wined3d: Add a viewport state to the state table.
[wine.git] / dlls / wined3d / wined3d_private.h
blob8088b70d4d5375131ca5d9698275e9732da710ab
1 /*
2 * Direct3D wine internal private include file
4 * Copyright 2002-2003 The wine-d3d team
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2004 Jason Edmeades
7 * Copyright 2005 Oliver Stieber
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
27 #include <stdarg.h>
28 #include <math.h>
29 #define NONAMELESSUNION
30 #define NONAMELESSSTRUCT
31 #define COBJMACROS
32 #include "windef.h"
33 #include "winbase.h"
34 #include "winreg.h"
35 #include "wingdi.h"
36 #include "winuser.h"
37 #include "wine/debug.h"
38 #include "wine/unicode.h"
40 #include "d3d9.h"
41 #include "d3d9types.h"
42 #include "wined3d_private_types.h"
43 #include "ddraw.h"
44 #include "wine/wined3d_interface.h"
45 #include "wine/wined3d_gl.h"
46 #include "wine/list.h"
48 /* Device caps */
49 #define MAX_PALETTES 256
50 #define MAX_STREAMS 16
51 #define MAX_TEXTURES 8
52 #define MAX_SAMPLERS 16
53 #define MAX_ACTIVE_LIGHTS 8
54 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
55 #define MAX_LEVELS 256
57 #define MAX_CONST_I 16
58 #define MAX_CONST_B 16
60 /* Used for CreateStateBlock */
61 #define NUM_SAVEDPIXELSTATES_R 35
62 #define NUM_SAVEDPIXELSTATES_T 18
63 #define NUM_SAVEDPIXELSTATES_S 12
64 #define NUM_SAVEDVERTEXSTATES_R 31
65 #define NUM_SAVEDVERTEXSTATES_T 2
66 #define NUM_SAVEDVERTEXSTATES_S 1
68 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
69 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
70 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
71 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
72 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
73 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
75 typedef enum _WINELOOKUP {
76 WINELOOKUP_WARPPARAM = 0,
77 WINELOOKUP_MAGFILTER = 1,
78 MAX_LOOKUPS = 2
79 } WINELOOKUP;
81 extern int minLookup[MAX_LOOKUPS];
82 extern int maxLookup[MAX_LOOKUPS];
83 extern DWORD *stateLookup[MAX_LOOKUPS];
85 extern DWORD minMipLookup[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
87 typedef struct _WINED3DGLTYPE {
88 int d3dType;
89 GLint size;
90 GLenum glType;
91 GLboolean normalized;
92 int typesize;
93 } WINED3DGLTYPE;
95 /* NOTE: Make sure these are in the correct numerical order. (see /include/wined3d_types.h) */
96 static WINED3DGLTYPE const glTypeLookup[WINED3DDECLTYPE_UNUSED] = {
97 {WINED3DDECLTYPE_FLOAT1, 1, GL_FLOAT , GL_FALSE ,sizeof(float)},
98 {WINED3DDECLTYPE_FLOAT2, 2, GL_FLOAT , GL_FALSE ,sizeof(float)},
99 {WINED3DDECLTYPE_FLOAT3, 3, GL_FLOAT , GL_FALSE ,sizeof(float)},
100 {WINED3DDECLTYPE_FLOAT4, 4, GL_FLOAT , GL_FALSE ,sizeof(float)},
101 {WINED3DDECLTYPE_D3DCOLOR, 4, GL_UNSIGNED_BYTE , GL_TRUE ,sizeof(BYTE)},
102 {WINED3DDECLTYPE_UBYTE4, 4, GL_UNSIGNED_BYTE , GL_FALSE ,sizeof(BYTE)},
103 {WINED3DDECLTYPE_SHORT2, 2, GL_SHORT , GL_FALSE ,sizeof(short int)},
104 {WINED3DDECLTYPE_SHORT4, 4, GL_SHORT , GL_FALSE ,sizeof(short int)},
105 {WINED3DDECLTYPE_UBYTE4N, 4, GL_UNSIGNED_BYTE , GL_FALSE ,sizeof(BYTE)},
106 {WINED3DDECLTYPE_SHORT2N, 2, GL_SHORT , GL_FALSE ,sizeof(short int)},
107 {WINED3DDECLTYPE_SHORT4N, 4, GL_SHORT , GL_FALSE ,sizeof(short int)},
108 {WINED3DDECLTYPE_USHORT2N, 2, GL_UNSIGNED_SHORT , GL_FALSE ,sizeof(short int)},
109 {WINED3DDECLTYPE_USHORT4N, 4, GL_UNSIGNED_SHORT , GL_FALSE ,sizeof(short int)},
110 {WINED3DDECLTYPE_UDEC3, 3, GL_UNSIGNED_SHORT , GL_FALSE ,sizeof(short int)},
111 {WINED3DDECLTYPE_DEC3N, 3, GL_SHORT , GL_FALSE ,sizeof(short int)},
112 {WINED3DDECLTYPE_FLOAT16_2, 2, GL_FLOAT , GL_FALSE ,sizeof(short int)},
113 {WINED3DDECLTYPE_FLOAT16_4, 4, GL_FLOAT , GL_FALSE ,sizeof(short int)}};
115 #define WINED3D_ATR_TYPE(type) glTypeLookup[type].d3dType
116 #define WINED3D_ATR_SIZE(type) glTypeLookup[type].size
117 #define WINED3D_ATR_GLTYPE(type) glTypeLookup[type].glType
118 #define WINED3D_ATR_NORMALIZED(type) glTypeLookup[type].normalized
119 #define WINED3D_ATR_TYPESIZE(type) glTypeLookup[type].typesize
122 * Settings
124 #define VS_NONE 0
125 #define VS_HW 1
126 #define VS_SW 2
128 #define PS_NONE 0
129 #define PS_HW 1
131 #define VBO_NONE 0
132 #define VBO_HW 1
134 #define NP2_NONE 0
135 #define NP2_REPACK 1
136 #define NP2_NATIVE 2
138 #define ORM_BACKBUFFER 0
139 #define ORM_PBUFFER 1
140 #define ORM_FBO 2
142 #define SHADER_SW 0
143 #define SHADER_ARB 1
144 #define SHADER_GLSL 2
145 #define SHADER_NONE 3
147 #define RTL_DISABLE -1
148 #define RTL_AUTO 0
149 #define RTL_READDRAW 1
150 #define RTL_READTEX 2
151 #define RTL_TEXDRAW 3
152 #define RTL_TEXTEX 4
154 /* NOTE: When adding fields to this structure, make sure to update the default
155 * values in wined3d_main.c as well. */
156 typedef struct wined3d_settings_s {
157 /* vertex and pixel shader modes */
158 int vs_mode;
159 int ps_mode;
160 int vbo_mode;
161 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
162 we should use it. However, until it's fully implemented, we'll leave it as a registry
163 setting for developers. */
164 BOOL glslRequested;
165 /* nonpower 2 function */
166 int nonpower2_mode;
167 int offscreen_rendering_mode;
168 int rendertargetlock_mode;
169 /* Memory tracking and object counting */
170 unsigned int emulated_textureram;
171 } wined3d_settings_t;
173 extern wined3d_settings_t wined3d_settings;
175 /* Shader backends */
177 typedef struct {
178 void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
179 void (*shader_select_depth_blt)(IWineD3DDevice *iface);
180 void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
181 void (*shader_cleanup)(BOOL usePS, BOOL useVS);
182 } shader_backend_t;
184 extern const shader_backend_t glsl_shader_backend;
185 extern const shader_backend_t arb_program_shader_backend;
186 extern const shader_backend_t none_shader_backend;
188 /* X11 locking */
190 extern void (*wine_tsx11_lock_ptr)(void);
191 extern void (*wine_tsx11_unlock_ptr)(void);
193 /* As GLX relies on X, this is needed */
194 extern int num_lock;
196 #if 0
197 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
198 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
199 #else
200 #define ENTER_GL() wine_tsx11_lock_ptr()
201 #define LEAVE_GL() wine_tsx11_unlock_ptr()
202 #endif
204 /*****************************************************************************
205 * Defines
208 /* GL related defines */
209 /* ------------------ */
210 #define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
211 #define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
212 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
213 #define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
215 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
216 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
217 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
218 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
220 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
221 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
222 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
223 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
225 #define D3DCOLORTOGLFLOAT4(dw, vec) \
226 (vec)[0] = D3DCOLOR_R(dw); \
227 (vec)[1] = D3DCOLOR_G(dw); \
228 (vec)[2] = D3DCOLOR_B(dw); \
229 (vec)[3] = D3DCOLOR_A(dw);
231 /* DirectX Device Limits */
232 /* --------------------- */
233 #define MAX_LEVELS 256 /* Maximum number of mipmap levels. Guessed at 256 */
235 #define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
236 See MaxStreams in MSDN under GetDeviceCaps */
237 /* Maximum number of constants provided to the shaders */
238 #define HIGHEST_TRANSFORMSTATE 512
239 /* Highest value in WINED3DTRANSFORMSTATETYPE */
240 #define MAX_PALETTES 256
242 /* Checking of API calls */
243 /* --------------------- */
244 #define checkGLcall(A) \
246 GLint err = glGetError(); \
247 if (err == GL_NO_ERROR) { \
248 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
250 } else do { \
251 FIXME(">>>>>>>>>>>>>>>>> %#x from %s @ %s / %d\n", \
252 err, A, __FILE__, __LINE__); \
253 err = glGetError(); \
254 } while (err != GL_NO_ERROR); \
257 /* Trace routines / diagnostics */
258 /* ---------------------------- */
260 /* Dump out a matrix and copy it */
261 #define conv_mat(mat,gl_mat) \
262 do { \
263 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
264 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
265 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
266 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
267 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
268 } while (0)
270 /* Macro to dump out the current state of the light chain */
271 #define DUMP_LIGHT_CHAIN() \
273 PLIGHTINFOEL *el = This->stateBlock->lights;\
274 while (el) { \
275 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
276 el = el->next; \
280 /* Trace vector and strided data information */
281 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
282 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d)\n", sd->u.s.name.lpData, sd->u.s.name.dwStride, sd->u.s.name.dwType);
284 /* Defines used for optimizations */
286 /* Only reapply what is necessary */
287 #define REAPPLY_ALPHAOP 0x0001
288 #define REAPPLY_ALL 0xFFFF
290 /* Advance declaration of structures to satisfy compiler */
291 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
292 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
293 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
295 /* Tracking */
297 /* TODO: Move some of this to the device */
298 long globalChangeGlRam(long glram);
300 /* Memory and object tracking */
302 /*Structure for holding information on all direct3d objects
303 useful for making sure tracking is ok and when release is called on a device!
