configure: Make the libjpeg soname check depend on the header check.
[wine/dibdrv.git] / dlls / wined3d / wined3d_private.h
blob77978a37b72df3a5800be47589c5d1d72b459eca
1 /*
2 * Direct3D wine internal private include file
4 * Copyright 2002-2003 The wine-d3d team
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2004 Jason Edmeades
7 * Copyright 2005 Oliver Stieber
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
27 #include <stdarg.h>
28 #include <math.h>
29 #define NONAMELESSUNION
30 #define NONAMELESSSTRUCT
31 #define COBJMACROS
32 #include "windef.h"
33 #include "winbase.h"
34 #include "winreg.h"
35 #include "wingdi.h"
36 #include "winuser.h"
37 #include "wine/debug.h"
38 #include "wine/unicode.h"
40 #include "wined3d_private_types.h"
41 #include "wine/wined3d_interface.h"
42 #include "wine/wined3d_caps.h"
43 #include "wine/wined3d_gl.h"
44 #include "wine/list.h"
46 /* Hash table functions */
47 typedef unsigned int (hash_function_t)(void *key);
48 typedef BOOL (compare_function_t)(void *keya, void *keyb);
50 typedef struct {
51 void *key;
52 void *value;
53 unsigned int hash;
54 struct list entry;
55 } hash_table_entry_t;
57 typedef struct {
58 hash_function_t *hash_function;
59 compare_function_t *compare_function;
60 struct list *buckets;
61 unsigned int bucket_count;
62 hash_table_entry_t *entries;
63 unsigned int entry_count;
64 struct list free_entries;
65 unsigned int count;
66 unsigned int grow_size;
67 unsigned int shrink_size;
68 } hash_table_t;
70 hash_table_t *hash_table_create(hash_function_t *hash_function, compare_function_t *compare_function);
71 void hash_table_destroy(hash_table_t *table);
72 void *hash_table_get(hash_table_t *table, void *key);
73 void hash_table_put(hash_table_t *table, void *key, void *value);
74 void hash_table_remove(hash_table_t *table, void *key);
76 /* Device caps */
77 #define MAX_PALETTES 256
78 #define MAX_STREAMS 16
79 #define MAX_TEXTURES 8
80 #define MAX_FRAGMENT_SAMPLERS 16
81 #define MAX_VERTEX_SAMPLERS 4
82 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
83 #define MAX_ACTIVE_LIGHTS 8
84 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
85 #define MAX_LEVELS 256
87 #define MAX_CONST_I 16
88 #define MAX_CONST_B 16
90 /* Used for CreateStateBlock */
91 #define NUM_SAVEDPIXELSTATES_R 35
92 #define NUM_SAVEDPIXELSTATES_T 18
93 #define NUM_SAVEDPIXELSTATES_S 12
94 #define NUM_SAVEDVERTEXSTATES_R 31
95 #define NUM_SAVEDVERTEXSTATES_T 2
96 #define NUM_SAVEDVERTEXSTATES_S 1
98 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
99 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
100 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
101 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
102 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
103 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
105 typedef enum _WINELOOKUP {
106 WINELOOKUP_WARPPARAM = 0,
107 WINELOOKUP_MAGFILTER = 1,
108 MAX_LOOKUPS = 2
109 } WINELOOKUP;
111 extern int minLookup[MAX_LOOKUPS];
112 extern int maxLookup[MAX_LOOKUPS];
113 extern DWORD *stateLookup[MAX_LOOKUPS];
115 extern DWORD minMipLookup[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
117 typedef struct _WINED3DGLTYPE {
118 int d3dType;
119 GLint size;
120 GLenum glType;
121 GLboolean normalized;
122 int typesize;
123 } WINED3DGLTYPE;
125 /* NOTE: Make sure these are in the correct numerical order. (see /include/wined3d_types.h) */
126 static WINED3DGLTYPE const glTypeLookup[WINED3DDECLTYPE_UNUSED] = {
127 {WINED3DDECLTYPE_FLOAT1, 1, GL_FLOAT , GL_FALSE ,sizeof(float)},
128 {WINED3DDECLTYPE_FLOAT2, 2, GL_FLOAT , GL_FALSE ,sizeof(float)},
129 {WINED3DDECLTYPE_FLOAT3, 3, GL_FLOAT , GL_FALSE ,sizeof(float)},
130 {WINED3DDECLTYPE_FLOAT4, 4, GL_FLOAT , GL_FALSE ,sizeof(float)},
131 {WINED3DDECLTYPE_D3DCOLOR, 4, GL_UNSIGNED_BYTE , GL_TRUE ,sizeof(BYTE)},
132 {WINED3DDECLTYPE_UBYTE4, 4, GL_UNSIGNED_BYTE , GL_FALSE ,sizeof(BYTE)},
133 {WINED3DDECLTYPE_SHORT2, 2, GL_SHORT , GL_FALSE ,sizeof(short int)},
134 {WINED3DDECLTYPE_SHORT4, 4, GL_SHORT , GL_FALSE ,sizeof(short int)},
135 {WINED3DDECLTYPE_UBYTE4N, 4, GL_UNSIGNED_BYTE , GL_FALSE ,sizeof(BYTE)},
136 {WINED3DDECLTYPE_SHORT2N, 2, GL_SHORT , GL_FALSE ,sizeof(short int)},
137 {WINED3DDECLTYPE_SHORT4N, 4, GL_SHORT , GL_FALSE ,sizeof(short int)},
138 {WINED3DDECLTYPE_USHORT2N, 2, GL_UNSIGNED_SHORT , GL_FALSE ,sizeof(short int)},
139 {WINED3DDECLTYPE_USHORT4N, 4, GL_UNSIGNED_SHORT , GL_FALSE ,sizeof(short int)},
140 {WINED3DDECLTYPE_UDEC3, 3, GL_UNSIGNED_SHORT , GL_FALSE ,sizeof(short int)},
141 {WINED3DDECLTYPE_DEC3N, 3, GL_SHORT , GL_FALSE ,sizeof(short int)},
142 {WINED3DDECLTYPE_FLOAT16_2, 2, GL_FLOAT , GL_FALSE ,sizeof(short int)},
143 {WINED3DDECLTYPE_FLOAT16_4, 4, GL_FLOAT , GL_FALSE ,sizeof(short int)}};
145 #define WINED3D_ATR_TYPE(type) glTypeLookup[type].d3dType
146 #define WINED3D_ATR_SIZE(type) glTypeLookup[type].size
147 #define WINED3D_ATR_GLTYPE(type) glTypeLookup[type].glType
148 #define WINED3D_ATR_NORMALIZED(type) glTypeLookup[type].normalized
149 #define WINED3D_ATR_TYPESIZE(type) glTypeLookup[type].typesize
152 * Settings
154 #define VS_NONE 0
155 #define VS_HW 1
157 #define PS_NONE 0
158 #define PS_HW 1
160 #define VBO_NONE 0
161 #define VBO_HW 1
163 #define NP2_NONE 0
164 #define NP2_REPACK 1
165 #define NP2_NATIVE 2
167 #define ORM_BACKBUFFER 0
168 #define ORM_PBUFFER 1
169 #define ORM_FBO 2
171 #define SHADER_ARB 1
172 #define SHADER_GLSL 2
173 #define SHADER_NONE 3
175 #define RTL_DISABLE -1
176 #define RTL_AUTO 0
177 #define RTL_READDRAW 1
178 #define RTL_READTEX 2
179 #define RTL_TEXDRAW 3
180 #define RTL_TEXTEX 4
182 /* NOTE: When adding fields to this structure, make sure to update the default
183 * values in wined3d_main.c as well. */
184 typedef struct wined3d_settings_s {
185 /* vertex and pixel shader modes */
186 int vs_mode;
187 int ps_mode;
188 int vbo_mode;
189 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
190 we should use it. However, until it's fully implemented, we'll leave it as a registry
191 setting for developers. */
192 BOOL glslRequested;
193 int offscreen_rendering_mode;
194 int rendertargetlock_mode;
195 /* Memory tracking and object counting */
196 unsigned int emulated_textureram;
197 } wined3d_settings_t;
199 extern wined3d_settings_t wined3d_settings;
201 /* Shader backends */
203 typedef struct {
204 void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
205 void (*shader_select_depth_blt)(IWineD3DDevice *iface);
206 void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
207 void (*shader_cleanup)(IWineD3DDevice *iface);
208 } shader_backend_t;
210 extern const shader_backend_t glsl_shader_backend;
211 extern const shader_backend_t arb_program_shader_backend;
212 extern const shader_backend_t none_shader_backend;
214 /* X11 locking */
216 extern void (*wine_tsx11_lock_ptr)(void);
217 extern void (*wine_tsx11_unlock_ptr)(void);
219 /* As GLX relies on X, this is needed */
220 extern int num_lock;
222 #if 0
223 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
224 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
225 #else
226 #define ENTER_GL() wine_tsx11_lock_ptr()
227 #define LEAVE_GL() wine_tsx11_unlock_ptr()
228 #endif
230 /*****************************************************************************
231 * Defines
234 /* GL related defines */
235 /* ------------------ */
236 #define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
237 #define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
238 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
239 #define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
241 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
242 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
243 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
244 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
246 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
247 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
248 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
249 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
251 #define D3DCOLORTOGLFLOAT4(dw, vec) \
252 (vec)[0] = D3DCOLOR_R(dw); \
253 (vec)[1] = D3DCOLOR_G(dw); \
254 (vec)[2] = D3DCOLOR_B(dw); \
255 (vec)[3] = D3DCOLOR_A(dw);
257 /* DirectX Device Limits */
258 /* --------------------- */
259 #define MAX_LEVELS 256 /* Maximum number of mipmap levels. Guessed at 256 */
261 #define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
262 See MaxStreams in MSDN under GetDeviceCaps */
263 /* Maximum number of constants provided to the shaders */
264 #define HIGHEST_TRANSFORMSTATE 512
265 /* Highest value in WINED3DTRANSFORMSTATETYPE */
266 #define MAX_PALETTES 256
