/* * Copyright 2002-2003 Jason Edmeades * Copyright 2002-2003 Raphael Junqueira * Copyright 2005 Oliver Stieber * Copyright 2007-2008 Stefan Dösinger for CodeWeavers * Copyright 2011 Henri Verbeet for CodeWeavers * * 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 "wine/port.h" #include "wined3d_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d); WINE_DECLARE_DEBUG_CHANNEL(fps); void wined3d_swapchain_cleanup(struct wined3d_swapchain *swapchain) { HRESULT hr; UINT i; TRACE("Destroying swapchain %p.\n", swapchain); wined3d_unhook_swapchain(swapchain); wined3d_swapchain_set_gamma_ramp(swapchain, 0, &swapchain->orig_gamma); /* Release the swapchain's draw buffers. Make sure swapchain->back_buffers[0] * is the last buffer to be destroyed, FindContext() depends on that. */ if (swapchain->front_buffer) { wined3d_texture_set_swapchain(swapchain->front_buffer, NULL); if (wined3d_texture_decref(swapchain->front_buffer)) WARN("Something's still holding the front buffer (%p).\n", swapchain->front_buffer); swapchain->front_buffer = NULL; } if (swapchain->back_buffers) { i = swapchain->state.desc.backbuffer_count; while (i--) { wined3d_texture_set_swapchain(swapchain->back_buffers[i], NULL); if (wined3d_texture_decref(swapchain->back_buffers[i])) WARN("Something's still holding back buffer %u (%p).\n", i, swapchain->back_buffers[i]); } heap_free(swapchain->back_buffers); swapchain->back_buffers = NULL; } /* 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 (!swapchain->state.desc.windowed) { if (swapchain->state.desc.auto_restore_display_mode) { if (FAILED(hr = wined3d_set_adapter_display_mode(swapchain->device->wined3d, swapchain->device->adapter->ordinal, &swapchain->state.original_mode))) ERR("Failed to restore display mode, hr %#x.\n", hr); if (swapchain->state.desc.flags & WINED3D_SWAPCHAIN_RESTORE_WINDOW_RECT) { wined3d_swapchain_state_restore_from_fullscreen(&swapchain->state, swapchain->state.device_window, &swapchain->state.original_window_rect); wined3d_device_release_focus_window(swapchain->device); } } else { wined3d_swapchain_state_restore_from_fullscreen(&swapchain->state, swapchain->state.device_window, NULL); } } } static void wined3d_swapchain_gl_destroy_object(void *object) { wined3d_swapchain_gl_destroy_contexts(object); } void wined3d_swapchain_gl_cleanup(struct wined3d_swapchain_gl *swapchain_gl) { struct wined3d_cs *cs = swapchain_gl->s.device->cs; wined3d_swapchain_cleanup(&swapchain_gl->s); wined3d_cs_destroy_object(cs, wined3d_swapchain_gl_destroy_object, swapchain_gl); wined3d_cs_finish(cs, WINED3D_CS_QUEUE_DEFAULT); if (swapchain_gl->backup_dc) { TRACE("Destroying backup wined3d window %p, dc %p.\n", swapchain_gl->backup_wnd, swapchain_gl->backup_dc); wined3d_release_dc(swapchain_gl->backup_wnd, swapchain_gl->backup_dc); DestroyWindow(swapchain_gl->backup_wnd); } } ULONG CDECL wined3d_swapchain_incref(struct wined3d_swapchain *swapchain) { ULONG refcount = InterlockedIncrement(&swapchain->ref); TRACE("%p increasing refcount to %u.\n", swapchain, refcount); return refcount; } ULONG CDECL wined3d_swapchain_decref(struct wined3d_swapchain *swapchain) { ULONG refcount = InterlockedDecrement(&swapchain->ref); TRACE("%p decreasing refcount to %u.\n", swapchain, refcount); if (!refcount) { struct wined3d_device *device; wined3d_mutex_lock(); device = swapchain->device; if (device->swapchain_count && device->swapchains[0] == swapchain) wined3d_device_uninit_3d(device); wined3d_cs_finish(device->cs, WINED3D_CS_QUEUE_DEFAULT); swapchain->parent_ops->wined3d_object_destroyed(swapchain->parent); swapchain->device->adapter->adapter_ops->adapter_destroy_swapchain(swapchain); wined3d_mutex_unlock(); } return refcount; } void * CDECL wined3d_swapchain_get_parent(const struct wined3d_swapchain *swapchain) { TRACE("swapchain %p.\n", swapchain); return swapchain->parent; } void CDECL wined3d_swapchain_set_window(struct wined3d_swapchain *swapchain, HWND window) { if (!window) window = swapchain->state.device_window; if (window == swapchain->win_handle) return; TRACE("Setting swapchain %p window from %p to %p.\n", swapchain, swapchain->win_handle, window); wined3d_cs_finish(swapchain->device->cs, WINED3D_CS_QUEUE_DEFAULT); swapchain->win_handle = window; } HRESULT CDECL wined3d_swapchain_present(struct wined3d_swapchain *swapchain, const RECT *src_rect, const RECT *dst_rect, HWND dst_window_override, unsigned int swap_interval, DWORD flags) { RECT s, d; TRACE("swapchain %p, src_rect %s, dst_rect %s, dst_window_override %p, swap_interval %u, flags %#x.\n", swapchain, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect), dst_window_override, swap_interval, flags); if (flags) FIXME("Ignoring flags %#x.\n", flags); wined3d_mutex_lock(); if (!swapchain->back_buffers) { WARN("Swapchain doesn't have a backbuffer, returning WINED3DERR_INVALIDCALL.\n"); wined3d_mutex_unlock(); return WINED3DERR_INVALIDCALL; } if (!src_rect) { SetRect(&s, 0, 0, swapchain->state.desc.backbuffer_width, swapchain->state.desc.backbuffer_height); src_rect = &s; } if (!dst_rect) { GetClientRect(swapchain->win_handle, &d); dst_rect = &d; } wined3d_cs_emit_present(swapchain->device->cs, swapchain, src_rect, dst_rect, dst_window_override, swap_interval, flags); wined3d_mutex_unlock(); return WINED3D_OK; } HRESULT CDECL wined3d_swapchain_get_front_buffer_data(const struct wined3d_swapchain *swapchain, struct wined3d_texture *dst_texture, unsigned int sub_resource_idx) { RECT src_rect, dst_rect; TRACE("swapchain %p, dst_texture %p, sub_resource_idx %u.\n", swapchain, dst_texture, sub_resource_idx); SetRect(&src_rect, 0, 0, swapchain->front_buffer->resource.width, swapchain->front_buffer->resource.height); dst_rect = src_rect; if (swapchain->state.desc.windowed) { MapWindowPoints(swapchain->win_handle, NULL, (POINT *)&dst_rect, 2); FIXME("Using destination rect %s in windowed mode, this is likely wrong.\n", wine_dbgstr_rect(&dst_rect)); } return wined3d_texture_blt(dst_texture, sub_resource_idx, &dst_rect, swapchain->front_buffer, 0, &src_rect, 0, NULL, WINED3D_TEXF_POINT); } struct wined3d_texture * CDECL wined3d_swapchain_get_back_buffer(const struct wined3d_swapchain *swapchain, UINT back_buffer_idx) { TRACE("swapchain %p, back_buffer_idx %u.