wined3d: Turn blit_shader color_fixup_supported into blit_supported.
[wine.git] / dlls / wined3d / wined3d_private.h
blob4e7ae9b3c2f28778a2e17eb85ecbd4b8954b4098
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 #include <limits.h>
30 #define NONAMELESSUNION
31 #define NONAMELESSSTRUCT
32 #define COBJMACROS
33 #include "windef.h"
34 #include "winbase.h"
35 #include "winreg.h"
36 #include "wingdi.h"
37 #include "winuser.h"
38 #include "wine/debug.h"
39 #include "wine/unicode.h"
41 #include "objbase.h"
42 #include "wine/wined3d.h"
43 #include "wined3d_gl.h"
44 #include "wine/list.h"
45 #include "wine/rbtree.h"
47 /* Driver quirks */
48 #define WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT 0x00000001
49 #define WINED3D_QUIRK_SET_TEXCOORD_W 0x00000002
50 #define WINED3D_QUIRK_GLSL_CLIP_VARYING 0x00000004
51 #define WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA 0x00000008
52 #define WINED3D_QUIRK_NV_CLIP_BROKEN 0x00000010
53 #define WINED3D_QUIRK_FBO_TEX_UPDATE 0x00000020
55 /* Texture format fixups */
57 enum fixup_channel_source
59 CHANNEL_SOURCE_ZERO = 0,
60 CHANNEL_SOURCE_ONE = 1,
61 CHANNEL_SOURCE_X = 2,
62 CHANNEL_SOURCE_Y = 3,
63 CHANNEL_SOURCE_Z = 4,
64 CHANNEL_SOURCE_W = 5,
65 CHANNEL_SOURCE_COMPLEX0 = 6,
66 CHANNEL_SOURCE_COMPLEX1 = 7,
69 enum complex_fixup
71 COMPLEX_FIXUP_NONE = 0,
72 COMPLEX_FIXUP_YUY2 = 1,
73 COMPLEX_FIXUP_UYVY = 2,
74 COMPLEX_FIXUP_YV12 = 3,
75 COMPLEX_FIXUP_P8 = 4,
78 #include <pshpack2.h>
79 struct color_fixup_desc
81 unsigned x_sign_fixup : 1;
82 unsigned x_source : 3;
83 unsigned y_sign_fixup : 1;
84 unsigned y_source : 3;
85 unsigned z_sign_fixup : 1;
86 unsigned z_source : 3;
87 unsigned w_sign_fixup : 1;
88 unsigned w_source : 3;
90 #include <poppack.h>
92 static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
93 {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
95 static inline struct color_fixup_desc create_color_fixup_desc(
96 int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
97 int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
99 struct color_fixup_desc fixup =
101 sign0, src0,
102 sign1, src1,
103 sign2, src2,
104 sign3, src3,
106 return fixup;
109 static inline struct color_fixup_desc create_complex_fixup_desc(enum complex_fixup complex_fixup)
111 struct color_fixup_desc fixup =
113 0, complex_fixup & (1 << 0) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
114 0, complex_fixup & (1 << 1) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
115 0, complex_fixup & (1 << 2) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
116 0, complex_fixup & (1 << 3) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
118 return fixup;
121 static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
123 return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
126 static inline BOOL is_complex_fixup(struct color_fixup_desc fixup)
128 return fixup.x_source == CHANNEL_SOURCE_COMPLEX0 || fixup.x_source == CHANNEL_SOURCE_COMPLEX1;
131 static inline enum complex_fixup get_complex_fixup(struct color_fixup_desc fixup)
133 enum complex_fixup complex_fixup = 0;
134 if (fixup.x_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 0);
135 if (fixup.y_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 1);
136 if (fixup.z_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 2);
137 if (fixup.w_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 3);
138 return complex_fixup;
141 void *wined3d_rb_alloc(size_t size) DECLSPEC_HIDDEN;
142 void *wined3d_rb_realloc(void *ptr, size_t size) DECLSPEC_HIDDEN;
143 void wined3d_rb_free(void *ptr) DECLSPEC_HIDDEN;
145 /* Device caps */
146 #define MAX_PALETTES 65536
147 #define MAX_STREAMS 16
148 #define MAX_TEXTURES 8
149 #define MAX_FRAGMENT_SAMPLERS 16
150 #define MAX_VERTEX_SAMPLERS 4
151 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
152 #define MAX_ACTIVE_LIGHTS 8
153 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
155 struct min_lookup
157 GLenum mip[WINED3DTEXF_LINEAR + 1];
160 const struct min_lookup minMipLookup[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
161 const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
162 const struct min_lookup minMipLookup_noMip[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
163 const GLenum magLookup[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
164 const GLenum magLookup_noFilter[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
166 static inline GLenum wined3d_gl_mag_filter(const GLenum mag_lookup[], WINED3DTEXTUREFILTERTYPE mag_filter)
168 return mag_lookup[mag_filter];
171 static inline GLenum wined3d_gl_min_mip_filter(const struct min_lookup min_mip_lookup[],
172 WINED3DTEXTUREFILTERTYPE min_filter, WINED3DTEXTUREFILTERTYPE mip_filter)
174 return min_mip_lookup[min_filter].mip[mip_filter];
177 /* float_16_to_32() and float_32_to_16() (see implementation in
178 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
179 * to standard C floats and vice versa. They do not depend on the encoding
180 * of the C float, so they are platform independent, but slow. On x86 and
181 * other IEEE 754 compliant platforms the conversion can be accelerated by
182 * bit shifting the exponent and mantissa. There are also some SSE-based
183 * assembly routines out there.
185 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
187 static inline float float_16_to_32(const unsigned short *in) {
188 const unsigned short s = ((*in) & 0x8000);
189 const unsigned short e = ((*in) & 0x7C00) >> 10;
190 const unsigned short m = (*in) & 0x3FF;
191 const float sgn = (s ? -1.0f : 1.0f);
193 if(e == 0) {
194 if(m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
195 else return sgn * pow(2, -14.0f) * ((float)m / 1024.0f);
196 } else if(e < 31) {
197 return sgn * pow(2, (float)e - 15.0f) * (1.0f + ((float)m / 1024.0f));
198 } else {
199 if(m == 0) return sgn / 0.0f; /* +INF / -INF */
200 else return 0.0f / 0.0f; /* NAN */
204 static inline float float_24_to_32(DWORD in)
206 const float sgn = in & 0x800000 ? -1.0f : 1.0f;
207 const unsigned short e = (in & 0x780000) >> 19;
208 const unsigned short m = in & 0x7ffff;
210 if (e == 0)
212 if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
213 else return sgn * pow(2, -6.0f) * ((float)m / 524288.0f);
215 else if (e < 15)
217 return sgn * pow(2, (float)e - 7.0f) * (1.0f + ((float)m / 524288.0f));
219 else
221 if (m == 0) return sgn / 0.0f; /* +INF / -INF */
222 else return 0.0f / 0.0f; /* NAN */
227 * Settings
229 #define VS_NONE 0
230 #define VS_HW 1
232 #define PS_NONE 0
233 #define PS_HW 1
235 #define VBO_NONE 0
236 #define VBO_HW 1
238 #define ORM_BACKBUFFER 0
239 #define ORM_FBO 1
241 #define SHADER_ARB 1
242 #define SHADER_GLSL 2
243 #define SHADER_ATI 3
244 #define SHADER_NONE 4
246 #define RTL_DISABLE -1
247 #define RTL_READDRAW 1
248 #define RTL_READTEX 2
250 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
251 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
253 /* NOTE: When adding fields to this structure, make sure to update the default
254 * values in wined3d_main.c as well. */
255 typedef struct wined3d_settings_s {
256 /* vertex and pixel shader modes */
257 int vs_mode;
258 int ps_mode;
259 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
260 we should use it. However, until it's fully implemented, we'll leave it as a registry
261 setting for developers. */
262 BOOL glslRequested;
263 int offscreen_rendering_mode;
264 int rendertargetlock_mode;
265 unsigned short pci_vendor_id;
266 unsigned short pci_device_id;
267 /* Memory tracking and object counting */
268 unsigned int emulated_textureram;
269 char *logo;
270 int allow_multisampling;
271 } wined3d_settings_t;
273 extern wined3d_settings_t wined3d_settings DECLSPEC_HIDDEN;
275 typedef enum _WINED3DSAMPLER_TEXTURE_TYPE
277 WINED3DSTT_UNKNOWN = 0,
278 WINED3DSTT_1D = 1,
279 WINED3DSTT_2D = 2,
280 WINED3DSTT_CUBE = 3,
281 WINED3DSTT_VOLUME = 4,
282 } WINED3DSAMPLER_TEXTURE_TYPE;
284 typedef enum _WINED3DSHADER_PARAM_REGISTER_TYPE
286 WINED3DSPR_TEMP = 0,
287 WINED3DSPR_INPUT = 1,
288 WINED3DSPR_CONST = 2,
289 WINED3DSPR_ADDR = 3,
290 WINED3DSPR_TEXTURE = 3,
291 WINED3DSPR_RASTOUT = 4,
292 WINED3DSPR_ATTROUT = 5,
293 WINED3DSPR_TEXCRDOUT = 6,
294 WINED3DSPR_OUTPUT = 6,
295 WINED3DSPR_CONSTINT = 7,
296 WINED3DSPR_COLOROUT = 8,
297 WINED3DSPR_DEPTHOUT = 9,
298 WINED3DSPR_SAMPLER = 10,
299 WINED3DSPR_CONST2 = 11,
300 WINED3DSPR_CONST3 = 12,
301 WINED3DSPR_CONST4 = 13,
302 WINED3DSPR_CONSTBOOL = 14,
303 WINED3DSPR_LOOP = 15,
304 WINED3DSPR_TEMPFLOAT16 = 16,
305 WINED3DSPR_MISCTYPE = 17,
306 WINED3DSPR_LABEL = 18,
307 WINED3DSPR_PREDICATE = 19,
308 WINED3DSPR_IMMCONST,
309 WINED3DSPR_CONSTBUFFER,
310 } WINED3DSHADER_PARAM_REGISTER_TYPE;
312 enum wined3d_immconst_type
314 WINED3D_IMMCONST_FLOAT,
315 WINED3D_IMMCONST_FLOAT4,
318 #define WINED3DSP_NOSWIZZLE (0 | (1 << 2) | (2 << 4) | (3 << 6))
320 typedef enum _WINED3DSHADER_PARAM_SRCMOD_TYPE
322 WINED3DSPSM_NONE = 0,
323 WINED3DSPSM_NEG = 1,
324 WINED3DSPSM_BIAS = 2,
325 WINED3DSPSM_BIASNEG = 3,
326 WINED3DSPSM_SIGN = 4,
327 WINED3DSPSM_SIGNNEG = 5,
328 WINED3DSPSM_COMP = 6,
329 WINED3DSPSM_X2 = 7,
330 WINED3DSPSM_X2NEG = 8,
331 WINED3DSPSM_DZ = 9,
332 WINED3DSPSM_DW = 10,
333 WINED3DSPSM_ABS = 11,
334 WINED3DSPSM_ABSNEG = 12,
335 WINED3DSPSM_NOT = 13,
336 } WINED3DSHADER_PARAM_SRCMOD_TYPE;
338 #define WINED3DSP_WRITEMASK_0 0x1 /* .x r */
339 #define WINED3DSP_WRITEMASK_1 0x2 /* .y g */
340 #define WINED3DSP_WRITEMASK_2 0x4 /* .z b */
341 #define WINED3DSP_WRITEMASK_3 0x8 /* .w a */
342 #define WINED3DSP_WRITEMASK_ALL 0xf /* all */
344 typedef enum _WINED3DSHADER_PARAM_DSTMOD_TYPE
346 WINED3DSPDM_NONE = 0,
347 WINED3DSPDM_SATURATE = 1,
348 WINED3DSPDM_PARTIALPRECISION = 2,
349 WINED3DSPDM_MSAMPCENTROID = 4,
350 } WINED3DSHADER_PARAM_DSTMOD_TYPE;
352 /* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
353 #define WINED3DSI_TEXLD_PROJECT 1
354 #define WINED3DSI_TEXLD_BIAS 2
356 typedef enum COMPARISON_TYPE
358 COMPARISON_GT = 1,
359 COMPARISON_EQ = 2,
360 COMPARISON_GE = 3,
361 COMPARISON_LT = 4,
362 COMPARISON_NE = 5,
363 COMPARISON_LE = 6,
364 } COMPARISON_TYPE;
366 #define WINED3D_SM1_VS 0xfffe
367 #define WINED3D_SM1_PS 0xffff
368 #define WINED3D_SM4_PS 0x0000
369 #define WINED3D_SM4_VS 0x0001
370 #define WINED3D_SM4_GS 0x0002
372 /* Shader version tokens, and shader end tokens */
373 #define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
374 #define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
376 /* Shader backends */
378 /* TODO: Make this dynamic, based on shader limits ? */
379 #define MAX_ATTRIBS 16
380 #define MAX_REG_ADDR 1
381 #define MAX_REG_TEMP 32
382 #define MAX_REG_TEXCRD 8
383 #define MAX_REG_INPUT 12
384 #define MAX_REG_OUTPUT 12
385 #define MAX_CONST_I 16
386 #define MAX_CONST_B 16
388 /* FIXME: This needs to go up to 2048 for
389 * Shader model 3 according to msdn (and for software shaders) */
390 #define MAX_LABELS 16
392 #define SHADER_PGMSIZE 65535
394 struct wined3d_shader_buffer
396 char *buffer;
397 unsigned int bsize;
398 unsigned int lineNo;
399 BOOL newline;
402 enum WINED3D_SHADER_INSTRUCTION_HANDLER
404 WINED3DSIH_ABS,
405 WINED3DSIH_ADD,
406 WINED3DSIH_BEM,
407 WINED3DSIH_BREAK,
408 WINED3DSIH_BREAKC,
409 WINED3DSIH_BREAKP,
410 WINED3DSIH_CALL,
411 WINED3DSIH_CALLNZ,
412 WINED3DSIH_CMP,
413 WINED3DSIH_CND,
414 WINED3DSIH_CRS,
415 WINED3DSIH_CUT,
416 WINED3DSIH_DCL,
417 WINED3DSIH_DEF,
418 WINED3DSIH_DEFB,
419 WINED3DSIH_DEFI,
420 WINED3DSIH_DP2ADD,
421 WINED3DSIH_DP3,
422 WINED3DSIH_DP4,
423 WINED3DSIH_DST,
424 WINED3DSIH_DSX,
425 WINED3DSIH_DSY,
426 WINED3DSIH_ELSE,
427 WINED3DSIH_EMIT,
428 WINED3DSIH_ENDIF,
429 WINED3DSIH_ENDLOOP,
430 WINED3DSIH_ENDREP,
431 WINED3DSIH_EXP,
432 WINED3DSIH_EXPP,
433 WINED3DSIH_FRC,
434 WINED3DSIH_IADD,
435 WINED3DSIH_IF,
436 WINED3DSIH_IFC,
437 WINED3DSIH_IGE,
438 WINED3DSIH_LABEL,
439 WINED3DSIH_LIT,
440 WINED3DSIH_LOG,
441 WINED3DSIH_LOGP,
442 WINED3DSIH_LOOP,
443 WINED3DSIH_LRP,
444 WINED3DSIH_LT,
445 WINED3DSIH_M3x2,
446 WINED3DSIH_M3x3,
447 WINED3DSIH_M3x4,
448 WINED3DSIH_M4x3,
449 WINED3DSIH_M4x4,
450 WINED3DSIH_MAD,
451 WINED3DSIH_MAX,
452 WINED3DSIH_MIN,
453 WINED3DSIH_MOV,
454 WINED3DSIH_MOVA,
455 WINED3DSIH_MUL,
456 WINED3DSIH_NOP,
457 WINED3DSIH_NRM,
458 WINED3DSIH_PHASE,
459 WINED3DSIH_POW,
460 WINED3DSIH_RCP,
461 WINED3DSIH_REP,
462 WINED3DSIH_RET,
463 WINED3DSIH_RSQ,
464 WINED3DSIH_SETP,
465 WINED3DSIH_SGE,
466 WINED3DSIH_SGN,
467 WINED3DSIH_SINCOS,
468 WINED3DSIH_SLT,
469 WINED3DSIH_SUB,
470 WINED3DSIH_TEX,
471 WINED3DSIH_TEXBEM,
472 WINED3DSIH_TEXBEML,
473 WINED3DSIH_TEXCOORD,
474 WINED3DSIH_TEXDEPTH,
475 WINED3DSIH_TEXDP3,
476 WINED3DSIH_TEXDP3TEX,
477 WINED3DSIH_TEXKILL,
478 WINED3DSIH_TEXLDD,
479 WINED3DSIH_TEXLDL,
480 WINED3DSIH_TEXM3x2DEPTH,
481 WINED3DSIH_TEXM3x2PAD,
482 WINED3DSIH_TEXM3x2TEX,
483 WINED3DSIH_TEXM3x3,
484 WINED3DSIH_TEXM3x3DIFF,
485 WINED3DSIH_TEXM3x3PAD,
486 WINED3DSIH_TEXM3x3SPEC,
487 WINED3DSIH_TEXM3x3TEX,
488 WINED3DSIH_TEXM3x3VSPEC,
489 WINED3DSIH_TEXREG2AR,
490 WINED3DSIH_TEXREG2GB,
491 WINED3DSIH_TEXREG2RGB,
492 WINED3DSIH_TABLE_SIZE
495 enum wined3d_shader_type
497 WINED3D_SHADER_TYPE_PIXEL,
498 WINED3D_SHADER_TYPE_VERTEX,
499 WINED3D_SHADER_TYPE_GEOMETRY,
502 struct wined3d_shader_version
504 enum wined3d_shader_type type;
