2 * Direct3D wine internal private include file
4 * Copyright 2002-2003 The wine-d3d team
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2004 Jason Edmeades
7 * Copyright 2005 Oliver Stieber
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
29 #define NONAMELESSUNION
30 #define NONAMELESSSTRUCT
37 #include "wine/debug.h"
38 #include "wine/unicode.h"
40 #include "wined3d_private_types.h"
41 #include "wine/wined3d_interface.h"
42 #include "wine/wined3d_caps.h"
43 #include "wine/wined3d_gl.h"
44 #include "wine/list.h"
46 /* Hash table functions */
47 typedef unsigned int (hash_function_t
)(void *key
);
48 typedef BOOL (compare_function_t
)(void *keya
, void *keyb
);
50 struct hash_table_entry_t
{
58 hash_function_t
*hash_function
;
59 compare_function_t
*compare_function
;
61 unsigned int bucket_count
;
62 struct hash_table_entry_t
*entries
;
63 unsigned int entry_count
;
64 struct list free_entries
;
66 unsigned int grow_size
;
67 unsigned int shrink_size
;
70 hash_table_t
*hash_table_create(hash_function_t
*hash_function
, compare_function_t
*compare_function
);
71 void hash_table_destroy(hash_table_t
*table
, void (*free_value
)(void *value
, void *cb
), void *cb
);
72 void *hash_table_get(hash_table_t
*table
, void *key
);
73 void hash_table_put(hash_table_t
*table
, void *key
, void *value
);
74 void hash_table_remove(hash_table_t
*table
, void *key
);
77 #define MAX_PALETTES 65536
78 #define MAX_STREAMS 16
79 #define MAX_TEXTURES 8
80 #define MAX_FRAGMENT_SAMPLERS 16
81 #define MAX_VERTEX_SAMPLERS 4
82 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
83 #define MAX_ACTIVE_LIGHTS 8
84 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
85 #define MAX_LEVELS 256
87 #define MAX_CONST_I 16
88 #define MAX_CONST_B 16
90 /* Used for CreateStateBlock */
91 #define NUM_SAVEDPIXELSTATES_R 35
92 #define NUM_SAVEDPIXELSTATES_T 18
93 #define NUM_SAVEDPIXELSTATES_S 12
94 #define NUM_SAVEDVERTEXSTATES_R 34
95 #define NUM_SAVEDVERTEXSTATES_T 2
96 #define NUM_SAVEDVERTEXSTATES_S 1
98 extern const DWORD SavedPixelStates_R
[NUM_SAVEDPIXELSTATES_R
];
99 extern const DWORD SavedPixelStates_T
[NUM_SAVEDPIXELSTATES_T
];
100 extern const DWORD SavedPixelStates_S
[NUM_SAVEDPIXELSTATES_S
];
101 extern const DWORD SavedVertexStates_R
[NUM_SAVEDVERTEXSTATES_R
];
102 extern const DWORD SavedVertexStates_T
[NUM_SAVEDVERTEXSTATES_T
];
103 extern const DWORD SavedVertexStates_S
[NUM_SAVEDVERTEXSTATES_S
];
105 typedef enum _WINELOOKUP
{
106 WINELOOKUP_WARPPARAM
= 0,
110 extern int minLookup
[MAX_LOOKUPS
];
111 extern int maxLookup
[MAX_LOOKUPS
];
112 extern DWORD
*stateLookup
[MAX_LOOKUPS
];
114 typedef DWORD magLookup_t
[WINED3DTEXF_ANISOTROPIC
+ 1];
115 extern magLookup_t magLookup
;
116 extern magLookup_t magLookup_noFilter
;
118 typedef DWORD minMipLookup_t
[WINED3DTEXF_ANISOTROPIC
+ 1][WINED3DTEXF_LINEAR
+ 1];
119 extern minMipLookup_t minMipLookup
;
120 extern minMipLookup_t minMipLookup_noFilter
;
122 void init_type_lookup(WineD3D_GL_Info
*gl_info
);
123 #define WINED3D_ATR_TYPE(type) GLINFO_LOCATION.glTypeLookup[type].d3dType
124 #define WINED3D_ATR_SIZE(type) GLINFO_LOCATION.glTypeLookup[type].size
125 #define WINED3D_ATR_GLTYPE(type) GLINFO_LOCATION.glTypeLookup[type].glType
126 #define WINED3D_ATR_NORMALIZED(type) GLINFO_LOCATION.glTypeLookup[type].normalized
127 #define WINED3D_ATR_TYPESIZE(type) GLINFO_LOCATION.glTypeLookup[type].typesize
129 /* float_16_to_32() and float_32_to_16() (see implementation in
130 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
131 * to standard C floats and vice versa. They do not depend on the encoding
132 * of the C float, so they are platform independent, but slow. On x86 and
133 * other IEEE 754 compliant platforms the conversion can be accelerated by
134 * bit shifting the exponent and mantissa. There are also some SSE-based
135 * assembly routines out there.
137 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
139 static inline float float_16_to_32(const unsigned short *in
) {
140 const unsigned short s
= ((*in
) & 0x8000);
141 const unsigned short e
= ((*in
) & 0x7C00) >> 10;
142 const unsigned short m
= (*in
) & 0x3FF;
143 const float sgn
= (s
? -1.0 : 1.0);
146 if(m
== 0) return sgn
* 0.0; /* +0.0 or -0.0 */
147 else return sgn
* pow(2, -14.0) * ( (float) m
/ 1024.0);
149 return sgn
* pow(2, (float) e
-15.0) * (1.0 + ((float) m
/ 1024.0));
151 if(m
== 0) return sgn
/ 0.0; /* +INF / -INF */
152 else return 0.0 / 0.0; /* NAN */
172 #define ORM_BACKBUFFER 0
173 #define ORM_PBUFFER 1
177 #define SHADER_GLSL 2
179 #define SHADER_NONE 4
181 #define RTL_DISABLE -1
183 #define RTL_READDRAW 1
184 #define RTL_READTEX 2
185 #define RTL_TEXDRAW 3
188 /* NOTE: When adding fields to this structure, make sure to update the default
189 * values in wined3d_main.c as well. */
190 typedef struct wined3d_settings_s
{
191 /* vertex and pixel shader modes */
195 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
196 we should use it. However, until it's fully implemented, we'll leave it as a registry
197 setting for developers. */
199 int offscreen_rendering_mode
;
200 int rendertargetlock_mode
;
201 /* Memory tracking and object counting */
202 unsigned int emulated_textureram
;
204 int allow_multisampling
;
205 } wined3d_settings_t
;
207 extern wined3d_settings_t wined3d_settings
;
209 /* Shader backends */
210 struct SHADER_OPCODE_ARG
;
212 #define SHADER_PGMSIZE 65535
213 typedef struct SHADER_BUFFER
{
221 DWORD VertexShaderVersion
;
222 DWORD MaxVertexShaderConst
;
224 DWORD PixelShaderVersion
;
225 float PixelShader1xMaxValue
;
227 WINED3DVSHADERCAPS2_0 VS20Caps
;
228 WINED3DPSHADERCAPS2_0 PS20Caps
;
230 DWORD MaxVShaderInstructionsExecuted
;
231 DWORD MaxPShaderInstructionsExecuted
;
232 DWORD MaxVertexShader30InstructionSlots
;
233 DWORD MaxPixelShader30InstructionSlots
;
237 void (*shader_select
)(IWineD3DDevice
*iface
, BOOL usePS
, BOOL useVS
);
238 void (*shader_select_depth_blt
)(IWineD3DDevice
*iface
);
239 void (*shader_deselect_depth_blt
)(IWineD3DDevice
*iface
);
240 void (*shader_load_constants
)(IWineD3DDevice
*iface
, char usePS
, char useVS
);
241 void (*shader_cleanup
)(IWineD3DDevice
*iface
);
242 void (*shader_color_correction
)(struct SHADER_OPCODE_ARG
*arg
);
243 void (*shader_destroy
)(IWineD3DBaseShader
*iface
);
244 HRESULT (*shader_alloc_private
)(IWineD3DDevice
*iface
);
245 void (*shader_free_private
)(IWineD3DDevice
*iface
);
246 BOOL (*shader_dirtifyable_constants
)(IWineD3DDevice
*iface
);
247 void (*shader_generate_pshader
)(IWineD3DPixelShader
*iface
, SHADER_BUFFER
*buffer
);
248 void (*shader_generate_vshader
)(IWineD3DVertexShader
*iface
, SHADER_BUFFER
*buffer
);
249 void (*shader_get_caps
)(WINED3DDEVTYPE devtype
, WineD3D_GL_Info
*gl_info
, struct shader_caps
*caps
);
250 BOOL (*shader_conv_supported
)(WINED3DFORMAT conv
);
253 extern const shader_backend_t atifs_shader_backend
;
254 extern const shader_backend_t glsl_shader_backend
;
255 extern const shader_backend_t arb_program_shader_backend
;
256 extern const shader_backend_t none_shader_backend
;
258 /* GLSL shader private data */
259 struct shader_glsl_priv
{
260 hash_table_t
*glsl_program_lookup
;
261 struct glsl_shader_prog_link
*glsl_program
;
262 GLhandleARB depth_blt_glsl_program_id
;
265 /* ARB_program_shader private data */
266 struct shader_arb_priv
{
267 GLuint current_vprogram_id
;
268 GLuint current_fprogram_id
;
269 GLuint depth_blt_vprogram_id
;
270 GLuint depth_blt_fprogram_id
;
271 BOOL use_arbfp_fixed_func
;
272 hash_table_t
*fragment_shaders
;
277 extern void (*wine_tsx11_lock_ptr
)(void);
278 extern void (*wine_tsx11_unlock_ptr
)(void);
280 /* As GLX relies on X, this is needed */
284 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
285 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
287 #define ENTER_GL() wine_tsx11_lock_ptr()
288 #define LEAVE_GL() wine_tsx11_unlock_ptr()
291 /*****************************************************************************
295 /* GL related defines */
296 /* ------------------ */
297 #define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
298 #define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
299 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
300 #define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
302 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
303 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
304 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
305 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
307 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
308 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
309 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
310 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
312 #define D3DCOLORTOGLFLOAT4(dw, vec) \
313 (vec)[0] = D3DCOLOR_R(dw); \
314 (vec)[1] = D3DCOLOR_G(dw); \
315 (vec)[2] = D3DCOLOR_B(dw); \
316 (vec)[3] = D3DCOLOR_A(dw);
318 /* DirectX Device Limits */
319 /* --------------------- */
320 #define MAX_LEVELS 256 /* Maximum number of mipmap levels. Guessed at 256 */
322 #define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
323 See MaxStreams in MSDN under GetDeviceCaps */
324 /* Maximum number of constants provided to the shaders */
325 #define HIGHEST_TRANSFORMSTATE 512
326 /* Highest value in WINED3DTRANSFORMSTATETYPE */
328 /* Checking of API calls */
329 /* --------------------- */
330 #define checkGLcall(A) \
332 GLint err = glGetError(); \
333 if (err == GL_NO_ERROR) { \
334 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
337 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
338 debug_glerror(err), err, A, __FILE__, __LINE__); \
339 err = glGetError(); \
340 } while (err != GL_NO_ERROR); \
343 /* Trace routines / diagnostics */
344 /* ---------------------------- */
346 /* Dump out a matrix and copy it */
347 #define conv_mat(mat,gl_mat) \
349 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
350 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
351 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
352 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
353 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
356 /* Macro to dump out the current state of the light chain */
357 #define DUMP_LIGHT_CHAIN() \
359 PLIGHTINFOEL *el = This->stateBlock->lights;\
361 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
366 /* Trace vector and strided data information */
367 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
368 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d, vbo %d, stream %u)\n", \
369 sd->u.s.name.lpData, sd->u.s.name.dwStride, sd->u.s.name.dwType, sd->u.s.name.VBO, sd->u.s.name.streamNo);
371 /* Defines used for optimizations */
373 /* Only reapply what is necessary */
374 #define REAPPLY_ALPHAOP 0x0001
375 #define REAPPLY_ALL 0xFFFF
377 /* Advance declaration of structures to satisfy compiler */
378 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl
;
379 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl
;
380 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl
;
381 typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl
