Beispiel #1
0
/* Do not call while under the GL lock. */
static HRESULT swapchain_init(struct wined3d_swapchain *swapchain, enum wined3d_surface_type surface_type,
        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;
    const struct wined3d_format *format;
    struct wined3d_display_mode mode;
    BOOL displaymode_set = FALSE;
    RECT client_rect;
    HWND window;
    HRESULT hr;
    UINT i;

    if (desc->backbuffer_count > WINED3DPRESENT_BACK_BUFFER_MAX)
    {
        FIXME("The application requested %u back buffers, this is not supported.\n",
                desc->backbuffer_count);
        return WINED3DERR_INVALIDCALL;
    }

    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");
    }

    switch (surface_type)
    {
        case WINED3D_SURFACE_TYPE_GDI:
            swapchain->swapchain_ops = &swapchain_gdi_ops;
            break;

        case WINED3D_SURFACE_TYPE_OPENGL:
            swapchain->swapchain_ops = &swapchain_gl_ops;
            break;

        default:
            ERR("Invalid surface type %#x.\n", surface_type);
            return WINED3DERR_INVALIDCALL;
    }

    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;

    wined3d_get_adapter_display_mode(device->wined3d, adapter->ordinal, &mode, NULL);
    swapchain->orig_width = mode.width;
    swapchain->orig_height = mode.height;
    swapchain->orig_fmt = mode.format_id;
    format = wined3d_get_format(&adapter->gl_info, mode.format_id);

    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->orig_fmt;
            TRACE("Updating format to %s.\n", debug_d3dformat(swapchain->orig_fmt));
        }
    }
    swapchain->desc = *desc;
    swapchain_update_render_to_fbo(swapchain);

    TRACE("Creating front buffer.\n");
    if (FAILED(hr = device->device_parent->ops->create_swapchain_surface(device->device_parent, parent,
            swapchain->desc.backbuffer_width, swapchain->desc.backbuffer_height,
            swapchain->desc.backbuffer_format, WINED3DUSAGE_RENDERTARGET,
            swapchain->desc.multisample_type, swapchain->desc.multisample_quality,
            &swapchain->front_buffer)))
    {
        WARN("Failed to create front buffer, hr %#x.\n", hr);
        goto err;
    }

    surface_set_container(swapchain->front_buffer, WINED3D_CONTAINER_SWAPCHAIN, swapchain);
    if (surface_type == WINED3D_SURFACE_TYPE_OPENGL)
        surface_modify_location(swapchain->front_buffer, SFLAG_INDRAWABLE, TRUE);

    /* 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)
    {
        struct wined3d_display_mode mode;

        /* Change the display settings */
        mode.width = desc->backbuffer_width;
        mode.height = desc->backbuffer_height;
        mode.format_id = desc->backbuffer_format;
        mode.refresh_rate = desc->refresh_rate;
        mode.scanline_ordering = WINED3D_SCANLINE_ORDERING_UNKNOWN;

        if (FAILED(hr = wined3d_set_adapter_display_mode(device->wined3d, device->adapter->ordinal, &mode)))
        {
            WARN("Failed to set display mode, hr %#x.\n", hr);
            goto err;
        }
        displaymode_set = TRUE;
    }

    if (surface_type == WINED3D_SURFACE_TYPE_OPENGL)
    {
        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 = &device->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, 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;
        }

        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_surface(device->device_parent, parent,
                    swapchain->desc.backbuffer_width, swapchain->desc.backbuffer_height,
                    swapchain->desc.backbuffer_format, WINED3DUSAGE_RENDERTARGET,
                    swapchain->desc.multisample_type, swapchain->desc.multisample_quality,
                    &swapchain->back_buffers[i])))
            {
                WARN("Failed to create back buffer %u, hr %#x.\n", i, hr);
                goto err;
            }

            surface_set_container(swapchain->back_buffers[i], WINED3D_CONTAINER_SWAPCHAIN, swapchain);
        }
    }

