wine/documentation/architecture.sgml

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<chapter id="architecture">
<title>Overview</title>
<para>Brief overview of Wine's architecture...</para>
<sect1 id="basic-overview">
<title>Wine Overview</title>
<para>
With the fundamental architecture of Wine stabilizing, and
people starting to think that we might soon be ready to
actually release this thing, it may be time to take a look at
how Wine actually works and operates.
</para>
<sect2>
<title>Foreword</title>
<para>
Wine is often used as a recursive acronym, standing for
"Wine Is Not an Emulator". Sometimes it is also known to be
used for "Windows Emulator". In a way, both meanings are
correct, only seen from different perspectives. The first
meaning says that Wine is not a virtual machine, it does not
emulate a CPU, and you are not supposed to install
Windows nor any Windows device drivers on top of it; rather,
Wine is an implementation of the Windows API, and can be
used as a library to port Windows applications to Unix. The
second meaning, obviously, is that to Windows binaries
(<filename>.exe</filename> files), Wine does look like
Windows, and emulates its behaviour and quirks rather
closely.
</para>
<note>
<title>"Emulator"</title>
<para>
The "Emulator" perspective should not be thought of as if
Wine is a typical inefficient emulation layer that means
Wine can't be anything but slow - the faithfulness to the
badly designed Windows API may of course impose a minor
overhead in some cases, but this is both balanced out by
the higher efficiency of the Unix platforms Wine runs on,
and that other possible abstraction libraries (like Motif,
GTK+, CORBA, etc) has a runtime overhead typically
comparable to Wine's.
</para>
</note>
</sect2>
<sect2>
<title>Executables</title>
<para>
Wine's main task is to run Windows executables under non
Windows operating systems. It supports different types of
executables:
<itemizedlist>
<listitem>
<para>
DOS executable. Those are even older programs, using
the DOS format (either <filename>.com</filename> or
<filename>.exe</filename> (the later being also called
MZ)).
</para>
</listitem>
<listitem>
<para>
Windows NE executable, also called 16 bit. They were
the native processes run by Windows 2.x and 3.x. NE
stands for New Executable &lt;g&gt;.
</para>
</listitem>
<listitem>
<para>
Windows PE executable. These are programs were
introduced in Windows 95 (and became the native
formats for all later Windows version), even if 16 bit
applications were still supported. PE stands for
Portable Executable, in a sense where the format of
the executable (as a file) is independent of the CPU
(even if the content of the file - the code - is CPU
dependent).
</para>
</listitem>
<listitem>
<para>
WineLib executable. These are applications, written
using the Windows API, but compiled as a Unix
executable. Wine provides the tools to create such
executables.
</para>
</listitem>
</itemizedlist>
</para>
<para>
Let's quickly review the main differences for the supported
executables:
<table>
<title>Wine executables</title>
<tgroup cols="5" align="left" colsep="1" rowsep="1">
<thead>
<row>
<entry></entry>
<entry>DOS (.COM or .EXE)</entry>
<entry>Win16 (NE)</entry>
<entry>Win32 (PE)</entry>
<entry>WineLib</entry>
</row>
</thead>
<tbody>
<row>
<entry>Multitasking</entry>
<entry>Only one application at a time (except for TSR)</entry>
<entry>Cooperative</entry>
<entry>Preemptive</entry>
<entry>Preemptive</entry>
</row>
<row>
<entry>Address space</entry>
<entry>
One MB of memory, where each application is loaded
and unloaded.
</entry>
<entry>
All 16 bit applications share a single address
space, protected mode.
</entry>
<entry>
Each application has it's own address
space. Requires MMU support from CPU.
</entry>
<entry>
Each application has it's own address
space. Requires MMU support from CPU.
</entry>
</row>
<row>
<entry>Windows API</entry>
<entry>
No Windows API but the DOS API (like <function>Int
21h</function> traps).
</entry>
<entry>
Will call the 16 bit Windows API.
</entry>
<entry>
Will call the 32 bit Windows API.
</entry>
<entry>
Will call the 32 bit Windows API, and possibly
also the Unix APIs.
</entry>
</row>
<row>
<entry>Code (CPU level)</entry>
<entry>
Only available on x86 in real mode. Code and data
are in segmented forms, with 16 bit
offsets. Processor is in real mode.
</entry>
<entry>
Only available on IA-32 architectures, code and
data are in segmented forms, with 16 bit offsets
(hence the 16 bit name). Processor is in protected
mode.
</entry>
<entry>
Available (with NT) on several CPUs, including
IA-32. On this CPU, uses a flat memory model with
32 bit offsets (hence the 32 bit name).
</entry>
<entry>
Flat model, with 32 bit addresses.
</entry>
</row>
<row>
<entry>Multi-threading</entry>
<entry>Not available.</entry>
<entry>Not available.</entry>
<entry>
Available.
</entry>
<entry>
Available, but must use the Win32 APIs for
threading and synchronization, not the Unix ones.
</entry>
</row>
</tbody>
</tgroup>
</table>
</para>
<para>
Wine deals with this issue by launching a separate Wine
process (which is in fact a Unix process) for each Win32
process, but not for Win16 tasks. Win16 tasks (as well as
DOS programs) are run as different intersynchronized
Unix-threads in the same dedicated Wine process; this Wine
process is commonly known as a <firstterm>WOW</firstterm>
process (Windows on Windows), referring to a similar
mechanism used by Windows NT.
</para>
<para>
Synchronization between the Win16 tasks running in the WOW
process is normally done through the Win16 mutex - whenever
one of them is running, it holds the Win16 mutex, keeping
the others from running. When the task wishes to let the
other tasks run, the thread releases the Win16 mutex, and
one of the waiting threads will then acquire it and let its
task run.
</para>
</sect2>
</sect1>
<sect1>
<title>Standard Windows Architectures</title>
<sect2>
<title>Windows 9x architecture</title>
<para>
The windows architecture (Win 9x way) looks like this:
<screen>
+---------------------+ \
| Windows EXE | } application
+---------------------+ /
+---------+ +---------+ \
| Windows | | Windows | \ application & system DLLs
| DLL | | DLL | /
+---------+ +---------+ /
+---------+ +---------+ \
| GDI32 | | USER32 | \
| DLL | | DLL | \
+---------+ +---------+ } core system DLLs
+---------------------+ /
| Kernel32 DLL | /
+---------------------+ /
+---------------------+ \
| Win9x kernel | } kernel space
+---------------------+ /
+---------------------+ \
| Windows low-level | \ drivers (kernel space)
| drivers | /
+---------------------+ /
</screen>
</para>
</sect2>
<sect2>
<title>Windows NT architecture</title>
<para>
The windows architecture (Windows NT way) looks like the
following drawing. Note the new DLL (NTDLL) which allows
implementing different subsystems (as win32); kernel32 in NT
architecture implements the Win32 subsystem on top of NTDLL.
<screen>
+---------------------+ \
| Windows EXE | } application
+---------------------+ /
+---------+ +---------+ \
| Windows | | Windows | \ application & system DLLs
| DLL | | DLL | /
+---------+ +---------+ /
+---------+ +---------+ +-----------+ \
| GDI32 | | USER32 | | | \
| DLL | | DLL | | | \
+---------+ +---------+ | | \ core system DLLs
+---------------------+ | | / (on the left side)
| Kernel32 DLL | | Subsystem | /
| (Win32 subsystem) | |Posix, OS/2| /
+---------------------+ +-----------+ /
+---------------------------------------+
| NTDLL.DLL |
+---------------------------------------+
+---------------------------------------+ \
| NT kernel | } NT kernel (kernel space)
+---------------------------------------+ /
+---------------------------------------+ \
| Windows low-level drivers | } drivers (kernel space)
+---------------------------------------+ /
</screen>
</para>
<para>
Note also (not depicted in schema above) that the 16 bit
applications are supported in a specific subsystem.
Some basic differences between the Win9x and the NT
architectures include:
<itemizedlist>
<listitem>
<para>
Several subsystems (Win32, Posix...) can be run on NT,
while not on Win 9x
</para>
</listitem>
<listitem>
<para>
Win 9x roots its architecture in 16 bit systems, while
NT is truely a 32 bit system.