505 BYTE major;
506 BYTE minor;
509 #define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
511 typedef struct shader_reg_maps
513 struct wined3d_shader_version shader_version;
514 BYTE texcoord; /* MAX_REG_TEXCRD, 8 */
515 BYTE address; /* MAX_REG_ADDR, 1 */
516 WORD labels; /* MAX_LABELS, 16 */
517 DWORD temporary; /* MAX_REG_TEMP, 32 */
518 DWORD *constf; /* pixel, vertex */
519 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
520 WORD input_registers; /* max(MAX_REG_INPUT, MAX_ATTRIBS), 16 */
521 WORD output_registers; /* MAX_REG_OUTPUT, 12 */
522 WORD integer_constants; /* MAX_CONST_I, 16 */
523 WORD boolean_constants; /* MAX_CONST_B, 16 */
524 WORD local_int_consts; /* MAX_CONST_I, 16 */
525 WORD local_bool_consts; /* MAX_CONST_B, 16 */
527 WINED3DSAMPLER_TEXTURE_TYPE sampler_type[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
528 BYTE bumpmat; /* MAX_TEXTURES, 8 */
529 BYTE luminanceparams; /* MAX_TEXTURES, 8 */
531 WORD usesnrm : 1;
532 WORD vpos : 1;
533 WORD usesdsx : 1;
534 WORD usesdsy : 1;
535 WORD usestexldd : 1;
536 WORD usesmova : 1;
537 WORD usesfacing : 1;
538 WORD usesrelconstF : 1;
539 WORD fog : 1;
540 WORD usestexldl : 1;
541 WORD usesifc : 1;
542 WORD usescall : 1;
543 WORD padding : 4;
545 /* Whether or not loops are used in this shader, and nesting depth */
546 unsigned loop_depth;
547 unsigned highest_render_target;
549 } shader_reg_maps;
551 struct wined3d_shader_context
553 IWineD3DBaseShader *shader;
554 const struct wined3d_gl_info *gl_info;
555 const struct shader_reg_maps *reg_maps;
556 struct wined3d_shader_buffer *buffer;
557 void *backend_data;
560 struct wined3d_shader_register
562 WINED3DSHADER_PARAM_REGISTER_TYPE type;
563 UINT idx;
564 UINT array_idx;
565 const struct wined3d_shader_src_param *rel_addr;
566 enum wined3d_immconst_type immconst_type;
567 DWORD immconst_data[4];
570 struct wined3d_shader_dst_param
572 struct wined3d_shader_register reg;
573 DWORD write_mask;
574 DWORD modifiers;
575 DWORD shift;
578 struct wined3d_shader_src_param
580 struct wined3d_shader_register reg;
581 DWORD swizzle;
582 DWORD modifiers;
585 struct wined3d_shader_instruction
587 const struct wined3d_shader_context *ctx;
588 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
589 DWORD flags;
590 BOOL coissue;
591 DWORD predicate;
592 UINT dst_count;
593 const struct wined3d_shader_dst_param *dst;
594 UINT src_count;
595 const struct wined3d_shader_src_param *src;
598 struct wined3d_shader_semantic
600 WINED3DDECLUSAGE usage;
601 UINT usage_idx;
602 WINED3DSAMPLER_TEXTURE_TYPE sampler_type;
603 struct wined3d_shader_dst_param reg;
606 struct wined3d_shader_attribute
608 WINED3DDECLUSAGE usage;
609 UINT usage_idx;
612 struct wined3d_shader_loop_control
614 unsigned int count;
615 unsigned int start;
616 int step;
619 struct wined3d_shader_frontend
621 void *(*shader_init)(const DWORD *ptr, const struct wined3d_shader_signature *output_signature);
622 void (*shader_free)(void *data);
623 void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version);
624 void (*shader_read_opcode)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins, UINT *param_size);
625 void (*shader_read_src_param)(void *data, const DWORD **ptr, struct wined3d_shader_src_param *src_param,
626 struct wined3d_shader_src_param *src_rel_addr);
627 void (*shader_read_dst_param)(void *data, const DWORD **ptr, struct wined3d_shader_dst_param *dst_param,
628 struct wined3d_shader_src_param *dst_rel_addr);
629 void (*shader_read_semantic)(const DWORD **ptr, struct wined3d_shader_semantic *semantic);
630 void (*shader_read_comment)(const DWORD **ptr, const char **comment, UINT *comment_size);
631 BOOL (*shader_is_end)(void *data, const DWORD **ptr);
634 extern const struct wined3d_shader_frontend sm1_shader_frontend DECLSPEC_HIDDEN;
635 extern const struct wined3d_shader_frontend sm4_shader_frontend DECLSPEC_HIDDEN;
637 typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
639 struct shader_caps {
640 DWORD VertexShaderVersion;
641 DWORD MaxVertexShaderConst;
643 DWORD PixelShaderVersion;
644 float PixelShader1xMaxValue;
645 DWORD MaxPixelShaderConst;
647 WINED3DVSHADERCAPS2_0 VS20Caps;
648 WINED3DPSHADERCAPS2_0 PS20Caps;
650 DWORD MaxVShaderInstructionsExecuted;
651 DWORD MaxPShaderInstructionsExecuted;
652 DWORD MaxVertexShader30InstructionSlots;
653 DWORD MaxPixelShader30InstructionSlots;
655 BOOL VSClipping;
658 enum tex_types
660 tex_1d = 0,
661 tex_2d = 1,
662 tex_3d = 2,
663 tex_cube = 3,
664 tex_rect = 4,
665 tex_type_count = 5,
668 enum vertexprocessing_mode {
669 fixedfunction,
670 vertexshader,
671 pretransformed
674 #define WINED3D_CONST_NUM_UNUSED ~0U
676 enum fogmode {
677 FOG_OFF,
678 FOG_LINEAR,
679 FOG_EXP,
680 FOG_EXP2
683 /* Stateblock dependent parameters which have to be hardcoded
684 * into the shader code
686 struct ps_compile_args {
687 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
688 enum vertexprocessing_mode vp_mode;
689 enum fogmode fog;
690 /* Projected textures(ps 1.0-1.3) */
691 /* Texture types(2D, Cube, 3D) in ps 1.x */
692 BOOL srgb_correction;
693 WORD np2_fixup;
694 /* Bitmap for NP2 texcoord fixups (16 samplers max currently).
695 D3D9 has a limit of 16 samplers and the fixup is superfluous
696 in D3D10 (unconditional NP2 support mandatory). */
699 enum fog_src_type {
700 VS_FOG_Z = 0,
701 VS_FOG_COORD = 1
704 struct vs_compile_args {
705 BYTE fog_src;
706 BYTE clip_enabled;
707 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
710 struct wined3d_context;
712 typedef struct {
713 void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
714 void (*shader_select)(const struct wined3d_context *context, BOOL usePS, BOOL useVS);
715 void (*shader_select_depth_blt)(IWineD3DDevice *iface, enum tex_types tex_type);
716 void (*shader_deselect_depth_blt)(IWineD3DDevice *iface);
717 void (*shader_update_float_vertex_constants)(IWineD3DDevice *iface, UINT start, UINT count);
718 void (*shader_update_float_pixel_constants)(IWineD3DDevice *iface, UINT start, UINT count);
719 void (*shader_load_constants)(const struct wined3d_context *context, char usePS, char useVS);
720 void (*shader_load_np2fixup_constants)(IWineD3DDevice *iface, char usePS, char useVS);
721 void (*shader_destroy)(IWineD3DBaseShader *iface);
722 HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
723 void (*shader_free_private)(IWineD3DDevice *iface);
724 BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
725 void (*shader_get_caps)(const struct wined3d_gl_info *gl_info, struct shader_caps *caps);
726 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
727 void (*shader_add_instruction_modifiers)(const struct wined3d_shader_instruction *ins);
728 } shader_backend_t;
730 extern const shader_backend_t glsl_shader_backend DECLSPEC_HIDDEN;
731 extern const shader_backend_t arb_program_shader_backend DECLSPEC_HIDDEN;
732 extern const shader_backend_t none_shader_backend DECLSPEC_HIDDEN;
734 /* X11 locking */
736 extern void (* CDECL wine_tsx11_lock_ptr)(void) DECLSPEC_HIDDEN;
737 extern void (* CDECL wine_tsx11_unlock_ptr)(void) DECLSPEC_HIDDEN;
739 /* As GLX relies on X, this is needed */
740 extern int num_lock DECLSPEC_HIDDEN;
742 #if 0
743 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
744 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
745 #else
746 #define ENTER_GL() wine_tsx11_lock_ptr()
747 #define LEAVE_GL() wine_tsx11_unlock_ptr()
748 #endif
750 /*****************************************************************************
751 * Defines
754 /* GL related defines */
755 /* ------------------ */
756 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
758 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
759 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
760 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
761 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
763 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
764 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
765 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
766 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
768 #define D3DCOLORTOGLFLOAT4(dw, vec) do { \
769 (vec)[0] = D3DCOLOR_R(dw); \
770 (vec)[1] = D3DCOLOR_G(dw); \
771 (vec)[2] = D3DCOLOR_B(dw); \
772 (vec)[3] = D3DCOLOR_A(dw); \
773 } while(0)
775 /* DirectX Device Limits */
776 /* --------------------- */
777 #define MAX_MIP_LEVELS 32 /* Maximum number of mipmap levels. */
778 #define HIGHEST_TRANSFORMSTATE WINED3DTS_WORLDMATRIX(255) /* Highest value in WINED3DTRANSFORMSTATETYPE */
780 /* Checking of API calls */
781 /* --------------------- */
782 #ifndef WINE_NO_DEBUG_MSGS
783 #define checkGLcall(A) \
784 do { \
785 GLint err; \
786 if(!__WINE_IS_DEBUG_ON(_FIXME, __wine_dbch___default)) break; \
787 err = glGetError(); \
788 if (err == GL_NO_ERROR) { \
789 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
791 } else do { \
792 ERR(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
793 debug_glerror(err), err, A, __FILE__, __LINE__); \
794 err = glGetError(); \
795 } while (err != GL_NO_ERROR); \
796 } while(0)
797 #else
798 #define checkGLcall(A) do {} while(0)
799 #endif
801 /* Trace routines / diagnostics */
802 /* ---------------------------- */
804 /* Dump out a matrix and copy it */
805 #define conv_mat(mat,gl_mat) \
806 do { \
807 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
808 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
809 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
810 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
811 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
812 } while (0)
814 /* Trace vector and strided data information */
815 #define TRACE_STRIDED(si, name) do { if (si->use_map & (1 << name)) \
816 TRACE( #name "=(data:%p, stride:%d, format:%#x, vbo %d, stream %u)\n", \
817 si->elements[name].data, si->elements[name].stride, si->elements[name].format_desc->format, \
818 si->elements[name].buffer_object, si->elements[name].stream_idx); } while(0)
820 /* Advance declaration of structures to satisfy compiler */
821 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
822 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
823 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
824 typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl;
825 typedef struct IWineD3DSwapChainImpl IWineD3DSwapChainImpl;
827 /* Global variables */
828 extern const float identity[16] DECLSPEC_HIDDEN;
830 /*****************************************************************************
831 * Compilable extra diagnostics
834 /* TODO: Confirm each of these works when wined3d move completed */
835 #if 0 /* NOTE: Must be 0 in cvs */
836 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
837 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
838 is enabled, and if it doesn't exist it is disabled. */
839 # define FRAME_DEBUGGING
840 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
841 the file is deleted */
842 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
843 # define SINGLE_FRAME_DEBUGGING
844 # endif
845 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
846 It can only be enabled when FRAME_DEBUGGING is also enabled
847 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
848 array is drawn. */
849 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
850 # define SHOW_FRAME_MAKEUP 1
851 # endif
852 /* The following, when enabled, lets you see the makeup of the all the textures used during each
853 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
854 The contents of the textures assigned to each stage are written into
855 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
856 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
857 # define SHOW_TEXTURE_MAKEUP 0
858 # endif
859 extern BOOL isOn;
860 extern BOOL isDumpingFrames;
861 extern LONG primCounter;
862 #endif
864 enum wined3d_ffp_idx
866 WINED3D_FFP_POSITION = 0,
867 WINED3D_FFP_BLENDWEIGHT = 1,
868 WINED3D_FFP_BLENDINDICES = 2,
869 WINED3D_FFP_NORMAL = 3,
870 WINED3D_FFP_PSIZE = 4,
871 WINED3D_FFP_DIFFUSE = 5,
872 WINED3D_FFP_SPECULAR = 6,
873 WINED3D_FFP_TEXCOORD0 = 7,
874 WINED3D_FFP_TEXCOORD1 = 8,
875 WINED3D_FFP_TEXCOORD2 = 9,
876 WINED3D_FFP_TEXCOORD3 = 10,
877 WINED3D_FFP_TEXCOORD4 = 11,
878 WINED3D_FFP_TEXCOORD5 = 12,
879 WINED3D_FFP_TEXCOORD6 = 13,
880 WINED3D_FFP_TEXCOORD7 = 14,
883 enum wined3d_ffp_emit_idx
885 WINED3D_FFP_EMIT_FLOAT1 = 0,
886 WINED3D_FFP_EMIT_FLOAT2 = 1,
887 WINED3D_FFP_EMIT_FLOAT3 = 2,
888 WINED3D_FFP_EMIT_FLOAT4 = 3,
889 WINED3D_FFP_EMIT_D3DCOLOR = 4,
890 WINED3D_FFP_EMIT_UBYTE4 = 5,
891 WINED3D_FFP_EMIT_SHORT2 = 6,
892 WINED3D_FFP_EMIT_SHORT4 = 7,
893 WINED3D_FFP_EMIT_UBYTE4N = 8,
894 WINED3D_FFP_EMIT_SHORT2N = 9,
895 WINED3D_FFP_EMIT_SHORT4N = 10,
896 WINED3D_FFP_EMIT_USHORT2N = 11,
897 WINED3D_FFP_EMIT_USHORT4N = 12,
898 WINED3D_FFP_EMIT_UDEC3 = 13,
899 WINED3D_FFP_EMIT_DEC3N = 14,
900 WINED3D_FFP_EMIT_FLOAT16_2 = 15,
901 WINED3D_FFP_EMIT_FLOAT16_4 = 16,
902 WINED3D_FFP_EMIT_COUNT = 17
905 struct wined3d_stream_info_element
907 const struct wined3d_format_desc *format_desc;
908 GLsizei stride;
909 const BYTE *data;
910 UINT stream_idx;
911 GLuint buffer_object;
914 struct wined3d_stream_info
916 struct wined3d_stream_info_element elements[MAX_ATTRIBS];
