コード例 #1
0
ファイル: desktop.c プロジェクト: bpon/wine
static void initialize_display_settings( HWND desktop )
{
    static const WCHAR display_device_guid_propW[] = {
        '_','_','w','i','n','e','_','d','i','s','p','l','a','y','_',
        'd','e','v','i','c','e','_','g','u','i','d',0 };
    GUID guid;
    RPC_CSTR guid_str;
    ATOM guid_atom;
    DEVMODEW dmW;

    UuidCreate( &guid );
    UuidToStringA( &guid, &guid_str );
    WINE_TRACE( "display guid %s\n", guid_str );

    guid_atom = GlobalAddAtomA( (LPCSTR)guid_str );
    SetPropW( desktop, display_device_guid_propW, ULongToHandle(guid_atom) );

    RpcStringFreeA( &guid_str );

    /* Store current display mode in the registry */
    if (EnumDisplaySettingsExW( NULL, ENUM_CURRENT_SETTINGS, &dmW, 0 ))
    {
        WINE_TRACE( "Current display mode %ux%u %u bpp %u Hz\n", dmW.dmPelsWidth,
                    dmW.dmPelsHeight, dmW.dmBitsPerPel, dmW.dmDisplayFrequency );
        ChangeDisplaySettingsExW( NULL, &dmW, 0,
                                  CDS_GLOBAL | CDS_NORESET | CDS_UPDATEREGISTRY,
                                  NULL );
    }
}
コード例 #2
0
bool DisplayManagerWin::setDisplayMode(int display, int mode)
{
  DEVMODEW modeInfo;

  if (!isValidDisplayMode(display, mode))
    return false;

  if (getModeInfo(display, mode, modeInfo))
  {
    modeInfo.dmFields = DM_PELSWIDTH | DM_PELSHEIGHT | DM_DISPLAYFREQUENCY | DM_DISPLAYFLAGS;

    LONG rc = ChangeDisplaySettingsExW((LPCWSTR)m_displayAdapters[display].utf16(), &modeInfo, NULL,
                                       CDS_FULLSCREEN, NULL);

    if (rc != DISP_CHANGE_SUCCESSFUL)
    {
      QLOG_ERROR() << "Failed to changed DisplayMode, error" << rc;
      return false;
    }
    else
    {
      return true;
    }
  }

  return false;
}
コード例 #3
0
ファイル: win32_monitor.c プロジェクト: sailfish009/glfw
// Change the current video mode
//
GLFWbool _glfwSetVideoModeWin32(_GLFWmonitor* monitor, const GLFWvidmode* desired)
{
    GLFWvidmode current;
    const GLFWvidmode* best;
    DEVMODEW dm;
    LONG result;

    best = _glfwChooseVideoMode(monitor, desired);
    _glfwPlatformGetVideoMode(monitor, &current);
    if (_glfwCompareVideoModes(&current, best) == 0)
        return GLFW_TRUE;

    ZeroMemory(&dm, sizeof(dm));
    dm.dmSize = sizeof(dm);
    dm.dmFields           = DM_PELSWIDTH | DM_PELSHEIGHT | DM_BITSPERPEL |
                            DM_DISPLAYFREQUENCY;
    dm.dmPelsWidth        = best->width;
    dm.dmPelsHeight       = best->height;
    dm.dmBitsPerPel       = best->redBits + best->greenBits + best->blueBits;
    dm.dmDisplayFrequency = best->refreshRate;

    if (dm.dmBitsPerPel < 15 || dm.dmBitsPerPel >= 24)
        dm.dmBitsPerPel = 32;

    result = ChangeDisplaySettingsExW(monitor->win32.adapterName,
                                      &dm,
                                      NULL,
                                      CDS_FULLSCREEN,
                                      NULL);
    if (result != DISP_CHANGE_SUCCESSFUL)
    {
        const char* description = "Unknown error";

        if (result == DISP_CHANGE_BADDUALVIEW)
            description = "The system uses DualView";
        else if (result == DISP_CHANGE_BADFLAGS)
            description = "Invalid flags";
        else if (result == DISP_CHANGE_BADMODE)
            description = "Graphics mode not supported";
        else if (result == DISP_CHANGE_BADPARAM)
            description = "Invalid parameter";
        else if (result == DISP_CHANGE_FAILED)
            description = "Graphics mode failed";
        else if (result == DISP_CHANGE_NOTUPDATED)
            description = "Failed to write to registry";
        else if (result == DISP_CHANGE_RESTART)
            description = "Computer restart required";

