push 862965e7f7bbbfb960006fcded9111ae18c06ef6
[wine/hacks.git] / dlls / wined3d / wined3d_private.h
blob5d61c6af4ab564da1762f342de966a5613347385
1 /*
2 * Direct3D wine internal private include file
4 * Copyright 2002-2003 The wine-d3d team
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2002-2003, 2004 Jason Edmeades
7 * Copyright 2005 Oliver Stieber
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
27 #include <stdarg.h>
28 #include <math.h>
29 #define NONAMELESSUNION
30 #define NONAMELESSSTRUCT
31 #define COBJMACROS
32 #include "windef.h"
33 #include "winbase.h"
34 #include "winreg.h"
35 #include "wingdi.h"
36 #include "winuser.h"
37 #include "wine/debug.h"
38 #include "wine/unicode.h"
40 #include "objbase.h"
41 #include "wine/wined3d.h"
42 #include "wined3d_gl.h"
43 #include "wine/list.h"
44 #include "wine/rbtree.h"
46 /* Driver quirks */
47 #define WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT 0x00000001
48 #define WINED3D_QUIRK_SET_TEXCOORD_W 0x00000002
49 #define WINED3D_QUIRK_GLSL_CLIP_VARYING 0x00000004
50 #define WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA 0x00000008
52 /* Texture format fixups */
54 enum fixup_channel_source
56 CHANNEL_SOURCE_ZERO = 0,
57 CHANNEL_SOURCE_ONE = 1,
58 CHANNEL_SOURCE_X = 2,
59 CHANNEL_SOURCE_Y = 3,
60 CHANNEL_SOURCE_Z = 4,
61 CHANNEL_SOURCE_W = 5,
62 CHANNEL_SOURCE_YUV0 = 6,
63 CHANNEL_SOURCE_YUV1 = 7,
66 enum yuv_fixup
68 YUV_FIXUP_YUY2 = 0,
69 YUV_FIXUP_UYVY = 1,
70 YUV_FIXUP_YV12 = 2,
73 #include <pshpack2.h>
74 struct color_fixup_desc
76 unsigned x_sign_fixup : 1;
77 unsigned x_source : 3;
78 unsigned y_sign_fixup : 1;
79 unsigned y_source : 3;
80 unsigned z_sign_fixup : 1;
81 unsigned z_source : 3;
82 unsigned w_sign_fixup : 1;
83 unsigned w_source : 3;
85 #include <poppack.h>
87 static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
88 {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
90 static inline struct color_fixup_desc create_color_fixup_desc(
91 int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
92 int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
94 struct color_fixup_desc fixup =
96 sign0, src0,
97 sign1, src1,
98 sign2, src2,
99 sign3, src3,
101 return fixup;
104 static inline struct color_fixup_desc create_yuv_fixup_desc(enum yuv_fixup yuv_fixup)
106 struct color_fixup_desc fixup =
108 0, yuv_fixup & (1 << 0) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
109 0, yuv_fixup & (1 << 1) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
110 0, yuv_fixup & (1 << 2) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
111 0, yuv_fixup & (1 << 3) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
113 return fixup;
116 static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
118 return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
121 static inline BOOL is_yuv_fixup(struct color_fixup_desc fixup)
123 return fixup.x_source == CHANNEL_SOURCE_YUV0 || fixup.x_source == CHANNEL_SOURCE_YUV1;
126 static inline enum yuv_fixup get_yuv_fixup(struct color_fixup_desc fixup)
128 enum yuv_fixup yuv_fixup = 0;
129 if (fixup.x_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 0);
130 if (fixup.y_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 1);
131 if (fixup.z_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 2);
132 if (fixup.w_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 3);
133 return yuv_fixup;
136 void *wined3d_rb_alloc(size_t size);
137 void *wined3d_rb_realloc(void *ptr, size_t size);
138 void wined3d_rb_free(void *ptr);
140 /* Device caps */
141 #define MAX_PALETTES 65536
142 #define MAX_STREAMS 16
143 #define MAX_TEXTURES 8
144 #define MAX_FRAGMENT_SAMPLERS 16
145 #define MAX_VERTEX_SAMPLERS 4
146 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
147 #define MAX_ACTIVE_LIGHTS 8
148 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
150 /* Used for CreateStateBlock */
151 #define NUM_SAVEDPIXELSTATES_R 35
152 #define NUM_SAVEDPIXELSTATES_T 18
153 #define NUM_SAVEDPIXELSTATES_S 12
154 #define NUM_SAVEDVERTEXSTATES_R 34
155 #define NUM_SAVEDVERTEXSTATES_T 2
156 #define NUM_SAVEDVERTEXSTATES_S 1
158 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
159 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
160 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
161 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
162 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
163 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
165 typedef enum _WINELOOKUP {
166 WINELOOKUP_WARPPARAM = 0,
167 MAX_LOOKUPS = 1
168 } WINELOOKUP;
170 extern const int minLookup[MAX_LOOKUPS];
171 extern const int maxLookup[MAX_LOOKUPS];
172 extern DWORD *stateLookup[MAX_LOOKUPS];
174 struct min_lookup
176 GLenum mip[WINED3DTEXF_LINEAR + 1];
179 struct min_lookup minMipLookup[WINED3DTEXF_ANISOTROPIC + 1];
180 const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1];
181 GLenum magLookup[WINED3DTEXF_ANISOTROPIC + 1];
182 const GLenum magLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1];
184 extern const struct filter_lookup filter_lookup_nofilter;
185 extern struct filter_lookup filter_lookup;
187 /* float_16_to_32() and float_32_to_16() (see implementation in
188 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
189 * to standard C floats and vice versa. They do not depend on the encoding
190 * of the C float, so they are platform independent, but slow. On x86 and
191 * other IEEE 754 compliant platforms the conversion can be accelerated by
192 * bit shifting the exponent and mantissa. There are also some SSE-based
193 * assembly routines out there.
