push 955563f995be8b0942dbb757ceb5b3a4c8ccafbf
[wine/hacks.git] / dlls / wined3d / wined3d_private.h
blobb7c5592d09eacc82d6576ca460cc87c9ec8e95d7
1 /*
2 * Direct3D wine internal private include file
4 * Copyright 2002-2003 The wine-d3d team
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2002-2003, 2004 Jason Edmeades
7 * Copyright 2005 Oliver Stieber
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
27 #include <stdarg.h>
28 #include <math.h>
29 #define NONAMELESSUNION
30 #define NONAMELESSSTRUCT
31 #define COBJMACROS
32 #include "windef.h"
33 #include "winbase.h"
34 #include "winreg.h"
35 #include "wingdi.h"
36 #include "winuser.h"
37 #include "wine/debug.h"
38 #include "wine/unicode.h"
40 #include "objbase.h"
41 #include "wine/wined3d.h"
42 #include "wined3d_gl.h"
43 #include "wine/list.h"
44 #include "wine/rbtree.h"
46 /* Texture format fixups */
48 enum fixup_channel_source
50 CHANNEL_SOURCE_ZERO = 0,
51 CHANNEL_SOURCE_ONE = 1,
52 CHANNEL_SOURCE_X = 2,
53 CHANNEL_SOURCE_Y = 3,
54 CHANNEL_SOURCE_Z = 4,
55 CHANNEL_SOURCE_W = 5,
56 CHANNEL_SOURCE_YUV0 = 6,
57 CHANNEL_SOURCE_YUV1 = 7,
60 enum yuv_fixup
62 YUV_FIXUP_YUY2 = 0,
63 YUV_FIXUP_UYVY = 1,
64 YUV_FIXUP_YV12 = 2,
67 #include <pshpack2.h>
68 struct color_fixup_desc
70 unsigned x_sign_fixup : 1;
71 unsigned x_source : 3;
72 unsigned y_sign_fixup : 1;
73 unsigned y_source : 3;
74 unsigned z_sign_fixup : 1;
75 unsigned z_source : 3;
76 unsigned w_sign_fixup : 1;
77 unsigned w_source : 3;
79 #include <poppack.h>
81 static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
82 {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
84 static inline struct color_fixup_desc create_color_fixup_desc(
85 int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
86 int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
88 struct color_fixup_desc fixup =
90 sign0, src0,
91 sign1, src1,
92 sign2, src2,
93 sign3, src3,
95 return fixup;
98 static inline struct color_fixup_desc create_yuv_fixup_desc(enum yuv_fixup yuv_fixup)
100 struct color_fixup_desc fixup =
102 0, yuv_fixup & (1 << 0) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
103 0, yuv_fixup & (1 << 1) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
104 0, yuv_fixup & (1 << 2) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
105 0, yuv_fixup & (1 << 3) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
107 return fixup;
110 static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
112 return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
115 static inline BOOL is_yuv_fixup(struct color_fixup_desc fixup)
117 return fixup.x_source == CHANNEL_SOURCE_YUV0 || fixup.x_source == CHANNEL_SOURCE_YUV1;
120 static inline enum yuv_fixup get_yuv_fixup(struct color_fixup_desc fixup)
122 enum yuv_fixup yuv_fixup = 0;
123 if (fixup.x_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 0);
124 if (fixup.y_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 1);
125 if (fixup.z_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 2);
126 if (fixup.w_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 3);
127 return yuv_fixup;
130 void *wined3d_rb_alloc(size_t size);
131 void *wined3d_rb_realloc(void *ptr, size_t size);
132 void wined3d_rb_free(void *ptr);
134 /* Device caps */
135 #define MAX_PALETTES 65536
136 #define MAX_STREAMS 16
137 #define MAX_TEXTURES 8
138 #define MAX_FRAGMENT_SAMPLERS 16
139 #define MAX_VERTEX_SAMPLERS 4
140 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
141 #define MAX_ACTIVE_LIGHTS 8
142 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
144 /* Used for CreateStateBlock */
145 #define NUM_SAVEDPIXELSTATES_R 35
146 #define NUM_SAVEDPIXELSTATES_T 18
147 #define NUM_SAVEDPIXELSTATES_S 12
148 #define NUM_SAVEDVERTEXSTATES_R 34
149 #define NUM_SAVEDVERTEXSTATES_T 2
150 #define NUM_SAVEDVERTEXSTATES_S 1
152 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
153 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
154 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
155 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
156 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
157 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
159 typedef enum _WINELOOKUP {
160 WINELOOKUP_WARPPARAM = 0,
161 MAX_LOOKUPS = 1
162 } WINELOOKUP;
164 extern const int minLookup[MAX_LOOKUPS];
165 extern const int maxLookup[MAX_LOOKUPS];
166 extern DWORD *stateLookup[MAX_LOOKUPS];
168 struct min_lookup
170 GLenum mip[WINED3DTEXF_LINEAR + 1];
173 struct min_lookup minMipLookup[WINED3DTEXF_ANISOTROPIC + 1];
174 const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1];
175 GLenum magLookup[WINED3DTEXF_ANISOTROPIC + 1];
176 const GLenum magLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1];
178 extern const struct filter_lookup filter_lookup_nofilter;
179 extern struct filter_lookup filter_lookup;
181 /* float_16_to_32() and float_32_to_16() (see implementation in
182 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
183 * to standard C floats and vice versa. They do not depend on the encoding
184 * of the C float, so they are platform independent, but slow. On x86 and
185 * other IEEE 754 compliant platforms the conversion can be accelerated by
186 * bit shifting the exponent and mantissa. There are also some SSE-based
187 * assembly routines out there.
189 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
191 static inline float float_16_to_32(const unsigned short *in) {
192 const unsigned short s = ((*in) & 0x8000);
193 const unsigned short e = ((*in) & 0x7C00) >> 10;
194 const unsigned short m = (*in) & 0x3FF;
195 const float sgn = (s ? -1.0 : 1.0);
197 if(e == 0) {
198 if(m == 0) return sgn * 0.0; /* +0.0 or -0.0 */
199 else return sgn * pow(2, -14.0) * ( (float) m / 1024.0);
200 } else if(e < 31) {
201 return sgn * pow(2, (float) e-15.0) * (1.0 + ((float) m / 1024.0));
202 } else {
203 if(m == 0) return sgn / 0.0; /* +INF / -INF */
204 else return 0.0 / 0.0; /* NAN */
208 static inline float float_24_to_32(DWORD in)
210 const float sgn = in & 0x800000 ? -1.0f : 1.0f;
211 const unsigned short e = (in & 0x780000) >> 19;
212 const unsigned short m = in & 0x7ffff;
214 if (e == 0)
216 if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
217 else return sgn * pow(2, -6.0f) * ((float)m / 524288.0f);
219 else if (e < 15)
221 return sgn * pow(2, (float)e - 7.0f) * (1.0f + ((float)m / 524288.0f));
223 else
225 if (m == 0) return sgn / 0.0; /* +INF / -INF */
226 else return 0.0 / 0.0; /* NAN */
231 * Settings
233 #define VS_NONE 0
234 #define VS_HW 1
236 #define PS_NONE 0
237 #define PS_HW 1
239 #define VBO_NONE 0
240 #define VBO_HW 1
242 #define NP2_NONE 0
243 #define NP2_REPACK 1
244 #define NP2_NATIVE 2
246 #define ORM_BACKBUFFER 0
247 #define ORM_PBUFFER 1
248 #define ORM_FBO 2
250 #define SHADER_ARB 1
251 #define SHADER_GLSL 2
252 #define SHADER_ATI 3
253 #define SHADER_NONE 4
255 #define RTL_DISABLE -1
256 #define RTL_AUTO 0
257 #define RTL_READDRAW 1
258 #define RTL_READTEX 2
259 #define RTL_TEXDRAW 3
260 #define RTL_TEXTEX 4
262 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
263 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
265 /* NOTE: When adding fields to this structure, make sure to update the default
266 * values in wined3d_main.c as well. */
267 typedef struct wined3d_settings_s {
268 /* vertex and pixel shader modes */
269 int vs_mode;
270 int ps_mode;
271 int vbo_mode;
272 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
273 we should use it. However, until it's fully implemented, we'll leave it as a registry
274 setting for developers. */
275 BOOL glslRequested;
276 int offscreen_rendering_mode;
277 int rendertargetlock_mode;
278 unsigned short pci_vendor_id;
279 unsigned short pci_device_id;
280 /* Memory tracking and object counting */
281 unsigned int emulated_textureram;
282 char *logo;
283 int allow_multisampling;
284 } wined3d_settings_t;
286 extern wined3d_settings_t wined3d_settings;
288 typedef enum _WINED3DSAMPLER_TEXTURE_TYPE
290 WINED3DSTT_UNKNOWN = 0,
291 WINED3DSTT_1D = 1,
292 WINED3DSTT_2D = 2,
293 WINED3DSTT_CUBE = 3,
294 WINED3DSTT_VOLUME = 4,
295 } WINED3DSAMPLER_TEXTURE_TYPE;
297 typedef enum _WINED3DSHADER_PARAM_REGISTER_TYPE
299 WINED3DSPR_TEMP = 0,
300 WINED3DSPR_INPUT = 1,
301 WINED3DSPR_CONST = 2,
302 WINED3DSPR_ADDR = 3,
303 WINED3DSPR_TEXTURE = 3,
304 WINED3DSPR_RASTOUT = 4,
305 WINED3DSPR_ATTROUT = 5,
306 WINED3DSPR_TEXCRDOUT = 6,
307 WINED3DSPR_OUTPUT = 6,
308 WINED3DSPR_CONSTINT = 7,
309 WINED3DSPR_COLOROUT = 8,
310 WINED3DSPR_DEPTHOUT = 9,
311 WINED3DSPR_SAMPLER = 10,
312 WINED3DSPR_CONST2 = 11,
313 WINED3DSPR_CONST3 = 12,
314 WINED3DSPR_CONST4 = 13,
315 WINED3DSPR_CONSTBOOL = 14,
316 WINED3DSPR_LOOP = 15,
317 WINED3DSPR_TEMPFLOAT16 = 16,
318 WINED3DSPR_MISCTYPE = 17,
319 WINED3DSPR_LABEL = 18,
320 WINED3DSPR_PREDICATE = 19,
321 WINED3DSPR_IMMCONST,
322 } WINED3DSHADER_PARAM_REGISTER_TYPE;
324 enum wined3d_immconst_type
326 WINED3D_IMMCONST_FLOAT,
327 WINED3D_IMMCONST_FLOAT4,
330 typedef enum _WINED3DVS_RASTOUT_OFFSETS
332 WINED3DSRO_POSITION = 0,
333 WINED3DSRO_FOG = 1,
334 WINED3DSRO_POINT_SIZE = 2,
335 } WINED3DVS_RASTOUT_OFFSETS;
337 #define WINED3DSP_NOSWIZZLE (0 | (1 << 2) | (2 << 4) | (3 << 6))
339 typedef enum _WINED3DSHADER_PARAM_SRCMOD_TYPE
341 WINED3DSPSM_NONE = 0,
342 WINED3DSPSM_NEG = 1,
343 WINED3DSPSM_BIAS = 2,
344 WINED3DSPSM_BIASNEG = 3,
345 WINED3DSPSM_SIGN = 4,
346 WINED3DSPSM_SIGNNEG = 5,
347 WINED3DSPSM_COMP = 6,
348 WINED3DSPSM_X2 = 7,
349 WINED3DSPSM_X2NEG = 8,
350 WINED3DSPSM_DZ = 9,
351 WINED3DSPSM_DW = 10,
352 WINED3DSPSM_ABS = 11,
353 WINED3DSPSM_ABSNEG = 12,
354 WINED3DSPSM_NOT = 13,
355 } WINED3DSHADER_PARAM_SRCMOD_TYPE;
357 #define WINED3DSP_WRITEMASK_0 0x1 /* .x r */
358 #define WINED3DSP_WRITEMASK_1 0x2 /* .y g */
359 #define WINED3DSP_WRITEMASK_2 0x4 /* .z b */
360 #define WINED3DSP_WRITEMASK_3 0x8 /* .w a */
361 #define WINED3DSP_WRITEMASK_ALL 0xf /* all */
363 typedef enum _WINED3DSHADER_PARAM_DSTMOD_TYPE
365 WINED3DSPDM_NONE = 0,
366 WINED3DSPDM_SATURATE = 1,
367 WINED3DSPDM_PARTIALPRECISION = 2,
368 WINED3DSPDM_MSAMPCENTROID = 4,
369 } WINED3DSHADER_PARAM_DSTMOD_TYPE;
371 typedef enum _WINED3DSHADER_INSTRUCTION_OPCODE_TYPE
373 WINED3DSIO_NOP = 0,
374 WINED3DSIO_MOV = 1,
375 WINED3DSIO_ADD = 2,
376 WINED3DSIO_SUB = 3,
377 WINED3DSIO_MAD = 4,
378 WINED3DSIO_MUL = 5,
379 WINED3DSIO_RCP = 6,
380 WINED3DSIO_RSQ = 7,
381 WINED3DSIO_DP3 = 8,
382 WINED3DSIO_DP4 = 9,
