wined3d: Emulate if(bool) in ARB shaders.
[wine.git] / dlls / wined3d / wined3d_private.h
blobcac748c7c692dbe350a9f7a6d6b73a8e7d754c9b
1 /*
2 * Direct3D wine internal private include file
4 * Copyright 2002-2003 The wine-d3d team
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2002-2003, 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 "objbase.h"
41 #include "wine/wined3d.h"
42 #include "wined3d_gl.h"
43 #include "wine/list.h"
45 /* Texture format fixups */
47 enum fixup_channel_source
49 CHANNEL_SOURCE_ZERO = 0,
50 CHANNEL_SOURCE_ONE = 1,
51 CHANNEL_SOURCE_X = 2,
52 CHANNEL_SOURCE_Y = 3,
53 CHANNEL_SOURCE_Z = 4,
54 CHANNEL_SOURCE_W = 5,
55 CHANNEL_SOURCE_YUV0 = 6,
56 CHANNEL_SOURCE_YUV1 = 7,
59 enum yuv_fixup
61 YUV_FIXUP_YUY2 = 0,
62 YUV_FIXUP_UYVY = 1,
63 YUV_FIXUP_YV12 = 2,
66 #include <pshpack2.h>
67 struct color_fixup_desc
69 unsigned x_sign_fixup : 1;
70 unsigned x_source : 3;
71 unsigned y_sign_fixup : 1;
72 unsigned y_source : 3;
73 unsigned z_sign_fixup : 1;
74 unsigned z_source : 3;
75 unsigned w_sign_fixup : 1;
76 unsigned w_source : 3;
78 #include <poppack.h>
80 static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
81 {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
83 static inline struct color_fixup_desc create_color_fixup_desc(
84 int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
85 int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
87 struct color_fixup_desc fixup =
89 sign0, src0,
90 sign1, src1,
91 sign2, src2,
92 sign3, src3,
94 return fixup;
97 static inline struct color_fixup_desc create_yuv_fixup_desc(enum yuv_fixup yuv_fixup)
99 struct color_fixup_desc fixup =
101 0, yuv_fixup & (1 << 0) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
102 0, yuv_fixup & (1 << 1) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
103 0, yuv_fixup & (1 << 2) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
104 0, yuv_fixup & (1 << 3) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
106 return fixup;
109 static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
111 return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
114 static inline BOOL is_yuv_fixup(struct color_fixup_desc fixup)
116 return fixup.x_source == CHANNEL_SOURCE_YUV0 || fixup.x_source == CHANNEL_SOURCE_YUV1;
119 static inline enum yuv_fixup get_yuv_fixup(struct color_fixup_desc fixup)
121 enum yuv_fixup yuv_fixup = 0;
122 if (fixup.x_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 0);
123 if (fixup.y_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 1);
124 if (fixup.z_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 2);
125 if (fixup.w_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 3);
126 return yuv_fixup;
129 /* Hash table functions */
130 typedef unsigned int (hash_function_t)(const void *key);
131 typedef BOOL (compare_function_t)(const void *keya, const void *keyb);
133 struct hash_table_entry_t {
134 void *key;
135 void *value;
136 unsigned int hash;
137 struct list entry;
140 struct hash_table_t {
141 hash_function_t *hash_function;
142 compare_function_t *compare_function;
143 struct list *buckets;
144 unsigned int bucket_count;
145 struct hash_table_entry_t *entries;
146 unsigned int entry_count;
147 struct list free_entries;
148 unsigned int count;
149 unsigned int grow_size;
150 unsigned int shrink_size;
153 struct hash_table_t *hash_table_create(hash_function_t *hash_function, compare_function_t *compare_function);
154 void hash_table_destroy(struct hash_table_t *table, void (*free_value)(void *value, void *cb), void *cb);
155 void hash_table_for_each_entry(struct hash_table_t *table, void (*callback)(void *value, void *context), void *context);
156 void *hash_table_get(const struct hash_table_t *table, const void *key);
157 void hash_table_put(struct hash_table_t *table, void *key, void *value);
158 void hash_table_remove(struct hash_table_t *table, void *key);
160 /* Device caps */
161 #define MAX_PALETTES 65536
162 #define MAX_STREAMS 16
163 #define MAX_TEXTURES 8
164 #define MAX_FRAGMENT_SAMPLERS 16
165 #define MAX_VERTEX_SAMPLERS 4
166 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
167 #define MAX_ACTIVE_LIGHTS 8
168 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
170 /* Used for CreateStateBlock */
171 #define NUM_SAVEDPIXELSTATES_R 35
172 #define NUM_SAVEDPIXELSTATES_T 18
173 #define NUM_SAVEDPIXELSTATES_S 12
174 #define NUM_SAVEDVERTEXSTATES_R 34
175 #define NUM_SAVEDVERTEXSTATES_T 2
176 #define NUM_SAVEDVERTEXSTATES_S 1
178 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
179 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
180 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
181 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
182 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
183 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
185 typedef enum _WINELOOKUP {
186 WINELOOKUP_WARPPARAM = 0,
187 MAX_LOOKUPS = 1
188 } WINELOOKUP;
190 extern const int minLookup[MAX_LOOKUPS];
191 extern const int maxLookup[MAX_LOOKUPS];
192 extern DWORD *stateLookup[MAX_LOOKUPS];
194 struct min_lookup
196 GLenum mip[WINED3DTEXF_LINEAR + 1];
199 struct min_lookup minMipLookup[WINED3DTEXF_ANISOTROPIC + 1];
200 const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1];
201 GLenum magLookup[WINED3DTEXF_ANISOTROPIC + 1];
202 const GLenum magLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1];
204 extern const struct filter_lookup filter_lookup_nofilter;
205 extern struct filter_lookup filter_lookup;
207 /* float_16_to_32() and float_32_to_16() (see implementation in
208 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
209 * to standard C floats and vice versa. They do not depend on the encoding
210 * of the C float, so they are platform independent, but slow. On x86 and
211 * other IEEE 754 compliant platforms the conversion can be accelerated by
212 * bit shifting the exponent and mantissa. There are also some SSE-based
213 * assembly routines out there.
215 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
217 static inline float float_16_to_32(const unsigned short *in) {
218 const unsigned short s = ((*in) & 0x8000);
219 const unsigned short e = ((*in) & 0x7C00) >> 10;
220 const unsigned short m = (*in) & 0x3FF;
221 const float sgn = (s ? -1.0 : 1.0);
223 if(e == 0) {
224 if(m == 0) return sgn * 0.0; /* +0.0 or -0.0 */
225 else return sgn * pow(2, -14.0) * ( (float) m / 1024.0);
226 } else if(e < 31) {
227 return sgn * pow(2, (float) e-15.0) * (1.0 + ((float) m / 1024.0));
228 } else {
229 if(m == 0) return sgn / 0.0; /* +INF / -INF */
230 else return 0.0 / 0.0; /* NAN */
235 * Settings
237 #define VS_NONE 0
238 #define VS_HW 1
240 #define PS_NONE 0
241 #define PS_HW 1
243 #define VBO_NONE 0
244 #define VBO_HW 1
246 #define NP2_NONE 0
247 #define NP2_REPACK 1
248 #define NP2_NATIVE 2
250 #define ORM_BACKBUFFER 0
251 #define ORM_PBUFFER 1
252 #define ORM_FBO 2
254 #define SHADER_ARB 1
255 #define SHADER_GLSL 2
256 #define SHADER_ATI 3
257 #define SHADER_NONE 4
259 #define RTL_DISABLE -1
260 #define RTL_AUTO 0
261 #define RTL_READDRAW 1
262 #define RTL_READTEX 2
263 #define RTL_TEXDRAW 3
264 #define RTL_TEXTEX 4
266 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
267 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
269 /* NOTE: When adding fields to this structure, make sure to update the default
270 * values in wined3d_main.c as well. */
271 typedef struct wined3d_settings_s {
272 /* vertex and pixel shader modes */
273 int vs_mode;
274 int ps_mode;
275 int vbo_mode;
276 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
277 we should use it. However, until it's fully implemented, we'll leave it as a registry
278 setting for developers. */
279 BOOL glslRequested;
280 int offscreen_rendering_mode;
281 int rendertargetlock_mode;
282 unsigned short pci_vendor_id;
283 unsigned short pci_device_id;
284 /* Memory tracking and object counting */
285 unsigned int emulated_textureram;
286 char *logo;
287 int allow_multisampling;
288 } wined3d_settings_t;
290 extern wined3d_settings_t wined3d_settings;
292 typedef enum _WINED3DSAMPLER_TEXTURE_TYPE
294 WINED3DSTT_UNKNOWN = 0,
295 WINED3DSTT_1D = 1,
296 WINED3DSTT_2D = 2,
297 WINED3DSTT_CUBE = 3,
298 WINED3DSTT_VOLUME = 4,
299 } WINED3DSAMPLER_TEXTURE_TYPE;
301 typedef enum _WINED3DSHADER_PARAM_REGISTER_TYPE
303 WINED3DSPR_TEMP = 0,
304 WINED3DSPR_INPUT = 1,
305 WINED3DSPR_CONST = 2,
306 WINED3DSPR_ADDR = 3,
307 WINED3DSPR_TEXTURE = 3,
308 WINED3DSPR_RASTOUT = 4,
309 WINED3DSPR_ATTROUT = 5,
310 WINED3DSPR_TEXCRDOUT = 6,
311 WINED3DSPR_OUTPUT = 6,
312 WINED3DSPR_CONSTINT = 7,
313 WINED3DSPR_COLOROUT = 8,
314 WINED3DSPR_DEPTHOUT = 9,
315 WINED3DSPR_SAMPLER = 10,
316 WINED3DSPR_CONST2 = 11,
317 WINED3DSPR_CONST3 = 12,
318 WINED3DSPR_CONST4 = 13,
319 WINED3DSPR_CONSTBOOL = 14,
320 WINED3DSPR_LOOP = 15,
321 WINED3DSPR_TEMPFLOAT16 = 16,
322 WINED3DSPR_MISCTYPE = 17,
323 WINED3DSPR_LABEL = 18,
324 WINED3DSPR_PREDICATE = 19,
325 WINED3DSPR_IMMCONST,
326 } WINED3DSHADER_PARAM_REGISTER_TYPE;
328 enum wined3d_immconst_type
330 WINED3D_IMMCONST_FLOAT,
331 WINED3D_IMMCONST_FLOAT4,
334 typedef enum _WINED3DVS_RASTOUT_OFFSETS
336 WINED3DSRO_POSITION = 0,
337 WINED3DSRO_FOG = 1,
338 WINED3DSRO_POINT_SIZE = 2,
339 } WINED3DVS_RASTOUT_OFFSETS;
341 #define WINED3DSP_NOSWIZZLE (0 | (1 << 2) | (2 << 4) | (3 << 6))
343 typedef enum _WINED3DSHADER_PARAM_SRCMOD_TYPE
345 WINED3DSPSM_NONE = 0,
346 WINED3DSPSM_NEG = 1,
347 WINED3DSPSM_BIAS = 2,
348 WINED3DSPSM_BIASNEG = 3,
349 WINED3DSPSM_SIGN = 4,
350 WINED3DSPSM_SIGNNEG = 5,
351 WINED3DSPSM_COMP = 6,
352 WINED3DSPSM_X2 = 7,
353 WINED3DSPSM_X2NEG = 8,
354 WINED3DSPSM_DZ = 9,
355 WINED3DSPSM_DW = 10,
356 WINED3DSPSM_ABS = 11,
357 WINED3DSPSM_ABSNEG = 12,
358 WINED3DSPSM_NOT = 13,
359 } WINED3DSHADER_PARAM_SRCMOD_TYPE;
361 #define WINED3DSP_WRITEMASK_0 0x1 /* .x r */
362 #define WINED3DSP_WRITEMASK_1 0x2 /* .y g */
363 #define WINED3DSP_WRITEMASK_2 0x4 /* .z b */
364 #define WINED3DSP_WRITEMASK_3 0x8 /* .w a */
365 #define WINED3DSP_WRITEMASK_ALL 0xf /* all */
367 typedef enum _WINED3DSHADER_PARAM_DSTMOD_TYPE
369 WINED3DSPDM_NONE = 0,
370 WINED3DSPDM_SATURATE = 1,
371 WINED3DSPDM_PARTIALPRECISION = 2,
372 WINED3DSPDM_MSAMPCENTROID = 4,
373 } WINED3DSHADER_PARAM_DSTMOD_TYPE;
375 typedef enum _WINED3DSHADER_INSTRUCTION_OPCODE_TYPE
377 WINED3DSIO_NOP = 0,
378 WINED3DSIO_MOV = 1,
379 WINED3DSIO_ADD = 2,
380 WINED3DSIO_SUB = 3,
381 WINED3DSIO_MAD = 4,
382 WINED3DSIO_MUL = 5,
383 WINED3DSIO_RCP = 6,
384 WINED3DSIO_RSQ = 7,
385 WINED3DSIO_DP3 = 8,
386 WINED3DSIO_DP4 = 9,
387 WINED3DSIO_MIN = 10,
388 WINED3DSIO_MAX = 11,
389 WINED3DSIO_SLT = 12,
390 WINED3DSIO_SGE = 13,
391 WINED3DSIO_EXP = 14,
392 WINED3DSIO_LOG = 15,
393 WINED3DSIO_LIT = 16,
394 WINED3DSIO_DST = 17,
395 WINED3DSIO_LRP = 18,
396 WINED3DSIO_FRC = 19,
397 WINED3DSIO_M4x4 = 20,
398 WINED3DSIO_M4x3 = 21,
399 WINED3DSIO_M3x4 = 22,
400 WINED3DSIO_M3x3 = 23,
401 WINED3DSIO_M3x2 = 24,
402 WINED3DSIO_CALL = 25,
403 WINED3DSIO_CALLNZ = 26,
404 WINED3DSIO_LOOP = 27,
405 WINED3DSIO_RET = 28,
406 WINED3DSIO_ENDLOOP = 29,
407 WINED3DSIO_LABEL = 30,
408 WINED3DSIO_DCL = 31,
409 WINED3DSIO_POW = 32,
410 WINED3DSIO_CRS = 33,
411 WINED3DSIO_SGN = 34,
412 WINED3DSIO_ABS = 35,
413 WINED3DSIO_NRM = 36,
414 WINED3DSIO_SINCOS = 37,
415 WINED3DSIO_REP = 38,
416 WINED3DSIO_ENDREP = 39,
417 WINED3DSIO_IF = 40,
418 WINED3DSIO_IFC = 41,
419 WINED3DSIO_ELSE = 42,
420 WINED3DSIO_ENDIF = 43,
421 WINED3DSIO_BREAK = 44,
422 WINED3DSIO_BREAKC = 45,
423 WINED3DSIO_MOVA = 46,
424 WINED3DSIO_DEFB = 47,
425 WINED3DSIO_DEFI = 48,
427 WINED3DSIO_TEXCOORD = 64,
428 WINED3DSIO_TEXKILL = 65,
429 WINED3DSIO_TEX = 66,
430 WINED3DSIO_TEXBEM = 67,
431 WINED3DSIO_TEXBEML = 68,
432 WINED3DSIO_TEXREG2AR = 69,
433 WINED3DSIO_TEXREG2GB = 70,
434 WINED3DSIO_TEXM3x2PAD = 71,
