wine/dlls/wined3d/swapchain.c

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/*
*IDirect3DSwapChain9 implementation
*
*Copyright 2002-2003 Jason Edmeades
*Copyright 2002-2003 Raphael Junqueira
*Copyright 2005 Oliver Stieber
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*Copyright 2007 Stefan D<EFBFBD>singer for CodeWeavers
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*
*This library is free software; you can redistribute it and/or
*modify it under the terms of the GNU Lesser General Public
*License as published by the Free Software Foundation; either
*version 2.1 of the License, or (at your option) any later version.
*
*This library is distributed in the hope that it will be useful,
*but WITHOUT ANY WARRANTY; without even the implied warranty of
*MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
*Lesser General Public License for more details.
*
*You should have received a copy of the GNU Lesser General Public
*License along with this library; if not, write to the Free Software
*Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
#include "config.h"
#include "wined3d_private.h"
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/*TODO: some of the additional parameters may be required to
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set the gamma ramp (for some weird reason microsoft have left swap gammaramp in device
but it operates on a swapchain, it may be a good idea to move it to IWineD3DSwapChain for IWineD3D)*/
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WINE_DEFAULT_DEBUG_CHANNEL(d3d);
WINE_DECLARE_DEBUG_CHANNEL(fps);
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#define GLINFO_LOCATION This->wineD3DDevice->adapter->gl_info
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/* IDirect3DSwapChain IUnknown parts follow: */
static ULONG WINAPI IWineD3DSwapChainImpl_AddRef(IWineD3DSwapChain *iface) {
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IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
DWORD refCount = InterlockedIncrement(&This->ref);
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TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
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return refCount;
}
static HRESULT WINAPI IWineD3DSwapChainImpl_QueryInterface(IWineD3DSwapChain *iface, REFIID riid, LPVOID *ppobj)
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{
IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
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TRACE("(%p)->(%s,%p)\n", This, debugstr_guid(riid), ppobj);
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if (IsEqualGUID(riid, &IID_IUnknown)
|| IsEqualGUID(riid, &IID_IWineD3DBase)
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|| IsEqualGUID(riid, &IID_IWineD3DSwapChain)){
IWineD3DSwapChainImpl_AddRef(iface);
if(ppobj == NULL){
ERR("Query interface called but now data allocated\n");
return E_NOINTERFACE;
}
*ppobj = This;
return WINED3D_OK;
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}
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*ppobj = NULL;
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return E_NOINTERFACE;
}
static ULONG WINAPI IWineD3DSwapChainImpl_Release(IWineD3DSwapChain *iface) {
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IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
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DWORD refCount;
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refCount = InterlockedDecrement(&This->ref);
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TRACE("(%p) : ReleaseRef to %d\n", This, refCount);
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if (refCount == 0) {
IWineD3DSwapChain_Destroy(iface, D3DCB_DefaultDestroySurface);
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}
return refCount;
}
static HRESULT WINAPI IWineD3DSwapChainImpl_GetParent(IWineD3DSwapChain *iface, IUnknown ** ppParent){
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IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
*ppParent = This->parent;
IUnknown_AddRef(*ppParent);
TRACE("(%p) returning %p\n", This , *ppParent);
return WINED3D_OK;
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}
/*IWineD3DSwapChain parts follow: */
static void WINAPI IWineD3DSwapChainImpl_Destroy(IWineD3DSwapChain *iface, D3DCB_DESTROYSURFACEFN D3DCB_DestroyRenderTarget) {
IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
WINED3DDISPLAYMODE mode;
int i;
/* release the ref to the front and back buffer parents */
if(This->frontBuffer) {
IWineD3DSurface_SetContainer(This->frontBuffer, 0);
if(D3DCB_DestroyRenderTarget(This->frontBuffer) > 0) {
FIXME("(%p) Something's still holding the front buffer\n",This);
}
}
if(This->backBuffer) {
int i;
for(i = 0; i < This->presentParms.BackBufferCount; i++) {
IWineD3DSurface_SetContainer(This->backBuffer[i], 0);
if(D3DCB_DestroyRenderTarget(This->backBuffer[i]) > 0) {
FIXME("(%p) Something's still holding the back buffer\n",This);
}
}
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HeapFree(GetProcessHeap(), 0, This->backBuffer);
}
for(i = 0; i < This->num_contexts; i++) {
DestroyContext(This->wineD3DDevice, This->context[i]);
}
/* Restore the screen resolution if we rendered in fullscreen
* This will restore the screen resolution to what it was before creating the swapchain. In case of d3d8 and d3d9
* this will be the original desktop resolution. In case of d3d7 this will be a NOP because ddraw sets the resolution
* before starting up Direct3D, thus orig_width and orig_height will be equal to the modes in the presentation params
*/
if(This->presentParms.Windowed == FALSE) {
mode.Width = This->orig_width;
mode.Height = This->orig_height;
mode.RefreshRate = 0;
mode.Format = This->orig_fmt;
IWineD3DDevice_SetDisplayMode((IWineD3DDevice *) This->wineD3DDevice, 0, &mode);
}
HeapFree(GetProcessHeap(), 0, This->context);
HeapFree(GetProcessHeap(), 0, This);
}
static HRESULT WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface, CONST RECT *pSourceRect, CONST RECT *pDestRect, HWND hDestWindowOverride, CONST RGNDATA *pDirtyRegion, DWORD dwFlags) {
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IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
unsigned int sync;
int retval;
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ActivateContext(This->wineD3DDevice, This->backBuffer[0], CTXUSAGE_RESOURCELOAD);
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/* Render the cursor onto the back buffer, using our nifty directdraw blitting code :-) */
if(This->wineD3DDevice->bCursorVisible && This->wineD3DDevice->cursorTexture) {
IWineD3DSurfaceImpl cursor;
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RECT destRect = {This->wineD3DDevice->xScreenSpace - This->wineD3DDevice->xHotSpot,
This->wineD3DDevice->yScreenSpace - This->wineD3DDevice->yHotSpot,
This->wineD3DDevice->xScreenSpace + This->wineD3DDevice->cursorWidth - This->wineD3DDevice->xHotSpot,
This->wineD3DDevice->yScreenSpace + This->wineD3DDevice->cursorHeight - This->wineD3DDevice->yHotSpot};
TRACE("Rendering the cursor. Creating fake surface at %p\n", &cursor);
/* Build a fake surface to call the Blitting code. It is not possible to use the interface passed by
* the application because we are only supposed to copy the information out. Using a fake surface
* allows to use the Blitting engine and avoid copying the whole texture -> render target blitting code.
*/
memset(&cursor, 0, sizeof(cursor));
cursor.lpVtbl = &IWineD3DSurface_Vtbl;
cursor.resource.ref = 1;
cursor.resource.wineD3DDevice = This->wineD3DDevice;
cursor.resource.pool = WINED3DPOOL_SCRATCH;
cursor.resource.format = WINED3DFMT_A8R8G8B8;
cursor.resource.resourceType = WINED3DRTYPE_SURFACE;
cursor.glDescription.textureName = This->wineD3DDevice->cursorTexture;
cursor.glDescription.target = GL_TEXTURE_2D;
cursor.glDescription.level = 0;
cursor.currentDesc.Width = This->wineD3DDevice->cursorWidth;
cursor.currentDesc.Height = This->wineD3DDevice->cursorHeight;
cursor.glRect.left = 0;
cursor.glRect.top = 0;
cursor.glRect.right = cursor.currentDesc.Width;
cursor.glRect.bottom = cursor.currentDesc.Height;
/* The cursor must have pow2 sizes */
cursor.pow2Width = cursor.currentDesc.Width;
cursor.pow2Height = cursor.currentDesc.Height;
/* The surface is in the texture */
cursor.Flags |= SFLAG_INTEXTURE;
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/* DDBLT_KEYSRC will cause BltOverride to enable the alpha test with GL_NOTEQUAL, 0.0,
* which is exactly what we want :-)
*/
if (This->presentParms.Windowed) {
MapWindowPoints(NULL, This->win_handle, (LPPOINT)&destRect, 2);
}
IWineD3DSurface_Blt(This->backBuffer[0], &destRect, (IWineD3DSurface *) &cursor, NULL, WINEDDBLT_KEYSRC, NULL, WINED3DTEXF_NONE);
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}
