wined3d: Move decoding the vertex declaration to the vertexshader state handler.
[wine.git] / dlls / wined3d / wined3d_private.h
blob15958f3ee598976888a409b378e42f884f346653
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 "d3d9.h"
41 #include "d3d9types.h"
42 #include "wined3d_private_types.h"
43 #include "ddraw.h"
44 #include "wine/wined3d_interface.h"
45 #include "wine/wined3d_gl.h"
46 #include "wine/list.h"
48 /* Device caps */
49 #define MAX_PALETTES 256
50 #define MAX_STREAMS 16
51 #define MAX_TEXTURES 8
52 #define MAX_SAMPLERS 16
53 #define MAX_ACTIVE_LIGHTS 8
54 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
55 #define MAX_LEVELS 256
57 #define MAX_CONST_I 16
58 #define MAX_CONST_B 16
60 /* Used for CreateStateBlock */
61 #define NUM_SAVEDPIXELSTATES_R 35
62 #define NUM_SAVEDPIXELSTATES_T 18
63 #define NUM_SAVEDPIXELSTATES_S 12
64 #define NUM_SAVEDVERTEXSTATES_R 31
65 #define NUM_SAVEDVERTEXSTATES_T 2
66 #define NUM_SAVEDVERTEXSTATES_S 1
68 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
69 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
70 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
71 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
72 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
73 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
75 typedef enum _WINELOOKUP {
76 WINELOOKUP_WARPPARAM = 0,
77 WINELOOKUP_MAGFILTER = 1,
78 MAX_LOOKUPS = 2
79 } WINELOOKUP;
81 extern int minLookup[MAX_LOOKUPS];
82 extern int maxLookup[MAX_LOOKUPS];
83 extern DWORD *stateLookup[MAX_LOOKUPS];
85 extern DWORD minMipLookup[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
87 typedef struct _WINED3DGLTYPE {
88 int d3dType;
89 GLint size;
90 GLenum glType;
91 GLboolean normalized;
92 int typesize;
93 } WINED3DGLTYPE;
95 /* NOTE: Make sure these are in the correct numerical order. (see /include/wined3d_types.h) */
96 static WINED3DGLTYPE const glTypeLookup[WINED3DDECLTYPE_UNUSED] = {
97 {WINED3DDECLTYPE_FLOAT1, 1, GL_FLOAT , GL_FALSE ,sizeof(float)},
98 {WINED3DDECLTYPE_FLOAT2, 2, GL_FLOAT , GL_FALSE ,sizeof(float)},
99 {WINED3DDECLTYPE_FLOAT3, 3, GL_FLOAT , GL_FALSE ,sizeof(float)},
100 {WINED3DDECLTYPE_FLOAT4, 4, GL_FLOAT , GL_FALSE ,sizeof(float)},
101 {WINED3DDECLTYPE_D3DCOLOR, 4, GL_UNSIGNED_BYTE , GL_TRUE ,sizeof(BYTE)},
102 {WINED3DDECLTYPE_UBYTE4, 4, GL_UNSIGNED_BYTE , GL_FALSE ,sizeof(BYTE)},
103 {WINED3DDECLTYPE_SHORT2, 2, GL_SHORT , GL_FALSE ,sizeof(short int)},
104 {WINED3DDECLTYPE_SHORT4, 4, GL_SHORT , GL_FALSE ,sizeof(short int)},
105 {WINED3DDECLTYPE_UBYTE4N, 4, GL_UNSIGNED_BYTE , GL_FALSE ,sizeof(BYTE)},
106 {WINED3DDECLTYPE_SHORT2N, 2, GL_SHORT , GL_FALSE ,sizeof(short int)},
107 {WINED3DDECLTYPE_SHORT4N, 4, GL_SHORT , GL_FALSE ,sizeof(short int)},
108 {WINED3DDECLTYPE_USHORT2N, 2, GL_UNSIGNED_SHORT , GL_FALSE ,sizeof(short int)},
109 {WINED3DDECLTYPE_USHORT4N, 4, GL_UNSIGNED_SHORT , GL_FALSE ,sizeof(short int)},
110 {WINED3DDECLTYPE_UDEC3, 3, GL_UNSIGNED_SHORT , GL_FALSE ,sizeof(short int)},
111 {WINED3DDECLTYPE_DEC3N, 3, GL_SHORT , GL_FALSE ,sizeof(short int)},
112 {WINED3DDECLTYPE_FLOAT16_2, 2, GL_FLOAT , GL_FALSE ,sizeof(short int)},
113 {WINED3DDECLTYPE_FLOAT16_4, 4, GL_FLOAT , GL_FALSE ,sizeof(short int)}};
115 #define WINED3D_ATR_TYPE(type) glTypeLookup[type].d3dType
116 #define WINED3D_ATR_SIZE(type) glTypeLookup[type].size
117 #define WINED3D_ATR_GLTYPE(type) glTypeLookup[type].glType
118 #define WINED3D_ATR_NORMALIZED(type) glTypeLookup[type].normalized
119 #define WINED3D_ATR_TYPESIZE(type) glTypeLookup[type].typesize
122 * Settings
124 #define VS_NONE 0
125 #define VS_HW 1
126 #define VS_SW 2
128 #define PS_NONE 0
129 #define PS_HW 1
131 #define VBO_NONE 0
132 #define VBO_HW 1
134 #define NP2_NONE 0
135 #define NP2_REPACK 1
136 #define NP2_NATIVE 2
138 #define ORM_BACKBUFFER 0
139 #define ORM_PBUFFER 1
140 #define ORM_FBO 2
142 #define SHADER_SW 0
143 #define SHADER_ARB 1
144 #define SHADER_GLSL 2
145 #define SHADER_NONE 3
147 #define RTL_DISABLE -1
148 #define RTL_AUTO 0
149 #define RTL_READDRAW 1
150 #define RTL_READTEX 2
151 #define RTL_TEXDRAW 3
152 #define RTL_TEXTEX 4
154 /* NOTE: When adding fields to this structure, make sure to update the default
155 * values in wined3d_main.c as well. */
156 typedef struct wined3d_settings_s {
157 /* vertex and pixel shader modes */
158 int vs_mode;
159 int ps_mode;
160 int vbo_mode;
161 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
162 we should use it. However, until it's fully implemented, we'll leave it as a registry
163 setting for developers. */
164 BOOL glslRequested;
165 /* nonpower 2 function */
166 int nonpower2_mode;
167 int offscreen_rendering_mode;
168 int rendertargetlock_mode;
169 /* Memory tracking and object counting */
170 unsigned int emulated_textureram;
171 } wined3d_settings_t;
173 extern wined3d_settings_t wined3d_settings;
175 /* Shader backends */
177 typedef struct {
178 void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
179 void (*shader_select_depth_blt)(IWineD3DDevice *iface);
180 void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
181 void (*shader_cleanup)(BOOL usePS, BOOL useVS);
182 } shader_backend_t;
184 extern const shader_backend_t glsl_shader_backend;
185 extern const shader_backend_t arb_program_shader_backend;
186 extern const shader_backend_t none_shader_backend;
188 /* X11 locking */
190 extern void (*wine_tsx11_lock_ptr)(void);
191 extern void (*wine_tsx11_unlock_ptr)(void);
193 /* As GLX relies on X, this is needed */
194 extern int num_lock;
196 #if 0
197 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
198 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
199 #else
200 #define ENTER_GL() wine_tsx11_lock_ptr()
201 #define LEAVE_GL() wine_tsx11_unlock_ptr()
202 #endif
204 /*****************************************************************************
205 * Defines
208 /* GL related defines */
209 /* ------------------ */
210 #define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
211 #define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
212 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
213 #define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
215 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
216 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
217 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
218 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
220 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
221 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
222 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
223 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
225 #define D3DCOLORTOGLFLOAT4(dw, vec) \
226 (vec)[0] = D3DCOLOR_R(dw); \
227 (vec)[1] = D3DCOLOR_G(dw); \
228 (vec)[2] = D3DCOLOR_B(dw); \
229 (vec)[3] = D3DCOLOR_A(dw);
231 /* DirectX Device Limits */
232 /* --------------------- */
233 #define MAX_LEVELS 256 /* Maximum number of mipmap levels. Guessed at 256 */
235 #define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
236 See MaxStreams in MSDN under GetDeviceCaps */
237 /* Maximum number of constants provided to the shaders */
238 #define HIGHEST_TRANSFORMSTATE 512
239 /* Highest value in WINED3DTRANSFORMSTATETYPE */
240 #define MAX_PALETTES 256
242 /* Checking of API calls */
243 /* --------------------- */
244 #define checkGLcall(A) \
246 GLint err = glGetError(); \
247 if (err == GL_NO_ERROR) { \
248 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
250 } else do { \
251 FIXME(">>>>>>>>>>>>>>>>> %#x from %s @ %s / %d\n", \
252 err, A, __FILE__, __LINE__); \
253 err = glGetError(); \
254 } while (err != GL_NO_ERROR); \
257 /* Trace routines / diagnostics */
258 /* ---------------------------- */
260 /* Dump out a matrix and copy it */
261 #define conv_mat(mat,gl_mat) \
262 do { \
263 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
264 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
265 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
266 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
267 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
268 } while (0)
270 /* Macro to dump out the current state of the light chain */
271 #define DUMP_LIGHT_CHAIN() \
273 PLIGHTINFOEL *el = This->stateBlock->lights;\
274 while (el) { \
275 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
276 el = el->next; \
280 /* Trace vector and strided data information */
281 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
282 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d)\n", sd->u.s.name.lpData, sd->u.s.name.dwStride, sd->u.s.name.dwType);
284 /* Defines used for optimizations */
286 /* Only reapply what is necessary */
287 #define REAPPLY_ALPHAOP 0x0001
288 #define REAPPLY_ALL 0xFFFF
290 /* Advance declaration of structures to satisfy compiler */
291 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
292 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
293 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
295 /* Tracking */
297 /* TODO: Move some of this to the device */
298 long globalChangeGlRam(long glram);
300 /* Memory and object tracking */
302 /*Structure for holding information on all direct3d objects
303 useful for making sure tracking is ok and when release is called on a device!