304 and probably quite handy for debugging and dumping states out
306 typedef struct WineD3DGlobalStatistics {
307 int glsurfaceram; /* The aproximate amount of glTexture memory allocated for textures */
308 } WineD3DGlobalStatistics;
310 extern WineD3DGlobalStatistics* wineD3DGlobalStatistics;
312 /* Global variables */
313 extern const float identity[16];
315 /*****************************************************************************
316 * Compilable extra diagnostics
319 /* Trace information per-vertex: (extremely high amount of trace) */
320 #if 0 /* NOTE: Must be 0 in cvs */
321 # define VTRACE(A) TRACE A
322 #else
323 # define VTRACE(A)
324 #endif
326 /* Checking of per-vertex related GL calls */
327 /* --------------------- */
328 #define vcheckGLcall(A) \
330 GLint err = glGetError(); \
331 if (err == GL_NO_ERROR) { \
332 VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
334 } else do { \
335 FIXME(">>>>>>>>>>>>>>>>> %#x from %s @ %s / %d\n", \
336 err, A, __FILE__, __LINE__); \
337 err = glGetError(); \
338 } while (err != GL_NO_ERROR); \
341 /* TODO: Confirm each of these works when wined3d move completed */
342 #if 0 /* NOTE: Must be 0 in cvs */
343 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
344 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
345 is enabled, and if it doesn't exist it is disabled. */
346 # define FRAME_DEBUGGING
347 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
348 the file is deleted */
349 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
350 # define SINGLE_FRAME_DEBUGGING
351 # endif
352 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
353 It can only be enabled when FRAME_DEBUGGING is also enabled
354 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
355 array is drawn. */
356 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
357 # define SHOW_FRAME_MAKEUP 1
358 # endif
359 /* The following, when enabled, lets you see the makeup of the all the textures used during each
360 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
361 The contents of the textures assigned to each stage are written into
362 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
363 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
364 # define SHOW_TEXTURE_MAKEUP 0
365 # endif
366 extern BOOL isOn;
367 extern BOOL isDumpingFrames;
368 extern LONG primCounter;
369 #endif
371 /*****************************************************************************
372 * Prototypes
375 /* Routine common to the draw primitive and draw indexed primitive routines */
376 void drawPrimitive(IWineD3DDevice *iface,
377 int PrimitiveType,
378 long NumPrimitives,
379 /* for Indexed: */
380 long StartVertexIndex,
381 UINT numberOfVertices,
382 long StartIdx,
383 short idxBytes,
384 const void *idxData,
385 int minIndex);
387 void primitiveConvertToStridedData(IWineD3DDevice *iface, WineDirect3DVertexStridedData *strided, BOOL *fixup);
389 void primitiveDeclarationConvertToStridedData(
390 IWineD3DDevice *iface,
391 BOOL useVertexShaderFunction,
392 WineDirect3DVertexStridedData *strided,
393 BOOL *fixup);
395 void primitiveConvertFVFtoOffset(DWORD thisFVF,
396 DWORD stride,
397 BYTE *data,
398 WineDirect3DVertexStridedData *strided,
399 GLint streamVBO);
401 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
403 #define eps 1e-8
405 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
406 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
408 /* Routines and structures related to state management */
409 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock);
411 #define STATE_RENDER(a) (a)
412 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
414 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + (stage) * WINED3D_HIGHEST_TEXTURE_STATE + (num))
415 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
417 /* + 1 because samplers start with 0 */
418 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
419 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_SAMPLERS - 1))
421 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_SAMPLERS - 1) + 1)
422 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
424 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
425 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
427 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
428 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
430 #define STATE_VDECL (STATE_STREAMSRC + 1)
431 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
433 #define STATE_VSHADER (STATE_VDECL + 1)
434 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
436 #define STATE_VIEWPORT (STATE_VSHADER + 1)
437 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
439 #define STATE_HIGHEST (STATE_VIEWPORT)
441 struct StateEntry
443 DWORD representative;
444 APPLYSTATEFUNC apply;
447 /* Global state table */
448 extern const struct StateEntry StateTable[];
450 /* Routine to fill gl caps for swapchains and IWineD3D */
451 BOOL IWineD3DImpl_FillGLCaps(IWineD3D *iface, Display* display);
453 /* Macros for doing basic GPU detection based on opengl capabilities */
454 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
455 #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])
456 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
457 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
459 /* Default callbacks for implicit object destruction */
460 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
462 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
464 /*****************************************************************************
465 * Internal representation of a light
467 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
468 struct PLIGHTINFOEL {
469 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
470 DWORD OriginalIndex;
471 LONG glIndex;
472 BOOL lightEnabled;
473 BOOL changed;
474 BOOL enabledChanged;
476 /* Converted parms to speed up swapping lights */
477 float lightPosn[4];
478 float lightDirn[4];
479 float exponent;
480 float cutoff;
482 PLIGHTINFOEL *next;
483 PLIGHTINFOEL *prev;
486 /* The default light parameters */
487 extern const WINED3DLIGHT WINED3D_default_light;
489 /*****************************************************************************
490 * IWineD3D implementation structure
492 typedef struct IWineD3DImpl
494 /* IUnknown fields */
495 const IWineD3DVtbl *lpVtbl;
496 LONG ref; /* Note: Ref counting not required */
498 /* WineD3D Information */
499 IUnknown *parent;
500 UINT dxVersion;
502 /* GL Information */
503 BOOL isGLInfoValid;
504 WineD3D_GL_Info gl_info;
505 } IWineD3DImpl;
507 extern const IWineD3DVtbl IWineD3D_Vtbl;
509 /** Hacked out start of a context manager!! **/
510 typedef struct glContext {
511 int Width;
512 int Height;
513 int usedcount;
514 GLXContext context;
516 Drawable drawable;
517 IWineD3DSurface *pSurface;
518 #if 0 /* TODO: someway to represent the state of the context */
519 IWineD3DStateBlock *pStateBlock;
520 #endif
521 /* a few other things like format */
522 } glContext;
524 /* TODO: setup some flags in the regestry to enable, disable pbuffer support
525 (since it will break quite a few things until contexts are managed properly!) */
526 extern BOOL pbuffer_support;
527 /* allocate one pbuffer per surface */
528 extern BOOL pbuffer_per_surface;
530 /* Maximum number of contexts/pbuffers to keep in cache,
531 set to 100 because ATI's drivers don't support deleting pBuffers properly
532 this needs to be migrated to a list and some option availalbe for controle the cache size.
