2 * Direct3D wine internal private include file
4 * Copyright 2002-2003 The wine-d3d team
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2004 Jason Edmeades
7 * Copyright 2005 Oliver Stieber
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
29 #define NONAMELESSUNION
30 #define NONAMELESSSTRUCT
37 #include "wine/debug.h"
38 #include "wine/unicode.h"
40 #include "wined3d_private_types.h"
41 #include "wine/wined3d_interface.h"
42 #include "wine/wined3d_caps.h"
43 #include "wine/wined3d_gl.h"
44 #include "wine/list.h"
46 /* Hash table functions */
47 typedef unsigned int (hash_function_t
)(void *key
);
48 typedef BOOL (compare_function_t
)(void *keya
, void *keyb
);
58 hash_function_t
*hash_function
;
59 compare_function_t
*compare_function
;
61 unsigned int bucket_count
;
62 hash_table_entry_t
*entries
;
63 unsigned int entry_count
;
64 struct list free_entries
;
66 unsigned int grow_size
;
67 unsigned int shrink_size
;
70 hash_table_t
*hash_table_create(hash_function_t
*hash_function
, compare_function_t
*compare_function
);
71 void hash_table_destroy(hash_table_t
*table
);
72 void *hash_table_get(hash_table_t
*table
, void *key
);
73 void hash_table_put(hash_table_t
*table
, void *key
, void *value
);
74 void hash_table_remove(hash_table_t
*table
, void *key
);
77 #define MAX_PALETTES 256
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 WINELOOKUP_MAGFILTER
= 1,
111 extern int minLookup
[MAX_LOOKUPS
];
112 extern int maxLookup
[MAX_LOOKUPS
];
113 extern DWORD
*stateLookup
[MAX_LOOKUPS
];
115 extern DWORD minMipLookup
[WINED3DTEXF_ANISOTROPIC
+ 1][WINED3DTEXF_LINEAR
+ 1];
117 void init_type_lookup(WineD3D_GL_Info
*gl_info
);
118 #define WINED3D_ATR_TYPE(type) GLINFO_LOCATION.glTypeLookup[type].d3dType
119 #define WINED3D_ATR_SIZE(type) GLINFO_LOCATION.glTypeLookup[type].size
120 #define WINED3D_ATR_GLTYPE(type) GLINFO_LOCATION.glTypeLookup[type].glType
121 #define WINED3D_ATR_NORMALIZED(type) GLINFO_LOCATION.glTypeLookup[type].normalized
122 #define WINED3D_ATR_TYPESIZE(type) GLINFO_LOCATION.glTypeLookup[type].typesize
124 /* See GL_NV_half_float for reference */
125 static inline float float_16_to_32(const unsigned short *in
) {
126 const unsigned short s
= ((*in
) & 0x8000);
127 const unsigned short e
= ((*in
) & 0x7C00) >> 10;
128 const unsigned short m
= (*in
) & 0x3FF;
129 const float sgn
= (s
? -1.0 : 1.0);
132 if(m
== 0) return sgn
* 0.0; /* +0.0 or -0.0 */
133 else return sgn
* pow(2, -14.0) * ( (float) m
/ 1024.0);
135 return sgn
* pow(2, (float) e
-15.0) * (1.0 + ((float) m
/ 1024.0));
137 if(m
== 0) return sgn
/ 0.0; /* +INF / -INF */
138 else return 0.0 / 0.0; /* NAN */
158 #define ORM_BACKBUFFER 0
159 #define ORM_PBUFFER 1
163 #define SHADER_GLSL 2
164 #define SHADER_NONE 3
166 #define RTL_DISABLE -1
168 #define RTL_READDRAW 1
169 #define RTL_READTEX 2
170 #define RTL_TEXDRAW 3
173 /* NOTE: When adding fields to this structure, make sure to update the default
174 * values in wined3d_main.c as well. */
175 typedef struct wined3d_settings_s
{
176 /* vertex and pixel shader modes */
180 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
181 we should use it. However, until it's fully implemented, we'll leave it as a registry
182 setting for developers. */
184 int offscreen_rendering_mode
;
185 int rendertargetlock_mode
;
186 /* Memory tracking and object counting */
187 unsigned int emulated_textureram
;
189 } wined3d_settings_t
;
191 extern wined3d_settings_t wined3d_settings
;
193 /* Shader backends */
194 struct SHADER_OPCODE_ARG
;
197 void (*shader_select
)(IWineD3DDevice
*iface
, BOOL usePS
, BOOL useVS
);
198 void (*shader_select_depth_blt
)(IWineD3DDevice
*iface
);
199 void (*shader_destroy_depth_blt
)(IWineD3DDevice
*iface
);
200 void (*shader_load_constants
)(IWineD3DDevice
*iface
, char usePS
, char useVS
);
201 void (*shader_cleanup
)(IWineD3DDevice
*iface
);
202 void (*shader_color_correction
)(struct SHADER_OPCODE_ARG
*arg
);
203 void (*shader_destroy
)(IWineD3DBaseShader
*iface
);
206 extern const shader_backend_t glsl_shader_backend
;
207 extern const shader_backend_t arb_program_shader_backend
;
208 extern const shader_backend_t none_shader_backend
;
212 extern void (*wine_tsx11_lock_ptr
)(void);
213 extern void (*wine_tsx11_unlock_ptr
)(void);
215 /* As GLX relies on X, this is needed */
219 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
220 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
222 #define ENTER_GL() wine_tsx11_lock_ptr()
223 #define LEAVE_GL() wine_tsx11_unlock_ptr()
226 /*****************************************************************************
230 /* GL related defines */
231 /* ------------------ */
232 #define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
233 #define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
234 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
235 #define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
237 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
238 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
239 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
240 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
242 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
243 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
244 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
245 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
247 #define D3DCOLORTOGLFLOAT4(dw, vec) \
248 (vec)[0] = D3DCOLOR_R(dw); \
249 (vec)[1] = D3DCOLOR_G(dw); \
250 (vec)[2] = D3DCOLOR_B(dw); \
251 (vec)[3] = D3DCOLOR_A(dw);
253 /* DirectX Device Limits */
254 /* --------------------- */
255 #define MAX_LEVELS 256 /* Maximum number of mipmap levels. Guessed at 256 */
257 #define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
258 See MaxStreams in MSDN under GetDeviceCaps */
259 /* Maximum number of constants provided to the shaders */
260 #define HIGHEST_TRANSFORMSTATE 512
261 /* Highest value in WINED3DTRANSFORMSTATETYPE */
262 #define MAX_PALETTES 256
264 /* Checking of API calls */
265 /* --------------------- */
266 #define checkGLcall(A) \
268 GLint err = glGetError(); \
269 if (err == GL_NO_ERROR) { \
270 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
273 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
274 debug_glerror(err), err, A, __FILE__, __LINE__); \
275 err = glGetError(); \
276 } while (err != GL_NO_ERROR); \
279 /* Trace routines / diagnostics */
280 /* ---------------------------- */
282 /* Dump out a matrix and copy it */
283 #define conv_mat(mat,gl_mat) \
285 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
286 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
287 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
288 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
289 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
292 /* Macro to dump out the current state of the light chain */
293 #define DUMP_LIGHT_CHAIN() \
295 PLIGHTINFOEL *el = This->stateBlock->lights;\
297 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
302 /* Trace vector and strided data information */
303 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
304 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d, vbo %d, stream %u)\n", \
305 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);
307 /* Defines used for optimizations */
309 /* Only reapply what is necessary */
310 #define REAPPLY_ALPHAOP 0x0001
311 #define REAPPLY_ALL 0xFFFF
313 /* Advance declaration of structures to satisfy compiler */
314 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl
;
315 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl
;
316 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl
;
317 typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl
;
319 /* Global variables */
320 extern const float identity
[16];
322 /*****************************************************************************
323 * Compilable extra diagnostics
326 /* Trace information per-vertex: (extremely high amount of trace) */
327 #if 0 /* NOTE: Must be 0 in cvs */
328 # define VTRACE(A) TRACE A
333 /* Checking of per-vertex related GL calls */
334 /* --------------------- */
335 #define vcheckGLcall(A) \
337 GLint err = glGetError(); \
338 if (err == GL_NO_ERROR) { \
339 VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
342 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
343 debug_glerror(err), err, A, __FILE__, __LINE__); \
344 err = glGetError(); \
345 } while (err != GL_NO_ERROR); \
348 /* TODO: Confirm each of these works when wined3d move completed */
349 #if 0 /* NOTE: Must be 0 in cvs */
350 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
351 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
352 is enabled, and if it doesn't exist it is disabled. */
353 # define FRAME_DEBUGGING
354 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
355 the file is deleted */
356 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
357 # define SINGLE_FRAME_DEBUGGING
359 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
360 It can only be enabled when FRAME_DEBUGGING is also enabled
361 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
363 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
364 # define SHOW_FRAME_MAKEUP 1
366 /* The following, when enabled, lets you see the makeup of the all the textures used during each
367 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
