wined3d: Merge indexbuffer and buffer implementations.
[wine/hacks.git] / dlls / wined3d / wined3d_private.h
blob095e8153a1c78eaddb2ae3e6f60ed4f76a82a36f
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 "objbase.h"
41 #include "wined3d_private_types.h"
42 #include "wine/wined3d.h"
43 #include "wined3d_gl.h"
44 #include "wine/list.h"
46 /* Texture format fixups */
48 enum fixup_channel_source
50 CHANNEL_SOURCE_ZERO = 0,
51 CHANNEL_SOURCE_ONE = 1,
52 CHANNEL_SOURCE_X = 2,
53 CHANNEL_SOURCE_Y = 3,
54 CHANNEL_SOURCE_Z = 4,
55 CHANNEL_SOURCE_W = 5,
56 CHANNEL_SOURCE_YUV0 = 6,
57 CHANNEL_SOURCE_YUV1 = 7,
60 enum yuv_fixup
62 YUV_FIXUP_YUY2 = 0,
63 YUV_FIXUP_UYVY = 1,
64 YUV_FIXUP_YV12 = 2,
67 #include <pshpack2.h>
68 struct color_fixup_desc
70 unsigned x_sign_fixup : 1;
71 unsigned x_source : 3;
72 unsigned y_sign_fixup : 1;
73 unsigned y_source : 3;
74 unsigned z_sign_fixup : 1;
75 unsigned z_source : 3;
76 unsigned w_sign_fixup : 1;
77 unsigned w_source : 3;
79 #include <poppack.h>
81 static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
82 {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
84 static inline struct color_fixup_desc create_color_fixup_desc(
85 int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
86 int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
88 struct color_fixup_desc fixup =
90 sign0, src0,
91 sign1, src1,
92 sign2, src2,
93 sign3, src3,
95 return fixup;
98 static inline struct color_fixup_desc create_yuv_fixup_desc(enum yuv_fixup yuv_fixup)
100 struct color_fixup_desc fixup =
102 0, yuv_fixup & (1 << 0) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
103 0, yuv_fixup & (1 << 1) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
104 0, yuv_fixup & (1 << 2) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
105 0, yuv_fixup & (1 << 3) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
107 return fixup;
110 static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
112 return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
115 static inline BOOL is_yuv_fixup(struct color_fixup_desc fixup)
117 return fixup.x_source == CHANNEL_SOURCE_YUV0 || fixup.x_source == CHANNEL_SOURCE_YUV1;
120 static inline enum yuv_fixup get_yuv_fixup(struct color_fixup_desc fixup)
122 enum yuv_fixup yuv_fixup = 0;
123 if (fixup.x_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 0);
124 if (fixup.y_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 1);
125 if (fixup.z_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 2);
126 if (fixup.w_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 3);
127 return yuv_fixup;
130 /* Hash table functions */
131 typedef unsigned int (hash_function_t)(const void *key);
132 typedef BOOL (compare_function_t)(const void *keya, const void *keyb);
134 struct hash_table_entry_t {
135 void *key;
136 void *value;
137 unsigned int hash;
138 struct list entry;
141 struct hash_table_t {
142 hash_function_t *hash_function;
143 compare_function_t *compare_function;
144 struct list *buckets;
145 unsigned int bucket_count;
146 struct hash_table_entry_t *entries;
147 unsigned int entry_count;
148 struct list free_entries;
149 unsigned int count;
150 unsigned int grow_size;
151 unsigned int shrink_size;
154 struct hash_table_t *hash_table_create(hash_function_t *hash_function, compare_function_t *compare_function);
155 void hash_table_destroy(struct hash_table_t *table, void (*free_value)(void *value, void *cb), void *cb);
156 void hash_table_for_each_entry(struct hash_table_t *table, void (*callback)(void *value, void *context), void *context);
157 void *hash_table_get(const struct hash_table_t *table, const void *key);
158 void hash_table_put(struct hash_table_t *table, void *key, void *value);
159 void hash_table_remove(struct hash_table_t *table, void *key);
161 /* Device caps */
162 #define MAX_PALETTES 65536
163 #define MAX_STREAMS 16
164 #define MAX_TEXTURES 8
165 #define MAX_FRAGMENT_SAMPLERS 16
166 #define MAX_VERTEX_SAMPLERS 4
167 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
168 #define MAX_ACTIVE_LIGHTS 8
169 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
170 #define MAX_LEVELS 256
172 #define MAX_CONST_I 16
173 #define MAX_CONST_B 16
175 /* Used for CreateStateBlock */
176 #define NUM_SAVEDPIXELSTATES_R 35
177 #define NUM_SAVEDPIXELSTATES_T 18
178 #define NUM_SAVEDPIXELSTATES_S 12
179 #define NUM_SAVEDVERTEXSTATES_R 34
180 #define NUM_SAVEDVERTEXSTATES_T 2
181 #define NUM_SAVEDVERTEXSTATES_S 1
183 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
184 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
185 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
186 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
187 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
188 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
190 typedef enum _WINELOOKUP {
191 WINELOOKUP_WARPPARAM = 0,
192 MAX_LOOKUPS = 1
193 } WINELOOKUP;
195 extern const int minLookup[MAX_LOOKUPS];
196 extern const int maxLookup[MAX_LOOKUPS];
197 extern DWORD *stateLookup[MAX_LOOKUPS];
199 struct min_lookup
201 GLenum mip[WINED3DTEXF_LINEAR + 1];
204 struct min_lookup minMipLookup[WINED3DTEXF_ANISOTROPIC + 1];
205 const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1];
206 GLenum magLookup[WINED3DTEXF_ANISOTROPIC + 1];
207 const GLenum magLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1];
209 extern const struct filter_lookup filter_lookup_nofilter;
210 extern struct filter_lookup filter_lookup;
212 /* float_16_to_32() and float_32_to_16() (see implementation in
213 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
214 * to standard C floats and vice versa. They do not depend on the encoding
215 * of the C float, so they are platform independent, but slow. On x86 and
216 * other IEEE 754 compliant platforms the conversion can be accelerated by
217 * bit shifting the exponent and mantissa. There are also some SSE-based
218 * assembly routines out there.
220 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
222 static inline float float_16_to_32(const unsigned short *in) {
223 const unsigned short s = ((*in) & 0x8000);
224 const unsigned short e = ((*in) & 0x7C00) >> 10;
225 const unsigned short m = (*in) & 0x3FF;
226 const float sgn = (s ? -1.0 : 1.0);
228 if(e == 0) {
229 if(m == 0) return sgn * 0.0; /* +0.0 or -0.0 */
230 else return sgn * pow(2, -14.0) * ( (float) m / 1024.0);
231 } else if(e < 31) {
232 return sgn * pow(2, (float) e-15.0) * (1.0 + ((float) m / 1024.0));
233 } else {
234 if(m == 0) return sgn / 0.0; /* +INF / -INF */
235 else return 0.0 / 0.0; /* NAN */
240 * Settings
242 #define VS_NONE 0
243 #define VS_HW 1
245 #define PS_NONE 0
246 #define PS_HW 1
248 #define VBO_NONE 0
249 #define VBO_HW 1
251 #define NP2_NONE 0
252 #define NP2_REPACK 1
253 #define NP2_NATIVE 2
255 #define ORM_BACKBUFFER 0
256 #define ORM_PBUFFER 1
257 #define ORM_FBO 2
259 #define SHADER_ARB 1
260 #define SHADER_GLSL 2
261 #define SHADER_ATI 3
262 #define SHADER_NONE 4
264 #define RTL_DISABLE -1
265 #define RTL_AUTO 0
266 #define RTL_READDRAW 1
267 #define RTL_READTEX 2
268 #define RTL_TEXDRAW 3
269 #define RTL_TEXTEX 4
271 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
272 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
274 /* NOTE: When adding fields to this structure, make sure to update the default
275 * values in wined3d_main.c as well. */
276 typedef struct wined3d_settings_s {
277 /* vertex and pixel shader modes */
278 int vs_mode;
279 int ps_mode;
280 int vbo_mode;
281 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
282 we should use it. However, until it's fully implemented, we'll leave it as a registry
283 setting for developers. */
284 BOOL glslRequested;
285 int offscreen_rendering_mode;
286 int rendertargetlock_mode;
287 unsigned short pci_vendor_id;
288 unsigned short pci_device_id;
289 /* Memory tracking and object counting */
290 unsigned int emulated_textureram;
291 char *logo;
292 int allow_multisampling;
293 } wined3d_settings_t;
295 extern wined3d_settings_t wined3d_settings;
297 /* Shader backends */
299 /* TODO: Make this dynamic, based on shader limits ? */
300 #define MAX_ATTRIBS 16
301 #define MAX_REG_ADDR 1
302 #define MAX_REG_TEMP 32
303 #define MAX_REG_TEXCRD 8
304 #define MAX_REG_INPUT 12
305 #define MAX_REG_OUTPUT 12
306 #define MAX_CONST_I 16
307 #define MAX_CONST_B 16
309 /* FIXME: This needs to go up to 2048 for
310 * Shader model 3 according to msdn (and for software shaders) */
311 #define MAX_LABELS 16
313 #define SHADER_PGMSIZE 65535
314 typedef struct SHADER_BUFFER {
315 char* buffer;
316 unsigned int bsize;
317 unsigned int lineNo;
318 BOOL newline;
319 } SHADER_BUFFER;
321 enum WINED3D_SHADER_INSTRUCTION_HANDLER
323 WINED3DSIH_ABS,
324 WINED3DSIH_ADD,
325 WINED3DSIH_BEM,
326 WINED3DSIH_BREAK,
327 WINED3DSIH_BREAKC,
328 WINED3DSIH_BREAKP,
329 WINED3DSIH_CALL,
330 WINED3DSIH_CALLNZ,
331 WINED3DSIH_CMP,
332 WINED3DSIH_CND,
333 WINED3DSIH_CRS,
334 WINED3DSIH_DCL,
335 WINED3DSIH_DEF,
336 WINED3DSIH_DEFB,
337 WINED3DSIH_DEFI,
338 WINED3DSIH_DP2ADD,
339 WINED3DSIH_DP3,
340 WINED3DSIH_DP4,
341 WINED3DSIH_DST,
342 WINED3DSIH_DSX,
343 WINED3DSIH_DSY,
344 WINED3DSIH_ELSE,
345 WINED3DSIH_ENDIF,
346 WINED3DSIH_ENDLOOP,
347 WINED3DSIH_ENDREP,
348 WINED3DSIH_EXP,
349 WINED3DSIH_EXPP,
350 WINED3DSIH_FRC,
351 WINED3DSIH_IF,
352 WINED3DSIH_IFC,
353 WINED3DSIH_LABEL,
354 WINED3DSIH_LIT,
355 WINED3DSIH_LOG,
356 WINED3DSIH_LOGP,
357 WINED3DSIH_LOOP,
358 WINED3DSIH_LRP,
359 WINED3DSIH_M3x2,
360 WINED3DSIH_M3x3,
361 WINED3DSIH_M3x4,
362 WINED3DSIH_M4x3,
363 WINED3DSIH_M4x4,
364 WINED3DSIH_MAD,
365 WINED3DSIH_MAX,
366 WINED3DSIH_MIN,
367 WINED3DSIH_MOV,
368 WINED3DSIH_MOVA,
369 WINED3DSIH_MUL,
370 WINED3DSIH_NOP,
371 WINED3DSIH_NRM,
372 WINED3DSIH_PHASE,
373 WINED3DSIH_POW,
374 WINED3DSIH_RCP,
375 WINED3DSIH_REP,
376 WINED3DSIH_RET,
377 WINED3DSIH_RSQ,
378 WINED3DSIH_SETP,
379 WINED3DSIH_SGE,
380 WINED3DSIH_SGN,
381 WINED3DSIH_SINCOS,
382 WINED3DSIH_SLT,
383 WINED3DSIH_SUB,
384 WINED3DSIH_TEX,
385 WINED3DSIH_TEXBEM,
386 WINED3DSIH_TEXBEML,
387 WINED3DSIH_TEXCOORD,
388 WINED3DSIH_TEXDEPTH,
389 WINED3DSIH_TEXDP3,
390 WINED3DSIH_TEXDP3TEX,
391 WINED3DSIH_TEXKILL,
392 WINED3DSIH_TEXLDD,
393 WINED3DSIH_TEXLDL,
394 WINED3DSIH_TEXM3x2DEPTH,
395 WINED3DSIH_TEXM3x2PAD,
396 WINED3DSIH_TEXM3x2TEX,
397 WINED3DSIH_TEXM3x3,
398 WINED3DSIH_TEXM3x3DIFF,
399 WINED3DSIH_TEXM3x3PAD,
400 WINED3DSIH_TEXM3x3SPEC,
401 WINED3DSIH_TEXM3x3TEX,
402 WINED3DSIH_TEXM3x3VSPEC,
403 WINED3DSIH_TEXREG2AR,
404 WINED3DSIH_TEXREG2GB,
405 WINED3DSIH_TEXREG2RGB,
406 WINED3DSIH_TABLE_SIZE
409 typedef struct semantic
411 DWORD usage;
412 DWORD reg;
413 } semantic;
415 typedef struct shader_reg_maps
417 DWORD shader_version;
418 char texcoord[MAX_REG_TEXCRD]; /* pixel < 3.0 */
