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 65536
78 #define MAX_STREAMS 16
79 #define MAX_TEXTURES 8
80 #define MAX_FRAGMENT_SAMPLERS 16
81 #define MAX_VERTEX_SAMPLERS 4
82 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
83 #define MAX_ACTIVE_LIGHTS 8
84 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
85 #define MAX_LEVELS 256
87 #define MAX_CONST_I 16
88 #define MAX_CONST_B 16
90 /* Used for CreateStateBlock */
91 #define NUM_SAVEDPIXELSTATES_R 35
92 #define NUM_SAVEDPIXELSTATES_T 18
93 #define NUM_SAVEDPIXELSTATES_S 12
94 #define NUM_SAVEDVERTEXSTATES_R 34
95 #define NUM_SAVEDVERTEXSTATES_T 2
96 #define NUM_SAVEDVERTEXSTATES_S 1
98 extern const DWORD SavedPixelStates_R
[NUM_SAVEDPIXELSTATES_R
];
99 extern const DWORD SavedPixelStates_T
[NUM_SAVEDPIXELSTATES_T
];
100 extern const DWORD SavedPixelStates_S
[NUM_SAVEDPIXELSTATES_S
];
101 extern const DWORD SavedVertexStates_R
[NUM_SAVEDVERTEXSTATES_R
];
102 extern const DWORD SavedVertexStates_T
[NUM_SAVEDVERTEXSTATES_T
];
103 extern const DWORD SavedVertexStates_S
[NUM_SAVEDVERTEXSTATES_S
];
105 typedef enum _WINELOOKUP
{
106 WINELOOKUP_WARPPARAM
= 0,
110 extern int minLookup
[MAX_LOOKUPS
];
111 extern int maxLookup
[MAX_LOOKUPS
];
112 extern DWORD
*stateLookup
[MAX_LOOKUPS
];
114 typedef DWORD magLookup_t
[WINED3DTEXF_ANISOTROPIC
+ 1];
115 extern magLookup_t magLookup
;
116 extern magLookup_t magLookup_noFilter
;
118 typedef DWORD minMipLookup_t
[WINED3DTEXF_ANISOTROPIC
+ 1][WINED3DTEXF_LINEAR
+ 1];
119 extern minMipLookup_t minMipLookup
;
120 extern minMipLookup_t minMipLookup_noFilter
;
122 void init_type_lookup(WineD3D_GL_Info
*gl_info
);
123 #define WINED3D_ATR_TYPE(type) GLINFO_LOCATION.glTypeLookup[type].d3dType
124 #define WINED3D_ATR_SIZE(type) GLINFO_LOCATION.glTypeLookup[type].size
125 #define WINED3D_ATR_GLTYPE(type) GLINFO_LOCATION.glTypeLookup[type].glType
126 #define WINED3D_ATR_NORMALIZED(type) GLINFO_LOCATION.glTypeLookup[type].normalized
127 #define WINED3D_ATR_TYPESIZE(type) GLINFO_LOCATION.glTypeLookup[type].typesize
129 /* The following functions convert 16 bit floats in the FLOAT16 data type
130 * to standard C floats and vice versa. They do not depend on the encoding
131 * of the C float, so they are platform independent, but slow. On x86 and
132 * other IEEE 754 compliant platforms the conversion can be accelerated with
133 * bitshifting the exponent and mantissa. There are also some SSE-based
134 * assembly routines out there
136 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
138 static inline float float_16_to_32(const unsigned short *in
) {
139 const unsigned short s
= ((*in
) & 0x8000);
140 const unsigned short e
= ((*in
) & 0x7C00) >> 10;
141 const unsigned short m
= (*in
) & 0x3FF;
142 const float sgn
= (s
? -1.0 : 1.0);
145 if(m
== 0) return sgn
* 0.0; /* +0.0 or -0.0 */
146 else return sgn
* pow(2, -14.0) * ( (float) m
/ 1024.0);
148 return sgn
* pow(2, (float) e
-15.0) * (1.0 + ((float) m
/ 1024.0));
150 if(m
== 0) return sgn
/ 0.0; /* +INF / -INF */
151 else return 0.0 / 0.0; /* NAN */
155 static inline unsigned short float_32_to_16(const float *in
) {
157 float tmp
= fabs(*in
);
158 unsigned int mantissa
;
161 /* Deal with special numbers */
162 if(*in
== 0.0) return 0x0000;
163 if(isnan(*in
)) return 0x7C01;
164 if(isinf(*in
)) return (*in
< 0.0 ? 0xFC00 : 0x7c00);
166 if(tmp
< pow(2, 10)) {
171 }while(tmp
< pow(2, 10));
172 } else if(tmp
>= pow(2, 11)) {
177 }while(tmp
>= pow(2, 11));
180 mantissa
= (unsigned int) tmp
;
181 if(tmp
- mantissa
>= 0.5) mantissa
++; /* round to nearest, away from zero */
183 exp
+= 10; /* Normalize the mantissa */
184 exp
+= 15; /* Exponent is encoded with excess 15 */
186 if(exp
> 30) { /* too big */
187 ret
= 0x7c00; /* INF */
188 } else if(exp
<= 0) {
189 /* exp == 0: Non-normalized mantissa. Returns 0x0000 (=0.0) for too small numbers */
191 mantissa
= mantissa
>> 1;
194 ret
= mantissa
& 0x3ff;
196 ret
= (exp
<< 10) | (mantissa
& 0x3ff);
199 ret
|= ((*in
< 0.0 ? 1 : 0) << 15); /* Add the sign */
219 #define ORM_BACKBUFFER 0
220 #define ORM_PBUFFER 1
224 #define SHADER_GLSL 2
226 #define SHADER_NONE 4
228 #define RTL_DISABLE -1
230 #define RTL_READDRAW 1
231 #define RTL_READTEX 2
232 #define RTL_TEXDRAW 3
235 /* NOTE: When adding fields to this structure, make sure to update the default
236 * values in wined3d_main.c as well. */
237 typedef struct wined3d_settings_s
{
238 /* vertex and pixel shader modes */
242 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
243 we should use it. However, until it's fully implemented, we'll leave it as a registry
244 setting for developers. */
246 int offscreen_rendering_mode
;
247 int rendertargetlock_mode
;
248 /* Memory tracking and object counting */
249 unsigned int emulated_textureram
;
251 } wined3d_settings_t
;
253 extern wined3d_settings_t wined3d_settings
;
255 /* Shader backends */
256 struct SHADER_OPCODE_ARG
;
258 #define SHADER_PGMSIZE 65535
259 typedef struct SHADER_BUFFER
{
267 DWORD PrimitiveMiscCaps
;
270 DWORD MaxTextureBlendStages
;
271 DWORD MaxSimultaneousTextures
;
273 DWORD VertexShaderVersion
;
274 DWORD MaxVertexShaderConst
;
276 DWORD PixelShaderVersion
;
277 float PixelShader1xMaxValue
;
279 WINED3DVSHADERCAPS2_0 VS20Caps
;
280 WINED3DPSHADERCAPS2_0 PS20Caps
;
282 DWORD MaxVShaderInstructionsExecuted
;
283 DWORD MaxPShaderInstructionsExecuted
;
284 DWORD MaxVertexShader30InstructionSlots
;
285 DWORD MaxPixelShader30InstructionSlots
;
289 void (*shader_select
)(IWineD3DDevice
*iface
, BOOL usePS
, BOOL useVS
);
290 void (*shader_select_depth_blt
)(IWineD3DDevice
*iface
);
291 void (*shader_destroy_depth_blt
)(IWineD3DDevice
*iface
);
292 void (*shader_load_constants
)(IWineD3DDevice
*iface
, char usePS
, char useVS
);
293 void (*shader_cleanup
)(IWineD3DDevice
*iface
);
294 void (*shader_color_correction
)(struct SHADER_OPCODE_ARG
*arg
);
295 void (*shader_destroy
)(IWineD3DBaseShader
*iface
);
296 HRESULT (*shader_alloc_private
)(IWineD3DDevice
*iface
);
297 void (*shader_free_private
)(IWineD3DDevice
*iface
);
298 BOOL (*shader_dirtifyable_constants
)(IWineD3DDevice
*iface
);
299 void (*shader_generate_pshader
)(IWineD3DPixelShader
*iface
, SHADER_BUFFER
*buffer
);
300 void (*shader_generate_vshader
)(IWineD3DVertexShader
*iface
, SHADER_BUFFER
*buffer
);
301 void (*shader_get_caps
)(WINED3DDEVTYPE devtype
, WineD3D_GL_Info
*gl_info
, struct shader_caps
*caps
);
302 void (*shader_dll_load_init
)(void);
303 const struct StateEntry
*StateTable
;
306 extern const shader_backend_t atifs_shader_backend
;
307 extern const shader_backend_t glsl_shader_backend
;
308 extern const shader_backend_t arb_program_shader_backend
;
309 extern const shader_backend_t none_shader_backend
;
311 /* GLSL shader private data */
312 struct shader_glsl_priv
{
313 GLhandleARB depth_blt_glsl_program_id
;
316 /* ARB_program_shader private data */
317 struct shader_arb_priv
{
318 GLuint depth_blt_vprogram_id
;
319 GLuint depth_blt_fprogram_id
;
324 extern void (*wine_tsx11_lock_ptr
)(void);
325 extern void (*wine_tsx11_unlock_ptr
)(void);
327 /* As GLX relies on X, this is needed */
331 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
332 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
334 #define ENTER_GL() wine_tsx11_lock_ptr()
335 #define LEAVE_GL() wine_tsx11_unlock_ptr()
338 /*****************************************************************************
342 /* GL related defines */
343 /* ------------------ */
344 #define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
345 #define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
346 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
347 #define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
349 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
350 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
351 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
352 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
354 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
355 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
356 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
357 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
359 #define D3DCOLORTOGLFLOAT4(dw, vec) \
360 (vec)[0] = D3DCOLOR_R(dw); \
361 (vec)[1] = D3DCOLOR_G(dw); \
362 (vec)[2] = D3DCOLOR_B(dw); \
363 (vec)[3] = D3DCOLOR_A(dw);
365 /* DirectX Device Limits */
366 /* --------------------- */
367 #define MAX_LEVELS 256 /* Maximum number of mipmap levels. Guessed at 256 */
369 #define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
370 See MaxStreams in MSDN under GetDeviceCaps */
371 /* Maximum number of constants provided to the shaders */
372 #define HIGHEST_TRANSFORMSTATE 512
373 /* Highest value in WINED3DTRANSFORMSTATETYPE */
375 /* Checking of API calls */
376 /* --------------------- */
377 #define checkGLcall(A) \
379 GLint err = glGetError(); \
380 if (err == GL_NO_ERROR) { \
381 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
384 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
385 debug_glerror(err), err, A, __FILE__, __LINE__); \
386 err = glGetError(); \
387 } while (err != GL_NO_ERROR); \
390 /* Trace routines / diagnostics */
391 /* ---------------------------- */
393 /* Dump out a matrix and copy it */
394 #define conv_mat(mat,gl_mat) \
396 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
397 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
398 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
399 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
400 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
403 /* Macro to dump out the current state of the light chain */
404 #define DUMP_LIGHT_CHAIN() \
406 PLIGHTINFOEL *el = This->stateBlock->lights;\
408 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
413 /* Trace vector and strided data information */
414 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
415 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d, vbo %d, stream %u)\n", \
416 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);
