ntdll: Rename attach_dlls() to LdrInitializeThunk().
[wine.git] / dlls / d3d8 / d3d8_private.h
blob7c44f07c5ea29d0b6b8f6157203bfde6b010bf27
1 /*
2 * Direct3D 8 private include file
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
8 * This library is free software; you can redistribute it and/or
9 * modify it under the terms of the GNU Lesser General Public
10 * License as published by the Free Software Foundation; either
11 * version 2.1 of the License, or (at your option) any later version.
13 * This library is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 * Lesser General Public License for more details.
18 * You should have received a copy of the GNU Lesser General Public
19 * License along with this library; if not, write to the Free Software
20 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
23 #ifndef __WINE_D3D8_PRIVATE_H
24 #define __WINE_D3D8_PRIVATE_H
26 #include <assert.h>
27 #include <stdarg.h>
29 #define NONAMELESSUNION
30 #define NONAMELESSSTRUCT
31 #define COBJMACROS
32 #include "windef.h"
33 #include "winbase.h"
34 #include "wingdi.h"
35 #include "wine/debug.h"
36 #include "wine/heap.h"
37 #include "d3d8.h"
38 #include "wine/wined3d.h"
40 #define D3DPRESENTFLAGS_MASK 0x00000fffu
42 #define D3D8_MAX_VERTEX_SHADER_CONSTANTF 256
43 #define D3D8_MAX_STREAMS 16
45 /* CreateVertexShader can return > 0xFFFF */
46 #define VS_HIGHESTFIXEDFXF 0xF0000000
48 extern const struct wined3d_parent_ops d3d8_null_wined3d_parent_ops DECLSPEC_HIDDEN;
50 void d3dcaps_from_wined3dcaps(D3DCAPS8 *caps, const struct wined3d_caps *wined3d_caps) DECLSPEC_HIDDEN;
52 struct d3d8
54 IDirect3D8 IDirect3D8_iface;
55 LONG refcount;
56 struct wined3d *wined3d;
59 BOOL d3d8_init(struct d3d8 *d3d8) DECLSPEC_HIDDEN;
61 /*****************************************************************************
62 * IDirect3DDevice8 implementation structure
65 #define D3D8_INITIAL_HANDLE_TABLE_SIZE 64
66 #define D3D8_INVALID_HANDLE ~0U
68 enum d3d8_handle_type
70 D3D8_HANDLE_FREE,
71 D3D8_HANDLE_VS,
72 D3D8_HANDLE_PS,
73 D3D8_HANDLE_SB,
76 struct d3d8_handle_entry
78 void *object;
79 enum d3d8_handle_type type;
82 struct d3d8_handle_table
84 struct d3d8_handle_entry *entries;
85 struct d3d8_handle_entry *free_entries;
86 UINT table_size;
87 UINT entry_count;
90 struct FvfToDecl
92 DWORD fvf;
93 struct d3d8_vertex_declaration *declaration;
96 enum d3d8_device_state
98 D3D8_DEVICE_STATE_OK,
99 D3D8_DEVICE_STATE_LOST,
100 D3D8_DEVICE_STATE_NOT_RESET,
103 struct d3d8_device
105 /* IUnknown fields */
106 IDirect3DDevice8 IDirect3DDevice8_iface;
107 struct wined3d_device_parent device_parent;
108 LONG ref;
109 struct wined3d_device *wined3d_device;
110 IDirect3D8 *d3d_parent;
111 struct d3d8_handle_table handle_table;
113 /* FVF management */
114 struct FvfToDecl *decls;
115 UINT numConvertedDecls, declArraySize;
117 /* User data draws */
118 struct wined3d_buffer *vertex_buffer;
119 UINT vertex_buffer_size;
120 UINT vertex_buffer_pos;
121 struct wined3d_buffer *index_buffer;
122 UINT index_buffer_size;
123 UINT index_buffer_pos;
