wined3d: Make the "bumpmat" shader_reg_maps member a bitmap.
[wine.git] / dlls / wined3d / wined3d_private.h
blob32402aba121dfd339a3c79fd3c5764641c060241
1 /*
2 * Direct3D wine internal private include file
4 * Copyright 2002-2003 The wine-d3d team
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2002-2003, 2004 Jason Edmeades
7 * Copyright 2005 Oliver Stieber
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
27 #include <stdarg.h>
28 #include <math.h>
29 #define NONAMELESSUNION
30 #define NONAMELESSSTRUCT
31 #define COBJMACROS
32 #include "windef.h"
33 #include "winbase.h"
34 #include "winreg.h"
35 #include "wingdi.h"
36 #include "winuser.h"
37 #include "wine/debug.h"
38 #include "wine/unicode.h"
40 #include "objbase.h"
41 #include "wine/wined3d.h"
42 #include "wined3d_gl.h"
43 #include "wine/list.h"
44 #include "wine/rbtree.h"
46 /* Driver quirks */
47 #define WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT 0x00000001
48 #define WINED3D_QUIRK_SET_TEXCOORD_W 0x00000002
49 #define WINED3D_QUIRK_GLSL_CLIP_VARYING 0x00000004
50 #define WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA 0x00000008
52 /* Texture format fixups */
54 enum fixup_channel_source
56 CHANNEL_SOURCE_ZERO = 0,
57 CHANNEL_SOURCE_ONE = 1,
58 CHANNEL_SOURCE_X = 2,
59 CHANNEL_SOURCE_Y = 3,
60 CHANNEL_SOURCE_Z = 4,
61 CHANNEL_SOURCE_W = 5,
62 CHANNEL_SOURCE_YUV0 = 6,
63 CHANNEL_SOURCE_YUV1 = 7,
66 enum yuv_fixup
68 YUV_FIXUP_YUY2 = 0,
69 YUV_FIXUP_UYVY = 1,
70 YUV_FIXUP_YV12 = 2,
73 #include <pshpack2.h>
74 struct color_fixup_desc
76 unsigned x_sign_fixup : 1;
77 unsigned x_source : 3;
78 unsigned y_sign_fixup : 1;
79 unsigned y_source : 3;
80 unsigned z_sign_fixup : 1;
81 unsigned z_source : 3;
82 unsigned w_sign_fixup : 1;
83 unsigned w_source : 3;
85 #include <poppack.h>
87 static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
88 {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
90 static inline struct color_fixup_desc create_color_fixup_desc(
91 int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
92 int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
94 struct color_fixup_desc fixup =
96 sign0, src0,
97 sign1, src1,
98 sign2, src2,
99 sign3, src3,
101 return fixup;
104 static inline struct color_fixup_desc create_yuv_fixup_desc(enum yuv_fixup yuv_fixup)
106 struct color_fixup_desc fixup =
108 0, yuv_fixup & (1 << 0) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
109 0, yuv_fixup & (1 << 1) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
110 0, yuv_fixup & (1 << 2) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
111 0, yuv_fixup & (1 << 3) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
113 return fixup;
116 static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
118 return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
121 static inline BOOL is_yuv_fixup(struct color_fixup_desc fixup)
123 return fixup.x_source == CHANNEL_SOURCE_YUV0 || fixup.x_source == CHANNEL_SOURCE_YUV1;
126 static inline enum yuv_fixup get_yuv_fixup(struct color_fixup_desc fixup)
128 enum yuv_fixup yuv_fixup = 0;
129 if (fixup.x_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 0);
130 if (fixup.y_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 1);
131 if (fixup.z_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 2);
132 if (fixup.w_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 3);
133 return yuv_fixup;
136 void *wined3d_rb_alloc(size_t size);
137 void *wined3d_rb_realloc(void *ptr, size_t size);
138 void wined3d_rb_free(void *ptr);
140 /* Device caps */
141 #define MAX_PALETTES 65536
142 #define MAX_STREAMS 16
143 #define MAX_TEXTURES 8
144 #define MAX_FRAGMENT_SAMPLERS 16
145 #define MAX_VERTEX_SAMPLERS 4
146 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
147 #define MAX_ACTIVE_LIGHTS 8
148 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
150 /* Used for CreateStateBlock */
151 #define NUM_SAVEDPIXELSTATES_R 35
152 #define NUM_SAVEDPIXELSTATES_T 18
153 #define NUM_SAVEDPIXELSTATES_S 12
154 #define NUM_SAVEDVERTEXSTATES_R 34
155 #define NUM_SAVEDVERTEXSTATES_T 2
156 #define NUM_SAVEDVERTEXSTATES_S 1
158 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
159 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
160 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
161 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
162 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
163 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
165 typedef enum _WINELOOKUP {
166 WINELOOKUP_WARPPARAM = 0,
167 MAX_LOOKUPS = 1
168 } WINELOOKUP;
170 extern const int minLookup[MAX_LOOKUPS];
171 extern const int maxLookup[MAX_LOOKUPS];
172 extern DWORD *stateLookup[MAX_LOOKUPS];
174 struct min_lookup
176 GLenum mip[WINED3DTEXF_LINEAR + 1];
179 const struct min_lookup minMipLookup[WINED3DTEXF_LINEAR + 1];
180 const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_LINEAR + 1];
181 const GLenum magLookup[WINED3DTEXF_LINEAR + 1];
182 const GLenum magLookup_noFilter[WINED3DTEXF_LINEAR + 1];
184 static inline GLenum wined3d_gl_mag_filter(const GLenum mag_lookup[], WINED3DTEXTUREFILTERTYPE mag_filter)
186 return mag_lookup[mag_filter];
189 static inline GLenum wined3d_gl_min_mip_filter(const struct min_lookup min_mip_lookup[],
190 WINED3DTEXTUREFILTERTYPE min_filter, WINED3DTEXTUREFILTERTYPE mip_filter)
192 return min_mip_lookup[min_filter].mip[mip_filter];
195 /* float_16_to_32() and float_32_to_16() (see implementation in
196 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
197 * to standard C floats and vice versa. They do not depend on the encoding
198 * of the C float, so they are platform independent, but slow. On x86 and
199 * other IEEE 754 compliant platforms the conversion can be accelerated by
200 * bit shifting the exponent and mantissa. There are also some SSE-based
201 * assembly routines out there.
203 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
205 static inline float float_16_to_32(const unsigned short *in) {
206 const unsigned short s = ((*in) & 0x8000);
207 const unsigned short e = ((*in) & 0x7C00) >> 10;
208 const unsigned short m = (*in) & 0x3FF;
209 const float sgn = (s ? -1.0f : 1.0f);
211 if(e == 0) {
212 if(m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
213 else return sgn * pow(2, -14.0f) * ((float)m / 1024.0f);
214 } else if(e < 31) {
215 return sgn * pow(2, (float)e - 15.0f) * (1.0f + ((float)m / 1024.0f));
216 } else {
217 if(m == 0) return sgn / 0.0f; /* +INF / -INF */
218 else return 0.0f / 0.0f; /* NAN */
222 static inline float float_24_to_32(DWORD in)
224 const float sgn = in & 0x800000 ? -1.0f : 1.0f;
225 const unsigned short e = (in & 0x780000) >> 19;
226 const unsigned short m = in & 0x7ffff;
228 if (e == 0)
230 if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
231 else return sgn * pow(2, -6.0f) * ((float)m / 524288.0f);
233 else if (e < 15)
235 return sgn * pow(2, (float)e - 7.0f) * (1.0f + ((float)m / 524288.0f));
237 else
239 if (m == 0) return sgn / 0.0f; /* +INF / -INF */
240 else return 0.0f / 0.0f; /* NAN */
245 * Settings
247 #define VS_NONE 0
248 #define VS_HW 1
250 #define PS_NONE 0
251 #define PS_HW 1
253 #define VBO_NONE 0
254 #define VBO_HW 1
256 #define NP2_NONE 0
257 #define NP2_REPACK 1
258 #define NP2_NATIVE 2
260 #define ORM_BACKBUFFER 0
261 #define ORM_PBUFFER 1
262 #define ORM_FBO 2
264 #define SHADER_ARB 1
265 #define SHADER_GLSL 2
266 #define SHADER_ATI 3
267 #define SHADER_NONE 4
269 #define RTL_DISABLE -1
270 #define RTL_AUTO 0
271 #define RTL_READDRAW 1
272 #define RTL_READTEX 2
274 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
275 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
277 /* NOTE: When adding fields to this structure, make sure to update the default
278 * values in wined3d_main.c as well. */
279 typedef struct wined3d_settings_s {
280 /* vertex and pixel shader modes */
281 int vs_mode;
282 int ps_mode;
283 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
284 we should use it. However, until it's fully implemented, we'll leave it as a registry
285 setting for developers. */
286 BOOL glslRequested;
287 int offscreen_rendering_mode;
288 int rendertargetlock_mode;
289 unsigned short pci_vendor_id;
290 unsigned short pci_device_id;
291 /* Memory tracking and object counting */
292 unsigned int emulated_textureram;
293 char *logo;
294 int allow_multisampling;
295 } wined3d_settings_t;
297 extern wined3d_settings_t wined3d_settings;
299 typedef enum _WINED3DSAMPLER_TEXTURE_TYPE
301 WINED3DSTT_UNKNOWN = 0,
302 WINED3DSTT_1D = 1,
303 WINED3DSTT_2D = 2,
304 WINED3DSTT_CUBE = 3,
305 WINED3DSTT_VOLUME = 4,
306 } WINED3DSAMPLER_TEXTURE_TYPE;
308 typedef enum _WINED3DSHADER_PARAM_REGISTER_TYPE
310 WINED3DSPR_TEMP = 0,
311 WINED3DSPR_INPUT = 1,
312 WINED3DSPR_CONST = 2,
313 WINED3DSPR_ADDR = 3,
314 WINED3DSPR_TEXTURE = 3,
315 WINED3DSPR_RASTOUT = 4,
316 WINED3DSPR_ATTROUT = 5,
317 WINED3DSPR_TEXCRDOUT = 6,
318 WINED3DSPR_OUTPUT = 6,
319 WINED3DSPR_CONSTINT = 7,
320 WINED3DSPR_COLOROUT = 8,
321 WINED3DSPR_DEPTHOUT = 9,
322 WINED3DSPR_SAMPLER = 10,
323 WINED3DSPR_CONST2 = 11,
324 WINED3DSPR_CONST3 = 12,
325 WINED3DSPR_CONST4 = 13,
326 WINED3DSPR_CONSTBOOL = 14,
327 WINED3DSPR_LOOP = 15,
328 WINED3DSPR_TEMPFLOAT16 = 16,
329 WINED3DSPR_MISCTYPE = 17,
330 WINED3DSPR_LABEL = 18,
331 WINED3DSPR_PREDICATE = 19,
332 WINED3DSPR_IMMCONST,
333 WINED3DSPR_CONSTBUFFER,
334 } WINED3DSHADER_PARAM_REGISTER_TYPE;
336 enum wined3d_immconst_type
338 WINED3D_IMMCONST_FLOAT,
339 WINED3D_IMMCONST_FLOAT4,
342 typedef enum _WINED3DVS_RASTOUT_OFFSETS
344 WINED3DSRO_POSITION = 0,
345 WINED3DSRO_FOG = 1,
346 WINED3DSRO_POINT_SIZE = 2,
347 } WINED3DVS_RASTOUT_OFFSETS;
349 #define WINED3DSP_NOSWIZZLE (0 | (1 << 2) | (2 << 4) | (3 << 6))
351 typedef enum _WINED3DSHADER_PARAM_SRCMOD_TYPE
353 WINED3DSPSM_NONE = 0,
354 WINED3DSPSM_NEG = 1,
355 WINED3DSPSM_BIAS = 2,
356 WINED3DSPSM_BIASNEG = 3,
357 WINED3DSPSM_SIGN = 4,
358 WINED3DSPSM_SIGNNEG = 5,
359 WINED3DSPSM_COMP = 6,
360 WINED3DSPSM_X2 = 7,
361 WINED3DSPSM_X2NEG = 8,
362 WINED3DSPSM_DZ = 9,
363 WINED3DSPSM_DW = 10,
364 WINED3DSPSM_ABS = 11,
365 WINED3DSPSM_ABSNEG = 12,
366 WINED3DSPSM_NOT = 13,
367 } WINED3DSHADER_PARAM_SRCMOD_TYPE;
369 #define WINED3DSP_WRITEMASK_0 0x1 /* .x r */
370 #define WINED3DSP_WRITEMASK_1 0x2 /* .y g */
371 #define WINED3DSP_WRITEMASK_2 0x4 /* .z b */
372 #define WINED3DSP_WRITEMASK_3 0x8 /* .w a */
373 #define WINED3DSP_WRITEMASK_ALL 0xf /* all */
375 typedef enum _WINED3DSHADER_PARAM_DSTMOD_TYPE
377 WINED3DSPDM_NONE = 0,
378 WINED3DSPDM_SATURATE = 1,
379 WINED3DSPDM_PARTIALPRECISION = 2,
380 WINED3DSPDM_MSAMPCENTROID = 4,
381 } WINED3DSHADER_PARAM_DSTMOD_TYPE;
383 typedef enum _WINED3DSHADER_INSTRUCTION_OPCODE_TYPE
385 WINED3DSIO_NOP = 0,
386 WINED3DSIO_MOV = 1,
