544 lines
19 KiB
C
544 lines
19 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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* Copyright 2007-2008 Stefan Dösinger for CodeWeavers
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* Copyright 2009 Henri Verbeet for CodeWeavers
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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 "wine/port.h"
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#include "initguid.h"
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#include "wined3d_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d);
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WINE_DECLARE_DEBUG_CHANNEL(winediag);
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struct wined3d_wndproc
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{
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HWND window;
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BOOL unicode;
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WNDPROC proc;
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struct wined3d_device *device;
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};
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struct wined3d_wndproc_table
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{
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struct wined3d_wndproc *entries;
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unsigned int count;
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SIZE_T size;
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};
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static struct wined3d_wndproc_table wndproc_table;
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static CRITICAL_SECTION wined3d_cs;
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static CRITICAL_SECTION_DEBUG wined3d_cs_debug =
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{
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0, 0, &wined3d_cs,
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{&wined3d_cs_debug.ProcessLocksList,
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&wined3d_cs_debug.ProcessLocksList},
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0, 0, {(DWORD_PTR)(__FILE__ ": wined3d_cs")}
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};
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static CRITICAL_SECTION wined3d_cs = {&wined3d_cs_debug, -1, 0, 0, 0, 0};
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static CRITICAL_SECTION wined3d_wndproc_cs;
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static CRITICAL_SECTION_DEBUG wined3d_wndproc_cs_debug =
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{
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0, 0, &wined3d_wndproc_cs,
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{&wined3d_wndproc_cs_debug.ProcessLocksList,
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&wined3d_wndproc_cs_debug.ProcessLocksList},
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0, 0, {(DWORD_PTR)(__FILE__ ": wined3d_wndproc_cs")}
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};
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static CRITICAL_SECTION wined3d_wndproc_cs = {&wined3d_wndproc_cs_debug, -1, 0, 0, 0, 0};
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/* When updating default value here, make sure to update winecfg as well,
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* where appropriate. */
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struct wined3d_settings wined3d_settings =
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{
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FALSE, /* No multithreaded CS by default. */
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MAKEDWORD_VERSION(1, 0), /* Default to legacy OpenGL */
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TRUE, /* Use of GLSL enabled by default */
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ORM_FBO, /* Use FBOs to do offscreen rendering */
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PCI_VENDOR_NONE,/* PCI Vendor ID */
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PCI_DEVICE_NONE,/* PCI Device ID */
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0, /* The default of memory is set in init_driver_info */
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NULL, /* No wine logo by default */
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~0u, /* Don't force a specific sample count by default. */
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FALSE, /* No strict draw ordering. */
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FALSE, /* Don't range check relative addressing indices in float constants. */
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~0U, /* No VS shader model limit by default. */
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~0U, /* No HS shader model limit by default. */
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~0U, /* No DS shader model limit by default. */
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~0U, /* No GS shader model limit by default. */
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~0U, /* No PS shader model limit by default. */
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~0u, /* No CS shader model limit by default. */
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FALSE, /* 3D support enabled by default. */
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};
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struct wined3d * CDECL wined3d_create(DWORD flags)
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{
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struct wined3d *object;
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HRESULT hr;
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object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, FIELD_OFFSET(struct wined3d, adapters[1]));
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if (!object)
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{
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ERR("Failed to allocate wined3d object memory.\n");
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return NULL;
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}
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if (wined3d_settings.no_3d)
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flags |= WINED3D_NO3D;
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hr = wined3d_init(object, flags);
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if (FAILED(hr))
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{
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WARN("Failed to initialize wined3d object, hr %#x.\n", hr);
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HeapFree(GetProcessHeap(), 0, object);
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return NULL;
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}
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TRACE("Created wined3d object %p.\n", object);
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return object;
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}
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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 (appkey && !RegQueryValueExA(appkey, name, 0, NULL, (BYTE *)buffer, &size)) return 0;
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if (defkey && !RegQueryValueExA(defkey, name, 0, NULL, (BYTE *)buffer, &size)) return 0;
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return ERROR_FILE_NOT_FOUND;
