push b5232b2081a0e20e4bf07d6ded424d0101e4a589
[wine/hacks.git] / dlls / wined3d / wined3d_private.h
blobb7e08fc4b355786cc67a738d8cbb59cd3f83a520
1 /*
2 * Direct3D wine internal private include file
4 * Copyright 2002-2003 The wine-d3d team
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2004 Jason Edmeades
7 * Copyright 2005 Oliver Stieber
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
27 #include <stdarg.h>
28 #include <math.h>
29 #define NONAMELESSUNION
30 #define NONAMELESSSTRUCT
31 #define COBJMACROS
32 #include "windef.h"
33 #include "winbase.h"
34 #include "winreg.h"
35 #include "wingdi.h"
36 #include "winuser.h"
37 #include "wine/debug.h"
38 #include "wine/unicode.h"
40 #include "wined3d_private_types.h"
41 #include "wine/wined3d_interface.h"
42 #include "wine/wined3d_caps.h"
43 #include "wine/wined3d_gl.h"
44 #include "wine/list.h"
46 /* Hash table functions */
47 typedef unsigned int (hash_function_t)(void *key);
48 typedef BOOL (compare_function_t)(void *keya, void *keyb);
50 typedef struct {
51 void *key;
52 void *value;
53 unsigned int hash;
54 struct list entry;
55 } hash_table_entry_t;
57 typedef struct {
58 hash_function_t *hash_function;
59 compare_function_t *compare_function;
60 struct list *buckets;
61 unsigned int bucket_count;
62 hash_table_entry_t *entries;
63 unsigned int entry_count;
64 struct list free_entries;
65 unsigned int count;
66 unsigned int grow_size;
67 unsigned int shrink_size;
68 } hash_table_t;
70 hash_table_t *hash_table_create(hash_function_t *hash_function, compare_function_t *compare_function);
71 void hash_table_destroy(hash_table_t *table);
72 void *hash_table_get(hash_table_t *table, void *key);
73 void hash_table_put(hash_table_t *table, void *key, void *value);
74 void hash_table_remove(hash_table_t *table, void *key);
76 /* Device caps */
77 #define MAX_PALETTES 256
78 #define MAX_STREAMS 16
79 #define MAX_TEXTURES 8
80 #define MAX_FRAGMENT_SAMPLERS 16
81 #define MAX_VERTEX_SAMPLERS 4
82 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
83 #define MAX_ACTIVE_LIGHTS 8
84 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
85 #define MAX_LEVELS 256
87 #define MAX_CONST_I 16
88 #define MAX_CONST_B 16
90 /* Used for CreateStateBlock */
91 #define NUM_SAVEDPIXELSTATES_R 35
92 #define NUM_SAVEDPIXELSTATES_T 18
93 #define NUM_SAVEDPIXELSTATES_S 12
94 #define NUM_SAVEDVERTEXSTATES_R 34
95 #define NUM_SAVEDVERTEXSTATES_T 2
96 #define NUM_SAVEDVERTEXSTATES_S 1
98 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
99 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
100 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
101 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
102 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
103 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
105 typedef enum _WINELOOKUP {
106 WINELOOKUP_WARPPARAM = 0,
107 WINELOOKUP_MAGFILTER = 1,
108 MAX_LOOKUPS = 2
109 } WINELOOKUP;
111 extern int minLookup[MAX_LOOKUPS];
112 extern int maxLookup[MAX_LOOKUPS];
113 extern DWORD *stateLookup[MAX_LOOKUPS];
115 extern DWORD minMipLookup[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
117 typedef struct _WINED3DGLTYPE {
118 int d3dType;
119 GLint size;
120 GLenum glType;
121 GLboolean normalized;
122 int typesize;
123 } WINED3DGLTYPE;
125 /* NOTE: Make sure these are in the correct numerical order. (see /include/wined3d_types.h) */
126 static WINED3DGLTYPE const glTypeLookup[WINED3DDECLTYPE_UNUSED] = {
127 {WINED3DDECLTYPE_FLOAT1, 1, GL_FLOAT , GL_FALSE ,sizeof(float)},
128 {WINED3DDECLTYPE_FLOAT2, 2, GL_FLOAT , GL_FALSE ,sizeof(float)},
129 {WINED3DDECLTYPE_FLOAT3, 3, GL_FLOAT , GL_FALSE ,sizeof(float)},
130 {WINED3DDECLTYPE_FLOAT4, 4, GL_FLOAT , GL_FALSE ,sizeof(float)},
131 {WINED3DDECLTYPE_D3DCOLOR, 4, GL_UNSIGNED_BYTE , GL_TRUE ,sizeof(BYTE)},
132 {WINED3DDECLTYPE_UBYTE4, 4, GL_UNSIGNED_BYTE , GL_FALSE ,sizeof(BYTE)},
133 {WINED3DDECLTYPE_SHORT2, 2, GL_SHORT , GL_FALSE ,sizeof(short int)},
134 {WINED3DDECLTYPE_SHORT4, 4, GL_SHORT , GL_FALSE ,sizeof(short int)},
135 {WINED3DDECLTYPE_UBYTE4N, 4, GL_UNSIGNED_BYTE , GL_TRUE ,sizeof(BYTE)},
136 {WINED3DDECLTYPE_SHORT2N, 2, GL_SHORT , GL_TRUE ,sizeof(short int)},
137 {WINED3DDECLTYPE_SHORT4N, 4, GL_SHORT , GL_TRUE ,sizeof(short int)},
138 {WINED3DDECLTYPE_USHORT2N, 2, GL_UNSIGNED_SHORT , GL_TRUE ,sizeof(short int)},
139 {WINED3DDECLTYPE_USHORT4N, 4, GL_UNSIGNED_SHORT , GL_TRUE ,sizeof(short int)},
140 {WINED3DDECLTYPE_UDEC3, 3, GL_UNSIGNED_SHORT , GL_FALSE ,sizeof(short int)},
141 {WINED3DDECLTYPE_DEC3N, 3, GL_SHORT , GL_TRUE ,sizeof(short int)},
142 /* We should do an extension check for NV_HALF_FLOAT. However, without NV_HALF_FLOAT
143 * we won't be able to load the data at all, so at least for the moment it wouldn't
144 * gain us much. */
145 {WINED3DDECLTYPE_FLOAT16_2, 2, GL_HALF_FLOAT_NV , GL_FALSE ,sizeof(GLhalfNV)},
146 {WINED3DDECLTYPE_FLOAT16_4, 4, GL_HALF_FLOAT_NV , GL_FALSE ,sizeof(GLhalfNV)}};
148 #define WINED3D_ATR_TYPE(type) glTypeLookup[type].d3dType
149 #define WINED3D_ATR_SIZE(type) glTypeLookup[type].size
150 #define WINED3D_ATR_GLTYPE(type) glTypeLookup[type].glType
151 #define WINED3D_ATR_NORMALIZED(type) glTypeLookup[type].normalized
152 #define WINED3D_ATR_TYPESIZE(type) glTypeLookup[type].typesize
155 * Settings
157 #define VS_NONE 0
158 #define VS_HW 1
160 #define PS_NONE 0
161 #define PS_HW 1
163 #define VBO_NONE 0
164 #define VBO_HW 1
166 #define NP2_NONE 0
167 #define NP2_REPACK 1
168 #define NP2_NATIVE 2
170 #define ORM_BACKBUFFER 0
171 #define ORM_PBUFFER 1
172 #define ORM_FBO 2
174 #define SHADER_ARB 1
175 #define SHADER_GLSL 2
176 #define SHADER_NONE 3
178 #define RTL_DISABLE -1
179 #define RTL_AUTO 0
180 #define RTL_READDRAW 1
181 #define RTL_READTEX 2
182 #define RTL_TEXDRAW 3
183 #define RTL_TEXTEX 4
185 /* NOTE: When adding fields to this structure, make sure to update the default
186 * values in wined3d_main.c as well. */
187 typedef struct wined3d_settings_s {
188 /* vertex and pixel shader modes */
189 int vs_mode;
190 int ps_mode;
191 int vbo_mode;
192 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
193 we should use it. However, until it's fully implemented, we'll leave it as a registry
194 setting for developers. */
195 BOOL glslRequested;
196 int offscreen_rendering_mode;
197 int rendertargetlock_mode;
198 /* Memory tracking and object counting */
199 unsigned int emulated_textureram;
200 char *logo;
201 } wined3d_settings_t;
203 extern wined3d_settings_t wined3d_settings;
205 /* Shader backends */
207 typedef struct {
208 void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
209 void (*shader_select_depth_blt)(IWineD3DDevice *iface);
210 void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
211 void (*shader_cleanup)(IWineD3DDevice *iface);
212 } shader_backend_t;
214 extern const shader_backend_t glsl_shader_backend;
215 extern const shader_backend_t arb_program_shader_backend;
216 extern const shader_backend_t none_shader_backend;
218 /* X11 locking */
220 extern void (*wine_tsx11_lock_ptr)(void);
221 extern void (*wine_tsx11_unlock_ptr)(void);
223 /* As GLX relies on X, this is needed */
224 extern int num_lock;
226 #if 0
227 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
228 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
229 #else
230 #define ENTER_GL() wine_tsx11_lock_ptr()
231 #define LEAVE_GL() wine_tsx11_unlock_ptr()
232 #endif
234 /*****************************************************************************
235 * Defines
238 /* GL related defines */
239 /* ------------------ */
240 #define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
241 #define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
242 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
243 #define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
245 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
246 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
247 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
248 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
250 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
251 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
252 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
253 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
255 #define D3DCOLORTOGLFLOAT4(dw, vec) \
256 (vec)[0] = D3DCOLOR_R(dw); \
257 (vec)[1] = D3DCOLOR_G(dw); \
258 (vec)[2] = D3DCOLOR_B(dw); \
259 (vec)[3] = D3DCOLOR_A(dw);
261 /* DirectX Device Limits */
262 /* --------------------- */
263 #define MAX_LEVELS 256 /* Maximum number of mipmap levels. Guessed at 256 */
265 #define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
266 See MaxStreams in MSDN under GetDeviceCaps */
267 /* Maximum number of constants provided to the shaders */
268 #define HIGHEST_TRANSFORMSTATE 512
269 /* Highest value in WINED3DTRANSFORMSTATETYPE */
270 #define MAX_PALETTES 256
272 /* Checking of API calls */
273 /* --------------------- */
