wined3d: Move video memory tracking to the adapter.
[wine/hacks.git] / dlls / wined3d / wined3d_private.h
blob67edc0a3000eddb198837569050b9e24fe49bf5a
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 */
206 struct SHADER_OPCODE_ARG;
208 typedef struct {
209 void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
210 void (*shader_select_depth_blt)(IWineD3DDevice *iface);
211 void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
212 void (*shader_cleanup)(IWineD3DDevice *iface);
213 void (*shader_color_correction)(struct SHADER_OPCODE_ARG *arg);
214 } shader_backend_t;
216 extern const shader_backend_t glsl_shader_backend;
217 extern const shader_backend_t arb_program_shader_backend;
218 extern const shader_backend_t none_shader_backend;
220 /* X11 locking */
222 extern void (*wine_tsx11_lock_ptr)(void);
223 extern void (*wine_tsx11_unlock_ptr)(void);
225 /* As GLX relies on X, this is needed */
226 extern int num_lock;
228 #if 0
229 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
230 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
231 #else
232 #define ENTER_GL() wine_tsx11_lock_ptr()
233 #define LEAVE_GL() wine_tsx11_unlock_ptr()
234 #endif
236 /*****************************************************************************
237 * Defines
240 /* GL related defines */
241 /* ------------------ */
242 #define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
243 #define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
244 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
245 #define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
247 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
248 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
249 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
250 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
252 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
253 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
254 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
255 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
257 #define D3DCOLORTOGLFLOAT4(dw, vec) \
258 (vec)[0] = D3DCOLOR_R(dw); \
259 (vec)[1] = D3DCOLOR_G(dw); \
260 (vec)[2] = D3DCOLOR_B(dw); \
261 (vec)[3] = D3DCOLOR_A(dw);
263 /* DirectX Device Limits */
264 /* --------------------- */
265 #define MAX_LEVELS 256 /* Maximum number of mipmap levels. Guessed at 256 */
267 #define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
268 See MaxStreams in MSDN under GetDeviceCaps */
269 /* Maximum number of constants provided to the shaders */
270 #define HIGHEST_TRANSFORMSTATE 512
271 /* Highest value in WINED3DTRANSFORMSTATETYPE */
272 #define MAX_PALETTES 256
274 /* Checking of API calls */
275 /* --------------------- */
276 #define checkGLcall(A) \
278 GLint err = glGetError(); \
279 if (err == GL_NO_ERROR) { \
280 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
282 } else do { \
283 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
284 debug_glerror(err), err, A, __FILE__, __LINE__); \
285 err = glGetError(); \
286 } while (err != GL_NO_ERROR); \
289 /* Trace routines / diagnostics */
290 /* ---------------------------- */
292 /* Dump out a matrix and copy it */
293 #define conv_mat(mat,gl_mat) \
294 do { \
295 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
296 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
297 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
298 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
299 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
300 } while (0)
302 /* Macro to dump out the current state of the light chain */
303 #define DUMP_LIGHT_CHAIN() \
305 PLIGHTINFOEL *el = This->stateBlock->lights;\
306 while (el) { \
307 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
308 el = el->next; \
312 /* Trace vector and strided data information */
313 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
314 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d, vbo %d, stream %u)\n", \
315 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);
317 /* Defines used for optimizations */
319 /* Only reapply what is necessary */
320 #define REAPPLY_ALPHAOP 0x0001
321 #define REAPPLY_ALL 0xFFFF
323 /* Advance declaration of structures to satisfy compiler */
324 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
325 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
326 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
327 typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl;
329 /* Global variables */
330 extern const float identity[16];
332 /*****************************************************************************
333 * Compilable extra diagnostics
336 /* Trace information per-vertex: (extremely high amount of trace) */
337 #if 0 /* NOTE: Must be 0 in cvs */
338 # define VTRACE(A) TRACE A
339 #else
340 # define VTRACE(A)
341 #endif
343 /* Checking of per-vertex related GL calls */
344 /* --------------------- */
345 #define vcheckGLcall(A) \
347 GLint err = glGetError(); \
348 if (err == GL_NO_ERROR) { \
349 VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
351 } else do { \
352 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
353 debug_glerror(err), err, A, __FILE__, __LINE__); \
354 err = glGetError(); \
355 } while (err != GL_NO_ERROR); \
358 /* TODO: Confirm each of these works when wined3d move completed */
359 #if 0 /* NOTE: Must be 0 in cvs */
360 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
361 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
362 is enabled, and if it doesn't exist it is disabled. */
363 # define FRAME_DEBUGGING
364 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
365 the file is deleted */
366 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
367 # define SINGLE_FRAME_DEBUGGING
368 # endif
369 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
370 It can only be enabled when FRAME_DEBUGGING is also enabled
371 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
372 array is drawn. */
373 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
374 # define SHOW_FRAME_MAKEUP 1
375 # endif
376 /* The following, when enabled, lets you see the makeup of the all the textures used during each
377 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
378 The contents of the textures assigned to each stage are written into
379 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
380 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
381 # define SHOW_TEXTURE_MAKEUP 0
382 # endif
383 extern BOOL isOn;
384 extern BOOL isDumpingFrames;
385 extern LONG primCounter;
386 #endif
388 /*****************************************************************************
389 * Prototypes
392 /* Routine common to the draw primitive and draw indexed primitive routines */
393 void drawPrimitive(IWineD3DDevice *iface,
394 int PrimitiveType,
395 long NumPrimitives,
396 /* for Indexed: */
397 long StartVertexIndex,
398 UINT numberOfVertices,
399 long StartIdx,
400 short idxBytes,
401 const void *idxData,
402 int minIndex);
404 void primitiveDeclarationConvertToStridedData(
405 IWineD3DDevice *iface,
406 BOOL useVertexShaderFunction,
407 WineDirect3DVertexStridedData *strided,
408 BOOL *fixup);
410 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
412 void blt_to_drawable(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *surface);
414 #define eps 1e-8
416 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
417 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
419 /* Routines and structures related to state management */
420 typedef struct WineD3DContext WineD3DContext;
421 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
423 #define STATE_RENDER(a) (a)
424 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
426 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + (stage) * WINED3D_HIGHEST_TEXTURE_STATE + (num))
427 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
429 /* + 1 because samplers start with 0 */
430 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
431 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
433 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
434 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
436 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
437 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
439 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
440 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
441 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
