wined3d: Implement the state merger and start to use it.
[wine/gsoc_dplay.git] / dlls / wined3d / wined3d_private.h
blob90f89fe268012f8722f05319a4ee93adb84582c6
1 /*
2 * Direct3D wine internal private include file
4 * Copyright 2002-2003 The wine-d3d team
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2004 Jason Edmeades
7 * Copyright 2005 Oliver Stieber
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
27 #include <stdarg.h>
28 #include <math.h>
29 #define NONAMELESSUNION
30 #define NONAMELESSSTRUCT
31 #define COBJMACROS
32 #include "windef.h"
33 #include "winbase.h"
34 #include "winreg.h"
35 #include "wingdi.h"
36 #include "winuser.h"
37 #include "wine/debug.h"
38 #include "wine/unicode.h"
40 #include "wined3d_private_types.h"
41 #include "wine/wined3d_interface.h"
42 #include "wine/wined3d_caps.h"
43 #include "wine/wined3d_gl.h"
44 #include "wine/list.h"
46 /* Hash table functions */
47 typedef unsigned int (hash_function_t)(void *key);
48 typedef BOOL (compare_function_t)(void *keya, void *keyb);
50 typedef struct {
51 void *key;
52 void *value;
53 unsigned int hash;
54 struct list entry;
55 } hash_table_entry_t;
57 typedef struct {
58 hash_function_t *hash_function;
59 compare_function_t *compare_function;
60 struct list *buckets;
61 unsigned int bucket_count;
62 hash_table_entry_t *entries;
63 unsigned int entry_count;
64 struct list free_entries;
65 unsigned int count;
66 unsigned int grow_size;
67 unsigned int shrink_size;
68 } hash_table_t;
70 hash_table_t *hash_table_create(hash_function_t *hash_function, compare_function_t *compare_function);
71 void hash_table_destroy(hash_table_t *table);
72 void *hash_table_get(hash_table_t *table, void *key);
73 void hash_table_put(hash_table_t *table, void *key, void *value);
74 void hash_table_remove(hash_table_t *table, void *key);
76 /* Device caps */
77 #define MAX_PALETTES 65536
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 34
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 MAX_LOOKUPS = 1
108 } WINELOOKUP;
110 extern int minLookup[MAX_LOOKUPS];
111 extern int maxLookup[MAX_LOOKUPS];
112 extern DWORD *stateLookup[MAX_LOOKUPS];
114 typedef DWORD magLookup_t[WINED3DTEXF_ANISOTROPIC + 1];
115 extern magLookup_t magLookup;
116 extern magLookup_t magLookup_noFilter;
118 typedef DWORD minMipLookup_t[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
119 extern minMipLookup_t minMipLookup;
120 extern minMipLookup_t minMipLookup_noFilter;
122 void init_type_lookup(WineD3D_GL_Info *gl_info);
123 #define WINED3D_ATR_TYPE(type) GLINFO_LOCATION.glTypeLookup[type].d3dType
124 #define WINED3D_ATR_SIZE(type) GLINFO_LOCATION.glTypeLookup[type].size
125 #define WINED3D_ATR_GLTYPE(type) GLINFO_LOCATION.glTypeLookup[type].glType
126 #define WINED3D_ATR_NORMALIZED(type) GLINFO_LOCATION.glTypeLookup[type].normalized
127 #define WINED3D_ATR_TYPESIZE(type) GLINFO_LOCATION.glTypeLookup[type].typesize
129 /* The following functions convert 16 bit floats in the FLOAT16 data type
130 * to standard C floats and vice versa. They do not depend on the encoding
131 * of the C float, so they are platform independent, but slow. On x86 and
132 * other IEEE 754 compliant platforms the conversion can be accelerated by
133 * bit shifting the exponent and mantissa. There are also some SSE-based
134 * assembly routines out there.
136 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
138 static inline float float_16_to_32(const unsigned short *in) {
139 const unsigned short s = ((*in) & 0x8000);
140 const unsigned short e = ((*in) & 0x7C00) >> 10;
141 const unsigned short m = (*in) & 0x3FF;
142 const float sgn = (s ? -1.0 : 1.0);
144 if(e == 0) {
145 if(m == 0) return sgn * 0.0; /* +0.0 or -0.0 */
146 else return sgn * pow(2, -14.0) * ( (float) m / 1024.0);
147 } else if(e < 31) {
148 return sgn * pow(2, (float) e-15.0) * (1.0 + ((float) m / 1024.0));
149 } else {
150 if(m == 0) return sgn / 0.0; /* +INF / -INF */
151 else return 0.0 / 0.0; /* NAN */
155 static inline unsigned short float_32_to_16(const float *in) {
156 int exp = 0;
157 float tmp = fabs(*in);
158 unsigned int mantissa;
159 unsigned short ret;
161 /* Deal with special numbers */
162 if(*in == 0.0) return 0x0000;
163 if(isnan(*in)) return 0x7C01;
164 if(isinf(*in)) return (*in < 0.0 ? 0xFC00 : 0x7c00);
166 if(tmp < pow(2, 10)) {
169 tmp = tmp * 2.0;
170 exp--;
171 }while(tmp < pow(2, 10));
172 } else if(tmp >= pow(2, 11)) {
175 tmp /= 2.0;
176 exp++;
177 }while(tmp >= pow(2, 11));
180 mantissa = (unsigned int) tmp;
181 if(tmp - mantissa >= 0.5) mantissa++; /* round to nearest, away from zero */
183 exp += 10; /* Normalize the mantissa */
184 exp += 15; /* Exponent is encoded with excess 15 */
186 if(exp > 30) { /* too big */
187 ret = 0x7c00; /* INF */
188 } else if(exp <= 0) {
189 /* exp == 0: Non-normalized mantissa. Returns 0x0000 (=0.0) for too small numbers */
190 while(exp <= 0) {
191 mantissa = mantissa >> 1;
192 exp++;
194 ret = mantissa & 0x3ff;
195 } else {
196 ret = (exp << 10) | (mantissa & 0x3ff);
199 ret |= ((*in < 0.0 ? 1 : 0) << 15); /* Add the sign */
200 return ret;
204 * Settings
206 #define VS_NONE 0
207 #define VS_HW 1
209 #define PS_NONE 0
210 #define PS_HW 1
212 #define VBO_NONE 0
213 #define VBO_HW 1
215 #define NP2_NONE 0
216 #define NP2_REPACK 1
217 #define NP2_NATIVE 2
219 #define ORM_BACKBUFFER 0
220 #define ORM_PBUFFER 1
221 #define ORM_FBO 2
223 #define SHADER_ARB 1
224 #define SHADER_GLSL 2
225 #define SHADER_ATI 3
226 #define SHADER_NONE 4
228 #define RTL_DISABLE -1
229 #define RTL_AUTO 0
230 #define RTL_READDRAW 1
231 #define RTL_READTEX 2
232 #define RTL_TEXDRAW 3
233 #define RTL_TEXTEX 4
235 /* NOTE: When adding fields to this structure, make sure to update the default
236 * values in wined3d_main.c as well. */
237 typedef struct wined3d_settings_s {
238 /* vertex and pixel shader modes */
239 int vs_mode;
240 int ps_mode;
241 int vbo_mode;
242 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
243 we should use it. However, until it's fully implemented, we'll leave it as a registry
244 setting for developers. */
245 BOOL glslRequested;
246 int offscreen_rendering_mode;
247 int rendertargetlock_mode;
248 /* Memory tracking and object counting */
249 unsigned int emulated_textureram;
250 char *logo;
251 int allow_multisampling;
252 } wined3d_settings_t;
254 extern wined3d_settings_t wined3d_settings;
256 /* Shader backends */
257 struct SHADER_OPCODE_ARG;
259 #define SHADER_PGMSIZE 65535
260 typedef struct SHADER_BUFFER {
261 char* buffer;
262 unsigned int bsize;
263 unsigned int lineNo;
264 BOOL newline;
265 } SHADER_BUFFER;
267 struct shader_caps {
268 DWORD PrimitiveMiscCaps;
270 DWORD TextureOpCaps;
271 DWORD MaxTextureBlendStages;
272 DWORD MaxSimultaneousTextures;
274 DWORD VertexShaderVersion;
275 DWORD MaxVertexShaderConst;
277 DWORD PixelShaderVersion;
278 float PixelShader1xMaxValue;
280 WINED3DVSHADERCAPS2_0 VS20Caps;
281 WINED3DPSHADERCAPS2_0 PS20Caps;
283 DWORD MaxVShaderInstructionsExecuted;
284 DWORD MaxPShaderInstructionsExecuted;
285 DWORD MaxVertexShader30InstructionSlots;
286 DWORD MaxPixelShader30InstructionSlots;
289 typedef struct {
290 void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
291 void (*shader_select_depth_blt)(IWineD3DDevice *iface);
292 void (*shader_destroy_depth_blt)(IWineD3DDevice *iface);
293 void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
294 void (*shader_cleanup)(IWineD3DDevice *iface);
295 void (*shader_color_correction)(struct SHADER_OPCODE_ARG *arg);
296 void (*shader_destroy)(IWineD3DBaseShader *iface);
297 HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
298 void (*shader_free_private)(IWineD3DDevice *iface);
299 BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
300 void (*shader_generate_pshader)(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer);
301 void (*shader_generate_vshader)(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer);
302 void (*shader_get_caps)(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct shader_caps *caps);
303 void (*shader_dll_load_init)(void);
304 void (*shader_fragment_enable)(IWineD3DDevice *iface, BOOL enable);
305 const struct StateEntry *StateTable_remove; /* TODO: This has to go away */
306 } shader_backend_t;
308 extern const shader_backend_t atifs_shader_backend;
309 extern const shader_backend_t glsl_shader_backend;
310 extern const shader_backend_t arb_program_shader_backend;
311 extern const shader_backend_t none_shader_backend;
313 /* GLSL shader private data */
314 struct shader_glsl_priv {
315 GLhandleARB depth_blt_glsl_program_id;
318 /* ARB_program_shader private data */
319 struct shader_arb_priv {
320 GLuint depth_blt_vprogram_id;
321 GLuint depth_blt_fprogram_id;
324 /* X11 locking */
326 extern void (*wine_tsx11_lock_ptr)(void);
327 extern void (*wine_tsx11_unlock_ptr)(void);
329 /* As GLX relies on X, this is needed */
330 extern int num_lock;
332 #if 0
333 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
334 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
335 #else
336 #define ENTER_GL() wine_tsx11_lock_ptr()
337 #define LEAVE_GL() wine_tsx11_unlock_ptr()
338 #endif
340 /*****************************************************************************
341 * Defines
344 /* GL related defines */
345 /* ------------------ */
346 #define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
347 #define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
348 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
349 #define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
351 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
352 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
353 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
354 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
356 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
357 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
358 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
359 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
361 #define D3DCOLORTOGLFLOAT4(dw, vec) \
362 (vec)[0] = D3DCOLOR_R(dw); \
363 (vec)[1] = D3DCOLOR_G(dw); \
364 (vec)[2] = D3DCOLOR_B(dw); \
365 (vec)[3] = D3DCOLOR_A(dw);
367 /* DirectX Device Limits */
368 /* --------------------- */
369 #define MAX_LEVELS 256 /* Maximum number of mipmap levels. Guessed at 256 */
371 #define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
372 See MaxStreams in MSDN under GetDeviceCaps */
373 /* Maximum number of constants provided to the shaders */
374 #define HIGHEST_TRANSFORMSTATE 512
375 /* Highest value in WINED3DTRANSFORMSTATETYPE */
377 /* Checking of API calls */
378 /* --------------------- */
379 #define checkGLcall(A) \
381 GLint err = glGetError(); \
382 if (err == GL_NO_ERROR) { \
383 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
385 } else do { \