</para>
</listitem>
<listitem>
<para>
The drivers model and interfaces in Win 9x and NT are
different (even if Microsoft tried to bridge the gap
with some support of WDM drivers in Win 98 and above).
</para>
</listitem>
</itemizedlist>
</para>
</sect2>
</sect1>
<sect1>
<title>Wine architecture</title>
<sect2>
<title>Global picture</title>
<para>
Wine implementation is closer to the Windows NT
architecture, even if several subsystems are not implemented
yet (remind also that 16bit support is implemented in a 32-bit
Windows EXE, not as a subsystem). Here's the overall picture:
<screen>
+---------------------+ \
| Windows EXE | } application
+---------------------+ /
+---------+ +---------+ \
| Windows | | Windows | \ application & system DLLs
| DLL | | DLL | /
+---------+ +---------+ /
+---------+ +---------+ +-----------+ +--------+ \
| GDI32 | | USER32 | | | | | \
| DLL | | DLL | | | | Wine | \
+---------+ +---------+ | | | Server | \ core system DLLs
+---------------------+ | | | | / (on the left side)
| Kernel32 DLL | | Subsystem | | NT-like| /
| (Win32 subsystem) | |Posix, OS/2| | Kernel | /
+---------------------+ +-----------+ | | /
| |
+---------------------------------------+ | |
| NTDLL | | |
+---------------------------------------+ +--------+
+---------------------------------------+ \
| Wine executable (wine-?thread) | } unix executable
+---------------------------------------+ /
+---------------------------------------------------+ \
| Wine drivers | } Wine specific DLLs
+---------------------------------------------------+ /
+------------+ +------------+ +--------------+ \
| libc | | libX11 | | other libs | } unix shared libraries
+------------+ +------------+ +--------------+ / (user space)
+---------------------------------------------------+ \
| Unix kernel (Linux,*BSD,Solaris,OS/X) | } (Unix) kernel space
+---------------------------------------------------+ /
+---------------------------------------------------+ \
| Unix device drivers | } Unix drivers (kernel space)
+---------------------------------------------------+ /
</screen>
</para>
<para>
Wine must at least completely replace the "Big Three" DLLs
(KERNEL/KERNEL32, GDI/GDI32, and USER/USER32), which all
other DLLs are layered on top of. But since Wine is (for
various reasons) leaning towards the NT way of implementing
things, the NTDLL is another core DLL to be implemented in
Wine, and many KERNEL32 and ADVAPI32 features will be
implemented through the NTDLL.
</para>
<para>
As of today, no real subsystem (apart the Win32 one) has
been implemented in Wine.
</para>
<para>
The Wine server provides the backbone for the implementation
of the core DLLs. It mainly implementents inter-process
synchronization and object sharing. It can be seen, from a
functional point of view, as a NT kernel (even if the APIs
and protocols used between Wine's DLL and the Wine server
are Wine specific).
</para>
<para>
Wine uses the Unix drivers to access the various hardware
pieces on the box. However, in some cases, Wine will
provide a driver (in Windows sense) to a physical hardware
device. This driver will be a proxy to the Unix driver
(this is the case, for example, for the graphical part
with X11 or SDL drivers, audio with OSS or ALSA drivers...).
</para>
<para>
All DLLs provided by Wine try to stick as much as possible
to the exported APIs from the Windows platforms. There are
rare cases where this is not the case, and have been
propertly documented (Wine DLLs export some Wine specific
APIs). Usually, those are prefixed with
<function>__wine</function>.
</para>
<para>
Let's now review in greater details all of those components.
</para>
</sect2>
<sect2>
<title>The Wine server</title>
<para>
The Wine server is among the most confusing concepts in
Wine. What is its function in Wine? Well, to be brief, it
provides Inter-Process Communication (IPC),
synchronization, and process/thread management. When the
Wine server launches, it creates a Unix socket for the
current host based on (see below) your home directory's
<filename>.wine</filename> subdirectory (or wherever the
<constant>WINEPREFIX</constant> environment variable
points to) - all Wine processes launched later connects to
the Wine server using this socket. (If a Wine server was
not already running, the first Wine process will start up
the Wine server in auto-terminate mode (i.e. the Wine
server will then terminate itself once the last Wine
process has terminated).)
</para>
<para>
In earlier versions of Wine the master socket mentioned
above was actually created in the configuration directory;
either your home directory's <filename>/wine</filename>
subdirectory or wherever the
<constant>WINEPREFIX</constant> environment variable
points>. Since that might not be possible the socket is
actually created within the <filename>/tmp</filename>
directory with a name that reflects the configuration
directory. This means that there can actually be several
separate copies of the Wine server running; one per
combination of user and configuration directory. Note that
you should not have several users using the same
configuration directory at the same time; they will have
different copies of the Wine server running and this could
well lead to problems with the registry information that
they are sharing.
</para>
<para>
Every thread in each Wine process has its own request
buffer, which is shared with the Wine server. When a
thread needs to synchronize or communicate with any other
thread or process, it fills out its request buffer, then
writes a command code through the socket. The Wine server
handles the command as appropriate, while the client
thread waits for a reply. In some cases, like with the
various <function>WaitFor???</function> synchronization
primitives, the server handles it by marking the client
thread as waiting and does not send it a reply before the
wait condition has been satisfied.
</para>
<para>
The Wine server itself is a single and separate Unix
process and does not have its own threading - instead, it
is built on top of a large <function>poll()</function>
loop that alerts the Wine server whenever anything
happens, such as a client having sent a command, or a wait
condition having been satisfied. There is thus no danger
of race conditions inside the Wine server itself - it is
often called upon to do operations that look completely
atomic to its clients.
</para>
<para>
Because the Wine server needs to manage processes,
threads, shared handles, synchronization, and any related
issues, all the clients' Win32 objects are also managed by
the Wine server, and the clients must send requests to the
Wine server whenever they need to know any Win32 object
handle's associated Unix file descriptor (in which case
the Wine server duplicates the file descriptor, transmits
it back to the client, and leaves it to the client to
close the duplicate when the client has finished with
it).
</para>
</sect2>
<sect2>
<title>
Wine builtin DLLs: about Relays, Thunks, and DLL
descriptors
</title>
<para>
This section mainly applies to builtin DLLs (DLLs provided
by Wine). See section <xref linkend="arch-dlls"> for the
details on native vs. builtin DLL handling.
</para>
<para>
Loading a Windows binary into memory isn't that hard by
itself, the hard part is all those various DLLs and entry
points it imports and expects to be there and function as
expected; this is, obviously, what the entire Wine
implementation is all about. Wine contains a range of DLL
implementations. You can find the DLLs implementation in the
<filename>dlls/</filename> directory.
</para>
<para>
Each DLL (at least, the 32 bit version, see below) is
implemented in a Unix shared library. The file name of this
shared library is the module name of the DLL with a
<filename>.dll.so</filename> suffix (or
<filename>.drv.so</filename> or any other relevant extension
depending on the DLL type). This shared library contains the
code itself for the DLL, as well as some more information,
as the DLL resources and a Wine specific DLL descriptor.
</para>
<para>
The DLL descriptor, when the DLL is instanciated, is used to
create an in-memory PE header, which will provide access to
various information about the DLL, including but not limited
to its entry point, its resources, its sections, its debug
information...
</para>
<para>
The DLL descriptor and entry point table is generated by
the <command>winebuild</command> tool (previously just
named <command>build</command>), taking DLL specification
files with the extension <filename>.spec</filename> as
input. Resources (after compilation by
<command>wrc</command>) or message tables (after
compilation by <command>wmc</command>) are also added to
the descriptor by <command>winebuild</command>.
</para>
<para>
Once an application module wants to import a DLL, Wine
will look at:
<itemizedlist>
<listitem>
<para>
through its list of registered DLLs (in fact, both
the already loaded DLLs, and the already loaded
shared libraries which has registered a DLL
descriptor). Since, the DLL descriptor is
automatically registered when the shared library is
loaded - remember, registration call is put inside a
shared library constructor - using the
<constant>PRELOAD</constant> environment variable
when running a Wine process can force the
registration of some DLL descriptors.
</para>
</listitem>
<listitem>
<para>
If it's not registered, Wine will look for it on
disk, building the shared library name from the DLL
module name. Directory searched for are specified by
the <constant>WINEDLLPATH</constant> environment
variable.