917 BOOL position_transformed;
918 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
919 WORD use_map; /* MAX_ATTRIBS, 16 */
922 /*****************************************************************************
923 * Prototypes
926 /* Routine common to the draw primitive and draw indexed primitive routines */
927 void drawPrimitive(IWineD3DDevice *iface, UINT index_count,
928 UINT start_idx, UINT idxBytes, const void *idxData) DECLSPEC_HIDDEN;
929 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) DECLSPEC_HIDDEN;
931 typedef void (WINE_GLAPI *glAttribFunc)(const void *data);
932 typedef void (WINE_GLAPI *glMultiTexCoordFunc)(GLenum unit, const void *data);
933 extern glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
934 extern glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
935 extern glAttribFunc specular_func_3ubv DECLSPEC_HIDDEN;
936 extern glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
937 extern glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
938 extern glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
940 #define eps 1e-8
942 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
943 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
945 /* Routines and structures related to state management */
947 #define STATE_RENDER(a) (a)
948 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
950 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
951 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
953 /* + 1 because samplers start with 0 */
954 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
955 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
957 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
958 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
960 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
961 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
963 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
964 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
965 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
966 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
968 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
969 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
971 #define STATE_VSHADER (STATE_VDECL + 1)
972 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
974 #define STATE_VIEWPORT (STATE_VSHADER + 1)
975 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
977 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
978 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
979 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
980 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
982 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
983 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
985 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
986 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
988 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
989 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
991 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
992 #define STATE_IS_MATERIAL(a) ((a) == STATE_MATERIAL)
994 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
995 #define STATE_IS_FRONTFACE(a) ((a) == STATE_FRONTFACE)
997 #define STATE_HIGHEST (STATE_FRONTFACE)
999 enum fogsource {
1000 FOGSOURCE_FFP,
1001 FOGSOURCE_VS,
1002 FOGSOURCE_COORD,
1005 #define WINED3D_MAX_FBO_ENTRIES 64
1007 struct wined3d_occlusion_query
1009 struct list entry;
1010 GLuint id;
1011 struct wined3d_context *context;
1014 union wined3d_gl_query_object
1016 GLuint id;
1017 GLsync sync;
1020 struct wined3d_event_query
1022 struct list entry;
1023 union wined3d_gl_query_object object;
1024 struct wined3d_context *context;
1027 enum wined3d_event_query_result
1029 WINED3D_EVENT_QUERY_OK,
1030 WINED3D_EVENT_QUERY_WAITING,
1031 WINED3D_EVENT_QUERY_NOT_STARTED,
1032 WINED3D_EVENT_QUERY_WRONG_THREAD,
1033 WINED3D_EVENT_QUERY_ERROR
1036 void wined3d_event_query_destroy(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1037 enum wined3d_event_query_result wined3d_event_query_test(struct wined3d_event_query *query, IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
1038 enum wined3d_event_query_result wined3d_event_query_finish(struct wined3d_event_query *query, IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
1039 void wined3d_event_query_issue(struct wined3d_event_query *query, IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
1040 HRESULT wined3d_event_query_supported(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1042 struct wined3d_context
1044 const struct wined3d_gl_info *gl_info;
1045 /* State dirtification
1046 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1047 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
1048 * 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
1049 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
1051 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
1052 DWORD numDirtyEntries;
1053 DWORD isStateDirty[STATE_HIGHEST / (sizeof(DWORD) * CHAR_BIT) + 1]; /* Bitmap to find out quickly if a state is dirty */
1055 IWineD3DSwapChainImpl *swapchain;
1056 IWineD3DSurface *current_rt;
1057 DWORD tid; /* Thread ID which owns this context at the moment */
1059 /* Stores some information about the context state for optimization */
1060 WORD render_offscreen : 1;
1061 WORD draw_buffer_dirty : 1;
1062 WORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
1063 WORD last_was_pshader : 1;
1064 WORD last_was_vshader : 1;
1065 WORD namedArraysLoaded : 1;
1066 WORD numberedArraysLoaded : 1;
1067 WORD last_was_blit : 1;
1068 WORD last_was_ckey : 1;
1069 WORD fog_coord : 1;
1070 WORD fog_enabled : 1;
1071 WORD num_untracked_materials : 2; /* Max value 2 */
1072 WORD current : 1;
1073 WORD destroyed : 1;
1074 WORD valid : 1;
1075 BYTE texShaderBumpMap; /* MAX_TEXTURES, 8 */
1076 BYTE lastWasPow2Texture; /* MAX_TEXTURES, 8 */
1077 DWORD numbered_array_mask;
1078 GLenum tracking_parm; /* Which source is tracking current colour */
1079 GLenum untracked_materials[2];
1080 UINT blit_w, blit_h;
1081 enum fogsource fog_source;
1083 char *vshader_const_dirty, *pshader_const_dirty;
1085 /* The actual opengl context */
1086 UINT level;
1087 HGLRC restore_ctx;
1088 HDC restore_dc;
1089 HGLRC glCtx;
1090 HWND win_handle;
1091 HDC hdc;
1092 int pixel_format;
1093 GLint aux_buffers;
1095 /* FBOs */
1096 UINT fbo_entry_count;
1097 struct list fbo_list;
1098 struct list fbo_destroy_list;
1099 struct fbo_entry *current_fbo;
1100 GLuint src_fbo;
1101 GLuint dst_fbo;
1102 GLuint fbo_read_binding;
1103 GLuint fbo_draw_binding;
1104 BOOL rebind_fbo;
1106 /* Queries */
1107 GLuint *free_occlusion_queries;
1108 UINT free_occlusion_query_size;
1109 UINT free_occlusion_query_count;
1110 struct list occlusion_queries;
1112 union wined3d_gl_query_object *free_event_queries;
1113 UINT free_event_query_size;
1114 UINT free_event_query_count;
1115 struct list event_queries;
1117 /* Extension emulation */
1118 GLint gl_fog_source;
1119 GLfloat fog_coord_value;
1120 GLfloat color[4], fogstart, fogend, fogcolor[4];
1121 GLuint dummy_arbfp_prog;
1124 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *ctx);
1126 struct StateEntry
1128 DWORD representative;
1129 APPLYSTATEFUNC apply;
1132 struct StateEntryTemplate
1134 DWORD state;
1135 struct StateEntry content;
1136 GL_SupportedExt extension;
1139 struct fragment_caps
1141 DWORD PrimitiveMiscCaps;
1142 DWORD TextureOpCaps;
1143 DWORD MaxTextureBlendStages;
1144 DWORD MaxSimultaneousTextures;
1147 struct fragment_pipeline
1149 void (*enable_extension)(IWineD3DDevice *iface, BOOL enable);
1150 void (*get_caps)(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps);
1151 HRESULT (*alloc_private)(IWineD3DDevice *iface);
1152 void (*free_private)(IWineD3DDevice *iface);
1153 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1154 const struct StateEntryTemplate *states;
1155 BOOL ffp_proj_control;
1158 extern const struct StateEntryTemplate misc_state_template[] DECLSPEC_HIDDEN;
1159 extern const struct StateEntryTemplate ffp_vertexstate_template[] DECLSPEC_HIDDEN;
1160 extern const struct fragment_pipeline ffp_fragment_pipeline DECLSPEC_HIDDEN;
1161 extern const struct fragment_pipeline atifs_fragment_pipeline DECLSPEC_HIDDEN;
1162 extern const struct fragment_pipeline arbfp_fragment_pipeline DECLSPEC_HIDDEN;
1163 extern const struct fragment_pipeline nvts_fragment_pipeline DECLSPEC_HIDDEN;
1164 extern const struct fragment_pipeline nvrc_fragment_pipeline DECLSPEC_HIDDEN;
1166 /* "Base" state table */
1167 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
1168 const struct wined3d_gl_info *gl_info, const struct StateEntryTemplate *vertex,
1169 const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc) DECLSPEC_HIDDEN;
1171 enum blit_operation
1173 BLIT_OP_BLIT
1176 /* Shaders for color conversions in blits */
1177 struct blit_shader
1179 HRESULT (*alloc_private)(IWineD3DDevice *iface);
1180 void (*free_private)(IWineD3DDevice *iface);
1181 HRESULT (*set_shader)(IWineD3DDevice *iface, IWineD3DSurfaceImpl *surface);
1182 void (*unset_shader)(IWineD3DDevice *iface);
1183 BOOL (*blit_supported)(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
1184 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format_desc *src_format_desc,
1185 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format_desc *dst_format_desc);
1186 HRESULT (*color_fill)(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect, DWORD fill_color);
1189 extern const struct blit_shader ffp_blit DECLSPEC_HIDDEN;
1190 extern const struct blit_shader arbfp_blit DECLSPEC_HIDDEN;
1191 extern const struct blit_shader cpu_blit DECLSPEC_HIDDEN;
1193 typedef enum ContextUsage {
1194 CTXUSAGE_RESOURCELOAD = 1, /* Only loads textures: No State is applied */
1195 CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfaces */
1196 CTXUSAGE_BLIT = 3, /* OpenGL states are set up 3D drawing */
1197 CTXUSAGE_CLEAR = 4, /* Drawable and states are set up for clearing */
1198 } ContextUsage;
1200 struct wined3d_context *context_acquire(IWineD3DDeviceImpl *This,
1201 IWineD3DSurface *target, enum ContextUsage usage) DECLSPEC_HIDDEN;
1202 void context_alloc_event_query(struct wined3d_context *context,
1203 struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1204 void context_alloc_occlusion_query(struct wined3d_context *context,
1205 struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1206 void context_resource_released(IWineD3DDevice *iface,
1207 IWineD3DResource *resource, WINED3DRESOURCETYPE type) DECLSPEC_HIDDEN;
1208 void context_bind_fbo(struct wined3d_context *context, GLenum target, GLuint *fbo) DECLSPEC_HIDDEN;
1209 void context_attach_depth_stencil_fbo(struct wined3d_context *context,
1210 GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer) DECLSPEC_HIDDEN;
1211 void context_attach_surface_fbo(const struct wined3d_context *context,
1212 GLenum fbo_target, DWORD idx, IWineD3DSurface *surface) DECLSPEC_HIDDEN;
1213 struct wined3d_context *context_create(IWineD3DSwapChainImpl *swapchain, IWineD3DSurfaceImpl *target,
1214 const struct wined3d_format_desc *ds_format_desc) DECLSPEC_HIDDEN;
1215 void context_destroy(IWineD3DDeviceImpl *This, struct wined3d_context *context) DECLSPEC_HIDDEN;
1216 void context_free_event_query(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1217 void context_free_occlusion_query(struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1218 struct wined3d_context *context_get_current(void) DECLSPEC_HIDDEN;
1219 DWORD context_get_tls_idx(void) DECLSPEC_HIDDEN;
1220 void context_release(struct wined3d_context *context) DECLSPEC_HIDDEN;
1221 BOOL context_set_current(struct wined3d_context *ctx) DECLSPEC_HIDDEN;
1222 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer) DECLSPEC_HIDDEN;
1223 void context_set_tls_idx(DWORD idx) DECLSPEC_HIDDEN;
1224 void context_surface_update(struct wined3d_context *context, IWineD3DSurfaceImpl *surface) DECLSPEC_HIDDEN;
1226 /* Macros for doing basic GPU detection based on opengl capabilities */
1227 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
1228 #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])
1229 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
1230 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
1232 /*****************************************************************************
1233 * Internal representation of a light
1235 struct wined3d_light_info
1237 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
1238 DWORD OriginalIndex;
1239 LONG glIndex;
1240 BOOL enabled;
1242 /* Converted parms to speed up swapping lights */
1243 float lightPosn[4];
1244 float lightDirn[4];
1245 float exponent;
1246 float cutoff;
1248 struct list entry;
1251 /* The default light parameters */
1252 extern const WINED3DLIGHT WINED3D_default_light DECLSPEC_HIDDEN;
1254 typedef struct WineD3D_PixelFormat
1256 int iPixelFormat; /* WGL pixel format */
1257 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
1258 int redSize, greenSize, blueSize, alphaSize, colorSize;
1259 int depthSize, stencilSize;
1260 BOOL windowDrawable;
1261 BOOL doubleBuffer;
1262 int auxBuffers;
1263 int numSamples;
1264 } WineD3D_PixelFormat;
1266 enum wined3d_gl_vendor