        _glfwInputError(GLFW_PLATFORM_ERROR,
                        "Win32: Failed to set video mode: %s",
                        description);

        return GLFW_FALSE;
    }

    monitor->win32.modeChanged = GLFW_TRUE;
    return GLFW_TRUE;
}
コード例 #4
0
ファイル: win32_monitor.c プロジェクト: GarrPeter/glfw
// Restore the previously saved (original) video mode
//
void _glfwRestoreVideoModeWin32(_GLFWmonitor* monitor)
{
    if (monitor->win32.modeChanged)
    {
        ChangeDisplaySettingsExW(monitor->win32.adapterName,
                                 NULL, NULL, CDS_FULLSCREEN, NULL);
        monitor->win32.modeChanged = GLFW_FALSE;
    }
}
コード例 #5
0
ファイル: desktop.c プロジェクト: AmineKhaldi/mbedtls-cleanup
static void initialize_display_settings(void)
{
    DEVMODEW dmW;

    /* Store current display mode in the registry */
    if (EnumDisplaySettingsExW( NULL, ENUM_CURRENT_SETTINGS, &dmW, 0 ))
    {
        WINE_TRACE( "Current display mode %ux%u %u bpp %u Hz\n", dmW.dmPelsWidth,
                    dmW.dmPelsHeight, dmW.dmBitsPerPel, dmW.dmDisplayFrequency );
        ChangeDisplaySettingsExW( NULL, &dmW, 0,
                                  CDS_GLOBAL | CDS_NORESET | CDS_UPDATEREGISTRY,
                                  NULL );
    }
}
コード例 #6
0
ファイル: iRandR.cpp プロジェクト: vcgato29/engine-1
/*!
 * \brief Set the primary display to _disp
 *
 * \param[in] _disp The display to set primary
 *
 * \note This function will change the primary display IMMEDIATELY; Calling applyNewSettings() will
 *have no effect to this.
 *
 * \returns true if everything went fine
 */
bool iRandR::setPrimary( const iDisplays &_disp ) {
   DEVMODEW lNotReallyNeeded;
   lNotReallyNeeded.dmSize       = sizeof( DEVMODEW );
   lNotReallyNeeded.dmFields     = DM_POSITION; // Set the primary position
   lNotReallyNeeded.dmPosition.x = 0;
   lNotReallyNeeded.dmPosition.y = 0;

   switch ( ChangeDisplaySettingsExW(
         _disp.getDisplayDevice().DeviceName, &lNotReallyNeeded, NULL, CDS_SET_PRIMARY, NULL ) ) {
      case DISP_CHANGE_SUCCESSFUL:
         iLOG( "Successfully set the primary display to ", _disp.getDisplayDevice().DeviceName );
         return true;

      case DISP_CHANGE_BADDUALVIEW:
         wLOG( "ChangeDisplaySettingsEx returned DISP_CHANGE_BADDUALVIEW [setPrimary]" );
         return false;

      case DISP_CHANGE_BADFLAGS:
         wLOG( "ChangeDisplaySettingsEx returned DISP_CHANGE_BADFLAGS [setPrimary]" );
         return false;

      case DISP_CHANGE_BADMODE:
         wLOG( "ChangeDisplaySettingsEx returned DISP_CHANGE_BADMODE [setPrimary]" );
         return false;

      case DISP_CHANGE_BADPARAM:
         wLOG( "ChangeDisplaySettingsEx returned DISP_CHANGE_BADPARAM [setPrimary]" );
         return false;

      case DISP_CHANGE_FAILED:
         wLOG( "ChangeDisplaySettingsEx returned DISP_CHANGE_FAILED [setPrimary]" );
         return false;

      case DISP_CHANGE_NOTUPDATED:
         wLOG( "ChangeDisplaySettingsEx returned DISP_CHANGE_NOTUPDATED [setPrimary]" );
         return false;

      case DISP_CHANGE_RESTART:
         wLOG( "ChangeDisplaySettingsEx returned DISP_CHANGE_FAILED [setPrimary] (You need to "
               "restart yout PC because you have Windows)" );
         return false;

      default:
         eLOG( "ChangeDisplaySettingsEx returned a unknown error [setPrimary]" );
         return false;
   }
   return false;
}
コード例 #7
0
// Change the current video mode
//
GLFWbool _glfwSetVideoModeWin32(_GLFWmonitor* monitor, const GLFWvidmode* desired)
{
    GLFWvidmode current;
    const GLFWvidmode* best;
    DEVMODEW dm;

    best = _glfwChooseVideoMode(monitor, desired);
    _glfwPlatformGetVideoMode(monitor, &current);
    if (_glfwCompareVideoModes(&current, best) == 0)
        return GLFW_TRUE;

