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"
41 #include "wined3d_private_types.h"
43 #include "wine/wined3d_interface.h"
44 #include "wine/wined3d_gl.h"
45 #include "wine/list.h"
48 #define MAX_PALETTES 256
49 #define MAX_STREAMS 16
50 #define MAX_TEXTURES 8
51 #define MAX_SAMPLERS 16
52 #define MAX_ACTIVE_LIGHTS 8
53 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
54 #define MAX_LEVELS 256
56 #define MAX_CONST_I 16
57 #define MAX_CONST_B 16
59 /* Used for CreateStateBlock */
60 #define NUM_SAVEDPIXELSTATES_R 35
61 #define NUM_SAVEDPIXELSTATES_T 18
62 #define NUM_SAVEDPIXELSTATES_S 12
63 #define NUM_SAVEDVERTEXSTATES_R 31
64 #define NUM_SAVEDVERTEXSTATES_T 2
65 #define NUM_SAVEDVERTEXSTATES_S 1
67 extern const DWORD SavedPixelStates_R
[NUM_SAVEDPIXELSTATES_R
];
68 extern const DWORD SavedPixelStates_T
[NUM_SAVEDPIXELSTATES_T
];
69 extern const DWORD SavedPixelStates_S
[NUM_SAVEDPIXELSTATES_S
];
70 extern const DWORD SavedVertexStates_R
[NUM_SAVEDVERTEXSTATES_R
];
71 extern const DWORD SavedVertexStates_T
[NUM_SAVEDVERTEXSTATES_T
];
72 extern const DWORD SavedVertexStates_S
[NUM_SAVEDVERTEXSTATES_S
];
74 typedef enum _WINELOOKUP
{
75 WINELOOKUP_WARPPARAM
= 0,
76 WINELOOKUP_MAGFILTER
= 1,
80 extern int minLookup
[MAX_LOOKUPS
];
81 extern int maxLookup
[MAX_LOOKUPS
];
82 extern DWORD
*stateLookup
[MAX_LOOKUPS
];
84 extern DWORD minMipLookup
[WINED3DTEXF_ANISOTROPIC
+ 1][WINED3DTEXF_LINEAR
+ 1];
86 typedef struct _WINED3DGLTYPE
{
94 /* NOTE: Make sure these are in the correct numerical order. (see /include/wined3d_types.h) */
95 static WINED3DGLTYPE
const glTypeLookup
[WINED3DDECLTYPE_UNUSED
] = {
96 {WINED3DDECLTYPE_FLOAT1
, 1, GL_FLOAT
, GL_FALSE
,sizeof(float)},
97 {WINED3DDECLTYPE_FLOAT2
, 2, GL_FLOAT
, GL_FALSE
,sizeof(float)},
98 {WINED3DDECLTYPE_FLOAT3
, 3, GL_FLOAT
, GL_FALSE
,sizeof(float)},
99 {WINED3DDECLTYPE_FLOAT4
, 4, GL_FLOAT
, GL_FALSE
,sizeof(float)},
100 {WINED3DDECLTYPE_D3DCOLOR
, 4, GL_UNSIGNED_BYTE
, GL_TRUE
,sizeof(BYTE
)},
101 {WINED3DDECLTYPE_UBYTE4
, 4, GL_UNSIGNED_BYTE
, GL_FALSE
,sizeof(BYTE
)},
102 {WINED3DDECLTYPE_SHORT2
, 2, GL_SHORT
, GL_FALSE
,sizeof(short int)},
103 {WINED3DDECLTYPE_SHORT4
, 4, GL_SHORT
, GL_FALSE
,sizeof(short int)},
104 {WINED3DDECLTYPE_UBYTE4N
, 4, GL_UNSIGNED_BYTE
, GL_FALSE
,sizeof(BYTE
)},
105 {WINED3DDECLTYPE_SHORT2N
, 2, GL_SHORT
, GL_FALSE
,sizeof(short int)},
106 {WINED3DDECLTYPE_SHORT4N
, 4, GL_SHORT
, GL_FALSE
,sizeof(short int)},
107 {WINED3DDECLTYPE_USHORT2N
, 2, GL_UNSIGNED_SHORT
, GL_FALSE
,sizeof(short int)},
108 {WINED3DDECLTYPE_USHORT4N
, 4, GL_UNSIGNED_SHORT
, GL_FALSE
,sizeof(short int)},
109 {WINED3DDECLTYPE_UDEC3
, 3, GL_UNSIGNED_SHORT
, GL_FALSE
,sizeof(short int)},
110 {WINED3DDECLTYPE_DEC3N
, 3, GL_SHORT
, GL_FALSE
,sizeof(short int)},
111 {WINED3DDECLTYPE_FLOAT16_2
, 2, GL_FLOAT
, GL_FALSE
,sizeof(short int)},
112 {WINED3DDECLTYPE_FLOAT16_4
, 4, GL_FLOAT
, GL_FALSE
,sizeof(short int)}};
114 #define WINED3D_ATR_TYPE(type) glTypeLookup[type].d3dType
115 #define WINED3D_ATR_SIZE(type) glTypeLookup[type].size
116 #define WINED3D_ATR_GLTYPE(type) glTypeLookup[type].glType
117 #define WINED3D_ATR_NORMALIZED(type) glTypeLookup[type].normalized
118 #define WINED3D_ATR_TYPESIZE(type) glTypeLookup[type].typesize
137 #define ORM_BACKBUFFER 0
138 #define ORM_PBUFFER 1
143 #define SHADER_GLSL 2
144 #define SHADER_NONE 3
146 #define RTL_DISABLE -1
148 #define RTL_READDRAW 1
149 #define RTL_READTEX 2
150 #define RTL_TEXDRAW 3
153 /* NOTE: When adding fields to this structure, make sure to update the default
154 * values in wined3d_main.c as well. */
155 typedef struct wined3d_settings_s
{
156 /* vertex and pixel shader modes */
160 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
161 we should use it. However, until it's fully implemented, we'll leave it as a registry
162 setting for developers. */
164 int offscreen_rendering_mode
;
165 int rendertargetlock_mode
;
166 /* Memory tracking and object counting */
167 unsigned int emulated_textureram
;
168 } wined3d_settings_t
;
170 extern wined3d_settings_t wined3d_settings
;
172 /* Shader backends */
175 void (*shader_select
)(IWineD3DDevice
*iface
, BOOL usePS
, BOOL useVS
);
176 void (*shader_select_depth_blt
)(IWineD3DDevice
*iface
);
177 void (*shader_load_constants
)(IWineD3DDevice
*iface
, char usePS
, char useVS
);
178 void (*shader_cleanup
)(IWineD3DDevice
*iface
);
181 extern const shader_backend_t glsl_shader_backend
;
182 extern const shader_backend_t arb_program_shader_backend
;
183 extern const shader_backend_t none_shader_backend
;
187 extern void (*wine_tsx11_lock_ptr
)(void);
188 extern void (*wine_tsx11_unlock_ptr
)(void);
190 /* As GLX relies on X, this is needed */
194 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
195 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
197 #define ENTER_GL() wine_tsx11_lock_ptr()
198 #define LEAVE_GL() wine_tsx11_unlock_ptr()
201 /*****************************************************************************
205 /* GL related defines */
206 /* ------------------ */
207 #define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
208 #define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
209 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
210 #define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
212 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
213 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
214 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
215 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
217 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
218 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
219 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
220 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
222 #define D3DCOLORTOGLFLOAT4(dw, vec) \
223 (vec)[0] = D3DCOLOR_R(dw); \
224 (vec)[1] = D3DCOLOR_G(dw); \
225 (vec)[2] = D3DCOLOR_B(dw); \
226 (vec)[3] = D3DCOLOR_A(dw);
228 /* DirectX Device Limits */
229 /* --------------------- */
230 #define MAX_LEVELS 256 /* Maximum number of mipmap levels. Guessed at 256 */
232 #define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
233 See MaxStreams in MSDN under GetDeviceCaps */
234 /* Maximum number of constants provided to the shaders */
235 #define HIGHEST_TRANSFORMSTATE 512
236 /* Highest value in WINED3DTRANSFORMSTATETYPE */
237 #define MAX_PALETTES 256
239 /* Checking of API calls */
240 /* --------------------- */
241 #define checkGLcall(A) \
243 GLint err = glGetError(); \
244 if (err == GL_NO_ERROR) { \
245 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
248 FIXME(">>>>>>>>>>>>>>>>> %#x from %s @ %s / %d\n", \
249 err, A, __FILE__, __LINE__); \
250 err = glGetError(); \
251 } while (err != GL_NO_ERROR); \
254 /* Trace routines / diagnostics */
255 /* ---------------------------- */
257 /* Dump out a matrix and copy it */
258 #define conv_mat(mat,gl_mat) \
260 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
261 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
262 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
263 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
264 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
267 /* Macro to dump out the current state of the light chain */
268 #define DUMP_LIGHT_CHAIN() \
270 PLIGHTINFOEL *el = This->stateBlock->lights;\
272 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
277 /* Trace vector and strided data information */
278 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
279 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d)\n", sd->u.s.name.lpData, sd->u.s.name.dwStride, sd->u.s.name.dwType);
281 /* Defines used for optimizations */
283 /* Only reapply what is necessary */
284 #define REAPPLY_ALPHAOP 0x0001
285 #define REAPPLY_ALL 0xFFFF
287 /* Advance declaration of structures to satisfy compiler */
288 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl
;
289 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl
;
290 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl
;
291 typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl
;
295 /* TODO: Move some of this to the device */
296 long globalChangeGlRam(long glram
);
298 /* Memory and object tracking */
300 /*Structure for holding information on all direct3d objects
301 useful for making sure tracking is ok and when release is called on a device!
