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[wine/hacks.git] / dlls / wined3d / wined3d_private.h
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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
53 #define WINED3D_QUIRK_FBO_TEX_UPDATE 0x00000020
55 /* Texture format fixups */
57 enum fixup_channel_source
59 CHANNEL_SOURCE_ZERO = 0,
60 CHANNEL_SOURCE_ONE = 1,
61 CHANNEL_SOURCE_X = 2,
62 CHANNEL_SOURCE_Y = 3,
63 CHANNEL_SOURCE_Z = 4,
64 CHANNEL_SOURCE_W = 5,
65 CHANNEL_SOURCE_COMPLEX0 = 6,
66 CHANNEL_SOURCE_COMPLEX1 = 7,
69 enum complex_fixup
71 COMPLEX_FIXUP_NONE = 0,
72 COMPLEX_FIXUP_YUY2 = 1,
73 COMPLEX_FIXUP_UYVY = 2,
74 COMPLEX_FIXUP_YV12 = 3,
75 COMPLEX_FIXUP_P8 = 4,
78 #include <pshpack2.h>
79 struct color_fixup_desc
81 unsigned x_sign_fixup : 1;
82 unsigned x_source : 3;
83 unsigned y_sign_fixup : 1;
84 unsigned y_source : 3;
85 unsigned z_sign_fixup : 1;
86 unsigned z_source : 3;
87 unsigned w_sign_fixup : 1;
88 unsigned w_source : 3;
90 #include <poppack.h>
92 static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
93 {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
95 static inline struct color_fixup_desc create_color_fixup_desc(
96 int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
97 int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
99 struct color_fixup_desc fixup =
101 sign0, src0,
102 sign1, src1,
103 sign2, src2,
104 sign3, src3,
106 return fixup;
109 static inline struct color_fixup_desc create_complex_fixup_desc(enum complex_fixup complex_fixup)
111 struct color_fixup_desc fixup =
113 0, complex_fixup & (1 << 0) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
114 0, complex_fixup & (1 << 1) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
115 0, complex_fixup & (1 << 2) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
116 0, complex_fixup & (1 << 3) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
118 return fixup;
121 static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
123 return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
126 static inline BOOL is_complex_fixup(struct color_fixup_desc fixup)
128 return fixup.x_source == CHANNEL_SOURCE_COMPLEX0 || fixup.x_source == CHANNEL_SOURCE_COMPLEX1;
131 static inline enum complex_fixup get_complex_fixup(struct color_fixup_desc fixup)
133 enum complex_fixup complex_fixup = 0;
134 if (fixup.x_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 0);
135 if (fixup.y_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 1);
136 if (fixup.z_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 2);
137 if (fixup.w_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 3);
138 return complex_fixup;
141 void *wined3d_rb_alloc(size_t size) DECLSPEC_HIDDEN;
142 void *wined3d_rb_realloc(void *ptr, size_t size) DECLSPEC_HIDDEN;
143 void wined3d_rb_free(void *ptr) DECLSPEC_HIDDEN;
145 /* Device caps */
146 #define MAX_PALETTES 65536
147 #define MAX_STREAMS 16
148 #define MAX_TEXTURES 8
149 #define MAX_FRAGMENT_SAMPLERS 16
150 #define MAX_VERTEX_SAMPLERS 4
151 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
152 #define MAX_ACTIVE_LIGHTS 8
153 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
155 struct min_lookup
157 GLenum mip[WINED3DTEXF_LINEAR + 1];
160 const struct min_lookup minMipLookup[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
161 const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
162 const struct min_lookup minMipLookup_noMip[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
163 const GLenum magLookup[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
164 const GLenum magLookup_noFilter[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
166 static inline GLenum wined3d_gl_mag_filter(const GLenum mag_lookup[], WINED3DTEXTUREFILTERTYPE mag_filter)
168 return mag_lookup[mag_filter];
171 static inline GLenum wined3d_gl_min_mip_filter(const struct min_lookup min_mip_lookup[],
172 WINED3DTEXTUREFILTERTYPE min_filter, WINED3DTEXTUREFILTERTYPE mip_filter)
174 return min_mip_lookup[min_filter].mip[mip_filter];
177 /* float_16_to_32() and float_32_to_16() (see implementation in
178 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
179 * to standard C floats and vice versa. They do not depend on the encoding
180 * of the C float, so they are platform independent, but slow. On x86 and
181 * other IEEE 754 compliant platforms the conversion can be accelerated by
182 * bit shifting the exponent and mantissa. There are also some SSE-based
183 * assembly routines out there.
185 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
187 static inline float float_16_to_32(const unsigned short *in) {
188 const unsigned short s = ((*in) & 0x8000);
189 const unsigned short e = ((*in) & 0x7C00) >> 10;
190 const unsigned short m = (*in) & 0x3FF;
191 const float sgn = (s ? -1.0f : 1.0f);
193 if(e == 0) {
194 if(m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
195 else return sgn * pow(2, -14.0f) * ((float)m / 1024.0f);
196 } else if(e < 31) {
197 return sgn * pow(2, (float)e - 15.0f) * (1.0f + ((float)m / 1024.0f));
198 } else {
199 if(m == 0) return sgn / 0.0f; /* +INF / -INF */
200 else return 0.0f / 0.0f; /* NAN */
204 static inline float float_24_to_32(DWORD in)
206 const float sgn = in & 0x800000 ? -1.0f : 1.0f;
207 const unsigned short e = (in & 0x780000) >> 19;
208 const unsigned short m = in & 0x7ffff;
210 if (e == 0)
212 if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
213 else return sgn * pow(2, -6.0f) * ((float)m / 524288.0f);
215 else if (e < 15)
217 return sgn * pow(2, (float)e - 7.0f) * (1.0f + ((float)m / 524288.0f));
219 else
221 if (m == 0) return sgn / 0.0f; /* +INF / -INF */
222 else return 0.0f / 0.0f; /* NAN */
227 * Settings
229 #define VS_NONE 0
230 #define VS_HW 1
232 #define PS_NONE 0
233 #define PS_HW 1
235 #define VBO_NONE 0
236 #define VBO_HW 1
238 #define ORM_BACKBUFFER 0
239 #define ORM_FBO 1
241 #define SHADER_ARB 1
242 #define SHADER_GLSL 2
243 #define SHADER_ATI 3
244 #define SHADER_NONE 4
246 #define RTL_DISABLE -1
247 #define RTL_READDRAW 1
248 #define RTL_READTEX 2
250 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
251 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
253 /* NOTE: When adding fields to this structure, make sure to update the default
254 * values in wined3d_main.c as well. */
255 typedef struct wined3d_settings_s {
256 /* vertex and pixel shader modes */
257 int vs_mode;
258 int ps_mode;
259 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
260 we should use it. However, until it's fully implemented, we'll leave it as a registry
261 setting for developers. */
262 BOOL glslRequested;
263 int offscreen_rendering_mode;
264 int rendertargetlock_mode;
265 unsigned short pci_vendor_id;
266 unsigned short pci_device_id;
267 /* Memory tracking and object counting */
268 unsigned int emulated_textureram;
269 char *logo;
270 int allow_multisampling;
271 BOOL strict_draw_ordering;
272 } wined3d_settings_t;
274 extern wined3d_settings_t wined3d_settings DECLSPEC_HIDDEN;
276 typedef enum _WINED3DSAMPLER_TEXTURE_TYPE
278 WINED3DSTT_UNKNOWN = 0,
279 WINED3DSTT_1D = 1,
280 WINED3DSTT_2D = 2,
281 WINED3DSTT_CUBE = 3,
282 WINED3DSTT_VOLUME = 4,
283 } WINED3DSAMPLER_TEXTURE_TYPE;
285 typedef enum _WINED3DSHADER_PARAM_REGISTER_TYPE
287 WINED3DSPR_TEMP = 0,
288 WINED3DSPR_INPUT = 1,
289 WINED3DSPR_CONST = 2,
290 WINED3DSPR_ADDR = 3,
291 WINED3DSPR_TEXTURE = 3,
292 WINED3DSPR_RASTOUT = 4,
293 WINED3DSPR_ATTROUT = 5,
294 WINED3DSPR_TEXCRDOUT = 6,
295 WINED3DSPR_OUTPUT = 6,
296 WINED3DSPR_CONSTINT = 7,
297 WINED3DSPR_COLOROUT = 8,
298 WINED3DSPR_DEPTHOUT = 9,
299 WINED3DSPR_SAMPLER = 10,
300 WINED3DSPR_CONST2 = 11,
301 WINED3DSPR_CONST3 = 12,
302 WINED3DSPR_CONST4 = 13,
303 WINED3DSPR_CONSTBOOL = 14,
304 WINED3DSPR_LOOP = 15,
305 WINED3DSPR_TEMPFLOAT16 = 16,
306 WINED3DSPR_MISCTYPE = 17,
307 WINED3DSPR_LABEL = 18,
308 WINED3DSPR_PREDICATE = 19,
309 WINED3DSPR_IMMCONST,
310 WINED3DSPR_CONSTBUFFER,
311 } WINED3DSHADER_PARAM_REGISTER_TYPE;
313 enum wined3d_immconst_type
315 WINED3D_IMMCONST_FLOAT,
316 WINED3D_IMMCONST_FLOAT4,
319 #define WINED3DSP_NOSWIZZLE (0 | (1 << 2) | (2 << 4) | (3 << 6))
321 typedef enum _WINED3DSHADER_PARAM_SRCMOD_TYPE
323 WINED3DSPSM_NONE = 0,
324 WINED3DSPSM_NEG = 1,
325 WINED3DSPSM_BIAS = 2,
326 WINED3DSPSM_BIASNEG = 3,
327 WINED3DSPSM_SIGN = 4,
328 WINED3DSPSM_SIGNNEG = 5,
329 WINED3DSPSM_COMP = 6,
330 WINED3DSPSM_X2 = 7,
331 WINED3DSPSM_X2NEG = 8,
332 WINED3DSPSM_DZ = 9,
333 WINED3DSPSM_DW = 10,
334 WINED3DSPSM_ABS = 11,
335 WINED3DSPSM_ABSNEG = 12,
336 WINED3DSPSM_NOT = 13,
337 } WINED3DSHADER_PARAM_SRCMOD_TYPE;
339 #define WINED3DSP_WRITEMASK_0 0x1 /* .x r */
340 #define WINED3DSP_WRITEMASK_1 0x2 /* .y g */
341 #define WINED3DSP_WRITEMASK_2 0x4 /* .z b */
342 #define WINED3DSP_WRITEMASK_3 0x8 /* .w a */
343 #define WINED3DSP_WRITEMASK_ALL 0xf /* all */
345 typedef enum _WINED3DSHADER_PARAM_DSTMOD_TYPE
347 WINED3DSPDM_NONE = 0,
348 WINED3DSPDM_SATURATE = 1,
349 WINED3DSPDM_PARTIALPRECISION = 2,
350 WINED3DSPDM_MSAMPCENTROID = 4,
351 } WINED3DSHADER_PARAM_DSTMOD_TYPE;
353 /* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
354 #define WINED3DSI_TEXLD_PROJECT 1
355 #define WINED3DSI_TEXLD_BIAS 2
357 typedef enum COMPARISON_TYPE
359 COMPARISON_GT = 1,
360 COMPARISON_EQ = 2,
361 COMPARISON_GE = 3,
362 COMPARISON_LT = 4,
363 COMPARISON_NE = 5,
364 COMPARISON_LE = 6,
365 } COMPARISON_TYPE;
367 #define WINED3D_SM1_VS 0xfffe
368 #define WINED3D_SM1_PS 0xffff
369 #define WINED3D_SM4_PS 0x0000
370 #define WINED3D_SM4_VS 0x0001
371 #define WINED3D_SM4_GS 0x0002
373 /* Shader version tokens, and shader end tokens */
374 #define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
375 #define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
377 /* Shader backends */
379 /* TODO: Make this dynamic, based on shader limits ? */
380 #define MAX_ATTRIBS 16
381 #define MAX_REG_ADDR 1
382 #define MAX_REG_TEMP 32
383 #define MAX_REG_TEXCRD 8
384 #define MAX_REG_INPUT 12
385 #define MAX_REG_OUTPUT 12
386 #define MAX_CONST_I 16
387 #define MAX_CONST_B 16
389 /* FIXME: This needs to go up to 2048 for
390 * Shader model 3 according to msdn (and for software shaders) */
391 #define MAX_LABELS 16
393 #define SHADER_PGMSIZE 65535
395 struct wined3d_shader_buffer
397 char *buffer;
398 unsigned int bsize;
399 unsigned int lineNo;
400 BOOL newline;
403 enum WINED3D_SHADER_INSTRUCTION_HANDLER
405 WINED3DSIH_ABS,
406 WINED3DSIH_ADD,
407 WINED3DSIH_BEM,
408 WINED3DSIH_BREAK,
409 WINED3DSIH_BREAKC,
410 WINED3DSIH_BREAKP,
411 WINED3DSIH_CALL,
412 WINED3DSIH_CALLNZ,
413 WINED3DSIH_CMP,
414 WINED3DSIH_CND,
415 WINED3DSIH_CRS,
416 WINED3DSIH_CUT,
417 WINED3DSIH_DCL,
418 WINED3DSIH_DEF,
419 WINED3DSIH_DEFB,
420 WINED3DSIH_DEFI,
421 WINED3DSIH_DP2ADD,
422 WINED3DSIH_DP3,
423 WINED3DSIH_DP4,
424 WINED3DSIH_DST,
425 WINED3DSIH_DSX,
426 WINED3DSIH_DSY,
427 WINED3DSIH_ELSE,
428 WINED3DSIH_EMIT,
429 WINED3DSIH_ENDIF,
430 WINED3DSIH_ENDLOOP,
431 WINED3DSIH_ENDREP,
432 WINED3DSIH_EXP,
433 WINED3DSIH_EXPP,
434 WINED3DSIH_FRC,
435 WINED3DSIH_IADD,
436 WINED3DSIH_IF,
437 WINED3DSIH_IFC,
438 WINED3DSIH_IGE,
439 WINED3DSIH_LABEL,
440 WINED3DSIH_LIT,
441 WINED3DSIH_LOG,
442 WINED3DSIH_LOGP,
443 WINED3DSIH_LOOP,
444 WINED3DSIH_LRP,
445 WINED3DSIH_LT,
446 WINED3DSIH_M3x2,
447 WINED3DSIH_M3x3,
448 WINED3DSIH_M3x4,
449 WINED3DSIH_M4x3,
450 WINED3DSIH_M4x4,
451 WINED3DSIH_MAD,
452 WINED3DSIH_MAX,
453 WINED3DSIH_MIN,
454 WINED3DSIH_MOV,
455 WINED3DSIH_MOVA,
456 WINED3DSIH_MUL,
457 WINED3DSIH_NOP,
458 WINED3DSIH_NRM,
459 WINED3DSIH_PHASE,
460 WINED3DSIH_POW,
461 WINED3DSIH_RCP,
462 WINED3DSIH_REP,
463 WINED3DSIH_RET,
464 WINED3DSIH_RSQ,
465 WINED3DSIH_SETP,
466 WINED3DSIH_SGE,
467 WINED3DSIH_SGN,
468 WINED3DSIH_SINCOS,
469 WINED3DSIH_SLT,
470 WINED3DSIH_SUB,
471 WINED3DSIH_TEX,
472 WINED3DSIH_TEXBEM,
473 WINED3DSIH_TEXBEML,
474 WINED3DSIH_TEXCOORD,
475 WINED3DSIH_TEXDEPTH,
476 WINED3DSIH_TEXDP3,
477 WINED3DSIH_TEXDP3TEX,
478 WINED3DSIH_TEXKILL,
479 WINED3DSIH_TEXLDD,
480 WINED3DSIH_TEXLDL,
481 WINED3DSIH_TEXM3x2DEPTH,
482 WINED3DSIH_TEXM3x2PAD,
483 WINED3DSIH_TEXM3x2TEX,
484 WINED3DSIH_TEXM3x3,
485 WINED3DSIH_TEXM3x3DIFF,
486 WINED3DSIH_TEXM3x3PAD,
487 WINED3DSIH_TEXM3x3SPEC,
488 WINED3DSIH_TEXM3x3TEX,
489 WINED3DSIH_TEXM3x3VSPEC,
490 WINED3DSIH_TEXREG2AR,
491 WINED3DSIH_TEXREG2GB,
492 WINED3DSIH_TEXREG2RGB,
493 WINED3DSIH_TABLE_SIZE
496 enum wined3d_shader_type
498 WINED3D_SHADER_TYPE_PIXEL,
499 WINED3D_SHADER_TYPE_VERTEX,
500 WINED3D_SHADER_TYPE_GEOMETRY,
503 struct wined3d_shader_version
505 enum wined3d_shader_type type;
506 BYTE major;
507 BYTE minor;
510 #define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
512 typedef struct shader_reg_maps
514 struct wined3d_shader_version shader_version;
515 BYTE texcoord; /* MAX_REG_TEXCRD, 8 */
516 BYTE address; /* MAX_REG_ADDR, 1 */
517 WORD labels; /* MAX_LABELS, 16 */
518 DWORD temporary; /* MAX_REG_TEMP, 32 */
519 DWORD *constf; /* pixel, vertex */
520 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
521 WORD input_registers; /* max(MAX_REG_INPUT, MAX_ATTRIBS), 16 */
522 WORD output_registers; /* MAX_REG_OUTPUT, 12 */
523 WORD integer_constants; /* MAX_CONST_I, 16 */
