wined3d: Keep track of what stage a texturing unit is mapped to.
[wine/dibdrv.git] / dlls / wined3d / wined3d_private.h
blobefa8f7bb75e2bbaa659904a58a7bb08e8dc322b9
1 /*
2 * Direct3D wine internal private include file
4 * Copyright 2002-2003 The wine-d3d team
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2004 Jason Edmeades
7 * Copyright 2005 Oliver Stieber
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
27 #include <stdarg.h>
28 #include <math.h>
29 #define NONAMELESSUNION
30 #define NONAMELESSSTRUCT
31 #define COBJMACROS
32 #include "windef.h"
33 #include "winbase.h"
34 #include "winreg.h"
35 #include "wingdi.h"
36 #include "winuser.h"
37 #include "wine/debug.h"
38 #include "wine/unicode.h"
40 #include "wined3d_private_types.h"
41 #include "wine/wined3d_interface.h"
42 #include "wine/wined3d_caps.h"
43 #include "wine/wined3d_gl.h"
44 #include "wine/list.h"
46 /* Hash table functions */
47 typedef unsigned int (hash_function_t)(void *key);
48 typedef BOOL (compare_function_t)(void *keya, void *keyb);
50 typedef struct {
51 void *key;
52 void *value;
53 unsigned int hash;
54 struct list entry;
55 } hash_table_entry_t;
57 typedef struct {
58 hash_function_t *hash_function;
59 compare_function_t *compare_function;
60 struct list *buckets;
61 unsigned int bucket_count;
62 hash_table_entry_t *entries;
63 unsigned int entry_count;
64 struct list free_entries;
65 unsigned int count;
66 unsigned int grow_size;
67 unsigned int shrink_size;
68 } hash_table_t;
70 hash_table_t *hash_table_create(hash_function_t *hash_function, compare_function_t *compare_function);
71 void hash_table_destroy(hash_table_t *table);
72 void *hash_table_get(hash_table_t *table, void *key);
73 void hash_table_put(hash_table_t *table, void *key, void *value);
74 void hash_table_remove(hash_table_t *table, void *key);
76 /* Device caps */
77 #define MAX_PALETTES 256
78 #define MAX_STREAMS 16
79 #define MAX_TEXTURES 8
80 #define MAX_SAMPLERS 16
81 #define MAX_ACTIVE_LIGHTS 8
82 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
83 #define MAX_LEVELS 256
85 #define MAX_CONST_I 16
86 #define MAX_CONST_B 16
88 /* Used for CreateStateBlock */
89 #define NUM_SAVEDPIXELSTATES_R 35
90 #define NUM_SAVEDPIXELSTATES_T 18
91 #define NUM_SAVEDPIXELSTATES_S 12
92 #define NUM_SAVEDVERTEXSTATES_R 31
93 #define NUM_SAVEDVERTEXSTATES_T 2
94 #define NUM_SAVEDVERTEXSTATES_S 1
96 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
97 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
98 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
99 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
100 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
101 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
103 typedef enum _WINELOOKUP {
104 WINELOOKUP_WARPPARAM = 0,
105 WINELOOKUP_MAGFILTER = 1,
106 MAX_LOOKUPS = 2
107 } WINELOOKUP;
109 extern int minLookup[MAX_LOOKUPS];
110 extern int maxLookup[MAX_LOOKUPS];
111 extern DWORD *stateLookup[MAX_LOOKUPS];
113 extern DWORD minMipLookup[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
115 typedef struct _WINED3DGLTYPE {
116 int d3dType;
117 GLint size;
118 GLenum glType;
119 GLboolean normalized;
120 int typesize;
121 } WINED3DGLTYPE;
123 /* NOTE: Make sure these are in the correct numerical order. (see /include/wined3d_types.h) */
124 static WINED3DGLTYPE const glTypeLookup[WINED3DDECLTYPE_UNUSED] = {
125 {WINED3DDECLTYPE_FLOAT1, 1, GL_FLOAT , GL_FALSE ,sizeof(float)},
126 {WINED3DDECLTYPE_FLOAT2, 2, GL_FLOAT , GL_FALSE ,sizeof(float)},
127 {WINED3DDECLTYPE_FLOAT3, 3, GL_FLOAT , GL_FALSE ,sizeof(float)},
128 {WINED3DDECLTYPE_FLOAT4, 4, GL_FLOAT , GL_FALSE ,sizeof(float)},
129 {WINED3DDECLTYPE_D3DCOLOR, 4, GL_UNSIGNED_BYTE , GL_TRUE ,sizeof(BYTE)},
130 {WINED3DDECLTYPE_UBYTE4, 4, GL_UNSIGNED_BYTE , GL_FALSE ,sizeof(BYTE)},
131 {WINED3DDECLTYPE_SHORT2, 2, GL_SHORT , GL_FALSE ,sizeof(short int)},
132 {WINED3DDECLTYPE_SHORT4, 4, GL_SHORT , GL_FALSE ,sizeof(short int)},
133 {WINED3DDECLTYPE_UBYTE4N, 4, GL_UNSIGNED_BYTE , GL_FALSE ,sizeof(BYTE)},
134 {WINED3DDECLTYPE_SHORT2N, 2, GL_SHORT , GL_FALSE ,sizeof(short int)},
135 {WINED3DDECLTYPE_SHORT4N, 4, GL_SHORT , GL_FALSE ,sizeof(short int)},
136 {WINED3DDECLTYPE_USHORT2N, 2, GL_UNSIGNED_SHORT , GL_FALSE ,sizeof(short int)},
137 {WINED3DDECLTYPE_USHORT4N, 4, GL_UNSIGNED_SHORT , GL_FALSE ,sizeof(short int)},
138 {WINED3DDECLTYPE_UDEC3, 3, GL_UNSIGNED_SHORT , GL_FALSE ,sizeof(short int)},
139 {WINED3DDECLTYPE_DEC3N, 3, GL_SHORT , GL_FALSE ,sizeof(short int)},
140 {WINED3DDECLTYPE_FLOAT16_2, 2, GL_FLOAT , GL_FALSE ,sizeof(short int)},
141 {WINED3DDECLTYPE_FLOAT16_4, 4, GL_FLOAT , GL_FALSE ,sizeof(short int)}};
143 #define WINED3D_ATR_TYPE(type) glTypeLookup[type].d3dType
144 #define WINED3D_ATR_SIZE(type) glTypeLookup[type].size
145 #define WINED3D_ATR_GLTYPE(type) glTypeLookup[type].glType
146 #define WINED3D_ATR_NORMALIZED(type) glTypeLookup[type].normalized
147 #define WINED3D_ATR_TYPESIZE(type) glTypeLookup[type].typesize
150 * Settings
152 #define VS_NONE 0
153 #define VS_HW 1
155 #define PS_NONE 0
156 #define PS_HW 1
158 #define VBO_NONE 0
159 #define VBO_HW 1
161 #define NP2_NONE 0
162 #define NP2_REPACK 1
163 #define NP2_NATIVE 2
165 #define ORM_BACKBUFFER 0
166 #define ORM_PBUFFER 1
167 #define ORM_FBO 2
169 #define SHADER_ARB 1
170 #define SHADER_GLSL 2
171 #define SHADER_NONE 3
173 #define RTL_DISABLE -1
174 #define RTL_AUTO 0
175 #define RTL_READDRAW 1
176 #define RTL_READTEX 2
177 #define RTL_TEXDRAW 3
178 #define RTL_TEXTEX 4
180 /* NOTE: When adding fields to this structure, make sure to update the default
181 * values in wined3d_main.c as well. */
182 typedef struct wined3d_settings_s {
183 /* vertex and pixel shader modes */
184 int vs_mode;
185 int ps_mode;
186 int vbo_mode;
187 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
188 we should use it. However, until it's fully implemented, we'll leave it as a registry
189 setting for developers. */
190 BOOL glslRequested;
191 int offscreen_rendering_mode;
192 int rendertargetlock_mode;
193 /* Memory tracking and object counting */
194 unsigned int emulated_textureram;
195 } wined3d_settings_t;
197 extern wined3d_settings_t wined3d_settings;
199 /* Shader backends */
201 typedef struct {
202 void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
203 void (*shader_select_depth_blt)(IWineD3DDevice *iface);
204 void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
205 void (*shader_cleanup)(IWineD3DDevice *iface);
206 } shader_backend_t;
208 extern const shader_backend_t glsl_shader_backend;
209 extern const shader_backend_t arb_program_shader_backend;
210 extern const shader_backend_t none_shader_backend;
212 /* X11 locking */
214 extern void (*wine_tsx11_lock_ptr)(void);
215 extern void (*wine_tsx11_unlock_ptr)(void);
217 /* As GLX relies on X, this is needed */
218 extern int num_lock;
220 #if 0
221 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
222 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
223 #else
224 #define ENTER_GL() wine_tsx11_lock_ptr()
225 #define LEAVE_GL() wine_tsx11_unlock_ptr()
226 #endif
228 /*****************************************************************************
229 * Defines
232 /* GL related defines */
233 /* ------------------ */
234 #define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
235 #define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
236 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
237 #define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
239 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
240 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
241 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
242 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
244 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
245 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
246 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
247 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
249 #define D3DCOLORTOGLFLOAT4(dw, vec) \
250 (vec)[0] = D3DCOLOR_R(dw); \
251 (vec)[1] = D3DCOLOR_G(dw); \
252 (vec)[2] = D3DCOLOR_B(dw); \
253 (vec)[3] = D3DCOLOR_A(dw);
255 /* DirectX Device Limits */
256 /* --------------------- */
257 #define MAX_LEVELS 256 /* Maximum number of mipmap levels. Guessed at 256 */
259 #define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
260 See MaxStreams in MSDN under GetDeviceCaps */
261 /* Maximum number of constants provided to the shaders */
262 #define HIGHEST_TRANSFORMSTATE 512
263 /* Highest value in WINED3DTRANSFORMSTATETYPE */
264 #define MAX_PALETTES 256
266 /* Checking of API calls */
267 /* --------------------- */
