1 <chapter id="architecture">
2 <title>Overview</title>
3 <para>Brief overview of Wine's architecture...</para>
5 <sect1 id="basic-overview">
6 <title>Basic Overview</title>
9 With the fundamental architecture of Wine stabilizing, and
10 people starting to think that we might soon be ready to
11 actually release this thing, it may be time to take a look at
12 how Wine actually works and operates.
16 <title>Wine Overview</title>
18 Wine is often used as a recursive acronym, standing for
19 "Wine Is Not an Emulator". Sometimes it is also known to be
20 used for "Windows Emulator". In a way, both meanings are
21 correct, only seen from different perspectives. The first
22 meaning says that Wine is not a virtual machine, it does not
23 emulate a CPU, and you are not supposed to install
24 Windows nor any Windows device drivers on top of it; rather,
25 Wine is an implementation of the Windows API, and can be
26 used as a library to port Windows applications to Unix. The
27 second meaning, obviously, is that to Windows binaries
28 (<filename>.exe</filename> files), Wine does look like
29 Windows, and emulates its behaviour and quirks rather
35 The "Emulator" perspective should not be thought of as if
36 Wine is a typical inefficient emulation layer that means
37 Wine can't be anything but slow - the faithfulness to the
38 badly designed Windows API may of course impose a minor
39 overhead in some cases, but this is both balanced out by
40 the higher efficiency of the Unix platforms Wine runs on,
41 and that other possible abstraction libraries (like Motif,
42 GTK+, CORBA, etc) has a runtime overhead typically
49 <title>Win16 and Win32</title>
51 Win16 and Win32 applications have different requirements;
52 for example, Win16 apps expect cooperative multitasking
53 among themselves, and to exist in the same address space,
54 while Win32 apps expect the complete opposite, i.e.
55 preemptive multitasking, and separate address spaces.
58 Wine now deals with this issue by launching a separate Wine
59 process for each Win32 process, but not for Win16 tasks.
60 Win16 tasks are now run as different intersynchronized
61 threads in the same Wine process; this Wine process is
62 commonly known as a <firstterm>WOW</firstterm> process,
63 referring to a similar mechanism used by Windows NT.
64 Synchronization between the Win16 tasks running in the WOW
65 process is normally done through the Win16 mutex - whenever
66 one of them is running, it holds the Win16 mutex, keeping
67 the others from running. When the task wishes to let the
68 other tasks run, the thread releases the Win16 mutex, and
69 one of the waiting threads will then acquire it and let its
75 <title>The Wine server</title>
77 The Wine server is among the most confusing concepts in Wine.
78 What is its function in Wine? Well, to be brief, it provides
79 Inter-Process Communication (IPC), synchronization, and
80 process/thread management. When the wineserver launches, it
81 creates a Unix socket for the current host based on (see below)
82 your home directory's <filename>.wine</filename> subdirectory (or
83 wherever the <constant>WINEPREFIX</constant> environment
84 variable points) - all Wine processes launched later
85 connects to the wineserver using this socket. (If a
86 wineserver was not already running, the first Wine process
87 will start up the wineserver in auto-terminate mode (i.e.
88 the wineserver will then terminate itself once the last Wine
89 process has terminated).)
92 In earlier versions of Wine the master socket mentioned
93 above was actually created in the configuration directory;
94 either your home directory's <filename>/wine</filename>
95 subdirectory or wherever the <constant>WINEPREFIX</constant>
96 environment variable points>. Since that might not be possible
97 the socket is actually created within the <filename>/tmp</filename>
98 directory with a name that reflects the configuration directory.
99 This means that there can actually be several separate copies of
100 the wineserver running; one per combination of user and
101 configuration directory. Note that you should not have several
102 users using the same configuration directory at the same time;
103 they will have different copies of the wineserver running and
104 this could well lead to problems with the registry information
105 that they are sharing.