</para>
</listitem>
<listitem>
<para>
Failing that, it will look for a real Windows
<filename>.DLL</filename> file to use, and look
through its imports, etc) and use the loading of
native DLLs.
</para>
</listitem>
</itemizedlist>
</para>
<para>
After the DLL has been identified (assuming it's still a
native one), it's mapped into memory using a
<function>dlopen()</function> call. Note, that Wine doesn't
use the shared library mechanisms for resolving and/or
importing functions between two shared libraries (for two
DLLs). The shared library is only used for providing a way
to load a piece of code on demand. This piece of code,
thanks the DLL descriptor, will provide the same type of
information a native DLL would. Wine can then use the same
code for native and builtin DLL to handle imports/exports.
</para>
<para>
Wine also relies on the dynamic loading features of the Unix
shared libraries to relocate the DLLs if needed (the same
DLL can be loaded at different address in two different
processes, and even in two consecutive run of the same
executable if the order of loading the DLLs differ).
</para>
<para>
The DLL descriptor is registered in the Wine realm using
some tricks. The <command>winebuild</command> tool, while
creating the code for DLL descriptor, also creates a
constructor, that will be called when the shared library is
loaded into memory. This constructor will actually register
the descriptor to the Wine DLL loader. Hence, before the
<function>dlopen</function> call returns, the DLL descriptor
will be known and registered. This also helps to deal with
the cases where there's still dependencies (at the ELF
shared lib level, not at the embedded DLL level) between
different shared libraries: the embedded DLLs will be
properly registered, and even loaded (from a Windows point
of view).
</para>
<para>
Since Wine is 32-bit code itself, and if the compiler
supports Windows' calling convention, <type>stdcall</type>
(<command>gcc</command> does), Wine can resolve imports
into Win32 code by substituting the addresses of the Wine
handlers directly without any thunking layer in
between. This eliminates the overhead most people
associate with "emulation", and is what the applications
expect anyway.
</para>
<para>
However, if the user specified <parameter>WINEDEBUG=+relay
</parameter>, a thunk layer is inserted between the
application imports and the Wine handlers (actually the
export table of the DLL is modified, and a thunk is
inserted in the table); this layer is known as "relay"
because all it does is print out the arguments/return
values (by using the argument lists in the DLL
descriptor's entry point table), then pass the call on,
but it's invaluable for debugging misbehaving calls into
Wine code. A similar mechanism also exists between Windows
DLLs - Wine can optionally insert thunk layers between
them, by using <parameter>WINEDEBUG=+snoop</parameter>,
but since no DLL descriptor information exists for
non-Wine DLLs, this is less reliable and may lead to
crashes.
</para>
<para>
For Win16 code, there is no way around thunking - Wine
needs to relay between 16-bit and 32-bit code. These
thunks switch between the app's 16-bit stack and Wine's
32-bit stack, copies and converts arguments as appropriate
(an int is 16 bit 16-bit and 32 bits in 32-bit, pointers
are segmented in 16 bit (and also near or far) but are 32
bit linear values in 32 bit), and handles the Win16
mutex. Some finer control can be obtained on the
conversion, see <command>winebuild</command> reference
manual for the details. Suffice to say that the kind of
intricate stack content juggling this results in, is not
exactly suitable study material for beginners.
</para>
<para>
A DLL descriptor is also created for every 16 bit
DLL. However, this DLL normally paired with a 32 bit
DLL. Either, it's the 16 bit counterpart of the 16 bit DLL
(KRNL386.EXE for KERNEL32, USER for USER32...), or a 16
bit DLL directly linked to a 32 bit DLL (like SYSTEM for
KERNEL32, or DDEML for USER32). In those cases, the 16 bit
descriptor(s) is (are) inserted in the same shared library
as the the corresponding 32 bit DLL. Wine will also create
symbolic links between kernel32.dll.so and system.dll.so
so that loading of either
<filename>kernel32.dll</filename> or
<filename>system.dll</filename> will end up on the same
shared library.
</para>
</sect2>
<sect2 id="arch-mem">
<title>Memory management</title>
<para>
Every Win32 process in Wine has its own dedicated native
process on the host system, and therefore its own address
space. This section explores the layout of the Windows
address space and how it is emulated.
</para>
<para>
Firstly, a quick recap of how virtual memory works. Physical
memory in RAM chips is split into
<emphasis>frames</emphasis>, and the memory that each
process sees is split into <emphasis>pages</emphasis>. Each
process has its own 4 gigabytes of address space (4gig being
the maximum space addressable with a 32 bit pointer). Pages
can be mapped or unmapped: attempts to access an unmapped
page cause an
<constant>EXCEPTION_ACCESS_VIOLATION</constant> which has
the easily recognizable code of
<constant>0xC0000005</constant>. Any page can be mapped to
any frame, therefore you can have multiple addresses which
actually "contain" the same memory. Pages can also be mapped
to things like files or swap space, in which case accessing
that page will cause a disk access to read the contents into
a free frame.
</para>
<sect3>
<title>Initial layout (in Windows)</title>
<para>
When a Win32 process starts, it does not have a clear
address space to use as it pleases. Many pages are already
mapped by the operating system. In particular, the EXE
file itself and any DLLs it needs are mapped into memory,
and space has been reserved for the stack and a couple of
heaps (zones used to allocate memory to the app
from). Some of these things need to be at a fixed address,
and others can be placed anywhere.
</para>
<para>
The EXE file itself is usually mapped at address 0x400000
and up: indeed, most EXEs have their relocation records
stripped which means they must be loaded at their base
address and cannot be loaded at any other address.
</para>
<para>
DLLs are internally much the same as EXE files but they
have relocation records, which means that they can be
mapped at any address in the address space. Remember we
are not dealing with physical memory here, but rather
virtual memory which is different for each
process. Therefore <filename>OLEAUT32.DLL</filename> may
be loaded at one address in one process, and a totally
different one in another. Ensuring all the functions
loaded into memory can find each other is the job of the
Windows dynamic linker, which is a part of NTDLL.
</para>
<para>
So, we have the EXE and its DLLs mapped into memory. Two
other very important regions also exist: the stack and the
process heap. The process heap is simply the equivalent of
the libc <function>malloc</function> arena on UNIX: it's a
region of memory managed by the OS which
<function>malloc</function>/<function>HeapAlloc</function>
partitions and hands out to the application. Windows
applications can create several heaps but the process heap
always exists.
</para>
<para>
Windows 9x also implements another kind of heap: the
shared heap. The shared heap is unusual in that
anything allocated from it will be visible in every other
process.
</para>
</sect3>
<sect3>
<title>Comparison</title>
<para>
So far we've assumed the entire 4 gigs of address space is
available for the application. In fact that's not so: only
the lower 2 gigs are available, the upper 2 gigs are on
Windows NT used by the operating system and hold the
kernel (from 0x80000000). Why is the kernel mapped into
every address space? Mostly for performance: while it's
possible to give the kernel its own address space too -
this is what Ingo Molnars 4G/4G VM split patch does for
Linux - it requires that every system call into the kernel
switches address space. As that is a fairly expensive
operation (requires flushing the translation lookaside
buffers etc) and syscalls are made frequently it's best
avoided by keeping the kernel mapped at a constant
position in every processes address space.
</para>
<para>
Basically, the comparison of memory mappings looks as
follows:
<table>
<title>Memory layout (Windows and Wine)</title>
<tgroup cols="4" align="left" colsep="1" rowsep="1">
<thead>
<row>
<entry>Address</entry>
<entry>Windows 9x</entry>
<entry>Windows NT</entry>
<entry>Linux</entry>
</row>
</thead>
<tbody>
<row>
<entry>00000000-7fffffff</entry>
<entry>User</entry>
<entry>User</entry>
<entry>User</entry>
</row>
<row>
<entry>80000000-bfffffff</entry>
<entry>Shared</entry>
<entry>User</entry>
<entry>User</entry>
</row>
<row>
<entry>c0000000-ffffffff</entry>
<entry>Kernel</entry>
<entry>Kernel</entry>
<entry>Kernel</entry>
</row>
</tbody>
</tgroup>
</table>
</para>
<para>
On Windows 9x, in fact only the upper gigabyte
(<constant>0xC0000000</constant> and up) is used by the
kernel, the region from 2 to 3 gigs is a shared area used
for loading system DLLs and for file mappings. The bottom
2 gigs on both NT and 9x are available for the programs
memory allocation and stack.