442 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
444 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
445 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
447 #define STATE_VSHADER (STATE_VDECL + 1)
448 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
450 #define STATE_VIEWPORT (STATE_VSHADER + 1)
451 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
453 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
454 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
455 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
456 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
458 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
459 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
461 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
462 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
464 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
465 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
467 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
469 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
471 #define STATE_HIGHEST (STATE_FRONTFACE)
473 struct StateEntry
475 DWORD representative;
476 APPLYSTATEFUNC apply;
479 /* Global state table */
480 extern const struct StateEntry StateTable[];
482 /* The new context manager that should deal with onscreen and offscreen rendering */
483 struct WineD3DContext {
484 /* State dirtification
485 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
486 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
487 * 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
488 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
490 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
491 DWORD numDirtyEntries;
492 DWORD isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
494 IWineD3DSurface *surface;
495 DWORD tid; /* Thread ID which owns this context at the moment */
497 /* Stores some inforation about the context state for optimization */
498 BOOL last_was_rhw; /* true iff last draw_primitive was in xyzrhw mode */
499 BOOL last_was_pshader;
500 BOOL last_was_vshader;
501 BOOL last_was_foggy_shader;
502 BOOL namedArraysLoaded, numberedArraysLoaded;
503 BOOL lastWasPow2Texture[MAX_TEXTURES];
504 GLenum tracking_parm; /* Which source is tracking current colour */
505 unsigned char num_untracked_materials;
506 GLenum untracked_materials[2];
507 BOOL last_was_blit, last_was_ckey;
508 char texShaderBumpMap;
509 BOOL fog_coord;
511 /* The actual opengl context */
512 HGLRC glCtx;
513 HWND win_handle;
514 HDC hdc;
515 HPBUFFERARB pbuffer;
516 BOOL isPBuffer;
519 typedef enum ContextUsage {
520 CTXUSAGE_RESOURCELOAD = 1, /* Only loads textures: No State is applied */
521 CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfacs */
522 CTXUSAGE_BLIT = 3, /* OpenGL states are set up 3D drawing */
523 CTXUSAGE_CLEAR = 4, /* Drawable and states are set up for clearing */
524 } ContextUsage;
526 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
527 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
528 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
529 void apply_fbo_state(IWineD3DDevice *iface);
531 /* Macros for doing basic GPU detection based on opengl capabilities */
532 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
533 #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])
534 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
535 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
537 /* Default callbacks for implicit object destruction */
538 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
540 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
542 /*****************************************************************************
543 * Internal representation of a light
545 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
546 struct PLIGHTINFOEL {
547 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
548 DWORD OriginalIndex;
549 LONG glIndex;
550 BOOL changed;
551 BOOL enabledChanged;
553 /* Converted parms to speed up swapping lights */
554 float lightPosn[4];
555 float lightDirn[4];
556 float exponent;
557 float cutoff;
559 struct list entry;
562 /* The default light parameters */
563 extern const WINED3DLIGHT WINED3D_default_light;
565 typedef struct WineD3D_PixelFormat
567 int iPixelFormat; /* WGL pixel format */
568 int redSize, greenSize, blueSize, alphaSize;
569 int depthSize, stencilSize;
570 } WineD3D_PixelFormat;
572 /* The adapter structure */
573 typedef struct GLPixelFormatDesc GLPixelFormatDesc;
574 struct WineD3DAdapter
576 POINT monitorPoint;
577 WineD3D_GL_Info gl_info;
578 const char *driver;
579 const char *description;
580 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
581 int nCfgs;
582 WineD3D_PixelFormat *cfgs;
583 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
584 unsigned int UsedTextureRam;
587 extern BOOL InitAdapters(void);
588 extern BOOL initPixelFormats(WineD3D_GL_Info *gl_info);
589 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram);
591 /*****************************************************************************
592 * High order patch management
594 struct WineD3DRectPatch
596 UINT Handle;
597 float *mem;
598 WineDirect3DVertexStridedData strided;
599 WINED3DRECTPATCH_INFO RectPatchInfo;
600 float numSegs[4];
601 char has_normals, has_texcoords;
602 struct list entry;
605 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
607 /*****************************************************************************
608 * IWineD3D implementation structure
610 typedef struct IWineD3DImpl
612 /* IUnknown fields */
613 const IWineD3DVtbl *lpVtbl;
614 LONG ref; /* Note: Ref counting not required */
616 /* WineD3D Information */
617 IUnknown *parent;
618 UINT dxVersion;
619 } IWineD3DImpl;
621 extern const IWineD3DVtbl IWineD3D_Vtbl;
623 /* TODO: setup some flags in the registry to enable, disable pbuffer support
624 (since it will break quite a few things until contexts are managed properly!) */
625 extern BOOL pbuffer_support;
626 /* allocate one pbuffer per surface */
627 extern BOOL pbuffer_per_surface;
629 typedef struct ResourceList {
630 IWineD3DResource *resource;
631 struct ResourceList *next;
632 } ResourceList;
634 /* A helper function that dumps a resource list */
635 void dumpResources(ResourceList *resources);
637 /*****************************************************************************
638 * IWineD3DDevice implementation structure
640 struct IWineD3DDeviceImpl
642 /* IUnknown fields */
643 const IWineD3DDeviceVtbl *lpVtbl;
644 LONG ref; /* Note: Ref counting not required */
646 /* WineD3D Information */
647 IUnknown *parent;
648 IWineD3D *wineD3D;
649 struct WineD3DAdapter *adapter;
651 /* Window styles to restore when switching fullscreen mode */
652 LONG style;
653 LONG exStyle;
655 /* X and GL Information */
656 GLint maxConcurrentLights;
657 GLenum offscreenBuffer;
659 /* Selected capabilities */
660 int vs_selected_mode;
661 int ps_selected_mode;
662 const shader_backend_t *shader_backend;
663 hash_table_t *glsl_program_lookup;
665 /* To store */
666 BOOL view_ident; /* true iff view matrix is identity */
667 BOOL untransformed;
668 BOOL vertexBlendUsed; /* To avoid needless setting of the blend matrices */
669 unsigned char surface_alignment; /* Line Alignment of surfaces */
671 /* State block related */
672 BOOL isRecordingState;
673 IWineD3DStateBlockImpl *stateBlock;
674 IWineD3DStateBlockImpl *updateStateBlock;
675 BOOL isInDraw;
677 /* Internal use fields */
678 WINED3DDEVICE_CREATION_PARAMETERS createParms;
679 UINT adapterNo;
680 WINED3DDEVTYPE devType;
682 IWineD3DSwapChain **swapchains;
683 UINT NumberOfSwapChains;
685 ResourceList *resources; /* a linked list to track resources created by the device */
687 /* Render Target Support */
688 IWineD3DSurface **render_targets;
689 IWineD3DSurface *depthStencilBuffer;
690 IWineD3DSurface **fbo_color_attachments;
691 IWineD3DSurface *fbo_depth_attachment;
693 IWineD3DSurface *stencilBufferTarget;
695 /* Caches to avoid unneeded context changes */
696 IWineD3DSurface *lastActiveRenderTarget;
697 IWineD3DSwapChain *lastActiveSwapChain;
699 /* palettes texture management */
700 PALETTEENTRY palettes[MAX_PALETTES][256];
701 UINT currentPalette;
703 /* For rendering to a texture using glCopyTexImage */
704 BOOL render_offscreen;
705 WINED3D_DEPTHCOPYSTATE depth_copy_state;
706 GLuint fbo;
707 GLuint src_fbo;
708 GLuint dst_fbo;
709 GLenum *draw_buffers;
711 /* Cursor management */
712 BOOL bCursorVisible;