419 char temporary[MAX_REG_TEMP]; /* pixel, vertex */
420 char address[MAX_REG_ADDR]; /* vertex */
421 char packed_input[MAX_REG_INPUT]; /* pshader >= 3.0 */
422 char packed_output[MAX_REG_OUTPUT]; /* vertex >= 3.0 */
423 char attributes[MAX_ATTRIBS]; /* vertex */
424 char labels[MAX_LABELS]; /* pixel, vertex */
425 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
427 /* Sampler usage tokens
428 * Use 0 as default (bit 31 is always 1 on a valid token) */
429 DWORD samplers[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
430 BOOL bumpmat[MAX_TEXTURES], luminanceparams[MAX_TEXTURES];
431 char usesnrm, vpos, usesdsy;
432 char usesrelconstF;
434 /* Whether or not loops are used in this shader, and nesting depth */
435 unsigned loop_depth;
437 /* Whether or not this shader uses fog */
438 char fog;
440 } shader_reg_maps;
442 typedef struct SHADER_OPCODE
444 unsigned int opcode;
445 const char *name;
446 char dst_token;
447 CONST UINT num_params;
448 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
449 DWORD min_version;
450 DWORD max_version;
451 } SHADER_OPCODE;
453 struct wined3d_shader_dst_param
455 WINED3DSHADER_PARAM_REGISTER_TYPE register_type;
456 UINT register_idx;
457 DWORD write_mask;
458 DWORD modifiers;
459 DWORD token;
460 DWORD addr_token;
463 struct wined3d_shader_instruction
465 IWineD3DBaseShader *shader;
466 const shader_reg_maps *reg_maps;
467 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
468 DWORD flags;
469 BOOL coissue;
470 DWORD predicate;
471 DWORD src[4];
472 DWORD src_addr[4];
473 SHADER_BUFFER *buffer;
474 UINT dst_count;
475 const struct wined3d_shader_dst_param *dst;
476 UINT src_count;
479 typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
481 struct shader_caps {
482 DWORD VertexShaderVersion;
483 DWORD MaxVertexShaderConst;
485 DWORD PixelShaderVersion;
486 float PixelShader1xMaxValue;
488 WINED3DVSHADERCAPS2_0 VS20Caps;
489 WINED3DPSHADERCAPS2_0 PS20Caps;
491 DWORD MaxVShaderInstructionsExecuted;
492 DWORD MaxPShaderInstructionsExecuted;
493 DWORD MaxVertexShader30InstructionSlots;
494 DWORD MaxPixelShader30InstructionSlots;
497 enum tex_types
499 tex_1d = 0,
500 tex_2d = 1,
501 tex_3d = 2,
502 tex_cube = 3,
503 tex_rect = 4,
504 tex_type_count = 5,
507 enum vertexprocessing_mode {
508 fixedfunction,
509 vertexshader,
510 pretransformed
513 #define WINED3D_CONST_NUM_UNUSED ~0U
515 struct stb_const_desc {
516 unsigned char texunit;
517 UINT const_num;
520 enum fogmode {
521 FOG_OFF,
522 FOG_LINEAR,
523 FOG_EXP,
524 FOG_EXP2
527 /* Stateblock dependent parameters which have to be hardcoded
528 * into the shader code
530 struct ps_compile_args {
531 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
532 enum vertexprocessing_mode vp_mode;
533 enum fogmode fog;
534 /* Projected textures(ps 1.0-1.3) */
535 /* Texture types(2D, Cube, 3D) in ps 1.x */
536 BOOL srgb_correction;
537 WORD texrect_fixup;
538 /* Bitmap for texture rect coord fixups (16 samplers max currently).
539 D3D9 has a limit of 16 samplers and the fixup is superfluous
540 in D3D10 (unconditional NP2 support mandatory). */
543 enum fog_src_type {
544 VS_FOG_Z = 0,
545 VS_FOG_COORD = 1
548 struct vs_compile_args {
549 WORD fog_src;
550 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
553 typedef struct {
554 const SHADER_HANDLER *shader_instruction_handler_table;
555 void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
556 void (*shader_select_depth_blt)(IWineD3DDevice *iface, enum tex_types tex_type);
557 void (*shader_deselect_depth_blt)(IWineD3DDevice *iface);
558 void (*shader_update_float_vertex_constants)(IWineD3DDevice *iface, UINT start, UINT count);
559 void (*shader_update_float_pixel_constants)(IWineD3DDevice *iface, UINT start, UINT count);
560 void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
561 void (*shader_destroy)(IWineD3DBaseShader *iface);
562 HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
563 void (*shader_free_private)(IWineD3DDevice *iface);
564 BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
565 GLuint (*shader_generate_pshader)(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer, const struct ps_compile_args *args);
566 GLuint (*shader_generate_vshader)(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer, const struct vs_compile_args *args);
567 void (*shader_get_caps)(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *caps);
568 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
569 } shader_backend_t;
571 extern const shader_backend_t glsl_shader_backend;
572 extern const shader_backend_t arb_program_shader_backend;
573 extern const shader_backend_t none_shader_backend;
575 /* X11 locking */
577 extern void (* CDECL wine_tsx11_lock_ptr)(void);
578 extern void (* CDECL wine_tsx11_unlock_ptr)(void);
580 /* As GLX relies on X, this is needed */
581 extern int num_lock;
583 #if 0
584 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
585 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
586 #else
587 #define ENTER_GL() wine_tsx11_lock_ptr()
588 #define LEAVE_GL() wine_tsx11_unlock_ptr()
589 #endif
591 /*****************************************************************************
592 * Defines
595 /* GL related defines */
596 /* ------------------ */
597 #define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
598 #define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
599 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
600 #define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
602 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
603 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
604 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
605 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
607 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
608 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
609 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
610 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
612 #define D3DCOLORTOGLFLOAT4(dw, vec) do { \
613 (vec)[0] = D3DCOLOR_R(dw); \
614 (vec)[1] = D3DCOLOR_G(dw); \
615 (vec)[2] = D3DCOLOR_B(dw); \
616 (vec)[3] = D3DCOLOR_A(dw); \
617 } while(0)
619 /* DirectX Device Limits */
620 /* --------------------- */
621 #define MAX_LEVELS 256 /* Maximum number of mipmap levels. Guessed at 256 */
623 #define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
624 See MaxStreams in MSDN under GetDeviceCaps */
625 #define HIGHEST_TRANSFORMSTATE WINED3DTS_WORLDMATRIX(255) /* Highest value in WINED3DTRANSFORMSTATETYPE */
627 /* Checking of API calls */
628 /* --------------------- */
629 #ifndef WINE_NO_DEBUG_MSGS
630 #define checkGLcall(A) \
631 do { \
632 GLint err = glGetError(); \
633 if (err == GL_NO_ERROR) { \
634 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
636 } else do { \
637 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
638 debug_glerror(err), err, A, __FILE__, __LINE__); \
639 err = glGetError(); \
640 } while (err != GL_NO_ERROR); \
641 } while(0)
642 #else
643 #define checkGLcall(A) do {} while(0)
644 #endif
646 /* Trace routines / diagnostics */
647 /* ---------------------------- */
649 /* Dump out a matrix and copy it */
650 #define conv_mat(mat,gl_mat) \
651 do { \
652 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
653 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
654 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
655 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
656 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
657 } while (0)
659 /* Macro to dump out the current state of the light chain */
660 #define DUMP_LIGHT_CHAIN() \
661 do { \
662 PLIGHTINFOEL *el = This->stateBlock->lights;\
663 while (el) { \
664 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
665 el = el->next; \
667 } while(0)
669 /* Trace vector and strided data information */
670 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
671 #define TRACE_STRIDED(si, name) TRACE( #name "=(data:%p, stride:%d, format:%#x, vbo %d, stream %u)\n", \
672 si->elements[name].data, si->elements[name].stride, si->elements[name].format_desc->format, \
673 si->elements[name].buffer_object, si->elements[name].stream_idx);
675 /* Defines used for optimizations */
677 /* Only reapply what is necessary */
678 #define REAPPLY_ALPHAOP 0x0001
679 #define REAPPLY_ALL 0xFFFF
681 /* Advance declaration of structures to satisfy compiler */
682 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
683 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
684 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
685 typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl;
687 /* Global variables */
688 extern const float identity[16];
690 /*****************************************************************************
691 * Compilable extra diagnostics
694 /* Trace information per-vertex: (extremely high amount of trace) */
695 #if 0 /* NOTE: Must be 0 in cvs */
696 # define VTRACE(A) TRACE A
697 #else
698 # define VTRACE(A)
699 #endif
701 /* TODO: Confirm each of these works when wined3d move completed */
702 #if 0 /* NOTE: Must be 0 in cvs */
703 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
704 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
705 is enabled, and if it doesn't exist it is disabled. */
706 # define FRAME_DEBUGGING
707 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
708 the file is deleted */
709 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
710 # define SINGLE_FRAME_DEBUGGING
711 # endif
712 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
713 It can only be enabled when FRAME_DEBUGGING is also enabled
714 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
715 array is drawn. */
716 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
717 # define SHOW_FRAME_MAKEUP 1
718 # endif
719 /* The following, when enabled, lets you see the makeup of the all the textures used during each
720 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
721 The contents of the textures assigned to each stage are written into
722 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
723 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
724 # define SHOW_TEXTURE_MAKEUP 0
725 # endif
726 extern BOOL isOn;
727 extern BOOL isDumpingFrames;
728 extern LONG primCounter;
729 #endif
731 enum wined3d_ffp_idx
733 WINED3D_FFP_POSITION = 0,
734 WINED3D_FFP_BLENDWEIGHT = 1,
735 WINED3D_FFP_BLENDINDICES = 2,
736 WINED3D_FFP_NORMAL = 3,
737 WINED3D_FFP_PSIZE = 4,
738 WINED3D_FFP_DIFFUSE = 5,
739 WINED3D_FFP_SPECULAR = 6,
740 WINED3D_FFP_TEXCOORD0 = 7,
741 WINED3D_FFP_TEXCOORD1 = 8,
742 WINED3D_FFP_TEXCOORD2 = 9,
743 WINED3D_FFP_TEXCOORD3 = 10,
744 WINED3D_FFP_TEXCOORD4 = 11,
745 WINED3D_FFP_TEXCOORD5 = 12,