302 and probably quite handy for debugging and dumping states out
304 typedef struct WineD3DGlobalStatistics
{
305 int glsurfaceram
; /* The aproximate amount of glTexture memory allocated for textures */
306 } WineD3DGlobalStatistics
;
308 extern WineD3DGlobalStatistics
* wineD3DGlobalStatistics
;
310 /* Global variables */
311 extern const float identity
[16];
313 /*****************************************************************************
314 * Compilable extra diagnostics
317 /* Trace information per-vertex: (extremely high amount of trace) */
318 #if 0 /* NOTE: Must be 0 in cvs */
319 # define VTRACE(A) TRACE A
324 /* Checking of per-vertex related GL calls */
325 /* --------------------- */
326 #define vcheckGLcall(A) \
328 GLint err = glGetError(); \
329 if (err == GL_NO_ERROR) { \
330 VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
333 FIXME(">>>>>>>>>>>>>>>>> %#x from %s @ %s / %d\n", \
334 err, A, __FILE__, __LINE__); \
335 err = glGetError(); \
336 } while (err != GL_NO_ERROR); \
339 /* TODO: Confirm each of these works when wined3d move completed */
340 #if 0 /* NOTE: Must be 0 in cvs */
341 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
342 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
343 is enabled, and if it doesn't exist it is disabled. */
344 # define FRAME_DEBUGGING
345 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
346 the file is deleted */
347 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
348 # define SINGLE_FRAME_DEBUGGING
350 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
351 It can only be enabled when FRAME_DEBUGGING is also enabled
352 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
354 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
355 # define SHOW_FRAME_MAKEUP 1
357 /* The following, when enabled, lets you see the makeup of the all the textures used during each
358 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
359 The contents of the textures assigned to each stage are written into
360 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
361 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
362 # define SHOW_TEXTURE_MAKEUP 0
365 extern BOOL isDumpingFrames
;
366 extern LONG primCounter
;
369 /*****************************************************************************
373 /* Routine common to the draw primitive and draw indexed primitive routines */
374 void drawPrimitive(IWineD3DDevice
*iface
,
378 long StartVertexIndex
,
379 UINT numberOfVertices
,
385 void primitiveConvertToStridedData(IWineD3DDevice
*iface
, WineDirect3DVertexStridedData
*strided
, BOOL
*fixup
);
387 void primitiveDeclarationConvertToStridedData(
388 IWineD3DDevice
*iface
,
389 BOOL useVertexShaderFunction
,
390 WineDirect3DVertexStridedData
*strided
,
393 void primitiveConvertFVFtoOffset(DWORD thisFVF
,
396 WineDirect3DVertexStridedData
*strided
,
400 DWORD
get_flexible_vertex_size(DWORD d3dvtVertexType
);
404 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
405 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
407 /* Routines and structures related to state management */
408 typedef struct WineD3DContext WineD3DContext
;
409 typedef void (*APPLYSTATEFUNC
)(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*ctx
);
411 #define STATE_RENDER(a) (a)
412 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
414 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + (stage) * WINED3D_HIGHEST_TEXTURE_STATE + (num))
415 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
417 /* + 1 because samplers start with 0 */
418 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
419 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_SAMPLERS - 1))
421 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_SAMPLERS - 1) + 1)
422 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
424 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
425 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
427 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
428 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
430 #define STATE_VDECL (STATE_STREAMSRC + 1)
431 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
433 #define STATE_VSHADER (STATE_VDECL + 1)
434 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
436 #define STATE_VIEWPORT (STATE_VSHADER + 1)
437 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
439 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
440 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
441 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
442 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
444 #define STATE_HIGHEST (STATE_PIXELSHADERCONSTANT)
448 DWORD representative
;
449 APPLYSTATEFUNC apply
;
452 /* Global state table */
453 extern const struct StateEntry StateTable
[];
455 /* The new context manager that should deal with onscreen and offscreen rendering */
456 struct WineD3DContext
{
457 /* State dirtification
458 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
459 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
460 * 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
461 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
463 DWORD dirtyArray
[STATE_HIGHEST
+ 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
464 DWORD numDirtyEntries
;
465 DWORD isStateDirty
[STATE_HIGHEST
/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
467 IWineD3DSurface
*surface
;
468 /* TODO: Thread this ctx belongs to */
470 /* Stores some inforation about the context state for optimization */
471 BOOL last_was_rhw
; /* true iff last draw_primitive was in xyzrhw mode */
472 BOOL last_was_pshader
;
473 BOOL last_was_vshader
;
474 BOOL last_was_foggy_shader
;
475 BOOL namedArraysLoaded
, numberedArraysLoaded
;
476 BOOL lastWasPow2Texture
[MAX_TEXTURES
];
477 GLenum tracking_parm
; /* Which source is tracking current colour */
480 /* The actual opengl context */
487 typedef enum ContextUsage
{
488 CTXUSAGE_RESOURCELOAD
= 1, /* Only loads textures: No State is applied */
489 CTXUSAGE_DRAWPRIM
= 2, /* OpenGL states are set up for blitting DirectDraw surfacs */
490 CTXUSAGE_BLIT
= 3, /* OpenGL states are set up 3D drawing */
493 void ActivateContext(IWineD3DDeviceImpl
*device
, IWineD3DSurface
*target
, ContextUsage usage
);
494 WineD3DContext
*CreateContext(IWineD3DDeviceImpl
*This
, IWineD3DSurfaceImpl
*target
, Display
*display
, Window win
);
495 void DestroyContext(IWineD3DDeviceImpl
*This
, WineD3DContext
*context
);
496 void set_render_target_fbo(IWineD3DDevice
*iface
, DWORD idx
, IWineD3DSurface
*render_target
);
498 /* Routine to fill gl caps for swapchains and IWineD3D */
499 BOOL
IWineD3DImpl_FillGLCaps(IWineD3D
*iface
, Display
* display
);
501 /* Macros for doing basic GPU detection based on opengl capabilities */
502 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
503 #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])
504 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
505 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
507 /* Default callbacks for implicit object destruction */
508 extern ULONG WINAPI
D3DCB_DefaultDestroySurface(IWineD3DSurface
*pSurface
);
510 extern ULONG WINAPI
D3DCB_DefaultDestroyVolume(IWineD3DVolume
*pSurface
);
512 /*****************************************************************************
513 * Internal representation of a light
515 typedef struct PLIGHTINFOEL PLIGHTINFOEL
;
516 struct PLIGHTINFOEL
{
517 WINED3DLIGHT OriginalParms
; /* Note D3D8LIGHT == D3D9LIGHT */
524 /* Converted parms to speed up swapping lights */
