_flags = 0;
157 RECT s, d;
158
159 TRACE("swapchain %p, src_rect %s, dst_rect %s, dst_window_override %p, flags %#x.\n",
160 swapchain, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect),
161 dst_window_override, flags);
162
163 if (flags & ~notified_flags)
164 {
165 FIXME("Ignoring flags %#x.\n", flags & ~notified_flags);
166 notified_flags |= flags;
167 }
168
169 if (!swapchain->back_buffers)
170 {
171 WARN("Swapchain doesn't have a backbuffer, returning WINED3DERR_INVALIDCALL\n");
172 return WINED3DERR_INVALIDCALL;
173 }
174
175 if (!src_rect)
176 {
177 SetRect(&s, 0, 0, swapchain->desc.backbuffer_width,
178 swapchain->desc.backbuffer_height);
179 src_rect = &s;
180 }
181
182 if (!dst_rect)
183 {
184 GetClientRect(swapchain->win_handle, &d);
185 dst_rect = &d;
186 }
187
188 wined3d_cs_emit_present(swapchain->device->cs, swapchain, src_rect,
189 dst_rect, dst_window_override, swap_interval, flags);
190
191 return WINED3D_OK;
192 }
193
wined3d_swapchain_get_front_buffer_data(const struct wined3d_swapchain * swapchain,struct wined3d_texture * dst_texture,unsigned int sub_resource_idx)194 HRESULT CDECL wined3d_swapchain_get_front_buffer_data(const struct wined3d_swapchain *swapchain,
195 struct wined3d_texture *dst_texture, unsigned int sub_resource_idx)
196 {
197 RECT src_rect, dst_rect;
198
199 TRACE("swapchain %p, dst_texture %p, sub_resource_idx %u.\n", swapchain, dst_texture, sub_resource_idx);
200
201 SetRect(&src_rect, 0, 0, swapchain->front_buffer->resource.width, swapchain->front_buffer->resource.height);
202 dst_rect = src_rect;
203
204 if (swapchain->desc.windowed)
205 {
206 MapWindowPoints(swapchain->win_handle, NULL, (POINT *)&dst_rect, 2);
207 FIXME("Using destination rect %s in windowed mode, this is likely wrong.\n",
208 wine_dbgstr_rect(&dst_rect));
209 }
210
211 return wined3d_texture_blt(dst_texture, sub_resource_idx, &dst_rect,
212 swapchain->front_buffer, 0, &src_rect, 0, NULL, WINED3D_TEXF_POINT);
213 }
214
wined3d_swapchain_get_back_buffer(const struct wined3d_swapchain * swapchain,UINT back_buffer_idx)215 struct wined3d_texture * CDECL wined3d_swapchain_get_back_buffer(const struct wined3d_swapchain *swapchain,
216 UINT back_buffer_idx)
217 {
218 TRACE("swapchain %p, back_buffer_idx %u.\n",
219 swapchain, back_buffer_idx);
220
221 /* Return invalid if there is no backbuffer array, otherwise it will
222 * crash when ddraw is used (there swapchain->back_buffers is always
223 * NULL). We need this because this function is called from
224 * stateblock_init_default_state() to get the default scissorrect
225 * dimensions. */
226 if (!swapchain->back_buffers || back_buffer_idx >= swapchain->desc.backbuffer_count)
227 {
228 WARN("Invalid back buffer index.\n");
229 /* Native d3d9 doesn't set NULL here, just as wine's d3d9. But set it
230 * here in wined3d to avoid problems in other libs. */
231 return NULL;
232 }
233
234 TRACE("Returning back buffer %p.\n", swapchain->back_buffers[back_buffer_idx]);
235
236 return swapchain->back_buffers[back_buffer_idx];
237 }
238
wined3d_swapchain_get_raster_status(const struct wined3d_swapchain * swapchain,struct wined3d_raster_status * raster_status)239 HRESULT CDECL wined3d_swapchain_get_raster_status(const struct wined3d_swapchain *swapchain,
240 struct wined3d_raster_status *raster_status)
241 {
242 TRACE("swapchain %p, raster_status %p.\n", swapchain, raster_status);
243
244 return wined3d_get_adapter_raster_status(swapchain->device->wined3d,
245 swapchain->device->adapter->ordinal, raster_status);
246 }
247
wined3d_swapchain_get_display_mode(const struct wined3d_swapchain * swapchain,struct wined3d_display_mode * mode,enum wined3d_display_rotation * rotation)248 HRESULT CDECL wined3d_swapchain_get_display_mode(const struct wined3d_swapchain *swapchain,
249 struct wined3d_display_mode *mode, enum wined3d_display_rotation *rotation)
250 {
251 HRESULT hr;
252
253 TRACE("swapchain %p, mode %p, rotation %p.\n", swapchain, mode, rotation);
254
255 hr = wined3d_get_adapter_display_mode(swapchain->device->wined3d,
256 swapchain->device->adapter->ordinal, mode, rotation);
257
258 TRACE("Returning w %u, h %u, refresh rate %u, format %s.\n",
259 mode->width, mode->height, mode->refresh_rate, debug_d3dformat(mode->format_id));
260
261 return hr;
262 }
263
wined3d_swapchain_get_device(const struct wined3d_swapchain * swapchain)264 struct wined3d_device * CDECL wined3d_swapchain_get_device(const struct wined3d_swapchain *swapchain)
265 {
266 TRACE("swapchain %p.\n", swapchain);
267
268 return swapchain->device;
269 }
270
wined3d_swapchain_get_desc(const struct wined3d_swapchain * swapchain,struct wined3d_swapchain_desc * desc)271 void CDECL wined3d_swapchain_get_desc(const struct wined3d_swapchain *swapchain,
272 struct wined3d_swapchain_desc *desc)
273 {
274 TRACE("swapchain %p, desc %p.\n", swapchain, desc);
275
276 *desc = swapchain->desc;
277 }
278
wined3d_swapchain_set_gamma_ramp(const struct wined3d_swapchain * swapchain,DWORD flags,const struct wined3d_gamma_ramp * ramp)279 HRESULT CDECL wined3d_swapchain_set_gamma_ramp(const struct wined3d_swapchain *swapchain,
280 DWORD flags, const struct wined3d_gamma_ramp *ramp)
281 {
282 HDC dc;
283
284 TRACE("swapchain %p, flags %#x, ramp %p.\n", swapchain, flags, ramp);
285
286 if (flags)
287 FIXME("Ignoring flags %#x.\n", flags);
288
289 dc = GetDCEx(swapchain->device_window, 0, DCX_USESTYLE | DCX_CACHE);
290 SetDeviceGammaRamp(dc, (void *)ramp);
291 ReleaseDC(swapchain->device_window, dc);
292
293 return WINED3D_OK;
294 }
295
wined3d_swapchain_set_palette(struct wined3d_swapchain * swapchain,struct wined3d_palette * palette)296 void CDECL wined3d_swapchain_set_palette(struct wined3d_swapchain *swapchain, struct wined3d_palette *palette)
297 {
298 TRACE("swapchain %p, palette %p.\n", swapchain, palette);
299 swapchain->palette = palette;
300 }
301
wined3d_swapchain_get_gamma_ramp(const struct wined3d_swapchain * swapchain,struct wined3d_gamma_ramp * ramp)302 HRESULT CDECL wined3d_swapchain_get_gamma_ramp(const struct wined3d_swapchain *swapchain,
303 struct wined3d_gamma_ramp *ramp)
304 {
305 HDC dc;
306
307 TRACE("swapchain %p, ramp %p.\n", swapchain, ramp);
308
309 dc = GetDCEx(swapchain->device_window, 0, DCX_USESTYLE | DCX_CACHE);
310 GetDeviceGammaRamp(dc, ramp);
311 ReleaseDC(swapchain->device_window, dc);
312
313 return WINED3D_OK;
314 }
315
316 /* A GL context is provided by the caller */
