mirror of
https://github.com/reactos/wine.git
synced 2024-12-02 16:57:26 +00:00
596 lines
25 KiB
C
596 lines
25 KiB
C
/*
|
|
*IDirect3DSwapChain9 implementation
|
|
*
|
|
*Copyright 2002-2003 Jason Edmeades
|
|
*Copyright 2002-2003 Raphael Junqueira
|
|
*Copyright 2005 Oliver Stieber
|
|
*
|
|
*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
|
|
*/
|
|
|
|
#include "config.h"
|
|
#include "wined3d_private.h"
|
|
|
|
|
|
/* TODO: move to shared header (or context manager )*/
|
|
/* x11drv GDI escapes */
|
|
#define X11DRV_ESCAPE 6789
|
|
enum x11drv_escape_codes
|
|
{
|
|
X11DRV_GET_DISPLAY, /* get X11 display for a DC */
|
|
X11DRV_GET_DRAWABLE, /* get current drawable for a DC */
|
|
X11DRV_GET_FONT, /* get current X font for a DC */
|
|
};
|
|
|
|
/* retrieve the X display to use on a given DC */
|
|
inline static Display *get_display( HDC hdc )
|
|
{
|
|
Display *display;
|
|
enum x11drv_escape_codes escape = X11DRV_GET_DISPLAY;
|
|
|
|
if (!ExtEscape( hdc, X11DRV_ESCAPE, sizeof(escape), (LPCSTR)&escape,
|
|
sizeof(display), (LPSTR)&display )) display = NULL;
|
|
return display;
|
|
}
|
|
|
|
/*TODO: some of the additional parameters may be required to
|
|
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)*/
|
|
|
|
|
|
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
|
|
WINE_DECLARE_DEBUG_CHANNEL(fps);
|
|
|
|
|
|
/* IDirect3DSwapChain IUnknown parts follow: */
|
|
static ULONG WINAPI IWineD3DSwapChainImpl_AddRef(IWineD3DSwapChain *iface) {
|
|
IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
|
|
DWORD refCount = InterlockedIncrement(&This->ref);
|
|
TRACE("(%p) : AddRef increasing from %ld\n", This, refCount - 1);
|
|
return refCount;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DSwapChainImpl_QueryInterface(IWineD3DSwapChain *iface, REFIID riid, LPVOID *ppobj)
|
|
{
|
|
IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
|
|
TRACE("(%p)->(%s,%p)\n", This, debugstr_guid(riid), ppobj);
|
|
if (IsEqualGUID(riid, &IID_IUnknown)
|
|
|| IsEqualGUID(riid, &IID_IWineD3DBase)
|
|
|| 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;
|
|
}
|
|
*ppobj = NULL;
|
|
return E_NOINTERFACE;
|
|
}
|
|
|
|
|
|
static ULONG WINAPI IWineD3DSwapChainImpl_Release(IWineD3DSwapChain *iface) {
|
|
IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
|
|
DWORD refCount;
|
|
refCount = InterlockedDecrement(&This->ref);
|
|
TRACE("(%p) : ReleaseRef to %ld\n", This, refCount);
|
|
if (refCount == 0) {
|
|
IUnknown* bufferParent;
|
|
|
|
/* release the ref to the front and back buffer parents */
|
|
if(This->frontBuffer) {
|
|
IWineD3DSurface_SetContainer(This->frontBuffer, 0);
|
|
IWineD3DSurface_GetParent(This->frontBuffer, &bufferParent);
|
|
IUnknown_Release(bufferParent); /* once for the get parent */
|
|
if(IUnknown_Release(bufferParent) > 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);
|
|
IWineD3DSurface_GetParent(This->backBuffer[i], &bufferParent);
|
|
IUnknown_Release(bufferParent); /* once for the get parent */
|
|
if(IUnknown_Release(bufferParent) > 0){
|
|
FIXME("(%p) Something's still holding the back buffer\n",This);
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Clean up the context */
|
|
/* check that we are the current context first */
|
|
if(glXGetCurrentContext() == This->glCtx){
|
|
glXMakeCurrent(This->display, None, NULL);
|
|
}
|
|
glXDestroyContext(This->display, This->glCtx);
|
|
/* IUnknown_Release(This->parent); This should only apply to the primary swapchain,
|
|
all others are crated by the caller, so releasing the parent should cause
|
|
the child to be released, not the other way around!
