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
29 #define NONAMELESSUNION
30 #define NONAMELESSSTRUCT
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
);
58 hash_function_t
*hash_function
;
59 compare_function_t
*compare_function
;
61 unsigned int bucket_count
;
62 hash_table_entry_t
*entries
;
63 unsigned int entry_count
;
64 struct list free_entries
;
66 unsigned int grow_size
;
67 unsigned int shrink_size
;
70 hash_table_t
*hash_table_create(hash_function_t
*hash_function
, compare_function_t
*compare_function
);
71 void hash_table_destroy(hash_table_t
*table
);
72 void *hash_table_get(hash_table_t
*table
, void *key
);
73 void hash_table_put(hash_table_t
*table
, void *key
, void *value
);
74 void hash_table_remove(hash_table_t
*table
, void *key
);
77 #define MAX_PALETTES 256
78 #define MAX_STREAMS 16
79 #define MAX_TEXTURES 8
80 #define MAX_FRAGMENT_SAMPLERS 16
81 #define MAX_VERTEX_SAMPLERS 4
82 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
83 #define MAX_ACTIVE_LIGHTS 8
84 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
85 #define MAX_LEVELS 256
87 #define MAX_CONST_I 16
88 #define MAX_CONST_B 16
90 /* Used for CreateStateBlock */
91 #define NUM_SAVEDPIXELSTATES_R 35
92 #define NUM_SAVEDPIXELSTATES_T 18
93 #define NUM_SAVEDPIXELSTATES_S 12
94 #define NUM_SAVEDVERTEXSTATES_R 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 WINELOOKUP_MAGFILTER
= 1,
111 extern int minLookup
[MAX_LOOKUPS
];
112 extern int maxLookup
[MAX_LOOKUPS
];
113 extern DWORD
*stateLookup
[MAX_LOOKUPS
];
115 extern DWORD minMipLookup
[WINED3DTEXF_ANISOTROPIC
+ 1][WINED3DTEXF_LINEAR
+ 1];
117 void init_type_lookup(WineD3D_GL_Info
*gl_info
);
118 #define WINED3D_ATR_TYPE(type) GLINFO_LOCATION.glTypeLookup[type].d3dType
119 #define WINED3D_ATR_SIZE(type) GLINFO_LOCATION.glTypeLookup[type].size
120 #define WINED3D_ATR_GLTYPE(type) GLINFO_LOCATION.glTypeLookup[type].glType
121 #define WINED3D_ATR_NORMALIZED(type) GLINFO_LOCATION.glTypeLookup[type].normalized
122 #define WINED3D_ATR_TYPESIZE(type) GLINFO_LOCATION.glTypeLookup[type].typesize
124 /* The following functions convert 16 bit floats in the FLOAT16 data type
125 * to standard C floats and vice versa. They do not depend on the encoding
126 * of the C float, so they are platform independent, but slow. On x86 and
127 * other IEEE 754 compliant platforms the conversion can be accelerated with
128 * bitshifting the exponent and mantissa. There are also some SSE-based
129 * assembly routines out there
131 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
133 static inline float float_16_to_32(const unsigned short *in
) {
134 const unsigned short s
= ((*in
) & 0x8000);
135 const unsigned short e
= ((*in
) & 0x7C00) >> 10;
136 const unsigned short m
= (*in
) & 0x3FF;
137 const float sgn
= (s
? -1.0 : 1.0);
140 if(m
== 0) return sgn
* 0.0; /* +0.0 or -0.0 */
141 else return sgn
* pow(2, -14.0) * ( (float) m
/ 1024.0);
143 return sgn
* pow(2, (float) e
-15.0) * (1.0 + ((float) m
/ 1024.0));
145 if(m
== 0) return sgn
/ 0.0; /* +INF / -INF */
146 else return 0.0 / 0.0; /* NAN */
150 static inline unsigned short float_32_to_16(const float *in
) {
152 float tmp
= fabs(*in
);
153 unsigned int mantissa
;
156 /* Deal with special numbers */
157 if(*in
== 0.0) return 0x0000;
158 if(isnan(*in
)) return 0x7C01;
159 if(isinf(*in
)) return (*in
< 0.0 ? 0xFC00 : 0x7c00);
161 if(tmp
< pow(2, 10)) {
166 }while(tmp
< pow(2, 10));
167 } else if(tmp
>= pow(2, 11)) {
172 }while(tmp
>= pow(2, 11));
175 mantissa
= (unsigned int) tmp
;
176 if(tmp
- mantissa
>= 0.5) mantissa
++; /* round to nearest, away from zero */
178 exp
+= 10; /* Normalize the mantissa */
179 exp
+= 15; /* Exponent is encoded with excess 15 */
181 if(exp
> 30) { /* too big */
182 ret
= 0x7c00; /* INF */
183 } else if(exp
<= 0) {
184 /* exp == 0: Non-normalized mantissa. Returns 0x0000 (=0.0) for too small numbers */
186 mantissa
= mantissa
>> 1;
189 ret
= mantissa
& 0x3ff;
191 ret
= (exp
<< 10) | (mantissa
& 0x3ff);
194 ret
|= ((*in
< 0.0 ? 1 : 0) << 15); /* Add the sign */
214 #define ORM_BACKBUFFER 0
215 #define ORM_PBUFFER 1
219 #define SHADER_GLSL 2
220 #define SHADER_NONE 3
222 #define RTL_DISABLE -1
224 #define RTL_READDRAW 1
225 #define RTL_READTEX 2
226 #define RTL_TEXDRAW 3
229 /* NOTE: When adding fields to this structure, make sure to update the default
230 * values in wined3d_main.c as well. */
231 typedef struct wined3d_settings_s
{
232 /* vertex and pixel shader modes */
236 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
237 we should use it. However, until it's fully implemented, we'll leave it as a registry
238 setting for developers. */
240 int offscreen_rendering_mode
;
241 int rendertargetlock_mode
;
242 /* Memory tracking and object counting */
243 unsigned int emulated_textureram
;
245 } wined3d_settings_t
;
247 extern wined3d_settings_t wined3d_settings
;
249 /* Shader backends */
250 struct SHADER_OPCODE_ARG
;
253 void (*shader_select
)(IWineD3DDevice
*iface
, BOOL usePS
, BOOL useVS
);
254 void (*shader_select_depth_blt
)(IWineD3DDevice
*iface
);
255 void (*shader_destroy_depth_blt
)(IWineD3DDevice
*iface
);
256 void (*shader_load_constants
)(IWineD3DDevice
*iface
, char usePS
, char useVS
);
257 void (*shader_cleanup
)(IWineD3DDevice
*iface
);
258 void (*shader_color_correction
)(struct SHADER_OPCODE_ARG
*arg
);
259 void (*shader_destroy
)(IWineD3DBaseShader
*iface
);
260 HRESULT (*shader_alloc_private
)(IWineD3DDevice
*iface
);
261 void (*shader_free_private
)(IWineD3DDevice
*iface
);
262 BOOL (*shader_dirtifyable_constants
)(IWineD3DDevice
*iface
);
265 extern const shader_backend_t glsl_shader_backend
;
266 extern const shader_backend_t arb_program_shader_backend
;
267 extern const shader_backend_t none_shader_backend
;
269 /* GLSL shader private data */
270 struct shader_glsl_priv
{
271 GLhandleARB depth_blt_glsl_program_id
;
274 /* ARB_program_shader private data */
275 struct shader_arb_priv
{
276 GLuint depth_blt_vprogram_id
;
277 GLuint depth_blt_fprogram_id
;
282 extern void (*wine_tsx11_lock_ptr
)(void);
283 extern void (*wine_tsx11_unlock_ptr
)(void);
285 /* As GLX relies on X, this is needed */
289 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
290 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
292 #define ENTER_GL() wine_tsx11_lock_ptr()
293 #define LEAVE_GL() wine_tsx11_unlock_ptr()
296 /*****************************************************************************
300 /* GL related defines */
301 /* ------------------ */
302 #define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
303 #define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
304 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
305 #define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
307 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
308 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
309 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
310 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
312 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
313 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
314 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
315 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
317 #define D3DCOLORTOGLFLOAT4(dw, vec) \
318 (vec)[0] = D3DCOLOR_R(dw); \
319 (vec)[1] = D3DCOLOR_G(dw); \
320 (vec)[2] = D3DCOLOR_B(dw); \
321 (vec)[3] = D3DCOLOR_A(dw);
323 /* DirectX Device Limits */
324 /* --------------------- */
325 #define MAX_LEVELS 256 /* Maximum number of mipmap levels. Guessed at 256 */
327 #define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
328 See MaxStreams in MSDN under GetDeviceCaps */
329 /* Maximum number of constants provided to the shaders */
330 #define HIGHEST_TRANSFORMSTATE 512
331 /* Highest value in WINED3DTRANSFORMSTATETYPE */
332 #define MAX_PALETTES 256
334 /* Checking of API calls */
335 /* --------------------- */
336 #define checkGLcall(A) \
338 GLint err = glGetError(); \
339 if (err == GL_NO_ERROR) { \
340 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
343 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
344 debug_glerror(err), err, A, __FILE__, __LINE__); \
345 err = glGetError(); \
346 } while (err != GL_NO_ERROR); \
349 /* Trace routines / diagnostics */
350 /* ---------------------------- */
352 /* Dump out a matrix and copy it */
353 #define conv_mat(mat,gl_mat) \
355 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
356 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
357 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
358 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
359 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
362 /* Macro to dump out the current state of the light chain */
363 #define DUMP_LIGHT_CHAIN() \
365 PLIGHTINFOEL *el = This->stateBlock->lights;\
367 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
372 /* Trace vector and strided data information */
373 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
374 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d, vbo %d, stream %u)\n", \
375 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);
377 /* Defines used for optimizations */
379 /* Only reapply what is necessary */
380 #define REAPPLY_ALPHAOP 0x0001
381 #define REAPPLY_ALL 0xFFFF
383 /* Advance declaration of structures to satisfy compiler */
384 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl
;
385 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl
;
386 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl
;
387 typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl
;
389 /* Global variables */
390 extern const float identity
[16];
392 /*****************************************************************************
