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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 2004 Jason Edmeades
7 * Copyright 2005 Oliver Stieber
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
27 #include <stdarg.h>
28 #include <math.h>
29 #define NONAMELESSUNION
30 #define NONAMELESSSTRUCT
31 #define COBJMACROS
32 #include "windef.h"
33 #include "winbase.h"
34 #include "winreg.h"
35 #include "wingdi.h"
36 #include "winuser.h"
37 #include "wine/debug.h"
38 #include "wine/unicode.h"
40 #include "wined3d_private_types.h"
41 #include "wine/wined3d_interface.h"
42 #include "wine/wined3d_caps.h"
43 #include "wine/wined3d_gl.h"
44 #include "wine/list.h"
46 /* Hash table functions */
47 typedef unsigned int (hash_function_t)(void *key);
48 typedef BOOL (compare_function_t)(void *keya, void *keyb);
50 struct hash_table_entry_t {
51 void *key;
52 void *value;
53 unsigned int hash;
54 struct list entry;
57 struct hash_table_t {
58 hash_function_t *hash_function;
59 compare_function_t *compare_function;
60 struct list *buckets;
61 unsigned int bucket_count;
62 struct hash_table_entry_t *entries;
63 unsigned int entry_count;
64 struct list free_entries;
65 unsigned int count;
66 unsigned int grow_size;
67 unsigned int shrink_size;
70 struct hash_table_t *hash_table_create(hash_function_t *hash_function, compare_function_t *compare_function);
71 void hash_table_destroy(struct hash_table_t *table, void (*free_value)(void *value, void *cb), void *cb);
72 void *hash_table_get(struct hash_table_t *table, void *key);
73 void hash_table_put(struct hash_table_t *table, void *key, void *value);
74 void hash_table_remove(struct hash_table_t *table, void *key);
76 /* Device caps */
77 #define MAX_PALETTES 65536
78 #define MAX_STREAMS 16
79 #define MAX_TEXTURES 8
80 #define MAX_FRAGMENT_SAMPLERS 16
81 #define MAX_VERTEX_SAMPLERS 4
82 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
83 #define MAX_ACTIVE_LIGHTS 8
84 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
85 #define MAX_LEVELS 256
87 #define MAX_CONST_I 16
88 #define MAX_CONST_B 16
90 /* Used for CreateStateBlock */
91 #define NUM_SAVEDPIXELSTATES_R 35
92 #define NUM_SAVEDPIXELSTATES_T 18
93 #define NUM_SAVEDPIXELSTATES_S 12
94 #define NUM_SAVEDVERTEXSTATES_R 34
95 #define NUM_SAVEDVERTEXSTATES_T 2
96 #define NUM_SAVEDVERTEXSTATES_S 1
98 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
99 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
100 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
101 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
102 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
103 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
105 typedef enum _WINELOOKUP {
106 WINELOOKUP_WARPPARAM = 0,
107 MAX_LOOKUPS = 1
108 } WINELOOKUP;
110 extern int minLookup[MAX_LOOKUPS];
111 extern int maxLookup[MAX_LOOKUPS];
112 extern DWORD *stateLookup[MAX_LOOKUPS];
114 typedef DWORD magLookup_t[WINED3DTEXF_ANISOTROPIC + 1];
115 extern magLookup_t magLookup;
116 extern magLookup_t magLookup_noFilter;
118 typedef DWORD minMipLookup_t[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
119 extern minMipLookup_t minMipLookup;
120 extern minMipLookup_t minMipLookup_noFilter;
122 void init_type_lookup(WineD3D_GL_Info *gl_info);
123 #define WINED3D_ATR_TYPE(type) GLINFO_LOCATION.glTypeLookup[type].d3dType
124 #define WINED3D_ATR_SIZE(type) GLINFO_LOCATION.glTypeLookup[type].size
125 #define WINED3D_ATR_GLTYPE(type) GLINFO_LOCATION.glTypeLookup[type].glType
126 #define WINED3D_ATR_NORMALIZED(type) GLINFO_LOCATION.glTypeLookup[type].normalized
127 #define WINED3D_ATR_TYPESIZE(type) GLINFO_LOCATION.glTypeLookup[type].typesize
129 /* float_16_to_32() and float_32_to_16() (see implementation in
130 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
131 * to standard C floats and vice versa. They do not depend on the encoding
132 * of the C float, so they are platform independent, but slow. On x86 and
133 * other IEEE 754 compliant platforms the conversion can be accelerated by
134 * bit shifting the exponent and mantissa. There are also some SSE-based
135 * assembly routines out there.
137 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
139 static inline float float_16_to_32(const unsigned short *in) {
140 const unsigned short s = ((*in) & 0x8000);
141 const unsigned short e = ((*in) & 0x7C00) >> 10;
142 const unsigned short m = (*in) & 0x3FF;
143 const float sgn = (s ? -1.0 : 1.0);
145 if(e == 0) {
146 if(m == 0) return sgn * 0.0; /* +0.0 or -0.0 */
147 else return sgn * pow(2, -14.0) * ( (float) m / 1024.0);
148 } else if(e < 31) {
149 return sgn * pow(2, (float) e-15.0) * (1.0 + ((float) m / 1024.0));
150 } else {
151 if(m == 0) return sgn / 0.0; /* +INF / -INF */
152 else return 0.0 / 0.0; /* NAN */
157 * Settings
159 #define VS_NONE 0
160 #define VS_HW 1
162 #define PS_NONE 0
163 #define PS_HW 1
165 #define VBO_NONE 0
166 #define VBO_HW 1
168 #define NP2_NONE 0
169 #define NP2_REPACK 1
170 #define NP2_NATIVE 2
172 #define ORM_BACKBUFFER 0
173 #define ORM_PBUFFER 1
174 #define ORM_FBO 2
176 #define SHADER_ARB 1
177 #define SHADER_GLSL 2
178 #define SHADER_ATI 3
179 #define SHADER_NONE 4
181 #define RTL_DISABLE -1
182 #define RTL_AUTO 0
183 #define RTL_READDRAW 1
184 #define RTL_READTEX 2
185 #define RTL_TEXDRAW 3
186 #define RTL_TEXTEX 4
188 /* NOTE: When adding fields to this structure, make sure to update the default
189 * values in wined3d_main.c as well. */
190 typedef struct wined3d_settings_s {
191 /* vertex and pixel shader modes */
192 int vs_mode;
193 int ps_mode;
194 int vbo_mode;
195 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
196 we should use it. However, until it's fully implemented, we'll leave it as a registry
197 setting for developers. */
198 BOOL glslRequested;
199 int offscreen_rendering_mode;
200 int rendertargetlock_mode;
201 /* Memory tracking and object counting */
202 unsigned int emulated_textureram;
203 char *logo;
204 int allow_multisampling;
205 } wined3d_settings_t;
207 extern wined3d_settings_t wined3d_settings;
209 /* Shader backends */
210 struct SHADER_OPCODE_ARG;
212 #define SHADER_PGMSIZE 65535
213 typedef struct SHADER_BUFFER {
214 char* buffer;
215 unsigned int bsize;
216 unsigned int lineNo;
217 BOOL newline;
218 } SHADER_BUFFER;
220 enum WINED3D_SHADER_INSTRUCTION_HANDLER
222 WINED3DSIH_ABS,
223 WINED3DSIH_ADD,
224 WINED3DSIH_BEM,
225 WINED3DSIH_BREAK,
226 WINED3DSIH_BREAKC,
227 WINED3DSIH_BREAKP,
228 WINED3DSIH_CALL,
229 WINED3DSIH_CALLNZ,
230 WINED3DSIH_CMP,
231 WINED3DSIH_CND,
232 WINED3DSIH_CRS,
233 WINED3DSIH_DCL,
234 WINED3DSIH_DEF,
235 WINED3DSIH_DEFB,
236 WINED3DSIH_DEFI,
237 WINED3DSIH_DP2ADD,
238 WINED3DSIH_DP3,
239 WINED3DSIH_DP4,
240 WINED3DSIH_DST,
241 WINED3DSIH_DSX,
242 WINED3DSIH_DSY,
243 WINED3DSIH_ELSE,
244 WINED3DSIH_ENDIF,
245 WINED3DSIH_ENDLOOP,
246 WINED3DSIH_ENDREP,
247 WINED3DSIH_EXP,
248 WINED3DSIH_EXPP,
249 WINED3DSIH_FRC,
250 WINED3DSIH_IF,
251 WINED3DSIH_IFC,
252 WINED3DSIH_LABEL,
253 WINED3DSIH_LIT,
254 WINED3DSIH_LOG,
255 WINED3DSIH_LOGP,
256 WINED3DSIH_LOOP,
257 WINED3DSIH_LRP,
258 WINED3DSIH_M3x2,
259 WINED3DSIH_M3x3,
260 WINED3DSIH_M3x4,
261 WINED3DSIH_M4x3,
262 WINED3DSIH_M4x4,
263 WINED3DSIH_MAD,
264 WINED3DSIH_MAX,
265 WINED3DSIH_MIN,
266 WINED3DSIH_MOV,
267 WINED3DSIH_MOVA,
268 WINED3DSIH_MUL,
269 WINED3DSIH_NOP,
270 WINED3DSIH_NRM,
271 WINED3DSIH_PHASE,
272 WINED3DSIH_POW,
273 WINED3DSIH_RCP,
274 WINED3DSIH_REP,
275 WINED3DSIH_RET,
276 WINED3DSIH_RSQ,
277 WINED3DSIH_SETP,
278 WINED3DSIH_SGE,
279 WINED3DSIH_SGN,
280 WINED3DSIH_SINCOS,
281 WINED3DSIH_SLT,
282 WINED3DSIH_SUB,
283 WINED3DSIH_TEX,
284 WINED3DSIH_TEXBEM,
285 WINED3DSIH_TEXBEML,
286 WINED3DSIH_TEXCOORD,
287 WINED3DSIH_TEXDEPTH,
288 WINED3DSIH_TEXDP3,
289 WINED3DSIH_TEXDP3TEX,
290 WINED3DSIH_TEXKILL,
291 WINED3DSIH_TEXLDD,
292 WINED3DSIH_TEXLDL,
293 WINED3DSIH_TEXM3x2DEPTH,
294 WINED3DSIH_TEXM3x2PAD,
295 WINED3DSIH_TEXM3x2TEX,
296 WINED3DSIH_TEXM3x3,
297 WINED3DSIH_TEXM3x3DIFF,
298 WINED3DSIH_TEXM3x3PAD,
299 WINED3DSIH_TEXM3x3SPEC,
300 WINED3DSIH_TEXM3x3TEX,
301 WINED3DSIH_TEXM3x3VSPEC,
302 WINED3DSIH_TEXREG2AR,
303 WINED3DSIH_TEXREG2GB,
304 WINED3DSIH_TEXREG2RGB,
305 WINED3DSIH_TABLE_SIZE
308 typedef void (*SHADER_HANDLER) (struct SHADER_OPCODE_ARG*);
310 struct shader_caps {
311 DWORD VertexShaderVersion;
312 DWORD MaxVertexShaderConst;
314 DWORD PixelShaderVersion;
315 float PixelShader1xMaxValue;
317 WINED3DVSHADERCAPS2_0 VS20Caps;
318 WINED3DPSHADERCAPS2_0 PS20Caps;
320 DWORD MaxVShaderInstructionsExecuted;
321 DWORD MaxPShaderInstructionsExecuted;
322 DWORD MaxVertexShader30InstructionSlots;
323 DWORD MaxPixelShader30InstructionSlots;
326 typedef struct {
327 const SHADER_HANDLER *shader_instruction_handler_table;
328 void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
329 void (*shader_select_depth_blt)(IWineD3DDevice *iface);
330 void (*shader_deselect_depth_blt)(IWineD3DDevice *iface);
331 void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
332 void (*shader_cleanup)(IWineD3DDevice *iface);
333 void (*shader_color_correction)(struct SHADER_OPCODE_ARG *arg);
334 void (*shader_destroy)(IWineD3DBaseShader *iface);
335 HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
336 void (*shader_free_private)(IWineD3DDevice *iface);
337 BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
338 void (*shader_generate_pshader)(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer);
339 void (*shader_generate_vshader)(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer);
340 void (*shader_get_caps)(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct shader_caps *caps);
341 BOOL (*shader_conv_supported)(WINED3DFORMAT conv);
342 } shader_backend_t;
344 extern const shader_backend_t glsl_shader_backend;
345 extern const shader_backend_t arb_program_shader_backend;
346 extern const shader_backend_t none_shader_backend;
348 /* X11 locking */
350 extern void (*wine_tsx11_lock_ptr)(void);
351 extern void (*wine_tsx11_unlock_ptr)(void);
353 /* As GLX relies on X, this is needed */
