mirror of
https://github.com/reactos/wine.git
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271 lines
8.9 KiB
C
271 lines
8.9 KiB
C
/*
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*IDirect3DSwapChain9 implementation
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*
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*Copyright 2002-2003 Jason Edmeades
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*Copyright 2002-2003 Raphael Junqueira
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*Copyright 2005 Oliver Stieber
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*Copyright 2007-2008 Stefan Dösinger for CodeWeavers
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*
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*This library is free software; you can redistribute it and/or
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*modify it under the terms of the GNU Lesser General Public
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*License as published by the Free Software Foundation; either
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*version 2.1 of the License, or (at your option) any later version.
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*
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*This library is distributed in the hope that it will be useful,
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*but WITHOUT ANY WARRANTY; without even the implied warranty of
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*MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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*Lesser General Public License for more details.
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*
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*You should have received a copy of the GNU Lesser General Public
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*License along with this library; if not, write to the Free Software
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*Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include "config.h"
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#include "wined3d_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d);
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WINE_DECLARE_DEBUG_CHANNEL(fps);
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static void WINAPI IWineGDISwapChainImpl_Destroy(IWineD3DSwapChain *iface)
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{
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IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
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WINED3DDISPLAYMODE mode;
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TRACE("Destroying swapchain %p\n", iface);
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IWineD3DSwapChain_SetGammaRamp(iface, 0, &This->orig_gamma);
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/* release the ref to the front and back buffer parents */
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if (This->front_buffer)
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{
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surface_set_container(This->front_buffer, WINED3D_CONTAINER_NONE, NULL);
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if (IWineD3DSurface_Release((IWineD3DSurface *)This->front_buffer) > 0)
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{
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WARN("(%p) Something's still holding the front buffer\n",This);
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}
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}
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if (This->back_buffers)
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{
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UINT i;
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for (i = 0; i < This->presentParms.BackBufferCount; ++i)
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{
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surface_set_container(This->back_buffers[i], WINED3D_CONTAINER_NONE, NULL);
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if (IWineD3DSurface_Release((IWineD3DSurface *)This->back_buffers[i]))
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{
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WARN("(%p) Something's still holding the back buffer\n",This);
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}
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}
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HeapFree(GetProcessHeap(), 0, This->back_buffers);
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}
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/* Restore the screen resolution if we rendered in fullscreen
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* This will restore the screen resolution to what it was before creating the swapchain. In case of d3d8 and d3d9
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* 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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* before starting up Direct3D, thus orig_width and orig_height will be equal to the modes in the presentation params
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*/
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if (!This->presentParms.Windowed && This->presentParms.AutoRestoreDisplayMode)
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{
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mode.Width = This->orig_width;
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mode.Height = This->orig_height;
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mode.RefreshRate = 0;
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mode.Format = This->orig_fmt;
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IWineD3DDevice_SetDisplayMode((IWineD3DDevice *)This->device, 0, &mode);
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}
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HeapFree(GetProcessHeap(), 0, This->context);
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HeapFree(GetProcessHeap(), 0, This);
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}
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/*****************************************************************************
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* x11_copy_to_screen
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*
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* Helper function that blts the front buffer contents to the target window
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*
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* Params:
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* This: Surface to copy from
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* rc: Rectangle to copy
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*
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*****************************************************************************/
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void x11_copy_to_screen(IWineD3DSwapChainImpl *This, const RECT *rc)
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{
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IWineD3DSurfaceImpl *front = This->front_buffer;
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if(front->resource.usage & WINED3DUSAGE_RENDERTARGET) {
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POINT offset = {0,0};
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HWND hDisplayWnd;
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HDC hDisplayDC;
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HDC hSurfaceDC = 0;
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RECT drawrect;
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TRACE("(%p)->(%p): Copying to screen\n", front, rc);
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hSurfaceDC = front->hDC;
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hDisplayWnd = This->win_handle;
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hDisplayDC = GetDCEx(hDisplayWnd, 0, DCX_CLIPSIBLINGS|DCX_CACHE);
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if(rc) {
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TRACE(" copying rect (%d,%d)->(%d,%d), offset (%d,%d)\n",
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rc->left, rc->top, rc->right, rc->bottom, offset.x, offset.y);
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}
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/* Front buffer coordinates are screen coordinates. Map them to the destination
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* window if not fullscreened
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*/
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if(This->presentParms.Windowed) {
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ClientToScreen(hDisplayWnd, &offset);
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}
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#if 0
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/* FIXME: This doesn't work... if users really want to run
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* X in 8bpp, then we need to call directly into display.drv
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* (or Wine's equivalent), and force a private colormap
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* without default entries. */
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if (front->palette) {
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SelectPalette(hDisplayDC, front->palette->hpal, FALSE);
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RealizePalette(hDisplayDC); /* sends messages => deadlocks */
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}
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#endif
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drawrect.left = 0;
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drawrect.right = front->currentDesc.Width;
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drawrect.top = 0;
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drawrect.bottom = front->currentDesc.Height;
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#if 0
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/* TODO: Support clippers */
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if (front->clipper)
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{
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RECT xrc;
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HWND hwnd = ((IWineD3DClipperImpl *) front->clipper)->hWnd;
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if (hwnd && GetClientRect(hwnd,&xrc))
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{
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OffsetRect(&xrc,offset.x,offset.y);
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IntersectRect(&drawrect,&drawrect,&xrc);
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}
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}
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#endif
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if (rc) {
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IntersectRect(&drawrect,&drawrect,rc);
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}
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else {
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/* Only use this if the caller did not pass a rectangle, since
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* due to double locking this could be the wrong one ...