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}
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static DWORD get_config_key_dword(HKEY defkey, HKEY appkey, const char *name, DWORD *value)
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{
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DWORD type, data, size;
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size = sizeof(data);
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if (appkey && !RegQueryValueExA(appkey, name, 0, &type, (BYTE *)&data, &size) && type == REG_DWORD) goto success;
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size = sizeof(data);
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if (defkey && !RegQueryValueExA(defkey, name, 0, &type, (BYTE *)&data, &size) && type == REG_DWORD) goto success;
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return ERROR_FILE_NOT_FOUND;
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success:
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*value = data;
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return 0;
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}
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static BOOL wined3d_dll_init(HINSTANCE hInstDLL)
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{
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DWORD wined3d_context_tls_idx;
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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, tmpvalue;
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WNDCLASSA wc;
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wined3d_context_tls_idx = TlsAlloc();
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if (wined3d_context_tls_idx == TLS_OUT_OF_INDEXES)
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{
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DWORD err = GetLastError();
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ERR("Failed to allocate context TLS index, err %#x.\n", err);
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return FALSE;
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}
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context_set_tls_idx(wined3d_context_tls_idx);
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/* We need our own window class for a fake window which we use to retrieve GL capabilities */
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/* We might need CS_OWNDC in the future if we notice strange things on Windows.
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* Various articles/posts about OpenGL problems on Windows recommend this. */
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wc.style = CS_HREDRAW | CS_VREDRAW;
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wc.lpfnWndProc = DefWindowProcA;
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wc.cbClsExtra = 0;
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wc.cbWndExtra = 0;
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wc.hInstance = hInstDLL;
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wc.hIcon = LoadIconA(NULL, (const char *)IDI_WINLOGO);
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wc.hCursor = LoadCursorA(NULL, (const char *)IDC_ARROW);
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wc.hbrBackground = NULL;
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wc.lpszMenuName = NULL;
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wc.lpszClassName = WINED3D_OPENGL_WINDOW_CLASS_NAME;
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if (!RegisterClassA(&wc))
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{
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ERR("Failed to register window class 'WineD3D_OpenGL'!\n");
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if (!TlsFree(wined3d_context_tls_idx))
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{
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DWORD err = GetLastError();
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ERR("Failed to free context TLS index, err %#x.\n", err);
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}
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return FALSE;
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}
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DisableThreadLibraryCalls(hInstDLL);
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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 (hkey || appkey)
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{
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if (!get_config_key_dword(hkey, appkey, "csmt", &wined3d_settings.cs_multithreaded))
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ERR_(winediag)("Setting multithreaded command stream to %#x.\n", wined3d_settings.cs_multithreaded);
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if (!get_config_key_dword(hkey, appkey, "MaxVersionGL", &tmpvalue))
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{
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if (tmpvalue != wined3d_settings.max_gl_version)
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{
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ERR_(winediag)("Setting maximum allowed wined3d GL version to %u.%u.\n",
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tmpvalue >> 16, tmpvalue & 0xffff);
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wined3d_settings.max_gl_version = tmpvalue;
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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,"disabled"))
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{
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ERR_(winediag)("The GLSL shader backend has been disabled. You get to keep all the pieces if it breaks.\n");
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TRACE("Use of GL Shading Language disabled\n");
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wined3d_settings.glslRequested = FALSE;
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}
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}
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if ( !get_config_key( hkey, appkey, "OffscreenRenderingMode", buffer, size) )
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{
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if (!strcmp(buffer,"backbuffer"))
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{
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ERR_(winediag)("Using the backbuffer for offscreen rendering.\n");
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wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
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}
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else if (!strcmp(buffer,"fbo"))
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{
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TRACE("Using FBOs for offscreen rendering\n");
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wined3d_settings.offscreen_rendering_mode = ORM_FBO;
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}
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}
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if ( !get_config_key_dword( hkey, appkey, "VideoPciDeviceID", &tmpvalue) )
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{
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int pci_device_id = tmpvalue;
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/* A pci device id is 16-bit */
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if(pci_device_id > 0xffff)
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{
