wined3d: Fix a field in the wined3d header.
[wine.git] / dlls / wined3d / wined3d_private.h
blobc2b5af3f5096887f3c7167c865c937fc8d07b44f
1 /*
2 * Direct3D wine internal private include file
4 * Copyright 2002-2003 The wine-d3d team
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2004 Jason Edmeades
7 * Copyright 2005 Oliver Stieber
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
27 #include <stdarg.h>
28 #include <math.h>
29 #define NONAMELESSUNION
30 #define NONAMELESSSTRUCT
31 #define COBJMACROS
32 #include "windef.h"
33 #include "winbase.h"
34 #include "winreg.h"
35 #include "wingdi.h"
36 #include "winuser.h"
37 #include "wine/debug.h"
38 #include "wine/unicode.h"
40 #include "wined3d_private_types.h"
41 #include "wine/wined3d_interface.h"
42 #include "wine/wined3d_caps.h"
43 #include "wine/wined3d_gl.h"
44 #include "wine/list.h"
46 /* Hash table functions */
47 typedef unsigned int (hash_function_t)(void *key);
48 typedef BOOL (compare_function_t)(void *keya, void *keyb);
50 typedef struct {
51 void *key;
52 void *value;
53 unsigned int hash;
54 struct list entry;
55 } hash_table_entry_t;
57 typedef struct {
58 hash_function_t *hash_function;
59 compare_function_t *compare_function;
60 struct list *buckets;
61 unsigned int bucket_count;
62 hash_table_entry_t *entries;
63 unsigned int entry_count;
64 struct list free_entries;
65 unsigned int count;
66 unsigned int grow_size;
67 unsigned int shrink_size;
68 } hash_table_t;
70 hash_table_t *hash_table_create(hash_function_t *hash_function, compare_function_t *compare_function);
71 void hash_table_destroy(hash_table_t *table);
72 void *hash_table_get(hash_table_t *table, void *key);
73 void hash_table_put(hash_table_t *table, void *key, void *value);
74 void hash_table_remove(hash_table_t *table, void *key);
76 /* Device caps */
77 #define MAX_PALETTES 256
78 #define MAX_STREAMS 16
79 #define MAX_TEXTURES 8
80 #define MAX_FRAGMENT_SAMPLERS 16
81 #define MAX_VERTEX_SAMPLERS 4
82 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
83 #define MAX_ACTIVE_LIGHTS 8
84 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
85 #define MAX_LEVELS 256
87 #define MAX_CONST_I 16
88 #define MAX_CONST_B 16
90 /* Used for CreateStateBlock */
91 #define NUM_SAVEDPIXELSTATES_R 35
92 #define NUM_SAVEDPIXELSTATES_T 18
93 #define NUM_SAVEDPIXELSTATES_S 12
94 #define NUM_SAVEDVERTEXSTATES_R 31
95 #define NUM_SAVEDVERTEXSTATES_T 2
96 #define NUM_SAVEDVERTEXSTATES_S 1
98 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
99 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
100 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
101 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
102 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
103 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
105 typedef enum _WINELOOKUP {
106 WINELOOKUP_WARPPARAM = 0,
107 WINELOOKUP_MAGFILTER = 1,
108 MAX_LOOKUPS = 2
109 } WINELOOKUP;
111 extern int minLookup[MAX_LOOKUPS];
112 extern int maxLookup[MAX_LOOKUPS];
113 extern DWORD *stateLookup[MAX_LOOKUPS];
115 extern DWORD minMipLookup[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
117 typedef struct _WINED3DGLTYPE {
118 int d3dType;
119 GLint size;
120 GLenum glType;
121 GLboolean normalized;
122 int typesize;
123 } WINED3DGLTYPE;
125 /* NOTE: Make sure these are in the correct numerical order. (see /include/wined3d_types.h) */
126 static WINED3DGLTYPE const glTypeLookup[WINED3DDECLTYPE_UNUSED] = {
127 {WINED3DDECLTYPE_FLOAT1, 1, GL_FLOAT , GL_FALSE ,sizeof(float)},
128 {WINED3DDECLTYPE_FLOAT2, 2, GL_FLOAT , GL_FALSE ,sizeof(float)},
129 {WINED3DDECLTYPE_FLOAT3, 3, GL_FLOAT , GL_FALSE ,sizeof(float)},
130 {WINED3DDECLTYPE_FLOAT4, 4, GL_FLOAT , GL_FALSE ,sizeof(float)},
131 {WINED3DDECLTYPE_D3DCOLOR, 4, GL_UNSIGNED_BYTE , GL_TRUE ,sizeof(BYTE)},
132 {WINED3DDECLTYPE_UBYTE4, 4, GL_UNSIGNED_BYTE , GL_FALSE ,sizeof(BYTE)},
133 {WINED3DDECLTYPE_SHORT2, 2, GL_SHORT , GL_FALSE ,sizeof(short int)},
134 {WINED3DDECLTYPE_SHORT4, 4, GL_SHORT , GL_FALSE ,sizeof(short int)},
135 {WINED3DDECLTYPE_UBYTE4N, 4, GL_UNSIGNED_BYTE , GL_TRUE ,sizeof(BYTE)},
136 {WINED3DDECLTYPE_SHORT2N, 2, GL_SHORT , GL_TRUE ,sizeof(short int)},
137 {WINED3DDECLTYPE_SHORT4N, 4, GL_SHORT , GL_TRUE ,sizeof(short int)},
138 {WINED3DDECLTYPE_USHORT2N, 2, GL_UNSIGNED_SHORT , GL_TRUE ,sizeof(short int)},
139 {WINED3DDECLTYPE_USHORT4N, 4, GL_UNSIGNED_SHORT , GL_TRUE ,sizeof(short int)},
140 {WINED3DDECLTYPE_UDEC3, 3, GL_UNSIGNED_SHORT , GL_FALSE ,sizeof(short int)},
141 {WINED3DDECLTYPE_DEC3N, 3, GL_SHORT , GL_TRUE ,sizeof(short int)},
142 /* We should do an extension check for NV_HALF_FLOAT. However, without NV_HALF_FLOAT
143 * we won't be able to load the data at all, so at least for the moment it wouldn't
144 * gain us much. */
145 {WINED3DDECLTYPE_FLOAT16_2, 2, GL_HALF_FLOAT_NV , GL_FALSE ,sizeof(GLhalfNV)},
146 {WINED3DDECLTYPE_FLOAT16_4, 4, GL_HALF_FLOAT_NV , GL_FALSE ,sizeof(GLhalfNV)}};
148 #define WINED3D_ATR_TYPE(type) glTypeLookup[type].d3dType
149 #define WINED3D_ATR_SIZE(type) glTypeLookup[type].size
150 #define WINED3D_ATR_GLTYPE(type) glTypeLookup[type].glType
151 #define WINED3D_ATR_NORMALIZED(type) glTypeLookup[type].normalized
152 #define WINED3D_ATR_TYPESIZE(type) glTypeLookup[type].typesize
155 * Settings
157 #define VS_NONE 0
158 #define VS_HW 1
160 #define PS_NONE 0
161 #define PS_HW 1
163 #define VBO_NONE 0
164 #define VBO_HW 1
166 #define NP2_NONE 0
167 #define NP2_REPACK 1
168 #define NP2_NATIVE 2
170 #define ORM_BACKBUFFER 0
171 #define ORM_PBUFFER 1
172 #define ORM_FBO 2
174 #define SHADER_ARB 1
175 #define SHADER_GLSL 2
176 #define SHADER_NONE 3
178 #define RTL_DISABLE -1
179 #define RTL_AUTO 0
180 #define RTL_READDRAW 1
181 #define RTL_READTEX 2
182 #define RTL_TEXDRAW 3
183 #define RTL_TEXTEX 4
185 /* NOTE: When adding fields to this structure, make sure to update the default
186 * values in wined3d_main.c as well. */
187 typedef struct wined3d_settings_s {
188 /* vertex and pixel shader modes */
189 int vs_mode;
190 int ps_mode;
191 int vbo_mode;
192 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
193 we should use it. However, until it's fully implemented, we'll leave it as a registry
194 setting for developers. */
195 BOOL glslRequested;
196 int offscreen_rendering_mode;
197 int rendertargetlock_mode;
198 /* Memory tracking and object counting */
199 unsigned int emulated_textureram;
200 } wined3d_settings_t;
202 extern wined3d_settings_t wined3d_settings;
204 /* Shader backends */
206 typedef struct {
207 void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
208 void (*shader_select_depth_blt)(IWineD3DDevice *iface);
209 void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
210 void (*shader_cleanup)(IWineD3DDevice *iface);
211 } shader_backend_t;
213 extern const shader_backend_t glsl_shader_backend;
214 extern const shader_backend_t arb_program_shader_backend;
215 extern const shader_backend_t none_shader_backend;
217 /* X11 locking */
219 extern void (*wine_tsx11_lock_ptr)(void);
220 extern void (*wine_tsx11_unlock_ptr)(void);
222 /* As GLX relies on X, this is needed */
223 extern int num_lock;
225 #if 0
226 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
227 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
228 #else
229 #define ENTER_GL() wine_tsx11_lock_ptr()
230 #define LEAVE_GL() wine_tsx11_unlock_ptr()
231 #endif
233 /*****************************************************************************
234 * Defines
237 /* GL related defines */
238 /* ------------------ */
239 #define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
240 #define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
241 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
242 #define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
244 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
245 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
246 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
247 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
249 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
250 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
251 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
252 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
254 #define D3DCOLORTOGLFLOAT4(dw, vec) \
255 (vec)[0] = D3DCOLOR_R(dw); \
256 (vec)[1] = D3DCOLOR_G(dw); \
257 (vec)[2] = D3DCOLOR_B(dw); \
258 (vec)[3] = D3DCOLOR_A(dw);
260 /* DirectX Device Limits */
261 /* --------------------- */
262 #define MAX_LEVELS 256 /* Maximum number of mipmap levels. Guessed at 256 */
264 #define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
265 See MaxStreams in MSDN under GetDeviceCaps */
266 /* Maximum number of constants provided to the shaders */
267 #define HIGHEST_TRANSFORMSTATE 512
268 /* Highest value in WINED3DTRANSFORMSTATETYPE */
269 #define MAX_PALETTES 256
271 /* Checking of API calls */
272 /* --------------------- */
273 #define checkGLcall(A) \
275 GLint err = glGetError(); \