274 #define checkGLcall(A) \
276 GLint err = glGetError(); \
277 if (err == GL_NO_ERROR) { \
278 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
280 } else do { \
281 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
282 debug_glerror(err), err, A, __FILE__, __LINE__); \
283 err = glGetError(); \
284 } while (err != GL_NO_ERROR); \
287 /* Trace routines / diagnostics */
288 /* ---------------------------- */
290 /* Dump out a matrix and copy it */
291 #define conv_mat(mat,gl_mat) \
292 do { \
293 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
294 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
295 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
296 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
297 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
298 } while (0)
300 /* Macro to dump out the current state of the light chain */
301 #define DUMP_LIGHT_CHAIN() \
303 PLIGHTINFOEL *el = This->stateBlock->lights;\
304 while (el) { \
305 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
306 el = el->next; \
310 /* Trace vector and strided data information */
311 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
312 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d, vbo %d, stream %u)\n", \
313 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);
315 /* Defines used for optimizations */
317 /* Only reapply what is necessary */
318 #define REAPPLY_ALPHAOP 0x0001
319 #define REAPPLY_ALL 0xFFFF
321 /* Advance declaration of structures to satisfy compiler */
322 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
323 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
324 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
325 typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl;
327 /* Tracking */
329 /* TODO: Move some of this to the device */
330 long globalChangeGlRam(long glram);
332 /* Memory and object tracking */
334 /*Structure for holding information on all direct3d objects
335 useful for making sure tracking is ok and when release is called on a device!
336 and probably quite handy for debugging and dumping states out
338 typedef struct WineD3DGlobalStatistics {
339 int glsurfaceram; /* The aproximate amount of glTexture memory allocated for textures */
340 } WineD3DGlobalStatistics;
342 extern WineD3DGlobalStatistics* wineD3DGlobalStatistics;
344 /* Global variables */
345 extern const float identity[16];
347 /*****************************************************************************
348 * Compilable extra diagnostics
351 /* Trace information per-vertex: (extremely high amount of trace) */
352 #if 0 /* NOTE: Must be 0 in cvs */
353 # define VTRACE(A) TRACE A
354 #else
355 # define VTRACE(A)
356 #endif
358 /* Checking of per-vertex related GL calls */
359 /* --------------------- */
360 #define vcheckGLcall(A) \
362 GLint err = glGetError(); \
363 if (err == GL_NO_ERROR) { \
364 VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
366 } else do { \
367 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
368 debug_glerror(err), err, A, __FILE__, __LINE__); \
369 err = glGetError(); \
370 } while (err != GL_NO_ERROR); \
373 /* TODO: Confirm each of these works when wined3d move completed */
374 #if 0 /* NOTE: Must be 0 in cvs */
375 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
376 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
377 is enabled, and if it doesn't exist it is disabled. */
378 # define FRAME_DEBUGGING
379 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
380 the file is deleted */
381 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
382 # define SINGLE_FRAME_DEBUGGING
383 # endif
384 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
385 It can only be enabled when FRAME_DEBUGGING is also enabled
386 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
387 array is drawn. */
388 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
389 # define SHOW_FRAME_MAKEUP 1
390 # endif
391 /* The following, when enabled, lets you see the makeup of the all the textures used during each
392 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
393 The contents of the textures assigned to each stage are written into
394 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
395 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
396 # define SHOW_TEXTURE_MAKEUP 0
397 # endif
398 extern BOOL isOn;
399 extern BOOL isDumpingFrames;
400 extern LONG primCounter;
401 #endif
403 /*****************************************************************************
404 * Prototypes
407 /* Routine common to the draw primitive and draw indexed primitive routines */
408 void drawPrimitive(IWineD3DDevice *iface,
409 int PrimitiveType,
410 long NumPrimitives,
411 /* for Indexed: */
412 long StartVertexIndex,
413 UINT numberOfVertices,
414 long StartIdx,
415 short idxBytes,
416 const void *idxData,
417 int minIndex);
419 void primitiveDeclarationConvertToStridedData(
420 IWineD3DDevice *iface,
421 BOOL useVertexShaderFunction,
422 WineDirect3DVertexStridedData *strided,
423 BOOL *fixup);
425 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
427 void blt_to_drawable(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *surface);
429 #define eps 1e-8
431 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
432 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
434 /* Routines and structures related to state management */
435 typedef struct WineD3DContext WineD3DContext;
436 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
438 #define STATE_RENDER(a) (a)
439 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
441 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + (stage) * WINED3D_HIGHEST_TEXTURE_STATE + (num))
442 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
444 /* + 1 because samplers start with 0 */
445 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
446 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
448 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
449 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
451 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
452 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
454 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
455 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
456 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
457 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
459 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
460 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
462 #define STATE_VSHADER (STATE_VDECL + 1)
463 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
465 #define STATE_VIEWPORT (STATE_VSHADER + 1)
466 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
468 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
469 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
470 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
471 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
473 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
474 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
476 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
477 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
479 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
480 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
482 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
484 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
486 #define STATE_HIGHEST (STATE_FRONTFACE)
488 struct StateEntry
490 DWORD representative;
491 APPLYSTATEFUNC apply;
494 /* Global state table */
495 extern const struct StateEntry StateTable[];
497 /* The new context manager that should deal with onscreen and offscreen rendering */
498 struct WineD3DContext {
499 /* State dirtification
500 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
501 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
502 * 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
503 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
505 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
506 DWORD numDirtyEntries;
507 DWORD isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
509 IWineD3DSurface *surface;
510 DWORD tid; /* Thread ID which owns this context at the moment */
512 /* Stores some inforation about the context state for optimization */
513 BOOL last_was_rhw; /* true iff last draw_primitive was in xyzrhw mode */
514 BOOL last_was_pshader;
515 BOOL last_was_vshader;
516 BOOL last_was_foggy_shader;
517 BOOL namedArraysLoaded, numberedArraysLoaded;
518 BOOL lastWasPow2Texture[MAX_TEXTURES];
519 GLenum tracking_parm; /* Which source is tracking current colour */
520 unsigned char num_untracked_materials;
521 GLenum untracked_materials[2];
522 BOOL last_was_blit, last_was_ckey;
523 char texShaderBumpMap;
524 BOOL fog_coord;
526 /* The actual opengl context */
527 HGLRC glCtx;
528 HWND win_handle;
529 HDC hdc;
530 HPBUFFERARB pbuffer;
531 BOOL isPBuffer;
534 typedef enum ContextUsage {
