push 149f0a5527ac85057a8ef03858d34d91c36f97e8
[wine/hacks.git] / dlls / wined3d / wined3d_private.h
blob39519a10788926c9e118b5f827a78485341e18a4
1 /*
2 * Direct3D wine internal private include file
4 * Copyright 2002-2003 The wine-d3d team
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2002-2003, 2004 Jason Edmeades
7 * Copyright 2005 Oliver Stieber
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
27 #include <stdarg.h>
28 #include <math.h>
29 #define NONAMELESSUNION
30 #define NONAMELESSSTRUCT
31 #define COBJMACROS
32 #include "windef.h"
33 #include "winbase.h"
34 #include "winreg.h"
35 #include "wingdi.h"
36 #include "winuser.h"
37 #include "wine/debug.h"
38 #include "wine/unicode.h"
40 #include "objbase.h"
41 #include "wine/wined3d.h"
42 #include "wined3d_gl.h"
43 #include "wine/list.h"
44 #include "wine/rbtree.h"
46 /* Driver quirks */
47 #define WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT 0x00000001
48 #define WINED3D_QUIRK_SET_TEXCOORD_W 0x00000002
49 #define WINED3D_QUIRK_GLSL_CLIP_VARYING 0x00000004
50 #define WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA 0x00000008
51 #define WINED3D_QUIRK_NV_CLIP_BROKEN 0x00000010
53 /* Texture format fixups */
55 enum fixup_channel_source
57 CHANNEL_SOURCE_ZERO = 0,
58 CHANNEL_SOURCE_ONE = 1,
59 CHANNEL_SOURCE_X = 2,
60 CHANNEL_SOURCE_Y = 3,
61 CHANNEL_SOURCE_Z = 4,
62 CHANNEL_SOURCE_W = 5,
63 CHANNEL_SOURCE_YUV0 = 6,
64 CHANNEL_SOURCE_YUV1 = 7,
67 enum yuv_fixup
69 YUV_FIXUP_YUY2 = 0,
70 YUV_FIXUP_UYVY = 1,
71 YUV_FIXUP_YV12 = 2,
74 #include <pshpack2.h>
75 struct color_fixup_desc
77 unsigned x_sign_fixup : 1;
78 unsigned x_source : 3;
79 unsigned y_sign_fixup : 1;
80 unsigned y_source : 3;
81 unsigned z_sign_fixup : 1;
82 unsigned z_source : 3;
83 unsigned w_sign_fixup : 1;
84 unsigned w_source : 3;
86 #include <poppack.h>
88 static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
89 {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
91 static inline struct color_fixup_desc create_color_fixup_desc(
92 int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
93 int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
95 struct color_fixup_desc fixup =
97 sign0, src0,
98 sign1, src1,
99 sign2, src2,
100 sign3, src3,
102 return fixup;
105 static inline struct color_fixup_desc create_yuv_fixup_desc(enum yuv_fixup yuv_fixup)
107 struct color_fixup_desc fixup =
109 0, yuv_fixup & (1 << 0) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
110 0, yuv_fixup & (1 << 1) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
111 0, yuv_fixup & (1 << 2) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
112 0, yuv_fixup & (1 << 3) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
114 return fixup;
117 static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
119 return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
122 static inline BOOL is_yuv_fixup(struct color_fixup_desc fixup)
124 return fixup.x_source == CHANNEL_SOURCE_YUV0 || fixup.x_source == CHANNEL_SOURCE_YUV1;
127 static inline enum yuv_fixup get_yuv_fixup(struct color_fixup_desc fixup)
129 enum yuv_fixup yuv_fixup = 0;
130 if (fixup.x_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 0);
131 if (fixup.y_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 1);
132 if (fixup.z_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 2);
133 if (fixup.w_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 3);
134 return yuv_fixup;
137 void *wined3d_rb_alloc(size_t size) DECLSPEC_HIDDEN;
138 void *wined3d_rb_realloc(void *ptr, size_t size) DECLSPEC_HIDDEN;
139 void wined3d_rb_free(void *ptr) DECLSPEC_HIDDEN;
141 /* Device caps */
142 #define MAX_PALETTES 65536
143 #define MAX_STREAMS 16
144 #define MAX_TEXTURES 8
145 #define MAX_FRAGMENT_SAMPLERS 16
146 #define MAX_VERTEX_SAMPLERS 4
147 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
148 #define MAX_ACTIVE_LIGHTS 8
149 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
151 extern GLint wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP + 1] DECLSPEC_HIDDEN;
153 struct min_lookup
155 GLenum mip[WINED3DTEXF_LINEAR + 1];
158 const struct min_lookup minMipLookup[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
159 const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
160 const struct min_lookup minMipLookup_noMip[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
161 const GLenum magLookup[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
162 const GLenum magLookup_noFilter[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
164 static inline GLenum wined3d_gl_mag_filter(const GLenum mag_lookup[], WINED3DTEXTUREFILTERTYPE mag_filter)
166 return mag_lookup[mag_filter];
169 static inline GLenum wined3d_gl_min_mip_filter(const struct min_lookup min_mip_lookup[],
170 WINED3DTEXTUREFILTERTYPE min_filter, WINED3DTEXTUREFILTERTYPE mip_filter)
172 return min_mip_lookup[min_filter].mip[mip_filter];
175 /* float_16_to_32() and float_32_to_16() (see implementation in
176 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
177 * to standard C floats and vice versa. They do not depend on the encoding
178 * of the C float, so they are platform independent, but slow. On x86 and
179 * other IEEE 754 compliant platforms the conversion can be accelerated by
180 * bit shifting the exponent and mantissa. There are also some SSE-based
181 * assembly routines out there.
183 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
185 static inline float float_16_to_32(const unsigned short *in) {
186 const unsigned short s = ((*in) & 0x8000);
187 const unsigned short e = ((*in) & 0x7C00) >> 10;
188 const unsigned short m = (*in) & 0x3FF;
189 const float sgn = (s ? -1.0f : 1.0f);
191 if(e == 0) {
192 if(m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
193 else return sgn * pow(2, -14.0f) * ((float)m / 1024.0f);
194 } else if(e < 31) {
195 return sgn * pow(2, (float)e - 15.0f) * (1.0f + ((float)m / 1024.0f));
196 } else {
197 if(m == 0) return sgn / 0.0f; /* +INF / -INF */
198 else return 0.0f / 0.0f; /* NAN */
202 static inline float float_24_to_32(DWORD in)
204 const float sgn = in & 0x800000 ? -1.0f : 1.0f;
205 const unsigned short e = (in & 0x780000) >> 19;
206 const unsigned short m = in & 0x7ffff;
208 if (e == 0)
210 if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
211 else return sgn * pow(2, -6.0f) * ((float)m / 524288.0f);
213 else if (e < 15)
215 return sgn * pow(2, (float)e - 7.0f) * (1.0f + ((float)m / 524288.0f));
217 else
219 if (m == 0) return sgn / 0.0f; /* +INF / -INF */
220 else return 0.0f / 0.0f; /* NAN */
225 * Settings
227 #define VS_NONE 0
228 #define VS_HW 1
230 #define PS_NONE 0
231 #define PS_HW 1
233 #define VBO_NONE 0
234 #define VBO_HW 1
236 #define ORM_BACKBUFFER 0
237 #define ORM_PBUFFER 1
238 #define ORM_FBO 2
240 #define SHADER_ARB 1
241 #define SHADER_GLSL 2
242 #define SHADER_ATI 3
243 #define SHADER_NONE 4
245 #define RTL_DISABLE -1
246 #define RTL_READDRAW 1
247 #define RTL_READTEX 2
249 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
250 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
252 /* NOTE: When adding fields to this structure, make sure to update the default
253 * values in wined3d_main.c as well. */
254 typedef struct wined3d_settings_s {
255 /* vertex and pixel shader modes */
256 int vs_mode;
257 int ps_mode;
258 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
259 we should use it. However, until it's fully implemented, we'll leave it as a registry
260 setting for developers. */
261 BOOL glslRequested;
262 int offscreen_rendering_mode;
263 int rendertargetlock_mode;
264 unsigned short pci_vendor_id;
265 unsigned short pci_device_id;
266 /* Memory tracking and object counting */
267 unsigned int emulated_textureram;
268 char *logo;
269 int allow_multisampling;
270 } wined3d_settings_t;
272 extern wined3d_settings_t wined3d_settings DECLSPEC_HIDDEN;
274 typedef enum _WINED3DSAMPLER_TEXTURE_TYPE
276 WINED3DSTT_UNKNOWN = 0,
277 WINED3DSTT_1D = 1,
278 WINED3DSTT_2D = 2,
279 WINED3DSTT_CUBE = 3,
280 WINED3DSTT_VOLUME = 4,
281 } WINED3DSAMPLER_TEXTURE_TYPE;
283 typedef enum _WINED3DSHADER_PARAM_REGISTER_TYPE
285 WINED3DSPR_TEMP = 0,
286 WINED3DSPR_INPUT = 1,
287 WINED3DSPR_CONST = 2,
288 WINED3DSPR_ADDR = 3,
289 WINED3DSPR_TEXTURE = 3,
290 WINED3DSPR_RASTOUT = 4,
291 WINED3DSPR_ATTROUT = 5,
292 WINED3DSPR_TEXCRDOUT = 6,
293 WINED3DSPR_OUTPUT = 6,
294 WINED3DSPR_CONSTINT = 7,
295 WINED3DSPR_COLOROUT = 8,
296 WINED3DSPR_DEPTHOUT = 9,
297 WINED3DSPR_SAMPLER = 10,
298 WINED3DSPR_CONST2 = 11,
299 WINED3DSPR_CONST3 = 12,
300 WINED3DSPR_CONST4 = 13,
301 WINED3DSPR_CONSTBOOL = 14,
302 WINED3DSPR_LOOP = 15,
303 WINED3DSPR_TEMPFLOAT16 = 16,
304 WINED3DSPR_MISCTYPE = 17,
305 WINED3DSPR_LABEL = 18,
306 WINED3DSPR_PREDICATE = 19,
307 WINED3DSPR_IMMCONST,
308 WINED3DSPR_CONSTBUFFER,
309 } WINED3DSHADER_PARAM_REGISTER_TYPE;
311 enum wined3d_immconst_type
313 WINED3D_IMMCONST_FLOAT,
314 WINED3D_IMMCONST_FLOAT4,
317 #define WINED3DSP_NOSWIZZLE (0 | (1 << 2) | (2 << 4) | (3 << 6))
319 typedef enum _WINED3DSHADER_PARAM_SRCMOD_TYPE
321 WINED3DSPSM_NONE = 0,
322 WINED3DSPSM_NEG = 1,
323 WINED3DSPSM_BIAS = 2,
324 WINED3DSPSM_BIASNEG = 3,
325 WINED3DSPSM_SIGN = 4,
326 WINED3DSPSM_SIGNNEG = 5,