125 LONG device_state;
126 DWORD sysmem_vb : 16; /* D3D8_MAX_STREAMS */
127 DWORD sysmem_ib : 1;
128 DWORD in_destruction : 1;
129 DWORD recording : 1;
130 DWORD padding : 13;
132 /* The d3d8 API supports only one implicit swapchain (no D3DCREATE_ADAPTERGROUP_DEVICE,
133 * no GetSwapchain, GetBackBuffer doesn't accept a swapchain number). */
134 struct d3d8_swapchain *implicit_swapchain;
137 HRESULT device_init(struct d3d8_device *device, struct d3d8 *parent, struct wined3d *wined3d, UINT adapter,
138 D3DDEVTYPE device_type, HWND focus_window, DWORD flags, D3DPRESENT_PARAMETERS *parameters) DECLSPEC_HIDDEN;
140 static inline struct d3d8_device *impl_from_IDirect3DDevice8(IDirect3DDevice8 *iface)
142 return CONTAINING_RECORD(iface, struct d3d8_device, IDirect3DDevice8_iface);
145 struct d3d8_resource
147 LONG refcount;
148 struct wined3d_private_store private_store;
151 void d3d8_resource_cleanup(struct d3d8_resource *resource) DECLSPEC_HIDDEN;
152 HRESULT d3d8_resource_free_private_data(struct d3d8_resource *resource, const GUID *guid) DECLSPEC_HIDDEN;
153 HRESULT d3d8_resource_get_private_data(struct d3d8_resource *resource, const GUID *guid,
154 void *data, DWORD *data_size) DECLSPEC_HIDDEN;
155 void d3d8_resource_init(struct d3d8_resource *resource) DECLSPEC_HIDDEN;
156 HRESULT d3d8_resource_set_private_data(struct d3d8_resource *resource, const GUID *guid,
157 const void *data, DWORD data_size, DWORD flags) DECLSPEC_HIDDEN;
159 struct d3d8_volume
161 IDirect3DVolume8 IDirect3DVolume8_iface;
162 struct d3d8_resource resource;
163 struct wined3d_texture *wined3d_texture;
164 unsigned int sub_resource_idx;
165 struct d3d8_texture *texture;
168 void volume_init(struct d3d8_volume *volume, struct wined3d_texture *wined3d_texture,
169 unsigned int sub_resource_idx, const struct wined3d_parent_ops **parent_ops) DECLSPEC_HIDDEN;
171 struct d3d8_swapchain
173 IDirect3DSwapChain8 IDirect3DSwapChain8_iface;
174 LONG refcount;
175 struct wined3d_swapchain *wined3d_swapchain;
176 IDirect3DDevice8 *parent_device;
177 unsigned int swap_interval;
180 HRESULT d3d8_swapchain_create(struct d3d8_device *device, struct wined3d_swapchain_desc *desc,
181 unsigned int swap_interval, struct d3d8_swapchain **swapchain) DECLSPEC_HIDDEN;
183 struct d3d8_surface
185 IDirect3DSurface8 IDirect3DSurface8_iface;
186 struct d3d8_resource resource;
187 struct wined3d_texture *wined3d_texture;
188 unsigned int sub_resource_idx;
189 struct list rtv_entry;
190 struct wined3d_rendertarget_view *wined3d_rtv;
191 IDirect3DDevice8 *parent_device;
192 IUnknown *container;
193 struct d3d8_texture *texture;
196 struct wined3d_rendertarget_view *d3d8_surface_acquire_rendertarget_view(struct d3d8_surface *surface) DECLSPEC_HIDDEN;
197 struct d3d8_device *d3d8_surface_get_device(const struct d3d8_surface *surface) DECLSPEC_HIDDEN;
198 void d3d8_surface_release_rendertarget_view(struct d3d8_surface *surface,
199 struct wined3d_rendertarget_view *rtv) DECLSPEC_HIDDEN;
200 void surface_init(struct d3d8_surface *surface, struct wined3d_texture *wined3d_texture, unsigned int sub_resource_idx,