746 WINED3D_FFP_TEXCOORD6 = 13,
747 WINED3D_FFP_TEXCOORD7 = 14,
750 enum wined3d_ffp_emit_idx
752 WINED3D_FFP_EMIT_FLOAT1 = 0,
753 WINED3D_FFP_EMIT_FLOAT2 = 1,
754 WINED3D_FFP_EMIT_FLOAT3 = 2,
755 WINED3D_FFP_EMIT_FLOAT4 = 3,
756 WINED3D_FFP_EMIT_D3DCOLOR = 4,
757 WINED3D_FFP_EMIT_UBYTE4 = 5,
758 WINED3D_FFP_EMIT_SHORT2 = 6,
759 WINED3D_FFP_EMIT_SHORT4 = 7,
760 WINED3D_FFP_EMIT_UBYTE4N = 8,
761 WINED3D_FFP_EMIT_SHORT2N = 9,
762 WINED3D_FFP_EMIT_SHORT4N = 10,
763 WINED3D_FFP_EMIT_USHORT2N = 11,
764 WINED3D_FFP_EMIT_USHORT4N = 12,
765 WINED3D_FFP_EMIT_UDEC3 = 13,
766 WINED3D_FFP_EMIT_DEC3N = 14,
767 WINED3D_FFP_EMIT_FLOAT16_2 = 15,
768 WINED3D_FFP_EMIT_FLOAT16_4 = 16,
769 WINED3D_FFP_EMIT_COUNT = 17
772 struct wined3d_stream_info_element
774 const struct GlPixelFormatDesc *format_desc;
775 GLsizei stride;
776 const BYTE *data;
777 UINT stream_idx;
778 GLuint buffer_object;
781 struct wined3d_stream_info
783 struct wined3d_stream_info_element elements[MAX_ATTRIBS];
784 BOOL position_transformed;
785 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
786 WORD use_map; /* MAX_ATTRIBS, 16 */
789 /*****************************************************************************
790 * Prototypes
793 /* Routine common to the draw primitive and draw indexed primitive routines */
794 void drawPrimitive(IWineD3DDevice *iface, UINT index_count, UINT numberOfVertices,
795 UINT start_idx, UINT idxBytes, const void *idxData, UINT minIndex);
796 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
798 typedef void (WINE_GLAPI *glAttribFunc)(const void *data);
799 typedef void (WINE_GLAPI *glMultiTexCoordFunc)(GLenum unit, const void *data);
800 extern glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
801 extern glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
802 extern glAttribFunc specular_func_3ubv;
803 extern glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
804 extern glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
805 extern glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
807 #define eps 1e-8
809 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
810 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
812 /* Routines and structures related to state management */
813 typedef struct WineD3DContext WineD3DContext;
814 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
816 #define STATE_RENDER(a) (a)
817 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
819 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
820 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
822 /* + 1 because samplers start with 0 */
823 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
824 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
826 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
827 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
829 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
830 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
832 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
833 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
834 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
835 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
837 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
838 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
840 #define STATE_VSHADER (STATE_VDECL + 1)
841 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
843 #define STATE_VIEWPORT (STATE_VSHADER + 1)
844 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
846 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
847 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
848 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
849 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
851 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
852 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
854 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
855 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
857 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
858 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
860 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
862 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
864 #define STATE_HIGHEST (STATE_FRONTFACE)
866 struct StateEntry
868 DWORD representative;
869 APPLYSTATEFUNC apply;
872 struct StateEntryTemplate
874 DWORD state;
875 struct StateEntry content;
876 GL_SupportedExt extension;
879 struct fragment_caps {
880 DWORD PrimitiveMiscCaps;
882 DWORD TextureOpCaps;
883 DWORD MaxTextureBlendStages;
884 DWORD MaxSimultaneousTextures;
887 struct fragment_pipeline {
888 void (*enable_extension)(IWineD3DDevice *iface, BOOL enable);
889 void (*get_caps)(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *caps);
890 HRESULT (*alloc_private)(IWineD3DDevice *iface);
891 void (*free_private)(IWineD3DDevice *iface);
892 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
893 const struct StateEntryTemplate *states;
894 BOOL ffp_proj_control;
897 extern const struct StateEntryTemplate misc_state_template[];
898 extern const struct StateEntryTemplate ffp_vertexstate_template[];
899 extern const struct fragment_pipeline ffp_fragment_pipeline;
900 extern const struct fragment_pipeline atifs_fragment_pipeline;
901 extern const struct fragment_pipeline arbfp_fragment_pipeline;
902 extern const struct fragment_pipeline nvts_fragment_pipeline;
903 extern const struct fragment_pipeline nvrc_fragment_pipeline;
905 /* "Base" state table */
906 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
907 const WineD3D_GL_Info *gl_info, const struct StateEntryTemplate *vertex,
908 const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc);
910 /* Shaders for color conversions in blits */
911 struct blit_shader {
912 HRESULT (*alloc_private)(IWineD3DDevice *iface);
913 void (*free_private)(IWineD3DDevice *iface);
914 HRESULT (*set_shader)(IWineD3DDevice *iface, const struct GlPixelFormatDesc *format_desc,
915 GLenum textype, UINT width, UINT height);
916 void (*unset_shader)(IWineD3DDevice *iface);
917 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
920 extern const struct blit_shader ffp_blit;
921 extern const struct blit_shader arbfp_blit;
923 enum fogsource {
924 FOGSOURCE_FFP,
925 FOGSOURCE_VS,
926 FOGSOURCE_COORD,
929 /* The new context manager that should deal with onscreen and offscreen rendering */
930 struct WineD3DContext {
931 /* State dirtification
932 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
933 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
934 * 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
935 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
937 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
938 DWORD numDirtyEntries;
939 DWORD isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
941 IWineD3DSurface *surface;
942 DWORD tid; /* Thread ID which owns this context at the moment */
944 /* Stores some information about the context state for optimization */
945 WORD draw_buffer_dirty : 1;
946 WORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
947 WORD last_was_pshader : 1;
948 WORD last_was_vshader : 1;
949 WORD namedArraysLoaded : 1;
950 WORD numberedArraysLoaded : 1;
951 WORD last_was_blit : 1;
952 WORD last_was_ckey : 1;
953 WORD fog_coord : 1;
954 WORD isPBuffer : 1;
955 WORD fog_enabled : 1;
956 WORD num_untracked_materials : 2; /* Max value 2 */
957 WORD padding : 3;
958 BYTE texShaderBumpMap; /* MAX_TEXTURES, 8 */
959 BYTE lastWasPow2Texture; /* MAX_TEXTURES, 8 */
960 DWORD numbered_array_mask;
961 GLenum tracking_parm; /* Which source is tracking current colour */
962 GLenum untracked_materials[2];
963 UINT blit_w, blit_h;
964 enum fogsource fog_source;
966 char *vshader_const_dirty, *pshader_const_dirty;
968 /* The actual opengl context */
969 HGLRC glCtx;
970 HWND win_handle;
971 HDC hdc;
972 HPBUFFERARB pbuffer;
973 GLint aux_buffers;
975 /* FBOs */
976 struct list fbo_list;
977 struct fbo_entry *current_fbo;
978 GLuint src_fbo;
979 GLuint dst_fbo;
981 /* Extension emulation */
982 GLint gl_fog_source;
983 GLfloat fog_coord_value;
984 GLfloat color[4], fogstart, fogend, fogcolor[4];
987 typedef enum ContextUsage {
988 CTXUSAGE_RESOURCELOAD = 1, /* Only loads textures: No State is applied */
989 CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfaces */
990 CTXUSAGE_BLIT = 3, /* OpenGL states are set up 3D drawing */
991 CTXUSAGE_CLEAR = 4, /* Drawable and states are set up for clearing */
992 } ContextUsage;
994 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
995 WineD3DContext *getActiveContext(void);
996 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
997 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
998 void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource, WINED3DRESOURCETYPE type);
999 void context_bind_fbo(IWineD3DDevice *iface, GLenum target, GLuint *fbo);
1000 void context_attach_depth_stencil_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer);
1001 void context_attach_surface_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, DWORD idx, IWineD3DSurface *surface);
1003 void delete_opengl_contexts(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
1004 HRESULT create_primary_opengl_context(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
1006 /* Macros for doing basic GPU detection based on opengl capabilities */
1007 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
1008 #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])
1009 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
1010 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
1012 /* Default callbacks for implicit object destruction */
1013 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
1015 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
1017 /*****************************************************************************
1018 * Internal representation of a light
1020 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
1021 struct PLIGHTINFOEL {
1022 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
1023 DWORD OriginalIndex;
1024 LONG glIndex;
1025 BOOL changed;
1026 BOOL enabledChanged;
1027 BOOL enabled;
1029 /* Converted parms to speed up swapping lights */
1030 float lightPosn[4];
1031 float lightDirn[4];
1032 float exponent;
1033 float cutoff;
1035 struct list entry;
1038 /* The default light parameters */
1039 extern const WINED3DLIGHT WINED3D_default_light;
1041 typedef struct WineD3D_PixelFormat
1043 int iPixelFormat; /* WGL pixel format */
1044 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
1045 int redSize, greenSize, blueSize, alphaSize;
1046 int depthSize, stencilSize;
1047 BOOL windowDrawable;
1048 BOOL pbufferDrawable;
1049 BOOL doubleBuffer;
1050 int auxBuffers;
1051 int numSamples;
