wined3d: Implement D3DTA_TEMP in the GL_ATI_fragment_shader codepath.
[wine.git] / dlls / wined3d / wined3d_private.h
blob0044bab57f6c6989c21b94473d4e0c6004355c20
1 /*
2 * Direct3D wine internal private include file
4 * Copyright 2002-2003 The wine-d3d team
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2004 Jason Edmeades
7 * Copyright 2005 Oliver Stieber
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
27 #include <stdarg.h>
28 #include <math.h>
29 #define NONAMELESSUNION
30 #define NONAMELESSSTRUCT
31 #define COBJMACROS
32 #include "windef.h"
33 #include "winbase.h"
34 #include "winreg.h"
35 #include "wingdi.h"
36 #include "winuser.h"
37 #include "wine/debug.h"
38 #include "wine/unicode.h"
40 #include "wined3d_private_types.h"
41 #include "wine/wined3d_interface.h"
42 #include "wine/wined3d_caps.h"
43 #include "wine/wined3d_gl.h"
44 #include "wine/list.h"
46 /* Hash table functions */
47 typedef unsigned int (hash_function_t)(void *key);
48 typedef BOOL (compare_function_t)(void *keya, void *keyb);
50 typedef struct {
51 void *key;
52 void *value;
53 unsigned int hash;
54 struct list entry;
55 } hash_table_entry_t;
57 typedef struct {
58 hash_function_t *hash_function;
59 compare_function_t *compare_function;
60 struct list *buckets;
61 unsigned int bucket_count;
62 hash_table_entry_t *entries;
63 unsigned int entry_count;
64 struct list free_entries;
65 unsigned int count;
66 unsigned int grow_size;
67 unsigned int shrink_size;
68 } hash_table_t;
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);
76 /* Device caps */
77 #define MAX_PALETTES 65536
78 #define MAX_STREAMS 16
79 #define MAX_TEXTURES 8
80 #define MAX_FRAGMENT_SAMPLERS 16
81 #define MAX_VERTEX_SAMPLERS 4
82 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
83 #define MAX_ACTIVE_LIGHTS 8
84 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
85 #define MAX_LEVELS 256
87 #define MAX_CONST_I 16
88 #define MAX_CONST_B 16
90 /* Used for CreateStateBlock */
91 #define NUM_SAVEDPIXELSTATES_R 35
92 #define NUM_SAVEDPIXELSTATES_T 18
93 #define NUM_SAVEDPIXELSTATES_S 12
94 #define NUM_SAVEDVERTEXSTATES_R 34
95 #define NUM_SAVEDVERTEXSTATES_T 2
96 #define NUM_SAVEDVERTEXSTATES_S 1
98 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
99 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
100 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
101 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
102 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
103 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
105 typedef enum _WINELOOKUP {
106 WINELOOKUP_WARPPARAM = 0,
107 WINELOOKUP_MAGFILTER = 1,
108 MAX_LOOKUPS = 2
109 } WINELOOKUP;
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 void init_type_lookup(WineD3D_GL_Info *gl_info);
118 #define WINED3D_ATR_TYPE(type) GLINFO_LOCATION.glTypeLookup[type].d3dType
119 #define WINED3D_ATR_SIZE(type) GLINFO_LOCATION.glTypeLookup[type].size
120 #define WINED3D_ATR_GLTYPE(type) GLINFO_LOCATION.glTypeLookup[type].glType
121 #define WINED3D_ATR_NORMALIZED(type) GLINFO_LOCATION.glTypeLookup[type].normalized
122 #define WINED3D_ATR_TYPESIZE(type) GLINFO_LOCATION.glTypeLookup[type].typesize
124 /* The following functions convert 16 bit floats in the FLOAT16 data type
125 * to standard C floats and vice versa. They do not depend on the encoding
126 * of the C float, so they are platform independent, but slow. On x86 and
127 * other IEEE 754 compliant platforms the conversion can be accelerated with
128 * bitshifting the exponent and mantissa. There are also some SSE-based
129 * assembly routines out there
131 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
133 static inline float float_16_to_32(const unsigned short *in) {
134 const unsigned short s = ((*in) & 0x8000);
135 const unsigned short e = ((*in) & 0x7C00) >> 10;
136 const unsigned short m = (*in) & 0x3FF;
137 const float sgn = (s ? -1.0 : 1.0);
139 if(e == 0) {
140 if(m == 0) return sgn * 0.0; /* +0.0 or -0.0 */
141 else return sgn * pow(2, -14.0) * ( (float) m / 1024.0);
142 } else if(e < 31) {
143 return sgn * pow(2, (float) e-15.0) * (1.0 + ((float) m / 1024.0));
144 } else {
145 if(m == 0) return sgn / 0.0; /* +INF / -INF */
146 else return 0.0 / 0.0; /* NAN */
150 static inline unsigned short float_32_to_16(const float *in) {
151 int exp = 0;
152 float tmp = fabs(*in);
153 unsigned int mantissa;
154 unsigned short ret;
156 /* Deal with special numbers */
157 if(*in == 0.0) return 0x0000;
158 if(isnan(*in)) return 0x7C01;
159 if(isinf(*in)) return (*in < 0.0 ? 0xFC00 : 0x7c00);
161 if(tmp < pow(2, 10)) {
164 tmp = tmp * 2.0;
165 exp--;
166 }while(tmp < pow(2, 10));
167 } else if(tmp >= pow(2, 11)) {
170 tmp /= 2.0;
171 exp++;
172 }while(tmp >= pow(2, 11));
175 mantissa = (unsigned int) tmp;
176 if(tmp - mantissa >= 0.5) mantissa++; /* round to nearest, away from zero */
178 exp += 10; /* Normalize the mantissa */
179 exp += 15; /* Exponent is encoded with excess 15 */
181 if(exp > 30) { /* too big */
182 ret = 0x7c00; /* INF */
183 } else if(exp <= 0) {
184 /* exp == 0: Non-normalized mantissa. Returns 0x0000 (=0.0) for too small numbers */
185 while(exp <= 0) {
186 mantissa = mantissa >> 1;
187 exp++;
189 ret = mantissa & 0x3ff;
190 } else {
191 ret = (exp << 10) | (mantissa & 0x3ff);
194 ret |= ((*in < 0.0 ? 1 : 0) << 15); /* Add the sign */
195 return ret;
199 * Settings
201 #define VS_NONE 0
202 #define VS_HW 1
204 #define PS_NONE 0
205 #define PS_HW 1
207 #define VBO_NONE 0
208 #define VBO_HW 1
210 #define NP2_NONE 0
211 #define NP2_REPACK 1
212 #define NP2_NATIVE 2
214 #define ORM_BACKBUFFER 0
215 #define ORM_PBUFFER 1
216 #define ORM_FBO 2
218 #define SHADER_ARB 1
219 #define SHADER_GLSL 2
220 #define SHADER_ATI 3
221 #define SHADER_NONE 4
223 #define RTL_DISABLE -1
224 #define RTL_AUTO 0
225 #define RTL_READDRAW 1
226 #define RTL_READTEX 2
227 #define RTL_TEXDRAW 3
228 #define RTL_TEXTEX 4
230 /* NOTE: When adding fields to this structure, make sure to update the default
231 * values in wined3d_main.c as well. */
232 typedef struct wined3d_settings_s {
233 /* vertex and pixel shader modes */
234 int vs_mode;
235 int ps_mode;
236 int vbo_mode;
237 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
238 we should use it. However, until it's fully implemented, we'll leave it as a registry
239 setting for developers. */
240 BOOL glslRequested;
241 int offscreen_rendering_mode;
242 int rendertargetlock_mode;
243 /* Memory tracking and object counting */
244 unsigned int emulated_textureram;
245 char *logo;
246 } wined3d_settings_t;
248 extern wined3d_settings_t wined3d_settings;
250 /* Shader backends */
251 struct SHADER_OPCODE_ARG;
253 #define SHADER_PGMSIZE 65535
254 typedef struct SHADER_BUFFER {
255 char* buffer;
256 unsigned int bsize;
257 unsigned int lineNo;
258 BOOL newline;
259 } SHADER_BUFFER;
261 struct shader_caps {
262 DWORD PrimitiveMiscCaps;
264 DWORD TextureOpCaps;
265 DWORD MaxTextureBlendStages;
266 DWORD MaxSimultaneousTextures;
268 DWORD VertexShaderVersion;
269 DWORD MaxVertexShaderConst;
271 DWORD PixelShaderVersion;
272 float PixelShader1xMaxValue;
274 WINED3DVSHADERCAPS2_0 VS20Caps;
275 WINED3DPSHADERCAPS2_0 PS20Caps;
277 DWORD MaxVShaderInstructionsExecuted;
278 DWORD MaxPShaderInstructionsExecuted;
279 DWORD MaxVertexShader30InstructionSlots;
280 DWORD MaxPixelShader30InstructionSlots;
283 typedef struct {
284 void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
285 void (*shader_select_depth_blt)(IWineD3DDevice *iface);
286 void (*shader_destroy_depth_blt)(IWineD3DDevice *iface);
287 void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
288 void (*shader_cleanup)(IWineD3DDevice *iface);
289 void (*shader_color_correction)(struct SHADER_OPCODE_ARG *arg);
290 void (*shader_destroy)(IWineD3DBaseShader *iface);
291 HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
292 void (*shader_free_private)(IWineD3DDevice *iface);
293 BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
294 void (*shader_generate_pshader)(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer);
295 void (*shader_generate_vshader)(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer);
296 void (*shader_get_caps)(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct shader_caps *caps);
297 void (*shader_dll_load_init)(void);
298 const struct StateEntry *StateTable;
299 } shader_backend_t;
301 extern const shader_backend_t atifs_shader_backend;
302 extern const shader_backend_t glsl_shader_backend;
303 extern const shader_backend_t arb_program_shader_backend;
304 extern const shader_backend_t none_shader_backend;
306 /* GLSL shader private data */
307 struct shader_glsl_priv {
308 GLhandleARB depth_blt_glsl_program_id;
311 /* ARB_program_shader private data */
312 struct shader_arb_priv {
313 GLuint depth_blt_vprogram_id;
314 GLuint depth_blt_fprogram_id;
317 /* X11 locking */
319 extern void (*wine_tsx11_lock_ptr)(void);
320 extern void (*wine_tsx11_unlock_ptr)(void);
322 /* As GLX relies on X, this is needed */
323 extern int num_lock;
325 #if 0
326 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
327 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
328 #else
329 #define ENTER_GL() wine_tsx11_lock_ptr()
330 #define LEAVE_GL() wine_tsx11_unlock_ptr()
331 #endif
333 /*****************************************************************************
334 * Defines
337 /* GL related defines */
338 /* ------------------ */
339 #define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
340 #define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
341 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
342 #define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
344 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
345 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
346 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
347 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
349 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
350 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
351 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
352 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
354 #define D3DCOLORTOGLFLOAT4(dw, vec) \
355 (vec)[0] = D3DCOLOR_R(dw); \
356 (vec)[1] = D3DCOLOR_G(dw); \
357 (vec)[2] = D3DCOLOR_B(dw); \
358 (vec)[3] = D3DCOLOR_A(dw);
360 /* DirectX Device Limits */
361 /* --------------------- */
362 #define MAX_LEVELS 256 /* Maximum number of mipmap levels. Guessed at 256 */
364 #define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
365 See MaxStreams in MSDN under GetDeviceCaps */