108 Every thread in each Wine process has its own request
109 buffer, which is shared with the wineserver. When a thread
110 needs to synchronize or communicate with any other thread or
111 process, it fills out its request buffer, then writes a
112 command code through the socket. The wineserver handles the
113 command as appropriate, while the client thread waits for a
114 reply. In some cases, like with the various
115 <function>WaitFor</function> synchronization primitives, the
116 server handles it by marking the client thread as waiting
117 and does not send it a reply before the wait condition has
121 The wineserver itself is a single and separate process and
122 does not have its own threading - instead, it is built on
123 top of a large <function>poll()</function> loop that alerts
124 the wineserver whenever anything happens, such as a client
125 having sent a command, or a wait condition having been satisfied.
126 There is thus no danger of race conditions inside the
127 wineserver itself - it is often called upon to do operations
128 that look completely atomic to its clients.
131 Because the wineserver needs to manage processes, threads,
132 shared handles, synchronization, and any related issues, all
133 the clients' Win32 objects are also managed by the
134 wineserver, and the clients must send requests to the
135 wineserver whenever they need to know any Win32 object
136 handle's associated Unix file descriptor (in which case the
137 wineserver duplicates the file descriptor, transmits it to
138 the client, and leaves it to the client to close the duplicate
139 when the client has finished with it).
144 <title>Relays, Thunks, and DLL descriptors</title>
146 Loading a Windows binary into memory isn't that hard by
147 itself, the hard part is all those various DLLs and entry
148 points it imports and expects to be there and function as
149 expected; this is, obviously, what the entire Wine
150 implementation is all about. Wine contains a range of DLL
151 implementations. Each of the implemented (or
152 half-implemented) DLLs (which can be found in the
153 <filename>dlls/</filename> directory) need to make
154 themselves known to the Wine core through a DLL descriptor.
155 These descriptors point to such things as the DLL's
156 resources and the entry point table.
159 The DLL descriptor and entry point table is generated by the
160 <command>winebuild</command> tool (previously just named
161 <command>build</command>), taking DLL specification files
162 with the extension <filename>.spec</filename> as input. The
163 output file contains a global constructor that automatically
164 registers the DLL's descriptor with the Wine core at
168 Once an application module wants to import a DLL, Wine will
169 look through its list of registered DLLs (if it's not
170 registered, it will look for it on disk). (Failing that, it
171 will look for a real Windows <filename>.DLL</filename> file
172 to use, and look through its imports, etc.) To resolve the
173 module's imports, Wine looks through the entry point table
174 and finds if it's defined there. (If not, it'll emit the
175 error "No handler for ...", which, if the application called
176 the entry point, is a fatal error.)
179 Since Wine is 32-bit code itself, and if the compiler
180 supports Windows' calling convention, <type>stdcall</type>
181 (<command>gcc</command> does), Wine can resolve imports into
182 Win32 code by substituting the addresses of the Wine
183 handlers directly without any thunking layer in between.
184 This eliminates the overhead most people associate with
185 "emulation", and is what the applications expect anyway.
188 However, if the user specified <parameter>--debugmsg
189 +relay</parameter>, a thunk layer is inserted between the
190 application imports and the Wine handlers; this layer is
191 known as "relay" because all it does is print out the
192 arguments/return values (by using the argument lists in the
193 DLL descriptor's entry point table), then pass the call on,
194 but it's invaluable for debugging misbehaving calls into
195 Wine code. A similar mechanism also exists between Windows
196 DLLs - Wine can optionally insert thunk layers between them,
197 by using <parameter>--debugmsg +snoop</parameter>, but since
198 no DLL descriptor information exists for non-Wine DLLs, this
199 is less reliable and may lead to crashes.
202 For Win16 code, there is no way around thunking - Wine needs
203 to relay between 16-bit and 32-bit code. These thunks switch
204 between the app's 16-bit stack and Wine's 32-bit stack,
205 copies and converts arguments as appropriate, and handles
206 the Win16 mutex. Suffice to say that the kind of intricate
207 stack content juggling this results in, is not exactly
208 suitable study material for beginners.