535 CTXUSAGE_RESOURCELOAD = 1, /* Only loads textures: No State is applied */
536 CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfacs */
537 CTXUSAGE_BLIT = 3, /* OpenGL states are set up 3D drawing */
538 CTXUSAGE_CLEAR = 4, /* Drawable and states are set up for clearing */
539 } ContextUsage;
541 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
542 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
543 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
544 void apply_fbo_state(IWineD3DDevice *iface);
546 /* Macros for doing basic GPU detection based on opengl capabilities */
547 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
548 #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])
549 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
550 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
552 /* Default callbacks for implicit object destruction */
553 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
555 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
557 /*****************************************************************************
558 * Internal representation of a light
560 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
561 struct PLIGHTINFOEL {
562 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
563 DWORD OriginalIndex;
564 LONG glIndex;
565 BOOL changed;
566 BOOL enabledChanged;
568 /* Converted parms to speed up swapping lights */
569 float lightPosn[4];
570 float lightDirn[4];
571 float exponent;
572 float cutoff;
574 struct list entry;
577 /* The default light parameters */
578 extern const WINED3DLIGHT WINED3D_default_light;
580 typedef struct WineD3D_PixelFormat
582 int iPixelFormat; /* WGL pixel format */
583 int redSize, greenSize, blueSize, alphaSize;
584 int depthSize, stencilSize;
585 } WineD3D_PixelFormat;
587 /* The adapter structure */
588 typedef struct GLPixelFormatDesc GLPixelFormatDesc;
589 struct WineD3DAdapter
591 POINT monitorPoint;
592 WineD3D_GL_Info gl_info;
593 const char *driver;
594 const char *description;
595 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
596 int nCfgs;
597 WineD3D_PixelFormat *cfgs;
600 extern BOOL InitAdapters(void);
601 extern BOOL initPixelFormats(WineD3D_GL_Info *gl_info);
603 /*****************************************************************************
604 * High order patch management
606 struct WineD3DRectPatch
608 UINT Handle;
609 float *mem;
610 WineDirect3DVertexStridedData strided;
611 WINED3DRECTPATCH_INFO RectPatchInfo;
612 float numSegs[4];
613 char has_normals, has_texcoords;
614 struct list entry;
617 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
619 /*****************************************************************************
620 * IWineD3D implementation structure
622 typedef struct IWineD3DImpl
624 /* IUnknown fields */
625 const IWineD3DVtbl *lpVtbl;
626 LONG ref; /* Note: Ref counting not required */
628 /* WineD3D Information */
629 IUnknown *parent;
630 UINT dxVersion;
631 } IWineD3DImpl;
633 extern const IWineD3DVtbl IWineD3D_Vtbl;
635 /* TODO: setup some flags in the registry to enable, disable pbuffer support
636 (since it will break quite a few things until contexts are managed properly!) */
637 extern BOOL pbuffer_support;
638 /* allocate one pbuffer per surface */
639 extern BOOL pbuffer_per_surface;
641 typedef struct ResourceList {
642 IWineD3DResource *resource;
643 struct ResourceList *next;
644 } ResourceList;
646 /* A helper function that dumps a resource list */
647 void dumpResources(ResourceList *resources);
649 /*****************************************************************************
650 * IWineD3DDevice implementation structure
652 struct IWineD3DDeviceImpl
654 /* IUnknown fields */
655 const IWineD3DDeviceVtbl *lpVtbl;
656 LONG ref; /* Note: Ref counting not required */
658 /* WineD3D Information */
659 IUnknown *parent;
660 IWineD3D *wineD3D;
661 struct WineD3DAdapter *adapter;
663 /* Window styles to restore when switching fullscreen mode */
664 LONG style;
665 LONG exStyle;
667 /* X and GL Information */
668 GLint maxConcurrentLights;
669 GLenum offscreenBuffer;
671 /* Selected capabilities */
672 int vs_selected_mode;
673 int ps_selected_mode;
674 const shader_backend_t *shader_backend;
675 hash_table_t *glsl_program_lookup;
677 /* To store */
678 BOOL view_ident; /* true iff view matrix is identity */
679 BOOL untransformed;
680 BOOL vertexBlendUsed; /* To avoid needless setting of the blend matrices */
681 unsigned char surface_alignment; /* Line Alignment of surfaces */
683 /* State block related */
684 BOOL isRecordingState;
685 IWineD3DStateBlockImpl *stateBlock;
686 IWineD3DStateBlockImpl *updateStateBlock;
687 BOOL isInDraw;
689 /* Internal use fields */
690 WINED3DDEVICE_CREATION_PARAMETERS createParms;
691 UINT adapterNo;
692 WINED3DDEVTYPE devType;
694 IWineD3DSwapChain **swapchains;
695 UINT NumberOfSwapChains;
697 ResourceList *resources; /* a linked list to track resources created by the device */
699 /* Render Target Support */
700 IWineD3DSurface **render_targets;
701 IWineD3DSurface *depthStencilBuffer;
702 IWineD3DSurface **fbo_color_attachments;
703 IWineD3DSurface *fbo_depth_attachment;
705 IWineD3DSurface *stencilBufferTarget;
707 /* Caches to avoid unneeded context changes */
708 IWineD3DSurface *lastActiveRenderTarget;
709 IWineD3DSwapChain *lastActiveSwapChain;
711 /* palettes texture management */
712 PALETTEENTRY palettes[MAX_PALETTES][256];
713 UINT currentPalette;
715 /* For rendering to a texture using glCopyTexImage */
716 BOOL render_offscreen;
717 WINED3D_DEPTHCOPYSTATE depth_copy_state;
718 GLuint fbo;
719 GLuint src_fbo;
720 GLuint dst_fbo;
721 GLenum *draw_buffers;
723 /* Cursor management */
724 BOOL bCursorVisible;
725 UINT xHotSpot;
726 UINT yHotSpot;
727 UINT xScreenSpace;
728 UINT yScreenSpace;
729 UINT cursorWidth, cursorHeight;
730 GLuint cursorTexture;
731 BOOL haveHardwareCursor;
732 HCURSOR hardwareCursor;
734 /* The Wine logo surface */
735 IWineD3DSurface *logo_surface;
737 /* Textures for when no other textures are mapped */
738 UINT dummyTextureName[MAX_TEXTURES];
740 /* Debug stream management */
741 BOOL debug;
743 /* Device state management */
744 HRESULT state;
745 BOOL d3d_initialized;
747 /* A flag to check for proper BeginScene / EndScene call pairs */
748 BOOL inScene;
750 /* process vertex shaders using software or hardware */
751 BOOL softwareVertexProcessing;
753 /* DirectDraw stuff */
754 HWND ddraw_window;
755 IWineD3DSurface *ddraw_primary;
756 DWORD ddraw_width, ddraw_height;
757 WINED3DFORMAT ddraw_format;
758 BOOL ddraw_fullscreen;
760 /* Final position fixup constant */
761 float posFixup[4];
763 /* With register combiners we can skip junk texture stages */
764 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
765 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
766 BOOL fixed_function_usage_map[MAX_TEXTURES];
768 /* Stream source management */
769 WineDirect3DVertexStridedData strided_streams;
770 WineDirect3DVertexStridedData *up_strided;
771 BOOL useDrawStridedSlow;
772 BOOL instancedDraw;
774 /* Context management */
775 WineD3DContext **contexts; /* Dynamic array containing pointers to context structures */
776 WineD3DContext *activeContext;
777 DWORD lastThread;
778 UINT numContexts;
779 WineD3DContext *pbufferContext; /* The context that has a pbuffer as drawable */
780 DWORD pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
782 /* High level patch management */
783 #define PATCHMAP_SIZE 43
784 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
785 struct list patches[PATCHMAP_SIZE];
786 struct WineD3DRectPatch *currentPatch;
789 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
791 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
792 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
793 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
794 DWORD idx = state >> 5;
795 BYTE shift = state & 0x1f;
796 return context->isStateDirty[idx] & (1 << shift);
799 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
800 typedef struct PrivateData
802 struct list entry;
804 GUID tag;
805 DWORD flags; /* DDSPD_* */
806 DWORD uniqueness_value;
808 union
810 LPVOID data;
811 LPUNKNOWN object;
812 } ptr;
814 DWORD size;
815 } PrivateData;
817 /*****************************************************************************
818 * IWineD3DResource implementation structure
820 typedef struct IWineD3DResourceClass
822 /* IUnknown fields */
823 LONG ref; /* Note: Ref counting not required */
825 /* WineD3DResource Information */
826 IUnknown *parent;
827 WINED3DRESOURCETYPE resourceType;
828 IWineD3DDeviceImpl *wineD3DDevice;
829 WINED3DPOOL pool;
830 UINT size;
831 DWORD usage;
832 WINED3DFORMAT format;
833 BYTE *allocatedMemory;
834 struct list privateData;
836 } IWineD3DResourceClass;
838 typedef struct IWineD3DResourceImpl
840 /* IUnknown & WineD3DResource Information */
841 const IWineD3DResourceVtbl *lpVtbl;
