wine/dlls/wined3d/swapchain_gdi.c
Henri Verbeet a0aa10eb5c wined3d: Filter messages for the device's focus window instead of the swapchain's device window.
Usually these will be the same window, but they don't have to be.
2009-12-23 14:27:29 +01:00

266 lines
8.8 KiB
C

/*
*IDirect3DSwapChain9 implementation
*
*Copyright 2002-2003 Jason Edmeades
*Copyright 2002-2003 Raphael Junqueira
*Copyright 2005 Oliver Stieber
*Copyright 2007-2008 Stefan Dösinger 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 "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
WINE_DECLARE_DEBUG_CHANNEL(fps);
static void WINAPI IWineGDISwapChainImpl_Destroy(IWineD3DSwapChain *iface)
{
IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
WINED3DDISPLAYMODE mode;
TRACE("Destroying swapchain %p\n", iface);
IWineD3DSwapChain_SetGammaRamp(iface, 0, &This->orig_gamma);
/* release the ref to the front and back buffer parents */
if(This->frontBuffer) {
IWineD3DSurface_SetContainer(This->frontBuffer, 0);
if (IWineD3DSurface_Release(This->frontBuffer) > 0)
{
WARN("(%p) Something's still holding the front buffer\n",This);
}
}
if(This->backBuffer) {
UINT i;
for(i = 0; i < This->presentParms.BackBufferCount; i++) {
IWineD3DSurface_SetContainer(This->backBuffer[i], 0);
if (IWineD3DSurface_Release(This->backBuffer[i]) > 0)
{
WARN("(%p) Something's still holding the back buffer\n",This);
}
}
HeapFree(GetProcessHeap(), 0, This->backBuffer);
}
/* 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(This->presentParms.Windowed == FALSE && This->presentParms.AutoRestoreDisplayMode) {
mode.Width = This->orig_width;
mode.Height = This->orig_height;
mode.RefreshRate = 0;
mode.Format = This->orig_fmt;
IWineD3DDevice_SetDisplayMode((IWineD3DDevice *)This->device, 0, &mode);
}
HeapFree(GetProcessHeap(), 0, This->context);
HeapFree(GetProcessHeap(), 0, This);
}
/*****************************************************************************
* x11_copy_to_screen
*
* Helper function that blts the front buffer contents to the target window
*
* Params:
* This: Surface to copy from
* rc: Rectangle to copy
*
*****************************************************************************/
void x11_copy_to_screen(IWineD3DSwapChainImpl *This, const RECT *rc)
{
IWineD3DSurfaceImpl *front = (IWineD3DSurfaceImpl *) This->frontBuffer;
if(front->resource.usage & WINED3DUSAGE_RENDERTARGET) {
POINT offset = {0,0};
HWND hDisplayWnd;
HDC hDisplayDC;
HDC hSurfaceDC = 0;
RECT drawrect;
TRACE("(%p)->(%p): Copying to screen\n", front, rc);
hSurfaceDC = front->hDC;
hDisplayWnd = This->win_handle;
hDisplayDC = GetDCEx(hDisplayWnd, 0, DCX_CLIPSIBLINGS|DCX_CACHE);
if(rc) {
TRACE(" copying rect (%d,%d)->(%d,%d), offset (%d,%d)\n",
rc->left, rc->top, rc->right, rc->bottom, offset.x, offset.y);
}
/* Front buffer coordinates are screen coordinates. Map them to the destination
* window if not fullscreened
*/
if(This->presentParms.Windowed) {
ClientToScreen(hDisplayWnd, &offset);
}
#if 0
/* FIXME: This doesn't work... if users really want to run
* X in 8bpp, then we need to call directly into display.drv
* (or Wine's equivalent), and force a private colormap
* without default entries. */
if (front->palette) {
SelectPalette(hDisplayDC, front->palette->hpal, FALSE);
RealizePalette(hDisplayDC); /* sends messages => deadlocks */
}
#endif
drawrect.left = 0;
drawrect.right = front->currentDesc.Width;
drawrect.top = 0;
drawrect.bottom = front->currentDesc.Height;
#if 0
/* TODO: Support clippers */
if (front->clipper)
{
RECT xrc;
HWND hwnd = ((IWineD3DClipperImpl *) front->clipper)->hWnd;
if (hwnd && GetClientRect(hwnd,&xrc))
{
OffsetRect(&xrc,offset.x,offset.y);
IntersectRect(&drawrect,&drawrect,&xrc);
}
}
#endif
if (rc) {
IntersectRect(&drawrect,&drawrect,rc);
}
else {
/* Only use this if the caller did not pass a rectangle, since
* due to double locking this could be the wrong one ...