368 The contents of the textures assigned to each stage are written into
369 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
370 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
371 # define SHOW_TEXTURE_MAKEUP 0
374 extern BOOL isDumpingFrames
;
375 extern LONG primCounter
;
378 /*****************************************************************************
382 /* Routine common to the draw primitive and draw indexed primitive routines */
383 void drawPrimitive(IWineD3DDevice
*iface
,
387 long StartVertexIndex
,
388 UINT numberOfVertices
,
394 void primitiveDeclarationConvertToStridedData(
395 IWineD3DDevice
*iface
,
396 BOOL useVertexShaderFunction
,
397 WineDirect3DVertexStridedData
*strided
,
400 DWORD
get_flexible_vertex_size(DWORD d3dvtVertexType
);
402 typedef void (*glAttribFunc
)(void *data
);
403 typedef void (*glTexAttribFunc
)(GLuint unit
, void *data
);
404 extern glAttribFunc position_funcs
[WINED3DDECLTYPE_UNUSED
];
405 extern glAttribFunc diffuse_funcs
[WINED3DDECLTYPE_UNUSED
];
406 extern glAttribFunc specular_funcs
[WINED3DDECLTYPE_UNUSED
];
407 extern glAttribFunc normal_funcs
[WINED3DDECLTYPE_UNUSED
];
411 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
412 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
414 void depth_copy(IWineD3DDevice
*iface
);
416 /* Routines and structures related to state management */
417 typedef struct WineD3DContext WineD3DContext
;
418 typedef void (*APPLYSTATEFUNC
)(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*ctx
);
420 #define STATE_RENDER(a) (a)
421 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
423 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + (stage) * WINED3D_HIGHEST_TEXTURE_STATE + (num))
424 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
426 /* + 1 because samplers start with 0 */
427 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
428 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
430 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
431 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
433 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
434 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
436 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
437 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
438 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
439 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
441 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
442 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
444 #define STATE_VSHADER (STATE_VDECL + 1)
445 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
447 #define STATE_VIEWPORT (STATE_VSHADER + 1)
448 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
450 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
451 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
452 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
453 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
455 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
456 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
458 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
459 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
461 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
462 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
464 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
466 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
468 #define STATE_HIGHEST (STATE_FRONTFACE)
472 DWORD representative
;
473 APPLYSTATEFUNC apply
;
476 /* Global state table */
477 extern const struct StateEntry StateTable
[];
479 /* The new context manager that should deal with onscreen and offscreen rendering */
480 struct WineD3DContext
{
481 /* State dirtification
482 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
483 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
484 * 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
485 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
487 DWORD dirtyArray
[STATE_HIGHEST
+ 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
488 DWORD numDirtyEntries
;
489 DWORD isStateDirty
[STATE_HIGHEST
/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
491 IWineD3DSurface
*surface
;
492 DWORD tid
; /* Thread ID which owns this context at the moment */
494 /* Stores some information about the context state for optimization */
495 GLint last_draw_buffer
;
496 BOOL last_was_rhw
; /* true iff last draw_primitive was in xyzrhw mode */
497 BOOL last_was_pshader
;
498 BOOL last_was_vshader
;
499 BOOL last_was_foggy_shader
;
500 BOOL namedArraysLoaded
, numberedArraysLoaded
;
501 BOOL lastWasPow2Texture
[MAX_TEXTURES
];
502 GLenum tracking_parm
; /* Which source is tracking current colour */
503 unsigned char num_untracked_materials
;
504 GLenum untracked_materials
[2];
505 BOOL last_was_blit
, last_was_ckey
;
506 char texShaderBumpMap
;
509 /* The actual opengl context */
517 typedef enum ContextUsage
{
518 CTXUSAGE_RESOURCELOAD
= 1, /* Only loads textures: No State is applied */
519 CTXUSAGE_DRAWPRIM
= 2, /* OpenGL states are set up for blitting DirectDraw surfaces */
520 CTXUSAGE_BLIT
= 3, /* OpenGL states are set up 3D drawing */
521 CTXUSAGE_CLEAR
= 4, /* Drawable and states are set up for clearing */
524 void ActivateContext(IWineD3DDeviceImpl
*device
, IWineD3DSurface
*target
, ContextUsage usage
);
525 WineD3DContext
*CreateContext(IWineD3DDeviceImpl
*This
, IWineD3DSurfaceImpl
*target
, HWND win
, BOOL create_pbuffer
, const WINED3DPRESENT_PARAMETERS
*pPresentParms
);
526 void DestroyContext(IWineD3DDeviceImpl
*This
, WineD3DContext
*context
);
527 void apply_fbo_state(IWineD3DDevice
*iface
);
529 /* Macros for doing basic GPU detection based on opengl capabilities */
530 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
531 #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])
532 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
533 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
535 /* Default callbacks for implicit object destruction */
536 extern ULONG WINAPI
D3DCB_DefaultDestroySurface(IWineD3DSurface
*pSurface
);
538 extern ULONG WINAPI
D3DCB_DefaultDestroyVolume(IWineD3DVolume
*pSurface
);
540 /*****************************************************************************
541 * Internal representation of a light
543 typedef struct PLIGHTINFOEL PLIGHTINFOEL
;
544 struct PLIGHTINFOEL
{
545 WINED3DLIGHT OriginalParms
; /* Note D3D8LIGHT == D3D9LIGHT */
552 /* Converted parms to speed up swapping lights */
561 /* The default light parameters */
562 extern const WINED3DLIGHT WINED3D_default_light
;
564 typedef struct WineD3D_PixelFormat
566 int iPixelFormat
; /* WGL pixel format */
567 int redSize
, greenSize
, blueSize
, alphaSize
;
568 int depthSize
, stencilSize
;
569 } WineD3D_PixelFormat
;
571 /* The adapter structure */
572 typedef struct GLPixelFormatDesc GLPixelFormatDesc
;
573 struct WineD3DAdapter
577 WineD3D_GL_Info gl_info
;
579 const char *description
;
580 WCHAR DeviceName
[CCHDEVICENAME
]; /* DeviceName for use with e.g. ChangeDisplaySettings */
582 WineD3D_PixelFormat
*cfgs
;
583 unsigned int TextureRam
; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
584 unsigned int UsedTextureRam
;
587 extern BOOL
InitAdapters(void);
588 extern BOOL
initPixelFormats(WineD3D_GL_Info
*gl_info
);
589 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl
*D3DDevice
, long glram
);
591 /*****************************************************************************
592 * High order patch management
594 struct WineD3DRectPatch
598 WineDirect3DVertexStridedData strided
;
599 WINED3DRECTPATCH_INFO RectPatchInfo
;
601 char has_normals
, has_texcoords
;
605 HRESULT
tesselate_rectpatch(IWineD3DDeviceImpl
*This
, struct WineD3DRectPatch
*patch
);
607 /*****************************************************************************
608 * IWineD3D implementation structure
610 typedef struct IWineD3DImpl
612 /* IUnknown fields */
613 const IWineD3DVtbl
*lpVtbl
;
614 LONG ref
; /* Note: Ref counting not required */
616 /* WineD3D Information */
621 extern const IWineD3DVtbl IWineD3D_Vtbl
;
623 /* TODO: setup some flags in the registry to enable, disable pbuffer support
624 (since it will break quite a few things until contexts are managed properly!) */
625 extern BOOL pbuffer_support
;
626 /* allocate one pbuffer per surface */
627 extern BOOL pbuffer_per_surface
;
629 /* A helper function that dumps a resource list */
630 void dumpResources(struct list
*list
);
632 /*****************************************************************************
633 * IWineD3DDevice implementation structure
635 struct IWineD3DDeviceImpl
637 /* IUnknown fields */
638 const IWineD3DDeviceVtbl
*lpVtbl
;
639 LONG ref
; /* Note: Ref counting not required */
641 /* WineD3D Information */
644 struct WineD3DAdapter
*adapter
;
646 /* Window styles to restore when switching fullscreen mode */
650 /* X and GL Information */
651 GLint maxConcurrentLights
;
652 GLenum offscreenBuffer
;
654 /* Selected capabilities */
655 int vs_selected_mode
;
656 int ps_selected_mode
;
657 const shader_backend_t
*shader_backend
;
658 hash_table_t
*glsl_program_lookup
;
661 BOOL view_ident
; /* true iff view matrix is identity */
663 BOOL vertexBlendUsed
; /* To avoid needless setting of the blend matrices */
664 unsigned char surface_alignment
; /* Line Alignment of surfaces */
666 /* State block related */