195 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
197 static inline float float_16_to_32(const unsigned short *in) {
198 const unsigned short s = ((*in) & 0x8000);
199 const unsigned short e = ((*in) & 0x7C00) >> 10;
200 const unsigned short m = (*in) & 0x3FF;
201 const float sgn = (s ? -1.0f : 1.0f);
203 if(e == 0) {
204 if(m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
205 else return sgn * pow(2, -14.0f) * ((float)m / 1024.0f);
206 } else if(e < 31) {
207 return sgn * pow(2, (float)e - 15.0f) * (1.0f + ((float)m / 1024.0f));
208 } else {
209 if(m == 0) return sgn / 0.0f; /* +INF / -INF */
210 else return 0.0f / 0.0f; /* NAN */
214 static inline float float_24_to_32(DWORD in)
216 const float sgn = in & 0x800000 ? -1.0f : 1.0f;
217 const unsigned short e = (in & 0x780000) >> 19;
218 const unsigned short m = in & 0x7ffff;
220 if (e == 0)
222 if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
223 else return sgn * pow(2, -6.0f) * ((float)m / 524288.0f);
225 else if (e < 15)
227 return sgn * pow(2, (float)e - 7.0f) * (1.0f + ((float)m / 524288.0f));
229 else
231 if (m == 0) return sgn / 0.0f; /* +INF / -INF */
232 else return 0.0f / 0.0f; /* NAN */
237 * Settings
239 #define VS_NONE 0
240 #define VS_HW 1
242 #define PS_NONE 0
243 #define PS_HW 1
245 #define VBO_NONE 0
246 #define VBO_HW 1
248 #define NP2_NONE 0
249 #define NP2_REPACK 1
250 #define NP2_NATIVE 2
252 #define ORM_BACKBUFFER 0
253 #define ORM_PBUFFER 1
254 #define ORM_FBO 2
256 #define SHADER_ARB 1
257 #define SHADER_GLSL 2
258 #define SHADER_ATI 3
259 #define SHADER_NONE 4
261 #define RTL_DISABLE -1
262 #define RTL_AUTO 0
263 #define RTL_READDRAW 1
264 #define RTL_READTEX 2
265 #define RTL_TEXDRAW 3
266 #define RTL_TEXTEX 4
268 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
269 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
271 /* NOTE: When adding fields to this structure, make sure to update the default
272 * values in wined3d_main.c as well. */
273 typedef struct wined3d_settings_s {
274 /* vertex and pixel shader modes */
275 int vs_mode;
276 int ps_mode;
277 int vbo_mode;
278 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
279 we should use it. However, until it's fully implemented, we'll leave it as a registry
280 setting for developers. */
281 BOOL glslRequested;
282 int offscreen_rendering_mode;
283 int rendertargetlock_mode;
284 unsigned short pci_vendor_id;
285 unsigned short pci_device_id;
286 /* Memory tracking and object counting */
287 unsigned int emulated_textureram;
288 char *logo;
289 int allow_multisampling;
290 } wined3d_settings_t;
292 extern wined3d_settings_t wined3d_settings;
294 typedef enum _WINED3DSAMPLER_TEXTURE_TYPE
296 WINED3DSTT_UNKNOWN = 0,
297 WINED3DSTT_1D = 1,
298 WINED3DSTT_2D = 2,
299 WINED3DSTT_CUBE = 3,
300 WINED3DSTT_VOLUME = 4,
301 } WINED3DSAMPLER_TEXTURE_TYPE;
303 typedef enum _WINED3DSHADER_PARAM_REGISTER_TYPE
305 WINED3DSPR_TEMP = 0,
306 WINED3DSPR_INPUT = 1,
307 WINED3DSPR_CONST = 2,
308 WINED3DSPR_ADDR = 3,
309 WINED3DSPR_TEXTURE = 3,
310 WINED3DSPR_RASTOUT = 4,
311 WINED3DSPR_ATTROUT = 5,
312 WINED3DSPR_TEXCRDOUT = 6,
