gameux/tests: Run the game explorer tests in a multithreaded apartment as well.
[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  * Copyright 2009 Henri Verbeet for CodeWeavers
9  *
10  * This library is free software; you can redistribute it and/or
11  * modify it under the terms of the GNU Lesser General Public
12  * License as published by the Free Software Foundation; either
13  * version 2.1 of the License, or (at your option) any later version.
14  *
15  * This library is distributed in the hope that it will be useful,
16  * but WITHOUT ANY WARRANTY; without even the implied warranty of
17  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
18  * Lesser General Public License for more details.
19  *
20  * You should have received a copy of the GNU Lesser General Public
21  * License along with this library; if not, write to the Free Software
22  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
23  */
24
25 #include "config.h"
26
27 #include "initguid.h"
28 #include "wined3d_private.h"
29
30 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
31 WINE_DECLARE_DEBUG_CHANNEL(winediag);
32
33 struct wined3d_wndproc
34 {
35     HWND window;
36     BOOL unicode;
37     WNDPROC proc;
38     struct wined3d_device *device;
39 };
40
41 struct wined3d_wndproc_table
42 {
43     struct wined3d_wndproc *entries;
44     unsigned int count;
45     unsigned int size;
46 };
47
48 static struct wined3d_wndproc_table wndproc_table;
49
50 int num_lock = 0;
51 void (CDECL *wine_tsx11_lock_ptr)(void) = NULL;
52 void (CDECL *wine_tsx11_unlock_ptr)(void) = NULL;
53
54 static CRITICAL_SECTION wined3d_cs;
55 static CRITICAL_SECTION_DEBUG wined3d_cs_debug =
56 {
57     0, 0, &wined3d_cs,
58     {&wined3d_cs_debug.ProcessLocksList,
59     &wined3d_cs_debug.ProcessLocksList},
60     0, 0, {(DWORD_PTR)(__FILE__ ": wined3d_cs")}
61 };
62 static CRITICAL_SECTION wined3d_cs = {&wined3d_cs_debug, -1, 0, 0, 0, 0};
63
64 static CRITICAL_SECTION wined3d_wndproc_cs;
65 static CRITICAL_SECTION_DEBUG wined3d_wndproc_cs_debug =
66 {
67     0, 0, &wined3d_wndproc_cs,
68     {&wined3d_wndproc_cs_debug.ProcessLocksList,
69     &wined3d_wndproc_cs_debug.ProcessLocksList},
70     0, 0, {(DWORD_PTR)(__FILE__ ": wined3d_wndproc_cs")}
71 };
72 static CRITICAL_SECTION wined3d_wndproc_cs = {&wined3d_wndproc_cs_debug, -1, 0, 0, 0, 0};
73
74 /* When updating default value here, make sure to update winecfg as well,
75  * where appropriate. */
76 struct wined3d_settings wined3d_settings =
77 {
78     VS_HW,          /* Hardware by default */
79     PS_HW,          /* Hardware by default */
80     TRUE,           /* Use of GLSL enabled by default */
81     ORM_FBO,        /* Use FBOs to do offscreen rendering */
82     RTL_READTEX,    /* Default render target locking method */
83     PCI_VENDOR_NONE,/* PCI Vendor ID */
84     PCI_DEVICE_NONE,/* PCI Device ID */
85     0,              /* The default of memory is set in init_driver_info */
86     NULL,           /* No wine logo by default */
87     TRUE,           /* Multisampling enabled by default. */
88     FALSE,          /* No strict draw ordering. */
89     FALSE,          /* Try to render onscreen by default. */
90 };
91
92 /* Do not call while under the GL lock. */
93 struct wined3d * CDECL wined3d_create(UINT version, DWORD flags, void *parent)
94 {
95     struct wined3d *object;
96     HRESULT hr;
97
98     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
99     if (!object)
100     {
101         ERR("Failed to allocate wined3d object memory.\n");
102         return NULL;
103     }
104
105     hr = wined3d_init(object, version, flags, parent);
106     if (FAILED(hr))
107     {
108         WARN("Failed to initialize wined3d object, hr %#x.\n", hr);
109         HeapFree(GetProcessHeap(), 0, object);
110         return NULL;
111     }
112
113     TRACE("Created wined3d object %p for d3d%d support.\n", object, version);
114
115     return object;
116 }
117
118 static DWORD get_config_key(HKEY defkey, HKEY appkey, const char *name, char *buffer, DWORD size)
119 {
120     if (appkey && !RegQueryValueExA(appkey, name, 0, NULL, (BYTE *)buffer, &size)) return 0;
121     if (defkey && !RegQueryValueExA(defkey, name, 0, NULL, (BYTE *)buffer, &size)) return 0;