304 and probably quite handy for debugging and dumping states out
306 typedef struct WineD3DGlobalStatistics {
307 int glsurfaceram; /* The aproximate amount of glTexture memory allocated for textures */
308 } WineD3DGlobalStatistics;
310 extern WineD3DGlobalStatistics* wineD3DGlobalStatistics;
312 /* Global variables */
313 extern const float identity[16];
315 /*****************************************************************************
316 * Compilable extra diagnostics
319 /* Trace information per-vertex: (extremely high amount of trace) */
320 #if 0 /* NOTE: Must be 0 in cvs */
321 # define VTRACE(A) TRACE A
322 #else
323 # define VTRACE(A)
324 #endif
326 /* Checking of per-vertex related GL calls */
327 /* --------------------- */
328 #define vcheckGLcall(A) \
330 GLint err = glGetError(); \
331 if (err == GL_NO_ERROR) { \
332 VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
334 } else do { \
335 FIXME(">>>>>>>>>>>>>>>>> %#x from %s @ %s / %d\n", \
336 err, A, __FILE__, __LINE__); \
337 err = glGetError(); \
338 } while (err != GL_NO_ERROR); \
341 /* TODO: Confirm each of these works when wined3d move completed */
342 #if 0 /* NOTE: Must be 0 in cvs */
343 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
344 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
345 is enabled, and if it doesn't exist it is disabled. */
346 # define FRAME_DEBUGGING
347 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
348 the file is deleted */
349 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
350 # define SINGLE_FRAME_DEBUGGING
351 # endif
352 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
353 It can only be enabled when FRAME_DEBUGGING is also enabled
354 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
355 array is drawn. */
356 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
357 # define SHOW_FRAME_MAKEUP 1
358 # endif
359 /* The following, when enabled, lets you see the makeup of the all the textures used during each
360 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
361 The contents of the textures assigned to each stage are written into
362 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
363 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
364 # define SHOW_TEXTURE_MAKEUP 0
365 # endif
366 extern BOOL isOn;
367 extern BOOL isDumpingFrames;
368 extern LONG primCounter;
369 #endif
371 /*****************************************************************************
372 * Prototypes
375 /* Routine common to the draw primitive and draw indexed primitive routines */
376 void drawPrimitive(IWineD3DDevice *iface,
377 int PrimitiveType,
378 long NumPrimitives,
379 /* for Indexed: */
380 long StartVertexIndex,
381 UINT numberOfVertices,
382 long StartIdx,
383 short idxBytes,
384 const void *idxData,
385 int minIndex);
387 void primitiveConvertToStridedData(IWineD3DDevice *iface, WineDirect3DVertexStridedData *strided, BOOL *fixup);
389 void primitiveDeclarationConvertToStridedData(
390 IWineD3DDevice *iface,
391 BOOL useVertexShaderFunction,
392 WineDirect3DVertexStridedData *strided,
393 BOOL *fixup);
395 void primitiveConvertFVFtoOffset(DWORD thisFVF,
396 DWORD stride,
397 BYTE *data,
398 WineDirect3DVertexStridedData *strided,
399 GLint streamVBO);
401 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
403 #define eps 1e-8
405 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
406 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
408 /* Routines and structures related to state management */
409 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock);
411 #define STATE_RENDER(a) (a)
412 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
414 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + (stage) * WINED3D_HIGHEST_TEXTURE_STATE + (num))
415 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
417 /* + 1 because samplers start with 0 */
418 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
419 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_SAMPLERS - 1))
421 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_SAMPLERS - 1) + 1)
422 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
424 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
425 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
427 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
428 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
430 #define STATE_VDECL (STATE_STREAMSRC + 1)
431 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
433 #define STATE_VSHADER (STATE_VDECL + 1)
434 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
436 #define STATE_HIGHEST (STATE_VSHADER)
438 struct StateEntry
440 DWORD representative;
441 APPLYSTATEFUNC apply;
444 /* Global state table */
445 extern const struct StateEntry StateTable[];
447 /* Routine to fill gl caps for swapchains and IWineD3D */
448 BOOL IWineD3DImpl_FillGLCaps(IWineD3D *iface, Display* display);
450 /* Macros for doing basic GPU detection based on opengl capabilities */
451 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
452 #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])
453 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
454 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
456 /* Default callbacks for implicit object destruction */
457 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
459 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
461 /*****************************************************************************
462 * Internal representation of a light
464 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
465 struct PLIGHTINFOEL {
466 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
467 DWORD OriginalIndex;
468 LONG glIndex;
469 BOOL lightEnabled;
470 BOOL changed;
471 BOOL enabledChanged;
473 /* Converted parms to speed up swapping lights */
474 float lightPosn[4];
475 float lightDirn[4];
476 float exponent;
477 float cutoff;
479 PLIGHTINFOEL *next;
480 PLIGHTINFOEL *prev;
483 /* The default light parameters */
484 extern const WINED3DLIGHT WINED3D_default_light;
486 /*****************************************************************************
487 * IWineD3D implementation structure
489 typedef struct IWineD3DImpl
491 /* IUnknown fields */
492 const IWineD3DVtbl *lpVtbl;
493 LONG ref; /* Note: Ref counting not required */
495 /* WineD3D Information */
496 IUnknown *parent;
497 UINT dxVersion;
499 /* GL Information */
500 BOOL isGLInfoValid;
501 WineD3D_GL_Info gl_info;
502 } IWineD3DImpl;
504 extern const IWineD3DVtbl IWineD3D_Vtbl;
506 /** Hacked out start of a context manager!! **/
507 typedef struct glContext {
508 int Width;
509 int Height;
510 int usedcount;
511 GLXContext context;
513 Drawable drawable;
514 IWineD3DSurface *pSurface;
515 #if 0 /* TODO: someway to represent the state of the context */
516 IWineD3DStateBlock *pStateBlock;
517 #endif
518 /* a few other things like format */
519 } glContext;
521 /* TODO: setup some flags in the regestry to enable, disable pbuffer support
522 (since it will break quite a few things until contexts are managed properly!) */
523 extern BOOL pbuffer_support;
524 /* allocate one pbuffer per surface */
525 extern BOOL pbuffer_per_surface;
527 /* Maximum number of contexts/pbuffers to keep in cache,
528 set to 100 because ATI's drivers don't support deleting pBuffers properly
529 this needs to be migrated to a list and some option availalbe for controle the cache size.
