wined3d: Make some GLSL structs and functions private to the backend.
[wine.git] / dlls / wined3d / wined3d_private.h
blob6bb7e506a61f66395d61771b322564b596ad3ba0
1 /*
2 * Direct3D wine internal private include file
4 * Copyright 2002-2003 The wine-d3d team
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2004 Jason Edmeades
7 * Copyright 2005 Oliver Stieber
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
27 #include <stdarg.h>
28 #include <math.h>
29 #define NONAMELESSUNION
30 #define NONAMELESSSTRUCT
31 #define COBJMACROS
32 #include "windef.h"
33 #include "winbase.h"
34 #include "winreg.h"
35 #include "wingdi.h"
36 #include "winuser.h"
37 #include "wine/debug.h"
38 #include "wine/unicode.h"
40 #include "wined3d_private_types.h"
41 #include "wine/wined3d_interface.h"
42 #include "wine/wined3d_caps.h"
43 #include "wine/wined3d_gl.h"
44 #include "wine/list.h"
46 /* Hash table functions */
47 typedef unsigned int (hash_function_t)(void *key);
48 typedef BOOL (compare_function_t)(void *keya, void *keyb);
50 struct hash_table_entry_t {
51 void *key;
52 void *value;
53 unsigned int hash;
54 struct list entry;
57 struct hash_table_t {
58 hash_function_t *hash_function;
59 compare_function_t *compare_function;
60 struct list *buckets;
61 unsigned int bucket_count;
62 struct hash_table_entry_t *entries;
63 unsigned int entry_count;
64 struct list free_entries;
65 unsigned int count;
66 unsigned int grow_size;
67 unsigned int shrink_size;
70 struct hash_table_t *hash_table_create(hash_function_t *hash_function, compare_function_t *compare_function);
71 void hash_table_destroy(struct hash_table_t *table, void (*free_value)(void *value, void *cb), void *cb);
72 void *hash_table_get(struct hash_table_t *table, void *key);
73 void hash_table_put(struct hash_table_t *table, void *key, void *value);
74 void hash_table_remove(struct hash_table_t *table, void *key);
76 /* Device caps */
77 #define MAX_PALETTES 65536
78 #define MAX_STREAMS 16
79 #define MAX_TEXTURES 8
80 #define MAX_FRAGMENT_SAMPLERS 16
81 #define MAX_VERTEX_SAMPLERS 4
82 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
83 #define MAX_ACTIVE_LIGHTS 8
84 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
85 #define MAX_LEVELS 256
87 #define MAX_CONST_I 16
88 #define MAX_CONST_B 16
90 /* Used for CreateStateBlock */
91 #define NUM_SAVEDPIXELSTATES_R 35
92 #define NUM_SAVEDPIXELSTATES_T 18
93 #define NUM_SAVEDPIXELSTATES_S 12
94 #define NUM_SAVEDVERTEXSTATES_R 34
95 #define NUM_SAVEDVERTEXSTATES_T 2
96 #define NUM_SAVEDVERTEXSTATES_S 1
98 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
99 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
100 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
101 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
102 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
103 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
105 typedef enum _WINELOOKUP {
106 WINELOOKUP_WARPPARAM = 0,
107 MAX_LOOKUPS = 1
108 } WINELOOKUP;
110 extern int minLookup[MAX_LOOKUPS];
111 extern int maxLookup[MAX_LOOKUPS];
112 extern DWORD *stateLookup[MAX_LOOKUPS];
114 typedef DWORD magLookup_t[WINED3DTEXF_ANISOTROPIC + 1];
115 extern magLookup_t magLookup;
116 extern magLookup_t magLookup_noFilter;
118 typedef DWORD minMipLookup_t[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
119 extern minMipLookup_t minMipLookup;
120 extern minMipLookup_t minMipLookup_noFilter;
122 void init_type_lookup(WineD3D_GL_Info *gl_info);
123 #define WINED3D_ATR_TYPE(type) GLINFO_LOCATION.glTypeLookup[type].d3dType
124 #define WINED3D_ATR_SIZE(type) GLINFO_LOCATION.glTypeLookup[type].size
125 #define WINED3D_ATR_GLTYPE(type) GLINFO_LOCATION.glTypeLookup[type].glType
126 #define WINED3D_ATR_NORMALIZED(type) GLINFO_LOCATION.glTypeLookup[type].normalized
127 #define WINED3D_ATR_TYPESIZE(type) GLINFO_LOCATION.glTypeLookup[type].typesize
129 /* float_16_to_32() and float_32_to_16() (see implementation in
130 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
131 * to standard C floats and vice versa. They do not depend on the encoding
132 * of the C float, so they are platform independent, but slow. On x86 and
133 * other IEEE 754 compliant platforms the conversion can be accelerated by
134 * bit shifting the exponent and mantissa. There are also some SSE-based
135 * assembly routines out there.
137 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
139 static inline float float_16_to_32(const unsigned short *in) {
140 const unsigned short s = ((*in) & 0x8000);
141 const unsigned short e = ((*in) & 0x7C00) >> 10;
142 const unsigned short m = (*in) & 0x3FF;
143 const float sgn = (s ? -1.0 : 1.0);
145 if(e == 0) {
146 if(m == 0) return sgn * 0.0; /* +0.0 or -0.0 */
147 else return sgn * pow(2, -14.0) * ( (float) m / 1024.0);
148 } else if(e < 31) {
149 return sgn * pow(2, (float) e-15.0) * (1.0 + ((float) m / 1024.0));
150 } else {
151 if(m == 0) return sgn / 0.0; /* +INF / -INF */
152 else return 0.0 / 0.0; /* NAN */
157 * Settings
159 #define VS_NONE 0
160 #define VS_HW 1
162 #define PS_NONE 0
163 #define PS_HW 1
165 #define VBO_NONE 0
166 #define VBO_HW 1
168 #define NP2_NONE 0
169 #define NP2_REPACK 1
170 #define NP2_NATIVE 2
172 #define ORM_BACKBUFFER 0
173 #define ORM_PBUFFER 1
174 #define ORM_FBO 2
176 #define SHADER_ARB 1
177 #define SHADER_GLSL 2
178 #define SHADER_ATI 3
179 #define SHADER_NONE 4
181 #define RTL_DISABLE -1
182 #define RTL_AUTO 0
183 #define RTL_READDRAW 1
184 #define RTL_READTEX 2
185 #define RTL_TEXDRAW 3
186 #define RTL_TEXTEX 4
188 /* NOTE: When adding fields to this structure, make sure to update the default
189 * values in wined3d_main.c as well. */
190 typedef struct wined3d_settings_s {
191 /* vertex and pixel shader modes */
192 int vs_mode;
193 int ps_mode;
194 int vbo_mode;
195 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
196 we should use it. However, until it's fully implemented, we'll leave it as a registry
197 setting for developers. */
198 BOOL glslRequested;
199 int offscreen_rendering_mode;
200 int rendertargetlock_mode;
201 /* Memory tracking and object counting */
202 unsigned int emulated_textureram;
203 char *logo;
204 int allow_multisampling;
205 } wined3d_settings_t;
207 extern wined3d_settings_t wined3d_settings;
209 /* Shader backends */
210 struct SHADER_OPCODE_ARG;
212 #define SHADER_PGMSIZE 65535
213 typedef struct SHADER_BUFFER {
214 char* buffer;
215 unsigned int bsize;
216 unsigned int lineNo;
217 BOOL newline;
218 } SHADER_BUFFER;
220 struct shader_caps {
221 DWORD VertexShaderVersion;
222 DWORD MaxVertexShaderConst;
224 DWORD PixelShaderVersion;
225 float PixelShader1xMaxValue;
227 WINED3DVSHADERCAPS2_0 VS20Caps;
228 WINED3DPSHADERCAPS2_0 PS20Caps;
230 DWORD MaxVShaderInstructionsExecuted;
231 DWORD MaxPShaderInstructionsExecuted;
232 DWORD MaxVertexShader30InstructionSlots;
233 DWORD MaxPixelShader30InstructionSlots;
236 typedef struct {
237 void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
238 void (*shader_select_depth_blt)(IWineD3DDevice *iface);
239 void (*shader_deselect_depth_blt)(IWineD3DDevice *iface);
240 void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
241 void (*shader_cleanup)(IWineD3DDevice *iface);
242 void (*shader_color_correction)(struct SHADER_OPCODE_ARG *arg);
243 void (*shader_destroy)(IWineD3DBaseShader *iface);
244 HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
245 void (*shader_free_private)(IWineD3DDevice *iface);
246 BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
247 void (*shader_generate_pshader)(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer);
248 void (*shader_generate_vshader)(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer);
249 void (*shader_get_caps)(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct shader_caps *caps);
250 BOOL (*shader_conv_supported)(WINED3DFORMAT conv);
251 } shader_backend_t;
253 extern const shader_backend_t atifs_shader_backend;
254 extern const shader_backend_t glsl_shader_backend;
255 extern const shader_backend_t arb_program_shader_backend;
256 extern const shader_backend_t none_shader_backend;
258 /* ARB_program_shader private data */
259 struct shader_arb_priv {
260 GLuint current_vprogram_id;
261 GLuint current_fprogram_id;
262 GLuint depth_blt_vprogram_id;
263 GLuint depth_blt_fprogram_id;
264 BOOL use_arbfp_fixed_func;
265 struct hash_table_t *fragment_shaders;
268 /* X11 locking */
270 extern void (*wine_tsx11_lock_ptr)(void);
271 extern void (*wine_tsx11_unlock_ptr)(void);
273 /* As GLX relies on X, this is needed */
274 extern int num_lock;
276 #if 0
277 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
278 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
279 #else
280 #define ENTER_GL() wine_tsx11_lock_ptr()
281 #define LEAVE_GL() wine_tsx11_unlock_ptr()
282 #endif
284 /*****************************************************************************
285 * Defines
288 /* GL related defines */
289 /* ------------------ */
290 #define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
291 #define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
292 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
293 #define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
295 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
296 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
297 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
298 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
300 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
301 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
302 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
303 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
305 #define D3DCOLORTOGLFLOAT4(dw, vec) \
306 (vec)[0] = D3DCOLOR_R(dw); \
307 (vec)[1] = D3DCOLOR_G(dw); \
308 (vec)[2] = D3DCOLOR_B(dw); \
309 (vec)[3] = D3DCOLOR_A(dw);
311 /* DirectX Device Limits */
312 /* --------------------- */
313 #define MAX_LEVELS 256 /* Maximum number of mipmap levels. Guessed at 256 */
315 #define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
316 See MaxStreams in MSDN under GetDeviceCaps */
317 /* Maximum number of constants provided to the shaders */
318 #define HIGHEST_TRANSFORMSTATE 512
319 /* Highest value in WINED3DTRANSFORMSTATETYPE */
321 /* Checking of API calls */
322 /* --------------------- */
323 #define checkGLcall(A) \
325 GLint err = glGetError(); \
326 if (err == GL_NO_ERROR) { \
327 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
329 } else do { \
330 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
