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// Copyright 2016 The SwiftShader Authors. All Rights Reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#ifndef D3D9_Direct3DSwapChain9_hpp
#define D3D9_Direct3DSwapChain9_hpp
#include "Unknown.hpp"
#include "Direct3DSurface9.hpp"
#include "FrameBufferWin.hpp"
#include <d3d9.h>
namespace D3D9
{
class Direct3DDevice9;
class Direct3DSwapChain9 : public IDirect3DSwapChain9, public Unknown
{
public:
Direct3DSwapChain9(Direct3DDevice9 *device, D3DPRESENT_PARAMETERS *presentParameters);
~Direct3DSwapChain9() override;
// IUnknown methods
long __stdcall QueryInterface(const IID &iid, void **object) override;
unsigned long __stdcall AddRef() override;
unsigned long __stdcall Release() override;
// IDirect3DSwapChain9 methods
long __stdcall Present(const RECT *sourceRect, const RECT *destRect, HWND destWindowOverride, const RGNDATA *dirtyRegion, unsigned long flags) override;
long __stdcall GetFrontBufferData(IDirect3DSurface9 *destSurface) override;
long __stdcall GetBackBuffer(unsigned int index, D3DBACKBUFFER_TYPE type, IDirect3DSurface9 **backBuffer) override;
long __stdcall GetRasterStatus(D3DRASTER_STATUS *rasterStatus) override;
long __stdcall GetDisplayMode(D3DDISPLAYMODE *displayMode) override;
long __stdcall GetDevice(IDirect3DDevice9 **device) override;
long __stdcall GetPresentParameters(D3DPRESENT_PARAMETERS *presentParameters) override;
// Internal methods
void reset(D3DPRESENT_PARAMETERS *presentParameters);
void setGammaRamp(sw::GammaRamp *gammaRamp, bool calibrate);
void getGammaRamp(sw::GammaRamp *gammaRamp);
void *lockBackBuffer(int index);
void unlockBackBuffer(int index);
private:
void release();
// Creation parameters
Direct3DDevice9 *const device;
D3DPRESENT_PARAMETERS presentParameters;
bool lockable;
sw::FrameBufferWin *frameBuffer;
public: // FIXME
Direct3DSurface9 *backBuffer[3];
};
}
#endif // D3D9_Direct3DSwapChain9_hpp