示例#1
0
HRESULT CDECL wined3d_swapchain_get_front_buffer_data(const struct wined3d_swapchain *swapchain,
        struct wined3d_texture *dst_texture, unsigned int sub_resource_idx)
{
    struct wined3d_surface *src_surface, *dst_surface;
    struct wined3d_resource *sub_resource;
    RECT src_rect, dst_rect;

    TRACE("swapchain %p, dst_texture %p, sub_resource_idx %u.\n", swapchain, dst_texture, sub_resource_idx);

    if (!(sub_resource = wined3d_texture_get_sub_resource(dst_texture, sub_resource_idx)) ||
            sub_resource->type != WINED3D_RTYPE_SURFACE)
        return WINED3DERR_INVALIDCALL;

    dst_surface = surface_from_resource(sub_resource);
    src_surface = surface_from_resource(wined3d_texture_get_sub_resource(swapchain->front_buffer, 0));
    SetRect(&src_rect, 0, 0, src_surface->resource.width, src_surface->resource.height);
    dst_rect = src_rect;

    if (swapchain->desc.windowed)
    {
        MapWindowPoints(swapchain->win_handle, NULL, (POINT *)&dst_rect, 2);
        FIXME("Using destination rect %s in windowed mode, this is likely wrong.\n",
                wine_dbgstr_rect(&dst_rect));
    }

    return wined3d_surface_blt(dst_surface, &dst_rect, src_surface, &src_rect, 0, NULL, WINED3D_TEXF_POINT);
}
示例#2
0
/* Do not call while under the GL lock. */
static void texture2d_preload(struct wined3d_texture *texture, enum WINED3DSRGB srgb)
{
    UINT sub_count = texture->level_count * texture->layer_count;
    struct wined3d_device *device = texture->resource.device;
    const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
    struct wined3d_context *context = NULL;
    struct gl_texture *gl_tex;
    BOOL srgb_mode;
    UINT i;

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

    srgb_mode = texture_srgb_mode(texture, srgb);
    gl_tex = wined3d_texture_get_gl_texture(texture, gl_info, srgb_mode);

    if (!device->isInDraw)
    {
        /* No danger of recursive calls, context_acquire() sets isInDraw to TRUE
         * when loading offscreen render targets into the texture. */
        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 < sub_count; ++i)
        {
            struct wined3d_surface *surface = surface_from_resource(texture->sub_resources[i]);

            if (palette9_changed(surface))
            {
                TRACE("Reloading surface %p because the d3d8/9 palette was changed.\n", surface);
                /* 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 (gl_tex->dirty)
    {
        /* Reload the surfaces if the texture is marked dirty. */
        for (i = 0; i < sub_count; ++i)
        {
            surface_load(surface_from_resource(texture->sub_resources[i]), srgb_mode);
        }
    }
    else
    {
        TRACE("Texture %p not dirty, nothing to do.\n", texture);
    }

    /* No longer dirty. */
    gl_tex->dirty = FALSE;

    if (context) context_release(context);
}
示例#3
0
static void swapchain_gdi_present(struct wined3d_swapchain *swapchain, const RECT *src_rect_in,
        const RECT *dst_rect_in, const RGNDATA *dirty_region, DWORD flags)
{
    struct wined3d_surface *front, *back;

    front = surface_from_resource(wined3d_texture_get_sub_resource(swapchain->front_buffer, 0));
    back = surface_from_resource(wined3d_texture_get_sub_resource(swapchain->back_buffers[0], 0));

    /* Flip the DC. */
    {
        HDC tmp;
        tmp = front->hDC;
        front->hDC = back->hDC;
        back->hDC = tmp;
    }

    /* Flip the DIBsection. */
    {
        HBITMAP tmp;
        tmp = front->dib.DIBsection;
        front->dib.DIBsection = back->dib.DIBsection;
        back->dib.DIBsection = tmp;
    }

    /* Flip the surface data. */
    {
        void *tmp;

        tmp = front->dib.bitmap_data;
        front->dib.bitmap_data = back->dib.bitmap_data;
        back->dib.bitmap_data = tmp;

        if (front->resource.heap_memory)
            ERR("GDI Surface %p has heap memory allocated.\n", front);

        if (back->resource.heap_memory)
            ERR("GDI Surface %p has heap memory allocated.\n", back);
    }

    /* FPS support */
    if (TRACE_ON(fps))
    {
        static LONG prev_time, frames;
        DWORD time = GetTickCount();

        ++frames;

