wined3d: Move fake context code over to WGL.
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c9a5410288
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107ff2057d
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@ -164,7 +164,8 @@ DWORD minMipLookup[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
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static int wined3d_fake_gl_context_ref = 0;
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static BOOL wined3d_fake_gl_context_foreign;
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static BOOL wined3d_fake_gl_context_available = FALSE;
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static Display* wined3d_fake_gl_context_display = NULL;
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static HDC wined3d_fake_gl_context_hdc = NULL;
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static HWND wined3d_fake_gl_context_hwnd = NULL;
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static CRITICAL_SECTION wined3d_fake_gl_context_cs;
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static CRITICAL_SECTION_DEBUG wined3d_fake_gl_context_cs_debug =
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@ -177,7 +178,7 @@ static CRITICAL_SECTION_DEBUG wined3d_fake_gl_context_cs_debug =
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static CRITICAL_SECTION wined3d_fake_gl_context_cs = { &wined3d_fake_gl_context_cs_debug, -1, 0, 0, 0, 0 };
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static void WineD3D_ReleaseFakeGLContext(void) {
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GLXContext glCtx;
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HGLRC glCtx;
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EnterCriticalSection(&wined3d_fake_gl_context_cs);
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@ -187,15 +188,21 @@ static void WineD3D_ReleaseFakeGLContext(void) {
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return;
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}
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glCtx = glXGetCurrentContext();
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glCtx = wglGetCurrentContext();
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TRACE_(d3d_caps)("decrementing ref from %i\n", wined3d_fake_gl_context_ref);
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if (0 == (--wined3d_fake_gl_context_ref) ) {
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if(!wined3d_fake_gl_context_foreign && glCtx) {
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TRACE_(d3d_caps)("destroying fake GL context\n");
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glXMakeCurrent(wined3d_fake_gl_context_display, None, NULL);
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glXDestroyContext(wined3d_fake_gl_context_display, glCtx);
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wglMakeCurrent(NULL, NULL);
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wglDeleteContext(glCtx);
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}
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if(wined3d_fake_gl_context_hdc)
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ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
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wined3d_fake_gl_context_hdc = NULL; /* Make sure we don't think that it is still around */
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if(wined3d_fake_gl_context_hwnd)
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DestroyWindow(wined3d_fake_gl_context_hwnd);
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wined3d_fake_gl_context_hwnd = NULL;
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wined3d_fake_gl_context_available = FALSE;
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}
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assert(wined3d_fake_gl_context_ref >= 0);
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@ -205,84 +212,89 @@ static void WineD3D_ReleaseFakeGLContext(void) {
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}
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static BOOL WineD3D_CreateFakeGLContext(void) {
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XVisualInfo* visInfo;
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GLXContext glCtx;
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GLXContext glCtx;
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HGLRC wglCtx = NULL;
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ENTER_GL();
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EnterCriticalSection(&wined3d_fake_gl_context_cs);
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TRACE_(d3d_caps)("getting context...\n");
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TRACE("getting context...\n");
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if(wined3d_fake_gl_context_ref > 0) goto ret;
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assert(0 == wined3d_fake_gl_context_ref);
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wined3d_fake_gl_context_foreign = TRUE;
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if(!wined3d_fake_gl_context_display) {
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HDC device_context = GetDC(0);
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wined3d_fake_gl_context_display = get_display(device_context);
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ReleaseDC(0, device_context);
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}
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visInfo = NULL;
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glCtx = glXGetCurrentContext();
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if (!glCtx) {
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Drawable drawable;
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XVisualInfo template;
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Visual* visual;
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int num;
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XWindowAttributes win_attr;
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PIXELFORMATDESCRIPTOR pfd;
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int iPixelFormat;
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wined3d_fake_gl_context_foreign = FALSE;
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drawable = (Drawable) GetPropA(GetDesktopWindow(), "__wine_x11_whole_window");
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TRACE_(d3d_caps)("Creating Fake GL Context\n");
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/* Get the X visual */
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if (XGetWindowAttributes(wined3d_fake_gl_context_display, drawable, &win_attr)) {
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visual = win_attr.visual;
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} else {
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visual = DefaultVisual(wined3d_fake_gl_context_display, DefaultScreen(wined3d_fake_gl_context_display));
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/* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes */
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wined3d_fake_gl_context_hwnd = CreateWindowA("WineD3D_OpenGL", "WineD3D fake window", WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
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if(!wined3d_fake_gl_context_hwnd) {
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ERR("HWND creation failed!\n");
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goto fail;
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}
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template.visualid = XVisualIDFromVisual(visual);
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visInfo = XGetVisualInfo(wined3d_fake_gl_context_display, VisualIDMask, &template, &num);
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if (!visInfo) {
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WARN_(d3d_caps)("Error creating visual info for capabilities initialization\n");
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wined3d_fake_gl_context_hdc = GetDC(wined3d_fake_gl_context_hwnd);
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if(!wined3d_fake_gl_context_hdc) {
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ERR("GetDC failed!\n");
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goto fail;
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}
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/* PixelFormat selection */
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ZeroMemory(&pfd, sizeof(pfd));
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pfd.nSize = sizeof(pfd);
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pfd.nVersion = 1;
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pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
