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->device->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)
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49 | {
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50 | IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
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51 | WINED3DDISPLAYMODE mode;
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52 | unsigned int i;
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53 |
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54 | TRACE("Destroying swapchain %p\n", iface);
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55 |
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56 | IWineD3DSwapChain_SetGammaRamp(iface, 0, &This->orig_gamma);
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57 |
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58 | /* Release the swapchain's draw buffers. Make sure This->backBuffer[0] is
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59 | * the last buffer to be destroyed, FindContext() depends on that. */
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60 | if (This->frontBuffer)
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61 | {
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62 | IWineD3DSurface_SetContainer(This->frontBuffer, 0);
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63 | if (IWineD3DSurface_Release(This->frontBuffer))
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64 | {
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65 | WARN("(%p) Something's still holding the front buffer (%p).\n",
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66 | This, This->frontBuffer);
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67 | }
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68 | This->frontBuffer = NULL;
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69 | }
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70 |
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71 | if (This->backBuffer)
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72 | {
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73 | UINT i = This->presentParms.BackBufferCount;
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74 |
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75 | while (i--)
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76 | {
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77 | IWineD3DSurface_SetContainer(This->backBuffer[i], 0);
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78 | if (IWineD3DSurface_Release(This->backBuffer[i]))
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79 | WARN("(%p) Something's still holding back buffer %u (%p).\n",
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80 | This, i, This->backBuffer[i]);
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81 | }
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82 | HeapFree(GetProcessHeap(), 0, This->backBuffer);
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83 | This->backBuffer = NULL;
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84 | }
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85 |
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86 | for (i = 0; i < This->num_contexts; ++i)
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87 | {
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88 | context_destroy(This->device, This->context[i]);
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89 | }
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90 | /* Restore the screen resolution if we rendered in fullscreen
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91 | * This will restore the screen resolution to what it was before creating the swapchain. In case of d3d8 and d3d9
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92 | * 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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93 | * before starting up Direct3D, thus orig_width and orig_height will be equal to the modes in the presentation params
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94 | */
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95 | if(This->presentParms.Windowed == FALSE && This->presentParms.AutoRestoreDisplayMode) {
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96 | mode.Width = This->orig_width;
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97 | mode.Height = This->orig_height;
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98 | mode.RefreshRate = 0;
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99 | mode.Format = This->orig_fmt;
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100 | IWineD3DDevice_SetDisplayMode((IWineD3DDevice *)This->device, 0, &mode);
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101 | }
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102 |
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103 | HeapFree(GetProcessHeap(), 0, This->context);
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104 | HeapFree(GetProcessHeap(), 0, This);
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105 | }
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106 |
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107 | /* A GL context is provided by the caller */
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108 | static void swapchain_blit(IWineD3DSwapChainImpl *This, struct wined3d_context *context,
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109 | const RECT *src_rect, const RECT *dst_rect)
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110 | {
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111 | IWineD3DDeviceImpl *device = This->device;
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112 | IWineD3DSurfaceImpl *backbuffer = ((IWineD3DSurfaceImpl *) This->backBuffer[0]);
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113 | UINT src_w = src_rect->right - src_rect->left;
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114 | UINT src_h = src_rect->bottom - src_rect->top;
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115 | GLenum gl_filter;
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116 | const struct wined3d_gl_info *gl_info = context->gl_info;
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117 |
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118 | TRACE("swapchain %p, context %p, src_rect %s, dst_rect %s.\n",
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119 | This, context, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect));
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120 |
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121 | if (src_w == dst_rect->right - dst_rect->left && src_h == dst_rect->bottom - dst_rect->top)
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122 | gl_filter = GL_NEAREST;
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123 | else
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124 | gl_filter = GL_LINEAR;
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125 |
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126 | if (gl_info->fbo_ops.glBlitFramebuffer && is_identity_fixup(backbuffer->resource.format_desc->color_fixup))
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127 | {
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128 | ENTER_GL();
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129 | context_bind_fbo(context, GL_READ_FRAMEBUFFER, &context->src_fbo);
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130 | context_attach_surface_fbo(context, GL_READ_FRAMEBUFFER, 0, backbuffer);
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131 | context_attach_depth_stencil_fbo(context, GL_READ_FRAMEBUFFER, NULL, FALSE);
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132 |
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133 | context_bind_fbo(context, GL_DRAW_FRAMEBUFFER, NULL);
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134 | context_set_draw_buffer(context, GL_BACK);
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135 |
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136 | glDisable(GL_SCISSOR_TEST);
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137 | IWineD3DDeviceImpl_MarkStateDirty(This->device, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
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138 |
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139 | /* Note that the texture is upside down */
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140 | gl_info->fbo_ops.glBlitFramebuffer(src_rect->left, src_rect->top, src_rect->right, src_rect->bottom,
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141 | dst_rect->left, dst_rect->bottom, dst_rect->right, dst_rect->top,
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142 | GL_COLOR_BUFFER_BIT, gl_filter);
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143 | checkGLcall("Swapchain present blit(EXT_framebuffer_blit)\n");
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144 | LEAVE_GL();
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145 | }
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146 | else
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147 | {
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148 | struct wined3d_context *context2;
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149 | float tex_left = src_rect->left;
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150 | float tex_top = src_rect->top;
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151 | float tex_right = src_rect->right;
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152 | float tex_bottom = src_rect->bottom;
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153 |
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154 | context2 = context_acquire(This->device, This->backBuffer[0], CTXUSAGE_BLIT);
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155 |
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156 | if(backbuffer->Flags & SFLAG_NORMCOORD)
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157 | {
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158 | tex_left /= src_w;
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159 | tex_right /= src_w;
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160 | tex_top /= src_h;
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161 | tex_bottom /= src_h;
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162 | }
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163 |
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164 | if (is_complex_fixup(backbuffer->resource.format_desc->color_fixup))
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165 | gl_filter = GL_NEAREST;
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166 |
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167 | ENTER_GL();
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168 | context_bind_fbo(context2, GL_DRAW_FRAMEBUFFER, NULL);
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169 |
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170 | /* Set up the texture. The surface is not in a IWineD3D*Texture container,
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171 | * so there are no d3d texture settings to dirtify
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172 | */
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173 | device->blitter->set_shader((IWineD3DDevice *) device, backbuffer);
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174 | glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MIN_FILTER, gl_filter);
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175 | glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MAG_FILTER, gl_filter);
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176 |
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177 | context_set_draw_buffer(context, GL_BACK);
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178 |
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179 | /* Set the viewport to the destination rectandle, disable any projection
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180 | * transformation set up by CTXUSAGE_BLIT, and draw a (-1,-1)-(1,1) quad.