1052 } WineD3D_PixelFormat;
1054 /* The adapter structure */
1055 struct WineD3DAdapter
1057 UINT num;
1058 BOOL opengl;
1059 POINT monitorPoint;
1060 WineD3D_GL_Info gl_info;
1061 const char *driver;
1062 const char *description;
1063 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
1064 int nCfgs;
1065 WineD3D_PixelFormat *cfgs;
1066 BOOL brokenStencil; /* Set on cards which only offer mixed depth+stencil */
1067 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
1068 unsigned int UsedTextureRam;
1071 extern BOOL initPixelFormats(WineD3D_GL_Info *gl_info);
1072 BOOL initPixelFormatsNoGL(WineD3D_GL_Info *gl_info);
1073 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram);
1074 extern void add_gl_compat_wrappers(WineD3D_GL_Info *gl_info);
1076 /*****************************************************************************
1077 * High order patch management
1079 struct WineD3DRectPatch
1081 UINT Handle;
1082 float *mem;
1083 WineDirect3DVertexStridedData strided;
1084 WINED3DRECTPATCH_INFO RectPatchInfo;
1085 float numSegs[4];
1086 char has_normals, has_texcoords;
1087 struct list entry;
1090 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
1092 enum projection_types
1094 proj_none = 0,
1095 proj_count3 = 1,
1096 proj_count4 = 2
1099 enum dst_arg
1101 resultreg = 0,
1102 tempreg = 1
1105 /*****************************************************************************
1106 * Fixed function pipeline replacements
1108 #define ARG_UNUSED 0xff
1109 struct texture_stage_op
1111 unsigned cop : 8;
1112 unsigned carg1 : 8;
1113 unsigned carg2 : 8;
1114 unsigned carg0 : 8;
1116 unsigned aop : 8;
1117 unsigned aarg1 : 8;
1118 unsigned aarg2 : 8;
1119 unsigned aarg0 : 8;
1121 struct color_fixup_desc color_fixup;
1122 unsigned tex_type : 3;
1123 unsigned dst : 1;
1124 unsigned projected : 2;
1125 unsigned padding : 10;
1128 struct ffp_frag_settings {
1129 struct texture_stage_op op[MAX_TEXTURES];
1130 enum fogmode fog;
1131 /* Use an int instead of a char to get dword alignment */
1132 unsigned int sRGB_write;
1135 struct ffp_frag_desc
1137 struct ffp_frag_settings settings;
1140 void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_settings *settings, BOOL ignore_textype);
1141 const struct ffp_frag_desc *find_ffp_frag_shader(const struct hash_table_t *fragment_shaders,
1142 const struct ffp_frag_settings *settings);
1143 void add_ffp_frag_shader(struct hash_table_t *shaders, struct ffp_frag_desc *desc);
1144 BOOL ffp_frag_program_key_compare(const void *keya, const void *keyb);
1145 unsigned int ffp_frag_program_key_hash(const void *key);
1147 /*****************************************************************************
1148 * IWineD3D implementation structure
1150 typedef struct IWineD3DImpl
1152 /* IUnknown fields */
1153 const IWineD3DVtbl *lpVtbl;
1154 LONG ref; /* Note: Ref counting not required */
1156 /* WineD3D Information */
1157 IUnknown *parent;
1158 UINT dxVersion;
1160 UINT adapter_count;
1161 struct WineD3DAdapter adapters[1];
1162 } IWineD3DImpl;
1164 extern const IWineD3DVtbl IWineD3D_Vtbl;
1166 BOOL InitAdapters(IWineD3DImpl *This);
1168 /* TODO: setup some flags in the registry to enable, disable pbuffer support
1169 (since it will break quite a few things until contexts are managed properly!) */
1170 extern BOOL pbuffer_support;
1171 /* allocate one pbuffer per surface */
1172 extern BOOL pbuffer_per_surface;
1174 /* A helper function that dumps a resource list */
1175 void dumpResources(struct list *list);
1177 /*****************************************************************************
1178 * IWineD3DDevice implementation structure
1180 #define WINED3D_UNMAPPED_STAGE ~0U
1182 struct IWineD3DDeviceImpl
1184 /* IUnknown fields */
1185 const IWineD3DDeviceVtbl *lpVtbl;
1186 LONG ref; /* Note: Ref counting not required */
1188 /* WineD3D Information */
1189 IUnknown *parent;
1190 IWineD3DDeviceParent *device_parent;
1191 IWineD3D *wineD3D;
1192 struct WineD3DAdapter *adapter;
1194 /* Window styles to restore when switching fullscreen mode */
1195 LONG style;
1196 LONG exStyle;
1198 /* X and GL Information */
1199 GLint maxConcurrentLights;
1200 GLenum offscreenBuffer;
1202 /* Selected capabilities */
1203 int vs_selected_mode;
1204 int ps_selected_mode;
1205 const shader_backend_t *shader_backend;
1206 void *shader_priv;
1207 void *fragment_priv;
1208 void *blit_priv;
1209 struct StateEntry StateTable[STATE_HIGHEST + 1];
1210 /* Array of functions for states which are handled by more than one pipeline part */
1211 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
1212 const struct fragment_pipeline *frag_pipe;
1213 const struct blit_shader *blitter;
1215 unsigned int max_ffp_textures, max_ffp_texture_stages;
1217 WORD view_ident : 1; /* true iff view matrix is identity */
1218 WORD untransformed : 1;
1219 WORD vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
1220 WORD isRecordingState : 1;
1221 WORD isInDraw : 1;
1222 WORD render_offscreen : 1;
1223 WORD bCursorVisible : 1;
1224 WORD haveHardwareCursor : 1;
1225 WORD d3d_initialized : 1;
1226 WORD inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
1227 WORD softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
1228 WORD useDrawStridedSlow : 1;
1229 WORD instancedDraw : 1;
1230 WORD padding : 3;
1232 BYTE fixed_function_usage_map; /* MAX_TEXTURES, 8 */
1234 #define DDRAW_PITCH_ALIGNMENT 8
1235 #define D3D8_PITCH_ALIGNMENT 4
1236 unsigned char surface_alignment; /* Line Alignment of surfaces */
1238 /* State block related */
1239 IWineD3DStateBlockImpl *stateBlock;
1240 IWineD3DStateBlockImpl *updateStateBlock;
1242 /* Internal use fields */
1243 WINED3DDEVICE_CREATION_PARAMETERS createParms;
1244 UINT adapterNo;
1245 WINED3DDEVTYPE devType;
1247 IWineD3DSwapChain **swapchains;
1248 UINT NumberOfSwapChains;
1250 struct list resources; /* a linked list to track resources created by the device */
1251 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
1252 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
1254 /* Render Target Support */
1255 IWineD3DSurface **render_targets;
1256 IWineD3DSurface *auto_depth_stencil_buffer;
1257 IWineD3DSurface *stencilBufferTarget;
1259 /* Caches to avoid unneeded context changes */
1260 IWineD3DSurface *lastActiveRenderTarget;
1261 IWineD3DSwapChain *lastActiveSwapChain;
1263 /* palettes texture management */
1264 UINT NumberOfPalettes;
1265 PALETTEENTRY **palettes;
1266 UINT currentPalette;
1267 UINT paletteConversionShader;
1269 /* For rendering to a texture using glCopyTexImage */
1270 GLenum *draw_buffers;
1271 GLuint depth_blt_texture;
1272 GLuint depth_blt_rb;
1273 UINT depth_blt_rb_w;
1274 UINT depth_blt_rb_h;
1276 /* Cursor management */
1277 UINT xHotSpot;
1278 UINT yHotSpot;
1279 UINT xScreenSpace;
1280 UINT yScreenSpace;
1281 UINT cursorWidth, cursorHeight;
1282 GLuint cursorTexture;
1283 HCURSOR hardwareCursor;
1285 /* The Wine logo surface */
1286 IWineD3DSurface *logo_surface;
1288 /* Textures for when no other textures are mapped */
1289 UINT dummyTextureName[MAX_TEXTURES];
1291 /* Device state management */
1292 HRESULT state;
1294 /* DirectDraw stuff */
1295 DWORD ddraw_width, ddraw_height;
1296 WINED3DFORMAT ddraw_format;
1298 /* Final position fixup constant */
1299 float posFixup[4];
1301 /* With register combiners we can skip junk texture stages */
1302 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
1303 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1305 /* Stream source management */
1306 struct wined3d_stream_info strided_streams;
1307 const WineDirect3DVertexStridedData *up_strided;
1309 /* Context management */
1310 WineD3DContext **contexts; /* Dynamic array containing pointers to context structures */
1311 WineD3DContext *activeContext;
1312 DWORD lastThread;
1313 UINT numContexts;
1314 WineD3DContext *pbufferContext; /* The context that has a pbuffer as drawable */
1315 DWORD pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
1317 /* High level patch management */
1318 #define PATCHMAP_SIZE 43
1319 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
1320 struct list patches[PATCHMAP_SIZE];
1321 struct WineD3DRectPatch *currentPatch;
1324 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
1326 void device_stream_info_from_declaration(IWineD3DDeviceImpl *This,
1327 BOOL use_vshader, struct wined3d_stream_info *stream_info, BOOL *fixup);
1328 void device_stream_info_from_strided(IWineD3DDeviceImpl *This,
1329 const struct WineDirect3DVertexStridedData *strided, struct wined3d_stream_info *stream_info);
1330 HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
1331 CONST WINED3DRECT* pRects, DWORD Flags, WINED3DCOLOR Color,
1332 float Z, DWORD Stencil);
1333 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
1334 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
1335 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
1336 DWORD idx = state >> 5;
1337 BYTE shift = state & 0x1f;
1338 return context->isStateDirty[idx] & (1 << shift);
1341 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
1342 typedef struct PrivateData
1344 struct list entry;
1346 GUID tag;
1347 DWORD flags; /* DDSPD_* */
1349 union
1351 LPVOID data;
1352 LPUNKNOWN object;
1353 } ptr;
1355 DWORD size;
1356 } PrivateData;
1358 /*****************************************************************************
1359 * IWineD3DResource implementation structure
1361 typedef struct IWineD3DResourceClass
1363 /* IUnknown fields */
1364 LONG ref; /* Note: Ref counting not required */
1366 /* WineD3DResource Information */
1367 IUnknown *parent;
1368 WINED3DRESOURCETYPE resourceType;
1369 IWineD3DDeviceImpl *wineD3DDevice;
1370 WINED3DPOOL pool;
1371 UINT size;
1372 DWORD usage;
1373 const struct GlPixelFormatDesc *format_desc;
1374 DWORD priority;
1375 BYTE *allocatedMemory; /* Pointer to the real data location */
1376 BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
1377 struct list privateData;
1378 struct list resource_list_entry;
1380 } IWineD3DResourceClass;
1382 typedef struct IWineD3DResourceImpl
1384 /* IUnknown & WineD3DResource Information */
1385 const IWineD3DResourceVtbl *lpVtbl;
1386 IWineD3DResourceClass resource;
1387 } IWineD3DResourceImpl;
1389 void resource_cleanup(IWineD3DResource *iface);
1390 HRESULT resource_free_private_data(IWineD3DResource *iface, REFGUID guid);
1391 HRESULT resource_get_device(IWineD3DResource *iface, IWineD3DDevice **device);
1392 HRESULT resource_get_parent(IWineD3DResource *iface, IUnknown **parent);
1393 DWORD resource_get_priority(IWineD3DResource *iface);
1394 HRESULT resource_get_private_data(IWineD3DResource *iface, REFGUID guid,
1395 void *data, DWORD *data_size);
1396 HRESULT resource_init(struct IWineD3DResourceClass *resource, WINED3DRESOURCETYPE resource_type,
