2 * Direct3D wine internal private include file
4 * Copyright 2002-2003 The wine-d3d team
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2004 Jason Edmeades
7 * Copyright 2005 Oliver Stieber
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
29 #define NONAMELESSUNION
30 #define NONAMELESSSTRUCT
37 #include "wine/debug.h"
38 #include "wine/unicode.h"
40 #include "wined3d_private_types.h"
41 #include "wine/wined3d_interface.h"
42 #include "wine/wined3d_caps.h"
43 #include "wine/wined3d_gl.h"
44 #include "wine/list.h"
46 /* Hash table functions */
47 typedef unsigned int (hash_function_t
)(void *key
);
48 typedef BOOL (compare_function_t
)(void *keya
, void *keyb
);
58 hash_function_t
*hash_function
;
59 compare_function_t
*compare_function
;
61 unsigned int bucket_count
;
62 hash_table_entry_t
*entries
;
63 unsigned int entry_count
;
64 struct list free_entries
;
66 unsigned int grow_size
;
67 unsigned int shrink_size
;
70 hash_table_t
*hash_table_create(hash_function_t
*hash_function
, compare_function_t
*compare_function
);
71 void hash_table_destroy(hash_table_t
*table
);
72 void *hash_table_get(hash_table_t
*table
, void *key
);
73 void hash_table_put(hash_table_t
*table
, void *key
, void *value
);
74 void hash_table_remove(hash_table_t
*table
, void *key
);
77 #define MAX_PALETTES 256
78 #define MAX_STREAMS 16
79 #define MAX_TEXTURES 8
80 #define MAX_FRAGMENT_SAMPLERS 16
81 #define MAX_VERTEX_SAMPLERS 4
82 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
83 #define MAX_ACTIVE_LIGHTS 8
84 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
85 #define MAX_LEVELS 256
87 #define MAX_CONST_I 16
88 #define MAX_CONST_B 16
90 /* Used for CreateStateBlock */
91 #define NUM_SAVEDPIXELSTATES_R 35
92 #define NUM_SAVEDPIXELSTATES_T 18
93 #define NUM_SAVEDPIXELSTATES_S 12
94 #define NUM_SAVEDVERTEXSTATES_R 31
95 #define NUM_SAVEDVERTEXSTATES_T 2
96 #define NUM_SAVEDVERTEXSTATES_S 1
98 extern const DWORD SavedPixelStates_R
[NUM_SAVEDPIXELSTATES_R
];
99 extern const DWORD SavedPixelStates_T
[NUM_SAVEDPIXELSTATES_T
];
100 extern const DWORD SavedPixelStates_S
[NUM_SAVEDPIXELSTATES_S
];
101 extern const DWORD SavedVertexStates_R
[NUM_SAVEDVERTEXSTATES_R
];
102 extern const DWORD SavedVertexStates_T
[NUM_SAVEDVERTEXSTATES_T
];
103 extern const DWORD SavedVertexStates_S
[NUM_SAVEDVERTEXSTATES_S
];
105 typedef enum _WINELOOKUP
{
106 WINELOOKUP_WARPPARAM
= 0,
107 WINELOOKUP_MAGFILTER
= 1,
111 extern int minLookup
[MAX_LOOKUPS
];
112 extern int maxLookup
[MAX_LOOKUPS
];
113 extern DWORD
*stateLookup
[MAX_LOOKUPS
];
115 extern DWORD minMipLookup
[WINED3DTEXF_ANISOTROPIC
+ 1][WINED3DTEXF_LINEAR
+ 1];
117 typedef struct _WINED3DGLTYPE
{
121 GLboolean normalized
;
125 /* NOTE: Make sure these are in the correct numerical order. (see /include/wined3d_types.h) */
126 static WINED3DGLTYPE
const glTypeLookup
[WINED3DDECLTYPE_UNUSED
] = {
127 {WINED3DDECLTYPE_FLOAT1
, 1, GL_FLOAT
, GL_FALSE
,sizeof(float)},
128 {WINED3DDECLTYPE_FLOAT2
, 2, GL_FLOAT
, GL_FALSE
,sizeof(float)},
129 {WINED3DDECLTYPE_FLOAT3
, 3, GL_FLOAT
, GL_FALSE
,sizeof(float)},
130 {WINED3DDECLTYPE_FLOAT4
, 4, GL_FLOAT
, GL_FALSE
,sizeof(float)},
131 {WINED3DDECLTYPE_D3DCOLOR
, 4, GL_UNSIGNED_BYTE
, GL_TRUE
,sizeof(BYTE
)},
132 {WINED3DDECLTYPE_UBYTE4
, 4, GL_UNSIGNED_BYTE
, GL_FALSE
,sizeof(BYTE
)},
133 {WINED3DDECLTYPE_SHORT2
, 2, GL_SHORT
, GL_FALSE
,sizeof(short int)},
134 {WINED3DDECLTYPE_SHORT4
, 4, GL_SHORT
, GL_FALSE
,sizeof(short int)},
135 {WINED3DDECLTYPE_UBYTE4N
, 4, GL_UNSIGNED_BYTE
, GL_TRUE
,sizeof(BYTE
)},
136 {WINED3DDECLTYPE_SHORT2N
, 2, GL_SHORT
, GL_TRUE
,sizeof(short int)},
137 {WINED3DDECLTYPE_SHORT4N
, 4, GL_SHORT
, GL_TRUE
,sizeof(short int)},
138 {WINED3DDECLTYPE_USHORT2N
, 2, GL_UNSIGNED_SHORT
, GL_TRUE
,sizeof(short int)},
139 {WINED3DDECLTYPE_USHORT4N
, 4, GL_UNSIGNED_SHORT
, GL_TRUE
,sizeof(short int)},
140 {WINED3DDECLTYPE_UDEC3
, 3, GL_UNSIGNED_SHORT
, GL_FALSE
,sizeof(short int)},
141 {WINED3DDECLTYPE_DEC3N
, 3, GL_SHORT
, GL_TRUE
,sizeof(short int)},
142 /* We should do an extension check for NV_HALF_FLOAT. However, without NV_HALF_FLOAT
143 * we won't be able to load the data at all, so at least for the moment it wouldn't
145 {WINED3DDECLTYPE_FLOAT16_2
, 2, GL_HALF_FLOAT_NV
, GL_FALSE
,sizeof(GLhalfNV
)},
146 {WINED3DDECLTYPE_FLOAT16_4
, 4, GL_HALF_FLOAT_NV
, GL_FALSE
,sizeof(GLhalfNV
)}};
148 #define WINED3D_ATR_TYPE(type) glTypeLookup[type].d3dType
149 #define WINED3D_ATR_SIZE(type) glTypeLookup[type].size
150 #define WINED3D_ATR_GLTYPE(type) glTypeLookup[type].glType
151 #define WINED3D_ATR_NORMALIZED(type) glTypeLookup[type].normalized
152 #define WINED3D_ATR_TYPESIZE(type) glTypeLookup[type].typesize
170 #define ORM_BACKBUFFER 0
171 #define ORM_PBUFFER 1
175 #define SHADER_GLSL 2
176 #define SHADER_NONE 3
178 #define RTL_DISABLE -1
180 #define RTL_READDRAW 1
181 #define RTL_READTEX 2
182 #define RTL_TEXDRAW 3
185 /* NOTE: When adding fields to this structure, make sure to update the default
186 * values in wined3d_main.c as well. */
187 typedef struct wined3d_settings_s
{
188 /* vertex and pixel shader modes */
192 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
193 we should use it. However, until it's fully implemented, we'll leave it as a registry
194 setting for developers. */
196 int offscreen_rendering_mode
;
197 int rendertargetlock_mode
;
198 /* Memory tracking and object counting */
199 unsigned int emulated_textureram
;
200 } wined3d_settings_t
;
202 extern wined3d_settings_t wined3d_settings
;
204 /* Shader backends */
207 void (*shader_select
)(IWineD3DDevice
*iface
, BOOL usePS
, BOOL useVS
);
208 void (*shader_select_depth_blt
)(IWineD3DDevice
*iface
);
209 void (*shader_load_constants
)(IWineD3DDevice
*iface
, char usePS
, char useVS
);
210 void (*shader_cleanup
)(IWineD3DDevice
*iface
);
213 extern const shader_backend_t glsl_shader_backend
;
214 extern const shader_backend_t arb_program_shader_backend
;
215 extern const shader_backend_t none_shader_backend
;
219 extern void (*wine_tsx11_lock_ptr
)(void);
220 extern void (*wine_tsx11_unlock_ptr
)(void);
222 /* As GLX relies on X, this is needed */
226 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
227 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
229 #define ENTER_GL() wine_tsx11_lock_ptr()
230 #define LEAVE_GL() wine_tsx11_unlock_ptr()
233 /*****************************************************************************
237 /* GL related defines */
238 /* ------------------ */
239 #define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
240 #define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
241 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
242 #define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
244 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
245 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
246 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
247 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
249 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
250 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
251 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
252 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
254 #define D3DCOLORTOGLFLOAT4(dw, vec) \
255 (vec)[0] = D3DCOLOR_R(dw); \
256 (vec)[1] = D3DCOLOR_G(dw); \
257 (vec)[2] = D3DCOLOR_B(dw); \
258 (vec)[3] = D3DCOLOR_A(dw);
260 /* DirectX Device Limits */
261 /* --------------------- */
262 #define MAX_LEVELS 256 /* Maximum number of mipmap levels. Guessed at 256 */
264 #define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
265 See MaxStreams in MSDN under GetDeviceCaps */
266 /* Maximum number of constants provided to the shaders */
267 #define HIGHEST_TRANSFORMSTATE 512
268 /* Highest value in WINED3DTRANSFORMSTATETYPE */
269 #define MAX_PALETTES 256
271 /* Checking of API calls */
272 /* --------------------- */
273 #define checkGLcall(A) \
275 GLint err = glGetError(); \
276 if (err == GL_NO_ERROR) { \
277 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
280 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
281 debug_glerror(err), err, A, __FILE__, __LINE__); \
282 err = glGetError(); \
283 } while (err != GL_NO_ERROR); \
286 /* Trace routines / diagnostics */
287 /* ---------------------------- */
289 /* Dump out a matrix and copy it */
290 #define conv_mat(mat,gl_mat) \
292 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
293 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
294 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
295 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
296 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
299 /* Macro to dump out the current state of the light chain */
300 #define DUMP_LIGHT_CHAIN() \
302 PLIGHTINFOEL *el = This->stateBlock->lights;\
304 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
309 /* Trace vector and strided data information */
310 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
311 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d, vbo %d, stream %u)\n", \
312 sd->u.s.name.lpData, sd->u.s.name.dwStride, sd->u.s.name.dwType, sd->u.s.name.VBO, sd->u.s.name.streamNo);
314 /* Defines used for optimizations */
316 /* Only reapply what is necessary */
317 #define REAPPLY_ALPHAOP 0x0001
318 #define REAPPLY_ALL 0xFFFF
320 /* Advance declaration of structures to satisfy compiler */
321 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl
;
322 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl
;
323 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl
;
324 typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl
;
328 /* TODO: Move some of this to the device */
329 long globalChangeGlRam(long glram
);
331 /* Memory and object tracking */
333 /*Structure for holding information on all direct3d objects
334 useful for making sure tracking is ok and when release is called on a device!