if(This->wineD3DDevice->logo_surface) {
/* Blit the logo into the upper left corner of the drawable */
IWineD3DSurface_BltFast(This->backBuffer[0], 0, 0, This->wineD3DDevice->logo_surface, NULL, WINEDDBLTFAST_SRCCOLORKEY);
}
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if (pSourceRect || pDestRect) FIXME("Unhandled present options %p/%p\n", pSourceRect, pDestRect);
/* TODO: If only source rect or dest rect are supplied then clip the window to match */
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TRACE("preseting HDC %p\n", This->context[0]->hdc);
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/* Don't call checkGLcall, as glGetError is not applicable here */
if (hDestWindowOverride && This->win_handle != hDestWindowOverride) {
WINED3DLOCKED_RECT r;
BYTE *mem;
TRACE("Performing dest override of swapchain %p from window %p to %p\n", This, This->win_handle, hDestWindowOverride);
if(This->context[0] == This->wineD3DDevice->contexts[0]) {
/* The primary context 'owns' all the opengl resources. Destroying and recreating that context would require downloading
* all opengl resources, deleting the gl resources, destroying all other contexts, then recreating all other contexts
* and reload the resources
*/
ERR("Cannot change the destination window of the owner of the primary context\n");
} else {
This->win_handle = hDestWindowOverride;
/* The old back buffer has to be copied over to the new back buffer. A lockrect - switchcontext - unlockrect
* would suffice in theory, but it is rather nasty and may cause troubles with future changes of the locking code
* So lock read only, copy the surface out, then lock with the discard flag and write back
*/
IWineD3DSurface_LockRect(This->backBuffer[0], &r, NULL, WINED3DLOCK_READONLY);
mem = HeapAlloc(GetProcessHeap(), 0, r.Pitch * ((IWineD3DSurfaceImpl *) This->backBuffer[0])->currentDesc.Height);
memcpy(mem, r.pBits, r.Pitch * ((IWineD3DSurfaceImpl *) This->backBuffer[0])->currentDesc.Height);
IWineD3DSurface_UnlockRect(This->backBuffer[0]);
DestroyContext(This->wineD3DDevice, This->context[0]);
This->context[0] = CreateContext(This->wineD3DDevice, (IWineD3DSurfaceImpl *) This->frontBuffer, This->win_handle, FALSE /* pbuffer */, &This->presentParms);
IWineD3DSurface_LockRect(This->backBuffer[0], &r, NULL, WINED3DLOCK_DISCARD);
memcpy(r.pBits, mem, r.Pitch * ((IWineD3DSurfaceImpl *) This->backBuffer[0])->currentDesc.Height);
HeapFree(GetProcessHeap(), 0, mem);
IWineD3DSurface_UnlockRect(This->backBuffer[0]);
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}
}
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SwapBuffers(This->context[0]->hdc); /* TODO: cycle through the swapchain buffers */
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TRACE("SwapBuffers called, Starting new frame\n");
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/* FPS support */
if (TRACE_ON(fps))
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{
DWORD time = GetTickCount();
This->frames++;
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/* every 1.5 seconds */
if (time - This->prev_time > 1500) {
TRACE_(fps)("%p @ approx %.2ffps\n", This, 1000.0*This->frames/(time - This->prev_time));
This->prev_time = time;
This->frames = 0;
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}
}
#if defined(FRAME_DEBUGGING)
{
if (GetFileAttributesA("C:\\D3DTRACE") != INVALID_FILE_ATTRIBUTES) {
if (!isOn) {
isOn = TRUE;
FIXME("Enabling D3D Trace\n");
__WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 1);
#if defined(SHOW_FRAME_MAKEUP)
FIXME("Singe Frame snapshots Starting\n");
isDumpingFrames = TRUE;
ENTER_GL();
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glClear(GL_COLOR_BUFFER_BIT);
LEAVE_GL();
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#endif
#if defined(SINGLE_FRAME_DEBUGGING)
} else {
#if defined(SHOW_FRAME_MAKEUP)
FIXME("Singe Frame snapshots Finishing\n");
isDumpingFrames = FALSE;
#endif
FIXME("Singe Frame trace complete\n");
DeleteFileA("C:\\D3DTRACE");
__WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 0);
#endif
}
} else {
if (isOn) {
isOn = FALSE;
#if defined(SHOW_FRAME_MAKEUP)
FIXME("Single Frame snapshots Finishing\n");
isDumpingFrames = FALSE;
#endif
FIXME("Disabling D3D Trace\n");
__WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 0);
}
}
}
#endif
/* This is disabled, but the code left in for debug purposes.