418 /* Defines used for optimizations */
420 /* Only reapply what is necessary */
421 #define REAPPLY_ALPHAOP 0x0001
422 #define REAPPLY_ALL 0xFFFF
424 /* Advance declaration of structures to satisfy compiler */
425 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl
;
426 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl
;
427 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl
;
428 typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl
;
430 /* Global variables */
431 extern const float identity
[16];
433 /*****************************************************************************
434 * Compilable extra diagnostics
437 /* Trace information per-vertex: (extremely high amount of trace) */
438 #if 0 /* NOTE: Must be 0 in cvs */
439 # define VTRACE(A) TRACE A
444 /* Checking of per-vertex related GL calls */
445 /* --------------------- */
446 #define vcheckGLcall(A) \
448 GLint err = glGetError(); \
449 if (err == GL_NO_ERROR) { \
450 VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
453 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
454 debug_glerror(err), err, A, __FILE__, __LINE__); \
455 err = glGetError(); \
456 } while (err != GL_NO_ERROR); \
459 /* TODO: Confirm each of these works when wined3d move completed */
460 #if 0 /* NOTE: Must be 0 in cvs */
461 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
462 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
463 is enabled, and if it doesn't exist it is disabled. */
464 # define FRAME_DEBUGGING
465 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
466 the file is deleted */
467 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
468 # define SINGLE_FRAME_DEBUGGING
470 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
471 It can only be enabled when FRAME_DEBUGGING is also enabled
472 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
474 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
475 # define SHOW_FRAME_MAKEUP 1
477 /* The following, when enabled, lets you see the makeup of the all the textures used during each
478 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
479 The contents of the textures assigned to each stage are written into
480 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
481 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
482 # define SHOW_TEXTURE_MAKEUP 0
485 extern BOOL isDumpingFrames
;
486 extern LONG primCounter
;
489 /*****************************************************************************
493 /* Routine common to the draw primitive and draw indexed primitive routines */
494 void drawPrimitive(IWineD3DDevice
*iface
,
498 long StartVertexIndex
,
499 UINT numberOfVertices
,
505 void primitiveDeclarationConvertToStridedData(
506 IWineD3DDevice
*iface
,
507 BOOL useVertexShaderFunction
,
508 WineDirect3DVertexStridedData
*strided
,
511 DWORD
get_flexible_vertex_size(DWORD d3dvtVertexType
);
513 typedef void (*glAttribFunc
)(void *data
);
514 typedef void (*glTexAttribFunc
)(GLuint unit
, void *data
);
515 extern glAttribFunc position_funcs
[WINED3DDECLTYPE_UNUSED
];
516 extern glAttribFunc diffuse_funcs
[WINED3DDECLTYPE_UNUSED
];
517 extern glAttribFunc specular_funcs
[WINED3DDECLTYPE_UNUSED
];
518 extern glAttribFunc normal_funcs
[WINED3DDECLTYPE_UNUSED
];
522 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
523 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
525 void depth_copy(IWineD3DDevice
*iface
);
527 /* Routines and structures related to state management */
528 typedef struct WineD3DContext WineD3DContext
;
529 typedef void (*APPLYSTATEFUNC
)(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*ctx
);
531 #define STATE_RENDER(a) (a)
532 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
534 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + (stage) * WINED3D_HIGHEST_TEXTURE_STATE + (num))
535 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
537 /* + 1 because samplers start with 0 */
538 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
539 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
541 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
542 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
544 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
545 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
547 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
548 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
549 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
550 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
552 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
553 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
555 #define STATE_VSHADER (STATE_VDECL + 1)
556 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
558 #define STATE_VIEWPORT (STATE_VSHADER + 1)
559 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
561 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
562 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
563 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
564 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
566 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
567 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
569 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
570 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
572 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
573 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
575 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
577 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
579 #define STATE_HIGHEST (STATE_FRONTFACE)
583 DWORD representative
;
584 APPLYSTATEFUNC apply
;
587 /* "Base" state table */
588 extern const struct StateEntry FFPStateTable
[];
590 /* The new context manager that should deal with onscreen and offscreen rendering */
591 struct WineD3DContext
{
592 /* State dirtification
593 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
594 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
595 * 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
596 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
598 DWORD dirtyArray
[STATE_HIGHEST
+ 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
599 DWORD numDirtyEntries
;
600 DWORD isStateDirty
[STATE_HIGHEST
/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
602 IWineD3DSurface
*surface
;
603 DWORD tid
; /* Thread ID which owns this context at the moment */
605 /* Stores some information about the context state for optimization */
606 GLint last_draw_buffer
;
607 BOOL last_was_rhw
; /* true iff last draw_primitive was in xyzrhw mode */
608 BOOL last_was_pshader
;
609 BOOL last_was_vshader
;
610 BOOL last_was_foggy_shader
;
611 BOOL namedArraysLoaded
, numberedArraysLoaded
;
612 BOOL lastWasPow2Texture
[MAX_TEXTURES
];
613 GLenum tracking_parm
; /* Which source is tracking current colour */
614 unsigned char num_untracked_materials
;
615 GLenum untracked_materials
[2];
616 BOOL last_was_blit
, last_was_ckey
;
617 char texShaderBumpMap
;
620 char *vshader_const_dirty
, *pshader_const_dirty
;
622 /* The actual opengl context */
631 typedef enum ContextUsage
{
632 CTXUSAGE_RESOURCELOAD
= 1, /* Only loads textures: No State is applied */
633 CTXUSAGE_DRAWPRIM
= 2, /* OpenGL states are set up for blitting DirectDraw surfaces */
634 CTXUSAGE_BLIT
= 3, /* OpenGL states are set up 3D drawing */
635 CTXUSAGE_CLEAR
= 4, /* Drawable and states are set up for clearing */
638 void ActivateContext(IWineD3DDeviceImpl
*device
, IWineD3DSurface
*target
, ContextUsage usage
);
639 WineD3DContext
*CreateContext(IWineD3DDeviceImpl
*This
, IWineD3DSurfaceImpl
*target
, HWND win
, BOOL create_pbuffer
, const WINED3DPRESENT_PARAMETERS
*pPresentParms
);
640 void DestroyContext(IWineD3DDeviceImpl
*This
, WineD3DContext
*context
);
641 void apply_fbo_state(IWineD3DDevice
*iface
);
643 /* Macros for doing basic GPU detection based on opengl capabilities */
644 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
645 #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])
646 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
647 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
649 /* Default callbacks for implicit object destruction */
650 extern ULONG WINAPI
D3DCB_DefaultDestroySurface(IWineD3DSurface
*pSurface
);
652 extern ULONG WINAPI
D3DCB_DefaultDestroyVolume(IWineD3DVolume
*pSurface
);
654 /*****************************************************************************
655 * Internal representation of a light
657 typedef struct PLIGHTINFOEL PLIGHTINFOEL
;
658 struct PLIGHTINFOEL
{
659 WINED3DLIGHT OriginalParms
; /* Note D3D8LIGHT == D3D9LIGHT */
666 /* Converted parms to speed up swapping lights */
675 /* The default light parameters */
676 extern const WINED3DLIGHT WINED3D_default_light
;
678 typedef struct WineD3D_PixelFormat
680 int iPixelFormat
; /* WGL pixel format */
681 int iPixelType
; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
682 int redSize
, greenSize
, blueSize
, alphaSize
;
683 int depthSize
, stencilSize
;
685 BOOL pbufferDrawable
;
686 } WineD3D_PixelFormat
;
688 /* The adapter structure */
689 typedef struct GLPixelFormatDesc GLPixelFormatDesc
;
690 struct WineD3DAdapter
695 WineD3D_GL_Info gl_info
;
697 const char *description
;
698 WCHAR DeviceName
[CCHDEVICENAME
]; /* DeviceName for use with e.g. ChangeDisplaySettings */
700 WineD3D_PixelFormat
*cfgs
;
701 unsigned int TextureRam
; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
702 unsigned int UsedTextureRam
;
705 extern BOOL
InitAdapters(void);
706 extern BOOL
initPixelFormats(WineD3D_GL_Info
*gl_info
);
707 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl
*D3DDevice
, long glram
);
709 /*****************************************************************************
710 * High order patch management
712 struct WineD3DRectPatch
716 WineDirect3DVertexStridedData strided
;
717 WINED3DRECTPATCH_INFO RectPatchInfo
;
719 char has_normals
, has_texcoords
;
723 HRESULT
tesselate_rectpatch(IWineD3DDeviceImpl
*This
, struct WineD3DRectPatch
*patch
);