667 BOOL isRecordingState
;
668 IWineD3DStateBlockImpl
*stateBlock
;
669 IWineD3DStateBlockImpl
*updateStateBlock
;
672 /* Internal use fields */
673 WINED3DDEVICE_CREATION_PARAMETERS createParms
;
675 WINED3DDEVTYPE devType
;
677 IWineD3DSwapChain
**swapchains
;
678 UINT NumberOfSwapChains
;
680 struct list resources
; /* a linked list to track resources created by the device */
681 struct list shaders
; /* a linked list to track shaders (pixel and vertex) */
683 /* Render Target Support */
684 IWineD3DSurface
**render_targets
;
685 IWineD3DSurface
*auto_depth_stencil_buffer
;
686 IWineD3DSurface
**fbo_color_attachments
;
687 IWineD3DSurface
*fbo_depth_attachment
;
689 IWineD3DSurface
*stencilBufferTarget
;
691 /* Caches to avoid unneeded context changes */
692 IWineD3DSurface
*lastActiveRenderTarget
;
693 IWineD3DSwapChain
*lastActiveSwapChain
;
695 /* palettes texture management */
696 PALETTEENTRY palettes
[MAX_PALETTES
][256];
698 UINT paletteConversionShader
;
700 /* For rendering to a texture using glCopyTexImage */
701 BOOL render_offscreen
;
702 WINED3D_DEPTHCOPYSTATE depth_copy_state
;
706 GLenum
*draw_buffers
;
707 GLuint depth_blt_texture
;
708 GLuint depth_blt_vprogram_id
;
709 GLuint depth_blt_fprogram_id
;
710 GLhandleARB depth_blt_glsl_program_id
;
712 /* Cursor management */
718 UINT cursorWidth
, cursorHeight
;
719 GLuint cursorTexture
;
720 BOOL haveHardwareCursor
;
721 HCURSOR hardwareCursor
;
723 /* The Wine logo surface */
724 IWineD3DSurface
*logo_surface
;
726 /* Textures for when no other textures are mapped */
727 UINT dummyTextureName
[MAX_TEXTURES
];
729 /* Debug stream management */
732 /* Device state management */
734 BOOL d3d_initialized
;
736 /* A flag to check for proper BeginScene / EndScene call pairs */
739 /* process vertex shaders using software or hardware */
740 BOOL softwareVertexProcessing
;
742 /* DirectDraw stuff */
744 IWineD3DSurface
*ddraw_primary
;
745 DWORD ddraw_width
, ddraw_height
;
746 WINED3DFORMAT ddraw_format
;
747 BOOL ddraw_fullscreen
;
749 /* Final position fixup constant */
752 /* With register combiners we can skip junk texture stages */
753 DWORD texUnitMap
[MAX_COMBINED_SAMPLERS
];
754 DWORD rev_tex_unit_map
[MAX_COMBINED_SAMPLERS
];
755 BOOL fixed_function_usage_map
[MAX_TEXTURES
];
757 /* Stream source management */
758 WineDirect3DVertexStridedData strided_streams
;
759 WineDirect3DVertexStridedData
*up_strided
;
760 BOOL useDrawStridedSlow
;
763 /* Context management */
764 WineD3DContext
**contexts
; /* Dynamic array containing pointers to context structures */
765 WineD3DContext
*activeContext
;
768 WineD3DContext
*pbufferContext
; /* The context that has a pbuffer as drawable */
769 DWORD pbufferWidth
, pbufferHeight
; /* Size of the buffer drawable */
771 /* High level patch management */
772 #define PATCHMAP_SIZE 43
773 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
774 struct list patches
[PATCHMAP_SIZE
];
775 struct WineD3DRectPatch
*currentPatch
;
778 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl
;
780 HRESULT
IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl
*This
, IWineD3DSurfaceImpl
*target
, DWORD Count
,
781 CONST WINED3DRECT
* pRects
, DWORD Flags
, WINED3DCOLOR Color
,
782 float Z
, DWORD Stencil
);
783 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl
*This
);
784 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl
*This
, DWORD state
);
785 static inline BOOL
isStateDirty(WineD3DContext
*context
, DWORD state
) {
786 DWORD idx
= state
>> 5;
787 BYTE shift
= state
& 0x1f;
788 return context
->isStateDirty
[idx
] & (1 << shift
);
791 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
792 typedef struct PrivateData
797 DWORD flags
; /* DDSPD_* */
798 DWORD uniqueness_value
;
809 /*****************************************************************************
810 * IWineD3DResource implementation structure
812 typedef struct IWineD3DResourceClass
814 /* IUnknown fields */
815 LONG ref
; /* Note: Ref counting not required */
817 /* WineD3DResource Information */
819 WINED3DRESOURCETYPE resourceType
;
820 IWineD3DDeviceImpl
*wineD3DDevice
;
824 WINED3DFORMAT format
;
825 BYTE
*allocatedMemory
; /* Pointer to the real data location */
826 BYTE
*heapMemory
; /* Pointer to the HeapAlloced block of memory */
827 struct list privateData
;
828 struct list resource_list_entry
;
830 } IWineD3DResourceClass
;
832 typedef struct IWineD3DResourceImpl
834 /* IUnknown & WineD3DResource Information */
835 const IWineD3DResourceVtbl
*lpVtbl
;
836 IWineD3DResourceClass resource
;
837 } IWineD3DResourceImpl
;
839 /* Tests show that the start address of resources is 32 byte aligned */
840 #define RESOURCE_ALIGNMENT 32
842 /*****************************************************************************
843 * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
845 enum vbo_conversion_type
{
849 CONV_FLOAT16_2
= 3 /* Also handles FLOAT16_4 */
851 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
852 * fixed function semantics as D3DCOLOR or FLOAT16
856 typedef struct IWineD3DVertexBufferImpl
858 /* IUnknown & WineD3DResource Information */
859 const IWineD3DVertexBufferVtbl
*lpVtbl
;
860 IWineD3DResourceClass resource
;
862 /* WineD3DVertexBuffer specifics */
865 /* Vertex buffer object support */
872 UINT dirtystart
, dirtyend
;
875 LONG declChanges
, draws
;
876 /* Last description of the buffer */
877 DWORD stride
; /* 0 if no conversion */
878 enum vbo_conversion_type
*conv_map
; /* NULL if no conversion */
880 /* Extra load offsets, for FLOAT16 conversion */
881 DWORD
*conv_shift
; /* NULL if no shifted conversion */
882 DWORD conv_stride
; /* 0 if no shifted conversion */
883 } IWineD3DVertexBufferImpl
;
885 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl
;
887 #define VBFLAG_LOAD 0x01 /* Data is written from allocatedMemory to the VBO */
888 #define VBFLAG_OPTIMIZED 0x02 /* Optimize has been called for the VB */
889 #define VBFLAG_DIRTY 0x04 /* Buffer data has been modified */
890 #define VBFLAG_HASDESC 0x08 /* A vertex description has been found */
891 #define VBFLAG_CREATEVBO 0x10 /* Attempt to create a VBO next PreLoad */
893 /*****************************************************************************
894 * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
896 typedef struct IWineD3DIndexBufferImpl
898 /* IUnknown & WineD3DResource Information */
899 const IWineD3DIndexBufferVtbl
*lpVtbl
;
900 IWineD3DResourceClass resource
;
903 UINT dirtystart
, dirtyend
;
906 /* WineD3DVertexBuffer specifics */
907 } IWineD3DIndexBufferImpl
;
909 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl
;
911 /*****************************************************************************
912 * IWineD3DBaseTexture D3D- > openGL state map lookups
914 #define WINED3DFUNC_NOTSUPPORTED -2
915 #define WINED3DFUNC_UNIMPLEMENTED -1
917 typedef enum winetexturestates
{
918 WINED3DTEXSTA_ADDRESSU
= 0,
919 WINED3DTEXSTA_ADDRESSV
= 1,
920 WINED3DTEXSTA_ADDRESSW
= 2,
921 WINED3DTEXSTA_BORDERCOLOR
= 3,
922 WINED3DTEXSTA_MAGFILTER
= 4,
923 WINED3DTEXSTA_MINFILTER
= 5,
924 WINED3DTEXSTA_MIPFILTER
= 6,
925 WINED3DTEXSTA_MAXMIPLEVEL
= 7,
926 WINED3DTEXSTA_MAXANISOTROPY
= 8,
927 WINED3DTEXSTA_SRGBTEXTURE
= 9,
928 WINED3DTEXSTA_ELEMENTINDEX
= 10,
929 WINED3DTEXSTA_DMAPOFFSET
= 11,
930 WINED3DTEXSTA_TSSADDRESSW
= 12,
931 MAX_WINETEXTURESTATES
= 13,
934 /*****************************************************************************
935 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
937 typedef struct IWineD3DBaseTextureClass
943 WINED3DTEXTUREFILTERTYPE filterType
;
944 DWORD states
[MAX_WINETEXTURESTATES
];
948 UINT srgb_mode_change_count
;
949 WINED3DFORMAT shader_conversion_group
;
950 float pow2Matrix
[16];
951 } IWineD3DBaseTextureClass
;
953 typedef struct IWineD3DBaseTextureImpl
955 /* IUnknown & WineD3DResource Information */
956 const IWineD3DBaseTextureVtbl
*lpVtbl
;
957 IWineD3DResourceClass resource
;
958 IWineD3DBaseTextureClass baseTexture
;
960 } IWineD3DBaseTextureImpl
;
962 /*****************************************************************************
963 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
965 typedef struct IWineD3DTextureImpl
967 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
968 const IWineD3DTextureVtbl
*lpVtbl
;
969 IWineD3DResourceClass resource
;
970 IWineD3DBaseTextureClass baseTexture
;
972 /* IWineD3DTexture */
973 IWineD3DSurface
*surfaces
[MAX_LEVELS
];
979 } IWineD3DTextureImpl
;
981 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl
;
983 /*****************************************************************************
984 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
986 typedef struct IWineD3DCubeTextureImpl
988 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
989 const IWineD3DCubeTextureVtbl
*lpVtbl
;
990 IWineD3DResourceClass resource
;
991 IWineD3DBaseTextureClass baseTexture
;
993 /* IWineD3DCubeTexture */
994 IWineD3DSurface
*surfaces
[6][MAX_LEVELS
];
997 } IWineD3DCubeTextureImpl
;
999 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl
;
1001 typedef struct _WINED3DVOLUMET_DESC
1006 } WINED3DVOLUMET_DESC
;
1008 /*****************************************************************************
1009 * IWineD3DVolume implementation structure (extends IUnknown)
1011 typedef struct IWineD3DVolumeImpl
1013 /* IUnknown & WineD3DResource fields */
1014 const IWineD3DVolumeVtbl
