mirror of
https://github.com/reactos/wine.git
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274 lines
7.2 KiB
C
274 lines
7.2 KiB
C
/*
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* Copyright 2008 Henri Verbeet for CodeWeavers
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*
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*/
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#include "config.h"
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#include "wine/port.h"
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#define DXGI_INIT_GUID
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#include "dxgi_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(dxgi);
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static CRITICAL_SECTION_DEBUG dxgi_cs_debug =
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{
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0, 0, &dxgi_cs,
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{&dxgi_cs_debug.ProcessLocksList,
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&dxgi_cs_debug.ProcessLocksList},
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0, 0, {(DWORD_PTR)(__FILE__ ": dxgi_cs")}
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};
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CRITICAL_SECTION dxgi_cs = {&dxgi_cs_debug, -1, 0, 0, 0, 0};
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struct dxgi_main
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{
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HMODULE d3d10core;
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struct dxgi_device_layer *device_layers;
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UINT layer_count;
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LONG refcount;
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};
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static struct dxgi_main dxgi_main;
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static void dxgi_main_cleanup(void)
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{
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EnterCriticalSection(&dxgi_cs);
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HeapFree(GetProcessHeap(), 0, dxgi_main.device_layers);
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dxgi_main.device_layers = NULL;
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dxgi_main.layer_count = 0;
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FreeLibrary(dxgi_main.d3d10core);
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dxgi_main.d3d10core = NULL;
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LeaveCriticalSection(&dxgi_cs);
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}
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BOOL WINAPI DllMain(HINSTANCE hInstDLL, DWORD fdwReason, LPVOID lpv)
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{
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TRACE("fdwReason %u\n", fdwReason);
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switch(fdwReason)
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{
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case DLL_PROCESS_ATTACH:
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DisableThreadLibraryCalls(hInstDLL);
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++dxgi_main.refcount;
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break;
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case DLL_PROCESS_DETACH:
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if (!--dxgi_main.refcount) dxgi_main_cleanup();
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break;
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}
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return TRUE;
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}
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HRESULT WINAPI CreateDXGIFactory(REFIID riid, void **factory)
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{
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struct dxgi_factory *object;
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HRESULT hr;
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TRACE("riid %s, factory %p\n", debugstr_guid(riid), factory);
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object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
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if (!object)
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{
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ERR("Failed to allocate DXGI factory object memory\n");
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*factory = NULL;
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return E_OUTOFMEMORY;
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}
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hr = dxgi_factory_init(object);
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if (FAILED(hr))
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{
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WARN("Failed to initialize swapchain, hr %#x.\n", hr);
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HeapFree(GetProcessHeap(), 0, object);
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*factory = NULL;
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return hr;
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}
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TRACE("Created IDXGIFactory %p\n", object);
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hr = IDXGIFactory_QueryInterface((IDXGIFactory *)object, riid, factory);
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IDXGIFactory_Release((IDXGIFactory *)object);
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return hr;
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}
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static BOOL get_layer(enum dxgi_device_layer_id id, struct dxgi_device_layer *layer)
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{
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UINT i;
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EnterCriticalSection(&dxgi_cs);
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for (i = 0; i < dxgi_main.layer_count; ++i)
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{
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if (dxgi_main.device_layers[i].id == id)
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{
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*layer = dxgi_main.device_layers[i];
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LeaveCriticalSection(&dxgi_cs);
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return TRUE;
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}
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}
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LeaveCriticalSection(&dxgi_cs);
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return FALSE;
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}
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static HRESULT register_d3d10core_layers(HMODULE d3d10core)
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{
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EnterCriticalSection(&dxgi_cs);
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if (!dxgi_main.d3d10core)
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{
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HRESULT hr;
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HRESULT (WINAPI *d3d10core_register_layers)(void);
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HMODULE mod;
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BOOL ret;
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ret = GetModuleHandleExA(GET_MODULE_HANDLE_EX_FLAG_FROM_ADDRESS, (LPCSTR)d3d10core, &mod);
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if (!ret)
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{
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LeaveCriticalSection(&dxgi_cs);
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return E_FAIL;
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}
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d3d10core_register_layers = (HRESULT (WINAPI *)(void))GetProcAddress(mod, "D3D10CoreRegisterLayers");