        /* every 1.5 seconds */
        if (time - prev_time > 1500)
        {
            TRACE_(fps)("@ approx %.2ffps\n", 1000.0 * frames / (time - prev_time));
            prev_time = time;
            frames = 0;
        }
    }

    x11_copy_to_screen(swapchain, NULL);
}
示例#4
0
文件: texture.c 项目: dvdhoo/wine
static void texture_cleanup(IWineD3DBaseTextureImpl *This)
{
    unsigned int i;

    TRACE("(%p) : Cleaning up\n", This);

    for (i = 0; i < This->baseTexture.level_count; ++i)
    {
        struct wined3d_resource *sub_resource = This->baseTexture.sub_resources[i];

        if (sub_resource)
        {
            IWineD3DSurfaceImpl *surface = surface_from_resource(sub_resource);

            /* Clean out the texture name we gave to the surface so that the
             * surface doesn't try and release it */
            surface_set_texture_name(surface, 0, TRUE);
            surface_set_texture_name(surface, 0, FALSE);
            surface_set_texture_target(surface, 0);
            surface_set_container(surface, WINED3D_CONTAINER_NONE, NULL);
            IWineD3DSurface_Release((IWineD3DSurface *)surface);
        }
    }

    TRACE("(%p) : Cleaning up base texture\n", This);
    basetexture_cleanup((IWineD3DBaseTextureImpl *)This);
}
示例#5
0
static struct wined3d_context *swapchain_create_context(struct wined3d_swapchain *swapchain)
{
    struct wined3d_context **newArray;
    struct wined3d_context *ctx;

    TRACE("Creating a new context for swapchain %p, thread %u.\n", swapchain, GetCurrentThreadId());

    if (!(ctx = context_create(swapchain,
            surface_from_resource(wined3d_texture_get_sub_resource(swapchain->front_buffer, 0)),
            swapchain->ds_format)))
    {
        ERR("Failed to create a new context for the swapchain\n");
        return NULL;
    }
    context_release(ctx);

    newArray = HeapAlloc(GetProcessHeap(), 0, sizeof(*newArray) * (swapchain->num_contexts + 1));
    if(!newArray) {
        ERR("Out of memory when trying to allocate a new context array\n");
        context_destroy(swapchain->device, ctx);
        return NULL;
    }
    memcpy(newArray, swapchain->context, sizeof(*newArray) * swapchain->num_contexts);
    HeapFree(GetProcessHeap(), 0, swapchain->context);
    newArray[swapchain->num_contexts] = ctx;
    swapchain->context = newArray;
    swapchain->num_contexts++;

    TRACE("Returning context %p\n", ctx);
    return ctx;
}
示例#6
0
文件: texture.c 项目: Dimillian/wine
static void texture2d_sub_resource_cleanup(struct wined3d_resource *sub_resource)
{
    struct wined3d_surface *surface = surface_from_resource(sub_resource);

    surface_set_texture_target(surface, 0, 0);
    surface_set_container(surface, NULL);
    wined3d_surface_decref(surface);
}
示例#7
0
文件: texture.c 项目: alexwgo/wine
static void texture2d_sub_resource_add_dirty_region(struct wined3d_resource *sub_resource,
        const struct wined3d_box *dirty_region)
{
    struct wined3d_surface *surface = surface_from_resource(sub_resource);

    surface_prepare_map_memory(surface);
    surface_load_location(surface, surface->resource.map_binding);
    surface_invalidate_location(surface, ~surface->resource.map_binding);
}
示例#8
0
/* Context activation is done by the caller. */
static HRESULT texture2d_bind(struct wined3d_texture *texture,
        const struct wined3d_gl_info *gl_info, BOOL srgb)
{
    BOOL set_gl_texture_desc;
    HRESULT hr;

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

    hr = wined3d_texture_bind(texture, gl_info, srgb, &set_gl_texture_desc);
    if (set_gl_texture_desc && SUCCEEDED(hr))
    {
        UINT sub_count = texture->level_count * texture->layer_count;
        BOOL srgb_tex = !gl_info->supported[EXT_TEXTURE_SRGB_DECODE]
                && (texture->flags & WINED3D_TEXTURE_IS_SRGB);
        struct gl_texture *gl_tex;
        UINT i;

        gl_tex = wined3d_texture_get_gl_texture(texture, gl_info, srgb_tex);

        for (i = 0; i < sub_count; ++i)
        {
            struct wined3d_surface *surface = surface_from_resource(texture->sub_resources[i]);
            surface_set_texture_name(surface, gl_tex->name, srgb_tex);
        }