268 #define checkGLcall(A) \
270 GLint err = glGetError(); \
271 if (err == GL_NO_ERROR) { \
272 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
274 } else do { \
275 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
276 debug_glerror(err), err, A, __FILE__, __LINE__); \
277 err = glGetError(); \
278 } while (err != GL_NO_ERROR); \
281 /* Trace routines / diagnostics */
282 /* ---------------------------- */
284 /* Dump out a matrix and copy it */
285 #define conv_mat(mat,gl_mat) \
286 do { \
287 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
288 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
289 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
290 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
291 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
292 } while (0)
294 /* Macro to dump out the current state of the light chain */
295 #define DUMP_LIGHT_CHAIN() \
297 PLIGHTINFOEL *el = This->stateBlock->lights;\
298 while (el) { \
299 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
300 el = el->next; \
304 /* Trace vector and strided data information */
305 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
306 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d, vbo %d, stream %u)\n", \
307 sd->u.s.name.lpData, sd->u.s.name.dwStride, sd->u.s.name.dwType, sd->u.s.name.VBO, sd->u.s.name.streamNo);
309 /* Defines used for optimizations */
311 /* Only reapply what is necessary */
312 #define REAPPLY_ALPHAOP 0x0001
313 #define REAPPLY_ALL 0xFFFF
315 /* Advance declaration of structures to satisfy compiler */
316 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
317 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
318 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
319 typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl;
321 /* Tracking */
323 /* TODO: Move some of this to the device */
324 long globalChangeGlRam(long glram);
326 /* Memory and object tracking */
328 /*Structure for holding information on all direct3d objects
329 useful for making sure tracking is ok and when release is called on a device!
330 and probably quite handy for debugging and dumping states out
332 typedef struct WineD3DGlobalStatistics {
333 int glsurfaceram; /* The aproximate amount of glTexture memory allocated for textures */
334 } WineD3DGlobalStatistics;
336 extern WineD3DGlobalStatistics* wineD3DGlobalStatistics;
338 /* Global variables */
339 extern const float identity[16];
341 /*****************************************************************************
342 * Compilable extra diagnostics
345 /* Trace information per-vertex: (extremely high amount of trace) */
346 #if 0 /* NOTE: Must be 0 in cvs */
347 # define VTRACE(A) TRACE A
348 #else
349 # define VTRACE(A)
350 #endif
352 /* Checking of per-vertex related GL calls */
353 /* --------------------- */
354 #define vcheckGLcall(A) \
356 GLint err = glGetError(); \
357 if (err == GL_NO_ERROR) { \
358 VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
360 } else do { \
361 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
362 debug_glerror(err), err, A, __FILE__, __LINE__); \
363 err = glGetError(); \
364 } while (err != GL_NO_ERROR); \
367 /* TODO: Confirm each of these works when wined3d move completed */
368 #if 0 /* NOTE: Must be 0 in cvs */
369 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
370 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
371 is enabled, and if it doesn't exist it is disabled. */
372 # define FRAME_DEBUGGING
373 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
374 the file is deleted */
375 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
376 # define SINGLE_FRAME_DEBUGGING
377 # endif
378 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
379 It can only be enabled when FRAME_DEBUGGING is also enabled
380 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
381 array is drawn. */
382 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
383 # define SHOW_FRAME_MAKEUP 1
384 # endif
385 /* The following, when enabled, lets you see the makeup of the all the textures used during each
386 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
387 The contents of the textures assigned to each stage are written into
388 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
389 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
390 # define SHOW_TEXTURE_MAKEUP 0
391 # endif
392 extern BOOL isOn;
393 extern BOOL isDumpingFrames;
394 extern LONG primCounter;
395 #endif
397 /*****************************************************************************
398 * Prototypes
401 /* Routine common to the draw primitive and draw indexed primitive routines */
402 void drawPrimitive(IWineD3DDevice *iface,
403 int PrimitiveType,
404 long NumPrimitives,
405 /* for Indexed: */
406 long StartVertexIndex,
407 UINT numberOfVertices,
408 long StartIdx,
409 short idxBytes,
410 const void *idxData,
411 int minIndex);
413 void primitiveDeclarationConvertToStridedData(
414 IWineD3DDevice *iface,
415 BOOL useVertexShaderFunction,
416 WineDirect3DVertexStridedData *strided,
417 BOOL *fixup);
419 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
421 void blt_to_drawable(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *surface);
423 #define eps 1e-8
425 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
426 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
428 /* Routines and structures related to state management */
429 typedef struct WineD3DContext WineD3DContext;
430 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
432 #define STATE_RENDER(a) (a)
433 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
435 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + (stage) * WINED3D_HIGHEST_TEXTURE_STATE + (num))
436 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
438 /* + 1 because samplers start with 0 */
439 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
440 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_SAMPLERS - 1))
442 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_SAMPLERS - 1) + 1)
443 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
445 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
446 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
448 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
449 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
450 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
451 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
453 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
454 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
456 #define STATE_VSHADER (STATE_VDECL + 1)
457 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
459 #define STATE_VIEWPORT (STATE_VSHADER + 1)
460 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
462 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
463 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
464 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
465 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
467 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
468 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_PIXELSHADERCONSTANT(MAX_ACTIVE_LIGHTS))
470 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
471 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
473 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
474 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
476 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
478 #define STATE_HIGHEST (STATE_MATERIAL)
480 struct StateEntry
482 DWORD representative;
483 APPLYSTATEFUNC apply;
486 /* Global state table */
487 extern const struct StateEntry StateTable[];
489 /* The new context manager that should deal with onscreen and offscreen rendering */
490 struct WineD3DContext {
491 /* State dirtification
492 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
493 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
494 * 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
495 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
497 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
498 DWORD numDirtyEntries;
499 DWORD isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
501 IWineD3DSurface *surface;
502 DWORD tid; /* Thread ID which owns this context at the moment */
504 /* Stores some inforation about the context state for optimization */
505 BOOL last_was_rhw; /* true iff last draw_primitive was in xyzrhw mode */
506 BOOL last_was_pshader;
507 BOOL last_was_vshader;
508 BOOL last_was_foggy_shader;
509 BOOL namedArraysLoaded, numberedArraysLoaded;
510 BOOL lastWasPow2Texture[MAX_TEXTURES];
