secur32: Implement NTLM2 encryption.
[wine/gsoc_dplay.git] / dlls / wined3d / wined3d_private.h
blob1d8bb1040769dd45b847bb8f0283db8742fc4bd4
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 "d3d9.h"
41 #include "d3d9types.h"
42 #include "wined3d_private_types.h"
43 #include "ddraw.h"
44 #include "wine/wined3d_interface.h"
45 #include "wine/wined3d_gl.h"
46 #include "wine/list.h"
48 /* Device caps */
49 #define MAX_PALETTES 256
50 #define MAX_STREAMS 16
51 #define MAX_TEXTURES 8
52 #define MAX_SAMPLERS 16
53 #define MAX_ACTIVE_LIGHTS 8
54 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
55 #define MAX_LEVELS 256
57 #define MAX_CONST_I 16
58 #define MAX_CONST_B 16
60 /* Used for CreateStateBlock */
61 #define NUM_SAVEDPIXELSTATES_R 35
62 #define NUM_SAVEDPIXELSTATES_T 18
63 #define NUM_SAVEDPIXELSTATES_S 12
64 #define NUM_SAVEDVERTEXSTATES_R 31
65 #define NUM_SAVEDVERTEXSTATES_T 2
66 #define NUM_SAVEDVERTEXSTATES_S 1
68 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
69 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
70 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
71 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
72 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
73 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
75 typedef enum _WINELOOKUP {
76 WINELOOKUP_WARPPARAM = 0,
77 WINELOOKUP_MAGFILTER = 1,
78 MAX_LOOKUPS = 2
79 } WINELOOKUP;
81 extern int minLookup[MAX_LOOKUPS];
82 extern int maxLookup[MAX_LOOKUPS];
83 extern DWORD *stateLookup[MAX_LOOKUPS];
85 extern DWORD minMipLookup[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
87 typedef struct _WINED3DGLTYPE {
88 int d3dType;
89 GLint size;
90 GLenum glType;
91 GLboolean normalized;
92 int typesize;
93 } WINED3DGLTYPE;
95 /* NOTE: Make sure these are in the correct numerical order. (see /include/wined3d_types.h) */
96 static WINED3DGLTYPE const glTypeLookup[WINED3DDECLTYPE_UNUSED] = {
97 {WINED3DDECLTYPE_FLOAT1, 1, GL_FLOAT , GL_FALSE ,sizeof(float)},
98 {WINED3DDECLTYPE_FLOAT2, 2, GL_FLOAT , GL_FALSE ,sizeof(float)},
99 {WINED3DDECLTYPE_FLOAT3, 3, GL_FLOAT , GL_FALSE ,sizeof(float)},
100 {WINED3DDECLTYPE_FLOAT4, 4, GL_FLOAT , GL_FALSE ,sizeof(float)},
101 {WINED3DDECLTYPE_D3DCOLOR, 4, GL_UNSIGNED_BYTE , GL_TRUE ,sizeof(BYTE)},
102 {WINED3DDECLTYPE_UBYTE4, 4, GL_UNSIGNED_BYTE , GL_FALSE ,sizeof(BYTE)},
103 {WINED3DDECLTYPE_SHORT2, 2, GL_SHORT , GL_FALSE ,sizeof(short int)},
104 {WINED3DDECLTYPE_SHORT4, 4, GL_SHORT , GL_FALSE ,sizeof(short int)},
105 {WINED3DDECLTYPE_UBYTE4N, 4, GL_UNSIGNED_BYTE , GL_FALSE ,sizeof(BYTE)},
106 {WINED3DDECLTYPE_SHORT2N, 2, GL_SHORT , GL_FALSE ,sizeof(short int)},
107 {WINED3DDECLTYPE_SHORT4N, 4, GL_SHORT , GL_FALSE ,sizeof(short int)},
108 {WINED3DDECLTYPE_USHORT2N, 2, GL_UNSIGNED_SHORT , GL_FALSE ,sizeof(short int)},
109 {WINED3DDECLTYPE_USHORT4N, 4, GL_UNSIGNED_SHORT , GL_FALSE ,sizeof(short int)},
110 {WINED3DDECLTYPE_UDEC3, 3, GL_UNSIGNED_SHORT , GL_FALSE ,sizeof(short int)},
111 {WINED3DDECLTYPE_DEC3N, 3, GL_SHORT , GL_FALSE ,sizeof(short int)},
112 {WINED3DDECLTYPE_FLOAT16_2, 2, GL_FLOAT , GL_FALSE ,sizeof(short int)},
113 {WINED3DDECLTYPE_FLOAT16_4, 4, GL_FLOAT , GL_FALSE ,sizeof(short int)}};
115 #define WINED3D_ATR_TYPE(type) glTypeLookup[type].d3dType
116 #define WINED3D_ATR_SIZE(type) glTypeLookup[type].size
117 #define WINED3D_ATR_GLTYPE(type) glTypeLookup[type].glType
118 #define WINED3D_ATR_NORMALIZED(type) glTypeLookup[type].normalized
119 #define WINED3D_ATR_TYPESIZE(type) glTypeLookup[type].typesize
122 * Settings
124 #define VS_NONE 0
125 #define VS_HW 1
126 #define VS_SW 2
128 #define PS_NONE 0
129 #define PS_HW 1
131 #define VBO_NONE 0
132 #define VBO_HW 1
134 #define NP2_NONE 0
135 #define NP2_REPACK 1
136 #define NP2_NATIVE 2
138 #define SHADER_SW 0
139 #define SHADER_ARB 1
140 #define SHADER_GLSL 2
141 #define SHADER_NONE 3
143 #define RTL_DISABLE -1
144 #define RTL_AUTO 0
145 #define RTL_READDRAW 1
146 #define RTL_READTEX 2
147 #define RTL_TEXDRAW 3
148 #define RTL_TEXTEX 4
150 /* NOTE: When adding fields to this structure, make sure to update the default
151 * values in wined3d_main.c as well. */
152 typedef struct wined3d_settings_s {
153 /* vertex and pixel shader modes */
154 int vs_mode;
155 int ps_mode;
156 int vbo_mode;
157 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
158 we should use it. However, until it's fully implemented, we'll leave it as a registry
159 setting for developers. */
160 BOOL glslRequested;
161 /* nonpower 2 function */
162 int nonpower2_mode;
163 int rendertargetlock_mode;
164 /* Memory tracking and object counting */
165 unsigned int emulated_textureram;
166 } wined3d_settings_t;
168 extern wined3d_settings_t wined3d_settings;
170 /* X11 locking */
172 extern void (*wine_tsx11_lock_ptr)(void);
173 extern void (*wine_tsx11_unlock_ptr)(void);
175 /* As GLX relies on X, this is needed */
176 extern int num_lock;
178 #if 0
179 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
180 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
181 #else
182 #define ENTER_GL() wine_tsx11_lock_ptr()
183 #define LEAVE_GL() wine_tsx11_unlock_ptr()
184 #endif
186 /*****************************************************************************
187 * Defines
190 /* GL related defines */
191 /* ------------------ */
192 #define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
193 #define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
194 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
195 #define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
197 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
198 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
199 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
200 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
202 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
203 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
204 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
205 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
207 #define D3DCOLORTOGLFLOAT4(dw, vec) \
208 (vec)[0] = D3DCOLOR_R(dw); \
209 (vec)[1] = D3DCOLOR_G(dw); \
210 (vec)[2] = D3DCOLOR_B(dw); \
211 (vec)[3] = D3DCOLOR_A(dw);
213 #define GLTEXTURECUBEMAP GL_TEXTURE_CUBE_MAP_ARB
215 /* DirectX Device Limits */
216 /* --------------------- */
217 #define MAX_LEVELS 256 /* Maximum number of mipmap levels. Guessed at 256 */
219 #define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
220 See MaxStreams in MSDN under GetDeviceCaps */
221 /* Maximum number of constants provided to the shaders */
222 #define HIGHEST_TRANSFORMSTATE 512
223 /* Highest value in WINED3DTRANSFORMSTATETYPE */
224 #define MAX_PALETTES 256
226 /* Checking of API calls */
227 /* --------------------- */
228 #define checkGLcall(A) \
230 GLint err = glGetError(); \
231 if (err == GL_NO_ERROR) { \
232 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
234 } else do { \
235 FIXME(">>>>>>>>>>>>>>>>> %x from %s @ %s / %d\n", \
236 err, A, __FILE__, __LINE__); \
237 err = glGetError(); \
238 } while (err != GL_NO_ERROR); \
241 /* Trace routines / diagnostics */
242 /* ---------------------------- */
244 /* Dump out a matrix and copy it */
245 #define conv_mat(mat,gl_mat) \
246 do { \
247 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
248 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
249 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
250 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
251 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
252 } while (0)
254 /* Macro to dump out the current state of the light chain */
255 #define DUMP_LIGHT_CHAIN() \
257 PLIGHTINFOEL *el = This->stateBlock->lights;\
258 while (el) { \
259 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
260 el = el->next; \
264 /* Trace vector and strided data information */
265 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
266 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d)\n", sd->u.s.name.lpData, sd->u.s.name.dwStride, sd->u.s.name.dwType);
268 /* Defines used for optimizations */
270 /* Only reapply what is necessary */
271 #define REAPPLY_ALPHAOP 0x0001
272 #define REAPPLY_ALL 0xFFFF
274 /* Advance declaration of structures to satisfy compiler */
275 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
276 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
277 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
279 /* Tracking */
281 /* TODO: Move some of this to the device */
282 long globalChangeGlRam(long glram);
284 /* Memory and object tracking */
286 /*Structure for holding information on all direct3d objects
287 useful for making sure tracking is ok and when release is called on a device!