383 WINED3DSIO_MIN = 10,
384 WINED3DSIO_MAX = 11,
385 WINED3DSIO_SLT = 12,
386 WINED3DSIO_SGE = 13,
387 WINED3DSIO_EXP = 14,
388 WINED3DSIO_LOG = 15,
389 WINED3DSIO_LIT = 16,
390 WINED3DSIO_DST = 17,
391 WINED3DSIO_LRP = 18,
392 WINED3DSIO_FRC = 19,
393 WINED3DSIO_M4x4 = 20,
394 WINED3DSIO_M4x3 = 21,
395 WINED3DSIO_M3x4 = 22,
396 WINED3DSIO_M3x3 = 23,
397 WINED3DSIO_M3x2 = 24,
398 WINED3DSIO_CALL = 25,
399 WINED3DSIO_CALLNZ = 26,
400 WINED3DSIO_LOOP = 27,
401 WINED3DSIO_RET = 28,
402 WINED3DSIO_ENDLOOP = 29,
403 WINED3DSIO_LABEL = 30,
404 WINED3DSIO_DCL = 31,
405 WINED3DSIO_POW = 32,
406 WINED3DSIO_CRS = 33,
407 WINED3DSIO_SGN = 34,
408 WINED3DSIO_ABS = 35,
409 WINED3DSIO_NRM = 36,
410 WINED3DSIO_SINCOS = 37,
411 WINED3DSIO_REP = 38,
412 WINED3DSIO_ENDREP = 39,
413 WINED3DSIO_IF = 40,
414 WINED3DSIO_IFC = 41,
415 WINED3DSIO_ELSE = 42,
416 WINED3DSIO_ENDIF = 43,
417 WINED3DSIO_BREAK = 44,
418 WINED3DSIO_BREAKC = 45,
419 WINED3DSIO_MOVA = 46,
420 WINED3DSIO_DEFB = 47,
421 WINED3DSIO_DEFI = 48,
423 WINED3DSIO_TEXCOORD = 64,
424 WINED3DSIO_TEXKILL = 65,
425 WINED3DSIO_TEX = 66,
426 WINED3DSIO_TEXBEM = 67,
427 WINED3DSIO_TEXBEML = 68,
428 WINED3DSIO_TEXREG2AR = 69,
429 WINED3DSIO_TEXREG2GB = 70,
430 WINED3DSIO_TEXM3x2PAD = 71,
431 WINED3DSIO_TEXM3x2TEX = 72,
432 WINED3DSIO_TEXM3x3PAD = 73,
433 WINED3DSIO_TEXM3x3TEX = 74,
434 WINED3DSIO_TEXM3x3DIFF = 75,
435 WINED3DSIO_TEXM3x3SPEC = 76,
436 WINED3DSIO_TEXM3x3VSPEC = 77,
437 WINED3DSIO_EXPP = 78,
438 WINED3DSIO_LOGP = 79,
439 WINED3DSIO_CND = 80,
440 WINED3DSIO_DEF = 81,
441 WINED3DSIO_TEXREG2RGB = 82,
442 WINED3DSIO_TEXDP3TEX = 83,
443 WINED3DSIO_TEXM3x2DEPTH = 84,
444 WINED3DSIO_TEXDP3 = 85,
445 WINED3DSIO_TEXM3x3 = 86,
446 WINED3DSIO_TEXDEPTH = 87,
447 WINED3DSIO_CMP = 88,
448 WINED3DSIO_BEM = 89,
449 WINED3DSIO_DP2ADD = 90,
450 WINED3DSIO_DSX = 91,
451 WINED3DSIO_DSY = 92,
452 WINED3DSIO_TEXLDD = 93,
453 WINED3DSIO_SETP = 94,
454 WINED3DSIO_TEXLDL = 95,
455 WINED3DSIO_BREAKP = 96,
457 WINED3DSIO_PHASE = 0xfffd,
458 WINED3DSIO_COMMENT = 0xfffe,
459 WINED3DSIO_END = 0Xffff,
460 } WINED3DSHADER_INSTRUCTION_OPCODE_TYPE;
462 /* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
463 #define WINED3DSI_TEXLD_PROJECT 1
464 #define WINED3DSI_TEXLD_BIAS 2
466 typedef enum COMPARISON_TYPE
468 COMPARISON_GT = 1,
469 COMPARISON_EQ = 2,
470 COMPARISON_GE = 3,
471 COMPARISON_LT = 4,
472 COMPARISON_NE = 5,
473 COMPARISON_LE = 6,
474 } COMPARISON_TYPE;
476 #define WINED3D_SM1_VS 0xfffe
477 #define WINED3D_SM1_PS 0xffff
478 #define WINED3D_SM4_PS 0x0000
479 #define WINED3D_SM4_VS 0x0001
480 #define WINED3D_SM4_GS 0x0002
482 /* Shader version tokens, and shader end tokens */
483 #define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
484 #define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
486 /* Shader backends */
488 /* TODO: Make this dynamic, based on shader limits ? */
489 #define MAX_ATTRIBS 16
490 #define MAX_REG_ADDR 1
491 #define MAX_REG_TEMP 32
492 #define MAX_REG_TEXCRD 8
493 #define MAX_REG_INPUT 12
494 #define MAX_REG_OUTPUT 12
495 #define MAX_CONST_I 16
496 #define MAX_CONST_B 16
498 /* FIXME: This needs to go up to 2048 for
499 * Shader model 3 according to msdn (and for software shaders) */
500 #define MAX_LABELS 16
502 #define SHADER_PGMSIZE 65535
503 typedef struct SHADER_BUFFER {
504 char* buffer;
505 unsigned int bsize;
506 unsigned int lineNo;
507 BOOL newline;
508 } SHADER_BUFFER;
510 enum WINED3D_SHADER_INSTRUCTION_HANDLER
512 WINED3DSIH_ABS,
513 WINED3DSIH_ADD,
514 WINED3DSIH_BEM,
515 WINED3DSIH_BREAK,
516 WINED3DSIH_BREAKC,
517 WINED3DSIH_BREAKP,
518 WINED3DSIH_CALL,
519 WINED3DSIH_CALLNZ,
520 WINED3DSIH_CMP,
521 WINED3DSIH_CND,
522 WINED3DSIH_CRS,
523 WINED3DSIH_DCL,
524 WINED3DSIH_DEF,
525 WINED3DSIH_DEFB,
526 WINED3DSIH_DEFI,
527 WINED3DSIH_DP2ADD,
528 WINED3DSIH_DP3,
529 WINED3DSIH_DP4,
530 WINED3DSIH_DST,
531 WINED3DSIH_DSX,
532 WINED3DSIH_DSY,
533 WINED3DSIH_ELSE,
534 WINED3DSIH_ENDIF,
535 WINED3DSIH_ENDLOOP,
536 WINED3DSIH_ENDREP,
537 WINED3DSIH_EXP,
538 WINED3DSIH_EXPP,
539 WINED3DSIH_FRC,
540 WINED3DSIH_IF,
541 WINED3DSIH_IFC,
542 WINED3DSIH_LABEL,
543 WINED3DSIH_LIT,
544 WINED3DSIH_LOG,
545 WINED3DSIH_LOGP,
546 WINED3DSIH_LOOP,
547 WINED3DSIH_LRP,
548 WINED3DSIH_M3x2,
549 WINED3DSIH_M3x3,
550 WINED3DSIH_M3x4,
551 WINED3DSIH_M4x3,
552 WINED3DSIH_M4x4,
553 WINED3DSIH_MAD,
554 WINED3DSIH_MAX,
555 WINED3DSIH_MIN,
556 WINED3DSIH_MOV,
557 WINED3DSIH_MOVA,
558 WINED3DSIH_MUL,
559 WINED3DSIH_NOP,
560 WINED3DSIH_NRM,
561 WINED3DSIH_PHASE,
562 WINED3DSIH_POW,
563 WINED3DSIH_RCP,
564 WINED3DSIH_REP,
565 WINED3DSIH_RET,
566 WINED3DSIH_RSQ,
567 WINED3DSIH_SETP,
568 WINED3DSIH_SGE,
569 WINED3DSIH_SGN,
570 WINED3DSIH_SINCOS,
571 WINED3DSIH_SLT,
572 WINED3DSIH_SUB,
573 WINED3DSIH_TEX,
574 WINED3DSIH_TEXBEM,
575 WINED3DSIH_TEXBEML,
576 WINED3DSIH_TEXCOORD,
577 WINED3DSIH_TEXDEPTH,
578 WINED3DSIH_TEXDP3,
579 WINED3DSIH_TEXDP3TEX,
580 WINED3DSIH_TEXKILL,
581 WINED3DSIH_TEXLDD,
582 WINED3DSIH_TEXLDL,
583 WINED3DSIH_TEXM3x2DEPTH,
584 WINED3DSIH_TEXM3x2PAD,
585 WINED3DSIH_TEXM3x2TEX,
586 WINED3DSIH_TEXM3x3,
587 WINED3DSIH_TEXM3x3DIFF,
588 WINED3DSIH_TEXM3x3PAD,
589 WINED3DSIH_TEXM3x3SPEC,
590 WINED3DSIH_TEXM3x3TEX,
591 WINED3DSIH_TEXM3x3VSPEC,
592 WINED3DSIH_TEXREG2AR,
593 WINED3DSIH_TEXREG2GB,
594 WINED3DSIH_TEXREG2RGB,
595 WINED3DSIH_TABLE_SIZE
598 enum wined3d_shader_type
600 WINED3D_SHADER_TYPE_PIXEL,
601 WINED3D_SHADER_TYPE_VERTEX,
602 WINED3D_SHADER_TYPE_GEOMETRY,
605 struct wined3d_shader_version
607 enum wined3d_shader_type type;
608 BYTE major;
609 BYTE minor;
612 #define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
614 typedef struct shader_reg_maps
616 struct wined3d_shader_version shader_version;
617 char texcoord[MAX_REG_TEXCRD]; /* pixel < 3.0 */
618 char temporary[MAX_REG_TEMP]; /* pixel, vertex */
619 char address[MAX_REG_ADDR]; /* vertex */
620 char labels[MAX_LABELS]; /* pixel, vertex */
621 DWORD *constf; /* pixel, vertex */
622 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
623 WORD input_registers; /* max(MAX_REG_INPUT, MAX_ATTRIBS), 16 */
624 WORD output_registers; /* MAX_REG_OUTPUT, 12 */
625 WORD integer_constants; /* MAX_CONST_I, 16 */
626 WORD boolean_constants; /* MAX_CONST_B, 16 */
627 WORD local_int_consts; /* MAX_CONST_I, 16 */
628 WORD local_bool_consts; /* MAX_CONST_B, 16 */
630 WINED3DSAMPLER_TEXTURE_TYPE sampler_type[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
631 BOOL bumpmat[MAX_TEXTURES], luminanceparams[MAX_TEXTURES];
633 unsigned usesnrm : 1;
634 unsigned vpos : 1;
635 unsigned usesdsx : 1;
636 unsigned usesdsy : 1;
637 unsigned usestexldd : 1;
638 unsigned usesmova : 1;
639 unsigned usesfacing : 1;
640 unsigned usesrelconstF : 1;
641 unsigned fog : 1;
642 unsigned usestexldl : 1;
643 unsigned padding : 6;
645 /* Whether or not loops are used in this shader, and nesting depth */
646 unsigned loop_depth;
648 } shader_reg_maps;
650 struct wined3d_shader_context
652 IWineD3DBaseShader *shader;
653 const struct shader_reg_maps *reg_maps;
654 SHADER_BUFFER *buffer;
655 void *backend_data;
658 struct wined3d_shader_register
660 WINED3DSHADER_PARAM_REGISTER_TYPE type;
661 UINT idx;
662 const struct wined3d_shader_src_param *rel_addr;
663 enum wined3d_immconst_type immconst_type;
664 DWORD immconst_data[4];
667 struct wined3d_shader_dst_param
669 struct wined3d_shader_register reg;
670 DWORD write_mask;
671 DWORD modifiers;
672 DWORD shift;
675 struct wined3d_shader_src_param
677 struct wined3d_shader_register reg;
678 DWORD swizzle;
679 DWORD modifiers;
682 struct wined3d_shader_instruction
684 const struct wined3d_shader_context *ctx;
685 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
686 DWORD flags;
687 BOOL coissue;
688 DWORD predicate;
689 UINT dst_count;
690 const struct wined3d_shader_dst_param *dst;
691 UINT src_count;
692 const struct wined3d_shader_src_param *src;
695 struct wined3d_shader_semantic
697 WINED3DDECLUSAGE usage;
698 UINT usage_idx;
699 WINED3DSAMPLER_TEXTURE_TYPE sampler_type;
700 struct wined3d_shader_dst_param reg;
703 struct wined3d_shader_attribute
705 WINED3DDECLUSAGE usage;
706 UINT usage_idx;
709 struct wined3d_shader_frontend
711 void *(*shader_init)(const DWORD *ptr, const struct wined3d_shader_signature *output_signature);
712 void (*shader_free)(void *data);
713 void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version);
714 void (*shader_read_opcode)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins, UINT *param_size);
715 void (*shader_read_src_param)(void *data, const DWORD **ptr, struct wined3d_shader_src_param *src_param,
716 struct wined3d_shader_src_param *src_rel_addr);
717 void (*shader_read_dst_param)(void *data, const DWORD **ptr, struct wined3d_shader_dst_param *dst_param,
718 struct wined3d_shader_src_param *dst_rel_addr);
719 void (*shader_read_semantic)(const DWORD **ptr, struct wined3d_shader_semantic *semantic);
720 void (*shader_read_comment)(const DWORD **ptr, const char **comment);
721 BOOL (*shader_is_end)(void *data, const DWORD **ptr);
724 extern const struct wined3d_shader_frontend sm1_shader_frontend;
725 extern const struct wined3d_shader_frontend sm4_shader_frontend;
727 typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
729 struct shader_caps {
730 DWORD VertexShaderVersion;
731 DWORD MaxVertexShaderConst;
733 DWORD PixelShaderVersion;
734 float PixelShader1xMaxValue;
735 DWORD MaxPixelShaderConst;
737 WINED3DVSHADERCAPS2_0 VS20Caps;
738 WINED3DPSHADERCAPS2_0 PS20Caps;
740 DWORD MaxVShaderInstructionsExecuted;
741 DWORD MaxPShaderInstructionsExecuted;
742 DWORD MaxVertexShader30InstructionSlots;
743 DWORD MaxPixelShader30InstructionSlots;
745 BOOL VSClipping;
748 enum tex_types
750 tex_1d = 0,
751 tex_2d = 1,
752 tex_3d = 2,
753 tex_cube = 3,
754 tex_rect = 4,
755 tex_type_count = 5,
758 enum vertexprocessing_mode {
759 fixedfunction,
760 vertexshader,
761 pretransformed
764 #define WINED3D_CONST_NUM_UNUSED ~0U
766 enum fogmode {
767 FOG_OFF,
768 FOG_LINEAR,
769 FOG_EXP,
770 FOG_EXP2
773 /* Stateblock dependent parameters which have to be hardcoded
774 * into the shader code
776 struct ps_compile_args {
777 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
778 enum vertexprocessing_mode vp_mode;
779 enum fogmode fog;
780 /* Projected textures(ps 1.0-1.3) */
781 /* Texture types(2D, Cube, 3D) in ps 1.x */
782 BOOL srgb_correction;
783 WORD np2_fixup;
784 /* Bitmap for NP2 texcoord fixups (16 samplers max currently).