725 enum projection_types
732 /*****************************************************************************
733 * Fixed function pipeline replacements
735 struct texture_stage_op
737 WINED3DTEXTUREOP cop
, aop
;
738 DWORD carg1
, carg2
, carg0
;
739 DWORD aarg1
, aarg2
, aarg0
;
740 WINED3DFORMAT color_correction
;
742 enum projection_types projected
;
747 struct texture_stage_op op
[MAX_TEXTURES
];
751 void gen_ffp_op(IWineD3DStateBlockImpl
*stateblock
,struct texture_stage_op op
[MAX_TEXTURES
]);
752 struct ffp_desc
*find_ffp_shader(struct list
*shaders
, struct texture_stage_op op
[MAX_TEXTURES
]);
753 void add_ffp_shader(struct list
*shaders
, struct ffp_desc
*desc
);
755 /*****************************************************************************
756 * IWineD3D implementation structure
758 typedef struct IWineD3DImpl
760 /* IUnknown fields */
761 const IWineD3DVtbl
*lpVtbl
;
762 LONG ref
; /* Note: Ref counting not required */
764 /* WineD3D Information */
769 extern const IWineD3DVtbl IWineD3D_Vtbl
;
771 /* TODO: setup some flags in the registry to enable, disable pbuffer support
772 (since it will break quite a few things until contexts are managed properly!) */
773 extern BOOL pbuffer_support
;
774 /* allocate one pbuffer per surface */
775 extern BOOL pbuffer_per_surface
;
777 /* A helper function that dumps a resource list */
778 void dumpResources(struct list
*list
);
780 /*****************************************************************************
781 * IWineD3DDevice implementation structure
783 struct IWineD3DDeviceImpl
785 /* IUnknown fields */
786 const IWineD3DDeviceVtbl
*lpVtbl
;
787 LONG ref
; /* Note: Ref counting not required */
789 /* WineD3D Information */
792 struct WineD3DAdapter
*adapter
;
794 /* Window styles to restore when switching fullscreen mode */
798 /* X and GL Information */
799 GLint maxConcurrentLights
;
800 GLenum offscreenBuffer
;
802 /* Selected capabilities */
803 int vs_selected_mode
;
804 int ps_selected_mode
;
805 const shader_backend_t
*shader_backend
;
806 hash_table_t
*glsl_program_lookup
;
810 BOOL view_ident
; /* true iff view matrix is identity */
812 BOOL vertexBlendUsed
; /* To avoid needless setting of the blend matrices */
813 unsigned char surface_alignment
; /* Line Alignment of surfaces */
815 /* State block related */
816 BOOL isRecordingState
;
817 IWineD3DStateBlockImpl
*stateBlock
;
818 IWineD3DStateBlockImpl
*updateStateBlock
;
821 /* Internal use fields */
822 WINED3DDEVICE_CREATION_PARAMETERS createParms
;
824 WINED3DDEVTYPE devType
;
826 IWineD3DSwapChain
**swapchains
;
827 UINT NumberOfSwapChains
;
829 struct list resources
; /* a linked list to track resources created by the device */
830 struct list shaders
; /* a linked list to track shaders (pixel and vertex) */
831 unsigned int highest_dirty_ps_const
, highest_dirty_vs_const
;
833 /* Render Target Support */
834 IWineD3DSurface
**render_targets
;
835 IWineD3DSurface
*auto_depth_stencil_buffer
;
836 IWineD3DSurface
**fbo_color_attachments
;
837 IWineD3DSurface
*fbo_depth_attachment
;
839 IWineD3DSurface
*stencilBufferTarget
;
841 /* Caches to avoid unneeded context changes */
842 IWineD3DSurface
*lastActiveRenderTarget
;
843 IWineD3DSwapChain
*lastActiveSwapChain
;
845 /* palettes texture management */
846 UINT NumberOfPalettes
;
847 PALETTEENTRY
**palettes
;
849 UINT paletteConversionShader
;
851 /* For rendering to a texture using glCopyTexImage */
852 BOOL render_offscreen
;
853 WINED3D_DEPTHCOPYSTATE depth_copy_state
;
857 GLenum
*draw_buffers
;
858 GLuint depth_blt_texture
;
860 /* Cursor management */
866 UINT cursorWidth
, cursorHeight
;
867 GLuint cursorTexture
;
868 BOOL haveHardwareCursor
;
869 HCURSOR hardwareCursor
;
871 /* The Wine logo surface */
872 IWineD3DSurface
*logo_surface
;
874 /* Textures for when no other textures are mapped */
875 UINT dummyTextureName
[MAX_TEXTURES
];
877 /* Debug stream management */
880 /* Device state management */
882 BOOL d3d_initialized
;
884 /* A flag to check for proper BeginScene / EndScene call pairs */
887 /* process vertex shaders using software or hardware */
888 BOOL softwareVertexProcessing
;
890 /* DirectDraw stuff */
892 IWineD3DSurface
*ddraw_primary
;
893 DWORD ddraw_width
, ddraw_height
;
894 WINED3DFORMAT ddraw_format
;
895 BOOL ddraw_fullscreen
;
897 /* Final position fixup constant */
900 /* With register combiners we can skip junk texture stages */
901 DWORD texUnitMap
[MAX_COMBINED_SAMPLERS
];
902 DWORD rev_tex_unit_map
[MAX_COMBINED_SAMPLERS
];
903 BOOL fixed_function_usage_map
[MAX_TEXTURES
];
905 /* Stream source management */
906 WineDirect3DVertexStridedData strided_streams
;
907 WineDirect3DVertexStridedData
*up_strided
;
908 BOOL useDrawStridedSlow
;
911 /* Context management */
912 WineD3DContext
**contexts
; /* Dynamic array containing pointers to context structures */
913 WineD3DContext
*activeContext
;
916 WineD3DContext
*pbufferContext
; /* The context that has a pbuffer as drawable */
917 DWORD pbufferWidth
, pbufferHeight
; /* Size of the buffer drawable */
919 /* High level patch management */
920 #define PATCHMAP_SIZE 43
921 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
922 struct list patches
[PATCHMAP_SIZE
];
923 struct WineD3DRectPatch
*currentPatch
;
926 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl
, IWineD3DDevice_DirtyConst_Vtbl
;
928 HRESULT
IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl
*This
, IWineD3DSurfaceImpl
*target
, DWORD Count
,
929 CONST WINED3DRECT
* pRects
, DWORD Flags
, WINED3DCOLOR Color
,
930 float Z
, DWORD Stencil
);
931 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl
*This
);
932 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl
*This
, DWORD state
);
933 static inline BOOL
isStateDirty(WineD3DContext
*context
, DWORD state
) {
934 DWORD idx
= state
>> 5;
935 BYTE shift
= state
& 0x1f;
936 return context
->isStateDirty
[idx
] & (1 << shift
);
939 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
940 typedef struct PrivateData
945 DWORD flags
; /* DDSPD_* */
946 DWORD uniqueness_value
;
957 /*****************************************************************************
958 * IWineD3DResource implementation structure
960 typedef struct IWineD3DResourceClass
962 /* IUnknown fields */
963 LONG ref
; /* Note: Ref counting not required */
965 /* WineD3DResource Information */
967 WINED3DRESOURCETYPE resourceType
;
968 IWineD3DDeviceImpl
*wineD3DDevice
;
972 WINED3DFORMAT format
;
973 BYTE
*allocatedMemory
; /* Pointer to the real data location */
974 BYTE
*heapMemory
; /* Pointer to the HeapAlloced block of memory */
975 struct list privateData
;
976 struct list resource_list_entry
;
978 } IWineD3DResourceClass
;
980 typedef struct IWineD3DResourceImpl
982 /* IUnknown & WineD3DResource Information */
983 const IWineD3DResourceVtbl
*lpVtbl
;
984 IWineD3DResourceClass resource
;
985 } IWineD3DResourceImpl
;
987 /* Tests show that the start address of resources is 32 byte aligned */
988 #define RESOURCE_ALIGNMENT 32
990 /*****************************************************************************
991 * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
993 enum vbo_conversion_type
{
997 CONV_FLOAT16_2
= 3 /* Also handles FLOAT16_4 */
999 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
1000 * fixed function semantics as D3DCOLOR or FLOAT16
1004 typedef struct IWineD3DVertexBufferImpl
1006 /* IUnknown & WineD3DResource Information */
1007 const IWineD3DVertexBufferVtbl
*lpVtbl
;
1008 IWineD3DResourceClass resource
;
1010 /* WineD3DVertexBuffer specifics */
1013 /* Vertex buffer object support */
1020 UINT dirtystart
, dirtyend
;
1023 LONG declChanges
, draws
;
1024 /* Last description of the buffer */
1025 DWORD stride
; /* 0 if no conversion */
1026 enum vbo_conversion_type
*conv_map
; /* NULL if no conversion */
1028 /* Extra load offsets, for FLOAT16 conversion */
1029 DWORD
*conv_shift
; /* NULL if no shifted conversion */
1030 DWORD conv_stride
; /* 0 if no shifted conversion */
1031 } IWineD3DVertexBufferImpl
;
1033 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl
;
1035 #define VBFLAG_OPTIMIZED 0x01 /* Optimize has been called for the VB */
1036 #define VBFLAG_DIRTY 0x02 /* Buffer data has been modified */
1037 #define VBFLAG_HASDESC 0x04 /* A vertex description has been found */
1038 #define VBFLAG_CREATEVBO 0x08 /* Attempt to create a VBO next PreLoad */
1040 /*****************************************************************************
1041 * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
1043 typedef struct IWineD3DIndexBufferImpl
1045 /* IUnknown & WineD3DResource Information */
1046 const IWineD3DIndexBufferVtbl
*lpVtbl
;
1047 IWineD3DResourceClass resource
;
1050 UINT dirtystart
, dirtyend
;
1053 /* WineD3DVertexBuffer specifics */
1054 } IWineD3DIndexBufferImpl
;
1056 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl
;
1058 /*****************************************************************************
1059 * IWineD3DBaseTexture D3D- > openGL state map lookups
1061 #define WINED3DFUNC_NOTSUPPORTED -2
1062 #define WINED3DFUNC_UNIMPLEMENTED -1
1064 typedef enum winetexturestates
{
1065 WINED3DTEXSTA_ADDRESSU
= 0,
1066 WINED3DTEXSTA_ADDRESSV
= 1,
1067 WINED3DTEXSTA_ADDRESSW
= 2,
1068 WINED3DTEXSTA_BORDERCOLOR
= 3,
1069 WINED3DTEXSTA_MAGFILTER
= 4,
1070 WINED3DTEXSTA_MINFILTER
= 5,
1071 WINED3DTEXSTA_MIPFILTER
= 6,
1072 WINED3DTEXSTA_MAXMIPLEVEL
= 7,
1073 WINED3DTEXSTA_MAXANISOTROPY
= 8,
1074 WINED3DTEXSTA_SRGBTEXTURE
= 9,
1075 WINED3DTEXSTA_ELEMENTINDEX
= 10,
1076 WINED3DTEXSTA_DMAPOFFSET
= 11,
1077 WINED3DTEXSTA_TSSADDRESSW
= 12,
1078 MAX_WINETEXTURESTATES
= 13,
1079 } winetexturestates
;
1081 /*****************************************************************************
1082 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1084 typedef struct IWineD3DBaseTextureClass
1090 WINED3DTEXTUREFILTERTYPE filterType
;
1091 DWORD states
[MAX_WINETEXTURESTATES
];
1095 UINT srgb_mode_change_count
;
1096 WINED3DFORMAT shader_conversion_group
;
1097 float pow2Matrix