276 if (err == GL_NO_ERROR) { \
277 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
279 } else do { \
280 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
281 debug_glerror(err), err, A, __FILE__, __LINE__); \
282 err = glGetError(); \
283 } while (err != GL_NO_ERROR); \
286 /* Trace routines / diagnostics */
287 /* ---------------------------- */
289 /* Dump out a matrix and copy it */
290 #define conv_mat(mat,gl_mat) \
291 do { \
292 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
293 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
294 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
295 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
296 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
297 } while (0)
299 /* Macro to dump out the current state of the light chain */
300 #define DUMP_LIGHT_CHAIN() \
302 PLIGHTINFOEL *el = This->stateBlock->lights;\
303 while (el) { \
304 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
305 el = el->next; \
309 /* Trace vector and strided data information */
310 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
311 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d, vbo %d, stream %u)\n", \
312 sd->u.s.name.lpData, sd->u.s.name.dwStride, sd->u.s.name.dwType, sd->u.s.name.VBO, sd->u.s.name.streamNo);
314 /* Defines used for optimizations */
316 /* Only reapply what is necessary */
317 #define REAPPLY_ALPHAOP 0x0001
318 #define REAPPLY_ALL 0xFFFF
320 /* Advance declaration of structures to satisfy compiler */
321 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
322 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
323 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
324 typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl;
326 /* Tracking */
328 /* TODO: Move some of this to the device */
329 long globalChangeGlRam(long glram);
331 /* Memory and object tracking */
333 /*Structure for holding information on all direct3d objects
334 useful for making sure tracking is ok and when release is called on a device!
335 and probably quite handy for debugging and dumping states out
337 typedef struct WineD3DGlobalStatistics {
338 int glsurfaceram; /* The aproximate amount of glTexture memory allocated for textures */
339 } WineD3DGlobalStatistics;
341 extern WineD3DGlobalStatistics* wineD3DGlobalStatistics;
343 /* Global variables */
344 extern const float identity[16];
346 /*****************************************************************************
347 * Compilable extra diagnostics
350 /* Trace information per-vertex: (extremely high amount of trace) */
351 #if 0 /* NOTE: Must be 0 in cvs */
352 # define VTRACE(A) TRACE A
353 #else
354 # define VTRACE(A)
355 #endif
357 /* Checking of per-vertex related GL calls */
358 /* --------------------- */
359 #define vcheckGLcall(A) \
361 GLint err = glGetError(); \
362 if (err == GL_NO_ERROR) { \
363 VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
365 } else do { \
366 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
367 debug_glerror(err), err, A, __FILE__, __LINE__); \
368 err = glGetError(); \
369 } while (err != GL_NO_ERROR); \
372 /* TODO: Confirm each of these works when wined3d move completed */
373 #if 0 /* NOTE: Must be 0 in cvs */
374 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
375 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
376 is enabled, and if it doesn't exist it is disabled. */
377 # define FRAME_DEBUGGING
378 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
379 the file is deleted */
380 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
381 # define SINGLE_FRAME_DEBUGGING
382 # endif
383 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
384 It can only be enabled when FRAME_DEBUGGING is also enabled
385 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
386 array is drawn. */
387 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
388 # define SHOW_FRAME_MAKEUP 1
389 # endif
390 /* The following, when enabled, lets you see the makeup of the all the textures used during each
391 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
392 The contents of the textures assigned to each stage are written into
393 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
394 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
395 # define SHOW_TEXTURE_MAKEUP 0
396 # endif
397 extern BOOL isOn;
398 extern BOOL isDumpingFrames;
399 extern LONG primCounter;
400 #endif
402 /*****************************************************************************
403 * Prototypes
406 /* Routine common to the draw primitive and draw indexed primitive routines */
407 void drawPrimitive(IWineD3DDevice *iface,
408 int PrimitiveType,
409 long NumPrimitives,
410 /* for Indexed: */
411 long StartVertexIndex,
412 UINT numberOfVertices,
413 long StartIdx,
414 short idxBytes,
415 const void *idxData,
416 int minIndex);
418 void primitiveDeclarationConvertToStridedData(
419 IWineD3DDevice *iface,
420 BOOL useVertexShaderFunction,
421 WineDirect3DVertexStridedData *strided,
422 BOOL *fixup);
424 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
426 void blt_to_drawable(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *surface);
428 #define eps 1e-8
430 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
431 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
433 /* Routines and structures related to state management */
434 typedef struct WineD3DContext WineD3DContext;
435 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
437 #define STATE_RENDER(a) (a)
438 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
440 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + (stage) * WINED3D_HIGHEST_TEXTURE_STATE + (num))
441 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
443 /* + 1 because samplers start with 0 */
444 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
445 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
447 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
448 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
450 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
451 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
453 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
454 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
455 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
456 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
458 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
459 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
461 #define STATE_VSHADER (STATE_VDECL + 1)
462 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
464 #define STATE_VIEWPORT (STATE_VSHADER + 1)
465 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
467 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
468 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
469 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
470 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
472 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
473 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
475 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
476 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
478 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
479 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
481 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
483 #define STATE_HIGHEST (STATE_MATERIAL)
485 struct StateEntry
487 DWORD representative;
488 APPLYSTATEFUNC apply;
491 /* Global state table */
492 extern const struct StateEntry StateTable[];
494 /* The new context manager that should deal with onscreen and offscreen rendering */
495 struct WineD3DContext {
496 /* State dirtification
497 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
498 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
499 * but with the help of both it is easy to find out if a state is dirty(just check the array index), and for applying dirty states
500 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
502 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
503 DWORD numDirtyEntries;
504 DWORD isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
506 IWineD3DSurface *surface;
507 DWORD tid; /* Thread ID which owns this context at the moment */
509 /* Stores some inforation about the context state for optimization */
510 BOOL last_was_rhw; /* true iff last draw_primitive was in xyzrhw mode */
511 BOOL last_was_pshader;
512 BOOL last_was_vshader;
513 BOOL last_was_foggy_shader;
514 BOOL namedArraysLoaded, numberedArraysLoaded;
515 BOOL lastWasPow2Texture[MAX_TEXTURES];
516 GLenum tracking_parm; /* Which source is tracking current colour */
517 unsigned char num_untracked_materials;
518 GLenum untracked_materials[2];
519 BOOL last_was_blit, last_was_ckey;
520 char texShaderBumpMap;
522 /* The actual opengl context */
523 HGLRC glCtx;
524 HWND win_handle;
525 HDC hdc;
526 HPBUFFERARB pbuffer;
527 BOOL isPBuffer;
530 typedef enum ContextUsage {
531 CTXUSAGE_RESOURCELOAD = 1, /* Only loads textures: No State is applied */