534 /* The default light parameters */
535 extern const WINED3DLIGHT WINED3D_default_light
;
537 /*****************************************************************************
538 * IWineD3D implementation structure
540 typedef struct IWineD3DImpl
542 /* IUnknown fields */
543 const IWineD3DVtbl
*lpVtbl
;
544 LONG ref
; /* Note: Ref counting not required */
546 /* WineD3D Information */
552 WineD3D_GL_Info gl_info
;
555 extern const IWineD3DVtbl IWineD3D_Vtbl
;
557 /* TODO: setup some flags in the regestry to enable, disable pbuffer support
558 (since it will break quite a few things until contexts are managed properly!) */
559 extern BOOL pbuffer_support
;
560 /* allocate one pbuffer per surface */
561 extern BOOL pbuffer_per_surface
;
563 typedef struct ResourceList
{
564 IWineD3DResource
*resource
;
565 struct ResourceList
*next
;
568 /* A helper function that dumps a resource list */
569 void dumpResources(ResourceList
*resources
);
571 /*****************************************************************************
572 * IWineD3DDevice implementation structure
574 struct IWineD3DDeviceImpl
576 /* IUnknown fields */
577 const IWineD3DDeviceVtbl
*lpVtbl
;
578 LONG ref
; /* Note: Ref counting not required */
580 /* WineD3D Information */
584 /* Window styles to restore when switching fullscreen mode */
588 /* X and GL Information */
589 GLint maxConcurrentLights
;
591 /* Selected capabilities */
592 int vs_selected_mode
;
593 int ps_selected_mode
;
594 const shader_backend_t
*shader_backend
;
597 BOOL view_ident
; /* true iff view matrix is identity */
600 /* State block related */
601 BOOL isRecordingState
;
602 IWineD3DStateBlockImpl
*stateBlock
;
603 IWineD3DStateBlockImpl
*updateStateBlock
;
606 /* Internal use fields */
607 WINED3DDEVICE_CREATION_PARAMETERS createParms
;
609 WINED3DDEVTYPE devType
;
611 IWineD3DSwapChain
**swapchains
;
612 uint NumberOfSwapChains
;
614 ResourceList
*resources
; /* a linked list to track resources created by the device */
616 /* Render Target Support */
617 IWineD3DSurface
**render_targets
;
618 IWineD3DSurface
*depthStencilBuffer
;
620 IWineD3DSurface
*stencilBufferTarget
;
622 /* Caches to avoid unneeded context changes */
623 IWineD3DSurface
*lastActiveRenderTarget
;
624 IWineD3DSwapChain
*lastActiveSwapChain
;
626 /* palettes texture management */
627 PALETTEENTRY palettes
[MAX_PALETTES
][256];
630 /* For rendering to a texture using glCopyTexImage */
631 BOOL render_offscreen
;
632 WINED3D_DEPTHCOPYSTATE depth_copy_state
;
634 GLenum
*draw_buffers
;
636 /* Cursor management */
642 UINT cursorWidth
, cursorHeight
;
643 GLuint cursorTexture
;
645 /* Textures for when no other textures are mapped */
646 UINT dummyTextureName
[MAX_TEXTURES
];
648 /* Debug stream management */
651 /* Device state management */
653 BOOL d3d_initialized
;
655 /* A flag to check for proper BeginScene / EndScene call pairs */
658 /* process vertex shaders using software or hardware */
659 BOOL softwareVertexProcessing
;
661 /* DirectDraw stuff */
663 IWineD3DSurface
*ddraw_primary
;
664 DWORD ddraw_width
, ddraw_height
;
665 WINED3DFORMAT ddraw_format
;
666 BOOL ddraw_fullscreen
;
668 /* List of GLSL shader programs and their associated vertex & pixel shaders */
669 struct list glsl_shader_progs
;
672 /* Final position fixup constant */
675 /* With register combiners we can skip junk texture stages */
676 DWORD texUnitMap
[MAX_SAMPLERS
];
677 BOOL oneToOneTexUnitMap
;
679 /* Stream source management */
680 WineDirect3DVertexStridedData strided_streams
;
681 WineDirect3DVertexStridedData
*up_strided
;
682 BOOL useDrawStridedSlow
;
684 /* Context management */
685 WineD3DContext
**contexts
; /* Dynamic array containing pointers to context structures */
686 WineD3DContext
*activeContext
; /* Only 0 for now */
687 UINT numContexts
; /* Always 1 for now */
688 WineD3DContext
*pbufferContext
; /* The context that has a pbuffer as drawable */
689 DWORD pbufferWidth
, pbufferHeight
; /* Size of the buffer drawable */
692 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl
;
694 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl
*This
, DWORD state
);
695 static inline BOOL
isStateDirty(WineD3DContext
*context
, DWORD state
) {
696 DWORD idx
= state
>> 5;
697 BYTE shift
= state
& 0x1f;
698 return context
->isStateDirty
[idx
] & (1 << shift
);
701 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. I don't think
702 * anybody uses it for much so a good implementation is optional. */
703 typedef struct PrivateData
705 struct PrivateData
* next
;
708 DWORD flags
; /* DDSPD_* */
709 DWORD uniqueness_value
;
720 /*****************************************************************************
721 * IWineD3DResource implementation structure
723 typedef struct IWineD3DResourceClass
725 /* IUnknown fields */
726 LONG ref
; /* Note: Ref counting not required */
728 /* WineD3DResource Information */
730 WINED3DRESOURCETYPE resourceType
;
731 IWineD3DDeviceImpl
*wineD3DDevice
;
735 WINED3DFORMAT format
;
736 BYTE
*allocatedMemory
;
737 PrivateData
*privateData
;
739 } IWineD3DResourceClass
;
741 typedef struct IWineD3DResourceImpl
743 /* IUnknown & WineD3DResource Information */
744 const IWineD3DResourceVtbl
*lpVtbl
;
745 IWineD3DResourceClass resource
;
746 } IWineD3DResourceImpl
;
749 /*****************************************************************************
750 * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
752 typedef struct IWineD3DVertexBufferImpl
754 /* IUnknown & WineD3DResource Information */
755 const IWineD3DVertexBufferVtbl
*lpVtbl
;
756 IWineD3DResourceClass resource
;
758 /* WineD3DVertexBuffer specifics */
761 /* Vertex buffer object support */
766 UINT dirtystart
, dirtyend
;
769 LONG declChanges
, draws
;
770 /* Last description of the buffer */
771 WineDirect3DVertexStridedData strided
;
772 } IWineD3DVertexBufferImpl
;
774 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl
;
776 #define VBFLAG_LOAD 0x01 /* Data is written from allocatedMemory to the VBO */
777 #define VBFLAG_OPTIMIZED 0x02 /* Optimize has been called for the VB */
778 #define VBFLAG_DIRTY 0x04 /* Buffer data has been modified */
779 #define VBFLAG_HASDESC 0x08 /* A vertex description has been found */
780 #define VBFLAG_VBOCREATEFAIL 0x10 /* An attempt to create a vbo has failed */
782 /*****************************************************************************
783 * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
785 typedef struct IWineD3DIndexBufferImpl
787 /* IUnknown & WineD3DResource Information */
788 const IWineD3DIndexBufferVtbl
*lpVtbl
;
789 IWineD3DResourceClass resource
;
791 /* WineD3DVertexBuffer specifics */
792 } IWineD3DIndexBufferImpl
;
794 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl
;
796 /*****************************************************************************
797 * IWineD3DBaseTexture D3D- > openGL state map lookups
799 #define WINED3DFUNC_NOTSUPPORTED -2
800 #define WINED3DFUNC_UNIMPLEMENTED -1
802 typedef enum winetexturestates
{
803 WINED3DTEXSTA_ADDRESSU
= 0,
804 WINED3DTEXSTA_ADDRESSV
= 1,
805 WINED3DTEXSTA_ADDRESSW
= 2,
806 WINED3DTEXSTA_BORDERCOLOR
= 3,
807 WINED3DTEXSTA_MAGFILTER
= 4,
808 WINED3DTEXSTA_MINFILTER
= 5,
809 WINED3DTEXSTA_MIPFILTER
= 6,
810 WINED3DTEXSTA_MAXMIPLEVEL
= 7,
811 WINED3DTEXSTA_MAXANISOTROPY
= 8,
812 WINED3DTEXSTA_SRGBTEXTURE
= 9,
813 WINED3DTEXSTA_ELEMENTINDEX
= 10,
814 WINED3DTEXSTA_DMAPOFFSET
= 11,
815 WINED3DTEXSTA_TSSADDRESSW
= 12,
816 MAX_WINETEXTURESTATES
= 13,
819 typedef struct Wined3dTextureStateMap
