174 lines
9.5 KiB
C
174 lines
9.5 KiB
C
/*
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* Copyright 2011 Joakim Sindholt <opensource@zhasha.com>
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* on the rights to use, copy, modify, merge, publish, distribute, sub
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* license, and/or sell copies of the Software, and to permit persons to whom
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* the Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHOR(S) AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM,
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* DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
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* OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
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* USE OR OTHER DEALINGS IN THE SOFTWARE. */
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#ifndef _D3DADAPTER_PRESENT_H_
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#define _D3DADAPTER_PRESENT_H_
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#include <d3d9.h>
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#ifndef D3DOK_WINDOW_OCCLUDED
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#define D3DOK_WINDOW_OCCLUDED MAKE_D3DSTATUS(2531)
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#endif /* D3DOK_WINDOW_OCCLUDED */
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#ifndef __cplusplus
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typedef struct ID3DPresent ID3DPresent;
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typedef struct ID3DPresentGroup ID3DPresentGroup;
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typedef struct ID3DAdapter9 ID3DAdapter9;
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typedef struct D3DWindowBuffer D3DWindowBuffer;
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/* Available since version 1.3 */
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typedef struct _D3DPRESENT_PARAMETERS2_ {
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/* Whether D3DSWAPEFFECT_DISCARD is allowed to release the
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* D3DWindowBuffers in any order, and eventually with a delay.
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* FALSE (Default): buffers should be released as soon as possible.
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* TRUE: it is allowed to release some buffers with a delay, and in
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* a random order. */
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BOOL AllowDISCARDDelayedRelease;
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/* User preference for D3DSWAPEFFECT_DISCARD with D3DPRESENT_INTERVAL_IMMEDIATE.
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* FALSE (Default): User prefers presentation to occur as soon as possible,
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* with potential tearings.
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* TRUE: User prefers presentation to be tear free. Requires
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* AllowDISCARDDelayedRelease to have any effect. */
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BOOL TearFreeDISCARD;
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} D3DPRESENT_PARAMETERS2, *PD3DPRESENT_PARAMETERS2, *LPD3DPRESENT_PARAMETERS2;
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/* Presentation backend for drivers to display their brilliant work */
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typedef struct ID3DPresentVtbl
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{
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/* IUnknown */
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HRESULT (WINAPI *QueryInterface)(ID3DPresent *This, REFIID riid, void **ppvObject);
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ULONG (WINAPI *AddRef)(ID3DPresent *This);
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ULONG (WINAPI *Release)(ID3DPresent *This);
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/* ID3DPresent */
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/* This function initializes the screen and window provided at creation.
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* Hence why this should always be called as the one of first things a new
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* swap chain does */
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HRESULT (WINAPI *SetPresentParameters)(ID3DPresent *This, D3DPRESENT_PARAMETERS *pPresentationParameters, D3DDISPLAYMODEEX *pFullscreenDisplayMode);
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/* Make a buffer visible to the window system via dma-buf fd.
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* For better compatibility, it must be 32bpp and format ARGB/XRGB */
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HRESULT (WINAPI *NewD3DWindowBufferFromDmaBuf)(ID3DPresent *This, int dmaBufFd, int width, int height, int stride, int depth, int bpp, D3DWindowBuffer **out);
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HRESULT (WINAPI *DestroyD3DWindowBuffer)(ID3DPresent *This, D3DWindowBuffer *buffer);
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/* After presenting a buffer to the window system, the buffer
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* may be used as is (no copy of the content) by the window system.
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* You must not use a non-released buffer, else the user may see undefined content.