268 /* Checking of API calls */
269 /* --------------------- */
270 #define checkGLcall(A) \
272 GLint err = glGetError(); \
273 if (err == GL_NO_ERROR) { \
274 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
276 } else do { \
277 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
278 debug_glerror(err), err, A, __FILE__, __LINE__); \
279 err = glGetError(); \
280 } while (err != GL_NO_ERROR); \
283 /* Trace routines / diagnostics */
284 /* ---------------------------- */
286 /* Dump out a matrix and copy it */
287 #define conv_mat(mat,gl_mat) \
288 do { \
289 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
290 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
291 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
292 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
293 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
294 } while (0)
296 /* Macro to dump out the current state of the light chain */
297 #define DUMP_LIGHT_CHAIN() \
299 PLIGHTINFOEL *el = This->stateBlock->lights;\
300 while (el) { \
301 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
302 el = el->next; \
306 /* Trace vector and strided data information */
307 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
308 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d, vbo %d, stream %u)\n", \
309 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);
311 /* Defines used for optimizations */
313 /* Only reapply what is necessary */
314 #define REAPPLY_ALPHAOP 0x0001
315 #define REAPPLY_ALL 0xFFFF
317 /* Advance declaration of structures to satisfy compiler */
318 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
319 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
320 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
321 typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl;
323 /* Tracking */
325 /* TODO: Move some of this to the device */
326 long globalChangeGlRam(long glram);
328 /* Memory and object tracking */
330 /*Structure for holding information on all direct3d objects
331 useful for making sure tracking is ok and when release is called on a device!
332 and probably quite handy for debugging and dumping states out
334 typedef struct WineD3DGlobalStatistics {
335 int glsurfaceram; /* The aproximate amount of glTexture memory allocated for textures */
336 } WineD3DGlobalStatistics;
338 extern WineD3DGlobalStatistics* wineD3DGlobalStatistics;
340 /* Global variables */
341 extern const float identity[16];
343 /*****************************************************************************
344 * Compilable extra diagnostics
347 /* Trace information per-vertex: (extremely high amount of trace) */
348 #if 0 /* NOTE: Must be 0 in cvs */
349 # define VTRACE(A) TRACE A
350 #else
351 # define VTRACE(A)
352 #endif
354 /* Checking of per-vertex related GL calls */
355 /* --------------------- */
356 #define vcheckGLcall(A) \
358 GLint err = glGetError(); \
359 if (err == GL_NO_ERROR) { \
360 VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
362 } else do { \
363 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
364 debug_glerror(err), err, A, __FILE__, __LINE__); \
365 err = glGetError(); \
366 } while (err != GL_NO_ERROR); \
369 /* TODO: Confirm each of these works when wined3d move completed */
370 #if 0 /* NOTE: Must be 0 in cvs */
371 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
372 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
373 is enabled, and if it doesn't exist it is disabled. */
374 # define FRAME_DEBUGGING
375 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
376 the file is deleted */
377 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
378 # define SINGLE_FRAME_DEBUGGING
379 # endif
380 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
381 It can only be enabled when FRAME_DEBUGGING is also enabled
382 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
383 array is drawn. */
384 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
385 # define SHOW_FRAME_MAKEUP 1
386 # endif
387 /* The following, when enabled, lets you see the makeup of the all the textures used during each
388 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
389 The contents of the textures assigned to each stage are written into
390 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
391 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
392 # define SHOW_TEXTURE_MAKEUP 0
393 # endif
394 extern BOOL isOn;
395 extern BOOL isDumpingFrames;
396 extern LONG primCounter;
397 #endif
399 /*****************************************************************************
400 * Prototypes
403 /* Routine common to the draw primitive and draw indexed primitive routines */
404 void drawPrimitive(IWineD3DDevice *iface,
405 int PrimitiveType,
406 long NumPrimitives,
407 /* for Indexed: */
408 long StartVertexIndex,
409 UINT numberOfVertices,
410 long StartIdx,
411 short idxBytes,
412 const void *idxData,
413 int minIndex);
415 void primitiveDeclarationConvertToStridedData(
416 IWineD3DDevice *iface,
417 BOOL useVertexShaderFunction,
418 WineDirect3DVertexStridedData *strided,
419 BOOL *fixup);
421 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
423 void blt_to_drawable(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *surface);
425 #define eps 1e-8
427 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
428 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
430 /* Routines and structures related to state management */
431 typedef struct WineD3DContext WineD3DContext;
432 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
434 #define STATE_RENDER(a) (a)
435 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
437 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + (stage) * WINED3D_HIGHEST_TEXTURE_STATE + (num))
438 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
440 /* + 1 because samplers start with 0 */
441 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
442 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
444 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
445 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
447 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
448 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
450 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
451 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
452 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
453 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
455 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
456 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
458 #define STATE_VSHADER (STATE_VDECL + 1)
459 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
461 #define STATE_VIEWPORT (STATE_VSHADER + 1)
462 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
464 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
465 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
466 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
467 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
469 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
470 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_PIXELSHADERCONSTANT(MAX_ACTIVE_LIGHTS))
472 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
473 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
475 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
476 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
478 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
480 #define STATE_HIGHEST (STATE_MATERIAL)
482 struct StateEntry
484 DWORD representative;
485 APPLYSTATEFUNC apply;
488 /* Global state table */
489 extern const struct StateEntry StateTable[];
491 /* The new context manager that should deal with onscreen and offscreen rendering */
492 struct WineD3DContext {
493 /* State dirtification
494 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
495 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
496 * 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
497 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
499 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
500 DWORD numDirtyEntries;
501 DWORD isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
503 IWineD3DSurface *surface;
504 DWORD tid; /* Thread ID which owns this context at the moment */
506 /* Stores some inforation about the context state for optimization */
507 BOOL last_was_rhw; /* true iff last draw_primitive was in xyzrhw mode */
508 BOOL last_was_pshader;
509 BOOL last_was_vshader;
510 BOOL last_was_foggy_shader;
511 BOOL namedArraysLoaded, numberedArraysLoaded;
512 BOOL lastWasPow2Texture[MAX_TEXTURES];
513 GLenum tracking_parm; /* Which source is tracking current colour */