335 and probably quite handy for debugging and dumping states out
337 typedef struct WineD3DGlobalStatistics
{
338 int glsurfaceram
; /* The aproximate amount of glTexture memory allocated for textures */
339 } WineD3DGlobalStatistics
;
341 extern WineD3DGlobalStatistics
* wineD3DGlobalStatistics
;
343 /* Global variables */
344 extern const float identity
[16];
346 /*****************************************************************************
347 * Compilable extra diagnostics
350 /* Trace information per-vertex: (extremely high amount of trace) */
351 #if 0 /* NOTE: Must be 0 in cvs */
352 # define VTRACE(A) TRACE A
357 /* Checking of per-vertex related GL calls */
358 /* --------------------- */
359 #define vcheckGLcall(A) \
361 GLint err = glGetError(); \
362 if (err == GL_NO_ERROR) { \
363 VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
366 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
367 debug_glerror(err), err, A, __FILE__, __LINE__); \
368 err = glGetError(); \
369 } while (err != GL_NO_ERROR); \
372 /* TODO: Confirm each of these works when wined3d move completed */
373 #if 0 /* NOTE: Must be 0 in cvs */
374 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
375 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
376 is enabled, and if it doesn't exist it is disabled. */
377 # define FRAME_DEBUGGING
378 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
379 the file is deleted */
380 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
381 # define SINGLE_FRAME_DEBUGGING
383 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
384 It can only be enabled when FRAME_DEBUGGING is also enabled
385 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
387 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
388 # define SHOW_FRAME_MAKEUP 1
390 /* The following, when enabled, lets you see the makeup of the all the textures used during each
391 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
392 The contents of the textures assigned to each stage are written into
393 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
394 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
395 # define SHOW_TEXTURE_MAKEUP 0
398 extern BOOL isDumpingFrames
;
399 extern LONG primCounter
;
402 /*****************************************************************************
406 /* Routine common to the draw primitive and draw indexed primitive routines */
407 void drawPrimitive(IWineD3DDevice
*iface
,
411 long StartVertexIndex
,
412 UINT numberOfVertices
,
418 void primitiveDeclarationConvertToStridedData(
419 IWineD3DDevice
*iface
,
420 BOOL useVertexShaderFunction
,
421 WineDirect3DVertexStridedData
*strided
,
424 DWORD
get_flexible_vertex_size(DWORD d3dvtVertexType
);
426 void blt_to_drawable(IWineD3DDeviceImpl
*This
, IWineD3DSurfaceImpl
*surface
);
430 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
431 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
433 /* Routines and structures related to state management */
434 typedef struct WineD3DContext WineD3DContext
;
435 typedef void (*APPLYSTATEFUNC
)(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*ctx
);
437 #define STATE_RENDER(a) (a)
438 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
440 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + (stage) * WINED3D_HIGHEST_TEXTURE_STATE + (num))
441 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
443 /* + 1 because samplers start with 0 */
444 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
445 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
447 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
448 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
450 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
451 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
453 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
454 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
455 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
456 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
458 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
459 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
461 #define STATE_VSHADER (STATE_VDECL + 1)
462 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
464 #define STATE_VIEWPORT (STATE_VSHADER + 1)
465 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
467 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
468 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
469 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
470 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
472 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
473 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
475 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
476 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
478 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
479 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
481 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
483 #define STATE_HIGHEST (STATE_MATERIAL)
487 DWORD representative
;
488 APPLYSTATEFUNC apply
;
491 /* Global state table */
492 extern const struct StateEntry StateTable
[];
494 /* The new context manager that should deal with onscreen and offscreen rendering */
495 struct WineD3DContext
{
496 /* State dirtification
497 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
498 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
499 * 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
500 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
502 DWORD dirtyArray
[STATE_HIGHEST
+ 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
503 DWORD numDirtyEntries
;
504 DWORD isStateDirty
[STATE_HIGHEST
/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
506 IWineD3DSurface
*surface
;
507 DWORD tid
; /* Thread ID which owns this context at the moment */
509 /* Stores some inforation about the context state for optimization */
510 BOOL last_was_rhw
; /* true iff last draw_primitive was in xyzrhw mode */
511 BOOL last_was_pshader
;
512 BOOL last_was_vshader
;
513 BOOL last_was_foggy_shader
;
514 BOOL namedArraysLoaded
, numberedArraysLoaded
;
515 BOOL lastWasPow2Texture
[MAX_TEXTURES
];
516 GLenum tracking_parm
; /* Which source is tracking current colour */
517 unsigned char num_untracked_materials
;
518 GLenum untracked_materials
[2];
519 BOOL last_was_blit
, last_was_ckey
;
520 char texShaderBumpMap
;
522 /* The actual opengl context */
530 typedef enum ContextUsage
{
531 CTXUSAGE_RESOURCELOAD
= 1, /* Only loads textures: No State is applied */
532 CTXUSAGE_DRAWPRIM
= 2, /* OpenGL states are set up for blitting DirectDraw surfacs */
533 CTXUSAGE_BLIT
= 3, /* OpenGL states are set up 3D drawing */
534 CTXUSAGE_CLEAR
= 4, /* Drawable and states are set up for clearing */
537 void ActivateContext(IWineD3DDeviceImpl
*device
, IWineD3DSurface
*target
, ContextUsage usage
);
538 WineD3DContext
*CreateContext(IWineD3DDeviceImpl
*This
, IWineD3DSurfaceImpl
*target
, HWND win
, BOOL create_pbuffer
, const WINED3DPRESENT_PARAMETERS
*pPresentParms
);
539 void DestroyContext(IWineD3DDeviceImpl
*This
, WineD3DContext
*context
);
540 void apply_fbo_state(IWineD3DDevice
*iface
);
542 /* Macros for doing basic GPU detection based on opengl capabilities */
543 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
544 #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])
545 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
546 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
548 /* Default callbacks for implicit object destruction */
549 extern ULONG WINAPI
D3DCB_DefaultDestroySurface(IWineD3DSurface
*pSurface
);
551 extern ULONG WINAPI
D3DCB_DefaultDestroyVolume(IWineD3DVolume
*pSurface
);
553 /*****************************************************************************
554 * Internal representation of a light
556 typedef struct PLIGHTINFOEL PLIGHTINFOEL
;
557 struct PLIGHTINFOEL
{
558 WINED3DLIGHT OriginalParms
; /* Note D3D8LIGHT == D3D9LIGHT */
564 /* Converted parms to speed up swapping lights */
573 /* The default light parameters */
574 extern const WINED3DLIGHT WINED3D_default_light
;
576 /* The adapter structure */
577 typedef struct GLPixelFormatDesc GLPixelFormatDesc
;
578 struct WineD3DAdapter
581 WineD3D_GL_Info gl_info
;
583 const char *description
;