532 CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfacs */
533 CTXUSAGE_BLIT = 3, /* OpenGL states are set up 3D drawing */
534 CTXUSAGE_CLEAR = 4, /* Drawable and states are set up for clearing */
535 } ContextUsage;
537 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
538 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
539 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
540 void apply_fbo_state(IWineD3DDevice *iface);
542 /* Macros for doing basic GPU detection based on opengl capabilities */
543 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
544 #define WINE_D3D7_CAPABLE(gl_info) (gl_info->supported[ARB_TEXTURE_COMPRESSION] && gl_info->supported[ARB_TEXTURE_CUBE_MAP] && gl_info->supported[ARB_TEXTURE_ENV_DOT3])
545 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
546 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
548 /* Default callbacks for implicit object destruction */
549 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
551 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
553 /*****************************************************************************
554 * Internal representation of a light
556 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
557 struct PLIGHTINFOEL {
558 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
559 DWORD OriginalIndex;
560 LONG glIndex;
561 BOOL changed;
562 BOOL enabledChanged;
564 /* Converted parms to speed up swapping lights */
565 float lightPosn[4];
566 float lightDirn[4];
567 float exponent;
568 float cutoff;
570 struct list entry;
573 /* The default light parameters */
574 extern const WINED3DLIGHT WINED3D_default_light;
576 typedef struct WineD3D_PixelFormat
578 int iPixelFormat; /* WGL pixel format */
579 int redSize, greenSize, blueSize, alphaSize;
580 int depthSize, stencilSize;
581 } WineD3D_PixelFormat;
583 /* The adapter structure */
584 typedef struct GLPixelFormatDesc GLPixelFormatDesc;
585 struct WineD3DAdapter
587 POINT monitorPoint;
588 WineD3D_GL_Info gl_info;
589 const char *driver;
590 const char *description;
591 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
592 int nCfgs;
593 WineD3D_PixelFormat *cfgs;
596 extern BOOL InitAdapters(void);
597 extern BOOL initPixelFormats(WineD3D_GL_Info *gl_info);
599 /*****************************************************************************
600 * High order patch management
602 struct WineD3DRectPatch
604 UINT Handle;
605 float *mem;
606 WineDirect3DVertexStridedData strided;
607 WINED3DRECTPATCH_INFO RectPatchInfo;
608 float numSegs[4];
609 char has_normals, has_texcoords;
610 struct list entry;
613 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
615 /*****************************************************************************
616 * IWineD3D implementation structure
618 typedef struct IWineD3DImpl
620 /* IUnknown fields */
621 const IWineD3DVtbl *lpVtbl;
622 LONG ref; /* Note: Ref counting not required */
624 /* WineD3D Information */
625 IUnknown *parent;
626 UINT dxVersion;
627 } IWineD3DImpl;
629 extern const IWineD3DVtbl IWineD3D_Vtbl;
631 /* TODO: setup some flags in the registry to enable, disable pbuffer support
632 (since it will break quite a few things until contexts are managed properly!) */
633 extern BOOL pbuffer_support;
634 /* allocate one pbuffer per surface */
635 extern BOOL pbuffer_per_surface;
637 typedef struct ResourceList {
638 IWineD3DResource *resource;
639 struct ResourceList *next;
640 } ResourceList;
642 /* A helper function that dumps a resource list */
643 void dumpResources(ResourceList *resources);
645 /*****************************************************************************
646 * IWineD3DDevice implementation structure
648 struct IWineD3DDeviceImpl
650 /* IUnknown fields */
651 const IWineD3DDeviceVtbl *lpVtbl;
652 LONG ref; /* Note: Ref counting not required */
654 /* WineD3D Information */
655 IUnknown *parent;
656 IWineD3D *wineD3D;
657 struct WineD3DAdapter *adapter;
659 /* Window styles to restore when switching fullscreen mode */
660 LONG style;
661 LONG exStyle;
663 /* X and GL Information */
664 GLint maxConcurrentLights;
665 GLenum offscreenBuffer;
667 /* Selected capabilities */
668 int vs_selected_mode;
669 int ps_selected_mode;
670 const shader_backend_t *shader_backend;
671 hash_table_t *glsl_program_lookup;
673 /* To store */
674 BOOL view_ident; /* true iff view matrix is identity */
675 BOOL untransformed;
676 BOOL vertexBlendUsed; /* To avoid needless setting of the blend matrices */
677 unsigned char surface_alignment; /* Line Alignment of surfaces */
679 /* State block related */
680 BOOL isRecordingState;
681 IWineD3DStateBlockImpl *stateBlock;
682 IWineD3DStateBlockImpl *updateStateBlock;
683 BOOL isInDraw;
685 /* Internal use fields */
686 WINED3DDEVICE_CREATION_PARAMETERS createParms;
687 UINT adapterNo;
688 WINED3DDEVTYPE devType;
690 IWineD3DSwapChain **swapchains;
691 UINT NumberOfSwapChains;
693 ResourceList *resources; /* a linked list to track resources created by the device */
695 /* Render Target Support */
696 IWineD3DSurface **render_targets;
697 IWineD3DSurface *depthStencilBuffer;
698 IWineD3DSurface **fbo_color_attachments;
699 IWineD3DSurface *fbo_depth_attachment;
701 IWineD3DSurface *stencilBufferTarget;
703 /* Caches to avoid unneeded context changes */
704 IWineD3DSurface *lastActiveRenderTarget;
705 IWineD3DSwapChain *lastActiveSwapChain;
707 /* palettes texture management */
708 PALETTEENTRY palettes[MAX_PALETTES][256];
709 UINT currentPalette;
711 /* For rendering to a texture using glCopyTexImage */
712 BOOL render_offscreen;
713 WINED3D_DEPTHCOPYSTATE depth_copy_state;
714 GLuint fbo;
715 GLuint src_fbo;
716 GLuint dst_fbo;
717 GLenum *draw_buffers;
719 /* Cursor management */
720 BOOL bCursorVisible;
721 UINT xHotSpot;
722 UINT yHotSpot;
723 UINT xScreenSpace;
724 UINT yScreenSpace;
725 UINT cursorWidth, cursorHeight;
726 GLuint cursorTexture;
727 BOOL haveHardwareCursor;
728 HCURSOR hardwareCursor;
730 /* Textures for when no other textures are mapped */
731 UINT dummyTextureName[MAX_TEXTURES];
733 /* Debug stream management */
734 BOOL debug;
736 /* Device state management */
737 HRESULT state;
738 BOOL d3d_initialized;
740 /* A flag to check for proper BeginScene / EndScene call pairs */
741 BOOL inScene;
743 /* process vertex shaders using software or hardware */
744 BOOL softwareVertexProcessing;
746 /* DirectDraw stuff */
747 HWND ddraw_window;
748 IWineD3DSurface *ddraw_primary;
749 DWORD ddraw_width, ddraw_height;
750 WINED3DFORMAT ddraw_format;
751 BOOL ddraw_fullscreen;
753 /* Final position fixup constant */
754 float posFixup[4];
756 /* With register combiners we can skip junk texture stages */
757 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
758 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
759 BOOL fixed_function_usage_map[MAX_TEXTURES];
761 /* Stream source management */
762 WineDirect3DVertexStridedData strided_streams;
763 WineDirect3DVertexStridedData *up_strided;
764 BOOL useDrawStridedSlow;
765 BOOL instancedDraw;
767 /* Context management */
768 WineD3DContext **contexts; /* Dynamic array containing pointers to context structures */
769 WineD3DContext *activeContext;
770 DWORD lastThread;
771 UINT numContexts;
772 WineD3DContext *pbufferContext; /* The context that has a pbuffer as drawable */
773 DWORD pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
775 /* High level patch management */
776 #define PATCHMAP_SIZE 43
777 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
778 struct list patches[PATCHMAP_SIZE];
779 struct WineD3DRectPatch *currentPatch;
782 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
784 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
785 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
786 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
787 DWORD idx = state >> 5;
788 BYTE shift = state & 0x1f;
789 return context->isStateDirty[idx] & (1 << shift);
792 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
793 typedef struct PrivateData
795 struct list entry;
797 GUID tag;
798 DWORD flags; /* DDSPD_* */
799 DWORD uniqueness_value;
801 union
803 LPVOID data;
804 LPUNKNOWN object;
805 } ptr;
807 DWORD size;
808 } PrivateData;
810 /*****************************************************************************
811 * IWineD3DResource implementation structure
813 typedef struct IWineD3DResourceClass
815 /* IUnknown fields */
816 LONG ref; /* Note: Ref counting not required */
818 /* WineD3DResource Information */
819 IUnknown *parent;
820 WINED3DRESOURCETYPE resourceType;
821 IWineD3DDeviceImpl *wineD3DDevice;
822 WINED3DPOOL pool;
823 UINT size;
824 DWORD usage;
825 WINED3DFORMAT format;
826 BYTE *allocatedMemory;
827 struct list privateData;
829 } IWineD3DResourceClass;
831 typedef struct IWineD3DResourceImpl
833 /* IUnknown & WineD3DResource Information */
834 const IWineD3DResourceVtbl *lpVtbl;
835 IWineD3DResourceClass resource;
836 } IWineD3DResourceImpl;