\n", swapchain, back_buffer_idx); /* Return invalid if there is no backbuffer array, otherwise it will * crash when ddraw is used (there swapchain->back_buffers is always * NULL). We need this because this function is called from * stateblock_init_default_state() to get the default scissorrect * dimensions. */ if (!swapchain->back_buffers || back_buffer_idx >= swapchain->state.desc.backbuffer_count) { WARN("Invalid back buffer index.\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. */ return NULL; } TRACE("Returning back buffer %p.\n", swapchain->back_buffers[back_buffer_idx]); return swapchain->back_buffers[back_buffer_idx]; } HRESULT CDECL wined3d_swapchain_get_raster_status(const struct wined3d_swapchain *swapchain, struct wined3d_raster_status *raster_status) { TRACE("swapchain %p, raster_status %p.\n", swapchain, raster_status); return wined3d_get_adapter_raster_status(swapchain->device->wined3d, swapchain->device->adapter->ordinal, raster_status); } struct wined3d_swapchain_state * CDECL wined3d_swapchain_get_state(struct wined3d_swapchain *swapchain) { return &swapchain->state; } HRESULT CDECL wined3d_swapchain_get_display_mode(const struct wined3d_swapchain *swapchain, struct wined3d_display_mode *mode, enum wined3d_display_rotation *rotation) { HRESULT hr; TRACE("swapchain %p, mode %p, rotation %p.\n", swapchain, mode, rotation); hr = wined3d_get_adapter_display_mode(swapchain->device->wined3d, swapchain->device->adapter->ordinal, mode, rotation); TRACE("Returning w %u, h %u, refresh rate %u, format %s.\n", mode->width, mode->height, mode->refresh_rate, debug_d3dformat(mode->format_id)); return hr; } struct wined3d_device * CDECL wined3d_swapchain_get_device(const struct wined3d_swapchain *swapchain) { TRACE("swapchain %p.\n", swapchain); return swapchain->device; } void CDECL wined3d_swapchain_get_desc(const struct wined3d_swapchain *swapchain, struct wined3d_swapchain_desc *desc) { TRACE("swapchain %p, desc %p.\n", swapchain, desc); *desc = swapchain->state.desc; } HRESULT CDECL wined3d_swapchain_set_gamma_ramp(const struct wined3d_swapchain *swapchain, DWORD flags, const struct wined3d_gamma_ramp *ramp) { HDC dc; TRACE("swapchain %p, flags %#x, ramp %p.\n", swapchain, flags, ramp); if (flags) FIXME("Ignoring flags %#x.\n", flags); dc = GetDCEx(swapchain->state.device_window, 0, DCX_USESTYLE | DCX_CACHE); SetDeviceGammaRamp(dc, (void *)ramp); ReleaseDC(swapchain->state.device_window, dc); return WINED3D_OK; } void CDECL wined3d_swapchain_set_palette(struct wined3d_swapchain *swapchain, struct wined3d_palette *palette) { TRACE("swapchain %p, palette %p.\n", swapchain, palette); wined3d_cs_finish(swapchain->device->cs, WINED3D_CS_QUEUE_DEFAULT); swapchain->palette = palette; } HRESULT CDECL wined3d_swapchain_get_gamma_ramp(const struct wined3d_swapchain *swapchain, struct wined3d_gamma_ramp *ramp) { HDC dc; TRACE("swapchain %p, ramp %p.\n", swapchain, ramp); dc = GetDCEx(swapchain->state.device_window, 0, DCX_USESTYLE | DCX_CACHE); GetDeviceGammaRamp(dc, ramp); ReleaseDC(swapchain->state.device_window, dc); return WINED3D_OK; } /* A GL context is provided by the caller */ static void swapchain_blit(const struct wined3d_swapchain *swapchain, struct wined3d_context *context, const RECT *src_rect, const RECT *dst_rect) { struct wined3d_texture *texture = swapchain->back_buffers[0]; struct wined3d_device *device = swapchain->device; enum wined3d_texture_filter_type filter; DWORD location; TRACE("swapchain %p, context %p, src_rect %s, dst_rect %s.\n", swapchain, context, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect)); if ((src_rect->right - src_rect->left == dst_rect->right - dst_rect->left && src_rect->bottom - src_rect->top == dst_rect->bottom - dst_rect->top) || is_complex_fixup(texture->resource.format->color_fixup)) filter = WINED3D_TEXF_NONE; else filter = WINED3D_TEXF_LINEAR; location = WINED3D_LOCATION_TEXTURE_RGB; if (texture->resource.multisample_type) location = WINED3D_LOCATION_RB_RESOLVED; wined3d_texture_validate_location(texture, 0, WINED3D_LOCATION_DRAWABLE); device->blitter->ops->blitter_blit(device->blitter, WINED3D_BLIT_OP_COLOR_BLIT, context, texture, 0, location, src_rect, texture, 0, WINED3D_LOCATION_DRAWABLE, dst_rect, NULL, filter); wined3d_texture_invalidate_location(texture, 0, WINED3D_LOCATION_DRAWABLE); } static void swapchain_gl_set_swap_interval(struct wined3d_swapchain *swapchain, struct wined3d_context_gl *context_gl, unsigned int swap_interval) { const struct wined3d_gl_info *gl_info = context_gl->gl_info; swap_interval = swap_interval <= 4 ? swap_interval : 1; if (swapchain->swap_interval == swap_interval) return; swapchain->swap_interval = swap_interval; if (!gl_info->supported[WGL_EXT_SWAP_CONTROL]) return; if (!GL_EXTCALL(wglSwapIntervalEXT(swap_interval))) { ERR("Failed to set swap interval %u for context %p, last error %#x.\n", swap_interval, context_gl, GetLastError()); } } /* Context activation is done by the caller. */ static void wined3d_swapchain_gl_rotate(struct wined3d_swapchain *swapchain, struct wined3d_context *context) { struct wined3d_texture_sub_resource *sub_resource; struct wined3d_texture_gl *texture, *texture_prev; struct gl_texture tex0; GLuint rb0; DWORD locations0; unsigned int i; static const DWORD supported_locations = WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_RB_MULTISAMPLE; if (swapchain->state.desc.backbuffer_count < 2 || !swapchain->render_to_fbo) return; texture_prev = wined3d_texture_gl(swapchain->back_buffers[0]); /* Back buffer 0 is already in the draw binding. */ tex0 = texture_prev->texture_rgb; rb0 = texture_prev->rb_multisample; locations0 = texture_prev->t.sub_resources[0].locations; for (i = 1; i < swapchain->state.desc.backbuffer_count; ++i) { texture = wined3d_texture_gl(swapchain->back_buffers[i]); sub_resource = &texture->t.sub_resources[0]; if (!