|
|
*/
|
|
HeapFree(GetProcessHeap(), 0, This);
|
|
}
|
|
return refCount;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DSwapChainImpl_GetParent(IWineD3DSwapChain *iface, IUnknown ** ppParent){
|
|
IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
|
|
*ppParent = This->parent;
|
|
IUnknown_AddRef(*ppParent);
|
|
TRACE("(%p) returning %p\n", This , *ppParent);
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
/*IWineD3DSwapChain parts follow: */
|
|
static HRESULT WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface, CONST RECT *pSourceRect, CONST RECT *pDestRect, HWND hDestWindowOverride, CONST RGNDATA *pDirtyRegion, DWORD dwFlags) {
|
|
IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
|
|
|
|
ENTER_GL();
|
|
|
|
/* Render the cursor onto the back buffer, using our nifty directdraw blitting code :-) */
|
|
if(This->wineD3DDevice->bCursorVisible && This->wineD3DDevice->cursorTexture) {
|
|
IWineD3DSurfaceImpl cursor;
|
|
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;
|
|
/* DDBLT_KEYSRC will cause BltOverride to enable the alpha test with GL_NOTEQUAL, 0.0,
|
|
* which is exactly what we want :-)
|
|
*/
|
|
IWineD3DSurface_Blt(This->backBuffer[0], &destRect, (IWineD3DSurface *) &cursor, NULL, DDBLT_KEYSRC, NULL);
|
|
}
|
|
|
|
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 */
|
|
TRACE("preseting display %p, drawable %ld\n", This->display, This->drawable);
|
|
|
|
/* Don't call checkGLcall, as glGetError is not applicable here */
|
|
if (hDestWindowOverride && This->win_handle != hDestWindowOverride) {
|
|
/* Set this swapchain up to point to the new destination.. */
|
|
#ifdef USE_CONTEXT_MANAGER
|
|
/* TODO: use a context mamager */
|
|
#endif
|
|
|
|
/* FIXME: Never access */
|
|
IWineD3DSwapChainImpl *swapChainImpl;
|
|
IWineD3DDevice_GetSwapChain((IWineD3DDevice *)This->wineD3DDevice, 0 , (IWineD3DSwapChain **)&swapChainImpl);
|
|
FIXME("Unable to render to a destination window %p\n", hDestWindowOverride );
|
|
if(This == swapChainImpl){
|
|
/* FIXME: this will be fixed by moving to a context management system */
|
|
FIXME("Cannot change the target of the implicit swapchain\n");
|
|
}else{
|
|
HDC hDc;
|
|
XVisualInfo template;
|
|
int num;
|
|
Display *oldDisplay = This->display;
|
|
GLXContext oldContext = This->glCtx;
|
|
IUnknown* tmp;
|
|
GLXContext currentContext;
|
|
Drawable currentDrawable;
|
|
hDc = GetDC(hDestWindowOverride);
|
|
This->win_handle = hDestWindowOverride;
|
|
This->win = (Window)GetPropA( hDestWindowOverride, "__wine_x11_whole_window" );
|
|
|
|
TRACE("Creating a new context for the window %p\n", hDestWindowOverride);
|
|
ENTER_GL();
|
|
TRACE("Desctroying context %p %p\n", This->display, This->render_ctx);
|
|
|
|
|
|
|
|
LEAVE_GL();
|
|
ENTER_GL();
|
|
|
|
This->display = get_display(hDc);
|
|
TRACE("Got display%p for %p %p\n", This->display, hDc, hDestWindowOverride);
|
|
ReleaseDC(hDestWindowOverride, hDc);
|
|
template.visualid = (VisualID)GetPropA(GetDesktopWindow(), "__wine_x11_visual_id");
|
|
This->visInfo = XGetVisualInfo(This->display, VisualIDMask, &template, &num);
|
|
if (NULL == This->visInfo) {
|
|
ERR("cannot really get XVisual\n");
|
|
LEAVE_GL();
|
|
return WINED3DERR_NOTAVAILABLE;
|
|
}
|
|
/* Now we have problems? well not really we just need to know what the implicit context is */
|
|
/* now destroy the old context and create a new one (we should really copy the buffers over, and do the whole make current thing! */
|
|
/* destroy the active context?*/
|
|