    ZeroMemory(&dm, sizeof(dm));
    dm.dmSize = sizeof(DEVMODEW);
    dm.dmFields           = DM_PELSWIDTH | DM_PELSHEIGHT | DM_BITSPERPEL |
                            DM_DISPLAYFREQUENCY;
    dm.dmPelsWidth        = best->width;
    dm.dmPelsHeight       = best->height;
    dm.dmBitsPerPel       = best->redBits + best->greenBits + best->blueBits;
    dm.dmDisplayFrequency = best->refreshRate;

    if (dm.dmBitsPerPel < 15 || dm.dmBitsPerPel >= 24)
        dm.dmBitsPerPel = 32;

    if (ChangeDisplaySettingsExW(monitor->win32.adapterName,
                                 &dm,
                                 NULL,
                                 CDS_FULLSCREEN,
                                 NULL) != DISP_CHANGE_SUCCESSFUL)
    {
        _glfwInputError(GLFW_PLATFORM_ERROR, "Win32: Failed to set video mode");
        return GLFW_FALSE;
    }

    monitor->win32.modeChanged = GLFW_TRUE;
    return GLFW_TRUE;
}
コード例 #8
0
ファイル: swapchain.c プロジェクト: mgriepentrog/wine
/* 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);
    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");
    hr = device->device_parent->ops->create_rendertarget(device->device_parent, parent,
            swapchain->desc.backbuffer_width, swapchain->desc.backbuffer_height,
            swapchain->desc.backbuffer_format, swapchain->desc.multisample_type,
            swapchain->desc.multisample_quality, TRUE /* Lockable */,
            &swapchain->front_buffer);
    if (FAILED(hr))
    {
        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;

        hr = wined3d_device_set_display_mode(device, 0, &mode);
        if (FAILED(hr))
        {
            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);
            hr = device->device_parent->ops->create_rendertarget(device->device_parent, parent,
                    swapchain->desc.backbuffer_width, swapchain->desc.backbuffer_height,
                    swapchain->desc.backbuffer_format, swapchain->desc.multisample_type,
                    swapchain->desc.multisample_quality, TRUE /* Lockable */,
                    &swapchain->back_buffers[i]);
            if (FAILED(hr))
            {
                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)
        {
            hr = device->device_parent->ops->create_depth_stencil(device->device_parent,
                    swapchain->desc.backbuffer_width, swapchain->desc.backbuffer_height,
                    swapchain->desc.auto_depth_stencil_format, swapchain->desc.multisample_type,
                    swapchain->desc.multisample_quality, FALSE /* FIXME: Discard */,
                    &device->auto_depth_stencil);
            if (FAILED(hr))
            {
                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;
}
コード例 #9
0
ファイル: WinSystemWin32.cpp プロジェクト: RodrigoHahn/xbmc
bool CWinSystemWin32::ChangeResolution(const RESOLUTION_INFO& res, bool forceChange /*= false*/)
{
    const MONITOR_DETAILS* details = GetMonitor(res.iScreen);

    if (!details)
        return false;

    DEVMODEW sDevMode;
    ZeroMemory(&sDevMode, sizeof(sDevMode));
    sDevMode.dmSize = sizeof(sDevMode);

    // If we can't read the current resolution or any detail of the resolution is different than res
    if (!EnumDisplaySettingsW(details->DeviceNameW.c_str(), ENUM_CURRENT_SETTINGS, &sDevMode) ||
            sDevMode.dmPelsWidth != res.iWidth || sDevMode.dmPelsHeight != res.iHeight ||
            sDevMode.dmDisplayFrequency != (int)res.fRefreshRate ||
            ((sDevMode.dmDisplayFlags & DM_INTERLACED) && !(res.dwFlags & D3DPRESENTFLAG_INTERLACED)) ||
            (!(sDevMode.dmDisplayFlags & DM_INTERLACED) && (res.dwFlags & D3DPRESENTFLAG_INTERLACED))
            || forceChange)
    {
        ZeroMemory(&sDevMode, sizeof(sDevMode));
        sDevMode.dmSize = sizeof(sDevMode);
        sDevMode.dmDriverExtra = 0;
        sDevMode.dmPelsWidth = res.iWidth;
        sDevMode.dmPelsHeight = res.iHeight;
        sDevMode.dmDisplayFrequency = (int)res.fRefreshRate;
        sDevMode.dmDisplayFlags = (res.dwFlags & D3DPRESENTFLAG_INTERLACED) ? DM_INTERLACED : 0;
        sDevMode.dmFields = DM_PELSWIDTH | DM_PELSHEIGHT | DM_DISPLAYFREQUENCY | DM_DISPLAYFLAGS;