*
* Since we're allowed to modify the new back buffer on a D3DSWAPEFFECT_DISCARD flip,
* we can clear it with some ugly color to make bad drawing visible and ease debugging.
* The Debug runtime does the same on Windows. However, a few games do not redraw the
* screen properly, like Max Payne 2, which leaves a few pixels undefined.
*
* Tests show that the content of the back buffer after a discard flip is indeed not
* reliable, so no game can depend on the exact content. However, it resembles the
* old contents in some way, for example by showing fragments at other locations. In
* general, the color theme is still intact. So Max payne, which draws rather dark scenes
* gets a dark background image. If we clear it with a bright ugly color, the game's
* bug shows up much more than it does on Windows, and the players see single pixels
* with wrong colors.
* (The Max Payne bug has been confirmed on Windows with the debug runtime)
*/
if (FALSE && This->presentParms.SwapEffect == WINED3DSWAPEFFECT_DISCARD) {
TRACE("Clearing the color buffer with cyan color\n");
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IWineD3DDevice_Clear((IWineD3DDevice*)This->wineD3DDevice, 0, NULL,
WINED3DCLEAR_TARGET, 0xff00ffff, 1.0, 0);
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}
if(((IWineD3DSurfaceImpl *) This->frontBuffer)->Flags & SFLAG_INSYSMEM ||
((IWineD3DSurfaceImpl *) This->backBuffer[0])->Flags & SFLAG_INSYSMEM ) {
/* Both memory copies of the surfaces are ok, flip them around too instead of dirtifying */
IWineD3DSurfaceImpl *front = (IWineD3DSurfaceImpl *) This->frontBuffer;
IWineD3DSurfaceImpl *back = (IWineD3DSurfaceImpl *) This->backBuffer[0];
BOOL frontuptodate = front->Flags & SFLAG_INSYSMEM;
BOOL backuptodate = back->Flags & SFLAG_INSYSMEM;
if(front->resource.size == back->resource.size) {
/* Flip the DC */
{
HDC tmp;
tmp = front->hDC;
front->hDC = back->hDC;
back->hDC = tmp;
}
/* Flip the DIBsection */
{
HBITMAP tmp;
BOOL hasDib = front->Flags & SFLAG_DIBSECTION;
tmp = front->dib.DIBsection;
front->dib.DIBsection = back->dib.DIBsection;
back->dib.DIBsection = tmp;
if(back->Flags & SFLAG_DIBSECTION) front->Flags |= SFLAG_DIBSECTION;
else front->Flags &= ~SFLAG_DIBSECTION;
if(hasDib) back->Flags |= SFLAG_DIBSECTION;
else back->Flags &= ~SFLAG_DIBSECTION;
}
/* Flip the surface data */
{
void* tmp;
tmp = front->dib.bitmap_data;
front->dib.bitmap_data = back->dib.bitmap_data;
back->dib.bitmap_data = tmp;
tmp = front->resource.allocatedMemory;
front->resource.allocatedMemory = back->resource.allocatedMemory;
back->resource.allocatedMemory = tmp;
tmp = front->resource.heapMemory;
front->resource.heapMemory = back->resource.heapMemory;
back->resource.heapMemory = tmp;
}
/* Flip the PBO */
{
DWORD tmp_flags = front->Flags;
GLuint tmp_pbo = front->pbo;
front->pbo = back->pbo;
back->pbo = tmp_pbo;
if(back->Flags & SFLAG_PBO)
front->Flags |= SFLAG_PBO;
else
front->Flags &= ~SFLAG_PBO;
if(tmp_flags & SFLAG_PBO)
back->Flags |= SFLAG_PBO;
else
back->Flags &= ~SFLAG_PBO;
}
/* client_memory should not be different, but just in case */
{
BOOL tmp;
tmp = front->dib.client_memory;
front->dib.client_memory = back->dib.client_memory;
back->dib.client_memory = tmp;
}
if(frontuptodate) back->Flags |= SFLAG_INSYSMEM;
else back->Flags &= ~SFLAG_INSYSMEM;
if(backuptodate) front->Flags |= SFLAG_INSYSMEM;
else front->Flags &= ~SFLAG_INSYSMEM;
} else {
IWineD3DSurface_ModifyLocation((IWineD3DSurface *) front, SFLAG_INDRAWABLE, TRUE);
IWineD3DSurface_ModifyLocation((IWineD3DSurface *) back, SFLAG_INDRAWABLE, TRUE);
}
}
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if(This->presentParms.PresentationInterval != WINED3DPRESENT_INTERVAL_IMMEDIATE && GL_SUPPORT(SGI_VIDEO_SYNC)) {
retval = GL_EXTCALL(glXGetVideoSyncSGI(&sync));
if(retval != 0) {
ERR("glXGetVideoSyncSGI failed(retval = %d\n", retval);
}
switch(This->presentParms.PresentationInterval) {
case WINED3DPRESENT_INTERVAL_DEFAULT:
case WINED3DPRESENT_INTERVAL_ONE:
if(sync <= This->vSyncCounter) {
retval = GL_EXTCALL(glXWaitVideoSyncSGI(1, 0, &This->vSyncCounter));
} else {
This->vSyncCounter = sync;