(sub_resource->locations & supported_locations)) wined3d_texture_load_location(&texture->t, 0, context, texture->t.resource.draw_binding); texture_prev->texture_rgb = texture->texture_rgb; texture_prev->rb_multisample = texture->rb_multisample; wined3d_texture_validate_location(&texture_prev->t, 0, sub_resource->locations & supported_locations); wined3d_texture_invalidate_location(&texture_prev->t, 0, ~(sub_resource->locations & supported_locations)); texture_prev = texture; } texture_prev->texture_rgb = tex0; texture_prev->rb_multisample = rb0; wined3d_texture_validate_location(&texture_prev->t, 0, locations0 & supported_locations); wined3d_texture_invalidate_location(&texture_prev->t, 0, ~(locations0 & supported_locations)); device_invalidate_state(swapchain->device, STATE_FRAMEBUFFER); } static void swapchain_gl_present(struct wined3d_swapchain *swapchain, const RECT *src_rect, const RECT *dst_rect, unsigned int swap_interval, DWORD flags) { struct wined3d_swapchain_gl *swapchain_gl = wined3d_swapchain_gl(swapchain); const struct wined3d_swapchain_desc *desc = &swapchain->state.desc; struct wined3d_texture *back_buffer = swapchain->back_buffers[0]; const struct wined3d_fb_state *fb = &swapchain->device->cs->fb; struct wined3d_rendertarget_view *dsv = fb->depth_stencil; struct wined3d_texture *logo_texture, *cursor_texture; const struct wined3d_gl_info *gl_info; struct wined3d_context_gl *context_gl; struct wined3d_context *context; BOOL render_to_fbo; context = context_acquire(swapchain->device, swapchain->front_buffer, 0); context_gl = wined3d_context_gl(context); if (!context_gl->valid) { context_release(context); WARN("Invalid context, skipping present.\n"); return; } gl_info = context_gl->gl_info; swapchain_gl_set_swap_interval(swapchain, context_gl, swap_interval); if ((logo_texture = swapchain->device->logo_texture)) { RECT rect = {0, 0, logo_texture->resource.width, logo_texture->resource.height}; /* Blit the logo into the upper left corner of the drawable. */ wined3d_texture_blt(back_buffer, 0, &rect, logo_texture, 0, &rect, WINED3D_BLT_SRC_CKEY, NULL, WINED3D_TEXF_POINT); } if ((cursor_texture = swapchain->device->cursor_texture) && swapchain->device->bCursorVisible && !swapchain->device->hardwareCursor) { RECT dst_rect = { swapchain->device->xScreenSpace - swapchain->device->xHotSpot, swapchain->device->yScreenSpace - swapchain->device->yHotSpot, swapchain->device->xScreenSpace + swapchain->device->cursorWidth - swapchain->device->xHotSpot, swapchain->device->yScreenSpace + swapchain->device->cursorHeight - swapchain->device->yHotSpot, }; RECT src_rect = { 0, 0, cursor_texture->resource.width, cursor_texture->resource.height }; const RECT clip_rect = {0, 0, back_buffer->resource.width, back_buffer->resource.height}; TRACE("Rendering the software cursor.\n"); if (desc->windowed) MapWindowPoints(NULL, swapchain->win_handle, (POINT *)&dst_rect, 2); if (wined3d_clip_blit(&clip_rect, &dst_rect, &src_rect)) wined3d_texture_blt(back_buffer, 0, &dst_rect, cursor_texture, 0, &src_rect, WINED3D_BLT_ALPHA_TEST, NULL, WINED3D_TEXF_POINT); } TRACE("Presenting DC %p.\n", context_gl->dc); if (!(render_to_fbo = swapchain->render_to_fbo) && (src_rect->left || src_rect->top || src_rect->right != desc->backbuffer_width || src_rect->bottom != desc->backbuffer_height || dst_rect->left || dst_rect->top || dst_rect->right != desc->backbuffer_width || dst_rect->bottom != desc->backbuffer_height)) render_to_fbo = TRUE; /* Rendering to a window of different size, presenting partial rectangles, * or rendering to a different window needs help from FBO_blit or a textured * draw. Render the swapchain to a FBO in the future. * * Note that FBO_blit from the backbuffer to the frontbuffer cannot solve * all these issues - this fails if the window is smaller than the backbuffer. */ if (!swapchain->render_to_fbo && render_to_fbo && wined3d_settings.offscreen_rendering_mode == ORM_FBO) { wined3d_texture_load_location(back_buffer, 0, context, WINED3D_LOCATION_TEXTURE_RGB); wined3d_texture_invalidate_location(back_buffer, 0, WINED3D_LOCATION_DRAWABLE); swapchain->render_to_fbo = TRUE; swapchain_update_draw_bindings(swapchain); } else { wined3d_texture_load_location(back_buffer, 0, context, back_buffer->resource.draw_binding); } if (swapchain->render_to_fbo) swapchain_blit(swapchain, context, src_rect, dst_rect); if (swapchain_gl->context_count > 1) gl_info->gl_ops.gl.p_glFinish(); /* call wglSwapBuffers through the gl table to avoid confusing the Steam overlay */ gl_info->gl_ops.wgl.p_wglSwapBuffers(context_gl->dc); wined3d_swapchain_gl_rotate(swapchain, context); TRACE("SwapBuffers called, Starting new frame\n"); /* FPS support */ if (TRACE_ON(fps)) { DWORD time = GetTickCount(); ++swapchain->frames; /* every 1.5 seconds */ if (time - swapchain->prev_time > 1500) { TRACE_(fps)("%p @ approx %.2ffps\n", swapchain, 1000.0 * swapchain->frames / (time - swapchain->prev_time)); swapchain->prev_time = time; swapchain->frames = 0; } } wined3d_texture_validate_location(swapchain->front_buffer, 0, WINED3D_LOCATION_DRAWABLE); wined3d_texture_invalidate_location(swapchain->front_buffer, 0, ~WINED3D_LOCATION_DRAWABLE); /* If the swapeffect is DISCARD, the back buffer is undefined. That means the SYSMEM * and INTEXTURE copies can keep their old content if they have any defined content. * If the swapeffect is COPY, the content remains the same. * * The FLIP swap effect is not implemented yet. We could mark WINED3D_LOCATION_DRAWABLE * up to date and hope WGL flipped front and back buffers and read this data into * the FBO. Don't bother about this for now. */ if (desc->swap_effect == WINED3D_SWAP_EFFECT_DISCARD || desc->swap_effect == WINED3D_SWAP_EFFECT_FLIP_DISCARD) wined3d_texture_validate_location(swapchain->back_buffers[desc->backbuffer_count - 1], 0, WINED3D_LOCATION_DISCARDED); if (dsv && dsv->resource->type != WINED3D_RTYPE_BUFFER) { struct wined3d_texture *ds = texture_from_resource(dsv->resource); if ((desc->flags & WINED3D_SWAPCHAIN_DISCARD_DEPTHSTENCIL || ds->flags & WINED3D_TEXTURE_DISCARD)) wined3d_texture_validate_location(ds, dsv->sub_resource_idx, WINED3D_LOCATION_DISCARDED); } context_release(context); } static void swapchain_frontbuffer_updated(struct wined3d_swapchain *swapchain) { struct wined3d_texture *front_buffer = swapchain->front_buffer; struct wined3d_context *context; context = context_acquire(swapchain->device, front_buffer, 0); wined3d_texture_load_location(front_buffer, 0, context, front_buffer->resource.draw_binding); context_release(context); SetRectEmpty(&swapchain->front_buffer_update); } static const struct wined3d_swapchain_ops swapchain_gl_ops = { swapchain_gl_present, swapchain_frontbuffer_updated, }; static void swapchain_vk_present(struct wined3d_swapchain *swapchain, const RECT *src_rect, const RECT *dst_rect, unsigned int swap_interval, uint32_t flags) { FIXME("Not implemented.