wined3d: Start a framework for color conversion shaders in blits.
[wine/gsoc_dplay.git] / dlls / wined3d / wined3d_private.h
blob70bac96019d28420437e556e8258265022eee130
1 /*
2 * Direct3D wine internal private include file
4 * Copyright 2002-2003 The wine-d3d team
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2004 Jason Edmeades
7 * Copyright 2005 Oliver Stieber
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
27 #include <stdarg.h>
28 #include <math.h>
29 #define NONAMELESSUNION
30 #define NONAMELESSSTRUCT
31 #define COBJMACROS
32 #include "windef.h"
33 #include "winbase.h"
34 #include "winreg.h"
35 #include "wingdi.h"
36 #include "winuser.h"
37 #include "wine/debug.h"
38 #include "wine/unicode.h"
40 #include "wined3d_private_types.h"
41 #include "wine/wined3d_interface.h"
42 #include "wine/wined3d_caps.h"
43 #include "wine/wined3d_gl.h"
44 #include "wine/list.h"
46 /* Hash table functions */
47 typedef unsigned int (hash_function_t)(void *key);
48 typedef BOOL (compare_function_t)(void *keya, void *keyb);
50 typedef struct {
51 void *key;
52 void *value;
53 unsigned int hash;
54 struct list entry;
55 } hash_table_entry_t;
57 typedef struct {
58 hash_function_t *hash_function;
59 compare_function_t *compare_function;
60 struct list *buckets;
61 unsigned int bucket_count;
62 hash_table_entry_t *entries;
63 unsigned int entry_count;
64 struct list free_entries;
65 unsigned int count;
66 unsigned int grow_size;
67 unsigned int shrink_size;
68 } hash_table_t;
70 hash_table_t *hash_table_create(hash_function_t *hash_function, compare_function_t *compare_function);
71 void hash_table_destroy(hash_table_t *table, void (*free_value)(void *value, void *cb), void *cb);
72 void *hash_table_get(hash_table_t *table, void *key);
73 void hash_table_put(hash_table_t *table, void *key, void *value);
74 void hash_table_remove(hash_table_t *table, void *key);
76 /* Device caps */
77 #define MAX_PALETTES 65536
78 #define MAX_STREAMS 16
79 #define MAX_TEXTURES 8
80 #define MAX_FRAGMENT_SAMPLERS 16
81 #define MAX_VERTEX_SAMPLERS 4
82 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
83 #define MAX_ACTIVE_LIGHTS 8
84 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
85 #define MAX_LEVELS 256
87 #define MAX_CONST_I 16
88 #define MAX_CONST_B 16
90 /* Used for CreateStateBlock */
91 #define NUM_SAVEDPIXELSTATES_R 35
92 #define NUM_SAVEDPIXELSTATES_T 18
93 #define NUM_SAVEDPIXELSTATES_S 12
94 #define NUM_SAVEDVERTEXSTATES_R 34
95 #define NUM_SAVEDVERTEXSTATES_T 2
96 #define NUM_SAVEDVERTEXSTATES_S 1
98 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
99 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
100 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
101 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
102 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
103 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
105 typedef enum _WINELOOKUP {
106 WINELOOKUP_WARPPARAM = 0,
107 MAX_LOOKUPS = 1
108 } WINELOOKUP;
110 extern int minLookup[MAX_LOOKUPS];
111 extern int maxLookup[MAX_LOOKUPS];
112 extern DWORD *stateLookup[MAX_LOOKUPS];
114 typedef DWORD magLookup_t[WINED3DTEXF_ANISOTROPIC + 1];
115 extern magLookup_t magLookup;
116 extern magLookup_t magLookup_noFilter;
118 typedef DWORD minMipLookup_t[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
119 extern minMipLookup_t minMipLookup;
120 extern minMipLookup_t minMipLookup_noFilter;
122 void init_type_lookup(WineD3D_GL_Info *gl_info);
123 #define WINED3D_ATR_TYPE(type) GLINFO_LOCATION.glTypeLookup[type].d3dType
124 #define WINED3D_ATR_SIZE(type) GLINFO_LOCATION.glTypeLookup[type].size
125 #define WINED3D_ATR_GLTYPE(type) GLINFO_LOCATION.glTypeLookup[type].glType
126 #define WINED3D_ATR_NORMALIZED(type) GLINFO_LOCATION.glTypeLookup[type].normalized
127 #define WINED3D_ATR_TYPESIZE(type) GLINFO_LOCATION.glTypeLookup[type].typesize
129 /* float_16_to_32() and float_32_to_16() (see implementation in
130 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
131 * to standard C floats and vice versa. They do not depend on the encoding
132 * of the C float, so they are platform independent, but slow. On x86 and
133 * other IEEE 754 compliant platforms the conversion can be accelerated by
134 * bit shifting the exponent and mantissa. There are also some SSE-based
135 * assembly routines out there.
137 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
139 static inline float float_16_to_32(const unsigned short *in) {
140 const unsigned short s = ((*in) & 0x8000);
141 const unsigned short e = ((*in) & 0x7C00) >> 10;
142 const unsigned short m = (*in) & 0x3FF;
143 const float sgn = (s ? -1.0 : 1.0);
145 if(e == 0) {
146 if(m == 0) return sgn * 0.0; /* +0.0 or -0.0 */
147 else return sgn * pow(2, -14.0) * ( (float) m / 1024.0);
148 } else if(e < 31) {
149 return sgn * pow(2, (float) e-15.0) * (1.0 + ((float) m / 1024.0));
150 } else {
151 if(m == 0) return sgn / 0.0; /* +INF / -INF */
152 else return 0.0 / 0.0; /* NAN */
157 * Settings
159 #define VS_NONE 0
160 #define VS_HW 1
162 #define PS_NONE 0
163 #define PS_HW 1
165 #define VBO_NONE 0
166 #define VBO_HW 1
168 #define NP2_NONE 0
169 #define NP2_REPACK 1
170 #define NP2_NATIVE 2
172 #define ORM_BACKBUFFER 0
173 #define ORM_PBUFFER 1
174 #define ORM_FBO 2
176 #define SHADER_ARB 1
177 #define SHADER_GLSL 2
178 #define SHADER_ATI 3
179 #define SHADER_NONE 4
181 #define RTL_DISABLE -1
182 #define RTL_AUTO 0
183 #define RTL_READDRAW 1
184 #define RTL_READTEX 2
185 #define RTL_TEXDRAW 3
186 #define RTL_TEXTEX 4
188 /* NOTE: When adding fields to this structure, make sure to update the default
189 * values in wined3d_main.c as well. */
190 typedef struct wined3d_settings_s {
191 /* vertex and pixel shader modes */
192 int vs_mode;
193 int ps_mode;
194 int vbo_mode;
195 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
196 we should use it. However, until it's fully implemented, we'll leave it as a registry
197 setting for developers. */
198 BOOL glslRequested;
199 int offscreen_rendering_mode;
200 int rendertargetlock_mode;
201 /* Memory tracking and object counting */
202 unsigned int emulated_textureram;
203 char *logo;
204 int allow_multisampling;
205 } wined3d_settings_t;
207 extern wined3d_settings_t wined3d_settings;
209 /* Shader backends */
210 struct SHADER_OPCODE_ARG;
212 #define SHADER_PGMSIZE 65535
213 typedef struct SHADER_BUFFER {
214 char* buffer;
215 unsigned int bsize;
216 unsigned int lineNo;
217 BOOL newline;
218 } SHADER_BUFFER;
220 struct shader_caps {
221 DWORD VertexShaderVersion;
222 DWORD MaxVertexShaderConst;
224 DWORD PixelShaderVersion;
225 float PixelShader1xMaxValue;
227 WINED3DVSHADERCAPS2_0 VS20Caps;
228 WINED3DPSHADERCAPS2_0 PS20Caps;
230 DWORD MaxVShaderInstructionsExecuted;
231 DWORD MaxPShaderInstructionsExecuted;
232 DWORD MaxVertexShader30InstructionSlots;
233 DWORD MaxPixelShader30InstructionSlots;
236 typedef struct {
237 void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
238 void (*shader_select_depth_blt)(IWineD3DDevice *iface);
239 void (*shader_deselect_depth_blt)(IWineD3DDevice *iface);
240 void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
241 void (*shader_cleanup)(IWineD3DDevice *iface);
242 void (*shader_color_correction)(struct SHADER_OPCODE_ARG *arg);
243 void (*shader_destroy)(IWineD3DBaseShader *iface);
244 HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
245 void (*shader_free_private)(IWineD3DDevice *iface);
246 BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
247 void (*shader_generate_pshader)(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer);
248 void (*shader_generate_vshader)(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer);
249 void (*shader_get_caps)(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct shader_caps *caps);
250 } shader_backend_t;
252 extern const shader_backend_t atifs_shader_backend;
253 extern const shader_backend_t glsl_shader_backend;
254 extern const shader_backend_t arb_program_shader_backend;
255 extern const shader_backend_t none_shader_backend;
257 /* GLSL shader private data */
258 struct shader_glsl_priv {
259 hash_table_t *glsl_program_lookup;
260 struct glsl_shader_prog_link *glsl_program;
261 GLhandleARB depth_blt_glsl_program_id;
264 /* ARB_program_shader private data */
265 struct shader_arb_priv {
266 GLuint current_vprogram_id;
267 GLuint current_fprogram_id;
268 GLuint depth_blt_vprogram_id;
269 GLuint depth_blt_fprogram_id;
270 BOOL use_arbfp_fixed_func;
271 hash_table_t *fragment_shaders;
274 /* X11 locking */
276 extern void (*wine_tsx11_lock_ptr)(void);
277 extern void (*wine_tsx11_unlock_ptr)(void);
279 /* As GLX relies on X, this is needed */
280 extern int num_lock;
282 #if 0
283 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
284 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
285 #else
286 #define ENTER_GL() wine_tsx11_lock_ptr()
287 #define LEAVE_GL() wine_tsx11_unlock_ptr()
288 #endif
290 /*****************************************************************************
291 * Defines
294 /* GL related defines */
295 /* ------------------ */
296 #define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
297 #define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
298 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
299 #define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
301 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
302 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
303 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
304 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
306 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
307 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
308 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
309 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
311 #define D3DCOLORTOGLFLOAT4(dw, vec) \
312 (vec)[0] = D3DCOLOR_R(dw); \
313 (vec)[1] = D3DCOLOR_G(dw); \
314 (vec)[2] = D3DCOLOR_B(dw); \
315 (vec)[3] = D3DCOLOR_A(dw);
317 /* DirectX Device Limits */
318 /* --------------------- */
319 #define MAX_LEVELS 256 /* Maximum number of mipmap levels. Guessed at 256 */
321 #define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
322 See MaxStreams in MSDN under GetDeviceCaps */
323 /* Maximum number of constants provided to the shaders */
324 #define HIGHEST_TRANSFORMSTATE 512
325 /* Highest value in WINED3DTRANSFORMSTATETYPE */
327 /* Checking of API calls */
328 /* --------------------- */
329 #define checkGLcall(A) \
331 GLint err = glGetError(); \
332 if (err == GL_NO_ERROR) { \
333 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
335 } else do { \
336 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
337 debug_glerror(err), err, A, __FILE__, __LINE__); \