514 unsigned char num_untracked_materials;
515 GLenum untracked_materials[2];
516 BOOL last_was_blit, last_was_ckey;
517 char texShaderBumpMap;
519 /* The actual opengl context */
520 GLXContext glCtx;
521 Drawable drawable;
522 Display *display;
523 BOOL isPBuffer;
526 typedef enum ContextUsage {
527 CTXUSAGE_RESOURCELOAD = 1, /* Only loads textures: No State is applied */
528 CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfacs */
529 CTXUSAGE_BLIT = 3, /* OpenGL states are set up 3D drawing */
530 } ContextUsage;
532 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
533 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, Display *display, Window win);
534 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
535 void apply_fbo_state(IWineD3DDevice *iface);
537 /* Macros for doing basic GPU detection based on opengl capabilities */
538 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
539 #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])
540 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
541 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
543 /* Default callbacks for implicit object destruction */
544 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
546 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
548 /*****************************************************************************
549 * Internal representation of a light
551 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
552 struct PLIGHTINFOEL {
553 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
554 DWORD OriginalIndex;
555 LONG glIndex;
556 BOOL changed;
557 BOOL enabledChanged;
559 /* Converted parms to speed up swapping lights */
560 float lightPosn[4];
561 float lightDirn[4];
562 float exponent;
563 float cutoff;
565 struct list entry;
568 /* The default light parameters */
569 extern const WINED3DLIGHT WINED3D_default_light;
571 /* The adapter structure */
572 struct WineD3DAdapter
574 POINT monitorPoint;
575 Display *display;
576 WineD3D_GL_Info gl_info;
577 const char *driver;
578 const char *description;
579 GLXFBConfig *cfgs;
580 int nCfgs;
583 extern BOOL InitAdapters(void);
585 /*****************************************************************************
586 * IWineD3D implementation structure
588 typedef struct IWineD3DImpl
590 /* IUnknown fields */
591 const IWineD3DVtbl *lpVtbl;
592 LONG ref; /* Note: Ref counting not required */
594 /* WineD3D Information */
595 IUnknown *parent;
596 UINT dxVersion;
597 } IWineD3DImpl;
599 extern const IWineD3DVtbl IWineD3D_Vtbl;
601 /* TODO: setup some flags in the registry to enable, disable pbuffer support
602 (since it will break quite a few things until contexts are managed properly!) */
603 extern BOOL pbuffer_support;
604 /* allocate one pbuffer per surface */
605 extern BOOL pbuffer_per_surface;
607 typedef struct ResourceList {
608 IWineD3DResource *resource;
609 struct ResourceList *next;
610 } ResourceList;
612 /* A helper function that dumps a resource list */
613 void dumpResources(ResourceList *resources);
615 /*****************************************************************************
616 * IWineD3DDevice implementation structure
618 struct IWineD3DDeviceImpl
620 /* IUnknown fields */
621 const IWineD3DDeviceVtbl *lpVtbl;
622 LONG ref; /* Note: Ref counting not required */
624 /* WineD3D Information */
625 IUnknown *parent;
626 IWineD3D *wineD3D;
627 struct WineD3DAdapter *adapter;
629 /* Window styles to restore when switching fullscreen mode */
630 LONG style;
631 LONG exStyle;
633 /* X and GL Information */
634 GLint maxConcurrentLights;
635 GLenum offscreenBuffer;
637 /* Selected capabilities */
638 int vs_selected_mode;
639 int ps_selected_mode;
640 const shader_backend_t *shader_backend;
641 hash_table_t *glsl_program_lookup;
643 /* To store */
644 BOOL view_ident; /* true iff view matrix is identity */
645 BOOL untransformed;
646 BOOL vertexBlendUsed; /* To avoid needless setting of the blend matrices */
647 unsigned char surface_alignment; /* Line Alignment of surfaces */
649 /* State block related */
650 BOOL isRecordingState;
651 IWineD3DStateBlockImpl *stateBlock;
652 IWineD3DStateBlockImpl *updateStateBlock;
653 BOOL isInDraw;
655 /* Internal use fields */
656 WINED3DDEVICE_CREATION_PARAMETERS createParms;
657 UINT adapterNo;
658 WINED3DDEVTYPE devType;
660 IWineD3DSwapChain **swapchains;
661 uint NumberOfSwapChains;
663 ResourceList *resources; /* a linked list to track resources created by the device */
665 /* Render Target Support */
666 IWineD3DSurface **render_targets;
667 IWineD3DSurface *depthStencilBuffer;
668 IWineD3DSurface **fbo_color_attachments;
669 IWineD3DSurface *fbo_depth_attachment;
671 IWineD3DSurface *stencilBufferTarget;
673 /* Caches to avoid unneeded context changes */
674 IWineD3DSurface *lastActiveRenderTarget;
675 IWineD3DSwapChain *lastActiveSwapChain;
677 /* palettes texture management */
678 PALETTEENTRY palettes[MAX_PALETTES][256];
679 UINT currentPalette;
681 /* For rendering to a texture using glCopyTexImage */
682 BOOL render_offscreen;
683 WINED3D_DEPTHCOPYSTATE depth_copy_state;
684 GLuint fbo;
685 GLuint src_fbo;
686 GLuint dst_fbo;
687 GLenum *draw_buffers;
689 /* Cursor management */
690 BOOL bCursorVisible;
691 UINT xHotSpot;
692 UINT yHotSpot;
693 UINT xScreenSpace;
694 UINT yScreenSpace;
695 UINT cursorWidth, cursorHeight;
696 GLuint cursorTexture;
697 BOOL haveHardwareCursor;
698 HCURSOR hardwareCursor;
700 /* Textures for when no other textures are mapped */
701 UINT dummyTextureName[MAX_TEXTURES];
703 /* Debug stream management */
704 BOOL debug;
706 /* Device state management */
707 HRESULT state;
708 BOOL d3d_initialized;
710 /* A flag to check for proper BeginScene / EndScene call pairs */
711 BOOL inScene;
713 /* process vertex shaders using software or hardware */
714 BOOL softwareVertexProcessing;
716 /* DirectDraw stuff */
717 HWND ddraw_window;
718 IWineD3DSurface *ddraw_primary;
719 DWORD ddraw_width, ddraw_height;
720 WINED3DFORMAT ddraw_format;
721 BOOL ddraw_fullscreen;
723 /* Final position fixup constant */
724 float posFixup[4];
726 /* With register combiners we can skip junk texture stages */
727 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
728 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
729 BOOL fixed_function_usage_map[MAX_TEXTURES];
731 /* Stream source management */
732 WineDirect3DVertexStridedData strided_streams;
733 WineDirect3DVertexStridedData *up_strided;
734 BOOL useDrawStridedSlow;
735 BOOL instancedDraw;
737 /* Context management */
738 WineD3DContext **contexts; /* Dynamic array containing pointers to context structures */
739 WineD3DContext *activeContext; /* Only 0 for now */
740 UINT numContexts; /* Always 1 for now */
741 WineD3DContext *pbufferContext; /* The context that has a pbuffer as drawable */
742 DWORD pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
745 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
747 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
748 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
749 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
750 DWORD idx = state >> 5;
751 BYTE shift = state & 0x1f;
752 return context->isStateDirty[idx] & (1 << shift);
755 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
756 typedef struct PrivateData
758 struct list entry;
760 GUID tag;
761 DWORD flags; /* DDSPD_* */
762 DWORD uniqueness_value;
764 union
766 LPVOID data;
767 LPUNKNOWN object;
768 } ptr;
770 DWORD size;
771 } PrivateData;
773 /*****************************************************************************
774 * IWineD3DResource implementation structure
776 typedef struct IWineD3DResourceClass
778 /* IUnknown fields */
779 LONG ref; /* Note: Ref counting not required */
781 /* WineD3DResource Information */
782 IUnknown *parent;
783 WINED3DRESOURCETYPE resourceType;
784 IWineD3DDeviceImpl *wineD3DDevice;
785 WINED3DPOOL pool;
786 UINT size;
787 DWORD usage;
788 WINED3DFORMAT format;
789 BYTE *allocatedMemory;
790 struct list privateData;
792 } IWineD3DResourceClass;
794 typedef struct IWineD3DResourceImpl
796 /* IUnknown & WineD3DResource Information */
797 const IWineD3DResourceVtbl *lpVtbl;
798 IWineD3DResourceClass resource;
799 } IWineD3DResourceImpl;
802 /*****************************************************************************
803 * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
805 typedef struct IWineD3DVertexBufferImpl
807 /* IUnknown & WineD3DResource Information */
808 const IWineD3DVertexBufferVtbl *lpVtbl;
809 IWineD3DResourceClass resource;
811 /* WineD3DVertexBuffer specifics */
812 DWORD fvf;
814 /* Vertex buffer object support */