366 /* Maximum number of constants provided to the shaders */
367 #define HIGHEST_TRANSFORMSTATE 512
368 /* Highest value in WINED3DTRANSFORMSTATETYPE */
370 /* Checking of API calls */
371 /* --------------------- */
372 #define checkGLcall(A) \
374 GLint err = glGetError(); \
375 if (err == GL_NO_ERROR) { \
376 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
378 } else do { \
379 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
380 debug_glerror(err), err, A, __FILE__, __LINE__); \
381 err = glGetError(); \
382 } while (err != GL_NO_ERROR); \
385 /* Trace routines / diagnostics */
386 /* ---------------------------- */
388 /* Dump out a matrix and copy it */
389 #define conv_mat(mat,gl_mat) \
390 do { \
391 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
392 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
393 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
394 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
395 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
396 } while (0)
398 /* Macro to dump out the current state of the light chain */
399 #define DUMP_LIGHT_CHAIN() \
401 PLIGHTINFOEL *el = This->stateBlock->lights;\
402 while (el) { \
403 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
404 el = el->next; \
408 /* Trace vector and strided data information */
409 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
410 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d, vbo %d, stream %u)\n", \
411 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);
413 /* Defines used for optimizations */
415 /* Only reapply what is necessary */
416 #define REAPPLY_ALPHAOP 0x0001
417 #define REAPPLY_ALL 0xFFFF
419 /* Advance declaration of structures to satisfy compiler */
420 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
421 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
422 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
423 typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl;
425 /* Global variables */
426 extern const float identity[16];
428 /*****************************************************************************
429 * Compilable extra diagnostics
432 /* Trace information per-vertex: (extremely high amount of trace) */
433 #if 0 /* NOTE: Must be 0 in cvs */
434 # define VTRACE(A) TRACE A
435 #else
436 # define VTRACE(A)
437 #endif
439 /* Checking of per-vertex related GL calls */
440 /* --------------------- */
441 #define vcheckGLcall(A) \
443 GLint err = glGetError(); \
444 if (err == GL_NO_ERROR) { \
445 VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
447 } else do { \
448 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
449 debug_glerror(err), err, A, __FILE__, __LINE__); \
450 err = glGetError(); \
451 } while (err != GL_NO_ERROR); \
454 /* TODO: Confirm each of these works when wined3d move completed */
455 #if 0 /* NOTE: Must be 0 in cvs */
456 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
457 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
458 is enabled, and if it doesn't exist it is disabled. */
459 # define FRAME_DEBUGGING
460 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
461 the file is deleted */
462 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
463 # define SINGLE_FRAME_DEBUGGING
464 # endif
465 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
466 It can only be enabled when FRAME_DEBUGGING is also enabled
467 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
468 array is drawn. */
469 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
470 # define SHOW_FRAME_MAKEUP 1
471 # endif
472 /* The following, when enabled, lets you see the makeup of the all the textures used during each
473 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
474 The contents of the textures assigned to each stage are written into
475 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
476 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
477 # define SHOW_TEXTURE_MAKEUP 0
478 # endif
479 extern BOOL isOn;
480 extern BOOL isDumpingFrames;
481 extern LONG primCounter;
482 #endif
484 /*****************************************************************************
485 * Prototypes
488 /* Routine common to the draw primitive and draw indexed primitive routines */
489 void drawPrimitive(IWineD3DDevice *iface,
490 int PrimitiveType,
491 long NumPrimitives,
492 /* for Indexed: */
493 long StartVertexIndex,
494 UINT numberOfVertices,
495 long StartIdx,
496 short idxBytes,
497 const void *idxData,
498 int minIndex);
500 void primitiveDeclarationConvertToStridedData(
501 IWineD3DDevice *iface,
502 BOOL useVertexShaderFunction,
503 WineDirect3DVertexStridedData *strided,
504 BOOL *fixup);
506 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
508 typedef void (*glAttribFunc)(void *data);
509 typedef void (*glTexAttribFunc)(GLuint unit, void *data);
510 extern glAttribFunc position_funcs[WINED3DDECLTYPE_UNUSED];
511 extern glAttribFunc diffuse_funcs[WINED3DDECLTYPE_UNUSED];
512 extern glAttribFunc specular_funcs[WINED3DDECLTYPE_UNUSED];
513 extern glAttribFunc normal_funcs[WINED3DDECLTYPE_UNUSED];
515 #define eps 1e-8
517 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
518 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
520 void depth_copy(IWineD3DDevice *iface);
522 /* Routines and structures related to state management */
523 typedef struct WineD3DContext WineD3DContext;
524 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
526 #define STATE_RENDER(a) (a)
527 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
529 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + (stage) * WINED3D_HIGHEST_TEXTURE_STATE + (num))
530 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
532 /* + 1 because samplers start with 0 */
533 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
534 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
536 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
537 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
539 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
540 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
542 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
543 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
544 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
545 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
547 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
548 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
550 #define STATE_VSHADER (STATE_VDECL + 1)
551 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
553 #define STATE_VIEWPORT (STATE_VSHADER + 1)
554 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
556 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
557 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
558 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
559 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
561 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
562 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
564 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
565 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
567 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
568 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
570 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
572 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
574 #define STATE_HIGHEST (STATE_FRONTFACE)
576 struct StateEntry
578 DWORD representative;
579 APPLYSTATEFUNC apply;
582 /* "Base" state table */
583 extern const struct StateEntry FFPStateTable[];
585 /* The new context manager that should deal with onscreen and offscreen rendering */
586 struct WineD3DContext {
587 /* State dirtification
588 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
589 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
590 * 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
591 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
593 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
594 DWORD numDirtyEntries;
595 DWORD isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
597 IWineD3DSurface *surface;
598 DWORD tid; /* Thread ID which owns this context at the moment */
600 /* Stores some information about the context state for optimization */
601 GLint last_draw_buffer;
602 BOOL last_was_rhw; /* true iff last draw_primitive was in xyzrhw mode */
603 BOOL last_was_pshader;
604 BOOL last_was_vshader;
605 BOOL last_was_foggy_shader;
606 BOOL namedArraysLoaded, numberedArraysLoaded;
607 BOOL lastWasPow2Texture[MAX_TEXTURES];
608 GLenum tracking_parm; /* Which source is tracking current colour */
609 unsigned char num_untracked_materials;
610 GLenum untracked_materials[2];
611 BOOL last_was_blit, last_was_ckey;
612 char texShaderBumpMap;
613 BOOL fog_coord;
615 char *vshader_const_dirty, *pshader_const_dirty;
617 /* The actual opengl context */
618 HGLRC glCtx;
619 HWND win_handle;
620 HDC hdc;
621 HPBUFFERARB pbuffer;
622 BOOL isPBuffer;
625 typedef enum ContextUsage {
626 CTXUSAGE_RESOURCELOAD = 1, /* Only loads textures: No State is applied */
627 CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfaces */
628 CTXUSAGE_BLIT = 3, /* OpenGL states are set up 3D drawing */
629 CTXUSAGE_CLEAR = 4, /* Drawable and states are set up for clearing */
630 } ContextUsage;
632 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
633 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
634 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
635 void apply_fbo_state(IWineD3DDevice *iface);
637 /* Macros for doing basic GPU detection based on opengl capabilities */
638 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
639 #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])
640 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
641 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
643 /* Default callbacks for implicit object destruction */
644 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
646 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
648 /*****************************************************************************
649 * Internal representation of a light
651 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
652 struct PLIGHTINFOEL {
653 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
654 DWORD OriginalIndex;
655 LONG glIndex;
656 BOOL changed;
657 BOOL enabledChanged;
658 BOOL enabled;
660 /* Converted parms to speed up swapping lights */
661 float lightPosn[4];
662 float lightDirn[4];
663 float exponent;
664 float cutoff;
666 struct list entry;
669 /* The default light parameters */