354 extern int num_lock;
356 #if 0
357 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
358 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
359 #else
360 #define ENTER_GL() wine_tsx11_lock_ptr()
361 #define LEAVE_GL() wine_tsx11_unlock_ptr()
362 #endif
364 /*****************************************************************************
365 * Defines
368 /* GL related defines */
369 /* ------------------ */
370 #define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
371 #define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
372 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
373 #define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
375 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
376 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
377 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
378 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
380 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
381 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
382 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
383 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
385 #define D3DCOLORTOGLFLOAT4(dw, vec) \
386 (vec)[0] = D3DCOLOR_R(dw); \
387 (vec)[1] = D3DCOLOR_G(dw); \
388 (vec)[2] = D3DCOLOR_B(dw); \
389 (vec)[3] = D3DCOLOR_A(dw);
391 /* DirectX Device Limits */
392 /* --------------------- */
393 #define MAX_LEVELS 256 /* Maximum number of mipmap levels. Guessed at 256 */
395 #define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
396 See MaxStreams in MSDN under GetDeviceCaps */
397 /* Maximum number of constants provided to the shaders */
398 #define HIGHEST_TRANSFORMSTATE 512
399 /* Highest value in WINED3DTRANSFORMSTATETYPE */
401 /* Checking of API calls */
402 /* --------------------- */
403 #define checkGLcall(A) \
405 GLint err = glGetError(); \
406 if (err == GL_NO_ERROR) { \
407 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
409 } else do { \
410 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
411 debug_glerror(err), err, A, __FILE__, __LINE__); \
412 err = glGetError(); \
413 } while (err != GL_NO_ERROR); \
416 /* Trace routines / diagnostics */
417 /* ---------------------------- */
419 /* Dump out a matrix and copy it */
420 #define conv_mat(mat,gl_mat) \
421 do { \
422 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
423 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
424 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
425 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
426 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
427 } while (0)
429 /* Macro to dump out the current state of the light chain */
430 #define DUMP_LIGHT_CHAIN() \
432 PLIGHTINFOEL *el = This->stateBlock->lights;\
433 while (el) { \
434 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
435 el = el->next; \
439 /* Trace vector and strided data information */
440 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
441 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d, vbo %d, stream %u)\n", \
442 sd->u.s.name.lpData, sd->u.s.name.dwStride, sd->u.s.name.dwType, sd->u.s.name.VBO, sd->u.s.name.streamNo);
444 /* Defines used for optimizations */
446 /* Only reapply what is necessary */
447 #define REAPPLY_ALPHAOP 0x0001
448 #define REAPPLY_ALL 0xFFFF
450 /* Advance declaration of structures to satisfy compiler */
451 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
452 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
453 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
454 typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl;
456 /* Global variables */
457 extern const float identity[16];
459 /*****************************************************************************
460 * Compilable extra diagnostics
463 /* Trace information per-vertex: (extremely high amount of trace) */
464 #if 0 /* NOTE: Must be 0 in cvs */
465 # define VTRACE(A) TRACE A
466 #else
467 # define VTRACE(A)
468 #endif
470 /* Checking of per-vertex related GL calls */
471 /* --------------------- */
472 #define vcheckGLcall(A) \
474 GLint err = glGetError(); \
475 if (err == GL_NO_ERROR) { \
476 VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
478 } else do { \
479 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
480 debug_glerror(err), err, A, __FILE__, __LINE__); \
481 err = glGetError(); \
482 } while (err != GL_NO_ERROR); \
485 /* TODO: Confirm each of these works when wined3d move completed */
486 #if 0 /* NOTE: Must be 0 in cvs */
487 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
488 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
489 is enabled, and if it doesn't exist it is disabled. */
490 # define FRAME_DEBUGGING
491 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
492 the file is deleted */
493 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
494 # define SINGLE_FRAME_DEBUGGING
495 # endif
496 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
497 It can only be enabled when FRAME_DEBUGGING is also enabled
498 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
499 array is drawn. */
500 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
501 # define SHOW_FRAME_MAKEUP 1
502 # endif
503 /* The following, when enabled, lets you see the makeup of the all the textures used during each
504 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
505 The contents of the textures assigned to each stage are written into
506 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
507 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
508 # define SHOW_TEXTURE_MAKEUP 0
509 # endif
510 extern BOOL isOn;
511 extern BOOL isDumpingFrames;
512 extern LONG primCounter;
513 #endif
515 /*****************************************************************************
516 * Prototypes
519 /* Routine common to the draw primitive and draw indexed primitive routines */
520 void drawPrimitive(IWineD3DDevice *iface,
521 int PrimitiveType,
522 long NumPrimitives,
523 /* for Indexed: */
524 long StartVertexIndex,
525 UINT numberOfVertices,
526 long StartIdx,
527 short idxBytes,
528 const void *idxData,
529 int minIndex);
531 void primitiveDeclarationConvertToStridedData(
532 IWineD3DDevice *iface,
533 BOOL useVertexShaderFunction,
534 WineDirect3DVertexStridedData *strided,
535 BOOL *fixup);
537 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
539 typedef void (WINE_GLAPI *glAttribFunc)(void *data);
540 typedef void (WINE_GLAPI *glTexAttribFunc)(GLuint unit, void *data);
541 extern glAttribFunc position_funcs[WINED3DDECLTYPE_UNUSED];
542 extern glAttribFunc diffuse_funcs[WINED3DDECLTYPE_UNUSED];
543 extern glAttribFunc specular_funcs[WINED3DDECLTYPE_UNUSED];
544 extern glAttribFunc normal_funcs[WINED3DDECLTYPE_UNUSED];
546 #define eps 1e-8
548 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
549 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
551 /* Routines and structures related to state management */
552 typedef struct WineD3DContext WineD3DContext;
553 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
555 #define STATE_RENDER(a) (a)
556 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
558 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + (stage) * WINED3D_HIGHEST_TEXTURE_STATE + (num))
559 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
561 /* + 1 because samplers start with 0 */
562 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
563 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
565 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
566 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
568 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
569 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
571 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
572 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
573 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
574 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
576 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
577 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
579 #define STATE_VSHADER (STATE_VDECL + 1)
580 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
582 #define STATE_VIEWPORT (STATE_VSHADER + 1)
583 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
585 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
586 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
587 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
588 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
590 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
591 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
593 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
594 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
596 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
597 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
599 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
601 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
603 #define STATE_HIGHEST (STATE_FRONTFACE)
605 struct StateEntry
607 DWORD representative;
608 APPLYSTATEFUNC apply;
611 struct StateEntryTemplate
613 DWORD state;
614 struct StateEntry content;
615 GL_SupportedExt extension;
618 struct fragment_caps {
619 DWORD PrimitiveMiscCaps;
621 DWORD TextureOpCaps;
622 DWORD MaxTextureBlendStages;
623 DWORD MaxSimultaneousTextures;
626 struct fragment_pipeline {
627 void (*enable_extension)(IWineD3DDevice *iface, BOOL enable);
628 void (*get_caps)(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct fragment_caps *caps);
629 HRESULT (*alloc_private)(IWineD3DDevice *iface);
630 void (*free_private)(IWineD3DDevice *iface);
631 BOOL (*conv_supported)(WINED3DFORMAT conv);
632 const struct StateEntryTemplate *states;
633 BOOL ffp_proj_control;
636 extern const struct StateEntryTemplate misc_state_template[];
637 extern const struct StateEntryTemplate ffp_vertexstate_template[];
638 extern const struct fragment_pipeline ffp_fragment_pipeline;
639 extern const struct fragment_pipeline atifs_fragment_pipeline;
