reactos/dll/directx/wine/wined3d/swapchain.c
Joachim Henze 67dd70e5ef [0.4.13] Avoid regressions CORE-14955 "Ddraw fullscreen crashes", CORE-15652
This brings us back to before guilty commit 0.4.10-dev-55-g
7af3969e9f

and therefore downgrades
dll/directx/wine/
D3D8,D3D9,DDRAW,D3DCOMPILER_43
to WineStaging 3.3 for this rls.
Also downgrades related header sdk/include/reactos/wine/wined3d.h
and for the first time also media/doc/README.WINE

Same versions of these dlls we had in every ros rls since 0.4.10rls.

Purpose of this revert is to fix crashes when Ddraw apps switch
into fullscreen with VBEMP and inbuilt Mesa.
I tested, before:
 DxDiag crashed when switching to fullscreen (CORE-14955),
 Diablo II crashed immediately (CORE-15652),
 Monster-Truck-Madness 2 demo crashed after main menu

Afterwards all of these apps do run.
DXTN does still work after that, even with VBEMP and inbuilt Mesa.

This will be the interim fix, which I will keep for rls at least
until someone manages to fix CORE-14955 properly in master with current Wine.

analog to 0.4.10-RC-17-g
bb4c55d650
2019-10-02 01:27:03 +02:00

1461 lines
51 KiB
C

/*
* 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"
#ifdef __REACTOS__
#include <reactos/undocuser.h>
#endif
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
WINE_DECLARE_DEBUG_CHANNEL(fps);
static void wined3d_swapchain_destroy_object(void *object)
{
swapchain_destroy_contexts(object);
}
static void swapchain_cleanup(struct wined3d_swapchain *swapchain)
{
HRESULT hr;
UINT i;
TRACE("Destroying swapchain %p.\n", 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->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;
}
wined3d_cs_destroy_object(swapchain->device->cs, wined3d_swapchain_destroy_object, swapchain);
swapchain->device->cs->ops->finish(swapchain->device->cs, WINED3D_CS_QUEUE_DEFAULT);
/* 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->desc.windowed && swapchain->desc.auto_restore_display_mode)
{
if (FAILED(hr = wined3d_set_adapter_display_mode(swapchain->device->wined3d,
swapchain->device->adapter->ordinal, &swapchain->original_mode)))
ERR("Failed to restore display mode, hr %#x.\n", hr);
if (swapchain->desc.flags & WINED3D_SWAPCHAIN_RESTORE_WINDOW_RECT)
{
wined3d_device_restore_fullscreen_window(swapchain->device, swapchain->device_window,
&swapchain->original_window_rect);
wined3d_device_release_focus_window(swapchain->device);
}
}
if (swapchain->backup_dc)
{
TRACE("Destroying backup wined3d window %p, dc %p.\n", swapchain->backup_wnd, swapchain->backup_dc);
wined3d_release_dc(swapchain->backup_wnd, swapchain->backup_dc);
DestroyWindow(swapchain->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 = swapchain->device;
device->cs->ops->finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
swapchain_cleanup(swapchain);
swapchain->parent_ops->wined3d_object_destroyed(swapchain->parent);
heap_free(swapchain);
}
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->device_window;
if (window == swapchain->win_handle)
return;
TRACE("Setting swapchain %p window from %p to %p.\n",
swapchain, swapchain->win_handle, window);
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,
DWORD swap_interval, DWORD flags)
{
static DWORD notified_flags = 0;
RECT s, d;
TRACE("swapchain %p, src_rect %s, dst_rect %s, dst_window_override %p, flags %#x.\n",
swapchain, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect),
dst_window_override, flags);
if (flags & ~notified_flags)
{
FIXME("Ignoring flags %#x.\n", flags & ~notified_flags);
notified_flags |= flags;
}
if (!swapchain->back_buffers)
{
WARN("Swapchain doesn't have a backbuffer, returning WINED3DERR_INVALIDCALL\n");
return WINED3DERR_INVALIDCALL;
}
if (!src_rect)
{
SetRect(&s, 0, 0, swapchain->desc.backbuffer_width,
swapchain->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);