288 and probably quite handy for debugging and dumping states out
290 typedef struct WineD3DGlobalStatistics {
291 int glsurfaceram; /* The aproximate amount of glTexture memory allocated for textures */
292 } WineD3DGlobalStatistics;
294 extern WineD3DGlobalStatistics* wineD3DGlobalStatistics;
296 /* Global variables */
297 extern const float identity[16];
299 /*****************************************************************************
300 * Compilable extra diagnostics
303 /* Trace information per-vertex: (extremely high amount of trace) */
304 #if 0 /* NOTE: Must be 0 in cvs */
305 # define VTRACE(A) TRACE A
306 #else
307 # define VTRACE(A)
308 #endif
310 /* Checking of per-vertex related GL calls */
311 /* --------------------- */
312 #define vcheckGLcall(A) \
314 GLint err = glGetError(); \
315 if (err == GL_NO_ERROR) { \
316 VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
318 } else do { \
319 FIXME(">>>>>>>>>>>>>>>>> %x from %s @ %s / %d\n", \
320 err, A, __FILE__, __LINE__); \
321 err = glGetError(); \
322 } while (err != GL_NO_ERROR); \
325 /* TODO: Confirm each of these works when wined3d move completed */
326 #if 0 /* NOTE: Must be 0 in cvs */
327 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
328 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
329 is enabled, and if it doesn't exist it is disabled. */
330 # define FRAME_DEBUGGING
331 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
332 the file is deleted */
333 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
334 # define SINGLE_FRAME_DEBUGGING
335 # endif
336 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
337 It can only be enabled when FRAME_DEBUGGING is also enabled
338 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
339 array is drawn. */
340 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
341 # define SHOW_FRAME_MAKEUP 1
342 # endif
343 /* The following, when enabled, lets you see the makeup of the all the textures used during each
344 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
345 The contents of the textures assigned to each stage are written into
346 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
347 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
348 # define SHOW_TEXTURE_MAKEUP 0
349 # endif
350 extern BOOL isOn;
351 extern BOOL isDumpingFrames;
352 extern LONG primCounter;
353 #endif
355 /*****************************************************************************
356 * Prototypes
359 /* Routine common to the draw primitive and draw indexed primitive routines */
360 void drawPrimitive(IWineD3DDevice *iface,
361 int PrimitiveType,
362 long NumPrimitives,
363 /* for Indexed: */
364 long StartVertexIndex,
365 UINT numberOfVertices,
366 long StartIdx,
367 short idxBytes,
368 const void *idxData,
369 int minIndex,
370 WineDirect3DVertexStridedData *DrawPrimStrideData);
372 void primitiveConvertToStridedData(IWineD3DDevice *iface, WineDirect3DVertexStridedData *strided, LONG BaseVertexIndex, BOOL *fixup);
374 void primitiveDeclarationConvertToStridedData(
375 IWineD3DDevice *iface,
376 BOOL useVertexShaderFunction,
377 WineDirect3DVertexStridedData *strided,
378 LONG BaseVertexIndex,
379 BOOL *fixup);
381 void primitiveConvertFVFtoOffset(DWORD thisFVF,
382 DWORD stride,
383 BYTE *data,
384 WineDirect3DVertexStridedData *strided,
385 GLint streamVBO);
387 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
389 #define eps 1e-8
391 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
392 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
394 /* Routine to fill gl caps for swapchains and IWineD3D */
395 BOOL IWineD3DImpl_FillGLCaps(IWineD3D *iface, Display* display);
397 /* Macros for doing basic GPU detection based on opengl capabilities */
398 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
399 #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])
400 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
401 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
403 /*****************************************************************************
404 * Internal representation of a light
406 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
407 struct PLIGHTINFOEL {
408 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
409 DWORD OriginalIndex;
410 LONG glIndex;
411 BOOL lightEnabled;
412 BOOL changed;
413 BOOL enabledChanged;
415 /* Converted parms to speed up swapping lights */
416 float lightPosn[4];
417 float lightDirn[4];
418 float exponent;
419 float cutoff;
421 PLIGHTINFOEL *next;
422 PLIGHTINFOEL *prev;
425 /* The default light parameters */
426 extern const WINED3DLIGHT WINED3D_default_light;
428 /*****************************************************************************
429 * IWineD3D implementation structure
431 typedef struct IWineD3DImpl
433 /* IUnknown fields */
434 const IWineD3DVtbl *lpVtbl;
435 LONG ref; /* Note: Ref counting not required */
437 /* WineD3D Information */
438 IUnknown *parent;
439 UINT dxVersion;
441 /* GL Information */
442 BOOL isGLInfoValid;
443 WineD3D_GL_Info gl_info;
444 } IWineD3DImpl;
446 extern const IWineD3DVtbl IWineD3D_Vtbl;
448 /** Hacked out start of a context manager!! **/
449 typedef struct glContext {
450 int Width;
451 int Height;
452 int usedcount;
453 GLXContext context;
455 Drawable drawable;
456 IWineD3DSurface *pSurface;
457 #if 0 /* TODO: someway to represent the state of the context */
458 IWineD3DStateBlock *pStateBlock;
459 #endif
460 /* a few other things like format */
461 } glContext;
463 /* TODO: setup some flags in the regestry to enable, disable pbuffer support
464 (since it will break quite a few things until contexts are managed properly!) */
465 extern BOOL pbuffer_support;
466 /* allocate one pbuffer per surface */
467 extern BOOL pbuffer_per_surface;
469 /* Maximum number of contexts/pbuffers to keep in cache,
470 set to 100 because ATI's drivers don't support deleting pBuffers properly
471 this needs to be migrated to a list and some option availalbe for controle the cache size.
