2 * Direct3D wine internal private include file
4 * Copyright 2002-2003 The wine-d3d team
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2004 Jason Edmeades
7 * Copyright 2005 Oliver Stieber
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
29 #define NONAMELESSUNION
30 #define NONAMELESSSTRUCT
37 #include "wine/debug.h"
38 #include "wine/unicode.h"
40 #include "wined3d_private_types.h"
41 #include "wine/wined3d_interface.h"
42 #include "wine/wined3d_caps.h"
43 #include "wine/wined3d_gl.h"
44 #include "wine/list.h"
46 /* Hash table functions */
47 typedef unsigned int (hash_function_t
)(void *key
);
48 typedef BOOL (compare_function_t
)(void *keya
, void *keyb
);
58 hash_function_t
*hash_function
;
59 compare_function_t
*compare_function
;
61 unsigned int bucket_count
;
62 hash_table_entry_t
*entries
;
63 unsigned int entry_count
;
64 struct list free_entries
;
66 unsigned int grow_size
;
67 unsigned int shrink_size
;
70 hash_table_t
*hash_table_create(hash_function_t
*hash_function
, compare_function_t
*compare_function
);
71 void hash_table_destroy(hash_table_t
*table
);
72 void *hash_table_get(hash_table_t
*table
, void *key
);
73 void hash_table_put(hash_table_t
*table
, void *key
, void *value
);
74 void hash_table_remove(hash_table_t
*table
, void *key
);
77 #define MAX_PALETTES 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,
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
{
121 GLboolean normalized
;
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
167 #define ORM_BACKBUFFER 0
168 #define ORM_PBUFFER 1
172 #define SHADER_GLSL 2
173 #define SHADER_NONE 3
175 #define RTL_DISABLE -1
177 #define RTL_READDRAW 1
178 #define RTL_READTEX 2
179 #define RTL_TEXDRAW 3
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 */
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. */
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 */
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
);
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
;
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 */
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()
226 #define ENTER_GL() wine_tsx11_lock_ptr()
227 #define LEAVE_GL() wine_tsx11_unlock_ptr()
230 /*****************************************************************************
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__); \
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) \
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)); \
296 /* Macro to dump out the current state of the light chain */
297 #define DUMP_LIGHT_CHAIN() \
299 PLIGHTINFOEL *el = This->stateBlock->lights;\
301 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
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
;
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
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__)); \
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
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
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
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
395 extern BOOL isDumpingFrames
;
396 extern LONG primCounter
;
399 /*****************************************************************************
403 /* Routine common to the draw primitive and draw indexed primitive routines */
404 void drawPrimitive(IWineD3DDevice
*iface
,
408 long StartVertexIndex
,
409 UINT numberOfVertices
,
415 void primitiveDeclarationConvertToStridedData(
416 IWineD3DDevice
*iface
,
417 BOOL useVertexShaderFunction
,
418 WineDirect3DVertexStridedData
*strided
,
421 DWORD
get_flexible_vertex_size(DWORD d3dvtVertexType
);
423 void blt_to_drawable(IWineD3DDeviceImpl
*This
, IWineD3DSurfaceImpl
*surface
);
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)
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 */
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 */
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 */
559 /* Converted parms to speed up swapping lights */
568 /* The default light parameters */
569 extern const WINED3DLIGHT WINED3D_default_light
;
571 /* The adapter structure */
572 struct WineD3DAdapter
576 WineD3D_GL_Info gl_info
;
578 const char *description
;
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 */
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
;
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 */
627 struct WineD3DAdapter
*adapter
;
629 /* Window styles to restore when switching fullscreen mode */
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
;
644 BOOL view_ident
; /* true iff view matrix is identity */
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
;
655 /* Internal use fields */
656 WINED3DDEVICE_CREATION_PARAMETERS createParms
;
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];
681 /* For rendering to a texture using glCopyTexImage */
682 BOOL render_offscreen
;