327 WINED3DSPSM_COMP = 6,
328 WINED3DSPSM_X2 = 7,
329 WINED3DSPSM_X2NEG = 8,
330 WINED3DSPSM_DZ = 9,
331 WINED3DSPSM_DW = 10,
332 WINED3DSPSM_ABS = 11,
333 WINED3DSPSM_ABSNEG = 12,
334 WINED3DSPSM_NOT = 13,
335 } WINED3DSHADER_PARAM_SRCMOD_TYPE;
337 #define WINED3DSP_WRITEMASK_0 0x1 /* .x r */
338 #define WINED3DSP_WRITEMASK_1 0x2 /* .y g */
339 #define WINED3DSP_WRITEMASK_2 0x4 /* .z b */
340 #define WINED3DSP_WRITEMASK_3 0x8 /* .w a */
341 #define WINED3DSP_WRITEMASK_ALL 0xf /* all */
343 typedef enum _WINED3DSHADER_PARAM_DSTMOD_TYPE
345 WINED3DSPDM_NONE = 0,
346 WINED3DSPDM_SATURATE = 1,
347 WINED3DSPDM_PARTIALPRECISION = 2,
348 WINED3DSPDM_MSAMPCENTROID = 4,
349 } WINED3DSHADER_PARAM_DSTMOD_TYPE;
351 /* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
352 #define WINED3DSI_TEXLD_PROJECT 1
353 #define WINED3DSI_TEXLD_BIAS 2
355 typedef enum COMPARISON_TYPE
357 COMPARISON_GT = 1,
358 COMPARISON_EQ = 2,
359 COMPARISON_GE = 3,
360 COMPARISON_LT = 4,
361 COMPARISON_NE = 5,
362 COMPARISON_LE = 6,
363 } COMPARISON_TYPE;
365 #define WINED3D_SM1_VS 0xfffe
366 #define WINED3D_SM1_PS 0xffff
367 #define WINED3D_SM4_PS 0x0000
368 #define WINED3D_SM4_VS 0x0001
369 #define WINED3D_SM4_GS 0x0002
371 /* Shader version tokens, and shader end tokens */
372 #define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
373 #define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
375 /* Shader backends */
377 /* TODO: Make this dynamic, based on shader limits ? */
378 #define MAX_ATTRIBS 16
379 #define MAX_REG_ADDR 1
380 #define MAX_REG_TEMP 32
381 #define MAX_REG_TEXCRD 8
382 #define MAX_REG_INPUT 12
383 #define MAX_REG_OUTPUT 12
384 #define MAX_CONST_I 16
385 #define MAX_CONST_B 16
387 /* FIXME: This needs to go up to 2048 for
388 * Shader model 3 according to msdn (and for software shaders) */
389 #define MAX_LABELS 16
391 #define SHADER_PGMSIZE 65535
393 struct wined3d_shader_buffer
395 char *buffer;
396 unsigned int bsize;
397 unsigned int lineNo;
398 BOOL newline;
401 enum WINED3D_SHADER_INSTRUCTION_HANDLER
403 WINED3DSIH_ABS,
404 WINED3DSIH_ADD,
405 WINED3DSIH_BEM,
406 WINED3DSIH_BREAK,
407 WINED3DSIH_BREAKC,
408 WINED3DSIH_BREAKP,
409 WINED3DSIH_CALL,
410 WINED3DSIH_CALLNZ,
411 WINED3DSIH_CMP,
412 WINED3DSIH_CND,
413 WINED3DSIH_CRS,
414 WINED3DSIH_DCL,
415 WINED3DSIH_DEF,
416 WINED3DSIH_DEFB,
417 WINED3DSIH_DEFI,
418 WINED3DSIH_DP2ADD,
419 WINED3DSIH_DP3,
420 WINED3DSIH_DP4,
421 WINED3DSIH_DST,
422 WINED3DSIH_DSX,
423 WINED3DSIH_DSY,
424 WINED3DSIH_ELSE,
425 WINED3DSIH_ENDIF,
426 WINED3DSIH_ENDLOOP,
427 WINED3DSIH_ENDREP,
428 WINED3DSIH_EXP,
429 WINED3DSIH_EXPP,
430 WINED3DSIH_FRC,
431 WINED3DSIH_IF,
432 WINED3DSIH_IFC,
433 WINED3DSIH_LABEL,
434 WINED3DSIH_LIT,
435 WINED3DSIH_LOG,
436 WINED3DSIH_LOGP,
437 WINED3DSIH_LOOP,
438 WINED3DSIH_LRP,
439 WINED3DSIH_M3x2,
440 WINED3DSIH_M3x3,
441 WINED3DSIH_M3x4,
442 WINED3DSIH_M4x3,
443 WINED3DSIH_M4x4,
444 WINED3DSIH_MAD,
445 WINED3DSIH_MAX,
446 WINED3DSIH_MIN,
447 WINED3DSIH_MOV,
448 WINED3DSIH_MOVA,
449 WINED3DSIH_MUL,
450 WINED3DSIH_NOP,
451 WINED3DSIH_NRM,
452 WINED3DSIH_PHASE,
453 WINED3DSIH_POW,
454 WINED3DSIH_RCP,
455 WINED3DSIH_REP,
456 WINED3DSIH_RET,
457 WINED3DSIH_RSQ,
458 WINED3DSIH_SETP,
459 WINED3DSIH_SGE,
460 WINED3DSIH_SGN,
461 WINED3DSIH_SINCOS,
462 WINED3DSIH_SLT,
463 WINED3DSIH_SUB,
464 WINED3DSIH_TEX,
465 WINED3DSIH_TEXBEM,
466 WINED3DSIH_TEXBEML,
467 WINED3DSIH_TEXCOORD,
468 WINED3DSIH_TEXDEPTH,
469 WINED3DSIH_TEXDP3,
470 WINED3DSIH_TEXDP3TEX,
471 WINED3DSIH_TEXKILL,
472 WINED3DSIH_TEXLDD,
473 WINED3DSIH_TEXLDL,
474 WINED3DSIH_TEXM3x2DEPTH,
475 WINED3DSIH_TEXM3x2PAD,
476 WINED3DSIH_TEXM3x2TEX,
477 WINED3DSIH_TEXM3x3,
478 WINED3DSIH_TEXM3x3DIFF,
479 WINED3DSIH_TEXM3x3PAD,
480 WINED3DSIH_TEXM3x3SPEC,
481 WINED3DSIH_TEXM3x3TEX,
482 WINED3DSIH_TEXM3x3VSPEC,
483 WINED3DSIH_TEXREG2AR,
484 WINED3DSIH_TEXREG2GB,
485 WINED3DSIH_TEXREG2RGB,
486 WINED3DSIH_TABLE_SIZE
489 enum wined3d_shader_type
491 WINED3D_SHADER_TYPE_PIXEL,
492 WINED3D_SHADER_TYPE_VERTEX,
493 WINED3D_SHADER_TYPE_GEOMETRY,
496 struct wined3d_shader_version
498 enum wined3d_shader_type type;
499 BYTE major;
500 BYTE minor;
503 #define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
505 typedef struct shader_reg_maps
507 struct wined3d_shader_version shader_version;
508 BYTE texcoord; /* MAX_REG_TEXCRD, 8 */
509 BYTE address; /* MAX_REG_ADDR, 1 */
510 WORD labels; /* MAX_LABELS, 16 */
511 DWORD temporary; /* MAX_REG_TEMP, 32 */
512 DWORD *constf; /* pixel, vertex */
513 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
514 WORD input_registers; /* max(MAX_REG_INPUT, MAX_ATTRIBS), 16 */
515 WORD output_registers; /* MAX_REG_OUTPUT, 12 */
516 WORD integer_constants; /* MAX_CONST_I, 16 */
517 WORD boolean_constants; /* MAX_CONST_B, 16 */
518 WORD local_int_consts; /* MAX_CONST_I, 16 */
519 WORD local_bool_consts; /* MAX_CONST_B, 16 */
521 WINED3DSAMPLER_TEXTURE_TYPE sampler_type[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
522 BYTE bumpmat; /* MAX_TEXTURES, 8 */
523 BYTE luminanceparams; /* MAX_TEXTURES, 8 */
525 WORD usesnrm : 1;
526 WORD vpos : 1;
527 WORD usesdsx : 1;
528 WORD usesdsy : 1;
529 WORD usestexldd : 1;
530 WORD usesmova : 1;
531 WORD usesfacing : 1;
532 WORD usesrelconstF : 1;
533 WORD fog : 1;
534 WORD usestexldl : 1;
535 WORD usesifc : 1;
536 WORD usescall : 1;
537 WORD padding : 4;
539 /* Whether or not loops are used in this shader, and nesting depth */
540 unsigned loop_depth;
541 unsigned highest_render_target;
543 } shader_reg_maps;
545 struct wined3d_shader_context
547 IWineD3DBaseShader *shader;
548 const struct shader_reg_maps *reg_maps;
549 struct wined3d_shader_buffer *buffer;
550 void *backend_data;
553 struct wined3d_shader_register
555 WINED3DSHADER_PARAM_REGISTER_TYPE type;
556 UINT idx;
557 UINT array_idx;
558 const struct wined3d_shader_src_param *rel_addr;
559 enum wined3d_immconst_type immconst_type;
560 DWORD immconst_data[4];
563 struct wined3d_shader_dst_param
565 struct wined3d_shader_register reg;
566 DWORD write_mask;
567 DWORD modifiers;
568 DWORD shift;
571 struct wined3d_shader_src_param
573 struct wined3d_shader_register reg;
574 DWORD swizzle;
575 DWORD modifiers;
578 struct wined3d_shader_instruction
580 const struct wined3d_shader_context *ctx;
581 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
582 DWORD flags;
583 BOOL coissue;
584 DWORD predicate;
585 UINT dst_count;
586 const struct wined3d_shader_dst_param *dst;
587 UINT src_count;
588 const struct wined3d_shader_src_param *src;
591 struct wined3d_shader_semantic
593 WINED3DDECLUSAGE usage;
594 UINT usage_idx;
595 WINED3DSAMPLER_TEXTURE_TYPE sampler_type;
596 struct wined3d_shader_dst_param reg;
599 struct wined3d_shader_attribute
601 WINED3DDECLUSAGE usage;
602 UINT usage_idx;
605 struct wined3d_shader_loop_control
607 unsigned int count;
608 unsigned int start;
609 int step;
612 struct wined3d_shader_frontend
614 void *(*shader_init)(const DWORD *ptr, const struct wined3d_shader_signature *output_signature);
615 void (*shader_free)(void *data);
616 void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version);
617 void (*shader_read_opcode)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins, UINT *param_size);
618 void (*shader_read_src_param)(void *data, const DWORD **ptr, struct wined3d_shader_src_param *src_param,
619 struct wined3d_shader_src_param *src_rel_addr);
620 void (*shader_read_dst_param)(void *data, const DWORD **ptr, struct wined3d_shader_dst_param *dst_param,
621 struct wined3d_shader_src_param *dst_rel_addr);
622 void (*shader_read_semantic)(const DWORD **ptr, struct wined3d_shader_semantic *semantic);
623 void (*shader_read_comment)(const DWORD **ptr, const char **comment);
624 BOOL (*shader_is_end)(void *data, const DWORD **ptr);
627 extern const struct wined3d_shader_frontend sm1_shader_frontend DECLSPEC_HIDDEN;
628 extern const struct wined3d_shader_frontend sm4_shader_frontend DECLSPEC_HIDDEN;
630 typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
632 struct shader_caps {
633 DWORD VertexShaderVersion;
634 DWORD MaxVertexShaderConst;
636 DWORD PixelShaderVersion;
637 float PixelShader1xMaxValue;
638 DWORD MaxPixelShaderConst;
640 WINED3DVSHADERCAPS2_0 VS20Caps;
641 WINED3DPSHADERCAPS2_0 PS20Caps;
643 DWORD MaxVShaderInstructionsExecuted;
644 DWORD MaxPShaderInstructionsExecuted;
645 DWORD MaxVertexShader30InstructionSlots;
646 DWORD MaxPixelShader30InstructionSlots;
648 BOOL VSClipping;
651 enum tex_types
653 tex_1d = 0,
654 tex_2d = 1,
655 tex_3d = 2,
656 tex_cube = 3,
657 tex_rect = 4,
658 tex_type_count = 5,
661 enum vertexprocessing_mode {
662 fixedfunction,
663 vertexshader,
664 pretransformed
667 #define WINED3D_CONST_NUM_UNUSED ~0U
669 enum fogmode {
670 FOG_OFF,
671 FOG_LINEAR,
672 FOG_EXP,
673 FOG_EXP2
676 /* Stateblock dependent parameters which have to be hardcoded
677 * into the shader code
679 struct ps_compile_args {
680 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
681 enum vertexprocessing_mode vp_mode;
682 enum fogmode fog;
683 /* Projected textures(ps 1.0-1.3) */
684 /* Texture types(2D, Cube, 3D) in ps 1.x */
685 BOOL srgb_correction;
686 WORD np2_fixup;
687 /* Bitmap for NP2 texcoord fixups (16 samplers max currently).