313 WINED3DSPR_OUTPUT = 6,
314 WINED3DSPR_CONSTINT = 7,
315 WINED3DSPR_COLOROUT = 8,
316 WINED3DSPR_DEPTHOUT = 9,
317 WINED3DSPR_SAMPLER = 10,
318 WINED3DSPR_CONST2 = 11,
319 WINED3DSPR_CONST3 = 12,
320 WINED3DSPR_CONST4 = 13,
321 WINED3DSPR_CONSTBOOL = 14,
322 WINED3DSPR_LOOP = 15,
323 WINED3DSPR_TEMPFLOAT16 = 16,
324 WINED3DSPR_MISCTYPE = 17,
325 WINED3DSPR_LABEL = 18,
326 WINED3DSPR_PREDICATE = 19,
327 WINED3DSPR_IMMCONST,
328 WINED3DSPR_CONSTBUFFER,
329 } WINED3DSHADER_PARAM_REGISTER_TYPE;
331 enum wined3d_immconst_type
333 WINED3D_IMMCONST_FLOAT,
334 WINED3D_IMMCONST_FLOAT4,
337 typedef enum _WINED3DVS_RASTOUT_OFFSETS
339 WINED3DSRO_POSITION = 0,
340 WINED3DSRO_FOG = 1,
341 WINED3DSRO_POINT_SIZE = 2,
342 } WINED3DVS_RASTOUT_OFFSETS;
344 #define WINED3DSP_NOSWIZZLE (0 | (1 << 2) | (2 << 4) | (3 << 6))
346 typedef enum _WINED3DSHADER_PARAM_SRCMOD_TYPE
348 WINED3DSPSM_NONE = 0,
349 WINED3DSPSM_NEG = 1,
350 WINED3DSPSM_BIAS = 2,
351 WINED3DSPSM_BIASNEG = 3,
352 WINED3DSPSM_SIGN = 4,
353 WINED3DSPSM_SIGNNEG = 5,
354 WINED3DSPSM_COMP = 6,
355 WINED3DSPSM_X2 = 7,
356 WINED3DSPSM_X2NEG = 8,
357 WINED3DSPSM_DZ = 9,
358 WINED3DSPSM_DW = 10,
359 WINED3DSPSM_ABS = 11,
360 WINED3DSPSM_ABSNEG = 12,
361 WINED3DSPSM_NOT = 13,
362 } WINED3DSHADER_PARAM_SRCMOD_TYPE;
364 #define WINED3DSP_WRITEMASK_0 0x1 /* .x r */
365 #define WINED3DSP_WRITEMASK_1 0x2 /* .y g */
366 #define WINED3DSP_WRITEMASK_2 0x4 /* .z b */
367 #define WINED3DSP_WRITEMASK_3 0x8 /* .w a */
368 #define WINED3DSP_WRITEMASK_ALL 0xf /* all */
370 typedef enum _WINED3DSHADER_PARAM_DSTMOD_TYPE
372 WINED3DSPDM_NONE = 0,
373 WINED3DSPDM_SATURATE = 1,
374 WINED3DSPDM_PARTIALPRECISION = 2,
375 WINED3DSPDM_MSAMPCENTROID = 4,
376 } WINED3DSHADER_PARAM_DSTMOD_TYPE;
378 typedef enum _WINED3DSHADER_INSTRUCTION_OPCODE_TYPE
380 WINED3DSIO_NOP = 0,
381 WINED3DSIO_MOV = 1,
382 WINED3DSIO_ADD = 2,
383 WINED3DSIO_SUB = 3,
384 WINED3DSIO_MAD = 4,
385 WINED3DSIO_MUL = 5,
386 WINED3DSIO_RCP = 6,
387 WINED3DSIO_RSQ = 7,
388 WINED3DSIO_DP3 = 8,
389 WINED3DSIO_DP4 = 9,
390 WINED3DSIO_MIN = 10,
391 WINED3DSIO_MAX = 11,
392 WINED3DSIO_SLT = 12,
393 WINED3DSIO_SGE = 13,
394 WINED3DSIO_EXP = 14,
395 WINED3DSIO_LOG = 15,
396 WINED3DSIO_LIT = 16,
397 WINED3DSIO_DST = 17,
398 WINED3DSIO_LRP = 18,
399 WINED3DSIO_FRC = 19,
400 WINED3DSIO_M4x4 = 20,
401 WINED3DSIO_M4x3 = 21,
402 WINED3DSIO_M3x4 = 22,
403 WINED3DSIO_M3x3 = 23,
404 WINED3DSIO_M3x2 = 24,
405 WINED3DSIO_CALL = 25,
406 WINED3DSIO_CALLNZ = 26,
407 WINED3DSIO_LOOP = 27,
408 WINED3DSIO_RET = 28,
409 WINED3DSIO_ENDLOOP = 29,
410 WINED3DSIO_LABEL = 30,
411 WINED3DSIO_DCL = 31,
412 WINED3DSIO_POW = 32,
413 WINED3DSIO_CRS = 33,
414 WINED3DSIO_SGN = 34,
415 WINED3DSIO_ABS = 35,
416 WINED3DSIO_NRM = 36,
417 WINED3DSIO_SINCOS = 37,
418 WINED3DSIO_REP = 38,
419 WINED3DSIO_ENDREP = 39,
420 WINED3DSIO_IF = 40,
421 WINED3DSIO_IFC = 41,
422 WINED3DSIO_ELSE = 42,
423 WINED3DSIO_ENDIF = 43,
424 WINED3DSIO_BREAK = 44,
425 WINED3DSIO_BREAKC = 45,
426 WINED3DSIO_MOVA = 46,
427 WINED3DSIO_DEFB = 47,
428 WINED3DSIO_DEFI = 48,
430 WINED3DSIO_TEXCOORD = 64,
431 WINED3DSIO_TEXKILL = 65,
432 WINED3DSIO_TEX = 66,
433 WINED3DSIO_TEXBEM = 67,
