2 * Direct3D wine internal private include file
4 * Copyright 2002-2003 The wine-d3d team
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2004 Jason Edmeades
7 * Copyright 2005 Oliver Stieber
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
29 #define NONAMELESSUNION
30 #define NONAMELESSSTRUCT
37 #include "wine/debug.h"
38 #include "wine/unicode.h"
40 #include "wined3d_private_types.h"
41 #include "wine/wined3d_interface.h"
42 #include "wine/wined3d_caps.h"
43 #include "wine/wined3d_gl.h"
44 #include "wine/list.h"
46 /* Hash table functions */
47 typedef unsigned int (hash_function_t
)(void *key
);
48 typedef BOOL (compare_function_t
)(void *keya
, void *keyb
);
58 hash_function_t
*hash_function
;
59 compare_function_t
*compare_function
;
61 unsigned int bucket_count
;
62 hash_table_entry_t
*entries
;
63 unsigned int entry_count
;
64 struct list free_entries
;
66 unsigned int grow_size
;
67 unsigned int shrink_size
;
70 hash_table_t
*hash_table_create(hash_function_t
*hash_function
, compare_function_t
*compare_function
);
71 void hash_table_destroy(hash_table_t
*table
);
72 void *hash_table_get(hash_table_t
*table
, void *key
);
73 void hash_table_put(hash_table_t
*table
, void *key
, void *value
);
74 void hash_table_remove(hash_table_t
*table
, void *key
);
77 #define MAX_PALETTES 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,
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 /* float_16_to_32() and float_32_to_16() (see implementation in
130 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
131 * to standard C floats and vice versa. They do not depend on the encoding
132 * of the C float, so they are platform independent, but slow. On x86 and
133 * other IEEE 754 compliant platforms the conversion can be accelerated by
134 * bit shifting the exponent and mantissa. There are also some SSE-based
135 * assembly routines out there.
137 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
139 static inline float float_16_to_32(const unsigned short *in
) {
140 const unsigned short s
= ((*in
) & 0x8000);
141 const unsigned short e
= ((*in
) & 0x7C00) >> 10;
142 const unsigned short m
= (*in
) & 0x3FF;
143 const float sgn
= (s
? -1.0 : 1.0);
146 if(m
== 0) return sgn
* 0.0; /* +0.0 or -0.0 */
147 else return sgn
* pow(2, -14.0) * ( (float) m
/ 1024.0);
149 return sgn
* pow(2, (float) e
-15.0) * (1.0 + ((float) m
/ 1024.0));
151 if(m
== 0) return sgn
/ 0.0; /* +INF / -INF */
152 else return 0.0 / 0.0; /* NAN */
172 #define ORM_BACKBUFFER 0
173 #define ORM_PBUFFER 1
177 #define SHADER_GLSL 2
179 #define SHADER_NONE 4
181 #define RTL_DISABLE -1
183 #define RTL_READDRAW 1
184 #define RTL_READTEX 2
185 #define RTL_TEXDRAW 3
188 /* NOTE: When adding fields to this structure, make sure to update the default
189 * values in wined3d_main.c as well. */
190 typedef struct wined3d_settings_s
{
191 /* vertex and pixel shader modes */
195 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
196 we should use it. However, until it's fully implemented, we'll leave it as a registry
197 setting for developers. */
199 int offscreen_rendering_mode
;
200 int rendertargetlock_mode
;
201 /* Memory tracking and object counting */
202 unsigned int emulated_textureram
;
204 int allow_multisampling
;
205 } wined3d_settings_t
;
207 extern wined3d_settings_t wined3d_settings
;
209 /* Shader backends */
210 struct SHADER_OPCODE_ARG
;
212 #define SHADER_PGMSIZE 65535
213 typedef struct SHADER_BUFFER
{
221 DWORD VertexShaderVersion
;
222 DWORD MaxVertexShaderConst
;
224 DWORD PixelShaderVersion
;
225 float PixelShader1xMaxValue
;
227 WINED3DVSHADERCAPS2_0 VS20Caps
;
228 WINED3DPSHADERCAPS2_0 PS20Caps
;
230 DWORD MaxVShaderInstructionsExecuted
;
231 DWORD MaxPShaderInstructionsExecuted
;
232 DWORD MaxVertexShader30InstructionSlots
;
233 DWORD MaxPixelShader30InstructionSlots
;
237 void (*shader_select
)(IWineD3DDevice
*iface
, BOOL usePS
, BOOL useVS
);
238 void (*shader_select_depth_blt
)(IWineD3DDevice
*iface
);
239 void (*shader_deselect_depth_blt
)(IWineD3DDevice
*iface
);
240 void (*shader_load_constants
)(IWineD3DDevice
*iface
, char usePS
, char useVS
);
241 void (*shader_cleanup
)(IWineD3DDevice
*iface
);
242 void (*shader_color_correction
)(struct SHADER_OPCODE_ARG
*arg
);
243 void (*shader_destroy
)(IWineD3DBaseShader
*iface
);
244 HRESULT (*shader_alloc_private
)(IWineD3DDevice
*iface
);
245 void (*shader_free_private
)(IWineD3DDevice
*iface
);
246 BOOL (*shader_dirtifyable_constants
)(IWineD3DDevice
*iface
);
247 void (*shader_generate_pshader
)(IWineD3DPixelShader
*iface
, SHADER_BUFFER
*buffer
);
248 void (*shader_generate_vshader
)(IWineD3DVertexShader
*iface
, SHADER_BUFFER
*buffer
);
249 void (*shader_get_caps
)(WINED3DDEVTYPE devtype
, WineD3D_GL_Info
*gl_info
, struct shader_caps
*caps
);
252 extern const shader_backend_t atifs_shader_backend
;
253 extern const shader_backend_t glsl_shader_backend
;
254 extern const shader_backend_t arb_program_shader_backend
;
255 extern const shader_backend_t none_shader_backend
;
257 /* GLSL shader private data */
258 struct shader_glsl_priv
{
259 hash_table_t
*glsl_program_lookup
;
260 struct glsl_shader_prog_link
*glsl_program
;
261 GLhandleARB depth_blt_glsl_program_id
;
264 /* ARB_program_shader private data */
265 struct shader_arb_priv
{
266 GLuint current_vprogram_id
;
267 GLuint current_fprogram_id
;
268 GLuint depth_blt_vprogram_id
;
269 GLuint depth_blt_fprogram_id
;
274 extern void (*wine_tsx11_lock_ptr
)(void);
275 extern void (*wine_tsx11_unlock_ptr
)(void);
277 /* As GLX relies on X, this is needed */
281 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
282 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
284 #define ENTER_GL() wine_tsx11_lock_ptr()
285 #define LEAVE_GL() wine_tsx11_unlock_ptr()
288 /*****************************************************************************
292 /* GL related defines */
293 /* ------------------ */
294 #define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
295 #define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
296 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
297 #define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
299 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
300 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
301 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
302 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
304 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
305 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
306 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
307 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
309 #define D3DCOLORTOGLFLOAT4(dw, vec) \
310 (vec)[0] = D3DCOLOR_R(dw); \
311 (vec)[1] = D3DCOLOR_G(dw); \
312 (vec)[2] = D3DCOLOR_B(dw); \
313 (vec)[3] = D3DCOLOR_A(dw);
315 /* DirectX Device Limits */
316 /* --------------------- */
317 #define MAX_LEVELS 256 /* Maximum number of mipmap levels. Guessed at 256 */
319 #define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
320 See MaxStreams in MSDN under GetDeviceCaps */
321 /* Maximum number of constants provided to the shaders */
322 #define HIGHEST_TRANSFORMSTATE 512
323 /* Highest value in WINED3DTRANSFORMSTATETYPE */
325 /* Checking of API calls */
326 /* --------------------- */
327 #define checkGLcall(A) \
329 GLint err = glGetError(); \
330 if (err == GL_NO_ERROR) { \
331 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
334 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
335 debug_glerror(err), err, A, __FILE__, __LINE__); \
336 err = glGetError(); \
337 } while (err != GL_NO_ERROR); \
340 /* Trace routines / diagnostics */
341 /* ---------------------------- */
343 /* Dump out a matrix and copy it */
344 #define conv_mat(mat,gl_mat) \
346 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
347 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
348 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
349 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
350 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
353 /* Macro to dump out the current state of the light chain */
354 #define DUMP_LIGHT_CHAIN() \
356 PLIGHTINFOEL *el = This->stateBlock->lights;\
358 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
363 /* Trace vector and strided data information */
364 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
365 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d, vbo %d, stream %u)\n", \
366 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);
368 /* Defines used for optimizations */
370 /* Only reapply what is necessary */
371 #define REAPPLY_ALPHAOP 0x0001
372 #define REAPPLY_ALL 0xFFFF
374 /* Advance declaration of structures to satisfy compiler */
375 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl
;
376 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl
;
377 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl
;
378 typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl
;
380 /* Global variables */
381 extern const float identity
[16];
383 /*****************************************************************************
384 * Compilable extra diagnostics
387 /* Trace information per-vertex: (extremely high amount of trace) */
388 #if 0 /* NOTE: Must be 0 in cvs */
389 # define VTRACE(A) TRACE A
394 /* Checking of per-vertex related GL calls */
395 /* --------------------- */
396 #define vcheckGLcall(A) \
398 GLint err = glGetError(); \
399 if (err == GL_NO_ERROR) { \
400 VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
403 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
404 debug_glerror(err), err, A, __FILE__, __LINE__); \
405 err = glGetError(); \
406 } while (err != GL_NO_ERROR); \
409 /* TODO: Confirm each of these works when wined3d move completed */
410 #if 0 /* NOTE: Must be 0 in cvs */
411 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
412 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
413 is enabled, and if it doesn't exist it is disabled. */
414 # define FRAME_DEBUGGING
415 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
416 the file is deleted */