213 <title>Core and non-core DLLs</title>
215 <!-- FIXME: Should do this without the .jpg (AJ)
217 This slide (by Marcus Meissner of Caldera Systems, shown at
218 the Comdex 99) shows how Wine is meant to fit into the
222 <imagedata fileref="arch-layout.jpg" format="jpg">
229 Wine must at least completely replace the "Big Three" DLLs
230 (KERNEL/KERNEL32, GDI/GDI32, and USER/USER32), which all
231 other DLLs are layered on top of. But since Wine is (for
232 various reasons) leaning towards the NT way of implementing
233 things, the NTDLL is another core DLL to be implemented in
234 Wine, and many KERNEL32 and ADVAPI32 features will be
235 implemented through the NTDLL. The wineserver and the
236 service thread provide the backbone for the implementation
237 of these core DLLs, and integration with the X11 driver
238 (which provides GDI/GDI32 and USER/USER32 functionality
239 along with the Windows standard controls). All non-core
240 DLLs, on the other hand, are expected to only use routines
241 exported by other DLLs (and none of these backbone services
242 directly), to keep the code base as tidy as possible. An
243 example of this is COMCTL32 (Common Controls), which should
244 only use standard GDI32- and USER32-exported routines.
249 <sect1 id="module-overview">
250 <title>Module Overview</title>
253 <title>KERNEL Module</title>
255 <para>Needs some content...</para>
259 <title>GDI Module</title>
262 <title>X Windows System interface</title>
265 The X libraries used to implement X clients (such as Wine)
266 do not work properly if multiple threads access the same
267 display concurrently. It is possible to compile the X
268 libraries to perform their own synchronization (initiated
269 by calling <function>XInitThreads()</function>). However,
270 Wine does not use this approach. Instead Wine performs its
271 own synchronization using the
272 <function>wine_tsx11_lock()</function> / <function>wine_tsx11_unlock()</function>
273 functions. This locking protects library access
274 with a critical section, and also arranges things so that
275 X libraries compiled without <option>-D_REENTRANT</option>
276 (eg. with global <varname>errno</varname> variable) will
280 In the past, all calls to X used to go through a wrapper called
281 <function>TSX...()</function> (for "Thread Safe X ...").
282 While it is still being used in the code, it's inefficient
283 as the lock is potentially aquired and released unnecessarily.
284 New code should explicitly aquire the lock.
290 <title>USER Module</title>
293 USER implements windowing and messaging subsystems. It also
294 contains code for common controls and for other
295 miscellaneous stuff (rectangles, clipboard, WNet, etc).
296 Wine USER code is located in <filename>windows/</filename>,
297 <filename>controls/</filename>, and
298 <filename>misc/</filename> directories.
302 <title>Windowing subsystem</title>
304 <para><filename>windows/win.c</filename></para>
305 <para><filename>windows/winpos.c</filename></para>
307 Windows are arranged into parent/child hierarchy with one
308 common ancestor for all windows (desktop window). Each
309 window structure contains a pointer to the immediate
310 ancestor (parent window if <constant>WS_CHILD</constant>
311 style bit is set), a pointer to the sibling (returned by
312 <function>GetWindow(..., GW_NEXT)</function>), a pointer
313 to the owner window (set only for popup window if it was
314 created with valid <varname>hwndParent</varname>
315 parameter), and a pointer to the first child window
316 (<function>GetWindow(.., GW_CHILD)</function>). All popup
317 and non-child windows are therefore placed in the first
318 level of this hierarchy and their ancestor link
319 (<varname>wnd->parent</varname>) points to the desktop
323 Desktop window - root window
326 popup -> wnd1 -> wnd2 - top level windows
329 child1 child2 -> child3 child4 - child windows
332 Horizontal arrows denote sibling relationship, vertical
333 lines - ancestor/child. To summarize, all windows with the
334 same immediate ancestor are sibling windows, all windows
335 which do not have desktop as their immediate ancestor are
336 child windows. Popup windows behave as topmost top-level
337 windows unless they are owned. In this case the only
338 requirement is that they must precede their owners in the
339 top-level sibling list (they are not topmost). Child
340 windows are confined to the client area of their parent
341 windows (client area is where window gets to do its own
342 drawing, non-client area consists of caption, menu,
343 borders, intrinsic scrollbars, and
344 minimize/maximize/close/help buttons).
