1 | /*
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2 | *IDirect3DSwapChain9 implementation
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3 | *
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4 | *Copyright 2002-2003 Jason Edmeades
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5 | *Copyright 2002-2003 Raphael Junqueira
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6 | *Copyright 2005 Oliver Stieber
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7 | *Copyright 2007-2008 Stefan Dösinger for CodeWeavers
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8 | *
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9 | *This library is free software; you can redistribute it and/or
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10 | *modify it under the terms of the GNU Lesser General Public
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11 | *License as published by the Free Software Foundation; either
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12 | *version 2.1 of the License, or (at your option) any later version.
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13 | *
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14 | *This library is distributed in the hope that it will be useful,
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15 | *but WITHOUT ANY WARRANTY; without even the implied warranty of
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16 | *MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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17 | *Lesser General Public License for more details.
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18 | *
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19 | *You should have received a copy of the GNU Lesser General Public
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20 | *License along with this library; if not, write to the Free Software
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21 | *Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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22 | */
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23 |
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24 | /*
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25 | * Sun LGPL Disclaimer: For the avoidance of doubt, except that if any license choice
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26 | * other than GPL or LGPL is available it will apply instead, Sun elects to use only
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27 | * the Lesser General Public License version 2.1 (LGPLv2) at this time for any software where
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28 | * a choice of LGPL license versions is made available with the language indicating
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29 | * that LGPLv2 or any later version may be used, or where a choice of which version
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30 | * of the LGPL is applied is otherwise unspecified.
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31 | */
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32 |
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33 | #include "config.h"
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34 | #include "wined3d_private.h"
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35 |
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36 |
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37 | /*TODO: some of the additional parameters may be required to
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38 | set the gamma ramp (for some weird reason microsoft have left swap gammaramp in device
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39 | but it operates on a swapchain, it may be a good idea to move it to IWineD3DSwapChain for IWineD3D)*/
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40 |
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41 |
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42 | WINE_DEFAULT_DEBUG_CHANNEL(d3d);
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43 | WINE_DECLARE_DEBUG_CHANNEL(fps);
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44 |
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45 | #define GLINFO_LOCATION This->wineD3DDevice->adapter->gl_info
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46 |
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47 | /*IWineD3DSwapChain parts follow: */
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48 | static void WINAPI IWineD3DSwapChainImpl_Destroy(IWineD3DSwapChain *iface, D3DCB_DESTROYSURFACEFN D3DCB_DestroyRenderTarget) {
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49 | IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
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50 | WINED3DDISPLAYMODE mode;
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51 | unsigned int i;
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52 |
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53 | TRACE("Destroying swapchain %p\n", iface);
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54 |
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55 | IWineD3DSwapChain_SetGammaRamp(iface, 0, &This->orig_gamma);
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56 |
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57 | /* release the ref to the front and back buffer parents */
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58 | if(This->frontBuffer) {
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59 | IWineD3DSurface_SetContainer(This->frontBuffer, 0);
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60 | if(D3DCB_DestroyRenderTarget(This->frontBuffer) > 0) {
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61 | FIXME("(%p) Something's still holding the front buffer\n",This);
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62 | }
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63 | }
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64 |
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65 | if(This->backBuffer) {
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66 | UINT i;
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67 | for(i = 0; i < This->presentParms.BackBufferCount; i++) {
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68 | IWineD3DSurface_SetContainer(This->backBuffer[i], 0);
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69 | if(D3DCB_DestroyRenderTarget(This->backBuffer[i]) > 0) {
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70 | FIXME("(%p) Something's still holding the back buffer\n",This);
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71 | }
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72 | }
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73 | HeapFree(GetProcessHeap(), 0, This->backBuffer);
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74 | }
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75 |
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76 | for(i = 0; i < This->num_contexts; i++) {
