From 107ff2057de5fd8bf25feda05bb7bcbbfc93e64b Mon Sep 17 00:00:00 2001 From: Roderick Colenbrander Date: Tue, 7 Aug 2007 23:45:00 +0200 Subject: [PATCH] wined3d: Move fake context code over to WGL. --- dlls/wined3d/directx.c | 104 ++++++++++++++++++++---------------- dlls/wined3d/wined3d_main.c | 22 ++++++++ 2 files changed, 81 insertions(+), 45 deletions(-) diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c index b3182a5c2c..8dd6d2cf77 100644 --- a/dlls/wined3d/directx.c +++ b/dlls/wined3d/directx.c @@ -164,7 +164,8 @@ DWORD minMipLookup[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1]; static int wined3d_fake_gl_context_ref = 0; static BOOL wined3d_fake_gl_context_foreign; static BOOL wined3d_fake_gl_context_available = FALSE; -static Display* wined3d_fake_gl_context_display = NULL; +static HDC wined3d_fake_gl_context_hdc = NULL; +static HWND wined3d_fake_gl_context_hwnd = NULL; static CRITICAL_SECTION wined3d_fake_gl_context_cs; static CRITICAL_SECTION_DEBUG wined3d_fake_gl_context_cs_debug = @@ -177,7 +178,7 @@ static CRITICAL_SECTION_DEBUG wined3d_fake_gl_context_cs_debug = static CRITICAL_SECTION wined3d_fake_gl_context_cs = { &wined3d_fake_gl_context_cs_debug, -1, 0, 0, 0, 0 }; static void WineD3D_ReleaseFakeGLContext(void) { - GLXContext glCtx; + HGLRC glCtx; EnterCriticalSection(&wined3d_fake_gl_context_cs); @@ -187,15 +188,21 @@ static void WineD3D_ReleaseFakeGLContext(void) { return; } - glCtx = glXGetCurrentContext(); + glCtx = wglGetCurrentContext(); TRACE_(d3d_caps)("decrementing ref from %i\n", wined3d_fake_gl_context_ref); if (0 == (--wined3d_fake_gl_context_ref) ) { if(!wined3d_fake_gl_context_foreign && glCtx) { TRACE_(d3d_caps)("destroying fake GL context\n"); - glXMakeCurrent(wined3d_fake_gl_context_display, None, NULL); - glXDestroyContext(wined3d_fake_gl_context_display, glCtx); + wglMakeCurrent(NULL, NULL); + wglDeleteContext(glCtx); } + if(wined3d_fake_gl_context_hdc) + ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc); + wined3d_fake_gl_context_hdc = NULL; /* Make sure we don't think that it is still around */ + if(wined3d_fake_gl_context_hwnd) + DestroyWindow(wined3d_fake_gl_context_hwnd); + wined3d_fake_gl_context_hwnd = NULL; wined3d_fake_gl_context_available = FALSE; } assert(wined3d_fake_gl_context_ref >= 0); @@ -205,84 +212,89 @@ static void WineD3D_ReleaseFakeGLContext(void) { } static BOOL WineD3D_CreateFakeGLContext(void) { - XVisualInfo* visInfo; - GLXContext glCtx; + GLXContext glCtx; + HGLRC wglCtx = NULL; ENTER_GL(); EnterCriticalSection(&wined3d_fake_gl_context_cs); - TRACE_(d3d_caps)("getting context...\n"); + TRACE("getting context...\n"); if(wined3d_fake_gl_context_ref > 0) goto ret; assert(0 == wined3d_fake_gl_context_ref); wined3d_fake_gl_context_foreign = TRUE; - if(!wined3d_fake_gl_context_display) { - HDC device_context = GetDC(0); - - wined3d_fake_gl_context_display = get_display(device_context); - ReleaseDC(0, device_context); - } - - visInfo = NULL; glCtx = glXGetCurrentContext(); - if (!glCtx) { - Drawable drawable; - XVisualInfo template; - Visual* visual; - int num; - XWindowAttributes win_attr; + PIXELFORMATDESCRIPTOR pfd; + int iPixelFormat; wined3d_fake_gl_context_foreign = FALSE; - drawable = (Drawable) GetPropA(GetDesktopWindow(), "__wine_x11_whole_window"); - - TRACE_(d3d_caps)("Creating Fake GL Context\n"); - /* Get the X visual */ - if (XGetWindowAttributes(wined3d_fake_gl_context_display, drawable, &win_attr)) { - visual = win_attr.visual; - } else { - visual = DefaultVisual(wined3d_fake_gl_context_display, DefaultScreen(wined3d_fake_gl_context_display)); + /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes */ + wined3d_fake_gl_context_hwnd = CreateWindowA("WineD3D_OpenGL", "WineD3D fake window", WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL); + if(!wined3d_fake_gl_context_hwnd) { + ERR("HWND creation failed!\n"); + goto fail; } - template.visualid = XVisualIDFromVisual(visual); - visInfo = XGetVisualInfo(wined3d_fake_gl_context_display, VisualIDMask, &template, &num); - if (!visInfo) { - WARN_(d3d_caps)("Error creating visual info for capabilities initialization\n"); + wined3d_fake_gl_context_hdc = GetDC(wined3d_fake_gl_context_hwnd); + if(!wined3d_fake_gl_context_hdc) { + ERR("GetDC failed!