wined3d: Check the render target capabilities of a resource type.
[wine.git] / dlls / wined3d / wined3d_private.h
blob6b0cfb8b374f8032ae55323ee94f71f72724730c
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 typedef struct {
51 void *key;
52 void *value;
53 unsigned int hash;
54 struct list entry;
55 } hash_table_entry_t;
57 typedef struct {
58 hash_function_t *hash_function;
59 compare_function_t *compare_function;
60 struct list *buckets;
61 unsigned int bucket_count;
62 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;
68 } hash_table_t;
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);
76 /* Device caps */
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,
108 MAX_LOOKUPS = 2
109 } WINELOOKUP;
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);
139 if(e == 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);
142 } else if(e < 31) {
143 return sgn * pow(2, (float) e-15.0) * (1.0 + ((float) m / 1024.0));
144 } else {
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) {
151 int exp = 0;
152 float tmp = fabs(*in);
153 unsigned int mantissa;
154 unsigned short ret;
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)) {
164 tmp = tmp * 2.0;
165 exp--;
166 }while(tmp < pow(2, 10));
167 } else if(tmp >= pow(2, 11)) {
170 tmp /= 2.0;
171 exp++;
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 */
185 while(exp <= 0) {
186 mantissa = mantissa >> 1;
187 exp++;
189 ret = mantissa & 0x3ff;
190 } else {
191 ret = (exp << 10) | (mantissa & 0x3ff);
194 ret |= ((*in < 0.0 ? 1 : 0) << 15); /* Add the sign */
195 return ret;
199 * Settings
201 #define VS_NONE 0
202 #define VS_HW 1
204 #define PS_NONE 0
205 #define PS_HW 1
207 #define VBO_NONE 0
208 #define VBO_HW 1
210 #define NP2_NONE 0
211 #define NP2_REPACK 1
212 #define NP2_NATIVE 2
214 #define ORM_BACKBUFFER 0
215 #define ORM_PBUFFER 1
216 #define ORM_FBO 2
218 #define SHADER_ARB 1
219 #define SHADER_GLSL 2
220 #define SHADER_NONE 3
222 #define RTL_DISABLE -1
223 #define RTL_AUTO 0
224 #define RTL_READDRAW 1
225 #define RTL_READTEX 2
226 #define RTL_TEXDRAW 3
227 #define RTL_TEXTEX 4
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 */
233 int vs_mode;
234 int ps_mode;
235 int vbo_mode;
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. */
239 BOOL glslRequested;
240 int offscreen_rendering_mode;
241 int rendertargetlock_mode;
242 /* Memory tracking and object counting */
243 unsigned int emulated_textureram;
244 char *logo;
245 } wined3d_settings_t;
247 extern wined3d_settings_t wined3d_settings;
249 /* Shader backends */
250 struct SHADER_OPCODE_ARG;
252 typedef struct {
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);
263 } shader_backend_t;
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;
280 /* X11 locking */
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 */
286 extern int num_lock;
288 #if 0
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()
291 #else
292 #define ENTER_GL() wine_tsx11_lock_ptr()
293 #define LEAVE_GL() wine_tsx11_unlock_ptr()
294 #endif
296 /*****************************************************************************
297 * Defines
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__); \
342 } else do { \
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) \
354 do { \
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)); \
360 } while (0)
362 /* Macro to dump out the current state of the light chain */
363 #define DUMP_LIGHT_CHAIN() \
365 PLIGHTINFOEL *el = This->stateBlock->lights;\
366 while (el) { \
367 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
368 el = el->next; \
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
399 #else
400 # define VTRACE(A)
401 #endif
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__)); \
411 } else do { \
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
428 # endif
