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source: vbox/trunk/src/VBox/Additions/WINNT/Graphics/Wine/wined3d/swapchain_gdi.c@ 20817

Last change on this file since 20817 was 16477, checked in by vboxsync, 16 years ago

LGPL disclaimer by filemuncher

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1/*
2 *IDirect3DSwapChain9 implementation
3 *
4 *Copyright 2002-2003 Jason Edmeades
5 *Copyright 2002-2003 Raphael Junqueira
6 *Copyright 2005 Oliver Stieber
7 *Copyright 2007-2008 Stefan Dösinger for CodeWeavers
8 *
9 *This library is free software; you can redistribute it and/or
10 *modify it under the terms of the GNU Lesser General Public
11 *License as published by the Free Software Foundation; either
12 *version 2.1 of the License, or (at your option) any later version.
13 *
14 *This library is distributed in the hope that it will be useful,
15 *but WITHOUT ANY WARRANTY; without even the implied warranty of
16 *MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 *Lesser General Public License for more details.
18 *
19 *You should have received a copy of the GNU Lesser General Public
20 *License along with this library; if not, write to the Free Software
21 *Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22 */
23
24/*
25 * Sun LGPL Disclaimer: For the avoidance of doubt, except that if any license choice
26 * other than GPL or LGPL is available it will apply instead, Sun elects to use only
27 * the Lesser General Public License version 2.1 (LGPLv2) at this time for any software where
28 * a choice of LGPL license versions is made available with the language indicating
29 * that LGPLv2 or any later version may be used, or where a choice of which version
30 * of the LGPL is applied is otherwise unspecified.
31 */
32
33#include "config.h"
34#include "wined3d_private.h"
35
36WINE_DEFAULT_DEBUG_CHANNEL(d3d);
37WINE_DECLARE_DEBUG_CHANNEL(fps);
38
39static void WINAPI IWineGDISwapChainImpl_Destroy(IWineD3DSwapChain *iface, D3DCB_DESTROYSURFACEFN D3DCB_DestroyRenderback) {
40 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
41 WINED3DDISPLAYMODE mode;
42
43 TRACE("Destroying swapchain %p\n", iface);
44
45 IWineD3DSwapChain_SetGammaRamp(iface, 0, &This->orig_gamma);
46
47 /* release the ref to the front and back buffer parents */
48 if(This->frontBuffer) {
49 IWineD3DSurface_SetContainer(This->frontBuffer, 0);
50 if(D3DCB_DestroyRenderback(This->frontBuffer) > 0) {
51 FIXME("(%p) Something's still holding the front buffer\n",This);
52 }
53 }
54
55 if(This->backBuffer) {
56 UINT i;
57 for(i = 0; i < This->presentParms.BackBufferCount; i++) {
58 IWineD3DSurface_SetContainer(This->backBuffer[i], 0);
59 if(D3DCB_DestroyRenderback(This->backBuffer[i]) > 0) {
60 FIXME("(%p) Something's still holding the back buffer\n",This);
61 }
62 }
63 HeapFree(GetProcessHeap(), 0, This->backBuffer);
64 }
65
66 /* Restore the screen resolution if we rendered in fullscreen
67 * This will restore the screen resolution to what it was before creating the swapchain. In case of d3d8 and d3d9
68 * this will be the original desktop resolution. In case of d3d7 this will be a NOP because ddraw sets the resolution
69 * before starting up Direct3D, thus orig_width and orig_height will be equal to the modes in the presentation params
70 */
71 if(This->presentParms.Windowed == FALSE && This->presentParms.AutoRestoreDisplayMode) {
72 mode.Width = This->orig_width;
73 mode.Height = This->orig_height;
74 mode.RefreshRate = 0;
75 mode.Format = This->orig_fmt;
76 IWineD3DDevice_SetDisplayMode((IWineD3DDevice *) This->wineD3DDevice, 0, &mode);
77 }
78
79 HeapFree(GetProcessHeap(), 0, This);
80}
81
82/*****************************************************************************
83 * x11_copy_to_screen
84 *
85 * Helper function that blts the front buffer contents to the target window
86 *
87 * Params:
88 * This: Surface to copy from
89 * rc: Rectangle to copy
90 *
91 *****************************************************************************/
92void x11_copy_to_screen(IWineD3DSwapChainImpl *This, const RECT *rc)
93{
94 IWineD3DSurfaceImpl *front = (IWineD3DSurfaceImpl *) This->frontBuffer;
95
96 if(front->resource.usage & WINED3DUSAGE_RENDERTARGET) {
97 POINT offset = {0,0};
98 HWND hDisplayWnd;
99 HDC hDisplayDC;
100 HDC hSurfaceDC = 0;
101 RECT drawrect;
102 TRACE("(%p)->(%p): Copying to screen\n", front, rc);
103
104 hSurfaceDC = front->hDC;
105
106 hDisplayWnd = This->win_handle;
107 hDisplayDC = GetDCEx(hDisplayWnd, 0, DCX_CLIPSIBLINGS|DCX_CACHE);
108 if(rc) {
109 TRACE(" copying rect (%d,%d)->(%d,%d), offset (%d,%d)\n",
110 rc->left, rc->top, rc->right, rc->bottom, offset.x, offset.y);
111 }
112
113 /* Front buffer coordinates are screen coordinates. Map them to the destination