670 extern const WINED3DLIGHT WINED3D_default_light;
672 typedef struct WineD3D_PixelFormat
674 int iPixelFormat; /* WGL pixel format */
675 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
676 int redSize, greenSize, blueSize, alphaSize;
677 int depthSize, stencilSize;
678 BOOL windowDrawable;
679 BOOL pbufferDrawable;
680 } WineD3D_PixelFormat;
682 /* The adapter structure */
683 typedef struct GLPixelFormatDesc GLPixelFormatDesc;
684 struct WineD3DAdapter
686 UINT num;
687 BOOL opengl;
688 POINT monitorPoint;
689 WineD3D_GL_Info gl_info;
690 const char *driver;
691 const char *description;
692 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
693 int nCfgs;
694 WineD3D_PixelFormat *cfgs;
695 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
696 unsigned int UsedTextureRam;
699 extern BOOL InitAdapters(void);
700 extern BOOL initPixelFormats(WineD3D_GL_Info *gl_info);
701 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram);
703 /*****************************************************************************
704 * High order patch management
706 struct WineD3DRectPatch
708 UINT Handle;
709 float *mem;
710 WineDirect3DVertexStridedData strided;
711 WINED3DRECTPATCH_INFO RectPatchInfo;
712 float numSegs[4];
713 char has_normals, has_texcoords;
714 struct list entry;
717 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
719 enum projection_types
721 proj_none,
722 proj_count3,
723 proj_count4
726 /*****************************************************************************
727 * Fixed function pipeline replacements
729 struct texture_stage_op
731 WINED3DTEXTUREOP cop, aop;
732 DWORD carg1, carg2, carg0;
733 DWORD aarg1, aarg2, aarg0;
734 WINED3DFORMAT color_correction;
735 DWORD dst;
736 enum projection_types projected;
739 struct ffp_desc
741 struct texture_stage_op op[MAX_TEXTURES];
742 struct list entry;
745 void gen_ffp_op(IWineD3DStateBlockImpl *stateblock,struct texture_stage_op op[MAX_TEXTURES]);
746 struct ffp_desc *find_ffp_shader(struct list *shaders, struct texture_stage_op op[MAX_TEXTURES]);
747 void add_ffp_shader(struct list *shaders, struct ffp_desc *desc);
749 /*****************************************************************************
750 * IWineD3D implementation structure
752 typedef struct IWineD3DImpl
754 /* IUnknown fields */
755 const IWineD3DVtbl *lpVtbl;
756 LONG ref; /* Note: Ref counting not required */
758 /* WineD3D Information */
759 IUnknown *parent;
760 UINT dxVersion;
761 } IWineD3DImpl;
763 extern const IWineD3DVtbl IWineD3D_Vtbl;
765 /* TODO: setup some flags in the registry to enable, disable pbuffer support
766 (since it will break quite a few things until contexts are managed properly!) */
767 extern BOOL pbuffer_support;
768 /* allocate one pbuffer per surface */
769 extern BOOL pbuffer_per_surface;
771 /* A helper function that dumps a resource list */
772 void dumpResources(struct list *list);
774 /*****************************************************************************
775 * IWineD3DDevice implementation structure
777 struct IWineD3DDeviceImpl
779 /* IUnknown fields */
780 const IWineD3DDeviceVtbl *lpVtbl;
781 LONG ref; /* Note: Ref counting not required */
783 /* WineD3D Information */
784 IUnknown *parent;
785 IWineD3D *wineD3D;
786 struct WineD3DAdapter *adapter;
788 /* Window styles to restore when switching fullscreen mode */
789 LONG style;
790 LONG exStyle;
792 /* X and GL Information */
793 GLint maxConcurrentLights;
794 GLenum offscreenBuffer;
796 /* Selected capabilities */
797 int vs_selected_mode;
798 int ps_selected_mode;
799 const shader_backend_t *shader_backend;
800 hash_table_t *glsl_program_lookup;
801 void *shader_priv;
803 /* To store */
804 BOOL view_ident; /* true iff view matrix is identity */
805 BOOL untransformed;
806 BOOL vertexBlendUsed; /* To avoid needless setting of the blend matrices */
807 unsigned char surface_alignment; /* Line Alignment of surfaces */
809 /* State block related */
810 BOOL isRecordingState;
811 IWineD3DStateBlockImpl *stateBlock;
812 IWineD3DStateBlockImpl *updateStateBlock;
813 BOOL isInDraw;
815 /* Internal use fields */
816 WINED3DDEVICE_CREATION_PARAMETERS createParms;
817 UINT adapterNo;
818 WINED3DDEVTYPE devType;
820 IWineD3DSwapChain **swapchains;
821 UINT NumberOfSwapChains;
823 struct list resources; /* a linked list to track resources created by the device */
824 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
825 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
827 /* Render Target Support */
828 IWineD3DSurface **render_targets;
829 IWineD3DSurface *auto_depth_stencil_buffer;
830 IWineD3DSurface **fbo_color_attachments;
831 IWineD3DSurface *fbo_depth_attachment;
833 IWineD3DSurface *stencilBufferTarget;
835 /* Caches to avoid unneeded context changes */
836 IWineD3DSurface *lastActiveRenderTarget;
837 IWineD3DSwapChain *lastActiveSwapChain;
839 /* palettes texture management */
840 UINT NumberOfPalettes;
841 PALETTEENTRY **palettes;
842 UINT currentPalette;
843 UINT paletteConversionShader;
845 /* For rendering to a texture using glCopyTexImage */
846 BOOL render_offscreen;
847 WINED3D_DEPTHCOPYSTATE depth_copy_state;
848 GLuint fbo;
849 GLuint src_fbo;
850 GLuint dst_fbo;
851 GLenum *draw_buffers;
852 GLuint depth_blt_texture;
854 /* Cursor management */
855 BOOL bCursorVisible;
856 UINT xHotSpot;
857 UINT yHotSpot;
858 UINT xScreenSpace;
859 UINT yScreenSpace;
860 UINT cursorWidth, cursorHeight;
861 GLuint cursorTexture;
862 BOOL haveHardwareCursor;
863 HCURSOR hardwareCursor;
865 /* The Wine logo surface */
866 IWineD3DSurface *logo_surface;
868 /* Textures for when no other textures are mapped */
869 UINT dummyTextureName[MAX_TEXTURES];
871 /* Debug stream management */
872 BOOL debug;
874 /* Device state management */
875 HRESULT state;
876 BOOL d3d_initialized;
878 /* A flag to check for proper BeginScene / EndScene call pairs */
879 BOOL inScene;
881 /* process vertex shaders using software or hardware */
882 BOOL softwareVertexProcessing;
884 /* DirectDraw stuff */
885 HWND ddraw_window;
886 IWineD3DSurface *ddraw_primary;
887 DWORD ddraw_width, ddraw_height;
888 WINED3DFORMAT ddraw_format;
889 BOOL ddraw_fullscreen;
891 /* Final position fixup constant */
892 float posFixup[4];
894 /* With register combiners we can skip junk texture stages */
895 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
896 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
897 BOOL fixed_function_usage_map[MAX_TEXTURES];
899 /* Stream source management */
900 WineDirect3DVertexStridedData strided_streams;
901 WineDirect3DVertexStridedData *up_strided;
902 BOOL useDrawStridedSlow;
903 BOOL instancedDraw;
905 /* Context management */
906 WineD3DContext **contexts; /* Dynamic array containing pointers to context structures */
907 WineD3DContext *activeContext;
908 DWORD lastThread;
909 UINT numContexts;
910 WineD3DContext *pbufferContext; /* The context that has a pbuffer as drawable */
911 DWORD pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
913 /* High level patch management */
914 #define PATCHMAP_SIZE 43
915 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
916 struct list patches[PATCHMAP_SIZE];
917 struct WineD3DRectPatch *currentPatch;
920 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl, IWineD3DDevice_DirtyConst_Vtbl;
922 HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
923 CONST WINED3DRECT* pRects, DWORD Flags, WINED3DCOLOR Color,
924 float Z, DWORD Stencil);
925 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
926 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
927 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
928 DWORD idx = state >> 5;
929 BYTE shift = state & 0x1f;
930 return context->isStateDirty[idx] & (1 << shift);
933 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
934 typedef struct PrivateData
936 struct list entry;
938 GUID tag;
939 DWORD flags; /* DDSPD_* */
940 DWORD uniqueness_value;
942 union
944 LPVOID data;
945 LPUNKNOWN object;
946 } ptr;
948 DWORD size;
949 } PrivateData;
951 /*****************************************************************************
952 * IWineD3DResource implementation structure
954 typedef struct IWineD3DResourceClass
956 /* IUnknown fields */
957 LONG ref; /* Note: Ref counting not required */
959 /* WineD3DResource Information */
960 IUnknown *parent;
961 WINED3DRESOURCETYPE resourceType;
962 IWineD3DDeviceImpl *wineD3DDevice;
963 WINED3DPOOL pool;
964 UINT size;
965 DWORD usage;
966 WINED3DFORMAT format;
967 BYTE *allocatedMemory; /* Pointer to the real data location */
968 BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
969 struct list privateData;
970 struct list resource_list_entry;
972 } IWineD3DResourceClass;
974 typedef struct IWineD3DResourceImpl
976 /* IUnknown & WineD3DResource Information */
977 const IWineD3DResourceVtbl *lpVtbl;
978 IWineD3DResourceClass resource;
979 } IWineD3DResourceImpl;
981 /* Tests show that the start address of resources is 32 byte aligned */
982 #define RESOURCE_ALIGNMENT 32
984 /*****************************************************************************
985 * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
987 enum vbo_conversion_type {
988 CONV_NONE = 0,
989 CONV_D3DCOLOR = 1,
990 CONV_POSITIONT = 2,
991 CONV_FLOAT16_2 = 3 /* Also handles FLOAT16_4 */
993 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
994 * fixed function semantics as D3DCOLOR or FLOAT16
998 typedef struct IWineD3DVertexBufferImpl
1000 /* IUnknown & WineD3DResource Information */
1001 const IWineD3DVertexBufferVtbl *lpVtbl;
1002 IWineD3DResourceClass resource;
1004 /* WineD3DVertexBuffer specifics */
1005 DWORD fvf;
1007 /* Vertex buffer object support */
1008 GLuint vbo;
1009 BYTE Flags;
1010 LONG bindCount;
1011 LONG vbo_size;
1012 GLenum vbo_usage;
1014 UINT dirtystart, dirtyend;
1015 LONG lockcount;
1017 LONG declChanges, draws;
1018 /* Last description of the buffer */
1019 DWORD stride; /* 0 if no conversion */
1020 enum vbo_conversion_type *conv_map; /* NULL if no conversion */
1022 /* Extra load offsets, for FLOAT16 conversion */
1023 DWORD *conv_shift; /* NULL if no shifted conversion */
1024 DWORD conv_stride; /* 0 if no shifted conversion */
1025 } IWineD3DVertexBufferImpl;
1027 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
1029 #define VBFLAG_OPTIMIZED 0x01 /* Optimize has been called for the VB */
1030 #define VBFLAG_DIRTY 0x02 /* Buffer data has been modified */
1031 #define VBFLAG_HASDESC 0x04 /* A vertex description has been found */
1032 #define VBFLAG_CREATEVBO 0x08 /* Attempt to create a VBO next PreLoad */