331 debug_glerror(err), err, A, __FILE__, __LINE__); \
332 err = glGetError(); \
333 } while (err != GL_NO_ERROR); \
336 /* Trace routines / diagnostics */
337 /* ---------------------------- */
339 /* Dump out a matrix and copy it */
340 #define conv_mat(mat,gl_mat) \
341 do { \
342 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
343 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
344 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
345 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
346 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
347 } while (0)
349 /* Macro to dump out the current state of the light chain */
350 #define DUMP_LIGHT_CHAIN() \
352 PLIGHTINFOEL *el = This->stateBlock->lights;\
353 while (el) { \
354 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
355 el = el->next; \
359 /* Trace vector and strided data information */
360 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
361 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d, vbo %d, stream %u)\n", \
362 sd->u.s.name.lpData, sd->u.s.name.dwStride, sd->u.s.name.dwType, sd->u.s.name.VBO, sd->u.s.name.streamNo);
364 /* Defines used for optimizations */
366 /* Only reapply what is necessary */
367 #define REAPPLY_ALPHAOP 0x0001
368 #define REAPPLY_ALL 0xFFFF
370 /* Advance declaration of structures to satisfy compiler */
371 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
372 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
373 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
374 typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl;
376 /* Global variables */
377 extern const float identity[16];
379 /*****************************************************************************
380 * Compilable extra diagnostics
383 /* Trace information per-vertex: (extremely high amount of trace) */
384 #if 0 /* NOTE: Must be 0 in cvs */
385 # define VTRACE(A) TRACE A
386 #else
387 # define VTRACE(A)
388 #endif
390 /* Checking of per-vertex related GL calls */
391 /* --------------------- */
392 #define vcheckGLcall(A) \
394 GLint err = glGetError(); \
395 if (err == GL_NO_ERROR) { \
396 VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
398 } else do { \
399 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
400 debug_glerror(err), err, A, __FILE__, __LINE__); \
401 err = glGetError(); \
402 } while (err != GL_NO_ERROR); \
405 /* TODO: Confirm each of these works when wined3d move completed */
406 #if 0 /* NOTE: Must be 0 in cvs */
407 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
408 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
409 is enabled, and if it doesn't exist it is disabled. */
410 # define FRAME_DEBUGGING
411 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
412 the file is deleted */
413 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
414 # define SINGLE_FRAME_DEBUGGING
415 # endif
416 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
417 It can only be enabled when FRAME_DEBUGGING is also enabled
418 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
419 array is drawn. */
420 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
421 # define SHOW_FRAME_MAKEUP 1
422 # endif
423 /* The following, when enabled, lets you see the makeup of the all the textures used during each
424 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
425 The contents of the textures assigned to each stage are written into
426 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
427 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
428 # define SHOW_TEXTURE_MAKEUP 0
429 # endif
430 extern BOOL isOn;
431 extern BOOL isDumpingFrames;
432 extern LONG primCounter;
433 #endif
435 /*****************************************************************************
436 * Prototypes
439 /* Routine common to the draw primitive and draw indexed primitive routines */
440 void drawPrimitive(IWineD3DDevice *iface,
441 int PrimitiveType,
442 long NumPrimitives,
443 /* for Indexed: */
444 long StartVertexIndex,
445 UINT numberOfVertices,
446 long StartIdx,
447 short idxBytes,
448 const void *idxData,
449 int minIndex);
451 void primitiveDeclarationConvertToStridedData(
452 IWineD3DDevice *iface,
453 BOOL useVertexShaderFunction,
454 WineDirect3DVertexStridedData *strided,
455 BOOL *fixup);
457 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
459 typedef void (WINE_GLAPI *glAttribFunc)(void *data);
460 typedef void (WINE_GLAPI *glTexAttribFunc)(GLuint unit, void *data);
461 extern glAttribFunc position_funcs[WINED3DDECLTYPE_UNUSED];
462 extern glAttribFunc diffuse_funcs[WINED3DDECLTYPE_UNUSED];
463 extern glAttribFunc specular_funcs[WINED3DDECLTYPE_UNUSED];
464 extern glAttribFunc normal_funcs[WINED3DDECLTYPE_UNUSED];
466 #define eps 1e-8
468 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
469 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
471 void depth_copy(IWineD3DDevice *iface);
473 /* Routines and structures related to state management */
474 typedef struct WineD3DContext WineD3DContext;
475 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
477 #define STATE_RENDER(a) (a)
478 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
480 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + (stage) * WINED3D_HIGHEST_TEXTURE_STATE + (num))
481 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
483 /* + 1 because samplers start with 0 */
484 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
485 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
487 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
488 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
490 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
491 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
493 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
494 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
495 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
496 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
498 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
499 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
501 #define STATE_VSHADER (STATE_VDECL + 1)
502 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
504 #define STATE_VIEWPORT (STATE_VSHADER + 1)
505 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
507 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
508 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
509 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
510 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
512 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
513 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
515 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
516 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
518 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
519 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
521 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
523 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
525 #define STATE_HIGHEST (STATE_FRONTFACE)
527 struct StateEntry
529 DWORD representative;
530 APPLYSTATEFUNC apply;
533 struct StateEntryTemplate
535 DWORD state;
536 struct StateEntry content;
537 GL_SupportedExt extension;
540 struct fragment_caps {
541 DWORD PrimitiveMiscCaps;
543 DWORD TextureOpCaps;
544 DWORD MaxTextureBlendStages;
545 DWORD MaxSimultaneousTextures;
548 struct fragment_pipeline {
549 void (*enable_extension)(IWineD3DDevice *iface, BOOL enable);
550 void (*get_caps)(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct fragment_caps *caps);
551 HRESULT (*alloc_private)(IWineD3DDevice *iface);
552 void (*free_private)(IWineD3DDevice *iface);
553 BOOL (*conv_supported)(WINED3DFORMAT conv);
554 const struct StateEntryTemplate *states;
555 BOOL ffp_proj_control;
558 extern const struct StateEntryTemplate misc_state_template[];
559 extern const struct StateEntryTemplate ffp_vertexstate_template[];
560 extern const struct fragment_pipeline ffp_fragment_pipeline;
561 extern const struct fragment_pipeline atifs_fragment_pipeline;
562 extern const struct fragment_pipeline arbfp_fragment_pipeline;
563 extern const struct fragment_pipeline nvts_fragment_pipeline;
564 extern const struct fragment_pipeline nvrc_fragment_pipeline;
566 /* "Base" state table */
567 void compile_state_table(struct StateEntry *StateTable,
568 APPLYSTATEFUNC **dev_multistate_funcs,
569 WineD3D_GL_Info *gl_info,
570 const struct StateEntryTemplate *vertex,
571 const struct fragment_pipeline *fragment,
572 const struct StateEntryTemplate *misc);
574 /* Shaders for color conversions in blits */
575 struct blit_shader {
576 HRESULT (*alloc_private)(IWineD3DDevice *iface);
577 void (*free_private)(IWineD3DDevice *iface);
578 HRESULT (*set_shader)(IWineD3DDevice *iface, WINED3DFORMAT fmt, GLenum textype, UINT width, UINT height);
579 void (*unset_shader)(IWineD3DDevice *iface);
580 BOOL (*conv_supported)(WINED3DFORMAT conv);
583 extern const struct blit_shader ffp_blit;
584 extern const struct blit_shader arbfp_blit;
586 /* The new context manager that should deal with onscreen and offscreen rendering */
587 struct WineD3DContext {
588 /* State dirtification
589 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
590 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
591 * 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
592 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
594 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
595 DWORD numDirtyEntries;
596 DWORD isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
598 IWineD3DSurface *surface;
599 DWORD tid; /* Thread ID which owns this context at the moment */
601 /* Stores some information about the context state for optimization */
602 BOOL draw_buffer_dirty;
603 BOOL last_was_rhw; /* true iff last draw_primitive was in xyzrhw mode */
604 BOOL last_was_pshader;
605 BOOL last_was_vshader;
606 BOOL last_was_foggy_shader;
607 BOOL namedArraysLoaded, numberedArraysLoaded;
608 BOOL lastWasPow2Texture[MAX_TEXTURES];
609 GLenum tracking_parm; /* Which source is tracking current colour */
610 unsigned char num_untracked_materials;
611 GLenum untracked_materials[2];
612 BOOL last_was_blit, last_was_ckey;
613 UINT blit_w, blit_h;
614 char texShaderBumpMap;
615 BOOL fog_coord;
617 char *vshader_const_dirty, *pshader_const_dirty;
619 /* The actual opengl context */
620 HGLRC glCtx;
621 HWND win_handle;
622 HDC hdc;
623 HPBUFFERARB pbuffer;
624 BOOL isPBuffer;
625 GLint aux_buffers;
627 /* FBOs */
628 IWineD3DSurface **fbo_color_attachments;
629 IWineD3DSurface *fbo_depth_attachment;