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77 | DestroyContext(This->wineD3DDevice, This->context[i]);
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78 | }
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79 | /* Restore the screen resolution if we rendered in fullscreen
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80 | * This will restore the screen resolution to what it was before creating the swapchain. In case of d3d8 and d3d9
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81 | * this will be the original desktop resolution. In case of d3d7 this will be a NOP because ddraw sets the resolution
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82 | * before starting up Direct3D, thus orig_width and orig_height will be equal to the modes in the presentation params
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83 | */
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84 | if(This->presentParms.Windowed == FALSE && This->presentParms.AutoRestoreDisplayMode) {
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85 | mode.Width = This->orig_width;
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86 | mode.Height = This->orig_height;
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87 | mode.RefreshRate = 0;
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88 | mode.Format = This->orig_fmt;
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89 | IWineD3DDevice_SetDisplayMode((IWineD3DDevice *) This->wineD3DDevice, 0, &mode);
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90 | }
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91 | HeapFree(GetProcessHeap(), 0, This->context);
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92 |
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93 | HeapFree(GetProcessHeap(), 0, This);
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94 | }
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95 |
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96 | static HRESULT WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface, CONST RECT *pSourceRect, CONST RECT *pDestRect, HWND hDestWindowOverride, CONST RGNDATA *pDirtyRegion, DWORD dwFlags) {
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97 | IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
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98 | unsigned int sync;
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99 | int retval;
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100 |
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101 |
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102 | ActivateContext(This->wineD3DDevice, This->backBuffer[0], CTXUSAGE_RESOURCELOAD);
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103 |
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104 | /* Render the cursor onto the back buffer, using our nifty directdraw blitting code :-) */
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105 | if(This->wineD3DDevice->bCursorVisible && This->wineD3DDevice->cursorTexture) {
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106 | IWineD3DSurfaceImpl cursor;
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107 | RECT destRect = {This->wineD3DDevice->xScreenSpace - This->wineD3DDevice->xHotSpot,
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108 | This->wineD3DDevice->yScreenSpace - This->wineD3DDevice->yHotSpot,
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109 | This->wineD3DDevice->xScreenSpace + This->wineD3DDevice->cursorWidth - This->wineD3DDevice->xHotSpot,
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110 | This->wineD3DDevice->yScreenSpace + This->wineD3DDevice->cursorHeight - This->wineD3DDevice->yHotSpot};
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111 | TRACE("Rendering the cursor. Creating fake surface at %p\n", &cursor);
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112 | /* Build a fake surface to call the Blitting code. It is not possible to use the interface passed by
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113 | * the application because we are only supposed to copy the information out. Using a fake surface
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114 | * allows to use the Blitting engine and avoid copying the whole texture -> render target blitting code.
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115 | */
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116 | memset(&cursor, 0, sizeof(cursor));
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117 | cursor.lpVtbl = &IWineD3DSurface_Vtbl;
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118 | cursor.resource.ref = 1;
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119 | cursor.resource.wineD3DDevice = This->wineD3DDevice;
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120 | cursor.resource.pool = WINED3DPOOL_SCRATCH;
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121 | cursor.resource.format = WINED3DFMT_A8R8G8B8;
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122 | cursor.resource.resourceType = WINED3DRTYPE_SURFACE;
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123 | cursor.glDescription.textureName = This->wineD3DDevice->cursorTexture;
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124 | cursor.glDescription.target = GL_TEXTURE_2D;
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125 | cursor.glDescription.level = 0;
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126 | cursor.currentDesc.Width = This->wineD3DDevice->cursorWidth;
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127 | cursor.currentDesc.Height = This->wineD3DDevice->cursorHeight;
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128 | cursor.glRect.left = 0;
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129 | cursor.glRect.top = 0;
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130 | cursor.glRect.right = cursor.currentDesc.Width;
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131 | cursor.glRect.bottom = cursor.currentDesc.Height;
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132 | /* The cursor must have pow2 sizes */
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133 | cursor.pow2Width = cursor.currentDesc.Width;
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134 | cursor.pow2Height = cursor.currentDesc.Height;
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135 | /* The surface is in the texture */
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136 | cursor.Flags |= SFLAG_INTEXTURE;
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137 | /* DDBLT_KEYSRC will cause BltOverride to enable the alpha test with GL_NOTEQUAL, 0.0,
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138 | * which is exactly what we want :-)
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139 | */
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140 | if (This->presentParms.Windowed) {
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141 | MapWindowPoints(NULL, This->win_handle, (LPPOINT)&destRect, 2);
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142 | }