1268 GL_VENDOR_UNKNOWN,
1269 GL_VENDOR_APPLE,
1270 GL_VENDOR_FGLRX,
1271 GL_VENDOR_INTEL,
1272 GL_VENDOR_MESA,
1273 GL_VENDOR_NVIDIA,
1277 enum wined3d_pci_vendor
1279 HW_VENDOR_SOFTWARE = 0x0000,
1280 HW_VENDOR_ATI = 0x1002,
1281 HW_VENDOR_NVIDIA = 0x10de,
1282 HW_VENDOR_INTEL = 0x8086,
1285 enum wined3d_pci_device
1287 CARD_WINE = 0x0000,
1289 CARD_ATI_RAGE_128PRO = 0x5246,
1290 CARD_ATI_RADEON_7200 = 0x5144,
1291 CARD_ATI_RADEON_8500 = 0x514c,
1292 CARD_ATI_RADEON_9500 = 0x4144,
1293 CARD_ATI_RADEON_XPRESS_200M = 0x5955,
1294 CARD_ATI_RADEON_X700 = 0x5e4c,
1295 CARD_ATI_RADEON_X1600 = 0x71c2,
1296 CARD_ATI_RADEON_HD2300 = 0x7210,
1297 CARD_ATI_RADEON_HD2600 = 0x9581,
1298 CARD_ATI_RADEON_HD2900 = 0x9400,
1299 CARD_ATI_RADEON_HD3200 = 0x9620,
1300 CARD_ATI_RADEON_HD4350 = 0x954f,
1301 CARD_ATI_RADEON_HD4550 = 0x9540,
1302 CARD_ATI_RADEON_HD4600 = 0x9495,
1303 CARD_ATI_RADEON_HD4650 = 0x9498,
1304 CARD_ATI_RADEON_HD4670 = 0x9490,
1305 CARD_ATI_RADEON_HD4700 = 0x944e,
1306 CARD_ATI_RADEON_HD4770 = 0x94b3,
1307 CARD_ATI_RADEON_HD4800 = 0x944c, /* Picked one value between 9440, 944c, 9442, 9460 */
1308 CARD_ATI_RADEON_HD4830 = 0x944c,
1309 CARD_ATI_RADEON_HD4850 = 0x9442,
1310 CARD_ATI_RADEON_HD4870 = 0x9440,
1311 CARD_ATI_RADEON_HD4890 = 0x9460,
1312 CARD_ATI_RADEON_HD5700 = 0x68BE, /* Picked HD5750 */
1313 CARD_ATI_RADEON_HD5750 = 0x68BE,
1314 CARD_ATI_RADEON_HD5770 = 0x68B8,
1315 CARD_ATI_RADEON_HD5800 = 0x6898, /* Picked HD5850 */
1316 CARD_ATI_RADEON_HD5850 = 0x6898,
1317 CARD_ATI_RADEON_HD5870 = 0x6899,
1319 CARD_NVIDIA_RIVA_128 = 0x0018,
1320 CARD_NVIDIA_RIVA_TNT = 0x0020,
1321 CARD_NVIDIA_RIVA_TNT2 = 0x0028,
1322 CARD_NVIDIA_GEFORCE = 0x0100,
1323 CARD_NVIDIA_GEFORCE2_MX = 0x0110,
1324 CARD_NVIDIA_GEFORCE2 = 0x0150,
1325 CARD_NVIDIA_GEFORCE3 = 0x0200,
1326 CARD_NVIDIA_GEFORCE4_MX = 0x0170,
1327 CARD_NVIDIA_GEFORCE4_TI4200 = 0x0253,
1328 CARD_NVIDIA_GEFORCEFX_5200 = 0x0320,
1329 CARD_NVIDIA_GEFORCEFX_5600 = 0x0312,
1330 CARD_NVIDIA_GEFORCEFX_5800 = 0x0302,
1331 CARD_NVIDIA_GEFORCE_6200 = 0x014f,
1332 CARD_NVIDIA_GEFORCE_6600GT = 0x0140,
1333 CARD_NVIDIA_GEFORCE_6800 = 0x0041,
1334 CARD_NVIDIA_GEFORCE_7400 = 0x01d8,
1335 CARD_NVIDIA_GEFORCE_7300 = 0x01d7, /* GeForce Go 7300 */
1336 CARD_NVIDIA_GEFORCE_7600 = 0x0391,
1337 CARD_NVIDIA_GEFORCE_7800GT = 0x0092,
1338 CARD_NVIDIA_GEFORCE_8100 = 0x084F,
1339 CARD_NVIDIA_GEFORCE_8200 = 0x0849, /* Other PCI ID 0x084B */
1340 CARD_NVIDIA_GEFORCE_8300GS = 0x0423,
1341 CARD_NVIDIA_GEFORCE_8400GS = 0x0404,
1342 CARD_NVIDIA_GEFORCE_8500GT = 0x0421,
1343 CARD_NVIDIA_GEFORCE_8600GT = 0x0402,
1344 CARD_NVIDIA_GEFORCE_8600MGT = 0x0407,
1345 CARD_NVIDIA_GEFORCE_8800GTS = 0x0193,
1346 CARD_NVIDIA_GEFORCE_9200 = 0x086d,
1347 CARD_NVIDIA_GEFORCE_9400GT = 0x042c,
1348 CARD_NVIDIA_GEFORCE_9500GT = 0x0640,
1349 CARD_NVIDIA_GEFORCE_9600GT = 0x0622,
1350 CARD_NVIDIA_GEFORCE_9800GT = 0x0614,
1351 CARD_NVIDIA_GEFORCE_GTX260 = 0x05e2,
1352 CARD_NVIDIA_GEFORCE_GTX275 = 0x05e6,
1353 CARD_NVIDIA_GEFORCE_GTX280 = 0x05e1,
1354 CARD_NVIDIA_GEFORCE_GT240 = 0x0ca3,
1356 CARD_INTEL_845G = 0x2562,
1357 CARD_INTEL_I830G = 0x3577,
1358 CARD_INTEL_I855G = 0x3582,
1359 CARD_INTEL_I865G = 0x2572,
1360 CARD_INTEL_I915G = 0x2582,
1361 CARD_INTEL_I915GM = 0x2592,
1362 CARD_INTEL_I945GM = 0x27a2, /* Same as GMA 950? */
1363 CARD_INTEL_X3100 = 0x2a02, /* Found in Macs. Same as GMA 965? */
1366 struct wined3d_fbo_ops
1368 PGLFNGLISRENDERBUFFERPROC glIsRenderbuffer;
1369 PGLFNGLBINDRENDERBUFFERPROC glBindRenderbuffer;
1370 PGLFNGLDELETERENDERBUFFERSPROC glDeleteRenderbuffers;
1371 PGLFNGLGENRENDERBUFFERSPROC glGenRenderbuffers;
1372 PGLFNGLRENDERBUFFERSTORAGEPROC glRenderbufferStorage;
1373 PGLFNRENDERBUFFERSTORAGEMULTISAMPLEPROC glRenderbufferStorageMultisample;
1374 PGLFNGLGETRENDERBUFFERPARAMETERIVPROC glGetRenderbufferParameteriv;
1375 PGLFNGLISFRAMEBUFFERPROC glIsFramebuffer;
1376 PGLFNGLBINDFRAMEBUFFERPROC glBindFramebuffer;
1377 PGLFNGLDELETEFRAMEBUFFERSPROC glDeleteFramebuffers;
1378 PGLFNGLGENFRAMEBUFFERSPROC glGenFramebuffers;
1379 PGLFNGLCHECKFRAMEBUFFERSTATUSPROC glCheckFramebufferStatus;
1380 PGLFNGLFRAMEBUFFERTEXTURE1DPROC glFramebufferTexture1D;
1381 PGLFNGLFRAMEBUFFERTEXTURE2DPROC glFramebufferTexture2D;
1382 PGLFNGLFRAMEBUFFERTEXTURE3DPROC glFramebufferTexture3D;
1383 PGLFNGLFRAMEBUFFERRENDERBUFFERPROC glFramebufferRenderbuffer;
1384 PGLFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC glGetFramebufferAttachmentParameteriv;
1385 PGLFNGLBLITFRAMEBUFFERPROC glBlitFramebuffer;
1386 PGLFNGLGENERATEMIPMAPPROC glGenerateMipmap;
1389 struct wined3d_gl_limits
1391 UINT buffers;
1392 UINT lights;
1393 UINT textures;
1394 UINT texture_stages;
1395 UINT fragment_samplers;
1396 UINT vertex_samplers;
1397 UINT combined_samplers;
1398 UINT general_combiners;
1399 UINT sampler_stages;
1400 UINT clipplanes;
1401 UINT texture_size;
1402 UINT texture3d_size;
1403 float pointsize_max;
1404 float pointsize_min;
1405 UINT point_sprite_units;
1406 UINT blends;
1407 UINT anisotropy;
1408 float shininess;
1410 UINT glsl_varyings;
1411 UINT glsl_vs_float_constants;
1412 UINT glsl_ps_float_constants;
1414 UINT arb_vs_float_constants;
1415 UINT arb_vs_native_constants;
1416 UINT arb_vs_instructions;
1417 UINT arb_vs_temps;
1418 UINT arb_ps_float_constants;
1419 UINT arb_ps_local_constants;
1420 UINT arb_ps_native_constants;
1421 UINT arb_ps_instructions;
1422 UINT arb_ps_temps;
1425 struct wined3d_gl_info
1427 DWORD glsl_version;
1428 UINT vidmem;
1429 struct wined3d_gl_limits limits;
1430 DWORD reserved_glsl_constants;
1431 DWORD quirks;
1432 BOOL supported[WINED3D_GL_EXT_COUNT];
1433 GLint wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP + 1];
1435 struct wined3d_fbo_ops fbo_ops;
1436 #define USE_GL_FUNC(type, pfn, ext, replace) type pfn;
1437 /* GL function pointers */
1438 GL_EXT_FUNCS_GEN
1439 /* WGL function pointers */
1440 WGL_EXT_FUNCS_GEN
1441 #undef USE_GL_FUNC
1443 struct wined3d_format_desc *gl_formats;
1446 struct wined3d_driver_info
1448 enum wined3d_pci_vendor vendor;
1449 enum wined3d_pci_device device;
1450 const char *name;
1451 const char *description;
1452 DWORD version_high;
1453 DWORD version_low;
1456 /* The adapter structure */
1457 struct wined3d_adapter
1459 UINT ordinal;
1460 BOOL opengl;
1461 POINT monitorPoint;
1462 struct wined3d_gl_info gl_info;
1463 struct wined3d_driver_info driver_info;
1464 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
1465 int nCfgs;
1466 WineD3D_PixelFormat *cfgs;
1467 BOOL brokenStencil; /* Set on cards which only offer mixed depth+stencil */
1468 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
1469 unsigned int UsedTextureRam;
1470 LUID luid;
1472 const struct fragment_pipeline *fragment_pipe;
1473 const shader_backend_t *shader_backend;
1474 const struct blit_shader *blitter;
1477 BOOL initPixelFormats(struct wined3d_gl_info *gl_info, enum wined3d_pci_vendor vendor) DECLSPEC_HIDDEN;
1478 BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1479 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram) DECLSPEC_HIDDEN;
1480 extern void add_gl_compat_wrappers(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1482 /*****************************************************************************
1483 * High order patch management
1485 struct WineD3DRectPatch
1487 UINT Handle;
1488 float *mem;
1489 WineDirect3DVertexStridedData strided;
1490 WINED3DRECTPATCH_INFO RectPatchInfo;
1491 float numSegs[4];
1492 char has_normals, has_texcoords;
1493 struct list entry;
1496 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch) DECLSPEC_HIDDEN;
1498 enum projection_types
1500 proj_none = 0,
1501 proj_count3 = 1,
1502 proj_count4 = 2
1505 enum dst_arg
1507 resultreg = 0,
1508 tempreg = 1
1511 /*****************************************************************************
1512 * Fixed function pipeline replacements
1514 #define ARG_UNUSED 0xff
1515 struct texture_stage_op
1517 unsigned cop : 8;
1518 unsigned carg1 : 8;
1519 unsigned carg2 : 8;
1520 unsigned carg0 : 8;
1522 unsigned aop : 8;
1523 unsigned aarg1 : 8;
1524 unsigned aarg2 : 8;
1525 unsigned aarg0 : 8;
1527 struct color_fixup_desc color_fixup;
1528 unsigned tex_type : 3;
1529 unsigned dst : 1;
1530 unsigned projected : 2;
1531 unsigned padding : 10;
1534 struct ffp_frag_settings {
1535 struct texture_stage_op op[MAX_TEXTURES];
1536 enum fogmode fog;
1537 /* Use shorts instead of chars to get dword alignment */
1538 unsigned short sRGB_write;
1539 unsigned short emul_clipplanes;
1542 struct ffp_frag_desc
1544 struct wine_rb_entry entry;
1545 struct ffp_frag_settings settings;
1548 extern const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions DECLSPEC_HIDDEN;
1549 extern const struct wined3d_parent_ops wined3d_null_parent_ops DECLSPEC_HIDDEN;
1551 void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_settings *settings,
1552 BOOL ignore_textype) DECLSPEC_HIDDEN;
1553 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
1554 const struct ffp_frag_settings *settings) DECLSPEC_HIDDEN;
1555 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) DECLSPEC_HIDDEN;
1557 /*****************************************************************************
1558 * IWineD3D implementation structure
1560 typedef struct IWineD3DImpl
1562 /* IUnknown fields */
1563 const IWineD3DVtbl *lpVtbl;
1564 LONG ref; /* Note: Ref counting not required */
1566 /* WineD3D Information */
1567 IUnknown *parent;
1568 UINT dxVersion;
1570 UINT adapter_count;
1571 struct wined3d_adapter adapters[1];
1572 } IWineD3DImpl;
1574 HRESULT wined3d_init(IWineD3DImpl *wined3d, UINT version, IUnknown *parent) DECLSPEC_HIDDEN;
1575 BOOL wined3d_register_window(HWND window, struct IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
1576 void wined3d_unregister_window(HWND window) DECLSPEC_HIDDEN;
1578 /*****************************************************************************
1579 * IWineD3DDevice implementation structure
1581 #define WINED3D_UNMAPPED_STAGE ~0U
1583 /* Multithreaded flag. Removed from the public header to signal that IWineD3D::CreateDevice ignores it */
1584 #define WINED3DCREATE_MULTITHREADED 0x00000004
1586 struct IWineD3DDeviceImpl
1588 /* IUnknown fields */
1589 const IWineD3DDeviceVtbl *lpVtbl;
1590 LONG ref; /* Note: Ref counting not required */
1592 /* WineD3D Information */
1593 IUnknown *parent;
1594 IWineD3DDeviceParent *device_parent;
1595 IWineD3D *wined3d;
1596 struct wined3d_adapter *adapter;
1598 /* Window styles to restore when switching fullscreen mode */
1599 LONG style;
1600 LONG exStyle;
1602 /* X and GL Information */
1603 GLint maxConcurrentLights;
1604 GLenum offscreenBuffer;
1606 /* Selected capabilities */
1607 int vs_selected_mode;
1608 int ps_selected_mode;
1609 const shader_backend_t *shader_backend;
1610 void *shader_priv;
1611 void *fragment_priv;
1612 void *blit_priv;
1613 struct StateEntry StateTable[STATE_HIGHEST + 1];
1614 /* Array of functions for states which are handled by more than one pipeline part */
1615 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
1616 const struct fragment_pipeline *frag_pipe;
1617 const struct blit_shader *blitter;
1619 unsigned int max_ffp_textures;
1620 DWORD d3d_vshader_constantF, d3d_pshader_constantF; /* Advertised d3d caps, not GL ones */
1621 DWORD vs_clipping;
1623 WORD view_ident : 1; /* true iff view matrix is identity */
1624 WORD untransformed : 1;
1625 WORD vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
1626 WORD isRecordingState : 1;
1627 WORD isInDraw : 1;
1628 WORD bCursorVisible : 1;
1629 WORD haveHardwareCursor : 1;
1630 WORD d3d_initialized : 1;
1631 WORD inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
1632 WORD softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
1633 WORD useDrawStridedSlow : 1;
1634 WORD instancedDraw : 1;
1635 WORD filter_messages : 1;
1636 WORD padding : 3;
1638 BYTE fixed_function_usage_map; /* MAX_TEXTURES, 8 */
1640 #define DDRAW_PITCH_ALIGNMENT 8
1641 #define D3D8_PITCH_ALIGNMENT 4
1642 unsigned char surface_alignment; /* Line Alignment of surfaces */
1644 /* State block related */
1645 IWineD3DStateBlockImpl *stateBlock;
1646 IWineD3DStateBlockImpl *updateStateBlock;
1648 /* Internal use fields */
1649 WINED3DDEVICE_CREATION_PARAMETERS createParms;
1650 WINED3DDEVTYPE devType;
1651 HWND focus_window;
1653 IWineD3DSwapChain **swapchains;
1654 UINT NumberOfSwapChains;
1656 struct list resources; /* a linked list to track resources created by the device */
1657 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
1658 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
1660 /* Render Target Support */
1661 IWineD3DSurface **render_targets;
1662 IWineD3DSurface *auto_depth_stencil_buffer;
1663 IWineD3DSurface *stencilBufferTarget;
1665 /* palettes texture management */
1666 UINT NumberOfPalettes;
1667 PALETTEENTRY **palettes;
1668 UINT currentPalette;
1670 /* For rendering to a texture using glCopyTexImage */
1671 GLenum *draw_buffers;
1672 GLuint depth_blt_texture;
1673 GLuint depth_blt_rb;
1674 UINT depth_blt_rb_w;
1675 UINT depth_blt_rb_h;
1677 /* Cursor management */
1678 UINT xHotSpot;
1679 UINT yHotSpot;
1680 UINT xScreenSpace;
1681 UINT yScreenSpace;
1682 UINT cursorWidth, cursorHeight;
1683 GLuint cursorTexture;
1684 HCURSOR hardwareCursor;