688 D3D9 has a limit of 16 samplers and the fixup is superfluous
689 in D3D10 (unconditional NP2 support mandatory). */
692 enum fog_src_type {
693 VS_FOG_Z = 0,
694 VS_FOG_COORD = 1
697 struct vs_compile_args {
698 BYTE fog_src;
699 BYTE clip_enabled;
700 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
703 struct wined3d_context;
705 typedef struct {
706 void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
707 void (*shader_select)(const struct wined3d_context *context, BOOL usePS, BOOL useVS);
708 void (*shader_select_depth_blt)(IWineD3DDevice *iface, enum tex_types tex_type);
709 void (*shader_deselect_depth_blt)(IWineD3DDevice *iface);
710 void (*shader_update_float_vertex_constants)(IWineD3DDevice *iface, UINT start, UINT count);
711 void (*shader_update_float_pixel_constants)(IWineD3DDevice *iface, UINT start, UINT count);
712 void (*shader_load_constants)(const struct wined3d_context *context, char usePS, char useVS);
713 void (*shader_load_np2fixup_constants)(IWineD3DDevice *iface, char usePS, char useVS);
714 void (*shader_destroy)(IWineD3DBaseShader *iface);
715 HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
716 void (*shader_free_private)(IWineD3DDevice *iface);
717 BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
718 void (*shader_get_caps)(WINED3DDEVTYPE devtype, const struct wined3d_gl_info *gl_info, struct shader_caps *caps);
719 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
720 void (*shader_add_instruction_modifiers)(const struct wined3d_shader_instruction *ins);
721 } shader_backend_t;
723 extern const shader_backend_t glsl_shader_backend DECLSPEC_HIDDEN;
724 extern const shader_backend_t arb_program_shader_backend DECLSPEC_HIDDEN;
725 extern const shader_backend_t none_shader_backend DECLSPEC_HIDDEN;
727 /* X11 locking */
729 extern void (* CDECL wine_tsx11_lock_ptr)(void) DECLSPEC_HIDDEN;
730 extern void (* CDECL wine_tsx11_unlock_ptr)(void) DECLSPEC_HIDDEN;
732 /* As GLX relies on X, this is needed */
733 extern int num_lock DECLSPEC_HIDDEN;
735 #if 0
736 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
737 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
738 #else
739 #define ENTER_GL() wine_tsx11_lock_ptr()
740 #define LEAVE_GL() wine_tsx11_unlock_ptr()
741 #endif
743 /*****************************************************************************
744 * Defines
747 /* GL related defines */
748 /* ------------------ */
749 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
751 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
752 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
753 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
754 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
756 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
757 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
758 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
759 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
761 #define D3DCOLORTOGLFLOAT4(dw, vec) do { \
762 (vec)[0] = D3DCOLOR_R(dw); \
763 (vec)[1] = D3DCOLOR_G(dw); \
764 (vec)[2] = D3DCOLOR_B(dw); \
765 (vec)[3] = D3DCOLOR_A(dw); \
766 } while(0)
768 /* DirectX Device Limits */
769 /* --------------------- */
770 #define MAX_MIP_LEVELS 32 /* Maximum number of mipmap levels. */
771 #define HIGHEST_TRANSFORMSTATE WINED3DTS_WORLDMATRIX(255) /* Highest value in WINED3DTRANSFORMSTATETYPE */
773 /* Checking of API calls */
774 /* --------------------- */
775 #ifndef WINE_NO_DEBUG_MSGS
776 #define checkGLcall(A) \
777 do { \
778 GLint err; \
779 if(!__WINE_IS_DEBUG_ON(_FIXME, __wine_dbch___default)) break; \
780 err = glGetError(); \
781 if (err == GL_NO_ERROR) { \
782 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
784 } else do { \
785 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
786 debug_glerror(err), err, A, __FILE__, __LINE__); \
787 err = glGetError(); \
788 } while (err != GL_NO_ERROR); \
789 } while(0)
790 #else
791 #define checkGLcall(A) do {} while(0)
792 #endif
794 /* Trace routines / diagnostics */
795 /* ---------------------------- */
797 /* Dump out a matrix and copy it */
798 #define conv_mat(mat,gl_mat) \
799 do { \
800 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
801 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
802 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
803 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
804 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
805 } while (0)
807 /* Trace vector and strided data information */
808 #define TRACE_STRIDED(si, name) do { if (si->use_map & (1 << name)) \
809 TRACE( #name "=(data:%p, stride:%d, format:%#x, vbo %d, stream %u)\n", \
810 si->elements[name].data, si->elements[name].stride, si->elements[name].format_desc->format, \
811 si->elements[name].buffer_object, si->elements[name].stream_idx); } while(0)
813 /* Advance declaration of structures to satisfy compiler */
814 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
815 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
816 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
817 typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl;
819 /* Global variables */
820 extern const float identity[16] DECLSPEC_HIDDEN;
822 /*****************************************************************************
823 * Compilable extra diagnostics
826 /* Trace information per-vertex: (extremely high amount of trace) */
827 #if 0 /* NOTE: Must be 0 in cvs */
828 # define VTRACE(A) TRACE A
829 #else
830 # define VTRACE(A)
831 #endif
833 /* TODO: Confirm each of these works when wined3d move completed */
834 #if 0 /* NOTE: Must be 0 in cvs */
835 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
836 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
837 is enabled, and if it doesn't exist it is disabled. */
838 # define FRAME_DEBUGGING
839 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
840 the file is deleted */
841 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
842 # define SINGLE_FRAME_DEBUGGING
843 # endif
844 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
845 It can only be enabled when FRAME_DEBUGGING is also enabled
846 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
847 array is drawn. */
848 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
849 # define SHOW_FRAME_MAKEUP 1
850 # endif
851 /* The following, when enabled, lets you see the makeup of the all the textures used during each
852 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
853 The contents of the textures assigned to each stage are written into
854 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
855 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
856 # define SHOW_TEXTURE_MAKEUP 0
857 # endif
858 extern BOOL isOn;
859 extern BOOL isDumpingFrames;
860 extern LONG primCounter;
861 #endif
863 enum wined3d_ffp_idx
865 WINED3D_FFP_POSITION = 0,
866 WINED3D_FFP_BLENDWEIGHT = 1,
867 WINED3D_FFP_BLENDINDICES = 2,
868 WINED3D_FFP_NORMAL = 3,
869 WINED3D_FFP_PSIZE = 4,
870 WINED3D_FFP_DIFFUSE = 5,
871 WINED3D_FFP_SPECULAR = 6,
872 WINED3D_FFP_TEXCOORD0 = 7,
873 WINED3D_FFP_TEXCOORD1 = 8,
874 WINED3D_FFP_TEXCOORD2 = 9,
875 WINED3D_FFP_TEXCOORD3 = 10,
876 WINED3D_FFP_TEXCOORD4 = 11,
877 WINED3D_FFP_TEXCOORD5 = 12,
878 WINED3D_FFP_TEXCOORD6 = 13,
879 WINED3D_FFP_TEXCOORD7 = 14,
882 enum wined3d_ffp_emit_idx
884 WINED3D_FFP_EMIT_FLOAT1 = 0,
885 WINED3D_FFP_EMIT_FLOAT2 = 1,
886 WINED3D_FFP_EMIT_FLOAT3 = 2,
887 WINED3D_FFP_EMIT_FLOAT4 = 3,
888 WINED3D_FFP_EMIT_D3DCOLOR = 4,
889 WINED3D_FFP_EMIT_UBYTE4 = 5,
890 WINED3D_FFP_EMIT_SHORT2 = 6,
891 WINED3D_FFP_EMIT_SHORT4 = 7,
892 WINED3D_FFP_EMIT_UBYTE4N = 8,
893 WINED3D_FFP_EMIT_SHORT2N = 9,
894 WINED3D_FFP_EMIT_SHORT4N = 10,
895 WINED3D_FFP_EMIT_USHORT2N = 11,
896 WINED3D_FFP_EMIT_USHORT4N = 12,
897 WINED3D_FFP_EMIT_UDEC3 = 13,
898 WINED3D_FFP_EMIT_DEC3N = 14,
899 WINED3D_FFP_EMIT_FLOAT16_2 = 15,
900 WINED3D_FFP_EMIT_FLOAT16_4 = 16,
901 WINED3D_FFP_EMIT_COUNT = 17
904 struct wined3d_stream_info_element
906 const struct GlPixelFormatDesc *format_desc;
907 GLsizei stride;
908 const BYTE *data;
909 UINT stream_idx;
910 GLuint buffer_object;
913 struct wined3d_stream_info
915 struct wined3d_stream_info_element elements[MAX_ATTRIBS];
916 BOOL position_transformed;
917 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
918 WORD use_map; /* MAX_ATTRIBS, 16 */
921 /*****************************************************************************
922 * Prototypes
925 /* Routine common to the draw primitive and draw indexed primitive routines */
926 void drawPrimitive(IWineD3DDevice *iface, UINT index_count,
927 UINT start_idx, UINT idxBytes, const void *idxData) DECLSPEC_HIDDEN;
928 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) DECLSPEC_HIDDEN;
930 typedef void (WINE_GLAPI *glAttribFunc)(const void *data);
931 typedef void (WINE_GLAPI *glMultiTexCoordFunc)(GLenum unit, const void *data);
932 extern glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
933 extern glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
934 extern glAttribFunc specular_func_3ubv DECLSPEC_HIDDEN;
935 extern glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
936 extern glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
937 extern glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
939 #define eps 1e-8
941 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
942 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
944 /* Routines and structures related to state management */
946 #define STATE_RENDER(a) (a)
947 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
949 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
950 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
952 /* + 1 because samplers start with 0 */
953 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
954 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
956 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
957 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
959 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
960 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
962 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
963 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
964 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
965 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
967 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
968 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
970 #define STATE_VSHADER (STATE_VDECL + 1)
971 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
973 #define STATE_VIEWPORT (STATE_VSHADER + 1)
974 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
976 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
977 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
978 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
979 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
981 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
982 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
984 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
985 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
987 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
988 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
990 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
992 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
994 #define STATE_HIGHEST (STATE_FRONTFACE)
996 enum fogsource {
997 FOGSOURCE_FFP,
998 FOGSOURCE_VS,
999 FOGSOURCE_COORD,
1002 #define WINED3D_MAX_FBO_ENTRIES 64
1004 struct wined3d_occlusion_query
1006 struct list entry;
1007 GLuint id;
1008 struct wined3d_context *context;
1011 struct wined3d_event_query
1013 struct list entry;
1014 GLuint id;
1015 struct wined3d_context *context;
1018 struct wined3d_context
1020 const struct wined3d_gl_info *gl_info;
1021 /* State dirtification
1022 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1023 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
1024 * but with the help of both it is easy to find out if a state is dirty(just check the array index), and for applying dirty states
1025 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
1027 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
1028 DWORD numDirtyEntries;
1029 DWORD isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
1031 IWineD3DSurface *surface;
1032 IWineD3DSurface *current_rt;
1033 DWORD tid; /* Thread ID which owns this context at the moment */
1035 /* Stores some information about the context state for optimization */
1036 WORD render_offscreen : 1;
1037 WORD draw_buffer_dirty : 1;
1038 WORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
1039 WORD last_was_pshader : 1;
1040 WORD last_was_vshader : 1;
1041 WORD namedArraysLoaded : 1;
1042 WORD numberedArraysLoaded : 1;
1043 WORD last_was_blit : 1;
1044 WORD last_was_ckey : 1;
1045 WORD fog_coord : 1;
1046 WORD fog_enabled : 1;
1047 WORD num_untracked_materials : 2; /* Max value 2 */
1048 WORD current : 1;
1049 WORD destroyed : 1;
1050 WORD valid : 1;
1051 BYTE texShaderBumpMap; /* MAX_TEXTURES, 8 */
1052 BYTE lastWasPow2Texture; /* MAX_TEXTURES, 8 */
1053 DWORD numbered_array_mask;
1054 GLenum tracking_parm; /* Which source is tracking current colour */
1055 GLenum untracked_materials[2];
1056 UINT blit_w, blit_h;
1057 enum fogsource fog_source;
1059 char *vshader_const_dirty, *pshader_const_dirty;
1061 /* The actual opengl context */
1062 UINT level;
1063 HGLRC restore_ctx;
1064 HDC restore_dc;
1065 HGLRC glCtx;
1066 HWND win_handle;
1067 HDC hdc;
1068 HPBUFFERARB pbuffer;
1069 GLint aux_buffers;
1071 /* FBOs */
1072 UINT fbo_entry_count;
1073 struct list fbo_list;
1074 struct list fbo_destroy_list;
1075 struct fbo_entry *current_fbo;
