wined3d: Implement vpos and vface.
[wine.git] / dlls / wined3d / wined3d_private.h
blobaab56cdc3315470c306646072a7ae8882b67ed9e
1 /*
2 * Direct3D wine internal private include file
4 * Copyright 2002-2003 The wine-d3d team
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2002-2003, 2004 Jason Edmeades
7 * Copyright 2005 Oliver Stieber
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
27 #include <stdarg.h>
28 #include <math.h>
29 #define NONAMELESSUNION
30 #define NONAMELESSSTRUCT
31 #define COBJMACROS
32 #include "windef.h"
33 #include "winbase.h"
34 #include "winreg.h"
35 #include "wingdi.h"
36 #include "winuser.h"
37 #include "wine/debug.h"
38 #include "wine/unicode.h"
40 #include "objbase.h"
41 #include "wine/wined3d.h"
42 #include "wined3d_gl.h"
43 #include "wine/list.h"
44 #include "wine/rbtree.h"
46 /* Texture format fixups */
48 enum fixup_channel_source
50 CHANNEL_SOURCE_ZERO = 0,
51 CHANNEL_SOURCE_ONE = 1,
52 CHANNEL_SOURCE_X = 2,
53 CHANNEL_SOURCE_Y = 3,
54 CHANNEL_SOURCE_Z = 4,
55 CHANNEL_SOURCE_W = 5,
56 CHANNEL_SOURCE_YUV0 = 6,
57 CHANNEL_SOURCE_YUV1 = 7,
60 enum yuv_fixup
62 YUV_FIXUP_YUY2 = 0,
63 YUV_FIXUP_UYVY = 1,
64 YUV_FIXUP_YV12 = 2,
67 #include <pshpack2.h>
68 struct color_fixup_desc
70 unsigned x_sign_fixup : 1;
71 unsigned x_source : 3;
72 unsigned y_sign_fixup : 1;
73 unsigned y_source : 3;
74 unsigned z_sign_fixup : 1;
75 unsigned z_source : 3;
76 unsigned w_sign_fixup : 1;
77 unsigned w_source : 3;
79 #include <poppack.h>
81 static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
82 {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
84 static inline struct color_fixup_desc create_color_fixup_desc(
85 int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
86 int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
88 struct color_fixup_desc fixup =
90 sign0, src0,
91 sign1, src1,
92 sign2, src2,
93 sign3, src3,
95 return fixup;
98 static inline struct color_fixup_desc create_yuv_fixup_desc(enum yuv_fixup yuv_fixup)
100 struct color_fixup_desc fixup =
102 0, yuv_fixup & (1 << 0) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
103 0, yuv_fixup & (1 << 1) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
104 0, yuv_fixup & (1 << 2) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
105 0, yuv_fixup & (1 << 3) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
107 return fixup;
110 static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
112 return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
115 static inline BOOL is_yuv_fixup(struct color_fixup_desc fixup)
117 return fixup.x_source == CHANNEL_SOURCE_YUV0 || fixup.x_source == CHANNEL_SOURCE_YUV1;
120 static inline enum yuv_fixup get_yuv_fixup(struct color_fixup_desc fixup)
122 enum yuv_fixup yuv_fixup = 0;
123 if (fixup.x_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 0);
124 if (fixup.y_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 1);
125 if (fixup.z_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 2);
126 if (fixup.w_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 3);
127 return yuv_fixup;
130 void *wined3d_rb_alloc(size_t size);
131 void *wined3d_rb_realloc(void *ptr, size_t size);
132 void wined3d_rb_free(void *ptr);
134 /* Device caps */
135 #define MAX_PALETTES 65536
136 #define MAX_STREAMS 16
137 #define MAX_TEXTURES 8
138 #define MAX_FRAGMENT_SAMPLERS 16
139 #define MAX_VERTEX_SAMPLERS 4
140 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
141 #define MAX_ACTIVE_LIGHTS 8
142 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
144 /* Used for CreateStateBlock */
145 #define NUM_SAVEDPIXELSTATES_R 35
146 #define NUM_SAVEDPIXELSTATES_T 18
147 #define NUM_SAVEDPIXELSTATES_S 12
148 #define NUM_SAVEDVERTEXSTATES_R 34
149 #define NUM_SAVEDVERTEXSTATES_T 2
150 #define NUM_SAVEDVERTEXSTATES_S 1
152 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
153 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
154 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
155 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
156 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
157 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
159 typedef enum _WINELOOKUP {
160 WINELOOKUP_WARPPARAM = 0,
161 MAX_LOOKUPS = 1
162 } WINELOOKUP;
164 extern const int minLookup[MAX_LOOKUPS];
165 extern const int maxLookup[MAX_LOOKUPS];
166 extern DWORD *stateLookup[MAX_LOOKUPS];
168 struct min_lookup
170 GLenum mip[WINED3DTEXF_LINEAR + 1];
173 struct min_lookup minMipLookup[WINED3DTEXF_ANISOTROPIC + 1];
174 const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1];
175 GLenum magLookup[WINED3DTEXF_ANISOTROPIC + 1];
176 const GLenum magLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1];
178 extern const struct filter_lookup filter_lookup_nofilter;
179 extern struct filter_lookup filter_lookup;
181 /* float_16_to_32() and float_32_to_16() (see implementation in
182 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
183 * to standard C floats and vice versa. They do not depend on the encoding
184 * of the C float, so they are platform independent, but slow. On x86 and
185 * other IEEE 754 compliant platforms the conversion can be accelerated by
186 * bit shifting the exponent and mantissa. There are also some SSE-based
187 * assembly routines out there.
189 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
191 static inline float float_16_to_32(const unsigned short *in) {
192 const unsigned short s = ((*in) & 0x8000);
193 const unsigned short e = ((*in) & 0x7C00) >> 10;
194 const unsigned short m = (*in) & 0x3FF;
195 const float sgn = (s ? -1.0 : 1.0);
197 if(e == 0) {
198 if(m == 0) return sgn * 0.0; /* +0.0 or -0.0 */
199 else return sgn * pow(2, -14.0) * ( (float) m / 1024.0);
200 } else if(e < 31) {
201 return sgn * pow(2, (float) e-15.0) * (1.0 + ((float) m / 1024.0));
202 } else {
203 if(m == 0) return sgn / 0.0; /* +INF / -INF */
204 else return 0.0 / 0.0; /* NAN */
208 static inline float float_24_to_32(DWORD in)
210 const float sgn = in & 0x800000 ? -1.0f : 1.0f;
211 const unsigned short e = (in & 0x780000) >> 19;
212 const unsigned short m = in & 0x7ffff;
214 if (e == 0)
216 if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
217 else return sgn * pow(2, -6.0f) * ((float)m / 524288.0f);
219 else if (e < 15)
221 return sgn * pow(2, (float)e - 7.0f) * (1.0f + ((float)m / 524288.0f));
223 else
225 if (m == 0) return sgn / 0.0; /* +INF / -INF */
226 else return 0.0 / 0.0; /* NAN */
231 * Settings
233 #define VS_NONE 0
234 #define VS_HW 1
236 #define PS_NONE 0
237 #define PS_HW 1
239 #define VBO_NONE 0
240 #define VBO_HW 1
242 #define NP2_NONE 0
243 #define NP2_REPACK 1
244 #define NP2_NATIVE 2
246 #define ORM_BACKBUFFER 0
247 #define ORM_PBUFFER 1
248 #define ORM_FBO 2
250 #define SHADER_ARB 1
251 #define SHADER_GLSL 2
252 #define SHADER_ATI 3
253 #define SHADER_NONE 4
255 #define RTL_DISABLE -1
256 #define RTL_AUTO 0
257 #define RTL_READDRAW 1
258 #define RTL_READTEX 2
259 #define RTL_TEXDRAW 3
260 #define RTL_TEXTEX 4
262 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
263 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
265 /* NOTE: When adding fields to this structure, make sure to update the default
266 * values in wined3d_main.c as well. */
267 typedef struct wined3d_settings_s {
268 /* vertex and pixel shader modes */
269 int vs_mode;
270 int ps_mode;
271 int vbo_mode;
272 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
273 we should use it. However, until it's fully implemented, we'll leave it as a registry
274 setting for developers. */
275 BOOL glslRequested;
276 int offscreen_rendering_mode;
277 int rendertargetlock_mode;
278 unsigned short pci_vendor_id;
279 unsigned short pci_device_id;
280 /* Memory tracking and object counting */
281 unsigned int emulated_textureram;
282 char *logo;
283 int allow_multisampling;
284 } wined3d_settings_t;
286 extern wined3d_settings_t wined3d_settings;
288 typedef enum _WINED3DSAMPLER_TEXTURE_TYPE
290 WINED3DSTT_UNKNOWN = 0,
291 WINED3DSTT_1D = 1,
292 WINED3DSTT_2D = 2,
293 WINED3DSTT_CUBE = 3,
294 WINED3DSTT_VOLUME = 4,
295 } WINED3DSAMPLER_TEXTURE_TYPE;
297 typedef enum _WINED3DSHADER_PARAM_REGISTER_TYPE
299 WINED3DSPR_TEMP = 0,
300 WINED3DSPR_INPUT = 1,
301 WINED3DSPR_CONST = 2,
302 WINED3DSPR_ADDR = 3,
303 WINED3DSPR_TEXTURE = 3,
304 WINED3DSPR_RASTOUT = 4,
305 WINED3DSPR_ATTROUT = 5,
306 WINED3DSPR_TEXCRDOUT = 6,
307 WINED3DSPR_OUTPUT = 6,
308 WINED3DSPR_CONSTINT = 7,
309 WINED3DSPR_COLOROUT = 8,
310 WINED3DSPR_DEPTHOUT = 9,
311 WINED3DSPR_SAMPLER = 10,
312 WINED3DSPR_CONST2 = 11,
313 WINED3DSPR_CONST3 = 12,
314 WINED3DSPR_CONST4 = 13,
315 WINED3DSPR_CONSTBOOL = 14,
316 WINED3DSPR_LOOP = 15,
317 WINED3DSPR_TEMPFLOAT16 = 16,
318 WINED3DSPR_MISCTYPE = 17,
319 WINED3DSPR_LABEL = 18,
320 WINED3DSPR_PREDICATE = 19,
321 WINED3DSPR_IMMCONST,
322 } WINED3DSHADER_PARAM_REGISTER_TYPE;
324 enum wined3d_immconst_type
326 WINED3D_IMMCONST_FLOAT,
327 WINED3D_IMMCONST_FLOAT4,
330 typedef enum _WINED3DVS_RASTOUT_OFFSETS
332 WINED3DSRO_POSITION = 0,
333 WINED3DSRO_FOG = 1,
334 WINED3DSRO_POINT_SIZE = 2,
335 } WINED3DVS_RASTOUT_OFFSETS;
337 #define WINED3DSP_NOSWIZZLE (0 | (1 << 2) | (2 << 4) | (3 << 6))
339 typedef enum _WINED3DSHADER_PARAM_SRCMOD_TYPE
341 WINED3DSPSM_NONE = 0,
342 WINED3DSPSM_NEG = 1,
343 WINED3DSPSM_BIAS = 2,
344 WINED3DSPSM_BIASNEG = 3,
345 WINED3DSPSM_SIGN = 4,
346 WINED3DSPSM_SIGNNEG = 5,
347 WINED3DSPSM_COMP = 6,
348 WINED3DSPSM_X2 = 7,
349 WINED3DSPSM_X2NEG = 8,
350 WINED3DSPSM_DZ = 9,
351 WINED3DSPSM_DW = 10,
352 WINED3DSPSM_ABS = 11,
353 WINED3DSPSM_ABSNEG = 12,
354 WINED3DSPSM_NOT = 13,
355 } WINED3DSHADER_PARAM_SRCMOD_TYPE;
357 #define WINED3DSP_WRITEMASK_0 0x1 /* .x r */
358 #define WINED3DSP_WRITEMASK_1 0x2 /* .y g */
359 #define WINED3DSP_WRITEMASK_2 0x4 /* .z b */
360 #define WINED3DSP_WRITEMASK_3 0x8 /* .w a */
361 #define WINED3DSP_WRITEMASK_ALL 0xf /* all */
363 typedef enum _WINED3DSHADER_PARAM_DSTMOD_TYPE
365 WINED3DSPDM_NONE = 0,
366 WINED3DSPDM_SATURATE = 1,
367 WINED3DSPDM_PARTIALPRECISION = 2,
368 WINED3DSPDM_MSAMPCENTROID = 4,
369 } WINED3DSHADER_PARAM_DSTMOD_TYPE;
371 typedef enum _WINED3DSHADER_INSTRUCTION_OPCODE_TYPE
373 WINED3DSIO_NOP = 0,
374 WINED3DSIO_MOV = 1,
375 WINED3DSIO_ADD = 2,
376 WINED3DSIO_SUB = 3,
377 WINED3DSIO_MAD = 4,
378 WINED3DSIO_MUL = 5,
379 WINED3DSIO_RCP = 6,
380 WINED3DSIO_RSQ = 7,
