push 87b6981010d7405c33b14cddcceec21b47729eba
[wine/hacks.git] / dlls / wined3d / wined3d_private.h
blob5dcc5214b72a268c4ef5997f284b1f5afb5d3323
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 #include <limits.h>
30 #define NONAMELESSUNION
31 #define NONAMELESSSTRUCT
32 #define COBJMACROS
33 #include "windef.h"
34 #include "winbase.h"
35 #include "winreg.h"
36 #include "wingdi.h"
37 #include "winuser.h"
38 #include "wine/debug.h"
39 #include "wine/unicode.h"
41 #include "objbase.h"
42 #include "wine/wined3d.h"
43 #include "wined3d_gl.h"
44 #include "wine/list.h"
45 #include "wine/rbtree.h"
47 /* Driver quirks */
48 #define WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT 0x00000001
49 #define WINED3D_QUIRK_SET_TEXCOORD_W 0x00000002
50 #define WINED3D_QUIRK_GLSL_CLIP_VARYING 0x00000004
51 #define WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA 0x00000008
52 #define WINED3D_QUIRK_NV_CLIP_BROKEN 0x00000010
54 /* Texture format fixups */
56 enum fixup_channel_source
58 CHANNEL_SOURCE_ZERO = 0,
59 CHANNEL_SOURCE_ONE = 1,
60 CHANNEL_SOURCE_X = 2,
61 CHANNEL_SOURCE_Y = 3,
62 CHANNEL_SOURCE_Z = 4,
63 CHANNEL_SOURCE_W = 5,
64 CHANNEL_SOURCE_YUV0 = 6,
65 CHANNEL_SOURCE_YUV1 = 7,
68 enum yuv_fixup
70 YUV_FIXUP_YUY2 = 0,
71 YUV_FIXUP_UYVY = 1,
72 YUV_FIXUP_YV12 = 2,
75 #include <pshpack2.h>
76 struct color_fixup_desc
78 unsigned x_sign_fixup : 1;
79 unsigned x_source : 3;
80 unsigned y_sign_fixup : 1;
81 unsigned y_source : 3;
82 unsigned z_sign_fixup : 1;
83 unsigned z_source : 3;
84 unsigned w_sign_fixup : 1;
85 unsigned w_source : 3;
87 #include <poppack.h>
89 static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
90 {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
92 static inline struct color_fixup_desc create_color_fixup_desc(
93 int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
94 int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
96 struct color_fixup_desc fixup =
98 sign0, src0,
99 sign1, src1,
100 sign2, src2,
101 sign3, src3,
103 return fixup;
106 static inline struct color_fixup_desc create_yuv_fixup_desc(enum yuv_fixup yuv_fixup)
108 struct color_fixup_desc fixup =
110 0, yuv_fixup & (1 << 0) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
111 0, yuv_fixup & (1 << 1) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
112 0, yuv_fixup & (1 << 2) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
113 0, yuv_fixup & (1 << 3) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
115 return fixup;
118 static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
120 return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
123 static inline BOOL is_yuv_fixup(struct color_fixup_desc fixup)
125 return fixup.x_source == CHANNEL_SOURCE_YUV0 || fixup.x_source == CHANNEL_SOURCE_YUV1;
128 static inline enum yuv_fixup get_yuv_fixup(struct color_fixup_desc fixup)
130 enum yuv_fixup yuv_fixup = 0;
131 if (fixup.x_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 0);
132 if (fixup.y_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 1);
133 if (fixup.z_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 2);
134 if (fixup.w_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 3);
135 return yuv_fixup;
138 void *wined3d_rb_alloc(size_t size) DECLSPEC_HIDDEN;
139 void *wined3d_rb_realloc(void *ptr, size_t size) DECLSPEC_HIDDEN;
140 void wined3d_rb_free(void *ptr) DECLSPEC_HIDDEN;
142 /* Device caps */
143 #define MAX_PALETTES 65536
144 #define MAX_STREAMS 16
145 #define MAX_TEXTURES 8
146 #define MAX_FRAGMENT_SAMPLERS 16
147 #define MAX_VERTEX_SAMPLERS 4
148 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
149 #define MAX_ACTIVE_LIGHTS 8
150 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
152 struct min_lookup
154 GLenum mip[WINED3DTEXF_LINEAR + 1];
157 const struct min_lookup minMipLookup[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
158 const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
159 const struct min_lookup minMipLookup_noMip[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
160 const GLenum magLookup[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
161 const GLenum magLookup_noFilter[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
163 static inline GLenum wined3d_gl_mag_filter(const GLenum mag_lookup[], WINED3DTEXTUREFILTERTYPE mag_filter)
165 return mag_lookup[mag_filter];
168 static inline GLenum wined3d_gl_min_mip_filter(const struct min_lookup min_mip_lookup[],
169 WINED3DTEXTUREFILTERTYPE min_filter, WINED3DTEXTUREFILTERTYPE mip_filter)
171 return min_mip_lookup[min_filter].mip[mip_filter];
174 /* float_16_to_32() and float_32_to_16() (see implementation in
175 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
176 * to standard C floats and vice versa. They do not depend on the encoding
177 * of the C float, so they are platform independent, but slow. On x86 and
178 * other IEEE 754 compliant platforms the conversion can be accelerated by
179 * bit shifting the exponent and mantissa. There are also some SSE-based
180 * assembly routines out there.
182 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
184 static inline float float_16_to_32(const unsigned short *in) {
185 const unsigned short s = ((*in) & 0x8000);
186 const unsigned short e = ((*in) & 0x7C00) >> 10;
187 const unsigned short m = (*in) & 0x3FF;
188 const float sgn = (s ? -1.0f : 1.0f);
190 if(e == 0) {
191 if(m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
192 else return sgn * pow(2, -14.0f) * ((float)m / 1024.0f);
193 } else if(e < 31) {
194 return sgn * pow(2, (float)e - 15.0f) * (1.0f + ((float)m / 1024.0f));
195 } else {
196 if(m == 0) return sgn / 0.0f; /* +INF / -INF */
197 else return 0.0f / 0.0f; /* NAN */
201 static inline float float_24_to_32(DWORD in)
203 const float sgn = in & 0x800000 ? -1.0f : 1.0f;
204 const unsigned short e = (in & 0x780000) >> 19;
205 const unsigned short m = in & 0x7ffff;
207 if (e == 0)
209 if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
210 else return sgn * pow(2, -6.0f) * ((float)m / 524288.0f);
212 else if (e < 15)
214 return sgn * pow(2, (float)e - 7.0f) * (1.0f + ((float)m / 524288.0f));
216 else
218 if (m == 0) return sgn / 0.0f; /* +INF / -INF */
219 else return 0.0f / 0.0f; /* NAN */
224 * Settings
226 #define VS_NONE 0
227 #define VS_HW 1
229 #define PS_NONE 0
230 #define PS_HW 1
232 #define VBO_NONE 0
233 #define VBO_HW 1
235 #define ORM_BACKBUFFER 0
236 #define ORM_PBUFFER 1
237 #define ORM_FBO 2
239 #define SHADER_ARB 1
240 #define SHADER_GLSL 2
241 #define SHADER_ATI 3
242 #define SHADER_NONE 4
244 #define RTL_DISABLE -1
245 #define RTL_READDRAW 1
246 #define RTL_READTEX 2
248 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
249 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
251 /* NOTE: When adding fields to this structure, make sure to update the default
252 * values in wined3d_main.c as well. */
253 typedef struct wined3d_settings_s {
254 /* vertex and pixel shader modes */
255 int vs_mode;
256 int ps_mode;
257 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
258 we should use it. However, until it's fully implemented, we'll leave it as a registry
259 setting for developers. */
260 BOOL glslRequested;
261 int offscreen_rendering_mode;
262 int rendertargetlock_mode;
263 unsigned short pci_vendor_id;
264 unsigned short pci_device_id;
265 /* Memory tracking and object counting */
266 unsigned int emulated_textureram;
267 char *logo;
268 int allow_multisampling;
269 } wined3d_settings_t;
271 extern wined3d_settings_t wined3d_settings DECLSPEC_HIDDEN;
273 typedef enum _WINED3DSAMPLER_TEXTURE_TYPE
275 WINED3DSTT_UNKNOWN = 0,
276 WINED3DSTT_1D = 1,
277 WINED3DSTT_2D = 2,
278 WINED3DSTT_CUBE = 3,
279 WINED3DSTT_VOLUME = 4,
280 } WINED3DSAMPLER_TEXTURE_TYPE;
282 typedef enum _WINED3DSHADER_PARAM_REGISTER_TYPE
284 WINED3DSPR_TEMP = 0,
285 WINED3DSPR_INPUT = 1,
286 WINED3DSPR_CONST = 2,
287 WINED3DSPR_ADDR = 3,
288 WINED3DSPR_TEXTURE = 3,
289 WINED3DSPR_RASTOUT = 4,
290 WINED3DSPR_ATTROUT = 5,
291 WINED3DSPR_TEXCRDOUT = 6,
292 WINED3DSPR_OUTPUT = 6,
293 WINED3DSPR_CONSTINT = 7,
294 WINED3DSPR_COLOROUT = 8,
295 WINED3DSPR_DEPTHOUT = 9,
296 WINED3DSPR_SAMPLER = 10,
297 WINED3DSPR_CONST2 = 11,
298 WINED3DSPR_CONST3 = 12,
299 WINED3DSPR_CONST4 = 13,
300 WINED3DSPR_CONSTBOOL = 14,
301 WINED3DSPR_LOOP = 15,
302 WINED3DSPR_TEMPFLOAT16 = 16,
303 WINED3DSPR_MISCTYPE = 17,
304 WINED3DSPR_LABEL = 18,
305 WINED3DSPR_PREDICATE = 19,
306 WINED3DSPR_IMMCONST,
307 WINED3DSPR_CONSTBUFFER,
308 } WINED3DSHADER_PARAM_REGISTER_TYPE;
310 enum wined3d_immconst_type
312 WINED3D_IMMCONST_FLOAT,
313 WINED3D_IMMCONST_FLOAT4,
316 #define WINED3DSP_NOSWIZZLE (0 | (1 << 2) | (2 << 4) | (3 << 6))
318 typedef enum _WINED3DSHADER_PARAM_SRCMOD_TYPE
320 WINED3DSPSM_NONE = 0,
321 WINED3DSPSM_NEG = 1,
322 WINED3DSPSM_BIAS = 2,
323 WINED3DSPSM_BIASNEG = 3,
324 WINED3DSPSM_SIGN = 4,
325 WINED3DSPSM_SIGNNEG = 5,
326 WINED3DSPSM_COMP = 6,
327 WINED3DSPSM_X2 = 7,
328 WINED3DSPSM_X2NEG = 8,
329 WINED3DSPSM_DZ = 9,
330 WINED3DSPSM_DW = 10,
331 WINED3DSPSM_ABS = 11,
332 WINED3DSPSM_ABSNEG = 12,
333 WINED3DSPSM_NOT = 13,
334 } WINED3DSHADER_PARAM_SRCMOD_TYPE;
336 #define WINED3DSP_WRITEMASK_0 0x1 /* .x r */
337 #define WINED3DSP_WRITEMASK_1 0x2 /* .y g */
338 #define WINED3DSP_WRITEMASK_2 0x4 /* .z b */
339 #define WINED3DSP_WRITEMASK_3 0x8 /* .w a */
340 #define WINED3DSP_WRITEMASK_ALL 0xf /* all */
342 typedef enum _WINED3DSHADER_PARAM_DSTMOD_TYPE
344 WINED3DSPDM_NONE = 0,
345 WINED3DSPDM_SATURATE = 1,
346 WINED3DSPDM_PARTIALPRECISION = 2,
347 WINED3DSPDM_MSAMPCENTROID = 4,
348 } WINED3DSHADER_PARAM_DSTMOD_TYPE;
350 /* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
351 #define WINED3DSI_TEXLD_PROJECT 1
352 #define WINED3DSI_TEXLD_BIAS 2
354 typedef enum COMPARISON_TYPE
356 COMPARISON_GT = 1,
357 COMPARISON_EQ = 2,
358 COMPARISON_GE = 3,
359 COMPARISON_LT = 4,
360 COMPARISON_NE = 5,
361 COMPARISON_LE = 6,
362 } COMPARISON_TYPE;
364 #define WINED3D_SM1_VS 0xfffe
365 #define WINED3D_SM1_PS 0xffff
366 #define WINED3D_SM4_PS 0x0000
367 #define WINED3D_SM4_VS 0x0001
368 #define WINED3D_SM4_GS 0x0002
370 /* Shader version tokens, and shader end tokens */
371 #define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
372 #define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
374 /* Shader backends */
376 /* TODO: Make this dynamic, based on shader limits ? */
377 #define MAX_ATTRIBS 16
378 #define MAX_REG_ADDR 1
379 #define MAX_REG_TEMP 32
380 #define MAX_REG_TEXCRD 8
381 #define MAX_REG_INPUT 12
382 #define MAX_REG_OUTPUT 12
383 #define MAX_CONST_I 16
384 #define MAX_CONST_B 16
386 /* FIXME: This needs to go up to 2048 for
387 * Shader model 3 according to msdn (and for software shaders) */
388 #define MAX_LABELS 16
390 #define SHADER_PGMSIZE 65535
392 struct wined3d_shader_buffer
394 char *buffer;
395 unsigned int bsize;
396 unsigned int lineNo;
397 BOOL newline;
400 enum WINED3D_SHADER_INSTRUCTION_HANDLER
402 WINED3DSIH_ABS,
403 WINED3DSIH_ADD,
404 WINED3DSIH_BEM,
405 WINED3DSIH_BREAK,
406 WINED3DSIH_BREAKC,
407 WINED3DSIH_BREAKP,
408 WINED3DSIH_CALL,
409 WINED3DSIH_CALLNZ,
410 WINED3DSIH_CMP,
411 WINED3DSIH_CND,
412 WINED3DSIH_CRS,
413 WINED3DSIH_CUT,
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_EMIT,
426 WINED3DSIH_ENDIF,
427 WINED3DSIH_ENDLOOP,
428 WINED3DSIH_ENDREP,
429 WINED3DSIH_EXP,
430 WINED3DSIH_EXPP,
431 WINED3DSIH_FRC,
432 WINED3DSIH_IADD,
433 WINED3DSIH_IF,
434 WINED3DSIH_IFC,
435 WINED3DSIH_IGE,
436 WINED3DSIH_LABEL,
437 WINED3DSIH_LIT,
438 WINED3DSIH_LOG,
439 WINED3DSIH_LOGP,
440 WINED3DSIH_LOOP,
441 WINED3DSIH_LRP,
442 WINED3DSIH_LT,
443 WINED3DSIH_M3x2,
444 WINED3DSIH_M3x3,
445 WINED3DSIH_M3x4,
446 WINED3DSIH_M4x3,
447 WINED3DSIH_M4x4,
448 WINED3DSIH_MAD,
449 WINED3DSIH_MAX,
450 WINED3DSIH_MIN,
451 WINED3DSIH_MOV,
452 WINED3DSIH_MOVA,
453 WINED3DSIH_MUL,
454 WINED3DSIH_NOP,
455 WINED3DSIH_NRM,
456 WINED3DSIH_PHASE,
457 WINED3DSIH_POW,
458 WINED3DSIH_RCP,
459 WINED3DSIH_REP,
460 WINED3DSIH_RET,
461 WINED3DSIH_RSQ,
462 WINED3DSIH_SETP,
463 WINED3DSIH_SGE,
464 WINED3DSIH_SGN,
465 WINED3DSIH_SINCOS,
466 WINED3DSIH_SLT,
467 WINED3DSIH_SUB,
468 WINED3DSIH_TEX,
469 WINED3DSIH_TEXBEM,
470 WINED3DSIH_TEXBEML,
471 WINED3DSIH_TEXCOORD,
472 WINED3DSIH_TEXDEPTH,
473 WINED3DSIH_TEXDP3,
474 WINED3DSIH_TEXDP3TEX,
475 WINED3DSIH_TEXKILL,
476 WINED3DSIH_TEXLDD,
477 WINED3DSIH_TEXLDL,
478 WINED3DSIH_TEXM3x2DEPTH,
479 WINED3DSIH_TEXM3x2PAD,
480 WINED3DSIH_TEXM3x2TEX,
481 WINED3DSIH_TEXM3x3,
482 WINED3DSIH_TEXM3x3DIFF,
483 WINED3DSIH_TEXM3x3PAD,
484 WINED3DSIH_TEXM3x3SPEC,
485 WINED3DSIH_TEXM3x3TEX,
486 WINED3DSIH_TEXM3x3VSPEC,
487 WINED3DSIH_TEXREG2AR,
488 WINED3DSIH_TEXREG2GB,
489 WINED3DSIH_TEXREG2RGB,