587 extern BOOL
InitAdapters(void);
588 extern BOOL
initPixelFormats(WineD3D_GL_Info
*gl_info
);
590 /*****************************************************************************
591 * High order patch management
593 struct WineD3DRectPatch
597 WineDirect3DVertexStridedData strided
;
598 WINED3DRECTPATCH_INFO RectPatchInfo
;
600 char has_normals
, has_texcoords
;
604 HRESULT
tesselate_rectpatch(IWineD3DDeviceImpl
*This
, struct WineD3DRectPatch
*patch
);
606 /*****************************************************************************
607 * IWineD3D implementation structure
609 typedef struct IWineD3DImpl
611 /* IUnknown fields */
612 const IWineD3DVtbl
*lpVtbl
;
613 LONG ref
; /* Note: Ref counting not required */
615 /* WineD3D Information */
620 extern const IWineD3DVtbl IWineD3D_Vtbl
;
622 /* TODO: setup some flags in the registry to enable, disable pbuffer support
623 (since it will break quite a few things until contexts are managed properly!) */
624 extern BOOL pbuffer_support
;
625 /* allocate one pbuffer per surface */
626 extern BOOL pbuffer_per_surface
;
628 typedef struct ResourceList
{
629 IWineD3DResource
*resource
;
630 struct ResourceList
*next
;
633 /* A helper function that dumps a resource list */
634 void dumpResources(ResourceList
*resources
);
636 /*****************************************************************************
637 * IWineD3DDevice implementation structure
639 struct IWineD3DDeviceImpl
641 /* IUnknown fields */
642 const IWineD3DDeviceVtbl
*lpVtbl
;
643 LONG ref
; /* Note: Ref counting not required */
645 /* WineD3D Information */
648 struct WineD3DAdapter
*adapter
;
650 /* Window styles to restore when switching fullscreen mode */
654 /* X and GL Information */
655 GLint maxConcurrentLights
;
656 GLenum offscreenBuffer
;
658 /* Selected capabilities */
659 int vs_selected_mode
;
660 int ps_selected_mode
;
661 const shader_backend_t
*shader_backend
;
662 hash_table_t
*glsl_program_lookup
;
665 BOOL view_ident
; /* true iff view matrix is identity */
667 BOOL vertexBlendUsed
; /* To avoid needless setting of the blend matrices */
668 unsigned char surface_alignment
; /* Line Alignment of surfaces */
670 /* State block related */
671 BOOL isRecordingState
;
672 IWineD3DStateBlockImpl
*stateBlock
;
673 IWineD3DStateBlockImpl
*updateStateBlock
;
676 /* Internal use fields */
677 WINED3DDEVICE_CREATION_PARAMETERS createParms
;
679 WINED3DDEVTYPE devType
;
681 IWineD3DSwapChain
**swapchains
;
682 UINT NumberOfSwapChains
;
684 ResourceList
*resources
; /* a linked list to track resources created by the device */
686 /* Render Target Support */
687 IWineD3DSurface
**render_targets
;
688 IWineD3DSurface
*depthStencilBuffer
;
689 IWineD3DSurface
**fbo_color_attachments
;
690 IWineD3DSurface
*fbo_depth_attachment
;
692 IWineD3DSurface
*stencilBufferTarget
;
694 /* Caches to avoid unneeded context changes */
695 IWineD3DSurface
*lastActiveRenderTarget
;
696 IWineD3DSwapChain
*lastActiveSwapChain
;
698 /* palettes texture management */
699 PALETTEENTRY palettes
[MAX_PALETTES
][256];
702 /* For rendering to a texture using glCopyTexImage */
703 BOOL render_offscreen
;
704 WINED3D_DEPTHCOPYSTATE depth_copy_state
;
708 GLenum
*draw_buffers
;
710 /* Cursor management */
716 UINT cursorWidth
, cursorHeight
;
717 GLuint cursorTexture
;
718 BOOL haveHardwareCursor
;
719 HCURSOR hardwareCursor
;
721 /* Textures for when no other textures are mapped */
722 UINT dummyTextureName
[MAX_TEXTURES
];
724 /* Debug stream management */
727 /* Device state management */
729 BOOL d3d_initialized
;
731 /* A flag to check for proper BeginScene / EndScene call pairs */
734 /* process vertex shaders using software or hardware */
735 BOOL softwareVertexProcessing
;
737 /* DirectDraw stuff */
739 IWineD3DSurface
*ddraw_primary
;
740 DWORD ddraw_width
, ddraw_height
;
741 WINED3DFORMAT ddraw_format
;
742 BOOL ddraw_fullscreen
;
744 /* Final position fixup constant */
747 /* With register combiners we can skip junk texture stages */
748 DWORD texUnitMap
[MAX_COMBINED_SAMPLERS
];
749 DWORD rev_tex_unit_map
[MAX_COMBINED_SAMPLERS
];
750 BOOL fixed_function_usage_map
[MAX_TEXTURES
];
752 /* Stream source management */
753 WineDirect3DVertexStridedData strided_streams
;
754 WineDirect3DVertexStridedData
*up_strided
;
755 BOOL useDrawStridedSlow
;
758 /* Context management */
759 WineD3DContext
**contexts
; /* Dynamic array containing pointers to context structures */
760 WineD3DContext
*activeContext
;
763 WineD3DContext
*pbufferContext
; /* The context that has a pbuffer as drawable */
764 DWORD pbufferWidth
, pbufferHeight
; /* Size of the buffer drawable */
766 /* High level patch management */
767 #define PATCHMAP_SIZE 43
768 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
769 struct list patches
[PATCHMAP_SIZE
];
770 struct WineD3DRectPatch
*currentPatch
;
773 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl
;
775 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl
*This
);
776 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl
*This
, DWORD state
);
777 static inline BOOL
isStateDirty(WineD3DContext
*context
, DWORD state
) {
778 DWORD idx
= state
>> 5;
779 BYTE shift
= state
& 0x1f;
780 return context
->isStateDirty
[idx
] & (1 << shift
);
783 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
784 typedef struct PrivateData
789 DWORD flags
; /* DDSPD_* */
790 DWORD uniqueness_value
;
801 /*****************************************************************************
802 * IWineD3DResource implementation structure
804 typedef struct IWineD3DResourceClass
806 /* IUnknown fields */
807 LONG ref
; /* Note: Ref counting not required */
809 /* WineD3DResource Information */
811 WINED3DRESOURCETYPE resourceType
;
812 IWineD3DDeviceImpl
*wineD3DDevice
;
816 WINED3DFORMAT format
;
817 BYTE
*allocatedMemory
;
818 struct list privateData
;
820 } IWineD3DResourceClass
;
822 typedef struct IWineD3DResourceImpl
824 /* IUnknown & WineD3DResource Information */
825 const IWineD3DResourceVtbl
*lpVtbl
;
826 IWineD3DResourceClass resource
;
827 } IWineD3DResourceImpl
;
830 /*****************************************************************************
831 * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
833 typedef struct IWineD3DVertexBufferImpl
835 /* IUnknown & WineD3DResource Information */
836 const IWineD3DVertexBufferVtbl
*lpVtbl
;
837 IWineD3DResourceClass resource
;
839 /* WineD3DVertexBuffer specifics */
842 /* Vertex buffer object support */
847 UINT dirtystart
, dirtyend
;
850 LONG declChanges
, draws
;
851 /* Last description of the buffer */
852 WineDirect3DVertexStridedData strided
;
853 } IWineD3DVertexBufferImpl
;
855 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl
;
857 #define VBFLAG_LOAD 0x01 /* Data is written from allocatedMemory to the VBO */
858 #define VBFLAG_OPTIMIZED 0x02 /* Optimize has been called for the VB */
859 #define VBFLAG_DIRTY 0x04 /* Buffer data has been modified */
860 #define VBFLAG_HASDESC 0x08 /* A vertex description has been found */
861 #define VBFLAG_VBOCREATEFAIL 0x10 /* An attempt to create a vbo has failed */
863 /*****************************************************************************
864 * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
866 typedef struct IWineD3DIndexBufferImpl
868 /* IUnknown & WineD3DResource Information */
869 const IWineD3DIndexBufferVtbl
*lpVtbl
;
870 IWineD3DResourceClass resource
;
873 UINT dirtystart
, dirtyend
;
876 /* WineD3DVertexBuffer specifics */
877 } IWineD3DIndexBufferImpl
;
879 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl
;
881 /*****************************************************************************
882 * IWineD3DBaseTexture D3D- > openGL state map lookups
884 #define WINED3DFUNC_NOTSUPPORTED -2
885 #define WINED3DFUNC_UNIMPLEMENTED -1
887 typedef enum winetexturestates
{
888 WINED3DTEXSTA_ADDRESSU
= 0,
889 WINED3DTEXSTA_ADDRESSV
= 1,
890 WINED3DTEXSTA_ADDRESSW
= 2,
891 WINED3DTEXSTA_BORDERCOLOR
= 3,
892 WINED3DTEXSTA_MAGFILTER
= 4,
893 WINED3DTEXSTA_MINFILTER
= 5,
894 WINED3DTEXSTA_MIPFILTER
= 6,
895 WINED3DTEXSTA_MAXMIPLEVEL
= 7,
896 WINED3DTEXSTA_MAXANISOTROPY
= 8,
897 WINED3DTEXSTA_SRGBTEXTURE
= 9,
898 WINED3DTEXSTA_ELEMENTINDEX
= 10,
899 WINED3DTEXSTA_DMAPOFFSET
= 11,
900 WINED3DTEXSTA_TSSADDRESSW
= 12,
901 MAX_WINETEXTURESTATES
= 13,