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181 | *
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182 | * Back up viewport and matrix to avoid breaking last_was_blit
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183 | *
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184 | * Note that CTXUSAGE_BLIT set up viewport and ortho to match the surface
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185 | * size - we want the GL drawable(=window) size.
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186 | */
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187 | glPushAttrib(GL_VIEWPORT_BIT);
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188 | glViewport(dst_rect->left, dst_rect->top, dst_rect->right, dst_rect->bottom);
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189 | glMatrixMode(GL_PROJECTION);
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190 | glPushMatrix();
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191 | glLoadIdentity();
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192 |
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193 | glBegin(GL_QUADS);
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194 | /* bottom left */
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195 | glTexCoord2f(tex_left, tex_bottom);
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196 | glVertex2i(-1, -1);
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197 |
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198 | /* top left */
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199 | glTexCoord2f(tex_left, tex_top);
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200 | glVertex2i(-1, 1);
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201 |
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202 | /* top right */
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203 | glTexCoord2f(tex_right, tex_top);
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204 | glVertex2i(1, 1);
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205 |
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206 | /* bottom right */
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207 | glTexCoord2f(tex_right, tex_bottom);
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208 | glVertex2i(1, -1);
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209 | glEnd();
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210 |
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211 | glPopMatrix();
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212 | glPopAttrib();
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213 |
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214 | device->blitter->unset_shader((IWineD3DDevice *) device);
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215 | checkGLcall("Swapchain present blit(manual)\n");
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216 | LEAVE_GL();
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217 |
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218 | context_release(context2);
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219 | }
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220 | }
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221 |
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222 | static HRESULT WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface, CONST RECT *pSourceRect, CONST RECT *pDestRect, HWND hDestWindowOverride, CONST RGNDATA *pDirtyRegion, DWORD dwFlags) {
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223 | IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
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224 | struct wined3d_context *context;
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225 | RECT src_rect, dst_rect;
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226 | BOOL render_to_fbo;
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227 | unsigned int sync;
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228 | int retval;
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229 |
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230 | IWineD3DSwapChain_SetDestWindowOverride(iface, hDestWindowOverride);
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231 |
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232 | context = context_acquire(This->device, This->backBuffer[0], CTXUSAGE_RESOURCELOAD);
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233 | if (!context->valid)
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234 | {
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235 | context_release(context);
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236 | WARN("Invalid context, skipping present.\n");
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237 | return WINED3D_OK;
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238 | }
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239 |
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240 | /* Render the cursor onto the back buffer, using our nifty directdraw blitting code :-) */
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241 | if (This->device->bCursorVisible && This->device->cursorTexture)
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242 | {
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243 | IWineD3DSurfaceImpl cursor;
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244 | RECT destRect =
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245 | {
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246 | This->device->xScreenSpace - This->device->xHotSpot,
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247 | This->device->yScreenSpace - This->device->yHotSpot,
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248 | This->device->xScreenSpace + This->device->cursorWidth - This->device->xHotSpot,
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249 | This->device->yScreenSpace + This->device->cursorHeight - This->device->yHotSpot,
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250 | };
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251 | TRACE("Rendering the cursor. Creating fake surface at %p\n", &cursor);
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252 | /* Build a fake surface to call the Blitting code. It is not possible to use the interface passed by
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253 | * the application because we are only supposed to copy the information out. Using a fake surface
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254 | * allows to use the Blitting engine and avoid copying the whole texture -> render target blitting code.
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255 | */
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256 | memset(&cursor, 0, sizeof(cursor));
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257 | cursor.lpVtbl = &IWineD3DSurface_Vtbl;
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258 | cursor.resource.ref = 1;
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259 | cursor.resource.device = This->device;
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260 | cursor.resource.pool = WINED3DPOOL_SCRATCH;
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261 | cursor.resource.format_desc = getFormatDescEntry(WINED3DFMT_B8G8R8A8_UNORM, context->gl_info);
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262 | cursor.resource.resourceType = WINED3DRTYPE_SURFACE;
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263 | cursor.texture_name = This->device->cursorTexture;
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264 | cursor.texture_target = GL_TEXTURE_2D;
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265 | cursor.texture_level = 0;
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266 | cursor.currentDesc.Width = This->device->cursorWidth;
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267 | cursor.currentDesc.Height = This->device->cursorHeight;
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268 | /* The cursor must have pow2 sizes */
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269 | cursor.pow2Width = cursor.currentDesc.Width;
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270 | cursor.pow2Height = cursor.currentDesc.Height;
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271 | /* The surface is in the texture */
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272 | cursor.Flags |= SFLAG_INTEXTURE;
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273 | /* DDBLT_KEYSRC will cause BltOverride to enable the alpha test with GL_NOTEQUAL, 0.0,
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274 | * which is exactly what we want :-)
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275 | */
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276 | if (This->presentParms.Windowed) {
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277 | MapWindowPoints(NULL, This->win_handle, (LPPOINT)&destRect, 2);
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278 | }
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279 | IWineD3DSurface_Blt(This->backBuffer[0], &destRect, (IWineD3DSurface *)&cursor,
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280 | NULL, WINEDDBLT_KEYSRC, NULL, WINED3DTEXF_POINT);
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281 | }
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282 |
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283 | if (This->device->logo_surface)
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284 | {
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285 | /* Blit the logo into the upper left corner of the drawable. */
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286 | IWineD3DSurface_BltFast(This->backBuffer[0], 0, 0, This->device->logo_surface, NULL, WINEDDBLTFAST_SRCCOLORKEY);
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287 | }
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288 |
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289 | TRACE("Presenting HDC %p.\n", context->hdc);
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290 |
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291 | render_to_fbo = This->render_to_fbo;
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292 |
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293 | if (pSourceRect)
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294 | {
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295 | src_rect = *pSourceRect;
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296 | if (!render_to_fbo && (src_rect.left || src_rect.top
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297 | || src_rect.right != This->presentParms.BackBufferWidth
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298 | || src_rect.bottom != This->presentParms.BackBufferHeight))
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299 | {
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300 | render_to_fbo = TRUE;
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301 | }
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302 | }
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303 | else
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304 | {
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305 | src_rect.left = 0;
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306 | src_rect.top = 0;
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307 | src_rect.right = This->presentParms.BackBufferWidth;
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308 | src_rect.bottom = This->presentParms.BackBufferHeight;
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309 | }
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310 |
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311 | if (pDestRect) dst_rect = *pDestRect;
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312 | else GetClientRect(This->win_handle, &dst_rect);
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313 |
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314 | if (!render_to_fbo && (dst_rect.left || dst_rect.top
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315 | || dst_rect.right != This->presentParms.BackBufferWidth
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316 | || dst_rect.bottom != This->presentParms.BackBufferHeight))
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317 | {
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318 | render_to_fbo = TRUE;
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319 | }
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320 |
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321 | /* Rendering to a window of different size, presenting partial rectangles,
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322 | * or rendering to a different window needs help from FBO_blit or a textured
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323 | * draw. Render the swapchain to a FBO in the future.
