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source: vbox/trunk/src/VBox/Additions/WINNT/Graphics/Wine/wined3d/swapchain.c@ 38112

最後變更 在這個檔案從38112是 38112,由 vboxsync 提交於 14 年 前

wddm/3d: 1. fix invalid visible rectreporting on swapchain destruction 2. single context for wine (disabled so far), 3 wine & 3d driver bugfixes

  • 屬性 svn:eol-style 設為 native
檔案大小: 39.7 KB
 
1/*
2 *IDirect3DSwapChain9 implementation
3 *
4 *Copyright 2002-2003 Jason Edmeades
5 *Copyright 2002-2003 Raphael Junqueira
6 *Copyright 2005 Oliver Stieber
7 *Copyright 2007-2008 Stefan Dösinger for CodeWeavers
8 *
9 *This library is free software; you can redistribute it and/or
10 *modify it under the terms of the GNU Lesser General Public
11 *License as published by the Free Software Foundation; either
12 *version 2.1 of the License, or (at your option) any later version.
13 *
14 *This library is distributed in the hope that it will be useful,
15 *but WITHOUT ANY WARRANTY; without even the implied warranty of
16 *MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 *Lesser General Public License for more details.
18 *
19 *You should have received a copy of the GNU Lesser General Public
20 *License along with this library; if not, write to the Free Software
21 *Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22 */
23
24/*
25 * Oracle LGPL Disclaimer: For the avoidance of doubt, except that if any license choice
26 * other than GPL or LGPL is available it will apply instead, Oracle elects to use only
27 * the Lesser General Public License version 2.1 (LGPLv2) at this time for any software where
28 * a choice of LGPL license versions is made available with the language indicating
29 * that LGPLv2 or any later version may be used, or where a choice of which version
30 * of the LGPL is applied is otherwise unspecified.
31 */
32
33#include "config.h"
34#include "wined3d_private.h"
35
36
37/*TODO: some of the additional parameters may be required to
38 set the gamma ramp (for some weird reason microsoft have left swap gammaramp in device
39 but it operates on a swapchain, it may be a good idea to move it to IWineD3DSwapChain for IWineD3D)*/
40
41
42WINE_DEFAULT_DEBUG_CHANNEL(d3d);
43WINE_DECLARE_DEBUG_CHANNEL(fps);
44
45#define GLINFO_LOCATION This->device->adapter->gl_info
46
47/*IWineD3DSwapChain parts follow: */
48static void WINAPI IWineD3DSwapChainImpl_Destroy(IWineD3DSwapChain *iface)
49{
50 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
51 WINED3DDISPLAYMODE mode;
52 unsigned int i;
53
54 TRACE("Destroying swapchain %p\n", iface);
55
56 IWineD3DSwapChain_SetGammaRamp(iface, 0, &This->orig_gamma);
57
58 /* Release the swapchain's draw buffers. Make sure This->backBuffer[0] is
59 * the last buffer to be destroyed, FindContext() depends on that. */
60 if (This->frontBuffer)
61 {
62 IWineD3DSurface_SetContainer(This->frontBuffer, 0);
63 if (IWineD3DSurface_Release(This->frontBuffer))
64 {
65 WARN("(%p) Something's still holding the front buffer (%p).\n",
66 This, This->frontBuffer);
67 }
68 This->frontBuffer = NULL;
69 }
70
71 if (This->backBuffer)
72 {
73 UINT i = This->presentParms.BackBufferCount;
74
75 while (i--)
76 {
77 IWineD3DSurface_SetContainer(This->backBuffer[i], 0);
78 if (IWineD3DSurface_Release(This->backBuffer[i]))
79 WARN("(%p) Something's still holding back buffer %u (%p).\n",
80 This, i, This->backBuffer[i]);
81 }
82 HeapFree(GetProcessHeap(), 0, This->backBuffer);
83 This->backBuffer = NULL;
84 }
85#ifndef VBOX_WITH_WDDM
86 for (i = 0; i < This->num_contexts; ++i)
87 {
88 context_destroy(This->device, This->context[i]);
89 }
90#else
91 IWineD3DDevice_RemoveSwapChain(This->device, This);
92 if (!This->device->NumberOfSwapChains)
93#endif
94 {
95 /* Restore the screen resolution if we rendered in fullscreen
96 * This will restore the screen resolution to what it was before creating the swapchain. In case of d3d8 and d3d9
97 * this will be the original desktop resolution. In case of d3d7 this will be a NOP because ddraw sets the resolution
98 * before starting up Direct3D, thus orig_width and orig_height will be equal to the modes in the presentation params
99 */
100 if(This->presentParms.Windowed == FALSE && This->presentParms.AutoRestoreDisplayMode) {
101 mode.Width = This->orig_width;
102 mode.Height = This->orig_height;
103 mode.RefreshRate = 0;
104 mode.Format = This->orig_fmt;
105 IWineD3DDevice_SetDisplayMode((IWineD3DDevice *)This->device, 0, &mode);
106 }
107 }
108#ifdef VBOX_WITH_WDDM
109 if(This->device_window) {
110 /* see VBoxExtGet/ReleaseDC for comments */
111 VBoxExtReleaseDC(This->device_window, This->hDC);
112 }
113#else
114 HeapFree(GetProcessHeap(), 0, This->context);
115#endif
116 HeapFree(GetProcessHeap(), 0, This);
117}
118
119/* A GL context is provided by the caller */
120static void swapchain_blit(IWineD3DSwapChainImpl *This, struct wined3d_context *context,
121 const RECT *src_rect, const RECT *dst_rect)
122{
123 IWineD3DDeviceImpl *device = This->device;
124 IWineD3DSurfaceImpl *backbuffer = ((IWineD3DSurfaceImpl *) This->backBuffer[0]);
125 UINT src_w = src_rect->right - src_rect->left;
126 UINT src_h = src_rect->bottom - src_rect->top;
127 GLenum gl_filter;
