2 * Direct3D wine internal private include file
4 * Copyright 2002-2003 The wine-d3d team
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2004 Jason Edmeades
7 * Copyright 2005 Oliver Stieber
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
29 #define NONAMELESSUNION
30 #define NONAMELESSSTRUCT
37 #include "wine/debug.h"
38 #include "wine/unicode.h"
40 #include "wined3d_private_types.h"
41 #include "wine/wined3d_interface.h"
42 #include "wine/wined3d_caps.h"
43 #include "wine/wined3d_gl.h"
44 #include "wine/list.h"
46 /* Hash table functions */
47 typedef unsigned int (hash_function_t
)(void *key
);
48 typedef BOOL (compare_function_t
)(void *keya
, void *keyb
);
58 hash_function_t
*hash_function
;
59 compare_function_t
*compare_function
;
61 unsigned int bucket_count
;
62 hash_table_entry_t
*entries
;
63 unsigned int entry_count
;
64 struct list free_entries
;
66 unsigned int grow_size
;
67 unsigned int shrink_size
;
70 hash_table_t
*hash_table_create(hash_function_t
*hash_function
, compare_function_t
*compare_function
);
71 void hash_table_destroy(hash_table_t
*table
);
72 void *hash_table_get(hash_table_t
*table
, void *key
);
73 void hash_table_put(hash_table_t
*table
, void *key
, void *value
);
74 void hash_table_remove(hash_table_t
*table
, void *key
);
77 #define MAX_PALETTES 256
78 #define MAX_STREAMS 16
79 #define MAX_TEXTURES 8
80 #define MAX_SAMPLERS 16
81 #define MAX_ACTIVE_LIGHTS 8
82 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
83 #define MAX_LEVELS 256
85 #define MAX_CONST_I 16
86 #define MAX_CONST_B 16
88 /* Used for CreateStateBlock */
89 #define NUM_SAVEDPIXELSTATES_R 35
90 #define NUM_SAVEDPIXELSTATES_T 18
91 #define NUM_SAVEDPIXELSTATES_S 12
92 #define NUM_SAVEDVERTEXSTATES_R 31
93 #define NUM_SAVEDVERTEXSTATES_T 2
94 #define NUM_SAVEDVERTEXSTATES_S 1
96 extern const DWORD SavedPixelStates_R
[NUM_SAVEDPIXELSTATES_R
];
97 extern const DWORD SavedPixelStates_T
[NUM_SAVEDPIXELSTATES_T
];
98 extern const DWORD SavedPixelStates_S
[NUM_SAVEDPIXELSTATES_S
];
99 extern const DWORD SavedVertexStates_R
[NUM_SAVEDVERTEXSTATES_R
];
100 extern const DWORD SavedVertexStates_T
[NUM_SAVEDVERTEXSTATES_T
];
101 extern const DWORD SavedVertexStates_S
[NUM_SAVEDVERTEXSTATES_S
];
103 typedef enum _WINELOOKUP
{
104 WINELOOKUP_WARPPARAM
= 0,
105 WINELOOKUP_MAGFILTER
= 1,
109 extern int minLookup
[MAX_LOOKUPS
];
110 extern int maxLookup
[MAX_LOOKUPS
];
111 extern DWORD
*stateLookup
[MAX_LOOKUPS
];
113 extern DWORD minMipLookup
[WINED3DTEXF_ANISOTROPIC
+ 1][WINED3DTEXF_LINEAR
+ 1];
115 typedef struct _WINED3DGLTYPE
{
119 GLboolean normalized
;
123 /* NOTE: Make sure these are in the correct numerical order. (see /include/wined3d_types.h) */
124 static WINED3DGLTYPE
const glTypeLookup
[WINED3DDECLTYPE_UNUSED
] = {
125 {WINED3DDECLTYPE_FLOAT1
, 1, GL_FLOAT
, GL_FALSE
,sizeof(float)},
126 {WINED3DDECLTYPE_FLOAT2
, 2, GL_FLOAT
, GL_FALSE
,sizeof(float)},
127 {WINED3DDECLTYPE_FLOAT3
, 3, GL_FLOAT
, GL_FALSE
,sizeof(float)},
128 {WINED3DDECLTYPE_FLOAT4
, 4, GL_FLOAT
, GL_FALSE
,sizeof(float)},
129 {WINED3DDECLTYPE_D3DCOLOR
, 4, GL_UNSIGNED_BYTE
, GL_TRUE
,sizeof(BYTE
)},
130 {WINED3DDECLTYPE_UBYTE4
, 4, GL_UNSIGNED_BYTE
, GL_FALSE
,sizeof(BYTE
)},
131 {WINED3DDECLTYPE_SHORT2
, 2, GL_SHORT
, GL_FALSE
,sizeof(short int)},
132 {WINED3DDECLTYPE_SHORT4
, 4, GL_SHORT
, GL_FALSE
,sizeof(short int)},
133 {WINED3DDECLTYPE_UBYTE4N
, 4, GL_UNSIGNED_BYTE
, GL_FALSE
,sizeof(BYTE
)},
134 {WINED3DDECLTYPE_SHORT2N
, 2, GL_SHORT
, GL_FALSE
,sizeof(short int)},
135 {WINED3DDECLTYPE_SHORT4N
, 4, GL_SHORT
, GL_FALSE
,sizeof(short int)},
136 {WINED3DDECLTYPE_USHORT2N
, 2, GL_UNSIGNED_SHORT
, GL_FALSE
,sizeof(short int)},
137 {WINED3DDECLTYPE_USHORT4N
, 4, GL_UNSIGNED_SHORT
, GL_FALSE
,sizeof(short int)},
138 {WINED3DDECLTYPE_UDEC3
, 3, GL_UNSIGNED_SHORT
, GL_FALSE
,sizeof(short int)},
139 {WINED3DDECLTYPE_DEC3N
, 3, GL_SHORT
, GL_FALSE
,sizeof(short int)},
140 {WINED3DDECLTYPE_FLOAT16_2
, 2, GL_FLOAT
, GL_FALSE
,sizeof(short int)},
141 {WINED3DDECLTYPE_FLOAT16_4
, 4, GL_FLOAT
, GL_FALSE
,sizeof(short int)}};
143 #define WINED3D_ATR_TYPE(type) glTypeLookup[type].d3dType
144 #define WINED3D_ATR_SIZE(type) glTypeLookup[type].size
145 #define WINED3D_ATR_GLTYPE(type) glTypeLookup[type].glType
146 #define WINED3D_ATR_NORMALIZED(type) glTypeLookup[type].normalized
147 #define WINED3D_ATR_TYPESIZE(type) glTypeLookup[type].typesize
165 #define ORM_BACKBUFFER 0
166 #define ORM_PBUFFER 1
170 #define SHADER_GLSL 2
171 #define SHADER_NONE 3
173 #define RTL_DISABLE -1
175 #define RTL_READDRAW 1
176 #define RTL_READTEX 2
177 #define RTL_TEXDRAW 3
180 /* NOTE: When adding fields to this structure, make sure to update the default
181 * values in wined3d_main.c as well. */
182 typedef struct wined3d_settings_s
{
183 /* vertex and pixel shader modes */
187 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
188 we should use it. However, until it's fully implemented, we'll leave it as a registry
189 setting for developers. */
191 int offscreen_rendering_mode
;
192 int rendertargetlock_mode
;
193 /* Memory tracking and object counting */
194 unsigned int emulated_textureram
;
195 } wined3d_settings_t
;
197 extern wined3d_settings_t wined3d_settings
;
199 /* Shader backends */
202 void (*shader_select
)(IWineD3DDevice
*iface
, BOOL usePS
, BOOL useVS
);
203 void (*shader_select_depth_blt
)(IWineD3DDevice
*iface
);
204 void (*shader_load_constants
)(IWineD3DDevice
*iface
, char usePS
, char useVS
);
205 void (*shader_cleanup
)(IWineD3DDevice
*iface
);
208 extern const shader_backend_t glsl_shader_backend
;
209 extern const shader_backend_t arb_program_shader_backend
;
210 extern const shader_backend_t none_shader_backend
;
214 extern void (*wine_tsx11_lock_ptr
)(void);
215 extern void (*wine_tsx11_unlock_ptr
)(void);
217 /* As GLX relies on X, this is needed */
221 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
222 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
224 #define ENTER_GL() wine_tsx11_lock_ptr()
225 #define LEAVE_GL() wine_tsx11_unlock_ptr()
228 /*****************************************************************************
232 /* GL related defines */
233 /* ------------------ */
234 #define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
235 #define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
236 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
237 #define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
239 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
240 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
241 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
242 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
244 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
245 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
246 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
247 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
249 #define D3DCOLORTOGLFLOAT4(dw, vec) \
250 (vec)[0] = D3DCOLOR_R(dw); \
251 (vec)[1] = D3DCOLOR_G(dw); \
252 (vec)[2] = D3DCOLOR_B(dw); \
253 (vec)[3] = D3DCOLOR_A(dw);
255 /* DirectX Device Limits */
256 /* --------------------- */
257 #define MAX_LEVELS 256 /* Maximum number of mipmap levels. Guessed at 256 */
259 #define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
260 See MaxStreams in MSDN under GetDeviceCaps */
261 /* Maximum number of constants provided to the shaders */
262 #define HIGHEST_TRANSFORMSTATE 512
263 /* Highest value in WINED3DTRANSFORMSTATETYPE */
264 #define MAX_PALETTES 256
266 /* Checking of API calls */
267 /* --------------------- */
268 #define checkGLcall(A) \
270 GLint err = glGetError(); \
271 if (err == GL_NO_ERROR) { \
272 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
275 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
276 debug_glerror(err), err, A, __FILE__, __LINE__); \
277 err = glGetError(); \
278 } while (err != GL_NO_ERROR); \
281 /* Trace routines / diagnostics */
282 /* ---------------------------- */
284 /* Dump out a matrix and copy it */
285 #define conv_mat(mat,gl_mat) \
287 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
288 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
289 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
290 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
291 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
294 /* Macro to dump out the current state of the light chain */
295 #define DUMP_LIGHT_CHAIN() \
297 PLIGHTINFOEL *el = This->stateBlock->lights;\
299 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
304 /* Trace vector and strided data information */
305 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
306 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d, vbo %d, stream %u)\n", \
307 sd->u.s.name.lpData, sd->u.s.name.dwStride, sd->u.s.name.dwType, sd->u.s.name.VBO, sd->u.s.name.streamNo);
309 /* Defines used for optimizations */
311 /* Only reapply what is necessary */
312 #define REAPPLY_ALPHAOP 0x0001
313 #define REAPPLY_ALL 0xFFFF
315 /* Advance declaration of structures to satisfy compiler */
316 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl
;
317 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl
;
318 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl
;
319 typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl
;
323 /* TODO: Move some of this to the device */
324 long globalChangeGlRam(long glram
);
326 /* Memory and object tracking */
328 /*Structure for holding information on all direct3d objects
329 useful for making sure tracking is ok and when release is called on a device!