839 /*****************************************************************************
840 * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
842 typedef struct IWineD3DVertexBufferImpl
844 /* IUnknown & WineD3DResource Information */
845 const IWineD3DVertexBufferVtbl *lpVtbl;
846 IWineD3DResourceClass resource;
848 /* WineD3DVertexBuffer specifics */
849 DWORD fvf;
851 /* Vertex buffer object support */
852 GLuint vbo;
853 BYTE Flags;
854 LONG bindCount;
856 UINT dirtystart, dirtyend;
857 LONG lockcount;
859 LONG declChanges, draws;
860 /* Last description of the buffer */
861 WineDirect3DVertexStridedData strided;
862 } IWineD3DVertexBufferImpl;
864 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
866 #define VBFLAG_LOAD 0x01 /* Data is written from allocatedMemory to the VBO */
867 #define VBFLAG_OPTIMIZED 0x02 /* Optimize has been called for the VB */
868 #define VBFLAG_DIRTY 0x04 /* Buffer data has been modified */
869 #define VBFLAG_HASDESC 0x08 /* A vertex description has been found */
870 #define VBFLAG_VBOCREATEFAIL 0x10 /* An attempt to create a vbo has failed */
872 /*****************************************************************************
873 * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
875 typedef struct IWineD3DIndexBufferImpl
877 /* IUnknown & WineD3DResource Information */
878 const IWineD3DIndexBufferVtbl *lpVtbl;
879 IWineD3DResourceClass resource;
881 GLuint vbo;
882 UINT dirtystart, dirtyend;
883 LONG lockcount;
885 /* WineD3DVertexBuffer specifics */
886 } IWineD3DIndexBufferImpl;
888 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
890 /*****************************************************************************
891 * IWineD3DBaseTexture D3D- > openGL state map lookups
893 #define WINED3DFUNC_NOTSUPPORTED -2
894 #define WINED3DFUNC_UNIMPLEMENTED -1
896 typedef enum winetexturestates {
897 WINED3DTEXSTA_ADDRESSU = 0,
898 WINED3DTEXSTA_ADDRESSV = 1,
899 WINED3DTEXSTA_ADDRESSW = 2,
900 WINED3DTEXSTA_BORDERCOLOR = 3,
901 WINED3DTEXSTA_MAGFILTER = 4,
902 WINED3DTEXSTA_MINFILTER = 5,
903 WINED3DTEXSTA_MIPFILTER = 6,
904 WINED3DTEXSTA_MAXMIPLEVEL = 7,
905 WINED3DTEXSTA_MAXANISOTROPY = 8,
906 WINED3DTEXSTA_SRGBTEXTURE = 9,
907 WINED3DTEXSTA_ELEMENTINDEX = 10,
908 WINED3DTEXSTA_DMAPOFFSET = 11,
909 WINED3DTEXSTA_TSSADDRESSW = 12,
910 MAX_WINETEXTURESTATES = 13,
911 } winetexturestates;
913 typedef struct Wined3dTextureStateMap {
914 CONST int state;
915 int function;
916 } Wined3dTextureStateMap;
918 /*****************************************************************************
919 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
921 typedef struct IWineD3DBaseTextureClass
923 UINT levels;
924 BOOL dirty;
925 UINT textureName;
926 UINT LOD;
927 WINED3DTEXTUREFILTERTYPE filterType;
928 DWORD states[MAX_WINETEXTURESTATES];
929 LONG bindCount;
930 DWORD sampler;
931 BOOL is_srgb;
932 UINT srgb_mode_change_count;
933 } IWineD3DBaseTextureClass;
935 typedef struct IWineD3DBaseTextureImpl
937 /* IUnknown & WineD3DResource Information */
938 const IWineD3DBaseTextureVtbl *lpVtbl;
939 IWineD3DResourceClass resource;
940 IWineD3DBaseTextureClass baseTexture;
942 } IWineD3DBaseTextureImpl;
944 /*****************************************************************************
945 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
947 typedef struct IWineD3DTextureImpl
949 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
950 const IWineD3DTextureVtbl *lpVtbl;
951 IWineD3DResourceClass resource;
952 IWineD3DBaseTextureClass baseTexture;
954 /* IWineD3DTexture */
955 IWineD3DSurface *surfaces[MAX_LEVELS];
957 UINT width;
958 UINT height;
959 float pow2scalingFactorX;
960 float pow2scalingFactorY;
962 } IWineD3DTextureImpl;
964 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
966 /*****************************************************************************
967 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
969 typedef struct IWineD3DCubeTextureImpl
971 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
972 const IWineD3DCubeTextureVtbl *lpVtbl;
973 IWineD3DResourceClass resource;
974 IWineD3DBaseTextureClass baseTexture;
976 /* IWineD3DCubeTexture */
977 IWineD3DSurface *surfaces[6][MAX_LEVELS];
979 UINT edgeLength;
980 float pow2scalingFactor;
982 } IWineD3DCubeTextureImpl;
984 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
986 typedef struct _WINED3DVOLUMET_DESC
988 UINT Width;
989 UINT Height;
990 UINT Depth;
991 } WINED3DVOLUMET_DESC;
993 /*****************************************************************************
994 * IWineD3DVolume implementation structure (extends IUnknown)
996 typedef struct IWineD3DVolumeImpl
998 /* IUnknown & WineD3DResource fields */
999 const IWineD3DVolumeVtbl *lpVtbl;
1000 IWineD3DResourceClass resource;
1002 /* WineD3DVolume Information */
1003 WINED3DVOLUMET_DESC currentDesc;
1004 IWineD3DBase *container;
1005 UINT bytesPerPixel;
1007 BOOL lockable;
1008 BOOL locked;
1009 WINED3DBOX lockedBox;
1010 WINED3DBOX dirtyBox;
1011 BOOL dirty;
1014 } IWineD3DVolumeImpl;
1016 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
1018 /*****************************************************************************
1019 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1021 typedef struct IWineD3DVolumeTextureImpl
1023 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1024 const IWineD3DVolumeTextureVtbl *lpVtbl;
1025 IWineD3DResourceClass resource;
1026 IWineD3DBaseTextureClass baseTexture;
1028 /* IWineD3DVolumeTexture */
1029 IWineD3DVolume *volumes[MAX_LEVELS];
1031 UINT width;
1032 UINT height;
1033 UINT depth;
1034 } IWineD3DVolumeTextureImpl;
1036 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
1038 typedef struct _WINED3DSURFACET_DESC
1040 WINED3DMULTISAMPLE_TYPE MultiSampleType;
1041 DWORD MultiSampleQuality;
1042 UINT Width;
1043 UINT Height;
1044 } WINED3DSURFACET_DESC;
1046 /*****************************************************************************
1047 * Structure for DIB Surfaces (GetDC and GDI surfaces)
1049 typedef struct wineD3DSurface_DIB {
1050 HBITMAP DIBsection;
1051 void* bitmap_data;
1052 HGDIOBJ holdbitmap;
1053 BOOL client_memory;
1054 } wineD3DSurface_DIB;
1056 typedef struct {
1057 struct list entry;
1058 GLuint id;
1059 UINT width;
1060 UINT height;
1061 } renderbuffer_entry_t;
1063 /*****************************************************************************
1064 * IWineD3DClipp implementation structure
1066 typedef struct IWineD3DClipperImpl
1068 const IWineD3DClipperVtbl *lpVtbl;
1069 LONG ref;
1071 IUnknown *Parent;
1072 HWND hWnd;
1073 } IWineD3DClipperImpl;
1076 /*****************************************************************************
1077 * IWineD3DSurface implementation structure
1079 struct IWineD3DSurfaceImpl
1081 /* IUnknown & IWineD3DResource Information */
1082 const IWineD3DSurfaceVtbl *lpVtbl;
1083 IWineD3DResourceClass resource;
1085 /* IWineD3DSurface fields */
1086 IWineD3DBase *container;
1087 WINED3DSURFACET_DESC currentDesc;
1088 IWineD3DPaletteImpl *palette; /* D3D7 style palette handling */
1089 PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
1091 UINT bytesPerPixel;
1093 /* TODO: move this off into a management class(maybe!) */
1094 DWORD Flags;
1096 UINT pow2Width;
1097 UINT pow2Height;
1099 /* Oversized texture */
1100 RECT glRect;
1102 #if 0
1103 /* precalculated x and y scalings for texture coords */
1104 float pow2scalingFactorX; /* = (Width / pow2Width ) */
1105 float pow2scalingFactorY; /* = (Height / pow2Height) */
1106 #endif
1108 RECT lockedRect;
1109 RECT dirtyRect;
1110 int lockCount;
1111 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
1113 glDescriptor glDescription;
1115 /* For GetDC */
1116 wineD3DSurface_DIB dib;
1117 HDC hDC;
1119 /* Color keys for DDraw */
1120 WINEDDCOLORKEY DestBltCKey;
1121 WINEDDCOLORKEY DestOverlayCKey;
1122 WINEDDCOLORKEY SrcOverlayCKey;
1123 WINEDDCOLORKEY SrcBltCKey;
1124 DWORD CKeyFlags;
1126 WINEDDCOLORKEY glCKey;
1128 struct list renderbuffers;
1129 renderbuffer_entry_t *current_renderbuffer;
1131 /* DirectDraw clippers */
1132 IWineD3DClipper *clipper;
1135 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1136 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1138 /* Predeclare the shared Surface functions */
1139 HRESULT WINAPI IWineD3DSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1140 ULONG WINAPI IWineD3DSurfaceImpl_AddRef(IWineD3DSurface *iface);
1141 ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface);
1142 HRESULT WINAPI IWineD3DSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1143 HRESULT WINAPI IWineD3DSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1144 HRESULT WINAPI IWineD3DSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1145 HRESULT WINAPI IWineD3DSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1146 HRESULT WINAPI IWineD3DSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1147 DWORD WINAPI IWineD3DSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1148 DWORD WINAPI IWineD3DSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1149 void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface);