683 WINED3D_DEPTHCOPYSTATE depth_copy_state
;
687 GLenum
*draw_buffers
;
689 /* Cursor management */
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 */
706 /* Device state management */
708 BOOL d3d_initialized
;
710 /* A flag to check for proper BeginScene / EndScene call pairs */
713 /* process vertex shaders using software or hardware */
714 BOOL softwareVertexProcessing
;
716 /* DirectDraw stuff */
718 IWineD3DSurface
*ddraw_primary
;
719 DWORD ddraw_width
, ddraw_height
;
720 WINED3DFORMAT ddraw_format
;
721 BOOL ddraw_fullscreen
;
723 /* Final position fixup constant */
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
;
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
761 DWORD flags
; /* DDSPD_* */
762 DWORD uniqueness_value
;
773 /*****************************************************************************
774 * IWineD3DResource implementation structure
776 typedef struct IWineD3DResourceClass
778 /* IUnknown fields */
779 LONG ref
; /* Note: Ref counting not required */
781 /* WineD3DResource Information */
783 WINED3DRESOURCETYPE resourceType
;
784 IWineD3DDeviceImpl
*wineD3DDevice
;
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 */
814 /* Vertex buffer object support */
819 UINT dirtystart
, dirtyend
;
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
;
845 UINT dirtystart
, dirtyend
;
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,
876 typedef struct Wined3dTextureStateMap
{
879 } Wined3dTextureStateMap
;
881 /*****************************************************************************
882 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
884 typedef struct IWineD3DBaseTextureClass
890 WINED3DTEXTUREFILTERTYPE filterType
;
891 DWORD states
[MAX_WINETEXTURESTATES
];
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
];
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
];
943 float pow2scalingFactor
;
945 } IWineD3DCubeTextureImpl
;
947 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl
;
949 typedef struct _WINED3DVOLUMET_DESC
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
;
972 WINED3DBOX lockedBox
;
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
];
997 } IWineD3DVolumeTextureImpl
;
999 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl
;
1001 typedef struct _WINED3DSURFACET_DESC
1003 WINED3DMULTISAMPLE_TYPE MultiSampleType
;
1004 DWORD MultiSampleQuality
;
1007 } WINED3DSURFACET_DESC
;
1009 /*****************************************************************************
1010 * Structure for DIB Surfaces (GetDC and GDI surfaces)
1012 typedef struct wineD3DSurface_DIB
{
1017 } wineD3DSurface_DIB
;
1024 } renderbuffer_entry_t
;
1026 /*****************************************************************************
1027 * IWineD3DClipp implementation structure
1029 typedef struct IWineD3DClipperImpl
1031 const IWineD3DClipperVtbl
*lpVtbl
;
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 */
1056 /* TODO: move this off into a management class(maybe!) */
1062 /* Oversized texture */
1066 /* precalculated x and y scalings for texture coords */
1067 float pow2scalingFactorX
; /* = (Width / pow2Width ) */
1068 float pow2scalingFactorY
; /* = (Height / pow2Height) */
1074 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
1076 glDescriptor glDescription
;
1079 wineD3DSurface_DIB dib
;
1082 /* Color keys for DDraw */
1083 WINEDDCOLORKEY DestBltCKey
;
1084 WINEDDCOLORKEY DestOverlayCKey
;
1085 WINEDDCOLORKEY SrcOverlayCKey
;
1086 WINEDDCOLORKEY SrcBltCKey
;
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 | \
1177 SFLAG_DIBSECTION | \
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
;
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
{
1214 BOOL streamSource
[MAX_STREAMS
];
1215 BOOL streamFreq
[MAX_STREAMS
];
1216 BOOL textures
[MAX_COMBINED_SAMPLERS
];
1217 BOOL transform
[HIGHEST_TRANSFORMSTATE
+ 1];
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
];
1225 BOOL pixelShaderConstantsB
[MAX_CONST_B
];
1226 BOOL pixelShaderConstantsI
[MAX_CONST_I
];
1227 BOOL
*pixelShaderConstantsF
;
1229 BOOL vertexShaderConstantsB
[MAX_CONST_B
];
1230 BOOL vertexShaderConstantsI
[MAX_CONST_I
];
1231 BOOL
*vertexShaderConstantsF
;
1241 struct IWineD3DStateBlockImpl
1243 /* IUnknown fields */
1244 const IWineD3DStateBlockVtbl
*lpVtbl
;
1245 LONG ref
; /* Note: Ref counting not required */
1247 /* IWineD3DStateBlock information */
1249 IWineD3DDeviceImpl
*wineD3DDevice
;
1250 WINED3DSTATEBLOCKTYPE blockType
;
1252 /* Array indicating whether things have been set or changed */
1253 SAVEDSTATES changed
;
1255 struct list set_vconstantsF
;
1256 struct list set_pconstantsF
;
1258 /* Drawing - Vertex Shader or FVF related */
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
;
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 */
1279 IWineD3DIndexBuffer
* pIndexData
;
1280 UINT baseVertexIndex
;
1281 UINT loadBaseVertexIndex
; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
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 */
1293 double clipplane
[MAX_CLIPPLANES
][4];
1294 WINED3DCLIPSTATUS clip_status
;
1297 WINED3DVIEWPORT viewport
;
1300 WINED3DMATERIAL material
;
1303 IWineD3DPixelShader
*pixelShader
;
1305 /* Pixel Shader Constants */
1306 BOOL pixelShaderConstantB
[MAX_CONST_B
];
1307 INT pixelShaderConstantI
[MAX_CONST_I
* 4];
1308 float *pixelShaderConstantF
;
1311 DWORD renderState
[WINEHIGHEST_RENDER_STATE
+ 1];
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 */
1330 extern void stateblock_savedstates_set(
1331 IWineD3DStateBlock
* iface
,
1332 SAVEDSTATES
* states
,
1335 extern void stateblock_savedstates_copy(
1336 IWineD3DStateBlock
* iface
,
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 */
1355 /*TODO: replace with iface usage */
1357 IWineD3DDevice
*wineD3DDevice
;
1359 IWineD3DDeviceImpl
*wineD3DDevice
;
1362 /* IWineD3DQuery fields */
1363 WINED3DQUERYTYPE type
;
1364 /* TODO: Think about using a IUnknown instead of a void* */
1368 } IWineD3DQueryImpl
;
1370 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl
;
1372 /* Datastructures for IWineD3DQueryImpl.extendedData */
1373 typedef struct WineQueryOcclusionData
{
1375 } WineQueryOcclusionData
;
1377 typedef struct WineQueryEventData
{
1379 } WineQueryEventData
;
1381 /*****************************************************************************
1382 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1385 typedef struct IWineD3DSwapChainImpl
1388 const IWineD3DSwapChainVtbl
*lpVtbl
;
1389 LONG ref
; /* Note: Ref counting not required */
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
;
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
);
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
;
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
{
1546 typedef struct 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
)];
1567 /* Whether or not a loop is used in this shader */
1570 /* Whether or not this shader uses fog */
1575 #define SHADER_PGMSIZE 65535
1576 typedef struct SHADER_BUFFER
{
1579 unsigned int lineNo
;
1583 /* Undocumented opcode controls */
1584 #define INST_CONTROLS_SHIFT 16
1585 #define INST_CONTROLS_MASK 0x00ff0000
1587 typedef enum COMPARISON_TYPE
{
1596 typedef struct SHADER_OPCODE
{
1597 unsigned int opcode
;
1601 CONST UINT num_params
;
1602 SHADER_HANDLER hw_fct
;
1603 SHADER_HANDLER hw_glsl_fct
;
1608 typedef struct SHADER_OPCODE_ARG
{
1609 IWineD3DBaseShader
* shader
;
1610 shader_reg_maps
* reg_maps
;
1611 CONST SHADER_OPCODE
* opcode
;
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
;
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
,
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
1777 SHADER_LIMITS limits
;
1778 SHADER_PARSE_STATE parse_state
;
1779 CONST SHADER_OPCODE
*shader_ins
;
1780 CONST DWORD
*function
;
1781 UINT functionLength
;
1785 /* Type of shader backend */
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
{
1804 const IWineD3DBaseShaderVtbl
*lpVtbl
;
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
,
1843 const DWORD addr_token
,
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
,
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
,
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
);
1888 case WINED3DSPR_RASTOUT
:
1889 if ((param
& WINED3DSP_REGNUM_MASK
) != 0) {
1896 case WINED3DSPR_DEPTHOUT
: /* oDepth */
1897 case WINED3DSPR_CONSTBOOL
: /* b# */
1898 case WINED3DSPR_LOOP
: /* aL */
1899 case WINED3DSPR_PREDICATE
: /* p0 */
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
{
1918 const IWineD3DVertexShaderVtbl
*lpVtbl
;
1919 LONG ref
; /* Note: Ref counting not required */
1921 /* IWineD3DBaseShader */
1922 IWineD3DBaseShaderClass baseShader
;
1924 /* IWineD3DVertexShaderImpl */
1929 /* Vertex shader input and output semantics */
1930 semantic semantics_in
[MAX_ATTRIBS
];
1931 semantic semantics_out
[MAX_REG_OUTPUT
];
1933 /* run time datas... */
1935 #if 0 /* needs reworking */
1936 /* run time datas */
1937 VSHADERINPUTDATA input
;
1938 VSHADEROUTPUTDATA output
;
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 */
1958 /* Pixel shader input semantics */
1959 semantic semantics_in
[MAX_REG_INPUT
];
1964 /* Some information about the shader behavior */
1966 UINT bumpenvmatconst
;
1968 #if 0 /* needs reworking */
1969 PSHADERINPUTDATA input
;
1970 PSHADEROUTPUTDATA output
;
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
;
1986 IWineD3DDeviceImpl
*wineD3DDevice
;
1988 /* IWineD3DPalette */
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];
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
2008 WINED3DFORMAT format
;
2009 DWORD alphaMask
, redMask
, greenMask
, blueMask
;
2012 GLint glInternal
, glGammaInternal
, glFormat
, glType
;
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
);