338 err = glGetError(); \
339 } while (err != GL_NO_ERROR); \
342 /* Trace routines / diagnostics */
343 /* ---------------------------- */
345 /* Dump out a matrix and copy it */
346 #define conv_mat(mat,gl_mat) \
347 do { \
348 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
349 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
350 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
351 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
352 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
353 } while (0)
355 /* Macro to dump out the current state of the light chain */
356 #define DUMP_LIGHT_CHAIN() \
358 PLIGHTINFOEL *el = This->stateBlock->lights;\
359 while (el) { \
360 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
361 el = el->next; \
365 /* Trace vector and strided data information */
366 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
367 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d, vbo %d, stream %u)\n", \
368 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);
370 /* Defines used for optimizations */
372 /* Only reapply what is necessary */
373 #define REAPPLY_ALPHAOP 0x0001
374 #define REAPPLY_ALL 0xFFFF
376 /* Advance declaration of structures to satisfy compiler */
377 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
378 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
379 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
380 typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl;
382 /* Global variables */
383 extern const float identity[16];
385 /*****************************************************************************
386 * Compilable extra diagnostics
389 /* Trace information per-vertex: (extremely high amount of trace) */
390 #if 0 /* NOTE: Must be 0 in cvs */
391 # define VTRACE(A) TRACE A
392 #else
393 # define VTRACE(A)
394 #endif
396 /* Checking of per-vertex related GL calls */
397 /* --------------------- */
398 #define vcheckGLcall(A) \
400 GLint err = glGetError(); \
401 if (err == GL_NO_ERROR) { \
402 VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
404 } else do { \
405 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
406 debug_glerror(err), err, A, __FILE__, __LINE__); \
407 err = glGetError(); \
408 } while (err != GL_NO_ERROR); \
411 /* TODO: Confirm each of these works when wined3d move completed */
412 #if 0 /* NOTE: Must be 0 in cvs */
413 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
414 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
415 is enabled, and if it doesn't exist it is disabled. */
416 # define FRAME_DEBUGGING
417 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
418 the file is deleted */
419 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
420 # define SINGLE_FRAME_DEBUGGING
421 # endif
422 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
423 It can only be enabled when FRAME_DEBUGGING is also enabled
424 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
425 array is drawn. */
426 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
427 # define SHOW_FRAME_MAKEUP 1
428 # endif
429 /* The following, when enabled, lets you see the makeup of the all the textures used during each
430 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
431 The contents of the textures assigned to each stage are written into
432 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
433 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
434 # define SHOW_TEXTURE_MAKEUP 0
435 # endif
436 extern BOOL isOn;
437 extern BOOL isDumpingFrames;
438 extern LONG primCounter;
439 #endif
441 /*****************************************************************************
442 * Prototypes
445 /* Routine common to the draw primitive and draw indexed primitive routines */
446 void drawPrimitive(IWineD3DDevice *iface,
447 int PrimitiveType,
448 long NumPrimitives,
449 /* for Indexed: */
450 long StartVertexIndex,
451 UINT numberOfVertices,
452 long StartIdx,
453 short idxBytes,
454 const void *idxData,
455 int minIndex);
457 void primitiveDeclarationConvertToStridedData(
458 IWineD3DDevice *iface,
459 BOOL useVertexShaderFunction,
460 WineDirect3DVertexStridedData *strided,
461 BOOL *fixup);
463 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
465 typedef void (*glAttribFunc)(void *data);
466 typedef void (*glTexAttribFunc)(GLuint unit, void *data);
467 extern glAttribFunc position_funcs[WINED3DDECLTYPE_UNUSED];
468 extern glAttribFunc diffuse_funcs[WINED3DDECLTYPE_UNUSED];
469 extern glAttribFunc specular_funcs[WINED3DDECLTYPE_UNUSED];
470 extern glAttribFunc normal_funcs[WINED3DDECLTYPE_UNUSED];
472 #define eps 1e-8
474 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
475 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
477 void depth_copy(IWineD3DDevice *iface);
479 /* Routines and structures related to state management */
480 typedef struct WineD3DContext WineD3DContext;
481 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
483 #define STATE_RENDER(a) (a)
484 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
486 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + (stage) * WINED3D_HIGHEST_TEXTURE_STATE + (num))
487 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
489 /* + 1 because samplers start with 0 */
490 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
491 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
493 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
494 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
496 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
497 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
499 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
500 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
501 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
502 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
504 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
505 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
507 #define STATE_VSHADER (STATE_VDECL + 1)
508 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
510 #define STATE_VIEWPORT (STATE_VSHADER + 1)
511 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
513 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
514 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
515 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
516 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
518 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
519 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
521 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
522 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
524 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
525 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
527 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
529 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
531 #define STATE_HIGHEST (STATE_FRONTFACE)
533 struct StateEntry
535 DWORD representative;
536 APPLYSTATEFUNC apply;
539 struct StateEntryTemplate
541 DWORD state;
542 struct StateEntry content;
543 GL_SupportedExt extension;
546 struct fragment_caps {
547 DWORD PrimitiveMiscCaps;
549 DWORD TextureOpCaps;
550 DWORD MaxTextureBlendStages;
551 DWORD MaxSimultaneousTextures;
554 struct fragment_pipeline {
555 void (*enable_extension)(IWineD3DDevice *iface, BOOL enable);
556 void (*get_caps)(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct fragment_caps *caps);
557 HRESULT (*alloc_private)(IWineD3DDevice *iface);
558 void (*free_private)(IWineD3DDevice *iface);
559 const struct StateEntryTemplate *states;
562 extern const struct StateEntryTemplate misc_state_template[];
563 extern const struct StateEntryTemplate ffp_vertexstate_template[];
564 extern const struct fragment_pipeline ffp_fragment_pipeline;
565 extern const struct fragment_pipeline atifs_fragment_pipeline;
566 extern const struct fragment_pipeline arbfp_fragment_pipeline;
567 extern const struct fragment_pipeline nvts_fragment_pipeline;
568 extern const struct fragment_pipeline nvrc_fragment_pipeline;
570 /* "Base" state table */
571 void compile_state_table(struct StateEntry *StateTable,
572 APPLYSTATEFUNC **dev_multistate_funcs,
573 WineD3D_GL_Info *gl_info,
574 const struct StateEntryTemplate *vertex,
575 const struct fragment_pipeline *fragment,
576 const struct StateEntryTemplate *misc);
578 /* Shaders for color conversions in blits */
579 struct blit_shader {
580 HRESULT (*alloc_private)(IWineD3DDevice *iface);
581 void (*free_private)(IWineD3DDevice *iface);
582 HRESULT (*set_shader)(IWineD3DDevice *iface, WINED3DFORMAT fmt, GLenum textype, UINT width, UINT height);
583 void (*unset_shader)(IWineD3DDevice *iface);
586 extern const struct blit_shader ffp_blit;
588 /* The new context manager that should deal with onscreen and offscreen rendering */
589 struct WineD3DContext {
590 /* State dirtification
591 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
592 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
593 * 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
594 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
596 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
597 DWORD numDirtyEntries;
598 DWORD isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
600 IWineD3DSurface *surface;
601 DWORD tid; /* Thread ID which owns this context at the moment */
603 /* Stores some information about the context state for optimization */
604 BOOL draw_buffer_dirty;
605 BOOL last_was_rhw; /* true iff last draw_primitive was in xyzrhw mode */
606 BOOL last_was_pshader;
607 BOOL last_was_vshader;
608 BOOL last_was_foggy_shader;
609 BOOL namedArraysLoaded, numberedArraysLoaded;
610 BOOL lastWasPow2Texture[MAX_TEXTURES];
611 GLenum tracking_parm; /* Which source is tracking current colour */
612 unsigned char num_untracked_materials;
613 GLenum untracked_materials[2];
614 BOOL last_was_blit, last_was_ckey;
615 UINT blit_w, blit_h;
616 char texShaderBumpMap;
617 BOOL fog_coord;
619 char *vshader_const_dirty, *pshader_const_dirty;
621 /* The actual opengl context */
622 HGLRC glCtx;
623 HWND win_handle;
624 HDC hdc;
625 HPBUFFERARB pbuffer;
626 BOOL isPBuffer;
627 GLint aux_buffers;
630 typedef enum ContextUsage {
631 CTXUSAGE_RESOURCELOAD = 1, /* Only loads textures: No State is applied */
632 CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfaces */
633 CTXUSAGE_BLIT = 3, /* OpenGL states are set up 3D drawing */
634 CTXUSAGE_CLEAR = 4, /* Drawable and states are set up for clearing */
635 } ContextUsage;
637 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
638 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
639 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
640 void apply_fbo_state(IWineD3DDevice *iface);