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hr = d3d10core_register_layers();
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if (FAILED(hr))
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{
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ERR("Failed to register d3d10core layers, returning %#x\n", hr);
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LeaveCriticalSection(&dxgi_cs);
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return hr;
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}
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dxgi_main.d3d10core = mod;
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}
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LeaveCriticalSection(&dxgi_cs);
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return S_OK;
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}
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HRESULT WINAPI DXGID3D10CreateDevice(HMODULE d3d10core, IDXGIFactory *factory, IDXGIAdapter *adapter,
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UINT flags, void *unknown0, void **device)
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{
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struct layer_get_size_args get_size_args;
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struct dxgi_device *dxgi_device;
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struct dxgi_device_layer d3d10_layer;
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UINT device_size;
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DWORD count;
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HRESULT hr;
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TRACE("d3d10core %p, factory %p, adapter %p, flags %#x, unknown0 %p, device %p.\n",
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d3d10core, factory, adapter, flags, unknown0, device);
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hr = register_d3d10core_layers(d3d10core);
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if (FAILED(hr))
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{
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ERR("Failed to register d3d10core layers, returning %#x\n", hr);
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return hr;
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}
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if (!get_layer(DXGI_DEVICE_LAYER_D3D10_DEVICE, &d3d10_layer))
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{
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ERR("Failed to get D3D10 device layer\n");
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return E_FAIL;
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}
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count = 0;
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hr = d3d10_layer.init(d3d10_layer.id, &count, NULL);
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if (FAILED(hr))
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{
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WARN("Failed to initialize D3D10 device layer\n");
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return E_FAIL;
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}
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get_size_args.unknown0 = 0;
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get_size_args.unknown1 = 0;
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get_size_args.unknown2 = NULL;
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get_size_args.unknown3 = NULL;
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get_size_args.adapter = adapter;
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get_size_args.interface_major = 10;
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get_size_args.interface_minor = 1;
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get_size_args.version_build = 4;
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get_size_args.version_revision = 6000;
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device_size = d3d10_layer.get_size(d3d10_layer.id, &get_size_args, 0);
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device_size += sizeof(*dxgi_device);
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dxgi_device = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, device_size);
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if (!dxgi_device)
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{
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ERR("Failed to allocate device memory\n");
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return E_OUTOFMEMORY;
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}
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hr = dxgi_device_init(dxgi_device, &d3d10_layer, factory, adapter);
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if (FAILED(hr))
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{
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WARN("Failed to initialize device, hr %#x.\n", hr);
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HeapFree(GetProcessHeap(), 0, dxgi_device);
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*device = NULL;
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return hr;
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}
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TRACE("Created device %p.\n", dxgi_device);
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*device = dxgi_device;
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return S_OK;
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}
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HRESULT WINAPI DXGID3D10RegisterLayers(const struct dxgi_device_layer *layers, UINT layer_count)
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{
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UINT i;
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struct dxgi_device_layer *new_layers;
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TRACE("layers %p, layer_count %u\n", layers, layer_count);
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EnterCriticalSection(&dxgi_cs);
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if (!dxgi_main.layer_count)
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new_layers = HeapAlloc(GetProcessHeap(), 0, layer_count * sizeof(*new_layers));
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else
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new_layers = HeapReAlloc(GetProcessHeap(), 0, dxgi_main.device_layers,
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(dxgi_main.layer_count + layer_count) * sizeof(*new_layers));
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if (!new_layers)
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{
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LeaveCriticalSection(&dxgi_cs);
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ERR("Failed to allocate layer memory\n");
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return E_OUTOFMEMORY;
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}
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for (i = 0; i < layer_count; ++i)
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{
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const struct dxgi_device_layer *layer = &layers[i];
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TRACE("layer %d: id %#x, init %p, get_size %p, create %p\n",
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i, layer->id, layer->init, layer->get_size, layer->create);
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new_layers[dxgi_main.layer_count + i] = *layer;
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}
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dxgi_main.device_layers = new_layers;
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dxgi_main.layer_count += layer_count;
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LeaveCriticalSection(&dxgi_cs);
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return S_OK;
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}
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