/* * Direct3D wine internal interface main * * Copyright 2002-2003 The wine-d3d team * Copyright 2002-2003 Raphael Junqueira * Copyright 2004 Jason Edmeades * Copyright 2007-2008 Stefan Dösinger for CodeWeavers * Copyright 2009 Henri Verbeet for CodeWeavers * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA */ #include "config.h" #include "wine/port.h" #include "initguid.h" #include "wined3d_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d); WINE_DECLARE_DEBUG_CHANNEL(winediag); struct wined3d_wndproc { struct wined3d *wined3d; HWND window; BOOL unicode; BOOL filter; WNDPROC proc; struct wined3d_device *device; uint32_t flags; }; struct wined3d_wndproc_table { struct wined3d_wndproc *entries; SIZE_T count; SIZE_T size; }; struct wined3d_window_hook { HHOOK hook; DWORD thread_id; unsigned int count; }; struct wined3d_registered_swapchain_state { struct wined3d_swapchain_state *state; DWORD thread_id; }; struct wined3d_swapchain_state_table { struct wined3d_window_hook *hooks; SIZE_T hooks_size; SIZE_T hook_count; struct wined3d_registered_swapchain_state *states; SIZE_T states_size; SIZE_T state_count; }; static struct wined3d_wndproc_table wndproc_table; static struct wined3d_swapchain_state_table swapchain_state_table; static CRITICAL_SECTION wined3d_cs; static CRITICAL_SECTION_DEBUG wined3d_cs_debug = { 0, 0, &wined3d_cs, {&wined3d_cs_debug.ProcessLocksList, &wined3d_cs_debug.ProcessLocksList}, 0, 0, {(DWORD_PTR)(__FILE__ ": wined3d_cs")} }; static CRITICAL_SECTION wined3d_cs = {&wined3d_cs_debug, -1, 0, 0, 0, 0}; static CRITICAL_SECTION wined3d_wndproc_cs; static CRITICAL_SECTION_DEBUG wined3d_wndproc_cs_debug = { 0, 0, &wined3d_wndproc_cs, {&wined3d_wndproc_cs_debug.ProcessLocksList, &wined3d_wndproc_cs_debug.ProcessLocksList}, 0, 0, {(DWORD_PTR)(__FILE__ ": wined3d_wndproc_cs")} }; static CRITICAL_SECTION wined3d_wndproc_cs = {&wined3d_wndproc_cs_debug, -1, 0, 0, 0, 0}; /* When updating default value here, make sure to update winecfg as well, * where appropriate. */ struct wined3d_settings wined3d_settings = { TRUE, /* Multithreaded CS by default. */ MAKEDWORD_VERSION(4, 4), /* Default to OpenGL 4.4 */ ORM_FBO, /* Use FBOs to do offscreen rendering */ PCI_VENDOR_NONE,/* PCI Vendor ID */ PCI_DEVICE_NONE,/* PCI Device ID */ 0, /* The default of memory is set in init_driver_info */ NULL, /* No wine logo by default */ TRUE, /* Prefer multisample textures to multisample renderbuffers. */ ~0u, /* Don't force a specific sample count by default. */ FALSE, /* Don't range check relative addressing indices in float constants. */ FALSE, /* No strict shader math by default. */ ~0U, /* No VS shader model limit by default. */ ~0U, /* No HS shader model limit by default. */ ~0U, /* No DS shader model limit by default. */ ~0U, /* No GS shader model limit by default. */ ~0U, /* No PS shader model limit by default. */ ~0u, /* No CS shader model limit by default. */ WINED3D_RENDERER_AUTO, WINED3D_SHADER_BACKEND_AUTO, }; struct wined3d * CDECL wined3d_create(DWORD flags) { struct wined3d *object; HRESULT hr; if (!(object = heap_alloc_zero(FIELD_OFFSET(struct wined3d, adapters[1])))) { ERR("Failed to allocate wined3d object memory.\n"); return NULL; } if (wined3d_settings.renderer == WINED3D_RENDERER_NO3D) flags |= WINED3D_NO3D; if (FAILED(hr = wined3d_init(object, flags))) { WARN("Failed to initialize wined3d object, hr %#x.