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324 | *
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325 | * Note that FBO_blit from the backbuffer to the frontbuffer cannot solve
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326 | * all these issues - this fails if the window is smaller than the backbuffer.
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327 | */
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328 | if (!This->render_to_fbo && render_to_fbo && wined3d_settings.offscreen_rendering_mode == ORM_FBO)
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329 | {
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330 | IWineD3DSurface_LoadLocation(This->backBuffer[0], SFLAG_INTEXTURE, NULL);
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331 | IWineD3DSurface_ModifyLocation(This->backBuffer[0], SFLAG_INDRAWABLE, FALSE);
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332 | This->render_to_fbo = TRUE;
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333 |
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334 | /* Force the context manager to update the render target configuration next draw. */
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335 | context->current_rt = NULL;
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336 | }
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337 |
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338 | if(This->render_to_fbo)
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339 | {
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340 | /* This codepath should only be hit with the COPY swapeffect. Otherwise a backbuffer-
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341 | * window size mismatch is impossible(fullscreen) and src and dst rectangles are
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342 | * not allowed(they need the COPY swapeffect)
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343 | *
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344 | * The DISCARD swap effect is ok as well since any backbuffer content is allowed after
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345 | * the swap
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346 | */
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347 | if(This->presentParms.SwapEffect == WINED3DSWAPEFFECT_FLIP )
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348 | {
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349 | FIXME("Render-to-fbo with WINED3DSWAPEFFECT_FLIP\n");
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350 | }
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351 |
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352 | swapchain_blit(This, context, &src_rect, &dst_rect);
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353 | }
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354 |
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355 | if (This->num_contexts > 1) wglFinish();
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356 | SwapBuffers(context->hdc); /* TODO: cycle through the swapchain buffers */
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357 |
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358 | TRACE("SwapBuffers called, Starting new frame\n");
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359 | /* FPS support */
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360 | if (TRACE_ON(fps))
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361 | {
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362 | DWORD time = GetTickCount();
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363 | This->frames++;
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364 | /* every 1.5 seconds */
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365 | if (time - This->prev_time > 1500) {
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366 | TRACE_(fps)("%p @ approx %.2ffps\n", This, 1000.0*This->frames/(time - This->prev_time));
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367 | This->prev_time = time;
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368 | This->frames = 0;
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369 | }
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370 | }
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371 |
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372 | #if defined(FRAME_DEBUGGING)
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373 | {
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374 | if (GetFileAttributesA("C:\\D3DTRACE") != INVALID_FILE_ATTRIBUTES) {
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375 | if (!isOn) {
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376 | isOn = TRUE;
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377 | FIXME("Enabling D3D Trace\n");
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378 | __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 1);
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379 | #if defined(SHOW_FRAME_MAKEUP)
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380 | FIXME("Singe Frame snapshots Starting\n");
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381 | isDumpingFrames = TRUE;
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382 | ENTER_GL();
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383 | glClear(GL_COLOR_BUFFER_BIT);
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384 | LEAVE_GL();
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385 | #endif
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386 |
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387 | #if defined(SINGLE_FRAME_DEBUGGING)
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388 | } else {
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389 | #if defined(SHOW_FRAME_MAKEUP)
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390 | FIXME("Singe Frame snapshots Finishing\n");
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391 | isDumpingFrames = FALSE;
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392 | #endif
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393 | FIXME("Singe Frame trace complete\n");
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394 | DeleteFileA("C:\\D3DTRACE");
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395 | __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 0);
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396 | #endif
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397 | }
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398 | } else {
|
---|
399 | if (isOn) {
|
---|
400 | isOn = FALSE;
|
---|
401 | #if defined(SHOW_FRAME_MAKEUP)
|
---|
402 | FIXME("Single Frame snapshots Finishing\n");
|
---|
403 | isDumpingFrames = FALSE;
|
---|
404 | #endif
|
---|
405 | FIXME("Disabling D3D Trace\n");
|
---|
406 | __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 0);
|
---|
407 | }
|
---|
408 | }
|
---|
409 | }
|
---|
410 | #endif
|
---|
411 |
|
---|
412 | /* This is disabled, but the code left in for debug purposes.
|
---|
413 | *
|
---|
414 | * Since we're allowed to modify the new back buffer on a D3DSWAPEFFECT_DISCARD flip,
|
---|
415 | * we can clear it with some ugly color to make bad drawing visible and ease debugging.
|
---|
416 | * The Debug runtime does the same on Windows. However, a few games do not redraw the
|
---|
417 | * screen properly, like Max Payne 2, which leaves a few pixels undefined.
|
---|
418 | *
|
---|
419 | * Tests show that the content of the back buffer after a discard flip is indeed not
|
---|
420 | * reliable, so no game can depend on the exact content. However, it resembles the
|
---|
421 | * old contents in some way, for example by showing fragments at other locations. In
|
---|
422 | * general, the color theme is still intact. So Max payne, which draws rather dark scenes
|
---|
423 | * gets a dark background image. If we clear it with a bright ugly color, the game's
|
---|
424 | * bug shows up much more than it does on Windows, and the players see single pixels
|
---|
425 | * with wrong colors.
