* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
-#include "config.h"
-
-#include "initguid.h"
#include "wined3d_private.h"
+#include <winreg.h>
+
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
+WINE_DECLARE_DEBUG_CHANNEL(winediag);
struct wined3d_wndproc
{
HWND window;
+ BOOL unicode;
WNDPROC proc;
- IWineD3DDeviceImpl *device;
+ struct wined3d_device *device;
};
struct wined3d_wndproc_table
static struct wined3d_wndproc_table wndproc_table;
-int num_lock = 0;
-void (CDECL *wine_tsx11_lock_ptr)(void) = NULL;
-void (CDECL *wine_tsx11_unlock_ptr)(void) = NULL;
-
static CRITICAL_SECTION wined3d_cs;
static CRITICAL_SECTION_DEBUG wined3d_cs_debug =
{
};
static CRITICAL_SECTION wined3d_cs = {&wined3d_cs_debug, -1, 0, 0, 0, 0};
+static CRITICAL_SECTION wined3d_wndproc_cs;
+static CRITICAL_SECTION_DEBUG wined3d_wndproc_cs_debug =
+{
+ 0, 0, &wined3d_wndproc_cs,
+ {&wined3d_wndproc_cs_debug.ProcessLocksList,
+ &wined3d_wndproc_cs_debug.ProcessLocksList},
+ 0, 0, {(DWORD_PTR)(__FILE__ ": wined3d_wndproc_cs")}
+};
+static CRITICAL_SECTION wined3d_wndproc_cs = {&wined3d_wndproc_cs_debug, -1, 0, 0, 0, 0};
+
/* When updating default value here, make sure to update winecfg as well,
* where appropriate. */
-wined3d_settings_t wined3d_settings =
+struct wined3d_settings wined3d_settings =
{
- VS_HW, /* Hardware by default */
- PS_HW, /* Hardware by default */
TRUE, /* Use of GLSL enabled by default */
ORM_FBO, /* Use FBOs to do offscreen rendering */
- RTL_READTEX, /* Default render target locking method */
PCI_VENDOR_NONE,/* PCI Vendor ID */
PCI_DEVICE_NONE,/* PCI Device ID */
0, /* The default of memory is set in init_driver_info */
NULL, /* No wine logo by default */
- FALSE, /* Disable multisampling for now due to Nvidia driver bugs which happens for some users */
+ TRUE, /* Multisampling enabled by default. */
FALSE, /* No strict draw ordering. */
+ TRUE, /* Don't try to render onscreen by default. */
+ ~0U, /* No VS shader model limit by default. */
+ ~0U, /* No GS shader model limit by default. */
+ ~0U, /* No PS shader model limit by default. */
+ FALSE, /* 3D support enabled by default. */
};
/* Do not call while under the GL lock. */
-IWineD3D * WINAPI WineDirect3DCreate(UINT version, void *parent)
+struct wined3d * CDECL wined3d_create(UINT version, DWORD flags)
{
- IWineD3DImpl *object;
+ struct wined3d *object;
HRESULT hr;
- object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
+ object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, FIELD_OFFSET(struct wined3d, adapters[1]));
if (!object)
{
ERR("Failed to allocate wined3d object memory.\n");
return NULL;
}
- hr = wined3d_init(object, version, parent);
+ if (version == 7 && wined3d_settings.no_3d)
+ flags |= WINED3D_NO3D;
+
+ hr = wined3d_init(object, version, flags);
if (FAILED(hr))
{
WARN("Failed to initialize wined3d object, hr %#x.\n", hr);
TRACE("Created wined3d object %p for d3d%d support.\n", object, version);
- return (IWineD3D *)object;
+ return object;
}
static DWORD get_config_key(HKEY defkey, HKEY appkey, const char *name, char *buffer, DWORD size)
return ERROR_FILE_NOT_FOUND;
}
-static void CDECL wined3d_do_nothing(void)
-{
-}
-