387 WINED3DSIO_ADD = 2,
388 WINED3DSIO_SUB = 3,
389 WINED3DSIO_MAD = 4,
390 WINED3DSIO_MUL = 5,
391 WINED3DSIO_RCP = 6,
392 WINED3DSIO_RSQ = 7,
393 WINED3DSIO_DP3 = 8,
394 WINED3DSIO_DP4 = 9,
395 WINED3DSIO_MIN = 10,
396 WINED3DSIO_MAX = 11,
397 WINED3DSIO_SLT = 12,
398 WINED3DSIO_SGE = 13,
399 WINED3DSIO_EXP = 14,
400 WINED3DSIO_LOG = 15,
401 WINED3DSIO_LIT = 16,
402 WINED3DSIO_DST = 17,
403 WINED3DSIO_LRP = 18,
404 WINED3DSIO_FRC = 19,
405 WINED3DSIO_M4x4 = 20,
406 WINED3DSIO_M4x3 = 21,
407 WINED3DSIO_M3x4 = 22,
408 WINED3DSIO_M3x3 = 23,
409 WINED3DSIO_M3x2 = 24,
410 WINED3DSIO_CALL = 25,
411 WINED3DSIO_CALLNZ = 26,
412 WINED3DSIO_LOOP = 27,
413 WINED3DSIO_RET = 28,
414 WINED3DSIO_ENDLOOP = 29,
415 WINED3DSIO_LABEL = 30,
416 WINED3DSIO_DCL = 31,
417 WINED3DSIO_POW = 32,
418 WINED3DSIO_CRS = 33,
419 WINED3DSIO_SGN = 34,
420 WINED3DSIO_ABS = 35,
421 WINED3DSIO_NRM = 36,
422 WINED3DSIO_SINCOS = 37,
423 WINED3DSIO_REP = 38,
424 WINED3DSIO_ENDREP = 39,
425 WINED3DSIO_IF = 40,
426 WINED3DSIO_IFC = 41,
427 WINED3DSIO_ELSE = 42,
428 WINED3DSIO_ENDIF = 43,
429 WINED3DSIO_BREAK = 44,
430 WINED3DSIO_BREAKC = 45,
431 WINED3DSIO_MOVA = 46,
432 WINED3DSIO_DEFB = 47,
433 WINED3DSIO_DEFI = 48,
435 WINED3DSIO_TEXCOORD = 64,
436 WINED3DSIO_TEXKILL = 65,
437 WINED3DSIO_TEX = 66,
438 WINED3DSIO_TEXBEM = 67,
439 WINED3DSIO_TEXBEML = 68,
440 WINED3DSIO_TEXREG2AR = 69,
441 WINED3DSIO_TEXREG2GB = 70,
442 WINED3DSIO_TEXM3x2PAD = 71,
443 WINED3DSIO_TEXM3x2TEX = 72,
444 WINED3DSIO_TEXM3x3PAD = 73,
445 WINED3DSIO_TEXM3x3TEX = 74,
446 WINED3DSIO_TEXM3x3DIFF = 75,
447 WINED3DSIO_TEXM3x3SPEC = 76,
448 WINED3DSIO_TEXM3x3VSPEC = 77,
449 WINED3DSIO_EXPP = 78,
450 WINED3DSIO_LOGP = 79,
451 WINED3DSIO_CND = 80,
452 WINED3DSIO_DEF = 81,
453 WINED3DSIO_TEXREG2RGB = 82,
454 WINED3DSIO_TEXDP3TEX = 83,
455 WINED3DSIO_TEXM3x2DEPTH = 84,
456 WINED3DSIO_TEXDP3 = 85,
457 WINED3DSIO_TEXM3x3 = 86,
458 WINED3DSIO_TEXDEPTH = 87,
459 WINED3DSIO_CMP = 88,
460 WINED3DSIO_BEM = 89,
461 WINED3DSIO_DP2ADD = 90,
462 WINED3DSIO_DSX = 91,
463 WINED3DSIO_DSY = 92,
464 WINED3DSIO_TEXLDD = 93,
465 WINED3DSIO_SETP = 94,
466 WINED3DSIO_TEXLDL = 95,
467 WINED3DSIO_BREAKP = 96,
469 WINED3DSIO_PHASE = 0xfffd,
470 WINED3DSIO_COMMENT = 0xfffe,
471 WINED3DSIO_END = 0Xffff,
472 } WINED3DSHADER_INSTRUCTION_OPCODE_TYPE;
474 /* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
475 #define WINED3DSI_TEXLD_PROJECT 1
476 #define WINED3DSI_TEXLD_BIAS 2
478 typedef enum COMPARISON_TYPE
480 COMPARISON_GT = 1,
481 COMPARISON_EQ = 2,
482 COMPARISON_GE = 3,
483 COMPARISON_LT = 4,
484 COMPARISON_NE = 5,
485 COMPARISON_LE = 6,
486 } COMPARISON_TYPE;
488 #define WINED3D_SM1_VS 0xfffe
489 #define WINED3D_SM1_PS 0xffff
490 #define WINED3D_SM4_PS 0x0000
491 #define WINED3D_SM4_VS 0x0001
492 #define WINED3D_SM4_GS 0x0002
494 /* Shader version tokens, and shader end tokens */
495 #define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
496 #define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
498 /* Shader backends */
500 /* TODO: Make this dynamic, based on shader limits ? */
501 #define MAX_ATTRIBS 16
502 #define MAX_REG_ADDR 1
503 #define MAX_REG_TEMP 32
504 #define MAX_REG_TEXCRD 8
505 #define MAX_REG_INPUT 12
506 #define MAX_REG_OUTPUT 12
507 #define MAX_CONST_I 16
508 #define MAX_CONST_B 16
510 /* FIXME: This needs to go up to 2048 for
511 * Shader model 3 according to msdn (and for software shaders) */
512 #define MAX_LABELS 16
514 #define SHADER_PGMSIZE 65535
516 struct wined3d_shader_buffer
518 char *buffer;
519 unsigned int bsize;
520 unsigned int lineNo;
521 BOOL newline;
524 enum WINED3D_SHADER_INSTRUCTION_HANDLER
526 WINED3DSIH_ABS,
527 WINED3DSIH_ADD,
528 WINED3DSIH_BEM,
529 WINED3DSIH_BREAK,
530 WINED3DSIH_BREAKC,
531 WINED3DSIH_BREAKP,
532 WINED3DSIH_CALL,
533 WINED3DSIH_CALLNZ,
534 WINED3DSIH_CMP,
535 WINED3DSIH_CND,
536 WINED3DSIH_CRS,
537 WINED3DSIH_DCL,
538 WINED3DSIH_DEF,
539 WINED3DSIH_DEFB,
540 WINED3DSIH_DEFI,
541 WINED3DSIH_DP2ADD,
542 WINED3DSIH_DP3,
543 WINED3DSIH_DP4,
544 WINED3DSIH_DST,
545 WINED3DSIH_DSX,
546 WINED3DSIH_DSY,
547 WINED3DSIH_ELSE,
548 WINED3DSIH_ENDIF,
549 WINED3DSIH_ENDLOOP,
550 WINED3DSIH_ENDREP,
551 WINED3DSIH_EXP,
552 WINED3DSIH_EXPP,
553 WINED3DSIH_FRC,
554 WINED3DSIH_IF,
555 WINED3DSIH_IFC,
556 WINED3DSIH_LABEL,
557 WINED3DSIH_LIT,
558 WINED3DSIH_LOG,
559 WINED3DSIH_LOGP,
560 WINED3DSIH_LOOP,
561 WINED3DSIH_LRP,
562 WINED3DSIH_M3x2,
563 WINED3DSIH_M3x3,
564 WINED3DSIH_M3x4,
565 WINED3DSIH_M4x3,
566 WINED3DSIH_M4x4,
567 WINED3DSIH_MAD,
568 WINED3DSIH_MAX,
569 WINED3DSIH_MIN,
570 WINED3DSIH_MOV,
571 WINED3DSIH_MOVA,
572 WINED3DSIH_MUL,
573 WINED3DSIH_NOP,
574 WINED3DSIH_NRM,
575 WINED3DSIH_PHASE,
576 WINED3DSIH_POW,
577 WINED3DSIH_RCP,
578 WINED3DSIH_REP,
579 WINED3DSIH_RET,
580 WINED3DSIH_RSQ,
581 WINED3DSIH_SETP,
582 WINED3DSIH_SGE,
583 WINED3DSIH_SGN,
584 WINED3DSIH_SINCOS,
585 WINED3DSIH_SLT,
586 WINED3DSIH_SUB,
587 WINED3DSIH_TEX,
588 WINED3DSIH_TEXBEM,
589 WINED3DSIH_TEXBEML,
590 WINED3DSIH_TEXCOORD,
591 WINED3DSIH_TEXDEPTH,
592 WINED3DSIH_TEXDP3,
593 WINED3DSIH_TEXDP3TEX,
594 WINED3DSIH_TEXKILL,
595 WINED3DSIH_TEXLDD,
596 WINED3DSIH_TEXLDL,
597 WINED3DSIH_TEXM3x2DEPTH,
598 WINED3DSIH_TEXM3x2PAD,
599 WINED3DSIH_TEXM3x2TEX,
600 WINED3DSIH_TEXM3x3,
601 WINED3DSIH_TEXM3x3DIFF,
602 WINED3DSIH_TEXM3x3PAD,
603 WINED3DSIH_TEXM3x3SPEC,
604 WINED3DSIH_TEXM3x3TEX,
605 WINED3DSIH_TEXM3x3VSPEC,
606 WINED3DSIH_TEXREG2AR,
607 WINED3DSIH_TEXREG2GB,
608 WINED3DSIH_TEXREG2RGB,
609 WINED3DSIH_TABLE_SIZE
612 enum wined3d_shader_type
614 WINED3D_SHADER_TYPE_PIXEL,
615 WINED3D_SHADER_TYPE_VERTEX,
616 WINED3D_SHADER_TYPE_GEOMETRY,
619 struct wined3d_shader_version
621 enum wined3d_shader_type type;
622 BYTE major;
623 BYTE minor;
626 #define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
628 typedef struct shader_reg_maps
630 struct wined3d_shader_version shader_version;
631 BYTE texcoord; /* MAX_REG_TEXCRD, 8 */
632 BYTE address; /* MAX_REG_ADDR, 1 */
633 WORD labels; /* MAX_LABELS, 16 */
634 DWORD temporary; /* MAX_REG_TEMP, 32 */
635 DWORD *constf; /* pixel, vertex */
636 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
637 WORD input_registers; /* max(MAX_REG_INPUT, MAX_ATTRIBS), 16 */
638 WORD output_registers; /* MAX_REG_OUTPUT, 12 */
639 WORD integer_constants; /* MAX_CONST_I, 16 */
640 WORD boolean_constants; /* MAX_CONST_B, 16 */
641 WORD local_int_consts; /* MAX_CONST_I, 16 */
642 WORD local_bool_consts; /* MAX_CONST_B, 16 */
644 WINED3DSAMPLER_TEXTURE_TYPE sampler_type[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
645 BYTE bumpmat; /* MAX_TEXTURES, 8 */
646 BOOL luminanceparams[MAX_TEXTURES];
648 WORD usesnrm : 1;
649 WORD vpos : 1;
650 WORD usesdsx : 1;
651 WORD usesdsy : 1;
652 WORD usestexldd : 1;
653 WORD usesmova : 1;
654 WORD usesfacing : 1;
655 WORD usesrelconstF : 1;
656 WORD fog : 1;
657 WORD usestexldl : 1;
658 WORD usesifc : 1;
659 WORD usescall : 1;
660 WORD padding : 4;
662 /* Whether or not loops are used in this shader, and nesting depth */
663 unsigned loop_depth;
664 unsigned highest_render_target;
666 } shader_reg_maps;
668 struct wined3d_shader_context
670 IWineD3DBaseShader *shader;
671 const struct shader_reg_maps *reg_maps;
672 struct wined3d_shader_buffer *buffer;
673 void *backend_data;
676 struct wined3d_shader_register
678 WINED3DSHADER_PARAM_REGISTER_TYPE type;
679 UINT idx;
680 UINT array_idx;
681 const struct wined3d_shader_src_param *rel_addr;
682 enum wined3d_immconst_type immconst_type;
683 DWORD immconst_data[4];
686 struct wined3d_shader_dst_param
688 struct wined3d_shader_register reg;
689 DWORD write_mask;
690 DWORD modifiers;
691 DWORD shift;
694 struct wined3d_shader_src_param
696 struct wined3d_shader_register reg;
697 DWORD swizzle;
698 DWORD modifiers;
701 struct wined3d_shader_instruction
703 const struct wined3d_shader_context *ctx;
704 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
705 DWORD flags;
706 BOOL coissue;
707 DWORD predicate;
708 UINT dst_count;
709 const struct wined3d_shader_dst_param *dst;
710 UINT src_count;
711 const struct wined3d_shader_src_param *src;
714 struct wined3d_shader_semantic
716 WINED3DDECLUSAGE usage;
717 UINT usage_idx;
718 WINED3DSAMPLER_TEXTURE_TYPE sampler_type;
719 struct wined3d_shader_dst_param reg;
722 struct wined3d_shader_attribute
724 WINED3DDECLUSAGE usage;
725 UINT usage_idx;
728 struct wined3d_shader_loop_control
730 unsigned int count;
731 unsigned int start;
732 int step;
735 struct wined3d_shader_frontend
737 void *(*shader_init)(const DWORD *ptr, const struct wined3d_shader_signature *output_signature);
738 void (*shader_free)(void *data);
739 void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version);
740 void (*shader_read_opcode)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins, UINT *param_size);
741 void (*shader_read_src_param)(void *data, const DWORD **ptr, struct wined3d_shader_src_param *src_param,
742 struct wined3d_shader_src_param *src_rel_addr);
743 void (*shader_read_dst_param)(void *data, const DWORD **ptr, struct wined3d_shader_dst_param *dst_param,
744 struct wined3d_shader_src_param *dst_rel_addr);
745 void (*shader_read_semantic)(const DWORD **ptr, struct wined3d_shader_semantic *semantic);
746 void (*shader_read_comment)(const DWORD **ptr, const char **comment);
747 BOOL (*shader_is_end)(void *data, const DWORD **ptr);
750 extern const struct wined3d_shader_frontend sm1_shader_frontend;
751 extern const struct wined3d_shader_frontend sm4_shader_frontend;
753 typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
755 struct shader_caps {
756 DWORD VertexShaderVersion;
757 DWORD MaxVertexShaderConst;
759 DWORD PixelShaderVersion;
760 float PixelShader1xMaxValue;
761 DWORD MaxPixelShaderConst;
763 WINED3DVSHADERCAPS2_0 VS20Caps;
764 WINED3DPSHADERCAPS2_0 PS20Caps;
766 DWORD MaxVShaderInstructionsExecuted;
767 DWORD MaxPShaderInstructionsExecuted;
768 DWORD MaxVertexShader30InstructionSlots;
769 DWORD MaxPixelShader30InstructionSlots;
771 BOOL VSClipping;
774 enum tex_types
776 tex_1d = 0,
777 tex_2d = 1,
778 tex_3d = 2,
779 tex_cube = 3,
780 tex_rect = 4,
781 tex_type_count = 5,
784 enum vertexprocessing_mode {
785 fixedfunction,
786 vertexshader,
787 pretransformed
790 #define WINED3D_CONST_NUM_UNUSED ~0U
792 enum fogmode {
793 FOG_OFF,
794 FOG_LINEAR,
795 FOG_EXP,
796 FOG_EXP2
799 /* Stateblock dependent parameters which have to be hardcoded
800 * into the shader code
802 struct ps_compile_args {
803 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
804 enum vertexprocessing_mode vp_mode;
805 enum fogmode fog;
806 /* Projected textures(ps 1.0-1.3) */
807 /* Texture types(2D, Cube, 3D) in ps 1.x */
808 BOOL srgb_correction;
809 WORD np2_fixup;
810 /* Bitmap for NP2 texcoord fixups (16 samplers max currently).
