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); } }
static ULONG volume_resource_decref(struct wined3d_resource *resource) { struct wined3d_volume *volume = volume_from_resource(resource); TRACE("Forwarding to container %p.\n", volume->container); return wined3d_texture_decref(volume->container); }
ULONG CDECL wined3d_volume_decref(struct wined3d_volume *volume) { ULONG refcount; if (volume->container) { TRACE("Forwarding to container %p.\n", volume->container); return wined3d_texture_decref(volume->container); } refcount = InterlockedDecrement(&volume->resource.ref); TRACE("%p decreasing refcount to %u.\n", volume, refcount); if (!refcount) { if (volume->pbo) wined3d_volume_free_pbo(volume); resource_cleanup(&volume->resource); volume->resource.parent_ops->wined3d_object_destroyed(volume->resource.parent); HeapFree(GetProcessHeap(), 0, volume); } return refcount; }
static ULONG WINAPI d3d8_surface_Release(IDirect3DSurface8 *iface) { struct d3d8_surface *surface = impl_from_IDirect3DSurface8(iface); ULONG refcount; TRACE("iface %p.\n", iface); if (surface->texture) { TRACE("Forwarding to %p.\n", surface->texture); return IDirect3DBaseTexture8_Release(&surface->texture->IDirect3DBaseTexture8_iface); } refcount = InterlockedDecrement(&surface->resource.refcount); TRACE("%p decreasing refcount to %u.\n", iface, refcount); if (!refcount) { IDirect3DDevice8 *parent_device = surface->parent_device; wined3d_mutex_lock(); if (surface->wined3d_rtv) wined3d_rendertarget_view_decref(surface->wined3d_rtv); wined3d_texture_decref(surface->wined3d_texture); wined3d_mutex_unlock(); if (parent_device) IDirect3DDevice8_Release(parent_device); } return refcount; }
static ULONG STDMETHODCALLTYPE d3d10_texture3d_Release(ID3D10Texture3D *iface) { struct d3d10_texture3d *texture = impl_from_ID3D10Texture3D(iface); ULONG refcount = InterlockedDecrement(&texture->refcount); TRACE("%p decreasing refcount to %u.\n", texture, refcount); if (!refcount) wined3d_texture_decref(texture->wined3d_texture); return refcount; }
static ULONG STDMETHODCALLTYPE d3d10_texture2d_Release(ID3D10Texture2D *iface) { struct d3d10_texture2d *This = impl_from_ID3D10Texture2D(iface); ULONG refcount = InterlockedDecrement(&This->refcount); TRACE("%p decreasing refcount to %u\n", This, refcount); if (!refcount) wined3d_texture_decref(This->wined3d_texture); return refcount; }
static ULONG STDMETHODCALLTYPE d3d10_texture2d_Release(ID3D10Texture2D *iface) { struct d3d10_texture2d *This = impl_from_ID3D10Texture2D(iface); ULONG refcount = InterlockedDecrement(&This->refcount); TRACE("%p decreasing refcount to %u\n", This, refcount); if (!refcount) { ID3D10Device1 *device = This->device; wined3d_texture_decref(This->wined3d_texture); /* Release the device last, it may cause the wined3d device to be * destroyed. */ ID3D10Device1_Release(device); } return refcount; }
static ULONG WINAPI IDirect3DVolumeTexture8Impl_Release(IDirect3DVolumeTexture8 *iface) { IDirect3DVolumeTexture8Impl *This = impl_from_IDirect3DVolumeTexture8(iface); ULONG ref = InterlockedDecrement(&This->ref); TRACE("%p decreasing refcount to %u.\n", iface, ref); if (ref == 0) { IDirect3DDevice8 *parentDevice = This->parentDevice; wined3d_mutex_lock(); wined3d_texture_decref(This->wined3d_texture); wined3d_mutex_unlock(); /* Release the device last, as it may cause the device to be destroyed. */ IDirect3DDevice8_Release(parentDevice); } return ref; }
static ULONG WINAPI d3d8_texture_3d_Release(IDirect3DVolumeTexture8 *iface) { struct d3d8_texture *texture = impl_from_IDirect3DVolumeTexture8(iface); ULONG ref = InterlockedDecrement(&texture->refcount); TRACE("%p decreasing refcount to %u.\n", iface, ref); if (!ref) { IDirect3DDevice8 *parent_device = texture->parent_device; wined3d_mutex_lock(); wined3d_texture_decref(texture->wined3d_texture); wined3d_mutex_unlock(); /* Release the device last, as it may cause the device to be destroyed. */ IDirect3DDevice8_Release(parent_device); } return ref; }