490 WINED3DSIH_TABLE_SIZE
493 enum wined3d_shader_type
495 WINED3D_SHADER_TYPE_PIXEL,
496 WINED3D_SHADER_TYPE_VERTEX,
497 WINED3D_SHADER_TYPE_GEOMETRY,
500 struct wined3d_shader_version
502 enum wined3d_shader_type type;
503 BYTE major;
504 BYTE minor;
507 #define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
509 typedef struct shader_reg_maps
511 struct wined3d_shader_version shader_version;
512 BYTE texcoord; /* MAX_REG_TEXCRD, 8 */
513 BYTE address; /* MAX_REG_ADDR, 1 */
514 WORD labels; /* MAX_LABELS, 16 */
515 DWORD temporary; /* MAX_REG_TEMP, 32 */
516 DWORD *constf; /* pixel, vertex */
517 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
518 WORD input_registers; /* max(MAX_REG_INPUT, MAX_ATTRIBS), 16 */
519 WORD output_registers; /* MAX_REG_OUTPUT, 12 */
520 WORD integer_constants; /* MAX_CONST_I, 16 */
521 WORD boolean_constants; /* MAX_CONST_B, 16 */
522 WORD local_int_consts; /* MAX_CONST_I, 16 */
523 WORD local_bool_consts; /* MAX_CONST_B, 16 */
525 WINED3DSAMPLER_TEXTURE_TYPE sampler_type[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
526 BYTE bumpmat; /* MAX_TEXTURES, 8 */
527 BYTE luminanceparams; /* MAX_TEXTURES, 8 */
529 WORD usesnrm : 1;
530 WORD vpos : 1;
531 WORD usesdsx : 1;
532 WORD usesdsy : 1;
533 WORD usestexldd : 1;
534 WORD usesmova : 1;
535 WORD usesfacing : 1;
536 WORD usesrelconstF : 1;
537 WORD fog : 1;
538 WORD usestexldl : 1;
539 WORD usesifc : 1;
540 WORD usescall : 1;
541 WORD padding : 4;
543 /* Whether or not loops are used in this shader, and nesting depth */
544 unsigned loop_depth;
545 unsigned highest_render_target;
547 } shader_reg_maps;
549 struct wined3d_shader_context
551 IWineD3DBaseShader *shader;
552 const struct wined3d_gl_info *gl_info;
553 const struct shader_reg_maps *reg_maps;
554 struct wined3d_shader_buffer *buffer;
555 void *backend_data;
558 struct wined3d_shader_register
560 WINED3DSHADER_PARAM_REGISTER_TYPE type;
561 UINT idx;
562 UINT array_idx;
563 const struct wined3d_shader_src_param *rel_addr;
564 enum wined3d_immconst_type immconst_type;
565 DWORD immconst_data[4];
568 struct wined3d_shader_dst_param
570 struct wined3d_shader_register reg;
571 DWORD write_mask;
572 DWORD modifiers;
573 DWORD shift;
576 struct wined3d_shader_src_param
578 struct wined3d_shader_register reg;
579 DWORD swizzle;
580 DWORD modifiers;
583 struct wined3d_shader_instruction
585 const struct wined3d_shader_context *ctx;
586 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
587 DWORD flags;
588 BOOL coissue;
589 DWORD predicate;
590 UINT dst_count;
591 const struct wined3d_shader_dst_param *dst;
592 UINT src_count;
593 const struct wined3d_shader_src_param *src;
596 struct wined3d_shader_semantic
598 WINED3DDECLUSAGE usage;
599 UINT usage_idx;
600 WINED3DSAMPLER_TEXTURE_TYPE sampler_type;
601 struct wined3d_shader_dst_param reg;
604 struct wined3d_shader_attribute
606 WINED3DDECLUSAGE usage;
607 UINT usage_idx;
610 struct wined3d_shader_loop_control
612 unsigned int count;
613 unsigned int start;
614 int step;
617 struct wined3d_shader_frontend
619 void *(*shader_init)(const DWORD *ptr, const struct wined3d_shader_signature *output_signature);
620 void (*shader_free)(void *data);
621 void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version);
622 void (*shader_read_opcode)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins, UINT *param_size);
623 void (*shader_read_src_param)(void *data, const DWORD **ptr, struct wined3d_shader_src_param *src_param,
624 struct wined3d_shader_src_param *src_rel_addr);
625 void (*shader_read_dst_param)(void *data, const DWORD **ptr, struct wined3d_shader_dst_param *dst_param,
626 struct wined3d_shader_src_param *dst_rel_addr);
627 void (*shader_read_semantic)(const DWORD **ptr, struct wined3d_shader_semantic *semantic);
628 void (*shader_read_comment)(const DWORD **ptr, const char **comment);
629 BOOL (*shader_is_end)(void *data, const DWORD **ptr);
632 extern const struct wined3d_shader_frontend sm1_shader_frontend DECLSPEC_HIDDEN;
633 extern const struct wined3d_shader_frontend sm4_shader_frontend DECLSPEC_HIDDEN;
635 typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
637 struct shader_caps {
638 DWORD VertexShaderVersion;
639 DWORD MaxVertexShaderConst;
641 DWORD PixelShaderVersion;
642 float PixelShader1xMaxValue;
643 DWORD MaxPixelShaderConst;
645 WINED3DVSHADERCAPS2_0 VS20Caps;
646 WINED3DPSHADERCAPS2_0 PS20Caps;
648 DWORD MaxVShaderInstructionsExecuted;
649 DWORD MaxPShaderInstructionsExecuted;
650 DWORD MaxVertexShader30InstructionSlots;
651 DWORD MaxPixelShader30InstructionSlots;
653 BOOL VSClipping;
656 enum tex_types
658 tex_1d = 0,
659 tex_2d = 1,
660 tex_3d = 2,
661 tex_cube = 3,
662 tex_rect = 4,
663 tex_type_count = 5,
666 enum vertexprocessing_mode {
667 fixedfunction,
668 vertexshader,
669 pretransformed
672 #define WINED3D_CONST_NUM_UNUSED ~0U
674 enum fogmode {
675 FOG_OFF,
676 FOG_LINEAR,
677 FOG_EXP,
678 FOG_EXP2
681 /* Stateblock dependent parameters which have to be hardcoded
682 * into the shader code
684 struct ps_compile_args {
685 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
686 enum vertexprocessing_mode vp_mode;
687 enum fogmode fog;
688 /* Projected textures(ps 1.0-1.3) */
689 /* Texture types(2D, Cube, 3D) in ps 1.x */
690 BOOL srgb_correction;
691 WORD np2_fixup;
692 /* Bitmap for NP2 texcoord fixups (16 samplers max currently).
693 D3D9 has a limit of 16 samplers and the fixup is superfluous
694 in D3D10 (unconditional NP2 support mandatory). */
697 enum fog_src_type {
698 VS_FOG_Z = 0,
699 VS_FOG_COORD = 1
702 struct vs_compile_args {
703 BYTE fog_src;
704 BYTE clip_enabled;
705 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
708 struct wined3d_context;
710 typedef struct {
711 void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
712 void (*shader_select)(const struct wined3d_context *context, BOOL usePS, BOOL useVS);
713 void (*shader_select_depth_blt)(IWineD3DDevice *iface, enum tex_types tex_type);
714 void (*shader_deselect_depth_blt)(IWineD3DDevice *iface);
715 void (*shader_update_float_vertex_constants)(IWineD3DDevice *iface, UINT start, UINT count);
716 void (*shader_update_float_pixel_constants)(IWineD3DDevice *iface, UINT start, UINT count);
717 void (*shader_load_constants)(const struct wined3d_context *context, char usePS, char useVS);
718 void (*shader_load_np2fixup_constants)(IWineD3DDevice *iface, char usePS, char useVS);
719 void (*shader_destroy)(IWineD3DBaseShader *iface);
720 HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
721 void (*shader_free_private)(IWineD3DDevice *iface);
722 BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
723 void (*shader_get_caps)(const struct wined3d_gl_info *gl_info, struct shader_caps *caps);
724 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
725 void (*shader_add_instruction_modifiers)(const struct wined3d_shader_instruction *ins);
726 } shader_backend_t;
728 extern const shader_backend_t glsl_shader_backend DECLSPEC_HIDDEN;
729 extern const shader_backend_t arb_program_shader_backend DECLSPEC_HIDDEN;
730 extern const shader_backend_t none_shader_backend DECLSPEC_HIDDEN;
732 /* X11 locking */
734 extern void (* CDECL wine_tsx11_lock_ptr)(void) DECLSPEC_HIDDEN;
735 extern void (* CDECL wine_tsx11_unlock_ptr)(void) DECLSPEC_HIDDEN;
737 /* As GLX relies on X, this is needed */
738 extern int num_lock DECLSPEC_HIDDEN;
740 #if 0
741 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
742 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
743 #else
744 #define ENTER_GL() wine_tsx11_lock_ptr()
745 #define LEAVE_GL() wine_tsx11_unlock_ptr()
746 #endif
748 /*****************************************************************************
749 * Defines
752 /* GL related defines */
753 /* ------------------ */
754 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
756 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
757 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
758 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
759 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
761 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
762 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
763 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
764 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
766 #define D3DCOLORTOGLFLOAT4(dw, vec) do { \
767 (vec)[0] = D3DCOLOR_R(dw); \
768 (vec)[1] = D3DCOLOR_G(dw); \
769 (vec)[2] = D3DCOLOR_B(dw); \
770 (vec)[3] = D3DCOLOR_A(dw); \
771 } while(0)
773 /* DirectX Device Limits */
774 /* --------------------- */
775 #define MAX_MIP_LEVELS 32 /* Maximum number of mipmap levels. */
776 #define HIGHEST_TRANSFORMSTATE WINED3DTS_WORLDMATRIX(255) /* Highest value in WINED3DTRANSFORMSTATETYPE */
778 /* Checking of API calls */
779 /* --------------------- */
780 #ifndef WINE_NO_DEBUG_MSGS
781 #define checkGLcall(A) \
782 do { \
783 GLint err; \
784 if(!__WINE_IS_DEBUG_ON(_FIXME, __wine_dbch___default)) break; \
785 err = glGetError(); \
786 if (err == GL_NO_ERROR) { \
787 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
789 } else do { \
790 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
791 debug_glerror(err), err, A, __FILE__, __LINE__); \
792 err = glGetError(); \
793 } while (err != GL_NO_ERROR); \
794 } while(0)
795 #else
796 #define checkGLcall(A) do {} while(0)
797 #endif
799 /* Trace routines / diagnostics */
800 /* ---------------------------- */
802 /* Dump out a matrix and copy it */
803 #define conv_mat(mat,gl_mat) \
804 do { \
805 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
806 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
807 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
808 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
809 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
810 } while (0)
812 /* Trace vector and strided data information */
813 #define TRACE_STRIDED(si, name) do { if (si->use_map & (1 << name)) \
814 TRACE( #name "=(data:%p, stride:%d, format:%#x, vbo %d, stream %u)\n", \
815 si->elements[name].data, si->elements[name].stride, si->elements[name].format_desc->format, \
816 si->elements[name].buffer_object, si->elements[name].stream_idx); } while(0)
818 /* Advance declaration of structures to satisfy compiler */
819 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
820 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
821 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
822 typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl;
823 typedef struct IWineD3DSwapChainImpl IWineD3DSwapChainImpl;
825 /* Global variables */
826 extern const float identity[16] DECLSPEC_HIDDEN;
828 /*****************************************************************************
829 * Compilable extra diagnostics
832 /* Trace information per-vertex: (extremely high amount of trace) */
833 #if 0 /* NOTE: Must be 0 in cvs */
834 # define VTRACE(A) TRACE A
835 #else
836 # define VTRACE(A)
837 #endif
839 /* TODO: Confirm each of these works when wined3d move completed */
840 #if 0 /* NOTE: Must be 0 in cvs */
841 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
842 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
843 is enabled, and if it doesn't exist it is disabled. */
844 # define FRAME_DEBUGGING
845 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
846 the file is deleted */
847 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
848 # define SINGLE_FRAME_DEBUGGING
849 # endif
850 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
851 It can only be enabled when FRAME_DEBUGGING is also enabled
852 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
853 array is drawn. */
854 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
855 # define SHOW_FRAME_MAKEUP 1
856 # endif
857 /* The following, when enabled, lets you see the makeup of the all the textures used during each
858 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
859 The contents of the textures assigned to each stage are written into
860 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
861 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
862 # define SHOW_TEXTURE_MAKEUP 0
863 # endif
864 extern BOOL isOn;
865 extern BOOL isDumpingFrames;
866 extern LONG primCounter;
867 #endif
869 enum wined3d_ffp_idx
871 WINED3D_FFP_POSITION = 0,
872 WINED3D_FFP_BLENDWEIGHT = 1,
873 WINED3D_FFP_BLENDINDICES = 2,
874 WINED3D_FFP_NORMAL = 3,
875 WINED3D_FFP_PSIZE = 4,
876 WINED3D_FFP_DIFFUSE = 5,
877 WINED3D_FFP_SPECULAR = 6,
878 WINED3D_FFP_TEXCOORD0 = 7,
879 WINED3D_FFP_TEXCOORD1 = 8,
880 WINED3D_FFP_TEXCOORD2 = 9,
881 WINED3D_FFP_TEXCOORD3 = 10,
882 WINED3D_FFP_TEXCOORD4 = 11,
883 WINED3D_FFP_TEXCOORD5 = 12,
