245 lines
9.3 KiB
C
245 lines
9.3 KiB
C
/*
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* Direct3D wine internal interface main
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*
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* Copyright 2002-2003 The wine-d3d team
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* Copyright 2002-2003 Raphael Junqueira
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* Copyright 2004 Jason Edmeades
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include "config.h"
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#include "initguid.h"
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#include "wined3d_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(wine_d3d);
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int num_lock = 0;
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void (*wine_tsx11_lock_ptr)(void) = NULL;
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void (*wine_tsx11_unlock_ptr)(void) = NULL;
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wined3d_settings_t wined3d_settings =
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{
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VS_HW, /* Hardware by default */
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PS_NONE, /* Disabled by default */
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VBO_HW, /* Hardware by default */
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FALSE, /* Use of GLSL disabled by default */
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RTL_AUTO /* Automatically determine best locking method */
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};
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WineD3DGlobalStatistics *wineD3DGlobalStatistics = NULL;
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CRITICAL_SECTION resourceStoreCriticalSection;
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long globalChangeGlRam(long glram){
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/* FIXME: replace this function with object tracking */
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int result;
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EnterCriticalSection(&resourceStoreCriticalSection); /* this is overkill really, but I suppose it should be thread safe */
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wineD3DGlobalStatistics->glsurfaceram += glram;
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TRACE("Adjusted gl ram by %ld to %d\n", glram, wineD3DGlobalStatistics->glsurfaceram);
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result = wineD3DGlobalStatistics->glsurfaceram;
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LeaveCriticalSection(&resourceStoreCriticalSection);
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return result;
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}
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IWineD3D* WINAPI WineDirect3DCreate(UINT SDKVersion, UINT dxVersion, IUnknown *parent) {
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IWineD3DImpl* object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DImpl));
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object->lpVtbl = &IWineD3D_Vtbl;
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object->dxVersion = dxVersion;
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object->ref = 1;
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object->parent = parent;
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/* TODO: Move this off to device and possibly x11drv */
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/* Create a critical section for a dll global data store */
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InitializeCriticalSectionAndSpinCount(&resourceStoreCriticalSection, 0x80000400);
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/*Create a structure for storing global data in*/
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if(wineD3DGlobalStatistics == NULL){
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TRACE("Createing global statistics store\n");
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wineD3DGlobalStatistics = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*wineD3DGlobalStatistics));
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}
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TRACE("Created WineD3D object @ %p for d3d%d support\n", object, dxVersion);
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return (IWineD3D *)object;
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}
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inline static DWORD get_config_key(HKEY defkey, HKEY appkey, const char* name, char* buffer, DWORD size)
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{
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if (0 != appkey && !RegQueryValueExA( appkey, name, 0, NULL, (LPBYTE) buffer, &size )) return 0;
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if (0 != defkey && !RegQueryValueExA( defkey, name, 0, NULL, (LPBYTE) buffer, &size )) return 0;
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return ERROR_FILE_NOT_FOUND;
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}
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/* At process attach */
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BOOL WINAPI DllMain(HINSTANCE hInstDLL, DWORD fdwReason, LPVOID lpv)
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{
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TRACE("WineD3D DLLMain Reason=%ld\n", fdwReason);
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if (fdwReason == DLL_PROCESS_ATTACH)
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{
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HMODULE mod;
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char buffer[MAX_PATH+10];
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DWORD size = sizeof(buffer);
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HKEY hkey = 0;
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HKEY appkey = 0;
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DWORD len;
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DisableThreadLibraryCalls(hInstDLL);
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mod = GetModuleHandleA( "winex11.drv" );
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if (mod)
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{
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wine_tsx11_lock_ptr = (void *)GetProcAddress( mod, "wine_tsx11_lock" );
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wine_tsx11_unlock_ptr = (void *)GetProcAddress( mod, "wine_tsx11_unlock" );
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}
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/* @@ Wine registry key: HKCU\Software\Wine\Direct3D */
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if ( RegOpenKeyA( HKEY_CURRENT_USER, "Software\\Wine\\Direct3D", &hkey ) ) hkey = 0;
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len = GetModuleFileNameA( 0, buffer, MAX_PATH );
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if (len && len < MAX_PATH)
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{
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HKEY tmpkey;
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/* @@ Wine registry key: HKCU\Software\Wine\AppDefaults\app.exe\Direct3D */
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if (!RegOpenKeyA( HKEY_CURRENT_USER, "Software\\Wine\\AppDefaults", &tmpkey ))
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{
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char *p, *appname = buffer;
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if ((p = strrchr( appname, '/' ))) appname = p + 1;
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if ((p = strrchr( appname, '\\' ))) appname = p + 1;
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strcat( appname, "\\Direct3D" );
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TRACE("appname = [%s]\n", appname);
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if (RegOpenKeyA( tmpkey, appname, &appkey )) appkey = 0;
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RegCloseKey( tmpkey );
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}
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}
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if ( 0 != hkey || 0 != appkey )
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{
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if ( !get_config_key( hkey, appkey, "VertexShaderMode", buffer, size) )
