wine/dlls/wined3d/wined3d_main.c
2008-04-02 20:22:42 +02:00

278 lines
11 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
*
* 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 */
};
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;
atifs_shader_backend.shader_dll_load_init();
glsl_shader_backend.shader_dll_load_init();
arb_program_shader_backend.shader_dll_load_init();
none_shader_backend.shader_dll_load_init();
/* 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 (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;
}