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[wine/hacks.git] / dlls / wined3d / wined3d_private.h
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1 /*
2 * Direct3D wine internal private include file
4 * Copyright 2002-2003 The wine-d3d team
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2004 Jason Edmeades
7 * Copyright 2005 Oliver Stieber
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
27 #include <stdarg.h>
28 #include <math.h>
29 #define NONAMELESSUNION
30 #define NONAMELESSSTRUCT
31 #define COBJMACROS
32 #include "windef.h"
33 #include "winbase.h"
34 #include "winreg.h"
35 #include "wingdi.h"
36 #include "winuser.h"
37 #include "wine/debug.h"
38 #include "wine/unicode.h"
40 #include "wined3d_private_types.h"
41 #include "wine/wined3d_interface.h"
42 #include "wine/wined3d_caps.h"
43 #include "wine/wined3d_gl.h"
44 #include "wine/list.h"
46 /* Hash table functions */
47 typedef unsigned int (hash_function_t)(void *key);
48 typedef BOOL (compare_function_t)(void *keya, void *keyb);
50 struct hash_table_entry_t {
51 void *key;
52 void *value;
53 unsigned int hash;
54 struct list entry;
57 typedef struct {
58 hash_function_t *hash_function;
59 compare_function_t *compare_function;
60 struct list *buckets;
61 unsigned int bucket_count;
62 struct hash_table_entry_t *entries;
63 unsigned int entry_count;
64 struct list free_entries;
65 unsigned int count;
66 unsigned int grow_size;
67 unsigned int shrink_size;
68 } hash_table_t;
70 hash_table_t *hash_table_create(hash_function_t *hash_function, compare_function_t *compare_function);
71 void hash_table_destroy(hash_table_t *table, 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);
76 /* Device caps */
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,
107 MAX_LOOKUPS = 1
108 } WINELOOKUP;
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);
145 if(e == 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);
148 } else if(e < 31) {
149 return sgn * pow(2, (float) e-15.0) * (1.0 + ((float) m / 1024.0));
150 } else {
151 if(m == 0) return sgn / 0.0; /* +INF / -INF */
152 else return 0.0 / 0.0; /* NAN */
157 * Settings
159 #define VS_NONE 0
160 #define VS_HW 1
162 #define PS_NONE 0
163 #define PS_HW 1
165 #define VBO_NONE 0
166 #define VBO_HW 1
168 #define NP2_NONE 0
169 #define NP2_REPACK 1
170 #define NP2_NATIVE 2
172 #define ORM_BACKBUFFER 0
173 #define ORM_PBUFFER 1
174 #define ORM_FBO 2
176 #define SHADER_ARB 1
177 #define SHADER_GLSL 2
178 #define SHADER_ATI 3
179 #define SHADER_NONE 4
181 #define RTL_DISABLE -1
182 #define RTL_AUTO 0
183 #define RTL_READDRAW 1
184 #define RTL_READTEX 2
185 #define RTL_TEXDRAW 3
186 #define RTL_TEXTEX 4
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 */
192 int vs_mode;
193 int ps_mode;
194 int vbo_mode;
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. */
198 BOOL glslRequested;
199 int offscreen_rendering_mode;
200 int rendertargetlock_mode;
201 /* Memory tracking and object counting */
202 unsigned int emulated_textureram;
203 char *logo;
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 {
214 char* buffer;
215 unsigned int bsize;
216 unsigned int lineNo;
217 BOOL newline;
218 } SHADER_BUFFER;
220 struct shader_caps {
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;
236 typedef struct {
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);
251 } shader_backend_t;
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;
275 /* X11 locking */
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 */
281 extern int num_lock;
283 #if 0
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()
286 #else
287 #define ENTER_GL() wine_tsx11_lock_ptr()
288 #define LEAVE_GL() wine_tsx11_unlock_ptr()
289 #endif
291 /*****************************************************************************
292 * Defines
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__); \
336 } else do { \
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) \
348 do { \
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)); \
354 } while (0)
356 /* Macro to dump out the current state of the light chain */