\n"); } static const struct wined3d_swapchain_ops swapchain_vk_ops = { swapchain_vk_present, swapchain_frontbuffer_updated, }; static void swapchain_gdi_frontbuffer_updated(struct wined3d_swapchain *swapchain) { struct wined3d_dc_info *front; POINT offset = {0, 0}; HDC src_dc, dst_dc; RECT draw_rect; HWND window; TRACE("swapchain %p.\n", swapchain); front = &swapchain->front_buffer->dc_info[0]; if (swapchain->palette) wined3d_palette_apply_to_dc(swapchain->palette, front->dc); if (swapchain->front_buffer->resource.map_count) ERR("Trying to blit a mapped surface.\n"); TRACE("Copying surface %p to screen.\n", front); src_dc = front->dc; window = swapchain->win_handle; dst_dc = GetDCEx(window, 0, DCX_CLIPSIBLINGS | DCX_CACHE); /* Front buffer coordinates are screen coordinates. Map them to the * destination window if not fullscreened. */ if (swapchain->state.desc.windowed) ClientToScreen(window, &offset); TRACE("offset %s.\n", wine_dbgstr_point(&offset)); SetRect(&draw_rect, 0, 0, swapchain->front_buffer->resource.width, swapchain->front_buffer->resource.height); IntersectRect(&draw_rect, &draw_rect, &swapchain->front_buffer_update); BitBlt(dst_dc, draw_rect.left - offset.x, draw_rect.top - offset.y, draw_rect.right - draw_rect.left, draw_rect.bottom - draw_rect.top, src_dc, draw_rect.left, draw_rect.top, SRCCOPY); ReleaseDC(window, dst_dc); SetRectEmpty(&swapchain->front_buffer_update); } static void swapchain_gdi_present(struct wined3d_swapchain *swapchain, const RECT *src_rect, const RECT *dst_rect, unsigned int swap_interval, DWORD flags) { struct wined3d_dc_info *front, *back; HBITMAP bitmap; void *data; HDC dc; front = &swapchain->front_buffer->dc_info[0]; back = &swapchain->back_buffers[0]->dc_info[0]; /* Flip the surface data. */ dc = front->dc; bitmap = front->bitmap; data = swapchain->front_buffer->resource.heap_memory; front->dc = back->dc; front->bitmap = back->bitmap; swapchain->front_buffer->resource.heap_memory = swapchain->back_buffers[0]->resource.heap_memory; back->dc = dc; back->bitmap = bitmap; swapchain->back_buffers[0]->resource.heap_memory = data; /* 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; } } SetRect(&swapchain->front_buffer_update, 0, 0, swapchain->front_buffer->resource.width, swapchain->front_buffer->resource.height); swapchain_gdi_frontbuffer_updated(swapchain); } static const struct wined3d_swapchain_ops swapchain_no3d_ops = { swapchain_gdi_present, swapchain_gdi_frontbuffer_updated, }; static void swapchain_update_render_to_fbo(struct wined3d_swapchain *swapchain) { if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return; if (!swapchain->state.desc.backbuffer_count) { TRACE("Single buffered rendering.\n"); swapchain->render_to_fbo = FALSE; return; } TRACE("Rendering to FBO.\n"); swapchain->render_to_fbo = TRUE; } static void wined3d_swapchain_apply_sample_count_override(const struct wined3d_swapchain *swapchain, enum wined3d_format_id format_id, enum wined3d_multisample_type *type, DWORD *quality) { const struct wined3d_adapter *adapter; const struct wined3d_gl_info *gl_info; const struct wined3d_format *format; enum wined3d_multisample_type t; if (wined3d_settings.sample_count == ~0u) return; adapter = swapchain->device->adapter; gl_info = &adapter->gl_info; if (!(format = wined3d_get_format(adapter, format_id, WINED3D_BIND_RENDER_TARGET))) return; if ((t = min(wined3d_settings.sample_count, gl_info->limits.samples))) while (!(format->multisample_types & 1u << (t - 1))) ++t; TRACE("Using sample count %u.\n", t); *type = t; *quality = 0; } void swapchain_set_max_frame_latency(struct wined3d_swapchain *swapchain, const struct wined3d_device *device) { /* Subtract 1 for the implicit OpenGL latency. */ swapchain->max_frame_latency = device->max_frame_latency >= 2 ? device->max_frame_latency - 1 : 1; } static enum wined3d_format_id adapter_format_from_backbuffer_format(const struct wined3d_adapter *adapter, enum wined3d_format_id format_id) { const struct wined3d_format *backbuffer_format; backbuffer_format = wined3d_get_format(adapter, format_id, WINED3D_BIND_RENDER_TARGET); return pixelformat_for_depth(backbuffer_format->byte_count * CHAR_BIT); } static HRESULT wined3d_swapchain_state_init(struct wined3d_swapchain_state *state, const struct wined3d_swapchain_desc *desc, HWND window, struct wined3d *wined3d, unsigned int adapter_idx) { HRESULT hr; state->desc = *desc; if (FAILED(hr = wined3d_get_adapter_display_mode(wined3d, adapter_idx, &state->original_mode, NULL))) { ERR("Failed to get current display mode, hr %#x.\n", hr); return hr; } if (!desc->windowed) { if (desc->flags & WINED3D_SWAPCHAIN_ALLOW_MODE_SWITCH) { struct wined3d_adapter *adapter = wined3d->adapters[adapter_idx]; state->d3d_mode.width = desc->backbuffer_width; state->d3d_mode.height = desc->backbuffer_height; state->d3d_mode.format_id = adapter_format_from_backbuffer_format(adapter, desc->backbuffer_format); state->d3d_mode.refresh_rate = desc->refresh_rate; state->d3d_mode.scanline_ordering = WINED3D_SCANLINE_ORDERING_UNKNOWN; } else { state->d3d_mode = state->original_mode; } } GetWindowRect(window, &state->original_window_rect); state->device_window = window; return hr; } static HRESULT wined3d_swapchain_init(struct wined3d_swapchain *swapchain, struct wined3d_device *device, struct wined3d_swapchain_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops, const struct wined3d_swapchain_ops *swapchain_ops) { const struct wined3d_adapter *adapter = device->adapter; struct wined3d_resource_desc texture_desc; BOOL displaymode_set = FALSE; DWORD texture_flags = 0; RECT client_rect; unsigned int i; HWND window; HRESULT hr; wined3d_mutex_lock(); if (desc->backbuffer_count > 1) { FIXME("The application requested more than one back buffer, this is not properly supported.\n" "Please configure the application to use double buffering (1 back buffer) if possible.\n"); } if (desc->swap_effect != WINED3D_SWAP_EFFECT_DISCARD && desc->swap_effect != WINED3D_SWAP_EFFECT_SEQUENTIAL && desc->swap_effect != WINED3D_SWAP_EFFECT_COPY) FIXME("Unimplemented swap effect %#x.