        /* Conditinal non power of two textures use a different clamping
         * default. If we're using the GL_WINE_normalized_texrect partial
         * driver emulation, we're dealing with a GL_TEXTURE_2D texture which
         * has the address mode set to repeat - something that prevents us
         * from hitting the accelerated codepath. Thus manually set the GL
         * state. The same applies to filtering. Even if the texture has only
         * one mip level, the default LINEAR_MIPMAP_LINEAR filter causes a SW
         * fallback on macos. */
        if (texture->flags & WINED3D_TEXTURE_COND_NP2)
        {
            GLenum target = texture->target;

            ENTER_GL();
            glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
            checkGLcall("glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)");
            glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
            checkGLcall("glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)");
            glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
            checkGLcall("glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST)");
            glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
            checkGLcall("glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST)");
            LEAVE_GL();
            gl_tex->states[WINED3DTEXSTA_ADDRESSU]      = WINED3DTADDRESS_CLAMP;
            gl_tex->states[WINED3DTEXSTA_ADDRESSV]      = WINED3DTADDRESS_CLAMP;
            gl_tex->states[WINED3DTEXSTA_MAGFILTER]     = WINED3DTEXF_POINT;
            gl_tex->states[WINED3DTEXSTA_MINFILTER]     = WINED3DTEXF_POINT;
            gl_tex->states[WINED3DTEXSTA_MIPFILTER]     = WINED3DTEXF_NONE;
        }
    }

    return hr;
}
示例#9
0
文件: texture.c 项目: Dimillian/wine
static void texture2d_sub_resource_add_dirty_region(struct wined3d_resource *sub_resource,
        const struct wined3d_box *dirty_region)
{
    struct wined3d_surface *surface = surface_from_resource(sub_resource);
    struct wined3d_context *context;

    context = context_acquire(surface->resource.device, NULL);
    wined3d_resource_prepare_map_memory(&surface->resource, context);
    wined3d_resource_load_location(&surface->resource, context, surface->resource.map_binding);
    context_release(context);
    wined3d_resource_invalidate_location(&surface->resource, ~surface->resource.map_binding);
}
示例#10
0
static void texture2d_sub_resource_cleanup(struct wined3d_resource *sub_resource)
{
    struct wined3d_surface *surface = surface_from_resource(sub_resource);

    /* Clean out the texture name we gave to the surface so that the
     * surface doesn't try and release it. */
    surface_set_texture_name(surface, 0, TRUE);
    surface_set_texture_name(surface, 0, FALSE);
    surface_set_texture_target(surface, 0, 0);
    surface_set_container(surface, WINED3D_CONTAINER_NONE, NULL);
    wined3d_surface_decref(surface);
}
示例#11
0
HRESULT CDECL wined3d_palette_set_entries(struct wined3d_palette *palette,
        DWORD flags, DWORD start, DWORD count, const PALETTEENTRY *entries)
{
    struct wined3d_resource *resource;

    TRACE("palette %p, flags %#x, start %u, count %u, entries %p.\n",
            palette, flags, start, count, entries);
    TRACE("Palette flags: %#x.\n", palette->flags);

    if (palette->flags & WINEDDPCAPS_8BITENTRIES)
    {
        const BYTE *entry = (const BYTE *)entries;
        unsigned int i;

        for (i = start; i < count + start; ++i)
            palette->palents[i].peRed = *entry++;
    }
    else
    {
        memcpy(palette->palents + start, entries, count * sizeof(*palette->palents));

        /* When WINEDDCAPS_ALLOW256 isn't set we need to override entry 0 with black and 255 with white */
        if (!(palette->flags & WINEDDPCAPS_ALLOW256))
        {
            TRACE("WINEDDPCAPS_ALLOW256 set, overriding palette entry 0 with black and 255 with white\n");
            palette->palents[0].peRed = 0;
            palette->palents[0].peGreen = 0;
            palette->palents[0].peBlue = 0;

            palette->palents[255].peRed = 255;
            palette->palents[255].peGreen = 255;
            palette->palents[255].peBlue = 255;
        }

        if (palette->hpal)
            SetPaletteEntries(palette->hpal, start, count, palette->palents + start);
    }