381 WINED3DSIO_DP3 = 8,
382 WINED3DSIO_DP4 = 9,
383 WINED3DSIO_MIN = 10,
384 WINED3DSIO_MAX = 11,
385 WINED3DSIO_SLT = 12,
386 WINED3DSIO_SGE = 13,
387 WINED3DSIO_EXP = 14,
388 WINED3DSIO_LOG = 15,
389 WINED3DSIO_LIT = 16,
390 WINED3DSIO_DST = 17,
391 WINED3DSIO_LRP = 18,
392 WINED3DSIO_FRC = 19,
393 WINED3DSIO_M4x4 = 20,
394 WINED3DSIO_M4x3 = 21,
395 WINED3DSIO_M3x4 = 22,
396 WINED3DSIO_M3x3 = 23,
397 WINED3DSIO_M3x2 = 24,
398 WINED3DSIO_CALL = 25,
399 WINED3DSIO_CALLNZ = 26,
400 WINED3DSIO_LOOP = 27,
401 WINED3DSIO_RET = 28,
402 WINED3DSIO_ENDLOOP = 29,
403 WINED3DSIO_LABEL = 30,
404 WINED3DSIO_DCL = 31,
405 WINED3DSIO_POW = 32,
406 WINED3DSIO_CRS = 33,
407 WINED3DSIO_SGN = 34,
408 WINED3DSIO_ABS = 35,
409 WINED3DSIO_NRM = 36,
410 WINED3DSIO_SINCOS = 37,
411 WINED3DSIO_REP = 38,
412 WINED3DSIO_ENDREP = 39,
413 WINED3DSIO_IF = 40,
414 WINED3DSIO_IFC = 41,
415 WINED3DSIO_ELSE = 42,
416 WINED3DSIO_ENDIF = 43,
417 WINED3DSIO_BREAK = 44,
418 WINED3DSIO_BREAKC = 45,
419 WINED3DSIO_MOVA = 46,
420 WINED3DSIO_DEFB = 47,
421 WINED3DSIO_DEFI = 48,
423 WINED3DSIO_TEXCOORD = 64,
424 WINED3DSIO_TEXKILL = 65,
425 WINED3DSIO_TEX = 66,
426 WINED3DSIO_TEXBEM = 67,
427 WINED3DSIO_TEXBEML = 68,
428 WINED3DSIO_TEXREG2AR = 69,
429 WINED3DSIO_TEXREG2GB = 70,
430 WINED3DSIO_TEXM3x2PAD = 71,
431 WINED3DSIO_TEXM3x2TEX = 72,
432 WINED3DSIO_TEXM3x3PAD = 73,
433 WINED3DSIO_TEXM3x3TEX = 74,
434 WINED3DSIO_TEXM3x3DIFF = 75,
435 WINED3DSIO_TEXM3x3SPEC = 76,
436 WINED3DSIO_TEXM3x3VSPEC = 77,
437 WINED3DSIO_EXPP = 78,
438 WINED3DSIO_LOGP = 79,
439 WINED3DSIO_CND = 80,
440 WINED3DSIO_DEF = 81,
441 WINED3DSIO_TEXREG2RGB = 82,
442 WINED3DSIO_TEXDP3TEX = 83,
443 WINED3DSIO_TEXM3x2DEPTH = 84,
444 WINED3DSIO_TEXDP3 = 85,
445 WINED3DSIO_TEXM3x3 = 86,
446 WINED3DSIO_TEXDEPTH = 87,
447 WINED3DSIO_CMP = 88,
448 WINED3DSIO_BEM = 89,
449 WINED3DSIO_DP2ADD = 90,
450 WINED3DSIO_DSX = 91,
451 WINED3DSIO_DSY = 92,
452 WINED3DSIO_TEXLDD = 93,
453 WINED3DSIO_SETP = 94,
454 WINED3DSIO_TEXLDL = 95,
455 WINED3DSIO_BREAKP = 96,
457 WINED3DSIO_PHASE = 0xfffd,
458 WINED3DSIO_COMMENT = 0xfffe,
459 WINED3DSIO_END = 0Xffff,
460 } WINED3DSHADER_INSTRUCTION_OPCODE_TYPE;
462 /* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
463 #define WINED3DSI_TEXLD_PROJECT 1
464 #define WINED3DSI_TEXLD_BIAS 2
466 typedef enum COMPARISON_TYPE
468 COMPARISON_GT = 1,
469 COMPARISON_EQ = 2,
470 COMPARISON_GE = 3,
471 COMPARISON_LT = 4,
472 COMPARISON_NE = 5,
473 COMPARISON_LE = 6,
474 } COMPARISON_TYPE;
476 #define WINED3D_SM1_VS 0xfffe
477 #define WINED3D_SM1_PS 0xffff
478 #define WINED3D_SM4_PS 0x0000
479 #define WINED3D_SM4_VS 0x0001
480 #define WINED3D_SM4_GS 0x0002
482 /* Shader version tokens, and shader end tokens */
483 #define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
484 #define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
486 /* Shader backends */
488 /* TODO: Make this dynamic, based on shader limits ? */
489 #define MAX_ATTRIBS 16
490 #define MAX_REG_ADDR 1
491 #define MAX_REG_TEMP 32
492 #define MAX_REG_TEXCRD 8
493 #define MAX_REG_INPUT 12
494 #define MAX_REG_OUTPUT 12
495 #define MAX_CONST_I 16
496 #define MAX_CONST_B 16
498 /* FIXME: This needs to go up to 2048 for
499 * Shader model 3 according to msdn (and for software shaders) */
500 #define MAX_LABELS 16
502 #define SHADER_PGMSIZE 65535
503 typedef struct SHADER_BUFFER {
504 char* buffer;
505 unsigned int bsize;
506 unsigned int lineNo;
507 BOOL newline;
508 } SHADER_BUFFER;
510 enum WINED3D_SHADER_INSTRUCTION_HANDLER
512 WINED3DSIH_ABS,
513 WINED3DSIH_ADD,
514 WINED3DSIH_BEM,
515 WINED3DSIH_BREAK,
516 WINED3DSIH_BREAKC,
517 WINED3DSIH_BREAKP,
518 WINED3DSIH_CALL,
519 WINED3DSIH_CALLNZ,
520 WINED3DSIH_CMP,
521 WINED3DSIH_CND,
522 WINED3DSIH_CRS,
523 WINED3DSIH_DCL,
524 WINED3DSIH_DEF,
525 WINED3DSIH_DEFB,
526 WINED3DSIH_DEFI,
527 WINED3DSIH_DP2ADD,
528 WINED3DSIH_DP3,
529 WINED3DSIH_DP4,
530 WINED3DSIH_DST,
531 WINED3DSIH_DSX,
532 WINED3DSIH_DSY,
533 WINED3DSIH_ELSE,
534 WINED3DSIH_ENDIF,
535 WINED3DSIH_ENDLOOP,
536 WINED3DSIH_ENDREP,
537 WINED3DSIH_EXP,
538 WINED3DSIH_EXPP,
539 WINED3DSIH_FRC,
540 WINED3DSIH_IF,
541 WINED3DSIH_IFC,
542 WINED3DSIH_LABEL,
543 WINED3DSIH_LIT,
544 WINED3DSIH_LOG,
545 WINED3DSIH_LOGP,
546 WINED3DSIH_LOOP,
547 WINED3DSIH_LRP,
548 WINED3DSIH_M3x2,
549 WINED3DSIH_M3x3,
550 WINED3DSIH_M3x4,
551 WINED3DSIH_M4x3,
552 WINED3DSIH_M4x4,
553 WINED3DSIH_MAD,
554 WINED3DSIH_MAX,
555 WINED3DSIH_MIN,
556 WINED3DSIH_MOV,
557 WINED3DSIH_MOVA,
558 WINED3DSIH_MUL,
559 WINED3DSIH_NOP,
560 WINED3DSIH_NRM,
561 WINED3DSIH_PHASE,
562 WINED3DSIH_POW,
563 WINED3DSIH_RCP,
564 WINED3DSIH_REP,
565 WINED3DSIH_RET,
566 WINED3DSIH_RSQ,
567 WINED3DSIH_SETP,
568 WINED3DSIH_SGE,
569 WINED3DSIH_SGN,
570 WINED3DSIH_SINCOS,
571 WINED3DSIH_SLT,
572 WINED3DSIH_SUB,
573 WINED3DSIH_TEX,
574 WINED3DSIH_TEXBEM,
575 WINED3DSIH_TEXBEML,
576 WINED3DSIH_TEXCOORD,
577 WINED3DSIH_TEXDEPTH,
578 WINED3DSIH_TEXDP3,
579 WINED3DSIH_TEXDP3TEX,
580 WINED3DSIH_TEXKILL,
581 WINED3DSIH_TEXLDD,
582 WINED3DSIH_TEXLDL,
583 WINED3DSIH_TEXM3x2DEPTH,
584 WINED3DSIH_TEXM3x2PAD,
585 WINED3DSIH_TEXM3x2TEX,
586 WINED3DSIH_TEXM3x3,
587 WINED3DSIH_TEXM3x3DIFF,
588 WINED3DSIH_TEXM3x3PAD,
589 WINED3DSIH_TEXM3x3SPEC,
590 WINED3DSIH_TEXM3x3TEX,
591 WINED3DSIH_TEXM3x3VSPEC,
592 WINED3DSIH_TEXREG2AR,
593 WINED3DSIH_TEXREG2GB,
594 WINED3DSIH_TEXREG2RGB,
595 WINED3DSIH_TABLE_SIZE
598 enum wined3d_shader_type
600 WINED3D_SHADER_TYPE_PIXEL,
601 WINED3D_SHADER_TYPE_VERTEX,
602 WINED3D_SHADER_TYPE_GEOMETRY,
605 struct wined3d_shader_version
607 enum wined3d_shader_type type;
608 BYTE major;
609 BYTE minor;
612 #define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
614 typedef struct shader_reg_maps
616 struct wined3d_shader_version shader_version;
617 char texcoord[MAX_REG_TEXCRD]; /* pixel < 3.0 */
618 char temporary[MAX_REG_TEMP]; /* pixel, vertex */
619 char address[MAX_REG_ADDR]; /* vertex */
620 char labels[MAX_LABELS]; /* pixel, vertex */
621 DWORD *constf; /* pixel, vertex */
622 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
623 WORD input_registers; /* max(MAX_REG_INPUT, MAX_ATTRIBS), 16 */
624 WORD output_registers; /* MAX_REG_OUTPUT, 12 */
625 WORD integer_constants; /* MAX_CONST_I, 16 */
626 WORD boolean_constants; /* MAX_CONST_B, 16 */
627 WORD local_int_consts; /* MAX_CONST_I, 16 */
628 WORD local_bool_consts; /* MAX_CONST_B, 16 */
630 WINED3DSAMPLER_TEXTURE_TYPE sampler_type[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
631 BOOL bumpmat[MAX_TEXTURES], luminanceparams[MAX_TEXTURES];
632 char usesnrm, vpos, usesdsx, usesdsy, usestexldd, usesmova, usestexldl, usesfacing;
633 char usesrelconstF;
635 /* Whether or not loops are used in this shader, and nesting depth */
636 unsigned loop_depth;
638 /* Whether or not this shader uses fog */
639 char fog;
641 } shader_reg_maps;
643 struct wined3d_shader_context
645 IWineD3DBaseShader *shader;
646 const struct shader_reg_maps *reg_maps;
647 SHADER_BUFFER *buffer;
648 void *backend_data;
651 struct wined3d_shader_register
653 WINED3DSHADER_PARAM_REGISTER_TYPE type;
654 UINT idx;
655 const struct wined3d_shader_src_param *rel_addr;
656 enum wined3d_immconst_type immconst_type;
657 DWORD immconst_data[4];
660 struct wined3d_shader_dst_param
662 struct wined3d_shader_register reg;
663 DWORD write_mask;
664 DWORD modifiers;
665 DWORD shift;
668 struct wined3d_shader_src_param
670 struct wined3d_shader_register reg;
671 DWORD swizzle;
672 DWORD modifiers;
675 struct wined3d_shader_instruction
677 const struct wined3d_shader_context *ctx;
678 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
679 DWORD flags;
680 BOOL coissue;
681 DWORD predicate;
682 UINT dst_count;
683 const struct wined3d_shader_dst_param *dst;
684 UINT src_count;
685 const struct wined3d_shader_src_param *src;
688 struct wined3d_shader_semantic
690 WINED3DDECLUSAGE usage;
691 UINT usage_idx;
692 WINED3DSAMPLER_TEXTURE_TYPE sampler_type;
693 struct wined3d_shader_dst_param reg;
696 struct wined3d_shader_attribute
698 WINED3DDECLUSAGE usage;
699 UINT usage_idx;
702 struct wined3d_shader_frontend
704 void *(*shader_init)(const DWORD *ptr, const struct wined3d_shader_signature *output_signature);
705 void (*shader_free)(void *data);
706 void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version);
707 void (*shader_read_opcode)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins, UINT *param_size);
708 void (*shader_read_src_param)(void *data, const DWORD **ptr, struct wined3d_shader_src_param *src_param,
709 struct wined3d_shader_src_param *src_rel_addr);
710 void (*shader_read_dst_param)(void *data, const DWORD **ptr, struct wined3d_shader_dst_param *dst_param,
711 struct wined3d_shader_src_param *dst_rel_addr);
712 void (*shader_read_semantic)(const DWORD **ptr, struct wined3d_shader_semantic *semantic);
713 void (*shader_read_comment)(const DWORD **ptr, const char **comment);
714 BOOL (*shader_is_end)(void *data, const DWORD **ptr);
717 extern const struct wined3d_shader_frontend sm1_shader_frontend;
718 extern const struct wined3d_shader_frontend sm4_shader_frontend;
720 typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
722 struct shader_caps {
723 DWORD VertexShaderVersion;
724 DWORD MaxVertexShaderConst;
726 DWORD PixelShaderVersion;
727 float PixelShader1xMaxValue;
728 DWORD MaxPixelShaderConst;
730 WINED3DVSHADERCAPS2_0 VS20Caps;
731 WINED3DPSHADERCAPS2_0 PS20Caps;
733 DWORD MaxVShaderInstructionsExecuted;
734 DWORD MaxPShaderInstructionsExecuted;
735 DWORD MaxVertexShader30InstructionSlots;
736 DWORD MaxPixelShader30InstructionSlots;
738 BOOL VSClipping;
741 enum tex_types
743 tex_1d = 0,
744 tex_2d = 1,
745 tex_3d = 2,
746 tex_cube = 3,
747 tex_rect = 4,
748 tex_type_count = 5,
751 enum vertexprocessing_mode {
752 fixedfunction,
753 vertexshader,
754 pretransformed
757 #define WINED3D_CONST_NUM_UNUSED ~0U
759 enum fogmode {
760 FOG_OFF,
761 FOG_LINEAR,
762 FOG_EXP,
763 FOG_EXP2
766 /* Stateblock dependent parameters which have to be hardcoded
767 * into the shader code
769 struct ps_compile_args {
770 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
771 enum vertexprocessing_mode vp_mode;
772 enum fogmode fog;
773 /* Projected textures(ps 1.0-1.3) */
774 /* Texture types(2D, Cube, 3D) in ps 1.x */
775 BOOL srgb_correction;
776 WORD np2_fixup;
777 /* Bitmap for NP2 texcoord fixups (16 samplers max currently).