386 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
387 debug_glerror(err), err, A, __FILE__, __LINE__); \
388 err = glGetError(); \
389 } while (err != GL_NO_ERROR); \
392 /* Trace routines / diagnostics */
393 /* ---------------------------- */
395 /* Dump out a matrix and copy it */
396 #define conv_mat(mat,gl_mat) \
397 do { \
398 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
399 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
400 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
401 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
402 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
403 } while (0)
405 /* Macro to dump out the current state of the light chain */
406 #define DUMP_LIGHT_CHAIN() \
408 PLIGHTINFOEL *el = This->stateBlock->lights;\
409 while (el) { \
410 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
411 el = el->next; \
415 /* Trace vector and strided data information */
416 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
417 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d, vbo %d, stream %u)\n", \
418 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);
420 /* Defines used for optimizations */
422 /* Only reapply what is necessary */
423 #define REAPPLY_ALPHAOP 0x0001
424 #define REAPPLY_ALL 0xFFFF
426 /* Advance declaration of structures to satisfy compiler */
427 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
428 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
429 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
430 typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl;
432 /* Global variables */
433 extern const float identity[16];
435 /*****************************************************************************
436 * Compilable extra diagnostics
439 /* Trace information per-vertex: (extremely high amount of trace) */
440 #if 0 /* NOTE: Must be 0 in cvs */
441 # define VTRACE(A) TRACE A
442 #else
443 # define VTRACE(A)
444 #endif
446 /* Checking of per-vertex related GL calls */
447 /* --------------------- */
448 #define vcheckGLcall(A) \
450 GLint err = glGetError(); \
451 if (err == GL_NO_ERROR) { \
452 VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
454 } else do { \
455 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
456 debug_glerror(err), err, A, __FILE__, __LINE__); \
457 err = glGetError(); \
458 } while (err != GL_NO_ERROR); \
461 /* TODO: Confirm each of these works when wined3d move completed */
462 #if 0 /* NOTE: Must be 0 in cvs */
463 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
464 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
465 is enabled, and if it doesn't exist it is disabled. */
466 # define FRAME_DEBUGGING
467 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
468 the file is deleted */
469 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
470 # define SINGLE_FRAME_DEBUGGING
471 # endif
472 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
473 It can only be enabled when FRAME_DEBUGGING is also enabled
474 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
475 array is drawn. */
476 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
477 # define SHOW_FRAME_MAKEUP 1
478 # endif
479 /* The following, when enabled, lets you see the makeup of the all the textures used during each
480 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
481 The contents of the textures assigned to each stage are written into
482 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
483 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
484 # define SHOW_TEXTURE_MAKEUP 0
485 # endif
486 extern BOOL isOn;
487 extern BOOL isDumpingFrames;
488 extern LONG primCounter;
489 #endif
491 /*****************************************************************************
492 * Prototypes
495 /* Routine common to the draw primitive and draw indexed primitive routines */
496 void drawPrimitive(IWineD3DDevice *iface,
497 int PrimitiveType,
498 long NumPrimitives,
499 /* for Indexed: */
500 long StartVertexIndex,
501 UINT numberOfVertices,
502 long StartIdx,
503 short idxBytes,
504 const void *idxData,
505 int minIndex);
507 void primitiveDeclarationConvertToStridedData(
508 IWineD3DDevice *iface,
509 BOOL useVertexShaderFunction,
510 WineDirect3DVertexStridedData *strided,
511 BOOL *fixup);
513 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
515 typedef void (*glAttribFunc)(void *data);
516 typedef void (*glTexAttribFunc)(GLuint unit, void *data);
517 extern glAttribFunc position_funcs[WINED3DDECLTYPE_UNUSED];
518 extern glAttribFunc diffuse_funcs[WINED3DDECLTYPE_UNUSED];
519 extern glAttribFunc specular_funcs[WINED3DDECLTYPE_UNUSED];
520 extern glAttribFunc normal_funcs[WINED3DDECLTYPE_UNUSED];
522 #define eps 1e-8
524 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
525 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
527 void depth_copy(IWineD3DDevice *iface);
529 /* Routines and structures related to state management */
530 typedef struct WineD3DContext WineD3DContext;
531 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
533 #define STATE_RENDER(a) (a)
534 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
536 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + (stage) * WINED3D_HIGHEST_TEXTURE_STATE + (num))
537 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
539 /* + 1 because samplers start with 0 */
540 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
541 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
543 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
544 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
546 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
547 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
549 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
550 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
551 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
552 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
554 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
555 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
557 #define STATE_VSHADER (STATE_VDECL + 1)
558 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
560 #define STATE_VIEWPORT (STATE_VSHADER + 1)
561 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
563 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
564 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
565 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
566 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
568 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
569 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
571 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
572 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
574 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
575 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
577 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
579 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
581 #define STATE_HIGHEST (STATE_FRONTFACE)
583 struct StateEntry
585 DWORD representative;
586 APPLYSTATEFUNC apply;
589 struct StateEntryTemplate
591 DWORD state;
592 struct StateEntry content;
595 extern const struct StateEntryTemplate misc_state_template[];
597 /* "Base" state table */
598 extern const struct StateEntry FFPStateTable[];
599 void compile_state_table(struct StateEntry *StateTable,
600 APPLYSTATEFUNC **dev_multistate_funcs,
601 const struct StateEntryTemplate *vertex,
602 const struct StateEntryTemplate *fragment,
603 const struct StateEntryTemplate *misc,
604 const struct StateEntry *temptable /* TODO: Remove this */);
606 /* The new context manager that should deal with onscreen and offscreen rendering */
607 struct WineD3DContext {
608 /* State dirtification
609 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
610 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
611 * 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
612 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
614 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
615 DWORD numDirtyEntries;
616 DWORD isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
618 IWineD3DSurface *surface;
619 DWORD tid; /* Thread ID which owns this context at the moment */
621 /* Stores some information about the context state for optimization */
622 GLint last_draw_buffer;
623 BOOL last_was_rhw; /* true iff last draw_primitive was in xyzrhw mode */
624 BOOL last_was_pshader;
625 BOOL last_was_vshader;
626 BOOL last_was_foggy_shader;
627 BOOL namedArraysLoaded, numberedArraysLoaded;
628 BOOL lastWasPow2Texture[MAX_TEXTURES];
629 GLenum tracking_parm; /* Which source is tracking current colour */
630 unsigned char num_untracked_materials;
631 GLenum untracked_materials[2];
632 BOOL last_was_blit, last_was_ckey;
633 UINT blit_w, blit_h;
634 char texShaderBumpMap;
635 BOOL fog_coord;
637 char *vshader_const_dirty, *pshader_const_dirty;
639 /* The actual opengl context */
640 HGLRC glCtx;
641 HWND win_handle;
642 HDC hdc;
643 HPBUFFERARB pbuffer;
644 BOOL isPBuffer;
645 GLint aux_buffers;
648 typedef enum ContextUsage {
649 CTXUSAGE_RESOURCELOAD = 1, /* Only loads textures: No State is applied */
650 CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfaces */
651 CTXUSAGE_BLIT = 3, /* OpenGL states are set up 3D drawing */
652 CTXUSAGE_CLEAR = 4, /* Drawable and states are set up for clearing */
653 } ContextUsage;
655 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
656 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
657 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
658 void apply_fbo_state(IWineD3DDevice *iface);
660 /* Macros for doing basic GPU detection based on opengl capabilities */
661 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
662 #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])
663 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
664 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
666 /* Default callbacks for implicit object destruction */
667 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
669 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
671 /*****************************************************************************
672 * Internal representation of a light
674 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
675 struct PLIGHTINFOEL {
676 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
677 DWORD OriginalIndex;
678 LONG glIndex;
679 BOOL changed;
680 BOOL enabledChanged;
681 BOOL enabled;
683 /* Converted parms to speed up swapping lights */
684 float lightPosn[4];
685 float lightDirn[4];
686 float exponent;
687 float cutoff;
689 struct list entry;
692 /* The default light parameters */
693 extern const WINED3DLIGHT WINED3D_default_light;
695 typedef struct WineD3D_PixelFormat
697 int iPixelFormat; /* WGL pixel format */
698 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
