wined3d: Add a setting for the render target locking method.
[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  *
8  * This library is free software; you can redistribute it and/or
9  * modify it under the terms of the GNU Lesser General Public
10  * License as published by the Free Software Foundation; either
11  * version 2.1 of the License, or (at your option) any later version.
12  *
13  * This library is distributed in the hope that it will be useful,
14  * but WITHOUT ANY WARRANTY; without even the implied warranty of
15  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
16  * Lesser General Public License for more details.
17  *
18  * You should have received a copy of the GNU Lesser General Public
19  * License along with this library; if not, write to the Free Software
20  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
21  */
22
23 #include "config.h"
24
25 #include "initguid.h"
26 #include "wined3d_private.h"
27
28 WINE_DEFAULT_DEBUG_CHANNEL(wine_d3d);
29
30 int num_lock = 0;
31 void (*wine_tsx11_lock_ptr)(void) = NULL;
32 void (*wine_tsx11_unlock_ptr)(void) = NULL;
33
34
35 wined3d_settings_t wined3d_settings = 
36 {
37   VS_HW,   /* Hardware by default */
38   PS_NONE, /* Disabled by default */
39   VBO_HW,  /* Hardware by default */
40   FALSE,   /* Use of GLSL disabled by default */
41   RTL_AUTO /* Automatically determine best locking method */
42 };
43
44 WineD3DGlobalStatistics *wineD3DGlobalStatistics = NULL;
45 CRITICAL_SECTION resourceStoreCriticalSection;
46
47 long globalChangeGlRam(long glram){
48     /* FIXME: replace this function with object tracking */
49     int result;
50
51     EnterCriticalSection(&resourceStoreCriticalSection); /* this is overkill really, but I suppose it should be thread safe */
52     wineD3DGlobalStatistics->glsurfaceram     += glram;
53     TRACE("Adjusted gl ram by %ld to %d\n", glram, wineD3DGlobalStatistics->glsurfaceram);
54     result = wineD3DGlobalStatistics->glsurfaceram;
55     LeaveCriticalSection(&resourceStoreCriticalSection);
56     return result;
57
58 }
59
60 IWineD3D* WINAPI WineDirect3DCreate(UINT SDKVersion, UINT dxVersion, IUnknown *parent) {
61     IWineD3DImpl* 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     /* TODO: Move this off to device and possibly x11drv */
68     /* Create a critical section for a dll global data store */
69     InitializeCriticalSectionAndSpinCount(&resourceStoreCriticalSection, 0x80000400);
70
71     /*Create a structure for storing global data in*/
72     if(wineD3DGlobalStatistics == NULL){
73         TRACE("Createing global statistics store\n");
74         wineD3DGlobalStatistics = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*wineD3DGlobalStatistics));
75
76     }
77
78
79     TRACE("Created WineD3D object @ %p for d3d%d support\n", object, dxVersion);
80
81     return (IWineD3D *)object;
82 }
83
84 inline static DWORD get_config_key(HKEY defkey, HKEY appkey, const char* name, char* buffer, DWORD size)
85 {
86     if (0 != appkey && !RegQueryValueExA( appkey, name, 0, NULL, (LPBYTE) buffer, &size )) return 0;
87     if (0 != defkey && !RegQueryValueExA( defkey, name, 0, NULL, (LPBYTE) buffer, &size )) return 0;
88     return ERROR_FILE_NOT_FOUND;
89 }
90
91 /* At process attach */
92 BOOL WINAPI DllMain(HINSTANCE hInstDLL, DWORD fdwReason, LPVOID lpv)
93 {
94     TRACE("WineD3D DLLMain Reason=%ld\n", fdwReason);
95     if (fdwReason == DLL_PROCESS_ATTACH)
96     {
97        HMODULE mod;
98        char buffer[MAX_PATH+10];
99        DWORD size = sizeof(buffer);
100        HKEY hkey = 0;
101        HKEY appkey = 0;
102        DWORD len;
103
104        DisableThreadLibraryCalls(hInstDLL);
105
106        mod = GetModuleHandleA( "winex11.drv" );
107        if (mod)
108        {
109            wine_tsx11_lock_ptr   = (void *)GetProcAddress( mod, "wine_tsx11_lock" );
110            wine_tsx11_unlock_ptr = (void *)GetProcAddress( mod, "wine_tsx11_unlock" );
111        }
112        /* @@ Wine registry key: HKCU\Software\Wine\Direct3D */
113        if ( RegOpenKeyA( HKEY_CURRENT_USER, "Software\\Wine\\Direct3D", &hkey ) ) hkey = 0;
114
115        len = GetModuleFileNameA( 0, buffer, MAX_PATH );
116        if (len && len < MAX_PATH)
117        {
118             HKEY tmpkey;
119             /* @@ Wine registry key: HKCU\Software\Wine\AppDefaults\app.exe\Direct3D */
120             if (!RegOpenKeyA( HKEY_CURRENT_USER, "Software\\Wine\\AppDefaults", &tmpkey ))
121             {
122                 char *p, *appname = buffer;
123                 if ((p = strrchr( appname, '/' ))) appname = p + 1;
124                 if ((p = strrchr( appname, '\\' ))) appname = p + 1;
125                 strcat( appname, "\\Direct3D" );
126                 TRACE("appname = [%s]\n", appname);
127                 if (RegOpenKeyA( tmpkey, appname, &appkey )) appkey = 0;
128                 RegCloseKey( tmpkey );
129             }
130        }
131
132        if ( 0 != hkey || 0 != appkey )
133        {
134             if ( !get_config_key( hkey, appkey, "VertexShaderMode", buffer, size) )