330 and probably quite handy for debugging and dumping states out
332 typedef struct WineD3DGlobalStatistics
{
333 int glsurfaceram
; /* The aproximate amount of glTexture memory allocated for textures */
334 } WineD3DGlobalStatistics
;
336 extern WineD3DGlobalStatistics
* wineD3DGlobalStatistics
;
338 /* Global variables */
339 extern const float identity
[16];
341 /*****************************************************************************
342 * Compilable extra diagnostics
345 /* Trace information per-vertex: (extremely high amount of trace) */
346 #if 0 /* NOTE: Must be 0 in cvs */
347 # define VTRACE(A) TRACE A
352 /* Checking of per-vertex related GL calls */
353 /* --------------------- */
354 #define vcheckGLcall(A) \
356 GLint err = glGetError(); \
357 if (err == GL_NO_ERROR) { \
358 VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
361 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
362 debug_glerror(err), err, A, __FILE__, __LINE__); \
363 err = glGetError(); \
364 } while (err != GL_NO_ERROR); \
367 /* TODO: Confirm each of these works when wined3d move completed */
368 #if 0 /* NOTE: Must be 0 in cvs */
369 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
370 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
371 is enabled, and if it doesn't exist it is disabled. */
372 # define FRAME_DEBUGGING
373 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
374 the file is deleted */
375 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
376 # define SINGLE_FRAME_DEBUGGING
378 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
379 It can only be enabled when FRAME_DEBUGGING is also enabled
380 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
382 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
383 # define SHOW_FRAME_MAKEUP 1
385 /* The following, when enabled, lets you see the makeup of the all the textures used during each
386 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
387 The contents of the textures assigned to each stage are written into
388 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
389 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
390 # define SHOW_TEXTURE_MAKEUP 0
393 extern BOOL isDumpingFrames
;
394 extern LONG primCounter
;
397 /*****************************************************************************
401 /* Routine common to the draw primitive and draw indexed primitive routines */
402 void drawPrimitive(IWineD3DDevice
*iface
,
406 long StartVertexIndex
,
407 UINT numberOfVertices
,
413 void primitiveConvertToStridedData(IWineD3DDevice
*iface
, WineDirect3DVertexStridedData
*strided
, BOOL
*fixup
);
415 void primitiveDeclarationConvertToStridedData(
416 IWineD3DDevice
*iface
,
417 BOOL useVertexShaderFunction
,
418 WineDirect3DVertexStridedData
*strided
,
421 void primitiveConvertFVFtoOffset(DWORD thisFVF
,
424 WineDirect3DVertexStridedData
*strided
,
428 DWORD
get_flexible_vertex_size(DWORD d3dvtVertexType
);
430 void blt_to_drawable(IWineD3DDeviceImpl
*This
, IWineD3DSurfaceImpl
*surface
);
434 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
435 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
437 /* Routines and structures related to state management */
438 typedef struct WineD3DContext WineD3DContext
;
439 typedef void (*APPLYSTATEFUNC
)(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*ctx
);
441 #define STATE_RENDER(a) (a)
442 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
444 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + (stage) * WINED3D_HIGHEST_TEXTURE_STATE + (num))
445 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
447 /* + 1 because samplers start with 0 */
448 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
449 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_SAMPLERS - 1))
451 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_SAMPLERS - 1) + 1)
452 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
454 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
455 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
457 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
458 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
459 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
460 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
462 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
463 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
465 #define STATE_VSHADER (STATE_VDECL + 1)
466 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
468 #define STATE_VIEWPORT (STATE_VSHADER + 1)
469 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
471 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
472 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
473 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
474 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
476 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
477 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_PIXELSHADERCONSTANT(MAX_ACTIVE_LIGHTS))
479 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
480 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
482 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
483 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
485 #define STATE_HIGHEST (STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
489 DWORD representative
;
490 APPLYSTATEFUNC apply
;
493 /* Global state table */
494 extern const struct StateEntry StateTable
[];
496 /* The new context manager that should deal with onscreen and offscreen rendering */
497 struct WineD3DContext
{
498 /* State dirtification
499 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
500 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
501 * 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
502 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
504 DWORD dirtyArray
[STATE_HIGHEST
+ 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
505 DWORD numDirtyEntries
;
506 DWORD isStateDirty
[STATE_HIGHEST
/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
508 IWineD3DSurface
*surface
;
509 DWORD tid
; /* Thread ID which owns this context at the moment */
511 /* Stores some inforation about the context state for optimization */
512 BOOL last_was_rhw
; /* true iff last draw_primitive was in xyzrhw mode */
513 BOOL last_was_pshader
;
514 BOOL last_was_vshader
;
515 BOOL last_was_foggy_shader
;
516 BOOL namedArraysLoaded
, numberedArraysLoaded
;
517 BOOL lastWasPow2Texture
[MAX_TEXTURES
];
518 GLenum tracking_parm
; /* Which source is tracking current colour */
519 BOOL last_was_blit
, last_was_ckey
;
520 char texShaderBumpMap
;
522 /* The actual opengl context */
529 typedef enum ContextUsage
{
530 CTXUSAGE_RESOURCELOAD
= 1, /* Only loads textures: No State is applied */
531 CTXUSAGE_DRAWPRIM
= 2, /* OpenGL states are set up for blitting DirectDraw surfacs */
532 CTXUSAGE_BLIT
= 3, /* OpenGL states are set up 3D drawing */
535 void ActivateContext(IWineD3DDeviceImpl
*device
, IWineD3DSurface
*target
, ContextUsage usage
);
536 WineD3DContext
*CreateContext(IWineD3DDeviceImpl
*This
, IWineD3DSurfaceImpl
*target
, Display
*display
, Window win
);
537 void DestroyContext(IWineD3DDeviceImpl
*This
, WineD3DContext
*context
);
538 void apply_fbo_state(IWineD3DDevice
*iface
);
540 /* Macros for doing basic GPU detection based on opengl capabilities */
541 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
542 #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])
543 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
544 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
546 /* Default callbacks for implicit object destruction */
547 extern ULONG WINAPI
D3DCB_DefaultDestroySurface(IWineD3DSurface
*pSurface
);
549 extern ULONG WINAPI
D3DCB_DefaultDestroyVolume(IWineD3DVolume
*pSurface
);
551 /*****************************************************************************
552 * Internal representation of a light
554 typedef struct PLIGHTINFOEL PLIGHTINFOEL
;
555 struct PLIGHTINFOEL
{
556 WINED3DLIGHT OriginalParms
; /* Note D3D8LIGHT == D3D9LIGHT */
562 /* Converted parms to speed up swapping lights */
571 /* The default light parameters */
572 extern const WINED3DLIGHT WINED3D_default_light
;
574 /* The adapter structure */
575 struct WineD3DAdapter
579 WineD3D_GL_Info gl_info
;
581 const char *description
;
586 extern BOOL
InitAdapters(void);
588 /*****************************************************************************
589 * IWineD3D implementation structure
591 typedef struct IWineD3DImpl
593 /* IUnknown fields */
594 const IWineD3DVtbl
*lpVtbl
;
595 LONG ref
; /* Note: Ref counting not required */
597 /* WineD3D Information */