534 #define CONTEXT_CACHE 100
536 typedef struct ResourceList {
537 IWineD3DResource *resource;
538 struct ResourceList *next;
539 } ResourceList;
541 /* A helper function that dumps a resource list */
542 void dumpResources(ResourceList *resources);
544 /*****************************************************************************
545 * IWineD3DDevice implementation structure
547 typedef struct IWineD3DDeviceImpl
549 /* IUnknown fields */
550 const IWineD3DDeviceVtbl *lpVtbl;
551 LONG ref; /* Note: Ref counting not required */
553 /* WineD3D Information */
554 IUnknown *parent;
555 IWineD3D *wineD3D;
557 /* X and GL Information */
558 GLint maxConcurrentLights;
560 /* Selected capabilities */
561 int vs_selected_mode;
562 int ps_selected_mode;
563 const shader_backend_t *shader_backend;
565 /* Optimization */
566 BOOL modelview_valid;
567 BOOL proj_valid;
568 BOOL view_ident; /* true iff view matrix is identity */
569 BOOL last_was_rhw; /* true iff last draw_primitive was in xyzrhw mode */
570 BOOL viewport_changed; /* Was the viewport changed since the last draw? */
571 GLenum tracking_parm; /* Which source is tracking current colour */
572 LONG tracking_color; /* used iff GL_COLOR_MATERIAL was enabled */
573 #define DISABLED_TRACKING 0 /* Disabled */
574 #define IS_TRACKING 1 /* tracking_parm is tracking diffuse color */
575 #define NEEDS_TRACKING 2 /* Tracking needs to be enabled when needed */
576 #define NEEDS_DISABLE 3 /* Tracking needs to be disabled when needed*/
577 UINT srcBlend;
578 UINT dstBlend;
579 UINT alphafunc;
580 BOOL texture_shader_active; /* TODO: Confirm use is correct */
581 BOOL last_was_notclipped;
582 BOOL untransformed;
583 BOOL last_was_pshader;
585 /* State block related */
586 BOOL isRecordingState;
587 IWineD3DStateBlockImpl *stateBlock;
588 IWineD3DStateBlockImpl *updateStateBlock;
590 /* Internal use fields */
591 WINED3DDEVICE_CREATION_PARAMETERS createParms;
592 UINT adapterNo;
593 WINED3DDEVTYPE devType;
595 IWineD3DSwapChain **swapchains;
596 uint NumberOfSwapChains;
598 ResourceList *resources; /* a linked list to track resources created by the device */
600 /* Render Target Support */
601 IWineD3DSurface **render_targets;
602 IWineD3DSurface *depthStencilBuffer;
604 IWineD3DSurface *stencilBufferTarget;
606 /* palettes texture management */
607 PALETTEENTRY palettes[MAX_PALETTES][256];
608 UINT currentPalette;
610 /* For rendering to a texture using glCopyTexImage */
611 BOOL render_offscreen;
612 WINED3D_DEPTHCOPYSTATE depth_copy_state;
613 GLuint fbo;
614 GLenum *draw_buffers;
616 /* Cursor management */
617 BOOL bCursorVisible;
618 UINT xHotSpot;
619 UINT yHotSpot;
620 UINT xScreenSpace;
621 UINT yScreenSpace;
622 UINT cursorWidth, cursorHeight;
623 GLuint cursorTexture;
625 /* Textures for when no other textures are mapped */
626 UINT dummyTextureName[MAX_TEXTURES];
628 /* Debug stream management */
629 BOOL debug;
631 /* Device state management */
632 HRESULT state;
633 BOOL d3d_initialized;
635 /* Screen buffer resources */
636 glContext contextCache[CONTEXT_CACHE];
638 /* A flag to check if endscene has been called before changing the render tartet */
639 BOOL sceneEnded;
641 /* process vertex shaders using software or hardware */
642 BOOL softwareVertexProcessing;
644 /* DirectDraw stuff */
645 HWND ddraw_window;
646 IWineD3DSurface *ddraw_primary;
647 DWORD ddraw_width, ddraw_height;
648 WINED3DFORMAT ddraw_format;
649 BOOL ddraw_fullscreen;
651 /* List of GLSL shader programs and their associated vertex & pixel shaders */
652 struct list glsl_shader_progs;
655 /* Final position fixup constant */
656 float posFixup[4];
658 /* State dirtification
659 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
660 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
661 * 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
662 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
664 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
665 DWORD numDirtyEntries;
666 DWORD isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
668 /* With register combiners we can skip junk texture stages */
669 DWORD texUnitMap[MAX_SAMPLERS];
670 BOOL oneToOneTexUnitMap;
672 /* Stream source management */
673 WineDirect3DVertexStridedData strided_streams;
674 WineDirect3DVertexStridedData *up_strided;
675 BOOL streamFixedUp;
677 } IWineD3DDeviceImpl;
679 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
681 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
682 static inline BOOL isStateDirty(IWineD3DDeviceImpl *This, DWORD state) {
683 DWORD idx = state >> 5;
684 BYTE shift = state & 0x1f;
685 return This->isStateDirty[idx] & (1 << shift);
688 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. I don't think
689 * anybody uses it for much so a good implementation is optional. */
690 typedef struct PrivateData
692 struct PrivateData* next;
694 GUID tag;
695 DWORD flags; /* DDSPD_* */
696 DWORD uniqueness_value;
698 union
700 LPVOID data;
701 LPUNKNOWN object;
702 } ptr;
704 DWORD size;
705 } PrivateData;
707 void d3ddevice_set_ortho(IWineD3DDeviceImpl *This);
709 /*****************************************************************************
710 * IWineD3DResource implementation structure
712 typedef struct IWineD3DResourceClass
714 /* IUnknown fields */
715 LONG ref; /* Note: Ref counting not required */
717 /* WineD3DResource Information */
718 IUnknown *parent;
719 WINED3DRESOURCETYPE resourceType;
720 IWineD3DDeviceImpl *wineD3DDevice;
721 WINED3DPOOL pool;
722 UINT size;
723 DWORD usage;
724 WINED3DFORMAT format;
725 BYTE *allocatedMemory;
726 PrivateData *privateData;
728 } IWineD3DResourceClass;
730 typedef struct IWineD3DResourceImpl
732 /* IUnknown & WineD3DResource Information */
733 const IWineD3DResourceVtbl *lpVtbl;
734 IWineD3DResourceClass resource;
735 } IWineD3DResourceImpl;
738 /*****************************************************************************
739 * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
741 typedef struct IWineD3DVertexBufferImpl
743 /* IUnknown & WineD3DResource Information */
744 const IWineD3DVertexBufferVtbl *lpVtbl;
745 IWineD3DResourceClass resource;
747 /* WineD3DVertexBuffer specifics */
748 DWORD fvf;
750 /* Vertex buffer object support */
751 GLuint vbo;
752 BYTE Flags;
753 UINT stream;
755 UINT dirtystart, dirtyend;
756 LONG lockcount;
758 LONG declChanges, draws;
759 /* Last description of the buffer */
760 WineDirect3DVertexStridedData strided;
761 } IWineD3DVertexBufferImpl;
763 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
765 #define VBFLAG_LOAD 0x01 /* Data is written from allocatedMemory to the VBO */
766 #define VBFLAG_OPTIMIZED 0x02 /* Optimize has been called for the VB */
767 #define VBFLAG_DIRTY 0x04 /* Buffer data has been modified */
768 #define VBFLAG_STREAM 0x08 /* The vertex buffer is in a stream */
769 #define VBFLAG_HASDESC 0x10 /* A vertex description has been found */
770 #define VBFLAG_VBOCREATEFAIL 0x20 /* An attempt to create a vbo has failed */
772 /*****************************************************************************
773 * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
775 typedef struct IWineD3DIndexBufferImpl
777 /* IUnknown & WineD3DResource Information */
778 const IWineD3DIndexBufferVtbl *lpVtbl;
779 IWineD3DResourceClass resource;
781 /* WineD3DVertexBuffer specifics */
782 } IWineD3DIndexBufferImpl;
784 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
786 /*****************************************************************************
787 * IWineD3DBaseTexture D3D- > openGL state map lookups
789 #define WINED3DFUNC_NOTSUPPORTED -2
790 #define WINED3DFUNC_UNIMPLEMENTED -1
792 typedef enum winetexturestates {
793 WINED3DTEXSTA_ADDRESSU = 0,
794 WINED3DTEXSTA_ADDRESSV = 1,
795 WINED3DTEXSTA_ADDRESSW = 2,
796 WINED3DTEXSTA_BORDERCOLOR = 3,