640 extern const struct fragment_pipeline arbfp_fragment_pipeline;
641 extern const struct fragment_pipeline nvts_fragment_pipeline;
642 extern const struct fragment_pipeline nvrc_fragment_pipeline;
644 /* "Base" state table */
645 void compile_state_table(struct StateEntry *StateTable,
646 APPLYSTATEFUNC **dev_multistate_funcs,
647 WineD3D_GL_Info *gl_info,
648 const struct StateEntryTemplate *vertex,
649 const struct fragment_pipeline *fragment,
650 const struct StateEntryTemplate *misc);
652 /* Shaders for color conversions in blits */
653 struct blit_shader {
654 HRESULT (*alloc_private)(IWineD3DDevice *iface);
655 void (*free_private)(IWineD3DDevice *iface);
656 HRESULT (*set_shader)(IWineD3DDevice *iface, WINED3DFORMAT fmt, GLenum textype, UINT width, UINT height);
657 void (*unset_shader)(IWineD3DDevice *iface);
658 BOOL (*conv_supported)(WINED3DFORMAT conv);
661 extern const struct blit_shader ffp_blit;
662 extern const struct blit_shader arbfp_blit;
664 /* The new context manager that should deal with onscreen and offscreen rendering */
665 struct WineD3DContext {
666 /* State dirtification
667 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
668 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
669 * 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
670 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
672 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
673 DWORD numDirtyEntries;
674 DWORD isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
676 IWineD3DSurface *surface;
677 DWORD tid; /* Thread ID which owns this context at the moment */
679 /* Stores some information about the context state for optimization */
680 BOOL draw_buffer_dirty;
681 BOOL last_was_rhw; /* true iff last draw_primitive was in xyzrhw mode */
682 BOOL last_was_pshader;
683 BOOL last_was_vshader;
684 BOOL last_was_foggy_shader;
685 BOOL namedArraysLoaded, numberedArraysLoaded;
686 BOOL lastWasPow2Texture[MAX_TEXTURES];
687 GLenum tracking_parm; /* Which source is tracking current colour */
688 unsigned char num_untracked_materials;
689 GLenum untracked_materials[2];
690 BOOL last_was_blit, last_was_ckey;
691 UINT blit_w, blit_h;
692 char texShaderBumpMap;
693 BOOL fog_coord;
695 char *vshader_const_dirty, *pshader_const_dirty;
697 /* The actual opengl context */
698 HGLRC glCtx;
699 HWND win_handle;
700 HDC hdc;
701 HPBUFFERARB pbuffer;
702 BOOL isPBuffer;
703 GLint aux_buffers;
705 /* FBOs */
706 struct list fbo_list;
707 struct fbo_entry *current_fbo;
708 GLuint src_fbo;
709 GLuint dst_fbo;
712 typedef enum ContextUsage {
713 CTXUSAGE_RESOURCELOAD = 1, /* Only loads textures: No State is applied */
714 CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfaces */
715 CTXUSAGE_BLIT = 3, /* OpenGL states are set up 3D drawing */
716 CTXUSAGE_CLEAR = 4, /* Drawable and states are set up for clearing */
717 } ContextUsage;
719 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
720 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
721 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
722 void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource, WINED3DRESOURCETYPE type);
723 void context_bind_fbo(IWineD3DDevice *iface, GLenum target, GLuint *fbo);
724 void context_attach_depth_stencil_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer);
725 void context_attach_surface_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, DWORD idx, IWineD3DSurface *surface);
727 void delete_opengl_contexts(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
728 HRESULT create_primary_opengl_context(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
730 /* Macros for doing basic GPU detection based on opengl capabilities */
731 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
732 #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])
733 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
734 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
736 /* Default callbacks for implicit object destruction */
737 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
739 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
741 /*****************************************************************************
742 * Internal representation of a light
744 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
745 struct PLIGHTINFOEL {
746 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
747 DWORD OriginalIndex;
748 LONG glIndex;
749 BOOL changed;
750 BOOL enabledChanged;
751 BOOL enabled;
753 /* Converted parms to speed up swapping lights */
754 float lightPosn[4];
755 float lightDirn[4];
756 float exponent;
757 float cutoff;
759 struct list entry;
762 /* The default light parameters */
763 extern const WINED3DLIGHT WINED3D_default_light;
765 typedef struct WineD3D_PixelFormat
767 int iPixelFormat; /* WGL pixel format */
768 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
769 int redSize, greenSize, blueSize, alphaSize;
770 int depthSize, stencilSize;
771 BOOL windowDrawable;
772 BOOL pbufferDrawable;
773 BOOL doubleBuffer;
774 int auxBuffers;
775 int numSamples;
776 } WineD3D_PixelFormat;
778 /* The adapter structure */
779 struct WineD3DAdapter
781 UINT num;
782 BOOL opengl;
783 POINT monitorPoint;
784 WineD3D_GL_Info gl_info;
785 const char *driver;
786 const char *description;
787 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
788 int nCfgs;
789 WineD3D_PixelFormat *cfgs;
790 BOOL brokenStencil; /* Set on cards which only offer mixed depth+stencil */
791 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
792 unsigned int UsedTextureRam;
795 extern BOOL InitAdapters(void);
796 extern BOOL initPixelFormats(WineD3D_GL_Info *gl_info);
797 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram);
799 /*****************************************************************************
800 * High order patch management
802 struct WineD3DRectPatch
804 UINT Handle;
805 float *mem;
806 WineDirect3DVertexStridedData strided;
807 WINED3DRECTPATCH_INFO RectPatchInfo;
808 float numSegs[4];
809 char has_normals, has_texcoords;
810 struct list entry;
813 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
815 enum projection_types
817 proj_none = 0,
818 proj_count3 = 1,
819 proj_count4 = 2
822 enum tex_types
824 tex_1d = 0,
825 tex_2d = 1,
826 tex_3d = 2,
827 tex_cube = 3,
828 tex_rect = 4
831 enum dst_arg
833 resultreg = 0,
834 tempreg = 1
837 /*****************************************************************************
838 * Fixed function pipeline replacements
840 struct texture_stage_op
842 unsigned cop : 5, aop : 5;
843 #define ARG_UNUSED 0x3f
844 unsigned carg1 : 6, carg2 : 6, carg0 : 6;
845 unsigned tex_type : 3;
846 unsigned dst : 1; /* Total of 32 bits */
847 unsigned aarg1 : 6, aarg2 : 6, aarg0 : 6;
848 unsigned projected : 2;
849 unsigned padding : 12; /* Total of 64 bits */
850 WINED3DFORMAT color_correction;
853 struct ffp_settings {
854 struct texture_stage_op op[MAX_TEXTURES];
855 enum {
856 FOG_OFF,
857 FOG_LINEAR,
858 FOG_EXP,
859 FOG_EXP2
860 } fog;
861 /* Use an int instead of a char to get dword alignment */
862 unsigned int sRGB_write;
865 struct ffp_desc
867 struct ffp_settings settings;
870 void gen_ffp_op(IWineD3DStateBlockImpl *stateblock, struct ffp_settings *settings, BOOL ignore_textype);
871 struct ffp_desc *find_ffp_shader(struct hash_table_t *fragment_shaders, struct ffp_settings *settings);
872 void add_ffp_shader(struct hash_table_t *shaders, struct ffp_desc *desc);
873 BOOL ffp_program_key_compare(void *keya, void *keyb);
874 unsigned int ffp_program_key_hash(void *key);
876 /*****************************************************************************
877 * IWineD3D implementation structure
879 typedef struct IWineD3DImpl
881 /* IUnknown fields */
882 const IWineD3DVtbl *lpVtbl;
883 LONG ref; /* Note: Ref counting not required */
885 /* WineD3D Information */
886 IUnknown *parent;
887 UINT dxVersion;
888 } IWineD3DImpl;
890 extern const IWineD3DVtbl IWineD3D_Vtbl;
892 /* TODO: setup some flags in the registry to enable, disable pbuffer support
893 (since it will break quite a few things until contexts are managed properly!) */
894 extern BOOL pbuffer_support;
895 /* allocate one pbuffer per surface */
896 extern BOOL pbuffer_per_surface;
898 /* A helper function that dumps a resource list */
899 void dumpResources(struct list *list);
901 /*****************************************************************************
902 * IWineD3DDevice implementation structure
904 struct IWineD3DDeviceImpl
906 /* IUnknown fields */
907 const IWineD3DDeviceVtbl *lpVtbl;
908 LONG ref; /* Note: Ref counting not required */
910 /* WineD3D Information */
911 IUnknown *parent;
912 IWineD3D *wineD3D;
913 struct WineD3DAdapter *adapter;
915 /* Window styles to restore when switching fullscreen mode */
916 LONG style;
917 LONG exStyle;
919 /* X and GL Information */
920 GLint maxConcurrentLights;
921 GLenum offscreenBuffer;
923 /* Selected capabilities */
924 int vs_selected_mode;
925 int ps_selected_mode;
926 const shader_backend_t *shader_backend;
927 void *shader_priv;
928 void *fragment_priv;
929 void *blit_priv;
930 struct StateEntry StateTable[STATE_HIGHEST + 1];
931 /* Array of functions for states which are handled by more than one pipeline part */
932 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
933 const struct fragment_pipeline *frag_pipe;
934 const struct blit_shader *blitter;
936 unsigned int max_ffp_textures, max_ffp_texture_stages;
938 /* To store */
939 BOOL view_ident; /* true iff view matrix is identity */
940 BOOL untransformed;
941 BOOL vertexBlendUsed; /* To avoid needless setting of the blend matrices */
942 #define DDRAW_PITCH_ALIGNMENT 8
943 #define D3D8_PITCH_ALIGNMENT 4
944 unsigned char surface_alignment; /* Line Alignment of surfaces */
946 /* State block related */
947 BOOL isRecordingState;
948 IWineD3DStateBlockImpl *stateBlock;
949 IWineD3DStateBlockImpl *updateStateBlock;
950 BOOL isInDraw;
952 /* Internal use fields */