1150 WINED3DRESOURCETYPE WINAPI IWineD3DSurfaceImpl_GetType(IWineD3DSurface *iface);
1151 HRESULT WINAPI IWineD3DSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1152 HRESULT WINAPI IWineD3DSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1153 HRESULT WINAPI IWineD3DSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1154 HRESULT WINAPI IWineD3DSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1155 HRESULT WINAPI IWineD3DSurfaceImpl_IsLost(IWineD3DSurface *iface);
1156 HRESULT WINAPI IWineD3DSurfaceImpl_Restore(IWineD3DSurface *iface);
1157 HRESULT WINAPI IWineD3DSurfaceImpl_SetPixelFormat(IWineD3DSurface *iface, WINED3DFORMAT Format, BYTE *Surface, DWORD Size);
1158 HRESULT WINAPI IWineD3DSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1159 HRESULT WINAPI IWineD3DSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1160 HRESULT WINAPI IWineD3DSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, WINEDDCOLORKEY *CKey);
1161 HRESULT WINAPI IWineD3DSurfaceImpl_CleanDirtyRect(IWineD3DSurface *iface);
1162 extern HRESULT WINAPI IWineD3DSurfaceImpl_AddDirtyRect(IWineD3DSurface *iface, CONST RECT* pDirtyRect);
1163 HRESULT WINAPI IWineD3DSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1164 void WINAPI IWineD3DSurfaceImpl_SetGlTextureDesc(IWineD3DSurface *iface, UINT textureName, int target);
1165 void WINAPI IWineD3DSurfaceImpl_GetGlDesc(IWineD3DSurface *iface, glDescriptor **glDescription);
1166 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface);
1167 HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1168 HRESULT WINAPI IWineGDISurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
1169 HRESULT WINAPI IWineGDISurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans);
1170 HRESULT WINAPI IWineD3DSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1171 HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC);
1172 HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC);
1173 DWORD WINAPI IWineD3DSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1174 HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1175 HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem);
1176 HRESULT WINAPI IWineD3DSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1177 HRESULT WINAPI IWineD3DSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1178 HRESULT WINAPI IWineD3DSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1179 HRESULT WINAPI IWineD3DSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, RECT *SrcRect, IWineD3DSurface *DstSurface, RECT *DstRect, DWORD Flags, WINEDDOVERLAYFX *FX);
1180 HRESULT WINAPI IWineD3DSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
1181 HRESULT WINAPI IWineD3DSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
1183 /* Surface flags: */
1184 #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
1185 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
1186 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for getdc */
1187 #define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
1188 #define SFLAG_DISCARD 0x00000010 /* ??? */
1189 #define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
1190 #define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
1191 #define SFLAG_INDRAWABLE 0x00000080 /* The gl drawable contains the most up to date data */
1192 #define SFLAG_INSYSMEM 0x00000100 /* The system memory copy is most up to date */
1193 #define SFLAG_NONPOW2 0x00000200 /* Surface sizes are not a power of 2 */
1194 #define SFLAG_DYNLOCK 0x00000400 /* Surface is often locked by the app */
1195 #define SFLAG_DYNCHANGE 0x00000C00 /* Surface contents are changed very often, implies DYNLOCK */
1196 #define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
1197 #define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
1198 #define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
1199 #define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
1200 #define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
1201 #define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
1203 /* In some conditions the surface memory must not be freed:
1204 * SFLAG_OVERSIZE: Not all data can be kept in GL
1205 * SFLAG_CONVERTED: Converting the data back would take too long
1206 * SFLAG_DIBSECTION: The dib code manages the memory
1207 * SFLAG_LOCKED: The app requires access to the surface data
1208 * SFLAG_DYNLOCK: Avoid freeing the data for performance
1209 * SFLAG_DYNCHANGE: Same reason as DYNLOCK
1210 * SFLAG_CLIENT: OpenGL uses our memory as backup
1212 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
1213 SFLAG_CONVERTED | \
1214 SFLAG_DIBSECTION | \
1215 SFLAG_LOCKED | \
1216 SFLAG_DYNLOCK | \
1217 SFLAG_DYNCHANGE | \
1218 SFLAG_USERPTR | \
1219 SFLAG_CLIENT)
1221 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
1223 /*****************************************************************************
1224 * IWineD3DVertexDeclaration implementation structure
1226 typedef struct IWineD3DVertexDeclarationImpl {
1227 /* IUnknown Information */
1228 const IWineD3DVertexDeclarationVtbl *lpVtbl;
1229 LONG ref;
1231 IUnknown *parent;
1232 IWineD3DDeviceImpl *wineD3DDevice;
1234 WINED3DVERTEXELEMENT *pDeclarationWine;
1235 UINT declarationWNumElements;
1237 DWORD streams[MAX_STREAMS];
1238 UINT num_streams;
1239 BOOL position_transformed;
1240 } IWineD3DVertexDeclarationImpl;
1242 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
1244 /*****************************************************************************
1245 * IWineD3DStateBlock implementation structure
1248 /* Internal state Block for Begin/End/Capture/Create/Apply info */
1249 /* Note: Very long winded but gl Lists are not flexible enough */
1250 /* to resolve everything we need, so doing it manually for now */
1251 typedef struct SAVEDSTATES {
1252 BOOL indices;
1253 BOOL material;
1254 BOOL fvf;
1255 BOOL streamSource[MAX_STREAMS];
1256 BOOL streamFreq[MAX_STREAMS];
1257 BOOL textures[MAX_COMBINED_SAMPLERS];
1258 BOOL transform[HIGHEST_TRANSFORMSTATE + 1];
1259 BOOL viewport;
1260 BOOL renderState[WINEHIGHEST_RENDER_STATE + 1];
1261 BOOL textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1262 BOOL samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1263 BOOL clipplane[MAX_CLIPPLANES];
1264 BOOL vertexDecl;
1265 BOOL pixelShader;
1266 BOOL pixelShaderConstantsB[MAX_CONST_B];
1267 BOOL pixelShaderConstantsI[MAX_CONST_I];
1268 BOOL *pixelShaderConstantsF;
1269 BOOL vertexShader;
1270 BOOL vertexShaderConstantsB[MAX_CONST_B];
1271 BOOL vertexShaderConstantsI[MAX_CONST_I];
1272 BOOL *vertexShaderConstantsF;
1273 BOOL scissorRect;
1274 } SAVEDSTATES;
1276 typedef struct {
1277 struct list entry;
1278 DWORD count;
1279 DWORD idx[13];
1280 } constants_entry;
1282 struct StageState {
1283 DWORD stage;
1284 DWORD state;
1287 struct IWineD3DStateBlockImpl
1289 /* IUnknown fields */
1290 const IWineD3DStateBlockVtbl *lpVtbl;
1291 LONG ref; /* Note: Ref counting not required */
1293 /* IWineD3DStateBlock information */
1294 IUnknown *parent;
1295 IWineD3DDeviceImpl *wineD3DDevice;
1296 WINED3DSTATEBLOCKTYPE blockType;
1298 /* Array indicating whether things have been set or changed */
1299 SAVEDSTATES changed;
1300 struct list set_vconstantsF;
1301 struct list set_pconstantsF;
1303 /* Drawing - Vertex Shader or FVF related */
1304 DWORD fvf;
1305 /* Vertex Shader Declaration */
1306 IWineD3DVertexDeclaration *vertexDecl;
1308 IWineD3DVertexShader *vertexShader;
1310 /* Vertex Shader Constants */
1311 BOOL vertexShaderConstantB[MAX_CONST_B];
1312 INT vertexShaderConstantI[MAX_CONST_I * 4];
1313 float *vertexShaderConstantF;
1315 /* Stream Source */
1316 BOOL streamIsUP;
1317 UINT streamStride[MAX_STREAMS];
1318 UINT streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
1319 IWineD3DVertexBuffer *streamSource[MAX_STREAMS];
1320 UINT streamFreq[MAX_STREAMS + 1];
1321 UINT streamFlags[MAX_STREAMS + 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
1323 /* Indices */
1324 IWineD3DIndexBuffer* pIndexData;
1325 UINT baseVertexIndex;
1326 UINT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1328 /* Transform */
1329 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
1331 /* Light hashmap . Collisions are handled using standard wine double linked lists */
1332 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
1333 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
1334 struct list lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
1335 PLIGHTINFOEL *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
1337 /* Clipping */
1338 double clipplane[MAX_CLIPPLANES][4];
1339 WINED3DCLIPSTATUS clip_status;
1341 /* ViewPort */
1342 WINED3DVIEWPORT viewport;
1344 /* Material */
1345 WINED3DMATERIAL material;
1347 /* Pixel Shader */
1348 IWineD3DPixelShader *pixelShader;
1350 /* Pixel Shader Constants */
1351 BOOL pixelShaderConstantB[MAX_CONST_B];