393 * Compilable extra diagnostics
396 /* Trace information per-vertex: (extremely high amount of trace) */
397 #if 0 /* NOTE: Must be 0 in cvs */
398 # define VTRACE(A) TRACE A
403 /* Checking of per-vertex related GL calls */
404 /* --------------------- */
405 #define vcheckGLcall(A) \
407 GLint err = glGetError(); \
408 if (err == GL_NO_ERROR) { \
409 VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
412 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
413 debug_glerror(err), err, A, __FILE__, __LINE__); \
414 err = glGetError(); \
415 } while (err != GL_NO_ERROR); \
418 /* TODO: Confirm each of these works when wined3d move completed */
419 #if 0 /* NOTE: Must be 0 in cvs */
420 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
421 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
422 is enabled, and if it doesn't exist it is disabled. */
423 # define FRAME_DEBUGGING
424 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
425 the file is deleted */
426 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
427 # define SINGLE_FRAME_DEBUGGING
429 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
430 It can only be enabled when FRAME_DEBUGGING is also enabled
431 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
433 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
434 # define SHOW_FRAME_MAKEUP 1
436 /* The following, when enabled, lets you see the makeup of the all the textures used during each
437 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
438 The contents of the textures assigned to each stage are written into
439 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
440 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
441 # define SHOW_TEXTURE_MAKEUP 0
444 extern BOOL isDumpingFrames
;
445 extern LONG primCounter
;
448 /*****************************************************************************
452 /* Routine common to the draw primitive and draw indexed primitive routines */
453 void drawPrimitive(IWineD3DDevice
*iface
,
457 long StartVertexIndex
,
458 UINT numberOfVertices
,
464 void primitiveDeclarationConvertToStridedData(
465 IWineD3DDevice
*iface
,
466 BOOL useVertexShaderFunction
,
467 WineDirect3DVertexStridedData
*strided
,
470 DWORD
get_flexible_vertex_size(DWORD d3dvtVertexType
);
472 typedef void (*glAttribFunc
)(void *data
);
473 typedef void (*glTexAttribFunc
)(GLuint unit
, void *data
);
474 extern glAttribFunc position_funcs
[WINED3DDECLTYPE_UNUSED
];
475 extern glAttribFunc diffuse_funcs
[WINED3DDECLTYPE_UNUSED
];
476 extern glAttribFunc specular_funcs
[WINED3DDECLTYPE_UNUSED
];
477 extern glAttribFunc normal_funcs
[WINED3DDECLTYPE_UNUSED
];
481 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
482 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
484 void depth_copy(IWineD3DDevice
*iface
);
486 /* Routines and structures related to state management */
487 typedef struct WineD3DContext WineD3DContext
;
488 typedef void (*APPLYSTATEFUNC
)(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*ctx
);
490 #define STATE_RENDER(a) (a)
491 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
493 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + (stage) * WINED3D_HIGHEST_TEXTURE_STATE + (num))
494 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
496 /* + 1 because samplers start with 0 */
497 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
498 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
500 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
501 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
503 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
504 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
506 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
507 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
508 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
509 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
511 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
512 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
514 #define STATE_VSHADER (STATE_VDECL + 1)
515 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
517 #define STATE_VIEWPORT (STATE_VSHADER + 1)
518 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
520 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
521 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
522 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
523 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
525 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
526 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
528 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
529 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
531 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
532 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
534 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
536 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
538 #define STATE_HIGHEST (STATE_FRONTFACE)
542 DWORD representative
;
543 APPLYSTATEFUNC apply
;
546 /* Global state table */
547 extern const struct StateEntry StateTable
[];
549 /* The new context manager that should deal with onscreen and offscreen rendering */
550 struct WineD3DContext
{
551 /* State dirtification
552 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
553 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
554 * 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
555 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
557 DWORD dirtyArray
[STATE_HIGHEST
+ 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
558 DWORD numDirtyEntries
;
559 DWORD isStateDirty
[STATE_HIGHEST
/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
561 IWineD3DSurface
*surface
;
562 DWORD tid
; /* Thread ID which owns this context at the moment */
564 /* Stores some information about the context state for optimization */
565 GLint last_draw_buffer
;
566 BOOL last_was_rhw
; /* true iff last draw_primitive was in xyzrhw mode */
567 BOOL last_was_pshader
;
568 BOOL last_was_vshader
;
569 BOOL last_was_foggy_shader
;
570 BOOL namedArraysLoaded
, numberedArraysLoaded
;
571 BOOL lastWasPow2Texture
[MAX_TEXTURES
];
572 GLenum tracking_parm
; /* Which source is tracking current colour */
573 unsigned char num_untracked_materials
;
574 GLenum untracked_materials
[2];
575 BOOL last_was_blit
, last_was_ckey
;
576 char texShaderBumpMap
;
579 char *vshader_const_dirty
, *pshader_const_dirty
;
581 /* The actual opengl context */
589 typedef enum ContextUsage
{
590 CTXUSAGE_RESOURCELOAD
= 1, /* Only loads textures: No State is applied */
591 CTXUSAGE_DRAWPRIM
= 2, /* OpenGL states are set up for blitting DirectDraw surfaces */
592 CTXUSAGE_BLIT
= 3, /* OpenGL states are set up 3D drawing */
593 CTXUSAGE_CLEAR
= 4, /* Drawable and states are set up for clearing */
596 void ActivateContext(IWineD3DDeviceImpl
*device
, IWineD3DSurface
*target
, ContextUsage usage
);
597 WineD3DContext
*CreateContext(IWineD3DDeviceImpl
*This
, IWineD3DSurfaceImpl
*target
, HWND win
, BOOL create_pbuffer
, const WINED3DPRESENT_PARAMETERS
*pPresentParms
);
598 void DestroyContext(IWineD3DDeviceImpl
*This
, WineD3DContext
*context
);
599 void apply_fbo_state(IWineD3DDevice
*iface
);
601 /* Macros for doing basic GPU detection based on opengl capabilities */
602 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
603 #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])
604 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
605 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
607 /* Default callbacks for implicit object destruction */
608 extern ULONG WINAPI
D3DCB_DefaultDestroySurface(IWineD3DSurface
*pSurface
);
610 extern ULONG WINAPI
D3DCB_DefaultDestroyVolume(IWineD3DVolume
*pSurface
);
612 /*****************************************************************************
613 * Internal representation of a light
615 typedef struct PLIGHTINFOEL PLIGHTINFOEL
;
616 struct PLIGHTINFOEL
{
617 WINED3DLIGHT OriginalParms
; /* Note D3D8LIGHT == D3D9LIGHT */
624 /* Converted parms to speed up swapping lights */
633 /* The default light parameters */
634 extern const WINED3DLIGHT WINED3D_default_light
;
636 typedef struct WineD3D_PixelFormat
638 int iPixelFormat
; /* WGL pixel format */
639 int redSize
, greenSize
, blueSize
, alphaSize
;
640 int depthSize
, stencilSize
;
642 BOOL pbufferDrawable
;
643 } WineD3D_PixelFormat
;
645 /* The adapter structure */
646 typedef struct GLPixelFormatDesc GLPixelFormatDesc
;
647 struct WineD3DAdapter
651 WineD3D_GL_Info gl_info
;
653 const char *description
;
654 WCHAR DeviceName
[CCHDEVICENAME
]; /* DeviceName for use with e.g. ChangeDisplaySettings */
656 WineD3D_PixelFormat
*cfgs
;
657 unsigned int TextureRam
; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
658 unsigned int UsedTextureRam
;
661 extern BOOL
InitAdapters(void);
662 extern BOOL
initPixelFormats(WineD3D_GL_Info
*gl_info
);
663 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl
*D3DDevice
, long glram
);
665 /*****************************************************************************
666 * High order patch management
668 struct WineD3DRectPatch
672 WineDirect3DVertexStridedData strided
;
673 WINED3DRECTPATCH_INFO RectPatchInfo
;
675 char has_normals
, has_texcoords
;
679 HRESULT
tesselate_rectpatch(IWineD3DDeviceImpl
*This
, struct WineD3DRectPatch
*patch
);
681 /*****************************************************************************
682 * IWineD3D implementation structure
684 typedef struct IWineD3DImpl
686 /* IUnknown fields */
687 const IWineD3DVtbl
*lpVtbl
;
688 LONG ref
; /* Note: Ref counting not required */
690 /* WineD3D Information */
695 extern const IWineD3DVtbl IWineD3D_Vtbl
;
697 /* TODO: setup some flags in the registry to enable, disable pbuffer support