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*/
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if (front->lockedRect.left != front->lockedRect.right) {
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IntersectRect(&drawrect,&drawrect,&front->lockedRect);
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}
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}
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BitBlt(hDisplayDC,
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drawrect.left-offset.x, drawrect.top-offset.y,
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drawrect.right-drawrect.left, drawrect.bottom-drawrect.top,
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hSurfaceDC,
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drawrect.left, drawrect.top,
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SRCCOPY);
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ReleaseDC(hDisplayWnd, hDisplayDC);
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}
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}
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static HRESULT WINAPI IWineGDISwapChainImpl_SetDestWindowOverride(IWineD3DSwapChain *iface, HWND window) {
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IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
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This->win_handle = window;
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return WINED3D_OK;
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}
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static HRESULT WINAPI IWineGDISwapChainImpl_Present(IWineD3DSwapChain *iface, CONST RECT *pSourceRect, CONST RECT *pDestRect, HWND hDestWindowOverride, CONST RGNDATA *pDirtyRegion, DWORD dwFlags) {
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IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *) iface;
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IWineD3DSurfaceImpl *front, *back;
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if (!This->back_buffers)
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{
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WARN("Swapchain doesn't have a backbuffer, returning WINED3DERR_INVALIDCALL\n");
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return WINED3DERR_INVALIDCALL;
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}
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front = This->front_buffer;
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back = This->back_buffers[0];
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/* Flip the DC */
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{
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HDC tmp;
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tmp = front->hDC;
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front->hDC = back->hDC;
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back->hDC = tmp;
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}
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/* Flip the DIBsection */
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{
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HBITMAP tmp;
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tmp = front->dib.DIBsection;
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front->dib.DIBsection = back->dib.DIBsection;
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back->dib.DIBsection = tmp;
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}
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/* Flip the surface data */
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{
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void* tmp;
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tmp = front->dib.bitmap_data;
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front->dib.bitmap_data = back->dib.bitmap_data;
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back->dib.bitmap_data = tmp;
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tmp = front->resource.allocatedMemory;
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front->resource.allocatedMemory = back->resource.allocatedMemory;
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back->resource.allocatedMemory = tmp;
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if(front->resource.heapMemory) {
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ERR("GDI Surface %p has heap memory allocated\n", front);
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}
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if(back->resource.heapMemory) {
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ERR("GDI Surface %p has heap memory allocated\n", back);
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}
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}
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/* client_memory should not be different, but just in case */
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{
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BOOL tmp;
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tmp = front->dib.client_memory;
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front->dib.client_memory = back->dib.client_memory;
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back->dib.client_memory = tmp;
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}
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/* FPS support */
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if (TRACE_ON(fps))
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{
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static LONG prev_time, frames;
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DWORD time = GetTickCount();
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frames++;
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/* every 1.5 seconds */
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if (time - prev_time > 1500) {
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TRACE_(fps)("@ approx %.2ffps\n", 1000.0*frames/(time - prev_time));
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prev_time = time;
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frames = 0;
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}
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}
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x11_copy_to_screen(This, NULL);
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return WINED3D_OK;
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}
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const IWineD3DSwapChainVtbl IWineGDISwapChain_Vtbl =
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{
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/* IUnknown */
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IWineD3DBaseSwapChainImpl_QueryInterface,
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IWineD3DBaseSwapChainImpl_AddRef,
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IWineD3DBaseSwapChainImpl_Release,
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/* IWineD3DSwapChain */
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IWineD3DBaseSwapChainImpl_GetParent,
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IWineGDISwapChainImpl_Destroy,
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IWineD3DBaseSwapChainImpl_GetDevice,
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IWineGDISwapChainImpl_Present,
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IWineGDISwapChainImpl_SetDestWindowOverride,
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IWineD3DBaseSwapChainImpl_GetFrontBufferData,
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IWineD3DBaseSwapChainImpl_GetBackBuffer,
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IWineD3DBaseSwapChainImpl_GetRasterStatus,
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IWineD3DBaseSwapChainImpl_GetDisplayMode,
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IWineD3DBaseSwapChainImpl_GetPresentParameters,
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IWineD3DBaseSwapChainImpl_SetGammaRamp,
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IWineD3DBaseSwapChainImpl_GetGammaRamp
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};
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