347 Another fairly important concept is
348 <firstterm>z-order</firstterm>. It is derived from the
349 ancestor/child hierarchy and is used to determine
350 "above/below" relationship. For instance, in the example
354 child1->popup->child2->child3->wnd1->child4->wnd2->desktop.
357 Current active window ("foreground window" in Win32) is
358 moved to the front of z-order unless its top-level
359 ancestor owns popup windows.
362 All these issues are dealt with (or supposed to be) in
363 <filename>windows/winpos.c</filename> with
364 <function>SetWindowPos()</function> being the primary
365 interface to the window manager.
368 Wine specifics: in default and managed mode each top-level
369 window gets its own X counterpart with desktop window
370 being basically a fake stub. In desktop mode, however,
371 only desktop window has an X window associated with it.
372 Also, <function>SetWindowPos()</function> should
373 eventually be implemented via
374 <function>Begin/End/DeferWindowPos()</function> calls and
375 not the other way around.
379 <title>Visible region, clipping region and update region</title>
381 <para><filename>windows/dce.c</filename></para>
382 <para><filename>windows/winpos.c</filename></para>
383 <para><filename>windows/painting.c</filename></para>
386 ________________________
387 |_________ | A and B are child windows of C
395 `------------------------'
398 Visible region determines which part of the window is
399 not obscured by other windows. If a window has the
400 <constant>WS_CLIPCHILDREN</constant> style then all
401 areas below its children are considered invisible.
402 Similarly, if the <constant>WS_CLIPSIBLINGS</constant>
403 bit is in effect then all areas obscured by its siblings
404 are invisible. Child windows are always clipped by the
405 boundaries of their parent windows.
408 B has a <constant>WS_CLIPSIBLINGS</constant> style:
414 | | B | - visible region of B
419 When the program requests a <firstterm>display
420 context</firstterm> (DC) for a window it can specify
421 an optional clipping region that further restricts the
422 area where the graphics output can appear. This area is
423 calculated as an intersection of the visible region and
427 Program asked for a DC with a clipping region:
433 | | B | | => | | | - DC region where the painting will
434 | | | | | | | be visible
435 `--|-----|---' : `----'
439 When the window manager detects that some part of the window
440 became visible it adds this area to the update region of this
441 window and then generates <constant>WM_ERASEBKGND</constant> and
442 <constant>WM_PAINT</constant> messages. In addition,
443 <constant>WM_NCPAINT</constant> message is sent when the
444 uncovered area intersects a nonclient part of the window.
445 Application must reply to the <constant>WM_PAINT</constant>
446 message by calling the
447 <function>BeginPaint()</function>/<function>EndPaint()</function>
448 pair of functions. <function>BeginPaint()</function> returns a DC
449 that uses accumulated update region as a clipping region. This
450 operation cleans up invalidated area and the window will not
451 receive another <constant>WM_PAINT</constant> until the window
452 manager creates a new update region.
455 A was moved to the left:
458 ________________________ ... / C update region
460 | A |_________ | => | ...|___|..