357 #define DUMP_LIGHT_CHAIN() \
359 PLIGHTINFOEL *el = This->stateBlock->lights;\
360 while (el) { \
361 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
362 el = el->next; \
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
393 #else
394 # define VTRACE(A)
395 #endif
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__)); \
405 } else do { \
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
422 # endif
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
426 array is drawn. */
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
429 # endif
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
436 # endif
437 extern BOOL isOn;
438 extern BOOL isDumpingFrames;
439 extern LONG primCounter;
440 #endif
442 /*****************************************************************************
443 * Prototypes
446 /* Routine common to the draw primitive and draw indexed primitive routines */
447 void drawPrimitive(IWineD3DDevice *iface,
448 int PrimitiveType,
449 long NumPrimitives,
450 /* for Indexed: */
451 long StartVertexIndex,
452 UINT numberOfVertices,
453 long StartIdx,
454 short idxBytes,
455 const void *idxData,
456 int minIndex);
458 void primitiveDeclarationConvertToStridedData(
459 IWineD3DDevice *iface,
460 BOOL useVertexShaderFunction,
461 WineDirect3DVertexStridedData *strided,
462 BOOL *fixup);
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];
473 #define eps 1e-8
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)
534 struct StateEntry
536 DWORD representative;
537 APPLYSTATEFUNC apply;
540 struct StateEntryTemplate
542 DWORD state;
543 struct StateEntry content;
544 GL_SupportedExt extension;
547 struct fragment_caps {
548 DWORD PrimitiveMiscCaps;
550 DWORD TextureOpCaps;
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 */
581 struct blit_shader {
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;
619 UINT blit_w, blit_h;
620 char texShaderBumpMap;
621 BOOL fog_coord;
623 char *vshader_const_dirty, *pshader_const_dirty;
625 /* The actual opengl context */
626 HGLRC glCtx;
627 HWND win_handle;
628 HDC hdc;
629 HPBUFFERARB pbuffer;
630 BOOL isPBuffer;
631 GLint aux_buffers;
633 /* FBOs */
634 IWineD3DSurface **fbo_color_attachments;
635 IWineD3DSurface *fbo_depth_attachment;
636 GLuint fbo;
637 GLuint src_fbo;
638 GLuint dst_fbo;
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 */
646 } ContextUsage;
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 */
673 DWORD OriginalIndex;
674 LONG glIndex;
675 BOOL changed;
676 BOOL enabledChanged;
677 BOOL enabled;
679 /* Converted parms to speed up swapping lights */
680 float lightPosn[4];
681 float lightDirn[4];
682 float exponent;
683 float cutoff;
685 struct list entry;
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;
697 BOOL windowDrawable;
698 BOOL pbufferDrawable;
699 BOOL doubleBuffer;
700 int auxBuffers;
701 int numSamples;
702 } WineD3D_PixelFormat;
704 /* The adapter structure */
705 typedef struct GLPixelFormatDesc GLPixelFormatDesc;
706 struct WineD3DAdapter
708 UINT num;
709 BOOL opengl;
710 POINT monitorPoint;
711 WineD3D_GL_Info gl_info;
712 const char *driver;
713 const char *description;
714 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
715 int nCfgs;
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
731 UINT Handle;
732 float *mem;
733 WineDirect3DVertexStridedData strided;
734 WINED3DRECTPATCH_INFO RectPatchInfo;
735 float numSegs[4];
736 char has_normals, has_texcoords;
737 struct list entry;
740 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
742 enum projection_types
744 proj_none = 0,
745 proj_count3 = 1,
746 proj_count4 = 2
749 enum tex_types
751 tex_1d = 0,
752 tex_2d = 1,
753 tex_3d = 2,
754 tex_cube = 3,
755 tex_rect = 4
758 enum dst_arg
760 resultreg = 0,
761 tempreg = 1
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];
782 enum {
783 FOG_OFF,
784 FOG_LINEAR,
785 FOG_EXP,
786 FOG_EXP2
787 } fog;
788 unsigned char sRGB_write;
791 struct ffp_desc
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 */
812 IUnknown *parent;
813 UINT dxVersion;
814 } IWineD3DImpl;