\n"); + goto fail; + } + + /* PixelFormat selection */ + ZeroMemory(&pfd, sizeof(pfd)); + pfd.nSize = sizeof(pfd); + pfd.nVersion = 1; + pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/ + pfd.iPixelType = PFD_TYPE_RGBA; + pfd.cColorBits = 32; + pfd.iLayerType = PFD_MAIN_PLANE; + + iPixelFormat = ChoosePixelFormat(wined3d_fake_gl_context_hdc, &pfd); + if(!iPixelFormat) { + /* If this happens something is very wrong as ChoosePixelFormat barely fails */ + ERR("Can't find a suitable iPixelFormat\n"); goto fail; } + DescribePixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, sizeof(pfd), &pfd); + SetPixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, &pfd); /* Create a GL context */ - glCtx = glXCreateContext(wined3d_fake_gl_context_display, visInfo, NULL, GL_TRUE); - if (!glCtx) { + wglCtx = wglCreateContext(wined3d_fake_gl_context_hdc); + if (!wglCtx) { WARN_(d3d_caps)("Error creating default context for capabilities initialization\n"); goto fail; } /* Make it the current GL context */ - if (!glXMakeCurrent(wined3d_fake_gl_context_display, drawable, glCtx)) { + if (!wglMakeCurrent(wined3d_fake_gl_context_hdc, wglCtx)) { WARN_(d3d_caps)("Error setting default context as current for capabilities initialization\n"); goto fail; } - - XFree(visInfo); - } ret: - TRACE_(d3d_caps)("incrementing ref from %i\n", wined3d_fake_gl_context_ref); + TRACE("incrementing ref from %i\n", wined3d_fake_gl_context_ref); wined3d_fake_gl_context_ref++; wined3d_fake_gl_context_available = TRUE; LeaveCriticalSection(&wined3d_fake_gl_context_cs); return TRUE; fail: - if(visInfo) XFree(visInfo); - if(glCtx) glXDestroyContext(wined3d_fake_gl_context_display, glCtx); + if(wined3d_fake_gl_context_hdc) + ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc); + wined3d_fake_gl_context_hdc = NULL; + if(wined3d_fake_gl_context_hwnd) + DestroyWindow(wined3d_fake_gl_context_hwnd); + wined3d_fake_gl_context_hwnd = NULL; + if(wglCtx) wglDeleteContext(wglCtx); LeaveCriticalSection(&wined3d_fake_gl_context_cs); LEAVE_GL(); return FALSE; } + /********************************************************** * IUnknown parts follows **********************************************************/ @@ -1490,6 +1502,7 @@ static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter GLXFBConfig* cfgs = NULL; int nCfgs = 0; int it; + Display *display; HRESULT hr = WINED3DERR_NOTAVAILABLE; TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, CheckType:(%x,%s), DispFmt:(%x,%s), BackBuf:(%x,%s), Win?%d): stub\n", @@ -1507,9 +1520,10 @@ static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter /* TODO: Store in adapter structure */ if (WineD3D_CreateFakeGLContext()) { - cfgs = glXGetFBConfigs(wined3d_fake_gl_context_display, DefaultScreen(wined3d_fake_gl_context_display), &nCfgs); + display = get_display(wined3d_fake_gl_context_hdc); + cfgs = glXGetFBConfigs(display, DefaultScreen(display), &nCfgs); for (it = 0; it < nCfgs; ++it) { - if (IWineD3DImpl_IsGLXFBConfigCompatibleWithRenderFmt(wined3d_fake_gl_context_display, cfgs[it], DisplayFormat)) { + if (IWineD3DImpl_IsGLXFBConfigCompatibleWithRenderFmt(display, cfgs[it], DisplayFormat)) { hr = WINED3D_OK; TRACE_(d3d_caps)("OK\n"); break ; diff --git a/dlls/wined3d/wined3d_main.c b/dlls/wined3d/wined3d_main.c index d1cf28aa45..1f3505662b 100644 --- a/dlls/wined3d/wined3d_main.c +++ b/dlls/wined3d/wined3d_main.c @@ -106,8 +106,30 @@ BOOL WINAPI DllMain(HINSTANCE hInstDLL, DWORD fdwReason, LPVOID lpv) HKEY hkey = 0; HKEY appkey = 0; DWORD len; + WNDCLASSA wc; + wined3d_settings.emulated_textureram = 64*1024*1024; + /* We need our own window class for a fake window which we use to retrieve GL capabilities */ + /* We might need CS_OWNDC in the future if we notice strange things on Windows. + * Various articles/posts about OpenGL problems on Windows recommend this. */ + wc.style = CS_HREDRAW | CS_VREDRAW; + wc.lpfnWndProc = DefWindowProcA; + wc.cbClsExtra = 0; + wc.cbWndExtra = 0; + wc.hInstance = hInstDLL; + wc.hIcon = LoadIconA(NULL, (LPCSTR)IDI_WINLOGO); + wc.hCursor = LoadCursorA(NULL, (LPCSTR)IDC_ARROW); + wc.hbrBackground = NULL; + wc.lpszMenuName = NULL; + wc.lpszClassName = "WineD3D_OpenGL"; + + if (!RegisterClassA(&wc) && GetLastError() != ERROR_CLASS_ALREADY_EXISTS) + { + ERR("Failed to register window class 'WineD3D_OpenGL'!"); + return FALSE; + } + DisableThreadLibraryCalls(hInstDLL); mod = GetModuleHandleA( "winex11.drv" ); -- 2.32.0.93.g670b81a890