1352 INT pixelShaderConstantI[MAX_CONST_I * 4];
1353 float *pixelShaderConstantF;
1355 /* RenderState */
1356 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
1358 /* Texture */
1359 IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS];
1360 int textureDimensions[MAX_COMBINED_SAMPLERS];
1362 /* Texture State Stage */
1363 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1364 DWORD lowest_disabled_stage;
1365 /* Sampler States */
1366 DWORD samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1368 /* Current GLSL Shader Program */
1369 struct glsl_shader_prog_link *glsl_program;
1371 /* Scissor test rectangle */
1372 RECT scissorRect;
1374 /* Contained state management */
1375 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
1376 unsigned int num_contained_render_states;
1377 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
1378 unsigned int num_contained_transform_states;
1379 DWORD contained_vs_consts_i[MAX_CONST_I];
1380 unsigned int num_contained_vs_consts_i;
1381 DWORD contained_vs_consts_b[MAX_CONST_B];
1382 unsigned int num_contained_vs_consts_b;
1383 DWORD contained_ps_consts_i[MAX_CONST_I];
1384 unsigned int num_contained_ps_consts_i;
1385 DWORD contained_ps_consts_b[MAX_CONST_B];
1386 unsigned int num_contained_ps_consts_b;
1387 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE)];
1388 unsigned int num_contained_tss_states;
1391 extern void stateblock_savedstates_set(
1392 IWineD3DStateBlock* iface,
1393 SAVEDSTATES* states,
1394 BOOL value);
1396 extern void stateblock_savedstates_copy(
1397 IWineD3DStateBlock* iface,
1398 SAVEDSTATES* dest,
1399 SAVEDSTATES* source);
1401 extern void stateblock_copy(
1402 IWineD3DStateBlock* destination,
1403 IWineD3DStateBlock* source);
1405 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
1407 /*****************************************************************************
1408 * IWineD3DQueryImpl implementation structure (extends IUnknown)
1410 typedef struct IWineD3DQueryImpl
1412 const IWineD3DQueryVtbl *lpVtbl;
1413 LONG ref; /* Note: Ref counting not required */
1415 IUnknown *parent;
1416 /*TODO: replace with iface usage */
1417 #if 0
1418 IWineD3DDevice *wineD3DDevice;
1419 #else
1420 IWineD3DDeviceImpl *wineD3DDevice;
1421 #endif
1423 /* IWineD3DQuery fields */
1424 WINED3DQUERYTYPE type;
1425 /* TODO: Think about using a IUnknown instead of a void* */
1426 void *extendedData;
1429 } IWineD3DQueryImpl;
1431 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1433 /* Datastructures for IWineD3DQueryImpl.extendedData */
1434 typedef struct WineQueryOcclusionData {
1435 GLuint queryId;
1436 } WineQueryOcclusionData;
1438 typedef struct WineQueryEventData {
1439 GLuint fenceId;
1440 } WineQueryEventData;
1442 /*****************************************************************************
1443 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1446 typedef struct IWineD3DSwapChainImpl
1448 /*IUnknown part*/
1449 const IWineD3DSwapChainVtbl *lpVtbl;
1450 LONG ref; /* Note: Ref counting not required */
1452 IUnknown *parent;
1453 IWineD3DDeviceImpl *wineD3DDevice;
1455 /* IWineD3DSwapChain fields */
1456 IWineD3DSurface **backBuffer;
1457 IWineD3DSurface *frontBuffer;
1458 BOOL wantsDepthStencilBuffer;
1459 WINED3DPRESENT_PARAMETERS presentParms;
1460 DWORD orig_width, orig_height;
1461 WINED3DFORMAT orig_fmt;
1463 long prev_time, frames; /* Performance tracking */
1464 unsigned int vSyncCounter;
1466 WineD3DContext **context; /* Later a array for multithreading */
1467 unsigned int num_contexts;
1469 HWND win_handle;
1470 } IWineD3DSwapChainImpl;
1472 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
1474 WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
1476 /*****************************************************************************
1477 * Utility function prototypes
1480 /* Trace routines */
1481 const char* debug_d3dformat(WINED3DFORMAT fmt);
1482 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
1483 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
1484 const char* debug_d3dusage(DWORD usage);
1485 const char* debug_d3dusagequery(DWORD usagequery);
1486 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
1487 const char* debug_d3ddecltype(WINED3DDECLTYPE type);
1488 const char* debug_d3ddeclusage(BYTE usage);
1489 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
1490 const char* debug_d3drenderstate(DWORD state);
1491 const char* debug_d3dsamplerstate(DWORD state);
1492 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
1493 const char* debug_d3dtexturestate(DWORD state);
1494 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
1495 const char* debug_d3dpool(WINED3DPOOL pool);
1496 const char *debug_fbostatus(GLenum status);
1497 const char *debug_glerror(GLenum error);
1498 const char *debug_d3dbasis(WINED3DBASISTYPE basis);
1499 const char *debug_d3ddegree(WINED3DDEGREETYPE order);
1501 /* Routines for GL <-> D3D values */
1502 GLenum StencilOp(DWORD op);
1503 GLenum CompareFunc(DWORD func);
1504 void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
1505 void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx);
1506 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords);
1508 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
1509 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
1511 BOOL getColorBits(WINED3DFORMAT fmt, short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
1512 BOOL getDepthStencilBits(WINED3DFORMAT fmt, short *depthSize, short *stencilSize);
1514 /* Math utils */
1515 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
1517 /*****************************************************************************
1518 * To enable calling of inherited functions, requires prototypes
1520 * Note: Only require classes which are subclassed, ie resource, basetexture,
1522 /*** IUnknown methods ***/
1523 extern HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface, REFIID riid, void** ppvObject);
1524 extern ULONG WINAPI IWineD3DResourceImpl_AddRef(IWineD3DResource *iface);
1525 extern ULONG WINAPI IWineD3DResourceImpl_Release(IWineD3DResource *iface);
1526 /*** IWineD3DResource methods ***/
1527 extern HRESULT WINAPI IWineD3DResourceImpl_GetParent(IWineD3DResource *iface, IUnknown **pParent);
1528 extern HRESULT WINAPI IWineD3DResourceImpl_GetDevice(IWineD3DResource *iface, IWineD3DDevice ** ppDevice);
1529 extern HRESULT WINAPI IWineD3DResourceImpl_SetPrivateData(IWineD3DResource *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1530 extern HRESULT WINAPI IWineD3DResourceImpl_GetPrivateData(IWineD3DResource *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1531 extern HRESULT WINAPI IWineD3DResourceImpl_FreePrivateData(IWineD3DResource *iface, REFGUID refguid);
1532 extern DWORD WINAPI IWineD3DResourceImpl_SetPriority(IWineD3DResource *iface, DWORD PriorityNew);
1533 extern DWORD WINAPI IWineD3DResourceImpl_GetPriority(IWineD3DResource *iface);
1534 extern void WINAPI IWineD3DResourceImpl_PreLoad(IWineD3DResource *iface);
1535 extern WINED3DRESOURCETYPE WINAPI IWineD3DResourceImpl_GetType(IWineD3DResource *iface);
1536 /*** class static members ***/
1537 void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface);
1539 /*** IUnknown methods ***/
1540 extern HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, void** ppvObject);
1541 extern ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface);
1542 extern ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface);
1543 /*** IWineD3DResource methods ***/
1544 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent);
1545 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice ** ppDevice);
1546 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1547 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1548 extern HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID refguid);
1549 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD PriorityNew);
1550 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface);
1551 extern void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface);
1552 extern WINED3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface);
1553 /*** IWineD3DBaseTexture methods ***/
1554 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew);
1555 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface);
1556 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface);
1557 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType);
1558 extern WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface);
1559 extern void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface);
1560 extern BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL);
1561 extern BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface);
1563 extern BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
1564 extern HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface);
1565 extern HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface);