swapchain_blit(const struct wined3d_swapchain * swapchain,struct wined3d_context * context,const RECT * src_rect,const RECT * dst_rect)317 static void swapchain_blit(const struct wined3d_swapchain *swapchain,
318 struct wined3d_context *context, const RECT *src_rect, const RECT *dst_rect)
319 {
320 struct wined3d_texture *texture = swapchain->back_buffers[0];
321 struct wined3d_surface *back_buffer = texture->sub_resources[0].u.surface;
322 struct wined3d_device *device = swapchain->device;
323 enum wined3d_texture_filter_type filter;
324 DWORD location;
325
326 TRACE("swapchain %p, context %p, src_rect %s, dst_rect %s.\n",
327 swapchain, context, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect));
328
329 if ((src_rect->right - src_rect->left == dst_rect->right - dst_rect->left
330 && src_rect->bottom - src_rect->top == dst_rect->bottom - dst_rect->top)
331 || is_complex_fixup(texture->resource.format->color_fixup))
332 filter = WINED3D_TEXF_NONE;
333 else
334 filter = WINED3D_TEXF_LINEAR;
335
336 location = WINED3D_LOCATION_TEXTURE_RGB;
337 if (texture->resource.multisample_type)
338 location = WINED3D_LOCATION_RB_RESOLVED;
339
340 wined3d_texture_validate_location(texture, 0, WINED3D_LOCATION_DRAWABLE);
341 device->blitter->ops->blitter_blit(device->blitter, WINED3D_BLIT_OP_COLOR_BLIT, context, back_buffer,
342 location, src_rect, back_buffer, WINED3D_LOCATION_DRAWABLE, dst_rect, NULL, filter);
343 wined3d_texture_invalidate_location(texture, 0, WINED3D_LOCATION_DRAWABLE);
344 }
345
346 /* Context activation is done by the caller. */
wined3d_swapchain_rotate(struct wined3d_swapchain * swapchain,struct wined3d_context * context)347 static void wined3d_swapchain_rotate(struct wined3d_swapchain *swapchain, struct wined3d_context *context)
348 {
349 struct wined3d_texture_sub_resource *sub_resource;
350 struct wined3d_texture *texture, *texture_prev;
351 struct gl_texture tex0;
352 GLuint rb0;
353 DWORD locations0;
354 unsigned int i;
355 static const DWORD supported_locations = WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_RB_MULTISAMPLE;
356
357 if (swapchain->desc.backbuffer_count < 2 || !swapchain->render_to_fbo)
358 return;
359
360 texture_prev = swapchain->back_buffers[0];
361
362 /* Back buffer 0 is already in the draw binding. */
363 tex0 = texture_prev->texture_rgb;
364 rb0 = texture_prev->rb_multisample;
365 locations0 = texture_prev->sub_resources[0].locations;
366
367 for (i = 1; i < swapchain->desc.backbuffer_count; ++i)
368 {
369 texture = swapchain->back_buffers[i];
370 sub_resource = &texture->sub_resources[0];
371
372 if (!(sub_resource->locations & supported_locations))
373 wined3d_texture_load_location(texture, 0, context, texture->resource.draw_binding);
374
375 texture_prev->texture_rgb = texture->texture_rgb;
376 texture_prev->rb_multisample = texture->rb_multisample;
377
378 wined3d_texture_validate_location(texture_prev, 0, sub_resource->locations & supported_locations);
379 wined3d_texture_invalidate_location(texture_prev, 0, ~(sub_resource->locations & supported_locations));
380
381 texture_prev = texture;
382 }
383
384 texture_prev->texture_rgb = tex0;
385 texture_prev->rb_multisample = rb0;
386
387 wined3d_texture_validate_location(texture_prev, 0, locations0 & supported_locations);
388 wined3d_texture_invalidate_location(texture_prev, 0, ~(locations0 & supported_locations));
389
390 device_invalidate_state(swapchain->device, STATE_FRAMEBUFFER);
391 }
392
swapchain_gl_present(struct wined3d_swapchain * swapchain,const RECT * src_rect,const RECT * dst_rect,DWORD flags)393 static void swapchain_gl_present(struct wined3d_swapchain *swapchain,
394 const RECT *src_rect, const RECT *dst_rect, DWORD flags)
395 {
396 struct wined3d_texture *back_buffer = swapchain->back_buffers[0];
397 const struct wined3d_fb_state *fb = &swapchain->device->cs->fb;
398 const struct wined3d_gl_info *gl_info;
399 struct wined3d_texture *logo_texture;
400 struct wined3d_context *context;
401 BOOL render_to_fbo;
402
403 context = context_acquire(swapchain->device, back_buffer, 0);
404 if (!context->valid)
405 {
406 context_release(context);
407 WARN("Invalid context, skipping present.\n");
408 return;
409 }
410
411 gl_info = context->gl_info;
412
413 if ((logo_texture = swapchain->device->logo_texture))
414 {
415 RECT rect = {0, 0, logo_texture->resource.width, logo_texture->resource.height};
416
417 /* Blit the logo into the upper left corner of the drawable. */
418 wined3d_texture_blt(back_buffer, 0, &rect, logo_texture, 0, &rect,
419 WINED3D_BLT_SRC_CKEY, NULL, WINED3D_TEXF_POINT);
420 }
421
422 if (swapchain->device->bCursorVisible && swapchain->device->cursor_texture
423 && !swapchain->device->hardwareCursor)
424 {
425 RECT dst_rect =
426 {
427 swapchain->device->xScreenSpace - swapchain->device->xHotSpot,
428 swapchain->device->yScreenSpace - swapchain->device->yHotSpot,
429 swapchain->device->xScreenSpace + swapchain->device->cursorWidth - swapchain->device->xHotSpot,
430 swapchain->device->yScreenSpace + swapchain->device->cursorHeight - swapchain->device->yHotSpot,
431 };
432 RECT src_rect =
433 {
434 0, 0,
435 swapchain->device->cursor_texture->resource.width,
436 swapchain->device->cursor_texture->resource.height
437 };
438 const RECT clip_rect = {0, 0, back_buffer->resource.width, back_buffer->resource.height};
439
440 TRACE("Rendering the software cursor.\n");
441
442 if (swapchain->desc.windowed)
443 MapWindowPoints(NULL, swapchain->win_handle, (POINT *)&dst_rect, 2);
444 if (wined3d_clip_blit(&clip_rect, &dst_rect, &src_rect))
445 wined3d_texture_blt(back_buffer, 0, &dst_rect,
446 swapchain->device->cursor_texture, 0, &src_rect,
447 WINED3D_BLT_ALPHA_TEST, NULL, WINED3D_TEXF_POINT);
448 }
449
450 TRACE("Presenting HDC %p.\n", context->hdc);
451
452 if (!(render_to_fbo = swapchain->render_to_fbo)
453 && (src_rect->left || src_rect->top
454 || src_rect->right != swapchain->desc.backbuffer_width
455 || src_rect->bottom != swapchain->desc.backbuffer_height
456 || dst_rect->left || dst_rect->top
457 || dst_rect->right != swapchain->desc.backbuffer_width
458 || dst_rect->bottom != swapchain->desc.backbuffer_height))
459 render_to_fbo = TRUE;
460
461 /* Rendering to a window of different size, presenting partial rectangles,
462 * or rendering to a different window needs help from FBO_blit or a textured
463 * draw. Render the swapchain to a FBO in the future.
