jscript: Fix implementation of Global.escape.
[wine/hacks.git] / dlls / wined3d / wined3d_private.h
blob87e752ea1cb507820f1382c2dd76fcc751924d7b
1 /*
2 * Direct3D wine internal private include file
4 * Copyright 2002-2003 The wine-d3d team
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2002-2003, 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 "wine/wined3d.h"
42 #include "wined3d_gl.h"
43 #include "wine/list.h"
44 #include "wine/rbtree.h"
46 /* Driver quirks */
47 #define WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT 0x00000001
48 #define WINED3D_QUIRK_SET_TEXCOORD_W 0x00000002
49 #define WINED3D_QUIRK_GLSL_CLIP_VARYING 0x00000004
50 #define WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA 0x00000008
51 #define WINED3D_QUIRK_NV_CLIP_BROKEN 0x00000010
53 /* Texture format fixups */
55 enum fixup_channel_source
57 CHANNEL_SOURCE_ZERO = 0,
58 CHANNEL_SOURCE_ONE = 1,
59 CHANNEL_SOURCE_X = 2,
60 CHANNEL_SOURCE_Y = 3,
61 CHANNEL_SOURCE_Z = 4,
62 CHANNEL_SOURCE_W = 5,
63 CHANNEL_SOURCE_YUV0 = 6,
64 CHANNEL_SOURCE_YUV1 = 7,
67 enum yuv_fixup
69 YUV_FIXUP_YUY2 = 0,
70 YUV_FIXUP_UYVY = 1,
71 YUV_FIXUP_YV12 = 2,
74 #include <pshpack2.h>
75 struct color_fixup_desc
77 unsigned x_sign_fixup : 1;
78 unsigned x_source : 3;
79 unsigned y_sign_fixup : 1;
80 unsigned y_source : 3;
81 unsigned z_sign_fixup : 1;
82 unsigned z_source : 3;
83 unsigned w_sign_fixup : 1;
84 unsigned w_source : 3;
86 #include <poppack.h>
88 static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
89 {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
91 static inline struct color_fixup_desc create_color_fixup_desc(
92 int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
93 int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
95 struct color_fixup_desc fixup =
97 sign0, src0,
98 sign1, src1,
99 sign2, src2,
100 sign3, src3,
102 return fixup;
105 static inline struct color_fixup_desc create_yuv_fixup_desc(enum yuv_fixup yuv_fixup)
107 struct color_fixup_desc fixup =
109 0, yuv_fixup & (1 << 0) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
110 0, yuv_fixup & (1 << 1) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
111 0, yuv_fixup & (1 << 2) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
112 0, yuv_fixup & (1 << 3) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
114 return fixup;
117 static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
119 return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
122 static inline BOOL is_yuv_fixup(struct color_fixup_desc fixup)
124 return fixup.x_source == CHANNEL_SOURCE_YUV0 || fixup.x_source == CHANNEL_SOURCE_YUV1;
127 static inline enum yuv_fixup get_yuv_fixup(struct color_fixup_desc fixup)
129 enum yuv_fixup yuv_fixup = 0;
130 if (fixup.x_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 0);
131 if (fixup.y_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 1);
132 if (fixup.z_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 2);
133 if (fixup.w_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 3);
134 return yuv_fixup;
137 void *wined3d_rb_alloc(size_t size) DECLSPEC_HIDDEN;
138 void *wined3d_rb_realloc(void *ptr, size_t size) DECLSPEC_HIDDEN;
139 void wined3d_rb_free(void *ptr) DECLSPEC_HIDDEN;
141 /* Device caps */
142 #define MAX_PALETTES 65536
143 #define MAX_STREAMS 16
144 #define MAX_TEXTURES 8
145 #define MAX_FRAGMENT_SAMPLERS 16
146 #define MAX_VERTEX_SAMPLERS 4
147 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
148 #define MAX_ACTIVE_LIGHTS 8
149 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
151 typedef enum _WINELOOKUP {
152 WINELOOKUP_WARPPARAM = 0,
153 MAX_LOOKUPS = 1
154 } WINELOOKUP;
156 extern const int minLookup[MAX_LOOKUPS] DECLSPEC_HIDDEN;
157 extern const int maxLookup[MAX_LOOKUPS] DECLSPEC_HIDDEN;
158 extern DWORD *stateLookup[MAX_LOOKUPS] DECLSPEC_HIDDEN;
160 struct min_lookup
162 GLenum mip[WINED3DTEXF_LINEAR + 1];
165 const struct min_lookup minMipLookup[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
166 const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
167 const struct min_lookup minMipLookup_noMip[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
168 const GLenum magLookup[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
169 const GLenum magLookup_noFilter[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
171 static inline GLenum wined3d_gl_mag_filter(const GLenum mag_lookup[], WINED3DTEXTUREFILTERTYPE mag_filter)
173 return mag_lookup[mag_filter];
176 static inline GLenum wined3d_gl_min_mip_filter(const struct min_lookup min_mip_lookup[],
177 WINED3DTEXTUREFILTERTYPE min_filter, WINED3DTEXTUREFILTERTYPE mip_filter)
179 return min_mip_lookup[min_filter].mip[mip_filter];
182 /* float_16_to_32() and float_32_to_16() (see implementation in
183 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
184 * to standard C floats and vice versa. They do not depend on the encoding
185 * of the C float, so they are platform independent, but slow. On x86 and
186 * other IEEE 754 compliant platforms the conversion can be accelerated by
187 * bit shifting the exponent and mantissa. There are also some SSE-based
188 * assembly routines out there.
190 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
192 static inline float float_16_to_32(const unsigned short *in) {
193 const unsigned short s = ((*in) & 0x8000);
194 const unsigned short e = ((*in) & 0x7C00) >> 10;
195 const unsigned short m = (*in) & 0x3FF;
196 const float sgn = (s ? -1.0f : 1.0f);
198 if(e == 0) {
199 if(m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
200 else return sgn * pow(2, -14.0f) * ((float)m / 1024.0f);
201 } else if(e < 31) {
202 return sgn * pow(2, (float)e - 15.0f) * (1.0f + ((float)m / 1024.0f));
203 } else {
204 if(m == 0) return sgn / 0.0f; /* +INF / -INF */
205 else return 0.0f / 0.0f; /* NAN */
209 static inline float float_24_to_32(DWORD in)
211 const float sgn = in & 0x800000 ? -1.0f : 1.0f;
212 const unsigned short e = (in & 0x780000) >> 19;
213 const unsigned short m = in & 0x7ffff;
215 if (e == 0)
217 if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
218 else return sgn * pow(2, -6.0f) * ((float)m / 524288.0f);
220 else if (e < 15)
222 return sgn * pow(2, (float)e - 7.0f) * (1.0f + ((float)m / 524288.0f));
224 else
226 if (m == 0) return sgn / 0.0f; /* +INF / -INF */
227 else return 0.0f / 0.0f; /* NAN */
232 * Settings
234 #define VS_NONE 0
235 #define VS_HW 1
237 #define PS_NONE 0
238 #define PS_HW 1
240 #define VBO_NONE 0
241 #define VBO_HW 1
243 #define ORM_BACKBUFFER 0
244 #define ORM_PBUFFER 1
245 #define ORM_FBO 2
247 #define SHADER_ARB 1
248 #define SHADER_GLSL 2
249 #define SHADER_ATI 3
250 #define SHADER_NONE 4
252 #define RTL_DISABLE -1
253 #define RTL_READDRAW 1
254 #define RTL_READTEX 2
256 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
257 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
259 /* NOTE: When adding fields to this structure, make sure to update the default
260 * values in wined3d_main.c as well. */
261 typedef struct wined3d_settings_s {
262 /* vertex and pixel shader modes */
263 int vs_mode;
264 int ps_mode;
265 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
266 we should use it. However, until it's fully implemented, we'll leave it as a registry
267 setting for developers. */
268 BOOL glslRequested;
269 int offscreen_rendering_mode;
270 int rendertargetlock_mode;
271 unsigned short pci_vendor_id;
272 unsigned short pci_device_id;
273 /* Memory tracking and object counting */
274 unsigned int emulated_textureram;
275 char *logo;
276 int allow_multisampling;
277 } wined3d_settings_t;
279 extern wined3d_settings_t wined3d_settings DECLSPEC_HIDDEN;
281 typedef enum _WINED3DSAMPLER_TEXTURE_TYPE
283 WINED3DSTT_UNKNOWN = 0,
284 WINED3DSTT_1D = 1,
285 WINED3DSTT_2D = 2,
286 WINED3DSTT_CUBE = 3,
287 WINED3DSTT_VOLUME = 4,
288 } WINED3DSAMPLER_TEXTURE_TYPE;
290 typedef enum _WINED3DSHADER_PARAM_REGISTER_TYPE
292 WINED3DSPR_TEMP = 0,
293 WINED3DSPR_INPUT = 1,
294 WINED3DSPR_CONST = 2,
295 WINED3DSPR_ADDR = 3,
296 WINED3DSPR_TEXTURE = 3,
297 WINED3DSPR_RASTOUT = 4,
298 WINED3DSPR_ATTROUT = 5,
299 WINED3DSPR_TEXCRDOUT = 6,
300 WINED3DSPR_OUTPUT = 6,
301 WINED3DSPR_CONSTINT = 7,
302 WINED3DSPR_COLOROUT = 8,
303 WINED3DSPR_DEPTHOUT = 9,
304 WINED3DSPR_SAMPLER = 10,
305 WINED3DSPR_CONST2 = 11,
306 WINED3DSPR_CONST3 = 12,
307 WINED3DSPR_CONST4 = 13,
308 WINED3DSPR_CONSTBOOL = 14,
309 WINED3DSPR_LOOP = 15,
310 WINED3DSPR_TEMPFLOAT16 = 16,
311 WINED3DSPR_MISCTYPE = 17,
312 WINED3DSPR_LABEL = 18,
313 WINED3DSPR_PREDICATE = 19,
314 WINED3DSPR_IMMCONST,
315 WINED3DSPR_CONSTBUFFER,
316 } WINED3DSHADER_PARAM_REGISTER_TYPE;
318 enum wined3d_immconst_type
320 WINED3D_IMMCONST_FLOAT,
321 WINED3D_IMMCONST_FLOAT4,
324 #define WINED3DSP_NOSWIZZLE (0 | (1 << 2) | (2 << 4) | (3 << 6))
326 typedef enum _WINED3DSHADER_PARAM_SRCMOD_TYPE
328 WINED3DSPSM_NONE = 0,
329 WINED3DSPSM_NEG = 1,
330 WINED3DSPSM_BIAS = 2,
331 WINED3DSPSM_BIASNEG = 3,
332 WINED3DSPSM_SIGN = 4,
333 WINED3DSPSM_SIGNNEG = 5,
334 WINED3DSPSM_COMP = 6,
335 WINED3DSPSM_X2 = 7,
336 WINED3DSPSM_X2NEG = 8,