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->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->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);
}
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->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->device_window, 0, DCX_USESTYLE | DCX_CACHE);
SetDeviceGammaRamp(dc, (void *)ramp);
ReleaseDC(swapchain->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);
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->device_window, 0, DCX_USESTYLE | DCX_CACHE);
GetDeviceGammaRamp(dc, ramp);
ReleaseDC(swapchain->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_surface *back_buffer = texture->sub_resources[0].u.surface;
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, back_buffer,
location, src_rect, back_buffer, WINED3D_LOCATION_DRAWABLE, dst_rect, NULL, filter);
wined3d_texture_invalidate_location(texture, 0, WINED3D_LOCATION_DRAWABLE);
}
/* Context activation is done by the caller. */
static void wined3d_swapchain_rotate(struct wined3d_swapchain *swapchain, struct wined3d_context *context)
{
struct wined3d_texture_sub_resource *sub_resource;
struct wined3d_texture *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->desc.backbuffer_count < 2 || !swapchain->render_to_fbo)
return;
texture_prev = 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->sub_resources[0].locations;
for (i = 1; i < swapchain->desc.backbuffer_count; ++i)
{
texture = swapchain->back_buffers[i];
sub_resource = &texture->sub_resources[0];
if (!(sub_resource->locations & supported_locations))
wined3d_texture_load_location(texture, 0, context, texture->resource.draw_binding);
texture_prev->texture_rgb = texture->texture_rgb;
texture_prev->rb_multisample = texture->rb_multisample;
wined3d_texture_validate_location(texture_prev, 0, sub_resource->locations & supported_locations);
wined3d_texture_invalidate_location(texture_prev, 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, 0, locations0 & supported_locations);
wined3d_texture_invalidate_location(texture_prev, 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, DWORD flags)
{
struct wined3d_texture *back_buffer = swapchain->back_buffers[0];
const struct wined3d_fb_state *fb = &swapchain->device->cs->fb;
const struct wined3d_gl_info *gl_info;
struct wined3d_texture *logo_texture;
struct wined3d_context *context;
BOOL render_to_fbo;
context = context_acquire(swapchain->device, back_buffer, 0);
if (!context->valid)
{
context_release(context);
WARN("Invalid context, skipping present.\n");
return;
}
gl_info = context->gl_info;
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 (swapchain->device->bCursorVisible && swapchain->device->cursor_texture
&& !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,
swapchain->device->cursor_texture->resource.width,
swapchain->device->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 (swapchain->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,
swapchain->device->cursor_texture, 0, &src_rect,
WINED3D_BLT_ALPHA_TEST, NULL, WINED3D_TEXF_POINT);
}
TRACE("Presenting HDC %p.\n", context->hdc);
if (!(render_to_fbo = swapchain->render_to_fbo)
&& (src_rect->left || src_rect->top
|| src_rect->right != swapchain->desc.backbuffer_width
|| src_rect->bottom != swapchain->desc.backbuffer_height
|| dst_rect->left || dst_rect->top
|| dst_rect->right != swapchain->desc.backbuffer_width
|| dst_rect->bottom != swapchain->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 !defined(STAGING_CSMT)
if (swapchain->num_contexts > 1)
#else /* STAGING_CSMT */
if (swapchain->num_contexts > 1 && !wined3d_settings.cs_multithreaded)
#endif /* STAGING_CSMT */
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->hdc);
wined3d_swapchain_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 (swapchain->desc.swap_effect == WINED3D_SWAP_EFFECT_DISCARD