1076 GLuint src_fbo;
1077 GLuint dst_fbo;
1078 GLuint fbo_read_binding;
1079 GLuint fbo_draw_binding;
1081 /* Queries */
1082 GLuint *free_occlusion_queries;
1083 UINT free_occlusion_query_size;
1084 UINT free_occlusion_query_count;
1085 struct list occlusion_queries;
1087 GLuint *free_event_queries;
1088 UINT free_event_query_size;
1089 UINT free_event_query_count;
1090 struct list event_queries;
1092 /* Extension emulation */
1093 GLint gl_fog_source;
1094 GLfloat fog_coord_value;
1095 GLfloat color[4], fogstart, fogend, fogcolor[4];
1096 GLuint dummy_arbfp_prog;
1099 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *ctx);
1101 struct StateEntry
1103 DWORD representative;
1104 APPLYSTATEFUNC apply;
1107 struct StateEntryTemplate
1109 DWORD state;
1110 struct StateEntry content;
1111 GL_SupportedExt extension;
1114 struct fragment_caps
1116 DWORD PrimitiveMiscCaps;
1117 DWORD TextureOpCaps;
1118 DWORD MaxTextureBlendStages;
1119 DWORD MaxSimultaneousTextures;
1122 struct fragment_pipeline
1124 void (*enable_extension)(IWineD3DDevice *iface, BOOL enable);
1125 void (*get_caps)(WINED3DDEVTYPE devtype, const struct wined3d_gl_info *gl_info, struct fragment_caps *caps);
1126 HRESULT (*alloc_private)(IWineD3DDevice *iface);
1127 void (*free_private)(IWineD3DDevice *iface);
1128 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1129 const struct StateEntryTemplate *states;
1130 BOOL ffp_proj_control;
1133 extern const struct StateEntryTemplate misc_state_template[] DECLSPEC_HIDDEN;
1134 extern const struct StateEntryTemplate ffp_vertexstate_template[] DECLSPEC_HIDDEN;
1135 extern const struct fragment_pipeline ffp_fragment_pipeline DECLSPEC_HIDDEN;
1136 extern const struct fragment_pipeline atifs_fragment_pipeline DECLSPEC_HIDDEN;
1137 extern const struct fragment_pipeline arbfp_fragment_pipeline DECLSPEC_HIDDEN;
1138 extern const struct fragment_pipeline nvts_fragment_pipeline DECLSPEC_HIDDEN;
1139 extern const struct fragment_pipeline nvrc_fragment_pipeline DECLSPEC_HIDDEN;
1141 /* "Base" state table */
1142 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
1143 const struct wined3d_gl_info *gl_info, const struct StateEntryTemplate *vertex,
1144 const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc) DECLSPEC_HIDDEN;
1146 /* Shaders for color conversions in blits */
1147 struct blit_shader
1149 HRESULT (*alloc_private)(IWineD3DDevice *iface);
1150 void (*free_private)(IWineD3DDevice *iface);
1151 HRESULT (*set_shader)(IWineD3DDevice *iface, const struct GlPixelFormatDesc *format_desc,
1152 GLenum textype, UINT width, UINT height);
1153 void (*unset_shader)(IWineD3DDevice *iface);
1154 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1157 extern const struct blit_shader ffp_blit DECLSPEC_HIDDEN;
1158 extern const struct blit_shader arbfp_blit DECLSPEC_HIDDEN;
1160 typedef enum ContextUsage {
1161 CTXUSAGE_RESOURCELOAD = 1, /* Only loads textures: No State is applied */
1162 CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfaces */
1163 CTXUSAGE_BLIT = 3, /* OpenGL states are set up 3D drawing */
1164 CTXUSAGE_CLEAR = 4, /* Drawable and states are set up for clearing */
1165 } ContextUsage;
1167 struct wined3d_context *context_acquire(IWineD3DDeviceImpl *This,
1168 IWineD3DSurface *target, enum ContextUsage usage) DECLSPEC_HIDDEN;
1169 void context_alloc_event_query(struct wined3d_context *context,
1170 struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1171 void context_alloc_occlusion_query(struct wined3d_context *context,
1172 struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1173 void context_resource_released(IWineD3DDevice *iface,
1174 IWineD3DResource *resource, WINED3DRESOURCETYPE type) DECLSPEC_HIDDEN;
1175 void context_bind_fbo(struct wined3d_context *context, GLenum target, GLuint *fbo) DECLSPEC_HIDDEN;
1176 void context_attach_depth_stencil_fbo(struct wined3d_context *context,
1177 GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer) DECLSPEC_HIDDEN;
1178 void context_attach_surface_fbo(const struct wined3d_context *context,
1179 GLenum fbo_target, DWORD idx, IWineD3DSurface *surface) DECLSPEC_HIDDEN;
1180 struct wined3d_context *context_create(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win,
1181 BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *present_parameters) DECLSPEC_HIDDEN;
1182 void context_destroy(IWineD3DDeviceImpl *This, struct wined3d_context *context) DECLSPEC_HIDDEN;
1183 void context_free_event_query(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1184 void context_free_occlusion_query(struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1185 struct wined3d_context *context_get_current(void) DECLSPEC_HIDDEN;
1186 DWORD context_get_tls_idx(void) DECLSPEC_HIDDEN;
1187 void context_release(struct wined3d_context *context) DECLSPEC_HIDDEN;
1188 BOOL context_set_current(struct wined3d_context *ctx) DECLSPEC_HIDDEN;
1189 void context_set_tls_idx(DWORD idx) DECLSPEC_HIDDEN;
1191 void delete_opengl_contexts(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain) DECLSPEC_HIDDEN;
1192 HRESULT create_primary_opengl_context(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain) DECLSPEC_HIDDEN;
1194 /* Macros for doing basic GPU detection based on opengl capabilities */
1195 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
1196 #define WINE_D3D7_CAPABLE(gl_info) (gl_info->supported[ARB_TEXTURE_COMPRESSION] && gl_info->supported[ARB_TEXTURE_CUBE_MAP] && gl_info->supported[ARB_TEXTURE_ENV_DOT3])
1197 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
1198 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
1200 /*****************************************************************************
1201 * Internal representation of a light
1203 struct wined3d_light_info
1205 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
1206 DWORD OriginalIndex;
1207 LONG glIndex;
1208 BOOL enabled;
1210 /* Converted parms to speed up swapping lights */
1211 float lightPosn[4];
1212 float lightDirn[4];
1213 float exponent;
1214 float cutoff;
1216 struct list entry;
1219 /* The default light parameters */
1220 extern const WINED3DLIGHT WINED3D_default_light DECLSPEC_HIDDEN;
1222 typedef struct WineD3D_PixelFormat
1224 int iPixelFormat; /* WGL pixel format */
1225 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
1226 int redSize, greenSize, blueSize, alphaSize;
1227 int depthSize, stencilSize;
1228 BOOL windowDrawable;
1229 BOOL pbufferDrawable;
1230 BOOL doubleBuffer;
1231 int auxBuffers;
1232 int numSamples;
1233 } WineD3D_PixelFormat;
1235 enum wined3d_pci_vendor
1237 VENDOR_WINE = 0x0000,
1238 VENDOR_MESA = 0x0001,
1239 VENDOR_ATI = 0x1002,
1240 VENDOR_NVIDIA = 0x10de,
1241 VENDOR_INTEL = 0x8086,
1244 enum wined3d_pci_device
1246 CARD_WINE = 0x0000,
1248 CARD_ATI_RAGE_128PRO = 0x5246,
1249 CARD_ATI_RADEON_7200 = 0x5144,
1250 CARD_ATI_RADEON_8500 = 0x514c,
1251 CARD_ATI_RADEON_9500 = 0x4144,
1252 CARD_ATI_RADEON_XPRESS_200M = 0x5955,
1253 CARD_ATI_RADEON_X700 = 0x5e4c,
1254 CARD_ATI_RADEON_X1600 = 0x71c2,
1255 CARD_ATI_RADEON_HD2300 = 0x7210,
1256 CARD_ATI_RADEON_HD2600 = 0x9581,
1257 CARD_ATI_RADEON_HD2900 = 0x9400,
1258 CARD_ATI_RADEON_HD3200 = 0x9620,
1259 CARD_ATI_RADEON_HD4350 = 0x954f,
1260 CARD_ATI_RADEON_HD4550 = 0x9540,
1261 CARD_ATI_RADEON_HD4600 = 0x9495,
1262 CARD_ATI_RADEON_HD4650 = 0x9498,
1263 CARD_ATI_RADEON_HD4670 = 0x9490,
1264 CARD_ATI_RADEON_HD4700 = 0x944e,
1265 CARD_ATI_RADEON_HD4770 = 0x94b3,
1266 CARD_ATI_RADEON_HD4800 = 0x944c, /* Picked one value between 9440, 944c, 9442, 9460 */
1267 CARD_ATI_RADEON_HD4830 = 0x944c,
1268 CARD_ATI_RADEON_HD4850 = 0x9442,
1269 CARD_ATI_RADEON_HD4870 = 0x9440,
1270 CARD_ATI_RADEON_HD4890 = 0x9460,
1272 CARD_NVIDIA_RIVA_128 = 0x0018,
1273 CARD_NVIDIA_RIVA_TNT = 0x0020,
1274 CARD_NVIDIA_RIVA_TNT2 = 0x0028,
1275 CARD_NVIDIA_GEFORCE = 0x0100,
1276 CARD_NVIDIA_GEFORCE2_MX = 0x0110,
1277 CARD_NVIDIA_GEFORCE2 = 0x0150,
1278 CARD_NVIDIA_GEFORCE3 = 0x0200,
1279 CARD_NVIDIA_GEFORCE4_MX = 0x0170,
1280 CARD_NVIDIA_GEFORCE4_TI4200 = 0x0253,
1281 CARD_NVIDIA_GEFORCEFX_5200 = 0x0320,
1282 CARD_NVIDIA_GEFORCEFX_5600 = 0x0312,
1283 CARD_NVIDIA_GEFORCEFX_5800 = 0x0302,
1284 CARD_NVIDIA_GEFORCE_6200 = 0x014f,
1285 CARD_NVIDIA_GEFORCE_6600GT = 0x0140,
1286 CARD_NVIDIA_GEFORCE_6800 = 0x0041,
1287 CARD_NVIDIA_GEFORCE_7400 = 0x01d8,
1288 CARD_NVIDIA_GEFORCE_7300 = 0x01d7, /* GeForce Go 7300 */
1289 CARD_NVIDIA_GEFORCE_7600 = 0x0391,
1290 CARD_NVIDIA_GEFORCE_7800GT = 0x0092,
1291 CARD_NVIDIA_GEFORCE_8300GS = 0x0423,
1292 CARD_NVIDIA_GEFORCE_8600GT = 0x0402,
1293 CARD_NVIDIA_GEFORCE_8600MGT = 0x0407,
1294 CARD_NVIDIA_GEFORCE_8800GTS = 0x0193,
1295 CARD_NVIDIA_GEFORCE_9200 = 0x086d,
1296 CARD_NVIDIA_GEFORCE_9400GT = 0x042c,
1297 CARD_NVIDIA_GEFORCE_9500GT = 0x0640,
1298 CARD_NVIDIA_GEFORCE_9600GT = 0x0622,
1299 CARD_NVIDIA_GEFORCE_9800GT = 0x0614,
1300 CARD_NVIDIA_GEFORCE_GTX260 = 0x05e2,
1301 CARD_NVIDIA_GEFORCE_GTX275 = 0x05e6,
1302 CARD_NVIDIA_GEFORCE_GTX280 = 0x05e1,
1304 CARD_INTEL_845G = 0x2562,
1305 CARD_INTEL_I830G = 0x3577,
1306 CARD_INTEL_I855G = 0x3582,
1307 CARD_INTEL_I865G = 0x2572,
1308 CARD_INTEL_I915G = 0x2582,
1309 CARD_INTEL_I915GM = 0x2592,
1310 CARD_INTEL_I945GM = 0x27a2, /* Same as GMA 950? */
1311 CARD_INTEL_X3100 = 0x2a02, /* Found in Macs. Same as GMA 965? */
1314 struct wined3d_driver_info
1316 enum wined3d_pci_vendor vendor;
1317 enum wined3d_pci_device device;
1318 const char *name;
1319 const char *description;
1320 DWORD version_high;
1321 DWORD version_low;
1324 /* The adapter structure */
1325 struct wined3d_adapter
1327 UINT num;
1328 BOOL opengl;
1329 POINT monitorPoint;
1330 struct wined3d_gl_info gl_info;
1331 struct wined3d_driver_info driver_info;
1332 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
1333 int nCfgs;
1334 WineD3D_PixelFormat *cfgs;
1335 BOOL brokenStencil; /* Set on cards which only offer mixed depth+stencil */
1336 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
1337 unsigned int UsedTextureRam;
1338 LUID luid;
1341 BOOL initPixelFormats(struct wined3d_gl_info *gl_info, enum wined3d_pci_vendor vendor) DECLSPEC_HIDDEN;
1342 BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1343 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram) DECLSPEC_HIDDEN;
1344 extern void add_gl_compat_wrappers(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1346 /*****************************************************************************
1347 * High order patch management
1349 struct WineD3DRectPatch
1351 UINT Handle;
1352 float *mem;
1353 WineDirect3DVertexStridedData strided;
1354 WINED3DRECTPATCH_INFO RectPatchInfo;
1355 float numSegs[4];
1356 char has_normals, has_texcoords;
1357 struct list entry;
1360 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch) DECLSPEC_HIDDEN;
1362 enum projection_types
1364 proj_none = 0,
1365 proj_count3 = 1,
1366 proj_count4 = 2
1369 enum dst_arg
1371 resultreg = 0,
1372 tempreg = 1
1375 /*****************************************************************************
1376 * Fixed function pipeline replacements
1378 #define ARG_UNUSED 0xff
1379 struct texture_stage_op
1381 unsigned cop : 8;
1382 unsigned carg1 : 8;
1383 unsigned carg2 : 8;
1384 unsigned carg0 : 8;
1386 unsigned aop : 8;
1387 unsigned aarg1 : 8;
1388 unsigned aarg2 : 8;
1389 unsigned aarg0 : 8;
1391 struct color_fixup_desc color_fixup;
1392 unsigned tex_type : 3;
1393 unsigned dst : 1;
1394 unsigned projected : 2;
1395 unsigned padding : 10;
1398 struct ffp_frag_settings {
1399 struct texture_stage_op op[MAX_TEXTURES];
1400 enum fogmode fog;
1401 /* Use shorts instead of chars to get dword alignment */
1402 unsigned short sRGB_write;
1403 unsigned short emul_clipplanes;
1406 struct ffp_frag_desc
1408 struct wine_rb_entry entry;
1409 struct ffp_frag_settings settings;
1412 extern const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions DECLSPEC_HIDDEN;
1413 extern const struct wined3d_parent_ops wined3d_null_parent_ops DECLSPEC_HIDDEN;
1415 void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_settings *settings,
1416 BOOL ignore_textype) DECLSPEC_HIDDEN;
1417 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
1418 const struct ffp_frag_settings *settings) DECLSPEC_HIDDEN;
1419 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) DECLSPEC_HIDDEN;
1421 /*****************************************************************************
1422 * IWineD3D implementation structure
1424 typedef struct IWineD3DImpl
1426 /* IUnknown fields */
1427 const IWineD3DVtbl *lpVtbl;
1428 LONG ref; /* Note: Ref counting not required */
1430 /* WineD3D Information */
1431 IUnknown *parent;
1432 UINT dxVersion;
1434 UINT adapter_count;
1435 struct wined3d_adapter adapters[1];
1436 } IWineD3DImpl;
1438 extern const IWineD3DVtbl IWineD3D_Vtbl DECLSPEC_HIDDEN;
1440 BOOL InitAdapters(IWineD3DImpl *This) DECLSPEC_HIDDEN;
1442 /* A helper function that dumps a resource list */
1443 void dumpResources(struct list *list) DECLSPEC_HIDDEN;
1445 /*****************************************************************************
1446 * IWineD3DDevice implementation structure
1448 #define WINED3D_UNMAPPED_STAGE ~0U
1450 /* Multithreaded flag. Removed from the public header to signal that IWineD3D::CreateDevice ignores it */
1451 #define WINED3DCREATE_MULTITHREADED 0x00000004
1453 struct IWineD3DDeviceImpl
1455 /* IUnknown fields */
1456 const IWineD3DDeviceVtbl *lpVtbl;
1457 LONG ref; /* Note: Ref counting not required */
1459 /* WineD3D Information */
1460 IUnknown *parent;
1461 IWineD3DDeviceParent *device_parent;
1462 IWineD3D *wineD3D;
1463 struct wined3d_adapter *adapter;
1465 /* Window styles to restore when switching fullscreen mode */
1466 LONG style;
1467 LONG exStyle;
1469 /* X and GL Information */