630 GLuint fbo;
631 GLuint src_fbo;
632 GLuint dst_fbo;
635 typedef enum ContextUsage {
636 CTXUSAGE_RESOURCELOAD = 1, /* Only loads textures: No State is applied */
637 CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfaces */
638 CTXUSAGE_BLIT = 3, /* OpenGL states are set up 3D drawing */
639 CTXUSAGE_CLEAR = 4, /* Drawable and states are set up for clearing */
640 } ContextUsage;
642 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
643 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
644 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
645 void apply_fbo_state(IWineD3DDevice *iface);
647 void delete_opengl_contexts(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
648 HRESULT create_primary_opengl_context(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
650 /* Macros for doing basic GPU detection based on opengl capabilities */
651 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
652 #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])
653 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
654 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
656 /* Default callbacks for implicit object destruction */
657 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
659 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
661 /*****************************************************************************
662 * Internal representation of a light
664 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
665 struct PLIGHTINFOEL {
666 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
667 DWORD OriginalIndex;
668 LONG glIndex;
669 BOOL changed;
670 BOOL enabledChanged;
671 BOOL enabled;
673 /* Converted parms to speed up swapping lights */
674 float lightPosn[4];
675 float lightDirn[4];
676 float exponent;
677 float cutoff;
679 struct list entry;
682 /* The default light parameters */
683 extern const WINED3DLIGHT WINED3D_default_light;
685 typedef struct WineD3D_PixelFormat
687 int iPixelFormat; /* WGL pixel format */
688 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
689 int redSize, greenSize, blueSize, alphaSize;
690 int depthSize, stencilSize;
691 BOOL windowDrawable;
692 BOOL pbufferDrawable;
693 BOOL doubleBuffer;
694 int auxBuffers;
695 int numSamples;
696 } WineD3D_PixelFormat;
698 /* The adapter structure */
699 struct WineD3DAdapter
701 UINT num;
702 BOOL opengl;
703 POINT monitorPoint;
704 WineD3D_GL_Info gl_info;
705 const char *driver;
706 const char *description;
707 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
708 int nCfgs;
709 WineD3D_PixelFormat *cfgs;
710 BOOL brokenStencil; /* Set on cards which only offer mixed depth+stencil */
711 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
712 unsigned int UsedTextureRam;
715 extern BOOL InitAdapters(void);
716 extern BOOL initPixelFormats(WineD3D_GL_Info *gl_info);
717 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram);
719 /*****************************************************************************
720 * High order patch management
722 struct WineD3DRectPatch
724 UINT Handle;
725 float *mem;
726 WineDirect3DVertexStridedData strided;
727 WINED3DRECTPATCH_INFO RectPatchInfo;
728 float numSegs[4];
729 char has_normals, has_texcoords;
730 struct list entry;
733 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
735 enum projection_types
737 proj_none = 0,
738 proj_count3 = 1,
739 proj_count4 = 2
742 enum tex_types
744 tex_1d = 0,
745 tex_2d = 1,
746 tex_3d = 2,
747 tex_cube = 3,
748 tex_rect = 4
751 enum dst_arg
753 resultreg = 0,
754 tempreg = 1
757 /*****************************************************************************
758 * Fixed function pipeline replacements
760 struct texture_stage_op
762 unsigned cop : 5, aop : 5;
763 #define ARG_UNUSED 0x3f
764 unsigned carg1 : 6, carg2 : 6, carg0 : 6;
765 unsigned tex_type : 3;
766 unsigned dst : 1; /* Total of 32 bits */
767 unsigned aarg1 : 6, aarg2 : 6, aarg0 : 6;
768 unsigned projected : 2;
769 unsigned padding : 12; /* Total of 64 bits */
770 WINED3DFORMAT color_correction;
773 struct ffp_settings {
774 struct texture_stage_op op[MAX_TEXTURES];
775 enum {
776 FOG_OFF,
777 FOG_LINEAR,
778 FOG_EXP,
779 FOG_EXP2
780 } fog;
781 /* Use an int instead of a char to get dword alignment */
782 unsigned int sRGB_write;
785 struct ffp_desc
787 struct ffp_settings settings;
790 void gen_ffp_op(IWineD3DStateBlockImpl *stateblock, struct ffp_settings *settings, BOOL ignore_textype);
791 struct ffp_desc *find_ffp_shader(struct hash_table_t *fragment_shaders, struct ffp_settings *settings);
792 void add_ffp_shader(struct hash_table_t *shaders, struct ffp_desc *desc);
793 BOOL ffp_program_key_compare(void *keya, void *keyb);
794 unsigned int ffp_program_key_hash(void *key);
796 /*****************************************************************************
797 * IWineD3D implementation structure
799 typedef struct IWineD3DImpl
801 /* IUnknown fields */
802 const IWineD3DVtbl *lpVtbl;
803 LONG ref; /* Note: Ref counting not required */
805 /* WineD3D Information */
806 IUnknown *parent;
807 UINT dxVersion;
808 } IWineD3DImpl;
810 extern const IWineD3DVtbl IWineD3D_Vtbl;
812 /* TODO: setup some flags in the registry to enable, disable pbuffer support
813 (since it will break quite a few things until contexts are managed properly!) */
814 extern BOOL pbuffer_support;
815 /* allocate one pbuffer per surface */
816 extern BOOL pbuffer_per_surface;
818 /* A helper function that dumps a resource list */
819 void dumpResources(struct list *list);
821 /*****************************************************************************
822 * IWineD3DDevice implementation structure
824 struct IWineD3DDeviceImpl
826 /* IUnknown fields */
827 const IWineD3DDeviceVtbl *lpVtbl;
828 LONG ref; /* Note: Ref counting not required */
830 /* WineD3D Information */
831 IUnknown *parent;
832 IWineD3D *wineD3D;
833 struct WineD3DAdapter *adapter;
835 /* Window styles to restore when switching fullscreen mode */
836 LONG style;
837 LONG exStyle;
839 /* X and GL Information */
840 GLint maxConcurrentLights;
841 GLenum offscreenBuffer;
843 /* Selected capabilities */
844 int vs_selected_mode;
845 int ps_selected_mode;
846 const shader_backend_t *shader_backend;
847 void *shader_priv;
848 void *fragment_priv;
849 void *blit_priv;
850 struct StateEntry StateTable[STATE_HIGHEST + 1];
851 /* Array of functions for states which are handled by more than one pipeline part */
852 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
853 const struct fragment_pipeline *frag_pipe;
854 const struct blit_shader *blitter;
856 unsigned int max_ffp_textures, max_ffp_texture_stages;
858 /* To store */
859 BOOL view_ident; /* true iff view matrix is identity */
860 BOOL untransformed;
861 BOOL vertexBlendUsed; /* To avoid needless setting of the blend matrices */
862 #define DDRAW_PITCH_ALIGNMENT 8
863 #define D3D8_PITCH_ALIGNMENT 4
864 unsigned char surface_alignment; /* Line Alignment of surfaces */
866 /* State block related */
867 BOOL isRecordingState;
868 IWineD3DStateBlockImpl *stateBlock;
869 IWineD3DStateBlockImpl *updateStateBlock;
870 BOOL isInDraw;
872 /* Internal use fields */
873 WINED3DDEVICE_CREATION_PARAMETERS createParms;
874 UINT adapterNo;
875 WINED3DDEVTYPE devType;
877 IWineD3DSwapChain **swapchains;
878 UINT NumberOfSwapChains;
880 struct list resources; /* a linked list to track resources created by the device */
881 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
882 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
884 /* Render Target Support */
885 IWineD3DSurface **render_targets;
886 IWineD3DSurface *auto_depth_stencil_buffer;
887 IWineD3DSurface *stencilBufferTarget;
889 /* Caches to avoid unneeded context changes */
890 IWineD3DSurface *lastActiveRenderTarget;
891 IWineD3DSwapChain *lastActiveSwapChain;
893 /* palettes texture management */
894 UINT NumberOfPalettes;
895 PALETTEENTRY **palettes;
896 UINT currentPalette;
897 UINT paletteConversionShader;
899 /* For rendering to a texture using glCopyTexImage */
900 BOOL render_offscreen;
901 GLenum *draw_buffers;
902 GLuint depth_blt_texture;
903 GLuint depth_blt_rb;
904 UINT depth_blt_rb_w;
905 UINT depth_blt_rb_h;
907 /* Cursor management */
908 BOOL bCursorVisible;
909 UINT xHotSpot;
910 UINT yHotSpot;
911 UINT xScreenSpace;
912 UINT yScreenSpace;
913 UINT cursorWidth, cursorHeight;
914 GLuint cursorTexture;
915 BOOL haveHardwareCursor;
916 HCURSOR hardwareCursor;
918 /* The Wine logo surface */
919 IWineD3DSurface *logo_surface;
921 /* Textures for when no other textures are mapped */
922 UINT dummyTextureName[MAX_TEXTURES];
924 /* Debug stream management */
925 BOOL debug;
927 /* Device state management */
928 HRESULT state;
929 BOOL d3d_initialized;
931 /* A flag to check for proper BeginScene / EndScene call pairs */
932 BOOL inScene;
934 /* process vertex shaders using software or hardware */
935 BOOL softwareVertexProcessing;
937 /* DirectDraw stuff */
938 DWORD ddraw_width, ddraw_height;
939 WINED3DFORMAT ddraw_format;
941 /* Final position fixup constant */
942 float posFixup[4];
944 /* With register combiners we can skip junk texture stages */
945 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
946 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
947 BOOL fixed_function_usage_map[MAX_TEXTURES];
949 /* Stream source management */
950 WineDirect3DVertexStridedData strided_streams;
951 WineDirect3DVertexStridedData *up_strided;
952 BOOL useDrawStridedSlow;
953 BOOL instancedDraw;
955 /* Context management */
956 WineD3DContext **contexts; /* Dynamic array containing pointers to context structures */
957 WineD3DContext *activeContext;
958 DWORD lastThread;
959 UINT numContexts;
960 WineD3DContext *pbufferContext; /* The context that has a pbuffer as drawable */
961 DWORD pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
963 /* High level patch management */
964 #define PATCHMAP_SIZE 43
965 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
966 struct list patches[PATCHMAP_SIZE];
967 struct WineD3DRectPatch *currentPatch;
970 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl, IWineD3DDevice_DirtyConst_Vtbl;
972 HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
973 CONST WINED3DRECT* pRects, DWORD Flags, WINED3DCOLOR Color,
974 float Z, DWORD Stencil);
975 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
976 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
977 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
978 DWORD idx = state >> 5;
979 BYTE shift = state & 0x1f;
980 return context->isStateDirty[idx] & (1 << shift);