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
432 array is drawn. */
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
435 # endif
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
442 # endif
443 extern BOOL isOn;
444 extern BOOL isDumpingFrames;
445 extern LONG primCounter;
446 #endif
448 /*****************************************************************************
449 * Prototypes
452 /* Routine common to the draw primitive and draw indexed primitive routines */
453 void drawPrimitive(IWineD3DDevice *iface,
454 int PrimitiveType,
455 long NumPrimitives,
456 /* for Indexed: */
457 long StartVertexIndex,
458 UINT numberOfVertices,
459 long StartIdx,
460 short idxBytes,
461 const void *idxData,
462 int minIndex);
464 void primitiveDeclarationConvertToStridedData(
465 IWineD3DDevice *iface,
466 BOOL useVertexShaderFunction,
467 WineDirect3DVertexStridedData *strided,
468 BOOL *fixup);
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];
479 #define eps 1e-8
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)
540 struct StateEntry
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;
577 BOOL fog_coord;
579 char *vshader_const_dirty, *pshader_const_dirty;
581 /* The actual opengl context */
582 HGLRC glCtx;
583 HWND win_handle;
584 HDC hdc;
585 HPBUFFERARB pbuffer;
586 BOOL isPBuffer;
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 */
594 } ContextUsage;
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 */
618 DWORD OriginalIndex;
619 LONG glIndex;
620 BOOL changed;
621 BOOL enabledChanged;
622 BOOL enabled;
624 /* Converted parms to speed up swapping lights */
625 float lightPosn[4];
626 float lightDirn[4];
627 float exponent;
628 float cutoff;
630 struct list entry;
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;
641 BOOL windowDrawable;
642 BOOL pbufferDrawable;
643 } WineD3D_PixelFormat;
645 /* The adapter structure */
646 typedef struct GLPixelFormatDesc GLPixelFormatDesc;
647 struct WineD3DAdapter
649 UINT num;
650 POINT monitorPoint;
651 WineD3D_GL_Info gl_info;
652 const char *driver;
653 const char *description;
654 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
655 int nCfgs;
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
670 UINT Handle;
671 float *mem;
672 WineDirect3DVertexStridedData strided;
673 WINED3DRECTPATCH_INFO RectPatchInfo;
674 float numSegs[4];
675 char has_normals, has_texcoords;
676 struct list entry;
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 */
691 IUnknown *parent;
692 UINT dxVersion;
693 } IWineD3DImpl;
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 */
716 IUnknown *parent;
717 IWineD3D *wineD3D;
718 struct WineD3DAdapter *adapter;
720 /* Window styles to restore when switching fullscreen mode */
721 LONG style;
722 LONG exStyle;
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;
733 void *shader_priv;
735 /* To store */
736 BOOL view_ident; /* true iff view matrix is identity */
737 BOOL untransformed;
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;
745 BOOL isInDraw;
747 /* Internal use fields */
748 WINED3DDEVICE_CREATION_PARAMETERS createParms;
749 UINT adapterNo;
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];
773 UINT currentPalette;
774 UINT paletteConversionShader;
776 /* For rendering to a texture using glCopyTexImage */
777 BOOL render_offscreen;
778 WINED3D_DEPTHCOPYSTATE depth_copy_state;
779 GLuint fbo;
780 GLuint src_fbo;
781 GLuint dst_fbo;
782 GLenum *draw_buffers;
783 GLuint depth_blt_texture;
785 /* Cursor management */
786 BOOL bCursorVisible;
787 UINT xHotSpot;
788 UINT yHotSpot;
789 UINT xScreenSpace;
790 UINT yScreenSpace;
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 */
803 BOOL debug;
805 /* Device state management */
806 HRESULT state;
807 BOOL d3d_initialized;
809 /* A flag to check for proper BeginScene / EndScene call pairs */