337 WINED3DSPSM_DZ = 9,
338 WINED3DSPSM_DW = 10,
339 WINED3DSPSM_ABS = 11,
340 WINED3DSPSM_ABSNEG = 12,
341 WINED3DSPSM_NOT = 13,
342 } WINED3DSHADER_PARAM_SRCMOD_TYPE;
344 #define WINED3DSP_WRITEMASK_0 0x1 /* .x r */
345 #define WINED3DSP_WRITEMASK_1 0x2 /* .y g */
346 #define WINED3DSP_WRITEMASK_2 0x4 /* .z b */
347 #define WINED3DSP_WRITEMASK_3 0x8 /* .w a */
348 #define WINED3DSP_WRITEMASK_ALL 0xf /* all */
350 typedef enum _WINED3DSHADER_PARAM_DSTMOD_TYPE
352 WINED3DSPDM_NONE = 0,
353 WINED3DSPDM_SATURATE = 1,
354 WINED3DSPDM_PARTIALPRECISION = 2,
355 WINED3DSPDM_MSAMPCENTROID = 4,
356 } WINED3DSHADER_PARAM_DSTMOD_TYPE;
358 /* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
359 #define WINED3DSI_TEXLD_PROJECT 1
360 #define WINED3DSI_TEXLD_BIAS 2
362 typedef enum COMPARISON_TYPE
364 COMPARISON_GT = 1,
365 COMPARISON_EQ = 2,
366 COMPARISON_GE = 3,
367 COMPARISON_LT = 4,
368 COMPARISON_NE = 5,
369 COMPARISON_LE = 6,
370 } COMPARISON_TYPE;
372 #define WINED3D_SM1_VS 0xfffe
373 #define WINED3D_SM1_PS 0xffff
374 #define WINED3D_SM4_PS 0x0000
375 #define WINED3D_SM4_VS 0x0001
376 #define WINED3D_SM4_GS 0x0002
378 /* Shader version tokens, and shader end tokens */
379 #define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
380 #define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
382 /* Shader backends */
384 /* TODO: Make this dynamic, based on shader limits ? */
385 #define MAX_ATTRIBS 16
386 #define MAX_REG_ADDR 1
387 #define MAX_REG_TEMP 32
388 #define MAX_REG_TEXCRD 8
389 #define MAX_REG_INPUT 12
390 #define MAX_REG_OUTPUT 12
391 #define MAX_CONST_I 16
392 #define MAX_CONST_B 16
394 /* FIXME: This needs to go up to 2048 for
395 * Shader model 3 according to msdn (and for software shaders) */
396 #define MAX_LABELS 16
398 #define SHADER_PGMSIZE 65535
400 struct wined3d_shader_buffer
402 char *buffer;
403 unsigned int bsize;
404 unsigned int lineNo;
405 BOOL newline;
408 enum WINED3D_SHADER_INSTRUCTION_HANDLER
410 WINED3DSIH_ABS,
411 WINED3DSIH_ADD,
412 WINED3DSIH_BEM,
413 WINED3DSIH_BREAK,
414 WINED3DSIH_BREAKC,
415 WINED3DSIH_BREAKP,
416 WINED3DSIH_CALL,
417 WINED3DSIH_CALLNZ,
418 WINED3DSIH_CMP,
419 WINED3DSIH_CND,
420 WINED3DSIH_CRS,
421 WINED3DSIH_DCL,
422 WINED3DSIH_DEF,
423 WINED3DSIH_DEFB,
424 WINED3DSIH_DEFI,
425 WINED3DSIH_DP2ADD,
426 WINED3DSIH_DP3,
427 WINED3DSIH_DP4,
428 WINED3DSIH_DST,
429 WINED3DSIH_DSX,
430 WINED3DSIH_DSY,
431 WINED3DSIH_ELSE,
432 WINED3DSIH_ENDIF,
433 WINED3DSIH_ENDLOOP,
434 WINED3DSIH_ENDREP,
435 WINED3DSIH_EXP,
436 WINED3DSIH_EXPP,
437 WINED3DSIH_FRC,
438 WINED3DSIH_IF,
439 WINED3DSIH_IFC,
440 WINED3DSIH_LABEL,
441 WINED3DSIH_LIT,
442 WINED3DSIH_LOG,
443 WINED3DSIH_LOGP,
444 WINED3DSIH_LOOP,
445 WINED3DSIH_LRP,
446 WINED3DSIH_M3x2,
447 WINED3DSIH_M3x3,
448 WINED3DSIH_M3x4,
449 WINED3DSIH_M4x3,
450 WINED3DSIH_M4x4,
451 WINED3DSIH_MAD,
452 WINED3DSIH_MAX,
453 WINED3DSIH_MIN,
454 WINED3DSIH_MOV,
455 WINED3DSIH_MOVA,
456 WINED3DSIH_MUL,
457 WINED3DSIH_NOP,
458 WINED3DSIH_NRM,
459 WINED3DSIH_PHASE,
460 WINED3DSIH_POW,
461 WINED3DSIH_RCP,
462 WINED3DSIH_REP,
463 WINED3DSIH_RET,
464 WINED3DSIH_RSQ,
465 WINED3DSIH_SETP,
466 WINED3DSIH_SGE,
467 WINED3DSIH_SGN,
468 WINED3DSIH_SINCOS,
469 WINED3DSIH_SLT,
470 WINED3DSIH_SUB,
471 WINED3DSIH_TEX,
472 WINED3DSIH_TEXBEM,
473 WINED3DSIH_TEXBEML,
474 WINED3DSIH_TEXCOORD,
475 WINED3DSIH_TEXDEPTH,
476 WINED3DSIH_TEXDP3,
477 WINED3DSIH_TEXDP3TEX,
478 WINED3DSIH_TEXKILL,
479 WINED3DSIH_TEXLDD,
480 WINED3DSIH_TEXLDL,
481 WINED3DSIH_TEXM3x2DEPTH,
482 WINED3DSIH_TEXM3x2PAD,
483 WINED3DSIH_TEXM3x2TEX,
484 WINED3DSIH_TEXM3x3,
485 WINED3DSIH_TEXM3x3DIFF,
486 WINED3DSIH_TEXM3x3PAD,
487 WINED3DSIH_TEXM3x3SPEC,
488 WINED3DSIH_TEXM3x3TEX,
489 WINED3DSIH_TEXM3x3VSPEC,
490 WINED3DSIH_TEXREG2AR,
491 WINED3DSIH_TEXREG2GB,
492 WINED3DSIH_TEXREG2RGB,
493 WINED3DSIH_TABLE_SIZE
496 enum wined3d_shader_type
498 WINED3D_SHADER_TYPE_PIXEL,
499 WINED3D_SHADER_TYPE_VERTEX,
500 WINED3D_SHADER_TYPE_GEOMETRY,
503 struct wined3d_shader_version
505 enum wined3d_shader_type type;
506 BYTE major;
507 BYTE minor;
510 #define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
512 typedef struct shader_reg_maps
514 struct wined3d_shader_version shader_version;
515 BYTE texcoord; /* MAX_REG_TEXCRD, 8 */
516 BYTE address; /* MAX_REG_ADDR, 1 */
517 WORD labels; /* MAX_LABELS, 16 */
518 DWORD temporary; /* MAX_REG_TEMP, 32 */
519 DWORD *constf; /* pixel, vertex */
520 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
521 WORD input_registers; /* max(MAX_REG_INPUT, MAX_ATTRIBS), 16 */
522 WORD output_registers; /* MAX_REG_OUTPUT, 12 */
523 WORD integer_constants; /* MAX_CONST_I, 16 */
524 WORD boolean_constants; /* MAX_CONST_B, 16 */
525 WORD local_int_consts; /* MAX_CONST_I, 16 */
526 WORD local_bool_consts; /* MAX_CONST_B, 16 */
528 WINED3DSAMPLER_TEXTURE_TYPE sampler_type[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
529 BYTE bumpmat; /* MAX_TEXTURES, 8 */
530 BYTE luminanceparams; /* MAX_TEXTURES, 8 */
532 WORD usesnrm : 1;
533 WORD vpos : 1;
534 WORD usesdsx : 1;
535 WORD usesdsy : 1;
536 WORD usestexldd : 1;
537 WORD usesmova : 1;
538 WORD usesfacing : 1;
539 WORD usesrelconstF : 1;
540 WORD fog : 1;
541 WORD usestexldl : 1;
542 WORD usesifc : 1;
543 WORD usescall : 1;
544 WORD padding : 4;
546 /* Whether or not loops are used in this shader, and nesting depth */
547 unsigned loop_depth;
548 unsigned highest_render_target;
550 } shader_reg_maps;
552 struct wined3d_shader_context
554 IWineD3DBaseShader *shader;
555 const struct shader_reg_maps *reg_maps;
556 struct wined3d_shader_buffer *buffer;
557 void *backend_data;
560 struct wined3d_shader_register
562 WINED3DSHADER_PARAM_REGISTER_TYPE type;
563 UINT idx;
564 UINT array_idx;
565 const struct wined3d_shader_src_param *rel_addr;
566 enum wined3d_immconst_type immconst_type;
567 DWORD immconst_data[4];
570 struct wined3d_shader_dst_param
572 struct wined3d_shader_register reg;
573 DWORD write_mask;
574 DWORD modifiers;
575 DWORD shift;
578 struct wined3d_shader_src_param
580 struct wined3d_shader_register reg;
581 DWORD swizzle;
582 DWORD modifiers;
585 struct wined3d_shader_instruction
587 const struct wined3d_shader_context *ctx;
588 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
589 DWORD flags;
590 BOOL coissue;
591 DWORD predicate;
592 UINT dst_count;
593 const struct wined3d_shader_dst_param *dst;
594 UINT src_count;
595 const struct wined3d_shader_src_param *src;
598 struct wined3d_shader_semantic
600 WINED3DDECLUSAGE usage;
601 UINT usage_idx;
602 WINED3DSAMPLER_TEXTURE_TYPE sampler_type;
603 struct wined3d_shader_dst_param reg;
606 struct wined3d_shader_attribute
608 WINED3DDECLUSAGE usage;
609 UINT usage_idx;
612 struct wined3d_shader_loop_control
614 unsigned int count;
615 unsigned int start;
616 int step;
619 struct wined3d_shader_frontend
621 void *(*shader_init)(const DWORD *ptr, const struct wined3d_shader_signature *output_signature);
622 void (*shader_free)(void *data);
623 void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version);
624 void (*shader_read_opcode)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins, UINT *param_size);
625 void (*shader_read_src_param)(void *data, const DWORD **ptr, struct wined3d_shader_src_param *src_param,
626 struct wined3d_shader_src_param *src_rel_addr);
627 void (*shader_read_dst_param)(void *data, const DWORD **ptr, struct wined3d_shader_dst_param *dst_param,
628 struct wined3d_shader_src_param *dst_rel_addr);
629 void (*shader_read_semantic)(const DWORD **ptr, struct wined3d_shader_semantic *semantic);
630 void (*shader_read_comment)(const DWORD **ptr, const char **comment);
631 BOOL (*shader_is_end)(void *data, const DWORD **ptr);
634 extern const struct wined3d_shader_frontend sm1_shader_frontend DECLSPEC_HIDDEN;
635 extern const struct wined3d_shader_frontend sm4_shader_frontend DECLSPEC_HIDDEN;
637 typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
639 struct shader_caps {
640 DWORD VertexShaderVersion;
641 DWORD MaxVertexShaderConst;
643 DWORD PixelShaderVersion;
644 float PixelShader1xMaxValue;
645 DWORD MaxPixelShaderConst;
647 WINED3DVSHADERCAPS2_0 VS20Caps;
648 WINED3DPSHADERCAPS2_0 PS20Caps;
650 DWORD MaxVShaderInstructionsExecuted;
651 DWORD MaxPShaderInstructionsExecuted;
652 DWORD MaxVertexShader30InstructionSlots;
653 DWORD MaxPixelShader30InstructionSlots;
655 BOOL VSClipping;
658 enum tex_types
660 tex_1d = 0,
661 tex_2d = 1,
662 tex_3d = 2,
663 tex_cube = 3,
664 tex_rect = 4,
665 tex_type_count = 5,
668 enum vertexprocessing_mode {
669 fixedfunction,
670 vertexshader,
671 pretransformed
674 #define WINED3D_CONST_NUM_UNUSED ~0U
676 enum fogmode {
677 FOG_OFF,
678 FOG_LINEAR,
679 FOG_EXP,
680 FOG_EXP2
683 /* Stateblock dependent parameters which have to be hardcoded
684 * into the shader code
686 struct ps_compile_args {
687 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
688 enum vertexprocessing_mode vp_mode;
689 enum fogmode fog;
690 /* Projected textures(ps 1.0-1.3) */
691 /* Texture types(2D, Cube, 3D) in ps 1.x */
692 BOOL srgb_correction;
693 WORD np2_fixup;
694 /* Bitmap for NP2 texcoord fixups (16 samplers max currently).