1034 /*****************************************************************************
1035 * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
1037 typedef struct IWineD3DIndexBufferImpl
1039 /* IUnknown & WineD3DResource Information */
1040 const IWineD3DIndexBufferVtbl *lpVtbl;
1041 IWineD3DResourceClass resource;
1043 GLuint vbo;
1044 UINT dirtystart, dirtyend;
1045 LONG lockcount;
1047 /* WineD3DVertexBuffer specifics */
1048 } IWineD3DIndexBufferImpl;
1050 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
1052 /*****************************************************************************
1053 * IWineD3DBaseTexture D3D- > openGL state map lookups
1055 #define WINED3DFUNC_NOTSUPPORTED -2
1056 #define WINED3DFUNC_UNIMPLEMENTED -1
1058 typedef enum winetexturestates {
1059 WINED3DTEXSTA_ADDRESSU = 0,
1060 WINED3DTEXSTA_ADDRESSV = 1,
1061 WINED3DTEXSTA_ADDRESSW = 2,
1062 WINED3DTEXSTA_BORDERCOLOR = 3,
1063 WINED3DTEXSTA_MAGFILTER = 4,
1064 WINED3DTEXSTA_MINFILTER = 5,
1065 WINED3DTEXSTA_MIPFILTER = 6,
1066 WINED3DTEXSTA_MAXMIPLEVEL = 7,
1067 WINED3DTEXSTA_MAXANISOTROPY = 8,
1068 WINED3DTEXSTA_SRGBTEXTURE = 9,
1069 WINED3DTEXSTA_ELEMENTINDEX = 10,
1070 WINED3DTEXSTA_DMAPOFFSET = 11,
1071 WINED3DTEXSTA_TSSADDRESSW = 12,
1072 MAX_WINETEXTURESTATES = 13,
1073 } winetexturestates;
1075 /*****************************************************************************
1076 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1078 typedef struct IWineD3DBaseTextureClass
1080 UINT levels;
1081 BOOL dirty;
1082 UINT textureName;
1083 UINT LOD;
1084 WINED3DTEXTUREFILTERTYPE filterType;
1085 DWORD states[MAX_WINETEXTURESTATES];
1086 LONG bindCount;
1087 DWORD sampler;
1088 BOOL is_srgb;
1089 UINT srgb_mode_change_count;
1090 WINED3DFORMAT shader_conversion_group;
1091 float pow2Matrix[16];
1092 } IWineD3DBaseTextureClass;
1094 typedef struct IWineD3DBaseTextureImpl
1096 /* IUnknown & WineD3DResource Information */
1097 const IWineD3DBaseTextureVtbl *lpVtbl;
1098 IWineD3DResourceClass resource;
1099 IWineD3DBaseTextureClass baseTexture;
1101 } IWineD3DBaseTextureImpl;
1103 /*****************************************************************************
1104 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1106 typedef struct IWineD3DTextureImpl
1108 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1109 const IWineD3DTextureVtbl *lpVtbl;
1110 IWineD3DResourceClass resource;
1111 IWineD3DBaseTextureClass baseTexture;
1113 /* IWineD3DTexture */
1114 IWineD3DSurface *surfaces[MAX_LEVELS];
1116 UINT width;
1117 UINT height;
1118 UINT target;
1120 } IWineD3DTextureImpl;
1122 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
1124 /*****************************************************************************
1125 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1127 typedef struct IWineD3DCubeTextureImpl
1129 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1130 const IWineD3DCubeTextureVtbl *lpVtbl;
1131 IWineD3DResourceClass resource;
1132 IWineD3DBaseTextureClass baseTexture;
1134 /* IWineD3DCubeTexture */
1135 IWineD3DSurface *surfaces[6][MAX_LEVELS];
1137 UINT edgeLength;
1138 } IWineD3DCubeTextureImpl;
1140 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
1142 typedef struct _WINED3DVOLUMET_DESC
1144 UINT Width;
1145 UINT Height;
1146 UINT Depth;
1147 } WINED3DVOLUMET_DESC;
1149 /*****************************************************************************
1150 * IWineD3DVolume implementation structure (extends IUnknown)
1152 typedef struct IWineD3DVolumeImpl
1154 /* IUnknown & WineD3DResource fields */
1155 const IWineD3DVolumeVtbl *lpVtbl;
1156 IWineD3DResourceClass resource;
1158 /* WineD3DVolume Information */
1159 WINED3DVOLUMET_DESC currentDesc;
1160 IWineD3DBase *container;
1161 UINT bytesPerPixel;
1163 BOOL lockable;
1164 BOOL locked;
1165 WINED3DBOX lockedBox;
1166 WINED3DBOX dirtyBox;
1167 BOOL dirty;
1170 } IWineD3DVolumeImpl;
1172 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
1174 /*****************************************************************************
1175 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1177 typedef struct IWineD3DVolumeTextureImpl
1179 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1180 const IWineD3DVolumeTextureVtbl *lpVtbl;
1181 IWineD3DResourceClass resource;
1182 IWineD3DBaseTextureClass baseTexture;
1184 /* IWineD3DVolumeTexture */
1185 IWineD3DVolume *volumes[MAX_LEVELS];
1187 UINT width;
1188 UINT height;
1189 UINT depth;
1190 } IWineD3DVolumeTextureImpl;
1192 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
1194 typedef struct _WINED3DSURFACET_DESC
1196 WINED3DMULTISAMPLE_TYPE MultiSampleType;
1197 DWORD MultiSampleQuality;
1198 UINT Width;
1199 UINT Height;
1200 } WINED3DSURFACET_DESC;
1202 /*****************************************************************************
1203 * Structure for DIB Surfaces (GetDC and GDI surfaces)
1205 typedef struct wineD3DSurface_DIB {
1206 HBITMAP DIBsection;
1207 void* bitmap_data;
1208 UINT bitmap_size;
1209 HGDIOBJ holdbitmap;
1210 BOOL client_memory;
1211 } wineD3DSurface_DIB;
1213 typedef struct {
1214 struct list entry;
1215 GLuint id;
1216 UINT width;
1217 UINT height;
1218 } renderbuffer_entry_t;
1220 /*****************************************************************************
1221 * IWineD3DClipp implementation structure
1223 typedef struct IWineD3DClipperImpl
1225 const IWineD3DClipperVtbl *lpVtbl;
1226 LONG ref;
1228 IUnknown *Parent;
1229 HWND hWnd;
1230 } IWineD3DClipperImpl;
1233 /*****************************************************************************
1234 * IWineD3DSurface implementation structure
1236 struct IWineD3DSurfaceImpl
1238 /* IUnknown & IWineD3DResource Information */
1239 const IWineD3DSurfaceVtbl *lpVtbl;
1240 IWineD3DResourceClass resource;
1242 /* IWineD3DSurface fields */
1243 IWineD3DBase *container;
1244 WINED3DSURFACET_DESC currentDesc;
1245 IWineD3DPaletteImpl *palette; /* D3D7 style palette handling */
1246 PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
1248 UINT bytesPerPixel;
1250 /* TODO: move this off into a management class(maybe!) */
1251 DWORD Flags;
1253 UINT pow2Width;
1254 UINT pow2Height;
1256 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
1257 void (*get_drawable_size)(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1259 /* Oversized texture */
1260 RECT glRect;
1262 /* PBO */
1263 GLuint pbo;
1265 RECT lockedRect;
1266 RECT dirtyRect;
1267 int lockCount;
1268 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
1270 glDescriptor glDescription;
1271 BOOL srgb;
1273 /* For GetDC */
1274 wineD3DSurface_DIB dib;
1275 HDC hDC;
1277 /* Color keys for DDraw */
1278 WINEDDCOLORKEY DestBltCKey;
1279 WINEDDCOLORKEY DestOverlayCKey;
1280 WINEDDCOLORKEY SrcOverlayCKey;
1281 WINEDDCOLORKEY SrcBltCKey;
1282 DWORD CKeyFlags;
1284 WINEDDCOLORKEY glCKey;
1286 struct list renderbuffers;
1287 renderbuffer_entry_t *current_renderbuffer;
1289 /* DirectDraw clippers */
1290 IWineD3DClipper *clipper;
1293 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1294 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1296 /* Predeclare the shared Surface functions */
1297 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1298 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface);
1299 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1300 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1301 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1302 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1303 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1304 DWORD WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1305 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1306 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface);
1307 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1308 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1309 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1310 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1311 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface);
1312 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface);
1313 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1314 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1315 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, WINEDDCOLORKEY *CKey);
1316 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1317 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1318 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1319 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1320 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1321 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1322 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, RECT *SrcRect, IWineD3DSurface *DstSurface, RECT *DstRect, DWORD Flags, WINEDDOVERLAYFX *FX);
1323 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
1324 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
1325 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1326 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface);
1327 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
1328 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans);
1329 HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags);
1330 void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface);
1332 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface);
1334 void get_drawable_size_swapchain(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1335 void get_drawable_size_backbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1336 void get_drawable_size_pbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1337 void get_drawable_size_fbo(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1339 /* Surface flags: */
1340 #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
1341 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
1342 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for getdc */
1343 #define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
1344 #define SFLAG_DISCARD 0x00000010 /* ??? */
1345 #define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
1346 #define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
1347 #define SFLAG_INDRAWABLE 0x00000080 /* The gl drawable contains the most up to date data */
1348 #define SFLAG_INSYSMEM 0x00000100 /* The system memory copy is most up to date */
1349 #define SFLAG_NONPOW2 0x00000200 /* Surface sizes are not a power of 2 */
1350 #define SFLAG_DYNLOCK 0x00000400 /* Surface is often locked by the app */