*lpVtbl
;
1015 IWineD3DResourceClass resource
;
1017 /* WineD3DVolume Information */
1018 WINED3DVOLUMET_DESC currentDesc
;
1019 IWineD3DBase
*container
;
1024 WINED3DBOX lockedBox
;
1025 WINED3DBOX dirtyBox
;
1029 } IWineD3DVolumeImpl
;
1031 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl
;
1033 /*****************************************************************************
1034 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1036 typedef struct IWineD3DVolumeTextureImpl
1038 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1039 const IWineD3DVolumeTextureVtbl
*lpVtbl
;
1040 IWineD3DResourceClass resource
;
1041 IWineD3DBaseTextureClass baseTexture
;
1043 /* IWineD3DVolumeTexture */
1044 IWineD3DVolume
*volumes
[MAX_LEVELS
];
1049 } IWineD3DVolumeTextureImpl
;
1051 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl
;
1053 typedef struct _WINED3DSURFACET_DESC
1055 WINED3DMULTISAMPLE_TYPE MultiSampleType
;
1056 DWORD MultiSampleQuality
;
1059 } WINED3DSURFACET_DESC
;
1061 /*****************************************************************************
1062 * Structure for DIB Surfaces (GetDC and GDI surfaces)
1064 typedef struct wineD3DSurface_DIB
{
1070 } wineD3DSurface_DIB
;
1077 } renderbuffer_entry_t
;
1079 /*****************************************************************************
1080 * IWineD3DClipp implementation structure
1082 typedef struct IWineD3DClipperImpl
1084 const IWineD3DClipperVtbl
*lpVtbl
;
1089 } IWineD3DClipperImpl
;
1092 /*****************************************************************************
1093 * IWineD3DSurface implementation structure
1095 struct IWineD3DSurfaceImpl
1097 /* IUnknown & IWineD3DResource Information */
1098 const IWineD3DSurfaceVtbl
*lpVtbl
;
1099 IWineD3DResourceClass resource
;
1101 /* IWineD3DSurface fields */
1102 IWineD3DBase
*container
;
1103 WINED3DSURFACET_DESC currentDesc
;
1104 IWineD3DPaletteImpl
*palette
; /* D3D7 style palette handling */
1105 PALETTEENTRY
*palette9
; /* D3D8/9 style palette handling */
1109 /* TODO: move this off into a management class(maybe!) */
1115 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
1116 void (*get_drawable_size
)(IWineD3DSurfaceImpl
*This
, UINT
*width
, UINT
*height
);
1118 /* Oversized texture */
1127 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
1129 glDescriptor glDescription
;
1133 wineD3DSurface_DIB dib
;
1136 /* Color keys for DDraw */
1137 WINEDDCOLORKEY DestBltCKey
;
1138 WINEDDCOLORKEY DestOverlayCKey
;
1139 WINEDDCOLORKEY SrcOverlayCKey
;
1140 WINEDDCOLORKEY SrcBltCKey
;
1143 WINEDDCOLORKEY glCKey
;
1145 struct list renderbuffers
;
1146 renderbuffer_entry_t
*current_renderbuffer
;
1148 /* DirectDraw clippers */
1149 IWineD3DClipper
*clipper
;
1152 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl
;
1153 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl
;
1155 /* Predeclare the shared Surface functions */
1156 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface
*iface
, REFIID riid
, LPVOID
*ppobj
);
1157 ULONG WINAPI
IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface
*iface
);
1158 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface
*iface
, IUnknown
**pParent
);
1159 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface
*iface
, IWineD3DDevice
** ppDevice
);
1160 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface
*iface
, REFGUID refguid
, CONST
void* pData
, DWORD SizeOfData
, DWORD Flags
);
1161 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface
*iface
, REFGUID refguid
, void* pData
, DWORD
* pSizeOfData
);
1162 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface
*iface
, REFGUID refguid
);
1163 DWORD WINAPI
IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface
*iface
, DWORD PriorityNew
);
1164 DWORD WINAPI
IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface
*iface
);
1165 WINED3DRESOURCETYPE WINAPI
IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface
*iface
);
1166 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface
* iface
, REFIID riid
, void** ppContainer
);
1167 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface
*iface
, WINED3DSURFACE_DESC
*pDesc
);
1168 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface
*iface
, DWORD Flags
);
1169 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface
*iface
, DWORD Flags
);
1170 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface
*iface
);
1171 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface
*iface
);
1172 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface
*iface
, IWineD3DPalette
**Pal
);
1173 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface
*iface
, IWineD3DPalette
*Pal
);
1174 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface
*iface
, DWORD Flags
, WINEDDCOLORKEY
*CKey
);
1175 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface
*iface
, IWineD3DBase
*container
);
1176 DWORD WINAPI
IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface
*iface
);
1177 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface
*iface
);
1178 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface
*iface
, LONG X
, LONG Y
);
1179 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface
*iface
, LONG
*X
, LONG
*Y
);
1180 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface
*iface
, DWORD Flags
, IWineD3DSurface
*Ref
);
1181 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface
*iface
, RECT
*SrcRect
, IWineD3DSurface
*DstSurface
, RECT
*DstRect
, DWORD Flags
, WINEDDOVERLAYFX
*FX
);
1182 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface
*iface
, IWineD3DClipper
*clipper
);
1183 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface
*iface
, IWineD3DClipper
**clipper
);
1184 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface
*iface
, WINED3DFORMAT format
);
1185 HRESULT
IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface
*iface
);
1186 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface
*iface
, RECT
*DestRect
, IWineD3DSurface
*SrcSurface
, RECT
*SrcRect
, DWORD Flags
, WINEDDBLTFX
*DDBltFx
, WINED3DTEXTUREFILTERTYPE Filter
);
1187 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface
*iface
, DWORD dstx
, DWORD dsty
, IWineD3DSurface
*Source
, RECT
*rsrc
, DWORD trans
);
1188 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface
*iface
, WINED3DLOCKED_RECT
* pLockedRect
, CONST RECT
* pRect
, DWORD Flags
);
1189 void WINAPI
IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface
*iface
);
1191 const void *WINAPI
IWineD3DSurfaceImpl_GetData(IWineD3DSurface
*iface
);
1193 void get_drawable_size_swapchain(IWineD3DSurfaceImpl
*This
, UINT
*width
, UINT
*height
);
1194 void get_drawable_size_backbuffer(IWineD3DSurfaceImpl
*This
, UINT
*width
, UINT
*height
);
1195 void get_drawable_size_pbuffer(IWineD3DSurfaceImpl
*This
, UINT
*width
, UINT
*height
);
1196 void get_drawable_size_fbo(IWineD3DSurfaceImpl
*This
, UINT
*width
, UINT
*height
);
1198 /* Surface flags: */
1199 #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
1200 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
1201 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for getdc */
1202 #define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
1203 #define SFLAG_DISCARD 0x00000010 /* ??? */
1204 #define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
1205 #define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
1206 #define SFLAG_INDRAWABLE 0x00000080 /* The gl drawable contains the most up to date data */
1207 #define SFLAG_INSYSMEM 0x00000100 /* The system memory copy is most up to date */
1208 #define SFLAG_NONPOW2 0x00000200 /* Surface sizes are not a power of 2 */
1209 #define SFLAG_DYNLOCK 0x00000400 /* Surface is often locked by the app */
1210 #define SFLAG_DYNCHANGE 0x00000C00 /* Surface contents are changed very often, implies DYNLOCK */
1211 #define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
1212 #define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
1213 #define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
1214 #define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
1215 #define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
1216 #define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
1217 #define SFLAG_PBO 0x00040000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
1219 /* In some conditions the surface memory must not be freed:
1220 * SFLAG_OVERSIZE: Not all data can be kept in GL
1221 * SFLAG_CONVERTED: Converting the data back would take too long
1222 * SFLAG_DIBSECTION: The dib code manages the memory
1223 * SFLAG_LOCKED: The app requires access to the surface data
1224 * SFLAG_DYNLOCK: Avoid freeing the data for performance
1225 * SFLAG_DYNCHANGE: Same reason as DYNLOCK
1226 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
1227 * SFLAG_CLIENT: OpenGL uses our memory as backup
1229 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
1231 SFLAG_DIBSECTION | \
1239 #define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
1242 BOOL
CalculateTexRect(IWineD3DSurfaceImpl
*This
, RECT
*Rect
, float glTexCoord
[4]);
1247 CONVERT_PALETTED_CK
,
1251 CONVERT_CK_4444_ARGB
,
1256 CONVERT_CK_8888_ARGB
,
1269 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
);
1271 /*****************************************************************************
1272 * IWineD3DVertexDeclaration implementation structure