122     return ERROR_FILE_NOT_FOUND;
123 }
124
125 static DWORD get_config_key_dword(HKEY defkey, HKEY appkey, const char *name, DWORD *data)
126 {
127     DWORD type;
128     DWORD size = sizeof(DWORD);
129     if (appkey && !RegQueryValueExA(appkey, name, 0, &type, (BYTE *)data, &size) && (type == REG_DWORD)) return 0;
130     if (defkey && !RegQueryValueExA(defkey, name, 0, &type, (BYTE *)data, &size) && (type == REG_DWORD)) return 0;
131     return ERROR_FILE_NOT_FOUND;
132 }
133
134 static void CDECL wined3d_do_nothing(void)
135 {
136 }
137
138 static BOOL wined3d_dll_init(HINSTANCE hInstDLL)
139 {
140     DWORD wined3d_context_tls_idx;
141     HMODULE mod;
142     char buffer[MAX_PATH+10];
143     DWORD size = sizeof(buffer);
144     HKEY hkey = 0;
145     HKEY appkey = 0;
146     DWORD len, tmpvalue;
147     WNDCLASSA wc;
148
149     wined3d_context_tls_idx = TlsAlloc();
150     if (wined3d_context_tls_idx == TLS_OUT_OF_INDEXES)
151     {
152         DWORD err = GetLastError();
153         ERR("Failed to allocate context TLS index, err %#x.\n", err);
154         return FALSE;
155     }
156     context_set_tls_idx(wined3d_context_tls_idx);
157
158     /* We need our own window class for a fake window which we use to retrieve GL capabilities */
159     /* We might need CS_OWNDC in the future if we notice strange things on Windows.
160      * Various articles/posts about OpenGL problems on Windows recommend this. */
161     wc.style                = CS_HREDRAW | CS_VREDRAW;
162     wc.lpfnWndProc          = DefWindowProcA;
163     wc.cbClsExtra           = 0;
164     wc.cbWndExtra           = 0;
165     wc.hInstance            = hInstDLL;
166     wc.hIcon                = LoadIconA(NULL, (LPCSTR)IDI_WINLOGO);
167     wc.hCursor              = LoadCursorA(NULL, (LPCSTR)IDC_ARROW);
168     wc.hbrBackground        = NULL;
169     wc.lpszMenuName         = NULL;
170     wc.lpszClassName        = WINED3D_OPENGL_WINDOW_CLASS_NAME;
171
172     if (!RegisterClassA(&wc))
173     {
174         ERR("Failed to register window class 'WineD3D_OpenGL'!\n");
175         if (!TlsFree(wined3d_context_tls_idx))
176         {
177             DWORD err = GetLastError();
178             ERR("Failed to free context TLS index, err %#x.\n", err);
179         }
180         return FALSE;
181     }
182
183     DisableThreadLibraryCalls(hInstDLL);
184
185     mod = GetModuleHandleA( "winex11.drv" );
186     if (mod)
187     {
188         wine_tsx11_lock_ptr   = (void *)GetProcAddress( mod, "wine_tsx11_lock" );
189         wine_tsx11_unlock_ptr = (void *)GetProcAddress( mod, "wine_tsx11_unlock" );
190     }
191     else /* We are most likely on Windows */
192     {
193         wine_tsx11_lock_ptr   = wined3d_do_nothing;
194         wine_tsx11_unlock_ptr = wined3d_do_nothing;
195     }
196     /* @@ Wine registry key: HKCU\Software\Wine\Direct3D */
197     if ( RegOpenKeyA( HKEY_CURRENT_USER, "Software\\Wine\\Direct3D", &hkey ) ) hkey = 0;
198
199     len = GetModuleFileNameA( 0, buffer, MAX_PATH );
200     if (len && len < MAX_PATH)
201     {
202         HKEY tmpkey;
203         /* @@ Wine registry key: HKCU\Software\Wine\AppDefaults\app.exe\Direct3D */
204         if (!RegOpenKeyA( HKEY_CURRENT_USER, "Software\\Wine\\AppDefaults", &tmpkey ))
205         {
206             char *p, *appname = buffer;
207             if ((p = strrchr( appname, '/' ))) appname = p + 1;
208             if ((p = strrchr( appname, '\\' ))) appname = p + 1;
209             strcat( appname, "\\Direct3D" );
210             TRACE("appname = [%s]\n", appname);
211             if (RegOpenKeyA( tmpkey, appname, &appkey )) appkey = 0;
212             RegCloseKey( tmpkey );
213         }
214     }
215
216     if (hkey || appkey)
217     {
218         if ( !get_config_key( hkey, appkey, "VertexShaderMode", buffer, size) )
219         {
220             if (!strcmp(buffer,"none"))
221             {
222                 TRACE("Disable vertex shaders\n");
223                 wined3d_settings.vs_mode = VS_NONE;
224             }
225         }
226         if ( !get_config_key( hkey, appkey, "PixelShaderMode", buffer, size) )
227         {
228             if (!strcmp(buffer,"enabled"))