{
822 } Wined3dTextureStateMap
;
824 /*****************************************************************************
825 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
827 typedef struct IWineD3DBaseTextureClass
831 WINED3DFORMAT format
;
835 WINED3DTEXTUREFILTERTYPE filterType
;
836 DWORD states
[MAX_WINETEXTURESTATES
];
839 } IWineD3DBaseTextureClass
;
841 typedef struct IWineD3DBaseTextureImpl
843 /* IUnknown & WineD3DResource Information */
844 const IWineD3DBaseTextureVtbl
*lpVtbl
;
845 IWineD3DResourceClass resource
;
846 IWineD3DBaseTextureClass baseTexture
;
848 } IWineD3DBaseTextureImpl
;
850 /*****************************************************************************
851 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
853 typedef struct IWineD3DTextureImpl
855 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
856 const IWineD3DTextureVtbl
*lpVtbl
;
857 IWineD3DResourceClass resource
;
858 IWineD3DBaseTextureClass baseTexture
;
860 /* IWineD3DTexture */
861 IWineD3DSurface
*surfaces
[MAX_LEVELS
];
865 float pow2scalingFactorX
;
866 float pow2scalingFactorY
;
868 } IWineD3DTextureImpl
;
870 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl
;
872 /*****************************************************************************
873 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
875 typedef struct IWineD3DCubeTextureImpl
877 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
878 const IWineD3DCubeTextureVtbl
*lpVtbl
;
879 IWineD3DResourceClass resource
;
880 IWineD3DBaseTextureClass baseTexture
;
882 /* IWineD3DCubeTexture */
883 IWineD3DSurface
*surfaces
[6][MAX_LEVELS
];
886 float pow2scalingFactor
;
888 } IWineD3DCubeTextureImpl
;
890 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl
;
892 typedef struct _WINED3DVOLUMET_DESC
897 } WINED3DVOLUMET_DESC
;
899 /*****************************************************************************
900 * IWineD3DVolume implementation structure (extends IUnknown)
902 typedef struct IWineD3DVolumeImpl
904 /* IUnknown & WineD3DResource fields */
905 const IWineD3DVolumeVtbl
*lpVtbl
;
906 IWineD3DResourceClass resource
;
908 /* WineD3DVolume Information */
909 WINED3DVOLUMET_DESC currentDesc
;
910 IWineD3DBase
*container
;
915 WINED3DBOX lockedBox
;
920 } IWineD3DVolumeImpl
;
922 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl
;
924 /*****************************************************************************
925 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
927 typedef struct IWineD3DVolumeTextureImpl
929 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
930 const IWineD3DVolumeTextureVtbl
*lpVtbl
;
931 IWineD3DResourceClass resource
;
932 IWineD3DBaseTextureClass baseTexture
;
934 /* IWineD3DVolumeTexture */
935 IWineD3DVolume
*volumes
[MAX_LEVELS
];
940 } IWineD3DVolumeTextureImpl
;
942 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl
;
944 typedef struct _WINED3DSURFACET_DESC
946 WINED3DMULTISAMPLE_TYPE MultiSampleType
;
947 DWORD MultiSampleQuality
;
950 } WINED3DSURFACET_DESC
;
952 /*****************************************************************************
953 * Structure for DIB Surfaces (GetDC and GDI surfaces)
955 typedef struct wineD3DSurface_DIB
{
960 } wineD3DSurface_DIB
;
962 /*****************************************************************************
963 * IWineD3DSurface implementation structure
965 struct IWineD3DSurfaceImpl
967 /* IUnknown & IWineD3DResource Information */
968 const IWineD3DSurfaceVtbl
*lpVtbl
;
969 IWineD3DResourceClass resource
;
971 /* IWineD3DSurface fields */
972 IWineD3DBase
*container
;
973 WINED3DSURFACET_DESC currentDesc
;
974 IWineD3DPaletteImpl
*palette
;
978 /* TODO: move this off into a management class(maybe!) */
985 /* Oversized texture */
989 /* precalculated x and y scalings for texture coords */
990 float pow2scalingFactorX
; /* = (Width / pow2Width ) */
991 float pow2scalingFactorY
; /* = (Height / pow2Height) */
997 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
999 glDescriptor glDescription
;
1002 wineD3DSurface_DIB dib
;
1005 /* Color keys for DDraw */
1006 DDCOLORKEY DestBltCKey
;
1007 DDCOLORKEY DestOverlayCKey
;
1008 DDCOLORKEY SrcOverlayCKey
;
1009 DDCOLORKEY SrcBltCKey
;
1015 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl
;
1016 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl
;
1018 /* Predeclare the shared Surface functions */
1019 HRESULT WINAPI
IWineD3DSurfaceImpl_QueryInterface(IWineD3DSurface
*iface
, REFIID riid
, LPVOID
*ppobj
);
1020 ULONG WINAPI
IWineD3DSurfaceImpl_AddRef(IWineD3DSurface
*iface
);
1021 ULONG WINAPI
IWineD3DSurfaceImpl_Release(IWineD3DSurface
*iface
);
1022 HRESULT WINAPI
IWineD3DSurfaceImpl_GetParent(IWineD3DSurface
*iface
, IUnknown
**pParent
);
1023 HRESULT WINAPI
IWineD3DSurfaceImpl_GetDevice(IWineD3DSurface
*iface
, IWineD3DDevice
** ppDevice
);
1024 HRESULT WINAPI
IWineD3DSurfaceImpl_SetPrivateData(IWineD3DSurface
*iface
, REFGUID refguid
, CONST
void* pData
, DWORD SizeOfData
, DWORD Flags
);
1025 HRESULT WINAPI
IWineD3DSurfaceImpl_GetPrivateData(IWineD3DSurface
*iface
, REFGUID refguid
, void* pData
, DWORD
* pSizeOfData
);
1026 HRESULT WINAPI
IWineD3DSurfaceImpl_FreePrivateData(IWineD3DSurface
*iface
, REFGUID refguid
);
1027 DWORD WINAPI
IWineD3DSurfaceImpl_SetPriority(IWineD3DSurface
*iface
, DWORD PriorityNew
);
1028 DWORD WINAPI
IWineD3DSurfaceImpl_GetPriority(IWineD3DSurface
*iface
);
1029 void WINAPI
IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface
*iface
);
1030 WINED3DRESOURCETYPE WINAPI
IWineD3DSurfaceImpl_GetType(IWineD3DSurface
*iface
);
1031 HRESULT WINAPI
IWineD3DSurfaceImpl_GetContainer(IWineD3DSurface
* iface
, REFIID riid
, void** ppContainer
);
1032 HRESULT WINAPI
IWineD3DSurfaceImpl_GetDesc(IWineD3DSurface
*iface
, WINED3DSURFACE_DESC
*pDesc
);
1033 HRESULT WINAPI
IWineD3DSurfaceImpl_GetBltStatus(IWineD3DSurface
*iface
, DWORD Flags
);
1034 HRESULT WINAPI
IWineD3DSurfaceImpl_GetFlipStatus(IWineD3DSurface
*iface
, DWORD Flags
);
1035 HRESULT WINAPI
IWineD3DSurfaceImpl_IsLost(IWineD3DSurface
*iface
);
1036 HRESULT WINAPI
IWineD3DSurfaceImpl_Restore(IWineD3DSurface
*iface
);
1037 HRESULT WINAPI
IWineD3DSurfaceImpl_SetPixelFormat(IWineD3DSurface
*iface
, WINED3DFORMAT Format
, BYTE
*Surface
, DWORD Size
);
1038 HRESULT WINAPI
IWineD3DSurfaceImpl_GetPalette(IWineD3DSurface
*iface
, IWineD3DPalette
**Pal
);
1039 HRESULT WINAPI
IWineD3DSurfaceImpl_SetPalette(IWineD3DSurface
*iface
, IWineD3DPalette
*Pal
);
1040 HRESULT WINAPI
IWineD3DSurfaceImpl_SetColorKey(IWineD3DSurface
*iface
, DWORD Flags
, DDCOLORKEY
*CKey
);
1041 HRESULT WINAPI
IWineD3DSurfaceImpl_CleanDirtyRect(IWineD3DSurface
*iface
);
1042 extern HRESULT WINAPI
IWineD3DSurfaceImpl_AddDirtyRect(IWineD3DSurface
*iface
, CONST RECT
* pDirtyRect
);
1043 HRESULT WINAPI
IWineD3DSurfaceImpl_SetContainer(IWineD3DSurface
*iface
, IWineD3DBase
*container
);
1044 HRESULT WINAPI
IWineD3DSurfaceImpl_SetPBufferState(IWineD3DSurface
*iface
, BOOL inPBuffer
, BOOL inTexture
);
1045 void WINAPI
IWineD3DSurfaceImpl_SetGlTextureDesc(IWineD3DSurface
*iface
, UINT textureName
, int target
);
1046 void WINAPI
IWineD3DSurfaceImpl_GetGlDesc(IWineD3DSurface
*iface
, glDescriptor
**glDescription
);
1047 const void *WINAPI
IWineD3DSurfaceImpl_GetData(IWineD3DSurface
*iface
);
1048 HRESULT WINAPI
IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface
*iface
, WINED3DFORMAT format
);
1049 HRESULT WINAPI
IWineGDISurfaceImpl_Blt(IWineD3DSurface
*iface
, RECT
*DestRect
, IWineD3DSurface
*SrcSurface
, RECT
*SrcRect