810 BOOL inScene;
812 /* process vertex shaders using software or hardware */
813 BOOL softwareVertexProcessing;
815 /* DirectDraw stuff */
816 HWND ddraw_window;
817 IWineD3DSurface *ddraw_primary;
818 DWORD ddraw_width, ddraw_height;
819 WINED3DFORMAT ddraw_format;
820 BOOL ddraw_fullscreen;
822 /* Final position fixup constant */
823 float posFixup[4];
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;
834 BOOL instancedDraw;
836 /* Context management */
837 WineD3DContext **contexts; /* Dynamic array containing pointers to context structures */
838 WineD3DContext *activeContext;
839 DWORD lastThread;
840 UINT numContexts;
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
867 struct list entry;
869 GUID tag;
870 DWORD flags; /* DDSPD_* */
871 DWORD uniqueness_value;
873 union
875 LPVOID data;
876 LPUNKNOWN object;
877 } ptr;
879 DWORD size;
880 } PrivateData;
882 /*****************************************************************************
883 * IWineD3DResource implementation structure
885 typedef struct IWineD3DResourceClass
887 /* IUnknown fields */
888 LONG ref; /* Note: Ref counting not required */
890 /* WineD3DResource Information */
891 IUnknown *parent;
892 WINED3DRESOURCETYPE resourceType;
893 IWineD3DDeviceImpl *wineD3DDevice;
894 WINED3DPOOL pool;
895 UINT size;
896 DWORD usage;
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 {
919 CONV_NONE = 0,
920 CONV_D3DCOLOR = 1,
921 CONV_POSITIONT = 2,
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 */
936 DWORD fvf;
938 /* Vertex buffer object support */
939 GLuint vbo;
940 BYTE Flags;
941 LONG bindCount;
942 LONG vbo_size;
943 GLenum vbo_usage;
945 UINT dirtystart, dirtyend;
946 LONG lockcount;
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;
974 GLuint vbo;
975 UINT dirtystart, dirtyend;
976 LONG lockcount;
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
1011 UINT levels;
1012 BOOL dirty;
1013 UINT textureName;
1014 UINT LOD;
1015 WINED3DTEXTUREFILTERTYPE filterType;
1016 DWORD states[MAX_WINETEXTURESTATES];
1017 LONG bindCount;
1018 DWORD sampler;
1019 BOOL is_srgb;
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];
1047 UINT width;
1048 UINT height;
1049 UINT target;
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];
1068 UINT edgeLength;
1069 } IWineD3DCubeTextureImpl;
1071 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
1073 typedef struct _WINED3DVOLUMET_DESC
1075 UINT Width;
1076 UINT Height;
1077 UINT Depth;
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;
1092 UINT bytesPerPixel;
1094 BOOL lockable;
1095 BOOL locked;
1096 WINED3DBOX lockedBox;
1097 WINED3DBOX dirtyBox;
1098 BOOL dirty;
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];
1118 UINT width;
1119 UINT height;
1120 UINT depth;
1121 } IWineD3DVolumeTextureImpl;
1123 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
1125 typedef struct _WINED3DSURFACET_DESC
1127 WINED3DMULTISAMPLE_TYPE MultiSampleType;
1128 DWORD MultiSampleQuality;
1129 UINT Width;
1130 UINT Height;
1131 } WINED3DSURFACET_DESC;
1133 /*****************************************************************************
1134 * Structure for DIB Surfaces (GetDC and GDI surfaces)
1136 typedef struct wineD3DSurface_DIB {
1137 HBITMAP DIBsection;
1138 void* bitmap_data;
1139 UINT bitmap_size;
1140 HGDIOBJ holdbitmap;
1141 BOOL client_memory;
1142 } wineD3DSurface_DIB;
1144 typedef struct {
1145 struct list entry;
1146 GLuint id;
1147 UINT width;
1148 UINT height;
1149 } renderbuffer_entry_t;
1151 /*****************************************************************************
1152 * IWineD3DClipp implementation structure
1154 typedef struct IWineD3DClipperImpl
1156 const IWineD3DClipperVtbl *lpVtbl;
1157 LONG ref;
1159 IUnknown *Parent;
1160 HWND hWnd;
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 */