695 D3D9 has a limit of 16 samplers and the fixup is superfluous
696 in D3D10 (unconditional NP2 support mandatory). */
699 enum fog_src_type {
700 VS_FOG_Z = 0,
701 VS_FOG_COORD = 1
704 struct vs_compile_args {
705 WORD fog_src;
706 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
709 struct wined3d_context;
711 typedef struct {
712 void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
713 void (*shader_select)(const struct wined3d_context *context, BOOL usePS, BOOL useVS);
714 void (*shader_select_depth_blt)(IWineD3DDevice *iface, enum tex_types tex_type);
715 void (*shader_deselect_depth_blt)(IWineD3DDevice *iface);
716 void (*shader_update_float_vertex_constants)(IWineD3DDevice *iface, UINT start, UINT count);
717 void (*shader_update_float_pixel_constants)(IWineD3DDevice *iface, UINT start, UINT count);
718 void (*shader_load_constants)(const struct wined3d_context *context, char usePS, char useVS);
719 void (*shader_load_np2fixup_constants)(IWineD3DDevice *iface, char usePS, char useVS);
720 void (*shader_destroy)(IWineD3DBaseShader *iface);
721 HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
722 void (*shader_free_private)(IWineD3DDevice *iface);
723 BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
724 void (*shader_get_caps)(WINED3DDEVTYPE devtype, const struct wined3d_gl_info *gl_info, struct shader_caps *caps);
725 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
726 void (*shader_add_instruction_modifiers)(const struct wined3d_shader_instruction *ins);
727 } shader_backend_t;
729 extern const shader_backend_t glsl_shader_backend DECLSPEC_HIDDEN;
730 extern const shader_backend_t arb_program_shader_backend DECLSPEC_HIDDEN;
731 extern const shader_backend_t none_shader_backend DECLSPEC_HIDDEN;
733 /* X11 locking */
735 extern void (* CDECL wine_tsx11_lock_ptr)(void) DECLSPEC_HIDDEN;
736 extern void (* CDECL wine_tsx11_unlock_ptr)(void) DECLSPEC_HIDDEN;
738 /* As GLX relies on X, this is needed */
739 extern int num_lock DECLSPEC_HIDDEN;
741 #if 0
742 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
743 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
744 #else
745 #define ENTER_GL() wine_tsx11_lock_ptr()
746 #define LEAVE_GL() wine_tsx11_unlock_ptr()
747 #endif
749 /*****************************************************************************
750 * Defines
753 /* GL related defines */
754 /* ------------------ */
755 #define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
756 #define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
757 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
759 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
760 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
761 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
762 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
764 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
765 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
766 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
767 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
769 #define D3DCOLORTOGLFLOAT4(dw, vec) do { \
770 (vec)[0] = D3DCOLOR_R(dw); \
771 (vec)[1] = D3DCOLOR_G(dw); \
772 (vec)[2] = D3DCOLOR_B(dw); \
773 (vec)[3] = D3DCOLOR_A(dw); \
774 } while(0)
776 /* DirectX Device Limits */
777 /* --------------------- */
778 #define MAX_MIP_LEVELS 32 /* Maximum number of mipmap levels. */
779 #define HIGHEST_TRANSFORMSTATE WINED3DTS_WORLDMATRIX(255) /* Highest value in WINED3DTRANSFORMSTATETYPE */
781 /* Checking of API calls */
782 /* --------------------- */
783 #ifndef WINE_NO_DEBUG_MSGS
784 #define checkGLcall(A) \
785 do { \
786 GLint err; \
787 if(!__WINE_IS_DEBUG_ON(_FIXME, __wine_dbch___default)) break; \
788 err = glGetError(); \
789 if (err == GL_NO_ERROR) { \
790 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
792 } else do { \
793 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
794 debug_glerror(err), err, A, __FILE__, __LINE__); \
795 err = glGetError(); \
796 } while (err != GL_NO_ERROR); \
797 } while(0)
798 #else
799 #define checkGLcall(A) do {} while(0)
800 #endif
802 /* Trace routines / diagnostics */
803 /* ---------------------------- */
805 /* Dump out a matrix and copy it */
806 #define conv_mat(mat,gl_mat) \
807 do { \
808 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
809 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
810 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
811 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
812 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
813 } while (0)
815 /* Trace vector and strided data information */
816 #define TRACE_STRIDED(si, name) do { if (si->use_map & (1 << name)) \
817 TRACE( #name "=(data:%p, stride:%d, format:%#x, vbo %d, stream %u)\n", \
818 si->elements[name].data, si->elements[name].stride, si->elements[name].format_desc->format, \
819 si->elements[name].buffer_object, si->elements[name].stream_idx); } while(0)
821 /* Advance declaration of structures to satisfy compiler */
822 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
823 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
824 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
825 typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl;
827 /* Global variables */
828 extern const float identity[16] DECLSPEC_HIDDEN;
830 /*****************************************************************************
831 * Compilable extra diagnostics
834 /* Trace information per-vertex: (extremely high amount of trace) */
835 #if 0 /* NOTE: Must be 0 in cvs */
836 # define VTRACE(A) TRACE A
837 #else
838 # define VTRACE(A)
839 #endif
841 /* TODO: Confirm each of these works when wined3d move completed */
842 #if 0 /* NOTE: Must be 0 in cvs */
843 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
844 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
845 is enabled, and if it doesn't exist it is disabled. */
846 # define FRAME_DEBUGGING
847 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
848 the file is deleted */
849 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
850 # define SINGLE_FRAME_DEBUGGING
851 # endif
852 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
853 It can only be enabled when FRAME_DEBUGGING is also enabled
854 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
855 array is drawn. */
856 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
857 # define SHOW_FRAME_MAKEUP 1
858 # endif
859 /* The following, when enabled, lets you see the makeup of the all the textures used during each
860 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
861 The contents of the textures assigned to each stage are written into
862 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
863 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
864 # define SHOW_TEXTURE_MAKEUP 0
865 # endif
866 extern BOOL isOn;
867 extern BOOL isDumpingFrames;
868 extern LONG primCounter;
869 #endif
871 enum wined3d_ffp_idx
873 WINED3D_FFP_POSITION = 0,
874 WINED3D_FFP_BLENDWEIGHT = 1,
875 WINED3D_FFP_BLENDINDICES = 2,
876 WINED3D_FFP_NORMAL = 3,
877 WINED3D_FFP_PSIZE = 4,
878 WINED3D_FFP_DIFFUSE = 5,
879 WINED3D_FFP_SPECULAR = 6,
880 WINED3D_FFP_TEXCOORD0 = 7,
881 WINED3D_FFP_TEXCOORD1 = 8,
882 WINED3D_FFP_TEXCOORD2 = 9,
883 WINED3D_FFP_TEXCOORD3 = 10,
884 WINED3D_FFP_TEXCOORD4 = 11,
885 WINED3D_FFP_TEXCOORD5 = 12,
886 WINED3D_FFP_TEXCOORD6 = 13,
887 WINED3D_FFP_TEXCOORD7 = 14,
890 enum wined3d_ffp_emit_idx
892 WINED3D_FFP_EMIT_FLOAT1 = 0,
893 WINED3D_FFP_EMIT_FLOAT2 = 1,
894 WINED3D_FFP_EMIT_FLOAT3 = 2,
895 WINED3D_FFP_EMIT_FLOAT4 = 3,
896 WINED3D_FFP_EMIT_D3DCOLOR = 4,
897 WINED3D_FFP_EMIT_UBYTE4 = 5,
898 WINED3D_FFP_EMIT_SHORT2 = 6,
899 WINED3D_FFP_EMIT_SHORT4 = 7,
900 WINED3D_FFP_EMIT_UBYTE4N = 8,
901 WINED3D_FFP_EMIT_SHORT2N = 9,
902 WINED3D_FFP_EMIT_SHORT4N = 10,
903 WINED3D_FFP_EMIT_USHORT2N = 11,
904 WINED3D_FFP_EMIT_USHORT4N = 12,
905 WINED3D_FFP_EMIT_UDEC3 = 13,
906 WINED3D_FFP_EMIT_DEC3N = 14,
907 WINED3D_FFP_EMIT_FLOAT16_2 = 15,
908 WINED3D_FFP_EMIT_FLOAT16_4 = 16,
909 WINED3D_FFP_EMIT_COUNT = 17
912 struct wined3d_stream_info_element
914 const struct GlPixelFormatDesc *format_desc;
915 GLsizei stride;
916 const BYTE *data;
917 UINT stream_idx;
918 GLuint buffer_object;
921 struct wined3d_stream_info
923 struct wined3d_stream_info_element elements[MAX_ATTRIBS];
924 BOOL position_transformed;
925 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
926 WORD use_map; /* MAX_ATTRIBS, 16 */
929 /*****************************************************************************
930 * Prototypes
933 /* Routine common to the draw primitive and draw indexed primitive routines */
934 void drawPrimitive(IWineD3DDevice *iface, UINT index_count,
935 UINT start_idx, UINT idxBytes, const void *idxData) DECLSPEC_HIDDEN;
936 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) DECLSPEC_HIDDEN;
938 typedef void (WINE_GLAPI *glAttribFunc)(const void *data);
939 typedef void (WINE_GLAPI *glMultiTexCoordFunc)(GLenum unit, const void *data);
940 extern glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
941 extern glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
942 extern glAttribFunc specular_func_3ubv DECLSPEC_HIDDEN;
943 extern glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
944 extern glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
945 extern glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
947 #define eps 1e-8
949 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
950 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
952 /* Routines and structures related to state management */
954 #define STATE_RENDER(a) (a)
955 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
957 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
958 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
960 /* + 1 because samplers start with 0 */
961 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
962 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
964 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
965 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
967 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
968 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
970 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
971 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
972 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
973 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
975 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
976 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
978 #define STATE_VSHADER (STATE_VDECL + 1)
979 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
981 #define STATE_VIEWPORT (STATE_VSHADER + 1)
982 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
984 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
985 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
986 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
987 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
989 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
990 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
992 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
993 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
995 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
996 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
998 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
1000 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
1002 #define STATE_HIGHEST (STATE_FRONTFACE)
1004 enum fogsource {
1005 FOGSOURCE_FFP,
1006 FOGSOURCE_VS,
1007 FOGSOURCE_COORD,
1010 #define WINED3D_MAX_FBO_ENTRIES 64
1012 struct wined3d_occlusion_query
1014 struct list entry;
1015 GLuint id;
1016 struct wined3d_context *context;
1019 struct wined3d_event_query
1021 struct list entry;
1022 GLuint id;
1023 struct wined3d_context *context;
1026 struct wined3d_context
1028 const struct wined3d_gl_info *gl_info;
1029 /* State dirtification
1030 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1031 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
1032 * 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
1033 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
1035 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
1036 DWORD numDirtyEntries;
1037 DWORD isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
1039 IWineD3DSurface *surface;
1040 IWineD3DSurface *current_rt;
1041 DWORD tid; /* Thread ID which owns this context at the moment */
1043 /* Stores some information about the context state for optimization */
1044 WORD render_offscreen : 1;
1045 WORD draw_buffer_dirty : 1;
1046 WORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
1047 WORD last_was_pshader : 1;
1048 WORD last_was_vshader : 1;
1049 WORD namedArraysLoaded : 1;
1050 WORD numberedArraysLoaded : 1;
1051 WORD last_was_blit : 1;
1052 WORD last_was_ckey : 1;
1053 WORD fog_coord : 1;
1054 WORD isPBuffer : 1;
1055 WORD fog_enabled : 1;
1056 WORD num_untracked_materials : 2; /* Max value 2 */
1057 WORD current : 1;
1058 WORD destroyed : 1;
1059 BYTE texShaderBumpMap; /* MAX_TEXTURES, 8 */
