wined3d: Break the lighting state out of the vertex decl.
[wine.git] / dlls / wined3d / wined3d_main.c
bloba3fc80b94f1c09a0f0a64865624e9c4adba708aa
1 /*
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
23 #include "config.h"
25 #include "initguid.h"
26 #include "wined3d_private.h"
28 WINE_DEFAULT_DEBUG_CHANNEL(wine_d3d);
30 int num_lock = 0;
31 void (*wine_tsx11_lock_ptr)(void) = NULL;
32 void (*wine_tsx11_unlock_ptr)(void) = NULL;
35 /* When updating default value here, make sure to update winecfg as well,
36 * where appropriate. */
37 wined3d_settings_t wined3d_settings =
39 VS_HW, /* Hardware by default */
40 PS_HW, /* Hardware by default */
41 VBO_HW, /* Hardware by default */
42 FALSE, /* Use of GLSL disabled by default */
43 NP2_NATIVE, /* Use native NPOT textures, when available */
44 ORM_BACKBUFFER, /* Use the backbuffer to do offscreen rendering */
45 RTL_AUTO, /* Automatically determine best locking method */
46 64*1024*1024 /* 64MB texture memory by default */
49 WineD3DGlobalStatistics *wineD3DGlobalStatistics = NULL;
50 CRITICAL_SECTION resourceStoreCriticalSection;
52 long globalChangeGlRam(long glram){
53 /* FIXME: replace this function with object tracking */
54 int result;
56 EnterCriticalSection(&resourceStoreCriticalSection); /* this is overkill really, but I suppose it should be thread safe */
57 wineD3DGlobalStatistics->glsurfaceram += glram;
58 TRACE("Adjusted gl ram by %ld to %d\n", glram, wineD3DGlobalStatistics->glsurfaceram);
59 result = wineD3DGlobalStatistics->glsurfaceram;
60 LeaveCriticalSection(&resourceStoreCriticalSection);
61 return result;
65 IWineD3D* WINAPI WineDirect3DCreate(UINT SDKVersion, UINT dxVersion, IUnknown *parent) {
66 IWineD3DImpl* object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DImpl));
67 object->lpVtbl = &IWineD3D_Vtbl;
68 object->dxVersion = dxVersion;
69 object->ref = 1;
70 object->parent = parent;
72 /* TODO: Move this off to device and possibly x11drv */
73 /* Create a critical section for a dll global data store */
74 InitializeCriticalSectionAndSpinCount(&resourceStoreCriticalSection, 0x80000400);
76 /*Create a structure for storing global data in*/
77 if(wineD3DGlobalStatistics == NULL){
78 TRACE("Creating global statistics store\n");
79 wineD3DGlobalStatistics = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*wineD3DGlobalStatistics));
84 TRACE("Created WineD3D object @ %p for d3d%d support\n", object, dxVersion);
86 return (IWineD3D *)object;
89 inline static DWORD get_config_key(HKEY defkey, HKEY appkey, const char* name, char* buffer, DWORD size)
91 if (0 != appkey && !RegQueryValueExA( appkey, name, 0, NULL, (LPBYTE) buffer, &size )) return 0;
92 if (0 != defkey && !RegQueryValueExA( defkey, name, 0, NULL, (LPBYTE) buffer, &size )) return 0;
93 return ERROR_FILE_NOT_FOUND;
96 /* At process attach */
97 BOOL WINAPI DllMain(HINSTANCE hInstDLL, DWORD fdwReason, LPVOID lpv)
99 TRACE("WineD3D DLLMain Reason=%d\n", fdwReason);
100 if (fdwReason == DLL_PROCESS_ATTACH)
102 HMODULE mod;
103 char buffer[MAX_PATH+10];
104 DWORD size = sizeof(buffer);
105 HKEY hkey = 0;
106 HKEY appkey = 0;
107 DWORD len;
108 wined3d_settings.emulated_textureram = 64*1024*1024;
110 DisableThreadLibraryCalls(hInstDLL);
112 mod = GetModuleHandleA( "winex11.drv" );
113 if (mod)
115 wine_tsx11_lock_ptr = (void *)GetProcAddress( mod, "wine_tsx11_lock" );
116 wine_tsx11_unlock_ptr = (void *)GetProcAddress( mod, "wine_tsx11_unlock" );
118 /* @@ Wine registry key: HKCU\Software\Wine\Direct3D */
119 if ( RegOpenKeyA( HKEY_CURRENT_USER, "Software\\Wine\\Direct3D", &hkey ) ) hkey = 0;
121 len = GetModuleFileNameA( 0, buffer, MAX_PATH );
122 if (len && len < MAX_PATH)
124 HKEY tmpkey;
125 /* @@ Wine registry key: HKCU\Software\Wine\AppDefaults\app.exe\Direct3D */
126 if (!RegOpenKeyA( HKEY_CURRENT_USER, "Software\\Wine\\AppDefaults", &tmpkey ))
128 char *p, *appname = buffer;
129 if ((p = strrchr( appname, '/' ))) appname = p + 1;
130 if ((p = strrchr( appname, '\\' ))) appname = p + 1;
131 strcat( appname, "\\Direct3D" );
132 TRACE("appname = [%s]\n", appname);
133 if (RegOpenKeyA( tmpkey, appname, &appkey )) appkey = 0;
134 RegCloseKey( tmpkey );
