Chris Robinson : wined3d:
Only use one fake context when building adapter info.
Alexandre Julliard
julliard at wine.codeweavers.com
Mon Aug 27 06:07:35 CDT 2007
Module: wine
Branch: master
Commit: 95b615540877d4e8d7a469abc81f734e7c60ea1f
URL: http://source.winehq.org/git/wine.git/?a=commit;h=95b615540877d4e8d7a469abc81f734e7c60ea1f
Author: Chris Robinson <chris.kcat at gmail.com>
Date: Fri Aug 24 10:16:30 2007 -0700
wined3d: Only use one fake context when building adapter info.
---
dlls/wined3d/directx.c | 170 +++++++++++++++++++++++++----------------------
1 files changed, 90 insertions(+), 80 deletions(-)
diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c
index 01e6138..29d54ee 100644
--- a/dlls/wined3d/directx.c
+++ b/dlls/wined3d/directx.c
@@ -403,40 +403,6 @@ BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
BOOL return_value = TRUE;
int i;
HDC hdc;
- HMODULE mod_gl;
-
-#ifdef USE_WIN32_OPENGL
-#define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
- mod_gl = LoadLibraryA("opengl32.dll");
- if(!mod_gl) {
- ERR("Can't load opengl32.dll!\n");
- return FALSE;
- }
-#else
-#define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
- /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
- mod_gl = GetModuleHandleA("gdi32.dll");
-#endif
-
-/* Load WGL core functions from opengl32.dll */
-#define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
- WGL_FUNCS_GEN;
-#undef USE_WGL_FUNC
-
- if(!pwglGetProcAddress) {
- ERR("Unable to load wglGetProcAddress!\n");
- return FALSE;
- }
-
-/* Dynamicly load all GL core functions */
- GL_FUNCS_GEN;
-#undef USE_GL_FUNC
-
- /* Make sure that we've got a context */
- /* TODO: CreateFakeGLContext should really take a display as a parameter */
- /* Only save the values obtained when a display is provided */
- if (!WineD3D_CreateFakeGLContext() || wined3d_fake_gl_context_foreign)
- return_value = FALSE;
TRACE_(d3d_caps)("(%p)\n", gl_info);
@@ -850,12 +816,21 @@ BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
* shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
*/
if(WINE_D3D9_CAPABLE(gl_info) && (gl_info->vs_nv_version == VS_VERSION_30)) {
- if (strstr(gl_info->gl_renderer, "7800") ||
- strstr(gl_info->gl_renderer, "7900") ||
- strstr(gl_info->gl_renderer, "7950") ||
- strstr(gl_info->gl_renderer, "Quadro FX 4") ||
- strstr(gl_info->gl_renderer, "Quadro FX 5"))
- gl_info->gl_card = CARD_NVIDIA_GEFORCE_7800GT;
+ if (strstr(gl_info->gl_renderer, "8800"))
+ gl_info->gl_card = CARD_NVIDIA_GEFORCE_8800GTS;
+ else if(strstr(gl_info->gl_renderer, "8600") ||
+ strstr(gl_info->gl_renderer, "8700"))
+ gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600GT;
+ else if(strstr(gl_info->gl_renderer, "8300") ||
+ strstr(gl_info->gl_renderer, "8400") ||
+ strstr(gl_info->gl_renderer, "8500"))
+ gl_info->gl_card = CARD_NVIDIA_GEFORCE_8300GS;
+ else if(strstr(gl_info->gl_renderer, "7800") ||
+ strstr(gl_info->gl_renderer, "7900") ||
+ strstr(gl_info->gl_renderer, "7950") ||
+ strstr(gl_info->gl_renderer, "Quadro FX 4") ||
+ strstr(gl_info->gl_renderer, "Quadro FX 5"))
+ gl_info->gl_card = CARD_NVIDIA_GEFORCE_7800GT;
else if(strstr(gl_info->gl_renderer, "6800") ||
strstr(gl_info->gl_renderer, "7600"))
gl_info->gl_card = CARD_NVIDIA_GEFORCE_6800;
@@ -1043,8 +1018,6 @@ BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
}
}
-
- WineD3D_ReleaseFakeGLContext();
return return_value;
}
#undef GLINFO_LOCATION
@@ -2489,6 +2462,7 @@ ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pVolume) {
#define PUSH1(att) attribs[nAttribs++] = (att);
#define GLINFO_LOCATION (Adapters[0].gl_info)
BOOL InitAdapters(void) {
+ static HMODULE mod_gl;
BOOL ret;
int ps_selected_mode, vs_selected_mode;
@@ -2498,8 +2472,44 @@ BOOL InitAdapters(void) {
if(numAdapters > 0) return TRUE;
TRACE("Initializing adapters\n");
+
+ if(!mod_gl) {
+#ifdef USE_WIN32_OPENGL
+#define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
+ mod_gl = LoadLibraryA("opengl32.dll");
+ if(!mod_gl) {
+ ERR("Can't load opengl32.dll!\n");
+ return FALSE;
+ }
+#else
+#define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
+ /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
+ mod_gl = GetModuleHandleA("gdi32.dll");
+#endif