842 IWineD3DResourceClass resource;
843 } IWineD3DResourceImpl;
846 /*****************************************************************************
847 * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
849 typedef struct IWineD3DVertexBufferImpl
851 /* IUnknown & WineD3DResource Information */
852 const IWineD3DVertexBufferVtbl *lpVtbl;
853 IWineD3DResourceClass resource;
855 /* WineD3DVertexBuffer specifics */
856 DWORD fvf;
858 /* Vertex buffer object support */
859 GLuint vbo;
860 BYTE Flags;
861 LONG bindCount;
863 UINT dirtystart, dirtyend;
864 LONG lockcount;
866 LONG declChanges, draws;
867 /* Last description of the buffer */
868 WineDirect3DVertexStridedData strided;
869 } IWineD3DVertexBufferImpl;
871 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
873 #define VBFLAG_LOAD 0x01 /* Data is written from allocatedMemory to the VBO */
874 #define VBFLAG_OPTIMIZED 0x02 /* Optimize has been called for the VB */
875 #define VBFLAG_DIRTY 0x04 /* Buffer data has been modified */
876 #define VBFLAG_HASDESC 0x08 /* A vertex description has been found */
877 #define VBFLAG_VBOCREATEFAIL 0x10 /* An attempt to create a vbo has failed */
879 /*****************************************************************************
880 * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
882 typedef struct IWineD3DIndexBufferImpl
884 /* IUnknown & WineD3DResource Information */
885 const IWineD3DIndexBufferVtbl *lpVtbl;
886 IWineD3DResourceClass resource;
888 GLuint vbo;
889 UINT dirtystart, dirtyend;
890 LONG lockcount;
892 /* WineD3DVertexBuffer specifics */
893 } IWineD3DIndexBufferImpl;
895 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
897 /*****************************************************************************
898 * IWineD3DBaseTexture D3D- > openGL state map lookups
900 #define WINED3DFUNC_NOTSUPPORTED -2
901 #define WINED3DFUNC_UNIMPLEMENTED -1
903 typedef enum winetexturestates {
904 WINED3DTEXSTA_ADDRESSU = 0,
905 WINED3DTEXSTA_ADDRESSV = 1,
906 WINED3DTEXSTA_ADDRESSW = 2,
907 WINED3DTEXSTA_BORDERCOLOR = 3,
908 WINED3DTEXSTA_MAGFILTER = 4,
909 WINED3DTEXSTA_MINFILTER = 5,
910 WINED3DTEXSTA_MIPFILTER = 6,
911 WINED3DTEXSTA_MAXMIPLEVEL = 7,
912 WINED3DTEXSTA_MAXANISOTROPY = 8,
913 WINED3DTEXSTA_SRGBTEXTURE = 9,
914 WINED3DTEXSTA_ELEMENTINDEX = 10,
915 WINED3DTEXSTA_DMAPOFFSET = 11,
916 WINED3DTEXSTA_TSSADDRESSW = 12,
917 MAX_WINETEXTURESTATES = 13,
918 } winetexturestates;
920 /*****************************************************************************
921 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
923 typedef struct IWineD3DBaseTextureClass
925 UINT levels;
926 BOOL dirty;
927 UINT textureName;
928 UINT LOD;
929 WINED3DTEXTUREFILTERTYPE filterType;
930 DWORD states[MAX_WINETEXTURESTATES];
931 LONG bindCount;
932 DWORD sampler;
933 BOOL is_srgb;
934 UINT srgb_mode_change_count;
935 } IWineD3DBaseTextureClass;
937 typedef struct IWineD3DBaseTextureImpl
939 /* IUnknown & WineD3DResource Information */
940 const IWineD3DBaseTextureVtbl *lpVtbl;
941 IWineD3DResourceClass resource;
942 IWineD3DBaseTextureClass baseTexture;
944 } IWineD3DBaseTextureImpl;
946 /*****************************************************************************
947 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
949 typedef struct IWineD3DTextureImpl
951 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
952 const IWineD3DTextureVtbl *lpVtbl;
953 IWineD3DResourceClass resource;
954 IWineD3DBaseTextureClass baseTexture;
956 /* IWineD3DTexture */
957 IWineD3DSurface *surfaces[MAX_LEVELS];
959 UINT width;
960 UINT height;
961 float pow2scalingFactorX;
962 float pow2scalingFactorY;
964 } IWineD3DTextureImpl;
966 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
968 /*****************************************************************************
969 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
971 typedef struct IWineD3DCubeTextureImpl
973 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
974 const IWineD3DCubeTextureVtbl *lpVtbl;
975 IWineD3DResourceClass resource;
976 IWineD3DBaseTextureClass baseTexture;
978 /* IWineD3DCubeTexture */
979 IWineD3DSurface *surfaces[6][MAX_LEVELS];
981 UINT edgeLength;
982 float pow2scalingFactor;
984 } IWineD3DCubeTextureImpl;
986 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
988 typedef struct _WINED3DVOLUMET_DESC
990 UINT Width;
991 UINT Height;
992 UINT Depth;
993 } WINED3DVOLUMET_DESC;
995 /*****************************************************************************
996 * IWineD3DVolume implementation structure (extends IUnknown)
998 typedef struct IWineD3DVolumeImpl
1000 /* IUnknown & WineD3DResource fields */
1001 const IWineD3DVolumeVtbl *lpVtbl;
1002 IWineD3DResourceClass resource;
1004 /* WineD3DVolume Information */
1005 WINED3DVOLUMET_DESC currentDesc;
1006 IWineD3DBase *container;
1007 UINT bytesPerPixel;
1009 BOOL lockable;
1010 BOOL locked;
1011 WINED3DBOX lockedBox;
1012 WINED3DBOX dirtyBox;
1013 BOOL dirty;
1016 } IWineD3DVolumeImpl;
1018 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
1020 /*****************************************************************************
1021 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1023 typedef struct IWineD3DVolumeTextureImpl
1025 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1026 const IWineD3DVolumeTextureVtbl *lpVtbl;
1027 IWineD3DResourceClass resource;
1028 IWineD3DBaseTextureClass baseTexture;
1030 /* IWineD3DVolumeTexture */
1031 IWineD3DVolume *volumes[MAX_LEVELS];
1033 UINT width;
1034 UINT height;
1035 UINT depth;
1036 } IWineD3DVolumeTextureImpl;
1038 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
1040 typedef struct _WINED3DSURFACET_DESC
1042 WINED3DMULTISAMPLE_TYPE MultiSampleType;
1043 DWORD MultiSampleQuality;
1044 UINT Width;
1045 UINT Height;
1046 } WINED3DSURFACET_DESC;
1048 /*****************************************************************************
1049 * Structure for DIB Surfaces (GetDC and GDI surfaces)
1051 typedef struct wineD3DSurface_DIB {
1052 HBITMAP DIBsection;
1053 void* bitmap_data;
1054 UINT bitmap_size;
1055 HGDIOBJ holdbitmap;
1056 BOOL client_memory;
1057 } wineD3DSurface_DIB;
1059 typedef struct {
1060 struct list entry;
1061 GLuint id;
1062 UINT width;
1063 UINT height;
1064 } renderbuffer_entry_t;
1066 /*****************************************************************************
1067 * IWineD3DClipp implementation structure
1069 typedef struct IWineD3DClipperImpl
1071 const IWineD3DClipperVtbl *lpVtbl;
1072 LONG ref;
1074 IUnknown *Parent;
1075 HWND hWnd;
1076 } IWineD3DClipperImpl;
1079 /*****************************************************************************
1080 * IWineD3DSurface implementation structure
1082 struct IWineD3DSurfaceImpl
1084 /* IUnknown & IWineD3DResource Information */
1085 const IWineD3DSurfaceVtbl *lpVtbl;
1086 IWineD3DResourceClass resource;
1088 /* IWineD3DSurface fields */
1089 IWineD3DBase *container;
1090 WINED3DSURFACET_DESC currentDesc;
1091 IWineD3DPaletteImpl *palette; /* D3D7 style palette handling */
1092 PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
1094 UINT bytesPerPixel;
1096 /* TODO: move this off into a management class(maybe!) */
1097 DWORD Flags;
1099 UINT pow2Width;
1100 UINT pow2Height;
1102 /* Oversized texture */
1103 RECT glRect;
1105 /* PBO */
1106 GLuint pbo;
1108 #if 0
1109 /* precalculated x and y scalings for texture coords */
1110 float pow2scalingFactorX; /* = (Width / pow2Width ) */
1111 float pow2scalingFactorY; /* = (Height / pow2Height) */
1112 #endif
1114 RECT lockedRect;
1115 RECT dirtyRect;
1116 int lockCount;
1117 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
1119 glDescriptor glDescription;
1121 /* For GetDC */
1122 wineD3DSurface_DIB dib;
1123 HDC hDC;
1125 /* Color keys for DDraw */
1126 WINEDDCOLORKEY DestBltCKey;
1127 WINEDDCOLORKEY DestOverlayCKey;
1128 WINEDDCOLORKEY SrcOverlayCKey;
1129 WINEDDCOLORKEY SrcBltCKey;
1130 DWORD CKeyFlags;
1132 WINEDDCOLORKEY glCKey;
1134 struct list renderbuffers;
1135 renderbuffer_entry_t *current_renderbuffer;
1137 /* DirectDraw clippers */
1138 IWineD3DClipper *clipper;
1141 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1142 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1144 /* Predeclare the shared Surface functions */
1145 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1146 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface);
1147 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1148 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1149 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1150 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1151 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1152 DWORD WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1153 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1154 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface);
