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