229             {
230                 TRACE("Allow pixel shaders\n");
231                 wined3d_settings.ps_mode = PS_HW;
232             }
233             if (!strcmp(buffer,"disabled"))
234             {
235                 TRACE("Disable pixel shaders\n");
236                 wined3d_settings.ps_mode = PS_NONE;
237             }
238         }
239         if ( !get_config_key( hkey, appkey, "UseGLSL", buffer, size) )
240         {
241             if (!strcmp(buffer,"disabled"))
242             {
243                 ERR_(winediag)("The GLSL shader backend has been disabled. You get to keep all the pieces if it breaks.\n");
244                 TRACE("Use of GL Shading Language disabled\n");
245                 wined3d_settings.glslRequested = FALSE;
246             }
247         }
248         if ( !get_config_key( hkey, appkey, "OffscreenRenderingMode", buffer, size) )
249         {
250             if (!strcmp(buffer,"backbuffer"))
251             {
252                 TRACE("Using the backbuffer for offscreen rendering\n");
253                 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
254             }
255             else if (!strcmp(buffer,"fbo"))
256             {
257                 TRACE("Using FBOs for offscreen rendering\n");
258                 wined3d_settings.offscreen_rendering_mode = ORM_FBO;
259             }
260         }
261         if ( !get_config_key( hkey, appkey, "RenderTargetLockMode", buffer, size) )
262         {
263             if (!strcmp(buffer,"disabled"))
264             {
265                 TRACE("Disabling render target locking\n");
266                 wined3d_settings.rendertargetlock_mode = RTL_DISABLE;
267             }
268             else if (!strcmp(buffer,"readdraw"))
269             {
270                 TRACE("Using glReadPixels for render target reading and glDrawPixels for writing\n");
271                 wined3d_settings.rendertargetlock_mode = RTL_READDRAW;
272             }
273             else if (!strcmp(buffer,"readtex"))
274             {
275                 TRACE("Using glReadPixels for render target reading and textures for writing\n");
276                 wined3d_settings.rendertargetlock_mode = RTL_READTEX;
277             }
278         }
279         if ( !get_config_key_dword( hkey, appkey, "VideoPciDeviceID", &tmpvalue) )
280         {
281             int pci_device_id = tmpvalue;
282
283             /* A pci device id is 16-bit */
284             if(pci_device_id > 0xffff)
285             {
286                 ERR("Invalid value for VideoPciDeviceID. The value should be smaller or equal to 65535 or 0xffff\n");
287             }
288             else
289             {
290                 TRACE("Using PCI Device ID %04x\n", pci_device_id);
291                 wined3d_settings.pci_device_id = pci_device_id;
292             }
293         }
294         if ( !get_config_key_dword( hkey, appkey, "VideoPciVendorID", &tmpvalue) )
295         {
296             int pci_vendor_id = tmpvalue;
297
298             /* A pci device id is 16-bit */
299             if(pci_vendor_id > 0xffff)
300             {
301                 ERR("Invalid value for VideoPciVendorID. The value should be smaller or equal to 65535 or 0xffff\n");
302             }
303             else
304             {
305                 TRACE("Using PCI Vendor ID %04x\n", pci_vendor_id);
306                 wined3d_settings.pci_vendor_id = pci_vendor_id;
307             }
308         }
309         if ( !get_config_key( hkey, appkey, "VideoMemorySize", buffer, size) )
310         {
311             int TmpVideoMemorySize = atoi(buffer);
312             if(TmpVideoMemorySize > 0)
313             {
314                 wined3d_settings.emulated_textureram = TmpVideoMemorySize *1024*1024;
315                 TRACE("Use %iMB = %d byte for emulated_textureram\n",
316                         TmpVideoMemorySize,
317                         wined3d_settings.emulated_textureram);
318             }
319             else
320                 ERR("VideoMemorySize is %i but must be >0\n", TmpVideoMemorySize);
321         }
322         if ( !get_config_key( hkey, appkey, "WineLogo", buffer, size) )
323         {