[16];
1098 minMipLookup_t
*minMipLookup
;
1099 magLookup_t
*magLookup
;
1100 } IWineD3DBaseTextureClass
;
1102 typedef struct IWineD3DBaseTextureImpl
1104 /* IUnknown & WineD3DResource Information */
1105 const IWineD3DBaseTextureVtbl
*lpVtbl
;
1106 IWineD3DResourceClass resource
;
1107 IWineD3DBaseTextureClass baseTexture
;
1109 } IWineD3DBaseTextureImpl
;
1111 /*****************************************************************************
1112 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1114 typedef struct IWineD3DTextureImpl
1116 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1117 const IWineD3DTextureVtbl
*lpVtbl
;
1118 IWineD3DResourceClass resource
;
1119 IWineD3DBaseTextureClass baseTexture
;
1121 /* IWineD3DTexture */
1122 IWineD3DSurface
*surfaces
[MAX_LEVELS
];
1128 } IWineD3DTextureImpl
;
1130 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl
;
1132 /*****************************************************************************
1133 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1135 typedef struct IWineD3DCubeTextureImpl
1137 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1138 const IWineD3DCubeTextureVtbl
*lpVtbl
;
1139 IWineD3DResourceClass resource
;
1140 IWineD3DBaseTextureClass baseTexture
;
1142 /* IWineD3DCubeTexture */
1143 IWineD3DSurface
*surfaces
[6][MAX_LEVELS
];
1146 } IWineD3DCubeTextureImpl
;
1148 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl
;
1150 typedef struct _WINED3DVOLUMET_DESC
1155 } WINED3DVOLUMET_DESC
;
1157 /*****************************************************************************
1158 * IWineD3DVolume implementation structure (extends IUnknown)
1160 typedef struct IWineD3DVolumeImpl
1162 /* IUnknown & WineD3DResource fields */
1163 const IWineD3DVolumeVtbl
*lpVtbl
;
1164 IWineD3DResourceClass resource
;
1166 /* WineD3DVolume Information */
1167 WINED3DVOLUMET_DESC currentDesc
;
1168 IWineD3DBase
*container
;
1173 WINED3DBOX lockedBox
;
1174 WINED3DBOX dirtyBox
;
1178 } IWineD3DVolumeImpl
;
1180 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl
;
1182 /*****************************************************************************
1183 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1185 typedef struct IWineD3DVolumeTextureImpl
1187 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1188 const IWineD3DVolumeTextureVtbl
*lpVtbl
;
1189 IWineD3DResourceClass resource
;
1190 IWineD3DBaseTextureClass baseTexture
;
1192 /* IWineD3DVolumeTexture */
1193 IWineD3DVolume
*volumes
[MAX_LEVELS
];
1198 } IWineD3DVolumeTextureImpl
;
1200 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl
;
1202 typedef struct _WINED3DSURFACET_DESC
1204 WINED3DMULTISAMPLE_TYPE MultiSampleType
;
1205 DWORD MultiSampleQuality
;
1208 } WINED3DSURFACET_DESC
;
1210 /*****************************************************************************
1211 * Structure for DIB Surfaces (GetDC and GDI surfaces)
1213 typedef struct wineD3DSurface_DIB
{
1219 } wineD3DSurface_DIB
;
1226 } renderbuffer_entry_t
;
1228 /*****************************************************************************
1229 * IWineD3DClipp implementation structure
1231 typedef struct IWineD3DClipperImpl
1233 const IWineD3DClipperVtbl
*lpVtbl
;
1238 } IWineD3DClipperImpl
;
1241 /*****************************************************************************
1242 * IWineD3DSurface implementation structure
1244 struct IWineD3DSurfaceImpl
1246 /* IUnknown & IWineD3DResource Information */
1247 const IWineD3DSurfaceVtbl
*lpVtbl
;
1248 IWineD3DResourceClass resource
;
1250 /* IWineD3DSurface fields */
1251 IWineD3DBase
*container
;
1252 WINED3DSURFACET_DESC currentDesc
;
1253 IWineD3DPaletteImpl
*palette
; /* D3D7 style palette handling */
1254 PALETTEENTRY
*palette9
; /* D3D8/9 style palette handling */
1258 /* TODO: move this off into a management class(maybe!) */
1264 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
1265 void (*get_drawable_size
)(IWineD3DSurfaceImpl
*This
, UINT
*width
, UINT
*height
);
1267 /* Oversized texture */
1276 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
1278 glDescriptor glDescription
;
1282 wineD3DSurface_DIB dib
;
1285 /* Color keys for DDraw */
1286 WINEDDCOLORKEY DestBltCKey
;
1287 WINEDDCOLORKEY DestOverlayCKey
;
1288 WINEDDCOLORKEY SrcOverlayCKey
;
1289 WINEDDCOLORKEY SrcBltCKey
;
1292 WINEDDCOLORKEY glCKey
;
1294 struct list renderbuffers
;
1295 renderbuffer_entry_t
*current_renderbuffer
;
1297 /* DirectDraw clippers */
1298 IWineD3DClipper
*clipper
;
1301 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl
;
1302 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl
;
1304 /* Predeclare the shared Surface functions */
1305 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface
*iface
, REFIID riid
, LPVOID
*ppobj
);
1306 ULONG WINAPI
IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface
*iface
);
1307 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface
*iface
, IUnknown
**pParent
);
1308 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface
*iface
, IWineD3DDevice
** ppDevice
);
1309 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface
*iface
, REFGUID refguid
, CONST
void* pData
, DWORD SizeOfData
, DWORD Flags
);
1310 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface
*iface
, REFGUID refguid
, void* pData
, DWORD
* pSizeOfData
);
1311 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface
*iface
, REFGUID refguid
);
1312 DWORD WINAPI
IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface
*iface
, DWORD PriorityNew
);
1313 DWORD WINAPI
IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface
*iface
);
1314 WINED3DRESOURCETYPE WINAPI
IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface
*iface
);
1315 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface
* iface
, REFIID riid
, void** ppContainer
);
1316 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface
*iface
, WINED3DSURFACE_DESC
*pDesc
);
1317 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface
*iface
, DWORD Flags
);
1318 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface
*iface
, DWORD Flags
);
1319 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface
*iface
);
1320 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface
*iface
);
1321 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface
*iface
, IWineD3DPalette
**Pal
);
1322 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface
*iface
, IWineD3DPalette
*Pal
);
1323 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface
*iface
, DWORD Flags
, WINEDDCOLORKEY
*CKey
);
1324 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface
*iface
, IWineD3DBase
*container
);
1325 DWORD WINAPI
IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface
*iface
);
1326 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface
*iface
);
1327 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface
*iface
, LONG X
, LONG Y
);
1328 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface
*iface
, LONG
*X
, LONG
*Y
);
1329 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface
*iface
, DWORD Flags
, IWineD3DSurface
*Ref
);
1330 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface
*iface
, RECT
*SrcRect
, IWineD3DSurface
*DstSurface
, RECT
*DstRect
, DWORD Flags
, WINEDDOVERLAYFX
*FX
);
1331 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface
*iface
, IWineD3DClipper
*clipper
);
1332 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface
*iface
, IWineD3DClipper
**clipper
);
1333 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface
*iface
, WINED3DFORMAT format
);
1334 HRESULT
IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface
*iface
);
1335 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface
*iface
, RECT
*DestRect
, IWineD3DSurface
*SrcSurface
, RECT
*SrcRect
, DWORD Flags
, WINEDDBLTFX
*DDBltFx
, WINED3DTEXTUREFILTERTYPE Filter
);
1336 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface
*iface
, DWORD dstx
, DWORD dsty
, IWineD3DSurface
*Source
, RECT
*rsrc
, DWORD trans
);
1337 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface
*iface
, WINED3DLOCKED_RECT
* pLockedRect
, CONST RECT
* pRect
, DWORD Flags
);
1338 void WINAPI
IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface
*iface
);
1340 const void *WINAPI
IWineD3DSurfaceImpl_GetData(IWineD3DSurface
*iface
);
1342 void get_drawable_size_swapchain(IWineD3DSurfaceImpl
*This
, UINT
*width
, UINT
*height
);
1343 void get_drawable_size_backbuffer(IWineD3DSurfaceImpl
*This
, UINT
*width
, UINT
*height
);
1344 void get_drawable_size_pbuffer(IWineD3DSurfaceImpl
*This
, UINT
*width
, UINT
*height
);
1345 void get_drawable_size_fbo(IWineD3DSurfaceImpl
*This
, UINT
*width
, UINT
*height
);
1347 /* Surface flags: */
1348 #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
1349 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
1350 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for getdc */
1351 #define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
1352 #define SFLAG_DISCARD 0x00000010 /* ??? */
1353 #define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
1354 #define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
1355 #define SFLAG_INDRAWABLE 0x00000080 /* The gl drawable contains the most up to date data */
1356 #define SFLAG_INSYSMEM 0x00000100 /* The system memory copy is most up to date */
1357 #define SFLAG_NONPOW2 0x00000200 /* Surface sizes are not a power of 2 */
1358 #define SFLAG_DYNLOCK 0x00000400 /* Surface is often locked by the app */
1359 #define SFLAG_DYNCHANGE 0x00000C00 /* Surface contents are changed very often, implies DYNLOCK */
1360 #define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
1361 #define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
1362 #define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
1363 #define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
1364 #define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
1365 #define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
1366 #define SFLAG_PBO 0x00040000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