602 extern const IWineD3DVtbl IWineD3D_Vtbl
;
604 /* TODO: setup some flags in the registry to enable, disable pbuffer support
605 (since it will break quite a few things until contexts are managed properly!) */
606 extern BOOL pbuffer_support
;
607 /* allocate one pbuffer per surface */
608 extern BOOL pbuffer_per_surface
;
610 typedef struct ResourceList
{
611 IWineD3DResource
*resource
;
612 struct ResourceList
*next
;
615 /* A helper function that dumps a resource list */
616 void dumpResources(ResourceList
*resources
);
618 /*****************************************************************************
619 * IWineD3DDevice implementation structure
621 struct IWineD3DDeviceImpl
623 /* IUnknown fields */
624 const IWineD3DDeviceVtbl
*lpVtbl
;
625 LONG ref
; /* Note: Ref counting not required */
627 /* WineD3D Information */
630 struct WineD3DAdapter
*adapter
;
632 /* Window styles to restore when switching fullscreen mode */
636 /* X and GL Information */
637 GLint maxConcurrentLights
;
638 GLenum offscreenBuffer
;
640 /* Selected capabilities */
641 int vs_selected_mode
;
642 int ps_selected_mode
;
643 const shader_backend_t
*shader_backend
;
644 hash_table_t
*glsl_program_lookup
;
647 BOOL view_ident
; /* true iff view matrix is identity */
649 BOOL vertexBlendUsed
; /* To avoid needless setting of the blend matrices */
650 unsigned char surface_alignment
; /* Line Alignment of surfaces */
652 /* State block related */
653 BOOL isRecordingState
;
654 IWineD3DStateBlockImpl
*stateBlock
;
655 IWineD3DStateBlockImpl
*updateStateBlock
;
658 /* Internal use fields */
659 WINED3DDEVICE_CREATION_PARAMETERS createParms
;
661 WINED3DDEVTYPE devType
;
663 IWineD3DSwapChain
**swapchains
;
664 uint NumberOfSwapChains
;
666 ResourceList
*resources
; /* a linked list to track resources created by the device */
668 /* Render Target Support */
669 IWineD3DSurface
**render_targets
;
670 IWineD3DSurface
*depthStencilBuffer
;
671 IWineD3DSurface
**fbo_color_attachments
;
672 IWineD3DSurface
*fbo_depth_attachment
;
674 IWineD3DSurface
*stencilBufferTarget
;
676 /* Caches to avoid unneeded context changes */
677 IWineD3DSurface
*lastActiveRenderTarget
;
678 IWineD3DSwapChain
*lastActiveSwapChain
;
680 /* palettes texture management */
681 PALETTEENTRY palettes
[MAX_PALETTES
][256];
684 /* For rendering to a texture using glCopyTexImage */
685 BOOL render_offscreen
;
686 WINED3D_DEPTHCOPYSTATE depth_copy_state
;
690 GLenum
*draw_buffers
;
692 /* Cursor management */
698 UINT cursorWidth
, cursorHeight
;
699 GLuint cursorTexture
;
700 BOOL haveHardwareCursor
;
701 HCURSOR hardwareCursor
;
703 /* Textures for when no other textures are mapped */
704 UINT dummyTextureName
[MAX_TEXTURES
];
706 /* Debug stream management */
709 /* Device state management */
711 BOOL d3d_initialized
;
713 /* A flag to check for proper BeginScene / EndScene call pairs */
716 /* process vertex shaders using software or hardware */
717 BOOL softwareVertexProcessing
;
719 /* DirectDraw stuff */
721 IWineD3DSurface
*ddraw_primary
;
722 DWORD ddraw_width
, ddraw_height
;
723 WINED3DFORMAT ddraw_format
;
724 BOOL ddraw_fullscreen
;
726 /* Final position fixup constant */
729 /* With register combiners we can skip junk texture stages */
730 DWORD texUnitMap
[MAX_SAMPLERS
];
731 BOOL oneToOneTexUnitMap
;
733 /* Stream source management */
734 WineDirect3DVertexStridedData strided_streams
;
735 WineDirect3DVertexStridedData
*up_strided
;
736 BOOL useDrawStridedSlow
;
739 /* Context management */
740 WineD3DContext
**contexts
; /* Dynamic array containing pointers to context structures */
741 WineD3DContext
*activeContext
; /* Only 0 for now */
742 UINT numContexts
; /* Always 1 for now */
743 WineD3DContext
*pbufferContext
; /* The context that has a pbuffer as drawable */
744 DWORD pbufferWidth
, pbufferHeight
; /* Size of the buffer drawable */
747 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl
;
749 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl
*This
);
750 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl
*This
, DWORD state
);
751 static inline BOOL
isStateDirty(WineD3DContext
*context
, DWORD state
) {
752 DWORD idx
= state
>> 5;
753 BYTE shift
= state
& 0x1f;
754 return context
->isStateDirty
[idx
] & (1 << shift
);
757 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
758 typedef struct PrivateData
763 DWORD flags
; /* DDSPD_* */
764 DWORD uniqueness_value
;
775 /*****************************************************************************
776 * IWineD3DResource implementation structure
778 typedef struct IWineD3DResourceClass
780 /* IUnknown fields */
781 LONG ref
; /* Note: Ref counting not required */
783 /* WineD3DResource Information */
785 WINED3DRESOURCETYPE resourceType
;
786 IWineD3DDeviceImpl
*wineD3DDevice
;
790 WINED3DFORMAT format
;
791 BYTE
*allocatedMemory
;
792 struct list privateData
;
794 } IWineD3DResourceClass
;
796 typedef struct IWineD3DResourceImpl
798 /* IUnknown & WineD3DResource Information */
799 const IWineD3DResourceVtbl
*lpVtbl
;
800 IWineD3DResourceClass resource
;
801 } IWineD3DResourceImpl
;
804 /*****************************************************************************
805 * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
807 typedef struct IWineD3DVertexBufferImpl
809 /* IUnknown & WineD3DResource Information */
810 const IWineD3DVertexBufferVtbl
*lpVtbl
;
811 IWineD3DResourceClass resource
;
813 /* WineD3DVertexBuffer specifics */
816 /* Vertex buffer object support */
821 UINT dirtystart
, dirtyend
;
824 LONG declChanges
, draws
;
825 /* Last description of the buffer */
826 WineDirect3DVertexStridedData strided
;
827 } IWineD3DVertexBufferImpl
;
829 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl
;
831 #define VBFLAG_LOAD 0x01 /* Data is written from allocatedMemory to the VBO */
832 #define VBFLAG_OPTIMIZED 0x02 /* Optimize has been called for the VB */
833 #define VBFLAG_DIRTY 0x04 /* Buffer data has been modified */
834 #define VBFLAG_HASDESC 0x08 /* A vertex description has been found */
835 #define VBFLAG_VBOCREATEFAIL 0x10 /* An attempt to create a vbo has failed */
837 /*****************************************************************************
838 * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
840 typedef struct IWineD3DIndexBufferImpl
842 /* IUnknown & WineD3DResource Information */
843 const IWineD3DIndexBufferVtbl
*lpVtbl
;
844 IWineD3DResourceClass resource
;
847 UINT dirtystart
, dirtyend
;
850 /* WineD3DVertexBuffer specifics */
851 } IWineD3DIndexBufferImpl
;
853 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl
;
855 /*****************************************************************************
856 * IWineD3DBaseTexture D3D- > openGL state map lookups
858 #define WINED3DFUNC_NOTSUPPORTED -2
859 #define WINED3DFUNC_UNIMPLEMENTED -1
861 typedef enum winetexturestates
{
862 WINED3DTEXSTA_ADDRESSU
= 0,
863 WINED3DTEXSTA_ADDRESSV
= 1,
864 WINED3DTEXSTA_ADDRESSW
= 2,
865 WINED3DTEXSTA_BORDERCOLOR
= 3,
866 WINED3DTEXSTA_MAGFILTER
= 4,
867 WINED3DTEXSTA_MINFILTER
= 5,
868 WINED3DTEXSTA_MIPFILTER
= 6,
869 WINED3DTEXSTA_MAXMIPLEVEL
= 7,
870 WINED3DTEXSTA_MAXANISOTROPY
= 8,
871 WINED3DTEXSTA_SRGBTEXTURE
= 9,
872 WINED3DTEXSTA_ELEMENTINDEX
= 10,
873 WINED3DTEXSTA_DMAPOFFSET
= 11,
874 WINED3DTEXSTA_TSSADDRESSW
= 12,
875 MAX_WINETEXTURESTATES
= 13,
878 typedef struct Wined3dTextureStateMap
{
881 } Wined3dTextureStateMap
;
883 /*****************************************************************************
884 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
886 typedef struct IWineD3DBaseTextureClass
892 WINED3DTEXTUREFILTERTYPE filterType
;
893 DWORD states
[MAX_WINETEXTURESTATES
];
897 UINT srgb_mode_change_count
;
898 } IWineD3DBaseTextureClass
;
900 typedef struct IWineD3DBaseTextureImpl
902 /* IUnknown & WineD3DResource Information */
903 const IWineD3DBaseTextureVtbl
*lpVtbl
;
904 IWineD3DResourceClass resource
;
905 IWineD3DBaseTextureClass baseTexture
;
907 } IWineD3DBaseTextureImpl
;
909 /*****************************************************************************
910 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
912 typedef struct IWineD3DTextureImpl
914 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
915 const IWineD3DTextureVtbl
*lpVtbl
;
916 IWineD3DResourceClass resource
;
917 IWineD3DBaseTextureClass baseTexture
;
919 /* IWineD3DTexture */
920 IWineD3DSurface
*surfaces
[MAX_LEVELS
];
924 float pow2scalingFactorX
;
925 float pow2scalingFactorY
;
927 } IWineD3DTextureImpl
;
929 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl
;
931 /*****************************************************************************
932 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