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{
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if (!strcmp(buffer,"none"))
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{
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TRACE("Disable vertex shaders\n");
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wined3d_settings.vs_mode = VS_NONE;
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}
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else if (!strcmp(buffer,"emulation"))
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{
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TRACE("Force SW vertex shaders\n");
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wined3d_settings.vs_mode = VS_SW;
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}
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}
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if ( !get_config_key( hkey, appkey, "PixelShaderMode", buffer, size) )
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{
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if (!strcmp(buffer,"enabled"))
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{
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TRACE("Allow pixel shaders\n");
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wined3d_settings.ps_mode = PS_HW;
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}
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if (!strcmp(buffer,"disabled"))
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{
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TRACE("Disable pixel shaders\n");
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wined3d_settings.ps_mode = PS_NONE;
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}
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}
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if ( !get_config_key( hkey, appkey, "VertexBufferMode", buffer, size) )
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{
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if (!strcmp(buffer,"none"))
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{
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TRACE("Disable Vertex Buffer Hardware support\n");
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wined3d_settings.vbo_mode = VBO_NONE;
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}
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else if (!strcmp(buffer,"hardware"))
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{
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TRACE("Allow Vertex Buffer Hardware support\n");
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wined3d_settings.vbo_mode = VBO_HW;
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}
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}
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if ( !get_config_key( hkey, appkey, "UseGLSL", buffer, size) )
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{
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if (!strcmp(buffer,"enabled"))
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{
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TRACE("Use of GL Shading Language enabled for systems that support it\n");
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wined3d_settings.glslRequested = TRUE;
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}
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else
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{
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TRACE("Use of GL Shading Language disabled\n");
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}
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}
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if ( !get_config_key( hkey, appkey, "Nonpower2Mode", buffer, size) )
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{
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if (!strcmp(buffer,"none"))
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{
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TRACE("Using default non-power2 textures\n");
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wined3d_settings.nonpower2_mode = NP2_NONE;
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}
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else if (!strcmp(buffer,"repack"))
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{
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TRACE("Repacking non-power2 textures\n");
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wined3d_settings.nonpower2_mode = NP2_REPACK;
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}
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/* There will be a couple of other choices for nonpow2, they are: TextureRecrangle and OpenGL 2 */
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}
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if ( !get_config_key( hkey, appkey, "RenderTargetLockMode", buffer, size) )
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{
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if (!strcmp(buffer,"disabled"))
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{
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TRACE("Disabling render target locking\n");
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wined3d_settings.rendertargetlock_mode = RTL_DISABLE;
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}
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else if (!strcmp(buffer,"readdraw"))
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{
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TRACE("Using glReadPixels for render target reading and glDrawPixels for writing\n");
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wined3d_settings.rendertargetlock_mode = RTL_READDRAW;
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}
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else if (!strcmp(buffer,"readtex"))
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{
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TRACE("Using glReadPixels for render target reading and textures for writing\n");
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wined3d_settings.rendertargetlock_mode = RTL_READTEX;
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}
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else if (!strcmp(buffer,"texdraw"))
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{
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TRACE("Using textures for render target reading and glDrawPixels for writing\n");
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wined3d_settings.rendertargetlock_mode = RTL_TEXDRAW;
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}
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else if (!strcmp(buffer,"textex"))
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{
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TRACE("Reading render targets via textures and writing via textures\n");
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wined3d_settings.rendertargetlock_mode = RTL_TEXTEX;
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}
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}
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}
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if (wined3d_settings.vs_mode == VS_HW)
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TRACE("Allow HW vertex shaders\n");
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if (wined3d_settings.ps_mode == PS_NONE)
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TRACE("Disable pixel shaders\n");
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if (wined3d_settings.vbo_mode == VBO_NONE)
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TRACE("Disable Vertex Buffer Hardware support\n");
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if (wined3d_settings.glslRequested)
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TRACE("If supported by your system, GL Shading Language will be used\n");
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if (wined3d_settings.nonpower2_mode == NP2_REPACK)
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TRACE("Repacking non-power2 textures\n");
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if (appkey) RegCloseKey( appkey );
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if (hkey) RegCloseKey( hkey );
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}
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return TRUE;
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}
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