473 #define CONTEXT_CACHE 100
475 typedef struct ResourceList {
476 IWineD3DResource *resource;
477 struct ResourceList *next;
478 } ResourceList;
480 /* A helper function that dumps a resource list */
481 void dumpResources(ResourceList *resources);
483 /*****************************************************************************
484 * IWineD3DDevice implementation structure
486 typedef struct IWineD3DDeviceImpl
488 /* IUnknown fields */
489 const IWineD3DDeviceVtbl *lpVtbl;
490 LONG ref; /* Note: Ref counting not required */
492 /* WineD3D Information */
493 IUnknown *parent;
494 IWineD3D *wineD3D;
496 /* X and GL Information */
497 GLint maxConcurrentLights;
499 /* Selected capabilities */
500 int vs_selected_mode;
501 int ps_selected_mode;
503 /* Optimization */
504 BOOL modelview_valid;
505 BOOL proj_valid;
506 BOOL view_ident; /* true iff view matrix is identity */
507 BOOL last_was_rhw; /* true iff last draw_primitive was in xyzrhw mode */
508 BOOL viewport_changed; /* Was the viewport changed since the last draw? */
509 GLenum tracking_parm; /* Which source is tracking current colour */
510 LONG tracking_color; /* used iff GL_COLOR_MATERIAL was enabled */
511 #define DISABLED_TRACKING 0 /* Disabled */
512 #define IS_TRACKING 1 /* tracking_parm is tracking diffuse color */
513 #define NEEDS_TRACKING 2 /* Tracking needs to be enabled when needed */
514 #define NEEDS_DISABLE 3 /* Tracking needs to be disabled when needed*/
515 UINT srcBlend;
516 UINT dstBlend;
517 UINT alphafunc;
518 BOOL texture_shader_active; /* TODO: Confirm use is correct */
519 BOOL last_was_notclipped;
520 BOOL untransformed;
522 /* State block related */
523 BOOL isRecordingState;
524 IWineD3DStateBlockImpl *stateBlock;
525 IWineD3DStateBlockImpl *updateStateBlock;
527 /* Internal use fields */
528 WINED3DDEVICE_CREATION_PARAMETERS createParms;
529 UINT adapterNo;
530 WINED3DDEVTYPE devType;
532 IWineD3DSwapChain **swapchains;
533 uint NumberOfSwapChains;
535 ResourceList *resources; /* a linked list to track resources created by the device */
537 /* Render Target Support */
538 IWineD3DSurface *depthStencilBuffer;
540 IWineD3DSurface *renderTarget;
541 IWineD3DSurface *stencilBufferTarget;
543 /* palettes texture management */
544 PALETTEENTRY palettes[MAX_PALETTES][256];
545 UINT currentPalette;
547 /* For rendering to a texture using glCopyTexImage */
548 BOOL renderUpsideDown;
550 /* Cursor management */
551 BOOL bCursorVisible;
552 UINT xHotSpot;
553 UINT yHotSpot;
554 UINT xScreenSpace;
555 UINT yScreenSpace;
556 UINT cursorWidth, cursorHeight;
557 GLuint cursorTexture;
559 /* Textures for when no other textures are mapped */
560 UINT dummyTextureName[MAX_TEXTURES];
562 /* Debug stream management */
563 BOOL debug;
565 /* Device state management */
566 HRESULT state;
567 BOOL d3d_initialized;
569 /* Screen buffer resources */
570 glContext contextCache[CONTEXT_CACHE];
572 /* A flag to check if endscene has been called before changing the render tartet */
573 BOOL sceneEnded;
575 /* process vertex shaders using software or hardware */
576 BOOL softwareVertexProcessing;
578 /* DirectDraw stuff */
579 HWND ddraw_window;
580 IWineD3DSurface *ddraw_primary;
581 DWORD ddraw_width, ddraw_height;
582 WINED3DFORMAT ddraw_format;
583 BOOL ddraw_fullscreen;
585 /* List of GLSL shader programs and their associated vertex & pixel shaders */
586 struct list glsl_shader_progs;
589 /* Final position fixup constant */
590 float posFixup[4];
591 } IWineD3DDeviceImpl;
593 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
595 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. I don't think
596 * anybody uses it for much so a good implementation is optional. */
597 typedef struct PrivateData
599 struct PrivateData* next;
601 GUID tag;
602 DWORD flags; /* DDSPD_* */
603 DWORD uniqueness_value;
605 union
607 LPVOID data;
608 LPUNKNOWN object;
609 } ptr;
611 DWORD size;
612 } PrivateData;
614 void d3ddevice_set_ortho(IWineD3DDeviceImpl *This);
616 /*****************************************************************************
617 * IWineD3DResource implementation structure
619 typedef struct IWineD3DResourceClass
621 /* IUnknown fields */
622 LONG ref; /* Note: Ref counting not required */
624 /* WineD3DResource Information */
625 IUnknown *parent;
626 WINED3DRESOURCETYPE resourceType;
627 IWineD3DDeviceImpl *wineD3DDevice;
628 WINED3DPOOL pool;
629 UINT size;
630 DWORD usage;
631 WINED3DFORMAT format;
632 BYTE *allocatedMemory;
633 PrivateData *privateData;
635 } IWineD3DResourceClass;
637 typedef struct IWineD3DResourceImpl
639 /* IUnknown & WineD3DResource Information */
640 const IWineD3DResourceVtbl *lpVtbl;
641 IWineD3DResourceClass resource;
642 } IWineD3DResourceImpl;
645 /*****************************************************************************
646 * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
648 typedef struct IWineD3DVertexBufferImpl
650 /* IUnknown & WineD3DResource Information */
651 const IWineD3DVertexBufferVtbl *lpVtbl;
652 IWineD3DResourceClass resource;
654 /* WineD3DVertexBuffer specifics */
655 DWORD fvf;
657 /* Vertex buffer object support */
658 GLuint vbo;
659 BYTE Flags;
660 UINT stream;
662 UINT dirtystart, dirtyend;
663 LONG lockcount;
665 LONG declChanges, draws;
666 /* Last description of the buffer */
667 WineDirect3DVertexStridedData strided;
668 } IWineD3DVertexBufferImpl;
670 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
672 #define VBFLAG_LOAD 0x01 /* Data is written from allocatedMemory to the VBO */
673 #define VBFLAG_OPTIMIZED 0x02 /* Optimize has been called for the VB */
674 #define VBFLAG_DIRTY 0x04 /* Buffer data has been modified */
675 #define VBFLAG_STREAM 0x08 /* The vertex buffer is in a stream */
676 #define VBFLAG_HASDESC 0x10 /* A vertex description has been found */
677 #define VBFLAG_VBOCREATEFAIL 0x20 /* An attempt to create a vbo has failed */
679 /*****************************************************************************
680 * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
682 typedef struct IWineD3DIndexBufferImpl
684 /* IUnknown & WineD3DResource Information */
685 const IWineD3DIndexBufferVtbl *lpVtbl;
686 IWineD3DResourceClass resource;
688 /* WineD3DVertexBuffer specifics */
689 } IWineD3DIndexBufferImpl;
691 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
693 /*****************************************************************************
694 * IWineD3DBaseTexture D3D- > openGL state map lookups
696 #define WINED3DFUNC_NOTSUPPORTED -2
697 #define WINED3DFUNC_UNIMPLEMENTED -1
699 typedef enum winetexturestates {
700 WINED3DTEXSTA_ADDRESSU = 0,
701 WINED3DTEXSTA_ADDRESSV = 1,
702 WINED3DTEXSTA_ADDRESSW = 2,
703 WINED3DTEXSTA_BORDERCOLOR = 3,
704 WINED3DTEXSTA_MAGFILTER = 4,
705 WINED3DTEXSTA_MINFILTER = 5,
706 WINED3DTEXSTA_MIPFILTER = 6,
707 WINED3DTEXSTA_MAXMIPLEVEL = 7,
708 WINED3DTEXSTA_MAXANISOTROPY = 8,
709 WINED3DTEXSTA_SRGBTEXTURE = 9,
710 WINED3DTEXSTA_ELEMENTINDEX = 10,
711 WINED3DTEXSTA_DMAPOFFSET = 11,
712 WINED3DTEXSTA_TSSADDRESSW = 12,
713 MAX_WINETEXTURESTATES = 13,
714 } winetexturestates;
716 typedef struct Wined3dTextureStateMap {
717 CONST int state;
718 int function;
719 } Wined3dTextureStateMap;
721 /*****************************************************************************
722 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
724 typedef struct IWineD3DBaseTextureClass
726 UINT levels;
727 BOOL dirty;
728 WINED3DFORMAT format;
729 DWORD usage;
730 UINT textureName;
731 UINT LOD;
732 WINED3DTEXTUREFILTERTYPE filterType;
733 DWORD states[MAX_WINETEXTURESTATES];
735 } IWineD3DBaseTextureClass;
737 typedef struct IWineD3DBaseTextureImpl
