Changed swapchains held by the device from an array to a linked

list. Also provide a notification function that that the swapchain can
be removed when it is released.
oldstable
Oliver Stieber 2005-07-27 15:33:17 +00:00 committed by Alexandre Julliard
parent 2431a64419
commit c93da09265
4 changed files with 109 additions and 39 deletions

View File

@ -337,26 +337,35 @@ ULONG WINAPI IWineD3DDeviceImpl_Release(IWineD3DDevice *iface) {
if (((IWineD3DImpl *)This->wineD3D)->dxVersion > 8) { /*We don't create a state block in d3d8 yet*/
/* NOTE: You must release the parent if the object was created via a callback
** ***************************/
int i;
IUnknown* swapChainParent;
/* Release all of the swapchains, except the implicit swapchain (#0) */
for(i = 1; i < This->numberOfSwapChains; i++) {
/* TODO: don't access swapchains[x] directly! */
IWineD3DSwapChain_Release(This->swapchains[i]);
/* NOTE: Don't release swapchain 0 here, it's 'special' */
SwapChainList *nextSwapchain = This->swapchains;
if (nextSwapchain != NULL) {
nextSwapchain = nextSwapchain->next;
} else {
WARN("Expected to find the implicite swapchain\n");
}
/* release all the other swapchains */
while (nextSwapchain != NULL) {
SwapChainList *prevSwapchain = nextSwapchain;
nextSwapchain = nextSwapchain->next;
IWineD3DSwapChain_Release(prevSwapchain->swapchain);
/* NOTE: no need to free the list element, it will be done by the release callback
HeapFree(GetProcessHeap(), 0, prevSwapchain); */
}
if (This->stateBlock != NULL) {
IWineD3DStateBlock_Release((IWineD3DStateBlock *)This->stateBlock);
}
if (This->swapchains[0] != NULL) {
/* Swapchain 0 is special because it's created in startup with a hanging parent, so we have to release its parent now */
/* TODO: don't access swapchains[x] directly!, check that there are no-more swapchains left for this device! */
IWineD3DSwapChain_GetParent(This->swapchains[0], &swapChainParent);
if (This->swapchains != NULL) {
/* Swapchain 0 is special because it's created in startup with a hanging parent, so we have to release it's parent now */
IWineD3DSwapChain_GetParent(This->swapchains->swapchain, &swapChainParent);
IUnknown_Release(swapChainParent); /* once for the get parent */
if (IUnknown_Release(swapChainParent) > 0) { /* the second time for when it was created */
FIXME("(%p) Something's still holding the implicit swapchain\n",This);
FIXME("(%p) Something's still holding the implicite swapchain\n", This);
}
}
@ -1302,22 +1311,22 @@ HRESULT WINAPI IWineD3DDeviceImpl_CreateAdditionalSwapChain(IWineD3DDevice* ifac
checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
/* switch back to the original context (unless it was zero)*/
if (This->numberOfSwapChains != 0) {
if (This->swapchains != NULL) {
/** TODO: restore the context and drawable **/
glXMakeCurrent(object->display, oldDrawable, oldContext);
}
LEAVE_GL();
/* TODO: move this off into a linked list implementation! (add swapchain, remove swapchain or something along those lines) */
#if 0
IListOperator *listOperator;
IListStore_CreateListOperator(This->swapchainStore, &listOperator);
IListOperator_Append(listOperator, (void *)object);
IListOperator_Release(listOperator);
#endif
This->swapchains[This->numberOfSwapChains++] = (IWineD3DSwapChain *)object;
{ /* Finally add the swapchain to the end of the devices' swapchain list */
SwapChainList **nextSwapchain;
nextSwapchain = &This->swapchains;
while(*nextSwapchain != NULL) {
nextSwapchain = &((*nextSwapchain)->next);
}
(*nextSwapchain) = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*This->swapchains));
(*nextSwapchain)->swapchain = (IWineD3DSwapChain *)object;
}
TRACE("Set swapchain to %p\n", object);
} else { /* something went wrong so clean up */
IUnknown* bufferParent;
@ -1353,29 +1362,46 @@ HRESULT WINAPI IWineD3DDeviceImpl_CreateAdditionalSwapChain(IWineD3DDevice* ifac
/** NOTE: These are ahead of the other getters and setters to save using a forward declaration **/