1686 /* The Wine logo surface */
1687 IWineD3DSurface *logo_surface;
1689 /* Textures for when no other textures are mapped */
1690 UINT dummyTextureName[MAX_TEXTURES];
1692 /* DirectDraw stuff */
1693 DWORD ddraw_width, ddraw_height;
1694 WINED3DFORMAT ddraw_format;
1696 /* Final position fixup constant */
1697 float posFixup[4];
1699 /* With register combiners we can skip junk texture stages */
1700 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
1701 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1703 /* Stream source management */
1704 struct wined3d_stream_info strided_streams;
1705 const WineDirect3DVertexStridedData *up_strided;
1706 struct wined3d_event_query *buffer_queries[MAX_ATTRIBS];
1707 unsigned int num_buffer_queries;
1709 /* Context management */
1710 struct wined3d_context **contexts;
1711 UINT numContexts;
1713 /* High level patch management */
1714 #define PATCHMAP_SIZE 43
1715 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
1716 struct list patches[PATCHMAP_SIZE];
1717 struct WineD3DRectPatch *currentPatch;
1720 BOOL device_context_add(IWineD3DDeviceImpl *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1721 void device_context_remove(IWineD3DDeviceImpl *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1722 HRESULT device_init(IWineD3DDeviceImpl *device, IWineD3DImpl *wined3d,
1723 UINT adapter_idx, WINED3DDEVTYPE device_type, HWND focus_window, DWORD flags,
1724 IUnknown *parent, IWineD3DDeviceParent *device_parent) DECLSPEC_HIDDEN;
1725 void device_preload_textures(IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
1726 LRESULT device_process_message(IWineD3DDeviceImpl *device, HWND window,
1727 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc) DECLSPEC_HIDDEN;
1728 void device_resource_add(IWineD3DDeviceImpl *This, IWineD3DResource *resource) DECLSPEC_HIDDEN;
1729 void device_resource_released(IWineD3DDeviceImpl *This, IWineD3DResource *resource) DECLSPEC_HIDDEN;
1730 void device_stream_info_from_declaration(IWineD3DDeviceImpl *This,
1731 BOOL use_vshader, struct wined3d_stream_info *stream_info, BOOL *fixup) DECLSPEC_HIDDEN;
1732 void device_update_stream_info(IWineD3DDeviceImpl *device, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1733 HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
1734 const WINED3DRECT *pRects, DWORD Flags, WINED3DCOLOR Color, float Z, DWORD Stencil) DECLSPEC_HIDDEN;
1735 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This) DECLSPEC_HIDDEN;
1736 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state) DECLSPEC_HIDDEN;
1738 static inline BOOL isStateDirty(struct wined3d_context *context, DWORD state)
1740 DWORD idx = state / (sizeof(*context->isStateDirty) * CHAR_BIT);
1741 BYTE shift = state & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
1742 return context->isStateDirty[idx] & (1 << shift);
1745 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
1746 typedef struct PrivateData
1748 struct list entry;
1750 GUID tag;
1751 DWORD flags; /* DDSPD_* */
1753 union
1755 LPVOID data;
1756 LPUNKNOWN object;
1757 } ptr;
1759 DWORD size;
1760 } PrivateData;
1762 /*****************************************************************************
1763 * IWineD3DResource implementation structure
1765 typedef struct IWineD3DResourceClass
1767 /* IUnknown fields */
1768 LONG ref; /* Note: Ref counting not required */
1770 /* WineD3DResource Information */
1771 IUnknown *parent;
1772 WINED3DRESOURCETYPE resourceType;
1773 IWineD3DDeviceImpl *device;
1774 WINED3DPOOL pool;
1775 UINT size;
1776 DWORD usage;
1777 const struct wined3d_format_desc *format_desc;
1778 DWORD priority;
1779 BYTE *allocatedMemory; /* Pointer to the real data location */
1780 BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
1781 struct list privateData;
1782 struct list resource_list_entry;
1783 const struct wined3d_parent_ops *parent_ops;
1784 } IWineD3DResourceClass;
1786 typedef struct IWineD3DResourceImpl
1788 /* IUnknown & WineD3DResource Information */
1789 const IWineD3DResourceVtbl *lpVtbl;
1790 IWineD3DResourceClass resource;
1791 } IWineD3DResourceImpl;
1793 void resource_cleanup(IWineD3DResource *iface) DECLSPEC_HIDDEN;
1794 HRESULT resource_free_private_data(IWineD3DResource *iface, REFGUID guid) DECLSPEC_HIDDEN;
1795 HRESULT resource_get_parent(IWineD3DResource *iface, IUnknown **parent) DECLSPEC_HIDDEN;
1796 DWORD resource_get_priority(IWineD3DResource *iface) DECLSPEC_HIDDEN;
1797 HRESULT resource_get_private_data(IWineD3DResource *iface, REFGUID guid,
1798 void *data, DWORD *data_size) DECLSPEC_HIDDEN;
1799 HRESULT resource_init(IWineD3DResource *iface, WINED3DRESOURCETYPE resource_type,
1800 IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct wined3d_format_desc *format_desc,
1801 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1802 WINED3DRESOURCETYPE resource_get_type(IWineD3DResource *iface) DECLSPEC_HIDDEN;
1803 DWORD resource_set_priority(IWineD3DResource *iface, DWORD new_priority) DECLSPEC_HIDDEN;
1804 HRESULT resource_set_private_data(IWineD3DResource *iface, REFGUID guid,
1805 const void *data, DWORD data_size, DWORD flags) DECLSPEC_HIDDEN;
1807 /* Tests show that the start address of resources is 32 byte aligned */
1808 #define RESOURCE_ALIGNMENT 16
1810 /*****************************************************************************
1811 * IWineD3DBaseTexture D3D- > openGL state map lookups
1814 typedef enum winetexturestates {
1815 WINED3DTEXSTA_ADDRESSU = 0,
1816 WINED3DTEXSTA_ADDRESSV = 1,
1817 WINED3DTEXSTA_ADDRESSW = 2,
1818 WINED3DTEXSTA_BORDERCOLOR = 3,
1819 WINED3DTEXSTA_MAGFILTER = 4,
1820 WINED3DTEXSTA_MINFILTER = 5,
1821 WINED3DTEXSTA_MIPFILTER = 6,
1822 WINED3DTEXSTA_MAXMIPLEVEL = 7,
1823 WINED3DTEXSTA_MAXANISOTROPY = 8,
1824 WINED3DTEXSTA_SRGBTEXTURE = 9,
1825 WINED3DTEXSTA_ELEMENTINDEX = 10,
1826 WINED3DTEXSTA_DMAPOFFSET = 11,
1827 WINED3DTEXSTA_TSSADDRESSW = 12,
1828 MAX_WINETEXTURESTATES = 13,
1829 } winetexturestates;
1831 enum WINED3DSRGB
1833 SRGB_ANY = 0, /* Uses the cached value(e.g. external calls) */
1834 SRGB_RGB = 1, /* Loads the rgb texture */
1835 SRGB_SRGB = 2, /* Loads the srgb texture */
1836 SRGB_BOTH = 3, /* Loads both textures */
1839 struct gl_texture
1841 DWORD states[MAX_WINETEXTURESTATES];
1842 BOOL dirty;
1843 GLuint name;
1846 /*****************************************************************************
1847 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1849 typedef struct IWineD3DBaseTextureClass
1851 struct gl_texture texture_rgb, texture_srgb;
1852 UINT levels;
1853 float pow2Matrix[16];
1854 UINT LOD;
1855 WINED3DTEXTUREFILTERTYPE filterType;
1856 LONG bindCount;
1857 DWORD sampler;
1858 BOOL is_srgb;
1859 BOOL pow2Matrix_identity;
1860 const struct min_lookup *minMipLookup;
1861 const GLenum *magLookup;
1862 void (*internal_preload)(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1863 } IWineD3DBaseTextureClass;
1865 void surface_internal_preload(IWineD3DSurface *iface, enum WINED3DSRGB srgb) DECLSPEC_HIDDEN;
1866 BOOL surface_init_sysmem(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
1867 BOOL surface_is_offscreen(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
1868 void surface_prepare_texture(IWineD3DSurfaceImpl *surface,
1869 const struct wined3d_gl_info *gl_info, BOOL srgb) DECLSPEC_HIDDEN;
1871 typedef struct IWineD3DBaseTextureImpl
1873 /* IUnknown & WineD3DResource Information */
1874 const IWineD3DBaseTextureVtbl *lpVtbl;
1875 IWineD3DResourceClass resource;
1876 IWineD3DBaseTextureClass baseTexture;
1878 } IWineD3DBaseTextureImpl;
1880 void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
1881 const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
1882 const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1],
1883 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1884 HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surface_desc) DECLSPEC_HIDDEN;
1885 void basetexture_cleanup(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1886 void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1887 WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1888 BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1889 DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1890 DWORD basetexture_get_lod(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1891 HRESULT basetexture_init(IWineD3DBaseTextureImpl *texture, UINT levels, WINED3DRESOURCETYPE resource_type,
1892 IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct wined3d_format_desc *format_desc,
1893 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1894 HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface,
1895 WINED3DTEXTUREFILTERTYPE filter_type) DECLSPEC_HIDDEN;
1896 BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty) DECLSPEC_HIDDEN;
1897 DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD new_lod) DECLSPEC_HIDDEN;
1898 void basetexture_unload(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1900 /*****************************************************************************
1901 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1903 typedef struct IWineD3DTextureImpl
1905 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1906 const IWineD3DTextureVtbl *lpVtbl;
1907 IWineD3DResourceClass resource;
1908 IWineD3DBaseTextureClass baseTexture;
1910 /* IWineD3DTexture */
1911 IWineD3DSurface *surfaces[MAX_MIP_LEVELS];
1912 UINT target;
1913 BOOL cond_np2;
1915 } IWineD3DTextureImpl;
1917 HRESULT texture_init(IWineD3DTextureImpl *texture, UINT width, UINT height, UINT levels,
1918 IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
1919 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1921 /*****************************************************************************
1922 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1924 typedef struct IWineD3DCubeTextureImpl
1926 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1927 const IWineD3DCubeTextureVtbl *lpVtbl;
1928 IWineD3DResourceClass resource;
1929 IWineD3DBaseTextureClass baseTexture;
1931 /* IWineD3DCubeTexture */
1932 IWineD3DSurface *surfaces[6][MAX_MIP_LEVELS];
1933 } IWineD3DCubeTextureImpl;
1935 HRESULT cubetexture_init(IWineD3DCubeTextureImpl *texture, UINT edge_length, UINT levels,
1936 IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
1937 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1939 typedef struct _WINED3DVOLUMET_DESC
1941 UINT Width;
1942 UINT Height;
1943 UINT Depth;
1944 } WINED3DVOLUMET_DESC;
1946 /*****************************************************************************
1947 * IWineD3DVolume implementation structure (extends IUnknown)
1949 typedef struct IWineD3DVolumeImpl
1951 /* IUnknown & WineD3DResource fields */
1952 const IWineD3DVolumeVtbl *lpVtbl;
1953 IWineD3DResourceClass resource;
1955 /* WineD3DVolume Information */
1956 WINED3DVOLUMET_DESC currentDesc;
1957 IWineD3DBase *container;
1958 BOOL lockable;
1959 BOOL locked;
1960 WINED3DBOX lockedBox;
1961 WINED3DBOX dirtyBox;
1962 BOOL dirty;
1963 } IWineD3DVolumeImpl;
1965 void volume_add_dirty_box(IWineD3DVolume *iface, const WINED3DBOX *dirty_box) DECLSPEC_HIDDEN;
1966 HRESULT volume_init(IWineD3DVolumeImpl *volume, IWineD3DDeviceImpl *device, UINT width,
1967 UINT height, UINT depth, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
1968 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1970 /*****************************************************************************
1971 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1973 typedef struct IWineD3DVolumeTextureImpl
1975 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1976 const IWineD3DVolumeTextureVtbl *lpVtbl;
1977 IWineD3DResourceClass resource;
1978 IWineD3DBaseTextureClass baseTexture;
1980 /* IWineD3DVolumeTexture */
1981 IWineD3DVolume *volumes[MAX_MIP_LEVELS];
1982 } IWineD3DVolumeTextureImpl;
1984 HRESULT volumetexture_init(IWineD3DVolumeTextureImpl *texture, UINT width, UINT height,
1985 UINT depth, UINT levels, IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format,
1986 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1988 typedef struct _WINED3DSURFACET_DESC
1990 WINED3DMULTISAMPLE_TYPE MultiSampleType;
1991 DWORD MultiSampleQuality;
1992 UINT Width;
1993 UINT Height;
1994 } WINED3DSURFACET_DESC;
1996 /*****************************************************************************
1997 * Structure for DIB Surfaces (GetDC and GDI surfaces)
1999 typedef struct wineD3DSurface_DIB {
2000 HBITMAP DIBsection;
2001 void* bitmap_data;
2002 UINT bitmap_size;
2003 HGDIOBJ holdbitmap;
2004 BOOL client_memory;
2005 } wineD3DSurface_DIB;
2007 typedef struct {
2008 struct list entry;
2009 GLuint id;
2010 UINT width;
2011 UINT height;
2012 } renderbuffer_entry_t;
2014 struct fbo_entry
2016 struct list entry;
2017 IWineD3DSurface **render_targets;
2018 IWineD3DSurface *depth_stencil;
2019 BOOL attached;
2020 GLuint id;
2023 /*****************************************************************************
2024 * IWineD3DClipp implementation structure
2026 typedef struct IWineD3DClipperImpl
2028 const IWineD3DClipperVtbl *lpVtbl;
2029 LONG ref;
2031 IUnknown *Parent;
2032 HWND hWnd;
2033 } IWineD3DClipperImpl;
2036 /*****************************************************************************