|
---|
426 | * (The Max Payne bug has been confirmed on Windows with the debug runtime)
|
---|
427 | */
|
---|
428 | if (FALSE && This->presentParms.SwapEffect == WINED3DSWAPEFFECT_DISCARD) {
|
---|
429 | TRACE("Clearing the color buffer with cyan color\n");
|
---|
430 |
|
---|
431 | IWineD3DDevice_Clear((IWineD3DDevice *)This->device, 0, NULL,
|
---|
432 | WINED3DCLEAR_TARGET, 0xff00ffff, 1.0f, 0);
|
---|
433 | }
|
---|
434 |
|
---|
435 | if(!This->render_to_fbo &&
|
---|
436 | ( ((IWineD3DSurfaceImpl *) This->frontBuffer)->Flags & SFLAG_INSYSMEM ||
|
---|
437 | ((IWineD3DSurfaceImpl *) This->backBuffer[0])->Flags & SFLAG_INSYSMEM ) ) {
|
---|
438 | /* Both memory copies of the surfaces are ok, flip them around too instead of dirtifying
|
---|
439 | * Doesn't work with render_to_fbo because we're not flipping
|
---|
440 | */
|
---|
441 | IWineD3DSurfaceImpl *front = (IWineD3DSurfaceImpl *) This->frontBuffer;
|
---|
442 | IWineD3DSurfaceImpl *back = (IWineD3DSurfaceImpl *) This->backBuffer[0];
|
---|
443 |
|
---|
444 | if(front->resource.size == back->resource.size) {
|
---|
445 | DWORD fbflags;
|
---|
446 | flip_surface(front, back);
|
---|
447 |
|
---|
448 | /* Tell the front buffer surface that is has been modified. However,
|
---|
449 | * the other locations were preserved during that, so keep the flags.
|
---|
450 | * This serves to update the emulated overlay, if any
|
---|
451 | */
|
---|
452 | fbflags = front->Flags;
|
---|
453 | IWineD3DSurface_ModifyLocation(This->frontBuffer, SFLAG_INDRAWABLE, TRUE);
|
---|
454 | front->Flags = fbflags;
|
---|
455 | } else {
|
---|
456 | IWineD3DSurface_ModifyLocation((IWineD3DSurface *) front, SFLAG_INDRAWABLE, TRUE);
|
---|
457 | IWineD3DSurface_ModifyLocation((IWineD3DSurface *) back, SFLAG_INDRAWABLE, TRUE);
|
---|
458 | }
|
---|
459 | } else {
|
---|
460 | IWineD3DSurface_ModifyLocation(This->frontBuffer, SFLAG_INDRAWABLE, TRUE);
|
---|
461 | /* If the swapeffect is DISCARD, the back buffer is undefined. That means the SYSMEM
|
---|
462 | * and INTEXTURE copies can keep their old content if they have any defined content.
|
---|
463 | * If the swapeffect is COPY, the content remains the same. If it is FLIP however,
|
---|
464 | * the texture / sysmem copy needs to be reloaded from the drawable
|
---|
465 | */
|
---|
466 | if(This->presentParms.SwapEffect == WINED3DSWAPEFFECT_FLIP) {
|
---|
467 | IWineD3DSurface_ModifyLocation(This->backBuffer[0], SFLAG_INDRAWABLE, TRUE);
|
---|
468 | }
|
---|
469 | }
|
---|
470 |
|
---|
471 | if (This->device->stencilBufferTarget)
|
---|
472 | {
|
---|
473 | if (This->presentParms.Flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
|
---|
474 | || ((IWineD3DSurfaceImpl *)This->device->stencilBufferTarget)->Flags & SFLAG_DISCARD)
|
---|
475 | {
|
---|
476 | surface_modify_ds_location(This->device->stencilBufferTarget, SFLAG_DS_DISCARDED);
|
---|
477 | }
|
---|
478 | }
|
---|
479 |
|
---|
480 | if (This->presentParms.PresentationInterval != WINED3DPRESENT_INTERVAL_IMMEDIATE
|
---|
481 | && context->gl_info->supported[SGI_VIDEO_SYNC])
|
---|
482 | {
|
---|
483 | retval = GL_EXTCALL(glXGetVideoSyncSGI(&sync));
|
---|
484 | if(retval != 0) {
|
---|
485 | ERR("glXGetVideoSyncSGI failed(retval = %d\n", retval);
|
---|
486 | }
|
---|
487 |
|
---|
488 | switch(This->presentParms.PresentationInterval) {
|
---|
489 | case WINED3DPRESENT_INTERVAL_DEFAULT:
|
---|
490 | case WINED3DPRESENT_INTERVAL_ONE:
|
---|
491 | if(sync <= This->vSyncCounter) {
|
---|
492 | retval = GL_EXTCALL(glXWaitVideoSyncSGI(1, 0, &This->vSyncCounter));
|
---|
493 | } else {
|
---|
494 | This->vSyncCounter = sync;
|
---|
495 | }
|
---|
496 | break;
|
---|
497 | case WINED3DPRESENT_INTERVAL_TWO:
|
---|
498 | if(sync <= This->vSyncCounter + 1) {
|
---|
499 | retval = GL_EXTCALL(glXWaitVideoSyncSGI(2, This->vSyncCounter & 0x1, &This->vSyncCounter));
|
---|
500 | } else {
|
---|
501 | This->vSyncCounter = sync;
|
---|
502 | }
|
---|
503 | break;
|
---|
504 | case WINED3DPRESENT_INTERVAL_THREE:
|
---|
505 | if(sync <= This->vSyncCounter + 2) {
|
---|
506 | retval = GL_EXTCALL(glXWaitVideoSyncSGI(3, This->vSyncCounter % 0x3, &This->vSyncCounter));
|
---|
507 | } else {
|
---|
508 | This->vSyncCounter = sync;
|
---|
509 | }
|
---|
510 | break;
|
---|
511 | case WINED3DPRESENT_INTERVAL_FOUR:
|
---|
512 | if(sync <= This->vSyncCounter + 3) {
|
---|
513 | retval = GL_EXTCALL(glXWaitVideoSyncSGI(4, This->vSyncCounter & 0x3, &This->vSyncCounter));
|
---|
514 | } else {
|
---|
515 | This->vSyncCounter = sync;
|
---|
516 | }
|
---|
517 | break;
|
---|
518 | default:
|
---|
519 | FIXME("Unknown presentation interval %08x\n", This->presentParms.PresentationInterval);
|
---|
520 | }
|
---|
521 | }
|
---|
522 |
|
---|
523 | context_release(context);
|
---|
524 |
|
---|
525 | TRACE("returning\n");
|
---|
526 | return WINED3D_OK;
|
---|
527 | }
|
---|
528 |
|
---|
529 | static HRESULT WINAPI IWineD3DSwapChainImpl_SetDestWindowOverride(IWineD3DSwapChain *iface, HWND window)
|
---|
530 | {
|
---|
531 | IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *)iface;
|
---|
532 |
|
---|
533 | if (!window) window = swapchain->device_window;
|
---|