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 */
837 IUnknown *parent;
838 IWineD3D *wineD3D;
839 struct WineD3DAdapter *adapter;
841 /* Window styles to restore when switching fullscreen mode */
842 LONG style;
843 LONG exStyle;
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;
853 void *shader_priv;
854 void *fragment_priv;
855 void *blit_priv;
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;
862 /* To store */
863 BOOL view_ident; /* true iff view matrix is identity */
864 BOOL untransformed;
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;
874 BOOL isInDraw;
876 /* Internal use fields */
877 WINED3DDEVICE_CREATION_PARAMETERS createParms;
878 UINT adapterNo;
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;
900 UINT currentPalette;
901 UINT paletteConversionShader;
903 /* For rendering to a texture using glCopyTexImage */
904 BOOL render_offscreen;
905 GLenum *draw_buffers;
906 GLuint depth_blt_texture;
907 GLuint depth_blt_rb;
908 UINT depth_blt_rb_w;
909 UINT depth_blt_rb_h;
911 /* Cursor management */
912 BOOL bCursorVisible;
913 UINT xHotSpot;
914 UINT yHotSpot;
915 UINT xScreenSpace;
916 UINT yScreenSpace;
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 */
929 BOOL debug;
931 /* Device state management */
932 HRESULT state;
933 BOOL d3d_initialized;
935 /* A flag to check for proper BeginScene / EndScene call pairs */
936 BOOL inScene;
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 */
946 float posFixup[4];
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;
957 BOOL instancedDraw;
959 /* Context management */
960 WineD3DContext **contexts; /* Dynamic array containing pointers to context structures */
961 WineD3DContext *activeContext;
962 DWORD lastThread;
963 UINT numContexts;
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
990 struct list entry;
992 GUID tag;
993 DWORD flags; /* DDSPD_* */
994 DWORD uniqueness_value;
996 union
998 LPVOID data;
999 LPUNKNOWN object;
1000 } ptr;
1002 DWORD size;
1003 } PrivateData;
1005 /*****************************************************************************
1006 * IWineD3DResource implementation structure
1008 typedef struct IWineD3DResourceClass
1010 /* IUnknown fields */
1011 LONG ref; /* Note: Ref counting not required */
1013 /* WineD3DResource Information */
1014 IUnknown *parent;
1015 WINED3DRESOURCETYPE resourceType;
1016 IWineD3DDeviceImpl *wineD3DDevice;
1017 WINED3DPOOL pool;
1018 UINT size;
1019 DWORD usage;
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 {
1042 CONV_NONE = 0,
1043 CONV_D3DCOLOR = 1,
1044 CONV_POSITIONT = 2,
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 */
1059 DWORD fvf;
1061 /* Vertex buffer object support */
1062 GLuint vbo;
1063 BYTE Flags;
1064 LONG bindCount;
1065 LONG vbo_size;
1066 GLenum vbo_usage;
1068 UINT dirtystart, dirtyend;
1069 LONG lockcount;
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;
1097 GLuint vbo;
1098 UINT dirtystart, dirtyend;
1099 LONG lockcount;
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
1134 UINT levels;
1135 BOOL dirty;
1136 UINT textureName;
1137 UINT LOD;
1138 WINED3DTEXTUREFILTERTYPE filterType;
1139 DWORD states[MAX_WINETEXTURESTATES];
1140 LONG bindCount;
1141 DWORD sampler;
1142 BOOL is_srgb;
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];
1172 UINT width;
1173 UINT height;
1174 UINT target;
1175 BOOL cond_np2;
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];
1194 UINT edgeLength;
1195 } IWineD3DCubeTextureImpl;
1197 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
1199 typedef struct _WINED3DVOLUMET_DESC
1201 UINT Width;
1202 UINT Height;
1203 UINT Depth;
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;
1218 UINT bytesPerPixel;
1220 BOOL lockable;
1221 BOOL locked;
1222 WINED3DBOX lockedBox;
1223 WINED3DBOX dirtyBox;
1224 BOOL dirty;
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];
1244 UINT width;
1245 UINT height;
1246 UINT depth;
1247 } IWineD3DVolumeTextureImpl;
1249 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
1251 typedef struct _WINED3DSURFACET_DESC