953 WINED3DDEVICE_CREATION_PARAMETERS createParms;
954 UINT adapterNo;
955 WINED3DDEVTYPE devType;
957 IWineD3DSwapChain **swapchains;
958 UINT NumberOfSwapChains;
960 struct list resources; /* a linked list to track resources created by the device */
961 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
962 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
964 /* Render Target Support */
965 IWineD3DSurface **render_targets;
966 IWineD3DSurface *auto_depth_stencil_buffer;
967 IWineD3DSurface *stencilBufferTarget;
969 /* Caches to avoid unneeded context changes */
970 IWineD3DSurface *lastActiveRenderTarget;
971 IWineD3DSwapChain *lastActiveSwapChain;
973 /* palettes texture management */
974 UINT NumberOfPalettes;
975 PALETTEENTRY **palettes;
976 UINT currentPalette;
977 UINT paletteConversionShader;
979 /* For rendering to a texture using glCopyTexImage */
980 BOOL render_offscreen;
981 GLenum *draw_buffers;
982 GLuint depth_blt_texture;
983 GLuint depth_blt_rb;
984 UINT depth_blt_rb_w;
985 UINT depth_blt_rb_h;
987 /* Cursor management */
988 BOOL bCursorVisible;
989 UINT xHotSpot;
990 UINT yHotSpot;
991 UINT xScreenSpace;
992 UINT yScreenSpace;
993 UINT cursorWidth, cursorHeight;
994 GLuint cursorTexture;
995 BOOL haveHardwareCursor;
996 HCURSOR hardwareCursor;
998 /* The Wine logo surface */
999 IWineD3DSurface *logo_surface;
1001 /* Textures for when no other textures are mapped */
1002 UINT dummyTextureName[MAX_TEXTURES];
1004 /* Debug stream management */
1005 BOOL debug;
1007 /* Device state management */
1008 HRESULT state;
1009 BOOL d3d_initialized;
1011 /* A flag to check for proper BeginScene / EndScene call pairs */
1012 BOOL inScene;
1014 /* process vertex shaders using software or hardware */
1015 BOOL softwareVertexProcessing;
1017 /* DirectDraw stuff */
1018 DWORD ddraw_width, ddraw_height;
1019 WINED3DFORMAT ddraw_format;
1021 /* Final position fixup constant */
1022 float posFixup[4];
1024 /* With register combiners we can skip junk texture stages */
1025 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
1026 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1027 BOOL fixed_function_usage_map[MAX_TEXTURES];
1029 /* Stream source management */
1030 WineDirect3DVertexStridedData strided_streams;
1031 WineDirect3DVertexStridedData *up_strided;
1032 BOOL useDrawStridedSlow;
1033 BOOL instancedDraw;
1035 /* Context management */
1036 WineD3DContext **contexts; /* Dynamic array containing pointers to context structures */
1037 WineD3DContext *activeContext;
1038 DWORD lastThread;
1039 UINT numContexts;
1040 WineD3DContext *pbufferContext; /* The context that has a pbuffer as drawable */
1041 DWORD pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
1043 /* High level patch management */
1044 #define PATCHMAP_SIZE 43
1045 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
1046 struct list patches[PATCHMAP_SIZE];
1047 struct WineD3DRectPatch *currentPatch;
1050 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl, IWineD3DDevice_DirtyConst_Vtbl;
1052 HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
1053 CONST WINED3DRECT* pRects, DWORD Flags, WINED3DCOLOR Color,
1054 float Z, DWORD Stencil);
1055 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
1056 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
1057 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
1058 DWORD idx = state >> 5;
1059 BYTE shift = state & 0x1f;
1060 return context->isStateDirty[idx] & (1 << shift);
1063 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
1064 typedef struct PrivateData
1066 struct list entry;
1068 GUID tag;
1069 DWORD flags; /* DDSPD_* */
1070 DWORD uniqueness_value;
1072 union
1074 LPVOID data;
1075 LPUNKNOWN object;
1076 } ptr;
1078 DWORD size;
1079 } PrivateData;
1081 /*****************************************************************************
1082 * IWineD3DResource implementation structure
1084 typedef struct IWineD3DResourceClass
1086 /* IUnknown fields */
1087 LONG ref; /* Note: Ref counting not required */
1089 /* WineD3DResource Information */
1090 IUnknown *parent;
1091 WINED3DRESOURCETYPE resourceType;
1092 IWineD3DDeviceImpl *wineD3DDevice;
1093 WINED3DPOOL pool;
1094 UINT size;
1095 DWORD usage;
1096 WINED3DFORMAT format;
1097 BYTE *allocatedMemory; /* Pointer to the real data location */
1098 BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
1099 struct list privateData;
1100 struct list resource_list_entry;
1102 } IWineD3DResourceClass;
1104 typedef struct IWineD3DResourceImpl
1106 /* IUnknown & WineD3DResource Information */
1107 const IWineD3DResourceVtbl *lpVtbl;
1108 IWineD3DResourceClass resource;
1109 } IWineD3DResourceImpl;
1111 /* Tests show that the start address of resources is 32 byte aligned */
1112 #define RESOURCE_ALIGNMENT 32
1114 /*****************************************************************************
1115 * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
1117 enum vbo_conversion_type {
1118 CONV_NONE = 0,
1119 CONV_D3DCOLOR = 1,
1120 CONV_POSITIONT = 2,
1121 CONV_FLOAT16_2 = 3 /* Also handles FLOAT16_4 */
1123 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
1124 * fixed function semantics as D3DCOLOR or FLOAT16
1128 typedef struct IWineD3DVertexBufferImpl
1130 /* IUnknown & WineD3DResource Information */
1131 const IWineD3DVertexBufferVtbl *lpVtbl;
1132 IWineD3DResourceClass resource;
1134 /* WineD3DVertexBuffer specifics */
1135 DWORD fvf;
1137 /* Vertex buffer object support */
1138 GLuint vbo;
1139 BYTE Flags;
1140 LONG bindCount;
1141 LONG vbo_size;
1142 GLenum vbo_usage;
1144 UINT dirtystart, dirtyend;
1145 LONG lockcount;
1147 LONG declChanges, draws;
1148 /* Last description of the buffer */
1149 DWORD stride; /* 0 if no conversion */
1150 enum vbo_conversion_type *conv_map; /* NULL if no conversion */
1152 /* Extra load offsets, for FLOAT16 conversion */
1153 DWORD *conv_shift; /* NULL if no shifted conversion */
1154 DWORD conv_stride; /* 0 if no shifted conversion */
1155 } IWineD3DVertexBufferImpl;
1157 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
1159 #define VBFLAG_OPTIMIZED 0x01 /* Optimize has been called for the VB */
1160 #define VBFLAG_DIRTY 0x02 /* Buffer data has been modified */
1161 #define VBFLAG_HASDESC 0x04 /* A vertex description has been found */
1162 #define VBFLAG_CREATEVBO 0x08 /* Attempt to create a VBO next PreLoad */
1164 /*****************************************************************************
1165 * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
1167 typedef struct IWineD3DIndexBufferImpl
1169 /* IUnknown & WineD3DResource Information */
1170 const IWineD3DIndexBufferVtbl *lpVtbl;
1171 IWineD3DResourceClass resource;
1173 GLuint vbo;
1174 UINT dirtystart, dirtyend;
1175 LONG lockcount;
1177 /* WineD3DVertexBuffer specifics */
1178 } IWineD3DIndexBufferImpl;
1180 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
1182 /*****************************************************************************
1183 * IWineD3DBaseTexture D3D- > openGL state map lookups
1185 #define WINED3DFUNC_NOTSUPPORTED -2
1186 #define WINED3DFUNC_UNIMPLEMENTED -1
1188 typedef enum winetexturestates {
1189 WINED3DTEXSTA_ADDRESSU = 0,
1190 WINED3DTEXSTA_ADDRESSV = 1,
1191 WINED3DTEXSTA_ADDRESSW = 2,
1192 WINED3DTEXSTA_BORDERCOLOR = 3,
1193 WINED3DTEXSTA_MAGFILTER = 4,
1194 WINED3DTEXSTA_MINFILTER = 5,
1195 WINED3DTEXSTA_MIPFILTER = 6,
1196 WINED3DTEXSTA_MAXMIPLEVEL = 7,
1197 WINED3DTEXSTA_MAXANISOTROPY = 8,
1198 WINED3DTEXSTA_SRGBTEXTURE = 9,
1199 WINED3DTEXSTA_ELEMENTINDEX = 10,
1200 WINED3DTEXSTA_DMAPOFFSET = 11,
1201 WINED3DTEXSTA_TSSADDRESSW = 12,
1202 MAX_WINETEXTURESTATES = 13,
1203 } winetexturestates;
1205 /*****************************************************************************
1206 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1208 typedef struct IWineD3DBaseTextureClass
1210 UINT levels;
1211 BOOL dirty;
1212 UINT textureName;
1213 UINT LOD;
1214 WINED3DTEXTUREFILTERTYPE filterType;
1215 DWORD states[MAX_WINETEXTURESTATES];
1216 LONG bindCount;
1217 DWORD sampler;
1218 BOOL is_srgb;
1219 UINT srgb_mode_change_count;
1220 WINED3DFORMAT shader_conversion_group;
1221 float pow2Matrix[16];
1222 minMipLookup_t *minMipLookup;
1223 magLookup_t *magLookup;
1224 } IWineD3DBaseTextureClass;
1226 typedef struct IWineD3DBaseTextureImpl
1228 /* IUnknown & WineD3DResource Information */
1229 const IWineD3DBaseTextureVtbl *lpVtbl;
1230 IWineD3DResourceClass resource;
1231 IWineD3DBaseTextureClass baseTexture;
1233 } IWineD3DBaseTextureImpl;
1235 /*****************************************************************************
1236 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1238 typedef struct IWineD3DTextureImpl
1240 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1241 const IWineD3DTextureVtbl *lpVtbl;
1242 IWineD3DResourceClass resource;
1243 IWineD3DBaseTextureClass baseTexture;
1245 /* IWineD3DTexture */
1246 IWineD3DSurface *surfaces[MAX_LEVELS];
1248 UINT width;
1249 UINT height;
1250 UINT target;
1251 BOOL cond_np2;
1253 } IWineD3DTextureImpl;
1255 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
1257 /*****************************************************************************
1258 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1260 typedef struct IWineD3DCubeTextureImpl
1262 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1263 const IWineD3DCubeTextureVtbl *lpVtbl;
1264 IWineD3DResourceClass resource;
1265 IWineD3DBaseTextureClass baseTexture;
1267 /* IWineD3DCubeTexture */
1268 IWineD3DSurface *surfaces[6][MAX_LEVELS];
1270 UINT edgeLength;
1271 } IWineD3DCubeTextureImpl;
1273 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
1275 typedef struct _WINED3DVOLUMET_DESC
1277 UINT Width;
1278 UINT Height;
1279 UINT Depth;
1280 } WINED3DVOLUMET_DESC;
1282 /*****************************************************************************
1283 * IWineD3DVolume implementation structure (extends IUnknown)
1285 typedef struct IWineD3DVolumeImpl