698 (since it will break quite a few things until contexts are managed properly!) */
699 extern BOOL pbuffer_support
;
700 /* allocate one pbuffer per surface */
701 extern BOOL pbuffer_per_surface
;
703 /* A helper function that dumps a resource list */
704 void dumpResources(struct list
*list
);
706 /*****************************************************************************
707 * IWineD3DDevice implementation structure
709 struct IWineD3DDeviceImpl
711 /* IUnknown fields */
712 const IWineD3DDeviceVtbl
*lpVtbl
;
713 LONG ref
; /* Note: Ref counting not required */
715 /* WineD3D Information */
718 struct WineD3DAdapter
*adapter
;
720 /* Window styles to restore when switching fullscreen mode */
724 /* X and GL Information */
725 GLint maxConcurrentLights
;
726 GLenum offscreenBuffer
;
728 /* Selected capabilities */
729 int vs_selected_mode
;
730 int ps_selected_mode
;
731 const shader_backend_t
*shader_backend
;
732 hash_table_t
*glsl_program_lookup
;
736 BOOL view_ident
; /* true iff view matrix is identity */
738 BOOL vertexBlendUsed
; /* To avoid needless setting of the blend matrices */
739 unsigned char surface_alignment
; /* Line Alignment of surfaces */
741 /* State block related */
742 BOOL isRecordingState
;
743 IWineD3DStateBlockImpl
*stateBlock
;
744 IWineD3DStateBlockImpl
*updateStateBlock
;
747 /* Internal use fields */
748 WINED3DDEVICE_CREATION_PARAMETERS createParms
;
750 WINED3DDEVTYPE devType
;
752 IWineD3DSwapChain
**swapchains
;
753 UINT NumberOfSwapChains
;
755 struct list resources
; /* a linked list to track resources created by the device */
756 struct list shaders
; /* a linked list to track shaders (pixel and vertex) */
757 unsigned int highest_dirty_ps_const
, highest_dirty_vs_const
;
759 /* Render Target Support */
760 IWineD3DSurface
**render_targets
;
761 IWineD3DSurface
*auto_depth_stencil_buffer
;
762 IWineD3DSurface
**fbo_color_attachments
;
763 IWineD3DSurface
*fbo_depth_attachment
;
765 IWineD3DSurface
*stencilBufferTarget
;
767 /* Caches to avoid unneeded context changes */
768 IWineD3DSurface
*lastActiveRenderTarget
;
769 IWineD3DSwapChain
*lastActiveSwapChain
;
771 /* palettes texture management */
772 PALETTEENTRY palettes
[MAX_PALETTES
][256];
774 UINT paletteConversionShader
;
776 /* For rendering to a texture using glCopyTexImage */
777 BOOL render_offscreen
;
778 WINED3D_DEPTHCOPYSTATE depth_copy_state
;
782 GLenum
*draw_buffers
;
783 GLuint depth_blt_texture
;
785 /* Cursor management */
791 UINT cursorWidth
, cursorHeight
;
792 GLuint cursorTexture
;
793 BOOL haveHardwareCursor
;
794 HCURSOR hardwareCursor
;
796 /* The Wine logo surface */
797 IWineD3DSurface
*logo_surface
;
799 /* Textures for when no other textures are mapped */
800 UINT dummyTextureName
[MAX_TEXTURES
];
802 /* Debug stream management */
805 /* Device state management */
807 BOOL d3d_initialized
;
809 /* A flag to check for proper BeginScene / EndScene call pairs */
812 /* process vertex shaders using software or hardware */
813 BOOL softwareVertexProcessing
;
815 /* DirectDraw stuff */
817 IWineD3DSurface
*ddraw_primary
;
818 DWORD ddraw_width
, ddraw_height
;
819 WINED3DFORMAT ddraw_format
;
820 BOOL ddraw_fullscreen
;
822 /* Final position fixup constant */
825 /* With register combiners we can skip junk texture stages */
826 DWORD texUnitMap
[MAX_COMBINED_SAMPLERS
];
827 DWORD rev_tex_unit_map
[MAX_COMBINED_SAMPLERS
];
828 BOOL fixed_function_usage_map
[MAX_TEXTURES
];
830 /* Stream source management */
831 WineDirect3DVertexStridedData strided_streams
;
832 WineDirect3DVertexStridedData
*up_strided
;
833 BOOL useDrawStridedSlow
;
836 /* Context management */
837 WineD3DContext
**contexts
; /* Dynamic array containing pointers to context structures */
838 WineD3DContext
*activeContext
;
841 WineD3DContext
*pbufferContext
; /* The context that has a pbuffer as drawable */
842 DWORD pbufferWidth
, pbufferHeight
; /* Size of the buffer drawable */
844 /* High level patch management */
845 #define PATCHMAP_SIZE 43
846 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
847 struct list patches
[PATCHMAP_SIZE
];
848 struct WineD3DRectPatch
*currentPatch
;
851 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl
, IWineD3DDevice_DirtyConst_Vtbl
;
853 HRESULT
IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl
*This
, IWineD3DSurfaceImpl
*target
, DWORD Count
,
854 CONST WINED3DRECT
* pRects
, DWORD Flags
, WINED3DCOLOR Color
,
855 float Z
, DWORD Stencil
);
856 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl
*This
);
857 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl
*This
, DWORD state
);
858 static inline BOOL
isStateDirty(WineD3DContext
*context
, DWORD state
) {
859 DWORD idx
= state
>> 5;
860 BYTE shift
= state
& 0x1f;
861 return context
->isStateDirty
[idx
] & (1 << shift
);
864 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
865 typedef struct PrivateData
870 DWORD flags
; /* DDSPD_* */
871 DWORD uniqueness_value
;
882 /*****************************************************************************
883 * IWineD3DResource implementation structure
885 typedef struct IWineD3DResourceClass
887 /* IUnknown fields */
888 LONG ref
; /* Note: Ref counting not required */
890 /* WineD3DResource Information */
892 WINED3DRESOURCETYPE resourceType
;
893 IWineD3DDeviceImpl
*wineD3DDevice
;
897 WINED3DFORMAT format
;
898 BYTE
*allocatedMemory
; /* Pointer to the real data location */
899 BYTE
*heapMemory
; /* Pointer to the HeapAlloced block of memory */
900 struct list privateData
;
901 struct list resource_list_entry
;
903 } IWineD3DResourceClass
;
905 typedef struct IWineD3DResourceImpl
907 /* IUnknown & WineD3DResource Information */
908 const IWineD3DResourceVtbl
*lpVtbl
;
909 IWineD3DResourceClass resource
;
910 } IWineD3DResourceImpl
;
912 /* Tests show that the start address of resources is 32 byte aligned */
913 #define RESOURCE_ALIGNMENT 32
915 /*****************************************************************************
916 * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
918 enum vbo_conversion_type
{
922 CONV_FLOAT16_2
= 3 /* Also handles FLOAT16_4 */
924 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
925 * fixed function semantics as D3DCOLOR or FLOAT16
929 typedef struct IWineD3DVertexBufferImpl
931 /* IUnknown & WineD3DResource Information */
932 const IWineD3DVertexBufferVtbl
*lpVtbl
;
933 IWineD3DResourceClass resource
;
935 /* WineD3DVertexBuffer specifics */
938 /* Vertex buffer object support */
945 UINT dirtystart
, dirtyend
;
948 LONG declChanges
, draws
;
949 /* Last description of the buffer */
950 DWORD stride
; /* 0 if no conversion */
951 enum vbo_conversion_type
*conv_map
; /* NULL if no conversion */
953 /* Extra load offsets, for FLOAT16 conversion */
954 DWORD
*conv_shift
; /* NULL if no shifted conversion */
955 DWORD conv_stride
; /* 0 if no shifted conversion */
956 } IWineD3DVertexBufferImpl
;
958 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl
;
960 #define VBFLAG_OPTIMIZED 0x01 /* Optimize has been called for the VB */
961 #define VBFLAG_DIRTY 0x02 /* Buffer data has been modified */
962 #define VBFLAG_HASDESC 0x04 /* A vertex description has been found */
963 #define VBFLAG_CREATEVBO 0x08 /* Attempt to create a VBO next PreLoad */
965 /*****************************************************************************
966 * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
968 typedef struct IWineD3DIndexBufferImpl
970 /* IUnknown & WineD3DResource Information */
971 const IWineD3DIndexBufferVtbl
*lpVtbl
;
972 IWineD3DResourceClass resource
;
975 UINT dirtystart
, dirtyend
;
978 /* WineD3DVertexBuffer specifics */
979 } IWineD3DIndexBufferImpl
;
981 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl
;
983 /*****************************************************************************
984 * IWineD3DBaseTexture D3D- > openGL state map lookups
986 #define WINED3DFUNC_NOTSUPPORTED -2
987 #define WINED3DFUNC_UNIMPLEMENTED -1
989 typedef enum winetexturestates
{
990 WINED3DTEXSTA_ADDRESSU
= 0,
991 WINED3DTEXSTA_ADDRESSV
= 1,
992 WINED3DTEXSTA_ADDRESSW
= 2,
993 WINED3DTEXSTA_BORDERCOLOR
= 3,
994 WINED3DTEXSTA_MAGFILTER
= 4,
995 WINED3DTEXSTA_MINFILTER
= 5,
996 WINED3DTEXSTA_MIPFILTER
= 6,
997 WINED3DTEXSTA_MAXMIPLEVEL
= 7,
998 WINED3DTEXSTA_MAXANISOTROPY
= 8,
999 WINED3DTEXSTA_SRGBTEXTURE
= 9,
1000 WINED3DTEXSTA_ELEMENTINDEX
= 10,
1001 WINED3DTEXSTA_DMAPOFFSET
= 11,
1002 WINED3DTEXSTA_TSSADDRESSW
= 12,
1003 MAX_WINETEXTURESTATES
= 13,
1004 } winetexturestates
;
1006 /*****************************************************************************
1007 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1009 typedef struct IWineD3DBaseTextureClass
1015 WINED3DTEXTUREFILTERTYPE filterType
;
1016 DWORD states
[MAX_WINETEXTURESTATES
];
1020 UINT srgb_mode_change_count
;
1021 WINED3DFORMAT shader_conversion_group
;
1022 float pow2Matrix
[16];
1023 } IWineD3DBaseTextureClass
;
1025 typedef struct IWineD3DBaseTextureImpl
1027 /* IUnknown & WineD3DResource Information */
1028 const IWineD3DBaseTextureVtbl
*lpVtbl
;
1029 IWineD3DResourceClass resource
;
1030 IWineD3DBaseTextureClass baseTexture
;
1032 } IWineD3DBaseTextureImpl
;
1034 /*****************************************************************************
1035 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1037 typedef struct IWineD3DTextureImpl
1039 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1040 const IWineD3DTextureVtbl
*lpVtbl
;
1041 IWineD3DResourceClass resource
;
1042 IWineD3DBaseTextureClass baseTexture
;
1044 /* IWineD3DTexture */
1045 IWineD3DSurface
*surfaces
[MAX_LEVELS
];
1051 } IWineD3DTextureImpl
;
1053 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl
;