983 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
984 typedef struct PrivateData
986 struct list entry;
988 GUID tag;
989 DWORD flags; /* DDSPD_* */
990 DWORD uniqueness_value;
992 union
994 LPVOID data;
995 LPUNKNOWN object;
996 } ptr;
998 DWORD size;
999 } PrivateData;
1001 /*****************************************************************************
1002 * IWineD3DResource implementation structure
1004 typedef struct IWineD3DResourceClass
1006 /* IUnknown fields */
1007 LONG ref; /* Note: Ref counting not required */
1009 /* WineD3DResource Information */
1010 IUnknown *parent;
1011 WINED3DRESOURCETYPE resourceType;
1012 IWineD3DDeviceImpl *wineD3DDevice;
1013 WINED3DPOOL pool;
1014 UINT size;
1015 DWORD usage;
1016 WINED3DFORMAT format;
1017 BYTE *allocatedMemory; /* Pointer to the real data location */
1018 BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
1019 struct list privateData;
1020 struct list resource_list_entry;
1022 } IWineD3DResourceClass;
1024 typedef struct IWineD3DResourceImpl
1026 /* IUnknown & WineD3DResource Information */
1027 const IWineD3DResourceVtbl *lpVtbl;
1028 IWineD3DResourceClass resource;
1029 } IWineD3DResourceImpl;
1031 /* Tests show that the start address of resources is 32 byte aligned */
1032 #define RESOURCE_ALIGNMENT 32
1034 /*****************************************************************************
1035 * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
1037 enum vbo_conversion_type {
1038 CONV_NONE = 0,
1039 CONV_D3DCOLOR = 1,
1040 CONV_POSITIONT = 2,
1041 CONV_FLOAT16_2 = 3 /* Also handles FLOAT16_4 */
1043 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
1044 * fixed function semantics as D3DCOLOR or FLOAT16
1048 typedef struct IWineD3DVertexBufferImpl
1050 /* IUnknown & WineD3DResource Information */
1051 const IWineD3DVertexBufferVtbl *lpVtbl;
1052 IWineD3DResourceClass resource;
1054 /* WineD3DVertexBuffer specifics */
1055 DWORD fvf;
1057 /* Vertex buffer object support */
1058 GLuint vbo;
1059 BYTE Flags;
1060 LONG bindCount;
1061 LONG vbo_size;
1062 GLenum vbo_usage;
1064 UINT dirtystart, dirtyend;
1065 LONG lockcount;
1067 LONG declChanges, draws;
1068 /* Last description of the buffer */
1069 DWORD stride; /* 0 if no conversion */
1070 enum vbo_conversion_type *conv_map; /* NULL if no conversion */
1072 /* Extra load offsets, for FLOAT16 conversion */
1073 DWORD *conv_shift; /* NULL if no shifted conversion */
1074 DWORD conv_stride; /* 0 if no shifted conversion */
1075 } IWineD3DVertexBufferImpl;
1077 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
1079 #define VBFLAG_OPTIMIZED 0x01 /* Optimize has been called for the VB */
1080 #define VBFLAG_DIRTY 0x02 /* Buffer data has been modified */
1081 #define VBFLAG_HASDESC 0x04 /* A vertex description has been found */
1082 #define VBFLAG_CREATEVBO 0x08 /* Attempt to create a VBO next PreLoad */
1084 /*****************************************************************************
1085 * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
1087 typedef struct IWineD3DIndexBufferImpl
1089 /* IUnknown & WineD3DResource Information */
1090 const IWineD3DIndexBufferVtbl *lpVtbl;
1091 IWineD3DResourceClass resource;
1093 GLuint vbo;
1094 UINT dirtystart, dirtyend;
1095 LONG lockcount;
1097 /* WineD3DVertexBuffer specifics */
1098 } IWineD3DIndexBufferImpl;
1100 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
1102 /*****************************************************************************
1103 * IWineD3DBaseTexture D3D- > openGL state map lookups
1105 #define WINED3DFUNC_NOTSUPPORTED -2
1106 #define WINED3DFUNC_UNIMPLEMENTED -1
1108 typedef enum winetexturestates {
1109 WINED3DTEXSTA_ADDRESSU = 0,
1110 WINED3DTEXSTA_ADDRESSV = 1,
1111 WINED3DTEXSTA_ADDRESSW = 2,
1112 WINED3DTEXSTA_BORDERCOLOR = 3,
1113 WINED3DTEXSTA_MAGFILTER = 4,
1114 WINED3DTEXSTA_MINFILTER = 5,
1115 WINED3DTEXSTA_MIPFILTER = 6,
1116 WINED3DTEXSTA_MAXMIPLEVEL = 7,
1117 WINED3DTEXSTA_MAXANISOTROPY = 8,
1118 WINED3DTEXSTA_SRGBTEXTURE = 9,
1119 WINED3DTEXSTA_ELEMENTINDEX = 10,
1120 WINED3DTEXSTA_DMAPOFFSET = 11,
1121 WINED3DTEXSTA_TSSADDRESSW = 12,
1122 MAX_WINETEXTURESTATES = 13,
1123 } winetexturestates;
1125 /*****************************************************************************
1126 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1128 typedef struct IWineD3DBaseTextureClass
1130 UINT levels;
1131 BOOL dirty;
1132 UINT textureName;
1133 UINT LOD;
1134 WINED3DTEXTUREFILTERTYPE filterType;
1135 DWORD states[MAX_WINETEXTURESTATES];
1136 LONG bindCount;
1137 DWORD sampler;
1138 BOOL is_srgb;
1139 UINT srgb_mode_change_count;
1140 WINED3DFORMAT shader_conversion_group;
1141 float pow2Matrix[16];
1142 minMipLookup_t *minMipLookup;
1143 magLookup_t *magLookup;
1144 } IWineD3DBaseTextureClass;
1146 typedef struct IWineD3DBaseTextureImpl
1148 /* IUnknown & WineD3DResource Information */
1149 const IWineD3DBaseTextureVtbl *lpVtbl;
1150 IWineD3DResourceClass resource;
1151 IWineD3DBaseTextureClass baseTexture;
1153 } IWineD3DBaseTextureImpl;
1155 /*****************************************************************************
1156 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1158 typedef struct IWineD3DTextureImpl
1160 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1161 const IWineD3DTextureVtbl *lpVtbl;
1162 IWineD3DResourceClass resource;
1163 IWineD3DBaseTextureClass baseTexture;
1165 /* IWineD3DTexture */
1166 IWineD3DSurface *surfaces[MAX_LEVELS];
1168 UINT width;
1169 UINT height;
1170 UINT target;
1171 BOOL cond_np2;
1173 } IWineD3DTextureImpl;
1175 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
1177 /*****************************************************************************
1178 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1180 typedef struct IWineD3DCubeTextureImpl
1182 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1183 const IWineD3DCubeTextureVtbl *lpVtbl;
1184 IWineD3DResourceClass resource;
1185 IWineD3DBaseTextureClass baseTexture;
1187 /* IWineD3DCubeTexture */
1188 IWineD3DSurface *surfaces[6][MAX_LEVELS];
1190 UINT edgeLength;
1191 } IWineD3DCubeTextureImpl;
1193 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
1195 typedef struct _WINED3DVOLUMET_DESC
1197 UINT Width;
1198 UINT Height;
1199 UINT Depth;
1200 } WINED3DVOLUMET_DESC;
1202 /*****************************************************************************
1203 * IWineD3DVolume implementation structure (extends IUnknown)
1205 typedef struct IWineD3DVolumeImpl
1207 /* IUnknown & WineD3DResource fields */
1208 const IWineD3DVolumeVtbl *lpVtbl;
1209 IWineD3DResourceClass resource;
1211 /* WineD3DVolume Information */
1212 WINED3DVOLUMET_DESC currentDesc;
1213 IWineD3DBase *container;
1214 UINT bytesPerPixel;
1216 BOOL lockable;
1217 BOOL locked;
1218 WINED3DBOX lockedBox;
1219 WINED3DBOX dirtyBox;
1220 BOOL dirty;
1223 } IWineD3DVolumeImpl;
1225 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
1227 /*****************************************************************************
1228 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1230 typedef struct IWineD3DVolumeTextureImpl
1232 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1233 const IWineD3DVolumeTextureVtbl *lpVtbl;
1234 IWineD3DResourceClass resource;
1235 IWineD3DBaseTextureClass baseTexture;
1237 /* IWineD3DVolumeTexture */
1238 IWineD3DVolume *volumes[MAX_LEVELS];
1240 UINT width;
1241 UINT height;
1242 UINT depth;
1243 } IWineD3DVolumeTextureImpl;
1245 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
1247 typedef struct _WINED3DSURFACET_DESC
1249 WINED3DMULTISAMPLE_TYPE MultiSampleType;
1250 DWORD MultiSampleQuality;
1251 UINT Width;
1252 UINT Height;
1253 } WINED3DSURFACET_DESC;
1255 /*****************************************************************************
1256 * Structure for DIB Surfaces (GetDC and GDI surfaces)
1258 typedef struct wineD3DSurface_DIB {
1259 HBITMAP DIBsection;
1260 void* bitmap_data;
1261 UINT bitmap_size;
1262 HGDIOBJ holdbitmap;
1263 BOOL client_memory;
1264 } wineD3DSurface_DIB;
1266 typedef struct {
1267 struct list entry;
1268 GLuint id;
1269 UINT width;
1270 UINT height;
1271 } renderbuffer_entry_t;
1273 /*****************************************************************************
1274 * IWineD3DClipp implementation structure
1276 typedef struct IWineD3DClipperImpl
1278 const IWineD3DClipperVtbl *lpVtbl;
1279 LONG ref;
1281 IUnknown *Parent;
1282 HWND hWnd;
1283 } IWineD3DClipperImpl;
1286 /*****************************************************************************
1287 * IWineD3DSurface implementation structure
1289 struct IWineD3DSurfaceImpl
1291 /* IUnknown & IWineD3DResource Information */
1292 const IWineD3DSurfaceVtbl *lpVtbl;
1293 IWineD3DResourceClass resource;
1295 /* IWineD3DSurface fields */
1296 IWineD3DBase *container;
1297 WINED3DSURFACET_DESC currentDesc;
1298 IWineD3DPaletteImpl *palette; /* D3D7 style palette handling */
1299 PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
1301 UINT bytesPerPixel;
1303 /* TODO: move this off into a management class(maybe!) */
1304 DWORD Flags;
1306 UINT pow2Width;
1307 UINT pow2Height;
1308 float heightscale;
1310 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
1311 void (*get_drawable_size)(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1313 /* Oversized texture */
1314 RECT glRect;
1316 /* PBO */
1317 GLuint pbo;
1319 RECT lockedRect;
1320 RECT dirtyRect;
1321 int lockCount;
1322 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
1324 glDescriptor glDescription;
1325 BOOL srgb;
1327 /* For GetDC */
1328 wineD3DSurface_DIB dib;
1329 HDC hDC;
1331 /* Color keys for DDraw */
1332 WINEDDCOLORKEY DestBltCKey;
1333 WINEDDCOLORKEY DestOverlayCKey;
1334 WINEDDCOLORKEY SrcOverlayCKey;
1335 WINEDDCOLORKEY SrcBltCKey;
1336 DWORD CKeyFlags;
1338 WINEDDCOLORKEY glCKey;
1340 struct list renderbuffers;
1341 renderbuffer_entry_t *current_renderbuffer;
1343 /* DirectDraw clippers */
1344 IWineD3DClipper *clipper;
1346 /* DirectDraw Overlay handling */
1347 RECT overlay_srcrect;
1348 RECT overlay_destrect;
1349 IWineD3DSurfaceImpl *overlay_dest;
1350 struct list overlays;
1351 struct list overlay_entry;
1354 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1355 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1357 /* Predeclare the shared Surface functions */
1358 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1359 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface);