2037 * IWineD3DSurface implementation structure
2039 struct IWineD3DSurfaceImpl
2041 /* IUnknown & IWineD3DResource Information */
2042 const IWineD3DSurfaceVtbl *lpVtbl;
2043 IWineD3DResourceClass resource;
2045 /* IWineD3DSurface fields */
2046 IWineD3DBase *container;
2047 WINED3DSURFACET_DESC currentDesc;
2048 IWineD3DPaletteImpl *palette; /* D3D7 style palette handling */
2049 PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
2051 /* TODO: move this off into a management class(maybe!) */
2052 DWORD Flags;
2054 UINT pow2Width;
2055 UINT pow2Height;
2057 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
2058 void (*get_drawable_size)(struct wined3d_context *context, UINT *width, UINT *height);
2060 /* Oversized texture */
2061 RECT glRect;
2063 /* PBO */
2064 GLuint pbo;
2065 GLuint texture_name;
2066 GLuint texture_name_srgb;
2067 GLint texture_level;
2068 GLenum texture_target;
2070 RECT lockedRect;
2071 RECT dirtyRect;
2072 int lockCount;
2073 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
2075 /* For GetDC */
2076 wineD3DSurface_DIB dib;
2077 HDC hDC;
2079 /* Color keys for DDraw */
2080 WINEDDCOLORKEY DestBltCKey;
2081 WINEDDCOLORKEY DestOverlayCKey;
2082 WINEDDCOLORKEY SrcOverlayCKey;
2083 WINEDDCOLORKEY SrcBltCKey;
2084 DWORD CKeyFlags;
2086 WINEDDCOLORKEY glCKey;
2088 struct list renderbuffers;
2089 renderbuffer_entry_t *current_renderbuffer;
2091 /* DirectDraw clippers */
2092 IWineD3DClipper *clipper;
2094 /* DirectDraw Overlay handling */
2095 RECT overlay_srcrect;
2096 RECT overlay_destrect;
2097 IWineD3DSurfaceImpl *overlay_dest;
2098 struct list overlays;
2099 struct list overlay_entry;
2102 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl DECLSPEC_HIDDEN;
2103 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl DECLSPEC_HIDDEN;
2105 UINT surface_calculate_size(const struct wined3d_format_desc *format_desc,
2106 UINT alignment, UINT width, UINT height) DECLSPEC_HIDDEN;
2107 void surface_gdi_cleanup(IWineD3DSurfaceImpl *This) DECLSPEC_HIDDEN;
2108 HRESULT surface_init(IWineD3DSurfaceImpl *surface, WINED3DSURFTYPE surface_type, UINT alignment,
2109 UINT width, UINT height, UINT level, BOOL lockable, BOOL discard, WINED3DMULTISAMPLE_TYPE multisample_type,
2110 UINT multisample_quality, IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format,
2111 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2113 /* Predeclare the shared Surface functions */
2114 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface,
2115 REFIID riid, LPVOID *ppobj) DECLSPEC_HIDDEN;
2116 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2117 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent) DECLSPEC_HIDDEN;
2118 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface,
2119 REFGUID refguid, const void *pData, DWORD SizeOfData, DWORD Flags) DECLSPEC_HIDDEN;
2120 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface,
2121 REFGUID refguid, void *pData, DWORD *pSizeOfData) DECLSPEC_HIDDEN;
2122 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid) DECLSPEC_HIDDEN;
2123 DWORD WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew) DECLSPEC_HIDDEN;
2124 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2125 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2126 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface,
2127 REFIID riid, void **ppContainer) DECLSPEC_HIDDEN;
2128 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc) DECLSPEC_HIDDEN;
2129 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags) DECLSPEC_HIDDEN;
2130 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags) DECLSPEC_HIDDEN;
2131 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2132 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2133 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal) DECLSPEC_HIDDEN;
2134 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal) DECLSPEC_HIDDEN;
2135 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface,
2136 DWORD Flags, const WINEDDCOLORKEY *CKey) DECLSPEC_HIDDEN;
2137 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container) DECLSPEC_HIDDEN;
2138 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2139 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2140 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y) DECLSPEC_HIDDEN;
2141 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y) DECLSPEC_HIDDEN;
2142 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface,
2143 DWORD Flags, IWineD3DSurface *Ref) DECLSPEC_HIDDEN;
2144 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, const RECT *SrcRect,
2145 IWineD3DSurface *DstSurface, const RECT *DstRect, DWORD Flags, const WINEDDOVERLAYFX *FX) DECLSPEC_HIDDEN;
2146 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper) DECLSPEC_HIDDEN;
2147 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper) DECLSPEC_HIDDEN;
2148 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format) DECLSPEC_HIDDEN;
2149 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2150 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface,
2151 const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) DECLSPEC_HIDDEN;
2152 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
2153 IWineD3DSurface *Source, const RECT *rsrc, DWORD trans) DECLSPEC_HIDDEN;
2154 HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT *pLockedRect,
2155 const RECT *pRect, DWORD Flags) DECLSPEC_HIDDEN;
2156 void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb) DECLSPEC_HIDDEN;
2157 const void *WINAPI IWineD3DBaseSurfaceImpl_GetData(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2159 void get_drawable_size_swapchain(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2160 void get_drawable_size_backbuffer(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2161 void get_drawable_size_fbo(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2163 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back) DECLSPEC_HIDDEN;
2165 /* Surface flags: */
2166 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
2167 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for GetDC */
2168 #define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
2169 #define SFLAG_DISCARD 0x00000010 /* ??? */
2170 #define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
2171 #define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
2172 #define SFLAG_INSRGBTEX 0x00000080 /* The GL srgb texture contains the newest surface content */
2173 #define SFLAG_INDRAWABLE 0x00000100 /* The gl drawable contains the most up to date data */
2174 #define SFLAG_INSYSMEM 0x00000200 /* The system memory copy is most up to date */
2175 #define SFLAG_NONPOW2 0x00000400 /* Surface sizes are not a power of 2 */
2176 #define SFLAG_DYNLOCK 0x00000800 /* Surface is often locked by the app */
2177 #define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
2178 #define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
2179 #define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
2180 #define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
2181 #define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
2182 #define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
2183 #define SFLAG_SRGBALLOCATED 0x00040000 /* A srgb gl texture is allocated for this surface */
2184 #define SFLAG_PBO 0x00080000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
2185 #define SFLAG_NORMCOORD 0x00100000 /* Set if the GL texture coords are normalized(non-texture rectangle) */
2186 #define SFLAG_DS_ONSCREEN 0x00200000 /* Is a depth stencil, last modified onscreen */
2187 #define SFLAG_DS_OFFSCREEN 0x00400000 /* Is a depth stencil, last modified offscreen */
2188 #define SFLAG_INOVERLAYDRAW 0x00800000 /* Overlay drawing is in progress. Recursion prevention */
2189 #define SFLAG_SWAPCHAIN 0x01000000 /* The surface is part of a swapchain */
2191 /* In some conditions the surface memory must not be freed:
2192 * SFLAG_CONVERTED: Converting the data back would take too long
2193 * SFLAG_DIBSECTION: The dib code manages the memory
2194 * SFLAG_LOCKED: The app requires access to the surface data
2195 * SFLAG_DYNLOCK: Avoid freeing the data for performance
2196 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
2197 * SFLAG_CLIENT: OpenGL uses our memory as backup
2199 #define SFLAG_DONOTFREE (SFLAG_CONVERTED | \
2200 SFLAG_DIBSECTION | \
2201 SFLAG_LOCKED | \
2202 SFLAG_DYNLOCK | \
2203 SFLAG_USERPTR | \
2204 SFLAG_PBO | \
2205 SFLAG_CLIENT)
2207 #define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
2208 SFLAG_INTEXTURE | \
2209 SFLAG_INDRAWABLE | \
2210 SFLAG_INSRGBTEX)
2212 #define SFLAG_DS_LOCATIONS (SFLAG_DS_ONSCREEN | \
2213 SFLAG_DS_OFFSCREEN)
2214 #define SFLAG_DS_DISCARDED SFLAG_DS_LOCATIONS
2216 typedef enum {
2217 NO_CONVERSION,
2218 CONVERT_PALETTED,
2219 CONVERT_PALETTED_CK,
2220 CONVERT_CK_565,
2221 CONVERT_CK_5551,
2222 CONVERT_CK_4444,
2223 CONVERT_CK_4444_ARGB,
2224 CONVERT_CK_1555,
2225 CONVERT_555,
2226 CONVERT_CK_RGB24,
2227 CONVERT_CK_8888,
2228 CONVERT_CK_8888_ARGB,
2229 CONVERT_RGB32_888,
2230 CONVERT_V8U8,
2231 CONVERT_L6V5U5,
2232 CONVERT_X8L8V8U8,
2233 CONVERT_Q8W8V8U8,
2234 CONVERT_V16U16,
2235 CONVERT_A4L4,
2236 CONVERT_G16R16,
2237 CONVERT_R16G16F,
2238 CONVERT_R32G32F,
2239 CONVERT_D15S1,
2240 CONVERT_D24X4S4,
2241 CONVERT_D24FS8,
2242 } CONVERT_TYPES;
2244 HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_texturing, GLenum *format,
2245 GLenum *internal, GLenum *type, CONVERT_TYPES *convert, int *target_bpp, BOOL srgb_mode) DECLSPEC_HIDDEN;
2246 void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL colorkey) DECLSPEC_HIDDEN;
2248 BOOL palette9_changed(IWineD3DSurfaceImpl *This) DECLSPEC_HIDDEN;
2250 /*****************************************************************************
2251 * IWineD3DVertexDeclaration implementation structure
2254 struct wined3d_vertex_declaration_element
2256 const struct wined3d_format_desc *format_desc;
2257 BOOL ffp_valid;
2258 WORD input_slot;
2259 WORD offset;
2260 UINT output_slot;
2261 BYTE method;
2262 BYTE usage;
2263 BYTE usage_idx;
2266 typedef struct IWineD3DVertexDeclarationImpl {
2267 /* IUnknown Information */
2268 const IWineD3DVertexDeclarationVtbl *lpVtbl;
2269 LONG ref;
2271 IUnknown *parent;
2272 const struct wined3d_parent_ops *parent_ops;
2273 IWineD3DDeviceImpl *device;
2275 struct wined3d_vertex_declaration_element *elements;
2276 UINT element_count;
2278 DWORD streams[MAX_STREAMS];
2279 UINT num_streams;
2280 BOOL position_transformed;
2281 BOOL half_float_conv_needed;
2282 } IWineD3DVertexDeclarationImpl;
2284 HRESULT vertexdeclaration_init(IWineD3DVertexDeclarationImpl *declaration, IWineD3DDeviceImpl *device,
2285 const WINED3DVERTEXELEMENT *elements, UINT element_count,
2286 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2288 /*****************************************************************************
2289 * IWineD3DStateBlock implementation structure
2292 /* Internal state Block for Begin/End/Capture/Create/Apply info */
2293 /* Note: Very long winded but gl Lists are not flexible enough */
2294 /* to resolve everything we need, so doing it manually for now */
2295 typedef struct SAVEDSTATES {
2296 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
2297 WORD streamSource; /* MAX_STREAMS, 16 */
2298 WORD streamFreq; /* MAX_STREAMS, 16 */
2299 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
2300 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
2301 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
2302 DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
2303 WORD pixelShaderConstantsB; /* MAX_CONST_B, 16 */
2304 WORD pixelShaderConstantsI; /* MAX_CONST_I, 16 */
2305 BOOL *pixelShaderConstantsF;
2306 WORD vertexShaderConstantsB; /* MAX_CONST_B, 16 */
2307 WORD vertexShaderConstantsI; /* MAX_CONST_I, 16 */
2308 BOOL *vertexShaderConstantsF;
2309 DWORD textures : 20; /* MAX_COMBINED_SAMPLERS, 20 */
2310 DWORD primitive_type : 1;
2311 DWORD indices : 1;
2312 DWORD material : 1;
2313 DWORD viewport : 1;
2314 DWORD vertexDecl : 1;
2315 DWORD pixelShader : 1;
2316 DWORD vertexShader : 1;
2317 DWORD scissorRect : 1;
2318 DWORD padding : 4;
2319 } SAVEDSTATES;
2321 struct StageState {
2322 DWORD stage;
2323 DWORD state;
2326 struct IWineD3DStateBlockImpl
2328 /* IUnknown fields */
2329 const IWineD3DStateBlockVtbl *lpVtbl;
2330 LONG ref; /* Note: Ref counting not required */
2332 /* IWineD3DStateBlock information */
2333 IWineD3DDeviceImpl *device;
2334 WINED3DSTATEBLOCKTYPE blockType;
2336 /* Array indicating whether things have been set or changed */
2337 SAVEDSTATES changed;
2339 /* Vertex Shader Declaration */
2340 IWineD3DVertexDeclaration *vertexDecl;
2342 IWineD3DVertexShader *vertexShader;
2344 /* Vertex Shader Constants */
2345 BOOL vertexShaderConstantB[MAX_CONST_B];
2346 INT vertexShaderConstantI[MAX_CONST_I * 4];
2347 float *vertexShaderConstantF;
2349 /* primitive type */
2350 GLenum gl_primitive_type;
2352 /* Stream Source */
2353 BOOL streamIsUP;
2354 UINT streamStride[MAX_STREAMS];
2355 UINT streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
2356 IWineD3DBuffer *streamSource[MAX_STREAMS];
2357 UINT streamFreq[MAX_STREAMS + 1];
2358 UINT streamFlags[MAX_STREAMS + 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