534 | if (window == swapchain->win_handle) return WINED3D_OK;
|
---|
535 |
|
---|
536 | TRACE("Setting swapchain %p window from %p to %p\n", swapchain, swapchain->win_handle, window);
|
---|
537 | swapchain->win_handle = window;
|
---|
538 |
|
---|
539 | return WINED3D_OK;
|
---|
540 | }
|
---|
541 |
|
---|
542 | #ifdef VBOXWDDM
|
---|
543 | static HRESULT WINAPI IWineD3DSwapChainImpl_Flush(IWineD3DSwapChain *iface)
|
---|
544 | {
|
---|
545 | IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
|
---|
546 | struct wined3d_context *context;
|
---|
547 | RECT src_rect, dst_rect;
|
---|
548 | BOOL render_to_fbo;
|
---|
549 | unsigned int sync;
|
---|
550 | int retval;
|
---|
551 |
|
---|
552 | context = context_acquire(This->device, This->backBuffer[0], CTXUSAGE_RESOURCELOAD);
|
---|
553 |
|
---|
554 | if (context->valid) wglFlush();
|
---|
555 | else WARN("Invalid context, skipping flush.\n");
|
---|
556 |
|
---|
557 | context_release(context);
|
---|
558 |
|
---|
559 | return WINED3D_OK;
|
---|
560 | }
|
---|
561 | #endif
|
---|
562 |
|
---|
563 | static const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl =
|
---|
564 | {
|
---|
565 | /* IUnknown */
|
---|
566 | IWineD3DBaseSwapChainImpl_QueryInterface,
|
---|
567 | IWineD3DBaseSwapChainImpl_AddRef,
|
---|
568 | IWineD3DBaseSwapChainImpl_Release,
|
---|
569 | /* IWineD3DSwapChain */
|
---|
570 | IWineD3DBaseSwapChainImpl_GetParent,
|
---|
571 | IWineD3DSwapChainImpl_Destroy,
|
---|
572 | IWineD3DBaseSwapChainImpl_GetDevice,
|
---|
573 | IWineD3DSwapChainImpl_Present,
|
---|
574 | IWineD3DSwapChainImpl_SetDestWindowOverride,
|
---|
575 | IWineD3DBaseSwapChainImpl_GetFrontBufferData,
|
---|
576 | IWineD3DBaseSwapChainImpl_GetBackBuffer,
|
---|
577 | IWineD3DBaseSwapChainImpl_GetRasterStatus,
|
---|
578 | IWineD3DBaseSwapChainImpl_GetDisplayMode,
|
---|
579 | IWineD3DBaseSwapChainImpl_GetPresentParameters,
|
---|
580 | IWineD3DBaseSwapChainImpl_SetGammaRamp,
|
---|
581 | IWineD3DBaseSwapChainImpl_GetGammaRamp,
|
---|
582 | #ifdef VBOXWDDM
|
---|
583 | IWineD3DSwapChainImpl_Flush,
|
---|
584 | #endif
|
---|
585 | };
|
---|
586 |
|
---|
587 | static LONG fullscreen_style(LONG style)
|
---|
588 | {
|
---|
589 | /* Make sure the window is managed, otherwise we won't get keyboard input. */
|
---|
590 | style |= WS_POPUP | WS_SYSMENU;
|
---|
591 | style &= ~(WS_CAPTION | WS_THICKFRAME);
|
---|
592 |
|
---|
593 | return style;
|
---|
594 | }
|
---|
595 |
|
---|
596 | static LONG fullscreen_exstyle(LONG exstyle)
|
---|
597 | {
|
---|
598 | /* Filter out window decorations. */
|
---|
599 | exstyle &= ~(WS_EX_WINDOWEDGE | WS_EX_CLIENTEDGE);
|
---|
600 |
|
---|
601 | return exstyle;
|
---|
602 | }
|
---|
603 |
|
---|
604 | void swapchain_setup_fullscreen_window(IWineD3DSwapChainImpl *swapchain, UINT w, UINT h)
|
---|
605 | {
|
---|
606 | IWineD3DDeviceImpl *device = swapchain->device;
|
---|
607 | HWND window = swapchain->device_window;
|
---|
608 | BOOL filter_messages;
|
---|
609 | LONG style, exstyle;
|
---|
610 |
|
---|
611 | TRACE("Setting up window %p for fullscreen mode.\n", window);
|
---|
612 |
|
---|
613 | if (device->style || device->exStyle)
|
---|
614 | {
|
---|
615 | ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
|
---|
616 | window, device->style, device->exStyle);
|
---|
617 | }
|
---|
618 |
|
---|
619 | device->style = GetWindowLongW(window, GWL_STYLE);
|
---|
620 | device->exStyle = GetWindowLongW(window, GWL_EXSTYLE);
|
---|
621 |
|
---|
622 | style = fullscreen_style(device->style);
|
---|
623 | exstyle = fullscreen_exstyle(device->exStyle);
|
---|
624 |
|
---|
625 | TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
|
---|
626 | device->style, device->exStyle, style, exstyle);
|
---|
627 |
|
---|
628 | filter_messages = device->filter_messages;
|
---|
629 | device->filter_messages = TRUE;
|
---|
630 |
|
---|
631 | SetWindowLongW(window, GWL_STYLE, style);
|
---|
632 | SetWindowLongW(window, GWL_EXSTYLE, exstyle);
|
---|
633 | SetWindowPos(window, HWND_TOP, 0, 0, w, h, SWP_FRAMECHANGED | SWP_SHOWWINDOW | SWP_NOACTIVATE);
|
---|
634 |
|
---|
635 | device->filter_messages = filter_messages;
|
---|
636 | }
|
---|
637 |
|
---|
638 | void swapchain_restore_fullscreen_window(IWineD3DSwapChainImpl *swapchain)
|
---|
639 | {
|
---|
640 | IWineD3DDeviceImpl *device = swapchain->device;
|
---|
641 | HWND window = swapchain->device_window;
|
---|
642 | BOOL filter_messages;
|
---|
643 | LONG style, exstyle;
|
---|
644 |
|
---|
645 | if (!device->style && !device->exStyle) return;
|
---|
646 |
|
---|
647 | TRACE("Restoring window style of window %p to %08x, %08x.\n",
|
---|
648 | window, device->style, device->exStyle);
|
---|
649 |
|
---|
650 | style = GetWindowLongW(window, GWL_STYLE);
|
---|
651 | exstyle = GetWindowLongW(window, GWL_EXSTYLE);
|
---|
652 |
|
---|
653 | filter_messages = device->filter_messages;
|
---|
654 | device->filter_messages = TRUE;
|
---|
655 |
|
---|
656 | /* Only restore the style if the application didn't modify it during the
|
---|
657 | * fullscreen phase. Some applications change it before calling Reset()
|
---|
658 | * when switching between windowed and fullscreen modes (HL2), some
|
---|