|| swapchain->desc.swap_effect == WINED3D_SWAP_EFFECT_FLIP_DISCARD)
wined3d_texture_validate_location(swapchain->back_buffers[swapchain->desc.backbuffer_count - 1],
0, WINED3D_LOCATION_DISCARDED);
if (fb->depth_stencil)
{
struct wined3d_surface *ds = wined3d_rendertarget_view_get_surface(fb->depth_stencil);
if (ds && (swapchain->desc.flags & WINED3D_SWAPCHAIN_DISCARD_DEPTHSTENCIL
|| ds->container->flags & WINED3D_TEXTURE_DISCARD))
wined3d_texture_validate_location(ds->container,
fb->depth_stencil->sub_resource_idx, WINED3D_LOCATION_DISCARDED);
}
context_release(context);
}
static void swapchain_gl_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_gl_frontbuffer_updated,
};
static void swapchain_gdi_frontbuffer_updated(struct wined3d_swapchain *swapchain)
{
struct wined3d_surface *front;
POINT offset = {0, 0};
HDC src_dc, dst_dc;
RECT draw_rect;
HWND window;
TRACE("swapchain %p.\n", swapchain);
front = swapchain->front_buffer->sub_resources[0].u.surface;
if (swapchain->palette)
wined3d_palette_apply_to_dc(swapchain->palette, front->dc);
if (front->container->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->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, DWORD flags)
{
struct wined3d_surface *front, *back;
HBITMAP bitmap;
void *data;
HDC dc;
front = swapchain->front_buffer->sub_resources[0].u.surface;
back = swapchain->back_buffers[0]->sub_resources[0].u.surface;
/* Flip the surface data. */
dc = front->dc;
bitmap = front->bitmap;
data = front->container->resource.heap_memory;
front->dc = back->dc;
front->bitmap = back->bitmap;
front->container->resource.heap_memory = back->container->resource.heap_memory;
back->dc = dc;
back->bitmap = bitmap;
back->container->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_gdi_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->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_gl_info *gl_info;
const struct wined3d_format *format;
enum wined3d_multisample_type t;
if (wined3d_settings.sample_count == ~0u)
return;
gl_info = &swapchain->device->adapter->gl_info;
if (!(format = wined3d_get_format(gl_info, format_id, WINED3DUSAGE_RENDERTARGET)))
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;
}
static void wined3d_swapchain_update_swap_interval_cs(void *object)
{
struct wined3d_swapchain *swapchain = object;
const struct wined3d_gl_info *gl_info;
struct wined3d_context *context;
int swap_interval;
context = context_acquire(swapchain->device, swapchain->front_buffer, 0);
gl_info = context->gl_info;
switch (swapchain->desc.swap_interval)
{
case WINED3DPRESENT_INTERVAL_IMMEDIATE:
swap_interval = 0;
break;
case WINED3DPRESENT_INTERVAL_DEFAULT:
case WINED3DPRESENT_INTERVAL_ONE:
swap_interval = 1;
break;
case WINED3DPRESENT_INTERVAL_TWO:
swap_interval = 2;
break;
case WINED3DPRESENT_INTERVAL_THREE:
swap_interval = 3;
break;
case WINED3DPRESENT_INTERVAL_FOUR:
swap_interval = 4;
break;
default:
FIXME("Unhandled present interval %#x.\n", swapchain->desc.swap_interval);
swap_interval = 1;
}
if (gl_info->supported[WGL_EXT_SWAP_CONTROL])
{
if (!GL_EXTCALL(wglSwapIntervalEXT(swap_interval)))
ERR("wglSwapIntervalEXT failed to set swap interval %d for context %p, last error %#x\n",
swap_interval, context, GetLastError());
}
context_release(context);
}
static void wined3d_swapchain_cs_init(void *object)
{
struct wined3d_swapchain *swapchain = object;
const struct wined3d_gl_info *gl_info;
unsigned int i;
static const enum wined3d_format_id formats[] =
{
WINED3DFMT_D24_UNORM_S8_UINT,
WINED3DFMT_D32_UNORM,
WINED3DFMT_R24_UNORM_X8_TYPELESS,
WINED3DFMT_D16_UNORM,
WINED3DFMT_S1_UINT_D15_UNORM,
};
gl_info = &swapchain->device->adapter->gl_info;
/* Without ORM_FBO, switching the depth/stencil format is hard. Always