435 WINED3DSIO_TEXM3x2TEX = 72,
436 WINED3DSIO_TEXM3x3PAD = 73,
437 WINED3DSIO_TEXM3x3TEX = 74,
438 WINED3DSIO_TEXM3x3DIFF = 75,
439 WINED3DSIO_TEXM3x3SPEC = 76,
440 WINED3DSIO_TEXM3x3VSPEC = 77,
441 WINED3DSIO_EXPP = 78,
442 WINED3DSIO_LOGP = 79,
443 WINED3DSIO_CND = 80,
444 WINED3DSIO_DEF = 81,
445 WINED3DSIO_TEXREG2RGB = 82,
446 WINED3DSIO_TEXDP3TEX = 83,
447 WINED3DSIO_TEXM3x2DEPTH = 84,
448 WINED3DSIO_TEXDP3 = 85,
449 WINED3DSIO_TEXM3x3 = 86,
450 WINED3DSIO_TEXDEPTH = 87,
451 WINED3DSIO_CMP = 88,
452 WINED3DSIO_BEM = 89,
453 WINED3DSIO_DP2ADD = 90,
454 WINED3DSIO_DSX = 91,
455 WINED3DSIO_DSY = 92,
456 WINED3DSIO_TEXLDD = 93,
457 WINED3DSIO_SETP = 94,
458 WINED3DSIO_TEXLDL = 95,
459 WINED3DSIO_BREAKP = 96,
461 WINED3DSIO_PHASE = 0xfffd,
462 WINED3DSIO_COMMENT = 0xfffe,
463 WINED3DSIO_END = 0Xffff,
464 } WINED3DSHADER_INSTRUCTION_OPCODE_TYPE;
466 /* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
467 #define WINED3DSI_TEXLD_PROJECT 1
468 #define WINED3DSI_TEXLD_BIAS 2
470 typedef enum COMPARISON_TYPE
472 COMPARISON_GT = 1,
473 COMPARISON_EQ = 2,
474 COMPARISON_GE = 3,
475 COMPARISON_LT = 4,
476 COMPARISON_NE = 5,
477 COMPARISON_LE = 6,
478 } COMPARISON_TYPE;
480 #define WINED3D_SM1_VS 0xfffe
481 #define WINED3D_SM1_PS 0xffff
482 #define WINED3D_SM4_PS 0x0000
483 #define WINED3D_SM4_VS 0x0001
484 #define WINED3D_SM4_GS 0x0002
486 /* Shader version tokens, and shader end tokens */
487 #define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
488 #define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
490 /* Shader backends */
492 /* TODO: Make this dynamic, based on shader limits ? */
493 #define MAX_ATTRIBS 16
494 #define MAX_REG_ADDR 1
495 #define MAX_REG_TEMP 32
496 #define MAX_REG_TEXCRD 8
497 #define MAX_REG_INPUT 12
498 #define MAX_REG_OUTPUT 12
499 #define MAX_CONST_I 16
500 #define MAX_CONST_B 16
502 /* FIXME: This needs to go up to 2048 for
503 * Shader model 3 according to msdn (and for software shaders) */
504 #define MAX_LABELS 16
506 #define SHADER_PGMSIZE 65535
507 typedef struct SHADER_BUFFER {
508 char* buffer;
509 unsigned int bsize;
510 unsigned int lineNo;
511 BOOL newline;
512 } SHADER_BUFFER;
514 enum WINED3D_SHADER_INSTRUCTION_HANDLER
516 WINED3DSIH_ABS,
517 WINED3DSIH_ADD,
518 WINED3DSIH_BEM,
519 WINED3DSIH_BREAK,
520 WINED3DSIH_BREAKC,
521 WINED3DSIH_BREAKP,
522 WINED3DSIH_CALL,
523 WINED3DSIH_CALLNZ,
524 WINED3DSIH_CMP,
525 WINED3DSIH_CND,
526 WINED3DSIH_CRS,
527 WINED3DSIH_DCL,
528 WINED3DSIH_DEF,
529 WINED3DSIH_DEFB,
530 WINED3DSIH_DEFI,
531 WINED3DSIH_DP2ADD,
532 WINED3DSIH_DP3,
533 WINED3DSIH_DP4,
534 WINED3DSIH_DST,
535 WINED3DSIH_DSX,
536 WINED3DSIH_DSY,
537 WINED3DSIH_ELSE,
538 WINED3DSIH_ENDIF,
539 WINED3DSIH_ENDLOOP,
540 WINED3DSIH_ENDREP,
541 WINED3DSIH_EXP,
542 WINED3DSIH_EXPP,
543 WINED3DSIH_FRC,
544 WINED3DSIH_IF,
545 WINED3DSIH_IFC,
546 WINED3DSIH_LABEL,
547 WINED3DSIH_LIT,
548 WINED3DSIH_LOG,
549 WINED3DSIH_LOGP,
550 WINED3DSIH_LOOP,
551 WINED3DSIH_LRP,
552 WINED3DSIH_M3x2,
553 WINED3DSIH_M3x3,
554 WINED3DSIH_M3x4,
555 WINED3DSIH_M4x3,
556 WINED3DSIH_M4x4,
557 WINED3DSIH_MAD,
558 WINED3DSIH_MAX,
559 WINED3DSIH_MIN,
560 WINED3DSIH_MOV,
561 WINED3DSIH_MOVA,
562 WINED3DSIH_MUL,
563 WINED3DSIH_NOP,
564 WINED3DSIH_NRM,
565 WINED3DSIH_PHASE,
566 WINED3DSIH_POW,
567 WINED3DSIH_RCP,
568 WINED3DSIH_REP,
569 WINED3DSIH_RET,
570 WINED3DSIH_RSQ,
571 WINED3DSIH_SETP,
572 WINED3DSIH_SGE,
573 WINED3DSIH_SGN,
574 WINED3DSIH_SINCOS,
575 WINED3DSIH_SLT,
576 WINED3DSIH_SUB,
577 WINED3DSIH_TEX,
578 WINED3DSIH_TEXBEM,
579 WINED3DSIH_TEXBEML,
580 WINED3DSIH_TEXCOORD,
581 WINED3DSIH_TEXDEPTH,
582 WINED3DSIH_TEXDP3,
583 WINED3DSIH_TEXDP3TEX,
584 WINED3DSIH_TEXKILL,
585 WINED3DSIH_TEXLDD,
586 WINED3DSIH_TEXLDL,
587 WINED3DSIH_TEXM3x2DEPTH,
588 WINED3DSIH_TEXM3x2PAD,
589 WINED3DSIH_TEXM3x2TEX,
590 WINED3DSIH_TEXM3x3,
591 WINED3DSIH_TEXM3x3DIFF,
592 WINED3DSIH_TEXM3x3PAD,
593 WINED3DSIH_TEXM3x3SPEC,
594 WINED3DSIH_TEXM3x3TEX,
595 WINED3DSIH_TEXM3x3VSPEC,
596 WINED3DSIH_TEXREG2AR,
597 WINED3DSIH_TEXREG2GB,
598 WINED3DSIH_TEXREG2RGB,
599 WINED3DSIH_TABLE_SIZE
602 enum wined3d_shader_type
604 WINED3D_SHADER_TYPE_PIXEL,
605 WINED3D_SHADER_TYPE_VERTEX,
606 WINED3D_SHADER_TYPE_GEOMETRY,
609 struct wined3d_shader_version
611 enum wined3d_shader_type type;
612 BYTE major;
613 BYTE minor;
616 #define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
618 typedef struct shader_reg_maps
620 struct wined3d_shader_version shader_version;
621 char texcoord[MAX_REG_TEXCRD]; /* pixel < 3.0 */
622 char temporary[MAX_REG_TEMP]; /* pixel, vertex */
623 char address[MAX_REG_ADDR]; /* vertex */
624 char labels[MAX_LABELS]; /* pixel, vertex */
625 DWORD *constf; /* pixel, vertex */
626 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
627 WORD input_registers; /* max(MAX_REG_INPUT, MAX_ATTRIBS), 16 */
628 WORD output_registers; /* MAX_REG_OUTPUT, 12 */
629 WORD integer_constants; /* MAX_CONST_I, 16 */
630 WORD boolean_constants; /* MAX_CONST_B, 16 */
631 WORD local_bool_consts; /* MAX_CONST_B, 16 */
633 WINED3DSAMPLER_TEXTURE_TYPE sampler_type[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
634 BOOL bumpmat[MAX_TEXTURES], luminanceparams[MAX_TEXTURES];
635 char usesnrm, vpos, usesdsy, usestexldd, usesmova;
636 char usesrelconstF;
638 /* Whether or not loops are used in this shader, and nesting depth */
639 unsigned loop_depth;
641 /* Whether or not this shader uses fog */
642 char fog;
644 } shader_reg_maps;
646 struct wined3d_shader_context
648 IWineD3DBaseShader *shader;
649 const struct shader_reg_maps *reg_maps;
650 SHADER_BUFFER *buffer;
651 void *backend_data;
654 struct wined3d_shader_register
656 WINED3DSHADER_PARAM_REGISTER_TYPE type;
657 UINT idx;
658 const struct wined3d_shader_src_param *rel_addr;
659 enum wined3d_immconst_type immconst_type;
660 DWORD immconst_data[4];
663 struct wined3d_shader_dst_param
665 struct wined3d_shader_register reg;
666 DWORD write_mask;
667 DWORD modifiers;
668 DWORD shift;
671 struct wined3d_shader_src_param
673 struct wined3d_shader_register reg;
674 DWORD swizzle;
675 DWORD modifiers;
678 struct wined3d_shader_instruction
680 const struct wined3d_shader_context *ctx;
681 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
682 DWORD flags;
683 BOOL coissue;
684 DWORD predicate;
685 UINT dst_count;
686 const struct wined3d_shader_dst_param *dst;
687 UINT src_count;
688 const struct wined3d_shader_src_param *src;
691 struct wined3d_shader_semantic
693 WINED3DDECLUSAGE usage;
694 UINT usage_idx;
695 WINED3DSAMPLER_TEXTURE_TYPE sampler_type;
696 struct wined3d_shader_dst_param reg;
699 struct wined3d_shader_attribute
701 WINED3DDECLUSAGE usage;
702 UINT usage_idx;
705 struct wined3d_shader_frontend
707 void *(*shader_init)(const DWORD *ptr, const struct wined3d_shader_signature *output_signature);
708 void (*shader_free)(void *data);
709 void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version);
710 void (*shader_read_opcode)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins, UINT *param_size);
711 void (*shader_read_src_param)(void *data, const DWORD **ptr, struct wined3d_shader_src_param *src_param,
712 struct wined3d_shader_src_param *src_rel_addr);
713 void (*shader_read_dst_param)(void *data, const DWORD **ptr, struct wined3d_shader_dst_param *dst_param,
714 struct wined3d_shader_src_param *dst_rel_addr);
715 void (*shader_read_semantic)(const DWORD **ptr, struct wined3d_shader_semantic *semantic);
716 void (*shader_read_comment)(const DWORD **ptr, const char **comment);
717 BOOL (*shader_is_end)(void *data, const DWORD **ptr);
720 extern const struct wined3d_shader_frontend sm1_shader_frontend;
721 extern const struct wined3d_shader_frontend sm4_shader_frontend;
723 typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
725 struct shader_caps {
726 DWORD VertexShaderVersion;
727 DWORD MaxVertexShaderConst;
729 DWORD PixelShaderVersion;
730 float PixelShader1xMaxValue;
731 DWORD MaxPixelShaderConst;
733 WINED3DVSHADERCAPS2_0 VS20Caps;
734 WINED3DPSHADERCAPS2_0 PS20Caps;
736 DWORD MaxVShaderInstructionsExecuted;
737 DWORD MaxPShaderInstructionsExecuted;
738 DWORD MaxVertexShader30InstructionSlots;
739 DWORD MaxPixelShader30InstructionSlots;
741 BOOL VSClipping;
744 enum tex_types
746 tex_1d = 0,
747 tex_2d = 1,
748 tex_3d = 2,
749 tex_cube = 3,
750 tex_rect = 4,
751 tex_type_count = 5,
754 enum vertexprocessing_mode {
755 fixedfunction,
756 vertexshader,
757 pretransformed
760 #define WINED3D_CONST_NUM_UNUSED ~0U
762 struct stb_const_desc {
763 unsigned char texunit;
764 UINT const_num;
767 enum fogmode {
768 FOG_OFF,
769 FOG_LINEAR,
770 FOG_EXP,
771 FOG_EXP2
774 /* Stateblock dependent parameters which have to be hardcoded
775 * into the shader code
777 struct ps_compile_args {
778 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
779 enum vertexprocessing_mode vp_mode;
780 enum fogmode fog;
781 /* Projected textures(ps 1.0-1.3) */
782 /* Texture types(2D, Cube, 3D) in ps 1.x */
783 BOOL srgb_correction;
784 WORD np2_fixup;
785 /* Bitmap for NP2 texcoord fixups (16 samplers max currently).
786 D3D9 has a limit of 16 samplers and the fixup is superfluous
787 in D3D10 (unconditional NP2 support mandatory). */
790 enum fog_src_type {
791 VS_FOG_Z = 0,
792 VS_FOG_COORD = 1
795 struct vs_compile_args {
796 WORD fog_src;
797 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
800 typedef struct {
801 void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
802 void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
803 void (*shader_select_depth_blt)(IWineD3DDevice *iface, enum tex_types tex_type);
804 void (*shader_deselect_depth_blt)(IWineD3DDevice *iface);
805 void (*shader_update_float_vertex_constants)(IWineD3DDevice *iface, UINT start, UINT count);
806 void (*shader_update_float_pixel_constants)(IWineD3DDevice *iface, UINT start, UINT count);
807 void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
808 void (*shader_load_np2fixup_constants)(IWineD3DDevice *iface, char usePS, char useVS);
809 void (*shader_destroy)(IWineD3DBaseShader *iface);
810 HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
811 void (*shader_free_private)(IWineD3DDevice *iface);
812 BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
813 void (*shader_get_caps)(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *caps);
814 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
815 void (*shader_add_instruction_modifiers)(const struct wined3d_shader_instruction *ins);
816 } shader_backend_t;
818 extern const shader_backend_t glsl_shader_backend;
819 extern const shader_backend_t arb_program_shader_backend;
820 extern const shader_backend_t none_shader_backend;
822 /* X11 locking */
824 extern void (* CDECL wine_tsx11_lock_ptr)(void);
825 extern void (* CDECL wine_tsx11_unlock_ptr)(void);
827 /* As GLX relies on X, this is needed */
828 extern int num_lock;
830 #if 0
831 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
832 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
833 #else
834 #define ENTER_GL() wine_tsx11_lock_ptr()
835 #define LEAVE_GL() wine_tsx11_unlock_ptr()
836 #endif
838 /*****************************************************************************
839 * Defines
842 /* GL related defines */
843 /* ------------------ */
844 #define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
845 #define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
846 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
847 #define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
849 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
850 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
851 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
852 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
854 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