642 void delete_opengl_contexts(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
643 HRESULT create_primary_opengl_context(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
645 /* Macros for doing basic GPU detection based on opengl capabilities */
646 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
647 #define WINE_D3D7_CAPABLE(gl_info) (gl_info->supported[ARB_TEXTURE_COMPRESSION] && gl_info->supported[ARB_TEXTURE_CUBE_MAP] && gl_info->supported[ARB_TEXTURE_ENV_DOT3])
648 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
649 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
651 /* Default callbacks for implicit object destruction */
652 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
654 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
656 /*****************************************************************************
657 * Internal representation of a light
659 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
660 struct PLIGHTINFOEL {
661 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
662 DWORD OriginalIndex;
663 LONG glIndex;
664 BOOL changed;
665 BOOL enabledChanged;
666 BOOL enabled;
668 /* Converted parms to speed up swapping lights */
669 float lightPosn[4];
670 float lightDirn[4];
671 float exponent;
672 float cutoff;
674 struct list entry;
677 /* The default light parameters */
678 extern const WINED3DLIGHT WINED3D_default_light;
680 typedef struct WineD3D_PixelFormat
682 int iPixelFormat; /* WGL pixel format */
683 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
684 int redSize, greenSize, blueSize, alphaSize;
685 int depthSize, stencilSize;
686 BOOL windowDrawable;
687 BOOL pbufferDrawable;
688 BOOL doubleBuffer;
689 int auxBuffers;
690 int numSamples;
691 } WineD3D_PixelFormat;
693 /* The adapter structure */
694 typedef struct GLPixelFormatDesc GLPixelFormatDesc;
695 struct WineD3DAdapter
697 UINT num;
698 BOOL opengl;
699 POINT monitorPoint;
700 WineD3D_GL_Info gl_info;
701 const char *driver;
702 const char *description;
703 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
704 int nCfgs;
705 WineD3D_PixelFormat *cfgs;
706 BOOL brokenStencil; /* Set on cards which only offer mixed depth+stencil */
707 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
708 unsigned int UsedTextureRam;
711 extern BOOL InitAdapters(void);
712 extern BOOL initPixelFormats(WineD3D_GL_Info *gl_info);
713 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram);
715 /*****************************************************************************
716 * High order patch management
718 struct WineD3DRectPatch
720 UINT Handle;
721 float *mem;
722 WineDirect3DVertexStridedData strided;
723 WINED3DRECTPATCH_INFO RectPatchInfo;
724 float numSegs[4];
725 char has_normals, has_texcoords;
726 struct list entry;
729 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
731 enum projection_types
733 proj_none = 0,
734 proj_count3 = 1,
735 proj_count4 = 2
738 enum tex_types
740 tex_1d = 0,
741 tex_2d = 1,
742 tex_3d = 2,
743 tex_cube = 3,
744 tex_rect = 4
747 enum dst_arg
749 resultreg = 0,
750 tempreg = 1
753 /*****************************************************************************
754 * Fixed function pipeline replacements
756 struct texture_stage_op
758 unsigned cop : 5, aop : 5;
759 unsigned carg1 : 6, carg2 : 6, carg0 : 6;
760 unsigned tex_type : 3;
761 unsigned dst : 1; /* Total of 32 bits */
762 unsigned aarg1 : 6, aarg2 : 6, aarg0 : 6;
763 unsigned projected : 2;
764 unsigned padding : 12; /* Total of 64 bits */
765 WINED3DFORMAT color_correction;
768 struct ffp_settings {
769 struct texture_stage_op op[MAX_TEXTURES];
770 enum {
771 FOG_OFF,
772 FOG_LINEAR,
773 FOG_EXP,
774 FOG_EXP2
775 } fog;
778 struct ffp_desc
780 struct ffp_settings settings;
783 void gen_ffp_op(IWineD3DStateBlockImpl *stateblock, struct ffp_settings *settings, BOOL ignore_textype);
784 struct ffp_desc *find_ffp_shader(hash_table_t *fragment_shaders, struct ffp_settings *settings);
785 void add_ffp_shader(hash_table_t *shaders, struct ffp_desc *desc);
786 BOOL ffp_program_key_compare(void *keya, void *keyb);
787 unsigned int ffp_program_key_hash(void *key);
789 /*****************************************************************************
790 * IWineD3D implementation structure
792 typedef struct IWineD3DImpl
794 /* IUnknown fields */
795 const IWineD3DVtbl *lpVtbl;
796 LONG ref; /* Note: Ref counting not required */
798 /* WineD3D Information */
799 IUnknown *parent;
800 UINT dxVersion;
801 } IWineD3DImpl;
803 extern const IWineD3DVtbl IWineD3D_Vtbl;
805 /* TODO: setup some flags in the registry to enable, disable pbuffer support
806 (since it will break quite a few things until contexts are managed properly!) */
807 extern BOOL pbuffer_support;
808 /* allocate one pbuffer per surface */
809 extern BOOL pbuffer_per_surface;
811 /* A helper function that dumps a resource list */
812 void dumpResources(struct list *list);
814 /*****************************************************************************
815 * IWineD3DDevice implementation structure
817 struct IWineD3DDeviceImpl
819 /* IUnknown fields */
820 const IWineD3DDeviceVtbl *lpVtbl;
821 LONG ref; /* Note: Ref counting not required */
823 /* WineD3D Information */
824 IUnknown *parent;
825 IWineD3D *wineD3D;
826 struct WineD3DAdapter *adapter;
828 /* Window styles to restore when switching fullscreen mode */
829 LONG style;
830 LONG exStyle;
832 /* X and GL Information */
833 GLint maxConcurrentLights;
834 GLenum offscreenBuffer;
836 /* Selected capabilities */
837 int vs_selected_mode;
838 int ps_selected_mode;
839 const shader_backend_t *shader_backend;
840 void *shader_priv;
841 void *fragment_priv;
842 void *blit_priv;
843 struct StateEntry StateTable[STATE_HIGHEST + 1];
844 /* Array of functions for states which are handled by more than one pipeline part */
845 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
846 const struct fragment_pipeline *frag_pipe;
847 const struct blit_shader *blitter;
849 /* To store */
850 BOOL view_ident; /* true iff view matrix is identity */
851 BOOL untransformed;
852 BOOL vertexBlendUsed; /* To avoid needless setting of the blend matrices */
853 #define DDRAW_PITCH_ALIGNMENT 8
854 #define D3D8_PITCH_ALIGNMENT 4
855 unsigned char surface_alignment; /* Line Alignment of surfaces */
857 /* State block related */
858 BOOL isRecordingState;
859 IWineD3DStateBlockImpl *stateBlock;
860 IWineD3DStateBlockImpl *updateStateBlock;
861 BOOL isInDraw;
863 /* Internal use fields */
864 WINED3DDEVICE_CREATION_PARAMETERS createParms;
865 UINT adapterNo;
866 WINED3DDEVTYPE devType;
868 IWineD3DSwapChain **swapchains;
869 UINT NumberOfSwapChains;
871 struct list resources; /* a linked list to track resources created by the device */
872 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
873 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
875 /* Render Target Support */
876 IWineD3DSurface **render_targets;
877 IWineD3DSurface *auto_depth_stencil_buffer;
878 IWineD3DSurface **fbo_color_attachments;
879 IWineD3DSurface *fbo_depth_attachment;
881 IWineD3DSurface *stencilBufferTarget;
883 /* Caches to avoid unneeded context changes */
884 IWineD3DSurface *lastActiveRenderTarget;
885 IWineD3DSwapChain *lastActiveSwapChain;
887 /* palettes texture management */
888 UINT NumberOfPalettes;
889 PALETTEENTRY **palettes;
890 UINT currentPalette;
891 UINT paletteConversionShader;
893 /* For rendering to a texture using glCopyTexImage */
894 BOOL render_offscreen;
895 GLuint fbo;
896 GLuint src_fbo;
897 GLuint dst_fbo;
898 GLenum *draw_buffers;
899 GLuint depth_blt_texture;
900 GLuint depth_blt_rb;
901 UINT depth_blt_rb_w;
902 UINT depth_blt_rb_h;
904 /* Cursor management */
905 BOOL bCursorVisible;
906 UINT xHotSpot;
907 UINT yHotSpot;
908 UINT xScreenSpace;
909 UINT yScreenSpace;
910 UINT cursorWidth, cursorHeight;
911 GLuint cursorTexture;
912 BOOL haveHardwareCursor;
913 HCURSOR hardwareCursor;
915 /* The Wine logo surface */
916 IWineD3DSurface *logo_surface;
918 /* Textures for when no other textures are mapped */
919 UINT dummyTextureName[MAX_TEXTURES];
921 /* Debug stream management */
922 BOOL debug;
924 /* Device state management */
925 HRESULT state;
926 BOOL d3d_initialized;
928 /* A flag to check for proper BeginScene / EndScene call pairs */
929 BOOL inScene;
931 /* process vertex shaders using software or hardware */
932 BOOL softwareVertexProcessing;
934 /* DirectDraw stuff */
935 DWORD ddraw_width, ddraw_height;
936 WINED3DFORMAT ddraw_format;
938 /* Final position fixup constant */
939 float posFixup[4];
941 /* With register combiners we can skip junk texture stages */
942 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
943 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
944 BOOL fixed_function_usage_map[MAX_TEXTURES];
946 /* Stream source management */
947 WineDirect3DVertexStridedData strided_streams;
948 WineDirect3DVertexStridedData *up_strided;
949 BOOL useDrawStridedSlow;
950 BOOL instancedDraw;
952 /* Context management */
953 WineD3DContext **contexts; /* Dynamic array containing pointers to context structures */
954 WineD3DContext *activeContext;
955 DWORD lastThread;
956 UINT numContexts;
957 WineD3DContext *pbufferContext; /* The context that has a pbuffer as drawable */
958 DWORD pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
960 /* High level patch management */
961 #define PATCHMAP_SIZE 43
962 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
963 struct list patches[PATCHMAP_SIZE];
964 struct WineD3DRectPatch *currentPatch;
967 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl, IWineD3DDevice_DirtyConst_Vtbl;
969 HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
970 CONST WINED3DRECT* pRects, DWORD Flags, WINED3DCOLOR Color,
971 float Z, DWORD Stencil);
972 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
973 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
974 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
975 DWORD idx = state >> 5;
976 BYTE shift = state & 0x1f;
977 return context->isStateDirty[idx] & (1 << shift);
980 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
981 typedef struct PrivateData
983 struct list entry;
985 GUID tag;
986 DWORD flags; /* DDSPD_* */
987 DWORD uniqueness_value;
989 union
991 LPVOID data;
992 LPUNKNOWN object;
993 } ptr;
995 DWORD size;
996 } PrivateData;
998 /*****************************************************************************
999 * IWineD3DResource implementation structure
1001 typedef struct IWineD3DResourceClass
1003 /* IUnknown fields */
1004 LONG ref; /* Note: Ref counting not required */
1006 /* WineD3DResource Information */
1007 IUnknown *parent;
1008 WINED3DRESOURCETYPE resourceType;