531 #define CONTEXT_CACHE 100
533 typedef struct ResourceList {
534 IWineD3DResource *resource;
535 struct ResourceList *next;
536 } ResourceList;
538 /* A helper function that dumps a resource list */
539 void dumpResources(ResourceList *resources);
541 /*****************************************************************************
542 * IWineD3DDevice implementation structure
544 typedef struct IWineD3DDeviceImpl
546 /* IUnknown fields */
547 const IWineD3DDeviceVtbl *lpVtbl;
548 LONG ref; /* Note: Ref counting not required */
550 /* WineD3D Information */
551 IUnknown *parent;
552 IWineD3D *wineD3D;
554 /* X and GL Information */
555 GLint maxConcurrentLights;
557 /* Selected capabilities */
558 int vs_selected_mode;
559 int ps_selected_mode;
560 const shader_backend_t *shader_backend;
562 /* Optimization */
563 BOOL modelview_valid;
564 BOOL proj_valid;
565 BOOL view_ident; /* true iff view matrix is identity */
566 BOOL last_was_rhw; /* true iff last draw_primitive was in xyzrhw mode */
567 BOOL viewport_changed; /* Was the viewport changed since the last draw? */
568 GLenum tracking_parm; /* Which source is tracking current colour */
569 LONG tracking_color; /* used iff GL_COLOR_MATERIAL was enabled */
570 #define DISABLED_TRACKING 0 /* Disabled */
571 #define IS_TRACKING 1 /* tracking_parm is tracking diffuse color */
572 #define NEEDS_TRACKING 2 /* Tracking needs to be enabled when needed */
573 #define NEEDS_DISABLE 3 /* Tracking needs to be disabled when needed*/
574 UINT srcBlend;
575 UINT dstBlend;
576 UINT alphafunc;
577 BOOL texture_shader_active; /* TODO: Confirm use is correct */
578 BOOL last_was_notclipped;
579 BOOL untransformed;
580 BOOL last_was_pshader;
582 /* State block related */
583 BOOL isRecordingState;
584 IWineD3DStateBlockImpl *stateBlock;
585 IWineD3DStateBlockImpl *updateStateBlock;
587 /* Internal use fields */
588 WINED3DDEVICE_CREATION_PARAMETERS createParms;
589 UINT adapterNo;
590 WINED3DDEVTYPE devType;
592 IWineD3DSwapChain **swapchains;
593 uint NumberOfSwapChains;
595 ResourceList *resources; /* a linked list to track resources created by the device */
597 /* Render Target Support */
598 IWineD3DSurface **render_targets;
599 IWineD3DSurface *depthStencilBuffer;
601 IWineD3DSurface *stencilBufferTarget;
603 /* palettes texture management */
604 PALETTEENTRY palettes[MAX_PALETTES][256];
605 UINT currentPalette;
607 /* For rendering to a texture using glCopyTexImage */
608 BOOL render_offscreen;
609 WINED3D_DEPTHCOPYSTATE depth_copy_state;
610 GLuint fbo;
611 GLenum *draw_buffers;
613 /* Cursor management */
614 BOOL bCursorVisible;
615 UINT xHotSpot;
616 UINT yHotSpot;
617 UINT xScreenSpace;
618 UINT yScreenSpace;
619 UINT cursorWidth, cursorHeight;
620 GLuint cursorTexture;
622 /* Textures for when no other textures are mapped */
623 UINT dummyTextureName[MAX_TEXTURES];
625 /* Debug stream management */
626 BOOL debug;
628 /* Device state management */
629 HRESULT state;
630 BOOL d3d_initialized;
632 /* Screen buffer resources */
633 glContext contextCache[CONTEXT_CACHE];
635 /* A flag to check if endscene has been called before changing the render tartet */
636 BOOL sceneEnded;
638 /* process vertex shaders using software or hardware */
639 BOOL softwareVertexProcessing;
641 /* DirectDraw stuff */
642 HWND ddraw_window;
643 IWineD3DSurface *ddraw_primary;
644 DWORD ddraw_width, ddraw_height;
645 WINED3DFORMAT ddraw_format;
646 BOOL ddraw_fullscreen;
648 /* List of GLSL shader programs and their associated vertex & pixel shaders */
649 struct list glsl_shader_progs;
652 /* Final position fixup constant */
653 float posFixup[4];
655 /* State dirtification
656 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
657 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
658 * 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
659 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
661 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
662 DWORD numDirtyEntries;
663 DWORD isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
665 /* With register combiners we can skip junk texture stages */
666 DWORD texUnitMap[MAX_SAMPLERS];
667 BOOL oneToOneTexUnitMap;
669 /* Stream source management */
670 WineDirect3DVertexStridedData strided_streams;
671 WineDirect3DVertexStridedData *up_strided;
672 BOOL streamFixedUp;
674 } IWineD3DDeviceImpl;
676 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
678 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
679 static inline BOOL isStateDirty(IWineD3DDeviceImpl *This, DWORD state) {
680 DWORD idx = state >> 5;
681 BYTE shift = state & 0x1f;
682 return This->isStateDirty[idx] & (1 << shift);
685 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. I don't think
686 * anybody uses it for much so a good implementation is optional. */
687 typedef struct PrivateData
689 struct PrivateData* next;
691 GUID tag;
692 DWORD flags; /* DDSPD_* */
693 DWORD uniqueness_value;
695 union
697 LPVOID data;
698 LPUNKNOWN object;
699 } ptr;
701 DWORD size;
702 } PrivateData;
704 void d3ddevice_set_ortho(IWineD3DDeviceImpl *This);
706 /*****************************************************************************
707 * IWineD3DResource implementation structure
709 typedef struct IWineD3DResourceClass
711 /* IUnknown fields */
712 LONG ref; /* Note: Ref counting not required */
714 /* WineD3DResource Information */
715 IUnknown *parent;
716 WINED3DRESOURCETYPE resourceType;
717 IWineD3DDeviceImpl *wineD3DDevice;
718 WINED3DPOOL pool;
719 UINT size;
720 DWORD usage;
721 WINED3DFORMAT format;
722 BYTE *allocatedMemory;
723 PrivateData *privateData;
725 } IWineD3DResourceClass;
727 typedef struct IWineD3DResourceImpl
729 /* IUnknown & WineD3DResource Information */
730 const IWineD3DResourceVtbl *lpVtbl;
731 IWineD3DResourceClass resource;
732 } IWineD3DResourceImpl;
735 /*****************************************************************************
736 * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
738 typedef struct IWineD3DVertexBufferImpl
740 /* IUnknown & WineD3DResource Information */
741 const IWineD3DVertexBufferVtbl *lpVtbl;
742 IWineD3DResourceClass resource;
744 /* WineD3DVertexBuffer specifics */
745 DWORD fvf;
747 /* Vertex buffer object support */
748 GLuint vbo;
749 BYTE Flags;
750 UINT stream;
752 UINT dirtystart, dirtyend;
753 LONG lockcount;
755 LONG declChanges, draws;
756 /* Last description of the buffer */
757 WineDirect3DVertexStridedData strided;
758 } IWineD3DVertexBufferImpl;
760 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
762 #define VBFLAG_LOAD 0x01 /* Data is written from allocatedMemory to the VBO */
763 #define VBFLAG_OPTIMIZED 0x02 /* Optimize has been called for the VB */
764 #define VBFLAG_DIRTY 0x04 /* Buffer data has been modified */
765 #define VBFLAG_STREAM 0x08 /* The vertex buffer is in a stream */
766 #define VBFLAG_HASDESC 0x10 /* A vertex description has been found */
767 #define VBFLAG_VBOCREATEFAIL 0x20 /* An attempt to create a vbo has failed */
769 /*****************************************************************************
770 * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
772 typedef struct IWineD3DIndexBufferImpl
774 /* IUnknown & WineD3DResource Information */
775 const IWineD3DIndexBufferVtbl *lpVtbl;
776 IWineD3DResourceClass resource;
778 /* WineD3DVertexBuffer specifics */
779 } IWineD3DIndexBufferImpl;
781 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
783 /*****************************************************************************
784 * IWineD3DBaseTexture D3D- > openGL state map lookups
786 #define WINED3DFUNC_NOTSUPPORTED -2
787 #define WINED3DFUNC_UNIMPLEMENTED -1
789 typedef enum winetexturestates {
790 WINED3DTEXSTA_ADDRESSU = 0,
791 WINED3DTEXSTA_ADDRESSV = 1,
792 WINED3DTEXSTA_ADDRESSW = 2,
793 WINED3DTEXSTA_BORDERCOLOR = 3,