1155 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1156 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1157 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1158 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1159 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface);
1160 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface);
1161 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1162 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1163 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, WINEDDCOLORKEY *CKey);
1164 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1165 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1166 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1167 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1168 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1169 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1170 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, RECT *SrcRect, IWineD3DSurface *DstSurface, RECT *DstRect, DWORD Flags, WINEDDOVERLAYFX *FX);
1171 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
1172 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
1173 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1174 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface);
1175 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
1176 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans);
1178 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface);
1181 /* Surface flags: */
1182 #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
1183 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
1184 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for getdc */
1185 #define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
1186 #define SFLAG_DISCARD 0x00000010 /* ??? */
1187 #define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
1188 #define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
1189 #define SFLAG_INDRAWABLE 0x00000080 /* The gl drawable contains the most up to date data */
1190 #define SFLAG_INSYSMEM 0x00000100 /* The system memory copy is most up to date */
1191 #define SFLAG_NONPOW2 0x00000200 /* Surface sizes are not a power of 2 */
1192 #define SFLAG_DYNLOCK 0x00000400 /* Surface is often locked by the app */
1193 #define SFLAG_DYNCHANGE 0x00000C00 /* Surface contents are changed very often, implies DYNLOCK */
1194 #define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
1195 #define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
1196 #define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
1197 #define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
1198 #define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
1199 #define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
1200 #define SFLAG_PBO 0x00040000 /* Has a PBO attached for speeding data transfer for dynamicly locked surfaces */
1202 /* In some conditions the surface memory must not be freed:
1203 * SFLAG_OVERSIZE: Not all data can be kept in GL
1204 * SFLAG_CONVERTED: Converting the data back would take too long
1205 * SFLAG_DIBSECTION: The dib code manages the memory
1206 * SFLAG_LOCKED: The app requires access to the surface data
1207 * SFLAG_DYNLOCK: Avoid freeing the data for performance
1208 * SFLAG_DYNCHANGE: Same reason as DYNLOCK
1209 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
1210 * SFLAG_CLIENT: OpenGL uses our memory as backup
1212 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
1213 SFLAG_CONVERTED | \
1214 SFLAG_DIBSECTION | \
1215 SFLAG_LOCKED | \
1216 SFLAG_DYNLOCK | \
1217 SFLAG_DYNCHANGE | \
1218 SFLAG_USERPTR | \
1219 SFLAG_PBO | \
1220 SFLAG_CLIENT)
1222 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
1224 typedef enum {
1225 NO_CONVERSION,
1226 CONVERT_PALETTED,
1227 CONVERT_PALETTED_CK,
1228 CONVERT_CK_565,
1229 CONVERT_CK_5551,
1230 CONVERT_CK_4444,
1231 CONVERT_CK_4444_ARGB,
1232 CONVERT_CK_1555,
1233 CONVERT_555,
1234 CONVERT_CK_RGB24,
1235 CONVERT_CK_8888,
1236 CONVERT_CK_8888_ARGB,
1237 CONVERT_RGB32_888,
1238 CONVERT_V8U8,
1239 CONVERT_L6V5U5,
1240 CONVERT_X8L8V8U8,
1241 CONVERT_Q8W8V8U8,
1242 CONVERT_V16U16,
1243 CONVERT_A4L4,
1244 CONVERT_R32F,
1245 CONVERT_R16F
1246 } CONVERT_TYPES;
1248 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);
1250 /*****************************************************************************
1251 * IWineD3DVertexDeclaration implementation structure
1253 typedef struct IWineD3DVertexDeclarationImpl {
1254 /* IUnknown Information */
1255 const IWineD3DVertexDeclarationVtbl *lpVtbl;
1256 LONG ref;
1258 IUnknown *parent;
1259 IWineD3DDeviceImpl *wineD3DDevice;
1261 WINED3DVERTEXELEMENT *pDeclarationWine;
1262 UINT declarationWNumElements;
1264 DWORD streams[MAX_STREAMS];
1265 UINT num_streams;
1266 BOOL position_transformed;
1267 } IWineD3DVertexDeclarationImpl;
1269 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
1271 /*****************************************************************************
1272 * IWineD3DStateBlock implementation structure
1275 /* Internal state Block for Begin/End/Capture/Create/Apply info */
1276 /* Note: Very long winded but gl Lists are not flexible enough */
1277 /* to resolve everything we need, so doing it manually for now */
1278 typedef struct SAVEDSTATES {
1279 BOOL indices;
1280 BOOL material;
1281 BOOL fvf;
1282 BOOL streamSource[MAX_STREAMS];
1283 BOOL streamFreq[MAX_STREAMS];
1284 BOOL textures[MAX_COMBINED_SAMPLERS];
1285 BOOL transform[HIGHEST_TRANSFORMSTATE + 1];
1286 BOOL viewport;
1287 BOOL renderState[WINEHIGHEST_RENDER_STATE + 1];
1288 BOOL textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1289 BOOL samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1290 BOOL clipplane[MAX_CLIPPLANES];
1291 BOOL vertexDecl;
1292 BOOL pixelShader;
1293 BOOL pixelShaderConstantsB[MAX_CONST_B];
1294 BOOL pixelShaderConstantsI[MAX_CONST_I];
1295 BOOL *pixelShaderConstantsF;
1296 BOOL vertexShader;
1297 BOOL vertexShaderConstantsB[MAX_CONST_B];
1298 BOOL vertexShaderConstantsI[MAX_CONST_I];
1299 BOOL *vertexShaderConstantsF;
1300 BOOL scissorRect;
1301 } SAVEDSTATES;
1303 typedef struct {
1304 struct list entry;
1305 DWORD count;
1306 DWORD idx[13];
1307 } constants_entry;
1309 struct StageState {
1310 DWORD stage;
1311 DWORD state;
1314 struct IWineD3DStateBlockImpl
1316 /* IUnknown fields */
1317 const IWineD3DStateBlockVtbl *lpVtbl;
1318 LONG ref; /* Note: Ref counting not required */
1320 /* IWineD3DStateBlock information */
1321 IUnknown *parent;
1322 IWineD3DDeviceImpl *wineD3DDevice;
1323 WINED3DSTATEBLOCKTYPE blockType;
1325 /* Array indicating whether things have been set or changed */
1326 SAVEDSTATES changed;
1327 struct list set_vconstantsF;
1328 struct list set_pconstantsF;
1330 /* Drawing - Vertex Shader or FVF related */
1331 DWORD fvf;
1332 /* Vertex Shader Declaration */
1333 IWineD3DVertexDeclaration *vertexDecl;
1335 IWineD3DVertexShader *vertexShader;
1337 /* Vertex Shader Constants */
1338 BOOL vertexShaderConstantB[MAX_CONST_B];
1339 INT vertexShaderConstantI[MAX_CONST_I * 4];
1340 float *vertexShaderConstantF;
1342 /* Stream Source */
1343 BOOL streamIsUP;
1344 UINT streamStride[MAX_STREAMS];
1345 UINT streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
1346 IWineD3DVertexBuffer *streamSource[MAX_STREAMS];
1347 UINT streamFreq[MAX_STREAMS + 1];
1348 UINT streamFlags[MAX_STREAMS + 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
1350 /* Indices */
1351 IWineD3DIndexBuffer* pIndexData;
1352 INT baseVertexIndex;
1353 INT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1355 /* Transform */
1356 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
1358 /* Light hashmap . Collisions are handled using standard wine double linked lists */
1359 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
1360 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
1361 struct list lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
1362 PLIGHTINFOEL *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
1364 /* Clipping */
1365 double clipplane[MAX_CLIPPLANES][4];
1366 WINED3DCLIPSTATUS clip_status;
1368 /* ViewPort */
1369 WINED3DVIEWPORT viewport;
1371 /* Material */
1372 WINED3DMATERIAL material;
1374 /* Pixel Shader */
1375 IWineD3DPixelShader *pixelShader;
1377 /* Pixel Shader Constants */
1378 BOOL pixelShaderConstantB[MAX_CONST_B];
1379 INT pixelShaderConstantI[MAX_CONST_I * 4];
1380 float *pixelShaderConstantF;
1382 /* RenderState */
1383 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
1385 /* Texture */
1386 IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS];
1387 int textureDimensions[MAX_COMBINED_SAMPLERS];
1389 /* Texture State Stage */
1390 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1391 DWORD lowest_disabled_stage;
1392 /* Sampler States */
1393 DWORD samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1395 /* Current GLSL Shader Program */
1396 struct glsl_shader_prog_link *glsl_program;
1398 /* Scissor test rectangle */