</para>
</sect3>
<sect3>
<title>Implementation</title>
<para>
Wine (with a bit of black magic) is able to map all items
at the correct locations as depicted above.
</para>
<para>
Wine also implements the shared heap so native win9x DLLs
can be used. This heap is always created at the
<constant>SYSTEM_HEAP_BASE</constant> address or
<constant>0x80000000</constant> and defaults to 16
megabytes in size.
</para>
<para>
There are a few other magic locations. The bottom 64k of
memory is deliberately left unmapped to catch null pointer
dereferences. The region from 64k to 1mb+64k are reserved
for DOS compatibility and contain various DOS data
structures. Finally, the address space also contains
mappings for the Wine binary itself, any native libaries
Wine is using, the glibc malloc arena and so on.
</para>
</sect3>
</sect2>
<sect2>
<title>Processes</title>
<para>
Let's take a closer look at the way Wine loads and run
processes in memory.
</para>
<sect3>
<title>Starting a process from command line</title>
<para>
When starting a Wine process from command line (we'll get
later on to the differences between NE, PE and Winelib
executables), there are a couple of things Wine need to do
first. A first executable is run to check the threading
model of the underlying OS (see <xref linkend="threading">
for the details) and will start the real Wine loader
corresponding to the choosen threading model.
</para>
<para>
Then Wine graps a few elements from the Unix world: the
environment, the program arguments. Then the
<filename>ntdll.dll.so</filename> is loaded into memory
using the standard shared library dynamic loader. When
loaded, NTDLL will mainly first create a decent Windows
environment:
<itemizedlist>
<listitem>
<para>create a PEB and a TEB</para>
</listitem>
<listitem>
<para>
set up the connection to the Wine server - and
eventually launching the Wine server if none runs
</para>
</listitem>
<listitem>
<para>create the process heap</para>
</listitem>
</itemizedlist>
</para>
<para>
Then <filename>Kernel32</filename> is loaded (but now
using the Windows dynamic loading capabilities) and a Wine
specific entry point is called
<function>__wine_kernel_init</function>. This function
will actually handle all the logic of the process loading
and execution, and will never return from it's call.
</para>
<para>
<function>__wine_kernel_init</function> will undergo the
following tasks:
<itemizedlist>
<listitem>
<para>
initialization of program arguments from Unix
program arguments
</para>
</listitem>
<listitem>
<para>
lookup of executable in the file system
</para>
</listitem>
<listitem>
<para>
If the file is not found, then an error is printed
and the Wine loader stops.
</para>
</listitem>
<listitem>
<para>
We'll cover the non-PE file type later on, so assume
for now it's a PE file. The PE module is loaded in
memory using the Windows shared library
mechanism. Note that the dependencies on the module
are not resolved at this point.
</para>
</listitem>
<listitem>
<para>
A new stack is created, which size is given in the
PE header, and this stack is made the one of the
running thread (which is still the only one in the
process). The stack used at startup will no longer
be used.
</para>
</listitem>
<listitem>
<para>
Which this new stack,
<function>ntdll.LdrInitializeThunk</function> is
called which performs the remaining initialization
parts, including resolving all the DLL imports on
the PE module, and doing the init of the TLS slots.
</para>
</listitem>
<listitem>
<para>
Control can now be passed to the
<function>EntryPoint</function> of the PE module,
which will let the executable run.
</para>
</listitem>
</itemizedlist>
</para>
</sect3>
<sect3>
<title>Creating a child process from a running process</title>
<para>
The steps used are closely link to what is done in the
previous case.
</para>
<para>
There are however a few points to look at a bit more
closely. The inner implementation creates the child
process using the <function>fork()</function> and
<function>exec()</function> calls. This means that we
don't need to check again for the threading model, we can
use what the parent (or the grand-parent process...)
started from command line has found.
</para>
<para>
The Win32 process creation allows to pass a lot of
information between the parent and the child. This
includes object handles, windows title, console
parameters, environment strings... Wine makes use of both
the standard Unix inheritance mechanisms (for environment
for example) and the Wine server (to pass from parent to
child a chunk of data containing the relevant information).
</para>
<para>
The previously described loading mechanism will check in
the Wine server if such a chunk exists, and, if so, will
perform the relevant initialization.
</para>
<para>
Some further synchronization is also put in place: a
parent will wait until the child has started, or has
failed. The Wine server is also used to perform those
tasks.
</para>
</sect3>
<sect3>
<title>Starting a Winelib process</title>
<para>
Before going into the gory details, let's first go back to
what a Winelib application is. It can be either a regular
Unix executable, or a more specific Wine beast. This later
form in fact creates two files for a given executable (say
<filename>foo.exe</filename>). The first one, named
<filename>foo</filename> will be a symbolic link to the
Wine loader (<filename>wine</filename>). The second one,
named <filename>foo.exe.so</filename>, is the equivalent
of the <filename>.dll.so</filename> files we've already
described for DLLs. As in Windows, an executable is, among
other things, a module with its import and export
information, as any DLL, it makes sense Wine uses the same
mechanisms for loading native executables and DLLs.
</para>
<para>
When starting a Winelib application from the command line
(say with <command>foo arg1 arg2</command>), the Unix
shell will execute <command>foo</command> as a Unix
executable. Since this is in fact the Wine loader, Wine
will fire up. However, will notice that it hasn't been
started as <command>wine</command> but as
<command>foo</command>, and hence, will try to load (using
Unix shared library mechanism) the second file
<filename>foo.exe.so</filename>. Wine will recognize a 32
bit module (with its descriptor) embedded in the shared
library, and once the shared library loaded, it will
proceed the same path as when loading a standard native PE
executable.
</para>
<para>
Wine needs to implement this second form of executable in
order to maintain the order of initialization of some
elements in the executable. One particular issue is when
dealing with global C++ objects. In standard Unix
executable, the call of the constructor to such objects is
stored in the specific section of the executable
(<function>.init</function> not to name it). All
constructors in this section are called before the
<function>main</function> function is called. Creating a
Wine executable using the first form mentionned above will
let those constructors being called before Wine gets a
chance to initialize itself. So, any constructor using a
Windows API will fail, because Wine infrastructure isn't
in place. The use of the second form for Winelib
executables ensures that we do the initialization using
the following steps:
<itemizedlist>
<listitem>
<para>
initialize the Wine infrastructure
</para>
</listitem>
<listitem>
<para>
load the executable into memory
</para>
</listitem>
<listitem>
<para>
handle the import sections for the executable
</para>
</listitem>
<listitem>
<para>
call the global object constructors (if any). They
now can properly call the Windows APIs
</para>
</listitem>
<listitem>
<para>
call the executable entry point
</para>
</listitem>
</itemizedlist>
</para>
<para>
The attentive reader would have noted that the resolution
of imports for the executable is done, as for a DLL, when
the executable/DLL descriptor is registered. However, this
is done also by adding a specific constructor in the
<function>.init</function> section. For the above describe
scheme to function properly, this constructor must be the
first constructor to be called, before all the other
constructors, generated by the executable itself. The Wine
build chain takes care of that, and also generating the
executable/DLL descriptor for the Winelib executable.
</para>
</sect3>
<sect3>
<title>Starting a NE (Win16) process</title>
<para>
When Wine is requested to run a NE (Win 16 process), it
will in fact hand over the execution of it to a specific
executable <filename>winevdm</filename>. VDM stands for
Virtual DOS Machine. This <filename>winevdm</filename>
will in fact set up the correct 16 bit environment to run
the executable. Any new 16 bit process created by this
executable (or its children) will run into the same
<filename>winevdm</filename> instance. Among one instance,
several functionalities will be provided to those 16 bit
processes, including the cooperative multitasking, sharing
the same address space, managing the selectors for the 16
bit segments needed for code, data and stack.
</para>
<para>
Note that several <filename>winevdm</filename> instances
can run in the same Wine session, but the functionalities
described above are only shared among a given instance,
not among all the instances. <filename>winevdm</filename>
is built as Winelib application, and hence has access to
any facility a 32 bit application has.