138 if ( 0 != hkey || 0 != appkey )
140 if ( !get_config_key( hkey, appkey, "VertexShaderMode", buffer, size) )
142 if (!strcmp(buffer,"none"))
144 TRACE("Disable vertex shaders\n");
145 wined3d_settings.vs_mode = VS_NONE;
147 else if (!strcmp(buffer,"emulation"))
149 TRACE("Force SW vertex shaders\n");
150 wined3d_settings.vs_mode = VS_SW;
153 if ( !get_config_key( hkey, appkey, "PixelShaderMode", buffer, size) )
155 if (!strcmp(buffer,"enabled"))
157 TRACE("Allow pixel shaders\n");
158 wined3d_settings.ps_mode = PS_HW;
160 if (!strcmp(buffer,"disabled"))
162 TRACE("Disable pixel shaders\n");
163 wined3d_settings.ps_mode = PS_NONE;
166 if ( !get_config_key( hkey, appkey, "VertexBufferMode", buffer, size) )
168 if (!strcmp(buffer,"none"))
170 TRACE("Disable Vertex Buffer Hardware support\n");
171 wined3d_settings.vbo_mode = VBO_NONE;
173 else if (!strcmp(buffer,"hardware"))
175 TRACE("Allow Vertex Buffer Hardware support\n");
176 wined3d_settings.vbo_mode = VBO_HW;
179 if ( !get_config_key( hkey, appkey, "UseGLSL", buffer, size) )
181 if (!strcmp(buffer,"enabled"))
183 TRACE("Use of GL Shading Language enabled for systems that support it\n");
184 wined3d_settings.glslRequested = TRUE;
186 else
188 TRACE("Use of GL Shading Language disabled\n");
191 if ( !get_config_key( hkey, appkey, "Nonpower2Mode", buffer, size) )
193 if (!strcmp(buffer,"none"))
195 TRACE("Using default non-power2 textures\n");
196 wined3d_settings.nonpower2_mode = NP2_NONE;
199 else if (!strcmp(buffer,"repack"))
201 TRACE("Repacking non-power2 textures\n");
202 wined3d_settings.nonpower2_mode = NP2_REPACK;
204 /* There will be a couple of other choices for nonpow2, they are: TextureRecrangle and OpenGL 2 */
206 if ( !get_config_key( hkey, appkey, "OffscreenRenderingMode", buffer, size) )
208 if (!strcmp(buffer,"backbuffer"))
210 TRACE("Using the backbuffer for offscreen rendering\n");
211 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
213 else if (!strcmp(buffer,"pbuffer"))
215 TRACE("Using PBuffers for offscreen rendering\n");
216 wined3d_settings.offscreen_rendering_mode = ORM_PBUFFER;
218 else if (!strcmp(buffer,"fbo"))
220 TRACE("Using FBOs for offscreen rendering\n");
221 wined3d_settings.offscreen_rendering_mode = ORM_FBO;
224 if ( !get_config_key( hkey, appkey, "RenderTargetLockMode", buffer, size) )
226 if (!strcmp(buffer,"disabled"))
228 TRACE("Disabling render target locking\n");
229 wined3d_settings.rendertargetlock_mode = RTL_DISABLE;
231 else if (!strcmp(buffer,"readdraw"))
233 TRACE("Using glReadPixels for render target reading and glDrawPixels for writing\n");
234 wined3d_settings.rendertargetlock_mode = RTL_READDRAW;
236 else if (!strcmp(buffer,"readtex"))
238 TRACE("Using glReadPixels for render target reading and textures for writing\n");
239 wined3d_settings.rendertargetlock_mode = RTL_READTEX;
241 else if (!strcmp(buffer,"texdraw"))
243 TRACE("Using textures for render target reading and glDrawPixels for writing\n");
244 wined3d_settings.rendertargetlock_mode = RTL_TEXDRAW;
246 else if (!strcmp(buffer,"textex"))
248 TRACE("Reading render targets via textures and writing via textures\n");
249 wined3d_settings.rendertargetlock_mode = RTL_TEXTEX;
252 if ( !get_config_key( hkey, appkey, "VideoMemorySize", buffer, size) )
254 int TmpVideoMemorySize = atoi(buffer);
255 if(TmpVideoMemorySize > 0)
257 wined3d_settings.emulated_textureram = TmpVideoMemorySize *1024*1024;
258 TRACE("Use %iMB = %d byte for emulated_textureram\n",
259 TmpVideoMemorySize,
260 wined3d_settings.emulated_textureram);
262 else
263 ERR("VideoMemorySize is %i but must be >0\n", TmpVideoMemorySize);
266 if (wined3d_settings.vs_mode == VS_HW)
267 TRACE("Allow HW vertex shaders\n");
268 if (wined3d_settings.ps_mode == PS_NONE)
269 TRACE("Disable pixel shaders\n");
270 if (wined3d_settings.vbo_mode == VBO_NONE)
271 TRACE("Disable Vertex Buffer Hardware support\n");
272 if (wined3d_settings.glslRequested)
273 TRACE("If supported by your system, GL Shading Language will be used\n");
274 if (wined3d_settings.nonpower2_mode == NP2_REPACK)
275 TRACE("Repacking non-power2 textures\n");
277 if (appkey) RegCloseKey( appkey );
278 if (hkey) RegCloseKey( hkey );
280 return TRUE;