1060 BYTE lastWasPow2Texture; /* MAX_TEXTURES, 8 */
1061 DWORD numbered_array_mask;
1062 GLenum tracking_parm; /* Which source is tracking current colour */
1063 GLenum untracked_materials[2];
1064 UINT blit_w, blit_h;
1065 enum fogsource fog_source;
1067 char *vshader_const_dirty, *pshader_const_dirty;
1069 /* The actual opengl context */
1070 HGLRC glCtx;
1071 HWND win_handle;
1072 HDC hdc;
1073 HPBUFFERARB pbuffer;
1074 GLint aux_buffers;
1076 /* FBOs */
1077 UINT fbo_entry_count;
1078 struct list fbo_list;
1079 struct fbo_entry *current_fbo;
1080 GLuint src_fbo;
1081 GLuint dst_fbo;
1082 GLuint fbo_read_binding;
1083 GLuint fbo_draw_binding;
1085 /* Queries */
1086 GLuint *free_occlusion_queries;
1087 UINT free_occlusion_query_size;
1088 UINT free_occlusion_query_count;
1089 struct list occlusion_queries;
1091 GLuint *free_event_queries;
1092 UINT free_event_query_size;
1093 UINT free_event_query_count;
1094 struct list event_queries;
1096 /* Extension emulation */
1097 GLint gl_fog_source;
1098 GLfloat fog_coord_value;
1099 GLfloat color[4], fogstart, fogend, fogcolor[4];
1100 GLuint dummy_arbfp_prog;
1103 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *ctx);
1105 struct StateEntry
1107 DWORD representative;
1108 APPLYSTATEFUNC apply;
1111 struct StateEntryTemplate
1113 DWORD state;
1114 struct StateEntry content;
1115 GL_SupportedExt extension;
1118 struct fragment_caps
1120 DWORD PrimitiveMiscCaps;
1121 DWORD TextureOpCaps;
1122 DWORD MaxTextureBlendStages;
1123 DWORD MaxSimultaneousTextures;
1126 struct fragment_pipeline
1128 void (*enable_extension)(IWineD3DDevice *iface, BOOL enable);
1129 void (*get_caps)(WINED3DDEVTYPE devtype, const struct wined3d_gl_info *gl_info, struct fragment_caps *caps);
1130 HRESULT (*alloc_private)(IWineD3DDevice *iface);
1131 void (*free_private)(IWineD3DDevice *iface);
1132 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1133 const struct StateEntryTemplate *states;
1134 BOOL ffp_proj_control;
1137 extern const struct StateEntryTemplate misc_state_template[] DECLSPEC_HIDDEN;
1138 extern const struct StateEntryTemplate ffp_vertexstate_template[] DECLSPEC_HIDDEN;
1139 extern const struct fragment_pipeline ffp_fragment_pipeline DECLSPEC_HIDDEN;
1140 extern const struct fragment_pipeline atifs_fragment_pipeline DECLSPEC_HIDDEN;
1141 extern const struct fragment_pipeline arbfp_fragment_pipeline DECLSPEC_HIDDEN;
1142 extern const struct fragment_pipeline nvts_fragment_pipeline DECLSPEC_HIDDEN;
1143 extern const struct fragment_pipeline nvrc_fragment_pipeline DECLSPEC_HIDDEN;
1145 /* "Base" state table */
1146 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
1147 const struct wined3d_gl_info *gl_info, const struct StateEntryTemplate *vertex,
1148 const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc) DECLSPEC_HIDDEN;
1150 /* Shaders for color conversions in blits */
1151 struct blit_shader
1153 HRESULT (*alloc_private)(IWineD3DDevice *iface);
1154 void (*free_private)(IWineD3DDevice *iface);
1155 HRESULT (*set_shader)(IWineD3DDevice *iface, const struct GlPixelFormatDesc *format_desc,
1156 GLenum textype, UINT width, UINT height);
1157 void (*unset_shader)(IWineD3DDevice *iface);
1158 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1161 extern const struct blit_shader ffp_blit DECLSPEC_HIDDEN;
1162 extern const struct blit_shader arbfp_blit DECLSPEC_HIDDEN;
1164 typedef enum ContextUsage {
1165 CTXUSAGE_RESOURCELOAD = 1, /* Only loads textures: No State is applied */
1166 CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfaces */
1167 CTXUSAGE_BLIT = 3, /* OpenGL states are set up 3D drawing */
1168 CTXUSAGE_CLEAR = 4, /* Drawable and states are set up for clearing */
1169 } ContextUsage;
1171 struct wined3d_context *ActivateContext(IWineD3DDeviceImpl *This,
1172 IWineD3DSurface *target, enum ContextUsage usage) DECLSPEC_HIDDEN;
1173 struct wined3d_context *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win,
1174 BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms) DECLSPEC_HIDDEN;
1175 void DestroyContext(IWineD3DDeviceImpl *This, struct wined3d_context *context) DECLSPEC_HIDDEN;
1176 void context_alloc_event_query(struct wined3d_context *context,
1177 struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1178 void context_alloc_occlusion_query(struct wined3d_context *context,
1179 struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1180 void context_resource_released(IWineD3DDevice *iface,
1181 IWineD3DResource *resource, WINED3DRESOURCETYPE type) DECLSPEC_HIDDEN;
1182 void context_bind_fbo(struct wined3d_context *context, GLenum target, GLuint *fbo) DECLSPEC_HIDDEN;
1183 void context_attach_depth_stencil_fbo(struct wined3d_context *context,
1184 GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer) DECLSPEC_HIDDEN;
1185 void context_attach_surface_fbo(const struct wined3d_context *context,
1186 GLenum fbo_target, DWORD idx, IWineD3DSurface *surface) DECLSPEC_HIDDEN;
1187 void context_free_event_query(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1188 void context_free_occlusion_query(struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1189 struct wined3d_context *context_get_current(void) DECLSPEC_HIDDEN;
1190 DWORD context_get_tls_idx(void) DECLSPEC_HIDDEN;
1191 BOOL context_set_current(struct wined3d_context *ctx) DECLSPEC_HIDDEN;
1192 void context_set_tls_idx(DWORD idx) DECLSPEC_HIDDEN;
1194 void delete_opengl_contexts(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain) DECLSPEC_HIDDEN;
1195 HRESULT create_primary_opengl_context(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain) DECLSPEC_HIDDEN;
1197 /* Macros for doing basic GPU detection based on opengl capabilities */
1198 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
1199 #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])
1200 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
1201 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
1203 /*****************************************************************************
1204 * Internal representation of a light
1206 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
1207 struct PLIGHTINFOEL {
1208 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
1209 DWORD OriginalIndex;
1210 LONG glIndex;
1211 BOOL changed;
1212 BOOL enabledChanged;
1213 BOOL enabled;
1215 /* Converted parms to speed up swapping lights */
1216 float lightPosn[4];
1217 float lightDirn[4];
1218 float exponent;
1219 float cutoff;
1221 struct list entry;
1224 /* The default light parameters */
1225 extern const WINED3DLIGHT WINED3D_default_light DECLSPEC_HIDDEN;
1227 typedef struct WineD3D_PixelFormat
1229 int iPixelFormat; /* WGL pixel format */
1230 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
1231 int redSize, greenSize, blueSize, alphaSize;
1232 int depthSize, stencilSize;
1233 BOOL windowDrawable;
1234 BOOL pbufferDrawable;
1235 BOOL doubleBuffer;
1236 int auxBuffers;
1237 int numSamples;
1238 } WineD3D_PixelFormat;
1240 /* The adapter structure */
1241 struct WineD3DAdapter
1243 UINT num;
1244 BOOL opengl;
1245 POINT monitorPoint;
1246 struct wined3d_gl_info gl_info;
1247 const char *driver;
1248 const char *description;
1249 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
1250 int nCfgs;
1251 WineD3D_PixelFormat *cfgs;
1252 BOOL brokenStencil; /* Set on cards which only offer mixed depth+stencil */
1253 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
1254 unsigned int UsedTextureRam;
1257 extern BOOL initPixelFormats(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1258 BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1259 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram) DECLSPEC_HIDDEN;
1260 extern void add_gl_compat_wrappers(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1262 /*****************************************************************************
1263 * High order patch management
1265 struct WineD3DRectPatch
1267 UINT Handle;
1268 float *mem;
1269 WineDirect3DVertexStridedData strided;
1270 WINED3DRECTPATCH_INFO RectPatchInfo;
1271 float numSegs[4];
1272 char has_normals, has_texcoords;
1273 struct list entry;
1276 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch) DECLSPEC_HIDDEN;
1278 enum projection_types
1280 proj_none = 0,
1281 proj_count3 = 1,
1282 proj_count4 = 2
1285 enum dst_arg
1287 resultreg = 0,
1288 tempreg = 1
1291 /*****************************************************************************
1292 * Fixed function pipeline replacements
1294 #define ARG_UNUSED 0xff
1295 struct texture_stage_op
1297 unsigned cop : 8;
1298 unsigned carg1 : 8;
1299 unsigned carg2 : 8;
1300 unsigned carg0 : 8;
1302 unsigned aop : 8;
1303 unsigned aarg1 : 8;
1304 unsigned aarg2 : 8;
1305 unsigned aarg0 : 8;
1307 struct color_fixup_desc color_fixup;
1308 unsigned tex_type : 3;
1309 unsigned dst : 1;
1310 unsigned projected : 2;
1311 unsigned padding : 10;
1314 struct ffp_frag_settings {
1315 struct texture_stage_op op[MAX_TEXTURES];
1316 enum fogmode fog;
1317 /* Use shorts instead of chars to get dword alignment */
1318 unsigned short sRGB_write;
1319 unsigned short emul_clipplanes;
1322 struct ffp_frag_desc
1324 struct wine_rb_entry entry;
1325 struct ffp_frag_settings settings;
1328 extern const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions DECLSPEC_HIDDEN;
1329 extern const struct wined3d_parent_ops wined3d_null_parent_ops DECLSPEC_HIDDEN;
1331 void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_settings *settings,
1332 BOOL ignore_textype) DECLSPEC_HIDDEN;
1333 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
1334 const struct ffp_frag_settings *settings) DECLSPEC_HIDDEN;
1335 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) DECLSPEC_HIDDEN;
1337 /*****************************************************************************
1338 * IWineD3D implementation structure
1340 typedef struct IWineD3DImpl
1342 /* IUnknown fields */
1343 const IWineD3DVtbl *lpVtbl;
1344 LONG ref; /* Note: Ref counting not required */
1346 /* WineD3D Information */
1347 IUnknown *parent;
1348 UINT dxVersion;
1350 UINT adapter_count;
1351 struct WineD3DAdapter adapters[1];
1352 } IWineD3DImpl;
1354 extern const IWineD3DVtbl IWineD3D_Vtbl DECLSPEC_HIDDEN;
1356 BOOL InitAdapters(IWineD3DImpl *This) DECLSPEC_HIDDEN;
1358 /* A helper function that dumps a resource list */
1359 void dumpResources(struct list *list) DECLSPEC_HIDDEN;
1361 /*****************************************************************************
1362 * IWineD3DDevice implementation structure
1364 #define WINED3D_UNMAPPED_STAGE ~0U
1366 /* Multithreaded flag. Removed from the public header to signal that IWineD3D::CreateDevice ignores it */
1367 #define WINED3DCREATE_MULTITHREADED 0x00000004
1369 struct IWineD3DDeviceImpl
1371 /* IUnknown fields */
1372 const IWineD3DDeviceVtbl *lpVtbl;
1373 LONG ref; /* Note: Ref counting not required */
1375 /* WineD3D Information */
1376 IUnknown *parent;
1377 IWineD3DDeviceParent *device_parent;
1378 IWineD3D *wineD3D;
1379 struct WineD3DAdapter *adapter;
1381 /* Window styles to restore when switching fullscreen mode */
1382 LONG style;
1383 LONG exStyle;
1385 /* X and GL Information */
1386 GLint maxConcurrentLights;
1387 GLenum offscreenBuffer;
1389 /* Selected capabilities */
1390 int vs_selected_mode;
1391 int ps_selected_mode;
1392 const shader_backend_t *shader_backend;
1393 void *shader_priv;
1394 void *fragment_priv;
1395 void *blit_priv;
1396 struct StateEntry StateTable[STATE_HIGHEST + 1];
1397 /* Array of functions for states which are handled by more than one pipeline part */
1398 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
1399 const struct fragment_pipeline *frag_pipe;
1400 const struct blit_shader *blitter;
1402 unsigned int max_ffp_textures, max_ffp_texture_stages;
1403 DWORD d3d_vshader_constantF, d3d_pshader_constantF; /* Advertised d3d caps, not GL ones */
1404 DWORD vs_clipping;
1406 WORD view_ident : 1; /* true iff view matrix is identity */
1407 WORD untransformed : 1;
1408 WORD vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
1409 WORD isRecordingState : 1;
1410 WORD isInDraw : 1;
1411 WORD bCursorVisible : 1;
1412 WORD haveHardwareCursor : 1;
1413 WORD d3d_initialized : 1;
1414 WORD inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
1415 WORD softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
1416 WORD useDrawStridedSlow : 1;
1417 WORD instancedDraw : 1;
1418 WORD padding : 4;
1420 BYTE fixed_function_usage_map; /* MAX_TEXTURES, 8 */
1422 #define DDRAW_PITCH_ALIGNMENT 8
1423 #define D3D8_PITCH_ALIGNMENT 4
1424 unsigned char surface_alignment; /* Line Alignment of surfaces */
1426 /* State block related */
1427 IWineD3DStateBlockImpl *stateBlock;
1428 IWineD3DStateBlockImpl *updateStateBlock;
1430 /* Internal use fields */
1431 WINED3DDEVICE_CREATION_PARAMETERS createParms;
1432 UINT adapterNo;
1433 WINED3DDEVTYPE devType;
1435 IWineD3DSwapChain **swapchains;
1436 UINT NumberOfSwapChains;
1438 struct list resources; /* a linked list to track resources created by the device */