1055 /*****************************************************************************
1056 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1058 typedef struct IWineD3DCubeTextureImpl
1060 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1061 const IWineD3DCubeTextureVtbl
*lpVtbl
;
1062 IWineD3DResourceClass resource
;
1063 IWineD3DBaseTextureClass baseTexture
;
1065 /* IWineD3DCubeTexture */
1066 IWineD3DSurface
*surfaces
[6][MAX_LEVELS
];
1069 } IWineD3DCubeTextureImpl
;
1071 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl
;
1073 typedef struct _WINED3DVOLUMET_DESC
1078 } WINED3DVOLUMET_DESC
;
1080 /*****************************************************************************
1081 * IWineD3DVolume implementation structure (extends IUnknown)
1083 typedef struct IWineD3DVolumeImpl
1085 /* IUnknown & WineD3DResource fields */
1086 const IWineD3DVolumeVtbl
*lpVtbl
;
1087 IWineD3DResourceClass resource
;
1089 /* WineD3DVolume Information */
1090 WINED3DVOLUMET_DESC currentDesc
;
1091 IWineD3DBase
*container
;
1096 WINED3DBOX lockedBox
;
1097 WINED3DBOX dirtyBox
;
1101 } IWineD3DVolumeImpl
;
1103 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl
;
1105 /*****************************************************************************
1106 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1108 typedef struct IWineD3DVolumeTextureImpl
1110 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1111 const IWineD3DVolumeTextureVtbl
*lpVtbl
;
1112 IWineD3DResourceClass resource
;
1113 IWineD3DBaseTextureClass baseTexture
;
1115 /* IWineD3DVolumeTexture */
1116 IWineD3DVolume
*volumes
[MAX_LEVELS
];
1121 } IWineD3DVolumeTextureImpl
;
1123 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl
;
1125 typedef struct _WINED3DSURFACET_DESC
1127 WINED3DMULTISAMPLE_TYPE MultiSampleType
;
1128 DWORD MultiSampleQuality
;
1131 } WINED3DSURFACET_DESC
;
1133 /*****************************************************************************
1134 * Structure for DIB Surfaces (GetDC and GDI surfaces)
1136 typedef struct wineD3DSurface_DIB
{
1142 } wineD3DSurface_DIB
;
1149 } renderbuffer_entry_t
;
1151 /*****************************************************************************
1152 * IWineD3DClipp implementation structure
1154 typedef struct IWineD3DClipperImpl
1156 const IWineD3DClipperVtbl
*lpVtbl
;
1161 } IWineD3DClipperImpl
;
1164 /*****************************************************************************
1165 * IWineD3DSurface implementation structure
1167 struct IWineD3DSurfaceImpl
1169 /* IUnknown & IWineD3DResource Information */
1170 const IWineD3DSurfaceVtbl
*lpVtbl
;
1171 IWineD3DResourceClass resource
;
1173 /* IWineD3DSurface fields */
1174 IWineD3DBase
*container
;
1175 WINED3DSURFACET_DESC currentDesc
;
1176 IWineD3DPaletteImpl
*palette
; /* D3D7 style palette handling */
1177 PALETTEENTRY
*palette9
; /* D3D8/9 style palette handling */
1181 /* TODO: move this off into a management class(maybe!) */
1187 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
1188 void (*get_drawable_size
)(IWineD3DSurfaceImpl
*This
, UINT
*width
, UINT
*height
);
1190 /* Oversized texture */
1199 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
1201 glDescriptor glDescription
;
1205 wineD3DSurface_DIB dib
;
1208 /* Color keys for DDraw */
1209 WINEDDCOLORKEY DestBltCKey
;
1210 WINEDDCOLORKEY DestOverlayCKey
;
1211 WINEDDCOLORKEY SrcOverlayCKey
;
1212 WINEDDCOLORKEY SrcBltCKey
;
1215 WINEDDCOLORKEY glCKey
;
1217 struct list renderbuffers
;
1218 renderbuffer_entry_t
*current_renderbuffer
;
1220 /* DirectDraw clippers */
1221 IWineD3DClipper
*clipper
;
1224 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl
;
1225 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl
;
1227 /* Predeclare the shared Surface functions */
1228 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface
*iface
, REFIID riid
, LPVOID
*ppobj
);
1229 ULONG WINAPI
IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface
*iface
);
1230 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface
*iface
, IUnknown
**pParent
);
1231 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface
*iface
, IWineD3DDevice
** ppDevice
);
1232 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface
*iface
, REFGUID refguid
, CONST
void* pData
, DWORD SizeOfData
, DWORD Flags
);
1233 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface
*iface
, REFGUID refguid
, void* pData
, DWORD
* pSizeOfData
);
1234 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface
*iface
, REFGUID refguid
);
1235 DWORD WINAPI
IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface
*iface
, DWORD PriorityNew
);
1236 DWORD WINAPI
IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface
*iface
);
1237 WINED3DRESOURCETYPE WINAPI
IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface
*iface
);
1238 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface
* iface
, REFIID riid
, void** ppContainer
);
1239 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface
*iface
, WINED3DSURFACE_DESC
*pDesc
);
1240 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface
*iface
, DWORD Flags
);
1241 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface
*iface
, DWORD Flags
);
1242 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface
*iface
);
1243 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface
*iface
);
1244 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface
*iface
, IWineD3DPalette
**Pal
);
1245 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface
*iface
, IWineD3DPalette
*Pal
);
1246 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface
*iface
, DWORD Flags
, WINEDDCOLORKEY
*CKey
);
1247 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface
*iface
, IWineD3DBase
*container
);
1248 DWORD WINAPI
IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface
*iface
);
1249 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface
*iface
);
1250 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface
*iface
, LONG X
, LONG Y
);
1251 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface
*iface
, LONG
*X
, LONG
*Y
);
1252 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface
*iface
, DWORD Flags
, IWineD3DSurface
*Ref
);
1253 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface
*iface
, RECT
*SrcRect
, IWineD3DSurface
*DstSurface
, RECT
*DstRect
, DWORD Flags
, WINEDDOVERLAYFX
*FX
);
1254 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface
*iface
, IWineD3DClipper
*clipper
);
1255 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface
*iface
, IWineD3DClipper
**clipper
);
1256 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface
*iface
, WINED3DFORMAT format
);
1257 HRESULT
IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface
*iface
);
1258 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface
*iface
, RECT
*DestRect
, IWineD3DSurface
*SrcSurface
, RECT
*SrcRect
, DWORD Flags
, WINEDDBLTFX
*DDBltFx
, WINED3DTEXTUREFILTERTYPE Filter
);
1259 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface
*iface
, DWORD dstx
, DWORD dsty
, IWineD3DSurface
*Source
, RECT
*rsrc
, DWORD trans
);
1260 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface
*iface
, WINED3DLOCKED_RECT
* pLockedRect
, CONST RECT
* pRect
, DWORD Flags
);
1261 void WINAPI
IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface
*iface
);
1263 const void *WINAPI
IWineD3DSurfaceImpl_GetData(IWineD3DSurface
*iface
);
1265 void get_drawable_size_swapchain(IWineD3DSurfaceImpl
*This
, UINT
*width
, UINT
*height
);
1266 void get_drawable_size_backbuffer(IWineD3DSurfaceImpl
*This
, UINT
*width
, UINT
*height
);
1267 void get_drawable_size_pbuffer(IWineD3DSurfaceImpl
*This
, UINT
*width
, UINT
*height
);
1268 void get_drawable_size_fbo(IWineD3DSurfaceImpl
*This
, UINT
*width
, UINT
*height
);
1270 /* Surface flags: */
1271 #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
1272 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
1273 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for getdc */
1274 #define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
1275 #define SFLAG_DISCARD 0x00000010 /* ??? */
1276 #define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
1277 #define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
1278 #define SFLAG_INDRAWABLE 0x00000080 /* The gl drawable contains the most up to date data */
1279 #define SFLAG_INSYSMEM 0x00000100 /* The system memory copy is most up to date */
1280 #define SFLAG_NONPOW2 0x00000200 /* Surface sizes are not a power of 2 */
1281 #define SFLAG_DYNLOCK 0x00000400 /* Surface is often locked by the app */
1282 #define SFLAG_DYNCHANGE 0x00000C00 /* Surface contents are changed very often, implies DYNLOCK */
1283 #define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
1284 #define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
1285 #define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
1286 #define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
1287 #define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
1288 #define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
1289 #define SFLAG_PBO 0x00040000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
1291 /* In some conditions the surface memory must not be freed:
1292 * SFLAG_OVERSIZE: Not all data can be kept in GL
1293 * SFLAG_CONVERTED: Converting the data back would take too long
1294 * SFLAG_DIBSECTION: The dib code manages the memory
1295 * SFLAG_LOCKED: The app requires access to the surface data
1296 * SFLAG_DYNLOCK: Avoid freeing the data for performance
1297 * SFLAG_DYNCHANGE: Same reason as DYNLOCK
1298 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
1299 * SFLAG_CLIENT: OpenGL uses our memory as backup
1301 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