794 WINED3DTEXSTA_MAGFILTER = 4,
795 WINED3DTEXSTA_MINFILTER = 5,
796 WINED3DTEXSTA_MIPFILTER = 6,
797 WINED3DTEXSTA_MAXMIPLEVEL = 7,
798 WINED3DTEXSTA_MAXANISOTROPY = 8,
799 WINED3DTEXSTA_SRGBTEXTURE = 9,
800 WINED3DTEXSTA_ELEMENTINDEX = 10,
801 WINED3DTEXSTA_DMAPOFFSET = 11,
802 WINED3DTEXSTA_TSSADDRESSW = 12,
803 MAX_WINETEXTURESTATES = 13,
804 } winetexturestates;
806 typedef struct Wined3dTextureStateMap {
807 CONST int state;
808 int function;
809 } Wined3dTextureStateMap;
811 /*****************************************************************************
812 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
814 typedef struct IWineD3DBaseTextureClass
816 UINT levels;
817 BOOL dirty;
818 WINED3DFORMAT format;
819 DWORD usage;
820 UINT textureName;
821 UINT LOD;
822 WINED3DTEXTUREFILTERTYPE filterType;
823 DWORD states[MAX_WINETEXTURESTATES];
824 LONG bindCount;
825 DWORD sampler;
826 } IWineD3DBaseTextureClass;
828 typedef struct IWineD3DBaseTextureImpl
830 /* IUnknown & WineD3DResource Information */
831 const IWineD3DBaseTextureVtbl *lpVtbl;
832 IWineD3DResourceClass resource;
833 IWineD3DBaseTextureClass baseTexture;
835 } IWineD3DBaseTextureImpl;
837 /*****************************************************************************
838 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
840 typedef struct IWineD3DTextureImpl
842 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
843 const IWineD3DTextureVtbl *lpVtbl;
844 IWineD3DResourceClass resource;
845 IWineD3DBaseTextureClass baseTexture;
847 /* IWineD3DTexture */
848 IWineD3DSurface *surfaces[MAX_LEVELS];
850 UINT width;
851 UINT height;
852 float pow2scalingFactorX;
853 float pow2scalingFactorY;
855 } IWineD3DTextureImpl;
857 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
859 /*****************************************************************************
860 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
862 typedef struct IWineD3DCubeTextureImpl
864 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
865 const IWineD3DCubeTextureVtbl *lpVtbl;
866 IWineD3DResourceClass resource;
867 IWineD3DBaseTextureClass baseTexture;
869 /* IWineD3DCubeTexture */
870 IWineD3DSurface *surfaces[6][MAX_LEVELS];
872 UINT edgeLength;
873 float pow2scalingFactor;
875 } IWineD3DCubeTextureImpl;
877 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
879 typedef struct _WINED3DVOLUMET_DESC
881 UINT Width;
882 UINT Height;
883 UINT Depth;
884 } WINED3DVOLUMET_DESC;
886 /*****************************************************************************
887 * IWineD3DVolume implementation structure (extends IUnknown)
889 typedef struct IWineD3DVolumeImpl
891 /* IUnknown & WineD3DResource fields */
892 const IWineD3DVolumeVtbl *lpVtbl;
893 IWineD3DResourceClass resource;
895 /* WineD3DVolume Information */
896 WINED3DVOLUMET_DESC currentDesc;
897 IWineD3DBase *container;
898 UINT bytesPerPixel;
900 BOOL lockable;
901 BOOL locked;
902 WINED3DBOX lockedBox;
903 WINED3DBOX dirtyBox;
904 BOOL dirty;
907 } IWineD3DVolumeImpl;
909 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
911 /*****************************************************************************
912 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
914 typedef struct IWineD3DVolumeTextureImpl
916 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
917 const IWineD3DVolumeTextureVtbl *lpVtbl;
918 IWineD3DResourceClass resource;
919 IWineD3DBaseTextureClass baseTexture;
921 /* IWineD3DVolumeTexture */
922 IWineD3DVolume *volumes[MAX_LEVELS];
924 UINT width;
925 UINT height;
926 UINT depth;
927 } IWineD3DVolumeTextureImpl;
929 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
931 typedef struct _WINED3DSURFACET_DESC
933 WINED3DMULTISAMPLE_TYPE MultiSampleType;
934 DWORD MultiSampleQuality;
935 UINT Width;
936 UINT Height;
937 } WINED3DSURFACET_DESC;
939 /*****************************************************************************
940 * Structure for DIB Surfaces (GetDC and GDI surfaces)
942 typedef struct wineD3DSurface_DIB {
943 HBITMAP DIBsection;
944 void* bitmap_data;
945 HGDIOBJ holdbitmap;
946 BOOL client_memory;
947 } wineD3DSurface_DIB;
949 /*****************************************************************************
950 * IWineD3DSurface implementation structure
952 struct IWineD3DSurfaceImpl
954 /* IUnknown & IWineD3DResource Information */
955 const IWineD3DSurfaceVtbl *lpVtbl;
956 IWineD3DResourceClass resource;
958 /* IWineD3DSurface fields */
959 IWineD3DBase *container;
960 WINED3DSURFACET_DESC currentDesc;
961 IWineD3DPaletteImpl *palette;
963 UINT bytesPerPixel;
965 /* TODO: move this off into a management class(maybe!) */
966 DWORD Flags;
968 UINT pow2Width;
969 UINT pow2Height;
970 UINT pow2Size;
972 /* Oversized texture */
973 RECT glRect;
975 #if 0
976 /* precalculated x and y scalings for texture coords */
977 float pow2scalingFactorX; /* = (Width / pow2Width ) */
978 float pow2scalingFactorY; /* = (Height / pow2Height) */
979 #endif
981 RECT lockedRect;
982 RECT dirtyRect;
984 glDescriptor glDescription;
986 /* For GetDC */
987 wineD3DSurface_DIB dib;
988 HDC hDC;
990 /* Color keys for DDraw */
991 DDCOLORKEY DestBltCKey;
992 DDCOLORKEY DestOverlayCKey;
993 DDCOLORKEY SrcOverlayCKey;
994 DDCOLORKEY SrcBltCKey;
995 DWORD CKeyFlags;
997 DDCOLORKEY glCKey;
1000 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1001 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1003 /* Predeclare the shared Surface functions */
1004 HRESULT WINAPI IWineD3DSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1005 ULONG WINAPI IWineD3DSurfaceImpl_AddRef(IWineD3DSurface *iface);
1006 ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface);
1007 HRESULT WINAPI IWineD3DSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1008 HRESULT WINAPI IWineD3DSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1009 HRESULT WINAPI IWineD3DSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1010 HRESULT WINAPI IWineD3DSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1011 HRESULT WINAPI IWineD3DSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1012 DWORD WINAPI IWineD3DSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1013 DWORD WINAPI IWineD3DSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1014 void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface);
1015 WINED3DRESOURCETYPE WINAPI IWineD3DSurfaceImpl_GetType(IWineD3DSurface *iface);
1016 HRESULT WINAPI IWineD3DSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1017 HRESULT WINAPI IWineD3DSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1018 HRESULT WINAPI IWineD3DSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1019 HRESULT WINAPI IWineD3DSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1020 HRESULT WINAPI IWineD3DSurfaceImpl_IsLost(IWineD3DSurface *iface);
1021 HRESULT WINAPI IWineD3DSurfaceImpl_Restore(IWineD3DSurface *iface);
1022 HRESULT WINAPI IWineD3DSurfaceImpl_SetPixelFormat(IWineD3DSurface *iface, WINED3DFORMAT Format, BYTE *Surface, DWORD Size);
1023 HRESULT WINAPI IWineD3DSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1024 HRESULT WINAPI IWineD3DSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1025 HRESULT WINAPI IWineD3DSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, DDCOLORKEY *CKey);
1026 HRESULT WINAPI IWineD3DSurfaceImpl_CleanDirtyRect(IWineD3DSurface *iface);
1027 extern HRESULT WINAPI IWineD3DSurfaceImpl_AddDirtyRect(IWineD3DSurface *iface, CONST RECT* pDirtyRect);
1028 HRESULT WINAPI IWineD3DSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1029 HRESULT WINAPI IWineD3DSurfaceImpl_SetPBufferState(IWineD3DSurface *iface, BOOL inPBuffer, BOOL inTexture);
1030 void WINAPI IWineD3DSurfaceImpl_SetGlTextureDesc(IWineD3DSurface *iface, UINT textureName, int target);
