wined3d: Use gl_Color and gl_SecondaryColor to support more varyings in SM3.0 shaders.
[wine/gsoc_dplay.git] / dlls / wined3d / wined3d_private.h
blob880f93d4a2a4fc8441568d710f7fa0de57791e6c
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;
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 /* "Base" state table */
590 extern const struct StateEntry FFPStateTable[];
592 /* The new context manager that should deal with onscreen and offscreen rendering */
593 struct WineD3DContext {
594 /* State dirtification
595 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
596 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
597 * 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
598 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
600 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
601 DWORD numDirtyEntries;
602 DWORD isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
604 IWineD3DSurface *surface;
605 DWORD tid; /* Thread ID which owns this context at the moment */
607 /* Stores some information about the context state for optimization */
608 GLint last_draw_buffer;
609 BOOL last_was_rhw; /* true iff last draw_primitive was in xyzrhw mode */
610 BOOL last_was_pshader;
611 BOOL last_was_vshader;
612 BOOL last_was_foggy_shader;
613 BOOL namedArraysLoaded, numberedArraysLoaded;
614 BOOL lastWasPow2Texture[MAX_TEXTURES];
615 GLenum tracking_parm; /* Which source is tracking current colour */
616 unsigned char num_untracked_materials;
617 GLenum untracked_materials[2];
618 BOOL last_was_blit, last_was_ckey;
619 char texShaderBumpMap;
620 BOOL fog_coord;
622 char *vshader_const_dirty, *pshader_const_dirty;
624 /* The actual opengl context */
625 HGLRC glCtx;
626 HWND win_handle;
627 HDC hdc;
628 HPBUFFERARB pbuffer;
629 BOOL isPBuffer;
630 GLint aux_buffers;
633 typedef enum ContextUsage {
634 CTXUSAGE_RESOURCELOAD = 1, /* Only loads textures: No State is applied */
635 CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfaces */
636 CTXUSAGE_BLIT = 3, /* OpenGL states are set up 3D drawing */
637 CTXUSAGE_CLEAR = 4, /* Drawable and states are set up for clearing */
638 } ContextUsage;
640 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
641 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
642 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
643 void apply_fbo_state(IWineD3DDevice *iface);
645 /* Macros for doing basic GPU detection based on opengl capabilities */
646 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
647 #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])
648 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
649 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
651 /* Default callbacks for implicit object destruction */
652 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
654 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
656 /*****************************************************************************
657 * Internal representation of a light
659 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
660 struct PLIGHTINFOEL {
661 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
662 DWORD OriginalIndex;
663 LONG glIndex;
664 BOOL changed;
665 BOOL enabledChanged;
666 BOOL enabled;
668 /* Converted parms to speed up swapping lights */
669 float lightPosn[4];
670 float lightDirn[4];
671 float exponent;
672 float cutoff;
674 struct list entry;
677 /* The default light parameters */
678 extern const WINED3DLIGHT WINED3D_default_light;
680 typedef struct WineD3D_PixelFormat
682 int iPixelFormat; /* WGL pixel format */
683 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
684 int redSize, greenSize, blueSize, alphaSize;
685 int depthSize, stencilSize;
686 BOOL windowDrawable;
687 BOOL pbufferDrawable;
688 BOOL doubleBuffer;
689 int auxBuffers;
690 int numSamples;
691 } WineD3D_PixelFormat;
693 /* The adapter structure */
694 typedef struct GLPixelFormatDesc GLPixelFormatDesc;
695 struct WineD3DAdapter
697 UINT num;
698 BOOL opengl;
699 POINT monitorPoint;
700 WineD3D_GL_Info gl_info;
701 const char *driver;
702 const char *description;
703 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
704 int nCfgs;
705 WineD3D_PixelFormat *cfgs;
706 BOOL brokenStencil; /* Set on cards which only offer mixed depth+stencil */
707 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
708 unsigned int UsedTextureRam;
711 extern BOOL InitAdapters(void);
712 extern BOOL initPixelFormats(WineD3D_GL_Info *gl_info);
713 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram);
715 /*****************************************************************************
716 * High order patch management
718 struct WineD3DRectPatch
720 UINT Handle;
721 float *mem;
722 WineDirect3DVertexStridedData strided;
723 WINED3DRECTPATCH_INFO RectPatchInfo;
724 float numSegs[4];
725 char has_normals, has_texcoords;
726 struct list entry;
729 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
731 enum projection_types
733 proj_none,
734 proj_count3,
735 proj_count4
738 /*****************************************************************************
739 * Fixed function pipeline replacements
741 struct texture_stage_op
743 WINED3DTEXTUREOP cop, aop;
744 DWORD carg1, carg2, carg0;
745 DWORD aarg1, aarg2, aarg0;
746 WINED3DFORMAT color_correction;
747 DWORD dst;
748 enum projection_types projected;
751 struct ffp_desc
753 struct texture_stage_op op[MAX_TEXTURES];
754 struct list entry;
757 void gen_ffp_op(IWineD3DStateBlockImpl *stateblock,struct texture_stage_op op[MAX_TEXTURES]);
758 struct ffp_desc *find_ffp_shader(struct list *shaders, struct texture_stage_op op[MAX_TEXTURES]);
759 void add_ffp_shader(struct list *shaders, struct ffp_desc *desc);
761 /*****************************************************************************
762 * IWineD3D implementation structure
764 typedef struct IWineD3DImpl
766 /* IUnknown fields */
767 const IWineD3DVtbl *lpVtbl;
768 LONG ref; /* Note: Ref counting not required */
770 /* WineD3D Information */
771 IUnknown *parent;
772 UINT dxVersion;
773 } IWineD3DImpl;
775 extern const IWineD3DVtbl IWineD3D_Vtbl;
777 /* TODO: setup some flags in the registry to enable, disable pbuffer support
778 (since it will break quite a few things until contexts are managed properly!) */
779 extern BOOL pbuffer_support;
780 /* allocate one pbuffer per surface */
781 extern BOOL pbuffer_per_surface;
783 /* A helper function that dumps a resource list */
784 void dumpResources(struct list *list);
786 /*****************************************************************************
787 * IWineD3DDevice implementation structure
789 struct IWineD3DDeviceImpl
791 /* IUnknown fields */
792 const IWineD3DDeviceVtbl *lpVtbl;
793 LONG ref; /* Note: Ref counting not required */
795 /* WineD3D Information */
796 IUnknown *parent;
797 IWineD3D *wineD3D;
798 struct WineD3DAdapter *adapter;
800 /* Window styles to restore when switching fullscreen mode */
801 LONG style;
802 LONG exStyle;
804 /* X and GL Information */
805 GLint maxConcurrentLights;
806 GLenum offscreenBuffer;
808 /* Selected capabilities */
809 int vs_selected_mode;
810 int ps_selected_mode;
811 const shader_backend_t *shader_backend;
812 hash_table_t *glsl_program_lookup;
813 void *shader_priv;
815 /* To store */
816 BOOL view_ident; /* true iff view matrix is identity */
817 BOOL untransformed;
818 BOOL vertexBlendUsed; /* To avoid needless setting of the blend matrices */
819 unsigned char surface_alignment; /* Line Alignment of surfaces */
821 /* State block related */
822 BOOL isRecordingState;
823 IWineD3DStateBlockImpl *stateBlock;
824 IWineD3DStateBlockImpl *updateStateBlock;
825 BOOL isInDraw;
827 /* Internal use fields */