static ULONG STDMETHODCALLTYPE d3d11_texture2d_Release(ID3D11Texture2D *iface) { struct d3d_texture2d *texture = impl_from_ID3D11Texture2D(iface); ULONG refcount = InterlockedDecrement(&texture->refcount); TRACE("%p decreasing refcount to %u.\n", texture, refcount); if (!refcount) { ID3D11Device *device = texture->device; wined3d_mutex_lock(); wined3d_texture_decref(texture->wined3d_texture); wined3d_mutex_unlock(); /* Release the device last, it may cause the wined3d device to be * destroyed. */ ID3D11Device_Release(device); } return refcount; }
static ULONG WINAPI d3d9_texture_cube_Release(IDirect3DCubeTexture9 *iface) { struct d3d9_texture *texture = impl_from_IDirect3DCubeTexture9(iface); ULONG ref = InterlockedDecrement(&texture->resource.refcount); TRACE("%p decreasing refcount to %u.\n", iface, ref); if (!ref) { IDirect3DDevice9Ex *parent_device = texture->parent_device; TRACE("Releasing child %p.\n", texture->wined3d_texture); wined3d_mutex_lock(); wined3d_texture_decref(texture->wined3d_texture); wined3d_mutex_unlock(); /* Release the device last, as it may cause the device to be destroyed. */ IDirect3DDevice9Ex_Release(parent_device); } return ref; }
static ULONG WINAPI d3d9_surface_Release(IDirect3DSurface9 *iface) { struct d3d9_surface *surface = impl_from_IDirect3DSurface9(iface); ULONG refcount; TRACE("iface %p.\n", iface); if (surface->texture) { TRACE("Forwarding to %p.\n", surface->texture); return IDirect3DBaseTexture9_Release(&surface->texture->IDirect3DBaseTexture9_iface); } if (!surface->resource.refcount) { ERR("Surface doesn't have any references.\n"); return 0; } refcount = InterlockedDecrement(&surface->resource.refcount); TRACE("%p decreasing refcount to %u.\n", iface, refcount); if (!refcount) { IDirect3DDevice9Ex *parent_device = surface->parent_device; wined3d_mutex_lock(); if (surface->wined3d_rtv) wined3d_rendertarget_view_decref(surface->wined3d_rtv); wined3d_texture_decref(surface->wined3d_texture); wined3d_mutex_unlock(); /* Release the device last, as it may cause the device to be destroyed. */ if (parent_device) IDirect3DDevice9Ex_Release(parent_device); } return refcount; }
static ULONG WINAPI d3d8_texture_2d_Release(IDirect3DTexture8 *iface) { struct d3d8_texture *texture = impl_from_IDirect3DTexture8(iface); ULONG ref = InterlockedDecrement(&texture->resource.refcount); TRACE("%p decreasing refcount to %u.\n", iface, ref); if (!ref) { IDirect3DDevice8 *parent_device = texture->parent_device; struct d3d8_surface *surface; wined3d_mutex_lock(); LIST_FOR_EACH_ENTRY(surface, &texture->rtv_list, struct d3d8_surface, rtv_entry) { wined3d_rendertarget_view_decref(surface->wined3d_rtv); } wined3d_texture_decref(texture->wined3d_texture); wined3d_mutex_unlock(); /* Release the device last, as it may cause the device to be destroyed. */ IDirect3DDevice8_Release(parent_device); }
static HRESULT d3d_texture2d_init(struct d3d_texture2d *texture, struct d3d_device *device, const D3D11_TEXTURE2D_DESC *desc, const D3D11_SUBRESOURCE_DATA *data) { struct wined3d_resource_desc wined3d_desc; unsigned int levels; HRESULT hr; texture->ID3D11Texture2D_iface.lpVtbl = &d3d11_texture2d_vtbl; texture->ID3D10Texture2D_iface.lpVtbl = &d3d10_texture2d_vtbl; texture->refcount = 1; wined3d_mutex_lock(); wined3d_private_store_init(&texture->private_store); texture->desc = *desc; if (desc->ArraySize != 1) FIXME("Array textures not implemented.\n"); if (desc->SampleDesc.Count > 1) FIXME("Multisampled textures not implemented.\n"); wined3d_desc.resource_type = WINED3D_RTYPE_TEXTURE; wined3d_desc.format = wined3dformat_from_dxgi_format(desc->Format); wined3d_desc.multisample_type = desc->SampleDesc.Count > 1 ? desc->SampleDesc.Count : WINED3D_MULTISAMPLE_NONE; wined3d_desc.multisample_quality = desc->SampleDesc.Quality; wined3d_desc.usage = wined3d_usage_from_d3d11(desc->BindFlags, desc->Usage); wined3d_desc.pool = WINED3D_POOL_DEFAULT; wined3d_desc.width = desc->Width; wined3d_desc.height = desc->Height; wined3d_desc.depth = 1; wined3d_desc.size = 0; levels = desc->MipLevels ? desc->MipLevels : wined3d_log2i(max(desc->Width, desc->Height)) + 1; if (FAILED(hr = wined3d_texture_create(device->wined3d_device, &wined3d_desc, levels, 0, (struct wined3d_sub_resource_data *)data, texture, &d3d_texture2d_wined3d_parent_ops, &texture->wined3d_texture))) { WARN("Failed to create wined3d texture, hr %#x.