        LONG rc = DISP_CHANGE_SUCCESSFUL;
        bool bResChanged = false;

        // Windows 8 refresh rate workaround for 24.0, 48.0 and 60.0 Hz
        if (CSysInfo::IsWindowsVersionAtLeast(CSysInfo::WindowsVersionWin8) && (res.fRefreshRate == 24.0 || res.fRefreshRate == 48.0 || res.fRefreshRate == 60.0))
        {
            CLog::Log(LOGDEBUG, "%s : Using Windows 8+ workaround for refresh rate %d Hz", __FUNCTION__, (int)res.fRefreshRate);

            // Get current resolution stored in registry
            DEVMODEW sDevModeRegistry;
            ZeroMemory(&sDevModeRegistry, sizeof(sDevModeRegistry));
            sDevModeRegistry.dmSize = sizeof(sDevModeRegistry);
            if (EnumDisplaySettingsW(details->DeviceNameW.c_str(), ENUM_REGISTRY_SETTINGS, &sDevModeRegistry))
            {
                // Set requested mode in registry without actually changing resolution
                rc = ChangeDisplaySettingsExW(details->DeviceNameW.c_str(), &sDevMode, NULL, CDS_UPDATEREGISTRY | CDS_NORESET, NULL);
                if (rc == DISP_CHANGE_SUCCESSFUL)
                {
                    // Change resolution based on registry setting
                    rc = ChangeDisplaySettingsExW(details->DeviceNameW.c_str(), NULL, NULL, CDS_FULLSCREEN, NULL);
                    if (rc == DISP_CHANGE_SUCCESSFUL)
                        bResChanged = true;
                    else
                        CLog::Log(LOGERROR, "%s : ChangeDisplaySettingsEx (W8+ change resolution) failed with %d, using fallback", __FUNCTION__, rc);

                    // Restore registry with original values
                    sDevModeRegistry.dmSize = sizeof(sDevModeRegistry);
                    sDevModeRegistry.dmDriverExtra = 0;
                    sDevModeRegistry.dmFields = DM_PELSWIDTH | DM_PELSHEIGHT | DM_DISPLAYFREQUENCY | DM_DISPLAYFLAGS;
                    rc = ChangeDisplaySettingsExW(details->DeviceNameW.c_str(), &sDevModeRegistry, NULL, CDS_UPDATEREGISTRY | CDS_NORESET, NULL);
                    if (rc != DISP_CHANGE_SUCCESSFUL)
                        CLog::Log(LOGERROR, "%s : ChangeDisplaySettingsEx (W8+ restore registry) failed with %d", __FUNCTION__, rc);
                }
                else
                    CLog::Log(LOGERROR, "%s : ChangeDisplaySettingsEx (W8+ set registry) failed with %d, using fallback", __FUNCTION__, rc);
            }
            else
                CLog::Log(LOGERROR, "%s : Unable to retrieve registry settings for Windows 8+ workaround, using fallback", __FUNCTION__);
        }

        // Standard resolution change/fallback for Windows 8+ workaround
        if (!bResChanged)
        {
            // CDS_FULLSCREEN is for temporary fullscreen mode and prevents icons and windows from moving
            // to fit within the new dimensions of the desktop
            rc = ChangeDisplaySettingsExW(details->DeviceNameW.c_str(), &sDevMode, NULL, CDS_FULLSCREEN, NULL);
            if (rc == DISP_CHANGE_SUCCESSFUL)
                bResChanged = true;
            else
                CLog::Log(LOGERROR, "%s : ChangeDisplaySettingsEx failed with %d", __FUNCTION__, rc);
        }

        if (bResChanged)
            ResolutionChanged();

        return bResChanged;
    }

    // nothing to do, return success
    return true;
}
コード例 #10
0
ファイル: win32_monitor.c プロジェクト: GarrPeter/glfw
GLFWvidmode* _glfwPlatformGetVideoModes(_GLFWmonitor* monitor, int* count)
{
    int modeIndex = 0, size = 0;
    GLFWvidmode* result = NULL;

    *count = 0;

    for (;;)
    {
        int i;
        GLFWvidmode mode;
        DEVMODEW dm;

        ZeroMemory(&dm, sizeof(dm));
        dm.dmSize = sizeof(dm);

        if (!EnumDisplaySettingsW(monitor->win32.adapterName, modeIndex, &dm))
            break;

        modeIndex++;