\n", hr); heap_free(object); return NULL; } TRACE("Created wined3d object %p.\n", object); return object; } static DWORD get_config_key(HKEY defkey, HKEY appkey, const char *name, char *buffer, DWORD size) { if (appkey && !RegQueryValueExA(appkey, name, 0, NULL, (BYTE *)buffer, &size)) return 0; if (defkey && !RegQueryValueExA(defkey, name, 0, NULL, (BYTE *)buffer, &size)) return 0; return ERROR_FILE_NOT_FOUND; } static DWORD get_config_key_dword(HKEY defkey, HKEY appkey, const char *name, DWORD *value) { DWORD type, data, size; size = sizeof(data); if (appkey && !RegQueryValueExA(appkey, name, 0, &type, (BYTE *)&data, &size) && type == REG_DWORD) goto success; size = sizeof(data); if (defkey && !RegQueryValueExA(defkey, name, 0, &type, (BYTE *)&data, &size) && type == REG_DWORD) goto success; return ERROR_FILE_NOT_FOUND; success: *value = data; return 0; } BOOL wined3d_get_app_name(char *app_name, unsigned int app_name_size) { char buffer[MAX_PATH]; unsigned int len; char *p, *name; len = GetModuleFileNameA(0, buffer, ARRAY_SIZE(buffer)); if (!(len && len < MAX_PATH)) return FALSE; name = buffer; if ((p = strrchr(name, '/' ))) name = p + 1; if ((p = strrchr(name, '\\'))) name = p + 1; len = strlen(name) + 1; if (app_name_size < len) return FALSE; memcpy(app_name, name, len); return TRUE; } static BOOL wined3d_dll_init(HINSTANCE hInstDLL) { DWORD wined3d_context_tls_idx; char buffer[MAX_PATH+10]; DWORD size = sizeof(buffer); HKEY hkey = 0; HKEY appkey = 0; DWORD tmpvalue; WNDCLASSA wc; wined3d_context_tls_idx = TlsAlloc(); if (wined3d_context_tls_idx == TLS_OUT_OF_INDEXES) { DWORD err = GetLastError(); ERR("Failed to allocate context TLS index, err %#x.\n", err); return FALSE; } context_set_tls_idx(wined3d_context_tls_idx); /* We need our own window class for a fake window which we use to retrieve GL capabilities */ /* We might need CS_OWNDC in the future if we notice strange things on Windows. * Various articles/posts about OpenGL problems on Windows recommend this. */ wc.style = CS_HREDRAW | CS_VREDRAW; wc.lpfnWndProc = DefWindowProcA; wc.cbClsExtra = 0; wc.cbWndExtra = 0; wc.hInstance = hInstDLL; wc.hIcon = LoadIconA(NULL, (const char *)IDI_WINLOGO); wc.hCursor = LoadCursorA(NULL, (const char *)IDC_ARROW); wc.hbrBackground = NULL; wc.lpszMenuName = NULL; wc.lpszClassName = WINED3D_OPENGL_WINDOW_CLASS_NAME; if (!RegisterClassA(&wc)) { ERR("Failed to register window class 'WineD3D_OpenGL'!\n"); if (!TlsFree(wined3d_context_tls_idx)) { DWORD err = GetLastError(); ERR("Failed to free context TLS index, err %#x.\n", err); } return FALSE; } DisableThreadLibraryCalls(hInstDLL); /* @@ Wine registry key: HKCU\Software\Wine\Direct3D */ if ( RegOpenKeyA( HKEY_CURRENT_USER, "Software\\Wine\\Direct3D", &hkey ) ) hkey = 0; if (wined3d_get_app_name(buffer, ARRAY_SIZE(buffer))) { HKEY tmpkey; /* @@ Wine registry key: HKCU\Software\Wine\AppDefaults\app.exe\Direct3D */ if (!RegOpenKeyA(HKEY_CURRENT_USER, "Software\\Wine\\AppDefaults", &tmpkey)) { strcat(buffer, "\\Direct3D"); TRACE("Application name %s.\n", buffer); if (RegOpenKeyA(tmpkey, buffer, &appkey)) appkey = 0; RegCloseKey(tmpkey); } } if (hkey || appkey) { if (!get_config_key_dword(hkey, appkey, "csmt", &wined3d_settings.cs_multithreaded)) ERR_(winediag)("Setting multithreaded command stream to %#x.