;
383 /* Global variables */
384 extern const float identity
[16];
386 /*****************************************************************************
387 * Compilable extra diagnostics
390 /* Trace information per-vertex: (extremely high amount of trace) */
391 #if 0 /* NOTE: Must be 0 in cvs */
392 # define VTRACE(A) TRACE A
397 /* Checking of per-vertex related GL calls */
398 /* --------------------- */
399 #define vcheckGLcall(A) \
401 GLint err = glGetError(); \
402 if (err == GL_NO_ERROR) { \
403 VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
406 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
407 debug_glerror(err), err, A, __FILE__, __LINE__); \
408 err = glGetError(); \
409 } while (err != GL_NO_ERROR); \
412 /* TODO: Confirm each of these works when wined3d move completed */
413 #if 0 /* NOTE: Must be 0 in cvs */
414 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
415 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
416 is enabled, and if it doesn't exist it is disabled. */
417 # define FRAME_DEBUGGING
418 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
419 the file is deleted */
420 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
421 # define SINGLE_FRAME_DEBUGGING
423 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
424 It can only be enabled when FRAME_DEBUGGING is also enabled
425 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
427 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
428 # define SHOW_FRAME_MAKEUP 1
430 /* The following, when enabled, lets you see the makeup of the all the textures used during each
431 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
432 The contents of the textures assigned to each stage are written into
433 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
434 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
435 # define SHOW_TEXTURE_MAKEUP 0
438 extern BOOL isDumpingFrames
;
439 extern LONG primCounter
;
442 /*****************************************************************************
446 /* Routine common to the draw primitive and draw indexed primitive routines */
447 void drawPrimitive(IWineD3DDevice
*iface
,
451 long StartVertexIndex
,
452 UINT numberOfVertices
,
458 void primitiveDeclarationConvertToStridedData(
459 IWineD3DDevice
*iface
,
460 BOOL useVertexShaderFunction
,
461 WineDirect3DVertexStridedData
*strided
,
464 DWORD
get_flexible_vertex_size(DWORD d3dvtVertexType
);
466 typedef void (WINE_GLAPI
*glAttribFunc
)(void *data
);
467 typedef void (WINE_GLAPI
*glTexAttribFunc
)(GLuint unit
, void *data
);
468 extern glAttribFunc position_funcs
[WINED3DDECLTYPE_UNUSED
];
469 extern glAttribFunc diffuse_funcs
[WINED3DDECLTYPE_UNUSED
];
470 extern glAttribFunc specular_funcs
[WINED3DDECLTYPE_UNUSED
];
471 extern glAttribFunc normal_funcs
[WINED3DDECLTYPE_UNUSED
];
475 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
476 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
478 void depth_copy(IWineD3DDevice
*iface
);
480 /* Routines and structures related to state management */
481 typedef struct WineD3DContext WineD3DContext
;
482 typedef void (*APPLYSTATEFUNC
)(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*ctx
);
484 #define STATE_RENDER(a) (a)
485 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
487 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + (stage) * WINED3D_HIGHEST_TEXTURE_STATE + (num))
488 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
490 /* + 1 because samplers start with 0 */
491 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
492 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
494 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
495 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
497 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
498 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
500 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
501 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
502 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
503 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
505 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
506 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
508 #define STATE_VSHADER (STATE_VDECL + 1)
509 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
511 #define STATE_VIEWPORT (STATE_VSHADER + 1)
512 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
514 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
515 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
516 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
517 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
519 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
520 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
522 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
523 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
525 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
526 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
528 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
530 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
532 #define STATE_HIGHEST (STATE_FRONTFACE)
536 DWORD representative
;
537 APPLYSTATEFUNC apply
;
540 struct StateEntryTemplate
543 struct StateEntry content
;
544 GL_SupportedExt extension
;
547 struct fragment_caps
{
548 DWORD PrimitiveMiscCaps
;
551 DWORD MaxTextureBlendStages
;
552 DWORD MaxSimultaneousTextures
;
555 struct fragment_pipeline
{
556 void (*enable_extension
)(IWineD3DDevice
*iface
, BOOL enable
);
557 void (*get_caps
)(WINED3DDEVTYPE devtype
, WineD3D_GL_Info
*gl_info
, struct fragment_caps
*caps
);
558 HRESULT (*alloc_private
)(IWineD3DDevice
*iface
);
559 void (*free_private
)(IWineD3DDevice
*iface
);
560 BOOL (*conv_supported
)(WINED3DFORMAT conv
);
561 const struct StateEntryTemplate
*states
;
564 extern const struct StateEntryTemplate misc_state_template
[];
565 extern const struct StateEntryTemplate ffp_vertexstate_template
[];
566 extern const struct fragment_pipeline ffp_fragment_pipeline
;
567 extern const struct fragment_pipeline atifs_fragment_pipeline
;
568 extern const struct fragment_pipeline arbfp_fragment_pipeline
;
569 extern const struct fragment_pipeline nvts_fragment_pipeline
;
570 extern const struct fragment_pipeline nvrc_fragment_pipeline
;
572 /* "Base" state table */
573 void compile_state_table(struct StateEntry
*StateTable
,
574 APPLYSTATEFUNC
**dev_multistate_funcs
,
575 WineD3D_GL_Info
*gl_info
,
576 const struct StateEntryTemplate
*vertex
,
577 const struct fragment_pipeline
*fragment
,
578 const struct StateEntryTemplate
*misc
);
580 /* Shaders for color conversions in blits */
582 HRESULT (*alloc_private
)(IWineD3DDevice
*iface
);
583 void (*free_private
)(IWineD3DDevice
*iface
);
584 HRESULT (*set_shader
)(IWineD3DDevice
*iface
, WINED3DFORMAT fmt
, GLenum textype
, UINT width
, UINT height
);
585 void (*unset_shader
)(IWineD3DDevice
*iface
);
586 BOOL (*conv_supported
)(WINED3DFORMAT conv
);
589 extern const struct blit_shader ffp_blit
;
590 extern const struct blit_shader arbfp_blit
;
592 /* The new context manager that should deal with onscreen and offscreen rendering */
593 struct WineD3DContext
{
594 /* State dirtification
595 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
596 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
597 * 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
598 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
600 DWORD dirtyArray
[STATE_HIGHEST
+ 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
601 DWORD numDirtyEntries
;
602 DWORD isStateDirty
[STATE_HIGHEST
/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
604 IWineD3DSurface
*surface
;
605 DWORD tid
; /* Thread ID which owns this context at the moment */
607 /* Stores some information about the context state for optimization */
608 BOOL draw_buffer_dirty
;
609 BOOL last_was_rhw
; /* true iff last draw_primitive was in xyzrhw mode */
610 BOOL last_was_pshader
;
611 BOOL last_was_vshader
;
612 BOOL last_was_foggy_shader
;
613 BOOL namedArraysLoaded
, numberedArraysLoaded
;
614 BOOL lastWasPow2Texture
[MAX_TEXTURES
];
615 GLenum tracking_parm
; /* Which source is tracking current colour */
616 unsigned char num_untracked_materials
;
617 GLenum untracked_materials
[2];
618 BOOL last_was_blit
, last_was_ckey
;
620 char texShaderBumpMap
;
623 char *vshader_const_dirty
, *pshader_const_dirty
;
625 /* The actual opengl context */
634 IWineD3DSurface
**fbo_color_attachments
;
635 IWineD3DSurface
*fbo_depth_attachment
;
641 typedef enum ContextUsage
{
642 CTXUSAGE_RESOURCELOAD
= 1, /* Only loads textures: No State is applied */
643 CTXUSAGE_DRAWPRIM
= 2, /* OpenGL states are set up for blitting DirectDraw surfaces */
644 CTXUSAGE_BLIT
= 3, /* OpenGL states are set up 3D drawing */
645 CTXUSAGE_CLEAR
= 4, /* Drawable and states are set up for clearing */
648 void ActivateContext(IWineD3DDeviceImpl
*device
, IWineD3DSurface
*target
, ContextUsage usage
);
649 WineD3DContext
*CreateContext(IWineD3DDeviceImpl
*This
, IWineD3DSurfaceImpl
*target
, HWND win
, BOOL create_pbuffer
, const WINED3DPRESENT_PARAMETERS
*pPresentParms
);
650 void DestroyContext(IWineD3DDeviceImpl
*This
, WineD3DContext
*context
);
651 void apply_fbo_state(IWineD3DDevice
*iface
);
653 void delete_opengl_contexts(IWineD3DDevice
*iface
, IWineD3DSwapChain
*swapchain
);
654 HRESULT
create_primary_opengl_context(IWineD3DDevice
*iface
, IWineD3DSwapChain
*swapchain
);
656 /* Macros for doing basic GPU detection based on opengl capabilities */
657 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
658 #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])
659 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
660 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
662 /* Default callbacks for implicit object destruction */
663 extern ULONG WINAPI
D3DCB_DefaultDestroySurface(IWineD3DSurface
*pSurface
);
665 extern ULONG WINAPI
D3DCB_DefaultDestroyVolume(IWineD3DVolume
*pSurface
);
667 /*****************************************************************************
668 * Internal representation of a light
670 typedef struct PLIGHTINFOEL PLIGHTINFOEL
;
671 struct PLIGHTINFOEL
{
672 WINED3DLIGHT OriginalParms
; /* Note D3D8LIGHT == D3D9LIGHT */
679 /* Converted parms to speed up swapping lights */
688 /* The default light parameters */
689 extern const WINED3DLIGHT WINED3D_default_light
;
691 typedef struct WineD3D_PixelFormat
693 int iPixelFormat
; /* WGL pixel format */
694 int iPixelType
; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
695 int redSize
, greenSize
, blueSize
, alphaSize
;
696 int depthSize
, stencilSize
;
698 BOOL pbufferDrawable
;
702 } WineD3D_PixelFormat
;
704 /* The adapter structure */
705 typedef struct GLPixelFormatDesc GLPixelFormatDesc
;
706 struct WineD3DAdapter
711 WineD3D_GL_Info gl_info
;
713 const char *description
;
714 WCHAR DeviceName
[CCHDEVICENAME
]; /* DeviceName for use with e.g. ChangeDisplaySettings */
716 WineD3D_PixelFormat
*cfgs
;
717 BOOL brokenStencil
; /* Set on cards which only offer mixed depth+stencil */