1399 RECT scissorRect;
1401 /* Contained state management */
1402 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
1403 unsigned int num_contained_render_states;
1404 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
1405 unsigned int num_contained_transform_states;
1406 DWORD contained_vs_consts_i[MAX_CONST_I];
1407 unsigned int num_contained_vs_consts_i;
1408 DWORD contained_vs_consts_b[MAX_CONST_B];
1409 unsigned int num_contained_vs_consts_b;
1410 DWORD *contained_vs_consts_f;
1411 unsigned int num_contained_vs_consts_f;
1412 DWORD contained_ps_consts_i[MAX_CONST_I];
1413 unsigned int num_contained_ps_consts_i;
1414 DWORD contained_ps_consts_b[MAX_CONST_B];
1415 unsigned int num_contained_ps_consts_b;
1416 DWORD *contained_ps_consts_f;
1417 unsigned int num_contained_ps_consts_f;
1418 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE)];
1419 unsigned int num_contained_tss_states;
1420 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
1421 unsigned int num_contained_sampler_states;
1424 extern void stateblock_savedstates_set(
1425 IWineD3DStateBlock* iface,
1426 SAVEDSTATES* states,
1427 BOOL value);
1429 extern void stateblock_savedstates_copy(
1430 IWineD3DStateBlock* iface,
1431 SAVEDSTATES* dest,
1432 SAVEDSTATES* source);
1434 extern void stateblock_copy(
1435 IWineD3DStateBlock* destination,
1436 IWineD3DStateBlock* source);
1438 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
1440 /*****************************************************************************
1441 * IWineD3DQueryImpl implementation structure (extends IUnknown)
1443 typedef struct IWineD3DQueryImpl
1445 const IWineD3DQueryVtbl *lpVtbl;
1446 LONG ref; /* Note: Ref counting not required */
1448 IUnknown *parent;
1449 /*TODO: replace with iface usage */
1450 #if 0
1451 IWineD3DDevice *wineD3DDevice;
1452 #else
1453 IWineD3DDeviceImpl *wineD3DDevice;
1454 #endif
1456 /* IWineD3DQuery fields */
1457 WINED3DQUERYTYPE type;
1458 /* TODO: Think about using a IUnknown instead of a void* */
1459 void *extendedData;
1462 } IWineD3DQueryImpl;
1464 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1466 /* Datastructures for IWineD3DQueryImpl.extendedData */
1467 typedef struct WineQueryOcclusionData {
1468 GLuint queryId;
1469 WineD3DContext *ctx;
1470 } WineQueryOcclusionData;
1472 typedef struct WineQueryEventData {
1473 GLuint fenceId;
1474 WineD3DContext *ctx;
1475 } WineQueryEventData;
1477 /*****************************************************************************
1478 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1481 typedef struct IWineD3DSwapChainImpl
1483 /*IUnknown part*/
1484 const IWineD3DSwapChainVtbl *lpVtbl;
1485 LONG ref; /* Note: Ref counting not required */
1487 IUnknown *parent;
1488 IWineD3DDeviceImpl *wineD3DDevice;
1490 /* IWineD3DSwapChain fields */
1491 IWineD3DSurface **backBuffer;
1492 IWineD3DSurface *frontBuffer;
1493 BOOL wantsDepthStencilBuffer;
1494 WINED3DPRESENT_PARAMETERS presentParms;
1495 DWORD orig_width, orig_height;
1496 WINED3DFORMAT orig_fmt;
1498 long prev_time, frames; /* Performance tracking */
1499 unsigned int vSyncCounter;
1501 WineD3DContext **context; /* Later a array for multithreading */
1502 unsigned int num_contexts;
1504 HWND win_handle;
1505 } IWineD3DSwapChainImpl;
1507 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
1509 WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
1511 /*****************************************************************************
1512 * Utility function prototypes
1515 /* Trace routines */
1516 const char* debug_d3dformat(WINED3DFORMAT fmt);
1517 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
1518 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
1519 const char* debug_d3dusage(DWORD usage);
1520 const char* debug_d3dusagequery(DWORD usagequery);
1521 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
1522 const char* debug_d3ddecltype(WINED3DDECLTYPE type);
1523 const char* debug_d3ddeclusage(BYTE usage);
1524 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
1525 const char* debug_d3drenderstate(DWORD state);
1526 const char* debug_d3dsamplerstate(DWORD state);
1527 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
1528 const char* debug_d3dtexturestate(DWORD state);
1529 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
1530 const char* debug_d3dpool(WINED3DPOOL pool);
1531 const char *debug_fbostatus(GLenum status);
1532 const char *debug_glerror(GLenum error);
1533 const char *debug_d3dbasis(WINED3DBASISTYPE basis);
1534 const char *debug_d3ddegree(WINED3DDEGREETYPE order);
1536 /* Routines for GL <-> D3D values */
1537 GLenum StencilOp(DWORD op);
1538 GLenum CompareFunc(DWORD func);
1539 void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
1540 void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx);
1541 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype);
1543 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
1544 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
1546 BOOL getColorBits(WINED3DFORMAT fmt, short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
1547 BOOL getDepthStencilBits(WINED3DFORMAT fmt, short *depthSize, short *stencilSize);
1549 /* Math utils */
1550 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
1551 unsigned int count_bits(unsigned int mask);
1553 /*****************************************************************************
1554 * To enable calling of inherited functions, requires prototypes
1556 * Note: Only require classes which are subclassed, ie resource, basetexture,
1558 /*** IUnknown methods ***/
1559 extern HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface, REFIID riid, void** ppvObject);
1560 extern ULONG WINAPI IWineD3DResourceImpl_AddRef(IWineD3DResource *iface);
1561 extern ULONG WINAPI IWineD3DResourceImpl_Release(IWineD3DResource *iface);
1562 /*** IWineD3DResource methods ***/
1563 extern HRESULT WINAPI IWineD3DResourceImpl_GetParent(IWineD3DResource *iface, IUnknown **pParent);
1564 extern HRESULT WINAPI IWineD3DResourceImpl_GetDevice(IWineD3DResource *iface, IWineD3DDevice ** ppDevice);
1565 extern HRESULT WINAPI IWineD3DResourceImpl_SetPrivateData(IWineD3DResource *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1566 extern HRESULT WINAPI IWineD3DResourceImpl_GetPrivateData(IWineD3DResource *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1567 extern HRESULT WINAPI IWineD3DResourceImpl_FreePrivateData(IWineD3DResource *iface, REFGUID refguid);
1568 extern DWORD WINAPI IWineD3DResourceImpl_SetPriority(IWineD3DResource *iface, DWORD PriorityNew);
1569 extern DWORD WINAPI IWineD3DResourceImpl_GetPriority(IWineD3DResource *iface);
1570 extern void WINAPI IWineD3DResourceImpl_PreLoad(IWineD3DResource *iface);
1571 extern WINED3DRESOURCETYPE WINAPI IWineD3DResourceImpl_GetType(IWineD3DResource *iface);
1572 /*** class static members ***/
1573 void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface);
1575 /*** IUnknown methods ***/
1576 extern HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, void** ppvObject);
1577 extern ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface);
1578 extern ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface);
1579 /*** IWineD3DResource methods ***/
1580 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent);
1581 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice ** ppDevice);
1582 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1583 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1584 extern HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID refguid);
1585 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD PriorityNew);
1586 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface);
1587 extern void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface);
1588 extern WINED3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface);
1589 /*** IWineD3DBaseTexture methods ***/
1590 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew);
1591 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface);
1592 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface);
1593 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType);
1594 extern WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface);
1595 extern void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface);
1596 extern BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL);
1597 extern BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface);
1599 extern BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
1600 extern HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface);
1601 extern HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface);
1602 extern HRESULT WINAPI IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture *iface);
1603 extern void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1604 /*** class static members ***/
1605 void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface);