778 D3D9 has a limit of 16 samplers and the fixup is superfluous
779 in D3D10 (unconditional NP2 support mandatory). */
782 enum fog_src_type {
783 VS_FOG_Z = 0,
784 VS_FOG_COORD = 1
787 struct vs_compile_args {
788 WORD fog_src;
789 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
792 typedef struct {
793 void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
794 void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
795 void (*shader_select_depth_blt)(IWineD3DDevice *iface, enum tex_types tex_type);
796 void (*shader_deselect_depth_blt)(IWineD3DDevice *iface);
797 void (*shader_update_float_vertex_constants)(IWineD3DDevice *iface, UINT start, UINT count);
798 void (*shader_update_float_pixel_constants)(IWineD3DDevice *iface, UINT start, UINT count);
799 void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
800 void (*shader_load_np2fixup_constants)(IWineD3DDevice *iface, char usePS, char useVS);
801 void (*shader_destroy)(IWineD3DBaseShader *iface);
802 HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
803 void (*shader_free_private)(IWineD3DDevice *iface);
804 BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
805 void (*shader_get_caps)(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *caps);
806 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
807 void (*shader_add_instruction_modifiers)(const struct wined3d_shader_instruction *ins);
808 } shader_backend_t;
810 extern const shader_backend_t glsl_shader_backend;
811 extern const shader_backend_t arb_program_shader_backend;
812 extern const shader_backend_t none_shader_backend;
814 /* X11 locking */
816 extern void (* CDECL wine_tsx11_lock_ptr)(void);
817 extern void (* CDECL wine_tsx11_unlock_ptr)(void);
819 /* As GLX relies on X, this is needed */
820 extern int num_lock;
822 #if 0
823 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
824 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
825 #else
826 #define ENTER_GL() wine_tsx11_lock_ptr()
827 #define LEAVE_GL() wine_tsx11_unlock_ptr()
828 #endif
830 /*****************************************************************************
831 * Defines
834 /* GL related defines */
835 /* ------------------ */
836 #define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
837 #define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
838 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
839 #define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
841 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
842 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
843 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
844 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
846 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
847 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
848 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
849 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
851 #define D3DCOLORTOGLFLOAT4(dw, vec) do { \
852 (vec)[0] = D3DCOLOR_R(dw); \
853 (vec)[1] = D3DCOLOR_G(dw); \
854 (vec)[2] = D3DCOLOR_B(dw); \
855 (vec)[3] = D3DCOLOR_A(dw); \
856 } while(0)
858 /* DirectX Device Limits */
859 /* --------------------- */
860 #define MAX_MIP_LEVELS 32 /* Maximum number of mipmap levels. */
861 #define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
862 See MaxStreams in MSDN under GetDeviceCaps */
863 #define HIGHEST_TRANSFORMSTATE WINED3DTS_WORLDMATRIX(255) /* Highest value in WINED3DTRANSFORMSTATETYPE */
865 /* Checking of API calls */
866 /* --------------------- */
867 #ifndef WINE_NO_DEBUG_MSGS
868 #define checkGLcall(A) \
869 do { \
870 GLint err = glGetError(); \
871 if (err == GL_NO_ERROR) { \
872 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
874 } else do { \
875 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
876 debug_glerror(err), err, A, __FILE__, __LINE__); \
877 err = glGetError(); \
878 } while (err != GL_NO_ERROR); \
879 } while(0)
880 #else
881 #define checkGLcall(A) do {} while(0)
882 #endif
884 /* Trace routines / diagnostics */
885 /* ---------------------------- */
887 /* Dump out a matrix and copy it */
888 #define conv_mat(mat,gl_mat) \
889 do { \
890 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
891 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
892 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
893 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
894 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
895 } while (0)
897 /* Macro to dump out the current state of the light chain */
898 #define DUMP_LIGHT_CHAIN() \
899 do { \
900 PLIGHTINFOEL *el = This->stateBlock->lights;\
901 while (el) { \
902 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
903 el = el->next; \
905 } while(0)
907 /* Trace vector and strided data information */
908 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
909 #define TRACE_STRIDED(si, name) TRACE( #name "=(data:%p, stride:%d, format:%#x, vbo %d, stream %u)\n", \
910 si->elements[name].data, si->elements[name].stride, si->elements[name].format_desc->format, \
911 si->elements[name].buffer_object, si->elements[name].stream_idx);
913 /* Defines used for optimizations */
915 /* Only reapply what is necessary */
916 #define REAPPLY_ALPHAOP 0x0001
917 #define REAPPLY_ALL 0xFFFF
919 /* Advance declaration of structures to satisfy compiler */
920 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
921 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
922 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
923 typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl;
925 /* Global variables */
926 extern const float identity[16];
928 /*****************************************************************************
929 * Compilable extra diagnostics
932 /* Trace information per-vertex: (extremely high amount of trace) */
933 #if 0 /* NOTE: Must be 0 in cvs */
934 # define VTRACE(A) TRACE A
935 #else
936 # define VTRACE(A)
937 #endif
939 /* TODO: Confirm each of these works when wined3d move completed */
940 #if 0 /* NOTE: Must be 0 in cvs */
941 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
942 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
943 is enabled, and if it doesn't exist it is disabled. */
944 # define FRAME_DEBUGGING
945 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
946 the file is deleted */
947 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
948 # define SINGLE_FRAME_DEBUGGING
949 # endif
950 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
951 It can only be enabled when FRAME_DEBUGGING is also enabled
952 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
953 array is drawn. */
954 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
955 # define SHOW_FRAME_MAKEUP 1
956 # endif
957 /* The following, when enabled, lets you see the makeup of the all the textures used during each
958 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
959 The contents of the textures assigned to each stage are written into
960 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
961 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
962 # define SHOW_TEXTURE_MAKEUP 0
963 # endif
964 extern BOOL isOn;
965 extern BOOL isDumpingFrames;
966 extern LONG primCounter;
967 #endif
969 enum wined3d_ffp_idx
971 WINED3D_FFP_POSITION = 0,
972 WINED3D_FFP_BLENDWEIGHT = 1,
973 WINED3D_FFP_BLENDINDICES = 2,
974 WINED3D_FFP_NORMAL = 3,
975 WINED3D_FFP_PSIZE = 4,
976 WINED3D_FFP_DIFFUSE = 5,
977 WINED3D_FFP_SPECULAR = 6,
978 WINED3D_FFP_TEXCOORD0 = 7,
979 WINED3D_FFP_TEXCOORD1 = 8,
980 WINED3D_FFP_TEXCOORD2 = 9,
981 WINED3D_FFP_TEXCOORD3 = 10,
982 WINED3D_FFP_TEXCOORD4 = 11,
983 WINED3D_FFP_TEXCOORD5 = 12,
984 WINED3D_FFP_TEXCOORD6 = 13,
985 WINED3D_FFP_TEXCOORD7 = 14,
988 enum wined3d_ffp_emit_idx
990 WINED3D_FFP_EMIT_FLOAT1 = 0,
991 WINED3D_FFP_EMIT_FLOAT2 = 1,
992 WINED3D_FFP_EMIT_FLOAT3 = 2,
993 WINED3D_FFP_EMIT_FLOAT4 = 3,
994 WINED3D_FFP_EMIT_D3DCOLOR = 4,
995 WINED3D_FFP_EMIT_UBYTE4 = 5,
996 WINED3D_FFP_EMIT_SHORT2 = 6,
997 WINED3D_FFP_EMIT_SHORT4 = 7,
998 WINED3D_FFP_EMIT_UBYTE4N = 8,
999 WINED3D_FFP_EMIT_SHORT2N = 9,
1000 WINED3D_FFP_EMIT_SHORT4N = 10,
1001 WINED3D_FFP_EMIT_USHORT2N = 11,
1002 WINED3D_FFP_EMIT_USHORT4N = 12,
1003 WINED3D_FFP_EMIT_UDEC3 = 13,
1004 WINED3D_FFP_EMIT_DEC3N = 14,
1005 WINED3D_FFP_EMIT_FLOAT16_2 = 15,
1006 WINED3D_FFP_EMIT_FLOAT16_4 = 16,
1007 WINED3D_FFP_EMIT_COUNT = 17
1010 struct wined3d_stream_info_element
1012 const struct GlPixelFormatDesc *format_desc;
1013 GLsizei stride;
1014 const BYTE *data;
1015 UINT stream_idx;
1016 GLuint buffer_object;
1019 struct wined3d_stream_info
1021 struct wined3d_stream_info_element elements[MAX_ATTRIBS];
1022 BOOL position_transformed;
1023 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
1024 WORD use_map; /* MAX_ATTRIBS, 16 */
1027 /*****************************************************************************
1028 * Prototypes
1031 /* Routine common to the draw primitive and draw indexed primitive routines */
1032 void drawPrimitive(IWineD3DDevice *iface, UINT index_count, UINT numberOfVertices,
1033 UINT start_idx, UINT idxBytes, const void *idxData, UINT minIndex);
1034 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
1036 typedef void (WINE_GLAPI *glAttribFunc)(const void *data);
1037 typedef void (WINE_GLAPI *glMultiTexCoordFunc)(GLenum unit, const void *data);
1038 extern glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
1039 extern glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
1040 extern glAttribFunc specular_func_3ubv;
1041 extern glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
1042 extern glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
1043 extern glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
1045 #define eps 1e-8
1047 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
1048 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
1050 /* Routines and structures related to state management */
1051 typedef struct WineD3DContext WineD3DContext;
1052 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
1054 #define STATE_RENDER(a) (a)
1055 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
1057 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
1058 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
1060 /* + 1 because samplers start with 0 */
1061 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
1062 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
1064 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
1065 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
1067 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
1068 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
1070 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
1071 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
1072 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
1073 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
1075 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
1076 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
1078 #define STATE_VSHADER (STATE_VDECL + 1)
1079 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
1081 #define STATE_VIEWPORT (STATE_VSHADER + 1)
1082 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
1084 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
1085 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
1086 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
1087 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
1089 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
1090 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
1092 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
1093 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
1095 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
1096 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
1098 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
1100 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
1102 #define STATE_HIGHEST (STATE_FRONTFACE)
1104 struct StateEntry
1106 DWORD representative;
1107 APPLYSTATEFUNC apply;
1110 struct StateEntryTemplate
1112 DWORD state;
1113 struct StateEntry content;
1114 GL_SupportedExt extension;
1117 struct fragment_caps {
1118 DWORD PrimitiveMiscCaps;
1120 DWORD TextureOpCaps;
1121 DWORD MaxTextureBlendStages;
1122 DWORD MaxSimultaneousTextures;
1125 struct fragment_pipeline {
1126 void (*enable_extension)(IWineD3DDevice *iface, BOOL enable);
1127 void (*get_caps)(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *caps);
1128 HRESULT (*alloc_private)(IWineD3DDevice *iface);
1129 void (*free_private)(IWineD3DDevice *iface);