static BOOL wined3d_dll_init(HINSTANCE hInstDLL)
{
DWORD wined3d_context_tls_idx;
- HMODULE mod;
char buffer[MAX_PATH+10];
DWORD size = sizeof(buffer);
HKEY hkey = 0;
DisableThreadLibraryCalls(hInstDLL);
- mod = GetModuleHandleA( "winex11.drv" );
- if (mod)
- {
- wine_tsx11_lock_ptr = (void *)GetProcAddress( mod, "wine_tsx11_lock" );
- wine_tsx11_unlock_ptr = (void *)GetProcAddress( mod, "wine_tsx11_unlock" );
- }
- else /* We are most likely on Windows */
- {
- wine_tsx11_lock_ptr = wined3d_do_nothing;
- wine_tsx11_unlock_ptr = wined3d_do_nothing;
- }
/* @@ Wine registry key: HKCU\Software\Wine\Direct3D */
if ( RegOpenKeyA( HKEY_CURRENT_USER, "Software\\Wine\\Direct3D", &hkey ) ) hkey = 0;
if (hkey || appkey)
{
- if ( !get_config_key( hkey, appkey, "VertexShaderMode", buffer, size) )
- {
- if (!strcmp(buffer,"none"))
- {
- TRACE("Disable vertex shaders\n");
- wined3d_settings.vs_mode = VS_NONE;
- }
- }
- if ( !get_config_key( hkey, appkey, "PixelShaderMode", buffer, size) )
- {
- if (!strcmp(buffer,"enabled"))
- {
- TRACE("Allow pixel shaders\n");
- wined3d_settings.ps_mode = PS_HW;
- }
- if (!strcmp(buffer,"disabled"))
- {
- TRACE("Disable pixel shaders\n");
- wined3d_settings.ps_mode = PS_NONE;
- }
- }
if ( !get_config_key( hkey, appkey, "UseGLSL", buffer, size) )
{
if (!strcmp(buffer,"disabled"))
{
+ ERR_(winediag)("The GLSL shader backend has been disabled. You get to keep all the pieces if it breaks.\n");
TRACE("Use of GL Shading Language disabled\n");
wined3d_settings.glslRequested = FALSE;
}
wined3d_settings.offscreen_rendering_mode = ORM_FBO;
}
}
- if ( !get_config_key( hkey, appkey, "RenderTargetLockMode", buffer, size) )
- {
- if (!strcmp(buffer,"disabled"))
- {
- TRACE("Disabling render target locking\n");
- wined3d_settings.rendertargetlock_mode = RTL_DISABLE;
- }
- else if (!strcmp(buffer,"readdraw"))
- {
- TRACE("Using glReadPixels for render target reading and glDrawPixels for writing\n");
- wined3d_settings.rendertargetlock_mode = RTL_READDRAW;
- }
- else if (!strcmp(buffer,"readtex"))
- {
- TRACE("Using glReadPixels for render target reading and textures for writing\n");
- wined3d_settings.rendertargetlock_mode = RTL_READTEX;
- }
- }
if ( !get_config_key_dword( hkey, appkey, "VideoPciDeviceID", &tmpvalue) )
{
int pci_device_id = tmpvalue;
}
if ( !get_config_key( hkey, appkey, "Multisampling", buffer, size) )
{
- if (!strcmp(buffer,"enabled"))
+ if (!strcmp(buffer, "disabled"))
{
- TRACE("Allow multisampling\n");
- wined3d_settings.allow_multisampling = TRUE;
+ TRACE("Multisampling disabled.\n");
+ wined3d_settings.allow_multisampling = FALSE;
}
}
if (!get_config_key(hkey, appkey, "StrictDrawOrdering", buffer, size)
TRACE("Enforcing strict draw ordering.\n");
wined3d_settings.strict_draw_ordering = TRUE;
}
+ if (!get_config_key(hkey, appkey, "AlwaysOffscreen", buffer, size)
+ && !strcmp(buffer,"disabled"))
+ {
+ TRACE("Not always rendering backbuffers offscreen.\n");
+ wined3d_settings.always_offscreen = FALSE;
+ }
+ if (!get_config_key_dword(hkey, appkey, "MaxShaderModelVS", &wined3d_settings.max_sm_vs))
+ TRACE("Limiting VS shader model to %u.\n", wined3d_settings.max_sm_vs);
+ if (!get_config_key_dword(hkey, appkey, "MaxShaderModelGS", &wined3d_settings.max_sm_gs))