797 WINED3DTEXSTA_MAGFILTER = 4,
798 WINED3DTEXSTA_MINFILTER = 5,
799 WINED3DTEXSTA_MIPFILTER = 6,
800 WINED3DTEXSTA_MAXMIPLEVEL = 7,
801 WINED3DTEXSTA_MAXANISOTROPY = 8,
802 WINED3DTEXSTA_SRGBTEXTURE = 9,
803 WINED3DTEXSTA_ELEMENTINDEX = 10,
804 WINED3DTEXSTA_DMAPOFFSET = 11,
805 WINED3DTEXSTA_TSSADDRESSW = 12,
806 MAX_WINETEXTURESTATES = 13,
807 } winetexturestates;
809 typedef struct Wined3dTextureStateMap {
810 CONST int state;
811 int function;
812 } Wined3dTextureStateMap;
814 /*****************************************************************************
815 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
817 typedef struct IWineD3DBaseTextureClass
819 UINT levels;
820 BOOL dirty;
821 WINED3DFORMAT format;
822 DWORD usage;
823 UINT textureName;
824 UINT LOD;
825 WINED3DTEXTUREFILTERTYPE filterType;
826 DWORD states[MAX_WINETEXTURESTATES];
827 LONG bindCount;
828 DWORD sampler;
829 } IWineD3DBaseTextureClass;
831 typedef struct IWineD3DBaseTextureImpl
833 /* IUnknown & WineD3DResource Information */
834 const IWineD3DBaseTextureVtbl *lpVtbl;
835 IWineD3DResourceClass resource;
836 IWineD3DBaseTextureClass baseTexture;
838 } IWineD3DBaseTextureImpl;
840 /*****************************************************************************
841 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
843 typedef struct IWineD3DTextureImpl
845 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
846 const IWineD3DTextureVtbl *lpVtbl;
847 IWineD3DResourceClass resource;
848 IWineD3DBaseTextureClass baseTexture;
850 /* IWineD3DTexture */
851 IWineD3DSurface *surfaces[MAX_LEVELS];
853 UINT width;
854 UINT height;
855 float pow2scalingFactorX;
856 float pow2scalingFactorY;
858 } IWineD3DTextureImpl;
860 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
862 /*****************************************************************************
863 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
865 typedef struct IWineD3DCubeTextureImpl
867 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
868 const IWineD3DCubeTextureVtbl *lpVtbl;
869 IWineD3DResourceClass resource;
870 IWineD3DBaseTextureClass baseTexture;
872 /* IWineD3DCubeTexture */
873 IWineD3DSurface *surfaces[6][MAX_LEVELS];
875 UINT edgeLength;
876 float pow2scalingFactor;
878 } IWineD3DCubeTextureImpl;
880 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
882 typedef struct _WINED3DVOLUMET_DESC
884 UINT Width;
885 UINT Height;
886 UINT Depth;
887 } WINED3DVOLUMET_DESC;
889 /*****************************************************************************
890 * IWineD3DVolume implementation structure (extends IUnknown)
892 typedef struct IWineD3DVolumeImpl
894 /* IUnknown & WineD3DResource fields */
895 const IWineD3DVolumeVtbl *lpVtbl;
896 IWineD3DResourceClass resource;
898 /* WineD3DVolume Information */
899 WINED3DVOLUMET_DESC currentDesc;
900 IWineD3DBase *container;
901 UINT bytesPerPixel;
903 BOOL lockable;
904 BOOL locked;
905 WINED3DBOX lockedBox;
906 WINED3DBOX dirtyBox;
907 BOOL dirty;
910 } IWineD3DVolumeImpl;
912 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
914 /*****************************************************************************
915 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
917 typedef struct IWineD3DVolumeTextureImpl
919 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
920 const IWineD3DVolumeTextureVtbl *lpVtbl;
921 IWineD3DResourceClass resource;
922 IWineD3DBaseTextureClass baseTexture;
924 /* IWineD3DVolumeTexture */
925 IWineD3DVolume *volumes[MAX_LEVELS];
927 UINT width;
928 UINT height;
929 UINT depth;
930 } IWineD3DVolumeTextureImpl;
932 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
934 typedef struct _WINED3DSURFACET_DESC
936 WINED3DMULTISAMPLE_TYPE MultiSampleType;
937 DWORD MultiSampleQuality;
938 UINT Width;
939 UINT Height;
940 } WINED3DSURFACET_DESC;
942 /*****************************************************************************
943 * Structure for DIB Surfaces (GetDC and GDI surfaces)
945 typedef struct wineD3DSurface_DIB {
946 HBITMAP DIBsection;
947 void* bitmap_data;
948 HGDIOBJ holdbitmap;
949 BOOL client_memory;
950 } wineD3DSurface_DIB;
952 /*****************************************************************************
953 * IWineD3DSurface implementation structure
955 struct IWineD3DSurfaceImpl
957 /* IUnknown & IWineD3DResource Information */
958 const IWineD3DSurfaceVtbl *lpVtbl;
959 IWineD3DResourceClass resource;
961 /* IWineD3DSurface fields */
962 IWineD3DBase *container;
963 WINED3DSURFACET_DESC currentDesc;
964 IWineD3DPaletteImpl *palette;
966 UINT bytesPerPixel;
968 /* TODO: move this off into a management class(maybe!) */
969 DWORD Flags;
971 UINT pow2Width;
972 UINT pow2Height;
973 UINT pow2Size;
975 /* Oversized texture */
976 RECT glRect;
978 #if 0
979 /* precalculated x and y scalings for texture coords */
980 float pow2scalingFactorX; /* = (Width / pow2Width ) */
981 float pow2scalingFactorY; /* = (Height / pow2Height) */
982 #endif
984 RECT lockedRect;
985 RECT dirtyRect;
987 glDescriptor glDescription;
989 /* For GetDC */
990 wineD3DSurface_DIB dib;
991 HDC hDC;
993 /* Color keys for DDraw */
994 DDCOLORKEY DestBltCKey;
995 DDCOLORKEY DestOverlayCKey;
996 DDCOLORKEY SrcOverlayCKey;
997 DDCOLORKEY SrcBltCKey;
998 DWORD CKeyFlags;
1000 DDCOLORKEY glCKey;
1003 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1004 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1006 /* Predeclare the shared Surface functions */
1007 HRESULT WINAPI IWineD3DSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1008 ULONG WINAPI IWineD3DSurfaceImpl_AddRef(IWineD3DSurface *iface);
1009 ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface);
1010 HRESULT WINAPI IWineD3DSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1011 HRESULT WINAPI IWineD3DSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1012 HRESULT WINAPI IWineD3DSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1013 HRESULT WINAPI IWineD3DSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1014 HRESULT WINAPI IWineD3DSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1015 DWORD WINAPI IWineD3DSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1016 DWORD WINAPI IWineD3DSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1017 void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface);
1018 WINED3DRESOURCETYPE WINAPI IWineD3DSurfaceImpl_GetType(IWineD3DSurface *iface);
1019 HRESULT WINAPI IWineD3DSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1020 HRESULT WINAPI IWineD3DSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1021 HRESULT WINAPI IWineD3DSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1022 HRESULT WINAPI IWineD3DSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1023 HRESULT WINAPI IWineD3DSurfaceImpl_IsLost(IWineD3DSurface *iface);
1024 HRESULT WINAPI IWineD3DSurfaceImpl_Restore(IWineD3DSurface *iface);
1025 HRESULT WINAPI IWineD3DSurfaceImpl_SetPixelFormat(IWineD3DSurface *iface, WINED3DFORMAT Format, BYTE *Surface, DWORD Size);
1026 HRESULT WINAPI IWineD3DSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1027 HRESULT WINAPI IWineD3DSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1028 HRESULT WINAPI IWineD3DSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, DDCOLORKEY *CKey);
1029 HRESULT WINAPI IWineD3DSurfaceImpl_CleanDirtyRect(IWineD3DSurface *iface);
1030 extern HRESULT WINAPI IWineD3DSurfaceImpl_AddDirtyRect(IWineD3DSurface *iface, CONST RECT* pDirtyRect);
1031 HRESULT WINAPI IWineD3DSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1032 HRESULT WINAPI IWineD3DSurfaceImpl_SetPBufferState(IWineD3DSurface *iface, BOOL inPBuffer, BOOL inTexture);
1033 void WINAPI IWineD3DSurfaceImpl_SetGlTextureDesc(IWineD3DSurface *iface, UINT textureName, int target);