1303 SFLAG_DIBSECTION | \
1311 #define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
1314 BOOL
CalculateTexRect(IWineD3DSurfaceImpl
*This
, RECT
*Rect
, float glTexCoord
[4]);
1319 CONVERT_PALETTED_CK
,
1323 CONVERT_CK_4444_ARGB
,
1328 CONVERT_CK_8888_ARGB
,
1341 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
);
1343 /*****************************************************************************
1344 * IWineD3DVertexDeclaration implementation structure
1346 typedef struct attrib_declaration
{
1349 } attrib_declaration
;
1351 #define MAX_ATTRIBS 16
1353 typedef struct IWineD3DVertexDeclarationImpl
{
1354 /* IUnknown Information */
1355 const IWineD3DVertexDeclarationVtbl
*lpVtbl
;
1359 IWineD3DDeviceImpl
*wineD3DDevice
;
1361 WINED3DVERTEXELEMENT
*pDeclarationWine
;
1362 UINT declarationWNumElements
;
1364 DWORD streams
[MAX_STREAMS
];
1366 BOOL position_transformed
;
1367 BOOL half_float_conv_needed
;
1369 /* Ordered array of declaration types that need swizzling in a vshader */
1370 attrib_declaration swizzled_attribs
[MAX_ATTRIBS
];
1371 UINT num_swizzled_attribs
;
1372 } IWineD3DVertexDeclarationImpl
;
1374 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl
;
1376 /*****************************************************************************
1377 * IWineD3DStateBlock implementation structure
1380 /* Internal state Block for Begin/End/Capture/Create/Apply info */
1381 /* Note: Very long winded but gl Lists are not flexible enough */
1382 /* to resolve everything we need, so doing it manually for now */
1383 typedef struct SAVEDSTATES
{
1387 BOOL streamSource
[MAX_STREAMS
];
1388 BOOL streamFreq
[MAX_STREAMS
];
1389 BOOL textures
[MAX_COMBINED_SAMPLERS
];
1390 BOOL transform
[HIGHEST_TRANSFORMSTATE
+ 1];
1392 BOOL renderState
[WINEHIGHEST_RENDER_STATE
+ 1];
1393 BOOL textureState
[MAX_TEXTURES
][WINED3D_HIGHEST_TEXTURE_STATE
+ 1];
1394 BOOL samplerState
[MAX_COMBINED_SAMPLERS
][WINED3D_HIGHEST_SAMPLER_STATE
+ 1];
1395 BOOL clipplane
[MAX_CLIPPLANES
];
1398 BOOL pixelShaderConstantsB
[MAX_CONST_B
];
1399 BOOL pixelShaderConstantsI
[MAX_CONST_I
];
1400 BOOL
*pixelShaderConstantsF
;
1402 BOOL vertexShaderConstantsB
[MAX_CONST_B
];
1403 BOOL vertexShaderConstantsI
[MAX_CONST_I
];
1404 BOOL
*vertexShaderConstantsF
;
1419 struct IWineD3DStateBlockImpl
1421 /* IUnknown fields */
1422 const IWineD3DStateBlockVtbl
*lpVtbl
;
1423 LONG ref
; /* Note: Ref counting not required */
1425 /* IWineD3DStateBlock information */
1427 IWineD3DDeviceImpl
*wineD3DDevice
;
1428 WINED3DSTATEBLOCKTYPE blockType
;
1430 /* Array indicating whether things have been set or changed */
1431 SAVEDSTATES changed
;
1432 struct list set_vconstantsF
;
1433 struct list set_pconstantsF
;
1435 /* Drawing - Vertex Shader or FVF related */
1437 /* Vertex Shader Declaration */
1438 IWineD3DVertexDeclaration
*vertexDecl
;
1440 IWineD3DVertexShader
*vertexShader
;
1442 /* Vertex Shader Constants */
1443 BOOL vertexShaderConstantB
[MAX_CONST_B
];
1444 INT vertexShaderConstantI
[MAX_CONST_I
* 4];
1445 float *vertexShaderConstantF
;
1449 UINT streamStride
[MAX_STREAMS
];
1450 UINT streamOffset
[MAX_STREAMS
+ 1 /* tesselated pseudo-stream */ ];
1451 IWineD3DVertexBuffer
*streamSource
[MAX_STREAMS
];
1452 UINT streamFreq
[MAX_STREAMS
+ 1];
1453 UINT streamFlags
[MAX_STREAMS
+ 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
1456 IWineD3DIndexBuffer
* pIndexData
;
1457 INT baseVertexIndex
;
1458 INT loadBaseVertexIndex
; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1461 WINED3DMATRIX transforms
[HIGHEST_TRANSFORMSTATE
+ 1];
1463 /* Light hashmap . Collisions are handled using standard wine double linked lists */
1464 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
1465 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
1466 struct list lightMap
[LIGHTMAP_SIZE
]; /* Mashmap containing the lights */
1467 PLIGHTINFOEL
*activeLights
[MAX_ACTIVE_LIGHTS
]; /* Map of opengl lights to d3d lights */
1470 double clipplane
[MAX_CLIPPLANES
][4];
1471 WINED3DCLIPSTATUS clip_status
;
1474 WINED3DVIEWPORT viewport
;
1477 WINED3DMATERIAL material
;
1480 IWineD3DPixelShader
*pixelShader
;
1482 /* Pixel Shader Constants */
1483 BOOL pixelShaderConstantB
[MAX_CONST_B
];
1484 INT pixelShaderConstantI
[MAX_CONST_I
* 4];
1485 float *pixelShaderConstantF
;
1488 DWORD renderState
[WINEHIGHEST_RENDER_STATE
+ 1];
1491 IWineD3DBaseTexture
*textures
[MAX_COMBINED_SAMPLERS
];
1492 int textureDimensions
[MAX_COMBINED_SAMPLERS
];
1494 /* Texture State Stage */
1495 DWORD textureState
[MAX_TEXTURES
][WINED3D_HIGHEST_TEXTURE_STATE
+ 1];
1496 DWORD lowest_disabled_stage
;
1497 /* Sampler States */
1498 DWORD samplerState
[MAX_COMBINED_SAMPLERS
][WINED3D_HIGHEST_SAMPLER_STATE
+ 1];
1500 /* Current GLSL Shader Program */
1501 struct glsl_shader_prog_link
*glsl_program
;
1503 /* Scissor test rectangle */
1506 /* Contained state management */
1507 DWORD contained_render_states
[WINEHIGHEST_RENDER_STATE
+ 1];
1508 unsigned int num_contained_render_states
;
1509 DWORD contained_transform_states
[HIGHEST_TRANSFORMSTATE
+ 1];
1510 unsigned int num_contained_transform_states
;
1511 DWORD contained_vs_consts_i
[MAX_CONST_I
];
1512 unsigned int num_contained_vs_consts_i
;
1513 DWORD contained_vs_consts_b
[MAX_CONST_B
];
1514 unsigned int num_contained_vs_consts_b
;
1515 DWORD
*contained_vs_consts_f
;
1516 unsigned int num_contained_vs_consts_f
;
1517 DWORD contained_ps_consts_i
[MAX_CONST_I
];
1518 unsigned int num_contained_ps_consts_i
;
1519 DWORD contained_ps_consts_b
[MAX_CONST_B
];
1520 unsigned int num_contained_ps_consts_b
;
1521 DWORD
*contained_ps_consts_f
;
1522 unsigned int num_contained_ps_consts_f
;
1523 struct StageState contained_tss_states
[MAX_TEXTURES
* (WINED3D_HIGHEST_TEXTURE_STATE
)];
1524 unsigned int num_contained_tss_states
;
1525 struct StageState contained_sampler_states
[MAX_COMBINED_SAMPLERS
* WINED3D_HIGHEST_SAMPLER_STATE
];
1526 unsigned int num_contained_sampler_states
;
1529 extern void stateblock_savedstates_set(
1530 IWineD3DStateBlock
* iface
,
1531 SAVEDSTATES
* states
,
1534 extern void stateblock_savedstates_copy(
1535 IWineD3DStateBlock
* iface
,
1537 SAVEDSTATES
* source
);
1539 extern void stateblock_copy(
1540 IWineD3DStateBlock
* destination
,
1541 IWineD3DStateBlock
* source
);
1543 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl
;
1545 /* Direct3D terminology with little modifications. We do not have an issued state
1546 * because only the driver knows about it, but we have a created state because d3d
1547 * allows GetData on a created issue, but opengl doesn't
1554 /*****************************************************************************
1555 * IWineD3DQueryImpl implementation structure (extends IUnknown)
1557 typedef struct IWineD3DQueryImpl
1559 const IWineD3DQueryVtbl
*lpVtbl
;
1560 LONG ref
; /* Note: Ref counting not required */
1563 /*TODO: replace with iface usage */
1565 IWineD3DDevice
*wineD3DDevice
;
1567 IWineD3DDeviceImpl
*wineD3DDevice
;
1570 /* IWineD3DQuery fields */
1571 enum query_state state
;
1572 WINED3DQUERYTYPE type
;
1573 /* TODO: Think about using a IUnknown instead of a void* */
1577 } IWineD3DQueryImpl
;
1579 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl
;
1580 extern const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl
;
1581 extern const IWineD3DQueryVtbl IWineD3DOcclusionQuery_Vtbl
;
1583 /* Datastructures for IWineD3DQueryImpl.extendedData */
1584 typedef struct WineQueryOcclusionData
{
1586 WineD3DContext
*ctx
;
1587 } WineQueryOcclusionData
;
1589 typedef struct WineQueryEventData
{
1591 WineD3DContext
*ctx
;
1592 } WineQueryEventData
;
1594 /*****************************************************************************
1595 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1598 typedef struct IWineD3DSwapChainImpl
1601 const IWineD3DSwapChainVtbl
*lpVtbl
;
1602 LONG ref
; /* Note: Ref counting not required */
1605 IWineD3DDeviceImpl
*wineD3DDevice
;
1607 /* IWineD3DSwapChain fields */
1608 IWineD3DSurface
**backBuffer
;
1609 IWineD3DSurface
*frontBuffer
;
1610 BOOL wantsDepthStencilBuffer
;
1611 WINED3DPRESENT_PARAMETERS presentParms
;
1612 DWORD orig_width
, orig_height
;
1613 WINED3DFORMAT orig_fmt
;
1615 long prev_time
, frames
; /* Performance tracking */
1616 unsigned int vSyncCounter
;
1618 WineD3DContext
**context
; /* Later a array for multithreading */
1619 unsigned int num_contexts
;
1622 } IWineD3DSwapChainImpl
;
1624 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl
;
1626 WineD3DContext
*IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain
*iface
);
1628 /*****************************************************************************
1629 * Utility function prototypes
1632 /* Trace routines */
1633 const char* debug_d3dformat(WINED3DFORMAT fmt
);
1634 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype
);
1635 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res
);
1636 const char* debug_d3dusage(DWORD usage
);
1637 const char* debug_d3dusagequery(DWORD usagequery
);
1638 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method
);
1639 const char* debug_d3ddecltype(WINED3DDECLTYPE type
);
1640 const char* debug_d3ddeclusage(BYTE usage
);
1641 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType
);
1642 const char* debug_d3drenderstate(DWORD state
);
1643 const char* debug_d3dsamplerstate(DWORD state
);
1644 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type
);
1645 const char* debug_d3dtexturestate(DWORD state
);
1646 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype
);
1647 const char* debug_d3dpool(WINED3DPOOL pool
);
1648 const char *debug_fbostatus(GLenum status
);
1649 const char *debug_glerror(GLenum error
);
1650 const char *debug_d3dbasis(WINED3DBASISTYPE basis