524 WORD boolean_constants; /* MAX_CONST_B, 16 */
525 WORD local_int_consts; /* MAX_CONST_I, 16 */
526 WORD local_bool_consts; /* MAX_CONST_B, 16 */
528 WINED3DSAMPLER_TEXTURE_TYPE sampler_type[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
529 BYTE bumpmat; /* MAX_TEXTURES, 8 */
530 BYTE luminanceparams; /* MAX_TEXTURES, 8 */
532 WORD usesnrm : 1;
533 WORD vpos : 1;
534 WORD usesdsx : 1;
535 WORD usesdsy : 1;
536 WORD usestexldd : 1;
537 WORD usesmova : 1;
538 WORD usesfacing : 1;
539 WORD usesrelconstF : 1;
540 WORD fog : 1;
541 WORD usestexldl : 1;
542 WORD usesifc : 1;
543 WORD usescall : 1;
544 WORD usesrcp : 1;
545 WORD padding : 3;
547 /* Whether or not loops are used in this shader, and nesting depth */
548 unsigned loop_depth;
549 unsigned highest_render_target;
551 } shader_reg_maps;
553 struct wined3d_shader_context
555 IWineD3DBaseShader *shader;
556 const struct wined3d_gl_info *gl_info;
557 const struct shader_reg_maps *reg_maps;
558 struct wined3d_shader_buffer *buffer;
559 void *backend_data;
562 struct wined3d_shader_register
564 WINED3DSHADER_PARAM_REGISTER_TYPE type;
565 UINT idx;
566 UINT array_idx;
567 const struct wined3d_shader_src_param *rel_addr;
568 enum wined3d_immconst_type immconst_type;
569 DWORD immconst_data[4];
572 struct wined3d_shader_dst_param
574 struct wined3d_shader_register reg;
575 DWORD write_mask;
576 DWORD modifiers;
577 DWORD shift;
580 struct wined3d_shader_src_param
582 struct wined3d_shader_register reg;
583 DWORD swizzle;
584 DWORD modifiers;
587 struct wined3d_shader_instruction
589 const struct wined3d_shader_context *ctx;
590 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
591 DWORD flags;
592 BOOL coissue;
593 DWORD predicate;
594 UINT dst_count;
595 const struct wined3d_shader_dst_param *dst;
596 UINT src_count;
597 const struct wined3d_shader_src_param *src;
600 struct wined3d_shader_semantic
602 WINED3DDECLUSAGE usage;
603 UINT usage_idx;
604 WINED3DSAMPLER_TEXTURE_TYPE sampler_type;
605 struct wined3d_shader_dst_param reg;
608 struct wined3d_shader_attribute
610 WINED3DDECLUSAGE usage;
611 UINT usage_idx;
614 struct wined3d_shader_loop_control
616 unsigned int count;
617 unsigned int start;
618 int step;
621 struct wined3d_shader_frontend
623 void *(*shader_init)(const DWORD *ptr, const struct wined3d_shader_signature *output_signature);
624 void (*shader_free)(void *data);
625 void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version);
626 void (*shader_read_opcode)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins, UINT *param_size);
627 void (*shader_read_src_param)(void *data, const DWORD **ptr, struct wined3d_shader_src_param *src_param,
628 struct wined3d_shader_src_param *src_rel_addr);
629 void (*shader_read_dst_param)(void *data, const DWORD **ptr, struct wined3d_shader_dst_param *dst_param,
630 struct wined3d_shader_src_param *dst_rel_addr);
631 void (*shader_read_semantic)(const DWORD **ptr, struct wined3d_shader_semantic *semantic);
632 void (*shader_read_comment)(const DWORD **ptr, const char **comment, UINT *comment_size);
633 BOOL (*shader_is_end)(void *data, const DWORD **ptr);
636 extern const struct wined3d_shader_frontend sm1_shader_frontend DECLSPEC_HIDDEN;
637 extern const struct wined3d_shader_frontend sm4_shader_frontend DECLSPEC_HIDDEN;
639 typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
641 struct shader_caps {
642 DWORD VertexShaderVersion;
643 DWORD MaxVertexShaderConst;
645 DWORD PixelShaderVersion;
646 float PixelShader1xMaxValue;
647 DWORD MaxPixelShaderConst;
649 BOOL VSClipping;
652 enum tex_types
654 tex_1d = 0,
655 tex_2d = 1,
656 tex_3d = 2,
657 tex_cube = 3,
658 tex_rect = 4,
659 tex_type_count = 5,
662 enum vertexprocessing_mode {
663 fixedfunction,
664 vertexshader,
665 pretransformed
668 #define WINED3D_CONST_NUM_UNUSED ~0U
670 enum fogmode {
671 FOG_OFF,
672 FOG_LINEAR,
673 FOG_EXP,
674 FOG_EXP2
677 /* Stateblock dependent parameters which have to be hardcoded
678 * into the shader code
680 struct ps_compile_args {
681 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
682 enum vertexprocessing_mode vp_mode;
683 enum fogmode fog;
684 /* Projected textures(ps 1.0-1.3) */
685 /* Texture types(2D, Cube, 3D) in ps 1.x */
686 BOOL srgb_correction;
687 WORD np2_fixup;
688 /* Bitmap for NP2 texcoord fixups (16 samplers max currently).
689 D3D9 has a limit of 16 samplers and the fixup is superfluous
690 in D3D10 (unconditional NP2 support mandatory). */
691 WORD shadow; /* MAX_FRAGMENT_SAMPLERS, 16 */
694 enum fog_src_type {
695 VS_FOG_Z = 0,
696 VS_FOG_COORD = 1
699 struct vs_compile_args {
700 BYTE fog_src;
701 BYTE clip_enabled;
702 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
705 struct wined3d_context;
707 typedef struct {
708 void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
709 void (*shader_select)(const struct wined3d_context *context, BOOL usePS, BOOL useVS);
710 void (*shader_select_depth_blt)(IWineD3DDevice *iface, enum tex_types tex_type, const SIZE *ds_mask_size);
711 void (*shader_deselect_depth_blt)(IWineD3DDevice *iface);
712 void (*shader_update_float_vertex_constants)(IWineD3DDevice *iface, UINT start, UINT count);
713 void (*shader_update_float_pixel_constants)(IWineD3DDevice *iface, UINT start, UINT count);
714 void (*shader_load_constants)(const struct wined3d_context *context, char usePS, char useVS);
715 void (*shader_load_np2fixup_constants)(IWineD3DDevice *iface, char usePS, char useVS);
716 void (*shader_destroy)(IWineD3DBaseShader *iface);
717 HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
718 void (*shader_free_private)(IWineD3DDevice *iface);
719 BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
720 void (*shader_get_caps)(const struct wined3d_gl_info *gl_info, struct shader_caps *caps);
721 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
722 void (*shader_add_instruction_modifiers)(const struct wined3d_shader_instruction *ins);
723 } shader_backend_t;
725 extern const shader_backend_t glsl_shader_backend DECLSPEC_HIDDEN;
726 extern const shader_backend_t arb_program_shader_backend DECLSPEC_HIDDEN;
727 extern const shader_backend_t none_shader_backend DECLSPEC_HIDDEN;
729 /* X11 locking */
731 extern void (* CDECL wine_tsx11_lock_ptr)(void) DECLSPEC_HIDDEN;
732 extern void (* CDECL wine_tsx11_unlock_ptr)(void) DECLSPEC_HIDDEN;
734 /* As GLX relies on X, this is needed */
735 extern int num_lock DECLSPEC_HIDDEN;
737 #if 0
738 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
739 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
740 #else
741 #define ENTER_GL() wine_tsx11_lock_ptr()
742 #define LEAVE_GL() wine_tsx11_unlock_ptr()
743 #endif
745 /*****************************************************************************
746 * Defines
749 /* GL related defines */
750 /* ------------------ */
751 #define GL_EXTCALL(f) (gl_info->f)
753 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
754 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
755 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
756 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
758 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
759 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
760 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
761 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
763 #define D3DCOLORTOGLFLOAT4(dw, vec) do { \
764 (vec)[0] = D3DCOLOR_R(dw); \
765 (vec)[1] = D3DCOLOR_G(dw); \
766 (vec)[2] = D3DCOLOR_B(dw); \
767 (vec)[3] = D3DCOLOR_A(dw); \
768 } while(0)
770 #define HIGHEST_TRANSFORMSTATE WINED3DTS_WORLDMATRIX(255) /* Highest value in WINED3DTRANSFORMSTATETYPE */
772 /* Checking of API calls */
773 /* --------------------- */
774 #ifndef WINE_NO_DEBUG_MSGS
775 #define checkGLcall(A) \
776 do { \
777 GLint err; \
778 if(!__WINE_IS_DEBUG_ON(_FIXME, __wine_dbch___default)) break; \
779 err = glGetError(); \
780 if (err == GL_NO_ERROR) { \
781 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
783 } else do { \
784 ERR(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
785 debug_glerror(err), err, A, __FILE__, __LINE__); \
786 err = glGetError(); \
787 } while (err != GL_NO_ERROR); \
788 } while(0)
789 #else
790 #define checkGLcall(A) do {} while(0)
791 #endif
793 /* Trace routines / diagnostics */
794 /* ---------------------------- */
796 /* Dump out a matrix and copy it */
797 #define conv_mat(mat,gl_mat) \
798 do { \
799 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
800 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
801 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
802 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
803 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
804 } while (0)
806 /* Trace vector and strided data information */
807 #define TRACE_STRIDED(si, name) do { if (si->use_map & (1 << name)) \
808 TRACE( #name "=(data:%p, stride:%d, format:%#x, vbo %d, stream %u)\n", \
809 si->elements[name].data, si->elements[name].stride, si->elements[name].format_desc->format, \
810 si->elements[name].buffer_object, si->elements[name].stream_idx); } while(0)
812 /* Advance declaration of structures to satisfy compiler */
813 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
814 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
815 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
816 typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl;
817 typedef struct IWineD3DSwapChainImpl IWineD3DSwapChainImpl;
819 /* Global variables */
820 extern const float identity[16] DECLSPEC_HIDDEN;
822 enum wined3d_ffp_idx
824 WINED3D_FFP_POSITION = 0,
825 WINED3D_FFP_BLENDWEIGHT = 1,
826 WINED3D_FFP_BLENDINDICES = 2,
827 WINED3D_FFP_NORMAL = 3,
828 WINED3D_FFP_PSIZE = 4,
829 WINED3D_FFP_DIFFUSE = 5,
830 WINED3D_FFP_SPECULAR = 6,
831 WINED3D_FFP_TEXCOORD0 = 7,
832 WINED3D_FFP_TEXCOORD1 = 8,
833 WINED3D_FFP_TEXCOORD2 = 9,
834 WINED3D_FFP_TEXCOORD3 = 10,
835 WINED3D_FFP_TEXCOORD4 = 11,
836 WINED3D_FFP_TEXCOORD5 = 12,
837 WINED3D_FFP_TEXCOORD6 = 13,
838 WINED3D_FFP_TEXCOORD7 = 14,
841 enum wined3d_ffp_emit_idx
843 WINED3D_FFP_EMIT_FLOAT1 = 0,
844 WINED3D_FFP_EMIT_FLOAT2 = 1,
845 WINED3D_FFP_EMIT_FLOAT3 = 2,
846 WINED3D_FFP_EMIT_FLOAT4 = 3,
847 WINED3D_FFP_EMIT_D3DCOLOR = 4,
848 WINED3D_FFP_EMIT_UBYTE4 = 5,
849 WINED3D_FFP_EMIT_SHORT2 = 6,
850 WINED3D_FFP_EMIT_SHORT4 = 7,
851 WINED3D_FFP_EMIT_UBYTE4N = 8,
852 WINED3D_FFP_EMIT_SHORT2N = 9,
853 WINED3D_FFP_EMIT_SHORT4N = 10,
854 WINED3D_FFP_EMIT_USHORT2N = 11,
855 WINED3D_FFP_EMIT_USHORT4N = 12,
856 WINED3D_FFP_EMIT_UDEC3 = 13,
857 WINED3D_FFP_EMIT_DEC3N = 14,
858 WINED3D_FFP_EMIT_FLOAT16_2 = 15,
859 WINED3D_FFP_EMIT_FLOAT16_4 = 16,
860 WINED3D_FFP_EMIT_COUNT = 17
863 struct wined3d_stream_info_element
865 const struct wined3d_format_desc *format_desc;
866 GLsizei stride;
867 const BYTE *data;
868 UINT stream_idx;
869 GLuint buffer_object;
872 struct wined3d_stream_info
874 struct wined3d_stream_info_element elements[MAX_ATTRIBS];
875 BOOL position_transformed;
876 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
877 WORD use_map; /* MAX_ATTRIBS, 16 */
880 /*****************************************************************************
881 * Prototypes
884 /* Routine common to the draw primitive and draw indexed primitive routines */
885 void drawPrimitive(IWineD3DDevice *iface, UINT index_count,
886 UINT start_idx, UINT idxBytes, const void *idxData) DECLSPEC_HIDDEN;
887 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) DECLSPEC_HIDDEN;
889 typedef void (WINE_GLAPI *glAttribFunc)(const void *data);
890 typedef void (WINE_GLAPI *glMultiTexCoordFunc)(GLenum unit, const void *data);
891 extern glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
892 extern glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
893 extern glAttribFunc specular_func_3ubv DECLSPEC_HIDDEN;
894 extern glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
895 extern glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
896 extern glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
898 #define eps 1e-8
900 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
901 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
903 /* Routines and structures related to state management */
905 #define STATE_RENDER(a) (a)
906 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
908 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
909 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
911 /* + 1 because samplers start with 0 */
912 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
913 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
915 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
916 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
918 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
919 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
921 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
922 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
923 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
924 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
926 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
927 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
