// 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