2360 /* Indices */
2361 IWineD3DBuffer* pIndexData;
2362 WINED3DFORMAT IndexFmt;
2363 INT baseVertexIndex;
2364 INT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
2366 /* Transform */
2367 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
2369 /* Light hashmap . Collisions are handled using standard wine double linked lists */
2370 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
2371 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
2372 struct list lightMap[LIGHTMAP_SIZE]; /* Hash map containing the lights */
2373 const struct wined3d_light_info *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
2375 /* Clipping */
2376 double clipplane[MAX_CLIPPLANES][4];
2377 WINED3DCLIPSTATUS clip_status;
2379 /* ViewPort */
2380 WINED3DVIEWPORT viewport;
2382 /* Material */
2383 WINED3DMATERIAL material;
2385 /* Pixel Shader */
2386 IWineD3DPixelShader *pixelShader;
2388 /* Pixel Shader Constants */
2389 BOOL pixelShaderConstantB[MAX_CONST_B];
2390 INT pixelShaderConstantI[MAX_CONST_I * 4];
2391 float *pixelShaderConstantF;
2393 /* RenderState */
2394 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
2396 /* Texture */
2397 IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS];
2399 /* Texture State Stage */
2400 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
2401 DWORD lowest_disabled_stage;
2402 /* Sampler States */
2403 DWORD samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
2405 /* Scissor test rectangle */
2406 RECT scissorRect;
2408 /* Contained state management */
2409 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
2410 unsigned int num_contained_render_states;
2411 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
2412 unsigned int num_contained_transform_states;
2413 DWORD contained_vs_consts_i[MAX_CONST_I];
2414 unsigned int num_contained_vs_consts_i;
2415 DWORD contained_vs_consts_b[MAX_CONST_B];
2416 unsigned int num_contained_vs_consts_b;
2417 DWORD *contained_vs_consts_f;
2418 unsigned int num_contained_vs_consts_f;
2419 DWORD contained_ps_consts_i[MAX_CONST_I];
2420 unsigned int num_contained_ps_consts_i;
2421 DWORD contained_ps_consts_b[MAX_CONST_B];
2422 unsigned int num_contained_ps_consts_b;
2423 DWORD *contained_ps_consts_f;
2424 unsigned int num_contained_ps_consts_f;
2425 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
2426 unsigned int num_contained_tss_states;
2427 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
2428 unsigned int num_contained_sampler_states;
2431 HRESULT stateblock_init(IWineD3DStateBlockImpl *stateblock,
2432 IWineD3DDeviceImpl *device, WINED3DSTATEBLOCKTYPE type) DECLSPEC_HIDDEN;
2433 void stateblock_init_contained_states(IWineD3DStateBlockImpl *object) DECLSPEC_HIDDEN;
2435 static inline void stateblock_apply_state(DWORD state, IWineD3DStateBlockImpl *stateblock,
2436 struct wined3d_context *context)
2438 const struct StateEntry *statetable = stateblock->device->StateTable;
2439 DWORD rep = statetable[state].representative;
2440 statetable[rep].apply(rep, stateblock, context);
2443 /* Direct3D terminology with little modifications. We do not have an issued state
2444 * because only the driver knows about it, but we have a created state because d3d
2445 * allows GetData on a created issue, but opengl doesn't
2447 enum query_state {
2448 QUERY_CREATED,
2449 QUERY_SIGNALLED,
2450 QUERY_BUILDING
2452 /*****************************************************************************
2453 * IWineD3DQueryImpl implementation structure (extends IUnknown)
2455 typedef struct IWineD3DQueryImpl
2457 const IWineD3DQueryVtbl *lpVtbl;
2458 LONG ref; /* Note: Ref counting not required */
2460 IUnknown *parent;
2461 IWineD3DDeviceImpl *device;
2463 /* IWineD3DQuery fields */
2464 enum query_state state;
2465 WINED3DQUERYTYPE type;
2466 /* TODO: Think about using a IUnknown instead of a void* */
2467 void *extendedData;
2468 } IWineD3DQueryImpl;
2470 HRESULT query_init(IWineD3DQueryImpl *query, IWineD3DDeviceImpl *device,
2471 WINED3DQUERYTYPE type, IUnknown *parent) DECLSPEC_HIDDEN;
2473 /* IWineD3DBuffer */
2475 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
2476 * fixed function semantics as D3DCOLOR or FLOAT16 */
2477 enum wined3d_buffer_conversion_type
2479 CONV_NONE,
2480 CONV_D3DCOLOR,
2481 CONV_POSITIONT,
2482 CONV_FLOAT16_2, /* Also handles FLOAT16_4 */
2485 struct wined3d_map_range
2487 UINT offset;
2488 UINT size;
2491 #define WINED3D_BUFFER_OPTIMIZED 0x01 /* Optimize has been called for the buffer */
2492 #define WINED3D_BUFFER_HASDESC 0x02 /* A vertex description has been found */
2493 #define WINED3D_BUFFER_CREATEBO 0x04 /* Attempt to create a buffer object next PreLoad */
2494 #define WINED3D_BUFFER_DOUBLEBUFFER 0x08 /* Use a vbo and local allocated memory */
2495 #define WINED3D_BUFFER_FLUSH 0x10 /* Manual unmap flushing */
2496 #define WINED3D_BUFFER_DISCARD 0x20 /* A DISCARD lock has occurred since the last PreLoad */
2497 #define WINED3D_BUFFER_NOSYNC 0x40 /* All locks since the last PreLoad had NOOVERWRITE set */
2498 #define WINED3D_BUFFER_APPLESYNC 0x80 /* Using sync as in GL_APPLE_flush_buffer_range */
2500 struct wined3d_buffer
2502 const struct IWineD3DBufferVtbl *vtbl;
2503 IWineD3DResourceClass resource;
2505 struct wined3d_buffer_desc desc;
2507 GLuint buffer_object;
2508 GLenum buffer_object_usage;
2509 GLenum buffer_type_hint;
2510 UINT buffer_object_size;
2511 LONG bind_count;
2512 DWORD flags;
2514 LONG lock_count;
2515 struct wined3d_map_range *maps;
2516 ULONG maps_size, modified_areas;
2517 struct wined3d_event_query *query;
2519 /* conversion stuff */
2520 UINT decl_change_count, full_conversion_count;
2521 UINT draw_count;
2522 UINT stride; /* 0 if no conversion */
2523 UINT conversion_stride; /* 0 if no shifted conversion */
2524 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
2525 /* Extra load offsets, for FLOAT16 conversion */
2526 UINT *conversion_shift; /* NULL if no shifted conversion */
2529 const BYTE *buffer_get_memory(IWineD3DBuffer *iface, UINT offset, GLuint *buffer_object) DECLSPEC_HIDDEN;
2530 BYTE *buffer_get_sysmem(struct wined3d_buffer *This) DECLSPEC_HIDDEN;
2531 HRESULT buffer_init(struct wined3d_buffer *buffer, IWineD3DDeviceImpl *device,
2532 UINT size, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, GLenum bind_hint,
2533 const char *data, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2535 /* IWineD3DRendertargetView */
2536 struct wined3d_rendertarget_view
2538 const struct IWineD3DRendertargetViewVtbl *vtbl;
2539 LONG refcount;
2541 IWineD3DResource *resource;
2542 IUnknown *parent;
2545 extern const IWineD3DRendertargetViewVtbl wined3d_rendertarget_view_vtbl DECLSPEC_HIDDEN;
2547 /*****************************************************************************
2548 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
2551 struct IWineD3DSwapChainImpl
2553 /*IUnknown part*/
2554 const IWineD3DSwapChainVtbl *lpVtbl;
2555 LONG ref; /* Note: Ref counting not required */
2557 IUnknown *parent;
2558 IWineD3DDeviceImpl *device;
2560 /* IWineD3DSwapChain fields */
2561 IWineD3DSurface **backBuffer;
2562 IWineD3DSurface *frontBuffer;
2563 WINED3DPRESENT_PARAMETERS presentParms;
2564 DWORD orig_width, orig_height;
2565 WINED3DFORMAT orig_fmt;
2566 WINED3DGAMMARAMP orig_gamma;
2567 BOOL render_to_fbo;
2568 const struct wined3d_format_desc *ds_format;
2570 long prev_time, frames; /* Performance tracking */
2571 unsigned int vSyncCounter;
2573 struct wined3d_context **context;
2574 unsigned int num_contexts;
2576 HWND win_handle;
2577 HWND device_window;
2580 const IWineD3DSwapChainVtbl IWineGDISwapChain_Vtbl DECLSPEC_HIDDEN;
2581 void x11_copy_to_screen(IWineD3DSwapChainImpl *This, const RECT *rc) DECLSPEC_HIDDEN;
2583 HRESULT WINAPI IWineD3DBaseSwapChainImpl_QueryInterface(IWineD3DSwapChain *iface,
2584 REFIID riid, LPVOID *ppobj) DECLSPEC_HIDDEN;
2585 ULONG WINAPI IWineD3DBaseSwapChainImpl_AddRef(IWineD3DSwapChain *iface) DECLSPEC_HIDDEN;
2586 ULONG WINAPI IWineD3DBaseSwapChainImpl_Release(IWineD3DSwapChain *iface) DECLSPEC_HIDDEN;
2587 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetParent(IWineD3DSwapChain *iface, IUnknown **ppParent) DECLSPEC_HIDDEN;
2588 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain *iface,
2589 IWineD3DSurface *pDestSurface) DECLSPEC_HIDDEN;
2590 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, UINT iBackBuffer,
2591 WINED3DBACKBUFFER_TYPE Type, IWineD3DSurface **ppBackBuffer) DECLSPEC_HIDDEN;
2592 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *iface,
2593 WINED3DRASTER_STATUS *pRasterStatus) DECLSPEC_HIDDEN;
2594 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface,
2595 WINED3DDISPLAYMODE *pMode) DECLSPEC_HIDDEN;
2596 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDevice(IWineD3DSwapChain *iface,
2597 IWineD3DDevice **ppDevice) DECLSPEC_HIDDEN;
2598 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetPresentParameters(IWineD3DSwapChain *iface,
2599 WINED3DPRESENT_PARAMETERS *pPresentationParameters) DECLSPEC_HIDDEN;
2600 HRESULT WINAPI IWineD3DBaseSwapChainImpl_SetGammaRamp(IWineD3DSwapChain *iface,
2601 DWORD Flags, const WINED3DGAMMARAMP *pRamp) DECLSPEC_HIDDEN;
2602 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetGammaRamp(IWineD3DSwapChain *iface,
2603 WINED3DGAMMARAMP *pRamp) DECLSPEC_HIDDEN;
2605 struct wined3d_context *swapchain_create_context_for_thread(IWineD3DSwapChain *iface) DECLSPEC_HIDDEN;
2606 HRESULT swapchain_init(IWineD3DSwapChainImpl *swapchain, WINED3DSURFTYPE surface_type,
2607 IWineD3DDeviceImpl *device, WINED3DPRESENT_PARAMETERS *present_parameters, IUnknown *parent) DECLSPEC_HIDDEN;
2608 void swapchain_restore_fullscreen_window(IWineD3DSwapChainImpl *swapchain) DECLSPEC_HIDDEN;
2609 void swapchain_setup_fullscreen_window(IWineD3DSwapChainImpl *swapchain, UINT w, UINT h) DECLSPEC_HIDDEN;
2611 #define DEFAULT_REFRESH_RATE 0
2613 /*****************************************************************************
2614 * Utility function prototypes
2617 /* Trace routines */
2618 const char *debug_d3dformat(WINED3DFORMAT fmt) DECLSPEC_HIDDEN;
2619 const char *debug_d3ddevicetype(WINED3DDEVTYPE devtype) DECLSPEC_HIDDEN;
2620 const char *debug_d3dresourcetype(WINED3DRESOURCETYPE res) DECLSPEC_HIDDEN;
2621 const char *debug_d3dusage(DWORD usage) DECLSPEC_HIDDEN;
2622 const char *debug_d3dusagequery(DWORD usagequery) DECLSPEC_HIDDEN;
2623 const char *debug_d3ddeclmethod(WINED3DDECLMETHOD method) DECLSPEC_HIDDEN;
2624 const char *debug_d3ddeclusage(BYTE usage) DECLSPEC_HIDDEN;
2625 const char *debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType) DECLSPEC_HIDDEN;
2626 const char *debug_d3drenderstate(DWORD state) DECLSPEC_HIDDEN;
2627 const char *debug_d3dsamplerstate(DWORD state) DECLSPEC_HIDDEN;
2628 const char *debug_d3dstate(DWORD state) DECLSPEC_HIDDEN;
2629 const char *debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type) DECLSPEC_HIDDEN;
2630 const char *debug_d3dtexturestate(DWORD state) DECLSPEC_HIDDEN;
2631 const char *debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype) DECLSPEC_HIDDEN;
2632 const char *debug_d3dpool(WINED3DPOOL pool) DECLSPEC_HIDDEN;
2633 const char *debug_fbostatus(GLenum status) DECLSPEC_HIDDEN;
2634 const char *debug_glerror(GLenum error) DECLSPEC_HIDDEN;
2635 const char *debug_d3dbasis(WINED3DBASISTYPE basis) DECLSPEC_HIDDEN;
2636 const char *debug_d3ddegree(WINED3DDEGREETYPE order) DECLSPEC_HIDDEN;
2637 const char *debug_d3dtop(WINED3DTEXTUREOP d3dtop) DECLSPEC_HIDDEN;
2638 void dump_color_fixup_desc(struct color_fixup_desc fixup) DECLSPEC_HIDDEN;
2639 const char *debug_surflocation(DWORD flag) DECLSPEC_HIDDEN;
2641 /* Color conversion routines */
2642 DWORD color_convert_argb_to_fmt(DWORD color, WINED3DFORMAT destfmt) DECLSPEC_HIDDEN;
2644 /* Routines for GL <-> D3D values */
2645 GLenum StencilOp(DWORD op) DECLSPEC_HIDDEN;
2646 GLenum CompareFunc(DWORD func) DECLSPEC_HIDDEN;
2647 BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op,
2648 DWORD arg1, DWORD arg2, DWORD arg3) DECLSPEC_HIDDEN;
2649 void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op,
2650 DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx, DWORD dst) DECLSPEC_HIDDEN;
2651 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords,
2652 BOOL transformed, WINED3DFORMAT coordtype, BOOL ffp_can_disable_proj) DECLSPEC_HIDDEN;
2653 void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock,
2654 struct wined3d_context *context) DECLSPEC_HIDDEN;
2655 void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock,
2656 struct wined3d_context *context) DECLSPEC_HIDDEN;
2657 void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock,
2658 struct wined3d_context *context) DECLSPEC_HIDDEN;
2659 void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock,
2660 struct wined3d_context *context) DECLSPEC_HIDDEN;
2661 void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock,
2662 struct wined3d_context *context) DECLSPEC_HIDDEN;
2663 void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock,
2664 struct wined3d_context *context) DECLSPEC_HIDDEN;
2665 void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock,
2666 struct wined3d_context *context) DECLSPEC_HIDDEN;
2667 void state_fog_fragpart(DWORD state, IWineD3DStateBlockImpl *stateblock,
