wine/dlls/wined3d/swapchain.c
Henri Verbeet c059191e0f wined3d: Avoid surface_from_resource() in swapchain_gl_frontbuffer_updated().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2016-03-03 13:00:47 +09:00

1361 lines
49 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"
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
WINE_DECLARE_DEBUG_CHANNEL(fps);
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]);
}
HeapFree(GetProcessHeap(), 0, swapchain->back_buffers);
swapchain->back_buffers = NULL;
}
for (i = 0; i < swapchain->num_contexts; ++i)
{
context_destroy(swapchain->device, swapchain->context[i]);
}
HeapFree(GetProcessHeap(), 0, swapchain->context);
/* 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->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)
{
swapchain_cleanup(swapchain);
swapchain->parent_ops->wined3d_object_destroyed(swapchain->parent);
HeapFree(GetProcessHeap(), 0, 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,
const RGNDATA *dirty_region, DWORD flags)
{
TRACE("swapchain %p, src_rect %s, dst_rect %s, dst_window_override %p, dirty_region %p, flags %#x.\n",
swapchain, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect),
dst_window_override, dirty_region, flags);
if (flags)
FIXME("Ignoring flags %#x.\n", flags);
if (!swapchain->back_buffers)
{
WARN("Swapchain doesn't have a backbuffer, returning WINED3DERR_INVALIDCALL\n");
return WINED3DERR_INVALIDCALL;
}
wined3d_cs_emit_present(swapchain->device->cs, swapchain, src_rect,
dst_rect, dst_window_override, dirty_region, 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)
{
struct wined3d_surface *src_surface, *dst_surface;
struct wined3d_resource *sub_resource;
RECT src_rect, dst_rect;
TRACE("swapchain %p, dst_texture %p, sub_resource_idx %u.\n", swapchain, dst_texture, sub_resource_idx);
if (!(sub_resource = wined3d_texture_get_sub_resource(dst_texture, sub_resource_idx)) ||
sub_resource->type != WINED3D_RTYPE_SURFACE)
return WINED3DERR_INVALIDCALL;
dst_surface = surface_from_resource(sub_resource);
src_surface = surface_from_resource(wined3d_texture_get_sub_resource(swapchain->front_buffer, 0));
SetRect(&src_rect, 0, 0, src_surface->resource.width, src_surface->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_surface_blt(dst_surface, &dst_rect, src_surface, &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_surface *backbuffer = surface_from_resource(
wined3d_texture_get_sub_resource(swapchain->back_buffers[0], 0));
UINT src_w = src_rect->right - src_rect->left;
UINT src_h = src_rect->bottom - src_rect->top;
GLenum gl_filter;
const struct wined3d_gl_info *gl_info = context->gl_info;
RECT win_rect;
UINT win_h;
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_w == dst_rect->right - dst_rect->left && src_h == dst_rect->bottom - dst_rect->top)
gl_filter = GL_NEAREST;
else
gl_filter = GL_LINEAR;
GetClientRect(swapchain->win_handle, &win_rect);
win_h = win_rect.bottom - win_rect.top;
if (gl_info->fbo_ops.glBlitFramebuffer && is_identity_fixup(backbuffer->resource.format->color_fixup))
{
DWORD location = WINED3D_LOCATION_TEXTURE_RGB;
if (backbuffer->resource.multisample_type)
{
location = WINED3D_LOCATION_RB_RESOLVED;
surface_load_location(backbuffer, context, location);
}
context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, backbuffer, NULL, location);
gl_info->gl_ops.gl.p_glReadBuffer(GL_COLOR_ATTACHMENT0);
context_check_fbo_status(context, GL_READ_FRAMEBUFFER);
context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER,
surface_from_resource(wined3d_texture_get_sub_resource(swapchain->front_buffer, 0)),
NULL, WINED3D_LOCATION_DRAWABLE);
context_set_draw_buffer(context, GL_BACK);
context_invalidate_state(context, STATE_FRAMEBUFFER);
gl_info->gl_ops.gl.p_glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE));
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1));
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2));
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3));
gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST);
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE));
/* Note that the texture is upside down */
gl_info->fbo_ops.glBlitFramebuffer(src_rect->left, src_rect->top, src_rect->right, src_rect->bottom,
