Sweden-Number/dlls/wined3d/wined3d_main.c

568 lines
18 KiB
C

/*
* 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 "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 */
FALSE, /* Disable multisampling for now due to Nvidia driver bugs which happens for some users */
FALSE, /* No strict draw ordering. */
};
/* Do not call while under the GL lock. */
struct wined3d * CDECL wined3d_create(UINT version, DWORD flags, void *parent)
{
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, parent);
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,"disabled"))
{
TRACE("Disabling render target locking\n");
wined3d_settings.rendertargetlock_mode = RTL_DISABLE;
}
else 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,"enabled"))
{
TRACE("Allow multisampling\n");
wined3d_settings.allow_multisampling = TRUE;
}
}
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 (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);
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();
return device_process_message(device, window, unicode, message, wparam, lparam, proc);
}
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)
{
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)
{
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;
}
}