1368 /* In some conditions the surface memory must not be freed:
1369 * SFLAG_OVERSIZE: Not all data can be kept in GL
1370 * SFLAG_CONVERTED: Converting the data back would take too long
1371 * SFLAG_DIBSECTION: The dib code manages the memory
1372 * SFLAG_LOCKED: The app requires access to the surface data
1373 * SFLAG_DYNLOCK: Avoid freeing the data for performance
1374 * SFLAG_DYNCHANGE: Same reason as DYNLOCK
1375 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
1376 * SFLAG_CLIENT: OpenGL uses our memory as backup
1378 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
1380 SFLAG_DIBSECTION | \
1388 #define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
1391 BOOL
CalculateTexRect(IWineD3DSurfaceImpl
*This
, RECT
*Rect
, float glTexCoord
[4]);
1396 CONVERT_PALETTED_CK
,
1400 CONVERT_CK_4444_ARGB
,
1405 CONVERT_CK_8888_ARGB
,
1418 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
);
1420 BOOL
palette9_changed(IWineD3DSurfaceImpl
*This
);
1422 /*****************************************************************************
1423 * IWineD3DVertexDeclaration implementation structure
1425 typedef struct attrib_declaration
{
1428 } attrib_declaration
;
1430 #define MAX_ATTRIBS 16
1432 typedef struct IWineD3DVertexDeclarationImpl
{
1433 /* IUnknown Information */
1434 const IWineD3DVertexDeclarationVtbl
*lpVtbl
;
1438 IWineD3DDeviceImpl
*wineD3DDevice
;
1440 WINED3DVERTEXELEMENT
*pDeclarationWine
;
1441 UINT declarationWNumElements
;
1443 DWORD streams
[MAX_STREAMS
];
1445 BOOL position_transformed
;
1446 BOOL half_float_conv_needed
;
1448 /* Ordered array of declaration types that need swizzling in a vshader */
1449 attrib_declaration swizzled_attribs
[MAX_ATTRIBS
];
1450 UINT num_swizzled_attribs
;
1451 } IWineD3DVertexDeclarationImpl
;
1453 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl
;
1455 /*****************************************************************************
1456 * IWineD3DStateBlock implementation structure
1459 /* Internal state Block for Begin/End/Capture/Create/Apply info */
1460 /* Note: Very long winded but gl Lists are not flexible enough */
1461 /* to resolve everything we need, so doing it manually for now */
1462 typedef struct SAVEDSTATES
{
1466 BOOL streamSource
[MAX_STREAMS
];
1467 BOOL streamFreq
[MAX_STREAMS
];
1468 BOOL textures
[MAX_COMBINED_SAMPLERS
];
1469 BOOL transform
[HIGHEST_TRANSFORMSTATE
+ 1];
1471 BOOL renderState
[WINEHIGHEST_RENDER_STATE
+ 1];
1472 BOOL textureState
[MAX_TEXTURES
][WINED3D_HIGHEST_TEXTURE_STATE
+ 1];
1473 BOOL samplerState
[MAX_COMBINED_SAMPLERS
][WINED3D_HIGHEST_SAMPLER_STATE
+ 1];
1474 BOOL clipplane
[MAX_CLIPPLANES
];
1477 BOOL pixelShaderConstantsB
[MAX_CONST_B
];
1478 BOOL pixelShaderConstantsI
[MAX_CONST_I
];
1479 BOOL
*pixelShaderConstantsF
;
1481 BOOL vertexShaderConstantsB
[MAX_CONST_B
];
1482 BOOL vertexShaderConstantsI
[MAX_CONST_I
];
1483 BOOL
*vertexShaderConstantsF
;
1498 struct IWineD3DStateBlockImpl
1500 /* IUnknown fields */
1501 const IWineD3DStateBlockVtbl
*lpVtbl
;
1502 LONG ref
; /* Note: Ref counting not required */
1504 /* IWineD3DStateBlock information */
1506 IWineD3DDeviceImpl
*wineD3DDevice
;
1507 WINED3DSTATEBLOCKTYPE blockType
;
1509 /* Array indicating whether things have been set or changed */
1510 SAVEDSTATES changed
;
1511 struct list set_vconstantsF
;
1512 struct list set_pconstantsF
;
1514 /* Drawing - Vertex Shader or FVF related */
1516 /* Vertex Shader Declaration */
1517 IWineD3DVertexDeclaration
*vertexDecl
;
1519 IWineD3DVertexShader
*vertexShader
;
1521 /* Vertex Shader Constants */
1522 BOOL vertexShaderConstantB
[MAX_CONST_B
];
1523 INT vertexShaderConstantI
[MAX_CONST_I
* 4];
1524 float *vertexShaderConstantF
;
1528 UINT streamStride
[MAX_STREAMS
];
1529 UINT streamOffset
[MAX_STREAMS
+ 1 /* tesselated pseudo-stream */ ];
1530 IWineD3DVertexBuffer
*streamSource
[MAX_STREAMS
];
1531 UINT streamFreq
[MAX_STREAMS
+ 1];
1532 UINT streamFlags
[MAX_STREAMS
+ 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
1535 IWineD3DIndexBuffer
* pIndexData
;
1536 INT baseVertexIndex
;
1537 INT loadBaseVertexIndex
; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1540 WINED3DMATRIX transforms
[HIGHEST_TRANSFORMSTATE
+ 1];
1542 /* Light hashmap . Collisions are handled using standard wine double linked lists */
1543 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
1544 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
1545 struct list lightMap
[LIGHTMAP_SIZE
]; /* Mashmap containing the lights */
1546 PLIGHTINFOEL
*activeLights
[MAX_ACTIVE_LIGHTS
]; /* Map of opengl lights to d3d lights */
1549 double clipplane
[MAX_CLIPPLANES
][4];
1550 WINED3DCLIPSTATUS clip_status
;
1553 WINED3DVIEWPORT viewport
;
1556 WINED3DMATERIAL material
;
1559 IWineD3DPixelShader
*pixelShader
;
1561 /* Pixel Shader Constants */
1562 BOOL pixelShaderConstantB
[MAX_CONST_B
];
1563 INT pixelShaderConstantI
[MAX_CONST_I
* 4];
1564 float *pixelShaderConstantF
;
1567 DWORD renderState
[WINEHIGHEST_RENDER_STATE
+ 1];
1570 IWineD3DBaseTexture
*textures
[MAX_COMBINED_SAMPLERS
];
1571 int textureDimensions
[MAX_COMBINED_SAMPLERS
];
1573 /* Texture State Stage */
1574 DWORD textureState
[MAX_TEXTURES
][WINED3D_HIGHEST_TEXTURE_STATE
+ 1];
1575 DWORD lowest_disabled_stage
;
1576 /* Sampler States */
1577 DWORD samplerState
[MAX_COMBINED_SAMPLERS
][WINED3D_HIGHEST_SAMPLER_STATE
+ 1];
1579 /* Current GLSL Shader Program */
1580 struct glsl_shader_prog_link
*glsl_program
;
1582 /* Scissor test rectangle */
1585 /* Contained state management */
1586 DWORD contained_render_states
[WINEHIGHEST_RENDER_STATE
+ 1];
1587 unsigned int num_contained_render_states
;
1588 DWORD contained_transform_states
[HIGHEST_TRANSFORMSTATE
+ 1];
1589 unsigned int num_contained_transform_states
;
1590 DWORD contained_vs_consts_i
[MAX_CONST_I
];
1591 unsigned int num_contained_vs_consts_i
;
1592 DWORD contained_vs_consts_b
[MAX_CONST_B
];
1593 unsigned int num_contained_vs_consts_b
;
1594 DWORD
*contained_vs_consts_f
;
1595 unsigned int num_contained_vs_consts_f
;
1596 DWORD contained_ps_consts_i
[MAX_CONST_I
];
1597 unsigned int num_contained_ps_consts_i
;
1598 DWORD contained_ps_consts_b
[MAX_CONST_B
];
1599 unsigned int num_contained_ps_consts_b
;
1600 DWORD
*contained_ps_consts_f
;
1601 unsigned int num_contained_ps_consts_f
;
1602 struct StageState contained_tss_states
[MAX_TEXTURES
* (WINED3D_HIGHEST_TEXTURE_STATE
)];
1603 unsigned int num_contained_tss_states
;
1604 struct StageState contained_sampler_states
[MAX_COMBINED_SAMPLERS
* WINED3D_HIGHEST_SAMPLER_STATE
];
1605 unsigned int num_contained_sampler_states
;
1608 extern void stateblock_savedstates_set(
1609 IWineD3DStateBlock
* iface
,
1610 SAVEDSTATES
* states
,
1613 extern void stateblock_savedstates_copy(
1614 IWineD3DStateBlock
* iface
,
1616 SAVEDSTATES
* source
);
1618 extern void stateblock_copy(
1619 IWineD3DStateBlock
* destination
,
1620 IWineD3DStateBlock
* source
);
1622 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl
;
1624 /* Direct3D terminology with little modifications. We do not have an issued state
1625 * because only the driver knows about it, but we have a created state because d3d
1626 * allows GetData on a created issue, but opengl doesn't
1633 /*****************************************************************************
1634 * IWineD3DQueryImpl implementation structure (extends IUnknown)
1636 typedef struct IWineD3DQueryImpl
1638 const IWineD3DQueryVtbl
*lpVtbl
;
1639 LONG ref
; /* Note: Ref counting not required */
1642 /*TODO: replace with iface usage */
1644 IWineD3DDevice
*wineD3DDevice
;
1646 IWineD3DDeviceImpl
*wineD3DDevice
;
1649 /* IWineD3DQuery fields */
1650 enum query_state state
;
1651 WINED3DQUERYTYPE type
;
1652 /* TODO: Think about using a IUnknown instead of a void* */
1656 } IWineD3DQueryImpl
;
1658 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl
;
1659 extern const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl
;
1660 extern const IWineD3DQueryVtbl IWineD3DOcclusionQuery_Vtbl
;
1662 /* Datastructures for IWineD3DQueryImpl.extendedData */
1663 typedef struct WineQueryOcclusionData
{
1665 WineD3DContext
*ctx
;
1666 } WineQueryOcclusionData
;
1668 typedef struct WineQueryEventData
{
1670 WineD3DContext
*ctx
;
1671 } WineQueryEventData
;
1673 /*****************************************************************************
1674 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1677 typedef struct IWineD3DSwapChainImpl
1680 const IWineD3DSwapChainVtbl
*lpVtbl
;
1681 LONG ref
; /* Note: Ref counting not required */
1684 IWineD3DDeviceImpl
*wineD3DDevice
;
1686 /* IWineD3DSwapChain fields */
1687 IWineD3DSurface
**backBuffer
;
1688 IWineD3DSurface
*frontBuffer
;
1689 BOOL wantsDepthStencilBuffer
;
1690 WINED3DPRESENT_PARAMETERS presentParms
;
1691 DWORD orig_width
, orig_height
;
1692 WINED3DFORMAT orig_fmt
;
1694 long prev_time
, frames
; /* Performance tracking */
1695 unsigned int vSyncCounter
;
1697 WineD3DContext
**context
; /* Later a array for multithreading */
1698 unsigned int num_contexts
;
1701 } IWineD3DSwapChainImpl
;
1703 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl
;
1705 WineD3DContext
*IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain
*iface
);
1707 /*****************************************************************************
1708 * Utility function prototypes
1711 /* Trace routines */
1712 const char* debug_d3dformat(WINED3DFORMAT fmt
);
1713 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype
);
1714 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res
);
1715 const char* debug_d3dusage(DWORD usage
);
1716 const char* debug_d3dusagequery(DWORD usagequery
);
1717 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method
);
1718 const char* debug_d3ddecltype(WINED3DDECLTYPE type
);
1719 const char* debug_d3ddeclusage(BYTE usage
);
1720 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType
);
1721 const char* debug_d3drenderstate(DWORD state
);
1722 const char* debug_d3dsamplerstate(DWORD state
