wined3d: Add a test for the vFace register.
[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 /* When updating default value here, make sure to update winecfg as well,
36  * where appropriate. */
37 wined3d_settings_t wined3d_settings = 
38 {
39     VS_HW,          /* Hardware by default */
40     PS_HW,          /* Hardware by default */
41     VBO_HW,         /* Hardware by default */
42     TRUE,           /* Use of GLSL enabled by default */
43     ORM_BACKBUFFER, /* Use the backbuffer to do offscreen rendering */
44     RTL_AUTO,       /* Automatically determine best locking method */
45     0,              /* The default of memory is set in FillGLCaps */
46     NULL            /* No wine logo by default */
47 };
48
49 IWineD3D* WINAPI WineDirect3DCreate(UINT SDKVersion, UINT dxVersion, IUnknown *parent) {
50     IWineD3DImpl* object;
51
52     if (!InitAdapters()) {
53         WARN("Failed to initialize direct3d adapters, Direct3D will not be available\n");
54         if(dxVersion > 7) {
55             ERR("Direct3D%d is not available without opengl\n", dxVersion);
56             return NULL;
57         }
58     }
59
60     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DImpl));
61     object->lpVtbl = &IWineD3D_Vtbl;
62     object->dxVersion = dxVersion;
63     object->ref = 1;
64     object->parent = parent;
65
66     TRACE("Created WineD3D object @ %p for d3d%d support\n", object, dxVersion);
67
68     return (IWineD3D *)object;
69 }
70
71 static inline DWORD get_config_key(HKEY defkey, HKEY appkey, const char* name, char* buffer, DWORD size)
72 {
73     if (0 != appkey && !RegQueryValueExA( appkey, name, 0, NULL, (LPBYTE) buffer, &size )) return 0;
74     if (0 != defkey && !RegQueryValueExA( defkey, name, 0, NULL, (LPBYTE) buffer, &size )) return 0;
75     return ERROR_FILE_NOT_FOUND;
76 }
77
78 static void wined3d_do_nothing(void)
79 {
80 }
81
82 /* At process attach */
83 BOOL WINAPI DllMain(HINSTANCE hInstDLL, DWORD fdwReason, LPVOID lpv)
84 {
85     TRACE("WineD3D DLLMain Reason=%d\n", fdwReason);
86     if (fdwReason == DLL_PROCESS_ATTACH)
87     {
88        HMODULE mod;
89        char buffer[MAX_PATH+10];
90        DWORD size = sizeof(buffer);
91        HKEY hkey = 0;
92        HKEY appkey = 0;
93        DWORD len;
94        WNDCLASSA wc;
95
96        /* We need our own window class for a fake window which we use to retrieve GL capabilities */
97        /* We might need CS_OWNDC in the future if we notice strange things on Windows.
98         * Various articles/posts about OpenGL problems on Windows recommend this. */
99        wc.style                = CS_HREDRAW | CS_VREDRAW;
100        wc.lpfnWndProc          = DefWindowProcA;
101        wc.cbClsExtra           = 0;
102        wc.cbWndExtra           = 0;
103        wc.hInstance            = hInstDLL;
104        wc.hIcon                = LoadIconA(NULL, (LPCSTR)IDI_WINLOGO);
105        wc.hCursor              = LoadCursorA(NULL, (LPCSTR)IDC_ARROW);
106        wc.hbrBackground        = NULL;
107        wc.lpszMenuName         = NULL;
108        wc.lpszClassName        = "WineD3D_OpenGL";
109
110        if (!RegisterClassA(&wc) && GetLastError() != ERROR_CLASS_ALREADY_EXISTS)
111        {
112            ERR("Failed to register window class 'WineD3D_OpenGL'!\n");
113            return FALSE;
114        }
115
116        DisableThreadLibraryCalls(hInstDLL);
117
118        mod = GetModuleHandleA( "winex11.drv" );
119        if (mod)
120        {
121            wine_tsx11_lock_ptr   = (void *)GetProcAddress( mod, "wine_tsx11_lock" );
122            wine_tsx11_unlock_ptr = (void *)GetProcAddress( mod, "wine_tsx11_unlock" );
123        }
124        else /* We are most likely on Windows */
125        {
126            wine_tsx11_lock_ptr   = wined3d_do_nothing;
127            wine_tsx11_unlock_ptr = wined3d_do_nothing;
128        }
129        /* @@ Wine registry key: HKCU\Software\Wine\Direct3D */
130        if ( RegOpenKeyA( HKEY_CURRENT_USER, "Software\\Wine\\Direct3D", &hkey ) ) hkey = 0;
131
132        len = GetModuleFileNameA( 0, buffer, MAX_PATH );
133        if (len && len < MAX_PATH)
134        {
135             HKEY tmpkey;
136             /* @@ Wine registry key: HKCU\Software\Wine\AppDefaults\app.exe\Direct3D */
137             if (!RegOpenKeyA( HKEY_CURRENT_USER, "Software\\Wine\\AppDefaults", &tmpkey ))
138             {
139                 char *p, *appname = buffer;
140                 if ((p = strrchr( appname, '/' ))) appname = p + 1;
141                 if ((p = strrchr( appname, '\\' ))) appname = p + 1;
142                 strcat( appname, "\\Direct3D" );
143                 TRACE("appname = [%s]\n", appname);
144                 if (RegOpenKeyA( tmpkey, appname, &appkey )) appkey = 0;
145                 RegCloseKey( tmpkey );
146             }
147        }
148
149        if ( 0 != hkey || 0 != appkey )
150        {
151             if ( !get_config_key( hkey, appkey, "VertexShaderMode", buffer, size) )
152             {
153                 if (!strcmp(buffer,"none"))
154                 {
155                     TRACE("Disable vertex shaders\n");
156                     wined3d_settings.vs_mode = VS_NONE;
157                 }
158             }
159             if ( !get_config_key( hkey, appkey, "PixelShaderMode", buffer, size) )
160             {