934 typedef struct IWineD3DCubeTextureImpl
936 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
937 const IWineD3DCubeTextureVtbl
*lpVtbl
;
938 IWineD3DResourceClass resource
;
939 IWineD3DBaseTextureClass baseTexture
;
941 /* IWineD3DCubeTexture */
942 IWineD3DSurface
*surfaces
[6][MAX_LEVELS
];
945 float pow2scalingFactor
;
947 } IWineD3DCubeTextureImpl
;
949 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl
;
951 typedef struct _WINED3DVOLUMET_DESC
956 } WINED3DVOLUMET_DESC
;
958 /*****************************************************************************
959 * IWineD3DVolume implementation structure (extends IUnknown)
961 typedef struct IWineD3DVolumeImpl
963 /* IUnknown & WineD3DResource fields */
964 const IWineD3DVolumeVtbl
*lpVtbl
;
965 IWineD3DResourceClass resource
;
967 /* WineD3DVolume Information */
968 WINED3DVOLUMET_DESC currentDesc
;
969 IWineD3DBase
*container
;
974 WINED3DBOX lockedBox
;
979 } IWineD3DVolumeImpl
;
981 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl
;
983 /*****************************************************************************
984 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
986 typedef struct IWineD3DVolumeTextureImpl
988 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
989 const IWineD3DVolumeTextureVtbl
*lpVtbl
;
990 IWineD3DResourceClass resource
;
991 IWineD3DBaseTextureClass baseTexture
;
993 /* IWineD3DVolumeTexture */
994 IWineD3DVolume
*volumes
[MAX_LEVELS
];
999 } IWineD3DVolumeTextureImpl
;
1001 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl
;
1003 typedef struct _WINED3DSURFACET_DESC
1005 WINED3DMULTISAMPLE_TYPE MultiSampleType
;
1006 DWORD MultiSampleQuality
;
1009 } WINED3DSURFACET_DESC
;
1011 /*****************************************************************************
1012 * Structure for DIB Surfaces (GetDC and GDI surfaces)
1014 typedef struct wineD3DSurface_DIB
{
1019 } wineD3DSurface_DIB
;
1026 } renderbuffer_entry_t
;
1028 /*****************************************************************************
1029 * IWineD3DClipp implementation structure
1031 typedef struct IWineD3DClipperImpl
1033 const IWineD3DClipperVtbl
*lpVtbl
;
1038 } IWineD3DClipperImpl
;
1041 /*****************************************************************************
1042 * IWineD3DSurface implementation structure
1044 struct IWineD3DSurfaceImpl
1046 /* IUnknown & IWineD3DResource Information */
1047 const IWineD3DSurfaceVtbl
*lpVtbl
;
1048 IWineD3DResourceClass resource
;
1050 /* IWineD3DSurface fields */
1051 IWineD3DBase
*container
;
1052 WINED3DSURFACET_DESC currentDesc
;
1053 IWineD3DPaletteImpl
*palette
; /* D3D7 style palette handling */
1054 PALETTEENTRY
*palette9
; /* D3D8/9 style palette handling */
1058 /* TODO: move this off into a management class(maybe!) */
1064 /* Oversized texture */
1068 /* precalculated x and y scalings for texture coords */
1069 float pow2scalingFactorX
; /* = (Width / pow2Width ) */
1070 float pow2scalingFactorY
; /* = (Height / pow2Height) */
1076 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
1078 glDescriptor glDescription
;
1081 wineD3DSurface_DIB dib
;
1084 /* Color keys for DDraw */
1085 WINEDDCOLORKEY DestBltCKey
;
1086 WINEDDCOLORKEY DestOverlayCKey
;
1087 WINEDDCOLORKEY SrcOverlayCKey
;
1088 WINEDDCOLORKEY SrcBltCKey
;
1091 WINEDDCOLORKEY glCKey
;
1093 struct list renderbuffers
;
1094 renderbuffer_entry_t
*current_renderbuffer
;
1096 /* DirectDraw clippers */
1097 IWineD3DClipper
*clipper
;
1100 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl
;
1101 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl
;
1103 /* Predeclare the shared Surface functions */
1104 HRESULT WINAPI
IWineD3DSurfaceImpl_QueryInterface(IWineD3DSurface
*iface
, REFIID riid
, LPVOID
*ppobj
);
1105 ULONG WINAPI
IWineD3DSurfaceImpl_AddRef(IWineD3DSurface
*iface
);
1106 ULONG WINAPI
IWineD3DSurfaceImpl_Release(IWineD3DSurface
*iface
);
1107 HRESULT WINAPI
IWineD3DSurfaceImpl_GetParent(IWineD3DSurface
*iface
, IUnknown
**pParent
);
1108 HRESULT WINAPI
IWineD3DSurfaceImpl_GetDevice(IWineD3DSurface
*iface
, IWineD3DDevice
** ppDevice
);
1109 HRESULT WINAPI
IWineD3DSurfaceImpl_SetPrivateData(IWineD3DSurface
*iface
, REFGUID refguid
, CONST
void* pData
, DWORD SizeOfData
, DWORD Flags
);
1110 HRESULT WINAPI
IWineD3DSurfaceImpl_GetPrivateData(IWineD3DSurface
*iface
, REFGUID refguid
, void* pData
, DWORD
* pSizeOfData
);
1111 HRESULT WINAPI
IWineD3DSurfaceImpl_FreePrivateData(IWineD3DSurface
*iface
, REFGUID refguid
);
1112 DWORD WINAPI
IWineD3DSurfaceImpl_SetPriority(IWineD3DSurface
*iface
, DWORD PriorityNew
);
1113 DWORD WINAPI
IWineD3DSurfaceImpl_GetPriority(IWineD3DSurface
*iface
);
1114 void WINAPI
IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface
*iface
);
1115 WINED3DRESOURCETYPE WINAPI
IWineD3DSurfaceImpl_GetType(IWineD3DSurface
*iface
);
1116 HRESULT WINAPI
IWineD3DSurfaceImpl_GetContainer(IWineD3DSurface
* iface
, REFIID riid
, void** ppContainer
);
1117 HRESULT WINAPI
IWineD3DSurfaceImpl_GetDesc(IWineD3DSurface
*iface
, WINED3DSURFACE_DESC
*pDesc
);
1118 HRESULT WINAPI
IWineD3DSurfaceImpl_GetBltStatus(IWineD3DSurface
*iface
, DWORD Flags
);
1119 HRESULT WINAPI
IWineD3DSurfaceImpl_GetFlipStatus(IWineD3DSurface
*iface
, DWORD Flags
);
1120 HRESULT WINAPI
IWineD3DSurfaceImpl_IsLost(IWineD3DSurface
*iface
);
1121 HRESULT WINAPI
IWineD3DSurfaceImpl_Restore(IWineD3DSurface
*iface
);
1122 HRESULT WINAPI
IWineD3DSurfaceImpl_SetPixelFormat(IWineD3DSurface
*iface
, WINED3DFORMAT Format
, BYTE
*Surface
, DWORD Size
);
1123 HRESULT WINAPI
IWineD3DSurfaceImpl_GetPalette(IWineD3DSurface
*iface
, IWineD3DPalette
**Pal
);
1124 HRESULT WINAPI
IWineD3DSurfaceImpl_SetPalette(IWineD3DSurface
*iface
, IWineD3DPalette
*Pal
);
1125 HRESULT WINAPI
IWineD3DSurfaceImpl_SetColorKey(IWineD3DSurface
*iface
, DWORD Flags
, WINEDDCOLORKEY
*CKey
);
1126 HRESULT WINAPI
IWineD3DSurfaceImpl_CleanDirtyRect(IWineD3DSurface
*iface
);
1127 extern HRESULT WINAPI
IWineD3DSurfaceImpl_AddDirtyRect(IWineD3DSurface
*iface
, CONST RECT
* pDirtyRect
);
1128 HRESULT WINAPI
IWineD3DSurfaceImpl_SetContainer(IWineD3DSurface
*iface
, IWineD3DBase
*container
);
1129 void WINAPI
IWineD3DSurfaceImpl_SetGlTextureDesc(IWineD3DSurface
*iface
, UINT textureName
, int target
);
1130 void WINAPI
IWineD3DSurfaceImpl_GetGlDesc(IWineD3DSurface
*iface
, glDescriptor
**glDescription
);
1131 const void *WINAPI
IWineD3DSurfaceImpl_GetData(IWineD3DSurface
*iface
);
1132 HRESULT WINAPI
IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface
*iface
, WINED3DFORMAT format
);
1133 HRESULT WINAPI
IWineGDISurfaceImpl_Blt(IWineD3DSurface
*iface
, RECT
*DestRect
, IWineD3DSurface
*SrcSurface
, RECT
*SrcRect
, DWORD Flags
, WINEDDBLTFX
*DDBltFx
, WINED3DTEXTUREFILTERTYPE Filter
);
1134 HRESULT WINAPI
IWineGDISurfaceImpl_BltFast(IWineD3DSurface
*iface
, DWORD dstx
, DWORD dsty
, IWineD3DSurface
*Source
, RECT
*rsrc
, DWORD trans
);
1135 HRESULT WINAPI
IWineD3DSurfaceImpl_SetPalette(IWineD3DSurface
*iface
, IWineD3DPalette
*Pal
);
1136 HRESULT WINAPI
IWineD3DSurfaceImpl_GetDC(IWineD3DSurface
*iface
, HDC
*pHDC
);
1137 HRESULT WINAPI
IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface
*iface
, HDC hDC
);
1138 DWORD WINAPI
IWineD3DSurfaceImpl_GetPitch(IWineD3DSurface
*iface
);
1139 HRESULT WINAPI
IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface
*iface
);
1140 HRESULT WINAPI
IWineD3DSurfaceImpl_SetMem(IWineD3DSurface
*iface
, void *Mem
);
1141 HRESULT WINAPI
IWineD3DSurfaceImpl_SetOverlayPosition(IWineD3DSurface
*iface
, LONG X
, LONG Y
);
1142 HRESULT WINAPI
IWineD3DSurfaceImpl_GetOverlayPosition(IWineD3DSurface
*iface
, LONG
*X
, LONG
*Y
);
1143 HRESULT WINAPI
IWineD3DSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface
*iface
, DWORD Flags
, IWineD3DSurface
*Ref
);
1144 HRESULT WINAPI
IWineD3DSurfaceImpl_UpdateOverlay(IWineD3DSurface
*iface
, RECT
*SrcRect
, IWineD3DSurface
*DstSurface
, RECT
*DstRect
, DWORD Flags
, WINEDDOVERLAYFX
*FX
);
1145 HRESULT WINAPI
IWineD3DSurfaceImpl_SetClipper(IWineD3DSurface
*iface
, IWineD3DClipper
*clipper
);
1146 HRESULT WINAPI
IWineD3DSurfaceImpl_GetClipper(IWineD3DSurface
*iface
, IWineD3DClipper
**clipper
);
1148 /* Surface flags: */
1149 #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
1150 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
1151 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for getdc */
1152 #define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
1153 #define SFLAG_DISCARD 0x00000010 /* ??? */
1154 #define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
1155 #define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