929 #define STATE_VSHADER (STATE_VDECL + 1)
930 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
932 #define STATE_VIEWPORT (STATE_VSHADER + 1)
933 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
935 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
936 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
937 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
938 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
940 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
941 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
943 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
944 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
946 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
947 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
949 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
950 #define STATE_IS_MATERIAL(a) ((a) == STATE_MATERIAL)
952 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
953 #define STATE_IS_FRONTFACE(a) ((a) == STATE_FRONTFACE)
955 #define STATE_HIGHEST (STATE_FRONTFACE)
957 enum fogsource {
958 FOGSOURCE_FFP,
959 FOGSOURCE_VS,
960 FOGSOURCE_COORD,
963 #define WINED3D_MAX_FBO_ENTRIES 64
965 struct wined3d_occlusion_query
967 struct list entry;
968 GLuint id;
969 struct wined3d_context *context;
972 union wined3d_gl_query_object
974 GLuint id;
975 GLsync sync;
978 struct wined3d_event_query
980 struct list entry;
981 union wined3d_gl_query_object object;
982 struct wined3d_context *context;
985 enum wined3d_event_query_result
987 WINED3D_EVENT_QUERY_OK,
988 WINED3D_EVENT_QUERY_WAITING,
989 WINED3D_EVENT_QUERY_NOT_STARTED,
990 WINED3D_EVENT_QUERY_WRONG_THREAD,
991 WINED3D_EVENT_QUERY_ERROR
994 void wined3d_event_query_destroy(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
995 enum wined3d_event_query_result wined3d_event_query_test(struct wined3d_event_query *query, IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
996 enum wined3d_event_query_result wined3d_event_query_finish(struct wined3d_event_query *query, IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
997 void wined3d_event_query_issue(struct wined3d_event_query *query, IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
998 HRESULT wined3d_event_query_supported(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1000 struct wined3d_context
1002 const struct wined3d_gl_info *gl_info;
1003 /* State dirtification
1004 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1005 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
1006 * 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
1007 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
1009 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
1010 DWORD numDirtyEntries;
1011 DWORD isStateDirty[STATE_HIGHEST / (sizeof(DWORD) * CHAR_BIT) + 1]; /* Bitmap to find out quickly if a state is dirty */
1013 IWineD3DSwapChainImpl *swapchain;
1014 IWineD3DSurfaceImpl *current_rt;
1015 DWORD tid; /* Thread ID which owns this context at the moment */
1017 /* Stores some information about the context state for optimization */
1018 WORD render_offscreen : 1;
1019 WORD draw_buffer_dirty : 1;
1020 WORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
1021 WORD last_was_pshader : 1;
1022 WORD last_was_vshader : 1;
1023 WORD namedArraysLoaded : 1;
1024 WORD numberedArraysLoaded : 1;
1025 WORD last_was_blit : 1;
1026 WORD last_was_ckey : 1;
1027 WORD fog_coord : 1;
1028 WORD fog_enabled : 1;
1029 WORD num_untracked_materials : 2; /* Max value 2 */
1030 WORD current : 1;
1031 WORD destroyed : 1;
1032 WORD valid : 1;
1033 BYTE texShaderBumpMap; /* MAX_TEXTURES, 8 */
1034 BYTE lastWasPow2Texture; /* MAX_TEXTURES, 8 */
1035 DWORD numbered_array_mask;
1036 GLenum tracking_parm; /* Which source is tracking current colour */
1037 GLenum untracked_materials[2];
1038 UINT blit_w, blit_h;
1039 enum fogsource fog_source;
1041 char *vshader_const_dirty, *pshader_const_dirty;
1043 /* The actual opengl context */
1044 UINT level;
1045 HGLRC restore_ctx;
1046 HDC restore_dc;
1047 HGLRC glCtx;
1048 HWND win_handle;
1049 HDC hdc;
1050 int pixel_format;
1051 GLint aux_buffers;
1053 /* FBOs */
1054 UINT fbo_entry_count;
1055 struct list fbo_list;
1056 struct list fbo_destroy_list;
1057 struct fbo_entry *current_fbo;
1058 GLuint dst_fbo;
1059 GLuint fbo_read_binding;
1060 GLuint fbo_draw_binding;
1061 BOOL rebind_fbo;
1062 IWineD3DSurfaceImpl **blit_targets;
1064 /* Queries */
1065 GLuint *free_occlusion_queries;
1066 UINT free_occlusion_query_size;
1067 UINT free_occlusion_query_count;
1068 struct list occlusion_queries;
1070 union wined3d_gl_query_object *free_event_queries;
1071 UINT free_event_query_size;
1072 UINT free_event_query_count;
1073 struct list event_queries;
1075 /* Extension emulation */
1076 GLint gl_fog_source;
1077 GLfloat fog_coord_value;
1078 GLfloat color[4], fogstart, fogend, fogcolor[4];
1079 GLuint dummy_arbfp_prog;
1082 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *ctx);
1084 struct StateEntry
1086 DWORD representative;
1087 APPLYSTATEFUNC apply;
1090 struct StateEntryTemplate
1092 DWORD state;
1093 struct StateEntry content;
1094 GL_SupportedExt extension;
1097 struct fragment_caps
1099 DWORD PrimitiveMiscCaps;
1100 DWORD TextureOpCaps;
1101 DWORD MaxTextureBlendStages;
1102 DWORD MaxSimultaneousTextures;
1105 struct fragment_pipeline
1107 void (*enable_extension)(IWineD3DDevice *iface, BOOL enable);
1108 void (*get_caps)(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps);
1109 HRESULT (*alloc_private)(IWineD3DDevice *iface);
1110 void (*free_private)(IWineD3DDevice *iface);
1111 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1112 const struct StateEntryTemplate *states;
1113 BOOL ffp_proj_control;
1116 extern const struct StateEntryTemplate misc_state_template[] DECLSPEC_HIDDEN;
1117 extern const struct StateEntryTemplate ffp_vertexstate_template[] DECLSPEC_HIDDEN;
1118 extern const struct fragment_pipeline ffp_fragment_pipeline DECLSPEC_HIDDEN;
1119 extern const struct fragment_pipeline atifs_fragment_pipeline DECLSPEC_HIDDEN;
1120 extern const struct fragment_pipeline arbfp_fragment_pipeline DECLSPEC_HIDDEN;
1121 extern const struct fragment_pipeline nvts_fragment_pipeline DECLSPEC_HIDDEN;
1122 extern const struct fragment_pipeline nvrc_fragment_pipeline DECLSPEC_HIDDEN;
1124 /* "Base" state table */
1125 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
1126 const struct wined3d_gl_info *gl_info, const struct StateEntryTemplate *vertex,
1127 const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc) DECLSPEC_HIDDEN;
1129 enum blit_operation
1131 BLIT_OP_BLIT,
1132 BLIT_OP_COLOR_FILL
1135 /* Shaders for color conversions in blits */
1136 struct blit_shader
1138 HRESULT (*alloc_private)(IWineD3DDevice *iface);
1139 void (*free_private)(IWineD3DDevice *iface);
1140 HRESULT (*set_shader)(IWineD3DDevice *iface, IWineD3DSurfaceImpl *surface);
1141 void (*unset_shader)(IWineD3DDevice *iface);
1142 BOOL (*blit_supported)(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
1143 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format_desc *src_format_desc,
1144 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format_desc *dst_format_desc);
1145 HRESULT (*color_fill)(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect, DWORD fill_color);
1148 extern const struct blit_shader ffp_blit DECLSPEC_HIDDEN;
1149 extern const struct blit_shader arbfp_blit DECLSPEC_HIDDEN;
1150 extern const struct blit_shader cpu_blit DECLSPEC_HIDDEN;
1152 /* Temporary blit_shader helper functions */
1153 HRESULT arbfp_blit_surface(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *src_surface, const RECT *src_rect,
1154 IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect_in, enum blit_operation blit_op,
1155 DWORD Filter) DECLSPEC_HIDDEN;
1157 struct wined3d_context *context_acquire(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target) DECLSPEC_HIDDEN;
1158 void context_alloc_event_query(struct wined3d_context *context,
1159 struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1160 void context_alloc_occlusion_query(struct wined3d_context *context,
1161 struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1162 void context_apply_blit_state(struct wined3d_context *context, IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
1163 void context_apply_clear_state(struct wined3d_context *context, IWineD3DDeviceImpl *device,
1164 IWineD3DSurfaceImpl *render_target, IWineD3DSurfaceImpl *depth_stencil) DECLSPEC_HIDDEN;
1165 void context_apply_draw_state(struct wined3d_context *context, IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
1166 void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
1167 IWineD3DSurfaceImpl *render_target, IWineD3DSurfaceImpl *depth_stencil) DECLSPEC_HIDDEN;
1168 void context_attach_depth_stencil_fbo(struct wined3d_context *context,
1169 GLenum fbo_target, IWineD3DSurfaceImpl *depth_stencil, BOOL use_render_buffer) DECLSPEC_HIDDEN;
1170 void context_bind_fbo(struct wined3d_context *context, GLenum target, GLuint *fbo) DECLSPEC_HIDDEN;
1171 struct wined3d_context *context_create(IWineD3DSwapChainImpl *swapchain, IWineD3DSurfaceImpl *target,
1172 const struct wined3d_format_desc *ds_format_desc) DECLSPEC_HIDDEN;
1173 void context_destroy(IWineD3DDeviceImpl *This, struct wined3d_context *context) DECLSPEC_HIDDEN;
1174 void context_free_event_query(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1175 void context_free_occlusion_query(struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1176 struct wined3d_context *context_get_current(void) DECLSPEC_HIDDEN;
1177 DWORD context_get_tls_idx(void) DECLSPEC_HIDDEN;
1178 void context_release(struct wined3d_context *context) DECLSPEC_HIDDEN;
1179 void context_resource_released(IWineD3DDevice *iface,
1180 IWineD3DResource *resource, WINED3DRESOURCETYPE type) DECLSPEC_HIDDEN;
1181 BOOL context_set_current(struct wined3d_context *ctx) DECLSPEC_HIDDEN;
1182 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer) DECLSPEC_HIDDEN;
1183 void context_set_tls_idx(DWORD idx) DECLSPEC_HIDDEN;
1184 void context_surface_update(struct wined3d_context *context, IWineD3DSurfaceImpl *surface) DECLSPEC_HIDDEN;
1186 /* Macros for doing basic GPU detection based on opengl capabilities */
1187 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
1188 #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])
1189 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
1190 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
1191 #define WINE_D3D10_CAPABLE(gl_info) WINE_D3D9_CAPABLE(gl_info) && (gl_info->supported[EXT_GPU_SHADER4])
1193 /*****************************************************************************
1194 * Internal representation of a light
1196 struct wined3d_light_info
1198 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
1199 DWORD OriginalIndex;
1200 LONG glIndex;
1201 BOOL enabled;
1203 /* Converted parms to speed up swapping lights */
1204 float lightPosn[4];
1205 float lightDirn[4];
1206 float exponent;
1207 float cutoff;
1209 struct list entry;
1212 /* The default light parameters */
1213 extern const WINED3DLIGHT WINED3D_default_light DECLSPEC_HIDDEN;
1215 typedef struct WineD3D_PixelFormat
1217 int iPixelFormat; /* WGL pixel format */
1218 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
1219 int redSize, greenSize, blueSize, alphaSize, colorSize;
1220 int depthSize, stencilSize;
1221 BOOL windowDrawable;
1222 BOOL doubleBuffer;
1223 int auxBuffers;
1224 int numSamples;
1225 } WineD3D_PixelFormat;
1227 enum wined3d_gl_vendor
1229 GL_VENDOR_UNKNOWN,
1230 GL_VENDOR_APPLE,
1231 GL_VENDOR_FGLRX,
1232 GL_VENDOR_INTEL,
1233 GL_VENDOR_MESA,
1234 GL_VENDOR_NVIDIA,
1238 enum wined3d_pci_vendor
1240 HW_VENDOR_SOFTWARE = 0x0000,
1241 HW_VENDOR_ATI = 0x1002,
1242 HW_VENDOR_NVIDIA = 0x10de,
1243 HW_VENDOR_INTEL = 0x8086,
1246 enum wined3d_pci_device
1248 CARD_WINE = 0x0000,
1250 CARD_ATI_RAGE_128PRO = 0x5246,
1251 CARD_ATI_RADEON_7200 = 0x5144,
1252 CARD_ATI_RADEON_8500 = 0x514c,
1253 CARD_ATI_RADEON_9500 = 0x4144,
1254 CARD_ATI_RADEON_XPRESS_200M = 0x5955,
1255 CARD_ATI_RADEON_X700 = 0x5e4c,
1256 CARD_ATI_RADEON_X1600 = 0x71c2,
1257 CARD_ATI_RADEON_HD2350 = 0x94c7,
1258 CARD_ATI_RADEON_HD2600 = 0x9581,
1259 CARD_ATI_RADEON_HD2900 = 0x9400,
1260 CARD_ATI_RADEON_HD3200 = 0x9620,
1261 CARD_ATI_RADEON_HD4350 = 0x954f,
1262 CARD_ATI_RADEON_HD4550 = 0x9540,
1263 CARD_ATI_RADEON_HD4600 = 0x9495,
1264 CARD_ATI_RADEON_HD4650 = 0x9498,
1265 CARD_ATI_RADEON_HD4670 = 0x9490,
1266 CARD_ATI_RADEON_HD4700 = 0x944e,
1267 CARD_ATI_RADEON_HD4770 = 0x94b3,
1268 CARD_ATI_RADEON_HD4800 = 0x944c, /* Picked one value between 9440, 944c, 9442, 9460 */
1269 CARD_ATI_RADEON_HD4830 = 0x944c,
1270 CARD_ATI_RADEON_HD4850 = 0x9442,
1271 CARD_ATI_RADEON_HD4870 = 0x9440,
1272 CARD_ATI_RADEON_HD4890 = 0x9460,
1273 CARD_ATI_RADEON_HD5700 = 0x68BE, /* Picked HD5750 */
1274 CARD_ATI_RADEON_HD5750 = 0x68BE,
1275 CARD_ATI_RADEON_HD5770 = 0x68B8,
1276 CARD_ATI_RADEON_HD5800 = 0x6898, /* Picked HD5850 */
1277 CARD_ATI_RADEON_HD5850 = 0x6898,
1278 CARD_ATI_RADEON_HD5870 = 0x6899,
1280 CARD_NVIDIA_RIVA_128 = 0x0018,