699 int redSize, greenSize, blueSize, alphaSize;
700 int depthSize, stencilSize;
701 BOOL windowDrawable;
702 BOOL pbufferDrawable;
703 BOOL doubleBuffer;
704 int auxBuffers;
705 int numSamples;
706 } WineD3D_PixelFormat;
708 /* The adapter structure */
709 typedef struct GLPixelFormatDesc GLPixelFormatDesc;
710 struct WineD3DAdapter
712 UINT num;
713 BOOL opengl;
714 POINT monitorPoint;
715 WineD3D_GL_Info gl_info;
716 const char *driver;
717 const char *description;
718 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
719 int nCfgs;
720 WineD3D_PixelFormat *cfgs;
721 BOOL brokenStencil; /* Set on cards which only offer mixed depth+stencil */
722 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
723 unsigned int UsedTextureRam;
726 extern BOOL InitAdapters(void);
727 extern BOOL initPixelFormats(WineD3D_GL_Info *gl_info);
728 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram);
730 /*****************************************************************************
731 * High order patch management
733 struct WineD3DRectPatch
735 UINT Handle;
736 float *mem;
737 WineDirect3DVertexStridedData strided;
738 WINED3DRECTPATCH_INFO RectPatchInfo;
739 float numSegs[4];
740 char has_normals, has_texcoords;
741 struct list entry;
744 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
746 enum projection_types
748 proj_none,
749 proj_count3,
750 proj_count4
753 /*****************************************************************************
754 * Fixed function pipeline replacements
756 struct texture_stage_op
758 WINED3DTEXTUREOP cop, aop;
759 DWORD carg1, carg2, carg0;
760 DWORD aarg1, aarg2, aarg0;
761 WINED3DFORMAT color_correction;
762 DWORD dst;
763 enum projection_types projected;
766 struct ffp_desc
768 struct texture_stage_op op[MAX_TEXTURES];
769 struct list entry;
772 void gen_ffp_op(IWineD3DStateBlockImpl *stateblock,struct texture_stage_op op[MAX_TEXTURES]);
773 struct ffp_desc *find_ffp_shader(struct list *shaders, struct texture_stage_op op[MAX_TEXTURES]);
774 void add_ffp_shader(struct list *shaders, struct ffp_desc *desc);
776 /*****************************************************************************
777 * IWineD3D implementation structure
779 typedef struct IWineD3DImpl
781 /* IUnknown fields */
782 const IWineD3DVtbl *lpVtbl;
783 LONG ref; /* Note: Ref counting not required */
785 /* WineD3D Information */
786 IUnknown *parent;
787 UINT dxVersion;
788 } IWineD3DImpl;
790 extern const IWineD3DVtbl IWineD3D_Vtbl;
792 /* TODO: setup some flags in the registry to enable, disable pbuffer support
793 (since it will break quite a few things until contexts are managed properly!) */
794 extern BOOL pbuffer_support;
795 /* allocate one pbuffer per surface */
796 extern BOOL pbuffer_per_surface;
798 /* A helper function that dumps a resource list */
799 void dumpResources(struct list *list);
801 /*****************************************************************************
802 * IWineD3DDevice implementation structure
804 struct IWineD3DDeviceImpl
806 /* IUnknown fields */
807 const IWineD3DDeviceVtbl *lpVtbl;
808 LONG ref; /* Note: Ref counting not required */
810 /* WineD3D Information */
811 IUnknown *parent;
812 IWineD3D *wineD3D;
813 struct WineD3DAdapter *adapter;
815 /* Window styles to restore when switching fullscreen mode */
816 LONG style;
817 LONG exStyle;
819 /* X and GL Information */
820 GLint maxConcurrentLights;
821 GLenum offscreenBuffer;
823 /* Selected capabilities */
824 int vs_selected_mode;
825 int ps_selected_mode;
826 const shader_backend_t *shader_backend;
827 hash_table_t *glsl_program_lookup;
828 void *shader_priv;
829 struct StateEntry StateTable[STATE_HIGHEST + 1];
830 /* Array of functions for states which are handled by more than one pipeline part */
831 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
833 /* To store */
834 BOOL view_ident; /* true iff view matrix is identity */
835 BOOL untransformed;
836 BOOL vertexBlendUsed; /* To avoid needless setting of the blend matrices */
837 unsigned char surface_alignment; /* Line Alignment of surfaces */
839 /* State block related */
840 BOOL isRecordingState;
841 IWineD3DStateBlockImpl *stateBlock;
842 IWineD3DStateBlockImpl *updateStateBlock;
843 BOOL isInDraw;
845 /* Internal use fields */
846 WINED3DDEVICE_CREATION_PARAMETERS createParms;
847 UINT adapterNo;
848 WINED3DDEVTYPE devType;
850 IWineD3DSwapChain **swapchains;
851 UINT NumberOfSwapChains;
853 struct list resources; /* a linked list to track resources created by the device */
854 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
855 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
857 /* Render Target Support */
858 IWineD3DSurface **render_targets;
859 IWineD3DSurface *auto_depth_stencil_buffer;
860 IWineD3DSurface **fbo_color_attachments;
861 IWineD3DSurface *fbo_depth_attachment;
863 IWineD3DSurface *stencilBufferTarget;
865 /* Caches to avoid unneeded context changes */
866 IWineD3DSurface *lastActiveRenderTarget;
867 IWineD3DSwapChain *lastActiveSwapChain;
869 /* palettes texture management */
870 UINT NumberOfPalettes;
871 PALETTEENTRY **palettes;
872 UINT currentPalette;
873 UINT paletteConversionShader;
875 /* For rendering to a texture using glCopyTexImage */
876 BOOL render_offscreen;
877 GLuint fbo;
878 GLuint src_fbo;
879 GLuint dst_fbo;
880 GLenum *draw_buffers;
881 GLuint depth_blt_texture;
882 GLuint depth_blt_rb;
883 UINT depth_blt_rb_w;
884 UINT depth_blt_rb_h;
886 /* Cursor management */
887 BOOL bCursorVisible;
888 UINT xHotSpot;
889 UINT yHotSpot;
890 UINT xScreenSpace;
891 UINT yScreenSpace;
892 UINT cursorWidth, cursorHeight;
893 GLuint cursorTexture;
894 BOOL haveHardwareCursor;
895 HCURSOR hardwareCursor;
897 /* The Wine logo surface */
898 IWineD3DSurface *logo_surface;
900 /* Textures for when no other textures are mapped */
901 UINT dummyTextureName[MAX_TEXTURES];
903 /* Debug stream management */
904 BOOL debug;
906 /* Device state management */
907 HRESULT state;
908 BOOL d3d_initialized;
910 /* A flag to check for proper BeginScene / EndScene call pairs */
911 BOOL inScene;
913 /* process vertex shaders using software or hardware */
914 BOOL softwareVertexProcessing;
916 /* DirectDraw stuff */
917 HWND ddraw_window;
918 IWineD3DSurface *ddraw_primary;
919 DWORD ddraw_width, ddraw_height;
920 WINED3DFORMAT ddraw_format;
921 BOOL ddraw_fullscreen;
923 /* Final position fixup constant */
924 float posFixup[4];
926 /* With register combiners we can skip junk texture stages */
927 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
928 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
929 BOOL fixed_function_usage_map[MAX_TEXTURES];
931 /* Stream source management */
932 WineDirect3DVertexStridedData strided_streams;
933 WineDirect3DVertexStridedData *up_strided;
934 BOOL useDrawStridedSlow;
935 BOOL instancedDraw;
937 /* Context management */
938 WineD3DContext **contexts; /* Dynamic array containing pointers to context structures */
939 WineD3DContext *activeContext;
940 DWORD lastThread;
941 UINT numContexts;
942 WineD3DContext *pbufferContext; /* The context that has a pbuffer as drawable */
943 DWORD pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
945 /* High level patch management */
946 #define PATCHMAP_SIZE 43
947 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
948 struct list patches[PATCHMAP_SIZE];
949 struct WineD3DRectPatch *currentPatch;
952 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl, IWineD3DDevice_DirtyConst_Vtbl;
954 HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
955 CONST WINED3DRECT* pRects, DWORD Flags, WINED3DCOLOR Color,
956 float Z, DWORD Stencil);
957 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
958 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
959 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
960 DWORD idx = state >> 5;
961 BYTE shift = state & 0x1f;
962 return context->isStateDirty[idx] & (1 << shift);
965 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
966 typedef struct PrivateData
968 struct list entry;
970 GUID tag;
971 DWORD flags; /* DDSPD_* */
972 DWORD uniqueness_value;
974 union
976 LPVOID data;
977 LPUNKNOWN object;
978 } ptr;
980 DWORD size;
981 } PrivateData;
983 /*****************************************************************************
984 * IWineD3DResource implementation structure
986 typedef struct IWineD3DResourceClass
988 /* IUnknown fields */
989 LONG ref; /* Note: Ref counting not required */
991 /* WineD3DResource Information */
992 IUnknown *parent;
993 WINED3DRESOURCETYPE resourceType;
994 IWineD3DDeviceImpl *wineD3DDevice;
995 WINED3DPOOL pool;
996 UINT size;
997 DWORD usage;
998 WINED3DFORMAT format;
999 BYTE *allocatedMemory; /* Pointer to the real data location */
1000 BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
1001 struct list privateData;
1002 struct list resource_list_entry;
1004 } IWineD3DResourceClass;
1006 typedef struct IWineD3DResourceImpl
1008 /* IUnknown & WineD3DResource Information */
1009 const IWineD3DResourceVtbl *lpVtbl;
1010 IWineD3DResourceClass resource;
1011 } IWineD3DResourceImpl;
1013 /* Tests show that the start address of resources is 32 byte aligned */
1014 #define RESOURCE_ALIGNMENT 32
1016 /*****************************************************************************
1017 * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
1019 enum vbo_conversion_type {
1020 CONV_NONE = 0,
1021 CONV_D3DCOLOR = 1,
1022 CONV_POSITIONT = 2,
1023 CONV_FLOAT16_2 = 3 /* Also handles FLOAT16_4 */
1025 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
1026 * fixed function semantics as D3DCOLOR or FLOAT16
1030 typedef struct IWineD3DVertexBufferImpl
1032 /* IUnknown & WineD3DResource Information */
1033 const IWineD3DVertexBufferVtbl *lpVtbl;
1034 IWineD3DResourceClass resource;
1036 /* WineD3DVertexBuffer specifics */
1037 DWORD fvf;
1039 /* Vertex buffer object support */
1040 GLuint vbo;
1041 BYTE Flags;
1042 LONG bindCount;
1043 LONG vbo_size;
1044 GLenum vbo_usage;
1046 UINT dirtystart, dirtyend;
1047 LONG lockcount;
1049 LONG declChanges, draws;
1050 /* Last description of the buffer */
1051 DWORD stride; /* 0 if no conversion */
1052 enum vbo_conversion_type *conv_map; /* NULL if no conversion */
1054 /* Extra load offsets, for FLOAT16 conversion */
1055 DWORD *conv_shift; /* NULL if no shifted conversion */
1056 DWORD conv_stride; /* 0 if no shifted conversion */
1057 } IWineD3DVertexBufferImpl;
1059 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
1061 #define VBFLAG_OPTIMIZED 0x01 /* Optimize has been called for the VB */
1062 #define VBFLAG_DIRTY 0x02 /* Buffer data has been modified */
1063 #define VBFLAG_HASDESC 0x04 /* A vertex description has been found */
1064 #define VBFLAG_CREATEVBO 0x08 /* Attempt to create a VBO next PreLoad */