1566 extern HRESULT WINAPI IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture *iface);
1567 extern void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1568 /*** class static members ***/
1569 void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface);
1571 struct SHADER_OPCODE_ARG;
1572 typedef void (*SHADER_HANDLER) (struct SHADER_OPCODE_ARG*);
1574 /* Struct to maintain a list of GLSL shader programs and their associated pixel and
1575 * vertex shaders. A list of this type is maintained on the DeviceImpl, and is only
1576 * used if the user is using GLSL shaders. */
1577 struct glsl_shader_prog_link {
1578 struct list vshader_entry;
1579 struct list pshader_entry;
1580 GLhandleARB programId;
1581 GLhandleARB *vuniformF_locations;
1582 GLhandleARB *puniformF_locations;
1583 GLhandleARB vshader;
1584 GLhandleARB pshader;
1587 typedef struct {
1588 GLhandleARB vshader;
1589 GLhandleARB pshader;
1590 } glsl_program_key_t;
1592 /* TODO: Make this dynamic, based on shader limits ? */
1593 #define MAX_REG_ADDR 1
1594 #define MAX_REG_TEMP 32
1595 #define MAX_REG_TEXCRD 8
1596 #define MAX_REG_INPUT 12
1597 #define MAX_REG_OUTPUT 12
1598 #define MAX_ATTRIBS 16
1599 #define MAX_CONST_I 16
1600 #define MAX_CONST_B 16
1602 /* FIXME: This needs to go up to 2048 for
1603 * Shader model 3 according to msdn (and for software shaders) */
1604 #define MAX_LABELS 16
1606 typedef struct semantic {
1607 DWORD usage;
1608 DWORD reg;
1609 } semantic;
1611 typedef struct local_constant {
1612 struct list entry;
1613 unsigned int idx;
1614 DWORD value[4];
1615 } local_constant;
1617 typedef struct shader_reg_maps {
1619 char texcoord[MAX_REG_TEXCRD]; /* pixel < 3.0 */
1620 char temporary[MAX_REG_TEMP]; /* pixel, vertex */
1621 char address[MAX_REG_ADDR]; /* vertex */
1622 char packed_input[MAX_REG_INPUT]; /* pshader >= 3.0 */
1623 char packed_output[MAX_REG_OUTPUT]; /* vertex >= 3.0 */
1624 char attributes[MAX_ATTRIBS]; /* vertex */
1625 char labels[MAX_LABELS]; /* pixel, vertex */
1627 /* Sampler usage tokens
1628 * Use 0 as default (bit 31 is always 1 on a valid token) */
1629 DWORD samplers[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
1630 char bumpmat;
1632 /* Whether or not a loop is used in this shader */
1633 char loop;
1635 /* Whether or not this shader uses fog */
1636 char fog;
1638 } shader_reg_maps;
1640 #define SHADER_PGMSIZE 65535
1641 typedef struct SHADER_BUFFER {
1642 char* buffer;
1643 unsigned int bsize;
1644 unsigned int lineNo;
1645 BOOL newline;
1646 } SHADER_BUFFER;
1648 /* Undocumented opcode controls */
1649 #define INST_CONTROLS_SHIFT 16
1650 #define INST_CONTROLS_MASK 0x00ff0000
1652 typedef enum COMPARISON_TYPE {
1653 COMPARISON_GT = 1,
1654 COMPARISON_EQ = 2,
1655 COMPARISON_GE = 3,
1656 COMPARISON_LT = 4,
1657 COMPARISON_NE = 5,
1658 COMPARISON_LE = 6
1659 } COMPARISON_TYPE;
1661 typedef struct SHADER_OPCODE {
1662 unsigned int opcode;
1663 const char* name;
1664 const char* glname;
1665 char dst_token;
1666 CONST UINT num_params;
1667 SHADER_HANDLER hw_fct;
1668 SHADER_HANDLER hw_glsl_fct;
1669 DWORD min_version;
1670 DWORD max_version;
1671 } SHADER_OPCODE;
1673 typedef struct SHADER_OPCODE_ARG {
1674 IWineD3DBaseShader* shader;
1675 shader_reg_maps* reg_maps;
1676 CONST SHADER_OPCODE* opcode;
1677 DWORD opcode_token;
1678 DWORD dst;
1679 DWORD dst_addr;
1680 DWORD predicate;
1681 DWORD src[4];
1682 DWORD src_addr[4];
1683 SHADER_BUFFER* buffer;
1684 } SHADER_OPCODE_ARG;
1686 typedef struct SHADER_LIMITS {
1687 unsigned int temporary;
1688 unsigned int texcoord;
1689 unsigned int sampler;
1690 unsigned int constant_int;
1691 unsigned int constant_float;
1692 unsigned int constant_bool;
1693 unsigned int address;
1694 unsigned int packed_output;
1695 unsigned int packed_input;
1696 unsigned int attributes;
1697 unsigned int label;
1698 } SHADER_LIMITS;
1700 /** Keeps track of details for TEX_M#x# shader opcodes which need to
1701 maintain state information between multiple codes */
1702 typedef struct SHADER_PARSE_STATE {
1703 unsigned int current_row;
1704 DWORD texcoord_w[2];
1705 } SHADER_PARSE_STATE;
1707 /* Base Shader utility functions.
1708 * (may move callers into the same file in the future) */
1709 extern int shader_addline(
1710 SHADER_BUFFER* buffer,
1711 const char* fmt, ...);
1713 extern const SHADER_OPCODE* shader_get_opcode(
1714 IWineD3DBaseShader *iface,
1715 const DWORD code);
1717 extern void shader_delete_constant_list(
1718 struct list* clist);
1720 void delete_glsl_program_entry(IWineD3DDevice *iface, struct glsl_shader_prog_link *entry);
1722 /* Vertex shader utility functions */
1723 extern BOOL vshader_get_input(
1724 IWineD3DVertexShader* iface,
1725 BYTE usage_req, BYTE usage_idx_req,
1726 unsigned int* regnum);
1728 extern BOOL vshader_input_is_color(
1729 IWineD3DVertexShader* iface,
1730 unsigned int regnum);
1732 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
1734 /* ARB_[vertex/fragment]_program helper functions */
1735 extern void shader_arb_load_constants(
1736 IWineD3DDevice* device,
1737 char usePixelShader,
1738 char useVertexShader);
1740 /* ARB shader program Prototypes */
1741 extern void shader_hw_def(SHADER_OPCODE_ARG *arg);
1743 /* ARB pixel shader prototypes */
1744 extern void pshader_hw_bem(SHADER_OPCODE_ARG* arg);
1745 extern void pshader_hw_cnd(SHADER_OPCODE_ARG* arg);
1746 extern void pshader_hw_cmp(SHADER_OPCODE_ARG* arg);
1747 extern void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1748 extern void pshader_hw_tex(SHADER_OPCODE_ARG* arg);
1749 extern void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg);
1750 extern void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg);
1751 extern void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg);
1752 extern void pshader_hw_texbem(SHADER_OPCODE_ARG* arg);
1753 extern void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg);
1754 extern void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg);
1755 extern void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg);
1756 extern void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg);
1757 extern void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg);
1758 extern void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1760 /* ARB vertex shader prototypes */
1761 extern void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1762 extern void vshader_hw_mnxn(SHADER_OPCODE_ARG* arg);
1763 extern void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG* arg);
1765 /* GLSL helper functions */
1766 extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG *arg);
1767 extern void shader_glsl_load_constants(
1768 IWineD3DDevice* device,
1769 char usePixelShader,
1770 char useVertexShader);
1772 /** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */
1773 extern void shader_glsl_cross(SHADER_OPCODE_ARG* arg);
1774 extern void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg);
1775 extern void shader_glsl_arith(SHADER_OPCODE_ARG* arg);
1776 extern void shader_glsl_mov(SHADER_OPCODE_ARG* arg);
1777 extern void shader_glsl_mad(SHADER_OPCODE_ARG* arg);
1778 extern void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg);
1779 extern void shader_glsl_lrp(SHADER_OPCODE_ARG* arg);
1780 extern void shader_glsl_dot(SHADER_OPCODE_ARG* arg);
1781 extern void shader_glsl_rcp(SHADER_OPCODE_ARG* arg);
1782 extern void shader_glsl_rsq(SHADER_OPCODE_ARG* arg);
1783 extern void shader_glsl_cnd(SHADER_OPCODE_ARG* arg);
1784 extern void shader_glsl_compare(SHADER_OPCODE_ARG* arg);
1785 extern void shader_glsl_def(SHADER_OPCODE_ARG* arg);
1786 extern void shader_glsl_defi(SHADER_OPCODE_ARG* arg);
1787 extern void shader_glsl_defb(SHADER_OPCODE_ARG* arg);
1788 extern void shader_glsl_expp(SHADER_OPCODE_ARG* arg);
1789 extern void shader_glsl_cmp(SHADER_OPCODE_ARG* arg);
1790 extern void shader_glsl_lit(SHADER_OPCODE_ARG* arg);
1791 extern void shader_glsl_dst(SHADER_OPCODE_ARG* arg);
1792 extern void shader_glsl_sincos(SHADER_OPCODE_ARG* arg);
1793 extern void shader_glsl_loop(SHADER_OPCODE_ARG* arg);
1794 extern void shader_glsl_end(SHADER_OPCODE_ARG* arg);
1795 extern void shader_glsl_if(SHADER_OPCODE_ARG* arg);
1796 extern void shader_glsl_ifc(SHADER_OPCODE_ARG* arg);
1797 extern void shader_glsl_else(SHADER_OPCODE_ARG* arg);
1798 extern void shader_glsl_break(SHADER_OPCODE_ARG* arg);
1799 extern void shader_glsl_breakc(SHADER_OPCODE_ARG* arg);
1800 extern void shader_glsl_rep(SHADER_OPCODE_ARG* arg);
1801 extern void shader_glsl_call(SHADER_OPCODE_ARG* arg);
1802 extern void shader_glsl_callnz(SHADER_OPCODE_ARG* arg);
1803 extern void shader_glsl_label(SHADER_OPCODE_ARG* arg);
1804 extern void shader_glsl_pow(SHADER_OPCODE_ARG* arg);
1805 extern void shader_glsl_texldl(SHADER_OPCODE_ARG* arg);
1807 /** GLSL Pixel Shader Prototypes */
1808 extern void pshader_glsl_tex(SHADER_OPCODE_ARG* arg);
1809 extern void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg);
1810 extern void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg);