\n", desc->swap_effect); window = desc->device_window ? desc->device_window : device->create_parms.focus_window; if (FAILED(hr = wined3d_swapchain_state_init(&swapchain->state, desc, window, device->wined3d, adapter->ordinal))) return hr; swapchain->swapchain_ops = swapchain_ops; swapchain->device = device; swapchain->parent = parent; swapchain->parent_ops = parent_ops; swapchain->ref = 1; swapchain->win_handle = window; swapchain->swap_interval = WINED3D_SWAP_INTERVAL_DEFAULT; swapchain_set_max_frame_latency(swapchain, device); GetClientRect(window, &client_rect); if (desc->windowed) { TRACE("Client rect %s.\n", wine_dbgstr_rect(&client_rect)); if (!desc->backbuffer_width) { desc->backbuffer_width = client_rect.right ? client_rect.right : 8; TRACE("Updating width to %u.\n", desc->backbuffer_width); } if (!desc->backbuffer_height) { desc->backbuffer_height = client_rect.bottom ? client_rect.bottom : 8; TRACE("Updating height to %u.\n", desc->backbuffer_height); } if (desc->backbuffer_format == WINED3DFMT_UNKNOWN) { desc->backbuffer_format = swapchain->state.original_mode.format_id; TRACE("Updating format to %s.\n", debug_d3dformat(swapchain->state.original_mode.format_id)); } } else { wined3d_swapchain_state_setup_fullscreen(&swapchain->state, window, desc->backbuffer_width, desc->backbuffer_height); } swapchain->state.desc = *desc; wined3d_swapchain_apply_sample_count_override(swapchain, swapchain->state.desc.backbuffer_format, &swapchain->state.desc.multisample_type, &swapchain->state.desc.multisample_quality); swapchain_update_render_to_fbo(swapchain); TRACE("Creating front buffer.\n"); texture_desc.resource_type = WINED3D_RTYPE_TEXTURE_2D; texture_desc.format = swapchain->state.desc.backbuffer_format; texture_desc.multisample_type = swapchain->state.desc.multisample_type; texture_desc.multisample_quality = swapchain->state.desc.multisample_quality; texture_desc.usage = 0; if (device->wined3d->flags & WINED3D_NO3D) texture_desc.usage |= WINED3DUSAGE_OWNDC; texture_desc.bind_flags = 0; texture_desc.access = WINED3D_RESOURCE_ACCESS_GPU; if (swapchain->state.desc.flags & WINED3D_SWAPCHAIN_LOCKABLE_BACKBUFFER) texture_desc.access |= WINED3D_RESOURCE_ACCESS_MAP_R | WINED3D_RESOURCE_ACCESS_MAP_W; texture_desc.width = swapchain->state.desc.backbuffer_width; texture_desc.height = swapchain->state.desc.backbuffer_height; texture_desc.depth = 1; texture_desc.size = 0; if (swapchain->state.desc.flags & WINED3D_SWAPCHAIN_GDI_COMPATIBLE) texture_flags |= WINED3D_TEXTURE_CREATE_GET_DC; if (FAILED(hr = device->device_parent->ops->create_swapchain_texture(device->device_parent, parent, &texture_desc, texture_flags, &swapchain->front_buffer))) { WARN("Failed to create front buffer, hr %#x.\n", hr); goto err; } wined3d_texture_set_swapchain(swapchain->front_buffer, swapchain); if (!(device->wined3d->flags & WINED3D_NO3D)) { wined3d_texture_validate_location(swapchain->front_buffer, 0, WINED3D_LOCATION_DRAWABLE); wined3d_texture_invalidate_location(swapchain->front_buffer, 0, ~WINED3D_LOCATION_DRAWABLE); } /* MSDN says we're only allowed a single fullscreen swapchain per device, * so we should really check to see if there is a fullscreen swapchain * already. Does a single head count as full screen? */ if (!desc->windowed && desc->flags & WINED3D_SWAPCHAIN_ALLOW_MODE_SWITCH) { /* Change the display settings */ if (FAILED(hr = wined3d_set_adapter_display_mode(device->wined3d, adapter->ordinal, &swapchain->state.d3d_mode))) { WARN("Failed to set display mode, hr %#x.\n", hr); goto err; } displaymode_set = TRUE; } if (swapchain->state.desc.backbuffer_count > 0) { if (!(swapchain->back_buffers = heap_calloc(swapchain->state.desc.backbuffer_count, sizeof(*swapchain->back_buffers)))) { ERR("Failed to allocate backbuffer array memory.\n"); hr = E_OUTOFMEMORY; goto err; } texture_desc.bind_flags = swapchain->state.desc.backbuffer_bind_flags; texture_desc.usage = 0; if (device->wined3d->flags & WINED3D_NO3D) texture_desc.usage |= WINED3DUSAGE_OWNDC; for (i = 0; i < swapchain->state.desc.backbuffer_count; ++i) { TRACE("Creating back buffer %u.\n", i); if (FAILED(hr = device->device_parent->ops->create_swapchain_texture(device->device_parent, parent, &texture_desc, texture_flags, &swapchain->back_buffers[i]))) { WARN("Failed to create back buffer %u, hr %#x.\n", i, hr); swapchain->state.desc.backbuffer_count = i; goto err; } wined3d_texture_set_swapchain(swapchain->back_buffers[i], swapchain); } } /* Swapchains share the depth/stencil buffer, so only create a single depthstencil surface. */ if (desc->enable_auto_depth_stencil) { TRACE("Creating depth/stencil buffer.\n"); if (!device->auto_depth_stencil_view) { struct wined3d_view_desc desc; struct wined3d_texture *ds; texture_desc.format = swapchain->state.desc.auto_depth_stencil_format; texture_desc.usage = 0; texture_desc.bind_flags = WINED3D_BIND_DEPTH_STENCIL; texture_desc.access = WINED3D_RESOURCE_ACCESS_GPU; if (FAILED(hr = device->device_parent->ops->create_swapchain_texture(device->device_parent, device->device_parent, &texture_desc, 0, &ds))) { WARN("Failed to create the auto depth/stencil surface, hr %#x.\n", hr); goto err; } desc.format_id = ds->resource.format->id; desc.flags = 0; desc.u.texture.level_idx = 0; desc.u.texture.level_count = 1; desc.u.texture.layer_idx = 0; desc.u.texture.layer_count = 1; hr = wined3d_rendertarget_view_create(&desc, &ds->resource, NULL, &wined3d_null_parent_ops, &device->auto_depth_stencil_view); wined3d_texture_decref(ds); if (FAILED(hr)) { ERR("Failed to create rendertarget view, hr %#x.\n", hr); goto err; } } } wined3d_swapchain_get_gamma_ramp(swapchain, &swapchain->orig_gamma); wined3d_mutex_unlock(); return WINED3D_OK; err: if (displaymode_set) { if (FAILED(wined3d_set_adapter_display_mode(device->wined3d, adapter->ordinal, &swapchain->state.original_mode))) ERR("Failed to restore display mode.\n"); ClipCursor(NULL); } if (swapchain->back_buffers) { for (i = 0; i < swapchain->state.desc.backbuffer_count; ++i) { if (swapchain->back_buffers[i]) { wined3d_texture_set_swapchain(swapchain->back_buffers[i], NULL); wined3d_texture_decref(swapchain->back_buffers[i]); } } heap_free(swapchain->back_buffers); } if (swapchain->front_buffer) { wined3d_texture_set_swapchain(swapchain->front_buffer, NULL); wined3d_texture_decref(swapchain->front_buffer); } wined3d_mutex_unlock(); return hr; } HRESULT wined3d_swapchain_no3d_init(struct wined3d_swapchain *swapchain_no3d, struct wined3d_device *device, struct wined3d_swapchain_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops) { TRACE("swapchain_no3d %p, device %p, desc %p, parent %p, parent_ops %p.