\n", wined3d_settings.cs_multithreaded); if (!get_config_key_dword(hkey, appkey, "MaxVersionGL", &tmpvalue)) { ERR_(winediag)("Setting maximum allowed wined3d GL version to %u.%u.\n", tmpvalue >> 16, tmpvalue & 0xffff); wined3d_settings.max_gl_version = tmpvalue; } if (!get_config_key(hkey, appkey, "shader_backend", buffer, size)) { if (!_strnicmp(buffer, "glsl", -1)) { ERR_(winediag)("Using the GLSL shader backend.\n"); wined3d_settings.shader_backend = WINED3D_SHADER_BACKEND_GLSL; } else if (!_strnicmp(buffer, "arb", -1)) { ERR_(winediag)("Using the ARB shader backend.\n"); wined3d_settings.shader_backend = WINED3D_SHADER_BACKEND_ARB; } else if (!_strnicmp(buffer, "none", -1)) { ERR_(winediag)("Disabling shader backends.\n"); wined3d_settings.shader_backend = WINED3D_SHADER_BACKEND_NONE; } } else if (!get_config_key(hkey, appkey, "UseGLSL", buffer, size) && !strcmp(buffer, "disabled")) { wined3d_settings.shader_backend = WINED3D_SHADER_BACKEND_ARB; } if (wined3d_settings.shader_backend == WINED3D_SHADER_BACKEND_ARB || wined3d_settings.shader_backend == WINED3D_SHADER_BACKEND_NONE) { ERR_(winediag)("The GLSL shader backend has been disabled. You get to keep all the pieces if it breaks.\n"); TRACE("Use of GL Shading Language disabled.\n"); } if (!get_config_key(hkey, appkey, "OffscreenRenderingMode", buffer, size) && !strcmp(buffer,"backbuffer")) wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER; if ( !get_config_key_dword( hkey, appkey, "VideoPciDeviceID", &tmpvalue) ) { int pci_device_id = tmpvalue; /* A pci device id is 16-bit */ if(pci_device_id > 0xffff) { ERR("Invalid value for VideoPciDeviceID. The value should be smaller or equal to 65535 or 0xffff\n"); } else { TRACE("Using PCI Device ID %04x\n", pci_device_id); wined3d_settings.pci_device_id = pci_device_id; } } if ( !get_config_key_dword( hkey, appkey, "VideoPciVendorID", &tmpvalue) ) { int pci_vendor_id = tmpvalue; /* A pci device id is 16-bit */ if(pci_vendor_id > 0xffff) { ERR("Invalid value for VideoPciVendorID. The value should be smaller or equal to 65535 or 0xffff\n"); } else { TRACE("Using PCI Vendor ID %04x\n", pci_vendor_id); wined3d_settings.pci_vendor_id = pci_vendor_id; } } if ( !get_config_key( hkey, appkey, "VideoMemorySize", buffer, size) ) { int TmpVideoMemorySize = atoi(buffer); if(TmpVideoMemorySize > 0) { wined3d_settings.emulated_textureram = (UINT64)TmpVideoMemorySize *1024*1024; TRACE("Use %iMiB = 0x%s bytes for emulated_textureram\n", TmpVideoMemorySize, wine_dbgstr_longlong(wined3d_settings.emulated_textureram)); } else ERR("VideoMemorySize is %i but must be >0\n", TmpVideoMemorySize); } if ( !get_config_key( hkey, appkey, "WineLogo", buffer, size) ) { size_t len = strlen(buffer) + 1; if (!(wined3d_settings.logo = heap_alloc(len))) ERR("Failed to allocate logo path memory.\n"); else memcpy(wined3d_settings.logo, buffer, len); } if (!get_config_key_dword(hkey, appkey, "MultisampleTextures", &wined3d_settings.multisample_textures)) ERR_(winediag)("Setting multisample textures to %#x.\n", wined3d_settings.multisample_textures); if (!get_config_key_dword(hkey, appkey, "SampleCount", &wined3d_settings.sample_count)) ERR_(winediag)("Forcing sample count to %u. This may not be compatible with all applications.\n", wined3d_settings.sample_count); if (!get_config_key(hkey, appkey, "CheckFloatConstants", buffer, size) && !strcmp(buffer, "enabled")) { TRACE("Checking relative addressing indices in float constants.