1470 GLint maxConcurrentLights;
1471 GLenum offscreenBuffer;
1473 /* Selected capabilities */
1474 int vs_selected_mode;
1475 int ps_selected_mode;
1476 const shader_backend_t *shader_backend;
1477 void *shader_priv;
1478 void *fragment_priv;
1479 void *blit_priv;
1480 struct StateEntry StateTable[STATE_HIGHEST + 1];
1481 /* Array of functions for states which are handled by more than one pipeline part */
1482 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
1483 const struct fragment_pipeline *frag_pipe;
1484 const struct blit_shader *blitter;
1486 unsigned int max_ffp_textures, max_ffp_texture_stages;
1487 DWORD d3d_vshader_constantF, d3d_pshader_constantF; /* Advertised d3d caps, not GL ones */
1488 DWORD vs_clipping;
1490 WORD view_ident : 1; /* true iff view matrix is identity */
1491 WORD untransformed : 1;
1492 WORD vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
1493 WORD isRecordingState : 1;
1494 WORD isInDraw : 1;
1495 WORD bCursorVisible : 1;
1496 WORD haveHardwareCursor : 1;
1497 WORD d3d_initialized : 1;
1498 WORD inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
1499 WORD softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
1500 WORD useDrawStridedSlow : 1;
1501 WORD instancedDraw : 1;
1502 WORD padding : 4;
1504 BYTE fixed_function_usage_map; /* MAX_TEXTURES, 8 */
1506 #define DDRAW_PITCH_ALIGNMENT 8
1507 #define D3D8_PITCH_ALIGNMENT 4
1508 unsigned char surface_alignment; /* Line Alignment of surfaces */
1510 /* State block related */
1511 IWineD3DStateBlockImpl *stateBlock;
1512 IWineD3DStateBlockImpl *updateStateBlock;
1514 /* Internal use fields */
1515 WINED3DDEVICE_CREATION_PARAMETERS createParms;
1516 UINT adapterNo;
1517 WINED3DDEVTYPE devType;
1519 IWineD3DSwapChain **swapchains;
1520 UINT NumberOfSwapChains;
1522 struct list resources; /* a linked list to track resources created by the device */
1523 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
1524 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
1526 /* Render Target Support */
1527 IWineD3DSurface **render_targets;
1528 IWineD3DSurface *auto_depth_stencil_buffer;
1529 IWineD3DSurface *stencilBufferTarget;
1531 /* palettes texture management */
1532 UINT NumberOfPalettes;
1533 PALETTEENTRY **palettes;
1534 UINT currentPalette;
1535 UINT paletteConversionShader;
1537 /* For rendering to a texture using glCopyTexImage */
1538 GLenum *draw_buffers;
1539 GLuint depth_blt_texture;
1540 GLuint depth_blt_rb;
1541 UINT depth_blt_rb_w;
1542 UINT depth_blt_rb_h;
1544 /* Cursor management */
1545 UINT xHotSpot;
1546 UINT yHotSpot;
1547 UINT xScreenSpace;
1548 UINT yScreenSpace;
1549 UINT cursorWidth, cursorHeight;
1550 GLuint cursorTexture;
1551 HCURSOR hardwareCursor;
1553 /* The Wine logo surface */
1554 IWineD3DSurface *logo_surface;
1556 /* Textures for when no other textures are mapped */
1557 UINT dummyTextureName[MAX_TEXTURES];
1559 /* DirectDraw stuff */
1560 DWORD ddraw_width, ddraw_height;
1561 WINED3DFORMAT ddraw_format;
1563 /* Final position fixup constant */
1564 float posFixup[4];
1566 /* With register combiners we can skip junk texture stages */
1567 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
1568 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1570 /* Stream source management */
1571 struct wined3d_stream_info strided_streams;
1572 const WineDirect3DVertexStridedData *up_strided;
1574 /* Context management */
1575 struct wined3d_context **contexts;
1576 UINT numContexts;
1577 struct wined3d_context *pbufferContext; /* The context that has a pbuffer as drawable */
1578 DWORD pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
1580 /* High level patch management */
1581 #define PATCHMAP_SIZE 43
1582 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
1583 struct list patches[PATCHMAP_SIZE];
1584 struct WineD3DRectPatch *currentPatch;
1587 HRESULT device_init(IWineD3DDeviceImpl *device, IWineD3DImpl *wined3d,
1588 UINT adapter_idx, WINED3DDEVTYPE device_type, HWND focus_window, DWORD flags,
1589 IUnknown *parent, IWineD3DDeviceParent *device_parent) DECLSPEC_HIDDEN;
1590 void device_resource_add(IWineD3DDeviceImpl *This, IWineD3DResource *resource) DECLSPEC_HIDDEN;
1591 void device_resource_released(IWineD3DDeviceImpl *This, IWineD3DResource *resource) DECLSPEC_HIDDEN;
1592 void device_stream_info_from_declaration(IWineD3DDeviceImpl *This,
1593 BOOL use_vshader, struct wined3d_stream_info *stream_info, BOOL *fixup) DECLSPEC_HIDDEN;
1594 void device_stream_info_from_strided(const struct wined3d_gl_info *gl_info,
1595 const struct WineDirect3DVertexStridedData *strided, struct wined3d_stream_info *stream_info) DECLSPEC_HIDDEN;
1596 HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
1597 const WINED3DRECT *pRects, DWORD Flags, WINED3DCOLOR Color, float Z, DWORD Stencil) DECLSPEC_HIDDEN;
1598 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This) DECLSPEC_HIDDEN;
1599 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state) DECLSPEC_HIDDEN;
1600 static inline BOOL isStateDirty(struct wined3d_context *context, DWORD state)
1602 DWORD idx = state >> 5;
1603 BYTE shift = state & 0x1f;
1604 return context->isStateDirty[idx] & (1 << shift);
1607 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
1608 typedef struct PrivateData
1610 struct list entry;
1612 GUID tag;
1613 DWORD flags; /* DDSPD_* */
1615 union
1617 LPVOID data;
1618 LPUNKNOWN object;
1619 } ptr;
1621 DWORD size;
1622 } PrivateData;
1624 /*****************************************************************************
1625 * IWineD3DResource implementation structure
1627 typedef struct IWineD3DResourceClass
1629 /* IUnknown fields */
1630 LONG ref; /* Note: Ref counting not required */
1632 /* WineD3DResource Information */
1633 IUnknown *parent;
1634 WINED3DRESOURCETYPE resourceType;
1635 IWineD3DDeviceImpl *wineD3DDevice;
1636 WINED3DPOOL pool;
1637 UINT size;
1638 DWORD usage;
1639 const struct GlPixelFormatDesc *format_desc;
1640 DWORD priority;
1641 BYTE *allocatedMemory; /* Pointer to the real data location */
1642 BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
1643 struct list privateData;
1644 struct list resource_list_entry;
1645 const struct wined3d_parent_ops *parent_ops;
1646 } IWineD3DResourceClass;
1648 typedef struct IWineD3DResourceImpl
1650 /* IUnknown & WineD3DResource Information */
1651 const IWineD3DResourceVtbl *lpVtbl;
1652 IWineD3DResourceClass resource;
1653 } IWineD3DResourceImpl;
1655 void resource_cleanup(IWineD3DResource *iface) DECLSPEC_HIDDEN;
1656 HRESULT resource_free_private_data(IWineD3DResource *iface, REFGUID guid) DECLSPEC_HIDDEN;
1657 HRESULT resource_get_device(IWineD3DResource *iface, IWineD3DDevice **device) DECLSPEC_HIDDEN;
1658 HRESULT resource_get_parent(IWineD3DResource *iface, IUnknown **parent) DECLSPEC_HIDDEN;
1659 DWORD resource_get_priority(IWineD3DResource *iface) DECLSPEC_HIDDEN;
1660 HRESULT resource_get_private_data(IWineD3DResource *iface, REFGUID guid,
1661 void *data, DWORD *data_size) DECLSPEC_HIDDEN;
1662 HRESULT resource_init(IWineD3DResource *iface, WINED3DRESOURCETYPE resource_type,
1663 IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct GlPixelFormatDesc *format_desc,
1664 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1665 WINED3DRESOURCETYPE resource_get_type(IWineD3DResource *iface) DECLSPEC_HIDDEN;
1666 DWORD resource_set_priority(IWineD3DResource *iface, DWORD new_priority) DECLSPEC_HIDDEN;
1667 HRESULT resource_set_private_data(IWineD3DResource *iface, REFGUID guid,
1668 const void *data, DWORD data_size, DWORD flags) DECLSPEC_HIDDEN;
1670 /* Tests show that the start address of resources is 32 byte aligned */
1671 #define RESOURCE_ALIGNMENT 32
1673 /*****************************************************************************
1674 * IWineD3DBaseTexture D3D- > openGL state map lookups
1677 typedef enum winetexturestates {
1678 WINED3DTEXSTA_ADDRESSU = 0,
1679 WINED3DTEXSTA_ADDRESSV = 1,
1680 WINED3DTEXSTA_ADDRESSW = 2,
1681 WINED3DTEXSTA_BORDERCOLOR = 3,
1682 WINED3DTEXSTA_MAGFILTER = 4,
1683 WINED3DTEXSTA_MINFILTER = 5,
1684 WINED3DTEXSTA_MIPFILTER = 6,
1685 WINED3DTEXSTA_MAXMIPLEVEL = 7,
1686 WINED3DTEXSTA_MAXANISOTROPY = 8,
1687 WINED3DTEXSTA_SRGBTEXTURE = 9,
1688 WINED3DTEXSTA_ELEMENTINDEX = 10,
1689 WINED3DTEXSTA_DMAPOFFSET = 11,
1690 WINED3DTEXSTA_TSSADDRESSW = 12,
1691 MAX_WINETEXTURESTATES = 13,
1692 } winetexturestates;
1694 enum WINED3DSRGB
1696 SRGB_ANY = 0, /* Uses the cached value(e.g. external calls) */
1697 SRGB_RGB = 1, /* Loads the rgb texture */
1698 SRGB_SRGB = 2, /* Loads the srgb texture */
1699 SRGB_BOTH = 3, /* Loads both textures */
1702 struct gl_texture
1704 DWORD states[MAX_WINETEXTURESTATES];
1705 BOOL dirty;
1706 GLuint name;
1709 /*****************************************************************************
1710 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1712 typedef struct IWineD3DBaseTextureClass
1714 struct gl_texture texture_rgb, texture_srgb;
1715 UINT levels;
1716 float pow2Matrix[16];
1717 UINT LOD;
1718 WINED3DTEXTUREFILTERTYPE filterType;
1719 LONG bindCount;
1720 DWORD sampler;
1721 BOOL is_srgb;
1722 BOOL pow2Matrix_identity;
1723 const struct min_lookup *minMipLookup;
1724 const GLenum *magLookup;
1725 void (*internal_preload)(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1726 } IWineD3DBaseTextureClass;
1728 void surface_internal_preload(IWineD3DSurface *iface, enum WINED3DSRGB srgb) DECLSPEC_HIDDEN;
1730 typedef struct IWineD3DBaseTextureImpl
1732 /* IUnknown & WineD3DResource Information */
1733 const IWineD3DBaseTextureVtbl *lpVtbl;
1734 IWineD3DResourceClass resource;
1735 IWineD3DBaseTextureClass baseTexture;
1737 } IWineD3DBaseTextureImpl;
1739 void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
1740 const DWORD texture_states[WINED3D_HIGHEST_TEXTURE_STATE + 1],
1741 const DWORD sampler_states[WINED3D_HIGHEST_SAMPLER_STATE + 1]) DECLSPEC_HIDDEN;
1742 HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surface_desc) DECLSPEC_HIDDEN;
1743 void basetexture_cleanup(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1744 void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1745 WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1746 BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1747 DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1748 DWORD basetexture_get_lod(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1749 HRESULT basetexture_init(IWineD3DBaseTextureImpl *texture, UINT levels, WINED3DRESOURCETYPE resource_type,
1750 IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct GlPixelFormatDesc *format_desc,
1751 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1752 HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface,
1753 WINED3DTEXTUREFILTERTYPE filter_type) DECLSPEC_HIDDEN;
1754 BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty) DECLSPEC_HIDDEN;
1755 DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD new_lod) DECLSPEC_HIDDEN;
1756 void basetexture_unload(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1758 /*****************************************************************************
1759 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1761 typedef struct IWineD3DTextureImpl
1763 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1764 const IWineD3DTextureVtbl *lpVtbl;
1765 IWineD3DResourceClass resource;
1766 IWineD3DBaseTextureClass baseTexture;
1768 /* IWineD3DTexture */
1769 IWineD3DSurface *surfaces[MAX_MIP_LEVELS];
1770 UINT target;
1771 BOOL cond_np2;
1773 } IWineD3DTextureImpl;
1775 HRESULT texture_init(IWineD3DTextureImpl *texture, UINT width, UINT height, UINT levels,
1776 IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
1777 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1779 /*****************************************************************************
1780 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1782 typedef struct IWineD3DCubeTextureImpl
1784 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1785 const IWineD3DCubeTextureVtbl *lpVtbl;
1786 IWineD3DResourceClass resource;
1787 IWineD3DBaseTextureClass baseTexture;
1789 /* IWineD3DCubeTexture */
1790 IWineD3DSurface *surfaces[6][MAX_MIP_LEVELS];
1791 } IWineD3DCubeTextureImpl;
1793 HRESULT cubetexture_init(IWineD3DCubeTextureImpl *texture, UINT edge_length, UINT levels,
1794 IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
1795 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1797 typedef struct _WINED3DVOLUMET_DESC
1799 UINT Width;
1800 UINT Height;
1801 UINT Depth;
1802 } WINED3DVOLUMET_DESC;
1804 /*****************************************************************************
1805 * IWineD3DVolume implementation structure (extends IUnknown)
1807 typedef struct IWineD3DVolumeImpl
1809 /* IUnknown & WineD3DResource fields */
1810 const IWineD3DVolumeVtbl *lpVtbl;
1811 IWineD3DResourceClass resource;
1813 /* WineD3DVolume Information */
1814 WINED3DVOLUMET_DESC currentDesc;
1815 IWineD3DBase *container;
1816 BOOL lockable;
1817 BOOL locked;
1818 WINED3DBOX lockedBox;
1819 WINED3DBOX dirtyBox;
1820 BOOL dirty;
1821 } IWineD3DVolumeImpl;
1823 void volume_add_dirty_box(IWineD3DVolume *iface, const WINED3DBOX *dirty_box) DECLSPEC_HIDDEN;
1824 HRESULT volume_init(IWineD3DVolumeImpl *volume, IWineD3DDeviceImpl *device, UINT width,
1825 UINT height, UINT depth, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
1826 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1828 /*****************************************************************************
1829 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1831 typedef struct IWineD3DVolumeTextureImpl
1833 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1834 const IWineD3DVolumeTextureVtbl *lpVtbl;