1360 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1361 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1362 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1363 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1364 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1365 DWORD WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1366 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1367 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface);
1368 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1369 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1370 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1371 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1372 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface);
1373 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface);
1374 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1375 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1376 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, WINEDDCOLORKEY *CKey);
1377 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1378 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1379 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1380 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1381 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1382 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1383 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, RECT *SrcRect, IWineD3DSurface *DstSurface, RECT *DstRect, DWORD Flags, WINEDDOVERLAYFX *FX);
1384 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
1385 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
1386 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1387 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface);
1388 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
1389 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans);
1390 HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags);
1391 void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface);
1393 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface);
1395 void get_drawable_size_swapchain(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1396 void get_drawable_size_backbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1397 void get_drawable_size_pbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1398 void get_drawable_size_fbo(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1400 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back);
1402 /* Surface flags: */
1403 #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
1404 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
1405 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for GetDC */
1406 #define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
1407 #define SFLAG_DISCARD 0x00000010 /* ??? */
1408 #define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
1409 #define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
1410 #define SFLAG_INDRAWABLE 0x00000080 /* The gl drawable contains the most up to date data */
1411 #define SFLAG_INSYSMEM 0x00000100 /* The system memory copy is most up to date */
1412 #define SFLAG_NONPOW2 0x00000200 /* Surface sizes are not a power of 2 */
1413 #define SFLAG_DYNLOCK 0x00000400 /* Surface is often locked by the app */
1414 #define SFLAG_DYNCHANGE 0x00000C00 /* Surface contents are changed very often, implies DYNLOCK */
1415 #define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
1416 #define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
1417 #define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
1418 #define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
1419 #define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
1420 #define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
1421 #define SFLAG_PBO 0x00040000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
1422 #define SFLAG_NORMCOORD 0x00080000 /* Set if the GL texture coords are normalized(non-texture rectangle) */
1423 #define SFLAG_DS_ONSCREEN 0x00100000 /* Is a depth stencil, last modified onscreen */
1424 #define SFLAG_DS_OFFSCREEN 0x00200000 /* Is a depth stencil, last modified offscreen */
1425 #define SFLAG_INOVERLAYDRAW 0x00400000 /* Overlay drawing is in progress. Recursion prevention */
1427 /* In some conditions the surface memory must not be freed:
1428 * SFLAG_OVERSIZE: Not all data can be kept in GL
1429 * SFLAG_CONVERTED: Converting the data back would take too long
1430 * SFLAG_DIBSECTION: The dib code manages the memory
1431 * SFLAG_LOCKED: The app requires access to the surface data
1432 * SFLAG_DYNLOCK: Avoid freeing the data for performance
1433 * SFLAG_DYNCHANGE: Same reason as DYNLOCK
1434 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
1435 * SFLAG_CLIENT: OpenGL uses our memory as backup
1437 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
1438 SFLAG_CONVERTED | \
1439 SFLAG_DIBSECTION | \
1440 SFLAG_LOCKED | \
1441 SFLAG_DYNLOCK | \
1442 SFLAG_DYNCHANGE | \
1443 SFLAG_USERPTR | \
1444 SFLAG_PBO | \
1445 SFLAG_CLIENT)
1447 #define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
1448 SFLAG_INTEXTURE | \
1449 SFLAG_INDRAWABLE)
1451 #define SFLAG_DS_LOCATIONS (SFLAG_DS_ONSCREEN | \
1452 SFLAG_DS_OFFSCREEN)
1454 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
1456 typedef enum {
1457 NO_CONVERSION,
1458 CONVERT_PALETTED,
1459 CONVERT_PALETTED_CK,
1460 CONVERT_CK_565,
1461 CONVERT_CK_5551,
1462 CONVERT_CK_4444,
1463 CONVERT_CK_4444_ARGB,
1464 CONVERT_CK_1555,
1465 CONVERT_555,
1466 CONVERT_CK_RGB24,
1467 CONVERT_CK_8888,
1468 CONVERT_CK_8888_ARGB,
1469 CONVERT_RGB32_888,
1470 CONVERT_V8U8,
1471 CONVERT_L6V5U5,
1472 CONVERT_X8L8V8U8,
1473 CONVERT_Q8W8V8U8,
1474 CONVERT_V16U16,
1475 CONVERT_A4L4,
1476 CONVERT_R32F,
1477 CONVERT_R16F,
1478 CONVERT_G16R16,
1479 } CONVERT_TYPES;
1481 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);
1483 BOOL palette9_changed(IWineD3DSurfaceImpl *This);
1485 /*****************************************************************************
1486 * IWineD3DVertexDeclaration implementation structure
1488 typedef struct attrib_declaration {
1489 DWORD usage;
1490 DWORD idx;
1491 } attrib_declaration;
1493 #define MAX_ATTRIBS 16
1495 typedef struct IWineD3DVertexDeclarationImpl {
1496 /* IUnknown Information */
1497 const IWineD3DVertexDeclarationVtbl *lpVtbl;
1498 LONG ref;
1500 IUnknown *parent;
1501 IWineD3DDeviceImpl *wineD3DDevice;
1503 WINED3DVERTEXELEMENT *pDeclarationWine;
1504 UINT declarationWNumElements;
1506 DWORD streams[MAX_STREAMS];
1507 UINT num_streams;
1508 BOOL position_transformed;
1509 BOOL half_float_conv_needed;
1511 /* Ordered array of declaration types that need swizzling in a vshader */
1512 attrib_declaration swizzled_attribs[MAX_ATTRIBS];
1513 UINT num_swizzled_attribs;
1514 } IWineD3DVertexDeclarationImpl;
1516 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
1518 /*****************************************************************************
1519 * IWineD3DStateBlock implementation structure
1522 /* Internal state Block for Begin/End/Capture/Create/Apply info */
1523 /* Note: Very long winded but gl Lists are not flexible enough */
1524 /* to resolve everything we need, so doing it manually for now */
1525 typedef struct SAVEDSTATES {
1526 BOOL indices;
1527 BOOL material;
1528 BOOL fvf;
1529 BOOL streamSource[MAX_STREAMS];
1530 BOOL streamFreq[MAX_STREAMS];
1531 BOOL textures[MAX_COMBINED_SAMPLERS];
1532 BOOL transform[HIGHEST_TRANSFORMSTATE + 1];
1533 BOOL viewport;
1534 BOOL renderState[WINEHIGHEST_RENDER_STATE + 1];
1535 BOOL textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1536 BOOL samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1537 BOOL clipplane[MAX_CLIPPLANES];
1538 BOOL vertexDecl;
1539 BOOL pixelShader;
1540 BOOL pixelShaderConstantsB[MAX_CONST_B];
1541 BOOL pixelShaderConstantsI[MAX_CONST_I];
1542 BOOL *pixelShaderConstantsF;
1543 BOOL vertexShader;
1544 BOOL vertexShaderConstantsB[MAX_CONST_B];
1545 BOOL vertexShaderConstantsI[MAX_CONST_I];
1546 BOOL *vertexShaderConstantsF;
1547 BOOL scissorRect;
1548 } SAVEDSTATES;
1550 typedef struct {
1551 struct list entry;
1552 DWORD count;
1553 DWORD idx[13];
1554 } constants_entry;
1556 struct StageState {
1557 DWORD stage;
1558 DWORD state;
1561 struct IWineD3DStateBlockImpl
1563 /* IUnknown fields */
1564 const IWineD3DStateBlockVtbl *lpVtbl;
1565 LONG ref; /* Note: Ref counting not required */
1567 /* IWineD3DStateBlock information */
1568 IUnknown *parent;
1569 IWineD3DDeviceImpl *wineD3DDevice;
1570 WINED3DSTATEBLOCKTYPE blockType;
1572 /* Array indicating whether things have been set or changed */
1573 SAVEDSTATES changed;
1574 struct list set_vconstantsF;
1575 struct list set_pconstantsF;
1577 /* Drawing - Vertex Shader or FVF related */
1578 DWORD fvf;
1579 /* Vertex Shader Declaration */
1580 IWineD3DVertexDeclaration *vertexDecl;
1582 IWineD3DVertexShader *vertexShader;
1584 /* Vertex Shader Constants */
1585 BOOL vertexShaderConstantB[MAX_CONST_B];
1586 INT vertexShaderConstantI[MAX_CONST_I * 4];
1587 float *vertexShaderConstantF;
1589 /* Stream Source */
1590 BOOL streamIsUP;
1591 UINT streamStride[MAX_STREAMS];
1592 UINT streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
1593 IWineD3DVertexBuffer *streamSource[MAX_STREAMS];
1594 UINT streamFreq[MAX_STREAMS + 1];
1595 UINT streamFlags[MAX_STREAMS + 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
1597 /* Indices */
1598 IWineD3DIndexBuffer* pIndexData;
1599 INT baseVertexIndex;
1600 INT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1602 /* Transform */
1603 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
1605 /* Light hashmap . Collisions are handled using standard wine double linked lists */
1606 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
1607 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
1608 struct list lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
1609 PLIGHTINFOEL *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
1611 /* Clipping */
1612 double clipplane[MAX_CLIPPLANES][4];
1613 WINED3DCLIPSTATUS clip_status;
1615 /* ViewPort */
1616 WINED3DVIEWPORT viewport;
1618 /* Material */
1619 WINED3DMATERIAL material;
1621 /* Pixel Shader */
1622 IWineD3DPixelShader *pixelShader;
1624 /* Pixel Shader Constants */
1625 BOOL pixelShaderConstantB[MAX_CONST_B];
1626 INT pixelShaderConstantI[MAX_CONST_I * 4];
1627 float *pixelShaderConstantF;
1629 /* RenderState */
1630 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
1632 /* Texture */
1633 IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS];
1634 int textureDimensions[MAX_COMBINED_SAMPLERS];
