/* * Copyright 2008 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" #define DXGI_INIT_GUID #include "dxgi_private.h" WINE_DEFAULT_DEBUG_CHANNEL(dxgi); static CRITICAL_SECTION_DEBUG dxgi_cs_debug = { 0, 0, &dxgi_cs, {&dxgi_cs_debug.ProcessLocksList, &dxgi_cs_debug.ProcessLocksList}, 0, 0, {(DWORD_PTR)(__FILE__ ": dxgi_cs")} }; CRITICAL_SECTION dxgi_cs = {&dxgi_cs_debug, -1, 0, 0, 0, 0}; struct dxgi_main { HMODULE d3d10core; struct dxgi_device_layer *device_layers; UINT layer_count; }; static struct dxgi_main dxgi_main; static void dxgi_main_cleanup(void) { EnterCriticalSection(&dxgi_cs); HeapFree(GetProcessHeap(), 0, dxgi_main.device_layers); dxgi_main.device_layers = NULL; dxgi_main.layer_count = 0; FreeLibrary(dxgi_main.d3d10core); dxgi_main.d3d10core = NULL; LeaveCriticalSection(&dxgi_cs); DeleteCriticalSection(&dxgi_cs); } BOOL WINAPI DllMain(HINSTANCE hInstDLL, DWORD fdwReason, LPVOID lpv) { TRACE("fdwReason %u\n", fdwReason); switch(fdwReason) { case DLL_PROCESS_ATTACH: DisableThreadLibraryCalls(hInstDLL); break; case DLL_PROCESS_DETACH: dxgi_main_cleanup(); break; } return TRUE; } HRESULT WINAPI CreateDXGIFactory(REFIID riid, void **factory) { struct dxgi_factory *object; HRESULT hr; TRACE("riid %s, factory %p\n", debugstr_guid(riid), factory); object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)); if (!object) { ERR("Failed to allocate DXGI factory object memory\n"); *factory = NULL; return E_OUTOFMEMORY; } hr = dxgi_factory_init(object); if (FAILED(hr)) { WARN("Failed to initialize swapchain, hr %#x.\n", hr); HeapFree(GetProcessHeap(), 0, object); *factory = NULL; return hr; } TRACE("Created IDXGIFactory %p\n", object); hr = IDXGIFactory_QueryInterface((IDXGIFactory *)object, riid, factory); IDXGIFactory_Release((IDXGIFactory *)object); return hr; } static BOOL get_layer(enum dxgi_device_layer_id id, struct dxgi_device_layer *layer) { UINT i; EnterCriticalSection(&dxgi_cs); for (i = 0; i < dxgi_main.layer_count; ++i) { if (dxgi_main.device_layers[i].id == id) { *layer = dxgi_main.device_layers[i]; LeaveCriticalSection(&dxgi_cs); return TRUE; } } LeaveCriticalSection(&dxgi_cs); return FALSE; } static HRESULT register_d3d10core_layers(HMODULE d3d10core) { EnterCriticalSection(&dxgi_cs); if (!dxgi_main.d3d10core) { HRESULT hr; HRESULT (WINAPI *d3d10core_register_layers)(void); HMODULE mod; BOOL ret; ret = GetModuleHandleExA(GET_MODULE_HANDLE_EX_FLAG_FROM_ADDRESS, (LPCSTR)d3d10core, &mod); if (!ret) { LeaveCriticalSection(&dxgi_cs); return E_FAIL; } d3d10core_register_layers = (void *)GetProcAddress(mod, "D3D10CoreRegisterLayers"); hr = d3d10core_register_layers(); if (FAILED(hr)) { ERR("Failed to register d3d10core layers, returning %#x\n", hr); LeaveCriticalSection(&dxgi_cs); return hr; } dxgi_main.d3d10core = mod; } LeaveCriticalSection(&dxgi_cs); return S_OK; } HRESULT WINAPI DXGID3D10CreateDevice(HMODULE d3d10core, IDXGIFactory *factory, IDXGIAdapter *adapter, UINT flags, void *unknown0, void **device) { struct layer_get_size_args get_size_args; struct dxgi_device *dxgi_device; struct dxgi_device_layer d3d10_layer; UINT device_size; DWORD count; HRESULT hr; TRACE("d3d10core %p, factory %p, adapter %p, flags %#x, unknown0 %p, device %p.\n", d3d10core, factory, adapter, flags, unknown0, device); hr = register_d3d10core_layers(d3d10core); if (FAILED(hr)) { ERR("Failed to register d3d10core layers, returning %#x\n", hr); return hr; } if (!get_layer(DXGI_DEVICE_LAYER_D3D10_DEVICE, &d3d10_layer)) { ERR("Failed to get D3D10 device layer\n"); return E_FAIL; } count = 0; hr = d3d10_layer.init(d3d10_layer.id, &count, NULL); if (FAILED(hr)) { WARN("Failed to initialize D3D10 device layer\n"); return E_FAIL; } get_size_args.unknown0 = 0; get_size_args.unknown1 = 0; get_size_args.unknown2 = NULL; get_size_args.unknown3 = NULL; get_size_args.adapter = adapter; get_size_args.interface_major = 10; get_size_args.interface_minor = 1; get_size_args.version_build = 4; get_size_args.version_revision = 6000; device_size = d3d10_layer.get_size(d3d10_layer.id, &get_size_args, 0); device_size += sizeof(*dxgi_device); dxgi_device = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, device_size); if (!dxgi_device) { ERR("Failed to allocate device memory\n"); return E_OUTOFMEMORY; } hr = dxgi_device_init(dxgi_device, &d3d10_layer, factory, adapter); if (FAILED(hr)) { WARN("Failed to initialize device, hr %#x.\n", hr); HeapFree(GetProcessHeap(), 0, dxgi_device); *device = NULL; return hr; } TRACE("Created device %p.\n", dxgi_device); *device = dxgi_device; return S_OK; } HRESULT WINAPI DXGID3D10RegisterLayers(const struct dxgi_device_layer *layers, UINT layer_count) { UINT i; struct dxgi_device_layer *new_layers; TRACE("layers %p, layer_count %u\n", layers, layer_count); EnterCriticalSection(&dxgi_cs); if (!dxgi_main.layer_count) new_layers = HeapAlloc(GetProcessHeap(), 0, layer_count * sizeof(*new_layers)); else new_layers = HeapReAlloc(GetProcessHeap(), 0, dxgi_main.device_layers, (dxgi_main.layer_count + layer_count) * sizeof(*new_layers)); if (!new_layers) { LeaveCriticalSection(&dxgi_cs); ERR("Failed to allocate layer memory\n"); return E_OUTOFMEMORY; } for (i = 0; i < layer_count; ++i) { const struct dxgi_device_layer *layer = &layers[i]; TRACE("layer %d: id %#x, init %p, get_size %p, create %p\n", i, layer->id, layer->init, layer->get_size, layer->create); new_layers[dxgi_main.layer_count + i] = *layer; } dxgi_main.device_layers = new_layers; dxgi_main.layer_count += layer_count; LeaveCriticalSection(&dxgi_cs); return S_OK; }