511 GLenum tracking_parm; /* Which source is tracking current colour */
512 unsigned char num_untracked_materials;
513 GLenum untracked_materials[2];
514 BOOL last_was_blit, last_was_ckey;
515 char texShaderBumpMap;
517 /* The actual opengl context */
518 GLXContext glCtx;
519 Drawable drawable;
520 Display *display;
521 BOOL isPBuffer;
524 typedef enum ContextUsage {
525 CTXUSAGE_RESOURCELOAD = 1, /* Only loads textures: No State is applied */
526 CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfacs */
527 CTXUSAGE_BLIT = 3, /* OpenGL states are set up 3D drawing */
528 } ContextUsage;
530 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
531 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, Display *display, Window win);
532 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
533 void apply_fbo_state(IWineD3DDevice *iface);
535 /* Macros for doing basic GPU detection based on opengl capabilities */
536 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
537 #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])
538 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
539 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
541 /* Default callbacks for implicit object destruction */
542 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
544 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
546 /*****************************************************************************
547 * Internal representation of a light
549 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
550 struct PLIGHTINFOEL {
551 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
552 DWORD OriginalIndex;
553 LONG glIndex;
554 BOOL changed;
555 BOOL enabledChanged;
557 /* Converted parms to speed up swapping lights */
558 float lightPosn[4];
559 float lightDirn[4];
560 float exponent;
561 float cutoff;
563 struct list entry;
566 /* The default light parameters */
567 extern const WINED3DLIGHT WINED3D_default_light;
569 /* The adapter structure */
570 struct WineD3DAdapter
572 POINT monitorPoint;
573 Display *display;
574 WineD3D_GL_Info gl_info;
575 const char *driver;
576 const char *description;
577 GLXFBConfig *cfgs;
578 int nCfgs;
581 extern BOOL InitAdapters(void);
583 /*****************************************************************************
584 * IWineD3D implementation structure
586 typedef struct IWineD3DImpl
588 /* IUnknown fields */
589 const IWineD3DVtbl *lpVtbl;
590 LONG ref; /* Note: Ref counting not required */
592 /* WineD3D Information */
593 IUnknown *parent;
594 UINT dxVersion;
595 } IWineD3DImpl;
597 extern const IWineD3DVtbl IWineD3D_Vtbl;
599 /* TODO: setup some flags in the registry to enable, disable pbuffer support
600 (since it will break quite a few things until contexts are managed properly!) */
601 extern BOOL pbuffer_support;
602 /* allocate one pbuffer per surface */
603 extern BOOL pbuffer_per_surface;
605 typedef struct ResourceList {
606 IWineD3DResource *resource;
607 struct ResourceList *next;
608 } ResourceList;
610 /* A helper function that dumps a resource list */
611 void dumpResources(ResourceList *resources);
613 /*****************************************************************************
614 * IWineD3DDevice implementation structure
616 struct IWineD3DDeviceImpl
618 /* IUnknown fields */
619 const IWineD3DDeviceVtbl *lpVtbl;
620 LONG ref; /* Note: Ref counting not required */
622 /* WineD3D Information */
623 IUnknown *parent;
624 IWineD3D *wineD3D;
625 struct WineD3DAdapter *adapter;
627 /* Window styles to restore when switching fullscreen mode */
628 LONG style;
629 LONG exStyle;
631 /* X and GL Information */
632 GLint maxConcurrentLights;
633 GLenum offscreenBuffer;
635 /* Selected capabilities */
636 int vs_selected_mode;
637 int ps_selected_mode;
638 const shader_backend_t *shader_backend;
639 hash_table_t *glsl_program_lookup;
641 /* To store */
642 BOOL view_ident; /* true iff view matrix is identity */
643 BOOL untransformed;
644 BOOL vertexBlendUsed; /* To avoid needless setting of the blend matrices */
645 unsigned char surface_alignment; /* Line Alignment of surfaces */
647 /* State block related */
648 BOOL isRecordingState;
649 IWineD3DStateBlockImpl *stateBlock;
650 IWineD3DStateBlockImpl *updateStateBlock;
651 BOOL isInDraw;
653 /* Internal use fields */
654 WINED3DDEVICE_CREATION_PARAMETERS createParms;
655 UINT adapterNo;
656 WINED3DDEVTYPE devType;
658 IWineD3DSwapChain **swapchains;
659 uint NumberOfSwapChains;
661 ResourceList *resources; /* a linked list to track resources created by the device */
663 /* Render Target Support */
664 IWineD3DSurface **render_targets;
665 IWineD3DSurface *depthStencilBuffer;
666 IWineD3DSurface **fbo_color_attachments;
667 IWineD3DSurface *fbo_depth_attachment;
669 IWineD3DSurface *stencilBufferTarget;
671 /* Caches to avoid unneeded context changes */
672 IWineD3DSurface *lastActiveRenderTarget;
673 IWineD3DSwapChain *lastActiveSwapChain;
675 /* palettes texture management */
676 PALETTEENTRY palettes[MAX_PALETTES][256];
677 UINT currentPalette;
679 /* For rendering to a texture using glCopyTexImage */
680 BOOL render_offscreen;
681 WINED3D_DEPTHCOPYSTATE depth_copy_state;
682 GLuint fbo;
683 GLuint src_fbo;
684 GLuint dst_fbo;
685 GLenum *draw_buffers;
687 /* Cursor management */
688 BOOL bCursorVisible;
689 UINT xHotSpot;
690 UINT yHotSpot;
691 UINT xScreenSpace;
692 UINT yScreenSpace;
693 UINT cursorWidth, cursorHeight;
694 GLuint cursorTexture;
695 BOOL haveHardwareCursor;
696 HCURSOR hardwareCursor;
698 /* Textures for when no other textures are mapped */
699 UINT dummyTextureName[MAX_TEXTURES];
701 /* Debug stream management */
702 BOOL debug;
704 /* Device state management */
705 HRESULT state;
706 BOOL d3d_initialized;
708 /* A flag to check for proper BeginScene / EndScene call pairs */
709 BOOL inScene;
711 /* process vertex shaders using software or hardware */
712 BOOL softwareVertexProcessing;
714 /* DirectDraw stuff */
715 HWND ddraw_window;
716 IWineD3DSurface *ddraw_primary;
717 DWORD ddraw_width, ddraw_height;
718 WINED3DFORMAT ddraw_format;
719 BOOL ddraw_fullscreen;
721 /* Final position fixup constant */
722 float posFixup[4];
724 /* With register combiners we can skip junk texture stages */
725 DWORD texUnitMap[MAX_SAMPLERS];
726 DWORD rev_tex_unit_map[MAX_SAMPLERS];
727 BOOL oneToOneTexUnitMap;
729 /* Stream source management */
730 WineDirect3DVertexStridedData strided_streams;
731 WineDirect3DVertexStridedData *up_strided;
732 BOOL useDrawStridedSlow;
733 BOOL instancedDraw;
735 /* Context management */
736 WineD3DContext **contexts; /* Dynamic array containing pointers to context structures */
737 WineD3DContext *activeContext; /* Only 0 for now */
738 UINT numContexts; /* Always 1 for now */
739 WineD3DContext *pbufferContext; /* The context that has a pbuffer as drawable */
740 DWORD pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
743 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
745 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
746 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
747 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
748 DWORD idx = state >> 5;
749 BYTE shift = state & 0x1f;
750 return context->isStateDirty[idx] & (1 << shift);
753 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
754 typedef struct PrivateData
756 struct list entry;
758 GUID tag;
759 DWORD flags; /* DDSPD_* */
760 DWORD uniqueness_value;
762 union
764 LPVOID data;
765 LPUNKNOWN object;
766 } ptr;
768 DWORD size;
769 } PrivateData;
771 /*****************************************************************************
772 * IWineD3DResource implementation structure
774 typedef struct IWineD3DResourceClass
776 /* IUnknown fields */
777 LONG ref; /* Note: Ref counting not required */
779 /* WineD3DResource Information */
780 IUnknown *parent;
781 WINED3DRESOURCETYPE resourceType;
782 IWineD3DDeviceImpl *wineD3DDevice;
783 WINED3DPOOL pool;
784 UINT size;
785 DWORD usage;
786 WINED3DFORMAT format;
787 BYTE *allocatedMemory;
788 struct list privateData;
790 } IWineD3DResourceClass;
792 typedef struct IWineD3DResourceImpl
794 /* IUnknown & WineD3DResource Information */
795 const IWineD3DResourceVtbl *lpVtbl;
796 IWineD3DResourceClass resource;
797 } IWineD3DResourceImpl;
800 /*****************************************************************************
801 * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
803 typedef struct IWineD3DVertexBufferImpl
805 /* IUnknown & WineD3DResource Information */
806 const IWineD3DVertexBufferVtbl *lpVtbl;
807 IWineD3DResourceClass resource;
809 /* WineD3DVertexBuffer specifics */
810 DWORD fvf;
812 /* Vertex buffer object support */