    /* Swapchains share the depth/stencil buffer, so only create a single depthstencil surface. */
    if (desc->enable_auto_depth_stencil && surface_type == WINED3D_SURFACE_TYPE_OPENGL)
    {
        TRACE("Creating depth/stencil buffer.\n");
        if (!device->auto_depth_stencil)
        {
            if (FAILED(hr = device->device_parent->ops->create_swapchain_surface(device->device_parent,
                    device->device_parent, swapchain->desc.backbuffer_width, swapchain->desc.backbuffer_height,
                    swapchain->desc.auto_depth_stencil_format, WINED3DUSAGE_DEPTHSTENCIL,
                    swapchain->desc.multisample_type, swapchain->desc.multisample_quality,
                    &device->auto_depth_stencil)))
            {
                WARN("Failed to create the auto depth stencil, hr %#x.\n", hr);
                goto err;
            }

            surface_set_container(device->auto_depth_stencil, WINED3D_CONTAINER_NONE, NULL);
        }
    }

    wined3d_swapchain_get_gamma_ramp(swapchain, &swapchain->orig_gamma);

    return WINED3D_OK;

err:
    if (displaymode_set)
    {
        DEVMODEW devmode;

        ClipCursor(NULL);

        /* Change the display settings */
        memset(&devmode, 0, sizeof(devmode));
        devmode.dmSize = sizeof(devmode);
        devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
        devmode.dmBitsPerPel = format->byte_count * CHAR_BIT;
        devmode.dmPelsWidth = swapchain->orig_width;
        devmode.dmPelsHeight = swapchain->orig_height;
        ChangeDisplaySettingsExW(adapter->DeviceName, &devmode, NULL, CDS_FULLSCREEN, NULL);
    }

    if (swapchain->back_buffers)
    {
        for (i = 0; i < swapchain->desc.backbuffer_count; ++i)
        {
            if (swapchain->back_buffers[i])
            {
                surface_set_container(swapchain->back_buffers[i], WINED3D_CONTAINER_NONE, NULL);
                wined3d_surface_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)
    {
        surface_set_container(swapchain->front_buffer, WINED3D_CONTAINER_NONE, NULL);
        wined3d_surface_decref(swapchain->front_buffer);
    }

    return hr;
}
Beispiel #2
0
/* Routine common to the draw primitive and draw indexed primitive routines */
void drawPrimitive(IWineD3DDeviceImpl *device, UINT index_count, UINT StartIdx, UINT idxSize, const void *idxData)
{
    const struct wined3d_state *state = &device->stateBlock->state;
    struct wined3d_context *context;
    unsigned int i;

    if (!index_count) return;

    if (state->render_states[WINED3DRS_COLORWRITEENABLE])
    {
        /* Invalidate the back buffer memory so LockRect will read it the next time */
        for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
        {
            IWineD3DSurfaceImpl *target = device->render_targets[i];
            if (target)
            {
                surface_load_location(target, SFLAG_INDRAWABLE, NULL);
                surface_modify_location(target, SFLAG_INDRAWABLE, TRUE);
            }
        }
    }

    /* Signals other modules that a drawing is in progress and the stateblock finalized */
    device->isInDraw = TRUE;

    context = context_acquire(device, device->render_targets[0]);
    if (!context->valid)
    {
        context_release(context);
        WARN("Invalid context, skipping draw.\n");
        return;
    }

    context_apply_draw_state(context, device);

    if (device->depth_stencil)
    {
        /* Note that this depends on the context_acquire() call above to set
         * context->render_offscreen properly. We don't currently take the
         * Z-compare function into account, but we could skip loading the
         * depthstencil for D3DCMP_NEVER and D3DCMP_ALWAYS as well. Also note
         * that we never copy the stencil data.*/
        DWORD location = context->render_offscreen ? SFLAG_DS_OFFSCREEN : SFLAG_DS_ONSCREEN;
        if (state->render_states[WINED3DRS_ZWRITEENABLE] || state->render_states[WINED3DRS_ZENABLE])
        {
            IWineD3DSurfaceImpl *ds = device->depth_stencil;
            RECT current_rect, draw_rect, r;

            if (location == SFLAG_DS_ONSCREEN && ds != device->onscreen_depth_stencil)
                device_switch_onscreen_ds(device, context, ds);

            if (ds->flags & location)
                SetRect(&current_rect, 0, 0, ds->ds_current_size.cx, ds->ds_current_size.cy);
            else
                SetRectEmpty(&current_rect);

            device_get_draw_rect(device, &draw_rect);