, DWORD Flags
, DDBLTFX
*DDBltFx
);
1050 HRESULT WINAPI
IWineGDISurfaceImpl_BltFast(IWineD3DSurface
*iface
, DWORD dstx
, DWORD dsty
, IWineD3DSurface
*Source
, RECT
*rsrc
, DWORD trans
);
1051 HRESULT WINAPI
IWineD3DSurfaceImpl_SetPalette(IWineD3DSurface
*iface
, IWineD3DPalette
*Pal
);
1052 HRESULT WINAPI
IWineD3DSurfaceImpl_GetDC(IWineD3DSurface
*iface
, HDC
*pHDC
);
1053 HRESULT WINAPI
IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface
*iface
, HDC hDC
);
1054 DWORD WINAPI
IWineD3DSurfaceImpl_GetPitch(IWineD3DSurface
*iface
);
1055 HRESULT WINAPI
IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface
*iface
);
1056 HRESULT WINAPI
IWineD3DSurfaceImpl_SetMem(IWineD3DSurface
*iface
, void *Mem
);
1057 HRESULT WINAPI
IWineD3DSurfaceImpl_SetOverlayPosition(IWineD3DSurface
*iface
, LONG X
, LONG Y
);
1058 HRESULT WINAPI
IWineD3DSurfaceImpl_GetOverlayPosition(IWineD3DSurface
*iface
, LONG
*X
, LONG
*Y
);
1059 HRESULT WINAPI
IWineD3DSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface
*iface
, DWORD Flags
, IWineD3DSurface
*Ref
);
1060 HRESULT WINAPI
IWineD3DSurfaceImpl_UpdateOverlay(IWineD3DSurface
*iface
, RECT
*SrcRect
, IWineD3DSurface
*DstSurface
, RECT
*DstRect
, DWORD Flags
, WINEDDOVERLAYFX
*FX
);
1062 /* Surface flags: */
1063 #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
1064 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
1065 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for getdc */
1066 #define SFLAG_DIRTY 0x00000008 /* Surface was locked by the app */
1067 #define SFLAG_LOCKABLE 0x00000010 /* Surface can be locked */
1068 #define SFLAG_DISCARD 0x00000020 /* ??? */
1069 #define SFLAG_LOCKED 0x00000040 /* Surface is locked atm */
1070 #define SFLAG_INTEXTURE 0x00000080 /* ??? */
1071 #define SFLAG_INPBUFFER 0x00000100 /* ??? */
1072 #define SFLAG_NONPOW2 0x00000200 /* Surface sizes are not a power of 2 */
1073 #define SFLAG_DYNLOCK 0x00000400 /* Surface is often locked by the app */
1074 #define SFLAG_DYNCHANGE 0x00000C00 /* Surface contents are changed very often, implies DYNLOCK */
1075 #define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
1076 #define SFLAG_GLDIRTY 0x00002000 /* The opengl texture is more up to date than the surface mem */
1077 #define SFLAG_LOST 0x00004000 /* Surface lost flag for DDraw */
1078 #define SFLAG_FORCELOAD 0x00008000 /* To force PreLoading of a scratch cursor */
1079 #define SFLAG_USERPTR 0x00010000 /* The application allocated the memory for this surface */
1080 #define SFLAG_GLCKEY 0x00020000 /* The gl texture was created with a color key */
1082 /* In some conditions the surface memory must not be freed:
1083 * SFLAG_OVERSIZE: Not all data can be kept in GL
1084 * SFLAG_CONVERTED: Converting the data back would take too long
1085 * SFLAG_DIBSECTION: The dib code manages the memory
1086 * SFLAG_DIRTY: GL surface isn't up to date
1087 * SFLAG_LOCKED: The app requires access to the surface data
1088 * SFLAG_DYNLOCK: Avoid freeing the data for performance
1089 * SFLAG_DYNCHANGE: Same reason as DYNLOCK
1091 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
1093 SFLAG_DIBSECTION | \
1100 BOOL
CalculateTexRect(IWineD3DSurfaceImpl
*This
, RECT
*Rect
, float glTexCoord
[4]);
1102 /* Alignment of the pitch */
1103 #define SURFACE_ALIGNMENT 4
1105 /*****************************************************************************
1106 * IWineD3DVertexDeclaration implementation structure
1108 typedef struct IWineD3DVertexDeclarationImpl
{
1109 /* IUnknown Information */
1110 const IWineD3DVertexDeclarationVtbl
*lpVtbl
;
1111 LONG ref
; /* Note: Ref counting not required */
1114 /** precomputed fvf if simple declaration */
1115 IWineD3DDeviceImpl
*wineD3DDevice
;
1116 DWORD fvf
[MAX_STREAMS
];
1119 /** dx8 compatible Declaration fields */
1120 DWORD
* pDeclaration8
;
1121 DWORD declaration8Length
;
1123 WINED3DVERTEXELEMENT
*pDeclarationWine
;
1124 UINT declarationWNumElements
;
1128 } IWineD3DVertexDeclarationImpl
;
1130 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl
;
1132 /*****************************************************************************
1133 * IWineD3DStateBlock implementation structure
1136 /* Internal state Block for Begin/End/Capture/Create/Apply info */
1137 /* Note: Very long winded but gl Lists are not flexible enough */
1138 /* to resolve everything we need, so doing it manually for now */
1139 typedef struct SAVEDSTATES
{
1143 BOOL streamSource
[MAX_STREAMS
];
1144 BOOL streamFreq
[MAX_STREAMS
];
1145 BOOL textures
[MAX_SAMPLERS
];
1146 BOOL transform
[HIGHEST_TRANSFORMSTATE
+ 1];
1148 BOOL renderState
[WINEHIGHEST_RENDER_STATE
+ 1];
1149 BOOL textureState
[MAX_TEXTURES
][WINED3D_HIGHEST_TEXTURE_STATE
+ 1];
1150 BOOL samplerState
[MAX_SAMPLERS
][WINED3D_HIGHEST_SAMPLER_STATE
+ 1];
1151 BOOL clipplane
[MAX_CLIPPLANES
];
1154 BOOL pixelShaderConstantsB
[MAX_CONST_B
];
1155 BOOL pixelShaderConstantsI
[MAX_CONST_I
];
1156 BOOL
*pixelShaderConstantsF
;
1158 BOOL vertexShaderConstantsB
[MAX_CONST_B
];
1159 BOOL vertexShaderConstantsI
[MAX_CONST_I
];
1160 BOOL
*vertexShaderConstantsF
;
1169 struct IWineD3DStateBlockImpl
1171 /* IUnknown fields */
1172 const IWineD3DStateBlockVtbl
*lpVtbl
;
1173 LONG ref
; /* Note: Ref counting not required */
1175 /* IWineD3DStateBlock information */
1177 IWineD3DDeviceImpl
*wineD3DDevice
;
1178 WINED3DSTATEBLOCKTYPE blockType
;
1180 /* Array indicating whether things have been set or changed */
1181 SAVEDSTATES changed
;
1183 struct list set_vconstantsF
;
1184 struct list set_pconstantsF
;
1186 /* Drawing - Vertex Shader or FVF related */
1188 /* Vertex Shader Declaration */
1189 IWineD3DVertexDeclaration
*vertexDecl
;
1191 IWineD3DVertexShader
*vertexShader
;
1193 /* Vertex Shader Constants */
1194 BOOL vertexShaderConstantB
[MAX_CONST_B
];
1195 INT vertexShaderConstantI
[MAX_CONST_I
* 4];
1196 float *vertexShaderConstantF
;
1200 UINT streamStride
[MAX_STREAMS
];
1201 UINT streamOffset
[MAX_STREAMS
];
1202 IWineD3DVertexBuffer
*streamSource
[MAX_STREAMS
];
1203 UINT streamFreq
[MAX_STREAMS
];
1204 UINT streamFlags
[MAX_STREAMS
]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
1207 IWineD3DIndexBuffer
* pIndexData
;
1208 UINT baseVertexIndex
;
1209 UINT loadBaseVertexIndex
; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1212 WINED3DMATRIX transforms
[HIGHEST_TRANSFORMSTATE
+ 1];
1215 PLIGHTINFOEL
*lights
; /* NOTE: active GL lights must be front of the chain */
1218 double clipplane
[MAX_CLIPPLANES
][4];
1219 WINED3DCLIPSTATUS clip_status
;
1222 WINED3DVIEWPORT viewport
;
1225 WINED3DMATERIAL material
;
1228 IWineD3DPixelShader
*pixelShader
;
1230 /* Pixel Shader Constants */
1231 BOOL pixelShaderConstantB
[MAX_CONST_B
];
1232 INT pixelShaderConstantI
[MAX_CONST_I
* 4];
1233 float *pixelShaderConstantF
;
1236 DWORD renderState
[WINEHIGHEST_RENDER_STATE
+ 1];
1239 IWineD3DBaseTexture
*textures
[MAX_SAMPLERS
];
1240 int textureDimensions
[MAX_SAMPLERS
];
1242 /* Texture State Stage */
1243 DWORD textureState
[MAX_TEXTURES
][WINED3D_HIGHEST_TEXTURE_STATE
+ 1];
1244 DWORD lowest_disabled_stage
;
1245 /* Sampler States */
1246 DWORD samplerState
[MAX_SAMPLERS
][WINED3D_HIGHEST_SAMPLER_STATE
+ 1];
1248 /* Current GLSL Shader Program */
1249 struct glsl_shader_prog_link
*glsl_program
;
1251 /* Scissor test rectangle */
1255 extern void stateblock_savedstates_set(
1256 IWineD3DStateBlock
* iface
,
1257 SAVEDSTATES
* states
,
1260 extern void stateblock_savedstates_copy(
1261 IWineD3DStateBlock
* iface
,
1263 SAVEDSTATES
* source
);
1265 extern void stateblock_copy(