1439 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
1440 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
1442 /* Render Target Support */
1443 IWineD3DSurface **render_targets;
1444 IWineD3DSurface *auto_depth_stencil_buffer;
1445 IWineD3DSurface *stencilBufferTarget;
1447 /* palettes texture management */
1448 UINT NumberOfPalettes;
1449 PALETTEENTRY **palettes;
1450 UINT currentPalette;
1451 UINT paletteConversionShader;
1453 /* For rendering to a texture using glCopyTexImage */
1454 GLenum *draw_buffers;
1455 GLuint depth_blt_texture;
1456 GLuint depth_blt_rb;
1457 UINT depth_blt_rb_w;
1458 UINT depth_blt_rb_h;
1460 /* Cursor management */
1461 UINT xHotSpot;
1462 UINT yHotSpot;
1463 UINT xScreenSpace;
1464 UINT yScreenSpace;
1465 UINT cursorWidth, cursorHeight;
1466 GLuint cursorTexture;
1467 HCURSOR hardwareCursor;
1469 /* The Wine logo surface */
1470 IWineD3DSurface *logo_surface;
1472 /* Textures for when no other textures are mapped */
1473 UINT dummyTextureName[MAX_TEXTURES];
1475 /* Device state management */
1476 HRESULT state;
1478 /* DirectDraw stuff */
1479 DWORD ddraw_width, ddraw_height;
1480 WINED3DFORMAT ddraw_format;
1482 /* Final position fixup constant */
1483 float posFixup[4];
1485 /* With register combiners we can skip junk texture stages */
1486 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
1487 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1489 /* Stream source management */
1490 struct wined3d_stream_info strided_streams;
1491 const WineDirect3DVertexStridedData *up_strided;
1493 /* Context management */
1494 struct wined3d_context **contexts;
1495 UINT numContexts;
1496 struct wined3d_context *pbufferContext; /* The context that has a pbuffer as drawable */
1497 DWORD pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
1499 /* High level patch management */
1500 #define PATCHMAP_SIZE 43
1501 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
1502 struct list patches[PATCHMAP_SIZE];
1503 struct WineD3DRectPatch *currentPatch;
1506 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl DECLSPEC_HIDDEN;
1508 void device_resource_add(IWineD3DDeviceImpl *This, IWineD3DResource *resource) DECLSPEC_HIDDEN;
1509 void device_resource_released(IWineD3DDeviceImpl *This, IWineD3DResource *resource) DECLSPEC_HIDDEN;
1510 void device_stream_info_from_declaration(IWineD3DDeviceImpl *This,
1511 BOOL use_vshader, struct wined3d_stream_info *stream_info, BOOL *fixup) DECLSPEC_HIDDEN;
1512 void device_stream_info_from_strided(IWineD3DDeviceImpl *This,
1513 const struct WineDirect3DVertexStridedData *strided, struct wined3d_stream_info *stream_info) DECLSPEC_HIDDEN;
1514 HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
1515 const WINED3DRECT *pRects, DWORD Flags, WINED3DCOLOR Color, float Z, DWORD Stencil) DECLSPEC_HIDDEN;
1516 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This) DECLSPEC_HIDDEN;
1517 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state) DECLSPEC_HIDDEN;
1518 static inline BOOL isStateDirty(struct wined3d_context *context, DWORD state)
1520 DWORD idx = state >> 5;
1521 BYTE shift = state & 0x1f;
1522 return context->isStateDirty[idx] & (1 << shift);
1525 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
1526 typedef struct PrivateData
1528 struct list entry;
1530 GUID tag;
1531 DWORD flags; /* DDSPD_* */
1533 union
1535 LPVOID data;
1536 LPUNKNOWN object;
1537 } ptr;
1539 DWORD size;
1540 } PrivateData;
1542 /*****************************************************************************
1543 * IWineD3DResource implementation structure
1545 typedef struct IWineD3DResourceClass
1547 /* IUnknown fields */
1548 LONG ref; /* Note: Ref counting not required */
1550 /* WineD3DResource Information */
1551 IUnknown *parent;
1552 WINED3DRESOURCETYPE resourceType;
1553 IWineD3DDeviceImpl *wineD3DDevice;
1554 WINED3DPOOL pool;
1555 UINT size;
1556 DWORD usage;
1557 const struct GlPixelFormatDesc *format_desc;
1558 DWORD priority;
1559 BYTE *allocatedMemory; /* Pointer to the real data location */
1560 BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
1561 struct list privateData;
1562 struct list resource_list_entry;
1563 const struct wined3d_parent_ops *parent_ops;
1564 } IWineD3DResourceClass;
1566 typedef struct IWineD3DResourceImpl
1568 /* IUnknown & WineD3DResource Information */
1569 const IWineD3DResourceVtbl *lpVtbl;
1570 IWineD3DResourceClass resource;
1571 } IWineD3DResourceImpl;
1573 void resource_cleanup(IWineD3DResource *iface) DECLSPEC_HIDDEN;
1574 HRESULT resource_free_private_data(IWineD3DResource *iface, REFGUID guid) DECLSPEC_HIDDEN;
1575 HRESULT resource_get_device(IWineD3DResource *iface, IWineD3DDevice **device) DECLSPEC_HIDDEN;
1576 HRESULT resource_get_parent(IWineD3DResource *iface, IUnknown **parent) DECLSPEC_HIDDEN;
1577 DWORD resource_get_priority(IWineD3DResource *iface) DECLSPEC_HIDDEN;
1578 HRESULT resource_get_private_data(IWineD3DResource *iface, REFGUID guid,
1579 void *data, DWORD *data_size) DECLSPEC_HIDDEN;
1580 HRESULT resource_init(IWineD3DResource *iface, WINED3DRESOURCETYPE resource_type,
1581 IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct GlPixelFormatDesc *format_desc,
1582 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1583 WINED3DRESOURCETYPE resource_get_type(IWineD3DResource *iface) DECLSPEC_HIDDEN;
1584 DWORD resource_set_priority(IWineD3DResource *iface, DWORD new_priority) DECLSPEC_HIDDEN;
1585 HRESULT resource_set_private_data(IWineD3DResource *iface, REFGUID guid,
1586 const void *data, DWORD data_size, DWORD flags) DECLSPEC_HIDDEN;
1588 /* Tests show that the start address of resources is 32 byte aligned */
1589 #define RESOURCE_ALIGNMENT 32
1591 /*****************************************************************************
1592 * IWineD3DBaseTexture D3D- > openGL state map lookups
1595 typedef enum winetexturestates {
1596 WINED3DTEXSTA_ADDRESSU = 0,
1597 WINED3DTEXSTA_ADDRESSV = 1,
1598 WINED3DTEXSTA_ADDRESSW = 2,
1599 WINED3DTEXSTA_BORDERCOLOR = 3,
1600 WINED3DTEXSTA_MAGFILTER = 4,
1601 WINED3DTEXSTA_MINFILTER = 5,
1602 WINED3DTEXSTA_MIPFILTER = 6,
1603 WINED3DTEXSTA_MAXMIPLEVEL = 7,
1604 WINED3DTEXSTA_MAXANISOTROPY = 8,
1605 WINED3DTEXSTA_SRGBTEXTURE = 9,
1606 WINED3DTEXSTA_ELEMENTINDEX = 10,
1607 WINED3DTEXSTA_DMAPOFFSET = 11,
1608 WINED3DTEXSTA_TSSADDRESSW = 12,
1609 MAX_WINETEXTURESTATES = 13,
1610 } winetexturestates;
1612 enum WINED3DSRGB
1614 SRGB_ANY = 0, /* Uses the cached value(e.g. external calls) */
1615 SRGB_RGB = 1, /* Loads the rgb texture */
1616 SRGB_SRGB = 2, /* Loads the srgb texture */
1617 SRGB_BOTH = 3, /* Loads both textures */
1620 struct gl_texture
1622 DWORD states[MAX_WINETEXTURESTATES];
1623 BOOL dirty;
1624 GLuint name;
1627 /*****************************************************************************
1628 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1630 typedef struct IWineD3DBaseTextureClass
1632 struct gl_texture texture_rgb, texture_srgb;
1633 UINT levels;
1634 float pow2Matrix[16];
1635 UINT LOD;
1636 WINED3DTEXTUREFILTERTYPE filterType;
1637 LONG bindCount;
1638 DWORD sampler;
1639 BOOL is_srgb;
1640 BOOL pow2Matrix_identity;
1641 const struct min_lookup *minMipLookup;
1642 const GLenum *magLookup;
1643 void (*internal_preload)(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1644 } IWineD3DBaseTextureClass;
1646 void surface_internal_preload(IWineD3DSurface *iface, enum WINED3DSRGB srgb) DECLSPEC_HIDDEN;
1648 typedef struct IWineD3DBaseTextureImpl
1650 /* IUnknown & WineD3DResource Information */
1651 const IWineD3DBaseTextureVtbl *lpVtbl;
1652 IWineD3DResourceClass resource;
1653 IWineD3DBaseTextureClass baseTexture;
1655 } IWineD3DBaseTextureImpl;
1657 void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
1658 const DWORD texture_states[WINED3D_HIGHEST_TEXTURE_STATE + 1],
1659 const DWORD sampler_states[WINED3D_HIGHEST_SAMPLER_STATE + 1]) DECLSPEC_HIDDEN;
1660 HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surface_desc) DECLSPEC_HIDDEN;
1661 void basetexture_cleanup(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1662 void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1663 WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1664 BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1665 DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1666 DWORD basetexture_get_lod(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1667 HRESULT basetexture_init(IWineD3DBaseTextureImpl *texture, UINT levels, WINED3DRESOURCETYPE resource_type,
1668 IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct GlPixelFormatDesc *format_desc,
1669 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1670 HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface,
1671 WINED3DTEXTUREFILTERTYPE filter_type) DECLSPEC_HIDDEN;
1672 BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty) DECLSPEC_HIDDEN;
1673 DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD new_lod) DECLSPEC_HIDDEN;
1674 void basetexture_unload(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1676 /*****************************************************************************
1677 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1679 typedef struct IWineD3DTextureImpl
1681 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1682 const IWineD3DTextureVtbl *lpVtbl;
1683 IWineD3DResourceClass resource;
1684 IWineD3DBaseTextureClass baseTexture;
1686 /* IWineD3DTexture */
1687 IWineD3DSurface *surfaces[MAX_MIP_LEVELS];
1688 UINT target;
1689 BOOL cond_np2;
1691 } IWineD3DTextureImpl;
1693 HRESULT texture_init(IWineD3DTextureImpl *texture, UINT width, UINT height, UINT levels,
1694 IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
1695 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1697 /*****************************************************************************
1698 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1700 typedef struct IWineD3DCubeTextureImpl
1702 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1703 const IWineD3DCubeTextureVtbl *lpVtbl;
1704 IWineD3DResourceClass resource;
1705 IWineD3DBaseTextureClass baseTexture;
1707 /* IWineD3DCubeTexture */
1708 IWineD3DSurface *surfaces[6][MAX_MIP_LEVELS];
1709 } IWineD3DCubeTextureImpl;
1711 HRESULT cubetexture_init(IWineD3DCubeTextureImpl *texture, UINT edge_length, UINT levels,
1712 IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
1713 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1715 typedef struct _WINED3DVOLUMET_DESC
1717 UINT Width;
1718 UINT Height;
1719 UINT Depth;
1720 } WINED3DVOLUMET_DESC;
1722 /*****************************************************************************
1723 * IWineD3DVolume implementation structure (extends IUnknown)
1725 typedef struct IWineD3DVolumeImpl
1727 /* IUnknown & WineD3DResource fields */
1728 const IWineD3DVolumeVtbl *lpVtbl;
1729 IWineD3DResourceClass resource;
1731 /* WineD3DVolume Information */
1732 WINED3DVOLUMET_DESC currentDesc;
1733 IWineD3DBase *container;
1734 BOOL lockable;
1735 BOOL locked;
1736 WINED3DBOX lockedBox;
1737 WINED3DBOX dirtyBox;
1738 BOOL dirty;
1739 } IWineD3DVolumeImpl;
1741 void volume_add_dirty_box(IWineD3DVolume *iface, const WINED3DBOX *dirty_box) DECLSPEC_HIDDEN;
1742 HRESULT volume_init(IWineD3DVolumeImpl *volume, IWineD3DDeviceImpl *device, UINT width,
1743 UINT height, UINT depth, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
1744 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1746 /*****************************************************************************
1747 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1749 typedef struct IWineD3DVolumeTextureImpl
1751 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1752 const IWineD3DVolumeTextureVtbl *lpVtbl;
1753 IWineD3DResourceClass resource;
1754 IWineD3DBaseTextureClass baseTexture;
1756 /* IWineD3DVolumeTexture */
1757 IWineD3DVolume *volumes[MAX_MIP_LEVELS];
1758 } IWineD3DVolumeTextureImpl;
1760 HRESULT volumetexture_init(IWineD3DVolumeTextureImpl *texture, UINT width, UINT height,
1761 UINT depth, UINT levels, IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format,
1762 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1764 typedef struct _WINED3DSURFACET_DESC
1766 WINED3DMULTISAMPLE_TYPE MultiSampleType;
1767 DWORD MultiSampleQuality;
1768 UINT Width;
1769 UINT Height;
1770 } WINED3DSURFACET_DESC;
1772 /*****************************************************************************
1773 * Structure for DIB Surfaces (GetDC and GDI surfaces)
1775 typedef struct wineD3DSurface_DIB {
1776 HBITMAP DIBsection;
1777 void* bitmap_data;
1778 UINT bitmap_size;
1779 HGDIOBJ holdbitmap;
1780 BOOL client_memory;
1781 } wineD3DSurface_DIB;
1783 typedef struct {
1784 struct list entry;
1785 GLuint id;
1786 UINT width;
1787 UINT height;
1788 } renderbuffer_entry_t;
1790 struct fbo_entry
1792 struct list entry;
1793 IWineD3DSurface **render_targets;
1794 IWineD3DSurface *depth_stencil;
1795 BOOL attached;
1796 GLuint id;
1799 /*****************************************************************************
1800 * IWineD3DClipp implementation structure