1287 /* IUnknown & WineD3DResource fields */
1288 const IWineD3DVolumeVtbl *lpVtbl;
1289 IWineD3DResourceClass resource;
1291 /* WineD3DVolume Information */
1292 WINED3DVOLUMET_DESC currentDesc;
1293 IWineD3DBase *container;
1294 UINT bytesPerPixel;
1296 BOOL lockable;
1297 BOOL locked;
1298 WINED3DBOX lockedBox;
1299 WINED3DBOX dirtyBox;
1300 BOOL dirty;
1303 } IWineD3DVolumeImpl;
1305 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
1307 /*****************************************************************************
1308 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1310 typedef struct IWineD3DVolumeTextureImpl
1312 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1313 const IWineD3DVolumeTextureVtbl *lpVtbl;
1314 IWineD3DResourceClass resource;
1315 IWineD3DBaseTextureClass baseTexture;
1317 /* IWineD3DVolumeTexture */
1318 IWineD3DVolume *volumes[MAX_LEVELS];
1320 UINT width;
1321 UINT height;
1322 UINT depth;
1323 } IWineD3DVolumeTextureImpl;
1325 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
1327 typedef struct _WINED3DSURFACET_DESC
1329 WINED3DMULTISAMPLE_TYPE MultiSampleType;
1330 DWORD MultiSampleQuality;
1331 UINT Width;
1332 UINT Height;
1333 } WINED3DSURFACET_DESC;
1335 /*****************************************************************************
1336 * Structure for DIB Surfaces (GetDC and GDI surfaces)
1338 typedef struct wineD3DSurface_DIB {
1339 HBITMAP DIBsection;
1340 void* bitmap_data;
1341 UINT bitmap_size;
1342 HGDIOBJ holdbitmap;
1343 BOOL client_memory;
1344 } wineD3DSurface_DIB;
1346 typedef struct {
1347 struct list entry;
1348 GLuint id;
1349 UINT width;
1350 UINT height;
1351 } renderbuffer_entry_t;
1353 struct fbo_entry
1355 struct list entry;
1356 IWineD3DSurface **render_targets;
1357 IWineD3DSurface *depth_stencil;
1358 BOOL attached;
1359 GLuint id;
1362 /*****************************************************************************
1363 * IWineD3DClipp implementation structure
1365 typedef struct IWineD3DClipperImpl
1367 const IWineD3DClipperVtbl *lpVtbl;
1368 LONG ref;
1370 IUnknown *Parent;
1371 HWND hWnd;
1372 } IWineD3DClipperImpl;
1375 /*****************************************************************************
1376 * IWineD3DSurface implementation structure
1378 struct IWineD3DSurfaceImpl
1380 /* IUnknown & IWineD3DResource Information */
1381 const IWineD3DSurfaceVtbl *lpVtbl;
1382 IWineD3DResourceClass resource;
1384 /* IWineD3DSurface fields */
1385 IWineD3DBase *container;
1386 WINED3DSURFACET_DESC currentDesc;
1387 IWineD3DPaletteImpl *palette; /* D3D7 style palette handling */
1388 PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
1390 UINT bytesPerPixel;
1392 /* TODO: move this off into a management class(maybe!) */
1393 DWORD Flags;
1395 UINT pow2Width;
1396 UINT pow2Height;
1397 float heightscale;
1399 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
1400 void (*get_drawable_size)(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1402 /* Oversized texture */
1403 RECT glRect;
1405 /* PBO */
1406 GLuint pbo;
1408 RECT lockedRect;
1409 RECT dirtyRect;
1410 int lockCount;
1411 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
1413 glDescriptor glDescription;
1414 BOOL srgb;
1416 /* For GetDC */
1417 wineD3DSurface_DIB dib;
1418 HDC hDC;
1420 /* Color keys for DDraw */
1421 WINEDDCOLORKEY DestBltCKey;
1422 WINEDDCOLORKEY DestOverlayCKey;
1423 WINEDDCOLORKEY SrcOverlayCKey;
1424 WINEDDCOLORKEY SrcBltCKey;
1425 DWORD CKeyFlags;
1427 WINEDDCOLORKEY glCKey;
1429 struct list renderbuffers;
1430 renderbuffer_entry_t *current_renderbuffer;
1432 /* DirectDraw clippers */
1433 IWineD3DClipper *clipper;
1435 /* DirectDraw Overlay handling */
1436 RECT overlay_srcrect;
1437 RECT overlay_destrect;
1438 IWineD3DSurfaceImpl *overlay_dest;
1439 struct list overlays;
1440 struct list overlay_entry;
1443 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1444 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1446 /* Predeclare the shared Surface functions */
1447 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1448 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface);
1449 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1450 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1451 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1452 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1453 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1454 DWORD WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1455 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1456 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface);
1457 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1458 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1459 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1460 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1461 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface);
1462 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface);
1463 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1464 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1465 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, WINEDDCOLORKEY *CKey);
1466 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1467 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1468 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1469 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1470 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1471 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1472 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, RECT *SrcRect, IWineD3DSurface *DstSurface, RECT *DstRect, DWORD Flags, WINEDDOVERLAYFX *FX);
1473 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
1474 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
1475 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1476 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface);
1477 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
1478 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans);
1479 HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags);
1480 void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface);
1482 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface);
1484 void get_drawable_size_swapchain(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1485 void get_drawable_size_backbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1486 void get_drawable_size_pbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1487 void get_drawable_size_fbo(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1489 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back);
1491 /* Surface flags: */
1492 #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
1493 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
1494 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for GetDC */
1495 #define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
1496 #define SFLAG_DISCARD 0x00000010 /* ??? */
1497 #define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
1498 #define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
1499 #define SFLAG_INDRAWABLE 0x00000080 /* The gl drawable contains the most up to date data */
1500 #define SFLAG_INSYSMEM 0x00000100 /* The system memory copy is most up to date */
1501 #define SFLAG_NONPOW2 0x00000200 /* Surface sizes are not a power of 2 */
1502 #define SFLAG_DYNLOCK 0x00000400 /* Surface is often locked by the app */
1503 #define SFLAG_DYNCHANGE 0x00000C00 /* Surface contents are changed very often, implies DYNLOCK */
1504 #define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
1505 #define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
1506 #define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
1507 #define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
1508 #define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
1509 #define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
1510 #define SFLAG_PBO 0x00040000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
1511 #define SFLAG_NORMCOORD 0x00080000 /* Set if the GL texture coords are normalized(non-texture rectangle) */
1512 #define SFLAG_DS_ONSCREEN 0x00100000 /* Is a depth stencil, last modified onscreen */
1513 #define SFLAG_DS_OFFSCREEN 0x00200000 /* Is a depth stencil, last modified offscreen */
1514 #define SFLAG_INOVERLAYDRAW 0x00400000 /* Overlay drawing is in progress. Recursion prevention */
1516 /* In some conditions the surface memory must not be freed:
1517 * SFLAG_OVERSIZE: Not all data can be kept in GL
1518 * SFLAG_CONVERTED: Converting the data back would take too long
1519 * SFLAG_DIBSECTION: The dib code manages the memory
1520 * SFLAG_LOCKED: The app requires access to the surface data
1521 * SFLAG_DYNLOCK: Avoid freeing the data for performance
1522 * SFLAG_DYNCHANGE: Same reason as DYNLOCK
1523 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
1524 * SFLAG_CLIENT: OpenGL uses our memory as backup
1526 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
1527 SFLAG_CONVERTED | \
1528 SFLAG_DIBSECTION | \
1529 SFLAG_LOCKED | \
1530 SFLAG_DYNLOCK | \
1531 SFLAG_DYNCHANGE | \
1532 SFLAG_USERPTR | \
1533 SFLAG_PBO | \
1534 SFLAG_CLIENT)
1536 #define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
1537 SFLAG_INTEXTURE | \
1538 SFLAG_INDRAWABLE)
1540 #define SFLAG_DS_LOCATIONS (SFLAG_DS_ONSCREEN | \
1541 SFLAG_DS_OFFSCREEN)
1542 #define SFLAG_DS_DISCARDED SFLAG_DS_LOCATIONS
1544 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
1546 typedef enum {
1547 NO_CONVERSION,
1548 CONVERT_PALETTED,
1549 CONVERT_PALETTED_CK,
1550 CONVERT_CK_565,
1551 CONVERT_CK_5551,
1552 CONVERT_CK_4444,
1553 CONVERT_CK_4444_ARGB,
1554 CONVERT_CK_1555,
1555 CONVERT_555,
1556 CONVERT_CK_RGB24,
1557 CONVERT_CK_8888,
1558 CONVERT_CK_8888_ARGB,
1559 CONVERT_RGB32_888,
1560 CONVERT_V8U8,
1561 CONVERT_L6V5U5,
1562 CONVERT_X8L8V8U8,
1563 CONVERT_Q8W8V8U8,
1564 CONVERT_V16U16,
1565 CONVERT_A4L4,
1566 CONVERT_R32F,
1567 CONVERT_R16F,
1568 CONVERT_G16R16,