434 WINED3DSIO_TEXBEML = 68,
435 WINED3DSIO_TEXREG2AR = 69,
436 WINED3DSIO_TEXREG2GB = 70,
437 WINED3DSIO_TEXM3x2PAD = 71,
438 WINED3DSIO_TEXM3x2TEX = 72,
439 WINED3DSIO_TEXM3x3PAD = 73,
440 WINED3DSIO_TEXM3x3TEX = 74,
441 WINED3DSIO_TEXM3x3DIFF = 75,
442 WINED3DSIO_TEXM3x3SPEC = 76,
443 WINED3DSIO_TEXM3x3VSPEC = 77,
444 WINED3DSIO_EXPP = 78,
445 WINED3DSIO_LOGP = 79,
446 WINED3DSIO_CND = 80,
447 WINED3DSIO_DEF = 81,
448 WINED3DSIO_TEXREG2RGB = 82,
449 WINED3DSIO_TEXDP3TEX = 83,
450 WINED3DSIO_TEXM3x2DEPTH = 84,
451 WINED3DSIO_TEXDP3 = 85,
452 WINED3DSIO_TEXM3x3 = 86,
453 WINED3DSIO_TEXDEPTH = 87,
454 WINED3DSIO_CMP = 88,
455 WINED3DSIO_BEM = 89,
456 WINED3DSIO_DP2ADD = 90,
457 WINED3DSIO_DSX = 91,
458 WINED3DSIO_DSY = 92,
459 WINED3DSIO_TEXLDD = 93,
460 WINED3DSIO_SETP = 94,
461 WINED3DSIO_TEXLDL = 95,
462 WINED3DSIO_BREAKP = 96,
464 WINED3DSIO_PHASE = 0xfffd,
465 WINED3DSIO_COMMENT = 0xfffe,
466 WINED3DSIO_END = 0Xffff,
467 } WINED3DSHADER_INSTRUCTION_OPCODE_TYPE;
469 /* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
470 #define WINED3DSI_TEXLD_PROJECT 1
471 #define WINED3DSI_TEXLD_BIAS 2
473 typedef enum COMPARISON_TYPE
475 COMPARISON_GT = 1,
476 COMPARISON_EQ = 2,
477 COMPARISON_GE = 3,
478 COMPARISON_LT = 4,
479 COMPARISON_NE = 5,
480 COMPARISON_LE = 6,
481 } COMPARISON_TYPE;
483 #define WINED3D_SM1_VS 0xfffe
484 #define WINED3D_SM1_PS 0xffff
485 #define WINED3D_SM4_PS 0x0000
486 #define WINED3D_SM4_VS 0x0001
487 #define WINED3D_SM4_GS 0x0002
489 /* Shader version tokens, and shader end tokens */
490 #define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
491 #define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
493 /* Shader backends */
495 /* TODO: Make this dynamic, based on shader limits ? */
496 #define MAX_ATTRIBS 16
497 #define MAX_REG_ADDR 1
498 #define MAX_REG_TEMP 32
499 #define MAX_REG_TEXCRD 8
500 #define MAX_REG_INPUT 12
501 #define MAX_REG_OUTPUT 12
502 #define MAX_CONST_I 16
503 #define MAX_CONST_B 16
505 /* FIXME: This needs to go up to 2048 for
506 * Shader model 3 according to msdn (and for software shaders) */
507 #define MAX_LABELS 16
509 #define SHADER_PGMSIZE 65535
511 struct wined3d_shader_buffer
513 char *buffer;
514 unsigned int bsize;
515 unsigned int lineNo;
516 BOOL newline;
519 enum WINED3D_SHADER_INSTRUCTION_HANDLER
521 WINED3DSIH_ABS,
522 WINED3DSIH_ADD,
523 WINED3DSIH_BEM,
524 WINED3DSIH_BREAK,
525 WINED3DSIH_BREAKC,
526 WINED3DSIH_BREAKP,
527 WINED3DSIH_CALL,
528 WINED3DSIH_CALLNZ,
529 WINED3DSIH_CMP,
530 WINED3DSIH_CND,
531 WINED3DSIH_CRS,
532 WINED3DSIH_DCL,
533 WINED3DSIH_DEF,
534 WINED3DSIH_DEFB,
535 WINED3DSIH_DEFI,
536 WINED3DSIH_DP2ADD,
537 WINED3DSIH_DP3,
538 WINED3DSIH_DP4,
539 WINED3DSIH_DST,
540 WINED3DSIH_DSX,
541 WINED3DSIH_DSY,
542 WINED3DSIH_ELSE,
543 WINED3DSIH_ENDIF,
544 WINED3DSIH_ENDLOOP,
545 WINED3DSIH_ENDREP,
546 WINED3DSIH_EXP,
547 WINED3DSIH_EXPP,
548 WINED3DSIH_FRC,
549 WINED3DSIH_IF,
550 WINED3DSIH_IFC,
551 WINED3DSIH_LABEL,
552 WINED3DSIH_LIT,
553 WINED3DSIH_LOG,
554 WINED3DSIH_LOGP,
555 WINED3DSIH_LOOP,
556 WINED3DSIH_LRP,
557 WINED3DSIH_M3x2,
558 WINED3DSIH_M3x3,
559 WINED3DSIH_M3x4,