462 |------' | | | : '---'
465 | `------------' | B update region
467 `------------------------'
470 Windows maintains a display context cache consisting of
471 entries that include the DC itself, the window to which
472 it belongs, and an optional clipping region (visible
473 region is stored in the DC itself). When an API call
474 changes the state of the window tree, window manager has
475 to go through the DC cache to recalculate visible
476 regions for entries whose windows were involved in the
477 operation. DC entries (DCE) can be either private to the
478 window, or private to the window class, or shared
479 between all windows (Windows 3.1 limits the number of
486 <title>Messaging subsystem</title>
488 <para><filename>windows/queue.c</filename></para>
489 <para><filename>windows/message.c</filename></para>
492 Each Windows task/thread has its own message queue - this
493 is where it gets messages from. Messages can be:
497 generated on the fly (<constant>WM_PAINT</constant>,
498 <constant>WM_NCPAINT</constant>,
499 <constant>WM_TIMER</constant>)
504 created by the system (hardware messages)
509 posted by other tasks/threads (<function>PostMessage</function>)
514 sent by other tasks/threads (<function>SendMessage</function>)
523 First the system looks for sent messages, then for posted
524 messages, then for hardware messages, then it checks if
525 the queue has the "dirty window" bit set, and, finally, it
526 checks for expired timers. See
527 <filename>windows/message.c</filename>.
530 From all these different types of messages, only posted
531 messages go directly into the private message queue.
532 System messages (even in Win95) are first collected in the
533 system message queue and then they either sit there until
534 <function>Get/PeekMessage</function> gets to process them
535 or, as in Win95, if system queue is getting clobbered, a
536 special thread ("raw input thread") assigns them to the
537 private queues. Sent messages are queued separately and
538 the sender sleeps until it gets a reply. Special messages
539 are generated on the fly depending on the window/queue
540 state. If the window update region is not empty, the
541 system sets the <constant>QS_PAINT</constant> bit in the
542 owning queue and eventually this window receives a
543 <constant>WM_PAINT</constant> message
544 (<constant>WM_NCPAINT</constant> too if the update region
545 intersects with the non-client area). A timer event is
546 raised when one of the queue timers expire. Depending on
547 the timer parameters <function>DispatchMessage</function>
548 either calls the callback function or the window
549 procedure. If there are no messages pending the
550 task/thread sleeps until messages appear.
553 There are several tricky moments (open for discussion) -
559 System message order has to be honored and messages
560 should be processed within correct task/thread
561 context. Therefore when <function>Get/PeekMessage</function> encounters
562 unassigned system message and this message appears not
563 to be for the current task/thread it should either
564 skip it (or get rid of it by moving it into the
565 private message queue of the target task/thread -
566 Win95, AFAIK) and look further or roll back and then
567 yield until this message gets processed when system
568 switches to the correct context (Win16). In the first
569 case we lose correct message ordering, in the second
570 case we have the infamous synchronous system message
571 queue. Here is a post to one of the OS/2 newsgroup I
572 found to be relevant:
575 <attribution>by David Charlap</attribution>
577 " Here's the problem in a nutshell, and there is no
578 good solution. Every possible solution creates a
582 With a windowing system, events can go to many
583 different windows. Most are sent by applications or
584 by the OS when things relating to that window happen
585 (like repainting, timers, etc.)
588 Mouse input events go to the window you click on
589 (unless some window captures the mouse).
592 So far, no problem. Whenever an event happens, you
593 put a message on the target window's message queue.
594 Every process has a message queue. If the process
595 queue fills up, the messages back up onto the system
599 This is the first cause of apps hanging the GUI. If
600 an app doesn't handle messages and they back up into
601 the system queue, other apps can't get any more
602 messages. The reason is that the next message in
603 line can't go anywhere, and the system won't skip
607 This can be fixed by making apps have bigger private
608 message queues. The SIQ fix does this. PMQSIZE does
609 this for systems without the SIQ fix. Applications
610 can also request large queues on their own.
613 Another source of the problem, however, happens when
614 you include keyboard events. When you press a key,
615 there's no easy way to know what window the
616 keystroke message should be delivered to.
619 Most windowing systems use a concept known as
620 "focus". The window with focus gets all incoming
621 keyboard messages. Focus can be changed from window
622 to window by apps or by users clicking on windows.
625 This is the second source of the problem. Suppose
626 window A has focus. You click on window B and start
627 typing before the window gets focus. Where should
628 the keystrokes go? On the one hand, they should go
629 to A until the focus actually changes to B. On the
630 other hand, you probably want the keystrokes to go
631 to B, since you clicked there first.