1281 CARD_NVIDIA_RIVA_TNT = 0x0020,
1282 CARD_NVIDIA_RIVA_TNT2 = 0x0028,
1283 CARD_NVIDIA_GEFORCE = 0x0100,
1284 CARD_NVIDIA_GEFORCE2_MX = 0x0110,
1285 CARD_NVIDIA_GEFORCE2 = 0x0150,
1286 CARD_NVIDIA_GEFORCE3 = 0x0200,
1287 CARD_NVIDIA_GEFORCE4_MX = 0x0170,
1288 CARD_NVIDIA_GEFORCE4_TI4200 = 0x0253,
1289 CARD_NVIDIA_GEFORCEFX_5200 = 0x0320,
1290 CARD_NVIDIA_GEFORCEFX_5600 = 0x0312,
1291 CARD_NVIDIA_GEFORCEFX_5800 = 0x0302,
1292 CARD_NVIDIA_GEFORCE_6200 = 0x014f,
1293 CARD_NVIDIA_GEFORCE_6600GT = 0x0140,
1294 CARD_NVIDIA_GEFORCE_6800 = 0x0041,
1295 CARD_NVIDIA_GEFORCE_7400 = 0x01d8,
1296 CARD_NVIDIA_GEFORCE_7300 = 0x01d7, /* GeForce Go 7300 */
1297 CARD_NVIDIA_GEFORCE_7600 = 0x0391,
1298 CARD_NVIDIA_GEFORCE_7800GT = 0x0092,
1299 CARD_NVIDIA_GEFORCE_8100 = 0x084F,
1300 CARD_NVIDIA_GEFORCE_8200 = 0x0849, /* Other PCI ID 0x084B */
1301 CARD_NVIDIA_GEFORCE_8300GS = 0x0423,
1302 CARD_NVIDIA_GEFORCE_8400GS = 0x0404,
1303 CARD_NVIDIA_GEFORCE_8500GT = 0x0421,
1304 CARD_NVIDIA_GEFORCE_8600GT = 0x0402,
1305 CARD_NVIDIA_GEFORCE_8600MGT = 0x0407,
1306 CARD_NVIDIA_GEFORCE_8800GTS = 0x0193,
1307 CARD_NVIDIA_GEFORCE_9200 = 0x086d,
1308 CARD_NVIDIA_GEFORCE_9400GT = 0x042c,
1309 CARD_NVIDIA_GEFORCE_9500GT = 0x0640,
1310 CARD_NVIDIA_GEFORCE_9600GT = 0x0622,
1311 CARD_NVIDIA_GEFORCE_9800GT = 0x0614,
1312 CARD_NVIDIA_GEFORCE_210 = 0x0a23,
1313 CARD_NVIDIA_GEFORCE_GT220 = 0x0a20,
1314 CARD_NVIDIA_GEFORCE_GT240 = 0x0ca3,
1315 CARD_NVIDIA_GEFORCE_GTX260 = 0x05e2,
1316 CARD_NVIDIA_GEFORCE_GTX275 = 0x05e6,
1317 CARD_NVIDIA_GEFORCE_GTX280 = 0x05e1,
1318 CARD_NVIDIA_GEFORCE_GT325M = 0x0a35,
1319 CARD_NVIDIA_GEFORCE_GTS350M = 0x0cb0,
1320 CARD_NVIDIA_GEFORCE_GTX470 = 0x06cd,
1321 CARD_NVIDIA_GEFORCE_GTX480 = 0x06c0,
1323 CARD_INTEL_845G = 0x2562,
1324 CARD_INTEL_I830G = 0x3577,
1325 CARD_INTEL_I855G = 0x3582,
1326 CARD_INTEL_I865G = 0x2572,
1327 CARD_INTEL_I915G = 0x2582,
1328 CARD_INTEL_I915GM = 0x2592,
1329 CARD_INTEL_I945GM = 0x27a2, /* Same as GMA 950? */
1330 CARD_INTEL_X3100 = 0x2a02, /* Found in Macs. Same as GM965/GL960 */
1333 struct wined3d_fbo_ops
1335 PGLFNGLISRENDERBUFFERPROC glIsRenderbuffer;
1336 PGLFNGLBINDRENDERBUFFERPROC glBindRenderbuffer;
1337 PGLFNGLDELETERENDERBUFFERSPROC glDeleteRenderbuffers;
1338 PGLFNGLGENRENDERBUFFERSPROC glGenRenderbuffers;
1339 PGLFNGLRENDERBUFFERSTORAGEPROC glRenderbufferStorage;
1340 PGLFNRENDERBUFFERSTORAGEMULTISAMPLEPROC glRenderbufferStorageMultisample;
1341 PGLFNGLGETRENDERBUFFERPARAMETERIVPROC glGetRenderbufferParameteriv;
1342 PGLFNGLISFRAMEBUFFERPROC glIsFramebuffer;
1343 PGLFNGLBINDFRAMEBUFFERPROC glBindFramebuffer;
1344 PGLFNGLDELETEFRAMEBUFFERSPROC glDeleteFramebuffers;
1345 PGLFNGLGENFRAMEBUFFERSPROC glGenFramebuffers;
1346 PGLFNGLCHECKFRAMEBUFFERSTATUSPROC glCheckFramebufferStatus;
1347 PGLFNGLFRAMEBUFFERTEXTURE1DPROC glFramebufferTexture1D;
1348 PGLFNGLFRAMEBUFFERTEXTURE2DPROC glFramebufferTexture2D;
1349 PGLFNGLFRAMEBUFFERTEXTURE3DPROC glFramebufferTexture3D;
1350 PGLFNGLFRAMEBUFFERRENDERBUFFERPROC glFramebufferRenderbuffer;
1351 PGLFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC glGetFramebufferAttachmentParameteriv;
1352 PGLFNGLBLITFRAMEBUFFERPROC glBlitFramebuffer;
1353 PGLFNGLGENERATEMIPMAPPROC glGenerateMipmap;
1356 struct wined3d_gl_limits
1358 UINT buffers;
1359 UINT lights;
1360 UINT textures;
1361 UINT texture_stages;
1362 UINT fragment_samplers;
1363 UINT vertex_samplers;
1364 UINT combined_samplers;
1365 UINT general_combiners;
1366 UINT sampler_stages;
1367 UINT clipplanes;
1368 UINT texture_size;
1369 UINT texture3d_size;
1370 float pointsize_max;
1371 float pointsize_min;
1372 UINT point_sprite_units;
1373 UINT blends;
1374 UINT anisotropy;
1375 float shininess;
1377 UINT glsl_varyings;
1378 UINT glsl_vs_float_constants;
1379 UINT glsl_ps_float_constants;
1381 UINT arb_vs_float_constants;
1382 UINT arb_vs_native_constants;
1383 UINT arb_vs_instructions;
1384 UINT arb_vs_temps;
1385 UINT arb_ps_float_constants;
1386 UINT arb_ps_local_constants;
1387 UINT arb_ps_native_constants;
1388 UINT arb_ps_instructions;
1389 UINT arb_ps_temps;
1392 struct wined3d_gl_info
1394 DWORD glsl_version;
1395 UINT vidmem;
1396 struct wined3d_gl_limits limits;
1397 DWORD reserved_glsl_constants;
1398 DWORD quirks;
1399 BOOL supported[WINED3D_GL_EXT_COUNT];
1400 GLint wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP + 1];
1402 struct wined3d_fbo_ops fbo_ops;
1403 #define USE_GL_FUNC(type, pfn, ext, replace) type pfn;
1404 /* GL function pointers */
1405 GL_EXT_FUNCS_GEN
1406 /* WGL function pointers */
1407 WGL_EXT_FUNCS_GEN
1408 #undef USE_GL_FUNC
1410 struct wined3d_format_desc *gl_formats;
1413 struct wined3d_driver_info
1415 enum wined3d_pci_vendor vendor;
1416 enum wined3d_pci_device device;
1417 const char *name;
1418 const char *description;
1419 DWORD version_high;
1420 DWORD version_low;
1423 /* The adapter structure */
1424 struct wined3d_adapter
1426 UINT ordinal;
1427 BOOL opengl;
1428 POINT monitorPoint;
1429 struct wined3d_gl_info gl_info;
1430 struct wined3d_driver_info driver_info;
1431 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
1432 int nCfgs;
1433 WineD3D_PixelFormat *cfgs;
1434 BOOL brokenStencil; /* Set on cards which only offer mixed depth+stencil */
1435 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
1436 unsigned int UsedTextureRam;
1437 LUID luid;
1439 const struct fragment_pipeline *fragment_pipe;
1440 const shader_backend_t *shader_backend;
1441 const struct blit_shader *blitter;
1444 BOOL initPixelFormats(struct wined3d_gl_info *gl_info, enum wined3d_pci_vendor vendor) DECLSPEC_HIDDEN;
1445 BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1446 extern unsigned int WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, unsigned int glram) DECLSPEC_HIDDEN;
1447 extern void add_gl_compat_wrappers(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1449 /*****************************************************************************
1450 * High order patch management
1452 struct WineD3DRectPatch
1454 UINT Handle;
1455 float *mem;
1456 WineDirect3DVertexStridedData strided;
1457 WINED3DRECTPATCH_INFO RectPatchInfo;
1458 float numSegs[4];
1459 char has_normals, has_texcoords;
1460 struct list entry;
1463 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch) DECLSPEC_HIDDEN;
1465 enum projection_types
1467 proj_none = 0,
1468 proj_count3 = 1,
1469 proj_count4 = 2
1472 enum dst_arg
1474 resultreg = 0,
1475 tempreg = 1
1478 /*****************************************************************************
1479 * Fixed function pipeline replacements
1481 #define ARG_UNUSED 0xff
1482 struct texture_stage_op
1484 unsigned cop : 8;
1485 unsigned carg1 : 8;
1486 unsigned carg2 : 8;
1487 unsigned carg0 : 8;
1489 unsigned aop : 8;
1490 unsigned aarg1 : 8;
1491 unsigned aarg2 : 8;
1492 unsigned aarg0 : 8;
1494 struct color_fixup_desc color_fixup;
1495 unsigned tex_type : 3;
1496 unsigned dst : 1;
1497 unsigned projected : 2;
1498 unsigned padding : 10;
1501 struct ffp_frag_settings {
1502 struct texture_stage_op op[MAX_TEXTURES];
1503 enum fogmode fog;
1504 /* Use shorts instead of chars to get dword alignment */
1505 unsigned short sRGB_write;
1506 unsigned short emul_clipplanes;
1509 struct ffp_frag_desc
1511 struct wine_rb_entry entry;
1512 struct ffp_frag_settings settings;
1515 extern const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions DECLSPEC_HIDDEN;
1516 extern const struct wined3d_parent_ops wined3d_null_parent_ops DECLSPEC_HIDDEN;
1518 void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_settings *settings,
1519 BOOL ignore_textype) DECLSPEC_HIDDEN;
1520 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
1521 const struct ffp_frag_settings *settings) DECLSPEC_HIDDEN;
1522 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) DECLSPEC_HIDDEN;
1524 /*****************************************************************************
1525 * IWineD3D implementation structure
1527 typedef struct IWineD3DImpl
1529 /* IUnknown fields */
1530 const IWineD3DVtbl *lpVtbl;
1531 LONG ref; /* Note: Ref counting not required */
1533 /* WineD3D Information */
1534 IUnknown *parent;
1535 UINT dxVersion;
1537 UINT adapter_count;
1538 struct wined3d_adapter adapters[1];
1539 } IWineD3DImpl;
1541 HRESULT wined3d_init(IWineD3DImpl *wined3d, UINT version, IUnknown *parent) DECLSPEC_HIDDEN;
1542 BOOL wined3d_register_window(HWND window, struct IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
1543 void wined3d_unregister_window(HWND window) DECLSPEC_HIDDEN;
1545 /*****************************************************************************
1546 * IWineD3DDevice implementation structure
1548 #define WINED3D_UNMAPPED_STAGE ~0U
1550 /* Multithreaded flag. Removed from the public header to signal that IWineD3D::CreateDevice ignores it */
1551 #define WINED3DCREATE_MULTITHREADED 0x00000004
1553 struct IWineD3DDeviceImpl
1555 /* IUnknown fields */
1556 const IWineD3DDeviceVtbl *lpVtbl;
1557 LONG ref; /* Note: Ref counting not required */
1559 /* WineD3D Information */
1560 IUnknown *parent;
1561 IWineD3DDeviceParent *device_parent;
1562 IWineD3D *wined3d;
1563 struct wined3d_adapter *adapter;
1565 /* Window styles to restore when switching fullscreen mode */
1566 LONG style;
1567 LONG exStyle;
1569 /* X and GL Information */
1570 GLint maxConcurrentLights;
1571 GLenum offscreenBuffer;
1573 /* Selected capabilities */
1574 int vs_selected_mode;
1575 int ps_selected_mode;
1576 const shader_backend_t *shader_backend;
1577 void *shader_priv;
1578 void *fragment_priv;
1579 void *blit_priv;
1580 struct StateEntry StateTable[STATE_HIGHEST + 1];
1581 /* Array of functions for states which are handled by more than one pipeline part */
1582 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
1583 const struct fragment_pipeline *frag_pipe;
1584 const struct blit_shader *blitter;
1586 unsigned int max_ffp_textures;
1587 DWORD d3d_vshader_constantF, d3d_pshader_constantF; /* Advertised d3d caps, not GL ones */
1588 DWORD vs_clipping;
1590 WORD view_ident : 1; /* true iff view matrix is identity */
1591 WORD untransformed : 1;
1592 WORD vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
1593 WORD isRecordingState : 1;
1594 WORD isInDraw : 1;
1595 WORD bCursorVisible : 1;
1596 WORD haveHardwareCursor : 1;
1597 WORD d3d_initialized : 1;
1598 WORD inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
1599 WORD softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
1600 WORD useDrawStridedSlow : 1;
1601 WORD instancedDraw : 1;
1602 WORD filter_messages : 1;
1603 WORD padding : 3;
1605 BYTE fixed_function_usage_map; /* MAX_TEXTURES, 8 */
1607 #define DDRAW_PITCH_ALIGNMENT 8
1608 #define D3D8_PITCH_ALIGNMENT 4
1609 unsigned char surface_alignment; /* Line Alignment of surfaces */
1611 /* State block related */
1612 IWineD3DStateBlockImpl *stateBlock;
1613 IWineD3DStateBlockImpl *updateStateBlock;
1615 /* Internal use fields */
1616 WINED3DDEVICE_CREATION_PARAMETERS createParms;
1617 WINED3DDEVTYPE devType;
1618 HWND focus_window;
1620 IWineD3DSwapChain **swapchains;
1621 UINT NumberOfSwapChains;
1623 struct list resources; /* a linked list to track resources created by the device */
1624 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
1625 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
1627 /* Render Target Support */
1628 IWineD3DSurfaceImpl **render_targets;
1629 IWineD3DSurfaceImpl *auto_depth_stencil;
1630 IWineD3DSurfaceImpl *onscreen_depth_stencil;
1631 IWineD3DSurfaceImpl *depth_stencil;
1633 /* palettes texture management */
1634 UINT NumberOfPalettes;
1635 PALETTEENTRY **palettes;
1636 UINT currentPalette;
1638 /* For rendering to a texture using glCopyTexImage */
1639 GLenum *draw_buffers;
1640 GLuint depth_blt_texture;
1641 GLuint depth_blt_rb;
1642 UINT depth_blt_rb_w;
1643 UINT depth_blt_rb_h;
1645 /* Cursor management */
1646 UINT xHotSpot;
1647 UINT yHotSpot;
1648 UINT xScreenSpace;
1649 UINT yScreenSpace;
1650 UINT cursorWidth, cursorHeight;
1651 GLuint cursorTexture;
1652 HCURSOR hardwareCursor;
1654 /* The Wine logo surface */
1655 IWineD3DSurface *logo_surface;
1657 /* Textures for when no other textures are mapped */
1658 UINT dummyTextureName[MAX_TEXTURES];
1660 /* DirectDraw stuff */
1661 DWORD ddraw_width, ddraw_height;
1662 WINED3DFORMAT ddraw_format;
1664 /* Final position fixup constant */
1665 float posFixup[4];
1667 /* With register combiners we can skip junk texture stages */
1668 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
1669 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1671 /* Stream source management */
1672 struct wined3d_stream_info strided_streams;
1673 const WineDirect3DVertexStridedData *up_strided;
1674 struct wined3d_event_query *buffer_queries[MAX_ATTRIBS];
1675 unsigned int num_buffer_queries;
1677 /* Context management */
1678 struct wined3d_context **contexts;
1679 UINT numContexts;
1681 /* High level patch management */
1682 #define PATCHMAP_SIZE 43
1683 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
1684 struct list patches[PATCHMAP_SIZE];
1685 struct WineD3DRectPatch *currentPatch;