828 WINED3DDEVICE_CREATION_PARAMETERS createParms;
829 UINT adapterNo;
830 WINED3DDEVTYPE devType;
832 IWineD3DSwapChain **swapchains;
833 UINT NumberOfSwapChains;
835 struct list resources; /* a linked list to track resources created by the device */
836 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
837 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
839 /* Render Target Support */
840 IWineD3DSurface **render_targets;
841 IWineD3DSurface *auto_depth_stencil_buffer;
842 IWineD3DSurface **fbo_color_attachments;
843 IWineD3DSurface *fbo_depth_attachment;
845 IWineD3DSurface *stencilBufferTarget;
847 /* Caches to avoid unneeded context changes */
848 IWineD3DSurface *lastActiveRenderTarget;
849 IWineD3DSwapChain *lastActiveSwapChain;
851 /* palettes texture management */
852 UINT NumberOfPalettes;
853 PALETTEENTRY **palettes;
854 UINT currentPalette;
855 UINT paletteConversionShader;
857 /* For rendering to a texture using glCopyTexImage */
858 BOOL render_offscreen;
859 WINED3D_DEPTHCOPYSTATE depth_copy_state;
860 GLuint fbo;
861 GLuint src_fbo;
862 GLuint dst_fbo;
863 GLenum *draw_buffers;
864 GLuint depth_blt_texture;
866 /* Cursor management */
867 BOOL bCursorVisible;
868 UINT xHotSpot;
869 UINT yHotSpot;
870 UINT xScreenSpace;
871 UINT yScreenSpace;
872 UINT cursorWidth, cursorHeight;
873 GLuint cursorTexture;
874 BOOL haveHardwareCursor;
875 HCURSOR hardwareCursor;
877 /* The Wine logo surface */
878 IWineD3DSurface *logo_surface;
880 /* Textures for when no other textures are mapped */
881 UINT dummyTextureName[MAX_TEXTURES];
883 /* Debug stream management */
884 BOOL debug;
886 /* Device state management */
887 HRESULT state;
888 BOOL d3d_initialized;
890 /* A flag to check for proper BeginScene / EndScene call pairs */
891 BOOL inScene;
893 /* process vertex shaders using software or hardware */
894 BOOL softwareVertexProcessing;
896 /* DirectDraw stuff */
897 HWND ddraw_window;
898 IWineD3DSurface *ddraw_primary;
899 DWORD ddraw_width, ddraw_height;
900 WINED3DFORMAT ddraw_format;
901 BOOL ddraw_fullscreen;
903 /* Final position fixup constant */
904 float posFixup[4];
906 /* With register combiners we can skip junk texture stages */
907 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
908 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
909 BOOL fixed_function_usage_map[MAX_TEXTURES];
911 /* Stream source management */
912 WineDirect3DVertexStridedData strided_streams;
913 WineDirect3DVertexStridedData *up_strided;
914 BOOL useDrawStridedSlow;
915 BOOL instancedDraw;
917 /* Context management */
918 WineD3DContext **contexts; /* Dynamic array containing pointers to context structures */
919 WineD3DContext *activeContext;
920 DWORD lastThread;
921 UINT numContexts;
922 WineD3DContext *pbufferContext; /* The context that has a pbuffer as drawable */
923 DWORD pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
925 /* High level patch management */
926 #define PATCHMAP_SIZE 43
927 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
928 struct list patches[PATCHMAP_SIZE];
929 struct WineD3DRectPatch *currentPatch;
932 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl, IWineD3DDevice_DirtyConst_Vtbl;
934 HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
935 CONST WINED3DRECT* pRects, DWORD Flags, WINED3DCOLOR Color,
936 float Z, DWORD Stencil);
937 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
938 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
939 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
940 DWORD idx = state >> 5;
941 BYTE shift = state & 0x1f;
942 return context->isStateDirty[idx] & (1 << shift);
945 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
946 typedef struct PrivateData
948 struct list entry;
950 GUID tag;
951 DWORD flags; /* DDSPD_* */
952 DWORD uniqueness_value;
954 union
956 LPVOID data;
957 LPUNKNOWN object;
958 } ptr;
960 DWORD size;
961 } PrivateData;
963 /*****************************************************************************
964 * IWineD3DResource implementation structure
966 typedef struct IWineD3DResourceClass
968 /* IUnknown fields */
969 LONG ref; /* Note: Ref counting not required */
971 /* WineD3DResource Information */
972 IUnknown *parent;
973 WINED3DRESOURCETYPE resourceType;
974 IWineD3DDeviceImpl *wineD3DDevice;
975 WINED3DPOOL pool;
976 UINT size;
977 DWORD usage;
978 WINED3DFORMAT format;
979 BYTE *allocatedMemory; /* Pointer to the real data location */
980 BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
981 struct list privateData;
982 struct list resource_list_entry;
984 } IWineD3DResourceClass;
986 typedef struct IWineD3DResourceImpl
988 /* IUnknown & WineD3DResource Information */
989 const IWineD3DResourceVtbl *lpVtbl;
990 IWineD3DResourceClass resource;
991 } IWineD3DResourceImpl;
993 /* Tests show that the start address of resources is 32 byte aligned */
994 #define RESOURCE_ALIGNMENT 32
996 /*****************************************************************************
997 * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
999 enum vbo_conversion_type {
1000 CONV_NONE = 0,
1001 CONV_D3DCOLOR = 1,
1002 CONV_POSITIONT = 2,
1003 CONV_FLOAT16_2 = 3 /* Also handles FLOAT16_4 */
1005 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
1006 * fixed function semantics as D3DCOLOR or FLOAT16
1010 typedef struct IWineD3DVertexBufferImpl
1012 /* IUnknown & WineD3DResource Information */
1013 const IWineD3DVertexBufferVtbl *lpVtbl;
1014 IWineD3DResourceClass resource;
1016 /* WineD3DVertexBuffer specifics */
1017 DWORD fvf;
1019 /* Vertex buffer object support */
1020 GLuint vbo;
1021 BYTE Flags;
1022 LONG bindCount;
1023 LONG vbo_size;
1024 GLenum vbo_usage;
1026 UINT dirtystart, dirtyend;
1027 LONG lockcount;
1029 LONG declChanges, draws;
1030 /* Last description of the buffer */
1031 DWORD stride; /* 0 if no conversion */
1032 enum vbo_conversion_type *conv_map; /* NULL if no conversion */
1034 /* Extra load offsets, for FLOAT16 conversion */
1035 DWORD *conv_shift; /* NULL if no shifted conversion */
1036 DWORD conv_stride; /* 0 if no shifted conversion */
1037 } IWineD3DVertexBufferImpl;
1039 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
1041 #define VBFLAG_OPTIMIZED 0x01 /* Optimize has been called for the VB */
1042 #define VBFLAG_DIRTY 0x02 /* Buffer data has been modified */
1043 #define VBFLAG_HASDESC 0x04 /* A vertex description has been found */
1044 #define VBFLAG_CREATEVBO 0x08 /* Attempt to create a VBO next PreLoad */
1046 /*****************************************************************************
1047 * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
1049 typedef struct IWineD3DIndexBufferImpl
1051 /* IUnknown & WineD3DResource Information */
1052 const IWineD3DIndexBufferVtbl *lpVtbl;
1053 IWineD3DResourceClass resource;
1055 GLuint vbo;
1056 UINT dirtystart, dirtyend;
1057 LONG lockcount;
1059 /* WineD3DVertexBuffer specifics */
1060 } IWineD3DIndexBufferImpl;
1062 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
1064 /*****************************************************************************
1065 * IWineD3DBaseTexture D3D- > openGL state map lookups
1067 #define WINED3DFUNC_NOTSUPPORTED -2
1068 #define WINED3DFUNC_UNIMPLEMENTED -1
1070 typedef enum winetexturestates {
1071 WINED3DTEXSTA_ADDRESSU = 0,
1072 WINED3DTEXSTA_ADDRESSV = 1,
1073 WINED3DTEXSTA_ADDRESSW = 2,
1074 WINED3DTEXSTA_BORDERCOLOR = 3,
1075 WINED3DTEXSTA_MAGFILTER = 4,
1076 WINED3DTEXSTA_MINFILTER = 5,
1077 WINED3DTEXSTA_MIPFILTER = 6,
1078 WINED3DTEXSTA_MAXMIPLEVEL = 7,
1079 WINED3DTEXSTA_MAXANISOTROPY = 8,
1080 WINED3DTEXSTA_SRGBTEXTURE = 9,
1081 WINED3DTEXSTA_ELEMENTINDEX = 10,
1082 WINED3DTEXSTA_DMAPOFFSET = 11,