718 unsigned int TextureRam
; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
719 unsigned int UsedTextureRam
;
722 extern BOOL
InitAdapters(void);
723 extern BOOL
initPixelFormats(WineD3D_GL_Info
*gl_info
);
724 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl
*D3DDevice
, long glram
);
726 /*****************************************************************************
727 * High order patch management
729 struct WineD3DRectPatch
733 WineDirect3DVertexStridedData strided
;
734 WINED3DRECTPATCH_INFO RectPatchInfo
;
736 char has_normals
, has_texcoords
;
740 HRESULT
tesselate_rectpatch(IWineD3DDeviceImpl
*This
, struct WineD3DRectPatch
*patch
);
742 enum projection_types
764 /*****************************************************************************
765 * Fixed function pipeline replacements
767 struct texture_stage_op
769 unsigned cop
: 5, aop
: 5;
770 #define ARG_UNUSED 0x3f
771 unsigned carg1
: 6, carg2
: 6, carg0
: 6;
772 unsigned tex_type
: 3;
773 unsigned dst
: 1; /* Total of 32 bits */
774 unsigned aarg1
: 6, aarg2
: 6, aarg0
: 6;
775 unsigned projected
: 2;
776 unsigned padding
: 12; /* Total of 64 bits */
777 WINED3DFORMAT color_correction
;
780 struct ffp_settings
{
781 struct texture_stage_op op
[MAX_TEXTURES
];
788 unsigned char sRGB_write
;
793 struct ffp_settings settings
;
796 void gen_ffp_op(IWineD3DStateBlockImpl
*stateblock
, struct ffp_settings
*settings
, BOOL ignore_textype
);
797 struct ffp_desc
*find_ffp_shader(hash_table_t
*fragment_shaders
, struct ffp_settings
*settings
);
798 void add_ffp_shader(hash_table_t
*shaders
, struct ffp_desc
*desc
);
799 BOOL
ffp_program_key_compare(void *keya
, void *keyb
);
800 unsigned int ffp_program_key_hash(void *key
);
802 /*****************************************************************************
803 * IWineD3D implementation structure
805 typedef struct IWineD3DImpl
807 /* IUnknown fields */
808 const IWineD3DVtbl
*lpVtbl
;
809 LONG ref
; /* Note: Ref counting not required */
811 /* WineD3D Information */
816 extern const IWineD3DVtbl IWineD3D_Vtbl
;
818 /* TODO: setup some flags in the registry to enable, disable pbuffer support
819 (since it will break quite a few things until contexts are managed properly!) */
820 extern BOOL pbuffer_support
;
821 /* allocate one pbuffer per surface */
822 extern BOOL pbuffer_per_surface
;
824 /* A helper function that dumps a resource list */
825 void dumpResources(struct list
*list
);
827 /*****************************************************************************
828 * IWineD3DDevice implementation structure
830 struct IWineD3DDeviceImpl
832 /* IUnknown fields */
833 const IWineD3DDeviceVtbl
*lpVtbl
;
834 LONG ref
; /* Note: Ref counting not required */
836 /* WineD3D Information */
839 struct WineD3DAdapter
*adapter
;
841 /* Window styles to restore when switching fullscreen mode */
845 /* X and GL Information */
846 GLint maxConcurrentLights
;
847 GLenum offscreenBuffer
;
849 /* Selected capabilities */
850 int vs_selected_mode
;
851 int ps_selected_mode
;
852 const shader_backend_t
*shader_backend
;
856 struct StateEntry StateTable
[STATE_HIGHEST
+ 1];
857 /* Array of functions for states which are handled by more than one pipeline part */
858 APPLYSTATEFUNC
*multistate_funcs
[STATE_HIGHEST
+ 1];
859 const struct fragment_pipeline
*frag_pipe
;
860 const struct blit_shader
*blitter
;
863 BOOL view_ident
; /* true iff view matrix is identity */
865 BOOL vertexBlendUsed
; /* To avoid needless setting of the blend matrices */
866 #define DDRAW_PITCH_ALIGNMENT 8
867 #define D3D8_PITCH_ALIGNMENT 4
868 unsigned char surface_alignment
; /* Line Alignment of surfaces */
870 /* State block related */
871 BOOL isRecordingState
;
872 IWineD3DStateBlockImpl
*stateBlock
;
873 IWineD3DStateBlockImpl
*updateStateBlock
;
876 /* Internal use fields */
877 WINED3DDEVICE_CREATION_PARAMETERS createParms
;
879 WINED3DDEVTYPE devType
;
881 IWineD3DSwapChain
**swapchains
;
882 UINT NumberOfSwapChains
;
884 struct list resources
; /* a linked list to track resources created by the device */
885 struct list shaders
; /* a linked list to track shaders (pixel and vertex) */
886 unsigned int highest_dirty_ps_const
, highest_dirty_vs_const
;
888 /* Render Target Support */
889 IWineD3DSurface
**render_targets
;
890 IWineD3DSurface
*auto_depth_stencil_buffer
;
891 IWineD3DSurface
*stencilBufferTarget
;
893 /* Caches to avoid unneeded context changes */
894 IWineD3DSurface
*lastActiveRenderTarget
;
895 IWineD3DSwapChain
*lastActiveSwapChain
;
897 /* palettes texture management */
898 UINT NumberOfPalettes
;
899 PALETTEENTRY
**palettes
;
901 UINT paletteConversionShader
;
903 /* For rendering to a texture using glCopyTexImage */
904 BOOL render_offscreen
;
905 GLenum
*draw_buffers
;
906 GLuint depth_blt_texture
;
911 /* Cursor management */
917 UINT cursorWidth
, cursorHeight
;
918 GLuint cursorTexture
;
919 BOOL haveHardwareCursor
;
920 HCURSOR hardwareCursor
;
922 /* The Wine logo surface */
923 IWineD3DSurface
*logo_surface
;
925 /* Textures for when no other textures are mapped */
926 UINT dummyTextureName
[MAX_TEXTURES
];
928 /* Debug stream management */
931 /* Device state management */
933 BOOL d3d_initialized
;
935 /* A flag to check for proper BeginScene / EndScene call pairs */
938 /* process vertex shaders using software or hardware */
939 BOOL softwareVertexProcessing
;
941 /* DirectDraw stuff */
942 DWORD ddraw_width
, ddraw_height
;
943 WINED3DFORMAT ddraw_format
;
945 /* Final position fixup constant */
948 /* With register combiners we can skip junk texture stages */
949 DWORD texUnitMap
[MAX_COMBINED_SAMPLERS
];
950 DWORD rev_tex_unit_map
[MAX_COMBINED_SAMPLERS
];
951 BOOL fixed_function_usage_map
[MAX_TEXTURES
];
953 /* Stream source management */
954 WineDirect3DVertexStridedData strided_streams
;
955 WineDirect3DVertexStridedData
*up_strided
;
956 BOOL useDrawStridedSlow
;
959 /* Context management */
960 WineD3DContext
**contexts
; /* Dynamic array containing pointers to context structures */
961 WineD3DContext
*activeContext
;
964 WineD3DContext
*pbufferContext
; /* The context that has a pbuffer as drawable */
965 DWORD pbufferWidth
, pbufferHeight
; /* Size of the buffer drawable */
967 /* High level patch management */
968 #define PATCHMAP_SIZE 43
969 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
970 struct list patches
[PATCHMAP_SIZE
];
971 struct WineD3DRectPatch
*currentPatch
;
974 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl
, IWineD3DDevice_DirtyConst_Vtbl
;
976 HRESULT
IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl
*This
, IWineD3DSurfaceImpl
*target
, DWORD Count
,
977 CONST WINED3DRECT
* pRects
, DWORD Flags
, WINED3DCOLOR Color
,
978 float Z
, DWORD Stencil
);
979 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl
*This
);
980 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl
*This
, DWORD state
);
981 static inline BOOL
isStateDirty(WineD3DContext
*context
, DWORD state
) {
982 DWORD idx
= state
>> 5;
983 BYTE shift
= state
& 0x1f;
984 return context
->isStateDirty
[idx
] & (1 << shift
);
987 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
988 typedef struct PrivateData
993 DWORD flags
; /* DDSPD_* */
994 DWORD uniqueness_value
;
1005 /*****************************************************************************
1006 * IWineD3DResource implementation structure
1008 typedef struct IWineD3DResourceClass
1010 /* IUnknown fields */
1011 LONG ref
; /* Note: Ref counting not required */
1013 /* WineD3DResource Information */
1015 WINED3DRESOURCETYPE resourceType
;
1016 IWineD3DDeviceImpl
*wineD3DDevice
;
1020 WINED3DFORMAT format
;
1021 BYTE
*allocatedMemory
; /* Pointer to the real data location */
1022 BYTE
*heapMemory
; /* Pointer to the HeapAlloced block of memory */
1023 struct list privateData
;
1024 struct list resource_list_entry
;
1026 } IWineD3DResourceClass
;
1028 typedef struct IWineD3DResourceImpl
1030 /* IUnknown & WineD3DResource Information */
1031 const IWineD3DResourceVtbl
*lpVtbl
;
1032 IWineD3DResourceClass resource
;
1033 } IWineD3DResourceImpl
;
1035 /* Tests show that the start address of resources is 32 byte aligned */
1036 #define RESOURCE_ALIGNMENT 32
1038 /*****************************************************************************
1039 * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
1041 enum vbo_conversion_type
{
1045 CONV_FLOAT16_2
= 3 /* Also handles FLOAT16_4 */
1047 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
1048 * fixed function semantics as D3DCOLOR or FLOAT16
1052 typedef struct IWineD3DVertexBufferImpl
1054 /* IUnknown & WineD3DResource Information */
1055 const IWineD3DVertexBufferVtbl
*lpVtbl
;
1056 IWineD3DResourceClass resource
;
1058 /* WineD3DVertexBuffer specifics */
1061 /* Vertex buffer object support */
1068 UINT dirtystart
, dirtyend
;
1071 LONG declChanges
, draws
;
1072 /* Last description of the buffer */
1073 DWORD stride
; /* 0 if no conversion */
1074 enum vbo_conversion_type
*conv_map
; /* NULL if no conversion */
1076 /* Extra load offsets, for FLOAT16 conversion */
1077 DWORD
*conv_shift
; /* NULL if no shifted conversion */
1078 DWORD conv_stride
; /* 0 if no shifted conversion */
1079 } IWineD3DVertexBufferImpl
;
1081 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl
;
1083 #define VBFLAG_OPTIMIZED 0x01 /* Optimize has been called for the VB */
1084 #define VBFLAG_DIRTY 0x02 /* Buffer data has been modified */
1085 #define VBFLAG_HASDESC 0x04 /* A vertex description has been found */
1086 #define VBFLAG_CREATEVBO 0x08 /* Attempt to create a VBO next PreLoad */
1088 /*****************************************************************************
1089 * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
1091 typedef struct IWineD3DIndexBufferImpl
1093 /* IUnknown & WineD3DResource Information */
1094 const IWineD3DIndexBufferVtbl
*lpVtbl
;
1095 IWineD3DResourceClass resource
;
1098 UINT dirtystart
, dirtyend
;
1101 /* WineD3DVertexBuffer specifics */
1102 } IWineD3DIndexBufferImpl
;
1104 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl
;
1106 /*****************************************************************************
1107 * IWineD3DBaseTexture D3D- > openGL state map lookups
1109 #define WINED3DFUNC_NOTSUPPORTED -2
1110 #define WINED3DFUNC_UNIMPLEMENTED -1
1112 typedef enum winetexturestates
{
1113 WINED3DTEXSTA_ADDRESSU
= 0,
1114 WINED3DTEXSTA_ADDRESSV
= 1,
1115 WINED3DTEXSTA_ADDRESSW
= 2,
1116 WINED3DTEXSTA_BORDERCOLOR
= 3,
1117 WINED3DTEXSTA_MAGFILTER
= 4,
1118 WINED3DTEXSTA_MINFILTER
= 5,
1119 WINED3DTEXSTA_MIPFILTER
= 6,
1120 WINED3DTEXSTA_MAXMIPLEVEL
= 7,
1121 WINED3DTEXSTA_MAXANISOTROPY
= 8,
1122 WINED3DTEXSTA_SRGBTEXTURE
= 9,
1123 WINED3DTEXSTA_ELEMENTINDEX
= 10,
1124 WINED3DTEXSTA_DMAPOFFSET
= 11,
1125 WINED3DTEXSTA_TSSADDRESSW
= 12,
1126 MAX_WINETEXTURESTATES
= 13,
1127 } winetexturestates
;
1129 /*****************************************************************************
1130 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1132 typedef struct IWineD3DBaseTextureClass
1138 WINED3DTEXTUREFILTERTYPE filterType
;
1139 DWORD states