815 GLuint vbo;
816 BYTE Flags;
817 LONG bindCount;
819 UINT dirtystart, dirtyend;
820 LONG lockcount;
822 LONG declChanges, draws;
823 /* Last description of the buffer */
824 WineDirect3DVertexStridedData strided;
825 } IWineD3DVertexBufferImpl;
827 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
829 #define VBFLAG_LOAD 0x01 /* Data is written from allocatedMemory to the VBO */
830 #define VBFLAG_OPTIMIZED 0x02 /* Optimize has been called for the VB */
831 #define VBFLAG_DIRTY 0x04 /* Buffer data has been modified */
832 #define VBFLAG_HASDESC 0x08 /* A vertex description has been found */
833 #define VBFLAG_VBOCREATEFAIL 0x10 /* An attempt to create a vbo has failed */
835 /*****************************************************************************
836 * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
838 typedef struct IWineD3DIndexBufferImpl
840 /* IUnknown & WineD3DResource Information */
841 const IWineD3DIndexBufferVtbl *lpVtbl;
842 IWineD3DResourceClass resource;
844 GLuint vbo;
845 UINT dirtystart, dirtyend;
846 LONG lockcount;
848 /* WineD3DVertexBuffer specifics */
849 } IWineD3DIndexBufferImpl;
851 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
853 /*****************************************************************************
854 * IWineD3DBaseTexture D3D- > openGL state map lookups
856 #define WINED3DFUNC_NOTSUPPORTED -2
857 #define WINED3DFUNC_UNIMPLEMENTED -1
859 typedef enum winetexturestates {
860 WINED3DTEXSTA_ADDRESSU = 0,
861 WINED3DTEXSTA_ADDRESSV = 1,
862 WINED3DTEXSTA_ADDRESSW = 2,
863 WINED3DTEXSTA_BORDERCOLOR = 3,
864 WINED3DTEXSTA_MAGFILTER = 4,
865 WINED3DTEXSTA_MINFILTER = 5,
866 WINED3DTEXSTA_MIPFILTER = 6,
867 WINED3DTEXSTA_MAXMIPLEVEL = 7,
868 WINED3DTEXSTA_MAXANISOTROPY = 8,
869 WINED3DTEXSTA_SRGBTEXTURE = 9,
870 WINED3DTEXSTA_ELEMENTINDEX = 10,
871 WINED3DTEXSTA_DMAPOFFSET = 11,
872 WINED3DTEXSTA_TSSADDRESSW = 12,
873 MAX_WINETEXTURESTATES = 13,
874 } winetexturestates;
876 typedef struct Wined3dTextureStateMap {
877 CONST int state;
878 int function;
879 } Wined3dTextureStateMap;
881 /*****************************************************************************
882 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
884 typedef struct IWineD3DBaseTextureClass
886 UINT levels;
887 BOOL dirty;
888 UINT textureName;
889 UINT LOD;
890 WINED3DTEXTUREFILTERTYPE filterType;
891 DWORD states[MAX_WINETEXTURESTATES];
892 LONG bindCount;
893 DWORD sampler;
894 BOOL is_srgb;
895 UINT srgb_mode_change_count;
896 } IWineD3DBaseTextureClass;
898 typedef struct IWineD3DBaseTextureImpl
900 /* IUnknown & WineD3DResource Information */
901 const IWineD3DBaseTextureVtbl *lpVtbl;
902 IWineD3DResourceClass resource;
903 IWineD3DBaseTextureClass baseTexture;
905 } IWineD3DBaseTextureImpl;
907 /*****************************************************************************
908 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
910 typedef struct IWineD3DTextureImpl
912 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
913 const IWineD3DTextureVtbl *lpVtbl;
914 IWineD3DResourceClass resource;
915 IWineD3DBaseTextureClass baseTexture;
917 /* IWineD3DTexture */
918 IWineD3DSurface *surfaces[MAX_LEVELS];
920 UINT width;
921 UINT height;
922 float pow2scalingFactorX;
923 float pow2scalingFactorY;
925 } IWineD3DTextureImpl;
927 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
929 /*****************************************************************************
930 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
932 typedef struct IWineD3DCubeTextureImpl
934 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
935 const IWineD3DCubeTextureVtbl *lpVtbl;
936 IWineD3DResourceClass resource;
937 IWineD3DBaseTextureClass baseTexture;
939 /* IWineD3DCubeTexture */
940 IWineD3DSurface *surfaces[6][MAX_LEVELS];
942 UINT edgeLength;
943 float pow2scalingFactor;
945 } IWineD3DCubeTextureImpl;
947 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
949 typedef struct _WINED3DVOLUMET_DESC
951 UINT Width;
952 UINT Height;
953 UINT Depth;
954 } WINED3DVOLUMET_DESC;
956 /*****************************************************************************
957 * IWineD3DVolume implementation structure (extends IUnknown)
959 typedef struct IWineD3DVolumeImpl
961 /* IUnknown & WineD3DResource fields */
962 const IWineD3DVolumeVtbl *lpVtbl;
963 IWineD3DResourceClass resource;
965 /* WineD3DVolume Information */
966 WINED3DVOLUMET_DESC currentDesc;
967 IWineD3DBase *container;
968 UINT bytesPerPixel;
970 BOOL lockable;
971 BOOL locked;
972 WINED3DBOX lockedBox;
973 WINED3DBOX dirtyBox;
974 BOOL dirty;
977 } IWineD3DVolumeImpl;
979 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
981 /*****************************************************************************
982 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
984 typedef struct IWineD3DVolumeTextureImpl
986 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
987 const IWineD3DVolumeTextureVtbl *lpVtbl;
988 IWineD3DResourceClass resource;
989 IWineD3DBaseTextureClass baseTexture;
991 /* IWineD3DVolumeTexture */
992 IWineD3DVolume *volumes[MAX_LEVELS];
994 UINT width;
995 UINT height;
996 UINT depth;
997 } IWineD3DVolumeTextureImpl;
999 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
1001 typedef struct _WINED3DSURFACET_DESC
1003 WINED3DMULTISAMPLE_TYPE MultiSampleType;
1004 DWORD MultiSampleQuality;
1005 UINT Width;
1006 UINT Height;
1007 } WINED3DSURFACET_DESC;
1009 /*****************************************************************************
1010 * Structure for DIB Surfaces (GetDC and GDI surfaces)
1012 typedef struct wineD3DSurface_DIB {
1013 HBITMAP DIBsection;
1014 void* bitmap_data;
1015 HGDIOBJ holdbitmap;
1016 BOOL client_memory;
1017 } wineD3DSurface_DIB;
1019 typedef struct {
1020 struct list entry;
1021 GLuint id;
1022 UINT width;
1023 UINT height;
1024 } renderbuffer_entry_t;
1026 /*****************************************************************************
1027 * IWineD3DClipp implementation structure
1029 typedef struct IWineD3DClipperImpl
1031 const IWineD3DClipperVtbl *lpVtbl;
1032 LONG ref;
1034 IUnknown *Parent;
1035 HWND hWnd;
1036 } IWineD3DClipperImpl;
1039 /*****************************************************************************
1040 * IWineD3DSurface implementation structure
1042 struct IWineD3DSurfaceImpl
1044 /* IUnknown & IWineD3DResource Information */
1045 const IWineD3DSurfaceVtbl *lpVtbl;
1046 IWineD3DResourceClass resource;
1048 /* IWineD3DSurface fields */
1049 IWineD3DBase *container;
1050 WINED3DSURFACET_DESC currentDesc;
1051 IWineD3DPaletteImpl *palette; /* D3D7 style palette handling */
1052 PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
1054 UINT bytesPerPixel;
1056 /* TODO: move this off into a management class(maybe!) */
1057 DWORD Flags;
1059 UINT pow2Width;
1060 UINT pow2Height;
1062 /* Oversized texture */
1063 RECT glRect;
1065 #if 0
1066 /* precalculated x and y scalings for texture coords */
1067 float pow2scalingFactorX; /* = (Width / pow2Width ) */
1068 float pow2scalingFactorY; /* = (Height / pow2Height) */
1069 #endif
1071 RECT lockedRect;
1072 RECT dirtyRect;
1073 int lockCount;
1074 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
1076 glDescriptor glDescription;
1078 /* For GetDC */
1079 wineD3DSurface_DIB dib;
1080 HDC hDC;
1082 /* Color keys for DDraw */
1083 WINEDDCOLORKEY DestBltCKey;
1084 WINEDDCOLORKEY DestOverlayCKey;
1085 WINEDDCOLORKEY SrcOverlayCKey;
1086 WINEDDCOLORKEY SrcBltCKey;
1087 DWORD CKeyFlags;
1089 WINEDDCOLORKEY glCKey;
1091 struct list renderbuffers;
1092 renderbuffer_entry_t *current_renderbuffer;
1094 /* DirectDraw clippers */
1095 IWineD3DClipper *clipper;
1098 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1099 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1101 /* Predeclare the shared Surface functions */
1102 HRESULT WINAPI IWineD3DSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1103 ULONG WINAPI IWineD3DSurfaceImpl_AddRef(IWineD3DSurface *iface);
1104 ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface);
1105 HRESULT WINAPI IWineD3DSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1106 HRESULT WINAPI IWineD3DSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1107 HRESULT WINAPI IWineD3DSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1108 HRESULT WINAPI IWineD3DSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1109 HRESULT WINAPI IWineD3DSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1110 DWORD WINAPI IWineD3DSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1111 DWORD WINAPI IWineD3DSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1112 void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface);