464 *
465 * Note that FBO_blit from the backbuffer to the frontbuffer cannot solve
466 * all these issues - this fails if the window is smaller than the backbuffer.
467 */
468 if (!swapchain->render_to_fbo && render_to_fbo && wined3d_settings.offscreen_rendering_mode == ORM_FBO)
469 {
470 wined3d_texture_load_location(back_buffer, 0, context, WINED3D_LOCATION_TEXTURE_RGB);
471 wined3d_texture_invalidate_location(back_buffer, 0, WINED3D_LOCATION_DRAWABLE);
472 swapchain->render_to_fbo = TRUE;
473 swapchain_update_draw_bindings(swapchain);
474 }
475 else
476 {
477 wined3d_texture_load_location(back_buffer, 0, context, back_buffer->resource.draw_binding);
478 }
479
480 if (swapchain->render_to_fbo)
481 swapchain_blit(swapchain, context, src_rect, dst_rect);
482
483 #if !defined(STAGING_CSMT)
484 if (swapchain->num_contexts > 1)
485 #else /* STAGING_CSMT */
486 if (swapchain->num_contexts > 1 && !wined3d_settings.cs_multithreaded)
487 #endif /* STAGING_CSMT */
488 gl_info->gl_ops.gl.p_glFinish();
489
490 /* call wglSwapBuffers through the gl table to avoid confusing the Steam overlay */
491 gl_info->gl_ops.wgl.p_wglSwapBuffers(context->hdc);
492
493 wined3d_swapchain_rotate(swapchain, context);
494
495 TRACE("SwapBuffers called, Starting new frame\n");
496 /* FPS support */
497 if (TRACE_ON(fps))
498 {
499 DWORD time = GetTickCount();
500 ++swapchain->frames;
501
502 /* every 1.5 seconds */
503 if (time - swapchain->prev_time > 1500)
504 {
505 TRACE_(fps)("%p @ approx %.2ffps\n",
506 swapchain, 1000.0 * swapchain->frames / (time - swapchain->prev_time));
507 swapchain->prev_time = time;
508 swapchain->frames = 0;
509 }
510 }
511
512 wined3d_texture_validate_location(swapchain->front_buffer, 0, WINED3D_LOCATION_DRAWABLE);
513 wined3d_texture_invalidate_location(swapchain->front_buffer, 0, ~WINED3D_LOCATION_DRAWABLE);
514 /* If the swapeffect is DISCARD, the back buffer is undefined. That means the SYSMEM
515 * and INTEXTURE copies can keep their old content if they have any defined content.
516 * If the swapeffect is COPY, the content remains the same.
517 *
518 * The FLIP swap effect is not implemented yet. We could mark WINED3D_LOCATION_DRAWABLE
519 * up to date and hope WGL flipped front and back buffers and read this data into
520 * the FBO. Don't bother about this for now. */
521 if (swapchain->desc.swap_effect == WINED3D_SWAP_EFFECT_DISCARD
522 || swapchain->desc.swap_effect == WINED3D_SWAP_EFFECT_FLIP_DISCARD)
523 wined3d_texture_validate_location(swapchain->back_buffers[swapchain->desc.backbuffer_count - 1],
524 0, WINED3D_LOCATION_DISCARDED);
525
526 if (fb->depth_stencil)
527 {
528 struct wined3d_surface *ds = wined3d_rendertarget_view_get_surface(fb->depth_stencil);
529
530 if (ds && (swapchain->desc.flags & WINED3D_SWAPCHAIN_DISCARD_DEPTHSTENCIL
531 || ds->container->flags & WINED3D_TEXTURE_DISCARD))
532 wined3d_texture_validate_location(ds->container,
533 fb->depth_stencil->sub_resource_idx, WINED3D_LOCATION_DISCARDED);
534 }
535
536 context_release(context);
537 }
538
swapchain_gl_frontbuffer_updated(struct wined3d_swapchain * swapchain)539 static void swapchain_gl_frontbuffer_updated(struct wined3d_swapchain *swapchain)
540 {
541 struct wined3d_texture *front_buffer = swapchain->front_buffer;
542 struct wined3d_context *context;
543
544 context = context_acquire(swapchain->device, front_buffer, 0);
545 wined3d_texture_load_location(front_buffer, 0, context, front_buffer->resource.draw_binding);
546 context_release(context);
547 SetRectEmpty(&swapchain->front_buffer_update);
548 }
549
550 static const struct wined3d_swapchain_ops swapchain_gl_ops =
551 {
552 swapchain_gl_present,
553 swapchain_gl_frontbuffer_updated,
554 };
555
swapchain_gdi_frontbuffer_updated(struct wined3d_swapchain * swapchain)556 static void swapchain_gdi_frontbuffer_updated(struct wined3d_swapchain *swapchain)
557 {
558 struct wined3d_surface *front;
559 POINT offset = {0, 0};
560 HDC src_dc, dst_dc;
561 RECT draw_rect;
562 HWND window;
563
564 TRACE("swapchain %p.\n", swapchain);
565
566 front = swapchain->front_buffer->sub_resources[0].u.surface;
567 if (swapchain->palette)
568 wined3d_palette_apply_to_dc(swapchain->palette, front->dc);
569
570 if (front->container->resource.map_count)
571 ERR("Trying to blit a mapped surface.\n");
572
573 TRACE("Copying surface %p to screen.\n", front);
574
575 src_dc = front->dc;
576 window = swapchain->win_handle;
577 dst_dc = GetDCEx(window, 0, DCX_CLIPSIBLINGS | DCX_CACHE);
578
579 /* Front buffer coordinates are screen coordinates. Map them to the
580 * destination window if not fullscreened. */
581 if (swapchain->desc.windowed)
582 ClientToScreen(window, &offset);
583
584 TRACE("offset %s.\n", wine_dbgstr_point(&offset));
585
586 SetRect(&draw_rect, 0, 0, swapchain->front_buffer->resource.width,
587 swapchain->front_buffer->resource.height);
588 IntersectRect(&draw_rect, &draw_rect, &swapchain->front_buffer_update);
589
590 BitBlt(dst_dc, draw_rect.left - offset.x, draw_rect.top - offset.y,
591 draw_rect.right - draw_rect.left, draw_rect.bottom - draw_rect.top,
592 src_dc, draw_rect.left, draw_rect.top, SRCCOPY);
593 ReleaseDC(window, dst_dc);
594
595 SetRectEmpty(&swapchain->front_buffer_update);
596 }
597
swapchain_gdi_present(struct wined3d_swapchain * swapchain,const RECT * src_rect,const RECT * dst_rect,DWORD flags)598 static void swapchain_gdi_present(struct wined3d_swapchain *swapchain,
599 const RECT *src_rect, const RECT *dst_rect, DWORD flags)
600 {
601 struct wined3d_surface *front, *back;
602 HBITMAP bitmap;
603 void *data;
604 HDC dc;
605
606 front = swapchain->front_buffer->sub_resources[0].u.surface;
607 back = swapchain->back_buffers[0]->sub_resources[0].u.surface;
608
609 /* Flip the surface data. */
610 dc = front->dc;
611 bitmap = front->bitmap;
612 data = front->container->resource.heap_memory;
613
614 front->dc = back->dc;
615 front->bitmap = back->bitmap;
616 front->container->resource.heap_memory = back->container->resource.heap_memory;
617
618 back->dc = dc;
619 back->bitmap = bitmap;
620 back->container->resource.heap_memory = data;
621
622 /* FPS support */
623 if (TRACE_ON(fps))
624 {
625 static LONG prev_time, frames;
626 DWORD time = GetTickCount();
627
628 ++frames;
629
630 /* every 1.5 seconds */
631 if (time - prev_time > 1500)
