wine/dlls/dxgi/dxgi_main.c

272 lines
7.2 KiB
C

/*
* Copyright 2008 Henri Verbeet for CodeWeavers
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*
*/
#include "config.h"
#include "wine/port.h"
#define DXGI_INIT_GUID
#include "dxgi_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(dxgi);
static CRITICAL_SECTION_DEBUG dxgi_cs_debug =
{
0, 0, &dxgi_cs,
{&dxgi_cs_debug.ProcessLocksList,
&dxgi_cs_debug.ProcessLocksList},
0, 0, {(DWORD_PTR)(__FILE__ ": dxgi_cs")}
};
CRITICAL_SECTION dxgi_cs = {&dxgi_cs_debug, -1, 0, 0, 0, 0};
struct dxgi_main
{
HMODULE d3d10core;
struct dxgi_device_layer *device_layers;
UINT layer_count;
};
static struct dxgi_main dxgi_main;
static void dxgi_main_cleanup(void)
{
EnterCriticalSection(&dxgi_cs);
HeapFree(GetProcessHeap(), 0, dxgi_main.device_layers);
dxgi_main.device_layers = NULL;
dxgi_main.layer_count = 0;
FreeLibrary(dxgi_main.d3d10core);
dxgi_main.d3d10core = NULL;
LeaveCriticalSection(&dxgi_cs);
DeleteCriticalSection(&dxgi_cs);
}
BOOL WINAPI DllMain(HINSTANCE hInstDLL, DWORD fdwReason, LPVOID lpv)
{
TRACE("fdwReason %u\n", fdwReason);
switch(fdwReason)
{
case DLL_PROCESS_ATTACH:
DisableThreadLibraryCalls(hInstDLL);
break;
case DLL_PROCESS_DETACH:
dxgi_main_cleanup();
break;
}
return TRUE;
}
HRESULT WINAPI CreateDXGIFactory(REFIID riid, void **factory)
{
struct dxgi_factory *object;
HRESULT hr;
TRACE("riid %s, factory %p\n", debugstr_guid(riid), factory);
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
if (!object)
{
ERR("Failed to allocate DXGI factory object memory\n");
*factory = NULL;
return E_OUTOFMEMORY;
}
hr = dxgi_factory_init(object);
if (FAILED(hr))
{
WARN("Failed to initialize swapchain, hr %#x.\n", hr);
HeapFree(GetProcessHeap(), 0, object);
*factory = NULL;
return hr;
}
TRACE("Created IDXGIFactory %p\n", object);
hr = IDXGIFactory_QueryInterface((IDXGIFactory *)object, riid, factory);
IDXGIFactory_Release((IDXGIFactory *)object);
return hr;
}
static BOOL get_layer(enum dxgi_device_layer_id id, struct dxgi_device_layer *layer)
{
UINT i;
EnterCriticalSection(&dxgi_cs);
for (i = 0; i < dxgi_main.layer_count; ++i)
{
if (dxgi_main.device_layers[i].id == id)
{
*layer = dxgi_main.device_layers[i];
LeaveCriticalSection(&dxgi_cs);
return TRUE;
}
}
LeaveCriticalSection(&dxgi_cs);
return FALSE;
}
static HRESULT register_d3d10core_layers(HMODULE d3d10core)
{
EnterCriticalSection(&dxgi_cs);
if (!dxgi_main.d3d10core)
{
HRESULT hr;
HRESULT (WINAPI *d3d10core_register_layers)(void);
HMODULE mod;
BOOL ret;
ret = GetModuleHandleExA(GET_MODULE_HANDLE_EX_FLAG_FROM_ADDRESS, (LPCSTR)d3d10core, &mod);
if (!ret)
{
LeaveCriticalSection(&dxgi_cs);
return E_FAIL;
}
d3d10core_register_layers = (void *)GetProcAddress(mod, "D3D10CoreRegisterLayers");
hr = d3d10core_register_layers();
if (FAILED(hr))
{
ERR("Failed to register d3d10core layers, returning %#x\n", hr);
LeaveCriticalSection(&dxgi_cs);
return hr;
}
dxgi_main.d3d10core = mod;
}
LeaveCriticalSection(&dxgi_cs);
return S_OK;
}
HRESULT WINAPI DXGID3D10CreateDevice(HMODULE d3d10core, IDXGIFactory *factory, IDXGIAdapter *adapter,
UINT flags, void *unknown0, void **device)
{
struct layer_get_size_args get_size_args;
struct dxgi_device *dxgi_device;
struct dxgi_device_layer d3d10_layer;
UINT device_size;
DWORD count;
HRESULT hr;
TRACE("d3d10core %p, factory %p, adapter %p, flags %#x, unknown0 %p, device %p.\n",
d3d10core, factory, adapter, flags, unknown0, device);
hr = register_d3d10core_layers(d3d10core);
if (FAILED(hr))
{
ERR("Failed to register d3d10core layers, returning %#x\n", hr);
return hr;
}
if (!get_layer(DXGI_DEVICE_LAYER_D3D10_DEVICE, &d3d10_layer))
{
ERR("Failed to get D3D10 device layer\n");
return E_FAIL;
}
count = 0;
hr = d3d10_layer.init(d3d10_layer.id, &count, NULL);
if (FAILED(hr))
{
WARN("Failed to initialize D3D10 device layer\n");
return E_FAIL;
}
get_size_args.unknown0 = 0;
get_size_args.unknown1 = 0;
get_size_args.unknown2 = NULL;
get_size_args.unknown3 = NULL;
get_size_args.adapter = adapter;
get_size_args.interface_major = 10;
get_size_args.interface_minor = 1;
get_size_args.version_build = 4;
get_size_args.version_revision = 6000;
device_size = d3d10_layer.get_size(d3d10_layer.id, &get_size_args, 0);
device_size += sizeof(*dxgi_device);
dxgi_device = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, device_size);
if (!dxgi_device)
{
ERR("Failed to allocate device memory\n");
return E_OUTOFMEMORY;
}
hr = dxgi_device_init(dxgi_device, &d3d10_layer, factory, adapter);
if (FAILED(hr))
{
WARN("Failed to initialize device, hr %#x.\n", hr);
HeapFree(GetProcessHeap(), 0, dxgi_device);
*device = NULL;
return hr;
}
TRACE("Created device %p.\n", dxgi_device);
*device = dxgi_device;
return S_OK;
}
HRESULT WINAPI DXGID3D10RegisterLayers(const struct dxgi_device_layer *layers, UINT layer_count)
{
UINT i;
struct dxgi_device_layer *new_layers;
TRACE("layers %p, layer_count %u\n", layers, layer_count);
EnterCriticalSection(&dxgi_cs);
if (!dxgi_main.layer_count)
new_layers = HeapAlloc(GetProcessHeap(), 0, layer_count * sizeof(*new_layers));
else
new_layers = HeapReAlloc(GetProcessHeap(), 0, dxgi_main.device_layers,
(dxgi_main.layer_count + layer_count) * sizeof(*new_layers));
if (!new_layers)
{
LeaveCriticalSection(&dxgi_cs);
ERR("Failed to allocate layer memory\n");
return E_OUTOFMEMORY;
}
for (i = 0; i < layer_count; ++i)
{
const struct dxgi_device_layer *layer = &layers[i];
TRACE("layer %d: id %#x, init %p, get_size %p, create %p\n",
i, layer->id, layer->init, layer->get_size, layer->create);
new_layers[dxgi_main.layer_count + i] = *layer;
}
dxgi_main.device_layers = new_layers;
dxgi_main.layer_count += layer_count;
LeaveCriticalSection(&dxgi_cs);
return S_OK;
}