UINT WINAPI IWineD3DDeviceImpl_GetNumberOfSwapChains(IWineD3DDevice *iface) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
unsigned int numberOfSwapChains = 0;
SwapChainList *swapchain;
/* TODO: move over to using a linked list. */
TRACE("(%p) returning %d\n", This, This->numberOfSwapChains);
return This->numberOfSwapChains;
swapchain = This->swapchains;
/* itterate through the list to get a count */
while (swapchain != NULL) {
swapchain = swapchain->next;
numberOfSwapChains++;
}
TRACE("(%p) returning %d\n", This, numberOfSwapChains);
return numberOfSwapChains;
}
HRESULT WINAPI IWineD3DDeviceImpl_GetSwapChain(IWineD3DDevice *iface, UINT iSwapChain, IWineD3DSwapChain **pSwapChain) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
SwapChainList *swapchain;
HRESULT hr = D3DERR_INVALIDCALL;
swapchain = This->swapchains;
TRACE("(%p) : swapchain %d \n", This, iSwapChain);
if(iSwapChain >= IWineD3DDeviceImpl_GetNumberOfSwapChains(iface) || iSwapChain < 0) {
*pSwapChain = NULL;
return D3DERR_INVALIDCALL;
}else{
/** TODO: move off to a linked list implementation **/
*pSwapChain = This->swapchains[iSwapChain];
TRACE("(%p) Finding swapchain %d\n", This, iSwapChain);
while (iSwapChain > 0 && swapchain != NULL) {
swapchain = swapchain->next;
iSwapChain--;
}
/* TODO: move over to using stores and linked lists. */
if (iSwapChain > 0 || swapchain == NULL) {
FIXME("(%p) Unable to find swapchain %d\n", This, iSwapChain);
*pSwapChain = NULL;
} else {
/** TODO: move off to a linkesList implementation **/
*pSwapChain = swapchain->swapchain;
IWineD3DSwapChain_AddRef(*pSwapChain);
hr = D3D_OK;
}
IWineD3DSwapChain_AddRef(*pSwapChain);
TRACE("(%p) returning %p\n", This, *pSwapChain);
return D3D_OK;
return hr;
}
HRESULT WINAPI IWineD3DDeviceImpl_Reset(IWineD3DDevice* iface, WINED3DPRESENT_PARAMETERS* pPresentationParameters) {
@ -5938,6 +5964,44 @@ void WINAPI IWineD3DDeviceImpl_ResourceReleased(IWineD3DDevice *iface, IWineD3DR
}
/** This function is to be called by the swapchain when it is released and it's ref = 0
*****************************************************/
void WINAPI IWineD3DDeviceImpl_SwapChainReleased(IWineD3DDevice *iface, IWineD3DSwapChain *swapChain){
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
SwapChainList **nextSwapchain;
nextSwapchain = &This->swapchains;
/* Check to see if the swapchian is being used as the render target */
if (This->renderTarget != NULL) {
IWineD3DSurface *swapchainBackBuffer;
IWineD3DSwapChain_GetBackBuffer(swapChain, 0 ,( D3DBACKBUFFER_TYPE) 0, &swapchainBackBuffer);
if (This->renderTarget == swapchainBackBuffer) {
/* Don't know what to do, so warn and carry on as usual (which in this case leaves the renderterget in limbo) */
FIXME("Atempting to release a swapchain that is currently beuing used as a render target, behaviour is undefined\n");
}
}
/* Go through the swapchain list and try to find the swapchain being released */
while(*nextSwapchain != NULL && (*nextSwapchain)->swapchain != swapChain) {
nextSwapchain = &(*nextSwapchain)->next;
}
/* Check to see if we found the swapchain */
if (NULL != *nextSwapchain) {
/* We found the swapchain so remove it from the list */
TRACE("(%p) releasing swapchain(%p)\n", iface, swapChain);
HeapFree(GetProcessHeap(), 0 , *nextSwapchain);
*nextSwapchain = (*nextSwapchain)->next;
} else {
/* We didn't find the swapchain on the list, this can only heppen because of a programming error in wined3d */
FIXME("(%p) Attempting to release a swapchain (%p) that hasn't been stored\n", iface, swapChain);
}
TRACE("swapchain (%p) released\n", swapChain);
return;
}
/**********************************************************
* IWineD3DDevice VTbl follows
**********************************************************/
@ -6074,6 +6138,7 @@ const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl =
IWineD3DDeviceImpl_GetFrontBufferData,
/*** Internal use IWineD3DDevice methods ***/
IWineD3DDeviceImpl_SetupTextureStates,
IWineD3DDeviceImpl_SwapChainReleased,
/*** object tracking ***/
IWineD3DDeviceImpl_ResourceReleased
};