560 WINED3DSIH_M4x3,
561 WINED3DSIH_M4x4,
562 WINED3DSIH_MAD,
563 WINED3DSIH_MAX,
564 WINED3DSIH_MIN,
565 WINED3DSIH_MOV,
566 WINED3DSIH_MOVA,
567 WINED3DSIH_MUL,
568 WINED3DSIH_NOP,
569 WINED3DSIH_NRM,
570 WINED3DSIH_PHASE,
571 WINED3DSIH_POW,
572 WINED3DSIH_RCP,
573 WINED3DSIH_REP,
574 WINED3DSIH_RET,
575 WINED3DSIH_RSQ,
576 WINED3DSIH_SETP,
577 WINED3DSIH_SGE,
578 WINED3DSIH_SGN,
579 WINED3DSIH_SINCOS,
580 WINED3DSIH_SLT,
581 WINED3DSIH_SUB,
582 WINED3DSIH_TEX,
583 WINED3DSIH_TEXBEM,
584 WINED3DSIH_TEXBEML,
585 WINED3DSIH_TEXCOORD,
586 WINED3DSIH_TEXDEPTH,
587 WINED3DSIH_TEXDP3,
588 WINED3DSIH_TEXDP3TEX,
589 WINED3DSIH_TEXKILL,
590 WINED3DSIH_TEXLDD,
591 WINED3DSIH_TEXLDL,
592 WINED3DSIH_TEXM3x2DEPTH,
593 WINED3DSIH_TEXM3x2PAD,
594 WINED3DSIH_TEXM3x2TEX,
595 WINED3DSIH_TEXM3x3,
596 WINED3DSIH_TEXM3x3DIFF,
597 WINED3DSIH_TEXM3x3PAD,
598 WINED3DSIH_TEXM3x3SPEC,
599 WINED3DSIH_TEXM3x3TEX,
600 WINED3DSIH_TEXM3x3VSPEC,
601 WINED3DSIH_TEXREG2AR,
602 WINED3DSIH_TEXREG2GB,
603 WINED3DSIH_TEXREG2RGB,
604 WINED3DSIH_TABLE_SIZE
607 enum wined3d_shader_type
609 WINED3D_SHADER_TYPE_PIXEL,
610 WINED3D_SHADER_TYPE_VERTEX,
611 WINED3D_SHADER_TYPE_GEOMETRY,
614 struct wined3d_shader_version
616 enum wined3d_shader_type type;
617 BYTE major;
618 BYTE minor;
621 #define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
623 typedef struct shader_reg_maps
625 struct wined3d_shader_version shader_version;
626 char texcoord[MAX_REG_TEXCRD]; /* pixel < 3.0 */
627 char temporary[MAX_REG_TEMP]; /* pixel, vertex */
628 char address[MAX_REG_ADDR]; /* vertex */
629 char labels[MAX_LABELS]; /* pixel, vertex */
630 DWORD *constf; /* pixel, vertex */
631 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
632 WORD input_registers; /* max(MAX_REG_INPUT, MAX_ATTRIBS), 16 */
633 WORD output_registers; /* MAX_REG_OUTPUT, 12 */
634 WORD integer_constants; /* MAX_CONST_I, 16 */
635 WORD boolean_constants; /* MAX_CONST_B, 16 */
636 WORD local_int_consts; /* MAX_CONST_I, 16 */
637 WORD local_bool_consts; /* MAX_CONST_B, 16 */
639 WINED3DSAMPLER_TEXTURE_TYPE sampler_type[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
640 BOOL bumpmat[MAX_TEXTURES], luminanceparams[MAX_TEXTURES];
642 unsigned usesnrm : 1;
643 unsigned vpos : 1;
644 unsigned usesdsx : 1;
645 unsigned usesdsy : 1;
646 unsigned usestexldd : 1;
647 unsigned usesmova : 1;
648 unsigned usesfacing : 1;
649 unsigned usesrelconstF : 1;
650 unsigned fog : 1;
651 unsigned usestexldl : 1;
652 unsigned usesifc : 1;
653 unsigned usescall : 1;
654 unsigned padding : 4;
656 /* Whether or not loops are used in this shader, and nesting depth */
657 unsigned loop_depth;
658 unsigned highest_render_target;
660 } shader_reg_maps;
662 struct wined3d_shader_context
664 IWineD3DBaseShader *shader;
665 const struct shader_reg_maps *reg_maps;
666 struct wined3d_shader_buffer *buffer;
667 void *backend_data;
670 struct wined3d_shader_register
672 WINED3DSHADER_PARAM_REGISTER_TYPE type;
673 UINT idx;
674 UINT array_idx;
675 const struct wined3d_shader_src_param *rel_addr;
676 enum wined3d_immconst_type immconst_type;
677 DWORD immconst_data[4];
680 struct wined3d_shader_dst_param