* request a depth/stencil buffer in the likely case it's needed later. */
for (i = 0; i < ARRAY_SIZE(formats); ++i)
{
swapchain->ds_format = wined3d_get_format(gl_info, formats[i], WINED3DUSAGE_DEPTHSTENCIL);
if ((swapchain->context[0] = context_create(swapchain, swapchain->front_buffer, swapchain->ds_format)))
break;
TRACE("Depth stencil format %s is not supported, trying next format.\n", debug_d3dformat(formats[i]));
}
if (!swapchain->context[0])
{
WARN("Failed to create context.\n");
return;
}
swapchain->num_contexts = 1;
if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
&& (!swapchain->desc.enable_auto_depth_stencil
|| swapchain->desc.auto_depth_stencil_format != swapchain->ds_format->id))
FIXME("Add OpenGL context recreation support.\n");
context_release(swapchain->context[0]);
wined3d_swapchain_update_swap_interval_cs(swapchain);
}
static HRESULT 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_adapter *adapter = device->adapter;
struct wined3d_resource_desc texture_desc;
BOOL displaymode_set = FALSE;
DWORD texture_flags = 0;
RECT client_rect;
HWND window;
HRESULT hr;
UINT i;
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);
if (device->wined3d->flags & WINED3D_NO3D)
swapchain->swapchain_ops = &swapchain_gdi_ops;
else
swapchain->swapchain_ops = &swapchain_gl_ops;
window = desc->device_window ? desc->device_window : device->create_parms.focus_window;
swapchain->device = device;
swapchain->parent = parent;
swapchain->parent_ops = parent_ops;
swapchain->ref = 1;
swapchain->win_handle = window;
swapchain->device_window = window;
if (FAILED(hr = wined3d_get_adapter_display_mode(device->wined3d,
adapter->ordinal, &swapchain->original_mode, NULL)))
{
ERR("Failed to get current display mode, hr %#x.\n", hr);
goto err;
}
GetWindowRect(window, &swapchain->original_window_rect);
GetClientRect(window, &client_rect);
if (desc->windowed)
{
if (!desc->backbuffer_width)
{
desc->backbuffer_width = client_rect.right;
TRACE("Updating width to %u.\n", desc->backbuffer_width);
}
if (!desc->backbuffer_height)
{
desc->backbuffer_height = client_rect.bottom;
TRACE("Updating height to %u.\n", desc->backbuffer_height);
}
if (desc->backbuffer_format == WINED3DFMT_UNKNOWN)
{
desc->backbuffer_format = swapchain->original_mode.format_id;
TRACE("Updating format to %s.\n", debug_d3dformat(swapchain->original_mode.format_id));
}
}
swapchain->desc = *desc;
wined3d_swapchain_apply_sample_count_override(swapchain, swapchain->desc.backbuffer_format,
&swapchain->desc.multisample_type, &swapchain->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->desc.backbuffer_format;
texture_desc.multisample_type = swapchain->desc.multisample_type;
texture_desc.multisample_quality = swapchain->desc.multisample_quality;
texture_desc.usage = 0;
texture_desc.access = WINED3D_RESOURCE_ACCESS_GPU;
texture_desc.width = swapchain->desc.backbuffer_width;
texture_desc.height = swapchain->desc.backbuffer_height;
texture_desc.depth = 1;
texture_desc.size = 0;
if (swapchain->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)
{
if (desc->flags & WINED3D_SWAPCHAIN_ALLOW_MODE_SWITCH)
{
/* Change the display settings */
swapchain->d3d_mode.width = desc->backbuffer_width;
swapchain->d3d_mode.height = desc->backbuffer_height;
swapchain->d3d_mode.format_id = desc->backbuffer_format;
swapchain->d3d_mode.refresh_rate = desc->refresh_rate;
swapchain->d3d_mode.scanline_ordering = WINED3D_SCANLINE_ORDERING_UNKNOWN;
if (FAILED(hr = wined3d_set_adapter_display_mode(device->wined3d,
adapter->ordinal, &swapchain->d3d_mode)))
{
WARN("Failed to set display mode, hr %#x.\n", hr);
goto err;
}
displaymode_set = TRUE;
}
else
{
swapchain->d3d_mode = swapchain->original_mode;
}
}
if (!(device->wined3d->flags & WINED3D_NO3D))
{
if (!(swapchain->context = heap_alloc(sizeof(*swapchain->context))))
{
ERR("Failed to create the context array.\n");