417 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
418 # define SINGLE_FRAME_DEBUGGING
420 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
421 It can only be enabled when FRAME_DEBUGGING is also enabled
422 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
424 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
425 # define SHOW_FRAME_MAKEUP 1
427 /* The following, when enabled, lets you see the makeup of the all the textures used during each
428 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
429 The contents of the textures assigned to each stage are written into
430 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
431 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
432 # define SHOW_TEXTURE_MAKEUP 0
435 extern BOOL isDumpingFrames
;
436 extern LONG primCounter
;
439 /*****************************************************************************
443 /* Routine common to the draw primitive and draw indexed primitive routines */
444 void drawPrimitive(IWineD3DDevice
*iface
,
448 long StartVertexIndex
,
449 UINT numberOfVertices
,
455 void primitiveDeclarationConvertToStridedData(
456 IWineD3DDevice
*iface
,
457 BOOL useVertexShaderFunction
,
458 WineDirect3DVertexStridedData
*strided
,
461 DWORD
get_flexible_vertex_size(DWORD d3dvtVertexType
);
463 typedef void (*glAttribFunc
)(void *data
);
464 typedef void (*glTexAttribFunc
)(GLuint unit
, void *data
);
465 extern glAttribFunc position_funcs
[WINED3DDECLTYPE_UNUSED
];
466 extern glAttribFunc diffuse_funcs
[WINED3DDECLTYPE_UNUSED
];
467 extern glAttribFunc specular_funcs
[WINED3DDECLTYPE_UNUSED
];
468 extern glAttribFunc normal_funcs
[WINED3DDECLTYPE_UNUSED
];
472 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
473 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
475 void depth_copy(IWineD3DDevice
*iface
);
477 /* Routines and structures related to state management */
478 typedef struct WineD3DContext WineD3DContext
;
479 typedef void (*APPLYSTATEFUNC
)(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*ctx
);
481 #define STATE_RENDER(a) (a)
482 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
484 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + (stage) * WINED3D_HIGHEST_TEXTURE_STATE + (num))
485 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
487 /* + 1 because samplers start with 0 */
488 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
489 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
491 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
492 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
494 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
495 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
497 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
498 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
499 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
500 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
502 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
503 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
505 #define STATE_VSHADER (STATE_VDECL + 1)
506 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
508 #define STATE_VIEWPORT (STATE_VSHADER + 1)
509 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
511 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
512 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
513 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
514 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
516 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
517 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
519 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
520 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
522 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
523 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
525 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
527 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
529 #define STATE_HIGHEST (STATE_FRONTFACE)
533 DWORD representative
;
534 APPLYSTATEFUNC apply
;
537 struct StateEntryTemplate
540 struct StateEntry content
;
543 struct fragment_caps
{
544 DWORD PrimitiveMiscCaps
;
547 DWORD MaxTextureBlendStages
;
548 DWORD MaxSimultaneousTextures
;
551 struct fragment_pipeline
{
552 void (*enable_extension
)(IWineD3DDevice
*iface
, BOOL enable
);
553 void (*get_caps
)(WINED3DDEVTYPE devtype
, WineD3D_GL_Info
*gl_info
, struct fragment_caps
*caps
);
554 HRESULT (*alloc_private
)(IWineD3DDevice
*iface
);
555 void (*free_private
)(IWineD3DDevice
*iface
);
556 const struct StateEntryTemplate
*states
;
559 extern const struct StateEntryTemplate misc_state_template
[];
560 extern const struct StateEntryTemplate ffp_vertexstate_template
[];
561 extern const struct fragment_pipeline ffp_fragment_pipeline
;
562 extern const struct fragment_pipeline atifs_fragment_pipeline
;
564 /* "Base" state table */
565 void compile_state_table(struct StateEntry
*StateTable
,
566 APPLYSTATEFUNC
**dev_multistate_funcs
,
567 const struct StateEntryTemplate
*vertex
,
568 const struct fragment_pipeline
*fragment
,
569 const struct StateEntryTemplate
*misc
);
571 /* The new context manager that should deal with onscreen and offscreen rendering */
572 struct WineD3DContext
{
573 /* State dirtification
574 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
575 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
576 * 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
577 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
579 DWORD dirtyArray
[STATE_HIGHEST
+ 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
580 DWORD numDirtyEntries
;
581 DWORD isStateDirty
[STATE_HIGHEST
/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
583 IWineD3DSurface
*surface
;
584 DWORD tid
; /* Thread ID which owns this context at the moment */
586 /* Stores some information about the context state for optimization */
587 GLint last_draw_buffer
;
588 BOOL last_was_rhw
; /* true iff last draw_primitive was in xyzrhw mode */
589 BOOL last_was_pshader
;
590 BOOL last_was_vshader
;
591 BOOL last_was_foggy_shader
;
592 BOOL namedArraysLoaded
, numberedArraysLoaded
;
593 BOOL lastWasPow2Texture
[MAX_TEXTURES
];
594 GLenum tracking_parm
; /* Which source is tracking current colour */
595 unsigned char num_untracked_materials
;
596 GLenum untracked_materials
[2];
597 BOOL last_was_blit
, last_was_ckey
;
599 char texShaderBumpMap
;
602 char *vshader_const_dirty
, *pshader_const_dirty
;
604 /* The actual opengl context */
613 typedef enum ContextUsage
{
614 CTXUSAGE_RESOURCELOAD
= 1, /* Only loads textures: No State is applied */
615 CTXUSAGE_DRAWPRIM
= 2, /* OpenGL states are set up for blitting DirectDraw surfaces */
616 CTXUSAGE_BLIT
= 3, /* OpenGL states are set up 3D drawing */
617 CTXUSAGE_CLEAR
= 4, /* Drawable and states are set up for clearing */
620 void ActivateContext(IWineD3DDeviceImpl
*device
, IWineD3DSurface
*target
, ContextUsage usage
);
621 WineD3DContext
*CreateContext(IWineD3DDeviceImpl
*This
, IWineD3DSurfaceImpl
*target
, HWND win
, BOOL create_pbuffer
, const WINED3DPRESENT_PARAMETERS
*pPresentParms
);
622 void DestroyContext(IWineD3DDeviceImpl
*This
, WineD3DContext
*context
);
623 void apply_fbo_state(IWineD3DDevice
*iface
);
625 /* Macros for doing basic GPU detection based on opengl capabilities */
626 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
627 #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])
628 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
629 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
631 /* Default callbacks for implicit object destruction */
632 extern ULONG WINAPI
D3DCB_DefaultDestroySurface(IWineD3DSurface
*pSurface
);
634 extern ULONG WINAPI
D3DCB_DefaultDestroyVolume(IWineD3DVolume
*pSurface
);
636 /*****************************************************************************
637 * Internal representation of a light
639 typedef struct PLIGHTINFOEL PLIGHTINFOEL
;
640 struct PLIGHTINFOEL
{
641 WINED3DLIGHT OriginalParms
; /* Note D3D8LIGHT == D3D9LIGHT */
648 /* Converted parms to speed up swapping lights */
657 /* The default light parameters */
658 extern const WINED3DLIGHT WINED3D_default_light
;
660 typedef struct WineD3D_PixelFormat
662 int iPixelFormat
; /* WGL pixel format */
663 int iPixelType
; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
664 int redSize
, greenSize
, blueSize
, alphaSize
;
665 int depthSize
, stencilSize
;
667 BOOL pbufferDrawable
;
671 } WineD3D_PixelFormat
;
673 /* The adapter structure */
674 typedef struct GLPixelFormatDesc GLPixelFormatDesc
;
675 struct WineD3DAdapter
680 WineD3D_GL_Info gl_info
;
682 const char *description
;
683 WCHAR DeviceName
[CCHDEVICENAME
]; /* DeviceName for use with e.g. ChangeDisplaySettings */
685 WineD3D_PixelFormat
*cfgs
;
686 BOOL brokenStencil
; /* Set on cards which only offer mixed depth+stencil */
687 unsigned int TextureRam
; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
688 unsigned int UsedTextureRam
;
691 extern BOOL
InitAdapters(void);
692 extern BOOL
initPixelFormats(WineD3D_GL_Info
*gl_info
);
693 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl
*D3DDevice
, long glram
);
695 /*****************************************************************************
696 * High order patch management
698 struct WineD3DRectPatch
702 WineDirect3DVertexStridedData strided
;
703 WINED3DRECTPATCH_INFO RectPatchInfo
;
705 char has_normals
, has_texcoords
;
709 HRESULT
tesselate_rectpatch(IWineD3DDeviceImpl
*This
, struct WineD3DRectPatch
*patch
);
711 enum projection_types
718 /*****************************************************************************
719 * Fixed function pipeline replacements
721 struct texture_stage_op
723 WINED3DTEXTUREOP cop
, aop
;
724 DWORD carg1
, carg2
, carg0
;
725 DWORD aarg1
, aarg2
, aarg0
;
726 WINED3DFORMAT color_correction
;
728 enum projection_types projected
;
733 struct texture_stage_op op
[MAX_TEXTURES
];
737 void gen_ffp_op(IWineD3DStateBlockImpl
*stateblock
,struct texture_stage_op op
[MAX_TEXTURES
]);
738 struct ffp_desc
*find_ffp_shader(struct list