1266 IWineD3DStateBlock
* destination
,
1267 IWineD3DStateBlock
* source
);
1269 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl
;
1271 /*****************************************************************************
1272 * IWineD3DQueryImpl implementation structure (extends IUnknown)
1274 typedef struct IWineD3DQueryImpl
1276 const IWineD3DQueryVtbl
*lpVtbl
;
1277 LONG ref
; /* Note: Ref counting not required */
1280 /*TODO: replace with iface usage */
1282 IWineD3DDevice
*wineD3DDevice
;
1284 IWineD3DDeviceImpl
*wineD3DDevice
;
1287 /* IWineD3DQuery fields */
1288 WINED3DQUERYTYPE type
;
1289 /* TODO: Think about using a IUnknown instead of a void* */
1293 } IWineD3DQueryImpl
;
1295 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl
;
1297 /* Datastructures for IWineD3DQueryImpl.extendedData */
1298 typedef struct WineQueryOcclusionData
{
1300 } WineQueryOcclusionData
;
1303 /*****************************************************************************
1304 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1307 typedef struct IWineD3DSwapChainImpl
1310 const IWineD3DSwapChainVtbl
*lpVtbl
;
1311 LONG ref
; /* Note: Ref counting not required */
1314 IWineD3DDeviceImpl
*wineD3DDevice
;
1316 /* IWineD3DSwapChain fields */
1317 IWineD3DSurface
**backBuffer
;
1318 IWineD3DSurface
*frontBuffer
;
1319 BOOL wantsDepthStencilBuffer
;
1320 D3DPRESENT_PARAMETERS presentParms
;
1321 DWORD orig_width
, orig_height
;
1323 long prev_time
, frames
; /* Performance tracking */
1325 WineD3DContext
*context
; /* Later a array for multithreading */
1329 } IWineD3DSwapChainImpl
;
1331 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl
;
1333 /*****************************************************************************
1334 * Utility function prototypes
1337 /* Trace routines */
1338 const char* debug_d3dformat(WINED3DFORMAT fmt
);
1339 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype
);
1340 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res
);
1341 const char* debug_d3dusage(DWORD usage
);
1342 const char* debug_d3dusagequery(DWORD usagequery
);
1343 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method
);
1344 const char* debug_d3ddecltype(WINED3DDECLTYPE type
);
1345 const char* debug_d3ddeclusage(BYTE usage
);
1346 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType
);
1347 const char* debug_d3drenderstate(DWORD state
);
1348 const char* debug_d3dsamplerstate(DWORD state
);
1349 const char* debug_d3dtexturestate(DWORD state
);
1350 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype
);
1351 const char* debug_d3dpool(WINED3DPOOL pool
);
1353 /* Routines for GL <-> D3D values */
1354 GLenum
StencilOp(DWORD op
);
1355 GLenum
CompareFunc(DWORD func
);
1356 void set_tex_op(IWineD3DDevice
*iface
, BOOL isAlpha
, int Stage
, WINED3DTEXTUREOP op
, DWORD arg1
, DWORD arg2
, DWORD arg3
);
1357 void set_tex_op_nvrc(IWineD3DDevice
*iface
, BOOL is_alpha
, int stage
, WINED3DTEXTUREOP op
, DWORD arg1
, DWORD arg2
, DWORD arg3
, INT texture_idx
);
1358 void set_texture_matrix(const float *smat
, DWORD flags
, BOOL calculatedCoords
);
1360 int D3DFmtMakeGlCfg(WINED3DFORMAT BackBufferFormat
, WINED3DFORMAT StencilBufferFormat
, int *attribs
, int* nAttribs
, BOOL alternate
);
1363 void multiply_matrix(WINED3DMATRIX
*dest
, const WINED3DMATRIX
*src1
, const WINED3DMATRIX
*src2
);
1365 /*****************************************************************************
1366 * To enable calling of inherited functions, requires prototypes
1368 * Note: Only require classes which are subclassed, ie resource, basetexture,
1370 /*** IUnknown methods ***/
1371 extern HRESULT WINAPI
IWineD3DResourceImpl_QueryInterface(IWineD3DResource
*iface
, REFIID riid
, void** ppvObject
);
1372 extern ULONG WINAPI
IWineD3DResourceImpl_AddRef(IWineD3DResource
*iface
);
1373 extern ULONG WINAPI
IWineD3DResourceImpl_Release(IWineD3DResource
*iface
);
1374 /*** IWineD3DResource methods ***/
1375 extern HRESULT WINAPI
IWineD3DResourceImpl_GetParent(IWineD3DResource
*iface
, IUnknown
**pParent
);
1376 extern HRESULT WINAPI
IWineD3DResourceImpl_GetDevice(IWineD3DResource
*iface
, IWineD3DDevice
** ppDevice
);
1377 extern HRESULT WINAPI
IWineD3DResourceImpl_SetPrivateData(IWineD3DResource
*iface
, REFGUID refguid
, CONST
void * pData
, DWORD SizeOfData
, DWORD Flags
);
1378 extern HRESULT WINAPI
IWineD3DResourceImpl_GetPrivateData(IWineD3DResource
*iface
, REFGUID refguid
, void * pData
, DWORD
* pSizeOfData
);
1379 extern HRESULT WINAPI
IWineD3DResourceImpl_FreePrivateData(IWineD3DResource
*iface
, REFGUID refguid
);
1380 extern DWORD WINAPI
IWineD3DResourceImpl_SetPriority(IWineD3DResource
*iface
, DWORD PriorityNew
);
1381 extern DWORD WINAPI
IWineD3DResourceImpl_GetPriority(IWineD3DResource
*iface
);
1382 extern void WINAPI
IWineD3DResourceImpl_PreLoad(IWineD3DResource
*iface
);
1383 extern WINED3DRESOURCETYPE WINAPI
IWineD3DResourceImpl_GetType(IWineD3DResource
*iface
);
1384 /*** class static members ***/
1385 void IWineD3DResourceImpl_CleanUp(IWineD3DResource
*iface
);
1387 /*** IUnknown methods ***/
1388 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture
*iface
, REFIID riid
, void** ppvObject
);
1389 extern ULONG WINAPI
IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture
*iface
);
1390 extern ULONG WINAPI
IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture
*iface
);
1391 /*** IWineD3DResource methods ***/
1392 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture
*iface
, IUnknown
**pParent
);
1393 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture
*iface
, IWineD3DDevice
** ppDevice
);
1394 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture
*iface
, REFGUID refguid
, CONST
void * pData
, DWORD SizeOfData
, DWORD Flags
);
1395 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture
*iface
, REFGUID refguid
, void * pData
, DWORD
* pSizeOfData
);
1396 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture
*iface
, REFGUID refguid
);
1397 extern DWORD WINAPI
IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture
*iface
, DWORD PriorityNew
);
1398 extern DWORD WINAPI
IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture
*iface
);
1399 extern void WINAPI
IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture
*iface
);
1400 extern WINED3DRESOURCETYPE WINAPI
IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture
*iface
);
1401 /*** IWineD3DBaseTexture methods ***/
1402 extern DWORD WINAPI
IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture
*iface
, DWORD LODNew
);
1403 extern DWORD WINAPI
IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture
*iface
);
1404 extern DWORD WINAPI
IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture
*iface
);
1405 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture
*iface
, WINED3DTEXTUREFILTERTYPE FilterType
);
1406 extern WINED3DTEXTUREFILTERTYPE WINAPI
IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture
*iface
);
1407 extern void WINAPI
IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture
*iface
);
1408 extern BOOL WINAPI
IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture
*iface
, BOOL
);
1409 extern BOOL WINAPI
IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture
*iface
);
1411 extern BYTE
* WINAPI
IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer
* iface
, DWORD iOffset
, GLint
*vbo
);
1412 extern HRESULT WINAPI
IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer
* iface
);
1413 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture
*iface
);