1397 IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct GlPixelFormatDesc *format_desc,
1398 WINED3DPOOL pool, IUnknown *parent);
1399 WINED3DRESOURCETYPE resource_get_type(IWineD3DResource *iface);
1400 DWORD resource_set_priority(IWineD3DResource *iface, DWORD new_priority);
1401 HRESULT resource_set_private_data(IWineD3DResource *iface, REFGUID guid,
1402 const void *data, DWORD data_size, DWORD flags);
1404 /* Tests show that the start address of resources is 32 byte aligned */
1405 #define RESOURCE_ALIGNMENT 32
1407 /*****************************************************************************
1408 * IWineD3DBaseTexture D3D- > openGL state map lookups
1410 #define WINED3DFUNC_NOTSUPPORTED -2
1411 #define WINED3DFUNC_UNIMPLEMENTED -1
1413 typedef enum winetexturestates {
1414 WINED3DTEXSTA_ADDRESSU = 0,
1415 WINED3DTEXSTA_ADDRESSV = 1,
1416 WINED3DTEXSTA_ADDRESSW = 2,
1417 WINED3DTEXSTA_BORDERCOLOR = 3,
1418 WINED3DTEXSTA_MAGFILTER = 4,
1419 WINED3DTEXSTA_MINFILTER = 5,
1420 WINED3DTEXSTA_MIPFILTER = 6,
1421 WINED3DTEXSTA_MAXMIPLEVEL = 7,
1422 WINED3DTEXSTA_MAXANISOTROPY = 8,
1423 WINED3DTEXSTA_SRGBTEXTURE = 9,
1424 WINED3DTEXSTA_ELEMENTINDEX = 10,
1425 WINED3DTEXSTA_DMAPOFFSET = 11,
1426 WINED3DTEXSTA_TSSADDRESSW = 12,
1427 MAX_WINETEXTURESTATES = 13,
1428 } winetexturestates;
1430 enum WINED3DSRGB
1432 SRGB_ANY = 0, /* Uses the cached value(e.g. external calls) */
1433 SRGB_RGB = 1, /* Loads the rgb texture */
1434 SRGB_SRGB = 2, /* Loads the srgb texture */
1435 SRGB_BOTH = 3, /* Loads both textures */
1438 /*****************************************************************************
1439 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1441 typedef struct IWineD3DBaseTextureClass
1443 DWORD states[MAX_WINETEXTURESTATES];
1444 DWORD srgbstates[MAX_WINETEXTURESTATES];
1445 UINT levels;
1446 BOOL dirty, srgbDirty;
1447 UINT textureName, srgbTextureName;
1448 float pow2Matrix[16];
1449 UINT LOD;
1450 WINED3DTEXTUREFILTERTYPE filterType;
1451 LONG bindCount;
1452 DWORD sampler;
1453 BOOL is_srgb;
1454 BOOL pow2Matrix_identity;
1455 const struct min_lookup *minMipLookup;
1456 const GLenum *magLookup;
1457 void (*internal_preload)(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1458 } IWineD3DBaseTextureClass;
1460 void texture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1461 void cubetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1462 void volumetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1463 void surface_internal_preload(IWineD3DSurface *iface, enum WINED3DSRGB srgb);
1465 typedef struct IWineD3DBaseTextureImpl
1467 /* IUnknown & WineD3DResource Information */
1468 const IWineD3DBaseTextureVtbl *lpVtbl;
1469 IWineD3DResourceClass resource;
1470 IWineD3DBaseTextureClass baseTexture;
1472 } IWineD3DBaseTextureImpl;
1474 void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
1475 const DWORD texture_states[WINED3D_HIGHEST_TEXTURE_STATE + 1],
1476 const DWORD sampler_states[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1477 HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surface_desc);
1478 void basetexture_cleanup(IWineD3DBaseTexture *iface);
1479 void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface);
1480 WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface);
1481 BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface);
1482 DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface);
1483 DWORD basetexture_get_lod(IWineD3DBaseTexture *iface);
1484 void basetexture_init(struct IWineD3DBaseTextureClass *texture, UINT levels, DWORD usage);
1485 HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE filter_type);
1486 BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty);
1487 DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD new_lod);
1488 void basetexture_unload(IWineD3DBaseTexture *iface);
1489 static inline void basetexture_setsrgbcache(IWineD3DBaseTexture *iface, BOOL srgb) {
1490 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
1491 This->baseTexture.is_srgb = srgb;
1494 /*****************************************************************************
1495 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1497 typedef struct IWineD3DTextureImpl
1499 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1500 const IWineD3DTextureVtbl *lpVtbl;
1501 IWineD3DResourceClass resource;
1502 IWineD3DBaseTextureClass baseTexture;
1504 /* IWineD3DTexture */
1505 IWineD3DSurface *surfaces[MAX_LEVELS];
1506 UINT target;
1507 BOOL cond_np2;
1509 } IWineD3DTextureImpl;
1511 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
1513 /*****************************************************************************
1514 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1516 typedef struct IWineD3DCubeTextureImpl
1518 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1519 const IWineD3DCubeTextureVtbl *lpVtbl;
1520 IWineD3DResourceClass resource;
1521 IWineD3DBaseTextureClass baseTexture;
1523 /* IWineD3DCubeTexture */
1524 IWineD3DSurface *surfaces[6][MAX_LEVELS];
1525 } IWineD3DCubeTextureImpl;
1527 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
1529 typedef struct _WINED3DVOLUMET_DESC
1531 UINT Width;
1532 UINT Height;
1533 UINT Depth;
1534 } WINED3DVOLUMET_DESC;
1536 /*****************************************************************************
1537 * IWineD3DVolume implementation structure (extends IUnknown)
1539 typedef struct IWineD3DVolumeImpl
1541 /* IUnknown & WineD3DResource fields */
1542 const IWineD3DVolumeVtbl *lpVtbl;
1543 IWineD3DResourceClass resource;
1545 /* WineD3DVolume Information */
1546 WINED3DVOLUMET_DESC currentDesc;
1547 IWineD3DBase *container;
1548 BOOL lockable;
1549 BOOL locked;
1550 WINED3DBOX lockedBox;
1551 WINED3DBOX dirtyBox;
1552 BOOL dirty;
1553 } IWineD3DVolumeImpl;
1555 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
1557 void volume_add_dirty_box(IWineD3DVolume *iface, const WINED3DBOX *dirty_box);
1559 /*****************************************************************************
1560 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1562 typedef struct IWineD3DVolumeTextureImpl
1564 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1565 const IWineD3DVolumeTextureVtbl *lpVtbl;
1566 IWineD3DResourceClass resource;
1567 IWineD3DBaseTextureClass baseTexture;
1569 /* IWineD3DVolumeTexture */
1570 IWineD3DVolume *volumes[MAX_LEVELS];
1571 } IWineD3DVolumeTextureImpl;
1573 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
1575 typedef struct _WINED3DSURFACET_DESC
1577 WINED3DMULTISAMPLE_TYPE MultiSampleType;
1578 DWORD MultiSampleQuality;
1579 UINT Width;
1580 UINT Height;
1581 } WINED3DSURFACET_DESC;
1583 /*****************************************************************************
1584 * Structure for DIB Surfaces (GetDC and GDI surfaces)
1586 typedef struct wineD3DSurface_DIB {
1587 HBITMAP DIBsection;
1588 void* bitmap_data;
1589 UINT bitmap_size;
1590 HGDIOBJ holdbitmap;
1591 BOOL client_memory;
1592 } wineD3DSurface_DIB;
1594 typedef struct {
1595 struct list entry;
1596 GLuint id;
1597 UINT width;
1598 UINT height;
1599 } renderbuffer_entry_t;
1601 struct fbo_entry
1603 struct list entry;
1604 IWineD3DSurface **render_targets;
1605 IWineD3DSurface *depth_stencil;
1606 BOOL attached;
1607 GLuint id;
1610 /*****************************************************************************
1611 * IWineD3DClipp implementation structure
1613 typedef struct IWineD3DClipperImpl
1615 const IWineD3DClipperVtbl *lpVtbl;
1616 LONG ref;
1618 IUnknown *Parent;
1619 HWND hWnd;
1620 } IWineD3DClipperImpl;
1623 /*****************************************************************************
1624 * IWineD3DSurface implementation structure
1626 struct IWineD3DSurfaceImpl
1628 /* IUnknown & IWineD3DResource Information */
1629 const IWineD3DSurfaceVtbl *lpVtbl;
1630 IWineD3DResourceClass resource;
1632 /* IWineD3DSurface fields */
1633 IWineD3DBase *container;
1634 WINED3DSURFACET_DESC currentDesc;
1635 IWineD3DPaletteImpl *palette; /* D3D7 style palette handling */
1636 PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
1638 /* TODO: move this off into a management class(maybe!) */
1639 DWORD Flags;
1641 UINT pow2Width;
1642 UINT pow2Height;
1644 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
1645 void (*get_drawable_size)(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1647 /* Oversized texture */
1648 RECT glRect;
1650 /* PBO */
1651 GLuint pbo;
1653 RECT lockedRect;
1654 RECT dirtyRect;
1655 int lockCount;
1656 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
1658 glDescriptor glDescription;
1660 /* For GetDC */
1661 wineD3DSurface_DIB dib;
1662 HDC hDC;
1664 /* Color keys for DDraw */
1665 WINEDDCOLORKEY DestBltCKey;
1666 WINEDDCOLORKEY DestOverlayCKey;
1667 WINEDDCOLORKEY SrcOverlayCKey;
1668 WINEDDCOLORKEY SrcBltCKey;
1669 DWORD CKeyFlags;
1671 WINEDDCOLORKEY glCKey;
1673 struct list renderbuffers;
1674 renderbuffer_entry_t *current_renderbuffer;
1676 /* DirectDraw clippers */
1677 IWineD3DClipper *clipper;
1679 /* DirectDraw Overlay handling */
1680 RECT overlay_srcrect;
1681 RECT overlay_destrect;
1682 IWineD3DSurfaceImpl *overlay_dest;
1683 struct list overlays;
1684 struct list overlay_entry;
1687 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1688 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1690 /* Predeclare the shared Surface functions */
1691 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1692 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface);
1693 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1694 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1695 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1696 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1697 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1698 DWORD WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1699 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1700 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface);
1701 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1702 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1703 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1704 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1705 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface);
1706 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface);
1707 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1708 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1709 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, const WINEDDCOLORKEY *CKey);