785 D3D9 has a limit of 16 samplers and the fixup is superfluous
786 in D3D10 (unconditional NP2 support mandatory). */
789 enum fog_src_type {
790 VS_FOG_Z = 0,
791 VS_FOG_COORD = 1
794 struct vs_compile_args {
795 WORD fog_src;
796 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
799 typedef struct {
800 void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
801 void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
802 void (*shader_select_depth_blt)(IWineD3DDevice *iface, enum tex_types tex_type);
803 void (*shader_deselect_depth_blt)(IWineD3DDevice *iface);
804 void (*shader_update_float_vertex_constants)(IWineD3DDevice *iface, UINT start, UINT count);
805 void (*shader_update_float_pixel_constants)(IWineD3DDevice *iface, UINT start, UINT count);
806 void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
807 void (*shader_load_np2fixup_constants)(IWineD3DDevice *iface, char usePS, char useVS);
808 void (*shader_destroy)(IWineD3DBaseShader *iface);
809 HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
810 void (*shader_free_private)(IWineD3DDevice *iface);
811 BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
812 void (*shader_get_caps)(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *caps);
813 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
814 void (*shader_add_instruction_modifiers)(const struct wined3d_shader_instruction *ins);
815 } shader_backend_t;
817 extern const shader_backend_t glsl_shader_backend;
818 extern const shader_backend_t arb_program_shader_backend;
819 extern const shader_backend_t none_shader_backend;
821 /* X11 locking */
823 extern void (* CDECL wine_tsx11_lock_ptr)(void);
824 extern void (* CDECL wine_tsx11_unlock_ptr)(void);
826 /* As GLX relies on X, this is needed */
827 extern int num_lock;
829 #if 0
830 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
831 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
832 #else
833 #define ENTER_GL() wine_tsx11_lock_ptr()
834 #define LEAVE_GL() wine_tsx11_unlock_ptr()
835 #endif
837 /*****************************************************************************
838 * Defines
841 /* GL related defines */
842 /* ------------------ */
843 #define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
844 #define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
845 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
846 #define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
848 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
849 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
850 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
851 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
853 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
854 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
855 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
856 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
858 #define D3DCOLORTOGLFLOAT4(dw, vec) do { \
859 (vec)[0] = D3DCOLOR_R(dw); \
860 (vec)[1] = D3DCOLOR_G(dw); \
861 (vec)[2] = D3DCOLOR_B(dw); \
862 (vec)[3] = D3DCOLOR_A(dw); \
863 } while(0)
865 /* DirectX Device Limits */
866 /* --------------------- */
867 #define MAX_MIP_LEVELS 32 /* Maximum number of mipmap levels. */
868 #define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
869 See MaxStreams in MSDN under GetDeviceCaps */
870 #define HIGHEST_TRANSFORMSTATE WINED3DTS_WORLDMATRIX(255) /* Highest value in WINED3DTRANSFORMSTATETYPE */
872 /* Checking of API calls */
873 /* --------------------- */
874 #ifndef WINE_NO_DEBUG_MSGS
875 #define checkGLcall(A) \
876 do { \
877 GLint err = glGetError(); \
878 if (err == GL_NO_ERROR) { \
879 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
881 } else do { \
882 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
883 debug_glerror(err), err, A, __FILE__, __LINE__); \
884 err = glGetError(); \
885 } while (err != GL_NO_ERROR); \
886 } while(0)
887 #else
888 #define checkGLcall(A) do {} while(0)
889 #endif
891 /* Trace routines / diagnostics */
892 /* ---------------------------- */
894 /* Dump out a matrix and copy it */
895 #define conv_mat(mat,gl_mat) \
896 do { \
897 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
898 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
899 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
900 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
901 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
902 } while (0)
904 /* Macro to dump out the current state of the light chain */
905 #define DUMP_LIGHT_CHAIN() \
906 do { \
907 PLIGHTINFOEL *el = This->stateBlock->lights;\
908 while (el) { \
909 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
910 el = el->next; \
912 } while(0)
914 /* Trace vector and strided data information */
915 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
916 #define TRACE_STRIDED(si, name) TRACE( #name "=(data:%p, stride:%d, format:%#x, vbo %d, stream %u)\n", \
917 si->elements[name].data, si->elements[name].stride, si->elements[name].format_desc->format, \
918 si->elements[name].buffer_object, si->elements[name].stream_idx);
920 /* Defines used for optimizations */
922 /* Only reapply what is necessary */
923 #define REAPPLY_ALPHAOP 0x0001
924 #define REAPPLY_ALL 0xFFFF
926 /* Advance declaration of structures to satisfy compiler */
927 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
928 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
929 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
930 typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl;
932 /* Global variables */
933 extern const float identity[16];
935 /*****************************************************************************
936 * Compilable extra diagnostics
939 /* Trace information per-vertex: (extremely high amount of trace) */
940 #if 0 /* NOTE: Must be 0 in cvs */
941 # define VTRACE(A) TRACE A
942 #else
943 # define VTRACE(A)
944 #endif
946 /* TODO: Confirm each of these works when wined3d move completed */
947 #if 0 /* NOTE: Must be 0 in cvs */
948 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
949 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
950 is enabled, and if it doesn't exist it is disabled. */
951 # define FRAME_DEBUGGING
952 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
953 the file is deleted */
954 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
955 # define SINGLE_FRAME_DEBUGGING
956 # endif
957 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
958 It can only be enabled when FRAME_DEBUGGING is also enabled
959 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
960 array is drawn. */
961 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
962 # define SHOW_FRAME_MAKEUP 1
963 # endif
964 /* The following, when enabled, lets you see the makeup of the all the textures used during each
965 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
966 The contents of the textures assigned to each stage are written into
967 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
968 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
969 # define SHOW_TEXTURE_MAKEUP 0
970 # endif
971 extern BOOL isOn;
972 extern BOOL isDumpingFrames;
973 extern LONG primCounter;
974 #endif
976 enum wined3d_ffp_idx
978 WINED3D_FFP_POSITION = 0,
979 WINED3D_FFP_BLENDWEIGHT = 1,
980 WINED3D_FFP_BLENDINDICES = 2,
981 WINED3D_FFP_NORMAL = 3,
982 WINED3D_FFP_PSIZE = 4,
983 WINED3D_FFP_DIFFUSE = 5,
984 WINED3D_FFP_SPECULAR = 6,
985 WINED3D_FFP_TEXCOORD0 = 7,
986 WINED3D_FFP_TEXCOORD1 = 8,
987 WINED3D_FFP_TEXCOORD2 = 9,
988 WINED3D_FFP_TEXCOORD3 = 10,
989 WINED3D_FFP_TEXCOORD4 = 11,
990 WINED3D_FFP_TEXCOORD5 = 12,
991 WINED3D_FFP_TEXCOORD6 = 13,
992 WINED3D_FFP_TEXCOORD7 = 14,
995 enum wined3d_ffp_emit_idx
997 WINED3D_FFP_EMIT_FLOAT1 = 0,
998 WINED3D_FFP_EMIT_FLOAT2 = 1,
999 WINED3D_FFP_EMIT_FLOAT3 = 2,
1000 WINED3D_FFP_EMIT_FLOAT4 = 3,
1001 WINED3D_FFP_EMIT_D3DCOLOR = 4,
1002 WINED3D_FFP_EMIT_UBYTE4 = 5,
1003 WINED3D_FFP_EMIT_SHORT2 = 6,
1004 WINED3D_FFP_EMIT_SHORT4 = 7,
1005 WINED3D_FFP_EMIT_UBYTE4N = 8,
1006 WINED3D_FFP_EMIT_SHORT2N = 9,
1007 WINED3D_FFP_EMIT_SHORT4N = 10,
1008 WINED3D_FFP_EMIT_USHORT2N = 11,
1009 WINED3D_FFP_EMIT_USHORT4N = 12,
1010 WINED3D_FFP_EMIT_UDEC3 = 13,
1011 WINED3D_FFP_EMIT_DEC3N = 14,
1012 WINED3D_FFP_EMIT_FLOAT16_2 = 15,
1013 WINED3D_FFP_EMIT_FLOAT16_4 = 16,
1014 WINED3D_FFP_EMIT_COUNT = 17
1017 struct wined3d_stream_info_element
1019 const struct GlPixelFormatDesc *format_desc;
1020 GLsizei stride;
1021 const BYTE *data;
1022 UINT stream_idx;
1023 GLuint buffer_object;
1026 struct wined3d_stream_info
1028 struct wined3d_stream_info_element elements[MAX_ATTRIBS];
1029 BOOL position_transformed;
1030 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
1031 WORD use_map; /* MAX_ATTRIBS, 16 */
1034 /*****************************************************************************
1035 * Prototypes
1038 /* Routine common to the draw primitive and draw indexed primitive routines */
1039 void drawPrimitive(IWineD3DDevice *iface, UINT index_count, UINT numberOfVertices,
1040 UINT start_idx, UINT idxBytes, const void *idxData, UINT minIndex);
1041 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
1043 typedef void (WINE_GLAPI *glAttribFunc)(const void *data);
1044 typedef void (WINE_GLAPI *glMultiTexCoordFunc)(GLenum unit, const void *data);
1045 extern glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
1046 extern glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
1047 extern glAttribFunc specular_func_3ubv;
1048 extern glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
1049 extern glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
1050 extern glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
1052 #define eps 1e-8
1054 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
1055 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
1057 /* Routines and structures related to state management */
1058 typedef struct WineD3DContext WineD3DContext;
1059 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
1061 #define STATE_RENDER(a) (a)
1062 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
1064 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
1065 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
1067 /* + 1 because samplers start with 0 */
1068 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
1069 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
1071 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
1072 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
1074 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
1075 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
1077 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
1078 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
1079 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
1080 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
1082 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
1083 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
1085 #define STATE_VSHADER (STATE_VDECL + 1)
1086 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
1088 #define STATE_VIEWPORT (STATE_VSHADER + 1)
1089 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
1091 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
1092 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
1093 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
1094 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
1096 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
1097 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
1099 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
1100 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
1102 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
1103 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
1105 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
1107 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
1109 #define STATE_HIGHEST (STATE_FRONTFACE)
1111 struct StateEntry
1113 DWORD representative;
1114 APPLYSTATEFUNC apply;
1117 struct StateEntryTemplate
1119 DWORD state;
1120 struct StateEntry content;
1121 GL_SupportedExt extension;
1124 struct fragment_caps {
1125 DWORD PrimitiveMiscCaps;
1127 DWORD TextureOpCaps;
1128 DWORD MaxTextureBlendStages;
1129 DWORD MaxSimultaneousTextures;
1132 struct fragment_pipeline {
1133 void (*enable_extension)(IWineD3DDevice *iface, BOOL enable);
1134 void (*get_caps)(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *caps);
1135 HRESULT (*alloc_private)(IWineD3DDevice *iface);