            IntersectRect(&r, &draw_rect, &current_rect);
            if (!EqualRect(&r, &draw_rect))
                surface_load_ds_location(ds, context, location);

            if (state->render_states[WINED3DRS_ZWRITEENABLE])
            {
                surface_modify_ds_location(ds, location, ds->ds_current_size.cx, ds->ds_current_size.cy);
                surface_modify_location(ds, SFLAG_INDRAWABLE, TRUE);
            }
        }
    }

    if ((!context->gl_info->supported[WINED3D_GL_VERSION_2_0]
            || (!glPointParameteri && !context->gl_info->supported[NV_POINT_SPRITE]))
            && context->render_offscreen
            && state->render_states[WINED3DRS_POINTSPRITEENABLE]
            && state->gl_primitive_type == GL_POINTS)
    {
        FIXME("Point sprite coordinate origin switching not supported.\n");
    }

    /* Ok, we will be updating the screen from here onwards so grab the lock */
    ENTER_GL();
    {
        GLenum glPrimType = state->gl_primitive_type;
        BOOL emulation = FALSE;
        const struct wined3d_stream_info *stream_info = &device->strided_streams;
        struct wined3d_stream_info stridedlcl;

        if (!use_vs(state))
        {
            if (!stream_info->position_transformed && context->num_untracked_materials
                    && state->render_states[WINED3DRS_LIGHTING])
            {
                static BOOL warned;
                if (!warned) {
                    FIXME("Using software emulation because not all material properties could be tracked\n");
                    warned = TRUE;
                } else {
                    TRACE("Using software emulation because not all material properties could be tracked\n");
                }
                emulation = TRUE;
            }
            else if (context->fog_coord && state->render_states[WINED3DRS_FOGENABLE])
            {
                /* Either write a pipeline replacement shader or convert the specular alpha from unsigned byte
                 * to a float in the vertex buffer
                 */
                static BOOL warned;
                if (!warned) {
                    FIXME("Using software emulation because manual fog coordinates are provided\n");
                    warned = TRUE;
                } else {
                    TRACE("Using software emulation because manual fog coordinates are provided\n");
                }
                emulation = TRUE;
            }

            if(emulation) {
                stream_info = &stridedlcl;
                memcpy(&stridedlcl, &device->strided_streams, sizeof(stridedlcl));
                remove_vbos(context->gl_info, state, &stridedlcl);
            }
        }

        if (device->useDrawStridedSlow || emulation)
        {
            /* Immediate mode drawing */
            if (use_vs(state))
            {
                static BOOL warned;
                if (!warned) {
                    FIXME("Using immediate mode with vertex shaders for half float emulation\n");
                    warned = TRUE;
                } else {
                    TRACE("Using immediate mode with vertex shaders for half float emulation\n");
                }
                drawStridedSlowVs(context->gl_info, state, stream_info,
                                  index_count, glPrimType, idxData, idxSize, StartIdx);
            }
            else
            {
                drawStridedSlow(device, context, stream_info, index_count,
                                glPrimType, idxData, idxSize, StartIdx);
            }
        }
        else if (device->instancedDraw)
        {
            /* Instancing emulation with mixing immediate mode and arrays */
            drawStridedInstanced(context->gl_info, state, stream_info,
                                 index_count, glPrimType, idxData, idxSize, StartIdx);
        }
        else
        {
            drawStridedFast(glPrimType, index_count, idxSize, idxData, StartIdx);
        }
    }

    /* Finished updating the screen, restore lock */
    LEAVE_GL();

    for(i = 0; i < device->num_buffer_queries; ++i)
    {
        wined3d_event_query_issue(device->buffer_queries[i], device);
    }

    if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */

    context_release(context);

    TRACE("Done all gl drawing\n");

    /* Control goes back to the device, stateblock values may change again */
    device->isInDraw = FALSE;
}
Beispiel #3
0
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 = swapchain->back_buffers[0];
    const struct wined3d_fb_state *fb = &swapchain->device->fb;
    const struct wined3d_gl_info *gl_info;
    struct wined3d_context *context;
    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;

