msvcrt/tests: Fix 3 tests that always fail on Vista.
[wine] / dlls / wined3d / wined3d_main.c
1 /*
2  * Direct3D wine internal interface main
3  *
4  * Copyright 2002-2003 The wine-d3d team
5  * Copyright 2002-2003 Raphael Junqueira
6  * Copyright 2004      Jason Edmeades
7  * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
8  *
9  * This library is free software; you can redistribute it and/or
10  * modify it under the terms of the GNU Lesser General Public
11  * License as published by the Free Software Foundation; either
12  * version 2.1 of the License, or (at your option) any later version.
13  *
14  * This library is distributed in the hope that it will be useful,
15  * but WITHOUT ANY WARRANTY; without even the implied warranty of
16  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
17  * Lesser General Public License for more details.
18  *
19  * You should have received a copy of the GNU Lesser General Public
20  * License along with this library; if not, write to the Free Software
21  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22  */
23
24 #include "config.h"
25
26 #include "initguid.h"
27 #include "wined3d_private.h"
28
29 WINE_DEFAULT_DEBUG_CHANNEL(wine_d3d);
30
31 int num_lock = 0;
32 void (*wine_tsx11_lock_ptr)(void) = NULL;
33 void (*wine_tsx11_unlock_ptr)(void) = NULL;
34
35
36 /* When updating default value here, make sure to update winecfg as well,
37  * where appropriate. */
38 wined3d_settings_t wined3d_settings = 
39 {
40     VS_HW,          /* Hardware by default */
41     PS_HW,          /* Hardware by default */
42     VBO_HW,         /* Hardware by default */
43     TRUE,           /* Use of GLSL enabled by default */
44     ORM_BACKBUFFER, /* Use the backbuffer to do offscreen rendering */
45     RTL_AUTO,       /* Automatically determine best locking method */
46     0,              /* The default of memory is set in FillGLCaps */
47     NULL            /* No wine logo by default */
48 };
49
50 IWineD3D* WINAPI WineDirect3DCreate(UINT SDKVersion, UINT dxVersion, IUnknown *parent) {
51     IWineD3DImpl* object;
52
53     if (!InitAdapters()) {
54         WARN("Failed to initialize direct3d adapters, Direct3D will not be available\n");
55         if(dxVersion > 7) {
56             ERR("Direct3D%d is not available without opengl\n", dxVersion);
57             return NULL;
58         }
59     }
60
61     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DImpl));
62     object->lpVtbl = &IWineD3D_Vtbl;
63     object->dxVersion = dxVersion;
64     object->ref = 1;
65     object->parent = parent;
66
67     TRACE("Created WineD3D object @ %p for d3d%d support\n", object, dxVersion);
68
69     return (IWineD3D *)object;
70 }
71
72 static inline DWORD get_config_key(HKEY defkey, HKEY appkey, const char* name, char* buffer, DWORD size)
73 {
74     if (0 != appkey && !RegQueryValueExA( appkey, name, 0, NULL, (LPBYTE) buffer, &size )) return 0;
75     if (0 != defkey && !RegQueryValueExA( defkey, name, 0, NULL, (LPBYTE) buffer, &size )) return 0;
76     return ERROR_FILE_NOT_FOUND;
77 }
78
79 static void wined3d_do_nothing(void)
80 {
81 }
82
83 /* At process attach */
84 BOOL WINAPI DllMain(HINSTANCE hInstDLL, DWORD fdwReason, LPVOID lpv)
85 {
86     TRACE("WineD3D DLLMain Reason=%d\n", fdwReason);
87     if (fdwReason == DLL_PROCESS_ATTACH)
88     {
89        HMODULE mod;
90        char buffer[MAX_PATH+10];
91        DWORD size = sizeof(buffer);
92        HKEY hkey = 0;
93        HKEY appkey = 0;
94        DWORD len;
95        WNDCLASSA wc;
96
97        atifs_shader_backend.shader_dll_load_init();
98        glsl_shader_backend.shader_dll_load_init();
99        arb_program_shader_backend.shader_dll_load_init();
100        none_shader_backend.shader_dll_load_init();
101
102        /* We need our own window class for a fake window which we use to retrieve GL capabilities */
103        /* We might need CS_OWNDC in the future if we notice strange things on Windows.