1802 typedef struct IWineD3DClipperImpl
1804 const IWineD3DClipperVtbl *lpVtbl;
1805 LONG ref;
1807 IUnknown *Parent;
1808 HWND hWnd;
1809 } IWineD3DClipperImpl;
1812 /*****************************************************************************
1813 * IWineD3DSurface implementation structure
1815 struct IWineD3DSurfaceImpl
1817 /* IUnknown & IWineD3DResource Information */
1818 const IWineD3DSurfaceVtbl *lpVtbl;
1819 IWineD3DResourceClass resource;
1821 /* IWineD3DSurface fields */
1822 IWineD3DBase *container;
1823 WINED3DSURFACET_DESC currentDesc;
1824 IWineD3DPaletteImpl *palette; /* D3D7 style palette handling */
1825 PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
1827 /* TODO: move this off into a management class(maybe!) */
1828 DWORD Flags;
1830 UINT pow2Width;
1831 UINT pow2Height;
1833 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
1834 void (*get_drawable_size)(struct wined3d_context *context, UINT *width, UINT *height);
1836 /* Oversized texture */
1837 RECT glRect;
1839 /* PBO */
1840 GLuint pbo;
1841 GLuint texture_name;
1842 GLuint texture_name_srgb;
1843 GLint texture_level;
1844 GLenum texture_target;
1846 RECT lockedRect;
1847 RECT dirtyRect;
1848 int lockCount;
1849 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
1851 /* For GetDC */
1852 wineD3DSurface_DIB dib;
1853 HDC hDC;
1855 /* Color keys for DDraw */
1856 WINEDDCOLORKEY DestBltCKey;
1857 WINEDDCOLORKEY DestOverlayCKey;
1858 WINEDDCOLORKEY SrcOverlayCKey;
1859 WINEDDCOLORKEY SrcBltCKey;
1860 DWORD CKeyFlags;
1862 WINEDDCOLORKEY glCKey;
1864 struct list renderbuffers;
1865 renderbuffer_entry_t *current_renderbuffer;
1867 /* DirectDraw clippers */
1868 IWineD3DClipper *clipper;
1870 /* DirectDraw Overlay handling */
1871 RECT overlay_srcrect;
1872 RECT overlay_destrect;
1873 IWineD3DSurfaceImpl *overlay_dest;
1874 struct list overlays;
1875 struct list overlay_entry;
1878 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl DECLSPEC_HIDDEN;
1879 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl DECLSPEC_HIDDEN;
1881 UINT surface_calculate_size(const struct GlPixelFormatDesc *format_desc,
1882 UINT alignment, UINT width, UINT height) DECLSPEC_HIDDEN;
1883 void surface_gdi_cleanup(IWineD3DSurfaceImpl *This) DECLSPEC_HIDDEN;
1884 HRESULT surface_init(IWineD3DSurfaceImpl *surface, WINED3DSURFTYPE surface_type, UINT alignment,
1885 UINT width, UINT height, UINT level, BOOL lockable, BOOL discard, WINED3DMULTISAMPLE_TYPE multisample_type,
1886 UINT multisample_quality, IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format,
1887 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1889 /* Predeclare the shared Surface functions */
1890 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface,
1891 REFIID riid, LPVOID *ppobj) DECLSPEC_HIDDEN;
1892 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
1893 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent) DECLSPEC_HIDDEN;
1894 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice) DECLSPEC_HIDDEN;
1895 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface,
1896 REFGUID refguid, const void *pData, DWORD SizeOfData, DWORD Flags) DECLSPEC_HIDDEN;
1897 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface,
1898 REFGUID refguid, void *pData, DWORD *pSizeOfData) DECLSPEC_HIDDEN;
1899 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid) DECLSPEC_HIDDEN;
1900 DWORD WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew) DECLSPEC_HIDDEN;
1901 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
1902 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
1903 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface,
1904 REFIID riid, void **ppContainer) DECLSPEC_HIDDEN;
1905 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc) DECLSPEC_HIDDEN;
1906 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags) DECLSPEC_HIDDEN;
1907 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags) DECLSPEC_HIDDEN;
1908 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
1909 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
1910 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal) DECLSPEC_HIDDEN;
1911 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal) DECLSPEC_HIDDEN;
1912 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface,
1913 DWORD Flags, const WINEDDCOLORKEY *CKey) DECLSPEC_HIDDEN;
1914 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container) DECLSPEC_HIDDEN;
1915 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
1916 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
1917 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y) DECLSPEC_HIDDEN;
1918 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y) DECLSPEC_HIDDEN;
1919 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface,
1920 DWORD Flags, IWineD3DSurface *Ref) DECLSPEC_HIDDEN;
1921 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, const RECT *SrcRect,
1922 IWineD3DSurface *DstSurface, const RECT *DstRect, DWORD Flags, const WINEDDOVERLAYFX *FX) DECLSPEC_HIDDEN;
1923 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper) DECLSPEC_HIDDEN;
1924 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper) DECLSPEC_HIDDEN;
1925 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format) DECLSPEC_HIDDEN;
1926 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
1927 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface,
1928 const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) DECLSPEC_HIDDEN;
1929 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
1930 IWineD3DSurface *Source, const RECT *rsrc, DWORD trans) DECLSPEC_HIDDEN;
1931 HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT *pLockedRect,
1932 const RECT *pRect, DWORD Flags) DECLSPEC_HIDDEN;
1933 void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb) DECLSPEC_HIDDEN;
1934 const void *WINAPI IWineD3DBaseSurfaceImpl_GetData(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
1936 void get_drawable_size_swapchain(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
1937 void get_drawable_size_backbuffer(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
1938 void get_drawable_size_pbuffer(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
1939 void get_drawable_size_fbo(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
1941 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back) DECLSPEC_HIDDEN;
1943 /* Surface flags: */
1944 #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
1945 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
1946 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for GetDC */
1947 #define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
1948 #define SFLAG_DISCARD 0x00000010 /* ??? */
1949 #define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
1950 #define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
1951 #define SFLAG_INSRGBTEX 0x00000080 /* The GL srgb texture contains the newest surface content */
1952 #define SFLAG_INDRAWABLE 0x00000100 /* The gl drawable contains the most up to date data */
1953 #define SFLAG_INSYSMEM 0x00000200 /* The system memory copy is most up to date */
1954 #define SFLAG_NONPOW2 0x00000400 /* Surface sizes are not a power of 2 */
1955 #define SFLAG_DYNLOCK 0x00000800 /* Surface is often locked by the app */
1956 #define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
1957 #define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
1958 #define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
1959 #define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
1960 #define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
1961 #define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
1962 #define SFLAG_SRGBALLOCATED 0x00040000 /* A srgb gl texture is allocated for this surface */
1963 #define SFLAG_PBO 0x00080000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
1964 #define SFLAG_NORMCOORD 0x00100000 /* Set if the GL texture coords are normalized(non-texture rectangle) */
1965 #define SFLAG_DS_ONSCREEN 0x00200000 /* Is a depth stencil, last modified onscreen */
1966 #define SFLAG_DS_OFFSCREEN 0x00400000 /* Is a depth stencil, last modified offscreen */
1967 #define SFLAG_INOVERLAYDRAW 0x00800000 /* Overlay drawing is in progress. Recursion prevention */
1968 #define SFLAG_SWAPCHAIN 0x01000000 /* The surface is part of a swapchain */
1970 /* In some conditions the surface memory must not be freed:
1971 * SFLAG_OVERSIZE: Not all data can be kept in GL
1972 * SFLAG_CONVERTED: Converting the data back would take too long
1973 * SFLAG_DIBSECTION: The dib code manages the memory
1974 * SFLAG_LOCKED: The app requires access to the surface data
1975 * SFLAG_DYNLOCK: Avoid freeing the data for performance
1976 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
1977 * SFLAG_CLIENT: OpenGL uses our memory as backup
1979 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
1980 SFLAG_CONVERTED | \
1981 SFLAG_DIBSECTION | \
1982 SFLAG_LOCKED | \
1983 SFLAG_DYNLOCK | \
1984 SFLAG_USERPTR | \
1985 SFLAG_PBO | \
1986 SFLAG_CLIENT)
1988 #define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
1989 SFLAG_INTEXTURE | \
1990 SFLAG_INDRAWABLE | \
1991 SFLAG_INSRGBTEX)
1993 #define SFLAG_DS_LOCATIONS (SFLAG_DS_ONSCREEN | \
1994 SFLAG_DS_OFFSCREEN)
1995 #define SFLAG_DS_DISCARDED SFLAG_DS_LOCATIONS
1997 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]) DECLSPEC_HIDDEN;
1999 typedef enum {
2000 NO_CONVERSION,
2001 CONVERT_PALETTED,
2002 CONVERT_PALETTED_CK,
2003 CONVERT_CK_565,
2004 CONVERT_CK_5551,
2005 CONVERT_CK_4444,
2006 CONVERT_CK_4444_ARGB,
2007 CONVERT_CK_1555,
2008 CONVERT_555,
2009 CONVERT_CK_RGB24,
2010 CONVERT_CK_8888,
2011 CONVERT_CK_8888_ARGB,
2012 CONVERT_RGB32_888,
2013 CONVERT_V8U8,
2014 CONVERT_L6V5U5,
2015 CONVERT_X8L8V8U8,
2016 CONVERT_Q8W8V8U8,
2017 CONVERT_V16U16,
2018 CONVERT_A4L4,
2019 CONVERT_G16R16,
2020 CONVERT_R16G16F,
2021 CONVERT_R32G32F,
2022 CONVERT_D15S1,
2023 CONVERT_D24X4S4,
2024 CONVERT_D24FS8,
2025 } CONVERT_TYPES;
2027 HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_texturing, GLenum *format,
2028 GLenum *internal, GLenum *type, CONVERT_TYPES *convert, int *target_bpp, BOOL srgb_mode) DECLSPEC_HIDDEN;
2030 BOOL palette9_changed(IWineD3DSurfaceImpl *This) DECLSPEC_HIDDEN;
2032 /*****************************************************************************
2033 * IWineD3DVertexDeclaration implementation structure
2036 struct wined3d_vertex_declaration_element
2038 const struct GlPixelFormatDesc *format_desc;
2039 BOOL ffp_valid;
2040 WORD input_slot;
2041 WORD offset;
2042 UINT output_slot;
2043 BYTE method;
2044 BYTE usage;
2045 BYTE usage_idx;
2048 typedef struct IWineD3DVertexDeclarationImpl {
2049 /* IUnknown Information */
2050 const IWineD3DVertexDeclarationVtbl *lpVtbl;
2051 LONG ref;
2053 IUnknown *parent;
2054 const struct wined3d_parent_ops *parent_ops;
2055 IWineD3DDeviceImpl *wineD3DDevice;
2057 struct wined3d_vertex_declaration_element *elements;
2058 UINT element_count;
2060 DWORD streams[MAX_STREAMS];
2061 UINT num_streams;
2062 BOOL position_transformed;
2063 BOOL half_float_conv_needed;
2064 } IWineD3DVertexDeclarationImpl;
2066 HRESULT vertexdeclaration_init(IWineD3DVertexDeclarationImpl *declaration, IWineD3DDeviceImpl *device,
2067 const WINED3DVERTEXELEMENT *elements, UINT element_count,
2068 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2070 /*****************************************************************************
2071 * IWineD3DStateBlock implementation structure
2074 /* Internal state Block for Begin/End/Capture/Create/Apply info */
2075 /* Note: Very long winded but gl Lists are not flexible enough */
2076 /* to resolve everything we need, so doing it manually for now */
2077 typedef struct SAVEDSTATES {
2078 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
2079 WORD streamSource; /* MAX_STREAMS, 16 */
2080 WORD streamFreq; /* MAX_STREAMS, 16 */
2081 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
2082 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
2083 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
2084 DWORD textures; /* MAX_COMBINED_SAMPLERS, 20 */
2085 DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
2086 WORD pixelShaderConstantsB; /* MAX_CONST_B, 16 */
2087 WORD pixelShaderConstantsI; /* MAX_CONST_I, 16 */
2088 BOOL *pixelShaderConstantsF;
2089 WORD vertexShaderConstantsB; /* MAX_CONST_B, 16 */
2090 WORD vertexShaderConstantsI; /* MAX_CONST_I, 16 */
2091 BOOL *vertexShaderConstantsF;
2092 WORD primitive_type : 1;
2093 WORD indices : 1;
2094 WORD material : 1;
2095 WORD viewport : 1;
2096 WORD vertexDecl : 1;
2097 WORD pixelShader : 1;
2098 WORD vertexShader : 1;
2099 WORD scissorRect : 1;
2100 WORD padding : 1;
2101 } SAVEDSTATES;
2103 struct StageState {
2104 DWORD stage;
2105 DWORD state;
2108 struct IWineD3DStateBlockImpl
2110 /* IUnknown fields */
2111 const IWineD3DStateBlockVtbl *lpVtbl;
2112 LONG ref; /* Note: Ref counting not required */
2114 /* IWineD3DStateBlock information */
2115 IUnknown *parent;
2116 IWineD3DDeviceImpl *wineD3DDevice;
2117 WINED3DSTATEBLOCKTYPE blockType;
