mirror of
https://github.com/reactos/wine.git
synced 2024-11-27 05:30:30 +00:00
245 lines
9.3 KiB
C
245 lines
9.3 KiB
C
/*
|
|
* Direct3D wine internal interface main
|
|
*
|
|
* Copyright 2002-2003 The wine-d3d team
|
|
* Copyright 2002-2003 Raphael Junqueira
|
|
* Copyright 2004 Jason Edmeades
|
|
*
|
|
* 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;
|
|
|
|
|
|
wined3d_settings_t wined3d_settings =
|
|
{
|
|
VS_HW, /* Hardware by default */
|
|
PS_NONE, /* Disabled by default */
|
|
VBO_HW, /* Hardware by default */
|
|
FALSE, /* Use of GLSL disabled by default */
|
|
RTL_AUTO /* Automatically determine best locking method */
|
|
};
|
|
|
|
WineD3DGlobalStatistics *wineD3DGlobalStatistics = NULL;
|
|
CRITICAL_SECTION resourceStoreCriticalSection;
|
|
|
|
long globalChangeGlRam(long glram){
|
|
/* FIXME: replace this function with object tracking */
|
|
int result;
|
|
|
|
EnterCriticalSection(&resourceStoreCriticalSection); /* this is overkill really, but I suppose it should be thread safe */
|
|
wineD3DGlobalStatistics->glsurfaceram += glram;
|
|
TRACE("Adjusted gl ram by %ld to %d\n", glram, wineD3DGlobalStatistics->glsurfaceram);
|
|
result = wineD3DGlobalStatistics->glsurfaceram;
|
|
LeaveCriticalSection(&resourceStoreCriticalSection);
|
|
return result;
|
|
|
|
}
|
|
|
|
IWineD3D* WINAPI WineDirect3DCreate(UINT SDKVersion, UINT dxVersion, IUnknown *parent) {
|
|
IWineD3DImpl* object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DImpl));
|
|
object->lpVtbl = &IWineD3D_Vtbl;
|
|
object->dxVersion = dxVersion;
|
|
object->ref = 1;
|
|
object->parent = parent;
|
|
|
|
/* TODO: Move this off to device and possibly x11drv */
|
|
/* Create a critical section for a dll global data store */
|
|
InitializeCriticalSectionAndSpinCount(&resourceStoreCriticalSection, 0x80000400);
|
|
|
|
/*Create a structure for storing global data in*/
|
|
if(wineD3DGlobalStatistics == NULL){
|
|
TRACE("Createing global statistics store\n");
|
|
wineD3DGlobalStatistics = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*wineD3DGlobalStatistics));
|
|
|
|
}
|
|
|
|
|
|
TRACE("Created WineD3D object @ %p for d3d%d support\n", object, dxVersion);
|
|
|
|
return (IWineD3D *)object;
|
|
}
|
|
|
|
inline static 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;
|
|
}
|
|
|
|
/* At process attach */
|
|
BOOL WINAPI DllMain(HINSTANCE hInstDLL, DWORD fdwReason, LPVOID lpv)
|
|
{
|
|
TRACE("WineD3D DLLMain Reason=%ld\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;
|
|
|
|
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" );
|
|
}
|
|
/* @@ 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;
|
|
}
|
|
else if (!strcmp(buffer,"emulation"))
|
|
{
|
|
TRACE("Force SW vertex shaders\n");
|
|
wined3d_settings.vs_mode = VS_SW;
|
|
}
|
|
}
|
|
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,"enabled"))
|
|
{
|
|
TRACE("Use of GL Shading Language enabled for systems that support it\n");
|
|
wined3d_settings.glslRequested = TRUE;
|
|
}
|
|
else
|
|
{
|
|
TRACE("Use of GL Shading Language disabled\n");
|
|
}
|
|
}
|
|
if ( !get_config_key( hkey, appkey, "Nonpower2Mode", buffer, size) )
|
|
{
|
|
if (!strcmp(buffer,"none"))
|
|
{
|
|
TRACE("Using default non-power2 textures\n");
|
|
wined3d_settings.nonpower2_mode = NP2_NONE;
|
|
|
|
}
|
|
else if (!strcmp(buffer,"repack"))
|
|
{
|
|
TRACE("Repacking non-power2 textures\n");
|
|
wined3d_settings.nonpower2_mode = NP2_REPACK;
|
|
}
|
|
/* There will be a couple of other choices for nonpow2, they are: TextureRecrangle and OpenGL 2 */
|
|
}
|
|
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 (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 (wined3d_settings.nonpower2_mode == NP2_REPACK)
|
|
TRACE("Repacking non-power2 textures\n");
|
|
|
|
if (appkey) RegCloseKey( appkey );
|
|
if (hkey) RegCloseKey( hkey );
|
|
}
|
|
return TRUE;
|
|
}
|