\n", hr); wined3d_private_store_cleanup(&texture->private_store); wined3d_mutex_unlock(); return hr; } texture->desc.MipLevels = levels; if (desc->MipLevels == 1 && desc->ArraySize == 1) { IWineDXGIDevice *wine_device; if (FAILED(hr = ID3D10Device1_QueryInterface(&device->ID3D10Device1_iface, &IID_IWineDXGIDevice, (void **)&wine_device))) { ERR("Device should implement IWineDXGIDevice.\n"); wined3d_texture_decref(texture->wined3d_texture); wined3d_mutex_unlock(); return E_FAIL; } hr = IWineDXGIDevice_create_surface(wine_device, wined3d_texture_get_resource(texture->wined3d_texture), 0, NULL, (IUnknown *)&texture->ID3D10Texture2D_iface, (void **)&texture->dxgi_surface); IWineDXGIDevice_Release(wine_device); if (FAILED(hr)) { ERR("Failed to create DXGI surface, returning %#x\n", hr); texture->dxgi_surface = NULL; wined3d_texture_decref(texture->wined3d_texture); wined3d_mutex_unlock(); return hr; } } wined3d_mutex_unlock(); texture->device = &device->ID3D11Device_iface; ID3D11Device_AddRef(texture->device); return S_OK; }
static HRESULT STDMETHODCALLTYPE dxgi_device_CreateSurface(IWineDXGIDevice *iface, const DXGI_SURFACE_DESC *desc, UINT surface_count, DXGI_USAGE usage, const DXGI_SHARED_RESOURCE *shared_resource, IDXGISurface **surface) { struct wined3d_device_parent *device_parent; struct wined3d_resource_desc surface_desc; IWineDXGIDeviceParent *dxgi_device_parent; HRESULT hr; UINT i; UINT j; TRACE("iface %p, desc %p, surface_count %u, usage %#x, shared_resource %p, surface %p\n", iface, desc, surface_count, usage, shared_resource, surface); hr = IWineDXGIDevice_QueryInterface(iface, &IID_IWineDXGIDeviceParent, (void **)&dxgi_device_parent); if (FAILED(hr)) { ERR("Device should implement IWineD3DDeviceParent\n"); return E_FAIL; } device_parent = IWineDXGIDeviceParent_get_wined3d_device_parent(dxgi_device_parent); FIXME("Implement DXGI<->wined3d usage conversion\n"); surface_desc.resource_type = WINED3D_RTYPE_SURFACE; surface_desc.format = wined3dformat_from_dxgi_format(desc->Format); wined3d_sample_desc_from_dxgi(&surface_desc.multisample_type, &surface_desc.multisample_quality, &desc->SampleDesc); surface_desc.usage = usage; surface_desc.pool = WINED3D_POOL_DEFAULT; surface_desc.width = desc->Width; surface_desc.height = desc->Height; surface_desc.depth = 1; surface_desc.size = 0; wined3d_mutex_lock(); memset(surface, 0, surface_count * sizeof(*surface)); for (i = 0; i < surface_count; ++i) { struct wined3d_texture *wined3d_texture; IUnknown *parent; if (FAILED(hr = device_parent->ops->create_swapchain_texture(device_parent, NULL, &surface_desc, &wined3d_texture))) { ERR("Failed to create surface, hr %#x.\n", hr); goto fail; } parent = wined3d_texture_get_parent(wined3d_texture); hr = IUnknown_QueryInterface(parent, &IID_IDXGISurface, (void **)&surface[i]); wined3d_texture_decref(wined3d_texture); if (FAILED(hr)) { ERR("Surface should implement IDXGISurface\n"); goto fail; } TRACE("Created IDXGISurface %p (%u/%u)\n", surface[i], i + 1, surface_count); } wined3d_mutex_unlock(); IWineDXGIDeviceParent_Release(dxgi_device_parent); return S_OK; fail: wined3d_mutex_unlock(); for (j = 0; j < i; ++j) { IDXGISurface_Release(surface[i]); } IWineDXGIDeviceParent_Release(dxgi_device_parent); return hr; }
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; 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; }
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, WINEDDBLT_ALPHATEST, 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, WINEDDBLT_ALPHATEST, 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); /* 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; } } 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 ULONG texture_resource_decref(struct wined3d_resource *resource) { return wined3d_texture_decref(wined3d_texture_from_resource(resource)); }
ULONG CDECL wined3d_volume_decref(struct wined3d_volume *volume) { TRACE("Forwarding to container %p.\n", volume->container); return wined3d_texture_decref(volume->container); }