1009 IWineD3DDeviceImpl *wineD3DDevice;
1010 WINED3DPOOL pool;
1011 UINT size;
1012 DWORD usage;
1013 WINED3DFORMAT format;
1014 BYTE *allocatedMemory; /* Pointer to the real data location */
1015 BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
1016 struct list privateData;
1017 struct list resource_list_entry;
1019 } IWineD3DResourceClass;
1021 typedef struct IWineD3DResourceImpl
1023 /* IUnknown & WineD3DResource Information */
1024 const IWineD3DResourceVtbl *lpVtbl;
1025 IWineD3DResourceClass resource;
1026 } IWineD3DResourceImpl;
1028 /* Tests show that the start address of resources is 32 byte aligned */
1029 #define RESOURCE_ALIGNMENT 32
1031 /*****************************************************************************
1032 * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
1034 enum vbo_conversion_type {
1035 CONV_NONE = 0,
1036 CONV_D3DCOLOR = 1,
1037 CONV_POSITIONT = 2,
1038 CONV_FLOAT16_2 = 3 /* Also handles FLOAT16_4 */
1040 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
1041 * fixed function semantics as D3DCOLOR or FLOAT16
1045 typedef struct IWineD3DVertexBufferImpl
1047 /* IUnknown & WineD3DResource Information */
1048 const IWineD3DVertexBufferVtbl *lpVtbl;
1049 IWineD3DResourceClass resource;
1051 /* WineD3DVertexBuffer specifics */
1052 DWORD fvf;
1054 /* Vertex buffer object support */
1055 GLuint vbo;
1056 BYTE Flags;
1057 LONG bindCount;
1058 LONG vbo_size;
1059 GLenum vbo_usage;
1061 UINT dirtystart, dirtyend;
1062 LONG lockcount;
1064 LONG declChanges, draws;
1065 /* Last description of the buffer */
1066 DWORD stride; /* 0 if no conversion */
1067 enum vbo_conversion_type *conv_map; /* NULL if no conversion */
1069 /* Extra load offsets, for FLOAT16 conversion */
1070 DWORD *conv_shift; /* NULL if no shifted conversion */
1071 DWORD conv_stride; /* 0 if no shifted conversion */
1072 } IWineD3DVertexBufferImpl;
1074 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
1076 #define VBFLAG_OPTIMIZED 0x01 /* Optimize has been called for the VB */
1077 #define VBFLAG_DIRTY 0x02 /* Buffer data has been modified */
1078 #define VBFLAG_HASDESC 0x04 /* A vertex description has been found */
1079 #define VBFLAG_CREATEVBO 0x08 /* Attempt to create a VBO next PreLoad */
1081 /*****************************************************************************
1082 * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
1084 typedef struct IWineD3DIndexBufferImpl
1086 /* IUnknown & WineD3DResource Information */
1087 const IWineD3DIndexBufferVtbl *lpVtbl;
1088 IWineD3DResourceClass resource;
1090 GLuint vbo;
1091 UINT dirtystart, dirtyend;
1092 LONG lockcount;
1094 /* WineD3DVertexBuffer specifics */
1095 } IWineD3DIndexBufferImpl;
1097 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
1099 /*****************************************************************************
1100 * IWineD3DBaseTexture D3D- > openGL state map lookups
1102 #define WINED3DFUNC_NOTSUPPORTED -2
1103 #define WINED3DFUNC_UNIMPLEMENTED -1
1105 typedef enum winetexturestates {
1106 WINED3DTEXSTA_ADDRESSU = 0,
1107 WINED3DTEXSTA_ADDRESSV = 1,
1108 WINED3DTEXSTA_ADDRESSW = 2,
1109 WINED3DTEXSTA_BORDERCOLOR = 3,
1110 WINED3DTEXSTA_MAGFILTER = 4,
1111 WINED3DTEXSTA_MINFILTER = 5,
1112 WINED3DTEXSTA_MIPFILTER = 6,
1113 WINED3DTEXSTA_MAXMIPLEVEL = 7,
1114 WINED3DTEXSTA_MAXANISOTROPY = 8,
1115 WINED3DTEXSTA_SRGBTEXTURE = 9,
1116 WINED3DTEXSTA_ELEMENTINDEX = 10,
1117 WINED3DTEXSTA_DMAPOFFSET = 11,
1118 WINED3DTEXSTA_TSSADDRESSW = 12,
1119 MAX_WINETEXTURESTATES = 13,
1120 } winetexturestates;
1122 /*****************************************************************************
1123 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1125 typedef struct IWineD3DBaseTextureClass
1127 UINT levels;
1128 BOOL dirty;
1129 UINT textureName;
1130 UINT LOD;
1131 WINED3DTEXTUREFILTERTYPE filterType;
1132 DWORD states[MAX_WINETEXTURESTATES];
1133 LONG bindCount;
1134 DWORD sampler;
1135 BOOL is_srgb;
1136 UINT srgb_mode_change_count;
1137 WINED3DFORMAT shader_conversion_group;
1138 float pow2Matrix[16];
1139 minMipLookup_t *minMipLookup;
1140 magLookup_t *magLookup;
1141 } IWineD3DBaseTextureClass;
1143 typedef struct IWineD3DBaseTextureImpl
1145 /* IUnknown & WineD3DResource Information */
1146 const IWineD3DBaseTextureVtbl *lpVtbl;
1147 IWineD3DResourceClass resource;
1148 IWineD3DBaseTextureClass baseTexture;
1150 } IWineD3DBaseTextureImpl;
1152 /*****************************************************************************
1153 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1155 typedef struct IWineD3DTextureImpl
1157 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1158 const IWineD3DTextureVtbl *lpVtbl;
1159 IWineD3DResourceClass resource;
1160 IWineD3DBaseTextureClass baseTexture;
1162 /* IWineD3DTexture */
1163 IWineD3DSurface *surfaces[MAX_LEVELS];
1165 UINT width;
1166 UINT height;
1167 UINT target;
1168 BOOL cond_np2;
1170 } IWineD3DTextureImpl;
1172 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
1174 /*****************************************************************************
1175 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1177 typedef struct IWineD3DCubeTextureImpl
1179 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1180 const IWineD3DCubeTextureVtbl *lpVtbl;
1181 IWineD3DResourceClass resource;
1182 IWineD3DBaseTextureClass baseTexture;
1184 /* IWineD3DCubeTexture */
1185 IWineD3DSurface *surfaces[6][MAX_LEVELS];
1187 UINT edgeLength;
1188 } IWineD3DCubeTextureImpl;
1190 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
1192 typedef struct _WINED3DVOLUMET_DESC
1194 UINT Width;
1195 UINT Height;
1196 UINT Depth;
1197 } WINED3DVOLUMET_DESC;
1199 /*****************************************************************************
1200 * IWineD3DVolume implementation structure (extends IUnknown)
1202 typedef struct IWineD3DVolumeImpl
1204 /* IUnknown & WineD3DResource fields */
1205 const IWineD3DVolumeVtbl *lpVtbl;
1206 IWineD3DResourceClass resource;
1208 /* WineD3DVolume Information */
1209 WINED3DVOLUMET_DESC currentDesc;
1210 IWineD3DBase *container;
1211 UINT bytesPerPixel;
1213 BOOL lockable;
1214 BOOL locked;
1215 WINED3DBOX lockedBox;
1216 WINED3DBOX dirtyBox;
1217 BOOL dirty;
1220 } IWineD3DVolumeImpl;
1222 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
1224 /*****************************************************************************
1225 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1227 typedef struct IWineD3DVolumeTextureImpl
1229 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1230 const IWineD3DVolumeTextureVtbl *lpVtbl;
1231 IWineD3DResourceClass resource;
1232 IWineD3DBaseTextureClass baseTexture;
1234 /* IWineD3DVolumeTexture */
1235 IWineD3DVolume *volumes[MAX_LEVELS];
1237 UINT width;
1238 UINT height;
1239 UINT depth;
1240 } IWineD3DVolumeTextureImpl;
1242 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
1244 typedef struct _WINED3DSURFACET_DESC
1246 WINED3DMULTISAMPLE_TYPE MultiSampleType;
1247 DWORD MultiSampleQuality;
1248 UINT Width;
1249 UINT Height;
1250 } WINED3DSURFACET_DESC;
1252 /*****************************************************************************
1253 * Structure for DIB Surfaces (GetDC and GDI surfaces)
1255 typedef struct wineD3DSurface_DIB {
1256 HBITMAP DIBsection;
1257 void* bitmap_data;
1258 UINT bitmap_size;
1259 HGDIOBJ holdbitmap;
1260 BOOL client_memory;
1261 } wineD3DSurface_DIB;
1263 typedef struct {
1264 struct list entry;
1265 GLuint id;
1266 UINT width;
1267 UINT height;
1268 } renderbuffer_entry_t;
1270 /*****************************************************************************
1271 * IWineD3DClipp implementation structure
1273 typedef struct IWineD3DClipperImpl
1275 const IWineD3DClipperVtbl *lpVtbl;
1276 LONG ref;
1278 IUnknown *Parent;
1279 HWND hWnd;
1280 } IWineD3DClipperImpl;
1283 /*****************************************************************************
1284 * IWineD3DSurface implementation structure
1286 struct IWineD3DSurfaceImpl
1288 /* IUnknown & IWineD3DResource Information */
1289 const IWineD3DSurfaceVtbl *lpVtbl;
1290 IWineD3DResourceClass resource;
1292 /* IWineD3DSurface fields */
1293 IWineD3DBase *container;
1294 WINED3DSURFACET_DESC currentDesc;
1295 IWineD3DPaletteImpl *palette; /* D3D7 style palette handling */
1296 PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
1298 UINT bytesPerPixel;
1300 /* TODO: move this off into a management class(maybe!) */
1301 DWORD Flags;
1303 UINT pow2Width;
1304 UINT pow2Height;
1306 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
1307 void (*get_drawable_size)(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1309 /* Oversized texture */
1310 RECT glRect;
1312 /* PBO */
1313 GLuint pbo;
1315 RECT lockedRect;
1316 RECT dirtyRect;
1317 int lockCount;
1318 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
1320 glDescriptor glDescription;
1321 BOOL srgb;
1323 /* For GetDC */
1324 wineD3DSurface_DIB dib;
1325 HDC hDC;
1327 /* Color keys for DDraw */
1328 WINEDDCOLORKEY DestBltCKey;
1329 WINEDDCOLORKEY DestOverlayCKey;
1330 WINEDDCOLORKEY SrcOverlayCKey;
1331 WINEDDCOLORKEY SrcBltCKey;
1332 DWORD CKeyFlags;
1334 WINEDDCOLORKEY glCKey;
1336 struct list renderbuffers;
1337 renderbuffer_entry_t *current_renderbuffer;
1339 /* DirectDraw clippers */
1340 IWineD3DClipper *clipper;
1342 /* DirectDraw Overlay handling */
1343 RECT overlay_srcrect;
1344 RECT overlay_destrect;
1345 IWineD3DSurfaceImpl *overlay_dest;
1346 struct list overlays;
1347 struct list overlay_entry;
1350 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1351 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1353 /* Predeclare the shared Surface functions */
1354 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1355 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface);
1356 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1357 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1358 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1359 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1360 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1361 DWORD WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1362 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1363 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface);
1364 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1365 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1366 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1367 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1368 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface);
1369 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface);
1370 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1371 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1372 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, WINEDDCOLORKEY *CKey);