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143 | IWineD3DSurface_Blt(This->backBuffer[0], &destRect, (IWineD3DSurface *) &cursor, NULL, WINEDDBLT_KEYSRC, NULL, WINED3DTEXF_NONE);
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144 | }
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145 | if(This->wineD3DDevice->logo_surface) {
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146 | /* Blit the logo into the upper left corner of the drawable */
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147 | IWineD3DSurface_BltFast(This->backBuffer[0], 0, 0, This->wineD3DDevice->logo_surface, NULL, WINEDDBLTFAST_SRCCOLORKEY);
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148 | }
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149 |
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150 | if (pSourceRect || pDestRect) FIXME("Unhandled present rects %s/%s\n", wine_dbgstr_rect(pSourceRect), wine_dbgstr_rect(pDestRect));
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151 | /* TODO: If only source rect or dest rect are supplied then clip the window to match */
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152 | TRACE("presetting HDC %p\n", This->context[0]->hdc);
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153 |
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154 | /* Don't call checkGLcall, as glGetError is not applicable here */
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155 | if (hDestWindowOverride && This->win_handle != hDestWindowOverride) {
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156 | IWineD3DSwapChain_SetDestWindowOverride(iface, hDestWindowOverride);
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157 | }
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158 |
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159 | SwapBuffers(This->context[0]->hdc); /* TODO: cycle through the swapchain buffers */
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160 |
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161 | TRACE("SwapBuffers called, Starting new frame\n");
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162 | /* FPS support */
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163 | if (TRACE_ON(fps))
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164 | {
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165 | DWORD time = GetTickCount();
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166 | This->frames++;
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167 | /* every 1.5 seconds */
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168 | if (time - This->prev_time > 1500) {
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169 | TRACE_(fps)("%p @ approx %.2ffps\n", This, 1000.0*This->frames/(time - This->prev_time));
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170 | This->prev_time = time;
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171 | This->frames = 0;
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172 | }
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173 | }
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174 |
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175 | #if defined(FRAME_DEBUGGING)
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176 | {
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177 | if (GetFileAttributesA("C:\\D3DTRACE") != INVALID_FILE_ATTRIBUTES) {
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178 | if (!isOn) {
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179 | isOn = TRUE;
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180 | FIXME("Enabling D3D Trace\n");
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181 | __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 1);
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182 | #if defined(SHOW_FRAME_MAKEUP)
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183 | FIXME("Singe Frame snapshots Starting\n");
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184 | isDumpingFrames = TRUE;
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185 | ENTER_GL();
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186 | glClear(GL_COLOR_BUFFER_BIT);
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187 | LEAVE_GL();
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188 | #endif
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189 |
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190 | #if defined(SINGLE_FRAME_DEBUGGING)
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191 | } else {
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192 | #if defined(SHOW_FRAME_MAKEUP)
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193 | FIXME("Singe Frame snapshots Finishing\n");
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194 | isDumpingFrames = FALSE;
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195 | #endif
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196 | FIXME("Singe Frame trace complete\n");
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197 | DeleteFileA("C:\\D3DTRACE");
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198 | __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 0);
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199 | #endif
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200 | }
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201 | } else {
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202 | if (isOn) {
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203 | isOn = FALSE;
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204 | #if defined(SHOW_FRAME_MAKEUP)
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205 | FIXME("Single Frame snapshots Finishing\n");
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206 | isDumpingFrames = FALSE;
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207 | #endif
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208 | FIXME("Disabling D3D Trace\n");
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209 | __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 0);
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210 | }
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211 | }
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212 | }
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213 | #endif
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214 |
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215 | /* This is disabled, but the code left in for debug purposes.
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216 | *
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217 | * Since we're allowed to modify the new back buffer on a D3DSWAPEFFECT_DISCARD flip,
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218 | * we can clear it with some ugly color to make bad drawing visible and ease debugging.
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219 | * The Debug runtime does the same on Windows. However, a few games do not redraw the
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220 | * screen properly, like Max Payne 2, which leaves a few pixels undefined.