632 {
633 TRACE_(fps)("@ approx %.2ffps\n", 1000.0 * frames / (time - prev_time));
634 prev_time = time;
635 frames = 0;
636 }
637 }
638
639 SetRect(&swapchain->front_buffer_update, 0, 0,
640 swapchain->front_buffer->resource.width,
641 swapchain->front_buffer->resource.height);
642 swapchain_gdi_frontbuffer_updated(swapchain);
643 }
644
645 static const struct wined3d_swapchain_ops swapchain_gdi_ops =
646 {
647 swapchain_gdi_present,
648 swapchain_gdi_frontbuffer_updated,
649 };
650
swapchain_update_render_to_fbo(struct wined3d_swapchain * swapchain)651 static void swapchain_update_render_to_fbo(struct wined3d_swapchain *swapchain)
652 {
653 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
654 return;
655
656 if (!swapchain->desc.backbuffer_count)
657 {
658 TRACE("Single buffered rendering.\n");
659 swapchain->render_to_fbo = FALSE;
660 return;
661 }
662
663 TRACE("Rendering to FBO.\n");
664 swapchain->render_to_fbo = TRUE;
665 }
666
wined3d_swapchain_apply_sample_count_override(const struct wined3d_swapchain * swapchain,enum wined3d_format_id format_id,enum wined3d_multisample_type * type,DWORD * quality)667 static void wined3d_swapchain_apply_sample_count_override(const struct wined3d_swapchain *swapchain,
668 enum wined3d_format_id format_id, enum wined3d_multisample_type *type, DWORD *quality)
669 {
670 const struct wined3d_gl_info *gl_info;
671 const struct wined3d_format *format;
672 enum wined3d_multisample_type t;
673
674 if (wined3d_settings.sample_count == ~0u)
675 return;
676
677 gl_info = &swapchain->device->adapter->gl_info;
678 if (!(format = wined3d_get_format(gl_info, format_id, WINED3DUSAGE_RENDERTARGET)))
679 return;
680
681 if ((t = min(wined3d_settings.sample_count, gl_info->limits.samples)))
682 while (!(format->multisample_types & 1u << (t - 1)))
683 ++t;
684 TRACE("Using sample count %u.\n", t);
685 *type = t;
686 *quality = 0;
687 }
688
wined3d_swapchain_update_swap_interval_cs(void * object)689 static void wined3d_swapchain_update_swap_interval_cs(void *object)
690 {
691 struct wined3d_swapchain *swapchain = object;
692 const struct wined3d_gl_info *gl_info;
693 struct wined3d_context *context;
694 int swap_interval;
695
696 context = context_acquire(swapchain->device, swapchain->front_buffer, 0);
697 gl_info = context->gl_info;
698
699 switch (swapchain->desc.swap_interval)
700 {
701 case WINED3DPRESENT_INTERVAL_IMMEDIATE:
702 swap_interval = 0;
703 break;
704 case WINED3DPRESENT_INTERVAL_DEFAULT:
705 case WINED3DPRESENT_INTERVAL_ONE:
706 swap_interval = 1;
707 break;
708 case WINED3DPRESENT_INTERVAL_TWO:
709 swap_interval = 2;
710 break;
711 case WINED3DPRESENT_INTERVAL_THREE:
712 swap_interval = 3;
713 break;
714 case WINED3DPRESENT_INTERVAL_FOUR:
715 swap_interval = 4;
716 break;
717 default:
718 FIXME("Unhandled present interval %#x.\n", swapchain->desc.swap_interval);
719 swap_interval = 1;
720 }
721
722 if (gl_info->supported[WGL_EXT_SWAP_CONTROL])
723 {
724 if (!GL_EXTCALL(wglSwapIntervalEXT(swap_interval)))
725 ERR("wglSwapIntervalEXT failed to set swap interval %d for context %p, last error %#x\n",
726 swap_interval, context, GetLastError());
727 }
728
729 context_release(context);
730 }
731
wined3d_swapchain_cs_init(void * object)732 static void wined3d_swapchain_cs_init(void *object)
733 {
734 struct wined3d_swapchain *swapchain = object;
735 const struct wined3d_gl_info *gl_info;
736 unsigned int i;
737
738 static const enum wined3d_format_id formats[] =
739 {
740 WINED3DFMT_D24_UNORM_S8_UINT,
741 WINED3DFMT_D32_UNORM,
742 WINED3DFMT_R24_UNORM_X8_TYPELESS,
743 WINED3DFMT_D16_UNORM,
744 WINED3DFMT_S1_UINT_D15_UNORM,
745 };
746
747 gl_info = &swapchain->device->adapter->gl_info;
748
749 /* Without ORM_FBO, switching the depth/stencil format is hard. Always
750 * request a depth/stencil buffer in the likely case it's needed later. */
751 for (i = 0; i < ARRAY_SIZE(formats); ++i)
752 {
753 swapchain->ds_format = wined3d_get_format(gl_info, formats[i], WINED3DUSAGE_DEPTHSTENCIL);
754 if ((swapchain->context[0] = context_create(swapchain, swapchain->front_buffer, swapchain->ds_format)))
755 break;
756 TRACE("Depth stencil format %s is not supported, trying next format.\n", debug_d3dformat(formats[i]));
757 }
758
759 if (!swapchain->context[0])
760 {
761 WARN("Failed to create context.\n");
762 return;
763 }
764 swapchain->num_contexts = 1;
765
766 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
767 && (!swapchain->desc.enable_auto_depth_stencil
768 || swapchain->desc.auto_depth_stencil_format != swapchain->ds_format->id))
769 FIXME("Add OpenGL context recreation support.\n");
770
771 context_release(swapchain->context[0]);
772
773 wined3d_swapchain_update_swap_interval_cs(swapchain);
774 }
775
swapchain_init(struct wined3d_swapchain * swapchain,struct wined3d_device * device,struct wined3d_swapchain_desc * desc,void * parent,const struct wined3d_parent_ops * parent_ops)776 static HRESULT swapchain_init(struct wined3d_swapchain *swapchain, struct wined3d_device *device,
777 struct wined3d_swapchain_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops)
778 {
779 const struct wined3d_adapter *adapter = device->adapter;
780 struct wined3d_resource_desc texture_desc;
781 BOOL displaymode_set = FALSE;
782 DWORD texture_flags = 0;
783 RECT client_rect;
784 HWND window;
785 HRESULT hr;
786 UINT i;
787
788 if (desc->backbuffer_count > 1)
789 {
790 FIXME("The application requested more than one back buffer, this is not properly supported.\n"
791 "Please configure the application to use double buffering (1 back buffer) if possible.\n");
792 }
793
794 if (desc->swap_effect != WINED3D_SWAP_EFFECT_DISCARD
795 && desc->swap_effect != WINED3D_SWAP_EFFECT_SEQUENTIAL
796 && desc->swap_effect != WINED3D_SWAP_EFFECT_COPY)
797 FIXME("Unimplemented swap effect %#x.\n", desc->swap_effect);
798
799 if (device->wined3d->flags & WINED3D_NO3D)
800 swapchain->swapchain_ops = &swapchain_gdi_ops;
801 else
802 swapchain->swapchain_ops = &swapchain_gl_ops;
803
804 window = desc->device_window ? desc->device_window : device->create_parms.focus_window;
805
806 swapchain->device = device;
807 swapchain->parent = parent;
808 swapchain->parent_ops = parent_ops;
809 swapchain->ref = 1;
810 swapchain->win_handle = window;
811 swapchain->device_window = window;
812