1373 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1374 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1375 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1376 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1377 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1378 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1379 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, RECT *SrcRect, IWineD3DSurface *DstSurface, RECT *DstRect, DWORD Flags, WINEDDOVERLAYFX *FX);
1380 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
1381 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
1382 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1383 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface);
1384 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
1385 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans);
1386 HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags);
1387 void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface);
1389 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface);
1391 void get_drawable_size_swapchain(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1392 void get_drawable_size_backbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1393 void get_drawable_size_pbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1394 void get_drawable_size_fbo(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1396 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back);
1398 /* Surface flags: */
1399 #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
1400 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
1401 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for GetDC */
1402 #define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
1403 #define SFLAG_DISCARD 0x00000010 /* ??? */
1404 #define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
1405 #define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
1406 #define SFLAG_INDRAWABLE 0x00000080 /* The gl drawable contains the most up to date data */
1407 #define SFLAG_INSYSMEM 0x00000100 /* The system memory copy is most up to date */
1408 #define SFLAG_NONPOW2 0x00000200 /* Surface sizes are not a power of 2 */
1409 #define SFLAG_DYNLOCK 0x00000400 /* Surface is often locked by the app */
1410 #define SFLAG_DYNCHANGE 0x00000C00 /* Surface contents are changed very often, implies DYNLOCK */
1411 #define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
1412 #define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
1413 #define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
1414 #define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
1415 #define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
1416 #define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
1417 #define SFLAG_PBO 0x00040000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
1418 #define SFLAG_NORMCOORD 0x00080000 /* Set if the GL texture coords are normalized(non-texture rectangle) */
1419 #define SFLAG_DS_ONSCREEN 0x00100000 /* Is a depth stencil, last modified onscreen */
1420 #define SFLAG_DS_OFFSCREEN 0x00200000 /* Is a depth stencil, last modified offscreen */
1422 /* In some conditions the surface memory must not be freed:
1423 * SFLAG_OVERSIZE: Not all data can be kept in GL
1424 * SFLAG_CONVERTED: Converting the data back would take too long
1425 * SFLAG_DIBSECTION: The dib code manages the memory
1426 * SFLAG_LOCKED: The app requires access to the surface data
1427 * SFLAG_DYNLOCK: Avoid freeing the data for performance
1428 * SFLAG_DYNCHANGE: Same reason as DYNLOCK
1429 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
1430 * SFLAG_CLIENT: OpenGL uses our memory as backup
1432 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
1433 SFLAG_CONVERTED | \
1434 SFLAG_DIBSECTION | \
1435 SFLAG_LOCKED | \
1436 SFLAG_DYNLOCK | \
1437 SFLAG_DYNCHANGE | \
1438 SFLAG_USERPTR | \
1439 SFLAG_PBO | \
1440 SFLAG_CLIENT)
1442 #define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
1443 SFLAG_INTEXTURE | \
1444 SFLAG_INDRAWABLE)
1446 #define SFLAG_DS_LOCATIONS (SFLAG_DS_ONSCREEN | \
1447 SFLAG_DS_OFFSCREEN)
1449 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
1451 typedef enum {
1452 NO_CONVERSION,
1453 CONVERT_PALETTED,
1454 CONVERT_PALETTED_CK,
1455 CONVERT_CK_565,
1456 CONVERT_CK_5551,
1457 CONVERT_CK_4444,
1458 CONVERT_CK_4444_ARGB,
1459 CONVERT_CK_1555,
1460 CONVERT_555,
1461 CONVERT_CK_RGB24,
1462 CONVERT_CK_8888,
1463 CONVERT_CK_8888_ARGB,
1464 CONVERT_RGB32_888,
1465 CONVERT_V8U8,
1466 CONVERT_L6V5U5,
1467 CONVERT_X8L8V8U8,
1468 CONVERT_Q8W8V8U8,
1469 CONVERT_V16U16,
1470 CONVERT_A4L4,
1471 CONVERT_R32F,
1472 CONVERT_R16F,
1473 CONVERT_G16R16,
1474 } CONVERT_TYPES;
1476 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);
1478 BOOL palette9_changed(IWineD3DSurfaceImpl *This);
1480 /*****************************************************************************
1481 * IWineD3DVertexDeclaration implementation structure
1483 typedef struct attrib_declaration {
1484 DWORD usage;
1485 DWORD idx;
1486 } attrib_declaration;
1488 #define MAX_ATTRIBS 16
1490 typedef struct IWineD3DVertexDeclarationImpl {
1491 /* IUnknown Information */
1492 const IWineD3DVertexDeclarationVtbl *lpVtbl;
1493 LONG ref;
1495 IUnknown *parent;
1496 IWineD3DDeviceImpl *wineD3DDevice;
1498 WINED3DVERTEXELEMENT *pDeclarationWine;
1499 UINT declarationWNumElements;
1501 DWORD streams[MAX_STREAMS];
1502 UINT num_streams;
1503 BOOL position_transformed;
1504 BOOL half_float_conv_needed;
1506 /* Ordered array of declaration types that need swizzling in a vshader */
1507 attrib_declaration swizzled_attribs[MAX_ATTRIBS];
1508 UINT num_swizzled_attribs;
1509 } IWineD3DVertexDeclarationImpl;
1511 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
1513 /*****************************************************************************
1514 * IWineD3DStateBlock implementation structure
1517 /* Internal state Block for Begin/End/Capture/Create/Apply info */
1518 /* Note: Very long winded but gl Lists are not flexible enough */
1519 /* to resolve everything we need, so doing it manually for now */
1520 typedef struct SAVEDSTATES {
1521 BOOL indices;
1522 BOOL material;
1523 BOOL fvf;
1524 BOOL streamSource[MAX_STREAMS];
1525 BOOL streamFreq[MAX_STREAMS];
1526 BOOL textures[MAX_COMBINED_SAMPLERS];
1527 BOOL transform[HIGHEST_TRANSFORMSTATE + 1];
1528 BOOL viewport;
1529 BOOL renderState[WINEHIGHEST_RENDER_STATE + 1];
1530 BOOL textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1531 BOOL samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1532 BOOL clipplane[MAX_CLIPPLANES];
1533 BOOL vertexDecl;
1534 BOOL pixelShader;
1535 BOOL pixelShaderConstantsB[MAX_CONST_B];
1536 BOOL pixelShaderConstantsI[MAX_CONST_I];
1537 BOOL *pixelShaderConstantsF;
1538 BOOL vertexShader;
1539 BOOL vertexShaderConstantsB[MAX_CONST_B];
1540 BOOL vertexShaderConstantsI[MAX_CONST_I];
1541 BOOL *vertexShaderConstantsF;
1542 BOOL scissorRect;
1543 } SAVEDSTATES;
1545 typedef struct {
1546 struct list entry;
1547 DWORD count;
1548 DWORD idx[13];
1549 } constants_entry;
1551 struct StageState {
1552 DWORD stage;
1553 DWORD state;
1556 struct IWineD3DStateBlockImpl
1558 /* IUnknown fields */
1559 const IWineD3DStateBlockVtbl *lpVtbl;
1560 LONG ref; /* Note: Ref counting not required */
1562 /* IWineD3DStateBlock information */
1563 IUnknown *parent;
1564 IWineD3DDeviceImpl *wineD3DDevice;
1565 WINED3DSTATEBLOCKTYPE blockType;
1567 /* Array indicating whether things have been set or changed */
1568 SAVEDSTATES changed;
1569 struct list set_vconstantsF;
1570 struct list set_pconstantsF;
1572 /* Drawing - Vertex Shader or FVF related */
1573 DWORD fvf;
1574 /* Vertex Shader Declaration */
1575 IWineD3DVertexDeclaration *vertexDecl;
1577 IWineD3DVertexShader *vertexShader;
1579 /* Vertex Shader Constants */
1580 BOOL vertexShaderConstantB[MAX_CONST_B];
1581 INT vertexShaderConstantI[MAX_CONST_I * 4];
1582 float *vertexShaderConstantF;
1584 /* Stream Source */
1585 BOOL streamIsUP;
1586 UINT streamStride[MAX_STREAMS];
1587 UINT streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
1588 IWineD3DVertexBuffer *streamSource[MAX_STREAMS];
1589 UINT streamFreq[MAX_STREAMS + 1];
1590 UINT streamFlags[MAX_STREAMS + 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
1592 /* Indices */
1593 IWineD3DIndexBuffer* pIndexData;
1594 INT baseVertexIndex;
1595 INT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1597 /* Transform */
1598 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
1600 /* Light hashmap . Collisions are handled using standard wine double linked lists */
1601 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
1602 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
1603 struct list lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
1604 PLIGHTINFOEL *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
1606 /* Clipping */
1607 double clipplane[MAX_CLIPPLANES][4];
1608 WINED3DCLIPSTATUS clip_status;
1610 /* ViewPort */
1611 WINED3DVIEWPORT viewport;
1613 /* Material */
1614 WINED3DMATERIAL material;
1616 /* Pixel Shader */
1617 IWineD3DPixelShader *pixelShader;
1619 /* Pixel Shader Constants */
1620 BOOL pixelShaderConstantB[MAX_CONST_B];
1621 INT pixelShaderConstantI[MAX_CONST_I * 4];
1622 float *pixelShaderConstantF;
1624 /* RenderState */
1625 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
1627 /* Texture */
1628 IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS];
1629 int textureDimensions[MAX_COMBINED_SAMPLERS];
1631 /* Texture State Stage */
1632 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1633 DWORD lowest_disabled_stage;
1634 /* Sampler States */
1635 DWORD samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1637 /* Scissor test rectangle */
1638 RECT scissorRect;
1640 /* Contained state management */
1641 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
1642 unsigned int num_contained_render_states;
1643 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
1644 unsigned int num_contained_transform_states;
1645 DWORD contained_vs_consts_i[MAX_CONST_I];
1646 unsigned int num_contained_vs_consts_i;
1647 DWORD contained_vs_consts_b[MAX_CONST_B];
1648 unsigned int num_contained_vs_consts_b;
1649 DWORD *contained_vs_consts_f;
1650 unsigned int num_contained_vs_consts_f;
1651 DWORD contained_ps_consts_i[MAX_CONST_I];
1652 unsigned int num_contained_ps_consts_i;
1653 DWORD contained_ps_consts_b[MAX_CONST_B];
1654 unsigned int num_contained_ps_consts_b;
1655 DWORD *contained_ps_consts_f;
1656 unsigned int num_contained_ps_consts_f;
1657 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE)];