904 typedef struct Wined3dTextureStateMap
{
907 } Wined3dTextureStateMap
;
909 /*****************************************************************************
910 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
912 typedef struct IWineD3DBaseTextureClass
918 WINED3DTEXTUREFILTERTYPE filterType
;
919 DWORD states
[MAX_WINETEXTURESTATES
];
923 UINT srgb_mode_change_count
;
924 } IWineD3DBaseTextureClass
;
926 typedef struct IWineD3DBaseTextureImpl
928 /* IUnknown & WineD3DResource Information */
929 const IWineD3DBaseTextureVtbl
*lpVtbl
;
930 IWineD3DResourceClass resource
;
931 IWineD3DBaseTextureClass baseTexture
;
933 } IWineD3DBaseTextureImpl
;
935 /*****************************************************************************
936 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
938 typedef struct IWineD3DTextureImpl
940 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
941 const IWineD3DTextureVtbl
*lpVtbl
;
942 IWineD3DResourceClass resource
;
943 IWineD3DBaseTextureClass baseTexture
;
945 /* IWineD3DTexture */
946 IWineD3DSurface
*surfaces
[MAX_LEVELS
];
950 float pow2scalingFactorX
;
951 float pow2scalingFactorY
;
953 } IWineD3DTextureImpl
;
955 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl
;
957 /*****************************************************************************
958 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
960 typedef struct IWineD3DCubeTextureImpl
962 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
963 const IWineD3DCubeTextureVtbl
*lpVtbl
;
964 IWineD3DResourceClass resource
;
965 IWineD3DBaseTextureClass baseTexture
;
967 /* IWineD3DCubeTexture */
968 IWineD3DSurface
*surfaces
[6][MAX_LEVELS
];
971 float pow2scalingFactor
;
973 } IWineD3DCubeTextureImpl
;
975 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl
;
977 typedef struct _WINED3DVOLUMET_DESC
982 } WINED3DVOLUMET_DESC
;
984 /*****************************************************************************
985 * IWineD3DVolume implementation structure (extends IUnknown)
987 typedef struct IWineD3DVolumeImpl
989 /* IUnknown & WineD3DResource fields */
990 const IWineD3DVolumeVtbl
*lpVtbl
;
991 IWineD3DResourceClass resource
;
993 /* WineD3DVolume Information */
994 WINED3DVOLUMET_DESC currentDesc
;
995 IWineD3DBase
*container
;
1000 WINED3DBOX lockedBox
;
1001 WINED3DBOX dirtyBox
;
1005 } IWineD3DVolumeImpl
;
1007 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl
;
1009 /*****************************************************************************
1010 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1012 typedef struct IWineD3DVolumeTextureImpl
1014 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1015 const IWineD3DVolumeTextureVtbl
*lpVtbl
;
1016 IWineD3DResourceClass resource
;
1017 IWineD3DBaseTextureClass baseTexture
;
1019 /* IWineD3DVolumeTexture */
1020 IWineD3DVolume
*volumes
[MAX_LEVELS
];
1025 } IWineD3DVolumeTextureImpl
;
1027 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl
;
1029 typedef struct _WINED3DSURFACET_DESC
1031 WINED3DMULTISAMPLE_TYPE MultiSampleType
;
1032 DWORD MultiSampleQuality
;
1035 } WINED3DSURFACET_DESC
;
1037 /*****************************************************************************
1038 * Structure for DIB Surfaces (GetDC and GDI surfaces)
1040 typedef struct wineD3DSurface_DIB
{
1045 } wineD3DSurface_DIB
;
1052 } renderbuffer_entry_t
;
1054 /*****************************************************************************
1055 * IWineD3DClipp implementation structure
1057 typedef struct IWineD3DClipperImpl
1059 const IWineD3DClipperVtbl
*lpVtbl
;
1064 } IWineD3DClipperImpl
;
1067 /*****************************************************************************
1068 * IWineD3DSurface implementation structure
1070 struct IWineD3DSurfaceImpl
1072 /* IUnknown & IWineD3DResource Information */
1073 const IWineD3DSurfaceVtbl
*lpVtbl
;
1074 IWineD3DResourceClass resource
;
1076 /* IWineD3DSurface fields */
1077 IWineD3DBase
*container
;
1078 WINED3DSURFACET_DESC currentDesc
;
1079 IWineD3DPaletteImpl
*palette
; /* D3D7 style palette handling */
1080 PALETTEENTRY
*palette9
; /* D3D8/9 style palette handling */
1084 /* TODO: move this off into a management class(maybe!) */
1090 /* Oversized texture */
1094 /* precalculated x and y scalings for texture coords */
1095 float pow2scalingFactorX
; /* = (Width / pow2Width ) */
1096 float pow2scalingFactorY
; /* = (Height / pow2Height) */
1102 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
1104 glDescriptor glDescription
;
1107 wineD3DSurface_DIB dib
;
1110 /* Color keys for DDraw */
1111 WINEDDCOLORKEY DestBltCKey
;
1112 WINEDDCOLORKEY DestOverlayCKey
;
1113 WINEDDCOLORKEY SrcOverlayCKey
;
1114 WINEDDCOLORKEY SrcBltCKey
;
1117 WINEDDCOLORKEY glCKey
;
1119 struct list renderbuffers
;
1120 renderbuffer_entry_t
*current_renderbuffer
;
1122 /* DirectDraw clippers */
1123 IWineD3DClipper
*clipper
;
1126 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl
;
1127 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl
;
1129 /* Predeclare the shared Surface functions */
1130 HRESULT WINAPI
IWineD3DSurfaceImpl_QueryInterface(IWineD3DSurface
*iface
, REFIID riid
, LPVOID
*ppobj
);
1131 ULONG WINAPI
IWineD3DSurfaceImpl_AddRef(IWineD3DSurface
*iface
);
1132 ULONG WINAPI
IWineD3DSurfaceImpl_Release(IWineD3DSurface
*iface
);
1133 HRESULT WINAPI
IWineD3DSurfaceImpl_GetParent(IWineD3DSurface
*iface
, IUnknown
**pParent
);
1134 HRESULT WINAPI
IWineD3DSurfaceImpl_GetDevice(IWineD3DSurface
*iface
, IWineD3DDevice
** ppDevice
);
1135 HRESULT WINAPI
IWineD3DSurfaceImpl_SetPrivateData(IWineD3DSurface
*iface
, REFGUID refguid
, CONST
void* pData
, DWORD SizeOfData
, DWORD Flags
);
1136 HRESULT WINAPI
IWineD3DSurfaceImpl_GetPrivateData(IWineD3DSurface
*iface
, REFGUID refguid
, void* pData
, DWORD
* pSizeOfData
);
1137 HRESULT WINAPI
IWineD3DSurfaceImpl_FreePrivateData(IWineD3DSurface
*iface
, REFGUID refguid
);
1138 DWORD WINAPI
IWineD3DSurfaceImpl_SetPriority(IWineD3DSurface
*iface
, DWORD PriorityNew
);
1139 DWORD WINAPI
IWineD3DSurfaceImpl_GetPriority(IWineD3DSurface
*iface
);
1140 void WINAPI
IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface
*iface
);
1141 WINED3DRESOURCETYPE WINAPI
IWineD3DSurfaceImpl_GetType(IWineD3DSurface
*iface
);
1142 HRESULT WINAPI
IWineD3DSurfaceImpl_GetContainer(IWineD3DSurface
* iface
, REFIID riid
, void** ppContainer
);
1143 HRESULT WINAPI
IWineD3DSurfaceImpl_GetDesc(IWineD3DSurface
*iface
, WINED3DSURFACE_DESC
*pDesc
);
1144 HRESULT WINAPI
IWineD3DSurfaceImpl_GetBltStatus(IWineD3DSurface
*iface
, DWORD Flags
);
1145 HRESULT WINAPI
IWineD3DSurfaceImpl_GetFlipStatus(IWineD3DSurface
*iface
, DWORD Flags
);
1146 HRESULT WINAPI
IWineD3DSurfaceImpl_IsLost(IWineD3DSurface
*iface
);
1147 HRESULT WINAPI
IWineD3DSurfaceImpl_Restore(IWineD3DSurface
*iface
);
1148 HRESULT WINAPI
IWineD3DSurfaceImpl_SetPixelFormat(IWineD3DSurface
*iface
, WINED3DFORMAT Format
, BYTE
*Surface
, DWORD Size
);
1149 HRESULT WINAPI
IWineD3DSurfaceImpl_GetPalette(IWineD3DSurface
*iface
, IWineD3DPalette
**Pal
);
1150 HRESULT WINAPI
IWineD3DSurfaceImpl_SetPalette(IWineD3DSurface
*iface
, IWineD3DPalette
*Pal
);
1151 HRESULT WINAPI
IWineD3DSurfaceImpl_SetColorKey(IWineD3DSurface
*iface
, DWORD Flags
, WINEDDCOLORKEY
*CKey
);
1152 HRESULT WINAPI
IWineD3DSurfaceImpl_CleanDirtyRect(IWineD3DSurface
*iface
);
1153 extern HRESULT WINAPI
IWineD3DSurfaceImpl_AddDirtyRect(IWineD3DSurface
*iface
, CONST RECT
* pDirtyRect
);
1154 HRESULT WINAPI
IWineD3DSurfaceImpl_SetContainer(IWineD3DSurface
*iface
, IWineD3DBase
*container
);
1155 void WINAPI
IWineD3DSurfaceImpl_SetGlTextureDesc(IWineD3DSurface
*iface
, UINT textureName
, int target
);
1156 void WINAPI
IWineD3DSurfaceImpl_GetGlDesc(IWineD3DSurface
*iface
, glDescriptor
**glDescription
);
1157 const void *WINAPI
IWineD3DSurfaceImpl_GetData(IWineD3DSurface
*iface
);
1158 HRESULT WINAPI
IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface
*iface
, WINED3DFORMAT format
);
1159 HRESULT WINAPI
IWineGDISurfaceImpl_Blt(IWineD3DSurface
*iface
, RECT
*DestRect
, IWineD3DSurface
*SrcSurface
, RECT
*SrcRect
, DWORD Flags
, WINEDDBLTFX
*DDBltFx
, WINED3DTEXTUREFILTERTYPE Filter
);
1160 HRESULT WINAPI
IWineGDISurfaceImpl_BltFast(IWineD3DSurface
*iface
, DWORD dstx
, DWORD dsty
, IWineD3DSurface
*Source
, RECT
*rsrc
, DWORD trans
);
