/* * 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 { HWND window; BOOL unicode; WNDPROC proc; struct wined3d_device *device; }; struct wined3d_wndproc_table { struct wined3d_wndproc *entries; unsigned int count; unsigned int size; }; static struct wined3d_wndproc_table wndproc_table; int num_lock = 0; void (CDECL *wine_tsx11_lock_ptr)(void) = NULL; void (CDECL *wine_tsx11_unlock_ptr)(void) = NULL; 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 = { VS_HW, /* Hardware by default */ PS_HW, /* Hardware by default */ TRUE, /* Use of GLSL enabled by default */ ORM_FBO, /* Use FBOs to do offscreen rendering */ RTL_READTEX, /* Default render target locking method */ 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, /* Multisampling enabled by default. */ FALSE, /* No strict draw ordering. */ FALSE, /* Try to render onscreen by default. */ }; /* Do not call while under the GL lock. */ struct wined3d * CDECL wined3d_create(UINT version, DWORD flags) { struct wined3d *object; HRESULT hr; object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)); if (!object) { ERR("Failed to allocate wined3d object memory.\n"); return NULL; } hr = wined3d_init(object, version, flags); if (FAILED(hr)) { WARN("Failed to initialize wined3d object, hr %#x.\n", hr); HeapFree(GetProcessHeap(), 0, object); return NULL; } TRACE("Created wined3d object %p for d3d%d support.\n", object, version); 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 *data) { DWORD type; DWORD size = sizeof(DWORD); if (appkey && !RegQueryValueExA(appkey, name, 0, &type, (BYTE *)data, &size) && (type == REG_DWORD)) return 0; if (defkey && !RegQueryValueExA(defkey, name, 0, &type, (BYTE *)data, &size) && (type == REG_DWORD)) return 0; return ERROR_FILE_NOT_FOUND; } static void CDECL wined3d_do_nothing(void) { } static BOOL wined3d_dll_init(HINSTANCE hInstDLL) { DWORD wined3d_context_tls_idx; HMODULE mod; char buffer[MAX_PATH+10]; DWORD size = sizeof(buffer); HKEY hkey = 0; HKEY appkey = 0; DWORD len, 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, (LPCSTR)IDI_WINLOGO); wc.hCursor = LoadCursorA(NULL, (LPCSTR)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); mod = GetModuleHandleA( "winex11.drv" ); if (mod) { wine_tsx11_lock_ptr = (void *)GetProcAddress( mod, "wine_tsx11_lock" ); wine_tsx11_unlock_ptr = (void *)GetProcAddress( mod, "wine_tsx11_unlock" ); } else /* We are most likely on Windows */ { wine_tsx11_lock_ptr = wined3d_do_nothing; wine_tsx11_unlock_ptr = wined3d_do_nothing; } /* @@ Wine registry key: HKCU\Software\Wine\Direct3D */ if ( RegOpenKeyA( HKEY_CURRENT_USER, "Software\\Wine\\Direct3D", &hkey ) ) hkey = 0; len = GetModuleFileNameA( 0, buffer, MAX_PATH ); if (len && len < MAX_PATH) { HKEY tmpkey; /* @@ Wine registry key: HKCU\Software\Wine\AppDefaults\app.exe\Direct3D */ if (!RegOpenKeyA( HKEY_CURRENT_USER, "Software\\Wine\\AppDefaults", &tmpkey )) { char *p, *appname = buffer; if ((p = strrchr( appname, '/' ))) appname = p + 1; if ((p = strrchr( appname, '\\' ))) appname = p + 1; strcat( appname, "\\Direct3D" ); TRACE("appname = [%s]\n", appname); if (RegOpenKeyA( tmpkey, appname, &appkey )) appkey = 0; RegCloseKey( tmpkey ); } } if (hkey || appkey) { if ( !get_config_key( hkey, appkey, "VertexShaderMode", buffer, size) ) { if (!strcmp(buffer,"none")) { TRACE("Disable vertex shaders\n"); wined3d_settings.vs_mode = VS_NONE; } } if ( !get_config_key( hkey, appkey, "PixelShaderMode", buffer, size) ) { if (!strcmp(buffer,"enabled")) { TRACE("Allow pixel shaders\n"); wined3d_settings.ps_mode = PS_HW; } if (!strcmp(buffer,"disabled")) { TRACE("Disable pixel shaders\n"); wined3d_settings.ps_mode = PS_NONE; } } if ( !get_config_key( hkey, appkey, "UseGLSL", buffer, size) ) { if (!strcmp(buffer,"disabled")) { 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"); wined3d_settings.glslRequested = FALSE; } } if ( !get_config_key( hkey, appkey, "OffscreenRenderingMode", buffer, size) ) { if (!strcmp(buffer,"backbuffer")) { TRACE("Using the backbuffer for offscreen rendering\n"); wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER; } else if (!strcmp(buffer,"fbo")) { TRACE("Using FBOs for offscreen rendering\n"); wined3d_settings.offscreen_rendering_mode = ORM_FBO; } } if ( !get_config_key( hkey, appkey, "RenderTargetLockMode", buffer, size) ) { if (!strcmp(buffer,"readdraw")) { TRACE("Using glReadPixels for render target reading and glDrawPixels for writing\n"); wined3d_settings.rendertargetlock_mode = RTL_READDRAW; } else if (!strcmp(buffer,"readtex")) { TRACE("Using glReadPixels for render target reading and textures for writing\n"); wined3d_settings.rendertargetlock_mode = RTL_READTEX; } } 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 = TmpVideoMemorySize *1024*1024; TRACE("Use %iMB = %d byte for emulated_textureram\n", TmpVideoMemorySize, 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; wined3d_settings.logo = HeapAlloc(GetProcessHeap(), 0, len); if (!wined3d_settings.logo) ERR("Failed to allocate logo path memory.