855 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
856 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
857 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
859 #define D3DCOLORTOGLFLOAT4(dw, vec) do { \
860 (vec)[0] = D3DCOLOR_R(dw); \
861 (vec)[1] = D3DCOLOR_G(dw); \
862 (vec)[2] = D3DCOLOR_B(dw); \
863 (vec)[3] = D3DCOLOR_A(dw); \
864 } while(0)
866 /* DirectX Device Limits */
867 /* --------------------- */
868 #define MAX_MIP_LEVELS 32 /* Maximum number of mipmap levels. */
869 #define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
870 See MaxStreams in MSDN under GetDeviceCaps */
871 #define HIGHEST_TRANSFORMSTATE WINED3DTS_WORLDMATRIX(255) /* Highest value in WINED3DTRANSFORMSTATETYPE */
873 /* Checking of API calls */
874 /* --------------------- */
875 #ifndef WINE_NO_DEBUG_MSGS
876 #define checkGLcall(A) \
877 do { \
878 GLint err = glGetError(); \
879 if (err == GL_NO_ERROR) { \
880 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
882 } else do { \
883 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
884 debug_glerror(err), err, A, __FILE__, __LINE__); \
885 err = glGetError(); \
886 } while (err != GL_NO_ERROR); \
887 } while(0)
888 #else
889 #define checkGLcall(A) do {} while(0)
890 #endif
892 /* Trace routines / diagnostics */
893 /* ---------------------------- */
895 /* Dump out a matrix and copy it */
896 #define conv_mat(mat,gl_mat) \
897 do { \
898 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
899 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
900 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
901 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
902 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
903 } while (0)
905 /* Macro to dump out the current state of the light chain */
906 #define DUMP_LIGHT_CHAIN() \
907 do { \
908 PLIGHTINFOEL *el = This->stateBlock->lights;\
909 while (el) { \
910 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
911 el = el->next; \
913 } while(0)
915 /* Trace vector and strided data information */
916 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
917 #define TRACE_STRIDED(si, name) TRACE( #name "=(data:%p, stride:%d, format:%#x, vbo %d, stream %u)\n", \
918 si->elements[name].data, si->elements[name].stride, si->elements[name].format_desc->format, \
919 si->elements[name].buffer_object, si->elements[name].stream_idx);
921 /* Defines used for optimizations */
923 /* Only reapply what is necessary */
924 #define REAPPLY_ALPHAOP 0x0001
925 #define REAPPLY_ALL 0xFFFF
927 /* Advance declaration of structures to satisfy compiler */
928 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
929 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
930 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
931 typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl;
933 /* Global variables */
934 extern const float identity[16];
936 /*****************************************************************************
937 * Compilable extra diagnostics
940 /* Trace information per-vertex: (extremely high amount of trace) */
941 #if 0 /* NOTE: Must be 0 in cvs */
942 # define VTRACE(A) TRACE A
943 #else
944 # define VTRACE(A)
945 #endif
947 /* TODO: Confirm each of these works when wined3d move completed */
948 #if 0 /* NOTE: Must be 0 in cvs */
949 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
950 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
951 is enabled, and if it doesn't exist it is disabled. */
952 # define FRAME_DEBUGGING
953 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
954 the file is deleted */
955 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
956 # define SINGLE_FRAME_DEBUGGING
957 # endif
958 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
959 It can only be enabled when FRAME_DEBUGGING is also enabled
960 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
961 array is drawn. */
962 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
963 # define SHOW_FRAME_MAKEUP 1
964 # endif
965 /* The following, when enabled, lets you see the makeup of the all the textures used during each
966 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
967 The contents of the textures assigned to each stage are written into
968 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
969 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
970 # define SHOW_TEXTURE_MAKEUP 0
971 # endif
972 extern BOOL isOn;
973 extern BOOL isDumpingFrames;
974 extern LONG primCounter;
975 #endif
977 enum wined3d_ffp_idx
979 WINED3D_FFP_POSITION = 0,
980 WINED3D_FFP_BLENDWEIGHT = 1,
981 WINED3D_FFP_BLENDINDICES = 2,
982 WINED3D_FFP_NORMAL = 3,
983 WINED3D_FFP_PSIZE = 4,
984 WINED3D_FFP_DIFFUSE = 5,
985 WINED3D_FFP_SPECULAR = 6,
986 WINED3D_FFP_TEXCOORD0 = 7,
987 WINED3D_FFP_TEXCOORD1 = 8,
988 WINED3D_FFP_TEXCOORD2 = 9,
989 WINED3D_FFP_TEXCOORD3 = 10,
990 WINED3D_FFP_TEXCOORD4 = 11,
991 WINED3D_FFP_TEXCOORD5 = 12,
992 WINED3D_FFP_TEXCOORD6 = 13,
993 WINED3D_FFP_TEXCOORD7 = 14,
996 enum wined3d_ffp_emit_idx
998 WINED3D_FFP_EMIT_FLOAT1 = 0,
999 WINED3D_FFP_EMIT_FLOAT2 = 1,
1000 WINED3D_FFP_EMIT_FLOAT3 = 2,
1001 WINED3D_FFP_EMIT_FLOAT4 = 3,
1002 WINED3D_FFP_EMIT_D3DCOLOR = 4,
1003 WINED3D_FFP_EMIT_UBYTE4 = 5,
1004 WINED3D_FFP_EMIT_SHORT2 = 6,
1005 WINED3D_FFP_EMIT_SHORT4 = 7,
1006 WINED3D_FFP_EMIT_UBYTE4N = 8,
1007 WINED3D_FFP_EMIT_SHORT2N = 9,
1008 WINED3D_FFP_EMIT_SHORT4N = 10,
1009 WINED3D_FFP_EMIT_USHORT2N = 11,
1010 WINED3D_FFP_EMIT_USHORT4N = 12,
1011 WINED3D_FFP_EMIT_UDEC3 = 13,
1012 WINED3D_FFP_EMIT_DEC3N = 14,
1013 WINED3D_FFP_EMIT_FLOAT16_2 = 15,
1014 WINED3D_FFP_EMIT_FLOAT16_4 = 16,
1015 WINED3D_FFP_EMIT_COUNT = 17
1018 struct wined3d_stream_info_element
1020 const struct GlPixelFormatDesc *format_desc;
1021 GLsizei stride;
1022 const BYTE *data;
1023 UINT stream_idx;
1024 GLuint buffer_object;
1027 struct wined3d_stream_info
1029 struct wined3d_stream_info_element elements[MAX_ATTRIBS];
1030 BOOL position_transformed;
1031 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
1032 WORD use_map; /* MAX_ATTRIBS, 16 */
1035 /*****************************************************************************
1036 * Prototypes
1039 /* Routine common to the draw primitive and draw indexed primitive routines */
1040 void drawPrimitive(IWineD3DDevice *iface, UINT index_count, UINT numberOfVertices,
1041 UINT start_idx, UINT idxBytes, const void *idxData, UINT minIndex);
1042 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
1044 typedef void (WINE_GLAPI *glAttribFunc)(const void *data);
1045 typedef void (WINE_GLAPI *glMultiTexCoordFunc)(GLenum unit, const void *data);
1046 extern glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
1047 extern glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
1048 extern glAttribFunc specular_func_3ubv;
1049 extern glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
1050 extern glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
1051 extern glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
1053 #define eps 1e-8
1055 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
1056 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
1058 /* Routines and structures related to state management */
1059 typedef struct WineD3DContext WineD3DContext;
1060 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
1062 #define STATE_RENDER(a) (a)
1063 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
1065 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
1066 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
1068 /* + 1 because samplers start with 0 */
1069 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
1070 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
1072 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
1073 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
1075 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
1076 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
1078 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
1079 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
1080 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
1081 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
1083 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
1084 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
1086 #define STATE_VSHADER (STATE_VDECL + 1)
1087 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
1089 #define STATE_VIEWPORT (STATE_VSHADER + 1)
1090 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
1092 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
1093 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
1094 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
1095 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
1097 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
1098 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
1100 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
1101 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
1103 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
1104 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
1106 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
1108 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
1110 #define STATE_HIGHEST (STATE_FRONTFACE)
1112 struct StateEntry
1114 DWORD representative;
1115 APPLYSTATEFUNC apply;
1118 struct StateEntryTemplate
1120 DWORD state;
1121 struct StateEntry content;
1122 GL_SupportedExt extension;
1125 struct fragment_caps {
1126 DWORD PrimitiveMiscCaps;
1128 DWORD TextureOpCaps;
1129 DWORD MaxTextureBlendStages;
1130 DWORD MaxSimultaneousTextures;
1133 struct fragment_pipeline {
1134 void (*enable_extension)(IWineD3DDevice *iface, BOOL enable);
1135 void (*get_caps)(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *caps);
1136 HRESULT (*alloc_private)(IWineD3DDevice *iface);
1137 void (*free_private)(IWineD3DDevice *iface);
1138 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1139 const struct StateEntryTemplate *states;
1140 BOOL ffp_proj_control;
1143 extern const struct StateEntryTemplate misc_state_template[];
1144 extern const struct StateEntryTemplate ffp_vertexstate_template[];
1145 extern const struct fragment_pipeline ffp_fragment_pipeline;
1146 extern const struct fragment_pipeline atifs_fragment_pipeline;
1147 extern const struct fragment_pipeline arbfp_fragment_pipeline;
1148 extern const struct fragment_pipeline nvts_fragment_pipeline;
1149 extern const struct fragment_pipeline nvrc_fragment_pipeline;
1151 /* "Base" state table */
1152 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
1153 const WineD3D_GL_Info *gl_info, const struct StateEntryTemplate *vertex,
1154 const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc);
1156 /* Shaders for color conversions in blits */
1157 struct blit_shader {
1158 HRESULT (*alloc_private)(IWineD3DDevice *iface);
1159 void (*free_private)(IWineD3DDevice *iface);
1160 HRESULT (*set_shader)(IWineD3DDevice *iface, const struct GlPixelFormatDesc *format_desc,
1161 GLenum textype, UINT width, UINT height);
1162 void (*unset_shader)(IWineD3DDevice *iface);
1163 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1166 extern const struct blit_shader ffp_blit;
1167 extern const struct blit_shader arbfp_blit;
1169 enum fogsource {
1170 FOGSOURCE_FFP,
1171 FOGSOURCE_VS,
1172 FOGSOURCE_COORD,
1175 #define WINED3D_MAX_FBO_ENTRIES 64
1177 /* The new context manager that should deal with onscreen and offscreen rendering */
1178 struct WineD3DContext {
1179 /* State dirtification
1180 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1181 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
1182 * 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
1183 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
1185 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