813 GLuint vbo;
814 BYTE Flags;
815 LONG bindCount;
817 UINT dirtystart, dirtyend;
818 LONG lockcount;
820 LONG declChanges, draws;
821 /* Last description of the buffer */
822 WineDirect3DVertexStridedData strided;
823 } IWineD3DVertexBufferImpl;
825 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
827 #define VBFLAG_LOAD 0x01 /* Data is written from allocatedMemory to the VBO */
828 #define VBFLAG_OPTIMIZED 0x02 /* Optimize has been called for the VB */
829 #define VBFLAG_DIRTY 0x04 /* Buffer data has been modified */
830 #define VBFLAG_HASDESC 0x08 /* A vertex description has been found */
831 #define VBFLAG_VBOCREATEFAIL 0x10 /* An attempt to create a vbo has failed */
833 /*****************************************************************************
834 * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
836 typedef struct IWineD3DIndexBufferImpl
838 /* IUnknown & WineD3DResource Information */
839 const IWineD3DIndexBufferVtbl *lpVtbl;
840 IWineD3DResourceClass resource;
842 GLuint vbo;
843 UINT dirtystart, dirtyend;
844 LONG lockcount;
846 /* WineD3DVertexBuffer specifics */
847 } IWineD3DIndexBufferImpl;
849 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
851 /*****************************************************************************
852 * IWineD3DBaseTexture D3D- > openGL state map lookups
854 #define WINED3DFUNC_NOTSUPPORTED -2
855 #define WINED3DFUNC_UNIMPLEMENTED -1
857 typedef enum winetexturestates {
858 WINED3DTEXSTA_ADDRESSU = 0,
859 WINED3DTEXSTA_ADDRESSV = 1,
860 WINED3DTEXSTA_ADDRESSW = 2,
861 WINED3DTEXSTA_BORDERCOLOR = 3,
862 WINED3DTEXSTA_MAGFILTER = 4,
863 WINED3DTEXSTA_MINFILTER = 5,
864 WINED3DTEXSTA_MIPFILTER = 6,
865 WINED3DTEXSTA_MAXMIPLEVEL = 7,
866 WINED3DTEXSTA_MAXANISOTROPY = 8,
867 WINED3DTEXSTA_SRGBTEXTURE = 9,
868 WINED3DTEXSTA_ELEMENTINDEX = 10,
869 WINED3DTEXSTA_DMAPOFFSET = 11,
870 WINED3DTEXSTA_TSSADDRESSW = 12,
871 MAX_WINETEXTURESTATES = 13,
872 } winetexturestates;
874 typedef struct Wined3dTextureStateMap {
875 CONST int state;
876 int function;
877 } Wined3dTextureStateMap;
879 /*****************************************************************************
880 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
882 typedef struct IWineD3DBaseTextureClass
884 UINT levels;
885 BOOL dirty;
886 UINT textureName;
887 UINT LOD;
888 WINED3DTEXTUREFILTERTYPE filterType;
889 DWORD states[MAX_WINETEXTURESTATES];
890 LONG bindCount;
891 DWORD sampler;
892 BOOL is_srgb;
893 UINT srgb_mode_change_count;
894 } IWineD3DBaseTextureClass;
896 typedef struct IWineD3DBaseTextureImpl
898 /* IUnknown & WineD3DResource Information */
899 const IWineD3DBaseTextureVtbl *lpVtbl;
900 IWineD3DResourceClass resource;
901 IWineD3DBaseTextureClass baseTexture;
903 } IWineD3DBaseTextureImpl;
905 /*****************************************************************************
906 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
908 typedef struct IWineD3DTextureImpl
910 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
911 const IWineD3DTextureVtbl *lpVtbl;
912 IWineD3DResourceClass resource;
913 IWineD3DBaseTextureClass baseTexture;
915 /* IWineD3DTexture */
916 IWineD3DSurface *surfaces[MAX_LEVELS];
918 UINT width;
919 UINT height;
920 float pow2scalingFactorX;
921 float pow2scalingFactorY;
923 } IWineD3DTextureImpl;
925 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
927 /*****************************************************************************
928 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
930 typedef struct IWineD3DCubeTextureImpl
932 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
933 const IWineD3DCubeTextureVtbl *lpVtbl;
934 IWineD3DResourceClass resource;
935 IWineD3DBaseTextureClass baseTexture;
937 /* IWineD3DCubeTexture */
938 IWineD3DSurface *surfaces[6][MAX_LEVELS];
940 UINT edgeLength;
941 float pow2scalingFactor;
943 } IWineD3DCubeTextureImpl;
945 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
947 typedef struct _WINED3DVOLUMET_DESC
949 UINT Width;
950 UINT Height;
951 UINT Depth;
952 } WINED3DVOLUMET_DESC;
954 /*****************************************************************************
955 * IWineD3DVolume implementation structure (extends IUnknown)
957 typedef struct IWineD3DVolumeImpl
959 /* IUnknown & WineD3DResource fields */
960 const IWineD3DVolumeVtbl *lpVtbl;
961 IWineD3DResourceClass resource;
963 /* WineD3DVolume Information */
964 WINED3DVOLUMET_DESC currentDesc;
965 IWineD3DBase *container;
966 UINT bytesPerPixel;
968 BOOL lockable;
969 BOOL locked;
970 WINED3DBOX lockedBox;
971 WINED3DBOX dirtyBox;
972 BOOL dirty;
975 } IWineD3DVolumeImpl;
977 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
979 /*****************************************************************************
980 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
982 typedef struct IWineD3DVolumeTextureImpl
984 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
985 const IWineD3DVolumeTextureVtbl *lpVtbl;
986 IWineD3DResourceClass resource;
987 IWineD3DBaseTextureClass baseTexture;
989 /* IWineD3DVolumeTexture */
990 IWineD3DVolume *volumes[MAX_LEVELS];
992 UINT width;
993 UINT height;
994 UINT depth;
995 } IWineD3DVolumeTextureImpl;
997 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
999 typedef struct _WINED3DSURFACET_DESC
1001 WINED3DMULTISAMPLE_TYPE MultiSampleType;
1002 DWORD MultiSampleQuality;
1003 UINT Width;
1004 UINT Height;
1005 } WINED3DSURFACET_DESC;
1007 /*****************************************************************************
1008 * Structure for DIB Surfaces (GetDC and GDI surfaces)
1010 typedef struct wineD3DSurface_DIB {
1011 HBITMAP DIBsection;
1012 void* bitmap_data;
1013 HGDIOBJ holdbitmap;
1014 BOOL client_memory;
1015 } wineD3DSurface_DIB;
1017 typedef struct {
1018 struct list entry;
1019 GLuint id;
1020 UINT width;
1021 UINT height;
1022 } renderbuffer_entry_t;
1024 /*****************************************************************************
1025 * IWineD3DClipp implementation structure
1027 typedef struct IWineD3DClipperImpl
1029 const IWineD3DClipperVtbl *lpVtbl;
1030 LONG ref;
1032 IUnknown *Parent;
1033 HWND hWnd;
1034 } IWineD3DClipperImpl;
1037 /*****************************************************************************
1038 * IWineD3DSurface implementation structure
1040 struct IWineD3DSurfaceImpl
1042 /* IUnknown & IWineD3DResource Information */
1043 const IWineD3DSurfaceVtbl *lpVtbl;
1044 IWineD3DResourceClass resource;
1046 /* IWineD3DSurface fields */
1047 IWineD3DBase *container;
1048 WINED3DSURFACET_DESC currentDesc;
1049 IWineD3DPaletteImpl *palette; /* D3D7 style palette handling */
1050 PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
1052 UINT bytesPerPixel;
1054 /* TODO: move this off into a management class(maybe!) */
1055 DWORD Flags;
1057 UINT pow2Width;
1058 UINT pow2Height;
1060 /* Oversized texture */
1061 RECT glRect;
1063 #if 0
1064 /* precalculated x and y scalings for texture coords */
1065 float pow2scalingFactorX; /* = (Width / pow2Width ) */
1066 float pow2scalingFactorY; /* = (Height / pow2Height) */
1067 #endif
1069 RECT lockedRect;
1070 RECT dirtyRect;
1071 int lockCount;
1072 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
1074 glDescriptor glDescription;
1076 /* For GetDC */
1077 wineD3DSurface_DIB dib;
1078 HDC hDC;
1080 /* Color keys for DDraw */
1081 WINEDDCOLORKEY DestBltCKey;
1082 WINEDDCOLORKEY DestOverlayCKey;
1083 WINEDDCOLORKEY SrcOverlayCKey;
1084 WINEDDCOLORKEY SrcBltCKey;
1085 DWORD CKeyFlags;
1087 WINEDDCOLORKEY glCKey;
1089 struct list renderbuffers;
1090 renderbuffer_entry_t *current_renderbuffer;
1092 /* DirectDraw clippers */
1093 IWineD3DClipper *clipper;
1096 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1097 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1099 /* Predeclare the shared Surface functions */
1100 HRESULT WINAPI IWineD3DSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1101 ULONG WINAPI IWineD3DSurfaceImpl_AddRef(IWineD3DSurface *iface);
1102 ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface);
1103 HRESULT WINAPI IWineD3DSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1104 HRESULT WINAPI IWineD3DSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1105 HRESULT WINAPI IWineD3DSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1106 HRESULT WINAPI IWineD3DSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1107 HRESULT WINAPI IWineD3DSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1108 DWORD WINAPI IWineD3DSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1109 DWORD WINAPI IWineD3DSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1110 void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface);