2119 /* Array indicating whether things have been set or changed */
2120 SAVEDSTATES changed;
2122 /* Vertex Shader Declaration */
2123 IWineD3DVertexDeclaration *vertexDecl;
2125 IWineD3DVertexShader *vertexShader;
2127 /* Vertex Shader Constants */
2128 BOOL vertexShaderConstantB[MAX_CONST_B];
2129 INT vertexShaderConstantI[MAX_CONST_I * 4];
2130 float *vertexShaderConstantF;
2132 /* primitive type */
2133 GLenum gl_primitive_type;
2135 /* Stream Source */
2136 BOOL streamIsUP;
2137 UINT streamStride[MAX_STREAMS];
2138 UINT streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
2139 IWineD3DBuffer *streamSource[MAX_STREAMS];
2140 UINT streamFreq[MAX_STREAMS + 1];
2141 UINT streamFlags[MAX_STREAMS + 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
2143 /* Indices */
2144 IWineD3DBuffer* pIndexData;
2145 WINED3DFORMAT IndexFmt;
2146 INT baseVertexIndex;
2147 INT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
2149 /* Transform */
2150 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
2152 /* Light hashmap . Collisions are handled using standard wine double linked lists */
2153 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
2154 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
2155 struct list lightMap[LIGHTMAP_SIZE]; /* Hash map containing the lights */
2156 PLIGHTINFOEL *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
2158 /* Clipping */
2159 double clipplane[MAX_CLIPPLANES][4];
2160 WINED3DCLIPSTATUS clip_status;
2162 /* ViewPort */
2163 WINED3DVIEWPORT viewport;
2165 /* Material */
2166 WINED3DMATERIAL material;
2168 /* Pixel Shader */
2169 IWineD3DPixelShader *pixelShader;
2171 /* Pixel Shader Constants */
2172 BOOL pixelShaderConstantB[MAX_CONST_B];
2173 INT pixelShaderConstantI[MAX_CONST_I * 4];
2174 float *pixelShaderConstantF;
2176 /* RenderState */
2177 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
2179 /* Texture */
2180 IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS];
2182 /* Texture State Stage */
2183 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
2184 DWORD lowest_disabled_stage;
2185 /* Sampler States */
2186 DWORD samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
2188 /* Scissor test rectangle */
2189 RECT scissorRect;
2191 /* Contained state management */
2192 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
2193 unsigned int num_contained_render_states;
2194 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
2195 unsigned int num_contained_transform_states;
2196 DWORD contained_vs_consts_i[MAX_CONST_I];
2197 unsigned int num_contained_vs_consts_i;
2198 DWORD contained_vs_consts_b[MAX_CONST_B];
2199 unsigned int num_contained_vs_consts_b;
2200 DWORD *contained_vs_consts_f;
2201 unsigned int num_contained_vs_consts_f;
2202 DWORD contained_ps_consts_i[MAX_CONST_I];
2203 unsigned int num_contained_ps_consts_i;
2204 DWORD contained_ps_consts_b[MAX_CONST_B];
2205 unsigned int num_contained_ps_consts_b;
2206 DWORD *contained_ps_consts_f;
2207 unsigned int num_contained_ps_consts_f;
2208 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
2209 unsigned int num_contained_tss_states;
2210 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
2211 unsigned int num_contained_sampler_states;
2214 HRESULT stateblock_init(IWineD3DStateBlockImpl *stateblock, IWineD3DDeviceImpl *device,
2215 WINED3DSTATEBLOCKTYPE type, IUnknown *parent) DECLSPEC_HIDDEN;
2216 void stateblock_init_contained_states(IWineD3DStateBlockImpl *object) DECLSPEC_HIDDEN;
2218 /* Direct3D terminology with little modifications. We do not have an issued state
2219 * because only the driver knows about it, but we have a created state because d3d
2220 * allows GetData on a created issue, but opengl doesn't
2222 enum query_state {
2223 QUERY_CREATED,
2224 QUERY_SIGNALLED,
2225 QUERY_BUILDING
2227 /*****************************************************************************
2228 * IWineD3DQueryImpl implementation structure (extends IUnknown)
2230 typedef struct IWineD3DQueryImpl
2232 const IWineD3DQueryVtbl *lpVtbl;
2233 LONG ref; /* Note: Ref counting not required */
2235 IUnknown *parent;
2236 IWineD3DDeviceImpl *wineD3DDevice;
2238 /* IWineD3DQuery fields */
2239 enum query_state state;
2240 WINED3DQUERYTYPE type;
2241 /* TODO: Think about using a IUnknown instead of a void* */
2242 void *extendedData;
2243 } IWineD3DQueryImpl;
2245 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl DECLSPEC_HIDDEN;
2246 extern const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl DECLSPEC_HIDDEN;
2247 extern const IWineD3DQueryVtbl IWineD3DOcclusionQuery_Vtbl DECLSPEC_HIDDEN;
2249 /* IWineD3DBuffer */
2251 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
2252 * fixed function semantics as D3DCOLOR or FLOAT16 */
2253 enum wined3d_buffer_conversion_type
2255 CONV_NONE,
2256 CONV_D3DCOLOR,
2257 CONV_POSITIONT,
2258 CONV_FLOAT16_2, /* Also handles FLOAT16_4 */
2261 #define WINED3D_BUFFER_OPTIMIZED 0x01 /* Optimize has been called for the buffer */
2262 #define WINED3D_BUFFER_DIRTY 0x02 /* Buffer data has been modified */
2263 #define WINED3D_BUFFER_HASDESC 0x04 /* A vertex description has been found */
2264 #define WINED3D_BUFFER_CREATEBO 0x08 /* Attempt to create a buffer object next PreLoad */
2265 #define WINED3D_BUFFER_DOUBLEBUFFER 0x10 /* Use a vbo and local allocated memory */
2267 struct wined3d_buffer
2269 const struct IWineD3DBufferVtbl *vtbl;
2270 IWineD3DResourceClass resource;
2272 struct wined3d_buffer_desc desc;
2274 GLuint buffer_object;
2275 GLenum buffer_object_usage;
2276 GLenum buffer_type_hint;
2277 UINT buffer_object_size;
2278 LONG bind_count;
2279 DWORD flags;
2281 UINT dirty_start;
2282 UINT dirty_end;
2283 LONG lock_count;
2285 /* conversion stuff */
2286 UINT conversion_count;
2287 UINT draw_count;
2288 UINT stride; /* 0 if no conversion */
2289 UINT conversion_stride; /* 0 if no shifted conversion */
2290 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
2291 /* Extra load offsets, for FLOAT16 conversion */
2292 UINT *conversion_shift; /* NULL if no shifted conversion */
2295 const BYTE *buffer_get_memory(IWineD3DBuffer *iface, UINT offset, GLuint *buffer_object) DECLSPEC_HIDDEN;
2296 BYTE *buffer_get_sysmem(struct wined3d_buffer *This) DECLSPEC_HIDDEN;
2297 HRESULT buffer_init(struct wined3d_buffer *buffer, IWineD3DDeviceImpl *device,
2298 UINT size, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, GLenum bind_hint,
2299 const char *data, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2301 /* IWineD3DRendertargetView */
2302 struct wined3d_rendertarget_view
2304 const struct IWineD3DRendertargetViewVtbl *vtbl;
2305 LONG refcount;
2307 IWineD3DResource *resource;
2308 IUnknown *parent;
2311 extern const IWineD3DRendertargetViewVtbl wined3d_rendertarget_view_vtbl DECLSPEC_HIDDEN;
2313 /*****************************************************************************
2314 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
2317 typedef struct IWineD3DSwapChainImpl
2319 /*IUnknown part*/
2320 const IWineD3DSwapChainVtbl *lpVtbl;
2321 LONG ref; /* Note: Ref counting not required */
2323 IUnknown *parent;
2324 IWineD3DDeviceImpl *wineD3DDevice;
2326 /* IWineD3DSwapChain fields */
2327 IWineD3DSurface **backBuffer;
2328 IWineD3DSurface *frontBuffer;
2329 WINED3DPRESENT_PARAMETERS presentParms;
2330 DWORD orig_width, orig_height;
2331 WINED3DFORMAT orig_fmt;
2332 WINED3DGAMMARAMP orig_gamma;
2334 long prev_time, frames; /* Performance tracking */
2335 unsigned int vSyncCounter;
2337 struct wined3d_context **context;
2338 unsigned int num_contexts;
2340 HWND win_handle;
2341 } IWineD3DSwapChainImpl;
2343 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl DECLSPEC_HIDDEN;
2344 const IWineD3DSwapChainVtbl IWineGDISwapChain_Vtbl DECLSPEC_HIDDEN;
2345 void x11_copy_to_screen(IWineD3DSwapChainImpl *This, const RECT *rc) DECLSPEC_HIDDEN;
2347 HRESULT WINAPI IWineD3DBaseSwapChainImpl_QueryInterface(IWineD3DSwapChain *iface,
2348 REFIID riid, LPVOID *ppobj) DECLSPEC_HIDDEN;
2349 ULONG WINAPI IWineD3DBaseSwapChainImpl_AddRef(IWineD3DSwapChain *iface) DECLSPEC_HIDDEN;
2350 ULONG WINAPI IWineD3DBaseSwapChainImpl_Release(IWineD3DSwapChain *iface) DECLSPEC_HIDDEN;
2351 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetParent(IWineD3DSwapChain *iface, IUnknown **ppParent) DECLSPEC_HIDDEN;
2352 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain *iface,
2353 IWineD3DSurface *pDestSurface) DECLSPEC_HIDDEN;
2354 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, UINT iBackBuffer,
2355 WINED3DBACKBUFFER_TYPE Type, IWineD3DSurface **ppBackBuffer) DECLSPEC_HIDDEN;
2356 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *iface,
2357 WINED3DRASTER_STATUS *pRasterStatus) DECLSPEC_HIDDEN;
2358 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface,
2359 WINED3DDISPLAYMODE *pMode) DECLSPEC_HIDDEN;
2360 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDevice(IWineD3DSwapChain *iface,
2361 IWineD3DDevice **ppDevice) DECLSPEC_HIDDEN;
2362 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetPresentParameters(IWineD3DSwapChain *iface,
2363 WINED3DPRESENT_PARAMETERS *pPresentationParameters) DECLSPEC_HIDDEN;
2364 HRESULT WINAPI IWineD3DBaseSwapChainImpl_SetGammaRamp(IWineD3DSwapChain *iface,
2365 DWORD Flags, const WINED3DGAMMARAMP *pRamp) DECLSPEC_HIDDEN;
2366 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetGammaRamp(IWineD3DSwapChain *iface,
2367 WINED3DGAMMARAMP *pRamp) DECLSPEC_HIDDEN;
2369 struct wined3d_context *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface) DECLSPEC_HIDDEN;
2371 #define DEFAULT_REFRESH_RATE 0
2373 /*****************************************************************************
2374 * Utility function prototypes
2377 /* Trace routines */
2378 const char *debug_d3dformat(WINED3DFORMAT fmt) DECLSPEC_HIDDEN;
2379 const char *debug_d3ddevicetype(WINED3DDEVTYPE devtype) DECLSPEC_HIDDEN;
2380 const char *debug_d3dresourcetype(WINED3DRESOURCETYPE res) DECLSPEC_HIDDEN;
2381 const char *debug_d3dusage(DWORD usage) DECLSPEC_HIDDEN;
2382 const char *debug_d3dusagequery(DWORD usagequery) DECLSPEC_HIDDEN;
2383 const char *debug_d3ddeclmethod(WINED3DDECLMETHOD method) DECLSPEC_HIDDEN;
2384 const char *debug_d3ddeclusage(BYTE usage) DECLSPEC_HIDDEN;
2385 const char *debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType) DECLSPEC_HIDDEN;
2386 const char *debug_d3drenderstate(DWORD state) DECLSPEC_HIDDEN;
2387 const char *debug_d3dsamplerstate(DWORD state) DECLSPEC_HIDDEN;
2388 const char *debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type) DECLSPEC_HIDDEN;
2389 const char *debug_d3dtexturestate(DWORD state) DECLSPEC_HIDDEN;
2390 const char *debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype) DECLSPEC_HIDDEN;
2391 const char *debug_d3dpool(WINED3DPOOL pool) DECLSPEC_HIDDEN;
2392 const char *debug_fbostatus(GLenum status) DECLSPEC_HIDDEN;
2393 const char *debug_glerror(GLenum error) DECLSPEC_HIDDEN;
2394 const char *debug_d3dbasis(WINED3DBASISTYPE basis) DECLSPEC_HIDDEN;
2395 const char *debug_d3ddegree(WINED3DDEGREETYPE order) DECLSPEC_HIDDEN;
2396 const char *debug_d3dtop(WINED3DTEXTUREOP d3dtop) DECLSPEC_HIDDEN;
2397 void dump_color_fixup_desc(struct color_fixup_desc fixup) DECLSPEC_HIDDEN;
2398 const char *debug_surflocation(DWORD flag) DECLSPEC_HIDDEN;
2400 /* Routines for GL <-> D3D values */
2401 GLenum StencilOp(DWORD op) DECLSPEC_HIDDEN;
2402 GLenum CompareFunc(DWORD func) DECLSPEC_HIDDEN;
2403 BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op,
2404 DWORD arg1, DWORD arg2, DWORD arg3) DECLSPEC_HIDDEN;
2405 void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op,
2406 DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx, DWORD dst) DECLSPEC_HIDDEN;
2407 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords,
2408 BOOL transformed, DWORD coordtype, BOOL ffp_can_disable_proj) DECLSPEC_HIDDEN;
2409 void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock,
2410 struct wined3d_context *context) DECLSPEC_HIDDEN;
2411 void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock,
2412 struct wined3d_context *context) DECLSPEC_HIDDEN;
2413 void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock,
2414 struct wined3d_context *context) DECLSPEC_HIDDEN;
2415 void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock,
2416 struct wined3d_context *context) DECLSPEC_HIDDEN;
2417 void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock,
2418 struct wined3d_context *context) DECLSPEC_HIDDEN;
2419 void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock,
2420 struct wined3d_context *context) DECLSPEC_HIDDEN;
2421 void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock,
2422 struct wined3d_context *context) DECLSPEC_HIDDEN;
2423 void state_fog_fragpart(DWORD state, IWineD3DStateBlockImpl *stateblock,
2424 struct wined3d_context *context) DECLSPEC_HIDDEN;
2426 void surface_add_dirty_rect(IWineD3DSurface *iface, const RECT *dirty_rect) DECLSPEC_HIDDEN;
2427 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain) DECLSPEC_HIDDEN;
2428 void surface_load_ds_location(IWineD3DSurface *iface, struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