1161 HRESULT WINAPI
IWineD3DSurfaceImpl_SetPalette(IWineD3DSurface
*iface
, IWineD3DPalette
*Pal
);
1162 HRESULT WINAPI
IWineD3DSurfaceImpl_GetDC(IWineD3DSurface
*iface
, HDC
*pHDC
);
1163 HRESULT WINAPI
IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface
*iface
, HDC hDC
);
1164 DWORD WINAPI
IWineD3DSurfaceImpl_GetPitch(IWineD3DSurface
*iface
);
1165 HRESULT WINAPI
IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface
*iface
);
1166 HRESULT WINAPI
IWineD3DSurfaceImpl_SetMem(IWineD3DSurface
*iface
, void *Mem
);
1167 HRESULT WINAPI
IWineD3DSurfaceImpl_SetOverlayPosition(IWineD3DSurface
*iface
, LONG X
, LONG Y
);
1168 HRESULT WINAPI
IWineD3DSurfaceImpl_GetOverlayPosition(IWineD3DSurface
*iface
, LONG
*X
, LONG
*Y
);
1169 HRESULT WINAPI
IWineD3DSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface
*iface
, DWORD Flags
, IWineD3DSurface
*Ref
);
1170 HRESULT WINAPI
IWineD3DSurfaceImpl_UpdateOverlay(IWineD3DSurface
*iface
, RECT
*SrcRect
, IWineD3DSurface
*DstSurface
, RECT
*DstRect
, DWORD Flags
, WINEDDOVERLAYFX
*FX
);
1171 HRESULT WINAPI
IWineD3DSurfaceImpl_SetClipper(IWineD3DSurface
*iface
, IWineD3DClipper
*clipper
);
1172 HRESULT WINAPI
IWineD3DSurfaceImpl_GetClipper(IWineD3DSurface
*iface
, IWineD3DClipper
**clipper
);
1174 /* Surface flags: */
1175 #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
1176 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
1177 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for getdc */
1178 #define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
1179 #define SFLAG_DISCARD 0x00000010 /* ??? */
1180 #define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
1181 #define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
1182 #define SFLAG_INDRAWABLE 0x00000080 /* The gl drawable contains the most up to date data */
1183 #define SFLAG_INSYSMEM 0x00000100 /* The system memory copy is most up to date */
1184 #define SFLAG_NONPOW2 0x00000200 /* Surface sizes are not a power of 2 */
1185 #define SFLAG_DYNLOCK 0x00000400 /* Surface is often locked by the app */
1186 #define SFLAG_DYNCHANGE 0x00000C00 /* Surface contents are changed very often, implies DYNLOCK */
1187 #define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
1188 #define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
1189 #define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
1190 #define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
1191 #define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
1192 #define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
1194 /* In some conditions the surface memory must not be freed:
1195 * SFLAG_OVERSIZE: Not all data can be kept in GL
1196 * SFLAG_CONVERTED: Converting the data back would take too long
1197 * SFLAG_DIBSECTION: The dib code manages the memory
1198 * SFLAG_LOCKED: The app requires access to the surface data
1199 * SFLAG_DYNLOCK: Avoid freeing the data for performance
1200 * SFLAG_DYNCHANGE: Same reason as DYNLOCK
1201 * SFLAG_CLIENT: OpenGL uses our memory as backup
1203 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
1205 SFLAG_DIBSECTION | \
1212 BOOL
CalculateTexRect(IWineD3DSurfaceImpl
*This
, RECT
*Rect
, float glTexCoord
[4]);
1214 /*****************************************************************************
1215 * IWineD3DVertexDeclaration implementation structure
1217 typedef struct IWineD3DVertexDeclarationImpl
{
1218 /* IUnknown Information */
1219 const IWineD3DVertexDeclarationVtbl
*lpVtbl
;
1223 IWineD3DDeviceImpl
*wineD3DDevice
;
1225 WINED3DVERTEXELEMENT
*pDeclarationWine
;
1226 UINT declarationWNumElements
;
1228 DWORD streams
[MAX_STREAMS
];
1230 BOOL position_transformed
;
1231 } IWineD3DVertexDeclarationImpl
;
1233 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl
;
1235 /*****************************************************************************
1236 * IWineD3DStateBlock implementation structure
1239 /* Internal state Block for Begin/End/Capture/Create/Apply info */
1240 /* Note: Very long winded but gl Lists are not flexible enough */
1241 /* to resolve everything we need, so doing it manually for now */
1242 typedef struct SAVEDSTATES
{
1246 BOOL streamSource
[MAX_STREAMS
];
1247 BOOL streamFreq
[MAX_STREAMS
];
1248 BOOL textures
[MAX_COMBINED_SAMPLERS
];
1249 BOOL transform
[HIGHEST_TRANSFORMSTATE
+ 1];
1251 BOOL renderState
[WINEHIGHEST_RENDER_STATE
+ 1];
1252 BOOL textureState
[MAX_TEXTURES
][WINED3D_HIGHEST_TEXTURE_STATE
+ 1];
1253 BOOL samplerState
[MAX_COMBINED_SAMPLERS
][WINED3D_HIGHEST_SAMPLER_STATE
+ 1];
1254 BOOL clipplane
[MAX_CLIPPLANES
];
1257 BOOL pixelShaderConstantsB
[MAX_CONST_B
];
1258 BOOL pixelShaderConstantsI
[MAX_CONST_I
];
1259 BOOL
*pixelShaderConstantsF
;
1261 BOOL vertexShaderConstantsB
[MAX_CONST_B
];
1262 BOOL vertexShaderConstantsI
[MAX_CONST_I
];
1263 BOOL
*vertexShaderConstantsF
;
1273 struct IWineD3DStateBlockImpl
1275 /* IUnknown fields */
1276 const IWineD3DStateBlockVtbl
*lpVtbl
;
1277 LONG ref
; /* Note: Ref counting not required */
1279 /* IWineD3DStateBlock information */
1281 IWineD3DDeviceImpl
*wineD3DDevice
;
1282 WINED3DSTATEBLOCKTYPE blockType
;
1284 /* Array indicating whether things have been set or changed */
1285 SAVEDSTATES changed
;
1286 struct list set_vconstantsF
;
1287 struct list set_pconstantsF
;
1289 /* Drawing - Vertex Shader or FVF related */
1291 /* Vertex Shader Declaration */
1292 IWineD3DVertexDeclaration
*vertexDecl
;
1294 IWineD3DVertexShader
*vertexShader
;
1296 /* Vertex Shader Constants */
1297 BOOL vertexShaderConstantB
[MAX_CONST_B
];
1298 INT vertexShaderConstantI
[MAX_CONST_I
* 4];
1299 float *vertexShaderConstantF
;
1303 UINT streamStride
[MAX_STREAMS
];
1304 UINT streamOffset
[MAX_STREAMS
+ 1 /* tesselated pseudo-stream */ ];
1305 IWineD3DVertexBuffer
*streamSource
[MAX_STREAMS
];
1306 UINT streamFreq
[MAX_STREAMS
+ 1];
1307 UINT streamFlags
[MAX_STREAMS
+ 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
1310 IWineD3DIndexBuffer
* pIndexData
;
1311 UINT baseVertexIndex
;
1312 UINT loadBaseVertexIndex
; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1315 WINED3DMATRIX transforms
[HIGHEST_TRANSFORMSTATE
+ 1];
1317 /* Light hashmap . Collisions are handled using standard wine double linked lists */
1318 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
1319 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
1320 struct list lightMap
[LIGHTMAP_SIZE
]; /* Mashmap containing the lights */
1321 PLIGHTINFOEL
*activeLights
[MAX_ACTIVE_LIGHTS
]; /* Map of opengl lights to d3d lights */
1324 double clipplane
[MAX_CLIPPLANES
][4];
1325 WINED3DCLIPSTATUS clip_status
;
1328 WINED3DVIEWPORT viewport
;
1331 WINED3DMATERIAL material
;
1334 IWineD3DPixelShader
*pixelShader
;
1336 /* Pixel Shader Constants */
1337 BOOL pixelShaderConstantB
[MAX_CONST_B
];
1338 INT pixelShaderConstantI
[MAX_CONST_I
* 4];
1339 float *pixelShaderConstantF
;
1342 DWORD renderState
[WINEHIGHEST_RENDER_STATE
+ 1];
1345 IWineD3DBaseTexture
*textures
[MAX_COMBINED_SAMPLERS
];
1346 int textureDimensions
[MAX_COMBINED_SAMPLERS
];
1348 /* Texture State Stage */
1349 DWORD textureState
[MAX_TEXTURES
][WINED3D_HIGHEST_TEXTURE_STATE
+ 1];
1350 DWORD lowest_disabled_stage
;
1351 /* Sampler States */
1352 DWORD samplerState
[MAX_COMBINED_SAMPLERS
][WINED3D_HIGHEST_SAMPLER_STATE
+ 1];
1354 /* Current GLSL Shader Program */
1355 struct glsl_shader_prog_link
*glsl_program
;
1357 /* Scissor test rectangle */
1360 /* Contained state management */
1361 DWORD contained_render_states
[WINEHIGHEST_RENDER_STATE
+ 1];
1362 unsigned int num_contained_render_states
;
1365 extern void stateblock_savedstates_set(
1366 IWineD3DStateBlock
* iface
,
1367 SAVEDSTATES
* states
,
1370 extern void stateblock_savedstates_copy(
1371 IWineD3DStateBlock
* iface
,
1373 SAVEDSTATES
* source
);
1375 extern void stateblock_copy(
1376 IWineD3DStateBlock
* destination
,
1377 IWineD3DStateBlock
* source
);
1379 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl
;
1381 /*****************************************************************************
1382 * IWineD3DQueryImpl implementation structure (extends IUnknown)
1384 typedef struct IWineD3DQueryImpl
1386 const IWineD3DQueryVtbl
*lpVtbl
;
1387 LONG ref
; /* Note: Ref counting not required */
1390 /*TODO: replace with iface usage */
1392 IWineD3DDevice