1414 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture
*iface
);
1415 extern void WINAPI
IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture
*iface
, const DWORD textureStates
[WINED3D_HIGHEST_TEXTURE_STATE
+ 1], const DWORD samplerStates
[WINED3D_HIGHEST_SAMPLER_STATE
+ 1]);
1416 /*** class static members ***/
1417 void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture
*iface
);
1419 struct SHADER_OPCODE_ARG
;
1420 typedef void (*shader_fct_t
)();
1421 typedef void (*SHADER_HANDLER
) (struct SHADER_OPCODE_ARG
*);
1423 /* Struct to maintain a list of GLSL shader programs and their associated pixel and
1424 * vertex shaders. A list of this type is maintained on the DeviceImpl, and is only
1425 * used if the user is using GLSL shaders. */
1426 struct glsl_shader_prog_link
{
1428 GLhandleARB programId
;
1429 GLhandleARB
*vuniformF_locations
;
1430 GLhandleARB
*puniformF_locations
;
1431 IWineD3DVertexShader
* vertexShader
;
1432 IWineD3DPixelShader
* pixelShader
;
1435 /* TODO: Make this dynamic, based on shader limits ? */
1436 #define MAX_REG_ADDR 1
1437 #define MAX_REG_TEMP 32
1438 #define MAX_REG_TEXCRD 8
1439 #define MAX_REG_INPUT 12
1440 #define MAX_REG_OUTPUT 12
1441 #define MAX_ATTRIBS 16
1442 #define MAX_CONST_I 16
1443 #define MAX_CONST_B 16
1445 /* FIXME: This needs to go up to 2048 for
1446 * Shader model 3 according to msdn (and for software shaders) */
1447 #define MAX_LABELS 16
1449 typedef struct semantic
{
1454 typedef struct local_constant
{
1460 typedef struct shader_reg_maps
{
1462 char texcoord
[MAX_REG_TEXCRD
]; /* pixel < 3.0 */
1463 char temporary
[MAX_REG_TEMP
]; /* pixel, vertex */
1464 char address
[MAX_REG_ADDR
]; /* vertex */
1465 char packed_input
[MAX_REG_INPUT
]; /* pshader >= 3.0 */
1466 char packed_output
[MAX_REG_OUTPUT
]; /* vertex >= 3.0 */
1467 char attributes
[MAX_ATTRIBS
]; /* vertex */
1468 char labels
[MAX_LABELS
]; /* pixel, vertex */
1470 /* Sampler usage tokens
1471 * Use 0 as default (bit 31 is always 1 on a valid token) */
1472 DWORD samplers
[MAX_SAMPLERS
];
1474 /* Whether or not a loop is used in this shader */
1477 /* Whether or not this shader uses fog */
1482 #define SHADER_PGMSIZE 65535
1483 typedef struct SHADER_BUFFER
{
1486 unsigned int lineNo
;
1490 /* Undocumented opcode controls */
1491 #define INST_CONTROLS_SHIFT 16
1492 #define INST_CONTROLS_MASK 0x00ff0000
1494 typedef enum COMPARISON_TYPE
{
1503 typedef struct SHADER_OPCODE
{
1504 unsigned int opcode
;
1508 CONST UINT num_params
;
1509 shader_fct_t soft_fct
;
1510 SHADER_HANDLER hw_fct
;
1511 SHADER_HANDLER hw_glsl_fct
;
1516 typedef struct SHADER_OPCODE_ARG
{
1517 IWineD3DBaseShader
* shader
;
1518 shader_reg_maps
* reg_maps
;
1519 CONST SHADER_OPCODE
* opcode
;
1526 SHADER_BUFFER
* buffer
;
1527 } SHADER_OPCODE_ARG
;
1529 typedef struct SHADER_LIMITS
{
1530 unsigned int temporary
;
1531 unsigned int texcoord
;
1532 unsigned int sampler
;
1533 unsigned int constant_int
;
1534 unsigned int constant_float
;
1535 unsigned int constant_bool
;
1536 unsigned int address
;
1537 unsigned int packed_output
;
1538 unsigned int packed_input
;
1539 unsigned int attributes
;
1543 /** Keeps track of details for TEX_M#x# shader opcodes which need to
1544 maintain state information between multiple codes */
1545 typedef struct SHADER_PARSE_STATE
{
1546 unsigned int current_row
;
1547 DWORD texcoord_w
[2];
1548 } SHADER_PARSE_STATE
;
1550 /* Base Shader utility functions.
1551 * (may move callers into the same file in the future) */
1552 extern int shader_addline(
1553 SHADER_BUFFER
* buffer
,
1554 const char* fmt
, ...);
1556 extern const SHADER_OPCODE
* shader_get_opcode(
1557 IWineD3DBaseShader
*iface
,
1560 extern void shader_delete_constant_list(
1561 struct list
* clist
);
1563 /* Vertex shader utility functions */
1564 extern BOOL
vshader_get_input(
1565 IWineD3DVertexShader
* iface
,
1566 BYTE usage_req
, BYTE usage_idx_req
,
1567 unsigned int* regnum
);
1569 extern BOOL
vshader_input_is_color(
1570 IWineD3DVertexShader
* iface
,
1571 unsigned int regnum
);
1573 extern HRESULT
allocate_shader_constants(IWineD3DStateBlockImpl
* object
);
1575 /* ARB_[vertex/fragment]_program helper functions */
1576 extern void shader_arb_load_constants(
1577 IWineD3DDevice
* device
,
1578 char usePixelShader
,
1579 char useVertexShader
);
1581 /* ARB shader program Prototypes */
1582 extern void shader_hw_def(SHADER_OPCODE_ARG
*arg
);
1584 /* ARB pixel shader prototypes */
1585 extern void pshader_hw_cnd(SHADER_OPCODE_ARG
* arg
);
1586 extern void pshader_hw_cmp(SHADER_OPCODE_ARG
* arg
);
1587 extern void pshader_hw_map2gl(SHADER_OPCODE_ARG
* arg
);
1588 extern void pshader_hw_tex(SHADER_OPCODE_ARG
* arg
);
1589 extern void pshader_hw_texcoord(SHADER_OPCODE_ARG
* arg
);
1590 extern void pshader_hw_texreg2ar(SHADER_OPCODE_ARG
* arg
);
1591 extern void pshader_hw_texreg2gb(SHADER_OPCODE_ARG
* arg
);
1592 extern void pshader_hw_texbem(SHADER_OPCODE_ARG
* arg
);
1593 extern void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG
* arg
);
1594 extern void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG
* arg
);
1595 extern void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG
* arg
);
1596 extern void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG
* arg
);
1597 extern void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG
* arg
);
1598 extern void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG
* arg
);
1600 /* ARB vertex shader prototypes */
1601 extern void vshader_hw_map2gl(SHADER_OPCODE_ARG
* arg
);
1602 extern void vshader_hw_mnxn(SHADER_OPCODE_ARG
* arg
);
1604 /* GLSL helper functions */
1605 extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG
*arg
);
1606 extern void shader_glsl_load_constants(
1607 IWineD3DDevice
* device
,
1608 char usePixelShader
,
1609 char useVertexShader
);
1611 /** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */
1612 extern void shader_glsl_cross(SHADER_OPCODE_ARG
* arg
);
1613 extern void shader_glsl_map2gl(SHADER_OPCODE_ARG
* arg
);
1614 extern void shader_glsl_arith(SHADER_OPCODE_ARG
* arg
);
1615 extern void shader_glsl_mov(SHADER_OPCODE_ARG
* arg
);
1616 extern void shader_glsl_mad(SHADER_OPCODE_ARG
* arg
);
1617 extern void shader_glsl_mnxn(SHADER_OPCODE_ARG
* arg
);
1618 extern void shader_glsl_lrp(SHADER_OPCODE_ARG
* arg
);
1619 extern void shader_glsl_dot(SHADER_OPCODE_ARG
* arg
);
1620 extern void shader_glsl_rcp(SHADER_OPCODE_ARG
* arg
);
1621 extern void shader_glsl_cnd(SHADER_OPCODE_ARG
* arg
);
1622 extern void shader_glsl_compare(SHADER_OPCODE_ARG
* arg
);
1623 extern void shader_glsl_def(SHADER_OPCODE_ARG
* arg
);
1624 extern void shader_glsl_defi(SHADER_OPCODE_ARG
* arg
);
1625 extern void shader_glsl_defb(SHADER_OPCODE_ARG
* arg
);
1626 extern void shader_glsl_expp(SHADER_OPCODE_ARG
* arg
);
1627 extern void shader_glsl_cmp(SHADER_OPCODE_ARG
* arg
);
1628 extern void shader_glsl_lit(SHADER_OPCODE_ARG
* arg
);
1629 extern void shader_glsl_dst(SHADER_OPCODE_ARG
* arg
);
1630 extern void shader_glsl_sincos(SHADER_OPCODE_ARG
* arg
);
1631 extern void shader_glsl_loop(SHADER_OPCODE_ARG
* arg
);
1632 extern void shader_glsl_end(SHADER_OPCODE_ARG
* arg
);
1633 extern void shader_glsl_if(SHADER_OPCODE_ARG
* arg
);
1634 extern void shader_glsl_ifc(SHADER_OPCODE_ARG
* arg
);
1635 extern void shader_glsl_else(SHADER_OPCODE_ARG
* arg
);
1636 extern void shader_glsl_break(SHADER_OPCODE_ARG
* arg
);
1637 extern void shader_glsl_breakc(SHADER_OPCODE_ARG
* arg
);
1638 extern void shader_glsl_rep(SHADER_OPCODE_ARG