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ERR("Invalid value for VideoPciDeviceID. The value should be smaller or equal to 65535 or 0xffff\n");
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}
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else
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{
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TRACE("Using PCI Device ID %04x\n", pci_device_id);
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wined3d_settings.pci_device_id = pci_device_id;
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}
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}
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if ( !get_config_key_dword( hkey, appkey, "VideoPciVendorID", &tmpvalue) )
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{
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int pci_vendor_id = tmpvalue;
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/* A pci device id is 16-bit */
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if(pci_vendor_id > 0xffff)
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{
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ERR("Invalid value for VideoPciVendorID. The value should be smaller or equal to 65535 or 0xffff\n");
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}
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else
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{
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TRACE("Using PCI Vendor ID %04x\n", pci_vendor_id);
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wined3d_settings.pci_vendor_id = pci_vendor_id;
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}
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}
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if ( !get_config_key( hkey, appkey, "VideoMemorySize", buffer, size) )
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{
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int TmpVideoMemorySize = atoi(buffer);
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if(TmpVideoMemorySize > 0)
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{
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wined3d_settings.emulated_textureram = (UINT64)TmpVideoMemorySize *1024*1024;
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TRACE("Use %iMiB = 0x%s bytes for emulated_textureram\n",
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TmpVideoMemorySize,
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wine_dbgstr_longlong(wined3d_settings.emulated_textureram));
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}
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else
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ERR("VideoMemorySize is %i but must be >0\n", TmpVideoMemorySize);
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}
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if ( !get_config_key( hkey, appkey, "WineLogo", buffer, size) )
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{
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size_t len = strlen(buffer) + 1;
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wined3d_settings.logo = HeapAlloc(GetProcessHeap(), 0, len);
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if (!wined3d_settings.logo) ERR("Failed to allocate logo path memory.\n");
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else memcpy(wined3d_settings.logo, buffer, len);
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}
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if (!get_config_key_dword(hkey, appkey, "SampleCount", &wined3d_settings.sample_count))
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ERR_(winediag)("Forcing sample count to %u. This may not be compatible with all applications.\n",
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wined3d_settings.sample_count);
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if (!get_config_key(hkey, appkey, "StrictDrawOrdering", buffer, size)
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&& !strcmp(buffer,"enabled"))
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{
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ERR_(winediag)("\"StrictDrawOrdering\" is deprecated, please use \"csmt\" instead.");
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TRACE("Enforcing strict draw ordering.\n");
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wined3d_settings.strict_draw_ordering = TRUE;
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}
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if (!get_config_key(hkey, appkey, "CheckFloatConstants", buffer, size)
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&& !strcmp(buffer, "enabled"))
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{
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TRACE("Checking relative addressing indices in float constants.\n");
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wined3d_settings.check_float_constants = TRUE;
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}
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if (!get_config_key_dword(hkey, appkey, "MaxShaderModelVS", &wined3d_settings.max_sm_vs))
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TRACE("Limiting VS shader model to %u.\n", wined3d_settings.max_sm_vs);
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if (!get_config_key_dword(hkey, appkey, "MaxShaderModelHS", &wined3d_settings.max_sm_hs))
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TRACE("Limiting HS shader model to %u.\n", wined3d_settings.max_sm_hs);
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if (!get_config_key_dword(hkey, appkey, "MaxShaderModelDS", &wined3d_settings.max_sm_ds))
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TRACE("Limiting DS shader model to %u.\n", wined3d_settings.max_sm_ds);
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if (!get_config_key_dword(hkey, appkey, "MaxShaderModelGS", &wined3d_settings.max_sm_gs))
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TRACE("Limiting GS shader model to %u.\n", wined3d_settings.max_sm_gs);
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if (!get_config_key_dword(hkey, appkey, "MaxShaderModelPS", &wined3d_settings.max_sm_ps))
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TRACE("Limiting PS shader model to %u.\n", wined3d_settings.max_sm_ps);
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if (!get_config_key_dword(hkey, appkey, "MaxShaderModelCS", &wined3d_settings.max_sm_cs))
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TRACE("Limiting CS shader model to %u.\n", wined3d_settings.max_sm_cs);
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if (!get_config_key(hkey, appkey, "DirectDrawRenderer", buffer, size)
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&& !strcmp(buffer, "gdi"))
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{
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TRACE("Disabling 3D support.\n");
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wined3d_settings.no_3d = TRUE;
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}
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}
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if (appkey) RegCloseKey( appkey );
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if (hkey) RegCloseKey( hkey );
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return TRUE;
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}
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static BOOL wined3d_dll_destroy(HINSTANCE hInstDLL)
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{