[MAX_WINETEXTURESTATES
];
1143 UINT srgb_mode_change_count
;
1144 WINED3DFORMAT shader_conversion_group
;
1145 float pow2Matrix
[16];
1146 minMipLookup_t
*minMipLookup
;
1147 magLookup_t
*magLookup
;
1148 } IWineD3DBaseTextureClass
;
1150 typedef struct IWineD3DBaseTextureImpl
1152 /* IUnknown & WineD3DResource Information */
1153 const IWineD3DBaseTextureVtbl
*lpVtbl
;
1154 IWineD3DResourceClass resource
;
1155 IWineD3DBaseTextureClass baseTexture
;
1157 } IWineD3DBaseTextureImpl
;
1159 /*****************************************************************************
1160 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1162 typedef struct IWineD3DTextureImpl
1164 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1165 const IWineD3DTextureVtbl
*lpVtbl
;
1166 IWineD3DResourceClass resource
;
1167 IWineD3DBaseTextureClass baseTexture
;
1169 /* IWineD3DTexture */
1170 IWineD3DSurface
*surfaces
[MAX_LEVELS
];
1177 } IWineD3DTextureImpl
;
1179 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl
;
1181 /*****************************************************************************
1182 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1184 typedef struct IWineD3DCubeTextureImpl
1186 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1187 const IWineD3DCubeTextureVtbl
*lpVtbl
;
1188 IWineD3DResourceClass resource
;
1189 IWineD3DBaseTextureClass baseTexture
;
1191 /* IWineD3DCubeTexture */
1192 IWineD3DSurface
*surfaces
[6][MAX_LEVELS
];
1195 } IWineD3DCubeTextureImpl
;
1197 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl
;
1199 typedef struct _WINED3DVOLUMET_DESC
1204 } WINED3DVOLUMET_DESC
;
1206 /*****************************************************************************
1207 * IWineD3DVolume implementation structure (extends IUnknown)
1209 typedef struct IWineD3DVolumeImpl
1211 /* IUnknown & WineD3DResource fields */
1212 const IWineD3DVolumeVtbl
*lpVtbl
;
1213 IWineD3DResourceClass resource
;
1215 /* WineD3DVolume Information */
1216 WINED3DVOLUMET_DESC currentDesc
;
1217 IWineD3DBase
*container
;
1222 WINED3DBOX lockedBox
;
1223 WINED3DBOX dirtyBox
;
1227 } IWineD3DVolumeImpl
;
1229 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl
;
1231 /*****************************************************************************
1232 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1234 typedef struct IWineD3DVolumeTextureImpl
1236 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1237 const IWineD3DVolumeTextureVtbl
*lpVtbl
;
1238 IWineD3DResourceClass resource
;
1239 IWineD3DBaseTextureClass baseTexture
;
1241 /* IWineD3DVolumeTexture */
1242 IWineD3DVolume
*volumes
[MAX_LEVELS
];
1247 } IWineD3DVolumeTextureImpl
;
1249 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl
;
1251 typedef struct _WINED3DSURFACET_DESC
1253 WINED3DMULTISAMPLE_TYPE MultiSampleType
;
1254 DWORD MultiSampleQuality
;
1257 } WINED3DSURFACET_DESC
;
1259 /*****************************************************************************
1260 * Structure for DIB Surfaces (GetDC and GDI surfaces)
1262 typedef struct wineD3DSurface_DIB
{
1268 } wineD3DSurface_DIB
;
1275 } renderbuffer_entry_t
;
1277 /*****************************************************************************
1278 * IWineD3DClipp implementation structure
1280 typedef struct IWineD3DClipperImpl
1282 const IWineD3DClipperVtbl
*lpVtbl
;
1287 } IWineD3DClipperImpl
;
1290 /*****************************************************************************
1291 * IWineD3DSurface implementation structure
1293 struct IWineD3DSurfaceImpl
1295 /* IUnknown & IWineD3DResource Information */
1296 const IWineD3DSurfaceVtbl
*lpVtbl
;
1297 IWineD3DResourceClass resource
;
1299 /* IWineD3DSurface fields */
1300 IWineD3DBase
*container
;
1301 WINED3DSURFACET_DESC currentDesc
;
1302 IWineD3DPaletteImpl
*palette
; /* D3D7 style palette handling */
1303 PALETTEENTRY
*palette9
; /* D3D8/9 style palette handling */
1307 /* TODO: move this off into a management class(maybe!) */
1313 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
1314 void (*get_drawable_size
)(IWineD3DSurfaceImpl
*This
, UINT
*width
, UINT
*height
);
1316 /* Oversized texture */
1325 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
1327 glDescriptor glDescription
;
1331 wineD3DSurface_DIB dib
;
1334 /* Color keys for DDraw */
1335 WINEDDCOLORKEY DestBltCKey
;
1336 WINEDDCOLORKEY DestOverlayCKey
;
1337 WINEDDCOLORKEY SrcOverlayCKey
;
1338 WINEDDCOLORKEY SrcBltCKey
;
1341 WINEDDCOLORKEY glCKey
;
1343 struct list renderbuffers
;
1344 renderbuffer_entry_t
*current_renderbuffer
;
1346 /* DirectDraw clippers */
1347 IWineD3DClipper
*clipper
;
1349 /* DirectDraw Overlay handling */
1350 RECT overlay_srcrect
;
1351 RECT overlay_destrect
;
1352 IWineD3DSurfaceImpl
*overlay_dest
;
1353 struct list overlays
;
1354 struct list overlay_entry
;
1357 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl
;
1358 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl
;
1360 /* Predeclare the shared Surface functions */
1361 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface
*iface
, REFIID riid
, LPVOID
*ppobj
);
1362 ULONG WINAPI
IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface
*iface
);
1363 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface
*iface
, IUnknown
**pParent
);
1364 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface
*iface
, IWineD3DDevice
** ppDevice
);
1365 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface
*iface
, REFGUID refguid
, CONST
void* pData
, DWORD SizeOfData
, DWORD Flags
);
1366 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface
*iface
, REFGUID refguid
, void* pData
, DWORD
* pSizeOfData
);
1367 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface
*iface
, REFGUID refguid
);
1368 DWORD WINAPI
IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface
*iface
, DWORD PriorityNew
);
1369 DWORD WINAPI
IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface
*iface
);
1370 WINED3DRESOURCETYPE WINAPI
IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface
*iface
);
1371 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface
* iface
, REFIID riid
, void** ppContainer
);
1372 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface
*iface
, WINED3DSURFACE_DESC
*pDesc
);
1373 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface
*iface
, DWORD Flags
);
1374 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface
*iface
, DWORD Flags
);
1375 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface
*iface
);
1376 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface
*iface
);
1377 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface
*iface
, IWineD3DPalette
**Pal
);
1378 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface
*iface
, IWineD3DPalette
*Pal
);
1379 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface
*iface
, DWORD Flags
, WINEDDCOLORKEY
*CKey
);
1380 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface
*iface
, IWineD3DBase
*container
);
1381 DWORD WINAPI
IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface
*iface
);
1382 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface
*iface
);
1383 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface
*iface
, LONG X
, LONG Y
);
1384 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface
*iface
, LONG
*X
, LONG
*Y
);
1385 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface
*iface
, DWORD Flags
, IWineD3DSurface
*Ref
);
1386 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface
*iface
, RECT
*SrcRect
, IWineD3DSurface
*DstSurface
, RECT
*DstRect
, DWORD Flags
, WINEDDOVERLAYFX
*FX
);
1387 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface
*iface
, IWineD3DClipper
*clipper
);
1388 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface
*iface
, IWineD3DClipper
**clipper
);
1389 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface
*iface
, WINED3DFORMAT format
);
1390 HRESULT
IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface
*iface
);
1391 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface
*iface
, RECT
*DestRect
, IWineD3DSurface
*SrcSurface
, RECT
*SrcRect
, DWORD Flags
, WINEDDBLTFX
*DDBltFx
, WINED3DTEXTUREFILTERTYPE Filter
);
1392 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface
*iface
, DWORD dstx
, DWORD dsty
, IWineD3DSurface
*Source
, RECT
*rsrc
, DWORD trans
);
1393 HRESULT WINAPI
IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface
*iface
, WINED3DLOCKED_RECT
* pLockedRect
, CONST RECT
* pRect
, DWORD Flags
);
1394 void WINAPI
IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface
*iface
);
1396 const void *WINAPI
IWineD3DSurfaceImpl_GetData(IWineD3DSurface
*iface
);
1398 void get_drawable_size_swapchain(IWineD3DSurfaceImpl
*This
, UINT
*width
, UINT
*height
);
1399 void get_drawable_size_backbuffer(IWineD3DSurfaceImpl
*This
, UINT
*width
, UINT
*height
);
1400 void get_drawable_size_pbuffer(IWineD3DSurfaceImpl
*This
, UINT
*width
, UINT
*height
);
1401 void get_drawable_size_fbo(IWineD3DSurfaceImpl
*This
, UINT
*width
, UINT
*height
);
1403 void flip_surface(IWineD3DSurfaceImpl
*front
, IWineD3DSurfaceImpl
*back
);
1405 /* Surface flags: */
1406 #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
1407 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
1408 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for GetDC */
1409 #define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
1410 #define SFLAG_DISCARD 0x00000010 /* ??? */
1411 #define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
1412 #define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
1413 #define SFLAG_INDRAWABLE 0x00000080 /* The gl drawable contains the most up to date data */
1414 #define SFLAG_INSYSMEM 0x00000100 /* The system memory copy is most up to date */
1415 #define SFLAG_NONPOW2 0x00000200 /* Surface sizes are not a power of 2 */
1416 #define SFLAG_DYNLOCK 0x00000400 /* Surface is often locked by the app */
1417 #define SFLAG_DYNCHANGE 0x00000C00 /* Surface contents are changed very often, implies DYNLOCK */
1418 #define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
1419 #define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
1420 #define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
1421 #define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
1422 #define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
1423 #define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
1424 #define SFLAG_PBO 0x00040000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
1425 #define SFLAG_NORMCOORD 0x00080000 /* Set if the GL texture coords are normalized(non-texture rectangle) */
1426 #define SFLAG_DS_ONSCREEN 0x00100000 /* Is a depth stencil, last modified onscreen */
1427 #define SFLAG_DS_OFFSCREEN 0x00200000 /* Is a depth stencil, last modified offscreen */
1428 #define SFLAG_INOVERLAYDRAW 0x00400000 /* Overlay drawing is in progress. Recursion prevention */
1430 /* In some conditions the surface memory must not be freed:
1431 * SFLAG_OVERSIZE: Not all data can be kept in GL
1432 * SFLAG_CONVERTED: Converting the data back would take too long