1710 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1711 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1712 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1713 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1714 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1715 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1716 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, const RECT *SrcRect,
1717 IWineD3DSurface *DstSurface, const RECT *DstRect, DWORD Flags, const WINEDDOVERLAYFX *FX);
1718 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
1719 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
1720 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1721 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface);
1722 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface,
1723 const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
1724 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
1725 IWineD3DSurface *Source, const RECT *rsrc, DWORD trans);
1726 HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags);
1727 void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb);
1728 const void *WINAPI IWineD3DBaseSurfaceImpl_GetData(IWineD3DSurface *iface);
1730 void get_drawable_size_swapchain(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1731 void get_drawable_size_backbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1732 void get_drawable_size_pbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1733 void get_drawable_size_fbo(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1735 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back);
1737 /* Surface flags: */
1738 #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
1739 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
1740 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for GetDC */
1741 #define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
1742 #define SFLAG_DISCARD 0x00000010 /* ??? */
1743 #define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
1744 #define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
1745 #define SFLAG_INSRGBTEX 0x00000080 /* The GL srgb texture contains the newest surface content */
1746 #define SFLAG_INDRAWABLE 0x00000100 /* The gl drawable contains the most up to date data */
1747 #define SFLAG_INSYSMEM 0x00000200 /* The system memory copy is most up to date */
1748 #define SFLAG_NONPOW2 0x00000400 /* Surface sizes are not a power of 2 */
1749 #define SFLAG_DYNLOCK 0x00000800 /* Surface is often locked by the app */
1750 #define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
1751 #define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
1752 #define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
1753 #define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
1754 #define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
1755 #define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
1756 #define SFLAG_SRGBALLOCATED 0x00040000 /* A srgb gl texture is allocated for this surface */
1757 #define SFLAG_PBO 0x00080000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
1758 #define SFLAG_NORMCOORD 0x00100000 /* Set if the GL texture coords are normalized(non-texture rectangle) */
1759 #define SFLAG_DS_ONSCREEN 0x00200000 /* Is a depth stencil, last modified onscreen */
1760 #define SFLAG_DS_OFFSCREEN 0x00400000 /* Is a depth stencil, last modified offscreen */
1761 #define SFLAG_INOVERLAYDRAW 0x00800000 /* Overlay drawing is in progress. Recursion prevention */
1762 #define SFLAG_SWAPCHAIN 0x01000000 /* The surface is part of a swapchain */
1764 /* In some conditions the surface memory must not be freed:
1765 * SFLAG_OVERSIZE: Not all data can be kept in GL
1766 * SFLAG_CONVERTED: Converting the data back would take too long
1767 * SFLAG_DIBSECTION: The dib code manages the memory
1768 * SFLAG_LOCKED: The app requires access to the surface data
1769 * SFLAG_DYNLOCK: Avoid freeing the data for performance
1770 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
1771 * SFLAG_CLIENT: OpenGL uses our memory as backup
1773 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
1774 SFLAG_CONVERTED | \
1775 SFLAG_DIBSECTION | \
1776 SFLAG_LOCKED | \
1777 SFLAG_DYNLOCK | \
1778 SFLAG_USERPTR | \
1779 SFLAG_PBO | \
1780 SFLAG_CLIENT)
1782 #define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
1783 SFLAG_INTEXTURE | \
1784 SFLAG_INDRAWABLE | \
1785 SFLAG_INSRGBTEX)
1787 #define SFLAG_DS_LOCATIONS (SFLAG_DS_ONSCREEN | \
1788 SFLAG_DS_OFFSCREEN)
1789 #define SFLAG_DS_DISCARDED SFLAG_DS_LOCATIONS
1791 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
1793 typedef enum {
1794 NO_CONVERSION,
1795 CONVERT_PALETTED,
1796 CONVERT_PALETTED_CK,
1797 CONVERT_CK_565,
1798 CONVERT_CK_5551,
1799 CONVERT_CK_4444,
1800 CONVERT_CK_4444_ARGB,
1801 CONVERT_CK_1555,
1802 CONVERT_555,
1803 CONVERT_CK_RGB24,
1804 CONVERT_CK_8888,
1805 CONVERT_CK_8888_ARGB,
1806 CONVERT_RGB32_888,
1807 CONVERT_V8U8,
1808 CONVERT_L6V5U5,
1809 CONVERT_X8L8V8U8,
1810 CONVERT_Q8W8V8U8,
1811 CONVERT_V16U16,
1812 CONVERT_A4L4,
1813 CONVERT_G16R16,
1814 } CONVERT_TYPES;
1816 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);
1818 BOOL palette9_changed(IWineD3DSurfaceImpl *This);
1820 /*****************************************************************************
1821 * IWineD3DVertexDeclaration implementation structure
1823 #define MAX_ATTRIBS 16
1825 struct wined3d_vertex_declaration_element
1827 const struct GlPixelFormatDesc *format_desc;
1828 BOOL ffp_valid;
1829 WORD input_slot;
1830 WORD offset;
1831 UINT output_slot;
1832 BYTE method;
1833 BYTE usage;
1834 BYTE usage_idx;
1837 typedef struct IWineD3DVertexDeclarationImpl {
1838 /* IUnknown Information */
1839 const IWineD3DVertexDeclarationVtbl *lpVtbl;
1840 LONG ref;
1842 IUnknown *parent;
1843 IWineD3DDeviceImpl *wineD3DDevice;
1845 struct wined3d_vertex_declaration_element *elements;
1846 UINT element_count;
1848 DWORD streams[MAX_STREAMS];
1849 UINT num_streams;
1850 BOOL position_transformed;
1851 BOOL half_float_conv_needed;
1852 } IWineD3DVertexDeclarationImpl;
1854 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
1856 HRESULT vertexdeclaration_init(IWineD3DVertexDeclarationImpl *This,
1857 const WINED3DVERTEXELEMENT *elements, UINT element_count);
1859 /*****************************************************************************
1860 * IWineD3DStateBlock implementation structure
1863 /* Internal state Block for Begin/End/Capture/Create/Apply info */
1864 /* Note: Very long winded but gl Lists are not flexible enough */
1865 /* to resolve everything we need, so doing it manually for now */
1866 typedef struct SAVEDSTATES {
1867 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
1868 WORD streamSource; /* MAX_STREAMS, 16 */
1869 WORD streamFreq; /* MAX_STREAMS, 16 */
1870 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
1871 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
1872 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
1873 DWORD textures; /* MAX_COMBINED_SAMPLERS, 20 */
1874 DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
1875 WORD pixelShaderConstantsB; /* MAX_CONST_B, 16 */
1876 WORD pixelShaderConstantsI; /* MAX_CONST_I, 16 */
1877 BOOL *pixelShaderConstantsF;
1878 WORD vertexShaderConstantsB; /* MAX_CONST_B, 16 */
1879 WORD vertexShaderConstantsI; /* MAX_CONST_I, 16 */
1880 BOOL *vertexShaderConstantsF;
1881 WORD primitive_type : 1;
1882 WORD indices : 1;
1883 WORD material : 1;
1884 WORD viewport : 1;
1885 WORD vertexDecl : 1;
1886 WORD pixelShader : 1;
1887 WORD vertexShader : 1;
1888 WORD scissorRect : 1;
1889 WORD padding : 1;
1890 } SAVEDSTATES;
1892 struct StageState {
1893 DWORD stage;
1894 DWORD state;
1897 struct IWineD3DStateBlockImpl
1899 /* IUnknown fields */
1900 const IWineD3DStateBlockVtbl *lpVtbl;
1901 LONG ref; /* Note: Ref counting not required */
1903 /* IWineD3DStateBlock information */
1904 IUnknown *parent;
1905 IWineD3DDeviceImpl *wineD3DDevice;
1906 WINED3DSTATEBLOCKTYPE blockType;
1908 /* Array indicating whether things have been set or changed */
1909 SAVEDSTATES changed;
1911 /* Vertex Shader Declaration */
1912 IWineD3DVertexDeclaration *vertexDecl;
1914 IWineD3DVertexShader *vertexShader;
1916 /* Vertex Shader Constants */
1917 BOOL vertexShaderConstantB[MAX_CONST_B];
1918 INT vertexShaderConstantI[MAX_CONST_I * 4];
1919 float *vertexShaderConstantF;
1921 /* primitive type */
1922 GLenum gl_primitive_type;
1924 /* Stream Source */
1925 BOOL streamIsUP;
1926 UINT streamStride[MAX_STREAMS];
1927 UINT streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
1928 IWineD3DBuffer *streamSource[MAX_STREAMS];
1929 UINT streamFreq[MAX_STREAMS + 1];
1930 UINT streamFlags[MAX_STREAMS + 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
1932 /* Indices */
1933 IWineD3DIndexBuffer* pIndexData;
1934 INT baseVertexIndex;
1935 INT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1937 /* Transform */
1938 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
1940 /* Light hashmap . Collisions are handled using standard wine double linked lists */
1941 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
1942 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
1943 struct list lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
1944 PLIGHTINFOEL *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
1946 /* Clipping */
1947 double clipplane[MAX_CLIPPLANES][4];
1948 WINED3DCLIPSTATUS clip_status;
1950 /* ViewPort */
1951 WINED3DVIEWPORT viewport;
1953 /* Material */
1954 WINED3DMATERIAL material;
1956 /* Pixel Shader */
1957 IWineD3DPixelShader *pixelShader;
1959 /* Pixel Shader Constants */
1960 BOOL pixelShaderConstantB[MAX_CONST_B];
1961 INT pixelShaderConstantI[MAX_CONST_I * 4];
1962 float *pixelShaderConstantF;
1964 /* RenderState */
1965 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
1967 /* Texture */
1968 IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS];
1970 /* Texture State Stage */
1971 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1972 DWORD lowest_disabled_stage;
1973 /* Sampler States */
1974 DWORD samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1976 /* Scissor test rectangle */
1977 RECT scissorRect;
1979 /* Contained state management */
1980 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
1981 unsigned int num_contained_render_states;
1982 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
1983 unsigned int num_contained_transform_states;
1984 DWORD contained_vs_consts_i[MAX_CONST_I];
1985 unsigned int num_contained_vs_consts_i;
1986 DWORD contained_vs_consts_b[MAX_CONST_B];
1987 unsigned int num_contained_vs_consts_b;
1988 DWORD *contained_vs_consts_f;
1989 unsigned int num_contained_vs_consts_f;
1990 DWORD contained_ps_consts_i[MAX_CONST_I];
1991 unsigned int num_contained_ps_consts_i;
1992 DWORD contained_ps_consts_b[MAX_CONST_B];