);
1723 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type
);
1724 const char* debug_d3dtexturestate(DWORD state
);
1725 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype
);
1726 const char* debug_d3dpool(WINED3DPOOL pool
);
1727 const char *debug_fbostatus(GLenum status
);
1728 const char *debug_glerror(GLenum error
);
1729 const char *debug_d3dbasis(WINED3DBASISTYPE basis
);
1730 const char *debug_d3ddegree(WINED3DDEGREETYPE order
);
1732 /* Routines for GL <-> D3D values */
1733 GLenum
StencilOp(DWORD op
);
1734 GLenum
CompareFunc(DWORD func
);
1735 void set_tex_op(IWineD3DDevice
*iface
, BOOL isAlpha
, int Stage
, WINED3DTEXTUREOP op
, DWORD arg1
, DWORD arg2
, DWORD arg3
);
1736 void set_tex_op_nvrc(IWineD3DDevice
*iface
, BOOL is_alpha
, int stage
, WINED3DTEXTUREOP op
, DWORD arg1
, DWORD arg2
, DWORD arg3
, INT texture_idx
, DWORD dst
);
1737 void set_texture_matrix(const float *smat
, DWORD flags
, BOOL calculatedCoords
, BOOL transformed
, DWORD coordtype
);
1739 void surface_set_compatible_renderbuffer(IWineD3DSurface
*iface
, unsigned int width
, unsigned int height
);
1740 GLenum
surface_get_gl_buffer(IWineD3DSurface
*iface
, IWineD3DSwapChain
*swapchain
);
1742 BOOL
getColorBits(WINED3DFORMAT fmt
, short *redSize
, short *greenSize
, short *blueSize
, short *alphaSize
, short *totalSize
);
1743 BOOL
getDepthStencilBits(WINED3DFORMAT fmt
, short *depthSize
, short *stencilSize
);
1746 void multiply_matrix(WINED3DMATRIX
*dest
, const WINED3DMATRIX
*src1
, const WINED3DMATRIX
*src2
);
1747 unsigned int count_bits(unsigned int mask
);
1749 /*****************************************************************************
1750 * To enable calling of inherited functions, requires prototypes
1752 * Note: Only require classes which are subclassed, ie resource, basetexture,
1754 /*** IUnknown methods ***/
1755 extern HRESULT WINAPI
IWineD3DResourceImpl_QueryInterface(IWineD3DResource
*iface
, REFIID riid
, void** ppvObject
);
1756 extern ULONG WINAPI
IWineD3DResourceImpl_AddRef(IWineD3DResource
*iface
);
1757 extern ULONG WINAPI
IWineD3DResourceImpl_Release(IWineD3DResource
*iface
);
1758 /*** IWineD3DResource methods ***/
1759 extern HRESULT WINAPI
IWineD3DResourceImpl_GetParent(IWineD3DResource
*iface
, IUnknown
**pParent
);
1760 extern HRESULT WINAPI
IWineD3DResourceImpl_GetDevice(IWineD3DResource
*iface
, IWineD3DDevice
** ppDevice
);
1761 extern HRESULT WINAPI
IWineD3DResourceImpl_SetPrivateData(IWineD3DResource
*iface
, REFGUID refguid
, CONST
void * pData
, DWORD SizeOfData
, DWORD Flags
);
1762 extern HRESULT WINAPI
IWineD3DResourceImpl_GetPrivateData(IWineD3DResource
*iface
, REFGUID refguid
, void * pData
, DWORD
* pSizeOfData
);
1763 extern HRESULT WINAPI
IWineD3DResourceImpl_FreePrivateData(IWineD3DResource
*iface
, REFGUID refguid
);
1764 extern DWORD WINAPI
IWineD3DResourceImpl_SetPriority(IWineD3DResource
*iface
, DWORD PriorityNew
);
1765 extern DWORD WINAPI
IWineD3DResourceImpl_GetPriority(IWineD3DResource
*iface
);
1766 extern void WINAPI
IWineD3DResourceImpl_PreLoad(IWineD3DResource
*iface
);
1767 extern void WINAPI
IWineD3DResourceImpl_UnLoad(IWineD3DResource
*iface
);
1768 extern WINED3DRESOURCETYPE WINAPI
IWineD3DResourceImpl_GetType(IWineD3DResource
*iface
);
1769 /*** class static members ***/
1770 void IWineD3DResourceImpl_CleanUp(IWineD3DResource
*iface
);
1772 /*** IUnknown methods ***/
1773 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture
*iface
, REFIID riid
, void** ppvObject
);
1774 extern ULONG WINAPI
IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture
*iface
);
1775 extern ULONG WINAPI
IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture
*iface
);
1776 /*** IWineD3DResource methods ***/
1777 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture
*iface
, IUnknown
**pParent
);
1778 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture
*iface
, IWineD3DDevice
** ppDevice
);
1779 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture
*iface
, REFGUID refguid
, CONST
void * pData
, DWORD SizeOfData
, DWORD Flags
);
1780 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture
*iface
, REFGUID refguid
, void * pData
, DWORD
* pSizeOfData
);
1781 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture
*iface
, REFGUID refguid
);
1782 extern DWORD WINAPI
IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture
*iface
, DWORD PriorityNew
);
1783 extern DWORD WINAPI
IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture
*iface
);
1784 extern void WINAPI
IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture
*iface
);
1785 extern void WINAPI
IWineD3DBaseTextureImpl_UnLoad(IWineD3DBaseTexture
*iface
);
1786 extern WINED3DRESOURCETYPE WINAPI
IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture
*iface
);
1787 /*** IWineD3DBaseTexture methods ***/
1788 extern DWORD WINAPI
IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture
*iface
, DWORD LODNew
);
1789 extern DWORD WINAPI
IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture
*iface
);
1790 extern DWORD WINAPI
IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture
*iface
);
1791 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture
*iface
, WINED3DTEXTUREFILTERTYPE FilterType
);
1792 extern WINED3DTEXTUREFILTERTYPE WINAPI
IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture
*iface
);
1793 extern void WINAPI
IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture
*iface
);
1794 extern BOOL WINAPI
IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture
*iface
, BOOL
);
1795 extern BOOL WINAPI
IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture
*iface
);
1797 extern BYTE
* WINAPI
IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer
* iface
, DWORD iOffset
, GLint
*vbo
);
1798 extern HRESULT WINAPI
IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer
* iface
);
1799 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture
*iface
);
1800 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture
*iface
);
1801 extern void WINAPI
IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture
*iface
, const DWORD textureStates
[WINED3D_HIGHEST_TEXTURE_STATE
+ 1], const DWORD samplerStates
[WINED3D_HIGHEST_SAMPLER_STATE
+ 1]);
1802 /*** class static members ***/
1803 void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture
*iface
);
1805 typedef void (*SHADER_HANDLER
) (struct SHADER_OPCODE_ARG
*);
1807 /* Struct to maintain a list of GLSL shader programs and their associated pixel and
1808 * vertex shaders. A list of this type is maintained on the DeviceImpl, and is only
1809 * used if the user is using GLSL shaders. */
1810 struct glsl_shader_prog_link
{
1811 struct list vshader_entry
;
1812 struct list pshader_entry
;
1813 GLhandleARB programId
;
1814 GLhandleARB
*vuniformF_locations
;
1815 GLhandleARB
*puniformF_locations
;
1816 GLhandleARB vuniformI_locations
[MAX_CONST_I
];
1817 GLhandleARB puniformI_locations
[MAX_CONST_I
];
1818 GLhandleARB posFixup_location
;
1819 GLhandleARB bumpenvmat_location
[MAX_TEXTURES
];
1820 GLhandleARB luminancescale_location
[MAX_TEXTURES
];
1821 GLhandleARB luminanceoffset_location
[MAX_TEXTURES
];
1822 GLhandleARB srgb_comparison_location
;
1823 GLhandleARB srgb_mul_low_location
;
1824 GLhandleARB ycorrection_location
;
1825 GLhandleARB vshader
;
1826 GLhandleARB pshader
;
1830 GLhandleARB vshader
;
1831 GLhandleARB pshader
;
1832 } glsl_program_key_t
;
1834 /* TODO: Make this dynamic, based on shader limits ? */
1835 #define MAX_REG_ADDR 1
1836 #define MAX_REG_TEMP 32
1837 #define MAX_REG_TEXCRD 8
1838 #define MAX_REG_INPUT 12
1839 #define MAX_REG_OUTPUT 12
1840 #define MAX_CONST_I 16
1841 #define MAX_CONST_B 16
1843 /* FIXME: This needs to go up to 2048 for
1844 * Shader model 3 according to msdn (and for software shaders) */
1845 #define MAX_LABELS 16
1847 typedef struct semantic
{
1852 typedef struct local_constant
{
1858 typedef struct shader_reg_maps
{
1860 char texcoord
[MAX_REG_TEXCRD
]; /* pixel < 3.0 */
1861 char temporary
[MAX_REG_TEMP
]; /* pixel, vertex */
1862 char address
[MAX_REG_ADDR
]; /* vertex */
1863 char packed_input
[MAX_REG_INPUT
]; /* pshader >= 3.0 */
1864 char packed_output
[MAX_REG_OUTPUT
]; /* vertex >= 3.0 */
1865 char attributes
[MAX_ATTRIBS
]; /* vertex */
1866 char labels
[MAX_LABELS
]; /* pixel, vertex */
1867 DWORD texcoord_mask
[MAX_REG_TEXCRD
]; /* vertex < 3.0 */
1869 /* Sampler usage tokens
1870 * Use 0 as default (bit 31 is always 1 on a valid token) */
1871 DWORD samplers
[max(MAX_FRAGMENT_SAMPLERS
, MAX_VERTEX_SAMPLERS
)];
1872 BOOL bumpmat
[MAX_TEXTURES
], luminanceparams
[MAX_TEXTURES
];
1873 char usesnrm
, vpos
, usesdsy
;
1876 /* Whether or not loops are used in this shader, and nesting depth */
1877 unsigned loop_depth
;
1879 /* Whether or not this shader uses fog */
1884 /* Undocumented opcode controls */
1885 #define INST_CONTROLS_SHIFT 16
1886 #define INST_CONTROLS_MASK 0x00ff0000
1888 typedef enum COMPARISON_TYPE
{
1897 typedef struct SHADER_OPCODE
{
1898 unsigned int opcode
;
1902 CONST UINT num_params
;
1903 SHADER_HANDLER hw_fct
;
1904 SHADER_HANDLER hw_glsl_fct
;
1909 typedef struct SHADER_OPCODE_ARG
{
1910 IWineD3DBaseShader
* shader
;
1911 shader_reg_maps
* reg_maps
;
1912 CONST SHADER_OPCODE
* opcode
;
1919 SHADER_BUFFER
* buffer
;
1920 } SHADER_OPCODE_ARG
;
1922 typedef struct SHADER_LIMITS
{
1923 unsigned int temporary
;
1924 unsigned int texcoord
;
1925 unsigned int sampler
;
1926 unsigned int constant_int
;
1927 unsigned int constant_float
;
1928 unsigned int constant_bool
;
1929 unsigned int address
;
1930 unsigned int packed_output
;
1931 unsigned int packed_input
;
1932 unsigned int attributes
;
1936 /** Keeps track of details for TEX_M#x# shader opcodes which need to
1937 maintain state information between multiple codes */
1938 typedef struct SHADER_PARSE_STATE
{
1939 unsigned int current_row
;
1940 DWORD texcoord_w
[2];
1941 } SHADER_PARSE_STATE
;
1944 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
1946 #define PRINTF_ATTR(fmt,args)
1949 /* Base Shader utility functions.