104         * Various articles/posts about OpenGL problems on Windows recommend this. */
105        wc.style                = CS_HREDRAW | CS_VREDRAW;
106        wc.lpfnWndProc          = DefWindowProcA;
107        wc.cbClsExtra           = 0;
108        wc.cbWndExtra           = 0;
109        wc.hInstance            = hInstDLL;
110        wc.hIcon                = LoadIconA(NULL, (LPCSTR)IDI_WINLOGO);
111        wc.hCursor              = LoadCursorA(NULL, (LPCSTR)IDC_ARROW);
112        wc.hbrBackground        = NULL;
113        wc.lpszMenuName         = NULL;
114        wc.lpszClassName        = "WineD3D_OpenGL";
115
116        if (!RegisterClassA(&wc) && GetLastError() != ERROR_CLASS_ALREADY_EXISTS)
117        {
118            ERR("Failed to register window class 'WineD3D_OpenGL'!\n");
119            return FALSE;
120        }
121
122        DisableThreadLibraryCalls(hInstDLL);
123
124        mod = GetModuleHandleA( "winex11.drv" );
125        if (mod)
126        {
127            wine_tsx11_lock_ptr   = (void *)GetProcAddress( mod, "wine_tsx11_lock" );
128            wine_tsx11_unlock_ptr = (void *)GetProcAddress( mod, "wine_tsx11_unlock" );
129        }
130        else /* We are most likely on Windows */
131        {
132            wine_tsx11_lock_ptr   = wined3d_do_nothing;
133            wine_tsx11_unlock_ptr = wined3d_do_nothing;
134        }
135        /* @@ Wine registry key: HKCU\Software\Wine\Direct3D */
136        if ( RegOpenKeyA( HKEY_CURRENT_USER, "Software\\Wine\\Direct3D", &hkey ) ) hkey = 0;
137
138        len = GetModuleFileNameA( 0, buffer, MAX_PATH );
139        if (len && len < MAX_PATH)
140        {
141             HKEY tmpkey;
142             /* @@ Wine registry key: HKCU\Software\Wine\AppDefaults\app.exe\Direct3D */
143             if (!RegOpenKeyA( HKEY_CURRENT_USER, "Software\\Wine\\AppDefaults", &tmpkey ))
144             {
145                 char *p, *appname = buffer;
146                 if ((p = strrchr( appname, '/' ))) appname = p + 1;
147                 if ((p = strrchr( appname, '\\' ))) appname = p + 1;
148                 strcat( appname, "\\Direct3D" );
149                 TRACE("appname = [%s]\n", appname);
150                 if (RegOpenKeyA( tmpkey, appname, &appkey )) appkey = 0;
151                 RegCloseKey( tmpkey );
152             }
153        }
154
155        if ( 0 != hkey || 0 != appkey )
156        {
157             if ( !get_config_key( hkey, appkey, "VertexShaderMode", buffer, size) )
158             {
159                 if (!strcmp(buffer,"none"))
160                 {
161                     TRACE("Disable vertex shaders\n");
162                     wined3d_settings.vs_mode = VS_NONE;
163                 }
164             }
165             if ( !get_config_key( hkey, appkey, "PixelShaderMode", buffer, size) )
166             {
167                 if (!strcmp(buffer,"enabled"))
168                 {
169                     TRACE("Allow pixel shaders\n");
170                     wined3d_settings.ps_mode = PS_HW;
171                 }
172                 if (!strcmp(buffer,"disabled"))
173                 {
174                     TRACE("Disable pixel shaders\n");
175                     wined3d_settings.ps_mode = PS_NONE;
176                 }
177             }
178             if ( !get_config_key( hkey, appkey, "VertexBufferMode", buffer, size) )
179             {
180                 if (!strcmp(buffer,"none"))
181                 {
182                     TRACE("Disable Vertex Buffer Hardware support\n");
183                     wined3d_settings.vbo_mode = VBO_NONE;
184                 }
185                 else if (!strcmp(buffer,"hardware"))
186                 {
187                     TRACE("Allow Vertex Buffer Hardware support\n");
188                     wined3d_settings.vbo_mode = VBO_HW;
189                 }
190             }
191             if ( !get_config_key( hkey, appkey, "UseGLSL", buffer, size) )
192             {
193                 if (!strcmp(buffer,"disabled"))
194                 {
195                     TRACE("Use of GL Shading Language disabled\n");