\n"); wined3d_settings.check_float_constants = TRUE; } if (!get_config_key_dword(hkey, appkey, "strict_shader_math", &wined3d_settings.strict_shader_math)) ERR_(winediag)("Setting strict shader math to %#x.\n", wined3d_settings.strict_shader_math); if (!get_config_key_dword(hkey, appkey, "MaxShaderModelVS", &wined3d_settings.max_sm_vs)) TRACE("Limiting VS shader model to %u.\n", wined3d_settings.max_sm_vs); if (!get_config_key_dword(hkey, appkey, "MaxShaderModelHS", &wined3d_settings.max_sm_hs)) TRACE("Limiting HS shader model to %u.\n", wined3d_settings.max_sm_hs); if (!get_config_key_dword(hkey, appkey, "MaxShaderModelDS", &wined3d_settings.max_sm_ds)) TRACE("Limiting DS shader model to %u.\n", wined3d_settings.max_sm_ds); if (!get_config_key_dword(hkey, appkey, "MaxShaderModelGS", &wined3d_settings.max_sm_gs)) TRACE("Limiting GS shader model to %u.\n", wined3d_settings.max_sm_gs); if (!get_config_key_dword(hkey, appkey, "MaxShaderModelPS", &wined3d_settings.max_sm_ps)) TRACE("Limiting PS shader model to %u.\n", wined3d_settings.max_sm_ps); if (!get_config_key_dword(hkey, appkey, "MaxShaderModelCS", &wined3d_settings.max_sm_cs)) TRACE("Limiting CS shader model to %u.\n", wined3d_settings.max_sm_cs); if (!get_config_key(hkey, appkey, "renderer", buffer, size)) { if (!strcmp(buffer, "vulkan")) { ERR_(winediag)("Using the Vulkan renderer.\n"); wined3d_settings.renderer = WINED3D_RENDERER_VULKAN; } else if (!strcmp(buffer, "gl")) { ERR_(winediag)("Using the OpenGL renderer.\n"); wined3d_settings.renderer = WINED3D_RENDERER_OPENGL; } else if (!strcmp(buffer, "gdi") || !strcmp(buffer, "no3d")) { ERR_(winediag)("Disabling 3D support.\n"); wined3d_settings.renderer = WINED3D_RENDERER_NO3D; } } } if (appkey) RegCloseKey( appkey ); if (hkey) RegCloseKey( hkey ); return TRUE; } static BOOL wined3d_dll_destroy(HINSTANCE hInstDLL) { DWORD wined3d_context_tls_idx = context_get_tls_idx(); unsigned int i; wined3d_spirv_shader_backend_cleanup(); if (!TlsFree(wined3d_context_tls_idx)) { DWORD err = GetLastError(); ERR("Failed to free context TLS index, err %#x.\n", err); } for (i = 0; i < wndproc_table.count; ++i) { /* Trying to unregister these would be futile. These entries can only * exist if either we skipped them in wined3d_unregister_window() due * to the application replacing the wndproc after the entry was * registered, or if the application still has an active wined3d * device. In the latter case the application has bigger problems than * these entries. */ WARN("Leftover wndproc table entry %p.\n", &wndproc_table.entries[i]); } heap_free(wndproc_table.entries); heap_free(swapchain_state_table.states); for (i = 0; i < swapchain_state_table.hook_count; ++i) { WARN("Leftover swapchain state hook %p.\n", &swapchain_state_table.hooks[i]); UnhookWindowsHookEx(swapchain_state_table.hooks[i].hook); } heap_free(swapchain_state_table.hooks); heap_free(wined3d_settings.logo); UnregisterClassA(WINED3D_OPENGL_WINDOW_CLASS_NAME, hInstDLL); DeleteCriticalSection(&wined3d_wndproc_cs); DeleteCriticalSection(&wined3d_cs); return TRUE; } void WINAPI wined3d_mutex_lock(void) { EnterCriticalSection(&wined3d_cs); } void WINAPI wined3d_mutex_unlock(void) { LeaveCriticalSection(&wined3d_cs); } static void wined3d_wndproc_mutex_lock(void) { EnterCriticalSection(&wined3d_wndproc_cs); } static void wined3d_wndproc_mutex_unlock(void) { LeaveCriticalSection(&wined3d_wndproc_cs); } static struct wined3d_output * wined3d_get_output_from_window(const struct wined3d *wined3d, HWND hwnd) { unsigned int adapter_idx, output_idx; struct wined3d_adapter *adapter; MONITORINFOEXW monitor_info; HMONITOR monitor; TRACE("wined3d %p, hwnd %p.