1569 } CONVERT_TYPES;
1571 HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_texturing, GLenum *format, GLenum *internal, GLenum *type, CONVERT_TYPES *convert, int *target_bpp, BOOL srgb_mode);
1573 BOOL palette9_changed(IWineD3DSurfaceImpl *This);
1575 /*****************************************************************************
1576 * IWineD3DVertexDeclaration implementation structure
1578 typedef struct attrib_declaration {
1579 DWORD usage;
1580 DWORD idx;
1581 } attrib_declaration;
1583 #define MAX_ATTRIBS 16
1585 typedef struct IWineD3DVertexDeclarationImpl {
1586 /* IUnknown Information */
1587 const IWineD3DVertexDeclarationVtbl *lpVtbl;
1588 LONG ref;
1590 IUnknown *parent;
1591 IWineD3DDeviceImpl *wineD3DDevice;
1593 WINED3DVERTEXELEMENT *pDeclarationWine;
1594 BOOL *ffp_valid;
1595 UINT declarationWNumElements;
1597 DWORD streams[MAX_STREAMS];
1598 UINT num_streams;
1599 BOOL position_transformed;
1600 BOOL half_float_conv_needed;
1602 /* Ordered array of declaration types that need swizzling in a vshader */
1603 attrib_declaration swizzled_attribs[MAX_ATTRIBS];
1604 UINT num_swizzled_attribs;
1605 } IWineD3DVertexDeclarationImpl;
1607 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
1609 /*****************************************************************************
1610 * IWineD3DStateBlock implementation structure
1613 /* Internal state Block for Begin/End/Capture/Create/Apply info */
1614 /* Note: Very long winded but gl Lists are not flexible enough */
1615 /* to resolve everything we need, so doing it manually for now */
1616 typedef struct SAVEDSTATES {
1617 BOOL indices;
1618 BOOL material;
1619 BOOL fvf;
1620 BOOL streamSource[MAX_STREAMS];
1621 BOOL streamFreq[MAX_STREAMS];
1622 BOOL textures[MAX_COMBINED_SAMPLERS];
1623 BOOL transform[HIGHEST_TRANSFORMSTATE + 1];
1624 BOOL viewport;
1625 BOOL renderState[WINEHIGHEST_RENDER_STATE + 1];
1626 BOOL textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1627 BOOL samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1628 BOOL clipplane[MAX_CLIPPLANES];
1629 BOOL vertexDecl;
1630 BOOL pixelShader;
1631 BOOL pixelShaderConstantsB[MAX_CONST_B];
1632 BOOL pixelShaderConstantsI[MAX_CONST_I];
1633 BOOL *pixelShaderConstantsF;
1634 BOOL vertexShader;
1635 BOOL vertexShaderConstantsB[MAX_CONST_B];
1636 BOOL vertexShaderConstantsI[MAX_CONST_I];
1637 BOOL *vertexShaderConstantsF;
1638 BOOL scissorRect;
1639 } SAVEDSTATES;
1641 typedef struct {
1642 struct list entry;
1643 DWORD count;
1644 DWORD idx[13];
1645 } constants_entry;
1647 struct StageState {
1648 DWORD stage;
1649 DWORD state;
1652 struct IWineD3DStateBlockImpl
1654 /* IUnknown fields */
1655 const IWineD3DStateBlockVtbl *lpVtbl;
1656 LONG ref; /* Note: Ref counting not required */
1658 /* IWineD3DStateBlock information */
1659 IUnknown *parent;
1660 IWineD3DDeviceImpl *wineD3DDevice;
1661 WINED3DSTATEBLOCKTYPE blockType;
1663 /* Array indicating whether things have been set or changed */
1664 SAVEDSTATES changed;
1665 struct list set_vconstantsF;
1666 struct list set_pconstantsF;
1668 /* Drawing - Vertex Shader or FVF related */
1669 DWORD fvf;
1670 /* Vertex Shader Declaration */
1671 IWineD3DVertexDeclaration *vertexDecl;
1673 IWineD3DVertexShader *vertexShader;
1675 /* Vertex Shader Constants */
1676 BOOL vertexShaderConstantB[MAX_CONST_B];
1677 INT vertexShaderConstantI[MAX_CONST_I * 4];
1678 float *vertexShaderConstantF;
1680 /* Stream Source */
1681 BOOL streamIsUP;
1682 UINT streamStride[MAX_STREAMS];
1683 UINT streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
1684 IWineD3DVertexBuffer *streamSource[MAX_STREAMS];
1685 UINT streamFreq[MAX_STREAMS + 1];
1686 UINT streamFlags[MAX_STREAMS + 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
1688 /* Indices */
1689 IWineD3DIndexBuffer* pIndexData;
1690 INT baseVertexIndex;
1691 INT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1693 /* Transform */
1694 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
1696 /* Light hashmap . Collisions are handled using standard wine double linked lists */
1697 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
1698 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
1699 struct list lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
1700 PLIGHTINFOEL *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
1702 /* Clipping */
1703 double clipplane[MAX_CLIPPLANES][4];
1704 WINED3DCLIPSTATUS clip_status;
1706 /* ViewPort */
1707 WINED3DVIEWPORT viewport;
1709 /* Material */
1710 WINED3DMATERIAL material;
1712 /* Pixel Shader */
1713 IWineD3DPixelShader *pixelShader;
1715 /* Pixel Shader Constants */
1716 BOOL pixelShaderConstantB[MAX_CONST_B];
1717 INT pixelShaderConstantI[MAX_CONST_I * 4];
1718 float *pixelShaderConstantF;
1720 /* RenderState */
1721 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
1723 /* Texture */
1724 IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS];
1725 int textureDimensions[MAX_COMBINED_SAMPLERS];
1727 /* Texture State Stage */
1728 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1729 DWORD lowest_disabled_stage;
1730 /* Sampler States */
1731 DWORD samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1733 /* Scissor test rectangle */
1734 RECT scissorRect;
1736 /* Contained state management */
1737 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
1738 unsigned int num_contained_render_states;
1739 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
1740 unsigned int num_contained_transform_states;
1741 DWORD contained_vs_consts_i[MAX_CONST_I];
1742 unsigned int num_contained_vs_consts_i;
1743 DWORD contained_vs_consts_b[MAX_CONST_B];
1744 unsigned int num_contained_vs_consts_b;
1745 DWORD *contained_vs_consts_f;
1746 unsigned int num_contained_vs_consts_f;
1747 DWORD contained_ps_consts_i[MAX_CONST_I];
1748 unsigned int num_contained_ps_consts_i;
1749 DWORD contained_ps_consts_b[MAX_CONST_B];
1750 unsigned int num_contained_ps_consts_b;
1751 DWORD *contained_ps_consts_f;
1752 unsigned int num_contained_ps_consts_f;
1753 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE)];
1754 unsigned int num_contained_tss_states;
1755 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
1756 unsigned int num_contained_sampler_states;
1759 extern void stateblock_savedstates_set(
1760 IWineD3DStateBlock* iface,
1761 SAVEDSTATES* states,
1762 BOOL value);
1764 extern void stateblock_savedstates_copy(
1765 IWineD3DStateBlock* iface,
1766 SAVEDSTATES* dest,
1767 SAVEDSTATES* source);
1769 extern void stateblock_copy(
1770 IWineD3DStateBlock* destination,
1771 IWineD3DStateBlock* source);
1773 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
1775 /* Direct3D terminology with little modifications. We do not have an issued state
1776 * because only the driver knows about it, but we have a created state because d3d
1777 * allows GetData on a created issue, but opengl doesn't
1779 enum query_state {
1780 QUERY_CREATED,
1781 QUERY_SIGNALLED,
1782 QUERY_BUILDING
1784 /*****************************************************************************
1785 * IWineD3DQueryImpl implementation structure (extends IUnknown)
1787 typedef struct IWineD3DQueryImpl
1789 const IWineD3DQueryVtbl *lpVtbl;
1790 LONG ref; /* Note: Ref counting not required */
1792 IUnknown *parent;
1793 /*TODO: replace with iface usage */
1794 #if 0
1795 IWineD3DDevice *wineD3DDevice;
1796 #else
1797 IWineD3DDeviceImpl *wineD3DDevice;
1798 #endif
1800 /* IWineD3DQuery fields */
1801 enum query_state state;
1802 WINED3DQUERYTYPE type;
1803 /* TODO: Think about using a IUnknown instead of a void* */
1804 void *extendedData;
1807 } IWineD3DQueryImpl;
1809 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1810 extern const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl;
1811 extern const IWineD3DQueryVtbl IWineD3DOcclusionQuery_Vtbl;
1813 /* Datastructures for IWineD3DQueryImpl.extendedData */
1814 typedef struct WineQueryOcclusionData {
1815 GLuint queryId;
1816 WineD3DContext *ctx;
1817 } WineQueryOcclusionData;
1819 typedef struct WineQueryEventData {
1820 GLuint fenceId;
1821 WineD3DContext *ctx;
1822 } WineQueryEventData;
1824 /*****************************************************************************
1825 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1828 typedef struct IWineD3DSwapChainImpl
1830 /*IUnknown part*/
1831 const IWineD3DSwapChainVtbl *lpVtbl;
1832 LONG ref; /* Note: Ref counting not required */
1834 IUnknown *parent;
1835 IWineD3DDeviceImpl *wineD3DDevice;
1837 /* IWineD3DSwapChain fields */
1838 IWineD3DSurface **backBuffer;
1839 IWineD3DSurface *frontBuffer;
1840 WINED3DPRESENT_PARAMETERS presentParms;
1841 DWORD orig_width, orig_height;
1842 WINED3DFORMAT orig_fmt;
1843 WINED3DGAMMARAMP orig_gamma;
1845 long prev_time, frames; /* Performance tracking */
1846 unsigned int vSyncCounter;
1848 WineD3DContext **context; /* Later a array for multithreading */
1849 unsigned int num_contexts;
1851 HWND win_handle;
1852 } IWineD3DSwapChainImpl;
1854 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
1855 const IWineD3DSwapChainVtbl IWineGDISwapChain_Vtbl;
1856 void x11_copy_to_screen(IWineD3DSwapChainImpl *This, LPRECT rc);
1858 HRESULT WINAPI IWineD3DBaseSwapChainImpl_QueryInterface(IWineD3DSwapChain *iface, REFIID riid, LPVOID *ppobj);
1859 ULONG WINAPI IWineD3DBaseSwapChainImpl_AddRef(IWineD3DSwapChain *iface);
1860 ULONG WINAPI IWineD3DBaseSwapChainImpl_Release(IWineD3DSwapChain *iface);
1861 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetParent(IWineD3DSwapChain *iface, IUnknown ** ppParent);
1862 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain *iface, IWineD3DSurface *pDestSurface);
1863 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, UINT iBackBuffer, WINED3DBACKBUFFER_TYPE Type, IWineD3DSurface **ppBackBuffer);
1864 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *iface, WINED3DRASTER_STATUS *pRasterStatus);
1865 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface, WINED3DDISPLAYMODE*pMode);