dst_rect->left, win_h - dst_rect->top, dst_rect->right, win_h - dst_rect->bottom,
GL_COLOR_BUFFER_BIT, gl_filter);
checkGLcall("Swapchain present blit(EXT_framebuffer_blit)\n");
}
else
{
struct wined3d_device *device = swapchain->device;
struct wined3d_context *context2;
float tex_left = src_rect->left;
float tex_top = src_rect->top;
float tex_right = src_rect->right;
float tex_bottom = src_rect->bottom;
context2 = context_acquire(device, backbuffer);
context_apply_blit_state(context2, device);
if (backbuffer->container->flags & WINED3D_TEXTURE_NORMALIZED_COORDS)
{
tex_left /= backbuffer->pow2Width;
tex_right /= backbuffer->pow2Width;
tex_top /= backbuffer->pow2Height;
tex_bottom /= backbuffer->pow2Height;
}
if (is_complex_fixup(backbuffer->resource.format->color_fixup))
gl_filter = GL_NEAREST;
context_apply_fbo_state_blit(context2, GL_FRAMEBUFFER,
surface_from_resource(wined3d_texture_get_sub_resource(swapchain->front_buffer, 0)),
NULL, WINED3D_LOCATION_DRAWABLE);
context_bind_texture(context2, backbuffer->texture_target, backbuffer->container->texture_rgb.name);
/* Set up the texture. The surface is not in a wined3d_texture
* container, so there are no D3D texture settings to dirtify. */
device->blitter->set_shader(device->blit_priv, context2, backbuffer, NULL);
gl_info->gl_ops.gl.p_glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MIN_FILTER, gl_filter);
gl_info->gl_ops.gl.p_glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MAG_FILTER, gl_filter);
context_set_draw_buffer(context, GL_BACK);
/* Set the viewport to the destination rectandle, disable any projection
* transformation set up by context_apply_blit_state(), and draw a
* (-1,-1)-(1,1) quad.
*
* Back up viewport and matrix to avoid breaking last_was_blit
*
* Note that context_apply_blit_state() set up viewport and ortho to
* match the surface size - we want the GL drawable(=window) size. */
gl_info->gl_ops.gl.p_glPushAttrib(GL_VIEWPORT_BIT);
gl_info->gl_ops.gl.p_glViewport(dst_rect->left, win_h - dst_rect->bottom,
dst_rect->right, win_h - dst_rect->top);
gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
gl_info->gl_ops.gl.p_glPushMatrix();
gl_info->gl_ops.gl.p_glLoadIdentity();
gl_info->gl_ops.gl.p_glBegin(GL_QUADS);
/* bottom left */
gl_info->gl_ops.gl.p_glTexCoord2f(tex_left, tex_bottom);
gl_info->gl_ops.gl.p_glVertex2i(-1, -1);
/* top left */
gl_info->gl_ops.gl.p_glTexCoord2f(tex_left, tex_top);
gl_info->gl_ops.gl.p_glVertex2i(-1, 1);
/* top right */
gl_info->gl_ops.gl.p_glTexCoord2f(tex_right, tex_top);
gl_info->gl_ops.gl.p_glVertex2i(1, 1);
/* bottom right */
gl_info->gl_ops.gl.p_glTexCoord2f(tex_right, tex_bottom);
gl_info->gl_ops.gl.p_glVertex2i(1, -1);
gl_info->gl_ops.gl.p_glEnd();
gl_info->gl_ops.gl.p_glPopMatrix();
gl_info->gl_ops.gl.p_glPopAttrib();
device->blitter->unset_shader(context->gl_info);
checkGLcall("Swapchain present blit(manual)\n");
context_release(context2);
}
}
/* Context activation is done by the caller. */
static void wined3d_swapchain_rotate(struct wined3d_swapchain *swapchain, struct wined3d_context *context)
{
struct gl_texture tex0;
GLuint rb0;
DWORD locations0;
struct wined3d_surface *surface, *surface_prev;
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;
surface_prev = surface_from_resource(wined3d_texture_get_sub_resource(swapchain->back_buffers[0], 0));
/* Back buffer 0 is already in the draw binding. */
tex0 = swapchain->back_buffers[0]->texture_rgb;
rb0 = surface_prev->rb_multisample;
locations0 = surface_prev->locations;
for (i = 1; i < swapchain->desc.backbuffer_count; ++i)
{
surface = surface_from_resource(wined3d_texture_get_sub_resource(swapchain->back_buffers[i], 0));
if (!(surface->locations & supported_locations))
surface_load_location(surface, context, swapchain->back_buffers[i]->resource.draw_binding);
swapchain->back_buffers[i - 1]->texture_rgb = swapchain->back_buffers[i]->texture_rgb;
surface_prev->rb_multisample = surface->rb_multisample;
surface_validate_location(surface_prev, surface->locations & supported_locations);
surface_invalidate_location(surface_prev, ~(surface->locations & supported_locations));
surface_prev = surface;
}
swapchain->back_buffers[i - 1]->texture_rgb = tex0;
surface_prev->rb_multisample = rb0;