hr = E_OUTOFMEMORY;
goto err;
}
wined3d_cs_init_object(device->cs, wined3d_swapchain_cs_init, swapchain);
device->cs->ops->finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
if (!swapchain->context[0])
{
hr = WINED3DERR_NOTAVAILABLE;
goto err;
}
}
if (swapchain->desc.backbuffer_count > 0)
{
if (!(swapchain->back_buffers = heap_calloc(swapchain->desc.backbuffer_count,
sizeof(*swapchain->back_buffers))))
{
ERR("Failed to allocate backbuffer array memory.\n");
hr = E_OUTOFMEMORY;
goto err;
}
texture_desc.usage = swapchain->desc.backbuffer_usage;
for (i = 0; i < swapchain->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->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 && !(device->wined3d->flags & WINED3D_NO3D))
{
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->desc.auto_depth_stencil_format;
texture_desc.usage = WINED3DUSAGE_DEPTHSTENCIL;
if (FAILED(hr = device->device_parent->ops->create_swapchain_texture(device->device_parent,
device->device_parent, &texture_desc, texture_flags, &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);
return WINED3D_OK;
err:
if (displaymode_set)
{
if (FAILED(wined3d_set_adapter_display_mode(device->wined3d,
adapter->ordinal, &swapchain->original_mode)))
ERR("Failed to restore display mode.\n");
ClipCursor(NULL);
}
if (swapchain->back_buffers)
{
for (i = 0; i < swapchain->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);
}
wined3d_cs_destroy_object(swapchain->device->cs, wined3d_swapchain_destroy_object, swapchain);
swapchain->device->cs->ops->finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
if (swapchain->front_buffer)
{
wined3d_texture_set_swapchain(swapchain->front_buffer, NULL);
wined3d_texture_decref(swapchain->front_buffer);
}
return hr;
}
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;
TRACE("device %p, desc %p, parent %p, parent_ops %p, swapchain %p.\n",
device, desc, parent, parent_ops, swapchain);
if (!(object = heap_alloc_zero(sizeof(*object))))
return E_OUTOFMEMORY;
hr = swapchain_init(object, device, desc, parent, parent_ops);
if (FAILED(hr))
{
WARN("Failed to initialize swapchain, hr %#x.\n", hr);
heap_free(object);
return hr;
}
TRACE("Created swapchain %p.\n", object);
*swapchain = object;
return WINED3D_OK;
}
static struct wined3d_context *swapchain_create_context(struct wined3d_swapchain *swapchain)
{
struct wined3d_context **ctx_array;
struct wined3d_context *ctx;
TRACE("Creating a new context for swapchain %p, thread %u.\n", swapchain, GetCurrentThreadId());
if (!(ctx = context_create(swapchain, swapchain->front_buffer, swapchain->ds_format)))
{
ERR("Failed to create a new context for the swapchain\n");
return NULL;
}
context_release(ctx);
if (!(ctx_array = heap_calloc(swapchain->num_contexts + 1, sizeof(*ctx_array))))
{
ERR("Out of memory when trying to allocate a new context array\n");
context_destroy(swapchain->device, ctx);
return NULL;
}
memcpy(ctx_array, swapchain->context, sizeof(*ctx_array) * swapchain->num_contexts);
heap_free(swapchain->context);
ctx_array[swapchain->num_contexts] = ctx;
swapchain->context = ctx_array;
swapchain->num_contexts++;
TRACE("Returning context %p\n", ctx);
return ctx;
}
void swapchain_destroy_contexts(struct wined3d_swapchain *swapchain)
{
unsigned int i;
for (i = 0; i < swapchain->num_contexts; ++i)
{
context_destroy(swapchain->device, swapchain->context[i]);
}
heap_free(swapchain->context);
swapchain->num_contexts = 0;
swapchain->context = NULL;
}
struct wined3d_context *swapchain_get_context(struct wined3d_swapchain *swapchain)
{
DWORD tid = GetCurrentThreadId();
unsigned int i;
for (i = 0; i < swapchain->num_contexts; ++i)
{
if (swapchain->context[i]->tid == tid)
return swapchain->context[i];
}
/* Create a new context for the thread */
return swapchain_create_context(swapchain);
}