1658 unsigned int num_contained_tss_states;
1659 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
1660 unsigned int num_contained_sampler_states;
1663 extern void stateblock_savedstates_set(
1664 IWineD3DStateBlock* iface,
1665 SAVEDSTATES* states,
1666 BOOL value);
1668 extern void stateblock_savedstates_copy(
1669 IWineD3DStateBlock* iface,
1670 SAVEDSTATES* dest,
1671 SAVEDSTATES* source);
1673 extern void stateblock_copy(
1674 IWineD3DStateBlock* destination,
1675 IWineD3DStateBlock* source);
1677 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
1679 /* Direct3D terminology with little modifications. We do not have an issued state
1680 * because only the driver knows about it, but we have a created state because d3d
1681 * allows GetData on a created issue, but opengl doesn't
1683 enum query_state {
1684 QUERY_CREATED,
1685 QUERY_SIGNALLED,
1686 QUERY_BUILDING
1688 /*****************************************************************************
1689 * IWineD3DQueryImpl implementation structure (extends IUnknown)
1691 typedef struct IWineD3DQueryImpl
1693 const IWineD3DQueryVtbl *lpVtbl;
1694 LONG ref; /* Note: Ref counting not required */
1696 IUnknown *parent;
1697 /*TODO: replace with iface usage */
1698 #if 0
1699 IWineD3DDevice *wineD3DDevice;
1700 #else
1701 IWineD3DDeviceImpl *wineD3DDevice;
1702 #endif
1704 /* IWineD3DQuery fields */
1705 enum query_state state;
1706 WINED3DQUERYTYPE type;
1707 /* TODO: Think about using a IUnknown instead of a void* */
1708 void *extendedData;
1711 } IWineD3DQueryImpl;
1713 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1714 extern const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl;
1715 extern const IWineD3DQueryVtbl IWineD3DOcclusionQuery_Vtbl;
1717 /* Datastructures for IWineD3DQueryImpl.extendedData */
1718 typedef struct WineQueryOcclusionData {
1719 GLuint queryId;
1720 WineD3DContext *ctx;
1721 } WineQueryOcclusionData;
1723 typedef struct WineQueryEventData {
1724 GLuint fenceId;
1725 WineD3DContext *ctx;
1726 } WineQueryEventData;
1728 /*****************************************************************************
1729 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1732 typedef struct IWineD3DSwapChainImpl
1734 /*IUnknown part*/
1735 const IWineD3DSwapChainVtbl *lpVtbl;
1736 LONG ref; /* Note: Ref counting not required */
1738 IUnknown *parent;
1739 IWineD3DDeviceImpl *wineD3DDevice;
1741 /* IWineD3DSwapChain fields */
1742 IWineD3DSurface **backBuffer;
1743 IWineD3DSurface *frontBuffer;
1744 BOOL wantsDepthStencilBuffer;
1745 WINED3DPRESENT_PARAMETERS presentParms;
1746 DWORD orig_width, orig_height;
1747 WINED3DFORMAT orig_fmt;
1748 WINED3DGAMMARAMP orig_gamma;
1750 long prev_time, frames; /* Performance tracking */
1751 unsigned int vSyncCounter;
1753 WineD3DContext **context; /* Later a array for multithreading */
1754 unsigned int num_contexts;
1756 HWND win_handle;
1757 } IWineD3DSwapChainImpl;
1759 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
1760 const IWineD3DSwapChainVtbl IWineGDISwapChain_Vtbl;
1761 void x11_copy_to_screen(IWineD3DSwapChainImpl *This, LPRECT rc);
1763 HRESULT WINAPI IWineD3DBaseSwapChainImpl_QueryInterface(IWineD3DSwapChain *iface, REFIID riid, LPVOID *ppobj);
1764 ULONG WINAPI IWineD3DBaseSwapChainImpl_AddRef(IWineD3DSwapChain *iface);
1765 ULONG WINAPI IWineD3DBaseSwapChainImpl_Release(IWineD3DSwapChain *iface);
1766 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetParent(IWineD3DSwapChain *iface, IUnknown ** ppParent);
1767 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain *iface, IWineD3DSurface *pDestSurface);
1768 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, UINT iBackBuffer, WINED3DBACKBUFFER_TYPE Type, IWineD3DSurface **ppBackBuffer);
1769 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *iface, WINED3DRASTER_STATUS *pRasterStatus);
1770 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface, WINED3DDISPLAYMODE*pMode);
1771 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDevice(IWineD3DSwapChain *iface, IWineD3DDevice**ppDevice);
1772 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetPresentParameters(IWineD3DSwapChain *iface, WINED3DPRESENT_PARAMETERS *pPresentationParameters);
1773 HRESULT WINAPI IWineD3DBaseSwapChainImpl_SetGammaRamp(IWineD3DSwapChain *iface, DWORD Flags, CONST WINED3DGAMMARAMP *pRamp);
1774 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetGammaRamp(IWineD3DSwapChain *iface, WINED3DGAMMARAMP *pRamp);
1776 WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
1778 /*****************************************************************************
1779 * Utility function prototypes
1782 /* Trace routines */
1783 const char* debug_d3dformat(WINED3DFORMAT fmt);
1784 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
1785 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
1786 const char* debug_d3dusage(DWORD usage);
1787 const char* debug_d3dusagequery(DWORD usagequery);
1788 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
1789 const char* debug_d3ddecltype(WINED3DDECLTYPE type);
1790 const char* debug_d3ddeclusage(BYTE usage);
1791 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
1792 const char* debug_d3drenderstate(DWORD state);
1793 const char* debug_d3dsamplerstate(DWORD state);
1794 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
1795 const char* debug_d3dtexturestate(DWORD state);
1796 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
1797 const char* debug_d3dpool(WINED3DPOOL pool);
1798 const char *debug_fbostatus(GLenum status);
1799 const char *debug_glerror(GLenum error);
1800 const char *debug_d3dbasis(WINED3DBASISTYPE basis);
1801 const char *debug_d3ddegree(WINED3DDEGREETYPE order);
1802 const char* debug_d3dtop(WINED3DTEXTUREOP d3dtop);
1804 /* Routines for GL <-> D3D values */
1805 GLenum StencilOp(DWORD op);
1806 GLenum CompareFunc(DWORD func);
1807 BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
1808 void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx, DWORD dst);
1809 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype);
1810 void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
1811 void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
1812 void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
1813 void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
1815 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
1816 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
1817 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location);
1818 void surface_load_ds_location(IWineD3DSurface *iface, DWORD location);
1820 BOOL getColorBits(WINED3DFORMAT fmt, short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
1821 BOOL getDepthStencilBits(WINED3DFORMAT fmt, short *depthSize, short *stencilSize);
1823 /* Math utils */
1824 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
1825 unsigned int count_bits(unsigned int mask);
1827 /*****************************************************************************
1828 * To enable calling of inherited functions, requires prototypes
1830 * Note: Only require classes which are subclassed, ie resource, basetexture,
1832 /*** IUnknown methods ***/
1833 extern HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface, REFIID riid, void** ppvObject);
1834 extern ULONG WINAPI IWineD3DResourceImpl_AddRef(IWineD3DResource *iface);
1835 extern ULONG WINAPI IWineD3DResourceImpl_Release(IWineD3DResource *iface);
1836 /*** IWineD3DResource methods ***/
1837 extern HRESULT WINAPI IWineD3DResourceImpl_GetParent(IWineD3DResource *iface, IUnknown **pParent);
1838 extern HRESULT WINAPI IWineD3DResourceImpl_GetDevice(IWineD3DResource *iface, IWineD3DDevice ** ppDevice);
1839 extern HRESULT WINAPI IWineD3DResourceImpl_SetPrivateData(IWineD3DResource *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1840 extern HRESULT WINAPI IWineD3DResourceImpl_GetPrivateData(IWineD3DResource *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1841 extern HRESULT WINAPI IWineD3DResourceImpl_FreePrivateData(IWineD3DResource *iface, REFGUID refguid);
1842 extern DWORD WINAPI IWineD3DResourceImpl_SetPriority(IWineD3DResource *iface, DWORD PriorityNew);
1843 extern DWORD WINAPI IWineD3DResourceImpl_GetPriority(IWineD3DResource *iface);
1844 extern void WINAPI IWineD3DResourceImpl_PreLoad(IWineD3DResource *iface);
1845 extern void WINAPI IWineD3DResourceImpl_UnLoad(IWineD3DResource *iface);
1846 extern WINED3DRESOURCETYPE WINAPI IWineD3DResourceImpl_GetType(IWineD3DResource *iface);
1847 /*** class static members ***/
1848 void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface);
1850 /*** IUnknown methods ***/
1851 extern HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, void** ppvObject);
1852 extern ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface);
1853 extern ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface);
1854 /*** IWineD3DResource methods ***/
1855 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent);
1856 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice ** ppDevice);
1857 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1858 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1859 extern HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID refguid);
1860 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD PriorityNew);
1861 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface);
1862 extern void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface);
1863 extern void WINAPI IWineD3DBaseTextureImpl_UnLoad(IWineD3DBaseTexture *iface);
1864 extern WINED3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface);
1865 /*** IWineD3DBaseTexture methods ***/
1866 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew);
1867 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface);
1868 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface);
1869 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType);
1870 extern WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface);
1871 extern void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface);
1872 extern BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL);
1873 extern BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface);
1875 extern BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
1876 extern HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface);
1877 extern HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface);
1878 extern HRESULT WINAPI IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture *iface);
1879 extern void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1880 /*** class static members ***/
1881 void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface);
1883 typedef void (*SHADER_HANDLER) (struct SHADER_OPCODE_ARG*);