739 /* IUnknown & WineD3DResource Information */
740 const IWineD3DBaseTextureVtbl *lpVtbl;
741 IWineD3DResourceClass resource;
742 IWineD3DBaseTextureClass baseTexture;
744 } IWineD3DBaseTextureImpl;
746 /*****************************************************************************
747 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
749 typedef struct IWineD3DTextureImpl
751 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
752 const IWineD3DTextureVtbl *lpVtbl;
753 IWineD3DResourceClass resource;
754 IWineD3DBaseTextureClass baseTexture;
756 /* IWineD3DTexture */
757 IWineD3DSurface *surfaces[MAX_LEVELS];
759 UINT width;
760 UINT height;
761 float pow2scalingFactorX;
762 float pow2scalingFactorY;
764 } IWineD3DTextureImpl;
766 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
768 /*****************************************************************************
769 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
771 typedef struct IWineD3DCubeTextureImpl
773 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
774 const IWineD3DCubeTextureVtbl *lpVtbl;
775 IWineD3DResourceClass resource;
776 IWineD3DBaseTextureClass baseTexture;
778 /* IWineD3DCubeTexture */
779 IWineD3DSurface *surfaces[6][MAX_LEVELS];
781 UINT edgeLength;
782 float pow2scalingFactor;
784 } IWineD3DCubeTextureImpl;
786 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
788 typedef struct _WINED3DVOLUMET_DESC
790 UINT Width;
791 UINT Height;
792 UINT Depth;
793 } WINED3DVOLUMET_DESC;
795 /*****************************************************************************
796 * IWineD3DVolume implementation structure (extends IUnknown)
798 typedef struct IWineD3DVolumeImpl
800 /* IUnknown & WineD3DResource fields */
801 const IWineD3DVolumeVtbl *lpVtbl;
802 IWineD3DResourceClass resource;
804 /* WineD3DVolume Information */
805 WINED3DVOLUMET_DESC currentDesc;
806 IWineD3DBase *container;
807 UINT bytesPerPixel;
809 BOOL lockable;
810 BOOL locked;
811 WINED3DBOX lockedBox;
812 WINED3DBOX dirtyBox;
813 BOOL dirty;
816 } IWineD3DVolumeImpl;
818 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
820 /*****************************************************************************
821 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
823 typedef struct IWineD3DVolumeTextureImpl
825 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
826 const IWineD3DVolumeTextureVtbl *lpVtbl;
827 IWineD3DResourceClass resource;
828 IWineD3DBaseTextureClass baseTexture;
830 /* IWineD3DVolumeTexture */
831 IWineD3DVolume *volumes[MAX_LEVELS];
833 UINT width;
834 UINT height;
835 UINT depth;
836 } IWineD3DVolumeTextureImpl;
838 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
840 typedef struct _WINED3DSURFACET_DESC
842 WINED3DMULTISAMPLE_TYPE MultiSampleType;
843 DWORD MultiSampleQuality;
844 UINT Width;
845 UINT Height;
846 } WINED3DSURFACET_DESC;
848 /*****************************************************************************
849 * Structure for DIB Surfaces (GetDC and GDI surfaces)
851 typedef struct wineD3DSurface_DIB {
852 HBITMAP DIBsection;
853 void* bitmap_data;
854 HGDIOBJ holdbitmap;
855 BOOL client_memory;
856 } wineD3DSurface_DIB;
858 /*****************************************************************************
859 * IWineD3DSurface implementation structure
861 struct IWineD3DSurfaceImpl
863 /* IUnknown & IWineD3DResource Information */
864 const IWineD3DSurfaceVtbl *lpVtbl;
865 IWineD3DResourceClass resource;
867 /* IWineD3DSurface fields */
868 IWineD3DBase *container;
869 WINED3DSURFACET_DESC currentDesc;
870 IWineD3DPaletteImpl *palette;
872 UINT bytesPerPixel;
874 /* TODO: move this off into a management class(maybe!) */
875 DWORD Flags;
877 UINT pow2Width;
878 UINT pow2Height;
879 UINT pow2Size;
881 /* Oversized texture */
882 RECT glRect;
884 #if 0
885 /* precalculated x and y scalings for texture coords */
886 float pow2scalingFactorX; /* = (Width / pow2Width ) */
887 float pow2scalingFactorY; /* = (Height / pow2Height) */
888 #endif
890 RECT lockedRect;
891 RECT dirtyRect;
893 glDescriptor glDescription;
895 /* For GetDC */
896 wineD3DSurface_DIB dib;
897 HDC hDC;
899 /* Color keys for DDraw */
900 DDCOLORKEY DestBltCKey;
901 DDCOLORKEY DestOverlayCKey;
902 DDCOLORKEY SrcOverlayCKey;
903 DDCOLORKEY SrcBltCKey;
904 DWORD CKeyFlags;
906 DDCOLORKEY glCKey;
909 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
910 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
912 /* Predeclare the shared Surface functions */
913 HRESULT WINAPI IWineD3DSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
914 ULONG WINAPI IWineD3DSurfaceImpl_AddRef(IWineD3DSurface *iface);
915 ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface);
916 HRESULT WINAPI IWineD3DSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
917 HRESULT WINAPI IWineD3DSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
918 HRESULT WINAPI IWineD3DSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
919 HRESULT WINAPI IWineD3DSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
920 HRESULT WINAPI IWineD3DSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
921 DWORD WINAPI IWineD3DSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
922 DWORD WINAPI IWineD3DSurfaceImpl_GetPriority(IWineD3DSurface *iface);
923 void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface);
924 WINED3DRESOURCETYPE WINAPI IWineD3DSurfaceImpl_GetType(IWineD3DSurface *iface);
925 HRESULT WINAPI IWineD3DSurfaceImpl_GetContainerParent(IWineD3DSurface* iface, IUnknown **ppContainerParent);
926 HRESULT WINAPI IWineD3DSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
927 HRESULT WINAPI IWineD3DSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
928 HRESULT WINAPI IWineD3DSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
929 HRESULT WINAPI IWineD3DSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
930 HRESULT WINAPI IWineD3DSurfaceImpl_IsLost(IWineD3DSurface *iface);
931 HRESULT WINAPI IWineD3DSurfaceImpl_Restore(IWineD3DSurface *iface);
932 HRESULT WINAPI IWineD3DSurfaceImpl_SetPixelFormat(IWineD3DSurface *iface, WINED3DFORMAT Format, BYTE *Surface, DWORD Size);
933 HRESULT WINAPI IWineD3DSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
934 HRESULT WINAPI IWineD3DSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
935 HRESULT WINAPI IWineD3DSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, DDCOLORKEY *CKey);
936 HRESULT WINAPI IWineD3DSurfaceImpl_CleanDirtyRect(IWineD3DSurface *iface);
937 extern HRESULT WINAPI IWineD3DSurfaceImpl_AddDirtyRect(IWineD3DSurface *iface, CONST RECT* pDirtyRect);
938 HRESULT WINAPI IWineD3DSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
939 HRESULT WINAPI IWineD3DSurfaceImpl_SetPBufferState(IWineD3DSurface *iface, BOOL inPBuffer, BOOL inTexture);
940 void WINAPI IWineD3DSurfaceImpl_SetGlTextureDesc(IWineD3DSurface *iface, UINT textureName, int target);
941 void WINAPI IWineD3DSurfaceImpl_GetGlDesc(IWineD3DSurface *iface, glDescriptor **glDescription);
942 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface);
943 HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
944 HRESULT WINAPI IWineGDISurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, DDBLTFX *DDBltFx);
945 HRESULT WINAPI IWineGDISurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans);
946 HRESULT WINAPI IWineD3DSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
947 HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC);
948 HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC);
949 DWORD WINAPI IWineD3DSurfaceImpl_GetPitch(IWineD3DSurface *iface);
950 HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