surface_validate_location(surface_prev, locations0 & supported_locations);
surface_invalidate_location(surface_prev, ~(locations0 & supported_locations));
device_invalidate_state(swapchain->device, STATE_FRAMEBUFFER);
}
static void swapchain_gl_present(struct wined3d_swapchain *swapchain, const RECT *src_rect_in,
const RECT *dst_rect_in, const RGNDATA *dirty_region, DWORD flags)
{
struct wined3d_surface *back_buffer = surface_from_resource(
wined3d_texture_get_sub_resource(swapchain->back_buffers[0], 0));
const struct wined3d_fb_state *fb = &swapchain->device->fb;
const struct wined3d_gl_info *gl_info;
struct wined3d_context *context;
struct wined3d_surface *front;
RECT src_rect, dst_rect;
BOOL render_to_fbo;
context = context_acquire(swapchain->device, back_buffer);
if (!context->valid)
{
context_release(context);
WARN("Invalid context, skipping present.\n");
return;
}
gl_info = context->gl_info;
if (swapchain->device->logo_texture)
{
struct wined3d_surface *src_surface = surface_from_resource(
wined3d_texture_get_sub_resource(swapchain->device->logo_texture, 0));
RECT rect = {0, 0, src_surface->resource.width, src_surface->resource.height};
/* Blit the logo into the upper left corner of the drawable. */
wined3d_surface_blt(back_buffer, &rect, src_surface, &rect,
WINED3D_BLT_ALPHA_TEST, NULL, WINED3D_TEXF_POINT);
}
if (swapchain->device->bCursorVisible && swapchain->device->cursor_texture
&& !swapchain->device->hardwareCursor)
{
struct wined3d_surface *cursor = surface_from_resource(
wined3d_texture_get_sub_resource(swapchain->device->cursor_texture, 0));
RECT destRect =
{
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 *)&destRect, 2);
if (wined3d_clip_blit(&clip_rect, &destRect, &src_rect))
wined3d_surface_blt(back_buffer, &destRect, cursor, &src_rect,
WINED3D_BLT_ALPHA_TEST, NULL, WINED3D_TEXF_POINT);
}
TRACE("Presenting HDC %p.\n", context->hdc);
render_to_fbo = swapchain->render_to_fbo;
if (src_rect_in)
{
src_rect = *src_rect_in;
if (!render_to_fbo && (src_rect.left || src_rect.top
|| src_rect.right != swapchain->desc.backbuffer_width
|| src_rect.bottom != swapchain->desc.backbuffer_height))
{
render_to_fbo = TRUE;
}
}
else
{
src_rect.left = 0;
src_rect.top = 0;
src_rect.right = swapchain->desc.backbuffer_width;
src_rect.bottom = swapchain->desc.backbuffer_height;
}
if (dst_rect_in)
dst_rect = *dst_rect_in;
else
GetClientRect(swapchain->win_handle, &dst_rect);
if (!render_to_fbo && (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)
{
surface_load_location(back_buffer, context, WINED3D_LOCATION_TEXTURE_RGB);
surface_invalidate_location(back_buffer, WINED3D_LOCATION_DRAWABLE);
swapchain->render_to_fbo = TRUE;
swapchain_update_draw_bindings(swapchain);
}
else
{
surface_load_location(back_buffer, context, back_buffer->container->resource.draw_binding);
}
if (swapchain->render_to_fbo)
{
static unsigned int once;
if (swapchain->desc.swap_effect == WINED3D_SWAP_EFFECT_FLIP && !once++)
FIXME("WINED3D_SWAP_EFFECT_FLIP not implemented.\n");
swapchain_blit(swapchain, context, &src_rect, &dst_rect);
}
if (swapchain->num_contexts > 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->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;
}
}
front = surface_from_resource(wined3d_texture_get_sub_resource(swapchain->front_buffer, 0));
surface_validate_location(front, WINED3D_LOCATION_DRAWABLE);
surface_invalidate_location(front, ~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 (fb->depth_stencil)
{
struct wined3d_surface *ds = wined3d_rendertarget_view_get_surface(fb->depth_stencil);
if (ds && (swapchain->desc.flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
|| ds->flags & SFLAG_DISCARD))
{
surface_modify_ds_location(ds, WINED3D_LOCATION_DISCARDED,
fb->depth_stencil->width, fb->depth_stencil->height);
if (ds == swapchain->device->onscreen_depth_stencil)
{
wined3d_texture_decref(swapchain->device->onscreen_depth_stencil->container);
swapchain->device->onscreen_depth_stencil = NULL;
}
}
}
context_release(context);
}
static void swapchain_gl_frontbuffer_updated(struct wined3d_swapchain *swapchain)
{
struct wined3d_surface *surface;
struct wined3d_context *context;
surface = swapchain->front_buffer->sub_resources[0].u.surface;
context = context_acquire(swapchain->device, surface);