1433 * SFLAG_DIBSECTION: The dib code manages the memory
1434 * SFLAG_LOCKED: The app requires access to the surface data
1435 * SFLAG_DYNLOCK: Avoid freeing the data for performance
1436 * SFLAG_DYNCHANGE: Same reason as DYNLOCK
1437 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
1438 * SFLAG_CLIENT: OpenGL uses our memory as backup
1440 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
1442 SFLAG_DIBSECTION | \
1450 #define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
1454 #define SFLAG_DS_LOCATIONS (SFLAG_DS_ONSCREEN | \
1457 BOOL
CalculateTexRect(IWineD3DSurfaceImpl
*This
, RECT
*Rect
, float glTexCoord
[4]);
1462 CONVERT_PALETTED_CK
,
1466 CONVERT_CK_4444_ARGB
,
1471 CONVERT_CK_8888_ARGB
,
1484 HRESULT
d3dfmt_get_conv(IWineD3DSurfaceImpl
*This
, BOOL need_alpha_ck
, BOOL use_texturing
, GLenum
*format
, GLenum
*internal
, GLenum
*type
, CONVERT_TYPES
*convert
, int *target_bpp
, BOOL srgb_mode
);
1486 BOOL
palette9_changed(IWineD3DSurfaceImpl
*This
);
1488 /*****************************************************************************
1489 * IWineD3DVertexDeclaration implementation structure
1491 typedef struct attrib_declaration
{
1494 } attrib_declaration
;
1496 #define MAX_ATTRIBS 16
1498 typedef struct IWineD3DVertexDeclarationImpl
{
1499 /* IUnknown Information */
1500 const IWineD3DVertexDeclarationVtbl
*lpVtbl
;
1504 IWineD3DDeviceImpl
*wineD3DDevice
;
1506 WINED3DVERTEXELEMENT
*pDeclarationWine
;
1507 UINT declarationWNumElements
;
1509 DWORD streams
[MAX_STREAMS
];
1511 BOOL position_transformed
;
1512 BOOL half_float_conv_needed
;
1514 /* Ordered array of declaration types that need swizzling in a vshader */
1515 attrib_declaration swizzled_attribs
[MAX_ATTRIBS
];
1516 UINT num_swizzled_attribs
;
1517 } IWineD3DVertexDeclarationImpl
;
1519 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl
;
1521 /*****************************************************************************
1522 * IWineD3DStateBlock implementation structure
1525 /* Internal state Block for Begin/End/Capture/Create/Apply info */
1526 /* Note: Very long winded but gl Lists are not flexible enough */
1527 /* to resolve everything we need, so doing it manually for now */
1528 typedef struct SAVEDSTATES
{
1532 BOOL streamSource
[MAX_STREAMS
];
1533 BOOL streamFreq
[MAX_STREAMS
];
1534 BOOL textures
[MAX_COMBINED_SAMPLERS
];
1535 BOOL transform
[HIGHEST_TRANSFORMSTATE
+ 1];
1537 BOOL renderState
[WINEHIGHEST_RENDER_STATE
+ 1];
1538 BOOL textureState
[MAX_TEXTURES
][WINED3D_HIGHEST_TEXTURE_STATE
+ 1];
1539 BOOL samplerState
[MAX_COMBINED_SAMPLERS
][WINED3D_HIGHEST_SAMPLER_STATE
+ 1];
1540 BOOL clipplane
[MAX_CLIPPLANES
];
1543 BOOL pixelShaderConstantsB
[MAX_CONST_B
];
1544 BOOL pixelShaderConstantsI
[MAX_CONST_I
];
1545 BOOL
*pixelShaderConstantsF
;
1547 BOOL vertexShaderConstantsB
[MAX_CONST_B
];
1548 BOOL vertexShaderConstantsI
[MAX_CONST_I
];
1549 BOOL
*vertexShaderConstantsF
;
1564 struct IWineD3DStateBlockImpl
1566 /* IUnknown fields */
1567 const IWineD3DStateBlockVtbl
*lpVtbl
;
1568 LONG ref
; /* Note: Ref counting not required */
1570 /* IWineD3DStateBlock information */
1572 IWineD3DDeviceImpl
*wineD3DDevice
;
1573 WINED3DSTATEBLOCKTYPE blockType
;
1575 /* Array indicating whether things have been set or changed */
1576 SAVEDSTATES changed
;
1577 struct list set_vconstantsF
;
1578 struct list set_pconstantsF
;
1580 /* Drawing - Vertex Shader or FVF related */
1582 /* Vertex Shader Declaration */
1583 IWineD3DVertexDeclaration
*vertexDecl
;
1585 IWineD3DVertexShader
*vertexShader
;
1587 /* Vertex Shader Constants */
1588 BOOL vertexShaderConstantB
[MAX_CONST_B
];
1589 INT vertexShaderConstantI
[MAX_CONST_I
* 4];
1590 float *vertexShaderConstantF
;
1594 UINT streamStride
[MAX_STREAMS
];
1595 UINT streamOffset
[MAX_STREAMS
+ 1 /* tesselated pseudo-stream */ ];
1596 IWineD3DVertexBuffer
*streamSource
[MAX_STREAMS
];
1597 UINT streamFreq
[MAX_STREAMS
+ 1];
1598 UINT streamFlags
[MAX_STREAMS
+ 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
1601 IWineD3DIndexBuffer
* pIndexData
;
1602 INT baseVertexIndex
;
1603 INT loadBaseVertexIndex
; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1606 WINED3DMATRIX transforms
[HIGHEST_TRANSFORMSTATE
+ 1];
1608 /* Light hashmap . Collisions are handled using standard wine double linked lists */
1609 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
1610 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
1611 struct list lightMap
[LIGHTMAP_SIZE
]; /* Mashmap containing the lights */
1612 PLIGHTINFOEL
*activeLights
[MAX_ACTIVE_LIGHTS
]; /* Map of opengl lights to d3d lights */
1615 double clipplane
[MAX_CLIPPLANES
][4];
1616 WINED3DCLIPSTATUS clip_status
;
1619 WINED3DVIEWPORT viewport
;
1622 WINED3DMATERIAL material
;
1625 IWineD3DPixelShader
*pixelShader
;
1627 /* Pixel Shader Constants */
1628 BOOL pixelShaderConstantB
[MAX_CONST_B
];
1629 INT pixelShaderConstantI
[MAX_CONST_I
* 4];
1630 float *pixelShaderConstantF
;
1633 DWORD renderState
[WINEHIGHEST_RENDER_STATE
+ 1];
1636 IWineD3DBaseTexture
*textures
[MAX_COMBINED_SAMPLERS
];
1637 int textureDimensions
[MAX_COMBINED_SAMPLERS
];
1639 /* Texture State Stage */
1640 DWORD textureState
[MAX_TEXTURES
][WINED3D_HIGHEST_TEXTURE_STATE
+ 1];
1641 DWORD lowest_disabled_stage
;
1642 /* Sampler States */
1643 DWORD samplerState
[MAX_COMBINED_SAMPLERS
][WINED3D_HIGHEST_SAMPLER_STATE
+ 1];
1645 /* Scissor test rectangle */
1648 /* Contained state management */
1649 DWORD contained_render_states
[WINEHIGHEST_RENDER_STATE
+ 1];
1650 unsigned int num_contained_render_states
;
1651 DWORD contained_transform_states
[HIGHEST_TRANSFORMSTATE
+ 1];
1652 unsigned int num_contained_transform_states
;
1653 DWORD contained_vs_consts_i
[MAX_CONST_I
];
1654 unsigned int num_contained_vs_consts_i
;
1655 DWORD contained_vs_consts_b
[MAX_CONST_B
];
1656 unsigned int num_contained_vs_consts_b
;
1657 DWORD
*contained_vs_consts_f
;
1658 unsigned int num_contained_vs_consts_f
;
1659 DWORD contained_ps_consts_i
[MAX_CONST_I
];
1660 unsigned int num_contained_ps_consts_i
;
1661 DWORD contained_ps_consts_b
[MAX_CONST_B
];
1662 unsigned int num_contained_ps_consts_b
;
1663 DWORD
*contained_ps_consts_f
;
1664 unsigned int num_contained_ps_consts_f
;
1665 struct StageState contained_tss_states
[MAX_TEXTURES
* (WINED3D_HIGHEST_TEXTURE_STATE
)];
1666 unsigned int num_contained_tss_states
;
1667 struct StageState contained_sampler_states
[MAX_COMBINED_SAMPLERS
* WINED3D_HIGHEST_SAMPLER_STATE
];
1668 unsigned int num_contained_sampler_states
;
1671 extern void stateblock_savedstates_set(
1672 IWineD3DStateBlock
* iface
,
1673 SAVEDSTATES
* states
,
1676 extern void stateblock_savedstates_copy(
1677 IWineD3DStateBlock
* iface
,
1679 SAVEDSTATES
* source
);
1681 extern void stateblock_copy(
1682 IWineD3DStateBlock
* destination
,
1683 IWineD3DStateBlock
* source
);
1685 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl
;
1687 /* Direct3D terminology with little modifications. We do not have an issued state
1688 * because only the driver knows about it, but we have a created state because d3d
1689 * allows GetData on a created issue, but opengl doesn't
1696 /*****************************************************************************
1697 * IWineD3DQueryImpl implementation structure (extends IUnknown)
1699 typedef struct IWineD3DQueryImpl
1701 const IWineD3DQueryVtbl
*lpVtbl
;
1702 LONG ref
; /* Note: Ref counting not required */
1705 /*TODO: replace with iface usage */
1707 IWineD3DDevice
*wineD3DDevice
;
1709 IWineD3DDeviceImpl
*wineD3DDevice
;
1712 /* IWineD3DQuery fields */
1713 enum query_state state
;
1714 WINED3DQUERYTYPE type
;
1715 /* TODO: Think about using a IUnknown instead of a void* */
1719 } IWineD3DQueryImpl
;
1721 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl
;
1722 extern const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl
;
1723 extern const IWineD3DQueryVtbl IWineD3DOcclusionQuery_Vtbl
;
1725 /* Datastructures for IWineD3DQueryImpl.extendedData */
1726 typedef struct WineQueryOcclusionData
{
1728 WineD3DContext
*ctx
;
1729 } WineQueryOcclusionData
;
1731 typedef struct WineQueryEventData
{
1733 WineD3DContext
*ctx
;
1734 } WineQueryEventData
;
1736 /*****************************************************************************
1737 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1740 typedef struct IWineD3DSwapChainImpl
1743 const IWineD3DSwapChainVtbl
*lpVtbl
;
1744 LONG ref
; /* Note: Ref counting not required */
1747 IWineD3DDeviceImpl
*wineD3DDevice
;
1749 /* IWineD3DSwapChain fields */
1750 IWineD3DSurface
**backBuffer
;
1751 IWineD3DSurface
*frontBuffer
;
1752 BOOL wantsDepthStencilBuffer
;
1753 WINED3DPRESENT_PARAMETERS presentParms
;
1754 DWORD orig_width
, orig_height
;
1755 WINED3DFORMAT orig_fmt
;
1756 WINED3DGAMMARAMP orig_gamma
;
1758 long prev_time
, frames
; /* Performance tracking */
1759 unsigned int vSyncCounter
;
1761 WineD3DContext
**context
; /* Later a array for multithreading */
1762 unsigned int num_contexts
;
1765 } IWineD3DSwapChainImpl
;
1767 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl
;
1768 const IWineD3DSwapChainVtbl IWineGDISwapChain_Vtbl
;
1769 void x11_copy_to_screen(IWineD3DSwapChainImpl
*This
, LPRECT rc
);
1771 HRESULT WINAPI
IWineD3DBaseSwapChainImpl_QueryInterface(IWineD3DSwapChain
*iface
, REFIID riid
, LPVOID
*ppobj
);
1772 ULONG WINAPI
IWineD3DBaseSwapChainImpl_AddRef(IWineD3DSwapChain
*iface
);
1773 ULONG WINAPI
IWineD3DBaseSwapChainImpl_Release(IWineD3DSwapChain
*iface
);
1774 HRESULT WINAPI
IWineD3DBaseSwapChainImpl_GetParent(IWineD3DSwapChain
*iface
, IUnknown
** ppParent
);
1775 HRESULT WINAPI
IWineD3DBaseSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain
*iface
, IWineD3DSurface
*pDestSurface
);
1776 HRESULT WINAPI
IWineD3DBaseSwapChainImpl_GetBackBuffer(IWineD3DSwapChain
*iface
, UINT iBackBuffer
, WINED3DBACKBUFFER_TYPE Type
, IWineD3DSurface
**ppBackBuffer
);
1777 HRESULT WINAPI
IWineD3DBaseSwapChainImpl_GetRasterStatus(IWineD3DSwapChain
*iface
, WINED3DRASTER_STATUS
*pRasterStatus
);
1778 HRESULT WINAPI
IWineD3DBaseSwapChainImpl_GetDisplayMode(IWineD3DSwapChain
*iface
, WINED3DDISPLAYMODE
*pMode
);
1779 HRESULT WINAPI
IWineD3DBaseSwapChainImpl_GetDevice(IWineD3DSwapChain
*iface
, IWineD3DDevice
**ppDevice
);
1780 HRESULT WINAPI
IWineD3DBaseSwapChainImpl_GetPresentParameters(IWineD3DSwapChain
*iface
, WINED3DPRESENT_PARAMETERS
*pPresentationParameters
);
1781 HRESULT WINAPI
IWineD3DBaseSwapChainImpl_SetGammaRamp(IWineD3DSwapChain
*iface
, DWORD Flags
, CONST WINED3DGAMMARAMP
*pRamp
);
1782 HRESULT WINAPI
IWineD3DBaseSwapChainImpl_GetGammaRamp(IWineD3DSwapChain
*iface
, WINED3DGAMMARAMP
*pRamp
);
1784 WineD3DContext
*IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain
*iface
);
1786 /*****************************************************************************
1787 * Utility function prototypes
1790 /* Trace routines */
1791 const char* debug_d3dformat(WINED3DFORMAT fmt
);
1792 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype
);
1793 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res
);
1794 const char* debug_d3dusage(DWORD usage
);