682 struct wined3d_shader_register reg;
683 DWORD write_mask;
684 DWORD modifiers;
685 DWORD shift;
688 struct wined3d_shader_src_param
690 struct wined3d_shader_register reg;
691 DWORD swizzle;
692 DWORD modifiers;
695 struct wined3d_shader_instruction
697 const struct wined3d_shader_context *ctx;
698 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
699 DWORD flags;
700 BOOL coissue;
701 DWORD predicate;
702 UINT dst_count;
703 const struct wined3d_shader_dst_param *dst;
704 UINT src_count;
705 const struct wined3d_shader_src_param *src;
708 struct wined3d_shader_semantic
710 WINED3DDECLUSAGE usage;
711 UINT usage_idx;
712 WINED3DSAMPLER_TEXTURE_TYPE sampler_type;
713 struct wined3d_shader_dst_param reg;
716 struct wined3d_shader_attribute
718 WINED3DDECLUSAGE usage;
719 UINT usage_idx;
722 struct wined3d_shader_frontend
724 void *(*shader_init)(const DWORD *ptr, const struct wined3d_shader_signature *output_signature);
725 void (*shader_free)(void *data);
726 void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version);
727 void (*shader_read_opcode)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins, UINT *param_size);
728 void (*shader_read_src_param)(void *data, const DWORD **ptr, struct wined3d_shader_src_param *src_param,
729 struct wined3d_shader_src_param *src_rel_addr);
730 void (*shader_read_dst_param)(void *data, const DWORD **ptr, struct wined3d_shader_dst_param *dst_param,
731 struct wined3d_shader_src_param *dst_rel_addr);
732 void (*shader_read_semantic)(const DWORD **ptr, struct wined3d_shader_semantic *semantic);
733 void (*shader_read_comment)(const DWORD **ptr, const char **comment);
734 BOOL (*shader_is_end)(void *data, const DWORD **ptr);
737 extern const struct wined3d_shader_frontend sm1_shader_frontend;
738 extern const struct wined3d_shader_frontend sm4_shader_frontend;
740 typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
742 struct shader_caps {
743 DWORD VertexShaderVersion;
744 DWORD MaxVertexShaderConst;
746 DWORD PixelShaderVersion;
747 float PixelShader1xMaxValue;
748 DWORD MaxPixelShaderConst;
750 WINED3DVSHADERCAPS2_0 VS20Caps;
751 WINED3DPSHADERCAPS2_0 PS20Caps;
753 DWORD MaxVShaderInstructionsExecuted;
754 DWORD MaxPShaderInstructionsExecuted;
755 DWORD MaxVertexShader30InstructionSlots;
756 DWORD MaxPixelShader30InstructionSlots;
758 BOOL VSClipping;
761 enum tex_types
763 tex_1d = 0,
764 tex_2d = 1,
765 tex_3d = 2,
766 tex_cube = 3,
767 tex_rect = 4,
768 tex_type_count = 5,
771 enum vertexprocessing_mode {
772 fixedfunction,
773 vertexshader,
774 pretransformed
777 #define WINED3D_CONST_NUM_UNUSED ~0U
779 enum fogmode {
780 FOG_OFF,
781 FOG_LINEAR,
782 FOG_EXP,
783 FOG_EXP2
786 /* Stateblock dependent parameters which have to be hardcoded
787 * into the shader code
789 struct ps_compile_args {
790 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
791 enum vertexprocessing_mode vp_mode;
792 enum fogmode fog;
793 /* Projected textures(ps 1.0-1.3) */
794 /* Texture types(2D, Cube, 3D) in ps 1.x */
795 BOOL srgb_correction;
796 WORD np2_fixup;
797 /* Bitmap for NP2 texcoord fixups (16 samplers max currently).