951 HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem);
952 HRESULT WINAPI IWineD3DSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
953 HRESULT WINAPI IWineD3DSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
954 HRESULT WINAPI IWineD3DSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
955 HRESULT WINAPI IWineD3DSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, RECT *SrcRect, IWineD3DSurface *DstSurface, RECT *DstRect, DWORD Flags, WINEDDOVERLAYFX *FX);
957 /* Surface flags: */
958 #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
959 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
960 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for getdc */
961 #define SFLAG_DIRTY 0x00000008 /* Surface was locked by the app */
962 #define SFLAG_LOCKABLE 0x00000010 /* Surface can be locked */
963 #define SFLAG_DISCARD 0x00000020 /* ??? */
964 #define SFLAG_LOCKED 0x00000040 /* Surface is locked atm */
965 #define SFLAG_ACTIVELOCK 0x00000080 /* Not locked, but surface memory is needed */
966 #define SFLAG_INTEXTURE 0x00000100 /* ??? */
967 #define SFLAG_INPBUFFER 0x00000200 /* ??? */
968 #define SFLAG_NONPOW2 0x00000400 /* Surface sizes are not a power of 2 */
969 #define SFLAG_DYNLOCK 0x00000800 /* Surface is often locked by the app */
970 #define SFLAG_DYNCHANGE 0x00001800 /* Surface contents are changed very often, implies DYNLOCK */
971 #define SFLAG_DCINUSE 0x00002000 /* Set between GetDC and ReleaseDC calls */
972 #define SFLAG_GLDIRTY 0x00004000 /* The opengl texture is more up to date than the surface mem */
973 #define SFLAG_LOST 0x00008000 /* Surface lost flag for DDraw */
974 #define SFLAG_FORCELOAD 0x00010000 /* To force PreLoading of a scratch cursor */
975 #define SFLAG_USERPTR 0x00020000 /* The application allocated the memory for this surface */
976 #define SFLAG_GLCKEY 0x00040000 /* The gl texture was created with a color key */
978 /* In some conditions the surface memory must not be freed:
979 * SFLAG_OVERSIZE: Not all data can be kept in GL
980 * SFLAG_CONVERTED: Converting the data back would take too long
981 * SFLAG_DIBSECTION: The dib code manages the memory
982 * SFLAG_DIRTY: GL surface isn't up to date
983 * SFLAG_LOCKED: The app requires access to the surface data
984 * SFLAG_ACTIVELOCK: Some wined3d code needs the memory
985 * SFLAG_DYNLOCK: Avoid freeing the data for performance
986 * SFLAG_DYNCHANGE: Same reason as DYNLOCK
988 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
989 SFLAG_CONVERTED | \
990 SFLAG_DIBSECTION | \
991 SFLAG_DIRTY | \
992 SFLAG_LOCKED | \
993 SFLAG_ACTIVELOCK | \
994 SFLAG_DYNLOCK | \
995 SFLAG_DYNCHANGE | \
996 SFLAG_USERPTR)
998 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
1000 /* Alignment of the pitch */
1001 #define SURFACE_ALIGNMENT 4
1003 /*****************************************************************************
1004 * IWineD3DVertexDeclaration implementation structure
1006 typedef struct IWineD3DVertexDeclarationImpl {
1007 /* IUnknown Information */
1008 const IWineD3DVertexDeclarationVtbl *lpVtbl;
1009 LONG ref; /* Note: Ref counting not required */
1011 IUnknown *parent;
1012 /** precomputed fvf if simple declaration */
1013 IWineD3DDeviceImpl *wineD3DDevice;
1014 DWORD fvf[MAX_STREAMS];
1015 DWORD allFVF;
1017 /** dx8 compatible Declaration fields */
1018 DWORD* pDeclaration8;
1019 DWORD declaration8Length;
1021 /** dx9+ */
1022 D3DVERTEXELEMENT9 *pDeclaration9;
1023 UINT declaration9NumElements;
1025 WINED3DVERTEXELEMENT *pDeclarationWine;
1026 UINT declarationWNumElements;
1028 float *constants;
1030 } IWineD3DVertexDeclarationImpl;
1032 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
1034 /*****************************************************************************
1035 * IWineD3DStateBlock implementation structure
1038 /* Internal state Block for Begin/End/Capture/Create/Apply info */
1039 /* Note: Very long winded but gl Lists are not flexible enough */
1040 /* to resolve everything we need, so doing it manually for now */
1041 typedef struct SAVEDSTATES {
1042 BOOL indices;
1043 BOOL material;
1044 BOOL fvf;
1045 BOOL streamSource[MAX_STREAMS];
1046 BOOL streamFreq[MAX_STREAMS];
1047 BOOL textures[MAX_SAMPLERS];
1048 BOOL transform[HIGHEST_TRANSFORMSTATE + 1];
1049 BOOL viewport;
1050 BOOL renderState[WINEHIGHEST_RENDER_STATE + 1];
1051 BOOL textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1052 BOOL samplerState[MAX_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1053 BOOL clipplane[MAX_CLIPPLANES];
1054 BOOL vertexDecl;
1055 BOOL pixelShader;
1056 BOOL pixelShaderConstantsB[MAX_CONST_B];
1057 BOOL pixelShaderConstantsI[MAX_CONST_I];
1058 BOOL *pixelShaderConstantsF;
1059 BOOL vertexShader;
1060 BOOL vertexShaderConstantsB[MAX_CONST_B];
1061 BOOL vertexShaderConstantsI[MAX_CONST_I];
1062 BOOL *vertexShaderConstantsF;
1063 } SAVEDSTATES;
1065 typedef struct {
1066 struct list entry;
1067 int idx;
1068 } constant_entry;
1070 struct IWineD3DStateBlockImpl
1072 /* IUnknown fields */
1073 const IWineD3DStateBlockVtbl *lpVtbl;
1074 LONG ref; /* Note: Ref counting not required */
1076 /* IWineD3DStateBlock information */
1077 IUnknown *parent;
1078 IWineD3DDeviceImpl *wineD3DDevice;
1079 WINED3DSTATEBLOCKTYPE blockType;
1081 /* Array indicating whether things have been set or changed */
1082 SAVEDSTATES changed;
1083 SAVEDSTATES set;
1084 struct list set_vconstantsF;
1085 struct list set_pconstantsF;
1087 /* Drawing - Vertex Shader or FVF related */
1088 DWORD fvf;
1089 /* Vertex Shader Declaration */
1090 IWineD3DVertexDeclaration *vertexDecl;
1092 IWineD3DVertexShader *vertexShader;
1094 /* Vertex Shader Constants */
1095 BOOL vertexShaderConstantB[MAX_CONST_B];
1096 INT vertexShaderConstantI[MAX_CONST_I * 4];
1097 float *vertexShaderConstantF;
1099 /* Stream Source */
1100 BOOL streamIsUP;
1101 UINT streamStride[MAX_STREAMS];
1102 UINT streamOffset[MAX_STREAMS];
1103 IWineD3DVertexBuffer *streamSource[MAX_STREAMS];
1104 UINT streamFreq[MAX_STREAMS];
1105 UINT streamFlags[MAX_STREAMS]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
1107 /* Indices */
1108 IWineD3DIndexBuffer* pIndexData;
1109 UINT baseVertexIndex; /* Note: only used for d3d8 */
1111 /* Transform */
1112 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
1114 /* Lights */
1115 PLIGHTINFOEL *lights; /* NOTE: active GL lights must be front of the chain */
1117 /* Clipping */
1118 double clipplane[MAX_CLIPPLANES][4];
1119 WINED3DCLIPSTATUS clip_status;
1121 /* ViewPort */
1122 WINED3DVIEWPORT viewport;
1124 /* Material */
1125 WINED3DMATERIAL material;
1127 /* Pixel Shader */
1128 IWineD3DPixelShader *pixelShader;
1130 /* Pixel Shader Constants */
1131 BOOL pixelShaderConstantB[MAX_CONST_B];
1132 INT pixelShaderConstantI[MAX_CONST_I * 4];
1133 float *pixelShaderConstantF;
1135 /* Indexed Vertex Blending */
1136 WINED3DVERTEXBLENDFLAGS vertex_blend;
1137 FLOAT tween_factor;
1139 /* RenderState */
1140 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
1142 /* Texture */
1143 IWineD3DBaseTexture *textures[MAX_SAMPLERS];
1144 int textureDimensions[MAX_SAMPLERS];
1146 /* Texture State Stage */
1147 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1148 /* Sampler States */
1149 DWORD samplerState[MAX_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1151 /* Current GLSL Shader Program */
1152 struct glsl_shader_prog_link *glsl_program;
1155 extern void stateblock_savedstates_set(
1156 IWineD3DStateBlock* iface,
1157 SAVEDSTATES* states,
1158 BOOL value);
1160 extern void stateblock_savedstates_copy(
1161 IWineD3DStateBlock* iface,
1162 SAVEDSTATES* dest,
1163 SAVEDSTATES* source);
1165 extern void stateblock_copy(