128 const struct wined3d_gl_info *gl_info = context->gl_info;
129
130 TRACE("swapchain %p, context %p, src_rect %s, dst_rect %s.\n",
131 This, context, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect));
132
133 if (src_w == dst_rect->right - dst_rect->left && src_h == dst_rect->bottom - dst_rect->top)
134 gl_filter = GL_NEAREST;
135 else
136 gl_filter = GL_LINEAR;
137
138 if (0 && gl_info->fbo_ops.glBlitFramebuffer && is_identity_fixup(backbuffer->resource.format_desc->color_fixup))
139 {
140 ENTER_GL();
141 context_bind_fbo(context, GL_READ_FRAMEBUFFER, &context->src_fbo);
142 context_attach_surface_fbo(context, GL_READ_FRAMEBUFFER, 0, backbuffer);
143 context_attach_depth_stencil_fbo(context, GL_READ_FRAMEBUFFER, NULL, FALSE);
144
145 context_bind_fbo(context, GL_DRAW_FRAMEBUFFER, NULL);
146 context_set_draw_buffer(context, GL_BACK);
147
148 glDisable(GL_SCISSOR_TEST);
149 IWineD3DDeviceImpl_MarkStateDirty(This->device, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
150
151 /* Note that the texture is upside down */
152 gl_info->fbo_ops.glBlitFramebuffer(src_rect->left, src_rect->top, src_rect->right, src_rect->bottom,
153 dst_rect->left, dst_rect->bottom, dst_rect->right, dst_rect->top,
154 GL_COLOR_BUFFER_BIT, gl_filter);
155 checkGLcall("Swapchain present blit(EXT_framebuffer_blit)\n");
156 LEAVE_GL();
157 }
158 else
159 {
160 struct wined3d_context *context2;
161 float tex_left = src_rect->left;
162 float tex_top = src_rect->top;
163 float tex_right = src_rect->right;
164 float tex_bottom = src_rect->bottom;
165
166 context2 = context_acquire(This->device, This->backBuffer[0], CTXUSAGE_BLIT);
167
168 if(backbuffer->Flags & SFLAG_NORMCOORD)
169 {
170 tex_left /= src_w;
171 tex_right /= src_w;
172 tex_top /= src_h;
173 tex_bottom /= src_h;
174 }
175
176 if (is_complex_fixup(backbuffer->resource.format_desc->color_fixup))
177 gl_filter = GL_NEAREST;
178
179 ENTER_GL();
180 context_bind_fbo(context2, GL_DRAW_FRAMEBUFFER, NULL);
181
182 /* Set up the texture. The surface is not in a IWineD3D*Texture container,
183 * so there are no d3d texture settings to dirtify
184 */
185 device->blitter->set_shader((IWineD3DDevice *) device, backbuffer);
186 glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MIN_FILTER, gl_filter);
187 glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MAG_FILTER, gl_filter);
188
189 context_set_draw_buffer(context, GL_BACK);
190
191 /* Set the viewport to the destination rectandle, disable any projection
192 * transformation set up by CTXUSAGE_BLIT, and draw a (-1,-1)-(1,1) quad.
193 *
194 * Back up viewport and matrix to avoid breaking last_was_blit
195 *
196 * Note that CTXUSAGE_BLIT set up viewport and ortho to match the surface
197 * size - we want the GL drawable(=window) size.
198 */
199 glPushAttrib(GL_VIEWPORT_BIT);
200 glViewport(dst_rect->left, dst_rect->top, dst_rect->right, dst_rect->bottom);
201 glMatrixMode(GL_PROJECTION);
202 glPushMatrix();
203 glLoadIdentity();
204
205 glBegin(GL_QUADS);
206 /* bottom left */
207 glTexCoord2f(tex_left, tex_bottom);
208 glVertex2i(-1, -1);
209
210 /* top left */
211 glTexCoord2f(tex_left, tex_top);
212 glVertex2i(-1, 1);
213
214 /* top right */
215 glTexCoord2f(tex_right, tex_top);
216 glVertex2i(1, 1);
217
218 /* bottom right */
219 glTexCoord2f(tex_right, tex_bottom);
220 glVertex2i(1, -1);
221 glEnd();
222
223 glPopMatrix();
224 glPopAttrib();
225
226 device->blitter->unset_shader((IWineD3DDevice *) device);
227 checkGLcall("Swapchain present blit(manual)\n");
228 LEAVE_GL();
229
230 context_release(context2);
231 }
232}
233
234static HRESULT WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface, CONST RECT *pSourceRect, CONST RECT *pDestRect, HWND hDestWindowOverride, CONST RGNDATA *pDirtyRegion, DWORD dwFlags) {
235 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
236 struct wined3d_context *context;
237 RECT src_rect, dst_rect;
238 BOOL render_to_fbo;
239 unsigned int sync;
240 int retval;
241
242 IWineD3DSwapChain_SetDestWindowOverride(iface, hDestWindowOverride);
243
244 context = context_acquire(This->device, This->backBuffer[0], CTXUSAGE_RESOURCELOAD);
245 if (!context->valid)
246 {
247 context_release(context);
248 WARN("Invalid context, skipping present.\n");
249 return WINED3D_OK;
250 }
251
252 /* Render the cursor onto the back buffer, using our nifty directdraw blitting code :-) */
253 if (This->device->bCursorVisible && This->device->cursorTexture)
254 {
255 IWineD3DSurfaceImpl cursor;
256 RECT destRect =
257 {
258 This->device->xScreenSpace - This->device->xHotSpot,
259 This->device->yScreenSpace - This->device->yHotSpot,
260 This->device->xScreenSpace + This->device->cursorWidth - This->device->xHotSpot,
261 This->device->yScreenSpace + This->device->cursorHeight - This->device->yHotSpot,
262 };
263 TRACE("Rendering the cursor. Creating fake surface at %p\n", &cursor);
264 /* Build a fake surface to call the Blitting code. It is not possible to use the interface passed by
265 * the application because we are only supposed to copy the information out. Using a fake surface
266 * allows to use the Blitting engine and avoid copying the whole texture -> render target blitting code.