1274 typedef struct attrib_declaration
{
1277 } attrib_declaration
;
1279 #define MAX_ATTRIBS 16
1281 typedef struct IWineD3DVertexDeclarationImpl
{
1282 /* IUnknown Information */
1283 const IWineD3DVertexDeclarationVtbl
*lpVtbl
;
1287 IWineD3DDeviceImpl
*wineD3DDevice
;
1289 WINED3DVERTEXELEMENT
*pDeclarationWine
;
1290 UINT declarationWNumElements
;
1292 DWORD streams
[MAX_STREAMS
];
1294 BOOL position_transformed
;
1295 BOOL half_float_conv_needed
;
1297 /* Ordered array of declaration types that need swizzling in a vshader */
1298 attrib_declaration swizzled_attribs
[MAX_ATTRIBS
];
1299 UINT num_swizzled_attribs
;
1300 } IWineD3DVertexDeclarationImpl
;
1302 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl
;
1304 /*****************************************************************************
1305 * IWineD3DStateBlock implementation structure
1308 /* Internal state Block for Begin/End/Capture/Create/Apply info */
1309 /* Note: Very long winded but gl Lists are not flexible enough */
1310 /* to resolve everything we need, so doing it manually for now */
1311 typedef struct SAVEDSTATES
{
1315 BOOL streamSource
[MAX_STREAMS
];
1316 BOOL streamFreq
[MAX_STREAMS
];
1317 BOOL textures
[MAX_COMBINED_SAMPLERS
];
1318 BOOL transform
[HIGHEST_TRANSFORMSTATE
+ 1];
1320 BOOL renderState
[WINEHIGHEST_RENDER_STATE
+ 1];
1321 BOOL textureState
[MAX_TEXTURES
][WINED3D_HIGHEST_TEXTURE_STATE
+ 1];
1322 BOOL samplerState
[MAX_COMBINED_SAMPLERS
][WINED3D_HIGHEST_SAMPLER_STATE
+ 1];
1323 BOOL clipplane
[MAX_CLIPPLANES
];
1326 BOOL pixelShaderConstantsB
[MAX_CONST_B
];
1327 BOOL pixelShaderConstantsI
[MAX_CONST_I
];
1328 BOOL
*pixelShaderConstantsF
;
1330 BOOL vertexShaderConstantsB
[MAX_CONST_B
];
1331 BOOL vertexShaderConstantsI
[MAX_CONST_I
];
1332 BOOL
*vertexShaderConstantsF
;
1347 struct IWineD3DStateBlockImpl
1349 /* IUnknown fields */
1350 const IWineD3DStateBlockVtbl
*lpVtbl
;
1351 LONG ref
; /* Note: Ref counting not required */
1353 /* IWineD3DStateBlock information */
1355 IWineD3DDeviceImpl
*wineD3DDevice
;
1356 WINED3DSTATEBLOCKTYPE blockType
;
1358 /* Array indicating whether things have been set or changed */
1359 SAVEDSTATES changed
;
1360 struct list set_vconstantsF
;
1361 struct list set_pconstantsF
;
1363 /* Drawing - Vertex Shader or FVF related */
1365 /* Vertex Shader Declaration */
1366 IWineD3DVertexDeclaration
*vertexDecl
;
1368 IWineD3DVertexShader
*vertexShader
;
1370 /* Vertex Shader Constants */
1371 BOOL vertexShaderConstantB
[MAX_CONST_B
];
1372 INT vertexShaderConstantI
[MAX_CONST_I
* 4];
1373 float *vertexShaderConstantF
;
1377 UINT streamStride
[MAX_STREAMS
];
1378 UINT streamOffset
[MAX_STREAMS
+ 1 /* tesselated pseudo-stream */ ];
1379 IWineD3DVertexBuffer
*streamSource
[MAX_STREAMS
];
1380 UINT streamFreq
[MAX_STREAMS
+ 1];
1381 UINT streamFlags
[MAX_STREAMS
+ 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
1384 IWineD3DIndexBuffer
* pIndexData
;
1385 INT baseVertexIndex
;
1386 INT loadBaseVertexIndex
; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1389 WINED3DMATRIX transforms
[HIGHEST_TRANSFORMSTATE
+ 1];
1391 /* Light hashmap . Collisions are handled using standard wine double linked lists */
1392 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
1393 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
1394 struct list lightMap
[LIGHTMAP_SIZE
]; /* Mashmap containing the lights */
1395 PLIGHTINFOEL
*activeLights
[MAX_ACTIVE_LIGHTS
]; /* Map of opengl lights to d3d lights */
1398 double clipplane
[MAX_CLIPPLANES
][4];
1399 WINED3DCLIPSTATUS clip_status
;
1402 WINED3DVIEWPORT viewport
;
1405 WINED3DMATERIAL material
;
1408 IWineD3DPixelShader
*pixelShader
;
1410 /* Pixel Shader Constants */
1411 BOOL pixelShaderConstantB
[MAX_CONST_B
];
1412 INT pixelShaderConstantI
[MAX_CONST_I
* 4];
1413 float *pixelShaderConstantF
;
1416 DWORD renderState
[WINEHIGHEST_RENDER_STATE
+ 1];
1419 IWineD3DBaseTexture
*textures
[MAX_COMBINED_SAMPLERS
];
1420 int textureDimensions
[MAX_COMBINED_SAMPLERS
];
1422 /* Texture State Stage */
1423 DWORD textureState
[MAX_TEXTURES
][WINED3D_HIGHEST_TEXTURE_STATE
+ 1];
1424 DWORD lowest_disabled_stage
;
1425 /* Sampler States */
1426 DWORD samplerState
[MAX_COMBINED_SAMPLERS
][WINED3D_HIGHEST_SAMPLER_STATE
+ 1];
1428 /* Current GLSL Shader Program */
1429 struct glsl_shader_prog_link
*glsl_program
;
1431 /* Scissor test rectangle */
1434 /* Contained state management */
1435 DWORD contained_render_states
[WINEHIGHEST_RENDER_STATE
+ 1];
1436 unsigned int num_contained_render_states
;
1437 DWORD contained_transform_states
[HIGHEST_TRANSFORMSTATE
+ 1];
1438 unsigned int num_contained_transform_states
;
1439 DWORD contained_vs_consts_i
[MAX_CONST_I
];
1440 unsigned int num_contained_vs_consts_i
;
1441 DWORD contained_vs_consts_b
[MAX_CONST_B
];
1442 unsigned int num_contained_vs_consts_b
;
1443 DWORD
*contained_vs_consts_f
;
1444 unsigned int num_contained_vs_consts_f
;
1445 DWORD contained_ps_consts_i
[MAX_CONST_I
];
1446 unsigned int num_contained_ps_consts_i
;
1447 DWORD contained_ps_consts_b
[MAX_CONST_B
];
1448 unsigned int num_contained_ps_consts_b
;
1449 DWORD
*contained_ps_consts_f
;
1450 unsigned int num_contained_ps_consts_f
;
1451 struct StageState contained_tss_states
[MAX_TEXTURES
* (WINED3D_HIGHEST_TEXTURE_STATE
)];
1452 unsigned int num_contained_tss_states
;
1453 struct StageState contained_sampler_states
[MAX_COMBINED_SAMPLERS
* WINED3D_HIGHEST_SAMPLER_STATE
];
1454 unsigned int num_contained_sampler_states
;
1457 extern void stateblock_savedstates_set(
1458 IWineD3DStateBlock
* iface
,
1459 SAVEDSTATES
* states
,
1462 extern void stateblock_savedstates_copy(
1463 IWineD3DStateBlock
* iface
,
1465 SAVEDSTATES
* source
);
1467 extern void stateblock_copy(
1468 IWineD3DStateBlock
* destination
,
1469 IWineD3DStateBlock
* source
);
1471 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl
;
1473 /* Direct3D terminology with little modifications. We do not have an issued state
1474 * because only the driver knows about it, but we have a created state because d3d
1475 * allows GetData on a created issue, but opengl doesn't
1482 /*****************************************************************************
1483 * IWineD3DQueryImpl implementation structure (extends IUnknown)
1485 typedef struct IWineD3DQueryImpl
1487 const IWineD3DQueryVtbl
*lpVtbl
;
1488 LONG ref
; /* Note: Ref counting not required */
1491 /*TODO: replace with iface usage */
1493 IWineD3DDevice
*wineD3DDevice
;
1495 IWineD3DDeviceImpl
*wineD3DDevice
;
1498 /* IWineD3DQuery fields */
1499 enum query_state state
;
1500 WINED3DQUERYTYPE type
;
1501 /* TODO: Think about using a IUnknown instead of a void* */
1505 } IWineD3DQueryImpl
;
1507 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl
;
1509 /* Datastructures for IWineD3DQueryImpl.extendedData */
1510 typedef struct WineQueryOcclusionData
{
1512 WineD3DContext
*ctx
;
1513 } WineQueryOcclusionData
;
1515 typedef struct WineQueryEventData
{
1517 WineD3DContext
*ctx
;
1518 } WineQueryEventData
;
1520 /*****************************************************************************
1521 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1524 typedef struct IWineD3DSwapChainImpl
1527 const IWineD3DSwapChainVtbl
*lpVtbl
;
1528 LONG ref
; /* Note: Ref counting not required */
1531 IWineD3DDeviceImpl
*wineD3DDevice
;
1533 /* IWineD3DSwapChain fields */
1534 IWineD3DSurface
**backBuffer
;
1535 IWineD3DSurface
*frontBuffer
;
1536 BOOL wantsDepthStencilBuffer
;
1537 WINED3DPRESENT_PARAMETERS presentParms
;
1538 DWORD orig_width
, orig_height
;
1539 WINED3DFORMAT orig_fmt
;
1541 long prev_time
, frames
; /* Performance tracking */
1542 unsigned int vSyncCounter
;
1544 WineD3DContext
**context
; /* Later a array for multithreading */
1545 unsigned int num_contexts
;
1548 } IWineD3DSwapChainImpl
;
1550 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl
;
1552 WineD3DContext
*IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain
*iface
);
1554 /*****************************************************************************
1555 * Utility function prototypes
1558 /* Trace routines */
1559 const char* debug_d3dformat(WINED3DFORMAT fmt
);
1560 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype
);
1561 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res
);
1562 const char* debug_d3dusage(DWORD usage
);
1563 const char* debug_d3dusagequery(DWORD usagequery
);
1564 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method
);
1565 const char* debug_d3ddecltype(WINED3DDECLTYPE type
);
1566 const char* debug_d3ddeclusage(BYTE usage
);
1567 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType
);
1568 const char* debug_d3drenderstate(DWORD state
);
1569 const char* debug_d3dsamplerstate(DWORD state
);
1570 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type
);
1571 const char* debug_d3dtexturestate(DWORD state
);
1572 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype
);
1573 const char* debug_d3dpool(WINED3DPOOL pool
);
1574 const char *debug_fbostatus(GLenum status
);
1575 const char *debug_glerror(GLenum error
);
1576 const char *debug_d3dbasis(WINED3DBASISTYPE basis
);
1577 const char *debug_d3ddegree(WINED3DDEGREETYPE order
);
1579 /* Routines for GL <-> D3D values */
1580 GLenum
StencilOp(DWORD op
);
1581 GLenum
CompareFunc(DWORD func
);
1582 void set_tex_op(IWineD3DDevice
*iface
, BOOL isAlpha
, int Stage
, WINED3DTEXTUREOP op