        // Skip modes with less than 15 BPP
        if (dm.dmBitsPerPel < 15)
            continue;

        mode.width  = dm.dmPelsWidth;
        mode.height = dm.dmPelsHeight;
        mode.refreshRate = dm.dmDisplayFrequency;
        _glfwSplitBPP(dm.dmBitsPerPel,
                      &mode.redBits,
                      &mode.greenBits,
                      &mode.blueBits);

        for (i = 0;  i < *count;  i++)
        {
            if (_glfwCompareVideoModes(result + i, &mode) == 0)
                break;
        }

        // Skip duplicate modes
        if (i < *count)
            continue;

        if (monitor->win32.modesPruned)
        {
            // Skip modes not supported by the connected displays
            if (ChangeDisplaySettingsExW(monitor->win32.adapterName,
                                         &dm,
                                         NULL,
                                         CDS_TEST,
                                         NULL) != DISP_CHANGE_SUCCESSFUL)
            {
                continue;
            }
        }

        if (*count == size)
        {
            size += 128;
            result = (GLFWvidmode*) realloc(result, size * sizeof(GLFWvidmode));
        }

        (*count)++;
        result[*count - 1] = mode;
    }

    if (!*count)
    {
        // HACK: Report the current mode if no valid modes were found
        result = calloc(1, sizeof(GLFWvidmode));
        _glfwPlatformGetVideoMode(monitor, result);
        *count = 1;
    }

    return result;
}
コード例 #11
0
ファイル: iRandR.cpp プロジェクト: vcgato29/engine-1
/*!
 * \brief Applies the settings set with setDisplaySizes
 * \returns true is everything went fine and false if not
 */
bool iRandR::applyNewRandRSettings() {
   vPreviousConfig_eD = vCurrentConfig_eD;

   bool lRetrunValue_B = false;

   for ( iDisplays const &disp : vDisplaysToChange_eD ) {
      DEVMODEW lDevmodeToChange_win32 = disp.getSelectedDevmode();

      iLOG( "Change ",
            disp.getDisplayDevice().DeviceName,
            " to: ",
            (int32_t)lDevmodeToChange_win32.dmPelsWidth,
            "x",
            (int32_t)lDevmodeToChange_win32.dmPelsHeight );
      switch ( ChangeDisplaySettingsExW(
            disp.getDisplayDevice().DeviceName,
            &lDevmodeToChange_win32,
            NULL,
            ( CDS_UPDATEREGISTRY | CDS_NORESET ), // We will apply the settings later
            NULL ) ) {
         case DISP_CHANGE_SUCCESSFUL:
            iLOG( "Successfully changed display ", disp.getDisplayDevice().DeviceName, "  [set]" );
            lRetrunValue_B = true;
            break;

         case DISP_CHANGE_BADDUALVIEW:
            wLOG( "ChangeDisplaySettingsEx returned DISP_CHANGE_BADDUALVIEW [set]" );
            break;

         case DISP_CHANGE_BADFLAGS:
            wLOG( "ChangeDisplaySettingsEx returned DISP_CHANGE_BADFLAGS [set]" );
            break;

         case DISP_CHANGE_BADMODE:
            wLOG( "ChangeDisplaySettingsEx returned DISP_CHANGE_BADMODE [set]" );
            break;

         case DISP_CHANGE_BADPARAM:
            wLOG( "ChangeDisplaySettingsEx returned DISP_CHANGE_BADPARAM [set]" );
            break;

         case DISP_CHANGE_FAILED:
            wLOG( "ChangeDisplaySettingsEx returned DISP_CHANGE_FAILED [set]" );
            break;

         case DISP_CHANGE_NOTUPDATED:
            wLOG( "ChangeDisplaySettingsEx returned DISP_CHANGE_NOTUPDATED [set]" );
            break;

         case DISP_CHANGE_RESTART:
            wLOG( "ChangeDisplaySettingsEx returned DISP_CHANGE_FAILED [set] (You need to restart "
                  "yout PC because you have Windows)" );
            break;

         default: eLOG( "ChangeDisplaySettingsEx returned a unknown error [set]" ); break;
      }
   }