324             size_t len = strlen(buffer) + 1;
325
326             wined3d_settings.logo = HeapAlloc(GetProcessHeap(), 0, len);
327             if (!wined3d_settings.logo) ERR("Failed to allocate logo path memory.\n");
328             else memcpy(wined3d_settings.logo, buffer, len);
329         }
330         if ( !get_config_key( hkey, appkey, "Multisampling", buffer, size) )
331         {
332             if (!strcmp(buffer, "disabled"))
333             {
334                 TRACE("Multisampling disabled.\n");
335                 wined3d_settings.allow_multisampling = FALSE;
336             }
337         }
338         if (!get_config_key(hkey, appkey, "StrictDrawOrdering", buffer, size)
339                 && !strcmp(buffer,"enabled"))
340         {
341             TRACE("Enforcing strict draw ordering.\n");
342             wined3d_settings.strict_draw_ordering = TRUE;
343         }
344         if (!get_config_key(hkey, appkey, "AlwaysOffscreen", buffer, size)
345                 && !strcmp(buffer,"enabled"))
346         {
347             TRACE("Always rendering backbuffers offscreen.\n");
348             wined3d_settings.always_offscreen = TRUE;
349         }
350     }
351     if (wined3d_settings.vs_mode == VS_HW)
352         TRACE("Allow HW vertex shaders\n");
353     if (wined3d_settings.ps_mode == PS_NONE)
354         TRACE("Disable pixel shaders\n");
355     if (wined3d_settings.glslRequested)
356         TRACE("If supported by your system, GL Shading Language will be used\n");
357
358     if (appkey) RegCloseKey( appkey );
359     if (hkey) RegCloseKey( hkey );
360
361     return TRUE;
362 }
363
364 static BOOL wined3d_dll_destroy(HINSTANCE hInstDLL)
365 {
366     DWORD wined3d_context_tls_idx = context_get_tls_idx();
367     unsigned int i;
368
369     if (!TlsFree(wined3d_context_tls_idx))
370     {
371         DWORD err = GetLastError();
372         ERR("Failed to free context TLS index, err %#x.\n", err);
373     }
374
375     for (i = 0; i < wndproc_table.count; ++i)
376     {
377         /* Trying to unregister these would be futile. These entries can only
378          * exist if either we skipped them in wined3d_unregister_window() due
379          * to the application replacing the wndproc after the entry was
380          * registered, or if the application still has an active wined3d
381          * device. In the latter case the application has bigger problems than
382          * these entries. */
383         WARN("Leftover wndproc table entry %p.\n", &wndproc_table.entries[i]);
384     }
385     HeapFree(GetProcessHeap(), 0, wndproc_table.entries);
386
387     HeapFree(GetProcessHeap(), 0, wined3d_settings.logo);
388     UnregisterClassA(WINED3D_OPENGL_WINDOW_CLASS_NAME, hInstDLL);
389
390     return TRUE;
391 }
392
393 void WINAPI wined3d_mutex_lock(void)
394 {
395     EnterCriticalSection(&wined3d_cs);
396 }
397
398 void WINAPI wined3d_mutex_unlock(void)
399 {
400     LeaveCriticalSection(&wined3d_cs);
401 }
402
403 static void wined3d_wndproc_mutex_lock(void)
404 {
405     EnterCriticalSection(&wined3d_wndproc_cs);
406 }
407
408 static void wined3d_wndproc_mutex_unlock(void)
409 {
410     LeaveCriticalSection(&wined3d_wndproc_cs);
411 }
412
413 static struct wined3d_wndproc *wined3d_find_wndproc(HWND window)
414 {
415     unsigned int i;
416
417     for (i = 0; i < wndproc_table.count; ++i)
418     {
419         if (wndproc_table.entries[i].window == window)
420         {
421             return &wndproc_table.entries[i];
422         }
423     }
424
425     return NULL;
426 }
427
428 static LRESULT CALLBACK wined3d_wndproc(HWND window, UINT message, WPARAM wparam, LPARAM lparam)
429 {
430     struct wined3d_wndproc *entry;
431     struct wined3d_device *device;
432     BOOL unicode;
433     WNDPROC proc;
434
435     wined3d_wndproc_mutex_lock();
436     entry = wined3d_find_wndproc(window);
437
438     if (!entry)
439     {
440         wined3d_wndproc_mutex_unlock();
441         ERR("Window %p is not registered with wined3d.\n", window);
442         return DefWindowProcW(window, message, wparam, lparam);
443     }
444
445     device = entry->device;
446     unicode = entry->unicode;
447     proc = entry->proc;
448     wined3d_wndproc_mutex_unlock();