798 D3D9 has a limit of 16 samplers and the fixup is superfluous
799 in D3D10 (unconditional NP2 support mandatory). */
802 enum fog_src_type {
803 VS_FOG_Z = 0,
804 VS_FOG_COORD = 1
807 struct vs_compile_args {
808 WORD fog_src;
809 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
812 typedef struct {
813 void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
814 void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
815 void (*shader_select_depth_blt)(IWineD3DDevice *iface, enum tex_types tex_type);
816 void (*shader_deselect_depth_blt)(IWineD3DDevice *iface);
817 void (*shader_update_float_vertex_constants)(IWineD3DDevice *iface, UINT start, UINT count);
818 void (*shader_update_float_pixel_constants)(IWineD3DDevice *iface, UINT start, UINT count);
819 void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
820 void (*shader_load_np2fixup_constants)(IWineD3DDevice *iface, char usePS, char useVS);
821 void (*shader_destroy)(IWineD3DBaseShader *iface);
822 HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
823 void (*shader_free_private)(IWineD3DDevice *iface);
824 BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
825 void (*shader_get_caps)(WINED3DDEVTYPE devtype, const struct wined3d_gl_info *gl_info, struct shader_caps *caps);
826 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
827 void (*shader_add_instruction_modifiers)(const struct wined3d_shader_instruction *ins);
828 } shader_backend_t;
830 extern const shader_backend_t glsl_shader_backend;
831 extern const shader_backend_t arb_program_shader_backend;
832 extern const shader_backend_t none_shader_backend;
834 /* X11 locking */
836 extern void (* CDECL wine_tsx11_lock_ptr)(void);
837 extern void (* CDECL wine_tsx11_unlock_ptr)(void);
839 /* As GLX relies on X, this is needed */
840 extern int num_lock;
842 #if 0
843 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
844 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
845 #else
846 #define ENTER_GL() wine_tsx11_lock_ptr()
847 #define LEAVE_GL() wine_tsx11_unlock_ptr()
848 #endif
850 /*****************************************************************************
851 * Defines
854 /* GL related defines */
855 /* ------------------ */
856 #define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
857 #define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
858 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
859 #define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
861 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
862 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
863 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
864 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
866 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
867 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
868 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
869 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
871 #define D3DCOLORTOGLFLOAT4(dw, vec) do { \
872 (vec)[0] = D3DCOLOR_R(dw); \
873 (vec)[1] = D3DCOLOR_G(dw); \
874 (vec)[2] = D3DCOLOR_B(dw); \
875 (vec)[3] = D3DCOLOR_A(dw); \
876 } while(0)
878 /* DirectX Device Limits */
879 /* --------------------- */
880 #define MAX_MIP_LEVELS 32 /* Maximum number of mipmap levels. */
881 #define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
882 See MaxStreams in MSDN under GetDeviceCaps */
883 #define HIGHEST_TRANSFORMSTATE WINED3DTS_WORLDMATRIX(255) /* Highest value in WINED3DTRANSFORMSTATETYPE */
885 /* Checking of API calls */
886 /* --------------------- */
887 #ifndef WINE_NO_DEBUG_MSGS
888 #define checkGLcall(A) \
889 do { \
890 GLint err; \
891 if(!__WINE_IS_DEBUG_ON(_FIXME, __wine_dbch___default)) break; \
892 err = glGetError(); \
893 if (err == GL_NO_ERROR) { \
894 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
896 } else do { \
897 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
898 debug_glerror(err), err, A, __FILE__, __LINE__); \
899 err = glGetError(); \
900 } while (err != GL_NO_ERROR); \
901 } while(0)
902 #else
903 #define checkGLcall(A) do {} while(0)
904 #endif
906 /* Trace routines / diagnostics */
907 /* ---------------------------- */