1835 IWineD3DResourceClass resource;
1836 IWineD3DBaseTextureClass baseTexture;
1838 /* IWineD3DVolumeTexture */
1839 IWineD3DVolume *volumes[MAX_MIP_LEVELS];
1840 } IWineD3DVolumeTextureImpl;
1842 HRESULT volumetexture_init(IWineD3DVolumeTextureImpl *texture, UINT width, UINT height,
1843 UINT depth, UINT levels, IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format,
1844 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1846 typedef struct _WINED3DSURFACET_DESC
1848 WINED3DMULTISAMPLE_TYPE MultiSampleType;
1849 DWORD MultiSampleQuality;
1850 UINT Width;
1851 UINT Height;
1852 } WINED3DSURFACET_DESC;
1854 /*****************************************************************************
1855 * Structure for DIB Surfaces (GetDC and GDI surfaces)
1857 typedef struct wineD3DSurface_DIB {
1858 HBITMAP DIBsection;
1859 void* bitmap_data;
1860 UINT bitmap_size;
1861 HGDIOBJ holdbitmap;
1862 BOOL client_memory;
1863 } wineD3DSurface_DIB;
1865 typedef struct {
1866 struct list entry;
1867 GLuint id;
1868 UINT width;
1869 UINT height;
1870 } renderbuffer_entry_t;
1872 struct fbo_entry
1874 struct list entry;
1875 IWineD3DSurface **render_targets;
1876 IWineD3DSurface *depth_stencil;
1877 BOOL attached;
1878 GLuint id;
1881 /*****************************************************************************
1882 * IWineD3DClipp implementation structure
1884 typedef struct IWineD3DClipperImpl
1886 const IWineD3DClipperVtbl *lpVtbl;
1887 LONG ref;
1889 IUnknown *Parent;
1890 HWND hWnd;
1891 } IWineD3DClipperImpl;
1894 /*****************************************************************************
1895 * IWineD3DSurface implementation structure
1897 struct IWineD3DSurfaceImpl
1899 /* IUnknown & IWineD3DResource Information */
1900 const IWineD3DSurfaceVtbl *lpVtbl;
1901 IWineD3DResourceClass resource;
1903 /* IWineD3DSurface fields */
1904 IWineD3DBase *container;
1905 WINED3DSURFACET_DESC currentDesc;
1906 IWineD3DPaletteImpl *palette; /* D3D7 style palette handling */
1907 PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
1909 /* TODO: move this off into a management class(maybe!) */
1910 DWORD Flags;
1912 UINT pow2Width;
1913 UINT pow2Height;
1915 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
1916 void (*get_drawable_size)(struct wined3d_context *context, UINT *width, UINT *height);
1918 /* Oversized texture */
1919 RECT glRect;
1921 /* PBO */
1922 GLuint pbo;
1923 GLuint texture_name;
1924 GLuint texture_name_srgb;
1925 GLint texture_level;
1926 GLenum texture_target;
1928 RECT lockedRect;
1929 RECT dirtyRect;
1930 int lockCount;
1931 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
1933 /* For GetDC */
1934 wineD3DSurface_DIB dib;
1935 HDC hDC;
1937 /* Color keys for DDraw */
1938 WINEDDCOLORKEY DestBltCKey;
1939 WINEDDCOLORKEY DestOverlayCKey;
1940 WINEDDCOLORKEY SrcOverlayCKey;
1941 WINEDDCOLORKEY SrcBltCKey;
1942 DWORD CKeyFlags;
1944 WINEDDCOLORKEY glCKey;
1946 struct list renderbuffers;
1947 renderbuffer_entry_t *current_renderbuffer;
1949 /* DirectDraw clippers */
1950 IWineD3DClipper *clipper;
1952 /* DirectDraw Overlay handling */
1953 RECT overlay_srcrect;
1954 RECT overlay_destrect;
1955 IWineD3DSurfaceImpl *overlay_dest;
1956 struct list overlays;
1957 struct list overlay_entry;
1960 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl DECLSPEC_HIDDEN;
1961 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl DECLSPEC_HIDDEN;
1963 UINT surface_calculate_size(const struct GlPixelFormatDesc *format_desc,
1964 UINT alignment, UINT width, UINT height) DECLSPEC_HIDDEN;
1965 void surface_gdi_cleanup(IWineD3DSurfaceImpl *This) DECLSPEC_HIDDEN;
1966 HRESULT surface_init(IWineD3DSurfaceImpl *surface, WINED3DSURFTYPE surface_type, UINT alignment,
1967 UINT width, UINT height, UINT level, BOOL lockable, BOOL discard, WINED3DMULTISAMPLE_TYPE multisample_type,
1968 UINT multisample_quality, IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format,
1969 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1971 /* Predeclare the shared Surface functions */
1972 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface,
1973 REFIID riid, LPVOID *ppobj) DECLSPEC_HIDDEN;
1974 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
1975 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent) DECLSPEC_HIDDEN;
1976 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice) DECLSPEC_HIDDEN;
1977 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface,
1978 REFGUID refguid, const void *pData, DWORD SizeOfData, DWORD Flags) DECLSPEC_HIDDEN;
1979 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface,
1980 REFGUID refguid, void *pData, DWORD *pSizeOfData) DECLSPEC_HIDDEN;
1981 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid) DECLSPEC_HIDDEN;
1982 DWORD WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew) DECLSPEC_HIDDEN;
1983 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
1984 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
1985 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface,
1986 REFIID riid, void **ppContainer) DECLSPEC_HIDDEN;
1987 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc) DECLSPEC_HIDDEN;
1988 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags) DECLSPEC_HIDDEN;
1989 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags) DECLSPEC_HIDDEN;
1990 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
1991 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
1992 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal) DECLSPEC_HIDDEN;
1993 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal) DECLSPEC_HIDDEN;
1994 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface,
1995 DWORD Flags, const WINEDDCOLORKEY *CKey) DECLSPEC_HIDDEN;
1996 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container) DECLSPEC_HIDDEN;
1997 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
1998 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
1999 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y) DECLSPEC_HIDDEN;
2000 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y) DECLSPEC_HIDDEN;
2001 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface,
2002 DWORD Flags, IWineD3DSurface *Ref) DECLSPEC_HIDDEN;
2003 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, const RECT *SrcRect,
2004 IWineD3DSurface *DstSurface, const RECT *DstRect, DWORD Flags, const WINEDDOVERLAYFX *FX) DECLSPEC_HIDDEN;
2005 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper) DECLSPEC_HIDDEN;
2006 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper) DECLSPEC_HIDDEN;
2007 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format) DECLSPEC_HIDDEN;
2008 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2009 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface,
2010 const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) DECLSPEC_HIDDEN;
2011 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
2012 IWineD3DSurface *Source, const RECT *rsrc, DWORD trans) DECLSPEC_HIDDEN;
2013 HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT *pLockedRect,
2014 const RECT *pRect, DWORD Flags) DECLSPEC_HIDDEN;
2015 void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb) DECLSPEC_HIDDEN;
2016 const void *WINAPI IWineD3DBaseSurfaceImpl_GetData(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2018 void get_drawable_size_swapchain(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2019 void get_drawable_size_backbuffer(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2020 void get_drawable_size_pbuffer(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2021 void get_drawable_size_fbo(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2023 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back) DECLSPEC_HIDDEN;
2025 /* Surface flags: */
2026 #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
2027 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
2028 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for GetDC */
2029 #define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
2030 #define SFLAG_DISCARD 0x00000010 /* ??? */
2031 #define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
2032 #define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
2033 #define SFLAG_INSRGBTEX 0x00000080 /* The GL srgb texture contains the newest surface content */
2034 #define SFLAG_INDRAWABLE 0x00000100 /* The gl drawable contains the most up to date data */
2035 #define SFLAG_INSYSMEM 0x00000200 /* The system memory copy is most up to date */
2036 #define SFLAG_NONPOW2 0x00000400 /* Surface sizes are not a power of 2 */
2037 #define SFLAG_DYNLOCK 0x00000800 /* Surface is often locked by the app */
2038 #define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
2039 #define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
2040 #define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
2041 #define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
2042 #define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
2043 #define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
2044 #define SFLAG_SRGBALLOCATED 0x00040000 /* A srgb gl texture is allocated for this surface */
2045 #define SFLAG_PBO 0x00080000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
2046 #define SFLAG_NORMCOORD 0x00100000 /* Set if the GL texture coords are normalized(non-texture rectangle) */
2047 #define SFLAG_DS_ONSCREEN 0x00200000 /* Is a depth stencil, last modified onscreen */
2048 #define SFLAG_DS_OFFSCREEN 0x00400000 /* Is a depth stencil, last modified offscreen */
2049 #define SFLAG_INOVERLAYDRAW 0x00800000 /* Overlay drawing is in progress. Recursion prevention */
2050 #define SFLAG_SWAPCHAIN 0x01000000 /* The surface is part of a swapchain */
2052 /* In some conditions the surface memory must not be freed:
2053 * SFLAG_OVERSIZE: Not all data can be kept in GL
2054 * SFLAG_CONVERTED: Converting the data back would take too long
2055 * SFLAG_DIBSECTION: The dib code manages the memory
2056 * SFLAG_LOCKED: The app requires access to the surface data
2057 * SFLAG_DYNLOCK: Avoid freeing the data for performance
2058 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
2059 * SFLAG_CLIENT: OpenGL uses our memory as backup
2061 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
2062 SFLAG_CONVERTED | \
2063 SFLAG_DIBSECTION | \
2064 SFLAG_LOCKED | \
2065 SFLAG_DYNLOCK | \
2066 SFLAG_USERPTR | \
2067 SFLAG_PBO | \
2068 SFLAG_CLIENT)
2070 #define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
2071 SFLAG_INTEXTURE | \
2072 SFLAG_INDRAWABLE | \
2073 SFLAG_INSRGBTEX)
2075 #define SFLAG_DS_LOCATIONS (SFLAG_DS_ONSCREEN | \
2076 SFLAG_DS_OFFSCREEN)
2077 #define SFLAG_DS_DISCARDED SFLAG_DS_LOCATIONS
2079 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]) DECLSPEC_HIDDEN;
2081 typedef enum {
2082 NO_CONVERSION,
2083 CONVERT_PALETTED,
2084 CONVERT_PALETTED_CK,
2085 CONVERT_CK_565,
2086 CONVERT_CK_5551,
2087 CONVERT_CK_4444,
2088 CONVERT_CK_4444_ARGB,
2089 CONVERT_CK_1555,
2090 CONVERT_555,
2091 CONVERT_CK_RGB24,
2092 CONVERT_CK_8888,
2093 CONVERT_CK_8888_ARGB,
2094 CONVERT_RGB32_888,
2095 CONVERT_V8U8,
2096 CONVERT_L6V5U5,
2097 CONVERT_X8L8V8U8,
2098 CONVERT_Q8W8V8U8,
2099 CONVERT_V16U16,
2100 CONVERT_A4L4,
2101 CONVERT_G16R16,
2102 CONVERT_R16G16F,
2103 CONVERT_R32G32F,
2104 CONVERT_D15S1,
2105 CONVERT_D24X4S4,
2106 CONVERT_D24FS8,
2107 } CONVERT_TYPES;
2109 HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_texturing, GLenum *format,
2110 GLenum *internal, GLenum *type, CONVERT_TYPES *convert, int *target_bpp, BOOL srgb_mode) DECLSPEC_HIDDEN;
2112 BOOL palette9_changed(IWineD3DSurfaceImpl *This) DECLSPEC_HIDDEN;
2114 /*****************************************************************************
2115 * IWineD3DVertexDeclaration implementation structure
2118 struct wined3d_vertex_declaration_element
2120 const struct GlPixelFormatDesc *format_desc;
2121 BOOL ffp_valid;
2122 WORD input_slot;
2123 WORD offset;
2124 UINT output_slot;
2125 BYTE method;
2126 BYTE usage;
2127 BYTE usage_idx;
2130 typedef struct IWineD3DVertexDeclarationImpl {
2131 /* IUnknown Information */
2132 const IWineD3DVertexDeclarationVtbl *lpVtbl;
2133 LONG ref;
2135 IUnknown *parent;
2136 const struct wined3d_parent_ops *parent_ops;
2137 IWineD3DDeviceImpl *wineD3DDevice;
2139 struct wined3d_vertex_declaration_element *elements;
2140 UINT element_count;
2142 DWORD streams[MAX_STREAMS];
2143 UINT num_streams;
2144 BOOL position_transformed;
2145 BOOL half_float_conv_needed;
2146 } IWineD3DVertexDeclarationImpl;
2148 HRESULT vertexdeclaration_init(IWineD3DVertexDeclarationImpl *declaration, IWineD3DDeviceImpl *device,
2149 const WINED3DVERTEXELEMENT *elements, UINT element_count,
2150 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2152 /*****************************************************************************
2153 * IWineD3DStateBlock implementation structure
2156 /* Internal state Block for Begin/End/Capture/Create/Apply info */
2157 /* Note: Very long winded but gl Lists are not flexible enough */
2158 /* to resolve everything we need, so doing it manually for now */
2159 typedef struct SAVEDSTATES {
2160 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
2161 WORD streamSource; /* MAX_STREAMS, 16 */
2162 WORD streamFreq; /* MAX_STREAMS, 16 */
2163 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
2164 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
2165 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
2166 DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
2167 WORD pixelShaderConstantsB; /* MAX_CONST_B, 16 */
2168 WORD pixelShaderConstantsI; /* MAX_CONST_I, 16 */
2169 BOOL *pixelShaderConstantsF;
2170 WORD vertexShaderConstantsB; /* MAX_CONST_B, 16 */