1156 #define SFLAG_INDRAWABLE 0x00000080 /* The gl drawable contains the most up to date data */
1157 #define SFLAG_INSYSMEM 0x00000100 /* The system memory copy is most up to date */
1158 #define SFLAG_NONPOW2 0x00000200 /* Surface sizes are not a power of 2 */
1159 #define SFLAG_DYNLOCK 0x00000400 /* Surface is often locked by the app */
1160 #define SFLAG_DYNCHANGE 0x00000C00 /* Surface contents are changed very often, implies DYNLOCK */
1161 #define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
1162 #define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
1163 #define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
1164 #define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
1165 #define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
1166 #define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
1168 /* In some conditions the surface memory must not be freed:
1169 * SFLAG_OVERSIZE: Not all data can be kept in GL
1170 * SFLAG_CONVERTED: Converting the data back would take too long
1171 * SFLAG_DIBSECTION: The dib code manages the memory
1172 * SFLAG_LOCKED: The app requires access to the surface data
1173 * SFLAG_DYNLOCK: Avoid freeing the data for performance
1174 * SFLAG_DYNCHANGE: Same reason as DYNLOCK
1175 * SFLAG_CLIENT: OpenGL uses our memory as backup
1177 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
1179 SFLAG_DIBSECTION | \
1186 BOOL
CalculateTexRect(IWineD3DSurfaceImpl
*This
, RECT
*Rect
, float glTexCoord
[4]);
1188 /*****************************************************************************
1189 * IWineD3DVertexDeclaration implementation structure
1191 typedef struct IWineD3DVertexDeclarationImpl
{
1192 /* IUnknown Information */
1193 const IWineD3DVertexDeclarationVtbl
*lpVtbl
;
1197 IWineD3DDeviceImpl
*wineD3DDevice
;
1199 WINED3DVERTEXELEMENT
*pDeclarationWine
;
1200 UINT declarationWNumElements
;
1201 } IWineD3DVertexDeclarationImpl
;
1203 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl
;
1205 /*****************************************************************************
1206 * IWineD3DStateBlock implementation structure
1209 /* Internal state Block for Begin/End/Capture/Create/Apply info */
1210 /* Note: Very long winded but gl Lists are not flexible enough */
1211 /* to resolve everything we need, so doing it manually for now */
1212 typedef struct SAVEDSTATES
{
1216 BOOL streamSource
[MAX_STREAMS
];
1217 BOOL streamFreq
[MAX_STREAMS
];
1218 BOOL textures
[MAX_SAMPLERS
];
1219 BOOL transform
[HIGHEST_TRANSFORMSTATE
+ 1];
1221 BOOL renderState
[WINEHIGHEST_RENDER_STATE
+ 1];
1222 BOOL textureState
[MAX_TEXTURES
][WINED3D_HIGHEST_TEXTURE_STATE
+ 1];
1223 BOOL samplerState
[MAX_SAMPLERS
][WINED3D_HIGHEST_SAMPLER_STATE
+ 1];
1224 BOOL clipplane
[MAX_CLIPPLANES
];
1227 BOOL pixelShaderConstantsB
[MAX_CONST_B
];
1228 BOOL pixelShaderConstantsI
[MAX_CONST_I
];
1229 BOOL
*pixelShaderConstantsF
;
1231 BOOL vertexShaderConstantsB
[MAX_CONST_B
];
1232 BOOL vertexShaderConstantsI
[MAX_CONST_I
];
1233 BOOL
*vertexShaderConstantsF
;
1243 struct IWineD3DStateBlockImpl
1245 /* IUnknown fields */
1246 const IWineD3DStateBlockVtbl
*lpVtbl
;
1247 LONG ref
; /* Note: Ref counting not required */
1249 /* IWineD3DStateBlock information */
1251 IWineD3DDeviceImpl
*wineD3DDevice
;
1252 WINED3DSTATEBLOCKTYPE blockType
;
1254 /* Array indicating whether things have been set or changed */
1255 SAVEDSTATES changed
;
1257 struct list set_vconstantsF
;
1258 struct list set_pconstantsF
;
1260 /* Drawing - Vertex Shader or FVF related */
1262 /* Vertex Shader Declaration */
1263 IWineD3DVertexDeclaration
*vertexDecl
;
1265 IWineD3DVertexShader
*vertexShader
;
1267 /* Vertex Shader Constants */
1268 BOOL vertexShaderConstantB
[MAX_CONST_B
];
1269 INT vertexShaderConstantI
[MAX_CONST_I
* 4];
1270 float *vertexShaderConstantF
;
1274 UINT streamStride
[MAX_STREAMS
];
1275 UINT streamOffset
[MAX_STREAMS
];
1276 IWineD3DVertexBuffer
*streamSource
[MAX_STREAMS
];
1277 UINT streamFreq
[MAX_STREAMS
];
1278 UINT streamFlags
[MAX_STREAMS
]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
1281 IWineD3DIndexBuffer
* pIndexData
;
1282 UINT baseVertexIndex
;
1283 UINT loadBaseVertexIndex
; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1286 WINED3DMATRIX transforms
[HIGHEST_TRANSFORMSTATE
+ 1];
1288 /* Light hashmap . Collisions are handled using standard wine double linked lists */
1289 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
1290 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
1291 struct list lightMap
[LIGHTMAP_SIZE
]; /* Mashmap containing the lights */
1292 PLIGHTINFOEL
*activeLights
[MAX_ACTIVE_LIGHTS
]; /* Map of opengl lights to d3d lights */
1295 double clipplane
[MAX_CLIPPLANES
][4];
1296 WINED3DCLIPSTATUS clip_status
;
1299 WINED3DVIEWPORT viewport
;
1302 WINED3DMATERIAL material
;
1305 IWineD3DPixelShader
*pixelShader
;
1307 /* Pixel Shader Constants */
1308 BOOL pixelShaderConstantB
[MAX_CONST_B
];
1309 INT pixelShaderConstantI
[MAX_CONST_I
* 4];
1310 float *pixelShaderConstantF
;
1313 DWORD renderState
[WINEHIGHEST_RENDER_STATE
+ 1];
1316 IWineD3DBaseTexture
*textures
[MAX_SAMPLERS
];
1317 int textureDimensions
[MAX_SAMPLERS
];
1319 /* Texture State Stage */
1320 DWORD textureState
[MAX_TEXTURES
][WINED3D_HIGHEST_TEXTURE_STATE
+ 1];
1321 DWORD lowest_disabled_stage
;
1322 /* Sampler States */
1323 DWORD samplerState
[MAX_SAMPLERS
][WINED3D_HIGHEST_SAMPLER_STATE
+ 1];
1325 /* Current GLSL Shader Program */
1326 struct glsl_shader_prog_link
*glsl_program
;
1328 /* Scissor test rectangle */
1332 extern void stateblock_savedstates_set(
1333 IWineD3DStateBlock
* iface
,
1334 SAVEDSTATES
* states
,
1337 extern void stateblock_savedstates_copy(
1338 IWineD3DStateBlock
* iface
,
1340 SAVEDSTATES
* source
);
1342 extern void stateblock_copy(
1343 IWineD3DStateBlock
* destination
,
1344 IWineD3DStateBlock
* source
);
1346 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl
;
1348 /*****************************************************************************
1349 * IWineD3DQueryImpl implementation structure (extends IUnknown)
1351 typedef struct IWineD3DQueryImpl
1353 const IWineD3DQueryVtbl
*lpVtbl
;
1354 LONG ref
; /* Note: Ref counting not required */
1357 /*TODO: replace with iface usage */
1359 IWineD3DDevice
*wineD3DDevice
;
1361 IWineD3DDeviceImpl
*wineD3DDevice
;
1364 /* IWineD3DQuery fields */
1365 WINED3DQUERYTYPE type
;
1366 /* TODO: Think about using a IUnknown instead of a void* */
1370 } IWineD3DQueryImpl
;
1372 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl
;
1374 /* Datastructures for IWineD3DQueryImpl.extendedData */
1375 typedef struct WineQueryOcclusionData
{
1377 } WineQueryOcclusionData
;
1379 typedef struct WineQueryEventData
{
1381 } WineQueryEventData
;
1383 /*****************************************************************************
1384 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1387 typedef struct IWineD3DSwapChainImpl
1390 const IWineD3DSwapChainVtbl
*lpVtbl
;
1391 LONG ref
; /* Note: Ref counting not required */
1394 IWineD3DDeviceImpl
*wineD3DDevice
;
1396 /* IWineD3DSwapChain fields */
1397 IWineD3DSurface
**backBuffer
;
1398 IWineD3DSurface
*frontBuffer
;
1399 BOOL wantsDepthStencilBuffer
;
1400 WINED3DPRESENT_PARAMETERS presentParms
;
1401 DWORD orig_width
, orig_height
;
1402 WINED3DFORMAT orig_fmt
;
1404 long prev_time
, frames
; /* Performance tracking */
1405 unsigned int vSyncCounter
;
1407 WineD3DContext
**context
; /* Later a array for multithreading */
1408 unsigned int num_contexts
;
1412 } IWineD3DSwapChainImpl
;
1414 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl
;
1416 /*****************************************************************************
1417 * Utility function prototypes
1420 /* Trace routines */
1421 const char* debug_d3dformat(WINED3DFORMAT fmt
);
1422 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype
);
1423 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res
);
1424 const char* debug_d3dusage(DWORD usage
);
1425 const char* debug_d3dusagequery(DWORD usagequery
);
1426 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method
);
1427 const char* debug_d3ddecltype(WINED3DDECLTYPE type
);
1428 const char* debug_d3ddeclusage(BYTE usage
);
1429 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType
);
1430 const char* debug_d3drenderstate(DWORD state
);
1431 const char* debug_d3dsamplerstate(DWORD state
);
1432 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type
);
1433 const char* debug_d3dtexturestate(DWORD state
);
1434 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype
);
1435 const char* debug_d3dpool(WINED3DPOOL pool
);
1436 const char *debug_fbostatus(GLenum status
