2 * Direct3D wine internal interface main
4 * Copyright 2002-2003 The wine-d3d team
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2004 Jason Edmeades
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.
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.
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
26 #include "wined3d_private.h"
28 WINE_DEFAULT_DEBUG_CHANNEL(wine_d3d);
31 void (*wine_tsx11_lock_ptr)(void) = NULL;
32 void (*wine_tsx11_unlock_ptr)(void) = NULL;
35 wined3d_settings_t wined3d_settings =
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 */
44 WineD3DGlobalStatistics *wineD3DGlobalStatistics = NULL;
45 CRITICAL_SECTION resourceStoreCriticalSection;
47 long globalChangeGlRam(long glram){
48 /* FIXME: replace this function with object tracking */
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);
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;
65 object->parent = parent;
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);
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));
79 TRACE("Created WineD3D object @ %p for d3d%d support\n", object, dxVersion);
81 return (IWineD3D *)object;
84 inline static DWORD get_config_key(HKEY defkey, HKEY appkey, const char* name, char* buffer, DWORD size)
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;
91 /* At process attach */
92 BOOL WINAPI DllMain(HINSTANCE hInstDLL, DWORD fdwReason, LPVOID lpv)
94 TRACE("WineD3D DLLMain Reason=%ld\n", fdwReason);
95 if (fdwReason == DLL_PROCESS_ATTACH)
98 char buffer[MAX_PATH+10];
99 DWORD size = sizeof(buffer);
104 DisableThreadLibraryCalls(hInstDLL);
106 mod = GetModuleHandleA( "winex11.drv" );
109 wine_tsx11_lock_ptr = (void *)GetProcAddress( mod, "wine_tsx11_lock" );
110 wine_tsx11_unlock_ptr = (void *)GetProcAddress( mod, "wine_tsx11_unlock" );
112 /* @@ Wine registry key: HKCU\Software\Wine\Direct3D */
113 if ( RegOpenKeyA( HKEY_CURRENT_USER, "Software\\Wine\\Direct3D", &hkey ) ) hkey = 0;
115 len = GetModuleFileNameA( 0, buffer, MAX_PATH );
116 if (len && len < MAX_PATH)
119 /* @@ Wine registry key: HKCU\Software\Wine\AppDefaults\app.exe\Direct3D */
120 if (!RegOpenKeyA( HKEY_CURRENT_USER, "Software\\Wine\\AppDefaults", &tmpkey ))
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 );
132 if ( 0 != hkey || 0 != appkey )
134 if ( !get_config_key( hkey, appkey, "VertexShaderMode", buffer, size) )
136 if (!strcmp(buffer,"none"))
138 TRACE("Disable vertex shaders\n");
139 wined3d_settings.vs_mode = VS_NONE;
141 else if (!strcmp(buffer,"emulation"))
143 TRACE("Force SW vertex shaders\n");
144 wined3d_settings.vs_mode = VS_SW;
147 if ( !get_config_key( hkey, appkey, "PixelShaderMode", buffer, size) )
149 if (!strcmp(buffer,"enabled"))
151 TRACE("Allow pixel shaders\n");
152 wined3d_settings.ps_mode = PS_HW;
154 if (!strcmp(buffer,"disabled"))
156 TRACE("Disable pixel shaders\n");
157 wined3d_settings.ps_mode = PS_NONE;
160 if ( !get_config_key( hkey, appkey, "VertexBufferMode", buffer, size) )
162 if (!strcmp(buffer,"none"))
164 TRACE("Disable Vertex Buffer Hardware support\n");
165 wined3d_settings.vbo_mode = VBO_NONE;
167 else if (!strcmp(buffer,"hardware"))
169 TRACE("Allow Vertex Buffer Hardware support\n");
170 wined3d_settings.vbo_mode = VBO_HW;
173 if ( !get_config_key( hkey, appkey, "UseGLSL", buffer, size) )
175 if (!strcmp(buffer,"enabled"))
177 TRACE("Use of GL Shading Language enabled for systems that support it\n");
178 wined3d_settings.glslRequested = TRUE;
182 TRACE("Use of GL Shading Language disabled\n");
185 if ( !get_config_key( hkey, appkey, "Nonpower2Mode", buffer, size) )
187 if (!strcmp(buffer,"none"))
189 TRACE("Using default non-power2 textures\n");
190 wined3d_settings.nonpower2_mode = NP2_NONE;
193 else if (!strcmp(buffer,"repack"))
195 TRACE("Repacking non-power2 textures\n");
196 wined3d_settings.nonpower2_mode = NP2_REPACK;
198 /* There will be a couple of other choices for nonpow2, they are: TextureRecrangle and OpenGL 2 */
200 if ( !get_config_key( hkey, appkey, "RenderTargetLockMode", buffer, size) )
202 if (!strcmp(buffer,"disabled"))
204 TRACE("Disabling render target locking\n");
205 wined3d_settings.rendertargetlock_mode = RTL_DISABLE;
207 else if (!strcmp(buffer,"readdraw"))
209 TRACE("Using glReadPixels for render target reading and glDrawPixels for writing\n");
210 wined3d_settings.rendertargetlock_mode = RTL_READDRAW;
212 else if (!strcmp(buffer,"readtex"))
214 TRACE("Using glReadPixels for render target reading and textures for writing\n");
215 wined3d_settings.rendertargetlock_mode = RTL_READTEX;
217 else if (!strcmp(buffer,"texdraw"))
219 TRACE("Using textures for render target reading and glDrawPixels for writing\n");
220 wined3d_settings.rendertargetlock_mode = RTL_TEXDRAW;
222 else if (!strcmp(buffer,"textex"))
224 TRACE("Reading render targets via textures and writing via textures\n");
225 wined3d_settings.rendertargetlock_mode = RTL_TEXTEX;
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");
240 if (appkey) RegCloseKey( appkey );
241 if (hkey) RegCloseKey( hkey );