</para>
<para>
The behaviour we just described also applies to DOS
executables, which are handled the same way by
<filename>winevdm</filename>.
</para>
</sect3>
</sect2>
<sect2>
<title>Wine drivers</title>
<para>
Wine will not allow running native Windows drivers under
Unix. This comes mainly because (look at the generic
architecture schemas) Wine doesn't implement the kernel
features of Windows (kernel here really means the kernel,
not the KERNEL32 DLL), but rather sets up a proxy layer on
top of the Unix kernel to provide the NTDLL and KERNEL32
features. This means that Wine doesn't provide the inner
infrastructure to run native drivers, either from the Win9x
family or from the NT family.
</para>
<para>
In other words, Wine will only be able to provide access to
a specific device, if and only if, 1/ this device is
supported in Unix (there is Unix-driver to talk to it), 2/
Wine has implemented the proxy code to make the glue between
the API of a Windows driver, and the Unix interface of the
Unix driver.
</para>
<para>
Wine, however, tries to implement in the various DLLs
needing to access devices to do it through the standard
Windows APIs for device drivers in user space. This is for
example the case for the multimedia drivers, where Wine
loads Wine builtin DLLs to talk to the OSS interface, or the
ALSA interface. Those DLLs implement the same interface as
any user space audio driver in Windows.
</para>
</sect2>
</sect1>
<sect1 id="module-overview">
<title>Module Overview</title>
<sect2>
<title>NTDLL Module</title>
<para>
NTDLL provides most of the services you'd expect from a
kernel.
</para>
<para>
Process and thread management are part of them (even if
process management is still mainly done in KERNEL32, unlike
NT). A Windows process runs as a Unix process, and a Windows
thread runs as a Unix thread.
</para>
<para>
Wine also provide fibers (which is the Windows name of
co-routines).
</para>
<para>
Most of the Windows memory handling (Heap, Global and Local
functions, virtual memory...) are easily mapped upon their
Unix equivalents. Note the NTDLL doesn't know about 16 bit
memory, which is only handled in KERNEL32/KRNL386.EXE (and
also the DOS routines).
</para>
<sect3>
<title>File management</title>
<para>
Wine uses some configuration in order to map Windows
filenames (either defined with drive letters, or as UNC
names) to the unix filenames. Wine also uses some
incantation so that most of file related APIs can also
take full unix names. This is handy when passing filenames
on the command line.
</para>
<para>
File handles can be waitable objects, as Windows define
them.
</para>
<para>
Asynchronous I/O is implemented on file handles by
queueing pseudo APC. They are not real APC in the sense
that they have the same priority as the threads in the
considered process (while APCs on NT have normally a
higher priority). These APCs get called when invoking
Wine server (which should lead to correct behavior when the
program ends up waiting on some object - waiting always
implies calling Wine server).
</para>
<para>
FIXME: this should be enhanced and updated to latest work
on FS.
</para>
</sect3>
<sect3>
<title>Synchronization</title>
<para>
Most of the synchronization (between threads or processes)
is done in Wine server, which handles both the waiting
operation (on a single object or a set of objects) and the
signaling of objects.
</para>
</sect3>
<sect3>
<title>Module (DLL) loading</title>
<para>
Wine is able to load any NE and PE module. In all cases,
the module's binary code is directly executed by the
processor.
</para>
</sect3>
<sect3>
<title>Device management</title>
<para>
Wine allows usage a wide variety of devices:
<itemizedlist>
<listitem>
<para>
Communication ports are mapped to Unix
communication ports (if they have sufficient
permissions).
</para>
</listitem>
<listitem>
<para>
Parallel ports are mapped to Unix parallel ports (if
they have sufficient permissions).
</para>
</listitem>
<listitem>
<para>
CDROM: the Windows device I/O control calls are
mapped onto Unix <function>ioctl()</function>.
</para>
</listitem>
<listitem>
<para>
Some Win9x VxDs are supported, by rewriting some of
their internal behavior. But this support is
limited. Portable programs to Windows NT shouldn't
need them.
</para>
<para>
Wine will not support native VxD.
</para>
</listitem>
</itemizedlist>
</para>
</sect3>
</sect2>
<sect2>
<title>KERNEL Module</title>
<para>
FIXME: Needs some content...
</para>
</sect2>
<sect2>
<title>GDI Module</title>
<sect3>
<title>X Windows System interface</title>
<para>
The X libraries used to implement X clients (such as Wine)
do not work properly if multiple threads access the same
display concurrently. It is possible to compile the X
libraries to perform their own synchronization (initiated
by calling <function>XInitThreads()</function>). However,
Wine does not use this approach. Instead Wine performs its
own synchronization using the
<function>wine_tsx11_lock()</function> / <function>wine_tsx11_unlock()</function>
functions. This locking protects library access
with a critical section, and also arranges things so that
X libraries compiled without <option>-D_REENTRANT</option>
(eg. with global <varname>errno</varname> variable) will
work with Wine.
</para>
<para>
In the past, all calls to X used to go through a wrapper called
<function>TSX...()</function> (for "Thread Safe X ...").
While it is still being used in the code, it's inefficient
as the lock is potentially aquired and released unnecessarily.
New code should explicitly aquire the lock.
</para>
</sect3>
</sect2>
<sect2>
<title>USER Module</title>
<para>
USER implements windowing and messaging subsystems. It also
contains code for common controls and for other
miscellaneous stuff (rectangles, clipboard, WNet, etc).
Wine USER code is located in <filename>windows/</filename>,
<filename>controls/</filename>, and
<filename>misc/</filename> directories.
</para>
<sect3>
<title>Windowing subsystem</title>
<para><filename>windows/win.c</filename></para>
<para><filename>windows/winpos.c</filename></para>
<para>
Windows are arranged into parent/child hierarchy with one
common ancestor for all windows (desktop window). Each
window structure contains a pointer to the immediate
ancestor (parent window if <constant>WS_CHILD</constant>
style bit is set), a pointer to the sibling (returned by
<function>GetWindow(..., GW_NEXT)</function>), a pointer
to the owner window (set only for popup window if it was
created with valid <varname>hwndParent</varname>
parameter), and a pointer to the first child window
(<function>GetWindow(.., GW_CHILD)</function>). All popup
and non-child windows are therefore placed in the first
level of this hierarchy and their ancestor link
(<varname>wnd-&gt;parent</varname>) points to the desktop
window.
</para>
<screen>
Desktop window - root window
| \ `-.
| \ `-.
popup -&gt; wnd1 -&gt; wnd2 - top level windows
| \ `-. `-.
| \ `-. `-.
child1 child2 -&gt; child3 child4 - child windows
</screen>
<para>
Horizontal arrows denote sibling relationship, vertical
lines - ancestor/child. To summarize, all windows with the
same immediate ancestor are sibling windows, all windows
which do not have desktop as their immediate ancestor are
child windows. Popup windows behave as topmost top-level
windows unless they are owned. In this case the only
requirement is that they must precede their owners in the
top-level sibling list (they are not topmost). Child
windows are confined to the client area of their parent
windows (client area is where window gets to do its own
drawing, non-client area consists of caption, menu,
borders, intrinsic scrollbars, and
minimize/maximize/close/help buttons).
</para>
<para>
Another fairly important concept is
<firstterm>z-order</firstterm>. It is derived from the
ancestor/child hierarchy and is used to determine
"above/below" relationship. For instance, in the example
above, z-order is
</para>
<screen>
child1-&gt;popup-&gt;child2-&gt;child3-&gt;wnd1-&gt;child4-&gt;wnd2-&gt;desktop.
</screen>
<para>
Current active window ("foreground window" in Win32) is
moved to the front of z-order unless its top-level
ancestor owns popup windows.
</para>
<para>
All these issues are dealt with (or supposed to be) in
<filename>windows/winpos.c</filename> with
<function>SetWindowPos()</function> being the primary
interface to the window manager.
</para>
<para>
Wine specifics: in default and managed mode each top-level
window gets its own X counterpart with desktop window
being basically a fake stub. In desktop mode, however,
only desktop window has an X window associated with it.