1885 /* Struct to maintain a list of GLSL shader programs and their associated pixel and
1886 * vertex shaders. A list of this type is maintained on the DeviceImpl, and is only
1887 * used if the user is using GLSL shaders. */
1888 struct glsl_shader_prog_link {
1889 struct list vshader_entry;
1890 struct list pshader_entry;
1891 GLhandleARB programId;
1892 GLhandleARB *vuniformF_locations;
1893 GLhandleARB *puniformF_locations;
1894 GLhandleARB vuniformI_locations[MAX_CONST_I];
1895 GLhandleARB puniformI_locations[MAX_CONST_I];
1896 GLhandleARB posFixup_location;
1897 GLhandleARB bumpenvmat_location[MAX_TEXTURES];
1898 GLhandleARB luminancescale_location[MAX_TEXTURES];
1899 GLhandleARB luminanceoffset_location[MAX_TEXTURES];
1900 GLhandleARB srgb_comparison_location;
1901 GLhandleARB srgb_mul_low_location;
1902 GLhandleARB ycorrection_location;
1903 GLenum vertex_color_clamp;
1904 GLhandleARB vshader;
1905 GLhandleARB pshader;
1908 typedef struct {
1909 GLhandleARB vshader;
1910 GLhandleARB pshader;
1911 } glsl_program_key_t;
1913 /* TODO: Make this dynamic, based on shader limits ? */
1914 #define MAX_REG_ADDR 1
1915 #define MAX_REG_TEMP 32
1916 #define MAX_REG_TEXCRD 8
1917 #define MAX_REG_INPUT 12
1918 #define MAX_REG_OUTPUT 12
1919 #define MAX_CONST_I 16
1920 #define MAX_CONST_B 16
1922 /* FIXME: This needs to go up to 2048 for
1923 * Shader model 3 according to msdn (and for software shaders) */
1924 #define MAX_LABELS 16
1926 typedef struct semantic {
1927 DWORD usage;
1928 DWORD reg;
1929 } semantic;
1931 typedef struct local_constant {
1932 struct list entry;
1933 unsigned int idx;
1934 DWORD value[4];
1935 } local_constant;
1937 typedef struct shader_reg_maps {
1939 char texcoord[MAX_REG_TEXCRD]; /* pixel < 3.0 */
1940 char temporary[MAX_REG_TEMP]; /* pixel, vertex */
1941 char address[MAX_REG_ADDR]; /* vertex */
1942 char packed_input[MAX_REG_INPUT]; /* pshader >= 3.0 */
1943 char packed_output[MAX_REG_OUTPUT]; /* vertex >= 3.0 */
1944 char attributes[MAX_ATTRIBS]; /* vertex */
1945 char labels[MAX_LABELS]; /* pixel, vertex */
1946 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
1948 /* Sampler usage tokens
1949 * Use 0 as default (bit 31 is always 1 on a valid token) */
1950 DWORD samplers[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
1951 BOOL bumpmat[MAX_TEXTURES], luminanceparams[MAX_TEXTURES];
1952 char usesnrm, vpos, usesdsy;
1953 char usesrelconstF;
1955 /* Whether or not loops are used in this shader, and nesting depth */
1956 unsigned loop_depth;
1958 /* Whether or not this shader uses fog */
1959 char fog;
1961 } shader_reg_maps;
1963 /* Undocumented opcode controls */
1964 #define INST_CONTROLS_SHIFT 16
1965 #define INST_CONTROLS_MASK 0x00ff0000
1967 typedef enum COMPARISON_TYPE {
1968 COMPARISON_GT = 1,
1969 COMPARISON_EQ = 2,
1970 COMPARISON_GE = 3,
1971 COMPARISON_LT = 4,
1972 COMPARISON_NE = 5,
1973 COMPARISON_LE = 6
1974 } COMPARISON_TYPE;
1976 typedef struct SHADER_OPCODE {
1977 unsigned int opcode;
1978 const char* name;
1979 const char* glname;
1980 char dst_token;
1981 CONST UINT num_params;
1982 SHADER_HANDLER hw_fct;
1983 SHADER_HANDLER hw_glsl_fct;
1984 DWORD min_version;
1985 DWORD max_version;
1986 } SHADER_OPCODE;
1988 typedef struct SHADER_OPCODE_ARG {
1989 IWineD3DBaseShader* shader;
1990 shader_reg_maps* reg_maps;
1991 CONST SHADER_OPCODE* opcode;
1992 DWORD opcode_token;
1993 DWORD dst;
1994 DWORD dst_addr;
1995 DWORD predicate;
1996 DWORD src[4];
1997 DWORD src_addr[4];
1998 SHADER_BUFFER* buffer;
1999 } SHADER_OPCODE_ARG;
2001 typedef struct SHADER_LIMITS {
2002 unsigned int temporary;
2003 unsigned int texcoord;
2004 unsigned int sampler;
2005 unsigned int constant_int;
2006 unsigned int constant_float;
2007 unsigned int constant_bool;
2008 unsigned int address;
2009 unsigned int packed_output;
2010 unsigned int packed_input;
2011 unsigned int attributes;
2012 unsigned int label;
2013 } SHADER_LIMITS;
2015 /** Keeps track of details for TEX_M#x# shader opcodes which need to
2016 maintain state information between multiple codes */
2017 typedef struct SHADER_PARSE_STATE {
2018 unsigned int current_row;
2019 DWORD texcoord_w[2];
2020 } SHADER_PARSE_STATE;
2022 #ifdef __GNUC__
2023 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2024 #else
2025 #define PRINTF_ATTR(fmt,args)
2026 #endif
2028 /* Base Shader utility functions.
2029 * (may move callers into the same file in the future) */
2030 extern int shader_addline(
2031 SHADER_BUFFER* buffer,
2032 const char* fmt, ...) PRINTF_ATTR(2,3);
2034 extern const SHADER_OPCODE* shader_get_opcode(
2035 IWineD3DBaseShader *iface,
2036 const DWORD code);
2038 /* Vertex shader utility functions */
2039 extern BOOL vshader_get_input(
2040 IWineD3DVertexShader* iface,
2041 BYTE usage_req, BYTE usage_idx_req,
2042 unsigned int* regnum);
2044 extern BOOL vshader_input_is_color(
2045 IWineD3DVertexShader* iface,
2046 unsigned int regnum);
2048 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
2050 /* ARB_[vertex/fragment]_program helper functions */
2051 extern void shader_arb_load_constants(
2052 IWineD3DDevice* device,
2053 char usePixelShader,
2054 char useVertexShader);
2056 /* ARB shader program Prototypes */
2057 extern void shader_hw_def(SHADER_OPCODE_ARG *arg);
2059 /* ARB pixel shader prototypes */
2060 extern void pshader_hw_bem(SHADER_OPCODE_ARG* arg);
2061 extern void pshader_hw_cnd(SHADER_OPCODE_ARG* arg);
2062 extern void pshader_hw_cmp(SHADER_OPCODE_ARG* arg);
2063 extern void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
2064 extern void pshader_hw_tex(SHADER_OPCODE_ARG* arg);
2065 extern void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg);
2066 extern void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg);
2067 extern void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg);
2068 extern void pshader_hw_texbem(SHADER_OPCODE_ARG* arg);
2069 extern void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg);
2070 extern void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg);
2071 extern void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg);
2072 extern void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg);
2073 extern void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg);
2074 extern void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg);
2075 extern void pshader_hw_texdepth(SHADER_OPCODE_ARG* arg);
2076 extern void pshader_hw_texkill(SHADER_OPCODE_ARG* arg);
2077 extern void pshader_hw_texdp3tex(SHADER_OPCODE_ARG* arg);
2078 extern void pshader_hw_texdp3(SHADER_OPCODE_ARG* arg);
2079 extern void pshader_hw_texm3x3(SHADER_OPCODE_ARG* arg);
2080 extern void pshader_hw_texm3x2depth(SHADER_OPCODE_ARG* arg);
2081 extern void pshader_hw_dp2add(SHADER_OPCODE_ARG* arg);
2082 extern void pshader_hw_texreg2rgb(SHADER_OPCODE_ARG* arg);
2084 /* ARB vertex / pixel shader common prototypes */
2085 extern void shader_hw_nrm(SHADER_OPCODE_ARG* arg);
2086 extern void shader_hw_sincos(SHADER_OPCODE_ARG* arg);
2087 extern void shader_hw_mnxn(SHADER_OPCODE_ARG* arg);
2089 /* ARB vertex shader prototypes */
2090 extern void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
2091 extern void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG* arg);
2093 /* GLSL helper functions */
2094 extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG *arg);
2095 extern void shader_glsl_load_constants(
2096 IWineD3DDevice* device,
2097 char usePixelShader,
2098 char useVertexShader);
2100 /** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */
2101 extern void shader_glsl_cross(SHADER_OPCODE_ARG* arg);
2102 extern void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg);
2103 extern void shader_glsl_arith(SHADER_OPCODE_ARG* arg);
2104 extern void shader_glsl_mov(SHADER_OPCODE_ARG* arg);
2105 extern void shader_glsl_mad(SHADER_OPCODE_ARG* arg);
2106 extern void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg);
2107 extern void shader_glsl_lrp(SHADER_OPCODE_ARG* arg);
2108 extern void shader_glsl_dot(SHADER_OPCODE_ARG* arg);
2109 extern void shader_glsl_rcp(SHADER_OPCODE_ARG* arg);
2110 extern void shader_glsl_rsq(SHADER_OPCODE_ARG* arg);
2111 extern void shader_glsl_cnd(SHADER_OPCODE_ARG* arg);
2112 extern void shader_glsl_compare(SHADER_OPCODE_ARG* arg);
2113 extern void shader_glsl_def(SHADER_OPCODE_ARG* arg);
2114 extern void shader_glsl_defi(SHADER_OPCODE_ARG* arg);
2115 extern void shader_glsl_defb(SHADER_OPCODE_ARG* arg);
2116 extern void shader_glsl_expp(SHADER_OPCODE_ARG* arg);
2117 extern void shader_glsl_cmp(SHADER_OPCODE_ARG* arg);
2118 extern void shader_glsl_lit(SHADER_OPCODE_ARG* arg);
2119 extern void shader_glsl_dst(SHADER_OPCODE_ARG* arg);
2120 extern void shader_glsl_sincos(SHADER_OPCODE_ARG* arg);
2121 extern void shader_glsl_loop(SHADER_OPCODE_ARG* arg);
2122 extern void shader_glsl_end(SHADER_OPCODE_ARG* arg);
2123 extern void shader_glsl_if(SHADER_OPCODE_ARG* arg);
2124 extern void shader_glsl_ifc(SHADER_OPCODE_ARG* arg);
2125 extern void shader_glsl_else(SHADER_OPCODE_ARG* arg);
2126 extern void shader_glsl_break(SHADER_OPCODE_ARG* arg);
2127 extern void shader_glsl_breakc(SHADER_OPCODE_ARG* arg);
2128 extern void shader_glsl_rep(SHADER_OPCODE_ARG* arg);
2129 extern void shader_glsl_call(SHADER_OPCODE_ARG* arg);
2130 extern void shader_glsl_callnz(SHADER_OPCODE_ARG* arg);
2131 extern void shader_glsl_label(SHADER_OPCODE_ARG* arg);
2132 extern void shader_glsl_pow(SHADER_OPCODE_ARG* arg);
2133 extern void shader_glsl_log(SHADER_OPCODE_ARG* arg);
2134 extern void shader_glsl_texldl(SHADER_OPCODE_ARG* arg);
2136 /** GLSL Pixel Shader Prototypes */
2137 extern void pshader_glsl_tex(SHADER_OPCODE_ARG* arg);
2138 extern void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg);
2139 extern void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg);
2140 extern void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg);
2141 extern void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg);
2142 extern void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg);
2143 extern void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg);
2144 extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg);
2145 extern void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg);
2146 extern void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg);
2147 extern void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg);
2148 extern void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg);
2149 extern void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg);
2150 extern void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg);
2151 extern void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg);
2152 extern void pshader_glsl_bem(SHADER_OPCODE_ARG* arg);