    /* Render the cursor onto the back buffer, using our nifty directdraw blitting code :-) */
    if (swapchain->device->bCursorVisible &&
        swapchain->device->cursorTexture &&
        !swapchain->device->hardwareCursor)
    {
        struct wined3d_surface cursor;
        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,
        };
        TRACE("Rendering the cursor. Creating fake surface at %p\n", &cursor);
        /* Build a fake surface to call the Blitting code. It is not possible to use the interface passed by
         * the application because we are only supposed to copy the information out. Using a fake surface
         * allows us to use the Blitting engine and avoid copying the whole texture -> render target blitting code.
         */
        memset(&cursor, 0, sizeof(cursor));
        cursor.resource.ref = 1;
        cursor.resource.device = swapchain->device;
        cursor.resource.pool = WINED3D_POOL_SCRATCH;
        cursor.resource.format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
        cursor.resource.type = WINED3D_RTYPE_SURFACE;
        cursor.texture_name = swapchain->device->cursorTexture;
        cursor.texture_target = GL_TEXTURE_2D;
        cursor.texture_level = 0;
        cursor.resource.width = swapchain->device->cursorWidth;
        cursor.resource.height = swapchain->device->cursorHeight;
        /* The cursor must have pow2 sizes */
        cursor.pow2Width = cursor.resource.width;
        cursor.pow2Height = cursor.resource.height;
        /* The surface is in the texture */
        cursor.flags |= SFLAG_INTEXTURE;
        /* DDBLT_KEYSRC will cause BltOverride to enable the alpha test with GL_NOTEQUAL, 0.0,
         * which is exactly what we want :-)
         */
        if (swapchain->desc.windowed)
            MapWindowPoints(NULL, swapchain->win_handle, (POINT *)&destRect, 2);
        wined3d_surface_blt(back_buffer, &destRect, &cursor, NULL, WINEDDBLT_KEYSRC,
                NULL, WINED3D_TEXF_POINT);
    }

    if (swapchain->device->logo_surface)
    {
        struct wined3d_surface *src_surface = swapchain->device->logo_surface;
        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, WINEDDBLT_KEYSRC,
                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, SFLAG_INTEXTURE, NULL);
        surface_modify_location(back_buffer, SFLAG_INDRAWABLE, FALSE);
        swapchain->render_to_fbo = TRUE;
        swapchain_update_draw_bindings(swapchain);
    }
    else
    {
        surface_load_location(back_buffer, back_buffer->draw_binding, NULL);
    }

    if (swapchain->render_to_fbo)
    {
        /* This codepath should only be hit with the COPY swapeffect. Otherwise a backbuffer-
         * window size mismatch is impossible(fullscreen) and src and dst rectangles are
         * not allowed(they need the COPY swapeffect)
         *
         * The DISCARD swap effect is ok as well since any backbuffer content is allowed after
         * the swap. */
        if (swapchain->desc.swap_effect == WINED3D_SWAP_EFFECT_FLIP)
            FIXME("Render-to-fbo with WINED3D_SWAP_EFFECT_FLIP\n");

        swapchain_blit(swapchain, context, &src_rect, &dst_rect);
    }

    if (swapchain->num_contexts > 1)
        gl_info->gl_ops.gl.p_glFinish();
    SwapBuffers(context->hdc); /* TODO: cycle through the swapchain buffers */

    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;
        }
    }

    /* This is disabled, but the code left in for debug purposes.
     *
     * Since we're allowed to modify the new back buffer on a D3DSWAPEFFECT_DISCARD flip,
     * we can clear it with some ugly color to make bad drawing visible and ease debugging.
     * The Debug runtime does the same on Windows. However, a few games do not redraw the
     * screen properly, like Max Payne 2, which leaves a few pixels undefined.
     *
     * Tests show that the content of the back buffer after a discard flip is indeed not
     * reliable, so no game can depend on the exact content. However, it resembles the
     * old contents in some way, for example by showing fragments at other locations. In
     * general, the color theme is still intact. So Max payne, which draws rather dark scenes
     * gets a dark background image. If we clear it with a bright ugly color, the game's
     * bug shows up much more than it does on Windows, and the players see single pixels
     * with wrong colors.
     * (The Max Payne bug has been confirmed on Windows with the debug runtime) */
    if (FALSE && swapchain->desc.swap_effect == WINED3D_SWAP_EFFECT_DISCARD)
    {
        static const struct wined3d_color cyan = {0.0f, 1.0f, 1.0f, 1.0f};

        TRACE("Clearing the color buffer with cyan color\n");

        wined3d_device_clear(swapchain->device, 0, NULL,
                WINED3DCLEAR_TARGET, &cyan, 1.0f, 0);
    }

    if (!swapchain->render_to_fbo && ((swapchain->front_buffer->flags & SFLAG_INSYSMEM)
            || (back_buffer->flags & SFLAG_INSYSMEM)))
    {
        /* Both memory copies of the surfaces are ok, flip them around too instead of dirtifying
         * Doesn't work with render_to_fbo because we're not flipping
         */
        struct wined3d_surface *front = swapchain->front_buffer;

        if (front->resource.size == back_buffer->resource.size)
        {
            DWORD fbflags;
            flip_surface(front, back_buffer);