\n"); else memcpy(wined3d_settings.logo, buffer, len); } if ( !get_config_key( hkey, appkey, "Multisampling", buffer, size) ) { if (!strcmp(buffer, "disabled")) { TRACE("Multisampling disabled.\n"); wined3d_settings.allow_multisampling = FALSE; } } if (!get_config_key(hkey, appkey, "StrictDrawOrdering", buffer, size) && !strcmp(buffer,"enabled")) { TRACE("Enforcing strict draw ordering.\n"); wined3d_settings.strict_draw_ordering = TRUE; } if (!get_config_key(hkey, appkey, "AlwaysOffscreen", buffer, size) && !strcmp(buffer,"enabled")) { TRACE("Always rendering backbuffers offscreen.\n"); wined3d_settings.always_offscreen = TRUE; } } if (wined3d_settings.vs_mode == VS_HW) TRACE("Allow HW vertex shaders\n"); if (wined3d_settings.ps_mode == PS_NONE) TRACE("Disable pixel shaders\n"); if (wined3d_settings.glslRequested) TRACE("If supported by your system, GL Shading Language will be used\n"); 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; 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]); } HeapFree(GetProcessHeap(), 0, wndproc_table.entries); HeapFree(GetProcessHeap(), 0, 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_wndproc *wined3d_find_wndproc(HWND window) { unsigned int i; for (i = 0; i < wndproc_table.count; ++i) { if (wndproc_table.entries[i].window == window) { return &wndproc_table.entries[i]; } } return NULL; } static LRESULT CALLBACK wined3d_wndproc(HWND window, UINT message, WPARAM wparam, LPARAM lparam) { struct wined3d_wndproc *entry; struct wined3d_device *device; BOOL unicode; WNDPROC proc; wined3d_wndproc_mutex_lock(); entry = wined3d_find_wndproc(window); if (!entry) { 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; proc = entry->proc; wined3d_wndproc_mutex_unlock(); if (device) 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); } BOOL wined3d_register_window(HWND window, struct wined3d_device *device) { struct wined3d_wndproc *entry; wined3d_wndproc_mutex_lock(); if (wined3d_find_wndproc(window)) { wined3d_wndproc_mutex_unlock(); WARN("Window %p is already registered with wined3d.\n", window); return TRUE; } if (wndproc_table.size == wndproc_table.count) { unsigned int new_size = max(1, wndproc_table.size * 2); struct wined3d_wndproc *new_entries; if (!wndproc_table.entries) new_entries = HeapAlloc(GetProcessHeap(), 0, new_size * sizeof(*new_entries)); else new_entries = HeapReAlloc(GetProcessHeap(), 0, wndproc_table.entries, new_size * sizeof(*new_entries)); if (!new_entries) { wined3d_wndproc_mutex_unlock(); ERR("Failed to grow table.\n"); return FALSE; } wndproc_table.entries = new_entries; wndproc_table.size = new_size; } entry = &wndproc_table.entries[wndproc_table.count++]; entry->window = window; entry->unicode = IsWindowUnicode(window); /* 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); entry->device = device; wined3d_wndproc_mutex_unlock(); return TRUE; } void wined3d_unregister_window(HWND window) { struct wined3d_wndproc *entry, *last; LONG_PTR proc; wined3d_wndproc_mutex_lock(); if (!(entry = wined3d_find_wndproc(window))) { wined3d_wndproc_mutex_unlock(); ERR("Window %p is not registered with wined3d.\n", window); return; } if (entry->unicode) { proc = GetWindowLongPtrW(window, GWLP_WNDPROC); if (proc != (LONG_PTR)wined3d_wndproc) { entry->device = NULL; wined3d_wndproc_mutex_unlock(); WARN("Not unregistering window %p, window proc %#lx doesn't match wined3d window proc %p.\n", window, proc, wined3d_wndproc); return; } SetWindowLongPtrW(window, GWLP_WNDPROC, (LONG_PTR)entry->proc); } else { proc = GetWindowLongPtrA(window, GWLP_WNDPROC); if (proc != (LONG_PTR)wined3d_wndproc) { entry->device = NULL; wined3d_wndproc_mutex_unlock(); WARN("Not unregistering window %p, window proc %#lx doesn't match wined3d window proc %p.\n", window, proc, wined3d_wndproc); return; } SetWindowLongPtrA(window, GWLP_WNDPROC, (LONG_PTR)entry->proc); } last = &wndproc_table.entries[--wndproc_table.count]; if (entry != last) *entry = *last; wined3d_wndproc_mutex_unlock(); } /* At process attach */ BOOL WINAPI DllMain(HINSTANCE hInstDLL, DWORD fdwReason, LPVOID lpv) { TRACE("WineD3D DLLMain Reason=%u\n", fdwReason); switch (fdwReason) { case DLL_PROCESS_ATTACH: return wined3d_dll_init(hInstDLL); case DLL_PROCESS_DETACH: return wined3d_dll_destroy(hInstDLL); case DLL_THREAD_DETACH: { if (!context_set_current(NULL)) { ERR("Failed to clear current context.\n"); } return TRUE; } default: return TRUE; } }