Also, <function>SetWindowPos()</function> should
eventually be implemented via
<function>Begin/End/DeferWindowPos()</function> calls and
not the other way around.
</para>
<sect4>
<title>Visible region, clipping region and update region</title>
<para><filename>windows/dce.c</filename></para>
<para><filename>windows/winpos.c</filename></para>
<para><filename>windows/painting.c</filename></para>
<screen>
________________________
|_________ | A and B are child windows of C
| A |______ |
| | | |
|---------' | |
| | B | |
| | | |
| `------------' |
| C |
`------------------------'
</screen>
<para>
Visible region determines which part of the window is
not obscured by other windows. If a window has the
<constant>WS_CLIPCHILDREN</constant> style then all
areas below its children are considered invisible.
Similarly, if the <constant>WS_CLIPSIBLINGS</constant>
bit is in effect then all areas obscured by its siblings
are invisible. Child windows are always clipped by the
boundaries of their parent windows.
</para>
<para>
B has a <constant>WS_CLIPSIBLINGS</constant> style:
</para>
<screen>
. ______
: | |
| ,-----' |
| | B | - visible region of B
| | |
: `------------'
</screen>
<para>
When the program requests a <firstterm>display
context</firstterm> (DC) for a window it can specify
an optional clipping region that further restricts the
area where the graphics output can appear. This area is
calculated as an intersection of the visible region and
a clipping region.
</para>
<para>
Program asked for a DC with a clipping region:
</para>
<screen>
______
,--|--. | . ,--.
,--+--' | | : _: |
| | B | | =&gt; | | | - DC region where the painting will
| | | | | | | be visible
`--|-----|---' : `----'
`-----'
</screen>
<para>
When the window manager detects that some part of the window
became visible it adds this area to the update region of this
window and then generates <constant>WM_ERASEBKGND</constant> and
<constant>WM_PAINT</constant> messages. In addition,
<constant>WM_NCPAINT</constant> message is sent when the
uncovered area intersects a nonclient part of the window.
Application must reply to the <constant>WM_PAINT</constant>
message by calling the
<function>BeginPaint()</function>/<function>EndPaint()</function>
pair of functions. <function>BeginPaint()</function> returns a DC
that uses accumulated update region as a clipping region. This
operation cleans up invalidated area and the window will not
receive another <constant>WM_PAINT</constant> until the window
manager creates a new update region.
</para>
<para>
A was moved to the left:
</para>
<screen>
________________________ ... / C update region
|______ | : .___ /
| A |_________ | =&gt; | ...|___|..
| | | | | : | |
|------' | | | : '---'
| | B | | | : \
| | | | : \
| `------------' | B update region
| C |
`------------------------'
</screen>
<para>
Windows maintains a display context cache consisting of
entries that include the DC itself, the window to which
it belongs, and an optional clipping region (visible
region is stored in the DC itself). When an API call
changes the state of the window tree, window manager has
to go through the DC cache to recalculate visible
regions for entries whose windows were involved in the
operation. DC entries (DCE) can be either private to the
window, or private to the window class, or shared
between all windows (Windows 3.1 limits the number of
shared DCEs to 5).
</para>
</sect4>
</sect3>
<sect3>
<title>Messaging subsystem</title>
<para><filename>windows/queue.c</filename></para>
<para><filename>windows/message.c</filename></para>
<para>
Each Windows task/thread has its own message queue - this
is where it gets messages from. Messages can be:
<orderedlist>
<listitem>
<para>
generated on the fly (<constant>WM_PAINT</constant>,
<constant>WM_NCPAINT</constant>,
<constant>WM_TIMER</constant>)
</para>
</listitem>
<listitem>
<para>
created by the system (hardware messages)
</para>
</listitem>
<listitem>
<para>
posted by other tasks/threads (<function>PostMessage</function>)
</para>
</listitem>
<listitem>
<para>
sent by other tasks/threads (<function>SendMessage</function>)
</para>
</listitem>
</orderedlist>
</para>
<para>
Message priority:
</para>
<para>
First the system looks for sent messages, then for posted
messages, then for hardware messages, then it checks if
the queue has the "dirty window" bit set, and, finally, it
checks for expired timers. See
<filename>windows/message.c</filename>.
</para>
<para>
From all these different types of messages, only posted
messages go directly into the private message queue.
System messages (even in Win95) are first collected in the
system message queue and then they either sit there until
<function>Get/PeekMessage</function> gets to process them
or, as in Win95, if system queue is getting clobbered, a
special thread ("raw input thread") assigns them to the
private queues. Sent messages are queued separately and
the sender sleeps until it gets a reply. Special messages
are generated on the fly depending on the window/queue
state. If the window update region is not empty, the
system sets the <constant>QS_PAINT</constant> bit in the
owning queue and eventually this window receives a
<constant>WM_PAINT</constant> message
(<constant>WM_NCPAINT</constant> too if the update region
intersects with the non-client area). A timer event is
raised when one of the queue timers expire. Depending on
the timer parameters <function>DispatchMessage</function>
either calls the callback function or the window
procedure. If there are no messages pending the
task/thread sleeps until messages appear.
</para>
<para>
There are several tricky moments (open for discussion) -
</para>
<itemizedlist>
<listitem>
<para>
System message order has to be honored and messages
should be processed within correct task/thread
context. Therefore when <function>Get/PeekMessage</function> encounters
unassigned system message and this message appears not
to be for the current task/thread it should either
skip it (or get rid of it by moving it into the
private message queue of the target task/thread -
Win95, AFAIK) and look further or roll back and then
yield until this message gets processed when system
switches to the correct context (Win16). In the first
case we lose correct message ordering, in the second
case we have the infamous synchronous system message
queue. Here is a post to one of the OS/2 newsgroup I
found to be relevant:
</para>
<blockquote>
<attribution>by David Charlap</attribution>
<para>
" Here's the problem in a nutshell, and there is no
good solution. Every possible solution creates a
different problem.
</para>
<para>
With a windowing system, events can go to many
different windows. Most are sent by applications or
by the OS when things relating to that window happen
(like repainting, timers, etc.)
</para>
<para>
Mouse input events go to the window you click on
(unless some window captures the mouse).
</para>
<para>
So far, no problem. Whenever an event happens, you
put a message on the target window's message queue.
Every process has a message queue. If the process
queue fills up, the messages back up onto the system
queue.
</para>
<para>
This is the first cause of apps hanging the GUI. If
an app doesn't handle messages and they back up into
the system queue, other apps can't get any more
messages. The reason is that the next message in
line can't go anywhere, and the system won't skip
over it.
</para>
<para>
This can be fixed by making apps have bigger private
message queues. The SIQ fix does this. PMQSIZE does
this for systems without the SIQ fix. Applications
can also request large queues on their own.
</para>
<para>
Another source of the problem, however, happens when
you include keyboard events. When you press a key,
there's no easy way to know what window the
keystroke message should be delivered to.
</para>
<para>
Most windowing systems use a concept known as
"focus". The window with focus gets all incoming
keyboard messages. Focus can be changed from window
to window by apps or by users clicking on windows.
</para>
<para>
This is the second source of the problem. Suppose
window A has focus. You click on window B and start
typing before the window gets focus. Where should
the keystrokes go? On the one hand, they should go
to A until the focus actually changes to B. On the
other hand, you probably want the keystrokes to go
to B, since you clicked there first.
</para>
<para>
OS/2's solution is that when a focus-changing event
happens (like clicking on a window), OS/2 holds all
messages in the system queue until the focus change
actually happens. This way, subsequent keystrokes
go to the window you clicked on, even if it takes a
while for that window to get focus.
</para>
<para>
The downside is that if the window takes a real long
time to get focus (maybe it's not handling events,
or maybe the window losing focus isn't handling
events), everything backs up in the system queue and
the system appears hung.
</para>
<para>
There are a few solutions to this problem.
</para>
<para>
One is to make focus policy asynchronous. That is,
focus changing has absolutely nothing to do with the
keyboard. If you click on a window and start typing
before the focus actually changes, the keystrokes go
to the first window until focus changes, then they
go to the second. This is what X-windows does.