1083 WINED3DTEXSTA_TSSADDRESSW = 12,
1084 MAX_WINETEXTURESTATES = 13,
1085 } winetexturestates;
1087 /*****************************************************************************
1088 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1090 typedef struct IWineD3DBaseTextureClass
1092 UINT levels;
1093 BOOL dirty;
1094 UINT textureName;
1095 UINT LOD;
1096 WINED3DTEXTUREFILTERTYPE filterType;
1097 DWORD states[MAX_WINETEXTURESTATES];
1098 LONG bindCount;
1099 DWORD sampler;
1100 BOOL is_srgb;
1101 UINT srgb_mode_change_count;
1102 WINED3DFORMAT shader_conversion_group;
1103 float pow2Matrix[16];
1104 minMipLookup_t *minMipLookup;
1105 magLookup_t *magLookup;
1106 } IWineD3DBaseTextureClass;
1108 typedef struct IWineD3DBaseTextureImpl
1110 /* IUnknown & WineD3DResource Information */
1111 const IWineD3DBaseTextureVtbl *lpVtbl;
1112 IWineD3DResourceClass resource;
1113 IWineD3DBaseTextureClass baseTexture;
1115 } IWineD3DBaseTextureImpl;
1117 /*****************************************************************************
1118 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1120 typedef struct IWineD3DTextureImpl
1122 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1123 const IWineD3DTextureVtbl *lpVtbl;
1124 IWineD3DResourceClass resource;
1125 IWineD3DBaseTextureClass baseTexture;
1127 /* IWineD3DTexture */
1128 IWineD3DSurface *surfaces[MAX_LEVELS];
1130 UINT width;
1131 UINT height;
1132 UINT target;
1134 } IWineD3DTextureImpl;
1136 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
1138 /*****************************************************************************
1139 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1141 typedef struct IWineD3DCubeTextureImpl
1143 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1144 const IWineD3DCubeTextureVtbl *lpVtbl;
1145 IWineD3DResourceClass resource;
1146 IWineD3DBaseTextureClass baseTexture;
1148 /* IWineD3DCubeTexture */
1149 IWineD3DSurface *surfaces[6][MAX_LEVELS];
1151 UINT edgeLength;
1152 } IWineD3DCubeTextureImpl;
1154 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
1156 typedef struct _WINED3DVOLUMET_DESC
1158 UINT Width;
1159 UINT Height;
1160 UINT Depth;
1161 } WINED3DVOLUMET_DESC;
1163 /*****************************************************************************
1164 * IWineD3DVolume implementation structure (extends IUnknown)
1166 typedef struct IWineD3DVolumeImpl
1168 /* IUnknown & WineD3DResource fields */
1169 const IWineD3DVolumeVtbl *lpVtbl;
1170 IWineD3DResourceClass resource;
1172 /* WineD3DVolume Information */
1173 WINED3DVOLUMET_DESC currentDesc;
1174 IWineD3DBase *container;
1175 UINT bytesPerPixel;
1177 BOOL lockable;
1178 BOOL locked;
1179 WINED3DBOX lockedBox;
1180 WINED3DBOX dirtyBox;
1181 BOOL dirty;
1184 } IWineD3DVolumeImpl;
1186 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
1188 /*****************************************************************************
1189 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1191 typedef struct IWineD3DVolumeTextureImpl
1193 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1194 const IWineD3DVolumeTextureVtbl *lpVtbl;
1195 IWineD3DResourceClass resource;
1196 IWineD3DBaseTextureClass baseTexture;
1198 /* IWineD3DVolumeTexture */
1199 IWineD3DVolume *volumes[MAX_LEVELS];
1201 UINT width;
1202 UINT height;
1203 UINT depth;
1204 } IWineD3DVolumeTextureImpl;
1206 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
1208 typedef struct _WINED3DSURFACET_DESC
1210 WINED3DMULTISAMPLE_TYPE MultiSampleType;
1211 DWORD MultiSampleQuality;
1212 UINT Width;
1213 UINT Height;
1214 } WINED3DSURFACET_DESC;
1216 /*****************************************************************************
1217 * Structure for DIB Surfaces (GetDC and GDI surfaces)
1219 typedef struct wineD3DSurface_DIB {
1220 HBITMAP DIBsection;
1221 void* bitmap_data;
1222 UINT bitmap_size;
1223 HGDIOBJ holdbitmap;
1224 BOOL client_memory;
1225 } wineD3DSurface_DIB;
1227 typedef struct {
1228 struct list entry;
1229 GLuint id;
1230 UINT width;
1231 UINT height;
1232 } renderbuffer_entry_t;
1234 /*****************************************************************************
1235 * IWineD3DClipp implementation structure
1237 typedef struct IWineD3DClipperImpl
1239 const IWineD3DClipperVtbl *lpVtbl;
1240 LONG ref;
1242 IUnknown *Parent;
1243 HWND hWnd;
1244 } IWineD3DClipperImpl;
1247 /*****************************************************************************
1248 * IWineD3DSurface implementation structure
1250 struct IWineD3DSurfaceImpl
1252 /* IUnknown & IWineD3DResource Information */
1253 const IWineD3DSurfaceVtbl *lpVtbl;
1254 IWineD3DResourceClass resource;
1256 /* IWineD3DSurface fields */
1257 IWineD3DBase *container;
1258 WINED3DSURFACET_DESC currentDesc;
1259 IWineD3DPaletteImpl *palette; /* D3D7 style palette handling */
1260 PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
1262 UINT bytesPerPixel;
1264 /* TODO: move this off into a management class(maybe!) */
1265 DWORD Flags;
1267 UINT pow2Width;
1268 UINT pow2Height;
1270 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
1271 void (*get_drawable_size)(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1273 /* Oversized texture */
1274 RECT glRect;
1276 /* PBO */
1277 GLuint pbo;
1279 RECT lockedRect;
1280 RECT dirtyRect;
1281 int lockCount;
1282 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
1284 glDescriptor glDescription;
1285 BOOL srgb;
1287 /* For GetDC */
1288 wineD3DSurface_DIB dib;
1289 HDC hDC;
1291 /* Color keys for DDraw */
1292 WINEDDCOLORKEY DestBltCKey;
1293 WINEDDCOLORKEY DestOverlayCKey;
1294 WINEDDCOLORKEY SrcOverlayCKey;
1295 WINEDDCOLORKEY SrcBltCKey;
1296 DWORD CKeyFlags;
1298 WINEDDCOLORKEY glCKey;
1300 struct list renderbuffers;
1301 renderbuffer_entry_t *current_renderbuffer;
1303 /* DirectDraw clippers */
1304 IWineD3DClipper *clipper;
1307 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1308 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1310 /* Predeclare the shared Surface functions */
1311 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1312 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface);
1313 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1314 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1315 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1316 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1317 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1318 DWORD WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1319 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1320 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface);
1321 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1322 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1323 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1324 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1325 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface);
1326 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface);
1327 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1328 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1329 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, WINEDDCOLORKEY *CKey);
1330 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1331 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1332 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1333 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1334 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1335 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1336 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, RECT *SrcRect, IWineD3DSurface *DstSurface, RECT *DstRect, DWORD Flags, WINEDDOVERLAYFX *FX);