114 * window if not fullscreened
115 */
116 if(This->presentParms.Windowed) {
117 ClientToScreen(hDisplayWnd, &offset);
118 }
119#if 0
120 /* FIXME: This doesn't work... if users really want to run
121 * X in 8bpp, then we need to call directly into display.drv
122 * (or Wine's equivalent), and force a private colormap
123 * without default entries. */
124 if (front->palette) {
125 SelectPalette(hDisplayDC, front->palette->hpal, FALSE);
126 RealizePalette(hDisplayDC); /* sends messages => deadlocks */
127 }
128#endif
129 drawrect.left = 0;
130 drawrect.right = front->currentDesc.Width;
131 drawrect.top = 0;
132 drawrect.bottom = front->currentDesc.Height;
133
134#if 0
135 /* TODO: Support clippers */
136 if (front->clipper)
137 {
138 RECT xrc;
139 HWND hwnd = ((IWineD3DClipperImpl *) front->clipper)->hWnd;
140 if (hwnd && GetClientRect(hwnd,&xrc))
141 {
142 OffsetRect(&xrc,offset.x,offset.y);
143 IntersectRect(&drawrect,&drawrect,&xrc);
144 }
145 }
146#endif
147 if (rc) {
148 IntersectRect(&drawrect,&drawrect,rc);
149 }
150 else {
151 /* Only use this if the caller did not pass a rectangle, since
152 * due to double locking this could be the wrong one ...
153 */
154 if (front->lockedRect.left != front->lockedRect.right) {
155 IntersectRect(&drawrect,&drawrect,&front->lockedRect);
156 }
157 }
158
159 BitBlt(hDisplayDC,
160 drawrect.left-offset.x, drawrect.top-offset.y,
161 drawrect.right-drawrect.left, drawrect.bottom-drawrect.top,
162 hSurfaceDC,
163 drawrect.left, drawrect.top,
164 SRCCOPY);
165 ReleaseDC(hDisplayWnd, hDisplayDC);
166 }
167}
168
169static HRESULT WINAPI IWineGDISwapChainImpl_SetDestWindowOverride(IWineD3DSwapChain *iface, HWND window) {
170 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
171
172 This->win_handle = window;
173 return WINED3D_OK;
174}
175
176static HRESULT WINAPI IWineGDISwapChainImpl_Present(IWineD3DSwapChain *iface, CONST RECT *pSourceRect, CONST RECT *pDestRect, HWND hDestWindowOverride, CONST RGNDATA *pDirtyRegion, DWORD dwFlags) {
177 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *) iface;
178 IWineD3DSurfaceImpl *front, *back;
179
180 if(!This->backBuffer) {
181 WARN("Swapchain doesn't have a backbuffer, returning WINED3DERR_INVALIDCALL\n");
182 return WINED3DERR_INVALIDCALL;
183 }
184 front = (IWineD3DSurfaceImpl *) This->frontBuffer;
185 back = (IWineD3DSurfaceImpl *) This->backBuffer[0];
186
187 /* Flip the DC */
188 {
189 HDC tmp;
190 tmp = front->hDC;
191 front->hDC = back->hDC;
192 back->hDC = tmp;
193 }
194
195 /* Flip the DIBsection */
196 {
197 HBITMAP tmp;
198 tmp = front->dib.DIBsection;
199 front->dib.DIBsection = back->dib.DIBsection;
200 back->dib.DIBsection = tmp;
201 }
202
203 /* Flip the surface data */
204 {
205 void* tmp;
206
207 tmp = front->dib.bitmap_data;
208 front->dib.bitmap_data = back->dib.bitmap_data;
209 back->dib.bitmap_data = tmp;
210
211 tmp = front->resource.allocatedMemory;
212 front->resource.allocatedMemory = back->resource.allocatedMemory;
213 back->resource.allocatedMemory = tmp;
214
215 if(front->resource.heapMemory) {
216 ERR("GDI Surface %p has heap memory allocated\n", front);
217 }
218 if(back->resource.heapMemory) {
219 ERR("GDI Surface %p has heap memory allocated\n", back);
220 }
221 }
222
223 /* client_memory should not be different, but just in case */
224 {
225 BOOL tmp;
226 tmp = front->dib.client_memory;
227 front->dib.client_memory = back->dib.client_memory;
228 back->dib.client_memory = tmp;
229 }
230
231 /* FPS support */
232 if (TRACE_ON(fps))
233 {
234 static long prev_time, frames;
235
236 DWORD time = GetTickCount();
237 frames++;
238 /* every 1.5 seconds */
239 if (time - prev_time > 1500) {
240 TRACE_(fps)("@ approx %.2ffps\n", 1000.0*frames/(time - prev_time));
241 prev_time = time;
242 frames = 0;
243 }
244 }
245
246 x11_copy_to_screen(This, NULL);
247
248 return WINED3D_OK;
249}
250
251const IWineD3DSwapChainVtbl IWineGDISwapChain_Vtbl =
252{
253 /* IUnknown */
254 IWineD3DBaseSwapChainImpl_QueryInterface,
255 IWineD3DBaseSwapChainImpl_AddRef,
256 IWineD3DBaseSwapChainImpl_Release,
257 /* IWineD3DSwapChain */
258 IWineD3DBaseSwapChainImpl_GetParent,
259 IWineGDISwapChainImpl_Destroy,
260 IWineD3DBaseSwapChainImpl_GetDevice,
261 IWineGDISwapChainImpl_Present,
262 IWineGDISwapChainImpl_SetDestWindowOverride,
263 IWineD3DBaseSwapChainImpl_GetFrontBufferData,
264 IWineD3DBaseSwapChainImpl_GetBackBuffer,
265 IWineD3DBaseSwapChainImpl_GetRasterStatus,
266 IWineD3DBaseSwapChainImpl_GetDisplayMode,
267 IWineD3DBaseSwapChainImpl_GetPresentParameters,
268 IWineD3DBaseSwapChainImpl_SetGammaRamp,
269 IWineD3DBaseSwapChainImpl_GetGammaRamp
270};
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