From a0c4815433ccd57322f4f7703ca35e9ccfa59250 Mon Sep 17 00:00:00 2001 From: marha Date: Thu, 8 Oct 2009 13:15:52 +0000 Subject: Added MesaLib-7.6 --- .../src/mesa/drivers/windows/gldirect/dll_main.c | 817 +++++++++++++++++++++ 1 file changed, 817 insertions(+) create mode 100644 mesalib/src/mesa/drivers/windows/gldirect/dll_main.c (limited to 'mesalib/src/mesa/drivers/windows/gldirect/dll_main.c') diff --git a/mesalib/src/mesa/drivers/windows/gldirect/dll_main.c b/mesalib/src/mesa/drivers/windows/gldirect/dll_main.c new file mode 100644 index 000000000..1d7ac64f4 --- /dev/null +++ b/mesalib/src/mesa/drivers/windows/gldirect/dll_main.c @@ -0,0 +1,817 @@ +/**************************************************************************** +* +* Mesa 3-D graphics library +* Direct3D Driver Interface +* +* ======================================================================== +* +* Copyright (C) 1991-2004 SciTech Software, Inc. All rights reserved. +* +* Permission is hereby granted, free of charge, to any person obtaining a +* copy of this software and associated documentation files (the "Software"), +* to deal in the Software without restriction, including without limitation +* the rights to use, copy, modify, merge, publish, distribute, sublicense, +* and/or sell copies of the Software, and to permit persons to whom the +* Software is furnished to do so, subject to the following conditions: +* +* The above copyright notice and this permission notice shall be included +* in all copies or substantial portions of the Software. +* +* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS +* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL +* SCITECH SOFTWARE INC BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, +* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF +* OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +* SOFTWARE. +* +* ====================================================================== +* +* Language: ANSI C +* Environment: Windows 9x (Win32) +* +* Description: Win32 DllMain functions. +* +****************************************************************************/ + +// INITGUID must only be defined once. +// Don't put it in a shared header file! +// GLD3 uses dxguid.lib, so INITGUID must *not* be used! +#ifndef _USE_GLD3_WGL +#define INITGUID +#endif // _USE_GLD3_WGL + +#include "dllmain.h" + +//#include "snap/graphics.h" +//#include "drvlib/os/os.h" + +#ifdef _USE_GLD3_WGL +typedef void (APIENTRY *LPDGLSPLASHSCREEN)(int, int, char*); +#include "gld_driver.h" +#endif + +// *********************************************************************** + +BOOL bInitialized = FALSE; // callback driver initialized? +BOOL bExited = FALSE; // callback driver exited this instance? +HINSTANCE hInstanceDll = NULL; // DLL instance handle + +static BOOL bDriverValidated = FALSE; // prior validation status +static BOOL bSplashScreen = TRUE; // Splash Screen ? +static BOOL bValidINIFound = FALSE; // Have we found a valid INI file? + +HHOOK hKeyHook = NULL; // global keyboard handler hook + +// Multi-threaded support needs to be reflected in Mesa code. (DaveM) +int _gld_bMultiThreaded = FALSE; + +// *********************************************************************** + +DWORD