634 OS/2's solution is that when a focus-changing event
635 happens (like clicking on a window), OS/2 holds all
636 messages in the system queue until the focus change
637 actually happens. This way, subsequent keystrokes
638 go to the window you clicked on, even if it takes a
639 while for that window to get focus.
642 The downside is that if the window takes a real long
643 time to get focus (maybe it's not handling events,
644 or maybe the window losing focus isn't handling
645 events), everything backs up in the system queue and
646 the system appears hung.
649 There are a few solutions to this problem.
652 One is to make focus policy asynchronous. That is,
653 focus changing has absolutely nothing to do with the
654 keyboard. If you click on a window and start typing
655 before the focus actually changes, the keystrokes go
656 to the first window until focus changes, then they
657 go to the second. This is what X-windows does.
660 Another is what NT does. When focus changes,
661 keyboard events are held in the system message
662 queue, but other events are allowed through. This is
663 "asynchronous" because the messages in the system
664 queue are delivered to the application queues in a
665 different order from that with which they were
666 posted. If a bad app won't handle the "lose focus"
667 message, it's of no consequence - the app receiving
668 focus will get its "gain focus" message, and the
669 keystrokes will go to it.
672 The NT solution also takes care of the application
673 queue filling up problem. Since the system delivers
674 messages asynchronously, messages waiting in the
675 system queue will just sit there and the rest of the
676 messages will be delivered to their apps.
679 The OS/2 SIQ solution is this: When a
680 focus-changing event happens, in addition to
681 blocking further messages from the application
682 queues, a timer is started. When the timer goes
683 off, if the focus change has not yet happened, the
684 bad app has its focus taken away and all messages
685 targeted at that window are skipped. When the bad
686 app finally handles the focus change message, OS/2
687 will detect this and stop skipping its messages.
691 As for the pros and cons:
694 The X-windows solution is probably the easiest. The
695 problem is that users generally don't like having to
696 wait for the focus to change before they start
697 typing. On many occasions, you can type and the
698 characters end up in the wrong window because
699 something (usually heavy system load) is preventing
700 the focus change from happening in a timely manner.
703 The NT solution seems pretty nice, but making the
704 system message queue asynchronous can cause similar
705 problems to the X-windows problem. Since messages
706 can be delivered out of order, programs must not
707 assume that two messages posted in a particular
708 order will be delivered in that same order. This
709 can break legacy apps, but since Win32 always had an
710 asynchronous queue, it is fair to simply tell app
711 designers "don't do that". It's harder to tell app
712 designers something like that on OS/2 - they'll
713 complain "you changed the rules and our apps are
717 The OS/2 solution's problem is that nothing happens
718 until you try to change window focus, and then wait
719 for the timeout. Until then, the bad app is not
720 detected and nothing is done."
727 Intertask/interthread
728 <function>SendMessage</function>. The system has to
729 inform the target queue about the forthcoming message,
730 then it has to carry out the context switch and wait
731 until the result is available. Win16 stores necessary
732 parameters in the queue structure and then calls
733 <function>DirectedYield()</function> function.
734 However, in Win32 there could be several messages
735 pending sent by preemptively executing threads, and in
736 this case <function>SendMessage</function> has to
737 build some sort of message queue for sent messages.
738 Another issue is what to do with messages sent to the
739 sender when it is blocked inside its own
740 <function>SendMessage</function>.