884 WINED3D_FFP_TEXCOORD6 = 13,
885 WINED3D_FFP_TEXCOORD7 = 14,
888 enum wined3d_ffp_emit_idx
890 WINED3D_FFP_EMIT_FLOAT1 = 0,
891 WINED3D_FFP_EMIT_FLOAT2 = 1,
892 WINED3D_FFP_EMIT_FLOAT3 = 2,
893 WINED3D_FFP_EMIT_FLOAT4 = 3,
894 WINED3D_FFP_EMIT_D3DCOLOR = 4,
895 WINED3D_FFP_EMIT_UBYTE4 = 5,
896 WINED3D_FFP_EMIT_SHORT2 = 6,
897 WINED3D_FFP_EMIT_SHORT4 = 7,
898 WINED3D_FFP_EMIT_UBYTE4N = 8,
899 WINED3D_FFP_EMIT_SHORT2N = 9,
900 WINED3D_FFP_EMIT_SHORT4N = 10,
901 WINED3D_FFP_EMIT_USHORT2N = 11,
902 WINED3D_FFP_EMIT_USHORT4N = 12,
903 WINED3D_FFP_EMIT_UDEC3 = 13,
904 WINED3D_FFP_EMIT_DEC3N = 14,
905 WINED3D_FFP_EMIT_FLOAT16_2 = 15,
906 WINED3D_FFP_EMIT_FLOAT16_4 = 16,
907 WINED3D_FFP_EMIT_COUNT = 17
910 struct wined3d_stream_info_element
912 const struct GlPixelFormatDesc *format_desc;
913 GLsizei stride;
914 const BYTE *data;
915 UINT stream_idx;
916 GLuint buffer_object;
919 struct wined3d_stream_info
921 struct wined3d_stream_info_element elements[MAX_ATTRIBS];
922 BOOL position_transformed;
923 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
924 WORD use_map; /* MAX_ATTRIBS, 16 */
927 /*****************************************************************************
928 * Prototypes
931 /* Routine common to the draw primitive and draw indexed primitive routines */
932 void drawPrimitive(IWineD3DDevice *iface, UINT index_count,
933 UINT start_idx, UINT idxBytes, const void *idxData) DECLSPEC_HIDDEN;
934 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) DECLSPEC_HIDDEN;
936 typedef void (WINE_GLAPI *glAttribFunc)(const void *data);
937 typedef void (WINE_GLAPI *glMultiTexCoordFunc)(GLenum unit, const void *data);
938 extern glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
939 extern glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
940 extern glAttribFunc specular_func_3ubv DECLSPEC_HIDDEN;
941 extern glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
942 extern glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
943 extern glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
945 #define eps 1e-8
947 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
948 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
950 /* Routines and structures related to state management */
952 #define STATE_RENDER(a) (a)
953 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
955 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
956 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
958 /* + 1 because samplers start with 0 */
959 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
960 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
962 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
963 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
965 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
966 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
968 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
969 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
970 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
971 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
973 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
974 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
976 #define STATE_VSHADER (STATE_VDECL + 1)
977 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
979 #define STATE_VIEWPORT (STATE_VSHADER + 1)
980 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
982 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
983 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
984 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
985 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
987 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
988 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
990 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
991 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
993 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
994 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
996 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
997 #define STATE_IS_MATERIAL(a) ((a) == STATE_MATERIAL)
999 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
1000 #define STATE_IS_FRONTFACE(a) ((a) == STATE_FRONTFACE)
1002 #define STATE_HIGHEST (STATE_FRONTFACE)
1004 enum fogsource {
1005 FOGSOURCE_FFP,
1006 FOGSOURCE_VS,
1007 FOGSOURCE_COORD,
1010 #define WINED3D_MAX_FBO_ENTRIES 64
1012 struct wined3d_occlusion_query
1014 struct list entry;
1015 GLuint id;
1016 struct wined3d_context *context;
1019 union wined3d_gl_query_object
1021 GLuint id;
1022 GLsync sync;
1025 struct wined3d_event_query
1027 struct list entry;
1028 union wined3d_gl_query_object object;
1029 struct wined3d_context *context;
1032 struct wined3d_context
1034 const struct wined3d_gl_info *gl_info;
1035 /* State dirtification
1036 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1037 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
1038 * 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
1039 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
1041 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
1042 DWORD numDirtyEntries;
1043 DWORD isStateDirty[STATE_HIGHEST / (sizeof(DWORD) * CHAR_BIT) + 1]; /* Bitmap to find out quickly if a state is dirty */
1045 IWineD3DSurface *surface;
1046 IWineD3DSurface *current_rt;
1047 DWORD tid; /* Thread ID which owns this context at the moment */
1049 /* Stores some information about the context state for optimization */
1050 WORD render_offscreen : 1;
1051 WORD draw_buffer_dirty : 1;
1052 WORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
1053 WORD last_was_pshader : 1;
1054 WORD last_was_vshader : 1;
1055 WORD namedArraysLoaded : 1;
1056 WORD numberedArraysLoaded : 1;
1057 WORD last_was_blit : 1;
1058 WORD last_was_ckey : 1;
1059 WORD fog_coord : 1;
1060 WORD fog_enabled : 1;
1061 WORD num_untracked_materials : 2; /* Max value 2 */
1062 WORD current : 1;
1063 WORD destroyed : 1;
1064 WORD valid : 1;
1065 BYTE texShaderBumpMap; /* MAX_TEXTURES, 8 */
1066 BYTE lastWasPow2Texture; /* MAX_TEXTURES, 8 */
1067 DWORD numbered_array_mask;
1068 GLenum tracking_parm; /* Which source is tracking current colour */
1069 GLenum untracked_materials[2];
1070 UINT blit_w, blit_h;
1071 enum fogsource fog_source;
1073 char *vshader_const_dirty, *pshader_const_dirty;
1075 /* The actual opengl context */
1076 UINT level;
1077 HGLRC restore_ctx;
1078 HDC restore_dc;
1079 HGLRC glCtx;
1080 HWND win_handle;
1081 HDC hdc;
1082 HPBUFFERARB pbuffer;
1083 GLint aux_buffers;
1085 /* FBOs */
1086 UINT fbo_entry_count;
1087 struct list fbo_list;
1088 struct list fbo_destroy_list;
1089 struct fbo_entry *current_fbo;
1090 GLuint src_fbo;
1091 GLuint dst_fbo;
1092 GLuint fbo_read_binding;
1093 GLuint fbo_draw_binding;
1095 /* Queries */
1096 GLuint *free_occlusion_queries;
1097 UINT free_occlusion_query_size;
1098 UINT free_occlusion_query_count;
1099 struct list occlusion_queries;
1101 union wined3d_gl_query_object *free_event_queries;
1102 UINT free_event_query_size;
1103 UINT free_event_query_count;
1104 struct list event_queries;
1106 /* Extension emulation */
1107 GLint gl_fog_source;
1108 GLfloat fog_coord_value;
1109 GLfloat color[4], fogstart, fogend, fogcolor[4];
1110 GLuint dummy_arbfp_prog;
1113 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *ctx);
1115 struct StateEntry
1117 DWORD representative;
1118 APPLYSTATEFUNC apply;
1121 struct StateEntryTemplate
1123 DWORD state;
1124 struct StateEntry content;
1125 GL_SupportedExt extension;
1128 struct fragment_caps
1130 DWORD PrimitiveMiscCaps;
1131 DWORD TextureOpCaps;
1132 DWORD MaxTextureBlendStages;
1133 DWORD MaxSimultaneousTextures;
1136 struct fragment_pipeline
1138 void (*enable_extension)(IWineD3DDevice *iface, BOOL enable);
1139 void (*get_caps)(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps);
1140 HRESULT (*alloc_private)(IWineD3DDevice *iface);
1141 void (*free_private)(IWineD3DDevice *iface);
1142 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1143 const struct StateEntryTemplate *states;
1144 BOOL ffp_proj_control;
1147 extern const struct StateEntryTemplate misc_state_template[] DECLSPEC_HIDDEN;
1148 extern const struct StateEntryTemplate ffp_vertexstate_template[] DECLSPEC_HIDDEN;
1149 extern const struct fragment_pipeline ffp_fragment_pipeline DECLSPEC_HIDDEN;
1150 extern const struct fragment_pipeline atifs_fragment_pipeline DECLSPEC_HIDDEN;
1151 extern const struct fragment_pipeline arbfp_fragment_pipeline DECLSPEC_HIDDEN;
1152 extern const struct fragment_pipeline nvts_fragment_pipeline DECLSPEC_HIDDEN;
1153 extern const struct fragment_pipeline nvrc_fragment_pipeline DECLSPEC_HIDDEN;
1155 /* "Base" state table */
1156 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
1157 const struct wined3d_gl_info *gl_info, const struct StateEntryTemplate *vertex,
1158 const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc) DECLSPEC_HIDDEN;
1160 /* Shaders for color conversions in blits */
1161 struct blit_shader
1163 HRESULT (*alloc_private)(IWineD3DDevice *iface);
1164 void (*free_private)(IWineD3DDevice *iface);
1165 HRESULT (*set_shader)(IWineD3DDevice *iface, const struct GlPixelFormatDesc *format_desc,
1166 GLenum textype, UINT width, UINT height);
1167 void (*unset_shader)(IWineD3DDevice *iface);
1168 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1171 extern const struct blit_shader ffp_blit DECLSPEC_HIDDEN;
1172 extern const struct blit_shader arbfp_blit DECLSPEC_HIDDEN;
1174 typedef enum ContextUsage {
1175 CTXUSAGE_RESOURCELOAD = 1, /* Only loads textures: No State is applied */
1176 CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfaces */
1177 CTXUSAGE_BLIT = 3, /* OpenGL states are set up 3D drawing */
1178 CTXUSAGE_CLEAR = 4, /* Drawable and states are set up for clearing */
1179 } ContextUsage;
1181 struct wined3d_context *context_acquire(IWineD3DDeviceImpl *This,
1182 IWineD3DSurface *target, enum ContextUsage usage) DECLSPEC_HIDDEN;
1183 void context_alloc_event_query(struct wined3d_context *context,
1184 struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1185 void context_alloc_occlusion_query(struct wined3d_context *context,
1186 struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1187 void context_resource_released(IWineD3DDevice *iface,
1188 IWineD3DResource *resource, WINED3DRESOURCETYPE type) DECLSPEC_HIDDEN;
1189 void context_bind_fbo(struct wined3d_context *context, GLenum target, GLuint *fbo) DECLSPEC_HIDDEN;
1190 void context_attach_depth_stencil_fbo(struct wined3d_context *context,
1191 GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer) DECLSPEC_HIDDEN;
1192 void context_attach_surface_fbo(const struct wined3d_context *context,
1193 GLenum fbo_target, DWORD idx, IWineD3DSurface *surface) DECLSPEC_HIDDEN;
1194 struct wined3d_context *context_create(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win,
1195 BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *present_parameters) DECLSPEC_HIDDEN;
1196 void context_destroy(IWineD3DDeviceImpl *This, struct wined3d_context *context) DECLSPEC_HIDDEN;
1197 void context_free_event_query(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1198 void context_free_occlusion_query(struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1199 struct wined3d_context *context_get_current(void) DECLSPEC_HIDDEN;
1200 DWORD context_get_tls_idx(void) DECLSPEC_HIDDEN;
1201 void context_release(struct wined3d_context *context) DECLSPEC_HIDDEN;
1202 BOOL context_set_current(struct wined3d_context *ctx) DECLSPEC_HIDDEN;
1203 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer) DECLSPEC_HIDDEN;
1204 void context_set_tls_idx(DWORD idx) DECLSPEC_HIDDEN;
1206 void delete_opengl_contexts(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain) DECLSPEC_HIDDEN;
1207 HRESULT create_primary_opengl_context(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain) DECLSPEC_HIDDEN;
1209 /* Macros for doing basic GPU detection based on opengl capabilities */
1210 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
1211 #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])
1212 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
1213 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
1215 /*****************************************************************************
1216 * Internal representation of a light
1218 struct wined3d_light_info
1220 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
1221 DWORD OriginalIndex;
1222 LONG glIndex;
1223 BOOL enabled;
1225 /* Converted parms to speed up swapping lights */
1226 float lightPosn[4];
1227 float lightDirn[4];
1228 float exponent;
1229 float cutoff;