1111 WINED3DRESOURCETYPE WINAPI IWineD3DSurfaceImpl_GetType(IWineD3DSurface *iface);
1112 HRESULT WINAPI IWineD3DSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1113 HRESULT WINAPI IWineD3DSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1114 HRESULT WINAPI IWineD3DSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1115 HRESULT WINAPI IWineD3DSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1116 HRESULT WINAPI IWineD3DSurfaceImpl_IsLost(IWineD3DSurface *iface);
1117 HRESULT WINAPI IWineD3DSurfaceImpl_Restore(IWineD3DSurface *iface);
1118 HRESULT WINAPI IWineD3DSurfaceImpl_SetPixelFormat(IWineD3DSurface *iface, WINED3DFORMAT Format, BYTE *Surface, DWORD Size);
1119 HRESULT WINAPI IWineD3DSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1120 HRESULT WINAPI IWineD3DSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1121 HRESULT WINAPI IWineD3DSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, WINEDDCOLORKEY *CKey);
1122 HRESULT WINAPI IWineD3DSurfaceImpl_CleanDirtyRect(IWineD3DSurface *iface);
1123 extern HRESULT WINAPI IWineD3DSurfaceImpl_AddDirtyRect(IWineD3DSurface *iface, CONST RECT* pDirtyRect);
1124 HRESULT WINAPI IWineD3DSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1125 void WINAPI IWineD3DSurfaceImpl_SetGlTextureDesc(IWineD3DSurface *iface, UINT textureName, int target);
1126 void WINAPI IWineD3DSurfaceImpl_GetGlDesc(IWineD3DSurface *iface, glDescriptor **glDescription);
1127 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface);
1128 HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1129 HRESULT WINAPI IWineGDISurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
1130 HRESULT WINAPI IWineGDISurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans);
1131 HRESULT WINAPI IWineD3DSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1132 HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC);
1133 HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC);
1134 DWORD WINAPI IWineD3DSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1135 HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1136 HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem);
1137 HRESULT WINAPI IWineD3DSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1138 HRESULT WINAPI IWineD3DSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1139 HRESULT WINAPI IWineD3DSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1140 HRESULT WINAPI IWineD3DSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, RECT *SrcRect, IWineD3DSurface *DstSurface, RECT *DstRect, DWORD Flags, WINEDDOVERLAYFX *FX);
1141 HRESULT WINAPI IWineD3DSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
1142 HRESULT WINAPI IWineD3DSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
1144 /* Surface flags: */
1145 #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
1146 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
1147 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for getdc */
1148 #define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
1149 #define SFLAG_DISCARD 0x00000010 /* ??? */
1150 #define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
1151 #define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
1152 #define SFLAG_INDRAWABLE 0x00000080 /* The gl drawable contains the most up to date data */
1153 #define SFLAG_INSYSMEM 0x00000100 /* The system memory copy is most up to date */
1154 #define SFLAG_NONPOW2 0x00000200 /* Surface sizes are not a power of 2 */
1155 #define SFLAG_DYNLOCK 0x00000400 /* Surface is often locked by the app */
1156 #define SFLAG_DYNCHANGE 0x00000C00 /* Surface contents are changed very often, implies DYNLOCK */
1157 #define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
1158 #define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
1159 #define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
1160 #define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
1161 #define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
1162 #define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
1164 /* In some conditions the surface memory must not be freed:
1165 * SFLAG_OVERSIZE: Not all data can be kept in GL
1166 * SFLAG_CONVERTED: Converting the data back would take too long
1167 * SFLAG_DIBSECTION: The dib code manages the memory
1168 * SFLAG_LOCKED: The app requires access to the surface data
1169 * SFLAG_DYNLOCK: Avoid freeing the data for performance
1170 * SFLAG_DYNCHANGE: Same reason as DYNLOCK
1171 * SFLAG_CLIENT: OpenGL uses our memory as backup
1173 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
1174 SFLAG_CONVERTED | \
1175 SFLAG_DIBSECTION | \
1176 SFLAG_LOCKED | \
1177 SFLAG_DYNLOCK | \
1178 SFLAG_DYNCHANGE | \
1179 SFLAG_USERPTR | \
1180 SFLAG_CLIENT)
1182 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
1184 /*****************************************************************************
1185 * IWineD3DVertexDeclaration implementation structure
1187 typedef struct IWineD3DVertexDeclarationImpl {
1188 /* IUnknown Information */
1189 const IWineD3DVertexDeclarationVtbl *lpVtbl;
1190 LONG ref;
1192 IUnknown *parent;
1193 IWineD3DDeviceImpl *wineD3DDevice;
1195 WINED3DVERTEXELEMENT *pDeclarationWine;
1196 UINT declarationWNumElements;
1197 } IWineD3DVertexDeclarationImpl;
1199 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
1201 /*****************************************************************************
1202 * IWineD3DStateBlock implementation structure
1205 /* Internal state Block for Begin/End/Capture/Create/Apply info */
1206 /* Note: Very long winded but gl Lists are not flexible enough */
1207 /* to resolve everything we need, so doing it manually for now */
1208 typedef struct SAVEDSTATES {
1209 BOOL indices;
1210 BOOL material;
1211 BOOL fvf;
1212 BOOL streamSource[MAX_STREAMS];
1213 BOOL streamFreq[MAX_STREAMS];
1214 BOOL textures[MAX_SAMPLERS];
1215 BOOL transform[HIGHEST_TRANSFORMSTATE + 1];
1216 BOOL viewport;
1217 BOOL renderState[WINEHIGHEST_RENDER_STATE + 1];
1218 BOOL textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1219 BOOL samplerState[MAX_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1220 BOOL clipplane[MAX_CLIPPLANES];
1221 BOOL vertexDecl;
1222 BOOL pixelShader;
1223 BOOL pixelShaderConstantsB[MAX_CONST_B];
1224 BOOL pixelShaderConstantsI[MAX_CONST_I];
1225 BOOL *pixelShaderConstantsF;
1226 BOOL vertexShader;
1227 BOOL vertexShaderConstantsB[MAX_CONST_B];
1228 BOOL vertexShaderConstantsI[MAX_CONST_I];
1229 BOOL *vertexShaderConstantsF;
1230 BOOL scissorRect;
1231 } SAVEDSTATES;
1233 typedef struct {
1234 struct list entry;
1235 DWORD count;
1236 DWORD idx[13];
1237 } constants_entry;
1239 struct IWineD3DStateBlockImpl
1241 /* IUnknown fields */
1242 const IWineD3DStateBlockVtbl *lpVtbl;
1243 LONG ref; /* Note: Ref counting not required */
1245 /* IWineD3DStateBlock information */
1246 IUnknown *parent;
1247 IWineD3DDeviceImpl *wineD3DDevice;
1248 WINED3DSTATEBLOCKTYPE blockType;
1250 /* Array indicating whether things have been set or changed */
1251 SAVEDSTATES changed;
1252 SAVEDSTATES set;
1253 struct list set_vconstantsF;
1254 struct list set_pconstantsF;
1256 /* Drawing - Vertex Shader or FVF related */
1257 DWORD fvf;
1258 /* Vertex Shader Declaration */
1259 IWineD3DVertexDeclaration *vertexDecl;
1261 IWineD3DVertexShader *vertexShader;
1263 /* Vertex Shader Constants */
1264 BOOL vertexShaderConstantB[MAX_CONST_B];
1265 INT vertexShaderConstantI[MAX_CONST_I * 4];
1266 float *vertexShaderConstantF;
1268 /* Stream Source */
1269 BOOL streamIsUP;
1270 UINT streamStride[MAX_STREAMS];
1271 UINT streamOffset[MAX_STREAMS];
1272 IWineD3DVertexBuffer *streamSource[MAX_STREAMS];
1273 UINT streamFreq[MAX_STREAMS];
1274 UINT streamFlags[MAX_STREAMS]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
1276 /* Indices */
1277 IWineD3DIndexBuffer* pIndexData;
1278 UINT baseVertexIndex;
1279 UINT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1281 /* Transform */
1282 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
1284 /* Light hashmap . Collisions are handled using standard wine double linked lists */
1285 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
1286 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
1287 struct list lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
1288 PLIGHTINFOEL *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
1290 /* Clipping */
1291 double clipplane[MAX_CLIPPLANES][4];
1292 WINED3DCLIPSTATUS clip_status;
1294 /* ViewPort */
1295 WINED3DVIEWPORT viewport;
1297 /* Material */
1298 WINED3DMATERIAL material;
1300 /* Pixel Shader */