1034 void WINAPI IWineD3DSurfaceImpl_GetGlDesc(IWineD3DSurface *iface, glDescriptor **glDescription);
1035 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface);
1036 HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1037 HRESULT WINAPI IWineGDISurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, DDBLTFX *DDBltFx);
1038 HRESULT WINAPI IWineGDISurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans);
1039 HRESULT WINAPI IWineD3DSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1040 HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC);
1041 HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC);
1042 DWORD WINAPI IWineD3DSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1043 HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1044 HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem);
1045 HRESULT WINAPI IWineD3DSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1046 HRESULT WINAPI IWineD3DSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1047 HRESULT WINAPI IWineD3DSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1048 HRESULT WINAPI IWineD3DSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, RECT *SrcRect, IWineD3DSurface *DstSurface, RECT *DstRect, DWORD Flags, WINEDDOVERLAYFX *FX);
1050 /* Surface flags: */
1051 #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
1052 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
1053 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for getdc */
1054 #define SFLAG_DIRTY 0x00000008 /* Surface was locked by the app */
1055 #define SFLAG_LOCKABLE 0x00000010 /* Surface can be locked */
1056 #define SFLAG_DISCARD 0x00000020 /* ??? */
1057 #define SFLAG_LOCKED 0x00000040 /* Surface is locked atm */
1058 #define SFLAG_ACTIVELOCK 0x00000080 /* Not locked, but surface memory is needed */
1059 #define SFLAG_INTEXTURE 0x00000100 /* ??? */
1060 #define SFLAG_INPBUFFER 0x00000200 /* ??? */
1061 #define SFLAG_NONPOW2 0x00000400 /* Surface sizes are not a power of 2 */
1062 #define SFLAG_DYNLOCK 0x00000800 /* Surface is often locked by the app */
1063 #define SFLAG_DYNCHANGE 0x00001800 /* Surface contents are changed very often, implies DYNLOCK */
1064 #define SFLAG_DCINUSE 0x00002000 /* Set between GetDC and ReleaseDC calls */
1065 #define SFLAG_GLDIRTY 0x00004000 /* The opengl texture is more up to date than the surface mem */
1066 #define SFLAG_LOST 0x00008000 /* Surface lost flag for DDraw */
1067 #define SFLAG_FORCELOAD 0x00010000 /* To force PreLoading of a scratch cursor */
1068 #define SFLAG_USERPTR 0x00020000 /* The application allocated the memory for this surface */
1069 #define SFLAG_GLCKEY 0x00040000 /* The gl texture was created with a color key */
1071 /* In some conditions the surface memory must not be freed:
1072 * SFLAG_OVERSIZE: Not all data can be kept in GL
1073 * SFLAG_CONVERTED: Converting the data back would take too long
1074 * SFLAG_DIBSECTION: The dib code manages the memory
1075 * SFLAG_DIRTY: GL surface isn't up to date
1076 * SFLAG_LOCKED: The app requires access to the surface data
1077 * SFLAG_ACTIVELOCK: Some wined3d code needs the memory
1078 * SFLAG_DYNLOCK: Avoid freeing the data for performance
1079 * SFLAG_DYNCHANGE: Same reason as DYNLOCK
1081 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
1082 SFLAG_CONVERTED | \
1083 SFLAG_DIBSECTION | \
1084 SFLAG_DIRTY | \
1085 SFLAG_LOCKED | \
1086 SFLAG_ACTIVELOCK | \
1087 SFLAG_DYNLOCK | \
1088 SFLAG_DYNCHANGE | \
1089 SFLAG_USERPTR)
1091 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
1093 /* Alignment of the pitch */
1094 #define SURFACE_ALIGNMENT 4
1096 /*****************************************************************************
1097 * IWineD3DVertexDeclaration implementation structure
1099 typedef struct IWineD3DVertexDeclarationImpl {
1100 /* IUnknown Information */
1101 const IWineD3DVertexDeclarationVtbl *lpVtbl;
1102 LONG ref; /* Note: Ref counting not required */
1104 IUnknown *parent;
1105 /** precomputed fvf if simple declaration */
1106 IWineD3DDeviceImpl *wineD3DDevice;
1107 DWORD fvf[MAX_STREAMS];
1108 DWORD allFVF;
1110 /** dx8 compatible Declaration fields */
1111 DWORD* pDeclaration8;
1112 DWORD declaration8Length;
1114 /** dx9+ */
1115 D3DVERTEXELEMENT9 *pDeclaration9;
1116 UINT declaration9NumElements;
1118 WINED3DVERTEXELEMENT *pDeclarationWine;
1119 UINT declarationWNumElements;
1121 float *constants;
1123 } IWineD3DVertexDeclarationImpl;
1125 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
1127 /*****************************************************************************
1128 * IWineD3DStateBlock implementation structure
1131 /* Internal state Block for Begin/End/Capture/Create/Apply info */
1132 /* Note: Very long winded but gl Lists are not flexible enough */
1133 /* to resolve everything we need, so doing it manually for now */
1134 typedef struct SAVEDSTATES {
1135 BOOL indices;
1136 BOOL material;
1137 BOOL fvf;
1138 BOOL streamSource[MAX_STREAMS];
1139 BOOL streamFreq[MAX_STREAMS];
1140 BOOL textures[MAX_SAMPLERS];
1141 BOOL transform[HIGHEST_TRANSFORMSTATE + 1];
1142 BOOL viewport;
1143 BOOL renderState[WINEHIGHEST_RENDER_STATE + 1];
1144 BOOL textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1145 BOOL samplerState[MAX_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1146 BOOL clipplane[MAX_CLIPPLANES];
1147 BOOL vertexDecl;
1148 BOOL pixelShader;
1149 BOOL pixelShaderConstantsB[MAX_CONST_B];
1150 BOOL pixelShaderConstantsI[MAX_CONST_I];
1151 BOOL *pixelShaderConstantsF;
1152 BOOL vertexShader;
1153 BOOL vertexShaderConstantsB[MAX_CONST_B];
1154 BOOL vertexShaderConstantsI[MAX_CONST_I];
1155 BOOL *vertexShaderConstantsF;
1156 } SAVEDSTATES;
1158 typedef struct {
1159 struct list entry;
1160 int idx;
1161 } constant_entry;
1163 struct IWineD3DStateBlockImpl
1165 /* IUnknown fields */
1166 const IWineD3DStateBlockVtbl *lpVtbl;
1167 LONG ref; /* Note: Ref counting not required */
1169 /* IWineD3DStateBlock information */
1170 IUnknown *parent;
1171 IWineD3DDeviceImpl *wineD3DDevice;
1172 WINED3DSTATEBLOCKTYPE blockType;
1174 /* Array indicating whether things have been set or changed */
1175 SAVEDSTATES changed;
1176 SAVEDSTATES set;
1177 struct list set_vconstantsF;
1178 struct list set_pconstantsF;
1180 /* Drawing - Vertex Shader or FVF related */
1181 DWORD fvf;
1182 /* Vertex Shader Declaration */
1183 IWineD3DVertexDeclaration *vertexDecl;
1185 IWineD3DVertexShader *vertexShader;
1187 /* Vertex Shader Constants */
1188 BOOL vertexShaderConstantB[MAX_CONST_B];
1189 INT vertexShaderConstantI[MAX_CONST_I * 4];
1190 float *vertexShaderConstantF;
1192 /* Stream Source */
1193 BOOL streamIsUP;
1194 UINT streamStride[MAX_STREAMS];
1195 UINT streamOffset[MAX_STREAMS];
1196 IWineD3DVertexBuffer *streamSource[MAX_STREAMS];
1197 UINT streamFreq[MAX_STREAMS];
1198 UINT streamFlags[MAX_STREAMS]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
1200 /* Indices */
1201 IWineD3DIndexBuffer* pIndexData;
1202 UINT baseVertexIndex; /* Note: only used for d3d8 */
1204 /* Transform */
1205 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
1207 /* Lights */
1208 PLIGHTINFOEL *lights; /* NOTE: active GL lights must be front of the chain */
1210 /* Clipping */
1211 double clipplane[MAX_CLIPPLANES][4];
1212 WINED3DCLIPSTATUS clip_status;
1214 /* ViewPort */
1215 WINED3DVIEWPORT viewport;
1217 /* Material */
1218 WINED3DMATERIAL material;
1220 /* Pixel Shader */
1221 IWineD3DPixelShader *pixelShader;
1223 /* Pixel Shader Constants */
1224 BOOL pixelShaderConstantB[MAX_CONST_B];
1225 INT pixelShaderConstantI[MAX_CONST_I * 4];
1226 float *pixelShaderConstantF;
1228 /* RenderState */
1229 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
1231 /* Texture */
1232 IWineD3DBaseTexture *textures[MAX_SAMPLERS];
1233 int textureDimensions[MAX_SAMPLERS];
1235 /* Texture State Stage */