+ TRACE("Limiting GS shader model to %u.\n", wined3d_settings.max_sm_gs);
+ if (!get_config_key_dword(hkey, appkey, "MaxShaderModelPS", &wined3d_settings.max_sm_ps))
+ TRACE("Limiting PS shader model to %u.\n", wined3d_settings.max_sm_ps);
+ if (!get_config_key(hkey, appkey, "DirectDrawRenderer", buffer, size)
+ && !strcmp(buffer, "gdi"))
+ {
+ TRACE("Disabling 3D support.\n");
+ wined3d_settings.no_3d = TRUE;
+ }
}
- if (wined3d_settings.vs_mode == VS_HW)
- TRACE("Allow HW vertex shaders\n");
- if (wined3d_settings.ps_mode == PS_NONE)
- TRACE("Disable pixel shaders\n");
- if (wined3d_settings.glslRequested)
- TRACE("If supported by your system, GL Shading Language will be used\n");
if (appkey) RegCloseKey( appkey );
if (hkey) RegCloseKey( hkey );
for (i = 0; i < wndproc_table.count; ++i)
{
- struct wined3d_wndproc *entry = &wndproc_table.entries[i];
- SetWindowLongPtrW(entry->window, GWLP_WNDPROC, (LONG_PTR)entry->proc);
+ /* Trying to unregister these would be futile. These entries can only
+ * exist if either we skipped them in wined3d_unregister_window() due
+ * to the application replacing the wndproc after the entry was
+ * registered, or if the application still has an active wined3d
+ * device. In the latter case the application has bigger problems than
+ * these entries. */
+ WARN("Leftover wndproc table entry %p.\n", &wndproc_table.entries[i]);
}
HeapFree(GetProcessHeap(), 0, wndproc_table.entries);
HeapFree(GetProcessHeap(), 0, wined3d_settings.logo);
UnregisterClassA(WINED3D_OPENGL_WINDOW_CLASS_NAME, hInstDLL);
+ DeleteCriticalSection(&wined3d_wndproc_cs);
+ DeleteCriticalSection(&wined3d_cs);
return TRUE;
}
LeaveCriticalSection(&wined3d_cs);
}
+static void wined3d_wndproc_mutex_lock(void)
+{
+ EnterCriticalSection(&wined3d_wndproc_cs);
+}
+
+static void wined3d_wndproc_mutex_unlock(void)
+{
+ LeaveCriticalSection(&wined3d_wndproc_cs);
+}
+
static struct wined3d_wndproc *wined3d_find_wndproc(HWND window)
{
unsigned int i;
static LRESULT CALLBACK wined3d_wndproc(HWND window, UINT message, WPARAM wparam, LPARAM lparam)
{
struct wined3d_wndproc *entry;
- IWineD3DDeviceImpl *device;
+ struct wined3d_device *device;
+ BOOL unicode;
WNDPROC proc;
- wined3d_mutex_lock();
+ wined3d_wndproc_mutex_lock();
entry = wined3d_find_wndproc(window);
if (!entry)
{
- wined3d_mutex_unlock();
+ wined3d_wndproc_mutex_unlock();
ERR("Window %p is not registered with wined3d.\n", window);
return DefWindowProcW(window, message, wparam, lparam);
}
device = entry->device;
+ unicode = entry->unicode;
proc = entry->proc;
- wined3d_mutex_unlock();
+ wined3d_wndproc_mutex_unlock();
- return device_process_message(device, window, message, wparam, lparam, proc);
+ if (device)
+ return device_process_message(device, window, unicode, message, wparam, lparam, proc);
+ if (unicode)
+ return CallWindowProcW(proc, window, message, wparam, lparam);
+ return CallWindowProcA(proc, window, message, wparam, lparam);
}
-BOOL wined3d_register_window(HWND window, IWineD3DDeviceImpl *device)
+BOOL wined3d_register_window(HWND window, struct wined3d_device *device)
{
struct wined3d_wndproc *entry;
- wined3d_mutex_lock();
+ wined3d_wndproc_mutex_lock();