1136 void (*free_private)(IWineD3DDevice *iface);
1137 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1138 const struct StateEntryTemplate *states;
1139 BOOL ffp_proj_control;
1142 extern const struct StateEntryTemplate misc_state_template[];
1143 extern const struct StateEntryTemplate ffp_vertexstate_template[];
1144 extern const struct fragment_pipeline ffp_fragment_pipeline;
1145 extern const struct fragment_pipeline atifs_fragment_pipeline;
1146 extern const struct fragment_pipeline arbfp_fragment_pipeline;
1147 extern const struct fragment_pipeline nvts_fragment_pipeline;
1148 extern const struct fragment_pipeline nvrc_fragment_pipeline;
1150 /* "Base" state table */
1151 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
1152 const WineD3D_GL_Info *gl_info, const struct StateEntryTemplate *vertex,
1153 const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc);
1155 /* Shaders for color conversions in blits */
1156 struct blit_shader {
1157 HRESULT (*alloc_private)(IWineD3DDevice *iface);
1158 void (*free_private)(IWineD3DDevice *iface);
1159 HRESULT (*set_shader)(IWineD3DDevice *iface, const struct GlPixelFormatDesc *format_desc,
1160 GLenum textype, UINT width, UINT height);
1161 void (*unset_shader)(IWineD3DDevice *iface);
1162 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1165 extern const struct blit_shader ffp_blit;
1166 extern const struct blit_shader arbfp_blit;
1168 enum fogsource {
1169 FOGSOURCE_FFP,
1170 FOGSOURCE_VS,
1171 FOGSOURCE_COORD,
1174 #define WINED3D_MAX_FBO_ENTRIES 64
1176 /* The new context manager that should deal with onscreen and offscreen rendering */
1177 struct WineD3DContext {
1178 /* State dirtification
1179 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1180 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
1181 * 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
1182 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
1184 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
1185 DWORD numDirtyEntries;
1186 DWORD isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
1188 IWineD3DSurface *surface;
1189 DWORD tid; /* Thread ID which owns this context at the moment */
1191 /* Stores some information about the context state for optimization */
1192 WORD draw_buffer_dirty : 1;
1193 WORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
1194 WORD last_was_pshader : 1;
1195 WORD last_was_vshader : 1;
1196 WORD namedArraysLoaded : 1;
1197 WORD numberedArraysLoaded : 1;
1198 WORD last_was_blit : 1;
1199 WORD last_was_ckey : 1;
1200 WORD fog_coord : 1;
1201 WORD isPBuffer : 1;
1202 WORD fog_enabled : 1;
1203 WORD num_untracked_materials : 2; /* Max value 2 */
1204 WORD padding : 3;
1205 BYTE texShaderBumpMap; /* MAX_TEXTURES, 8 */
1206 BYTE lastWasPow2Texture; /* MAX_TEXTURES, 8 */
1207 DWORD numbered_array_mask;
1208 GLenum tracking_parm; /* Which source is tracking current colour */
1209 GLenum untracked_materials[2];
1210 UINT blit_w, blit_h;
1211 enum fogsource fog_source;
1213 char *vshader_const_dirty, *pshader_const_dirty;
1215 /* The actual opengl context */
1216 HGLRC glCtx;
1217 HWND win_handle;
1218 HDC hdc;
1219 HPBUFFERARB pbuffer;
1220 GLint aux_buffers;
1222 /* FBOs */
1223 UINT fbo_entry_count;
1224 struct list fbo_list;
1225 struct fbo_entry *current_fbo;
1226 GLuint src_fbo;
1227 GLuint dst_fbo;
1229 /* Extension emulation */
1230 GLint gl_fog_source;
1231 GLfloat fog_coord_value;
1232 GLfloat color[4], fogstart, fogend, fogcolor[4];
1233 GLuint dummy_arbfp_prog;
1236 typedef enum ContextUsage {
1237 CTXUSAGE_RESOURCELOAD = 1, /* Only loads textures: No State is applied */
1238 CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfaces */
1239 CTXUSAGE_BLIT = 3, /* OpenGL states are set up 3D drawing */
1240 CTXUSAGE_CLEAR = 4, /* Drawable and states are set up for clearing */
1241 } ContextUsage;
1243 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
1244 WineD3DContext *getActiveContext(void);
1245 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
1246 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
1247 void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource, WINED3DRESOURCETYPE type);
1248 void context_bind_fbo(IWineD3DDevice *iface, GLenum target, GLuint *fbo);
1249 void context_attach_depth_stencil_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer);
1250 void context_attach_surface_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, DWORD idx, IWineD3DSurface *surface);
1252 void delete_opengl_contexts(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
1253 HRESULT create_primary_opengl_context(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
1255 /* Macros for doing basic GPU detection based on opengl capabilities */
1256 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
1257 #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])
1258 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
1259 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
1261 /* Default callbacks for implicit object destruction */
1262 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
1264 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
1266 /*****************************************************************************
1267 * Internal representation of a light
1269 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
1270 struct PLIGHTINFOEL {
1271 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
1272 DWORD OriginalIndex;
1273 LONG glIndex;
1274 BOOL changed;
1275 BOOL enabledChanged;
1276 BOOL enabled;
1278 /* Converted parms to speed up swapping lights */
1279 float lightPosn[4];
1280 float lightDirn[4];
1281 float exponent;
1282 float cutoff;
1284 struct list entry;
1287 /* The default light parameters */
1288 extern const WINED3DLIGHT WINED3D_default_light;
1290 typedef struct WineD3D_PixelFormat
1292 int iPixelFormat; /* WGL pixel format */
1293 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
1294 int redSize, greenSize, blueSize, alphaSize;
1295 int depthSize, stencilSize;
1296 BOOL windowDrawable;
1297 BOOL pbufferDrawable;
1298 BOOL doubleBuffer;
1299 int auxBuffers;
1300 int numSamples;
1301 } WineD3D_PixelFormat;
1303 /* The adapter structure */
1304 struct WineD3DAdapter
1306 UINT num;
1307 BOOL opengl;
1308 POINT monitorPoint;
1309 WineD3D_GL_Info gl_info;
1310 const char *driver;
1311 const char *description;
1312 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
1313 int nCfgs;
1314 WineD3D_PixelFormat *cfgs;
1315 BOOL brokenStencil; /* Set on cards which only offer mixed depth+stencil */
1316 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
1317 unsigned int UsedTextureRam;
1320 extern BOOL initPixelFormats(WineD3D_GL_Info *gl_info);
1321 BOOL initPixelFormatsNoGL(WineD3D_GL_Info *gl_info);
1322 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram);
1323 extern void add_gl_compat_wrappers(WineD3D_GL_Info *gl_info);
1325 /*****************************************************************************
1326 * High order patch management
1328 struct WineD3DRectPatch
1330 UINT Handle;
1331 float *mem;
1332 WineDirect3DVertexStridedData strided;
1333 WINED3DRECTPATCH_INFO RectPatchInfo;
1334 float numSegs[4];
1335 char has_normals, has_texcoords;
1336 struct list entry;
1339 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
1341 enum projection_types
1343 proj_none = 0,
1344 proj_count3 = 1,
1345 proj_count4 = 2
1348 enum dst_arg
1350 resultreg = 0,
1351 tempreg = 1
1354 /*****************************************************************************
1355 * Fixed function pipeline replacements
1357 #define ARG_UNUSED 0xff
1358 struct texture_stage_op
1360 unsigned cop : 8;
1361 unsigned carg1 : 8;
1362 unsigned carg2 : 8;
1363 unsigned carg0 : 8;
1365 unsigned aop : 8;
1366 unsigned aarg1 : 8;
1367 unsigned aarg2 : 8;
1368 unsigned aarg0 : 8;
1370 struct color_fixup_desc color_fixup;
1371 unsigned tex_type : 3;
1372 unsigned dst : 1;
1373 unsigned projected : 2;
1374 unsigned padding : 10;
1377 struct ffp_frag_settings {
1378 struct texture_stage_op op[MAX_TEXTURES];
1379 enum fogmode fog;
1380 /* Use an int instead of a char to get dword alignment */
1381 unsigned int sRGB_write;
1384 struct ffp_frag_desc
1386 struct wine_rb_entry entry;
1387 struct ffp_frag_settings settings;
1390 extern const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions;
1392 void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_settings *settings, BOOL ignore_textype);
1393 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
1394 const struct ffp_frag_settings *settings);
1395 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc);
1397 /*****************************************************************************
1398 * IWineD3D implementation structure
1400 typedef struct IWineD3DImpl
1402 /* IUnknown fields */
1403 const IWineD3DVtbl *lpVtbl;
1404 LONG ref; /* Note: Ref counting not required */
1406 /* WineD3D Information */
1407 IUnknown *parent;
1408 UINT dxVersion;
1410 UINT adapter_count;
1411 struct WineD3DAdapter adapters[1];
1412 } IWineD3DImpl;
1414 extern const IWineD3DVtbl IWineD3D_Vtbl;
1416 BOOL InitAdapters(IWineD3DImpl *This);
1418 /* TODO: setup some flags in the registry to enable, disable pbuffer support
1419 (since it will break quite a few things until contexts are managed properly!) */
1420 extern BOOL pbuffer_support;
1421 /* allocate one pbuffer per surface */
1422 extern BOOL pbuffer_per_surface;
1424 /* A helper function that dumps a resource list */
1425 void dumpResources(struct list *list);
1427 /*****************************************************************************
1428 * IWineD3DDevice implementation structure
1430 #define WINED3D_UNMAPPED_STAGE ~0U
1432 /* Multithreaded flag. Removed from the public header to signal that IWineD3D::CreateDevice ignores it */
1433 #define WINED3DCREATE_MULTITHREADED 0x00000004
1435 struct IWineD3DDeviceImpl
1437 /* IUnknown fields */
1438 const IWineD3DDeviceVtbl *lpVtbl;
1439 LONG ref; /* Note: Ref counting not required */
1441 /* WineD3D Information */
1442 IUnknown *parent;
1443 IWineD3DDeviceParent *device_parent;
1444 IWineD3D *wineD3D;
1445 struct WineD3DAdapter *adapter;
1447 /* Window styles to restore when switching fullscreen mode */
1448 LONG style;
1449 LONG exStyle;
1451 /* X and GL Information */
1452 GLint maxConcurrentLights;
1453 GLenum offscreenBuffer;
1455 /* Selected capabilities */
1456 int vs_selected_mode;
1457 int ps_selected_mode;
1458 const shader_backend_t *shader_backend;
1459 void *shader_priv;
1460 void *fragment_priv;
1461 void *blit_priv;
1462 struct StateEntry StateTable[STATE_HIGHEST + 1];
1463 /* Array of functions for states which are handled by more than one pipeline part */
1464 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
1465 const struct fragment_pipeline *frag_pipe;
1466 const struct blit_shader *blitter;
1468 unsigned int max_ffp_textures, max_ffp_texture_stages;
1469 DWORD d3d_vshader_constantF, d3d_pshader_constantF; /* Advertised d3d caps, not GL ones */
1470 DWORD vs_clipping;
1472 WORD view_ident : 1; /* true iff view matrix is identity */
1473 WORD untransformed : 1;
1474 WORD vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
1475 WORD isRecordingState : 1;
1476 WORD isInDraw : 1;
1477 WORD render_offscreen : 1;
1478 WORD bCursorVisible : 1;
1479 WORD haveHardwareCursor : 1;
1480 WORD d3d_initialized : 1;
1481 WORD inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
1482 WORD softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
1483 WORD useDrawStridedSlow : 1;
1484 WORD instancedDraw : 1;
1485 WORD padding : 3;
1487 BYTE fixed_function_usage_map; /* MAX_TEXTURES, 8 */
1489 #define DDRAW_PITCH_ALIGNMENT 8
1490 #define D3D8_PITCH_ALIGNMENT 4
1491 unsigned char surface_alignment; /* Line Alignment of surfaces */
1493 /* State block related */
1494 IWineD3DStateBlockImpl *stateBlock;
1495 IWineD3DStateBlockImpl *updateStateBlock;
1497 /* Internal use fields */
1498 WINED3DDEVICE_CREATION_PARAMETERS createParms;
1499 UINT adapterNo;
1500 WINED3DDEVTYPE devType;
1502 IWineD3DSwapChain **swapchains;
1503 UINT NumberOfSwapChains;
1505 struct list resources; /* a linked list to track resources created by the device */
1506 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
1507 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
1509 /* Render Target Support */
1510 IWineD3DSurface **render_targets;
1511 IWineD3DSurface *auto_depth_stencil_buffer;
1512 IWineD3DSurface *stencilBufferTarget;
1514 /* Caches to avoid unneeded context changes */
1515 IWineD3DSurface *lastActiveRenderTarget;