1031 void WINAPI IWineD3DSurfaceImpl_GetGlDesc(IWineD3DSurface *iface, glDescriptor **glDescription);
1032 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface);
1033 HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1034 HRESULT WINAPI IWineGDISurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, DDBLTFX *DDBltFx);
1035 HRESULT WINAPI IWineGDISurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans);
1036 HRESULT WINAPI IWineD3DSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1037 HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC);
1038 HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC);
1039 DWORD WINAPI IWineD3DSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1040 HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1041 HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem);
1042 HRESULT WINAPI IWineD3DSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1043 HRESULT WINAPI IWineD3DSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1044 HRESULT WINAPI IWineD3DSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1045 HRESULT WINAPI IWineD3DSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, RECT *SrcRect, IWineD3DSurface *DstSurface, RECT *DstRect, DWORD Flags, WINEDDOVERLAYFX *FX);
1047 /* Surface flags: */
1048 #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
1049 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
1050 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for getdc */
1051 #define SFLAG_DIRTY 0x00000008 /* Surface was locked by the app */
1052 #define SFLAG_LOCKABLE 0x00000010 /* Surface can be locked */
1053 #define SFLAG_DISCARD 0x00000020 /* ??? */
1054 #define SFLAG_LOCKED 0x00000040 /* Surface is locked atm */
1055 #define SFLAG_ACTIVELOCK 0x00000080 /* Not locked, but surface memory is needed */
1056 #define SFLAG_INTEXTURE 0x00000100 /* ??? */
1057 #define SFLAG_INPBUFFER 0x00000200 /* ??? */
1058 #define SFLAG_NONPOW2 0x00000400 /* Surface sizes are not a power of 2 */
1059 #define SFLAG_DYNLOCK 0x00000800 /* Surface is often locked by the app */
1060 #define SFLAG_DYNCHANGE 0x00001800 /* Surface contents are changed very often, implies DYNLOCK */
1061 #define SFLAG_DCINUSE 0x00002000 /* Set between GetDC and ReleaseDC calls */
1062 #define SFLAG_GLDIRTY 0x00004000 /* The opengl texture is more up to date than the surface mem */
1063 #define SFLAG_LOST 0x00008000 /* Surface lost flag for DDraw */
1064 #define SFLAG_FORCELOAD 0x00010000 /* To force PreLoading of a scratch cursor */
1065 #define SFLAG_USERPTR 0x00020000 /* The application allocated the memory for this surface */
1066 #define SFLAG_GLCKEY 0x00040000 /* The gl texture was created with a color key */
1068 /* In some conditions the surface memory must not be freed:
1069 * SFLAG_OVERSIZE: Not all data can be kept in GL
1070 * SFLAG_CONVERTED: Converting the data back would take too long
1071 * SFLAG_DIBSECTION: The dib code manages the memory
1072 * SFLAG_DIRTY: GL surface isn't up to date
1073 * SFLAG_LOCKED: The app requires access to the surface data
1074 * SFLAG_ACTIVELOCK: Some wined3d code needs the memory
1075 * SFLAG_DYNLOCK: Avoid freeing the data for performance
1076 * SFLAG_DYNCHANGE: Same reason as DYNLOCK
1078 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
1079 SFLAG_CONVERTED | \
1080 SFLAG_DIBSECTION | \
1081 SFLAG_DIRTY | \
1082 SFLAG_LOCKED | \
1083 SFLAG_ACTIVELOCK | \
1084 SFLAG_DYNLOCK | \
1085 SFLAG_DYNCHANGE | \
1086 SFLAG_USERPTR)
1088 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
1090 /* Alignment of the pitch */
1091 #define SURFACE_ALIGNMENT 4
1093 /*****************************************************************************
1094 * IWineD3DVertexDeclaration implementation structure
1096 typedef struct IWineD3DVertexDeclarationImpl {
1097 /* IUnknown Information */
1098 const IWineD3DVertexDeclarationVtbl *lpVtbl;
1099 LONG ref; /* Note: Ref counting not required */
1101 IUnknown *parent;
1102 /** precomputed fvf if simple declaration */
1103 IWineD3DDeviceImpl *wineD3DDevice;
1104 DWORD fvf[MAX_STREAMS];
1105 DWORD allFVF;
1107 /** dx8 compatible Declaration fields */
1108 DWORD* pDeclaration8;
1109 DWORD declaration8Length;
1111 /** dx9+ */
1112 D3DVERTEXELEMENT9 *pDeclaration9;
1113 UINT declaration9NumElements;
1115 WINED3DVERTEXELEMENT *pDeclarationWine;
1116 UINT declarationWNumElements;
1118 float *constants;
1120 } IWineD3DVertexDeclarationImpl;
1122 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
1124 /*****************************************************************************
1125 * IWineD3DStateBlock implementation structure
1128 /* Internal state Block for Begin/End/Capture/Create/Apply info */
1129 /* Note: Very long winded but gl Lists are not flexible enough */
1130 /* to resolve everything we need, so doing it manually for now */
1131 typedef struct SAVEDSTATES {
1132 BOOL indices;
1133 BOOL material;
1134 BOOL fvf;
1135 BOOL streamSource[MAX_STREAMS];
1136 BOOL streamFreq[MAX_STREAMS];
1137 BOOL textures[MAX_SAMPLERS];
1138 BOOL transform[HIGHEST_TRANSFORMSTATE + 1];
1139 BOOL viewport;
1140 BOOL renderState[WINEHIGHEST_RENDER_STATE + 1];
1141 BOOL textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1142 BOOL samplerState[MAX_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1143 BOOL clipplane[MAX_CLIPPLANES];
1144 BOOL vertexDecl;
1145 BOOL pixelShader;
1146 BOOL pixelShaderConstantsB[MAX_CONST_B];
1147 BOOL pixelShaderConstantsI[MAX_CONST_I];
1148 BOOL *pixelShaderConstantsF;
1149 BOOL vertexShader;
1150 BOOL vertexShaderConstantsB[MAX_CONST_B];
1151 BOOL vertexShaderConstantsI[MAX_CONST_I];
1152 BOOL *vertexShaderConstantsF;
1153 } SAVEDSTATES;
1155 typedef struct {
1156 struct list entry;
1157 int idx;
1158 } constant_entry;
1160 struct IWineD3DStateBlockImpl
1162 /* IUnknown fields */
1163 const IWineD3DStateBlockVtbl *lpVtbl;
1164 LONG ref; /* Note: Ref counting not required */
1166 /* IWineD3DStateBlock information */
1167 IUnknown *parent;
1168 IWineD3DDeviceImpl *wineD3DDevice;
1169 WINED3DSTATEBLOCKTYPE blockType;
1171 /* Array indicating whether things have been set or changed */
1172 SAVEDSTATES changed;
1173 SAVEDSTATES set;
1174 struct list set_vconstantsF;
1175 struct list set_pconstantsF;
1177 /* Drawing - Vertex Shader or FVF related */
1178 DWORD fvf;
1179 /* Vertex Shader Declaration */
1180 IWineD3DVertexDeclaration *vertexDecl;
1182 IWineD3DVertexShader *vertexShader;
1184 /* Vertex Shader Constants */
1185 BOOL vertexShaderConstantB[MAX_CONST_B];
1186 INT vertexShaderConstantI[MAX_CONST_I * 4];
1187 float *vertexShaderConstantF;
1189 /* Stream Source */
1190 BOOL streamIsUP;
1191 UINT streamStride[MAX_STREAMS];
1192 UINT streamOffset[MAX_STREAMS];
1193 IWineD3DVertexBuffer *streamSource[MAX_STREAMS];
1194 UINT streamFreq[MAX_STREAMS];
1195 UINT streamFlags[MAX_STREAMS]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
1197 /* Indices */
1198 IWineD3DIndexBuffer* pIndexData;
1199 UINT baseVertexIndex; /* Note: only used for d3d8 */
1201 /* Transform */
1202 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
1204 /* Lights */
1205 PLIGHTINFOEL *lights; /* NOTE: active GL lights must be front of the chain */
1207 /* Clipping */
1208 double clipplane[MAX_CLIPPLANES][4];
1209 WINED3DCLIPSTATUS clip_status;
1211 /* ViewPort */
1212 WINED3DVIEWPORT viewport;
1214 /* Material */
1215 WINED3DMATERIAL material;
1217 /* Pixel Shader */
1218 IWineD3DPixelShader *pixelShader;
1220 /* Pixel Shader Constants */
1221 BOOL pixelShaderConstantB[MAX_CONST_B];
1222 INT pixelShaderConstantI[MAX_CONST_I * 4];
1223 float *pixelShaderConstantF;
1225 /* RenderState */
1226 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
1228 /* Texture */
1229 IWineD3DBaseTexture *textures[MAX_SAMPLERS];
1230 int textureDimensions[MAX_SAMPLERS];
1232 /* Texture State Stage */