1688 BOOL device_context_add(IWineD3DDeviceImpl *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1689 void device_context_remove(IWineD3DDeviceImpl *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1690 void device_get_draw_rect(IWineD3DDeviceImpl *device, RECT *rect) DECLSPEC_HIDDEN;
1691 HRESULT device_init(IWineD3DDeviceImpl *device, IWineD3DImpl *wined3d,
1692 UINT adapter_idx, WINED3DDEVTYPE device_type, HWND focus_window, DWORD flags,
1693 IUnknown *parent, IWineD3DDeviceParent *device_parent) DECLSPEC_HIDDEN;
1694 void device_preload_textures(IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
1695 LRESULT device_process_message(IWineD3DDeviceImpl *device, HWND window,
1696 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc) DECLSPEC_HIDDEN;
1697 void device_resource_add(IWineD3DDeviceImpl *This, IWineD3DResource *resource) DECLSPEC_HIDDEN;
1698 void device_resource_released(IWineD3DDeviceImpl *This, IWineD3DResource *resource) DECLSPEC_HIDDEN;
1699 void device_stream_info_from_declaration(IWineD3DDeviceImpl *This,
1700 BOOL use_vshader, struct wined3d_stream_info *stream_info, BOOL *fixup) DECLSPEC_HIDDEN;
1701 void device_switch_onscreen_ds(IWineD3DDeviceImpl *device, struct wined3d_context *context,
1702 IWineD3DSurfaceImpl *depth_stencil) DECLSPEC_HIDDEN;
1703 void device_update_stream_info(IWineD3DDeviceImpl *device, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1704 HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
1705 const WINED3DRECT *pRects, DWORD Flags, WINED3DCOLOR Color, float Z, DWORD Stencil) DECLSPEC_HIDDEN;
1706 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This) DECLSPEC_HIDDEN;
1707 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state) DECLSPEC_HIDDEN;
1709 static inline BOOL isStateDirty(struct wined3d_context *context, DWORD state)
1711 DWORD idx = state / (sizeof(*context->isStateDirty) * CHAR_BIT);
1712 BYTE shift = state & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
1713 return context->isStateDirty[idx] & (1 << shift);
1716 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
1717 typedef struct PrivateData
1719 struct list entry;
1721 GUID tag;
1722 DWORD flags; /* DDSPD_* */
1724 union
1726 LPVOID data;
1727 LPUNKNOWN object;
1728 } ptr;
1730 DWORD size;
1731 } PrivateData;
1733 /*****************************************************************************
1734 * IWineD3DResource implementation structure
1736 typedef struct IWineD3DResourceClass
1738 /* IUnknown fields */
1739 LONG ref; /* Note: Ref counting not required */
1741 /* WineD3DResource Information */
1742 IUnknown *parent;
1743 WINED3DRESOURCETYPE resourceType;
1744 IWineD3DDeviceImpl *device;
1745 WINED3DPOOL pool;
1746 UINT size;
1747 DWORD usage;
1748 const struct wined3d_format_desc *format_desc;
1749 DWORD priority;
1750 BYTE *allocatedMemory; /* Pointer to the real data location */
1751 BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
1752 struct list privateData;
1753 struct list resource_list_entry;
1754 const struct wined3d_parent_ops *parent_ops;
1755 } IWineD3DResourceClass;
1757 typedef struct IWineD3DResourceImpl
1759 /* IUnknown & WineD3DResource Information */
1760 const IWineD3DResourceVtbl *lpVtbl;
1761 IWineD3DResourceClass resource;
1762 } IWineD3DResourceImpl;
1764 void resource_cleanup(IWineD3DResource *iface) DECLSPEC_HIDDEN;
1765 HRESULT resource_free_private_data(IWineD3DResource *iface, REFGUID guid) DECLSPEC_HIDDEN;
1766 HRESULT resource_get_parent(IWineD3DResource *iface, IUnknown **parent) DECLSPEC_HIDDEN;
1767 DWORD resource_get_priority(IWineD3DResource *iface) DECLSPEC_HIDDEN;
1768 HRESULT resource_get_private_data(IWineD3DResource *iface, REFGUID guid,
1769 void *data, DWORD *data_size) DECLSPEC_HIDDEN;
1770 HRESULT resource_init(IWineD3DResource *iface, WINED3DRESOURCETYPE resource_type,
1771 IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct wined3d_format_desc *format_desc,
1772 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1773 WINED3DRESOURCETYPE resource_get_type(IWineD3DResource *iface) DECLSPEC_HIDDEN;
1774 DWORD resource_set_priority(IWineD3DResource *iface, DWORD new_priority) DECLSPEC_HIDDEN;
1775 HRESULT resource_set_private_data(IWineD3DResource *iface, REFGUID guid,
1776 const void *data, DWORD data_size, DWORD flags) DECLSPEC_HIDDEN;
1778 /* Tests show that the start address of resources is 32 byte aligned */
1779 #define RESOURCE_ALIGNMENT 16
1781 /*****************************************************************************
1782 * IWineD3DBaseTexture D3D- > openGL state map lookups
1785 typedef enum winetexturestates {
1786 WINED3DTEXSTA_ADDRESSU = 0,
1787 WINED3DTEXSTA_ADDRESSV = 1,
1788 WINED3DTEXSTA_ADDRESSW = 2,
1789 WINED3DTEXSTA_BORDERCOLOR = 3,
1790 WINED3DTEXSTA_MAGFILTER = 4,
1791 WINED3DTEXSTA_MINFILTER = 5,
1792 WINED3DTEXSTA_MIPFILTER = 6,
1793 WINED3DTEXSTA_MAXMIPLEVEL = 7,
1794 WINED3DTEXSTA_MAXANISOTROPY = 8,
1795 WINED3DTEXSTA_SRGBTEXTURE = 9,
1796 WINED3DTEXSTA_SHADOW = 10,
1797 MAX_WINETEXTURESTATES = 11,
1798 } winetexturestates;
1800 enum WINED3DSRGB
1802 SRGB_ANY = 0, /* Uses the cached value(e.g. external calls) */
1803 SRGB_RGB = 1, /* Loads the rgb texture */
1804 SRGB_SRGB = 2, /* Loads the srgb texture */
1805 SRGB_BOTH = 3, /* Loads both textures */
1808 struct gl_texture
1810 DWORD states[MAX_WINETEXTURESTATES];
1811 BOOL dirty;
1812 GLuint name;
1815 /*****************************************************************************
1816 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1818 typedef struct IWineD3DBaseTextureClass
1820 struct gl_texture texture_rgb, texture_srgb;
1821 IWineD3DResourceImpl **sub_resources;
1822 UINT layer_count;
1823 UINT level_count;
1824 float pow2Matrix[16];
1825 UINT LOD;
1826 WINED3DTEXTUREFILTERTYPE filterType;
1827 LONG bindCount;
1828 DWORD sampler;
1829 BOOL is_srgb;
1830 BOOL pow2Matrix_identity;
1831 const struct min_lookup *minMipLookup;
1832 const GLenum *magLookup;
1833 void (*internal_preload)(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1834 } IWineD3DBaseTextureClass;
1836 void surface_internal_preload(IWineD3DSurfaceImpl *surface, enum WINED3DSRGB srgb) DECLSPEC_HIDDEN;
1837 BOOL surface_init_sysmem(IWineD3DSurfaceImpl *surface) DECLSPEC_HIDDEN;
1838 BOOL surface_is_offscreen(IWineD3DSurfaceImpl *iface) DECLSPEC_HIDDEN;
1839 void surface_prepare_texture(IWineD3DSurfaceImpl *surface,
1840 const struct wined3d_gl_info *gl_info, BOOL srgb) DECLSPEC_HIDDEN;
1842 typedef struct IWineD3DBaseTextureImpl
1844 /* IUnknown & WineD3DResource Information */
1845 const IWineD3DBaseTextureVtbl *lpVtbl;
1846 IWineD3DResourceClass resource;
1847 IWineD3DBaseTextureClass baseTexture;
1849 } IWineD3DBaseTextureImpl;
1851 void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
1852 const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
1853 const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1],
1854 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1855 HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surface_desc) DECLSPEC_HIDDEN;
1856 void basetexture_cleanup(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1857 void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1858 WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1859 BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1860 DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1861 DWORD basetexture_get_lod(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1862 IWineD3DResourceImpl *basetexture_get_sub_resource(IWineD3DBaseTextureImpl *texture,
1863 UINT layer, UINT level) DECLSPEC_HIDDEN;
1864 HRESULT basetexture_init(IWineD3DBaseTextureImpl *texture, UINT layer_count, UINT level_count,
1865 WINED3DRESOURCETYPE resource_type, IWineD3DDeviceImpl *device, UINT size, DWORD usage,
1866 const struct wined3d_format_desc *format_desc, WINED3DPOOL pool, IUnknown *parent,
1867 const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1868 HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface,
1869 WINED3DTEXTUREFILTERTYPE filter_type) DECLSPEC_HIDDEN;
1870 BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty) DECLSPEC_HIDDEN;
1871 DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD new_lod) DECLSPEC_HIDDEN;
1872 void basetexture_unload(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1874 /*****************************************************************************
1875 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1877 typedef struct IWineD3DTextureImpl
1879 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1880 const IWineD3DTextureVtbl *lpVtbl;
1881 IWineD3DResourceClass resource;
1882 IWineD3DBaseTextureClass baseTexture;
1884 /* IWineD3DTexture */
1885 UINT target;
1886 BOOL cond_np2;
1888 } IWineD3DTextureImpl;
1890 HRESULT texture_init(IWineD3DTextureImpl *texture, UINT width, UINT height, UINT levels,
1891 IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
1892 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1894 /*****************************************************************************
1895 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1897 typedef struct IWineD3DCubeTextureImpl
1899 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1900 const IWineD3DCubeTextureVtbl *lpVtbl;
1901 IWineD3DResourceClass resource;
1902 IWineD3DBaseTextureClass baseTexture;
1903 } IWineD3DCubeTextureImpl;
1905 HRESULT cubetexture_init(IWineD3DCubeTextureImpl *texture, UINT edge_length, UINT levels,
1906 IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
1907 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1909 typedef struct _WINED3DVOLUMET_DESC
1911 UINT Width;
1912 UINT Height;
1913 UINT Depth;
1914 } WINED3DVOLUMET_DESC;
1916 /*****************************************************************************
1917 * IWineD3DVolume implementation structure (extends IUnknown)
1919 typedef struct IWineD3DVolumeImpl
1921 /* IUnknown & WineD3DResource fields */
1922 const IWineD3DVolumeVtbl *lpVtbl;
1923 IWineD3DResourceClass resource;
1925 /* WineD3DVolume Information */
1926 WINED3DVOLUMET_DESC currentDesc;
1927 IWineD3DBase *container;
1928 BOOL lockable;
1929 BOOL locked;
1930 WINED3DBOX lockedBox;
1931 WINED3DBOX dirtyBox;
1932 BOOL dirty;
1933 } IWineD3DVolumeImpl;
1935 void volume_add_dirty_box(IWineD3DVolume *iface, const WINED3DBOX *dirty_box) DECLSPEC_HIDDEN;
1936 HRESULT volume_init(IWineD3DVolumeImpl *volume, IWineD3DDeviceImpl *device, UINT width,
1937 UINT height, UINT depth, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
1938 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1940 /*****************************************************************************
1941 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1943 typedef struct IWineD3DVolumeTextureImpl
1945 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1946 const IWineD3DVolumeTextureVtbl *lpVtbl;
1947 IWineD3DResourceClass resource;
1948 IWineD3DBaseTextureClass baseTexture;
1949 } IWineD3DVolumeTextureImpl;
1951 HRESULT volumetexture_init(IWineD3DVolumeTextureImpl *texture, UINT width, UINT height,
1952 UINT depth, UINT levels, IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format,
1953 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1955 typedef struct _WINED3DSURFACET_DESC
1957 WINED3DMULTISAMPLE_TYPE MultiSampleType;
1958 DWORD MultiSampleQuality;
1959 UINT Width;
1960 UINT Height;
1961 } WINED3DSURFACET_DESC;
1963 /*****************************************************************************
1964 * Structure for DIB Surfaces (GetDC and GDI surfaces)
1966 typedef struct wineD3DSurface_DIB {
1967 HBITMAP DIBsection;
1968 void* bitmap_data;
1969 UINT bitmap_size;
1970 HGDIOBJ holdbitmap;
1971 BOOL client_memory;
1972 } wineD3DSurface_DIB;
1974 typedef struct {
1975 struct list entry;
1976 GLuint id;
1977 UINT width;
1978 UINT height;
1979 } renderbuffer_entry_t;
1981 struct fbo_entry
1983 struct list entry;
1984 IWineD3DSurfaceImpl **render_targets;
1985 IWineD3DSurfaceImpl *depth_stencil;
1986 BOOL attached;
1987 GLuint id;
1990 /*****************************************************************************
1991 * IWineD3DClipp implementation structure
1993 typedef struct IWineD3DClipperImpl
1995 const IWineD3DClipperVtbl *lpVtbl;
1996 LONG ref;
1998 IUnknown *Parent;
1999 HWND hWnd;
2000 } IWineD3DClipperImpl;
2003 /*****************************************************************************
2004 * IWineD3DSurface implementation structure
2006 struct IWineD3DSurfaceImpl
2008 /* IUnknown & IWineD3DResource Information */
2009 const IWineD3DSurfaceVtbl *lpVtbl;
2010 IWineD3DResourceClass resource;
2012 /* IWineD3DSurface fields */
2013 IWineD3DBase *container;
2014 WINED3DSURFACET_DESC currentDesc;
2015 IWineD3DPaletteImpl *palette; /* D3D7 style palette handling */
2016 PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
2018 /* TODO: move this off into a management class(maybe!) */
2019 DWORD Flags;
2021 UINT pow2Width;
2022 UINT pow2Height;
2024 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
2025 void (*get_drawable_size)(struct wined3d_context *context, UINT *width, UINT *height);
2027 /* PBO */
2028 GLuint pbo;
2029 GLuint texture_name;
2030 GLuint texture_name_srgb;