1301 IWineD3DPixelShader *pixelShader;
1303 /* Pixel Shader Constants */
1304 BOOL pixelShaderConstantB[MAX_CONST_B];
1305 INT pixelShaderConstantI[MAX_CONST_I * 4];
1306 float *pixelShaderConstantF;
1308 /* RenderState */
1309 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
1311 /* Texture */
1312 IWineD3DBaseTexture *textures[MAX_SAMPLERS];
1313 int textureDimensions[MAX_SAMPLERS];
1315 /* Texture State Stage */
1316 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1317 DWORD lowest_disabled_stage;
1318 /* Sampler States */
1319 DWORD samplerState[MAX_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1321 /* Current GLSL Shader Program */
1322 struct glsl_shader_prog_link *glsl_program;
1324 /* Scissor test rectangle */
1325 RECT scissorRect;
1328 extern void stateblock_savedstates_set(
1329 IWineD3DStateBlock* iface,
1330 SAVEDSTATES* states,
1331 BOOL value);
1333 extern void stateblock_savedstates_copy(
1334 IWineD3DStateBlock* iface,
1335 SAVEDSTATES* dest,
1336 SAVEDSTATES* source);
1338 extern void stateblock_copy(
1339 IWineD3DStateBlock* destination,
1340 IWineD3DStateBlock* source);
1342 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
1344 /*****************************************************************************
1345 * IWineD3DQueryImpl implementation structure (extends IUnknown)
1347 typedef struct IWineD3DQueryImpl
1349 const IWineD3DQueryVtbl *lpVtbl;
1350 LONG ref; /* Note: Ref counting not required */
1352 IUnknown *parent;
1353 /*TODO: replace with iface usage */
1354 #if 0
1355 IWineD3DDevice *wineD3DDevice;
1356 #else
1357 IWineD3DDeviceImpl *wineD3DDevice;
1358 #endif
1360 /* IWineD3DQuery fields */
1361 WINED3DQUERYTYPE type;
1362 /* TODO: Think about using a IUnknown instead of a void* */
1363 void *extendedData;
1366 } IWineD3DQueryImpl;
1368 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1370 /* Datastructures for IWineD3DQueryImpl.extendedData */
1371 typedef struct WineQueryOcclusionData {
1372 GLuint queryId;
1373 } WineQueryOcclusionData;
1375 typedef struct WineQueryEventData {
1376 GLuint fenceId;
1377 } WineQueryEventData;
1379 /*****************************************************************************
1380 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1383 typedef struct IWineD3DSwapChainImpl
1385 /*IUnknown part*/
1386 const IWineD3DSwapChainVtbl *lpVtbl;
1387 LONG ref; /* Note: Ref counting not required */
1389 IUnknown *parent;
1390 IWineD3DDeviceImpl *wineD3DDevice;
1392 /* IWineD3DSwapChain fields */
1393 IWineD3DSurface **backBuffer;
1394 IWineD3DSurface *frontBuffer;
1395 BOOL wantsDepthStencilBuffer;
1396 WINED3DPRESENT_PARAMETERS presentParms;
1397 DWORD orig_width, orig_height;
1398 WINED3DFORMAT orig_fmt;
1400 long prev_time, frames; /* Performance tracking */
1401 unsigned int vSyncCounter;
1403 WineD3DContext **context; /* Later a array for multithreading */
1404 unsigned int num_contexts;
1406 HWND win_handle;
1407 Window win;
1408 } IWineD3DSwapChainImpl;
1410 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
1412 /*****************************************************************************
1413 * Utility function prototypes
1416 /* Trace routines */
1417 const char* debug_d3dformat(WINED3DFORMAT fmt);
1418 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
1419 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
1420 const char* debug_d3dusage(DWORD usage);
1421 const char* debug_d3dusagequery(DWORD usagequery);
1422 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
1423 const char* debug_d3ddecltype(WINED3DDECLTYPE type);
1424 const char* debug_d3ddeclusage(BYTE usage);
1425 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
1426 const char* debug_d3drenderstate(DWORD state);
1427 const char* debug_d3dsamplerstate(DWORD state);
1428 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
1429 const char* debug_d3dtexturestate(DWORD state);
1430 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
1431 const char* debug_d3dpool(WINED3DPOOL pool);
1432 const char *debug_fbostatus(GLenum status);
1433 const char *debug_glerror(GLenum error);
1435 /* Routines for GL <-> D3D values */
1436 GLenum StencilOp(DWORD op);
1437 GLenum CompareFunc(DWORD func);
1438 void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
1439 void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx);
1440 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords);
1442 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
1443 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
1445 int D3DFmtMakeGlCfg(WINED3DFORMAT BackBufferFormat, WINED3DFORMAT StencilBufferFormat, int *attribs, int* nAttribs, BOOL alternate);
1447 /* Math utils */
1448 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
1450 /*****************************************************************************
1451 * To enable calling of inherited functions, requires prototypes
1453 * Note: Only require classes which are subclassed, ie resource, basetexture,
1455 /*** IUnknown methods ***/
1456 extern HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface, REFIID riid, void** ppvObject);
1457 extern ULONG WINAPI IWineD3DResourceImpl_AddRef(IWineD3DResource *iface);
1458 extern ULONG WINAPI IWineD3DResourceImpl_Release(IWineD3DResource *iface);
1459 /*** IWineD3DResource methods ***/
1460 extern HRESULT WINAPI IWineD3DResourceImpl_GetParent(IWineD3DResource *iface, IUnknown **pParent);
1461 extern HRESULT WINAPI IWineD3DResourceImpl_GetDevice(IWineD3DResource *iface, IWineD3DDevice ** ppDevice);
1462 extern HRESULT WINAPI IWineD3DResourceImpl_SetPrivateData(IWineD3DResource *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1463 extern HRESULT WINAPI IWineD3DResourceImpl_GetPrivateData(IWineD3DResource *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1464 extern HRESULT WINAPI IWineD3DResourceImpl_FreePrivateData(IWineD3DResource *iface, REFGUID refguid);
1465 extern DWORD WINAPI IWineD3DResourceImpl_SetPriority(IWineD3DResource *iface, DWORD PriorityNew);
1466 extern DWORD WINAPI IWineD3DResourceImpl_GetPriority(IWineD3DResource *iface);
1467 extern void WINAPI IWineD3DResourceImpl_PreLoad(IWineD3DResource *iface);
1468 extern WINED3DRESOURCETYPE WINAPI IWineD3DResourceImpl_GetType(IWineD3DResource *iface);
1469 /*** class static members ***/
1470 void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface);
1472 /*** IUnknown methods ***/
1473 extern HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, void** ppvObject);
1474 extern ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface);
1475 extern ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface);
1476 /*** IWineD3DResource methods ***/
1477 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent);
1478 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice ** ppDevice);
1479 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1480 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1481 extern HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID refguid);
1482 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD PriorityNew);
1483 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface);
1484 extern void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface);
1485 extern WINED3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface);
1486 /*** IWineD3DBaseTexture methods ***/
1487 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew);
1488 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface);
1489 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface);
1490 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType);
1491 extern WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface);
1492 extern void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface);
1493 extern BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL);
1494 extern BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface);
1496 extern BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
1497 extern HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface);
1498 extern HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface);
1499 extern HRESULT WINAPI IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture *iface);
1500 extern void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1501 /*** class static members ***/
1502 void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface);
1504 struct SHADER_OPCODE_ARG;
1505 typedef void (*SHADER_HANDLER) (struct SHADER_OPCODE_ARG*);
1507 /* Struct to maintain a list of GLSL shader programs and their associated pixel and
1508 * vertex shaders. A list of this type is maintained on the DeviceImpl, and is only