, DWORD arg1
, DWORD arg2
, DWORD arg3
);
1583 void set_tex_op_nvrc(IWineD3DDevice
*iface
, BOOL is_alpha
, int stage
, WINED3DTEXTUREOP op
, DWORD arg1
, DWORD arg2
, DWORD arg3
, INT texture_idx
);
1584 void set_texture_matrix(const float *smat
, DWORD flags
, BOOL calculatedCoords
, BOOL transformed
, DWORD coordtype
);
1586 void surface_set_compatible_renderbuffer(IWineD3DSurface
*iface
, unsigned int width
, unsigned int height
);
1587 GLenum
surface_get_gl_buffer(IWineD3DSurface
*iface
, IWineD3DSwapChain
*swapchain
);
1589 BOOL
getColorBits(WINED3DFORMAT fmt
, short *redSize
, short *greenSize
, short *blueSize
, short *alphaSize
, short *totalSize
);
1590 BOOL
getDepthStencilBits(WINED3DFORMAT fmt
, short *depthSize
, short *stencilSize
);
1593 void multiply_matrix(WINED3DMATRIX
*dest
, const WINED3DMATRIX
*src1
, const WINED3DMATRIX
*src2
);
1594 unsigned int count_bits(unsigned int mask
);
1596 /*****************************************************************************
1597 * To enable calling of inherited functions, requires prototypes
1599 * Note: Only require classes which are subclassed, ie resource, basetexture,
1601 /*** IUnknown methods ***/
1602 extern HRESULT WINAPI
IWineD3DResourceImpl_QueryInterface(IWineD3DResource
*iface
, REFIID riid
, void** ppvObject
);
1603 extern ULONG WINAPI
IWineD3DResourceImpl_AddRef(IWineD3DResource
*iface
);
1604 extern ULONG WINAPI
IWineD3DResourceImpl_Release(IWineD3DResource
*iface
);
1605 /*** IWineD3DResource methods ***/
1606 extern HRESULT WINAPI
IWineD3DResourceImpl_GetParent(IWineD3DResource
*iface
, IUnknown
**pParent
);
1607 extern HRESULT WINAPI
IWineD3DResourceImpl_GetDevice(IWineD3DResource
*iface
, IWineD3DDevice
** ppDevice
);
1608 extern HRESULT WINAPI
IWineD3DResourceImpl_SetPrivateData(IWineD3DResource
*iface
, REFGUID refguid
, CONST
void * pData
, DWORD SizeOfData
, DWORD Flags
);
1609 extern HRESULT WINAPI
IWineD3DResourceImpl_GetPrivateData(IWineD3DResource
*iface
, REFGUID refguid
, void * pData
, DWORD
* pSizeOfData
);
1610 extern HRESULT WINAPI
IWineD3DResourceImpl_FreePrivateData(IWineD3DResource
*iface
, REFGUID refguid
);
1611 extern DWORD WINAPI
IWineD3DResourceImpl_SetPriority(IWineD3DResource
*iface
, DWORD PriorityNew
);
1612 extern DWORD WINAPI
IWineD3DResourceImpl_GetPriority(IWineD3DResource
*iface
);
1613 extern void WINAPI
IWineD3DResourceImpl_PreLoad(IWineD3DResource
*iface
);
1614 extern void WINAPI
IWineD3DResourceImpl_UnLoad(IWineD3DResource
*iface
);
1615 extern WINED3DRESOURCETYPE WINAPI
IWineD3DResourceImpl_GetType(IWineD3DResource
*iface
);
1616 /*** class static members ***/
1617 void IWineD3DResourceImpl_CleanUp(IWineD3DResource
*iface
);
1619 /*** IUnknown methods ***/
1620 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture
*iface
, REFIID riid
, void** ppvObject
);
1621 extern ULONG WINAPI
IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture
*iface
);
1622 extern ULONG WINAPI
IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture
*iface
);
1623 /*** IWineD3DResource methods ***/
1624 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture
*iface
, IUnknown
**pParent
);
1625 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture
*iface
, IWineD3DDevice
** ppDevice
);
1626 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture
*iface
, REFGUID refguid
, CONST
void * pData
, DWORD SizeOfData
, DWORD Flags
);
1627 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture
*iface
, REFGUID refguid
, void * pData
, DWORD
* pSizeOfData
);
1628 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture
*iface
, REFGUID refguid
);
1629 extern DWORD WINAPI
IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture
*iface
, DWORD PriorityNew
);
1630 extern DWORD WINAPI
IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture
*iface
);
1631 extern void WINAPI
IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture
*iface
);
1632 extern void WINAPI
IWineD3DBaseTextureImpl_UnLoad(IWineD3DBaseTexture
*iface
);
1633 extern WINED3DRESOURCETYPE WINAPI
IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture
*iface
);
1634 /*** IWineD3DBaseTexture methods ***/
1635 extern DWORD WINAPI
IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture
*iface
, DWORD LODNew
);
1636 extern DWORD WINAPI
IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture
*iface
);
1637 extern DWORD WINAPI
IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture
*iface
);
1638 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture
*iface
, WINED3DTEXTUREFILTERTYPE FilterType
);
1639 extern WINED3DTEXTUREFILTERTYPE WINAPI
IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture
*iface
);
1640 extern void WINAPI
IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture
*iface
);
1641 extern BOOL WINAPI
IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture
*iface
, BOOL
);
1642 extern BOOL WINAPI
IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture
*iface
);
1644 extern BYTE
* WINAPI
IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer
* iface
, DWORD iOffset
, GLint
*vbo
);
1645 extern HRESULT WINAPI
IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer
* iface
);
1646 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture
*iface
);
1647 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture
*iface
);
1648 extern void WINAPI
IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture
*iface
, const DWORD textureStates
[WINED3D_HIGHEST_TEXTURE_STATE
+ 1], const DWORD samplerStates
[WINED3D_HIGHEST_SAMPLER_STATE
+ 1]);
1649 /*** class static members ***/
1650 void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture
*iface
);
1652 typedef void (*SHADER_HANDLER
) (struct SHADER_OPCODE_ARG
*);
1654 /* Struct to maintain a list of GLSL shader programs and their associated pixel and
1655 * vertex shaders. A list of this type is maintained on the DeviceImpl, and is only
1656 * used if the user is using GLSL shaders. */
1657 struct glsl_shader_prog_link
{
1658 struct list vshader_entry
;
1659 struct list pshader_entry
;
1660 GLhandleARB programId
;
1661 GLhandleARB
*vuniformF_locations
;
1662 GLhandleARB
*puniformF_locations
;
1663 GLhandleARB vuniformI_locations
[MAX_CONST_I
];
1664 GLhandleARB puniformI_locations
[MAX_CONST_I
];
1665 GLhandleARB posFixup_location
;
1666 GLhandleARB bumpenvmat_location
;
1667 GLhandleARB luminancescale_location
;
1668 GLhandleARB luminanceoffset_location
;
1669 GLhandleARB srgb_comparison_location
;
1670 GLhandleARB srgb_mul_low_location
;
1671 GLhandleARB ycorrection_location
;
1672 GLhandleARB vshader
;
1673 GLhandleARB pshader
;
1677 GLhandleARB vshader
;
1678 GLhandleARB pshader
;
1679 } glsl_program_key_t
;
1681 /* TODO: Make this dynamic, based on shader limits ? */
1682 #define MAX_REG_ADDR 1
1683 #define MAX_REG_TEMP 32
1684 #define MAX_REG_TEXCRD 8
1685 #define MAX_REG_INPUT 12
1686 #define MAX_REG_OUTPUT 12
1687 #define MAX_CONST_I 16
1688 #define MAX_CONST_B 16
1690 /* FIXME: This needs to go up to 2048 for
1691 * Shader model 3 according to msdn (and for software shaders) */
1692 #define MAX_LABELS 16
1694 typedef struct semantic
{
1699 typedef struct local_constant
{
1705 typedef struct shader_reg_maps
{
1707 char texcoord
[MAX_REG_TEXCRD
]; /* pixel < 3.0 */
1708 char temporary
[MAX_REG_TEMP
]; /* pixel, vertex */
1709 char address
[MAX_REG_ADDR
]; /* vertex */
1710 char packed_input
[MAX_REG_INPUT
]; /* pshader >= 3.0 */
1711 char packed_output
[MAX_REG_OUTPUT
]; /* vertex >= 3.0 */
1712 char attributes
[MAX_ATTRIBS
]; /* vertex */
1713 char labels
[MAX_LABELS
]; /* pixel, vertex */
1714 DWORD texcoord_mask
[MAX_REG_TEXCRD
]; /* vertex < 3.0 */
1716 /* Sampler usage tokens
1717 * Use 0 as default (bit 31 is always 1 on a valid token) */
1718 DWORD samplers
[max(MAX_FRAGMENT_SAMPLERS
, MAX_VERTEX_SAMPLERS
)];
1719 char bumpmat
, luminanceparams
;
1720 char usesnrm
, vpos
, usesdsy
;
1723 /* Whether or not loops are used in this shader, and nesting depth */
1724 unsigned loop_depth
;
1726 /* Whether or not this shader uses fog */
1731 #define SHADER_PGMSIZE 65535
1732 typedef struct SHADER_BUFFER
{
1735 unsigned int lineNo
;
1739 /* Undocumented opcode controls */
1740 #define INST_CONTROLS_SHIFT 16
1741 #define INST_CONTROLS_MASK 0x00ff0000
1743 typedef enum COMPARISON_TYPE
{
1752 typedef struct SHADER_OPCODE
{
1753 unsigned int opcode
;
1757 CONST UINT num_params
;
1758 SHADER_HANDLER hw_fct
;
1759 SHADER_HANDLER hw_glsl_fct
;
1764 typedef struct SHADER_OPCODE_ARG
{
1765 IWineD3DBaseShader
* shader
;
1766 shader_reg_maps
* reg_maps
;
1767 CONST SHADER_OPCODE
* opcode
;
1774 SHADER_BUFFER
* buffer
;
1775 } SHADER_OPCODE_ARG
;
1777 typedef struct SHADER_LIMITS
{
1778 unsigned int temporary
;
1779 unsigned int texcoord
;
1780 unsigned int sampler
;
1781 unsigned int constant_int
;
1782 unsigned int constant_float
;
1783 unsigned int constant_bool
;
1784 unsigned int address
;
1785 unsigned int packed_output
;
1786 unsigned int packed_input
;
1787 unsigned int attributes
;
1791 /** Keeps track of details for TEX_M#x# shader opcodes which need to
1792 maintain state information between multiple codes */
1793 typedef struct SHADER_PARSE_STATE
{
1794 unsigned int current_row
;
1795 DWORD texcoord_w
[2];
1796 } SHADER_PARSE_STATE
;
1799 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
1801 #define PRINTF_ATTR(fmt,args)
1804 /* Base Shader utility functions.