TRACE("Creating new context for %p %p %p\n",This->display, This->visInfo, swapChainImpl->glCtx);
|
|
This->glCtx = glXCreateContext(This->display, This->visInfo, swapChainImpl->glCtx, GL_TRUE);
|
|
|
|
if (NULL == This->glCtx) {
|
|
ERR("cannot create glxContext\n");
|
|
}
|
|
This->drawable = This->win;
|
|
This->render_ctx = This->glCtx;
|
|
/* Setup some default states TODO: apply the stateblock to the new context */
|
|
/** save current context and drawable **/
|
|
currentContext = glXGetCurrentContext();
|
|
currentDrawable = glXGetCurrentDrawable();
|
|
|
|
if (glXMakeCurrent(This->display, This->win, This->glCtx) == False) {
|
|
ERR("Error in setting current context (display %p context %p drawable %ld)!\n", This->display, This->glCtx, This->win);
|
|
}
|
|
|
|
checkGLcall("glXMakeCurrent");
|
|
|
|
/* Clear the screen */
|
|
glClearColor(0.0, 0.0, 0.0, 0.0);
|
|
checkGLcall("glClearColor");
|
|
glClearIndex(0);
|
|
glClearDepth(1);
|
|
glClearStencil(0);
|
|
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_ACCUM_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
|
checkGLcall("glClear");
|
|
|
|
glColor3f(1.0, 1.0, 1.0);
|
|
checkGLcall("glColor3f");
|
|
|
|
glEnable(GL_LIGHTING);
|
|
checkGLcall("glEnable");
|
|
|
|
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
|
|
checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
|
|
|
|
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
|
|
checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
|
|
|
|
glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
|
|
checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
|
|
|
|
/* If this swapchain is currently the active context then make this swapchain active */
|
|
if(IWineD3DSurface_GetContainer(This->wineD3DDevice->renderTarget, &IID_IWineD3DSwapChain, (void **)&tmp) == WINED3D_OK){
|
|
if(tmp != (IUnknown *)This){
|
|
glXMakeCurrent(This->display, currentDrawable, currentContext);
|
|
checkGLcall("glXMakeCurrent");
|
|
}
|
|
IUnknown_Release(tmp);
|
|
}else{
|
|
/* reset the context */
|
|
glXMakeCurrent(This->display, currentDrawable, currentContext);
|
|
checkGLcall("glXMakeCurrent");
|
|
}
|
|
/* delete the old contxt*/
|
|
glXDestroyContext(oldDisplay, oldContext); /* Should this happen on an active context? seems a bad idea */
|
|
LEAVE_GL();
|
|
}
|
|
IWineD3DSwapChain_Release((IWineD3DSwapChain *)swapChainImpl);
|
|
|
|
}
|
|
|
|
|
|
/* TODO: The slow way, save the data to memory, create a new context for the destination window, transfer the data cleanup, it may be a good idea to the move this swapchain over to the using the target winows context so that it runs faster in feature. */
|
|
|
|
glXSwapBuffers(This->display, This->drawable); /* TODO: cycle through the swapchain buffers */
|
|
|
|
TRACE("glXSwapBuffers called, Starting new frame\n");
|
|
/* FPS support */
|
|
if (TRACE_ON(fps))
|
|
{
|
|
static long prev_time, frames;
|
|
|
|
DWORD time = GetTickCount();
|
|
frames++;
|
|
/* every 1.5 seconds */
|
|
if (time - prev_time > 1500) {
|
|
TRACE_(fps)("@ approx %.2ffps\n", 1000.0*frames/(time - prev_time));
|
|
prev_time = time;
|
|
frames = 0;
|
|
}
|
|
}
|
|
|
|
#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;
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
#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
|
|
|
|
LEAVE_GL();
|
|
/* Although this is not strictly required, a simple demo showed this does occur
|
|
on (at least non-debug) d3d */
|
|
if (This->presentParms.SwapEffect == WINED3DSWAPEFFECT_DISCARD) {
|
|
|
|
TRACE("Clearing\n");
|
|
|
|