449
450     return device_process_message(device, window, unicode, message, wparam, lparam, proc);
451 }
452
453 BOOL wined3d_register_window(HWND window, struct wined3d_device *device)
454 {
455     struct wined3d_wndproc *entry;
456
457     wined3d_wndproc_mutex_lock();
458
459     if (wined3d_find_wndproc(window))
460     {
461         wined3d_wndproc_mutex_unlock();
462         WARN("Window %p is already registered with wined3d.\n", window);
463         return TRUE;
464     }
465
466     if (wndproc_table.size == wndproc_table.count)
467     {
468         unsigned int new_size = max(1, wndproc_table.size * 2);
469         struct wined3d_wndproc *new_entries;
470
471         if (!wndproc_table.entries) new_entries = HeapAlloc(GetProcessHeap(), 0, new_size * sizeof(*new_entries));
472         else new_entries = HeapReAlloc(GetProcessHeap(), 0, wndproc_table.entries, new_size * sizeof(*new_entries));
473
474         if (!new_entries)
475         {
476             wined3d_wndproc_mutex_unlock();
477             ERR("Failed to grow table.\n");
478             return FALSE;
479         }
480
481         wndproc_table.entries = new_entries;
482         wndproc_table.size = new_size;
483     }
484
485     entry = &wndproc_table.entries[wndproc_table.count++];
486     entry->window = window;
487     entry->unicode = IsWindowUnicode(window);
488     /* Set a window proc that matches the window. Some applications (e.g. NoX)
489      * replace the window proc after we've set ours, and expect to be able to
490      * call the previous one (ours) directly, without using CallWindowProc(). */
491     if (entry->unicode)
492         entry->proc = (WNDPROC)SetWindowLongPtrW(window, GWLP_WNDPROC, (LONG_PTR)wined3d_wndproc);
493     else
494         entry->proc = (WNDPROC)SetWindowLongPtrA(window, GWLP_WNDPROC, (LONG_PTR)wined3d_wndproc);
495     entry->device = device;
496
497     wined3d_wndproc_mutex_unlock();
498
499     return TRUE;
500 }
501
502 void wined3d_unregister_window(HWND window)
503 {
504     struct wined3d_wndproc *entry, *last;
505     LONG_PTR proc;
506
507     wined3d_wndproc_mutex_lock();
508
509     if (!(entry = wined3d_find_wndproc(window)))
510     {
511         wined3d_wndproc_mutex_unlock();
512         ERR("Window %p is not registered with wined3d.\n", window);
513         return;
514     }
515
516     if (entry->unicode)
517     {
518         proc = GetWindowLongPtrW(window, GWLP_WNDPROC);
519         if (proc != (LONG_PTR)wined3d_wndproc)
520         {
521             wined3d_wndproc_mutex_unlock();
522             WARN("Not unregistering window %p, window proc %#lx doesn't match wined3d window proc %p.\n",
523                     window, proc, wined3d_wndproc);
524             return;
525         }
526
527         SetWindowLongPtrW(window, GWLP_WNDPROC, (LONG_PTR)entry->proc);
528     }
529     else
530     {
531         proc = GetWindowLongPtrA(window, GWLP_WNDPROC);
532         if (proc != (LONG_PTR)wined3d_wndproc)
533         {
534             wined3d_wndproc_mutex_unlock();
535             WARN("Not unregistering window %p, window proc %#lx doesn't match wined3d window proc %p.\n",
536                     window, proc, wined3d_wndproc);
537             return;
538         }
539
540         SetWindowLongPtrA(window, GWLP_WNDPROC, (LONG_PTR)entry->proc);
541     }
542
543     last = &wndproc_table.entries[--wndproc_table.count];
544     if (entry != last) *entry = *last;
545
546     wined3d_wndproc_mutex_unlock();
547 }
548
549 /* At process attach */
550 BOOL WINAPI DllMain(HINSTANCE hInstDLL, DWORD fdwReason, LPVOID lpv)
551 {
552     TRACE("WineD3D DLLMain Reason=%u\n", fdwReason);
553
554     switch (fdwReason)
555     {
556         case DLL_PROCESS_ATTACH:
557             return wined3d_dll_init(hInstDLL);
558
559         case DLL_PROCESS_DETACH:
560             return wined3d_dll_destroy(hInstDLL);
561
562         case DLL_THREAD_DETACH:
563         {
564             if (!context_set_current(NULL))
565             {
566                 ERR("Failed to clear current context.\n");
567             }
568             return TRUE;
569         }
570
571         default:
572             return TRUE;
573     }
574 }