    /* If the palette is attached to the render target, update all render targets */
    LIST_FOR_EACH_ENTRY(resource, &palette->device->resources, struct wined3d_resource, resource_list_entry)
    {
        if (resource->type == WINED3D_RTYPE_SURFACE)
        {
            struct wined3d_surface *surface = surface_from_resource(resource);
            if (surface->palette == palette)
                surface->surface_ops->surface_realize_palette(surface);
        }
    }

    return WINED3D_OK;
}
示例#12
0
/* Helper function that blits the front buffer contents to the target window. */
void x11_copy_to_screen(const struct wined3d_swapchain *swapchain, const RECT *rect)
{
    struct wined3d_surface *front;
    POINT offset = {0, 0};
    HDC src_dc, dst_dc;
    RECT draw_rect;
    HWND window;

    TRACE("swapchain %p, rect %s.\n", swapchain, wine_dbgstr_rect(rect));

    front = surface_from_resource(wined3d_texture_get_sub_resource(swapchain->front_buffer, 0));
    if (swapchain->palette)
        wined3d_palette_apply_to_dc(swapchain->palette, front->hDC);

    if (front->resource.map_count)
        ERR("Trying to blit a mapped surface.\n");

    TRACE("Copying surface %p to screen.\n", front);

    surface_load_location(front, NULL, WINED3D_LOCATION_DIB);

    src_dc = front->hDC;
    window = swapchain->win_handle;
    dst_dc = GetDCEx(window, 0, DCX_CLIPSIBLINGS | DCX_CACHE);

    /* Front buffer coordinates are screen coordinates. Map them to the
     * destination window if not fullscreened. */
    if (swapchain->desc.windowed)
        ClientToScreen(window, &offset);

    TRACE("offset %s.\n", wine_dbgstr_point(&offset));

    draw_rect.left = 0;
    draw_rect.right = front->resource.width;
    draw_rect.top = 0;
    draw_rect.bottom = front->resource.height;

    if (rect)
        IntersectRect(&draw_rect, &draw_rect, rect);

    BitBlt(dst_dc, draw_rect.left - offset.x, draw_rect.top - offset.y,
            draw_rect.right - draw_rect.left, draw_rect.bottom - draw_rect.top,
            src_dc, draw_rect.left, draw_rect.top, SRCCOPY);
    ReleaseDC(window, dst_dc);
}
示例#13
0
文件: texture.c 项目: dvdhoo/wine
/* Do not call while under the GL lock. */
static void texture_unload(struct wined3d_resource *resource)
{
    IWineD3DBaseTextureImpl *texture = basetexture_from_resource(resource);
    unsigned int i;

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

    for (i = 0; i < texture->baseTexture.level_count; ++i)
    {
        struct wined3d_resource *sub_resource = texture->baseTexture.sub_resources[i];
        IWineD3DSurfaceImpl *surface = surface_from_resource(sub_resource);

        sub_resource->resource_ops->resource_unload(sub_resource);
        surface_set_texture_name(surface, 0, FALSE); /* Delete rgb name */
        surface_set_texture_name(surface, 0, TRUE); /* delete srgb name */
    }

    basetexture_unload(texture);
}
示例#14
0
文件: texture.c 项目: dvdhoo/wine
static HRESULT WINAPI IWineD3DTextureImpl_AddDirtyRegion(IWineD3DBaseTexture *iface,
        UINT layer, const WINED3DBOX *dirty_region)
{
    IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface;
    struct wined3d_resource *sub_resource;

    TRACE("iface %p, layer %u, dirty_region %p.\n", iface, layer, dirty_region);

    if (!(sub_resource = basetexture_get_sub_resource(texture, layer * texture->baseTexture.level_count)))
    {
        WARN("Failed to get sub-resource.\n");
        return WINED3DERR_INVALIDCALL;
    }

    basetexture_set_dirty(texture, TRUE);
    surface_add_dirty_rect(surface_from_resource(sub_resource), dirty_region);

    return WINED3D_OK;
}
示例#15
0
/* Do not call while under the GL lock. */
static void texture2d_unload(struct wined3d_resource *resource)
{
    struct wined3d_texture *texture = wined3d_texture_from_resource(resource);
    UINT sub_count = texture->level_count * texture->layer_count;
    UINT i;

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

    for (i = 0; i < sub_count; ++i)
    {
        struct wined3d_resource *sub_resource = texture->sub_resources[i];
        struct wined3d_surface *surface = surface_from_resource(sub_resource);

        sub_resource->resource_ops->resource_unload(sub_resource);
        surface_set_texture_name(surface, 0, FALSE); /* Delete RGB name */
        surface_set_texture_name(surface, 0, TRUE); /* Delete sRGB name */
    }

    wined3d_texture_unload(texture);
}
示例#16
0
文件: swapchain.c 项目: RPG-7/reactos
HRESULT CDECL wined3d_swapchain_get_front_buffer_data(const struct wined3d_swapchain *swapchain,
        struct wined3d_surface *dst_surface)
{
    struct wined3d_surface *src_surface;
    RECT src_rect, dst_rect;