1516 IWineD3DSwapChain *lastActiveSwapChain;
1518 /* palettes texture management */
1519 UINT NumberOfPalettes;
1520 PALETTEENTRY **palettes;
1521 UINT currentPalette;
1522 UINT paletteConversionShader;
1524 /* For rendering to a texture using glCopyTexImage */
1525 GLenum *draw_buffers;
1526 GLuint depth_blt_texture;
1527 GLuint depth_blt_rb;
1528 UINT depth_blt_rb_w;
1529 UINT depth_blt_rb_h;
1531 /* Cursor management */
1532 UINT xHotSpot;
1533 UINT yHotSpot;
1534 UINT xScreenSpace;
1535 UINT yScreenSpace;
1536 UINT cursorWidth, cursorHeight;
1537 GLuint cursorTexture;
1538 HCURSOR hardwareCursor;
1540 /* The Wine logo surface */
1541 IWineD3DSurface *logo_surface;
1543 /* Textures for when no other textures are mapped */
1544 UINT dummyTextureName[MAX_TEXTURES];
1546 /* Device state management */
1547 HRESULT state;
1549 /* DirectDraw stuff */
1550 DWORD ddraw_width, ddraw_height;
1551 WINED3DFORMAT ddraw_format;
1553 /* Final position fixup constant */
1554 float posFixup[4];
1556 /* With register combiners we can skip junk texture stages */
1557 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
1558 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1560 /* Stream source management */
1561 struct wined3d_stream_info strided_streams;
1562 const WineDirect3DVertexStridedData *up_strided;
1564 /* Context management */
1565 WineD3DContext **contexts; /* Dynamic array containing pointers to context structures */
1566 WineD3DContext *activeContext;
1567 DWORD lastThread;
1568 UINT numContexts;
1569 WineD3DContext *pbufferContext; /* The context that has a pbuffer as drawable */
1570 DWORD pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
1572 /* High level patch management */
1573 #define PATCHMAP_SIZE 43
1574 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
1575 struct list patches[PATCHMAP_SIZE];
1576 struct WineD3DRectPatch *currentPatch;
1579 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
1581 void device_resource_add(IWineD3DDeviceImpl *This, IWineD3DResource *resource);
1582 void device_resource_released(IWineD3DDeviceImpl *This, IWineD3DResource *resource);
1583 void device_stream_info_from_declaration(IWineD3DDeviceImpl *This,
1584 BOOL use_vshader, struct wined3d_stream_info *stream_info, BOOL *fixup);
1585 void device_stream_info_from_strided(IWineD3DDeviceImpl *This,
1586 const struct WineDirect3DVertexStridedData *strided, struct wined3d_stream_info *stream_info);
1587 HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
1588 CONST WINED3DRECT* pRects, DWORD Flags, WINED3DCOLOR Color,
1589 float Z, DWORD Stencil);
1590 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
1591 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
1592 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
1593 DWORD idx = state >> 5;
1594 BYTE shift = state & 0x1f;
1595 return context->isStateDirty[idx] & (1 << shift);
1598 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
1599 typedef struct PrivateData
1601 struct list entry;
1603 GUID tag;
1604 DWORD flags; /* DDSPD_* */
1606 union
1608 LPVOID data;
1609 LPUNKNOWN object;
1610 } ptr;
1612 DWORD size;
1613 } PrivateData;
1615 /*****************************************************************************
1616 * IWineD3DResource implementation structure
1618 typedef struct IWineD3DResourceClass
1620 /* IUnknown fields */
1621 LONG ref; /* Note: Ref counting not required */
1623 /* WineD3DResource Information */
1624 IUnknown *parent;
1625 WINED3DRESOURCETYPE resourceType;
1626 IWineD3DDeviceImpl *wineD3DDevice;
1627 WINED3DPOOL pool;
1628 UINT size;
1629 DWORD usage;
1630 const struct GlPixelFormatDesc *format_desc;
1631 DWORD priority;
1632 BYTE *allocatedMemory; /* Pointer to the real data location */
1633 BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
1634 struct list privateData;
1635 struct list resource_list_entry;
1637 } IWineD3DResourceClass;
1639 typedef struct IWineD3DResourceImpl
1641 /* IUnknown & WineD3DResource Information */
1642 const IWineD3DResourceVtbl *lpVtbl;
1643 IWineD3DResourceClass resource;
1644 } IWineD3DResourceImpl;
1646 void resource_cleanup(IWineD3DResource *iface);
1647 HRESULT resource_free_private_data(IWineD3DResource *iface, REFGUID guid);
1648 HRESULT resource_get_device(IWineD3DResource *iface, IWineD3DDevice **device);
1649 HRESULT resource_get_parent(IWineD3DResource *iface, IUnknown **parent);
1650 DWORD resource_get_priority(IWineD3DResource *iface);
1651 HRESULT resource_get_private_data(IWineD3DResource *iface, REFGUID guid,
1652 void *data, DWORD *data_size);
1653 HRESULT resource_init(IWineD3DResource *iface, WINED3DRESOURCETYPE resource_type,
1654 IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct GlPixelFormatDesc *format_desc,
1655 WINED3DPOOL pool, IUnknown *parent);
1656 WINED3DRESOURCETYPE resource_get_type(IWineD3DResource *iface);
1657 DWORD resource_set_priority(IWineD3DResource *iface, DWORD new_priority);
1658 HRESULT resource_set_private_data(IWineD3DResource *iface, REFGUID guid,
1659 const void *data, DWORD data_size, DWORD flags);
1661 /* Tests show that the start address of resources is 32 byte aligned */
1662 #define RESOURCE_ALIGNMENT 32
1664 /*****************************************************************************
1665 * IWineD3DBaseTexture D3D- > openGL state map lookups
1668 typedef enum winetexturestates {
1669 WINED3DTEXSTA_ADDRESSU = 0,
1670 WINED3DTEXSTA_ADDRESSV = 1,
1671 WINED3DTEXSTA_ADDRESSW = 2,
1672 WINED3DTEXSTA_BORDERCOLOR = 3,
1673 WINED3DTEXSTA_MAGFILTER = 4,
1674 WINED3DTEXSTA_MINFILTER = 5,
1675 WINED3DTEXSTA_MIPFILTER = 6,
1676 WINED3DTEXSTA_MAXMIPLEVEL = 7,
1677 WINED3DTEXSTA_MAXANISOTROPY = 8,
1678 WINED3DTEXSTA_SRGBTEXTURE = 9,
1679 WINED3DTEXSTA_ELEMENTINDEX = 10,
1680 WINED3DTEXSTA_DMAPOFFSET = 11,
1681 WINED3DTEXSTA_TSSADDRESSW = 12,
1682 MAX_WINETEXTURESTATES = 13,
1683 } winetexturestates;
1685 enum WINED3DSRGB
1687 SRGB_ANY = 0, /* Uses the cached value(e.g. external calls) */
1688 SRGB_RGB = 1, /* Loads the rgb texture */
1689 SRGB_SRGB = 2, /* Loads the srgb texture */
1690 SRGB_BOTH = 3, /* Loads both textures */
1693 /*****************************************************************************
1694 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1696 typedef struct IWineD3DBaseTextureClass
1698 DWORD states[MAX_WINETEXTURESTATES];
1699 DWORD srgbstates[MAX_WINETEXTURESTATES];
1700 UINT levels;
1701 BOOL dirty, srgbDirty;
1702 UINT textureName, srgbTextureName;
1703 float pow2Matrix[16];
1704 UINT LOD;
1705 WINED3DTEXTUREFILTERTYPE filterType;
1706 LONG bindCount;
1707 DWORD sampler;
1708 BOOL is_srgb;
1709 BOOL pow2Matrix_identity;
1710 const struct min_lookup *minMipLookup;
1711 const GLenum *magLookup;
1712 void (*internal_preload)(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1713 } IWineD3DBaseTextureClass;
1715 void surface_internal_preload(IWineD3DSurface *iface, enum WINED3DSRGB srgb);
1717 typedef struct IWineD3DBaseTextureImpl
1719 /* IUnknown & WineD3DResource Information */
1720 const IWineD3DBaseTextureVtbl *lpVtbl;
1721 IWineD3DResourceClass resource;
1722 IWineD3DBaseTextureClass baseTexture;
1724 } IWineD3DBaseTextureImpl;
1726 void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
1727 const DWORD texture_states[WINED3D_HIGHEST_TEXTURE_STATE + 1],
1728 const DWORD sampler_states[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1729 HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surface_desc);
1730 void basetexture_cleanup(IWineD3DBaseTexture *iface);
1731 void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface);
1732 WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface);
1733 BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface);
1734 DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface);
1735 DWORD basetexture_get_lod(IWineD3DBaseTexture *iface);
1736 HRESULT basetexture_init(IWineD3DBaseTextureImpl *texture, UINT levels, WINED3DRESOURCETYPE resource_type,
1737 IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct GlPixelFormatDesc *format_desc,
1738 WINED3DPOOL pool, IUnknown *parent);
1739 HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE filter_type);
1740 BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty);
1741 DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD new_lod);
1742 void basetexture_unload(IWineD3DBaseTexture *iface);
1743 static inline void basetexture_setsrgbcache(IWineD3DBaseTexture *iface, BOOL srgb) {
1744 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
1745 This->baseTexture.is_srgb = srgb;
1748 /*****************************************************************************
1749 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1751 typedef struct IWineD3DTextureImpl
1753 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1754 const IWineD3DTextureVtbl *lpVtbl;
1755 IWineD3DResourceClass resource;
1756 IWineD3DBaseTextureClass baseTexture;
1758 /* IWineD3DTexture */
1759 IWineD3DSurface *surfaces[MAX_MIP_LEVELS];
1760 UINT target;
1761 BOOL cond_np2;
1763 } IWineD3DTextureImpl;
1765 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
1767 HRESULT texture_init(IWineD3DTextureImpl *texture, UINT width, UINT height, UINT levels,
1768 IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, IUnknown *parent);
1770 /*****************************************************************************
1771 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1773 typedef struct IWineD3DCubeTextureImpl
1775 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1776 const IWineD3DCubeTextureVtbl *lpVtbl;
1777 IWineD3DResourceClass resource;
1778 IWineD3DBaseTextureClass baseTexture;
1780 /* IWineD3DCubeTexture */
1781 IWineD3DSurface *surfaces[6][MAX_MIP_LEVELS];
1782 } IWineD3DCubeTextureImpl;
1784 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
1786 HRESULT cubetexture_init(IWineD3DCubeTextureImpl *texture, UINT edge_length, UINT levels,
1787 IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, IUnknown *parent);
1789 typedef struct _WINED3DVOLUMET_DESC
1791 UINT Width;
1792 UINT Height;
1793 UINT Depth;
1794 } WINED3DVOLUMET_DESC;
1796 /*****************************************************************************
1797 * IWineD3DVolume implementation structure (extends IUnknown)
1799 typedef struct IWineD3DVolumeImpl
1801 /* IUnknown & WineD3DResource fields */
1802 const IWineD3DVolumeVtbl *lpVtbl;
1803 IWineD3DResourceClass resource;
1805 /* WineD3DVolume Information */
1806 WINED3DVOLUMET_DESC currentDesc;
1807 IWineD3DBase *container;
1808 BOOL lockable;
1809 BOOL locked;
1810 WINED3DBOX lockedBox;
1811 WINED3DBOX dirtyBox;
1812 BOOL dirty;
1813 } IWineD3DVolumeImpl;
1815 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
1817 void volume_add_dirty_box(IWineD3DVolume *iface, const WINED3DBOX *dirty_box);
1819 /*****************************************************************************
1820 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1822 typedef struct IWineD3DVolumeTextureImpl
1824 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1825 const IWineD3DVolumeTextureVtbl *lpVtbl;
1826 IWineD3DResourceClass resource;
1827 IWineD3DBaseTextureClass baseTexture;
1829 /* IWineD3DVolumeTexture */
1830 IWineD3DVolume *volumes[MAX_MIP_LEVELS];
1831 } IWineD3DVolumeTextureImpl;
1833 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
1835 HRESULT volumetexture_init(IWineD3DVolumeTextureImpl *texture, UINT width, UINT height, UINT depth, UINT levels,
1836 IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, IUnknown *parent);
1838 typedef struct _WINED3DSURFACET_DESC
1840 WINED3DMULTISAMPLE_TYPE MultiSampleType;
1841 DWORD MultiSampleQuality;
1842 UINT Width;
1843 UINT Height;
1844 } WINED3DSURFACET_DESC;
1846 /*****************************************************************************
1847 * Structure for DIB Surfaces (GetDC and GDI surfaces)
1849 typedef struct wineD3DSurface_DIB {
1850 HBITMAP DIBsection;
1851 void* bitmap_data;
1852 UINT bitmap_size;
1853 HGDIOBJ holdbitmap;
1854 BOOL client_memory;
1855 } wineD3DSurface_DIB;
1857 typedef struct {
1858 struct list entry;
1859 GLuint id;
1860 UINT width;
1861 UINT height;
1862 } renderbuffer_entry_t;
1864 struct fbo_entry
1866 struct list entry;
1867 IWineD3DSurface **render_targets;
1868 IWineD3DSurface *depth_stencil;
1869 BOOL attached;
1870 GLuint id;
1873 /*****************************************************************************
1874 * IWineD3DClipp implementation structure
1876 typedef struct IWineD3DClipperImpl
1878 const IWineD3DClipperVtbl *lpVtbl;