1231 struct list entry;
1234 /* The default light parameters */
1235 extern const WINED3DLIGHT WINED3D_default_light DECLSPEC_HIDDEN;
1237 typedef struct WineD3D_PixelFormat
1239 int iPixelFormat; /* WGL pixel format */
1240 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
1241 int redSize, greenSize, blueSize, alphaSize;
1242 int depthSize, stencilSize;
1243 BOOL windowDrawable;
1244 BOOL pbufferDrawable;
1245 BOOL doubleBuffer;
1246 int auxBuffers;
1247 int numSamples;
1248 } WineD3D_PixelFormat;
1250 enum wined3d_pci_vendor
1252 VENDOR_WINE = 0x0000,
1253 VENDOR_MESA = 0x0001,
1254 VENDOR_ATI = 0x1002,
1255 VENDOR_NVIDIA = 0x10de,
1256 VENDOR_INTEL = 0x8086,
1259 enum wined3d_pci_device
1261 CARD_WINE = 0x0000,
1263 CARD_ATI_RAGE_128PRO = 0x5246,
1264 CARD_ATI_RADEON_7200 = 0x5144,
1265 CARD_ATI_RADEON_8500 = 0x514c,
1266 CARD_ATI_RADEON_9500 = 0x4144,
1267 CARD_ATI_RADEON_XPRESS_200M = 0x5955,
1268 CARD_ATI_RADEON_X700 = 0x5e4c,
1269 CARD_ATI_RADEON_X1600 = 0x71c2,
1270 CARD_ATI_RADEON_HD2300 = 0x7210,
1271 CARD_ATI_RADEON_HD2600 = 0x9581,
1272 CARD_ATI_RADEON_HD2900 = 0x9400,
1273 CARD_ATI_RADEON_HD3200 = 0x9620,
1274 CARD_ATI_RADEON_HD4350 = 0x954f,
1275 CARD_ATI_RADEON_HD4550 = 0x9540,
1276 CARD_ATI_RADEON_HD4600 = 0x9495,
1277 CARD_ATI_RADEON_HD4650 = 0x9498,
1278 CARD_ATI_RADEON_HD4670 = 0x9490,
1279 CARD_ATI_RADEON_HD4700 = 0x944e,
1280 CARD_ATI_RADEON_HD4770 = 0x94b3,
1281 CARD_ATI_RADEON_HD4800 = 0x944c, /* Picked one value between 9440, 944c, 9442, 9460 */
1282 CARD_ATI_RADEON_HD4830 = 0x944c,
1283 CARD_ATI_RADEON_HD4850 = 0x9442,
1284 CARD_ATI_RADEON_HD4870 = 0x9440,
1285 CARD_ATI_RADEON_HD4890 = 0x9460,
1286 CARD_ATI_RADEON_HD5700 = 0x68BE, /* Picked HD5750 */
1287 CARD_ATI_RADEON_HD5750 = 0x68BE,
1288 CARD_ATI_RADEON_HD5770 = 0x68B8,
1289 CARD_ATI_RADEON_HD5800 = 0x6898, /* Picked HD5850 */
1290 CARD_ATI_RADEON_HD5850 = 0x6898,
1291 CARD_ATI_RADEON_HD5870 = 0x6899,
1293 CARD_NVIDIA_RIVA_128 = 0x0018,
1294 CARD_NVIDIA_RIVA_TNT = 0x0020,
1295 CARD_NVIDIA_RIVA_TNT2 = 0x0028,
1296 CARD_NVIDIA_GEFORCE = 0x0100,
1297 CARD_NVIDIA_GEFORCE2_MX = 0x0110,
1298 CARD_NVIDIA_GEFORCE2 = 0x0150,
1299 CARD_NVIDIA_GEFORCE3 = 0x0200,
1300 CARD_NVIDIA_GEFORCE4_MX = 0x0170,
1301 CARD_NVIDIA_GEFORCE4_TI4200 = 0x0253,
1302 CARD_NVIDIA_GEFORCEFX_5200 = 0x0320,
1303 CARD_NVIDIA_GEFORCEFX_5600 = 0x0312,
1304 CARD_NVIDIA_GEFORCEFX_5800 = 0x0302,
1305 CARD_NVIDIA_GEFORCE_6200 = 0x014f,
1306 CARD_NVIDIA_GEFORCE_6600GT = 0x0140,
1307 CARD_NVIDIA_GEFORCE_6800 = 0x0041,
1308 CARD_NVIDIA_GEFORCE_7400 = 0x01d8,
1309 CARD_NVIDIA_GEFORCE_7300 = 0x01d7, /* GeForce Go 7300 */
1310 CARD_NVIDIA_GEFORCE_7600 = 0x0391,
1311 CARD_NVIDIA_GEFORCE_7800GT = 0x0092,
1312 CARD_NVIDIA_GEFORCE_8100 = 0x084F,
1313 CARD_NVIDIA_GEFORCE_8200 = 0x0849, /* Other PCI ID 0x084B */
1314 CARD_NVIDIA_GEFORCE_8300GS = 0x0423,
1315 CARD_NVIDIA_GEFORCE_8400GS = 0x0404,
1316 CARD_NVIDIA_GEFORCE_8500GT = 0x0421,
1317 CARD_NVIDIA_GEFORCE_8600GT = 0x0402,
1318 CARD_NVIDIA_GEFORCE_8600MGT = 0x0407,
1319 CARD_NVIDIA_GEFORCE_8800GTS = 0x0193,
1320 CARD_NVIDIA_GEFORCE_9200 = 0x086d,
1321 CARD_NVIDIA_GEFORCE_9400GT = 0x042c,
1322 CARD_NVIDIA_GEFORCE_9500GT = 0x0640,
1323 CARD_NVIDIA_GEFORCE_9600GT = 0x0622,
1324 CARD_NVIDIA_GEFORCE_9800GT = 0x0614,
1325 CARD_NVIDIA_GEFORCE_GTX260 = 0x05e2,
1326 CARD_NVIDIA_GEFORCE_GTX275 = 0x05e6,
1327 CARD_NVIDIA_GEFORCE_GTX280 = 0x05e1,
1328 CARD_NVIDIA_GEFORCE_GT240 = 0x0ca3,
1330 CARD_INTEL_845G = 0x2562,
1331 CARD_INTEL_I830G = 0x3577,
1332 CARD_INTEL_I855G = 0x3582,
1333 CARD_INTEL_I865G = 0x2572,
1334 CARD_INTEL_I915G = 0x2582,
1335 CARD_INTEL_I915GM = 0x2592,
1336 CARD_INTEL_I945GM = 0x27a2, /* Same as GMA 950? */
1337 CARD_INTEL_X3100 = 0x2a02, /* Found in Macs. Same as GMA 965? */
1340 struct wined3d_driver_info
1342 enum wined3d_pci_vendor vendor;
1343 enum wined3d_pci_device device;
1344 const char *name;
1345 const char *description;
1346 DWORD version_high;
1347 DWORD version_low;
1350 /* The adapter structure */
1351 struct wined3d_adapter
1353 UINT ordinal;
1354 BOOL opengl;
1355 POINT monitorPoint;
1356 struct wined3d_gl_info gl_info;
1357 struct wined3d_driver_info driver_info;
1358 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
1359 int nCfgs;
1360 WineD3D_PixelFormat *cfgs;
1361 BOOL brokenStencil; /* Set on cards which only offer mixed depth+stencil */
1362 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
1363 unsigned int UsedTextureRam;
1364 LUID luid;
1366 const struct fragment_pipeline *fragment_pipe;
1367 const shader_backend_t *shader_backend;
1368 const struct blit_shader *blitter;
1371 BOOL initPixelFormats(struct wined3d_gl_info *gl_info, enum wined3d_pci_vendor vendor) DECLSPEC_HIDDEN;
1372 BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1373 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram) DECLSPEC_HIDDEN;
1374 extern void add_gl_compat_wrappers(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1376 /*****************************************************************************
1377 * High order patch management
1379 struct WineD3DRectPatch
1381 UINT Handle;
1382 float *mem;
1383 WineDirect3DVertexStridedData strided;
1384 WINED3DRECTPATCH_INFO RectPatchInfo;
1385 float numSegs[4];
1386 char has_normals, has_texcoords;
1387 struct list entry;
1390 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch) DECLSPEC_HIDDEN;
1392 enum projection_types
1394 proj_none = 0,
1395 proj_count3 = 1,
1396 proj_count4 = 2
1399 enum dst_arg
1401 resultreg = 0,
1402 tempreg = 1
1405 /*****************************************************************************
1406 * Fixed function pipeline replacements
1408 #define ARG_UNUSED 0xff
1409 struct texture_stage_op
1411 unsigned cop : 8;
1412 unsigned carg1 : 8;
1413 unsigned carg2 : 8;
1414 unsigned carg0 : 8;
1416 unsigned aop : 8;
1417 unsigned aarg1 : 8;
1418 unsigned aarg2 : 8;
1419 unsigned aarg0 : 8;
1421 struct color_fixup_desc color_fixup;
1422 unsigned tex_type : 3;
1423 unsigned dst : 1;
1424 unsigned projected : 2;
1425 unsigned padding : 10;
1428 struct ffp_frag_settings {
1429 struct texture_stage_op op[MAX_TEXTURES];
1430 enum fogmode fog;
1431 /* Use shorts instead of chars to get dword alignment */
1432 unsigned short sRGB_write;
1433 unsigned short emul_clipplanes;
1436 struct ffp_frag_desc
1438 struct wine_rb_entry entry;
1439 struct ffp_frag_settings settings;
1442 extern const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions DECLSPEC_HIDDEN;
1443 extern const struct wined3d_parent_ops wined3d_null_parent_ops DECLSPEC_HIDDEN;
1445 void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_settings *settings,
1446 BOOL ignore_textype) DECLSPEC_HIDDEN;
1447 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
1448 const struct ffp_frag_settings *settings) DECLSPEC_HIDDEN;
1449 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) DECLSPEC_HIDDEN;
1451 /*****************************************************************************
1452 * IWineD3D implementation structure
1454 typedef struct IWineD3DImpl
1456 /* IUnknown fields */
1457 const IWineD3DVtbl *lpVtbl;
1458 LONG ref; /* Note: Ref counting not required */
1460 /* WineD3D Information */
1461 IUnknown *parent;
1462 UINT dxVersion;
1464 UINT adapter_count;
1465 struct wined3d_adapter adapters[1];
1466 } IWineD3DImpl;
1468 extern const IWineD3DVtbl IWineD3D_Vtbl DECLSPEC_HIDDEN;
1470 BOOL wined3d_register_window(HWND window, struct IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
1471 void wined3d_unregister_window(HWND window) DECLSPEC_HIDDEN;
1472 BOOL InitAdapters(IWineD3DImpl *This) DECLSPEC_HIDDEN;
1474 /* A helper function that dumps a resource list */
1475 void dumpResources(struct list *list) DECLSPEC_HIDDEN;
1477 /*****************************************************************************
1478 * IWineD3DDevice implementation structure
1480 #define WINED3D_UNMAPPED_STAGE ~0U
1482 /* Multithreaded flag. Removed from the public header to signal that IWineD3D::CreateDevice ignores it */
1483 #define WINED3DCREATE_MULTITHREADED 0x00000004
1485 struct IWineD3DDeviceImpl
1487 /* IUnknown fields */
1488 const IWineD3DDeviceVtbl *lpVtbl;
1489 LONG ref; /* Note: Ref counting not required */
1491 /* WineD3D Information */
1492 IUnknown *parent;
1493 IWineD3DDeviceParent *device_parent;
1494 IWineD3D *wined3d;
1495 struct wined3d_adapter *adapter;
1497 /* Window styles to restore when switching fullscreen mode */
1498 LONG style;
1499 LONG exStyle;
1501 /* X and GL Information */
1502 GLint maxConcurrentLights;
1503 GLenum offscreenBuffer;
1505 /* Selected capabilities */
1506 int vs_selected_mode;
1507 int ps_selected_mode;
1508 const shader_backend_t *shader_backend;
1509 void *shader_priv;
1510 void *fragment_priv;
1511 void *blit_priv;
1512 struct StateEntry StateTable[STATE_HIGHEST + 1];
1513 /* Array of functions for states which are handled by more than one pipeline part */
1514 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
1515 const struct fragment_pipeline *frag_pipe;
1516 const struct blit_shader *blitter;
1518 unsigned int max_ffp_textures;
1519 DWORD d3d_vshader_constantF, d3d_pshader_constantF; /* Advertised d3d caps, not GL ones */
1520 DWORD vs_clipping;
1522 WORD view_ident : 1; /* true iff view matrix is identity */
1523 WORD untransformed : 1;
1524 WORD vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
1525 WORD isRecordingState : 1;
1526 WORD isInDraw : 1;
1527 WORD bCursorVisible : 1;
1528 WORD haveHardwareCursor : 1;
1529 WORD d3d_initialized : 1;
1530 WORD inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
1531 WORD softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
1532 WORD useDrawStridedSlow : 1;
1533 WORD instancedDraw : 1;
1534 WORD filter_messages : 1;
1535 WORD padding : 3;
1537 BYTE fixed_function_usage_map; /* MAX_TEXTURES, 8 */
1539 #define DDRAW_PITCH_ALIGNMENT 8
1540 #define D3D8_PITCH_ALIGNMENT 4
1541 unsigned char surface_alignment; /* Line Alignment of surfaces */
1543 /* State block related */
1544 IWineD3DStateBlockImpl *stateBlock;
1545 IWineD3DStateBlockImpl *updateStateBlock;
1547 /* Internal use fields */
1548 WINED3DDEVICE_CREATION_PARAMETERS createParms;
1549 WINED3DDEVTYPE devType;
1550 HWND focus_window;
1552 IWineD3DSwapChain **swapchains;
1553 UINT NumberOfSwapChains;
1555 struct list resources; /* a linked list to track resources created by the device */
1556 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
1557 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
1559 /* Render Target Support */
1560 IWineD3DSurface **render_targets;
1561 IWineD3DSurface *auto_depth_stencil_buffer;
1562 IWineD3DSurface *stencilBufferTarget;
1564 /* palettes texture management */
1565 UINT NumberOfPalettes;
1566 PALETTEENTRY **palettes;
1567 UINT currentPalette;
1568 UINT paletteConversionShader;
1570 /* For rendering to a texture using glCopyTexImage */
1571 GLenum *draw_buffers;
1572 GLuint depth_blt_texture;
1573 GLuint depth_blt_rb;
1574 UINT depth_blt_rb_w;
1575 UINT depth_blt_rb_h;
1577 /* Cursor management */
1578 UINT xHotSpot;
1579 UINT yHotSpot;
1580 UINT xScreenSpace;
1581 UINT yScreenSpace;
1582 UINT cursorWidth, cursorHeight;
1583 GLuint cursorTexture;
1584 HCURSOR hardwareCursor;
1586 /* The Wine logo surface */
1587 IWineD3DSurface *logo_surface;
1589 /* Textures for when no other textures are mapped */
1590 UINT dummyTextureName[MAX_TEXTURES];
1592 /* DirectDraw stuff */
1593 DWORD ddraw_width, ddraw_height;
1594 WINED3DFORMAT ddraw_format;
1596 /* Final position fixup constant */
1597 float posFixup[4];
1599 /* With register combiners we can skip junk texture stages */
1600 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
1601 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1603 /* Stream source management */
1604 struct wined3d_stream_info strided_streams;
1605 const WineDirect3DVertexStridedData *up_strided;
1607 /* Context management */
1608 struct wined3d_context **contexts;
1609 UINT numContexts;
1610 struct wined3d_context *pbufferContext; /* The context that has a pbuffer as drawable */
1611 DWORD pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
1613 /* High level patch management */
1614 #define PATCHMAP_SIZE 43
1615 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
1616 struct list patches[PATCHMAP_SIZE];
1617 struct WineD3DRectPatch *currentPatch;
1620 HRESULT device_init(IWineD3DDeviceImpl *device, IWineD3DImpl *wined3d,
1621 UINT adapter_idx, WINED3DDEVTYPE device_type, HWND focus_window, DWORD flags,
1622 IUnknown *parent, IWineD3DDeviceParent *device_parent) DECLSPEC_HIDDEN;
1623 void device_preload_textures(IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