1636 /* Texture State Stage */
1637 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1638 DWORD lowest_disabled_stage;
1639 /* Sampler States */
1640 DWORD samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1642 /* Scissor test rectangle */
1643 RECT scissorRect;
1645 /* Contained state management */
1646 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
1647 unsigned int num_contained_render_states;
1648 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
1649 unsigned int num_contained_transform_states;
1650 DWORD contained_vs_consts_i[MAX_CONST_I];
1651 unsigned int num_contained_vs_consts_i;
1652 DWORD contained_vs_consts_b[MAX_CONST_B];
1653 unsigned int num_contained_vs_consts_b;
1654 DWORD *contained_vs_consts_f;
1655 unsigned int num_contained_vs_consts_f;
1656 DWORD contained_ps_consts_i[MAX_CONST_I];
1657 unsigned int num_contained_ps_consts_i;
1658 DWORD contained_ps_consts_b[MAX_CONST_B];
1659 unsigned int num_contained_ps_consts_b;
1660 DWORD *contained_ps_consts_f;
1661 unsigned int num_contained_ps_consts_f;
1662 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE)];
1663 unsigned int num_contained_tss_states;
1664 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
1665 unsigned int num_contained_sampler_states;
1668 extern void stateblock_savedstates_set(
1669 IWineD3DStateBlock* iface,
1670 SAVEDSTATES* states,
1671 BOOL value);
1673 extern void stateblock_savedstates_copy(
1674 IWineD3DStateBlock* iface,
1675 SAVEDSTATES* dest,
1676 SAVEDSTATES* source);
1678 extern void stateblock_copy(
1679 IWineD3DStateBlock* destination,
1680 IWineD3DStateBlock* source);
1682 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
1684 /* Direct3D terminology with little modifications. We do not have an issued state
1685 * because only the driver knows about it, but we have a created state because d3d
1686 * allows GetData on a created issue, but opengl doesn't
1688 enum query_state {
1689 QUERY_CREATED,
1690 QUERY_SIGNALLED,
1691 QUERY_BUILDING
1693 /*****************************************************************************
1694 * IWineD3DQueryImpl implementation structure (extends IUnknown)
1696 typedef struct IWineD3DQueryImpl
1698 const IWineD3DQueryVtbl *lpVtbl;
1699 LONG ref; /* Note: Ref counting not required */
1701 IUnknown *parent;
1702 /*TODO: replace with iface usage */
1703 #if 0
1704 IWineD3DDevice *wineD3DDevice;
1705 #else
1706 IWineD3DDeviceImpl *wineD3DDevice;
1707 #endif
1709 /* IWineD3DQuery fields */
1710 enum query_state state;
1711 WINED3DQUERYTYPE type;
1712 /* TODO: Think about using a IUnknown instead of a void* */
1713 void *extendedData;
1716 } IWineD3DQueryImpl;
1718 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1719 extern const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl;
1720 extern const IWineD3DQueryVtbl IWineD3DOcclusionQuery_Vtbl;
1722 /* Datastructures for IWineD3DQueryImpl.extendedData */
1723 typedef struct WineQueryOcclusionData {
1724 GLuint queryId;
1725 WineD3DContext *ctx;
1726 } WineQueryOcclusionData;
1728 typedef struct WineQueryEventData {
1729 GLuint fenceId;
1730 WineD3DContext *ctx;
1731 } WineQueryEventData;
1733 /*****************************************************************************
1734 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1737 typedef struct IWineD3DSwapChainImpl
1739 /*IUnknown part*/
1740 const IWineD3DSwapChainVtbl *lpVtbl;
1741 LONG ref; /* Note: Ref counting not required */
1743 IUnknown *parent;
1744 IWineD3DDeviceImpl *wineD3DDevice;
1746 /* IWineD3DSwapChain fields */
1747 IWineD3DSurface **backBuffer;
1748 IWineD3DSurface *frontBuffer;
1749 BOOL wantsDepthStencilBuffer;
1750 WINED3DPRESENT_PARAMETERS presentParms;
1751 DWORD orig_width, orig_height;
1752 WINED3DFORMAT orig_fmt;
1753 WINED3DGAMMARAMP orig_gamma;
1755 long prev_time, frames; /* Performance tracking */
1756 unsigned int vSyncCounter;
1758 WineD3DContext **context; /* Later a array for multithreading */
1759 unsigned int num_contexts;
1761 HWND win_handle;
1762 } IWineD3DSwapChainImpl;
1764 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
1765 const IWineD3DSwapChainVtbl IWineGDISwapChain_Vtbl;
1766 void x11_copy_to_screen(IWineD3DSwapChainImpl *This, LPRECT rc);
1768 HRESULT WINAPI IWineD3DBaseSwapChainImpl_QueryInterface(IWineD3DSwapChain *iface, REFIID riid, LPVOID *ppobj);
1769 ULONG WINAPI IWineD3DBaseSwapChainImpl_AddRef(IWineD3DSwapChain *iface);
1770 ULONG WINAPI IWineD3DBaseSwapChainImpl_Release(IWineD3DSwapChain *iface);
1771 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetParent(IWineD3DSwapChain *iface, IUnknown ** ppParent);
1772 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain *iface, IWineD3DSurface *pDestSurface);
1773 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, UINT iBackBuffer, WINED3DBACKBUFFER_TYPE Type, IWineD3DSurface **ppBackBuffer);
1774 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *iface, WINED3DRASTER_STATUS *pRasterStatus);
1775 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface, WINED3DDISPLAYMODE*pMode);
1776 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDevice(IWineD3DSwapChain *iface, IWineD3DDevice**ppDevice);
1777 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetPresentParameters(IWineD3DSwapChain *iface, WINED3DPRESENT_PARAMETERS *pPresentationParameters);
1778 HRESULT WINAPI IWineD3DBaseSwapChainImpl_SetGammaRamp(IWineD3DSwapChain *iface, DWORD Flags, CONST WINED3DGAMMARAMP *pRamp);
1779 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetGammaRamp(IWineD3DSwapChain *iface, WINED3DGAMMARAMP *pRamp);
1781 WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
1783 /*****************************************************************************
1784 * Utility function prototypes
1787 /* Trace routines */
1788 const char* debug_d3dformat(WINED3DFORMAT fmt);
1789 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
1790 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
1791 const char* debug_d3dusage(DWORD usage);
1792 const char* debug_d3dusagequery(DWORD usagequery);
1793 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
1794 const char* debug_d3ddecltype(WINED3DDECLTYPE type);
1795 const char* debug_d3ddeclusage(BYTE usage);
1796 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
1797 const char* debug_d3drenderstate(DWORD state);
1798 const char* debug_d3dsamplerstate(DWORD state);
1799 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
1800 const char* debug_d3dtexturestate(DWORD state);
1801 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
1802 const char* debug_d3dpool(WINED3DPOOL pool);
1803 const char *debug_fbostatus(GLenum status);
1804 const char *debug_glerror(GLenum error);
1805 const char *debug_d3dbasis(WINED3DBASISTYPE basis);
1806 const char *debug_d3ddegree(WINED3DDEGREETYPE order);
1807 const char* debug_d3dtop(WINED3DTEXTUREOP d3dtop);
1809 /* Routines for GL <-> D3D values */
1810 GLenum StencilOp(DWORD op);
1811 GLenum CompareFunc(DWORD func);
1812 BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
1813 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);
1814 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype, BOOL ffp_can_disable_proj);
1815 void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
1816 void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
1817 void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
1818 void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
1820 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
1821 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
1822 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location);
1823 void surface_load_ds_location(IWineD3DSurface *iface, DWORD location);
1825 BOOL getColorBits(WINED3DFORMAT fmt, short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
1826 BOOL getDepthStencilBits(WINED3DFORMAT fmt, short *depthSize, short *stencilSize);
1828 /* Math utils */
1829 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
1830 unsigned int count_bits(unsigned int mask);
1832 /*****************************************************************************
1833 * To enable calling of inherited functions, requires prototypes
1835 * Note: Only require classes which are subclassed, ie resource, basetexture,
1837 /*** IUnknown methods ***/
1838 extern HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface, REFIID riid, void** ppvObject);
1839 extern ULONG WINAPI IWineD3DResourceImpl_AddRef(IWineD3DResource *iface);
1840 extern ULONG WINAPI IWineD3DResourceImpl_Release(IWineD3DResource *iface);
1841 /*** IWineD3DResource methods ***/
1842 extern HRESULT WINAPI IWineD3DResourceImpl_GetParent(IWineD3DResource *iface, IUnknown **pParent);
1843 extern HRESULT WINAPI IWineD3DResourceImpl_GetDevice(IWineD3DResource *iface, IWineD3DDevice ** ppDevice);
1844 extern HRESULT WINAPI IWineD3DResourceImpl_SetPrivateData(IWineD3DResource *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1845 extern HRESULT WINAPI IWineD3DResourceImpl_GetPrivateData(IWineD3DResource *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1846 extern HRESULT WINAPI IWineD3DResourceImpl_FreePrivateData(IWineD3DResource *iface, REFGUID refguid);
1847 extern DWORD WINAPI IWineD3DResourceImpl_SetPriority(IWineD3DResource *iface, DWORD PriorityNew);
1848 extern DWORD WINAPI IWineD3DResourceImpl_GetPriority(IWineD3DResource *iface);
1849 extern void WINAPI IWineD3DResourceImpl_PreLoad(IWineD3DResource *iface);
1850 extern void WINAPI IWineD3DResourceImpl_UnLoad(IWineD3DResource *iface);
1851 extern WINED3DRESOURCETYPE WINAPI IWineD3DResourceImpl_GetType(IWineD3DResource *iface);
1852 /*** class static members ***/
1853 void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface);
1855 /*** IUnknown methods ***/
1856 extern HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, void** ppvObject);
1857 extern ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface);
1858 extern ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface);
1859 /*** IWineD3DResource methods ***/
1860 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent);
1861 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice ** ppDevice);
1862 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1863 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1864 extern HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID refguid);
1865 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD PriorityNew);
1866 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface);
1867 extern void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface);