dwLogging = 0; // Logging flag +DWORD dwDebugLevel = 0; // Log debug level + +char szLogPath[_MAX_PATH] = {"\0"}; // Log file path +char szSNAPPath[_MAX_PATH] = {"\0"}; // SNAP driver path + +#ifndef _USE_GLD3_WGL +DGL_wglFuncs wglFuncs = { + sizeof(DGL_wglFuncs), + DGL_ChoosePixelFormat, + DGL_CopyContext, + DGL_CreateContext, + DGL_CreateLayerContext, + DGL_DeleteContext, + DGL_DescribeLayerPlane, + DGL_DescribePixelFormat, + DGL_GetCurrentContext, + DGL_GetCurrentDC, + DGL_GetDefaultProcAddress, + DGL_GetLayerPaletteEntries, + DGL_GetPixelFormat, + DGL_GetProcAddress, + DGL_MakeCurrent, + DGL_RealizeLayerPalette, + DGL_SetLayerPaletteEntries, + DGL_SetPixelFormat, + DGL_ShareLists, + DGL_SwapBuffers, + DGL_SwapLayerBuffers, + DGL_UseFontBitmapsA, + DGL_UseFontBitmapsW, + DGL_UseFontOutlinesA, + DGL_UseFontOutlinesW, +}; + +DGL_mesaFuncs mesaFuncs = { + sizeof(DGL_mesaFuncs), +}; +#endif // _USE_GLD3_WGL + +// *********************************************************************** + +typedef struct { + DWORD dwDriver; // 0=SciTech SW, 1=Direct3D SW, 2=Direct3D HW + BOOL bMipmapping; // 0=off, 1=on + BOOL bMultitexture; // 0=off, 1=on + BOOL bWaitForRetrace; // 0=off, 1=on + BOOL bFullscreenBlit; // 0=off, 1=on + BOOL bFastFPU; // 0=off, 1=on + BOOL bDirectDrawPersistant;// 0=off, 1=on + BOOL bPersistantBuffers; // 0=off, 1=on + DWORD dwLogging; // 0=off, 1=normal, 2=crash-proof + DWORD dwLoggingSeverity; // 0=all, 1=warnings+errors, 2=errors only + BOOL bMessageBoxWarnings;// 0=off, 1=on + BOOL bMultiThreaded; // 0=off, 1=on + BOOL bAppCustomizations; // 0=off, 1=on + BOOL bHotKeySupport; // 0=off, 1=on + BOOL bSplashScreen; // 0=off, 1=on + +#ifdef _USE_GLD3_WGL + // + // New for GLDirect 3.0 + // + DWORD dwAdapter; // DX8 adpater ordinal + DWORD dwTnL; // Transform & Lighting type + DWORD dwMultisample; // DX8 multisample type +#endif // _USE_GLD3_WGL +} INI_settings; + +static INI_settings ini; + +// *********************************************************************** + +BOOL APIENTRY DGL_initDriver( +#ifdef _USE_GLD3_WGL + void) +{ +#else + DGL_wglFuncs *lpWglFuncs, + DGL_mesaFuncs *lpMesaFuncs) +{ + // Check for valid pointers + if ((lpWglFuncs == NULL) || (lpMesaFuncs == NULL)) + return FALSE; + + // Check for valid structs + if (lpWglFuncs->dwSize != sizeof(DGL_wglFuncs)) { + return FALSE; + } + + // Check for valid structs + if (lpMesaFuncs->dwSize != sizeof(DGL_mesaFuncs)) { + return FALSE; + } + + // Copy the Mesa functions + memcpy(&mesaFuncs, lpMesaFuncs, sizeof(DGL_mesaFuncs)); + + // Pass back the wgl functions + memcpy(lpWglFuncs, &wglFuncs, sizeof(DGL_wglFuncs)); +#endif // _USE_GLD3_WGL + + // Finally initialize the callback driver + if (!dglInitDriver()) + return FALSE; + + return TRUE; +}; + +// *********************************************************************** + +BOOL ReadINIFile( + HINSTANCE hInstance) +{ + char szModuleFilename[MAX_PATH]; + char szSystemDirectory[MAX_PATH]; + const char szSectionName[] = "Config"; + char szINIFile[MAX_PATH]; + int pos; + + // Now using the DLL module handle. KeithH, 24/May/2000. + // Addendum: GetModuleFileName(NULL, ... returns process filename, + // GetModuleFileName(hModule, ... returns DLL