2668 struct wined3d_context *context) DECLSPEC_HIDDEN;
2670 void surface_add_dirty_rect(IWineD3DSurface *iface, const RECT *dirty_rect) DECLSPEC_HIDDEN;
2671 GLenum surface_get_gl_buffer(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2672 void surface_load_ds_location(IWineD3DSurface *iface, struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
2673 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location) DECLSPEC_HIDDEN;
2674 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface,
2675 unsigned int width, unsigned int height) DECLSPEC_HIDDEN;
2676 void surface_set_texture_name(IWineD3DSurface *iface, GLuint name, BOOL srgb_name) DECLSPEC_HIDDEN;
2677 void surface_set_texture_target(IWineD3DSurface *iface, GLenum target) DECLSPEC_HIDDEN;
2679 BOOL getColorBits(const struct wined3d_format_desc *format_desc,
2680 short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize) DECLSPEC_HIDDEN;
2681 BOOL getDepthStencilBits(const struct wined3d_format_desc *format_desc,
2682 short *depthSize, short *stencilSize) DECLSPEC_HIDDEN;
2684 /* Math utils */
2685 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2) DECLSPEC_HIDDEN;
2686 UINT wined3d_log2i(UINT32 x) DECLSPEC_HIDDEN;
2687 unsigned int count_bits(unsigned int mask) DECLSPEC_HIDDEN;
2689 void select_shader_mode(const struct wined3d_gl_info *gl_info, int *ps_selected, int *vs_selected) DECLSPEC_HIDDEN;
2691 typedef struct local_constant {
2692 struct list entry;
2693 unsigned int idx;
2694 DWORD value[4];
2695 } local_constant;
2697 typedef struct SHADER_LIMITS {
2698 unsigned int temporary;
2699 unsigned int texcoord;
2700 unsigned int sampler;
2701 unsigned int constant_int;
2702 unsigned int constant_float;
2703 unsigned int constant_bool;
2704 unsigned int address;
2705 unsigned int packed_output;
2706 unsigned int packed_input;
2707 unsigned int attributes;
2708 unsigned int label;
2709 } SHADER_LIMITS;
2711 /* Keeps track of details for TEX_M#x# shader opcodes which need to
2712 * maintain state information between multiple codes */
2713 typedef struct SHADER_PARSE_STATE {
2714 unsigned int current_row;
2715 DWORD texcoord_w[2];
2716 } SHADER_PARSE_STATE;
2718 #ifdef __GNUC__
2719 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2720 #else
2721 #define PRINTF_ATTR(fmt,args)
2722 #endif
2724 /* Base Shader utility functions. */
2725 int shader_addline(struct wined3d_shader_buffer *buffer, const char *fmt, ...) PRINTF_ATTR(2,3) DECLSPEC_HIDDEN;
2726 int shader_vaddline(struct wined3d_shader_buffer *buffer, const char *fmt, va_list args) DECLSPEC_HIDDEN;
2728 /* Vertex shader utility functions */
2729 extern BOOL vshader_get_input(IWineD3DVertexShader *iface,
2730 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN;
2732 /*****************************************************************************
2733 * IDirect3DBaseShader implementation structure
2735 typedef struct IWineD3DBaseShaderClass
2737 LONG ref;
2738 SHADER_LIMITS limits;
2739 SHADER_PARSE_STATE parse_state;
2740 DWORD *function;
2741 UINT functionLength;
2742 UINT cur_loop_depth, cur_loop_regno;
2743 BOOL load_local_constsF;
2744 const struct wined3d_shader_frontend *frontend;
2745 void *frontend_data;
2746 void *backend_data;
2748 IUnknown *parent;
2749 const struct wined3d_parent_ops *parent_ops;
2751 /* Programs this shader is linked with */
2752 struct list linked_programs;
2754 /* Immediate constants (override global ones) */
2755 struct list constantsB;
2756 struct list constantsF;
2757 struct list constantsI;
2758 shader_reg_maps reg_maps;
2760 struct wined3d_shader_signature_element input_signature[max(MAX_ATTRIBS, MAX_REG_INPUT)];
2761 struct wined3d_shader_signature_element output_signature[MAX_REG_OUTPUT];
2763 /* Pointer to the parent device */
2764 IWineD3DDevice *device;
2765 struct list shader_list_entry;
2767 } IWineD3DBaseShaderClass;
2769 typedef struct IWineD3DBaseShaderImpl {
2770 /* IUnknown */
2771 const IWineD3DBaseShaderVtbl *lpVtbl;
2773 /* IWineD3DBaseShader */
2774 IWineD3DBaseShaderClass baseShader;
2775 } IWineD3DBaseShaderImpl;
2777 void shader_buffer_clear(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2778 BOOL shader_buffer_init(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2779 void shader_buffer_free(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2780 void shader_dump_src_param(const struct wined3d_shader_src_param *param,
2781 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
2782 void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
2783 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
2784 unsigned int shader_find_free_input_register(const struct shader_reg_maps *reg_maps, unsigned int max) DECLSPEC_HIDDEN;
2785 void shader_generate_main(IWineD3DBaseShader *iface, struct wined3d_shader_buffer *buffer,
2786 const shader_reg_maps *reg_maps, const DWORD *pFunction, void *backend_ctx) DECLSPEC_HIDDEN;
2787 BOOL shader_match_semantic(const char *semantic_name, WINED3DDECLUSAGE usage) DECLSPEC_HIDDEN;
2789 static inline BOOL shader_is_pshader_version(enum wined3d_shader_type type)
2791 return type == WINED3D_SHADER_TYPE_PIXEL;
2794 static inline BOOL shader_is_vshader_version(enum wined3d_shader_type type)
2796 return type == WINED3D_SHADER_TYPE_VERTEX;
2799 static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
2801 switch (reg->type)
2803 case WINED3DSPR_RASTOUT:
2804 /* oFog & oPts */
2805 if (reg->idx != 0) return TRUE;
2806 /* oPos */
2807 return FALSE;
2809 case WINED3DSPR_DEPTHOUT: /* oDepth */
2810 case WINED3DSPR_CONSTBOOL: /* b# */
2811 case WINED3DSPR_LOOP: /* aL */
2812 case WINED3DSPR_PREDICATE: /* p0 */
2813 return TRUE;
2815 case WINED3DSPR_MISCTYPE:
2816 switch(reg->idx)
2818 case 0: /* vPos */
2819 return FALSE;
2820 case 1: /* vFace */
2821 return TRUE;
2822 default:
2823 return FALSE;
2826 case WINED3DSPR_IMMCONST:
2827 switch(reg->immconst_type)
2829 case WINED3D_IMMCONST_FLOAT:
2830 return TRUE;
2831 default:
2832 return FALSE;
2835 default:
2836 return FALSE;
2840 static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
2841 local_constant* lconst;
2843 if(This->baseShader.load_local_constsF) return FALSE;
2844 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2845 if(lconst->idx == reg) return TRUE;
2847 return FALSE;
2851 /*****************************************************************************
2852 * IDirect3DVertexShader implementation structures
2854 typedef struct IWineD3DVertexShaderImpl {
2855 /* IUnknown parts */
2856 const IWineD3DVertexShaderVtbl *lpVtbl;
2858 /* IWineD3DBaseShader */
2859 IWineD3DBaseShaderClass baseShader;
2861 /* Vertex shader attributes. */
2862 struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
2864 UINT min_rel_offset, max_rel_offset;
2865 UINT rel_offset;
2866 } IWineD3DVertexShaderImpl;
2868 void find_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
2869 struct vs_compile_args *args) DECLSPEC_HIDDEN;
2870 HRESULT vertexshader_init(IWineD3DVertexShaderImpl *shader, IWineD3DDeviceImpl *device,
2871 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
2872 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2874 struct wined3d_geometryshader
2876 const struct IWineD3DGeometryShaderVtbl *vtbl;
2877 IWineD3DBaseShaderClass base_shader;
2880 HRESULT geometryshader_init(struct wined3d_geometryshader *shader, IWineD3DDeviceImpl *device,
2881 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
2882 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2884 /*****************************************************************************
2885 * IDirect3DPixelShader implementation structure
2888 /* Using additional shader constants (uniforms in GLSL / program environment
2889 * or local parameters in ARB) is costly:
2890 * ARB only knows float4 parameters and GLSL compiler are not really smart
2891 * when it comes to efficiently pack float2 uniforms, so no space is wasted
2892 * (in fact most compilers map a float2 to a full float4 uniform).
2894 * For NP2 texcoord fixup we only need 2 floats (width and height) for each
2895 * 2D texture used in the shader. We therefore pack fixup info for 2 textures
2896 * into a single shader constant (uniform / program parameter).
2898 * This structure is shared between the GLSL and the ARB backend.*/
2899 struct ps_np2fixup_info {
2900 unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */
2901 WORD active; /* bitfield indicating if we can apply the fixup */
2902 WORD num_consts;
2905 typedef struct IWineD3DPixelShaderImpl {
2906 /* IUnknown parts */
2907 const IWineD3DPixelShaderVtbl *lpVtbl;
2909 /* IWineD3DBaseShader */
2910 IWineD3DBaseShaderClass baseShader;
2912 /* Pixel shader input semantics */
2913 DWORD input_reg_map[MAX_REG_INPUT];
2914 BOOL input_reg_used[MAX_REG_INPUT];
2915 unsigned int declared_in_count;
2917 /* Some information about the shader behavior */
2918 char vpos_uniform;
2920 BOOL color0_mov;
2921 DWORD color0_reg;
2923 } IWineD3DPixelShaderImpl;
2925 HRESULT pixelshader_init(IWineD3DPixelShaderImpl *shader, IWineD3DDeviceImpl *device,
2926 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
2927 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2928 void pixelshader_update_samplers(struct shader_reg_maps *reg_maps,
2929 IWineD3DBaseTexture * const *textures) DECLSPEC_HIDDEN;
2930 void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
2931 struct ps_compile_args *args) DECLSPEC_HIDDEN;
2933 /* sRGB correction constants */
2934 static const float srgb_cmp = 0.0031308f;
2935 static const float srgb_mul_low = 12.92f;
2936 static const float srgb_pow = 0.41666f;
2937 static const float srgb_mul_high = 1.055f;
2938 static const float srgb_sub_high = 0.055f;
2940 /*****************************************************************************
2941 * IWineD3DPalette implementation structure
2943 struct IWineD3DPaletteImpl {
2944 /* IUnknown parts */
2945 const IWineD3DPaletteVtbl *lpVtbl;
2946 LONG ref;
2948 IUnknown *parent;
2949 IWineD3DDeviceImpl *device;
2951 /* IWineD3DPalette */
2952 HPALETTE hpal;
2953 WORD palVersion; /*| */
2954 WORD palNumEntries; /*| LOGPALETTE */
2955 PALETTEENTRY palents[256]; /*| */
2956 /* This is to store the palette in 'screen format' */
2957 int screen_palents[256];
2958 DWORD Flags;
2961 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl DECLSPEC_HIDDEN;
2962 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags) DECLSPEC_HIDDEN;
2964 /* DirectDraw utility functions */
2965 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth) DECLSPEC_HIDDEN;
2967 /*****************************************************************************
2968 * Pixel format management
2971 /* WineD3D pixel format flags */
2972 #define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x1
2973 #define WINED3DFMT_FLAG_FILTERING 0x2
2974 #define WINED3DFMT_FLAG_DEPTH 0x4
2975 #define WINED3DFMT_FLAG_STENCIL 0x8
2976 #define WINED3DFMT_FLAG_RENDERTARGET 0x10
2977 #define WINED3DFMT_FLAG_FOURCC 0x20
2978 #define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x40
2979 #define WINED3DFMT_FLAG_COMPRESSED 0x80
2980 #define WINED3DFMT_FLAG_GETDC 0x100
2981 #define WINED3DFMT_FLAG_FLOAT 0x200
2983 struct wined3d_format_desc
2985 WINED3DFORMAT format;
2986 DWORD red_mask;
2987 DWORD green_mask;
2988 DWORD blue_mask;
2989 DWORD alpha_mask;
2990 UINT byte_count;
2991 WORD depth_size;
2992 WORD stencil_size;
2994 UINT block_width;
2995 UINT block_height;
2996 UINT block_byte_count;
2998 enum wined3d_ffp_emit_idx emit_idx;
2999 GLint component_count;
3000 GLenum gl_vtx_type;
3001 GLint gl_vtx_format;
3002 GLboolean gl_normalized;
3003 unsigned int component_size;
3005 GLint glInternal;
3006 GLint glGammaInternal;
3007 GLint rtInternal;
3008 GLint glFormat;
3009 GLint glType;
3010 unsigned int Flags;
3011 float heightscale;
3012 struct color_fixup_desc color_fixup;
3015 const struct wined3d_format_desc *getFormatDescEntry(WINED3DFORMAT fmt,
3016 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
3018 static inline BOOL use_vs(IWineD3DStateBlockImpl *stateblock)
3020 /* Check stateblock->vertexDecl to allow this to be used from
3021 * IWineD3DDeviceImpl_FindTexUnitMap(). This is safe because
3022 * stateblock->vertexShader implies a vertex declaration instead of ddraw
3023 * style strided data. */
3024 return (stateblock->vertexShader
3025 && !((IWineD3DVertexDeclarationImpl *)stateblock->vertexDecl)->position_transformed
3026 && stateblock->device->vs_selected_mode != SHADER_NONE);
3029 static inline BOOL use_ps(IWineD3DStateBlockImpl *stateblock)
3031 return (stateblock->pixelShader && stateblock->device->ps_selected_mode != SHADER_NONE);
3034 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface,
3035 const RECT *src_rect, IWineD3DSurface *dst_surface, const RECT *dst_rect,
3036 const WINED3DTEXTUREFILTERTYPE filter) DECLSPEC_HIDDEN;
3038 /* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
3039 #define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
3041 #define WINEMAKEFOURCC(ch0, ch1, ch2, ch3) \
3042 ((DWORD)(BYTE)(ch0) | ((DWORD)(BYTE)(ch1) << 8) | \
3043 ((DWORD)(BYTE)(ch2) << 16) | ((DWORD)(BYTE)(ch3) << 24 ))
3045 #define MAKEDWORD_VERSION(maj, min) (((maj & 0xffff) << 16) | (min & 0xffff))
3047 #endif