1868 extern void WINAPI IWineD3DBaseTextureImpl_UnLoad(IWineD3DBaseTexture *iface);
1869 extern WINED3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface);
1870 /*** IWineD3DBaseTexture methods ***/
1871 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew);
1872 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface);
1873 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface);
1874 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType);
1875 extern WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface);
1876 extern void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface);
1877 extern BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL);
1878 extern BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface);
1880 extern BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
1881 extern HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface);
1882 extern HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface);
1883 extern void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1884 /*** class static members ***/
1885 void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface);
1887 typedef void (*SHADER_HANDLER) (struct SHADER_OPCODE_ARG*);
1889 /* TODO: Make this dynamic, based on shader limits ? */
1890 #define MAX_REG_ADDR 1
1891 #define MAX_REG_TEMP 32
1892 #define MAX_REG_TEXCRD 8
1893 #define MAX_REG_INPUT 12
1894 #define MAX_REG_OUTPUT 12
1895 #define MAX_CONST_I 16
1896 #define MAX_CONST_B 16
1898 /* FIXME: This needs to go up to 2048 for
1899 * Shader model 3 according to msdn (and for software shaders) */
1900 #define MAX_LABELS 16
1902 typedef struct semantic {
1903 DWORD usage;
1904 DWORD reg;
1905 } semantic;
1907 typedef struct local_constant {
1908 struct list entry;
1909 unsigned int idx;
1910 DWORD value[4];
1911 } local_constant;
1913 typedef struct shader_reg_maps {
1915 char texcoord[MAX_REG_TEXCRD]; /* pixel < 3.0 */
1916 char temporary[MAX_REG_TEMP]; /* pixel, vertex */
1917 char address[MAX_REG_ADDR]; /* vertex */
1918 char packed_input[MAX_REG_INPUT]; /* pshader >= 3.0 */
1919 char packed_output[MAX_REG_OUTPUT]; /* vertex >= 3.0 */
1920 char attributes[MAX_ATTRIBS]; /* vertex */
1921 char labels[MAX_LABELS]; /* pixel, vertex */
1922 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
1924 /* Sampler usage tokens
1925 * Use 0 as default (bit 31 is always 1 on a valid token) */
1926 DWORD samplers[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
1927 BOOL bumpmat[MAX_TEXTURES], luminanceparams[MAX_TEXTURES];
1928 char usesnrm, vpos, usesdsy;
1929 char usesrelconstF;
1931 /* Whether or not loops are used in this shader, and nesting depth */
1932 unsigned loop_depth;
1934 /* Whether or not this shader uses fog */
1935 char fog;
1937 } shader_reg_maps;
1939 /* Undocumented opcode controls */
1940 #define INST_CONTROLS_SHIFT 16
1941 #define INST_CONTROLS_MASK 0x00ff0000
1943 typedef enum COMPARISON_TYPE {
1944 COMPARISON_GT = 1,
1945 COMPARISON_EQ = 2,
1946 COMPARISON_GE = 3,
1947 COMPARISON_LT = 4,
1948 COMPARISON_NE = 5,
1949 COMPARISON_LE = 6
1950 } COMPARISON_TYPE;
1952 typedef struct SHADER_OPCODE {
1953 unsigned int opcode;
1954 const char* name;
1955 const char* glname;
1956 char dst_token;
1957 CONST UINT num_params;
1958 SHADER_HANDLER hw_fct;
1959 SHADER_HANDLER hw_glsl_fct;
1960 DWORD min_version;
1961 DWORD max_version;
1962 } SHADER_OPCODE;
1964 typedef struct SHADER_OPCODE_ARG {
1965 IWineD3DBaseShader* shader;
1966 shader_reg_maps* reg_maps;
1967 CONST SHADER_OPCODE* opcode;
1968 DWORD opcode_token;
1969 DWORD dst;
1970 DWORD dst_addr;
1971 DWORD predicate;
1972 DWORD src[4];
1973 DWORD src_addr[4];
1974 SHADER_BUFFER* buffer;
1975 } SHADER_OPCODE_ARG;
1977 typedef struct SHADER_LIMITS {
1978 unsigned int temporary;
1979 unsigned int texcoord;
1980 unsigned int sampler;
1981 unsigned int constant_int;
1982 unsigned int constant_float;
1983 unsigned int constant_bool;
1984 unsigned int address;
1985 unsigned int packed_output;
1986 unsigned int packed_input;
1987 unsigned int attributes;
1988 unsigned int label;
1989 } SHADER_LIMITS;
1991 /** Keeps track of details for TEX_M#x# shader opcodes which need to
1992 maintain state information between multiple codes */
1993 typedef struct SHADER_PARSE_STATE {
1994 unsigned int current_row;
1995 DWORD texcoord_w[2];
1996 } SHADER_PARSE_STATE;
1998 #ifdef __GNUC__
1999 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2000 #else
2001 #define PRINTF_ATTR(fmt,args)
2002 #endif
2004 /* Base Shader utility functions.
2005 * (may move callers into the same file in the future) */
2006 extern int shader_addline(
2007 SHADER_BUFFER* buffer,
2008 const char* fmt, ...) PRINTF_ATTR(2,3);
2010 extern const SHADER_OPCODE* shader_get_opcode(
2011 IWineD3DBaseShader *iface,
2012 const DWORD code);
2014 /* Vertex shader utility functions */
2015 extern BOOL vshader_get_input(
2016 IWineD3DVertexShader* iface,
2017 BYTE usage_req, BYTE usage_idx_req,
2018 unsigned int* regnum);
2020 extern BOOL vshader_input_is_color(
2021 IWineD3DVertexShader* iface,
2022 unsigned int regnum);
2024 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
2026 /* ARB_[vertex/fragment]_program helper functions */
2027 extern void shader_arb_load_constants(
2028 IWineD3DDevice* device,
2029 char usePixelShader,
2030 char useVertexShader);
2032 /* ARB shader program Prototypes */
2033 extern void shader_hw_def(SHADER_OPCODE_ARG *arg);
2035 /* ARB pixel shader prototypes */
2036 extern void pshader_hw_bem(SHADER_OPCODE_ARG* arg);
2037 extern void pshader_hw_cnd(SHADER_OPCODE_ARG* arg);
2038 extern void pshader_hw_cmp(SHADER_OPCODE_ARG* arg);
2039 extern void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
2040 extern void pshader_hw_tex(SHADER_OPCODE_ARG* arg);
2041 extern void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg);
2042 extern void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg);
2043 extern void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg);
2044 extern void pshader_hw_texbem(SHADER_OPCODE_ARG* arg);
2045 extern void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg);
2046 extern void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg);
2047 extern void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg);
2048 extern void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg);
2049 extern void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg);
2050 extern void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg);
2051 extern void pshader_hw_texdepth(SHADER_OPCODE_ARG* arg);
2052 extern void pshader_hw_texkill(SHADER_OPCODE_ARG* arg);
2053 extern void pshader_hw_texdp3tex(SHADER_OPCODE_ARG* arg);
2054 extern void pshader_hw_texdp3(SHADER_OPCODE_ARG* arg);
2055 extern void pshader_hw_texm3x3(SHADER_OPCODE_ARG* arg);
2056 extern void pshader_hw_texm3x2depth(SHADER_OPCODE_ARG* arg);
2057 extern void pshader_hw_dp2add(SHADER_OPCODE_ARG* arg);
2058 extern void pshader_hw_texreg2rgb(SHADER_OPCODE_ARG* arg);
2060 /* ARB vertex / pixel shader common prototypes */
2061 extern void shader_hw_nrm(SHADER_OPCODE_ARG* arg);
2062 extern void shader_hw_sincos(SHADER_OPCODE_ARG* arg);
2063 extern void shader_hw_mnxn(SHADER_OPCODE_ARG* arg);
2065 /* ARB vertex shader prototypes */
2066 extern void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
2067 extern void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG* arg);
2069 /* GLSL helper functions */
2070 extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG *arg);
2072 /** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */
2073 extern void shader_glsl_cross(SHADER_OPCODE_ARG* arg);
2074 extern void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg);
2075 extern void shader_glsl_arith(SHADER_OPCODE_ARG* arg);
2076 extern void shader_glsl_mov(SHADER_OPCODE_ARG* arg);
2077 extern void shader_glsl_mad(SHADER_OPCODE_ARG* arg);
2078 extern void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg);
2079 extern void shader_glsl_lrp(SHADER_OPCODE_ARG* arg);
2080 extern void shader_glsl_dot(SHADER_OPCODE_ARG* arg);
2081 extern void shader_glsl_rcp(SHADER_OPCODE_ARG* arg);
2082 extern void shader_glsl_rsq(SHADER_OPCODE_ARG* arg);
2083 extern void shader_glsl_cnd(SHADER_OPCODE_ARG* arg);
2084 extern void shader_glsl_compare(SHADER_OPCODE_ARG* arg);
2085 extern void shader_glsl_def(SHADER_OPCODE_ARG* arg);
2086 extern void shader_glsl_defi(SHADER_OPCODE_ARG* arg);
2087 extern void shader_glsl_defb(SHADER_OPCODE_ARG* arg);
2088 extern void shader_glsl_expp(SHADER_OPCODE_ARG* arg);
2089 extern void shader_glsl_cmp(SHADER_OPCODE_ARG* arg);
2090 extern void shader_glsl_lit(SHADER_OPCODE_ARG* arg);
2091 extern void shader_glsl_dst(SHADER_OPCODE_ARG* arg);
2092 extern void shader_glsl_sincos(SHADER_OPCODE_ARG* arg);
2093 extern void shader_glsl_loop(SHADER_OPCODE_ARG* arg);
2094 extern void shader_glsl_end(SHADER_OPCODE_ARG* arg);
2095 extern void shader_glsl_if(SHADER_OPCODE_ARG* arg);
2096 extern void shader_glsl_ifc(SHADER_OPCODE_ARG* arg);
2097 extern void shader_glsl_else(SHADER_OPCODE_ARG* arg);
2098 extern void shader_glsl_break(SHADER_OPCODE_ARG* arg);
2099 extern void shader_glsl_breakc(SHADER_OPCODE_ARG* arg);
2100 extern void shader_glsl_rep(SHADER_OPCODE_ARG* arg);
2101 extern void shader_glsl_call(SHADER_OPCODE_ARG* arg);
2102 extern void shader_glsl_callnz(SHADER_OPCODE_ARG* arg);
2103 extern void shader_glsl_label(SHADER_OPCODE_ARG* arg);
2104 extern void shader_glsl_pow(SHADER_OPCODE_ARG* arg);
2105 extern void shader_glsl_log(SHADER_OPCODE_ARG* arg);
2106 extern void shader_glsl_texldl(SHADER_OPCODE_ARG* arg);
2108 /** GLSL Pixel Shader Prototypes */
2109 extern void pshader_glsl_tex(SHADER_OPCODE_ARG* arg);
2110 extern void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg);
2111 extern void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg);
2112 extern void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg);
2113 extern void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg);
2114 extern void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg);
2115 extern void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg);
2116 extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg);
2117 extern void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg);
2118 extern void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg);
2119 extern void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg);
2120 extern void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg);
2121 extern void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg);