filename, + + // Get the dll path and filename. + GetModuleFileName(hInstance, &szModuleFilename[0], MAX_PATH); // NULL for current process + // Get the System directory. + GetSystemDirectory(&szSystemDirectory[0], MAX_PATH); + + // Test to see if DLL is in system directory. + if (strnicmp(szModuleFilename, szSystemDirectory, strlen(szSystemDirectory))==0) { + // DLL *is* in system directory. + // Return FALSE to indicate that registry keys should be read. + return FALSE; + } + + // Compose filename of INI file + strcpy(szINIFile, szModuleFilename); + pos = strlen(szINIFile); + while (szINIFile[pos] != '\\') { + pos--; + } + szINIFile[pos+1] = '\0'; + // Use run-time DLL path for log file too + strcpy(szLogPath, szINIFile); + szLogPath[pos] = '\0'; + // Complete full INI file path + strcat(szINIFile, "gldirect.ini"); + + // Read settings from private INI file. + // Note that defaults are contained in the calls. + ini.dwDriver = GetPrivateProfileInt(szSectionName, "dwDriver", 2, szINIFile); + ini.bMipmapping = GetPrivateProfileInt(szSectionName, "bMipmapping", 1, szINIFile); + ini.bMultitexture = GetPrivateProfileInt(szSectionName, "bMultitexture", 1, szINIFile); + ini.bWaitForRetrace = GetPrivateProfileInt(szSectionName, "bWaitForRetrace", 0, szINIFile); + ini.bFullscreenBlit = GetPrivateProfileInt(szSectionName, "bFullscreenBlit", 0, szINIFile); + ini.bFastFPU = GetPrivateProfileInt(szSectionName, "bFastFPU", 1, szINIFile); + ini.bDirectDrawPersistant = GetPrivateProfileInt(szSectionName, "bPersistantDisplay", 0, szINIFile); + ini.bPersistantBuffers = GetPrivateProfileInt(szSectionName, "bPersistantResources", 0, szINIFile); + ini.dwLogging = GetPrivateProfileInt(szSectionName, "dwLogging", 0, szINIFile); + ini.dwLoggingSeverity = GetPrivateProfileInt(szSectionName, "dwLoggingSeverity", 0, szINIFile); + ini.bMessageBoxWarnings = GetPrivateProfileInt(szSectionName, "bMessageBoxWarnings", 0, szINIFile); + ini.bMultiThreaded = GetPrivateProfileInt(szSectionName, "bMultiThreaded", 0, szINIFile); + ini.bAppCustomizations = GetPrivateProfileInt(szSectionName, "bAppCustomizations", 1, szINIFile); + ini.bHotKeySupport = GetPrivateProfileInt(szSectionName, "bHotKeySupport", 0, szINIFile); + ini.bSplashScreen = GetPrivateProfileInt(szSectionName, "bSplashScreen", 1, szINIFile); + +#ifdef _USE_GLD3_WGL + // New for GLDirect 3.x + ini.dwAdapter = GetPrivateProfileInt(szSectionName, "dwAdapter", 0, szINIFile); + // dwTnL now defaults to zero (chooses TnL at runtime). KeithH + ini.dwTnL = GetPrivateProfileInt(szSectionName, "dwTnL", 0, szINIFile); + ini.dwMultisample = GetPrivateProfileInt(szSectionName, "dwMultisample", 0, szINIFile); +#endif + + return TRUE; +} + +// *********************************************************************** + +BOOL dllReadRegistry( + HINSTANCE hInstance) +{ + // Read settings from INI file, if available + bValidINIFound = FALSE; + if (ReadINIFile(hInstance)) { + const char *szRendering[3] = { + "SciTech Software Renderer", + "Direct3D MMX Software Renderer", + "Direct3D Hardware Renderer" + }; + // Set globals + glb.bPrimary = 1; + glb.bHardware = (ini.dwDriver == 2) ? 