1805 * (may move callers into the same file in the future) */
1806 extern int shader_addline(
1807 SHADER_BUFFER
* buffer
,
1808 const char* fmt
, ...) PRINTF_ATTR(2,3);
1810 extern const SHADER_OPCODE
* shader_get_opcode(
1811 IWineD3DBaseShader
*iface
,
1814 void delete_glsl_program_entry(IWineD3DDevice
*iface
, struct glsl_shader_prog_link
*entry
);
1816 /* Vertex shader utility functions */
1817 extern BOOL
vshader_get_input(
1818 IWineD3DVertexShader
* iface
,
1819 BYTE usage_req
, BYTE usage_idx_req
,
1820 unsigned int* regnum
);
1822 extern BOOL
vshader_input_is_color(
1823 IWineD3DVertexShader
* iface
,
1824 unsigned int regnum
);
1826 extern HRESULT
allocate_shader_constants(IWineD3DStateBlockImpl
* object
);
1828 /* ARB_[vertex/fragment]_program helper functions */
1829 extern void shader_arb_load_constants(
1830 IWineD3DDevice
* device
,
1831 char usePixelShader
,
1832 char useVertexShader
);
1834 /* ARB shader program Prototypes */
1835 extern void shader_hw_def(SHADER_OPCODE_ARG
*arg
);
1837 /* ARB pixel shader prototypes */
1838 extern void pshader_hw_bem(SHADER_OPCODE_ARG
* arg
);
1839 extern void pshader_hw_cnd(SHADER_OPCODE_ARG
* arg
);
1840 extern void pshader_hw_cmp(SHADER_OPCODE_ARG
* arg
);
1841 extern void pshader_hw_map2gl(SHADER_OPCODE_ARG
* arg
);
1842 extern void pshader_hw_tex(SHADER_OPCODE_ARG
* arg
);
1843 extern void pshader_hw_texcoord(SHADER_OPCODE_ARG
* arg
);
1844 extern void pshader_hw_texreg2ar(SHADER_OPCODE_ARG
* arg
);
1845 extern void pshader_hw_texreg2gb(SHADER_OPCODE_ARG
* arg
);
1846 extern void pshader_hw_texbem(SHADER_OPCODE_ARG
* arg
);
1847 extern void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG
* arg
);
1848 extern void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG
* arg
);
1849 extern void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG
* arg
);
1850 extern void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG
* arg
);
1851 extern void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG
* arg
);
1852 extern void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG
* arg
);
1853 extern void pshader_hw_texdepth(SHADER_OPCODE_ARG
* arg
);
1854 extern void pshader_hw_texkill(SHADER_OPCODE_ARG
* arg
);
1855 extern void pshader_hw_texdp3tex(SHADER_OPCODE_ARG
* arg
);
1856 extern void pshader_hw_texdp3(SHADER_OPCODE_ARG
* arg
);
1857 extern void pshader_hw_texm3x3(SHADER_OPCODE_ARG
* arg
);
1858 extern void pshader_hw_texm3x2depth(SHADER_OPCODE_ARG
* arg
);
1859 extern void pshader_hw_dp2add(SHADER_OPCODE_ARG
* arg
);
1860 extern void pshader_hw_texreg2rgb(SHADER_OPCODE_ARG
* arg
);
1862 /* ARB vertex / pixel shader common prototypes */
1863 extern void shader_hw_nrm(SHADER_OPCODE_ARG
* arg
);
1864 extern void shader_hw_sincos(SHADER_OPCODE_ARG
* arg
);
1865 extern void shader_hw_mnxn(SHADER_OPCODE_ARG
* arg
);
1867 /* ARB vertex shader prototypes */
1868 extern void vshader_hw_map2gl(SHADER_OPCODE_ARG
* arg
);
1869 extern void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG
* arg
);
1871 /* GLSL helper functions */
1872 extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG
*arg
);
1873 extern void shader_glsl_load_constants(
1874 IWineD3DDevice
* device
,
1875 char usePixelShader
,
1876 char useVertexShader
);
1878 /** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */
1879 extern void shader_glsl_cross(SHADER_OPCODE_ARG
* arg
);
1880 extern void shader_glsl_map2gl(SHADER_OPCODE_ARG
* arg
);
1881 extern void shader_glsl_arith(SHADER_OPCODE_ARG
* arg
);
1882 extern void shader_glsl_mov(SHADER_OPCODE_ARG
* arg
);
1883 extern void shader_glsl_mad(SHADER_OPCODE_ARG
* arg
);
1884 extern void shader_glsl_mnxn(SHADER_OPCODE_ARG
* arg
);
1885 extern void shader_glsl_lrp(SHADER_OPCODE_ARG
* arg
);
1886 extern void shader_glsl_dot(SHADER_OPCODE_ARG
* arg
);
1887 extern void shader_glsl_rcp(SHADER_OPCODE_ARG
* arg
);
1888 extern void shader_glsl_rsq(SHADER_OPCODE_ARG
* arg
);
1889 extern void shader_glsl_cnd(SHADER_OPCODE_ARG
* arg
);
1890 extern void shader_glsl_compare(SHADER_OPCODE_ARG
* arg
);
1891 extern void shader_glsl_def(SHADER_OPCODE_ARG
* arg
);
1892 extern void shader_glsl_defi(SHADER_OPCODE_ARG
* arg
);
1893 extern void shader_glsl_defb(SHADER_OPCODE_ARG
* arg
);
1894 extern void shader_glsl_expp(SHADER_OPCODE_ARG
* arg
);
1895 extern void shader_glsl_cmp(SHADER_OPCODE_ARG
* arg
);
1896 extern void shader_glsl_lit(SHADER_OPCODE_ARG
* arg
);
1897 extern void shader_glsl_dst(SHADER_OPCODE_ARG
* arg
);
1898 extern void shader_glsl_sincos(SHADER_OPCODE_ARG
* arg
);
1899 extern void shader_glsl_loop(SHADER_OPCODE_ARG
* arg
);
1900 extern void shader_glsl_end(SHADER_OPCODE_ARG
* arg
);
1901 extern void shader_glsl_if(SHADER_OPCODE_ARG
* arg
);
1902 extern void shader_glsl_ifc(SHADER_OPCODE_ARG
* arg
);
1903 extern void shader_glsl_else(SHADER_OPCODE_ARG
* arg
);
1904 extern void shader_glsl_break(SHADER_OPCODE_ARG
* arg
);
1905 extern void shader_glsl_breakc(SHADER_OPCODE_ARG
* arg
);
1906 extern void shader_glsl_rep(SHADER_OPCODE_ARG
* arg
);
1907 extern void shader_glsl_call(SHADER_OPCODE_ARG
* arg
);
1908 extern void shader_glsl_callnz(SHADER_OPCODE_ARG
* arg
);
1909 extern void shader_glsl_label(SHADER_OPCODE_ARG
* arg
);
1910 extern void shader_glsl_pow(SHADER_OPCODE_ARG
* arg
);
1911 extern void shader_glsl_log(SHADER_OPCODE_ARG
* arg
);
1912 extern void shader_glsl_texldl(SHADER_OPCODE_ARG
* arg
);
1914 /** GLSL Pixel Shader Prototypes */
1915 extern void pshader_glsl_tex(SHADER_OPCODE_ARG
* arg
);
1916 extern void pshader_glsl_texcoord(SHADER_OPCODE_ARG
* arg
);
1917 extern void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG
* arg
);
1918 extern void pshader_glsl_texdp3(SHADER_OPCODE_ARG
* arg
);
1919 extern void pshader_glsl_texdepth(SHADER_OPCODE_ARG
* arg
);
1920 extern void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG
* arg
);
1921 extern void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG
* arg
);
1922 extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG
* arg
);
1923 extern void pshader_glsl_texm3x3(SHADER_OPCODE_ARG
* arg
);
1924 extern void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG
* arg
);
1925 extern void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG
* arg
);
1926 extern void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG
* arg
);
1927 extern void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG
* arg
);
1928 extern void pshader_glsl_texkill(SHADER_OPCODE_ARG
* arg
);
1929 extern void pshader_glsl_texbem(SHADER_OPCODE_ARG
* arg
);
1930 extern void pshader_glsl_bem(SHADER_OPCODE_ARG
* arg
);
1931 extern void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG
* arg
);
1932 extern void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG
* arg
);
1933 extern void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG
* arg
);
1934 extern void pshader_glsl_dp2add(SHADER_OPCODE_ARG
* arg
);
1935 extern void pshader_glsl_input_pack(
1936 SHADER_BUFFER
* buffer
,
1937 semantic
* semantics_out
,
1938 IWineD3DPixelShader
*iface
);
1940 /*****************************************************************************
1941 * IDirect3DBaseShader implementation structure
1943 typedef struct IWineD3DBaseShaderClass
1947 SHADER_LIMITS limits
;
1948 SHADER_PARSE_STATE parse_state
;
1949 CONST SHADER_OPCODE
*shader_ins
;
1951 UINT functionLength
;
1954 UINT cur_loop_depth
, cur_loop_regno
;
1955 BOOL load_local_constsF
;
1957 /* Type of shader backend */
1960 /* Programs this shader is linked with */
1961 struct list linked_programs
;
1963 /* Immediate constants (override global ones) */
1964 struct list constantsB
;
1965 struct list constantsF
;
1966 struct list constantsI
;
1967 shader_reg_maps reg_maps
;
1969 /* Pixel formats of sampled textures, for format conversion. This
1970 * represents the formats found during compilation, it is not initialized
1971 * on the first parser pass. It is needed to check if the shader