   // Now really apply the settings
   switch ( ChangeDisplaySettingsExW( NULL, NULL, NULL, 0, NULL ) ) {
      case DISP_CHANGE_SUCCESSFUL:
         iLOG( "Successfully applyed display changes [apply]" );
         lRetrunValue_B = true;
         break;

      case DISP_CHANGE_BADDUALVIEW:
         wLOG( "ChangeDisplaySettingsEx returned DISP_CHANGE_BADDUALVIEW [apply]" );
         break;

      case DISP_CHANGE_BADFLAGS:
         wLOG( "ChangeDisplaySettingsEx returned DISP_CHANGE_BADFLAGS [apply]" );
         break;

      case DISP_CHANGE_BADMODE:
         wLOG( "ChangeDisplaySettingsEx returned DISP_CHANGE_BADMODE [apply]" );
         break;

      case DISP_CHANGE_BADPARAM:
         wLOG( "ChangeDisplaySettingsEx returned DISP_CHANGE_BADPARAM [apply]" );
         break;

      case DISP_CHANGE_FAILED:
         wLOG( "ChangeDisplaySettingsEx returned DISP_CHANGE_FAILED [apply]" );
         break;

      case DISP_CHANGE_NOTUPDATED:
         wLOG( "ChangeDisplaySettingsEx returned DISP_CHANGE_NOTUPDATED [apply]" );
         break;

      case DISP_CHANGE_RESTART:
         wLOG( "ChangeDisplaySettingsEx returned DISP_CHANGE_FAILED [apply] (You need to restart "
               "yout PC because you have Windows)" );
         break;

      default: eLOG( "ChangeDisplaySettingsEx returned a unknown error [apply]" ); break;
   }

   vDisplaysToChange_eD.clear();

   reload();
   return lRetrunValue_B;
}
コード例 #12
0
HRESULT swapchain_init(IWineD3DSwapChainImpl *swapchain, WINED3DSURFTYPE surface_type,
        IWineD3DDeviceImpl *device, WINED3DPRESENT_PARAMETERS *present_parameters, IUnknown *parent)
{
    const struct wined3d_adapter *adapter = device->adapter;
    const struct wined3d_format_desc *format_desc;
    BOOL displaymode_set = FALSE;
    WINED3DDISPLAYMODE mode;
    RECT client_rect;
    HWND window = NULL;
#ifdef VBOX_WITH_WDDM
    IWineD3DSwapChainImpl *overridenSwapchain = NULL;
    HDC hDC = NULL;
#endif
    HRESULT hr;
    UINT i;

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

    if (present_parameters->BackBufferCount > 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 SURFACE_GDI:
            swapchain->lpVtbl = &IWineGDISwapChain_Vtbl;
            break;

        case SURFACE_OPENGL:
            swapchain->lpVtbl = &IWineD3DSwapChain_Vtbl;
            break;

        case SURFACE_UNKNOWN:
            FIXME("Caller tried to create a SURFACE_UNKNOWN swapchain.\n");
            return WINED3DERR_INVALIDCALL;
    }

#ifdef VBOX_WITH_WDDM
    if (present_parameters->hDeviceWindow)
    {
        overridenSwapchain = swapchain_find(device, present_parameters->hDeviceWindow);
        if (!overridenSwapchain)
        {
            ERR("invalid window handle supplied");
            return E_FAIL;
        }

        window = overridenSwapchain->win_handle;
        hDC = overridenSwapchain->hDC;
    }
    else
    {
        hr = VBoxExtWndCreate(present_parameters->BackBufferWidth, present_parameters->BackBufferHeight, &window, &hDC);
        if (FAILED(hr))
        {
            ERR("VBoxExtWndCreate failed, hr 0x%x", hr);
            return hr;
        }
    }
    Assert(window);
    Assert(hDC);
    present_parameters->hDeviceWindow = window;
#else
    window = present_parameters->hDeviceWindow ? present_parameters->hDeviceWindow : device->createParms.hFocusWindow;
#endif

    swapchain->device = device;
    swapchain->parent = parent;
    swapchain->ref = 1;
    swapchain->win_handle = window;
#ifndef VBOX_WITH_WDDM
    swapchain->device_window = window;
#else
    Assert(window);
    swapchain->hDC = hDC;
    swapchain->presentRt = NULL;
#endif

    if (!present_parameters->Windowed && window)
    {
        swapchain_setup_fullscreen_window(swapchain, present_parameters->BackBufferWidth,
                present_parameters->BackBufferHeight);
    }

    IWineD3D_GetAdapterDisplayMode(device->wined3d, adapter->ordinal, &mode);
    swapchain->orig_width = mode.Width;
    swapchain->orig_height = mode.Height;
    swapchain->orig_fmt = mode.Format;
    format_desc = getFormatDescEntry(mode.Format, &adapter->gl_info);