713 UINT xHotSpot;
714 UINT yHotSpot;
715 UINT xScreenSpace;
716 UINT yScreenSpace;
717 UINT cursorWidth, cursorHeight;
718 GLuint cursorTexture;
719 BOOL haveHardwareCursor;
720 HCURSOR hardwareCursor;
722 /* The Wine logo surface */
723 IWineD3DSurface *logo_surface;
725 /* Textures for when no other textures are mapped */
726 UINT dummyTextureName[MAX_TEXTURES];
728 /* Debug stream management */
729 BOOL debug;
731 /* Device state management */
732 HRESULT state;
733 BOOL d3d_initialized;
735 /* A flag to check for proper BeginScene / EndScene call pairs */
736 BOOL inScene;
738 /* process vertex shaders using software or hardware */
739 BOOL softwareVertexProcessing;
741 /* DirectDraw stuff */
742 HWND ddraw_window;
743 IWineD3DSurface *ddraw_primary;
744 DWORD ddraw_width, ddraw_height;
745 WINED3DFORMAT ddraw_format;
746 BOOL ddraw_fullscreen;
748 /* Final position fixup constant */
749 float posFixup[4];
751 /* With register combiners we can skip junk texture stages */
752 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
753 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
754 BOOL fixed_function_usage_map[MAX_TEXTURES];
756 /* Stream source management */
757 WineDirect3DVertexStridedData strided_streams;
758 WineDirect3DVertexStridedData *up_strided;
759 BOOL useDrawStridedSlow;
760 BOOL instancedDraw;
762 /* Context management */
763 WineD3DContext **contexts; /* Dynamic array containing pointers to context structures */
764 WineD3DContext *activeContext;
765 DWORD lastThread;
766 UINT numContexts;
767 WineD3DContext *pbufferContext; /* The context that has a pbuffer as drawable */
768 DWORD pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
770 /* High level patch management */
771 #define PATCHMAP_SIZE 43
772 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
773 struct list patches[PATCHMAP_SIZE];
774 struct WineD3DRectPatch *currentPatch;
777 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
779 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
780 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
781 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
782 DWORD idx = state >> 5;
783 BYTE shift = state & 0x1f;
784 return context->isStateDirty[idx] & (1 << shift);
787 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
788 typedef struct PrivateData
790 struct list entry;
792 GUID tag;
793 DWORD flags; /* DDSPD_* */
794 DWORD uniqueness_value;
796 union
798 LPVOID data;
799 LPUNKNOWN object;
800 } ptr;
802 DWORD size;
803 } PrivateData;
805 /*****************************************************************************
806 * IWineD3DResource implementation structure
808 typedef struct IWineD3DResourceClass
810 /* IUnknown fields */
811 LONG ref; /* Note: Ref counting not required */
813 /* WineD3DResource Information */
814 IUnknown *parent;
815 WINED3DRESOURCETYPE resourceType;
816 IWineD3DDeviceImpl *wineD3DDevice;
817 WINED3DPOOL pool;
818 UINT size;
819 DWORD usage;
820 WINED3DFORMAT format;
821 BYTE *allocatedMemory;
822 struct list privateData;
824 } IWineD3DResourceClass;
826 typedef struct IWineD3DResourceImpl
828 /* IUnknown & WineD3DResource Information */
829 const IWineD3DResourceVtbl *lpVtbl;
830 IWineD3DResourceClass resource;
831 } IWineD3DResourceImpl;
834 /*****************************************************************************
835 * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
837 typedef struct IWineD3DVertexBufferImpl
839 /* IUnknown & WineD3DResource Information */
840 const IWineD3DVertexBufferVtbl *lpVtbl;
841 IWineD3DResourceClass resource;
843 /* WineD3DVertexBuffer specifics */
844 DWORD fvf;
846 /* Vertex buffer object support */
847 GLuint vbo;
848 BYTE Flags;
849 LONG bindCount;
851 UINT dirtystart, dirtyend;
852 LONG lockcount;
854 LONG declChanges, draws;
855 /* Last description of the buffer */
856 WineDirect3DVertexStridedData strided;
857 } IWineD3DVertexBufferImpl;
859 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
861 #define VBFLAG_LOAD 0x01 /* Data is written from allocatedMemory to the VBO */
862 #define VBFLAG_OPTIMIZED 0x02 /* Optimize has been called for the VB */
863 #define VBFLAG_DIRTY 0x04 /* Buffer data has been modified */
864 #define VBFLAG_HASDESC 0x08 /* A vertex description has been found */
865 #define VBFLAG_VBOCREATEFAIL 0x10 /* An attempt to create a vbo has failed */
867 /*****************************************************************************
868 * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
870 typedef struct IWineD3DIndexBufferImpl
872 /* IUnknown & WineD3DResource Information */
873 const IWineD3DIndexBufferVtbl *lpVtbl;
874 IWineD3DResourceClass resource;
876 GLuint vbo;
877 UINT dirtystart, dirtyend;
878 LONG lockcount;
880 /* WineD3DVertexBuffer specifics */
881 } IWineD3DIndexBufferImpl;
883 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
885 /*****************************************************************************
886 * IWineD3DBaseTexture D3D- > openGL state map lookups
888 #define WINED3DFUNC_NOTSUPPORTED -2
889 #define WINED3DFUNC_UNIMPLEMENTED -1
891 typedef enum winetexturestates {
892 WINED3DTEXSTA_ADDRESSU = 0,
893 WINED3DTEXSTA_ADDRESSV = 1,
894 WINED3DTEXSTA_ADDRESSW = 2,
895 WINED3DTEXSTA_BORDERCOLOR = 3,
896 WINED3DTEXSTA_MAGFILTER = 4,
897 WINED3DTEXSTA_MINFILTER = 5,
898 WINED3DTEXSTA_MIPFILTER = 6,
899 WINED3DTEXSTA_MAXMIPLEVEL = 7,
900 WINED3DTEXSTA_MAXANISOTROPY = 8,
901 WINED3DTEXSTA_SRGBTEXTURE = 9,
902 WINED3DTEXSTA_ELEMENTINDEX = 10,
903 WINED3DTEXSTA_DMAPOFFSET = 11,
904 WINED3DTEXSTA_TSSADDRESSW = 12,
905 MAX_WINETEXTURESTATES = 13,
906 } winetexturestates;
908 /*****************************************************************************
909 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
911 typedef struct IWineD3DBaseTextureClass
913 UINT levels;
914 BOOL dirty;
915 UINT textureName;
916 UINT LOD;
917 WINED3DTEXTUREFILTERTYPE filterType;
918 DWORD states[MAX_WINETEXTURESTATES];
919 LONG bindCount;
920 DWORD sampler;
921 BOOL is_srgb;
922 UINT srgb_mode_change_count;
923 WINED3DFORMAT shader_conversion_group;
924 } IWineD3DBaseTextureClass;
926 typedef struct IWineD3DBaseTextureImpl
928 /* IUnknown & WineD3DResource Information */
929 const IWineD3DBaseTextureVtbl *lpVtbl;
930 IWineD3DResourceClass resource;
931 IWineD3DBaseTextureClass baseTexture;
933 } IWineD3DBaseTextureImpl;
935 /*****************************************************************************
936 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
938 typedef struct IWineD3DTextureImpl
940 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
941 const IWineD3DTextureVtbl *lpVtbl;
942 IWineD3DResourceClass resource;
943 IWineD3DBaseTextureClass baseTexture;
945 /* IWineD3DTexture */
946 IWineD3DSurface *surfaces[MAX_LEVELS];
948 UINT width;
949 UINT height;
950 float pow2scalingFactorX;
951 float pow2scalingFactorY;
953 } IWineD3DTextureImpl;
955 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
957 /*****************************************************************************
958 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
960 typedef struct IWineD3DCubeTextureImpl
962 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
963 const IWineD3DCubeTextureVtbl *lpVtbl;
964 IWineD3DResourceClass resource;
965 IWineD3DBaseTextureClass baseTexture;
967 /* IWineD3DCubeTexture */
968 IWineD3DSurface *surfaces[6][MAX_LEVELS];
970 UINT edgeLength;
971 float pow2scalingFactor;
973 } IWineD3DCubeTextureImpl;
975 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
977 typedef struct _WINED3DVOLUMET_DESC
979 UINT Width;
980 UINT Height;
981 UINT Depth;
982 } WINED3DVOLUMET_DESC;
984 /*****************************************************************************
985 * IWineD3DVolume implementation structure (extends IUnknown)
987 typedef struct IWineD3DVolumeImpl
989 /* IUnknown & WineD3DResource fields */
990 const IWineD3DVolumeVtbl *lpVtbl;
991 IWineD3DResourceClass resource;
993 /* WineD3DVolume Information */
994 WINED3DVOLUMET_DESC currentDesc;
995 IWineD3DBase *container;
996 UINT bytesPerPixel;
998 BOOL lockable;
999 BOOL locked;
1000 WINED3DBOX lockedBox;
1001 WINED3DBOX dirtyBox;
1002 BOOL dirty;
1005 } IWineD3DVolumeImpl;
1007 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
1009 /*****************************************************************************
1010 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1012 typedef struct IWineD3DVolumeTextureImpl