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* Note: This function waits as well that the buffer content was displayed (this
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* can be after the release of the buffer if the window system decided to make
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* an internal copy and release early. */
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HRESULT (WINAPI *WaitBufferReleased)(ID3DPresent *This, D3DWindowBuffer *buffer);
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HRESULT (WINAPI *FrontBufferCopy)(ID3DPresent *This, D3DWindowBuffer *buffer);
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/* It is possible to do partial copy, but impossible to do resizing, which must
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* be done by the client after checking the front buffer size */
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HRESULT (WINAPI *PresentBuffer)(ID3DPresent *This, D3DWindowBuffer *buffer, HWND hWndOverride, const RECT *pSourceRect, const RECT *pDestRect, const RGNDATA *pDirtyRegion, DWORD Flags);
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HRESULT (WINAPI *GetRasterStatus)(ID3DPresent *This, D3DRASTER_STATUS *pRasterStatus);
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HRESULT (WINAPI *GetDisplayMode)(ID3DPresent *This, D3DDISPLAYMODEEX *pMode, D3DDISPLAYROTATION *pRotation);
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HRESULT (WINAPI *GetPresentStats)(ID3DPresent *This, D3DPRESENTSTATS *pStats);
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HRESULT (WINAPI *GetCursorPos)(ID3DPresent *This, POINT *pPoint);
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HRESULT (WINAPI *SetCursorPos)(ID3DPresent *This, POINT *pPoint);
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/* Cursor size is always 32x32. pBitmap and pHotspot can be NULL. */
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HRESULT (WINAPI *SetCursor)(ID3DPresent *This, void *pBitmap, POINT *pHotspot, BOOL bShow);
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HRESULT (WINAPI *SetGammaRamp)(ID3DPresent *This, const D3DGAMMARAMP *pRamp, HWND hWndOverride);
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HRESULT (WINAPI *GetWindowInfo)(ID3DPresent *This, HWND hWnd, int *width, int *height, int *depth);
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/* Available since version 1.1 */
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BOOL (WINAPI *GetWindowOccluded)(ID3DPresent *This);
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/* Available since version 1.2 */
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BOOL (WINAPI *ResolutionMismatch)(ID3DPresent *This);
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HANDLE (WINAPI *CreateThread)(ID3DPresent *This, void *pThreadfunc, void *pParam);
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BOOL (WINAPI *WaitForThread)(ID3DPresent *This, HANDLE thread);
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/* Available since version 1.3 */
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HRESULT (WINAPI *SetPresentParameters2)(ID3DPresent *This, D3DPRESENT_PARAMETERS2 *pParameters);
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BOOL (WINAPI *IsBufferReleased)(ID3DPresent *This, D3DWindowBuffer *buffer);
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/* Wait a buffer gets released. */
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HRESULT (WINAPI *WaitBufferReleaseEvent)(ID3DPresent *This);
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} ID3DPresentVtbl;
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struct ID3DPresent
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{
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ID3DPresentVtbl *lpVtbl;
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};
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/* IUnknown macros */
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#define ID3DPresent_QueryInterface(p,a,b) (p)->lpVtbl->QueryInterface(p,a,b)
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#define ID3DPresent_AddRef(p) (p)->lpVtbl->AddRef(p)
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#define ID3DPresent_Release(p) (p)->lpVtbl->Release(p)
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/* ID3DPresent macros */
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#define ID3DPresent_GetPresentParameters(p,a) (p)->lpVtbl->GetPresentParameters(p,a)
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#define ID3DPresent_SetPresentParameters(p,a,b) (p)->lpVtbl->SetPresentParameters(p,a,b)
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#define ID3DPresent_NewD3DWindowBufferFromDmaBuf(p,a,b,c,d,e,f,g) (p)->lpVtbl->NewD3DWindowBufferFromDmaBuf(p,a,b,c,d,e,f,g)
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#define ID3DPresent_DestroyD3DWindowBuffer(p,a) (p)->lpVtbl->DestroyD3DWindowBuffer(p,a)
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#define ID3DPresent_WaitBufferReleased(p,a) (p)->lpVtbl->WaitBufferReleased(p,a)
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#define ID3DPresent_FrontBufferCopy(p,a) (p)->lpVtbl->FrontBufferCopy(p,a)
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#define ID3DPresent_PresentBuffer(p,a,b,c,d,e,f) (p)->lpVtbl->PresentBuffer(p,a,b,c,d,e,f)