2153 extern void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg);
2154 extern void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg);
2155 extern void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg);
2156 extern void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg);
2157 extern void pshader_glsl_input_pack(
2158 SHADER_BUFFER* buffer,
2159 semantic* semantics_out,
2160 IWineD3DPixelShader *iface);
2162 /*****************************************************************************
2163 * IDirect3DBaseShader implementation structure
2165 typedef struct IWineD3DBaseShaderClass
2167 LONG ref;
2168 DWORD hex_version;
2169 SHADER_LIMITS limits;
2170 SHADER_PARSE_STATE parse_state;
2171 CONST SHADER_OPCODE *shader_ins;
2172 DWORD *function;
2173 UINT functionLength;
2174 GLuint prgId;
2175 BOOL is_compiled;
2176 UINT cur_loop_depth, cur_loop_regno;
2177 BOOL load_local_constsF;
2179 /* Type of shader backend */
2180 int shader_mode;
2182 /* Programs this shader is linked with */
2183 struct list linked_programs;
2185 /* Immediate constants (override global ones) */
2186 struct list constantsB;
2187 struct list constantsF;
2188 struct list constantsI;
2189 shader_reg_maps reg_maps;
2191 /* Pixel formats of sampled textures, for format conversion. This
2192 * represents the formats found during compilation, it is not initialized
2193 * on the first parser pass. It is needed to check if the shader
2194 * needs recompilation to adjust the format conversion
2196 WINED3DFORMAT sampled_format[MAX_COMBINED_SAMPLERS];
2197 UINT sampled_samplers[MAX_COMBINED_SAMPLERS];
2198 UINT num_sampled_samplers;
2200 UINT recompile_count;
2202 /* Pointer to the parent device */
2203 IWineD3DDevice *device;
2204 struct list shader_list_entry;
2206 } IWineD3DBaseShaderClass;
2208 typedef struct IWineD3DBaseShaderImpl {
2209 /* IUnknown */
2210 const IWineD3DBaseShaderVtbl *lpVtbl;
2212 /* IWineD3DBaseShader */
2213 IWineD3DBaseShaderClass baseShader;
2214 } IWineD3DBaseShaderImpl;
2216 HRESULT WINAPI IWineD3DBaseShaderImpl_QueryInterface(IWineD3DBaseShader *iface, REFIID riid, LPVOID *ppobj);
2217 ULONG WINAPI IWineD3DBaseShaderImpl_AddRef(IWineD3DBaseShader *iface);
2218 ULONG WINAPI IWineD3DBaseShaderImpl_Release(IWineD3DBaseShader *iface);
2220 extern HRESULT shader_get_registers_used(
2221 IWineD3DBaseShader *iface,
2222 shader_reg_maps* reg_maps,
2223 semantic* semantics_in,
2224 semantic* semantics_out,
2225 CONST DWORD* pToken,
2226 IWineD3DStateBlockImpl *stateBlock);
2228 extern void shader_generate_glsl_declarations(
2229 IWineD3DBaseShader *iface,
2230 shader_reg_maps* reg_maps,
2231 SHADER_BUFFER* buffer,
2232 WineD3D_GL_Info* gl_info);
2234 extern void shader_generate_arb_declarations(
2235 IWineD3DBaseShader *iface,
2236 shader_reg_maps* reg_maps,
2237 SHADER_BUFFER* buffer,
2238 WineD3D_GL_Info* gl_info);
2240 extern void shader_generate_main(
2241 IWineD3DBaseShader *iface,
2242 SHADER_BUFFER* buffer,
2243 shader_reg_maps* reg_maps,
2244 CONST DWORD* pFunction);
2246 extern void shader_dump_ins_modifiers(
2247 const DWORD output);
2249 extern void shader_dump_param(
2250 IWineD3DBaseShader *iface,
2251 const DWORD param,
2252 const DWORD addr_token,
2253 int input);
2255 extern void shader_trace_init(
2256 IWineD3DBaseShader *iface,
2257 const DWORD* pFunction);
2259 extern int shader_get_param(
2260 IWineD3DBaseShader* iface,
2261 const DWORD* pToken,
2262 DWORD* param,
2263 DWORD* addr_token);
2265 extern int shader_skip_unrecognized(
2266 IWineD3DBaseShader* iface,
2267 const DWORD* pToken);
2269 extern void print_glsl_info_log(
2270 WineD3D_GL_Info *gl_info,
2271 GLhandleARB obj);
2273 static inline int shader_get_regtype(const DWORD param) {
2274 return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
2275 ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
2278 static inline int shader_get_writemask(const DWORD param) {
2279 return param & WINED3DSP_WRITEMASK_ALL;
2282 extern unsigned int shader_get_float_offset(const DWORD reg);
2284 static inline BOOL shader_is_pshader_version(DWORD token) {
2285 return 0xFFFF0000 == (token & 0xFFFF0000);
2288 static inline BOOL shader_is_vshader_version(DWORD token) {
2289 return 0xFFFE0000 == (token & 0xFFFF0000);
2292 static inline BOOL shader_is_comment(DWORD token) {
2293 return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
2296 static inline BOOL shader_is_scalar(DWORD param) {
2297 DWORD reg_type = shader_get_regtype(param);
2298 DWORD reg_num;
2300 switch (reg_type) {
2301 case WINED3DSPR_RASTOUT:
2302 if ((param & WINED3DSP_REGNUM_MASK) != 0) {
2303 /* oFog & oPts */
2304 return TRUE;
2306 /* oPos */
2307 return FALSE;
2309 case WINED3DSPR_DEPTHOUT: /* oDepth */
2310 case WINED3DSPR_CONSTBOOL: /* b# */
2311 case WINED3DSPR_LOOP: /* aL */
2312 case WINED3DSPR_PREDICATE: /* p0 */
2313 return TRUE;
2315 case WINED3DSPR_MISCTYPE:
2316 reg_num = param & WINED3DSP_REGNUM_MASK;
2317 switch(reg_num) {
2318 case 0: /* vPos */
2319 return FALSE;
2320 case 1: /* vFace */
2321 return TRUE;
2322 default:
2323 return FALSE;
2326 default:
2327 return FALSE;
2331 static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
2332 local_constant* lconst;
2334 if(This->baseShader.load_local_constsF) return FALSE;
2335 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2336 if(lconst->idx == reg) return TRUE;
2338 return FALSE;
2342 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
2343 * so upload them above that
2345 #define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
2346 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
2348 /*****************************************************************************
2349 * IDirect3DVertexShader implementation structure
2351 typedef struct IWineD3DVertexShaderImpl {
2352 /* IUnknown parts*/
2353 const IWineD3DVertexShaderVtbl *lpVtbl;
2355 /* IWineD3DBaseShader */
2356 IWineD3DBaseShaderClass baseShader;
2358 /* IWineD3DVertexShaderImpl */
2359 IUnknown *parent;
2361 DWORD usage;
2363 /* Vertex shader input and output semantics */
2364 semantic semantics_in [MAX_ATTRIBS];
2365 semantic semantics_out [MAX_REG_OUTPUT];
2367 /* Ordered array of attributes that are swizzled */
2368 attrib_declaration swizzled_attribs [MAX_ATTRIBS];
2369 UINT num_swizzled_attribs;
2371 /* run time data... */
2372 VSHADERDATA *data;
2373 UINT min_rel_offset, max_rel_offset;
2374 UINT rel_offset;
2376 UINT recompile_count;
2377 #if 0 /* needs reworking */
2378 /* run time data */
2379 VSHADERINPUTDATA input;
2380 VSHADEROUTPUTDATA output;
2381 #endif
2382 } IWineD3DVertexShaderImpl;
2383 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
2384 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
2386 /*****************************************************************************
2387 * IDirect3DPixelShader implementation structure
2390 enum vertexprocessing_mode {
2391 fixedfunction,
2392 vertexshader,
2393 pretransformed
2396 struct stb_const_desc {
2397 char texunit;
2398 UINT const_num;
2401 typedef struct IWineD3DPixelShaderImpl {
2402 /* IUnknown parts */
2403 const IWineD3DPixelShaderVtbl *lpVtbl;
2405 /* IWineD3DBaseShader */
2406 IWineD3DBaseShaderClass baseShader;
2408 /* IWineD3DPixelShaderImpl */
2409 IUnknown *parent;
2411 /* Pixel shader input semantics */
2412 semantic semantics_in [MAX_REG_INPUT];
2413 DWORD input_reg_map[MAX_REG_INPUT];
2414 BOOL input_reg_used[MAX_REG_INPUT];
2415 int declared_in_count;
2417 /* run time data */
2418 PSHADERDATA *data;
2420 /* Some information about the shader behavior */
2421 struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
2422 char numbumpenvmatconsts;
2423 struct stb_const_desc luminanceconst[MAX_TEXTURES];
2424 char srgb_enabled;
2425 char srgb_mode_hardcoded;
2426 UINT srgb_low_const;
2427 UINT srgb_cmp_const;
2428 char vpos_uniform;
2429 BOOL render_offscreen;
2430 UINT height;
2431 enum vertexprocessing_mode vertexprocessing;
2433 #if 0 /* needs reworking */
2434 PSHADERINPUTDATA input;
2435 PSHADEROUTPUTDATA output;
2436 #endif
2437 } IWineD3DPixelShaderImpl;
2439 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
2440 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
2442 /* sRGB correction constants */
2443 static const float srgb_cmp = 0.0031308;
2444 static const float srgb_mul_low = 12.92;
2445 static const float srgb_pow = 0.41666;
2446 static const float srgb_mul_high = 1.055;
2447 static const float srgb_sub_high = 0.055;
2449 /*****************************************************************************
2450 * IWineD3DPalette implementation structure
2452 struct IWineD3DPaletteImpl {
2453 /* IUnknown parts */
2454 const IWineD3DPaletteVtbl *lpVtbl;
2455 LONG ref;
2457 IUnknown *parent;
2458 IWineD3DDeviceImpl *wineD3DDevice;
2460 /* IWineD3DPalette */
2461 HPALETTE hpal;
2462 WORD palVersion; /*| */
2463 WORD palNumEntries; /*| LOGPALETTE */
2464 PALETTEENTRY palents[256]; /*| */
2465 /* This is to store the palette in 'screen format' */
2466 int screen_palents[256];
2467 DWORD Flags;
2470 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
2471 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
2473 /* DirectDraw utility functions */
2474 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
2476 /*****************************************************************************
2477 * Pixel format management
2479 typedef struct {
2480 WINED3DFORMAT format;
2481 DWORD alphaMask, redMask, greenMask, blueMask;
2482 UINT bpp;
2483 short depthSize, stencilSize;
2484 BOOL isFourcc;
2485 } StaticPixelFormatDesc;
2487 const StaticPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt,
2488 WineD3D_GL_Info *gl_info,
2489 const GlPixelFormatDesc **glDesc);
2491 static inline BOOL use_vs(IWineD3DDeviceImpl *device) {
2492 return (device->vs_selected_mode != SHADER_NONE
2493 && device->stateBlock->vertexShader
2494 && ((IWineD3DVertexShaderImpl *)device->stateBlock->vertexShader)->baseShader.function
2495 && !device->strided_streams.u.s.position_transformed);
2498 static inline BOOL use_ps(IWineD3DDeviceImpl *device) {
2499 return (device->ps_selected_mode != SHADER_NONE
2500 && device->stateBlock->pixelShader
2501 && ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->baseShader.function);
2504 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2505 IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
2506 void bind_fbo(IWineD3DDevice *iface, GLenum target, GLuint *fbo);
2507 void attach_depth_stencil_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer);
2508 void attach_surface_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, DWORD idx, IWineD3DSurface *surface);
2509 void depth_blt(IWineD3DDevice *iface, GLuint texture);
2511 #endif