811 D3D9 has a limit of 16 samplers and the fixup is superfluous
812 in D3D10 (unconditional NP2 support mandatory). */
815 enum fog_src_type {
816 VS_FOG_Z = 0,
817 VS_FOG_COORD = 1
820 struct vs_compile_args {
821 WORD fog_src;
822 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
825 struct wined3d_context;
827 typedef struct {
828 void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
829 void (*shader_select)(const struct wined3d_context *context, BOOL usePS, BOOL useVS);
830 void (*shader_select_depth_blt)(IWineD3DDevice *iface, enum tex_types tex_type);
831 void (*shader_deselect_depth_blt)(IWineD3DDevice *iface);
832 void (*shader_update_float_vertex_constants)(IWineD3DDevice *iface, UINT start, UINT count);
833 void (*shader_update_float_pixel_constants)(IWineD3DDevice *iface, UINT start, UINT count);
834 void (*shader_load_constants)(const struct wined3d_context *context, char usePS, char useVS);
835 void (*shader_load_np2fixup_constants)(IWineD3DDevice *iface, char usePS, char useVS);
836 void (*shader_destroy)(IWineD3DBaseShader *iface);
837 HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
838 void (*shader_free_private)(IWineD3DDevice *iface);
839 BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
840 void (*shader_get_caps)(WINED3DDEVTYPE devtype, const struct wined3d_gl_info *gl_info, struct shader_caps *caps);
841 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
842 void (*shader_add_instruction_modifiers)(const struct wined3d_shader_instruction *ins);
843 } shader_backend_t;
845 extern const shader_backend_t glsl_shader_backend;
846 extern const shader_backend_t arb_program_shader_backend;
847 extern const shader_backend_t none_shader_backend;
849 /* X11 locking */
851 extern void (* CDECL wine_tsx11_lock_ptr)(void);
852 extern void (* CDECL wine_tsx11_unlock_ptr)(void);
854 /* As GLX relies on X, this is needed */
855 extern int num_lock;
857 #if 0
858 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
859 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
860 #else
861 #define ENTER_GL() wine_tsx11_lock_ptr()
862 #define LEAVE_GL() wine_tsx11_unlock_ptr()
863 #endif
865 /*****************************************************************************
866 * Defines
869 /* GL related defines */
870 /* ------------------ */
871 #define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
872 #define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
873 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
874 #define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
876 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
877 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
878 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
879 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
881 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
882 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
883 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
884 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
886 #define D3DCOLORTOGLFLOAT4(dw, vec) do { \
887 (vec)[0] = D3DCOLOR_R(dw); \
888 (vec)[1] = D3DCOLOR_G(dw); \
889 (vec)[2] = D3DCOLOR_B(dw); \
890 (vec)[3] = D3DCOLOR_A(dw); \
891 } while(0)
893 /* DirectX Device Limits */
894 /* --------------------- */
895 #define MAX_MIP_LEVELS 32 /* Maximum number of mipmap levels. */
896 #define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
897 See MaxStreams in MSDN under GetDeviceCaps */
898 #define HIGHEST_TRANSFORMSTATE WINED3DTS_WORLDMATRIX(255) /* Highest value in WINED3DTRANSFORMSTATETYPE */
900 /* Checking of API calls */
901 /* --------------------- */
902 #ifndef WINE_NO_DEBUG_MSGS
903 #define checkGLcall(A) \
904 do { \
905 GLint err; \
906 if(!__WINE_IS_DEBUG_ON(_FIXME, __wine_dbch___default)) break; \
907 err = glGetError(); \
908 if (err == GL_NO_ERROR) { \
909 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
911 } else do { \
912 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
913 debug_glerror(err), err, A, __FILE__, __LINE__); \
914 err = glGetError(); \
915 } while (err != GL_NO_ERROR); \
916 } while(0)
917 #else
918 #define checkGLcall(A) do {} while(0)
919 #endif
921 /* Trace routines / diagnostics */
922 /* ---------------------------- */
924 /* Dump out a matrix and copy it */
925 #define conv_mat(mat,gl_mat) \
926 do { \
927 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
928 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
929 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
930 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
931 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
932 } while (0)
934 /* Macro to dump out the current state of the light chain */
935 #define DUMP_LIGHT_CHAIN() \
936 do { \
937 PLIGHTINFOEL *el = This->stateBlock->lights;\
938 while (el) { \
939 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
940 el = el->next; \
942 } while(0)
944 /* Trace vector and strided data information */
945 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
946 #define TRACE_STRIDED(si, name) TRACE( #name "=(data:%p, stride:%d, format:%#x, vbo %d, stream %u)\n", \
947 si->elements[name].data, si->elements[name].stride, si->elements[name].format_desc->format, \
948 si->elements[name].buffer_object, si->elements[name].stream_idx);
950 /* Defines used for optimizations */
952 /* Only reapply what is necessary */
953 #define REAPPLY_ALPHAOP 0x0001
954 #define REAPPLY_ALL 0xFFFF
956 /* Advance declaration of structures to satisfy compiler */
957 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
958 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
959 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
960 typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl;
962 /* Global variables */
963 extern const float identity[16];
965 /*****************************************************************************
966 * Compilable extra diagnostics
969 /* Trace information per-vertex: (extremely high amount of trace) */
970 #if 0 /* NOTE: Must be 0 in cvs */
971 # define VTRACE(A) TRACE A
972 #else
973 # define VTRACE(A)
974 #endif
976 /* TODO: Confirm each of these works when wined3d move completed */
977 #if 0 /* NOTE: Must be 0 in cvs */
978 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
979 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
980 is enabled, and if it doesn't exist it is disabled. */
981 # define FRAME_DEBUGGING
982 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
983 the file is deleted */
984 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
985 # define SINGLE_FRAME_DEBUGGING
986 # endif
987 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
988 It can only be enabled when FRAME_DEBUGGING is also enabled
989 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
990 array is drawn. */
991 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
992 # define SHOW_FRAME_MAKEUP 1
993 # endif
994 /* The following, when enabled, lets you see the makeup of the all the textures used during each
995 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
996 The contents of the textures assigned to each stage are written into
997 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
998 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
999 # define SHOW_TEXTURE_MAKEUP 0
1000 # endif
1001 extern BOOL isOn;
1002 extern BOOL isDumpingFrames;
1003 extern LONG primCounter;
1004 #endif
1006 enum wined3d_ffp_idx
1008 WINED3D_FFP_POSITION = 0,
1009 WINED3D_FFP_BLENDWEIGHT = 1,
1010 WINED3D_FFP_BLENDINDICES = 2,
1011 WINED3D_FFP_NORMAL = 3,
1012 WINED3D_FFP_PSIZE = 4,
1013 WINED3D_FFP_DIFFUSE = 5,
1014 WINED3D_FFP_SPECULAR = 6,
1015 WINED3D_FFP_TEXCOORD0 = 7,
1016 WINED3D_FFP_TEXCOORD1 = 8,
1017 WINED3D_FFP_TEXCOORD2 = 9,
1018 WINED3D_FFP_TEXCOORD3 = 10,
1019 WINED3D_FFP_TEXCOORD4 = 11,
1020 WINED3D_FFP_TEXCOORD5 = 12,
1021 WINED3D_FFP_TEXCOORD6 = 13,
1022 WINED3D_FFP_TEXCOORD7 = 14,
1025 enum wined3d_ffp_emit_idx
1027 WINED3D_FFP_EMIT_FLOAT1 = 0,
1028 WINED3D_FFP_EMIT_FLOAT2 = 1,
1029 WINED3D_FFP_EMIT_FLOAT3 = 2,
1030 WINED3D_FFP_EMIT_FLOAT4 = 3,
1031 WINED3D_FFP_EMIT_D3DCOLOR = 4,
1032 WINED3D_FFP_EMIT_UBYTE4 = 5,
1033 WINED3D_FFP_EMIT_SHORT2 = 6,
1034 WINED3D_FFP_EMIT_SHORT4 = 7,
1035 WINED3D_FFP_EMIT_UBYTE4N = 8,
1036 WINED3D_FFP_EMIT_SHORT2N = 9,
1037 WINED3D_FFP_EMIT_SHORT4N = 10,
1038 WINED3D_FFP_EMIT_USHORT2N = 11,
1039 WINED3D_FFP_EMIT_USHORT4N = 12,
1040 WINED3D_FFP_EMIT_UDEC3 = 13,
1041 WINED3D_FFP_EMIT_DEC3N = 14,
1042 WINED3D_FFP_EMIT_FLOAT16_2 = 15,
1043 WINED3D_FFP_EMIT_FLOAT16_4 = 16,
1044 WINED3D_FFP_EMIT_COUNT = 17
1047 struct wined3d_stream_info_element
1049 const struct GlPixelFormatDesc *format_desc;
1050 GLsizei stride;
1051 const BYTE *data;
1052 UINT stream_idx;
1053 GLuint buffer_object;
1056 struct wined3d_stream_info
1058 struct wined3d_stream_info_element elements[MAX_ATTRIBS];
1059 BOOL position_transformed;
1060 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
1061 WORD use_map; /* MAX_ATTRIBS, 16 */
1064 /*****************************************************************************
1065 * Prototypes
1068 /* Routine common to the draw primitive and draw indexed primitive routines */
1069 void drawPrimitive(IWineD3DDevice *iface, UINT index_count, UINT numberOfVertices,
1070 UINT start_idx, UINT idxBytes, const void *idxData, UINT minIndex);
1071 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
1073 typedef void (WINE_GLAPI *glAttribFunc)(const void *data);
1074 typedef void (WINE_GLAPI *glMultiTexCoordFunc)(GLenum unit, const void *data);
1075 extern glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
1076 extern glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
1077 extern glAttribFunc specular_func_3ubv;
1078 extern glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
1079 extern glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
1080 extern glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
1082 #define eps 1e-8
1084 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
1085 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
1087 /* Routines and structures related to state management */
1089 #define STATE_RENDER(a) (a)
1090 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
1092 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
1093 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
1095 /* + 1 because samplers start with 0 */
1096 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
1097 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
1099 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
1100 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
1102 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
1103 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
1105 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
1106 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
1107 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
1108 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
1110 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
1111 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
1113 #define STATE_VSHADER (STATE_VDECL + 1)
1114 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
1116 #define STATE_VIEWPORT (STATE_VSHADER + 1)
1117 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
1119 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
1120 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
1121 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
1122 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
1124 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
1125 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
1127 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
1128 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
1130 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
1131 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
1133 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
1135 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
1137 #define STATE_HIGHEST (STATE_FRONTFACE)
1139 enum fogsource {
1140 FOGSOURCE_FFP,
1141 FOGSOURCE_VS,
1142 FOGSOURCE_COORD,
1145 #define WINED3D_MAX_FBO_ENTRIES 64
1147 struct wined3d_occlusion_query
1149 struct list entry;
1150 GLuint id;
1151 struct wined3d_context *context;