1351 #define SFLAG_DYNCHANGE 0x00000C00 /* Surface contents are changed very often, implies DYNLOCK */
1352 #define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
1353 #define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
1354 #define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
1355 #define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
1356 #define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
1357 #define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
1358 #define SFLAG_PBO 0x00040000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
1360 /* In some conditions the surface memory must not be freed:
1361 * SFLAG_OVERSIZE: Not all data can be kept in GL
1362 * SFLAG_CONVERTED: Converting the data back would take too long
1363 * SFLAG_DIBSECTION: The dib code manages the memory
1364 * SFLAG_LOCKED: The app requires access to the surface data
1365 * SFLAG_DYNLOCK: Avoid freeing the data for performance
1366 * SFLAG_DYNCHANGE: Same reason as DYNLOCK
1367 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
1368 * SFLAG_CLIENT: OpenGL uses our memory as backup
1370 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
1371 SFLAG_CONVERTED | \
1372 SFLAG_DIBSECTION | \
1373 SFLAG_LOCKED | \
1374 SFLAG_DYNLOCK | \
1375 SFLAG_DYNCHANGE | \
1376 SFLAG_USERPTR | \
1377 SFLAG_PBO | \
1378 SFLAG_CLIENT)
1380 #define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
1381 SFLAG_INTEXTURE | \
1382 SFLAG_INDRAWABLE)
1383 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
1385 typedef enum {
1386 NO_CONVERSION,
1387 CONVERT_PALETTED,
1388 CONVERT_PALETTED_CK,
1389 CONVERT_CK_565,
1390 CONVERT_CK_5551,
1391 CONVERT_CK_4444,
1392 CONVERT_CK_4444_ARGB,
1393 CONVERT_CK_1555,
1394 CONVERT_555,
1395 CONVERT_CK_RGB24,
1396 CONVERT_CK_8888,
1397 CONVERT_CK_8888_ARGB,
1398 CONVERT_RGB32_888,
1399 CONVERT_V8U8,
1400 CONVERT_L6V5U5,
1401 CONVERT_X8L8V8U8,
1402 CONVERT_Q8W8V8U8,
1403 CONVERT_V16U16,
1404 CONVERT_A4L4,
1405 CONVERT_R32F,
1406 CONVERT_R16F,
1407 CONVERT_G16R16,
1408 } CONVERT_TYPES;
1410 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);
1412 /*****************************************************************************
1413 * IWineD3DVertexDeclaration implementation structure
1415 typedef struct attrib_declaration {
1416 DWORD usage;
1417 DWORD idx;
1418 } attrib_declaration;
1420 #define MAX_ATTRIBS 16
1422 typedef struct IWineD3DVertexDeclarationImpl {
1423 /* IUnknown Information */
1424 const IWineD3DVertexDeclarationVtbl *lpVtbl;
1425 LONG ref;
1427 IUnknown *parent;
1428 IWineD3DDeviceImpl *wineD3DDevice;
1430 WINED3DVERTEXELEMENT *pDeclarationWine;
1431 UINT declarationWNumElements;
1433 DWORD streams[MAX_STREAMS];
1434 UINT num_streams;
1435 BOOL position_transformed;
1436 BOOL half_float_conv_needed;
1438 /* Ordered array of declaration types that need swizzling in a vshader */
1439 attrib_declaration swizzled_attribs[MAX_ATTRIBS];
1440 UINT num_swizzled_attribs;
1441 } IWineD3DVertexDeclarationImpl;
1443 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
1445 /*****************************************************************************
1446 * IWineD3DStateBlock implementation structure
1449 /* Internal state Block for Begin/End/Capture/Create/Apply info */
1450 /* Note: Very long winded but gl Lists are not flexible enough */
1451 /* to resolve everything we need, so doing it manually for now */
1452 typedef struct SAVEDSTATES {
1453 BOOL indices;
1454 BOOL material;
1455 BOOL fvf;
1456 BOOL streamSource[MAX_STREAMS];
1457 BOOL streamFreq[MAX_STREAMS];
1458 BOOL textures[MAX_COMBINED_SAMPLERS];
1459 BOOL transform[HIGHEST_TRANSFORMSTATE + 1];
1460 BOOL viewport;
1461 BOOL renderState[WINEHIGHEST_RENDER_STATE + 1];
1462 BOOL textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1463 BOOL samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1464 BOOL clipplane[MAX_CLIPPLANES];
1465 BOOL vertexDecl;
1466 BOOL pixelShader;
1467 BOOL pixelShaderConstantsB[MAX_CONST_B];
1468 BOOL pixelShaderConstantsI[MAX_CONST_I];
1469 BOOL *pixelShaderConstantsF;
1470 BOOL vertexShader;
1471 BOOL vertexShaderConstantsB[MAX_CONST_B];
1472 BOOL vertexShaderConstantsI[MAX_CONST_I];
1473 BOOL *vertexShaderConstantsF;
1474 BOOL scissorRect;
1475 } SAVEDSTATES;
1477 typedef struct {
1478 struct list entry;
1479 DWORD count;
1480 DWORD idx[13];
1481 } constants_entry;
1483 struct StageState {
1484 DWORD stage;
1485 DWORD state;
1488 struct IWineD3DStateBlockImpl
1490 /* IUnknown fields */
1491 const IWineD3DStateBlockVtbl *lpVtbl;
1492 LONG ref; /* Note: Ref counting not required */
1494 /* IWineD3DStateBlock information */
1495 IUnknown *parent;
1496 IWineD3DDeviceImpl *wineD3DDevice;
1497 WINED3DSTATEBLOCKTYPE blockType;
1499 /* Array indicating whether things have been set or changed */
1500 SAVEDSTATES changed;
1501 struct list set_vconstantsF;
1502 struct list set_pconstantsF;
1504 /* Drawing - Vertex Shader or FVF related */
1505 DWORD fvf;
1506 /* Vertex Shader Declaration */
1507 IWineD3DVertexDeclaration *vertexDecl;
1509 IWineD3DVertexShader *vertexShader;
1511 /* Vertex Shader Constants */
1512 BOOL vertexShaderConstantB[MAX_CONST_B];
1513 INT vertexShaderConstantI[MAX_CONST_I * 4];
1514 float *vertexShaderConstantF;
1516 /* Stream Source */
1517 BOOL streamIsUP;
1518 UINT streamStride[MAX_STREAMS];
1519 UINT streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
1520 IWineD3DVertexBuffer *streamSource[MAX_STREAMS];
1521 UINT streamFreq[MAX_STREAMS + 1];
1522 UINT streamFlags[MAX_STREAMS + 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
1524 /* Indices */
1525 IWineD3DIndexBuffer* pIndexData;
1526 INT baseVertexIndex;
1527 INT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1529 /* Transform */
1530 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
1532 /* Light hashmap . Collisions are handled using standard wine double linked lists */
1533 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
1534 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
1535 struct list lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
1536 PLIGHTINFOEL *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
1538 /* Clipping */
1539 double clipplane[MAX_CLIPPLANES][4];
1540 WINED3DCLIPSTATUS clip_status;
1542 /* ViewPort */
1543 WINED3DVIEWPORT viewport;
1545 /* Material */
1546 WINED3DMATERIAL material;
1548 /* Pixel Shader */
1549 IWineD3DPixelShader *pixelShader;
1551 /* Pixel Shader Constants */
1552 BOOL pixelShaderConstantB[MAX_CONST_B];
1553 INT pixelShaderConstantI[MAX_CONST_I * 4];
1554 float *pixelShaderConstantF;
1556 /* RenderState */
1557 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
1559 /* Texture */
1560 IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS];
1561 int textureDimensions[MAX_COMBINED_SAMPLERS];
1563 /* Texture State Stage */
1564 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1565 DWORD lowest_disabled_stage;
1566 /* Sampler States */
1567 DWORD samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1569 /* Current GLSL Shader Program */
1570 struct glsl_shader_prog_link *glsl_program;
1572 /* Scissor test rectangle */
1573 RECT scissorRect;
1575 /* Contained state management */
1576 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
1577 unsigned int num_contained_render_states;
1578 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
1579 unsigned int num_contained_transform_states;
1580 DWORD contained_vs_consts_i[MAX_CONST_I];
1581 unsigned int num_contained_vs_consts_i;
1582 DWORD contained_vs_consts_b[MAX_CONST_B];
1583 unsigned int num_contained_vs_consts_b;
1584 DWORD *contained_vs_consts_f;
1585 unsigned int num_contained_vs_consts_f;
1586 DWORD contained_ps_consts_i[MAX_CONST_I];
1587 unsigned int num_contained_ps_consts_i;
1588 DWORD contained_ps_consts_b[MAX_CONST_B];
1589 unsigned int num_contained_ps_consts_b;
1590 DWORD *contained_ps_consts_f;
1591 unsigned int num_contained_ps_consts_f;
1592 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE)];
1593 unsigned int num_contained_tss_states;
1594 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
1595 unsigned int num_contained_sampler_states;
1598 extern void stateblock_savedstates_set(
1599 IWineD3DStateBlock* iface,
1600 SAVEDSTATES* states,
1601 BOOL value);
1603 extern void stateblock_savedstates_copy(
1604 IWineD3DStateBlock* iface,
1605 SAVEDSTATES* dest,
1606 SAVEDSTATES* source);
1608 extern void stateblock_copy(
1609 IWineD3DStateBlock* destination,
1610 IWineD3DStateBlock* source);
1612 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
1614 /* Direct3D terminology with little modifications. We do not have an issued state
1615 * because only the driver knows about it, but we have a created state because d3d
1616 * allows GetData on a created issue, but opengl doesn't
1618 enum query_state {
1619 QUERY_CREATED,
1620 QUERY_SIGNALLED,
1621 QUERY_BUILDING
1623 /*****************************************************************************
1624 * IWineD3DQueryImpl implementation structure (extends IUnknown)
1626 typedef struct IWineD3DQueryImpl
1628 const IWineD3DQueryVtbl *lpVtbl;
1629 LONG ref; /* Note: Ref counting not required */
1631 IUnknown *parent;
1632 /*TODO: replace with iface usage */
1633 #if 0
1634 IWineD3DDevice *wineD3DDevice;
1635 #else
1636 IWineD3DDeviceImpl *wineD3DDevice;
1637 #endif
1639 /* IWineD3DQuery fields */
1640 enum query_state state;
1641 WINED3DQUERYTYPE type;
1642 /* TODO: Think about using a IUnknown instead of a void* */
1643 void *extendedData;
1646 } IWineD3DQueryImpl;
1648 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1649 extern const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl;
1650 extern const IWineD3DQueryVtbl IWineD3DOcclusionQuery_Vtbl;
1652 /* Datastructures for IWineD3DQueryImpl.extendedData */
1653 typedef struct WineQueryOcclusionData {
1654 GLuint queryId;
1655 WineD3DContext *ctx;
1656 } WineQueryOcclusionData;
1658 typedef struct WineQueryEventData {
1659 GLuint fenceId;
1660 WineD3DContext *ctx;
1661 } WineQueryEventData;
1663 /*****************************************************************************
1664 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1667 typedef struct IWineD3DSwapChainImpl
1669 /*IUnknown part*/
1670 const IWineD3DSwapChainVtbl *lpVtbl;
1671 LONG ref; /* Note: Ref counting not required */
1673 IUnknown *parent;
1674 IWineD3DDeviceImpl *wineD3DDevice;
1676 /* IWineD3DSwapChain fields */
1677 IWineD3DSurface **backBuffer;
1678 IWineD3DSurface *frontBuffer;
1679 BOOL wantsDepthStencilBuffer;