*shaders
, struct texture_stage_op op
[MAX_TEXTURES
]);
739 void add_ffp_shader(struct list
*shaders
, struct ffp_desc
*desc
);
741 /*****************************************************************************
742 * IWineD3D implementation structure
744 typedef struct IWineD3DImpl
746 /* IUnknown fields */
747 const IWineD3DVtbl
*lpVtbl
;
748 LONG ref
; /* Note: Ref counting not required */
750 /* WineD3D Information */
755 extern const IWineD3DVtbl IWineD3D_Vtbl
;
757 /* TODO: setup some flags in the registry to enable, disable pbuffer support
758 (since it will break quite a few things until contexts are managed properly!) */
759 extern BOOL pbuffer_support
;
760 /* allocate one pbuffer per surface */
761 extern BOOL pbuffer_per_surface
;
763 /* A helper function that dumps a resource list */
764 void dumpResources(struct list
*list
);
766 /*****************************************************************************
767 * IWineD3DDevice implementation structure
769 struct IWineD3DDeviceImpl
771 /* IUnknown fields */
772 const IWineD3DDeviceVtbl
*lpVtbl
;
773 LONG ref
; /* Note: Ref counting not required */
775 /* WineD3D Information */
778 struct WineD3DAdapter
*adapter
;
780 /* Window styles to restore when switching fullscreen mode */
784 /* X and GL Information */
785 GLint maxConcurrentLights
;
786 GLenum offscreenBuffer
;
788 /* Selected capabilities */
789 int vs_selected_mode
;
790 int ps_selected_mode
;
791 const shader_backend_t
*shader_backend
;
794 struct StateEntry StateTable
[STATE_HIGHEST
+ 1];
795 /* Array of functions for states which are handled by more than one pipeline part */
796 APPLYSTATEFUNC
*multistate_funcs
[STATE_HIGHEST
+ 1];
797 const struct fragment_pipeline
*frag_pipe
;
800 BOOL view_ident
; /* true iff view matrix is identity */
802 BOOL vertexBlendUsed
; /* To avoid needless setting of the blend matrices */
803 unsigned char surface_alignment
; /* Line Alignment of surfaces */
805 /* State block related */
806 BOOL isRecordingState
;
807 IWineD3DStateBlockImpl
*stateBlock
;
808 IWineD3DStateBlockImpl
*updateStateBlock
;
811 /* Internal use fields */
812 WINED3DDEVICE_CREATION_PARAMETERS createParms
;
814 WINED3DDEVTYPE devType
;
816 IWineD3DSwapChain
**swapchains
;
817 UINT NumberOfSwapChains
;
819 struct list resources
; /* a linked list to track resources created by the device */
820 struct list shaders
; /* a linked list to track shaders (pixel and vertex) */
821 unsigned int highest_dirty_ps_const
, highest_dirty_vs_const
;
823 /* Render Target Support */
824 IWineD3DSurface
**render_targets
;
825 IWineD3DSurface
*auto_depth_stencil_buffer
;
826 IWineD3DSurface
**fbo_color_attachments
;
827 IWineD3DSurface
*fbo_depth_attachment
;
829 IWineD3DSurface
*stencilBufferTarget
;
831 /* Caches to avoid unneeded context changes */
832 IWineD3DSurface
*lastActiveRenderTarget
;
833 IWineD3DSwapChain
*lastActiveSwapChain
;
835 /* palettes texture management */
836 UINT NumberOfPalettes
;
837 PALETTEENTRY
**palettes
;
839 UINT paletteConversionShader
;
841 /* For rendering to a texture using glCopyTexImage */
842 BOOL render_offscreen
;
846 GLenum
*draw_buffers
;
847 GLuint depth_blt_texture
;
852 /* Cursor management */
858 UINT cursorWidth
, cursorHeight
;
859 GLuint cursorTexture
;
860 BOOL haveHardwareCursor
;
861 HCURSOR hardwareCursor
;
863 /* The Wine logo surface */
864 IWineD3DSurface
*logo_surface
;
866 /* Textures for when no other textures are mapped */
867 UINT dummyTextureName
[MAX_TEXTURES
];
869 /* Debug stream management */
872 /* Device state management */
874 BOOL d3d_initialized
;
876 /* A flag to check for proper BeginScene / EndScene call pairs */
879 /* process vertex shaders using software or hardware */
880 BOOL softwareVertexProcessing
;
882 /* DirectDraw stuff */
884 IWineD3DSurface
*ddraw_primary
;
885 DWORD ddraw_width
, ddraw_height
;
886 WINED3DFORMAT ddraw_format
;
887 BOOL ddraw_fullscreen
;
889 /* Final position fixup constant */
892 /* With register combiners we can skip junk texture stages */
893 DWORD texUnitMap
[MAX_COMBINED_SAMPLERS
];
894 DWORD rev_tex_unit_map
[MAX_COMBINED_SAMPLERS
];
895 BOOL fixed_function_usage_map
[MAX_TEXTURES
];
897 /* Stream source management */
898 WineDirect3DVertexStridedData strided_streams
;
899 WineDirect3DVertexStridedData
*up_strided
;
900 BOOL useDrawStridedSlow
;
903 /* Context management */
904 WineD3DContext
**contexts
; /* Dynamic array containing pointers to context structures */
905 WineD3DContext
*activeContext
;
908 WineD3DContext
*pbufferContext
; /* The context that has a pbuffer as drawable */
909 DWORD pbufferWidth
, pbufferHeight
; /* Size of the buffer drawable */
911 /* High level patch management */
912 #define PATCHMAP_SIZE 43
913 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
914 struct list patches
[PATCHMAP_SIZE
];
915 struct WineD3DRectPatch
*currentPatch
;
918 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl
, IWineD3DDevice_DirtyConst_Vtbl
;
920 HRESULT
IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl
*This
, IWineD3DSurfaceImpl
*target
, DWORD Count
,
921 CONST WINED3DRECT
* pRects
, DWORD Flags
, WINED3DCOLOR Color
,
922 float Z
, DWORD Stencil
);
923 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl
*This
);
924 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl
*This
, DWORD state
);
925 static inline BOOL
isStateDirty(WineD3DContext
*context
, DWORD state
) {
926 DWORD idx
= state
>> 5;
927 BYTE shift
= state
& 0x1f;
928 return context
->isStateDirty
[idx
] & (1 << shift
);
931 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
932 typedef struct PrivateData
937 DWORD flags
; /* DDSPD_* */
938 DWORD uniqueness_value
;
949 /*****************************************************************************
950 * IWineD3DResource implementation structure
952 typedef struct IWineD3DResourceClass
954 /* IUnknown fields */
955 LONG ref
; /* Note: Ref counting not required */
957 /* WineD3DResource Information */
959 WINED3DRESOURCETYPE resourceType
;
960 IWineD3DDeviceImpl
*wineD3DDevice
;
964 WINED3DFORMAT format
;
965 BYTE
*allocatedMemory
; /* Pointer to the real data location */
966 BYTE
*heapMemory
; /* Pointer to the HeapAlloced block of memory */
967 struct list privateData
;
968 struct list resource_list_entry
;
970 } IWineD3DResourceClass
;
972 typedef struct IWineD3DResourceImpl
974 /* IUnknown & WineD3DResource Information */
975 const IWineD3DResourceVtbl
*lpVtbl
;
976 IWineD3DResourceClass resource
;
977 } IWineD3DResourceImpl
;
979 /* Tests show that the start address of resources is 32 byte aligned */
980 #define RESOURCE_ALIGNMENT 32
982 /*****************************************************************************
983 * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
985 enum vbo_conversion_type
{
989 CONV_FLOAT16_2
= 3 /* Also handles FLOAT16_4 */
991 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
992 * fixed function semantics as D3DCOLOR or FLOAT16
996 typedef struct IWineD3DVertexBufferImpl
998 /* IUnknown & WineD3DResource Information */
999 const IWineD3DVertexBufferVtbl
*lpVtbl
;
1000 IWineD3DResourceClass resource
;
1002 /* WineD3DVertexBuffer specifics */
1005 /* Vertex buffer object support */
1012 UINT dirtystart
, dirtyend
;
1015 LONG declChanges
, draws
;
1016 /* Last description of the buffer */
1017 DWORD stride
; /* 0 if no conversion */
1018 enum vbo_conversion_type
*conv_map
; /* NULL if no conversion */
1020 /* Extra load offsets, for FLOAT16 conversion */
1021 DWORD
*conv_shift
; /* NULL if no shifted conversion */
1022 DWORD conv_stride
; /* 0 if no shifted conversion */
1023 } IWineD3DVertexBufferImpl
;
1025 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl
;
1027 #define VBFLAG_OPTIMIZED 0x01 /* Optimize has been called for the VB */
1028 #define VBFLAG_DIRTY 0x02 /* Buffer data has been modified */
1029 #define VBFLAG_HASDESC 0x04 /* A vertex description has been found */
1030 #define VBFLAG_CREATEVBO 0x08 /* Attempt to create a VBO next PreLoad */
1032 /*****************************************************************************
1033 * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
1035 typedef struct IWineD3DIndexBufferImpl
1037 /* IUnknown & WineD3DResource Information */
1038 const IWineD3DIndexBufferVtbl
*lpVtbl
;
1039 IWineD3DResourceClass resource
;
1042 UINT dirtystart
, dirtyend
;
1045 /* WineD3DVertexBuffer specifics */
1046 } IWineD3DIndexBufferImpl
;
1048 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl
;
1050 /*****************************************************************************
1051 * IWineD3DBaseTexture D3D- > openGL state map lookups
1053 #define WINED3DFUNC_NOTSUPPORTED -2
1054 #define WINED3DFUNC_UNIMPLEMENTED -1
1056 typedef enum winetexturestates
{
1057 WINED3DTEXSTA_ADDRESSU
= 0,
1058 WINED3DTEXSTA_ADDRESSV
= 1,
1059 WINED3DTEXSTA_ADDRESSW
= 2,
1060 WINED3DTEXSTA_BORDERCOLOR
= 3,
1061 WINED3DTEXSTA_MAGFILTER
= 4,
1062 WINED3DTEXSTA_MINFILTER
= 5,
1063 WINED3DTEXSTA_MIPFILTER
= 6,
1064 WINED3DTEXSTA_MAXMIPLEVEL
= 7,
1065 WINED3DTEXSTA_MAXANISOTROPY
= 8,
1066 WINED3DTEXSTA_SRGBTEXTURE
= 9,
1067 WINED3DTEXSTA_ELEMENTINDEX
= 10,
1068 WINED3DTEXSTA_DMAPOFFSET
= 11,
1069 WINED3DTEXSTA_TSSADDRESSW
= 12,
1070 MAX_WINETEXTURESTATES
= 13,
1071 } winetexturestates
;
1073 /*****************************************************************************
1074 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1076 typedef struct IWineD3DBaseTextureClass
1082 WINED3DTEXTUREFILTERTYPE filterType
;
1083 DWORD states
[MAX_WINETEXTURESTATES
];
1087 UINT srgb_mode_change_count
;
1088 WINED3DFORMAT shader_conversion_group
;
1089 float pow2Matrix
[16];
1090 minMipLookup_t
*minMipLookup
;
1091 magLookup_t
*magLookup
;
1092 } IWineD3DBaseTextureClass
;
1094 typedef struct IWineD3DBaseTextureImpl
1096 /* IUnknown & WineD3DResource Information */
1097 const IWineD3DBaseTextureVtbl
*lpVtbl
;
1098 IWineD3DResourceClass resource
;
1099 IWineD3DBaseTextureClass baseTexture
;
1101 } IWineD3DBaseTextureImpl
;
1103 /*****************************************************************************