1066 /*****************************************************************************
1067 * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
1069 typedef struct IWineD3DIndexBufferImpl
1071 /* IUnknown & WineD3DResource Information */
1072 const IWineD3DIndexBufferVtbl *lpVtbl;
1073 IWineD3DResourceClass resource;
1075 GLuint vbo;
1076 UINT dirtystart, dirtyend;
1077 LONG lockcount;
1079 /* WineD3DVertexBuffer specifics */
1080 } IWineD3DIndexBufferImpl;
1082 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
1084 /*****************************************************************************
1085 * IWineD3DBaseTexture D3D- > openGL state map lookups
1087 #define WINED3DFUNC_NOTSUPPORTED -2
1088 #define WINED3DFUNC_UNIMPLEMENTED -1
1090 typedef enum winetexturestates {
1091 WINED3DTEXSTA_ADDRESSU = 0,
1092 WINED3DTEXSTA_ADDRESSV = 1,
1093 WINED3DTEXSTA_ADDRESSW = 2,
1094 WINED3DTEXSTA_BORDERCOLOR = 3,
1095 WINED3DTEXSTA_MAGFILTER = 4,
1096 WINED3DTEXSTA_MINFILTER = 5,
1097 WINED3DTEXSTA_MIPFILTER = 6,
1098 WINED3DTEXSTA_MAXMIPLEVEL = 7,
1099 WINED3DTEXSTA_MAXANISOTROPY = 8,
1100 WINED3DTEXSTA_SRGBTEXTURE = 9,
1101 WINED3DTEXSTA_ELEMENTINDEX = 10,
1102 WINED3DTEXSTA_DMAPOFFSET = 11,
1103 WINED3DTEXSTA_TSSADDRESSW = 12,
1104 MAX_WINETEXTURESTATES = 13,
1105 } winetexturestates;
1107 /*****************************************************************************
1108 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1110 typedef struct IWineD3DBaseTextureClass
1112 UINT levels;
1113 BOOL dirty;
1114 UINT textureName;
1115 UINT LOD;
1116 WINED3DTEXTUREFILTERTYPE filterType;
1117 DWORD states[MAX_WINETEXTURESTATES];
1118 LONG bindCount;
1119 DWORD sampler;
1120 BOOL is_srgb;
1121 UINT srgb_mode_change_count;
1122 WINED3DFORMAT shader_conversion_group;
1123 float pow2Matrix[16];
1124 minMipLookup_t *minMipLookup;
1125 magLookup_t *magLookup;
1126 } IWineD3DBaseTextureClass;
1128 typedef struct IWineD3DBaseTextureImpl
1130 /* IUnknown & WineD3DResource Information */
1131 const IWineD3DBaseTextureVtbl *lpVtbl;
1132 IWineD3DResourceClass resource;
1133 IWineD3DBaseTextureClass baseTexture;
1135 } IWineD3DBaseTextureImpl;
1137 /*****************************************************************************
1138 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1140 typedef struct IWineD3DTextureImpl
1142 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1143 const IWineD3DTextureVtbl *lpVtbl;
1144 IWineD3DResourceClass resource;
1145 IWineD3DBaseTextureClass baseTexture;
1147 /* IWineD3DTexture */
1148 IWineD3DSurface *surfaces[MAX_LEVELS];
1150 UINT width;
1151 UINT height;
1152 UINT target;
1154 } IWineD3DTextureImpl;
1156 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
1158 /*****************************************************************************
1159 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1161 typedef struct IWineD3DCubeTextureImpl
1163 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1164 const IWineD3DCubeTextureVtbl *lpVtbl;
1165 IWineD3DResourceClass resource;
1166 IWineD3DBaseTextureClass baseTexture;
1168 /* IWineD3DCubeTexture */
1169 IWineD3DSurface *surfaces[6][MAX_LEVELS];
1171 UINT edgeLength;
1172 } IWineD3DCubeTextureImpl;
1174 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
1176 typedef struct _WINED3DVOLUMET_DESC
1178 UINT Width;
1179 UINT Height;
1180 UINT Depth;
1181 } WINED3DVOLUMET_DESC;
1183 /*****************************************************************************
1184 * IWineD3DVolume implementation structure (extends IUnknown)
1186 typedef struct IWineD3DVolumeImpl
1188 /* IUnknown & WineD3DResource fields */
1189 const IWineD3DVolumeVtbl *lpVtbl;
1190 IWineD3DResourceClass resource;
1192 /* WineD3DVolume Information */
1193 WINED3DVOLUMET_DESC currentDesc;
1194 IWineD3DBase *container;
1195 UINT bytesPerPixel;
1197 BOOL lockable;
1198 BOOL locked;
1199 WINED3DBOX lockedBox;
1200 WINED3DBOX dirtyBox;
1201 BOOL dirty;
1204 } IWineD3DVolumeImpl;
1206 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
1208 /*****************************************************************************
1209 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1211 typedef struct IWineD3DVolumeTextureImpl
1213 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1214 const IWineD3DVolumeTextureVtbl *lpVtbl;
1215 IWineD3DResourceClass resource;
1216 IWineD3DBaseTextureClass baseTexture;
1218 /* IWineD3DVolumeTexture */
1219 IWineD3DVolume *volumes[MAX_LEVELS];
1221 UINT width;
1222 UINT height;
1223 UINT depth;
1224 } IWineD3DVolumeTextureImpl;
1226 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
1228 typedef struct _WINED3DSURFACET_DESC
1230 WINED3DMULTISAMPLE_TYPE MultiSampleType;
1231 DWORD MultiSampleQuality;
1232 UINT Width;
1233 UINT Height;
1234 } WINED3DSURFACET_DESC;
1236 /*****************************************************************************
1237 * Structure for DIB Surfaces (GetDC and GDI surfaces)
1239 typedef struct wineD3DSurface_DIB {
1240 HBITMAP DIBsection;
1241 void* bitmap_data;
1242 UINT bitmap_size;
1243 HGDIOBJ holdbitmap;
1244 BOOL client_memory;
1245 } wineD3DSurface_DIB;
1247 typedef struct {
1248 struct list entry;
1249 GLuint id;
1250 UINT width;
1251 UINT height;
1252 } renderbuffer_entry_t;
1254 /*****************************************************************************
1255 * IWineD3DClipp implementation structure
1257 typedef struct IWineD3DClipperImpl
1259 const IWineD3DClipperVtbl *lpVtbl;
1260 LONG ref;
1262 IUnknown *Parent;
1263 HWND hWnd;
1264 } IWineD3DClipperImpl;
1267 /*****************************************************************************
1268 * IWineD3DSurface implementation structure
1270 struct IWineD3DSurfaceImpl
1272 /* IUnknown & IWineD3DResource Information */
1273 const IWineD3DSurfaceVtbl *lpVtbl;
1274 IWineD3DResourceClass resource;
1276 /* IWineD3DSurface fields */
1277 IWineD3DBase *container;
1278 WINED3DSURFACET_DESC currentDesc;
1279 IWineD3DPaletteImpl *palette; /* D3D7 style palette handling */
1280 PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
1282 UINT bytesPerPixel;
1284 /* TODO: move this off into a management class(maybe!) */
1285 DWORD Flags;
1287 UINT pow2Width;
1288 UINT pow2Height;
1290 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
1291 void (*get_drawable_size)(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1293 /* Oversized texture */
1294 RECT glRect;
1296 /* PBO */
1297 GLuint pbo;
1299 RECT lockedRect;
1300 RECT dirtyRect;
1301 int lockCount;
1302 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
1304 glDescriptor glDescription;
1305 BOOL srgb;
1307 /* For GetDC */
1308 wineD3DSurface_DIB dib;
1309 HDC hDC;
1311 /* Color keys for DDraw */
1312 WINEDDCOLORKEY DestBltCKey;
1313 WINEDDCOLORKEY DestOverlayCKey;
1314 WINEDDCOLORKEY SrcOverlayCKey;
1315 WINEDDCOLORKEY SrcBltCKey;
1316 DWORD CKeyFlags;
1318 WINEDDCOLORKEY glCKey;
1320 struct list renderbuffers;
1321 renderbuffer_entry_t *current_renderbuffer;
1323 /* DirectDraw clippers */
1324 IWineD3DClipper *clipper;
1327 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1328 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1330 /* Predeclare the shared Surface functions */
1331 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1332 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface);
1333 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1334 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1335 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1336 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1337 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1338 DWORD WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1339 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1340 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface);
1341 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1342 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1343 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1344 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1345 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface);
1346 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface);
1347 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1348 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1349 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, WINEDDCOLORKEY *CKey);
1350 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1351 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1352 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1353 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1354 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1355 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1356 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, RECT *SrcRect, IWineD3DSurface *DstSurface, RECT *DstRect, DWORD Flags, WINEDDOVERLAYFX *FX);
1357 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
1358 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
1359 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1360 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface);
1361 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
1362 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans);
1363 HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags);
1364 void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface);
1366 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface);
1368 void get_drawable_size_swapchain(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1369 void get_drawable_size_backbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1370 void get_drawable_size_pbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1371 void get_drawable_size_fbo(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1373 /* Surface flags: */
1374 #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
1375 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
1376 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for GetDC */
1377 #define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
1378 #define SFLAG_DISCARD 0x00000010 /* ??? */
1379 #define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
1380 #define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
1381 #define SFLAG_INDRAWABLE 0x00000080 /* The gl drawable contains the most up to date data */
1382 #define SFLAG_INSYSMEM 0x00000100 /* The system memory copy is most up to date */
1383 #define SFLAG_NONPOW2 0x00000200 /* Surface sizes are not a power of 2 */
1384 #define SFLAG_DYNLOCK 0x00000400 /* Surface is often locked by the app */
1385 #define SFLAG_DYNCHANGE 0x00000C00 /* Surface contents are changed very often, implies DYNLOCK */
1386 #define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
1387 #define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
1388 #define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