1166 IWineD3DStateBlock* destination,
1167 IWineD3DStateBlock* source);
1169 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
1171 /*****************************************************************************
1172 * IWineD3DQueryImpl implementation structure (extends IUnknown)
1174 typedef struct IWineD3DQueryImpl
1176 const IWineD3DQueryVtbl *lpVtbl;
1177 LONG ref; /* Note: Ref counting not required */
1179 IUnknown *parent;
1180 /*TODO: replace with iface usage */
1181 #if 0
1182 IWineD3DDevice *wineD3DDevice;
1183 #else
1184 IWineD3DDeviceImpl *wineD3DDevice;
1185 #endif
1187 /* IWineD3DQuery fields */
1188 WINED3DQUERYTYPE type;
1189 /* TODO: Think about using a IUnknown instead of a void* */
1190 void *extendedData;
1193 } IWineD3DQueryImpl;
1195 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1197 /* Datastructures for IWineD3DQueryImpl.extendedData */
1198 typedef struct WineQueryOcclusionData {
1199 GLuint queryId;
1200 } WineQueryOcclusionData;
1203 /*****************************************************************************
1204 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1207 typedef struct IWineD3DSwapChainImpl
1209 /*IUnknown part*/
1210 IWineD3DSwapChainVtbl *lpVtbl;
1211 LONG ref; /* Note: Ref counting not required */
1213 IUnknown *parent;
1214 IWineD3DDeviceImpl *wineD3DDevice;
1216 /* IWineD3DSwapChain fields */
1217 IWineD3DSurface **backBuffer;
1218 IWineD3DSurface *frontBuffer;
1219 BOOL wantsDepthStencilBuffer;
1220 D3DPRESENT_PARAMETERS presentParms;
1222 /* TODO: move everything up to drawable off into a context manager
1223 and store the 'data' in the contextManagerData interface.
1224 IUnknown *contextManagerData;
1227 HWND win_handle;
1228 Window win;
1229 Display *display;
1231 GLXContext glCtx;
1232 XVisualInfo *visInfo;
1233 GLXContext render_ctx;
1234 /* This has been left in device for now, but needs moving off into a rendertarget management class and separated out from swapchains and devices. */
1235 Drawable drawable;
1236 } IWineD3DSwapChainImpl;
1238 extern IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
1240 /*****************************************************************************
1241 * Utility function prototypes
1244 /* Trace routines */
1245 const char* debug_d3dformat(WINED3DFORMAT fmt);
1246 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
1247 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
1248 const char* debug_d3dusage(DWORD usage);
1249 const char* debug_d3dusagequery(DWORD usagequery);
1250 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
1251 const char* debug_d3ddecltype(WINED3DDECLTYPE type);
1252 const char* debug_d3ddeclusage(BYTE usage);
1253 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
1254 const char* debug_d3drenderstate(DWORD state);
1255 const char* debug_d3dsamplerstate(DWORD state);
1256 const char* debug_d3dtexturestate(DWORD state);
1257 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
1258 const char* debug_d3dpool(WINED3DPOOL pool);
1260 /* Routines for GL <-> D3D values */
1261 GLenum StencilOp(DWORD op);
1262 GLenum CompareFunc(DWORD func);
1263 void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
1264 void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx);
1265 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords);
1267 int D3DFmtMakeGlCfg(WINED3DFORMAT BackBufferFormat, WINED3DFORMAT StencilBufferFormat, int *attribs, int* nAttribs, BOOL alternate);
1269 /* Math utils */
1270 void multiply_matrix(WINED3DMATRIX *dest, WINED3DMATRIX *src1, WINED3DMATRIX *src2);
1272 /*****************************************************************************
1273 * To enable calling of inherited functions, requires prototypes
1275 * Note: Only require classes which are subclassed, ie resource, basetexture,
1277 /*** IUnknown methods ***/
1278 extern HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface, REFIID riid, void** ppvObject);
1279 extern ULONG WINAPI IWineD3DResourceImpl_AddRef(IWineD3DResource *iface);
1280 extern ULONG WINAPI IWineD3DResourceImpl_Release(IWineD3DResource *iface);
1281 /*** IWineD3DResource methods ***/
1282 extern HRESULT WINAPI IWineD3DResourceImpl_GetParent(IWineD3DResource *iface, IUnknown **pParent);
1283 extern HRESULT WINAPI IWineD3DResourceImpl_GetDevice(IWineD3DResource *iface, IWineD3DDevice ** ppDevice);
1284 extern HRESULT WINAPI IWineD3DResourceImpl_SetPrivateData(IWineD3DResource *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1285 extern HRESULT WINAPI IWineD3DResourceImpl_GetPrivateData(IWineD3DResource *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1286 extern HRESULT WINAPI IWineD3DResourceImpl_FreePrivateData(IWineD3DResource *iface, REFGUID refguid);
1287 extern DWORD WINAPI IWineD3DResourceImpl_SetPriority(IWineD3DResource *iface, DWORD PriorityNew);
1288 extern DWORD WINAPI IWineD3DResourceImpl_GetPriority(IWineD3DResource *iface);
1289 extern void WINAPI IWineD3DResourceImpl_PreLoad(IWineD3DResource *iface);
1290 extern WINED3DRESOURCETYPE WINAPI IWineD3DResourceImpl_GetType(IWineD3DResource *iface);
1291 /*** class static members ***/
1292 void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface);
1294 /*** IUnknown methods ***/
1295 extern HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, void** ppvObject);
1296 extern ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface);
1297 extern ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface);
1298 /*** IWineD3DResource methods ***/
1299 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent);
1300 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice ** ppDevice);
1301 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1302 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1303 extern HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID refguid);
1304 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD PriorityNew);
1305 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface);
1306 extern void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface);
1307 extern WINED3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface);
1308 /*** IWineD3DBaseTexture methods ***/
1309 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew);
1310 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface);
1311 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface);
1312 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType);
1313 extern WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface);
1314 extern void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface);
1315 extern BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL);
1316 extern BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface);
1318 extern BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
1319 extern HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface);
1320 extern HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface);
1321 extern HRESULT WINAPI IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture *iface);
1322 extern void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1323 /*** class static members ***/
1324 void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface);
1326 struct SHADER_OPCODE_ARG;
1327 typedef void (*shader_fct_t)();
1328 typedef void (*SHADER_HANDLER) (struct SHADER_OPCODE_ARG*);
1330 /* Struct to maintain a list of GLSL shader programs and their associated pixel and
1331 * vertex shaders. A list of this type is maintained on the DeviceImpl, and is only
1332 * used if the user is using GLSL shaders. */
1333 struct glsl_shader_prog_link {
1334 struct list entry;
1335 GLhandleARB programId;