</para>
<para>
Another is what NT does. When focus changes,
keyboard events are held in the system message
queue, but other events are allowed through. This is
"asynchronous" because the messages in the system
queue are delivered to the application queues in a
different order from that with which they were
posted. If a bad app won't handle the "lose focus"
message, it's of no consequence - the app receiving
focus will get its "gain focus" message, and the
keystrokes will go to it.
</para>
<para>
The NT solution also takes care of the application
queue filling up problem. Since the system delivers
messages asynchronously, messages waiting in the
system queue will just sit there and the rest of the
messages will be delivered to their apps.
</para>
<para>
The OS/2 SIQ solution is this: When a
focus-changing event happens, in addition to
blocking further messages from the application
queues, a timer is started. When the timer goes
off, if the focus change has not yet happened, the
bad app has its focus taken away and all messages
targeted at that window are skipped. When the bad
app finally handles the focus change message, OS/2
will detect this and stop skipping its messages.
</para>
<para>
As for the pros and cons:
</para>
<para>
The X-windows solution is probably the easiest. The
problem is that users generally don't like having to
wait for the focus to change before they start
typing. On many occasions, you can type and the
characters end up in the wrong window because
something (usually heavy system load) is preventing
the focus change from happening in a timely manner.
</para>
<para>
The NT solution seems pretty nice, but making the
system message queue asynchronous can cause similar
problems to the X-windows problem. Since messages
can be delivered out of order, programs must not
assume that two messages posted in a particular
order will be delivered in that same order. This
can break legacy apps, but since Win32 always had an
asynchronous queue, it is fair to simply tell app
designers "don't do that". It's harder to tell app
designers something like that on OS/2 - they'll
complain "you changed the rules and our apps are
breaking."
</para>
<para>
The OS/2 solution's problem is that nothing happens
until you try to change window focus, and then wait
for the timeout. Until then, the bad app is not
detected and nothing is done."
</para>
</blockquote>
</listitem>
<listitem>
<para>
Intertask/interthread
<function>SendMessage</function>. The system has to
inform the target queue about the forthcoming message,
then it has to carry out the context switch and wait
until the result is available. Win16 stores necessary
parameters in the queue structure and then calls
<function>DirectedYield()</function> function.
However, in Win32 there could be several messages
pending sent by preemptively executing threads, and in
this case <function>SendMessage</function> has to
build some sort of message queue for sent messages.
Another issue is what to do with messages sent to the
sender when it is blocked inside its own
<function>SendMessage</function>.
</para>
</listitem>
</itemizedlist>
</sect3>
</sect2>
</sect1>
<sect1 id="arch-dlls">
<title>Wine/Windows DLLs</title>
<para>
This document mainly deals with the status of current DLL
support by Wine. The Wine ini file currently supports
settings to change the load order of DLLs. The load order
depends on several issues, which results in different settings
for various DLLs.
</para>
<sect2>
<title>Pros of Native DLLs</title>
<para>
Native DLLs of course guarantee 100% compatibility for
routines they implement. For example, using the native USER
DLL would maintain a virtually perfect and Windows 95-like
look for window borders, dialog controls, and so on. Using
the built-in Wine version of this library, on the other
hand, would produce a display that does not precisely mimic
that of Windows 95. Such subtle differences can be
engendered in other important DLLs, such as the common
controls library COMMCTRL or the common dialogs library
COMMDLG, when built-in Wine DLLs outrank other types in load
order.
</para>
<para>
More significant, less aesthetically-oriented problems can
result if the built-in Wine version of the SHELL DLL is
loaded before the native version of this library. SHELL
contains routines such as those used by installer utilities
to create desktop shortcuts. Some installers might fail when
using Wine's built-in SHELL.
</para>
</sect2>
<sect2>
<title>Cons of Native DLLs</title>
<para>
Not every application performs better under native DLLs. If
a library tries to access features of the rest of the system
that are not fully implemented in Wine, the native DLL might
work much worse than the corresponding built-in one, if at
all. For example, the native Windows GDI library must be
paired with a Windows display driver, which of course is not
present under Intel Unix and Wine.
</para>
<para>
Finally, occasionally built-in Wine DLLs implement more
features than the corresponding native Windows DLLs.
Probably the most important example of such behavior is the
integration of Wine with X provided by Wine's built-in USER
DLL. Should the native Windows USER library take load-order
precedence, such features as the ability to use the
clipboard or drag-and-drop between Wine windows and X
windows will be lost.
</para>
</sect2>
<sect2>
<title>Deciding Between Native and Built-In DLLs</title>
<para>
Clearly, there is no one rule-of-thumb regarding which
load-order to use. So, you must become familiar with
what specific DLLs do and which other DLLs or features
a given library interacts with, and use this information
to make a case-by-case decision.
</para>
</sect2>
<sect2>
<title>Load Order for DLLs</title>
<para>
Using the DLL sections from the wine configuration file, the
load order can be tweaked to a high degree. In general it is
advised not to change the settings of the configuration
file. The default configuration specifies the right load
order for the most important DLLs.
</para>
<para>
The default load order follows this algorithm: for all DLLs
which have a fully-functional Wine implementation, or where
the native DLL is known not to work, the built-in library
will be loaded first. In all other cases, the native DLL
takes load-order precedence.
</para>
<para>
The <varname>DefaultLoadOrder</varname> from the
[DllDefaults] section specifies for all DLLs which version
to try first. See manpage for explanation of the arguments.
</para>
<para>
The [DllOverrides] section deals with DLLs, which need a
different-from-default treatment.
</para>
<para>
The [DllPairs] section is for DLLs, which must be loaded in
pairs. In general, these are DLLs for either 16-bit or
32-bit applications. In most cases in Windows, the 32-bit
version cannot be used without its 16-bit counterpart. For
Wine, it is customary that the 16-bit implementations rely
on the 32-bit implementations and cast the results back to
16-bit arguments. Changing anything in this section is bound
to result in errors.
</para>
<para>
For the future, the Wine implementation of Windows DLL seems
to head towards unifying the 16 and 32 bit DLLs wherever
possible, resulting in larger DLLs. They are stored in the
<filename>dlls/</filename> subdirectory using the 32-bit
name.
</para>
</sect2>
<sect2>
<title>Understanding What DLLs Do</title>
<para>
The following list briefly describes each of the DLLs
commonly found in Windows whose load order may be modified
during the configuration and compilation of Wine.
</para>
<para>
(See also <filename>./DEVELOPER-HINTS</filename> or the
<filename>dlls/</filename> subdirectory to see which DLLs
are currently being rewritten for Wine)
</para>
<!-- FIXME: Should convert this table into a VariableList element -->
<screen>
ADVAPI32.DLL: 32-bit application advanced programming interfaces
like crypto, systeminfo, security and event logging
AVIFILE.DLL: 32-bit application programming interfaces for the
Audio Video Interleave (AVI) Windows-specific
Microsoft audio-video standard
COMMCTRL.DLL: 16-bit common controls
COMCTL32.DLL: 32-bit common controls
COMDLG32.DLL: 32-bit common dialogs
COMMDLG.DLL: 16-bit common dialogs
COMPOBJ.DLL: OLE 16- and 32-bit compatibility libraries
CRTDLL.DLL: Microsoft C runtime
DCIMAN.DLL: 16-bit
DCIMAN32.DLL: 32-bit display controls
DDEML.DLL: DDE messaging
D3D*.DLL DirectX/Direct3D drawing libraries
DDRAW.DLL: DirectX drawing libraries
DINPUT.DLL: DirectX input libraries
DISPLAY.DLL: Display libraries
DPLAY.DLL, DPLAYX.DLL: DirectX playback libraries
DSOUND.DLL: DirectX audio libraries
GDI.DLL: 16-bit graphics driver interface
GDI32.DLL: 32-bit graphics driver interface
IMAGEHLP.DLL: 32-bit IMM API helper libraries (for PE-executables)
IMM32.DLL: 32-bit IMM API
IMGUTIL.DLL:
KERNEL32.DLL 32-bit kernel DLL
KEYBOARD.DLL: Keyboard drivers
LZ32.DLL: 32-bit Lempel-Ziv or LZ file compression
used by the installshield installers (???).
LZEXPAND.DLL: LZ file expansion; needed for Windows Setup
MMSYSTEM.DLL: Core of the Windows multimedia system
MOUSE.DLL: Mouse drivers
MPR.DLL: 32-bit Windows network interface
MSACM.DLL: Core of the Addressed Call Mode or ACM system
MSACM32.DLL: Core of the 32-bit ACM system
Audio Compression Manager ???