HDC swapchain_get_backup_dc(struct wined3d_swapchain *swapchain)
{
if (!swapchain->backup_dc)
{
TRACE("Creating the backup window for swapchain %p.\n", swapchain);
if (!(swapchain->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->backup_dc = GetDC(swapchain->backup_wnd)))
{
ERR("Failed to get a DC.\n");
DestroyWindow(swapchain->backup_wnd);
swapchain->backup_wnd = NULL;
return NULL;
}
}
return swapchain->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->desc.backbuffer_count; ++i)
{
wined3d_resource_update_draw_binding(&swapchain->back_buffers[i]->resource);
}
}
void swapchain_update_swap_interval(struct wined3d_swapchain *swapchain)
{
wined3d_cs_init_object(swapchain->device->cs, wined3d_swapchain_update_swap_interval_cs, swapchain);
}
void wined3d_swapchain_activate(struct wined3d_swapchain *swapchain, BOOL activate)
{
struct wined3d_device *device = swapchain->device;
BOOL filter_messages = device->filter_messages;
/* 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. */
device->filter_messages = !(device->wined3d->flags & WINED3D_FOCUS_MESSAGES);
if (activate)
{
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(swapchain->device_window, NULL, 0, 0,
swapchain->desc.backbuffer_width, swapchain->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->d3d_mode)))
ERR("Failed to set display mode.\n");
}
}
else
{
if (FAILED(wined3d_set_adapter_display_mode(device->wined3d,
device->adapter->ordinal, NULL)))
ERR("Failed to set display mode.\n");
swapchain->reapply_mode = TRUE;
if (!(device->create_parms.flags & WINED3DCREATE_NOWINDOWCHANGES)
&& IsWindowVisible(swapchain->device_window))
ShowWindow(swapchain->device_window, SW_MINIMIZE);
}
device->filter_messages = filter_messages;
}
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_device *device = swapchain->device;
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 != swapchain->desc.backbuffer_count)
FIXME("Cannot change the back buffer count yet.\n");
device->cs->ops->finish(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 (!swapchain->desc.windowed)
return WINED3DERR_INVALIDCALL;
if (!GetClientRect(swapchain->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 != swapchain->desc.backbuffer_width
|| height != swapchain->desc.backbuffer_height)
{
swapchain->desc.backbuffer_width = width;
swapchain->desc.backbuffer_height = height;
update_desc = TRUE;
}
if (format_id == WINED3DFMT_UNKNOWN)
{
if (!swapchain->desc.windowed)
return WINED3DERR_INVALIDCALL;
format_id = swapchain->original_mode.format_id;
}
if (format_id != swapchain->desc.backbuffer_format)
{
swapchain->desc.backbuffer_format = format_id;
update_desc = TRUE;
}
if (multisample_type != swapchain->desc.multisample_type
|| multisample_quality != swapchain->desc.multisample_quality)
{
swapchain->desc.multisample_type = multisample_type;
swapchain->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, swapchain->desc.backbuffer_width,
swapchain->desc.backbuffer_height, swapchain->desc.backbuffer_format,
swapchain->desc.multisample_type, swapchain->desc.multisample_quality, NULL, 0)))
return hr;
for (i = 0; i < swapchain->desc.backbuffer_count; ++i)
{
if (FAILED(hr = wined3d_texture_update_desc(swapchain->back_buffers[i], swapchain->desc.backbuffer_width,
swapchain->desc.backbuffer_height, swapchain->desc.backbuffer_format,
swapchain->desc.multisample_type, swapchain->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_set_display_mode(struct wined3d_swapchain *swapchain,
struct wined3d_display_mode *mode)
{
struct wined3d_device *device = swapchain->device;
HRESULT hr;
if (swapchain->desc.flags & WINED3D_SWAPCHAIN_USE_CLOSEST_MATCHING_MODE)
{
if (FAILED(hr = wined3d_find_closest_matching_adapter_mode(device->wined3d,
device->adapter->ordinal, mode)))
{
WARN("Failed to find closest matching mode, hr %#x.\n", hr);
}
}