1014 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1015 const IWineD3DVolumeTextureVtbl *lpVtbl;
1016 IWineD3DResourceClass resource;
1017 IWineD3DBaseTextureClass baseTexture;
1019 /* IWineD3DVolumeTexture */
1020 IWineD3DVolume *volumes[MAX_LEVELS];
1022 UINT width;
1023 UINT height;
1024 UINT depth;
1025 } IWineD3DVolumeTextureImpl;
1027 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
1029 typedef struct _WINED3DSURFACET_DESC
1031 WINED3DMULTISAMPLE_TYPE MultiSampleType;
1032 DWORD MultiSampleQuality;
1033 UINT Width;
1034 UINT Height;
1035 } WINED3DSURFACET_DESC;
1037 /*****************************************************************************
1038 * Structure for DIB Surfaces (GetDC and GDI surfaces)
1040 typedef struct wineD3DSurface_DIB {
1041 HBITMAP DIBsection;
1042 void* bitmap_data;
1043 UINT bitmap_size;
1044 HGDIOBJ holdbitmap;
1045 BOOL client_memory;
1046 } wineD3DSurface_DIB;
1048 typedef struct {
1049 struct list entry;
1050 GLuint id;
1051 UINT width;
1052 UINT height;
1053 } renderbuffer_entry_t;
1055 /*****************************************************************************
1056 * IWineD3DClipp implementation structure
1058 typedef struct IWineD3DClipperImpl
1060 const IWineD3DClipperVtbl *lpVtbl;
1061 LONG ref;
1063 IUnknown *Parent;
1064 HWND hWnd;
1065 } IWineD3DClipperImpl;
1068 /*****************************************************************************
1069 * IWineD3DSurface implementation structure
1071 struct IWineD3DSurfaceImpl
1073 /* IUnknown & IWineD3DResource Information */
1074 const IWineD3DSurfaceVtbl *lpVtbl;
1075 IWineD3DResourceClass resource;
1077 /* IWineD3DSurface fields */
1078 IWineD3DBase *container;
1079 WINED3DSURFACET_DESC currentDesc;
1080 IWineD3DPaletteImpl *palette; /* D3D7 style palette handling */
1081 PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
1083 UINT bytesPerPixel;
1085 /* TODO: move this off into a management class(maybe!) */
1086 DWORD Flags;
1088 UINT pow2Width;
1089 UINT pow2Height;
1091 /* Oversized texture */
1092 RECT glRect;
1094 /* PBO */
1095 GLuint pbo;
1097 #if 0
1098 /* precalculated x and y scalings for texture coords */
1099 float pow2scalingFactorX; /* = (Width / pow2Width ) */
1100 float pow2scalingFactorY; /* = (Height / pow2Height) */
1101 #endif
1103 RECT lockedRect;
1104 RECT dirtyRect;
1105 int lockCount;
1106 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
1108 glDescriptor glDescription;
1110 /* For GetDC */
1111 wineD3DSurface_DIB dib;
1112 HDC hDC;
1114 /* Color keys for DDraw */
1115 WINEDDCOLORKEY DestBltCKey;
1116 WINEDDCOLORKEY DestOverlayCKey;
1117 WINEDDCOLORKEY SrcOverlayCKey;
1118 WINEDDCOLORKEY SrcBltCKey;
1119 DWORD CKeyFlags;
1121 WINEDDCOLORKEY glCKey;
1123 struct list renderbuffers;
1124 renderbuffer_entry_t *current_renderbuffer;
1126 /* DirectDraw clippers */
1127 IWineD3DClipper *clipper;
1130 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1131 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1133 /* Predeclare the shared Surface functions */
1134 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1135 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface);
1136 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1137 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1138 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1139 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1140 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1141 DWORD WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1142 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1143 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface);
1144 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1145 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1146 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1147 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1148 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface);
1149 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface);
1150 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1151 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1152 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, WINEDDCOLORKEY *CKey);
1153 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1154 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1155 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1156 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1157 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1158 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1159 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, RECT *SrcRect, IWineD3DSurface *DstSurface, RECT *DstRect, DWORD Flags, WINEDDOVERLAYFX *FX);
1160 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
1161 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
1162 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1163 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface);
1164 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
1165 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans);
1167 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface);
1170 /* Surface flags: */
1171 #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
1172 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
1173 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for getdc */
1174 #define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
1175 #define SFLAG_DISCARD 0x00000010 /* ??? */
1176 #define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
1177 #define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
1178 #define SFLAG_INDRAWABLE 0x00000080 /* The gl drawable contains the most up to date data */
1179 #define SFLAG_INSYSMEM 0x00000100 /* The system memory copy is most up to date */
1180 #define SFLAG_NONPOW2 0x00000200 /* Surface sizes are not a power of 2 */
1181 #define SFLAG_DYNLOCK 0x00000400 /* Surface is often locked by the app */
1182 #define SFLAG_DYNCHANGE 0x00000C00 /* Surface contents are changed very often, implies DYNLOCK */
1183 #define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
1184 #define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
1185 #define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
1186 #define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
1187 #define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
1188 #define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
1189 #define SFLAG_PBO 0x00040000 /* Has a PBO attached for speeding data transfer for dynamicly locked surfaces */
1191 /* In some conditions the surface memory must not be freed:
1192 * SFLAG_OVERSIZE: Not all data can be kept in GL
1193 * SFLAG_CONVERTED: Converting the data back would take too long
1194 * SFLAG_DIBSECTION: The dib code manages the memory
1195 * SFLAG_LOCKED: The app requires access to the surface data
1196 * SFLAG_DYNLOCK: Avoid freeing the data for performance
1197 * SFLAG_DYNCHANGE: Same reason as DYNLOCK
1198 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
1199 * SFLAG_CLIENT: OpenGL uses our memory as backup
1201 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
1202 SFLAG_CONVERTED | \
1203 SFLAG_DIBSECTION | \
1204 SFLAG_LOCKED | \
1205 SFLAG_DYNLOCK | \
1206 SFLAG_DYNCHANGE | \
1207 SFLAG_USERPTR | \
1208 SFLAG_PBO | \
1209 SFLAG_CLIENT)
1211 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
1213 typedef enum {
1214 NO_CONVERSION,
1215 CONVERT_PALETTED,
1216 CONVERT_PALETTED_CK,
1217 CONVERT_CK_565,
1218 CONVERT_CK_5551,
1219 CONVERT_CK_4444,
1220 CONVERT_CK_4444_ARGB,
1221 CONVERT_CK_1555,
1222 CONVERT_555,
1223 CONVERT_CK_RGB24,
1224 CONVERT_CK_8888,
1225 CONVERT_CK_8888_ARGB,
1226 CONVERT_RGB32_888,
1227 CONVERT_V8U8,
1228 CONVERT_L6V5U5,
1229 CONVERT_X8L8V8U8,
1230 CONVERT_Q8W8V8U8,
1231 CONVERT_V16U16,
1232 CONVERT_A4L4,
1233 CONVERT_R32F,
1234 CONVERT_R16F
1235 } CONVERT_TYPES;
1237 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);
1239 /*****************************************************************************
1240 * IWineD3DVertexDeclaration implementation structure
1242 typedef struct IWineD3DVertexDeclarationImpl {
1243 /* IUnknown Information */
1244 const IWineD3DVertexDeclarationVtbl *lpVtbl;
1245 LONG ref;
1247 IUnknown *parent;
1248 IWineD3DDeviceImpl *wineD3DDevice;
1250 WINED3DVERTEXELEMENT *pDeclarationWine;
1251 UINT declarationWNumElements;
1253 DWORD streams[MAX_STREAMS];
1254 UINT num_streams;
1255 BOOL position_transformed;
1256 } IWineD3DVertexDeclarationImpl;