1104 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1106 typedef struct IWineD3DTextureImpl
1108 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1109 const IWineD3DTextureVtbl
*lpVtbl
;
1110 IWineD3DResourceClass resource
;
1111 IWineD3DBaseTextureClass baseTexture
;
1113 /* IWineD3DTexture */
1114 IWineD3DSurface
*surfaces
[MAX_LEVELS
];
1120 } IWineD3DTextureImpl
;
1122 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl
;
1124 /*****************************************************************************
1125 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1127 typedef struct IWineD3DCubeTextureImpl
1129 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1130 const IWineD3DCubeTextureVtbl
*lpVtbl
;
1131 IWineD3DResourceClass resource
;
1132 IWineD3DBaseTextureClass baseTexture
;
1134 /* IWineD3DCubeTexture */
1135 IWineD3DSurface
*surfaces
[6][MAX_LEVELS
];
1138 } IWineD3DCubeTextureImpl
;
1140 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl
;
1142 typedef struct _WINED3DVOLUMET_DESC
1147 } WINED3DVOLUMET_DESC
;
1149 /*****************************************************************************
1150 * IWineD3DVolume implementation structure (extends IUnknown)
1152 typedef struct IWineD3DVolumeImpl
1154 /* IUnknown & WineD3DResource fields */
1155 const IWineD3DVolumeVtbl
*lpVtbl
;
1156 IWineD3DResourceClass resource
;
1158 /* WineD3DVolume Information */
1159 WINED3DVOLUMET_DESC currentDesc
;
1160 IWineD3DBase
*container
;
1165 WINED3DBOX lockedBox
;
1166 WINED3DBOX dirtyBox
;
1170 } IWineD3DVolumeImpl
;
1172 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl
;
1174 /*****************************************************************************
1175 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1177 typedef struct IWineD3DVolumeTextureImpl
1179 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1180 const IWineD3DVolumeTextureVtbl
*lpVtbl
;
1181 IWineD3DResourceClass resource
;
1182 IWineD3DBaseTextureClass baseTexture
;
1184 /* IWineD3DVolumeTexture */
1185 IWineD3DVolume
*volumes
[MAX_LEVELS
];
1190 } IWineD3DVolumeTextureImpl
;
1192 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl
;
1194 typedef struct _WINED3DSURFACET_DESC
1196 WINED3DMULTISAMPLE_TYPE MultiSampleType
;
1197 DWORD MultiSampleQuality
;
1200 } WINED3DSURFACET_DESC
;
1202 /*****************************************************************************
1203 * Structure for DIB Surfaces (GetDC and GDI surfaces)
1205 typedef struct wineD3DSurface_DIB
{
1211 } wineD3DSurface_DIB
;
1218 } renderbuffer_entry_t
;
1220 /*****************************************************************************
1221 * IWineD3DClipp implementation structure
1223 typedef struct IWineD3DClipperImpl
1225 const IWineD3DClipperVtbl
*lpVtbl
;
1230 } IWineD3DClipperImpl
;
1233 /*****************************************************************************
1234 * IWineD3DSurface implementation structure
1236 struct IWineD3DSurfaceImpl
1238 /* IUnknown & IWineD3DResource Information */
1239 const IWineD3DSurfaceVtbl
*lpVtbl
;
1240 IWineD3DResourceClass resource
;
1242 /* IWineD3DSurface fields */
1243 IWineD3DBase
*container
;
1244 WINED3DSURFACET_DESC currentDesc
;
1245 IWineD3DPaletteImpl
*palette
; /* D3D7 style palette handling */
1246 PALETTEENTRY
*palette9
; /* D3D8/9 style palette handling */
1250 /* TODO: move this off into a management class(maybe!) */
1256 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
1257 void (*get_drawable_size
)(IWineD3DSurfaceImpl
*This
, UINT
*width
, UINT
*height
);
1259 /* Oversized texture */
1268 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
1270 glDescriptor glDescription
;
1274 wineD3DSurface_DIB dib
;
1277 /* Color keys for DDraw */
1278 WINEDDCOLORKEY DestBltCKey
;
1279 WINEDDCOLORKEY DestOverlayCKey
;
1280 WINEDDCOLORKEY SrcOverlayCKey
;
1281 WINEDDCOLORKEY SrcBltCKey
;
1284 WINEDDCOLORKEY glCKey
;
1286 struct list renderbuffers
;
1287 renderbuffer_entry_t
*current_renderbuffer
;
1289 /* DirectDraw clippers */
1290 IWineD3DClipper
*clipper
;
1293 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl
;
1294 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl
;
1296 /* Predeclare the shared Surface functions */
1297 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface
*iface
, REFIID riid
, LPVOID
*ppobj
);
1298 ULONG WINAPI
IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface
*iface
);
1299 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface
*iface
, IUnknown
**pParent
);
1300 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface
*iface
, IWineD3DDevice
** ppDevice
);
1301 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface
*iface
, REFGUID refguid
, CONST
void* pData
, DWORD SizeOfData
, DWORD Flags
);
1302 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface
*iface
, REFGUID refguid
, void* pData
, DWORD
* pSizeOfData
);
1303 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface
*iface
, REFGUID refguid
);
1304 DWORD WINAPI
IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface
*iface
, DWORD PriorityNew
);
1305 DWORD WINAPI
IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface
*iface
);
1306 WINED3DRESOURCETYPE WINAPI
IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface
*iface
);
1307 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface
* iface
, REFIID riid
, void** ppContainer
);
1308 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface
*iface
, WINED3DSURFACE_DESC
*pDesc
);
1309 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface
*iface
, DWORD Flags
);
1310 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface
*iface
, DWORD Flags
);
1311 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface
*iface
);
1312 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface
*iface
);
1313 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface
*iface
, IWineD3DPalette
**Pal
);
1314 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface
*iface
, IWineD3DPalette
*Pal
);
1315 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface
*iface
, DWORD Flags
, WINEDDCOLORKEY
*CKey
);
1316 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface
*iface
, IWineD3DBase
*container
);
1317 DWORD WINAPI
IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface
*iface
);
1318 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface
*iface
);
1319 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface
*iface
, LONG X
, LONG Y
);
1320 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface
*iface
, LONG
*X
, LONG
*Y
);
1321 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface
*iface
, DWORD Flags
, IWineD3DSurface
*Ref
);
1322 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface
*iface
, RECT
*SrcRect
, IWineD3DSurface
*DstSurface
, RECT
*DstRect
, DWORD Flags
, WINEDDOVERLAYFX
*FX
);
1323 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface
*iface
, IWineD3DClipper
*clipper
);
1324 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface
*iface
, IWineD3DClipper
**clipper
);
1325 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface
*iface
, WINED3DFORMAT format
);
1326 HRESULT
IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface
*iface
);
1327 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface
*iface
, RECT
*DestRect
, IWineD3DSurface
*SrcSurface
, RECT
*SrcRect
, DWORD Flags
, WINEDDBLTFX
*DDBltFx
, WINED3DTEXTUREFILTERTYPE Filter
);
1328 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface
*iface
, DWORD dstx
, DWORD dsty
, IWineD3DSurface
*Source
, RECT
*rsrc
, DWORD trans
);
1329 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface
*iface
, WINED3DLOCKED_RECT
* pLockedRect
, CONST RECT
* pRect
, DWORD Flags
);
1330 void WINAPI
IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface
*iface
);
1332 const void *WINAPI
IWineD3DSurfaceImpl_GetData(IWineD3DSurface
*iface
);
1334 void get_drawable_size_swapchain(IWineD3DSurfaceImpl
*This
, UINT
*width
, UINT
*height
);
1335 void get_drawable_size_backbuffer(IWineD3DSurfaceImpl
*This
, UINT
*width
, UINT
*height
);
1336 void get_drawable_size_pbuffer(IWineD3DSurfaceImpl
*This
, UINT
*width
, UINT
*height
);
1337 void get_drawable_size_fbo(IWineD3DSurfaceImpl
*This
, UINT
*width
, UINT
*height
);
1339 /* Surface flags: */
1340 #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
1341 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
1342 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for GetDC */
1343 #define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
1344 #define SFLAG_DISCARD 0x00000010 /* ??? */
1345 #define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
1346 #define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
1347 #define SFLAG_INDRAWABLE 0x00000080 /* The gl drawable contains the most up to date data */
1348 #define SFLAG_INSYSMEM 0x00000100 /* The system memory copy is most up to date */
1349 #define SFLAG_NONPOW2 0x00000200 /* Surface sizes are not a power of 2 */
1350 #define SFLAG_DYNLOCK 0x00000400 /* Surface is often locked by the app */
1351 #define SFLAG_DYNCHANGE 0x00000C00 /* Surface contents are changed very often, implies DYNLOCK */
1352 #define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
1353 #define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
1354 #define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
1355 #define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
1356 #define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
1357 #define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
1358 #define SFLAG_PBO 0x00040000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
1359 #define SFLAG_NORMCOORD 0x00080000 /* Set if the GL texture coords are normalized(non-texture rectangle) */
1360 #define SFLAG_DS_ONSCREEN 0x00100000 /* Is a depth stencil, last modified onscreen */
1361 #define SFLAG_DS_OFFSCREEN 0x00200000 /* Is a depth stencil, last modified offscreen */
1363 /* In some conditions the surface memory must not be freed:
1364 * SFLAG_OVERSIZE: Not all data can be kept in GL