1509 * used if the user is using GLSL shaders. */
1510 struct glsl_shader_prog_link {
1511 struct list vshader_entry;
1512 struct list pshader_entry;
1513 GLhandleARB programId;
1514 GLhandleARB *vuniformF_locations;
1515 GLhandleARB *puniformF_locations;
1516 GLhandleARB vshader;
1517 GLhandleARB pshader;
1520 typedef struct {
1521 GLhandleARB vshader;
1522 GLhandleARB pshader;
1523 } glsl_program_key_t;
1525 /* TODO: Make this dynamic, based on shader limits ? */
1526 #define MAX_REG_ADDR 1
1527 #define MAX_REG_TEMP 32
1528 #define MAX_REG_TEXCRD 8
1529 #define MAX_REG_INPUT 12
1530 #define MAX_REG_OUTPUT 12
1531 #define MAX_ATTRIBS 16
1532 #define MAX_CONST_I 16
1533 #define MAX_CONST_B 16
1535 /* FIXME: This needs to go up to 2048 for
1536 * Shader model 3 according to msdn (and for software shaders) */
1537 #define MAX_LABELS 16
1539 typedef struct semantic {
1540 DWORD usage;
1541 DWORD reg;
1542 } semantic;
1544 typedef struct local_constant {
1545 struct list entry;
1546 unsigned int idx;
1547 DWORD value[4];
1548 } local_constant;
1550 typedef struct shader_reg_maps {
1552 char texcoord[MAX_REG_TEXCRD]; /* pixel < 3.0 */
1553 char temporary[MAX_REG_TEMP]; /* pixel, vertex */
1554 char address[MAX_REG_ADDR]; /* vertex */
1555 char packed_input[MAX_REG_INPUT]; /* pshader >= 3.0 */
1556 char packed_output[MAX_REG_OUTPUT]; /* vertex >= 3.0 */
1557 char attributes[MAX_ATTRIBS]; /* vertex */
1558 char labels[MAX_LABELS]; /* pixel, vertex */
1560 /* Sampler usage tokens
1561 * Use 0 as default (bit 31 is always 1 on a valid token) */
1562 DWORD samplers[MAX_SAMPLERS];
1563 char bumpmat;
1565 /* Whether or not a loop is used in this shader */
1566 char loop;
1568 /* Whether or not this shader uses fog */
1569 char fog;
1571 } shader_reg_maps;
1573 #define SHADER_PGMSIZE 65535
1574 typedef struct SHADER_BUFFER {
1575 char* buffer;
1576 unsigned int bsize;
1577 unsigned int lineNo;
1578 BOOL newline;
1579 } SHADER_BUFFER;
1581 /* Undocumented opcode controls */
1582 #define INST_CONTROLS_SHIFT 16
1583 #define INST_CONTROLS_MASK 0x00ff0000
1585 typedef enum COMPARISON_TYPE {
1586 COMPARISON_GT = 1,
1587 COMPARISON_EQ = 2,
1588 COMPARISON_GE = 3,
1589 COMPARISON_LT = 4,
1590 COMPARISON_NE = 5,
1591 COMPARISON_LE = 6
1592 } COMPARISON_TYPE;
1594 typedef struct SHADER_OPCODE {
1595 unsigned int opcode;
1596 const char* name;
1597 const char* glname;
1598 char dst_token;
1599 CONST UINT num_params;
1600 SHADER_HANDLER hw_fct;
1601 SHADER_HANDLER hw_glsl_fct;
1602 DWORD min_version;
1603 DWORD max_version;
1604 } SHADER_OPCODE;
1606 typedef struct SHADER_OPCODE_ARG {
1607 IWineD3DBaseShader* shader;
1608 shader_reg_maps* reg_maps;
1609 CONST SHADER_OPCODE* opcode;
1610 DWORD opcode_token;
1611 DWORD dst;
1612 DWORD dst_addr;
1613 DWORD predicate;
1614 DWORD src[4];
1615 DWORD src_addr[4];
1616 SHADER_BUFFER* buffer;
1617 } SHADER_OPCODE_ARG;
1619 typedef struct SHADER_LIMITS {
1620 unsigned int temporary;
1621 unsigned int texcoord;
1622 unsigned int sampler;
1623 unsigned int constant_int;
1624 unsigned int constant_float;
1625 unsigned int constant_bool;
1626 unsigned int address;
1627 unsigned int packed_output;
1628 unsigned int packed_input;
1629 unsigned int attributes;
1630 unsigned int label;
1631 } SHADER_LIMITS;
1633 /** Keeps track of details for TEX_M#x# shader opcodes which need to
1634 maintain state information between multiple codes */
1635 typedef struct SHADER_PARSE_STATE {
1636 unsigned int current_row;
1637 DWORD texcoord_w[2];
1638 } SHADER_PARSE_STATE;
1640 /* Base Shader utility functions.
1641 * (may move callers into the same file in the future) */
1642 extern int shader_addline(
1643 SHADER_BUFFER* buffer,
1644 const char* fmt, ...);
1646 extern const SHADER_OPCODE* shader_get_opcode(
1647 IWineD3DBaseShader *iface,
1648 const DWORD code);
1650 extern void shader_delete_constant_list(
1651 struct list* clist);
1653 void delete_glsl_program_entry(IWineD3DDevice *iface, struct glsl_shader_prog_link *entry);
1655 /* Vertex shader utility functions */
1656 extern BOOL vshader_get_input(
1657 IWineD3DVertexShader* iface,
1658 BYTE usage_req, BYTE usage_idx_req,
1659 unsigned int* regnum);
1661 extern BOOL vshader_input_is_color(
1662 IWineD3DVertexShader* iface,
1663 unsigned int regnum);
1665 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
1667 /* ARB_[vertex/fragment]_program helper functions */
1668 extern void shader_arb_load_constants(
1669 IWineD3DDevice* device,
1670 char usePixelShader,
1671 char useVertexShader);
1673 /* ARB shader program Prototypes */
1674 extern void shader_hw_def(SHADER_OPCODE_ARG *arg);
1676 /* ARB pixel shader prototypes */
1677 extern void pshader_hw_bem(SHADER_OPCODE_ARG* arg);
1678 extern void pshader_hw_cnd(SHADER_OPCODE_ARG* arg);
1679 extern void pshader_hw_cmp(SHADER_OPCODE_ARG* arg);
1680 extern void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1681 extern void pshader_hw_tex(SHADER_OPCODE_ARG* arg);
1682 extern void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg);
1683 extern void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg);
1684 extern void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg);
1685 extern void pshader_hw_texbem(SHADER_OPCODE_ARG* arg);
1686 extern void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg);
1687 extern void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg);
1688 extern void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg);
1689 extern void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg);
1690 extern void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg);
1691 extern void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1693 /* ARB vertex shader prototypes */
1694 extern void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1695 extern void vshader_hw_mnxn(SHADER_OPCODE_ARG* arg);
1696 extern void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG* arg);
1698 /* GLSL helper functions */
1699 extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG *arg);
1700 extern void shader_glsl_load_constants(
1701 IWineD3DDevice* device,
1702 char usePixelShader,
1703 char useVertexShader);
1705 /** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */
1706 extern void shader_glsl_cross(SHADER_OPCODE_ARG* arg);
1707 extern void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg);
1708 extern void shader_glsl_arith(SHADER_OPCODE_ARG* arg);
1709 extern void shader_glsl_mov(SHADER_OPCODE_ARG* arg);
1710 extern void shader_glsl_mad(SHADER_OPCODE_ARG* arg);
1711 extern void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg);
1712 extern void shader_glsl_lrp(SHADER_OPCODE_ARG* arg);
1713 extern void shader_glsl_dot(SHADER_OPCODE_ARG* arg);
1714 extern void shader_glsl_rcp(SHADER_OPCODE_ARG* arg);
1715 extern void shader_glsl_cnd(SHADER_OPCODE_ARG* arg);
1716 extern void shader_glsl_compare(SHADER_OPCODE_ARG* arg);
1717 extern void shader_glsl_def(SHADER_OPCODE_ARG* arg);
1718 extern void shader_glsl_defi(SHADER_OPCODE_ARG* arg);
1719 extern void shader_glsl_defb(SHADER_OPCODE_ARG* arg);
1720 extern void shader_glsl_expp(SHADER_OPCODE_ARG* arg);
1721 extern void shader_glsl_cmp(SHADER_OPCODE_ARG* arg);
1722 extern void shader_glsl_lit(SHADER_OPCODE_ARG* arg);
1723 extern void shader_glsl_dst(SHADER_OPCODE_ARG* arg);
1724 extern void shader_glsl_sincos(SHADER_OPCODE_ARG* arg);
1725 extern void shader_glsl_loop(SHADER_OPCODE_ARG* arg);
1726 extern void shader_glsl_end(SHADER_OPCODE_ARG* arg);
1727 extern void shader_glsl_if(SHADER_OPCODE_ARG* arg);
1728 extern void shader_glsl_ifc(SHADER_OPCODE_ARG* arg);
1729 extern void shader_glsl_else(SHADER_OPCODE_ARG* arg);
1730 extern void shader_glsl_break(SHADER_OPCODE_ARG* arg);
1731 extern void shader_glsl_breakc(SHADER_OPCODE_ARG* arg);
1732 extern void shader_glsl_rep(SHADER_OPCODE_ARG* arg);
1733 extern void shader_glsl_call(SHADER_OPCODE_ARG* arg);
1734 extern void shader_glsl_callnz(SHADER_OPCODE_ARG* arg);
1735 extern void shader_glsl_label(SHADER_OPCODE_ARG* arg);
1736 extern void shader_glsl_pow(SHADER_OPCODE_ARG* arg);
1738 /** GLSL Pixel Shader Prototypes */
1739 extern void pshader_glsl_tex(SHADER_OPCODE_ARG* arg);
1740 extern void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg);
1741 extern void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg);
1742 extern void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg);
1743 extern void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg);
1744 extern void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg);
1745 extern void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg);