    TRACE("swapchain %p, dst_surface %p.\n", swapchain, dst_surface);

    src_surface = surface_from_resource(wined3d_texture_get_sub_resource(swapchain->front_buffer, 0));
    SetRect(&src_rect, 0, 0, src_surface->resource.width, src_surface->resource.height);
    dst_rect = src_rect;

    if (swapchain->desc.windowed)
    {
        MapWindowPoints(swapchain->win_handle, NULL, (POINT *)&dst_rect, 2);
        FIXME("Using destination rect %s in windowed mode, this is likely wrong.\n",
                wine_dbgstr_rect(&dst_rect));
    }

    return wined3d_surface_blt(dst_surface, &dst_rect, src_surface, &src_rect, 0, NULL, WINED3D_TEXF_POINT);
}
示例#17
0
文件: view.c 项目: Strongc/reactos
HRESULT CDECL wined3d_rendertarget_view_create_from_sub_resource(struct wined3d_texture *texture,
        unsigned int sub_resource_idx, void *parent, const struct wined3d_parent_ops *parent_ops,
        struct wined3d_rendertarget_view **view)
{
    struct wined3d_resource *sub_resource;

    TRACE("texture %p, sub_resource_idx %u, parent %p, parent_ops %p, view %p.\n",
          texture, sub_resource_idx, parent, parent_ops, view);

    if (!(sub_resource = wined3d_texture_get_sub_resource(texture, sub_resource_idx)))
        return WINED3DERR_INVALIDCALL;

    if (sub_resource->type != WINED3D_RTYPE_SURFACE)
    {
        FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(texture->resource.type));
        return WINED3DERR_INVALIDCALL;
    }

    return wined3d_rendertarget_view_create_from_surface(surface_from_resource(sub_resource),
            parent, parent_ops, view);
}
示例#18
0
/* Do not call while under the GL lock. */
static void texture2d_preload(struct wined3d_texture *texture, enum WINED3DSRGB srgb)
{
    UINT sub_count = texture->level_count * texture->layer_count;
    struct wined3d_device *device = texture->resource.device;
    const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
    struct wined3d_context *context = NULL;
    struct gl_texture *gl_tex;
    BOOL srgb_mode;
    UINT i;

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

    srgb_mode = texture_srgb_mode(texture, srgb);
    gl_tex = wined3d_texture_get_gl_texture(texture, gl_info, srgb_mode);

    if (!device->isInDraw)
    {
        /* No danger of recursive calls, context_acquire() sets isInDraw to TRUE
         * when loading offscreen render targets into the texture. */
        context = context_acquire(device, NULL);
    }

    if (gl_tex->dirty)
    {
        /* Reload the surfaces if the texture is marked dirty. */
        for (i = 0; i < sub_count; ++i)
        {
            surface_load(surface_from_resource(texture->sub_resources[i]), srgb_mode);
        }
    }
    else
    {
        TRACE("Texture %p not dirty, nothing to do.\n", texture);
    }

    /* No longer dirty. */
    gl_tex->dirty = FALSE;

    if (context) context_release(context);
}
示例#19
0
BOOL wined3d_resource_is_offscreen(struct wined3d_resource *resource)
{
    struct wined3d_swapchain *swapchain;

    if (resource->type == WINED3D_RTYPE_SURFACE)
        resource = &surface_from_resource(resource)->container->resource;

    /* Only texture resources can be onscreen. */
    if (resource->type != WINED3D_RTYPE_TEXTURE)
        return TRUE;

    /* Not on a swapchain - must be offscreen */
    if (!(swapchain = wined3d_texture_from_resource(resource)->swapchain))
        return TRUE;

    /* The front buffer is always onscreen */
    if (resource == &swapchain->front_buffer->resource)
        return FALSE;

    /* If the swapchain is rendered to an FBO, the backbuffer is
     * offscreen, otherwise onscreen */
    return swapchain->render_to_fbo;
}
示例#20
0
文件: swapchain.c 项目: RPG-7/reactos
struct wined3d_surface * CDECL wined3d_swapchain_get_back_buffer(const struct wined3d_swapchain *swapchain,
        UINT back_buffer_idx, enum wined3d_backbuffer_type type)
{
    TRACE("swapchain %p, back_buffer_idx %u, type %#x.\n",
            swapchain, back_buffer_idx, type);