2031 GLint texture_level;
2032 GLenum texture_target;
2034 RECT lockedRect;
2035 RECT dirtyRect;
2036 int lockCount;
2037 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
2039 /* For GetDC */
2040 wineD3DSurface_DIB dib;
2041 HDC hDC;
2043 /* Color keys for DDraw */
2044 WINEDDCOLORKEY DestBltCKey;
2045 WINEDDCOLORKEY DestOverlayCKey;
2046 WINEDDCOLORKEY SrcOverlayCKey;
2047 WINEDDCOLORKEY SrcBltCKey;
2048 DWORD CKeyFlags;
2050 WINEDDCOLORKEY glCKey;
2052 struct list renderbuffers;
2053 renderbuffer_entry_t *current_renderbuffer;
2054 SIZE ds_current_size;
2056 /* DirectDraw clippers */
2057 IWineD3DClipper *clipper;
2059 /* DirectDraw Overlay handling */
2060 RECT overlay_srcrect;
2061 RECT overlay_destrect;
2062 IWineD3DSurfaceImpl *overlay_dest;
2063 struct list overlays;
2064 struct list overlay_entry;
2067 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl DECLSPEC_HIDDEN;
2068 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl DECLSPEC_HIDDEN;
2070 UINT surface_calculate_size(const struct wined3d_format_desc *format_desc,
2071 UINT alignment, UINT width, UINT height) DECLSPEC_HIDDEN;
2072 void surface_gdi_cleanup(IWineD3DSurfaceImpl *This) DECLSPEC_HIDDEN;
2073 HRESULT surface_init(IWineD3DSurfaceImpl *surface, WINED3DSURFTYPE surface_type, UINT alignment,
2074 UINT width, UINT height, UINT level, BOOL lockable, BOOL discard, WINED3DMULTISAMPLE_TYPE multisample_type,
2075 UINT multisample_quality, IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format,
2076 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2077 void surface_translate_frontbuffer_coords(IWineD3DSurfaceImpl *surface, HWND window, RECT *rect) DECLSPEC_HIDDEN;
2079 /* Predeclare the shared Surface functions */
2080 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface,
2081 REFIID riid, LPVOID *ppobj) DECLSPEC_HIDDEN;
2082 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2083 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent) DECLSPEC_HIDDEN;
2084 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface,
2085 REFGUID refguid, const void *pData, DWORD SizeOfData, DWORD Flags) DECLSPEC_HIDDEN;
2086 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface,
2087 REFGUID refguid, void *pData, DWORD *pSizeOfData) DECLSPEC_HIDDEN;
2088 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid) DECLSPEC_HIDDEN;
2089 DWORD WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew) DECLSPEC_HIDDEN;
2090 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2091 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2092 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface,
2093 REFIID riid, void **ppContainer) DECLSPEC_HIDDEN;
2094 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc) DECLSPEC_HIDDEN;
2095 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags) DECLSPEC_HIDDEN;
2096 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags) DECLSPEC_HIDDEN;
2097 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2098 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2099 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal) DECLSPEC_HIDDEN;
2100 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal) DECLSPEC_HIDDEN;
2101 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface,
2102 DWORD Flags, const WINEDDCOLORKEY *CKey) DECLSPEC_HIDDEN;
2103 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container) DECLSPEC_HIDDEN;
2104 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2105 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2106 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y) DECLSPEC_HIDDEN;
2107 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y) DECLSPEC_HIDDEN;
2108 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface,
2109 DWORD Flags, IWineD3DSurface *Ref) DECLSPEC_HIDDEN;
2110 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, const RECT *SrcRect,
2111 IWineD3DSurface *DstSurface, const RECT *DstRect, DWORD Flags, const WINEDDOVERLAYFX *FX) DECLSPEC_HIDDEN;
2112 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper) DECLSPEC_HIDDEN;
2113 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper) DECLSPEC_HIDDEN;
2114 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format) DECLSPEC_HIDDEN;
2115 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2116 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface,
2117 const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) DECLSPEC_HIDDEN;
2118 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
2119 IWineD3DSurface *Source, const RECT *rsrc, DWORD trans) DECLSPEC_HIDDEN;
2120 HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT *pLockedRect,
2121 const RECT *pRect, DWORD Flags) DECLSPEC_HIDDEN;
2122 void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb) DECLSPEC_HIDDEN;
2123 const void *WINAPI IWineD3DBaseSurfaceImpl_GetData(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2125 void get_drawable_size_swapchain(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2126 void get_drawable_size_backbuffer(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2127 void get_drawable_size_fbo(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2129 void draw_textured_quad(IWineD3DSurfaceImpl *src_surface, const RECT *src_rect,
2130 const RECT *dst_rect, WINED3DTEXTUREFILTERTYPE Filter) DECLSPEC_HIDDEN;
2131 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back) DECLSPEC_HIDDEN;
2133 /* Surface flags: */
2134 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
2135 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for GetDC */
2136 #define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
2137 #define SFLAG_DISCARD 0x00000010 /* ??? */
2138 #define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
2139 #define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
2140 #define SFLAG_INSRGBTEX 0x00000080 /* The GL srgb texture contains the newest surface content */
2141 #define SFLAG_INDRAWABLE 0x00000100 /* The gl drawable contains the most up to date data */
2142 #define SFLAG_INSYSMEM 0x00000200 /* The system memory copy is most up to date */
2143 #define SFLAG_NONPOW2 0x00000400 /* Surface sizes are not a power of 2 */
2144 #define SFLAG_DYNLOCK 0x00000800 /* Surface is often locked by the app */
2145 #define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
2146 #define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
2147 #define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
2148 #define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
2149 #define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
2150 #define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
2151 #define SFLAG_SRGBALLOCATED 0x00040000 /* A srgb gl texture is allocated for this surface */
2152 #define SFLAG_PBO 0x00080000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
2153 #define SFLAG_NORMCOORD 0x00100000 /* Set if the GL texture coords are normalized(non-texture rectangle) */
2154 #define SFLAG_DS_ONSCREEN 0x00200000 /* Is a depth stencil, last modified onscreen */
2155 #define SFLAG_DS_OFFSCREEN 0x00400000 /* Is a depth stencil, last modified offscreen */
2156 #define SFLAG_INOVERLAYDRAW 0x00800000 /* Overlay drawing is in progress. Recursion prevention */
2157 #define SFLAG_SWAPCHAIN 0x01000000 /* The surface is part of a swapchain */
2159 /* In some conditions the surface memory must not be freed:
2160 * SFLAG_CONVERTED: Converting the data back would take too long
2161 * SFLAG_DIBSECTION: The dib code manages the memory
2162 * SFLAG_LOCKED: The app requires access to the surface data
2163 * SFLAG_DYNLOCK: Avoid freeing the data for performance
2164 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
2165 * SFLAG_CLIENT: OpenGL uses our memory as backup
2167 #define SFLAG_DONOTFREE (SFLAG_CONVERTED | \
2168 SFLAG_DIBSECTION | \
2169 SFLAG_LOCKED | \
2170 SFLAG_DYNLOCK | \
2171 SFLAG_USERPTR | \
2172 SFLAG_PBO | \
2173 SFLAG_CLIENT)
2175 #define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
2176 SFLAG_INTEXTURE | \
2177 SFLAG_INDRAWABLE | \
2178 SFLAG_INSRGBTEX)
2180 #define SFLAG_DS_LOCATIONS (SFLAG_DS_ONSCREEN | \
2181 SFLAG_DS_OFFSCREEN)
2182 #define SFLAG_DS_DISCARDED SFLAG_DS_LOCATIONS
2184 typedef enum {
2185 NO_CONVERSION,
2186 CONVERT_PALETTED,
2187 CONVERT_PALETTED_CK,
2188 CONVERT_CK_565,
2189 CONVERT_CK_5551,
2190 CONVERT_CK_RGB24,
2191 CONVERT_RGB32_888
2192 } CONVERT_TYPES;
2194 HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_texturing,
2195 struct wined3d_format_desc *desc, CONVERT_TYPES *convert) DECLSPEC_HIDDEN;
2196 void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL colorkey) DECLSPEC_HIDDEN;
2198 BOOL palette9_changed(IWineD3DSurfaceImpl *This) DECLSPEC_HIDDEN;
2200 /*****************************************************************************
2201 * IWineD3DVertexDeclaration implementation structure
2204 struct wined3d_vertex_declaration_element
2206 const struct wined3d_format_desc *format_desc;
2207 BOOL ffp_valid;
2208 WORD input_slot;
2209 WORD offset;
2210 UINT output_slot;
2211 BYTE method;
2212 BYTE usage;
2213 BYTE usage_idx;
2216 typedef struct IWineD3DVertexDeclarationImpl {
2217 /* IUnknown Information */
2218 const IWineD3DVertexDeclarationVtbl *lpVtbl;
2219 LONG ref;
2221 IUnknown *parent;
2222 const struct wined3d_parent_ops *parent_ops;
2223 IWineD3DDeviceImpl *device;
2225 struct wined3d_vertex_declaration_element *elements;
2226 UINT element_count;
2228 DWORD streams[MAX_STREAMS];
2229 UINT num_streams;
2230 BOOL position_transformed;
2231 BOOL half_float_conv_needed;
2232 } IWineD3DVertexDeclarationImpl;
2234 HRESULT vertexdeclaration_init(IWineD3DVertexDeclarationImpl *declaration, IWineD3DDeviceImpl *device,
2235 const WINED3DVERTEXELEMENT *elements, UINT element_count,
2236 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2238 /*****************************************************************************
2239 * IWineD3DStateBlock implementation structure
2242 /* Internal state Block for Begin/End/Capture/Create/Apply info */
2243 /* Note: Very long winded but gl Lists are not flexible enough */
2244 /* to resolve everything we need, so doing it manually for now */
2245 typedef struct SAVEDSTATES {
2246 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
2247 WORD streamSource; /* MAX_STREAMS, 16 */
2248 WORD streamFreq; /* MAX_STREAMS, 16 */
2249 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
2250 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
2251 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
2252 DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
2253 WORD pixelShaderConstantsB; /* MAX_CONST_B, 16 */
2254 WORD pixelShaderConstantsI; /* MAX_CONST_I, 16 */
2255 BOOL *pixelShaderConstantsF;
2256 WORD vertexShaderConstantsB; /* MAX_CONST_B, 16 */
2257 WORD vertexShaderConstantsI; /* MAX_CONST_I, 16 */
2258 BOOL *vertexShaderConstantsF;
2259 DWORD textures : 20; /* MAX_COMBINED_SAMPLERS, 20 */
2260 DWORD primitive_type : 1;
2261 DWORD indices : 1;
2262 DWORD material : 1;
2263 DWORD viewport : 1;
2264 DWORD vertexDecl : 1;
2265 DWORD pixelShader : 1;
2266 DWORD vertexShader : 1;
2267 DWORD scissorRect : 1;
2268 DWORD padding : 4;
2269 } SAVEDSTATES;
2271 struct StageState {
2272 DWORD stage;
2273 DWORD state;
2276 struct IWineD3DStateBlockImpl
2278 /* IUnknown fields */
2279 const IWineD3DStateBlockVtbl *lpVtbl;
2280 LONG ref; /* Note: Ref counting not required */
2282 /* IWineD3DStateBlock information */
2283 IWineD3DDeviceImpl *device;
2284 WINED3DSTATEBLOCKTYPE blockType;
2286 /* Array indicating whether things have been set or changed */
2287 SAVEDSTATES changed;
2289 /* Vertex Shader Declaration */
2290 IWineD3DVertexDeclaration *vertexDecl;
2292 IWineD3DVertexShader *vertexShader;
2294 /* Vertex Shader Constants */
2295 BOOL vertexShaderConstantB[MAX_CONST_B];
2296 INT vertexShaderConstantI[MAX_CONST_I * 4];
2297 float *vertexShaderConstantF;
2299 /* primitive type */
2300 GLenum gl_primitive_type;
2302 /* Stream Source */
2303 BOOL streamIsUP;
2304 UINT streamStride[MAX_STREAMS];
2305 UINT streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
2306 IWineD3DBuffer *streamSource[MAX_STREAMS];
2307 UINT streamFreq[MAX_STREAMS + 1];
2308 UINT streamFlags[MAX_STREAMS + 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
2310 /* Indices */
2311 IWineD3DBuffer* pIndexData;
2312 WINED3DFORMAT IndexFmt;
2313 INT baseVertexIndex;
2314 INT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
2316 /* Transform */
2317 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
2319 /* Light hashmap . Collisions are handled using standard wine double linked lists */
2320 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
2321 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
2322 struct list lightMap[LIGHTMAP_SIZE]; /* Hash map containing the lights */
2323 const struct wined3d_light_info *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
2325 /* Clipping */
2326 double clipplane[MAX_CLIPPLANES][4];
2327 WINED3DCLIPSTATUS clip_status;
2329 /* ViewPort */
2330 WINED3DVIEWPORT viewport;
2332 /* Material */
2333 WINED3DMATERIAL material;
2335 /* Pixel Shader */