\n", swapchain_no3d, device, desc, parent, parent_ops); return wined3d_swapchain_init(swapchain_no3d, device, desc, parent, parent_ops, &swapchain_no3d_ops); } HRESULT wined3d_swapchain_gl_init(struct wined3d_swapchain_gl *swapchain_gl, struct wined3d_device *device, struct wined3d_swapchain_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops) { HRESULT hr; TRACE("swapchain_gl %p, device %p, desc %p, parent %p, parent_ops %p.\n", swapchain_gl, device, desc, parent, parent_ops); if (FAILED(hr = wined3d_swapchain_init(&swapchain_gl->s, device, desc, parent, parent_ops, &swapchain_gl_ops))) { /* Cleanup any context that may have been created for the swapchain. */ wined3d_cs_destroy_object(device->cs, wined3d_swapchain_gl_destroy_object, swapchain_gl); wined3d_cs_finish(device->cs, WINED3D_CS_QUEUE_DEFAULT); } return hr; } HRESULT wined3d_swapchain_vk_init(struct wined3d_swapchain *swapchain_vk, struct wined3d_device *device, struct wined3d_swapchain_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops) { TRACE("swapchain_vk %p, device %p, desc %p, parent %p, parent_ops %p.\n", swapchain_vk, device, desc, parent, parent_ops); return wined3d_swapchain_init(swapchain_vk, device, desc, parent, parent_ops, &swapchain_vk_ops); } HRESULT CDECL wined3d_swapchain_create(struct wined3d_device *device, struct wined3d_swapchain_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_swapchain **swapchain) { struct wined3d_swapchain *object; HRESULT hr; if (FAILED(hr = device->adapter->adapter_ops->adapter_create_swapchain(device, desc, parent, parent_ops, &object))) return hr; if (desc->flags & WINED3D_SWAPCHAIN_HOOK) wined3d_hook_swapchain(object); if (desc->flags & WINED3D_SWAPCHAIN_IMPLICIT) { wined3d_mutex_lock(); if (FAILED(hr = wined3d_device_set_implicit_swapchain(device, object))) { wined3d_cs_finish(device->cs, WINED3D_CS_QUEUE_DEFAULT); device->adapter->adapter_ops->adapter_destroy_swapchain(object); wined3d_mutex_unlock(); return hr; } wined3d_mutex_unlock(); } *swapchain = object; return hr; } static struct wined3d_context_gl *wined3d_swapchain_gl_create_context(struct wined3d_swapchain_gl *swapchain_gl) { struct wined3d_device *device = swapchain_gl->s.device; struct wined3d_context_gl *context_gl; TRACE("Creating a new context for swapchain %p, thread %u.\n", swapchain_gl, GetCurrentThreadId()); wined3d_from_cs(device->cs); if (!(context_gl = heap_alloc_zero(sizeof(*context_gl)))) { ERR("Failed to allocate context memory.\n"); return NULL; } if (FAILED(wined3d_context_gl_init(context_gl, swapchain_gl))) { WARN("Failed to initialise context.\n"); heap_free(context_gl); return NULL; } if (!device_context_add(device, &context_gl->c)) { ERR("Failed to add the newly created context to the context list.\n"); wined3d_context_gl_destroy(context_gl); return NULL; } TRACE("Created context %p.\n", context_gl); context_release(&context_gl->c); if (!wined3d_array_reserve((void **)&swapchain_gl->contexts, &swapchain_gl->contexts_size, swapchain_gl->context_count + 1, sizeof(*swapchain_gl->contexts))) { ERR("Failed to allocate new context array memory.\n"); wined3d_context_gl_destroy(context_gl); return NULL; } swapchain_gl->contexts[swapchain_gl->context_count++] = context_gl; return context_gl; } void wined3d_swapchain_gl_destroy_contexts(struct wined3d_swapchain_gl *swapchain_gl) { unsigned int i; for (i = 0; i < swapchain_gl->context_count; ++i) { wined3d_context_gl_destroy(swapchain_gl->contexts[i]); } heap_free(swapchain_gl->contexts); swapchain_gl->contexts_size = 0; swapchain_gl->context_count = 0; swapchain_gl->contexts = NULL; } struct wined3d_context_gl *wined3d_swapchain_gl_get_context(struct wined3d_swapchain_gl *swapchain_gl) { DWORD tid = GetCurrentThreadId(); unsigned int i; for (i = 0; i < swapchain_gl->context_count; ++i) { if (swapchain_gl->contexts[i]->tid == tid) return swapchain_gl->contexts[i]; } /* Create a new context for the thread. */ return wined3d_swapchain_gl_create_context(swapchain_gl); } HDC wined3d_swapchain_gl_get_backup_dc(struct wined3d_swapchain_gl *swapchain_gl) { if (!swapchain_gl->backup_dc) { TRACE("Creating the backup window for swapchain %p.\n", swapchain_gl); if (!(swapchain_gl->backup_wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window", WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL))) { ERR("Failed to create a window.\n"); return NULL; } if (!(swapchain_gl->backup_dc = GetDC(swapchain_gl->backup_wnd))) { ERR("Failed to get a DC.\n"); DestroyWindow(swapchain_gl->backup_wnd); swapchain_gl->backup_wnd = NULL; return NULL; } } return swapchain_gl->backup_dc; } void swapchain_update_draw_bindings(struct wined3d_swapchain *swapchain) { UINT i; wined3d_resource_update_draw_binding(&swapchain->front_buffer->resource); for (i = 0; i < swapchain->state.desc.backbuffer_count; ++i) { wined3d_resource_update_draw_binding(&swapchain->back_buffers[i]->resource); } } void wined3d_swapchain_activate(struct wined3d_swapchain *swapchain, BOOL activate) { struct wined3d_device *device = swapchain->device; HWND window = swapchain->state.device_window; unsigned int screensaver_active; BOOL focus_messages, filter; /* This code is not protected by the wined3d mutex, so it may run while * wined3d_device_reset is active. Testing on Windows shows that changing * focus during resets and resetting during focus change events causes * the application to crash with an invalid memory access. */ if (!(focus_messages = device->wined3d->flags & WINED3D_FOCUS_MESSAGES)) filter = wined3d_filter_messages(window, TRUE); if (activate) { SystemParametersInfoW(SPI_GETSCREENSAVEACTIVE, 0, &screensaver_active, 0); if ((device->restore_screensaver = !!screensaver_active)) SystemParametersInfoW(SPI_SETSCREENSAVEACTIVE, FALSE, NULL, 0); if (!(device->create_parms.flags & WINED3DCREATE_NOWINDOWCHANGES)) { /* The d3d versions do not agree on the exact messages here. D3d8 restores * the window but leaves the size untouched, d3d9 sets the size on an * invisible window, generates messages but doesn't change the window * properties. The implementation follows d3d9. * * Guild Wars 1 wants a WINDOWPOSCHANGED message on the device window to * resume drawing after a focus loss. */ SetWindowPos(window, NULL, 0, 0, swapchain->state.desc.backbuffer_width, swapchain->state.desc.backbuffer_height, SWP_NOACTIVATE | SWP_NOZORDER); } if (device->wined3d->flags & WINED3D_RESTORE_MODE_ON_ACTIVATE) { if (FAILED(wined3d_set_adapter_display_mode(device->wined3d, device->adapter->ordinal, &swapchain->state.d3d_mode))) ERR("Failed to set display mode.