1336 GLhandleARB *vuniformF_locations;
1337 GLhandleARB *puniformF_locations;
1338 IWineD3DVertexShader* vertexShader;
1339 IWineD3DPixelShader* pixelShader;
1342 /* TODO: Make this dynamic, based on shader limits ? */
1343 #define MAX_REG_ADDR 1
1344 #define MAX_REG_TEMP 32
1345 #define MAX_REG_TEXCRD 8
1346 #define MAX_REG_INPUT 12
1347 #define MAX_REG_OUTPUT 12
1348 #define MAX_ATTRIBS 16
1349 #define MAX_CONST_I 16
1350 #define MAX_CONST_B 16
1352 /* FIXME: This needs to go up to 2048 for
1353 * Shader model 3 according to msdn (and for software shaders) */
1354 #define MAX_LABELS 16
1356 typedef struct semantic {
1357 DWORD usage;
1358 DWORD reg;
1359 } semantic;
1361 typedef struct local_constant {
1362 struct list entry;
1363 unsigned int idx;
1364 DWORD value[4];
1365 } local_constant;
1367 typedef struct shader_reg_maps {
1369 char texcoord[MAX_REG_TEXCRD]; /* pixel < 3.0 */
1370 char temporary[MAX_REG_TEMP]; /* pixel, vertex */
1371 char address[MAX_REG_ADDR]; /* vertex */
1372 char packed_input[MAX_REG_INPUT]; /* pshader >= 3.0 */
1373 char packed_output[MAX_REG_OUTPUT]; /* vertex >= 3.0 */
1374 char attributes[MAX_ATTRIBS]; /* vertex */
1375 char labels[MAX_LABELS]; /* pixel, vertex */
1377 /* Sampler usage tokens
1378 * Use 0 as default (bit 31 is always 1 on a valid token) */
1379 DWORD samplers[MAX_SAMPLERS];
1381 /* Whether or not a loop is used in this shader */
1382 char loop;
1384 /* Whether or not this shader uses fog */
1385 char fog;
1387 } shader_reg_maps;
1389 #define SHADER_PGMSIZE 65535
1390 typedef struct SHADER_BUFFER {
1391 char* buffer;
1392 unsigned int bsize;
1393 unsigned int lineNo;
1394 } SHADER_BUFFER;
1396 /* Undocumented opcode controls */
1397 #define INST_CONTROLS_SHIFT 16
1398 #define INST_CONTROLS_MASK 0x00ff0000
1400 typedef enum COMPARISON_TYPE {
1401 COMPARISON_GT = 1,
1402 COMPARISON_EQ = 2,
1403 COMPARISON_GE = 3,
1404 COMPARISON_LT = 4,
1405 COMPARISON_NE = 5,
1406 COMPARISON_LE = 6
1407 } COMPARISON_TYPE;
1409 typedef struct SHADER_OPCODE {
1410 unsigned int opcode;
1411 const char* name;
1412 const char* glname;
1413 char dst_token;
1414 CONST UINT num_params;
1415 shader_fct_t soft_fct;
1416 SHADER_HANDLER hw_fct;
1417 SHADER_HANDLER hw_glsl_fct;
1418 DWORD min_version;
1419 DWORD max_version;
1420 } SHADER_OPCODE;
1422 typedef struct SHADER_OPCODE_ARG {
1423 IWineD3DBaseShader* shader;
1424 shader_reg_maps* reg_maps;
1425 CONST SHADER_OPCODE* opcode;
1426 DWORD opcode_token;
1427 DWORD dst;
1428 DWORD dst_addr;
1429 DWORD predicate;
1430 DWORD src[4];
1431 DWORD src_addr[4];
1432 SHADER_BUFFER* buffer;
1433 } SHADER_OPCODE_ARG;
1435 typedef struct SHADER_LIMITS {
1436 unsigned int temporary;
1437 unsigned int texcoord;
1438 unsigned int sampler;
1439 unsigned int constant_int;
1440 unsigned int constant_float;
1441 unsigned int constant_bool;
1442 unsigned int address;
1443 unsigned int packed_output;
1444 unsigned int packed_input;
1445 unsigned int attributes;
1446 unsigned int label;
1447 } SHADER_LIMITS;
1449 /** Keeps track of details for TEX_M#x# shader opcodes which need to
1450 maintain state information between multiple codes */
1451 typedef struct SHADER_PARSE_STATE {
1452 unsigned int current_row;
1453 DWORD texcoord_w[2];
1454 } SHADER_PARSE_STATE;
1456 /* Base Shader utility functions.
1457 * (may move callers into the same file in the future) */
1458 extern int shader_addline(
1459 SHADER_BUFFER* buffer,
1460 const char* fmt, ...);
1462 extern const SHADER_OPCODE* shader_get_opcode(
1463 IWineD3DBaseShader *iface,
1464 const DWORD code);
1466 extern void shader_delete_constant_list(
1467 struct list* clist);
1469 /* Vertex shader utility functions */
1470 extern BOOL vshader_get_input(
1471 IWineD3DVertexShader* iface,
1472 BYTE usage_req, BYTE usage_idx_req,
1473 unsigned int* regnum);
1475 extern BOOL vshader_input_is_color(
1476 IWineD3DVertexShader* iface,
1477 unsigned int regnum);
1479 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
1481 /* ARB_[vertex/fragment]_program helper functions */
1482 extern void shader_arb_load_constants(
1483 IWineD3DDevice* device,
1484 char usePixelShader,
1485 char useVertexShader);
1487 /* ARB shader program Prototypes */
1488 extern void shader_hw_def(SHADER_OPCODE_ARG *arg);
1490 /* ARB pixel shader prototypes */
1491 extern void pshader_hw_cnd(SHADER_OPCODE_ARG* arg);
1492 extern void pshader_hw_cmp(SHADER_OPCODE_ARG* arg);
1493 extern void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1494 extern void pshader_hw_tex(SHADER_OPCODE_ARG* arg);
1495 extern void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg);
1496 extern void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg);
1497 extern void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg);
1498 extern void pshader_hw_texbem(SHADER_OPCODE_ARG* arg);
1499 extern void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg);
1500 extern void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg);
1501 extern void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg);
1502 extern void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg);
1503 extern void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg);
1504 extern void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1506 /* ARB vertex shader prototypes */
1507 extern void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1508 extern void vshader_hw_mnxn(SHADER_OPCODE_ARG* arg);
1510 /* GLSL helper functions */
1511 extern void set_glsl_shader_program(IWineD3DDevice *iface);
1512 extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG *arg);
1513 extern void shader_glsl_load_constants(
1514 IWineD3DDevice* device,
1515 char usePixelShader,
1516 char useVertexShader);
1518 /** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */
1519 extern void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg);
1520 extern void shader_glsl_arith(SHADER_OPCODE_ARG* arg);
1521 extern void shader_glsl_mov(SHADER_OPCODE_ARG* arg);
1522 extern void shader_glsl_mad(SHADER_OPCODE_ARG* arg);
1523 extern void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg);
1524 extern void shader_glsl_lrp(SHADER_OPCODE_ARG* arg);
1525 extern void shader_glsl_dot(SHADER_OPCODE_ARG* arg);
1526 extern void shader_glsl_rcp(SHADER_OPCODE_ARG* arg);
1527 extern void shader_glsl_cnd(SHADER_OPCODE_ARG* arg);
1528 extern void shader_glsl_compare(SHADER_OPCODE_ARG* arg);
1529 extern void shader_glsl_def(SHADER_OPCODE_ARG* arg);
1530 extern void shader_glsl_defi(SHADER_OPCODE_ARG* arg);
1531 extern void shader_glsl_defb(SHADER_OPCODE_ARG* arg);
1532 extern void shader_glsl_expp(SHADER_OPCODE_ARG* arg);
1533 extern void shader_glsl_cmp(SHADER_OPCODE_ARG* arg);
1534 extern void shader_glsl_lit(SHADER_OPCODE_ARG* arg);
1535 extern void shader_glsl_dst(SHADER_OPCODE_ARG* arg);
1536 extern void shader_glsl_sincos(SHADER_OPCODE_ARG* arg);
1537 extern void shader_glsl_loop(SHADER_OPCODE_ARG* arg);
1538 extern void shader_glsl_end(SHADER_OPCODE_ARG* arg);
1539 extern void shader_glsl_if(SHADER_OPCODE_ARG* arg);
1540 extern void shader_glsl_ifc(SHADER_OPCODE_ARG* arg);
1541 extern void shader_glsl_else(SHADER_OPCODE_ARG* arg);
1542 extern void shader_glsl_break(SHADER_OPCODE_ARG* arg);
1543 extern void shader_glsl_breakc(SHADER_OPCODE_ARG* arg);
1544 extern void shader_glsl_rep(SHADER_OPCODE_ARG* arg);
1545 extern void shader_glsl_call(SHADER_OPCODE_ARG* arg);
1546 extern void shader_glsl_callnz(SHADER_OPCODE_ARG* arg);
1547 extern void shader_glsl_label(SHADER_OPCODE_ARG* arg);
1549 /** GLSL Pixel Shader Prototypes */
1550 extern void pshader_glsl_tex(SHADER_OPCODE_ARG* arg);
1551 extern void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg);