    /* Return invalid if there is no backbuffer array, otherwise it will
     * crash when ddraw is used (there swapchain->back_buffers is always
     * NULL). We need this because this function is called from
     * stateblock_init_default_state() to get the default scissorrect
     * dimensions. */
    if (!swapchain->back_buffers || back_buffer_idx >= swapchain->desc.backbuffer_count)
    {
        WARN("Invalid back buffer index.\n");
        /* Native d3d9 doesn't set NULL here, just as wine's d3d9. But set it
         * here in wined3d to avoid problems in other libs. */
        return NULL;
    }

    TRACE("Returning back buffer %p.\n", swapchain->back_buffers[back_buffer_idx]);

    return surface_from_resource(wined3d_texture_get_sub_resource(swapchain->back_buffers[back_buffer_idx], 0));
}
示例#21
0
文件: resource.c 项目: zalcyon/wine
static void wined3d_resource_sync(struct wined3d_resource *resource)
{
    struct wined3d_resource *real_res = resource;
    struct wined3d_surface *surface;
    struct wined3d_volume *volume;

    switch (resource->type)
    {
        case WINED3D_RTYPE_SURFACE:
            surface = surface_from_resource(resource);
            if (surface->container)
                real_res = &surface->container->resource;
            break;

        case WINED3D_RTYPE_VOLUME:
            volume = volume_from_resource(resource);
            real_res = &volume->container->resource;
            break;

        default:
            break;
    }
    wined3d_resource_wait_fence(real_res);
}
示例#22
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;

    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,
        };

        TRACE("Rendering the software cursor.\n");

        if (swapchain->desc.windowed)
            MapWindowPoints(NULL, swapchain->win_handle, (POINT *)&destRect, 2);
        wined3d_surface_blt(back_buffer, &destRect, cursor, NULL, 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 if (context->surface && !swapchain->desc.windowed)
    {
        dst_rect.left = 0;
        dst_rect.top = 0;
        dst_rect.right = swapchain->front_buffer->resource.width;
        dst_rect.bottom = swapchain->front_buffer->resource.height;
    }
    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, 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, back_buffer->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;
        }
    }

    if (!swapchain->render_to_fbo && ((swapchain->front_buffer->locations & WINED3D_LOCATION_SYSMEM)
            || (back_buffer->locations & WINED3D_LOCATION_SYSMEM)))
    {
        /* 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)
        {
            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. */
            surface_validate_location(front, WINED3D_LOCATION_DRAWABLE);
        }
        else
        {
            surface_validate_location(front, WINED3D_LOCATION_DRAWABLE);
            surface_invalidate_location(front, ~WINED3D_LOCATION_DRAWABLE);
            surface_validate_location(back_buffer, WINED3D_LOCATION_DRAWABLE);
            surface_invalidate_location(back_buffer, ~WINED3D_LOCATION_DRAWABLE);
        }
    }
    else
    {
        surface_validate_location(swapchain->front_buffer, WINED3D_LOCATION_DRAWABLE);
        surface_invalidate_location(swapchain->front_buffer, ~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. 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_validate_location(back_buffer, back_buffer->draw_binding);
            surface_invalidate_location(back_buffer, ~back_buffer->draw_binding);
        }
    }

    if (fb->depth_stencil)
    {
        if (swapchain->desc.flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
                || fb->depth_stencil->flags & SFLAG_DISCARD)
        {
            surface_modify_ds_location(fb->depth_stencil, WINED3D_LOCATION_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);
}
示例#23
0
文件: texture.c 项目: alexwgo/wine
static void texture2d_sub_resource_load(struct wined3d_resource *sub_resource,
        struct wined3d_context *context, BOOL srgb)
{
    surface_load(surface_from_resource(sub_resource), srgb);
}
示例#24
0
文件: texture.c 项目: dvdhoo/wine
/* Do not call while under the GL lock. */
static void texture_preload(IWineD3DBaseTextureImpl *texture, enum WINED3DSRGB srgb)
{
    IWineD3DDeviceImpl *device = texture->resource.device;
    const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
    struct wined3d_context *context = NULL;
    struct gl_texture *gl_tex;
    unsigned int i;
    BOOL srgb_mode;

    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;
    }

    gl_tex = basetexture_get_gl_texture(texture, gl_info, srgb_mode);