);
1651 const char *debug_d3ddegree(WINED3DDEGREETYPE order
);
1653 /* Routines for GL <-> D3D values */
1654 GLenum
StencilOp(DWORD op
);
1655 GLenum
CompareFunc(DWORD func
);
1656 void set_tex_op(IWineD3DDevice
*iface
, BOOL isAlpha
, int Stage
, WINED3DTEXTUREOP op
, DWORD arg1
, DWORD arg2
, DWORD arg3
);
1657 void set_tex_op_nvrc(IWineD3DDevice
*iface
, BOOL is_alpha
, int stage
, WINED3DTEXTUREOP op
, DWORD arg1
, DWORD arg2
, DWORD arg3
, INT texture_idx
);
1658 void set_texture_matrix(const float *smat
, DWORD flags
, BOOL calculatedCoords
, BOOL transformed
, DWORD coordtype
);
1660 void surface_set_compatible_renderbuffer(IWineD3DSurface
*iface
, unsigned int width
, unsigned int height
);
1661 GLenum
surface_get_gl_buffer(IWineD3DSurface
*iface
, IWineD3DSwapChain
*swapchain
);
1663 BOOL
getColorBits(WINED3DFORMAT fmt
, short *redSize
, short *greenSize
, short *blueSize
, short *alphaSize
, short *totalSize
);
1664 BOOL
getDepthStencilBits(WINED3DFORMAT fmt
, short *depthSize
, short *stencilSize
);
1667 void multiply_matrix(WINED3DMATRIX
*dest
, const WINED3DMATRIX
*src1
, const WINED3DMATRIX
*src2
);
1668 unsigned int count_bits(unsigned int mask
);
1670 /*****************************************************************************
1671 * To enable calling of inherited functions, requires prototypes
1673 * Note: Only require classes which are subclassed, ie resource, basetexture,
1675 /*** IUnknown methods ***/
1676 extern HRESULT WINAPI
IWineD3DResourceImpl_QueryInterface(IWineD3DResource
*iface
, REFIID riid
, void** ppvObject
);
1677 extern ULONG WINAPI
IWineD3DResourceImpl_AddRef(IWineD3DResource
*iface
);
1678 extern ULONG WINAPI
IWineD3DResourceImpl_Release(IWineD3DResource
*iface
);
1679 /*** IWineD3DResource methods ***/
1680 extern HRESULT WINAPI
IWineD3DResourceImpl_GetParent(IWineD3DResource
*iface
, IUnknown
**pParent
);
1681 extern HRESULT WINAPI
IWineD3DResourceImpl_GetDevice(IWineD3DResource
*iface
, IWineD3DDevice
** ppDevice
);
1682 extern HRESULT WINAPI
IWineD3DResourceImpl_SetPrivateData(IWineD3DResource
*iface
, REFGUID refguid
, CONST
void * pData
, DWORD SizeOfData
, DWORD Flags
);
1683 extern HRESULT WINAPI
IWineD3DResourceImpl_GetPrivateData(IWineD3DResource
*iface
, REFGUID refguid
, void * pData
, DWORD
* pSizeOfData
);
1684 extern HRESULT WINAPI
IWineD3DResourceImpl_FreePrivateData(IWineD3DResource
*iface
, REFGUID refguid
);
1685 extern DWORD WINAPI
IWineD3DResourceImpl_SetPriority(IWineD3DResource
*iface
, DWORD PriorityNew
);
1686 extern DWORD WINAPI
IWineD3DResourceImpl_GetPriority(IWineD3DResource
*iface
);
1687 extern void WINAPI
IWineD3DResourceImpl_PreLoad(IWineD3DResource
*iface
);
1688 extern void WINAPI
IWineD3DResourceImpl_UnLoad(IWineD3DResource
*iface
);
1689 extern WINED3DRESOURCETYPE WINAPI
IWineD3DResourceImpl_GetType(IWineD3DResource
*iface
);
1690 /*** class static members ***/
1691 void IWineD3DResourceImpl_CleanUp(IWineD3DResource
*iface
);
1693 /*** IUnknown methods ***/
1694 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture
*iface
, REFIID riid
, void** ppvObject
);
1695 extern ULONG WINAPI
IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture
*iface
);
1696 extern ULONG WINAPI
IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture
*iface
);
1697 /*** IWineD3DResource methods ***/
1698 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture
*iface
, IUnknown
**pParent
);
1699 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture
*iface
, IWineD3DDevice
** ppDevice
);
1700 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture
*iface
, REFGUID refguid
, CONST
void * pData
, DWORD SizeOfData
, DWORD Flags
);
1701 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture
*iface
, REFGUID refguid
, void * pData
, DWORD
* pSizeOfData
);
1702 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture
*iface
, REFGUID refguid
);
1703 extern DWORD WINAPI
IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture
*iface
, DWORD PriorityNew
);
1704 extern DWORD WINAPI
IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture
*iface
);
1705 extern void WINAPI
IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture
*iface
);
1706 extern void WINAPI
IWineD3DBaseTextureImpl_UnLoad(IWineD3DBaseTexture
*iface
);
1707 extern WINED3DRESOURCETYPE WINAPI
IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture
*iface
);
1708 /*** IWineD3DBaseTexture methods ***/
1709 extern DWORD WINAPI
IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture
*iface
, DWORD LODNew
);
1710 extern DWORD WINAPI
IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture
*iface
);
1711 extern DWORD WINAPI
IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture
*iface
);
1712 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture
*iface
, WINED3DTEXTUREFILTERTYPE FilterType
);
1713 extern WINED3DTEXTUREFILTERTYPE WINAPI
IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture
*iface
);
1714 extern void WINAPI
IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture
*iface
);
1715 extern BOOL WINAPI
IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture
*iface
, BOOL
);
1716 extern BOOL WINAPI
IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture
*iface
);
1718 extern BYTE
* WINAPI
IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer
* iface
, DWORD iOffset
, GLint
*vbo
);
1719 extern HRESULT WINAPI
IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer
* iface
);
1720 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture
*iface
);
1721 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture
*iface
);
1722 extern void WINAPI
IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture
*iface
, const DWORD textureStates
[WINED3D_HIGHEST_TEXTURE_STATE
+ 1], const DWORD samplerStates
[WINED3D_HIGHEST_SAMPLER_STATE
+ 1]);
1723 /*** class static members ***/
1724 void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture
*iface
);
1726 typedef void (*SHADER_HANDLER
) (struct SHADER_OPCODE_ARG
*);
1728 /* Struct to maintain a list of GLSL shader programs and their associated pixel and
1729 * vertex shaders. A list of this type is maintained on the DeviceImpl, and is only
1730 * used if the user is using GLSL shaders. */
1731 struct glsl_shader_prog_link
{
1732 struct list vshader_entry
;
1733 struct list pshader_entry
;
1734 GLhandleARB programId
;
1735 GLhandleARB
*vuniformF_locations
;
1736 GLhandleARB
*puniformF_locations
;
1737 GLhandleARB vuniformI_locations
[MAX_CONST_I
];
1738 GLhandleARB puniformI_locations
[MAX_CONST_I
];
1739 GLhandleARB posFixup_location
;
1740 GLhandleARB bumpenvmat_location
[MAX_TEXTURES
];
1741 GLhandleARB luminancescale_location
[MAX_TEXTURES
];
1742 GLhandleARB luminanceoffset_location
[MAX_TEXTURES
];
1743 GLhandleARB srgb_comparison_location
;
1744 GLhandleARB srgb_mul_low_location
;
1745 GLhandleARB ycorrection_location
;
1746 GLhandleARB vshader
;
1747 GLhandleARB pshader
;
1751 GLhandleARB vshader
;
1752 GLhandleARB pshader
;
1753 } glsl_program_key_t
;
1755 /* TODO: Make this dynamic, based on shader limits ? */
1756 #define MAX_REG_ADDR 1
1757 #define MAX_REG_TEMP 32
1758 #define MAX_REG_TEXCRD 8
1759 #define MAX_REG_INPUT 12
1760 #define MAX_REG_OUTPUT 12
1761 #define MAX_CONST_I 16
1762 #define MAX_CONST_B 16
1764 /* FIXME: This needs to go up to 2048 for
1765 * Shader model 3 according to msdn (and for software shaders) */
1766 #define MAX_LABELS 16
1768 typedef struct semantic
{
1773 typedef struct local_constant
{
1779 typedef struct shader_reg_maps
{
1781 char texcoord
[MAX_REG_TEXCRD
]; /* pixel < 3.0 */
1782 char temporary
[MAX_REG_TEMP
]; /* pixel, vertex */
1783 char address
[MAX_REG_ADDR
]; /* vertex */
1784 char packed_input
[MAX_REG_INPUT
]; /* pshader >= 3.0 */
1785 char packed_output
[MAX_REG_OUTPUT
]; /* vertex >= 3.0 */
1786 char attributes
[MAX_ATTRIBS
]; /* vertex */
1787 char labels
[MAX_LABELS
]; /* pixel, vertex */
1788 DWORD texcoord_mask
[MAX_REG_TEXCRD
]; /* vertex < 3.0 */
1790 /* Sampler usage tokens
1791 * Use 0 as default (bit 31 is always 1 on a valid token) */
1792 DWORD samplers
[max(MAX_FRAGMENT_SAMPLERS
, MAX_VERTEX_SAMPLERS
)];
1793 BOOL bumpmat
[MAX_TEXTURES
], luminanceparams
[MAX_TEXTURES
];
1794 char usesnrm
, vpos
, usesdsy
;
1797 /* Whether or not loops are used in this shader, and nesting depth */
1798 unsigned loop_depth
;
1800 /* Whether or not this shader uses fog */
1805 #define SHADER_PGMSIZE 65535
1806 typedef struct SHADER_BUFFER
{
1809 unsigned int lineNo
;
1813 /* Undocumented opcode controls */
1814 #define INST_CONTROLS_SHIFT 16
1815 #define INST_CONTROLS_MASK 0x00ff0000
1817 typedef enum COMPARISON_TYPE
{
1826 typedef struct SHADER_OPCODE
{
1827 unsigned int opcode
;
1831 CONST UINT num_params
;
1832 SHADER_HANDLER hw_fct
;
1833 SHADER_HANDLER hw_glsl_fct
;
1838 typedef struct SHADER_OPCODE_ARG
{
1839 IWineD3DBaseShader
* shader
;
1840 shader_reg_maps
* reg_maps
;
1841 CONST SHADER_OPCODE
* opcode
;
1848 SHADER_BUFFER
* buffer
;
1849 } SHADER_OPCODE_ARG
;
1851 typedef struct SHADER_LIMITS
{
1852 unsigned int temporary
;
1853 unsigned int texcoord
;
1854 unsigned int sampler
;
1855 unsigned int constant_int
;
1856 unsigned int constant_float
;
1857 unsigned int constant_bool
;
1858 unsigned int address
;
1859 unsigned int packed_output
;
1860 unsigned int packed_input
;
1861 unsigned int attributes
;
1865 /** Keeps track of details for TEX_M#x# shader opcodes which need to
1866 maintain state information between multiple codes */
1867 typedef struct SHADER_PARSE_STATE
{
1868 unsigned int current_row
;
1869 DWORD texcoord_w
[2];
1870 } SHADER_PARSE_STATE
;
1873 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
1875 #define PRINTF_ATTR(fmt,args)
1878 /* Base Shader utility functions.