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pfd.iPixelType = PFD_TYPE_RGBA;
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pfd.cColorBits = 32;
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pfd.iLayerType = PFD_MAIN_PLANE;
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iPixelFormat = ChoosePixelFormat(wined3d_fake_gl_context_hdc, &pfd);
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if(!iPixelFormat) {
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/* If this happens something is very wrong as ChoosePixelFormat barely fails */
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ERR("Can't find a suitable iPixelFormat\n");
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goto fail;
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}
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DescribePixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, sizeof(pfd), &pfd);
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SetPixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, &pfd);
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/* Create a GL context */
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glCtx = glXCreateContext(wined3d_fake_gl_context_display, visInfo, NULL, GL_TRUE);
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if (!glCtx) {
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wglCtx = wglCreateContext(wined3d_fake_gl_context_hdc);
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if (!wglCtx) {
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WARN_(d3d_caps)("Error creating default context for capabilities initialization\n");
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goto fail;
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}
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/* Make it the current GL context */
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if (!glXMakeCurrent(wined3d_fake_gl_context_display, drawable, glCtx)) {
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if (!wglMakeCurrent(wined3d_fake_gl_context_hdc, wglCtx)) {
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WARN_(d3d_caps)("Error setting default context as current for capabilities initialization\n");
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goto fail;
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}
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XFree(visInfo);
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}
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ret:
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TRACE_(d3d_caps)("incrementing ref from %i\n", wined3d_fake_gl_context_ref);
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TRACE("incrementing ref from %i\n", wined3d_fake_gl_context_ref);
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wined3d_fake_gl_context_ref++;
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wined3d_fake_gl_context_available = TRUE;
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LeaveCriticalSection(&wined3d_fake_gl_context_cs);
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return TRUE;
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fail:
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if(visInfo) XFree(visInfo);
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if(glCtx) glXDestroyContext(wined3d_fake_gl_context_display, glCtx);
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if(wined3d_fake_gl_context_hdc)
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ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
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wined3d_fake_gl_context_hdc = NULL;
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if(wined3d_fake_gl_context_hwnd)
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DestroyWindow(wined3d_fake_gl_context_hwnd);
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wined3d_fake_gl_context_hwnd = NULL;
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if(wglCtx) wglDeleteContext(wglCtx);
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LeaveCriticalSection(&wined3d_fake_gl_context_cs);
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LEAVE_GL();
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return FALSE;
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}
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/**********************************************************
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* IUnknown parts follows
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**********************************************************/
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@ -1490,6 +1502,7 @@ static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter
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GLXFBConfig* cfgs = NULL;
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int nCfgs = 0;
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int it;
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Display *display;
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HRESULT hr = WINED3DERR_NOTAVAILABLE;
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TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, CheckType:(%x,%s), DispFmt:(%x,%s), BackBuf:(%x,%s), Win?%d): stub\n",
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@ -1507,9 +1520,10 @@ static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter
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/* TODO: Store in adapter structure */
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if (WineD3D_CreateFakeGLContext()) {
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cfgs = glXGetFBConfigs(wined3d_fake_gl_context_display, DefaultScreen(wined3d_fake_gl_context_display), &nCfgs);
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display = get_display(wined3d_fake_gl_context_hdc);
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cfgs = glXGetFBConfigs(display, DefaultScreen(display), &nCfgs);
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for (it = 0; it < nCfgs; ++it) {
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if (IWineD3DImpl_IsGLXFBConfigCompatibleWithRenderFmt(wined3d_fake_gl_context_display, cfgs[it], DisplayFormat)) {
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if (IWineD3DImpl_IsGLXFBConfigCompatibleWithRenderFmt(display, cfgs[it], DisplayFormat)) {
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hr = WINED3D_OK;
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TRACE_(d3d_caps)("OK\n");
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break ;
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@ -106,8 +106,30 @@ BOOL WINAPI DllMain(HINSTANCE hInstDLL, DWORD fdwReason, LPVOID lpv)
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HKEY hkey = 0;
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HKEY appkey = 0;
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DWORD len;
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WNDCLASSA wc;
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wined3d_settings.emulated_textureram = 64*1024*1024;
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/* We need our own window class for a fake window which we use to retrieve GL capabilities */
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/* We might need CS_OWNDC in the future if we notice strange things on Windows.
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* Various articles/posts about OpenGL problems on Windows recommend this. */
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wc.style = CS_HREDRAW | CS_VREDRAW;
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wc.lpfnWndProc = DefWindowProcA;
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wc.cbClsExtra = 0;
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wc.cbWndExtra = 0;
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wc.hInstance = hInstDLL;
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wc.hIcon = LoadIconA(NULL, (LPCSTR)IDI_WINLOGO);
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wc.hCursor = LoadCursorA(NULL, (LPCSTR)IDC_ARROW);
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wc.hbrBackground = NULL;
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wc.lpszMenuName = NULL;
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wc.lpszClassName = "WineD3D_OpenGL";
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if (!RegisterClassA(&wc) && GetLastError() != ERROR_CLASS_ALREADY_EXISTS)
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{
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ERR("Failed to register window class 'WineD3D_OpenGL'!");
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return FALSE;
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}
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DisableThreadLibraryCalls(hInstDLL);
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mod = GetModuleHandleA( "winex11.drv" );
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