1253 WINED3DMULTISAMPLE_TYPE MultiSampleType;
1254 DWORD MultiSampleQuality;
1255 UINT Width;
1256 UINT Height;
1257 } WINED3DSURFACET_DESC;
1259 /*****************************************************************************
1260 * Structure for DIB Surfaces (GetDC and GDI surfaces)
1262 typedef struct wineD3DSurface_DIB {
1263 HBITMAP DIBsection;
1264 void* bitmap_data;
1265 UINT bitmap_size;
1266 HGDIOBJ holdbitmap;
1267 BOOL client_memory;
1268 } wineD3DSurface_DIB;
1270 typedef struct {
1271 struct list entry;
1272 GLuint id;
1273 UINT width;
1274 UINT height;
1275 } renderbuffer_entry_t;
1277 /*****************************************************************************
1278 * IWineD3DClipp implementation structure
1280 typedef struct IWineD3DClipperImpl
1282 const IWineD3DClipperVtbl *lpVtbl;
1283 LONG ref;
1285 IUnknown *Parent;
1286 HWND hWnd;
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 */
1305 UINT bytesPerPixel;
1307 /* TODO: move this off into a management class(maybe!) */
1308 DWORD Flags;
1310 UINT pow2Width;
1311 UINT pow2Height;
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 */
1317 RECT glRect;
1319 /* PBO */
1320 GLuint pbo;
1322 RECT lockedRect;
1323 RECT dirtyRect;
1324 int lockCount;
1325 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
1327 glDescriptor glDescription;
1328 BOOL srgb;
1330 /* For GetDC */
1331 wineD3DSurface_DIB dib;
1332 HDC hDC;
1334 /* Color keys for DDraw */
1335 WINEDDCOLORKEY DestBltCKey;
1336 WINEDDCOLORKEY DestOverlayCKey;
1337 WINEDDCOLORKEY SrcOverlayCKey;
1338 WINEDDCOLORKEY SrcBltCKey;
1339 DWORD CKeyFlags;
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 | \
1441 SFLAG_CONVERTED | \
1442 SFLAG_DIBSECTION | \
1443 SFLAG_LOCKED | \
1444 SFLAG_DYNLOCK | \
1445 SFLAG_DYNCHANGE | \
1446 SFLAG_USERPTR | \
1447 SFLAG_PBO | \
1448 SFLAG_CLIENT)
1450 #define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
1451 SFLAG_INTEXTURE | \
1452 SFLAG_INDRAWABLE)
1454 #define SFLAG_DS_LOCATIONS (SFLAG_DS_ONSCREEN | \
1455 SFLAG_DS_OFFSCREEN)
1457 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
1459 typedef enum {
1460 NO_CONVERSION,
1461 CONVERT_PALETTED,
1462 CONVERT_PALETTED_CK,
1463 CONVERT_CK_565,
1464 CONVERT_CK_5551,
1465 CONVERT_CK_4444,
1466 CONVERT_CK_4444_ARGB,
1467 CONVERT_CK_1555,
1468 CONVERT_555,
1469 CONVERT_CK_RGB24,
1470 CONVERT_CK_8888,
1471 CONVERT_CK_8888_ARGB,
1472 CONVERT_RGB32_888,
1473 CONVERT_V8U8,
1474 CONVERT_L6V5U5,
1475 CONVERT_X8L8V8U8,
1476 CONVERT_Q8W8V8U8,
1477 CONVERT_V16U16,
1478 CONVERT_A4L4,
1479 CONVERT_R32F,
1480 CONVERT_R16F,
1481 CONVERT_G16R16,
1482 } CONVERT_TYPES;
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 {
1492 DWORD usage;
1493 DWORD idx;
1494 } attrib_declaration;
1496 #define MAX_ATTRIBS 16
1498 typedef struct IWineD3DVertexDeclarationImpl {
1499 /* IUnknown Information */
1500 const IWineD3DVertexDeclarationVtbl *lpVtbl;
1501 LONG ref;
1503 IUnknown *parent;
1504 IWineD3DDeviceImpl *wineD3DDevice;
1506 WINED3DVERTEXELEMENT *pDeclarationWine;
1507 UINT declarationWNumElements;
1509 DWORD streams[MAX_STREAMS];
1510 UINT num_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 {
1529 BOOL indices;
1530 BOOL material;
1531 BOOL fvf;
1532 BOOL streamSource[MAX_STREAMS];
1533 BOOL streamFreq[MAX_STREAMS];
1534 BOOL textures[MAX_COMBINED_SAMPLERS];
1535 BOOL transform[HIGHEST_TRANSFORMSTATE + 1];
1536 BOOL viewport;
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];
1541 BOOL vertexDecl;
1542 BOOL pixelShader;
1543 BOOL pixelShaderConstantsB[MAX_CONST_B];
1544 BOOL pixelShaderConstantsI[MAX_CONST_I];
1545 BOOL *pixelShaderConstantsF;
1546 BOOL vertexShader;
1547 BOOL vertexShaderConstantsB[MAX_CONST_B];
1548 BOOL vertexShaderConstantsI[MAX_CONST_I];
1549 BOOL *vertexShaderConstantsF;
1550 BOOL scissorRect;
1551 } SAVEDSTATES;
1553 typedef struct {
1554 struct list entry;
1555 DWORD count;
1556 DWORD idx[13];
1557 } constants_entry;
1559 struct StageState {
1560 DWORD stage;
1561 DWORD state;
1564 struct IWineD3DStateBlockImpl
1566 /* IUnknown fields */
1567 const IWineD3DStateBlockVtbl *lpVtbl;