1130 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1131 const struct StateEntryTemplate *states;
1132 BOOL ffp_proj_control;
1135 extern const struct StateEntryTemplate misc_state_template[];
1136 extern const struct StateEntryTemplate ffp_vertexstate_template[];
1137 extern const struct fragment_pipeline ffp_fragment_pipeline;
1138 extern const struct fragment_pipeline atifs_fragment_pipeline;
1139 extern const struct fragment_pipeline arbfp_fragment_pipeline;
1140 extern const struct fragment_pipeline nvts_fragment_pipeline;
1141 extern const struct fragment_pipeline nvrc_fragment_pipeline;
1143 /* "Base" state table */
1144 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
1145 const WineD3D_GL_Info *gl_info, const struct StateEntryTemplate *vertex,
1146 const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc);
1148 /* Shaders for color conversions in blits */
1149 struct blit_shader {
1150 HRESULT (*alloc_private)(IWineD3DDevice *iface);
1151 void (*free_private)(IWineD3DDevice *iface);
1152 HRESULT (*set_shader)(IWineD3DDevice *iface, const struct GlPixelFormatDesc *format_desc,
1153 GLenum textype, UINT width, UINT height);
1154 void (*unset_shader)(IWineD3DDevice *iface);
1155 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1158 extern const struct blit_shader ffp_blit;
1159 extern const struct blit_shader arbfp_blit;
1161 enum fogsource {
1162 FOGSOURCE_FFP,
1163 FOGSOURCE_VS,
1164 FOGSOURCE_COORD,
1167 #define WINED3D_MAX_FBO_ENTRIES 64
1169 /* The new context manager that should deal with onscreen and offscreen rendering */
1170 struct WineD3DContext {
1171 /* State dirtification
1172 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1173 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
1174 * 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
1175 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
1177 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
1178 DWORD numDirtyEntries;
1179 DWORD isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
1181 IWineD3DSurface *surface;
1182 DWORD tid; /* Thread ID which owns this context at the moment */
1184 /* Stores some information about the context state for optimization */
1185 WORD draw_buffer_dirty : 1;
1186 WORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
1187 WORD last_was_pshader : 1;
1188 WORD last_was_vshader : 1;
1189 WORD namedArraysLoaded : 1;
1190 WORD numberedArraysLoaded : 1;
1191 WORD last_was_blit : 1;
1192 WORD last_was_ckey : 1;
1193 WORD fog_coord : 1;
1194 WORD isPBuffer : 1;
1195 WORD fog_enabled : 1;
1196 WORD num_untracked_materials : 2; /* Max value 2 */
1197 WORD padding : 3;
1198 BYTE texShaderBumpMap; /* MAX_TEXTURES, 8 */
1199 BYTE lastWasPow2Texture; /* MAX_TEXTURES, 8 */
1200 DWORD numbered_array_mask;
1201 GLenum tracking_parm; /* Which source is tracking current colour */
1202 GLenum untracked_materials[2];
1203 UINT blit_w, blit_h;
1204 enum fogsource fog_source;
1206 char *vshader_const_dirty, *pshader_const_dirty;
1208 /* The actual opengl context */
1209 HGLRC glCtx;
1210 HWND win_handle;
1211 HDC hdc;
1212 HPBUFFERARB pbuffer;
1213 GLint aux_buffers;
1215 /* FBOs */
1216 UINT fbo_entry_count;
1217 struct list fbo_list;
1218 struct fbo_entry *current_fbo;
1219 GLuint src_fbo;
1220 GLuint dst_fbo;
1222 /* Extension emulation */
1223 GLint gl_fog_source;
1224 GLfloat fog_coord_value;
1225 GLfloat color[4], fogstart, fogend, fogcolor[4];
1226 GLuint dummy_arbfp_prog;
1229 typedef enum ContextUsage {
1230 CTXUSAGE_RESOURCELOAD = 1, /* Only loads textures: No State is applied */
1231 CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfaces */
1232 CTXUSAGE_BLIT = 3, /* OpenGL states are set up 3D drawing */
1233 CTXUSAGE_CLEAR = 4, /* Drawable and states are set up for clearing */
1234 } ContextUsage;
1236 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
1237 WineD3DContext *getActiveContext(void);
1238 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
1239 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
1240 void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource, WINED3DRESOURCETYPE type);
1241 void context_bind_fbo(IWineD3DDevice *iface, GLenum target, GLuint *fbo);
1242 void context_attach_depth_stencil_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer);
1243 void context_attach_surface_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, DWORD idx, IWineD3DSurface *surface);
1245 void delete_opengl_contexts(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
1246 HRESULT create_primary_opengl_context(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
1248 /* Macros for doing basic GPU detection based on opengl capabilities */
1249 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
1250 #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])
1251 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
1252 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
1254 /* Default callbacks for implicit object destruction */
1255 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
1257 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
1259 /*****************************************************************************
1260 * Internal representation of a light
1262 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
1263 struct PLIGHTINFOEL {
1264 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
1265 DWORD OriginalIndex;
1266 LONG glIndex;
1267 BOOL changed;
1268 BOOL enabledChanged;
1269 BOOL enabled;
1271 /* Converted parms to speed up swapping lights */
1272 float lightPosn[4];
1273 float lightDirn[4];
1274 float exponent;
1275 float cutoff;
1277 struct list entry;
1280 /* The default light parameters */
1281 extern const WINED3DLIGHT WINED3D_default_light;
1283 typedef struct WineD3D_PixelFormat
1285 int iPixelFormat; /* WGL pixel format */
1286 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
1287 int redSize, greenSize, blueSize, alphaSize;
1288 int depthSize, stencilSize;
1289 BOOL windowDrawable;
1290 BOOL pbufferDrawable;
1291 BOOL doubleBuffer;
1292 int auxBuffers;
1293 int numSamples;
1294 } WineD3D_PixelFormat;
1296 /* The adapter structure */
1297 struct WineD3DAdapter
1299 UINT num;
1300 BOOL opengl;
1301 POINT monitorPoint;
1302 WineD3D_GL_Info gl_info;
1303 const char *driver;
1304 const char *description;
1305 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
1306 int nCfgs;
1307 WineD3D_PixelFormat *cfgs;
1308 BOOL brokenStencil; /* Set on cards which only offer mixed depth+stencil */
1309 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
1310 unsigned int UsedTextureRam;
1313 extern BOOL initPixelFormats(WineD3D_GL_Info *gl_info);
1314 BOOL initPixelFormatsNoGL(WineD3D_GL_Info *gl_info);
1315 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram);
1316 extern void add_gl_compat_wrappers(WineD3D_GL_Info *gl_info);
1318 /*****************************************************************************
1319 * High order patch management
1321 struct WineD3DRectPatch
1323 UINT Handle;
1324 float *mem;
1325 WineDirect3DVertexStridedData strided;
1326 WINED3DRECTPATCH_INFO RectPatchInfo;
1327 float numSegs[4];
1328 char has_normals, has_texcoords;
1329 struct list entry;
1332 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
1334 enum projection_types
1336 proj_none = 0,
1337 proj_count3 = 1,
1338 proj_count4 = 2
1341 enum dst_arg
1343 resultreg = 0,
1344 tempreg = 1
1347 /*****************************************************************************
1348 * Fixed function pipeline replacements
1350 #define ARG_UNUSED 0xff
1351 struct texture_stage_op
1353 unsigned cop : 8;
1354 unsigned carg1 : 8;
1355 unsigned carg2 : 8;
1356 unsigned carg0 : 8;
1358 unsigned aop : 8;
1359 unsigned aarg1 : 8;
1360 unsigned aarg2 : 8;
1361 unsigned aarg0 : 8;
1363 struct color_fixup_desc color_fixup;
1364 unsigned tex_type : 3;
1365 unsigned dst : 1;
1366 unsigned projected : 2;
1367 unsigned padding : 10;
1370 struct ffp_frag_settings {
1371 struct texture_stage_op op[MAX_TEXTURES];
1372 enum fogmode fog;
1373 /* Use an int instead of a char to get dword alignment */
1374 unsigned int sRGB_write;
1377 struct ffp_frag_desc
1379 struct wine_rb_entry entry;
1380 struct ffp_frag_settings settings;
1383 extern const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions;
1385 void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_settings *settings, BOOL ignore_textype);
1386 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
1387 const struct ffp_frag_settings *settings);
1388 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc);
1390 /*****************************************************************************
1391 * IWineD3D implementation structure
1393 typedef struct IWineD3DImpl
1395 /* IUnknown fields */
1396 const IWineD3DVtbl *lpVtbl;
1397 LONG ref; /* Note: Ref counting not required */
1399 /* WineD3D Information */
1400 IUnknown *parent;
1401 UINT dxVersion;
1403 UINT adapter_count;
1404 struct WineD3DAdapter adapters[1];
1405 } IWineD3DImpl;
1407 extern const IWineD3DVtbl IWineD3D_Vtbl;
1409 BOOL InitAdapters(IWineD3DImpl *This);
1411 /* TODO: setup some flags in the registry to enable, disable pbuffer support
1412 (since it will break quite a few things until contexts are managed properly!) */
1413 extern BOOL pbuffer_support;
1414 /* allocate one pbuffer per surface */
1415 extern BOOL pbuffer_per_surface;
1417 /* A helper function that dumps a resource list */
1418 void dumpResources(struct list *list);
1420 /*****************************************************************************
1421 * IWineD3DDevice implementation structure
1423 #define WINED3D_UNMAPPED_STAGE ~0U
1425 /* Multithreaded flag. Removed from the public header to signal that IWineD3D::CreateDevice ignores it */
1426 #define WINED3DCREATE_MULTITHREADED 0x00000004
1428 struct IWineD3DDeviceImpl
1430 /* IUnknown fields */
1431 const IWineD3DDeviceVtbl *lpVtbl;
1432 LONG ref; /* Note: Ref counting not required */
1434 /* WineD3D Information */
1435 IUnknown *parent;
1436 IWineD3DDeviceParent *device_parent;
1437 IWineD3D *wineD3D;
1438 struct WineD3DAdapter *adapter;
1440 /* Window styles to restore when switching fullscreen mode */
1441 LONG style;
1442 LONG exStyle;
1444 /* X and GL Information */
1445 GLint maxConcurrentLights;
1446 GLenum offscreenBuffer;
1448 /* Selected capabilities */
1449 int vs_selected_mode;
1450 int ps_selected_mode;
1451 const shader_backend_t *shader_backend;
1452 void *shader_priv;
1453 void *fragment_priv;
1454 void *blit_priv;
1455 struct StateEntry StateTable[STATE_HIGHEST + 1];
1456 /* Array of functions for states which are handled by more than one pipeline part */
1457 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
1458 const struct fragment_pipeline *frag_pipe;
1459 const struct blit_shader *blitter;
1461 unsigned int max_ffp_textures, max_ffp_texture_stages;
1462 DWORD d3d_vshader_constantF, d3d_pshader_constantF; /* Advertised d3d caps, not GL ones */
1463 DWORD vs_clipping;
1465 WORD view_ident : 1; /* true iff view matrix is identity */
1466 WORD untransformed : 1;
1467 WORD vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
1468 WORD isRecordingState : 1;
1469 WORD isInDraw : 1;
1470 WORD render_offscreen : 1;
1471 WORD bCursorVisible : 1;
1472 WORD haveHardwareCursor : 1;
1473 WORD d3d_initialized : 1;
1474 WORD inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
1475 WORD softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
1476 WORD useDrawStridedSlow : 1;
1477 WORD instancedDraw : 1;
1478 WORD padding : 3;
1480 BYTE fixed_function_usage_map; /* MAX_TEXTURES, 8 */
1482 #define DDRAW_PITCH_ALIGNMENT 8
1483 #define D3D8_PITCH_ALIGNMENT 4
1484 unsigned char surface_alignment; /* Line Alignment of surfaces */
1486 /* State block related */
1487 IWineD3DStateBlockImpl *stateBlock;
1488 IWineD3DStateBlockImpl *updateStateBlock;
1490 /* Internal use fields */
1491 WINED3DDEVICE_CREATION_PARAMETERS createParms;
1492 UINT adapterNo;
1493 WINED3DDEVTYPE devType;
1495 IWineD3DSwapChain **swapchains;
1496 UINT NumberOfSwapChains;
1498 struct list resources; /* a linked list to track resources created by the device */
1499 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
1500 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
1502 /* Render Target Support */
1503 IWineD3DSurface **render_targets;
1504 IWineD3DSurface *auto_depth_stencil_buffer;
1505 IWineD3DSurface *stencilBufferTarget;
1507 /* Caches to avoid unneeded context changes */
1508 IWineD3DSurface *lastActiveRenderTarget;