1186 DWORD numDirtyEntries;
1187 DWORD isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
1189 IWineD3DSurface *surface;
1190 DWORD tid; /* Thread ID which owns this context at the moment */
1192 /* Stores some information about the context state for optimization */
1193 WORD draw_buffer_dirty : 1;
1194 WORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
1195 WORD last_was_pshader : 1;
1196 WORD last_was_vshader : 1;
1197 WORD namedArraysLoaded : 1;
1198 WORD numberedArraysLoaded : 1;
1199 WORD last_was_blit : 1;
1200 WORD last_was_ckey : 1;
1201 WORD fog_coord : 1;
1202 WORD isPBuffer : 1;
1203 WORD fog_enabled : 1;
1204 WORD num_untracked_materials : 2; /* Max value 2 */
1205 WORD padding : 3;
1206 BYTE texShaderBumpMap; /* MAX_TEXTURES, 8 */
1207 BYTE lastWasPow2Texture; /* MAX_TEXTURES, 8 */
1208 DWORD numbered_array_mask;
1209 GLenum tracking_parm; /* Which source is tracking current colour */
1210 GLenum untracked_materials[2];
1211 UINT blit_w, blit_h;
1212 enum fogsource fog_source;
1214 char *vshader_const_dirty, *pshader_const_dirty;
1216 /* The actual opengl context */
1217 HGLRC glCtx;
1218 HWND win_handle;
1219 HDC hdc;
1220 HPBUFFERARB pbuffer;
1221 GLint aux_buffers;
1223 /* FBOs */
1224 UINT fbo_entry_count;
1225 struct list fbo_list;
1226 struct fbo_entry *current_fbo;
1227 GLuint src_fbo;
1228 GLuint dst_fbo;
1230 /* Extension emulation */
1231 GLint gl_fog_source;
1232 GLfloat fog_coord_value;
1233 GLfloat color[4], fogstart, fogend, fogcolor[4];
1234 GLuint dummy_arbfp_prog;
1237 typedef enum ContextUsage {
1238 CTXUSAGE_RESOURCELOAD = 1, /* Only loads textures: No State is applied */
1239 CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfaces */
1240 CTXUSAGE_BLIT = 3, /* OpenGL states are set up 3D drawing */
1241 CTXUSAGE_CLEAR = 4, /* Drawable and states are set up for clearing */
1242 } ContextUsage;
1244 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
1245 WineD3DContext *getActiveContext(void);
1246 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
1247 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
1248 void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource, WINED3DRESOURCETYPE type);
1249 void context_bind_fbo(IWineD3DDevice *iface, GLenum target, GLuint *fbo);
1250 void context_attach_depth_stencil_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer);
1251 void context_attach_surface_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, DWORD idx, IWineD3DSurface *surface);
1253 void delete_opengl_contexts(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
1254 HRESULT create_primary_opengl_context(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
1256 /* Macros for doing basic GPU detection based on opengl capabilities */
1257 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
1258 #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])
1259 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
1260 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
1262 /* Default callbacks for implicit object destruction */
1263 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
1265 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
1267 /*****************************************************************************
1268 * Internal representation of a light
1270 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
1271 struct PLIGHTINFOEL {
1272 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
1273 DWORD OriginalIndex;
1274 LONG glIndex;
1275 BOOL changed;
1276 BOOL enabledChanged;
1277 BOOL enabled;
1279 /* Converted parms to speed up swapping lights */
1280 float lightPosn[4];
1281 float lightDirn[4];
1282 float exponent;
1283 float cutoff;
1285 struct list entry;
1288 /* The default light parameters */
1289 extern const WINED3DLIGHT WINED3D_default_light;
1291 typedef struct WineD3D_PixelFormat
1293 int iPixelFormat; /* WGL pixel format */
1294 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
1295 int redSize, greenSize, blueSize, alphaSize;
1296 int depthSize, stencilSize;
1297 BOOL windowDrawable;
1298 BOOL pbufferDrawable;
1299 BOOL doubleBuffer;
1300 int auxBuffers;
1301 int numSamples;
1302 } WineD3D_PixelFormat;
1304 /* The adapter structure */
1305 struct WineD3DAdapter
1307 UINT num;
1308 BOOL opengl;
1309 POINT monitorPoint;
1310 WineD3D_GL_Info gl_info;
1311 const char *driver;
1312 const char *description;
1313 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
1314 int nCfgs;
1315 WineD3D_PixelFormat *cfgs;
1316 BOOL brokenStencil; /* Set on cards which only offer mixed depth+stencil */
1317 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
1318 unsigned int UsedTextureRam;
1321 extern BOOL initPixelFormats(WineD3D_GL_Info *gl_info);
1322 BOOL initPixelFormatsNoGL(WineD3D_GL_Info *gl_info);
1323 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram);
1324 extern void add_gl_compat_wrappers(WineD3D_GL_Info *gl_info);
1326 /*****************************************************************************
1327 * High order patch management
1329 struct WineD3DRectPatch
1331 UINT Handle;
1332 float *mem;
1333 WineDirect3DVertexStridedData strided;
1334 WINED3DRECTPATCH_INFO RectPatchInfo;
1335 float numSegs[4];
1336 char has_normals, has_texcoords;
1337 struct list entry;
1340 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
1342 enum projection_types
1344 proj_none = 0,
1345 proj_count3 = 1,
1346 proj_count4 = 2
1349 enum dst_arg
1351 resultreg = 0,
1352 tempreg = 1
1355 /*****************************************************************************
1356 * Fixed function pipeline replacements
1358 #define ARG_UNUSED 0xff
1359 struct texture_stage_op
1361 unsigned cop : 8;
1362 unsigned carg1 : 8;
1363 unsigned carg2 : 8;
1364 unsigned carg0 : 8;
1366 unsigned aop : 8;
1367 unsigned aarg1 : 8;
1368 unsigned aarg2 : 8;
1369 unsigned aarg0 : 8;
1371 struct color_fixup_desc color_fixup;
1372 unsigned tex_type : 3;
1373 unsigned dst : 1;
1374 unsigned projected : 2;
1375 unsigned padding : 10;
1378 struct ffp_frag_settings {
1379 struct texture_stage_op op[MAX_TEXTURES];
1380 enum fogmode fog;
1381 /* Use an int instead of a char to get dword alignment */
1382 unsigned int sRGB_write;
1385 struct ffp_frag_desc
1387 struct ffp_frag_settings settings;
1390 void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_settings *settings, BOOL ignore_textype);
1391 const struct ffp_frag_desc *find_ffp_frag_shader(const struct hash_table_t *fragment_shaders,
1392 const struct ffp_frag_settings *settings);
1393 void add_ffp_frag_shader(struct hash_table_t *shaders, struct ffp_frag_desc *desc);
1394 BOOL ffp_frag_program_key_compare(const void *keya, const void *keyb);
1395 unsigned int ffp_frag_program_key_hash(const void *key);
1397 /*****************************************************************************
1398 * IWineD3D implementation structure
1400 typedef struct IWineD3DImpl
1402 /* IUnknown fields */
1403 const IWineD3DVtbl *lpVtbl;
1404 LONG ref; /* Note: Ref counting not required */
1406 /* WineD3D Information */
1407 IUnknown *parent;
1408 UINT dxVersion;
1410 UINT adapter_count;
1411 struct WineD3DAdapter adapters[1];
1412 } IWineD3DImpl;
1414 extern const IWineD3DVtbl IWineD3D_Vtbl;
1416 BOOL InitAdapters(IWineD3DImpl *This);
1418 /* TODO: setup some flags in the registry to enable, disable pbuffer support
1419 (since it will break quite a few things until contexts are managed properly!) */
1420 extern BOOL pbuffer_support;
1421 /* allocate one pbuffer per surface */
1422 extern BOOL pbuffer_per_surface;
1424 /* A helper function that dumps a resource list */
1425 void dumpResources(struct list *list);
1427 /*****************************************************************************
1428 * IWineD3DDevice implementation structure
1430 #define WINED3D_UNMAPPED_STAGE ~0U
1432 /* Multithreaded flag. Removed from the public header to signal that IWineD3D::CreateDevice ignores it */
1433 #define WINED3DCREATE_MULTITHREADED 0x00000004
1435 struct IWineD3DDeviceImpl
1437 /* IUnknown fields */
1438 const IWineD3DDeviceVtbl *lpVtbl;
1439 LONG ref; /* Note: Ref counting not required */
1441 /* WineD3D Information */
1442 IUnknown *parent;
1443 IWineD3DDeviceParent *device_parent;
1444 IWineD3D *wineD3D;
1445 struct WineD3DAdapter *adapter;
1447 /* Window styles to restore when switching fullscreen mode */
1448 LONG style;
1449 LONG exStyle;
1451 /* X and GL Information */
1452 GLint maxConcurrentLights;
1453 GLenum offscreenBuffer;
1455 /* Selected capabilities */
1456 int vs_selected_mode;
1457 int ps_selected_mode;
1458 const shader_backend_t *shader_backend;
1459 void *shader_priv;
1460 void *fragment_priv;
1461 void *blit_priv;
1462 struct StateEntry StateTable[STATE_HIGHEST + 1];
1463 /* Array of functions for states which are handled by more than one pipeline part */
1464 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
1465 const struct fragment_pipeline *frag_pipe;
1466 const struct blit_shader *blitter;
1468 unsigned int max_ffp_textures, max_ffp_texture_stages;
1469 DWORD d3d_vshader_constantF, d3d_pshader_constantF; /* Advertised d3d caps, not GL ones */
1470 DWORD vs_clipping;
1472 WORD view_ident : 1; /* true iff view matrix is identity */
1473 WORD untransformed : 1;
1474 WORD vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
1475 WORD isRecordingState : 1;
1476 WORD isInDraw : 1;
1477 WORD render_offscreen : 1;
1478 WORD bCursorVisible : 1;
1479 WORD haveHardwareCursor : 1;
1480 WORD d3d_initialized : 1;
1481 WORD inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
1482 WORD softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
1483 WORD useDrawStridedSlow : 1;
1484 WORD instancedDraw : 1;
1485 WORD padding : 3;
1487 BYTE fixed_function_usage_map; /* MAX_TEXTURES, 8 */
1489 #define DDRAW_PITCH_ALIGNMENT 8
1490 #define D3D8_PITCH_ALIGNMENT 4
1491 unsigned char surface_alignment; /* Line Alignment of surfaces */
1493 /* State block related */
1494 IWineD3DStateBlockImpl *stateBlock;
1495 IWineD3DStateBlockImpl *updateStateBlock;
1497 /* Internal use fields */
1498 WINED3DDEVICE_CREATION_PARAMETERS createParms;
1499 UINT adapterNo;
1500 WINED3DDEVTYPE devType;
1502 IWineD3DSwapChain **swapchains;
1503 UINT NumberOfSwapChains;
1505 struct list resources; /* a linked list to track resources created by the device */
1506 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
1507 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
1509 /* Render Target Support */
1510 IWineD3DSurface **render_targets;
1511 IWineD3DSurface *auto_depth_stencil_buffer;
1512 IWineD3DSurface *stencilBufferTarget;
1514 /* Caches to avoid unneeded context changes */
1515 IWineD3DSurface *lastActiveRenderTarget;
1516 IWineD3DSwapChain *lastActiveSwapChain;
1518 /* palettes texture management */
1519 UINT NumberOfPalettes;
1520 PALETTEENTRY **palettes;
1521 UINT currentPalette;
1522 UINT paletteConversionShader;
1524 /* For rendering to a texture using glCopyTexImage */
1525 GLenum *draw_buffers;
1526 GLuint depth_blt_texture;
1527 GLuint depth_blt_rb;
1528 UINT depth_blt_rb_w;
1529 UINT depth_blt_rb_h;
1531 /* Cursor management */
1532 UINT xHotSpot;
1533 UINT yHotSpot;
1534 UINT xScreenSpace;
1535 UINT yScreenSpace;
1536 UINT cursorWidth, cursorHeight;
1537 GLuint cursorTexture;
1538 HCURSOR hardwareCursor;
1540 /* The Wine logo surface */
1541 IWineD3DSurface *logo_surface;
1543 /* Textures for when no other textures are mapped */
1544 UINT dummyTextureName[MAX_TEXTURES];
1546 /* Device state management */
1547 HRESULT state;
1549 /* DirectDraw stuff */
1550 DWORD ddraw_width, ddraw_height;
1551 WINED3DFORMAT ddraw_format;
1553 /* Final position fixup constant */
1554 float posFixup[4];
1556 /* With register combiners we can skip junk texture stages */