IWineD3DDevice_Clear((IWineD3DDevice*)This->wineD3DDevice, 0, NULL, D3DCLEAR_STENCIL|D3DCLEAR_ZBUFFER|D3DCLEAR_TARGET, 0x00, 1.0, 0);
|
|
|
|
} else {
|
|
TRACE("Clearing z/stencil buffer\n");
|
|
|
|
IWineD3DDevice_Clear((IWineD3DDevice*)This->wineD3DDevice, 0, NULL, D3DCLEAR_STENCIL|D3DCLEAR_ZBUFFER, 0x00, 1.0, 0);
|
|
}
|
|
|
|
if(!(((IWineD3DSurfaceImpl *) This->frontBuffer)->Flags & SFLAG_GLDIRTY) ||
|
|
!(((IWineD3DSurfaceImpl *) This->backBuffer[0])->Flags & SFLAG_GLDIRTY) ) {
|
|
/* 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 frontdirty = front->Flags & SFLAG_GLDIRTY;
|
|
BOOL backdirty = back->Flags & SFLAG_GLDIRTY;
|
|
|
|
/* Flip the DC */
|
|
{
|
|
HDC tmp;
|
|
tmp = front->hDC;
|
|
front->hDC = back->hDC;
|
|
back->hDC = tmp;
|
|
}
|
|
|
|
/* Flip the DIBsection */
|
|
{
|
|
HBITMAP tmp;
|
|
tmp = front->dib.DIBsection;
|
|
front->dib.DIBsection = back->dib.DIBsection;
|
|
back->dib.DIBsection = tmp;
|
|
}
|
|
|
|
/* 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;
|
|
}
|
|
|
|
/* 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(frontdirty) back->Flags |= SFLAG_GLDIRTY;
|
|
else back->Flags &= ~SFLAG_GLDIRTY;
|
|
if(backdirty) front->Flags |= SFLAG_GLDIRTY;
|
|
else front->Flags &= ~SFLAG_GLDIRTY;
|
|
}
|
|
|
|
TRACE("returning\n");
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain *iface, IWineD3DSurface *pDestSurface) {
|
|
IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
|
|
WINED3DFORMAT d3dformat;
|
|
UINT width;
|
|
UINT height;
|
|
WINED3DSURFACE_DESC desc;
|
|
glDescriptor *glDescription;
|
|
|
|
TRACE("(%p) : iface(%p) pDestSurface(%p)\n", This, iface, pDestSurface);
|
|
ENTER_GL();
|
|
memset(&desc, 0, sizeof(desc));
|
|
desc.Width = &width;
|
|
desc.Height = &height;
|
|
desc.Format = &d3dformat;
|
|
#if 0 /* TODO: make sure that this swapchains context is active */
|
|
IWineD3DDevice_ActivateSwapChainContext(This->wineD3DDevice, iface);
|
|
#endif
|
|
IWineD3DSurface_GetDesc(pDestSurface, &desc);
|
|
/* make sure that the front buffer is the active read buffer */
|
|
glReadBuffer(GL_FRONT);
|
|
/* Read the pixels from the buffer into the surfaces memory */
|
|
IWineD3DSurface_GetGlDesc(pDestSurface, &glDescription);
|
|
glReadPixels(glDescription->target,
|
|
glDescription->level,
|
|
width,
|
|
height,
|
|
glDescription->glFormat,
|
|
glDescription->glType,
|
|
(void *)IWineD3DSurface_GetData(pDestSurface));
|
|
LEAVE_GL();
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, UINT iBackBuffer, WINED3DBACKBUFFER_TYPE Type, IWineD3DSurface **ppBackBuffer) {
|
|
|
|
IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
|
|
|
|
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;
|
|
}
|
|
|
|
*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;
|
|
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *iface, WINED3DRASTER_STATUS *pRasterStatus) {
|
|
IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
|
|
static BOOL showFixmes = TRUE;
|
|
pRasterStatus->InVBlank = TRUE;
|
|
pRasterStatus->ScanLine = 0;
|
|
/* No openGL equivalent */
|
|
if(showFixmes) {
|
|
FIXME("(%p) : stub (once)\n", This);
|
|
showFixmes = FALSE;
|
|
}
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface, WINED3DDISPLAYMODE*pMode) {
|
|
IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
|
|
HDC hdc;
|
|
int bpp = 0;
|
|
|
|
pMode->Width = GetSystemMetrics(SM_CXSCREEN);
|
|
pMode->Height = GetSystemMetrics(SM_CYSCREEN);
|
|
pMode->RefreshRate = 85; /* FIXME: How to identify? */
|
|
|
|
hdc = CreateDCA("DISPLAY", NULL, NULL, NULL);
|
|
bpp = GetDeviceCaps(hdc, BITSPIXEL);