);
1437 const char *debug_glerror(GLenum error
);
1439 /* Routines for GL <-> D3D values */
1440 GLenum
StencilOp(DWORD op
);
1441 GLenum
CompareFunc(DWORD func
);
1442 void set_tex_op(IWineD3DDevice
*iface
, BOOL isAlpha
, int Stage
, WINED3DTEXTUREOP op
, DWORD arg1
, DWORD arg2
, DWORD arg3
);
1443 void set_tex_op_nvrc(IWineD3DDevice
*iface
, BOOL is_alpha
, int stage
, WINED3DTEXTUREOP op
, DWORD arg1
, DWORD arg2
, DWORD arg3
, INT texture_idx
);
1444 void set_texture_matrix(const float *smat
, DWORD flags
, BOOL calculatedCoords
);
1446 void surface_set_compatible_renderbuffer(IWineD3DSurface
*iface
, unsigned int width
, unsigned int height
);
1447 GLenum
surface_get_gl_buffer(IWineD3DSurface
*iface
, IWineD3DSwapChain
*swapchain
);
1449 int D3DFmtMakeGlCfg(WINED3DFORMAT BackBufferFormat
, WINED3DFORMAT StencilBufferFormat
, int *attribs
, int* nAttribs
, BOOL alternate
);
1452 void multiply_matrix(WINED3DMATRIX
*dest
, const WINED3DMATRIX
*src1
, const WINED3DMATRIX
*src2
);
1454 /*****************************************************************************
1455 * To enable calling of inherited functions, requires prototypes
1457 * Note: Only require classes which are subclassed, ie resource, basetexture,
1459 /*** IUnknown methods ***/
1460 extern HRESULT WINAPI
IWineD3DResourceImpl_QueryInterface(IWineD3DResource
*iface
, REFIID riid
, void** ppvObject
);
1461 extern ULONG WINAPI
IWineD3DResourceImpl_AddRef(IWineD3DResource
*iface
);
1462 extern ULONG WINAPI
IWineD3DResourceImpl_Release(IWineD3DResource
*iface
);
1463 /*** IWineD3DResource methods ***/
1464 extern HRESULT WINAPI
IWineD3DResourceImpl_GetParent(IWineD3DResource
*iface
, IUnknown
**pParent
);
1465 extern HRESULT WINAPI
IWineD3DResourceImpl_GetDevice(IWineD3DResource
*iface
, IWineD3DDevice
** ppDevice
);
1466 extern HRESULT WINAPI
IWineD3DResourceImpl_SetPrivateData(IWineD3DResource
*iface
, REFGUID refguid
, CONST
void * pData
, DWORD SizeOfData
, DWORD Flags
);
1467 extern HRESULT WINAPI
IWineD3DResourceImpl_GetPrivateData(IWineD3DResource
*iface
, REFGUID refguid
, void * pData
, DWORD
* pSizeOfData
);
1468 extern HRESULT WINAPI
IWineD3DResourceImpl_FreePrivateData(IWineD3DResource
*iface
, REFGUID refguid
);
1469 extern DWORD WINAPI
IWineD3DResourceImpl_SetPriority(IWineD3DResource
*iface
, DWORD PriorityNew
);
1470 extern DWORD WINAPI
IWineD3DResourceImpl_GetPriority(IWineD3DResource
*iface
);
1471 extern void WINAPI
IWineD3DResourceImpl_PreLoad(IWineD3DResource
*iface
);
1472 extern WINED3DRESOURCETYPE WINAPI
IWineD3DResourceImpl_GetType(IWineD3DResource
*iface
);
1473 /*** class static members ***/
1474 void IWineD3DResourceImpl_CleanUp(IWineD3DResource
*iface
);
1476 /*** IUnknown methods ***/
1477 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture
*iface
, REFIID riid
, void** ppvObject
);
1478 extern ULONG WINAPI
IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture
*iface
);
1479 extern ULONG WINAPI
IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture
*iface
);
1480 /*** IWineD3DResource methods ***/
1481 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture
*iface
, IUnknown
**pParent
);
1482 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture
*iface
, IWineD3DDevice
** ppDevice
);
1483 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture
*iface
, REFGUID refguid
, CONST
void * pData
, DWORD SizeOfData
, DWORD Flags
);
1484 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture
*iface
, REFGUID refguid
, void * pData
, DWORD
* pSizeOfData
);
1485 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture
*iface
, REFGUID refguid
);
1486 extern DWORD WINAPI
IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture
*iface
, DWORD PriorityNew
);
1487 extern DWORD WINAPI
IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture
*iface
);
1488 extern void WINAPI
IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture
*iface
);
1489 extern WINED3DRESOURCETYPE WINAPI
IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture
*iface
);
1490 /*** IWineD3DBaseTexture methods ***/
1491 extern DWORD WINAPI
IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture
*iface
, DWORD LODNew
);
1492 extern DWORD WINAPI
IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture
*iface
);
1493 extern DWORD WINAPI
IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture
*iface
);
1494 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture
*iface
, WINED3DTEXTUREFILTERTYPE FilterType
);
1495 extern WINED3DTEXTUREFILTERTYPE WINAPI
IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture
*iface
);
1496 extern void WINAPI
IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture
*iface
);
1497 extern BOOL WINAPI
IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture
*iface
, BOOL
);
1498 extern BOOL WINAPI
IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture
*iface
);
1500 extern BYTE
* WINAPI
IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer
* iface
, DWORD iOffset
, GLint
*vbo
);
1501 extern HRESULT WINAPI
IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer
* iface
);
1502 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture
*iface
);
1503 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture
*iface
);
1504 extern void WINAPI
IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture
*iface
, const DWORD textureStates
[WINED3D_HIGHEST_TEXTURE_STATE
+ 1], const DWORD samplerStates
[WINED3D_HIGHEST_SAMPLER_STATE
+ 1]);
1505 /*** class static members ***/
1506 void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture
*iface
);
1508 struct SHADER_OPCODE_ARG
;
1509 typedef void (*SHADER_HANDLER
) (struct SHADER_OPCODE_ARG
*);
1511 /* Struct to maintain a list of GLSL shader programs and their associated pixel and
1512 * vertex shaders. A list of this type is maintained on the DeviceImpl, and is only
1513 * used if the user is using GLSL shaders. */
1514 struct glsl_shader_prog_link
{
1515 struct list vshader_entry
;
1516 struct list pshader_entry
;
1517 GLhandleARB programId
;
1518 GLhandleARB
*vuniformF_locations
;
1519 GLhandleARB
*puniformF_locations
;
1520 GLhandleARB vshader
;
1521 GLhandleARB pshader
;
1525 GLhandleARB vshader
;
1526 GLhandleARB pshader
;
1527 } glsl_program_key_t
;
1529 /* TODO: Make this dynamic, based on shader limits ? */
1530 #define MAX_REG_ADDR 1
1531 #define MAX_REG_TEMP 32
1532 #define MAX_REG_TEXCRD 8
1533 #define MAX_REG_INPUT 12
1534 #define MAX_REG_OUTPUT 12
1535 #define MAX_ATTRIBS 16
1536 #define MAX_CONST_I 16
1537 #define MAX_CONST_B 16
1539 /* FIXME: This needs to go up to 2048 for
1540 * Shader model 3 according to msdn (and for software shaders) */
1541 #define MAX_LABELS 16
1543 typedef struct semantic
{
1548 typedef struct local_constant
{
1554 typedef struct shader_reg_maps
{
1556 char texcoord
[MAX_REG_TEXCRD
]; /* pixel < 3.0 */
1557 char temporary
[MAX_REG_TEMP
]; /* pixel, vertex */
1558 char address
[MAX_REG_ADDR
]; /* vertex */
1559 char packed_input
[MAX_REG_INPUT
]; /* pshader >= 3.0 */
1560 char packed_output
[MAX_REG_OUTPUT
]; /* vertex >= 3.0 */
1561 char attributes
[MAX_ATTRIBS
]; /* vertex */
1562 char labels
[MAX_LABELS
]; /* pixel, vertex */
1564 /* Sampler usage tokens
1565 * Use 0 as default (bit 31 is always 1 on a valid token) */
1566 DWORD samplers
[MAX_SAMPLERS
];
1569 /* Whether or not a loop is used in this shader */
1572 /* Whether or not this shader uses fog */
1577 #define SHADER_PGMSIZE 65535
1578 typedef struct SHADER_BUFFER
{
1581 unsigned int lineNo
;
1585 /* Undocumented opcode controls */
1586 #define INST_CONTROLS_SHIFT 16
1587 #define INST_CONTROLS_MASK 0x00ff0000
1589 typedef enum COMPARISON_TYPE
{
1598 typedef struct SHADER_OPCODE
{
1599 unsigned int opcode
;
1603 CONST UINT num_params
;
1604 SHADER_HANDLER hw_fct
;
1605 SHADER_HANDLER hw_glsl_fct
;
1610 typedef struct SHADER_OPCODE_ARG
{
1611 IWineD3DBaseShader
* shader
;
1612 shader_reg_maps
* reg_maps
;
1613 CONST SHADER_OPCODE
* opcode
;
1620 SHADER_BUFFER
* buffer
;
1621 } SHADER_OPCODE_ARG
;
1623 typedef struct SHADER_LIMITS
{
1624 unsigned int temporary
;
1625 unsigned int texcoord
;
1626 unsigned int sampler
;
1627 unsigned int constant_int
;
1628 unsigned int constant_float
;
1629 unsigned int constant_bool
;
1630 unsigned int address
;
1631 unsigned int packed_output
;
1632 unsigned int packed_input
;
1633 unsigned int attributes
;
1637 /** Keeps track of details for TEX_M#x# shader opcodes which need to
1638 maintain state information between multiple codes */
1639 typedef struct SHADER_PARSE_STATE
{
1640 unsigned int current_row
;
1641 DWORD texcoord_w
[2];
1642 } SHADER_PARSE_STATE
;
1644 /* Base Shader utility functions.