267 */
268 memset(&cursor, 0, sizeof(cursor));
269 cursor.lpVtbl = &IWineD3DSurface_Vtbl;
270 cursor.resource.ref = 1;
271 cursor.resource.device = This->device;
272 cursor.resource.pool = WINED3DPOOL_SCRATCH;
273 cursor.resource.format_desc = getFormatDescEntry(WINED3DFMT_B8G8R8A8_UNORM, context->gl_info);
274 cursor.resource.resourceType = WINED3DRTYPE_SURFACE;
275 cursor.texture_name = This->device->cursorTexture;
276 cursor.texture_target = GL_TEXTURE_2D;
277 cursor.texture_level = 0;
278 cursor.currentDesc.Width = This->device->cursorWidth;
279 cursor.currentDesc.Height = This->device->cursorHeight;
280 /* The cursor must have pow2 sizes */
281 cursor.pow2Width = cursor.currentDesc.Width;
282 cursor.pow2Height = cursor.currentDesc.Height;
283 /* The surface is in the texture */
284 cursor.Flags |= SFLAG_INTEXTURE;
285 /* DDBLT_KEYSRC will cause BltOverride to enable the alpha test with GL_NOTEQUAL, 0.0,
286 * which is exactly what we want :-)
287 */
288 if (This->presentParms.Windowed) {
289 MapWindowPoints(NULL, This->win_handle, (LPPOINT)&destRect, 2);
290 }
291 IWineD3DSurface_Blt(This->backBuffer[0], &destRect, (IWineD3DSurface *)&cursor,
292 NULL, WINEDDBLT_KEYSRC, NULL, WINED3DTEXF_POINT);
293 }
294
295 if (This->device->logo_surface)
296 {
297 /* Blit the logo into the upper left corner of the drawable. */
298 IWineD3DSurface_BltFast(This->backBuffer[0], 0, 0, This->device->logo_surface, NULL, WINEDDBLTFAST_SRCCOLORKEY);
299 }
300
301 TRACE("Presenting HDC %p.\n", context->hdc);
302
303 render_to_fbo = This->render_to_fbo;
304
305 if (pSourceRect)
306 {
307 src_rect = *pSourceRect;
308 if (!render_to_fbo && (src_rect.left || src_rect.top
309 || src_rect.right != This->presentParms.BackBufferWidth
310 || src_rect.bottom != This->presentParms.BackBufferHeight))
311 {
312 render_to_fbo = TRUE;
313 }
314 }
315 else
316 {
317 src_rect.left = 0;
318 src_rect.top = 0;
319 src_rect.right = This->presentParms.BackBufferWidth;
320 src_rect.bottom = This->presentParms.BackBufferHeight;
321 }
322
323 if (pDestRect) dst_rect = *pDestRect;
324 else GetClientRect(This->win_handle, &dst_rect);
325
326 if (!render_to_fbo && (dst_rect.left || dst_rect.top
327 || dst_rect.right != This->presentParms.BackBufferWidth
328 || dst_rect.bottom != This->presentParms.BackBufferHeight))
329 {
330 render_to_fbo = TRUE;
331 }
332
333 /* Rendering to a window of different size, presenting partial rectangles,
334 * or rendering to a different window needs help from FBO_blit or a textured
335 * draw. Render the swapchain to a FBO in the future.
336 *
337 * Note that FBO_blit from the backbuffer to the frontbuffer cannot solve
338 * all these issues - this fails if the window is smaller than the backbuffer.
339 */
340 if (!This->render_to_fbo && render_to_fbo && wined3d_settings.offscreen_rendering_mode == ORM_FBO)
341 {
342 IWineD3DSurface_LoadLocation(This->backBuffer[0], SFLAG_INTEXTURE, NULL);
343 IWineD3DSurface_ModifyLocation(This->backBuffer[0], SFLAG_INDRAWABLE, FALSE);
344 This->render_to_fbo = TRUE;
345
346 /* Force the context manager to update the render target configuration next draw. */
347 context->current_rt = NULL;
348 }
349
350 if(This->render_to_fbo)
351 {
352 /* This codepath should only be hit with the COPY swapeffect. Otherwise a backbuffer-
353 * window size mismatch is impossible(fullscreen) and src and dst rectangles are
354 * not allowed(they need the COPY swapeffect)
355 *
356 * The DISCARD swap effect is ok as well since any backbuffer content is allowed after
357 * the swap
358 */
359 if(This->presentParms.SwapEffect == WINED3DSWAPEFFECT_FLIP )
360 {
361 FIXME("Render-to-fbo with WINED3DSWAPEFFECT_FLIP\n");
362 }
363
364 swapchain_blit(This, context, &src_rect, &dst_rect);
365 }
366
367#ifdef VBOX_WITH_WDDM
368 if (This->device->numContexts > 1) wglFinish();
369#else
370 if (This->num_contexts > 1) wglFinish();
371#endif
372
373#if defined(VBOX_WITH_WDDM) && defined(DEBUG)
374 {
375 HWND wnd = WindowFromDC(context->hdc);
376 Assert(context->currentSwapchain && context->win_handle==context->currentSwapchain->win_handle);
377 Assert(wnd==context->win_handle);
378 Assert(IsWindow(context->win_handle));
379 Assert(wnd == context->win_handle);
380 }
381#endif
382
383#ifdef VBOX_WITH_WDDM
384 /* We're directly using wglMakeCurrent calls skipping GDI layer, which causes GDI SwapBuffers to fail trying to
385 * call glFinish, which doesn't have any context set. So we use wglSwapLayerBuffers directly as well.