\n", wined3d, hwnd); monitor = MonitorFromWindow(hwnd, MONITOR_DEFAULTTONEAREST); monitor_info.cbSize = sizeof(monitor_info); if (!GetMonitorInfoW(monitor, (MONITORINFO *)&monitor_info)) { ERR("GetMonitorInfoW failed, error %#x.\n", GetLastError()); return NULL; } for (adapter_idx = 0; adapter_idx < wined3d->adapter_count; ++adapter_idx) { adapter = wined3d->adapters[adapter_idx]; for (output_idx = 0; output_idx < adapter->output_count; ++output_idx) { if (!lstrcmpiW(adapter->outputs[output_idx].device_name, monitor_info.szDevice)) return &adapter->outputs[output_idx]; } } /* Because wined3d only supports one output right now. A window can be on non-primary outputs * and thus fails to get its correct output. In this case, return the primary output for now */ return &wined3d->adapters[0]->outputs[0]; } static struct wined3d_wndproc *wined3d_find_wndproc(HWND window, struct wined3d *wined3d) { unsigned int i; for (i = 0; i < wndproc_table.count; ++i) { struct wined3d_wndproc *entry = &wndproc_table.entries[i]; if (entry->window == window && entry->wined3d == wined3d) return entry; } return NULL; } BOOL wined3d_filter_messages(HWND window, BOOL filter) { struct wined3d_wndproc *entry; BOOL ret; wined3d_wndproc_mutex_lock(); if (!(entry = wined3d_find_wndproc(window, NULL))) { wined3d_wndproc_mutex_unlock(); return FALSE; } ret = entry->filter; entry->filter = filter; wined3d_wndproc_mutex_unlock(); return ret; } static LRESULT CALLBACK wined3d_wndproc(HWND window, UINT message, WPARAM wparam, LPARAM lparam) { struct wined3d_wndproc *entry; struct wined3d_device *device; BOOL unicode, filter; WNDPROC proc; wined3d_wndproc_mutex_lock(); if (!(entry = wined3d_find_wndproc(window, NULL))) { wined3d_wndproc_mutex_unlock(); ERR("Window %p is not registered with wined3d.\n", window); return DefWindowProcW(window, message, wparam, lparam); } device = entry->device; unicode = entry->unicode; filter = entry->filter; proc = entry->proc; wined3d_wndproc_mutex_unlock(); if (device) { if (filter && message != WM_DISPLAYCHANGE) { TRACE("Filtering message: window %p, message %#x, wparam %#lx, lparam %#lx.\n", window, message, wparam, lparam); if (unicode) return DefWindowProcW(window, message, wparam, lparam); return DefWindowProcA(window, message, wparam, lparam); } return device_process_message(device, window, unicode, message, wparam, lparam, proc); } if (unicode) return CallWindowProcW(proc, window, message, wparam, lparam); return CallWindowProcA(proc, window, message, wparam, lparam); } static LRESULT CALLBACK wined3d_hook_proc(int code, WPARAM wparam, LPARAM lparam) { struct wined3d_swapchain_desc swapchain_desc; struct wined3d_swapchain_state *state; struct wined3d_wndproc *entry; struct wined3d_output *output; MSG *msg = (MSG *)lparam; unsigned int i; /* Handle Alt+Enter. */ if (code == HC_ACTION && msg->message == WM_SYSKEYDOWN && msg->wParam == VK_RETURN && (msg->lParam & (KF_ALTDOWN << 16))) { wined3d_wndproc_mutex_lock(); for (i = 0; i < swapchain_state_table.state_count; ++i) { state = swapchain_state_table.states[i].state; if (state->device_window != msg->hwnd) continue; if ((entry = wined3d_find_wndproc(msg->hwnd, state->wined3d)) && (entry->flags & (WINED3D_REGISTER_WINDOW_NO_WINDOW_CHANGES | WINED3D_REGISTER_WINDOW_NO_ALT_ENTER))) continue; swapchain_desc = state->desc; swapchain_desc.windowed = !swapchain_desc.windowed; if (!