1233 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1234 DWORD lowest_disabled_stage;
1235 /* Sampler States */
1236 DWORD samplerState[MAX_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1238 /* Current GLSL Shader Program */
1239 struct glsl_shader_prog_link *glsl_program;
1242 extern void stateblock_savedstates_set(
1243 IWineD3DStateBlock* iface,
1244 SAVEDSTATES* states,
1245 BOOL value);
1247 extern void stateblock_savedstates_copy(
1248 IWineD3DStateBlock* iface,
1249 SAVEDSTATES* dest,
1250 SAVEDSTATES* source);
1252 extern void stateblock_copy(
1253 IWineD3DStateBlock* destination,
1254 IWineD3DStateBlock* source);
1256 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
1258 /*****************************************************************************
1259 * IWineD3DQueryImpl implementation structure (extends IUnknown)
1261 typedef struct IWineD3DQueryImpl
1263 const IWineD3DQueryVtbl *lpVtbl;
1264 LONG ref; /* Note: Ref counting not required */
1266 IUnknown *parent;
1267 /*TODO: replace with iface usage */
1268 #if 0
1269 IWineD3DDevice *wineD3DDevice;
1270 #else
1271 IWineD3DDeviceImpl *wineD3DDevice;
1272 #endif
1274 /* IWineD3DQuery fields */
1275 WINED3DQUERYTYPE type;
1276 /* TODO: Think about using a IUnknown instead of a void* */
1277 void *extendedData;
1280 } IWineD3DQueryImpl;
1282 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1284 /* Datastructures for IWineD3DQueryImpl.extendedData */
1285 typedef struct WineQueryOcclusionData {
1286 GLuint queryId;
1287 } WineQueryOcclusionData;
1290 /*****************************************************************************
1291 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1294 typedef struct IWineD3DSwapChainImpl
1296 /*IUnknown part*/
1297 const IWineD3DSwapChainVtbl *lpVtbl;
1298 LONG ref; /* Note: Ref counting not required */
1300 IUnknown *parent;
1301 IWineD3DDeviceImpl *wineD3DDevice;
1303 /* IWineD3DSwapChain fields */
1304 IWineD3DSurface **backBuffer;
1305 IWineD3DSurface *frontBuffer;
1306 BOOL wantsDepthStencilBuffer;
1307 D3DPRESENT_PARAMETERS presentParms;
1308 DWORD orig_width, orig_height;
1310 /* TODO: move everything up to drawable off into a context manager
1311 and store the 'data' in the contextManagerData interface.
1312 IUnknown *contextManagerData;
1315 HWND win_handle;
1316 Window win;
1317 Display *display;
1319 GLXContext glCtx;
1320 XVisualInfo *visInfo;
1321 GLXContext render_ctx;
1322 /* This has been left in device for now, but needs moving off into a rendertarget management class and separated out from swapchains and devices. */
1323 Drawable drawable;
1324 } IWineD3DSwapChainImpl;
1326 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
1328 /*****************************************************************************
1329 * Utility function prototypes
1332 /* Trace routines */
1333 const char* debug_d3dformat(WINED3DFORMAT fmt);
1334 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
1335 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
1336 const char* debug_d3dusage(DWORD usage);
1337 const char* debug_d3dusagequery(DWORD usagequery);
1338 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
1339 const char* debug_d3ddecltype(WINED3DDECLTYPE type);
1340 const char* debug_d3ddeclusage(BYTE usage);
1341 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
1342 const char* debug_d3drenderstate(DWORD state);
1343 const char* debug_d3dsamplerstate(DWORD state);
1344 const char* debug_d3dtexturestate(DWORD state);
1345 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
1346 const char* debug_d3dpool(WINED3DPOOL pool);
1348 /* Routines for GL <-> D3D values */
1349 GLenum StencilOp(DWORD op);
1350 GLenum CompareFunc(DWORD func);
1351 void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
1352 void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx);
1353 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords);
1355 int D3DFmtMakeGlCfg(WINED3DFORMAT BackBufferFormat, WINED3DFORMAT StencilBufferFormat, int *attribs, int* nAttribs, BOOL alternate);
1357 /* Math utils */
1358 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
1360 /*****************************************************************************
1361 * To enable calling of inherited functions, requires prototypes
1363 * Note: Only require classes which are subclassed, ie resource, basetexture,
1365 /*** IUnknown methods ***/
1366 extern HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface, REFIID riid, void** ppvObject);
1367 extern ULONG WINAPI IWineD3DResourceImpl_AddRef(IWineD3DResource *iface);
1368 extern ULONG WINAPI IWineD3DResourceImpl_Release(IWineD3DResource *iface);
1369 /*** IWineD3DResource methods ***/
1370 extern HRESULT WINAPI IWineD3DResourceImpl_GetParent(IWineD3DResource *iface, IUnknown **pParent);
1371 extern HRESULT WINAPI IWineD3DResourceImpl_GetDevice(IWineD3DResource *iface, IWineD3DDevice ** ppDevice);
1372 extern HRESULT WINAPI IWineD3DResourceImpl_SetPrivateData(IWineD3DResource *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1373 extern HRESULT WINAPI IWineD3DResourceImpl_GetPrivateData(IWineD3DResource *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1374 extern HRESULT WINAPI IWineD3DResourceImpl_FreePrivateData(IWineD3DResource *iface, REFGUID refguid);
1375 extern DWORD WINAPI IWineD3DResourceImpl_SetPriority(IWineD3DResource *iface, DWORD PriorityNew);
1376 extern DWORD WINAPI IWineD3DResourceImpl_GetPriority(IWineD3DResource *iface);
1377 extern void WINAPI IWineD3DResourceImpl_PreLoad(IWineD3DResource *iface);
1378 extern WINED3DRESOURCETYPE WINAPI IWineD3DResourceImpl_GetType(IWineD3DResource *iface);
1379 /*** class static members ***/
1380 void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface);
1382 /*** IUnknown methods ***/
1383 extern HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, void** ppvObject);
1384 extern ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface);
1385 extern ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface);
1386 /*** IWineD3DResource methods ***/
1387 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent);
1388 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice ** ppDevice);
1389 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1390 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1391 extern HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID refguid);
1392 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD PriorityNew);
1393 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface);
1394 extern void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface);
1395 extern WINED3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface);
1396 /*** IWineD3DBaseTexture methods ***/
1397 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew);
1398 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface);
1399 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface);
1400 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType);
1401 extern WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface);
1402 extern void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface);
1403 extern BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL);
1404 extern BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface);
1406 extern BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
1407 extern HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface);
1408 extern HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface);
1409 extern HRESULT WINAPI IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture *iface);
1410 extern void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1411 /*** class static members ***/
1412 void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface);
1414 struct SHADER_OPCODE_ARG;
1415 typedef void (*shader_fct_t)();