748 <sect1 id="arch-dlls">
749 <title>Wine/Windows DLLs</title>
752 This document mainly deals with the status of current DLL
753 support by Wine. The Wine ini file currently supports
754 settings to change the load order of DLLs. The load order
755 depends on several issues, which results in different settings
760 <title>Pros of Native DLLs</title>
763 Native DLLs of course guarantee 100% compatibility for
764 routines they implement. For example, using the native USER
765 DLL would maintain a virtually perfect and Windows 95-like
766 look for window borders, dialog controls, and so on. Using
767 the built-in Wine version of this library, on the other
768 hand, would produce a display that does not precisely mimic
769 that of Windows 95. Such subtle differences can be
770 engendered in other important DLLs, such as the common
771 controls library COMMCTRL or the common dialogs library
772 COMMDLG, when built-in Wine DLLs outrank other types in load
776 More significant, less aesthetically-oriented problems can
777 result if the built-in Wine version of the SHELL DLL is
778 loaded before the native version of this library. SHELL
779 contains routines such as those used by installer utilities
780 to create desktop shortcuts. Some installers might fail when
781 using Wine's built-in SHELL.
786 <title>Cons of Native DLLs</title>
789 Not every application performs better under native DLLs. If
790 a library tries to access features of the rest of the system
791 that are not fully implemented in Wine, the native DLL might
792 work much worse than the corresponding built-in one, if at
793 all. For example, the native Windows GDI library must be
794 paired with a Windows display driver, which of course is not
795 present under Intel Unix and Wine.
798 Finally, occasionally built-in Wine DLLs implement more
799 features than the corresponding native Windows DLLs.
800 Probably the most important example of such behavior is the
801 integration of Wine with X provided by Wine's built-in USER
802 DLL. Should the native Windows USER library take load-order
803 precedence, such features as the ability to use the
804 clipboard or drag-and-drop between Wine windows and X
805 windows will be lost.
810 <title>Deciding Between Native and Built-In DLLs</title>
813 Clearly, there is no one rule-of-thumb regarding which
814 load-order to use. So, you must become familiar with
815 what specific DLLs do and which other DLLs or features
816 a given library interacts with, and use this information
817 to make a case-by-case decision.
823 <title>Load Order for DLLs</title>
826 Using the DLL sections from the wine configuration file, the
827 load order can be tweaked to a high degree. In general it is
828 advised not to change the settings of the configuration
829 file. The default configuration specifies the right load
830 order for the most important DLLs.
833 The default load order follows this algorithm: for all DLLs
834 which have a fully-functional Wine implementation, or where
835 the native DLL is known not to work, the built-in library
836 will be loaded first. In all other cases, the native DLL
837 takes load-order precedence.
840 The <varname>DefaultLoadOrder</varname> from the
841 [DllDefaults] section specifies for all DLLs which version
842 to try first. See manpage for explanation of the arguments.
845 The [DllOverrides] section deals with DLLs, which need a
846 different-from-default treatment.
849 The [DllPairs] section is for DLLs, which must be loaded in
850 pairs. In general, these are DLLs for either 16-bit or
851 32-bit applications. In most cases in Windows, the 32-bit
852 version cannot be used without its 16-bit counterpart. For
853 Wine, it is customary that the 16-bit implementations rely
854 on the 32-bit implementations and cast the results back to
855 16-bit arguments. Changing anything in this section is bound
859 For the future, the Wine implementation of Windows DLL seems
860 to head towards unifying the 16 and 32 bit DLLs wherever
861 possible, resulting in larger DLLs. They are stored in the
862 <filename>dlls/</filename> subdirectory using the 32-bit
868 <title>Understanding What DLLs Do</title>
871 The following list briefly describes each of the DLLs
872 commonly found in Windows whose load order may be modified
873 during the configuration and compilation of Wine.