(output = wined3d_get_output_from_window(state->wined3d, state->device_window))) { ERR("Failed to get output from window %p.\n", state->device_window); break; } swapchain_desc.output = output; wined3d_swapchain_state_set_fullscreen(state, &swapchain_desc, NULL); wined3d_wndproc_mutex_unlock(); return 1; } wined3d_wndproc_mutex_unlock(); } return CallNextHookEx(0, code, wparam, lparam); } BOOL CDECL wined3d_register_window(struct wined3d *wined3d, HWND window, struct wined3d_device *device, unsigned int flags) { struct wined3d_wndproc *entry; TRACE("wined3d %p, window %p, device %p, flags %#x.\n", wined3d, window, device, flags); wined3d_wndproc_mutex_lock(); if ((entry = wined3d_find_wndproc(window, wined3d))) { if (!wined3d) WARN("Window %p is already registered with wined3d.\n", window); entry->flags = flags; wined3d_wndproc_mutex_unlock(); return TRUE; } if (!wined3d_array_reserve((void **)&wndproc_table.entries, &wndproc_table.size, wndproc_table.count + 1, sizeof(*entry))) { wined3d_wndproc_mutex_unlock(); ERR("Failed to grow table.\n"); return FALSE; } entry = &wndproc_table.entries[wndproc_table.count++]; entry->window = window; entry->unicode = IsWindowUnicode(window); if (!wined3d) { /* Set a window proc that matches the window. Some applications (e.g. * NoX) replace the window proc after we've set ours, and expect to be * able to call the previous one (ours) directly, without using * CallWindowProc(). */ if (entry->unicode) entry->proc = (WNDPROC)SetWindowLongPtrW(window, GWLP_WNDPROC, (LONG_PTR)wined3d_wndproc); else entry->proc = (WNDPROC)SetWindowLongPtrA(window, GWLP_WNDPROC, (LONG_PTR)wined3d_wndproc); } else { entry->proc = NULL; } entry->device = device; entry->wined3d = wined3d; entry->flags = flags; wined3d_wndproc_mutex_unlock(); return TRUE; } static BOOL restore_wndproc(struct wined3d_wndproc *entry) { LONG_PTR proc; if (entry->unicode) { proc = GetWindowLongPtrW(entry->window, GWLP_WNDPROC); if (proc != (LONG_PTR)wined3d_wndproc) return FALSE; SetWindowLongPtrW(entry->window, GWLP_WNDPROC, (LONG_PTR)entry->proc); } else { proc = GetWindowLongPtrA(entry->window, GWLP_WNDPROC); if (proc != (LONG_PTR)wined3d_wndproc) return FALSE; SetWindowLongPtrA(entry->window, GWLP_WNDPROC, (LONG_PTR)entry->proc); } return TRUE; } void wined3d_unregister_window(HWND window) { struct wined3d_wndproc *entry, *last; wined3d_wndproc_mutex_lock(); if (!(entry = wined3d_find_wndproc(window, NULL))) { wined3d_wndproc_mutex_unlock(); ERR("Window %p is not registered with wined3d.\n", window); return; } if (entry->proc && !restore_wndproc(entry)) { entry->device = NULL; WARN("Not unregistering window %p, current window proc doesn't match wined3d window proc.\n", window); wined3d_wndproc_mutex_unlock(); return; } last = &wndproc_table.entries[--wndproc_table.count]; if (entry != last) *entry = *last; wined3d_wndproc_mutex_unlock(); } void CDECL wined3d_unregister_windows(struct wined3d *wined3d) { struct wined3d_wndproc *entry, *last; unsigned int i = 0; TRACE("wined3d %p.