1365 * SFLAG_CONVERTED: Converting the data back would take too long
1366 * SFLAG_DIBSECTION: The dib code manages the memory
1367 * SFLAG_LOCKED: The app requires access to the surface data
1368 * SFLAG_DYNLOCK: Avoid freeing the data for performance
1369 * SFLAG_DYNCHANGE: Same reason as DYNLOCK
1370 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
1371 * SFLAG_CLIENT: OpenGL uses our memory as backup
1373 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
1375 SFLAG_DIBSECTION | \
1383 #define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
1387 #define SFLAG_DS_LOCATIONS (SFLAG_DS_ONSCREEN | \
1390 BOOL
CalculateTexRect(IWineD3DSurfaceImpl
*This
, RECT
*Rect
, float glTexCoord
[4]);
1395 CONVERT_PALETTED_CK
,
1399 CONVERT_CK_4444_ARGB
,
1404 CONVERT_CK_8888_ARGB
,
1417 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
);
1419 BOOL
palette9_changed(IWineD3DSurfaceImpl
*This
);
1421 /*****************************************************************************
1422 * IWineD3DVertexDeclaration implementation structure
1424 typedef struct attrib_declaration
{
1427 } attrib_declaration
;
1429 #define MAX_ATTRIBS 16
1431 typedef struct IWineD3DVertexDeclarationImpl
{
1432 /* IUnknown Information */
1433 const IWineD3DVertexDeclarationVtbl
*lpVtbl
;
1437 IWineD3DDeviceImpl
*wineD3DDevice
;
1439 WINED3DVERTEXELEMENT
*pDeclarationWine
;
1440 UINT declarationWNumElements
;
1442 DWORD streams
[MAX_STREAMS
];
1444 BOOL position_transformed
;
1445 BOOL half_float_conv_needed
;
1447 /* Ordered array of declaration types that need swizzling in a vshader */
1448 attrib_declaration swizzled_attribs
[MAX_ATTRIBS
];
1449 UINT num_swizzled_attribs
;
1450 } IWineD3DVertexDeclarationImpl
;
1452 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl
;
1454 /*****************************************************************************
1455 * IWineD3DStateBlock implementation structure
1458 /* Internal state Block for Begin/End/Capture/Create/Apply info */
1459 /* Note: Very long winded but gl Lists are not flexible enough */
1460 /* to resolve everything we need, so doing it manually for now */
1461 typedef struct SAVEDSTATES
{
1465 BOOL streamSource
[MAX_STREAMS
];
1466 BOOL streamFreq
[MAX_STREAMS
];
1467 BOOL textures
[MAX_COMBINED_SAMPLERS
];
1468 BOOL transform
[HIGHEST_TRANSFORMSTATE
+ 1];
1470 BOOL renderState
[WINEHIGHEST_RENDER_STATE
+ 1];
1471 BOOL textureState
[MAX_TEXTURES
][WINED3D_HIGHEST_TEXTURE_STATE
+ 1];
1472 BOOL samplerState
[MAX_COMBINED_SAMPLERS
][WINED3D_HIGHEST_SAMPLER_STATE
+ 1];
1473 BOOL clipplane
[MAX_CLIPPLANES
];
1476 BOOL pixelShaderConstantsB
[MAX_CONST_B
];
1477 BOOL pixelShaderConstantsI
[MAX_CONST_I
];
1478 BOOL
*pixelShaderConstantsF
;
1480 BOOL vertexShaderConstantsB
[MAX_CONST_B
];
1481 BOOL vertexShaderConstantsI
[MAX_CONST_I
];
1482 BOOL
*vertexShaderConstantsF
;
1497 struct IWineD3DStateBlockImpl
1499 /* IUnknown fields */
1500 const IWineD3DStateBlockVtbl
*lpVtbl
;
1501 LONG ref
; /* Note: Ref counting not required */
1503 /* IWineD3DStateBlock information */
1505 IWineD3DDeviceImpl
*wineD3DDevice
;
1506 WINED3DSTATEBLOCKTYPE blockType
;
1508 /* Array indicating whether things have been set or changed */
1509 SAVEDSTATES changed
;
1510 struct list set_vconstantsF
;
1511 struct list set_pconstantsF
;
1513 /* Drawing - Vertex Shader or FVF related */
1515 /* Vertex Shader Declaration */
1516 IWineD3DVertexDeclaration
*vertexDecl
;
1518 IWineD3DVertexShader
*vertexShader
;
1520 /* Vertex Shader Constants */
1521 BOOL vertexShaderConstantB
[MAX_CONST_B
];
1522 INT vertexShaderConstantI
[MAX_CONST_I
* 4];
1523 float *vertexShaderConstantF
;
1527 UINT streamStride
[MAX_STREAMS
];
1528 UINT streamOffset
[MAX_STREAMS
+ 1 /* tesselated pseudo-stream */ ];
1529 IWineD3DVertexBuffer
*streamSource
[MAX_STREAMS
];
1530 UINT streamFreq
[MAX_STREAMS
+ 1];
1531 UINT streamFlags
[MAX_STREAMS
+ 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
1534 IWineD3DIndexBuffer
* pIndexData
;
1535 INT baseVertexIndex
;
1536 INT loadBaseVertexIndex
; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1539 WINED3DMATRIX transforms
[HIGHEST_TRANSFORMSTATE
+ 1];
1541 /* Light hashmap . Collisions are handled using standard wine double linked lists */
1542 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
1543 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
1544 struct list lightMap
[LIGHTMAP_SIZE
]; /* Mashmap containing the lights */
1545 PLIGHTINFOEL
*activeLights
[MAX_ACTIVE_LIGHTS
]; /* Map of opengl lights to d3d lights */
1548 double clipplane
[MAX_CLIPPLANES
][4];
1549 WINED3DCLIPSTATUS clip_status
;
1552 WINED3DVIEWPORT viewport
;
1555 WINED3DMATERIAL material
;
1558 IWineD3DPixelShader
*pixelShader
;
1560 /* Pixel Shader Constants */
1561 BOOL pixelShaderConstantB
[MAX_CONST_B
];
1562 INT pixelShaderConstantI
[MAX_CONST_I
* 4];
1563 float *pixelShaderConstantF
;
1566 DWORD renderState
[WINEHIGHEST_RENDER_STATE
+ 1];
1569 IWineD3DBaseTexture
*textures
[MAX_COMBINED_SAMPLERS
];
1570 int textureDimensions
[MAX_COMBINED_SAMPLERS
];
1572 /* Texture State Stage */
1573 DWORD textureState
[MAX_TEXTURES
][WINED3D_HIGHEST_TEXTURE_STATE
+ 1];
1574 DWORD lowest_disabled_stage
;
1575 /* Sampler States */
1576 DWORD samplerState
[MAX_COMBINED_SAMPLERS
][WINED3D_HIGHEST_SAMPLER_STATE
+ 1];
1578 /* Scissor test rectangle */
1581 /* Contained state management */
1582 DWORD contained_render_states
[WINEHIGHEST_RENDER_STATE
+ 1];
1583 unsigned int num_contained_render_states
;
1584 DWORD contained_transform_states
[HIGHEST_TRANSFORMSTATE
+ 1];
1585 unsigned int num_contained_transform_states
;
1586 DWORD contained_vs_consts_i
[MAX_CONST_I
];
1587 unsigned int num_contained_vs_consts_i
;
1588 DWORD contained_vs_consts_b
[MAX_CONST_B
];
1589 unsigned int num_contained_vs_consts_b
;
1590 DWORD
*contained_vs_consts_f
;
1591 unsigned int num_contained_vs_consts_f
;
1592 DWORD contained_ps_consts_i
[MAX_CONST_I
];
1593 unsigned int num_contained_ps_consts_i
;
1594 DWORD contained_ps_consts_b
[MAX_CONST_B
];
1595 unsigned int num_contained_ps_consts_b
;
1596 DWORD
*contained_ps_consts_f
;
1597 unsigned int num_contained_ps_consts_f
;
1598 struct StageState contained_tss_states
[MAX_TEXTURES
* (WINED3D_HIGHEST_TEXTURE_STATE
)];
1599 unsigned int num_contained_tss_states
;
1600 struct StageState contained_sampler_states
[MAX_COMBINED_SAMPLERS
* WINED3D_HIGHEST_SAMPLER_STATE
];
1601 unsigned int num_contained_sampler_states
;
1604 extern void stateblock_savedstates_set(
1605 IWineD3DStateBlock
* iface
,
1606 SAVEDSTATES
* states
,
1609 extern void stateblock_savedstates_copy(
1610 IWineD3DStateBlock
* iface
,
1612 SAVEDSTATES
* source
);
1614 extern void stateblock_copy(
1615 IWineD3DStateBlock
* destination
,
1616 IWineD3DStateBlock
* source
);
1618 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl
;
1620 /* Direct3D terminology with little modifications. We do not have an issued state
1621 * because only the driver knows about it, but we have a created state because d3d
1622 * allows GetData on a created issue, but opengl doesn't
1629 /*****************************************************************************
1630 * IWineD3DQueryImpl implementation structure (extends IUnknown)
1632 typedef struct IWineD3DQueryImpl
1634 const IWineD3DQueryVtbl
*lpVtbl
;
1635 LONG ref
; /* Note: Ref counting not required */
1638 /*TODO: replace with iface usage */
1640 IWineD3DDevice
*wineD3DDevice
;
1642 IWineD3DDeviceImpl
*wineD3DDevice
;
1645 /* IWineD3DQuery fields */
1646 enum query_state state
;
1647 WINED3DQUERYTYPE type
;
1648 /* TODO: Think about using a IUnknown instead of a void* */
1652 } IWineD3DQueryImpl
;
1654 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl
;
1655 extern const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl
;
1656 extern const IWineD3DQueryVtbl IWineD3DOcclusionQuery_Vtbl
;
1658 /* Datastructures for IWineD3DQueryImpl.extendedData */
1659 typedef struct WineQueryOcclusionData
{
1661 WineD3DContext
*ctx
;
1662 } WineQueryOcclusionData
;
1664 typedef struct WineQueryEventData
{
1666 WineD3DContext
*ctx
;
1667 } WineQueryEventData
;
1669 /*****************************************************************************
1670 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1673 typedef struct IWineD3DSwapChainImpl
1676 const IWineD3DSwapChainVtbl
*lpVtbl
;
1677 LONG ref
; /* Note: Ref counting not required */
1680 IWineD3DDeviceImpl
*wineD3DDevice
;
1682 /* IWineD3DSwapChain fields */
1683 IWineD3DSurface
**backBuffer
;
1684 IWineD3DSurface
*frontBuffer
;
1685 BOOL wantsDepthStencilBuffer
;
1686 WINED3DPRESENT_PARAMETERS presentParms
;
1687 DWORD orig_width
, orig_height
;
1688 WINED3DFORMAT orig_fmt
;
1689 WINED3DGAMMARAMP orig_gamma
;
1691 long prev_time
, frames
; /* Performance tracking */
1692 unsigned int vSyncCounter
;
1694 WineD3DContext
**context
; /* Later a array for multithreading */
1695 unsigned int num_contexts
;
1698 } IWineD3DSwapChainImpl
;
1700 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl
;
1702 WineD3DContext
*IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain
*iface
);
1704 /*****************************************************************************
1705 * Utility function prototypes
1708 /* Trace routines */
1709 const char* debug_d3dformat(WINED3DFORMAT fmt
);
1710 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype
);
1711 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res
);
1712 const char* debug_d3dusage(DWORD usage
);
1713 const char* debug_d3dusagequery(DWORD usagequery
);
1714 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method
);
1715 const char* debug_d3ddecltype(WINED3DDECLTYPE type
);
1716 const char* debug_d3ddeclusage(BYTE usage
);
1717 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType
);
1718 const char* debug_d3drenderstate(DWORD state
);
1719 const char* debug_d3dsamplerstate(DWORD state
);
1720 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type
);
1721 const char* debug_d3dtexturestate(DWORD state
);
1722 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype
);
1723 const char* debug_d3dpool(WINED3DPOOL pool