2171 WORD vertexShaderConstantsI; /* MAX_CONST_I, 16 */
2172 BOOL *vertexShaderConstantsF;
2173 DWORD textures : 20; /* MAX_COMBINED_SAMPLERS, 20 */
2174 DWORD primitive_type : 1;
2175 DWORD indices : 1;
2176 DWORD material : 1;
2177 DWORD viewport : 1;
2178 DWORD vertexDecl : 1;
2179 DWORD pixelShader : 1;
2180 DWORD vertexShader : 1;
2181 DWORD scissorRect : 1;
2182 DWORD padding : 4;
2183 } SAVEDSTATES;
2185 struct StageState {
2186 DWORD stage;
2187 DWORD state;
2190 struct IWineD3DStateBlockImpl
2192 /* IUnknown fields */
2193 const IWineD3DStateBlockVtbl *lpVtbl;
2194 LONG ref; /* Note: Ref counting not required */
2196 /* IWineD3DStateBlock information */
2197 IWineD3DDeviceImpl *wineD3DDevice;
2198 WINED3DSTATEBLOCKTYPE blockType;
2200 /* Array indicating whether things have been set or changed */
2201 SAVEDSTATES changed;
2203 /* Vertex Shader Declaration */
2204 IWineD3DVertexDeclaration *vertexDecl;
2206 IWineD3DVertexShader *vertexShader;
2208 /* Vertex Shader Constants */
2209 BOOL vertexShaderConstantB[MAX_CONST_B];
2210 INT vertexShaderConstantI[MAX_CONST_I * 4];
2211 float *vertexShaderConstantF;
2213 /* primitive type */
2214 GLenum gl_primitive_type;
2216 /* Stream Source */
2217 BOOL streamIsUP;
2218 UINT streamStride[MAX_STREAMS];
2219 UINT streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
2220 IWineD3DBuffer *streamSource[MAX_STREAMS];
2221 UINT streamFreq[MAX_STREAMS + 1];
2222 UINT streamFlags[MAX_STREAMS + 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
2224 /* Indices */
2225 IWineD3DBuffer* pIndexData;
2226 WINED3DFORMAT IndexFmt;
2227 INT baseVertexIndex;
2228 INT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
2230 /* Transform */
2231 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
2233 /* Light hashmap . Collisions are handled using standard wine double linked lists */
2234 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
2235 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
2236 struct list lightMap[LIGHTMAP_SIZE]; /* Hash map containing the lights */
2237 const struct wined3d_light_info *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
2239 /* Clipping */
2240 double clipplane[MAX_CLIPPLANES][4];
2241 WINED3DCLIPSTATUS clip_status;
2243 /* ViewPort */
2244 WINED3DVIEWPORT viewport;
2246 /* Material */
2247 WINED3DMATERIAL material;
2249 /* Pixel Shader */
2250 IWineD3DPixelShader *pixelShader;
2252 /* Pixel Shader Constants */
2253 BOOL pixelShaderConstantB[MAX_CONST_B];
2254 INT pixelShaderConstantI[MAX_CONST_I * 4];
2255 float *pixelShaderConstantF;
2257 /* RenderState */
2258 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
2260 /* Texture */
2261 IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS];
2263 /* Texture State Stage */
2264 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
2265 DWORD lowest_disabled_stage;
2266 /* Sampler States */
2267 DWORD samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
2269 /* Scissor test rectangle */
2270 RECT scissorRect;
2272 /* Contained state management */
2273 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
2274 unsigned int num_contained_render_states;
2275 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
2276 unsigned int num_contained_transform_states;
2277 DWORD contained_vs_consts_i[MAX_CONST_I];
2278 unsigned int num_contained_vs_consts_i;
2279 DWORD contained_vs_consts_b[MAX_CONST_B];
2280 unsigned int num_contained_vs_consts_b;
2281 DWORD *contained_vs_consts_f;
2282 unsigned int num_contained_vs_consts_f;
2283 DWORD contained_ps_consts_i[MAX_CONST_I];
2284 unsigned int num_contained_ps_consts_i;
2285 DWORD contained_ps_consts_b[MAX_CONST_B];
2286 unsigned int num_contained_ps_consts_b;
2287 DWORD *contained_ps_consts_f;
2288 unsigned int num_contained_ps_consts_f;
2289 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
2290 unsigned int num_contained_tss_states;
2291 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
2292 unsigned int num_contained_sampler_states;
2295 HRESULT stateblock_init(IWineD3DStateBlockImpl *stateblock,
2296 IWineD3DDeviceImpl *device, WINED3DSTATEBLOCKTYPE type) DECLSPEC_HIDDEN;
2297 void stateblock_init_contained_states(IWineD3DStateBlockImpl *object) DECLSPEC_HIDDEN;
2299 /* Direct3D terminology with little modifications. We do not have an issued state
2300 * because only the driver knows about it, but we have a created state because d3d
2301 * allows GetData on a created issue, but opengl doesn't
2303 enum query_state {
2304 QUERY_CREATED,
2305 QUERY_SIGNALLED,
2306 QUERY_BUILDING
2308 /*****************************************************************************
2309 * IWineD3DQueryImpl implementation structure (extends IUnknown)
2311 typedef struct IWineD3DQueryImpl
2313 const IWineD3DQueryVtbl *lpVtbl;
2314 LONG ref; /* Note: Ref counting not required */
2316 IUnknown *parent;
2317 IWineD3DDeviceImpl *wineD3DDevice;
2319 /* IWineD3DQuery fields */
2320 enum query_state state;
2321 WINED3DQUERYTYPE type;
2322 /* TODO: Think about using a IUnknown instead of a void* */
2323 void *extendedData;
2324 } IWineD3DQueryImpl;
2326 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl DECLSPEC_HIDDEN;
2327 extern const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl DECLSPEC_HIDDEN;
2328 extern const IWineD3DQueryVtbl IWineD3DOcclusionQuery_Vtbl DECLSPEC_HIDDEN;
2330 /* IWineD3DBuffer */
2332 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
2333 * fixed function semantics as D3DCOLOR or FLOAT16 */
2334 enum wined3d_buffer_conversion_type
2336 CONV_NONE,
2337 CONV_D3DCOLOR,
2338 CONV_POSITIONT,
2339 CONV_FLOAT16_2, /* Also handles FLOAT16_4 */
2342 #define WINED3D_BUFFER_OPTIMIZED 0x01 /* Optimize has been called for the buffer */
2343 #define WINED3D_BUFFER_DIRTY 0x02 /* Buffer data has been modified */
2344 #define WINED3D_BUFFER_HASDESC 0x04 /* A vertex description has been found */
2345 #define WINED3D_BUFFER_CREATEBO 0x08 /* Attempt to create a buffer object next PreLoad */
2346 #define WINED3D_BUFFER_DOUBLEBUFFER 0x10 /* Use a vbo and local allocated memory */
2348 struct wined3d_buffer
2350 const struct IWineD3DBufferVtbl *vtbl;
2351 IWineD3DResourceClass resource;
2353 struct wined3d_buffer_desc desc;
2355 GLuint buffer_object;
2356 GLenum buffer_object_usage;
2357 GLenum buffer_type_hint;
2358 UINT buffer_object_size;
2359 LONG bind_count;
2360 DWORD flags;
2362 UINT dirty_start;
2363 UINT dirty_end;
2364 LONG lock_count;
2366 /* conversion stuff */
2367 UINT conversion_count;
2368 UINT draw_count;
2369 UINT stride; /* 0 if no conversion */
2370 UINT conversion_stride; /* 0 if no shifted conversion */
2371 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
2372 /* Extra load offsets, for FLOAT16 conversion */
2373 UINT *conversion_shift; /* NULL if no shifted conversion */
2376 const BYTE *buffer_get_memory(IWineD3DBuffer *iface, UINT offset, GLuint *buffer_object) DECLSPEC_HIDDEN;
2377 BYTE *buffer_get_sysmem(struct wined3d_buffer *This) DECLSPEC_HIDDEN;
2378 HRESULT buffer_init(struct wined3d_buffer *buffer, IWineD3DDeviceImpl *device,
2379 UINT size, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, GLenum bind_hint,
2380 const char *data, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2382 /* IWineD3DRendertargetView */
2383 struct wined3d_rendertarget_view
2385 const struct IWineD3DRendertargetViewVtbl *vtbl;
2386 LONG refcount;
2388 IWineD3DResource *resource;
2389 IUnknown *parent;
2392 extern const IWineD3DRendertargetViewVtbl wined3d_rendertarget_view_vtbl DECLSPEC_HIDDEN;
2394 /*****************************************************************************
2395 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
2398 typedef struct IWineD3DSwapChainImpl
2400 /*IUnknown part*/
2401 const IWineD3DSwapChainVtbl *lpVtbl;
2402 LONG ref; /* Note: Ref counting not required */
2404 IUnknown *parent;
2405 IWineD3DDeviceImpl *wineD3DDevice;
2407 /* IWineD3DSwapChain fields */
2408 IWineD3DSurface **backBuffer;
2409 IWineD3DSurface *frontBuffer;
2410 WINED3DPRESENT_PARAMETERS presentParms;
2411 DWORD orig_width, orig_height;
2412 WINED3DFORMAT orig_fmt;
2413 WINED3DGAMMARAMP orig_gamma;
2415 long prev_time, frames; /* Performance tracking */
2416 unsigned int vSyncCounter;
2418 struct wined3d_context **context;
2419 unsigned int num_contexts;
2421 HWND win_handle;
2422 } IWineD3DSwapChainImpl;
2424 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl DECLSPEC_HIDDEN;
2425 const IWineD3DSwapChainVtbl IWineGDISwapChain_Vtbl DECLSPEC_HIDDEN;
2426 void x11_copy_to_screen(IWineD3DSwapChainImpl *This, const RECT *rc) DECLSPEC_HIDDEN;
2428 HRESULT WINAPI IWineD3DBaseSwapChainImpl_QueryInterface(IWineD3DSwapChain *iface,
2429 REFIID riid, LPVOID *ppobj) DECLSPEC_HIDDEN;
2430 ULONG WINAPI IWineD3DBaseSwapChainImpl_AddRef(IWineD3DSwapChain *iface) DECLSPEC_HIDDEN;
2431 ULONG WINAPI IWineD3DBaseSwapChainImpl_Release(IWineD3DSwapChain *iface) DECLSPEC_HIDDEN;
2432 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetParent(IWineD3DSwapChain *iface, IUnknown **ppParent) DECLSPEC_HIDDEN;
2433 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain *iface,
2434 IWineD3DSurface *pDestSurface) DECLSPEC_HIDDEN;
2435 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, UINT iBackBuffer,
2436 WINED3DBACKBUFFER_TYPE Type, IWineD3DSurface **ppBackBuffer) DECLSPEC_HIDDEN;
2437 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *iface,
2438 WINED3DRASTER_STATUS *pRasterStatus) DECLSPEC_HIDDEN;
2439 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface,
2440 WINED3DDISPLAYMODE *pMode) DECLSPEC_HIDDEN;
2441 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDevice(IWineD3DSwapChain *iface,
2442 IWineD3DDevice **ppDevice) DECLSPEC_HIDDEN;
2443 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetPresentParameters(IWineD3DSwapChain *iface,
2444 WINED3DPRESENT_PARAMETERS *pPresentationParameters) DECLSPEC_HIDDEN;
2445 HRESULT WINAPI IWineD3DBaseSwapChainImpl_SetGammaRamp(IWineD3DSwapChain *iface,
2446 DWORD Flags, const WINED3DGAMMARAMP *pRamp) DECLSPEC_HIDDEN;
2447 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetGammaRamp(IWineD3DSwapChain *iface,
2448 WINED3DGAMMARAMP *pRamp) DECLSPEC_HIDDEN;
2450 struct wined3d_context *swapchain_create_context_for_thread(IWineD3DSwapChain *iface) DECLSPEC_HIDDEN;
2452 #define DEFAULT_REFRESH_RATE 0
2454 /*****************************************************************************
2455 * Utility function prototypes
2458 /* Trace routines */
2459 const char *debug_d3dformat(WINED3DFORMAT fmt) DECLSPEC_HIDDEN;
2460 const char *debug_d3ddevicetype(WINED3DDEVTYPE devtype) DECLSPEC_HIDDEN;
2461 const char *debug_d3dresourcetype(WINED3DRESOURCETYPE res) DECLSPEC_HIDDEN;
2462 const char *debug_d3dusage(DWORD usage) DECLSPEC_HIDDEN;
2463 const char *debug_d3dusagequery(DWORD usagequery) DECLSPEC_HIDDEN;
2464 const char *debug_d3ddeclmethod(WINED3DDECLMETHOD method) DECLSPEC_HIDDEN;
2465 const char *debug_d3ddeclusage(BYTE usage) DECLSPEC_HIDDEN;
2466 const char *debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType) DECLSPEC_HIDDEN;
2467 const char *debug_d3drenderstate(DWORD state) DECLSPEC_HIDDEN;
2468 const char *debug_d3dsamplerstate(DWORD state) DECLSPEC_HIDDEN;
2469 const char *debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type) DECLSPEC_HIDDEN;
2470 const char *debug_d3dtexturestate(DWORD state) DECLSPEC_HIDDEN;
2471 const char *debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype) DECLSPEC_HIDDEN;
2472 const char *debug_d3dpool(WINED3DPOOL pool) DECLSPEC_HIDDEN;
2473 const char *debug_fbostatus(GLenum status) DECLSPEC_HIDDEN;
2474 const char *debug_glerror(GLenum error) DECLSPEC_HIDDEN;
2475 const char *debug_d3dbasis(WINED3DBASISTYPE basis) DECLSPEC_HIDDEN;
2476 const char *debug_d3ddegree(WINED3DDEGREETYPE order) DECLSPEC_HIDDEN;
2477 const char *debug_d3dtop(WINED3DTEXTUREOP d3dtop) DECLSPEC_HIDDEN;
2478 void dump_color_fixup_desc(struct color_fixup_desc fixup) DECLSPEC_HIDDEN;
2479 const char *debug_surflocation(DWORD flag) DECLSPEC_HIDDEN;
2481 /* Routines for GL <-> D3D values */
2482 GLenum StencilOp(DWORD op) DECLSPEC_HIDDEN;
2483 GLenum CompareFunc(DWORD func) DECLSPEC_HIDDEN;
2484 BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op,
2485 DWORD arg1, DWORD arg2, DWORD arg3) DECLSPEC_HIDDEN;
2486 void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op,
2487 DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx, DWORD dst) DECLSPEC_HIDDEN;
2488 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords,
2489 BOOL transformed, WINED3DFORMAT coordtype, BOOL ffp_can_disable_proj) DECLSPEC_HIDDEN;
2490 void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock,
2491 struct wined3d_context *context) DECLSPEC_HIDDEN;
2492 void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock,
2493 struct wined3d_context *context) DECLSPEC_HIDDEN;
2494 void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock,
2495 struct wined3d_context *context) DECLSPEC_HIDDEN;
2496 void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock,
2497 struct wined3d_context *context) DECLSPEC_HIDDEN;
2498 void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock,
2499 struct wined3d_context *context) DECLSPEC_HIDDEN;
2500 void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock,
2501 struct wined3d_context *context) DECLSPEC_HIDDEN;
2502 void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock,
2503 struct wined3d_context *context) DECLSPEC_HIDDEN;
2504 void state_fog_fragpart(DWORD state, IWineD3DStateBlockImpl *stateblock,
2505 struct wined3d_context *context) DECLSPEC_HIDDEN;
2507 void surface_add_dirty_rect(IWineD3DSurface *iface, const RECT *dirty_rect) DECLSPEC_HIDDEN;