1680 WINED3DPRESENT_PARAMETERS presentParms;
1681 DWORD orig_width, orig_height;
1682 WINED3DFORMAT orig_fmt;
1684 long prev_time, frames; /* Performance tracking */
1685 unsigned int vSyncCounter;
1687 WineD3DContext **context; /* Later a array for multithreading */
1688 unsigned int num_contexts;
1690 HWND win_handle;
1691 } IWineD3DSwapChainImpl;
1693 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
1695 WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
1697 /*****************************************************************************
1698 * Utility function prototypes
1701 /* Trace routines */
1702 const char* debug_d3dformat(WINED3DFORMAT fmt);
1703 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
1704 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
1705 const char* debug_d3dusage(DWORD usage);
1706 const char* debug_d3dusagequery(DWORD usagequery);
1707 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
1708 const char* debug_d3ddecltype(WINED3DDECLTYPE type);
1709 const char* debug_d3ddeclusage(BYTE usage);
1710 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
1711 const char* debug_d3drenderstate(DWORD state);
1712 const char* debug_d3dsamplerstate(DWORD state);
1713 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
1714 const char* debug_d3dtexturestate(DWORD state);
1715 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
1716 const char* debug_d3dpool(WINED3DPOOL pool);
1717 const char *debug_fbostatus(GLenum status);
1718 const char *debug_glerror(GLenum error);
1719 const char *debug_d3dbasis(WINED3DBASISTYPE basis);
1720 const char *debug_d3ddegree(WINED3DDEGREETYPE order);
1722 /* Routines for GL <-> D3D values */
1723 GLenum StencilOp(DWORD op);
1724 GLenum CompareFunc(DWORD func);
1725 void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
1726 void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx);
1727 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype);
1729 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
1730 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
1732 BOOL getColorBits(WINED3DFORMAT fmt, short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
1733 BOOL getDepthStencilBits(WINED3DFORMAT fmt, short *depthSize, short *stencilSize);
1735 /* Math utils */
1736 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
1737 unsigned int count_bits(unsigned int mask);
1739 /*****************************************************************************
1740 * To enable calling of inherited functions, requires prototypes
1742 * Note: Only require classes which are subclassed, ie resource, basetexture,
1744 /*** IUnknown methods ***/
1745 extern HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface, REFIID riid, void** ppvObject);
1746 extern ULONG WINAPI IWineD3DResourceImpl_AddRef(IWineD3DResource *iface);
1747 extern ULONG WINAPI IWineD3DResourceImpl_Release(IWineD3DResource *iface);
1748 /*** IWineD3DResource methods ***/
1749 extern HRESULT WINAPI IWineD3DResourceImpl_GetParent(IWineD3DResource *iface, IUnknown **pParent);
1750 extern HRESULT WINAPI IWineD3DResourceImpl_GetDevice(IWineD3DResource *iface, IWineD3DDevice ** ppDevice);
1751 extern HRESULT WINAPI IWineD3DResourceImpl_SetPrivateData(IWineD3DResource *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1752 extern HRESULT WINAPI IWineD3DResourceImpl_GetPrivateData(IWineD3DResource *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1753 extern HRESULT WINAPI IWineD3DResourceImpl_FreePrivateData(IWineD3DResource *iface, REFGUID refguid);
1754 extern DWORD WINAPI IWineD3DResourceImpl_SetPriority(IWineD3DResource *iface, DWORD PriorityNew);
1755 extern DWORD WINAPI IWineD3DResourceImpl_GetPriority(IWineD3DResource *iface);
1756 extern void WINAPI IWineD3DResourceImpl_PreLoad(IWineD3DResource *iface);
1757 extern void WINAPI IWineD3DResourceImpl_UnLoad(IWineD3DResource *iface);
1758 extern WINED3DRESOURCETYPE WINAPI IWineD3DResourceImpl_GetType(IWineD3DResource *iface);
1759 /*** class static members ***/
1760 void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface);
1762 /*** IUnknown methods ***/
1763 extern HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, void** ppvObject);
1764 extern ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface);
1765 extern ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface);
1766 /*** IWineD3DResource methods ***/
1767 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent);
1768 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice ** ppDevice);
1769 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1770 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1771 extern HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID refguid);
1772 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD PriorityNew);
1773 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface);
1774 extern void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface);
1775 extern void WINAPI IWineD3DBaseTextureImpl_UnLoad(IWineD3DBaseTexture *iface);
1776 extern WINED3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface);
1777 /*** IWineD3DBaseTexture methods ***/
1778 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew);
1779 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface);
1780 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface);
1781 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType);
1782 extern WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface);
1783 extern void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface);
1784 extern BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL);
1785 extern BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface);
1787 extern BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
1788 extern HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface);
1789 extern HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface);
1790 extern HRESULT WINAPI IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture *iface);
1791 extern void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1792 /*** class static members ***/
1793 void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface);
1795 typedef void (*SHADER_HANDLER) (struct SHADER_OPCODE_ARG*);
1797 /* Struct to maintain a list of GLSL shader programs and their associated pixel and
1798 * vertex shaders. A list of this type is maintained on the DeviceImpl, and is only
1799 * used if the user is using GLSL shaders. */
1800 struct glsl_shader_prog_link {
1801 struct list vshader_entry;
1802 struct list pshader_entry;
1803 GLhandleARB programId;
1804 GLhandleARB *vuniformF_locations;
1805 GLhandleARB *puniformF_locations;
1806 GLhandleARB vuniformI_locations[MAX_CONST_I];
1807 GLhandleARB puniformI_locations[MAX_CONST_I];
1808 GLhandleARB posFixup_location;
1809 GLhandleARB bumpenvmat_location[MAX_TEXTURES];
1810 GLhandleARB luminancescale_location[MAX_TEXTURES];
1811 GLhandleARB luminanceoffset_location[MAX_TEXTURES];
1812 GLhandleARB srgb_comparison_location;
1813 GLhandleARB srgb_mul_low_location;
1814 GLhandleARB ycorrection_location;
1815 GLhandleARB vshader;
1816 GLhandleARB pshader;
1819 typedef struct {
1820 GLhandleARB vshader;
1821 GLhandleARB pshader;
1822 } glsl_program_key_t;
1824 /* TODO: Make this dynamic, based on shader limits ? */
1825 #define MAX_REG_ADDR 1
1826 #define MAX_REG_TEMP 32
1827 #define MAX_REG_TEXCRD 8
1828 #define MAX_REG_INPUT 12
1829 #define MAX_REG_OUTPUT 12
1830 #define MAX_CONST_I 16
1831 #define MAX_CONST_B 16
1833 /* FIXME: This needs to go up to 2048 for
1834 * Shader model 3 according to msdn (and for software shaders) */
1835 #define MAX_LABELS 16
1837 typedef struct semantic {
1838 DWORD usage;
1839 DWORD reg;
1840 } semantic;
1842 typedef struct local_constant {
1843 struct list entry;
1844 unsigned int idx;
1845 DWORD value[4];
1846 } local_constant;
1848 typedef struct shader_reg_maps {
1850 char texcoord[MAX_REG_TEXCRD]; /* pixel < 3.0 */
1851 char temporary[MAX_REG_TEMP]; /* pixel, vertex */
1852 char address[MAX_REG_ADDR]; /* vertex */
1853 char packed_input[MAX_REG_INPUT]; /* pshader >= 3.0 */
1854 char packed_output[MAX_REG_OUTPUT]; /* vertex >= 3.0 */
1855 char attributes[MAX_ATTRIBS]; /* vertex */
1856 char labels[MAX_LABELS]; /* pixel, vertex */
1857 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
1859 /* Sampler usage tokens
1860 * Use 0 as default (bit 31 is always 1 on a valid token) */
1861 DWORD samplers[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
1862 BOOL bumpmat[MAX_TEXTURES], luminanceparams[MAX_TEXTURES];
1863 char usesnrm, vpos, usesdsy;
1864 char usesrelconstF;
1866 /* Whether or not loops are used in this shader, and nesting depth */
1867 unsigned loop_depth;
1869 /* Whether or not this shader uses fog */
1870 char fog;
1872 } shader_reg_maps;
1874 /* Undocumented opcode controls */
1875 #define INST_CONTROLS_SHIFT 16
1876 #define INST_CONTROLS_MASK 0x00ff0000
1878 typedef enum COMPARISON_TYPE {
1879 COMPARISON_GT = 1,
1880 COMPARISON_EQ = 2,
1881 COMPARISON_GE = 3,
1882 COMPARISON_LT = 4,
1883 COMPARISON_NE = 5,
1884 COMPARISON_LE = 6
1885 } COMPARISON_TYPE;
1887 typedef struct SHADER_OPCODE {
1888 unsigned int opcode;
1889 const char* name;
1890 const char* glname;
1891 char dst_token;
1892 CONST UINT num_params;
1893 SHADER_HANDLER hw_fct;
1894 SHADER_HANDLER hw_glsl_fct;
1895 DWORD min_version;
1896 DWORD max_version;
1897 } SHADER_OPCODE;
1899 typedef struct SHADER_OPCODE_ARG {
1900 IWineD3DBaseShader* shader;
1901 shader_reg_maps* reg_maps;
1902 CONST SHADER_OPCODE* opcode;
1903 DWORD opcode_token;
1904 DWORD dst;
1905 DWORD dst_addr;
1906 DWORD predicate;
1907 DWORD src[4];
1908 DWORD src_addr[4];
1909 SHADER_BUFFER* buffer;
1910 } SHADER_OPCODE_ARG;
1912 typedef struct SHADER_LIMITS {
1913 unsigned int temporary;
1914 unsigned int texcoord;
1915 unsigned int sampler;
1916 unsigned int constant_int;
1917 unsigned int constant_float;
1918 unsigned int constant_bool;
1919 unsigned int address;
1920 unsigned int packed_output;
1921 unsigned int packed_input;
1922 unsigned int attributes;
1923 unsigned int label;
1924 } SHADER_LIMITS;
1926 /** Keeps track of details for TEX_M#x# shader opcodes which need to
1927 maintain state information between multiple codes */
1928 typedef struct SHADER_PARSE_STATE {
1929 unsigned int current_row;
1930 DWORD texcoord_w[2];
1931 } SHADER_PARSE_STATE;
1933 #ifdef __GNUC__
1934 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
1935 #else
1936 #define PRINTF_ATTR(fmt,args)
1937 #endif
1939 /* Base Shader utility functions.