196                     wined3d_settings.glslRequested = FALSE;
197                 }
198             }
199             if ( !get_config_key( hkey, appkey, "OffscreenRenderingMode", buffer, size) )
200             {
201                 if (!strcmp(buffer,"backbuffer"))
202                 {
203                     TRACE("Using the backbuffer for offscreen rendering\n");
204                     wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
205                 }
206                 else if (!strcmp(buffer,"pbuffer"))
207                 {
208                     TRACE("Using PBuffers for offscreen rendering\n");
209                     wined3d_settings.offscreen_rendering_mode = ORM_PBUFFER;
210                 }
211                 else if (!strcmp(buffer,"fbo"))
212                 {
213                     TRACE("Using FBOs for offscreen rendering\n");
214                     wined3d_settings.offscreen_rendering_mode = ORM_FBO;
215                 }
216             }
217             if ( !get_config_key( hkey, appkey, "RenderTargetLockMode", buffer, size) )
218             {
219                 if (!strcmp(buffer,"disabled"))
220                 {
221                     TRACE("Disabling render target locking\n");
222                     wined3d_settings.rendertargetlock_mode = RTL_DISABLE;
223                 }
224                 else if (!strcmp(buffer,"readdraw"))
225                 {
226                     TRACE("Using glReadPixels for render target reading and glDrawPixels for writing\n");
227                     wined3d_settings.rendertargetlock_mode = RTL_READDRAW;
228                 }
229                 else if (!strcmp(buffer,"readtex"))
230                 {
231                     TRACE("Using glReadPixels for render target reading and textures for writing\n");
232                     wined3d_settings.rendertargetlock_mode = RTL_READTEX;
233                 }
234                 else if (!strcmp(buffer,"texdraw"))
235                 {
236                     TRACE("Using textures for render target reading and glDrawPixels for writing\n");
237                     wined3d_settings.rendertargetlock_mode = RTL_TEXDRAW;
238                 }
239                 else if (!strcmp(buffer,"textex"))
240                 {
241                     TRACE("Reading render targets via textures and writing via textures\n");
242                     wined3d_settings.rendertargetlock_mode = RTL_TEXTEX;
243                 }
244             }
245             if ( !get_config_key( hkey, appkey, "VideoMemorySize", buffer, size) )
246             {
247                 int TmpVideoMemorySize = atoi(buffer);
248                 if(TmpVideoMemorySize > 0)
249                 {
250                     wined3d_settings.emulated_textureram = TmpVideoMemorySize *1024*1024;
251                     TRACE("Use %iMB = %d byte for emulated_textureram\n",
252                             TmpVideoMemorySize,
253                             wined3d_settings.emulated_textureram);
254                 }
255                 else
256                     ERR("VideoMemorySize is %i but must be >0\n", TmpVideoMemorySize);
257             }
258             if ( !get_config_key( hkey, appkey, "WineLogo", buffer, size) )
259             {
260                 wined3d_settings.logo = HeapAlloc(GetProcessHeap(), 0, strlen(buffer) + 1);
261                 if(wined3d_settings.logo) strcpy(wined3d_settings.logo, buffer);
262             }
263        }
264        if (wined3d_settings.vs_mode == VS_HW)
265            TRACE("Allow HW vertex shaders\n");
266        if (wined3d_settings.ps_mode == PS_NONE)
267            TRACE("Disable pixel shaders\n");
268        if (wined3d_settings.vbo_mode == VBO_NONE)
269            TRACE("Disable Vertex Buffer Hardware support\n");
270        if (wined3d_settings.glslRequested)
271            TRACE("If supported by your system, GL Shading Language will be used\n");
272
273        if (appkey) RegCloseKey( appkey );
274        if (hkey) RegCloseKey( hkey );
275     }
276     return TRUE;
277 }