1389 #define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
1390 #define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
1391 #define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
1392 #define SFLAG_PBO 0x00040000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
1393 #define SFLAG_NORMCOORD 0x00080000 /* Set if the GL texture coords are normalized(non-texture rectangle) */
1394 #define SFLAG_DS_ONSCREEN 0x00100000 /* Is a depth stencil, last modified onscreen */
1395 #define SFLAG_DS_OFFSCREEN 0x00200000 /* Is a depth stencil, last modified offscreen */
1397 /* In some conditions the surface memory must not be freed:
1398 * SFLAG_OVERSIZE: Not all data can be kept in GL
1399 * SFLAG_CONVERTED: Converting the data back would take too long
1400 * SFLAG_DIBSECTION: The dib code manages the memory
1401 * SFLAG_LOCKED: The app requires access to the surface data
1402 * SFLAG_DYNLOCK: Avoid freeing the data for performance
1403 * SFLAG_DYNCHANGE: Same reason as DYNLOCK
1404 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
1405 * SFLAG_CLIENT: OpenGL uses our memory as backup
1407 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
1408 SFLAG_CONVERTED | \
1409 SFLAG_DIBSECTION | \
1410 SFLAG_LOCKED | \
1411 SFLAG_DYNLOCK | \
1412 SFLAG_DYNCHANGE | \
1413 SFLAG_USERPTR | \
1414 SFLAG_PBO | \
1415 SFLAG_CLIENT)
1417 #define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
1418 SFLAG_INTEXTURE | \
1419 SFLAG_INDRAWABLE)
1421 #define SFLAG_DS_LOCATIONS (SFLAG_DS_ONSCREEN | \
1422 SFLAG_DS_OFFSCREEN)
1424 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
1426 typedef enum {
1427 NO_CONVERSION,
1428 CONVERT_PALETTED,
1429 CONVERT_PALETTED_CK,
1430 CONVERT_CK_565,
1431 CONVERT_CK_5551,
1432 CONVERT_CK_4444,
1433 CONVERT_CK_4444_ARGB,
1434 CONVERT_CK_1555,
1435 CONVERT_555,
1436 CONVERT_CK_RGB24,
1437 CONVERT_CK_8888,
1438 CONVERT_CK_8888_ARGB,
1439 CONVERT_RGB32_888,
1440 CONVERT_V8U8,
1441 CONVERT_L6V5U5,
1442 CONVERT_X8L8V8U8,
1443 CONVERT_Q8W8V8U8,
1444 CONVERT_V16U16,
1445 CONVERT_A4L4,
1446 CONVERT_R32F,
1447 CONVERT_R16F,
1448 CONVERT_G16R16,
1449 } CONVERT_TYPES;
1451 HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_texturing, GLenum *format, GLenum *internal, GLenum *type, CONVERT_TYPES *convert, int *target_bpp, BOOL srgb_mode);
1453 BOOL palette9_changed(IWineD3DSurfaceImpl *This);
1455 /*****************************************************************************
1456 * IWineD3DVertexDeclaration implementation structure
1458 typedef struct attrib_declaration {
1459 DWORD usage;
1460 DWORD idx;
1461 } attrib_declaration;
1463 #define MAX_ATTRIBS 16
1465 typedef struct IWineD3DVertexDeclarationImpl {
1466 /* IUnknown Information */
1467 const IWineD3DVertexDeclarationVtbl *lpVtbl;
1468 LONG ref;
1470 IUnknown *parent;
1471 IWineD3DDeviceImpl *wineD3DDevice;
1473 WINED3DVERTEXELEMENT *pDeclarationWine;
1474 UINT declarationWNumElements;
1476 DWORD streams[MAX_STREAMS];
1477 UINT num_streams;
1478 BOOL position_transformed;
1479 BOOL half_float_conv_needed;
1481 /* Ordered array of declaration types that need swizzling in a vshader */
1482 attrib_declaration swizzled_attribs[MAX_ATTRIBS];
1483 UINT num_swizzled_attribs;
1484 } IWineD3DVertexDeclarationImpl;
1486 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
1488 /*****************************************************************************
1489 * IWineD3DStateBlock implementation structure
1492 /* Internal state Block for Begin/End/Capture/Create/Apply info */
1493 /* Note: Very long winded but gl Lists are not flexible enough */
1494 /* to resolve everything we need, so doing it manually for now */
1495 typedef struct SAVEDSTATES {
1496 BOOL indices;
1497 BOOL material;
1498 BOOL fvf;
1499 BOOL streamSource[MAX_STREAMS];
1500 BOOL streamFreq[MAX_STREAMS];
1501 BOOL textures[MAX_COMBINED_SAMPLERS];
1502 BOOL transform[HIGHEST_TRANSFORMSTATE + 1];
1503 BOOL viewport;
1504 BOOL renderState[WINEHIGHEST_RENDER_STATE + 1];
1505 BOOL textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1506 BOOL samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1507 BOOL clipplane[MAX_CLIPPLANES];
1508 BOOL vertexDecl;
1509 BOOL pixelShader;
1510 BOOL pixelShaderConstantsB[MAX_CONST_B];
1511 BOOL pixelShaderConstantsI[MAX_CONST_I];
1512 BOOL *pixelShaderConstantsF;
1513 BOOL vertexShader;
1514 BOOL vertexShaderConstantsB[MAX_CONST_B];
1515 BOOL vertexShaderConstantsI[MAX_CONST_I];
1516 BOOL *vertexShaderConstantsF;
1517 BOOL scissorRect;
1518 } SAVEDSTATES;
1520 typedef struct {
1521 struct list entry;
1522 DWORD count;
1523 DWORD idx[13];
1524 } constants_entry;
1526 struct StageState {
1527 DWORD stage;
1528 DWORD state;
1531 struct IWineD3DStateBlockImpl
1533 /* IUnknown fields */
1534 const IWineD3DStateBlockVtbl *lpVtbl;
1535 LONG ref; /* Note: Ref counting not required */
1537 /* IWineD3DStateBlock information */
1538 IUnknown *parent;
1539 IWineD3DDeviceImpl *wineD3DDevice;
1540 WINED3DSTATEBLOCKTYPE blockType;
1542 /* Array indicating whether things have been set or changed */
1543 SAVEDSTATES changed;
1544 struct list set_vconstantsF;
1545 struct list set_pconstantsF;
1547 /* Drawing - Vertex Shader or FVF related */
1548 DWORD fvf;
1549 /* Vertex Shader Declaration */
1550 IWineD3DVertexDeclaration *vertexDecl;
1552 IWineD3DVertexShader *vertexShader;
1554 /* Vertex Shader Constants */
1555 BOOL vertexShaderConstantB[MAX_CONST_B];
1556 INT vertexShaderConstantI[MAX_CONST_I * 4];
1557 float *vertexShaderConstantF;
1559 /* Stream Source */
1560 BOOL streamIsUP;
1561 UINT streamStride[MAX_STREAMS];
1562 UINT streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
1563 IWineD3DVertexBuffer *streamSource[MAX_STREAMS];
1564 UINT streamFreq[MAX_STREAMS + 1];
1565 UINT streamFlags[MAX_STREAMS + 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
1567 /* Indices */
1568 IWineD3DIndexBuffer* pIndexData;
1569 INT baseVertexIndex;
1570 INT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1572 /* Transform */
1573 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
1575 /* Light hashmap . Collisions are handled using standard wine double linked lists */
1576 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
1577 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
1578 struct list lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
1579 PLIGHTINFOEL *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
1581 /* Clipping */
1582 double clipplane[MAX_CLIPPLANES][4];
1583 WINED3DCLIPSTATUS clip_status;
1585 /* ViewPort */
1586 WINED3DVIEWPORT viewport;
1588 /* Material */
1589 WINED3DMATERIAL material;
1591 /* Pixel Shader */
1592 IWineD3DPixelShader *pixelShader;
1594 /* Pixel Shader Constants */
1595 BOOL pixelShaderConstantB[MAX_CONST_B];
1596 INT pixelShaderConstantI[MAX_CONST_I * 4];
1597 float *pixelShaderConstantF;
1599 /* RenderState */
1600 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
1602 /* Texture */
1603 IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS];
1604 int textureDimensions[MAX_COMBINED_SAMPLERS];
1606 /* Texture State Stage */
1607 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1608 DWORD lowest_disabled_stage;
1609 /* Sampler States */
1610 DWORD samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1612 /* Current GLSL Shader Program */
1613 struct glsl_shader_prog_link *glsl_program;
1615 /* Scissor test rectangle */
1616 RECT scissorRect;
1618 /* Contained state management */
1619 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
1620 unsigned int num_contained_render_states;
1621 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
1622 unsigned int num_contained_transform_states;
1623 DWORD contained_vs_consts_i[MAX_CONST_I];
1624 unsigned int num_contained_vs_consts_i;
1625 DWORD contained_vs_consts_b[MAX_CONST_B];
1626 unsigned int num_contained_vs_consts_b;
1627 DWORD *contained_vs_consts_f;
1628 unsigned int num_contained_vs_consts_f;
1629 DWORD contained_ps_consts_i[MAX_CONST_I];
1630 unsigned int num_contained_ps_consts_i;
1631 DWORD contained_ps_consts_b[MAX_CONST_B];
1632 unsigned int num_contained_ps_consts_b;
1633 DWORD *contained_ps_consts_f;
1634 unsigned int num_contained_ps_consts_f;
1635 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE)];
1636 unsigned int num_contained_tss_states;
1637 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
1638 unsigned int num_contained_sampler_states;
1641 extern void stateblock_savedstates_set(
1642 IWineD3DStateBlock* iface,
1643 SAVEDSTATES* states,
1644 BOOL value);
1646 extern void stateblock_savedstates_copy(
1647 IWineD3DStateBlock* iface,
1648 SAVEDSTATES* dest,
1649 SAVEDSTATES* source);
1651 extern void stateblock_copy(
1652 IWineD3DStateBlock* destination,
1653 IWineD3DStateBlock* source);
1655 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
1657 /* Direct3D terminology with little modifications. We do not have an issued state
1658 * because only the driver knows about it, but we have a created state because d3d
1659 * allows GetData on a created issue, but opengl doesn't
1661 enum query_state {
1662 QUERY_CREATED,
1663 QUERY_SIGNALLED,
1664 QUERY_BUILDING
1666 /*****************************************************************************
1667 * IWineD3DQueryImpl implementation structure (extends IUnknown)
1669 typedef struct IWineD3DQueryImpl
1671 const IWineD3DQueryVtbl *lpVtbl;
1672 LONG ref; /* Note: Ref counting not required */
1674 IUnknown *parent;
1675 /*TODO: replace with iface usage */
1676 #if 0
1677 IWineD3DDevice *wineD3DDevice;
1678 #else
1679 IWineD3DDeviceImpl *wineD3DDevice;
1680 #endif
1682 /* IWineD3DQuery fields */
1683 enum query_state state;
1684 WINED3DQUERYTYPE type;
1685 /* TODO: Think about using a IUnknown instead of a void* */
1686 void *extendedData;
1689 } IWineD3DQueryImpl;
1691 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1692 extern const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl;
1693 extern const IWineD3DQueryVtbl IWineD3DOcclusionQuery_Vtbl;
1695 /* Datastructures for IWineD3DQueryImpl.extendedData */
1696 typedef struct WineQueryOcclusionData {
1697 GLuint queryId;
1698 WineD3DContext *ctx;
1699 } WineQueryOcclusionData;
1701 typedef struct WineQueryEventData {
1702 GLuint fenceId;
1703 WineD3DContext *ctx;
1704 } WineQueryEventData;
1706 /*****************************************************************************
1707 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1710 typedef struct IWineD3DSwapChainImpl
1712 /*IUnknown part*/
1713 const IWineD3DSwapChainVtbl *lpVtbl;
1714 LONG ref; /* Note: Ref counting not required */
1716 IUnknown *parent;
1717 IWineD3DDeviceImpl *wineD3DDevice;
1719 /* IWineD3DSwapChain fields */
1720 IWineD3DSurface **backBuffer;
1721 IWineD3DSurface *frontBuffer;
1722 BOOL wantsDepthStencilBuffer;