1154 struct wined3d_event_query
1156 struct list entry;
1157 GLuint id;
1158 struct wined3d_context *context;
1161 struct wined3d_context
1163 const struct wined3d_gl_info *gl_info;
1164 /* State dirtification
1165 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1166 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
1167 * 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
1168 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
1170 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
1171 DWORD numDirtyEntries;
1172 DWORD isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
1174 IWineD3DSurface *surface;
1175 IWineD3DSurface *current_rt;
1176 DWORD tid; /* Thread ID which owns this context at the moment */
1178 /* Stores some information about the context state for optimization */
1179 WORD render_offscreen : 1;
1180 WORD draw_buffer_dirty : 1;
1181 WORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
1182 WORD last_was_pshader : 1;
1183 WORD last_was_vshader : 1;
1184 WORD namedArraysLoaded : 1;
1185 WORD numberedArraysLoaded : 1;
1186 WORD last_was_blit : 1;
1187 WORD last_was_ckey : 1;
1188 WORD fog_coord : 1;
1189 WORD isPBuffer : 1;
1190 WORD fog_enabled : 1;
1191 WORD num_untracked_materials : 2; /* Max value 2 */
1192 WORD current : 1;
1193 WORD destroyed : 1;
1194 BYTE texShaderBumpMap; /* MAX_TEXTURES, 8 */
1195 BYTE lastWasPow2Texture; /* MAX_TEXTURES, 8 */
1196 DWORD numbered_array_mask;
1197 GLenum tracking_parm; /* Which source is tracking current colour */
1198 GLenum untracked_materials[2];
1199 UINT blit_w, blit_h;
1200 enum fogsource fog_source;
1202 char *vshader_const_dirty, *pshader_const_dirty;
1204 /* The actual opengl context */
1205 HGLRC glCtx;
1206 HWND win_handle;
1207 HDC hdc;
1208 HPBUFFERARB pbuffer;
1209 GLint aux_buffers;
1211 /* FBOs */
1212 UINT fbo_entry_count;
1213 struct list fbo_list;
1214 struct fbo_entry *current_fbo;
1215 GLuint src_fbo;
1216 GLuint dst_fbo;
1217 GLuint fbo_read_binding;
1218 GLuint fbo_draw_binding;
1220 /* Queries */
1221 GLuint *free_occlusion_queries;
1222 UINT free_occlusion_query_size;
1223 UINT free_occlusion_query_count;
1224 struct list occlusion_queries;
1226 GLuint *free_event_queries;
1227 UINT free_event_query_size;
1228 UINT free_event_query_count;
1229 struct list event_queries;
1231 /* Extension emulation */
1232 GLint gl_fog_source;
1233 GLfloat fog_coord_value;
1234 GLfloat color[4], fogstart, fogend, fogcolor[4];
1235 GLuint dummy_arbfp_prog;
1238 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *ctx);
1240 struct StateEntry
1242 DWORD representative;
1243 APPLYSTATEFUNC apply;
1246 struct StateEntryTemplate
1248 DWORD state;
1249 struct StateEntry content;
1250 GL_SupportedExt extension;
1253 struct fragment_caps
1255 DWORD PrimitiveMiscCaps;
1256 DWORD TextureOpCaps;
1257 DWORD MaxTextureBlendStages;
1258 DWORD MaxSimultaneousTextures;
1261 struct fragment_pipeline
1263 void (*enable_extension)(IWineD3DDevice *iface, BOOL enable);
1264 void (*get_caps)(WINED3DDEVTYPE devtype, const struct wined3d_gl_info *gl_info, struct fragment_caps *caps);
1265 HRESULT (*alloc_private)(IWineD3DDevice *iface);
1266 void (*free_private)(IWineD3DDevice *iface);
1267 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1268 const struct StateEntryTemplate *states;
1269 BOOL ffp_proj_control;
1272 extern const struct StateEntryTemplate misc_state_template[];
1273 extern const struct StateEntryTemplate ffp_vertexstate_template[];
1274 extern const struct fragment_pipeline ffp_fragment_pipeline;
1275 extern const struct fragment_pipeline atifs_fragment_pipeline;
1276 extern const struct fragment_pipeline arbfp_fragment_pipeline;
1277 extern const struct fragment_pipeline nvts_fragment_pipeline;
1278 extern const struct fragment_pipeline nvrc_fragment_pipeline;
1280 /* "Base" state table */
1281 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
1282 const struct wined3d_gl_info *gl_info, const struct StateEntryTemplate *vertex,
1283 const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc);
1285 /* Shaders for color conversions in blits */
1286 struct blit_shader
1288 HRESULT (*alloc_private)(IWineD3DDevice *iface);
1289 void (*free_private)(IWineD3DDevice *iface);
1290 HRESULT (*set_shader)(IWineD3DDevice *iface, const struct GlPixelFormatDesc *format_desc,
1291 GLenum textype, UINT width, UINT height);
1292 void (*unset_shader)(IWineD3DDevice *iface);
1293 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1296 extern const struct blit_shader ffp_blit;
1297 extern const struct blit_shader arbfp_blit;
1299 typedef enum ContextUsage {
1300 CTXUSAGE_RESOURCELOAD = 1, /* Only loads textures: No State is applied */
1301 CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfaces */
1302 CTXUSAGE_BLIT = 3, /* OpenGL states are set up 3D drawing */
1303 CTXUSAGE_CLEAR = 4, /* Drawable and states are set up for clearing */
1304 } ContextUsage;
1306 struct wined3d_context *ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, enum ContextUsage usage);
1307 struct wined3d_context *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win,
1308 BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
1309 void DestroyContext(IWineD3DDeviceImpl *This, struct wined3d_context *context);
1310 void context_alloc_event_query(struct wined3d_context *context, struct wined3d_event_query *query);
1311 void context_alloc_occlusion_query(struct wined3d_context *context, struct wined3d_occlusion_query *query);
1312 void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource, WINED3DRESOURCETYPE type);
1313 void context_bind_fbo(struct wined3d_context *context, GLenum target, GLuint *fbo);
1314 void context_attach_depth_stencil_fbo(struct wined3d_context *context,
1315 GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer);
1316 void context_attach_surface_fbo(const struct wined3d_context *context,
1317 GLenum fbo_target, DWORD idx, IWineD3DSurface *surface);
1318 void context_free_event_query(struct wined3d_event_query *query);
1319 void context_free_occlusion_query(struct wined3d_occlusion_query *query);
1320 struct wined3d_context *context_get_current(void);
1321 DWORD context_get_tls_idx(void);
1322 BOOL context_set_current(struct wined3d_context *ctx);
1323 void context_set_tls_idx(DWORD idx);
1325 void delete_opengl_contexts(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
1326 HRESULT create_primary_opengl_context(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
1328 /* Macros for doing basic GPU detection based on opengl capabilities */
1329 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
1330 #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])
1331 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
1332 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
1334 /* Default callbacks for implicit object destruction */
1335 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
1337 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
1339 /*****************************************************************************
1340 * Internal representation of a light
1342 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
1343 struct PLIGHTINFOEL {
1344 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
1345 DWORD OriginalIndex;
1346 LONG glIndex;
1347 BOOL changed;
1348 BOOL enabledChanged;
1349 BOOL enabled;
1351 /* Converted parms to speed up swapping lights */
1352 float lightPosn[4];
1353 float lightDirn[4];
1354 float exponent;
1355 float cutoff;
1357 struct list entry;
1360 /* The default light parameters */
1361 extern const WINED3DLIGHT WINED3D_default_light;
1363 typedef struct WineD3D_PixelFormat
1365 int iPixelFormat; /* WGL pixel format */
1366 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
1367 int redSize, greenSize, blueSize, alphaSize;
1368 int depthSize, stencilSize;
1369 BOOL windowDrawable;
1370 BOOL pbufferDrawable;
1371 BOOL doubleBuffer;
1372 int auxBuffers;
1373 int numSamples;
1374 } WineD3D_PixelFormat;
1376 /* The adapter structure */
1377 struct WineD3DAdapter
1379 UINT num;
1380 BOOL opengl;
1381 POINT monitorPoint;
1382 struct wined3d_gl_info gl_info;
1383 const char *driver;
1384 const char *description;
1385 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
1386 int nCfgs;
1387 WineD3D_PixelFormat *cfgs;
1388 BOOL brokenStencil; /* Set on cards which only offer mixed depth+stencil */
1389 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
1390 unsigned int UsedTextureRam;
1393 extern BOOL initPixelFormats(struct wined3d_gl_info *gl_info);
1394 BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info);
1395 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram);
1396 extern void add_gl_compat_wrappers(struct wined3d_gl_info *gl_info);
1398 /*****************************************************************************
1399 * High order patch management
1401 struct WineD3DRectPatch
1403 UINT Handle;
1404 float *mem;
1405 WineDirect3DVertexStridedData strided;
1406 WINED3DRECTPATCH_INFO RectPatchInfo;
1407 float numSegs[4];
1408 char has_normals, has_texcoords;
1409 struct list entry;
1412 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
1414 enum projection_types
1416 proj_none = 0,
1417 proj_count3 = 1,
1418 proj_count4 = 2
1421 enum dst_arg
1423 resultreg = 0,
1424 tempreg = 1
1427 /*****************************************************************************
1428 * Fixed function pipeline replacements
1430 #define ARG_UNUSED 0xff
1431 struct texture_stage_op
1433 unsigned cop : 8;
1434 unsigned carg1 : 8;
1435 unsigned carg2 : 8;
1436 unsigned carg0 : 8;
1438 unsigned aop : 8;
1439 unsigned aarg1 : 8;
1440 unsigned aarg2 : 8;
1441 unsigned aarg0 : 8;
1443 struct color_fixup_desc color_fixup;
1444 unsigned tex_type : 3;
1445 unsigned dst : 1;
1446 unsigned projected : 2;
1447 unsigned padding : 10;
1450 struct ffp_frag_settings {
1451 struct texture_stage_op op[MAX_TEXTURES];
1452 enum fogmode fog;
1453 /* Use shorts instead of chars to get dword alignment */
1454 unsigned short sRGB_write;
1455 unsigned short emul_clipplanes;
1458 struct ffp_frag_desc
1460 struct wine_rb_entry entry;
1461 struct ffp_frag_settings settings;
1464 extern const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions;
1466 void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_settings *settings, BOOL ignore_textype);
1467 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
1468 const struct ffp_frag_settings *settings);
1469 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc);
1471 /*****************************************************************************
1472 * IWineD3D implementation structure
1474 typedef struct IWineD3DImpl
1476 /* IUnknown fields */
1477 const IWineD3DVtbl *lpVtbl;
1478 LONG ref; /* Note: Ref counting not required */
1480 /* WineD3D Information */
1481 IUnknown *parent;
1482 UINT dxVersion;
1484 UINT adapter_count;
1485 struct WineD3DAdapter adapters[1];
1486 } IWineD3DImpl;
1488 extern const IWineD3DVtbl IWineD3D_Vtbl;
1490 BOOL InitAdapters(IWineD3DImpl *This);
1492 /* A helper function that dumps a resource list */
1493 void dumpResources(struct list *list);
1495 /*****************************************************************************
1496 * IWineD3DDevice implementation structure
1498 #define WINED3D_UNMAPPED_STAGE ~0U
1500 /* Multithreaded flag. Removed from the public header to signal that IWineD3D::CreateDevice ignores it */
1501 #define WINED3DCREATE_MULTITHREADED 0x00000004
1503 struct IWineD3DDeviceImpl
1505 /* IUnknown fields */
1506 const IWineD3DDeviceVtbl *lpVtbl;
1507 LONG ref; /* Note: Ref counting not required */
1509 /* WineD3D Information */
1510 IUnknown *parent;
1511 IWineD3DDeviceParent *device_parent;
1512 IWineD3D *wineD3D;
1513 struct WineD3DAdapter *adapter;
1515 /* Window styles to restore when switching fullscreen mode */
1516 LONG style;
1517 LONG exStyle;
1519 /* X and GL Information */
1520 GLint maxConcurrentLights;
1521 GLenum offscreenBuffer;
1523 /* Selected capabilities */
1524 int vs_selected_mode;
1525 int ps_selected_mode;
1526 const shader_backend_t *shader_backend;
1527 void *shader_priv;
1528 void *fragment_priv;
1529 void *blit_priv;
1530 struct StateEntry StateTable[STATE_HIGHEST + 1];
1531 /* Array of functions for states which are handled by more than one pipeline part */