1113 WINED3DRESOURCETYPE WINAPI IWineD3DSurfaceImpl_GetType(IWineD3DSurface *iface);
1114 HRESULT WINAPI IWineD3DSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1115 HRESULT WINAPI IWineD3DSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1116 HRESULT WINAPI IWineD3DSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1117 HRESULT WINAPI IWineD3DSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1118 HRESULT WINAPI IWineD3DSurfaceImpl_IsLost(IWineD3DSurface *iface);
1119 HRESULT WINAPI IWineD3DSurfaceImpl_Restore(IWineD3DSurface *iface);
1120 HRESULT WINAPI IWineD3DSurfaceImpl_SetPixelFormat(IWineD3DSurface *iface, WINED3DFORMAT Format, BYTE *Surface, DWORD Size);
1121 HRESULT WINAPI IWineD3DSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1122 HRESULT WINAPI IWineD3DSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1123 HRESULT WINAPI IWineD3DSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, WINEDDCOLORKEY *CKey);
1124 HRESULT WINAPI IWineD3DSurfaceImpl_CleanDirtyRect(IWineD3DSurface *iface);
1125 extern HRESULT WINAPI IWineD3DSurfaceImpl_AddDirtyRect(IWineD3DSurface *iface, CONST RECT* pDirtyRect);
1126 HRESULT WINAPI IWineD3DSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1127 void WINAPI IWineD3DSurfaceImpl_SetGlTextureDesc(IWineD3DSurface *iface, UINT textureName, int target);
1128 void WINAPI IWineD3DSurfaceImpl_GetGlDesc(IWineD3DSurface *iface, glDescriptor **glDescription);
1129 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface);
1130 HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1131 HRESULT WINAPI IWineGDISurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
1132 HRESULT WINAPI IWineGDISurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans);
1133 HRESULT WINAPI IWineD3DSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1134 HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC);
1135 HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC);
1136 DWORD WINAPI IWineD3DSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1137 HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1138 HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem);
1139 HRESULT WINAPI IWineD3DSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1140 HRESULT WINAPI IWineD3DSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1141 HRESULT WINAPI IWineD3DSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1142 HRESULT WINAPI IWineD3DSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, RECT *SrcRect, IWineD3DSurface *DstSurface, RECT *DstRect, DWORD Flags, WINEDDOVERLAYFX *FX);
1143 HRESULT WINAPI IWineD3DSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
1144 HRESULT WINAPI IWineD3DSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
1146 /* Surface flags: */
1147 #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
1148 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
1149 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for getdc */
1150 #define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
1151 #define SFLAG_DISCARD 0x00000010 /* ??? */
1152 #define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
1153 #define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
1154 #define SFLAG_INDRAWABLE 0x00000080 /* The gl drawable contains the most up to date data */
1155 #define SFLAG_INSYSMEM 0x00000100 /* The system memory copy is most up to date */
1156 #define SFLAG_NONPOW2 0x00000200 /* Surface sizes are not a power of 2 */
1157 #define SFLAG_DYNLOCK 0x00000400 /* Surface is often locked by the app */
1158 #define SFLAG_DYNCHANGE 0x00000C00 /* Surface contents are changed very often, implies DYNLOCK */
1159 #define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
1160 #define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
1161 #define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
1162 #define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
1163 #define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
1164 #define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
1166 /* In some conditions the surface memory must not be freed:
1167 * SFLAG_OVERSIZE: Not all data can be kept in GL
1168 * SFLAG_CONVERTED: Converting the data back would take too long
1169 * SFLAG_DIBSECTION: The dib code manages the memory
1170 * SFLAG_LOCKED: The app requires access to the surface data
1171 * SFLAG_DYNLOCK: Avoid freeing the data for performance
1172 * SFLAG_DYNCHANGE: Same reason as DYNLOCK
1173 * SFLAG_CLIENT: OpenGL uses our memory as backup
1175 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
1176 SFLAG_CONVERTED | \
1177 SFLAG_DIBSECTION | \
1178 SFLAG_LOCKED | \
1179 SFLAG_DYNLOCK | \
1180 SFLAG_DYNCHANGE | \
1181 SFLAG_USERPTR | \
1182 SFLAG_CLIENT)
1184 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
1186 /*****************************************************************************
1187 * IWineD3DVertexDeclaration implementation structure
1189 typedef struct IWineD3DVertexDeclarationImpl {
1190 /* IUnknown Information */
1191 const IWineD3DVertexDeclarationVtbl *lpVtbl;
1192 LONG ref;
1194 IUnknown *parent;
1195 IWineD3DDeviceImpl *wineD3DDevice;
1197 WINED3DVERTEXELEMENT *pDeclarationWine;
1198 UINT declarationWNumElements;
1199 } IWineD3DVertexDeclarationImpl;
1201 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
1203 /*****************************************************************************
1204 * IWineD3DStateBlock implementation structure
1207 /* Internal state Block for Begin/End/Capture/Create/Apply info */
1208 /* Note: Very long winded but gl Lists are not flexible enough */
1209 /* to resolve everything we need, so doing it manually for now */
1210 typedef struct SAVEDSTATES {
1211 BOOL indices;
1212 BOOL material;
1213 BOOL fvf;
1214 BOOL streamSource[MAX_STREAMS];
1215 BOOL streamFreq[MAX_STREAMS];
1216 BOOL textures[MAX_COMBINED_SAMPLERS];
1217 BOOL transform[HIGHEST_TRANSFORMSTATE + 1];
1218 BOOL viewport;
1219 BOOL renderState[WINEHIGHEST_RENDER_STATE + 1];
1220 BOOL textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1221 BOOL samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1222 BOOL clipplane[MAX_CLIPPLANES];
1223 BOOL vertexDecl;
1224 BOOL pixelShader;
1225 BOOL pixelShaderConstantsB[MAX_CONST_B];
1226 BOOL pixelShaderConstantsI[MAX_CONST_I];
1227 BOOL *pixelShaderConstantsF;
1228 BOOL vertexShader;
1229 BOOL vertexShaderConstantsB[MAX_CONST_B];
1230 BOOL vertexShaderConstantsI[MAX_CONST_I];
1231 BOOL *vertexShaderConstantsF;
1232 BOOL scissorRect;
1233 } SAVEDSTATES;
1235 typedef struct {
1236 struct list entry;
1237 DWORD count;
1238 DWORD idx[13];
1239 } constants_entry;
1241 struct IWineD3DStateBlockImpl
1243 /* IUnknown fields */
1244 const IWineD3DStateBlockVtbl *lpVtbl;
1245 LONG ref; /* Note: Ref counting not required */
1247 /* IWineD3DStateBlock information */
1248 IUnknown *parent;
1249 IWineD3DDeviceImpl *wineD3DDevice;
1250 WINED3DSTATEBLOCKTYPE blockType;
1252 /* Array indicating whether things have been set or changed */
1253 SAVEDSTATES changed;
1254 SAVEDSTATES set;
1255 struct list set_vconstantsF;
1256 struct list set_pconstantsF;
1258 /* Drawing - Vertex Shader or FVF related */
1259 DWORD fvf;
1260 /* Vertex Shader Declaration */
1261 IWineD3DVertexDeclaration *vertexDecl;
1263 IWineD3DVertexShader *vertexShader;
1265 /* Vertex Shader Constants */
1266 BOOL vertexShaderConstantB[MAX_CONST_B];
1267 INT vertexShaderConstantI[MAX_CONST_I * 4];
1268 float *vertexShaderConstantF;
1270 /* Stream Source */
1271 BOOL streamIsUP;
1272 UINT streamStride[MAX_STREAMS];
1273 UINT streamOffset[MAX_STREAMS];
1274 IWineD3DVertexBuffer *streamSource[MAX_STREAMS];
1275 UINT streamFreq[MAX_STREAMS];
1276 UINT streamFlags[MAX_STREAMS]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
1278 /* Indices */
1279 IWineD3DIndexBuffer* pIndexData;
1280 UINT baseVertexIndex;
1281 UINT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1283 /* Transform */
1284 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
1286 /* Light hashmap . Collisions are handled using standard wine double linked lists */
1287 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
1288 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
1289 struct list lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
1290 PLIGHTINFOEL *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
1292 /* Clipping */
1293 double clipplane[MAX_CLIPPLANES][4];
1294 WINED3DCLIPSTATUS clip_status;
1296 /* ViewPort */
1297 WINED3DVIEWPORT viewport;
1299 /* Material */
1300 WINED3DMATERIAL material;
1302 /* Pixel Shader */
1303 IWineD3DPixelShader *pixelShader;