1879 * (may move callers into the same file in the future) */
1880 extern int shader_addline(
1881 SHADER_BUFFER
* buffer
,
1882 const char* fmt
, ...) PRINTF_ATTR(2,3);
1884 extern const SHADER_OPCODE
* shader_get_opcode(
1885 IWineD3DBaseShader
*iface
,
1888 void delete_glsl_program_entry(IWineD3DDevice
*iface
, struct glsl_shader_prog_link
*entry
);
1890 /* Vertex shader utility functions */
1891 extern BOOL
vshader_get_input(
1892 IWineD3DVertexShader
* iface
,
1893 BYTE usage_req
, BYTE usage_idx_req
,
1894 unsigned int* regnum
);
1896 extern BOOL
vshader_input_is_color(
1897 IWineD3DVertexShader
* iface
,
1898 unsigned int regnum
);
1900 extern HRESULT
allocate_shader_constants(IWineD3DStateBlockImpl
* object
);
1902 /* ARB_[vertex/fragment]_program helper functions */
1903 extern void shader_arb_load_constants(
1904 IWineD3DDevice
* device
,
1905 char usePixelShader
,
1906 char useVertexShader
);
1908 /* ARB shader program Prototypes */
1909 extern void shader_hw_def(SHADER_OPCODE_ARG
*arg
);
1911 /* ARB pixel shader prototypes */
1912 extern void pshader_hw_bem(SHADER_OPCODE_ARG
* arg
);
1913 extern void pshader_hw_cnd(SHADER_OPCODE_ARG
* arg
);
1914 extern void pshader_hw_cmp(SHADER_OPCODE_ARG
* arg
);
1915 extern void pshader_hw_map2gl(SHADER_OPCODE_ARG
* arg
);
1916 extern void pshader_hw_tex(SHADER_OPCODE_ARG
* arg
);
1917 extern void pshader_hw_texcoord(SHADER_OPCODE_ARG
* arg
);
1918 extern void pshader_hw_texreg2ar(SHADER_OPCODE_ARG
* arg
);
1919 extern void pshader_hw_texreg2gb(SHADER_OPCODE_ARG
* arg
);
1920 extern void pshader_hw_texbem(SHADER_OPCODE_ARG
* arg
);
1921 extern void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG
* arg
);
1922 extern void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG
* arg
);
1923 extern void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG
* arg
);
1924 extern void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG
* arg
);
1925 extern void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG
* arg
);
1926 extern void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG
* arg
);
1927 extern void pshader_hw_texdepth(SHADER_OPCODE_ARG
* arg
);
1928 extern void pshader_hw_texkill(SHADER_OPCODE_ARG
* arg
);
1929 extern void pshader_hw_texdp3tex(SHADER_OPCODE_ARG
* arg
);
1930 extern void pshader_hw_texdp3(SHADER_OPCODE_ARG
* arg
);
1931 extern void pshader_hw_texm3x3(SHADER_OPCODE_ARG
* arg
);
1932 extern void pshader_hw_texm3x2depth(SHADER_OPCODE_ARG
* arg
);
1933 extern void pshader_hw_dp2add(SHADER_OPCODE_ARG
* arg
);
1934 extern void pshader_hw_texreg2rgb(SHADER_OPCODE_ARG
* arg
);
1936 /* ARB vertex / pixel shader common prototypes */
1937 extern void shader_hw_nrm(SHADER_OPCODE_ARG
* arg
);
1938 extern void shader_hw_sincos(SHADER_OPCODE_ARG
* arg
);
1939 extern void shader_hw_mnxn(SHADER_OPCODE_ARG
* arg
);
1941 /* ARB vertex shader prototypes */
1942 extern void vshader_hw_map2gl(SHADER_OPCODE_ARG
* arg
);
1943 extern void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG
* arg
);
1945 /* GLSL helper functions */
1946 extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG
*arg
);
1947 extern void shader_glsl_load_constants(
1948 IWineD3DDevice
* device
,
1949 char usePixelShader
,
1950 char useVertexShader
);
1952 /** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */
1953 extern void shader_glsl_cross(SHADER_OPCODE_ARG
* arg
);
1954 extern void shader_glsl_map2gl(SHADER_OPCODE_ARG
* arg
);
1955 extern void shader_glsl_arith(SHADER_OPCODE_ARG
* arg
);
1956 extern void shader_glsl_mov(SHADER_OPCODE_ARG
* arg
);
1957 extern void shader_glsl_mad(SHADER_OPCODE_ARG
* arg
);
1958 extern void shader_glsl_mnxn(SHADER_OPCODE_ARG
* arg
);
1959 extern void shader_glsl_lrp(SHADER_OPCODE_ARG
* arg
);
1960 extern void shader_glsl_dot(SHADER_OPCODE_ARG
* arg
);
1961 extern void shader_glsl_rcp(SHADER_OPCODE_ARG
* arg
);
1962 extern void shader_glsl_rsq(SHADER_OPCODE_ARG
* arg
);
1963 extern void shader_glsl_cnd(SHADER_OPCODE_ARG
* arg
);
1964 extern void shader_glsl_compare(SHADER_OPCODE_ARG
* arg
);
1965 extern void shader_glsl_def(SHADER_OPCODE_ARG
* arg
);
1966 extern void shader_glsl_defi(SHADER_OPCODE_ARG
* arg
);
1967 extern void shader_glsl_defb(SHADER_OPCODE_ARG
* arg
);
1968 extern void shader_glsl_expp(SHADER_OPCODE_ARG
* arg
);
1969 extern void shader_glsl_cmp(SHADER_OPCODE_ARG
* arg
);
1970 extern void shader_glsl_lit(SHADER_OPCODE_ARG
* arg
);
1971 extern void shader_glsl_dst(SHADER_OPCODE_ARG
* arg
);
1972 extern void shader_glsl_sincos(SHADER_OPCODE_ARG
* arg
);
1973 extern void shader_glsl_loop(SHADER_OPCODE_ARG
* arg
);
1974 extern void shader_glsl_end(SHADER_OPCODE_ARG
* arg
);
1975 extern void shader_glsl_if(SHADER_OPCODE_ARG
* arg
);
1976 extern void shader_glsl_ifc(SHADER_OPCODE_ARG
* arg
);
1977 extern void shader_glsl_else(SHADER_OPCODE_ARG
* arg
);
1978 extern void shader_glsl_break(SHADER_OPCODE_ARG
* arg
);
1979 extern void shader_glsl_breakc(SHADER_OPCODE_ARG
* arg
);
1980 extern void shader_glsl_rep(SHADER_OPCODE_ARG
* arg
);
1981 extern void shader_glsl_call(SHADER_OPCODE_ARG
* arg
);
1982 extern void shader_glsl_callnz(SHADER_OPCODE_ARG
* arg
);
1983 extern void shader_glsl_label(SHADER_OPCODE_ARG
* arg
);
1984 extern void shader_glsl_pow(SHADER_OPCODE_ARG
* arg
);
1985 extern void shader_glsl_log(SHADER_OPCODE_ARG
* arg
);
1986 extern void shader_glsl_texldl(SHADER_OPCODE_ARG
* arg
);
1988 /** GLSL Pixel Shader Prototypes */
1989 extern void pshader_glsl_tex(SHADER_OPCODE_ARG
* arg
);
1990 extern void pshader_glsl_texcoord(SHADER_OPCODE_ARG
* arg
);
1991 extern void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG
* arg
);
1992 extern void pshader_glsl_texdp3(SHADER_OPCODE_ARG
* arg
);
1993 extern void pshader_glsl_texdepth(SHADER_OPCODE_ARG
* arg
);
1994 extern void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG
* arg
);
1995 extern void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG
* arg
);
1996 extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG
* arg
);
1997 extern void pshader_glsl_texm3x3(SHADER_OPCODE_ARG
* arg
);
1998 extern void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG
* arg
);
1999 extern void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG
* arg
);
2000 extern void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG
* arg
);
2001 extern void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG
* arg
);
2002 extern void pshader_glsl_texkill(SHADER_OPCODE_ARG
* arg
);
2003 extern void pshader_glsl_texbem(SHADER_OPCODE_ARG
* arg
);
2004 extern void pshader_glsl_bem(SHADER_OPCODE_ARG
* arg
);
2005 extern void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG
* arg
);
2006 extern void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG
* arg
);
2007 extern void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG
* arg
);
2008 extern void pshader_glsl_dp2add(SHADER_OPCODE_ARG
* arg
);
2009 extern void pshader_glsl_input_pack(
2010 SHADER_BUFFER
* buffer
,
2011 semantic
* semantics_out
,
2012 IWineD3DPixelShader
*iface
);
2014 /*****************************************************************************
2015 * IDirect3DBaseShader implementation structure
2017 typedef struct IWineD3DBaseShaderClass
2021 SHADER_LIMITS limits
;
2022 SHADER_PARSE_STATE parse_state
;
2023 CONST SHADER_OPCODE
*shader_ins
;
2025 UINT functionLength
;
2028 UINT cur_loop_depth
, cur_loop_regno
;
2029 BOOL load_local_constsF
;
2031 /* Type of shader backend */
2034 /* Programs this shader is linked with */
2035 struct list linked_programs
;
2037 /* Immediate constants (override global ones) */
2038 struct list constantsB
;
2039 struct list constantsF
;
2040 struct list constantsI
;
2041 shader_reg_maps reg_maps
;
2043 /* Pixel formats of sampled textures, for format conversion. This
2044 * represents the formats found during compilation, it is not initialized
2045 * on the first parser pass. It is needed to check if the shader
2046 * needs recompilation to adjust the format conversion
2048 WINED3DFORMAT sampled_format
[MAX_COMBINED_SAMPLERS
];
2049 UINT sampled_samplers
[MAX_COMBINED_SAMPLERS
];