1509 IWineD3DSwapChain *lastActiveSwapChain;
1511 /* palettes texture management */
1512 UINT NumberOfPalettes;
1513 PALETTEENTRY **palettes;
1514 UINT currentPalette;
1515 UINT paletteConversionShader;
1517 /* For rendering to a texture using glCopyTexImage */
1518 GLenum *draw_buffers;
1519 GLuint depth_blt_texture;
1520 GLuint depth_blt_rb;
1521 UINT depth_blt_rb_w;
1522 UINT depth_blt_rb_h;
1524 /* Cursor management */
1525 UINT xHotSpot;
1526 UINT yHotSpot;
1527 UINT xScreenSpace;
1528 UINT yScreenSpace;
1529 UINT cursorWidth, cursorHeight;
1530 GLuint cursorTexture;
1531 HCURSOR hardwareCursor;
1533 /* The Wine logo surface */
1534 IWineD3DSurface *logo_surface;
1536 /* Textures for when no other textures are mapped */
1537 UINT dummyTextureName[MAX_TEXTURES];
1539 /* Device state management */
1540 HRESULT state;
1542 /* DirectDraw stuff */
1543 DWORD ddraw_width, ddraw_height;
1544 WINED3DFORMAT ddraw_format;
1546 /* Final position fixup constant */
1547 float posFixup[4];
1549 /* With register combiners we can skip junk texture stages */
1550 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
1551 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1553 /* Stream source management */
1554 struct wined3d_stream_info strided_streams;
1555 const WineDirect3DVertexStridedData *up_strided;
1557 /* Context management */
1558 WineD3DContext **contexts; /* Dynamic array containing pointers to context structures */
1559 WineD3DContext *activeContext;
1560 DWORD lastThread;
1561 UINT numContexts;
1562 WineD3DContext *pbufferContext; /* The context that has a pbuffer as drawable */
1563 DWORD pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
1565 /* High level patch management */
1566 #define PATCHMAP_SIZE 43
1567 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
1568 struct list patches[PATCHMAP_SIZE];
1569 struct WineD3DRectPatch *currentPatch;
1572 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
1574 void device_resource_add(IWineD3DDeviceImpl *This, IWineD3DResource *resource);
1575 void device_resource_released(IWineD3DDeviceImpl *This, IWineD3DResource *resource);
1576 void device_stream_info_from_declaration(IWineD3DDeviceImpl *This,
1577 BOOL use_vshader, struct wined3d_stream_info *stream_info, BOOL *fixup);
1578 void device_stream_info_from_strided(IWineD3DDeviceImpl *This,
1579 const struct WineDirect3DVertexStridedData *strided, struct wined3d_stream_info *stream_info);
1580 HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
1581 CONST WINED3DRECT* pRects, DWORD Flags, WINED3DCOLOR Color,
1582 float Z, DWORD Stencil);
1583 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
1584 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
1585 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
1586 DWORD idx = state >> 5;
1587 BYTE shift = state & 0x1f;
1588 return context->isStateDirty[idx] & (1 << shift);
1591 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
1592 typedef struct PrivateData
1594 struct list entry;
1596 GUID tag;
1597 DWORD flags; /* DDSPD_* */
1599 union
1601 LPVOID data;
1602 LPUNKNOWN object;
1603 } ptr;
1605 DWORD size;
1606 } PrivateData;
1608 /*****************************************************************************
1609 * IWineD3DResource implementation structure
1611 typedef struct IWineD3DResourceClass
1613 /* IUnknown fields */
1614 LONG ref; /* Note: Ref counting not required */
1616 /* WineD3DResource Information */
1617 IUnknown *parent;
1618 WINED3DRESOURCETYPE resourceType;
1619 IWineD3DDeviceImpl *wineD3DDevice;
1620 WINED3DPOOL pool;
1621 UINT size;
1622 DWORD usage;
1623 const struct GlPixelFormatDesc *format_desc;
1624 DWORD priority;
1625 BYTE *allocatedMemory; /* Pointer to the real data location */
1626 BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
1627 struct list privateData;
1628 struct list resource_list_entry;
1630 } IWineD3DResourceClass;
1632 typedef struct IWineD3DResourceImpl
1634 /* IUnknown & WineD3DResource Information */
1635 const IWineD3DResourceVtbl *lpVtbl;
1636 IWineD3DResourceClass resource;
1637 } IWineD3DResourceImpl;
1639 void resource_cleanup(IWineD3DResource *iface);
1640 HRESULT resource_free_private_data(IWineD3DResource *iface, REFGUID guid);
1641 HRESULT resource_get_device(IWineD3DResource *iface, IWineD3DDevice **device);
1642 HRESULT resource_get_parent(IWineD3DResource *iface, IUnknown **parent);
1643 DWORD resource_get_priority(IWineD3DResource *iface);
1644 HRESULT resource_get_private_data(IWineD3DResource *iface, REFGUID guid,
1645 void *data, DWORD *data_size);
1646 HRESULT resource_init(IWineD3DResource *iface, WINED3DRESOURCETYPE resource_type,
1647 IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct GlPixelFormatDesc *format_desc,
1648 WINED3DPOOL pool, IUnknown *parent);
1649 WINED3DRESOURCETYPE resource_get_type(IWineD3DResource *iface);
1650 DWORD resource_set_priority(IWineD3DResource *iface, DWORD new_priority);
1651 HRESULT resource_set_private_data(IWineD3DResource *iface, REFGUID guid,
1652 const void *data, DWORD data_size, DWORD flags);
1654 /* Tests show that the start address of resources is 32 byte aligned */
1655 #define RESOURCE_ALIGNMENT 32
1657 /*****************************************************************************
1658 * IWineD3DBaseTexture D3D- > openGL state map lookups
1661 typedef enum winetexturestates {
1662 WINED3DTEXSTA_ADDRESSU = 0,
1663 WINED3DTEXSTA_ADDRESSV = 1,
1664 WINED3DTEXSTA_ADDRESSW = 2,
1665 WINED3DTEXSTA_BORDERCOLOR = 3,
1666 WINED3DTEXSTA_MAGFILTER = 4,
1667 WINED3DTEXSTA_MINFILTER = 5,
1668 WINED3DTEXSTA_MIPFILTER = 6,
1669 WINED3DTEXSTA_MAXMIPLEVEL = 7,
1670 WINED3DTEXSTA_MAXANISOTROPY = 8,
1671 WINED3DTEXSTA_SRGBTEXTURE = 9,
1672 WINED3DTEXSTA_ELEMENTINDEX = 10,
1673 WINED3DTEXSTA_DMAPOFFSET = 11,
1674 WINED3DTEXSTA_TSSADDRESSW = 12,
1675 MAX_WINETEXTURESTATES = 13,
1676 } winetexturestates;
1678 enum WINED3DSRGB
1680 SRGB_ANY = 0, /* Uses the cached value(e.g. external calls) */
1681 SRGB_RGB = 1, /* Loads the rgb texture */
1682 SRGB_SRGB = 2, /* Loads the srgb texture */
1683 SRGB_BOTH = 3, /* Loads both textures */
1686 /*****************************************************************************
1687 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1689 typedef struct IWineD3DBaseTextureClass
1691 DWORD states[MAX_WINETEXTURESTATES];
1692 DWORD srgbstates[MAX_WINETEXTURESTATES];
1693 UINT levels;
1694 BOOL dirty, srgbDirty;
1695 UINT textureName, srgbTextureName;
1696 float pow2Matrix[16];
1697 UINT LOD;
1698 WINED3DTEXTUREFILTERTYPE filterType;
1699 LONG bindCount;
1700 DWORD sampler;
1701 BOOL is_srgb;
1702 BOOL pow2Matrix_identity;
1703 const struct min_lookup *minMipLookup;
1704 const GLenum *magLookup;
1705 void (*internal_preload)(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1706 } IWineD3DBaseTextureClass;
1708 void surface_internal_preload(IWineD3DSurface *iface, enum WINED3DSRGB srgb);
1710 typedef struct IWineD3DBaseTextureImpl
1712 /* IUnknown & WineD3DResource Information */
1713 const IWineD3DBaseTextureVtbl *lpVtbl;
1714 IWineD3DResourceClass resource;
1715 IWineD3DBaseTextureClass baseTexture;
1717 } IWineD3DBaseTextureImpl;
1719 void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
1720 const DWORD texture_states[WINED3D_HIGHEST_TEXTURE_STATE + 1],
1721 const DWORD sampler_states[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1722 HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surface_desc);
1723 void basetexture_cleanup(IWineD3DBaseTexture *iface);
1724 void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface);
1725 WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface);
1726 BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface);
1727 DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface);
1728 DWORD basetexture_get_lod(IWineD3DBaseTexture *iface);
1729 HRESULT basetexture_init(IWineD3DBaseTextureImpl *texture, UINT levels, WINED3DRESOURCETYPE resource_type,
1730 IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct GlPixelFormatDesc *format_desc,
1731 WINED3DPOOL pool, IUnknown *parent);
1732 HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE filter_type);
1733 BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty);
1734 DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD new_lod);
1735 void basetexture_unload(IWineD3DBaseTexture *iface);
1736 static inline void basetexture_setsrgbcache(IWineD3DBaseTexture *iface, BOOL srgb) {
1737 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
1738 This->baseTexture.is_srgb = srgb;
1741 /*****************************************************************************
1742 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1744 typedef struct IWineD3DTextureImpl
1746 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1747 const IWineD3DTextureVtbl *lpVtbl;
1748 IWineD3DResourceClass resource;
1749 IWineD3DBaseTextureClass baseTexture;
1751 /* IWineD3DTexture */
1752 IWineD3DSurface *surfaces[MAX_MIP_LEVELS];
1753 UINT target;
1754 BOOL cond_np2;
1756 } IWineD3DTextureImpl;
1758 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
1760 HRESULT texture_init(IWineD3DTextureImpl *texture, UINT width, UINT height, UINT levels,
1761 IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, IUnknown *parent);
1763 /*****************************************************************************
1764 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1766 typedef struct IWineD3DCubeTextureImpl
1768 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1769 const IWineD3DCubeTextureVtbl *lpVtbl;
1770 IWineD3DResourceClass resource;
1771 IWineD3DBaseTextureClass baseTexture;
1773 /* IWineD3DCubeTexture */
1774 IWineD3DSurface *surfaces[6][MAX_MIP_LEVELS];
1775 } IWineD3DCubeTextureImpl;
1777 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
1779 HRESULT cubetexture_init(IWineD3DCubeTextureImpl *texture, UINT edge_length, UINT levels,
1780 IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, IUnknown *parent);
1782 typedef struct _WINED3DVOLUMET_DESC
1784 UINT Width;
1785 UINT Height;
1786 UINT Depth;
1787 } WINED3DVOLUMET_DESC;
1789 /*****************************************************************************
1790 * IWineD3DVolume implementation structure (extends IUnknown)
1792 typedef struct IWineD3DVolumeImpl
1794 /* IUnknown & WineD3DResource fields */
1795 const IWineD3DVolumeVtbl *lpVtbl;
1796 IWineD3DResourceClass resource;
1798 /* WineD3DVolume Information */
1799 WINED3DVOLUMET_DESC currentDesc;
1800 IWineD3DBase *container;
1801 BOOL lockable;
1802 BOOL locked;
1803 WINED3DBOX lockedBox;
1804 WINED3DBOX dirtyBox;
1805 BOOL dirty;
1806 } IWineD3DVolumeImpl;
1808 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
1810 void volume_add_dirty_box(IWineD3DVolume *iface, const WINED3DBOX *dirty_box);
1812 /*****************************************************************************
1813 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1815 typedef struct IWineD3DVolumeTextureImpl
1817 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1818 const IWineD3DVolumeTextureVtbl *lpVtbl;
1819 IWineD3DResourceClass resource;
1820 IWineD3DBaseTextureClass baseTexture;
1822 /* IWineD3DVolumeTexture */
1823 IWineD3DVolume *volumes[MAX_MIP_LEVELS];
1824 } IWineD3DVolumeTextureImpl;
1826 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
1828 HRESULT volumetexture_init(IWineD3DVolumeTextureImpl *texture, UINT width, UINT height, UINT depth, UINT levels,
1829 IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, IUnknown *parent);
1831 typedef struct _WINED3DSURFACET_DESC
1833 WINED3DMULTISAMPLE_TYPE MultiSampleType;
1834 DWORD MultiSampleQuality;
1835 UINT Width;
1836 UINT Height;
1837 } WINED3DSURFACET_DESC;
1839 /*****************************************************************************
1840 * Structure for DIB Surfaces (GetDC and GDI surfaces)
1842 typedef struct wineD3DSurface_DIB {
1843 HBITMAP DIBsection;
1844 void* bitmap_data;
1845 UINT bitmap_size;
1846 HGDIOBJ holdbitmap;
1847 BOOL client_memory;
1848 } wineD3DSurface_DIB;
1850 typedef struct {
1851 struct list entry;
1852 GLuint id;
1853 UINT width;
1854 UINT height;
1855 } renderbuffer_entry_t;
1857 struct fbo_entry
1859 struct list entry;
1860 IWineD3DSurface **render_targets;
1861 IWineD3DSurface *depth_stencil;
1862 BOOL attached;
1863 GLuint id;
1866 /*****************************************************************************
1867 * IWineD3DClipp implementation structure
1869 typedef struct IWineD3DClipperImpl
1871 const IWineD3DClipperVtbl *lpVtbl;