201 const struct wined3d_parent_ops **parent_ops) DECLSPEC_HIDDEN;
202 struct d3d8_surface *unsafe_impl_from_IDirect3DSurface8(IDirect3DSurface8 *iface) DECLSPEC_HIDDEN;
204 struct d3d8_vertexbuffer
206 IDirect3DVertexBuffer8 IDirect3DVertexBuffer8_iface;
207 struct d3d8_resource resource;
208 struct wined3d_buffer *wined3d_buffer;
209 IDirect3DDevice8 *parent_device;
210 struct wined3d_buffer *draw_buffer;
211 DWORD fvf, usage;
214 HRESULT vertexbuffer_init(struct d3d8_vertexbuffer *buffer, struct d3d8_device *device,
215 UINT size, DWORD usage, DWORD fvf, D3DPOOL pool) DECLSPEC_HIDDEN;
216 struct d3d8_vertexbuffer *unsafe_impl_from_IDirect3DVertexBuffer8(IDirect3DVertexBuffer8 *iface) DECLSPEC_HIDDEN;
218 struct d3d8_indexbuffer
220 IDirect3DIndexBuffer8 IDirect3DIndexBuffer8_iface;
221 struct d3d8_resource resource;
222 struct wined3d_buffer *wined3d_buffer;
223 IDirect3DDevice8 *parent_device;
224 struct wined3d_buffer *draw_buffer;
225 enum wined3d_format_id format;
226 DWORD usage;
229 HRESULT indexbuffer_init(struct d3d8_indexbuffer *buffer, struct d3d8_device *device,
230 UINT size, DWORD usage, D3DFORMAT format, D3DPOOL pool) DECLSPEC_HIDDEN;
231 struct d3d8_indexbuffer *unsafe_impl_from_IDirect3DIndexBuffer8(IDirect3DIndexBuffer8 *iface) DECLSPEC_HIDDEN;
233 struct d3d8_texture
235 IDirect3DBaseTexture8 IDirect3DBaseTexture8_iface;
236 struct d3d8_resource resource;
237 struct wined3d_texture *wined3d_texture;
238 IDirect3DDevice8 *parent_device;
239 struct list rtv_list;
242 HRESULT cubetexture_init(struct d3d8_texture *texture, struct d3d8_device *device,
243 UINT edge_length, UINT levels, DWORD usage, D3DFORMAT format, D3DPOOL pool) DECLSPEC_HIDDEN;
244 HRESULT texture_init(struct d3d8_texture *texture, struct d3d8_device *device,
245 UINT width, UINT height, UINT levels, DWORD usage, D3DFORMAT format, D3DPOOL pool) DECLSPEC_HIDDEN;
246 HRESULT volumetexture_init(struct d3d8_texture *texture, struct d3d8_device *device,
247 UINT width, UINT height, UINT depth, UINT levels, DWORD usage, D3DFORMAT format, D3DPOOL pool) DECLSPEC_HIDDEN;
248 struct d3d8_texture *unsafe_impl_from_IDirect3DBaseTexture8(IDirect3DBaseTexture8 *iface) DECLSPEC_HIDDEN;
250 struct d3d8_vertex_declaration
252 DWORD *elements;
253 DWORD elements_size; /* Size of elements, in bytes */
254 struct wined3d_vertex_declaration *wined3d_vertex_declaration;
255 DWORD shader_handle;
258 void d3d8_vertex_declaration_destroy(struct d3d8_vertex_declaration *declaration) DECLSPEC_HIDDEN;
259 HRESULT d3d8_vertex_declaration_init(struct d3d8_vertex_declaration *declaration,
260 struct d3d8_device *device, const DWORD *elements, DWORD shader_handle) DECLSPEC_HIDDEN;
261 HRESULT d3d8_vertex_declaration_init_fvf(struct d3d8_vertex_declaration *declaration,
262 struct d3d8_device *device, DWORD fvf) DECLSPEC_HIDDEN;
264 struct d3d8_vertex_shader
266 struct d3d8_vertex_declaration *vertex_declaration;
267 struct wined3d_shader *wined3d_shader;