    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 = surface_from_resource(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 (gl_tex->dirty)
    {
        for (i = 0; i < texture->baseTexture.level_count; ++i)
        {
            surface_load(surface_from_resource(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. */
    gl_tex->dirty = FALSE;
}
示例#25
0
文件: texture.c 项目: alexwgo/wine
static void texture2d_sub_resource_cleanup(struct wined3d_resource *sub_resource)
{
    struct wined3d_surface *surface = surface_from_resource(sub_resource);

    wined3d_surface_destroy(surface);
}
示例#26
0
static void texture2d_sub_resource_add_dirty_region(struct wined3d_resource *sub_resource,
        const struct wined3d_box *dirty_region)
{
    surface_add_dirty_rect(surface_from_resource(sub_resource), dirty_region);
}
示例#27
0
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;
}
示例#28
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 *depth_stencil)
{
    struct wined3d_surface *back_buffer = swapchain->back_buffers[0];
    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;

    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);
    }

    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)
    {
        wined3d_resource_load_location(&back_buffer->resource, context, WINED3D_LOCATION_TEXTURE_RGB);
        wined3d_resource_invalidate_location(&back_buffer->resource, WINED3D_LOCATION_DRAWABLE);
        swapchain->render_to_fbo = TRUE;
        swapchain_update_draw_bindings(swapchain);
    }
    else
    {
        wined3d_resource_load_location(&back_buffer->resource, context, back_buffer->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 && !wined3d_settings.cs_multithreaded)
        gl_info->gl_ops.gl.p_glFlush();

    /* 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;
        }
    }

    wined3d_resource_validate_location(&swapchain->front_buffer->resource, WINED3D_LOCATION_DRAWABLE);
    wined3d_resource_invalidate_location(&swapchain->front_buffer->resource, ~WINED3D_LOCATION_DRAWABLE);
    switch (swapchain->desc.swap_effect)
    {
        case WINED3D_SWAP_EFFECT_DISCARD:
            wined3d_resource_validate_location(&back_buffer->resource, WINED3D_LOCATION_DISCARDED);
            break;

        case WINED3D_SWAP_EFFECT_FLIP:
            wined3d_resource_validate_location(&back_buffer->resource, back_buffer->draw_binding);
            wined3d_resource_invalidate_location(&back_buffer->resource, ~back_buffer->draw_binding);
            break;

        default:
            break;
    }

    if (depth_stencil)
    {
        if (swapchain->desc.flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
                || depth_stencil->flags & SFLAG_DISCARD)
        {
            surface_modify_ds_location(depth_stencil, WINED3D_LOCATION_DISCARDED,
                    depth_stencil->resource.width,
                    depth_stencil->resource.height);
            if (depth_stencil == swapchain->device->cs->onscreen_depth_stencil)
            {
                wined3d_surface_decref(swapchain->device->cs->onscreen_depth_stencil);
                swapchain->device->cs->onscreen_depth_stencil = NULL;
            }
        }
    }

    context_release(context);
}
示例#29
0
/* A GL context is provided by the caller */
static void swapchain_blit(const struct wined3d_swapchain *swapchain,
        struct wined3d_context *context, const RECT *src_rect, const RECT *dst_rect)
{
    struct wined3d_surface *backbuffer = surface_from_resource(
            wined3d_texture_get_sub_resource(swapchain->back_buffers[0], 0));
    UINT src_w = src_rect->right - src_rect->left;
    UINT src_h = src_rect->bottom - src_rect->top;
    GLenum gl_filter;
    const struct wined3d_gl_info *gl_info = context->gl_info;
    RECT win_rect;
    UINT win_h;

    TRACE("swapchain %p, context %p, src_rect %s, dst_rect %s.\n",
            swapchain, context, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect));

    if (src_w == dst_rect->right - dst_rect->left && src_h == dst_rect->bottom - dst_rect->top)
        gl_filter = GL_NEAREST;
    else
        gl_filter = GL_LINEAR;

    GetClientRect(swapchain->win_handle, &win_rect);
    win_h = win_rect.bottom - win_rect.top;

    if (gl_info->fbo_ops.glBlitFramebuffer && is_identity_fixup(backbuffer->resource.format->color_fixup))
    {
        DWORD location = WINED3D_LOCATION_TEXTURE_RGB;

        if (backbuffer->resource.multisample_type)
        {
            location = WINED3D_LOCATION_RB_RESOLVED;
            surface_load_location(backbuffer, context, location);
        }

        context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, backbuffer, NULL, location);
        gl_info->gl_ops.gl.p_glReadBuffer(GL_COLOR_ATTACHMENT0);
        context_check_fbo_status(context, GL_READ_FRAMEBUFFER);

        context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER,
                surface_from_resource(wined3d_texture_get_sub_resource(swapchain->front_buffer, 0)),
                NULL, WINED3D_LOCATION_DRAWABLE);
        context_set_draw_buffer(context, GL_BACK);
        context_invalidate_state(context, STATE_FRAMEBUFFER);

        gl_info->gl_ops.gl.p_glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
        context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE));
        context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1));
        context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2));
        context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3));

        gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST);
        context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE));