386 */
387 pwglSwapLayerBuffers(context->hdc, WGL_SWAP_MAIN_PLANE);
388#else
389 SwapBuffers(context->hdc); /* TODO: cycle through the swapchain buffers */
390#endif
391
392 TRACE("SwapBuffers called, Starting new frame\n");
393 /* FPS support */
394 if (TRACE_ON(fps))
395 {
396 DWORD time = GetTickCount();
397 This->frames++;
398 /* every 1.5 seconds */
399 if (time - This->prev_time > 1500) {
400 TRACE_(fps)("%p @ approx %.2ffps\n", This, 1000.0*This->frames/(time - This->prev_time));
401 This->prev_time = time;
402 This->frames = 0;
403 }
404 }
405
406#if defined(FRAME_DEBUGGING)
407{
408 if (GetFileAttributesA("C:\\D3DTRACE") != INVALID_FILE_ATTRIBUTES) {
409 if (!isOn) {
410 isOn = TRUE;
411 FIXME("Enabling D3D Trace\n");
412 __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 1);
413#if defined(SHOW_FRAME_MAKEUP)
414 FIXME("Singe Frame snapshots Starting\n");
415 isDumpingFrames = TRUE;
416 ENTER_GL();
417 glClear(GL_COLOR_BUFFER_BIT);
418 LEAVE_GL();
419#endif
420
421#if defined(SINGLE_FRAME_DEBUGGING)
422 } else {
423#if defined(SHOW_FRAME_MAKEUP)
424 FIXME("Singe Frame snapshots Finishing\n");
425 isDumpingFrames = FALSE;
426#endif
427 FIXME("Singe Frame trace complete\n");
428 DeleteFileA("C:\\D3DTRACE");
429 __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 0);
430#endif
431 }
432 } else {
433 if (isOn) {
434 isOn = FALSE;
435#if defined(SHOW_FRAME_MAKEUP)
436 FIXME("Single Frame snapshots Finishing\n");
437 isDumpingFrames = FALSE;
438#endif
439 FIXME("Disabling D3D Trace\n");
440 __WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 0);
441 }
442 }
443}
444#endif
445
446 /* This is disabled, but the code left in for debug purposes.
447 *
448 * Since we're allowed to modify the new back buffer on a D3DSWAPEFFECT_DISCARD flip,
449 * we can clear it with some ugly color to make bad drawing visible and ease debugging.
450 * The Debug runtime does the same on Windows. However, a few games do not redraw the
451 * screen properly, like Max Payne 2, which leaves a few pixels undefined.
452 *
453 * Tests show that the content of the back buffer after a discard flip is indeed not
454 * reliable, so no game can depend on the exact content. However, it resembles the
455 * old contents in some way, for example by showing fragments at other locations. In
456 * general, the color theme is still intact. So Max payne, which draws rather dark scenes
457 * gets a dark background image. If we clear it with a bright ugly color, the game's
458 * bug shows up much more than it does on Windows, and the players see single pixels
459 * with wrong colors.
460 * (The Max Payne bug has been confirmed on Windows with the debug runtime)
461 */
462 if (FALSE && This->presentParms.SwapEffect == WINED3DSWAPEFFECT_DISCARD) {
463 TRACE("Clearing the color buffer with cyan color\n");
464
465 IWineD3DDevice_Clear((IWineD3DDevice *)This->device, 0, NULL,
466 WINED3DCLEAR_TARGET, 0xff00ffff, 1.0f, 0);
467 }
468
469 if(!This->render_to_fbo &&
470 ( ((IWineD3DSurfaceImpl *) This->frontBuffer)->Flags & SFLAG_INSYSMEM ||
471 ((IWineD3DSurfaceImpl *) This->backBuffer[0])->Flags & SFLAG_INSYSMEM ) ) {
472 /* Both memory copies of the surfaces are ok, flip them around too instead of dirtifying
473 * Doesn't work with render_to_fbo because we're not flipping
474 */
475 IWineD3DSurfaceImpl *front = (IWineD3DSurfaceImpl *) This->frontBuffer;
476 IWineD3DSurfaceImpl *back = (IWineD3DSurfaceImpl *) This->backBuffer[0];
477
478 if(front->resource.size == back->resource.size) {
479 DWORD fbflags;
480 flip_surface(front, back);
481
482 /* Tell the front buffer surface that is has been modified. However,
483 * the other locations were preserved during that, so keep the flags.
484 * This serves to update the emulated overlay, if any
485 */
486 fbflags = front->Flags;
487 IWineD3DSurface_ModifyLocation(This->frontBuffer, SFLAG_INDRAWABLE, TRUE);
488 front->Flags = fbflags;
489 } else {
490 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) front, SFLAG_INDRAWABLE, TRUE);
491 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) back, SFLAG_INDRAWABLE, TRUE);
492 }
493 } else {
494 IWineD3DSurface_ModifyLocation(This->frontBuffer, SFLAG_INDRAWABLE, TRUE);
495 /* If the swapeffect is DISCARD, the back buffer is undefined. That means the SYSMEM
496 * and INTEXTURE copies can keep their old content if they have any defined content.