1305 /* Pixel Shader Constants */
1306 BOOL pixelShaderConstantB[MAX_CONST_B];
1307 INT pixelShaderConstantI[MAX_CONST_I * 4];
1308 float *pixelShaderConstantF;
1310 /* RenderState */
1311 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
1313 /* Texture */
1314 IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS];
1315 int textureDimensions[MAX_COMBINED_SAMPLERS];
1317 /* Texture State Stage */
1318 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1319 DWORD lowest_disabled_stage;
1320 /* Sampler States */
1321 DWORD samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1323 /* Current GLSL Shader Program */
1324 struct glsl_shader_prog_link *glsl_program;
1326 /* Scissor test rectangle */
1327 RECT scissorRect;
1330 extern void stateblock_savedstates_set(
1331 IWineD3DStateBlock* iface,
1332 SAVEDSTATES* states,
1333 BOOL value);
1335 extern void stateblock_savedstates_copy(
1336 IWineD3DStateBlock* iface,
1337 SAVEDSTATES* dest,
1338 SAVEDSTATES* source);
1340 extern void stateblock_copy(
1341 IWineD3DStateBlock* destination,
1342 IWineD3DStateBlock* source);
1344 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
1346 /*****************************************************************************
1347 * IWineD3DQueryImpl implementation structure (extends IUnknown)
1349 typedef struct IWineD3DQueryImpl
1351 const IWineD3DQueryVtbl *lpVtbl;
1352 LONG ref; /* Note: Ref counting not required */
1354 IUnknown *parent;
1355 /*TODO: replace with iface usage */
1356 #if 0
1357 IWineD3DDevice *wineD3DDevice;
1358 #else
1359 IWineD3DDeviceImpl *wineD3DDevice;
1360 #endif
1362 /* IWineD3DQuery fields */
1363 WINED3DQUERYTYPE type;
1364 /* TODO: Think about using a IUnknown instead of a void* */
1365 void *extendedData;
1368 } IWineD3DQueryImpl;
1370 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1372 /* Datastructures for IWineD3DQueryImpl.extendedData */
1373 typedef struct WineQueryOcclusionData {
1374 GLuint queryId;
1375 } WineQueryOcclusionData;
1377 typedef struct WineQueryEventData {
1378 GLuint fenceId;
1379 } WineQueryEventData;
1381 /*****************************************************************************
1382 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1385 typedef struct IWineD3DSwapChainImpl
1387 /*IUnknown part*/
1388 const IWineD3DSwapChainVtbl *lpVtbl;
1389 LONG ref; /* Note: Ref counting not required */
1391 IUnknown *parent;
1392 IWineD3DDeviceImpl *wineD3DDevice;
1394 /* IWineD3DSwapChain fields */
1395 IWineD3DSurface **backBuffer;
1396 IWineD3DSurface *frontBuffer;
1397 BOOL wantsDepthStencilBuffer;
1398 WINED3DPRESENT_PARAMETERS presentParms;
1399 DWORD orig_width, orig_height;
1400 WINED3DFORMAT orig_fmt;
1402 long prev_time, frames; /* Performance tracking */
1403 unsigned int vSyncCounter;
1405 WineD3DContext **context; /* Later a array for multithreading */
1406 unsigned int num_contexts;
1408 HWND win_handle;
1409 Window win;
1410 } IWineD3DSwapChainImpl;
1412 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
1414 /*****************************************************************************
1415 * Utility function prototypes
1418 /* Trace routines */
1419 const char* debug_d3dformat(WINED3DFORMAT fmt);
1420 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
1421 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
1422 const char* debug_d3dusage(DWORD usage);
1423 const char* debug_d3dusagequery(DWORD usagequery);
1424 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
1425 const char* debug_d3ddecltype(WINED3DDECLTYPE type);
1426 const char* debug_d3ddeclusage(BYTE usage);
1427 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
1428 const char* debug_d3drenderstate(DWORD state);
1429 const char* debug_d3dsamplerstate(DWORD state);
1430 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
1431 const char* debug_d3dtexturestate(DWORD state);
1432 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
1433 const char* debug_d3dpool(WINED3DPOOL pool);
1434 const char *debug_fbostatus(GLenum status);
1435 const char *debug_glerror(GLenum error);
1437 /* Routines for GL <-> D3D values */
1438 GLenum StencilOp(DWORD op);
1439 GLenum CompareFunc(DWORD func);
1440 void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
1441 void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx);
1442 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords);
1444 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
1445 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
1447 int D3DFmtMakeGlCfg(WINED3DFORMAT BackBufferFormat, WINED3DFORMAT StencilBufferFormat, int *attribs, int* nAttribs, BOOL alternate);
1449 /* Math utils */
1450 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
1452 /*****************************************************************************
1453 * To enable calling of inherited functions, requires prototypes
1455 * Note: Only require classes which are subclassed, ie resource, basetexture,
1457 /*** IUnknown methods ***/
1458 extern HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface, REFIID riid, void** ppvObject);
1459 extern ULONG WINAPI IWineD3DResourceImpl_AddRef(IWineD3DResource *iface);
1460 extern ULONG WINAPI IWineD3DResourceImpl_Release(IWineD3DResource *iface);
1461 /*** IWineD3DResource methods ***/
1462 extern HRESULT WINAPI IWineD3DResourceImpl_GetParent(IWineD3DResource *iface, IUnknown **pParent);
1463 extern HRESULT WINAPI IWineD3DResourceImpl_GetDevice(IWineD3DResource *iface, IWineD3DDevice ** ppDevice);
1464 extern HRESULT WINAPI IWineD3DResourceImpl_SetPrivateData(IWineD3DResource *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1465 extern HRESULT WINAPI IWineD3DResourceImpl_GetPrivateData(IWineD3DResource *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1466 extern HRESULT WINAPI IWineD3DResourceImpl_FreePrivateData(IWineD3DResource *iface, REFGUID refguid);
1467 extern DWORD WINAPI IWineD3DResourceImpl_SetPriority(IWineD3DResource *iface, DWORD PriorityNew);
1468 extern DWORD WINAPI IWineD3DResourceImpl_GetPriority(IWineD3DResource *iface);
1469 extern void WINAPI IWineD3DResourceImpl_PreLoad(IWineD3DResource *iface);
1470 extern WINED3DRESOURCETYPE WINAPI IWineD3DResourceImpl_GetType(IWineD3DResource *iface);
1471 /*** class static members ***/
1472 void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface);
1474 /*** IUnknown methods ***/
1475 extern HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, void** ppvObject);
1476 extern ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface);
1477 extern ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface);
1478 /*** IWineD3DResource methods ***/
1479 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent);
1480 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice ** ppDevice);
1481 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1482 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1483 extern HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID refguid);
1484 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD PriorityNew);
1485 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface);
1486 extern void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface);
1487 extern WINED3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface);
1488 /*** IWineD3DBaseTexture methods ***/
1489 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew);
1490 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface);
1491 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface);
1492 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType);
1493 extern WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface);
1494 extern void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface);
1495 extern BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL);
1496 extern BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface);
1498 extern BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
1499 extern HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface);
1500 extern HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface);
1501 extern HRESULT WINAPI IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture *iface);
1502 extern void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1503 /*** class static members ***/
1504 void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface);
1506 struct SHADER_OPCODE_ARG;
1507 typedef void (*SHADER_HANDLER) (struct SHADER_OPCODE_ARG*);
1509 /* Struct to maintain a list of GLSL shader programs and their associated pixel and
1510 * vertex shaders. A list of this type is maintained on the DeviceImpl, and is only
1511 * used if the user is using GLSL shaders. */