\n"); } if (swapchain == device->swapchains[0]) device->device_parent->ops->activate(device->device_parent, TRUE); } else { if (device->restore_screensaver) { SystemParametersInfoW(SPI_SETSCREENSAVEACTIVE, TRUE, NULL, 0); device->restore_screensaver = FALSE; } if (FAILED(wined3d_set_adapter_display_mode(device->wined3d, device->adapter->ordinal, NULL))) ERR("Failed to set display mode.\n"); swapchain->reapply_mode = TRUE; /* Some DDraw apps (Deus Ex: GOTY, and presumably all UT 1 based games) destroy the device * during window minimization. Do our housekeeping now, as the device may not exist after * the ShowWindow call. * * In d3d9, the device is marked lost after the window is minimized. If we find an app * that needs this behavior (e.g. because it calls TestCooperativeLevel in the window proc) * we'll have to control this via a create flag. Note that the device and swapchain are not * safe to access after the ShowWindow call. */ if (swapchain == device->swapchains[0]) device->device_parent->ops->activate(device->device_parent, FALSE); if (!(device->create_parms.flags & WINED3DCREATE_NOWINDOWCHANGES) && IsWindowVisible(window)) ShowWindow(window, SW_MINIMIZE); } if (!focus_messages) wined3d_filter_messages(window, filter); } HRESULT CDECL wined3d_swapchain_resize_buffers(struct wined3d_swapchain *swapchain, unsigned int buffer_count, unsigned int width, unsigned int height, enum wined3d_format_id format_id, enum wined3d_multisample_type multisample_type, unsigned int multisample_quality) { struct wined3d_swapchain_desc *desc = &swapchain->state.desc; BOOL update_desc = FALSE; TRACE("swapchain %p, buffer_count %u, width %u, height %u, format %s, " "multisample_type %#x, multisample_quality %#x.\n", swapchain, buffer_count, width, height, debug_d3dformat(format_id), multisample_type, multisample_quality); wined3d_swapchain_apply_sample_count_override(swapchain, format_id, &multisample_type, &multisample_quality); if (buffer_count && buffer_count != desc->backbuffer_count) FIXME("Cannot change the back buffer count yet.\n"); wined3d_cs_finish(swapchain->device->cs, WINED3D_CS_QUEUE_DEFAULT); if (!width || !height) { /* The application is requesting that either the swapchain width or * height be set to the corresponding dimension in the window's * client rect. */ RECT client_rect; if (!desc->windowed) return WINED3DERR_INVALIDCALL; if (!GetClientRect(swapchain->state.device_window, &client_rect)) { ERR("Failed to get client rect, last error %#x.\n", GetLastError()); return WINED3DERR_INVALIDCALL; } if (!width) width = client_rect.right; if (!height) height = client_rect.bottom; } if (width != desc->backbuffer_width || height != desc->backbuffer_height) { desc->backbuffer_width = width; desc->backbuffer_height = height; update_desc = TRUE; } if (format_id == WINED3DFMT_UNKNOWN) { if (!desc->windowed) return WINED3DERR_INVALIDCALL; format_id = swapchain->state.original_mode.format_id; } if (format_id != desc->backbuffer_format) { desc->backbuffer_format = format_id; update_desc = TRUE; } if (multisample_type != desc->multisample_type || multisample_quality != desc->multisample_quality) { desc->multisample_type = multisample_type; desc->multisample_quality = multisample_quality; update_desc = TRUE; } if (update_desc) { HRESULT hr; UINT i; if (FAILED(hr = wined3d_texture_update_desc(swapchain->front_buffer, desc->backbuffer_width, desc->backbuffer_height, desc->backbuffer_format, desc->multisample_type, desc->multisample_quality, NULL, 0))) return hr; for (i = 0; i < desc->backbuffer_count; ++i) { if (FAILED(hr = wined3d_texture_update_desc(swapchain->back_buffers[i], desc->backbuffer_width, desc->backbuffer_height, desc->backbuffer_format, desc->multisample_type, desc->multisample_quality, NULL, 0))) return hr; } } swapchain_update_render_to_fbo(swapchain); swapchain_update_draw_bindings(swapchain); return WINED3D_OK; } static HRESULT wined3d_swapchain_state_set_display_mode(struct wined3d_swapchain_state *state, struct wined3d *wined3d, unsigned int adapter_idx, struct wined3d_display_mode *mode) { HRESULT hr; if (state->desc.flags & WINED3D_SWAPCHAIN_USE_CLOSEST_MATCHING_MODE) { if (FAILED(hr = wined3d_find_closest_matching_adapter_mode(wined3d, adapter_idx, mode))) { WARN("Failed to find closest matching mode, hr %#x.\n", hr); } } if (FAILED(hr = wined3d_set_adapter_display_mode(wined3d, adapter_idx, mode))) { WARN("Failed to set display mode, hr %#x.\n", hr); return WINED3DERR_INVALIDCALL; } return WINED3D_OK; } HRESULT CDECL wined3d_swapchain_state_resize_target(struct wined3d_swapchain_state *state, struct wined3d *wined3d, unsigned int adapter_idx, const struct wined3d_display_mode *mode) { struct wined3d_display_mode actual_mode; RECT original_window_rect, window_rect; HWND window; HRESULT hr; TRACE("state %p, wined3d %p, adapter_idx %u, mode %p.\n", state, wined3d, adapter_idx, mode); wined3d_mutex_lock(); window = state->device_window; if (state->desc.windowed) { SetRect(&window_rect, 0, 0, mode->width, mode->height); AdjustWindowRectEx(&window_rect, GetWindowLongW(window, GWL_STYLE), FALSE, GetWindowLongW(window, GWL_EXSTYLE)); SetRect(&window_rect, 0, 0, window_rect.right - window_rect.left, window_rect.bottom - window_rect.top); GetWindowRect(window, &original_window_rect); OffsetRect(&window_rect, original_window_rect.left, original_window_rect.top); } else if (state->desc.flags & WINED3D_SWAPCHAIN_ALLOW_MODE_SWITCH) { actual_mode = *mode; if (FAILED(hr = wined3d_swapchain_state_set_display_mode(state, wined3d, adapter_idx, &actual_mode))) { wined3d_mutex_unlock(); return hr; } SetRect(&window_rect, 0, 0, actual_mode.width, actual_mode.height); } else { if (FAILED(hr = wined3d_get_adapter_display_mode(wined3d, adapter_idx, &actual_mode, NULL))) { ERR("Failed to get display mode, hr %#x.