1940 * (may move callers into the same file in the future) */
1941 extern int shader_addline(
1942 SHADER_BUFFER* buffer,
1943 const char* fmt, ...) PRINTF_ATTR(2,3);
1945 extern const SHADER_OPCODE* shader_get_opcode(
1946 IWineD3DBaseShader *iface,
1947 const DWORD code);
1949 void delete_glsl_program_entry(IWineD3DDevice *iface, struct glsl_shader_prog_link *entry);
1951 /* Vertex shader utility functions */
1952 extern BOOL vshader_get_input(
1953 IWineD3DVertexShader* iface,
1954 BYTE usage_req, BYTE usage_idx_req,
1955 unsigned int* regnum);
1957 extern BOOL vshader_input_is_color(
1958 IWineD3DVertexShader* iface,
1959 unsigned int regnum);
1961 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
1963 /* ARB_[vertex/fragment]_program helper functions */
1964 extern void shader_arb_load_constants(
1965 IWineD3DDevice* device,
1966 char usePixelShader,
1967 char useVertexShader);
1969 /* ARB shader program Prototypes */
1970 extern void shader_hw_def(SHADER_OPCODE_ARG *arg);
1972 /* ARB pixel shader prototypes */
1973 extern void pshader_hw_bem(SHADER_OPCODE_ARG* arg);
1974 extern void pshader_hw_cnd(SHADER_OPCODE_ARG* arg);
1975 extern void pshader_hw_cmp(SHADER_OPCODE_ARG* arg);
1976 extern void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1977 extern void pshader_hw_tex(SHADER_OPCODE_ARG* arg);
1978 extern void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg);
1979 extern void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg);
1980 extern void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg);
1981 extern void pshader_hw_texbem(SHADER_OPCODE_ARG* arg);
1982 extern void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg);
1983 extern void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg);
1984 extern void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg);
1985 extern void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg);
1986 extern void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg);
1987 extern void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1988 extern void pshader_hw_texdepth(SHADER_OPCODE_ARG* arg);
1989 extern void pshader_hw_texkill(SHADER_OPCODE_ARG* arg);
1990 extern void pshader_hw_texdp3tex(SHADER_OPCODE_ARG* arg);
1991 extern void pshader_hw_texdp3(SHADER_OPCODE_ARG* arg);
1992 extern void pshader_hw_texm3x3(SHADER_OPCODE_ARG* arg);
1993 extern void pshader_hw_texm3x2depth(SHADER_OPCODE_ARG* arg);
1994 extern void pshader_hw_dp2add(SHADER_OPCODE_ARG* arg);
1995 extern void pshader_hw_texreg2rgb(SHADER_OPCODE_ARG* arg);
1997 /* ARB vertex / pixel shader common prototypes */
1998 extern void shader_hw_nrm(SHADER_OPCODE_ARG* arg);
1999 extern void shader_hw_sincos(SHADER_OPCODE_ARG* arg);
2000 extern void shader_hw_mnxn(SHADER_OPCODE_ARG* arg);
2002 /* ARB vertex shader prototypes */
2003 extern void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
2004 extern void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG* arg);
2006 /* GLSL helper functions */
2007 extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG *arg);
2008 extern void shader_glsl_load_constants(
2009 IWineD3DDevice* device,
2010 char usePixelShader,
2011 char useVertexShader);
2013 /** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */
2014 extern void shader_glsl_cross(SHADER_OPCODE_ARG* arg);
2015 extern void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg);
2016 extern void shader_glsl_arith(SHADER_OPCODE_ARG* arg);
2017 extern void shader_glsl_mov(SHADER_OPCODE_ARG* arg);
2018 extern void shader_glsl_mad(SHADER_OPCODE_ARG* arg);
2019 extern void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg);
2020 extern void shader_glsl_lrp(SHADER_OPCODE_ARG* arg);
2021 extern void shader_glsl_dot(SHADER_OPCODE_ARG* arg);
2022 extern void shader_glsl_rcp(SHADER_OPCODE_ARG* arg);
2023 extern void shader_glsl_rsq(SHADER_OPCODE_ARG* arg);
2024 extern void shader_glsl_cnd(SHADER_OPCODE_ARG* arg);
2025 extern void shader_glsl_compare(SHADER_OPCODE_ARG* arg);
2026 extern void shader_glsl_def(SHADER_OPCODE_ARG* arg);
2027 extern void shader_glsl_defi(SHADER_OPCODE_ARG* arg);
2028 extern void shader_glsl_defb(SHADER_OPCODE_ARG* arg);
2029 extern void shader_glsl_expp(SHADER_OPCODE_ARG* arg);
2030 extern void shader_glsl_cmp(SHADER_OPCODE_ARG* arg);
2031 extern void shader_glsl_lit(SHADER_OPCODE_ARG* arg);
2032 extern void shader_glsl_dst(SHADER_OPCODE_ARG* arg);
2033 extern void shader_glsl_sincos(SHADER_OPCODE_ARG* arg);
2034 extern void shader_glsl_loop(SHADER_OPCODE_ARG* arg);
2035 extern void shader_glsl_end(SHADER_OPCODE_ARG* arg);
2036 extern void shader_glsl_if(SHADER_OPCODE_ARG* arg);
2037 extern void shader_glsl_ifc(SHADER_OPCODE_ARG* arg);
2038 extern void shader_glsl_else(SHADER_OPCODE_ARG* arg);
2039 extern void shader_glsl_break(SHADER_OPCODE_ARG* arg);
2040 extern void shader_glsl_breakc(SHADER_OPCODE_ARG* arg);
2041 extern void shader_glsl_rep(SHADER_OPCODE_ARG* arg);
2042 extern void shader_glsl_call(SHADER_OPCODE_ARG* arg);
2043 extern void shader_glsl_callnz(SHADER_OPCODE_ARG* arg);
2044 extern void shader_glsl_label(SHADER_OPCODE_ARG* arg);
2045 extern void shader_glsl_pow(SHADER_OPCODE_ARG* arg);
2046 extern void shader_glsl_log(SHADER_OPCODE_ARG* arg);
2047 extern void shader_glsl_texldl(SHADER_OPCODE_ARG* arg);
2049 /** GLSL Pixel Shader Prototypes */
2050 extern void pshader_glsl_tex(SHADER_OPCODE_ARG* arg);
2051 extern void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg);
2052 extern void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg);
2053 extern void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg);
2054 extern void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg);
2055 extern void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg);
2056 extern void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg);
2057 extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg);
2058 extern void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg);
2059 extern void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg);
2060 extern void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg);
2061 extern void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg);
2062 extern void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg);
2063 extern void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg);
2064 extern void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg);
2065 extern void pshader_glsl_bem(SHADER_OPCODE_ARG* arg);
2066 extern void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg);
2067 extern void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg);
2068 extern void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg);
2069 extern void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg);
2070 extern void pshader_glsl_input_pack(
2071 SHADER_BUFFER* buffer,
2072 semantic* semantics_out,
2073 IWineD3DPixelShader *iface);
2075 /*****************************************************************************
2076 * IDirect3DBaseShader implementation structure
2078 typedef struct IWineD3DBaseShaderClass
2080 LONG ref;
2081 DWORD hex_version;
2082 SHADER_LIMITS limits;
2083 SHADER_PARSE_STATE parse_state;
2084 CONST SHADER_OPCODE *shader_ins;
2085 DWORD *function;
2086 UINT functionLength;
2087 GLuint prgId;
2088 BOOL is_compiled;
2089 UINT cur_loop_depth, cur_loop_regno;
2090 BOOL load_local_constsF;
2092 /* Type of shader backend */
2093 int shader_mode;
2095 /* Programs this shader is linked with */
2096 struct list linked_programs;
2098 /* Immediate constants (override global ones) */
2099 struct list constantsB;
2100 struct list constantsF;
2101 struct list constantsI;
2102 shader_reg_maps reg_maps;
2104 /* Pixel formats of sampled textures, for format conversion. This
2105 * represents the formats found during compilation, it is not initialized
2106 * on the first parser pass. It is needed to check if the shader
2107 * needs recompilation to adjust the format conversion
2109 WINED3DFORMAT sampled_format[MAX_COMBINED_SAMPLERS];
2110 UINT sampled_samplers[MAX_COMBINED_SAMPLERS];
2111 UINT num_sampled_samplers;
2113 UINT recompile_count;
2115 /* Pointer to the parent device */
2116 IWineD3DDevice *device;
2117 struct list shader_list_entry;
2119 } IWineD3DBaseShaderClass;
2121 typedef struct IWineD3DBaseShaderImpl {
2122 /* IUnknown */
2123 const IWineD3DBaseShaderVtbl *lpVtbl;
2125 /* IWineD3DBaseShader */