1607 struct SHADER_OPCODE_ARG;
1608 typedef void (*SHADER_HANDLER) (struct SHADER_OPCODE_ARG*);
1610 /* Struct to maintain a list of GLSL shader programs and their associated pixel and
1611 * vertex shaders. A list of this type is maintained on the DeviceImpl, and is only
1612 * used if the user is using GLSL shaders. */
1613 struct glsl_shader_prog_link {
1614 struct list vshader_entry;
1615 struct list pshader_entry;
1616 GLhandleARB programId;
1617 GLhandleARB *vuniformF_locations;
1618 GLhandleARB *puniformF_locations;
1619 GLhandleARB vshader;
1620 GLhandleARB pshader;
1623 typedef struct {
1624 GLhandleARB vshader;
1625 GLhandleARB pshader;
1626 } glsl_program_key_t;
1628 /* TODO: Make this dynamic, based on shader limits ? */
1629 #define MAX_REG_ADDR 1
1630 #define MAX_REG_TEMP 32
1631 #define MAX_REG_TEXCRD 8
1632 #define MAX_REG_INPUT 12
1633 #define MAX_REG_OUTPUT 12
1634 #define MAX_ATTRIBS 16
1635 #define MAX_CONST_I 16
1636 #define MAX_CONST_B 16
1638 /* FIXME: This needs to go up to 2048 for
1639 * Shader model 3 according to msdn (and for software shaders) */
1640 #define MAX_LABELS 16
1642 typedef struct semantic {
1643 DWORD usage;
1644 DWORD reg;
1645 } semantic;
1647 typedef struct local_constant {
1648 struct list entry;
1649 unsigned int idx;
1650 DWORD value[4];
1651 } local_constant;
1653 typedef struct shader_reg_maps {
1655 char texcoord[MAX_REG_TEXCRD]; /* pixel < 3.0 */
1656 char temporary[MAX_REG_TEMP]; /* pixel, vertex */
1657 char address[MAX_REG_ADDR]; /* vertex */
1658 char packed_input[MAX_REG_INPUT]; /* pshader >= 3.0 */
1659 char packed_output[MAX_REG_OUTPUT]; /* vertex >= 3.0 */
1660 char attributes[MAX_ATTRIBS]; /* vertex */
1661 char labels[MAX_LABELS]; /* pixel, vertex */
1663 /* Sampler usage tokens
1664 * Use 0 as default (bit 31 is always 1 on a valid token) */
1665 DWORD samplers[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
1666 char bumpmat, luminanceparams;
1668 /* Whether or not a loop is used in this shader */
1669 char loop;
1671 /* Whether or not this shader uses fog */
1672 char fog;
1674 } shader_reg_maps;
1676 #define SHADER_PGMSIZE 65535
1677 typedef struct SHADER_BUFFER {
1678 char* buffer;
1679 unsigned int bsize;
1680 unsigned int lineNo;
1681 BOOL newline;
1682 } SHADER_BUFFER;
1684 /* Undocumented opcode controls */
1685 #define INST_CONTROLS_SHIFT 16
1686 #define INST_CONTROLS_MASK 0x00ff0000
1688 typedef enum COMPARISON_TYPE {
1689 COMPARISON_GT = 1,
1690 COMPARISON_EQ = 2,
1691 COMPARISON_GE = 3,
1692 COMPARISON_LT = 4,
1693 COMPARISON_NE = 5,
1694 COMPARISON_LE = 6
1695 } COMPARISON_TYPE;
1697 typedef struct SHADER_OPCODE {
1698 unsigned int opcode;
1699 const char* name;
1700 const char* glname;
1701 char dst_token;
1702 CONST UINT num_params;
1703 SHADER_HANDLER hw_fct;
1704 SHADER_HANDLER hw_glsl_fct;
1705 DWORD min_version;
1706 DWORD max_version;
1707 } SHADER_OPCODE;
1709 typedef struct SHADER_OPCODE_ARG {
1710 IWineD3DBaseShader* shader;
1711 shader_reg_maps* reg_maps;
1712 CONST SHADER_OPCODE* opcode;
1713 DWORD opcode_token;
1714 DWORD dst;
1715 DWORD dst_addr;
1716 DWORD predicate;
1717 DWORD src[4];
1718 DWORD src_addr[4];
1719 SHADER_BUFFER* buffer;
1720 } SHADER_OPCODE_ARG;
1722 typedef struct SHADER_LIMITS {
1723 unsigned int temporary;
1724 unsigned int texcoord;
1725 unsigned int sampler;
1726 unsigned int constant_int;
1727 unsigned int constant_float;
1728 unsigned int constant_bool;
1729 unsigned int address;
1730 unsigned int packed_output;
1731 unsigned int packed_input;
1732 unsigned int attributes;
1733 unsigned int label;
1734 } SHADER_LIMITS;
1736 /** Keeps track of details for TEX_M#x# shader opcodes which need to
1737 maintain state information between multiple codes */
1738 typedef struct SHADER_PARSE_STATE {
1739 unsigned int current_row;
1740 DWORD texcoord_w[2];
1741 } SHADER_PARSE_STATE;
1743 /* Base Shader utility functions.
1744 * (may move callers into the same file in the future) */
1745 extern int shader_addline(
1746 SHADER_BUFFER* buffer,
1747 const char* fmt, ...);
1749 extern const SHADER_OPCODE* shader_get_opcode(
1750 IWineD3DBaseShader *iface,
1751 const DWORD code);
1753 extern void shader_delete_constant_list(
1754 struct list* clist);
1756 void delete_glsl_program_entry(IWineD3DDevice *iface, struct glsl_shader_prog_link *entry);
1758 /* Vertex shader utility functions */
1759 extern BOOL vshader_get_input(
1760 IWineD3DVertexShader* iface,
1761 BYTE usage_req, BYTE usage_idx_req,
1762 unsigned int* regnum);
1764 extern BOOL vshader_input_is_color(
1765 IWineD3DVertexShader* iface,
1766 unsigned int regnum);
1768 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
1770 /* ARB_[vertex/fragment]_program helper functions */
1771 extern void shader_arb_load_constants(
1772 IWineD3DDevice* device,
1773 char usePixelShader,
1774 char useVertexShader);
1776 /* ARB shader program Prototypes */
1777 extern void shader_hw_def(SHADER_OPCODE_ARG *arg);
1779 /* ARB pixel shader prototypes */
1780 extern void pshader_hw_bem(SHADER_OPCODE_ARG* arg);
1781 extern void pshader_hw_cnd(SHADER_OPCODE_ARG* arg);
1782 extern void pshader_hw_cmp(SHADER_OPCODE_ARG* arg);
1783 extern void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1784 extern void pshader_hw_tex(SHADER_OPCODE_ARG* arg);
1785 extern void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg);
1786 extern void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg);
1787 extern void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg);
1788 extern void pshader_hw_texbem(SHADER_OPCODE_ARG* arg);
1789 extern void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg);
1790 extern void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg);
1791 extern void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg);
1792 extern void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg);
1793 extern void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg);
1794 extern void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1795 extern void pshader_hw_texdepth(SHADER_OPCODE_ARG* arg);
1796 extern void pshader_hw_texkill(SHADER_OPCODE_ARG* arg);
1798 /* ARB vertex shader prototypes */
1799 extern void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1800 extern void vshader_hw_mnxn(SHADER_OPCODE_ARG* arg);
1801 extern void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG* arg);
1803 /* GLSL helper functions */
1804 extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG *arg);
1805 extern void shader_glsl_load_constants(
1806 IWineD3DDevice* device,
1807 char usePixelShader,
1808 char useVertexShader);
1810 /** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */
1811 extern void shader_glsl_cross(SHADER_OPCODE_ARG* arg);
1812 extern void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg);
1813 extern void shader_glsl_arith(SHADER_OPCODE_ARG* arg);
1814 extern void shader_glsl_mov(SHADER_OPCODE_ARG* arg);
1815 extern void shader_glsl_mad(SHADER_OPCODE_ARG* arg);
1816 extern void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg);
1817 extern void shader_glsl_lrp(SHADER_OPCODE_ARG* arg);
1818 extern void shader_glsl_dot(SHADER_OPCODE_ARG* arg);
1819 extern void shader_glsl_rcp(SHADER_OPCODE_ARG* arg);
1820 extern void shader_glsl_rsq(SHADER_OPCODE_ARG* arg);
1821 extern void shader_glsl_cnd(SHADER_OPCODE_ARG* arg);
1822 extern void shader_glsl_compare(SHADER_OPCODE_ARG* arg);
1823 extern void shader_glsl_def(SHADER_OPCODE_ARG* arg);
1824 extern void shader_glsl_defi(SHADER_OPCODE_ARG* arg);
1825 extern void shader_glsl_defb(SHADER_OPCODE_ARG* arg);
1826 extern void shader_glsl_expp(SHADER_OPCODE_ARG* arg);
1827 extern void shader_glsl_cmp(SHADER_OPCODE_ARG* arg);
1828 extern void shader_glsl_lit(SHADER_OPCODE_ARG* arg);
1829 extern void shader_glsl_dst(SHADER_OPCODE_ARG* arg);
1830 extern void shader_glsl_sincos(SHADER_OPCODE_ARG* arg);
1831 extern void shader_glsl_loop(SHADER_OPCODE_ARG* arg);
1832 extern void shader_glsl_end(SHADER_OPCODE_ARG* arg);
1833 extern void shader_glsl_if(SHADER_OPCODE_ARG* arg);
1834 extern void shader_glsl_ifc(SHADER_OPCODE_ARG* arg);
1835 extern void shader_glsl_else(SHADER_OPCODE_ARG* arg);
1836 extern void shader_glsl_break(SHADER_OPCODE_ARG* arg);
1837 extern void shader_glsl_breakc(SHADER_OPCODE_ARG* arg);
1838 extern void shader_glsl_rep(SHADER_OPCODE_ARG* arg);
1839 extern void shader_glsl_call(SHADER_OPCODE_ARG* arg);
1840 extern void shader_glsl_callnz(SHADER_OPCODE_ARG* arg);
1841 extern void shader_glsl_label(SHADER_OPCODE_ARG* arg);
1842 extern void shader_glsl_pow(SHADER_OPCODE_ARG* arg);
1843 extern void shader_glsl_texldl(SHADER_OPCODE_ARG* arg);
1845 /** GLSL Pixel Shader Prototypes */
1846 extern void pshader_glsl_tex(SHADER_OPCODE_ARG* arg);
1847 extern void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg);
1848 extern void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg);
1849 extern void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg);