813 if (FAILED(hr = wined3d_get_adapter_display_mode(device->wined3d,
814 adapter->ordinal, &swapchain->original_mode, NULL)))
815 {
816 ERR("Failed to get current display mode, hr %#x.\n", hr);
817 goto err;
818 }
819 GetWindowRect(window, &swapchain->original_window_rect);
820
821 GetClientRect(window, &client_rect);
822 if (desc->windowed)
823 {
824 if (!desc->backbuffer_width)
825 {
826 desc->backbuffer_width = client_rect.right;
827 TRACE("Updating width to %u.\n", desc->backbuffer_width);
828 }
829
830 if (!desc->backbuffer_height)
831 {
832 desc->backbuffer_height = client_rect.bottom;
833 TRACE("Updating height to %u.\n", desc->backbuffer_height);
834 }
835
836 if (desc->backbuffer_format == WINED3DFMT_UNKNOWN)
837 {
838 desc->backbuffer_format = swapchain->original_mode.format_id;
839 TRACE("Updating format to %s.\n", debug_d3dformat(swapchain->original_mode.format_id));
840 }
841 }
842 swapchain->desc = *desc;
843 wined3d_swapchain_apply_sample_count_override(swapchain, swapchain->desc.backbuffer_format,
844 &swapchain->desc.multisample_type, &swapchain->desc.multisample_quality);
845 swapchain_update_render_to_fbo(swapchain);
846
847 TRACE("Creating front buffer.\n");
848
849 texture_desc.resource_type = WINED3D_RTYPE_TEXTURE_2D;
850 texture_desc.format = swapchain->desc.backbuffer_format;
851 texture_desc.multisample_type = swapchain->desc.multisample_type;
852 texture_desc.multisample_quality = swapchain->desc.multisample_quality;
853 texture_desc.usage = 0;
854 texture_desc.access = WINED3D_RESOURCE_ACCESS_GPU;
855 texture_desc.width = swapchain->desc.backbuffer_width;
856 texture_desc.height = swapchain->desc.backbuffer_height;
857 texture_desc.depth = 1;
858 texture_desc.size = 0;
859
860 if (swapchain->desc.flags & WINED3D_SWAPCHAIN_GDI_COMPATIBLE)
861 texture_flags |= WINED3D_TEXTURE_CREATE_GET_DC;
862
863 if (FAILED(hr = device->device_parent->ops->create_swapchain_texture(device->device_parent,
864 parent, &texture_desc, texture_flags, &swapchain->front_buffer)))
865 {
866 WARN("Failed to create front buffer, hr %#x.\n", hr);
867 goto err;
868 }
869
870 wined3d_texture_set_swapchain(swapchain->front_buffer, swapchain);
871 if (!(device->wined3d->flags & WINED3D_NO3D))
872 {
873 wined3d_texture_validate_location(swapchain->front_buffer, 0, WINED3D_LOCATION_DRAWABLE);
874 wined3d_texture_invalidate_location(swapchain->front_buffer, 0, ~WINED3D_LOCATION_DRAWABLE);
875 }
876
877 /* MSDN says we're only allowed a single fullscreen swapchain per device,
878 * so we should really check to see if there is a fullscreen swapchain
879 * already. Does a single head count as full screen? */
880 if (!desc->windowed)
881 {
882 if (desc->flags & WINED3D_SWAPCHAIN_ALLOW_MODE_SWITCH)
883 {
884 /* Change the display settings */
885 swapchain->d3d_mode.width = desc->backbuffer_width;
886 swapchain->d3d_mode.height = desc->backbuffer_height;
887 swapchain->d3d_mode.format_id = desc->backbuffer_format;
888 swapchain->d3d_mode.refresh_rate = desc->refresh_rate;
889 swapchain->d3d_mode.scanline_ordering = WINED3D_SCANLINE_ORDERING_UNKNOWN;
890
891 if (FAILED(hr = wined3d_set_adapter_display_mode(device->wined3d,
892 adapter->ordinal, &swapchain->d3d_mode)))
893 {
894 WARN("Failed to set display mode, hr %#x.\n", hr);
895 goto err;
896 }
897 displaymode_set = TRUE;
898 }
899 else
900 {
901 swapchain->d3d_mode = swapchain->original_mode;
902 }
903 }
904
905 if (!(device->wined3d->flags & WINED3D_NO3D))
906 {
907 if (!(swapchain->context = heap_alloc(sizeof(*swapchain->context))))
908 {
909 ERR("Failed to create the context array.\n");
910 hr = E_OUTOFMEMORY;
911 goto err;
912 }
913
914 wined3d_cs_init_object(device->cs, wined3d_swapchain_cs_init, swapchain);
915 device->cs->ops->finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
916
917 if (!swapchain->context[0])
918 {
919 hr = WINED3DERR_NOTAVAILABLE;
920 goto err;
921 }
922 }
923
924 if (swapchain->desc.backbuffer_count > 0)
925 {
926 if (!(swapchain->back_buffers = heap_calloc(swapchain->desc.backbuffer_count,
927 sizeof(*swapchain->back_buffers))))
928 {
929 ERR("Failed to allocate backbuffer array memory.\n");
930 hr = E_OUTOFMEMORY;
931 goto err;
932 }
933
934 texture_desc.usage = swapchain->desc.backbuffer_usage;
935 for (i = 0; i < swapchain->desc.backbuffer_count; ++i)
936 {
937 TRACE("Creating back buffer %u.\n", i);
938 if (FAILED(hr = device->device_parent->ops->create_swapchain_texture(device->device_parent,
939 parent, &texture_desc, texture_flags, &swapchain->back_buffers[i])))
940 {
941 WARN("Failed to create back buffer %u, hr %#x.\n", i, hr);
942 swapchain->desc.backbuffer_count = i;
943 goto err;
944 }
945 wined3d_texture_set_swapchain(swapchain->back_buffers[i], swapchain);
946 }
947 }
948
949 /* Swapchains share the depth/stencil buffer, so only create a single depthstencil surface. */
950 if (desc->enable_auto_depth_stencil && !(device->wined3d->flags & WINED3D_NO3D))
951 {
952 TRACE("Creating depth/stencil buffer.\n");
953 if (!device->auto_depth_stencil_view)
954 {
955 struct wined3d_view_desc desc;
956 struct wined3d_texture *ds;
957
958 texture_desc.format = swapchain->desc.auto_depth_stencil_format;
959 texture_desc.usage = WINED3DUSAGE_DEPTHSTENCIL;
960
961 if (FAILED(hr = device->device_parent->ops->create_swapchain_texture(device->device_parent,
962 device->device_parent, &texture_desc, texture_flags, &ds)))
963 {
964 WARN("Failed to create the auto depth/stencil surface, hr %#x.\n", hr);
965 goto err;
966 }
967
968 desc.format_id = ds->resource.format->id;
969 desc.flags = 0;
970 desc.u.texture.level_idx = 0;
971 desc.u.texture.level_count = 1;
972 desc.u.texture.layer_idx = 0;
973 desc.u.texture.layer_count = 1;
974 hr = wined3d_rendertarget_view_create(&desc, &ds->resource, NULL, &wined3d_null_parent_ops,
975 &device->auto_depth_stencil_view);
976 wined3d_texture_decref(ds);
977 if (FAILED(hr))
978 {
979 ERR("Failed to create rendertarget view, hr %#x.\n", hr);
980 goto err;
981 }
982 }
983 }
984
985 wined3d_swapchain_get_gamma_ramp(swapchain, &swapchain->orig_gamma);
986
987 return WINED3D_OK;
988
989 err:
990 if (displaymode_set)
991 {
992 if (FAILED(wined3d_set_adapter_display_mode(device->wined3d,
993 adapter->ordinal, &swapchain->original_mode)))
994 ERR("Failed to restore display mode.\n");