1950 * (may move callers into the same file in the future) */
1951 extern int shader_addline(
1952 SHADER_BUFFER
* buffer
,
1953 const char* fmt
, ...) PRINTF_ATTR(2,3);
1955 extern const SHADER_OPCODE
* shader_get_opcode(
1956 IWineD3DBaseShader
*iface
,
1959 void delete_glsl_program_entry(IWineD3DDevice
*iface
, struct glsl_shader_prog_link
*entry
);
1961 /* Vertex shader utility functions */
1962 extern BOOL
vshader_get_input(
1963 IWineD3DVertexShader
* iface
,
1964 BYTE usage_req
, BYTE usage_idx_req
,
1965 unsigned int* regnum
);
1967 extern BOOL
vshader_input_is_color(
1968 IWineD3DVertexShader
* iface
,
1969 unsigned int regnum
);
1971 extern HRESULT
allocate_shader_constants(IWineD3DStateBlockImpl
* object
);
1973 /* ARB_[vertex/fragment]_program helper functions */
1974 extern void shader_arb_load_constants(
1975 IWineD3DDevice
* device
,
1976 char usePixelShader
,
1977 char useVertexShader
);
1979 /* ARB shader program Prototypes */
1980 extern void shader_hw_def(SHADER_OPCODE_ARG
*arg
);
1982 /* ARB pixel shader prototypes */
1983 extern void pshader_hw_bem(SHADER_OPCODE_ARG
* arg
);
1984 extern void pshader_hw_cnd(SHADER_OPCODE_ARG
* arg
);
1985 extern void pshader_hw_cmp(SHADER_OPCODE_ARG
* arg
);
1986 extern void pshader_hw_map2gl(SHADER_OPCODE_ARG
* arg
);
1987 extern void pshader_hw_tex(SHADER_OPCODE_ARG
* arg
);
1988 extern void pshader_hw_texcoord(SHADER_OPCODE_ARG
* arg
);
1989 extern void pshader_hw_texreg2ar(SHADER_OPCODE_ARG
* arg
);
1990 extern void pshader_hw_texreg2gb(SHADER_OPCODE_ARG
* arg
);
1991 extern void pshader_hw_texbem(SHADER_OPCODE_ARG
* arg
);
1992 extern void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG
* arg
);
1993 extern void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG
* arg
);
1994 extern void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG
* arg
);
1995 extern void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG
* arg
);
1996 extern void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG
* arg
);
1997 extern void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG
* arg
);
1998 extern void pshader_hw_texdepth(SHADER_OPCODE_ARG
* arg
);
1999 extern void pshader_hw_texkill(SHADER_OPCODE_ARG
* arg
);
2000 extern void pshader_hw_texdp3tex(SHADER_OPCODE_ARG
* arg
);
2001 extern void pshader_hw_texdp3(SHADER_OPCODE_ARG
* arg
);
2002 extern void pshader_hw_texm3x3(SHADER_OPCODE_ARG
* arg
);
2003 extern void pshader_hw_texm3x2depth(SHADER_OPCODE_ARG
* arg
);
2004 extern void pshader_hw_dp2add(SHADER_OPCODE_ARG
* arg
);
2005 extern void pshader_hw_texreg2rgb(SHADER_OPCODE_ARG
* arg
);
2007 /* ARB vertex / pixel shader common prototypes */
2008 extern void shader_hw_nrm(SHADER_OPCODE_ARG
* arg
);
2009 extern void shader_hw_sincos(SHADER_OPCODE_ARG
* arg
);
2010 extern void shader_hw_mnxn(SHADER_OPCODE_ARG
* arg
);
2012 /* ARB vertex shader prototypes */
2013 extern void vshader_hw_map2gl(SHADER_OPCODE_ARG
* arg
);
2014 extern void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG
* arg
);
2016 /* GLSL helper functions */
2017 extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG
*arg
);
2018 extern void shader_glsl_load_constants(
2019 IWineD3DDevice
* device
,
2020 char usePixelShader
,
2021 char useVertexShader
);
2023 /** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */
2024 extern void shader_glsl_cross(SHADER_OPCODE_ARG
* arg
);
2025 extern void shader_glsl_map2gl(SHADER_OPCODE_ARG
* arg
);
2026 extern void shader_glsl_arith(SHADER_OPCODE_ARG
* arg
);
2027 extern void shader_glsl_mov(SHADER_OPCODE_ARG
* arg
);
2028 extern void shader_glsl_mad(SHADER_OPCODE_ARG
* arg
);
2029 extern void shader_glsl_mnxn(SHADER_OPCODE_ARG
* arg
);
2030 extern void shader_glsl_lrp(SHADER_OPCODE_ARG
* arg
);
2031 extern void shader_glsl_dot(SHADER_OPCODE_ARG
* arg
);
2032 extern void shader_glsl_rcp(SHADER_OPCODE_ARG
* arg
);
2033 extern void shader_glsl_rsq(SHADER_OPCODE_ARG
* arg
);
2034 extern void shader_glsl_cnd(SHADER_OPCODE_ARG
* arg
);
2035 extern void shader_glsl_compare(SHADER_OPCODE_ARG
* arg
);
2036 extern void shader_glsl_def(SHADER_OPCODE_ARG
* arg
);
2037 extern void shader_glsl_defi(SHADER_OPCODE_ARG
* arg
);
2038 extern void shader_glsl_defb(SHADER_OPCODE_ARG
* arg
);
2039 extern void shader_glsl_expp(SHADER_OPCODE_ARG
* arg
);
2040 extern void shader_glsl_cmp(SHADER_OPCODE_ARG
* arg
);
2041 extern void shader_glsl_lit(SHADER_OPCODE_ARG
* arg
);
2042 extern void shader_glsl_dst(SHADER_OPCODE_ARG
* arg
);
2043 extern void shader_glsl_sincos(SHADER_OPCODE_ARG
* arg
);
2044 extern void shader_glsl_loop(SHADER_OPCODE_ARG
* arg
);
2045 extern void shader_glsl_end(SHADER_OPCODE_ARG
* arg
);
2046 extern void shader_glsl_if(SHADER_OPCODE_ARG
* arg
);
2047 extern void shader_glsl_ifc(SHADER_OPCODE_ARG
* arg
);
2048 extern void shader_glsl_else(SHADER_OPCODE_ARG
* arg
);
2049 extern void shader_glsl_break(SHADER_OPCODE_ARG
* arg
);
2050 extern void shader_glsl_breakc(SHADER_OPCODE_ARG
* arg
);
2051 extern void shader_glsl_rep(SHADER_OPCODE_ARG
* arg
);
2052 extern void shader_glsl_call(SHADER_OPCODE_ARG
* arg
);
2053 extern void shader_glsl_callnz(SHADER_OPCODE_ARG
* arg
);
2054 extern void shader_glsl_label(SHADER_OPCODE_ARG
* arg
);
2055 extern void shader_glsl_pow(SHADER_OPCODE_ARG
* arg
);
2056 extern void shader_glsl_log(SHADER_OPCODE_ARG
* arg
);
2057 extern void shader_glsl_texldl(SHADER_OPCODE_ARG
* arg
);
2059 /** GLSL Pixel Shader Prototypes */
2060 extern void pshader_glsl_tex(SHADER_OPCODE_ARG
* arg
);
2061 extern void pshader_glsl_texcoord(SHADER_OPCODE_ARG
* arg
);
2062 extern void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG
* arg
);
2063 extern void pshader_glsl_texdp3(SHADER_OPCODE_ARG
* arg
);
2064 extern void pshader_glsl_texdepth(SHADER_OPCODE_ARG
* arg
);
2065 extern void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG
* arg
);
2066 extern void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG
* arg
);
2067 extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG
* arg
);
2068 extern void pshader_glsl_texm3x3(SHADER_OPCODE_ARG
* arg
);
2069 extern void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG
* arg
);
2070 extern void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG
* arg
);
2071 extern void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG
* arg
);
2072 extern void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG
* arg
);
2073 extern void pshader_glsl_texkill(SHADER_OPCODE_ARG
* arg
);
2074 extern void pshader_glsl_texbem(SHADER_OPCODE_ARG
* arg
);
2075 extern void pshader_glsl_bem(SHADER_OPCODE_ARG
* arg
);
2076 extern void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG
* arg
);
2077 extern void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG
* arg
);
2078 extern void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG
* arg
);
2079 extern void pshader_glsl_dp2add(SHADER_OPCODE_ARG
* arg
);
2080 extern void pshader_glsl_input_pack(
2081 SHADER_BUFFER
* buffer
,
2082 semantic
* semantics_out
,
2083 IWineD3DPixelShader
*iface
);
2085 /*****************************************************************************
2086 * IDirect3DBaseShader implementation structure
2088 typedef struct IWineD3DBaseShaderClass
2092 SHADER_LIMITS limits
;
2093 SHADER_PARSE_STATE parse_state
;
2094 CONST SHADER_OPCODE
*shader_ins
;
2096 UINT functionLength
;
2099 UINT cur_loop_depth
, cur_loop_regno
;
2100 BOOL load_local_constsF
;
2102 /* Type of shader backend */
2105 /* Programs this shader is linked with */
2106 struct list linked_programs
;
2108 /* Immediate constants (override global ones) */
2109 struct list constantsB
;
2110 struct list constantsF
;
2111 struct list constantsI
;
2112 shader_reg_maps reg_maps
;
2114 /* Pixel formats of sampled textures, for format conversion. This
2115 * represents the formats found during compilation, it is not initialized
2116 * on the first parser pass. It is needed to check if the shader
2117 * needs recompilation to adjust the format conversion
2119 WINED3DFORMAT sampled_format
[MAX_COMBINED_SAMPLERS
];
2120 UINT sampled_samplers
[MAX_COMBINED_SAMPLERS
];