2336 IWineD3DPixelShader *pixelShader;
2338 /* Pixel Shader Constants */
2339 BOOL pixelShaderConstantB[MAX_CONST_B];
2340 INT pixelShaderConstantI[MAX_CONST_I * 4];
2341 float *pixelShaderConstantF;
2343 /* RenderState */
2344 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
2346 /* Texture */
2347 IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS];
2349 /* Texture State Stage */
2350 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
2351 DWORD lowest_disabled_stage;
2352 /* Sampler States */
2353 DWORD samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
2355 /* Scissor test rectangle */
2356 RECT scissorRect;
2358 /* Contained state management */
2359 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
2360 unsigned int num_contained_render_states;
2361 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
2362 unsigned int num_contained_transform_states;
2363 DWORD contained_vs_consts_i[MAX_CONST_I];
2364 unsigned int num_contained_vs_consts_i;
2365 DWORD contained_vs_consts_b[MAX_CONST_B];
2366 unsigned int num_contained_vs_consts_b;
2367 DWORD *contained_vs_consts_f;
2368 unsigned int num_contained_vs_consts_f;
2369 DWORD contained_ps_consts_i[MAX_CONST_I];
2370 unsigned int num_contained_ps_consts_i;
2371 DWORD contained_ps_consts_b[MAX_CONST_B];
2372 unsigned int num_contained_ps_consts_b;
2373 DWORD *contained_ps_consts_f;
2374 unsigned int num_contained_ps_consts_f;
2375 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
2376 unsigned int num_contained_tss_states;
2377 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
2378 unsigned int num_contained_sampler_states;
2381 HRESULT stateblock_init(IWineD3DStateBlockImpl *stateblock,
2382 IWineD3DDeviceImpl *device, WINED3DSTATEBLOCKTYPE type) DECLSPEC_HIDDEN;
2383 void stateblock_init_contained_states(IWineD3DStateBlockImpl *object) DECLSPEC_HIDDEN;
2385 static inline void stateblock_apply_state(DWORD state, IWineD3DStateBlockImpl *stateblock,
2386 struct wined3d_context *context)
2388 const struct StateEntry *statetable = stateblock->device->StateTable;
2389 DWORD rep = statetable[state].representative;
2390 statetable[rep].apply(rep, stateblock, context);
2393 /* Direct3D terminology with little modifications. We do not have an issued state
2394 * because only the driver knows about it, but we have a created state because d3d
2395 * allows GetData on a created issue, but opengl doesn't
2397 enum query_state {
2398 QUERY_CREATED,
2399 QUERY_SIGNALLED,
2400 QUERY_BUILDING
2402 /*****************************************************************************
2403 * IWineD3DQueryImpl implementation structure (extends IUnknown)
2405 typedef struct IWineD3DQueryImpl
2407 const IWineD3DQueryVtbl *lpVtbl;
2408 LONG ref; /* Note: Ref counting not required */
2410 IUnknown *parent;
2411 IWineD3DDeviceImpl *device;
2413 /* IWineD3DQuery fields */
2414 enum query_state state;
2415 WINED3DQUERYTYPE type;
2416 /* TODO: Think about using a IUnknown instead of a void* */
2417 void *extendedData;
2418 } IWineD3DQueryImpl;
2420 HRESULT query_init(IWineD3DQueryImpl *query, IWineD3DDeviceImpl *device,
2421 WINED3DQUERYTYPE type, IUnknown *parent) DECLSPEC_HIDDEN;
2423 /* IWineD3DBuffer */
2425 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
2426 * fixed function semantics as D3DCOLOR or FLOAT16 */
2427 enum wined3d_buffer_conversion_type
2429 CONV_NONE,
2430 CONV_D3DCOLOR,
2431 CONV_POSITIONT,
2432 CONV_FLOAT16_2, /* Also handles FLOAT16_4 */
2435 struct wined3d_map_range
2437 UINT offset;
2438 UINT size;
2441 #define WINED3D_BUFFER_OPTIMIZED 0x01 /* Optimize has been called for the buffer */
2442 #define WINED3D_BUFFER_HASDESC 0x02 /* A vertex description has been found */
2443 #define WINED3D_BUFFER_CREATEBO 0x04 /* Attempt to create a buffer object next PreLoad */
2444 #define WINED3D_BUFFER_DOUBLEBUFFER 0x08 /* Use a vbo and local allocated memory */
2445 #define WINED3D_BUFFER_FLUSH 0x10 /* Manual unmap flushing */
2446 #define WINED3D_BUFFER_DISCARD 0x20 /* A DISCARD lock has occurred since the last PreLoad */
2447 #define WINED3D_BUFFER_NOSYNC 0x40 /* All locks since the last PreLoad had NOOVERWRITE set */
2448 #define WINED3D_BUFFER_APPLESYNC 0x80 /* Using sync as in GL_APPLE_flush_buffer_range */
2450 struct wined3d_buffer
2452 const struct IWineD3DBufferVtbl *vtbl;
2453 IWineD3DResourceClass resource;
2455 struct wined3d_buffer_desc desc;
2457 GLuint buffer_object;
2458 GLenum buffer_object_usage;
2459 GLenum buffer_type_hint;
2460 UINT buffer_object_size;
2461 LONG bind_count;
2462 DWORD flags;
2464 LONG lock_count;
2465 struct wined3d_map_range *maps;
2466 ULONG maps_size, modified_areas;
2467 struct wined3d_event_query *query;
2469 /* conversion stuff */
2470 UINT decl_change_count, full_conversion_count;
2471 UINT draw_count;
2472 UINT stride; /* 0 if no conversion */
2473 UINT conversion_stride; /* 0 if no shifted conversion */
2474 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
2475 /* Extra load offsets, for FLOAT16 conversion */
2476 UINT *conversion_shift; /* NULL if no shifted conversion */
2479 const BYTE *buffer_get_memory(IWineD3DBuffer *iface, const struct wined3d_gl_info *gl_info,
2480 GLuint *buffer_object) DECLSPEC_HIDDEN;
2481 BYTE *buffer_get_sysmem(struct wined3d_buffer *This, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2482 HRESULT buffer_init(struct wined3d_buffer *buffer, IWineD3DDeviceImpl *device,
2483 UINT size, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, GLenum bind_hint,
2484 const char *data, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2486 /* IWineD3DRendertargetView */
2487 struct wined3d_rendertarget_view
2489 const struct IWineD3DRendertargetViewVtbl *vtbl;
2490 LONG refcount;
2492 IWineD3DResource *resource;
2493 IUnknown *parent;
2496 void wined3d_rendertarget_view_init(struct wined3d_rendertarget_view *view,
2497 IWineD3DResource *resource, IUnknown *parent) DECLSPEC_HIDDEN;
2499 /*****************************************************************************
2500 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
2503 struct IWineD3DSwapChainImpl
2505 /*IUnknown part*/
2506 const IWineD3DSwapChainVtbl *lpVtbl;
2507 LONG ref; /* Note: Ref counting not required */
2509 IUnknown *parent;
2510 IWineD3DDeviceImpl *device;
2512 /* IWineD3DSwapChain fields */
2513 IWineD3DSurfaceImpl **back_buffers;
2514 IWineD3DSurfaceImpl *front_buffer;
2515 WINED3DPRESENT_PARAMETERS presentParms;
2516 DWORD orig_width, orig_height;
2517 WINED3DFORMAT orig_fmt;
2518 WINED3DGAMMARAMP orig_gamma;
2519 BOOL render_to_fbo;
2520 const struct wined3d_format_desc *ds_format;
2522 LONG prev_time, frames; /* Performance tracking */
2523 unsigned int vSyncCounter;
2525 struct wined3d_context **context;
2526 unsigned int num_contexts;
2528 HWND win_handle;
2529 HWND device_window;
2532 const IWineD3DSwapChainVtbl IWineGDISwapChain_Vtbl DECLSPEC_HIDDEN;
2533 void x11_copy_to_screen(IWineD3DSwapChainImpl *This, const RECT *rc) DECLSPEC_HIDDEN;
2535 HRESULT WINAPI IWineD3DBaseSwapChainImpl_QueryInterface(IWineD3DSwapChain *iface,
2536 REFIID riid, LPVOID *ppobj) DECLSPEC_HIDDEN;
2537 ULONG WINAPI IWineD3DBaseSwapChainImpl_AddRef(IWineD3DSwapChain *iface) DECLSPEC_HIDDEN;
2538 ULONG WINAPI IWineD3DBaseSwapChainImpl_Release(IWineD3DSwapChain *iface) DECLSPEC_HIDDEN;
2539 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetParent(IWineD3DSwapChain *iface, IUnknown **ppParent) DECLSPEC_HIDDEN;
2540 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain *iface,
2541 IWineD3DSurface *pDestSurface) DECLSPEC_HIDDEN;
2542 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, UINT iBackBuffer,
2543 WINED3DBACKBUFFER_TYPE Type, IWineD3DSurface **ppBackBuffer) DECLSPEC_HIDDEN;
2544 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *iface,
2545 WINED3DRASTER_STATUS *pRasterStatus) DECLSPEC_HIDDEN;
2546 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface,
2547 WINED3DDISPLAYMODE *pMode) DECLSPEC_HIDDEN;
2548 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDevice(IWineD3DSwapChain *iface,
2549 IWineD3DDevice **device) DECLSPEC_HIDDEN;
2550 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetPresentParameters(IWineD3DSwapChain *iface,
2551 WINED3DPRESENT_PARAMETERS *pPresentationParameters) DECLSPEC_HIDDEN;
2552 HRESULT WINAPI IWineD3DBaseSwapChainImpl_SetGammaRamp(IWineD3DSwapChain *iface,
2553 DWORD Flags, const WINED3DGAMMARAMP *pRamp) DECLSPEC_HIDDEN;
2554 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetGammaRamp(IWineD3DSwapChain *iface,
2555 WINED3DGAMMARAMP *pRamp) DECLSPEC_HIDDEN;
2557 struct wined3d_context *swapchain_create_context_for_thread(IWineD3DSwapChain *iface) DECLSPEC_HIDDEN;
2558 HRESULT swapchain_init(IWineD3DSwapChainImpl *swapchain, WINED3DSURFTYPE surface_type,
2559 IWineD3DDeviceImpl *device, WINED3DPRESENT_PARAMETERS *present_parameters, IUnknown *parent) DECLSPEC_HIDDEN;
2560 void swapchain_restore_fullscreen_window(IWineD3DSwapChainImpl *swapchain) DECLSPEC_HIDDEN;
2561 void swapchain_setup_fullscreen_window(IWineD3DSwapChainImpl *swapchain, UINT w, UINT h) DECLSPEC_HIDDEN;
2563 #define DEFAULT_REFRESH_RATE 0
2565 /*****************************************************************************
2566 * Utility function prototypes
2569 /* Trace routines */
2570 const char *debug_d3dformat(WINED3DFORMAT fmt) DECLSPEC_HIDDEN;
2571 const char *debug_d3ddevicetype(WINED3DDEVTYPE devtype) DECLSPEC_HIDDEN;
2572 const char *debug_d3dresourcetype(WINED3DRESOURCETYPE res) DECLSPEC_HIDDEN;
2573 const char *debug_d3dusage(DWORD usage) DECLSPEC_HIDDEN;
2574 const char *debug_d3dusagequery(DWORD usagequery) DECLSPEC_HIDDEN;
2575 const char *debug_d3ddeclmethod(WINED3DDECLMETHOD method) DECLSPEC_HIDDEN;
2576 const char *debug_d3ddeclusage(BYTE usage) DECLSPEC_HIDDEN;
2577 const char *debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType) DECLSPEC_HIDDEN;
2578 const char *debug_d3drenderstate(DWORD state) DECLSPEC_HIDDEN;
2579 const char *debug_d3dsamplerstate(DWORD state) DECLSPEC_HIDDEN;
2580 const char *debug_d3dstate(DWORD state) DECLSPEC_HIDDEN;
2581 const char *debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type) DECLSPEC_HIDDEN;
2582 const char *debug_d3dtexturestate(DWORD state) DECLSPEC_HIDDEN;
2583 const char *debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype) DECLSPEC_HIDDEN;
2584 const char *debug_d3dpool(WINED3DPOOL pool) DECLSPEC_HIDDEN;
2585 const char *debug_fbostatus(GLenum status) DECLSPEC_HIDDEN;
2586 const char *debug_glerror(GLenum error) DECLSPEC_HIDDEN;
2587 const char *debug_d3dbasis(WINED3DBASISTYPE basis) DECLSPEC_HIDDEN;
2588 const char *debug_d3ddegree(WINED3DDEGREETYPE order) DECLSPEC_HIDDEN;
2589 const char *debug_d3dtop(WINED3DTEXTUREOP d3dtop) DECLSPEC_HIDDEN;
2590 void dump_color_fixup_desc(struct color_fixup_desc fixup) DECLSPEC_HIDDEN;
2591 const char *debug_surflocation(DWORD flag) DECLSPEC_HIDDEN;
2593 /* Color conversion routines */
2594 DWORD color_convert_argb_to_fmt(DWORD color, WINED3DFORMAT destfmt) DECLSPEC_HIDDEN;
2596 /* Routines for GL <-> D3D values */
2597 GLenum StencilOp(DWORD op) DECLSPEC_HIDDEN;
2598 GLenum CompareFunc(DWORD func) DECLSPEC_HIDDEN;
2599 BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op,
2600 DWORD arg1, DWORD arg2, DWORD arg3) DECLSPEC_HIDDEN;
2601 void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op,
2602 DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx, DWORD dst) DECLSPEC_HIDDEN;
2603 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords,
2604 BOOL transformed, WINED3DFORMAT coordtype, BOOL ffp_can_disable_proj) DECLSPEC_HIDDEN;
2605 void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock,
2606 struct wined3d_context *context) DECLSPEC_HIDDEN;
2607 void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock,
2608 struct wined3d_context *context) DECLSPEC_HIDDEN;
2609 void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock,
2610 struct wined3d_context *context) DECLSPEC_HIDDEN;
2611 void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock,
2612 struct wined3d_context *context) DECLSPEC_HIDDEN;
2613 void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock,
2614 struct wined3d_context *context) DECLSPEC_HIDDEN;
2615 void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock,
2616 struct wined3d_context *context) DECLSPEC_HIDDEN;
2617 void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock,
2618 struct wined3d_context *context) DECLSPEC_HIDDEN;
2619 void state_fog_fragpart(DWORD state, IWineD3DStateBlockImpl *stateblock,
2620 struct wined3d_context *context) DECLSPEC_HIDDEN;
2622 void surface_add_dirty_rect(IWineD3DSurfaceImpl *surface, const RECT *dirty_rect) DECLSPEC_HIDDEN;
2623 GLenum surface_get_gl_buffer(IWineD3DSurfaceImpl *surface) DECLSPEC_HIDDEN;
2624 void surface_load_ds_location(IWineD3DSurfaceImpl *surface,
2625 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
2626 void surface_modify_ds_location(IWineD3DSurfaceImpl *surface, DWORD location, UINT w, UINT h) DECLSPEC_HIDDEN;
2627 void surface_set_compatible_renderbuffer(IWineD3DSurfaceImpl *surface,
2628 unsigned int width, unsigned int height) DECLSPEC_HIDDEN;