1993 unsigned int num_contained_ps_consts_b;
1994 DWORD *contained_ps_consts_f;
1995 unsigned int num_contained_ps_consts_f;
1996 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
1997 unsigned int num_contained_tss_states;
1998 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
1999 unsigned int num_contained_sampler_states;
2002 extern void stateblock_savedstates_set(
2003 IWineD3DStateBlock* iface,
2004 SAVEDSTATES* states,
2005 BOOL value);
2007 extern void stateblock_copy(
2008 IWineD3DStateBlock* destination,
2009 IWineD3DStateBlock* source);
2011 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
2013 /* Direct3D terminology with little modifications. We do not have an issued state
2014 * because only the driver knows about it, but we have a created state because d3d
2015 * allows GetData on a created issue, but opengl doesn't
2017 enum query_state {
2018 QUERY_CREATED,
2019 QUERY_SIGNALLED,
2020 QUERY_BUILDING
2022 /*****************************************************************************
2023 * IWineD3DQueryImpl implementation structure (extends IUnknown)
2025 typedef struct IWineD3DQueryImpl
2027 const IWineD3DQueryVtbl *lpVtbl;
2028 LONG ref; /* Note: Ref counting not required */
2030 IUnknown *parent;
2031 /*TODO: replace with iface usage */
2032 #if 0
2033 IWineD3DDevice *wineD3DDevice;
2034 #else
2035 IWineD3DDeviceImpl *wineD3DDevice;
2036 #endif
2038 /* IWineD3DQuery fields */
2039 enum query_state state;
2040 WINED3DQUERYTYPE type;
2041 /* TODO: Think about using a IUnknown instead of a void* */
2042 void *extendedData;
2045 } IWineD3DQueryImpl;
2047 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
2048 extern const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl;
2049 extern const IWineD3DQueryVtbl IWineD3DOcclusionQuery_Vtbl;
2051 /* Datastructures for IWineD3DQueryImpl.extendedData */
2052 typedef struct WineQueryOcclusionData {
2053 GLuint queryId;
2054 WineD3DContext *ctx;
2055 } WineQueryOcclusionData;
2057 typedef struct WineQueryEventData {
2058 GLuint fenceId;
2059 WineD3DContext *ctx;
2060 } WineQueryEventData;
2062 /* IWineD3DBuffer */
2064 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
2065 * fixed function semantics as D3DCOLOR or FLOAT16 */
2066 enum wined3d_buffer_conversion_type
2068 CONV_NONE,
2069 CONV_D3DCOLOR,
2070 CONV_POSITIONT,
2071 CONV_FLOAT16_2, /* Also handles FLOAT16_4 */
2074 #define WINED3D_BUFFER_OPTIMIZED 0x01 /* Optimize has been called for the buffer */
2075 #define WINED3D_BUFFER_DIRTY 0x02 /* Buffer data has been modified */
2076 #define WINED3D_BUFFER_HASDESC 0x04 /* A vertex description has been found */
2077 #define WINED3D_BUFFER_CREATEBO 0x08 /* Attempt to create a buffer object next PreLoad */
2079 struct wined3d_buffer
2081 const struct IWineD3DBufferVtbl *vtbl;
2082 IWineD3DResourceClass resource;
2084 struct wined3d_buffer_desc desc;
2086 GLuint buffer_object;
2087 GLenum buffer_object_usage;
2088 GLenum buffer_type_hint;
2089 UINT buffer_object_size;
2090 LONG bind_count;
2091 DWORD flags;
2093 UINT dirty_start;
2094 UINT dirty_end;
2095 LONG lock_count;
2097 /* legacy vertex buffers */
2098 DWORD fvf;
2100 /* conversion stuff */
2101 UINT conversion_count;
2102 UINT draw_count;
2103 UINT stride; /* 0 if no conversion */
2104 UINT conversion_stride; /* 0 if no shifted conversion */
2105 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
2106 /* Extra load offsets, for FLOAT16 conversion */
2107 UINT *conversion_shift; /* NULL if no shifted conversion */
2110 extern const IWineD3DBufferVtbl wined3d_buffer_vtbl;
2111 const BYTE *buffer_get_memory(IWineD3DBuffer *iface, UINT offset, GLuint *buffer_object);
2113 /* IWineD3DRendertargetView */
2114 struct wined3d_rendertarget_view
2116 const struct IWineD3DRendertargetViewVtbl *vtbl;
2117 LONG refcount;
2119 IWineD3DResource *resource;
2120 IUnknown *parent;
2123 extern const IWineD3DRendertargetViewVtbl wined3d_rendertarget_view_vtbl;
2125 /*****************************************************************************
2126 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
2129 typedef struct IWineD3DSwapChainImpl
2131 /*IUnknown part*/
2132 const IWineD3DSwapChainVtbl *lpVtbl;
2133 LONG ref; /* Note: Ref counting not required */
2135 IUnknown *parent;
2136 IWineD3DDeviceImpl *wineD3DDevice;
2138 /* IWineD3DSwapChain fields */
2139 IWineD3DSurface **backBuffer;
2140 IWineD3DSurface *frontBuffer;
2141 WINED3DPRESENT_PARAMETERS presentParms;
2142 DWORD orig_width, orig_height;
2143 WINED3DFORMAT orig_fmt;
2144 WINED3DGAMMARAMP orig_gamma;
2146 long prev_time, frames; /* Performance tracking */
2147 unsigned int vSyncCounter;
2149 WineD3DContext **context; /* Later a array for multithreading */
2150 unsigned int num_contexts;
2152 HWND win_handle;
2153 } IWineD3DSwapChainImpl;
2155 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
2156 const IWineD3DSwapChainVtbl IWineGDISwapChain_Vtbl;
2157 void x11_copy_to_screen(IWineD3DSwapChainImpl *This, const RECT *rc);
2159 HRESULT WINAPI IWineD3DBaseSwapChainImpl_QueryInterface(IWineD3DSwapChain *iface, REFIID riid, LPVOID *ppobj);
2160 ULONG WINAPI IWineD3DBaseSwapChainImpl_AddRef(IWineD3DSwapChain *iface);
2161 ULONG WINAPI IWineD3DBaseSwapChainImpl_Release(IWineD3DSwapChain *iface);
2162 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetParent(IWineD3DSwapChain *iface, IUnknown ** ppParent);
2163 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain *iface, IWineD3DSurface *pDestSurface);
2164 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, UINT iBackBuffer, WINED3DBACKBUFFER_TYPE Type, IWineD3DSurface **ppBackBuffer);
2165 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *iface, WINED3DRASTER_STATUS *pRasterStatus);
2166 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface, WINED3DDISPLAYMODE*pMode);
2167 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDevice(IWineD3DSwapChain *iface, IWineD3DDevice**ppDevice);
2168 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetPresentParameters(IWineD3DSwapChain *iface, WINED3DPRESENT_PARAMETERS *pPresentationParameters);
2169 HRESULT WINAPI IWineD3DBaseSwapChainImpl_SetGammaRamp(IWineD3DSwapChain *iface, DWORD Flags, CONST WINED3DGAMMARAMP *pRamp);
2170 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetGammaRamp(IWineD3DSwapChain *iface, WINED3DGAMMARAMP *pRamp);
2172 WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
2174 /*****************************************************************************
2175 * Utility function prototypes
2178 /* Trace routines */
2179 const char* debug_d3dformat(WINED3DFORMAT fmt);
2180 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
2181 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
2182 const char* debug_d3dusage(DWORD usage);
2183 const char* debug_d3dusagequery(DWORD usagequery);
2184 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
2185 const char* debug_d3ddeclusage(BYTE usage);
2186 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
2187 const char* debug_d3drenderstate(DWORD state);
2188 const char* debug_d3dsamplerstate(DWORD state);
2189 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
2190 const char* debug_d3dtexturestate(DWORD state);
2191 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
2192 const char* debug_d3dpool(WINED3DPOOL pool);
2193 const char *debug_fbostatus(GLenum status);
2194 const char *debug_glerror(GLenum error);
2195 const char *debug_d3dbasis(WINED3DBASISTYPE basis);
2196 const char *debug_d3ddegree(WINED3DDEGREETYPE order);
2197 const char* debug_d3dtop(WINED3DTEXTUREOP d3dtop);
2198 void dump_color_fixup_desc(struct color_fixup_desc fixup);
2199 const char *debug_surflocation(DWORD flag);
2201 /* Routines for GL <-> D3D values */
2202 GLenum StencilOp(DWORD op);
2203 GLenum CompareFunc(DWORD func);
2204 BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
2205 void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx, DWORD dst);
2206 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype, BOOL ffp_can_disable_proj);
2207 void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2208 void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2209 void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2210 void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2211 void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2212 void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2213 void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2214 void state_fog_fragpart(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2216 void surface_add_dirty_rect(IWineD3DSurface *iface, const RECT *dirty_rect);
2217 void surface_force_reload(IWineD3DSurface *iface);
2218 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
2219 void surface_load_ds_location(IWineD3DSurface *iface, DWORD location);
2220 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location);
2221 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
2222 void surface_set_texture_name(IWineD3DSurface *iface, GLuint name, BOOL srgb_name);
2223 void surface_set_texture_target(IWineD3DSurface *iface, GLenum target);
2225 BOOL getColorBits(const struct GlPixelFormatDesc *format_desc,
2226 short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
2227 BOOL getDepthStencilBits(const struct GlPixelFormatDesc *format_desc, short *depthSize, short *stencilSize);
2229 /* Math utils */
2230 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
2231 UINT wined3d_log2i(UINT32 x);
2233 typedef struct local_constant {
2234 struct list entry;
2235 unsigned int idx;
2236 DWORD value[4];
2237 } local_constant;
2239 /* Undocumented opcode controls */
2240 #define INST_CONTROLS_SHIFT 16
2241 #define INST_CONTROLS_MASK 0x00ff0000
2243 typedef enum COMPARISON_TYPE {
2244 COMPARISON_GT = 1,
2245 COMPARISON_EQ = 2,
2246 COMPARISON_GE = 3,
2247 COMPARISON_LT = 4,
2248 COMPARISON_NE = 5,
2249 COMPARISON_LE = 6
2250 } COMPARISON_TYPE;
2252 typedef struct SHADER_LIMITS {
2253 unsigned int temporary;
2254 unsigned int texcoord;
2255 unsigned int sampler;
2256 unsigned int constant_int;
2257 unsigned int constant_float;
2258 unsigned int constant_bool;
2259 unsigned int address;
2260 unsigned int packed_output;
2261 unsigned int packed_input;
2262 unsigned int attributes;
2263 unsigned int label;
2264 } SHADER_LIMITS;
2266 /** Keeps track of details for TEX_M#x# shader opcodes which need to
2267 maintain state information between multiple codes */
2268 typedef struct SHADER_PARSE_STATE {
2269 unsigned int current_row;
2270 DWORD texcoord_w[2];
2271 } SHADER_PARSE_STATE;
2273 #ifdef __GNUC__
2274 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2275 #else
2276 #define PRINTF_ATTR(fmt,args)
2277 #endif
2279 /* Base Shader utility functions.