1879 LONG ref;
1881 IUnknown *Parent;
1882 HWND hWnd;
1883 } IWineD3DClipperImpl;
1886 /*****************************************************************************
1887 * IWineD3DSurface implementation structure
1889 struct IWineD3DSurfaceImpl
1891 /* IUnknown & IWineD3DResource Information */
1892 const IWineD3DSurfaceVtbl *lpVtbl;
1893 IWineD3DResourceClass resource;
1895 /* IWineD3DSurface fields */
1896 IWineD3DBase *container;
1897 WINED3DSURFACET_DESC currentDesc;
1898 IWineD3DPaletteImpl *palette; /* D3D7 style palette handling */
1899 PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
1901 /* TODO: move this off into a management class(maybe!) */
1902 DWORD Flags;
1904 UINT pow2Width;
1905 UINT pow2Height;
1907 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
1908 void (*get_drawable_size)(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1910 /* Oversized texture */
1911 RECT glRect;
1913 /* PBO */
1914 GLuint pbo;
1916 RECT lockedRect;
1917 RECT dirtyRect;
1918 int lockCount;
1919 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
1921 glDescriptor glDescription;
1923 /* For GetDC */
1924 wineD3DSurface_DIB dib;
1925 HDC hDC;
1927 /* Color keys for DDraw */
1928 WINEDDCOLORKEY DestBltCKey;
1929 WINEDDCOLORKEY DestOverlayCKey;
1930 WINEDDCOLORKEY SrcOverlayCKey;
1931 WINEDDCOLORKEY SrcBltCKey;
1932 DWORD CKeyFlags;
1934 WINEDDCOLORKEY glCKey;
1936 struct list renderbuffers;
1937 renderbuffer_entry_t *current_renderbuffer;
1939 /* DirectDraw clippers */
1940 IWineD3DClipper *clipper;
1942 /* DirectDraw Overlay handling */
1943 RECT overlay_srcrect;
1944 RECT overlay_destrect;
1945 IWineD3DSurfaceImpl *overlay_dest;
1946 struct list overlays;
1947 struct list overlay_entry;
1950 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1951 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1953 UINT surface_calculate_size(const struct GlPixelFormatDesc *format_desc, UINT alignment, UINT width, UINT height);
1954 void surface_gdi_cleanup(IWineD3DSurfaceImpl *This);
1955 HRESULT surface_init(IWineD3DSurfaceImpl *surface, WINED3DSURFTYPE surface_type, UINT alignment,
1956 UINT width, UINT height, UINT level, BOOL lockable, BOOL discard, WINED3DMULTISAMPLE_TYPE multisample_type,
1957 UINT multisample_quality, IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format,
1958 WINED3DPOOL pool, IUnknown *parent);
1960 /* Predeclare the shared Surface functions */
1961 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1962 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface);
1963 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1964 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1965 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1966 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1967 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1968 DWORD WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1969 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1970 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface);
1971 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1972 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1973 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1974 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1975 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface);
1976 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface);
1977 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1978 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1979 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, const WINEDDCOLORKEY *CKey);
1980 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1981 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1982 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1983 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1984 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1985 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1986 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, const RECT *SrcRect,
1987 IWineD3DSurface *DstSurface, const RECT *DstRect, DWORD Flags, const WINEDDOVERLAYFX *FX);
1988 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
1989 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
1990 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1991 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface);
1992 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface,
1993 const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
1994 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
1995 IWineD3DSurface *Source, const RECT *rsrc, DWORD trans);
1996 HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags);
1997 void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb);
1998 const void *WINAPI IWineD3DBaseSurfaceImpl_GetData(IWineD3DSurface *iface);
2000 void get_drawable_size_swapchain(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
2001 void get_drawable_size_backbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
2002 void get_drawable_size_pbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
2003 void get_drawable_size_fbo(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
2005 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back);
2007 /* Surface flags: */
2008 #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
2009 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
2010 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for GetDC */
2011 #define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
2012 #define SFLAG_DISCARD 0x00000010 /* ??? */
2013 #define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
2014 #define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
2015 #define SFLAG_INSRGBTEX 0x00000080 /* The GL srgb texture contains the newest surface content */
2016 #define SFLAG_INDRAWABLE 0x00000100 /* The gl drawable contains the most up to date data */
2017 #define SFLAG_INSYSMEM 0x00000200 /* The system memory copy is most up to date */
2018 #define SFLAG_NONPOW2 0x00000400 /* Surface sizes are not a power of 2 */
2019 #define SFLAG_DYNLOCK 0x00000800 /* Surface is often locked by the app */
2020 #define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
2021 #define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
2022 #define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
2023 #define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
2024 #define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
2025 #define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
2026 #define SFLAG_SRGBALLOCATED 0x00040000 /* A srgb gl texture is allocated for this surface */
2027 #define SFLAG_PBO 0x00080000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
2028 #define SFLAG_NORMCOORD 0x00100000 /* Set if the GL texture coords are normalized(non-texture rectangle) */
2029 #define SFLAG_DS_ONSCREEN 0x00200000 /* Is a depth stencil, last modified onscreen */
2030 #define SFLAG_DS_OFFSCREEN 0x00400000 /* Is a depth stencil, last modified offscreen */
2031 #define SFLAG_INOVERLAYDRAW 0x00800000 /* Overlay drawing is in progress. Recursion prevention */
2032 #define SFLAG_SWAPCHAIN 0x01000000 /* The surface is part of a swapchain */
2034 /* In some conditions the surface memory must not be freed:
2035 * SFLAG_OVERSIZE: Not all data can be kept in GL
2036 * SFLAG_CONVERTED: Converting the data back would take too long
2037 * SFLAG_DIBSECTION: The dib code manages the memory
2038 * SFLAG_LOCKED: The app requires access to the surface data
2039 * SFLAG_DYNLOCK: Avoid freeing the data for performance
2040 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
2041 * SFLAG_CLIENT: OpenGL uses our memory as backup
2043 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
2044 SFLAG_CONVERTED | \
2045 SFLAG_DIBSECTION | \
2046 SFLAG_LOCKED | \
2047 SFLAG_DYNLOCK | \
2048 SFLAG_USERPTR | \
2049 SFLAG_PBO | \
2050 SFLAG_CLIENT)
2052 #define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
2053 SFLAG_INTEXTURE | \
2054 SFLAG_INDRAWABLE | \
2055 SFLAG_INSRGBTEX)
2057 #define SFLAG_DS_LOCATIONS (SFLAG_DS_ONSCREEN | \
2058 SFLAG_DS_OFFSCREEN)
2059 #define SFLAG_DS_DISCARDED SFLAG_DS_LOCATIONS
2061 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
2063 typedef enum {
2064 NO_CONVERSION,
2065 CONVERT_PALETTED,
2066 CONVERT_PALETTED_CK,
2067 CONVERT_CK_565,
2068 CONVERT_CK_5551,
2069 CONVERT_CK_4444,
2070 CONVERT_CK_4444_ARGB,
2071 CONVERT_CK_1555,
2072 CONVERT_555,
2073 CONVERT_CK_RGB24,
2074 CONVERT_CK_8888,
2075 CONVERT_CK_8888_ARGB,
2076 CONVERT_RGB32_888,
2077 CONVERT_V8U8,
2078 CONVERT_L6V5U5,
2079 CONVERT_X8L8V8U8,
2080 CONVERT_Q8W8V8U8,
2081 CONVERT_V16U16,
2082 CONVERT_A4L4,
2083 CONVERT_G16R16,
2084 CONVERT_R16G16F,
2085 CONVERT_R32G32F,
2086 CONVERT_D15S1,
2087 CONVERT_D24X4S4,
2088 CONVERT_D24FS8,
2089 } CONVERT_TYPES;
2091 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);
2093 BOOL palette9_changed(IWineD3DSurfaceImpl *This);
2095 /*****************************************************************************
2096 * IWineD3DVertexDeclaration implementation structure
2098 #define MAX_ATTRIBS 16
2100 struct wined3d_vertex_declaration_element
2102 const struct GlPixelFormatDesc *format_desc;
2103 BOOL ffp_valid;
2104 WORD input_slot;
2105 WORD offset;
2106 UINT output_slot;
2107 BYTE method;
2108 BYTE usage;
2109 BYTE usage_idx;
2112 typedef struct IWineD3DVertexDeclarationImpl {
2113 /* IUnknown Information */
2114 const IWineD3DVertexDeclarationVtbl *lpVtbl;
2115 LONG ref;
2117 IUnknown *parent;
2118 IWineD3DDeviceImpl *wineD3DDevice;
2120 struct wined3d_vertex_declaration_element *elements;
2121 UINT element_count;
2123 DWORD streams[MAX_STREAMS];
2124 UINT num_streams;
2125 BOOL position_transformed;
2126 BOOL half_float_conv_needed;
2127 } IWineD3DVertexDeclarationImpl;
2129 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
2131 HRESULT vertexdeclaration_init(IWineD3DVertexDeclarationImpl *This,
2132 const WINED3DVERTEXELEMENT *elements, UINT element_count);
2134 /*****************************************************************************
2135 * IWineD3DStateBlock implementation structure
2138 /* Internal state Block for Begin/End/Capture/Create/Apply info */
2139 /* Note: Very long winded but gl Lists are not flexible enough */
2140 /* to resolve everything we need, so doing it manually for now */
2141 typedef struct SAVEDSTATES {
2142 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
2143 WORD streamSource; /* MAX_STREAMS, 16 */
2144 WORD streamFreq; /* MAX_STREAMS, 16 */
2145 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
2146 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
2147 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
2148 DWORD textures; /* MAX_COMBINED_SAMPLERS, 20 */
2149 DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
2150 WORD pixelShaderConstantsB; /* MAX_CONST_B, 16 */
2151 WORD pixelShaderConstantsI; /* MAX_CONST_I, 16 */
2152 BOOL *pixelShaderConstantsF;
2153 WORD vertexShaderConstantsB; /* MAX_CONST_B, 16 */
2154 WORD vertexShaderConstantsI; /* MAX_CONST_I, 16 */
2155 BOOL *vertexShaderConstantsF;
2156 WORD primitive_type : 1;
2157 WORD indices : 1;
2158 WORD material : 1;
2159 WORD viewport : 1;
2160 WORD vertexDecl : 1;
2161 WORD pixelShader : 1;
2162 WORD vertexShader : 1;
2163 WORD scissorRect : 1;
2164 WORD padding : 1;
2165 } SAVEDSTATES;
2167 struct StageState {
2168 DWORD stage;
2169 DWORD state;
2172 struct IWineD3DStateBlockImpl
2174 /* IUnknown fields */
2175 const IWineD3DStateBlockVtbl *lpVtbl;
2176 LONG ref; /* Note: Ref counting not required */
2178 /* IWineD3DStateBlock information */
2179 IUnknown *parent;
2180 IWineD3DDeviceImpl *wineD3DDevice;
2181 WINED3DSTATEBLOCKTYPE blockType;
2183 /* Array indicating whether things have been set or changed */
2184 SAVEDSTATES changed;
2186 /* Vertex Shader Declaration */
2187 IWineD3DVertexDeclaration *vertexDecl;
2189 IWineD3DVertexShader *vertexShader;
2191 /* Vertex Shader Constants */
2192 BOOL vertexShaderConstantB[MAX_CONST_B];
2193 INT vertexShaderConstantI[MAX_CONST_I * 4];
2194 float *vertexShaderConstantF;
2196 /* primitive type */
2197 GLenum gl_primitive_type;
2199 /* Stream Source */
2200 BOOL streamIsUP;
2201 UINT streamStride[MAX_STREAMS];
2202 UINT streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
2203 IWineD3DBuffer *streamSource[MAX_STREAMS];
2204 UINT streamFreq[MAX_STREAMS + 1];
2205 UINT streamFlags[MAX_STREAMS + 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
2207 /* Indices */
2208 IWineD3DBuffer* pIndexData;
2209 WINED3DFORMAT IndexFmt;