\n", wined3d); wined3d_wndproc_mutex_lock(); while (i < wndproc_table.count) { entry = &wndproc_table.entries[i]; if (entry->wined3d != wined3d) { ++i; continue; } if (entry->proc && !restore_wndproc(entry)) { entry->device = NULL; WARN("Not unregistering window %p, current window proc doesn't match wined3d window proc.\n", entry->window); ++i; continue; } last = &wndproc_table.entries[--wndproc_table.count]; if (entry != last) *entry = *last; else ++i; } wined3d_wndproc_mutex_unlock(); } static struct wined3d_window_hook *wined3d_find_hook(DWORD thread_id) { unsigned int i; for (i = 0; i < swapchain_state_table.hook_count; ++i) { if (swapchain_state_table.hooks[i].thread_id == thread_id) return &swapchain_state_table.hooks[i]; } return NULL; } void wined3d_swapchain_state_register(struct wined3d_swapchain_state *state) { struct wined3d_registered_swapchain_state *state_entry; struct wined3d_window_hook *hook; wined3d_wndproc_mutex_lock(); if (!wined3d_array_reserve((void **)&swapchain_state_table.states, &swapchain_state_table.states_size, swapchain_state_table.state_count + 1, sizeof(*state_entry))) { wined3d_wndproc_mutex_unlock(); return; } state_entry = &swapchain_state_table.states[swapchain_state_table.state_count++]; state_entry->state = state; state_entry->thread_id = GetWindowThreadProcessId(state->device_window, NULL); if ((hook = wined3d_find_hook(state_entry->thread_id))) { ++hook->count; wined3d_wndproc_mutex_unlock(); return; } if (!wined3d_array_reserve((void **)&swapchain_state_table.hooks, &swapchain_state_table.hooks_size, swapchain_state_table.hook_count + 1, sizeof(*hook))) { --swapchain_state_table.state_count; wined3d_wndproc_mutex_unlock(); return; } hook = &swapchain_state_table.hooks[swapchain_state_table.hook_count++]; hook->thread_id = state_entry->thread_id; hook->hook = SetWindowsHookExW(WH_GETMESSAGE, wined3d_hook_proc, 0, hook->thread_id); hook->count = 1; wined3d_wndproc_mutex_unlock(); } static void wined3d_swapchain_state_unregister(struct wined3d_swapchain_state *state) { struct wined3d_registered_swapchain_state *state_entry, *last_state_entry; struct wined3d_window_hook *hook, *last_hook; unsigned int i; wined3d_wndproc_mutex_lock(); for (i = 0; i < swapchain_state_table.state_count; ++i) { state_entry = &swapchain_state_table.states[i]; if (state_entry->state != state) continue; if ((hook = wined3d_find_hook(state_entry->thread_id)) && !--hook->count) { UnhookWindowsHookEx(hook->hook); last_hook = &swapchain_state_table.hooks[--swapchain_state_table.hook_count]; if (hook != last_hook) *hook = *last_hook; } last_state_entry = &swapchain_state_table.states[--swapchain_state_table.state_count]; if (state_entry != last_state_entry) *state_entry = *last_state_entry; break; } wined3d_wndproc_mutex_unlock(); } void wined3d_swapchain_state_cleanup(struct wined3d_swapchain_state *state) { wined3d_swapchain_state_unregister(state); } /* At process attach */ BOOL WINAPI DllMain(HINSTANCE inst, DWORD reason, void *reserved) { switch (reason) { case DLL_PROCESS_ATTACH: return wined3d_dll_init(inst); case DLL_PROCESS_DETACH: if (!reserved) return wined3d_dll_destroy(inst); break; case DLL_THREAD_DETACH: if (!wined3d_context_gl_set_current(NULL)) { ERR("Failed to clear current context.\n"); } return TRUE; } return TRUE; }