\n", hr); wined3d_mutex_unlock(); return hr; } SetRect(&window_rect, 0, 0, actual_mode.width, actual_mode.height); } wined3d_mutex_unlock(); MoveWindow(window, window_rect.left, window_rect.top, window_rect.right - window_rect.left, window_rect.bottom - window_rect.top, TRUE); return WINED3D_OK; } static LONG fullscreen_style(LONG style) { /* Make sure the window is managed, otherwise we won't get keyboard input. */ style |= WS_POPUP | WS_SYSMENU; style &= ~(WS_CAPTION | WS_THICKFRAME); return style; } static LONG fullscreen_exstyle(LONG exstyle) { /* Filter out window decorations. */ exstyle &= ~(WS_EX_WINDOWEDGE | WS_EX_CLIENTEDGE); return exstyle; } HRESULT wined3d_swapchain_state_setup_fullscreen(struct wined3d_swapchain_state *state, HWND window, unsigned int w, unsigned int h) { LONG style, exstyle; BOOL filter; TRACE("Setting up window %p for fullscreen mode.\n", window); if (!IsWindow(window)) { WARN("%p is not a valid window.\n", window); return WINED3DERR_NOTAVAILABLE; } if (state->style || state->exstyle) { ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n", window, state->style, state->exstyle); } state->style = GetWindowLongW(window, GWL_STYLE); state->exstyle = GetWindowLongW(window, GWL_EXSTYLE); style = fullscreen_style(state->style); exstyle = fullscreen_exstyle(state->exstyle); TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n", state->style, state->exstyle, style, exstyle); filter = wined3d_filter_messages(window, TRUE); SetWindowLongW(window, GWL_STYLE, style); SetWindowLongW(window, GWL_EXSTYLE, exstyle); SetWindowPos(window, HWND_TOPMOST, 0, 0, w, h, SWP_FRAMECHANGED | SWP_SHOWWINDOW | SWP_NOACTIVATE); wined3d_filter_messages(window, filter); return WINED3D_OK; } void wined3d_swapchain_state_restore_from_fullscreen(struct wined3d_swapchain_state *state, HWND window, const RECT *window_rect) { unsigned int window_pos_flags = SWP_FRAMECHANGED | SWP_NOZORDER | SWP_NOACTIVATE; LONG style, exstyle; RECT rect = {0}; BOOL filter; if (!state->style && !state->exstyle) return; style = GetWindowLongW(window, GWL_STYLE); exstyle = GetWindowLongW(window, GWL_EXSTYLE); /* These flags are set by wined3d_device_setup_fullscreen_window, not the * application, and we want to ignore them in the test below, since it's * not the application's fault that they changed. Additionally, we want to * preserve the current status of these flags (i.e. don't restore them) to * more closely emulate the behavior of Direct3D, which leaves these flags * alone when returning to windowed mode. */ state->style ^= (state->style ^ style) & WS_VISIBLE; state->exstyle ^= (state->exstyle ^ exstyle) & WS_EX_TOPMOST; TRACE("Restoring window style of window %p to %08x, %08x.\n", window, state->style, state->exstyle); filter = wined3d_filter_messages(window, TRUE); /* Only restore the style if the application didn't modify it during the * fullscreen phase. Some applications change it before calling Reset() * when switching between windowed and fullscreen modes (HL2), some * depend on the original style (Eve Online). */ if (style == fullscreen_style(state->style) && exstyle == fullscreen_exstyle(state->exstyle)) { SetWindowLongW(window, GWL_STYLE, state->style); SetWindowLongW(window, GWL_EXSTYLE, state->exstyle); } if (window_rect) rect = *window_rect; else window_pos_flags |= (SWP_NOMOVE | SWP_NOSIZE); SetWindowPos(window, 0, rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, window_pos_flags); wined3d_filter_messages(window, filter); /* Delete the old values. */ state->style = 0; state->exstyle = 0; } HRESULT CDECL wined3d_swapchain_state_set_fullscreen(struct wined3d_swapchain_state *state, const struct wined3d_swapchain_desc *swapchain_desc, struct wined3d *wined3d, unsigned int adapter_idx, const struct wined3d_display_mode *mode) { struct wined3d_display_mode actual_mode; HRESULT hr; TRACE("state %p, swapchain_desc %p, wined3d %p, adapter_idx %u, mode %p.\n", state, swapchain_desc, wined3d, adapter_idx, mode); if (state->desc.flags & WINED3D_SWAPCHAIN_ALLOW_MODE_SWITCH) { if (mode) { actual_mode = *mode; } else { if (!swapchain_desc->windowed) { const struct wined3d_adapter *adapter = wined3d->adapters[adapter_idx]; actual_mode.width = swapchain_desc->backbuffer_width; actual_mode.height = swapchain_desc->backbuffer_height; actual_mode.refresh_rate = swapchain_desc->refresh_rate; actual_mode.format_id = adapter_format_from_backbuffer_format(adapter, swapchain_desc->backbuffer_format); actual_mode.scanline_ordering = WINED3D_SCANLINE_ORDERING_UNKNOWN; } else { actual_mode = state->original_mode; } } if (FAILED(hr = wined3d_swapchain_state_set_display_mode(state, wined3d, adapter_idx, &actual_mode))) return hr; } else { if (mode) WARN("WINED3D_SWAPCHAIN_ALLOW_MODE_SWITCH is not set, ignoring mode.\n"); if (FAILED(hr = wined3d_get_adapter_display_mode(wined3d, adapter_idx, &actual_mode, NULL))) { ERR("Failed to get display mode, hr %#x.\n", hr); return WINED3DERR_INVALIDCALL; } } if (!swapchain_desc->windowed) { unsigned int width = actual_mode.width; unsigned int height = actual_mode.height; if (state->desc.windowed) { /* Switch from windowed to fullscreen */ if (FAILED(hr = wined3d_swapchain_state_setup_fullscreen(state, state->device_window, width, height))) return hr; } else { HWND window = state->device_window; BOOL filter; /* Fullscreen -> fullscreen mode change */ filter = wined3d_filter_messages(window, TRUE); MoveWindow(window, 0, 0, width, height, TRUE); ShowWindow(window, SW_SHOW); wined3d_filter_messages(window, filter); } state->d3d_mode = actual_mode; } else if (!state->desc.windowed) { /* Fullscreen -> windowed switch */ RECT *window_rect = NULL; if (state->desc.flags & WINED3D_SWAPCHAIN_RESTORE_WINDOW_RECT) window_rect = &state->original_window_rect; wined3d_swapchain_state_restore_from_fullscreen(state, state->device_window, window_rect); } state->desc.windowed = swapchain_desc->windowed; return WINED3D_OK; } void CDECL wined3d_swapchain_state_destroy(struct wined3d_swapchain_state *state) { heap_free(state); } HRESULT CDECL wined3d_swapchain_state_create(const struct wined3d_swapchain_desc *desc, HWND window, struct wined3d *wined3d, unsigned int adapter_idx, struct wined3d_swapchain_state **state) { struct wined3d_swapchain_state *s; HRESULT hr; TRACE("desc %p, window %p, wined3d %p, adapter_idx %u, state %p.\n", desc, window, wined3d, adapter_idx, state); TRACE("desc %p, window %p, state %p.\n", desc, window, state); if (!(s = heap_alloc_zero(sizeof(*s)))) return E_OUTOFMEMORY; if (FAILED(hr = wined3d_swapchain_state_init(s, desc, window, wined3d, adapter_idx))) { heap_free(s); return hr; } *state = s; return hr; }