659 | * depend on the original style (Eve Online). */
|
---|
660 | if (style == fullscreen_style(device->style) && exstyle == fullscreen_exstyle(device->exStyle))
|
---|
661 | {
|
---|
662 | SetWindowLongW(window, GWL_STYLE, device->style);
|
---|
663 | SetWindowLongW(window, GWL_EXSTYLE, device->exStyle);
|
---|
664 | }
|
---|
665 | SetWindowPos(window, 0, 0, 0, 0, 0, SWP_FRAMECHANGED | SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER);
|
---|
666 |
|
---|
667 | device->filter_messages = filter_messages;
|
---|
668 |
|
---|
669 | /* Delete the old values. */
|
---|
670 | device->style = 0;
|
---|
671 | device->exStyle = 0;
|
---|
672 | }
|
---|
673 |
|
---|
674 |
|
---|
675 | HRESULT swapchain_init(IWineD3DSwapChainImpl *swapchain, WINED3DSURFTYPE surface_type,
|
---|
676 | IWineD3DDeviceImpl *device, WINED3DPRESENT_PARAMETERS *present_parameters, IUnknown *parent)
|
---|
677 | {
|
---|
678 | const struct wined3d_adapter *adapter = device->adapter;
|
---|
679 | const struct wined3d_format_desc *format_desc;
|
---|
680 | BOOL displaymode_set = FALSE;
|
---|
681 | WINED3DDISPLAYMODE mode;
|
---|
682 | RECT client_rect;
|
---|
683 | HWND window;
|
---|
684 | HRESULT hr;
|
---|
685 | UINT i;
|
---|
686 |
|
---|
687 | if (present_parameters->BackBufferCount > WINED3DPRESENT_BACK_BUFFER_MAX)
|
---|
688 | {
|
---|
689 | FIXME("The application requested %u back buffers, this is not supported.\n",
|
---|
690 | present_parameters->BackBufferCount);
|
---|
691 | return WINED3DERR_INVALIDCALL;
|
---|
692 | }
|
---|
693 |
|
---|
694 | if (present_parameters->BackBufferCount > 1)
|
---|
695 | {
|
---|
696 | FIXME("The application requested more than one back buffer, this is not properly supported.\n"
|
---|
697 | "Please configure the application to use double buffering (1 back buffer) if possible.\n");
|
---|
698 | }
|
---|
699 |
|
---|
700 | switch (surface_type)
|
---|
701 | {
|
---|
702 | case SURFACE_GDI:
|
---|
703 | swapchain->lpVtbl = &IWineGDISwapChain_Vtbl;
|
---|
704 | break;
|
---|
705 |
|
---|
706 | case SURFACE_OPENGL:
|
---|
707 | swapchain->lpVtbl = &IWineD3DSwapChain_Vtbl;
|
---|
708 | break;
|
---|
709 |
|
---|
710 | case SURFACE_UNKNOWN:
|
---|
711 | FIXME("Caller tried to create a SURFACE_UNKNOWN swapchain.\n");
|
---|
712 | return WINED3DERR_INVALIDCALL;
|
---|
713 | }
|
---|
714 |
|
---|
715 | window = present_parameters->hDeviceWindow ? present_parameters->hDeviceWindow : device->createParms.hFocusWindow;
|
---|
716 |
|
---|
717 | swapchain->device = device;
|
---|
718 | swapchain->parent = parent;
|
---|
719 | swapchain->ref = 1;
|
---|
720 | swapchain->win_handle = window;
|
---|
721 | swapchain->device_window = window;
|
---|
722 |
|
---|
723 | if (!present_parameters->Windowed && window)
|
---|
724 | {
|
---|
725 | swapchain_setup_fullscreen_window(swapchain, present_parameters->BackBufferWidth,
|
---|
726 | present_parameters->BackBufferHeight);
|
---|
727 | }
|
---|
728 |
|
---|
729 | IWineD3D_GetAdapterDisplayMode(device->wined3d, adapter->ordinal, &mode);
|
---|
730 | swapchain->orig_width = mode.Width;
|
---|
731 | swapchain->orig_height = mode.Height;
|
---|
732 | swapchain->orig_fmt = mode.Format;
|
---|
733 | format_desc = getFormatDescEntry(mode.Format, &adapter->gl_info);
|
---|
734 |
|
---|
735 | GetClientRect(window, &client_rect);
|
---|
736 | if (present_parameters->Windowed
|
---|
737 | && (!present_parameters->BackBufferWidth || !present_parameters->BackBufferHeight
|
---|
738 | || present_parameters->BackBufferFormat == WINED3DFMT_UNKNOWN))
|
---|
739 | {
|
---|
740 |
|
---|
741 | if (!present_parameters->BackBufferWidth)
|
---|
742 | {
|
---|
743 | present_parameters->BackBufferWidth = client_rect.right;
|
---|
744 | TRACE("Updating width to %u.\n", present_parameters->BackBufferWidth);
|
---|
745 | }
|
---|
746 |
|
---|
747 | if (!present_parameters->BackBufferHeight)
|
---|
748 | {
|
---|
749 | present_parameters->BackBufferHeight = client_rect.bottom;
|
---|
750 | TRACE("Updating height to %u.\n", present_parameters->BackBufferHeight);
|
---|
751 | }
|
---|
752 |
|
---|
753 | if (present_parameters->BackBufferFormat == WINED3DFMT_UNKNOWN)
|
---|
754 | {
|
---|
755 | present_parameters->BackBufferFormat = swapchain->orig_fmt;
|
---|
756 | TRACE("Updating format to %s.\n", debug_d3dformat(swapchain->orig_fmt));
|
---|
757 | }
|
---|
758 | }
|
---|
759 | swapchain->presentParms = *present_parameters;
|
---|
760 |
|
---|
761 | if (wined3d_settings.offscreen_rendering_mode == ORM_FBO
|
---|
762 | && present_parameters->BackBufferCount
|
---|
763 | && (present_parameters->BackBufferWidth != client_rect.right
|
---|
764 | || present_parameters->BackBufferHeight != client_rect.bottom))
|
---|
765 | {
|
---|
766 | TRACE("Rendering to FBO. Backbuffer %ux%u, window %ux%u.\n",
|
---|
767 | present_parameters->BackBufferWidth,
|
---|
768 | present_parameters->BackBufferHeight,
|
---|
769 | client_rect.right, client_rect.bottom);
|
---|
770 | swapchain->render_to_fbo = TRUE;
|
---|
771 | }
|
---|
772 |
|
---|
773 | TRACE("Creating front buffer.\n");
|
---|
774 | hr = IWineD3DDeviceParent_CreateRenderTarget(device->device_parent, parent,
|
---|
775 | swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