+
+ if (wined3d_find_wndproc(window))
+ {
+ wined3d_wndproc_mutex_unlock();
+ WARN("Window %p is already registered with wined3d.\n", window);
+ return TRUE;
+ }
if (wndproc_table.size == wndproc_table.count)
{
if (!new_entries)
{
- wined3d_mutex_unlock();
+ wined3d_wndproc_mutex_unlock();
ERR("Failed to grow table.\n");
return FALSE;
}
entry = &wndproc_table.entries[wndproc_table.count++];
entry->window = window;
- entry->proc = (WNDPROC)SetWindowLongPtrW(window, GWLP_WNDPROC, (LONG_PTR)wined3d_wndproc);
+ entry->unicode = IsWindowUnicode(window);
+ /* Set a window proc that matches the window. Some applications (e.g. NoX)
+ * replace the window proc after we've set ours, and expect to be able to
+ * call the previous one (ours) directly, without using CallWindowProc(). */
+ if (entry->unicode)
+ entry->proc = (WNDPROC)SetWindowLongPtrW(window, GWLP_WNDPROC, (LONG_PTR)wined3d_wndproc);
+ else
+ entry->proc = (WNDPROC)SetWindowLongPtrA(window, GWLP_WNDPROC, (LONG_PTR)wined3d_wndproc);
entry->device = device;
- wined3d_mutex_unlock();
+ wined3d_wndproc_mutex_unlock();
return TRUE;
}
void wined3d_unregister_window(HWND window)
{
- unsigned int i;
+ struct wined3d_wndproc *entry, *last;
+ LONG_PTR proc;
- wined3d_mutex_lock();
- for (i = 0; i < wndproc_table.count; ++i)
+ wined3d_wndproc_mutex_lock();
+
+ if (!(entry = wined3d_find_wndproc(window)))
{
- if (wndproc_table.entries[i].window == window)
- {
- struct wined3d_wndproc *entry = &wndproc_table.entries[i];
- struct wined3d_wndproc *last = &wndproc_table.entries[--wndproc_table.count];
+ wined3d_wndproc_mutex_unlock();
+ ERR("Window %p is not registered with wined3d.\n", window);
+ return;
+ }
- if (GetWindowLongPtrW(window, GWLP_WNDPROC) == (LONG_PTR)wined3d_wndproc)
- SetWindowLongPtrW(window, GWLP_WNDPROC, (LONG_PTR)entry->proc);
- if (entry != last) *entry = *last;
- wined3d_mutex_unlock();
+ if (entry->unicode)
+ {
+ proc = GetWindowLongPtrW(window, GWLP_WNDPROC);
+ if (proc != (LONG_PTR)wined3d_wndproc)
+ {
+ entry->device = NULL;
+ wined3d_wndproc_mutex_unlock();
+ WARN("Not unregistering window %p, window proc %#lx doesn't match wined3d window proc %p.\n",
+ window, proc, wined3d_wndproc);
+ return;
+ }
+ SetWindowLongPtrW(window, GWLP_WNDPROC, (LONG_PTR)entry->proc);
+ }
+ else
+ {
+ proc = GetWindowLongPtrA(window, GWLP_WNDPROC);
+ if (proc != (LONG_PTR)wined3d_wndproc)
+ {
+ entry->device = NULL;
+ wined3d_wndproc_mutex_unlock();
+ WARN("Not unregistering window %p, window proc %#lx doesn't match wined3d window proc %p.\n",
+ window, proc, wined3d_wndproc);
return;
}
+
+ SetWindowLongPtrA(window, GWLP_WNDPROC, (LONG_PTR)entry->proc);
}
- wined3d_mutex_unlock();
- ERR("Window %p is not registered with wined3d.\n", window);
+ last = &wndproc_table.entries[--wndproc_table.count];
+ if (entry != last) *entry = *last;
+
+ wined3d_wndproc_mutex_unlock();
}
/* At process attach */
return wined3d_dll_init(hInstDLL);
case DLL_PROCESS_DETACH:
+ if (lpv) break;
return wined3d_dll_destroy(hInstDLL);
case DLL_THREAD_DETACH:
- {
if (!context_set_current(NULL))
{
ERR("Failed to clear current context.\n");
}
return TRUE;
- }
-
- default:
- return TRUE;
}
+ return TRUE;
}