1568 LONG ref; /* Note: Ref counting not required */
1570 /* IWineD3DStateBlock information */
1571 IUnknown *parent;
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 */
1581 DWORD fvf;
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;
1592 /* Stream Source */
1593 BOOL streamIsUP;
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 */
1600 /* Indices */
1601 IWineD3DIndexBuffer* pIndexData;
1602 INT baseVertexIndex;
1603 INT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1605 /* Transform */
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 */
1614 /* Clipping */
1615 double clipplane[MAX_CLIPPLANES][4];
1616 WINED3DCLIPSTATUS clip_status;
1618 /* ViewPort */
1619 WINED3DVIEWPORT viewport;
1621 /* Material */
1622 WINED3DMATERIAL material;
1624 /* Pixel Shader */
1625 IWineD3DPixelShader *pixelShader;
1627 /* Pixel Shader Constants */
1628 BOOL pixelShaderConstantB[MAX_CONST_B];
1629 INT pixelShaderConstantI[MAX_CONST_I * 4];
1630 float *pixelShaderConstantF;
1632 /* RenderState */
1633 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
1635 /* Texture */
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 */
1646 RECT scissorRect;
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,
1674 BOOL value);
1676 extern void stateblock_savedstates_copy(
1677 IWineD3DStateBlock* iface,
1678 SAVEDSTATES* dest,
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
1691 enum query_state {
1692 QUERY_CREATED,
1693 QUERY_SIGNALLED,
1694 QUERY_BUILDING
1696 /*****************************************************************************
1697 * IWineD3DQueryImpl implementation structure (extends IUnknown)
1699 typedef struct IWineD3DQueryImpl
1701 const IWineD3DQueryVtbl *lpVtbl;
1702 LONG ref; /* Note: Ref counting not required */
1704 IUnknown *parent;
1705 /*TODO: replace with iface usage */
1706 #if 0
1707 IWineD3DDevice *wineD3DDevice;
1708 #else
1709 IWineD3DDeviceImpl *wineD3DDevice;
1710 #endif
1712 /* IWineD3DQuery fields */
1713 enum query_state state;
1714 WINED3DQUERYTYPE type;
1715 /* TODO: Think about using a IUnknown instead of a void* */
1716 void *extendedData;
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 {
1727 GLuint queryId;
1728 WineD3DContext *ctx;
1729 } WineQueryOcclusionData;
1731 typedef struct WineQueryEventData {
1732 GLuint fenceId;
1733 WineD3DContext *ctx;
1734 } WineQueryEventData;
1736 /*****************************************************************************
1737 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1740 typedef struct IWineD3DSwapChainImpl
1742 /*IUnknown part*/
1743 const IWineD3DSwapChainVtbl *lpVtbl;
1744 LONG ref; /* Note: Ref counting not required */
1746 IUnknown *parent;
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;
1764 HWND win_handle;
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);
1831 /* Math utils */
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;
1916 typedef struct {
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 {
1935 DWORD usage;
1936 DWORD reg;
1937 } semantic;
1939 typedef struct local_constant {
1940 struct list entry;
1941 unsigned int idx;
1942 DWORD value[4];
1943 } 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;
1961 char usesrelconstF;
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 */
1967 char fog;
1969 } shader_reg_maps;
1971 /* Undocumented opcode controls */
1972 #define INST_CONTROLS_SHIFT 16
1973 #define INST_CONTROLS_MASK 0x00ff0000
1975 typedef enum COMPARISON_TYPE {
1976 COMPARISON_GT = 1,
1977 COMPARISON_EQ = 2,
1978 COMPARISON_GE = 3,
1979 COMPARISON_LT = 4,
1980 COMPARISON_NE = 5,
1981 COMPARISON_LE = 6
1982 } COMPARISON_TYPE;
1984 typedef struct SHADER_OPCODE {
1985 unsigned int opcode;
1986 const char* name;
1987 const char* glname;
1988 char dst_token;
1989 CONST UINT num_params;
1990 SHADER_HANDLER hw_fct;
1991 SHADER_HANDLER hw_glsl_fct;
1992 DWORD min_version;
1993 DWORD max_version;
1994 } SHADER_OPCODE;
1996 typedef struct SHADER_OPCODE_ARG {
1997 IWineD3DBaseShader* shader;
1998 shader_reg_maps* reg_maps;
1999 CONST SHADER_OPCODE* opcode;
2000 DWORD opcode_token;