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221 | *
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222 | * Tests show that the content of the back buffer after a discard flip is indeed not
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223 | * reliable, so no game can depend on the exact content. However, it resembles the
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224 | * old contents in some way, for example by showing fragments at other locations. In
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225 | * general, the color theme is still intact. So Max payne, which draws rather dark scenes
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226 | * gets a dark background image. If we clear it with a bright ugly color, the game's
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227 | * bug shows up much more than it does on Windows, and the players see single pixels
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228 | * with wrong colors.
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229 | * (The Max Payne bug has been confirmed on Windows with the debug runtime)
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230 | */
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231 | if (FALSE && This->presentParms.SwapEffect == WINED3DSWAPEFFECT_DISCARD) {
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232 | TRACE("Clearing the color buffer with cyan color\n");
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233 |
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234 | IWineD3DDevice_Clear((IWineD3DDevice*)This->wineD3DDevice, 0, NULL,
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235 | WINED3DCLEAR_TARGET, 0xff00ffff, 1.0, 0);
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236 | }
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237 |
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238 | if(((IWineD3DSurfaceImpl *) This->frontBuffer)->Flags & SFLAG_INSYSMEM ||
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239 | ((IWineD3DSurfaceImpl *) This->backBuffer[0])->Flags & SFLAG_INSYSMEM ) {
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240 | /* Both memory copies of the surfaces are ok, flip them around too instead of dirtifying */
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241 | IWineD3DSurfaceImpl *front = (IWineD3DSurfaceImpl *) This->frontBuffer;
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242 | IWineD3DSurfaceImpl *back = (IWineD3DSurfaceImpl *) This->backBuffer[0];
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243 |
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244 | if(front->resource.size == back->resource.size) {
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245 | DWORD fbflags;
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246 | flip_surface(front, back);
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247 |
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248 | /* Tell the front buffer surface that is has been modified. However,
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249 | * the other locations were preserved during that, so keep the flags.
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250 | * This serves to update the emulated overlay, if any
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251 | */
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252 | fbflags = front->Flags;
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253 | IWineD3DSurface_ModifyLocation(This->frontBuffer, SFLAG_INDRAWABLE, TRUE);
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254 | front->Flags = fbflags;
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255 | } else {
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256 | IWineD3DSurface_ModifyLocation((IWineD3DSurface *) front, SFLAG_INDRAWABLE, TRUE);
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257 | IWineD3DSurface_ModifyLocation((IWineD3DSurface *) back, SFLAG_INDRAWABLE, TRUE);
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258 | }
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259 | } else {
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260 | IWineD3DSurface_ModifyLocation(This->frontBuffer, SFLAG_INDRAWABLE, TRUE);
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261 | /* If the swapeffect is DISCARD, the back buffer is undefined. That means the SYSMEM
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262 | * and INTEXTURE copies can keep their old content if they have any defined content.