1795 const char* debug_d3dusagequery(DWORD usagequery
);
1796 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method
);
1797 const char* debug_d3ddecltype(WINED3DDECLTYPE type
);
1798 const char* debug_d3ddeclusage(BYTE usage
);
1799 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType
);
1800 const char* debug_d3drenderstate(DWORD state
);
1801 const char* debug_d3dsamplerstate(DWORD state
);
1802 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type
);
1803 const char* debug_d3dtexturestate(DWORD state
);
1804 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype
);
1805 const char* debug_d3dpool(WINED3DPOOL pool
);
1806 const char *debug_fbostatus(GLenum status
);
1807 const char *debug_glerror(GLenum error
);
1808 const char *debug_d3dbasis(WINED3DBASISTYPE basis
);
1809 const char *debug_d3ddegree(WINED3DDEGREETYPE order
);
1810 const char* debug_d3dtop(WINED3DTEXTUREOP d3dtop
);
1812 /* Routines for GL <-> D3D values */
1813 GLenum
StencilOp(DWORD op
);
1814 GLenum
CompareFunc(DWORD func
);
1815 BOOL
is_invalid_op(IWineD3DDeviceImpl
*This
, int stage
, WINED3DTEXTUREOP op
, DWORD arg1
, DWORD arg2
, DWORD arg3
);
1816 void set_tex_op_nvrc(IWineD3DDevice
*iface
, BOOL is_alpha
, int stage
, WINED3DTEXTUREOP op
, DWORD arg1
, DWORD arg2
, DWORD arg3
, INT texture_idx
, DWORD dst
);
1817 void set_texture_matrix(const float *smat
, DWORD flags
, BOOL calculatedCoords
, BOOL transformed
, DWORD coordtype
);
1818 void texture_activate_dimensions(DWORD stage
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*context
);
1819 void sampler_texdim(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*context
);
1820 void tex_alphaop(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*context
);
1821 void apply_pixelshader(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, WineD3DContext
*context
);
1823 void surface_set_compatible_renderbuffer(IWineD3DSurface
*iface
, unsigned int width
, unsigned int height
);
1824 GLenum
surface_get_gl_buffer(IWineD3DSurface
*iface
, IWineD3DSwapChain
*swapchain
);
1825 void surface_modify_ds_location(IWineD3DSurface
*iface
, DWORD location
);
1826 void surface_load_ds_location(IWineD3DSurface
*iface
, DWORD location
);
1828 BOOL
getColorBits(WINED3DFORMAT fmt
, short *redSize
, short *greenSize
, short *blueSize
, short *alphaSize
, short *totalSize
);
1829 BOOL
getDepthStencilBits(WINED3DFORMAT fmt
, short *depthSize
, short *stencilSize
);
1832 void multiply_matrix(WINED3DMATRIX
*dest
, const WINED3DMATRIX
*src1
, const WINED3DMATRIX
*src2
);
1833 unsigned int count_bits(unsigned int mask
);
1835 /*****************************************************************************
1836 * To enable calling of inherited functions, requires prototypes
1838 * Note: Only require classes which are subclassed, ie resource, basetexture,
1840 /*** IUnknown methods ***/
1841 extern HRESULT WINAPI
IWineD3DResourceImpl_QueryInterface(IWineD3DResource
*iface
, REFIID riid
, void** ppvObject
);
1842 extern ULONG WINAPI
IWineD3DResourceImpl_AddRef(IWineD3DResource
*iface
);
1843 extern ULONG WINAPI
IWineD3DResourceImpl_Release(IWineD3DResource
*iface
);
1844 /*** IWineD3DResource methods ***/
1845 extern HRESULT WINAPI
IWineD3DResourceImpl_GetParent(IWineD3DResource
*iface
, IUnknown
**pParent
);
1846 extern HRESULT WINAPI
IWineD3DResourceImpl_GetDevice(IWineD3DResource
*iface
, IWineD3DDevice
** ppDevice
);
1847 extern HRESULT WINAPI
IWineD3DResourceImpl_SetPrivateData(IWineD3DResource
*iface
, REFGUID refguid
, CONST
void * pData
, DWORD SizeOfData
, DWORD Flags
);
1848 extern HRESULT WINAPI
IWineD3DResourceImpl_GetPrivateData(IWineD3DResource
*iface
, REFGUID refguid
, void * pData
, DWORD
* pSizeOfData
);
1849 extern HRESULT WINAPI
IWineD3DResourceImpl_FreePrivateData(IWineD3DResource
*iface
, REFGUID refguid
);
1850 extern DWORD WINAPI
IWineD3DResourceImpl_SetPriority(IWineD3DResource
*iface
, DWORD PriorityNew
);
1851 extern DWORD WINAPI
IWineD3DResourceImpl_GetPriority(IWineD3DResource
*iface
);
1852 extern void WINAPI
IWineD3DResourceImpl_PreLoad(IWineD3DResource
*iface
);
1853 extern void WINAPI
IWineD3DResourceImpl_UnLoad(IWineD3DResource
*iface
);
1854 extern WINED3DRESOURCETYPE WINAPI
IWineD3DResourceImpl_GetType(IWineD3DResource
*iface
);
1855 /*** class static members ***/
1856 void IWineD3DResourceImpl_CleanUp(IWineD3DResource
*iface
);
1858 /*** IUnknown methods ***/
1859 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture
*iface
, REFIID riid
, void** ppvObject
);
1860 extern ULONG WINAPI
IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture
*iface
);
1861 extern ULONG WINAPI
IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture
*iface
);
1862 /*** IWineD3DResource methods ***/
1863 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture
*iface
, IUnknown
**pParent
);
1864 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture
*iface
, IWineD3DDevice
** ppDevice
);
1865 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture
*iface
, REFGUID refguid
, CONST
void * pData
, DWORD SizeOfData
, DWORD Flags
);
1866 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture
*iface
, REFGUID refguid
, void * pData
, DWORD
* pSizeOfData
);
1867 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture
*iface
, REFGUID refguid
);
1868 extern DWORD WINAPI
IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture
*iface
, DWORD PriorityNew
);
1869 extern DWORD WINAPI
IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture
*iface
);
1870 extern void WINAPI
IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture
*iface
);
1871 extern void WINAPI
IWineD3DBaseTextureImpl_UnLoad(IWineD3DBaseTexture
*iface
);
1872 extern WINED3DRESOURCETYPE WINAPI
IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture
*iface
);
1873 /*** IWineD3DBaseTexture methods ***/
1874 extern DWORD WINAPI
IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture
*iface
, DWORD LODNew
);
1875 extern DWORD WINAPI
IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture
*iface
);
1876 extern DWORD WINAPI
IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture
*iface
);
1877 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture
*iface
, WINED3DTEXTUREFILTERTYPE FilterType
);
1878 extern WINED3DTEXTUREFILTERTYPE WINAPI
IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture
*iface
);
1879 extern void WINAPI
IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture
*iface
);
1880 extern BOOL WINAPI
IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture
*iface
, BOOL
);
1881 extern BOOL WINAPI
IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture
*iface
);
1883 extern BYTE
* WINAPI
IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer
* iface
, DWORD iOffset
, GLint
*vbo
);
1884 extern HRESULT WINAPI
IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer
* iface
);
1885 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture
*iface
);
1886 extern HRESULT WINAPI
IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture
*iface
);
1887 extern void WINAPI
IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture
*iface
, const DWORD textureStates
[WINED3D_HIGHEST_TEXTURE_STATE
+ 1], const DWORD samplerStates
[WINED3D_HIGHEST_SAMPLER_STATE
+ 1]);
1888 /*** class static members ***/
1889 void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture
*iface
);
1891 typedef void (*SHADER_HANDLER
) (struct SHADER_OPCODE_ARG
*);
1893 /* Struct to maintain a list of GLSL shader programs and their associated pixel and
1894 * vertex shaders. A list of this type is maintained on the DeviceImpl, and is only
1895 * used if the user is using GLSL shaders. */
1896 struct glsl_shader_prog_link
{
1897 struct list vshader_entry
;
1898 struct list pshader_entry
;
1899 GLhandleARB programId
;
1900 GLhandleARB
*vuniformF_locations
;
1901 GLhandleARB
*puniformF_locations
;
1902 GLhandleARB vuniformI_locations
[MAX_CONST_I
];
1903 GLhandleARB puniformI_locations
[MAX_CONST_I
];
1904 GLhandleARB posFixup_location
;
1905 GLhandleARB bumpenvmat_location
[MAX_TEXTURES
];
1906 GLhandleARB luminancescale_location
[MAX_TEXTURES
];
1907 GLhandleARB luminanceoffset_location
[MAX_TEXTURES
];
1908 GLhandleARB srgb_comparison_location
;
1909 GLhandleARB srgb_mul_low_location
;
1910 GLhandleARB ycorrection_location
;
1911 GLenum vertex_color_clamp
;
1912 GLhandleARB vshader
;
1913 GLhandleARB pshader
;
1917 GLhandleARB vshader
;
1918 GLhandleARB pshader
;
1919 } glsl_program_key_t
;
1921 /* TODO: Make this dynamic, based on shader limits ? */
1922 #define MAX_REG_ADDR 1
1923 #define MAX_REG_TEMP 32
1924 #define MAX_REG_TEXCRD 8
1925 #define MAX_REG_INPUT 12
1926 #define MAX_REG_OUTPUT 12
1927 #define MAX_CONST_I 16
1928 #define MAX_CONST_B 16
1930 /* FIXME: This needs to go up to 2048 for
1931 * Shader model 3 according to msdn (and for software shaders) */
1932 #define MAX_LABELS 16
1934 typedef struct semantic
{
1939 typedef struct local_constant
{
1945 typedef struct shader_reg_maps
{
1947 char texcoord
[MAX_REG_TEXCRD
]; /* pixel < 3.0 */
1948 char temporary
[MAX_REG_TEMP
]; /* pixel, vertex */
1949 char address
[MAX_REG_ADDR
]; /* vertex */
1950 char packed_input
[MAX_REG_INPUT
]; /* pshader >= 3.0 */
1951 char packed_output
[MAX_REG_OUTPUT
]; /* vertex >= 3.0 */
1952 char attributes
[MAX_ATTRIBS
]; /* vertex */
1953 char labels
[MAX_LABELS
]; /* pixel, vertex */
1954 DWORD texcoord_mask
[MAX_REG_TEXCRD
]; /* vertex < 3.0 */
1956 /* Sampler usage tokens
1957 * Use 0 as default (bit 31 is always 1 on a valid token) */
1958 DWORD samplers
[max(MAX_FRAGMENT_SAMPLERS
, MAX_VERTEX_SAMPLERS
)];
1959 BOOL bumpmat
[MAX_TEXTURES
], luminanceparams
[MAX_TEXTURES
];
1960 char usesnrm
, vpos
, usesdsy
;
1963 /* Whether or not loops are used in this shader, and nesting depth */
1964 unsigned loop_depth
;
1966 /* Whether or not this shader uses fog */
1971 /* Undocumented opcode controls */
1972 #define INST_CONTROLS_SHIFT 16
1973 #define INST_CONTROLS_MASK 0x00ff0000
1975 typedef enum COMPARISON_TYPE
{
1984 typedef struct SHADER_OPCODE
{
1985 unsigned int opcode
;
1989 CONST UINT num_params
;
1990 SHADER_HANDLER hw_fct
;
1991 SHADER_HANDLER hw_glsl_fct
;
1996 typedef struct SHADER_OPCODE_ARG
{
1997 IWineD3DBaseShader
* shader
;
1998 shader_reg_maps
* reg_maps
;
1999 CONST SHADER_OPCODE
* opcode
;
2006 SHADER_BUFFER
* buffer
;
2007 } SHADER_OPCODE_ARG
;
2009 typedef struct SHADER_LIMITS
{
2010 unsigned int temporary
;
2011 unsigned int texcoord
;
2012 unsigned int sampler
;
2013 unsigned int constant_int
;
2014 unsigned int constant_float
;
2015 unsigned int constant_bool
;
2016 unsigned int address
;
2017 unsigned int packed_output
;
2018 unsigned int packed_input
;
2019 unsigned int attributes
;
2023 /** Keeps track of details for TEX_M#x# shader opcodes which need to
2024 maintain state information between multiple codes */
2025 typedef struct SHADER_PARSE_STATE
{
2026 unsigned int current_row
;
2027 DWORD texcoord_w
[2];
2028 } SHADER_PARSE_STATE
;
2031 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2033 #define PRINTF_ATTR(fmt,args)
2036 /* Base Shader utility functions.