876 (See also <filename>./DEVELOPER-HINTS</filename> or the
877 <filename>dlls/</filename> subdirectory to see which DLLs
878 are currently being rewritten for Wine)
881 <!-- FIXME: Should convert this table into a VariableList element -->
883 ADVAPI32.DLL: 32-bit application advanced programming interfaces
884 like crypto, systeminfo, security and event logging
885 AVIFILE.DLL: 32-bit application programming interfaces for the
886 Audio Video Interleave (AVI) Windows-specific
887 Microsoft audio-video standard
888 COMMCTRL.DLL: 16-bit common controls
889 COMCTL32.DLL: 32-bit common controls
890 COMDLG32.DLL: 32-bit common dialogs
891 COMMDLG.DLL: 16-bit common dialogs
892 COMPOBJ.DLL: OLE 16- and 32-bit compatibility libraries
893 CRTDLL.DLL: Microsoft C runtime
895 DCIMAN32.DLL: 32-bit display controls
896 DDEML.DLL: DDE messaging
897 D3D*.DLL DirectX/Direct3D drawing libraries
898 DDRAW.DLL: DirectX drawing libraries
899 DINPUT.DLL: DirectX input libraries
900 DISPLAY.DLL: Display libraries
901 DPLAY.DLL, DPLAYX.DLL: DirectX playback libraries
902 DSOUND.DLL: DirectX audio libraries
903 GDI.DLL: 16-bit graphics driver interface
904 GDI32.DLL: 32-bit graphics driver interface
905 IMAGEHLP.DLL: 32-bit IMM API helper libraries (for PE-executables)
906 IMM32.DLL: 32-bit IMM API
908 KERNEL32.DLL 32-bit kernel DLL
909 KEYBOARD.DLL: Keyboard drivers
910 LZ32.DLL: 32-bit Lempel-Ziv or LZ file compression
911 used by the installshield installers (???).
912 LZEXPAND.DLL: LZ file expansion; needed for Windows Setup
913 MMSYSTEM.DLL: Core of the Windows multimedia system
914 MOUSE.DLL: Mouse drivers
915 MPR.DLL: 32-bit Windows network interface
916 MSACM.DLL: Core of the Addressed Call Mode or ACM system
917 MSACM32.DLL: Core of the 32-bit ACM system
918 Audio Compression Manager ???
919 MSNET32.DLL 32-bit network APIs
920 MSVFW32.DLL: 32-bit Windows video system
921 MSVIDEO.DLL: 16-bit Windows video system
922 OLE2.DLL: OLE 2.0 libraries
923 OLE32.DLL: 32-bit OLE 2.0 components
924 OLE2CONV.DLL: Import filter for graphics files
925 OLE2DISP.DLL, OLE2NLS.DLL: OLE 2.1 16- and 32-bit interoperability
926 OLE2PROX.DLL: Proxy server for OLE 2.0
927 OLE2THK.DLL: Thunking for OLE 2.0
928 OLEAUT32.DLL 32-bit OLE 2.0 automation
929 OLECLI.DLL: 16-bit OLE client
930 OLECLI32.DLL: 32-bit OLE client
931 OLEDLG.DLL: OLE 2.0 user interface support
932 OLESVR.DLL: 16-bit OLE server libraries
933 OLESVR32.DLL: 32-bit OLE server libraries
934 PSAPI.DLL: Proces Status API libraries
935 RASAPI16.DLL: 16-bit Remote Access Services libraries
936 RASAPI32.DLL: 32-bit Remote Access Services libraries
937 SHELL.DLL: 16-bit Windows shell used by Setup
938 SHELL32.DLL: 32-bit Windows shell (COM object?)
939 TAPI/TAPI32/TAPIADDR: Telephone API (for Modems)
940 W32SKRNL: Win32s Kernel ? (not in use for Win95 and up!)
941 WIN32S16.DLL: Application compatibility for Win32s
942 WIN87EM.DLL: 80387 math-emulation libraries
943 WINASPI.DLL: Advanced SCSI Peripheral Interface or ASPI libraries
944 WINDEBUG.DLL Windows debugger
945 WINMM.DLL: Libraries for multimedia thunking
946 WING.DLL: Libraries required to "draw" graphics
947 WINSOCK.DLL: Sockets APIs
948 WINSPOOL.DLL: Print spooler libraries
949 WNASPI32.DLL: 32-bit ASPI libraries
950 WSOCK32.DLL: 32-bit sockets APIs
956 <!-- Keep this comment at the end of the file
959 sgml-parent-document:("wine-devel.sgml" "set" "book" "part" "chapter" "")