1645 * (may move callers into the same file in the future) */
1646 extern int shader_addline(
1647 SHADER_BUFFER
* buffer
,
1648 const char* fmt
, ...);
1650 extern const SHADER_OPCODE
* shader_get_opcode(
1651 IWineD3DBaseShader
*iface
,
1654 extern void shader_delete_constant_list(
1655 struct list
* clist
);
1657 void delete_glsl_program_entry(IWineD3DDevice
*iface
, struct glsl_shader_prog_link
*entry
);
1659 /* Vertex shader utility functions */
1660 extern BOOL
vshader_get_input(
1661 IWineD3DVertexShader
* iface
,
1662 BYTE usage_req
, BYTE usage_idx_req
,
1663 unsigned int* regnum
);
1665 extern BOOL
vshader_input_is_color(
1666 IWineD3DVertexShader
* iface
,
1667 unsigned int regnum
);
1669 extern HRESULT
allocate_shader_constants(IWineD3DStateBlockImpl
* object
);
1671 /* ARB_[vertex/fragment]_program helper functions */
1672 extern void shader_arb_load_constants(
1673 IWineD3DDevice
* device
,
1674 char usePixelShader
,
1675 char useVertexShader
);
1677 /* ARB shader program Prototypes */
1678 extern void shader_hw_def(SHADER_OPCODE_ARG
*arg
);
1680 /* ARB pixel shader prototypes */
1681 extern void pshader_hw_bem(SHADER_OPCODE_ARG
* arg
);
1682 extern void pshader_hw_cnd(SHADER_OPCODE_ARG
* arg
);
1683 extern void pshader_hw_cmp(SHADER_OPCODE_ARG
* arg
);
1684 extern void pshader_hw_map2gl(SHADER_OPCODE_ARG
* arg
);
1685 extern void pshader_hw_tex(SHADER_OPCODE_ARG
* arg
);
1686 extern void pshader_hw_texcoord(SHADER_OPCODE_ARG
* arg
);
1687 extern void pshader_hw_texreg2ar(SHADER_OPCODE_ARG
* arg
);
1688 extern void pshader_hw_texreg2gb(SHADER_OPCODE_ARG
* arg
);
1689 extern void pshader_hw_texbem(SHADER_OPCODE_ARG
* arg
);
1690 extern void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG
* arg
);
1691 extern void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG
* arg
);
1692 extern void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG
* arg
);
1693 extern void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG
* arg
);
1694 extern void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG
* arg
);
1695 extern void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG
* arg
);
1697 /* ARB vertex shader prototypes */
1698 extern void vshader_hw_map2gl(SHADER_OPCODE_ARG
* arg
);
1699 extern void vshader_hw_mnxn(SHADER_OPCODE_ARG
* arg
);
1700 extern void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG
* arg
);
1702 /* GLSL helper functions */
1703 extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG
*arg
);
1704 extern void shader_glsl_load_constants(
1705 IWineD3DDevice
* device
,
1706 char usePixelShader
,
1707 char useVertexShader
);
1709 /** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */
1710 extern void shader_glsl_cross(SHADER_OPCODE_ARG
* arg
);
1711 extern void shader_glsl_map2gl(SHADER_OPCODE_ARG
* arg
);
1712 extern void shader_glsl_arith(SHADER_OPCODE_ARG
* arg
);
1713 extern void shader_glsl_mov(SHADER_OPCODE_ARG
* arg
);
1714 extern void shader_glsl_mad(SHADER_OPCODE_ARG
* arg
);
1715 extern void shader_glsl_mnxn(SHADER_OPCODE_ARG
* arg
);
1716 extern void shader_glsl_lrp(SHADER_OPCODE_ARG
* arg
);
1717 extern void shader_glsl_dot(SHADER_OPCODE_ARG
* arg
);
1718 extern void shader_glsl_rcp(SHADER_OPCODE_ARG
* arg
);
1719 extern void shader_glsl_cnd(SHADER_OPCODE_ARG
* arg
);
1720 extern void shader_glsl_compare(SHADER_OPCODE_ARG
* arg
);
1721 extern void shader_glsl_def(SHADER_OPCODE_ARG
* arg
);
1722 extern void shader_glsl_defi(SHADER_OPCODE_ARG
* arg
);
1723 extern void shader_glsl_defb(SHADER_OPCODE_ARG
* arg
);
1724 extern void shader_glsl_expp(SHADER_OPCODE_ARG
* arg
);
1725 extern void shader_glsl_cmp(SHADER_OPCODE_ARG
* arg
);
1726 extern void shader_glsl_lit(SHADER_OPCODE_ARG
* arg
);
1727 extern void shader_glsl_dst(SHADER_OPCODE_ARG
* arg
);
1728 extern void shader_glsl_sincos(SHADER_OPCODE_ARG
* arg
);
1729 extern void shader_glsl_loop(SHADER_OPCODE_ARG
* arg
);
1730 extern void shader_glsl_end(SHADER_OPCODE_ARG
* arg
);
1731 extern void shader_glsl_if(SHADER_OPCODE_ARG
* arg
);
1732 extern void shader_glsl_ifc(SHADER_OPCODE_ARG
* arg
);
1733 extern void shader_glsl_else(SHADER_OPCODE_ARG
* arg
);
1734 extern void shader_glsl_break(SHADER_OPCODE_ARG
* arg
);
1735 extern void shader_glsl_breakc(SHADER_OPCODE_ARG
* arg
);
1736 extern void shader_glsl_rep(SHADER_OPCODE_ARG
* arg
);
1737 extern void shader_glsl_call(SHADER_OPCODE_ARG
* arg
);
1738 extern void shader_glsl_callnz(SHADER_OPCODE_ARG
* arg
);
1739 extern void shader_glsl_label(SHADER_OPCODE_ARG
* arg
);
1740 extern void shader_glsl_pow(SHADER_OPCODE_ARG
* arg
);
1742 /** GLSL Pixel Shader Prototypes */
1743 extern void pshader_glsl_tex(SHADER_OPCODE_ARG
* arg
);
1744 extern void pshader_glsl_texcoord(SHADER_OPCODE_ARG
* arg
);
1745 extern void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG
* arg
);
1746 extern void pshader_glsl_texdp3(SHADER_OPCODE_ARG
* arg
);
1747 extern void pshader_glsl_texdepth(SHADER_OPCODE_ARG
* arg
);
1748 extern void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG
* arg
);
1749 extern void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG
* arg
);
1750 extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG
* arg
);
1751 extern void pshader_glsl_texm3x3(SHADER_OPCODE_ARG
* arg
);
1752 extern void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG
* arg
);
1753 extern void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG
* arg
);
1754 extern void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG
* arg
);
1755 extern void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG
* arg
);
1756 extern void pshader_glsl_texkill(SHADER_OPCODE_ARG
* arg
);
1757 extern void pshader_glsl_texbem(SHADER_OPCODE_ARG
* arg
);
1758 extern void pshader_glsl_bem(SHADER_OPCODE_ARG
* arg
);
1759 extern void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG
* arg
);
1760 extern void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG
* arg
);
1761 extern void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG
* arg
);
1762 extern void pshader_glsl_dp2add(SHADER_OPCODE_ARG
* arg
);
1763 extern void pshader_glsl_input_pack(
1764 SHADER_BUFFER
* buffer
,
1765 semantic
* semantics_out
);
1767 /** GLSL Vertex Shader Prototypes */
1768 extern void vshader_glsl_output_unpack(
1769 SHADER_BUFFER
* buffer
,
1770 semantic
* semantics_out
);
1772 /*****************************************************************************
1773 * IDirect3DBaseShader implementation structure
1775 typedef struct IWineD3DBaseShaderClass
1778 SHADER_LIMITS limits
;
1779 SHADER_PARSE_STATE parse_state
;
1780 CONST SHADER_OPCODE
*shader_ins
;
1781 CONST DWORD
*function
;
1782 UINT functionLength
;