1557 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
1558 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1560 /* Stream source management */
1561 struct wined3d_stream_info strided_streams;
1562 const WineDirect3DVertexStridedData *up_strided;
1564 /* Context management */
1565 WineD3DContext **contexts; /* Dynamic array containing pointers to context structures */
1566 WineD3DContext *activeContext;
1567 DWORD lastThread;
1568 UINT numContexts;
1569 WineD3DContext *pbufferContext; /* The context that has a pbuffer as drawable */
1570 DWORD pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
1572 /* High level patch management */
1573 #define PATCHMAP_SIZE 43
1574 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
1575 struct list patches[PATCHMAP_SIZE];
1576 struct WineD3DRectPatch *currentPatch;
1579 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
1581 void device_stream_info_from_declaration(IWineD3DDeviceImpl *This,
1582 BOOL use_vshader, struct wined3d_stream_info *stream_info, BOOL *fixup);
1583 void device_stream_info_from_strided(IWineD3DDeviceImpl *This,
1584 const struct WineDirect3DVertexStridedData *strided, struct wined3d_stream_info *stream_info);
1585 HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
1586 CONST WINED3DRECT* pRects, DWORD Flags, WINED3DCOLOR Color,
1587 float Z, DWORD Stencil);
1588 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
1589 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
1590 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
1591 DWORD idx = state >> 5;
1592 BYTE shift = state & 0x1f;
1593 return context->isStateDirty[idx] & (1 << shift);
1596 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
1597 typedef struct PrivateData
1599 struct list entry;
1601 GUID tag;
1602 DWORD flags; /* DDSPD_* */
1604 union
1606 LPVOID data;
1607 LPUNKNOWN object;
1608 } ptr;
1610 DWORD size;
1611 } PrivateData;
1613 /*****************************************************************************
1614 * IWineD3DResource implementation structure
1616 typedef struct IWineD3DResourceClass
1618 /* IUnknown fields */
1619 LONG ref; /* Note: Ref counting not required */
1621 /* WineD3DResource Information */
1622 IUnknown *parent;
1623 WINED3DRESOURCETYPE resourceType;
1624 IWineD3DDeviceImpl *wineD3DDevice;
1625 WINED3DPOOL pool;
1626 UINT size;
1627 DWORD usage;
1628 const struct GlPixelFormatDesc *format_desc;
1629 DWORD priority;
1630 BYTE *allocatedMemory; /* Pointer to the real data location */
1631 BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
1632 struct list privateData;
1633 struct list resource_list_entry;
1635 } IWineD3DResourceClass;
1637 typedef struct IWineD3DResourceImpl
1639 /* IUnknown & WineD3DResource Information */
1640 const IWineD3DResourceVtbl *lpVtbl;
1641 IWineD3DResourceClass resource;
1642 } IWineD3DResourceImpl;
1644 void resource_cleanup(IWineD3DResource *iface);
1645 HRESULT resource_free_private_data(IWineD3DResource *iface, REFGUID guid);
1646 HRESULT resource_get_device(IWineD3DResource *iface, IWineD3DDevice **device);
1647 HRESULT resource_get_parent(IWineD3DResource *iface, IUnknown **parent);
1648 DWORD resource_get_priority(IWineD3DResource *iface);
1649 HRESULT resource_get_private_data(IWineD3DResource *iface, REFGUID guid,
1650 void *data, DWORD *data_size);
1651 HRESULT resource_init(struct IWineD3DResourceClass *resource, WINED3DRESOURCETYPE resource_type,
1652 IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct GlPixelFormatDesc *format_desc,
1653 WINED3DPOOL pool, IUnknown *parent);
1654 WINED3DRESOURCETYPE resource_get_type(IWineD3DResource *iface);
1655 DWORD resource_set_priority(IWineD3DResource *iface, DWORD new_priority);
1656 HRESULT resource_set_private_data(IWineD3DResource *iface, REFGUID guid,
1657 const void *data, DWORD data_size, DWORD flags);
1659 /* Tests show that the start address of resources is 32 byte aligned */
1660 #define RESOURCE_ALIGNMENT 32
1662 /*****************************************************************************
1663 * IWineD3DBaseTexture D3D- > openGL state map lookups
1666 typedef enum winetexturestates {
1667 WINED3DTEXSTA_ADDRESSU = 0,
1668 WINED3DTEXSTA_ADDRESSV = 1,
1669 WINED3DTEXSTA_ADDRESSW = 2,
1670 WINED3DTEXSTA_BORDERCOLOR = 3,
1671 WINED3DTEXSTA_MAGFILTER = 4,
1672 WINED3DTEXSTA_MINFILTER = 5,
1673 WINED3DTEXSTA_MIPFILTER = 6,
1674 WINED3DTEXSTA_MAXMIPLEVEL = 7,
1675 WINED3DTEXSTA_MAXANISOTROPY = 8,
1676 WINED3DTEXSTA_SRGBTEXTURE = 9,
1677 WINED3DTEXSTA_ELEMENTINDEX = 10,
1678 WINED3DTEXSTA_DMAPOFFSET = 11,
1679 WINED3DTEXSTA_TSSADDRESSW = 12,
1680 MAX_WINETEXTURESTATES = 13,
1681 } winetexturestates;
1683 enum WINED3DSRGB
1685 SRGB_ANY = 0, /* Uses the cached value(e.g. external calls) */
1686 SRGB_RGB = 1, /* Loads the rgb texture */
1687 SRGB_SRGB = 2, /* Loads the srgb texture */
1688 SRGB_BOTH = 3, /* Loads both textures */
1691 /*****************************************************************************
1692 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1694 typedef struct IWineD3DBaseTextureClass
1696 DWORD states[MAX_WINETEXTURESTATES];
1697 DWORD srgbstates[MAX_WINETEXTURESTATES];
1698 UINT levels;
1699 BOOL dirty, srgbDirty;
1700 UINT textureName, srgbTextureName;
1701 float pow2Matrix[16];
1702 UINT LOD;
1703 WINED3DTEXTUREFILTERTYPE filterType;
1704 LONG bindCount;
1705 DWORD sampler;
1706 BOOL is_srgb;
1707 BOOL pow2Matrix_identity;
1708 const struct min_lookup *minMipLookup;
1709 const GLenum *magLookup;
1710 void (*internal_preload)(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1711 } IWineD3DBaseTextureClass;
1713 void texture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1714 void cubetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1715 void volumetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1716 void surface_internal_preload(IWineD3DSurface *iface, enum WINED3DSRGB srgb);
1718 typedef struct IWineD3DBaseTextureImpl
1720 /* IUnknown & WineD3DResource Information */
1721 const IWineD3DBaseTextureVtbl *lpVtbl;
1722 IWineD3DResourceClass resource;
1723 IWineD3DBaseTextureClass baseTexture;
1725 } IWineD3DBaseTextureImpl;
1727 void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
1728 const DWORD texture_states[WINED3D_HIGHEST_TEXTURE_STATE + 1],
1729 const DWORD sampler_states[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1730 HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surface_desc);
1731 void basetexture_cleanup(IWineD3DBaseTexture *iface);
1732 void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface);
1733 WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface);
1734 BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface);
1735 DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface);
1736 DWORD basetexture_get_lod(IWineD3DBaseTexture *iface);
1737 void basetexture_init(struct IWineD3DBaseTextureClass *texture, UINT levels, DWORD usage);
1738 HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE filter_type);
1739 BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty);
1740 DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD new_lod);
1741 void basetexture_unload(IWineD3DBaseTexture *iface);
1742 static inline void basetexture_setsrgbcache(IWineD3DBaseTexture *iface, BOOL srgb) {
1743 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
1744 This->baseTexture.is_srgb = srgb;
1747 /*****************************************************************************
1748 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1750 typedef struct IWineD3DTextureImpl
1752 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1753 const IWineD3DTextureVtbl *lpVtbl;
1754 IWineD3DResourceClass resource;
1755 IWineD3DBaseTextureClass baseTexture;
1757 /* IWineD3DTexture */
1758 IWineD3DSurface *surfaces[MAX_MIP_LEVELS];
1759 UINT target;
1760 BOOL cond_np2;
1762 } IWineD3DTextureImpl;
1764 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
1766 /*****************************************************************************
1767 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1769 typedef struct IWineD3DCubeTextureImpl
1771 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1772 const IWineD3DCubeTextureVtbl *lpVtbl;
1773 IWineD3DResourceClass resource;
1774 IWineD3DBaseTextureClass baseTexture;
1776 /* IWineD3DCubeTexture */
1777 IWineD3DSurface *surfaces[6][MAX_MIP_LEVELS];
1778 } IWineD3DCubeTextureImpl;
1780 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
1782 typedef struct _WINED3DVOLUMET_DESC
1784 UINT Width;
1785 UINT Height;
1786 UINT Depth;
1787 } WINED3DVOLUMET_DESC;
1789 /*****************************************************************************
1790 * IWineD3DVolume implementation structure (extends IUnknown)
1792 typedef struct IWineD3DVolumeImpl
1794 /* IUnknown & WineD3DResource fields */
1795 const IWineD3DVolumeVtbl *lpVtbl;
1796 IWineD3DResourceClass resource;
1798 /* WineD3DVolume Information */
1799 WINED3DVOLUMET_DESC currentDesc;
1800 IWineD3DBase *container;
1801 BOOL lockable;
1802 BOOL locked;
1803 WINED3DBOX lockedBox;
1804 WINED3DBOX dirtyBox;
1805 BOOL dirty;
1806 } IWineD3DVolumeImpl;
1808 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
1810 void volume_add_dirty_box(IWineD3DVolume *iface, const WINED3DBOX *dirty_box);
1812 /*****************************************************************************
1813 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1815 typedef struct IWineD3DVolumeTextureImpl
1817 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1818 const IWineD3DVolumeTextureVtbl *lpVtbl;
1819 IWineD3DResourceClass resource;
1820 IWineD3DBaseTextureClass baseTexture;
1822 /* IWineD3DVolumeTexture */
1823 IWineD3DVolume *volumes[MAX_MIP_LEVELS];
1824 } IWineD3DVolumeTextureImpl;
1826 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
1828 typedef struct _WINED3DSURFACET_DESC
1830 WINED3DMULTISAMPLE_TYPE MultiSampleType;
1831 DWORD MultiSampleQuality;
1832 UINT Width;
1833 UINT Height;
1834 } WINED3DSURFACET_DESC;
1836 /*****************************************************************************
1837 * Structure for DIB Surfaces (GetDC and GDI surfaces)
1839 typedef struct wineD3DSurface_DIB {
1840 HBITMAP DIBsection;
1841 void* bitmap_data;
1842 UINT bitmap_size;
1843 HGDIOBJ holdbitmap;
1844 BOOL client_memory;
1845 } wineD3DSurface_DIB;
1847 typedef struct {
1848 struct list entry;
1849 GLuint id;
1850 UINT width;
1851 UINT height;
1852 } renderbuffer_entry_t;
1854 struct fbo_entry
1856 struct list entry;
1857 IWineD3DSurface **render_targets;
1858 IWineD3DSurface *depth_stencil;
1859 BOOL attached;
1860 GLuint id;
1863 /*****************************************************************************
1864 * IWineD3DClipp implementation structure
1866 typedef struct IWineD3DClipperImpl
1868 const IWineD3DClipperVtbl *lpVtbl;
1869 LONG ref;
1871 IUnknown *Parent;
1872 HWND hWnd;
1873 } IWineD3DClipperImpl;
1876 /*****************************************************************************
1877 * IWineD3DSurface implementation structure
1879 struct IWineD3DSurfaceImpl
1881 /* IUnknown & IWineD3DResource Information */
1882 const IWineD3DSurfaceVtbl *lpVtbl;
1883 IWineD3DResourceClass resource;
1885 /* IWineD3DSurface fields */
1886 IWineD3DBase *container;
1887 WINED3DSURFACET_DESC currentDesc;
1888 IWineD3DPaletteImpl *palette; /* D3D7 style palette handling */
1889 PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
1891 /* TODO: move this off into a management class(maybe!) */
1892 DWORD Flags;
1894 UINT pow2Width;
1895 UINT pow2Height;
1897 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
1898 void (*get_drawable_size)(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1900 /* Oversized texture */
1901 RECT glRect;
1903 /* PBO */
1904 GLuint pbo;