            /* Tell the front buffer surface that is has been modified. However,
             * the other locations were preserved during that, so keep the flags.
             * This serves to update the emulated overlay, if any. */
            fbflags = front->flags;
            surface_modify_location(front, SFLAG_INDRAWABLE, TRUE);
            front->flags = fbflags;
        }
        else
        {
            surface_modify_location(front, SFLAG_INDRAWABLE, TRUE);
            surface_modify_location(back_buffer, SFLAG_INDRAWABLE, TRUE);
        }
    }
    else
    {
        surface_modify_location(swapchain->front_buffer, SFLAG_INDRAWABLE, TRUE);
        /* 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. If it is FLIP however,
         * the texture / sysmem copy needs to be reloaded from the drawable
         */
        if (swapchain->desc.swap_effect == WINED3D_SWAP_EFFECT_FLIP)
            surface_modify_location(back_buffer, back_buffer->draw_binding, TRUE);
    }

    if (fb->depth_stencil)
    {
        if (swapchain->desc.flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
                || fb->depth_stencil->flags & SFLAG_DISCARD)
        {
            surface_modify_ds_location(fb->depth_stencil, SFLAG_DISCARDED,
                    fb->depth_stencil->resource.width,
                    fb->depth_stencil->resource.height);
            if (fb->depth_stencil == swapchain->device->onscreen_depth_stencil)
            {
                wined3d_surface_decref(swapchain->device->onscreen_depth_stencil);
                swapchain->device->onscreen_depth_stencil = NULL;
            }
        }
    }

    context_release(context);
}
Beispiel #4
0
/* Do not call while under the GL lock. */
static void texture_preload(IWineD3DBaseTextureImpl *texture, enum WINED3DSRGB srgb)
{
    IWineD3DDeviceImpl *device = texture->resource.device;
    struct wined3d_context *context = NULL;
    unsigned int i;
    BOOL srgb_mode;
    BOOL *dirty;

    TRACE("texture %p, srgb %#x.\n", texture, srgb);

    switch (srgb)
    {
        case SRGB_RGB:
            srgb_mode = FALSE;
            break;

        case SRGB_BOTH:
            texture_preload(texture, SRGB_RGB);
            /* Fallthrough */

        case SRGB_SRGB:
            srgb_mode = TRUE;
            break;

        default:
            srgb_mode = texture->baseTexture.is_srgb;
            break;
    }
    dirty = srgb_mode ? &texture->baseTexture.texture_srgb.dirty : &texture->baseTexture.texture_rgb.dirty;

    if (!device->isInDraw)
    {
        /* context_acquire() sets isInDraw to TRUE when loading a pbuffer into a texture,
         * thus no danger of recursive calls. */
        context = context_acquire(device, NULL);
    }

    if (texture->resource.format->id == WINED3DFMT_P8_UINT
            || texture->resource.format->id == WINED3DFMT_P8_UINT_A8_UNORM)
    {
        for (i = 0; i < texture->baseTexture.level_count; ++i)
        {
            IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)texture->baseTexture.sub_resources[i];
            if (palette9_changed(surface))
            {
                TRACE("Reloading surface because the d3d8/9 palette was changed.\n");
                /* TODO: This is not necessarily needed with hw palettized texture support. */
                surface_load_location(surface, SFLAG_INSYSMEM, NULL);
                /* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
                surface_modify_location(surface, SFLAG_INTEXTURE, FALSE);
            }
        }
    }

    /* If the texture is marked dirty or the srgb sampler setting has changed
     * since the last load then reload the surfaces. */
    if (*dirty)
    {
        for (i = 0; i < texture->baseTexture.level_count; ++i)
        {
            IWineD3DSurface_LoadTexture((IWineD3DSurface *)texture->baseTexture.sub_resources[i], srgb_mode);
        }
    }
    else
    {
        TRACE("Texture %p not dirty, nothing to do.\n", texture);
    }

    if (context) context_release(context);

    /* No longer dirty. */
    *dirty = FALSE;
}