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#define ID3DPresent_GetRasterStatus(p,a) (p)->lpVtbl->GetRasterStatus(p,a)
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#define ID3DPresent_GetDisplayMode(p,a,b) (p)->lpVtbl->GetDisplayMode(p,a,b)
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#define ID3DPresent_GetPresentStats(p,a) (p)->lpVtbl->GetPresentStats(p,a)
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#define ID3DPresent_GetCursorPos(p,a) (p)->lpVtbl->GetCursorPos(p,a)
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#define ID3DPresent_SetCursorPos(p,a) (p)->lpVtbl->SetCursorPos(p,a)
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#define ID3DPresent_SetCursor(p,a,b,c) (p)->lpVtbl->SetCursor(p,a,b,c)
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#define ID3DPresent_SetGammaRamp(p,a,b) (p)->lpVtbl->SetGammaRamp(p,a,b)
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#define ID3DPresent_GetWindowInfo(p,a,b,c,d) (p)->lpVtbl->GetWindowInfo(p,a,b,c,d)
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#define ID3DPresent_GetWindowOccluded(p) (p)->lpVtbl->GetWindowOccluded(p)
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#define ID3DPresent_ResolutionMismatch(p) (p)->lpVtbl->ResolutionMismatch(p)
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#define ID3DPresent_CreateThread(p,a,b) (p)->lpVtbl->CreateThread(p,a,b)
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#define ID3DPresent_WaitForThread(p,a) (p)->lpVtbl->WaitForThread(p,a)
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#define ID3DPresent_SetPresentParameters2(p,a) (p)->lpVtbl->SetPresentParameters2(p,a)
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#define ID3DPresent_IsBufferReleased(p,a) (p)->lpVtbl->IsBufferReleased(p,a)
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#define ID3DPresent_WaitBufferReleaseEvent(p) (p)->lpVtbl->WaitBufferReleaseEvent(p)
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typedef struct ID3DPresentGroupVtbl
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{
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/* IUnknown */
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HRESULT (WINAPI *QueryInterface)(ID3DPresentGroup *This, REFIID riid, void **ppvObject);
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ULONG (WINAPI *AddRef)(ID3DPresentGroup *This);
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ULONG (WINAPI *Release)(ID3DPresentGroup *This);
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/* ID3DPresentGroup */
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/* When creating a device, it's relevant for the driver to know how many
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* implicit swap chains to create. It has to create one per monitor in a
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* multi-monitor setup */
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UINT (WINAPI *GetMultiheadCount)(ID3DPresentGroup *This);
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/* returns only the implicit present interfaces */
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HRESULT (WINAPI *GetPresent)(ID3DPresentGroup *This, UINT Index, ID3DPresent **ppPresent);
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/* used to create additional presentation interfaces along the way */
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HRESULT (WINAPI *CreateAdditionalPresent)(ID3DPresentGroup *This, D3DPRESENT_PARAMETERS *pPresentationParameters, ID3DPresent **ppPresent);
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void (WINAPI *GetVersion) (ID3DPresentGroup *This, int *major, int *minor);
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} ID3DPresentGroupVtbl;
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struct ID3DPresentGroup
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{
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ID3DPresentGroupVtbl *lpVtbl;
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};
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/* IUnknown macros */
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#define ID3DPresentGroup_QueryInterface(p,a,b) (p)->lpVtbl->QueryInterface(p,a,b)
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#define ID3DPresentGroup_AddRef(p) (p)->lpVtbl->AddRef(p)
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#define ID3DPresentGroup_Release(p) (p)->lpVtbl->Release(p)
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/* ID3DPresentGroup */
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#define ID3DPresentGroup_GetMultiheadCount(p) (p)->lpVtbl->GetMultiheadCount(p)
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#define ID3DPresentGroup_GetPresent(p,a,b) (p)->lpVtbl->GetPresent(p,a,b)
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#define ID3DPresentGroup_CreateAdditionalPresent(p,a,b) (p)->lpVtbl->CreateAdditionalPresent(p,a,b)
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#define ID3DPresentGroup_GetVersion(p,a,b) (p)->lpVtbl->GetVersion(p,a,b)
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#endif /* __cplusplus */
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#endif /* _D3DADAPTER_PRESENT_H_ */
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