* arg
);
1639 extern void shader_glsl_call(SHADER_OPCODE_ARG
* arg
);
1640 extern void shader_glsl_callnz(SHADER_OPCODE_ARG
* arg
);
1641 extern void shader_glsl_label(SHADER_OPCODE_ARG
* arg
);
1643 /** GLSL Pixel Shader Prototypes */
1644 extern void pshader_glsl_tex(SHADER_OPCODE_ARG
* arg
);
1645 extern void pshader_glsl_texcoord(SHADER_OPCODE_ARG
* arg
);
1646 extern void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG
* arg
);
1647 extern void pshader_glsl_texdp3(SHADER_OPCODE_ARG
* arg
);
1648 extern void pshader_glsl_texdepth(SHADER_OPCODE_ARG
* arg
);
1649 extern void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG
* arg
);
1650 extern void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG
* arg
);
1651 extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG
* arg
);
1652 extern void pshader_glsl_texm3x3(SHADER_OPCODE_ARG
* arg
);
1653 extern void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG
* arg
);
1654 extern void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG
* arg
);
1655 extern void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG
* arg
);
1656 extern void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG
* arg
);
1657 extern void pshader_glsl_texkill(SHADER_OPCODE_ARG
* arg
);
1658 extern void pshader_glsl_texbem(SHADER_OPCODE_ARG
* arg
);
1659 extern void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG
* arg
);
1660 extern void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG
* arg
);
1661 extern void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG
* arg
);
1662 extern void pshader_glsl_dp2add(SHADER_OPCODE_ARG
* arg
);
1663 extern void pshader_glsl_input_pack(
1664 SHADER_BUFFER
* buffer
,
1665 semantic
* semantics_out
);
1667 /** GLSL Vertex Shader Prototypes */
1668 extern void vshader_glsl_output_unpack(
1669 SHADER_BUFFER
* buffer
,
1670 semantic
* semantics_out
);
1672 /*****************************************************************************
1673 * IDirect3DBaseShader implementation structure
1675 typedef struct IWineD3DBaseShaderClass
1678 SHADER_LIMITS limits
;
1679 SHADER_PARSE_STATE parse_state
;
1680 CONST SHADER_OPCODE
*shader_ins
;
1681 CONST DWORD
*function
;
1682 UINT functionLength
;
1686 /* Type of shader backend */
1689 /* Immediate constants (override global ones) */
1690 struct list constantsB
;
1691 struct list constantsF
;
1692 struct list constantsI
;
1693 shader_reg_maps reg_maps
;
1695 /* Pointer to the parent device */
1696 IWineD3DDevice
*device
;
1698 } IWineD3DBaseShaderClass
;
1700 typedef struct IWineD3DBaseShaderImpl
{
1702 const IWineD3DBaseShaderVtbl
*lpVtbl
;
1705 /* IWineD3DBaseShader */
1706 IWineD3DBaseShaderClass baseShader
;
1707 } IWineD3DBaseShaderImpl
;
1709 extern HRESULT
shader_get_registers_used(
1710 IWineD3DBaseShader
*iface
,
1711 shader_reg_maps
* reg_maps
,
1712 semantic
* semantics_in
,
1713 semantic
* semantics_out
,
1714 CONST DWORD
* pToken
,
1715 IWineD3DStateBlockImpl
*stateBlock
);
1717 extern void shader_generate_glsl_declarations(
1718 IWineD3DBaseShader
*iface
,
1719 shader_reg_maps
* reg_maps
,
1720 SHADER_BUFFER
* buffer
,
1721 WineD3D_GL_Info
* gl_info
);
1723 extern void shader_generate_arb_declarations(
1724 IWineD3DBaseShader
*iface
,
1725 shader_reg_maps
* reg_maps
,
1726 SHADER_BUFFER
* buffer
,
1727 WineD3D_GL_Info
* gl_info
);
1729 extern void shader_generate_main(
1730 IWineD3DBaseShader
*iface
,
1731 SHADER_BUFFER
* buffer
,
1732 shader_reg_maps
* reg_maps
,
1733 CONST DWORD
* pFunction
);
1735 extern void shader_dump_ins_modifiers(
1736 const DWORD output
);
1738 extern void shader_dump_param(
1739 IWineD3DBaseShader
*iface
,
1741 const DWORD addr_token
,
1744 extern void shader_trace_init(
1745 IWineD3DBaseShader
*iface
,
1746 const DWORD
* pFunction
);
1748 extern int shader_get_param(
1749 IWineD3DBaseShader
* iface
,
1750 const DWORD
* pToken
,
1754 extern int shader_skip_unrecognized(
1755 IWineD3DBaseShader
* iface
,
1756 const DWORD
* pToken
);
1758 extern void print_glsl_info_log(
1759 WineD3D_GL_Info
*gl_info
,
1762 inline static int shader_get_regtype(const DWORD param
) {
1763 return (((param
& WINED3DSP_REGTYPE_MASK
) >> WINED3DSP_REGTYPE_SHIFT
) |
1764 ((param
& WINED3DSP_REGTYPE_MASK2
) >> WINED3DSP_REGTYPE_SHIFT2
));
1767 extern unsigned int shader_get_float_offset(const DWORD reg
);
1769 inline static BOOL
shader_is_pshader_version(DWORD token
) {
1770 return 0xFFFF0000 == (token
& 0xFFFF0000);
1773 inline static BOOL
shader_is_vshader_version(DWORD token
) {
1774 return 0xFFFE0000 == (token
& 0xFFFF0000);
1777 inline static BOOL
shader_is_comment(DWORD token
) {
1778 return WINED3DSIO_COMMENT
== (token
& WINED3DSI_OPCODE_MASK
);
1781 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
1782 * so upload them above that
1784 #define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
1785 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
1787 /*****************************************************************************
1788 * IDirect3DVertexShader implementation structure
1790 typedef struct IWineD3DVertexShaderImpl
{
1792 const IWineD3DVertexShaderVtbl
*lpVtbl
;
1793 LONG ref
; /* Note: Ref counting not required */
1795 /* IWineD3DBaseShader */
1796 IWineD3DBaseShaderClass baseShader
;
1798 /* IWineD3DVertexShaderImpl */
1804 /* Vertex shader input and output semantics */
1805 semantic semantics_in
[MAX_ATTRIBS
];
1806 semantic semantics_out
[MAX_REG_OUTPUT
];
1808 /* run time datas... */
1810 #if 0 /* needs reworking */
1811 /* run time datas */
1812 VSHADERINPUTDATA input
;
1813 VSHADEROUTPUTDATA output
;
1815 } IWineD3DVertexShaderImpl
;
1816 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins
[];
1817 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl
;
1819 /*****************************************************************************
1820 * IDirect3DPixelShader implementation structure
1822 typedef struct IWineD3DPixelShaderImpl
{
1823 /* IUnknown parts */
1824 const IWineD3DPixelShaderVtbl
*lpVtbl
;
1825 LONG ref
; /* Note: Ref counting not required */
1827 /* IWineD3DBaseShader */
1828 IWineD3DBaseShaderClass baseShader
;
1830 /* IWineD3DPixelShaderImpl */
1833 /* Pixel shader input semantics */
1834 semantic semantics_in
[MAX_REG_INPUT
];
1839 #if 0 /* needs reworking */
1840 PSHADERINPUTDATA input
;
1841 PSHADEROUTPUTDATA output
;
1843 } IWineD3DPixelShaderImpl
;
1845 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins
[];
1846 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl
;
1848 /*****************************************************************************
1849 * IWineD3DPalette implementation structure
1851 struct IWineD3DPaletteImpl
{
1852 /* IUnknown parts */
1853 const IWineD3DPaletteVtbl
*lpVtbl
;
1857 IWineD3DDeviceImpl
*wineD3DDevice
;
1859 /* IWineD3DPalette */
1861 WORD palVersion
; /*| */
1862 WORD palNumEntries
; /*| LOGPALETTE */
1863 PALETTEENTRY palents
[256]; /*| */
1864 /* This is to store the palette in 'screen format' */
1865 int screen_palents
[256];
1869 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl
;
1870 DWORD
IWineD3DPaletteImpl_Size(DWORD dwFlags
);
1872 /* DirectDraw utility functions */
1873 extern WINED3DFORMAT
pixelformat_for_depth(DWORD depth
);
1875 /*****************************************************************************
1876 * Pixel format management
1879 WINED3DFORMAT format
;
1880 DWORD alphaMask
, redMask
, greenMask
, blueMask
;
1883 GLint glInternal
, glFormat
, glType
;
1886 const PixelFormatDesc
*getFormatDescEntry(WINED3DFORMAT fmt
);