1179 UINT bytesPerPixel;
1181 /* TODO: move this off into a management class(maybe!) */
1182 DWORD Flags;
1184 UINT pow2Width;
1185 UINT pow2Height;
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 */
1191 RECT glRect;
1193 /* PBO */
1194 GLuint pbo;
1196 RECT lockedRect;
1197 RECT dirtyRect;
1198 int lockCount;
1199 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
1201 glDescriptor glDescription;
1202 BOOL srgb;
1204 /* For GetDC */
1205 wineD3DSurface_DIB dib;
1206 HDC hDC;
1208 /* Color keys for DDraw */
1209 WINEDDCOLORKEY DestBltCKey;
1210 WINEDDCOLORKEY DestOverlayCKey;
1211 WINEDDCOLORKEY SrcOverlayCKey;
1212 WINEDDCOLORKEY SrcBltCKey;
1213 DWORD CKeyFlags;
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 | \
1302 SFLAG_CONVERTED | \
1303 SFLAG_DIBSECTION | \
1304 SFLAG_LOCKED | \
1305 SFLAG_DYNLOCK | \
1306 SFLAG_DYNCHANGE | \
1307 SFLAG_USERPTR | \
1308 SFLAG_PBO | \
1309 SFLAG_CLIENT)
1311 #define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
1312 SFLAG_INTEXTURE | \
1313 SFLAG_INDRAWABLE)
1314 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
1316 typedef enum {
1317 NO_CONVERSION,
1318 CONVERT_PALETTED,
1319 CONVERT_PALETTED_CK,
1320 CONVERT_CK_565,
1321 CONVERT_CK_5551,
1322 CONVERT_CK_4444,
1323 CONVERT_CK_4444_ARGB,
1324 CONVERT_CK_1555,
1325 CONVERT_555,
1326 CONVERT_CK_RGB24,
1327 CONVERT_CK_8888,
1328 CONVERT_CK_8888_ARGB,
1329 CONVERT_RGB32_888,
1330 CONVERT_V8U8,
1331 CONVERT_L6V5U5,
1332 CONVERT_X8L8V8U8,
1333 CONVERT_Q8W8V8U8,
1334 CONVERT_V16U16,
1335 CONVERT_A4L4,
1336 CONVERT_R32F,
1337 CONVERT_R16F,
1338 CONVERT_G16R16,
1339 } CONVERT_TYPES;
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 {
1347 DWORD usage;
1348 DWORD idx;
1349 } attrib_declaration;
1351 #define MAX_ATTRIBS 16
1353 typedef struct IWineD3DVertexDeclarationImpl {
1354 /* IUnknown Information */
1355 const IWineD3DVertexDeclarationVtbl *lpVtbl;
1356 LONG ref;
1358 IUnknown *parent;
1359 IWineD3DDeviceImpl *wineD3DDevice;
1361 WINED3DVERTEXELEMENT *pDeclarationWine;
1362 UINT declarationWNumElements;
1364 DWORD streams[MAX_STREAMS];
1365 UINT num_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 {
1384 BOOL indices;
1385 BOOL material;
1386 BOOL fvf;
1387 BOOL streamSource[MAX_STREAMS];
1388 BOOL streamFreq[MAX_STREAMS];
1389 BOOL textures[MAX_COMBINED_SAMPLERS];
1390 BOOL transform[HIGHEST_TRANSFORMSTATE + 1];
1391 BOOL viewport;
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];
1396 BOOL vertexDecl;
1397 BOOL pixelShader;
1398 BOOL pixelShaderConstantsB[MAX_CONST_B];
1399 BOOL pixelShaderConstantsI[MAX_CONST_I];
1400 BOOL *pixelShaderConstantsF;
1401 BOOL vertexShader;
1402 BOOL vertexShaderConstantsB[MAX_CONST_B];
1403 BOOL vertexShaderConstantsI[MAX_CONST_I];
1404 BOOL *vertexShaderConstantsF;
1405 BOOL scissorRect;
1406 } SAVEDSTATES;
1408 typedef struct {
1409 struct list entry;
1410 DWORD count;
1411 DWORD idx[13];
1412 } constants_entry;
1414 struct StageState {
1415 DWORD stage;
1416 DWORD state;
1419 struct IWineD3DStateBlockImpl
1421 /* IUnknown fields */
1422 const IWineD3DStateBlockVtbl *lpVtbl;
1423 LONG ref; /* Note: Ref counting not required */
1425 /* IWineD3DStateBlock information */
1426 IUnknown *parent;
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 */
1436 DWORD fvf;
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;
1447 /* Stream Source */
1448 BOOL streamIsUP;
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 */
1455 /* Indices */
1456 IWineD3DIndexBuffer* pIndexData;
1457 INT baseVertexIndex;
1458 INT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1460 /* Transform */
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 */
1469 /* Clipping */
1470 double clipplane[MAX_CLIPPLANES][4];
1471 WINED3DCLIPSTATUS clip_status;
1473 /* ViewPort */
1474 WINED3DVIEWPORT viewport;