2037 * (may move callers into the same file in the future) */
2038 extern int shader_addline(
2039 SHADER_BUFFER
* buffer
,
2040 const char* fmt
, ...) PRINTF_ATTR(2,3);
2042 extern const SHADER_OPCODE
* shader_get_opcode(
2043 IWineD3DBaseShader
*iface
,
2046 /* Vertex shader utility functions */
2047 extern BOOL
vshader_get_input(
2048 IWineD3DVertexShader
* iface
,
2049 BYTE usage_req
, BYTE usage_idx_req
,
2050 unsigned int* regnum
);
2052 extern BOOL
vshader_input_is_color(
2053 IWineD3DVertexShader
* iface
,
2054 unsigned int regnum
);
2056 extern HRESULT
allocate_shader_constants(IWineD3DStateBlockImpl
* object
);
2058 /* ARB_[vertex/fragment]_program helper functions */
2059 extern void shader_arb_load_constants(
2060 IWineD3DDevice
* device
,
2061 char usePixelShader
,
2062 char useVertexShader
);
2064 /* ARB shader program Prototypes */
2065 extern void shader_hw_def(SHADER_OPCODE_ARG
*arg
);
2067 /* ARB pixel shader prototypes */
2068 extern void pshader_hw_bem(SHADER_OPCODE_ARG
* arg
);
2069 extern void pshader_hw_cnd(SHADER_OPCODE_ARG
* arg
);
2070 extern void pshader_hw_cmp(SHADER_OPCODE_ARG
* arg
);
2071 extern void pshader_hw_map2gl(SHADER_OPCODE_ARG
* arg
);
2072 extern void pshader_hw_tex(SHADER_OPCODE_ARG
* arg
);
2073 extern void pshader_hw_texcoord(SHADER_OPCODE_ARG
* arg
);
2074 extern void pshader_hw_texreg2ar(SHADER_OPCODE_ARG
* arg
);
2075 extern void pshader_hw_texreg2gb(SHADER_OPCODE_ARG
* arg
);
2076 extern void pshader_hw_texbem(SHADER_OPCODE_ARG
* arg
);
2077 extern void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG
* arg
);
2078 extern void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG
* arg
);
2079 extern void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG
* arg
);
2080 extern void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG
* arg
);
2081 extern void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG
* arg
);
2082 extern void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG
* arg
);
2083 extern void pshader_hw_texdepth(SHADER_OPCODE_ARG
* arg
);
2084 extern void pshader_hw_texkill(SHADER_OPCODE_ARG
* arg
);
2085 extern void pshader_hw_texdp3tex(SHADER_OPCODE_ARG
* arg
);
2086 extern void pshader_hw_texdp3(SHADER_OPCODE_ARG
* arg
);
2087 extern void pshader_hw_texm3x3(SHADER_OPCODE_ARG
* arg
);
2088 extern void pshader_hw_texm3x2depth(SHADER_OPCODE_ARG
* arg
);
2089 extern void pshader_hw_dp2add(SHADER_OPCODE_ARG
* arg
);
2090 extern void pshader_hw_texreg2rgb(SHADER_OPCODE_ARG
* arg
);
2092 /* ARB vertex / pixel shader common prototypes */
2093 extern void shader_hw_nrm(SHADER_OPCODE_ARG
* arg
);
2094 extern void shader_hw_sincos(SHADER_OPCODE_ARG
* arg
);
2095 extern void shader_hw_mnxn(SHADER_OPCODE_ARG
* arg
);
2097 /* ARB vertex shader prototypes */
2098 extern void vshader_hw_map2gl(SHADER_OPCODE_ARG
* arg
);
2099 extern void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG
* arg
);
2101 /* GLSL helper functions */
2102 extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG
*arg
);
2103 extern void shader_glsl_load_constants(
2104 IWineD3DDevice
* device
,
2105 char usePixelShader
,
2106 char useVertexShader
);
2108 /** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */
2109 extern void shader_glsl_cross(SHADER_OPCODE_ARG
* arg
);
2110 extern void shader_glsl_map2gl(SHADER_OPCODE_ARG
* arg
);
2111 extern void shader_glsl_arith(SHADER_OPCODE_ARG
* arg
);
2112 extern void shader_glsl_mov(SHADER_OPCODE_ARG
* arg
);
2113 extern void shader_glsl_mad(SHADER_OPCODE_ARG
* arg
);
2114 extern void shader_glsl_mnxn(SHADER_OPCODE_ARG
* arg
);
2115 extern void shader_glsl_lrp(SHADER_OPCODE_ARG
* arg
);
2116 extern void shader_glsl_dot(SHADER_OPCODE_ARG
* arg
);
2117 extern void shader_glsl_rcp(SHADER_OPCODE_ARG
* arg
);
2118 extern void shader_glsl_rsq(SHADER_OPCODE_ARG
* arg
);
2119 extern void shader_glsl_cnd(SHADER_OPCODE_ARG
* arg
);
2120 extern void shader_glsl_compare(SHADER_OPCODE_ARG
* arg
);
2121 extern void shader_glsl_def(SHADER_OPCODE_ARG
* arg
);
2122 extern void shader_glsl_defi(SHADER_OPCODE_ARG
* arg
);
2123 extern void shader_glsl_defb(SHADER_OPCODE_ARG
* arg
);
2124 extern void shader_glsl_expp(SHADER_OPCODE_ARG
* arg
);
2125 extern void shader_glsl_cmp(SHADER_OPCODE_ARG
* arg
);
2126 extern void shader_glsl_lit(SHADER_OPCODE_ARG
* arg
);
2127 extern void shader_glsl_dst(SHADER_OPCODE_ARG
* arg
);
2128 extern void shader_glsl_sincos(SHADER_OPCODE_ARG
* arg
);
2129 extern void shader_glsl_loop(SHADER_OPCODE_ARG
* arg
);
2130 extern void shader_glsl_end(SHADER_OPCODE_ARG
* arg
);
2131 extern void shader_glsl_if(SHADER_OPCODE_ARG
* arg
);
2132 extern void shader_glsl_ifc(SHADER_OPCODE_ARG
* arg
);
2133 extern void shader_glsl_else(SHADER_OPCODE_ARG
* arg
);
2134 extern void shader_glsl_break(SHADER_OPCODE_ARG
* arg
);
2135 extern void shader_glsl_breakc(SHADER_OPCODE_ARG
* arg
);
2136 extern void shader_glsl_rep(SHADER_OPCODE_ARG
* arg
);
2137 extern void shader_glsl_call(SHADER_OPCODE_ARG
* arg
);
2138 extern void shader_glsl_callnz(SHADER_OPCODE_ARG
* arg
);
2139 extern void shader_glsl_label(SHADER_OPCODE_ARG
* arg
);
2140 extern void shader_glsl_pow(SHADER_OPCODE_ARG
* arg
);
2141 extern void shader_glsl_log(SHADER_OPCODE_ARG
* arg
);
2142 extern void shader_glsl_texldl(SHADER_OPCODE_ARG
* arg
);
2144 /** GLSL Pixel Shader Prototypes */
2145 extern void pshader_glsl_tex(SHADER_OPCODE_ARG
* arg
);
2146 extern void pshader_glsl_texcoord(SHADER_OPCODE_ARG
* arg
);
2147 extern void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG
* arg
);
2148 extern void pshader_glsl_texdp3(SHADER_OPCODE_ARG
* arg
);
2149 extern void pshader_glsl_texdepth(SHADER_OPCODE_ARG
* arg
);
2150 extern void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG
* arg
);
2151 extern void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG
* arg
);
2152 extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG
* arg
);
2153 extern void pshader_glsl_texm3x3(SHADER_OPCODE_ARG
* arg
);
2154 extern void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG
* arg
);
2155 extern void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG
* arg
);
2156 extern void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG
* arg
);
2157 extern void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG
* arg
);
2158 extern void pshader_glsl_texkill(SHADER_OPCODE_ARG
* arg
);
2159 extern void pshader_glsl_texbem(SHADER_OPCODE_ARG
* arg
);
2160 extern void pshader_glsl_bem(SHADER_OPCODE_ARG
* arg
);
2161 extern void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG
* arg
);
2162 extern void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG
* arg
);
2163 extern void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG
* arg
);
2164 extern void pshader_glsl_dp2add(SHADER_OPCODE_ARG
* arg
);
2165 extern void pshader_glsl_input_pack(
2166 SHADER_BUFFER
* buffer
,
2167 semantic
* semantics_out
,
2168 IWineD3DPixelShader
*iface
);
2170 /*****************************************************************************
2171 * IDirect3DBaseShader implementation structure
2173 typedef struct IWineD3DBaseShaderClass
2177 SHADER_LIMITS limits
;
2178 SHADER_PARSE_STATE parse_state
;
2179 CONST SHADER_OPCODE
*shader_ins
;
2181 UINT functionLength
;
2184 UINT cur_loop_depth
, cur_loop_regno
;
2185 BOOL load_local_constsF
;
2187 /* Type of shader backend */
2190 /* Programs this shader is linked with */
2191 struct list linked_programs
;
2193 /* Immediate constants (override global ones) */
2194 struct list constantsB
;
2195 struct list constantsF
;
2196 struct list constantsI
;
2197 shader_reg_maps reg_maps
;
2199 /* Pixel formats of sampled textures, for format conversion. This
2200 * represents the formats found during compilation, it is not initialized
2201 * on the first parser pass. It is needed to check if the shader
2202 * needs recompilation to adjust the format conversion
2204 WINED3DFORMAT sampled_format
[MAX_COMBINED_SAMPLERS
];
2205 UINT sampled_samplers
[MAX_COMBINED_SAMPLERS
];
2206 UINT num_sampled_samplers
;
2208 UINT recompile_count
;
2210 /* Pointer to the parent device */
2211 IWineD3DDevice
*device
;
2212 struct list shader_list_entry
;
2214 } IWineD3DBaseShaderClass
;
2216 typedef struct IWineD3DBaseShaderImpl
{