1 : 0; +#ifndef _USE_GLD3_WGL + memset(&glb.ddGuid, 0, sizeof(glb.ddGuid)); + glb.d3dGuid = (ini.dwDriver == 2) ? IID_IDirect3DHALDevice : IID_IDirect3DRGBDevice; +#endif // _USE_GLD3_WGL + strcpy(glb.szDDName, "Primary"); + strcpy(glb.szD3DName, szRendering[ini.dwDriver]); + glb.dwRendering = ini.dwDriver; + glb.bUseMipmaps = ini.bMipmapping; + glb.bMultitexture = ini.bMultitexture; + glb.bWaitForRetrace = ini.bWaitForRetrace; + glb.bFullscreenBlit = ini.bFullscreenBlit; + glb.bFastFPU = ini.bFastFPU; + glb.bDirectDrawPersistant = ini.bDirectDrawPersistant; + glb.bPersistantBuffers = ini.bPersistantBuffers; + dwLogging = ini.dwLogging; + dwDebugLevel = ini.dwLoggingSeverity; + glb.bMessageBoxWarnings = ini.bMessageBoxWarnings; + glb.bMultiThreaded = ini.bMultiThreaded; + glb.bAppCustomizations = ini.bAppCustomizations; + glb.bHotKeySupport = ini.bHotKeySupport; + bSplashScreen = ini.bSplashScreen; +#ifdef _USE_GLD3_WGL + // New for GLDirect 3.x + glb.dwAdapter = ini.dwAdapter; + glb.dwDriver = ini.dwDriver; + glb.dwTnL = ini.dwTnL; + glb.dwMultisample = ini.dwMultisample; +#endif + bValidINIFound = TRUE; + return TRUE; + } + // Read settings from registry + else { + HKEY hReg; + DWORD cbValSize; + DWORD dwType = REG_SZ; // Registry data type for strings + BOOL bRegistryError; + BOOL bSuccess; + +#define REG_READ_DWORD(a, b) \ + cbValSize = sizeof(b); \ + if (ERROR_SUCCESS != RegQueryValueEx( hReg, (a), \ + NULL, NULL, (LPBYTE)&(b), &cbValSize )) \ + bRegistryError = TRUE; + +#define REG_READ_DEVICEID(a, b) \ + cbValSize = MAX_DDDEVICEID_STRING; \ + if(ERROR_SUCCESS != RegQueryValueEx(hReg, (a), 0, &dwType, \ + (LPBYTE)&(b), &cbValSize)) \ + bRegistryError = TRUE; + +#define REG_READ_STRING(a, b) \ + cbValSize = sizeof((b)); \ + if(ERROR_SUCCESS != RegQueryValueEx(hReg, (a), 0, &dwType, \ + (LPBYTE)&(b), &cbValSize)) \ + bRegistryError = TRUE; + + // Read settings from the registry. + + // Open the registry key for the current user if it exists. + bSuccess = (ERROR_SUCCESS == RegOpenKeyEx(HKEY_CURRENT_USER, + DIRECTGL_REG_SETTINGS_KEY, + 0, + KEY_READ, + &hReg)); + // Otherwise open the registry key for the local machine. + if (!bSuccess) + bSuccess = (ERROR_SUCCESS == RegOpenKeyEx(DIRECTGL_REG_KEY_ROOT, + DIRECTGL_REG_SETTINGS_KEY, + 0, + KEY_READ, + &hReg)); + if (!bSuccess) + return FALSE; + + bRegistryError = FALSE; + + REG_READ_DWORD(DIRECTGL_REG_SETTING_PRIMARY, glb.bPrimary); + REG_READ_DWORD(DIRECTGL_REG_SETTING_D3D_HW, glb.bHardware); +#ifndef _USE_GLD3_WGL + REG_READ_DWORD(DIRECTGL_REG_SETTING_DD_GUID, glb.ddGuid); + REG_READ_DWORD(DIRECTGL_REG_SETTING_D3D_GUID, glb.d3dGuid); +#endif // _USE_GLD3_WGL + REG_READ_DWORD(DIRECTGL_REG_SETTING_LOGGING, dwLogging); + REG_READ_DWORD(DIRECTGL_REG_SETTING_DEBUGLEVEL, dwDebugLevel); + REG_READ_DWORD(DIRECTGL_REG_SETTING_RENDERING, glb.dwRendering); + REG_READ_DWORD(DIRECTGL_REG_SETTING_MULTITEXTURE, glb.bMultitexture); + REG_READ_DWORD(DIRECTGL_REG_SETTING_WAITFORRETRACE, glb.bWaitForRetrace); + REG_READ_DWORD(DIRECTGL_REG_SETTING_FULLSCREENBLIT, glb.bFullscreenBlit); + REG_READ_DWORD(DIRECTGL_REG_SETTING_USEMIPMAPS, glb.bUseMipmaps); + + REG_READ_DEVICEID(DIRECTGL_REG_SETTING_DD_NAME, glb.szDDName); + REG_READ_DEVICEID(DIRECTGL_REG_SETTING_D3D_NAME, glb.szD3DName); + + REG_READ_DWORD(DIRECTGL_REG_SETTING_MSGBOXWARNINGS, glb.bMessageBoxWarnings); + REG_READ_DWORD(DIRECTGL_REG_SETTING_PERSISTDISPLAY, glb.bDirectDrawPersistant); + REG_READ_DWORD(DIRECTGL_REG_SETTING_PERSISTBUFFERS, glb.bPersistantBuffers); + REG_READ_DWORD(DIRECTGL_REG_SETTING_FASTFPU, glb.bFastFPU); + REG_READ_DWORD(DIRECTGL_REG_SETTING_HOTKEYS, glb.bHotKeySupport); + REG_READ_DWORD(DIRECTGL_REG_SETTING_MULTITHREAD, glb.bMultiThreaded); + REG_READ_DWORD(DIRECTGL_REG_SETTING_APPCUSTOM, glb.bAppCustomizations); + REG_READ_DWORD(DIRECTGL_REG_SETTING_SPLASHSCREEN, bSplashScreen); + +#ifdef _USE_GLD3_WGL + // New for GLDirect 3.x + glb.dwDriver = glb.dwRendering; + REG_READ_DWORD(DIRECTGL_REG_SETTING_ADAPTER, glb.dwAdapter); + REG_READ_DWORD(DIRECTGL_REG_SETTING_TNL, glb.dwTnL); + REG_READ_DWORD(DIRECTGL_REG_SETTING_MULTISAMPLE, glb.dwMultisample); +#endif + + RegCloseKey(hReg); + + // Open the global registry key for GLDirect + bSuccess = (ERROR_SUCCESS == RegOpenKeyEx(HKEY_LOCAL_MACHINE, + DIRECTGL_REG_SETTINGS_KEY, + 0, + KEY_READ, + &hReg)); + if (bSuccess) { + // Read the installation path for GLDirect + REG_READ_STRING("InstallLocation",szLogPath); + RegCloseKey(hReg); + } + + if (bRegistryError || !bSuccess) + return FALSE; + else + + return TRUE; + +#undef REG_READ_DWORD +#undef REG_READ_DEVICEID +#undef REG_READ_STRING + } +} + +// *********************************************************************** + +BOOL dllWriteRegistry( + void ) +{ + HKEY hReg; + DWORD dwCreateDisposition, cbValSize; + BOOL bRegistryError = FALSE; + +#define REG_WRITE_DWORD(a, b) \ + cbValSize = sizeof(b); \ + if (ERROR_SUCCESS != RegSetValueEx( hReg, (a), \ + 0, REG_DWORD, (LPBYTE)&(b), cbValSize )) \ + bRegistryError = TRUE; + + if (ERROR_SUCCESS == RegCreateKeyEx( DIRECTGL_REG_KEY_ROOT, DIRECTGL_REG_SETTINGS_KEY, + 0, NULL, 0, KEY_WRITE, NULL, &hReg, + &dwCreateDisposition )) { + RegFlushKey(hReg); // Make sure keys are written to disk + RegCloseKey(hReg); + hReg = NULL; + } + + if (bRegistryError) + return FALSE; + else + return TRUE; + +#undef REG_WRITE_DWORD +} + +// *********************************************************************** + +void dglInitHotKeys(HINSTANCE hInstance) +{ + // Hot-Key support at all? + if (!glb.bHotKeySupport) + return; + + // Install global keyboard interceptor + hKeyHook = SetWindowsHookEx(WH_KEYBOARD, dglKeyProc, hInstance, 0); +} + +// *********************************************************************** + +void dglExitHotKeys(void) +{ + // Hot-Key support at all? + if (!glb.bHotKeySupport) + return; + + // Remove global keyboard interceptor + if (hKeyHook) + UnhookWindowsHookEx(hKeyHook); + hKeyHook = NULL; +} + +// *********************************************************************** + +// Note: This app-customization step must be performed in both the main +// OpenGL32 driver and the callback driver DLLs for multithreading option. +void dglSetAppCustomizations(void) +{ + char szModuleFileName[MAX_PATH]; + int iSize = MAX_PATH; + + // Get the currently loaded EXE filename. + GetModuleFileName(NULL, &szModuleFileName[0], MAX_PATH); // NULL for current process + strupr(szModuleFileName); + iSize = strlen(szModuleFileName); + + // Check for specific EXEs and adjust global settings accordingly + + // NOTE: In GLD3.x "bDirectDrawPersistant" corresponds to IDirect3D8 and + // "bPersistantBuffers" corresponds to IDirect3DDevice8. KeithH + + // Case 1: 3DStudio must be multi-threaded + // Added: Discreet GMAX (3DStudio MAX 4 for gamers. KeithH) + if (strstr(szModuleFileName, "3DSMAX.EXE") + || strstr(szModuleFileName, "3DSVIZ.EXE") + || strstr(szModuleFileName, "GMAX.EXE")) { + glb.bMultiThreaded = TRUE; + glb.bDirectDrawPersistant = FALSE; + glb.bPersistantBuffers = FALSE; + return; + } + + // Case 2: Solid Edge must use pre-allocated resources for all GLRCs + if (strstr(szModuleFileName, "PART.EXE") + || strstr(szModuleFileName, "ASSEMBL.EXE") + || strstr(szModuleFileName, "DRAFT.EXE") + || strstr(szModuleFileName, "SMARTVW.EXE") + || strstr(szModuleFileName, "SMETAL.EXE")) { + glb.bMultiThreaded = FALSE; + glb.bDirectDrawPersistant = TRUE; + glb.bPersistantBuffers = FALSE; + return; + } + + // Case 3: Sudden Depth creates and destroys GLRCs on paint commands + if (strstr(szModuleFileName, "SUDDEPTH.EXE") + || strstr(szModuleFileName, "SUDDEMO.EXE")) { + glb.bMultiThreaded = FALSE; + glb.bDirectDrawPersistant = TRUE; + glb.bPersistantBuffers = TRUE; + glb.bFullscreenBlit = TRUE; + return; + } + + // Case 4: StereoGraphics test apps create and destroy GLRCs on paint commands + if (strstr(szModuleFileName, "REDBLUE.EXE") + || strstr(szModuleFileName, "DIAGNOSE.EXE")) { + glb.bMultiThreaded = FALSE; + glb.bDirectDrawPersistant = TRUE; + glb.bPersistantBuffers = TRUE; + return; + } + + // Case 5: Pipes screen savers share multiple GLRCs for same window + if (strstr(szModuleFileName, "PIPES.SCR") + || (strstr(szModuleFileName, "PIPES") && strstr(szModuleFileName, ".SCR"))) { + glb.bMultiThreaded = FALSE; + glb.bDirectDrawPersistant = TRUE; + glb.bPersistantBuffers = TRUE; + return; + } + + // Case 6: AutoVue uses sub-viewport ops which are temporarily broken in stereo window + if (strstr(szModuleFileName, "AVWIN.EXE")) { + glb.bMultiThreaded = FALSE; + glb.bDirectDrawPersistant = TRUE; + glb.bPersistantBuffers = TRUE; + return; + } + // Case 7: Quake3 is waiting for DDraw objects to be released at exit + if (strstr(szModuleFileName, "QUAKE")) { + glb.bMultiThreaded = FALSE; + glb.bDirectDrawPersistant = FALSE; + glb.bPersistantBuffers = FALSE; + glb.bFullscreenBlit = FALSE; + return; + } + // Case 8: Reflection GLX server is unable to switch contexts at run-time + if (strstr(szModuleFileName, "RX.EXE")) { + glb.bMultiThreaded = FALSE; + glb.bMessageBoxWarnings = FALSE; + return; + } + // Case 9: Original AutoCAD 2000 must share DDraw objects across GLRCs + if (strstr(szModuleFileName, "ACAD.EXE")) { + glb.bFastFPU = FALSE; + if (GetModuleHandle("wopengl6.hdi") != NULL) { + glb.bMultiThreaded = FALSE; + glb.bDirectDrawPersistant = TRUE; + glb.bPersistantBuffers = FALSE; + } + return; + } +} + +// *********************************************************************** + +BOOL dglInitDriver(void) +{ + UCHAR szExeName[MAX_PATH]; + const char *szRendering[] = { + "Mesa Software", + "Direct3D RGB SW", + "Direct3D HW", + }; + static BOOL bWarnOnce = FALSE; + + // Already initialized? + if (bInitialized) + return TRUE; + + // Moved from DllMain DLL_PROCESS_ATTACH: + + // (Re-)Init defaults + dglInitGlobals(); + + // Read registry or INI file settings + if (!dllReadRegistry(hInstanceDll)) { + if (!bWarnOnce) + MessageBox( NULL, "GLDirect has not been configured.