1532 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
1533 const struct fragment_pipeline *frag_pipe;
1534 const struct blit_shader *blitter;
1536 unsigned int max_ffp_textures, max_ffp_texture_stages;
1537 DWORD d3d_vshader_constantF, d3d_pshader_constantF; /* Advertised d3d caps, not GL ones */
1538 DWORD vs_clipping;
1540 WORD view_ident : 1; /* true iff view matrix is identity */
1541 WORD untransformed : 1;
1542 WORD vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
1543 WORD isRecordingState : 1;
1544 WORD isInDraw : 1;
1545 WORD bCursorVisible : 1;
1546 WORD haveHardwareCursor : 1;
1547 WORD d3d_initialized : 1;
1548 WORD inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
1549 WORD softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
1550 WORD useDrawStridedSlow : 1;
1551 WORD instancedDraw : 1;
1552 WORD padding : 4;
1554 BYTE fixed_function_usage_map; /* MAX_TEXTURES, 8 */
1556 #define DDRAW_PITCH_ALIGNMENT 8
1557 #define D3D8_PITCH_ALIGNMENT 4
1558 unsigned char surface_alignment; /* Line Alignment of surfaces */
1560 /* State block related */
1561 IWineD3DStateBlockImpl *stateBlock;
1562 IWineD3DStateBlockImpl *updateStateBlock;
1564 /* Internal use fields */
1565 WINED3DDEVICE_CREATION_PARAMETERS createParms;
1566 UINT adapterNo;
1567 WINED3DDEVTYPE devType;
1569 IWineD3DSwapChain **swapchains;
1570 UINT NumberOfSwapChains;
1572 struct list resources; /* a linked list to track resources created by the device */
1573 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
1574 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
1576 /* Render Target Support */
1577 IWineD3DSurface **render_targets;
1578 IWineD3DSurface *auto_depth_stencil_buffer;
1579 IWineD3DSurface *stencilBufferTarget;
1581 /* palettes texture management */
1582 UINT NumberOfPalettes;
1583 PALETTEENTRY **palettes;
1584 UINT currentPalette;
1585 UINT paletteConversionShader;
1587 /* For rendering to a texture using glCopyTexImage */
1588 GLenum *draw_buffers;
1589 GLuint depth_blt_texture;
1590 GLuint depth_blt_rb;
1591 UINT depth_blt_rb_w;
1592 UINT depth_blt_rb_h;
1594 /* Cursor management */
1595 UINT xHotSpot;
1596 UINT yHotSpot;
1597 UINT xScreenSpace;
1598 UINT yScreenSpace;
1599 UINT cursorWidth, cursorHeight;
1600 GLuint cursorTexture;
1601 HCURSOR hardwareCursor;
1603 /* The Wine logo surface */
1604 IWineD3DSurface *logo_surface;
1606 /* Textures for when no other textures are mapped */
1607 UINT dummyTextureName[MAX_TEXTURES];
1609 /* Device state management */
1610 HRESULT state;
1612 /* DirectDraw stuff */
1613 DWORD ddraw_width, ddraw_height;
1614 WINED3DFORMAT ddraw_format;
1616 /* Final position fixup constant */
1617 float posFixup[4];
1619 /* With register combiners we can skip junk texture stages */
1620 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
1621 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1623 /* Stream source management */
1624 struct wined3d_stream_info strided_streams;
1625 const WineDirect3DVertexStridedData *up_strided;
1627 /* Context management */
1628 struct wined3d_context **contexts;
1629 UINT numContexts;
1630 struct wined3d_context *pbufferContext; /* The context that has a pbuffer as drawable */
1631 DWORD pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
1633 /* High level patch management */
1634 #define PATCHMAP_SIZE 43
1635 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
1636 struct list patches[PATCHMAP_SIZE];
1637 struct WineD3DRectPatch *currentPatch;
1640 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
1642 void device_resource_add(IWineD3DDeviceImpl *This, IWineD3DResource *resource);
1643 void device_resource_released(IWineD3DDeviceImpl *This, IWineD3DResource *resource);
1644 void device_stream_info_from_declaration(IWineD3DDeviceImpl *This,
1645 BOOL use_vshader, struct wined3d_stream_info *stream_info, BOOL *fixup);
1646 void device_stream_info_from_strided(IWineD3DDeviceImpl *This,
1647 const struct WineDirect3DVertexStridedData *strided, struct wined3d_stream_info *stream_info);
1648 HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
1649 CONST WINED3DRECT* pRects, DWORD Flags, WINED3DCOLOR Color,
1650 float Z, DWORD Stencil);
1651 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
1652 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
1653 static inline BOOL isStateDirty(struct wined3d_context *context, DWORD state)
1655 DWORD idx = state >> 5;
1656 BYTE shift = state & 0x1f;
1657 return context->isStateDirty[idx] & (1 << shift);
1660 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
1661 typedef struct PrivateData
1663 struct list entry;
1665 GUID tag;
1666 DWORD flags; /* DDSPD_* */
1668 union
1670 LPVOID data;
1671 LPUNKNOWN object;
1672 } ptr;
1674 DWORD size;
1675 } PrivateData;
1677 /*****************************************************************************
1678 * IWineD3DResource implementation structure
1680 typedef struct IWineD3DResourceClass
1682 /* IUnknown fields */
1683 LONG ref; /* Note: Ref counting not required */
1685 /* WineD3DResource Information */
1686 IUnknown *parent;
1687 WINED3DRESOURCETYPE resourceType;
1688 IWineD3DDeviceImpl *wineD3DDevice;
1689 WINED3DPOOL pool;
1690 UINT size;
1691 DWORD usage;
1692 const struct GlPixelFormatDesc *format_desc;
1693 DWORD priority;
1694 BYTE *allocatedMemory; /* Pointer to the real data location */
1695 BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
1696 struct list privateData;
1697 struct list resource_list_entry;
1699 } IWineD3DResourceClass;
1701 typedef struct IWineD3DResourceImpl
1703 /* IUnknown & WineD3DResource Information */
1704 const IWineD3DResourceVtbl *lpVtbl;
1705 IWineD3DResourceClass resource;
1706 } IWineD3DResourceImpl;
1708 void resource_cleanup(IWineD3DResource *iface);
1709 HRESULT resource_free_private_data(IWineD3DResource *iface, REFGUID guid);
1710 HRESULT resource_get_device(IWineD3DResource *iface, IWineD3DDevice **device);
1711 HRESULT resource_get_parent(IWineD3DResource *iface, IUnknown **parent);
1712 DWORD resource_get_priority(IWineD3DResource *iface);
1713 HRESULT resource_get_private_data(IWineD3DResource *iface, REFGUID guid,
1714 void *data, DWORD *data_size);
1715 HRESULT resource_init(IWineD3DResource *iface, WINED3DRESOURCETYPE resource_type,
1716 IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct GlPixelFormatDesc *format_desc,
1717 WINED3DPOOL pool, IUnknown *parent);
1718 WINED3DRESOURCETYPE resource_get_type(IWineD3DResource *iface);
1719 DWORD resource_set_priority(IWineD3DResource *iface, DWORD new_priority);
1720 HRESULT resource_set_private_data(IWineD3DResource *iface, REFGUID guid,
1721 const void *data, DWORD data_size, DWORD flags);
1723 /* Tests show that the start address of resources is 32 byte aligned */
1724 #define RESOURCE_ALIGNMENT 32
1726 /*****************************************************************************
1727 * IWineD3DBaseTexture D3D- > openGL state map lookups
1730 typedef enum winetexturestates {
1731 WINED3DTEXSTA_ADDRESSU = 0,
1732 WINED3DTEXSTA_ADDRESSV = 1,
1733 WINED3DTEXSTA_ADDRESSW = 2,
1734 WINED3DTEXSTA_BORDERCOLOR = 3,
1735 WINED3DTEXSTA_MAGFILTER = 4,
1736 WINED3DTEXSTA_MINFILTER = 5,
1737 WINED3DTEXSTA_MIPFILTER = 6,
1738 WINED3DTEXSTA_MAXMIPLEVEL = 7,
1739 WINED3DTEXSTA_MAXANISOTROPY = 8,
1740 WINED3DTEXSTA_SRGBTEXTURE = 9,
1741 WINED3DTEXSTA_ELEMENTINDEX = 10,
1742 WINED3DTEXSTA_DMAPOFFSET = 11,
1743 WINED3DTEXSTA_TSSADDRESSW = 12,
1744 MAX_WINETEXTURESTATES = 13,
1745 } winetexturestates;
1747 enum WINED3DSRGB
1749 SRGB_ANY = 0, /* Uses the cached value(e.g. external calls) */
1750 SRGB_RGB = 1, /* Loads the rgb texture */
1751 SRGB_SRGB = 2, /* Loads the srgb texture */
1752 SRGB_BOTH = 3, /* Loads both textures */
1755 /*****************************************************************************
1756 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1758 typedef struct IWineD3DBaseTextureClass
1760 DWORD states[MAX_WINETEXTURESTATES];
1761 DWORD srgbstates[MAX_WINETEXTURESTATES];
1762 UINT levels;
1763 BOOL dirty, srgbDirty;
1764 UINT textureName, srgbTextureName;
1765 float pow2Matrix[16];
1766 UINT LOD;
1767 WINED3DTEXTUREFILTERTYPE filterType;
1768 LONG bindCount;
1769 DWORD sampler;
1770 BOOL is_srgb;
1771 BOOL pow2Matrix_identity;
1772 const struct min_lookup *minMipLookup;
1773 const GLenum *magLookup;
1774 void (*internal_preload)(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1775 } IWineD3DBaseTextureClass;
1777 void surface_internal_preload(IWineD3DSurface *iface, enum WINED3DSRGB srgb);
1779 typedef struct IWineD3DBaseTextureImpl
1781 /* IUnknown & WineD3DResource Information */
1782 const IWineD3DBaseTextureVtbl *lpVtbl;
1783 IWineD3DResourceClass resource;
1784 IWineD3DBaseTextureClass baseTexture;
1786 } IWineD3DBaseTextureImpl;
1788 void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
1789 const DWORD texture_states[WINED3D_HIGHEST_TEXTURE_STATE + 1],
1790 const DWORD sampler_states[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1791 HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surface_desc);
1792 void basetexture_cleanup(IWineD3DBaseTexture *iface);
1793 void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface);
1794 WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface);
1795 BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface);
1796 DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface);
1797 DWORD basetexture_get_lod(IWineD3DBaseTexture *iface);
1798 HRESULT basetexture_init(IWineD3DBaseTextureImpl *texture, UINT levels, WINED3DRESOURCETYPE resource_type,
1799 IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct GlPixelFormatDesc *format_desc,
1800 WINED3DPOOL pool, IUnknown *parent);
1801 HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE filter_type);
1802 BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty);
1803 DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD new_lod);
1804 void basetexture_unload(IWineD3DBaseTexture *iface);
1806 /*****************************************************************************
1807 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1809 typedef struct IWineD3DTextureImpl
1811 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1812 const IWineD3DTextureVtbl *lpVtbl;
1813 IWineD3DResourceClass resource;
1814 IWineD3DBaseTextureClass baseTexture;
1816 /* IWineD3DTexture */
1817 IWineD3DSurface *surfaces[MAX_MIP_LEVELS];
1818 UINT target;
1819 BOOL cond_np2;
1821 } IWineD3DTextureImpl;
1823 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
1825 HRESULT texture_init(IWineD3DTextureImpl *texture, UINT width, UINT height, UINT levels,
1826 IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, IUnknown *parent);
1828 /*****************************************************************************
1829 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1831 typedef struct IWineD3DCubeTextureImpl
1833 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1834 const IWineD3DCubeTextureVtbl *lpVtbl;
1835 IWineD3DResourceClass resource;
1836 IWineD3DBaseTextureClass baseTexture;
1838 /* IWineD3DCubeTexture */
1839 IWineD3DSurface *surfaces[6][MAX_MIP_LEVELS];
1840 } IWineD3DCubeTextureImpl;
1842 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
1844 HRESULT cubetexture_init(IWineD3DCubeTextureImpl *texture, UINT edge_length, UINT levels,
1845 IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, IUnknown *parent);
1847 typedef struct _WINED3DVOLUMET_DESC
1849 UINT Width;
1850 UINT Height;
1851 UINT Depth;
1852 } WINED3DVOLUMET_DESC;
1854 /*****************************************************************************
1855 * IWineD3DVolume implementation structure (extends IUnknown)
1857 typedef struct IWineD3DVolumeImpl
1859 /* IUnknown & WineD3DResource fields */
1860 const IWineD3DVolumeVtbl *lpVtbl;
1861 IWineD3DResourceClass resource;
1863 /* WineD3DVolume Information */
1864 WINED3DVOLUMET_DESC currentDesc;
1865 IWineD3DBase *container;
1866 BOOL lockable;
1867 BOOL locked;
1868 WINED3DBOX lockedBox;
1869 WINED3DBOX dirtyBox;
1870 BOOL dirty;
1871 } IWineD3DVolumeImpl;
1873 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
1875 void volume_add_dirty_box(IWineD3DVolume *iface, const WINED3DBOX *dirty_box);
1877 /*****************************************************************************