1236 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1237 DWORD lowest_disabled_stage;
1238 /* Sampler States */
1239 DWORD samplerState[MAX_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1241 /* Current GLSL Shader Program */
1242 struct glsl_shader_prog_link *glsl_program;
1245 extern void stateblock_savedstates_set(
1246 IWineD3DStateBlock* iface,
1247 SAVEDSTATES* states,
1248 BOOL value);
1250 extern void stateblock_savedstates_copy(
1251 IWineD3DStateBlock* iface,
1252 SAVEDSTATES* dest,
1253 SAVEDSTATES* source);
1255 extern void stateblock_copy(
1256 IWineD3DStateBlock* destination,
1257 IWineD3DStateBlock* source);
1259 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
1261 /*****************************************************************************
1262 * IWineD3DQueryImpl implementation structure (extends IUnknown)
1264 typedef struct IWineD3DQueryImpl
1266 const IWineD3DQueryVtbl *lpVtbl;
1267 LONG ref; /* Note: Ref counting not required */
1269 IUnknown *parent;
1270 /*TODO: replace with iface usage */
1271 #if 0
1272 IWineD3DDevice *wineD3DDevice;
1273 #else
1274 IWineD3DDeviceImpl *wineD3DDevice;
1275 #endif
1277 /* IWineD3DQuery fields */
1278 WINED3DQUERYTYPE type;
1279 /* TODO: Think about using a IUnknown instead of a void* */
1280 void *extendedData;
1283 } IWineD3DQueryImpl;
1285 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1287 /* Datastructures for IWineD3DQueryImpl.extendedData */
1288 typedef struct WineQueryOcclusionData {
1289 GLuint queryId;
1290 } WineQueryOcclusionData;
1293 /*****************************************************************************
1294 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1297 typedef struct IWineD3DSwapChainImpl
1299 /*IUnknown part*/
1300 const IWineD3DSwapChainVtbl *lpVtbl;
1301 LONG ref; /* Note: Ref counting not required */
1303 IUnknown *parent;
1304 IWineD3DDeviceImpl *wineD3DDevice;
1306 /* IWineD3DSwapChain fields */
1307 IWineD3DSurface **backBuffer;
1308 IWineD3DSurface *frontBuffer;
1309 BOOL wantsDepthStencilBuffer;
1310 D3DPRESENT_PARAMETERS presentParms;
1311 DWORD orig_width, orig_height;
1313 /* TODO: move everything up to drawable off into a context manager
1314 and store the 'data' in the contextManagerData interface.
1315 IUnknown *contextManagerData;
1318 HWND win_handle;
1319 Window win;
1320 Display *display;
1322 GLXContext glCtx;
1323 XVisualInfo *visInfo;
1324 GLXContext render_ctx;
1325 /* This has been left in device for now, but needs moving off into a rendertarget management class and separated out from swapchains and devices. */
1326 Drawable drawable;
1327 } IWineD3DSwapChainImpl;
1329 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
1331 /*****************************************************************************
1332 * Utility function prototypes
1335 /* Trace routines */
1336 const char* debug_d3dformat(WINED3DFORMAT fmt);
1337 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
1338 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
1339 const char* debug_d3dusage(DWORD usage);
1340 const char* debug_d3dusagequery(DWORD usagequery);
1341 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
1342 const char* debug_d3ddecltype(WINED3DDECLTYPE type);
1343 const char* debug_d3ddeclusage(BYTE usage);
1344 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
1345 const char* debug_d3drenderstate(DWORD state);
1346 const char* debug_d3dsamplerstate(DWORD state);
1347 const char* debug_d3dtexturestate(DWORD state);
1348 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
1349 const char* debug_d3dpool(WINED3DPOOL pool);
1351 /* Routines for GL <-> D3D values */
1352 GLenum StencilOp(DWORD op);
1353 GLenum CompareFunc(DWORD func);
1354 void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
1355 void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx);
1356 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords);
1358 int D3DFmtMakeGlCfg(WINED3DFORMAT BackBufferFormat, WINED3DFORMAT StencilBufferFormat, int *attribs, int* nAttribs, BOOL alternate);
1360 /* Math utils */
1361 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
1363 /*****************************************************************************
1364 * To enable calling of inherited functions, requires prototypes
1366 * Note: Only require classes which are subclassed, ie resource, basetexture,
1368 /*** IUnknown methods ***/
1369 extern HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface, REFIID riid, void** ppvObject);
1370 extern ULONG WINAPI IWineD3DResourceImpl_AddRef(IWineD3DResource *iface);
1371 extern ULONG WINAPI IWineD3DResourceImpl_Release(IWineD3DResource *iface);
1372 /*** IWineD3DResource methods ***/
1373 extern HRESULT WINAPI IWineD3DResourceImpl_GetParent(IWineD3DResource *iface, IUnknown **pParent);
1374 extern HRESULT WINAPI IWineD3DResourceImpl_GetDevice(IWineD3DResource *iface, IWineD3DDevice ** ppDevice);
1375 extern HRESULT WINAPI IWineD3DResourceImpl_SetPrivateData(IWineD3DResource *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1376 extern HRESULT WINAPI IWineD3DResourceImpl_GetPrivateData(IWineD3DResource *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1377 extern HRESULT WINAPI IWineD3DResourceImpl_FreePrivateData(IWineD3DResource *iface, REFGUID refguid);
1378 extern DWORD WINAPI IWineD3DResourceImpl_SetPriority(IWineD3DResource *iface, DWORD PriorityNew);
1379 extern DWORD WINAPI IWineD3DResourceImpl_GetPriority(IWineD3DResource *iface);
1380 extern void WINAPI IWineD3DResourceImpl_PreLoad(IWineD3DResource *iface);
1381 extern WINED3DRESOURCETYPE WINAPI IWineD3DResourceImpl_GetType(IWineD3DResource *iface);
1382 /*** class static members ***/
1383 void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface);
1385 /*** IUnknown methods ***/
1386 extern HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, void** ppvObject);
1387 extern ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface);
1388 extern ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface);
1389 /*** IWineD3DResource methods ***/
1390 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent);
1391 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice ** ppDevice);
1392 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1393 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1394 extern HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID refguid);
1395 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD PriorityNew);
1396 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface);
1397 extern void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface);
1398 extern WINED3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface);
1399 /*** IWineD3DBaseTexture methods ***/
1400 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew);
1401 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface);
1402 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface);
1403 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType);
1404 extern WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface);
1405 extern void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface);
1406 extern BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL);
1407 extern BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface);
1409 extern BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
1410 extern HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface);
1411 extern HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface);
1412 extern HRESULT WINAPI IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture *iface);
1413 extern void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1414 /*** class static members ***/
1415 void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface);
1417 struct SHADER_OPCODE_ARG;
1418 typedef void (*shader_fct_t)();