1972 * needs recompilation to adjust the format conversion
1974 WINED3DFORMAT sampled_format
[MAX_COMBINED_SAMPLERS
];
1975 UINT sampled_samplers
[MAX_COMBINED_SAMPLERS
];
1976 UINT num_sampled_samplers
;
1978 UINT recompile_count
;
1980 /* Pointer to the parent device */
1981 IWineD3DDevice
*device
;
1982 struct list shader_list_entry
;
1984 } IWineD3DBaseShaderClass
;
1986 typedef struct IWineD3DBaseShaderImpl
{
1988 const IWineD3DBaseShaderVtbl
*lpVtbl
;
1990 /* IWineD3DBaseShader */
1991 IWineD3DBaseShaderClass baseShader
;
1992 } IWineD3DBaseShaderImpl
;
1994 HRESULT WINAPI
IWineD3DBaseShaderImpl_QueryInterface(IWineD3DBaseShader
*iface
, REFIID riid
, LPVOID
*ppobj
);
1995 ULONG WINAPI
IWineD3DBaseShaderImpl_AddRef(IWineD3DBaseShader
*iface
);
1996 ULONG WINAPI
IWineD3DBaseShaderImpl_Release(IWineD3DBaseShader
*iface
);
1998 extern HRESULT
shader_get_registers_used(
1999 IWineD3DBaseShader
*iface
,
2000 shader_reg_maps
* reg_maps
,
2001 semantic
* semantics_in
,
2002 semantic
* semantics_out
,
2003 CONST DWORD
* pToken
,
2004 IWineD3DStateBlockImpl
*stateBlock
);
2006 extern void shader_generate_glsl_declarations(
2007 IWineD3DBaseShader
*iface
,
2008 shader_reg_maps
* reg_maps
,
2009 SHADER_BUFFER
* buffer
,
2010 WineD3D_GL_Info
* gl_info
);
2012 extern void shader_generate_arb_declarations(
2013 IWineD3DBaseShader
*iface
,
2014 shader_reg_maps
* reg_maps
,
2015 SHADER_BUFFER
* buffer
,
2016 WineD3D_GL_Info
* gl_info
);
2018 extern void shader_generate_main(
2019 IWineD3DBaseShader
*iface
,
2020 SHADER_BUFFER
* buffer
,
2021 shader_reg_maps
* reg_maps
,
2022 CONST DWORD
* pFunction
);
2024 extern void shader_dump_ins_modifiers(
2025 const DWORD output
);
2027 extern void shader_dump_param(
2028 IWineD3DBaseShader
*iface
,
2030 const DWORD addr_token
,
2033 extern void shader_trace_init(
2034 IWineD3DBaseShader
*iface
,
2035 const DWORD
* pFunction
);
2037 extern int shader_get_param(
2038 IWineD3DBaseShader
* iface
,
2039 const DWORD
* pToken
,
2043 extern int shader_skip_unrecognized(
2044 IWineD3DBaseShader
* iface
,
2045 const DWORD
* pToken
);
2047 extern void print_glsl_info_log(
2048 WineD3D_GL_Info
*gl_info
,
2051 static inline int shader_get_regtype(const DWORD param
) {
2052 return (((param
& WINED3DSP_REGTYPE_MASK
) >> WINED3DSP_REGTYPE_SHIFT
) |
2053 ((param
& WINED3DSP_REGTYPE_MASK2
) >> WINED3DSP_REGTYPE_SHIFT2
));
2056 static inline int shader_get_writemask(const DWORD param
) {
2057 return param
& WINED3DSP_WRITEMASK_ALL
;
2060 extern unsigned int shader_get_float_offset(const DWORD reg
);
2062 static inline BOOL
shader_is_pshader_version(DWORD token
) {
2063 return 0xFFFF0000 == (token
& 0xFFFF0000);
2066 static inline BOOL
shader_is_vshader_version(DWORD token
) {
2067 return 0xFFFE0000 == (token
& 0xFFFF0000);
2070 static inline BOOL
shader_is_comment(DWORD token
) {
2071 return WINED3DSIO_COMMENT
== (token
& WINED3DSI_OPCODE_MASK
);
2074 static inline BOOL
shader_is_scalar(DWORD param
) {
2075 DWORD reg_type
= shader_get_regtype(param
);
2079 case WINED3DSPR_RASTOUT
:
2080 if ((param
& WINED3DSP_REGNUM_MASK
) != 0) {
2087 case WINED3DSPR_DEPTHOUT
: /* oDepth */
2088 case WINED3DSPR_CONSTBOOL
: /* b# */
2089 case WINED3DSPR_LOOP
: /* aL */
2090 case WINED3DSPR_PREDICATE
: /* p0 */
2093 case WINED3DSPR_MISCTYPE
:
2094 reg_num
= param
& WINED3DSP_REGNUM_MASK
;
2109 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
2110 * so upload them above that
2112 #define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
2113 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
2115 /*****************************************************************************
2116 * IDirect3DVertexShader implementation structure
2118 typedef struct IWineD3DVertexShaderImpl
{
2120 const IWineD3DVertexShaderVtbl
*lpVtbl
;
2122 /* IWineD3DBaseShader */
2123 IWineD3DBaseShaderClass baseShader
;
2125 /* IWineD3DVertexShaderImpl */
2130 /* Vertex shader input and output semantics */
2131 semantic semantics_in
[MAX_ATTRIBS
];
2132 semantic semantics_out
[MAX_REG_OUTPUT
];
2134 /* Ordered array of attributes that are swizzled */
2135 attrib_declaration swizzled_attribs
[MAX_ATTRIBS
];
2136 UINT num_swizzled_attribs
;
2138 /* run time datas... */
2140 UINT min_rel_offset
, max_rel_offset
;
2143 UINT recompile_count
;
2144 #if 0 /* needs reworking */
2145 /* run time datas */
2146 VSHADERINPUTDATA input
;
2147 VSHADEROUTPUTDATA output
;
2149 } IWineD3DVertexShaderImpl
;
2150 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins
[];
2151 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl
;
2153 /*****************************************************************************
2154 * IDirect3DPixelShader implementation structure
2157 enum vertexprocessing_mode
{
2163 typedef struct IWineD3DPixelShaderImpl
{
2164 /* IUnknown parts */
2165 const IWineD3DPixelShaderVtbl
*lpVtbl
;
2167 /* IWineD3DBaseShader */
2168 IWineD3DBaseShaderClass baseShader
;
2170 /* IWineD3DPixelShaderImpl */
2173 /* Pixel shader input semantics */
2174 semantic semantics_in
[MAX_REG_INPUT
];
2175 DWORD input_reg_map
[MAX_REG_INPUT
];
2176 BOOL input_reg_used
[MAX_REG_INPUT
];
2181 /* Some information about the shader behavior */
2183 UINT bumpenvmatconst
;
2184 UINT luminanceconst
;
2186 char srgb_mode_hardcoded
;
2187 UINT srgb_low_const
;
2188 UINT srgb_cmp_const
;
2190 BOOL render_offscreen
;
2192 enum vertexprocessing_mode vertexprocessing
;
2194 #if 0 /* needs reworking */
2195 PSHADERINPUTDATA input
;
2196 PSHADEROUTPUTDATA output
;
2198 } IWineD3DPixelShaderImpl
;
2200 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins
[];
2201 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl
;
2203 /* sRGB correction constants */
2204 static const float srgb_cmp
= 0.0031308;
2205 static const float srgb_mul_low
= 12.92;
2206 static const float srgb_pow
= 0.41666;
2207 static const float srgb_mul_high
= 1.055;
2208 static const float srgb_sub_high
= 0.055;
2210 /*****************************************************************************
2211 * IWineD3DPalette implementation structure
2213 struct IWineD3DPaletteImpl
{
2214 /* IUnknown parts */
2215 const IWineD3DPaletteVtbl
*lpVtbl
;
2219 IWineD3DDeviceImpl
*wineD3DDevice
;
2221 /* IWineD3DPalette */
2223 WORD palVersion
; /*| */
2224 WORD palNumEntries
; /*| LOGPALETTE */
2225 PALETTEENTRY palents
[256]; /*| */
2226 /* This is to store the palette in 'screen format' */
2227 int screen_palents
[256];
2231 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl
;
2232 DWORD
IWineD3DPaletteImpl_Size(DWORD dwFlags
);
2234 /* DirectDraw utility functions */
2235 extern WINED3DFORMAT
pixelformat_for_depth(DWORD depth
);
2237 /*****************************************************************************
2238 * Pixel format management
2241 WINED3DFORMAT format
;
2242 DWORD alphaMask
, redMask
, greenMask
, blueMask
;
2244 short depthSize
, stencilSize
;
2246 } StaticPixelFormatDesc
;
2248 const StaticPixelFormatDesc
*getFormatDescEntry(WINED3DFORMAT fmt
,
2249 WineD3D_GL_Info
*gl_info
,
2250 const GlPixelFormatDesc
**glDesc
);
2252 static inline BOOL
use_vs(IWineD3DDeviceImpl
*device
) {
2253 return (device
->vs_selected_mode
!= SHADER_NONE
2254 && device
->stateBlock
->vertexShader
2255 && ((IWineD3DVertexShaderImpl
*)device
->stateBlock
->vertexShader
)->baseShader
.function
2256 && !device
->strided_streams
.u
.s
.position_transformed
);
2259 static inline BOOL
use_ps(IWineD3DDeviceImpl
*device
) {
2260 return (device
->ps_selected_mode
!= SHADER_NONE
2261 && device
->stateBlock
->pixelShader
2262 && ((IWineD3DPixelShaderImpl
*)device
->stateBlock
->pixelShader
)->baseShader
.function
);
2265 void stretch_rect_fbo(IWineD3DDevice
*iface
, IWineD3DSurface
*src_surface
, WINED3DRECT
*src_rect
,
2266 IWineD3DSurface
*dst_surface
, WINED3DRECT
*dst_rect
, const WINED3DTEXTUREFILTERTYPE filter
, BOOL flip
);