995 ClipCursor(NULL);
996 }
997
998 if (swapchain->back_buffers)
999 {
1000 for (i = 0; i < swapchain->desc.backbuffer_count; ++i)
1001 {
1002 if (swapchain->back_buffers[i])
1003 {
1004 wined3d_texture_set_swapchain(swapchain->back_buffers[i], NULL);
1005 wined3d_texture_decref(swapchain->back_buffers[i]);
1006 }
1007 }
1008 heap_free(swapchain->back_buffers);
1009 }
1010
1011 wined3d_cs_destroy_object(swapchain->device->cs, wined3d_swapchain_destroy_object, swapchain);
1012 swapchain->device->cs->ops->finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
1013
1014 if (swapchain->front_buffer)
1015 {
1016 wined3d_texture_set_swapchain(swapchain->front_buffer, NULL);
1017 wined3d_texture_decref(swapchain->front_buffer);
1018 }
1019
1020 return hr;
1021 }
1022
wined3d_swapchain_create(struct wined3d_device * device,struct wined3d_swapchain_desc * desc,void * parent,const struct wined3d_parent_ops * parent_ops,struct wined3d_swapchain ** swapchain)1023 HRESULT CDECL wined3d_swapchain_create(struct wined3d_device *device, struct wined3d_swapchain_desc *desc,
1024 void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_swapchain **swapchain)
1025 {
1026 struct wined3d_swapchain *object;
1027 HRESULT hr;
1028
1029 TRACE("device %p, desc %p, parent %p, parent_ops %p, swapchain %p.\n",
1030 device, desc, parent, parent_ops, swapchain);
1031
1032 if (!(object = heap_alloc_zero(sizeof(*object))))
1033 return E_OUTOFMEMORY;
1034
1035 hr = swapchain_init(object, device, desc, parent, parent_ops);
1036 if (FAILED(hr))
1037 {
1038 WARN("Failed to initialize swapchain, hr %#x.\n", hr);
1039 heap_free(object);
1040 return hr;
1041 }
1042
1043 TRACE("Created swapchain %p.\n", object);
1044 *swapchain = object;
1045
1046 return WINED3D_OK;
1047 }
1048
swapchain_create_context(struct wined3d_swapchain * swapchain)1049 static struct wined3d_context *swapchain_create_context(struct wined3d_swapchain *swapchain)
1050 {
1051 struct wined3d_context **ctx_array;
1052 struct wined3d_context *ctx;
1053
1054 TRACE("Creating a new context for swapchain %p, thread %u.\n", swapchain, GetCurrentThreadId());
1055
1056 if (!(ctx = context_create(swapchain, swapchain->front_buffer, swapchain->ds_format)))
1057 {
1058 ERR("Failed to create a new context for the swapchain\n");
1059 return NULL;
1060 }
1061 context_release(ctx);
1062
1063 if (!(ctx_array = heap_calloc(swapchain->num_contexts + 1, sizeof(*ctx_array))))
1064 {
1065 ERR("Out of memory when trying to allocate a new context array\n");
1066 context_destroy(swapchain->device, ctx);
1067 return NULL;
1068 }
1069 memcpy(ctx_array, swapchain->context, sizeof(*ctx_array) * swapchain->num_contexts);
1070 heap_free(swapchain->context);
1071 ctx_array[swapchain->num_contexts] = ctx;
1072 swapchain->context = ctx_array;
1073 swapchain->num_contexts++;
1074
1075 TRACE("Returning context %p\n", ctx);
1076 return ctx;
1077 }
1078
swapchain_destroy_contexts(struct wined3d_swapchain * swapchain)1079 void swapchain_destroy_contexts(struct wined3d_swapchain *swapchain)
1080 {
1081 unsigned int i;
1082
1083 for (i = 0; i < swapchain->num_contexts; ++i)
1084 {
1085 context_destroy(swapchain->device, swapchain->context[i]);
1086 }
1087 heap_free(swapchain->context);
1088 swapchain->num_contexts = 0;
1089 swapchain->context = NULL;
1090 }
1091
swapchain_get_context(struct wined3d_swapchain * swapchain)1092 struct wined3d_context *swapchain_get_context(struct wined3d_swapchain *swapchain)
1093 {
1094 DWORD tid = GetCurrentThreadId();
1095 unsigned int i;
1096
1097 for (i = 0; i < swapchain->num_contexts; ++i)
1098 {
1099 if (swapchain->context[i]->tid == tid)
1100 return swapchain->context[i];
1101 }
1102
1103 /* Create a new context for the thread */
1104 return swapchain_create_context(swapchain);
1105 }
1106
swapchain_get_backup_dc(struct wined3d_swapchain * swapchain)1107 HDC swapchain_get_backup_dc(struct wined3d_swapchain *swapchain)
1108 {
1109 if (!swapchain->backup_dc)
1110 {
1111 TRACE("Creating the backup window for swapchain %p.\n", swapchain);
1112
1113 if (!(swapchain->backup_wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
1114 WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL)))
1115 {
1116 ERR("Failed to create a window.\n");
1117 return NULL;
1118 }
1119
1120 if (!(swapchain->backup_dc = GetDC(swapchain->backup_wnd)))
1121 {
1122 ERR("Failed to get a DC.\n");
1123 DestroyWindow(swapchain->backup_wnd);
1124 swapchain->backup_wnd = NULL;
1125 return NULL;
1126 }
1127 }
1128
1129 return swapchain->backup_dc;
1130 }
1131
swapchain_update_draw_bindings(struct wined3d_swapchain * swapchain)1132 void swapchain_update_draw_bindings(struct wined3d_swapchain *swapchain)
1133 {
1134 UINT i;
1135
1136 wined3d_resource_update_draw_binding(&swapchain->front_buffer->resource);
1137
1138 for (i = 0; i < swapchain->desc.backbuffer_count; ++i)
1139 {
1140 wined3d_resource_update_draw_binding(&swapchain->back_buffers[i]->resource);
1141 }
1142 }
1143
swapchain_update_swap_interval(struct wined3d_swapchain * swapchain)1144 void swapchain_update_swap_interval(struct wined3d_swapchain *swapchain)
1145 {
1146 wined3d_cs_init_object(swapchain->device->cs, wined3d_swapchain_update_swap_interval_cs, swapchain);
1147 }
1148
wined3d_swapchain_activate(struct wined3d_swapchain * swapchain,BOOL activate)1149 void wined3d_swapchain_activate(struct wined3d_swapchain *swapchain, BOOL activate)
1150 {
1151 struct wined3d_device *device = swapchain->device;
1152 BOOL filter_messages = device->filter_messages;
1153
1154 /* This code is not protected by the wined3d mutex, so it may run while
1155 * wined3d_device_reset is active. Testing on Windows shows that changing
1156 * focus during resets and resetting during focus change events causes
1157 * the application to crash with an invalid memory access. */
1158
1159 device->filter_messages = !(device->wined3d->flags & WINED3D_FOCUS_MESSAGES);
1160
1161 if (activate)
1162 {
1163 if (!(device->create_parms.flags & WINED3DCREATE_NOWINDOWCHANGES))
1164 {
1165 /* The d3d versions do not agree on the exact messages here. D3d8 restores
1166 * the window but leaves the size untouched, d3d9 sets the size on an
1167 * invisible window, generates messages but doesn't change the window
1168 * properties. The implementation follows d3d9.