1419 typedef void (*SHADER_HANDLER) (struct SHADER_OPCODE_ARG*);
1421 /* Struct to maintain a list of GLSL shader programs and their associated pixel and
1422 * vertex shaders. A list of this type is maintained on the DeviceImpl, and is only
1423 * used if the user is using GLSL shaders. */
1424 struct glsl_shader_prog_link {
1425 struct list entry;
1426 GLhandleARB programId;
1427 GLhandleARB *vuniformF_locations;
1428 GLhandleARB *puniformF_locations;
1429 IWineD3DVertexShader* vertexShader;
1430 IWineD3DPixelShader* pixelShader;
1433 /* TODO: Make this dynamic, based on shader limits ? */
1434 #define MAX_REG_ADDR 1
1435 #define MAX_REG_TEMP 32
1436 #define MAX_REG_TEXCRD 8
1437 #define MAX_REG_INPUT 12
1438 #define MAX_REG_OUTPUT 12
1439 #define MAX_ATTRIBS 16
1440 #define MAX_CONST_I 16
1441 #define MAX_CONST_B 16
1443 /* FIXME: This needs to go up to 2048 for
1444 * Shader model 3 according to msdn (and for software shaders) */
1445 #define MAX_LABELS 16
1447 typedef struct semantic {
1448 DWORD usage;
1449 DWORD reg;
1450 } semantic;
1452 typedef struct local_constant {
1453 struct list entry;
1454 unsigned int idx;
1455 DWORD value[4];
1456 } local_constant;
1458 typedef struct shader_reg_maps {
1460 char texcoord[MAX_REG_TEXCRD]; /* pixel < 3.0 */
1461 char temporary[MAX_REG_TEMP]; /* pixel, vertex */
1462 char address[MAX_REG_ADDR]; /* vertex */
1463 char packed_input[MAX_REG_INPUT]; /* pshader >= 3.0 */
1464 char packed_output[MAX_REG_OUTPUT]; /* vertex >= 3.0 */
1465 char attributes[MAX_ATTRIBS]; /* vertex */
1466 char labels[MAX_LABELS]; /* pixel, vertex */
1468 /* Sampler usage tokens
1469 * Use 0 as default (bit 31 is always 1 on a valid token) */
1470 DWORD samplers[MAX_SAMPLERS];
1472 /* Whether or not a loop is used in this shader */
1473 char loop;
1475 /* Whether or not this shader uses fog */
1476 char fog;
1478 } shader_reg_maps;
1480 #define SHADER_PGMSIZE 65535
1481 typedef struct SHADER_BUFFER {
1482 char* buffer;
1483 unsigned int bsize;
1484 unsigned int lineNo;
1485 } SHADER_BUFFER;
1487 /* Undocumented opcode controls */
1488 #define INST_CONTROLS_SHIFT 16
1489 #define INST_CONTROLS_MASK 0x00ff0000
1491 typedef enum COMPARISON_TYPE {
1492 COMPARISON_GT = 1,
1493 COMPARISON_EQ = 2,
1494 COMPARISON_GE = 3,
1495 COMPARISON_LT = 4,
1496 COMPARISON_NE = 5,
1497 COMPARISON_LE = 6
1498 } COMPARISON_TYPE;
1500 typedef struct SHADER_OPCODE {
1501 unsigned int opcode;
1502 const char* name;
1503 const char* glname;
1504 char dst_token;
1505 CONST UINT num_params;
1506 shader_fct_t soft_fct;
1507 SHADER_HANDLER hw_fct;
1508 SHADER_HANDLER hw_glsl_fct;
1509 DWORD min_version;
1510 DWORD max_version;
1511 } SHADER_OPCODE;
1513 typedef struct SHADER_OPCODE_ARG {
1514 IWineD3DBaseShader* shader;
1515 shader_reg_maps* reg_maps;
1516 CONST SHADER_OPCODE* opcode;
1517 DWORD opcode_token;
1518 DWORD dst;
1519 DWORD dst_addr;
1520 DWORD predicate;
1521 DWORD src[4];
1522 DWORD src_addr[4];
1523 SHADER_BUFFER* buffer;
1524 } SHADER_OPCODE_ARG;
1526 typedef struct SHADER_LIMITS {
1527 unsigned int temporary;
1528 unsigned int texcoord;
1529 unsigned int sampler;
1530 unsigned int constant_int;
1531 unsigned int constant_float;
1532 unsigned int constant_bool;
1533 unsigned int address;
1534 unsigned int packed_output;
1535 unsigned int packed_input;
1536 unsigned int attributes;
1537 unsigned int label;
1538 } SHADER_LIMITS;
1540 /** Keeps track of details for TEX_M#x# shader opcodes which need to
1541 maintain state information between multiple codes */
1542 typedef struct SHADER_PARSE_STATE {
1543 unsigned int current_row;
1544 DWORD texcoord_w[2];
1545 } SHADER_PARSE_STATE;
1547 /* Base Shader utility functions.
1548 * (may move callers into the same file in the future) */
1549 extern int shader_addline(
1550 SHADER_BUFFER* buffer,
1551 const char* fmt, ...);
1553 extern const SHADER_OPCODE* shader_get_opcode(
1554 IWineD3DBaseShader *iface,
1555 const DWORD code);
1557 extern void shader_delete_constant_list(
1558 struct list* clist);
1560 /* Vertex shader utility functions */
1561 extern BOOL vshader_get_input(
1562 IWineD3DVertexShader* iface,
1563 BYTE usage_req, BYTE usage_idx_req,
1564 unsigned int* regnum);
1566 extern BOOL vshader_input_is_color(
1567 IWineD3DVertexShader* iface,
1568 unsigned int regnum);
1570 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
1572 /* ARB_[vertex/fragment]_program helper functions */
1573 extern void shader_arb_load_constants(
1574 IWineD3DDevice* device,
1575 char usePixelShader,
1576 char useVertexShader);
1578 /* ARB shader program Prototypes */
1579 extern void shader_hw_def(SHADER_OPCODE_ARG *arg);
1581 /* ARB pixel shader prototypes */
1582 extern void pshader_hw_cnd(SHADER_OPCODE_ARG* arg);
1583 extern void pshader_hw_cmp(SHADER_OPCODE_ARG* arg);
1584 extern void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1585 extern void pshader_hw_tex(SHADER_OPCODE_ARG* arg);
1586 extern void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg);
1587 extern void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg);
1588 extern void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg);
1589 extern void pshader_hw_texbem(SHADER_OPCODE_ARG* arg);
1590 extern void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg);
1591 extern void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg);
1592 extern void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg);
1593 extern void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg);
1594 extern void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg);
1595 extern void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1597 /* ARB vertex shader prototypes */
1598 extern void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1599 extern void vshader_hw_mnxn(SHADER_OPCODE_ARG* arg);
1601 /* GLSL helper functions */
1602 extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG *arg);
1603 extern void shader_glsl_load_constants(
1604 IWineD3DDevice* device,
1605 char usePixelShader,
1606 char useVertexShader);
1608 /** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */
1609 extern void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg);
1610 extern void shader_glsl_arith(SHADER_OPCODE_ARG* arg);
1611 extern void shader_glsl_mov(SHADER_OPCODE_ARG* arg);
1612 extern void shader_glsl_mad(SHADER_OPCODE_ARG* arg);
1613 extern void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg);
1614 extern void shader_glsl_lrp(SHADER_OPCODE_ARG* arg);
1615 extern void shader_glsl_dot(SHADER_OPCODE_ARG* arg);
1616 extern void shader_glsl_rcp(SHADER_OPCODE_ARG* arg);
1617 extern void shader_glsl_cnd(SHADER_OPCODE_ARG* arg);
1618 extern void shader_glsl_compare(SHADER_OPCODE_ARG* arg);
1619 extern void shader_glsl_def(SHADER_OPCODE_ARG* arg);
1620 extern void shader_glsl_defi(SHADER_OPCODE_ARG* arg);
1621 extern void shader_glsl_defb(SHADER_OPCODE_ARG* arg);
1622 extern void shader_glsl_expp(SHADER_OPCODE_ARG* arg);
1623 extern void shader_glsl_cmp(SHADER_OPCODE_ARG* arg);
1624 extern void shader_glsl_lit(SHADER_OPCODE_ARG* arg);
1625 extern void shader_glsl_dst(SHADER_OPCODE_ARG* arg);
1626 extern void shader_glsl_sincos(SHADER_OPCODE_ARG* arg);
1627 extern void shader_glsl_loop(SHADER_OPCODE_ARG* arg);
1628 extern void shader_glsl_end(SHADER_OPCODE_ARG* arg);
1629 extern void shader_glsl_if(SHADER_OPCODE_ARG* arg);
1630 extern void shader_glsl_ifc(SHADER_OPCODE_ARG* arg);
1631 extern void shader_glsl_else(SHADER_OPCODE_ARG* arg);
1632 extern void shader_glsl_break(SHADER_OPCODE_ARG* arg);
1633 extern void shader_glsl_breakc(SHADER_OPCODE_ARG* arg);
1634 extern void shader_glsl_rep(SHADER_OPCODE_ARG* arg);
1635 extern void shader_glsl_call(SHADER_OPCODE_ARG* arg);
1636 extern void shader_glsl_callnz(SHADER_OPCODE_ARG* arg);
1637 extern void shader_glsl_label(SHADER_OPCODE_ARG* arg);