2126 IWineD3DBaseShaderClass baseShader;
2127 } IWineD3DBaseShaderImpl;
2129 HRESULT WINAPI IWineD3DBaseShaderImpl_QueryInterface(IWineD3DBaseShader *iface, REFIID riid, LPVOID *ppobj);
2130 ULONG WINAPI IWineD3DBaseShaderImpl_AddRef(IWineD3DBaseShader *iface);
2131 ULONG WINAPI IWineD3DBaseShaderImpl_Release(IWineD3DBaseShader *iface);
2133 extern HRESULT shader_get_registers_used(
2134 IWineD3DBaseShader *iface,
2135 shader_reg_maps* reg_maps,
2136 semantic* semantics_in,
2137 semantic* semantics_out,
2138 CONST DWORD* pToken,
2139 IWineD3DStateBlockImpl *stateBlock);
2141 extern void shader_generate_glsl_declarations(
2142 IWineD3DBaseShader *iface,
2143 shader_reg_maps* reg_maps,
2144 SHADER_BUFFER* buffer,
2145 WineD3D_GL_Info* gl_info);
2147 extern void shader_generate_arb_declarations(
2148 IWineD3DBaseShader *iface,
2149 shader_reg_maps* reg_maps,
2150 SHADER_BUFFER* buffer,
2151 WineD3D_GL_Info* gl_info);
2153 extern void shader_generate_main(
2154 IWineD3DBaseShader *iface,
2155 SHADER_BUFFER* buffer,
2156 shader_reg_maps* reg_maps,
2157 CONST DWORD* pFunction);
2159 extern void shader_dump_ins_modifiers(
2160 const DWORD output);
2162 extern void shader_dump_param(
2163 IWineD3DBaseShader *iface,
2164 const DWORD param,
2165 const DWORD addr_token,
2166 int input);
2168 extern void shader_trace_init(
2169 IWineD3DBaseShader *iface,
2170 const DWORD* pFunction);
2172 extern int shader_get_param(
2173 IWineD3DBaseShader* iface,
2174 const DWORD* pToken,
2175 DWORD* param,
2176 DWORD* addr_token);
2178 extern int shader_skip_unrecognized(
2179 IWineD3DBaseShader* iface,
2180 const DWORD* pToken);
2182 extern void print_glsl_info_log(
2183 WineD3D_GL_Info *gl_info,
2184 GLhandleARB obj);
2186 static inline int shader_get_regtype(const DWORD param) {
2187 return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
2188 ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
2191 static inline int shader_get_writemask(const DWORD param) {
2192 return param & WINED3DSP_WRITEMASK_ALL;
2195 extern unsigned int shader_get_float_offset(const DWORD reg);
2197 static inline BOOL shader_is_pshader_version(DWORD token) {
2198 return 0xFFFF0000 == (token & 0xFFFF0000);
2201 static inline BOOL shader_is_vshader_version(DWORD token) {
2202 return 0xFFFE0000 == (token & 0xFFFF0000);
2205 static inline BOOL shader_is_comment(DWORD token) {
2206 return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
2209 static inline BOOL shader_is_scalar(DWORD param) {
2210 DWORD reg_type = shader_get_regtype(param);
2211 DWORD reg_num;
2213 switch (reg_type) {
2214 case WINED3DSPR_RASTOUT:
2215 if ((param & WINED3DSP_REGNUM_MASK) != 0) {
2216 /* oFog & oPts */
2217 return TRUE;
2219 /* oPos */
2220 return FALSE;
2222 case WINED3DSPR_DEPTHOUT: /* oDepth */
2223 case WINED3DSPR_CONSTBOOL: /* b# */
2224 case WINED3DSPR_LOOP: /* aL */
2225 case WINED3DSPR_PREDICATE: /* p0 */
2226 return TRUE;
2228 case WINED3DSPR_MISCTYPE:
2229 reg_num = param & WINED3DSP_REGNUM_MASK;
2230 switch(reg_num) {
2231 case 0: /* vPos */
2232 return FALSE;
2233 case 1: /* vFace */
2234 return TRUE;
2235 default:
2236 return FALSE;
2239 default:
2240 return FALSE;
2244 static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
2245 local_constant* lconst;
2247 if(This->baseShader.load_local_constsF) return FALSE;
2248 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2249 if(lconst->idx == reg) return TRUE;
2251 return FALSE;
2255 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
2256 * so upload them above that
2258 #define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
2259 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
2261 /*****************************************************************************
2262 * IDirect3DVertexShader implementation structure
2264 typedef struct IWineD3DVertexShaderImpl {
2265 /* IUnknown parts*/
2266 const IWineD3DVertexShaderVtbl *lpVtbl;
2268 /* IWineD3DBaseShader */
2269 IWineD3DBaseShaderClass baseShader;
2271 /* IWineD3DVertexShaderImpl */
2272 IUnknown *parent;
2274 DWORD usage;
2276 /* Vertex shader input and output semantics */
2277 semantic semantics_in [MAX_ATTRIBS];
2278 semantic semantics_out [MAX_REG_OUTPUT];
2280 /* Ordered array of attributes that are swizzled */
2281 attrib_declaration swizzled_attribs [MAX_ATTRIBS];
2282 UINT num_swizzled_attribs;
2284 /* run time datas... */
2285 VSHADERDATA *data;
2286 UINT min_rel_offset, max_rel_offset;
2287 UINT rel_offset;
2289 UINT recompile_count;
2290 #if 0 /* needs reworking */
2291 /* run time datas */
2292 VSHADERINPUTDATA input;
2293 VSHADEROUTPUTDATA output;
2294 #endif
2295 } IWineD3DVertexShaderImpl;
2296 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
2297 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
2299 /*****************************************************************************
2300 * IDirect3DPixelShader implementation structure
2303 enum vertexprocessing_mode {
2304 fixedfunction,
2305 vertexshader,
2306 pretransformed
2309 struct stb_const_desc {
2310 char texunit;
2311 UINT const_num;
2314 typedef struct IWineD3DPixelShaderImpl {
2315 /* IUnknown parts */
2316 const IWineD3DPixelShaderVtbl *lpVtbl;
2318 /* IWineD3DBaseShader */
2319 IWineD3DBaseShaderClass baseShader;
2321 /* IWineD3DPixelShaderImpl */
2322 IUnknown *parent;
2324 /* Pixel shader input semantics */
2325 semantic semantics_in [MAX_REG_INPUT];
2326 DWORD input_reg_map[MAX_REG_INPUT];
2327 BOOL input_reg_used[MAX_REG_INPUT];
2329 /* run time data */
2330 PSHADERDATA *data;
2332 /* Some information about the shader behavior */
2333 struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
2334 char numbumpenvmatconsts;
2335 struct stb_const_desc luminanceconst[MAX_TEXTURES];
2336 char srgb_enabled;
2337 char srgb_mode_hardcoded;
2338 UINT srgb_low_const;
2339 UINT srgb_cmp_const;
2340 char vpos_uniform;
2341 BOOL render_offscreen;
2342 UINT height;
2343 enum vertexprocessing_mode vertexprocessing;
2345 #if 0 /* needs reworking */
2346 PSHADERINPUTDATA input;
2347 PSHADEROUTPUTDATA output;
2348 #endif
2349 } IWineD3DPixelShaderImpl;
2351 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
2352 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
2354 /* sRGB correction constants */
2355 static const float srgb_cmp = 0.0031308;
2356 static const float srgb_mul_low = 12.92;
2357 static const float srgb_pow = 0.41666;
2358 static const float srgb_mul_high = 1.055;
2359 static const float srgb_sub_high = 0.055;
2361 /*****************************************************************************
2362 * IWineD3DPalette implementation structure
2364 struct IWineD3DPaletteImpl {
2365 /* IUnknown parts */
2366 const IWineD3DPaletteVtbl *lpVtbl;
2367 LONG ref;
2369 IUnknown *parent;
2370 IWineD3DDeviceImpl *wineD3DDevice;
2372 /* IWineD3DPalette */
2373 HPALETTE hpal;
2374 WORD palVersion; /*| */
2375 WORD palNumEntries; /*| LOGPALETTE */
2376 PALETTEENTRY palents[256]; /*| */
2377 /* This is to store the palette in 'screen format' */
2378 int screen_palents[256];
2379 DWORD Flags;
2382 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
2383 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
2385 /* DirectDraw utility functions */
2386 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
2388 /*****************************************************************************
2389 * Pixel format management
2391 typedef struct {
2392 WINED3DFORMAT format;
2393 DWORD alphaMask, redMask, greenMask, blueMask;
2394 UINT bpp;
2395 short depthSize, stencilSize;
2396 BOOL isFourcc;
2397 } StaticPixelFormatDesc;
2399 const StaticPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt,
2400 WineD3D_GL_Info *gl_info,
2401 const GlPixelFormatDesc **glDesc);
2403 static inline BOOL use_vs(IWineD3DDeviceImpl *device) {
2404 return (device->vs_selected_mode != SHADER_NONE
2405 && device->stateBlock->vertexShader
2406 && ((IWineD3DVertexShaderImpl *)device->stateBlock->vertexShader)->baseShader.function
2407 && !device->strided_streams.u.s.position_transformed);
2410 static inline BOOL use_ps(IWineD3DDeviceImpl *device) {
2411 return (device->ps_selected_mode != SHADER_NONE
2412 && device->stateBlock->pixelShader
2413 && ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->baseShader.function);
2416 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2417 IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
2418 #endif