*wineD3DDevice
;
1394 IWineD3DDeviceImpl
*wineD3DDevice
;
1397 /* IWineD3DQuery fields */
1398 WINED3DQUERYTYPE type
;
1399 /* TODO: Think about using a IUnknown instead of a void* */
1403 } IWineD3DQueryImpl
;
1405 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl
;
1407 /* Datastructures for IWineD3DQueryImpl.extendedData */
1408 typedef struct WineQueryOcclusionData
{
1410 } WineQueryOcclusionData
;
1412 typedef struct WineQueryEventData
{
1414 } WineQueryEventData
;
1416 /*****************************************************************************
1417 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1420 typedef struct IWineD3DSwapChainImpl
1423 const IWineD3DSwapChainVtbl
*lpVtbl
;
1424 LONG ref
; /* Note: Ref counting not required */
1427 IWineD3DDeviceImpl
*wineD3DDevice
;
1429 /* IWineD3DSwapChain fields */
1430 IWineD3DSurface
**backBuffer
;
1431 IWineD3DSurface
*frontBuffer
;
1432 BOOL wantsDepthStencilBuffer
;
1433 WINED3DPRESENT_PARAMETERS presentParms
;
1434 DWORD orig_width
, orig_height
;
1435 WINED3DFORMAT orig_fmt
;
1437 long prev_time
, frames
; /* Performance tracking */
1438 unsigned int vSyncCounter
;
1440 WineD3DContext
**context
; /* Later a array for multithreading */
1441 unsigned int num_contexts
;
1444 } IWineD3DSwapChainImpl
;
1446 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl
;
1448 WineD3DContext
*IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain
*iface
);
1450 /*****************************************************************************
1451 * Utility function prototypes
1454 /* Trace routines */
1455 const char* debug_d3dformat(WINED3DFORMAT fmt
);
1456 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype
);
1457 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res
);
1458 const char* debug_d3dusage(DWORD usage
);
1459 const char* debug_d3dusagequery(DWORD usagequery
);
1460 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method
);
1461 const char* debug_d3ddecltype(WINED3DDECLTYPE type
);
1462 const char* debug_d3ddeclusage(BYTE usage
);
1463 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType
);
1464 const char* debug_d3drenderstate(DWORD state
);
1465 const char* debug_d3dsamplerstate(DWORD state
);
1466 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type
);
1467 const char* debug_d3dtexturestate(DWORD state
);
1468 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype
);
1469 const char* debug_d3dpool(WINED3DPOOL pool
);
1470 const char *debug_fbostatus(GLenum status
);
1471 const char *debug_glerror(GLenum error
);
1472 const char *debug_d3dbasis(WINED3DBASISTYPE basis
);
1473 const char *debug_d3ddegree(WINED3DDEGREETYPE order
);
1475 /* Routines for GL <-> D3D values */
1476 GLenum
StencilOp(DWORD op
);
1477 GLenum
CompareFunc(DWORD func
);
1478 void set_tex_op(IWineD3DDevice
*iface
, BOOL isAlpha
, int Stage
, WINED3DTEXTUREOP op
, DWORD arg1
, DWORD arg2
, DWORD arg3
);
1479 void set_tex_op_nvrc(IWineD3DDevice
*iface
, BOOL is_alpha
, int stage
, WINED3DTEXTUREOP op
, DWORD arg1
, DWORD arg2
, DWORD arg3
, INT texture_idx
);
1480 void set_texture_matrix(const float *smat
, DWORD flags
, BOOL calculatedCoords
);
1482 void surface_set_compatible_renderbuffer(IWineD3DSurface
*iface
, unsigned int width
, unsigned int height
);
1483 GLenum
surface_get_gl_buffer(IWineD3DSurface
*iface
, IWineD3DSwapChain
*swapchain
);
1485 BOOL
getColorBits(WINED3DFORMAT fmt
, short *redSize
, short *greenSize
, short *blueSize
, short *alphaSize
, short *totalSize
);
1486 BOOL
getDepthStencilBits(WINED3DFORMAT fmt
, short *depthSize
, short *stencilSize
);
1489 void multiply_matrix(WINED3DMATRIX
*dest
, const WINED3DMATRIX
*src1
, const WINED3DMATRIX
*src2
);
1491 /*****************************************************************************
1492 * To enable calling of inherited functions, requires prototypes
1494 * Note: Only require classes which are subclassed, ie resource, basetexture,
1496 /*** IUnknown methods ***/
1497 extern HRESULT WINAPI
IWineD3DResourceImpl_QueryInterface(IWineD3DResource
*iface
, REFIID riid
, void** ppvObject
);
1498 extern ULONG WINAPI
IWineD3DResourceImpl_AddRef(IWineD3DResource
*iface
);
1499 extern ULONG WINAPI
IWineD3DResourceImpl_Release(IWineD3DResource
*iface
);
1500 /*** IWineD3DResource methods ***/
1501 extern HRESULT WINAPI
IWineD3DResourceImpl_GetParent(IWineD3DResource
*iface
, IUnknown
**pParent
);
1502 extern HRESULT WINAPI
IWineD3DResourceImpl_GetDevice(IWineD3DResource
*iface
, IWineD3DDevice
** ppDevice
);
1503 extern HRESULT WINAPI
IWineD3DResourceImpl_SetPrivateData(IWineD3DResource
*iface
, REFGUID refguid
, CONST
void * pData
, DWORD SizeOfData
, DWORD Flags
);
1504 extern HRESULT WINAPI
IWineD3DResourceImpl_GetPrivateData(IWineD3DResource
*iface
, REFGUID refguid
, void * pData
, DWORD
* pSizeOfData
);
1505 extern HRESULT WINAPI
IWineD3DResourceImpl_FreePrivateData(IWineD3DResource
*iface
, REFGUID refguid
);
1506 extern DWORD WINAPI
IWineD3DResourceImpl_SetPriority(IWineD3DResource
*iface
, DWORD PriorityNew
);
1507 extern DWORD WINAPI
IWineD3DResourceImpl_GetPriority(IWineD3DResource
*iface
);
1508 extern void WINAPI
IWineD3DResourceImpl_PreLoad(IWineD3DResource
*iface
);
1509 extern WINED3DRESOURCETYPE WINAPI
IWineD3DResourceImpl_GetType(IWineD3DResource
*iface
);
1510 /*** class static members ***/
1511 void IWineD3DResourceImpl_CleanUp(IWineD3DResource
*iface
);
1513 /*** IUnknown methods ***/
1514 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture
*iface
, REFIID riid
, void** ppvObject
);
1515 extern ULONG WINAPI
IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture
*iface
);
1516 extern ULONG WINAPI
IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture
*iface
);
1517 /*** IWineD3DResource methods ***/
1518 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture
*iface
, IUnknown
**pParent
);
1519 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture
*iface
, IWineD3DDevice
** ppDevice
);
1520 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture
*iface
, REFGUID refguid
, CONST
void * pData
, DWORD SizeOfData
, DWORD Flags
);
1521 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture
*iface
, REFGUID refguid
, void * pData
, DWORD
* pSizeOfData
);
1522 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture
*iface
, REFGUID refguid
);
1523 extern DWORD WINAPI
IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture
*iface
, DWORD PriorityNew
);
1524 extern DWORD WINAPI
IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture
*iface
);
1525 extern void WINAPI
IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture
*iface
);
1526 extern WINED3DRESOURCETYPE WINAPI
IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture
*iface
);
1527 /*** IWineD3DBaseTexture methods ***/
1528 extern DWORD WINAPI
IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture
*iface
, DWORD LODNew
);
1529 extern DWORD WINAPI
IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture
*iface
);
1530 extern DWORD WINAPI
IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture
*iface
);
1531 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture
*iface
, WINED3DTEXTUREFILTERTYPE FilterType
);
1532 extern WINED3DTEXTUREFILTERTYPE WINAPI
IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture
*iface
);
1533 extern void WINAPI
IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture
*iface
);
1534 extern BOOL WINAPI
IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture
*iface
, BOOL
);
1535 extern BOOL WINAPI
IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture
*iface
);
1537 extern BYTE
* WINAPI
IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer
* iface
, DWORD iOffset
, GLint
*vbo
);
1538 extern HRESULT WINAPI
IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer
* iface
);
1539 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture
*iface
);
1540 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture
*iface
);
1541 extern void WINAPI
IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture
*iface
, const DWORD textureStates
[WINED3D_HIGHEST_TEXTURE_STATE
+ 1], const DWORD samplerStates
[WINED3D_HIGHEST_SAMPLER_STATE
+ 1]);
1542 /*** class static members ***/
1543 void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture
*iface
);
1545 struct SHADER_OPCODE_ARG
;