\n\n" + "Please run the configuration program\n" + "before using GLDirect with applications.\n", + "GLDirect", MB_OK | MB_ICONWARNING); + bWarnOnce = TRUE; + return FALSE; + } + +#ifdef _USE_GLD3_WGL + // Must do this as early as possible. + // Need to read regkeys/ini-file first though. + gldInitDriverPointers(glb.dwDriver); + + // Create private driver globals + _gldDriver.CreatePrivateGlobals(); +#endif + // Overide settings with application customizations + if (glb.bAppCustomizations) + dglSetAppCustomizations(); + +//#ifndef _USE_GLD3_WGL + // Set the global memory type to either sysmem or vidmem + glb.dwMemoryType = glb.bHardware ? DDSCAPS_VIDEOMEMORY : DDSCAPS_SYSTEMMEMORY; +//#endif + + // Multi-threaded support overides persistant display support + if (glb.bMultiThreaded) + glb.bDirectDrawPersistant = glb.bPersistantBuffers = FALSE; + + // Multi-threaded support needs to be reflected in Mesa code. (DaveM) + _gld_bMultiThreaded = glb.bMultiThreaded; + + // Start logging + ddlogPathOption(szLogPath); + ddlogWarnOption(glb.bMessageBoxWarnings); + ddlogOpen((DDLOG_loggingMethodType)dwLogging, + (DDLOG_severityType)dwDebugLevel); + + // Obtain the name of the calling app + ddlogMessage(DDLOG_SYSTEM, "Driver : SciTech GLDirect 4.0\n"); + GetModuleFileName(NULL, szExeName, sizeof(szExeName)); + ddlogPrintf(DDLOG_SYSTEM, "Executable : %s", szExeName); + + ddlogPrintf(DDLOG_SYSTEM, "DirectDraw device: %s", glb.szDDName); + ddlogPrintf(DDLOG_SYSTEM, "Direct3D driver : %s", glb.szD3DName); + + ddlogPrintf(DDLOG_SYSTEM, "Rendering type : %s", szRendering[glb.dwRendering]); + + ddlogPrintf(DDLOG_SYSTEM, "Multithreaded : %s", glb.bMultiThreaded ? "Enabled" : "Disabled"); + ddlogPrintf(DDLOG_SYSTEM, "Display resources: %s", glb.bDirectDrawPersistant ? "Persistant" : "Instanced"); + ddlogPrintf(DDLOG_SYSTEM, "Buffer resources : %s", glb.bPersistantBuffers ? "Persistant" : "Instanced"); + + dglInitContextState(); + dglBuildPixelFormatList(); + //dglBuildTextureFormatList(); + + // D3D callback driver is now successfully initialized + bInitialized = TRUE; + // D3D callback driver is now ready to be exited + bExited = FALSE; + + return TRUE; +} + +// *********************************************************************** + +void dglExitDriver(void) +{ + + // Only need to clean up once per instance: + // May be called implicitly from DLL_PROCESS_DETACH, + // or explicitly from DGL_exitDriver(). + if (bExited) + return; + bExited = TRUE; + + // DDraw objects may be invalid when DLL unloads. +__try { + + // Clean-up sequence (moved from DLL_PROCESS_DETACH) +#ifndef _USE_GLD3_WGL + dglReleaseTextureFormatList(); +#endif + dglReleasePixelFormatList(); + dglDeleteContextState(); + +#ifdef _USE_GLD3_WGL + _gldDriver.DestroyPrivateGlobals(); +#endif + +} +__except(EXCEPTION_EXECUTE_HANDLER) { + ddlogPrintf(DDLOG_WARN, "Exception raised in dglExitDriver."); +} + + // Close the log file + ddlogClose(); +} + +// *********************************************************************** + +int WINAPI DllMain( + HINSTANCE