1866 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDevice(IWineD3DSwapChain *iface, IWineD3DDevice**ppDevice);
1867 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetPresentParameters(IWineD3DSwapChain *iface, WINED3DPRESENT_PARAMETERS *pPresentationParameters);
1868 HRESULT WINAPI IWineD3DBaseSwapChainImpl_SetGammaRamp(IWineD3DSwapChain *iface, DWORD Flags, CONST WINED3DGAMMARAMP *pRamp);
1869 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetGammaRamp(IWineD3DSwapChain *iface, WINED3DGAMMARAMP *pRamp);
1871 WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
1873 /*****************************************************************************
1874 * Utility function prototypes
1877 /* Trace routines */
1878 const char* debug_d3dformat(WINED3DFORMAT fmt);
1879 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
1880 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
1881 const char* debug_d3dusage(DWORD usage);
1882 const char* debug_d3dusagequery(DWORD usagequery);
1883 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
1884 const char* debug_d3ddecltype(WINED3DDECLTYPE type);
1885 const char* debug_d3ddeclusage(BYTE usage);
1886 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
1887 const char* debug_d3drenderstate(DWORD state);
1888 const char* debug_d3dsamplerstate(DWORD state);
1889 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
1890 const char* debug_d3dtexturestate(DWORD state);
1891 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
1892 const char* debug_d3dpool(WINED3DPOOL pool);
1893 const char *debug_fbostatus(GLenum status);
1894 const char *debug_glerror(GLenum error);
1895 const char *debug_d3dbasis(WINED3DBASISTYPE basis);
1896 const char *debug_d3ddegree(WINED3DDEGREETYPE order);
1897 const char* debug_d3dtop(WINED3DTEXTUREOP d3dtop);
1899 /* Routines for GL <-> D3D values */
1900 GLenum StencilOp(DWORD op);
1901 GLenum CompareFunc(DWORD func);
1902 BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
1903 void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx, DWORD dst);
1904 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype, BOOL ffp_can_disable_proj);
1905 void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
1906 void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
1907 void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
1908 void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
1910 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
1911 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
1912 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location);
1913 void surface_load_ds_location(IWineD3DSurface *iface, DWORD location);
1915 BOOL getColorBits(WINED3DFORMAT fmt, short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
1916 BOOL getDepthStencilBits(WINED3DFORMAT fmt, short *depthSize, short *stencilSize);
1918 /* Math utils */
1919 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
1920 unsigned int count_bits(unsigned int mask);
1922 /*****************************************************************************
1923 * To enable calling of inherited functions, requires prototypes
1925 * Note: Only require classes which are subclassed, ie resource, basetexture,
1927 /*** IUnknown methods ***/
1928 extern HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface, REFIID riid, void** ppvObject);
1929 extern ULONG WINAPI IWineD3DResourceImpl_AddRef(IWineD3DResource *iface);
1930 extern ULONG WINAPI IWineD3DResourceImpl_Release(IWineD3DResource *iface);
1931 /*** IWineD3DResource methods ***/
1932 extern HRESULT WINAPI IWineD3DResourceImpl_GetParent(IWineD3DResource *iface, IUnknown **pParent);
1933 extern HRESULT WINAPI IWineD3DResourceImpl_GetDevice(IWineD3DResource *iface, IWineD3DDevice ** ppDevice);
1934 extern HRESULT WINAPI IWineD3DResourceImpl_SetPrivateData(IWineD3DResource *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1935 extern HRESULT WINAPI IWineD3DResourceImpl_GetPrivateData(IWineD3DResource *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1936 extern HRESULT WINAPI IWineD3DResourceImpl_FreePrivateData(IWineD3DResource *iface, REFGUID refguid);
1937 extern DWORD WINAPI IWineD3DResourceImpl_SetPriority(IWineD3DResource *iface, DWORD PriorityNew);
1938 extern DWORD WINAPI IWineD3DResourceImpl_GetPriority(IWineD3DResource *iface);
1939 extern void WINAPI IWineD3DResourceImpl_PreLoad(IWineD3DResource *iface);
1940 extern void WINAPI IWineD3DResourceImpl_UnLoad(IWineD3DResource *iface);
1941 extern WINED3DRESOURCETYPE WINAPI IWineD3DResourceImpl_GetType(IWineD3DResource *iface);
1942 /*** class static members ***/
1943 void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface);
1945 /*** IUnknown methods ***/
1946 extern HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, void** ppvObject);
1947 extern ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface);
1948 extern ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface);
1949 /*** IWineD3DResource methods ***/
1950 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent);
1951 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice ** ppDevice);
1952 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1953 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1954 extern HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID refguid);
1955 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD PriorityNew);
1956 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface);
1957 extern void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface);
1958 extern void WINAPI IWineD3DBaseTextureImpl_UnLoad(IWineD3DBaseTexture *iface);
1959 extern WINED3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface);
1960 /*** IWineD3DBaseTexture methods ***/
1961 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew);
1962 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface);
1963 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface);
1964 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType);
1965 extern WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface);
1966 extern void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface);
1967 extern BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL);
1968 extern BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface);
1970 extern BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
1971 extern HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface);
1972 extern HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface);
1973 extern void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1974 /*** class static members ***/
1975 void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface);
1978 /* TODO: Make this dynamic, based on shader limits ? */
1979 #define MAX_REG_ADDR 1
1980 #define MAX_REG_TEMP 32
1981 #define MAX_REG_TEXCRD 8
1982 #define MAX_REG_INPUT 12
1983 #define MAX_REG_OUTPUT 12
1984 #define MAX_CONST_I 16
1985 #define MAX_CONST_B 16
1987 /* FIXME: This needs to go up to 2048 for
1988 * Shader model 3 according to msdn (and for software shaders) */
1989 #define MAX_LABELS 16
1991 typedef struct semantic {
1992 DWORD usage;
1993 DWORD reg;
1994 } semantic;
1996 typedef struct local_constant {
1997 struct list entry;
1998 unsigned int idx;
1999 DWORD value[4];
2000 } local_constant;
2002 typedef struct shader_reg_maps {
2004 char texcoord[MAX_REG_TEXCRD]; /* pixel < 3.0 */
2005 char temporary[MAX_REG_TEMP]; /* pixel, vertex */
2006 char address[MAX_REG_ADDR]; /* vertex */
2007 char packed_input[MAX_REG_INPUT]; /* pshader >= 3.0 */
2008 char packed_output[MAX_REG_OUTPUT]; /* vertex >= 3.0 */
2009 char attributes[MAX_ATTRIBS]; /* vertex */
2010 char labels[MAX_LABELS]; /* pixel, vertex */
2011 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
2013 /* Sampler usage tokens
2014 * Use 0 as default (bit 31 is always 1 on a valid token) */
2015 DWORD samplers[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
2016 BOOL bumpmat[MAX_TEXTURES], luminanceparams[MAX_TEXTURES];
2017 char usesnrm, vpos, usesdsy;
2018 char usesrelconstF;
2020 /* Whether or not loops are used in this shader, and nesting depth */
2021 unsigned loop_depth;
2023 /* Whether or not this shader uses fog */
2024 char fog;
2026 } shader_reg_maps;
2028 /* Undocumented opcode controls */
2029 #define INST_CONTROLS_SHIFT 16
2030 #define INST_CONTROLS_MASK 0x00ff0000
2032 typedef enum COMPARISON_TYPE {
2033 COMPARISON_GT = 1,
2034 COMPARISON_EQ = 2,
2035 COMPARISON_GE = 3,
2036 COMPARISON_LT = 4,
2037 COMPARISON_NE = 5,
2038 COMPARISON_LE = 6
2039 } COMPARISON_TYPE;
2041 typedef struct SHADER_OPCODE {
2042 unsigned int opcode;
2043 const char* name;
2044 const char* glname;
2045 char dst_token;
2046 CONST UINT num_params;
2047 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
2048 DWORD min_version;
2049 DWORD max_version;
2050 } SHADER_OPCODE;
2052 typedef struct SHADER_OPCODE_ARG {
2053 IWineD3DBaseShader* shader;
2054 shader_reg_maps* reg_maps;
2055 CONST SHADER_OPCODE* opcode;
2056 DWORD opcode_token;
2057 DWORD dst;
2058 DWORD dst_addr;
2059 DWORD predicate;
2060 DWORD src[4];
2061 DWORD src_addr[4];
2062 SHADER_BUFFER* buffer;
2063 } SHADER_OPCODE_ARG;
2065 typedef struct SHADER_LIMITS {
2066 unsigned int temporary;
2067 unsigned int texcoord;
2068 unsigned int sampler;
2069 unsigned int constant_int;
2070 unsigned int constant_float;
2071 unsigned int constant_bool;
2072 unsigned int address;
2073 unsigned int packed_output;
2074 unsigned int packed_input;
2075 unsigned int attributes;
2076 unsigned int label;
2077 } SHADER_LIMITS;
2079 /** Keeps track of details for TEX_M#x# shader opcodes which need to
2080 maintain state information between multiple codes */
2081 typedef struct SHADER_PARSE_STATE {
2082 unsigned int current_row;
2083 DWORD texcoord_w[2];
2084 } SHADER_PARSE_STATE;
2086 #ifdef __GNUC__
2087 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2088 #else
2089 #define PRINTF_ATTR(fmt,args)
2090 #endif
2092 /* Base Shader utility functions.