1258 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
1260 /*****************************************************************************
1261 * IWineD3DStateBlock implementation structure
1264 /* Internal state Block for Begin/End/Capture/Create/Apply info */
1265 /* Note: Very long winded but gl Lists are not flexible enough */
1266 /* to resolve everything we need, so doing it manually for now */
1267 typedef struct SAVEDSTATES {
1268 BOOL indices;
1269 BOOL material;
1270 BOOL fvf;
1271 BOOL streamSource[MAX_STREAMS];
1272 BOOL streamFreq[MAX_STREAMS];
1273 BOOL textures[MAX_COMBINED_SAMPLERS];
1274 BOOL transform[HIGHEST_TRANSFORMSTATE + 1];
1275 BOOL viewport;
1276 BOOL renderState[WINEHIGHEST_RENDER_STATE + 1];
1277 BOOL textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1278 BOOL samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1279 BOOL clipplane[MAX_CLIPPLANES];
1280 BOOL vertexDecl;
1281 BOOL pixelShader;
1282 BOOL pixelShaderConstantsB[MAX_CONST_B];
1283 BOOL pixelShaderConstantsI[MAX_CONST_I];
1284 BOOL *pixelShaderConstantsF;
1285 BOOL vertexShader;
1286 BOOL vertexShaderConstantsB[MAX_CONST_B];
1287 BOOL vertexShaderConstantsI[MAX_CONST_I];
1288 BOOL *vertexShaderConstantsF;
1289 BOOL scissorRect;
1290 } SAVEDSTATES;
1292 typedef struct {
1293 struct list entry;
1294 DWORD count;
1295 DWORD idx[13];
1296 } constants_entry;
1298 struct StageState {
1299 DWORD stage;
1300 DWORD state;
1303 struct IWineD3DStateBlockImpl
1305 /* IUnknown fields */
1306 const IWineD3DStateBlockVtbl *lpVtbl;
1307 LONG ref; /* Note: Ref counting not required */
1309 /* IWineD3DStateBlock information */
1310 IUnknown *parent;
1311 IWineD3DDeviceImpl *wineD3DDevice;
1312 WINED3DSTATEBLOCKTYPE blockType;
1314 /* Array indicating whether things have been set or changed */
1315 SAVEDSTATES changed;
1316 struct list set_vconstantsF;
1317 struct list set_pconstantsF;
1319 /* Drawing - Vertex Shader or FVF related */
1320 DWORD fvf;
1321 /* Vertex Shader Declaration */
1322 IWineD3DVertexDeclaration *vertexDecl;
1324 IWineD3DVertexShader *vertexShader;
1326 /* Vertex Shader Constants */
1327 BOOL vertexShaderConstantB[MAX_CONST_B];
1328 INT vertexShaderConstantI[MAX_CONST_I * 4];
1329 float *vertexShaderConstantF;
1331 /* Stream Source */
1332 BOOL streamIsUP;
1333 UINT streamStride[MAX_STREAMS];
1334 UINT streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
1335 IWineD3DVertexBuffer *streamSource[MAX_STREAMS];
1336 UINT streamFreq[MAX_STREAMS + 1];
1337 UINT streamFlags[MAX_STREAMS + 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
1339 /* Indices */
1340 IWineD3DIndexBuffer* pIndexData;
1341 INT baseVertexIndex;
1342 INT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1344 /* Transform */
1345 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
1347 /* Light hashmap . Collisions are handled using standard wine double linked lists */
1348 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
1349 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
1350 struct list lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
1351 PLIGHTINFOEL *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
1353 /* Clipping */
1354 double clipplane[MAX_CLIPPLANES][4];
1355 WINED3DCLIPSTATUS clip_status;
1357 /* ViewPort */
1358 WINED3DVIEWPORT viewport;
1360 /* Material */
1361 WINED3DMATERIAL material;
1363 /* Pixel Shader */
1364 IWineD3DPixelShader *pixelShader;
1366 /* Pixel Shader Constants */
1367 BOOL pixelShaderConstantB[MAX_CONST_B];
1368 INT pixelShaderConstantI[MAX_CONST_I * 4];
1369 float *pixelShaderConstantF;
1371 /* RenderState */
1372 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
1374 /* Texture */
1375 IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS];
1376 int textureDimensions[MAX_COMBINED_SAMPLERS];
1378 /* Texture State Stage */
1379 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1380 DWORD lowest_disabled_stage;
1381 /* Sampler States */
1382 DWORD samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1384 /* Current GLSL Shader Program */
1385 struct glsl_shader_prog_link *glsl_program;
1387 /* Scissor test rectangle */
1388 RECT scissorRect;
1390 /* Contained state management */
1391 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
1392 unsigned int num_contained_render_states;
1393 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
1394 unsigned int num_contained_transform_states;
1395 DWORD contained_vs_consts_i[MAX_CONST_I];
1396 unsigned int num_contained_vs_consts_i;
1397 DWORD contained_vs_consts_b[MAX_CONST_B];
1398 unsigned int num_contained_vs_consts_b;
1399 DWORD *contained_vs_consts_f;
1400 unsigned int num_contained_vs_consts_f;
1401 DWORD contained_ps_consts_i[MAX_CONST_I];
1402 unsigned int num_contained_ps_consts_i;
1403 DWORD contained_ps_consts_b[MAX_CONST_B];
1404 unsigned int num_contained_ps_consts_b;
1405 DWORD *contained_ps_consts_f;
1406 unsigned int num_contained_ps_consts_f;
1407 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE)];
1408 unsigned int num_contained_tss_states;
1409 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
1410 unsigned int num_contained_sampler_states;
1413 extern void stateblock_savedstates_set(
1414 IWineD3DStateBlock* iface,
1415 SAVEDSTATES* states,
1416 BOOL value);
1418 extern void stateblock_savedstates_copy(
1419 IWineD3DStateBlock* iface,
1420 SAVEDSTATES* dest,
1421 SAVEDSTATES* source);
1423 extern void stateblock_copy(
1424 IWineD3DStateBlock* destination,
1425 IWineD3DStateBlock* source);
1427 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
1429 /*****************************************************************************
1430 * IWineD3DQueryImpl implementation structure (extends IUnknown)
1432 typedef struct IWineD3DQueryImpl
1434 const IWineD3DQueryVtbl *lpVtbl;
1435 LONG ref; /* Note: Ref counting not required */
1437 IUnknown *parent;
1438 /*TODO: replace with iface usage */
1439 #if 0
1440 IWineD3DDevice *wineD3DDevice;
1441 #else
1442 IWineD3DDeviceImpl *wineD3DDevice;
1443 #endif
1445 /* IWineD3DQuery fields */
1446 WINED3DQUERYTYPE type;
1447 /* TODO: Think about using a IUnknown instead of a void* */
1448 void *extendedData;
1451 } IWineD3DQueryImpl;
1453 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1455 /* Datastructures for IWineD3DQueryImpl.extendedData */
1456 typedef struct WineQueryOcclusionData {
1457 GLuint queryId;
1458 WineD3DContext *ctx;
1459 } WineQueryOcclusionData;
1461 typedef struct WineQueryEventData {
1462 GLuint fenceId;
1463 WineD3DContext *ctx;
1464 } WineQueryEventData;
1466 /*****************************************************************************
1467 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1470 typedef struct IWineD3DSwapChainImpl
1472 /*IUnknown part*/
1473 const IWineD3DSwapChainVtbl *lpVtbl;
1474 LONG ref; /* Note: Ref counting not required */
1476 IUnknown *parent;
1477 IWineD3DDeviceImpl *wineD3DDevice;
1479 /* IWineD3DSwapChain fields */
1480 IWineD3DSurface **backBuffer;
1481 IWineD3DSurface *frontBuffer;
1482 BOOL wantsDepthStencilBuffer;
1483 WINED3DPRESENT_PARAMETERS presentParms;
1484 DWORD orig_width, orig_height;
1485 WINED3DFORMAT orig_fmt;
1487 long prev_time, frames; /* Performance tracking */
1488 unsigned int vSyncCounter;
1490 WineD3DContext **context; /* Later a array for multithreading */
1491 unsigned int num_contexts;
1493 HWND win_handle;
1494 } IWineD3DSwapChainImpl;
1496 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
1498 WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
1500 /*****************************************************************************
1501 * Utility function prototypes
1504 /* Trace routines */
1505 const char* debug_d3dformat(WINED3DFORMAT fmt);
1506 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
1507 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
1508 const char* debug_d3dusage(DWORD usage);
1509 const char* debug_d3dusagequery(DWORD usagequery);
1510 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
1511 const char* debug_d3ddecltype(WINED3DDECLTYPE type);
1512 const char* debug_d3ddeclusage(BYTE usage);
1513 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
1514 const char* debug_d3drenderstate(DWORD state);
1515 const char* debug_d3dsamplerstate(DWORD state);
1516 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
1517 const char* debug_d3dtexturestate(DWORD state);
1518 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
1519 const char* debug_d3dpool(WINED3DPOOL pool);