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263 | * If the swapeffect is COPY, the content remains the same. If it is FLIP however,
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264 | * the texture / sysmem copy needs to be reloaded from the drawable
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265 | */
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266 | if(This->presentParms.SwapEffect == WINED3DSWAPEFFECT_FLIP) {
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267 | IWineD3DSurface_ModifyLocation(This->backBuffer[0], SFLAG_INDRAWABLE, TRUE);
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268 | }
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269 | }
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270 |
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271 | if (This->wineD3DDevice->stencilBufferTarget) {
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272 | if (This->presentParms.Flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
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273 | || ((IWineD3DSurfaceImpl *)This->wineD3DDevice->stencilBufferTarget)->Flags & SFLAG_DISCARD) {
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274 | surface_modify_ds_location(This->wineD3DDevice->stencilBufferTarget, SFLAG_DS_DISCARDED);
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275 | }
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276 | }
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277 |
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278 | if(This->presentParms.PresentationInterval != WINED3DPRESENT_INTERVAL_IMMEDIATE && GL_SUPPORT(SGI_VIDEO_SYNC)) {
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279 | retval = GL_EXTCALL(glXGetVideoSyncSGI(&sync));
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280 | if(retval != 0) {
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281 | ERR("glXGetVideoSyncSGI failed(retval = %d\n", retval);
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282 | }
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283 |
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284 | switch(This->presentParms.PresentationInterval) {
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285 | case WINED3DPRESENT_INTERVAL_DEFAULT:
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286 | case WINED3DPRESENT_INTERVAL_ONE:
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287 | if(sync <= This->vSyncCounter) {
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288 | retval = GL_EXTCALL(glXWaitVideoSyncSGI(1, 0, &This->vSyncCounter));
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289 | } else {
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290 | This->vSyncCounter = sync;
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291 | }
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292 | break;
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293 | case WINED3DPRESENT_INTERVAL_TWO:
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294 | if(sync <= This->vSyncCounter + 1) {
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295 | retval = GL_EXTCALL(glXWaitVideoSyncSGI(2, This->vSyncCounter & 0x1, &This->vSyncCounter));
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296 | } else {
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297 | This->vSyncCounter = sync;
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298 | }
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299 | break;
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300 | case WINED3DPRESENT_INTERVAL_THREE:
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301 | if(sync <= This->vSyncCounter + 2) {
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302 | retval = GL_EXTCALL(glXWaitVideoSyncSGI(3, This->vSyncCounter % 0x3, &This->vSyncCounter));
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303 | } else {
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304 | This->vSyncCounter = sync;
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305 | }
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306 | break;
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307 | case WINED3DPRESENT_INTERVAL_FOUR:
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308 | if(sync <= This->vSyncCounter + 3) {
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309 | retval = GL_EXTCALL(glXWaitVideoSyncSGI(4, This->vSyncCounter & 0x3, &This->vSyncCounter));
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310 | } else {
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311 | This->vSyncCounter = sync;
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312 | }
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313 | break;
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314 | default:
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315 | FIXME("Unknown presentation interval %08x\n", This->presentParms.PresentationInterval);
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316 | }
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317 | }
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318 |
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319 | TRACE("returning\n");
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320 | return WINED3D_OK;
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321 | }
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322 |
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323 | static HRESULT WINAPI IWineD3DSwapChainImpl_SetDestWindowOverride(IWineD3DSwapChain *iface, HWND window) {
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324 | IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
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325 | WINED3DLOCKED_RECT r;
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326 | BYTE *mem;
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327 |
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328 | if(window == This->win_handle) return WINED3D_OK;
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329 |
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330 | TRACE("Performing dest override of swapchain %p from window %p to %p\n", This, This->win_handle, window);
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331 | if(This->context[0] == This->wineD3DDevice->contexts[0]) {
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332 | /* The primary context 'owns' all the opengl resources. Destroying and recreating that context requires downloading
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333 | * all opengl resources, deleting the gl resources, destroying all other contexts, then recreating all other contexts
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334 | * and reload the resources
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335 | */
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336 | delete_opengl_contexts((IWineD3DDevice *) This->wineD3DDevice, iface);
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337 | This->win_handle = window;