1337 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
1338 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
1339 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1340 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface);
1341 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
1342 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans);
1343 HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags);
1344 void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface);
1346 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface);
1348 void get_drawable_size_swapchain(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1349 void get_drawable_size_backbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1350 void get_drawable_size_pbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1351 void get_drawable_size_fbo(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1353 /* Surface flags: */
1354 #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
1355 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
1356 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for GetDC */
1357 #define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
1358 #define SFLAG_DISCARD 0x00000010 /* ??? */
1359 #define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
1360 #define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
1361 #define SFLAG_INDRAWABLE 0x00000080 /* The gl drawable contains the most up to date data */
1362 #define SFLAG_INSYSMEM 0x00000100 /* The system memory copy is most up to date */
1363 #define SFLAG_NONPOW2 0x00000200 /* Surface sizes are not a power of 2 */
1364 #define SFLAG_DYNLOCK 0x00000400 /* Surface is often locked by the app */
1365 #define SFLAG_DYNCHANGE 0x00000C00 /* Surface contents are changed very often, implies DYNLOCK */
1366 #define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
1367 #define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
1368 #define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
1369 #define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
1370 #define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
1371 #define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
1372 #define SFLAG_PBO 0x00040000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
1373 #define SFLAG_NORMCOORD 0x00080000 /* Set if the GL texture coords are normalized(non-texture rectangle) */
1375 /* In some conditions the surface memory must not be freed:
1376 * SFLAG_OVERSIZE: Not all data can be kept in GL
1377 * SFLAG_CONVERTED: Converting the data back would take too long
1378 * SFLAG_DIBSECTION: The dib code manages the memory
1379 * SFLAG_LOCKED: The app requires access to the surface data
1380 * SFLAG_DYNLOCK: Avoid freeing the data for performance
1381 * SFLAG_DYNCHANGE: Same reason as DYNLOCK
1382 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
1383 * SFLAG_CLIENT: OpenGL uses our memory as backup
1385 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
1386 SFLAG_CONVERTED | \
1387 SFLAG_DIBSECTION | \
1388 SFLAG_LOCKED | \
1389 SFLAG_DYNLOCK | \
1390 SFLAG_DYNCHANGE | \
1391 SFLAG_USERPTR | \
1392 SFLAG_PBO | \
1393 SFLAG_CLIENT)
1395 #define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
1396 SFLAG_INTEXTURE | \
1397 SFLAG_INDRAWABLE)
1398 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
1400 typedef enum {
1401 NO_CONVERSION,
1402 CONVERT_PALETTED,
1403 CONVERT_PALETTED_CK,
1404 CONVERT_CK_565,
1405 CONVERT_CK_5551,
1406 CONVERT_CK_4444,
1407 CONVERT_CK_4444_ARGB,
1408 CONVERT_CK_1555,
1409 CONVERT_555,
1410 CONVERT_CK_RGB24,
1411 CONVERT_CK_8888,
1412 CONVERT_CK_8888_ARGB,
1413 CONVERT_RGB32_888,
1414 CONVERT_V8U8,
1415 CONVERT_L6V5U5,
1416 CONVERT_X8L8V8U8,
1417 CONVERT_Q8W8V8U8,
1418 CONVERT_V16U16,
1419 CONVERT_A4L4,
1420 CONVERT_R32F,
1421 CONVERT_R16F,
1422 CONVERT_G16R16,
1423 } CONVERT_TYPES;
1425 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);
1427 BOOL palette9_changed(IWineD3DSurfaceImpl *This);
1429 /*****************************************************************************
1430 * IWineD3DVertexDeclaration implementation structure
1432 typedef struct attrib_declaration {
1433 DWORD usage;
1434 DWORD idx;
1435 } attrib_declaration;
1437 #define MAX_ATTRIBS 16
1439 typedef struct IWineD3DVertexDeclarationImpl {
1440 /* IUnknown Information */
1441 const IWineD3DVertexDeclarationVtbl *lpVtbl;
1442 LONG ref;
1444 IUnknown *parent;
1445 IWineD3DDeviceImpl *wineD3DDevice;
1447 WINED3DVERTEXELEMENT *pDeclarationWine;
1448 UINT declarationWNumElements;
1450 DWORD streams[MAX_STREAMS];
1451 UINT num_streams;
1452 BOOL position_transformed;
1453 BOOL half_float_conv_needed;
1455 /* Ordered array of declaration types that need swizzling in a vshader */
1456 attrib_declaration swizzled_attribs[MAX_ATTRIBS];
1457 UINT num_swizzled_attribs;
1458 } IWineD3DVertexDeclarationImpl;
1460 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
1462 /*****************************************************************************
1463 * IWineD3DStateBlock implementation structure
1466 /* Internal state Block for Begin/End/Capture/Create/Apply info */
1467 /* Note: Very long winded but gl Lists are not flexible enough */
1468 /* to resolve everything we need, so doing it manually for now */
1469 typedef struct SAVEDSTATES {
1470 BOOL indices;
1471 BOOL material;
1472 BOOL fvf;
1473 BOOL streamSource[MAX_STREAMS];
1474 BOOL streamFreq[MAX_STREAMS];
1475 BOOL textures[MAX_COMBINED_SAMPLERS];
1476 BOOL transform[HIGHEST_TRANSFORMSTATE + 1];
1477 BOOL viewport;
1478 BOOL renderState[WINEHIGHEST_RENDER_STATE + 1];
1479 BOOL textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1480 BOOL samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1481 BOOL clipplane[MAX_CLIPPLANES];
1482 BOOL vertexDecl;
1483 BOOL pixelShader;
1484 BOOL pixelShaderConstantsB[MAX_CONST_B];
1485 BOOL pixelShaderConstantsI[MAX_CONST_I];
1486 BOOL *pixelShaderConstantsF;
1487 BOOL vertexShader;
1488 BOOL vertexShaderConstantsB[MAX_CONST_B];
1489 BOOL vertexShaderConstantsI[MAX_CONST_I];
1490 BOOL *vertexShaderConstantsF;
1491 BOOL scissorRect;
1492 } SAVEDSTATES;
1494 typedef struct {
1495 struct list entry;
1496 DWORD count;
1497 DWORD idx[13];
1498 } constants_entry;
1500 struct StageState {
1501 DWORD stage;
1502 DWORD state;
1505 struct IWineD3DStateBlockImpl
1507 /* IUnknown fields */
1508 const IWineD3DStateBlockVtbl *lpVtbl;
1509 LONG ref; /* Note: Ref counting not required */
1511 /* IWineD3DStateBlock information */
1512 IUnknown *parent;
1513 IWineD3DDeviceImpl *wineD3DDevice;
1514 WINED3DSTATEBLOCKTYPE blockType;
1516 /* Array indicating whether things have been set or changed */
1517 SAVEDSTATES changed;
1518 struct list set_vconstantsF;
1519 struct list set_pconstantsF;
1521 /* Drawing - Vertex Shader or FVF related */
1522 DWORD fvf;
1523 /* Vertex Shader Declaration */
1524 IWineD3DVertexDeclaration *vertexDecl;
1526 IWineD3DVertexShader *vertexShader;
1528 /* Vertex Shader Constants */
1529 BOOL vertexShaderConstantB[MAX_CONST_B];
1530 INT vertexShaderConstantI[MAX_CONST_I * 4];
1531 float *vertexShaderConstantF;
1533 /* Stream Source */
1534 BOOL streamIsUP;
1535 UINT streamStride[MAX_STREAMS];
1536 UINT streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
1537 IWineD3DVertexBuffer *streamSource[MAX_STREAMS];
1538 UINT streamFreq[MAX_STREAMS + 1];
1539 UINT streamFlags[MAX_STREAMS + 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
1541 /* Indices */
1542 IWineD3DIndexBuffer* pIndexData;
1543 INT baseVertexIndex;
1544 INT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1546 /* Transform */
1547 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