2429 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location) DECLSPEC_HIDDEN;
2430 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface,
2431 unsigned int width, unsigned int height) DECLSPEC_HIDDEN;
2432 void surface_set_texture_name(IWineD3DSurface *iface, GLuint name, BOOL srgb_name) DECLSPEC_HIDDEN;
2433 void surface_set_texture_target(IWineD3DSurface *iface, GLenum target) DECLSPEC_HIDDEN;
2435 BOOL getColorBits(const struct GlPixelFormatDesc *format_desc,
2436 short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize) DECLSPEC_HIDDEN;
2437 BOOL getDepthStencilBits(const struct GlPixelFormatDesc *format_desc,
2438 short *depthSize, short *stencilSize) DECLSPEC_HIDDEN;
2440 /* Math utils */
2441 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2) DECLSPEC_HIDDEN;
2442 UINT wined3d_log2i(UINT32 x) DECLSPEC_HIDDEN;
2443 unsigned int count_bits(unsigned int mask) DECLSPEC_HIDDEN;
2445 typedef struct local_constant {
2446 struct list entry;
2447 unsigned int idx;
2448 DWORD value[4];
2449 } local_constant;
2451 typedef struct SHADER_LIMITS {
2452 unsigned int temporary;
2453 unsigned int texcoord;
2454 unsigned int sampler;
2455 unsigned int constant_int;
2456 unsigned int constant_float;
2457 unsigned int constant_bool;
2458 unsigned int address;
2459 unsigned int packed_output;
2460 unsigned int packed_input;
2461 unsigned int attributes;
2462 unsigned int label;
2463 } SHADER_LIMITS;
2465 /* Keeps track of details for TEX_M#x# shader opcodes which need to
2466 * maintain state information between multiple codes */
2467 typedef struct SHADER_PARSE_STATE {
2468 unsigned int current_row;
2469 DWORD texcoord_w[2];
2470 } SHADER_PARSE_STATE;
2472 #ifdef __GNUC__
2473 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2474 #else
2475 #define PRINTF_ATTR(fmt,args)
2476 #endif
2478 /* Base Shader utility functions. */
2479 int shader_addline(struct wined3d_shader_buffer *buffer, const char *fmt, ...) PRINTF_ATTR(2,3) DECLSPEC_HIDDEN;
2480 int shader_vaddline(struct wined3d_shader_buffer *buffer, const char *fmt, va_list args) DECLSPEC_HIDDEN;
2482 /* Vertex shader utility functions */
2483 extern BOOL vshader_get_input(IWineD3DVertexShader *iface,
2484 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN;
2486 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object) DECLSPEC_HIDDEN;
2488 /*****************************************************************************
2489 * IDirect3DBaseShader implementation structure
2491 typedef struct IWineD3DBaseShaderClass
2493 LONG ref;
2494 SHADER_LIMITS limits;
2495 SHADER_PARSE_STATE parse_state;
2496 DWORD *function;
2497 UINT functionLength;
2498 UINT cur_loop_depth, cur_loop_regno;
2499 BOOL load_local_constsF;
2500 const struct wined3d_shader_frontend *frontend;
2501 void *frontend_data;
2502 void *backend_data;
2504 IUnknown *parent;
2505 const struct wined3d_parent_ops *parent_ops;
2507 /* Programs this shader is linked with */
2508 struct list linked_programs;
2510 /* Immediate constants (override global ones) */
2511 struct list constantsB;
2512 struct list constantsF;
2513 struct list constantsI;
2514 shader_reg_maps reg_maps;
2516 /* Pointer to the parent device */
2517 IWineD3DDevice *device;
2518 struct list shader_list_entry;
2520 } IWineD3DBaseShaderClass;
2522 typedef struct IWineD3DBaseShaderImpl {
2523 /* IUnknown */
2524 const IWineD3DBaseShaderVtbl *lpVtbl;
2526 /* IWineD3DBaseShader */
2527 IWineD3DBaseShaderClass baseShader;
2528 } IWineD3DBaseShaderImpl;
2530 void shader_buffer_clear(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2531 BOOL shader_buffer_init(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2532 void shader_buffer_free(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2533 void shader_cleanup(IWineD3DBaseShader *iface) DECLSPEC_HIDDEN;
2534 void shader_dump_src_param(const struct wined3d_shader_src_param *param,
2535 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
2536 void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
2537 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
2538 unsigned int shader_find_free_input_register(const struct shader_reg_maps *reg_maps, unsigned int max) DECLSPEC_HIDDEN;
2539 void shader_generate_main(IWineD3DBaseShader *iface, struct wined3d_shader_buffer *buffer,
2540 const shader_reg_maps *reg_maps, const DWORD *pFunction, void *backend_ctx) DECLSPEC_HIDDEN;
2541 HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, const struct wined3d_shader_frontend *fe,
2542 struct shader_reg_maps *reg_maps, struct wined3d_shader_attribute *attributes,
2543 struct wined3d_shader_signature_element *input_signature,
2544 struct wined3d_shader_signature_element *output_signature,
2545 const DWORD *byte_code, DWORD constf_size) DECLSPEC_HIDDEN;
2546 void shader_init(struct IWineD3DBaseShaderClass *shader, IWineD3DDeviceImpl *device,
2547 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2548 BOOL shader_match_semantic(const char *semantic_name, WINED3DDECLUSAGE usage) DECLSPEC_HIDDEN;
2549 const struct wined3d_shader_frontend *shader_select_frontend(DWORD version_token) DECLSPEC_HIDDEN;
2550 void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe_data, const DWORD *pFunction) DECLSPEC_HIDDEN;
2552 static inline BOOL shader_is_pshader_version(enum wined3d_shader_type type)
2554 return type == WINED3D_SHADER_TYPE_PIXEL;
2557 static inline BOOL shader_is_vshader_version(enum wined3d_shader_type type)
2559 return type == WINED3D_SHADER_TYPE_VERTEX;
2562 static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
2564 switch (reg->type)
2566 case WINED3DSPR_RASTOUT:
2567 /* oFog & oPts */
2568 if (reg->idx != 0) return TRUE;
2569 /* oPos */
2570 return FALSE;
2572 case WINED3DSPR_DEPTHOUT: /* oDepth */
2573 case WINED3DSPR_CONSTBOOL: /* b# */
2574 case WINED3DSPR_LOOP: /* aL */
2575 case WINED3DSPR_PREDICATE: /* p0 */
2576 return TRUE;
2578 case WINED3DSPR_MISCTYPE:
2579 switch(reg->idx)
2581 case 0: /* vPos */
2582 return FALSE;
2583 case 1: /* vFace */
2584 return TRUE;
2585 default:
2586 return FALSE;
2589 case WINED3DSPR_IMMCONST:
2590 switch(reg->immconst_type)
2592 case WINED3D_IMMCONST_FLOAT:
2593 return TRUE;
2594 default:
2595 return FALSE;
2598 default:
2599 return FALSE;
2603 static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
2604 local_constant* lconst;
2606 if(This->baseShader.load_local_constsF) return FALSE;
2607 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2608 if(lconst->idx == reg) return TRUE;
2610 return FALSE;
2614 /*****************************************************************************
2615 * IDirect3DVertexShader implementation structures
2617 typedef struct IWineD3DVertexShaderImpl {
2618 /* IUnknown parts */
2619 const IWineD3DVertexShaderVtbl *lpVtbl;
2621 /* IWineD3DBaseShader */
2622 IWineD3DBaseShaderClass baseShader;
2624 /* Vertex shader input and output semantics */
2625 struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
2626 struct wined3d_shader_signature_element output_signature[MAX_REG_OUTPUT];
2628 UINT min_rel_offset, max_rel_offset;
2629 UINT rel_offset;
2630 } IWineD3DVertexShaderImpl;
2632 void find_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
2633 struct vs_compile_args *args) DECLSPEC_HIDDEN;
2634 HRESULT vertexshader_init(IWineD3DVertexShaderImpl *shader, IWineD3DDeviceImpl *device,
2635 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
2636 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2638 /*****************************************************************************
2639 * IDirect3DPixelShader implementation structure
2642 /* Using additional shader constants (uniforms in GLSL / program environment
2643 * or local parameters in ARB) is costly:
2644 * ARB only knows float4 parameters and GLSL compiler are not really smart
2645 * when it comes to efficiently pack float2 uniforms, so no space is wasted
2646 * (in fact most compilers map a float2 to a full float4 uniform).
2648 * For NP2 texcoord fixup we only need 2 floats (width and height) for each
2649 * 2D texture used in the shader. We therefore pack fixup info for 2 textures
2650 * into a single shader constant (uniform / program parameter).
2652 * This structure is shared between the GLSL and the ARB backend.*/
2653 struct ps_np2fixup_info {
2654 unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */
2655 WORD active; /* bitfield indicating if we can apply the fixup */
2656 WORD num_consts;
2659 typedef struct IWineD3DPixelShaderImpl {
2660 /* IUnknown parts */
2661 const IWineD3DPixelShaderVtbl *lpVtbl;
2663 /* IWineD3DBaseShader */
2664 IWineD3DBaseShaderClass baseShader;
2666 /* Pixel shader input semantics */
2667 struct wined3d_shader_signature_element input_signature[MAX_REG_INPUT];
2668 DWORD input_reg_map[MAX_REG_INPUT];
2669 BOOL input_reg_used[MAX_REG_INPUT];
2670 unsigned int declared_in_count;
2672 /* Some information about the shader behavior */
2673 char vpos_uniform;
2675 BOOL color0_mov;
2676 DWORD color0_reg;
2678 } IWineD3DPixelShaderImpl;
2680 HRESULT pixelshader_init(IWineD3DPixelShaderImpl *shader, IWineD3DDeviceImpl *device,
2681 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
2682 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2683 void pixelshader_update_samplers(struct shader_reg_maps *reg_maps,
2684 IWineD3DBaseTexture * const *textures) DECLSPEC_HIDDEN;
2685 void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
2686 struct ps_compile_args *args) DECLSPEC_HIDDEN;
2688 /* sRGB correction constants */
2689 static const float srgb_cmp = 0.0031308f;
2690 static const float srgb_mul_low = 12.92f;
2691 static const float srgb_pow = 0.41666f;
2692 static const float srgb_mul_high = 1.055f;
2693 static const float srgb_sub_high = 0.055f;
2695 /*****************************************************************************
2696 * IWineD3DPalette implementation structure
2698 struct IWineD3DPaletteImpl {
2699 /* IUnknown parts */
2700 const IWineD3DPaletteVtbl *lpVtbl;
2701 LONG ref;
2703 IUnknown *parent;
2704 IWineD3DDeviceImpl *wineD3DDevice;
2706 /* IWineD3DPalette */
2707 HPALETTE hpal;
2708 WORD palVersion; /*| */
2709 WORD palNumEntries; /*| LOGPALETTE */
2710 PALETTEENTRY palents[256]; /*| */
2711 /* This is to store the palette in 'screen format' */
2712 int screen_palents[256];
2713 DWORD Flags;
2716 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl DECLSPEC_HIDDEN;
2717 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags) DECLSPEC_HIDDEN;
2719 /* DirectDraw utility functions */
2720 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth) DECLSPEC_HIDDEN;
2722 /*****************************************************************************
2723 * Pixel format management
2726 /* WineD3D pixel format flags */
2727 #define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x1
2728 #define WINED3DFMT_FLAG_FILTERING 0x2
2729 #define WINED3DFMT_FLAG_DEPTH 0x4
2730 #define WINED3DFMT_FLAG_STENCIL 0x8
2731 #define WINED3DFMT_FLAG_RENDERTARGET 0x10
2732 #define WINED3DFMT_FLAG_FOURCC 0x20
2733 #define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x40
2734 #define WINED3DFMT_FLAG_COMPRESSED 0x80
2735 #define WINED3DFMT_FLAG_GETDC 0x100
2737 struct GlPixelFormatDesc
2739 WINED3DFORMAT format;
2740 DWORD red_mask;
2741 DWORD green_mask;
2742 DWORD blue_mask;
2743 DWORD alpha_mask;
2744 UINT byte_count;
2745 WORD depth_size;
2746 WORD stencil_size;
2748 UINT block_width;
2749 UINT block_height;
2750 UINT block_byte_count;
2752 enum wined3d_ffp_emit_idx emit_idx;
2753 GLint component_count;
2754 GLenum gl_vtx_type;
2755 GLint gl_vtx_format;
2756 GLboolean gl_normalized;
2757 unsigned int component_size;
2759 GLint glInternal;
2760 GLint glGammaInternal;
2761 GLint rtInternal;
2762 GLint glFormat;
2763 GLint glType;
2764 unsigned int Flags;
2765 float heightscale;
2766 struct color_fixup_desc color_fixup;
2769 const struct GlPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt,
2770 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2772 static inline BOOL use_vs(IWineD3DStateBlockImpl *stateblock)
2774 /* Check stateblock->vertexDecl to allow this to be used from
2775 * IWineD3DDeviceImpl_FindTexUnitMap(). This is safe because
2776 * stateblock->vertexShader implies a vertex declaration instead of ddraw
2777 * style strided data. */
2778 return (stateblock->vertexShader
2779 && !((IWineD3DVertexDeclarationImpl *)stateblock->vertexDecl)->position_transformed
2780 && stateblock->wineD3DDevice->vs_selected_mode != SHADER_NONE);
2783 static inline BOOL use_ps(IWineD3DStateBlockImpl *stateblock)
2785 return (stateblock->pixelShader
2786 && stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE);
2789 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface,
2790 WINED3DRECT *src_rect, IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect,
2791 const WINED3DTEXTUREFILTERTYPE filter, BOOL flip) DECLSPEC_HIDDEN;
2793 /* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
2794 #define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
2796 #endif