497 * If the swapeffect is COPY, the content remains the same. If it is FLIP however,
498 * the texture / sysmem copy needs to be reloaded from the drawable
499 */
500 if(This->presentParms.SwapEffect == WINED3DSWAPEFFECT_FLIP) {
501 IWineD3DSurface_ModifyLocation(This->backBuffer[0], SFLAG_INDRAWABLE, TRUE);
502 }
503 }
504
505 if (This->device->stencilBufferTarget)
506 {
507 if (This->presentParms.Flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
508 || ((IWineD3DSurfaceImpl *)This->device->stencilBufferTarget)->Flags & SFLAG_DISCARD)
509 {
510 surface_modify_ds_location(This->device->stencilBufferTarget, SFLAG_DS_DISCARDED);
511 }
512 }
513
514 if (This->presentParms.PresentationInterval != WINED3DPRESENT_INTERVAL_IMMEDIATE
515 && context->gl_info->supported[SGI_VIDEO_SYNC])
516 {
517 retval = GL_EXTCALL(glXGetVideoSyncSGI(&sync));
518 if(retval != 0) {
519 ERR("glXGetVideoSyncSGI failed(retval = %d\n", retval);
520 }
521
522 switch(This->presentParms.PresentationInterval) {
523 case WINED3DPRESENT_INTERVAL_DEFAULT:
524 case WINED3DPRESENT_INTERVAL_ONE:
525 if(sync <= This->vSyncCounter) {
526 retval = GL_EXTCALL(glXWaitVideoSyncSGI(1, 0, &This->vSyncCounter));
527 } else {
528 This->vSyncCounter = sync;
529 }
530 break;
531 case WINED3DPRESENT_INTERVAL_TWO:
532 if(sync <= This->vSyncCounter + 1) {
533 retval = GL_EXTCALL(glXWaitVideoSyncSGI(2, This->vSyncCounter & 0x1, &This->vSyncCounter));
534 } else {
535 This->vSyncCounter = sync;
536 }
537 break;
538 case WINED3DPRESENT_INTERVAL_THREE:
539 if(sync <= This->vSyncCounter + 2) {
540 retval = GL_EXTCALL(glXWaitVideoSyncSGI(3, This->vSyncCounter % 0x3, &This->vSyncCounter));
541 } else {
542 This->vSyncCounter = sync;
543 }
544 break;
545 case WINED3DPRESENT_INTERVAL_FOUR:
546 if(sync <= This->vSyncCounter + 3) {
547 retval = GL_EXTCALL(glXWaitVideoSyncSGI(4, This->vSyncCounter & 0x3, &This->vSyncCounter));
548 } else {
549 This->vSyncCounter = sync;
550 }
551 break;
552 default:
553 FIXME("Unknown presentation interval %08x\n", This->presentParms.PresentationInterval);
554 }
555 }
556
557 context_release(context);
558
559 TRACE("returning\n");
560 return WINED3D_OK;
561}
562
563static HRESULT WINAPI IWineD3DSwapChainImpl_SetDestWindowOverride(IWineD3DSwapChain *iface, HWND window)
564{
565 IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *)iface;
566
567 if (!window) window = swapchain->device_window;
568 if (window == swapchain->win_handle) return WINED3D_OK;
569
570 TRACE("Setting swapchain %p window from %p to %p\n", swapchain, swapchain->win_handle, window);
571 swapchain->win_handle = window;
572
573 return WINED3D_OK;
574}
575
576static const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl =
577{
578 /* IUnknown */
579 IWineD3DBaseSwapChainImpl_QueryInterface,
580 IWineD3DBaseSwapChainImpl_AddRef,
581 IWineD3DBaseSwapChainImpl_Release,
582 /* IWineD3DSwapChain */
583 IWineD3DBaseSwapChainImpl_GetParent,
584 IWineD3DSwapChainImpl_Destroy,
585 IWineD3DBaseSwapChainImpl_GetDevice,
586 IWineD3DSwapChainImpl_Present,
587 IWineD3DSwapChainImpl_SetDestWindowOverride,
588 IWineD3DBaseSwapChainImpl_GetFrontBufferData,
589 IWineD3DBaseSwapChainImpl_GetBackBuffer,
590 IWineD3DBaseSwapChainImpl_GetRasterStatus,
591 IWineD3DBaseSwapChainImpl_GetDisplayMode,
592 IWineD3DBaseSwapChainImpl_GetPresentParameters,
593 IWineD3DBaseSwapChainImpl_SetGammaRamp,
594 IWineD3DBaseSwapChainImpl_GetGammaRamp,
595};
596
597static LONG fullscreen_style(LONG style)
598{
599 /* Make sure the window is managed, otherwise we won't get keyboard input. */
600 style |= WS_POPUP | WS_SYSMENU;
601 style &= ~(WS_CAPTION | WS_THICKFRAME);
602
603 return style;
604}
605
606static LONG fullscreen_exstyle(LONG exstyle)
607{
608 /* Filter out window decorations. */
609 exstyle &= ~(WS_EX_WINDOWEDGE | WS_EX_CLIENTEDGE);
610
611 return exstyle;
612}
613
614void swapchain_setup_fullscreen_window(IWineD3DSwapChainImpl *swapchain, UINT w, UINT h)
615{
616 IWineD3DDeviceImpl *device = swapchain->device;
617 HWND window = swapchain->device_window;
618 BOOL filter_messages;
619 LONG style, exstyle;
620
621 TRACE("Setting up window %p for fullscreen mode.\n", window);
622
623 if (device->style || device->exStyle)
624 {
625 ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
626 window, device->style, device->exStyle);
627 }
628
629 device->style = GetWindowLongW(window, GWL_STYLE);
630 device->exStyle = GetWindowLongW(window, GWL_EXSTYLE);
631
632 style = fullscreen_style(device->style);
633 exstyle = fullscreen_exstyle(device->exStyle);
634
635 TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
636 device->style, device->exStyle, style, exstyle);
637
638 filter_messages = device->filter_messages;
639 device->filter_messages = TRUE;
640
641 SetWindowLongW(window, GWL_STYLE, style);