MSNET32.DLL 32-bit network APIs
MSVFW32.DLL: 32-bit Windows video system
MSVIDEO.DLL: 16-bit Windows video system
OLE2.DLL: OLE 2.0 libraries
OLE32.DLL: 32-bit OLE 2.0 components
OLE2CONV.DLL: Import filter for graphics files
OLE2DISP.DLL, OLE2NLS.DLL: OLE 2.1 16- and 32-bit interoperability
OLE2PROX.DLL: Proxy server for OLE 2.0
OLE2THK.DLL: Thunking for OLE 2.0
OLEAUT32.DLL 32-bit OLE 2.0 automation
OLECLI.DLL: 16-bit OLE client
OLECLI32.DLL: 32-bit OLE client
OLEDLG.DLL: OLE 2.0 user interface support
OLESVR.DLL: 16-bit OLE server libraries
OLESVR32.DLL: 32-bit OLE server libraries
PSAPI.DLL: Proces Status API libraries
RASAPI16.DLL: 16-bit Remote Access Services libraries
RASAPI32.DLL: 32-bit Remote Access Services libraries
SHELL.DLL: 16-bit Windows shell used by Setup
SHELL32.DLL: 32-bit Windows shell (COM object?)
TAPI/TAPI32/TAPIADDR: Telephone API (for Modems)
W32SKRNL: Win32s Kernel ? (not in use for Win95 and up!)
WIN32S16.DLL: Application compatibility for Win32s
WIN87EM.DLL: 80387 math-emulation libraries
WINASPI.DLL: Advanced SCSI Peripheral Interface or ASPI libraries
WINDEBUG.DLL Windows debugger
WINMM.DLL: Libraries for multimedia thunking
WING.DLL: Libraries required to "draw" graphics
WINSOCK.DLL: Sockets APIs
WINSPOOL.DLL: Print spooler libraries
WNASPI32.DLL: 32-bit ASPI libraries
WSOCK32.DLL: 32-bit sockets APIs
</screen>
</sect2>
</sect1>
</chapter>
<chapter id="initialization">
<title> The Wine initialization process </title>
<para>
Wine has a rather complex startup procedure, so unlike many programs the best place to begin
exploring the code-base is <emphasis>not</emphasis> in fact at the main() function but instead
at some of the more straightforward DLLs that exist on the periphery such as MSI, the widget
library (in USER and COMCTL32) etc. The purpose of this section is to document and explain how
Wine starts up from the moment the user runs "wine myprogram.exe" to the point at which
myprogram gets control.
</para>
<sect1>
<title> First Steps </title>
<para>
The actual wine binary that the user runs does not do very much, in fact it is only
responsible for checking the threading model in use (NPTL vs LinuxThreads) and then invoking
a new binary which performs the next stage in the startup sequence. See the threading chapter
for more information on this check and why it's necessary. You can find this code in
<filename>loader/glibc.c</filename>. The result of this check is an exec of either
wine-pthread or wine-kthread, potentially (on Linux) via
the <emphasis>preloader</emphasis>. We need to use separate binaries here because overriding
the native pthreads library requires us to exploit a property of ELF symbol fixup semantics:
it's not possible to do this without starting a new process.
</para>
<para>
The Wine preloader is found in <filename>loader/preloader.c</filename>, and is required in
order to impose a Win32 style address space layout upon the newly created Win32 process. The
details of what this does is covered in the address space layout chapter. The preloader is a
statically linked ELF binary which is passed the name of the actual Wine binary to run (either
wine-kthread or wine-pthread) along with the arguments the user passed in from the command
line. The preloader is an unusual program: it does not have a main() function. In standard ELF
applications, the entry point is actually at a symbol named _start: this is provided by the
standard gcc infrastructure and normally jumps to <function>__libc_start_main</function> which
initializes glibc before passing control to the main function as defined by the programmer.
</para>
<para>
The preloader takes control direct from the entry point for a few reasons. Firstly, it is
required that glibc is not initialized twice: the result of such behaviour is undefined and
subject to change without notice. Secondly, it's possible that as part of initializing glibc,
the address space layout could be changed - for instance, any call to malloc will initialize a
heap arena which modifies the VM mappings. Finally, glibc does not return to _start at any
point, so by reusing it we avoid the need to recreate the ELF bootstrap stack (env, argv,
auxiliary array etc).
</para>
<para>
The preloader is responsible for two things: protecting important regions of the address
space so the dynamic linker does not map shared libraries into them, and once that is done
loading the real Wine binary off disk, linking it and starting it up. Normally all this is
done automatically by glibc and the kernel but as we intercepted this process by using a
static binary it's up to us to restart the process. The bulk of the code in the preloader is
about loading wine-[pk]thread and ld-linux.so.2 off disk, linking them together, then
starting the dynamic linking process.
</para>
<para>
One of the last things the preloader does before jumping into the dynamic linker is scan the
symbol table of the loaded Wine binary and set the value of a global variable directly: this
is a more efficient way of passing information to the main Wine program than flattening the
data structures into an environment variable or command line parameter then unpacking it on
the other side, but it achieves pretty much the same thing. The global variable set points to
the preload descriptor table, which contains the VMA regions protected by the preloader. This
allows Wine to unmap them once the dynamic linker has been run, so leaving gaps we can
initialize properly later on.
</para>
</sect1>
<sect1>
<title> Starting the emulator </title>
<para>
The process of starting up the emulator itself is mostly one of chaining through various
initializer functions defined in the core libraries and DLLs: libwine, then NTDLL, then kernel32.
</para>
<para>
Both the wine-pthread and wine-kthread binaries share a common <function>main</function>
function, defined in <filename>loader/main.c</filename>, so no matter which binary is selected
after the preloader has run we start here. This passes the information provided by the
preloader into libwine and then calls wine_init, defined
in <filename>libs/wine/loader.c</filename>. This is where the emulation really starts:
<function>wine_init</function> can, with the correct preparation,
be called from programs other than the wine loader itself.
</para>
<para>
<function>wine_init</function> does some very basic setup tasks such as initializing the
debugging infrastructure, yet more address space manipulation (see the information on the
4G/4G VM split in the address space chapter), before loading NTDLL - the core of both Wine and
the Windows NT series - and jumping to the <function>__wine_process_init</function> function defined
in <filename>dlls/ntdll/loader.c</filename>
</para>
<para>
This function is responsible for initializing the primary Win32 environment. In thread_init(),
it sets up the TEB, the wineserver connection for the main thread and the process heap. See
the threading chapter for more information on this.
</para>
<para>
Finally, it loads and jumps to <function>__wine_kernel_init</function> in kernel32.dll: this
is defined in <filename>dlls/kernel32/process.c</filename>. This is where the bulk of the work
is done. The kernel32 initialization code retrieves the startup info for the process from the
server, initializes the registry, sets up the drive mapping system and locale data, then
begins loading the requested application itself. Each process has a STARTUPINFO block that can
be passed into <function>CreateProcess</function> specifying various things like how the first
window should be displayed: this is sent to the new process via the wineserver.
</para>
<para>
After determining the type of file given to Wine by the user (a Win32 EXE file, a Win16 EXE, a
Winelib app etc), the program is loaded into memory (which may involve loading and
initializing other DLLs, the bulk of Wines startup code), before control reaches the end of
<function>__wine_kernel_init</function>. This function ends with the new process stack being
initialized, and start_process being called on the new stack. Nearly there!
</para>
<para>
The final element of initializing Wine is starting the newly loaded program
itself. <function>start_process</function> sets up the SEH backstop handler, calls
<function>LdrInitializeThunk</function> which performs the last part of the process
initialization (such as performing relocations and calling the DllMains with PROCESS_ATTACH),
grabs the entry point of the executable and then on this line:
</para>
<programlisting>
ExitProcess( entry( peb ) );
</programlisting>
<para>
... jumps to the entry point of the program. At this point the users program is running and
the API provided by Wine is ready to be used. When entry returns,
the <function>ExitProcess</function> API will be used to initialize a graceful shutdown.
</para>
</sect1>
</chapter>
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