);
1724 const char *debug_fbostatus(GLenum status
);
1725 const char *debug_glerror(GLenum error
);
1726 const char *debug_d3dbasis(WINED3DBASISTYPE basis
);
1727 const char *debug_d3ddegree(WINED3DDEGREETYPE order
);
1729 /* Routines for GL <-> D3D values */
1730 GLenum
StencilOp(DWORD op
);
1731 GLenum
CompareFunc(DWORD func
);
1732 void set_tex_op(IWineD3DDevice
*iface
, BOOL isAlpha
, int Stage
, WINED3DTEXTUREOP op
, DWORD arg1
, DWORD arg2
, DWORD arg3
);
1733 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
);
1734 void set_texture_matrix(const float *smat
, DWORD flags
, BOOL calculatedCoords
, BOOL transformed
, DWORD coordtype
);
1735 void texture_activate_dimensions(DWORD stage
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*context
);
1736 void sampler_texdim(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*context
);
1738 void surface_set_compatible_renderbuffer(IWineD3DSurface
*iface
, unsigned int width
, unsigned int height
);
1739 GLenum
surface_get_gl_buffer(IWineD3DSurface
*iface
, IWineD3DSwapChain
*swapchain
);
1740 void surface_modify_ds_location(IWineD3DSurface
*iface
, DWORD location
);
1741 void surface_load_ds_location(IWineD3DSurface
*iface
, DWORD location
);
1743 BOOL
getColorBits(WINED3DFORMAT fmt
, short *redSize
, short *greenSize
, short *blueSize
, short *alphaSize
, short *totalSize
);
1744 BOOL
getDepthStencilBits(WINED3DFORMAT fmt
, short *depthSize
, short *stencilSize
);
1747 void multiply_matrix(WINED3DMATRIX
*dest
, const WINED3DMATRIX
*src1
, const WINED3DMATRIX
*src2
);
1748 unsigned int count_bits(unsigned int mask
);
1750 /*****************************************************************************
1751 * To enable calling of inherited functions, requires prototypes
1753 * Note: Only require classes which are subclassed, ie resource, basetexture,
1755 /*** IUnknown methods ***/
1756 extern HRESULT WINAPI
IWineD3DResourceImpl_QueryInterface(IWineD3DResource
*iface
, REFIID riid
, void** ppvObject
);
1757 extern ULONG WINAPI
IWineD3DResourceImpl_AddRef(IWineD3DResource
*iface
);
1758 extern ULONG WINAPI
IWineD3DResourceImpl_Release(IWineD3DResource
*iface
);
1759 /*** IWineD3DResource methods ***/
1760 extern HRESULT WINAPI
IWineD3DResourceImpl_GetParent(IWineD3DResource
*iface
, IUnknown
**pParent
);
1761 extern HRESULT WINAPI
IWineD3DResourceImpl_GetDevice(IWineD3DResource
*iface
, IWineD3DDevice
** ppDevice
);
1762 extern HRESULT WINAPI
IWineD3DResourceImpl_SetPrivateData(IWineD3DResource
*iface
, REFGUID refguid
, CONST
void * pData
, DWORD SizeOfData
, DWORD Flags
);
1763 extern HRESULT WINAPI
IWineD3DResourceImpl_GetPrivateData(IWineD3DResource
*iface
, REFGUID refguid
, void * pData
, DWORD
* pSizeOfData
);
1764 extern HRESULT WINAPI
IWineD3DResourceImpl_FreePrivateData(IWineD3DResource
*iface
, REFGUID refguid
);
1765 extern DWORD WINAPI
IWineD3DResourceImpl_SetPriority(IWineD3DResource
*iface
, DWORD PriorityNew
);
1766 extern DWORD WINAPI
IWineD3DResourceImpl_GetPriority(IWineD3DResource
*iface
);
1767 extern void WINAPI
IWineD3DResourceImpl_PreLoad(IWineD3DResource
*iface
);
1768 extern void WINAPI
IWineD3DResourceImpl_UnLoad(IWineD3DResource
*iface
);
1769 extern WINED3DRESOURCETYPE WINAPI
IWineD3DResourceImpl_GetType(IWineD3DResource
*iface
);
1770 /*** class static members ***/
1771 void IWineD3DResourceImpl_CleanUp(IWineD3DResource
*iface
);
1773 /*** IUnknown methods ***/
1774 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture
*iface
, REFIID riid
, void** ppvObject
);
1775 extern ULONG WINAPI
IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture
*iface
);
1776 extern ULONG WINAPI
IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture
*iface
);
1777 /*** IWineD3DResource methods ***/
1778 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture
*iface
, IUnknown
**pParent
);
1779 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture
*iface
, IWineD3DDevice
** ppDevice
);
1780 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture
*iface
, REFGUID refguid
, CONST
void * pData
, DWORD SizeOfData
, DWORD Flags
);
1781 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture
*iface
, REFGUID refguid
, void * pData
, DWORD
* pSizeOfData
);
1782 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture
*iface
, REFGUID refguid
);
1783 extern DWORD WINAPI
IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture
*iface
, DWORD PriorityNew
);
1784 extern DWORD WINAPI
IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture
*iface
);
1785 extern void WINAPI
IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture
*iface
);
1786 extern void WINAPI
IWineD3DBaseTextureImpl_UnLoad(IWineD3DBaseTexture
*iface
);
1787 extern WINED3DRESOURCETYPE WINAPI
IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture
*iface
);
1788 /*** IWineD3DBaseTexture methods ***/
1789 extern DWORD WINAPI
IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture
*iface
, DWORD LODNew
);
1790 extern DWORD WINAPI
IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture
*iface
);
1791 extern DWORD WINAPI
IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture
*iface
);
1792 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture
*iface
, WINED3DTEXTUREFILTERTYPE FilterType
);
1793 extern WINED3DTEXTUREFILTERTYPE WINAPI
IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture
*iface
);
1794 extern void WINAPI
IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture
*iface
);
1795 extern BOOL WINAPI
IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture
*iface
, BOOL
);
1796 extern BOOL WINAPI
IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture
*iface
);
1798 extern BYTE
* WINAPI
IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer
* iface
, DWORD iOffset
, GLint
*vbo
);
1799 extern HRESULT WINAPI
IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer
* iface
);
1800 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture
*iface
);
1801 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture
*iface
);
1802 extern void WINAPI
IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture
*iface
, const DWORD textureStates
[WINED3D_HIGHEST_TEXTURE_STATE
+ 1], const DWORD samplerStates
[WINED3D_HIGHEST_SAMPLER_STATE
+ 1]);
1803 /*** class static members ***/
1804 void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture
*iface
);
1806 typedef void (*SHADER_HANDLER
) (struct SHADER_OPCODE_ARG
*);
1808 /* Struct to maintain a list of GLSL shader programs and their associated pixel and
1809 * vertex shaders. A list of this type is maintained on the DeviceImpl, and is only
1810 * used if the user is using GLSL shaders. */
1811 struct glsl_shader_prog_link
{
1812 struct list vshader_entry
;
1813 struct list pshader_entry
;
1814 GLhandleARB programId
;
1815 GLhandleARB
*vuniformF_locations
;
1816 GLhandleARB
*puniformF_locations
;
1817 GLhandleARB vuniformI_locations
[MAX_CONST_I
];
1818 GLhandleARB puniformI_locations
[MAX_CONST_I
];
1819 GLhandleARB posFixup_location
;
1820 GLhandleARB bumpenvmat_location
[MAX_TEXTURES
];
1821 GLhandleARB luminancescale_location
[MAX_TEXTURES
];
1822 GLhandleARB luminanceoffset_location
[MAX_TEXTURES
];
1823 GLhandleARB srgb_comparison_location
;
1824 GLhandleARB srgb_mul_low_location
;
1825 GLhandleARB ycorrection_location
;
1826 GLenum vertex_color_clamp
;
1827 GLhandleARB vshader
;
1828 GLhandleARB pshader
;
1832 GLhandleARB vshader
;
1833 GLhandleARB pshader
;
1834 } glsl_program_key_t
;
1836 /* TODO: Make this dynamic, based on shader limits ? */
1837 #define MAX_REG_ADDR 1
1838 #define MAX_REG_TEMP 32
1839 #define MAX_REG_TEXCRD 8
1840 #define MAX_REG_INPUT 12
1841 #define MAX_REG_OUTPUT 12
1842 #define MAX_CONST_I 16
1843 #define MAX_CONST_B 16
1845 /* FIXME: This needs to go up to 2048 for
1846 * Shader model 3 according to msdn (and for software shaders) */
1847 #define MAX_LABELS 16
1849 typedef struct semantic
{
1854 typedef struct local_constant
{
1860 typedef struct shader_reg_maps
{
1862 char texcoord
[MAX_REG_TEXCRD
]; /* pixel < 3.0 */
1863 char temporary
[MAX_REG_TEMP
]; /* pixel, vertex */
1864 char address
[MAX_REG_ADDR
]; /* vertex */
1865 char packed_input
[MAX_REG_INPUT
]; /* pshader >= 3.0 */
1866 char packed_output
[MAX_REG_OUTPUT
]; /* vertex >= 3.0 */
1867 char attributes
[MAX_ATTRIBS
]; /* vertex */
1868 char labels
[MAX_LABELS
]; /* pixel, vertex */
1869 DWORD texcoord_mask
[MAX_REG_TEXCRD
]; /* vertex < 3.0 */
1871 /* Sampler usage tokens
1872 * Use 0 as default (bit 31 is always 1 on a valid token) */
1873 DWORD samplers
[max(MAX_FRAGMENT_SAMPLERS
, MAX_VERTEX_SAMPLERS
)];
1874 BOOL bumpmat
[MAX_TEXTURES
], luminanceparams
[MAX_TEXTURES
];
1875 char usesnrm
, vpos
, usesdsy
;
1878 /* Whether or not loops are used in this shader, and nesting depth */
1879 unsigned loop_depth
;
1881 /* Whether or not this shader uses fog */
1886 /* Undocumented opcode controls */
1887 #define INST_CONTROLS_SHIFT 16
1888 #define INST_CONTROLS_MASK 0x00ff0000
1890 typedef enum COMPARISON_TYPE
{
1899 typedef struct SHADER_OPCODE
{
1900 unsigned int opcode
;
1904 CONST UINT num_params
;
1905 SHADER_HANDLER hw_fct
;
1906 SHADER_HANDLER hw_glsl_fct
;
1911 typedef struct SHADER_OPCODE_ARG
{
1912 IWineD3DBaseShader
* shader
;
1913 shader_reg_maps
* reg_maps
;
1914 CONST SHADER_OPCODE
* opcode
;
1921 SHADER_BUFFER
* buffer
;
1922 } SHADER_OPCODE_ARG
;
1924 typedef struct SHADER_LIMITS
{
1925 unsigned int temporary
;
1926 unsigned int texcoord
;
1927 unsigned int sampler
;
1928 unsigned int constant_int
;
1929 unsigned int constant_float
;
1930 unsigned int constant_bool
;
1931 unsigned int address
;
1932 unsigned int packed_output
;
1933 unsigned int packed_input
;
1934 unsigned int attributes
;
1938 /** Keeps track of details for TEX_M#x# shader opcodes which need to
1939 maintain state information between multiple codes */
1940 typedef struct SHADER_PARSE_STATE
{
1941 unsigned int current_row
;
1942 DWORD texcoord_w
[2];
1943 } SHADER_PARSE_STATE
;
1946 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
1948 #define PRINTF_ATTR(fmt,args)
1951 /* Base Shader utility functions.