hInstance, + DWORD fdwReason, + PVOID pvReserved) +{ + switch (fdwReason) { + case DLL_PROCESS_ATTACH: + // Cache DLL instance handle + hInstanceDll = hInstance; + + // Flag that callback driver has yet to be initialized + bInitialized = bExited = FALSE; + +#ifndef _USE_GLD3_WGL + // Init internal Mesa function pointers + memset(&mesaFuncs, 0, sizeof(DGL_mesaFuncs)); +#endif // _USE_GLD3_WGL + + // Init defaults + dglInitGlobals(); + + // Defer rest of DLL initialization to 1st WGL function call + break; + + case DLL_PROCESS_DETACH: + // Call exit clean-up sequence + dglExitDriver(); + break; + } + + return TRUE; +} + +// *********************************************************************** + +void APIENTRY DGL_exitDriver(void) +{ + // Call exit clean-up sequence + dglExitDriver(); +} + +// *********************************************************************** + +void APIENTRY DGL_reinitDriver(void) +{ + // Force init sequence again + bInitialized = bExited = FALSE; + dglInitDriver(); +} + +// *********************************************************************** + +int WINAPI DllInitialize( + HINSTANCE hInstance, + DWORD fdwReason, + PVOID pvReserved) +{ + // Some Watcom compiled executables require this. + return DllMain(hInstance, fdwReason, pvReserved); +} + +// *********************************************************************** + +void DGL_LoadSplashScreen(int piReg, char* pszUser) +{ + HINSTANCE hSplashDll = NULL; + LPDGLSPLASHSCREEN dglSplashScreen = NULL; + static BOOL bOnce = FALSE; + static int iReg = 0; + static char szUser[255] = {"\0"}; + + // Display splash screen at all? + if (!bSplashScreen) + return; + + // Only display splash screen once + if (bOnce) + return; + bOnce = TRUE; + + // Make local copy of string for passing to DLL + if (pszUser) + strcpy(szUser, pszUser); + iReg = piReg; + + // Load Splash Screen DLL + // (If it fails to load for any reason, we don't care...) + hSplashDll = LoadLibrary("gldsplash.dll"); + if (hSplashDll) { + // Execute the Splash Screen function + dglSplashScreen = (LPDGLSPLASHSCREEN)GetProcAddress(hSplashDll, "GLDSplashScreen"); + if (dglSplashScreen) + (*dglSplashScreen)(1, iReg, szUser); + // Don't unload the DLL since splash screen dialog is modeless now + } +} + +// *********************************************************************** + +BOOL dglValidate() +{ + char *szCaption = "SciTech GLDirect Driver"; + UINT uType = MB_OK | MB_ICONEXCLAMATION; + +#ifdef _USE_GLD3_WGL + // (Re)build pixelformat list + if (glb.bPixelformatsDirty) + _gldDriver.BuildPixelformatList(); +#endif + + // Check to see if we have already validated + if (bDriverValidated && bInitialized) + return TRUE; + + // Since all (most) the WGL functions must be validated at this point, + // this also insure that the callback driver is completely initialized. + if (!bInitialized) + if (!dglInitDriver()) { + MessageBox(NULL, + "The GLDirect driver could not initialize.\n\n" + "Please run the configuration program to\n" + "properly configure the driver, or else\n" + "re-run the installation program.", szCaption, uType); + _exit(1); // Bail + } + + return TRUE; +} + +// *********************************************************************** + -- cgit v1.2.3