2210 INT baseVertexIndex;
2211 INT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
2213 /* Transform */
2214 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
2216 /* Light hashmap . Collisions are handled using standard wine double linked lists */
2217 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
2218 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
2219 struct list lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
2220 PLIGHTINFOEL *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
2222 /* Clipping */
2223 double clipplane[MAX_CLIPPLANES][4];
2224 WINED3DCLIPSTATUS clip_status;
2226 /* ViewPort */
2227 WINED3DVIEWPORT viewport;
2229 /* Material */
2230 WINED3DMATERIAL material;
2232 /* Pixel Shader */
2233 IWineD3DPixelShader *pixelShader;
2235 /* Pixel Shader Constants */
2236 BOOL pixelShaderConstantB[MAX_CONST_B];
2237 INT pixelShaderConstantI[MAX_CONST_I * 4];
2238 float *pixelShaderConstantF;
2240 /* RenderState */
2241 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
2243 /* Texture */
2244 IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS];
2246 /* Texture State Stage */
2247 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
2248 DWORD lowest_disabled_stage;
2249 /* Sampler States */
2250 DWORD samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
2252 /* Scissor test rectangle */
2253 RECT scissorRect;
2255 /* Contained state management */
2256 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
2257 unsigned int num_contained_render_states;
2258 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
2259 unsigned int num_contained_transform_states;
2260 DWORD contained_vs_consts_i[MAX_CONST_I];
2261 unsigned int num_contained_vs_consts_i;
2262 DWORD contained_vs_consts_b[MAX_CONST_B];
2263 unsigned int num_contained_vs_consts_b;
2264 DWORD *contained_vs_consts_f;
2265 unsigned int num_contained_vs_consts_f;
2266 DWORD contained_ps_consts_i[MAX_CONST_I];
2267 unsigned int num_contained_ps_consts_i;
2268 DWORD contained_ps_consts_b[MAX_CONST_B];
2269 unsigned int num_contained_ps_consts_b;
2270 DWORD *contained_ps_consts_f;
2271 unsigned int num_contained_ps_consts_f;
2272 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
2273 unsigned int num_contained_tss_states;
2274 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
2275 unsigned int num_contained_sampler_states;
2278 extern void stateblock_savedstates_set(
2279 IWineD3DStateBlock* iface,
2280 SAVEDSTATES* states,
2281 BOOL value);
2283 extern void stateblock_copy(
2284 IWineD3DStateBlock* destination,
2285 IWineD3DStateBlock* source);
2287 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
2289 /* Direct3D terminology with little modifications. We do not have an issued state
2290 * because only the driver knows about it, but we have a created state because d3d
2291 * allows GetData on a created issue, but opengl doesn't
2293 enum query_state {
2294 QUERY_CREATED,
2295 QUERY_SIGNALLED,
2296 QUERY_BUILDING
2298 /*****************************************************************************
2299 * IWineD3DQueryImpl implementation structure (extends IUnknown)
2301 typedef struct IWineD3DQueryImpl
2303 const IWineD3DQueryVtbl *lpVtbl;
2304 LONG ref; /* Note: Ref counting not required */
2306 IUnknown *parent;
2307 /*TODO: replace with iface usage */
2308 #if 0
2309 IWineD3DDevice *wineD3DDevice;
2310 #else
2311 IWineD3DDeviceImpl *wineD3DDevice;
2312 #endif
2314 /* IWineD3DQuery fields */
2315 enum query_state state;
2316 WINED3DQUERYTYPE type;
2317 /* TODO: Think about using a IUnknown instead of a void* */
2318 void *extendedData;
2321 } IWineD3DQueryImpl;
2323 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
2324 extern const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl;
2325 extern const IWineD3DQueryVtbl IWineD3DOcclusionQuery_Vtbl;
2327 /* Datastructures for IWineD3DQueryImpl.extendedData */
2328 typedef struct WineQueryOcclusionData {
2329 GLuint queryId;
2330 WineD3DContext *ctx;
2331 } WineQueryOcclusionData;
2333 typedef struct WineQueryEventData {
2334 GLuint fenceId;
2335 WineD3DContext *ctx;
2336 } WineQueryEventData;
2338 /* IWineD3DBuffer */
2340 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
2341 * fixed function semantics as D3DCOLOR or FLOAT16 */
2342 enum wined3d_buffer_conversion_type
2344 CONV_NONE,
2345 CONV_D3DCOLOR,
2346 CONV_POSITIONT,
2347 CONV_FLOAT16_2, /* Also handles FLOAT16_4 */
2350 #define WINED3D_BUFFER_OPTIMIZED 0x01 /* Optimize has been called for the buffer */
2351 #define WINED3D_BUFFER_DIRTY 0x02 /* Buffer data has been modified */
2352 #define WINED3D_BUFFER_HASDESC 0x04 /* A vertex description has been found */
2353 #define WINED3D_BUFFER_CREATEBO 0x08 /* Attempt to create a buffer object next PreLoad */
2354 #define WINED3D_BUFFER_DOUBLEBUFFER 0x10 /* Use a vbo and local allocated memory */
2356 struct wined3d_buffer
2358 const struct IWineD3DBufferVtbl *vtbl;
2359 IWineD3DResourceClass resource;
2361 struct wined3d_buffer_desc desc;
2363 GLuint buffer_object;
2364 GLenum buffer_object_usage;
2365 GLenum buffer_type_hint;
2366 UINT buffer_object_size;
2367 LONG bind_count;
2368 DWORD flags;
2370 UINT dirty_start;
2371 UINT dirty_end;
2372 LONG lock_count;
2374 /* conversion stuff */
2375 UINT conversion_count;
2376 UINT draw_count;
2377 UINT stride; /* 0 if no conversion */
2378 UINT conversion_stride; /* 0 if no shifted conversion */
2379 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
2380 /* Extra load offsets, for FLOAT16 conversion */
2381 UINT *conversion_shift; /* NULL if no shifted conversion */
2384 extern const IWineD3DBufferVtbl wined3d_buffer_vtbl;
2385 const BYTE *buffer_get_memory(IWineD3DBuffer *iface, UINT offset, GLuint *buffer_object);
2386 const BYTE *buffer_get_sysmem(struct wined3d_buffer *This);
2388 /* IWineD3DRendertargetView */
2389 struct wined3d_rendertarget_view
2391 const struct IWineD3DRendertargetViewVtbl *vtbl;
2392 LONG refcount;
2394 IWineD3DResource *resource;
2395 IUnknown *parent;
2398 extern const IWineD3DRendertargetViewVtbl wined3d_rendertarget_view_vtbl;
2400 /*****************************************************************************
2401 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
2404 typedef struct IWineD3DSwapChainImpl
2406 /*IUnknown part*/
2407 const IWineD3DSwapChainVtbl *lpVtbl;
2408 LONG ref; /* Note: Ref counting not required */
2410 IUnknown *parent;
2411 IWineD3DDeviceImpl *wineD3DDevice;
2413 /* IWineD3DSwapChain fields */
2414 IWineD3DSurface **backBuffer;
2415 IWineD3DSurface *frontBuffer;
2416 WINED3DPRESENT_PARAMETERS presentParms;
2417 DWORD orig_width, orig_height;
2418 WINED3DFORMAT orig_fmt;
2419 WINED3DGAMMARAMP orig_gamma;
2421 long prev_time, frames; /* Performance tracking */
2422 unsigned int vSyncCounter;
2424 WineD3DContext **context; /* Later a array for multithreading */
2425 unsigned int num_contexts;
2427 HWND win_handle;
2428 } IWineD3DSwapChainImpl;
2430 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
2431 const IWineD3DSwapChainVtbl IWineGDISwapChain_Vtbl;
2432 void x11_copy_to_screen(IWineD3DSwapChainImpl *This, const RECT *rc);
2434 HRESULT WINAPI IWineD3DBaseSwapChainImpl_QueryInterface(IWineD3DSwapChain *iface, REFIID riid, LPVOID *ppobj);
2435 ULONG WINAPI IWineD3DBaseSwapChainImpl_AddRef(IWineD3DSwapChain *iface);
2436 ULONG WINAPI IWineD3DBaseSwapChainImpl_Release(IWineD3DSwapChain *iface);
2437 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetParent(IWineD3DSwapChain *iface, IUnknown ** ppParent);
2438 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain *iface, IWineD3DSurface *pDestSurface);
2439 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, UINT iBackBuffer, WINED3DBACKBUFFER_TYPE Type, IWineD3DSurface **ppBackBuffer);
2440 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *iface, WINED3DRASTER_STATUS *pRasterStatus);
2441 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface, WINED3DDISPLAYMODE*pMode);
2442 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDevice(IWineD3DSwapChain *iface, IWineD3DDevice**ppDevice);
2443 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetPresentParameters(IWineD3DSwapChain *iface, WINED3DPRESENT_PARAMETERS *pPresentationParameters);
2444 HRESULT WINAPI IWineD3DBaseSwapChainImpl_SetGammaRamp(IWineD3DSwapChain *iface, DWORD Flags, CONST WINED3DGAMMARAMP *pRamp);
2445 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetGammaRamp(IWineD3DSwapChain *iface, WINED3DGAMMARAMP *pRamp);
2447 WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
2449 /*****************************************************************************
2450 * Utility function prototypes
2453 /* Trace routines */
2454 const char* debug_d3dformat(WINED3DFORMAT fmt);
2455 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
2456 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
2457 const char* debug_d3dusage(DWORD usage);
2458 const char* debug_d3dusagequery(DWORD usagequery);
2459 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
2460 const char* debug_d3ddeclusage(BYTE usage);
2461 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
2462 const char* debug_d3drenderstate(DWORD state);
2463 const char* debug_d3dsamplerstate(DWORD state);
2464 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
2465 const char* debug_d3dtexturestate(DWORD state);
2466 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
2467 const char* debug_d3dpool(WINED3DPOOL pool);
2468 const char *debug_fbostatus(GLenum status);
2469 const char *debug_glerror(GLenum error);
2470 const char *debug_d3dbasis(WINED3DBASISTYPE basis);
2471 const char *debug_d3ddegree(WINED3DDEGREETYPE order);
2472 const char* debug_d3dtop(WINED3DTEXTUREOP d3dtop);
2473 void dump_color_fixup_desc(struct color_fixup_desc fixup);
2474 const char *debug_surflocation(DWORD flag);
2476 /* Routines for GL <-> D3D values */
2477 GLenum StencilOp(DWORD op);
2478 GLenum CompareFunc(DWORD func);
2479 BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
2480 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);
2481 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype, BOOL ffp_can_disable_proj);
2482 void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2483 void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2484 void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2485 void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2486 void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2487 void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2488 void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2489 void state_fog_fragpart(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2491 void surface_add_dirty_rect(IWineD3DSurface *iface, const RECT *dirty_rect);
2492 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
2493 void surface_load_ds_location(IWineD3DSurface *iface, DWORD location);
2494 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location);
2495 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
2496 void surface_set_texture_name(IWineD3DSurface *iface, GLuint name, BOOL srgb_name);
2497 void surface_set_texture_target(IWineD3DSurface *iface, GLenum target);
2499 BOOL getColorBits(const struct GlPixelFormatDesc *format_desc,
2500 short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
2501 BOOL getDepthStencilBits(const struct GlPixelFormatDesc *format_desc, short *depthSize, short *stencilSize);
2503 /* Math utils */
2504 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
2505 UINT wined3d_log2i(UINT32 x);
2506 unsigned int count_bits(unsigned int mask);
2508 typedef struct local_constant {
2509 struct list entry;
2510 unsigned int idx;
2511 DWORD value[4];
2512 } local_constant;
2514 typedef struct SHADER_LIMITS {
2515 unsigned int temporary;
2516 unsigned int texcoord;
2517 unsigned int sampler;
2518 unsigned int constant_int;
2519 unsigned int constant_float;
2520 unsigned int constant_bool;
2521 unsigned int address;
2522 unsigned int packed_output;
2523 unsigned int packed_input;
2524 unsigned int attributes;
2525 unsigned int label;
2526 } SHADER_LIMITS;
2528 /** Keeps track of details for TEX_M#x# shader opcodes which need to
2529 maintain state information between multiple codes */
2530 typedef struct SHADER_PARSE_STATE {
2531 unsigned int current_row;
2532 DWORD texcoord_w[2];
2533 } SHADER_PARSE_STATE;
2535 #ifdef __GNUC__
2536 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2537 #else
2538 #define PRINTF_ATTR(fmt,args)
2539 #endif
2541 /* Base Shader utility functions.