2508 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain) DECLSPEC_HIDDEN;
2509 void surface_load_ds_location(IWineD3DSurface *iface, struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
2510 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location) DECLSPEC_HIDDEN;
2511 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface,
2512 unsigned int width, unsigned int height) DECLSPEC_HIDDEN;
2513 void surface_set_texture_name(IWineD3DSurface *iface, GLuint name, BOOL srgb_name) DECLSPEC_HIDDEN;
2514 void surface_set_texture_target(IWineD3DSurface *iface, GLenum target) DECLSPEC_HIDDEN;
2516 BOOL getColorBits(const struct GlPixelFormatDesc *format_desc,
2517 short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize) DECLSPEC_HIDDEN;
2518 BOOL getDepthStencilBits(const struct GlPixelFormatDesc *format_desc,
2519 short *depthSize, short *stencilSize) DECLSPEC_HIDDEN;
2521 /* Math utils */
2522 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2) DECLSPEC_HIDDEN;
2523 UINT wined3d_log2i(UINT32 x) DECLSPEC_HIDDEN;
2524 unsigned int count_bits(unsigned int mask) DECLSPEC_HIDDEN;
2526 const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter,
2527 WINED3DDEVTYPE device_type) DECLSPEC_HIDDEN;
2528 const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter,
2529 WINED3DDEVTYPE device_type) DECLSPEC_HIDDEN;
2530 const shader_backend_t *select_shader_backend(struct wined3d_adapter *adapter,
2531 WINED3DDEVTYPE device_type) DECLSPEC_HIDDEN;
2532 void select_shader_mode(const struct wined3d_gl_info *gl_info, int *ps_selected, int *vs_selected) DECLSPEC_HIDDEN;
2534 typedef struct local_constant {
2535 struct list entry;
2536 unsigned int idx;
2537 DWORD value[4];
2538 } local_constant;
2540 typedef struct SHADER_LIMITS {
2541 unsigned int temporary;
2542 unsigned int texcoord;
2543 unsigned int sampler;
2544 unsigned int constant_int;
2545 unsigned int constant_float;
2546 unsigned int constant_bool;
2547 unsigned int address;
2548 unsigned int packed_output;
2549 unsigned int packed_input;
2550 unsigned int attributes;
2551 unsigned int label;
2552 } SHADER_LIMITS;
2554 /* Keeps track of details for TEX_M#x# shader opcodes which need to
2555 * maintain state information between multiple codes */
2556 typedef struct SHADER_PARSE_STATE {
2557 unsigned int current_row;
2558 DWORD texcoord_w[2];
2559 } SHADER_PARSE_STATE;
2561 #ifdef __GNUC__
2562 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2563 #else
2564 #define PRINTF_ATTR(fmt,args)
2565 #endif
2567 /* Base Shader utility functions. */
2568 int shader_addline(struct wined3d_shader_buffer *buffer, const char *fmt, ...) PRINTF_ATTR(2,3) DECLSPEC_HIDDEN;
2569 int shader_vaddline(struct wined3d_shader_buffer *buffer, const char *fmt, va_list args) DECLSPEC_HIDDEN;
2571 /* Vertex shader utility functions */
2572 extern BOOL vshader_get_input(IWineD3DVertexShader *iface,
2573 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN;
2575 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object) DECLSPEC_HIDDEN;
2577 /*****************************************************************************
2578 * IDirect3DBaseShader implementation structure
2580 typedef struct IWineD3DBaseShaderClass
2582 LONG ref;
2583 SHADER_LIMITS limits;
2584 SHADER_PARSE_STATE parse_state;
2585 DWORD *function;
2586 UINT functionLength;
2587 UINT cur_loop_depth, cur_loop_regno;
2588 BOOL load_local_constsF;
2589 const struct wined3d_shader_frontend *frontend;
2590 void *frontend_data;
2591 void *backend_data;
2593 IUnknown *parent;
2594 const struct wined3d_parent_ops *parent_ops;
2596 /* Programs this shader is linked with */
2597 struct list linked_programs;
2599 /* Immediate constants (override global ones) */
2600 struct list constantsB;
2601 struct list constantsF;
2602 struct list constantsI;
2603 shader_reg_maps reg_maps;
2605 /* Pointer to the parent device */
2606 IWineD3DDevice *device;
2607 struct list shader_list_entry;
2609 } IWineD3DBaseShaderClass;
2611 typedef struct IWineD3DBaseShaderImpl {
2612 /* IUnknown */
2613 const IWineD3DBaseShaderVtbl *lpVtbl;
2615 /* IWineD3DBaseShader */
2616 IWineD3DBaseShaderClass baseShader;
2617 } IWineD3DBaseShaderImpl;
2619 void shader_buffer_clear(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2620 BOOL shader_buffer_init(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2621 void shader_buffer_free(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2622 void shader_cleanup(IWineD3DBaseShader *iface) DECLSPEC_HIDDEN;
2623 void shader_dump_src_param(const struct wined3d_shader_src_param *param,
2624 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
2625 void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
2626 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
2627 unsigned int shader_find_free_input_register(const struct shader_reg_maps *reg_maps, unsigned int max) DECLSPEC_HIDDEN;
2628 void shader_generate_main(IWineD3DBaseShader *iface, struct wined3d_shader_buffer *buffer,
2629 const shader_reg_maps *reg_maps, const DWORD *pFunction, void *backend_ctx) DECLSPEC_HIDDEN;
2630 HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, const struct wined3d_shader_frontend *fe,
2631 struct shader_reg_maps *reg_maps, struct wined3d_shader_attribute *attributes,
2632 struct wined3d_shader_signature_element *input_signature,
2633 struct wined3d_shader_signature_element *output_signature,
2634 const DWORD *byte_code, DWORD constf_size) DECLSPEC_HIDDEN;
2635 void shader_init(struct IWineD3DBaseShaderClass *shader, IWineD3DDeviceImpl *device,
2636 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2637 BOOL shader_match_semantic(const char *semantic_name, WINED3DDECLUSAGE usage) DECLSPEC_HIDDEN;
2638 const struct wined3d_shader_frontend *shader_select_frontend(DWORD version_token) DECLSPEC_HIDDEN;
2639 void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe_data, const DWORD *pFunction) DECLSPEC_HIDDEN;
2641 static inline BOOL shader_is_pshader_version(enum wined3d_shader_type type)
2643 return type == WINED3D_SHADER_TYPE_PIXEL;
2646 static inline BOOL shader_is_vshader_version(enum wined3d_shader_type type)
2648 return type == WINED3D_SHADER_TYPE_VERTEX;
2651 static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
2653 switch (reg->type)
2655 case WINED3DSPR_RASTOUT:
2656 /* oFog & oPts */
2657 if (reg->idx != 0) return TRUE;
2658 /* oPos */
2659 return FALSE;
2661 case WINED3DSPR_DEPTHOUT: /* oDepth */
2662 case WINED3DSPR_CONSTBOOL: /* b# */
2663 case WINED3DSPR_LOOP: /* aL */
2664 case WINED3DSPR_PREDICATE: /* p0 */
2665 return TRUE;
2667 case WINED3DSPR_MISCTYPE:
2668 switch(reg->idx)
2670 case 0: /* vPos */
2671 return FALSE;
2672 case 1: /* vFace */
2673 return TRUE;
2674 default:
2675 return FALSE;
2678 case WINED3DSPR_IMMCONST:
2679 switch(reg->immconst_type)
2681 case WINED3D_IMMCONST_FLOAT:
2682 return TRUE;
2683 default:
2684 return FALSE;
2687 default:
2688 return FALSE;
2692 static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
2693 local_constant* lconst;
2695 if(This->baseShader.load_local_constsF) return FALSE;
2696 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2697 if(lconst->idx == reg) return TRUE;
2699 return FALSE;
2703 /*****************************************************************************
2704 * IDirect3DVertexShader implementation structures
2706 typedef struct IWineD3DVertexShaderImpl {
2707 /* IUnknown parts */
2708 const IWineD3DVertexShaderVtbl *lpVtbl;
2710 /* IWineD3DBaseShader */
2711 IWineD3DBaseShaderClass baseShader;
2713 /* Vertex shader input and output semantics */
2714 struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
2715 struct wined3d_shader_signature_element output_signature[MAX_REG_OUTPUT];
2717 UINT min_rel_offset, max_rel_offset;
2718 UINT rel_offset;
2719 } IWineD3DVertexShaderImpl;
2721 void find_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
2722 struct vs_compile_args *args) DECLSPEC_HIDDEN;
2723 HRESULT vertexshader_init(IWineD3DVertexShaderImpl *shader, IWineD3DDeviceImpl *device,
2724 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
2725 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2727 /*****************************************************************************
2728 * IDirect3DPixelShader implementation structure
2731 /* Using additional shader constants (uniforms in GLSL / program environment
2732 * or local parameters in ARB) is costly:
2733 * ARB only knows float4 parameters and GLSL compiler are not really smart
2734 * when it comes to efficiently pack float2 uniforms, so no space is wasted
2735 * (in fact most compilers map a float2 to a full float4 uniform).
2737 * For NP2 texcoord fixup we only need 2 floats (width and height) for each
2738 * 2D texture used in the shader. We therefore pack fixup info for 2 textures
2739 * into a single shader constant (uniform / program parameter).
2741 * This structure is shared between the GLSL and the ARB backend.*/
2742 struct ps_np2fixup_info {
2743 unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */
2744 WORD active; /* bitfield indicating if we can apply the fixup */
2745 WORD num_consts;
2748 typedef struct IWineD3DPixelShaderImpl {
2749 /* IUnknown parts */
2750 const IWineD3DPixelShaderVtbl *lpVtbl;
2752 /* IWineD3DBaseShader */
2753 IWineD3DBaseShaderClass baseShader;
2755 /* Pixel shader input semantics */
2756 struct wined3d_shader_signature_element input_signature[MAX_REG_INPUT];
2757 DWORD input_reg_map[MAX_REG_INPUT];
2758 BOOL input_reg_used[MAX_REG_INPUT];
2759 unsigned int declared_in_count;
2761 /* Some information about the shader behavior */
2762 char vpos_uniform;
2764 BOOL color0_mov;
2765 DWORD color0_reg;
2767 } IWineD3DPixelShaderImpl;
2769 HRESULT pixelshader_init(IWineD3DPixelShaderImpl *shader, IWineD3DDeviceImpl *device,
2770 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
2771 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2772 void pixelshader_update_samplers(struct shader_reg_maps *reg_maps,
2773 IWineD3DBaseTexture * const *textures) DECLSPEC_HIDDEN;
2774 void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
2775 struct ps_compile_args *args) DECLSPEC_HIDDEN;
2777 /* sRGB correction constants */
2778 static const float srgb_cmp = 0.0031308f;
2779 static const float srgb_mul_low = 12.92f;
2780 static const float srgb_pow = 0.41666f;
2781 static const float srgb_mul_high = 1.055f;
2782 static const float srgb_sub_high = 0.055f;
2784 /*****************************************************************************
2785 * IWineD3DPalette implementation structure
2787 struct IWineD3DPaletteImpl {
2788 /* IUnknown parts */
2789 const IWineD3DPaletteVtbl *lpVtbl;
2790 LONG ref;
2792 IUnknown *parent;
2793 IWineD3DDeviceImpl *wineD3DDevice;
2795 /* IWineD3DPalette */
2796 HPALETTE hpal;
2797 WORD palVersion; /*| */
2798 WORD palNumEntries; /*| LOGPALETTE */
2799 PALETTEENTRY palents[256]; /*| */
2800 /* This is to store the palette in 'screen format' */
2801 int screen_palents[256];
2802 DWORD Flags;
2805 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl DECLSPEC_HIDDEN;
2806 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags) DECLSPEC_HIDDEN;
2808 /* DirectDraw utility functions */
2809 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth) DECLSPEC_HIDDEN;
2811 /*****************************************************************************
2812 * Pixel format management
2815 /* WineD3D pixel format flags */
2816 #define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x1
2817 #define WINED3DFMT_FLAG_FILTERING 0x2
2818 #define WINED3DFMT_FLAG_DEPTH 0x4
2819 #define WINED3DFMT_FLAG_STENCIL 0x8
2820 #define WINED3DFMT_FLAG_RENDERTARGET 0x10
2821 #define WINED3DFMT_FLAG_FOURCC 0x20
2822 #define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x40
2823 #define WINED3DFMT_FLAG_COMPRESSED 0x80
2824 #define WINED3DFMT_FLAG_GETDC 0x100
2826 struct GlPixelFormatDesc
2828 WINED3DFORMAT format;
2829 DWORD red_mask;
2830 DWORD green_mask;
2831 DWORD blue_mask;
2832 DWORD alpha_mask;
2833 UINT byte_count;
2834 WORD depth_size;
2835 WORD stencil_size;
2837 UINT block_width;
2838 UINT block_height;
2839 UINT block_byte_count;
2841 enum wined3d_ffp_emit_idx emit_idx;
2842 GLint component_count;
2843 GLenum gl_vtx_type;
2844 GLint gl_vtx_format;
2845 GLboolean gl_normalized;
2846 unsigned int component_size;
2848 GLint glInternal;
2849 GLint glGammaInternal;
2850 GLint rtInternal;
2851 GLint glFormat;
2852 GLint glType;
2853 unsigned int Flags;
2854 float heightscale;
2855 struct color_fixup_desc color_fixup;
2858 const struct GlPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt,
2859 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2861 static inline BOOL use_vs(IWineD3DStateBlockImpl *stateblock)
2863 /* Check stateblock->vertexDecl to allow this to be used from
2864 * IWineD3DDeviceImpl_FindTexUnitMap(). This is safe because
2865 * stateblock->vertexShader implies a vertex declaration instead of ddraw
2866 * style strided data. */
2867 return (stateblock->vertexShader
2868 && !((IWineD3DVertexDeclarationImpl *)stateblock->vertexDecl)->position_transformed
2869 && stateblock->wineD3DDevice->vs_selected_mode != SHADER_NONE);
2872 static inline BOOL use_ps(IWineD3DStateBlockImpl *stateblock)
2874 return (stateblock->pixelShader
2875 && stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE);
2878 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface,
2879 WINED3DRECT *src_rect, IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect,
2880 const WINED3DTEXTUREFILTERTYPE filter, BOOL flip) DECLSPEC_HIDDEN;
2882 /* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
2883 #define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
2885 #endif