1549 /* Light hashmap . Collisions are handled using standard wine double linked lists */
1550 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
1551 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
1552 struct list lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
1553 PLIGHTINFOEL *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
1555 /* Clipping */
1556 double clipplane[MAX_CLIPPLANES][4];
1557 WINED3DCLIPSTATUS clip_status;
1559 /* ViewPort */
1560 WINED3DVIEWPORT viewport;
1562 /* Material */
1563 WINED3DMATERIAL material;
1565 /* Pixel Shader */
1566 IWineD3DPixelShader *pixelShader;
1568 /* Pixel Shader Constants */
1569 BOOL pixelShaderConstantB[MAX_CONST_B];
1570 INT pixelShaderConstantI[MAX_CONST_I * 4];
1571 float *pixelShaderConstantF;
1573 /* RenderState */
1574 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
1576 /* Texture */
1577 IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS];
1578 int textureDimensions[MAX_COMBINED_SAMPLERS];
1580 /* Texture State Stage */
1581 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1582 DWORD lowest_disabled_stage;
1583 /* Sampler States */
1584 DWORD samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1586 /* Current GLSL Shader Program */
1587 struct glsl_shader_prog_link *glsl_program;
1589 /* Scissor test rectangle */
1590 RECT scissorRect;
1592 /* Contained state management */
1593 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
1594 unsigned int num_contained_render_states;
1595 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
1596 unsigned int num_contained_transform_states;
1597 DWORD contained_vs_consts_i[MAX_CONST_I];
1598 unsigned int num_contained_vs_consts_i;
1599 DWORD contained_vs_consts_b[MAX_CONST_B];
1600 unsigned int num_contained_vs_consts_b;
1601 DWORD *contained_vs_consts_f;
1602 unsigned int num_contained_vs_consts_f;
1603 DWORD contained_ps_consts_i[MAX_CONST_I];
1604 unsigned int num_contained_ps_consts_i;
1605 DWORD contained_ps_consts_b[MAX_CONST_B];
1606 unsigned int num_contained_ps_consts_b;
1607 DWORD *contained_ps_consts_f;
1608 unsigned int num_contained_ps_consts_f;
1609 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE)];
1610 unsigned int num_contained_tss_states;
1611 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
1612 unsigned int num_contained_sampler_states;
1615 extern void stateblock_savedstates_set(
1616 IWineD3DStateBlock* iface,
1617 SAVEDSTATES* states,
1618 BOOL value);
1620 extern void stateblock_savedstates_copy(
1621 IWineD3DStateBlock* iface,
1622 SAVEDSTATES* dest,
1623 SAVEDSTATES* source);
1625 extern void stateblock_copy(
1626 IWineD3DStateBlock* destination,
1627 IWineD3DStateBlock* source);
1629 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
1631 /* Direct3D terminology with little modifications. We do not have an issued state
1632 * because only the driver knows about it, but we have a created state because d3d
1633 * allows GetData on a created issue, but opengl doesn't
1635 enum query_state {
1636 QUERY_CREATED,
1637 QUERY_SIGNALLED,
1638 QUERY_BUILDING
1640 /*****************************************************************************
1641 * IWineD3DQueryImpl implementation structure (extends IUnknown)
1643 typedef struct IWineD3DQueryImpl
1645 const IWineD3DQueryVtbl *lpVtbl;
1646 LONG ref; /* Note: Ref counting not required */
1648 IUnknown *parent;
1649 /*TODO: replace with iface usage */
1650 #if 0
1651 IWineD3DDevice *wineD3DDevice;
1652 #else
1653 IWineD3DDeviceImpl *wineD3DDevice;
1654 #endif
1656 /* IWineD3DQuery fields */
1657 enum query_state state;
1658 WINED3DQUERYTYPE type;
1659 /* TODO: Think about using a IUnknown instead of a void* */
1660 void *extendedData;
1663 } IWineD3DQueryImpl;
1665 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1666 extern const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl;
1667 extern const IWineD3DQueryVtbl IWineD3DOcclusionQuery_Vtbl;
1669 /* Datastructures for IWineD3DQueryImpl.extendedData */
1670 typedef struct WineQueryOcclusionData {
1671 GLuint queryId;
1672 WineD3DContext *ctx;
1673 } WineQueryOcclusionData;
1675 typedef struct WineQueryEventData {
1676 GLuint fenceId;
1677 WineD3DContext *ctx;
1678 } WineQueryEventData;
1680 /*****************************************************************************
1681 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1684 typedef struct IWineD3DSwapChainImpl
1686 /*IUnknown part*/
1687 const IWineD3DSwapChainVtbl *lpVtbl;
1688 LONG ref; /* Note: Ref counting not required */
1690 IUnknown *parent;
1691 IWineD3DDeviceImpl *wineD3DDevice;
1693 /* IWineD3DSwapChain fields */
1694 IWineD3DSurface **backBuffer;
1695 IWineD3DSurface *frontBuffer;
1696 BOOL wantsDepthStencilBuffer;
1697 WINED3DPRESENT_PARAMETERS presentParms;
1698 DWORD orig_width, orig_height;
1699 WINED3DFORMAT orig_fmt;
1701 long prev_time, frames; /* Performance tracking */
1702 unsigned int vSyncCounter;
1704 WineD3DContext **context; /* Later a array for multithreading */
1705 unsigned int num_contexts;
1707 HWND win_handle;
1708 } IWineD3DSwapChainImpl;
1710 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
1712 WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
1714 /*****************************************************************************
1715 * Utility function prototypes
1718 /* Trace routines */
1719 const char* debug_d3dformat(WINED3DFORMAT fmt);
1720 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
1721 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
1722 const char* debug_d3dusage(DWORD usage);
1723 const char* debug_d3dusagequery(DWORD usagequery);
1724 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
1725 const char* debug_d3ddecltype(WINED3DDECLTYPE type);
1726 const char* debug_d3ddeclusage(BYTE usage);
1727 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
1728 const char* debug_d3drenderstate(DWORD state);
1729 const char* debug_d3dsamplerstate(DWORD state);
1730 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
1731 const char* debug_d3dtexturestate(DWORD state);
1732 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
1733 const char* debug_d3dpool(WINED3DPOOL pool);
1734 const char *debug_fbostatus(GLenum status);
1735 const char *debug_glerror(GLenum error);
1736 const char *debug_d3dbasis(WINED3DBASISTYPE basis);
1737 const char *debug_d3ddegree(WINED3DDEGREETYPE order);
1739 /* Routines for GL <-> D3D values */
1740 GLenum StencilOp(DWORD op);
1741 GLenum CompareFunc(DWORD func);
1742 void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
1743 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);
1744 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype);
1745 void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
1747 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
1748 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
1750 BOOL getColorBits(WINED3DFORMAT fmt, short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
1751 BOOL getDepthStencilBits(WINED3DFORMAT fmt, short *depthSize, short *stencilSize);
1753 /* Math utils */
1754 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
1755 unsigned int count_bits(unsigned int mask);
1757 /*****************************************************************************
1758 * To enable calling of inherited functions, requires prototypes
1760 * Note: Only require classes which are subclassed, ie resource, basetexture,
1762 /*** IUnknown methods ***/
1763 extern HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface, REFIID riid, void** ppvObject);
1764 extern ULONG WINAPI IWineD3DResourceImpl_AddRef(IWineD3DResource *iface);
1765 extern ULONG WINAPI IWineD3DResourceImpl_Release(IWineD3DResource *iface);