surface_load_location(surface, context, surface->container->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 = surface_from_resource(wined3d_texture_get_sub_resource(swapchain->front_buffer, 0));
if (swapchain->palette)
wined3d_palette_apply_to_dc(swapchain->palette, front->hDC);
if (front->resource.map_count)
ERR("Trying to blit a mapped surface.\n");
TRACE("Copying surface %p to screen.\n", front);
surface_load_location(front, NULL, WINED3D_LOCATION_DIB);
src_dc = front->hDC;
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));
draw_rect.left = 0;
draw_rect.right = front->resource.width;
draw_rect.top = 0;
draw_rect.bottom = front->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_in,
const RECT *dst_rect_in, const RGNDATA *dirty_region, DWORD flags)
{
struct wined3d_surface *front, *back;
front = surface_from_resource(wined3d_texture_get_sub_resource(swapchain->front_buffer, 0));
back = surface_from_resource(wined3d_texture_get_sub_resource(swapchain->back_buffers[0], 0));
/* Flip the DC. */
{
HDC tmp;
tmp = front->hDC;
front->hDC = back->hDC;
back->hDC = tmp;
}
/* Flip the DIBsection. */
{
HBITMAP tmp;
tmp = front->dib.DIBsection;
front->dib.DIBsection = back->dib.DIBsection;
back->dib.DIBsection = tmp;
}
/* Flip the surface data. */
{
void *tmp;
tmp = front->dib.bitmap_data;
front->dib.bitmap_data = back->dib.bitmap_data;
back->dib.bitmap_data = tmp;
if (front->resource.heap_memory)
ERR("GDI Surface %p has heap memory allocated.\n", front);
if (back->resource.heap_memory)
ERR("GDI Surface %p has heap memory allocated.\n", back);
}
/* 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)
{
RECT client_rect;
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;
}
GetClientRect(swapchain->win_handle, &client_rect);
TRACE("Backbuffer %ux%u, window %ux%u.\n",
swapchain->desc.backbuffer_width,
swapchain->desc.backbuffer_height,
client_rect.right, client_rect.bottom);
TRACE("Multisample type %#x, quality %#x.\n",
swapchain->desc.multisample_type,
swapchain->desc.multisample_quality);
if (!wined3d_settings.always_offscreen && !swapchain->desc.multisample_type
&& swapchain->desc.backbuffer_width == client_rect.right
&& swapchain->desc.backbuffer_height == client_rect.bottom)
{
TRACE("Backbuffer dimensions match window dimensions, rendering onscreen.\n");
swapchain->render_to_fbo = FALSE;
return;
}
TRACE("Rendering to FBO.\n");
swapchain->render_to_fbo = TRUE;
}
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;
struct wined3d_surface *front_buffer;
BOOL displaymode_set = FALSE;
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 (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;
}
GetClientRect(window, &client_rect);
if (desc->windowed
&& (!desc->backbuffer_width || !desc->backbuffer_height
|| desc->backbuffer_format == WINED3DFMT_UNKNOWN))
{
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;
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.pool = WINED3D_POOL_DEFAULT;
texture_desc.width = swapchain->desc.backbuffer_width;
texture_desc.height = swapchain->desc.backbuffer_height;
texture_desc.depth = 1;
texture_desc.size = 0;
if (FAILED(hr = device->device_parent->ops->create_swapchain_texture(device->device_parent,
parent, &texture_desc, &swapchain->front_buffer)))
{
WARN("Failed to create front buffer, hr %#x.\n", hr);
goto err;
}
wined3d_texture_set_swapchain(swapchain->front_buffer, swapchain);
front_buffer = surface_from_resource(wined3d_texture_get_sub_resource(swapchain->front_buffer, 0));
if (!(device->wined3d->flags & WINED3D_NO3D))
{
surface_validate_location(front_buffer, WINED3D_LOCATION_DRAWABLE);
surface_invalidate_location(front_buffer, ~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)
{
/* 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;
}
if (!(device->wined3d->flags & WINED3D_NO3D))
{
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
};
const struct wined3d_gl_info *gl_info = &adapter->gl_info;
swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain->context));
if (!swapchain->context)
{
ERR("Failed to create the context array.\n");
hr = E_OUTOFMEMORY;
goto err;
}
swapchain->num_contexts = 1;
/* In WGL both color, depth and stencil are features of a pixel format. In case of D3D they are separate.