1850 extern void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg);
1851 extern void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg);
1852 extern void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg);
1853 extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg);
1854 extern void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg);
1855 extern void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg);
1856 extern void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg);
1857 extern void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg);
1858 extern void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1859 extern void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg);
1860 extern void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg);
1861 extern void pshader_glsl_bem(SHADER_OPCODE_ARG* arg);
1862 extern void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg);
1863 extern void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg);
1864 extern void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg);
1865 extern void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg);
1866 extern void pshader_glsl_input_pack(
1867 SHADER_BUFFER* buffer,
1868 semantic* semantics_out);
1870 /** GLSL Vertex Shader Prototypes */
1871 extern void vshader_glsl_output_unpack(
1872 SHADER_BUFFER* buffer,
1873 semantic* semantics_out);
1875 /*****************************************************************************
1876 * IDirect3DBaseShader implementation structure
1878 typedef struct IWineD3DBaseShaderClass
1880 DWORD hex_version;
1881 SHADER_LIMITS limits;
1882 SHADER_PARSE_STATE parse_state;
1883 CONST SHADER_OPCODE *shader_ins;
1884 CONST DWORD *function;
1885 UINT functionLength;
1886 GLuint prgId;
1887 BOOL is_compiled;
1889 /* Type of shader backend */
1890 int shader_mode;
1892 /* Programs this shader is linked with */
1893 struct list linked_programs;
1895 /* Immediate constants (override global ones) */
1896 struct list constantsB;
1897 struct list constantsF;
1898 struct list constantsI;
1899 shader_reg_maps reg_maps;
1901 /* Pointer to the parent device */
1902 IWineD3DDevice *device;
1904 } IWineD3DBaseShaderClass;
1906 typedef struct IWineD3DBaseShaderImpl {
1907 /* IUnknown */
1908 const IWineD3DBaseShaderVtbl *lpVtbl;
1909 LONG ref;
1911 /* IWineD3DBaseShader */
1912 IWineD3DBaseShaderClass baseShader;
1913 } IWineD3DBaseShaderImpl;
1915 extern HRESULT shader_get_registers_used(
1916 IWineD3DBaseShader *iface,
1917 shader_reg_maps* reg_maps,
1918 semantic* semantics_in,
1919 semantic* semantics_out,
1920 CONST DWORD* pToken,
1921 IWineD3DStateBlockImpl *stateBlock);
1923 extern void shader_generate_glsl_declarations(
1924 IWineD3DBaseShader *iface,
1925 shader_reg_maps* reg_maps,
1926 SHADER_BUFFER* buffer,
1927 WineD3D_GL_Info* gl_info);
1929 extern void shader_generate_arb_declarations(
1930 IWineD3DBaseShader *iface,
1931 shader_reg_maps* reg_maps,
1932 SHADER_BUFFER* buffer,
1933 WineD3D_GL_Info* gl_info);
1935 extern void shader_generate_main(
1936 IWineD3DBaseShader *iface,
1937 SHADER_BUFFER* buffer,
1938 shader_reg_maps* reg_maps,
1939 CONST DWORD* pFunction);
1941 extern void shader_dump_ins_modifiers(
1942 const DWORD output);
1944 extern void shader_dump_param(
1945 IWineD3DBaseShader *iface,
1946 const DWORD param,
1947 const DWORD addr_token,
1948 int input);
1950 extern void shader_trace_init(
1951 IWineD3DBaseShader *iface,
1952 const DWORD* pFunction);
1954 extern int shader_get_param(
1955 IWineD3DBaseShader* iface,
1956 const DWORD* pToken,
1957 DWORD* param,
1958 DWORD* addr_token);
1960 extern int shader_skip_unrecognized(
1961 IWineD3DBaseShader* iface,
1962 const DWORD* pToken);
1964 extern void print_glsl_info_log(
1965 WineD3D_GL_Info *gl_info,
1966 GLhandleARB obj);
1968 static inline int shader_get_regtype(const DWORD param) {
1969 return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
1970 ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
1973 extern unsigned int shader_get_float_offset(const DWORD reg);
1975 static inline BOOL shader_is_pshader_version(DWORD token) {
1976 return 0xFFFF0000 == (token & 0xFFFF0000);
1979 static inline BOOL shader_is_vshader_version(DWORD token) {
1980 return 0xFFFE0000 == (token & 0xFFFF0000);
1983 static inline BOOL shader_is_comment(DWORD token) {
1984 return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
1987 /* TODO: vFace (ps_3_0) */
1988 static inline BOOL shader_is_scalar(DWORD param) {
1989 DWORD reg_type = shader_get_regtype(param);
1991 switch (reg_type) {
1992 case WINED3DSPR_RASTOUT:
1993 if ((param & WINED3DSP_REGNUM_MASK) != 0) {
1994 /* oFog & oPts */
1995 return TRUE;
1997 /* oPos */
1998 return FALSE;
2000 case WINED3DSPR_DEPTHOUT: /* oDepth */
2001 case WINED3DSPR_CONSTBOOL: /* b# */
2002 case WINED3DSPR_LOOP: /* aL */
2003 case WINED3DSPR_PREDICATE: /* p0 */
2004 return TRUE;
2006 default:
2007 return FALSE;
2011 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
2012 * so upload them above that
2014 #define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
2015 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
2017 /*****************************************************************************
2018 * IDirect3DVertexShader implementation structure
2020 typedef struct IWineD3DVertexShaderImpl {
2021 /* IUnknown parts*/
2022 const IWineD3DVertexShaderVtbl *lpVtbl;
2023 LONG ref; /* Note: Ref counting not required */
2025 /* IWineD3DBaseShader */
2026 IWineD3DBaseShaderClass baseShader;
2028 /* IWineD3DVertexShaderImpl */
2029 IUnknown *parent;
2031 DWORD usage;
2033 /* Vertex shader input and output semantics */
2034 semantic semantics_in [MAX_ATTRIBS];
2035 semantic semantics_out [MAX_REG_OUTPUT];
2037 /* run time datas... */
2038 VSHADERDATA *data;
2039 #if 0 /* needs reworking */
2040 /* run time datas */
2041 VSHADERINPUTDATA input;
2042 VSHADEROUTPUTDATA output;
2043 #endif
2044 } IWineD3DVertexShaderImpl;
2045 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
2046 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
2048 /*****************************************************************************
2049 * IDirect3DPixelShader implementation structure
2051 typedef struct IWineD3DPixelShaderImpl {
2052 /* IUnknown parts */
2053 const IWineD3DPixelShaderVtbl *lpVtbl;
2054 LONG ref; /* Note: Ref counting not required */
2056 /* IWineD3DBaseShader */
2057 IWineD3DBaseShaderClass baseShader;
2059 /* IWineD3DPixelShaderImpl */
2060 IUnknown *parent;
2062 /* Pixel shader input semantics */
2063 semantic semantics_in [MAX_REG_INPUT];
2065 /* run time data */
2066 PSHADERDATA *data;
2068 /* Some information about the shader behavior */
2069 char needsbumpmat;
2070 UINT bumpenvmatconst;
2072 #if 0 /* needs reworking */
2073 PSHADERINPUTDATA input;
2074 PSHADEROUTPUTDATA output;
2075 #endif
2076 } IWineD3DPixelShaderImpl;
2078 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
2079 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
2081 /*****************************************************************************
2082 * IWineD3DPalette implementation structure
2084 struct IWineD3DPaletteImpl {
2085 /* IUnknown parts */
2086 const IWineD3DPaletteVtbl *lpVtbl;
2087 LONG ref;
2089 IUnknown *parent;
2090 IWineD3DDeviceImpl *wineD3DDevice;
2092 /* IWineD3DPalette */
2093 HPALETTE hpal;
2094 WORD palVersion; /*| */
2095 WORD palNumEntries; /*| LOGPALETTE */
2096 PALETTEENTRY palents[256]; /*| */
2097 /* This is to store the palette in 'screen format' */
2098 int screen_palents[256];
2099 DWORD Flags;
2102 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
2103 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
2105 /* DirectDraw utility functions */
2106 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
2108 /*****************************************************************************
2109 * Pixel format management
2111 typedef struct {
2112 WINED3DFORMAT format;
2113 DWORD alphaMask, redMask, greenMask, blueMask;
2114 UINT bpp;
2115 short depthSize, stencilSize;
2116 BOOL isFourcc;
2117 } StaticPixelFormatDesc;
2119 const StaticPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt,
2120 WineD3D_GL_Info *gl_info,
2121 const GlPixelFormatDesc **glDesc);
2123 static inline BOOL use_vs(IWineD3DDeviceImpl *device) {
2124 return (device->vs_selected_mode != SHADER_NONE
2125 && device->stateBlock->vertexShader
2126 && ((IWineD3DVertexShaderImpl *)device->stateBlock->vertexShader)->baseShader.function
2127 && !device->strided_streams.u.s.position_transformed);
2130 static inline BOOL use_ps(IWineD3DDeviceImpl *device) {
2131 return (device->ps_selected_mode != SHADER_NONE
2132 && device->stateBlock->pixelShader
2133 && ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->baseShader.function);
2136 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2137 IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
2139 #endif