1872 LONG ref;
1874 IUnknown *Parent;
1875 HWND hWnd;
1876 } IWineD3DClipperImpl;
1879 /*****************************************************************************
1880 * IWineD3DSurface implementation structure
1882 struct IWineD3DSurfaceImpl
1884 /* IUnknown & IWineD3DResource Information */
1885 const IWineD3DSurfaceVtbl *lpVtbl;
1886 IWineD3DResourceClass resource;
1888 /* IWineD3DSurface fields */
1889 IWineD3DBase *container;
1890 WINED3DSURFACET_DESC currentDesc;
1891 IWineD3DPaletteImpl *palette; /* D3D7 style palette handling */
1892 PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
1894 /* TODO: move this off into a management class(maybe!) */
1895 DWORD Flags;
1897 UINT pow2Width;
1898 UINT pow2Height;
1900 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
1901 void (*get_drawable_size)(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1903 /* Oversized texture */
1904 RECT glRect;
1906 /* PBO */
1907 GLuint pbo;
1909 RECT lockedRect;
1910 RECT dirtyRect;
1911 int lockCount;
1912 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
1914 glDescriptor glDescription;
1916 /* For GetDC */
1917 wineD3DSurface_DIB dib;
1918 HDC hDC;
1920 /* Color keys for DDraw */
1921 WINEDDCOLORKEY DestBltCKey;
1922 WINEDDCOLORKEY DestOverlayCKey;
1923 WINEDDCOLORKEY SrcOverlayCKey;
1924 WINEDDCOLORKEY SrcBltCKey;
1925 DWORD CKeyFlags;
1927 WINEDDCOLORKEY glCKey;
1929 struct list renderbuffers;
1930 renderbuffer_entry_t *current_renderbuffer;
1932 /* DirectDraw clippers */
1933 IWineD3DClipper *clipper;
1935 /* DirectDraw Overlay handling */
1936 RECT overlay_srcrect;
1937 RECT overlay_destrect;
1938 IWineD3DSurfaceImpl *overlay_dest;
1939 struct list overlays;
1940 struct list overlay_entry;
1943 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1944 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1946 UINT surface_calculate_size(const struct GlPixelFormatDesc *format_desc, UINT alignment, UINT width, UINT height);
1947 void surface_gdi_cleanup(IWineD3DSurfaceImpl *This);
1948 HRESULT surface_init(IWineD3DSurfaceImpl *surface, WINED3DSURFTYPE surface_type, UINT alignment,
1949 UINT width, UINT height, UINT level, BOOL lockable, BOOL discard, WINED3DMULTISAMPLE_TYPE multisample_type,
1950 UINT multisample_quality, IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format,
1951 WINED3DPOOL pool, IUnknown *parent);
1953 /* Predeclare the shared Surface functions */
1954 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1955 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface);
1956 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1957 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1958 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1959 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1960 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1961 DWORD WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1962 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1963 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface);
1964 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1965 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1966 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1967 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1968 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface);
1969 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface);
1970 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1971 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1972 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, const WINEDDCOLORKEY *CKey);
1973 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1974 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1975 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1976 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1977 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1978 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1979 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, const RECT *SrcRect,
1980 IWineD3DSurface *DstSurface, const RECT *DstRect, DWORD Flags, const WINEDDOVERLAYFX *FX);
1981 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
1982 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
1983 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1984 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface);
1985 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface,
1986 const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
1987 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
1988 IWineD3DSurface *Source, const RECT *rsrc, DWORD trans);
1989 HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags);
1990 void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb);
1991 const void *WINAPI IWineD3DBaseSurfaceImpl_GetData(IWineD3DSurface *iface);
1993 void get_drawable_size_swapchain(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1994 void get_drawable_size_backbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1995 void get_drawable_size_pbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1996 void get_drawable_size_fbo(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1998 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back);
2000 /* Surface flags: */
2001 #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
2002 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
2003 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for GetDC */
2004 #define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
2005 #define SFLAG_DISCARD 0x00000010 /* ??? */
2006 #define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
2007 #define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
2008 #define SFLAG_INSRGBTEX 0x00000080 /* The GL srgb texture contains the newest surface content */
2009 #define SFLAG_INDRAWABLE 0x00000100 /* The gl drawable contains the most up to date data */
2010 #define SFLAG_INSYSMEM 0x00000200 /* The system memory copy is most up to date */
2011 #define SFLAG_NONPOW2 0x00000400 /* Surface sizes are not a power of 2 */
2012 #define SFLAG_DYNLOCK 0x00000800 /* Surface is often locked by the app */
2013 #define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
2014 #define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
2015 #define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
2016 #define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
2017 #define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
2018 #define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
2019 #define SFLAG_SRGBALLOCATED 0x00040000 /* A srgb gl texture is allocated for this surface */
2020 #define SFLAG_PBO 0x00080000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
2021 #define SFLAG_NORMCOORD 0x00100000 /* Set if the GL texture coords are normalized(non-texture rectangle) */
2022 #define SFLAG_DS_ONSCREEN 0x00200000 /* Is a depth stencil, last modified onscreen */
2023 #define SFLAG_DS_OFFSCREEN 0x00400000 /* Is a depth stencil, last modified offscreen */
2024 #define SFLAG_INOVERLAYDRAW 0x00800000 /* Overlay drawing is in progress. Recursion prevention */
2025 #define SFLAG_SWAPCHAIN 0x01000000 /* The surface is part of a swapchain */
2027 /* In some conditions the surface memory must not be freed:
2028 * SFLAG_OVERSIZE: Not all data can be kept in GL
2029 * SFLAG_CONVERTED: Converting the data back would take too long
2030 * SFLAG_DIBSECTION: The dib code manages the memory
2031 * SFLAG_LOCKED: The app requires access to the surface data
2032 * SFLAG_DYNLOCK: Avoid freeing the data for performance
2033 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
2034 * SFLAG_CLIENT: OpenGL uses our memory as backup
2036 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
2037 SFLAG_CONVERTED | \
2038 SFLAG_DIBSECTION | \
2039 SFLAG_LOCKED | \
2040 SFLAG_DYNLOCK | \
2041 SFLAG_USERPTR | \
2042 SFLAG_PBO | \
2043 SFLAG_CLIENT)
2045 #define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
2046 SFLAG_INTEXTURE | \
2047 SFLAG_INDRAWABLE | \
2048 SFLAG_INSRGBTEX)
2050 #define SFLAG_DS_LOCATIONS (SFLAG_DS_ONSCREEN | \
2051 SFLAG_DS_OFFSCREEN)
2052 #define SFLAG_DS_DISCARDED SFLAG_DS_LOCATIONS
2054 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
2056 typedef enum {
2057 NO_CONVERSION,
2058 CONVERT_PALETTED,
2059 CONVERT_PALETTED_CK,
2060 CONVERT_CK_565,
2061 CONVERT_CK_5551,
2062 CONVERT_CK_4444,
2063 CONVERT_CK_4444_ARGB,
2064 CONVERT_CK_1555,
2065 CONVERT_555,
2066 CONVERT_CK_RGB24,
2067 CONVERT_CK_8888,
2068 CONVERT_CK_8888_ARGB,
2069 CONVERT_RGB32_888,
2070 CONVERT_V8U8,
2071 CONVERT_L6V5U5,
2072 CONVERT_X8L8V8U8,
2073 CONVERT_Q8W8V8U8,
2074 CONVERT_V16U16,
2075 CONVERT_A4L4,
2076 CONVERT_G16R16,
2077 CONVERT_R16G16F,
2078 CONVERT_R32G32F,
2079 CONVERT_D15S1,
2080 CONVERT_D24X4S4,
2081 CONVERT_D24FS8,
2082 } CONVERT_TYPES;
2084 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);
2086 BOOL palette9_changed(IWineD3DSurfaceImpl *This);
2088 /*****************************************************************************
2089 * IWineD3DVertexDeclaration implementation structure
2091 #define MAX_ATTRIBS 16
2093 struct wined3d_vertex_declaration_element
2095 const struct GlPixelFormatDesc *format_desc;
2096 BOOL ffp_valid;
2097 WORD input_slot;
2098 WORD offset;
2099 UINT output_slot;
2100 BYTE method;
2101 BYTE usage;
2102 BYTE usage_idx;
2105 typedef struct IWineD3DVertexDeclarationImpl {
2106 /* IUnknown Information */
2107 const IWineD3DVertexDeclarationVtbl *lpVtbl;
2108 LONG ref;
2110 IUnknown *parent;
2111 IWineD3DDeviceImpl *wineD3DDevice;
2113 struct wined3d_vertex_declaration_element *elements;
2114 UINT element_count;
2116 DWORD streams[MAX_STREAMS];
2117 UINT num_streams;
2118 BOOL position_transformed;
2119 BOOL half_float_conv_needed;
2120 } IWineD3DVertexDeclarationImpl;
2122 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
2124 HRESULT vertexdeclaration_init(IWineD3DVertexDeclarationImpl *This,
2125 const WINED3DVERTEXELEMENT *elements, UINT element_count);
2127 /*****************************************************************************
2128 * IWineD3DStateBlock implementation structure
2131 /* Internal state Block for Begin/End/Capture/Create/Apply info */
2132 /* Note: Very long winded but gl Lists are not flexible enough */
2133 /* to resolve everything we need, so doing it manually for now */
2134 typedef struct SAVEDSTATES {
2135 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
2136 WORD streamSource; /* MAX_STREAMS, 16 */
2137 WORD streamFreq; /* MAX_STREAMS, 16 */
2138 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
2139 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
2140 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
2141 DWORD textures; /* MAX_COMBINED_SAMPLERS, 20 */
2142 DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
2143 WORD pixelShaderConstantsB; /* MAX_CONST_B, 16 */
2144 WORD pixelShaderConstantsI; /* MAX_CONST_I, 16 */
2145 BOOL *pixelShaderConstantsF;
2146 WORD vertexShaderConstantsB; /* MAX_CONST_B, 16 */
2147 WORD vertexShaderConstantsI; /* MAX_CONST_I, 16 */
2148 BOOL *vertexShaderConstantsF;
2149 WORD primitive_type : 1;
2150 WORD indices : 1;
2151 WORD material : 1;
2152 WORD viewport : 1;
2153 WORD vertexDecl : 1;
2154 WORD pixelShader : 1;
2155 WORD vertexShader : 1;
2156 WORD scissorRect : 1;
2157 WORD padding : 1;
2158 } SAVEDSTATES;
2160 struct StageState {
2161 DWORD stage;
2162 DWORD state;
2165 struct IWineD3DStateBlockImpl
2167 /* IUnknown fields */
2168 const IWineD3DStateBlockVtbl *lpVtbl;
2169 LONG ref; /* Note: Ref counting not required */
2171 /* IWineD3DStateBlock information */
2172 IUnknown *parent;
2173 IWineD3DDeviceImpl *wineD3DDevice;
2174 WINED3DSTATEBLOCKTYPE blockType;
2176 /* Array indicating whether things have been set or changed */
2177 SAVEDSTATES changed;
2179 /* Vertex Shader Declaration */
2180 IWineD3DVertexDeclaration *vertexDecl;
2182 IWineD3DVertexShader *vertexShader;
2184 /* Vertex Shader Constants */
2185 BOOL vertexShaderConstantB[MAX_CONST_B];
2186 INT vertexShaderConstantI[MAX_CONST_I * 4];
2187 float *vertexShaderConstantF;
2189 /* primitive type */
2190 GLenum gl_primitive_type;
2192 /* Stream Source */
2193 BOOL streamIsUP;
2194 UINT streamStride[MAX_STREAMS];
2195 UINT streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
2196 IWineD3DBuffer *streamSource[MAX_STREAMS];
2197 UINT streamFreq[MAX_STREAMS + 1];
2198 UINT streamFlags[MAX_STREAMS + 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
2200 /* Indices */
2201 IWineD3DBuffer* pIndexData;
2202 WINED3DFORMAT IndexFmt;