* You are able to add a depth + stencil surface at a later stage when you need it.
* In order to support this properly in WineD3D we need the ability to recreate the opengl context and
* drawable when this is required. This is very tricky as we need to reapply ALL opengl states for the new
* context, need torecreate shaders, textures and other resources.
*
* The context manager already takes care of the state problem and for the other tasks code from Reset
* can be used. These changes are way to risky during the 1.0 code freeze which is taking place right now.
* Likely a lot of other new bugs will be exposed. For that reason request a depth stencil surface all the
* time. It can cause a slight performance hit but fixes a lot of regressions. A fixme reminds of that this
* issue needs to be fixed. */
for (i = 0; i < (sizeof(formats) / sizeof(*formats)); i++)
{
swapchain->ds_format = wined3d_get_format(gl_info, formats[i]);
swapchain->context[0] = context_create(swapchain, front_buffer, swapchain->ds_format);
if (swapchain->context[0]) 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");
hr = WINED3DERR_NOTAVAILABLE;
goto err;
}
if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
&& (!desc->enable_auto_depth_stencil
|| swapchain->desc.auto_depth_stencil_format != swapchain->ds_format->id))
{
FIXME("Add OpenGL context recreation support to context_validate_onscreen_formats\n");
}
context_release(swapchain->context[0]);
}
if (swapchain->desc.backbuffer_count > 0)
{
swapchain->back_buffers = HeapAlloc(GetProcessHeap(), 0,
sizeof(*swapchain->back_buffers) * swapchain->desc.backbuffer_count);
if (!swapchain->back_buffers)
{
ERR("Failed to allocate backbuffer array memory.\n");
hr = E_OUTOFMEMORY;
goto err;
}
texture_desc.usage |= WINED3DUSAGE_RENDERTARGET;
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, &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_texture *ds;
struct wined3d_rendertarget_view_desc desc;
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, &ds)))
{
WARN("Failed to create the auto depth/stencil surface, hr %#x.\n", hr);
goto err;
}
desc.format_id = ds->resource.format->id;
desc.u.texture.level_idx = 0;
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]);
}
}
HeapFree(GetProcessHeap(), 0, swapchain->back_buffers);
}
if (swapchain->context)
{
if (swapchain->context[0])
{
context_release(swapchain->context[0]);
context_destroy(device, swapchain->context[0]);
swapchain->num_contexts = 0;
}
HeapFree(GetProcessHeap(), 0, swapchain->context);
}
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);
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
if (!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);
HeapFree(GetProcessHeap(), 0, 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 **newArray;
struct wined3d_context *ctx;
TRACE("Creating a new context for swapchain %p, thread %u.\n", swapchain, GetCurrentThreadId());
if (!(ctx = context_create(swapchain,
surface_from_resource(wined3d_texture_get_sub_resource(swapchain->front_buffer, 0)),
swapchain->ds_format)))
{
ERR("Failed to create a new context for the swapchain\n");
return NULL;
}
context_release(ctx);
newArray = HeapAlloc(GetProcessHeap(), 0, sizeof(*newArray) * (swapchain->num_contexts + 1));
if(!newArray) {
ERR("Out of memory when trying to allocate a new context array\n");
context_destroy(swapchain->device, ctx);
return NULL;
}
memcpy(newArray, swapchain->context, sizeof(*newArray) * swapchain->num_contexts);
HeapFree(GetProcessHeap(), 0, swapchain->context);
newArray[swapchain->num_contexts] = ctx;
swapchain->context = newArray;
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]);
}
swapchain->num_contexts = 0;
}
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 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)
{
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);
if (buffer_count && buffer_count != swapchain->desc.backbuffer_count)
FIXME("Cannot change the back buffer count yet.\n");
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;
}