2542 * (may move callers into the same file in the future) */
2543 extern int shader_addline(
2544 SHADER_BUFFER* buffer,
2545 const char* fmt, ...) PRINTF_ATTR(2,3);
2546 int shader_vaddline(SHADER_BUFFER *buffer, const char *fmt, va_list args);
2548 /* Vertex shader utility functions */
2549 extern BOOL vshader_get_input(
2550 IWineD3DVertexShader* iface,
2551 BYTE usage_req, BYTE usage_idx_req,
2552 unsigned int* regnum);
2554 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
2556 /*****************************************************************************
2557 * IDirect3DBaseShader implementation structure
2559 typedef struct IWineD3DBaseShaderClass
2561 LONG ref;
2562 SHADER_LIMITS limits;
2563 SHADER_PARSE_STATE parse_state;
2564 DWORD *function;
2565 UINT functionLength;
2566 UINT cur_loop_depth, cur_loop_regno;
2567 BOOL load_local_constsF;
2568 const struct wined3d_shader_frontend *frontend;
2569 void *frontend_data;
2571 /* Programs this shader is linked with */
2572 struct list linked_programs;
2574 /* Immediate constants (override global ones) */
2575 struct list constantsB;
2576 struct list constantsF;
2577 struct list constantsI;
2578 shader_reg_maps reg_maps;
2580 /* Pointer to the parent device */
2581 IWineD3DDevice *device;
2582 struct list shader_list_entry;
2584 } IWineD3DBaseShaderClass;
2586 typedef struct IWineD3DBaseShaderImpl {
2587 /* IUnknown */
2588 const IWineD3DBaseShaderVtbl *lpVtbl;
2590 /* IWineD3DBaseShader */
2591 IWineD3DBaseShaderClass baseShader;
2592 } IWineD3DBaseShaderImpl;
2594 void shader_buffer_init(struct SHADER_BUFFER *buffer);
2595 void shader_buffer_free(struct SHADER_BUFFER *buffer);
2596 void shader_cleanup(IWineD3DBaseShader *iface);
2597 void shader_dump_src_param(const struct wined3d_shader_src_param *param,
2598 const struct wined3d_shader_version *shader_version);
2599 void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
2600 const struct wined3d_shader_version *shader_version);
2601 void shader_generate_main(IWineD3DBaseShader *iface, SHADER_BUFFER *buffer,
2602 const shader_reg_maps *reg_maps, const DWORD *pFunction, void *backend_ctx);
2603 HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, const struct wined3d_shader_frontend *fe,
2604 struct shader_reg_maps *reg_maps, struct wined3d_shader_attribute *attributes,
2605 struct wined3d_shader_signature_element *input_signature,
2606 struct wined3d_shader_signature_element *output_signature, const DWORD *byte_code, DWORD constf_size);
2607 void shader_init(struct IWineD3DBaseShaderClass *shader, IWineD3DDevice *device);
2608 BOOL shader_match_semantic(const char *semantic_name, WINED3DDECLUSAGE usage);
2609 const struct wined3d_shader_frontend *shader_select_frontend(DWORD version_token);
2610 void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe_data, const DWORD *pFunction);
2612 static inline BOOL shader_is_pshader_version(enum wined3d_shader_type type)
2614 return type == WINED3D_SHADER_TYPE_PIXEL;
2617 static inline BOOL shader_is_vshader_version(enum wined3d_shader_type type)
2619 return type == WINED3D_SHADER_TYPE_VERTEX;
2622 static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
2624 switch (reg->type)
2626 case WINED3DSPR_RASTOUT:
2627 /* oFog & oPts */
2628 if (reg->idx != 0) return TRUE;
2629 /* oPos */
2630 return FALSE;
2632 case WINED3DSPR_DEPTHOUT: /* oDepth */
2633 case WINED3DSPR_CONSTBOOL: /* b# */
2634 case WINED3DSPR_LOOP: /* aL */
2635 case WINED3DSPR_PREDICATE: /* p0 */
2636 return TRUE;
2638 case WINED3DSPR_MISCTYPE:
2639 switch(reg->idx)
2641 case 0: /* vPos */
2642 return FALSE;
2643 case 1: /* vFace */
2644 return TRUE;
2645 default:
2646 return FALSE;
2649 case WINED3DSPR_IMMCONST:
2650 switch(reg->immconst_type)
2652 case WINED3D_IMMCONST_FLOAT:
2653 return TRUE;
2654 default:
2655 return FALSE;
2658 default:
2659 return FALSE;
2663 static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
2664 local_constant* lconst;
2666 if(This->baseShader.load_local_constsF) return FALSE;
2667 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2668 if(lconst->idx == reg) return TRUE;
2670 return FALSE;
2674 /*****************************************************************************
2675 * IDirect3DVertexShader implementation structures
2677 typedef struct IWineD3DVertexShaderImpl {
2678 /* IUnknown parts*/
2679 const IWineD3DVertexShaderVtbl *lpVtbl;
2681 /* IWineD3DBaseShader */
2682 IWineD3DBaseShaderClass baseShader;
2684 /* IWineD3DVertexShaderImpl */
2685 IUnknown *parent;
2687 DWORD usage;
2689 /* The GL shader */
2690 void *backend_priv;
2692 /* Vertex shader input and output semantics */
2693 struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
2694 struct wined3d_shader_signature_element output_signature[MAX_REG_OUTPUT];
2696 UINT min_rel_offset, max_rel_offset;
2697 UINT rel_offset;
2699 UINT recompile_count;
2700 } IWineD3DVertexShaderImpl;
2701 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
2703 void find_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct vs_compile_args *args);
2705 /*****************************************************************************
2706 * IDirect3DPixelShader implementation structure
2708 typedef struct IWineD3DPixelShaderImpl {
2709 /* IUnknown parts */
2710 const IWineD3DPixelShaderVtbl *lpVtbl;
2712 /* IWineD3DBaseShader */
2713 IWineD3DBaseShaderClass baseShader;
2715 /* IWineD3DPixelShaderImpl */
2716 IUnknown *parent;
2718 /* Pixel shader input semantics */
2719 struct wined3d_shader_signature_element input_signature[MAX_REG_INPUT];
2720 DWORD input_reg_map[MAX_REG_INPUT];
2721 BOOL input_reg_used[MAX_REG_INPUT];
2722 int declared_in_count;
2724 /* The GL shader */
2725 void *backend_priv;
2727 /* Some information about the shader behavior */
2728 char vpos_uniform;
2730 BOOL color0_mov;
2731 DWORD color0_reg;
2733 } IWineD3DPixelShaderImpl;
2735 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
2736 void pixelshader_update_samplers(struct shader_reg_maps *reg_maps, IWineD3DBaseTexture * const *textures);
2737 void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct ps_compile_args *args);
2739 /* sRGB correction constants */
2740 static const float srgb_cmp = 0.0031308;
2741 static const float srgb_mul_low = 12.92;
2742 static const float srgb_pow = 0.41666;
2743 static const float srgb_mul_high = 1.055;
2744 static const float srgb_sub_high = 0.055;
2746 /*****************************************************************************
2747 * IWineD3DPalette implementation structure
2749 struct IWineD3DPaletteImpl {
2750 /* IUnknown parts */
2751 const IWineD3DPaletteVtbl *lpVtbl;
2752 LONG ref;
2754 IUnknown *parent;
2755 IWineD3DDeviceImpl *wineD3DDevice;
2757 /* IWineD3DPalette */
2758 HPALETTE hpal;
2759 WORD palVersion; /*| */
2760 WORD palNumEntries; /*| LOGPALETTE */
2761 PALETTEENTRY palents[256]; /*| */
2762 /* This is to store the palette in 'screen format' */
2763 int screen_palents[256];
2764 DWORD Flags;
2767 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
2768 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
2770 /* DirectDraw utility functions */
2771 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
2773 /*****************************************************************************
2774 * Pixel format management
2777 /* WineD3D pixel format flags */
2778 #define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x1
2779 #define WINED3DFMT_FLAG_FILTERING 0x2
2780 #define WINED3DFMT_FLAG_DEPTH 0x4
2781 #define WINED3DFMT_FLAG_STENCIL 0x8
2782 #define WINED3DFMT_FLAG_RENDERTARGET 0x10
2783 #define WINED3DFMT_FLAG_FOURCC 0x20
2784 #define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x40
2785 #define WINED3DFMT_FLAG_COMPRESSED 0x80
2787 struct GlPixelFormatDesc
2789 WINED3DFORMAT format;
2790 DWORD red_mask;
2791 DWORD green_mask;
2792 DWORD blue_mask;
2793 DWORD alpha_mask;
2794 UINT byte_count;
2795 WORD depth_size;
2796 WORD stencil_size;
2798 UINT block_width;
2799 UINT block_height;
2800 UINT block_byte_count;
2802 enum wined3d_ffp_emit_idx emit_idx;
2803 GLint component_count;
2804 GLenum gl_vtx_type;
2805 GLint gl_vtx_format;
2806 GLboolean gl_normalized;
2807 unsigned int component_size;
2809 GLint glInternal;
2810 GLint glGammaInternal;
2811 GLint rtInternal;
2812 GLint glFormat;
2813 GLint glType;
2814 unsigned int Flags;
2815 float heightscale;
2816 struct color_fixup_desc color_fixup;
2819 const struct GlPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt, const WineD3D_GL_Info *gl_info);
2821 static inline BOOL use_vs(IWineD3DStateBlockImpl *stateblock)
2823 return (stateblock->vertexShader
2824 && !stateblock->wineD3DDevice->strided_streams.position_transformed
2825 && stateblock->wineD3DDevice->vs_selected_mode != SHADER_NONE);
2828 static inline BOOL use_ps(IWineD3DStateBlockImpl *stateblock)
2830 return (stateblock->pixelShader
2831 && stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE);
2834 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2835 IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
2837 /* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
2838 #define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
2840 #endif