1546 typedef void (*SHADER_HANDLER
) (struct SHADER_OPCODE_ARG
*);
1548 /* Struct to maintain a list of GLSL shader programs and their associated pixel and
1549 * vertex shaders. A list of this type is maintained on the DeviceImpl, and is only
1550 * used if the user is using GLSL shaders. */
1551 struct glsl_shader_prog_link
{
1552 struct list vshader_entry
;
1553 struct list pshader_entry
;
1554 GLhandleARB programId
;
1555 GLhandleARB
*vuniformF_locations
;
1556 GLhandleARB
*puniformF_locations
;
1557 GLhandleARB vshader
;
1558 GLhandleARB pshader
;
1562 GLhandleARB vshader
;
1563 GLhandleARB pshader
;
1564 } glsl_program_key_t
;
1566 /* TODO: Make this dynamic, based on shader limits ? */
1567 #define MAX_REG_ADDR 1
1568 #define MAX_REG_TEMP 32
1569 #define MAX_REG_TEXCRD 8
1570 #define MAX_REG_INPUT 12
1571 #define MAX_REG_OUTPUT 12
1572 #define MAX_ATTRIBS 16
1573 #define MAX_CONST_I 16
1574 #define MAX_CONST_B 16
1576 /* FIXME: This needs to go up to 2048 for
1577 * Shader model 3 according to msdn (and for software shaders) */
1578 #define MAX_LABELS 16
1580 typedef struct semantic
{
1585 typedef struct local_constant
{
1591 typedef struct shader_reg_maps
{
1593 char texcoord
[MAX_REG_TEXCRD
]; /* pixel < 3.0 */
1594 char temporary
[MAX_REG_TEMP
]; /* pixel, vertex */
1595 char address
[MAX_REG_ADDR
]; /* vertex */
1596 char packed_input
[MAX_REG_INPUT
]; /* pshader >= 3.0 */
1597 char packed_output
[MAX_REG_OUTPUT
]; /* vertex >= 3.0 */
1598 char attributes
[MAX_ATTRIBS
]; /* vertex */
1599 char labels
[MAX_LABELS
]; /* pixel, vertex */
1601 /* Sampler usage tokens
1602 * Use 0 as default (bit 31 is always 1 on a valid token) */
1603 DWORD samplers
[max(MAX_FRAGMENT_SAMPLERS
, MAX_VERTEX_SAMPLERS
)];
1606 /* Whether or not a loop is used in this shader */
1609 /* Whether or not this shader uses fog */
1614 #define SHADER_PGMSIZE 65535
1615 typedef struct SHADER_BUFFER
{
1618 unsigned int lineNo
;
1622 /* Undocumented opcode controls */
1623 #define INST_CONTROLS_SHIFT 16
1624 #define INST_CONTROLS_MASK 0x00ff0000
1626 typedef enum COMPARISON_TYPE
{
1635 typedef struct SHADER_OPCODE
{
1636 unsigned int opcode
;
1640 CONST UINT num_params
;
1641 SHADER_HANDLER hw_fct
;
1642 SHADER_HANDLER hw_glsl_fct
;
1647 typedef struct SHADER_OPCODE_ARG
{
1648 IWineD3DBaseShader
* shader
;
1649 shader_reg_maps
* reg_maps
;
1650 CONST SHADER_OPCODE
* opcode
;
1657 SHADER_BUFFER
* buffer
;
1658 } SHADER_OPCODE_ARG
;
1660 typedef struct SHADER_LIMITS
{
1661 unsigned int temporary
;
1662 unsigned int texcoord
;
1663 unsigned int sampler
;
1664 unsigned int constant_int
;
1665 unsigned int constant_float
;
1666 unsigned int constant_bool
;
1667 unsigned int address
;
1668 unsigned int packed_output
;
1669 unsigned int packed_input
;
1670 unsigned int attributes
;
1674 /** Keeps track of details for TEX_M#x# shader opcodes which need to
1675 maintain state information between multiple codes */
1676 typedef struct SHADER_PARSE_STATE
{
1677 unsigned int current_row
;
1678 DWORD texcoord_w
[2];
1679 } SHADER_PARSE_STATE
;
1681 /* Base Shader utility functions.
1682 * (may move callers into the same file in the future) */
1683 extern int shader_addline(
1684 SHADER_BUFFER
* buffer
,
1685 const char* fmt
, ...);
1687 extern const SHADER_OPCODE
* shader_get_opcode(
1688 IWineD3DBaseShader
*iface
,
1691 extern void shader_delete_constant_list(
1692 struct list
* clist
);
1694 void delete_glsl_program_entry(IWineD3DDevice
*iface
, struct glsl_shader_prog_link
*entry
);
1696 /* Vertex shader utility functions */
1697 extern BOOL
vshader_get_input(
1698 IWineD3DVertexShader
* iface
,
1699 BYTE usage_req
, BYTE usage_idx_req
,
1700 unsigned int* regnum
);
1702 extern BOOL
vshader_input_is_color(
1703 IWineD3DVertexShader
* iface
,
1704 unsigned int regnum
);
1706 extern HRESULT
allocate_shader_constants(IWineD3DStateBlockImpl
* object
);
1708 /* ARB_[vertex/fragment]_program helper functions */
1709 extern void shader_arb_load_constants(
1710 IWineD3DDevice
* device
,
1711 char usePixelShader
,
1712 char useVertexShader
);
1714 /* ARB shader program Prototypes */
1715 extern void shader_hw_def(SHADER_OPCODE_ARG
*arg
);
1717 /* ARB pixel shader prototypes */
1718 extern void pshader_hw_bem(SHADER_OPCODE_ARG
* arg
);
1719 extern void pshader_hw_cnd(SHADER_OPCODE_ARG
* arg
);
1720 extern void pshader_hw_cmp(SHADER_OPCODE_ARG
* arg
);
1721 extern void pshader_hw_map2gl(SHADER_OPCODE_ARG
* arg
);
1722 extern void pshader_hw_tex(SHADER_OPCODE_ARG
* arg
);
1723 extern void pshader_hw_texcoord(SHADER_OPCODE_ARG
* arg
);
1724 extern void pshader_hw_texreg2ar(SHADER_OPCODE_ARG
* arg
);
1725 extern void pshader_hw_texreg2gb(SHADER_OPCODE_ARG
* arg
);
1726 extern void pshader_hw_texbem(SHADER_OPCODE_ARG
* arg
);
1727 extern void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG
* arg
);
1728 extern void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG
* arg
);
1729 extern void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG
* arg
);
1730 extern void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG
* arg
);
1731 extern void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG
* arg
);
1732 extern void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG
* arg
);
1734 /* ARB vertex shader prototypes */
1735 extern void vshader_hw_map2gl(SHADER_OPCODE_ARG
* arg
);
1736 extern void vshader_hw_mnxn(SHADER_OPCODE_ARG
* arg
);
1737 extern void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG
* arg
);
1739 /* GLSL helper functions */
1740 extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG
*arg
);
1741 extern void shader_glsl_load_constants(
1742 IWineD3DDevice
* device
,
1743 char usePixelShader
,
1744 char useVertexShader
);
1746 /** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */
1747 extern void shader_glsl_cross(SHADER_OPCODE_ARG
* arg
);
1748 extern void shader_glsl_map2gl(SHADER_OPCODE_ARG
* arg
);
1749 extern void shader_glsl_arith(SHADER_OPCODE_ARG
* arg
);
1750 extern void shader_glsl_mov(SHADER_OPCODE_ARG
* arg
);
1751 extern void shader_glsl_mad(SHADER_OPCODE_ARG
* arg
);
1752 extern void shader_glsl_mnxn(SHADER_OPCODE_ARG
* arg
);
1753 extern void shader_glsl_lrp(SHADER_OPCODE_ARG
* arg
);
1754 extern void shader_glsl_dot(SHADER_OPCODE_ARG
* arg
);
1755 extern void shader_glsl_rcp(SHADER_OPCODE_ARG
* arg
);
1756 extern void shader_glsl_rsq(SHADER_OPCODE_ARG
* arg
);
1757 extern void shader_glsl_cnd(SHADER_OPCODE_ARG
* arg
);
1758 extern void shader_glsl_compare(SHADER_OPCODE_ARG
* arg
);
1759 extern void shader_glsl_def(SHADER_OPCODE_ARG
* arg
);
1760 extern void shader_glsl_defi(SHADER_OPCODE_ARG
* arg
);
1761 extern void shader_glsl_defb(SHADER_OPCODE_ARG
* arg
);
1762 extern void shader_glsl_expp(SHADER_OPCODE_ARG
* arg
);
1763 extern void shader_glsl_cmp(SHADER_OPCODE_ARG
* arg
);
1764 extern void shader_glsl_lit(SHADER_OPCODE_ARG
* arg
);
1765 extern void shader_glsl_dst(SHADER_OPCODE_ARG
* arg
);
1766 extern void shader_glsl_sincos(SHADER_OPCODE_ARG
* arg
);
1767 extern void shader_glsl_loop(SHADER_OPCODE_ARG
* arg
);
1768 extern void shader_glsl_end(SHADER_OPCODE_ARG
* arg
);
1769 extern void shader_glsl_if(SHADER_OPCODE_ARG
* arg
);
1770 extern void shader_glsl_ifc(SHADER_OPCODE_ARG
* arg
);
1771 extern void shader_glsl_else(SHADER_OPCODE_ARG
* arg
);
1772 extern void shader_glsl_break(SHADER_OPCODE_ARG
* arg
);
1773 extern void shader_glsl_breakc(SHADER_OPCODE_ARG
* arg
);
1774 extern void shader_glsl_rep(SHADER_OPCODE_ARG
* arg
);
1775 extern void shader_glsl_call(SHADER_OPCODE_ARG
* arg
);
1776 extern void shader_glsl_callnz(SHADER_OPCODE_ARG
* arg
);
1777 extern void shader_glsl_label(SHADER_OPCODE_ARG
* arg
);
1778 extern void shader_glsl_pow(SHADER_OPCODE_ARG
* arg
);
1779 extern void shader_glsl_texldl(SHADER_OPCODE_ARG
* arg
);
1781 /** GLSL Pixel Shader Prototypes */
1782 extern void pshader_glsl_tex(SHADER_OPCODE_ARG
* arg
);
1783 extern void pshader_glsl_texcoord(SHADER_OPCODE_ARG
* arg
);
1784 extern void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG
* arg
);
1785 extern void pshader_glsl_texdp3(SHADER_OPCODE_ARG
* arg
);
1786 extern void pshader_glsl_texdepth(SHADER_OPCODE_ARG
* arg
);
1787 extern void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG
* arg
);
1788 extern void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG
* arg