642 SetWindowLongW(window, GWL_EXSTYLE, exstyle);
643 SetWindowPos(window, HWND_TOP, 0, 0, w, h, SWP_FRAMECHANGED | SWP_SHOWWINDOW | SWP_NOACTIVATE);
644
645 device->filter_messages = filter_messages;
646}
647
648void swapchain_restore_fullscreen_window(IWineD3DSwapChainImpl *swapchain)
649{
650 IWineD3DDeviceImpl *device = swapchain->device;
651 HWND window = swapchain->device_window;
652 BOOL filter_messages;
653 LONG style, exstyle;
654
655 if (!device->style && !device->exStyle) return;
656
657 TRACE("Restoring window style of window %p to %08x, %08x.\n",
658 window, device->style, device->exStyle);
659
660 style = GetWindowLongW(window, GWL_STYLE);
661 exstyle = GetWindowLongW(window, GWL_EXSTYLE);
662
663 filter_messages = device->filter_messages;
664 device->filter_messages = TRUE;
665
666 /* Only restore the style if the application didn't modify it during the
667 * fullscreen phase. Some applications change it before calling Reset()
668 * when switching between windowed and fullscreen modes (HL2), some
669 * depend on the original style (Eve Online). */
670 if (style == fullscreen_style(device->style) && exstyle == fullscreen_exstyle(device->exStyle))
671 {
672 SetWindowLongW(window, GWL_STYLE, device->style);
673 SetWindowLongW(window, GWL_EXSTYLE, device->exStyle);
674 }
675 SetWindowPos(window, 0, 0, 0, 0, 0, SWP_FRAMECHANGED | SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER);
676
677 device->filter_messages = filter_messages;
678
679 /* Delete the old values. */
680 device->style = 0;
681 device->exStyle = 0;
682}
683
684
685HRESULT swapchain_init(IWineD3DSwapChainImpl *swapchain, WINED3DSURFTYPE surface_type,
686 IWineD3DDeviceImpl *device, WINED3DPRESENT_PARAMETERS *present_parameters, IUnknown *parent)
687{
688 const struct wined3d_adapter *adapter = device->adapter;
689 const struct wined3d_format_desc *format_desc;
690 BOOL displaymode_set = FALSE;
691 WINED3DDISPLAYMODE mode;
692 RECT client_rect;
693 HWND window;
694 HRESULT hr;
695 UINT i;
696
697 if (present_parameters->BackBufferCount > WINED3DPRESENT_BACK_BUFFER_MAX)
698 {
699 FIXME("The application requested %u back buffers, this is not supported.\n",
700 present_parameters->BackBufferCount);
701 return WINED3DERR_INVALIDCALL;
702 }
703
704 if (present_parameters->BackBufferCount > 1)
705 {
706 FIXME("The application requested more than one back buffer, this is not properly supported.\n"
707 "Please configure the application to use double buffering (1 back buffer) if possible.\n");
708 }
709
710 switch (surface_type)
711 {
712 case SURFACE_GDI:
713 swapchain->lpVtbl = &IWineGDISwapChain_Vtbl;
714 break;
715
716 case SURFACE_OPENGL:
717 swapchain->lpVtbl = &IWineD3DSwapChain_Vtbl;
718 break;
719
720 case SURFACE_UNKNOWN:
721 FIXME("Caller tried to create a SURFACE_UNKNOWN swapchain.\n");
722 return WINED3DERR_INVALIDCALL;
723 }
724
725 window = present_parameters->hDeviceWindow ? present_parameters->hDeviceWindow : device->createParms.hFocusWindow;
726
727 swapchain->device = device;
728 swapchain->parent = parent;
729 swapchain->ref = 1;
730 swapchain->win_handle = window;
731 swapchain->device_window = window;
732#ifdef VBOX_WITH_WDDM
733 Assert(window);
734 /* see VBoxExtGet/ReleaseDC for comments */
735 swapchain->hDC = VBoxExtGetDC(window);
736 if (!swapchain->hDC)
737 {
738 DWORD winEr = GetLastError();
739 WARN("Failed to get a window DC, winEr %d.\n", winEr);
740 Assert(0);
741 goto err;
742 }
743#endif
744
745 if (!present_parameters->Windowed && window)
746 {
747 swapchain_setup_fullscreen_window(swapchain, present_parameters->BackBufferWidth,
748 present_parameters->BackBufferHeight);
749 }
750
751 IWineD3D_GetAdapterDisplayMode(device->wined3d, adapter->ordinal, &mode);
752 swapchain->orig_width = mode.Width;
753 swapchain->orig_height = mode.Height;
754 swapchain->orig_fmt = mode.Format;
755 format_desc = getFormatDescEntry(mode.Format, &adapter->gl_info);
756
757 GetClientRect(window, &client_rect);
758 if (present_parameters->Windowed
759 && (!present_parameters->BackBufferWidth || !present_parameters->BackBufferHeight
760 || present_parameters->BackBufferFormat == WINED3DFMT_UNKNOWN))
761 {
762
763 if (!present_parameters->BackBufferWidth)
764 {
765 present_parameters->BackBufferWidth = client_rect.right;
766 TRACE("Updating width to %u.\n", present_parameters->BackBufferWidth);
767 }
768
769 if (!present_parameters->BackBufferHeight)
770 {
771 present_parameters->BackBufferHeight = client_rect.bottom;
772 TRACE("Updating height to %u.\n", present_parameters->BackBufferHeight);
773 }
774
775 if (present_parameters->BackBufferFormat == WINED3DFMT_UNKNOWN)
776 {
777 present_parameters->BackBufferFormat = swapchain->orig_fmt;
778 TRACE("Updating format to %s.\n", debug_d3dformat(swapchain->orig_fmt));
779 }
780 }
781 swapchain->presentParms = *present_parameters;