1624 LRESULT device_process_message(IWineD3DDeviceImpl *device, HWND window,
1625 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc) DECLSPEC_HIDDEN;
1626 void device_resource_add(IWineD3DDeviceImpl *This, IWineD3DResource *resource) DECLSPEC_HIDDEN;
1627 void device_resource_released(IWineD3DDeviceImpl *This, IWineD3DResource *resource) DECLSPEC_HIDDEN;
1628 void device_stream_info_from_declaration(IWineD3DDeviceImpl *This,
1629 BOOL use_vshader, struct wined3d_stream_info *stream_info, BOOL *fixup) DECLSPEC_HIDDEN;
1630 void device_update_stream_info(IWineD3DDeviceImpl *device, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1631 HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
1632 const WINED3DRECT *pRects, DWORD Flags, WINED3DCOLOR Color, float Z, DWORD Stencil) DECLSPEC_HIDDEN;
1633 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This) DECLSPEC_HIDDEN;
1634 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state) DECLSPEC_HIDDEN;
1636 static inline BOOL isStateDirty(struct wined3d_context *context, DWORD state)
1638 DWORD idx = state / (sizeof(*context->isStateDirty) * CHAR_BIT);
1639 BYTE shift = state & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
1640 return context->isStateDirty[idx] & (1 << shift);
1643 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
1644 typedef struct PrivateData
1646 struct list entry;
1648 GUID tag;
1649 DWORD flags; /* DDSPD_* */
1651 union
1653 LPVOID data;
1654 LPUNKNOWN object;
1655 } ptr;
1657 DWORD size;
1658 } PrivateData;
1660 /*****************************************************************************
1661 * IWineD3DResource implementation structure
1663 typedef struct IWineD3DResourceClass
1665 /* IUnknown fields */
1666 LONG ref; /* Note: Ref counting not required */
1668 /* WineD3DResource Information */
1669 IUnknown *parent;
1670 WINED3DRESOURCETYPE resourceType;
1671 IWineD3DDeviceImpl *device;
1672 WINED3DPOOL pool;
1673 UINT size;
1674 DWORD usage;
1675 const struct GlPixelFormatDesc *format_desc;
1676 DWORD priority;
1677 BYTE *allocatedMemory; /* Pointer to the real data location */
1678 BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
1679 struct list privateData;
1680 struct list resource_list_entry;
1681 const struct wined3d_parent_ops *parent_ops;
1682 } IWineD3DResourceClass;
1684 typedef struct IWineD3DResourceImpl
1686 /* IUnknown & WineD3DResource Information */
1687 const IWineD3DResourceVtbl *lpVtbl;
1688 IWineD3DResourceClass resource;
1689 } IWineD3DResourceImpl;
1691 void resource_cleanup(IWineD3DResource *iface) DECLSPEC_HIDDEN;
1692 HRESULT resource_free_private_data(IWineD3DResource *iface, REFGUID guid) DECLSPEC_HIDDEN;
1693 HRESULT resource_get_parent(IWineD3DResource *iface, IUnknown **parent) DECLSPEC_HIDDEN;
1694 DWORD resource_get_priority(IWineD3DResource *iface) DECLSPEC_HIDDEN;
1695 HRESULT resource_get_private_data(IWineD3DResource *iface, REFGUID guid,
1696 void *data, DWORD *data_size) DECLSPEC_HIDDEN;
1697 HRESULT resource_init(IWineD3DResource *iface, WINED3DRESOURCETYPE resource_type,
1698 IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct GlPixelFormatDesc *format_desc,
1699 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1700 WINED3DRESOURCETYPE resource_get_type(IWineD3DResource *iface) DECLSPEC_HIDDEN;
1701 DWORD resource_set_priority(IWineD3DResource *iface, DWORD new_priority) DECLSPEC_HIDDEN;
1702 HRESULT resource_set_private_data(IWineD3DResource *iface, REFGUID guid,
1703 const void *data, DWORD data_size, DWORD flags) DECLSPEC_HIDDEN;
1705 /* Tests show that the start address of resources is 32 byte aligned */
1706 #define RESOURCE_ALIGNMENT 32
1708 /*****************************************************************************
1709 * IWineD3DBaseTexture D3D- > openGL state map lookups
1712 typedef enum winetexturestates {
1713 WINED3DTEXSTA_ADDRESSU = 0,
1714 WINED3DTEXSTA_ADDRESSV = 1,
1715 WINED3DTEXSTA_ADDRESSW = 2,
1716 WINED3DTEXSTA_BORDERCOLOR = 3,
1717 WINED3DTEXSTA_MAGFILTER = 4,
1718 WINED3DTEXSTA_MINFILTER = 5,
1719 WINED3DTEXSTA_MIPFILTER = 6,
1720 WINED3DTEXSTA_MAXMIPLEVEL = 7,
1721 WINED3DTEXSTA_MAXANISOTROPY = 8,
1722 WINED3DTEXSTA_SRGBTEXTURE = 9,
1723 WINED3DTEXSTA_ELEMENTINDEX = 10,
1724 WINED3DTEXSTA_DMAPOFFSET = 11,
1725 WINED3DTEXSTA_TSSADDRESSW = 12,
1726 MAX_WINETEXTURESTATES = 13,
1727 } winetexturestates;
1729 enum WINED3DSRGB
1731 SRGB_ANY = 0, /* Uses the cached value(e.g. external calls) */
1732 SRGB_RGB = 1, /* Loads the rgb texture */
1733 SRGB_SRGB = 2, /* Loads the srgb texture */
1734 SRGB_BOTH = 3, /* Loads both textures */
1737 struct gl_texture
1739 DWORD states[MAX_WINETEXTURESTATES];
1740 BOOL dirty;
1741 GLuint name;
1744 /*****************************************************************************
1745 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1747 typedef struct IWineD3DBaseTextureClass
1749 struct gl_texture texture_rgb, texture_srgb;
1750 UINT levels;
1751 float pow2Matrix[16];
1752 UINT LOD;
1753 WINED3DTEXTUREFILTERTYPE filterType;
1754 LONG bindCount;
1755 DWORD sampler;
1756 BOOL is_srgb;
1757 BOOL pow2Matrix_identity;
1758 const struct min_lookup *minMipLookup;
1759 const GLenum *magLookup;
1760 void (*internal_preload)(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1761 } IWineD3DBaseTextureClass;
1763 void surface_internal_preload(IWineD3DSurface *iface, enum WINED3DSRGB srgb) DECLSPEC_HIDDEN;
1764 BOOL surface_init_sysmem(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
1765 BOOL surface_is_offscreen(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
1766 void surface_prepare_texture(IWineD3DSurfaceImpl *surface, BOOL srgb) DECLSPEC_HIDDEN;
1768 typedef struct IWineD3DBaseTextureImpl
1770 /* IUnknown & WineD3DResource Information */
1771 const IWineD3DBaseTextureVtbl *lpVtbl;
1772 IWineD3DResourceClass resource;
1773 IWineD3DBaseTextureClass baseTexture;
1775 } IWineD3DBaseTextureImpl;
1777 void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
1778 const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
1779 const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1],
1780 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1781 HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surface_desc) DECLSPEC_HIDDEN;
1782 void basetexture_cleanup(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1783 void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1784 WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1785 BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1786 DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1787 DWORD basetexture_get_lod(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1788 HRESULT basetexture_init(IWineD3DBaseTextureImpl *texture, UINT levels, WINED3DRESOURCETYPE resource_type,
1789 IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct GlPixelFormatDesc *format_desc,
1790 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1791 HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface,
1792 WINED3DTEXTUREFILTERTYPE filter_type) DECLSPEC_HIDDEN;
1793 BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty) DECLSPEC_HIDDEN;
1794 DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD new_lod) DECLSPEC_HIDDEN;
1795 void basetexture_unload(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1797 /*****************************************************************************
1798 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1800 typedef struct IWineD3DTextureImpl
1802 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1803 const IWineD3DTextureVtbl *lpVtbl;
1804 IWineD3DResourceClass resource;
1805 IWineD3DBaseTextureClass baseTexture;
1807 /* IWineD3DTexture */
1808 IWineD3DSurface *surfaces[MAX_MIP_LEVELS];
1809 UINT target;
1810 BOOL cond_np2;
1812 } IWineD3DTextureImpl;
1814 HRESULT texture_init(IWineD3DTextureImpl *texture, UINT width, UINT height, UINT levels,
1815 IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
1816 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1818 /*****************************************************************************
1819 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1821 typedef struct IWineD3DCubeTextureImpl
1823 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1824 const IWineD3DCubeTextureVtbl *lpVtbl;
1825 IWineD3DResourceClass resource;
1826 IWineD3DBaseTextureClass baseTexture;
1828 /* IWineD3DCubeTexture */
1829 IWineD3DSurface *surfaces[6][MAX_MIP_LEVELS];
1830 } IWineD3DCubeTextureImpl;
1832 HRESULT cubetexture_init(IWineD3DCubeTextureImpl *texture, UINT edge_length, UINT levels,
1833 IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
1834 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1836 typedef struct _WINED3DVOLUMET_DESC
1838 UINT Width;
1839 UINT Height;
1840 UINT Depth;
1841 } WINED3DVOLUMET_DESC;
1843 /*****************************************************************************
1844 * IWineD3DVolume implementation structure (extends IUnknown)
1846 typedef struct IWineD3DVolumeImpl
1848 /* IUnknown & WineD3DResource fields */
1849 const IWineD3DVolumeVtbl *lpVtbl;
1850 IWineD3DResourceClass resource;
1852 /* WineD3DVolume Information */
1853 WINED3DVOLUMET_DESC currentDesc;
1854 IWineD3DBase *container;
1855 BOOL lockable;
1856 BOOL locked;
1857 WINED3DBOX lockedBox;
1858 WINED3DBOX dirtyBox;
1859 BOOL dirty;
1860 } IWineD3DVolumeImpl;
1862 void volume_add_dirty_box(IWineD3DVolume *iface, const WINED3DBOX *dirty_box) DECLSPEC_HIDDEN;
1863 HRESULT volume_init(IWineD3DVolumeImpl *volume, IWineD3DDeviceImpl *device, UINT width,
1864 UINT height, UINT depth, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
1865 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1867 /*****************************************************************************
1868 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1870 typedef struct IWineD3DVolumeTextureImpl
1872 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1873 const IWineD3DVolumeTextureVtbl *lpVtbl;
1874 IWineD3DResourceClass resource;
1875 IWineD3DBaseTextureClass baseTexture;
1877 /* IWineD3DVolumeTexture */
1878 IWineD3DVolume *volumes[MAX_MIP_LEVELS];
1879 } IWineD3DVolumeTextureImpl;
1881 HRESULT volumetexture_init(IWineD3DVolumeTextureImpl *texture, UINT width, UINT height,
1882 UINT depth, UINT levels, IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format,
1883 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1885 typedef struct _WINED3DSURFACET_DESC
1887 WINED3DMULTISAMPLE_TYPE MultiSampleType;
1888 DWORD MultiSampleQuality;
1889 UINT Width;
1890 UINT Height;
1891 } WINED3DSURFACET_DESC;
1893 /*****************************************************************************
1894 * Structure for DIB Surfaces (GetDC and GDI surfaces)
1896 typedef struct wineD3DSurface_DIB {
1897 HBITMAP DIBsection;
1898 void* bitmap_data;
1899 UINT bitmap_size;
1900 HGDIOBJ holdbitmap;
1901 BOOL client_memory;
1902 } wineD3DSurface_DIB;
1904 typedef struct {
1905 struct list entry;
1906 GLuint id;
1907 UINT width;
1908 UINT height;
1909 } renderbuffer_entry_t;
1911 struct fbo_entry
1913 struct list entry;
1914 IWineD3DSurface **render_targets;
1915 IWineD3DSurface *depth_stencil;
1916 BOOL attached;
1917 GLuint id;
1920 /*****************************************************************************
1921 * IWineD3DClipp implementation structure
1923 typedef struct IWineD3DClipperImpl
1925 const IWineD3DClipperVtbl *lpVtbl;
1926 LONG ref;
1928 IUnknown *Parent;
1929 HWND hWnd;
1930 } IWineD3DClipperImpl;
1933 /*****************************************************************************
1934 * IWineD3DSurface implementation structure
1936 struct IWineD3DSurfaceImpl
1938 /* IUnknown & IWineD3DResource Information */
1939 const IWineD3DSurfaceVtbl *lpVtbl;
1940 IWineD3DResourceClass resource;
1942 /* IWineD3DSurface fields */
1943 IWineD3DBase *container;
1944 WINED3DSURFACET_DESC currentDesc;
1945 IWineD3DPaletteImpl *palette; /* D3D7 style palette handling */
1946 PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
1948 /* TODO: move this off into a management class(maybe!) */
1949 DWORD Flags;
1951 UINT pow2Width;
1952 UINT pow2Height;
1954 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
1955 void (*get_drawable_size)(struct wined3d_context *context, UINT *width, UINT *height);
1957 /* Oversized texture */
1958 RECT glRect;
1960 /* PBO */
1961 GLuint pbo;
1962 GLuint texture_name;
1963 GLuint texture_name_srgb;
1964 GLint texture_level;
1965 GLenum texture_target;
1967 RECT lockedRect;
1968 RECT dirtyRect;
1969 int lockCount;
1970 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
1972 /* For GetDC */