2001 DWORD dst;
2002 DWORD dst_addr;
2003 DWORD predicate;
2004 DWORD src[4];
2005 DWORD src_addr[4];
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;
2020 unsigned int label;
2021 } SHADER_LIMITS;
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;
2030 #ifdef __GNUC__
2031 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2032 #else
2033 #define PRINTF_ATTR(fmt,args)
2034 #endif
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,
2044 const DWORD code);
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
2175 LONG ref;
2176 DWORD hex_version;
2177 SHADER_LIMITS limits;
2178 SHADER_PARSE_STATE parse_state;
2179 CONST SHADER_OPCODE *shader_ins;
2180 DWORD *function;
2181 UINT functionLength;
2182 GLuint prgId;
2183 BOOL is_compiled;
2184 UINT cur_loop_depth, cur_loop_regno;
2185 BOOL load_local_constsF;
2187 /* Type of shader backend */
2188 int shader_mode;
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 {
2217 /* IUnknown */
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,
2259 const DWORD param,
2260 const DWORD addr_token,
2261 int input);
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,
2270 DWORD* param,
2271 DWORD* addr_token);
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,
2279 GLhandleARB obj);
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);
2306 DWORD reg_num;
2308 switch (reg_type) {
2309 case WINED3DSPR_RASTOUT:
2310 if ((param & WINED3DSP_REGNUM_MASK) != 0) {
2311 /* oFog & oPts */
2312 return TRUE;
2314 /* oPos */
2315 return FALSE;
2317 case WINED3DSPR_DEPTHOUT: /* oDepth */
2318 case WINED3DSPR_CONSTBOOL: /* b# */
2319 case WINED3DSPR_LOOP: /* aL */
2320 case WINED3DSPR_PREDICATE: /* p0 */
2321 return TRUE;
2323 case WINED3DSPR_MISCTYPE:
2324 reg_num = param & WINED3DSP_REGNUM_MASK;
2325 switch(reg_num) {
2326 case 0: /* vPos */
2327 return FALSE;
2328 case 1: /* vFace */
2329 return TRUE;
2330 default:
2331 return FALSE;
2334 default:
2335 return FALSE;
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;
2346 return FALSE;
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 {
2360 /* IUnknown parts*/
2361 const IWineD3DVertexShaderVtbl *lpVtbl;
2363 /* IWineD3DBaseShader */
2364 IWineD3DBaseShaderClass baseShader;
2366 /* IWineD3DVertexShaderImpl */
2367 IUnknown *parent;
2369 DWORD usage;
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... */
2380 VSHADERDATA *data;
2381 UINT min_rel_offset, max_rel_offset;
2382 UINT rel_offset;
2384 UINT recompile_count;
2385 #if 0 /* needs reworking */
2386 /* run time data */
2387 VSHADERINPUTDATA input;
2388 VSHADEROUTPUTDATA output;
2389 #endif
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 {
2399 fixedfunction,
2400 vertexshader,
2401 pretransformed
2404 struct stb_const_desc {
2405 char texunit;
2406 UINT const_num;
2409 typedef struct IWineD3DPixelShaderImpl {
2410 /* IUnknown parts */
2411 const IWineD3DPixelShaderVtbl *lpVtbl;
2413 /* IWineD3DBaseShader */
2414 IWineD3DBaseShaderClass baseShader;
2416 /* IWineD3DPixelShaderImpl */
2417 IUnknown *parent;
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;
2425 /* run time data */
2426 PSHADERDATA *data;
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];
2432 char srgb_enabled;
2433 char srgb_mode_hardcoded;
2434 UINT srgb_low_const;
2435 UINT srgb_cmp_const;
2436 char vpos_uniform;
2437 BOOL render_offscreen;
2438 UINT height;
2439 enum vertexprocessing_mode vertexprocessing;
2441 #if 0 /* needs reworking */
2442 PSHADERINPUTDATA input;
2443 PSHADEROUTPUTDATA output;
2444 #endif
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;
2463 LONG ref;
2465 IUnknown *parent;
2466 IWineD3DDeviceImpl *wineD3DDevice;
2468 /* IWineD3DPalette */
2469 HPALETTE hpal;
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];
2475 DWORD Flags;
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
2487 typedef struct {
2488 WINED3DFORMAT format;
2489 DWORD alphaMask, redMask, greenMask, blueMask;
2490 UINT bpp;
2491 short depthSize, stencilSize;
2492 BOOL isFourcc;
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);
2519 #endif