1906 RECT lockedRect;
1907 RECT dirtyRect;
1908 int lockCount;
1909 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
1911 glDescriptor glDescription;
1913 /* For GetDC */
1914 wineD3DSurface_DIB dib;
1915 HDC hDC;
1917 /* Color keys for DDraw */
1918 WINEDDCOLORKEY DestBltCKey;
1919 WINEDDCOLORKEY DestOverlayCKey;
1920 WINEDDCOLORKEY SrcOverlayCKey;
1921 WINEDDCOLORKEY SrcBltCKey;
1922 DWORD CKeyFlags;
1924 WINEDDCOLORKEY glCKey;
1926 struct list renderbuffers;
1927 renderbuffer_entry_t *current_renderbuffer;
1929 /* DirectDraw clippers */
1930 IWineD3DClipper *clipper;
1932 /* DirectDraw Overlay handling */
1933 RECT overlay_srcrect;
1934 RECT overlay_destrect;
1935 IWineD3DSurfaceImpl *overlay_dest;
1936 struct list overlays;
1937 struct list overlay_entry;
1940 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1941 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1943 /* Predeclare the shared Surface functions */
1944 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1945 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface);
1946 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1947 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1948 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1949 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1950 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1951 DWORD WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1952 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1953 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface);
1954 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1955 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1956 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1957 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1958 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface);
1959 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface);
1960 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1961 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1962 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, const WINEDDCOLORKEY *CKey);
1963 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1964 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1965 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1966 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1967 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1968 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1969 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, const RECT *SrcRect,
1970 IWineD3DSurface *DstSurface, const RECT *DstRect, DWORD Flags, const WINEDDOVERLAYFX *FX);
1971 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
1972 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
1973 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1974 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface);
1975 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface,
1976 const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
1977 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
1978 IWineD3DSurface *Source, const RECT *rsrc, DWORD trans);
1979 HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags);
1980 void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb);
1981 const void *WINAPI IWineD3DBaseSurfaceImpl_GetData(IWineD3DSurface *iface);
1983 void get_drawable_size_swapchain(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1984 void get_drawable_size_backbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1985 void get_drawable_size_pbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1986 void get_drawable_size_fbo(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1988 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back);
1990 /* Surface flags: */
1991 #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
1992 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
1993 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for GetDC */
1994 #define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
1995 #define SFLAG_DISCARD 0x00000010 /* ??? */
1996 #define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
1997 #define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
1998 #define SFLAG_INSRGBTEX 0x00000080 /* The GL srgb texture contains the newest surface content */
1999 #define SFLAG_INDRAWABLE 0x00000100 /* The gl drawable contains the most up to date data */
2000 #define SFLAG_INSYSMEM 0x00000200 /* The system memory copy is most up to date */
2001 #define SFLAG_NONPOW2 0x00000400 /* Surface sizes are not a power of 2 */
2002 #define SFLAG_DYNLOCK 0x00000800 /* Surface is often locked by the app */
2003 #define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
2004 #define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
2005 #define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
2006 #define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
2007 #define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
2008 #define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
2009 #define SFLAG_SRGBALLOCATED 0x00040000 /* A srgb gl texture is allocated for this surface */
2010 #define SFLAG_PBO 0x00080000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
2011 #define SFLAG_NORMCOORD 0x00100000 /* Set if the GL texture coords are normalized(non-texture rectangle) */
2012 #define SFLAG_DS_ONSCREEN 0x00200000 /* Is a depth stencil, last modified onscreen */
2013 #define SFLAG_DS_OFFSCREEN 0x00400000 /* Is a depth stencil, last modified offscreen */
2014 #define SFLAG_INOVERLAYDRAW 0x00800000 /* Overlay drawing is in progress. Recursion prevention */
2015 #define SFLAG_SWAPCHAIN 0x01000000 /* The surface is part of a swapchain */
2017 /* In some conditions the surface memory must not be freed:
2018 * SFLAG_OVERSIZE: Not all data can be kept in GL
2019 * SFLAG_CONVERTED: Converting the data back would take too long
2020 * SFLAG_DIBSECTION: The dib code manages the memory
2021 * SFLAG_LOCKED: The app requires access to the surface data
2022 * SFLAG_DYNLOCK: Avoid freeing the data for performance
2023 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
2024 * SFLAG_CLIENT: OpenGL uses our memory as backup
2026 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
2027 SFLAG_CONVERTED | \
2028 SFLAG_DIBSECTION | \
2029 SFLAG_LOCKED | \
2030 SFLAG_DYNLOCK | \
2031 SFLAG_USERPTR | \
2032 SFLAG_PBO | \
2033 SFLAG_CLIENT)
2035 #define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
2036 SFLAG_INTEXTURE | \
2037 SFLAG_INDRAWABLE | \
2038 SFLAG_INSRGBTEX)
2040 #define SFLAG_DS_LOCATIONS (SFLAG_DS_ONSCREEN | \
2041 SFLAG_DS_OFFSCREEN)
2042 #define SFLAG_DS_DISCARDED SFLAG_DS_LOCATIONS
2044 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
2046 typedef enum {
2047 NO_CONVERSION,
2048 CONVERT_PALETTED,
2049 CONVERT_PALETTED_CK,
2050 CONVERT_CK_565,
2051 CONVERT_CK_5551,
2052 CONVERT_CK_4444,
2053 CONVERT_CK_4444_ARGB,
2054 CONVERT_CK_1555,
2055 CONVERT_555,
2056 CONVERT_CK_RGB24,
2057 CONVERT_CK_8888,
2058 CONVERT_CK_8888_ARGB,
2059 CONVERT_RGB32_888,
2060 CONVERT_V8U8,
2061 CONVERT_L6V5U5,
2062 CONVERT_X8L8V8U8,
2063 CONVERT_Q8W8V8U8,
2064 CONVERT_V16U16,
2065 CONVERT_A4L4,
2066 CONVERT_G16R16,
2067 CONVERT_R16G16F,
2068 CONVERT_R32G32F,
2069 } CONVERT_TYPES;
2071 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);
2073 BOOL palette9_changed(IWineD3DSurfaceImpl *This);
2075 /*****************************************************************************
2076 * IWineD3DVertexDeclaration implementation structure
2078 #define MAX_ATTRIBS 16
2080 struct wined3d_vertex_declaration_element
2082 const struct GlPixelFormatDesc *format_desc;
2083 BOOL ffp_valid;
2084 WORD input_slot;
2085 WORD offset;
2086 UINT output_slot;
2087 BYTE method;
2088 BYTE usage;
2089 BYTE usage_idx;
2092 typedef struct IWineD3DVertexDeclarationImpl {
2093 /* IUnknown Information */
2094 const IWineD3DVertexDeclarationVtbl *lpVtbl;
2095 LONG ref;
2097 IUnknown *parent;
2098 IWineD3DDeviceImpl *wineD3DDevice;
2100 struct wined3d_vertex_declaration_element *elements;
2101 UINT element_count;
2103 DWORD streams[MAX_STREAMS];
2104 UINT num_streams;
2105 BOOL position_transformed;
2106 BOOL half_float_conv_needed;
2107 } IWineD3DVertexDeclarationImpl;
2109 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
2111 HRESULT vertexdeclaration_init(IWineD3DVertexDeclarationImpl *This,
2112 const WINED3DVERTEXELEMENT *elements, UINT element_count);
2114 /*****************************************************************************
2115 * IWineD3DStateBlock implementation structure
2118 /* Internal state Block for Begin/End/Capture/Create/Apply info */
2119 /* Note: Very long winded but gl Lists are not flexible enough */
2120 /* to resolve everything we need, so doing it manually for now */
2121 typedef struct SAVEDSTATES {
2122 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
2123 WORD streamSource; /* MAX_STREAMS, 16 */
2124 WORD streamFreq; /* MAX_STREAMS, 16 */
2125 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
2126 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
2127 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
2128 DWORD textures; /* MAX_COMBINED_SAMPLERS, 20 */
2129 DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
2130 WORD pixelShaderConstantsB; /* MAX_CONST_B, 16 */
2131 WORD pixelShaderConstantsI; /* MAX_CONST_I, 16 */
2132 BOOL *pixelShaderConstantsF;
2133 WORD vertexShaderConstantsB; /* MAX_CONST_B, 16 */
2134 WORD vertexShaderConstantsI; /* MAX_CONST_I, 16 */
2135 BOOL *vertexShaderConstantsF;
2136 WORD primitive_type : 1;
2137 WORD indices : 1;
2138 WORD material : 1;
2139 WORD viewport : 1;
2140 WORD vertexDecl : 1;
2141 WORD pixelShader : 1;
2142 WORD vertexShader : 1;
2143 WORD scissorRect : 1;
2144 WORD padding : 1;
2145 } SAVEDSTATES;
2147 struct StageState {
2148 DWORD stage;
2149 DWORD state;
2152 struct IWineD3DStateBlockImpl
2154 /* IUnknown fields */
2155 const IWineD3DStateBlockVtbl *lpVtbl;
2156 LONG ref; /* Note: Ref counting not required */
2158 /* IWineD3DStateBlock information */
2159 IUnknown *parent;
2160 IWineD3DDeviceImpl *wineD3DDevice;
2161 WINED3DSTATEBLOCKTYPE blockType;
2163 /* Array indicating whether things have been set or changed */
2164 SAVEDSTATES changed;
2166 /* Vertex Shader Declaration */
2167 IWineD3DVertexDeclaration *vertexDecl;
2169 IWineD3DVertexShader *vertexShader;
2171 /* Vertex Shader Constants */
2172 BOOL vertexShaderConstantB[MAX_CONST_B];
2173 INT vertexShaderConstantI[MAX_CONST_I * 4];
2174 float *vertexShaderConstantF;
2176 /* primitive type */
2177 GLenum gl_primitive_type;
2179 /* Stream Source */
2180 BOOL streamIsUP;
2181 UINT streamStride[MAX_STREAMS];
2182 UINT streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
2183 IWineD3DBuffer *streamSource[MAX_STREAMS];
2184 UINT streamFreq[MAX_STREAMS + 1];
2185 UINT streamFlags[MAX_STREAMS + 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
2187 /* Indices */
2188 IWineD3DBuffer* pIndexData;
2189 WINED3DFORMAT IndexFmt;
2190 INT baseVertexIndex;
2191 INT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
2193 /* Transform */
2194 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
2196 /* Light hashmap . Collisions are handled using standard wine double linked lists */
2197 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
2198 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
2199 struct list lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
2200 PLIGHTINFOEL *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
2202 /* Clipping */
2203 double clipplane[MAX_CLIPPLANES][4];
2204 WINED3DCLIPSTATUS clip_status;
2206 /* ViewPort */
2207 WINED3DVIEWPORT viewport;
2209 /* Material */
2210 WINED3DMATERIAL material;
2212 /* Pixel Shader */
2213 IWineD3DPixelShader *pixelShader;