1169 *
1170 * Guild Wars 1 wants a WINDOWPOSCHANGED message on the device window to
1171 * resume drawing after a focus loss. */
1172 SetWindowPos(swapchain->device_window, NULL, 0, 0,
1173 swapchain->desc.backbuffer_width, swapchain->desc.backbuffer_height,
1174 SWP_NOACTIVATE | SWP_NOZORDER);
1175 }
1176
1177 if (device->wined3d->flags & WINED3D_RESTORE_MODE_ON_ACTIVATE)
1178 {
1179 if (FAILED(wined3d_set_adapter_display_mode(device->wined3d,
1180 device->adapter->ordinal, &swapchain->d3d_mode)))
1181 ERR("Failed to set display mode.\n");
1182 }
1183 }
1184 else
1185 {
1186 if (FAILED(wined3d_set_adapter_display_mode(device->wined3d,
1187 device->adapter->ordinal, NULL)))
1188 ERR("Failed to set display mode.\n");
1189
1190 swapchain->reapply_mode = TRUE;
1191
1192 if (!(device->create_parms.flags & WINED3DCREATE_NOWINDOWCHANGES)
1193 && IsWindowVisible(swapchain->device_window))
1194 ShowWindow(swapchain->device_window, SW_MINIMIZE);
1195 }
1196
1197 device->filter_messages = filter_messages;
1198 }
1199
wined3d_swapchain_resize_buffers(struct wined3d_swapchain * swapchain,unsigned int buffer_count,unsigned int width,unsigned int height,enum wined3d_format_id format_id,enum wined3d_multisample_type multisample_type,unsigned int multisample_quality)1200 HRESULT CDECL wined3d_swapchain_resize_buffers(struct wined3d_swapchain *swapchain, unsigned int buffer_count,
1201 unsigned int width, unsigned int height, enum wined3d_format_id format_id,
1202 enum wined3d_multisample_type multisample_type, unsigned int multisample_quality)
1203 {
1204 struct wined3d_device *device = swapchain->device;
1205 BOOL update_desc = FALSE;
1206
1207 TRACE("swapchain %p, buffer_count %u, width %u, height %u, format %s, "
1208 "multisample_type %#x, multisample_quality %#x.\n",
1209 swapchain, buffer_count, width, height, debug_d3dformat(format_id),
1210 multisample_type, multisample_quality);
1211
1212 wined3d_swapchain_apply_sample_count_override(swapchain, format_id, &multisample_type, &multisample_quality);
1213
1214 if (buffer_count && buffer_count != swapchain->desc.backbuffer_count)
1215 FIXME("Cannot change the back buffer count yet.\n");
1216
1217 device->cs->ops->finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
1218
1219 if (!width || !height)
1220 {
1221 /* The application is requesting that either the swapchain width or
1222 * height be set to the corresponding dimension in the window's
1223 * client rect. */
1224
1225 RECT client_rect;
1226
1227 if (!swapchain->desc.windowed)
1228 return WINED3DERR_INVALIDCALL;
1229
1230 if (!GetClientRect(swapchain->device_window, &client_rect))
1231 {
1232 ERR("Failed to get client rect, last error %#x.\n", GetLastError());
1233 return WINED3DERR_INVALIDCALL;
1234 }
1235
1236 if (!width)
1237 width = client_rect.right;
1238
1239 if (!height)
1240 height = client_rect.bottom;
1241 }
1242
1243 if (width != swapchain->desc.backbuffer_width
1244 || height != swapchain->desc.backbuffer_height)
1245 {
1246 swapchain->desc.backbuffer_width = width;
1247 swapchain->desc.backbuffer_height = height;
1248 update_desc = TRUE;
1249 }
1250
1251 if (format_id == WINED3DFMT_UNKNOWN)
1252 {
1253 if (!swapchain->desc.windowed)
1254 return WINED3DERR_INVALIDCALL;
1255 format_id = swapchain->original_mode.format_id;
1256 }
1257
1258 if (format_id != swapchain->desc.backbuffer_format)
1259 {
1260 swapchain->desc.backbuffer_format = format_id;
1261 update_desc = TRUE;
1262 }
1263
1264 if (multisample_type != swapchain->desc.multisample_type
1265 || multisample_quality != swapchain->desc.multisample_quality)
1266 {
1267 swapchain->desc.multisample_type = multisample_type;
1268 swapchain->desc.multisample_quality = multisample_quality;
1269 update_desc = TRUE;
1270 }
1271
1272 if (update_desc)
1273 {
1274 HRESULT hr;
1275 UINT i;
1276
1277 if (FAILED(hr = wined3d_texture_update_desc(swapchain->front_buffer, swapchain->desc.backbuffer_width,
1278 swapchain->desc.backbuffer_height, swapchain->desc.backbuffer_format,
1279 swapchain->desc.multisample_type, swapchain->desc.multisample_quality, NULL, 0)))
1280 return hr;
1281
1282 for (i = 0; i < swapchain->desc.backbuffer_count; ++i)
1283 {
1284 if (FAILED(hr = wined3d_texture_update_desc(swapchain->back_buffers[i], swapchain->desc.backbuffer_width,
1285 swapchain->desc.backbuffer_height, swapchain->desc.backbuffer_format,
1286 swapchain->desc.multisample_type, swapchain->desc.multisample_quality, NULL, 0)))
1287 return hr;
1288 }
1289 }
1290
1291 swapchain_update_render_to_fbo(swapchain);
1292 swapchain_update_draw_bindings(swapchain);
1293
1294 return WINED3D_OK;
1295 }
1296
wined3d_swapchain_set_display_mode(struct wined3d_swapchain * swapchain,struct wined3d_display_mode * mode)1297 static HRESULT wined3d_swapchain_set_display_mode(struct wined3d_swapchain *swapchain,
1298 struct wined3d_display_mode *mode)
1299 {
1300 struct wined3d_device *device = swapchain->device;
1301 HRESULT hr;
1302
1303 if (swapchain->desc.flags & WINED3D_SWAPCHAIN_USE_CLOSEST_MATCHING_MODE)
1304 {
1305 if (FAILED(hr = wined3d_find_closest_matching_adapter_mode(device->wined3d,
1306 device->adapter->ordinal, mode)))
1307 {
1308 WARN("Failed to find closest matching mode, hr %#x.\n", hr);
1309 }
1310 }
1311