1878 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1880 typedef struct IWineD3DVolumeTextureImpl
1882 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1883 const IWineD3DVolumeTextureVtbl *lpVtbl;
1884 IWineD3DResourceClass resource;
1885 IWineD3DBaseTextureClass baseTexture;
1887 /* IWineD3DVolumeTexture */
1888 IWineD3DVolume *volumes[MAX_MIP_LEVELS];
1889 } IWineD3DVolumeTextureImpl;
1891 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
1893 HRESULT volumetexture_init(IWineD3DVolumeTextureImpl *texture, UINT width, UINT height, UINT depth, UINT levels,
1894 IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, IUnknown *parent);
1896 typedef struct _WINED3DSURFACET_DESC
1898 WINED3DMULTISAMPLE_TYPE MultiSampleType;
1899 DWORD MultiSampleQuality;
1900 UINT Width;
1901 UINT Height;
1902 } WINED3DSURFACET_DESC;
1904 /*****************************************************************************
1905 * Structure for DIB Surfaces (GetDC and GDI surfaces)
1907 typedef struct wineD3DSurface_DIB {
1908 HBITMAP DIBsection;
1909 void* bitmap_data;
1910 UINT bitmap_size;
1911 HGDIOBJ holdbitmap;
1912 BOOL client_memory;
1913 } wineD3DSurface_DIB;
1915 typedef struct {
1916 struct list entry;
1917 GLuint id;
1918 UINT width;
1919 UINT height;
1920 } renderbuffer_entry_t;
1922 struct fbo_entry
1924 struct list entry;
1925 IWineD3DSurface **render_targets;
1926 IWineD3DSurface *depth_stencil;
1927 BOOL attached;
1928 GLuint id;
1931 /*****************************************************************************
1932 * IWineD3DClipp implementation structure
1934 typedef struct IWineD3DClipperImpl
1936 const IWineD3DClipperVtbl *lpVtbl;
1937 LONG ref;
1939 IUnknown *Parent;
1940 HWND hWnd;
1941 } IWineD3DClipperImpl;
1944 /*****************************************************************************
1945 * IWineD3DSurface implementation structure
1947 struct IWineD3DSurfaceImpl
1949 /* IUnknown & IWineD3DResource Information */
1950 const IWineD3DSurfaceVtbl *lpVtbl;
1951 IWineD3DResourceClass resource;
1953 /* IWineD3DSurface fields */
1954 IWineD3DBase *container;
1955 WINED3DSURFACET_DESC currentDesc;
1956 IWineD3DPaletteImpl *palette; /* D3D7 style palette handling */
1957 PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
1959 /* TODO: move this off into a management class(maybe!) */
1960 DWORD Flags;
1962 UINT pow2Width;
1963 UINT pow2Height;
1965 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
1966 void (*get_drawable_size)(struct wined3d_context *context, UINT *width, UINT *height);
1968 /* Oversized texture */
1969 RECT glRect;
1971 /* PBO */
1972 GLuint pbo;
1973 GLuint texture_name;
1974 GLuint texture_name_srgb;
1975 GLint texture_level;
1976 GLenum texture_target;
1978 RECT lockedRect;
1979 RECT dirtyRect;
1980 int lockCount;
1981 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
1983 /* For GetDC */
1984 wineD3DSurface_DIB dib;
1985 HDC hDC;
1987 /* Color keys for DDraw */
1988 WINEDDCOLORKEY DestBltCKey;
1989 WINEDDCOLORKEY DestOverlayCKey;
1990 WINEDDCOLORKEY SrcOverlayCKey;
1991 WINEDDCOLORKEY SrcBltCKey;
1992 DWORD CKeyFlags;
1994 WINEDDCOLORKEY glCKey;
1996 struct list renderbuffers;
1997 renderbuffer_entry_t *current_renderbuffer;
1999 /* DirectDraw clippers */
2000 IWineD3DClipper *clipper;
2002 /* DirectDraw Overlay handling */
2003 RECT overlay_srcrect;
2004 RECT overlay_destrect;
2005 IWineD3DSurfaceImpl *overlay_dest;
2006 struct list overlays;
2007 struct list overlay_entry;
2010 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
2011 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
2013 UINT surface_calculate_size(const struct GlPixelFormatDesc *format_desc, UINT alignment, UINT width, UINT height);
2014 void surface_gdi_cleanup(IWineD3DSurfaceImpl *This);
2015 HRESULT surface_init(IWineD3DSurfaceImpl *surface, WINED3DSURFTYPE surface_type, UINT alignment,
2016 UINT width, UINT height, UINT level, BOOL lockable, BOOL discard, WINED3DMULTISAMPLE_TYPE multisample_type,
2017 UINT multisample_quality, IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format,
2018 WINED3DPOOL pool, IUnknown *parent);
2020 /* Predeclare the shared Surface functions */
2021 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
2022 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface);
2023 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
2024 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
2025 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
2026 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
2027 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
2028 DWORD WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
2029 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface);
2030 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface);
2031 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
2032 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
2033 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
2034 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
2035 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface);
2036 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface);
2037 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
2038 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
2039 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, const WINEDDCOLORKEY *CKey);
2040 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
2041 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface);
2042 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
2043 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
2044 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
2045 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
2046 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, const RECT *SrcRect,
2047 IWineD3DSurface *DstSurface, const RECT *DstRect, DWORD Flags, const WINEDDOVERLAYFX *FX);
2048 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
2049 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
2050 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
2051 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface);
2052 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface,
2053 const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
2054 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
2055 IWineD3DSurface *Source, const RECT *rsrc, DWORD trans);
2056 HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags);
2057 void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb);
2058 const void *WINAPI IWineD3DBaseSurfaceImpl_GetData(IWineD3DSurface *iface);
2060 void get_drawable_size_swapchain(struct wined3d_context *context, UINT *width, UINT *height);
2061 void get_drawable_size_backbuffer(struct wined3d_context *context, UINT *width, UINT *height);
2062 void get_drawable_size_pbuffer(struct wined3d_context *context, UINT *width, UINT *height);
2063 void get_drawable_size_fbo(struct wined3d_context *context, UINT *width, UINT *height);
2065 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back);
2067 /* Surface flags: */
2068 #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
2069 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
2070 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for GetDC */
2071 #define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
2072 #define SFLAG_DISCARD 0x00000010 /* ??? */
2073 #define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
2074 #define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
2075 #define SFLAG_INSRGBTEX 0x00000080 /* The GL srgb texture contains the newest surface content */
2076 #define SFLAG_INDRAWABLE 0x00000100 /* The gl drawable contains the most up to date data */
2077 #define SFLAG_INSYSMEM 0x00000200 /* The system memory copy is most up to date */
2078 #define SFLAG_NONPOW2 0x00000400 /* Surface sizes are not a power of 2 */
2079 #define SFLAG_DYNLOCK 0x00000800 /* Surface is often locked by the app */
2080 #define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
2081 #define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
2082 #define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
2083 #define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
2084 #define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
2085 #define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
2086 #define SFLAG_SRGBALLOCATED 0x00040000 /* A srgb gl texture is allocated for this surface */
2087 #define SFLAG_PBO 0x00080000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
2088 #define SFLAG_NORMCOORD 0x00100000 /* Set if the GL texture coords are normalized(non-texture rectangle) */
2089 #define SFLAG_DS_ONSCREEN 0x00200000 /* Is a depth stencil, last modified onscreen */
2090 #define SFLAG_DS_OFFSCREEN 0x00400000 /* Is a depth stencil, last modified offscreen */
2091 #define SFLAG_INOVERLAYDRAW 0x00800000 /* Overlay drawing is in progress. Recursion prevention */
2092 #define SFLAG_SWAPCHAIN 0x01000000 /* The surface is part of a swapchain */
2094 /* In some conditions the surface memory must not be freed:
2095 * SFLAG_OVERSIZE: Not all data can be kept in GL
2096 * SFLAG_CONVERTED: Converting the data back would take too long
2097 * SFLAG_DIBSECTION: The dib code manages the memory
2098 * SFLAG_LOCKED: The app requires access to the surface data
2099 * SFLAG_DYNLOCK: Avoid freeing the data for performance
2100 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
2101 * SFLAG_CLIENT: OpenGL uses our memory as backup
2103 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
2104 SFLAG_CONVERTED | \
2105 SFLAG_DIBSECTION | \
2106 SFLAG_LOCKED | \
2107 SFLAG_DYNLOCK | \
2108 SFLAG_USERPTR | \
2109 SFLAG_PBO | \
2110 SFLAG_CLIENT)
2112 #define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
2113 SFLAG_INTEXTURE | \
2114 SFLAG_INDRAWABLE | \
2115 SFLAG_INSRGBTEX)
2117 #define SFLAG_DS_LOCATIONS (SFLAG_DS_ONSCREEN | \
2118 SFLAG_DS_OFFSCREEN)
2119 #define SFLAG_DS_DISCARDED SFLAG_DS_LOCATIONS
2121 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
2123 typedef enum {
2124 NO_CONVERSION,
2125 CONVERT_PALETTED,
2126 CONVERT_PALETTED_CK,
2127 CONVERT_CK_565,
2128 CONVERT_CK_5551,
2129 CONVERT_CK_4444,
2130 CONVERT_CK_4444_ARGB,
2131 CONVERT_CK_1555,
2132 CONVERT_555,
2133 CONVERT_CK_RGB24,
2134 CONVERT_CK_8888,
2135 CONVERT_CK_8888_ARGB,
2136 CONVERT_RGB32_888,
2137 CONVERT_V8U8,
2138 CONVERT_L6V5U5,
2139 CONVERT_X8L8V8U8,
2140 CONVERT_Q8W8V8U8,
2141 CONVERT_V16U16,
2142 CONVERT_A4L4,
2143 CONVERT_G16R16,
2144 CONVERT_R16G16F,
2145 CONVERT_R32G32F,
2146 CONVERT_D15S1,
2147 CONVERT_D24X4S4,
2148 CONVERT_D24FS8,
2149 } CONVERT_TYPES;
2151 HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_texturing, GLenum *format, GLenum *internal, GLenum *type, CONVERT_TYPES *convert, int *target_bpp, BOOL srgb_mode);
2153 BOOL palette9_changed(IWineD3DSurfaceImpl *This);
2155 /*****************************************************************************
2156 * IWineD3DVertexDeclaration implementation structure
2158 #define MAX_ATTRIBS 16
2160 struct wined3d_vertex_declaration_element
2162 const struct GlPixelFormatDesc *format_desc;
2163 BOOL ffp_valid;
2164 WORD input_slot;
2165 WORD offset;
2166 UINT output_slot;
2167 BYTE method;
2168 BYTE usage;
2169 BYTE usage_idx;
2172 typedef struct IWineD3DVertexDeclarationImpl {
2173 /* IUnknown Information */
2174 const IWineD3DVertexDeclarationVtbl *lpVtbl;
2175 LONG ref;
2177 IUnknown *parent;
2178 IWineD3DDeviceImpl *wineD3DDevice;
2180 struct wined3d_vertex_declaration_element *elements;
2181 UINT element_count;
2183 DWORD streams[MAX_STREAMS];
2184 UINT num_streams;
2185 BOOL position_transformed;
2186 BOOL half_float_conv_needed;
2187 } IWineD3DVertexDeclarationImpl;
2189 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
2191 HRESULT vertexdeclaration_init(IWineD3DVertexDeclarationImpl *This,
2192 const WINED3DVERTEXELEMENT *elements, UINT element_count);
2194 /*****************************************************************************
2195 * IWineD3DStateBlock implementation structure
2198 /* Internal state Block for Begin/End/Capture/Create/Apply info */
2199 /* Note: Very long winded but gl Lists are not flexible enough */
2200 /* to resolve everything we need, so doing it manually for now */
2201 typedef struct SAVEDSTATES {