if (FAILED(hr = wined3d_set_adapter_display_mode(device->wined3d,
device->adapter->ordinal, mode)))
{
WARN("Failed to set display mode, hr %#x.\n", hr);
return WINED3DERR_INVALIDCALL;
}
return WINED3D_OK;
}
HRESULT CDECL wined3d_swapchain_resize_target(struct wined3d_swapchain *swapchain,
const struct wined3d_display_mode *mode)
{
struct wined3d_device *device = swapchain->device;
struct wined3d_display_mode actual_mode;
RECT original_window_rect, window_rect;
HRESULT hr;
TRACE("swapchain %p, mode %p.\n", swapchain, mode);
if (swapchain->desc.windowed)
{
SetRect(&window_rect, 0, 0, mode->width, mode->height);
AdjustWindowRectEx(&window_rect,
GetWindowLongW(swapchain->device_window, GWL_STYLE), FALSE,
GetWindowLongW(swapchain->device_window, GWL_EXSTYLE));
SetRect(&window_rect, 0, 0,
window_rect.right - window_rect.left, window_rect.bottom - window_rect.top);
GetWindowRect(swapchain->device_window, &original_window_rect);
OffsetRect(&window_rect, original_window_rect.left, original_window_rect.top);
}
else if (swapchain->desc.flags & WINED3D_SWAPCHAIN_ALLOW_MODE_SWITCH)
{
actual_mode = *mode;
if (FAILED(hr = wined3d_swapchain_set_display_mode(swapchain, &actual_mode)))
return hr;
SetRect(&window_rect, 0, 0, actual_mode.width, actual_mode.height);
}
else
{
if (FAILED(hr = wined3d_get_adapter_display_mode(device->wined3d, device->adapter->ordinal,
&actual_mode, NULL)))
{
ERR("Failed to get display mode, hr %#x.\n", hr);
return WINED3DERR_INVALIDCALL;
}
SetRect(&window_rect, 0, 0, actual_mode.width, actual_mode.height);
}
MoveWindow(swapchain->device_window, window_rect.left, window_rect.top,
window_rect.right - window_rect.left,
window_rect.bottom - window_rect.top, TRUE);
return WINED3D_OK;
}
HRESULT CDECL wined3d_swapchain_set_fullscreen(struct wined3d_swapchain *swapchain,
const struct wined3d_swapchain_desc *swapchain_desc, const struct wined3d_display_mode *mode)
{
struct wined3d_device *device = swapchain->device;
struct wined3d_display_mode actual_mode;
HRESULT hr;
TRACE("swapchain %p, desc %p, mode %p.\n", swapchain, swapchain_desc, mode);
if (swapchain->desc.flags & WINED3D_SWAPCHAIN_ALLOW_MODE_SWITCH)
{
if (mode)
{
actual_mode = *mode;
}
else
{
if (!swapchain_desc->windowed)
{
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 = swapchain_desc->backbuffer_format;
actual_mode.scanline_ordering = WINED3D_SCANLINE_ORDERING_UNKNOWN;
}
else
{
actual_mode = swapchain->original_mode;
}
}
if (FAILED(hr = wined3d_swapchain_set_display_mode(swapchain, &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(device->wined3d, device->adapter->ordinal,
&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 (swapchain->desc.windowed)
{
/* Switch from windowed to fullscreen */
HWND focus_window = device->create_parms.focus_window;
if (!focus_window)
focus_window = swapchain->device_window;
if (FAILED(hr = wined3d_device_acquire_focus_window(device, focus_window)))
{
ERR("Failed to acquire focus window, hr %#x.\n", hr);
return hr;
}
wined3d_device_setup_fullscreen_window(device, swapchain->device_window, width, height);
}
else
{
/* Fullscreen -> fullscreen mode change */
BOOL filter_messages = device->filter_messages;
device->filter_messages = TRUE;
MoveWindow(swapchain->device_window, 0, 0, width, height, TRUE);
ShowWindow(swapchain->device_window, SW_SHOW);
device->filter_messages = filter_messages;
}
swapchain->d3d_mode = actual_mode;
}
else if (!swapchain->desc.windowed)
{
/* Fullscreen -> windowed switch */
RECT *window_rect = NULL;
if (swapchain->desc.flags & WINED3D_SWAPCHAIN_RESTORE_WINDOW_RECT)
window_rect = &swapchain->original_window_rect;
wined3d_device_restore_fullscreen_window(device, swapchain->device_window, window_rect);
wined3d_device_release_focus_window(device);
}
swapchain->desc.windowed = swapchain_desc->windowed;
return WINED3D_OK;
}