1723 WINED3DPRESENT_PARAMETERS presentParms;
1724 DWORD orig_width, orig_height;
1725 WINED3DFORMAT orig_fmt;
1726 WINED3DGAMMARAMP orig_gamma;
1728 long prev_time, frames; /* Performance tracking */
1729 unsigned int vSyncCounter;
1731 WineD3DContext **context; /* Later a array for multithreading */
1732 unsigned int num_contexts;
1734 HWND win_handle;
1735 } IWineD3DSwapChainImpl;
1737 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
1739 WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
1741 /*****************************************************************************
1742 * Utility function prototypes
1745 /* Trace routines */
1746 const char* debug_d3dformat(WINED3DFORMAT fmt);
1747 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
1748 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
1749 const char* debug_d3dusage(DWORD usage);
1750 const char* debug_d3dusagequery(DWORD usagequery);
1751 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
1752 const char* debug_d3ddecltype(WINED3DDECLTYPE type);
1753 const char* debug_d3ddeclusage(BYTE usage);
1754 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
1755 const char* debug_d3drenderstate(DWORD state);
1756 const char* debug_d3dsamplerstate(DWORD state);
1757 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
1758 const char* debug_d3dtexturestate(DWORD state);
1759 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
1760 const char* debug_d3dpool(WINED3DPOOL pool);
1761 const char *debug_fbostatus(GLenum status);
1762 const char *debug_glerror(GLenum error);
1763 const char *debug_d3dbasis(WINED3DBASISTYPE basis);
1764 const char *debug_d3ddegree(WINED3DDEGREETYPE order);
1766 /* Routines for GL <-> D3D values */
1767 GLenum StencilOp(DWORD op);
1768 GLenum CompareFunc(DWORD func);
1769 void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
1770 void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx, DWORD dst);
1771 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype);
1772 void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
1774 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
1775 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
1776 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location);
1777 void surface_load_ds_location(IWineD3DSurface *iface, DWORD location);
1779 BOOL getColorBits(WINED3DFORMAT fmt, short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
1780 BOOL getDepthStencilBits(WINED3DFORMAT fmt, short *depthSize, short *stencilSize);
1782 /* Math utils */
1783 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
1784 unsigned int count_bits(unsigned int mask);
1786 /*****************************************************************************
1787 * To enable calling of inherited functions, requires prototypes
1789 * Note: Only require classes which are subclassed, ie resource, basetexture,
1791 /*** IUnknown methods ***/
1792 extern HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface, REFIID riid, void** ppvObject);
1793 extern ULONG WINAPI IWineD3DResourceImpl_AddRef(IWineD3DResource *iface);
1794 extern ULONG WINAPI IWineD3DResourceImpl_Release(IWineD3DResource *iface);
1795 /*** IWineD3DResource methods ***/
1796 extern HRESULT WINAPI IWineD3DResourceImpl_GetParent(IWineD3DResource *iface, IUnknown **pParent);
1797 extern HRESULT WINAPI IWineD3DResourceImpl_GetDevice(IWineD3DResource *iface, IWineD3DDevice ** ppDevice);
1798 extern HRESULT WINAPI IWineD3DResourceImpl_SetPrivateData(IWineD3DResource *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1799 extern HRESULT WINAPI IWineD3DResourceImpl_GetPrivateData(IWineD3DResource *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1800 extern HRESULT WINAPI IWineD3DResourceImpl_FreePrivateData(IWineD3DResource *iface, REFGUID refguid);
1801 extern DWORD WINAPI IWineD3DResourceImpl_SetPriority(IWineD3DResource *iface, DWORD PriorityNew);
1802 extern DWORD WINAPI IWineD3DResourceImpl_GetPriority(IWineD3DResource *iface);
1803 extern void WINAPI IWineD3DResourceImpl_PreLoad(IWineD3DResource *iface);
1804 extern void WINAPI IWineD3DResourceImpl_UnLoad(IWineD3DResource *iface);
1805 extern WINED3DRESOURCETYPE WINAPI IWineD3DResourceImpl_GetType(IWineD3DResource *iface);
1806 /*** class static members ***/
1807 void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface);
1809 /*** IUnknown methods ***/
1810 extern HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, void** ppvObject);
1811 extern ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface);
1812 extern ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface);
1813 /*** IWineD3DResource methods ***/
1814 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent);
1815 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice ** ppDevice);
1816 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1817 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1818 extern HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID refguid);
1819 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD PriorityNew);
1820 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface);
1821 extern void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface);
1822 extern void WINAPI IWineD3DBaseTextureImpl_UnLoad(IWineD3DBaseTexture *iface);
1823 extern WINED3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface);
1824 /*** IWineD3DBaseTexture methods ***/
1825 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew);
1826 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface);
1827 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface);
1828 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType);
1829 extern WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface);
1830 extern void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface);
1831 extern BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL);
1832 extern BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface);
1834 extern BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
1835 extern HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface);
1836 extern HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface);
1837 extern HRESULT WINAPI IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture *iface);
1838 extern void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1839 /*** class static members ***/
1840 void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface);
1842 typedef void (*SHADER_HANDLER) (struct SHADER_OPCODE_ARG*);
1844 /* Struct to maintain a list of GLSL shader programs and their associated pixel and
1845 * vertex shaders. A list of this type is maintained on the DeviceImpl, and is only
1846 * used if the user is using GLSL shaders. */
1847 struct glsl_shader_prog_link {
1848 struct list vshader_entry;
1849 struct list pshader_entry;
1850 GLhandleARB programId;
1851 GLhandleARB *vuniformF_locations;
1852 GLhandleARB *puniformF_locations;
1853 GLhandleARB vuniformI_locations[MAX_CONST_I];
1854 GLhandleARB puniformI_locations[MAX_CONST_I];
1855 GLhandleARB posFixup_location;
1856 GLhandleARB bumpenvmat_location[MAX_TEXTURES];
1857 GLhandleARB luminancescale_location[MAX_TEXTURES];
1858 GLhandleARB luminanceoffset_location[MAX_TEXTURES];
1859 GLhandleARB srgb_comparison_location;
1860 GLhandleARB srgb_mul_low_location;
1861 GLhandleARB ycorrection_location;
1862 GLenum vertex_color_clamp;
1863 GLhandleARB vshader;
1864 GLhandleARB pshader;
1867 typedef struct {
1868 GLhandleARB vshader;
1869 GLhandleARB pshader;
1870 } glsl_program_key_t;
1872 /* TODO: Make this dynamic, based on shader limits ? */
1873 #define MAX_REG_ADDR 1
1874 #define MAX_REG_TEMP 32
1875 #define MAX_REG_TEXCRD 8
1876 #define MAX_REG_INPUT 12
1877 #define MAX_REG_OUTPUT 12
1878 #define MAX_CONST_I 16
1879 #define MAX_CONST_B 16
1881 /* FIXME: This needs to go up to 2048 for
1882 * Shader model 3 according to msdn (and for software shaders) */
1883 #define MAX_LABELS 16
1885 typedef struct semantic {
1886 DWORD usage;
1887 DWORD reg;
1888 } semantic;
1890 typedef struct local_constant {
1891 struct list entry;
1892 unsigned int idx;
1893 DWORD value[4];
1894 } local_constant;
1896 typedef struct shader_reg_maps {
1898 char texcoord[MAX_REG_TEXCRD]; /* pixel < 3.0 */
1899 char temporary[MAX_REG_TEMP]; /* pixel, vertex */
1900 char address[MAX_REG_ADDR]; /* vertex */
1901 char packed_input[MAX_REG_INPUT]; /* pshader >= 3.0 */
1902 char packed_output[MAX_REG_OUTPUT]; /* vertex >= 3.0 */
1903 char attributes[MAX_ATTRIBS]; /* vertex */
1904 char labels[MAX_LABELS]; /* pixel, vertex */
1905 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
1907 /* Sampler usage tokens
1908 * Use 0 as default (bit 31 is always 1 on a valid token) */
1909 DWORD samplers[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
1910 BOOL bumpmat[MAX_TEXTURES], luminanceparams[MAX_TEXTURES];
1911 char usesnrm, vpos, usesdsy;
1912 char usesrelconstF;
1914 /* Whether or not loops are used in this shader, and nesting depth */
1915 unsigned loop_depth;
1917 /* Whether or not this shader uses fog */
1918 char fog;
1920 } shader_reg_maps;
1922 /* Undocumented opcode controls */
1923 #define INST_CONTROLS_SHIFT 16
1924 #define INST_CONTROLS_MASK 0x00ff0000
1926 typedef enum COMPARISON_TYPE {
1927 COMPARISON_GT = 1,
1928 COMPARISON_EQ = 2,
1929 COMPARISON_GE = 3,
1930 COMPARISON_LT = 4,
1931 COMPARISON_NE = 5,
1932 COMPARISON_LE = 6
1933 } COMPARISON_TYPE;
1935 typedef struct SHADER_OPCODE {
1936 unsigned int opcode;
1937 const char* name;
1938 const char* glname;
1939 char dst_token;
1940 CONST UINT num_params;
1941 SHADER_HANDLER hw_fct;
1942 SHADER_HANDLER hw_glsl_fct;
1943 DWORD min_version;
1944 DWORD max_version;
1945 } SHADER_OPCODE;
1947 typedef struct SHADER_OPCODE_ARG {
1948 IWineD3DBaseShader* shader;
1949 shader_reg_maps* reg_maps;
1950 CONST SHADER_OPCODE* opcode;
1951 DWORD opcode_token;
1952 DWORD dst;
1953 DWORD dst_addr;
1954 DWORD predicate;
1955 DWORD src[4];
1956 DWORD src_addr[4];
1957 SHADER_BUFFER* buffer;
1958 } SHADER_OPCODE_ARG;
1960 typedef struct SHADER_LIMITS {
1961 unsigned int temporary;
1962 unsigned int texcoord;
1963 unsigned int sampler;
1964 unsigned int constant_int;
1965 unsigned int constant_float;
1966 unsigned int constant_bool;
1967 unsigned int address;
1968 unsigned int packed_output;
1969 unsigned int packed_input;
1970 unsigned int attributes;
1971 unsigned int label;
1972 } SHADER_LIMITS;
1974 /** Keeps track of details for TEX_M#x# shader opcodes which need to
1975 maintain state information between multiple codes */
1976 typedef struct SHADER_PARSE_STATE {
1977 unsigned int current_row;
1978 DWORD texcoord_w[2];
1979 } SHADER_PARSE_STATE;
1981 #ifdef __GNUC__
1982 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
1983 #else
1984 #define PRINTF_ATTR(fmt,args)
1985 #endif
1987 /* Base Shader utility functions.