|
---|
776 | swapchain->presentParms.BackBufferFormat, swapchain->presentParms.MultiSampleType,
|
---|
777 | swapchain->presentParms.MultiSampleQuality, TRUE /* Lockable */, &swapchain->frontBuffer);
|
---|
778 | if (FAILED(hr))
|
---|
779 | {
|
---|
780 | WARN("Failed to create front buffer, hr %#x.\n", hr);
|
---|
781 | goto err;
|
---|
782 | }
|
---|
783 |
|
---|
784 | IWineD3DSurface_SetContainer(swapchain->frontBuffer, (IWineD3DBase *)swapchain);
|
---|
785 | ((IWineD3DSurfaceImpl *)swapchain->frontBuffer)->Flags |= SFLAG_SWAPCHAIN;
|
---|
786 | if (surface_type == SURFACE_OPENGL)
|
---|
787 | {
|
---|
788 | IWineD3DSurface_ModifyLocation(swapchain->frontBuffer, SFLAG_INDRAWABLE, TRUE);
|
---|
789 | }
|
---|
790 |
|
---|
791 | /* MSDN says we're only allowed a single fullscreen swapchain per device,
|
---|
792 | * so we should really check to see if there is a fullscreen swapchain
|
---|
793 | * already. Does a single head count as full screen? */
|
---|
794 |
|
---|
795 | if (!present_parameters->Windowed)
|
---|
796 | {
|
---|
797 | WINED3DDISPLAYMODE mode;
|
---|
798 |
|
---|
799 | /* Change the display settings */
|
---|
800 | mode.Width = present_parameters->BackBufferWidth;
|
---|
801 | mode.Height = present_parameters->BackBufferHeight;
|
---|
802 | mode.Format = present_parameters->BackBufferFormat;
|
---|
803 | mode.RefreshRate = present_parameters->FullScreen_RefreshRateInHz;
|
---|
804 |
|
---|
805 | hr = IWineD3DDevice_SetDisplayMode((IWineD3DDevice *)device, 0, &mode);
|
---|
806 | if (FAILED(hr))
|
---|
807 | {
|
---|
808 | WARN("Failed to set display mode, hr %#x.\n", hr);
|
---|
809 | goto err;
|
---|
810 | }
|
---|
811 | displaymode_set = TRUE;
|
---|
812 | }
|
---|
813 |
|
---|
814 | swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(swapchain->context));
|
---|
815 | if (!swapchain->context)
|
---|
816 | {
|
---|
817 | ERR("Failed to create the context array.\n");
|
---|
818 | hr = E_OUTOFMEMORY;
|
---|
819 | goto err;
|
---|
820 | }
|
---|
821 | swapchain->num_contexts = 1;
|
---|
822 |
|
---|
823 | if (surface_type == SURFACE_OPENGL)
|
---|
824 | {
|
---|
825 | const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
|
---|
826 |
|
---|
827 | /* In WGL both color, depth and stencil are features of a pixel format. In case of D3D they are separate.
|
---|
828 | * You are able to add a depth + stencil surface at a later stage when you need it.
|
---|
829 | * In order to support this properly in WineD3D we need the ability to recreate the opengl context and
|
---|
830 | * drawable when this is required. This is very tricky as we need to reapply ALL opengl states for the new
|
---|
831 | * context, need torecreate shaders, textures and other resources.
|
---|
832 | *
|
---|
833 | * The context manager already takes care of the state problem and for the other tasks code from Reset
|
---|
834 | * can be used. These changes are way to risky during the 1.0 code freeze which is taking place right now.
|
---|
835 | * Likely a lot of other new bugs will be exposed. For that reason request a depth stencil surface all the
|
---|
836 | * time. It can cause a slight performance hit but fixes a lot of regressions. A fixme reminds of that this
|
---|
837 | * issue needs to be fixed. */
|
---|
838 | if (!present_parameters->EnableAutoDepthStencil
|
---|
839 | || swapchain->presentParms.AutoDepthStencilFormat != WINED3DFMT_D24_UNORM_S8_UINT)
|
---|
840 | {
|
---|
841 | FIXME("Add OpenGL context recreation support to context_validate_onscreen_formats\n");
|
---|
842 | }
|
---|
843 | swapchain->ds_format = getFormatDescEntry(WINED3DFMT_D24_UNORM_S8_UINT, gl_info);
|
---|
844 |
|
---|
845 | #ifdef VBOXWDDM
|
---|
846 | swapchain->context[0] = context_find_create(device, swapchain, (IWineD3DSurfaceImpl *)swapchain->frontBuffer,
|
---|
847 | swapchain->ds_format);
|
---|
848 | #else
|
---|
849 | swapchain->context[0] = context_create(swapchain, (IWineD3DSurfaceImpl *)swapchain->frontBuffer,
|
---|
850 | swapchain->ds_format);
|
---|
851 | #endif
|
---|
852 | if (!swapchain->context[0])
|
---|
853 | {
|
---|
854 | WARN("Failed to create context.\n");
|
---|
855 | hr = WINED3DERR_NOTAVAILABLE;
|
---|
856 | goto err;
|
---|
857 | }
|
---|
858 | context_release(swapchain->context[0]);
|
---|
859 | }
|
---|
860 | else
|
---|
861 | {
|
---|
862 | swapchain->context[0] = NULL;
|
---|
863 | }
|
---|
864 |
|
---|
865 | if (swapchain->presentParms.BackBufferCount > 0)
|
---|
866 | {
|
---|
867 | swapchain->backBuffer = HeapAlloc(GetProcessHeap(), 0,
|
---|
868 | sizeof(*swapchain->backBuffer) * swapchain->presentParms.BackBufferCount);
|
---|
869 | if (!swapchain->backBuffer)
|
---|
870 | {
|
---|
871 | ERR("Failed to allocate backbuffer array memory.\n");
|
---|
872 | hr = E_OUTOFMEMORY;
|
---|
873 | goto err;
|
---|
874 | }
|
---|
875 |
|
---|
876 | for (i = 0; i < swapchain->presentParms.BackBufferCount; ++i)
|
---|
877 | {
|
---|
878 | TRACE("Creating back buffer %u.\n", i);
|
---|
879 | hr = IWineD3DDeviceParent_CreateRenderTarget(device->device_parent, parent,
|
---|
880 | swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
|
---|