782
783 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO
784 && present_parameters->BackBufferCount
785 && (present_parameters->BackBufferWidth != client_rect.right
786 || present_parameters->BackBufferHeight != client_rect.bottom))
787 {
788 TRACE("Rendering to FBO. Backbuffer %ux%u, window %ux%u.\n",
789 present_parameters->BackBufferWidth,
790 present_parameters->BackBufferHeight,
791 client_rect.right, client_rect.bottom);
792 swapchain->render_to_fbo = TRUE;
793 }
794
795 TRACE("Creating front buffer.\n");
796 hr = IWineD3DDeviceParent_CreateRenderTarget(device->device_parent, parent,
797 swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
798 swapchain->presentParms.BackBufferFormat, swapchain->presentParms.MultiSampleType,
799 swapchain->presentParms.MultiSampleQuality, TRUE /* Lockable */, &swapchain->frontBuffer);
800 if (FAILED(hr))
801 {
802 WARN("Failed to create front buffer, hr %#x.\n", hr);
803 goto err;
804 }
805
806 IWineD3DSurface_SetContainer(swapchain->frontBuffer, (IWineD3DBase *)swapchain);
807 ((IWineD3DSurfaceImpl *)swapchain->frontBuffer)->Flags |= SFLAG_SWAPCHAIN;
808 if (surface_type == SURFACE_OPENGL)
809 {
810 IWineD3DSurface_ModifyLocation(swapchain->frontBuffer, SFLAG_INDRAWABLE, TRUE);
811 }
812
813 /* MSDN says we're only allowed a single fullscreen swapchain per device,
814 * so we should really check to see if there is a fullscreen swapchain
815 * already. Does a single head count as full screen? */
816
817 if (!present_parameters->Windowed)
818 {
819 WINED3DDISPLAYMODE mode;
820
821 /* Change the display settings */
822 mode.Width = present_parameters->BackBufferWidth;
823 mode.Height = present_parameters->BackBufferHeight;
824 mode.Format = present_parameters->BackBufferFormat;
825 mode.RefreshRate = present_parameters->FullScreen_RefreshRateInHz;
826
827 hr = IWineD3DDevice_SetDisplayMode((IWineD3DDevice *)device, 0, &mode);
828 if (FAILED(hr))
829 {
830 WARN("Failed to set display mode, hr %#x.\n", hr);
831 goto err;
832 }
833 displaymode_set = TRUE;
834 }
835
836#ifndef VBOX_WITH_WDDM
837 swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(swapchain->context));
838 if (!swapchain->context)
839 {
840 ERR("Failed to create the context array.\n");
841 hr = E_OUTOFMEMORY;
842 goto err;
843 }
844 swapchain->num_contexts = 1;
845#endif
846
847 if (surface_type == SURFACE_OPENGL)
848 {
849 struct wined3d_context * swapchainContext;
850 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
851
852 /* In WGL both color, depth and stencil are features of a pixel format. In case of D3D they are separate.
853 * You are able to add a depth + stencil surface at a later stage when you need it.
854 * In order to support this properly in WineD3D we need the ability to recreate the opengl context and
855 * drawable when this is required. This is very tricky as we need to reapply ALL opengl states for the new
856 * context, need torecreate shaders, textures and other resources.
857 *
858 * The context manager already takes care of the state problem and for the other tasks code from Reset
859 * can be used. These changes are way to risky during the 1.0 code freeze which is taking place right now.
860 * Likely a lot of other new bugs will be exposed. For that reason request a depth stencil surface all the
861 * time. It can cause a slight performance hit but fixes a lot of regressions. A fixme reminds of that this
862 * issue needs to be fixed. */
863 if (!present_parameters->EnableAutoDepthStencil
864 || swapchain->presentParms.AutoDepthStencilFormat != WINED3DFMT_D24_UNORM_S8_UINT)
865 {
866 FIXME("Add OpenGL context recreation support to context_validate_onscreen_formats\n");
867 }
868 swapchain->ds_format = getFormatDescEntry(WINED3DFMT_D24_UNORM_S8_UINT, gl_info);
869
870#ifdef VBOX_WITH_WDDM
871 swapchainContext = context_find_create(device, swapchain, (IWineD3DSurfaceImpl *)swapchain->frontBuffer,
872 swapchain->ds_format);
873 if (!swapchainContext)
874#else
875 swapchain->context[0] = context_create(swapchain, (IWineD3DSurfaceImpl *)swapchain->frontBuffer,
876 swapchain->ds_format);
877 if (!swapchain->context[0])
878#endif
879 {
880 WARN("Failed to create context.\n");
881 hr = WINED3DERR_NOTAVAILABLE;
882 goto err;
883 }
884#ifdef VBOX_WITH_WDDM
885 context_release(swapchainContext);
886#else
887 context_release(swapchain->context[0]);
888#endif
889 }
890 else
891 {
892#ifndef VBOX_WITH_WDDM
893 swapchain->context[0] = NULL;
894#endif
895 }
896
897 if (swapchain->presentParms.BackBufferCount > 0)
898 {
899 swapchain->backBuffer = HeapAlloc(GetProcessHeap(), 0,
900 sizeof(*swapchain->backBuffer) * swapchain->presentParms.BackBufferCount);
901 if (!swapchain->backBuffer)
902 {
903 ERR("Failed to allocate backbuffer array memory.\n");
904 hr = E_OUTOFMEMORY;
905 goto err;
906 }
907