1552 extern void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg);
1553 extern void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg);
1554 extern void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg);
1555 extern void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg);
1556 extern void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg);
1557 extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg);
1558 extern void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg);
1559 extern void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg);
1560 extern void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg);
1561 extern void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg);
1562 extern void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1563 extern void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg);
1564 extern void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg);
1565 extern void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg);
1566 extern void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg);
1567 extern void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg);
1568 extern void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg);
1569 extern void pshader_glsl_input_pack(
1570 SHADER_BUFFER* buffer,
1571 semantic* semantics_out);
1573 /** GLSL Vertex Shader Prototypes */
1574 extern void vshader_glsl_output_unpack(
1575 SHADER_BUFFER* buffer,
1576 semantic* semantics_out);
1578 /*****************************************************************************
1579 * IDirect3DBaseShader implementation structure
1581 typedef struct IWineD3DBaseShaderClass
1583 DWORD hex_version;
1584 SHADER_LIMITS limits;
1585 SHADER_PARSE_STATE parse_state;
1586 CONST SHADER_OPCODE *shader_ins;
1587 CONST DWORD *function;
1588 UINT functionLength;
1589 GLuint prgId;
1590 BOOL is_compiled;
1592 /* Type of shader backend */
1593 int shader_mode;
1595 /* Immediate constants (override global ones) */
1596 struct list constantsB;
1597 struct list constantsF;
1598 struct list constantsI;
1599 shader_reg_maps reg_maps;
1601 /* Pointer to the parent device */
1602 IWineD3DDevice *device;
1604 } IWineD3DBaseShaderClass;
1606 typedef struct IWineD3DBaseShaderImpl {
1607 /* IUnknown */
1608 const IWineD3DBaseShaderVtbl *lpVtbl;
1609 LONG ref;
1611 /* IWineD3DBaseShader */
1612 IWineD3DBaseShaderClass baseShader;
1613 } IWineD3DBaseShaderImpl;
1615 extern HRESULT shader_get_registers_used(
1616 IWineD3DBaseShader *iface,
1617 shader_reg_maps* reg_maps,
1618 semantic* semantics_in,
1619 semantic* semantics_out,
1620 CONST DWORD* pToken,
1621 IWineD3DStateBlockImpl *stateBlock);
1623 extern void shader_generate_glsl_declarations(
1624 IWineD3DBaseShader *iface,
1625 shader_reg_maps* reg_maps,
1626 SHADER_BUFFER* buffer,
1627 WineD3D_GL_Info* gl_info);
1629 extern void shader_generate_arb_declarations(
1630 IWineD3DBaseShader *iface,
1631 shader_reg_maps* reg_maps,
1632 SHADER_BUFFER* buffer,
1633 WineD3D_GL_Info* gl_info);
1635 extern void shader_generate_main(
1636 IWineD3DBaseShader *iface,
1637 SHADER_BUFFER* buffer,
1638 shader_reg_maps* reg_maps,
1639 CONST DWORD* pFunction);
1641 extern void shader_dump_ins_modifiers(
1642 const DWORD output);
1644 extern void shader_dump_param(
1645 IWineD3DBaseShader *iface,
1646 const DWORD param,
1647 const DWORD addr_token,
1648 int input);
1650 extern void shader_trace_init(
1651 IWineD3DBaseShader *iface,
1652 const DWORD* pFunction);
1654 extern int shader_get_param(
1655 IWineD3DBaseShader* iface,
1656 const DWORD* pToken,
1657 DWORD* param,
1658 DWORD* addr_token);
1660 extern int shader_skip_unrecognized(
1661 IWineD3DBaseShader* iface,
1662 const DWORD* pToken);
1664 extern void print_glsl_info_log(
1665 WineD3D_GL_Info *gl_info,
1666 GLhandleARB obj);
1668 inline static int shader_get_regtype(const DWORD param) {
1669 return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
1670 ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
1673 extern unsigned int shader_get_float_offset(const DWORD reg);
1675 inline static BOOL shader_is_pshader_version(DWORD token) {
1676 return 0xFFFF0000 == (token & 0xFFFF0000);
1679 inline static BOOL shader_is_vshader_version(DWORD token) {
1680 return 0xFFFE0000 == (token & 0xFFFF0000);
1683 inline static BOOL shader_is_comment(DWORD token) {
1684 return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
1687 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
1688 * so upload them above that
1690 #define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
1691 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
1693 /*****************************************************************************
1694 * IDirect3DVertexShader implementation structure
1696 typedef struct IWineD3DVertexShaderImpl {
1697 /* IUnknown parts*/
1698 const IWineD3DVertexShaderVtbl *lpVtbl;
1699 LONG ref; /* Note: Ref counting not required */
1701 /* IWineD3DBaseShader */
1702 IWineD3DBaseShaderClass baseShader;
1704 /* IWineD3DVertexShaderImpl */
1705 IUnknown *parent;
1707 char usesFog;
1708 DWORD usage;
1710 /* Vertex shader input and output semantics */
1711 semantic semantics_in [MAX_ATTRIBS];
1712 semantic semantics_out [MAX_REG_OUTPUT];
1714 /* run time datas... */
1715 VSHADERDATA *data;
1716 IWineD3DVertexDeclaration *vertexDeclaration;
1717 #if 0 /* needs reworking */
1718 /* run time datas */
1719 VSHADERINPUTDATA input;
1720 VSHADEROUTPUTDATA output;
1721 #endif
1722 } IWineD3DVertexShaderImpl;
1723 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
1724 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
1726 /*****************************************************************************
1727 * IDirect3DPixelShader implementation structure
1729 typedef struct IWineD3DPixelShaderImpl {
1730 /* IUnknown parts */
1731 const IWineD3DPixelShaderVtbl *lpVtbl;
1732 LONG ref; /* Note: Ref counting not required */
1734 /* IWineD3DBaseShader */
1735 IWineD3DBaseShaderClass baseShader;
1737 /* IWineD3DPixelShaderImpl */
1738 IUnknown *parent;
1740 /* Pixel shader input semantics */
1741 semantic semantics_in [MAX_REG_INPUT];
1743 /* run time data */
1744 PSHADERDATA *data;
1746 #if 0 /* needs reworking */
1747 PSHADERINPUTDATA input;
1748 PSHADEROUTPUTDATA output;
1749 #endif
1750 } IWineD3DPixelShaderImpl;
1752 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
1753 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
1755 /*****************************************************************************
1756 * IWineD3DPalette implementation structure
1758 struct IWineD3DPaletteImpl {
1759 /* IUnknown parts */
1760 const IWineD3DPaletteVtbl *lpVtbl;
1761 LONG ref;
1763 IUnknown *parent;
1764 IWineD3DDeviceImpl *wineD3DDevice;
1766 /* IWineD3DPalette */
1767 HPALETTE hpal;
1768 WORD palVersion; /*| */
1769 WORD palNumEntries; /*| LOGPALETTE */
1770 PALETTEENTRY palents[256]; /*| */
1771 /* This is to store the palette in 'screen format' */
1772 int screen_palents[256];
1773 DWORD Flags;
1776 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
1777 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
1779 /* DirectDraw utility functions */
1780 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
1782 /*****************************************************************************
1783 * Pixel format management
1785 typedef struct {
1786 WINED3DFORMAT format;
1787 DWORD alphaMask, redMask, greenMask, blueMask;
1788 UINT bpp;
1789 BOOL isFourcc;
1790 GLint glInternal, glFormat, glType;
1791 } PixelFormatDesc;
1793 const PixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt);
1794 #endif