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DWORD wined3d_context_tls_idx = context_get_tls_idx();
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unsigned int i;
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if (!TlsFree(wined3d_context_tls_idx))
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{
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DWORD err = GetLastError();
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ERR("Failed to free context TLS index, err %#x.\n", err);
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}
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for (i = 0; i < wndproc_table.count; ++i)
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{
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/* Trying to unregister these would be futile. These entries can only
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* exist if either we skipped them in wined3d_unregister_window() due
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* to the application replacing the wndproc after the entry was
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* registered, or if the application still has an active wined3d
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* device. In the latter case the application has bigger problems than
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* these entries. */
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WARN("Leftover wndproc table entry %p.\n", &wndproc_table.entries[i]);
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}
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HeapFree(GetProcessHeap(), 0, wndproc_table.entries);
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HeapFree(GetProcessHeap(), 0, wined3d_settings.logo);
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UnregisterClassA(WINED3D_OPENGL_WINDOW_CLASS_NAME, hInstDLL);
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DeleteCriticalSection(&wined3d_wndproc_cs);
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DeleteCriticalSection(&wined3d_cs);
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return TRUE;
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}
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void WINAPI wined3d_mutex_lock(void)
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{
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EnterCriticalSection(&wined3d_cs);
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}
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void WINAPI wined3d_mutex_unlock(void)
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{
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LeaveCriticalSection(&wined3d_cs);
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}
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static void wined3d_wndproc_mutex_lock(void)
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{
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EnterCriticalSection(&wined3d_wndproc_cs);
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}
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static void wined3d_wndproc_mutex_unlock(void)
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{
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LeaveCriticalSection(&wined3d_wndproc_cs);
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}
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static struct wined3d_wndproc *wined3d_find_wndproc(HWND window)
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{
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unsigned int i;
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for (i = 0; i < wndproc_table.count; ++i)
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{
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if (wndproc_table.entries[i].window == window)
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{
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return &wndproc_table.entries[i];
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}
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}
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return NULL;
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}
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static LRESULT CALLBACK wined3d_wndproc(HWND window, UINT message, WPARAM wparam, LPARAM lparam)
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{
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struct wined3d_wndproc *entry;
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struct wined3d_device *device;
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BOOL unicode;
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WNDPROC proc;
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wined3d_wndproc_mutex_lock();
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entry = wined3d_find_wndproc(window);
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if (!entry)
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{
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wined3d_wndproc_mutex_unlock();
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ERR("Window %p is not registered with wined3d.\n", window);
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return DefWindowProcW(window, message, wparam, lparam);
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}
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device = entry->device;
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unicode = entry->unicode;
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proc = entry->proc;
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wined3d_wndproc_mutex_unlock();
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if (device)
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return device_process_message(device, window, unicode, message, wparam, lparam, proc);
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if (unicode)
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return CallWindowProcW(proc, window, message, wparam, lparam);
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return CallWindowProcA(proc, window, message, wparam, lparam);
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}
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BOOL wined3d_register_window(HWND window, struct wined3d_device *device)
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{
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struct wined3d_wndproc *entry;
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wined3d_wndproc_mutex_lock();
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if (wined3d_find_wndproc(window))
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{
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wined3d_wndproc_mutex_unlock();
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WARN("Window %p is already registered with wined3d.\n", window);
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return TRUE;
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}
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if (!wined3d_array_reserve((void **)&wndproc_table.entries, &wndproc_table.size,
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wndproc_table.count + 1, sizeof(*entry)))
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{
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wined3d_wndproc_mutex_unlock();
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ERR("Failed to grow table.\n");
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return FALSE;
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|
}
|
|
|
|
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;
|
|
}
|