1811 extern void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg);
1812 extern void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg);
1813 extern void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg);
1814 extern void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg);
1815 extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg);
1816 extern void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg);
1817 extern void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg);
1818 extern void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg);
1819 extern void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg);
1820 extern void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1821 extern void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg);
1822 extern void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg);
1823 extern void pshader_glsl_bem(SHADER_OPCODE_ARG* arg);
1824 extern void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg);
1825 extern void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg);
1826 extern void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg);
1827 extern void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg);
1828 extern void pshader_glsl_input_pack(
1829 SHADER_BUFFER* buffer,
1830 semantic* semantics_out);
1832 /** GLSL Vertex Shader Prototypes */
1833 extern void vshader_glsl_output_unpack(
1834 SHADER_BUFFER* buffer,
1835 semantic* semantics_out);
1837 /*****************************************************************************
1838 * IDirect3DBaseShader implementation structure
1840 typedef struct IWineD3DBaseShaderClass
1842 DWORD hex_version;
1843 SHADER_LIMITS limits;
1844 SHADER_PARSE_STATE parse_state;
1845 CONST SHADER_OPCODE *shader_ins;
1846 CONST DWORD *function;
1847 UINT functionLength;
1848 GLuint prgId;
1849 BOOL is_compiled;
1851 /* Type of shader backend */
1852 int shader_mode;
1854 /* Programs this shader is linked with */
1855 struct list linked_programs;
1857 /* Immediate constants (override global ones) */
1858 struct list constantsB;
1859 struct list constantsF;
1860 struct list constantsI;
1861 shader_reg_maps reg_maps;
1863 /* Pointer to the parent device */
1864 IWineD3DDevice *device;
1866 } IWineD3DBaseShaderClass;
1868 typedef struct IWineD3DBaseShaderImpl {
1869 /* IUnknown */
1870 const IWineD3DBaseShaderVtbl *lpVtbl;
1871 LONG ref;
1873 /* IWineD3DBaseShader */
1874 IWineD3DBaseShaderClass baseShader;
1875 } IWineD3DBaseShaderImpl;
1877 extern HRESULT shader_get_registers_used(
1878 IWineD3DBaseShader *iface,
1879 shader_reg_maps* reg_maps,
1880 semantic* semantics_in,
1881 semantic* semantics_out,
1882 CONST DWORD* pToken,
1883 IWineD3DStateBlockImpl *stateBlock);
1885 extern void shader_generate_glsl_declarations(
1886 IWineD3DBaseShader *iface,
1887 shader_reg_maps* reg_maps,
1888 SHADER_BUFFER* buffer,
1889 WineD3D_GL_Info* gl_info);
1891 extern void shader_generate_arb_declarations(
1892 IWineD3DBaseShader *iface,
1893 shader_reg_maps* reg_maps,
1894 SHADER_BUFFER* buffer,
1895 WineD3D_GL_Info* gl_info);
1897 extern void shader_generate_main(
1898 IWineD3DBaseShader *iface,
1899 SHADER_BUFFER* buffer,
1900 shader_reg_maps* reg_maps,
1901 CONST DWORD* pFunction);
1903 extern void shader_dump_ins_modifiers(
1904 const DWORD output);
1906 extern void shader_dump_param(
1907 IWineD3DBaseShader *iface,
1908 const DWORD param,
1909 const DWORD addr_token,
1910 int input);
1912 extern void shader_trace_init(
1913 IWineD3DBaseShader *iface,
1914 const DWORD* pFunction);
1916 extern int shader_get_param(
1917 IWineD3DBaseShader* iface,
1918 const DWORD* pToken,
1919 DWORD* param,
1920 DWORD* addr_token);
1922 extern int shader_skip_unrecognized(
1923 IWineD3DBaseShader* iface,
1924 const DWORD* pToken);
1926 extern void print_glsl_info_log(
1927 WineD3D_GL_Info *gl_info,
1928 GLhandleARB obj);
1930 static inline int shader_get_regtype(const DWORD param) {
1931 return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
1932 ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
1935 extern unsigned int shader_get_float_offset(const DWORD reg);
1937 static inline BOOL shader_is_pshader_version(DWORD token) {
1938 return 0xFFFF0000 == (token & 0xFFFF0000);
1941 static inline BOOL shader_is_vshader_version(DWORD token) {
1942 return 0xFFFE0000 == (token & 0xFFFF0000);
1945 static inline BOOL shader_is_comment(DWORD token) {
1946 return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
1949 /* TODO: vFace (ps_3_0) */
1950 static inline BOOL shader_is_scalar(DWORD param) {
1951 DWORD reg_type = shader_get_regtype(param);
1953 switch (reg_type) {
1954 case WINED3DSPR_RASTOUT:
1955 if ((param & WINED3DSP_REGNUM_MASK) != 0) {
1956 /* oFog & oPts */
1957 return TRUE;
1959 /* oPos */
1960 return FALSE;
1962 case WINED3DSPR_DEPTHOUT: /* oDepth */
1963 case WINED3DSPR_CONSTBOOL: /* b# */
1964 case WINED3DSPR_LOOP: /* aL */
1965 case WINED3DSPR_PREDICATE: /* p0 */
1966 return TRUE;
1968 default:
1969 return FALSE;
1973 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
1974 * so upload them above that
1976 #define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
1977 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
1979 /*****************************************************************************
1980 * IDirect3DVertexShader implementation structure
1982 typedef struct IWineD3DVertexShaderImpl {
1983 /* IUnknown parts*/
1984 const IWineD3DVertexShaderVtbl *lpVtbl;
1985 LONG ref; /* Note: Ref counting not required */
1987 /* IWineD3DBaseShader */
1988 IWineD3DBaseShaderClass baseShader;
1990 /* IWineD3DVertexShaderImpl */
1991 IUnknown *parent;
1993 DWORD usage;
1995 /* Vertex shader input and output semantics */
1996 semantic semantics_in [MAX_ATTRIBS];
1997 semantic semantics_out [MAX_REG_OUTPUT];
1999 /* run time datas... */
2000 VSHADERDATA *data;
2001 #if 0 /* needs reworking */
2002 /* run time datas */
2003 VSHADERINPUTDATA input;
2004 VSHADEROUTPUTDATA output;
2005 #endif
2006 } IWineD3DVertexShaderImpl;
2007 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
2008 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
2010 /*****************************************************************************
2011 * IDirect3DPixelShader implementation structure
2013 typedef struct IWineD3DPixelShaderImpl {
2014 /* IUnknown parts */
2015 const IWineD3DPixelShaderVtbl *lpVtbl;
2016 LONG ref; /* Note: Ref counting not required */
2018 /* IWineD3DBaseShader */
2019 IWineD3DBaseShaderClass baseShader;
2021 /* IWineD3DPixelShaderImpl */
2022 IUnknown *parent;
2024 /* Pixel shader input semantics */
2025 semantic semantics_in [MAX_REG_INPUT];
2027 /* run time data */
2028 PSHADERDATA *data;
2030 /* Some information about the shader behavior */
2031 char needsbumpmat;
2032 UINT bumpenvmatconst;
2034 #if 0 /* needs reworking */
2035 PSHADERINPUTDATA input;
2036 PSHADEROUTPUTDATA output;
2037 #endif
2038 } IWineD3DPixelShaderImpl;
2040 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
2041 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
2043 /*****************************************************************************
2044 * IWineD3DPalette implementation structure
2046 struct IWineD3DPaletteImpl {
2047 /* IUnknown parts */
2048 const IWineD3DPaletteVtbl *lpVtbl;
2049 LONG ref;
2051 IUnknown *parent;
2052 IWineD3DDeviceImpl *wineD3DDevice;
2054 /* IWineD3DPalette */
2055 HPALETTE hpal;
2056 WORD palVersion; /*| */
2057 WORD palNumEntries; /*| LOGPALETTE */
2058 PALETTEENTRY palents[256]; /*| */
2059 /* This is to store the palette in 'screen format' */
2060 int screen_palents[256];
2061 DWORD Flags;
2064 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
2065 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
2067 /* DirectDraw utility functions */
2068 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
2070 /*****************************************************************************
2071 * Pixel format management
2073 typedef struct {
2074 WINED3DFORMAT format;
2075 DWORD alphaMask, redMask, greenMask, blueMask;
2076 UINT bpp;
2077 short depthSize, stencilSize;
2078 BOOL isFourcc;
2079 } StaticPixelFormatDesc;
2081 const StaticPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt,
2082 WineD3D_GL_Info *gl_info,
2083 const GlPixelFormatDesc **glDesc);
2085 static inline BOOL use_vs(IWineD3DDeviceImpl *device) {
2086 return (device->vs_selected_mode != SHADER_NONE
2087 && device->stateBlock->vertexShader
2088 && ((IWineD3DVertexShaderImpl *)device->stateBlock->vertexShader)->baseShader.function
2089 && !device->strided_streams.u.s.position_transformed);
2092 static inline BOOL use_ps(IWineD3DDeviceImpl *device) {
2093 return (device->ps_selected_mode != SHADER_NONE
2094 && device->stateBlock->pixelShader
2095 && ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->baseShader.function);
2098 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2099 IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
2101 #endif