1476 /* Material */
1477 WINED3DMATERIAL material;
1479 /* Pixel Shader */
1480 IWineD3DPixelShader *pixelShader;
1482 /* Pixel Shader Constants */
1483 BOOL pixelShaderConstantB[MAX_CONST_B];
1484 INT pixelShaderConstantI[MAX_CONST_I * 4];
1485 float *pixelShaderConstantF;
1487 /* RenderState */
1488 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
1490 /* Texture */
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 */
1504 RECT scissorRect;
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,
1532 BOOL value);
1534 extern void stateblock_savedstates_copy(
1535 IWineD3DStateBlock* iface,
1536 SAVEDSTATES* dest,
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
1549 enum query_state {
1550 QUERY_CREATED,
1551 QUERY_SIGNALLED,
1552 QUERY_BUILDING
1554 /*****************************************************************************
1555 * IWineD3DQueryImpl implementation structure (extends IUnknown)
1557 typedef struct IWineD3DQueryImpl
1559 const IWineD3DQueryVtbl *lpVtbl;
1560 LONG ref; /* Note: Ref counting not required */
1562 IUnknown *parent;
1563 /*TODO: replace with iface usage */
1564 #if 0
1565 IWineD3DDevice *wineD3DDevice;
1566 #else
1567 IWineD3DDeviceImpl *wineD3DDevice;
1568 #endif
1570 /* IWineD3DQuery fields */
1571 enum query_state state;
1572 WINED3DQUERYTYPE type;
1573 /* TODO: Think about using a IUnknown instead of a void* */
1574 void *extendedData;
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 {
1585 GLuint queryId;
1586 WineD3DContext *ctx;
1587 } WineQueryOcclusionData;
1589 typedef struct WineQueryEventData {
1590 GLuint fenceId;
1591 WineD3DContext *ctx;
1592 } WineQueryEventData;
1594 /*****************************************************************************
1595 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1598 typedef struct IWineD3DSwapChainImpl
1600 /*IUnknown part*/
1601 const IWineD3DSwapChainVtbl *lpVtbl;
1602 LONG ref; /* Note: Ref counting not required */
1604 IUnknown *parent;
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;
1621 HWND win_handle;
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);
1666 /* Math utils */
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;
1750 typedef struct {
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 {
1769 DWORD usage;
1770 DWORD reg;
1771 } semantic;
1773 typedef struct local_constant {
1774 struct list entry;
1775 unsigned int idx;
1776 DWORD value[4];
1777 } 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;
1795 char usesrelconstF;
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 */
1801 char fog;
1803 } shader_reg_maps;
1805 #define SHADER_PGMSIZE 65535
1806 typedef struct SHADER_BUFFER {
1807 char* buffer;
1808 unsigned int bsize;
1809 unsigned int lineNo;
1810 BOOL newline;
1811 } SHADER_BUFFER;
1813 /* Undocumented opcode controls */
1814 #define INST_CONTROLS_SHIFT 16
1815 #define INST_CONTROLS_MASK 0x00ff0000
1817 typedef enum COMPARISON_TYPE {
1818 COMPARISON_GT = 1,
1819 COMPARISON_EQ = 2,
1820 COMPARISON_GE = 3,
1821 COMPARISON_LT = 4,
1822 COMPARISON_NE = 5,
1823 COMPARISON_LE = 6
1824 } COMPARISON_TYPE;
1826 typedef struct SHADER_OPCODE {
1827 unsigned int opcode;
1828 const char* name;
1829 const char* glname;
1830 char dst_token;
1831 CONST UINT num_params;
1832 SHADER_HANDLER hw_fct;
1833 SHADER_HANDLER hw_glsl_fct;
1834 DWORD min_version;
1835 DWORD max_version;
1836 } SHADER_OPCODE;
1838 typedef struct SHADER_OPCODE_ARG {
1839 IWineD3DBaseShader* shader;
1840 shader_reg_maps* reg_maps;
1841 CONST SHADER_OPCODE* opcode;
1842 DWORD opcode_token;
1843 DWORD dst;
1844 DWORD dst_addr;
1845 DWORD predicate;
1846 DWORD src[4];
1847 DWORD src_addr[4];
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;
1862 unsigned int label;
1863 } SHADER_LIMITS;
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;