2202 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
2203 WORD streamSource; /* MAX_STREAMS, 16 */
2204 WORD streamFreq; /* MAX_STREAMS, 16 */
2205 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
2206 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
2207 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
2208 DWORD textures; /* MAX_COMBINED_SAMPLERS, 20 */
2209 DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
2210 WORD pixelShaderConstantsB; /* MAX_CONST_B, 16 */
2211 WORD pixelShaderConstantsI; /* MAX_CONST_I, 16 */
2212 BOOL *pixelShaderConstantsF;
2213 WORD vertexShaderConstantsB; /* MAX_CONST_B, 16 */
2214 WORD vertexShaderConstantsI; /* MAX_CONST_I, 16 */
2215 BOOL *vertexShaderConstantsF;
2216 WORD primitive_type : 1;
2217 WORD indices : 1;
2218 WORD material : 1;
2219 WORD viewport : 1;
2220 WORD vertexDecl : 1;
2221 WORD pixelShader : 1;
2222 WORD vertexShader : 1;
2223 WORD scissorRect : 1;
2224 WORD padding : 1;
2225 } SAVEDSTATES;
2227 struct StageState {
2228 DWORD stage;
2229 DWORD state;
2232 struct IWineD3DStateBlockImpl
2234 /* IUnknown fields */
2235 const IWineD3DStateBlockVtbl *lpVtbl;
2236 LONG ref; /* Note: Ref counting not required */
2238 /* IWineD3DStateBlock information */
2239 IUnknown *parent;
2240 IWineD3DDeviceImpl *wineD3DDevice;
2241 WINED3DSTATEBLOCKTYPE blockType;
2243 /* Array indicating whether things have been set or changed */
2244 SAVEDSTATES changed;
2246 /* Vertex Shader Declaration */
2247 IWineD3DVertexDeclaration *vertexDecl;
2249 IWineD3DVertexShader *vertexShader;
2251 /* Vertex Shader Constants */
2252 BOOL vertexShaderConstantB[MAX_CONST_B];
2253 INT vertexShaderConstantI[MAX_CONST_I * 4];
2254 float *vertexShaderConstantF;
2256 /* primitive type */
2257 GLenum gl_primitive_type;
2259 /* Stream Source */
2260 BOOL streamIsUP;
2261 UINT streamStride[MAX_STREAMS];
2262 UINT streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
2263 IWineD3DBuffer *streamSource[MAX_STREAMS];
2264 UINT streamFreq[MAX_STREAMS + 1];
2265 UINT streamFlags[MAX_STREAMS + 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
2267 /* Indices */
2268 IWineD3DBuffer* pIndexData;
2269 WINED3DFORMAT IndexFmt;
2270 INT baseVertexIndex;
2271 INT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
2273 /* Transform */
2274 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
2276 /* Light hashmap . Collisions are handled using standard wine double linked lists */
2277 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
2278 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
2279 struct list lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
2280 PLIGHTINFOEL *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
2282 /* Clipping */
2283 double clipplane[MAX_CLIPPLANES][4];
2284 WINED3DCLIPSTATUS clip_status;
2286 /* ViewPort */
2287 WINED3DVIEWPORT viewport;
2289 /* Material */
2290 WINED3DMATERIAL material;
2292 /* Pixel Shader */
2293 IWineD3DPixelShader *pixelShader;
2295 /* Pixel Shader Constants */
2296 BOOL pixelShaderConstantB[MAX_CONST_B];
2297 INT pixelShaderConstantI[MAX_CONST_I * 4];
2298 float *pixelShaderConstantF;
2300 /* RenderState */
2301 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
2303 /* Texture */
2304 IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS];
2306 /* Texture State Stage */
2307 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
2308 DWORD lowest_disabled_stage;
2309 /* Sampler States */
2310 DWORD samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
2312 /* Scissor test rectangle */
2313 RECT scissorRect;
2315 /* Contained state management */
2316 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
2317 unsigned int num_contained_render_states;
2318 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
2319 unsigned int num_contained_transform_states;
2320 DWORD contained_vs_consts_i[MAX_CONST_I];
2321 unsigned int num_contained_vs_consts_i;
2322 DWORD contained_vs_consts_b[MAX_CONST_B];
2323 unsigned int num_contained_vs_consts_b;
2324 DWORD *contained_vs_consts_f;
2325 unsigned int num_contained_vs_consts_f;
2326 DWORD contained_ps_consts_i[MAX_CONST_I];
2327 unsigned int num_contained_ps_consts_i;
2328 DWORD contained_ps_consts_b[MAX_CONST_B];
2329 unsigned int num_contained_ps_consts_b;
2330 DWORD *contained_ps_consts_f;
2331 unsigned int num_contained_ps_consts_f;
2332 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
2333 unsigned int num_contained_tss_states;
2334 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
2335 unsigned int num_contained_sampler_states;
2338 extern void stateblock_savedstates_set(
2339 IWineD3DStateBlock* iface,
2340 SAVEDSTATES* states,
2341 BOOL value);
2343 extern void stateblock_copy(
2344 IWineD3DStateBlock* destination,
2345 IWineD3DStateBlock* source);
2347 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
2349 /* Direct3D terminology with little modifications. We do not have an issued state
2350 * because only the driver knows about it, but we have a created state because d3d
2351 * allows GetData on a created issue, but opengl doesn't
2353 enum query_state {
2354 QUERY_CREATED,
2355 QUERY_SIGNALLED,
2356 QUERY_BUILDING
2358 /*****************************************************************************
2359 * IWineD3DQueryImpl implementation structure (extends IUnknown)
2361 typedef struct IWineD3DQueryImpl
2363 const IWineD3DQueryVtbl *lpVtbl;
2364 LONG ref; /* Note: Ref counting not required */
2366 IUnknown *parent;
2367 /*TODO: replace with iface usage */
2368 #if 0
2369 IWineD3DDevice *wineD3DDevice;
2370 #else
2371 IWineD3DDeviceImpl *wineD3DDevice;
2372 #endif
2374 /* IWineD3DQuery fields */
2375 enum query_state state;
2376 WINED3DQUERYTYPE type;
2377 /* TODO: Think about using a IUnknown instead of a void* */
2378 void *extendedData;
2381 } IWineD3DQueryImpl;
2383 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
2384 extern const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl;
2385 extern const IWineD3DQueryVtbl IWineD3DOcclusionQuery_Vtbl;
2387 /* IWineD3DBuffer */
2389 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
2390 * fixed function semantics as D3DCOLOR or FLOAT16 */
2391 enum wined3d_buffer_conversion_type
2393 CONV_NONE,
2394 CONV_D3DCOLOR,
2395 CONV_POSITIONT,
2396 CONV_FLOAT16_2, /* Also handles FLOAT16_4 */
2399 #define WINED3D_BUFFER_OPTIMIZED 0x01 /* Optimize has been called for the buffer */
2400 #define WINED3D_BUFFER_DIRTY 0x02 /* Buffer data has been modified */
2401 #define WINED3D_BUFFER_HASDESC 0x04 /* A vertex description has been found */
2402 #define WINED3D_BUFFER_CREATEBO 0x08 /* Attempt to create a buffer object next PreLoad */
2403 #define WINED3D_BUFFER_DOUBLEBUFFER 0x10 /* Use a vbo and local allocated memory */
2405 struct wined3d_buffer
2407 const struct IWineD3DBufferVtbl *vtbl;
2408 IWineD3DResourceClass resource;
2410 struct wined3d_buffer_desc desc;
2412 GLuint buffer_object;
2413 GLenum buffer_object_usage;
2414 GLenum buffer_type_hint;
2415 UINT buffer_object_size;
2416 LONG bind_count;
2417 DWORD flags;
2419 UINT dirty_start;
2420 UINT dirty_end;
2421 LONG lock_count;
2423 /* conversion stuff */
2424 UINT conversion_count;
2425 UINT draw_count;
2426 UINT stride; /* 0 if no conversion */
2427 UINT conversion_stride; /* 0 if no shifted conversion */
2428 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
2429 /* Extra load offsets, for FLOAT16 conversion */
2430 UINT *conversion_shift; /* NULL if no shifted conversion */
2433 extern const IWineD3DBufferVtbl wined3d_buffer_vtbl;
2434 const BYTE *buffer_get_memory(IWineD3DBuffer *iface, UINT offset, GLuint *buffer_object);
2435 BYTE *buffer_get_sysmem(struct wined3d_buffer *This);
2437 /* IWineD3DRendertargetView */
2438 struct wined3d_rendertarget_view
2440 const struct IWineD3DRendertargetViewVtbl *vtbl;
2441 LONG refcount;
2443 IWineD3DResource *resource;
2444 IUnknown *parent;
2447 extern const IWineD3DRendertargetViewVtbl wined3d_rendertarget_view_vtbl;
2449 /*****************************************************************************
2450 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
2453 typedef struct IWineD3DSwapChainImpl
2455 /*IUnknown part*/
2456 const IWineD3DSwapChainVtbl *lpVtbl;
2457 LONG ref; /* Note: Ref counting not required */
2459 IUnknown *parent;
2460 IWineD3DDeviceImpl *wineD3DDevice;
2462 /* IWineD3DSwapChain fields */
2463 IWineD3DSurface **backBuffer;
2464 IWineD3DSurface *frontBuffer;
2465 WINED3DPRESENT_PARAMETERS presentParms;
2466 DWORD orig_width, orig_height;
2467 WINED3DFORMAT orig_fmt;
2468 WINED3DGAMMARAMP orig_gamma;
2470 long prev_time, frames; /* Performance tracking */
2471 unsigned int vSyncCounter;
2473 struct wined3d_context **context;
2474 unsigned int num_contexts;
2476 HWND win_handle;
2477 } IWineD3DSwapChainImpl;
2479 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
2480 const IWineD3DSwapChainVtbl IWineGDISwapChain_Vtbl;
2481 void x11_copy_to_screen(IWineD3DSwapChainImpl *This, const RECT *rc);
2483 HRESULT WINAPI IWineD3DBaseSwapChainImpl_QueryInterface(IWineD3DSwapChain *iface, REFIID riid, LPVOID *ppobj);
2484 ULONG WINAPI IWineD3DBaseSwapChainImpl_AddRef(IWineD3DSwapChain *iface);
2485 ULONG WINAPI IWineD3DBaseSwapChainImpl_Release(IWineD3DSwapChain *iface);
2486 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetParent(IWineD3DSwapChain *iface, IUnknown ** ppParent);
2487 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain *iface, IWineD3DSurface *pDestSurface);
2488 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, UINT iBackBuffer, WINED3DBACKBUFFER_TYPE Type, IWineD3DSurface **ppBackBuffer);
2489 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *iface, WINED3DRASTER_STATUS *pRasterStatus);
2490 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface, WINED3DDISPLAYMODE*pMode);
2491 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDevice(IWineD3DSwapChain *iface, IWineD3DDevice**ppDevice);
2492 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetPresentParameters(IWineD3DSwapChain *iface, WINED3DPRESENT_PARAMETERS *pPresentationParameters);
2493 HRESULT WINAPI IWineD3DBaseSwapChainImpl_SetGammaRamp(IWineD3DSwapChain *iface, DWORD Flags, CONST WINED3DGAMMARAMP *pRamp);
2494 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetGammaRamp(IWineD3DSwapChain *iface, WINED3DGAMMARAMP *pRamp);
2496 struct wined3d_context *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
2498 /*****************************************************************************
2499 * Utility function prototypes
2502 /* Trace routines */
2503 const char* debug_d3dformat(WINED3DFORMAT fmt);
2504 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
2505 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
2506 const char* debug_d3dusage(DWORD usage);
2507 const char* debug_d3dusagequery(DWORD usagequery);
2508 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
2509 const char* debug_d3ddeclusage(BYTE usage);
2510 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
2511 const char* debug_d3drenderstate(DWORD state);
2512 const char* debug_d3dsamplerstate(DWORD state);
2513 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
2514 const char* debug_d3dtexturestate(DWORD state);
2515 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
2516 const char* debug_d3dpool(WINED3DPOOL pool);
2517 const char *debug_fbostatus(GLenum status);
2518 const char *debug_glerror(GLenum error);
2519 const char *debug_d3dbasis(WINED3DBASISTYPE basis);
2520 const char *debug_d3ddegree(WINED3DDEGREETYPE order);
2521 const char* debug_d3dtop(WINED3DTEXTUREOP d3dtop);
2522 void dump_color_fixup_desc(struct color_fixup_desc fixup);
2523 const char *debug_surflocation(DWORD flag);
2525 /* Routines for GL <-> D3D values */
2526 GLenum StencilOp(DWORD op);
2527 GLenum CompareFunc(DWORD func);
2528 BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
2529 void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx, DWORD dst);
2530 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype, BOOL ffp_can_disable_proj);
2531 void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context);
2532 void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context);
2533 void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context);
2534 void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context);