1952 * (may move callers into the same file in the future) */
1953 extern int shader_addline(
1954 SHADER_BUFFER
* buffer
,
1955 const char* fmt
, ...) PRINTF_ATTR(2,3);
1957 extern const SHADER_OPCODE
* shader_get_opcode(
1958 IWineD3DBaseShader
*iface
,
1961 /* Vertex shader utility functions */
1962 extern BOOL
vshader_get_input(
1963 IWineD3DVertexShader
* iface
,
1964 BYTE usage_req
, BYTE usage_idx_req
,
1965 unsigned int* regnum
);
1967 extern BOOL
vshader_input_is_color(
1968 IWineD3DVertexShader
* iface
,
1969 unsigned int regnum
);
1971 extern HRESULT
allocate_shader_constants(IWineD3DStateBlockImpl
* object
);
1973 /* ARB_[vertex/fragment]_program helper functions */
1974 extern void shader_arb_load_constants(
1975 IWineD3DDevice
* device
,
1976 char usePixelShader
,
1977 char useVertexShader
);
1979 /* ARB shader program Prototypes */
1980 extern void shader_hw_def(SHADER_OPCODE_ARG
*arg
);
1982 /* ARB pixel shader prototypes */
1983 extern void pshader_hw_bem(SHADER_OPCODE_ARG
* arg
);
1984 extern void pshader_hw_cnd(SHADER_OPCODE_ARG
* arg
);
1985 extern void pshader_hw_cmp(SHADER_OPCODE_ARG
* arg
);
1986 extern void pshader_hw_map2gl(SHADER_OPCODE_ARG
* arg
);
1987 extern void pshader_hw_tex(SHADER_OPCODE_ARG
* arg
);
1988 extern void pshader_hw_texcoord(SHADER_OPCODE_ARG
* arg
);
1989 extern void pshader_hw_texreg2ar(SHADER_OPCODE_ARG
* arg
);
1990 extern void pshader_hw_texreg2gb(SHADER_OPCODE_ARG
* arg
);
1991 extern void pshader_hw_texbem(SHADER_OPCODE_ARG
* arg
);
1992 extern void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG
* arg
);
1993 extern void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG
* arg
);
1994 extern void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG
* arg
);
1995 extern void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG
* arg
);
1996 extern void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG
* arg
);
1997 extern void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG
* arg
);
1998 extern void pshader_hw_texdepth(SHADER_OPCODE_ARG
* arg
);
1999 extern void pshader_hw_texkill(SHADER_OPCODE_ARG
* arg
);
2000 extern void pshader_hw_texdp3tex(SHADER_OPCODE_ARG
* arg
);
2001 extern void pshader_hw_texdp3(SHADER_OPCODE_ARG
* arg
);
2002 extern void pshader_hw_texm3x3(SHADER_OPCODE_ARG
* arg
);
2003 extern void pshader_hw_texm3x2depth(SHADER_OPCODE_ARG
* arg
);
2004 extern void pshader_hw_dp2add(SHADER_OPCODE_ARG
* arg
);
2005 extern void pshader_hw_texreg2rgb(SHADER_OPCODE_ARG
* arg
);
2007 /* ARB vertex / pixel shader common prototypes */
2008 extern void shader_hw_nrm(SHADER_OPCODE_ARG
* arg
);
2009 extern void shader_hw_sincos(SHADER_OPCODE_ARG
* arg
);
2010 extern void shader_hw_mnxn(SHADER_OPCODE_ARG
* arg
);
2012 /* ARB vertex shader prototypes */
2013 extern void vshader_hw_map2gl(SHADER_OPCODE_ARG
* arg
);
2014 extern void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG
* arg
);
2016 /* GLSL helper functions */
2017 extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG
*arg
);
2018 extern void shader_glsl_load_constants(
2019 IWineD3DDevice
* device
,
2020 char usePixelShader
,
2021 char useVertexShader
);
2023 /** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */
2024 extern void shader_glsl_cross(SHADER_OPCODE_ARG
* arg
);
2025 extern void shader_glsl_map2gl(SHADER_OPCODE_ARG
* arg
);
2026 extern void shader_glsl_arith(SHADER_OPCODE_ARG
* arg
);
2027 extern void shader_glsl_mov(SHADER_OPCODE_ARG
* arg
);
2028 extern void shader_glsl_mad(SHADER_OPCODE_ARG
* arg
);
2029 extern void shader_glsl_mnxn(SHADER_OPCODE_ARG
* arg
);
2030 extern void shader_glsl_lrp(SHADER_OPCODE_ARG
* arg
);
2031 extern void shader_glsl_dot(SHADER_OPCODE_ARG
* arg
);
2032 extern void shader_glsl_rcp(SHADER_OPCODE_ARG
* arg
);
2033 extern void shader_glsl_rsq(SHADER_OPCODE_ARG
* arg
);
2034 extern void shader_glsl_cnd(SHADER_OPCODE_ARG
* arg
);
2035 extern void shader_glsl_compare(SHADER_OPCODE_ARG
* arg
);
2036 extern void shader_glsl_def(SHADER_OPCODE_ARG
* arg
);
2037 extern void shader_glsl_defi(SHADER_OPCODE_ARG
* arg
);
2038 extern void shader_glsl_defb(SHADER_OPCODE_ARG
* arg
);
2039 extern void shader_glsl_expp(SHADER_OPCODE_ARG
* arg
);
2040 extern void shader_glsl_cmp(SHADER_OPCODE_ARG
* arg
);
2041 extern void shader_glsl_lit(SHADER_OPCODE_ARG
* arg
);
2042 extern void shader_glsl_dst(SHADER_OPCODE_ARG
* arg
);
2043 extern void shader_glsl_sincos(SHADER_OPCODE_ARG
* arg
);
2044 extern void shader_glsl_loop(SHADER_OPCODE_ARG
* arg
);
2045 extern void shader_glsl_end(SHADER_OPCODE_ARG
* arg
);
2046 extern void shader_glsl_if(SHADER_OPCODE_ARG
* arg
);
2047 extern void shader_glsl_ifc(SHADER_OPCODE_ARG
* arg
);
2048 extern void shader_glsl_else(SHADER_OPCODE_ARG
* arg
);
2049 extern void shader_glsl_break(SHADER_OPCODE_ARG
* arg
);
2050 extern void shader_glsl_breakc(SHADER_OPCODE_ARG
* arg
);
2051 extern void shader_glsl_rep(SHADER_OPCODE_ARG
* arg
);
2052 extern void shader_glsl_call(SHADER_OPCODE_ARG
* arg
);
2053 extern void shader_glsl_callnz(SHADER_OPCODE_ARG
* arg
);
2054 extern void shader_glsl_label(SHADER_OPCODE_ARG
* arg
);
2055 extern void shader_glsl_pow(SHADER_OPCODE_ARG
* arg
);
2056 extern void shader_glsl_log(SHADER_OPCODE_ARG
* arg
);
2057 extern void shader_glsl_texldl(SHADER_OPCODE_ARG
* arg
);
2059 /** GLSL Pixel Shader Prototypes */
2060 extern void pshader_glsl_tex(SHADER_OPCODE_ARG
* arg
);
2061 extern void pshader_glsl_texcoord(SHADER_OPCODE_ARG
* arg
);
2062 extern void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG
* arg
);
2063 extern void pshader_glsl_texdp3(SHADER_OPCODE_ARG
* arg
);
2064 extern void pshader_glsl_texdepth(SHADER_OPCODE_ARG
* arg
);
2065 extern void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG
* arg
);
2066 extern void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG
* arg
);
2067 extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG
* arg
);
2068 extern void pshader_glsl_texm3x3(SHADER_OPCODE_ARG
* arg
);
2069 extern void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG
* arg
);
2070 extern void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG
* arg
);
2071 extern void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG
* arg
);
2072 extern void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG
* arg
);
2073 extern void pshader_glsl_texkill(SHADER_OPCODE_ARG
* arg
);
2074 extern void pshader_glsl_texbem(SHADER_OPCODE_ARG
* arg
);
2075 extern void pshader_glsl_bem(SHADER_OPCODE_ARG
* arg
);
2076 extern void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG
* arg
);
2077 extern void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG
* arg
);
2078 extern void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG
* arg
);
2079 extern void pshader_glsl_dp2add(SHADER_OPCODE_ARG
* arg
);
2080 extern void pshader_glsl_input_pack(
2081 SHADER_BUFFER
* buffer
,
2082 semantic
* semantics_out
,
2083 IWineD3DPixelShader
*iface
);
2085 /*****************************************************************************
2086 * IDirect3DBaseShader implementation structure
2088 typedef struct IWineD3DBaseShaderClass
2092 SHADER_LIMITS limits
;
2093 SHADER_PARSE_STATE parse_state
;
2094 CONST SHADER_OPCODE
*shader_ins
;
2096 UINT functionLength
;
2099 UINT cur_loop_depth
, cur_loop_regno
;
2100 BOOL load_local_constsF
;
2102 /* Type of shader backend */
2105 /* Programs this shader is linked with */
2106 struct list linked_programs
;
2108 /* Immediate constants (override global ones) */
2109 struct list constantsB
;
2110 struct list constantsF
;
2111 struct list constantsI
;
2112 shader_reg_maps reg_maps
;
2114 /* Pixel formats of sampled textures, for format conversion. This
2115 * represents the formats found during compilation, it is not initialized
2116 * on the first parser pass. It is needed to check if the shader
2117 * needs recompilation to adjust the format conversion
2119 WINED3DFORMAT sampled_format
[MAX_COMBINED_SAMPLERS
];
2120 UINT sampled_samplers
[MAX_COMBINED_SAMPLERS
];
2121 UINT num_sampled_samplers
;
2123 UINT recompile_count
;
2125 /* Pointer to the parent device */
2126 IWineD3DDevice
*device
;
2127 struct list shader_list_entry
;
2129 } IWineD3DBaseShaderClass
;