}
break;
case WINED3DPRESENT_INTERVAL_TWO:
if(sync <= This->vSyncCounter + 1) {
retval = GL_EXTCALL(glXWaitVideoSyncSGI(2, This->vSyncCounter & 0x1, &This->vSyncCounter));
} else {
This->vSyncCounter = sync;
}
break;
case WINED3DPRESENT_INTERVAL_THREE:
if(sync <= This->vSyncCounter + 2) {
retval = GL_EXTCALL(glXWaitVideoSyncSGI(3, This->vSyncCounter % 0x3, &This->vSyncCounter));
} else {
This->vSyncCounter = sync;
}
break;
case WINED3DPRESENT_INTERVAL_FOUR:
if(sync <= This->vSyncCounter + 3) {
retval = GL_EXTCALL(glXWaitVideoSyncSGI(4, This->vSyncCounter & 0x3, &This->vSyncCounter));
} else {
This->vSyncCounter = sync;
}
break;
default:
FIXME("Unknown presentation interval %08x\n", This->presentParms.PresentationInterval);
}
}
TRACE("returning\n");
return WINED3D_OK;
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}
static HRESULT WINAPI IWineD3DSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain *iface, IWineD3DSurface *pDestSurface) {
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IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
POINT start;
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TRACE("(%p) : iface(%p) pDestSurface(%p)\n", This, iface, pDestSurface);
start.x = 0;
start.y = 0;
if (This->presentParms.Windowed) {
MapWindowPoints(This->win_handle, NULL, &start, 1);
}
IWineD3DSurface_BltFast(pDestSurface, start.x, start.y, This->frontBuffer, NULL, 0);
return WINED3D_OK;
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}
static HRESULT WINAPI IWineD3DSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, UINT iBackBuffer, WINED3DBACKBUFFER_TYPE Type, IWineD3DSurface **ppBackBuffer) {
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IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
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if (iBackBuffer > This->presentParms.BackBufferCount - 1) {
TRACE("Back buffer count out of range\n");
/* Native d3d9 doesn't set NULL here, just as wine's d3d9. But set it here
* in wined3d to avoid problems in other libs
*/
*ppBackBuffer = NULL;
return WINED3DERR_INVALIDCALL;
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}
*ppBackBuffer = This->backBuffer[iBackBuffer];
TRACE("(%p) : BackBuf %d Type %d returning %p\n", This, iBackBuffer, Type, *ppBackBuffer);
/* Note inc ref on returned surface */
if(*ppBackBuffer) IWineD3DSurface_AddRef(*ppBackBuffer);
return WINED3D_OK;
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}
static HRESULT WINAPI IWineD3DSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *iface, WINED3DRASTER_STATUS *pRasterStatus) {
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IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
static BOOL showFixmes = TRUE;
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pRasterStatus->InVBlank = TRUE;
pRasterStatus->ScanLine = 0;
/* No openGL equivalent */
if(showFixmes) {
FIXME("(%p) : stub (once)\n", This);
showFixmes = FALSE;
}
return WINED3D_OK;
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}
static HRESULT WINAPI IWineD3DSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface, WINED3DDISPLAYMODE*pMode) {
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IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
HRESULT hr;
TRACE("(%p)->(%p): Calling GetAdapterDisplayMode\n", This, pMode);
hr = IWineD3D_GetAdapterDisplayMode(This->wineD3DDevice->wineD3D, This->wineD3DDevice->adapter->num, pMode);
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TRACE("(%p) : returning w(%d) h(%d) rr(%d) fmt(%u,%s)\n", This, pMode->Width, pMode->Height, pMode->RefreshRate,
pMode->Format, debug_d3dformat(pMode->Format));
return hr;
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}
static HRESULT WINAPI IWineD3DSwapChainImpl_GetDevice(IWineD3DSwapChain *iface, IWineD3DDevice**ppDevice) {
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IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
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*ppDevice = (IWineD3DDevice *) This->wineD3DDevice;
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/* Note Calling this method will increase the internal reference count