135             {
136                 if (!strcmp(buffer,"none"))
137                 {
138                     TRACE("Disable vertex shaders\n");
139                     wined3d_settings.vs_mode = VS_NONE;
140                 }
141                 else if (!strcmp(buffer,"emulation"))
142                 {
143                     TRACE("Force SW vertex shaders\n");
144                     wined3d_settings.vs_mode = VS_SW;
145                 }
146             }
147             if ( !get_config_key( hkey, appkey, "PixelShaderMode", buffer, size) )
148             {
149                 if (!strcmp(buffer,"enabled"))
150                 {
151                     TRACE("Allow pixel shaders\n");
152                     wined3d_settings.ps_mode = PS_HW;
153                 }
154                 if (!strcmp(buffer,"disabled"))
155                 {
156                     TRACE("Disable pixel shaders\n");
157                     wined3d_settings.ps_mode = PS_NONE;
158                 }
159             }
160             if ( !get_config_key( hkey, appkey, "VertexBufferMode", buffer, size) )
161             {
162                 if (!strcmp(buffer,"none"))
163                 {
164                     TRACE("Disable Vertex Buffer Hardware support\n");
165                     wined3d_settings.vbo_mode = VBO_NONE;
166                 }
167                 else if (!strcmp(buffer,"hardware"))
168                 {
169                     TRACE("Allow Vertex Buffer Hardware support\n");
170                     wined3d_settings.vbo_mode = VBO_HW;
171                 }
172             }
173             if ( !get_config_key( hkey, appkey, "UseGLSL", buffer, size) )
174             {
175                 if (!strcmp(buffer,"enabled"))
176                 {
177                     TRACE("Use of GL Shading Language enabled for systems that support it\n");
178                     wined3d_settings.glslRequested = TRUE;
179                 }
180                 else
181                 {
182                     TRACE("Use of GL Shading Language disabled\n");
183                 }
184             }
185             if ( !get_config_key( hkey, appkey, "Nonpower2Mode", buffer, size) )
186             {
187                 if (!strcmp(buffer,"none"))
188                 {
189                     TRACE("Using default non-power2 textures\n");
190                     wined3d_settings.nonpower2_mode = NP2_NONE;
191
192                 }
193                 else if (!strcmp(buffer,"repack"))
194                 {
195                     TRACE("Repacking non-power2 textures\n");
196                     wined3d_settings.nonpower2_mode = NP2_REPACK;
197                 }
198                 /* There will be a couple of other choices for nonpow2, they are: TextureRecrangle and OpenGL 2 */
199             }
200             if ( !get_config_key( hkey, appkey, "RenderTargetLockMode", buffer, size) )
201             {
202                 if (!strcmp(buffer,"disabled"))
203                 {
204                     TRACE("Disabling render target locking\n");
205                     wined3d_settings.rendertargetlock_mode = RTL_DISABLE;
206                 }
207                 else if (!strcmp(buffer,"readdraw"))
208                 {
209                     TRACE("Using glReadPixels for render target reading and glDrawPixels for writing\n");
210                     wined3d_settings.rendertargetlock_mode = RTL_READDRAW;
211                 }
212                 else if (!strcmp(buffer,"readtex"))
213                 {
214                     TRACE("Using glReadPixels for render target reading and textures for writing\n");
215                     wined3d_settings.rendertargetlock_mode = RTL_READTEX;
216                 }
217                 else if (!strcmp(buffer,"texdraw"))
218                 {
219                     TRACE("Using textures for render target reading and glDrawPixels for writing\n");
220                     wined3d_settings.rendertargetlock_mode = RTL_TEXDRAW;
221                 }
222                 else if (!strcmp(buffer,"textex"))
223                 {
224                     TRACE("Reading render targets via textures and writing via textures\n");
225                     wined3d_settings.rendertargetlock_mode = RTL_TEXTEX;
226                 }
227             }
228        }
229        if (wined3d_settings.vs_mode == VS_HW)
230            TRACE("Allow HW vertex shaders\n");
231        if (wined3d_settings.ps_mode == PS_NONE)
232            TRACE("Disable pixel shaders\n");
233        if (wined3d_settings.vbo_mode == VBO_NONE)
234            TRACE("Disable Vertex Buffer Hardware support\n");
235        if (wined3d_settings.glslRequested)
236            TRACE("If supported by your system, GL Shading Language will be used\n");
237        if (wined3d_settings.nonpower2_mode == NP2_REPACK)
238            TRACE("Repacking non-power2 textures\n");
239
240        if (appkey) RegCloseKey( appkey );
241        if (hkey) RegCloseKey( hkey );
242     }
243     return TRUE;
244 }