*/
if (front->lockedRect.left != front->lockedRect.right) {
IntersectRect(&drawrect,&drawrect,&front->lockedRect);
}
}
BitBlt(hDisplayDC,
drawrect.left-offset.x, drawrect.top-offset.y,
drawrect.right-drawrect.left, drawrect.bottom-drawrect.top,
hSurfaceDC,
drawrect.left, drawrect.top,
SRCCOPY);
ReleaseDC(hDisplayWnd, hDisplayDC);
}
}
static HRESULT WINAPI IWineGDISwapChainImpl_SetDestWindowOverride(IWineD3DSwapChain *iface, HWND window) {
IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
This->win_handle = window;
return WINED3D_OK;
}
static HRESULT WINAPI IWineGDISwapChainImpl_Present(IWineD3DSwapChain *iface, CONST RECT *pSourceRect, CONST RECT *pDestRect, HWND hDestWindowOverride, CONST RGNDATA *pDirtyRegion, DWORD dwFlags) {
IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *) iface;
IWineD3DSurfaceImpl *front, *back;
if(!This->backBuffer) {
WARN("Swapchain doesn't have a backbuffer, returning WINED3DERR_INVALIDCALL\n");
return WINED3DERR_INVALIDCALL;
}
front = (IWineD3DSurfaceImpl *) This->frontBuffer;
back = (IWineD3DSurfaceImpl *) This->backBuffer[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;
tmp = front->resource.allocatedMemory;
front->resource.allocatedMemory = back->resource.allocatedMemory;
back->resource.allocatedMemory = tmp;
if(front->resource.heapMemory) {
ERR("GDI Surface %p has heap memory allocated\n", front);
}
if(back->resource.heapMemory) {
ERR("GDI Surface %p has heap memory allocated\n", back);
}
}
/* client_memory should not be different, but just in case */
{
BOOL tmp;
tmp = front->dib.client_memory;
front->dib.client_memory = back->dib.client_memory;
back->dib.client_memory = tmp;
}
/* 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;
}
}
x11_copy_to_screen(This, NULL);
return WINED3D_OK;
}
const IWineD3DSwapChainVtbl IWineGDISwapChain_Vtbl =
{
/* IUnknown */
IWineD3DBaseSwapChainImpl_QueryInterface,
IWineD3DBaseSwapChainImpl_AddRef,
IWineD3DBaseSwapChainImpl_Release,
/* IWineD3DSwapChain */
IWineD3DBaseSwapChainImpl_GetParent,
IWineGDISwapChainImpl_Destroy,
IWineD3DBaseSwapChainImpl_GetDevice,
IWineGDISwapChainImpl_Present,
IWineGDISwapChainImpl_SetDestWindowOverride,
IWineD3DBaseSwapChainImpl_GetFrontBufferData,
IWineD3DBaseSwapChainImpl_GetBackBuffer,
IWineD3DBaseSwapChainImpl_GetRasterStatus,
IWineD3DBaseSwapChainImpl_GetDisplayMode,
IWineD3DBaseSwapChainImpl_GetPresentParameters,
IWineD3DBaseSwapChainImpl_SetGammaRamp,
IWineD3DBaseSwapChainImpl_GetGammaRamp
};