+ }
+
+/* Load WGL core functions from opengl32.dll */
+#define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
+ WGL_FUNCS_GEN;
+#undef USE_WGL_FUNC
+
+ if(!pwglGetProcAddress) {
+ ERR("Unable to load wglGetProcAddress!\n");
+ return FALSE;
+ }
+
+/* Dynamicly load all GL core functions */
+ GL_FUNCS_GEN;
+#undef USE_GL_FUNC
+
/* For now only one default adapter */
{
+ int iPixelFormat;
+ int attribs[8];
+ int values[8];
+ int nAttribs = 0;
+ int res;
+ WineD3D_PixelFormat *cfgs;
int attribute;
DISPLAY_DEVICEW DisplayDevice;
@@ -2507,16 +2517,25 @@ BOOL InitAdapters(void) {
Adapters[0].monitorPoint.x = -1;
Adapters[0].monitorPoint.y = -1;
+ if (!WineD3D_CreateFakeGLContext()) {
+ ERR("Failed to get a gl context for default adapter\n");
+ HeapFree(GetProcessHeap(), 0, Adapters);
+ WineD3D_ReleaseFakeGLContext();
+ return FALSE;
+ }
+
ret = IWineD3DImpl_FillGLCaps(&Adapters[0].gl_info);
if(!ret) {
ERR("Failed to initialize gl caps for default adapter\n");
HeapFree(GetProcessHeap(), 0, Adapters);
+ WineD3D_ReleaseFakeGLContext();
return FALSE;
}
ret = initPixelFormats(&Adapters[0].gl_info);
if(!ret) {
ERR("Failed to init gl formats\n");
HeapFree(GetProcessHeap(), 0, Adapters);
+ WineD3D_ReleaseFakeGLContext();
return FALSE;
}
@@ -2529,46 +2548,37 @@ BOOL InitAdapters(void) {
TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
strcpyW(Adapters[0].DeviceName, DisplayDevice.DeviceName);
- if (WineD3D_CreateFakeGLContext()) {
- int iPixelFormat;
- int attribs[8];
- int values[8];
- int nAttribs = 0;
- int res;
- WineD3D_PixelFormat *cfgs;
-
- attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
- GL_EXTCALL(wglGetPixelFormatAttribivARB(wined3d_fake_gl_context_hdc, 0, 0, 1, &attribute, &Adapters[0].nCfgs));
-
- Adapters[0].cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, Adapters[0].nCfgs *sizeof(WineD3D_PixelFormat));
- cfgs = Adapters[0].cfgs;
- PUSH1(WGL_RED_BITS_ARB)
- PUSH1(WGL_GREEN_BITS_ARB)
- PUSH1(WGL_BLUE_BITS_ARB)
- PUSH1(WGL_ALPHA_BITS_ARB)
- PUSH1(WGL_DEPTH_BITS_ARB)
- PUSH1(WGL_STENCIL_BITS_ARB)
-
- for(iPixelFormat=1; iPixelFormat<=Adapters[0].nCfgs; iPixelFormat++) {
- res = GL_EXTCALL(wglGetPixelFormatAttribivARB(wined3d_fake_gl_context_hdc, iPixelFormat, 0, nAttribs, attribs, values));
-
- if(!res)
- continue;
+ attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
+ GL_EXTCALL(wglGetPixelFormatAttribivARB(wined3d_fake_gl_context_hdc, 0, 0, 1, &attribute, &Adapters[0].nCfgs));
- /* Cache the pixel format */
- cfgs->iPixelFormat = iPixelFormat;
- cfgs->redSize = values[0];
- cfgs->greenSize = values[1];
- cfgs->blueSize = values[2];
- cfgs->alphaSize = values[3];
- cfgs->depthSize = values[4];
- cfgs->stencilSize = values[5];
-
- TRACE("iPixelFormat=%d, RGBA=%d/%d/%d/%d, depth=%d, stencil=%d\n", cfgs->iPixelFormat, cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize, cfgs->depthSize, cfgs->stencilSize);
- cfgs++;
- }
- WineD3D_ReleaseFakeGLContext();
+ Adapters[0].cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, Adapters[0].nCfgs *sizeof(WineD3D_PixelFormat));
+ cfgs = Adapters[0].cfgs;
+ PUSH1(WGL_RED_BITS_ARB)
+ PUSH1(WGL_GREEN_BITS_ARB)
+ PUSH1(WGL_BLUE_BITS_ARB)
+ PUSH1(WGL_ALPHA_BITS_ARB)
+ PUSH1(WGL_DEPTH_BITS_ARB)
+ PUSH1(WGL_STENCIL_BITS_ARB)
+
+ for(iPixelFormat=1; iPixelFormat<=Adapters[0].nCfgs; iPixelFormat++) {
+ res = GL_EXTCALL(wglGetPixelFormatAttribivARB(wined3d_fake_gl_context_hdc, iPixelFormat, 0, nAttribs, attribs, values));
+
+ if(!res)
+ continue;
+
+ /* Cache the pixel format */
+ cfgs->iPixelFormat = iPixelFormat;
+ cfgs->redSize = values[0];
+ cfgs->greenSize = values[1];
+ cfgs->blueSize = values[2];
+ cfgs->alphaSize = values[3];
+ cfgs->depthSize = values[4];
+ cfgs->stencilSize = values[5];
+
+ TRACE("iPixelFormat=%d, RGBA=%d/%d/%d/%d, depth=%d, stencil=%d\n", cfgs->iPixelFormat, cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize, cfgs->depthSize, cfgs->stencilSize);
+ cfgs++;
}
+ WineD3D_ReleaseFakeGLContext();
select_shader_mode(&Adapters[0].gl_info, WINED3DDEVTYPE_HAL, &ps_selected_mode, &vs_selected_mode);
select_shader_max_constants(ps_selected_mode, vs_selected_mode, &Adapters[0].gl_info);
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