1520 const char *debug_fbostatus(GLenum status);
1521 const char *debug_glerror(GLenum error);
1522 const char *debug_d3dbasis(WINED3DBASISTYPE basis);
1523 const char *debug_d3ddegree(WINED3DDEGREETYPE order);
1525 /* Routines for GL <-> D3D values */
1526 GLenum StencilOp(DWORD op);
1527 GLenum CompareFunc(DWORD func);
1528 void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
1529 void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx);
1530 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype);
1532 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
1533 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
1535 BOOL getColorBits(WINED3DFORMAT fmt, short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
1536 BOOL getDepthStencilBits(WINED3DFORMAT fmt, short *depthSize, short *stencilSize);
1538 /* Math utils */
1539 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
1540 unsigned int count_bits(unsigned int mask);
1542 /*****************************************************************************
1543 * To enable calling of inherited functions, requires prototypes
1545 * Note: Only require classes which are subclassed, ie resource, basetexture,
1547 /*** IUnknown methods ***/
1548 extern HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface, REFIID riid, void** ppvObject);
1549 extern ULONG WINAPI IWineD3DResourceImpl_AddRef(IWineD3DResource *iface);
1550 extern ULONG WINAPI IWineD3DResourceImpl_Release(IWineD3DResource *iface);
1551 /*** IWineD3DResource methods ***/
1552 extern HRESULT WINAPI IWineD3DResourceImpl_GetParent(IWineD3DResource *iface, IUnknown **pParent);
1553 extern HRESULT WINAPI IWineD3DResourceImpl_GetDevice(IWineD3DResource *iface, IWineD3DDevice ** ppDevice);
1554 extern HRESULT WINAPI IWineD3DResourceImpl_SetPrivateData(IWineD3DResource *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1555 extern HRESULT WINAPI IWineD3DResourceImpl_GetPrivateData(IWineD3DResource *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1556 extern HRESULT WINAPI IWineD3DResourceImpl_FreePrivateData(IWineD3DResource *iface, REFGUID refguid);
1557 extern DWORD WINAPI IWineD3DResourceImpl_SetPriority(IWineD3DResource *iface, DWORD PriorityNew);
1558 extern DWORD WINAPI IWineD3DResourceImpl_GetPriority(IWineD3DResource *iface);
1559 extern void WINAPI IWineD3DResourceImpl_PreLoad(IWineD3DResource *iface);
1560 extern WINED3DRESOURCETYPE WINAPI IWineD3DResourceImpl_GetType(IWineD3DResource *iface);
1561 /*** class static members ***/
1562 void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface);
1564 /*** IUnknown methods ***/
1565 extern HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, void** ppvObject);
1566 extern ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface);
1567 extern ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface);
1568 /*** IWineD3DResource methods ***/
1569 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent);
1570 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice ** ppDevice);
1571 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
1572 extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
1573 extern HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID refguid);
1574 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD PriorityNew);
1575 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface);
1576 extern void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface);
1577 extern WINED3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface);
1578 /*** IWineD3DBaseTexture methods ***/
1579 extern DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew);
1580 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface);
1581 extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface);
1582 extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType);
1583 extern WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface);
1584 extern void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface);
1585 extern BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL);
1586 extern BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface);
1588 extern BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
1589 extern HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface);
1590 extern HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface);
1591 extern HRESULT WINAPI IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture *iface);
1592 extern void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1593 /*** class static members ***/
1594 void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface);
1596 typedef void (*SHADER_HANDLER) (struct SHADER_OPCODE_ARG*);
1598 /* Struct to maintain a list of GLSL shader programs and their associated pixel and
1599 * vertex shaders. A list of this type is maintained on the DeviceImpl, and is only
1600 * used if the user is using GLSL shaders. */
1601 struct glsl_shader_prog_link {
1602 struct list vshader_entry;
1603 struct list pshader_entry;
1604 GLhandleARB programId;
1605 GLhandleARB *vuniformF_locations;
1606 GLhandleARB *puniformF_locations;
1607 GLhandleARB vshader;
1608 GLhandleARB pshader;
1611 typedef struct {
1612 GLhandleARB vshader;
1613 GLhandleARB pshader;
1614 } glsl_program_key_t;
1616 /* TODO: Make this dynamic, based on shader limits ? */
1617 #define MAX_REG_ADDR 1
1618 #define MAX_REG_TEMP 32
1619 #define MAX_REG_TEXCRD 8
1620 #define MAX_REG_INPUT 12
1621 #define MAX_REG_OUTPUT 12
1622 #define MAX_ATTRIBS 16
1623 #define MAX_CONST_I 16
1624 #define MAX_CONST_B 16
1626 /* FIXME: This needs to go up to 2048 for
1627 * Shader model 3 according to msdn (and for software shaders) */
1628 #define MAX_LABELS 16
1630 typedef struct semantic {
1631 DWORD usage;
1632 DWORD reg;
1633 } semantic;
1635 typedef struct local_constant {
1636 struct list entry;
1637 unsigned int idx;
1638 DWORD value[4];
1639 } local_constant;
1641 typedef struct shader_reg_maps {
1643 char texcoord[MAX_REG_TEXCRD]; /* pixel < 3.0 */
1644 char temporary[MAX_REG_TEMP]; /* pixel, vertex */
1645 char address[MAX_REG_ADDR]; /* vertex */
1646 char packed_input[MAX_REG_INPUT]; /* pshader >= 3.0 */
1647 char packed_output[MAX_REG_OUTPUT]; /* vertex >= 3.0 */
1648 char attributes[MAX_ATTRIBS]; /* vertex */
1649 char labels[MAX_LABELS]; /* pixel, vertex */
1651 /* Sampler usage tokens
1652 * Use 0 as default (bit 31 is always 1 on a valid token) */
1653 DWORD samplers[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
1654 char bumpmat, luminanceparams;
1656 /* Whether or not a loop is used in this shader */
1657 char loop;
1659 /* Whether or not this shader uses fog */
1660 char fog;
1662 } shader_reg_maps;
1664 #define SHADER_PGMSIZE 65535
1665 typedef struct SHADER_BUFFER {
1666 char* buffer;
1667 unsigned int bsize;
1668 unsigned int lineNo;
1669 BOOL newline;
1670 } SHADER_BUFFER;
1672 /* Undocumented opcode controls */
1673 #define INST_CONTROLS_SHIFT 16
1674 #define INST_CONTROLS_MASK 0x00ff0000
1676 typedef enum COMPARISON_TYPE {
1677 COMPARISON_GT = 1,
1678 COMPARISON_EQ = 2,
1679 COMPARISON_GE = 3,
1680 COMPARISON_LT = 4,
1681 COMPARISON_NE = 5,
1682 COMPARISON_LE = 6
1683 } COMPARISON_TYPE;
1685 typedef struct SHADER_OPCODE {
1686 unsigned int opcode;
1687 const char* name;
1688 const char* glname;
1689 char dst_token;
1690 CONST UINT num_params;
1691 SHADER_HANDLER hw_fct;
1692 SHADER_HANDLER hw_glsl_fct;
1693 DWORD min_version;
1694 DWORD max_version;
1695 } SHADER_OPCODE;
1697 typedef struct SHADER_OPCODE_ARG {
1698 IWineD3DBaseShader* shader;
1699 shader_reg_maps* reg_maps;
1700 CONST SHADER_OPCODE* opcode;
1701 DWORD opcode_token;
1702 DWORD dst;
1703 DWORD dst_addr;
1704 DWORD predicate;
1705 DWORD src[4];
1706 DWORD src_addr[4];
1707 SHADER_BUFFER* buffer;
1708 } SHADER_OPCODE_ARG;
1710 typedef struct SHADER_LIMITS {
1711 unsigned int temporary;
1712 unsigned int texcoord;
1713 unsigned int sampler;
1714 unsigned int constant_int;
1715 unsigned int constant_float;
1716 unsigned int constant_bool;
1717 unsigned int address;
1718 unsigned int packed_output;
1719 unsigned int packed_input;
1720 unsigned int attributes;
1721 unsigned int label;
1722 } SHADER_LIMITS;
1724 /** Keeps track of details for TEX_M#x# shader opcodes which need to
1725 maintain state information between multiple codes */
1726 typedef struct SHADER_PARSE_STATE {
1727 unsigned int current_row;
1728 DWORD texcoord_w[2];
1729 } SHADER_PARSE_STATE;
1731 /* Base Shader utility functions.