2203 INT baseVertexIndex;
2204 INT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
2206 /* Transform */
2207 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
2209 /* Light hashmap . Collisions are handled using standard wine double linked lists */
2210 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
2211 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
2212 struct list lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
2213 PLIGHTINFOEL *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
2215 /* Clipping */
2216 double clipplane[MAX_CLIPPLANES][4];
2217 WINED3DCLIPSTATUS clip_status;
2219 /* ViewPort */
2220 WINED3DVIEWPORT viewport;
2222 /* Material */
2223 WINED3DMATERIAL material;
2225 /* Pixel Shader */
2226 IWineD3DPixelShader *pixelShader;
2228 /* Pixel Shader Constants */
2229 BOOL pixelShaderConstantB[MAX_CONST_B];
2230 INT pixelShaderConstantI[MAX_CONST_I * 4];
2231 float *pixelShaderConstantF;
2233 /* RenderState */
2234 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
2236 /* Texture */
2237 IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS];
2239 /* Texture State Stage */
2240 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
2241 DWORD lowest_disabled_stage;
2242 /* Sampler States */
2243 DWORD samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
2245 /* Scissor test rectangle */
2246 RECT scissorRect;
2248 /* Contained state management */
2249 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
2250 unsigned int num_contained_render_states;
2251 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
2252 unsigned int num_contained_transform_states;
2253 DWORD contained_vs_consts_i[MAX_CONST_I];
2254 unsigned int num_contained_vs_consts_i;
2255 DWORD contained_vs_consts_b[MAX_CONST_B];
2256 unsigned int num_contained_vs_consts_b;
2257 DWORD *contained_vs_consts_f;
2258 unsigned int num_contained_vs_consts_f;
2259 DWORD contained_ps_consts_i[MAX_CONST_I];
2260 unsigned int num_contained_ps_consts_i;
2261 DWORD contained_ps_consts_b[MAX_CONST_B];
2262 unsigned int num_contained_ps_consts_b;
2263 DWORD *contained_ps_consts_f;
2264 unsigned int num_contained_ps_consts_f;
2265 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
2266 unsigned int num_contained_tss_states;
2267 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
2268 unsigned int num_contained_sampler_states;
2271 extern void stateblock_savedstates_set(
2272 IWineD3DStateBlock* iface,
2273 SAVEDSTATES* states,
2274 BOOL value);
2276 extern void stateblock_copy(
2277 IWineD3DStateBlock* destination,
2278 IWineD3DStateBlock* source);
2280 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
2282 /* Direct3D terminology with little modifications. We do not have an issued state
2283 * because only the driver knows about it, but we have a created state because d3d
2284 * allows GetData on a created issue, but opengl doesn't
2286 enum query_state {
2287 QUERY_CREATED,
2288 QUERY_SIGNALLED,
2289 QUERY_BUILDING
2291 /*****************************************************************************
2292 * IWineD3DQueryImpl implementation structure (extends IUnknown)
2294 typedef struct IWineD3DQueryImpl
2296 const IWineD3DQueryVtbl *lpVtbl;
2297 LONG ref; /* Note: Ref counting not required */
2299 IUnknown *parent;
2300 /*TODO: replace with iface usage */
2301 #if 0
2302 IWineD3DDevice *wineD3DDevice;
2303 #else
2304 IWineD3DDeviceImpl *wineD3DDevice;
2305 #endif
2307 /* IWineD3DQuery fields */
2308 enum query_state state;
2309 WINED3DQUERYTYPE type;
2310 /* TODO: Think about using a IUnknown instead of a void* */
2311 void *extendedData;
2314 } IWineD3DQueryImpl;
2316 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
2317 extern const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl;
2318 extern const IWineD3DQueryVtbl IWineD3DOcclusionQuery_Vtbl;
2320 /* Datastructures for IWineD3DQueryImpl.extendedData */
2321 typedef struct WineQueryOcclusionData {
2322 GLuint queryId;
2323 WineD3DContext *ctx;
2324 } WineQueryOcclusionData;
2326 typedef struct WineQueryEventData {
2327 GLuint fenceId;
2328 WineD3DContext *ctx;
2329 } WineQueryEventData;
2331 /* IWineD3DBuffer */
2333 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
2334 * fixed function semantics as D3DCOLOR or FLOAT16 */
2335 enum wined3d_buffer_conversion_type
2337 CONV_NONE,
2338 CONV_D3DCOLOR,
2339 CONV_POSITIONT,
2340 CONV_FLOAT16_2, /* Also handles FLOAT16_4 */
2343 #define WINED3D_BUFFER_OPTIMIZED 0x01 /* Optimize has been called for the buffer */
2344 #define WINED3D_BUFFER_DIRTY 0x02 /* Buffer data has been modified */
2345 #define WINED3D_BUFFER_HASDESC 0x04 /* A vertex description has been found */
2346 #define WINED3D_BUFFER_CREATEBO 0x08 /* Attempt to create a buffer object next PreLoad */
2347 #define WINED3D_BUFFER_DOUBLEBUFFER 0x10 /* Use a vbo and local allocated memory */
2349 struct wined3d_buffer
2351 const struct IWineD3DBufferVtbl *vtbl;
2352 IWineD3DResourceClass resource;
2354 struct wined3d_buffer_desc desc;
2356 GLuint buffer_object;
2357 GLenum buffer_object_usage;
2358 GLenum buffer_type_hint;
2359 UINT buffer_object_size;
2360 LONG bind_count;
2361 DWORD flags;
2363 UINT dirty_start;
2364 UINT dirty_end;
2365 LONG lock_count;
2367 /* conversion stuff */
2368 UINT conversion_count;
2369 UINT draw_count;
2370 UINT stride; /* 0 if no conversion */
2371 UINT conversion_stride; /* 0 if no shifted conversion */
2372 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
2373 /* Extra load offsets, for FLOAT16 conversion */
2374 UINT *conversion_shift; /* NULL if no shifted conversion */
2377 extern const IWineD3DBufferVtbl wined3d_buffer_vtbl;
2378 const BYTE *buffer_get_memory(IWineD3DBuffer *iface, UINT offset, GLuint *buffer_object);
2379 const BYTE *buffer_get_sysmem(struct wined3d_buffer *This);
2381 /* IWineD3DRendertargetView */
2382 struct wined3d_rendertarget_view
2384 const struct IWineD3DRendertargetViewVtbl *vtbl;
2385 LONG refcount;
2387 IWineD3DResource *resource;
2388 IUnknown *parent;
2391 extern const IWineD3DRendertargetViewVtbl wined3d_rendertarget_view_vtbl;
2393 /*****************************************************************************
2394 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
2397 typedef struct IWineD3DSwapChainImpl
2399 /*IUnknown part*/
2400 const IWineD3DSwapChainVtbl *lpVtbl;
2401 LONG ref; /* Note: Ref counting not required */
2403 IUnknown *parent;
2404 IWineD3DDeviceImpl *wineD3DDevice;
2406 /* IWineD3DSwapChain fields */
2407 IWineD3DSurface **backBuffer;
2408 IWineD3DSurface *frontBuffer;
2409 WINED3DPRESENT_PARAMETERS presentParms;
2410 DWORD orig_width, orig_height;
2411 WINED3DFORMAT orig_fmt;
2412 WINED3DGAMMARAMP orig_gamma;
2414 long prev_time, frames; /* Performance tracking */
2415 unsigned int vSyncCounter;
2417 WineD3DContext **context; /* Later a array for multithreading */
2418 unsigned int num_contexts;
2420 HWND win_handle;
2421 } IWineD3DSwapChainImpl;
2423 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
2424 const IWineD3DSwapChainVtbl IWineGDISwapChain_Vtbl;
2425 void x11_copy_to_screen(IWineD3DSwapChainImpl *This, const RECT *rc);
2427 HRESULT WINAPI IWineD3DBaseSwapChainImpl_QueryInterface(IWineD3DSwapChain *iface, REFIID riid, LPVOID *ppobj);
2428 ULONG WINAPI IWineD3DBaseSwapChainImpl_AddRef(IWineD3DSwapChain *iface);
2429 ULONG WINAPI IWineD3DBaseSwapChainImpl_Release(IWineD3DSwapChain *iface);
2430 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetParent(IWineD3DSwapChain *iface, IUnknown ** ppParent);
2431 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain *iface, IWineD3DSurface *pDestSurface);
2432 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, UINT iBackBuffer, WINED3DBACKBUFFER_TYPE Type, IWineD3DSurface **ppBackBuffer);
2433 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *iface, WINED3DRASTER_STATUS *pRasterStatus);
2434 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface, WINED3DDISPLAYMODE*pMode);
2435 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDevice(IWineD3DSwapChain *iface, IWineD3DDevice**ppDevice);
2436 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetPresentParameters(IWineD3DSwapChain *iface, WINED3DPRESENT_PARAMETERS *pPresentationParameters);
2437 HRESULT WINAPI IWineD3DBaseSwapChainImpl_SetGammaRamp(IWineD3DSwapChain *iface, DWORD Flags, CONST WINED3DGAMMARAMP *pRamp);
2438 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetGammaRamp(IWineD3DSwapChain *iface, WINED3DGAMMARAMP *pRamp);
2440 WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
2442 /*****************************************************************************
2443 * Utility function prototypes
2446 /* Trace routines */
2447 const char* debug_d3dformat(WINED3DFORMAT fmt);
2448 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
2449 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
2450 const char* debug_d3dusage(DWORD usage);
2451 const char* debug_d3dusagequery(DWORD usagequery);
2452 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
2453 const char* debug_d3ddeclusage(BYTE usage);
2454 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
2455 const char* debug_d3drenderstate(DWORD state);
2456 const char* debug_d3dsamplerstate(DWORD state);
2457 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
2458 const char* debug_d3dtexturestate(DWORD state);
2459 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
2460 const char* debug_d3dpool(WINED3DPOOL pool);
2461 const char *debug_fbostatus(GLenum status);
2462 const char *debug_glerror(GLenum error);
2463 const char *debug_d3dbasis(WINED3DBASISTYPE basis);
2464 const char *debug_d3ddegree(WINED3DDEGREETYPE order);
2465 const char* debug_d3dtop(WINED3DTEXTUREOP d3dtop);
2466 void dump_color_fixup_desc(struct color_fixup_desc fixup);
2467 const char *debug_surflocation(DWORD flag);
2469 /* Routines for GL <-> D3D values */
2470 GLenum StencilOp(DWORD op);
2471 GLenum CompareFunc(DWORD func);
2472 BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
2473 void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx, DWORD dst);
2474 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype, BOOL ffp_can_disable_proj);
2475 void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2476 void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2477 void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2478 void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2479 void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2480 void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2481 void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2482 void state_fog_fragpart(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2484 void surface_add_dirty_rect(IWineD3DSurface *iface, const RECT *dirty_rect);
2485 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
2486 void surface_load_ds_location(IWineD3DSurface *iface, DWORD location);
2487 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location);
2488 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
2489 void surface_set_texture_name(IWineD3DSurface *iface, GLuint name, BOOL srgb_name);
2490 void surface_set_texture_target(IWineD3DSurface *iface, GLenum target);
2492 BOOL getColorBits(const struct GlPixelFormatDesc *format_desc,
2493 short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
2494 BOOL getDepthStencilBits(const struct GlPixelFormatDesc *format_desc, short *depthSize, short *stencilSize);
2496 /* Math utils */
2497 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
2498 UINT wined3d_log2i(UINT32 x);
2499 unsigned int count_bits(unsigned int mask);
2501 typedef struct local_constant {
2502 struct list entry;
2503 unsigned int idx;
2504 DWORD value[4];
2505 } local_constant;
2507 typedef struct SHADER_LIMITS {
2508 unsigned int temporary;
2509 unsigned int texcoord;
2510 unsigned int sampler;
2511 unsigned int constant_int;
2512 unsigned int constant_float;
2513 unsigned int constant_bool;
2514 unsigned int address;
2515 unsigned int packed_output;
2516 unsigned int packed_input;
2517 unsigned int attributes;
2518 unsigned int label;
2519 } SHADER_LIMITS;
2521 /** Keeps track of details for TEX_M#x# shader opcodes which need to
2522 maintain state information between multiple codes */
2523 typedef struct SHADER_PARSE_STATE {
2524 unsigned int current_row;
2525 DWORD texcoord_w[2];
2526 } SHADER_PARSE_STATE;
2528 #ifdef __GNUC__
2529 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2530 #else
2531 #define PRINTF_ATTR(fmt,args)
2532 #endif
2534 /* Base Shader utility functions.
