/* * 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; SIZE_T size; }; static struct wined3d_wndproc_table wndproc_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. */ FALSE, /* explicit_gl_version */ MAKEDWORD_VERSION(4, 4), /* Default to OpenGL 4.4 */ TRUE, /* Use of GLSL enabled by default */ 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. */ ~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. */ FALSE, /* 3D support enabled by default. */ }; 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.no_3d) flags |= WINED3D_NO3D; hr = wined3d_init(object, flags); if (FAILED(hr)) { 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; } 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 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, (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; 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_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.explicit_gl_version = TRUE; wined3d_settings.max_gl_version = tmpvalue; } 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.use_glsl = FALSE; } } 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, "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, "DirectDrawRenderer", buffer, size) && !strcmp(buffer, "gdi")) { TRACE("Disabling 3D support.\n"); wined3d_settings.no_3d = TRUE; } } 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]); } heap_free(wndproc_table.entries); 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_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 (!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); /* 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 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 (!context_set_current(NULL)) { ERR("Failed to clear current context.\n"); } return TRUE; } return TRUE; }