1988 * (may move callers into the same file in the future) */
1989 extern int shader_addline(
1990 SHADER_BUFFER* buffer,
1991 const char* fmt, ...) PRINTF_ATTR(2,3);
1993 extern const SHADER_OPCODE* shader_get_opcode(
1994 IWineD3DBaseShader *iface,
1995 const DWORD code);
1997 void delete_glsl_program_entry(IWineD3DDevice *iface, struct glsl_shader_prog_link *entry);
1999 /* Vertex shader utility functions */
2000 extern BOOL vshader_get_input(
2001 IWineD3DVertexShader* iface,
2002 BYTE usage_req, BYTE usage_idx_req,
2003 unsigned int* regnum);
2005 extern BOOL vshader_input_is_color(
2006 IWineD3DVertexShader* iface,
2007 unsigned int regnum);
2009 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
2011 /* ARB_[vertex/fragment]_program helper functions */
2012 extern void shader_arb_load_constants(
2013 IWineD3DDevice* device,
2014 char usePixelShader,
2015 char useVertexShader);
2017 /* ARB shader program Prototypes */
2018 extern void shader_hw_def(SHADER_OPCODE_ARG *arg);
2020 /* ARB pixel shader prototypes */
2021 extern void pshader_hw_bem(SHADER_OPCODE_ARG* arg);
2022 extern void pshader_hw_cnd(SHADER_OPCODE_ARG* arg);
2023 extern void pshader_hw_cmp(SHADER_OPCODE_ARG* arg);
2024 extern void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
2025 extern void pshader_hw_tex(SHADER_OPCODE_ARG* arg);
2026 extern void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg);
2027 extern void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg);
2028 extern void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg);
2029 extern void pshader_hw_texbem(SHADER_OPCODE_ARG* arg);
2030 extern void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg);
2031 extern void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg);
2032 extern void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg);
2033 extern void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg);
2034 extern void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg);
2035 extern void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg);
2036 extern void pshader_hw_texdepth(SHADER_OPCODE_ARG* arg);
2037 extern void pshader_hw_texkill(SHADER_OPCODE_ARG* arg);
2038 extern void pshader_hw_texdp3tex(SHADER_OPCODE_ARG* arg);
2039 extern void pshader_hw_texdp3(SHADER_OPCODE_ARG* arg);
2040 extern void pshader_hw_texm3x3(SHADER_OPCODE_ARG* arg);
2041 extern void pshader_hw_texm3x2depth(SHADER_OPCODE_ARG* arg);
2042 extern void pshader_hw_dp2add(SHADER_OPCODE_ARG* arg);
2043 extern void pshader_hw_texreg2rgb(SHADER_OPCODE_ARG* arg);
2045 /* ARB vertex / pixel shader common prototypes */
2046 extern void shader_hw_nrm(SHADER_OPCODE_ARG* arg);
2047 extern void shader_hw_sincos(SHADER_OPCODE_ARG* arg);
2048 extern void shader_hw_mnxn(SHADER_OPCODE_ARG* arg);
2050 /* ARB vertex shader prototypes */
2051 extern void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
2052 extern void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG* arg);
2054 /* GLSL helper functions */
2055 extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG *arg);
2056 extern void shader_glsl_load_constants(
2057 IWineD3DDevice* device,
2058 char usePixelShader,
2059 char useVertexShader);
2061 /** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */
2062 extern void shader_glsl_cross(SHADER_OPCODE_ARG* arg);
2063 extern void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg);
2064 extern void shader_glsl_arith(SHADER_OPCODE_ARG* arg);
2065 extern void shader_glsl_mov(SHADER_OPCODE_ARG* arg);
2066 extern void shader_glsl_mad(SHADER_OPCODE_ARG* arg);
2067 extern void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg);
2068 extern void shader_glsl_lrp(SHADER_OPCODE_ARG* arg);
2069 extern void shader_glsl_dot(SHADER_OPCODE_ARG* arg);
2070 extern void shader_glsl_rcp(SHADER_OPCODE_ARG* arg);
2071 extern void shader_glsl_rsq(SHADER_OPCODE_ARG* arg);
2072 extern void shader_glsl_cnd(SHADER_OPCODE_ARG* arg);
2073 extern void shader_glsl_compare(SHADER_OPCODE_ARG* arg);
2074 extern void shader_glsl_def(SHADER_OPCODE_ARG* arg);
2075 extern void shader_glsl_defi(SHADER_OPCODE_ARG* arg);
2076 extern void shader_glsl_defb(SHADER_OPCODE_ARG* arg);
2077 extern void shader_glsl_expp(SHADER_OPCODE_ARG* arg);
2078 extern void shader_glsl_cmp(SHADER_OPCODE_ARG* arg);
2079 extern void shader_glsl_lit(SHADER_OPCODE_ARG* arg);
2080 extern void shader_glsl_dst(SHADER_OPCODE_ARG* arg);
2081 extern void shader_glsl_sincos(SHADER_OPCODE_ARG* arg);
2082 extern void shader_glsl_loop(SHADER_OPCODE_ARG* arg);
2083 extern void shader_glsl_end(SHADER_OPCODE_ARG* arg);
2084 extern void shader_glsl_if(SHADER_OPCODE_ARG* arg);
2085 extern void shader_glsl_ifc(SHADER_OPCODE_ARG* arg);
2086 extern void shader_glsl_else(SHADER_OPCODE_ARG* arg);
2087 extern void shader_glsl_break(SHADER_OPCODE_ARG* arg);
2088 extern void shader_glsl_breakc(SHADER_OPCODE_ARG* arg);
2089 extern void shader_glsl_rep(SHADER_OPCODE_ARG* arg);
2090 extern void shader_glsl_call(SHADER_OPCODE_ARG* arg);
2091 extern void shader_glsl_callnz(SHADER_OPCODE_ARG* arg);
2092 extern void shader_glsl_label(SHADER_OPCODE_ARG* arg);
2093 extern void shader_glsl_pow(SHADER_OPCODE_ARG* arg);
2094 extern void shader_glsl_log(SHADER_OPCODE_ARG* arg);
2095 extern void shader_glsl_texldl(SHADER_OPCODE_ARG* arg);
2097 /** GLSL Pixel Shader Prototypes */
2098 extern void pshader_glsl_tex(SHADER_OPCODE_ARG* arg);
2099 extern void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg);
2100 extern void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg);
2101 extern void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg);
2102 extern void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg);
2103 extern void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg);
2104 extern void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg);
2105 extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg);
2106 extern void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg);
2107 extern void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg);
2108 extern void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg);
2109 extern void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg);
2110 extern void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg);
2111 extern void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg);
2112 extern void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg);
2113 extern void pshader_glsl_bem(SHADER_OPCODE_ARG* arg);
2114 extern void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg);
2115 extern void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg);
2116 extern void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg);
2117 extern void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg);
2118 extern void pshader_glsl_input_pack(
2119 SHADER_BUFFER* buffer,
2120 semantic* semantics_out,
2121 IWineD3DPixelShader *iface);
2123 /*****************************************************************************
2124 * IDirect3DBaseShader implementation structure
2126 typedef struct IWineD3DBaseShaderClass
2128 LONG ref;
2129 DWORD hex_version;
2130 SHADER_LIMITS limits;
2131 SHADER_PARSE_STATE parse_state;
2132 CONST SHADER_OPCODE *shader_ins;
2133 DWORD *function;
2134 UINT functionLength;
2135 GLuint prgId;
2136 BOOL is_compiled;
2137 UINT cur_loop_depth, cur_loop_regno;
2138 BOOL load_local_constsF;
2140 /* Type of shader backend */
2141 int shader_mode;
2143 /* Programs this shader is linked with */
2144 struct list linked_programs;
2146 /* Immediate constants (override global ones) */
2147 struct list constantsB;
2148 struct list constantsF;
2149 struct list constantsI;
2150 shader_reg_maps reg_maps;
2152 /* Pixel formats of sampled textures, for format conversion. This
2153 * represents the formats found during compilation, it is not initialized
2154 * on the first parser pass. It is needed to check if the shader
2155 * needs recompilation to adjust the format conversion
2157 WINED3DFORMAT sampled_format[MAX_COMBINED_SAMPLERS];
2158 UINT sampled_samplers[MAX_COMBINED_SAMPLERS];
2159 UINT num_sampled_samplers;
2161 UINT recompile_count;
2163 /* Pointer to the parent device */
2164 IWineD3DDevice *device;
2165 struct list shader_list_entry;
2167 } IWineD3DBaseShaderClass;
2169 typedef struct IWineD3DBaseShaderImpl {
2170 /* IUnknown */
2171 const IWineD3DBaseShaderVtbl *lpVtbl;
2173 /* IWineD3DBaseShader */
2174 IWineD3DBaseShaderClass baseShader;
2175 } IWineD3DBaseShaderImpl;
2177 HRESULT WINAPI IWineD3DBaseShaderImpl_QueryInterface(IWineD3DBaseShader *iface, REFIID riid, LPVOID *ppobj);