1766 /*** IWineD3DResource methods ***/
1767 extern HRESULT WINAPI IWineD3DResourceImpl_GetParent(IWineD3DResource *iface, IUnknown **pParent);
1768 extern HRESULT WINAPI IWineD3DResourceImpl_GetDevice(IWineD3DResource *iface, IWineD3DDevice ** ppDevice);
1769 extern HRESULT WINAPI IWineD3DResourceImpl_SetPrivateData(IWineD3DResource *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1770 extern HRESULT WINAPI IWineD3DResourceImpl_GetPrivateData(IWineD3DResource *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1771 extern HRESULT WINAPI IWineD3DResourceImpl_FreePrivateData(IWineD3DResource *iface, REFGUID refguid);
1772 extern DWORD WINAPI IWineD3DResourceImpl_SetPriority(IWineD3DResource *iface, DWORD PriorityNew);
1773 extern DWORD WINAPI IWineD3DResourceImpl_GetPriority(IWineD3DResource *iface);
1774 extern void WINAPI IWineD3DResourceImpl_PreLoad(IWineD3DResource *iface);
1775 extern void WINAPI IWineD3DResourceImpl_UnLoad(IWineD3DResource *iface);
1776 extern WINED3DRESOURCETYPE WINAPI IWineD3DResourceImpl_GetType(IWineD3DResource *iface);
1777 /*** class static members ***/
1778 void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface);
1780 /*** IUnknown methods ***/
1781 extern HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, void** ppvObject);
1782 extern ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface);
1783 extern ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface);
1784 /*** IWineD3DResource methods ***/
1785 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent);
1786 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice ** ppDevice);
1787 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1788 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1789 extern HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID refguid);
1790 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD PriorityNew);
1791 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface);
1792 extern void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface);
1793 extern void WINAPI IWineD3DBaseTextureImpl_UnLoad(IWineD3DBaseTexture *iface);
1794 extern WINED3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface);
1795 /*** IWineD3DBaseTexture methods ***/
1796 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew);
1797 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface);
1798 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface);
1799 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType);
1800 extern WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface);
1801 extern void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface);
1802 extern BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL);
1803 extern BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface);
1805 extern BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
1806 extern HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface);
1807 extern HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface);
1808 extern HRESULT WINAPI IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture *iface);
1809 extern void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1810 /*** class static members ***/
1811 void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface);
1813 typedef void (*SHADER_HANDLER) (struct SHADER_OPCODE_ARG*);
1815 /* Struct to maintain a list of GLSL shader programs and their associated pixel and
1816 * vertex shaders. A list of this type is maintained on the DeviceImpl, and is only
1817 * used if the user is using GLSL shaders. */
1818 struct glsl_shader_prog_link {
1819 struct list vshader_entry;
1820 struct list pshader_entry;
1821 GLhandleARB programId;
1822 GLhandleARB *vuniformF_locations;
1823 GLhandleARB *puniformF_locations;
1824 GLhandleARB vuniformI_locations[MAX_CONST_I];
1825 GLhandleARB puniformI_locations[MAX_CONST_I];
1826 GLhandleARB posFixup_location;
1827 GLhandleARB bumpenvmat_location[MAX_TEXTURES];
1828 GLhandleARB luminancescale_location[MAX_TEXTURES];
1829 GLhandleARB luminanceoffset_location[MAX_TEXTURES];
1830 GLhandleARB srgb_comparison_location;
1831 GLhandleARB srgb_mul_low_location;
1832 GLhandleARB ycorrection_location;
1833 GLenum vertex_color_clamp;
1834 GLhandleARB vshader;
1835 GLhandleARB pshader;
1838 typedef struct {
1839 GLhandleARB vshader;
1840 GLhandleARB pshader;
1841 } glsl_program_key_t;
1843 /* TODO: Make this dynamic, based on shader limits ? */
1844 #define MAX_REG_ADDR 1
1845 #define MAX_REG_TEMP 32
1846 #define MAX_REG_TEXCRD 8
1847 #define MAX_REG_INPUT 12
1848 #define MAX_REG_OUTPUT 12
1849 #define MAX_CONST_I 16
1850 #define MAX_CONST_B 16
1852 /* FIXME: This needs to go up to 2048 for
1853 * Shader model 3 according to msdn (and for software shaders) */
1854 #define MAX_LABELS 16
1856 typedef struct semantic {
1857 DWORD usage;
1858 DWORD reg;
1859 } semantic;
1861 typedef struct local_constant {
1862 struct list entry;
1863 unsigned int idx;
1864 DWORD value[4];
1865 } local_constant;
1867 typedef struct shader_reg_maps {
1869 char texcoord[MAX_REG_TEXCRD]; /* pixel < 3.0 */
1870 char temporary[MAX_REG_TEMP]; /* pixel, vertex */
1871 char address[MAX_REG_ADDR]; /* vertex */
1872 char packed_input[MAX_REG_INPUT]; /* pshader >= 3.0 */
1873 char packed_output[MAX_REG_OUTPUT]; /* vertex >= 3.0 */
1874 char attributes[MAX_ATTRIBS]; /* vertex */
1875 char labels[MAX_LABELS]; /* pixel, vertex */
1876 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
1878 /* Sampler usage tokens
1879 * Use 0 as default (bit 31 is always 1 on a valid token) */
1880 DWORD samplers[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
1881 BOOL bumpmat[MAX_TEXTURES], luminanceparams[MAX_TEXTURES];
1882 char usesnrm, vpos, usesdsy;
1883 char usesrelconstF;
1885 /* Whether or not loops are used in this shader, and nesting depth */
1886 unsigned loop_depth;
1888 /* Whether or not this shader uses fog */
1889 char fog;
1891 } shader_reg_maps;
1893 /* Undocumented opcode controls */
1894 #define INST_CONTROLS_SHIFT 16
1895 #define INST_CONTROLS_MASK 0x00ff0000
1897 typedef enum COMPARISON_TYPE {
1898 COMPARISON_GT = 1,
1899 COMPARISON_EQ = 2,
1900 COMPARISON_GE = 3,
1901 COMPARISON_LT = 4,
1902 COMPARISON_NE = 5,
1903 COMPARISON_LE = 6
1904 } COMPARISON_TYPE;
1906 typedef struct SHADER_OPCODE {
1907 unsigned int opcode;
1908 const char* name;
1909 const char* glname;
1910 char dst_token;
1911 CONST UINT num_params;
1912 SHADER_HANDLER hw_fct;
1913 SHADER_HANDLER hw_glsl_fct;
1914 DWORD min_version;
1915 DWORD max_version;
1916 } SHADER_OPCODE;
1918 typedef struct SHADER_OPCODE_ARG {
1919 IWineD3DBaseShader* shader;
1920 shader_reg_maps* reg_maps;
1921 CONST SHADER_OPCODE* opcode;
1922 DWORD opcode_token;
1923 DWORD dst;
1924 DWORD dst_addr;
1925 DWORD predicate;
1926 DWORD src[4];
1927 DWORD src_addr[4];
1928 SHADER_BUFFER* buffer;
1929 } SHADER_OPCODE_ARG;
1931 typedef struct SHADER_LIMITS {
1932 unsigned int temporary;
1933 unsigned int texcoord;
1934 unsigned int sampler;
1935 unsigned int constant_int;
1936 unsigned int constant_float;
1937 unsigned int constant_bool;
1938 unsigned int address;
1939 unsigned int packed_output;
1940 unsigned int packed_input;
1941 unsigned int attributes;
1942 unsigned int label;
1943 } SHADER_LIMITS;
1945 /** Keeps track of details for TEX_M#x# shader opcodes which need to
1946 maintain state information between multiple codes */
1947 typedef struct SHADER_PARSE_STATE {
1948 unsigned int current_row;
1949 DWORD texcoord_w[2];
1950 } SHADER_PARSE_STATE;
1952 #ifdef __GNUC__
1953 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
1954 #else
1955 #define PRINTF_ATTR(fmt,args)
1956 #endif
1958 /* Base Shader utility functions.