|
|
DeleteDC(hdc);
|
|
|
|
switch (bpp) {
|
|
case 8: pMode->Format = D3DFMT_R8G8B8; break;
|
|
case 16: pMode->Format = D3DFMT_R5G6B5; break;
|
|
case 24: /*pMode->Format = D3DFMT_R8G8B8; break; */ /* 32bpp and 24bpp can be aliased for X */
|
|
case 32: pMode->Format = D3DFMT_A8R8G8B8; break;
|
|
default:
|
|
FIXME("Unrecognized display mode format\n");
|
|
pMode->Format = D3DFMT_UNKNOWN;
|
|
}
|
|
|
|
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 WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DSwapChainImpl_GetDevice(IWineD3DSwapChain *iface, IWineD3DDevice**ppDevice) {
|
|
IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
|
|
|
|
*ppDevice = (IWineD3DDevice *) This->wineD3DDevice;
|
|
|
|
/* Note Calling this method will increase the internal reference count
|
|
on the IDirect3DDevice9 interface. */
|
|
IWineD3DDevice_AddRef(*ppDevice);
|
|
TRACE("(%p) : returning %p\n", This, *ppDevice);
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DSwapChainImpl_GetPresentParameters(IWineD3DSwapChain *iface, WINED3DPRESENT_PARAMETERS *pPresentationParameters) {
|
|
IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
|
|
TRACE("(%p)\n", This);
|
|
*pPresentationParameters->BackBufferWidth = This->presentParms.BackBufferWidth;
|
|
*pPresentationParameters->BackBufferHeight = This->presentParms.BackBufferHeight;
|
|
*pPresentationParameters->BackBufferFormat = This->presentParms.BackBufferFormat;
|
|
*pPresentationParameters->BackBufferCount = This->presentParms.BackBufferCount;
|
|
*pPresentationParameters->MultiSampleType = This->presentParms.MultiSampleType;
|
|
*pPresentationParameters->MultiSampleQuality = This->presentParms.MultiSampleQuality;
|
|
*pPresentationParameters->SwapEffect = This->presentParms.SwapEffect;
|
|
*pPresentationParameters->hDeviceWindow = This->presentParms.hDeviceWindow;
|
|
*pPresentationParameters->Windowed = This->presentParms.Windowed;
|
|
*pPresentationParameters->EnableAutoDepthStencil = This->presentParms.EnableAutoDepthStencil;
|
|
*pPresentationParameters->Flags = This->presentParms.Flags;
|
|
*pPresentationParameters->FullScreen_RefreshRateInHz = This->presentParms.FullScreen_RefreshRateInHz;
|
|
*pPresentationParameters->PresentationInterval = This->presentParms.PresentationInterval;
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DSwapChainImpl_SetGammaRamp(IWineD3DSwapChain *iface, DWORD Flags, CONST WINED3DGAMMARAMP *pRamp){
|
|
|
|
IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
|
|
HDC hDC;
|
|
TRACE("(%p) : pRamp@%p flags(%ld)\n", This, pRamp, Flags);
|
|
hDC = GetDC(This->win_handle);
|
|
SetDeviceGammaRamp(hDC, (LPVOID)pRamp);
|
|
ReleaseDC(This->win_handle, hDC);
|
|
return WINED3D_OK;
|
|
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DSwapChainImpl_GetGammaRamp(IWineD3DSwapChain *iface, WINED3DGAMMARAMP *pRamp){
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
|
|
IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl =
|
|
{
|
|
/* IUnknown */
|
|
IWineD3DSwapChainImpl_QueryInterface,
|
|
IWineD3DSwapChainImpl_AddRef,
|
|
IWineD3DSwapChainImpl_Release,
|
|
/* IWineD3DSwapChain */
|
|
IWineD3DSwapChainImpl_GetParent,
|
|
IWineD3DSwapChainImpl_GetDevice,
|
|
IWineD3DSwapChainImpl_Present,
|
|
IWineD3DSwapChainImpl_GetFrontBufferData,
|
|
IWineD3DSwapChainImpl_GetBackBuffer,
|
|
IWineD3DSwapChainImpl_GetRasterStatus,
|
|
IWineD3DSwapChainImpl_GetDisplayMode,
|
|
IWineD3DSwapChainImpl_GetPresentParameters,
|
|
IWineD3DSwapChainImpl_SetGammaRamp,
|
|
IWineD3DSwapChainImpl_GetGammaRamp
|
|
};
|