2178 ULONG WINAPI IWineD3DBaseShaderImpl_AddRef(IWineD3DBaseShader *iface);
2179 ULONG WINAPI IWineD3DBaseShaderImpl_Release(IWineD3DBaseShader *iface);
2181 extern HRESULT shader_get_registers_used(
2182 IWineD3DBaseShader *iface,
2183 shader_reg_maps* reg_maps,
2184 semantic* semantics_in,
2185 semantic* semantics_out,
2186 CONST DWORD* pToken,
2187 IWineD3DStateBlockImpl *stateBlock);
2189 extern void shader_generate_glsl_declarations(
2190 IWineD3DBaseShader *iface,
2191 shader_reg_maps* reg_maps,
2192 SHADER_BUFFER* buffer,
2193 WineD3D_GL_Info* gl_info);
2195 extern void shader_generate_arb_declarations(
2196 IWineD3DBaseShader *iface,
2197 shader_reg_maps* reg_maps,
2198 SHADER_BUFFER* buffer,
2199 WineD3D_GL_Info* gl_info);
2201 extern void shader_generate_main(
2202 IWineD3DBaseShader *iface,
2203 SHADER_BUFFER* buffer,
2204 shader_reg_maps* reg_maps,
2205 CONST DWORD* pFunction);
2207 extern void shader_dump_ins_modifiers(
2208 const DWORD output);
2210 extern void shader_dump_param(
2211 IWineD3DBaseShader *iface,
2212 const DWORD param,
2213 const DWORD addr_token,
2214 int input);
2216 extern void shader_trace_init(
2217 IWineD3DBaseShader *iface,
2218 const DWORD* pFunction);
2220 extern int shader_get_param(
2221 IWineD3DBaseShader* iface,
2222 const DWORD* pToken,
2223 DWORD* param,
2224 DWORD* addr_token);
2226 extern int shader_skip_unrecognized(
2227 IWineD3DBaseShader* iface,
2228 const DWORD* pToken);
2230 extern void print_glsl_info_log(
2231 WineD3D_GL_Info *gl_info,
2232 GLhandleARB obj);
2234 static inline int shader_get_regtype(const DWORD param) {
2235 return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
2236 ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
2239 static inline int shader_get_writemask(const DWORD param) {
2240 return param & WINED3DSP_WRITEMASK_ALL;
2243 extern unsigned int shader_get_float_offset(const DWORD reg);
2245 static inline BOOL shader_is_pshader_version(DWORD token) {
2246 return 0xFFFF0000 == (token & 0xFFFF0000);
2249 static inline BOOL shader_is_vshader_version(DWORD token) {
2250 return 0xFFFE0000 == (token & 0xFFFF0000);
2253 static inline BOOL shader_is_comment(DWORD token) {
2254 return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
2257 static inline BOOL shader_is_scalar(DWORD param) {
2258 DWORD reg_type = shader_get_regtype(param);
2259 DWORD reg_num;
2261 switch (reg_type) {
2262 case WINED3DSPR_RASTOUT:
2263 if ((param & WINED3DSP_REGNUM_MASK) != 0) {
2264 /* oFog & oPts */
2265 return TRUE;
2267 /* oPos */
2268 return FALSE;
2270 case WINED3DSPR_DEPTHOUT: /* oDepth */
2271 case WINED3DSPR_CONSTBOOL: /* b# */
2272 case WINED3DSPR_LOOP: /* aL */
2273 case WINED3DSPR_PREDICATE: /* p0 */
2274 return TRUE;
2276 case WINED3DSPR_MISCTYPE:
2277 reg_num = param & WINED3DSP_REGNUM_MASK;
2278 switch(reg_num) {
2279 case 0: /* vPos */
2280 return FALSE;
2281 case 1: /* vFace */
2282 return TRUE;
2283 default:
2284 return FALSE;
2287 default:
2288 return FALSE;
2292 static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
2293 local_constant* lconst;
2295 if(This->baseShader.load_local_constsF) return FALSE;
2296 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2297 if(lconst->idx == reg) return TRUE;
2299 return FALSE;
2303 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
2304 * so upload them above that
2306 #define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
2307 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
2309 /*****************************************************************************
2310 * IDirect3DVertexShader implementation structure
2312 typedef struct IWineD3DVertexShaderImpl {
2313 /* IUnknown parts*/
2314 const IWineD3DVertexShaderVtbl *lpVtbl;
2316 /* IWineD3DBaseShader */
2317 IWineD3DBaseShaderClass baseShader;
2319 /* IWineD3DVertexShaderImpl */
2320 IUnknown *parent;
2322 DWORD usage;
2324 /* Vertex shader input and output semantics */
2325 semantic semantics_in [MAX_ATTRIBS];
2326 semantic semantics_out [MAX_REG_OUTPUT];
2328 /* Ordered array of attributes that are swizzled */
2329 attrib_declaration swizzled_attribs [MAX_ATTRIBS];
2330 UINT num_swizzled_attribs;
2332 /* run time data... */
2333 VSHADERDATA *data;
2334 UINT min_rel_offset, max_rel_offset;
2335 UINT rel_offset;
2337 UINT recompile_count;
2338 #if 0 /* needs reworking */
2339 /* run time data */
2340 VSHADERINPUTDATA input;
2341 VSHADEROUTPUTDATA output;
2342 #endif
2343 } IWineD3DVertexShaderImpl;
2344 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
2345 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
2347 /*****************************************************************************
2348 * IDirect3DPixelShader implementation structure
2351 enum vertexprocessing_mode {
2352 fixedfunction,
2353 vertexshader,
2354 pretransformed
2357 struct stb_const_desc {
2358 char texunit;
2359 UINT const_num;
2362 typedef struct IWineD3DPixelShaderImpl {
2363 /* IUnknown parts */
2364 const IWineD3DPixelShaderVtbl *lpVtbl;
2366 /* IWineD3DBaseShader */
2367 IWineD3DBaseShaderClass baseShader;
2369 /* IWineD3DPixelShaderImpl */
2370 IUnknown *parent;
2372 /* Pixel shader input semantics */
2373 semantic semantics_in [MAX_REG_INPUT];
2374 DWORD input_reg_map[MAX_REG_INPUT];
2375 BOOL input_reg_used[MAX_REG_INPUT];
2376 int declared_in_count;
2378 /* run time data */
2379 PSHADERDATA *data;
2381 /* Some information about the shader behavior */
2382 struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
2383 char numbumpenvmatconsts;
2384 struct stb_const_desc luminanceconst[MAX_TEXTURES];
2385 char srgb_enabled;
2386 char srgb_mode_hardcoded;
2387 UINT srgb_low_const;
2388 UINT srgb_cmp_const;
2389 char vpos_uniform;
2390 BOOL render_offscreen;
2391 UINT height;
2392 enum vertexprocessing_mode vertexprocessing;
2394 #if 0 /* needs reworking */
2395 PSHADERINPUTDATA input;
2396 PSHADEROUTPUTDATA output;
2397 #endif
2398 } IWineD3DPixelShaderImpl;
2400 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
2401 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
2403 /* sRGB correction constants */
2404 static const float srgb_cmp = 0.0031308;
2405 static const float srgb_mul_low = 12.92;
2406 static const float srgb_pow = 0.41666;
2407 static const float srgb_mul_high = 1.055;
2408 static const float srgb_sub_high = 0.055;
2410 /*****************************************************************************
2411 * IWineD3DPalette implementation structure
2413 struct IWineD3DPaletteImpl {
2414 /* IUnknown parts */
2415 const IWineD3DPaletteVtbl *lpVtbl;
2416 LONG ref;
2418 IUnknown *parent;
2419 IWineD3DDeviceImpl *wineD3DDevice;
2421 /* IWineD3DPalette */
2422 HPALETTE hpal;
2423 WORD palVersion; /*| */
2424 WORD palNumEntries; /*| LOGPALETTE */
2425 PALETTEENTRY palents[256]; /*| */
2426 /* This is to store the palette in 'screen format' */
2427 int screen_palents[256];
2428 DWORD Flags;
2431 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
2432 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
2434 /* DirectDraw utility functions */
2435 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
2437 /*****************************************************************************
2438 * Pixel format management
2440 typedef struct {
2441 WINED3DFORMAT format;
2442 DWORD alphaMask, redMask, greenMask, blueMask;
2443 UINT bpp;
2444 short depthSize, stencilSize;
2445 BOOL isFourcc;
2446 } StaticPixelFormatDesc;
2448 const StaticPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt,
2449 WineD3D_GL_Info *gl_info,
2450 const GlPixelFormatDesc **glDesc);
2452 static inline BOOL use_vs(IWineD3DDeviceImpl *device) {
2453 return (device->vs_selected_mode != SHADER_NONE
2454 && device->stateBlock->vertexShader
2455 && ((IWineD3DVertexShaderImpl *)device->stateBlock->vertexShader)->baseShader.function
2456 && !device->strided_streams.u.s.position_transformed);
2459 static inline BOOL use_ps(IWineD3DDeviceImpl *device) {
2460 return (device->ps_selected_mode != SHADER_NONE
2461 && device->stateBlock->pixelShader
2462 && ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->baseShader.function);
2465 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2466 IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
2467 void bind_fbo(IWineD3DDevice *iface, GLenum target, GLuint *fbo);
2468 void attach_depth_stencil_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer);
2469 void depth_blt(IWineD3DDevice *iface, GLuint texture);
2471 #endif