1959 * (may move callers into the same file in the future) */
1960 extern int shader_addline(
1961 SHADER_BUFFER* buffer,
1962 const char* fmt, ...) PRINTF_ATTR(2,3);
1964 extern const SHADER_OPCODE* shader_get_opcode(
1965 IWineD3DBaseShader *iface,
1966 const DWORD code);
1968 void delete_glsl_program_entry(IWineD3DDevice *iface, struct glsl_shader_prog_link *entry);
1970 /* Vertex shader utility functions */
1971 extern BOOL vshader_get_input(
1972 IWineD3DVertexShader* iface,
1973 BYTE usage_req, BYTE usage_idx_req,
1974 unsigned int* regnum);
1976 extern BOOL vshader_input_is_color(
1977 IWineD3DVertexShader* iface,
1978 unsigned int regnum);
1980 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
1982 /* ARB_[vertex/fragment]_program helper functions */
1983 extern void shader_arb_load_constants(
1984 IWineD3DDevice* device,
1985 char usePixelShader,
1986 char useVertexShader);
1988 /* ARB shader program Prototypes */
1989 extern void shader_hw_def(SHADER_OPCODE_ARG *arg);
1991 /* ARB pixel shader prototypes */
1992 extern void pshader_hw_bem(SHADER_OPCODE_ARG* arg);
1993 extern void pshader_hw_cnd(SHADER_OPCODE_ARG* arg);
1994 extern void pshader_hw_cmp(SHADER_OPCODE_ARG* arg);
1995 extern void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1996 extern void pshader_hw_tex(SHADER_OPCODE_ARG* arg);
1997 extern void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg);
1998 extern void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg);
1999 extern void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg);
2000 extern void pshader_hw_texbem(SHADER_OPCODE_ARG* arg);
2001 extern void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg);
2002 extern void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg);
2003 extern void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg);
2004 extern void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg);
2005 extern void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg);
2006 extern void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg);
2007 extern void pshader_hw_texdepth(SHADER_OPCODE_ARG* arg);
2008 extern void pshader_hw_texkill(SHADER_OPCODE_ARG* arg);
2009 extern void pshader_hw_texdp3tex(SHADER_OPCODE_ARG* arg);
2010 extern void pshader_hw_texdp3(SHADER_OPCODE_ARG* arg);
2011 extern void pshader_hw_texm3x3(SHADER_OPCODE_ARG* arg);
2012 extern void pshader_hw_texm3x2depth(SHADER_OPCODE_ARG* arg);
2013 extern void pshader_hw_dp2add(SHADER_OPCODE_ARG* arg);
2014 extern void pshader_hw_texreg2rgb(SHADER_OPCODE_ARG* arg);
2016 /* ARB vertex / pixel shader common prototypes */
2017 extern void shader_hw_nrm(SHADER_OPCODE_ARG* arg);
2018 extern void shader_hw_sincos(SHADER_OPCODE_ARG* arg);
2019 extern void shader_hw_mnxn(SHADER_OPCODE_ARG* arg);
2021 /* ARB vertex shader prototypes */
2022 extern void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
2023 extern void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG* arg);
2025 /* GLSL helper functions */
2026 extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG *arg);
2027 extern void shader_glsl_load_constants(
2028 IWineD3DDevice* device,
2029 char usePixelShader,
2030 char useVertexShader);
2032 /** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */
2033 extern void shader_glsl_cross(SHADER_OPCODE_ARG* arg);
2034 extern void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg);
2035 extern void shader_glsl_arith(SHADER_OPCODE_ARG* arg);
2036 extern void shader_glsl_mov(SHADER_OPCODE_ARG* arg);
2037 extern void shader_glsl_mad(SHADER_OPCODE_ARG* arg);
2038 extern void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg);
2039 extern void shader_glsl_lrp(SHADER_OPCODE_ARG* arg);
2040 extern void shader_glsl_dot(SHADER_OPCODE_ARG* arg);
2041 extern void shader_glsl_rcp(SHADER_OPCODE_ARG* arg);
2042 extern void shader_glsl_rsq(SHADER_OPCODE_ARG* arg);
2043 extern void shader_glsl_cnd(SHADER_OPCODE_ARG* arg);
2044 extern void shader_glsl_compare(SHADER_OPCODE_ARG* arg);
2045 extern void shader_glsl_def(SHADER_OPCODE_ARG* arg);
2046 extern void shader_glsl_defi(SHADER_OPCODE_ARG* arg);
2047 extern void shader_glsl_defb(SHADER_OPCODE_ARG* arg);
2048 extern void shader_glsl_expp(SHADER_OPCODE_ARG* arg);
2049 extern void shader_glsl_cmp(SHADER_OPCODE_ARG* arg);
2050 extern void shader_glsl_lit(SHADER_OPCODE_ARG* arg);
2051 extern void shader_glsl_dst(SHADER_OPCODE_ARG* arg);
2052 extern void shader_glsl_sincos(SHADER_OPCODE_ARG* arg);
2053 extern void shader_glsl_loop(SHADER_OPCODE_ARG* arg);
2054 extern void shader_glsl_end(SHADER_OPCODE_ARG* arg);
2055 extern void shader_glsl_if(SHADER_OPCODE_ARG* arg);
2056 extern void shader_glsl_ifc(SHADER_OPCODE_ARG* arg);
2057 extern void shader_glsl_else(SHADER_OPCODE_ARG* arg);
2058 extern void shader_glsl_break(SHADER_OPCODE_ARG* arg);
2059 extern void shader_glsl_breakc(SHADER_OPCODE_ARG* arg);
2060 extern void shader_glsl_rep(SHADER_OPCODE_ARG* arg);
2061 extern void shader_glsl_call(SHADER_OPCODE_ARG* arg);
2062 extern void shader_glsl_callnz(SHADER_OPCODE_ARG* arg);
2063 extern void shader_glsl_label(SHADER_OPCODE_ARG* arg);
2064 extern void shader_glsl_pow(SHADER_OPCODE_ARG* arg);
2065 extern void shader_glsl_log(SHADER_OPCODE_ARG* arg);
2066 extern void shader_glsl_texldl(SHADER_OPCODE_ARG* arg);
2068 /** GLSL Pixel Shader Prototypes */
2069 extern void pshader_glsl_tex(SHADER_OPCODE_ARG* arg);
2070 extern void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg);
2071 extern void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg);
2072 extern void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg);
2073 extern void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg);
2074 extern void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg);
2075 extern void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg);
2076 extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg);
2077 extern void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg);
2078 extern void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg);
2079 extern void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg);
2080 extern void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg);
2081 extern void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg);
2082 extern void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg);
2083 extern void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg);
2084 extern void pshader_glsl_bem(SHADER_OPCODE_ARG* arg);
2085 extern void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg);
2086 extern void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg);
2087 extern void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg);
2088 extern void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg);
2089 extern void pshader_glsl_input_pack(
2090 SHADER_BUFFER* buffer,
2091 semantic* semantics_out,
2092 IWineD3DPixelShader *iface);
2094 /*****************************************************************************
2095 * IDirect3DBaseShader implementation structure
2097 typedef struct IWineD3DBaseShaderClass
2099 LONG ref;
2100 DWORD hex_version;
2101 SHADER_LIMITS limits;
2102 SHADER_PARSE_STATE parse_state;
2103 CONST SHADER_OPCODE *shader_ins;
2104 DWORD *function;
2105 UINT functionLength;
2106 GLuint prgId;
2107 BOOL is_compiled;
2108 UINT cur_loop_depth, cur_loop_regno;
2109 BOOL load_local_constsF;
2111 /* Type of shader backend */
2112 int shader_mode;
2114 /* Programs this shader is linked with */
2115 struct list linked_programs;
2117 /* Immediate constants (override global ones) */
2118 struct list constantsB;
2119 struct list constantsF;
2120 struct list constantsI;
2121 shader_reg_maps reg_maps;
2123 /* Pixel formats of sampled textures, for format conversion. This
2124 * represents the formats found during compilation, it is not initialized
2125 * on the first parser pass. It is needed to check if the shader
2126 * needs recompilation to adjust the format conversion
2128 WINED3DFORMAT sampled_format[MAX_COMBINED_SAMPLERS];
2129 UINT sampled_samplers[MAX_COMBINED_SAMPLERS];
2130 UINT num_sampled_samplers;
2132 UINT recompile_count;
2134 /* Pointer to the parent device */
2135 IWineD3DDevice *device;
2136 struct list shader_list_entry;
2138 } IWineD3DBaseShaderClass;
2140 typedef struct IWineD3DBaseShaderImpl {
2141 /* IUnknown */
2142 const IWineD3DBaseShaderVtbl *lpVtbl;
2144 /* IWineD3DBaseShader */
2145 IWineD3DBaseShaderClass baseShader;