1746 extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg);
1747 extern void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg);
1748 extern void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg);
1749 extern void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg);
1750 extern void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg);
1751 extern void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1752 extern void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg);
1753 extern void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg);
1754 extern void pshader_glsl_bem(SHADER_OPCODE_ARG* arg);
1755 extern void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg);
1756 extern void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg);
1757 extern void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg);
1758 extern void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg);
1759 extern void pshader_glsl_input_pack(
1760 SHADER_BUFFER* buffer,
1761 semantic* semantics_out);
1763 /** GLSL Vertex Shader Prototypes */
1764 extern void vshader_glsl_output_unpack(
1765 SHADER_BUFFER* buffer,
1766 semantic* semantics_out);
1768 /*****************************************************************************
1769 * IDirect3DBaseShader implementation structure
1771 typedef struct IWineD3DBaseShaderClass
1773 DWORD hex_version;
1774 SHADER_LIMITS limits;
1775 SHADER_PARSE_STATE parse_state;
1776 CONST SHADER_OPCODE *shader_ins;
1777 CONST DWORD *function;
1778 UINT functionLength;
1779 GLuint prgId;
1780 BOOL is_compiled;
1782 /* Type of shader backend */
1783 int shader_mode;
1785 /* Programs this shader is linked with */
1786 struct list linked_programs;
1788 /* Immediate constants (override global ones) */
1789 struct list constantsB;
1790 struct list constantsF;
1791 struct list constantsI;
1792 shader_reg_maps reg_maps;
1794 /* Pointer to the parent device */
1795 IWineD3DDevice *device;
1797 } IWineD3DBaseShaderClass;
1799 typedef struct IWineD3DBaseShaderImpl {
1800 /* IUnknown */
1801 const IWineD3DBaseShaderVtbl *lpVtbl;
1802 LONG ref;
1804 /* IWineD3DBaseShader */
1805 IWineD3DBaseShaderClass baseShader;
1806 } IWineD3DBaseShaderImpl;
1808 extern HRESULT shader_get_registers_used(
1809 IWineD3DBaseShader *iface,
1810 shader_reg_maps* reg_maps,
1811 semantic* semantics_in,
1812 semantic* semantics_out,
1813 CONST DWORD* pToken,
1814 IWineD3DStateBlockImpl *stateBlock);
1816 extern void shader_generate_glsl_declarations(
1817 IWineD3DBaseShader *iface,
1818 shader_reg_maps* reg_maps,
1819 SHADER_BUFFER* buffer,
1820 WineD3D_GL_Info* gl_info);
1822 extern void shader_generate_arb_declarations(
1823 IWineD3DBaseShader *iface,
1824 shader_reg_maps* reg_maps,
1825 SHADER_BUFFER* buffer,
1826 WineD3D_GL_Info* gl_info);
1828 extern void shader_generate_main(
1829 IWineD3DBaseShader *iface,
1830 SHADER_BUFFER* buffer,
1831 shader_reg_maps* reg_maps,
1832 CONST DWORD* pFunction);
1834 extern void shader_dump_ins_modifiers(
1835 const DWORD output);
1837 extern void shader_dump_param(
1838 IWineD3DBaseShader *iface,
1839 const DWORD param,
1840 const DWORD addr_token,
1841 int input);
1843 extern void shader_trace_init(
1844 IWineD3DBaseShader *iface,
1845 const DWORD* pFunction);
1847 extern int shader_get_param(
1848 IWineD3DBaseShader* iface,
1849 const DWORD* pToken,
1850 DWORD* param,
1851 DWORD* addr_token);
1853 extern int shader_skip_unrecognized(
1854 IWineD3DBaseShader* iface,
1855 const DWORD* pToken);
1857 extern void print_glsl_info_log(
1858 WineD3D_GL_Info *gl_info,
1859 GLhandleARB obj);
1861 static inline int shader_get_regtype(const DWORD param) {
1862 return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
1863 ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
1866 extern unsigned int shader_get_float_offset(const DWORD reg);
1868 static inline BOOL shader_is_pshader_version(DWORD token) {
1869 return 0xFFFF0000 == (token & 0xFFFF0000);
1872 static inline BOOL shader_is_vshader_version(DWORD token) {
1873 return 0xFFFE0000 == (token & 0xFFFF0000);
1876 static inline BOOL shader_is_comment(DWORD token) {
1877 return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
1880 /* TODO: vFace (ps_3_0) */
1881 static inline BOOL shader_is_scalar(DWORD param) {
1882 DWORD reg_type = shader_get_regtype(param);
1884 switch (reg_type) {
1885 case WINED3DSPR_RASTOUT:
1886 if ((param & WINED3DSP_REGNUM_MASK) != 0) {
1887 /* oFog & oPts */
1888 return TRUE;
1890 /* oPos */
1891 return FALSE;
1893 case WINED3DSPR_DEPTHOUT: /* oDepth */
1894 case WINED3DSPR_CONSTBOOL: /* b# */
1895 case WINED3DSPR_LOOP: /* aL */
1896 case WINED3DSPR_PREDICATE: /* p0 */
1897 return TRUE;
1899 default:
1900 return FALSE;
1904 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
1905 * so upload them above that
1907 #define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
1908 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
1910 /*****************************************************************************
1911 * IDirect3DVertexShader implementation structure
1913 typedef struct IWineD3DVertexShaderImpl {
1914 /* IUnknown parts*/
1915 const IWineD3DVertexShaderVtbl *lpVtbl;
1916 LONG ref; /* Note: Ref counting not required */
1918 /* IWineD3DBaseShader */
1919 IWineD3DBaseShaderClass baseShader;
1921 /* IWineD3DVertexShaderImpl */
1922 IUnknown *parent;
1924 DWORD usage;
1926 /* Vertex shader input and output semantics */
1927 semantic semantics_in [MAX_ATTRIBS];
1928 semantic semantics_out [MAX_REG_OUTPUT];
1930 /* run time datas... */
1931 VSHADERDATA *data;
1932 #if 0 /* needs reworking */
1933 /* run time datas */
1934 VSHADERINPUTDATA input;
1935 VSHADEROUTPUTDATA output;
1936 #endif
1937 } IWineD3DVertexShaderImpl;
1938 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
1939 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
1941 /*****************************************************************************
1942 * IDirect3DPixelShader implementation structure
1944 typedef struct IWineD3DPixelShaderImpl {
1945 /* IUnknown parts */
1946 const IWineD3DPixelShaderVtbl *lpVtbl;
1947 LONG ref; /* Note: Ref counting not required */
1949 /* IWineD3DBaseShader */
1950 IWineD3DBaseShaderClass baseShader;
1952 /* IWineD3DPixelShaderImpl */
1953 IUnknown *parent;
1955 /* Pixel shader input semantics */
1956 semantic semantics_in [MAX_REG_INPUT];
1958 /* run time data */
1959 PSHADERDATA *data;
1961 /* Some information about the shader behavior */
1962 char needsbumpmat;
1963 UINT bumpenvmatconst;
1965 #if 0 /* needs reworking */
1966 PSHADERINPUTDATA input;
1967 PSHADEROUTPUTDATA output;
1968 #endif
1969 } IWineD3DPixelShaderImpl;
1971 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
1972 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
1974 /*****************************************************************************
1975 * IWineD3DPalette implementation structure
1977 struct IWineD3DPaletteImpl {
1978 /* IUnknown parts */
1979 const IWineD3DPaletteVtbl *lpVtbl;
1980 LONG ref;
1982 IUnknown *parent;
1983 IWineD3DDeviceImpl *wineD3DDevice;
1985 /* IWineD3DPalette */
1986 HPALETTE hpal;
1987 WORD palVersion; /*| */
1988 WORD palNumEntries; /*| LOGPALETTE */
1989 PALETTEENTRY palents[256]; /*| */
1990 /* This is to store the palette in 'screen format' */
1991 int screen_palents[256];
1992 DWORD Flags;
1995 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
1996 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
1998 /* DirectDraw utility functions */
1999 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
2001 /*****************************************************************************
2002 * Pixel format management
2004 typedef struct {
2005 WINED3DFORMAT format;
2006 DWORD alphaMask, redMask, greenMask, blueMask;
2007 UINT bpp;
2008 BOOL isFourcc;
2009 GLint glInternal, glGammaInternal, glFormat, glType;
2010 } PixelFormatDesc;
2012 const PixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt);
2014 static inline BOOL use_vs(IWineD3DDeviceImpl *device) {
2015 return (device->vs_selected_mode != SHADER_NONE
2016 && device->stateBlock->vertexShader
2017 && ((IWineD3DVertexShaderImpl *)device->stateBlock->vertexShader)->baseShader.function
2018 && !device->strided_streams.u.s.position_transformed);
2021 static inline BOOL use_ps(IWineD3DDeviceImpl *device) {
2022 return (device->ps_selected_mode != SHADER_NONE
2023 && device->stateBlock->pixelShader
2024 && ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->baseShader.function);
2027 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2028 IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
2030 #endif