2121 UINT num_sampled_samplers
;
2123 UINT recompile_count
;
2125 /* Pointer to the parent device */
2126 IWineD3DDevice
*device
;
2127 struct list shader_list_entry
;
2129 } IWineD3DBaseShaderClass
;
2131 typedef struct IWineD3DBaseShaderImpl
{
2133 const IWineD3DBaseShaderVtbl
*lpVtbl
;
2135 /* IWineD3DBaseShader */
2136 IWineD3DBaseShaderClass baseShader
;
2137 } IWineD3DBaseShaderImpl
;
2139 HRESULT WINAPI
IWineD3DBaseShaderImpl_QueryInterface(IWineD3DBaseShader
*iface
, REFIID riid
, LPVOID
*ppobj
);
2140 ULONG WINAPI
IWineD3DBaseShaderImpl_AddRef(IWineD3DBaseShader
*iface
);
2141 ULONG WINAPI
IWineD3DBaseShaderImpl_Release(IWineD3DBaseShader
*iface
);
2143 extern HRESULT
shader_get_registers_used(
2144 IWineD3DBaseShader
*iface
,
2145 shader_reg_maps
* reg_maps
,
2146 semantic
* semantics_in
,
2147 semantic
* semantics_out
,
2148 CONST DWORD
* pToken
,
2149 IWineD3DStateBlockImpl
*stateBlock
);
2151 extern void shader_generate_glsl_declarations(
2152 IWineD3DBaseShader
*iface
,
2153 shader_reg_maps
* reg_maps
,
2154 SHADER_BUFFER
* buffer
,
2155 WineD3D_GL_Info
* gl_info
);
2157 extern void shader_generate_arb_declarations(
2158 IWineD3DBaseShader
*iface
,
2159 shader_reg_maps
* reg_maps
,
2160 SHADER_BUFFER
* buffer
,
2161 WineD3D_GL_Info
* gl_info
);
2163 extern void shader_generate_main(
2164 IWineD3DBaseShader
*iface
,
2165 SHADER_BUFFER
* buffer
,
2166 shader_reg_maps
* reg_maps
,
2167 CONST DWORD
* pFunction
);
2169 extern void shader_dump_ins_modifiers(
2170 const DWORD output
);
2172 extern void shader_dump_param(
2173 IWineD3DBaseShader
*iface
,
2175 const DWORD addr_token
,
2178 extern void shader_trace_init(
2179 IWineD3DBaseShader
*iface
,
2180 const DWORD
* pFunction
);
2182 extern int shader_get_param(
2183 IWineD3DBaseShader
* iface
,
2184 const DWORD
* pToken
,
2188 extern int shader_skip_unrecognized(
2189 IWineD3DBaseShader
* iface
,
2190 const DWORD
* pToken
);
2192 extern void print_glsl_info_log(
2193 WineD3D_GL_Info
*gl_info
,
2196 static inline int shader_get_regtype(const DWORD param
) {
2197 return (((param
& WINED3DSP_REGTYPE_MASK
) >> WINED3DSP_REGTYPE_SHIFT
) |
2198 ((param
& WINED3DSP_REGTYPE_MASK2
) >> WINED3DSP_REGTYPE_SHIFT2
));
2201 static inline int shader_get_writemask(const DWORD param
) {
2202 return param
& WINED3DSP_WRITEMASK_ALL
;
2205 extern unsigned int shader_get_float_offset(const DWORD reg
);
2207 static inline BOOL
shader_is_pshader_version(DWORD token
) {
2208 return 0xFFFF0000 == (token
& 0xFFFF0000);
2211 static inline BOOL
shader_is_vshader_version(DWORD token
) {
2212 return 0xFFFE0000 == (token
& 0xFFFF0000);
2215 static inline BOOL
shader_is_comment(DWORD token
) {
2216 return WINED3DSIO_COMMENT
== (token
& WINED3DSI_OPCODE_MASK
);
2219 static inline BOOL
shader_is_scalar(DWORD param
) {
2220 DWORD reg_type
= shader_get_regtype(param
);
2224 case WINED3DSPR_RASTOUT
:
2225 if ((param
& WINED3DSP_REGNUM_MASK
) != 0) {
2232 case WINED3DSPR_DEPTHOUT
: /* oDepth */
2233 case WINED3DSPR_CONSTBOOL
: /* b# */
2234 case WINED3DSPR_LOOP
: /* aL */
2235 case WINED3DSPR_PREDICATE
: /* p0 */
2238 case WINED3DSPR_MISCTYPE
:
2239 reg_num
= param
& WINED3DSP_REGNUM_MASK
;
2254 static inline BOOL
shader_constant_is_local(IWineD3DBaseShaderImpl
* This
, DWORD reg
) {
2255 local_constant
* lconst
;
2257 if(This
->baseShader
.load_local_constsF
) return FALSE
;
2258 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
2259 if(lconst
->idx
== reg
) return TRUE
;
2265 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
2266 * so upload them above that
2268 #define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
2269 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
2271 /*****************************************************************************
2272 * IDirect3DVertexShader implementation structure
2274 typedef struct IWineD3DVertexShaderImpl
{
2276 const IWineD3DVertexShaderVtbl
*lpVtbl
;
2278 /* IWineD3DBaseShader */
2279 IWineD3DBaseShaderClass baseShader
;
2281 /* IWineD3DVertexShaderImpl */
2286 /* Vertex shader input and output semantics */
2287 semantic semantics_in
[MAX_ATTRIBS
];
2288 semantic semantics_out
[MAX_REG_OUTPUT
];
2290 /* Ordered array of attributes that are swizzled */
2291 attrib_declaration swizzled_attribs
[MAX_ATTRIBS
];
2292 UINT num_swizzled_attribs
;
2294 /* run time datas... */
2296 UINT min_rel_offset
, max_rel_offset
;
2299 UINT recompile_count
;
2300 #if 0 /* needs reworking */
2301 /* run time datas */
2302 VSHADERINPUTDATA input
;
2303 VSHADEROUTPUTDATA output
;
2305 } IWineD3DVertexShaderImpl
;
2306 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins
[];
2307 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl
;
2309 /*****************************************************************************
2310 * IDirect3DPixelShader implementation structure
2313 enum vertexprocessing_mode
{
2319 struct stb_const_desc
{
2324 typedef struct IWineD3DPixelShaderImpl
{
2325 /* IUnknown parts */
2326 const IWineD3DPixelShaderVtbl
*lpVtbl
;
2328 /* IWineD3DBaseShader */
2329 IWineD3DBaseShaderClass baseShader
;
2331 /* IWineD3DPixelShaderImpl */
2334 /* Pixel shader input semantics */
2335 semantic semantics_in
[MAX_REG_INPUT
];
2336 DWORD input_reg_map
[MAX_REG_INPUT
];
2337 BOOL input_reg_used
[MAX_REG_INPUT
];
2342 /* Some information about the shader behavior */
2343 struct stb_const_desc bumpenvmatconst
[MAX_TEXTURES
];
2344 char numbumpenvmatconsts
;
2345 struct stb_const_desc luminanceconst
[MAX_TEXTURES
];
2347 char srgb_mode_hardcoded
;
2348 UINT srgb_low_const
;
2349 UINT srgb_cmp_const
;
2351 BOOL render_offscreen
;
2353 enum vertexprocessing_mode vertexprocessing
;
2355 #if 0 /* needs reworking */
2356 PSHADERINPUTDATA input
;
2357 PSHADEROUTPUTDATA output
;
2359 } IWineD3DPixelShaderImpl
;
2361 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins
[];
2362 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl
;
2364 /* sRGB correction constants */
2365 static const float srgb_cmp
= 0.0031308;
2366 static const float srgb_mul_low
= 12.92;
2367 static const float srgb_pow
= 0.41666;
2368 static const float srgb_mul_high
= 1.055;
2369 static const float srgb_sub_high
= 0.055;
2371 /*****************************************************************************
2372 * IWineD3DPalette implementation structure
2374 struct IWineD3DPaletteImpl
{
2375 /* IUnknown parts */
2376 const IWineD3DPaletteVtbl
*lpVtbl
;
2380 IWineD3DDeviceImpl
*wineD3DDevice
;
2382 /* IWineD3DPalette */
2384 WORD palVersion
; /*| */
2385 WORD palNumEntries
; /*| LOGPALETTE */
2386 PALETTEENTRY palents
[256]; /*| */
2387 /* This is to store the palette in 'screen format' */
2388 int screen_palents
[256];
2392 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl
;
2393 DWORD
IWineD3DPaletteImpl_Size(DWORD dwFlags
);
2395 /* DirectDraw utility functions */
2396 extern WINED3DFORMAT
pixelformat_for_depth(DWORD depth
);
2398 /*****************************************************************************
2399 * Pixel format management
2402 WINED3DFORMAT format
;
2403 DWORD alphaMask
, redMask
, greenMask
, blueMask
;
2405 short depthSize
, stencilSize
;
2407 } StaticPixelFormatDesc
;
2409 const StaticPixelFormatDesc
*getFormatDescEntry(WINED3DFORMAT fmt
,
2410 WineD3D_GL_Info
*gl_info
,
2411 const GlPixelFormatDesc
**glDesc
);
2413 static inline BOOL
use_vs(IWineD3DDeviceImpl
*device
) {
2414 return (device
->vs_selected_mode
!= SHADER_NONE
2415 && device
->stateBlock
->vertexShader
2416 && ((IWineD3DVertexShaderImpl
*)device
->stateBlock
->vertexShader
)->baseShader
.function
2417 && !device
->strided_streams
.u
.s
.position_transformed
);
2420 static inline BOOL
use_ps(IWineD3DDeviceImpl
*device
) {
2421 return (device
->ps_selected_mode
!= SHADER_NONE
2422 && device
->stateBlock
->pixelShader
2423 && ((IWineD3DPixelShaderImpl
*)device
->stateBlock
->pixelShader
)->baseShader
.function
);
2426 void stretch_rect_fbo(IWineD3DDevice
*iface
, IWineD3DSurface
*src_surface
, WINED3DRECT
*src_rect
,
2427 IWineD3DSurface
*dst_surface
, WINED3DRECT
*dst_rect
, const WINED3DTEXTUREFILTERTYPE filter
, BOOL flip
);