2535 void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context);
2536 void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context);
2537 void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context);
2538 void state_fog_fragpart(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context);
2540 void surface_add_dirty_rect(IWineD3DSurface *iface, const RECT *dirty_rect);
2541 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
2542 void surface_load_ds_location(IWineD3DSurface *iface, struct wined3d_context *context, DWORD location);
2543 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location);
2544 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
2545 void surface_set_texture_name(IWineD3DSurface *iface, GLuint name, BOOL srgb_name);
2546 void surface_set_texture_target(IWineD3DSurface *iface, GLenum target);
2548 BOOL getColorBits(const struct GlPixelFormatDesc *format_desc,
2549 short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
2550 BOOL getDepthStencilBits(const struct GlPixelFormatDesc *format_desc, short *depthSize, short *stencilSize);
2552 /* Math utils */
2553 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
2554 UINT wined3d_log2i(UINT32 x);
2555 unsigned int count_bits(unsigned int mask);
2557 typedef struct local_constant {
2558 struct list entry;
2559 unsigned int idx;
2560 DWORD value[4];
2561 } local_constant;
2563 typedef struct SHADER_LIMITS {
2564 unsigned int temporary;
2565 unsigned int texcoord;
2566 unsigned int sampler;
2567 unsigned int constant_int;
2568 unsigned int constant_float;
2569 unsigned int constant_bool;
2570 unsigned int address;
2571 unsigned int packed_output;
2572 unsigned int packed_input;
2573 unsigned int attributes;
2574 unsigned int label;
2575 } SHADER_LIMITS;
2577 /** Keeps track of details for TEX_M#x# shader opcodes which need to
2578 maintain state information between multiple codes */
2579 typedef struct SHADER_PARSE_STATE {
2580 unsigned int current_row;
2581 DWORD texcoord_w[2];
2582 } SHADER_PARSE_STATE;
2584 #ifdef __GNUC__
2585 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2586 #else
2587 #define PRINTF_ATTR(fmt,args)
2588 #endif
2590 /* Base Shader utility functions. */
2591 int shader_addline(struct wined3d_shader_buffer *buffer, const char *fmt, ...) PRINTF_ATTR(2,3);
2592 int shader_vaddline(struct wined3d_shader_buffer *buffer, const char *fmt, va_list args);
2594 /* Vertex shader utility functions */
2595 extern BOOL vshader_get_input(
2596 IWineD3DVertexShader* iface,
2597 BYTE usage_req, BYTE usage_idx_req,
2598 unsigned int* regnum);
2600 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
2602 /*****************************************************************************
2603 * IDirect3DBaseShader implementation structure
2605 typedef struct IWineD3DBaseShaderClass
2607 LONG ref;
2608 SHADER_LIMITS limits;
2609 SHADER_PARSE_STATE parse_state;
2610 DWORD *function;
2611 UINT functionLength;
2612 UINT cur_loop_depth, cur_loop_regno;
2613 BOOL load_local_constsF;
2614 const struct wined3d_shader_frontend *frontend;
2615 void *frontend_data;
2617 /* Programs this shader is linked with */
2618 struct list linked_programs;
2620 /* Immediate constants (override global ones) */
2621 struct list constantsB;
2622 struct list constantsF;
2623 struct list constantsI;
2624 shader_reg_maps reg_maps;
2626 /* Pointer to the parent device */
2627 IWineD3DDevice *device;
2628 struct list shader_list_entry;
2630 } IWineD3DBaseShaderClass;
2632 typedef struct IWineD3DBaseShaderImpl {
2633 /* IUnknown */
2634 const IWineD3DBaseShaderVtbl *lpVtbl;
2636 /* IWineD3DBaseShader */
2637 IWineD3DBaseShaderClass baseShader;
2638 } IWineD3DBaseShaderImpl;
2640 void shader_buffer_clear(struct wined3d_shader_buffer *buffer);
2641 BOOL shader_buffer_init(struct wined3d_shader_buffer *buffer);
2642 void shader_buffer_free(struct wined3d_shader_buffer *buffer);
2643 void shader_cleanup(IWineD3DBaseShader *iface);
2644 void shader_dump_src_param(const struct wined3d_shader_src_param *param,
2645 const struct wined3d_shader_version *shader_version);
2646 void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
2647 const struct wined3d_shader_version *shader_version);
2648 void shader_generate_main(IWineD3DBaseShader *iface, struct wined3d_shader_buffer *buffer,
2649 const shader_reg_maps *reg_maps, const DWORD *pFunction, void *backend_ctx);
2650 HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, const struct wined3d_shader_frontend *fe,
2651 struct shader_reg_maps *reg_maps, struct wined3d_shader_attribute *attributes,
2652 struct wined3d_shader_signature_element *input_signature,
2653 struct wined3d_shader_signature_element *output_signature, const DWORD *byte_code, DWORD constf_size);
2654 void shader_init(struct IWineD3DBaseShaderClass *shader, IWineD3DDevice *device);
2655 BOOL shader_match_semantic(const char *semantic_name, WINED3DDECLUSAGE usage);
2656 const struct wined3d_shader_frontend *shader_select_frontend(DWORD version_token);
2657 void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe_data, const DWORD *pFunction);
2659 static inline BOOL shader_is_pshader_version(enum wined3d_shader_type type)
2661 return type == WINED3D_SHADER_TYPE_PIXEL;
2664 static inline BOOL shader_is_vshader_version(enum wined3d_shader_type type)
2666 return type == WINED3D_SHADER_TYPE_VERTEX;
2669 static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
2671 switch (reg->type)
2673 case WINED3DSPR_RASTOUT:
2674 /* oFog & oPts */
2675 if (reg->idx != 0) return TRUE;
2676 /* oPos */
2677 return FALSE;
2679 case WINED3DSPR_DEPTHOUT: /* oDepth */
2680 case WINED3DSPR_CONSTBOOL: /* b# */
2681 case WINED3DSPR_LOOP: /* aL */
2682 case WINED3DSPR_PREDICATE: /* p0 */
2683 return TRUE;
2685 case WINED3DSPR_MISCTYPE:
2686 switch(reg->idx)
2688 case 0: /* vPos */
2689 return FALSE;
2690 case 1: /* vFace */
2691 return TRUE;
2692 default:
2693 return FALSE;
2696 case WINED3DSPR_IMMCONST:
2697 switch(reg->immconst_type)
2699 case WINED3D_IMMCONST_FLOAT:
2700 return TRUE;
2701 default:
2702 return FALSE;
2705 default:
2706 return FALSE;
2710 static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
2711 local_constant* lconst;
2713 if(This->baseShader.load_local_constsF) return FALSE;
2714 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2715 if(lconst->idx == reg) return TRUE;
2717 return FALSE;
2721 /*****************************************************************************
2722 * IDirect3DVertexShader implementation structures
2724 typedef struct IWineD3DVertexShaderImpl {
2725 /* IUnknown parts*/
2726 const IWineD3DVertexShaderVtbl *lpVtbl;
2728 /* IWineD3DBaseShader */
2729 IWineD3DBaseShaderClass baseShader;
2731 /* IWineD3DVertexShaderImpl */
2732 IUnknown *parent;
2734 DWORD usage;
2736 /* The GL shader */
2737 void *backend_priv;
2739 /* Vertex shader input and output semantics */
2740 struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
2741 struct wined3d_shader_signature_element output_signature[MAX_REG_OUTPUT];
2743 UINT min_rel_offset, max_rel_offset;
2744 UINT rel_offset;
2746 UINT recompile_count;
2747 } IWineD3DVertexShaderImpl;
2748 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
2750 void find_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct vs_compile_args *args);
2752 /*****************************************************************************
2753 * IDirect3DPixelShader implementation structure
2756 /* Using additional shader constants (uniforms in GLSL / program environment
2757 * or local parameters in ARB) is costly:
2758 * ARB only knows float4 parameters and GLSL compiler are not really smart
2759 * when it comes to efficiently pack float2 uniforms, so no space is wasted
2760 * (in fact most compilers map a float2 to a full float4 uniform).
2762 * For NP2 texcoord fixup we only need 2 floats (width and height) for each
2763 * 2D texture used in the shader. We therefore pack fixup info for 2 textures
2764 * into a single shader constant (uniform / program parameter).
2766 * This structure is shared between the GLSL and the ARB backend.*/
2767 struct ps_np2fixup_info {
2768 unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */
2769 WORD active; /* bitfield indicating if we can apply the fixup */
2770 WORD num_consts;
2773 typedef struct IWineD3DPixelShaderImpl {
2774 /* IUnknown parts */
2775 const IWineD3DPixelShaderVtbl *lpVtbl;
2777 /* IWineD3DBaseShader */
2778 IWineD3DBaseShaderClass baseShader;
2780 /* IWineD3DPixelShaderImpl */
2781 IUnknown *parent;
2783 /* Pixel shader input semantics */
2784 struct wined3d_shader_signature_element input_signature[MAX_REG_INPUT];
2785 DWORD input_reg_map[MAX_REG_INPUT];
2786 BOOL input_reg_used[MAX_REG_INPUT];
2787 unsigned int declared_in_count;
2789 /* The GL shader */
2790 void *backend_priv;
2792 /* Some information about the shader behavior */
2793 char vpos_uniform;
2795 BOOL color0_mov;
2796 DWORD color0_reg;
2798 } IWineD3DPixelShaderImpl;
2800 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
2801 void pixelshader_update_samplers(struct shader_reg_maps *reg_maps, IWineD3DBaseTexture * const *textures);
2802 void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct ps_compile_args *args);
2804 /* sRGB correction constants */
2805 static const float srgb_cmp = 0.0031308f;
2806 static const float srgb_mul_low = 12.92f;
2807 static const float srgb_pow = 0.41666f;
2808 static const float srgb_mul_high = 1.055f;
2809 static const float srgb_sub_high = 0.055f;
2811 /*****************************************************************************
2812 * IWineD3DPalette implementation structure
2814 struct IWineD3DPaletteImpl {
2815 /* IUnknown parts */
2816 const IWineD3DPaletteVtbl *lpVtbl;
2817 LONG ref;
2819 IUnknown *parent;
2820 IWineD3DDeviceImpl *wineD3DDevice;
2822 /* IWineD3DPalette */
2823 HPALETTE hpal;
2824 WORD palVersion; /*| */
2825 WORD palNumEntries; /*| LOGPALETTE */
2826 PALETTEENTRY palents[256]; /*| */
2827 /* This is to store the palette in 'screen format' */
2828 int screen_palents[256];
2829 DWORD Flags;
2832 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
2833 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
2835 /* DirectDraw utility functions */
2836 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
2838 /*****************************************************************************
2839 * Pixel format management
2842 /* WineD3D pixel format flags */
2843 #define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x1
2844 #define WINED3DFMT_FLAG_FILTERING 0x2
2845 #define WINED3DFMT_FLAG_DEPTH 0x4
2846 #define WINED3DFMT_FLAG_STENCIL 0x8
2847 #define WINED3DFMT_FLAG_RENDERTARGET 0x10
2848 #define WINED3DFMT_FLAG_FOURCC 0x20
2849 #define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x40
2850 #define WINED3DFMT_FLAG_COMPRESSED 0x80
2852 struct GlPixelFormatDesc
2854 WINED3DFORMAT format;
2855 DWORD red_mask;
2856 DWORD green_mask;
2857 DWORD blue_mask;
2858 DWORD alpha_mask;
2859 UINT byte_count;
2860 WORD depth_size;
2861 WORD stencil_size;
2863 UINT block_width;
2864 UINT block_height;
2865 UINT block_byte_count;
2867 enum wined3d_ffp_emit_idx emit_idx;
2868 GLint component_count;
2869 GLenum gl_vtx_type;
2870 GLint gl_vtx_format;
2871 GLboolean gl_normalized;
2872 unsigned int component_size;
2874 GLint glInternal;
2875 GLint glGammaInternal;
2876 GLint rtInternal;
2877 GLint glFormat;
2878 GLint glType;
2879 unsigned int Flags;
2880 float heightscale;
2881 struct color_fixup_desc color_fixup;
2884 const struct GlPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt, const struct wined3d_gl_info *gl_info);
2886 static inline BOOL use_vs(IWineD3DStateBlockImpl *stateblock)
2888 return (stateblock->vertexShader
2889 && !stateblock->wineD3DDevice->strided_streams.position_transformed
2890 && stateblock->wineD3DDevice->vs_selected_mode != SHADER_NONE);
2893 static inline BOOL use_ps(IWineD3DStateBlockImpl *stateblock)
2895 return (stateblock->pixelShader
2896 && stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE);
2899 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2900 IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
2902 /* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
2903 #define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
2905 #endif