1512 struct glsl_shader_prog_link {
1513 struct list vshader_entry;
1514 struct list pshader_entry;
1515 GLhandleARB programId;
1516 GLhandleARB *vuniformF_locations;
1517 GLhandleARB *puniformF_locations;
1518 GLhandleARB vshader;
1519 GLhandleARB pshader;
1522 typedef struct {
1523 GLhandleARB vshader;
1524 GLhandleARB pshader;
1525 } glsl_program_key_t;
1527 /* TODO: Make this dynamic, based on shader limits ? */
1528 #define MAX_REG_ADDR 1
1529 #define MAX_REG_TEMP 32
1530 #define MAX_REG_TEXCRD 8
1531 #define MAX_REG_INPUT 12
1532 #define MAX_REG_OUTPUT 12
1533 #define MAX_ATTRIBS 16
1534 #define MAX_CONST_I 16
1535 #define MAX_CONST_B 16
1537 /* FIXME: This needs to go up to 2048 for
1538 * Shader model 3 according to msdn (and for software shaders) */
1539 #define MAX_LABELS 16
1541 typedef struct semantic {
1542 DWORD usage;
1543 DWORD reg;
1544 } semantic;
1546 typedef struct local_constant {
1547 struct list entry;
1548 unsigned int idx;
1549 DWORD value[4];
1550 } local_constant;
1552 typedef struct shader_reg_maps {
1554 char texcoord[MAX_REG_TEXCRD]; /* pixel < 3.0 */
1555 char temporary[MAX_REG_TEMP]; /* pixel, vertex */
1556 char address[MAX_REG_ADDR]; /* vertex */
1557 char packed_input[MAX_REG_INPUT]; /* pshader >= 3.0 */
1558 char packed_output[MAX_REG_OUTPUT]; /* vertex >= 3.0 */
1559 char attributes[MAX_ATTRIBS]; /* vertex */
1560 char labels[MAX_LABELS]; /* pixel, vertex */
1562 /* Sampler usage tokens
1563 * Use 0 as default (bit 31 is always 1 on a valid token) */
1564 DWORD samplers[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
1565 char bumpmat;
1567 /* Whether or not a loop is used in this shader */
1568 char loop;
1570 /* Whether or not this shader uses fog */
1571 char fog;
1573 } shader_reg_maps;
1575 #define SHADER_PGMSIZE 65535
1576 typedef struct SHADER_BUFFER {
1577 char* buffer;
1578 unsigned int bsize;
1579 unsigned int lineNo;
1580 BOOL newline;
1581 } SHADER_BUFFER;
1583 /* Undocumented opcode controls */
1584 #define INST_CONTROLS_SHIFT 16
1585 #define INST_CONTROLS_MASK 0x00ff0000
1587 typedef enum COMPARISON_TYPE {
1588 COMPARISON_GT = 1,
1589 COMPARISON_EQ = 2,
1590 COMPARISON_GE = 3,
1591 COMPARISON_LT = 4,
1592 COMPARISON_NE = 5,
1593 COMPARISON_LE = 6
1594 } COMPARISON_TYPE;
1596 typedef struct SHADER_OPCODE {
1597 unsigned int opcode;
1598 const char* name;
1599 const char* glname;
1600 char dst_token;
1601 CONST UINT num_params;
1602 SHADER_HANDLER hw_fct;
1603 SHADER_HANDLER hw_glsl_fct;
1604 DWORD min_version;
1605 DWORD max_version;
1606 } SHADER_OPCODE;
1608 typedef struct SHADER_OPCODE_ARG {
1609 IWineD3DBaseShader* shader;
1610 shader_reg_maps* reg_maps;
1611 CONST SHADER_OPCODE* opcode;
1612 DWORD opcode_token;
1613 DWORD dst;
1614 DWORD dst_addr;
1615 DWORD predicate;
1616 DWORD src[4];
1617 DWORD src_addr[4];
1618 SHADER_BUFFER* buffer;
1619 } SHADER_OPCODE_ARG;
1621 typedef struct SHADER_LIMITS {
1622 unsigned int temporary;
1623 unsigned int texcoord;
1624 unsigned int sampler;
1625 unsigned int constant_int;
1626 unsigned int constant_float;
1627 unsigned int constant_bool;
1628 unsigned int address;
1629 unsigned int packed_output;
1630 unsigned int packed_input;
1631 unsigned int attributes;
1632 unsigned int label;
1633 } SHADER_LIMITS;
1635 /** Keeps track of details for TEX_M#x# shader opcodes which need to
1636 maintain state information between multiple codes */
1637 typedef struct SHADER_PARSE_STATE {
1638 unsigned int current_row;
1639 DWORD texcoord_w[2];
1640 } SHADER_PARSE_STATE;
1642 /* Base Shader utility functions.
1643 * (may move callers into the same file in the future) */
1644 extern int shader_addline(
1645 SHADER_BUFFER* buffer,
1646 const char* fmt, ...);
1648 extern const SHADER_OPCODE* shader_get_opcode(
1649 IWineD3DBaseShader *iface,
1650 const DWORD code);
1652 extern void shader_delete_constant_list(
1653 struct list* clist);
1655 void delete_glsl_program_entry(IWineD3DDevice *iface, struct glsl_shader_prog_link *entry);
1657 /* Vertex shader utility functions */
1658 extern BOOL vshader_get_input(
1659 IWineD3DVertexShader* iface,
1660 BYTE usage_req, BYTE usage_idx_req,
1661 unsigned int* regnum);
1663 extern BOOL vshader_input_is_color(
1664 IWineD3DVertexShader* iface,
1665 unsigned int regnum);
1667 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
1669 /* ARB_[vertex/fragment]_program helper functions */
1670 extern void shader_arb_load_constants(
1671 IWineD3DDevice* device,
1672 char usePixelShader,
1673 char useVertexShader);
1675 /* ARB shader program Prototypes */
1676 extern void shader_hw_def(SHADER_OPCODE_ARG *arg);
1678 /* ARB pixel shader prototypes */
1679 extern void pshader_hw_bem(SHADER_OPCODE_ARG* arg);
1680 extern void pshader_hw_cnd(SHADER_OPCODE_ARG* arg);
1681 extern void pshader_hw_cmp(SHADER_OPCODE_ARG* arg);
1682 extern void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1683 extern void pshader_hw_tex(SHADER_OPCODE_ARG* arg);
1684 extern void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg);
1685 extern void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg);
1686 extern void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg);
1687 extern void pshader_hw_texbem(SHADER_OPCODE_ARG* arg);
1688 extern void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg);
1689 extern void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg);
1690 extern void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg);
1691 extern void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg);
1692 extern void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg);
1693 extern void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1695 /* ARB vertex shader prototypes */
1696 extern void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1697 extern void vshader_hw_mnxn(SHADER_OPCODE_ARG* arg);
1698 extern void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG* arg);
1700 /* GLSL helper functions */
1701 extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG *arg);
1702 extern void shader_glsl_load_constants(
1703 IWineD3DDevice* device,
1704 char usePixelShader,
1705 char useVertexShader);
1707 /** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */
1708 extern void shader_glsl_cross(SHADER_OPCODE_ARG* arg);
1709 extern void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg);
1710 extern void shader_glsl_arith(SHADER_OPCODE_ARG* arg);
1711 extern void shader_glsl_mov(SHADER_OPCODE_ARG* arg);
1712 extern void shader_glsl_mad(SHADER_OPCODE_ARG* arg);
1713 extern void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg);
1714 extern void shader_glsl_lrp(SHADER_OPCODE_ARG* arg);
1715 extern void shader_glsl_dot(SHADER_OPCODE_ARG* arg);
1716 extern void shader_glsl_rcp(SHADER_OPCODE_ARG* arg);
1717 extern void shader_glsl_cnd(SHADER_OPCODE_ARG* arg);
1718 extern void shader_glsl_compare(SHADER_OPCODE_ARG* arg);
1719 extern void shader_glsl_def(SHADER_OPCODE_ARG* arg);
1720 extern void shader_glsl_defi(SHADER_OPCODE_ARG* arg);
1721 extern void shader_glsl_defb(SHADER_OPCODE_ARG* arg);
1722 extern void shader_glsl_expp(SHADER_OPCODE_ARG* arg);
1723 extern void shader_glsl_cmp(SHADER_OPCODE_ARG* arg);
1724 extern void shader_glsl_lit(SHADER_OPCODE_ARG* arg);
1725 extern void shader_glsl_dst(SHADER_OPCODE_ARG* arg);
1726 extern void shader_glsl_sincos(SHADER_OPCODE_ARG* arg);
1727 extern void shader_glsl_loop(SHADER_OPCODE_ARG* arg);
1728 extern void shader_glsl_end(SHADER_OPCODE_ARG* arg);
1729 extern void shader_glsl_if(SHADER_OPCODE_ARG* arg);
1730 extern void shader_glsl_ifc(SHADER_OPCODE_ARG* arg);
1731 extern void shader_glsl_else(SHADER_OPCODE_ARG* arg);
1732 extern void shader_glsl_break(SHADER_OPCODE_ARG* arg);
1733 extern void shader_glsl_breakc(SHADER_OPCODE_ARG* arg);
1734 extern void shader_glsl_rep(SHADER_OPCODE_ARG* arg);
1735 extern void shader_glsl_call(SHADER_OPCODE_ARG* arg);
1736 extern void shader_glsl_callnz(SHADER_OPCODE_ARG* arg);
1737 extern void shader_glsl_label(SHADER_OPCODE_ARG* arg);
1738 extern void shader_glsl_pow(SHADER_OPCODE_ARG* arg);
1739 extern void shader_glsl_texldl(SHADER_OPCODE_ARG* arg);
1741 /** GLSL Pixel Shader Prototypes */
1742 extern void pshader_glsl_tex(SHADER_OPCODE_ARG* arg);
1743 extern void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg);
1744 extern void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg);
1745 extern void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg);
1746 extern void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg);
1747 extern void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg);
1748 extern void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg);