2050 UINT num_sampled_samplers
;
2052 UINT recompile_count
;
2054 /* Pointer to the parent device */
2055 IWineD3DDevice
*device
;
2056 struct list shader_list_entry
;
2058 } IWineD3DBaseShaderClass
;
2060 typedef struct IWineD3DBaseShaderImpl
{
2062 const IWineD3DBaseShaderVtbl
*lpVtbl
;
2064 /* IWineD3DBaseShader */
2065 IWineD3DBaseShaderClass baseShader
;
2066 } IWineD3DBaseShaderImpl
;
2068 HRESULT WINAPI
IWineD3DBaseShaderImpl_QueryInterface(IWineD3DBaseShader
*iface
, REFIID riid
, LPVOID
*ppobj
);
2069 ULONG WINAPI
IWineD3DBaseShaderImpl_AddRef(IWineD3DBaseShader
*iface
);
2070 ULONG WINAPI
IWineD3DBaseShaderImpl_Release(IWineD3DBaseShader
*iface
);
2072 extern HRESULT
shader_get_registers_used(
2073 IWineD3DBaseShader
*iface
,
2074 shader_reg_maps
* reg_maps
,
2075 semantic
* semantics_in
,
2076 semantic
* semantics_out
,
2077 CONST DWORD
* pToken
,
2078 IWineD3DStateBlockImpl
*stateBlock
);
2080 extern void shader_generate_glsl_declarations(
2081 IWineD3DBaseShader
*iface
,
2082 shader_reg_maps
* reg_maps
,
2083 SHADER_BUFFER
* buffer
,
2084 WineD3D_GL_Info
* gl_info
);
2086 extern void shader_generate_arb_declarations(
2087 IWineD3DBaseShader
*iface
,
2088 shader_reg_maps
* reg_maps
,
2089 SHADER_BUFFER
* buffer
,
2090 WineD3D_GL_Info
* gl_info
);
2092 extern void shader_generate_main(
2093 IWineD3DBaseShader
*iface
,
2094 SHADER_BUFFER
* buffer
,
2095 shader_reg_maps
* reg_maps
,
2096 CONST DWORD
* pFunction
);
2098 extern void shader_dump_ins_modifiers(
2099 const DWORD output
);
2101 extern void shader_dump_param(
2102 IWineD3DBaseShader
*iface
,
2104 const DWORD addr_token
,
2107 extern void shader_trace_init(
2108 IWineD3DBaseShader
*iface
,
2109 const DWORD
* pFunction
);
2111 extern int shader_get_param(
2112 IWineD3DBaseShader
* iface
,
2113 const DWORD
* pToken
,
2117 extern int shader_skip_unrecognized(
2118 IWineD3DBaseShader
* iface
,
2119 const DWORD
* pToken
);
2121 extern void print_glsl_info_log(
2122 WineD3D_GL_Info
*gl_info
,
2125 static inline int shader_get_regtype(const DWORD param
) {
2126 return (((param
& WINED3DSP_REGTYPE_MASK
) >> WINED3DSP_REGTYPE_SHIFT
) |
2127 ((param
& WINED3DSP_REGTYPE_MASK2
) >> WINED3DSP_REGTYPE_SHIFT2
));
2130 static inline int shader_get_writemask(const DWORD param
) {
2131 return param
& WINED3DSP_WRITEMASK_ALL
;
2134 extern unsigned int shader_get_float_offset(const DWORD reg
);
2136 static inline BOOL
shader_is_pshader_version(DWORD token
) {
2137 return 0xFFFF0000 == (token
& 0xFFFF0000);
2140 static inline BOOL
shader_is_vshader_version(DWORD token
) {
2141 return 0xFFFE0000 == (token
& 0xFFFF0000);
2144 static inline BOOL
shader_is_comment(DWORD token
) {
2145 return WINED3DSIO_COMMENT
== (token
& WINED3DSI_OPCODE_MASK
);
2148 static inline BOOL
shader_is_scalar(DWORD param
) {
2149 DWORD reg_type
= shader_get_regtype(param
);
2153 case WINED3DSPR_RASTOUT
:
2154 if ((param
& WINED3DSP_REGNUM_MASK
) != 0) {
2161 case WINED3DSPR_DEPTHOUT
: /* oDepth */
2162 case WINED3DSPR_CONSTBOOL
: /* b# */
2163 case WINED3DSPR_LOOP
: /* aL */
2164 case WINED3DSPR_PREDICATE
: /* p0 */
2167 case WINED3DSPR_MISCTYPE
:
2168 reg_num
= param
& WINED3DSP_REGNUM_MASK
;
2183 static inline BOOL
shader_constant_is_local(IWineD3DBaseShaderImpl
* This
, DWORD reg
) {
2184 local_constant
* lconst
;
2186 if(This
->baseShader
.load_local_constsF
) return FALSE
;
2187 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
2188 if(lconst
->idx
== reg
) return TRUE
;
2194 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
2195 * so upload them above that
2197 #define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
2198 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
2200 /*****************************************************************************
2201 * IDirect3DVertexShader implementation structure
2203 typedef struct IWineD3DVertexShaderImpl
{
2205 const IWineD3DVertexShaderVtbl
*lpVtbl
;
2207 /* IWineD3DBaseShader */
2208 IWineD3DBaseShaderClass baseShader
;
2210 /* IWineD3DVertexShaderImpl */
2215 /* Vertex shader input and output semantics */
2216 semantic semantics_in
[MAX_ATTRIBS
];
2217 semantic semantics_out
[MAX_REG_OUTPUT
];
2219 /* Ordered array of attributes that are swizzled */
2220 attrib_declaration swizzled_attribs
[MAX_ATTRIBS
];
2221 UINT num_swizzled_attribs
;
2223 /* run time datas... */
2225 UINT min_rel_offset
, max_rel_offset
;
2228 UINT recompile_count
;
2229 #if 0 /* needs reworking */
2230 /* run time datas */
2231 VSHADERINPUTDATA input
;
2232 VSHADEROUTPUTDATA output
;
2234 } IWineD3DVertexShaderImpl
;
2235 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins
[];
2236 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl
;
2238 /*****************************************************************************
2239 * IDirect3DPixelShader implementation structure
2242 enum vertexprocessing_mode
{
2248 struct stb_const_desc
{
2253 typedef struct IWineD3DPixelShaderImpl
{
2254 /* IUnknown parts */
2255 const IWineD3DPixelShaderVtbl
*lpVtbl
;
2257 /* IWineD3DBaseShader */
2258 IWineD3DBaseShaderClass baseShader
;
2260 /* IWineD3DPixelShaderImpl */
2263 /* Pixel shader input semantics */
2264 semantic semantics_in
[MAX_REG_INPUT
];
2265 DWORD input_reg_map
[MAX_REG_INPUT
];
2266 BOOL input_reg_used
[MAX_REG_INPUT
];
2271 /* Some information about the shader behavior */
2272 struct stb_const_desc bumpenvmatconst
[MAX_TEXTURES
];
2273 char numbumpenvmatconsts
;
2274 struct stb_const_desc luminanceconst
[MAX_TEXTURES
];
2276 char srgb_mode_hardcoded
;
2277 UINT srgb_low_const
;
2278 UINT srgb_cmp_const
;
2280 BOOL render_offscreen
;
2282 enum vertexprocessing_mode vertexprocessing
;
2284 #if 0 /* needs reworking */
2285 PSHADERINPUTDATA input
;
2286 PSHADEROUTPUTDATA output
;
2288 } IWineD3DPixelShaderImpl
;
2290 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins
[];
2291 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl
;
2293 /* sRGB correction constants */
2294 static const float srgb_cmp
= 0.0031308;
2295 static const float srgb_mul_low
= 12.92;
2296 static const float srgb_pow
= 0.41666;
2297 static const float srgb_mul_high
= 1.055;
2298 static const float srgb_sub_high
= 0.055;
2300 /*****************************************************************************
2301 * IWineD3DPalette implementation structure
2303 struct IWineD3DPaletteImpl
{
2304 /* IUnknown parts */
2305 const IWineD3DPaletteVtbl
*lpVtbl
;
2309 IWineD3DDeviceImpl
*wineD3DDevice
;
2311 /* IWineD3DPalette */
2313 WORD palVersion
; /*| */
2314 WORD palNumEntries
; /*| LOGPALETTE */
2315 PALETTEENTRY palents
[256]; /*| */
2316 /* This is to store the palette in 'screen format' */
2317 int screen_palents
[256];
2321 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl
;
2322 DWORD
IWineD3DPaletteImpl_Size(DWORD dwFlags
);
2324 /* DirectDraw utility functions */
2325 extern WINED3DFORMAT
pixelformat_for_depth(DWORD depth
);
2327 /*****************************************************************************
2328 * Pixel format management
2331 WINED3DFORMAT format
;
2332 DWORD alphaMask
, redMask
, greenMask
, blueMask
;
2334 short depthSize
, stencilSize
;
2336 } StaticPixelFormatDesc
;
2338 const StaticPixelFormatDesc
*getFormatDescEntry(WINED3DFORMAT fmt
,
2339 WineD3D_GL_Info
*gl_info
,
2340 const GlPixelFormatDesc
**glDesc
);
2342 static inline BOOL
use_vs(IWineD3DDeviceImpl
*device
) {
2343 return (device
->vs_selected_mode
!= SHADER_NONE
2344 && device
->stateBlock
->vertexShader
2345 && ((IWineD3DVertexShaderImpl
*)device
->stateBlock
->vertexShader
)->baseShader
.function
2346 && !device
->strided_streams
.u
.s
.position_transformed
);
2349 static inline BOOL
use_ps(IWineD3DDeviceImpl
*device
) {
2350 return (device
->ps_selected_mode
!= SHADER_NONE
2351 && device
->stateBlock
->pixelShader
2352 && ((IWineD3DPixelShaderImpl
*)device
->stateBlock
->pixelShader
)->baseShader
.function
);
2355 void stretch_rect_fbo(IWineD3DDevice
*iface
, IWineD3DSurface
*src_surface
, WINED3DRECT
*src_rect
,
2356 IWineD3DSurface
*dst_surface
, WINED3DRECT
*dst_rect
, const WINED3DTEXTUREFILTERTYPE filter
, BOOL flip
);