        /* Note that the texture is upside down */
        gl_info->fbo_ops.glBlitFramebuffer(src_rect->left, src_rect->top, src_rect->right, src_rect->bottom,
                dst_rect->left, win_h - dst_rect->top, dst_rect->right, win_h - dst_rect->bottom,
                GL_COLOR_BUFFER_BIT, gl_filter);
        checkGLcall("Swapchain present blit(EXT_framebuffer_blit)\n");
    }
    else
    {
        struct wined3d_device *device = swapchain->device;
        struct wined3d_context *context2;
        float tex_left = src_rect->left;
        float tex_top = src_rect->top;
        float tex_right = src_rect->right;
        float tex_bottom = src_rect->bottom;

        context2 = context_acquire(device, backbuffer);
        context_apply_blit_state(context2, device);

        if (backbuffer->container->flags & WINED3D_TEXTURE_NORMALIZED_COORDS)
        {
            tex_left /= backbuffer->pow2Width;
            tex_right /= backbuffer->pow2Width;
            tex_top /= backbuffer->pow2Height;
            tex_bottom /= backbuffer->pow2Height;
        }

        if (is_complex_fixup(backbuffer->resource.format->color_fixup))
            gl_filter = GL_NEAREST;

        context_apply_fbo_state_blit(context2, GL_FRAMEBUFFER,
                surface_from_resource(wined3d_texture_get_sub_resource(swapchain->front_buffer, 0)),
                NULL, WINED3D_LOCATION_DRAWABLE);
        context_bind_texture(context2, backbuffer->texture_target, backbuffer->container->texture_rgb.name);

        /* Set up the texture. The surface is not in a wined3d_texture
         * container, so there are no D3D texture settings to dirtify. */
        device->blitter->set_shader(device->blit_priv, context2, backbuffer, NULL);
        gl_info->gl_ops.gl.p_glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MIN_FILTER, gl_filter);
        gl_info->gl_ops.gl.p_glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MAG_FILTER, gl_filter);

        context_set_draw_buffer(context, GL_BACK);

        /* Set the viewport to the destination rectandle, disable any projection
         * transformation set up by context_apply_blit_state(), and draw a
         * (-1,-1)-(1,1) quad.
         *
         * Back up viewport and matrix to avoid breaking last_was_blit
         *
         * Note that context_apply_blit_state() set up viewport and ortho to
         * match the surface size - we want the GL drawable(=window) size. */
        gl_info->gl_ops.gl.p_glPushAttrib(GL_VIEWPORT_BIT);
        gl_info->gl_ops.gl.p_glViewport(dst_rect->left, win_h - dst_rect->bottom,
                dst_rect->right, win_h - dst_rect->top);
        gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
        gl_info->gl_ops.gl.p_glPushMatrix();
        gl_info->gl_ops.gl.p_glLoadIdentity();

        gl_info->gl_ops.gl.p_glBegin(GL_QUADS);
            /* bottom left */
            gl_info->gl_ops.gl.p_glTexCoord2f(tex_left, tex_bottom);
            gl_info->gl_ops.gl.p_glVertex2i(-1, -1);

            /* top left */
            gl_info->gl_ops.gl.p_glTexCoord2f(tex_left, tex_top);
            gl_info->gl_ops.gl.p_glVertex2i(-1, 1);

            /* top right */
            gl_info->gl_ops.gl.p_glTexCoord2f(tex_right, tex_top);
            gl_info->gl_ops.gl.p_glVertex2i(1, 1);

            /* bottom right */
            gl_info->gl_ops.gl.p_glTexCoord2f(tex_right, tex_bottom);
            gl_info->gl_ops.gl.p_glVertex2i(1, -1);
        gl_info->gl_ops.gl.p_glEnd();

        gl_info->gl_ops.gl.p_glPopMatrix();
        gl_info->gl_ops.gl.p_glPopAttrib();

        device->blitter->unset_shader(context->gl_info);
        checkGLcall("Swapchain present blit(manual)\n");

        context_release(context2);
    }
}