| /* |
| * 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); |
| |
| 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) |
| { |
| HeapFree(GetProcessHeap(), 0, dxgi_main.device_layers); |
| FreeLibrary(dxgi_main.d3d10core); |
| } |
| |
| BOOL WINAPI DllMain(HINSTANCE inst, DWORD reason, void *reserved) |
| { |
| switch (reason) |
| { |
| case DLL_PROCESS_ATTACH: |
| DisableThreadLibraryCalls(inst); |
| break; |
| |
| case DLL_PROCESS_DETACH: |
| if (!reserved) |
| dxgi_main_cleanup(); |
| break; |
| } |
| |
| return TRUE; |
| } |
| |
| HRESULT WINAPI CreateDXGIFactory1(REFIID riid, void **factory) |
| { |
| TRACE("riid %s, factory %p\n", debugstr_guid(riid), factory); |
| |
| return dxgi_factory_create(riid, factory, TRUE); |
| } |
| |
| HRESULT WINAPI CreateDXGIFactory(REFIID riid, void **factory) |
| { |
| TRACE("riid %s, factory %p\n", debugstr_guid(riid), factory); |
| |
| return dxgi_factory_create(riid, factory, FALSE); |
| } |
| |
| static BOOL get_layer(enum dxgi_device_layer_id id, struct dxgi_device_layer *layer) |
| { |
| UINT i; |
| |
| wined3d_mutex_lock(); |
| |
| for (i = 0; i < dxgi_main.layer_count; ++i) |
| { |
| if (dxgi_main.device_layers[i].id == id) |
| { |
| *layer = dxgi_main.device_layers[i]; |
| wined3d_mutex_unlock(); |
| return TRUE; |
| } |
| } |
| |
| wined3d_mutex_unlock(); |
| return FALSE; |
| } |
| |
| static HRESULT register_d3d10core_layers(HMODULE d3d10core) |
| { |
| wined3d_mutex_lock(); |
| |
| if (!dxgi_main.d3d10core) |
| { |
| HRESULT hr; |
| HRESULT (WINAPI *d3d11core_register_layers)(void); |
| HMODULE mod; |
| BOOL ret; |
| |
| if (!(ret = GetModuleHandleExA(GET_MODULE_HANDLE_EX_FLAG_FROM_ADDRESS, (const char *)d3d10core, &mod))) |
| { |
| wined3d_mutex_unlock(); |
| return E_FAIL; |
| } |
| |
| d3d11core_register_layers = (void *)GetProcAddress(mod, "D3D11CoreRegisterLayers"); |
| hr = d3d11core_register_layers(); |
| if (FAILED(hr)) |
| { |
| ERR("Failed to register d3d11 layers, returning %#x.\n", hr); |
| FreeLibrary(mod); |
| wined3d_mutex_unlock(); |
| return hr; |
| } |
| |
| dxgi_main.d3d10core = mod; |
| } |
| |
| wined3d_mutex_unlock(); |
| |
| return S_OK; |
| } |
| |
| HRESULT WINAPI DXGID3D10CreateDevice(HMODULE d3d10core, IDXGIFactory *factory, IDXGIAdapter *adapter, |
| unsigned int flags, const D3D_FEATURE_LEVEL *feature_levels, unsigned int level_count, void **device) |
| { |
| struct layer_get_size_args get_size_args; |
| struct dxgi_device_layer d3d10_layer; |
| struct dxgi_device *dxgi_device; |
| UINT device_size; |
| DWORD count; |
| HRESULT hr; |
| |
| TRACE("d3d10core %p, factory %p, adapter %p, flags %#x, feature_levels %p, level_count %u, device %p.\n", |
| d3d10core, factory, adapter, flags, feature_levels, level_count, device); |
| |
| if (flags) |
| FIXME("Ignoring flags %#x.\n", flags); |
| |
| if (TRACE_ON(dxgi)) |
| dump_feature_levels(feature_levels, level_count); |
| |
| 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, feature_levels, level_count); |
| 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->IWineDXGIDevice_iface; |
| |
| 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); |
| |
| wined3d_mutex_lock(); |
| |
| 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) |
| { |
| wined3d_mutex_unlock(); |
| 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; |
| |
| wined3d_mutex_unlock(); |
| |
| return S_OK; |
| } |