2131 typedef struct IWineD3DBaseShaderImpl
{
2133 const IWineD3DBaseShaderVtbl
*lpVtbl
;
2135 /* IWineD3DBaseShader */
2136 IWineD3DBaseShaderClass baseShader
;
2137 } IWineD3DBaseShaderImpl
;
2139 HRESULT WINAPI
IWineD3DBaseShaderImpl_QueryInterface(IWineD3DBaseShader
*iface
, REFIID riid
, LPVOID
*ppobj
);
2140 ULONG WINAPI
IWineD3DBaseShaderImpl_AddRef(IWineD3DBaseShader
*iface
);
2141 ULONG WINAPI
IWineD3DBaseShaderImpl_Release(IWineD3DBaseShader
*iface
);
2143 extern HRESULT
shader_get_registers_used(
2144 IWineD3DBaseShader
*iface
,
2145 shader_reg_maps
* reg_maps
,
2146 semantic
* semantics_in
,
2147 semantic
* semantics_out
,
2148 CONST DWORD
* pToken
,
2149 IWineD3DStateBlockImpl
*stateBlock
);
2151 extern void shader_generate_glsl_declarations(
2152 IWineD3DBaseShader
*iface
,
2153 shader_reg_maps
* reg_maps
,
2154 SHADER_BUFFER
* buffer
,
2155 WineD3D_GL_Info
* gl_info
);
2157 extern void shader_generate_arb_declarations(
2158 IWineD3DBaseShader
*iface
,
2159 shader_reg_maps
* reg_maps
,
2160 SHADER_BUFFER
* buffer
,
2161 WineD3D_GL_Info
* gl_info
);
2163 extern void shader_generate_main(
2164 IWineD3DBaseShader
*iface
,
2165 SHADER_BUFFER
* buffer
,
2166 shader_reg_maps
* reg_maps
,
2167 CONST DWORD
* pFunction
);
2169 extern void shader_dump_ins_modifiers(
2170 const DWORD output
);
2172 extern void shader_dump_param(
2173 IWineD3DBaseShader
*iface
,
2175 const DWORD addr_token
,
2178 extern void shader_trace_init(
2179 IWineD3DBaseShader
*iface
,
2180 const DWORD
* pFunction
);
2182 extern int shader_get_param(
2183 IWineD3DBaseShader
* iface
,
2184 const DWORD
* pToken
,
2188 extern int shader_skip_unrecognized(
2189 IWineD3DBaseShader
* iface
,
2190 const DWORD
* pToken
);
2192 extern void print_glsl_info_log(
2193 WineD3D_GL_Info
*gl_info
,
2196 static inline int shader_get_regtype(const DWORD param
) {
2197 return (((param
& WINED3DSP_REGTYPE_MASK
) >> WINED3DSP_REGTYPE_SHIFT
) |
2198 ((param
& WINED3DSP_REGTYPE_MASK2
) >> WINED3DSP_REGTYPE_SHIFT2
));
2201 static inline int shader_get_writemask(const DWORD param
) {
2202 return param
& WINED3DSP_WRITEMASK_ALL
;
2205 extern unsigned int shader_get_float_offset(const DWORD reg
);
2207 static inline BOOL
shader_is_pshader_version(DWORD token
) {
2208 return 0xFFFF0000 == (token
& 0xFFFF0000);
2211 static inline BOOL
shader_is_vshader_version(DWORD token
) {
2212 return 0xFFFE0000 == (token
& 0xFFFF0000);
2215 static inline BOOL
shader_is_comment(DWORD token
) {
2216 return WINED3DSIO_COMMENT
== (token
& WINED3DSI_OPCODE_MASK
);
2219 static inline BOOL
shader_is_scalar(DWORD param
) {
2220 DWORD reg_type
= shader_get_regtype(param
);
2224 case WINED3DSPR_RASTOUT
:
2225 if ((param
& WINED3DSP_REGNUM_MASK
) != 0) {
2232 case WINED3DSPR_DEPTHOUT
: /* oDepth */
2233 case WINED3DSPR_CONSTBOOL
: /* b# */
2234 case WINED3DSPR_LOOP
: /* aL */
2235 case WINED3DSPR_PREDICATE
: /* p0 */
2238 case WINED3DSPR_MISCTYPE
:
2239 reg_num
= param
& WINED3DSP_REGNUM_MASK
;
2254 static inline BOOL
shader_constant_is_local(IWineD3DBaseShaderImpl
* This
, DWORD reg
) {
2255 local_constant
* lconst
;
2257 if(This
->baseShader
.load_local_constsF
) return FALSE
;
2258 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
2259 if(lconst
->idx
== reg
) return TRUE
;
2265 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
2266 * so upload them above that
2268 #define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
2269 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
2271 /*****************************************************************************
2272 * IDirect3DVertexShader implementation structure
2274 typedef struct IWineD3DVertexShaderImpl
{
2276 const IWineD3DVertexShaderVtbl
*lpVtbl
;
2278 /* IWineD3DBaseShader */
2279 IWineD3DBaseShaderClass baseShader
;
2281 /* IWineD3DVertexShaderImpl */
2286 /* Vertex shader input and output semantics */
2287 semantic semantics_in
[MAX_ATTRIBS
];
2288 semantic semantics_out
[MAX_REG_OUTPUT
];
2290 /* Ordered array of attributes that are swizzled */
2291 attrib_declaration swizzled_attribs
[MAX_ATTRIBS
];
2292 UINT num_swizzled_attribs
;
2294 /* run time data... */
2296 UINT min_rel_offset
, max_rel_offset
;
2299 UINT recompile_count
;
2300 #if 0 /* needs reworking */
2302 VSHADERINPUTDATA input
;
2303 VSHADEROUTPUTDATA output
;
2305 } IWineD3DVertexShaderImpl
;
2306 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins
[];
2307 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl
;
2309 /*****************************************************************************
2310 * IDirect3DPixelShader implementation structure
2313 enum vertexprocessing_mode
{
2319 struct stb_const_desc
{
2324 typedef struct IWineD3DPixelShaderImpl
{
2325 /* IUnknown parts */
2326 const IWineD3DPixelShaderVtbl
*lpVtbl
;
2328 /* IWineD3DBaseShader */
2329 IWineD3DBaseShaderClass baseShader
;
2331 /* IWineD3DPixelShaderImpl */
2334 /* Pixel shader input semantics */
2335 semantic semantics_in
[MAX_REG_INPUT
];
2336 DWORD input_reg_map
[MAX_REG_INPUT
];
2337 BOOL input_reg_used
[MAX_REG_INPUT
];
2338 int declared_in_count
;
2343 /* Some information about the shader behavior */
2344 struct stb_const_desc bumpenvmatconst
[MAX_TEXTURES
];
2345 char numbumpenvmatconsts
;
2346 struct stb_const_desc luminanceconst
[MAX_TEXTURES
];
2348 char srgb_mode_hardcoded
;
2349 UINT srgb_low_const
;
2350 UINT srgb_cmp_const
;
2352 BOOL render_offscreen
;
2354 enum vertexprocessing_mode vertexprocessing
;
2356 #if 0 /* needs reworking */
2357 PSHADERINPUTDATA input
;
2358 PSHADEROUTPUTDATA output
;
2360 } IWineD3DPixelShaderImpl
;
2362 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins
[];
2363 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl
;
2365 /* sRGB correction constants */
2366 static const float srgb_cmp
= 0.0031308;
2367 static const float srgb_mul_low
= 12.92;
2368 static const float srgb_pow
= 0.41666;
2369 static const float srgb_mul_high
= 1.055;
2370 static const float srgb_sub_high
= 0.055;
2372 /*****************************************************************************
2373 * IWineD3DPalette implementation structure
2375 struct IWineD3DPaletteImpl
{
2376 /* IUnknown parts */
2377 const IWineD3DPaletteVtbl
*lpVtbl
;
2381 IWineD3DDeviceImpl
*wineD3DDevice
;
2383 /* IWineD3DPalette */
2385 WORD palVersion
; /*| */
2386 WORD palNumEntries
; /*| LOGPALETTE */
2387 PALETTEENTRY palents
[256]; /*| */
2388 /* This is to store the palette in 'screen format' */
2389 int screen_palents
[256];
2393 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl
;
2394 DWORD
IWineD3DPaletteImpl_Size(DWORD dwFlags
);
2396 /* DirectDraw utility functions */
2397 extern WINED3DFORMAT
pixelformat_for_depth(DWORD depth
);
2399 /*****************************************************************************
2400 * Pixel format management
2403 WINED3DFORMAT format
;
2404 DWORD alphaMask
, redMask
, greenMask
, blueMask
;
2406 short depthSize
, stencilSize
;
2408 } StaticPixelFormatDesc
;
2410 const StaticPixelFormatDesc
*getFormatDescEntry(WINED3DFORMAT fmt
,
2411 WineD3D_GL_Info
*gl_info
,
2412 const GlPixelFormatDesc
**glDesc
);
2414 static inline BOOL
use_vs(IWineD3DDeviceImpl
*device
) {
2415 return (device
->vs_selected_mode
!= SHADER_NONE
2416 && device
->stateBlock
->vertexShader
2417 && ((IWineD3DVertexShaderImpl
*)device
->stateBlock
->vertexShader
)->baseShader
.function
2418 && !device
->strided_streams
.u
.s
.position_transformed
);
2421 static inline BOOL
use_ps(IWineD3DDeviceImpl
*device
) {
2422 return (device
->ps_selected_mode
!= SHADER_NONE
2423 && device
->stateBlock
->pixelShader
2424 && ((IWineD3DPixelShaderImpl
*)device
->stateBlock
->pixelShader
)->baseShader
.function
);
2427 void stretch_rect_fbo(IWineD3DDevice
*iface
, IWineD3DSurface
*src_surface
, WINED3DRECT
*src_rect
,
2428 IWineD3DSurface
*dst_surface
, WINED3DRECT
*dst_rect
, const WINED3DTEXTUREFILTERTYPE filter
, BOOL flip
);
2429 void bind_fbo(IWineD3DDevice
*iface
, GLenum target
, GLuint
*fbo
);
2430 void attach_depth_stencil_fbo(IWineD3DDeviceImpl
*This
, GLenum fbo_target
, IWineD3DSurface
*depth_stencil
, BOOL use_render_buffer
);
2431 void depth_blt(IWineD3DDevice
*iface
, GLuint texture
);