/* * 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 D�singer 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(wine_d3d); int num_lock = 0; void (*wine_tsx11_lock_ptr)(void) = NULL; void (*wine_tsx11_unlock_ptr)(void) = NULL; /* When updating default value here, make sure to update winecfg as well, * where appropriate. */ wined3d_settings_t wined3d_settings = { VS_HW, /* Hardware by default */ PS_HW, /* Hardware by default */ VBO_HW, /* Hardware by default */ TRUE, /* Use of GLSL enabled by default */ ORM_BACKBUFFER, /* Use the backbuffer to do offscreen rendering */ RTL_AUTO, /* Automatically determine best locking method */ 0, /* The default of memory is set in FillGLCaps */ NULL, /* No wine logo by default */ FALSE /* Disable multisampling for now due to Nvidia driver bugs which happens for some users */ }; IWineD3D* WINAPI WineDirect3DCreate(UINT SDKVersion, UINT dxVersion, IUnknown *parent) { IWineD3DImpl* object; if (!InitAdapters()) { WARN("Failed to initialize direct3d adapters, Direct3D will not be available\n"); if(dxVersion > 7) { ERR("Direct3D%d is not available without opengl\n", dxVersion); return NULL; } } object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DImpl)); object->lpVtbl = &IWineD3D_Vtbl; object->dxVersion = dxVersion; object->ref = 1; object->parent = parent; TRACE("Created WineD3D object @ %p for d3d%d support\n", object, dxVersion); return (IWineD3D *)object; } static inline DWORD get_config_key(HKEY defkey, HKEY appkey, const char* name, char* buffer, DWORD size) { if (0 != appkey && !RegQueryValueExA( appkey, name, 0, NULL, (LPBYTE) buffer, &size )) return 0; if (0 != defkey && !RegQueryValueExA( defkey, name, 0, NULL, (LPBYTE) buffer, &size )) return 0; return ERROR_FILE_NOT_FOUND; } static void wined3d_do_nothing(void) { } /* At process attach */ BOOL WINAPI DllMain(HINSTANCE hInstDLL, DWORD fdwReason, LPVOID lpv) { TRACE("WineD3D DLLMain Reason=%d\n", fdwReason); if (fdwReason == DLL_PROCESS_ATTACH) { HMODULE mod; char buffer[MAX_PATH+10]; DWORD size = sizeof(buffer); HKEY hkey = 0; HKEY appkey = 0; DWORD len; WNDCLASSA wc; /* 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"; if (!RegisterClassA(&wc) && GetLastError() != ERROR_CLASS_ALREADY_EXISTS) { ERR("Failed to register window class 'WineD3D_OpenGL'!\n"); 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 ( 0 != hkey || 0 != 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, "VertexBufferMode", buffer, size) ) { if (!strcmp(buffer,"none")) { TRACE("Disable Vertex Buffer Hardware support\n"); wined3d_settings.vbo_mode = VBO_NONE; } else if (!strcmp(buffer,"hardware")) { TRACE("Allow Vertex Buffer Hardware support\n"); wined3d_settings.vbo_mode = VBO_HW; } } if ( !get_config_key( hkey, appkey, "UseGLSL", buffer, size) ) { if (!strcmp(buffer,"disabled")) { 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,"pbuffer")) { TRACE("Using PBuffers for offscreen rendering\n"); wined3d_settings.offscreen_rendering_mode = ORM_PBUFFER; } 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; } else if (!strcmp(buffer,"texdraw")) { TRACE("Using textures for render target reading and glDrawPixels for writing\n"); wined3d_settings.rendertargetlock_mode = RTL_TEXDRAW; } else if (!strcmp(buffer,"textex")) { TRACE("Reading render targets via textures and writing via textures\n"); wined3d_settings.rendertargetlock_mode = RTL_TEXTEX; } } 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) ) { wined3d_settings.logo = HeapAlloc(GetProcessHeap(), 0, strlen(buffer) + 1); if(wined3d_settings.logo) strcpy(wined3d_settings.logo, buffer); } if ( !get_config_key( hkey, appkey, "Multisampling", buffer, size) ) { if (!strcmp(buffer,"enabled")) { TRACE("Allow multisampling\n"); wined3d_settings.allow_multisampling = 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.vbo_mode == VBO_NONE) TRACE("Disable Vertex Buffer Hardware support\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; }