2629 void surface_set_texture_name(IWineD3DSurfaceImpl *surface, GLuint name, BOOL srgb_name) DECLSPEC_HIDDEN;
2630 void surface_set_texture_target(IWineD3DSurfaceImpl *surface, GLenum target) DECLSPEC_HIDDEN;
2632 BOOL getColorBits(const struct wined3d_format_desc *format_desc,
2633 short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize) DECLSPEC_HIDDEN;
2634 BOOL getDepthStencilBits(const struct wined3d_format_desc *format_desc,
2635 short *depthSize, short *stencilSize) DECLSPEC_HIDDEN;
2637 /* Math utils */
2638 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2) DECLSPEC_HIDDEN;
2639 UINT wined3d_log2i(UINT32 x) DECLSPEC_HIDDEN;
2640 unsigned int count_bits(unsigned int mask) DECLSPEC_HIDDEN;
2642 void select_shader_mode(const struct wined3d_gl_info *gl_info, int *ps_selected, int *vs_selected) DECLSPEC_HIDDEN;
2644 typedef struct local_constant {
2645 struct list entry;
2646 unsigned int idx;
2647 DWORD value[4];
2648 } local_constant;
2650 typedef struct SHADER_LIMITS {
2651 unsigned int temporary;
2652 unsigned int texcoord;
2653 unsigned int sampler;
2654 unsigned int constant_int;
2655 unsigned int constant_float;
2656 unsigned int constant_bool;
2657 unsigned int address;
2658 unsigned int packed_output;
2659 unsigned int packed_input;
2660 unsigned int attributes;
2661 unsigned int label;
2662 } SHADER_LIMITS;
2664 /* Keeps track of details for TEX_M#x# shader opcodes which need to
2665 * maintain state information between multiple codes */
2666 typedef struct SHADER_PARSE_STATE {
2667 unsigned int current_row;
2668 DWORD texcoord_w[2];
2669 } SHADER_PARSE_STATE;
2671 #ifdef __GNUC__
2672 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2673 #else
2674 #define PRINTF_ATTR(fmt,args)
2675 #endif
2677 /* Base Shader utility functions. */
2678 int shader_addline(struct wined3d_shader_buffer *buffer, const char *fmt, ...) PRINTF_ATTR(2,3) DECLSPEC_HIDDEN;
2679 int shader_vaddline(struct wined3d_shader_buffer *buffer, const char *fmt, va_list args) DECLSPEC_HIDDEN;
2681 /* Vertex shader utility functions */
2682 extern BOOL vshader_get_input(IWineD3DVertexShader *iface,
2683 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN;
2685 /*****************************************************************************
2686 * IDirect3DBaseShader implementation structure
2688 typedef struct IWineD3DBaseShaderClass
2690 LONG ref;
2691 SHADER_LIMITS limits;
2692 SHADER_PARSE_STATE parse_state;
2693 DWORD *function;
2694 UINT functionLength;
2695 UINT cur_loop_depth, cur_loop_regno;
2696 BOOL load_local_constsF;
2697 const struct wined3d_shader_frontend *frontend;
2698 void *frontend_data;
2699 void *backend_data;
2701 IUnknown *parent;
2702 const struct wined3d_parent_ops *parent_ops;
2704 /* Programs this shader is linked with */
2705 struct list linked_programs;
2707 /* Immediate constants (override global ones) */
2708 struct list constantsB;
2709 struct list constantsF;
2710 struct list constantsI;
2711 shader_reg_maps reg_maps;
2713 struct wined3d_shader_signature_element input_signature[max(MAX_ATTRIBS, MAX_REG_INPUT)];
2714 struct wined3d_shader_signature_element output_signature[MAX_REG_OUTPUT];
2716 /* Pointer to the parent device */
2717 IWineD3DDevice *device;
2718 struct list shader_list_entry;
2720 } IWineD3DBaseShaderClass;
2722 typedef struct IWineD3DBaseShaderImpl {
2723 /* IUnknown */
2724 const IWineD3DBaseShaderVtbl *lpVtbl;
2726 /* IWineD3DBaseShader */
2727 IWineD3DBaseShaderClass baseShader;
2728 } IWineD3DBaseShaderImpl;
2730 void shader_buffer_clear(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2731 BOOL shader_buffer_init(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2732 void shader_buffer_free(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2733 void shader_dump_src_param(const struct wined3d_shader_src_param *param,
2734 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
2735 void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
2736 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
2737 unsigned int shader_find_free_input_register(const struct shader_reg_maps *reg_maps, unsigned int max) DECLSPEC_HIDDEN;
2738 void shader_generate_main(IWineD3DBaseShader *iface, struct wined3d_shader_buffer *buffer,
2739 const shader_reg_maps *reg_maps, const DWORD *pFunction, void *backend_ctx) DECLSPEC_HIDDEN;
2740 BOOL shader_match_semantic(const char *semantic_name, WINED3DDECLUSAGE usage) DECLSPEC_HIDDEN;
2742 static inline BOOL shader_is_pshader_version(enum wined3d_shader_type type)
2744 return type == WINED3D_SHADER_TYPE_PIXEL;
2747 static inline BOOL shader_is_vshader_version(enum wined3d_shader_type type)
2749 return type == WINED3D_SHADER_TYPE_VERTEX;
2752 static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
2754 switch (reg->type)
2756 case WINED3DSPR_RASTOUT:
2757 /* oFog & oPts */
2758 if (reg->idx != 0) return TRUE;
2759 /* oPos */
2760 return FALSE;
2762 case WINED3DSPR_DEPTHOUT: /* oDepth */
2763 case WINED3DSPR_CONSTBOOL: /* b# */
2764 case WINED3DSPR_LOOP: /* aL */
2765 case WINED3DSPR_PREDICATE: /* p0 */
2766 return TRUE;
2768 case WINED3DSPR_MISCTYPE:
2769 switch(reg->idx)
2771 case 0: /* vPos */
2772 return FALSE;
2773 case 1: /* vFace */
2774 return TRUE;
2775 default:
2776 return FALSE;
2779 case WINED3DSPR_IMMCONST:
2780 switch(reg->immconst_type)
2782 case WINED3D_IMMCONST_FLOAT:
2783 return TRUE;
2784 default:
2785 return FALSE;
2788 default:
2789 return FALSE;
2793 static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
2794 local_constant* lconst;
2796 if(This->baseShader.load_local_constsF) return FALSE;
2797 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2798 if(lconst->idx == reg) return TRUE;
2800 return FALSE;
2804 /*****************************************************************************
2805 * IDirect3DVertexShader implementation structures
2807 typedef struct IWineD3DVertexShaderImpl {
2808 /* IUnknown parts */
2809 const IWineD3DVertexShaderVtbl *lpVtbl;
2811 /* IWineD3DBaseShader */
2812 IWineD3DBaseShaderClass baseShader;
2814 /* Vertex shader attributes. */
2815 struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
2817 UINT min_rel_offset, max_rel_offset;
2818 UINT rel_offset;
2819 } IWineD3DVertexShaderImpl;
2821 void find_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
2822 struct vs_compile_args *args) DECLSPEC_HIDDEN;
2823 HRESULT vertexshader_init(IWineD3DVertexShaderImpl *shader, IWineD3DDeviceImpl *device,
2824 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
2825 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2827 struct wined3d_geometryshader
2829 const struct IWineD3DGeometryShaderVtbl *vtbl;
2830 IWineD3DBaseShaderClass base_shader;
2833 HRESULT geometryshader_init(struct wined3d_geometryshader *shader, IWineD3DDeviceImpl *device,
2834 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
2835 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2837 /*****************************************************************************
2838 * IDirect3DPixelShader implementation structure
2841 /* Using additional shader constants (uniforms in GLSL / program environment
2842 * or local parameters in ARB) is costly:
2843 * ARB only knows float4 parameters and GLSL compiler are not really smart
2844 * when it comes to efficiently pack float2 uniforms, so no space is wasted
2845 * (in fact most compilers map a float2 to a full float4 uniform).
2847 * For NP2 texcoord fixup we only need 2 floats (width and height) for each
2848 * 2D texture used in the shader. We therefore pack fixup info for 2 textures
2849 * into a single shader constant (uniform / program parameter).
2851 * This structure is shared between the GLSL and the ARB backend.*/
2852 struct ps_np2fixup_info {
2853 unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */
2854 WORD active; /* bitfield indicating if we can apply the fixup */
2855 WORD num_consts;
2858 typedef struct IWineD3DPixelShaderImpl {
2859 /* IUnknown parts */
2860 const IWineD3DPixelShaderVtbl *lpVtbl;
2862 /* IWineD3DBaseShader */
2863 IWineD3DBaseShaderClass baseShader;
2865 /* Pixel shader input semantics */
2866 DWORD input_reg_map[MAX_REG_INPUT];
2867 BOOL input_reg_used[MAX_REG_INPUT];
2868 unsigned int declared_in_count;
2870 /* Some information about the shader behavior */
2871 char vpos_uniform;
2873 BOOL color0_mov;
2874 DWORD color0_reg;
2876 } IWineD3DPixelShaderImpl;
2878 HRESULT pixelshader_init(IWineD3DPixelShaderImpl *shader, IWineD3DDeviceImpl *device,
2879 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
2880 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2881 void pixelshader_update_samplers(struct shader_reg_maps *reg_maps,
2882 IWineD3DBaseTexture * const *textures) DECLSPEC_HIDDEN;
2883 void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
2884 struct ps_compile_args *args) DECLSPEC_HIDDEN;
2886 /* sRGB correction constants */
2887 static const float srgb_cmp = 0.0031308f;
2888 static const float srgb_mul_low = 12.92f;
2889 static const float srgb_pow = 0.41666f;
2890 static const float srgb_mul_high = 1.055f;
2891 static const float srgb_sub_high = 0.055f;
2893 /*****************************************************************************
2894 * IWineD3DPalette implementation structure
2896 struct IWineD3DPaletteImpl {
2897 /* IUnknown parts */
2898 const IWineD3DPaletteVtbl *lpVtbl;
2899 LONG ref;
2901 IUnknown *parent;
2902 IWineD3DDeviceImpl *device;
2904 /* IWineD3DPalette */
2905 HPALETTE hpal;
2906 WORD palVersion; /*| */
2907 WORD palNumEntries; /*| LOGPALETTE */
2908 PALETTEENTRY palents[256]; /*| */
2909 /* This is to store the palette in 'screen format' */
2910 int screen_palents[256];
2911 DWORD Flags;
2914 HRESULT wined3d_palette_init(IWineD3DPaletteImpl *palette, IWineD3DDeviceImpl *device,
2915 DWORD flags, const PALETTEENTRY *entries, IUnknown *parent) DECLSPEC_HIDDEN;
2917 /* DirectDraw utility functions */
2918 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth) DECLSPEC_HIDDEN;
2920 /*****************************************************************************
2921 * Pixel format management
2924 /* WineD3D pixel format flags */
2925 #define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x00000001
2926 #define WINED3DFMT_FLAG_FILTERING 0x00000002
2927 #define WINED3DFMT_FLAG_DEPTH 0x00000004
2928 #define WINED3DFMT_FLAG_STENCIL 0x00000008
2929 #define WINED3DFMT_FLAG_RENDERTARGET 0x00000010
2930 #define WINED3DFMT_FLAG_FOURCC 0x00000020
2931 #define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x00000040
2932 #define WINED3DFMT_FLAG_COMPRESSED 0x00000080
2933 #define WINED3DFMT_FLAG_GETDC 0x00000100
2934 #define WINED3DFMT_FLAG_FLOAT 0x00000200
2935 #define WINED3DFMT_FLAG_BUMPMAP 0x00000400
2936 #define WINED3DFMT_FLAG_SRGB_READ 0x00000800
2937 #define WINED3DFMT_FLAG_SRGB_WRITE 0x00001000
2938 #define WINED3DFMT_FLAG_VTF 0x00002000
2939 #define WINED3DFMT_FLAG_SHADOW 0x00004000
2941 struct wined3d_format_desc
2943 WINED3DFORMAT format;
2944 DWORD red_mask;
2945 DWORD green_mask;
2946 DWORD blue_mask;
2947 DWORD alpha_mask;
2948 UINT byte_count;
2949 WORD depth_size;
2950 WORD stencil_size;
2952 UINT block_width;
2953 UINT block_height;
2954 UINT block_byte_count;
2956 enum wined3d_ffp_emit_idx emit_idx;
2957 GLint component_count;
2958 GLenum gl_vtx_type;
2959 GLint gl_vtx_format;
2960 GLboolean gl_normalized;
2961 unsigned int component_size;
2963 GLint glInternal;
2964 GLint glGammaInternal;
2965 GLint rtInternal;
2966 GLint glFormat;
2967 GLint glType;
2968 UINT conv_byte_count;
2969 unsigned int Flags;
2970 float heightscale;
2971 struct color_fixup_desc color_fixup;
2972 void (*convert)(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height);
2975 const struct wined3d_format_desc *getFormatDescEntry(WINED3DFORMAT fmt,
2976 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2978 static inline BOOL use_vs(IWineD3DStateBlockImpl *stateblock)
2980 /* Check stateblock->vertexDecl to allow this to be used from
2981 * IWineD3DDeviceImpl_FindTexUnitMap(). This is safe because
2982 * stateblock->vertexShader implies a vertex declaration instead of ddraw
2983 * style strided data. */
2984 return (stateblock->vertexShader
2985 && !((IWineD3DVertexDeclarationImpl *)stateblock->vertexDecl)->position_transformed
2986 && stateblock->device->vs_selected_mode != SHADER_NONE);
2989 static inline BOOL use_ps(IWineD3DStateBlockImpl *stateblock)
2991 return (stateblock->pixelShader && stateblock->device->ps_selected_mode != SHADER_NONE);
2994 void stretch_rect_fbo(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *src_surface,
2995 const RECT *src_rect, IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect,
2996 const WINED3DTEXTUREFILTERTYPE filter) DECLSPEC_HIDDEN;
2998 /* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
2999 #define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
3001 #define WINEMAKEFOURCC(ch0, ch1, ch2, ch3) \
3002 ((DWORD)(BYTE)(ch0) | ((DWORD)(BYTE)(ch1) << 8) | \
3003 ((DWORD)(BYTE)(ch2) << 16) | ((DWORD)(BYTE)(ch3) << 24 ))
3005 #define MAKEDWORD_VERSION(maj, min) (((maj & 0xffff) << 16) | (min & 0xffff))
3007 #endif