1872 #ifdef __GNUC__
1873 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
1874 #else
1875 #define PRINTF_ATTR(fmt,args)
1876 #endif
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,
1886 const DWORD code);
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
2019 LONG ref;
2020 DWORD hex_version;
2021 SHADER_LIMITS limits;
2022 SHADER_PARSE_STATE parse_state;
2023 CONST SHADER_OPCODE *shader_ins;
2024 DWORD *function;
2025 UINT functionLength;
2026 GLuint prgId;
2027 BOOL is_compiled;
2028 UINT cur_loop_depth, cur_loop_regno;
2029 BOOL load_local_constsF;
2031 /* Type of shader backend */
2032 int shader_mode;
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 {
2061 /* IUnknown */
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,
2103 const DWORD param,
2104 const DWORD addr_token,
2105 int input);
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,
2114 DWORD* param,
2115 DWORD* addr_token);
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,
2123 GLhandleARB obj);
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);
2150 DWORD reg_num;
2152 switch (reg_type) {
2153 case WINED3DSPR_RASTOUT:
2154 if ((param & WINED3DSP_REGNUM_MASK) != 0) {
2155 /* oFog & oPts */
2156 return TRUE;
2158 /* oPos */
2159 return FALSE;
2161 case WINED3DSPR_DEPTHOUT: /* oDepth */
2162 case WINED3DSPR_CONSTBOOL: /* b# */
2163 case WINED3DSPR_LOOP: /* aL */
2164 case WINED3DSPR_PREDICATE: /* p0 */
2165 return TRUE;
2167 case WINED3DSPR_MISCTYPE:
2168 reg_num = param & WINED3DSP_REGNUM_MASK;
2169 switch(reg_num) {
2170 case 0: /* vPos */
2171 return FALSE;
2172 case 1: /* vFace */
2173 return TRUE;
2174 default:
2175 return FALSE;
2178 default:
2179 return FALSE;
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;
2190 return FALSE;
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 {
2204 /* IUnknown parts*/
2205 const IWineD3DVertexShaderVtbl *lpVtbl;
2207 /* IWineD3DBaseShader */
2208 IWineD3DBaseShaderClass baseShader;
2210 /* IWineD3DVertexShaderImpl */
2211 IUnknown *parent;
2213 DWORD usage;
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... */
2224 VSHADERDATA *data;
2225 UINT min_rel_offset, max_rel_offset;
2226 UINT rel_offset;
2228 UINT recompile_count;
2229 #if 0 /* needs reworking */
2230 /* run time datas */
2231 VSHADERINPUTDATA input;
2232 VSHADEROUTPUTDATA output;
2233 #endif
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 {
2243 fixedfunction,
2244 vertexshader,
2245 pretransformed
2248 struct stb_const_desc {
2249 char texunit;
2250 UINT const_num;
2253 typedef struct IWineD3DPixelShaderImpl {
2254 /* IUnknown parts */
2255 const IWineD3DPixelShaderVtbl *lpVtbl;
2257 /* IWineD3DBaseShader */
2258 IWineD3DBaseShaderClass baseShader;
2260 /* IWineD3DPixelShaderImpl */
2261 IUnknown *parent;
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];
2268 /* run time data */
2269 PSHADERDATA *data;
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];
2275 char srgb_enabled;
2276 char srgb_mode_hardcoded;
2277 UINT srgb_low_const;
2278 UINT srgb_cmp_const;
2279 char vpos_uniform;
2280 BOOL render_offscreen;
2281 UINT height;
2282 enum vertexprocessing_mode vertexprocessing;
2284 #if 0 /* needs reworking */
2285 PSHADERINPUTDATA input;
2286 PSHADEROUTPUTDATA output;
2287 #endif
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;
2306 LONG ref;
2308 IUnknown *parent;
2309 IWineD3DDeviceImpl *wineD3DDevice;
2311 /* IWineD3DPalette */
2312 HPALETTE hpal;
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];
2318 DWORD Flags;
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
2330 typedef struct {
2331 WINED3DFORMAT format;
2332 DWORD alphaMask, redMask, greenMask, blueMask;
2333 UINT bpp;
2334 short depthSize, stencilSize;
2335 BOOL isFourcc;
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);
2358 #endif