2215 /* Pixel Shader Constants */
2216 BOOL pixelShaderConstantB[MAX_CONST_B];
2217 INT pixelShaderConstantI[MAX_CONST_I * 4];
2218 float *pixelShaderConstantF;
2220 /* RenderState */
2221 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
2223 /* Texture */
2224 IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS];
2226 /* Texture State Stage */
2227 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
2228 DWORD lowest_disabled_stage;
2229 /* Sampler States */
2230 DWORD samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
2232 /* Scissor test rectangle */
2233 RECT scissorRect;
2235 /* Contained state management */
2236 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
2237 unsigned int num_contained_render_states;
2238 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
2239 unsigned int num_contained_transform_states;
2240 DWORD contained_vs_consts_i[MAX_CONST_I];
2241 unsigned int num_contained_vs_consts_i;
2242 DWORD contained_vs_consts_b[MAX_CONST_B];
2243 unsigned int num_contained_vs_consts_b;
2244 DWORD *contained_vs_consts_f;
2245 unsigned int num_contained_vs_consts_f;
2246 DWORD contained_ps_consts_i[MAX_CONST_I];
2247 unsigned int num_contained_ps_consts_i;
2248 DWORD contained_ps_consts_b[MAX_CONST_B];
2249 unsigned int num_contained_ps_consts_b;
2250 DWORD *contained_ps_consts_f;
2251 unsigned int num_contained_ps_consts_f;
2252 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
2253 unsigned int num_contained_tss_states;
2254 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
2255 unsigned int num_contained_sampler_states;
2258 extern void stateblock_savedstates_set(
2259 IWineD3DStateBlock* iface,
2260 SAVEDSTATES* states,
2261 BOOL value);
2263 extern void stateblock_copy(
2264 IWineD3DStateBlock* destination,
2265 IWineD3DStateBlock* source);
2267 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
2269 /* Direct3D terminology with little modifications. We do not have an issued state
2270 * because only the driver knows about it, but we have a created state because d3d
2271 * allows GetData on a created issue, but opengl doesn't
2273 enum query_state {
2274 QUERY_CREATED,
2275 QUERY_SIGNALLED,
2276 QUERY_BUILDING
2278 /*****************************************************************************
2279 * IWineD3DQueryImpl implementation structure (extends IUnknown)
2281 typedef struct IWineD3DQueryImpl
2283 const IWineD3DQueryVtbl *lpVtbl;
2284 LONG ref; /* Note: Ref counting not required */
2286 IUnknown *parent;
2287 /*TODO: replace with iface usage */
2288 #if 0
2289 IWineD3DDevice *wineD3DDevice;
2290 #else
2291 IWineD3DDeviceImpl *wineD3DDevice;
2292 #endif
2294 /* IWineD3DQuery fields */
2295 enum query_state state;
2296 WINED3DQUERYTYPE type;
2297 /* TODO: Think about using a IUnknown instead of a void* */
2298 void *extendedData;
2301 } IWineD3DQueryImpl;
2303 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
2304 extern const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl;
2305 extern const IWineD3DQueryVtbl IWineD3DOcclusionQuery_Vtbl;
2307 /* Datastructures for IWineD3DQueryImpl.extendedData */
2308 typedef struct WineQueryOcclusionData {
2309 GLuint queryId;
2310 WineD3DContext *ctx;
2311 } WineQueryOcclusionData;
2313 typedef struct WineQueryEventData {
2314 GLuint fenceId;
2315 WineD3DContext *ctx;
2316 } WineQueryEventData;
2318 /* IWineD3DBuffer */
2320 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
2321 * fixed function semantics as D3DCOLOR or FLOAT16 */
2322 enum wined3d_buffer_conversion_type
2324 CONV_NONE,
2325 CONV_D3DCOLOR,
2326 CONV_POSITIONT,
2327 CONV_FLOAT16_2, /* Also handles FLOAT16_4 */
2330 #define WINED3D_BUFFER_OPTIMIZED 0x01 /* Optimize has been called for the buffer */
2331 #define WINED3D_BUFFER_DIRTY 0x02 /* Buffer data has been modified */
2332 #define WINED3D_BUFFER_HASDESC 0x04 /* A vertex description has been found */
2333 #define WINED3D_BUFFER_CREATEBO 0x08 /* Attempt to create a buffer object next PreLoad */
2334 #define WINED3D_BUFFER_DOUBLEBUFFER 0x10 /* Use a vbo and local allocated memory */
2336 struct wined3d_buffer
2338 const struct IWineD3DBufferVtbl *vtbl;
2339 IWineD3DResourceClass resource;
2341 struct wined3d_buffer_desc desc;
2343 GLuint buffer_object;
2344 GLenum buffer_object_usage;
2345 GLenum buffer_type_hint;
2346 UINT buffer_object_size;
2347 LONG bind_count;
2348 DWORD flags;
2350 UINT dirty_start;
2351 UINT dirty_end;
2352 LONG lock_count;
2354 /* conversion stuff */
2355 UINT conversion_count;
2356 UINT draw_count;
2357 UINT stride; /* 0 if no conversion */
2358 UINT conversion_stride; /* 0 if no shifted conversion */
2359 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
2360 /* Extra load offsets, for FLOAT16 conversion */
2361 UINT *conversion_shift; /* NULL if no shifted conversion */
2364 extern const IWineD3DBufferVtbl wined3d_buffer_vtbl;
2365 const BYTE *buffer_get_memory(IWineD3DBuffer *iface, UINT offset, GLuint *buffer_object);
2366 const BYTE *buffer_get_sysmem(struct wined3d_buffer *This);
2368 /* IWineD3DRendertargetView */
2369 struct wined3d_rendertarget_view
2371 const struct IWineD3DRendertargetViewVtbl *vtbl;
2372 LONG refcount;
2374 IWineD3DResource *resource;
2375 IUnknown *parent;
2378 extern const IWineD3DRendertargetViewVtbl wined3d_rendertarget_view_vtbl;
2380 /*****************************************************************************
2381 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
2384 typedef struct IWineD3DSwapChainImpl
2386 /*IUnknown part*/
2387 const IWineD3DSwapChainVtbl *lpVtbl;
2388 LONG ref; /* Note: Ref counting not required */
2390 IUnknown *parent;
2391 IWineD3DDeviceImpl *wineD3DDevice;
2393 /* IWineD3DSwapChain fields */
2394 IWineD3DSurface **backBuffer;
2395 IWineD3DSurface *frontBuffer;
2396 WINED3DPRESENT_PARAMETERS presentParms;
2397 DWORD orig_width, orig_height;
2398 WINED3DFORMAT orig_fmt;
2399 WINED3DGAMMARAMP orig_gamma;
2401 long prev_time, frames; /* Performance tracking */
2402 unsigned int vSyncCounter;
2404 WineD3DContext **context; /* Later a array for multithreading */
2405 unsigned int num_contexts;
2407 HWND win_handle;
2408 } IWineD3DSwapChainImpl;
2410 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
2411 const IWineD3DSwapChainVtbl IWineGDISwapChain_Vtbl;
2412 void x11_copy_to_screen(IWineD3DSwapChainImpl *This, const RECT *rc);
2414 HRESULT WINAPI IWineD3DBaseSwapChainImpl_QueryInterface(IWineD3DSwapChain *iface, REFIID riid, LPVOID *ppobj);
2415 ULONG WINAPI IWineD3DBaseSwapChainImpl_AddRef(IWineD3DSwapChain *iface);
2416 ULONG WINAPI IWineD3DBaseSwapChainImpl_Release(IWineD3DSwapChain *iface);
2417 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetParent(IWineD3DSwapChain *iface, IUnknown ** ppParent);
2418 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain *iface, IWineD3DSurface *pDestSurface);
2419 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, UINT iBackBuffer, WINED3DBACKBUFFER_TYPE Type, IWineD3DSurface **ppBackBuffer);
2420 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *iface, WINED3DRASTER_STATUS *pRasterStatus);
2421 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface, WINED3DDISPLAYMODE*pMode);
2422 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDevice(IWineD3DSwapChain *iface, IWineD3DDevice**ppDevice);
2423 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetPresentParameters(IWineD3DSwapChain *iface, WINED3DPRESENT_PARAMETERS *pPresentationParameters);
2424 HRESULT WINAPI IWineD3DBaseSwapChainImpl_SetGammaRamp(IWineD3DSwapChain *iface, DWORD Flags, CONST WINED3DGAMMARAMP *pRamp);
2425 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetGammaRamp(IWineD3DSwapChain *iface, WINED3DGAMMARAMP *pRamp);
2427 WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
2429 /*****************************************************************************
2430 * Utility function prototypes
2433 /* Trace routines */
2434 const char* debug_d3dformat(WINED3DFORMAT fmt);
2435 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
2436 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
2437 const char* debug_d3dusage(DWORD usage);
2438 const char* debug_d3dusagequery(DWORD usagequery);
2439 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
2440 const char* debug_d3ddeclusage(BYTE usage);
2441 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
2442 const char* debug_d3drenderstate(DWORD state);
2443 const char* debug_d3dsamplerstate(DWORD state);
2444 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
2445 const char* debug_d3dtexturestate(DWORD state);
2446 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
2447 const char* debug_d3dpool(WINED3DPOOL pool);
2448 const char *debug_fbostatus(GLenum status);
2449 const char *debug_glerror(GLenum error);
2450 const char *debug_d3dbasis(WINED3DBASISTYPE basis);
2451 const char *debug_d3ddegree(WINED3DDEGREETYPE order);
2452 const char* debug_d3dtop(WINED3DTEXTUREOP d3dtop);
2453 void dump_color_fixup_desc(struct color_fixup_desc fixup);
2454 const char *debug_surflocation(DWORD flag);
2456 /* Routines for GL <-> D3D values */
2457 GLenum StencilOp(DWORD op);
2458 GLenum CompareFunc(DWORD func);
2459 BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
2460 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);
2461 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype, BOOL ffp_can_disable_proj);
2462 void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2463 void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2464 void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2465 void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2466 void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2467 void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2468 void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2469 void state_fog_fragpart(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2471 void surface_add_dirty_rect(IWineD3DSurface *iface, const RECT *dirty_rect);
2472 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
2473 void surface_load_ds_location(IWineD3DSurface *iface, DWORD location);
2474 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location);
2475 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
2476 void surface_set_texture_name(IWineD3DSurface *iface, GLuint name, BOOL srgb_name);
2477 void surface_set_texture_target(IWineD3DSurface *iface, GLenum target);
2479 BOOL getColorBits(const struct GlPixelFormatDesc *format_desc,
2480 short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
2481 BOOL getDepthStencilBits(const struct GlPixelFormatDesc *format_desc, short *depthSize, short *stencilSize);
2483 /* Math utils */
2484 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
2485 UINT wined3d_log2i(UINT32 x);
2486 unsigned int count_bits(unsigned int mask);
2488 typedef struct local_constant {
2489 struct list entry;
2490 unsigned int idx;
2491 DWORD value[4];
2492 } local_constant;
2494 typedef struct SHADER_LIMITS {
2495 unsigned int temporary;
2496 unsigned int texcoord;
2497 unsigned int sampler;
2498 unsigned int constant_int;
2499 unsigned int constant_float;
2500 unsigned int constant_bool;
2501 unsigned int address;
2502 unsigned int packed_output;
2503 unsigned int packed_input;
2504 unsigned int attributes;
2505 unsigned int label;
2506 } SHADER_LIMITS;
2508 /** Keeps track of details for TEX_M#x# shader opcodes which need to
2509 maintain state information between multiple codes */
2510 typedef struct SHADER_PARSE_STATE {
2511 unsigned int current_row;
2512 DWORD texcoord_w[2];
2513 } SHADER_PARSE_STATE;
2515 #ifdef __GNUC__
2516 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2517 #else
2518 #define PRINTF_ATTR(fmt,args)
2519 #endif
2521 /* Base Shader utility functions.