1416 typedef void (*SHADER_HANDLER) (struct SHADER_OPCODE_ARG*);
1418 /* Struct to maintain a list of GLSL shader programs and their associated pixel and
1419 * vertex shaders. A list of this type is maintained on the DeviceImpl, and is only
1420 * used if the user is using GLSL shaders. */
1421 struct glsl_shader_prog_link {
1422 struct list entry;
1423 GLhandleARB programId;
1424 GLhandleARB *vuniformF_locations;
1425 GLhandleARB *puniformF_locations;
1426 IWineD3DVertexShader* vertexShader;
1427 IWineD3DPixelShader* pixelShader;
1430 /* TODO: Make this dynamic, based on shader limits ? */
1431 #define MAX_REG_ADDR 1
1432 #define MAX_REG_TEMP 32
1433 #define MAX_REG_TEXCRD 8
1434 #define MAX_REG_INPUT 12
1435 #define MAX_REG_OUTPUT 12
1436 #define MAX_ATTRIBS 16
1437 #define MAX_CONST_I 16
1438 #define MAX_CONST_B 16
1440 /* FIXME: This needs to go up to 2048 for
1441 * Shader model 3 according to msdn (and for software shaders) */
1442 #define MAX_LABELS 16
1444 typedef struct semantic {
1445 DWORD usage;
1446 DWORD reg;
1447 } semantic;
1449 typedef struct local_constant {
1450 struct list entry;
1451 unsigned int idx;
1452 DWORD value[4];
1453 } local_constant;
1455 typedef struct shader_reg_maps {
1457 char texcoord[MAX_REG_TEXCRD]; /* pixel < 3.0 */
1458 char temporary[MAX_REG_TEMP]; /* pixel, vertex */
1459 char address[MAX_REG_ADDR]; /* vertex */
1460 char packed_input[MAX_REG_INPUT]; /* pshader >= 3.0 */
1461 char packed_output[MAX_REG_OUTPUT]; /* vertex >= 3.0 */
1462 char attributes[MAX_ATTRIBS]; /* vertex */
1463 char labels[MAX_LABELS]; /* pixel, vertex */
1465 /* Sampler usage tokens
1466 * Use 0 as default (bit 31 is always 1 on a valid token) */
1467 DWORD samplers[MAX_SAMPLERS];
1469 /* Whether or not a loop is used in this shader */
1470 char loop;
1472 /* Whether or not this shader uses fog */
1473 char fog;
1475 } shader_reg_maps;
1477 #define SHADER_PGMSIZE 65535
1478 typedef struct SHADER_BUFFER {
1479 char* buffer;
1480 unsigned int bsize;
1481 unsigned int lineNo;
1482 } SHADER_BUFFER;
1484 /* Undocumented opcode controls */
1485 #define INST_CONTROLS_SHIFT 16
1486 #define INST_CONTROLS_MASK 0x00ff0000
1488 typedef enum COMPARISON_TYPE {
1489 COMPARISON_GT = 1,
1490 COMPARISON_EQ = 2,
1491 COMPARISON_GE = 3,
1492 COMPARISON_LT = 4,
1493 COMPARISON_NE = 5,
1494 COMPARISON_LE = 6
1495 } COMPARISON_TYPE;
1497 typedef struct SHADER_OPCODE {
1498 unsigned int opcode;
1499 const char* name;
1500 const char* glname;
1501 char dst_token;
1502 CONST UINT num_params;
1503 shader_fct_t soft_fct;
1504 SHADER_HANDLER hw_fct;
1505 SHADER_HANDLER hw_glsl_fct;
1506 DWORD min_version;
1507 DWORD max_version;
1508 } SHADER_OPCODE;
1510 typedef struct SHADER_OPCODE_ARG {
1511 IWineD3DBaseShader* shader;
1512 shader_reg_maps* reg_maps;
1513 CONST SHADER_OPCODE* opcode;
1514 DWORD opcode_token;
1515 DWORD dst;
1516 DWORD dst_addr;
1517 DWORD predicate;
1518 DWORD src[4];
1519 DWORD src_addr[4];
1520 SHADER_BUFFER* buffer;
1521 } SHADER_OPCODE_ARG;
1523 typedef struct SHADER_LIMITS {
1524 unsigned int temporary;
1525 unsigned int texcoord;
1526 unsigned int sampler;
1527 unsigned int constant_int;
1528 unsigned int constant_float;
1529 unsigned int constant_bool;
1530 unsigned int address;
1531 unsigned int packed_output;
1532 unsigned int packed_input;
1533 unsigned int attributes;
1534 unsigned int label;
1535 } SHADER_LIMITS;
1537 /** Keeps track of details for TEX_M#x# shader opcodes which need to
1538 maintain state information between multiple codes */
1539 typedef struct SHADER_PARSE_STATE {
1540 unsigned int current_row;
1541 DWORD texcoord_w[2];
1542 } SHADER_PARSE_STATE;
1544 /* Base Shader utility functions.
1545 * (may move callers into the same file in the future) */
1546 extern int shader_addline(
1547 SHADER_BUFFER* buffer,
1548 const char* fmt, ...);
1550 extern const SHADER_OPCODE* shader_get_opcode(
1551 IWineD3DBaseShader *iface,
1552 const DWORD code);
1554 extern void shader_delete_constant_list(
1555 struct list* clist);
1557 /* Vertex shader utility functions */
1558 extern BOOL vshader_get_input(
1559 IWineD3DVertexShader* iface,
1560 BYTE usage_req, BYTE usage_idx_req,
1561 unsigned int* regnum);
1563 extern BOOL vshader_input_is_color(
1564 IWineD3DVertexShader* iface,
1565 unsigned int regnum);
1567 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
1569 /* ARB_[vertex/fragment]_program helper functions */
1570 extern void shader_arb_load_constants(
1571 IWineD3DDevice* device,
1572 char usePixelShader,
1573 char useVertexShader);
1575 /* ARB shader program Prototypes */
1576 extern void shader_hw_def(SHADER_OPCODE_ARG *arg);
1578 /* ARB pixel shader prototypes */
1579 extern void pshader_hw_cnd(SHADER_OPCODE_ARG* arg);
1580 extern void pshader_hw_cmp(SHADER_OPCODE_ARG* arg);
1581 extern void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1582 extern void pshader_hw_tex(SHADER_OPCODE_ARG* arg);
1583 extern void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg);
1584 extern void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg);
1585 extern void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg);
1586 extern void pshader_hw_texbem(SHADER_OPCODE_ARG* arg);
1587 extern void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg);
1588 extern void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg);
1589 extern void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg);
1590 extern void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg);
1591 extern void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg);
1592 extern void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1594 /* ARB vertex shader prototypes */
1595 extern void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1596 extern void vshader_hw_mnxn(SHADER_OPCODE_ARG* arg);
1598 /* GLSL helper functions */
1599 extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG *arg);
1600 extern void shader_glsl_load_constants(
1601 IWineD3DDevice* device,
1602 char usePixelShader,
1603 char useVertexShader);
1605 /** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */
1606 extern void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg);
1607 extern void shader_glsl_arith(SHADER_OPCODE_ARG* arg);
1608 extern void shader_glsl_mov(SHADER_OPCODE_ARG* arg);
1609 extern void shader_glsl_mad(SHADER_OPCODE_ARG* arg);
1610 extern void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg);
1611 extern void shader_glsl_lrp(SHADER_OPCODE_ARG* arg);
1612 extern void shader_glsl_dot(SHADER_OPCODE_ARG* arg);
1613 extern void shader_glsl_rcp(SHADER_OPCODE_ARG* arg);
1614 extern void shader_glsl_cnd(SHADER_OPCODE_ARG* arg);
1615 extern void shader_glsl_compare(SHADER_OPCODE_ARG* arg);
1616 extern void shader_glsl_def(SHADER_OPCODE_ARG* arg);
1617 extern void shader_glsl_defi(SHADER_OPCODE_ARG* arg);
1618 extern void shader_glsl_defb(SHADER_OPCODE_ARG* arg);
1619 extern void shader_glsl_expp(SHADER_OPCODE_ARG* arg);
1620 extern void shader_glsl_cmp(SHADER_OPCODE_ARG* arg);
1621 extern void shader_glsl_lit(SHADER_OPCODE_ARG* arg);
1622 extern void shader_glsl_dst(SHADER_OPCODE_ARG* arg);
1623 extern void shader_glsl_sincos(SHADER_OPCODE_ARG* arg);
1624 extern void shader_glsl_loop(SHADER_OPCODE_ARG* arg);
1625 extern void shader_glsl_end(SHADER_OPCODE_ARG* arg);
1626 extern void shader_glsl_if(SHADER_OPCODE_ARG* arg);
1627 extern void shader_glsl_ifc(SHADER_OPCODE_ARG* arg);
1628 extern void shader_glsl_else(SHADER_OPCODE_ARG* arg);
1629 extern void shader_glsl_break(SHADER_OPCODE_ARG* arg);
1630 extern void shader_glsl_breakc(SHADER_OPCODE_ARG* arg);
1631 extern void shader_glsl_rep(SHADER_OPCODE_ARG* arg);
1632 extern void shader_glsl_call(SHADER_OPCODE_ARG* arg);
1633 extern void shader_glsl_callnz(SHADER_OPCODE_ARG* arg);
1634 extern void shader_glsl_label(SHADER_OPCODE_ARG* arg);