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338 | create_primary_opengl_context((IWineD3DDevice *) This->wineD3DDevice, iface);
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339 | } else {
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340 | This->win_handle = window;
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341 |
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342 | /* The old back buffer has to be copied over to the new back buffer. A lockrect - switchcontext - unlockrect
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343 | * would suffice in theory, but it is rather nasty and may cause troubles with future changes of the locking code
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344 | * So lock read only, copy the surface out, then lock with the discard flag and write back
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345 | */
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346 | IWineD3DSurface_LockRect(This->backBuffer[0], &r, NULL, WINED3DLOCK_READONLY);
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347 | mem = HeapAlloc(GetProcessHeap(), 0, r.Pitch * ((IWineD3DSurfaceImpl *) This->backBuffer[0])->currentDesc.Height);
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348 | memcpy(mem, r.pBits, r.Pitch * ((IWineD3DSurfaceImpl *) This->backBuffer[0])->currentDesc.Height);
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349 | IWineD3DSurface_UnlockRect(This->backBuffer[0]);
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350 |
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351 | DestroyContext(This->wineD3DDevice, This->context[0]);
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352 | This->context[0] = CreateContext(This->wineD3DDevice, (IWineD3DSurfaceImpl *) This->frontBuffer, This->win_handle, FALSE /* pbuffer */, &This->presentParms);
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353 |
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354 | IWineD3DSurface_LockRect(This->backBuffer[0], &r, NULL, WINED3DLOCK_DISCARD);
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355 | memcpy(r.pBits, mem, r.Pitch * ((IWineD3DSurfaceImpl *) This->backBuffer[0])->currentDesc.Height);
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356 | HeapFree(GetProcessHeap(), 0, mem);
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357 | IWineD3DSurface_UnlockRect(This->backBuffer[0]);
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358 | }
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359 | return WINED3D_OK;
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360 | }
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361 |
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362 | const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl =
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363 | {
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364 | /* IUnknown */
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365 | IWineD3DBaseSwapChainImpl_QueryInterface,
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366 | IWineD3DBaseSwapChainImpl_AddRef,
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367 | IWineD3DBaseSwapChainImpl_Release,
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368 | /* IWineD3DSwapChain */
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369 | IWineD3DBaseSwapChainImpl_GetParent,
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370 | IWineD3DSwapChainImpl_Destroy,
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371 | IWineD3DBaseSwapChainImpl_GetDevice,
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372 | IWineD3DSwapChainImpl_Present,
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373 | IWineD3DSwapChainImpl_SetDestWindowOverride,
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374 | IWineD3DBaseSwapChainImpl_GetFrontBufferData,
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375 | IWineD3DBaseSwapChainImpl_GetBackBuffer,
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376 | IWineD3DBaseSwapChainImpl_GetRasterStatus,
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377 | IWineD3DBaseSwapChainImpl_GetDisplayMode,
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378 | IWineD3DBaseSwapChainImpl_GetPresentParameters,
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379 | IWineD3DBaseSwapChainImpl_SetGammaRamp,
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380 | IWineD3DBaseSwapChainImpl_GetGammaRamp
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381 | };
|
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382 |
|
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383 | WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface) {
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384 | WineD3DContext *ctx;
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385 | IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *) iface;
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386 | WineD3DContext **newArray;
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387 |
|
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388 | TRACE("Creating a new context for swapchain %p, thread %d\n", This, GetCurrentThreadId());
|
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389 |
|
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390 | ctx = CreateContext(This->wineD3DDevice, (IWineD3DSurfaceImpl *) This->frontBuffer,
|
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391 | This->context[0]->win_handle, FALSE /* pbuffer */, &This->presentParms);
|
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392 | if(!ctx) {
|
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393 | ERR("Failed to create a new context for the swapchain\n");
|
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394 | return NULL;
|
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395 | }
|
---|
396 |
|
---|
397 | newArray = HeapAlloc(GetProcessHeap(), 0, sizeof(*newArray) * This->num_contexts + 1);
|
---|
398 | if(!newArray) {
|
---|
399 | ERR("Out of memory when trying to allocate a new context array\n");
|
---|
400 | DestroyContext(This->wineD3DDevice, ctx);
|
---|
401 | return NULL;
|
---|
402 | }
|
---|
403 | memcpy(newArray, This->context, sizeof(*newArray) * This->num_contexts);
|
---|
404 | HeapFree(GetProcessHeap(), 0, This->context);
|
---|
405 | newArray[This->num_contexts] = ctx;
|
---|
406 | This->context = newArray;
|
---|
407 | This->num_contexts++;
|
---|
408 |
|
---|
409 | TRACE("Returning context %p\n", ctx);
|
---|
410 | return ctx;
|
---|
411 | }
|
---|
412 |
|
---|
413 | void get_drawable_size_swapchain(IWineD3DSurfaceImpl *This, UINT *width, UINT *height) {
|
---|
414 | /* The drawable size of an onscreen drawable is the surface size.
|
---|
415 | * (Actually: The window size, but the surface is created in window size)
|
---|
416 | */
|
---|
417 | *width = This->currentDesc.Width;
|
---|
418 | *height = This->currentDesc.Height;
|
---|
419 | }
|
---|