2280 * (may move callers into the same file in the future) */
2281 extern int shader_addline(
2282 SHADER_BUFFER* buffer,
2283 const char* fmt, ...) PRINTF_ATTR(2,3);
2284 int shader_vaddline(SHADER_BUFFER *buffer, const char *fmt, va_list args);
2286 const SHADER_OPCODE *shader_get_opcode(const SHADER_OPCODE *shader_ins, DWORD shader_version, DWORD code);
2288 /* Vertex shader utility functions */
2289 extern BOOL vshader_get_input(
2290 IWineD3DVertexShader* iface,
2291 BYTE usage_req, BYTE usage_idx_req,
2292 unsigned int* regnum);
2294 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
2296 /* GLSL helper functions */
2297 extern void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction *ins);
2299 /*****************************************************************************
2300 * IDirect3DBaseShader implementation structure
2302 typedef struct IWineD3DBaseShaderClass
2304 LONG ref;
2305 SHADER_LIMITS limits;
2306 SHADER_PARSE_STATE parse_state;
2307 CONST SHADER_OPCODE *shader_ins;
2308 DWORD *function;
2309 UINT functionLength;
2310 UINT cur_loop_depth, cur_loop_regno;
2311 BOOL load_local_constsF;
2312 BOOL uses_bool_consts, uses_int_consts;
2314 /* Type of shader backend */
2315 int shader_mode;
2317 /* Programs this shader is linked with */
2318 struct list linked_programs;
2320 /* Immediate constants (override global ones) */
2321 struct list constantsB;
2322 struct list constantsF;
2323 struct list constantsI;
2324 shader_reg_maps reg_maps;
2326 /* Pointer to the parent device */
2327 IWineD3DDevice *device;
2328 struct list shader_list_entry;
2330 } IWineD3DBaseShaderClass;
2332 typedef struct IWineD3DBaseShaderImpl {
2333 /* IUnknown */
2334 const IWineD3DBaseShaderVtbl *lpVtbl;
2336 /* IWineD3DBaseShader */
2337 IWineD3DBaseShaderClass baseShader;
2338 } IWineD3DBaseShaderImpl;
2340 void shader_buffer_init(struct SHADER_BUFFER *buffer);
2341 void shader_buffer_free(struct SHADER_BUFFER *buffer);
2342 void shader_cleanup(IWineD3DBaseShader *iface);
2343 HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, struct shader_reg_maps *reg_maps,
2344 struct semantic *semantics_in, struct semantic *semantics_out, const DWORD *byte_code);
2345 void shader_init(struct IWineD3DBaseShaderClass *shader,
2346 IWineD3DDevice *device, const SHADER_OPCODE *instruction_table);
2347 void shader_trace_init(const DWORD *byte_code, const SHADER_OPCODE *opcode_table);
2349 extern void shader_generate_main(IWineD3DBaseShader *iface, SHADER_BUFFER *buffer,
2350 const shader_reg_maps *reg_maps, const DWORD *pFunction);
2352 static inline int shader_get_regtype(const DWORD param) {
2353 return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
2354 ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
2357 static inline int shader_get_writemask(const DWORD param) {
2358 return param & WINED3DSP_WRITEMASK_ALL;
2361 static inline BOOL shader_is_pshader_version(DWORD token) {
2362 return 0xFFFF0000 == (token & 0xFFFF0000);
2365 static inline BOOL shader_is_vshader_version(DWORD token) {
2366 return 0xFFFE0000 == (token & 0xFFFF0000);
2369 static inline BOOL shader_is_comment(DWORD token) {
2370 return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
2373 static inline BOOL shader_is_scalar(WINED3DSHADER_PARAM_REGISTER_TYPE register_type, UINT register_idx)
2375 switch (register_type)
2377 case WINED3DSPR_RASTOUT:
2378 /* oFog & oPts */
2379 if (register_idx != 0) return TRUE;
2380 /* oPos */
2381 return FALSE;
2383 case WINED3DSPR_DEPTHOUT: /* oDepth */
2384 case WINED3DSPR_CONSTBOOL: /* b# */
2385 case WINED3DSPR_LOOP: /* aL */
2386 case WINED3DSPR_PREDICATE: /* p0 */
2387 return TRUE;
2389 case WINED3DSPR_MISCTYPE:
2390 switch(register_idx)
2392 case 0: /* vPos */
2393 return FALSE;
2394 case 1: /* vFace */
2395 return TRUE;
2396 default:
2397 return FALSE;
2400 default:
2401 return FALSE;
2405 static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
2406 local_constant* lconst;
2408 if(This->baseShader.load_local_constsF) return FALSE;
2409 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2410 if(lconst->idx == reg) return TRUE;
2412 return FALSE;
2416 /*****************************************************************************
2417 * IDirect3DVertexShader implementation structures
2420 struct vs_compiled_shader {
2421 struct vs_compile_args args;
2422 GLuint prgId;
2425 typedef struct IWineD3DVertexShaderImpl {
2426 /* IUnknown parts*/
2427 const IWineD3DVertexShaderVtbl *lpVtbl;
2429 /* IWineD3DBaseShader */
2430 IWineD3DBaseShaderClass baseShader;
2432 /* IWineD3DVertexShaderImpl */
2433 IUnknown *parent;
2435 DWORD usage;
2437 /* The GL shader */
2438 struct vs_compiled_shader *gl_shaders;
2439 UINT num_gl_shaders, shader_array_size;
2441 /* Vertex shader input and output semantics */
2442 semantic semantics_in [MAX_ATTRIBS];
2443 semantic semantics_out [MAX_REG_OUTPUT];
2445 UINT min_rel_offset, max_rel_offset;
2446 UINT rel_offset;
2448 UINT recompile_count;
2450 const struct vs_compile_args *cur_args;
2451 } IWineD3DVertexShaderImpl;
2452 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
2453 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
2455 void find_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct vs_compile_args *args);
2456 GLuint find_gl_vshader(IWineD3DVertexShaderImpl *shader, const struct vs_compile_args *args);
2458 /*****************************************************************************
2459 * IDirect3DPixelShader implementation structure
2461 struct ps_compiled_shader {
2462 struct ps_compile_args args;
2463 GLuint prgId;
2466 typedef struct IWineD3DPixelShaderImpl {
2467 /* IUnknown parts */
2468 const IWineD3DPixelShaderVtbl *lpVtbl;
2470 /* IWineD3DBaseShader */
2471 IWineD3DBaseShaderClass baseShader;
2473 /* IWineD3DPixelShaderImpl */
2474 IUnknown *parent;
2476 /* Pixel shader input semantics */
2477 semantic semantics_in [MAX_REG_INPUT];
2478 DWORD input_reg_map[MAX_REG_INPUT];
2479 BOOL input_reg_used[MAX_REG_INPUT];
2480 int declared_in_count;
2482 /* The GL shader */
2483 struct ps_compiled_shader *gl_shaders;
2484 UINT num_gl_shaders, shader_array_size;
2486 /* Some information about the shader behavior */
2487 struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
2488 unsigned char numbumpenvmatconsts;
2489 struct stb_const_desc luminanceconst[MAX_TEXTURES];
2490 char vpos_uniform;
2492 const struct ps_compile_args *cur_args;
2493 } IWineD3DPixelShaderImpl;
2495 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
2496 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
2497 GLuint find_gl_pshader(IWineD3DPixelShaderImpl *shader, const struct ps_compile_args *args);
2498 void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct ps_compile_args *args);
2500 /* sRGB correction constants */
2501 static const float srgb_cmp = 0.0031308;
2502 static const float srgb_mul_low = 12.92;
2503 static const float srgb_pow = 0.41666;
2504 static const float srgb_mul_high = 1.055;
2505 static const float srgb_sub_high = 0.055;
2507 /*****************************************************************************
2508 * IWineD3DPalette implementation structure
2510 struct IWineD3DPaletteImpl {
2511 /* IUnknown parts */
2512 const IWineD3DPaletteVtbl *lpVtbl;
2513 LONG ref;
2515 IUnknown *parent;
2516 IWineD3DDeviceImpl *wineD3DDevice;
2518 /* IWineD3DPalette */
2519 HPALETTE hpal;
2520 WORD palVersion; /*| */
2521 WORD palNumEntries; /*| LOGPALETTE */
2522 PALETTEENTRY palents[256]; /*| */
2523 /* This is to store the palette in 'screen format' */
2524 int screen_palents[256];
2525 DWORD Flags;
2528 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
2529 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
2531 /* DirectDraw utility functions */
2532 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
2534 /*****************************************************************************
2535 * Pixel format management
2538 struct GlPixelFormatDesc
2540 WINED3DFORMAT format;
2541 DWORD red_mask;
2542 DWORD green_mask;
2543 DWORD blue_mask;
2544 DWORD alpha_mask;
2545 UINT byte_count;
2546 WORD depth_size;
2547 WORD stencil_size;
2549 enum wined3d_ffp_emit_idx emit_idx;
2550 GLint component_count;
2551 GLenum gl_vtx_type;
2552 GLint gl_vtx_format;
2553 GLboolean gl_normalized;
2554 unsigned int component_size;
2556 GLint glInternal;
2557 GLint glGammaInternal;
2558 GLint rtInternal;
2559 GLint glFormat;
2560 GLint glType;
2561 unsigned int Flags;
2562 float heightscale;
2563 struct color_fixup_desc color_fixup;
2566 const struct GlPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt, const WineD3D_GL_Info *gl_info);
2568 static inline BOOL use_vs(IWineD3DStateBlockImpl *stateblock)
2570 return (stateblock->vertexShader
2571 && !stateblock->wineD3DDevice->strided_streams.position_transformed
2572 && stateblock->wineD3DDevice->vs_selected_mode != SHADER_NONE);
2575 static inline BOOL use_ps(IWineD3DStateBlockImpl *stateblock)
2577 return (stateblock->pixelShader
2578 && stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE);
2581 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2582 IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
2583 #endif