1636 /** GLSL Pixel Shader Prototypes */
1637 extern void pshader_glsl_tex(SHADER_OPCODE_ARG* arg);
1638 extern void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg);
1639 extern void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg);
1640 extern void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg);
1641 extern void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg);
1642 extern void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg);
1643 extern void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg);
1644 extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg);
1645 extern void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg);
1646 extern void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg);
1647 extern void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg);
1648 extern void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg);
1649 extern void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1650 extern void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg);
1651 extern void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg);
1652 extern void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg);
1653 extern void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg);
1654 extern void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg);
1655 extern void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg);
1656 extern void pshader_glsl_input_pack(
1657 SHADER_BUFFER* buffer,
1658 semantic* semantics_out);
1660 /** GLSL Vertex Shader Prototypes */
1661 extern void vshader_glsl_output_unpack(
1662 SHADER_BUFFER* buffer,
1663 semantic* semantics_out);
1665 /*****************************************************************************
1666 * IDirect3DBaseShader implementation structure
1668 typedef struct IWineD3DBaseShaderClass
1670 DWORD hex_version;
1671 SHADER_LIMITS limits;
1672 SHADER_PARSE_STATE parse_state;
1673 CONST SHADER_OPCODE *shader_ins;
1674 CONST DWORD *function;
1675 UINT functionLength;
1676 GLuint prgId;
1677 BOOL is_compiled;
1679 /* Type of shader backend */
1680 int shader_mode;
1682 /* Immediate constants (override global ones) */
1683 struct list constantsB;
1684 struct list constantsF;
1685 struct list constantsI;
1686 shader_reg_maps reg_maps;
1688 /* Pointer to the parent device */
1689 IWineD3DDevice *device;
1691 } IWineD3DBaseShaderClass;
1693 typedef struct IWineD3DBaseShaderImpl {
1694 /* IUnknown */
1695 const IWineD3DBaseShaderVtbl *lpVtbl;
1696 LONG ref;
1698 /* IWineD3DBaseShader */
1699 IWineD3DBaseShaderClass baseShader;
1700 } IWineD3DBaseShaderImpl;
1702 extern HRESULT shader_get_registers_used(
1703 IWineD3DBaseShader *iface,
1704 shader_reg_maps* reg_maps,
1705 semantic* semantics_in,
1706 semantic* semantics_out,
1707 CONST DWORD* pToken,
1708 IWineD3DStateBlockImpl *stateBlock);
1710 extern void shader_generate_glsl_declarations(
1711 IWineD3DBaseShader *iface,
1712 shader_reg_maps* reg_maps,
1713 SHADER_BUFFER* buffer,
1714 WineD3D_GL_Info* gl_info);
1716 extern void shader_generate_arb_declarations(
1717 IWineD3DBaseShader *iface,
1718 shader_reg_maps* reg_maps,
1719 SHADER_BUFFER* buffer,
1720 WineD3D_GL_Info* gl_info);
1722 extern void shader_generate_main(
1723 IWineD3DBaseShader *iface,
1724 SHADER_BUFFER* buffer,
1725 shader_reg_maps* reg_maps,
1726 CONST DWORD* pFunction);
1728 extern void shader_dump_ins_modifiers(
1729 const DWORD output);
1731 extern void shader_dump_param(
1732 IWineD3DBaseShader *iface,
1733 const DWORD param,
1734 const DWORD addr_token,
1735 int input);
1737 extern void shader_trace_init(
1738 IWineD3DBaseShader *iface,
1739 const DWORD* pFunction);
1741 extern int shader_get_param(
1742 IWineD3DBaseShader* iface,
1743 const DWORD* pToken,
1744 DWORD* param,
1745 DWORD* addr_token);
1747 extern int shader_skip_unrecognized(
1748 IWineD3DBaseShader* iface,
1749 const DWORD* pToken);
1751 extern void print_glsl_info_log(
1752 WineD3D_GL_Info *gl_info,
1753 GLhandleARB obj);
1755 inline static int shader_get_regtype(const DWORD param) {
1756 return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
1757 ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
1760 extern unsigned int shader_get_float_offset(const DWORD reg);
1762 inline static BOOL shader_is_pshader_version(DWORD token) {
1763 return 0xFFFF0000 == (token & 0xFFFF0000);
1766 inline static BOOL shader_is_vshader_version(DWORD token) {
1767 return 0xFFFE0000 == (token & 0xFFFF0000);
1770 inline static BOOL shader_is_comment(DWORD token) {
1771 return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
1774 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
1775 * so upload them above that
1777 #define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
1778 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
1780 /*****************************************************************************
1781 * IDirect3DVertexShader implementation structure
1783 typedef struct IWineD3DVertexShaderImpl {
1784 /* IUnknown parts*/
1785 const IWineD3DVertexShaderVtbl *lpVtbl;
1786 LONG ref; /* Note: Ref counting not required */
1788 /* IWineD3DBaseShader */
1789 IWineD3DBaseShaderClass baseShader;
1791 /* IWineD3DVertexShaderImpl */
1792 IUnknown *parent;
1794 char usesFog;
1795 DWORD usage;
1797 /* Vertex shader input and output semantics */
1798 semantic semantics_in [MAX_ATTRIBS];
1799 semantic semantics_out [MAX_REG_OUTPUT];
1801 /* run time datas... */
1802 VSHADERDATA *data;
1803 IWineD3DVertexDeclaration *vertexDeclaration;
1804 #if 0 /* needs reworking */
1805 /* run time datas */
1806 VSHADERINPUTDATA input;
1807 VSHADEROUTPUTDATA output;
1808 #endif
1809 } IWineD3DVertexShaderImpl;
1810 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
1811 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
1813 /*****************************************************************************
1814 * IDirect3DPixelShader implementation structure
1816 typedef struct IWineD3DPixelShaderImpl {
1817 /* IUnknown parts */
1818 const IWineD3DPixelShaderVtbl *lpVtbl;
1819 LONG ref; /* Note: Ref counting not required */
1821 /* IWineD3DBaseShader */
1822 IWineD3DBaseShaderClass baseShader;
1824 /* IWineD3DPixelShaderImpl */
1825 IUnknown *parent;
1827 /* Pixel shader input semantics */
1828 semantic semantics_in [MAX_REG_INPUT];
1830 /* run time data */
1831 PSHADERDATA *data;
1833 #if 0 /* needs reworking */
1834 PSHADERINPUTDATA input;
1835 PSHADEROUTPUTDATA output;
1836 #endif
1837 } IWineD3DPixelShaderImpl;
1839 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
1840 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
1842 /*****************************************************************************
1843 * IWineD3DPalette implementation structure
1845 struct IWineD3DPaletteImpl {
1846 /* IUnknown parts */
1847 const IWineD3DPaletteVtbl *lpVtbl;
1848 LONG ref;
1850 IUnknown *parent;
1851 IWineD3DDeviceImpl *wineD3DDevice;
1853 /* IWineD3DPalette */
1854 HPALETTE hpal;
1855 WORD palVersion; /*| */
1856 WORD palNumEntries; /*| LOGPALETTE */
1857 PALETTEENTRY palents[256]; /*| */
1858 /* This is to store the palette in 'screen format' */
1859 int screen_palents[256];
1860 DWORD Flags;
1863 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
1864 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
1866 /* DirectDraw utility functions */
1867 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
1869 /*****************************************************************************
1870 * Pixel format management
1872 typedef struct {
1873 WINED3DFORMAT format;
1874 DWORD alphaMask, redMask, greenMask, blueMask;
1875 UINT bpp;
1876 BOOL isFourcc;
1877 GLint glInternal, glFormat, glType;
1878 } PixelFormatDesc;
1880 const PixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt);
1881 #endif