2522 * (may move callers into the same file in the future) */
2523 extern int shader_addline(
2524 SHADER_BUFFER* buffer,
2525 const char* fmt, ...) PRINTF_ATTR(2,3);
2526 int shader_vaddline(SHADER_BUFFER *buffer, const char *fmt, va_list args);
2528 /* Vertex shader utility functions */
2529 extern BOOL vshader_get_input(
2530 IWineD3DVertexShader* iface,
2531 BYTE usage_req, BYTE usage_idx_req,
2532 unsigned int* regnum);
2534 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
2536 /*****************************************************************************
2537 * IDirect3DBaseShader implementation structure
2539 typedef struct IWineD3DBaseShaderClass
2541 LONG ref;
2542 SHADER_LIMITS limits;
2543 SHADER_PARSE_STATE parse_state;
2544 DWORD *function;
2545 UINT functionLength;
2546 UINT cur_loop_depth, cur_loop_regno;
2547 BOOL load_local_constsF;
2548 const struct wined3d_shader_frontend *frontend;
2549 void *frontend_data;
2551 /* Programs this shader is linked with */
2552 struct list linked_programs;
2554 /* Immediate constants (override global ones) */
2555 struct list constantsB;
2556 struct list constantsF;
2557 struct list constantsI;
2558 shader_reg_maps reg_maps;
2560 /* Pointer to the parent device */
2561 IWineD3DDevice *device;
2562 struct list shader_list_entry;
2564 } IWineD3DBaseShaderClass;
2566 typedef struct IWineD3DBaseShaderImpl {
2567 /* IUnknown */
2568 const IWineD3DBaseShaderVtbl *lpVtbl;
2570 /* IWineD3DBaseShader */
2571 IWineD3DBaseShaderClass baseShader;
2572 } IWineD3DBaseShaderImpl;
2574 void shader_buffer_init(struct SHADER_BUFFER *buffer);
2575 void shader_buffer_free(struct SHADER_BUFFER *buffer);
2576 void shader_cleanup(IWineD3DBaseShader *iface);
2577 void shader_dump_src_param(const struct wined3d_shader_src_param *param,
2578 const struct wined3d_shader_version *shader_version);
2579 void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
2580 const struct wined3d_shader_version *shader_version);
2581 void shader_generate_main(IWineD3DBaseShader *iface, SHADER_BUFFER *buffer,
2582 const shader_reg_maps *reg_maps, const DWORD *pFunction, void *backend_ctx);
2583 HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, const struct wined3d_shader_frontend *fe,
2584 struct shader_reg_maps *reg_maps, struct wined3d_shader_attribute *attributes,
2585 struct wined3d_shader_signature_element *input_signature,
2586 struct wined3d_shader_signature_element *output_signature, const DWORD *byte_code, DWORD constf_size);
2587 void shader_init(struct IWineD3DBaseShaderClass *shader, IWineD3DDevice *device);
2588 BOOL shader_match_semantic(const char *semantic_name, WINED3DDECLUSAGE usage);
2589 const struct wined3d_shader_frontend *shader_select_frontend(DWORD version_token);
2590 void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe_data, const DWORD *pFunction);
2592 static inline BOOL shader_is_pshader_version(enum wined3d_shader_type type)
2594 return type == WINED3D_SHADER_TYPE_PIXEL;
2597 static inline BOOL shader_is_vshader_version(enum wined3d_shader_type type)
2599 return type == WINED3D_SHADER_TYPE_VERTEX;
2602 static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
2604 switch (reg->type)
2606 case WINED3DSPR_RASTOUT:
2607 /* oFog & oPts */
2608 if (reg->idx != 0) return TRUE;
2609 /* oPos */
2610 return FALSE;
2612 case WINED3DSPR_DEPTHOUT: /* oDepth */
2613 case WINED3DSPR_CONSTBOOL: /* b# */
2614 case WINED3DSPR_LOOP: /* aL */
2615 case WINED3DSPR_PREDICATE: /* p0 */
2616 return TRUE;
2618 case WINED3DSPR_MISCTYPE:
2619 switch(reg->idx)
2621 case 0: /* vPos */
2622 return FALSE;
2623 case 1: /* vFace */
2624 return TRUE;
2625 default:
2626 return FALSE;
2629 case WINED3DSPR_IMMCONST:
2630 switch(reg->immconst_type)
2632 case WINED3D_IMMCONST_FLOAT:
2633 return TRUE;
2634 default:
2635 return FALSE;
2638 default:
2639 return FALSE;
2643 static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
2644 local_constant* lconst;
2646 if(This->baseShader.load_local_constsF) return FALSE;
2647 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2648 if(lconst->idx == reg) return TRUE;
2650 return FALSE;
2654 /*****************************************************************************
2655 * IDirect3DVertexShader implementation structures
2657 typedef struct IWineD3DVertexShaderImpl {
2658 /* IUnknown parts*/
2659 const IWineD3DVertexShaderVtbl *lpVtbl;
2661 /* IWineD3DBaseShader */
2662 IWineD3DBaseShaderClass baseShader;
2664 /* IWineD3DVertexShaderImpl */
2665 IUnknown *parent;
2667 DWORD usage;
2669 /* The GL shader */
2670 void *backend_priv;
2672 /* Vertex shader input and output semantics */
2673 struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
2674 struct wined3d_shader_signature_element output_signature[MAX_REG_OUTPUT];
2676 UINT min_rel_offset, max_rel_offset;
2677 UINT rel_offset;
2679 UINT recompile_count;
2680 } IWineD3DVertexShaderImpl;
2681 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
2683 void find_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct vs_compile_args *args);
2685 /*****************************************************************************
2686 * IDirect3DPixelShader implementation structure
2688 typedef struct IWineD3DPixelShaderImpl {
2689 /* IUnknown parts */
2690 const IWineD3DPixelShaderVtbl *lpVtbl;
2692 /* IWineD3DBaseShader */
2693 IWineD3DBaseShaderClass baseShader;
2695 /* IWineD3DPixelShaderImpl */
2696 IUnknown *parent;
2698 /* Pixel shader input semantics */
2699 struct wined3d_shader_signature_element input_signature[MAX_REG_INPUT];
2700 DWORD input_reg_map[MAX_REG_INPUT];
2701 BOOL input_reg_used[MAX_REG_INPUT];
2702 int declared_in_count;
2704 /* The GL shader */
2705 void *backend_priv;
2707 /* Some information about the shader behavior */
2708 struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
2709 unsigned char numbumpenvmatconsts;
2710 struct stb_const_desc luminanceconst[MAX_TEXTURES];
2711 char vpos_uniform;
2712 } IWineD3DPixelShaderImpl;
2714 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
2715 void pixelshader_update_samplers(struct shader_reg_maps *reg_maps, IWineD3DBaseTexture * const *textures);
2716 void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct ps_compile_args *args);
2718 /* sRGB correction constants */
2719 static const float srgb_cmp = 0.0031308;
2720 static const float srgb_mul_low = 12.92;
2721 static const float srgb_pow = 0.41666;
2722 static const float srgb_mul_high = 1.055;
2723 static const float srgb_sub_high = 0.055;
2725 /*****************************************************************************
2726 * IWineD3DPalette implementation structure
2728 struct IWineD3DPaletteImpl {
2729 /* IUnknown parts */
2730 const IWineD3DPaletteVtbl *lpVtbl;
2731 LONG ref;
2733 IUnknown *parent;
2734 IWineD3DDeviceImpl *wineD3DDevice;
2736 /* IWineD3DPalette */
2737 HPALETTE hpal;
2738 WORD palVersion; /*| */
2739 WORD palNumEntries; /*| LOGPALETTE */
2740 PALETTEENTRY palents[256]; /*| */
2741 /* This is to store the palette in 'screen format' */
2742 int screen_palents[256];
2743 DWORD Flags;
2746 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
2747 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
2749 /* DirectDraw utility functions */
2750 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
2752 /*****************************************************************************
2753 * Pixel format management
2756 /* WineD3D pixel format flags */
2757 #define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x1
2758 #define WINED3DFMT_FLAG_FILTERING 0x2
2759 #define WINED3DFMT_FLAG_DEPTH 0x4
2760 #define WINED3DFMT_FLAG_STENCIL 0x8
2761 #define WINED3DFMT_FLAG_RENDERTARGET 0x10
2762 #define WINED3DFMT_FLAG_FOURCC 0x20
2764 struct GlPixelFormatDesc
2766 WINED3DFORMAT format;
2767 DWORD red_mask;
2768 DWORD green_mask;
2769 DWORD blue_mask;
2770 DWORD alpha_mask;
2771 UINT byte_count;
2772 WORD depth_size;
2773 WORD stencil_size;
2775 enum wined3d_ffp_emit_idx emit_idx;
2776 GLint component_count;
2777 GLenum gl_vtx_type;
2778 GLint gl_vtx_format;
2779 GLboolean gl_normalized;
2780 unsigned int component_size;
2782 GLint glInternal;
2783 GLint glGammaInternal;
2784 GLint rtInternal;
2785 GLint glFormat;
2786 GLint glType;
2787 unsigned int Flags;
2788 float heightscale;
2789 struct color_fixup_desc color_fixup;
2792 const struct GlPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt, const WineD3D_GL_Info *gl_info);
2794 static inline BOOL use_vs(IWineD3DStateBlockImpl *stateblock)
2796 return (stateblock->vertexShader
2797 && !stateblock->wineD3DDevice->strided_streams.position_transformed
2798 && stateblock->wineD3DDevice->vs_selected_mode != SHADER_NONE);
2801 static inline BOOL use_ps(IWineD3DStateBlockImpl *stateblock)
2803 return (stateblock->pixelShader
2804 && stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE);
2807 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2808 IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
2810 /* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
2811 #define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
2813 #endif