1786 /* Type of shader backend */
1789 /* Programs this shader is linked with */
1790 struct list linked_programs
;
1792 /* Immediate constants (override global ones) */
1793 struct list constantsB
;
1794 struct list constantsF
;
1795 struct list constantsI
;
1796 shader_reg_maps reg_maps
;
1798 /* Pointer to the parent device */
1799 IWineD3DDevice
*device
;
1801 } IWineD3DBaseShaderClass
;
1803 typedef struct IWineD3DBaseShaderImpl
{
1805 const IWineD3DBaseShaderVtbl
*lpVtbl
;
1808 /* IWineD3DBaseShader */
1809 IWineD3DBaseShaderClass baseShader
;
1810 } IWineD3DBaseShaderImpl
;
1812 extern HRESULT
shader_get_registers_used(
1813 IWineD3DBaseShader
*iface
,
1814 shader_reg_maps
* reg_maps
,
1815 semantic
* semantics_in
,
1816 semantic
* semantics_out
,
1817 CONST DWORD
* pToken
,
1818 IWineD3DStateBlockImpl
*stateBlock
);
1820 extern void shader_generate_glsl_declarations(
1821 IWineD3DBaseShader
*iface
,
1822 shader_reg_maps
* reg_maps
,
1823 SHADER_BUFFER
* buffer
,
1824 WineD3D_GL_Info
* gl_info
);
1826 extern void shader_generate_arb_declarations(
1827 IWineD3DBaseShader
*iface
,
1828 shader_reg_maps
* reg_maps
,
1829 SHADER_BUFFER
* buffer
,
1830 WineD3D_GL_Info
* gl_info
);
1832 extern void shader_generate_main(
1833 IWineD3DBaseShader
*iface
,
1834 SHADER_BUFFER
* buffer
,
1835 shader_reg_maps
* reg_maps
,
1836 CONST DWORD
* pFunction
);
1838 extern void shader_dump_ins_modifiers(
1839 const DWORD output
);
1841 extern void shader_dump_param(
1842 IWineD3DBaseShader
*iface
,
1844 const DWORD addr_token
,
1847 extern void shader_trace_init(
1848 IWineD3DBaseShader
*iface
,
1849 const DWORD
* pFunction
);
1851 extern int shader_get_param(
1852 IWineD3DBaseShader
* iface
,
1853 const DWORD
* pToken
,
1857 extern int shader_skip_unrecognized(
1858 IWineD3DBaseShader
* iface
,
1859 const DWORD
* pToken
);
1861 extern void print_glsl_info_log(
1862 WineD3D_GL_Info
*gl_info
,
1865 static inline int shader_get_regtype(const DWORD param
) {
1866 return (((param
& WINED3DSP_REGTYPE_MASK
) >> WINED3DSP_REGTYPE_SHIFT
) |
1867 ((param
& WINED3DSP_REGTYPE_MASK2
) >> WINED3DSP_REGTYPE_SHIFT2
));
1870 extern unsigned int shader_get_float_offset(const DWORD reg
);
1872 static inline BOOL
shader_is_pshader_version(DWORD token
) {
1873 return 0xFFFF0000 == (token
& 0xFFFF0000);
1876 static inline BOOL
shader_is_vshader_version(DWORD token
) {
1877 return 0xFFFE0000 == (token
& 0xFFFF0000);
1880 static inline BOOL
shader_is_comment(DWORD token
) {
1881 return WINED3DSIO_COMMENT
== (token
& WINED3DSI_OPCODE_MASK
);
1884 /* TODO: vFace (ps_3_0) */
1885 static inline BOOL
shader_is_scalar(DWORD param
) {
1886 DWORD reg_type
= shader_get_regtype(param
);
1889 case WINED3DSPR_RASTOUT
:
1890 if ((param
& WINED3DSP_REGNUM_MASK
) != 0) {
1897 case WINED3DSPR_DEPTHOUT
: /* oDepth */
1898 case WINED3DSPR_CONSTBOOL
: /* b# */
1899 case WINED3DSPR_LOOP
: /* aL */
1900 case WINED3DSPR_PREDICATE
: /* p0 */
1908 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
1909 * so upload them above that
1911 #define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
1912 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
1914 /*****************************************************************************
1915 * IDirect3DVertexShader implementation structure
1917 typedef struct IWineD3DVertexShaderImpl
{
1919 const IWineD3DVertexShaderVtbl
*lpVtbl
;
1920 LONG ref
; /* Note: Ref counting not required */
1922 /* IWineD3DBaseShader */
1923 IWineD3DBaseShaderClass baseShader
;
1925 /* IWineD3DVertexShaderImpl */
1930 /* Vertex shader input and output semantics */
1931 semantic semantics_in
[MAX_ATTRIBS
];
1932 semantic semantics_out
[MAX_REG_OUTPUT
];
1934 /* run time datas... */
1936 #if 0 /* needs reworking */
1937 /* run time datas */
1938 VSHADERINPUTDATA input
;
1939 VSHADEROUTPUTDATA output
;
1941 } IWineD3DVertexShaderImpl
;
1942 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins
[];
1943 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl
;
1945 /*****************************************************************************
1946 * IDirect3DPixelShader implementation structure
1948 typedef struct IWineD3DPixelShaderImpl
{
1949 /* IUnknown parts */
1950 const IWineD3DPixelShaderVtbl
*lpVtbl
;
1951 LONG ref
; /* Note: Ref counting not required */
1953 /* IWineD3DBaseShader */
1954 IWineD3DBaseShaderClass baseShader
;
1956 /* IWineD3DPixelShaderImpl */
1959 /* Pixel shader input semantics */
1960 semantic semantics_in
[MAX_REG_INPUT
];
1965 /* Some information about the shader behavior */
1967 UINT bumpenvmatconst
;
1969 #if 0 /* needs reworking */
1970 PSHADERINPUTDATA input
;
1971 PSHADEROUTPUTDATA output
;
1973 } IWineD3DPixelShaderImpl
;
1975 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins
[];
1976 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl
;
1978 /*****************************************************************************
1979 * IWineD3DPalette implementation structure
1981 struct IWineD3DPaletteImpl
{
1982 /* IUnknown parts */
1983 const IWineD3DPaletteVtbl
*lpVtbl
;
1987 IWineD3DDeviceImpl
*wineD3DDevice
;
1989 /* IWineD3DPalette */
1991 WORD palVersion
; /*| */
1992 WORD palNumEntries
; /*| LOGPALETTE */
1993 PALETTEENTRY palents
[256]; /*| */
1994 /* This is to store the palette in 'screen format' */
1995 int screen_palents
[256];
1999 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl
;
2000 DWORD
IWineD3DPaletteImpl_Size(DWORD dwFlags
);
2002 /* DirectDraw utility functions */
2003 extern WINED3DFORMAT
pixelformat_for_depth(DWORD depth
);
2005 /*****************************************************************************
2006 * Pixel format management
2009 WINED3DFORMAT format
;
2010 DWORD alphaMask
, redMask
, greenMask
, blueMask
;
2013 GLint glInternal
, glGammaInternal
, glFormat
, glType
;
2016 const PixelFormatDesc
*getFormatDescEntry(WINED3DFORMAT fmt
);
2018 static inline BOOL
use_vs(IWineD3DDeviceImpl
*device
) {
2019 return (device
->vs_selected_mode
!= SHADER_NONE
2020 && device
->stateBlock
->vertexShader
2021 && ((IWineD3DVertexShaderImpl
*)device
->stateBlock
->vertexShader
)->baseShader
.function
2022 && !device
->strided_streams
.u
.s
.position_transformed
);
2025 static inline BOOL
use_ps(IWineD3DDeviceImpl
*device
) {
2026 return (device
->ps_selected_mode
!= SHADER_NONE
2027 && device
->stateBlock
->pixelShader
2028 && ((IWineD3DPixelShaderImpl
*)device
->stateBlock
->pixelShader
)->baseShader
.function
);
2031 void stretch_rect_fbo(IWineD3DDevice
*iface
, IWineD3DSurface
*src_surface
, WINED3DRECT
*src_rect
,
2032 IWineD3DSurface
*dst_surface
, WINED3DRECT
*dst_rect
, WINED3DTEXTUREFILTERTYPE filter
, BOOL flip
);