2146 } IWineD3DBaseShaderImpl;
2148 HRESULT WINAPI IWineD3DBaseShaderImpl_QueryInterface(IWineD3DBaseShader *iface, REFIID riid, LPVOID *ppobj);
2149 ULONG WINAPI IWineD3DBaseShaderImpl_AddRef(IWineD3DBaseShader *iface);
2150 ULONG WINAPI IWineD3DBaseShaderImpl_Release(IWineD3DBaseShader *iface);
2152 extern HRESULT shader_get_registers_used(
2153 IWineD3DBaseShader *iface,
2154 shader_reg_maps* reg_maps,
2155 semantic* semantics_in,
2156 semantic* semantics_out,
2157 CONST DWORD* pToken,
2158 IWineD3DStateBlockImpl *stateBlock);
2160 extern void shader_generate_glsl_declarations(
2161 IWineD3DBaseShader *iface,
2162 shader_reg_maps* reg_maps,
2163 SHADER_BUFFER* buffer,
2164 WineD3D_GL_Info* gl_info);
2166 extern void shader_generate_arb_declarations(
2167 IWineD3DBaseShader *iface,
2168 shader_reg_maps* reg_maps,
2169 SHADER_BUFFER* buffer,
2170 WineD3D_GL_Info* gl_info);
2172 extern void shader_generate_main(
2173 IWineD3DBaseShader *iface,
2174 SHADER_BUFFER* buffer,
2175 shader_reg_maps* reg_maps,
2176 CONST DWORD* pFunction);
2178 extern void shader_dump_ins_modifiers(
2179 const DWORD output);
2181 extern void shader_dump_param(
2182 IWineD3DBaseShader *iface,
2183 const DWORD param,
2184 const DWORD addr_token,
2185 int input);
2187 extern void shader_trace_init(
2188 IWineD3DBaseShader *iface,
2189 const DWORD* pFunction);
2191 extern int shader_get_param(
2192 IWineD3DBaseShader* iface,
2193 const DWORD* pToken,
2194 DWORD* param,
2195 DWORD* addr_token);
2197 extern int shader_skip_unrecognized(
2198 IWineD3DBaseShader* iface,
2199 const DWORD* pToken);
2201 extern void print_glsl_info_log(
2202 WineD3D_GL_Info *gl_info,
2203 GLhandleARB obj);
2205 static inline int shader_get_regtype(const DWORD param) {
2206 return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
2207 ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
2210 static inline int shader_get_writemask(const DWORD param) {
2211 return param & WINED3DSP_WRITEMASK_ALL;
2214 extern unsigned int shader_get_float_offset(const DWORD reg);
2216 static inline BOOL shader_is_pshader_version(DWORD token) {
2217 return 0xFFFF0000 == (token & 0xFFFF0000);
2220 static inline BOOL shader_is_vshader_version(DWORD token) {
2221 return 0xFFFE0000 == (token & 0xFFFF0000);
2224 static inline BOOL shader_is_comment(DWORD token) {
2225 return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
2228 static inline BOOL shader_is_scalar(DWORD param) {
2229 DWORD reg_type = shader_get_regtype(param);
2230 DWORD reg_num;
2232 switch (reg_type) {
2233 case WINED3DSPR_RASTOUT:
2234 if ((param & WINED3DSP_REGNUM_MASK) != 0) {
2235 /* oFog & oPts */
2236 return TRUE;
2238 /* oPos */
2239 return FALSE;
2241 case WINED3DSPR_DEPTHOUT: /* oDepth */
2242 case WINED3DSPR_CONSTBOOL: /* b# */
2243 case WINED3DSPR_LOOP: /* aL */
2244 case WINED3DSPR_PREDICATE: /* p0 */
2245 return TRUE;
2247 case WINED3DSPR_MISCTYPE:
2248 reg_num = param & WINED3DSP_REGNUM_MASK;
2249 switch(reg_num) {
2250 case 0: /* vPos */
2251 return FALSE;
2252 case 1: /* vFace */
2253 return TRUE;
2254 default:
2255 return FALSE;
2258 default:
2259 return FALSE;
2263 static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
2264 local_constant* lconst;
2266 if(This->baseShader.load_local_constsF) return FALSE;
2267 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2268 if(lconst->idx == reg) return TRUE;
2270 return FALSE;
2274 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
2275 * so upload them above that
2277 #define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
2278 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
2280 /*****************************************************************************
2281 * IDirect3DVertexShader implementation structure
2283 typedef struct IWineD3DVertexShaderImpl {
2284 /* IUnknown parts*/
2285 const IWineD3DVertexShaderVtbl *lpVtbl;
2287 /* IWineD3DBaseShader */
2288 IWineD3DBaseShaderClass baseShader;
2290 /* IWineD3DVertexShaderImpl */
2291 IUnknown *parent;
2293 DWORD usage;
2295 /* Vertex shader input and output semantics */
2296 semantic semantics_in [MAX_ATTRIBS];
2297 semantic semantics_out [MAX_REG_OUTPUT];
2299 /* Ordered array of attributes that are swizzled */
2300 attrib_declaration swizzled_attribs [MAX_ATTRIBS];
2301 UINT num_swizzled_attribs;
2303 /* run time data... */
2304 VSHADERDATA *data;
2305 UINT min_rel_offset, max_rel_offset;
2306 UINT rel_offset;
2308 UINT recompile_count;
2309 #if 0 /* needs reworking */
2310 /* run time data */
2311 VSHADERINPUTDATA input;
2312 VSHADEROUTPUTDATA output;
2313 #endif
2314 } IWineD3DVertexShaderImpl;
2315 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
2316 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
2318 /*****************************************************************************
2319 * IDirect3DPixelShader implementation structure
2322 enum vertexprocessing_mode {
2323 fixedfunction,
2324 vertexshader,
2325 pretransformed
2328 struct stb_const_desc {
2329 char texunit;
2330 UINT const_num;
2333 typedef struct IWineD3DPixelShaderImpl {
2334 /* IUnknown parts */
2335 const IWineD3DPixelShaderVtbl *lpVtbl;
2337 /* IWineD3DBaseShader */
2338 IWineD3DBaseShaderClass baseShader;
2340 /* IWineD3DPixelShaderImpl */
2341 IUnknown *parent;
2343 /* Pixel shader input semantics */
2344 semantic semantics_in [MAX_REG_INPUT];
2345 DWORD input_reg_map[MAX_REG_INPUT];
2346 BOOL input_reg_used[MAX_REG_INPUT];
2347 int declared_in_count;
2349 /* run time data */
2350 PSHADERDATA *data;
2352 /* Some information about the shader behavior */
2353 struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
2354 char numbumpenvmatconsts;
2355 struct stb_const_desc luminanceconst[MAX_TEXTURES];
2356 char srgb_enabled;
2357 char srgb_mode_hardcoded;
2358 UINT srgb_low_const;
2359 UINT srgb_cmp_const;
2360 char vpos_uniform;
2361 BOOL render_offscreen;
2362 UINT height;
2363 enum vertexprocessing_mode vertexprocessing;
2365 #if 0 /* needs reworking */
2366 PSHADERINPUTDATA input;
2367 PSHADEROUTPUTDATA output;
2368 #endif
2369 } IWineD3DPixelShaderImpl;
2371 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
2372 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
2374 /* sRGB correction constants */
2375 static const float srgb_cmp = 0.0031308;
2376 static const float srgb_mul_low = 12.92;
2377 static const float srgb_pow = 0.41666;
2378 static const float srgb_mul_high = 1.055;
2379 static const float srgb_sub_high = 0.055;
2381 /*****************************************************************************
2382 * IWineD3DPalette implementation structure
2384 struct IWineD3DPaletteImpl {
2385 /* IUnknown parts */
2386 const IWineD3DPaletteVtbl *lpVtbl;
2387 LONG ref;
2389 IUnknown *parent;
2390 IWineD3DDeviceImpl *wineD3DDevice;
2392 /* IWineD3DPalette */
2393 HPALETTE hpal;
2394 WORD palVersion; /*| */
2395 WORD palNumEntries; /*| LOGPALETTE */
2396 PALETTEENTRY palents[256]; /*| */
2397 /* This is to store the palette in 'screen format' */
2398 int screen_palents[256];
2399 DWORD Flags;
2402 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
2403 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
2405 /* DirectDraw utility functions */
2406 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
2408 /*****************************************************************************
2409 * Pixel format management
2411 typedef struct {
2412 WINED3DFORMAT format;
2413 DWORD alphaMask, redMask, greenMask, blueMask;
2414 UINT bpp;
2415 short depthSize, stencilSize;
2416 BOOL isFourcc;
2417 } StaticPixelFormatDesc;
2419 const StaticPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt,
2420 WineD3D_GL_Info *gl_info,
2421 const GlPixelFormatDesc **glDesc);
2423 static inline BOOL use_vs(IWineD3DDeviceImpl *device) {
2424 return (device->vs_selected_mode != SHADER_NONE
2425 && device->stateBlock->vertexShader
2426 && ((IWineD3DVertexShaderImpl *)device->stateBlock->vertexShader)->baseShader.function
2427 && !device->strided_streams.u.s.position_transformed);
2430 static inline BOOL use_ps(IWineD3DDeviceImpl *device) {
2431 return (device->ps_selected_mode != SHADER_NONE
2432 && device->stateBlock->pixelShader
2433 && ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->baseShader.function);
2436 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2437 IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
2438 #endif