1749 extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg);
1750 extern void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg);
1751 extern void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg);
1752 extern void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg);
1753 extern void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg);
1754 extern void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1755 extern void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg);
1756 extern void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg);
1757 extern void pshader_glsl_bem(SHADER_OPCODE_ARG* arg);
1758 extern void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg);
1759 extern void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg);
1760 extern void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg);
1761 extern void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg);
1762 extern void pshader_glsl_input_pack(
1763 SHADER_BUFFER* buffer,
1764 semantic* semantics_out);
1766 /** GLSL Vertex Shader Prototypes */
1767 extern void vshader_glsl_output_unpack(
1768 SHADER_BUFFER* buffer,
1769 semantic* semantics_out);
1771 /*****************************************************************************
1772 * IDirect3DBaseShader implementation structure
1774 typedef struct IWineD3DBaseShaderClass
1776 DWORD hex_version;
1777 SHADER_LIMITS limits;
1778 SHADER_PARSE_STATE parse_state;
1779 CONST SHADER_OPCODE *shader_ins;
1780 CONST DWORD *function;
1781 UINT functionLength;
1782 GLuint prgId;
1783 BOOL is_compiled;
1785 /* Type of shader backend */
1786 int shader_mode;
1788 /* Programs this shader is linked with */
1789 struct list linked_programs;
1791 /* Immediate constants (override global ones) */
1792 struct list constantsB;
1793 struct list constantsF;
1794 struct list constantsI;
1795 shader_reg_maps reg_maps;
1797 /* Pointer to the parent device */
1798 IWineD3DDevice *device;
1800 } IWineD3DBaseShaderClass;
1802 typedef struct IWineD3DBaseShaderImpl {
1803 /* IUnknown */
1804 const IWineD3DBaseShaderVtbl *lpVtbl;
1805 LONG ref;
1807 /* IWineD3DBaseShader */
1808 IWineD3DBaseShaderClass baseShader;
1809 } IWineD3DBaseShaderImpl;
1811 extern HRESULT shader_get_registers_used(
1812 IWineD3DBaseShader *iface,
1813 shader_reg_maps* reg_maps,
1814 semantic* semantics_in,
1815 semantic* semantics_out,
1816 CONST DWORD* pToken,
1817 IWineD3DStateBlockImpl *stateBlock);
1819 extern void shader_generate_glsl_declarations(
1820 IWineD3DBaseShader *iface,
1821 shader_reg_maps* reg_maps,
1822 SHADER_BUFFER* buffer,
1823 WineD3D_GL_Info* gl_info);
1825 extern void shader_generate_arb_declarations(
1826 IWineD3DBaseShader *iface,
1827 shader_reg_maps* reg_maps,
1828 SHADER_BUFFER* buffer,
1829 WineD3D_GL_Info* gl_info);
1831 extern void shader_generate_main(
1832 IWineD3DBaseShader *iface,
1833 SHADER_BUFFER* buffer,
1834 shader_reg_maps* reg_maps,
1835 CONST DWORD* pFunction);
1837 extern void shader_dump_ins_modifiers(
1838 const DWORD output);
1840 extern void shader_dump_param(
1841 IWineD3DBaseShader *iface,
1842 const DWORD param,
1843 const DWORD addr_token,
1844 int input);
1846 extern void shader_trace_init(
1847 IWineD3DBaseShader *iface,
1848 const DWORD* pFunction);
1850 extern int shader_get_param(
1851 IWineD3DBaseShader* iface,
1852 const DWORD* pToken,
1853 DWORD* param,
1854 DWORD* addr_token);
1856 extern int shader_skip_unrecognized(
1857 IWineD3DBaseShader* iface,
1858 const DWORD* pToken);
1860 extern void print_glsl_info_log(
1861 WineD3D_GL_Info *gl_info,
1862 GLhandleARB obj);
1864 static inline int shader_get_regtype(const DWORD param) {
1865 return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
1866 ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
1869 extern unsigned int shader_get_float_offset(const DWORD reg);
1871 static inline BOOL shader_is_pshader_version(DWORD token) {
1872 return 0xFFFF0000 == (token & 0xFFFF0000);
1875 static inline BOOL shader_is_vshader_version(DWORD token) {
1876 return 0xFFFE0000 == (token & 0xFFFF0000);
1879 static inline BOOL shader_is_comment(DWORD token) {
1880 return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
1883 /* TODO: vFace (ps_3_0) */
1884 static inline BOOL shader_is_scalar(DWORD param) {
1885 DWORD reg_type = shader_get_regtype(param);
1887 switch (reg_type) {
1888 case WINED3DSPR_RASTOUT:
1889 if ((param & WINED3DSP_REGNUM_MASK) != 0) {
1890 /* oFog & oPts */
1891 return TRUE;
1893 /* oPos */
1894 return FALSE;
1896 case WINED3DSPR_DEPTHOUT: /* oDepth */
1897 case WINED3DSPR_CONSTBOOL: /* b# */
1898 case WINED3DSPR_LOOP: /* aL */
1899 case WINED3DSPR_PREDICATE: /* p0 */
1900 return TRUE;
1902 default:
1903 return FALSE;
1907 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
1908 * so upload them above that
1910 #define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
1911 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
1913 /*****************************************************************************
1914 * IDirect3DVertexShader implementation structure
1916 typedef struct IWineD3DVertexShaderImpl {
1917 /* IUnknown parts*/
1918 const IWineD3DVertexShaderVtbl *lpVtbl;
1919 LONG ref; /* Note: Ref counting not required */
1921 /* IWineD3DBaseShader */
1922 IWineD3DBaseShaderClass baseShader;
1924 /* IWineD3DVertexShaderImpl */
1925 IUnknown *parent;
1927 DWORD usage;
1929 /* Vertex shader input and output semantics */
1930 semantic semantics_in [MAX_ATTRIBS];
1931 semantic semantics_out [MAX_REG_OUTPUT];
1933 /* run time datas... */
1934 VSHADERDATA *data;
1935 #if 0 /* needs reworking */
1936 /* run time datas */
1937 VSHADERINPUTDATA input;
1938 VSHADEROUTPUTDATA output;
1939 #endif
1940 } IWineD3DVertexShaderImpl;
1941 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
1942 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
1944 /*****************************************************************************
1945 * IDirect3DPixelShader implementation structure
1947 typedef struct IWineD3DPixelShaderImpl {
1948 /* IUnknown parts */
1949 const IWineD3DPixelShaderVtbl *lpVtbl;
1950 LONG ref; /* Note: Ref counting not required */
1952 /* IWineD3DBaseShader */
1953 IWineD3DBaseShaderClass baseShader;
1955 /* IWineD3DPixelShaderImpl */
1956 IUnknown *parent;
1958 /* Pixel shader input semantics */
1959 semantic semantics_in [MAX_REG_INPUT];
1961 /* run time data */
1962 PSHADERDATA *data;
1964 /* Some information about the shader behavior */
1965 char needsbumpmat;
1966 UINT bumpenvmatconst;
1968 #if 0 /* needs reworking */
1969 PSHADERINPUTDATA input;
1970 PSHADEROUTPUTDATA output;
1971 #endif
1972 } IWineD3DPixelShaderImpl;
1974 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
1975 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
1977 /*****************************************************************************
1978 * IWineD3DPalette implementation structure
1980 struct IWineD3DPaletteImpl {
1981 /* IUnknown parts */
1982 const IWineD3DPaletteVtbl *lpVtbl;
1983 LONG ref;
1985 IUnknown *parent;
1986 IWineD3DDeviceImpl *wineD3DDevice;
1988 /* IWineD3DPalette */
1989 HPALETTE hpal;
1990 WORD palVersion; /*| */
1991 WORD palNumEntries; /*| LOGPALETTE */
1992 PALETTEENTRY palents[256]; /*| */
1993 /* This is to store the palette in 'screen format' */
1994 int screen_palents[256];
1995 DWORD Flags;
1998 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
1999 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
2001 /* DirectDraw utility functions */
2002 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
2004 /*****************************************************************************
2005 * Pixel format management
2007 typedef struct {
2008 WINED3DFORMAT format;
2009 DWORD alphaMask, redMask, greenMask, blueMask;
2010 UINT bpp;
2011 BOOL isFourcc;
2012 GLint glInternal, glGammaInternal, glFormat, glType;
2013 } PixelFormatDesc;
2015 const PixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt);
2017 static inline BOOL use_vs(IWineD3DDeviceImpl *device) {
2018 return (device->vs_selected_mode != SHADER_NONE
2019 && device->stateBlock->vertexShader
2020 && ((IWineD3DVertexShaderImpl *)device->stateBlock->vertexShader)->baseShader.function
2021 && !device->strided_streams.u.s.position_transformed);
2024 static inline BOOL use_ps(IWineD3DDeviceImpl *device) {
2025 return (device->ps_selected_mode != SHADER_NONE
2026 && device->stateBlock->pixelShader
2027 && ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->baseShader.function);
2030 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2031 IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
2033 #endif