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on the IDirect3DDevice9 interface. */
IWineD3DDevice_AddRef(*ppDevice);
TRACE("(%p) : returning %p\n", This, *ppDevice);
return WINED3D_OK;
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}
static HRESULT WINAPI IWineD3DSwapChainImpl_GetPresentParameters(IWineD3DSwapChain *iface, WINED3DPRESENT_PARAMETERS *pPresentationParameters) {
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IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
TRACE("(%p)\n", This);
*pPresentationParameters = This->presentParms;
return WINED3D_OK;
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}
static HRESULT WINAPI IWineD3DSwapChainImpl_SetGammaRamp(IWineD3DSwapChain *iface, DWORD Flags, CONST WINED3DGAMMARAMP *pRamp){
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IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
HDC hDC;
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TRACE("(%p) : pRamp@%p flags(%d)\n", This, pRamp, Flags);
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hDC = GetDC(This->win_handle);
SetDeviceGammaRamp(hDC, (LPVOID)pRamp);
ReleaseDC(This->win_handle, hDC);
return WINED3D_OK;
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}
static HRESULT WINAPI IWineD3DSwapChainImpl_GetGammaRamp(IWineD3DSwapChain *iface, WINED3DGAMMARAMP *pRamp){
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IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
HDC hDC;
TRACE("(%p) : pRamp@%p\n", This, pRamp);
hDC = GetDC(This->win_handle);
GetDeviceGammaRamp(hDC, pRamp);
ReleaseDC(This->win_handle, hDC);
return WINED3D_OK;
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}
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const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl =
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{
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/* IUnknown */
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IWineD3DSwapChainImpl_QueryInterface,
IWineD3DSwapChainImpl_AddRef,
IWineD3DSwapChainImpl_Release,
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/* IWineD3DSwapChain */
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IWineD3DSwapChainImpl_GetParent,
IWineD3DSwapChainImpl_Destroy,
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IWineD3DSwapChainImpl_GetDevice,
IWineD3DSwapChainImpl_Present,
IWineD3DSwapChainImpl_GetFrontBufferData,
IWineD3DSwapChainImpl_GetBackBuffer,
IWineD3DSwapChainImpl_GetRasterStatus,
IWineD3DSwapChainImpl_GetDisplayMode,
IWineD3DSwapChainImpl_GetPresentParameters,
IWineD3DSwapChainImpl_SetGammaRamp,
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IWineD3DSwapChainImpl_GetGammaRamp
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};
WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface) {
WineD3DContext *ctx;
IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *) iface;
WineD3DContext **newArray;
TRACE("Creating a new context for swapchain %p, thread %d\n", This, GetCurrentThreadId());
ctx = CreateContext(This->wineD3DDevice, (IWineD3DSurfaceImpl *) This->frontBuffer,
This->context[0]->win_handle, FALSE /* pbuffer */, &This->presentParms);
if(!ctx) {
ERR("Failed to create a new context for the swapchain\n");
return NULL;
}
newArray = HeapAlloc(GetProcessHeap(), 0, sizeof(*newArray) * This->num_contexts + 1);
if(!newArray) {
ERR("Out of memory when trying to allocate a new context array\n");
DestroyContext(This->wineD3DDevice, ctx);
return NULL;
}
memcpy(newArray, This->context, sizeof(*newArray) * This->num_contexts);
HeapFree(GetProcessHeap(), 0, This->context);
newArray[This->num_contexts] = ctx;
This->context = newArray;
This->num_contexts++;
TRACE("Returning context %p\n", ctx);
return ctx;
}
void get_drawable_size_swapchain(IWineD3DSurfaceImpl *This, UINT *width, UINT *height) {
/* The drawable size of an onscreen drawable is the surface size.
* (Actually: The window size, but the surface is created in window size)
*/
*width = This->currentDesc.Width;
*height = This->currentDesc.Height;
}