1973 wineD3DSurface_DIB dib;
1974 HDC hDC;
1976 /* Color keys for DDraw */
1977 WINEDDCOLORKEY DestBltCKey;
1978 WINEDDCOLORKEY DestOverlayCKey;
1979 WINEDDCOLORKEY SrcOverlayCKey;
1980 WINEDDCOLORKEY SrcBltCKey;
1981 DWORD CKeyFlags;
1983 WINEDDCOLORKEY glCKey;
1985 struct list renderbuffers;
1986 renderbuffer_entry_t *current_renderbuffer;
1988 /* DirectDraw clippers */
1989 IWineD3DClipper *clipper;
1991 /* DirectDraw Overlay handling */
1992 RECT overlay_srcrect;
1993 RECT overlay_destrect;
1994 IWineD3DSurfaceImpl *overlay_dest;
1995 struct list overlays;
1996 struct list overlay_entry;
1999 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl DECLSPEC_HIDDEN;
2000 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl DECLSPEC_HIDDEN;
2002 UINT surface_calculate_size(const struct GlPixelFormatDesc *format_desc,
2003 UINT alignment, UINT width, UINT height) DECLSPEC_HIDDEN;
2004 void surface_gdi_cleanup(IWineD3DSurfaceImpl *This) DECLSPEC_HIDDEN;
2005 HRESULT surface_init(IWineD3DSurfaceImpl *surface, WINED3DSURFTYPE surface_type, UINT alignment,
2006 UINT width, UINT height, UINT level, BOOL lockable, BOOL discard, WINED3DMULTISAMPLE_TYPE multisample_type,
2007 UINT multisample_quality, IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format,
2008 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2010 /* Predeclare the shared Surface functions */
2011 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface,
2012 REFIID riid, LPVOID *ppobj) DECLSPEC_HIDDEN;
2013 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2014 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent) DECLSPEC_HIDDEN;
2015 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface,
2016 REFGUID refguid, const void *pData, DWORD SizeOfData, DWORD Flags) DECLSPEC_HIDDEN;
2017 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface,
2018 REFGUID refguid, void *pData, DWORD *pSizeOfData) DECLSPEC_HIDDEN;
2019 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid) DECLSPEC_HIDDEN;
2020 DWORD WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew) DECLSPEC_HIDDEN;
2021 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2022 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2023 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface,
2024 REFIID riid, void **ppContainer) DECLSPEC_HIDDEN;
2025 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc) DECLSPEC_HIDDEN;
2026 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags) DECLSPEC_HIDDEN;
2027 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags) DECLSPEC_HIDDEN;
2028 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2029 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2030 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal) DECLSPEC_HIDDEN;
2031 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal) DECLSPEC_HIDDEN;
2032 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface,
2033 DWORD Flags, const WINEDDCOLORKEY *CKey) DECLSPEC_HIDDEN;
2034 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container) DECLSPEC_HIDDEN;
2035 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2036 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2037 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y) DECLSPEC_HIDDEN;
2038 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y) DECLSPEC_HIDDEN;
2039 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface,
2040 DWORD Flags, IWineD3DSurface *Ref) DECLSPEC_HIDDEN;
2041 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, const RECT *SrcRect,
2042 IWineD3DSurface *DstSurface, const RECT *DstRect, DWORD Flags, const WINEDDOVERLAYFX *FX) DECLSPEC_HIDDEN;
2043 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper) DECLSPEC_HIDDEN;
2044 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper) DECLSPEC_HIDDEN;
2045 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format) DECLSPEC_HIDDEN;
2046 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2047 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface,
2048 const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) DECLSPEC_HIDDEN;
2049 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
2050 IWineD3DSurface *Source, const RECT *rsrc, DWORD trans) DECLSPEC_HIDDEN;
2051 HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT *pLockedRect,
2052 const RECT *pRect, DWORD Flags) DECLSPEC_HIDDEN;
2053 void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb) DECLSPEC_HIDDEN;
2054 const void *WINAPI IWineD3DBaseSurfaceImpl_GetData(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2056 void get_drawable_size_swapchain(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2057 void get_drawable_size_backbuffer(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2058 void get_drawable_size_pbuffer(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2059 void get_drawable_size_fbo(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2061 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back) DECLSPEC_HIDDEN;
2063 /* Surface flags: */
2064 #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
2065 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
2066 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for GetDC */
2067 #define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
2068 #define SFLAG_DISCARD 0x00000010 /* ??? */
2069 #define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
2070 #define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
2071 #define SFLAG_INSRGBTEX 0x00000080 /* The GL srgb texture contains the newest surface content */
2072 #define SFLAG_INDRAWABLE 0x00000100 /* The gl drawable contains the most up to date data */
2073 #define SFLAG_INSYSMEM 0x00000200 /* The system memory copy is most up to date */
2074 #define SFLAG_NONPOW2 0x00000400 /* Surface sizes are not a power of 2 */
2075 #define SFLAG_DYNLOCK 0x00000800 /* Surface is often locked by the app */
2076 #define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
2077 #define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
2078 #define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
2079 #define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
2080 #define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
2081 #define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
2082 #define SFLAG_SRGBALLOCATED 0x00040000 /* A srgb gl texture is allocated for this surface */
2083 #define SFLAG_PBO 0x00080000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
2084 #define SFLAG_NORMCOORD 0x00100000 /* Set if the GL texture coords are normalized(non-texture rectangle) */
2085 #define SFLAG_DS_ONSCREEN 0x00200000 /* Is a depth stencil, last modified onscreen */
2086 #define SFLAG_DS_OFFSCREEN 0x00400000 /* Is a depth stencil, last modified offscreen */
2087 #define SFLAG_INOVERLAYDRAW 0x00800000 /* Overlay drawing is in progress. Recursion prevention */
2088 #define SFLAG_SWAPCHAIN 0x01000000 /* The surface is part of a swapchain */
2090 /* In some conditions the surface memory must not be freed:
2091 * SFLAG_OVERSIZE: Not all data can be kept in GL
2092 * SFLAG_CONVERTED: Converting the data back would take too long
2093 * SFLAG_DIBSECTION: The dib code manages the memory
2094 * SFLAG_LOCKED: The app requires access to the surface data
2095 * SFLAG_DYNLOCK: Avoid freeing the data for performance
2096 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
2097 * SFLAG_CLIENT: OpenGL uses our memory as backup
2099 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
2100 SFLAG_CONVERTED | \
2101 SFLAG_DIBSECTION | \
2102 SFLAG_LOCKED | \
2103 SFLAG_DYNLOCK | \
2104 SFLAG_USERPTR | \
2105 SFLAG_PBO | \
2106 SFLAG_CLIENT)
2108 #define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
2109 SFLAG_INTEXTURE | \
2110 SFLAG_INDRAWABLE | \
2111 SFLAG_INSRGBTEX)
2113 #define SFLAG_DS_LOCATIONS (SFLAG_DS_ONSCREEN | \
2114 SFLAG_DS_OFFSCREEN)
2115 #define SFLAG_DS_DISCARDED SFLAG_DS_LOCATIONS
2117 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]) DECLSPEC_HIDDEN;
2119 typedef enum {
2120 NO_CONVERSION,
2121 CONVERT_PALETTED,
2122 CONVERT_PALETTED_CK,
2123 CONVERT_CK_565,
2124 CONVERT_CK_5551,
2125 CONVERT_CK_4444,
2126 CONVERT_CK_4444_ARGB,
2127 CONVERT_CK_1555,
2128 CONVERT_555,
2129 CONVERT_CK_RGB24,
2130 CONVERT_CK_8888,
2131 CONVERT_CK_8888_ARGB,
2132 CONVERT_RGB32_888,
2133 CONVERT_V8U8,
2134 CONVERT_L6V5U5,
2135 CONVERT_X8L8V8U8,
2136 CONVERT_Q8W8V8U8,
2137 CONVERT_V16U16,
2138 CONVERT_A4L4,
2139 CONVERT_G16R16,
2140 CONVERT_R16G16F,
2141 CONVERT_R32G32F,
2142 CONVERT_D15S1,
2143 CONVERT_D24X4S4,
2144 CONVERT_D24FS8,
2145 } CONVERT_TYPES;
2147 HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_texturing, GLenum *format,
2148 GLenum *internal, GLenum *type, CONVERT_TYPES *convert, int *target_bpp, BOOL srgb_mode) DECLSPEC_HIDDEN;
2150 BOOL palette9_changed(IWineD3DSurfaceImpl *This) DECLSPEC_HIDDEN;
2152 /*****************************************************************************
2153 * IWineD3DVertexDeclaration implementation structure
2156 struct wined3d_vertex_declaration_element
2158 const struct GlPixelFormatDesc *format_desc;
2159 BOOL ffp_valid;
2160 WORD input_slot;
2161 WORD offset;
2162 UINT output_slot;
2163 BYTE method;
2164 BYTE usage;
2165 BYTE usage_idx;
2168 typedef struct IWineD3DVertexDeclarationImpl {
2169 /* IUnknown Information */
2170 const IWineD3DVertexDeclarationVtbl *lpVtbl;
2171 LONG ref;
2173 IUnknown *parent;
2174 const struct wined3d_parent_ops *parent_ops;
2175 IWineD3DDeviceImpl *device;
2177 struct wined3d_vertex_declaration_element *elements;
2178 UINT element_count;
2180 DWORD streams[MAX_STREAMS];
2181 UINT num_streams;
2182 BOOL position_transformed;
2183 BOOL half_float_conv_needed;
2184 } IWineD3DVertexDeclarationImpl;
2186 HRESULT vertexdeclaration_init(IWineD3DVertexDeclarationImpl *declaration, IWineD3DDeviceImpl *device,
2187 const WINED3DVERTEXELEMENT *elements, UINT element_count,
2188 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2190 /*****************************************************************************
2191 * IWineD3DStateBlock implementation structure
2194 /* Internal state Block for Begin/End/Capture/Create/Apply info */
2195 /* Note: Very long winded but gl Lists are not flexible enough */
2196 /* to resolve everything we need, so doing it manually for now */
2197 typedef struct SAVEDSTATES {
2198 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
2199 WORD streamSource; /* MAX_STREAMS, 16 */
2200 WORD streamFreq; /* MAX_STREAMS, 16 */
2201 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
2202 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
2203 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
2204 DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
2205 WORD pixelShaderConstantsB; /* MAX_CONST_B, 16 */
2206 WORD pixelShaderConstantsI; /* MAX_CONST_I, 16 */
2207 BOOL *pixelShaderConstantsF;
2208 WORD vertexShaderConstantsB; /* MAX_CONST_B, 16 */
2209 WORD vertexShaderConstantsI; /* MAX_CONST_I, 16 */
2210 BOOL *vertexShaderConstantsF;
2211 DWORD textures : 20; /* MAX_COMBINED_SAMPLERS, 20 */
2212 DWORD primitive_type : 1;
2213 DWORD indices : 1;
2214 DWORD material : 1;
2215 DWORD viewport : 1;
2216 DWORD vertexDecl : 1;
2217 DWORD pixelShader : 1;
2218 DWORD vertexShader : 1;
2219 DWORD scissorRect : 1;
2220 DWORD padding : 4;
2221 } SAVEDSTATES;
2223 struct StageState {
2224 DWORD stage;
2225 DWORD state;
2228 struct IWineD3DStateBlockImpl
2230 /* IUnknown fields */
2231 const IWineD3DStateBlockVtbl *lpVtbl;
2232 LONG ref; /* Note: Ref counting not required */
2234 /* IWineD3DStateBlock information */
2235 IWineD3DDeviceImpl *device;
2236 WINED3DSTATEBLOCKTYPE blockType;
2238 /* Array indicating whether things have been set or changed */
2239 SAVEDSTATES changed;
2241 /* Vertex Shader Declaration */
2242 IWineD3DVertexDeclaration *vertexDecl;
2244 IWineD3DVertexShader *vertexShader;
2246 /* Vertex Shader Constants */
2247 BOOL vertexShaderConstantB[MAX_CONST_B];
2248 INT vertexShaderConstantI[MAX_CONST_I * 4];
2249 float *vertexShaderConstantF;
2251 /* primitive type */
2252 GLenum gl_primitive_type;
2254 /* Stream Source */
2255 BOOL streamIsUP;
2256 UINT streamStride[MAX_STREAMS];
2257 UINT streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
2258 IWineD3DBuffer *streamSource[MAX_STREAMS];
2259 UINT streamFreq[MAX_STREAMS + 1];
2260 UINT streamFlags[MAX_STREAMS + 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
2262 /* Indices */
2263 IWineD3DBuffer* pIndexData;
2264 WINED3DFORMAT IndexFmt;
2265 INT baseVertexIndex;
2266 INT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
2268 /* Transform */