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@ -87,6 +87,11 @@ ULONG WINAPI IWineD3DSwapChainImpl_Release(IWineD3DSwapChain *iface) {
TRACE("(%p) : ReleaseRef to %ld\n", This, refCount);
if (refCount == 0) {
IUnknown* bufferParent;
/* tell the device that we've been released */
IWineD3DDevice_SwapChainReleased((IWineD3DDevice *)This->wineD3DDevice, iface);
/* release the ref to the front and back buffer parents */
IWineD3DSurface_GetParent(This->frontBuffer, &bufferParent);
IUnknown_Release(bufferParent); /* once for the get parent */
if(IUnknown_Release(bufferParent) > 0){
@ -108,7 +113,6 @@ ULONG WINAPI IWineD3DSwapChainImpl_Release(IWineD3DSwapChain *iface) {
all others are crated by the caller, so releasing the parent should cause
the child to be released, not the other way around!
*/
/* TODO: notify the device that this swapchain doesn't exist any more */
HeapFree(GetProcessHeap(), 0, This);
}
return refCount;

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@ -51,9 +51,6 @@
#define MAX_CLIPPLANES D3DMAXUSERCLIPPLANES
#define MAX_LEVELS 256
/* Swap chains */
#define MAX_SWAPCHAINS 256
/* Used for CreateStateBlock */
#define NUM_SAVEDPIXELSTATES_R 35
#define NUM_SAVEDPIXELSTATES_T 18
@ -379,6 +376,10 @@ typedef struct IWineD3DImpl
extern const IWineD3DVtbl IWineD3D_Vtbl;
typedef struct SwapChainList {
IWineD3DSwapChain *swapchain;
struct SwapChainList *next;
} SwapChainList;
/** Hacked out start of a context manager!! **/
typedef struct glContext {
@ -455,9 +456,7 @@ typedef struct IWineD3DDeviceImpl
UINT adapterNo;
D3DDEVTYPE devType;
/* TODO: Replace with a linked list */
IWineD3DSwapChain *swapchains[MAX_SWAPCHAINS]; /* no-one wil ever need more that MAX_SWAPCHAINS swapchains */
int numberOfSwapChains;
SwapChainList *swapchains;
ResourceList *resources; /* a linked list to track resources created by the device */

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@ -388,6 +388,7 @@ DECLARE_INTERFACE_(IWineD3DDevice,IUnknown)
STDMETHOD(GetFrontBufferData)(THIS_ UINT iSwapChain,struct IWineD3DSurface* pSurface) PURE;
/*** Internal use IWineD3Device methods ***/
STDMETHOD_(void, SetupTextureStates)(THIS_ DWORD Stage, DWORD Flags);
STDMETHOD_(void, SwapChainReleased)(THIS_ struct IWineD3DSwapChain *swapChain);
/*** object tracking ***/
STDMETHOD_(void, ResourceReleased)(THIS_ struct IWineD3DResource *resource);
};
@ -516,6 +517,7 @@ DECLARE_INTERFACE_(IWineD3DDevice,IUnknown)
#define IWineD3DDevice_GetRenderTargetData(p,a,b) (p)->lpVtbl->GetRenderTargetData(p,a,b)
#define IWineD3DDevice_GetFrontBufferData(p,a,b) (p)->lpVtbl->GetFrontBufferData(p,a,b)
#define IWineD3DDevice_SetupTextureStates(p,a,b) (p)->lpVtbl->SetupTextureStates(p,a,b)
#define IWineD3DDevice_SwapChainReleased(p,a) (p)->lpVtbl->SwapChainReleased(p,a)
#define IWineD3DDevice_ResourceReleased(p,a) (p)->lpVtbl->ResourceReleased(p,a)
#endif