#ifndef VBOX_WITH_WDDM
    GetClientRect(window, &client_rect);
#else
    client_rect.left = 0;
    client_rect.top = 0;
    client_rect.right = present_parameters->BackBufferWidth;
    client_rect.bottom = present_parameters->BackBufferHeight;
#endif
    if (present_parameters->Windowed
            && (!present_parameters->BackBufferWidth || !present_parameters->BackBufferHeight
            || present_parameters->BackBufferFormat == WINED3DFMT_UNKNOWN))
    {

        if (!present_parameters->BackBufferWidth)
        {
            present_parameters->BackBufferWidth = client_rect.right;
            TRACE("Updating width to %u.\n", present_parameters->BackBufferWidth);
        }

        if (!present_parameters->BackBufferHeight)
        {
            present_parameters->BackBufferHeight = client_rect.bottom;
            TRACE("Updating height to %u.\n", present_parameters->BackBufferHeight);
        }

        if (present_parameters->BackBufferFormat == WINED3DFMT_UNKNOWN)
        {
            present_parameters->BackBufferFormat = swapchain->orig_fmt;
            TRACE("Updating format to %s.\n", debug_d3dformat(swapchain->orig_fmt));
        }
    }
    swapchain->presentParms = *present_parameters;

    if (wined3d_settings.offscreen_rendering_mode == ORM_FBO
            && present_parameters->BackBufferCount
            && (present_parameters->BackBufferWidth != client_rect.right
            || present_parameters->BackBufferHeight != client_rect.bottom))
    {
        TRACE("Rendering to FBO. Backbuffer %ux%u, window %ux%u.\n",
                present_parameters->BackBufferWidth,
                present_parameters->BackBufferHeight,
                client_rect.right, client_rect.bottom);
        swapchain->render_to_fbo = TRUE;
    }

    TRACE("Creating front buffer.\n");
    hr = IWineD3DDeviceParent_CreateRenderTarget(device->device_parent, parent,
            swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
            swapchain->presentParms.BackBufferFormat, swapchain->presentParms.MultiSampleType,
            swapchain->presentParms.MultiSampleQuality, TRUE /* Lockable */, &swapchain->frontBuffer);
    if (FAILED(hr))
    {
        WARN("Failed to create front buffer, hr %#x.\n", hr);
        goto err;
    }

    IWineD3DSurface_SetContainer(swapchain->frontBuffer, (IWineD3DBase *)swapchain);
    ((IWineD3DSurfaceImpl *)swapchain->frontBuffer)->Flags |= SFLAG_SWAPCHAIN;
    if (surface_type == SURFACE_OPENGL)
    {
        IWineD3DSurface_ModifyLocation(swapchain->frontBuffer, 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 (!present_parameters->Windowed)
    {
        WINED3DDISPLAYMODE mode;

        /* Change the display settings */
        mode.Width = present_parameters->BackBufferWidth;
        mode.Height = present_parameters->BackBufferHeight;
        mode.Format = present_parameters->BackBufferFormat;
        mode.RefreshRate = present_parameters->FullScreen_RefreshRateInHz;

        hr = IWineD3DDevice_SetDisplayMode((IWineD3DDevice *)device, 0, &mode);
        if (FAILED(hr))
        {
            WARN("Failed to set display mode, hr %#x.\n", hr);
            goto err;
        }
        displaymode_set = TRUE;
    }

#ifndef VBOX_WITH_WDDM
    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;
#endif

    if (surface_type == SURFACE_OPENGL)
    {
#ifdef VBOX_WITH_WDDM
        struct wined3d_context * swapchainContext;
#endif
        const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;

        /* 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. */
        if (!present_parameters->EnableAutoDepthStencil
                || swapchain->presentParms.AutoDepthStencilFormat != WINED3DFMT_D24_UNORM_S8_UINT)
        {
            FIXME("Add OpenGL context recreation support to context_validate_onscreen_formats\n");
        }
        swapchain->ds_format = getFormatDescEntry(WINED3DFMT_D24_UNORM_S8_UINT, gl_info);