1732 * (may move callers into the same file in the future) */
1733 extern int shader_addline(
1734 SHADER_BUFFER* buffer,
1735 const char* fmt, ...);
1737 extern const SHADER_OPCODE* shader_get_opcode(
1738 IWineD3DBaseShader *iface,
1739 const DWORD code);
1741 extern void shader_delete_constant_list(
1742 struct list* clist);
1744 void delete_glsl_program_entry(IWineD3DDevice *iface, struct glsl_shader_prog_link *entry);
1746 /* Vertex shader utility functions */
1747 extern BOOL vshader_get_input(
1748 IWineD3DVertexShader* iface,
1749 BYTE usage_req, BYTE usage_idx_req,
1750 unsigned int* regnum);
1752 extern BOOL vshader_input_is_color(
1753 IWineD3DVertexShader* iface,
1754 unsigned int regnum);
1756 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
1758 /* ARB_[vertex/fragment]_program helper functions */
1759 extern void shader_arb_load_constants(
1760 IWineD3DDevice* device,
1761 char usePixelShader,
1762 char useVertexShader);
1764 /* ARB shader program Prototypes */
1765 extern void shader_hw_def(SHADER_OPCODE_ARG *arg);
1767 /* ARB pixel shader prototypes */
1768 extern void pshader_hw_bem(SHADER_OPCODE_ARG* arg);
1769 extern void pshader_hw_cnd(SHADER_OPCODE_ARG* arg);
1770 extern void pshader_hw_cmp(SHADER_OPCODE_ARG* arg);
1771 extern void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1772 extern void pshader_hw_tex(SHADER_OPCODE_ARG* arg);
1773 extern void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg);
1774 extern void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg);
1775 extern void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg);
1776 extern void pshader_hw_texbem(SHADER_OPCODE_ARG* arg);
1777 extern void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg);
1778 extern void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg);
1779 extern void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg);
1780 extern void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg);
1781 extern void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg);
1782 extern void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1783 extern void pshader_hw_texdepth(SHADER_OPCODE_ARG* arg);
1784 extern void pshader_hw_texkill(SHADER_OPCODE_ARG* arg);
1786 /* ARB vertex shader prototypes */
1787 extern void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1788 extern void vshader_hw_mnxn(SHADER_OPCODE_ARG* arg);
1789 extern void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG* arg);
1791 /* GLSL helper functions */
1792 extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG *arg);
1793 extern void shader_glsl_load_constants(
1794 IWineD3DDevice* device,
1795 char usePixelShader,
1796 char useVertexShader);
1798 /** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */
1799 extern void shader_glsl_cross(SHADER_OPCODE_ARG* arg);
1800 extern void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg);
1801 extern void shader_glsl_arith(SHADER_OPCODE_ARG* arg);
1802 extern void shader_glsl_mov(SHADER_OPCODE_ARG* arg);
1803 extern void shader_glsl_mad(SHADER_OPCODE_ARG* arg);
1804 extern void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg);
1805 extern void shader_glsl_lrp(SHADER_OPCODE_ARG* arg);
1806 extern void shader_glsl_dot(SHADER_OPCODE_ARG* arg);
1807 extern void shader_glsl_rcp(SHADER_OPCODE_ARG* arg);
1808 extern void shader_glsl_rsq(SHADER_OPCODE_ARG* arg);
1809 extern void shader_glsl_cnd(SHADER_OPCODE_ARG* arg);
1810 extern void shader_glsl_compare(SHADER_OPCODE_ARG* arg);
1811 extern void shader_glsl_def(SHADER_OPCODE_ARG* arg);
1812 extern void shader_glsl_defi(SHADER_OPCODE_ARG* arg);
1813 extern void shader_glsl_defb(SHADER_OPCODE_ARG* arg);
1814 extern void shader_glsl_expp(SHADER_OPCODE_ARG* arg);
1815 extern void shader_glsl_cmp(SHADER_OPCODE_ARG* arg);
1816 extern void shader_glsl_lit(SHADER_OPCODE_ARG* arg);
1817 extern void shader_glsl_dst(SHADER_OPCODE_ARG* arg);
1818 extern void shader_glsl_sincos(SHADER_OPCODE_ARG* arg);
1819 extern void shader_glsl_loop(SHADER_OPCODE_ARG* arg);
1820 extern void shader_glsl_end(SHADER_OPCODE_ARG* arg);
1821 extern void shader_glsl_if(SHADER_OPCODE_ARG* arg);
1822 extern void shader_glsl_ifc(SHADER_OPCODE_ARG* arg);
1823 extern void shader_glsl_else(SHADER_OPCODE_ARG* arg);
1824 extern void shader_glsl_break(SHADER_OPCODE_ARG* arg);
1825 extern void shader_glsl_breakc(SHADER_OPCODE_ARG* arg);
1826 extern void shader_glsl_rep(SHADER_OPCODE_ARG* arg);
1827 extern void shader_glsl_call(SHADER_OPCODE_ARG* arg);
1828 extern void shader_glsl_callnz(SHADER_OPCODE_ARG* arg);
1829 extern void shader_glsl_label(SHADER_OPCODE_ARG* arg);
1830 extern void shader_glsl_pow(SHADER_OPCODE_ARG* arg);
1831 extern void shader_glsl_texldl(SHADER_OPCODE_ARG* arg);
1833 /** GLSL Pixel Shader Prototypes */
1834 extern void pshader_glsl_tex(SHADER_OPCODE_ARG* arg);
1835 extern void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg);
1836 extern void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg);
1837 extern void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg);
1838 extern void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg);
1839 extern void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg);
1840 extern void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg);
1841 extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg);
1842 extern void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg);
1843 extern void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg);
1844 extern void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg);
1845 extern void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg);
1846 extern void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1847 extern void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg);
1848 extern void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg);
1849 extern void pshader_glsl_bem(SHADER_OPCODE_ARG* arg);
1850 extern void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg);
1851 extern void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg);
1852 extern void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg);
1853 extern void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg);
1854 extern void pshader_glsl_input_pack(
1855 SHADER_BUFFER* buffer,
1856 semantic* semantics_out);
1858 /** GLSL Vertex Shader Prototypes */
1859 extern void vshader_glsl_output_unpack(
1860 SHADER_BUFFER* buffer,
1861 semantic* semantics_out);
1863 /*****************************************************************************
1864 * IDirect3DBaseShader implementation structure
1866 typedef struct IWineD3DBaseShaderClass
1868 DWORD hex_version;
1869 SHADER_LIMITS limits;
1870 SHADER_PARSE_STATE parse_state;
1871 CONST SHADER_OPCODE *shader_ins;
1872 CONST DWORD *function;
1873 UINT functionLength;
1874 GLuint prgId;
1875 BOOL is_compiled;
1877 /* Type of shader backend */
1878 int shader_mode;
1880 /* Programs this shader is linked with */
1881 struct list linked_programs;
1883 /* Immediate constants (override global ones) */
1884 struct list constantsB;
1885 struct list constantsF;
1886 struct list constantsI;
1887 shader_reg_maps reg_maps;
1889 /* Pixel formats of sampled textures, for format conversion. This
1890 * represents the formats found during compilation, it is not initialized
1891 * on the first parser pass. It is needed to check if the shader
1892 * needs recompilation to adjust the format conversion