);
1789 extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG
* arg
);
1790 extern void pshader_glsl_texm3x3(SHADER_OPCODE_ARG
* arg
);
1791 extern void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG
* arg
);
1792 extern void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG
* arg
);
1793 extern void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG
* arg
);
1794 extern void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG
* arg
);
1795 extern void pshader_glsl_texkill(SHADER_OPCODE_ARG
* arg
);
1796 extern void pshader_glsl_texbem(SHADER_OPCODE_ARG
* arg
);
1797 extern void pshader_glsl_bem(SHADER_OPCODE_ARG
* arg
);
1798 extern void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG
* arg
);
1799 extern void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG
* arg
);
1800 extern void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG
* arg
);
1801 extern void pshader_glsl_dp2add(SHADER_OPCODE_ARG
* arg
);
1802 extern void pshader_glsl_input_pack(
1803 SHADER_BUFFER
* buffer
,
1804 semantic
* semantics_out
);
1806 /** GLSL Vertex Shader Prototypes */
1807 extern void vshader_glsl_output_unpack(
1808 SHADER_BUFFER
* buffer
,
1809 semantic
* semantics_out
);
1811 /*****************************************************************************
1812 * IDirect3DBaseShader implementation structure
1814 typedef struct IWineD3DBaseShaderClass
1817 SHADER_LIMITS limits
;
1818 SHADER_PARSE_STATE parse_state
;
1819 CONST SHADER_OPCODE
*shader_ins
;
1820 CONST DWORD
*function
;
1821 UINT functionLength
;
1825 /* Type of shader backend */
1828 /* Programs this shader is linked with */
1829 struct list linked_programs
;
1831 /* Immediate constants (override global ones) */
1832 struct list constantsB
;
1833 struct list constantsF
;
1834 struct list constantsI
;
1835 shader_reg_maps reg_maps
;
1837 /* Pointer to the parent device */
1838 IWineD3DDevice
*device
;
1840 } IWineD3DBaseShaderClass
;
1842 typedef struct IWineD3DBaseShaderImpl
{
1844 const IWineD3DBaseShaderVtbl
*lpVtbl
;
1847 /* IWineD3DBaseShader */
1848 IWineD3DBaseShaderClass baseShader
;
1849 } IWineD3DBaseShaderImpl
;
1851 extern HRESULT
shader_get_registers_used(
1852 IWineD3DBaseShader
*iface
,
1853 shader_reg_maps
* reg_maps
,
1854 semantic
* semantics_in
,
1855 semantic
* semantics_out
,
1856 CONST DWORD
* pToken
,
1857 IWineD3DStateBlockImpl
*stateBlock
);
1859 extern void shader_generate_glsl_declarations(
1860 IWineD3DBaseShader
*iface
,
1861 shader_reg_maps
* reg_maps
,
1862 SHADER_BUFFER
* buffer
,
1863 WineD3D_GL_Info
* gl_info
);
1865 extern void shader_generate_arb_declarations(
1866 IWineD3DBaseShader
*iface
,
1867 shader_reg_maps
* reg_maps
,
1868 SHADER_BUFFER
* buffer
,
1869 WineD3D_GL_Info
* gl_info
);
1871 extern void shader_generate_main(
1872 IWineD3DBaseShader
*iface
,
1873 SHADER_BUFFER
* buffer
,
1874 shader_reg_maps
* reg_maps
,
1875 CONST DWORD
* pFunction
);
1877 extern void shader_dump_ins_modifiers(
1878 const DWORD output
);
1880 extern void shader_dump_param(
1881 IWineD3DBaseShader
*iface
,
1883 const DWORD addr_token
,
1886 extern void shader_trace_init(
1887 IWineD3DBaseShader
*iface
,
1888 const DWORD
* pFunction
);
1890 extern int shader_get_param(
1891 IWineD3DBaseShader
* iface
,
1892 const DWORD
* pToken
,
1896 extern int shader_skip_unrecognized(
1897 IWineD3DBaseShader
* iface
,
1898 const DWORD
* pToken
);
1900 extern void print_glsl_info_log(
1901 WineD3D_GL_Info
*gl_info
,
1904 static inline int shader_get_regtype(const DWORD param
) {
1905 return (((param
& WINED3DSP_REGTYPE_MASK
) >> WINED3DSP_REGTYPE_SHIFT
) |
1906 ((param
& WINED3DSP_REGTYPE_MASK2
) >> WINED3DSP_REGTYPE_SHIFT2
));
1909 extern unsigned int shader_get_float_offset(const DWORD reg
);
1911 static inline BOOL
shader_is_pshader_version(DWORD token
) {
1912 return 0xFFFF0000 == (token
& 0xFFFF0000);
1915 static inline BOOL
shader_is_vshader_version(DWORD token
) {
1916 return 0xFFFE0000 == (token
& 0xFFFF0000);
1919 static inline BOOL
shader_is_comment(DWORD token
) {
1920 return WINED3DSIO_COMMENT
== (token
& WINED3DSI_OPCODE_MASK
);
1923 /* TODO: vFace (ps_3_0) */
1924 static inline BOOL
shader_is_scalar(DWORD param
) {
1925 DWORD reg_type
= shader_get_regtype(param
);
1928 case WINED3DSPR_RASTOUT
:
1929 if ((param
& WINED3DSP_REGNUM_MASK
) != 0) {
1936 case WINED3DSPR_DEPTHOUT
: /* oDepth */
1937 case WINED3DSPR_CONSTBOOL
: /* b# */
1938 case WINED3DSPR_LOOP
: /* aL */
1939 case WINED3DSPR_PREDICATE
: /* p0 */
1947 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
1948 * so upload them above that
1950 #define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
1951 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
1953 /*****************************************************************************
1954 * IDirect3DVertexShader implementation structure
1956 typedef struct IWineD3DVertexShaderImpl
{
1958 const IWineD3DVertexShaderVtbl
*lpVtbl
;
1959 LONG ref
; /* Note: Ref counting not required */
1961 /* IWineD3DBaseShader */
1962 IWineD3DBaseShaderClass baseShader
;
1964 /* IWineD3DVertexShaderImpl */
1969 /* Vertex shader input and output semantics */
1970 semantic semantics_in
[MAX_ATTRIBS
];
1971 semantic semantics_out
[MAX_REG_OUTPUT
];
1973 /* run time datas... */
1975 #if 0 /* needs reworking */
1976 /* run time datas */
1977 VSHADERINPUTDATA input
;
1978 VSHADEROUTPUTDATA output
;
1980 } IWineD3DVertexShaderImpl
;
1981 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins
[];
1982 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl
;
1984 /*****************************************************************************
1985 * IDirect3DPixelShader implementation structure
1987 typedef struct IWineD3DPixelShaderImpl
{
1988 /* IUnknown parts */
1989 const IWineD3DPixelShaderVtbl
*lpVtbl
;
1990 LONG ref
; /* Note: Ref counting not required */
1992 /* IWineD3DBaseShader */
1993 IWineD3DBaseShaderClass baseShader
;
1995 /* IWineD3DPixelShaderImpl */
1998 /* Pixel shader input semantics */
1999 semantic semantics_in
[MAX_REG_INPUT
];
2004 /* Some information about the shader behavior */
2006 UINT bumpenvmatconst
;
2008 #if 0 /* needs reworking */
2009 PSHADERINPUTDATA input
;
2010 PSHADEROUTPUTDATA output
;
2012 } IWineD3DPixelShaderImpl
;
2014 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins
[];
2015 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl
;
2017 /*****************************************************************************
2018 * IWineD3DPalette implementation structure
2020 struct IWineD3DPaletteImpl
{
2021 /* IUnknown parts */
2022 const IWineD3DPaletteVtbl
*lpVtbl
;
2026 IWineD3DDeviceImpl
*wineD3DDevice
;
2028 /* IWineD3DPalette */
2030 WORD palVersion
; /*| */
2031 WORD palNumEntries
; /*| LOGPALETTE */
2032 PALETTEENTRY palents
[256]; /*| */
2033 /* This is to store the palette in 'screen format' */
2034 int screen_palents
[256];
2038 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl
;
2039 DWORD
IWineD3DPaletteImpl_Size(DWORD dwFlags
);
2041 /* DirectDraw utility functions */
2042 extern WINED3DFORMAT
pixelformat_for_depth(DWORD depth
);
2044 /*****************************************************************************
2045 * Pixel format management
2048 WINED3DFORMAT format
;
2049 DWORD alphaMask
, redMask
, greenMask
, blueMask
;
2051 short depthSize
, stencilSize
;
2053 } StaticPixelFormatDesc
;
2055 const StaticPixelFormatDesc
*getFormatDescEntry(WINED3DFORMAT fmt
,
2056 WineD3D_GL_Info
*gl_info
,
2057 const GlPixelFormatDesc
**glDesc
);
2059 static inline BOOL
use_vs(IWineD3DDeviceImpl
*device
) {
2060 return (device
->vs_selected_mode
!= SHADER_NONE
2061 && device
->stateBlock
->vertexShader
2062 && ((IWineD3DVertexShaderImpl
*)device
->stateBlock
->vertexShader
)->baseShader
.function
2063 && !device
->strided_streams
.u
.s
.position_transformed
);
2066 static inline BOOL
use_ps(IWineD3DDeviceImpl
*device
) {
2067 return (device
->ps_selected_mode
!= SHADER_NONE
2068 && device
->stateBlock
->pixelShader
2069 && ((IWineD3DPixelShaderImpl
*)device
->stateBlock
->pixelShader
)->baseShader
.function
);
2072 void stretch_rect_fbo(IWineD3DDevice
*iface
, IWineD3DSurface
*src_surface
, WINED3DRECT
*src_rect
,
2073 IWineD3DSurface
*dst_surface
, WINED3DRECT
*dst_rect
, const WINED3DTEXTUREFILTERTYPE filter
, BOOL flip
);