1639 /** GLSL Pixel Shader Prototypes */
1640 extern void pshader_glsl_tex(SHADER_OPCODE_ARG* arg);
1641 extern void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg);
1642 extern void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg);
1643 extern void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg);
1644 extern void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg);
1645 extern void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg);
1646 extern void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg);
1647 extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg);
1648 extern void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg);
1649 extern void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg);
1650 extern void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg);
1651 extern void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg);
1652 extern void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1653 extern void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg);
1654 extern void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg);
1655 extern void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg);
1656 extern void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg);
1657 extern void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg);
1658 extern void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg);
1659 extern void pshader_glsl_input_pack(
1660 SHADER_BUFFER* buffer,
1661 semantic* semantics_out);
1663 /** GLSL Vertex Shader Prototypes */
1664 extern void vshader_glsl_output_unpack(
1665 SHADER_BUFFER* buffer,
1666 semantic* semantics_out);
1668 /*****************************************************************************
1669 * IDirect3DBaseShader implementation structure
1671 typedef struct IWineD3DBaseShaderClass
1673 DWORD hex_version;
1674 SHADER_LIMITS limits;
1675 SHADER_PARSE_STATE parse_state;
1676 CONST SHADER_OPCODE *shader_ins;
1677 CONST DWORD *function;
1678 UINT functionLength;
1679 GLuint prgId;
1680 BOOL is_compiled;
1682 /* Type of shader backend */
1683 int shader_mode;
1685 /* Immediate constants (override global ones) */
1686 struct list constantsB;
1687 struct list constantsF;
1688 struct list constantsI;
1689 shader_reg_maps reg_maps;
1691 /* Pointer to the parent device */
1692 IWineD3DDevice *device;
1694 } IWineD3DBaseShaderClass;
1696 typedef struct IWineD3DBaseShaderImpl {
1697 /* IUnknown */
1698 const IWineD3DBaseShaderVtbl *lpVtbl;
1699 LONG ref;
1701 /* IWineD3DBaseShader */
1702 IWineD3DBaseShaderClass baseShader;
1703 } IWineD3DBaseShaderImpl;
1705 extern HRESULT shader_get_registers_used(
1706 IWineD3DBaseShader *iface,
1707 shader_reg_maps* reg_maps,
1708 semantic* semantics_in,
1709 semantic* semantics_out,
1710 CONST DWORD* pToken,
1711 IWineD3DStateBlockImpl *stateBlock);
1713 extern void shader_generate_glsl_declarations(
1714 IWineD3DBaseShader *iface,
1715 shader_reg_maps* reg_maps,
1716 SHADER_BUFFER* buffer,
1717 WineD3D_GL_Info* gl_info);
1719 extern void shader_generate_arb_declarations(
1720 IWineD3DBaseShader *iface,
1721 shader_reg_maps* reg_maps,
1722 SHADER_BUFFER* buffer,
1723 WineD3D_GL_Info* gl_info);
1725 extern void shader_generate_main(
1726 IWineD3DBaseShader *iface,
1727 SHADER_BUFFER* buffer,
1728 shader_reg_maps* reg_maps,
1729 CONST DWORD* pFunction);
1731 extern void shader_dump_ins_modifiers(
1732 const DWORD output);
1734 extern void shader_dump_param(
1735 IWineD3DBaseShader *iface,
1736 const DWORD param,
1737 const DWORD addr_token,
1738 int input);
1740 extern void shader_trace_init(
1741 IWineD3DBaseShader *iface,
1742 const DWORD* pFunction);
1744 extern int shader_get_param(
1745 IWineD3DBaseShader* iface,
1746 const DWORD* pToken,
1747 DWORD* param,
1748 DWORD* addr_token);
1750 extern int shader_skip_unrecognized(
1751 IWineD3DBaseShader* iface,
1752 const DWORD* pToken);
1754 extern void print_glsl_info_log(
1755 WineD3D_GL_Info *gl_info,
1756 GLhandleARB obj);
1758 inline static int shader_get_regtype(const DWORD param) {
1759 return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
1760 ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
1763 extern unsigned int shader_get_float_offset(const DWORD reg);
1765 inline static BOOL shader_is_pshader_version(DWORD token) {
1766 return 0xFFFF0000 == (token & 0xFFFF0000);
1769 inline static BOOL shader_is_vshader_version(DWORD token) {
1770 return 0xFFFE0000 == (token & 0xFFFF0000);
1773 inline static BOOL shader_is_comment(DWORD token) {
1774 return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
1777 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
1778 * so upload them above that
1780 #define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
1781 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
1783 /*****************************************************************************
1784 * IDirect3DVertexShader implementation structure
1786 typedef struct IWineD3DVertexShaderImpl {
1787 /* IUnknown parts*/
1788 const IWineD3DVertexShaderVtbl *lpVtbl;
1789 LONG ref; /* Note: Ref counting not required */
1791 /* IWineD3DBaseShader */
1792 IWineD3DBaseShaderClass baseShader;
1794 /* IWineD3DVertexShaderImpl */
1795 IUnknown *parent;
1797 char usesFog;
1798 DWORD usage;
1800 /* Vertex shader input and output semantics */
1801 semantic semantics_in [MAX_ATTRIBS];
1802 semantic semantics_out [MAX_REG_OUTPUT];
1804 /* run time datas... */
1805 VSHADERDATA *data;
1806 IWineD3DVertexDeclaration *vertexDeclaration;
1807 #if 0 /* needs reworking */
1808 /* run time datas */
1809 VSHADERINPUTDATA input;
1810 VSHADEROUTPUTDATA output;
1811 #endif
1812 } IWineD3DVertexShaderImpl;
1813 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
1814 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
1816 /*****************************************************************************
1817 * IDirect3DPixelShader implementation structure
1819 typedef struct IWineD3DPixelShaderImpl {
1820 /* IUnknown parts */
1821 const IWineD3DPixelShaderVtbl *lpVtbl;
1822 LONG ref; /* Note: Ref counting not required */
1824 /* IWineD3DBaseShader */
1825 IWineD3DBaseShaderClass baseShader;
1827 /* IWineD3DPixelShaderImpl */
1828 IUnknown *parent;
1830 /* Pixel shader input semantics */
1831 semantic semantics_in [MAX_REG_INPUT];
1833 /* run time data */
1834 PSHADERDATA *data;
1836 #if 0 /* needs reworking */
1837 PSHADERINPUTDATA input;
1838 PSHADEROUTPUTDATA output;
1839 #endif
1840 } IWineD3DPixelShaderImpl;
1842 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
1843 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
1845 /*****************************************************************************
1846 * IWineD3DPalette implementation structure
1848 struct IWineD3DPaletteImpl {
1849 /* IUnknown parts */
1850 const IWineD3DPaletteVtbl *lpVtbl;
1851 LONG ref;
1853 IUnknown *parent;
1854 IWineD3DDeviceImpl *wineD3DDevice;
1856 /* IWineD3DPalette */
1857 HPALETTE hpal;
1858 WORD palVersion; /*| */
1859 WORD palNumEntries; /*| LOGPALETTE */
1860 PALETTEENTRY palents[256]; /*| */
1861 /* This is to store the palette in 'screen format' */
1862 int screen_palents[256];
1863 DWORD Flags;
1866 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
1867 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
1869 /* DirectDraw utility functions */
1870 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
1872 /*****************************************************************************
1873 * Pixel format management
1875 typedef struct {
1876 WINED3DFORMAT format;
1877 DWORD alphaMask, redMask, greenMask, blueMask;
1878 UINT bpp;
1879 BOOL isFourcc;
1880 GLint glInternal, glFormat, glType;
1881 } PixelFormatDesc;
1883 const PixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt);
1884 #endif