2269 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
2271 /* Light hashmap . Collisions are handled using standard wine double linked lists */
2272 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
2273 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
2274 struct list lightMap[LIGHTMAP_SIZE]; /* Hash map containing the lights */
2275 const struct wined3d_light_info *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
2277 /* Clipping */
2278 double clipplane[MAX_CLIPPLANES][4];
2279 WINED3DCLIPSTATUS clip_status;
2281 /* ViewPort */
2282 WINED3DVIEWPORT viewport;
2284 /* Material */
2285 WINED3DMATERIAL material;
2287 /* Pixel Shader */
2288 IWineD3DPixelShader *pixelShader;
2290 /* Pixel Shader Constants */
2291 BOOL pixelShaderConstantB[MAX_CONST_B];
2292 INT pixelShaderConstantI[MAX_CONST_I * 4];
2293 float *pixelShaderConstantF;
2295 /* RenderState */
2296 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
2298 /* Texture */
2299 IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS];
2301 /* Texture State Stage */
2302 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
2303 DWORD lowest_disabled_stage;
2304 /* Sampler States */
2305 DWORD samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
2307 /* Scissor test rectangle */
2308 RECT scissorRect;
2310 /* Contained state management */
2311 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
2312 unsigned int num_contained_render_states;
2313 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
2314 unsigned int num_contained_transform_states;
2315 DWORD contained_vs_consts_i[MAX_CONST_I];
2316 unsigned int num_contained_vs_consts_i;
2317 DWORD contained_vs_consts_b[MAX_CONST_B];
2318 unsigned int num_contained_vs_consts_b;
2319 DWORD *contained_vs_consts_f;
2320 unsigned int num_contained_vs_consts_f;
2321 DWORD contained_ps_consts_i[MAX_CONST_I];
2322 unsigned int num_contained_ps_consts_i;
2323 DWORD contained_ps_consts_b[MAX_CONST_B];
2324 unsigned int num_contained_ps_consts_b;
2325 DWORD *contained_ps_consts_f;
2326 unsigned int num_contained_ps_consts_f;
2327 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
2328 unsigned int num_contained_tss_states;
2329 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
2330 unsigned int num_contained_sampler_states;
2333 HRESULT stateblock_init(IWineD3DStateBlockImpl *stateblock,
2334 IWineD3DDeviceImpl *device, WINED3DSTATEBLOCKTYPE type) DECLSPEC_HIDDEN;
2335 void stateblock_init_contained_states(IWineD3DStateBlockImpl *object) DECLSPEC_HIDDEN;
2337 /* Direct3D terminology with little modifications. We do not have an issued state
2338 * because only the driver knows about it, but we have a created state because d3d
2339 * allows GetData on a created issue, but opengl doesn't
2341 enum query_state {
2342 QUERY_CREATED,
2343 QUERY_SIGNALLED,
2344 QUERY_BUILDING
2346 /*****************************************************************************
2347 * IWineD3DQueryImpl implementation structure (extends IUnknown)
2349 typedef struct IWineD3DQueryImpl
2351 const IWineD3DQueryVtbl *lpVtbl;
2352 LONG ref; /* Note: Ref counting not required */
2354 IUnknown *parent;
2355 IWineD3DDeviceImpl *device;
2357 /* IWineD3DQuery fields */
2358 enum query_state state;
2359 WINED3DQUERYTYPE type;
2360 /* TODO: Think about using a IUnknown instead of a void* */
2361 void *extendedData;
2362 } IWineD3DQueryImpl;
2364 HRESULT query_init(IWineD3DQueryImpl *query, IWineD3DDeviceImpl *device,
2365 WINED3DQUERYTYPE type, IUnknown *parent) DECLSPEC_HIDDEN;
2367 /* IWineD3DBuffer */
2369 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
2370 * fixed function semantics as D3DCOLOR or FLOAT16 */
2371 enum wined3d_buffer_conversion_type
2373 CONV_NONE,
2374 CONV_D3DCOLOR,
2375 CONV_POSITIONT,
2376 CONV_FLOAT16_2, /* Also handles FLOAT16_4 */
2379 struct wined3d_map_range
2381 UINT offset;
2382 UINT size;
2385 #define WINED3D_BUFFER_OPTIMIZED 0x01 /* Optimize has been called for the buffer */
2386 #define WINED3D_BUFFER_HASDESC 0x02 /* A vertex description has been found */
2387 #define WINED3D_BUFFER_CREATEBO 0x04 /* Attempt to create a buffer object next PreLoad */
2388 #define WINED3D_BUFFER_DOUBLEBUFFER 0x08 /* Use a vbo and local allocated memory */
2389 #define WINED3D_BUFFER_FLUSH 0x10 /* Manual unmap flushing */
2391 struct wined3d_buffer
2393 const struct IWineD3DBufferVtbl *vtbl;
2394 IWineD3DResourceClass resource;
2396 struct wined3d_buffer_desc desc;
2398 GLuint buffer_object;
2399 GLenum buffer_object_usage;
2400 GLenum buffer_type_hint;
2401 UINT buffer_object_size;
2402 LONG bind_count;
2403 DWORD flags;
2405 LONG lock_count;
2406 struct wined3d_map_range *maps;
2407 ULONG maps_size, modified_areas;
2409 /* conversion stuff */
2410 UINT decl_change_count, full_conversion_count;
2411 UINT draw_count;
2412 UINT stride; /* 0 if no conversion */
2413 UINT conversion_stride; /* 0 if no shifted conversion */
2414 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
2415 /* Extra load offsets, for FLOAT16 conversion */
2416 UINT *conversion_shift; /* NULL if no shifted conversion */
2419 const BYTE *buffer_get_memory(IWineD3DBuffer *iface, UINT offset, GLuint *buffer_object) DECLSPEC_HIDDEN;
2420 BYTE *buffer_get_sysmem(struct wined3d_buffer *This) DECLSPEC_HIDDEN;
2421 HRESULT buffer_init(struct wined3d_buffer *buffer, IWineD3DDeviceImpl *device,
2422 UINT size, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, GLenum bind_hint,
2423 const char *data, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2425 /* IWineD3DRendertargetView */
2426 struct wined3d_rendertarget_view
2428 const struct IWineD3DRendertargetViewVtbl *vtbl;
2429 LONG refcount;
2431 IWineD3DResource *resource;
2432 IUnknown *parent;
2435 extern const IWineD3DRendertargetViewVtbl wined3d_rendertarget_view_vtbl DECLSPEC_HIDDEN;
2437 /*****************************************************************************
2438 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
2441 struct IWineD3DSwapChainImpl
2443 /*IUnknown part*/
2444 const IWineD3DSwapChainVtbl *lpVtbl;
2445 LONG ref; /* Note: Ref counting not required */
2447 IUnknown *parent;
2448 IWineD3DDeviceImpl *device;
2450 /* IWineD3DSwapChain fields */
2451 IWineD3DSurface **backBuffer;
2452 IWineD3DSurface *frontBuffer;
2453 WINED3DPRESENT_PARAMETERS presentParms;
2454 DWORD orig_width, orig_height;
2455 WINED3DFORMAT orig_fmt;
2456 WINED3DGAMMARAMP orig_gamma;
2457 BOOL render_to_fbo;
2459 long prev_time, frames; /* Performance tracking */
2460 unsigned int vSyncCounter;
2462 struct wined3d_context **context;
2463 unsigned int num_contexts;
2465 HWND win_handle;
2468 const IWineD3DSwapChainVtbl IWineGDISwapChain_Vtbl DECLSPEC_HIDDEN;
2469 void x11_copy_to_screen(IWineD3DSwapChainImpl *This, const RECT *rc) DECLSPEC_HIDDEN;
2471 HRESULT WINAPI IWineD3DBaseSwapChainImpl_QueryInterface(IWineD3DSwapChain *iface,
2472 REFIID riid, LPVOID *ppobj) DECLSPEC_HIDDEN;
2473 ULONG WINAPI IWineD3DBaseSwapChainImpl_AddRef(IWineD3DSwapChain *iface) DECLSPEC_HIDDEN;
2474 ULONG WINAPI IWineD3DBaseSwapChainImpl_Release(IWineD3DSwapChain *iface) DECLSPEC_HIDDEN;
2475 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetParent(IWineD3DSwapChain *iface, IUnknown **ppParent) DECLSPEC_HIDDEN;
2476 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain *iface,
2477 IWineD3DSurface *pDestSurface) DECLSPEC_HIDDEN;
2478 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, UINT iBackBuffer,
2479 WINED3DBACKBUFFER_TYPE Type, IWineD3DSurface **ppBackBuffer) DECLSPEC_HIDDEN;
2480 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *iface,
2481 WINED3DRASTER_STATUS *pRasterStatus) DECLSPEC_HIDDEN;
2482 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface,
2483 WINED3DDISPLAYMODE *pMode) DECLSPEC_HIDDEN;
2484 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDevice(IWineD3DSwapChain *iface,
2485 IWineD3DDevice **ppDevice) DECLSPEC_HIDDEN;
2486 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetPresentParameters(IWineD3DSwapChain *iface,
2487 WINED3DPRESENT_PARAMETERS *pPresentationParameters) DECLSPEC_HIDDEN;
2488 HRESULT WINAPI IWineD3DBaseSwapChainImpl_SetGammaRamp(IWineD3DSwapChain *iface,
2489 DWORD Flags, const WINED3DGAMMARAMP *pRamp) DECLSPEC_HIDDEN;
2490 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetGammaRamp(IWineD3DSwapChain *iface,
2491 WINED3DGAMMARAMP *pRamp) DECLSPEC_HIDDEN;
2493 struct wined3d_context *swapchain_create_context_for_thread(IWineD3DSwapChain *iface) DECLSPEC_HIDDEN;
2494 HRESULT swapchain_init(IWineD3DSwapChainImpl *swapchain, WINED3DSURFTYPE surface_type,
2495 IWineD3DDeviceImpl *device, WINED3DPRESENT_PARAMETERS *present_parameters, IUnknown *parent) DECLSPEC_HIDDEN;
2496 void swapchain_restore_fullscreen_window(IWineD3DSwapChainImpl *swapchain) DECLSPEC_HIDDEN;
2497 void swapchain_setup_fullscreen_window(IWineD3DSwapChainImpl *swapchain, UINT w, UINT h) DECLSPEC_HIDDEN;
2499 #define DEFAULT_REFRESH_RATE 0
2501 /*****************************************************************************
2502 * Utility function prototypes
2505 /* Trace routines */
2506 const char *debug_d3dformat(WINED3DFORMAT fmt) DECLSPEC_HIDDEN;
2507 const char *debug_d3ddevicetype(WINED3DDEVTYPE devtype) DECLSPEC_HIDDEN;
2508 const char *debug_d3dresourcetype(WINED3DRESOURCETYPE res) DECLSPEC_HIDDEN;
2509 const char *debug_d3dusage(DWORD usage) DECLSPEC_HIDDEN;
2510 const char *debug_d3dusagequery(DWORD usagequery) DECLSPEC_HIDDEN;
2511 const char *debug_d3ddeclmethod(WINED3DDECLMETHOD method) DECLSPEC_HIDDEN;
2512 const char *debug_d3ddeclusage(BYTE usage) DECLSPEC_HIDDEN;
2513 const char *debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType) DECLSPEC_HIDDEN;
2514 const char *debug_d3drenderstate(DWORD state) DECLSPEC_HIDDEN;
2515 const char *debug_d3dsamplerstate(DWORD state) DECLSPEC_HIDDEN;
2516 const char *debug_d3dstate(DWORD state) DECLSPEC_HIDDEN;
2517 const char *debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type) DECLSPEC_HIDDEN;
2518 const char *debug_d3dtexturestate(DWORD state) DECLSPEC_HIDDEN;
2519 const char *debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype) DECLSPEC_HIDDEN;
2520 const char *debug_d3dpool(WINED3DPOOL pool) DECLSPEC_HIDDEN;
2521 const char *debug_fbostatus(GLenum status) DECLSPEC_HIDDEN;
2522 const char *debug_glerror(GLenum error) DECLSPEC_HIDDEN;
2523 const char *debug_d3dbasis(WINED3DBASISTYPE basis) DECLSPEC_HIDDEN;
2524 const char *debug_d3ddegree(WINED3DDEGREETYPE order) DECLSPEC_HIDDEN;
2525 const char *debug_d3dtop(WINED3DTEXTUREOP d3dtop) DECLSPEC_HIDDEN;
2526 void dump_color_fixup_desc(struct color_fixup_desc fixup) DECLSPEC_HIDDEN;
2527 const char *debug_surflocation(DWORD flag) DECLSPEC_HIDDEN;
2529 /* Routines for GL <-> D3D values */
2530 GLenum StencilOp(DWORD op) DECLSPEC_HIDDEN;
2531 GLenum CompareFunc(DWORD func) DECLSPEC_HIDDEN;
2532 BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op,
2533 DWORD arg1, DWORD arg2, DWORD arg3) DECLSPEC_HIDDEN;
2534 void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op,
2535 DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx, DWORD dst) DECLSPEC_HIDDEN;
2536 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords,
2537 BOOL transformed, WINED3DFORMAT coordtype, BOOL ffp_can_disable_proj) DECLSPEC_HIDDEN;
2538 void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock,
2539 struct wined3d_context *context) DECLSPEC_HIDDEN;
2540 void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock,
2541 struct wined3d_context *context) DECLSPEC_HIDDEN;
2542 void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock,
2543 struct wined3d_context *context) DECLSPEC_HIDDEN;
2544 void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock,
2545 struct wined3d_context *context) DECLSPEC_HIDDEN;
2546 void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock,
2547 struct wined3d_context *context) DECLSPEC_HIDDEN;
2548 void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock,
2549 struct wined3d_context *context) DECLSPEC_HIDDEN;
2550 void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock,
2551 struct wined3d_context *context) DECLSPEC_HIDDEN;
2552 void state_fog_fragpart(DWORD state, IWineD3DStateBlockImpl *stateblock,
2553 struct wined3d_context *context) DECLSPEC_HIDDEN;
2555 void surface_add_dirty_rect(IWineD3DSurface *iface, const RECT *dirty_rect) DECLSPEC_HIDDEN;
2556 GLenum surface_get_gl_buffer(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2557 void surface_load_ds_location(IWineD3DSurface *iface, struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
2558 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location) DECLSPEC_HIDDEN;