1312 if (FAILED(hr = wined3d_set_adapter_display_mode(device->wined3d,
1313 device->adapter->ordinal, mode)))
1314 {
1315 WARN("Failed to set display mode, hr %#x.\n", hr);
1316 return WINED3DERR_INVALIDCALL;
1317 }
1318
1319 return WINED3D_OK;
1320 }
1321
wined3d_swapchain_resize_target(struct wined3d_swapchain * swapchain,const struct wined3d_display_mode * mode)1322 HRESULT CDECL wined3d_swapchain_resize_target(struct wined3d_swapchain *swapchain,
1323 const struct wined3d_display_mode *mode)
1324 {
1325 struct wined3d_device *device = swapchain->device;
1326 struct wined3d_display_mode actual_mode;
1327 RECT original_window_rect, window_rect;
1328 HRESULT hr;
1329
1330 TRACE("swapchain %p, mode %p.\n", swapchain, mode);
1331
1332 if (swapchain->desc.windowed)
1333 {
1334 SetRect(&window_rect, 0, 0, mode->width, mode->height);
1335 AdjustWindowRectEx(&window_rect,
1336 GetWindowLongW(swapchain->device_window, GWL_STYLE), FALSE,
1337 GetWindowLongW(swapchain->device_window, GWL_EXSTYLE));
1338 SetRect(&window_rect, 0, 0,
1339 window_rect.right - window_rect.left, window_rect.bottom - window_rect.top);
1340 GetWindowRect(swapchain->device_window, &original_window_rect);
1341 OffsetRect(&window_rect, original_window_rect.left, original_window_rect.top);
1342 }
1343 else if (swapchain->desc.flags & WINED3D_SWAPCHAIN_ALLOW_MODE_SWITCH)
1344 {
1345 actual_mode = *mode;
1346 if (FAILED(hr = wined3d_swapchain_set_display_mode(swapchain, &actual_mode)))
1347 return hr;
1348 SetRect(&window_rect, 0, 0, actual_mode.width, actual_mode.height);
1349 }
1350 else
1351 {
1352 if (FAILED(hr = wined3d_get_adapter_display_mode(device->wined3d, device->adapter->ordinal,
1353 &actual_mode, NULL)))
1354 {
1355 ERR("Failed to get display mode, hr %#x.\n", hr);
1356 return WINED3DERR_INVALIDCALL;
1357 }
1358
1359 SetRect(&window_rect, 0, 0, actual_mode.width, actual_mode.height);
1360 }
1361
1362 MoveWindow(swapchain->device_window, window_rect.left, window_rect.top,
1363 window_rect.right - window_rect.left,
1364 window_rect.bottom - window_rect.top, TRUE);
1365
1366 return WINED3D_OK;
1367 }
1368
wined3d_swapchain_set_fullscreen(struct wined3d_swapchain * swapchain,const struct wined3d_swapchain_desc * swapchain_desc,const struct wined3d_display_mode * mode)1369 HRESULT CDECL wined3d_swapchain_set_fullscreen(struct wined3d_swapchain *swapchain,
1370 const struct wined3d_swapchain_desc *swapchain_desc, const struct wined3d_display_mode *mode)
1371 {
1372 struct wined3d_device *device = swapchain->device;
1373 struct wined3d_display_mode actual_mode;
1374 HRESULT hr;
1375
1376 TRACE("swapchain %p, desc %p, mode %p.\n", swapchain, swapchain_desc, mode);
1377
1378 if (swapchain->desc.flags & WINED3D_SWAPCHAIN_ALLOW_MODE_SWITCH)
1379 {
1380 if (mode)
1381 {
1382 actual_mode = *mode;
1383 }
1384 else
1385 {
1386 if (!swapchain_desc->windowed)
1387 {
1388 actual_mode.width = swapchain_desc->backbuffer_width;
1389 actual_mode.height = swapchain_desc->backbuffer_height;
1390 actual_mode.refresh_rate = swapchain_desc->refresh_rate;
1391 actual_mode.format_id = swapchain_desc->backbuffer_format;
1392 actual_mode.scanline_ordering = WINED3D_SCANLINE_ORDERING_UNKNOWN;
1393 }
1394 else
1395 {
1396 actual_mode = swapchain->original_mode;
1397 }
1398 }
1399
1400 if (FAILED(hr = wined3d_swapchain_set_display_mode(swapchain, &actual_mode)))
1401 return hr;
1402 }
1403 else
1404 {
1405 if (mode)
1406 WARN("WINED3D_SWAPCHAIN_ALLOW_MODE_SWITCH is not set, ignoring mode.\n");
1407
1408 if (FAILED(hr = wined3d_get_adapter_display_mode(device->wined3d, device->adapter->ordinal,
1409 &actual_mode, NULL)))
1410 {
1411 ERR("Failed to get display mode, hr %#x.\n", hr);
1412 return WINED3DERR_INVALIDCALL;
1413 }
1414 }
1415
1416 if (!swapchain_desc->windowed)
1417 {
1418 unsigned int width = actual_mode.width;
1419 unsigned int height = actual_mode.height;
1420
1421 if (swapchain->desc.windowed)
1422 {
1423 /* Switch from windowed to fullscreen */
1424 HWND focus_window = device->create_parms.focus_window;
1425 if (!focus_window)
1426 focus_window = swapchain->device_window;
1427 if (FAILED(hr = wined3d_device_acquire_focus_window(device, focus_window)))
1428 {
1429 ERR("Failed to acquire focus window, hr %#x.\n", hr);
1430 return hr;
1431 }
1432
1433 wined3d_device_setup_fullscreen_window(device, swapchain->device_window, width, height);
1434 }
1435 else
1436 {
1437 /* Fullscreen -> fullscreen mode change */
1438 BOOL filter_messages = device->filter_messages;
1439 device->filter_messages = TRUE;
1440
1441 MoveWindow(swapchain->device_window, 0, 0, width, height, TRUE);
1442 ShowWindow(swapchain->device_window, SW_SHOW);
1443
1444 device->filter_messages = filter_messages;
1445 }
1446 swapchain->d3d_mode = actual_mode;
1447 }
1448 else if (!swapchain->desc.windowed)
1449 {
1450 /* Fullscreen -> windowed switch */
1451 RECT *window_rect = NULL;
1452 if (swapchain->desc.flags & WINED3D_SWAPCHAIN_RESTORE_WINDOW_RECT)
1453 window_rect = &swapchain->original_window_rect;
1454 wined3d_device_restore_fullscreen_window(device, swapchain->device_window, window_rect);
1455 wined3d_device_release_focus_window(device);
1456 }
1457
1458 swapchain->desc.windowed = swapchain_desc->windowed;
1459
1460 return WINED3D_OK;
1461 }
1462