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 34 static void wined3d_swapchain_destroy_object(void *object) 35 { 36 swapchain_destroy_contexts(object); 37 } 38 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 } 103 104 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 } 112 113 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 } 132 133 void * CDECL wined3d_swapchain_get_parent(const struct wined3d_swapchain *swapchain) 134 { 135 TRACE("swapchain %p.\n", swapchain); 136 137 return swapchain->parent; 138 } 139 140 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 } 151 152 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 } 193 194 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 } 214 215 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 } 238 239 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 } 247 248 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 } 263 264 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 } 270 271 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 } 278 279 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 } 295 296 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 } 301 302 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 */ 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. */ 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 } 392 393 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 } 538 539 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 }; 555 556 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 } 597 598 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 }; 650 651 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 } 666 667 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 } 688 689 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 } 731 732 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 } 775 776 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 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 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 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 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 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 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 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 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 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 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 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 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