161                 if (!strcmp(buffer,"enabled"))
162                 {
163                     TRACE("Allow pixel shaders\n");
164                     wined3d_settings.ps_mode = PS_HW;
165                 }
166                 if (!strcmp(buffer,"disabled"))
167                 {
168                     TRACE("Disable pixel shaders\n");
169                     wined3d_settings.ps_mode = PS_NONE;
170                 }
171             }
172             if ( !get_config_key( hkey, appkey, "VertexBufferMode", buffer, size) )
173             {
174                 if (!strcmp(buffer,"none"))
175                 {
176                     TRACE("Disable Vertex Buffer Hardware support\n");
177                     wined3d_settings.vbo_mode = VBO_NONE;
178                 }
179                 else if (!strcmp(buffer,"hardware"))
180                 {
181                     TRACE("Allow Vertex Buffer Hardware support\n");
182                     wined3d_settings.vbo_mode = VBO_HW;
183                 }
184             }
185             if ( !get_config_key( hkey, appkey, "UseGLSL", buffer, size) )
186             {
187                 if (!strcmp(buffer,"disabled"))
188                 {
189                     TRACE("Use of GL Shading Language disabled\n");
190                     wined3d_settings.glslRequested = FALSE;
191                 }
192             }
193             if ( !get_config_key( hkey, appkey, "OffscreenRenderingMode", buffer, size) )
194             {
195                 if (!strcmp(buffer,"backbuffer"))
196                 {
197                     TRACE("Using the backbuffer for offscreen rendering\n");
198                     wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
199                 }
200                 else if (!strcmp(buffer,"pbuffer"))
201                 {
202                     TRACE("Using PBuffers for offscreen rendering\n");
203                     wined3d_settings.offscreen_rendering_mode = ORM_PBUFFER;
204                 }
205                 else if (!strcmp(buffer,"fbo"))
206                 {
207                     TRACE("Using FBOs for offscreen rendering\n");
208                     wined3d_settings.offscreen_rendering_mode = ORM_FBO;
209                 }
210             }
211             if ( !get_config_key( hkey, appkey, "RenderTargetLockMode", buffer, size) )
212             {
213                 if (!strcmp(buffer,"disabled"))
214                 {
215                     TRACE("Disabling render target locking\n");
216                     wined3d_settings.rendertargetlock_mode = RTL_DISABLE;
217                 }
218                 else if (!strcmp(buffer,"readdraw"))
219                 {
220                     TRACE("Using glReadPixels for render target reading and glDrawPixels for writing\n");
221                     wined3d_settings.rendertargetlock_mode = RTL_READDRAW;
222                 }
223                 else if (!strcmp(buffer,"readtex"))
224                 {
225                     TRACE("Using glReadPixels for render target reading and textures for writing\n");
226                     wined3d_settings.rendertargetlock_mode = RTL_READTEX;
227                 }
228                 else if (!strcmp(buffer,"texdraw"))
229                 {
230                     TRACE("Using textures for render target reading and glDrawPixels for writing\n");
231                     wined3d_settings.rendertargetlock_mode = RTL_TEXDRAW;
232                 }
233                 else if (!strcmp(buffer,"textex"))
234                 {
235                     TRACE("Reading render targets via textures and writing via textures\n");
236                     wined3d_settings.rendertargetlock_mode = RTL_TEXTEX;
237                 }
238             }
239             if ( !get_config_key( hkey, appkey, "VideoMemorySize", buffer, size) )
240             {
241                 int TmpVideoMemorySize = atoi(buffer);
242                 if(TmpVideoMemorySize > 0)
243                 {
244                     wined3d_settings.emulated_textureram = TmpVideoMemorySize *1024*1024;
245                     TRACE("Use %iMB = %d byte for emulated_textureram\n",
246                             TmpVideoMemorySize,
247                             wined3d_settings.emulated_textureram);
248                 }
249                 else
250                     ERR("VideoMemorySize is %i but must be >0\n", TmpVideoMemorySize);
251             }
252             if ( !get_config_key( hkey, appkey, "WineLogo", buffer, size) )
253             {
254                 wined3d_settings.logo = HeapAlloc(GetProcessHeap(), 0, strlen(buffer) + 1);
255                 if(wined3d_settings.logo) strcpy(wined3d_settings.logo, buffer);
256             }
257        }
258        if (wined3d_settings.vs_mode == VS_HW)
259            TRACE("Allow HW vertex shaders\n");
260        if (wined3d_settings.ps_mode == PS_NONE)
261            TRACE("Disable pixel shaders\n");
262        if (wined3d_settings.vbo_mode == VBO_NONE)
263            TRACE("Disable Vertex Buffer Hardware support\n");
264        if (wined3d_settings.glslRequested)
265            TRACE("If supported by your system, GL Shading Language will be used\n");
266
267        if (appkey) RegCloseKey( appkey );
268        if (hkey) RegCloseKey( hkey );
269     }
270     return TRUE;
271 }