2093 * (may move callers into the same file in the future) */
2094 extern int shader_addline(
2095 SHADER_BUFFER* buffer,
2096 const char* fmt, ...) PRINTF_ATTR(2,3);
2098 extern const SHADER_OPCODE* shader_get_opcode(
2099 IWineD3DBaseShader *iface,
2100 const DWORD code);
2102 /* Vertex shader utility functions */
2103 extern BOOL vshader_get_input(
2104 IWineD3DVertexShader* iface,
2105 BYTE usage_req, BYTE usage_idx_req,
2106 unsigned int* regnum);
2108 extern BOOL vshader_input_is_color(
2109 IWineD3DVertexShader* iface,
2110 unsigned int regnum);
2112 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
2114 /* GLSL helper functions */
2115 extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG *arg);
2117 /*****************************************************************************
2118 * IDirect3DBaseShader implementation structure
2120 typedef struct IWineD3DBaseShaderClass
2122 LONG ref;
2123 DWORD hex_version;
2124 SHADER_LIMITS limits;
2125 SHADER_PARSE_STATE parse_state;
2126 CONST SHADER_OPCODE *shader_ins;
2127 DWORD *function;
2128 UINT functionLength;
2129 GLuint prgId;
2130 BOOL is_compiled;
2131 UINT cur_loop_depth, cur_loop_regno;
2132 BOOL load_local_constsF;
2134 /* Type of shader backend */
2135 int shader_mode;
2137 /* Programs this shader is linked with */
2138 struct list linked_programs;
2140 /* Immediate constants (override global ones) */
2141 struct list constantsB;
2142 struct list constantsF;
2143 struct list constantsI;
2144 shader_reg_maps reg_maps;
2146 /* Pixel formats of sampled textures, for format conversion. This
2147 * represents the formats found during compilation, it is not initialized
2148 * on the first parser pass. It is needed to check if the shader
2149 * needs recompilation to adjust the format conversion
2151 WINED3DFORMAT sampled_format[MAX_COMBINED_SAMPLERS];
2152 UINT sampled_samplers[MAX_COMBINED_SAMPLERS];
2153 UINT num_sampled_samplers;
2155 UINT recompile_count;
2157 /* Pointer to the parent device */
2158 IWineD3DDevice *device;
2159 struct list shader_list_entry;
2161 } IWineD3DBaseShaderClass;
2163 typedef struct IWineD3DBaseShaderImpl {
2164 /* IUnknown */
2165 const IWineD3DBaseShaderVtbl *lpVtbl;
2167 /* IWineD3DBaseShader */
2168 IWineD3DBaseShaderClass baseShader;
2169 } IWineD3DBaseShaderImpl;
2171 HRESULT WINAPI IWineD3DBaseShaderImpl_QueryInterface(IWineD3DBaseShader *iface, REFIID riid, LPVOID *ppobj);
2172 ULONG WINAPI IWineD3DBaseShaderImpl_AddRef(IWineD3DBaseShader *iface);
2173 ULONG WINAPI IWineD3DBaseShaderImpl_Release(IWineD3DBaseShader *iface);
2175 extern HRESULT shader_get_registers_used(
2176 IWineD3DBaseShader *iface,
2177 shader_reg_maps* reg_maps,
2178 semantic* semantics_in,
2179 semantic* semantics_out,
2180 CONST DWORD* pToken,
2181 IWineD3DStateBlockImpl *stateBlock);
2183 extern void shader_generate_main(
2184 IWineD3DBaseShader *iface,
2185 SHADER_BUFFER* buffer,
2186 shader_reg_maps* reg_maps,
2187 CONST DWORD* pFunction);
2189 extern void shader_dump_ins_modifiers(
2190 const DWORD output);
2192 extern void shader_dump_param(
2193 IWineD3DBaseShader *iface,
2194 const DWORD param,
2195 const DWORD addr_token,
2196 int input);
2198 extern void shader_trace_init(
2199 IWineD3DBaseShader *iface,
2200 const DWORD* pFunction);
2202 extern int shader_get_param(
2203 IWineD3DBaseShader* iface,
2204 const DWORD* pToken,
2205 DWORD* param,
2206 DWORD* addr_token);
2208 extern int shader_skip_unrecognized(
2209 IWineD3DBaseShader* iface,
2210 const DWORD* pToken);
2212 static inline int shader_get_regtype(const DWORD param) {
2213 return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
2214 ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
2217 static inline int shader_get_writemask(const DWORD param) {
2218 return param & WINED3DSP_WRITEMASK_ALL;
2221 extern unsigned int shader_get_float_offset(const DWORD reg);
2223 static inline BOOL shader_is_pshader_version(DWORD token) {
2224 return 0xFFFF0000 == (token & 0xFFFF0000);
2227 static inline BOOL shader_is_vshader_version(DWORD token) {
2228 return 0xFFFE0000 == (token & 0xFFFF0000);
2231 static inline BOOL shader_is_comment(DWORD token) {
2232 return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
2235 static inline BOOL shader_is_scalar(DWORD param) {
2236 DWORD reg_type = shader_get_regtype(param);
2237 DWORD reg_num;
2239 switch (reg_type) {
2240 case WINED3DSPR_RASTOUT:
2241 if ((param & WINED3DSP_REGNUM_MASK) != 0) {
2242 /* oFog & oPts */
2243 return TRUE;
2245 /* oPos */
2246 return FALSE;
2248 case WINED3DSPR_DEPTHOUT: /* oDepth */
2249 case WINED3DSPR_CONSTBOOL: /* b# */
2250 case WINED3DSPR_LOOP: /* aL */
2251 case WINED3DSPR_PREDICATE: /* p0 */
2252 return TRUE;
2254 case WINED3DSPR_MISCTYPE:
2255 reg_num = param & WINED3DSP_REGNUM_MASK;
2256 switch(reg_num) {
2257 case 0: /* vPos */
2258 return FALSE;
2259 case 1: /* vFace */
2260 return TRUE;
2261 default:
2262 return FALSE;
2265 default:
2266 return FALSE;
2270 static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
2271 local_constant* lconst;
2273 if(This->baseShader.load_local_constsF) return FALSE;
2274 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2275 if(lconst->idx == reg) return TRUE;
2277 return FALSE;
2281 /*****************************************************************************
2282 * IDirect3DVertexShader implementation structure
2284 typedef struct IWineD3DVertexShaderImpl {
2285 /* IUnknown parts*/
2286 const IWineD3DVertexShaderVtbl *lpVtbl;
2288 /* IWineD3DBaseShader */
2289 IWineD3DBaseShaderClass baseShader;
2291 /* IWineD3DVertexShaderImpl */
2292 IUnknown *parent;
2294 DWORD usage;
2296 /* Vertex shader input and output semantics */
2297 semantic semantics_in [MAX_ATTRIBS];
2298 semantic semantics_out [MAX_REG_OUTPUT];
2300 /* Ordered array of attributes that are swizzled */
2301 attrib_declaration swizzled_attribs [MAX_ATTRIBS];
2302 UINT num_swizzled_attribs;
2304 /* run time data... */
2305 VSHADERDATA *data;
2306 UINT min_rel_offset, max_rel_offset;
2307 UINT rel_offset;
2309 UINT recompile_count;
2310 #if 0 /* needs reworking */
2311 /* run time data */
2312 VSHADERINPUTDATA input;
2313 VSHADEROUTPUTDATA output;
2314 #endif
2315 } IWineD3DVertexShaderImpl;
2316 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
2317 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
2319 /*****************************************************************************
2320 * IDirect3DPixelShader implementation structure
2323 enum vertexprocessing_mode {
2324 fixedfunction,
2325 vertexshader,
2326 pretransformed
2329 struct stb_const_desc {
2330 char texunit;
2331 UINT const_num;
2334 typedef struct IWineD3DPixelShaderImpl {
2335 /* IUnknown parts */
2336 const IWineD3DPixelShaderVtbl *lpVtbl;
2338 /* IWineD3DBaseShader */
2339 IWineD3DBaseShaderClass baseShader;
2341 /* IWineD3DPixelShaderImpl */
2342 IUnknown *parent;
2344 /* Pixel shader input semantics */
2345 semantic semantics_in [MAX_REG_INPUT];
2346 DWORD input_reg_map[MAX_REG_INPUT];
2347 BOOL input_reg_used[MAX_REG_INPUT];
2348 int declared_in_count;
2350 /* run time data */
2351 PSHADERDATA *data;
2353 /* Some information about the shader behavior */
2354 struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
2355 char numbumpenvmatconsts;
2356 struct stb_const_desc luminanceconst[MAX_TEXTURES];
2357 char srgb_enabled;
2358 char srgb_mode_hardcoded;
2359 UINT srgb_low_const;
2360 UINT srgb_cmp_const;
2361 char vpos_uniform;
2362 BOOL render_offscreen;
2363 UINT height;
2364 enum vertexprocessing_mode vertexprocessing;
2366 #if 0 /* needs reworking */
2367 PSHADERINPUTDATA input;
2368 PSHADEROUTPUTDATA output;
2369 #endif
2370 } IWineD3DPixelShaderImpl;
2372 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
2373 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
2375 /* sRGB correction constants */
2376 static const float srgb_cmp = 0.0031308;
2377 static const float srgb_mul_low = 12.92;
2378 static const float srgb_pow = 0.41666;
2379 static const float srgb_mul_high = 1.055;
2380 static const float srgb_sub_high = 0.055;
2382 /*****************************************************************************
2383 * IWineD3DPalette implementation structure
2385 struct IWineD3DPaletteImpl {
2386 /* IUnknown parts */
2387 const IWineD3DPaletteVtbl *lpVtbl;
2388 LONG ref;
2390 IUnknown *parent;
2391 IWineD3DDeviceImpl *wineD3DDevice;
2393 /* IWineD3DPalette */
2394 HPALETTE hpal;
2395 WORD palVersion; /*| */
2396 WORD palNumEntries; /*| LOGPALETTE */
2397 PALETTEENTRY palents[256]; /*| */
2398 /* This is to store the palette in 'screen format' */
2399 int screen_palents[256];
2400 DWORD Flags;
2403 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
2404 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
2406 /* DirectDraw utility functions */
2407 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
2409 /*****************************************************************************
2410 * Pixel format management
2412 typedef struct {
2413 WINED3DFORMAT format;
2414 DWORD alphaMask, redMask, greenMask, blueMask;
2415 UINT bpp;
2416 short depthSize, stencilSize;
2417 BOOL isFourcc;
2418 } StaticPixelFormatDesc;
2420 const StaticPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt,
2421 WineD3D_GL_Info *gl_info,
2422 const GlPixelFormatDesc **glDesc);
2424 static inline BOOL use_vs(IWineD3DDeviceImpl *device) {
2425 return (device->vs_selected_mode != SHADER_NONE
2426 && device->stateBlock->vertexShader
2427 && ((IWineD3DVertexShaderImpl *)device->stateBlock->vertexShader)->baseShader.function
2428 && !device->strided_streams.u.s.position_transformed);
2431 static inline BOOL use_ps(IWineD3DDeviceImpl *device) {
2432 return (device->ps_selected_mode != SHADER_NONE
2433 && device->stateBlock->pixelShader
2434 && ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->baseShader.function);
2437 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2438 IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
2439 void depth_blt(IWineD3DDevice *iface, GLuint texture, GLsizei w, GLsizei h);
2440 #endif