2535 * (may move callers into the same file in the future) */
2536 extern int shader_addline(
2537 SHADER_BUFFER* buffer,
2538 const char* fmt, ...) PRINTF_ATTR(2,3);
2539 int shader_vaddline(SHADER_BUFFER *buffer, const char *fmt, va_list args);
2541 /* Vertex shader utility functions */
2542 extern BOOL vshader_get_input(
2543 IWineD3DVertexShader* iface,
2544 BYTE usage_req, BYTE usage_idx_req,
2545 unsigned int* regnum);
2547 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
2549 /*****************************************************************************
2550 * IDirect3DBaseShader implementation structure
2552 typedef struct IWineD3DBaseShaderClass
2554 LONG ref;
2555 SHADER_LIMITS limits;
2556 SHADER_PARSE_STATE parse_state;
2557 DWORD *function;
2558 UINT functionLength;
2559 UINT cur_loop_depth, cur_loop_regno;
2560 BOOL load_local_constsF;
2561 const struct wined3d_shader_frontend *frontend;
2562 void *frontend_data;
2564 /* Programs this shader is linked with */
2565 struct list linked_programs;
2567 /* Immediate constants (override global ones) */
2568 struct list constantsB;
2569 struct list constantsF;
2570 struct list constantsI;
2571 shader_reg_maps reg_maps;
2573 /* Pointer to the parent device */
2574 IWineD3DDevice *device;
2575 struct list shader_list_entry;
2577 } IWineD3DBaseShaderClass;
2579 typedef struct IWineD3DBaseShaderImpl {
2580 /* IUnknown */
2581 const IWineD3DBaseShaderVtbl *lpVtbl;
2583 /* IWineD3DBaseShader */
2584 IWineD3DBaseShaderClass baseShader;
2585 } IWineD3DBaseShaderImpl;
2587 void shader_buffer_init(struct SHADER_BUFFER *buffer);
2588 void shader_buffer_free(struct SHADER_BUFFER *buffer);
2589 void shader_cleanup(IWineD3DBaseShader *iface);
2590 void shader_dump_src_param(const struct wined3d_shader_src_param *param,
2591 const struct wined3d_shader_version *shader_version);
2592 void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
2593 const struct wined3d_shader_version *shader_version);
2594 void shader_generate_main(IWineD3DBaseShader *iface, SHADER_BUFFER *buffer,
2595 const shader_reg_maps *reg_maps, const DWORD *pFunction, void *backend_ctx);
2596 HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, const struct wined3d_shader_frontend *fe,
2597 struct shader_reg_maps *reg_maps, struct wined3d_shader_attribute *attributes,
2598 struct wined3d_shader_signature_element *input_signature,
2599 struct wined3d_shader_signature_element *output_signature, const DWORD *byte_code, DWORD constf_size);
2600 void shader_init(struct IWineD3DBaseShaderClass *shader, IWineD3DDevice *device);
2601 BOOL shader_match_semantic(const char *semantic_name, WINED3DDECLUSAGE usage);
2602 const struct wined3d_shader_frontend *shader_select_frontend(DWORD version_token);
2603 void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe_data, const DWORD *pFunction);
2605 static inline BOOL shader_is_pshader_version(enum wined3d_shader_type type)
2607 return type == WINED3D_SHADER_TYPE_PIXEL;
2610 static inline BOOL shader_is_vshader_version(enum wined3d_shader_type type)
2612 return type == WINED3D_SHADER_TYPE_VERTEX;
2615 static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
2617 switch (reg->type)
2619 case WINED3DSPR_RASTOUT:
2620 /* oFog & oPts */
2621 if (reg->idx != 0) return TRUE;
2622 /* oPos */
2623 return FALSE;
2625 case WINED3DSPR_DEPTHOUT: /* oDepth */
2626 case WINED3DSPR_CONSTBOOL: /* b# */
2627 case WINED3DSPR_LOOP: /* aL */
2628 case WINED3DSPR_PREDICATE: /* p0 */
2629 return TRUE;
2631 case WINED3DSPR_MISCTYPE:
2632 switch(reg->idx)
2634 case 0: /* vPos */
2635 return FALSE;
2636 case 1: /* vFace */
2637 return TRUE;
2638 default:
2639 return FALSE;
2642 case WINED3DSPR_IMMCONST:
2643 switch(reg->immconst_type)
2645 case WINED3D_IMMCONST_FLOAT:
2646 return TRUE;
2647 default:
2648 return FALSE;
2651 default:
2652 return FALSE;
2656 static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
2657 local_constant* lconst;
2659 if(This->baseShader.load_local_constsF) return FALSE;
2660 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2661 if(lconst->idx == reg) return TRUE;
2663 return FALSE;
2667 /*****************************************************************************
2668 * IDirect3DVertexShader implementation structures
2670 typedef struct IWineD3DVertexShaderImpl {
2671 /* IUnknown parts*/
2672 const IWineD3DVertexShaderVtbl *lpVtbl;
2674 /* IWineD3DBaseShader */
2675 IWineD3DBaseShaderClass baseShader;
2677 /* IWineD3DVertexShaderImpl */
2678 IUnknown *parent;
2680 DWORD usage;
2682 /* The GL shader */
2683 void *backend_priv;
2685 /* Vertex shader input and output semantics */
2686 struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
2687 struct wined3d_shader_signature_element output_signature[MAX_REG_OUTPUT];
2689 UINT min_rel_offset, max_rel_offset;
2690 UINT rel_offset;
2692 UINT recompile_count;
2693 } IWineD3DVertexShaderImpl;
2694 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
2696 void find_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct vs_compile_args *args);
2698 /*****************************************************************************
2699 * IDirect3DPixelShader implementation structure
2701 typedef struct IWineD3DPixelShaderImpl {
2702 /* IUnknown parts */
2703 const IWineD3DPixelShaderVtbl *lpVtbl;
2705 /* IWineD3DBaseShader */
2706 IWineD3DBaseShaderClass baseShader;
2708 /* IWineD3DPixelShaderImpl */
2709 IUnknown *parent;
2711 /* Pixel shader input semantics */
2712 struct wined3d_shader_signature_element input_signature[MAX_REG_INPUT];
2713 DWORD input_reg_map[MAX_REG_INPUT];
2714 BOOL input_reg_used[MAX_REG_INPUT];
2715 int declared_in_count;
2717 /* The GL shader */
2718 void *backend_priv;
2720 /* Some information about the shader behavior */
2721 char vpos_uniform;
2723 BOOL color0_mov;
2724 DWORD color0_reg;
2726 } IWineD3DPixelShaderImpl;
2728 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
2729 void pixelshader_update_samplers(struct shader_reg_maps *reg_maps, IWineD3DBaseTexture * const *textures);
2730 void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct ps_compile_args *args);
2732 /* sRGB correction constants */
2733 static const float srgb_cmp = 0.0031308;
2734 static const float srgb_mul_low = 12.92;
2735 static const float srgb_pow = 0.41666;
2736 static const float srgb_mul_high = 1.055;
2737 static const float srgb_sub_high = 0.055;
2739 /*****************************************************************************
2740 * IWineD3DPalette implementation structure
2742 struct IWineD3DPaletteImpl {
2743 /* IUnknown parts */
2744 const IWineD3DPaletteVtbl *lpVtbl;
2745 LONG ref;
2747 IUnknown *parent;
2748 IWineD3DDeviceImpl *wineD3DDevice;
2750 /* IWineD3DPalette */
2751 HPALETTE hpal;
2752 WORD palVersion; /*| */
2753 WORD palNumEntries; /*| LOGPALETTE */
2754 PALETTEENTRY palents[256]; /*| */
2755 /* This is to store the palette in 'screen format' */
2756 int screen_palents[256];
2757 DWORD Flags;
2760 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
2761 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
2763 /* DirectDraw utility functions */
2764 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
2766 /*****************************************************************************
2767 * Pixel format management
2770 /* WineD3D pixel format flags */
2771 #define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x1
2772 #define WINED3DFMT_FLAG_FILTERING 0x2
2773 #define WINED3DFMT_FLAG_DEPTH 0x4
2774 #define WINED3DFMT_FLAG_STENCIL 0x8
2775 #define WINED3DFMT_FLAG_RENDERTARGET 0x10
2776 #define WINED3DFMT_FLAG_FOURCC 0x20
2777 #define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x40
2778 #define WINED3DFMT_FLAG_COMPRESSED 0x80
2780 struct GlPixelFormatDesc
2782 WINED3DFORMAT format;
2783 DWORD red_mask;
2784 DWORD green_mask;
2785 DWORD blue_mask;
2786 DWORD alpha_mask;
2787 UINT byte_count;
2788 WORD depth_size;
2789 WORD stencil_size;
2791 UINT block_width;
2792 UINT block_height;
2793 UINT block_byte_count;
2795 enum wined3d_ffp_emit_idx emit_idx;
2796 GLint component_count;
2797 GLenum gl_vtx_type;
2798 GLint gl_vtx_format;
2799 GLboolean gl_normalized;
2800 unsigned int component_size;
2802 GLint glInternal;
2803 GLint glGammaInternal;
2804 GLint rtInternal;
2805 GLint glFormat;
2806 GLint glType;
2807 unsigned int Flags;
2808 float heightscale;
2809 struct color_fixup_desc color_fixup;
2812 const struct GlPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt, const WineD3D_GL_Info *gl_info);
2814 static inline BOOL use_vs(IWineD3DStateBlockImpl *stateblock)
2816 return (stateblock->vertexShader
2817 && !stateblock->wineD3DDevice->strided_streams.position_transformed
2818 && stateblock->wineD3DDevice->vs_selected_mode != SHADER_NONE);
2821 static inline BOOL use_ps(IWineD3DStateBlockImpl *stateblock)
2823 return (stateblock->pixelShader
2824 && stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE);
2827 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2828 IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
2830 /* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
2831 #define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
2833 #endif