270 void d3d8_vertex_shader_destroy(struct d3d8_vertex_shader *shader) DECLSPEC_HIDDEN;
271 HRESULT d3d8_vertex_shader_init(struct d3d8_vertex_shader *shader, struct d3d8_device *device,
272 const DWORD *declaration, const DWORD *byte_code, DWORD shader_handle, DWORD usage) DECLSPEC_HIDDEN;
274 struct d3d8_pixel_shader
276 DWORD handle;
277 struct wined3d_shader *wined3d_shader;
280 void d3d8_pixel_shader_destroy(struct d3d8_pixel_shader *shader) DECLSPEC_HIDDEN;
281 HRESULT d3d8_pixel_shader_init(struct d3d8_pixel_shader *shader, struct d3d8_device *device,
282 const DWORD *byte_code, DWORD shader_handle) DECLSPEC_HIDDEN;
284 D3DFORMAT d3dformat_from_wined3dformat(enum wined3d_format_id format) DECLSPEC_HIDDEN;
285 enum wined3d_format_id wined3dformat_from_d3dformat(D3DFORMAT format) DECLSPEC_HIDDEN;
286 unsigned int wined3dmapflags_from_d3dmapflags(unsigned int flags, unsigned int usage) DECLSPEC_HIDDEN;
287 void load_local_constants(const DWORD *d3d8_elements, struct wined3d_shader *wined3d_vertex_shader) DECLSPEC_HIDDEN;
288 size_t parse_token(const DWORD *pToken) DECLSPEC_HIDDEN;
290 static inline DWORD d3dusage_from_wined3dusage(unsigned int wined3d_usage, unsigned int bind_flags)
292 DWORD usage = wined3d_usage & WINED3DUSAGE_MASK;
293 if (bind_flags & WINED3D_BIND_RENDER_TARGET)
294 usage |= D3DUSAGE_RENDERTARGET;
295 if (bind_flags & WINED3D_BIND_DEPTH_STENCIL)
296 usage |= D3DUSAGE_DEPTHSTENCIL;
297 return usage;
300 static inline D3DPOOL d3dpool_from_wined3daccess(unsigned int access, unsigned int usage)
302 switch (access & (WINED3D_RESOURCE_ACCESS_GPU | WINED3D_RESOURCE_ACCESS_CPU))
304 default:
305 case WINED3D_RESOURCE_ACCESS_GPU:
306 return D3DPOOL_DEFAULT;
307 case WINED3D_RESOURCE_ACCESS_CPU:
308 if (usage & WINED3DUSAGE_SCRATCH)
309 return D3DPOOL_SCRATCH;
310 return D3DPOOL_SYSTEMMEM;
311 case WINED3D_RESOURCE_ACCESS_GPU | WINED3D_RESOURCE_ACCESS_CPU:
312 return D3DPOOL_MANAGED;
316 static inline unsigned int map_access_from_usage(unsigned int usage)
318 if (usage & D3DUSAGE_WRITEONLY)
319 return WINED3D_RESOURCE_ACCESS_MAP_W;
320 return WINED3D_RESOURCE_ACCESS_MAP_R | WINED3D_RESOURCE_ACCESS_MAP_W;
323 static inline unsigned int wined3daccess_from_d3dpool(D3DPOOL pool, unsigned int usage)
325 unsigned int access;
327 switch (pool)
329 case D3DPOOL_DEFAULT:
330 access = WINED3D_RESOURCE_ACCESS_GPU;
331 break;
332 case D3DPOOL_MANAGED:
333 access = WINED3D_RESOURCE_ACCESS_GPU | WINED3D_RESOURCE_ACCESS_CPU;
334 break;
335 case D3DPOOL_SYSTEMMEM:
336 case D3DPOOL_SCRATCH:
337 access = WINED3D_RESOURCE_ACCESS_CPU;
338 break;
339 default:
340 access = 0;
342 if (pool != D3DPOOL_DEFAULT || usage & D3DUSAGE_DYNAMIC)
343 access |= map_access_from_usage(usage);
344 return access;
347 static inline unsigned int wined3d_bind_flags_from_d3d8_usage(DWORD usage)
349 unsigned int bind_flags = 0;
351 if (usage & D3DUSAGE_RENDERTARGET)
352 bind_flags |= WINED3D_BIND_RENDER_TARGET;
353 if (usage & D3DUSAGE_DEPTHSTENCIL)
354 bind_flags |= WINED3D_BIND_DEPTH_STENCIL;
356 return bind_flags;
359 #endif /* __WINE_D3DX8_PRIVATE_H */