881 | swapchain->presentParms.BackBufferFormat, swapchain->presentParms.MultiSampleType,
|
---|
882 | swapchain->presentParms.MultiSampleQuality, TRUE /* Lockable */, &swapchain->backBuffer[i]);
|
---|
883 | if (FAILED(hr))
|
---|
884 | {
|
---|
885 | WARN("Failed to create back buffer %u, hr %#x.\n", i, hr);
|
---|
886 | goto err;
|
---|
887 | }
|
---|
888 |
|
---|
889 | IWineD3DSurface_SetContainer(swapchain->backBuffer[i], (IWineD3DBase *)swapchain);
|
---|
890 | ((IWineD3DSurfaceImpl *)swapchain->backBuffer[i])->Flags |= SFLAG_SWAPCHAIN;
|
---|
891 | }
|
---|
892 | }
|
---|
893 |
|
---|
894 | /* Swapchains share the depth/stencil buffer, so only create a single depthstencil surface. */
|
---|
895 | if (present_parameters->EnableAutoDepthStencil && surface_type == SURFACE_OPENGL)
|
---|
896 | {
|
---|
897 | TRACE("Creating depth/stencil buffer.\n");
|
---|
898 | if (!device->auto_depth_stencil_buffer)
|
---|
899 | {
|
---|
900 | hr = IWineD3DDeviceParent_CreateDepthStencilSurface(device->device_parent, parent,
|
---|
901 | swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
|
---|
902 | swapchain->presentParms.AutoDepthStencilFormat, swapchain->presentParms.MultiSampleType,
|
---|
903 | swapchain->presentParms.MultiSampleQuality, FALSE /* FIXME: Discard */,
|
---|
904 | &device->auto_depth_stencil_buffer);
|
---|
905 | if (FAILED(hr))
|
---|
906 | {
|
---|
907 | WARN("Failed to create the auto depth stencil, hr %#x.\n", hr);
|
---|
908 | goto err;
|
---|
909 | }
|
---|
910 |
|
---|
911 | IWineD3DSurface_SetContainer(device->auto_depth_stencil_buffer, NULL);
|
---|
912 | }
|
---|
913 | }
|
---|
914 |
|
---|
915 | IWineD3DSwapChain_GetGammaRamp((IWineD3DSwapChain *)swapchain, &swapchain->orig_gamma);
|
---|
916 |
|
---|
917 | return WINED3D_OK;
|
---|
918 |
|
---|
919 | err:
|
---|
920 | if (displaymode_set)
|
---|
921 | {
|
---|
922 | DEVMODEW devmode;
|
---|
923 |
|
---|
924 | ClipCursor(NULL);
|
---|
925 |
|
---|
926 | /* Change the display settings */
|
---|
927 | memset(&devmode, 0, sizeof(devmode));
|
---|
928 | devmode.dmSize = sizeof(devmode);
|
---|
929 | devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
|
---|
930 | devmode.dmBitsPerPel = format_desc->byte_count * 8;
|
---|
931 | devmode.dmPelsWidth = swapchain->orig_width;
|
---|
932 | devmode.dmPelsHeight = swapchain->orig_height;
|
---|
933 | ChangeDisplaySettingsExW(adapter->DeviceName, &devmode, NULL, CDS_FULLSCREEN, NULL);
|
---|
934 | }
|
---|
935 |
|
---|
936 | if (swapchain->backBuffer)
|
---|
937 | {
|
---|
938 | for (i = 0; i < swapchain->presentParms.BackBufferCount; ++i)
|
---|
939 | {
|
---|
940 | if (swapchain->backBuffer[i]) IWineD3DSurface_Release(swapchain->backBuffer[i]);
|
---|
941 | }
|
---|
942 | HeapFree(GetProcessHeap(), 0, swapchain->backBuffer);
|
---|
943 | }
|
---|
944 |
|
---|
945 | if (swapchain->context)
|
---|
946 | {
|
---|
947 | if (swapchain->context[0])
|
---|
948 | {
|
---|
949 | context_release(swapchain->context[0]);
|
---|
950 | context_destroy(device, swapchain->context[0]);
|
---|
951 | swapchain->num_contexts = 0;
|
---|
952 | }
|
---|
953 | HeapFree(GetProcessHeap(), 0, swapchain->context);
|
---|
954 | }
|
---|
955 |
|
---|
956 | if (swapchain->frontBuffer) IWineD3DSurface_Release(swapchain->frontBuffer);
|
---|
957 |
|
---|
958 | return hr;
|
---|
959 | }
|
---|
960 |
|
---|
961 | struct wined3d_context *swapchain_create_context_for_thread(IWineD3DSwapChain *iface)
|
---|
962 | {
|
---|
963 | IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *) iface;
|
---|
964 | struct wined3d_context **newArray;
|
---|
965 | struct wined3d_context *ctx;
|
---|
966 |
|
---|
967 | TRACE("Creating a new context for swapchain %p, thread %d\n", This, GetCurrentThreadId());
|
---|
968 |
|
---|
969 | if (!(ctx = context_create(This, (IWineD3DSurfaceImpl *)This->frontBuffer, This->ds_format)))
|
---|
970 | {
|
---|
971 | ERR("Failed to create a new context for the swapchain\n");
|
---|
972 | return NULL;
|
---|
973 | }
|
---|
974 | context_release(ctx);
|
---|
975 |
|
---|
976 | newArray = HeapAlloc(GetProcessHeap(), 0, sizeof(*newArray) * This->num_contexts + 1);
|
---|
977 | if(!newArray) {
|
---|
978 | ERR("Out of memory when trying to allocate a new context array\n");
|
---|
979 | context_destroy(This->device, ctx);
|
---|
980 | return NULL;
|
---|
981 | }
|
---|
982 | memcpy(newArray, This->context, sizeof(*newArray) * This->num_contexts);
|
---|
983 | HeapFree(GetProcessHeap(), 0, This->context);
|
---|
984 | newArray[This->num_contexts] = ctx;
|
---|
985 | This->context = newArray;
|
---|
986 | This->num_contexts++;
|
---|
987 |
|
---|
988 | TRACE("Returning context %p\n", ctx);
|
---|
989 | return ctx;
|
---|
990 | }
|
---|
991 |
|
---|
992 | void get_drawable_size_swapchain(struct wined3d_context *context, UINT *width, UINT *height)
|
---|
993 | {
|
---|
994 | IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)context->current_rt;
|
---|
995 | /* The drawable size of an onscreen drawable is the surface size.
|
---|
996 | * (Actually: The window size, but the surface is created in window size) */
|
---|
997 | *width = surface->currentDesc.Width;
|
---|
998 | *height = surface->currentDesc.Height;
|
---|
999 | }
|
---|