2559 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface,
2560 unsigned int width, unsigned int height) DECLSPEC_HIDDEN;
2561 void surface_set_texture_name(IWineD3DSurface *iface, GLuint name, BOOL srgb_name) DECLSPEC_HIDDEN;
2562 void surface_set_texture_target(IWineD3DSurface *iface, GLenum target) DECLSPEC_HIDDEN;
2564 BOOL getColorBits(const struct GlPixelFormatDesc *format_desc,
2565 short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize) DECLSPEC_HIDDEN;
2566 BOOL getDepthStencilBits(const struct GlPixelFormatDesc *format_desc,
2567 short *depthSize, short *stencilSize) DECLSPEC_HIDDEN;
2569 /* Math utils */
2570 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2) DECLSPEC_HIDDEN;
2571 UINT wined3d_log2i(UINT32 x) DECLSPEC_HIDDEN;
2572 unsigned int count_bits(unsigned int mask) DECLSPEC_HIDDEN;
2574 void select_shader_mode(const struct wined3d_gl_info *gl_info, int *ps_selected, int *vs_selected) DECLSPEC_HIDDEN;
2576 typedef struct local_constant {
2577 struct list entry;
2578 unsigned int idx;
2579 DWORD value[4];
2580 } local_constant;
2582 typedef struct SHADER_LIMITS {
2583 unsigned int temporary;
2584 unsigned int texcoord;
2585 unsigned int sampler;
2586 unsigned int constant_int;
2587 unsigned int constant_float;
2588 unsigned int constant_bool;
2589 unsigned int address;
2590 unsigned int packed_output;
2591 unsigned int packed_input;
2592 unsigned int attributes;
2593 unsigned int label;
2594 } SHADER_LIMITS;
2596 /* Keeps track of details for TEX_M#x# shader opcodes which need to
2597 * maintain state information between multiple codes */
2598 typedef struct SHADER_PARSE_STATE {
2599 unsigned int current_row;
2600 DWORD texcoord_w[2];
2601 } SHADER_PARSE_STATE;
2603 #ifdef __GNUC__
2604 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2605 #else
2606 #define PRINTF_ATTR(fmt,args)
2607 #endif
2609 /* Base Shader utility functions. */
2610 int shader_addline(struct wined3d_shader_buffer *buffer, const char *fmt, ...) PRINTF_ATTR(2,3) DECLSPEC_HIDDEN;
2611 int shader_vaddline(struct wined3d_shader_buffer *buffer, const char *fmt, va_list args) DECLSPEC_HIDDEN;
2613 /* Vertex shader utility functions */
2614 extern BOOL vshader_get_input(IWineD3DVertexShader *iface,
2615 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN;
2617 /*****************************************************************************
2618 * IDirect3DBaseShader implementation structure
2620 typedef struct IWineD3DBaseShaderClass
2622 LONG ref;
2623 SHADER_LIMITS limits;
2624 SHADER_PARSE_STATE parse_state;
2625 DWORD *function;
2626 UINT functionLength;
2627 UINT cur_loop_depth, cur_loop_regno;
2628 BOOL load_local_constsF;
2629 const struct wined3d_shader_frontend *frontend;
2630 void *frontend_data;
2631 void *backend_data;
2633 IUnknown *parent;
2634 const struct wined3d_parent_ops *parent_ops;
2636 /* Programs this shader is linked with */
2637 struct list linked_programs;
2639 /* Immediate constants (override global ones) */
2640 struct list constantsB;
2641 struct list constantsF;
2642 struct list constantsI;
2643 shader_reg_maps reg_maps;
2645 struct wined3d_shader_signature_element input_signature[max(MAX_ATTRIBS, MAX_REG_INPUT)];
2646 struct wined3d_shader_signature_element output_signature[MAX_REG_OUTPUT];
2648 /* Pointer to the parent device */
2649 IWineD3DDevice *device;
2650 struct list shader_list_entry;
2652 } IWineD3DBaseShaderClass;
2654 typedef struct IWineD3DBaseShaderImpl {
2655 /* IUnknown */
2656 const IWineD3DBaseShaderVtbl *lpVtbl;
2658 /* IWineD3DBaseShader */
2659 IWineD3DBaseShaderClass baseShader;
2660 } IWineD3DBaseShaderImpl;
2662 void shader_buffer_clear(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2663 BOOL shader_buffer_init(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2664 void shader_buffer_free(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2665 void shader_dump_src_param(const struct wined3d_shader_src_param *param,
2666 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
2667 void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
2668 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
2669 unsigned int shader_find_free_input_register(const struct shader_reg_maps *reg_maps, unsigned int max) DECLSPEC_HIDDEN;
2670 void shader_generate_main(IWineD3DBaseShader *iface, struct wined3d_shader_buffer *buffer,
2671 const shader_reg_maps *reg_maps, const DWORD *pFunction, void *backend_ctx) DECLSPEC_HIDDEN;
2672 BOOL shader_match_semantic(const char *semantic_name, WINED3DDECLUSAGE usage) DECLSPEC_HIDDEN;
2674 static inline BOOL shader_is_pshader_version(enum wined3d_shader_type type)
2676 return type == WINED3D_SHADER_TYPE_PIXEL;
2679 static inline BOOL shader_is_vshader_version(enum wined3d_shader_type type)
2681 return type == WINED3D_SHADER_TYPE_VERTEX;
2684 static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
2686 switch (reg->type)
2688 case WINED3DSPR_RASTOUT:
2689 /* oFog & oPts */
2690 if (reg->idx != 0) return TRUE;
2691 /* oPos */
2692 return FALSE;
2694 case WINED3DSPR_DEPTHOUT: /* oDepth */
2695 case WINED3DSPR_CONSTBOOL: /* b# */
2696 case WINED3DSPR_LOOP: /* aL */
2697 case WINED3DSPR_PREDICATE: /* p0 */
2698 return TRUE;
2700 case WINED3DSPR_MISCTYPE:
2701 switch(reg->idx)
2703 case 0: /* vPos */
2704 return FALSE;
2705 case 1: /* vFace */
2706 return TRUE;
2707 default:
2708 return FALSE;
2711 case WINED3DSPR_IMMCONST:
2712 switch(reg->immconst_type)
2714 case WINED3D_IMMCONST_FLOAT:
2715 return TRUE;
2716 default:
2717 return FALSE;
2720 default:
2721 return FALSE;
2725 static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
2726 local_constant* lconst;
2728 if(This->baseShader.load_local_constsF) return FALSE;
2729 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2730 if(lconst->idx == reg) return TRUE;
2732 return FALSE;
2736 /*****************************************************************************
2737 * IDirect3DVertexShader implementation structures
2739 typedef struct IWineD3DVertexShaderImpl {
2740 /* IUnknown parts */
2741 const IWineD3DVertexShaderVtbl *lpVtbl;
2743 /* IWineD3DBaseShader */
2744 IWineD3DBaseShaderClass baseShader;
2746 /* Vertex shader attributes. */
2747 struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
2749 UINT min_rel_offset, max_rel_offset;
2750 UINT rel_offset;
2751 } IWineD3DVertexShaderImpl;
2753 void find_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
2754 struct vs_compile_args *args) DECLSPEC_HIDDEN;
2755 HRESULT vertexshader_init(IWineD3DVertexShaderImpl *shader, IWineD3DDeviceImpl *device,
2756 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
2757 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2759 struct wined3d_geometryshader
2761 const struct IWineD3DGeometryShaderVtbl *vtbl;
2762 IWineD3DBaseShaderClass base_shader;
2765 HRESULT geometryshader_init(struct wined3d_geometryshader *shader, IWineD3DDeviceImpl *device,
2766 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
2767 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2769 /*****************************************************************************
2770 * IDirect3DPixelShader implementation structure
2773 /* Using additional shader constants (uniforms in GLSL / program environment
2774 * or local parameters in ARB) is costly:
2775 * ARB only knows float4 parameters and GLSL compiler are not really smart
2776 * when it comes to efficiently pack float2 uniforms, so no space is wasted
2777 * (in fact most compilers map a float2 to a full float4 uniform).
2779 * For NP2 texcoord fixup we only need 2 floats (width and height) for each
2780 * 2D texture used in the shader. We therefore pack fixup info for 2 textures
2781 * into a single shader constant (uniform / program parameter).
2783 * This structure is shared between the GLSL and the ARB backend.*/
2784 struct ps_np2fixup_info {
2785 unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */
2786 WORD active; /* bitfield indicating if we can apply the fixup */
2787 WORD num_consts;
2790 typedef struct IWineD3DPixelShaderImpl {
2791 /* IUnknown parts */
2792 const IWineD3DPixelShaderVtbl *lpVtbl;
2794 /* IWineD3DBaseShader */
2795 IWineD3DBaseShaderClass baseShader;
2797 /* Pixel shader input semantics */
2798 DWORD input_reg_map[MAX_REG_INPUT];
2799 BOOL input_reg_used[MAX_REG_INPUT];
2800 unsigned int declared_in_count;
2802 /* Some information about the shader behavior */
2803 char vpos_uniform;
2805 BOOL color0_mov;
2806 DWORD color0_reg;
2808 } IWineD3DPixelShaderImpl;
2810 HRESULT pixelshader_init(IWineD3DPixelShaderImpl *shader, IWineD3DDeviceImpl *device,
2811 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
2812 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2813 void pixelshader_update_samplers(struct shader_reg_maps *reg_maps,
2814 IWineD3DBaseTexture * const *textures) DECLSPEC_HIDDEN;
2815 void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
2816 struct ps_compile_args *args) DECLSPEC_HIDDEN;
2818 /* sRGB correction constants */
2819 static const float srgb_cmp = 0.0031308f;
2820 static const float srgb_mul_low = 12.92f;
2821 static const float srgb_pow = 0.41666f;
2822 static const float srgb_mul_high = 1.055f;
2823 static const float srgb_sub_high = 0.055f;
2825 /*****************************************************************************
2826 * IWineD3DPalette implementation structure
2828 struct IWineD3DPaletteImpl {
2829 /* IUnknown parts */
2830 const IWineD3DPaletteVtbl *lpVtbl;
2831 LONG ref;
2833 IUnknown *parent;
2834 IWineD3DDeviceImpl *device;
2836 /* IWineD3DPalette */
2837 HPALETTE hpal;
2838 WORD palVersion; /*| */
2839 WORD palNumEntries; /*| LOGPALETTE */
2840 PALETTEENTRY palents[256]; /*| */
2841 /* This is to store the palette in 'screen format' */
2842 int screen_palents[256];
2843 DWORD Flags;
2846 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl DECLSPEC_HIDDEN;
2847 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags) DECLSPEC_HIDDEN;
2849 /* DirectDraw utility functions */
2850 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth) DECLSPEC_HIDDEN;
2852 /*****************************************************************************
2853 * Pixel format management
2856 /* WineD3D pixel format flags */
2857 #define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x1
2858 #define WINED3DFMT_FLAG_FILTERING 0x2
2859 #define WINED3DFMT_FLAG_DEPTH 0x4
2860 #define WINED3DFMT_FLAG_STENCIL 0x8
2861 #define WINED3DFMT_FLAG_RENDERTARGET 0x10
2862 #define WINED3DFMT_FLAG_FOURCC 0x20
2863 #define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x40
2864 #define WINED3DFMT_FLAG_COMPRESSED 0x80
2865 #define WINED3DFMT_FLAG_GETDC 0x100
2867 struct GlPixelFormatDesc
2869 WINED3DFORMAT format;
2870 DWORD red_mask;
2871 DWORD green_mask;
2872 DWORD blue_mask;
2873 DWORD alpha_mask;
2874 UINT byte_count;
2875 WORD depth_size;
2876 WORD stencil_size;
2878 UINT block_width;
2879 UINT block_height;
2880 UINT block_byte_count;
2882 enum wined3d_ffp_emit_idx emit_idx;
2883 GLint component_count;
2884 GLenum gl_vtx_type;
2885 GLint gl_vtx_format;
2886 GLboolean gl_normalized;
2887 unsigned int component_size;
2889 GLint glInternal;
2890 GLint glGammaInternal;
2891 GLint rtInternal;
2892 GLint glFormat;
2893 GLint glType;
2894 unsigned int Flags;
2895 float heightscale;
2896 struct color_fixup_desc color_fixup;
2899 const struct GlPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt,
2900 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2902 static inline BOOL use_vs(IWineD3DStateBlockImpl *stateblock)
2904 /* Check stateblock->vertexDecl to allow this to be used from
2905 * IWineD3DDeviceImpl_FindTexUnitMap(). This is safe because
2906 * stateblock->vertexShader implies a vertex declaration instead of ddraw
2907 * style strided data. */
2908 return (stateblock->vertexShader
2909 && !((IWineD3DVertexDeclarationImpl *)stateblock->vertexDecl)->position_transformed
2910 && stateblock->device->vs_selected_mode != SHADER_NONE);
2913 static inline BOOL use_ps(IWineD3DStateBlockImpl *stateblock)
2915 return (stateblock->pixelShader && stateblock->device->ps_selected_mode != SHADER_NONE);
2918 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface,
2919 WINED3DRECT *src_rect, IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect,
2920 const WINED3DTEXTUREFILTERTYPE filter, BOOL flip) DECLSPEC_HIDDEN;
2922 /* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
2923 #define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
2925 #define WINEMAKEFOURCC(ch0, ch1, ch2, ch3) \
2926 ((DWORD)(BYTE)(ch0) | ((DWORD)(BYTE)(ch1) << 8) | \
2927 ((DWORD)(BYTE)(ch2) << 16) | ((DWORD)(BYTE)(ch3) << 24 ))
2929 #endif