#ifdef VBOX_WITH_WDDM
        swapchainContext = context_find_create(device, swapchain, (IWineD3DSurfaceImpl *)swapchain->frontBuffer,
                swapchain->ds_format);
        if (!swapchainContext)
#else
        swapchain->context[0] = context_create(swapchain, (IWineD3DSurfaceImpl *)swapchain->frontBuffer,
                swapchain->ds_format);
        if (!swapchain->context[0])
#endif
        {
            WARN("Failed to create context.\n");
            hr = WINED3DERR_NOTAVAILABLE;
            goto err;
        }
#ifdef VBOX_WITH_WDDM
        context_release(swapchainContext);
#else
        context_release(swapchain->context[0]);
#endif
    }
    else
    {
#ifndef VBOX_WITH_WDDM
        swapchain->context[0] = NULL;
#endif
    }

    if (swapchain->presentParms.BackBufferCount > 0)
    {
        swapchain->backBuffer = HeapAlloc(GetProcessHeap(), 0,
                sizeof(*swapchain->backBuffer) * swapchain->presentParms.BackBufferCount);
        if (!swapchain->backBuffer)
        {
            ERR("Failed to allocate backbuffer array memory.\n");
            hr = E_OUTOFMEMORY;
            goto err;
        }

        for (i = 0; i < swapchain->presentParms.BackBufferCount; ++i)
        {
            TRACE("Creating back buffer %u.\n", i);
            hr = IWineD3DDeviceParent_CreateRenderTarget(device->device_parent, parent,
                    swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
                    swapchain->presentParms.BackBufferFormat, swapchain->presentParms.MultiSampleType,
                    swapchain->presentParms.MultiSampleQuality, TRUE /* Lockable */, &swapchain->backBuffer[i]);
            if (FAILED(hr))
            {
                WARN("Failed to create back buffer %u, hr %#x.\n", i, hr);
                goto err;
            }

            IWineD3DSurface_SetContainer(swapchain->backBuffer[i], (IWineD3DBase *)swapchain);
            ((IWineD3DSurfaceImpl *)swapchain->backBuffer[i])->Flags |= SFLAG_SWAPCHAIN;
        }
    }

    /* Swapchains share the depth/stencil buffer, so only create a single depthstencil surface. */
    if (present_parameters->EnableAutoDepthStencil && surface_type == SURFACE_OPENGL)
    {
        TRACE("Creating depth/stencil buffer.\n");
        if (!device->auto_depth_stencil_buffer)
        {
            hr = IWineD3DDeviceParent_CreateDepthStencilSurface(device->device_parent, parent,
                    swapchain->presentParms.BackBufferWidth, swapchain->presentParms.BackBufferHeight,
                    swapchain->presentParms.AutoDepthStencilFormat, swapchain->presentParms.MultiSampleType,
                    swapchain->presentParms.MultiSampleQuality, FALSE /* FIXME: Discard */,
                    &device->auto_depth_stencil_buffer);
            if (FAILED(hr))
            {
                WARN("Failed to create the auto depth stencil, hr %#x.\n", hr);
                goto err;
            }

            IWineD3DSurface_SetContainer(device->auto_depth_stencil_buffer, NULL);
        }
    }

    IWineD3DSwapChain_GetGammaRamp((IWineD3DSwapChain *)swapchain, &swapchain->orig_gamma);

#ifdef VBOX_WITH_WDDM
    if (overridenSwapchain)
    {
        swapchain_invalidate(overridenSwapchain);
    }
#endif

    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_desc->byte_count * 8;
        devmode.dmPelsWidth = swapchain->orig_width;
        devmode.dmPelsHeight = swapchain->orig_height;
        ChangeDisplaySettingsExW(adapter->DeviceName, &devmode, NULL, CDS_FULLSCREEN, NULL);
    }

    if (swapchain->backBuffer)
    {
        for (i = 0; i < swapchain->presentParms.BackBufferCount; ++i)
        {
            if (swapchain->backBuffer[i]) IWineD3DSurface_Release(swapchain->backBuffer[i]);
        }
        HeapFree(GetProcessHeap(), 0, swapchain->backBuffer);
    }

#ifdef VBOX_WITH_WDDM
    if (!device->NumberOfSwapChains)
    {
        while (device->numContexts)
        {
            context_destroy(device, device->contexts[0]);
        }
    }
#else
    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);
    }
#endif

    if (swapchain->frontBuffer) IWineD3DSurface_Release(swapchain->frontBuffer);

#ifdef VBOX_WITH_WDDM
    if (!overridenSwapchain && swapchain->win_handle)
    {
        VBoxExtWndDestroy(swapchain->win_handle, swapchain->hDC);
    }

    swapchain_invalidate(swapchain);
#endif

    return hr;
}
コード例 #13
0
ファイル: user.c プロジェクト: NVIDIA/winex_lgpl
/***********************************************************************
 *		ChangeDisplaySettingsW (USER32.@)
 */
LONG WINAPI ChangeDisplaySettingsW( LPDEVMODEW devmode, DWORD flags )
{
    TRACE_(system)("%p,0x%08lx\n", devmode, flags);
    return ChangeDisplaySettingsExW( NULL, devmode, 0, flags, 0 );
}