1894 WINED3DFORMAT sampled_format[MAX_COMBINED_SAMPLERS];
1895 UINT sampled_samplers[MAX_COMBINED_SAMPLERS];
1896 UINT num_sampled_samplers;
1898 UINT recompile_count;
1900 /* Pointer to the parent device */
1901 IWineD3DDevice *device;
1903 } IWineD3DBaseShaderClass;
1905 typedef struct IWineD3DBaseShaderImpl {
1906 /* IUnknown */
1907 const IWineD3DBaseShaderVtbl *lpVtbl;
1908 LONG ref;
1910 /* IWineD3DBaseShader */
1911 IWineD3DBaseShaderClass baseShader;
1912 } IWineD3DBaseShaderImpl;
1914 extern HRESULT shader_get_registers_used(
1915 IWineD3DBaseShader *iface,
1916 shader_reg_maps* reg_maps,
1917 semantic* semantics_in,
1918 semantic* semantics_out,
1919 CONST DWORD* pToken,
1920 IWineD3DStateBlockImpl *stateBlock);
1922 extern void shader_generate_glsl_declarations(
1923 IWineD3DBaseShader *iface,
1924 shader_reg_maps* reg_maps,
1925 SHADER_BUFFER* buffer,
1926 WineD3D_GL_Info* gl_info);
1928 extern void shader_generate_arb_declarations(
1929 IWineD3DBaseShader *iface,
1930 shader_reg_maps* reg_maps,
1931 SHADER_BUFFER* buffer,
1932 WineD3D_GL_Info* gl_info);
1934 extern void shader_generate_main(
1935 IWineD3DBaseShader *iface,
1936 SHADER_BUFFER* buffer,
1937 shader_reg_maps* reg_maps,
1938 CONST DWORD* pFunction);
1940 extern void shader_dump_ins_modifiers(
1941 const DWORD output);
1943 extern void shader_dump_param(
1944 IWineD3DBaseShader *iface,
1945 const DWORD param,
1946 const DWORD addr_token,
1947 int input);
1949 extern void shader_trace_init(
1950 IWineD3DBaseShader *iface,
1951 const DWORD* pFunction);
1953 extern int shader_get_param(
1954 IWineD3DBaseShader* iface,
1955 const DWORD* pToken,
1956 DWORD* param,
1957 DWORD* addr_token);
1959 extern int shader_skip_unrecognized(
1960 IWineD3DBaseShader* iface,
1961 const DWORD* pToken);
1963 extern void print_glsl_info_log(
1964 WineD3D_GL_Info *gl_info,
1965 GLhandleARB obj);
1967 static inline int shader_get_regtype(const DWORD param) {
1968 return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
1969 ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
1972 extern unsigned int shader_get_float_offset(const DWORD reg);
1974 static inline BOOL shader_is_pshader_version(DWORD token) {
1975 return 0xFFFF0000 == (token & 0xFFFF0000);
1978 static inline BOOL shader_is_vshader_version(DWORD token) {
1979 return 0xFFFE0000 == (token & 0xFFFF0000);
1982 static inline BOOL shader_is_comment(DWORD token) {
1983 return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
1986 /* TODO: vFace (ps_3_0) */
1987 static inline BOOL shader_is_scalar(DWORD param) {
1988 DWORD reg_type = shader_get_regtype(param);
1990 switch (reg_type) {
1991 case WINED3DSPR_RASTOUT:
1992 if ((param & WINED3DSP_REGNUM_MASK) != 0) {
1993 /* oFog & oPts */
1994 return TRUE;
1996 /* oPos */
1997 return FALSE;
1999 case WINED3DSPR_DEPTHOUT: /* oDepth */
2000 case WINED3DSPR_CONSTBOOL: /* b# */
2001 case WINED3DSPR_LOOP: /* aL */
2002 case WINED3DSPR_PREDICATE: /* p0 */
2003 return TRUE;
2005 default:
2006 return FALSE;
2010 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
2011 * so upload them above that
2013 #define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
2014 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
2016 /*****************************************************************************
2017 * IDirect3DVertexShader implementation structure
2019 typedef struct IWineD3DVertexShaderImpl {
2020 /* IUnknown parts*/
2021 const IWineD3DVertexShaderVtbl *lpVtbl;
2022 LONG ref; /* Note: Ref counting not required */
2024 /* IWineD3DBaseShader */
2025 IWineD3DBaseShaderClass baseShader;
2027 /* IWineD3DVertexShaderImpl */
2028 IUnknown *parent;
2030 DWORD usage;
2032 /* Vertex shader input and output semantics */
2033 semantic semantics_in [MAX_ATTRIBS];
2034 semantic semantics_out [MAX_REG_OUTPUT];
2036 /* run time datas... */
2037 VSHADERDATA *data;
2038 #if 0 /* needs reworking */
2039 /* run time datas */
2040 VSHADERINPUTDATA input;
2041 VSHADEROUTPUTDATA output;
2042 #endif
2043 } IWineD3DVertexShaderImpl;
2044 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
2045 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
2047 /*****************************************************************************
2048 * IDirect3DPixelShader implementation structure
2050 typedef struct IWineD3DPixelShaderImpl {
2051 /* IUnknown parts */
2052 const IWineD3DPixelShaderVtbl *lpVtbl;
2053 LONG ref; /* Note: Ref counting not required */
2055 /* IWineD3DBaseShader */
2056 IWineD3DBaseShaderClass baseShader;
2058 /* IWineD3DPixelShaderImpl */
2059 IUnknown *parent;
2061 /* Pixel shader input semantics */
2062 semantic semantics_in [MAX_REG_INPUT];
2064 /* run time data */
2065 PSHADERDATA *data;
2067 /* Some information about the shader behavior */
2068 char needsbumpmat;
2069 UINT bumpenvmatconst;
2070 char srgb_enabled;
2071 char srgb_mode_hardcoded;
2072 UINT srgb_low_const;
2073 UINT srgb_cmp_const;
2075 #if 0 /* needs reworking */
2076 PSHADERINPUTDATA input;
2077 PSHADEROUTPUTDATA output;
2078 #endif
2079 } IWineD3DPixelShaderImpl;
2081 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
2082 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
2084 /* sRGB correction constants */
2085 static const float srgb_cmp = 0.0031308;
2086 static const float srgb_mul_low = 12.92;
2087 static const float srgb_pow = 0.41666;
2088 static const float srgb_mul_high = 1.055;
2089 static const float srgb_sub_high = 0.055;
2091 /*****************************************************************************
2092 * IWineD3DPalette implementation structure
2094 struct IWineD3DPaletteImpl {
2095 /* IUnknown parts */
2096 const IWineD3DPaletteVtbl *lpVtbl;
2097 LONG ref;
2099 IUnknown *parent;
2100 IWineD3DDeviceImpl *wineD3DDevice;
2102 /* IWineD3DPalette */
2103 HPALETTE hpal;
2104 WORD palVersion; /*| */
2105 WORD palNumEntries; /*| LOGPALETTE */
2106 PALETTEENTRY palents[256]; /*| */
2107 /* This is to store the palette in 'screen format' */
2108 int screen_palents[256];
2109 DWORD Flags;
2112 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
2113 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
2115 /* DirectDraw utility functions */
2116 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
2118 /*****************************************************************************
2119 * Pixel format management
2121 typedef struct {
2122 WINED3DFORMAT format;
2123 DWORD alphaMask, redMask, greenMask, blueMask;
2124 UINT bpp;
2125 short depthSize, stencilSize;
2126 BOOL isFourcc;
2127 } StaticPixelFormatDesc;
2129 const StaticPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt,
2130 WineD3D_GL_Info *gl_info,
2131 const GlPixelFormatDesc **glDesc);
2133 static inline BOOL use_vs(IWineD3DDeviceImpl *device) {
2134 return (device->vs_selected_mode != SHADER_NONE
2135 && device->stateBlock->vertexShader
2136 && ((IWineD3DVertexShaderImpl *)device->stateBlock->vertexShader)->baseShader.function
2137 && !device->strided_streams.u.s.position_transformed);
2140 static inline BOOL use_ps(IWineD3DDeviceImpl *device) {
2141 return (device->ps_selected_mode != SHADER_NONE
2142 && device->stateBlock->pixelShader
2143 && ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->baseShader.function);
2146 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2147 IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
2149 #endif