908 for (i = 0; i < swapchain->presentParms.BackBufferCount; ++i)
909 {
910 TRACE("Creating back buffer %u.\n", i);
911 hr = IWineD3DDeviceParent_CreateRenderTarget(device->device_parent, parent,
912 swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
913 swapchain->presentParms.BackBufferFormat, swapchain->presentParms.MultiSampleType,
914 swapchain->presentParms.MultiSampleQuality, TRUE /* Lockable */, &swapchain->backBuffer[i]);
915 if (FAILED(hr))
916 {
917 WARN("Failed to create back buffer %u, hr %#x.\n", i, hr);
918 goto err;
919 }
920
921 IWineD3DSurface_SetContainer(swapchain->backBuffer[i], (IWineD3DBase *)swapchain);
922 ((IWineD3DSurfaceImpl *)swapchain->backBuffer[i])->Flags |= SFLAG_SWAPCHAIN;
923 }
924 }
925
926 /* Swapchains share the depth/stencil buffer, so only create a single depthstencil surface. */
927 if (present_parameters->EnableAutoDepthStencil && surface_type == SURFACE_OPENGL)
928 {
929 TRACE("Creating depth/stencil buffer.\n");
930 if (!device->auto_depth_stencil_buffer)
931 {
932 hr = IWineD3DDeviceParent_CreateDepthStencilSurface(device->device_parent, parent,
933 swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
934 swapchain->presentParms.AutoDepthStencilFormat, swapchain->presentParms.MultiSampleType,
935 swapchain->presentParms.MultiSampleQuality, FALSE /* FIXME: Discard */,
936 &device->auto_depth_stencil_buffer);
937 if (FAILED(hr))
938 {
939 WARN("Failed to create the auto depth stencil, hr %#x.\n", hr);
940 goto err;
941 }
942
943 IWineD3DSurface_SetContainer(device->auto_depth_stencil_buffer, NULL);
944 }
945 }
946
947 IWineD3DSwapChain_GetGammaRamp((IWineD3DSwapChain *)swapchain, &swapchain->orig_gamma);
948
949 return WINED3D_OK;
950
951err:
952 if (displaymode_set)
953 {
954 DEVMODEW devmode;
955
956 ClipCursor(NULL);
957
958 /* Change the display settings */
959 memset(&devmode, 0, sizeof(devmode));
960 devmode.dmSize = sizeof(devmode);
961 devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
962 devmode.dmBitsPerPel = format_desc->byte_count * 8;
963 devmode.dmPelsWidth = swapchain->orig_width;
964 devmode.dmPelsHeight = swapchain->orig_height;
965 ChangeDisplaySettingsExW(adapter->DeviceName, &devmode, NULL, CDS_FULLSCREEN, NULL);
966 }
967
968 if (swapchain->backBuffer)
969 {
970 for (i = 0; i < swapchain->presentParms.BackBufferCount; ++i)
971 {
972 if (swapchain->backBuffer[i]) IWineD3DSurface_Release(swapchain->backBuffer[i]);
973 }
974 HeapFree(GetProcessHeap(), 0, swapchain->backBuffer);
975 }
976
977#ifdef VBOX_WITH_WDDM
978 if (!device->NumberOfSwapChains)
979 {
980 while (device->numContexts)
981 {
982 context_destroy(device, device->contexts[0]);
983 }
984 }
985#else
986 if (swapchain->context)
987 {
988 if (swapchain->context[0])
989 {
990 context_release(swapchain->context[0]);
991 context_destroy(device, swapchain->context[0]);
992 swapchain->num_contexts = 0;
993 }
994 HeapFree(GetProcessHeap(), 0, swapchain->context);
995 }
996#endif
997
998 if (swapchain->frontBuffer) IWineD3DSurface_Release(swapchain->frontBuffer);
999
1000 return hr;
1001}
1002
1003struct wined3d_context *swapchain_create_context_for_thread(IWineD3DSwapChain *iface)
1004{
1005 IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *) iface;
1006 struct wined3d_context **newArray;
1007 struct wined3d_context *ctx;
1008
1009 TRACE("Creating a new context for swapchain %p, thread %d\n", This, GetCurrentThreadId());
1010
1011 if (!(ctx = context_create(This, (IWineD3DSurfaceImpl *)This->frontBuffer, This->ds_format)))
1012 {
1013 ERR("Failed to create a new context for the swapchain\n");
1014 return NULL;
1015 }
1016 context_release(ctx);
1017#ifdef VBOX_WITH_WDDM
1018 /* no need to do anything since context gets added to the device context list within the context_create call */
1019#else
1020 newArray = HeapAlloc(GetProcessHeap(), 0, sizeof(*newArray) * This->num_contexts + 1);
1021 if(!newArray) {
1022 ERR("Out of memory when trying to allocate a new context array\n");
1023 context_destroy(This->device, ctx);
1024 return NULL;
1025 }
1026 memcpy(newArray, This->context, sizeof(*newArray) * This->num_contexts);
1027 HeapFree(GetProcessHeap(), 0, This->context);
1028 newArray[This->num_contexts] = ctx;
1029 This->context = newArray;
1030 This->num_contexts++;
1031#endif
1032 TRACE("Returning context %p\n", ctx);
1033 return ctx;
1034}
1035
1036void get_drawable_size_swapchain(struct wined3d_context *context, UINT *width, UINT *height)
1037{
1038 IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)context->current_rt;
1039 /* The drawable size of an onscreen drawable is the surface size.
1040 * (Actually: The window size, but the surface is created in window size) */
1041 *width = surface->currentDesc.Width;
1042 *height = surface->currentDesc.Height;
1043}
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