2122 extern void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg);
2123 extern void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg);
2124 extern void pshader_glsl_bem(SHADER_OPCODE_ARG* arg);
2125 extern void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg);
2126 extern void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg);
2127 extern void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg);
2128 extern void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg);
2130 /*****************************************************************************
2131 * IDirect3DBaseShader implementation structure
2133 typedef struct IWineD3DBaseShaderClass
2135 LONG ref;
2136 DWORD hex_version;
2137 SHADER_LIMITS limits;
2138 SHADER_PARSE_STATE parse_state;
2139 CONST SHADER_OPCODE *shader_ins;
2140 DWORD *function;
2141 UINT functionLength;
2142 GLuint prgId;
2143 BOOL is_compiled;
2144 UINT cur_loop_depth, cur_loop_regno;
2145 BOOL load_local_constsF;
2147 /* Type of shader backend */
2148 int shader_mode;
2150 /* Programs this shader is linked with */
2151 struct list linked_programs;
2153 /* Immediate constants (override global ones) */
2154 struct list constantsB;
2155 struct list constantsF;
2156 struct list constantsI;
2157 shader_reg_maps reg_maps;
2159 /* Pixel formats of sampled textures, for format conversion. This
2160 * represents the formats found during compilation, it is not initialized
2161 * on the first parser pass. It is needed to check if the shader
2162 * needs recompilation to adjust the format conversion
2164 WINED3DFORMAT sampled_format[MAX_COMBINED_SAMPLERS];
2165 UINT sampled_samplers[MAX_COMBINED_SAMPLERS];
2166 UINT num_sampled_samplers;
2168 UINT recompile_count;
2170 /* Pointer to the parent device */
2171 IWineD3DDevice *device;
2172 struct list shader_list_entry;
2174 } IWineD3DBaseShaderClass;
2176 typedef struct IWineD3DBaseShaderImpl {
2177 /* IUnknown */
2178 const IWineD3DBaseShaderVtbl *lpVtbl;
2180 /* IWineD3DBaseShader */
2181 IWineD3DBaseShaderClass baseShader;
2182 } IWineD3DBaseShaderImpl;
2184 HRESULT WINAPI IWineD3DBaseShaderImpl_QueryInterface(IWineD3DBaseShader *iface, REFIID riid, LPVOID *ppobj);
2185 ULONG WINAPI IWineD3DBaseShaderImpl_AddRef(IWineD3DBaseShader *iface);
2186 ULONG WINAPI IWineD3DBaseShaderImpl_Release(IWineD3DBaseShader *iface);
2188 extern HRESULT shader_get_registers_used(
2189 IWineD3DBaseShader *iface,
2190 shader_reg_maps* reg_maps,
2191 semantic* semantics_in,
2192 semantic* semantics_out,
2193 CONST DWORD* pToken,
2194 IWineD3DStateBlockImpl *stateBlock);
2196 extern void shader_generate_arb_declarations(
2197 IWineD3DBaseShader *iface,
2198 shader_reg_maps* reg_maps,
2199 SHADER_BUFFER* buffer,
2200 WineD3D_GL_Info* gl_info);
2202 extern void shader_generate_main(
2203 IWineD3DBaseShader *iface,
2204 SHADER_BUFFER* buffer,
2205 shader_reg_maps* reg_maps,
2206 CONST DWORD* pFunction);
2208 extern void shader_dump_ins_modifiers(
2209 const DWORD output);
2211 extern void shader_dump_param(
2212 IWineD3DBaseShader *iface,
2213 const DWORD param,
2214 const DWORD addr_token,
2215 int input);
2217 extern void shader_trace_init(
2218 IWineD3DBaseShader *iface,
2219 const DWORD* pFunction);
2221 extern int shader_get_param(
2222 IWineD3DBaseShader* iface,
2223 const DWORD* pToken,
2224 DWORD* param,
2225 DWORD* addr_token);
2227 extern int shader_skip_unrecognized(
2228 IWineD3DBaseShader* iface,
2229 const DWORD* pToken);
2231 static inline int shader_get_regtype(const DWORD param) {
2232 return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
2233 ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
2236 static inline int shader_get_writemask(const DWORD param) {
2237 return param & WINED3DSP_WRITEMASK_ALL;
2240 extern unsigned int shader_get_float_offset(const DWORD reg);
2242 static inline BOOL shader_is_pshader_version(DWORD token) {
2243 return 0xFFFF0000 == (token & 0xFFFF0000);
2246 static inline BOOL shader_is_vshader_version(DWORD token) {
2247 return 0xFFFE0000 == (token & 0xFFFF0000);
2250 static inline BOOL shader_is_comment(DWORD token) {
2251 return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
2254 static inline BOOL shader_is_scalar(DWORD param) {
2255 DWORD reg_type = shader_get_regtype(param);
2256 DWORD reg_num;
2258 switch (reg_type) {
2259 case WINED3DSPR_RASTOUT:
2260 if ((param & WINED3DSP_REGNUM_MASK) != 0) {
2261 /* oFog & oPts */
2262 return TRUE;
2264 /* oPos */
2265 return FALSE;
2267 case WINED3DSPR_DEPTHOUT: /* oDepth */
2268 case WINED3DSPR_CONSTBOOL: /* b# */
2269 case WINED3DSPR_LOOP: /* aL */
2270 case WINED3DSPR_PREDICATE: /* p0 */
2271 return TRUE;
2273 case WINED3DSPR_MISCTYPE:
2274 reg_num = param & WINED3DSP_REGNUM_MASK;
2275 switch(reg_num) {
2276 case 0: /* vPos */
2277 return FALSE;
2278 case 1: /* vFace */
2279 return TRUE;
2280 default:
2281 return FALSE;
2284 default:
2285 return FALSE;
2289 static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
2290 local_constant* lconst;
2292 if(This->baseShader.load_local_constsF) return FALSE;
2293 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2294 if(lconst->idx == reg) return TRUE;
2296 return FALSE;
2300 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
2301 * so upload them above that
2303 #define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
2304 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
2306 /*****************************************************************************
2307 * IDirect3DVertexShader implementation structure
2309 typedef struct IWineD3DVertexShaderImpl {
2310 /* IUnknown parts*/
2311 const IWineD3DVertexShaderVtbl *lpVtbl;
2313 /* IWineD3DBaseShader */
2314 IWineD3DBaseShaderClass baseShader;
2316 /* IWineD3DVertexShaderImpl */
2317 IUnknown *parent;
2319 DWORD usage;
2321 /* Vertex shader input and output semantics */
2322 semantic semantics_in [MAX_ATTRIBS];
2323 semantic semantics_out [MAX_REG_OUTPUT];
2325 /* Ordered array of attributes that are swizzled */
2326 attrib_declaration swizzled_attribs [MAX_ATTRIBS];
2327 UINT num_swizzled_attribs;
2329 /* run time data... */
2330 VSHADERDATA *data;
2331 UINT min_rel_offset, max_rel_offset;
2332 UINT rel_offset;
2334 UINT recompile_count;
2335 #if 0 /* needs reworking */
2336 /* run time data */
2337 VSHADERINPUTDATA input;
2338 VSHADEROUTPUTDATA output;
2339 #endif
2340 } IWineD3DVertexShaderImpl;
2341 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
2342 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
2344 /*****************************************************************************
2345 * IDirect3DPixelShader implementation structure
2348 enum vertexprocessing_mode {
2349 fixedfunction,
2350 vertexshader,
2351 pretransformed
2354 struct stb_const_desc {
2355 char texunit;
2356 UINT const_num;
2359 typedef struct IWineD3DPixelShaderImpl {
2360 /* IUnknown parts */
2361 const IWineD3DPixelShaderVtbl *lpVtbl;
2363 /* IWineD3DBaseShader */
2364 IWineD3DBaseShaderClass baseShader;
2366 /* IWineD3DPixelShaderImpl */
2367 IUnknown *parent;
2369 /* Pixel shader input semantics */
2370 semantic semantics_in [MAX_REG_INPUT];
2371 DWORD input_reg_map[MAX_REG_INPUT];
2372 BOOL input_reg_used[MAX_REG_INPUT];
2373 int declared_in_count;
2375 /* run time data */
2376 PSHADERDATA *data;
2378 /* Some information about the shader behavior */
2379 struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
2380 char numbumpenvmatconsts;
2381 struct stb_const_desc luminanceconst[MAX_TEXTURES];
2382 char srgb_enabled;
2383 char srgb_mode_hardcoded;
2384 UINT srgb_low_const;
2385 UINT srgb_cmp_const;
2386 char vpos_uniform;
2387 BOOL render_offscreen;
2388 UINT height;
2389 enum vertexprocessing_mode vertexprocessing;
2391 #if 0 /* needs reworking */
2392 PSHADERINPUTDATA input;
2393 PSHADEROUTPUTDATA output;
2394 #endif
2395 } IWineD3DPixelShaderImpl;
2397 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
2398 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
2400 /* sRGB correction constants */
2401 static const float srgb_cmp = 0.0031308;
2402 static const float srgb_mul_low = 12.92;
2403 static const float srgb_pow = 0.41666;
2404 static const float srgb_mul_high = 1.055;
2405 static const float srgb_sub_high = 0.055;
2407 /*****************************************************************************
2408 * IWineD3DPalette implementation structure
2410 struct IWineD3DPaletteImpl {
2411 /* IUnknown parts */
2412 const IWineD3DPaletteVtbl *lpVtbl;
2413 LONG ref;
2415 IUnknown *parent;
2416 IWineD3DDeviceImpl *wineD3DDevice;
2418 /* IWineD3DPalette */
2419 HPALETTE hpal;
2420 WORD palVersion; /*| */
2421 WORD palNumEntries; /*| LOGPALETTE */
2422 PALETTEENTRY palents[256]; /*| */
2423 /* This is to store the palette in 'screen format' */
2424 int screen_palents[256];
2425 DWORD Flags;
2428 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
2429 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
2431 /* DirectDraw utility functions */
2432 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
2434 /*****************************************************************************
2435 * Pixel format management
2437 typedef struct {
2438 WINED3DFORMAT format;
2439 DWORD alphaMask, redMask, greenMask, blueMask;
2440 UINT bpp;
2441 short depthSize, stencilSize;
2442 BOOL isFourcc;
2443 } StaticPixelFormatDesc;
2445 const StaticPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt,
2446 WineD3D_GL_Info *gl_info,
2447 const GlPixelFormatDesc **glDesc);
2449 static inline BOOL use_vs(IWineD3DDeviceImpl *device) {
2450 return (device->vs_selected_mode != SHADER_NONE
2451 && device->stateBlock->vertexShader
2452 && ((IWineD3DVertexShaderImpl *)device->stateBlock->vertexShader)->baseShader.function
2453 && !device->strided_streams.u.s.position_transformed);
2456 static inline BOOL use_ps(IWineD3DDeviceImpl *device) {
2457 return (device->ps_selected_mode != SHADER_NONE
2458 && device->stateBlock->pixelShader
2459 && ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->baseShader.function);
2462 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2463 IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
2464 void bind_fbo(IWineD3DDevice *iface, GLenum target, GLuint *fbo);
2465 void attach_depth_stencil_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer);
2466 void attach_surface_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, DWORD idx, IWineD3DSurface *surface);
2467 void depth_blt(IWineD3DDevice *iface, GLuint texture, GLsizei w, GLsizei h);
2469 #endif