2218 const IWineD3DBaseShaderVtbl
*lpVtbl
;
2220 /* IWineD3DBaseShader */
2221 IWineD3DBaseShaderClass baseShader
;
2222 } IWineD3DBaseShaderImpl
;
2224 HRESULT WINAPI
IWineD3DBaseShaderImpl_QueryInterface(IWineD3DBaseShader
*iface
, REFIID riid
, LPVOID
*ppobj
);
2225 ULONG WINAPI
IWineD3DBaseShaderImpl_AddRef(IWineD3DBaseShader
*iface
);
2226 ULONG WINAPI
IWineD3DBaseShaderImpl_Release(IWineD3DBaseShader
*iface
);
2228 extern HRESULT
shader_get_registers_used(
2229 IWineD3DBaseShader
*iface
,
2230 shader_reg_maps
* reg_maps
,
2231 semantic
* semantics_in
,
2232 semantic
* semantics_out
,
2233 CONST DWORD
* pToken
,
2234 IWineD3DStateBlockImpl
*stateBlock
);
2236 extern void shader_generate_glsl_declarations(
2237 IWineD3DBaseShader
*iface
,
2238 shader_reg_maps
* reg_maps
,
2239 SHADER_BUFFER
* buffer
,
2240 WineD3D_GL_Info
* gl_info
);
2242 extern void shader_generate_arb_declarations(
2243 IWineD3DBaseShader
*iface
,
2244 shader_reg_maps
* reg_maps
,
2245 SHADER_BUFFER
* buffer
,
2246 WineD3D_GL_Info
* gl_info
);
2248 extern void shader_generate_main(
2249 IWineD3DBaseShader
*iface
,
2250 SHADER_BUFFER
* buffer
,
2251 shader_reg_maps
* reg_maps
,
2252 CONST DWORD
* pFunction
);
2254 extern void shader_dump_ins_modifiers(
2255 const DWORD output
);
2257 extern void shader_dump_param(
2258 IWineD3DBaseShader
*iface
,
2260 const DWORD addr_token
,
2263 extern void shader_trace_init(
2264 IWineD3DBaseShader
*iface
,
2265 const DWORD
* pFunction
);
2267 extern int shader_get_param(
2268 IWineD3DBaseShader
* iface
,
2269 const DWORD
* pToken
,
2273 extern int shader_skip_unrecognized(
2274 IWineD3DBaseShader
* iface
,
2275 const DWORD
* pToken
);
2277 extern void print_glsl_info_log(
2278 WineD3D_GL_Info
*gl_info
,
2281 static inline int shader_get_regtype(const DWORD param
) {
2282 return (((param
& WINED3DSP_REGTYPE_MASK
) >> WINED3DSP_REGTYPE_SHIFT
) |
2283 ((param
& WINED3DSP_REGTYPE_MASK2
) >> WINED3DSP_REGTYPE_SHIFT2
));
2286 static inline int shader_get_writemask(const DWORD param
) {
2287 return param
& WINED3DSP_WRITEMASK_ALL
;
2290 extern unsigned int shader_get_float_offset(const DWORD reg
);
2292 static inline BOOL
shader_is_pshader_version(DWORD token
) {
2293 return 0xFFFF0000 == (token
& 0xFFFF0000);
2296 static inline BOOL
shader_is_vshader_version(DWORD token
) {
2297 return 0xFFFE0000 == (token
& 0xFFFF0000);
2300 static inline BOOL
shader_is_comment(DWORD token
) {
2301 return WINED3DSIO_COMMENT
== (token
& WINED3DSI_OPCODE_MASK
);
2304 static inline BOOL
shader_is_scalar(DWORD param
) {
2305 DWORD reg_type
= shader_get_regtype(param
);
2309 case WINED3DSPR_RASTOUT
:
2310 if ((param
& WINED3DSP_REGNUM_MASK
) != 0) {
2317 case WINED3DSPR_DEPTHOUT
: /* oDepth */
2318 case WINED3DSPR_CONSTBOOL
: /* b# */
2319 case WINED3DSPR_LOOP
: /* aL */
2320 case WINED3DSPR_PREDICATE
: /* p0 */
2323 case WINED3DSPR_MISCTYPE
:
2324 reg_num
= param
& WINED3DSP_REGNUM_MASK
;
2339 static inline BOOL
shader_constant_is_local(IWineD3DBaseShaderImpl
* This
, DWORD reg
) {
2340 local_constant
* lconst
;
2342 if(This
->baseShader
.load_local_constsF
) return FALSE
;
2343 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
2344 if(lconst
->idx
== reg
) return TRUE
;
2350 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
2351 * so upload them above that
2353 #define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
2354 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
2356 /*****************************************************************************
2357 * IDirect3DVertexShader implementation structure
2359 typedef struct IWineD3DVertexShaderImpl
{
2361 const IWineD3DVertexShaderVtbl
*lpVtbl
;
2363 /* IWineD3DBaseShader */
2364 IWineD3DBaseShaderClass baseShader
;
2366 /* IWineD3DVertexShaderImpl */
2371 /* Vertex shader input and output semantics */
2372 semantic semantics_in
[MAX_ATTRIBS
];
2373 semantic semantics_out
[MAX_REG_OUTPUT
];
2375 /* Ordered array of attributes that are swizzled */
2376 attrib_declaration swizzled_attribs
[MAX_ATTRIBS
];
2377 UINT num_swizzled_attribs
;
2379 /* run time data... */
2381 UINT min_rel_offset
, max_rel_offset
;
2384 UINT recompile_count
;
2385 #if 0 /* needs reworking */
2387 VSHADERINPUTDATA input
;
2388 VSHADEROUTPUTDATA output
;
2390 } IWineD3DVertexShaderImpl
;
2391 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins
[];
2392 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl
;
2394 /*****************************************************************************
2395 * IDirect3DPixelShader implementation structure
2398 enum vertexprocessing_mode
{
2404 struct stb_const_desc
{
2409 typedef struct IWineD3DPixelShaderImpl
{
2410 /* IUnknown parts */
2411 const IWineD3DPixelShaderVtbl
*lpVtbl
;
2413 /* IWineD3DBaseShader */
2414 IWineD3DBaseShaderClass baseShader
;
2416 /* IWineD3DPixelShaderImpl */
2419 /* Pixel shader input semantics */
2420 semantic semantics_in
[MAX_REG_INPUT
];
2421 DWORD input_reg_map
[MAX_REG_INPUT
];
2422 BOOL input_reg_used
[MAX_REG_INPUT
];
2423 int declared_in_count
;
2428 /* Some information about the shader behavior */
2429 struct stb_const_desc bumpenvmatconst
[MAX_TEXTURES
];
2430 char numbumpenvmatconsts
;
2431 struct stb_const_desc luminanceconst
[MAX_TEXTURES
];
2433 char srgb_mode_hardcoded
;
2434 UINT srgb_low_const
;
2435 UINT srgb_cmp_const
;
2437 BOOL render_offscreen
;
2439 enum vertexprocessing_mode vertexprocessing
;
2441 #if 0 /* needs reworking */
2442 PSHADERINPUTDATA input
;
2443 PSHADEROUTPUTDATA output
;
2445 } IWineD3DPixelShaderImpl
;
2447 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins
[];
2448 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl
;
2450 /* sRGB correction constants */
2451 static const float srgb_cmp
= 0.0031308;
2452 static const float srgb_mul_low
= 12.92;
2453 static const float srgb_pow
= 0.41666;
2454 static const float srgb_mul_high
= 1.055;
2455 static const float srgb_sub_high
= 0.055;
2457 /*****************************************************************************
2458 * IWineD3DPalette implementation structure
2460 struct IWineD3DPaletteImpl
{
2461 /* IUnknown parts */
2462 const IWineD3DPaletteVtbl
*lpVtbl
;
2466 IWineD3DDeviceImpl
*wineD3DDevice
;
2468 /* IWineD3DPalette */
2470 WORD palVersion
; /*| */
2471 WORD palNumEntries
; /*| LOGPALETTE */
2472 PALETTEENTRY palents
[256]; /*| */
2473 /* This is to store the palette in 'screen format' */
2474 int screen_palents
[256];
2478 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl
;
2479 DWORD
IWineD3DPaletteImpl_Size(DWORD dwFlags
);
2481 /* DirectDraw utility functions */
2482 extern WINED3DFORMAT
pixelformat_for_depth(DWORD depth
);
2484 /*****************************************************************************
2485 * Pixel format management
2488 WINED3DFORMAT format
;
2489 DWORD alphaMask
, redMask
, greenMask
, blueMask
;
2491 short depthSize
, stencilSize
;
2493 } StaticPixelFormatDesc
;
2495 const StaticPixelFormatDesc
*getFormatDescEntry(WINED3DFORMAT fmt
,
2496 WineD3D_GL_Info
*gl_info
,
2497 const GlPixelFormatDesc
**glDesc
);
2499 static inline BOOL
use_vs(IWineD3DDeviceImpl
*device
) {
2500 return (device
->vs_selected_mode
!= SHADER_NONE
2501 && device
->stateBlock
->vertexShader
2502 && ((IWineD3DVertexShaderImpl
*)device
->stateBlock
->vertexShader
)->baseShader
.function
2503 && !device
->strided_streams
.u
.s
.position_transformed
);
2506 static inline BOOL
use_ps(IWineD3DDeviceImpl
*device
) {
2507 return (device
->ps_selected_mode
!= SHADER_NONE
2508 && device
->stateBlock
->pixelShader
2509 && ((IWineD3DPixelShaderImpl
*)device
->stateBlock
->pixelShader
)->baseShader
.function
);
2512 void stretch_rect_fbo(IWineD3DDevice
*iface
, IWineD3DSurface
*src_surface
, WINED3DRECT
*src_rect
,
2513 IWineD3DSurface
*dst_surface
, WINED3DRECT
*dst_rect
, const WINED3DTEXTUREFILTERTYPE filter
, BOOL flip
);
2514 void bind_fbo(IWineD3DDevice
*iface
, GLenum target
, GLuint
*fbo
);
2515 void attach_depth_stencil_fbo(IWineD3DDeviceImpl
*This
, GLenum fbo_target
, IWineD3DSurface
*depth_stencil
, BOOL use_render_buffer
);
2516 void attach_surface_fbo(IWineD3DDeviceImpl
*This
, GLenum fbo_target
, DWORD idx
, IWineD3DSurface
*surface
);
2517 void depth_blt(IWineD3DDevice
*iface
, GLuint texture
);