909 /* Dump out a matrix and copy it */
910 #define conv_mat(mat,gl_mat) \
911 do { \
912 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
913 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
914 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
915 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
916 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
917 } while (0)
919 /* Macro to dump out the current state of the light chain */
920 #define DUMP_LIGHT_CHAIN() \
921 do { \
922 PLIGHTINFOEL *el = This->stateBlock->lights;\
923 while (el) { \
924 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
925 el = el->next; \
927 } while(0)
929 /* Trace vector and strided data information */
930 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
931 #define TRACE_STRIDED(si, name) TRACE( #name "=(data:%p, stride:%d, format:%#x, vbo %d, stream %u)\n", \
932 si->elements[name].data, si->elements[name].stride, si->elements[name].format_desc->format, \
933 si->elements[name].buffer_object, si->elements[name].stream_idx);
935 /* Defines used for optimizations */
937 /* Only reapply what is necessary */
938 #define REAPPLY_ALPHAOP 0x0001
939 #define REAPPLY_ALL 0xFFFF
941 /* Advance declaration of structures to satisfy compiler */
942 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
943 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
944 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
945 typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl;
947 /* Global variables */
948 extern const float identity[16];
950 /*****************************************************************************
951 * Compilable extra diagnostics
954 /* Trace information per-vertex: (extremely high amount of trace) */
955 #if 0 /* NOTE: Must be 0 in cvs */
956 # define VTRACE(A) TRACE A
957 #else
958 # define VTRACE(A)
959 #endif
961 /* TODO: Confirm each of these works when wined3d move completed */
962 #if 0 /* NOTE: Must be 0 in cvs */
963 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
964 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
965 is enabled, and if it doesn't exist it is disabled. */
966 # define FRAME_DEBUGGING
967 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
968 the file is deleted */
969 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
970 # define SINGLE_FRAME_DEBUGGING
971 # endif
972 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
973 It can only be enabled when FRAME_DEBUGGING is also enabled
974 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
975 array is drawn. */
976 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
977 # define SHOW_FRAME_MAKEUP 1
978 # endif
979 /* The following, when enabled, lets you see the makeup of the all the textures used during each
980 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
981 The contents of the textures assigned to each stage are written into
982 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
983 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
984 # define SHOW_TEXTURE_MAKEUP 0
985 # endif
986 extern BOOL isOn;
987 extern BOOL isDumpingFrames;
988 extern LONG primCounter;
989 #endif
991 enum wined3d_ffp_idx
993 WINED3D_FFP_POSITION = 0,
994 WINED3D_FFP_BLENDWEIGHT = 1,
995 WINED3D_FFP_BLENDINDICES = 2,
996 WINED3D_FFP_NORMAL = 3,
997 WINED3D_FFP_PSIZE = 4,
998 WINED3D_FFP_DIFFUSE = 5,
999 WINED3D_FFP_SPECULAR = 6,
1000 WINED3D_FFP_TEXCOORD0 = 7,
1001 WINED3D_FFP_TEXCOORD1 = 8,
1002 WINED3D_FFP_TEXCOORD2 = 9,
1003 WINED3D_FFP_TEXCOORD3 = 10,
1004 WINED3D_FFP_TEXCOORD4 = 11,
1005 WINED3D_FFP_TEXCOORD5 = 12,
1006 WINED3D_FFP_TEXCOORD6 = 13,
1007 WINED3D_FFP_TEXCOORD7 = 14,
1010 enum wined3d_ffp_emit_idx
1012 WINED3D_FFP_EMIT_FLOAT1 = 0,
1013 WINED3D_FFP_EMIT_FLOAT2 = 1,
1014 WINED3D_FFP_EMIT_FLOAT3 = 2,
1015 WINED3D_FFP_EMIT_FLOAT4 = 3,
1016 WINED3D_FFP_EMIT_D3DCOLOR = 4,
1017 WINED3D_FFP_EMIT_UBYTE4 = 5,
1018 WINED3D_FFP_EMIT_SHORT2 = 6,
1019 WINED3D_FFP_EMIT_SHORT4 = 7,
1020 WINED3D_FFP_EMIT_UBYTE4N = 8,
1021 WINED3D_FFP_EMIT_SHORT2N = 9,
1022 WINED3D_FFP_EMIT_SHORT4N = 10,
1023 WINED3D_FFP_EMIT_USHORT2N = 11,
1024 WINED3D_FFP_EMIT_USHORT4N = 12,
1025 WINED3D_FFP_EMIT_UDEC3 = 13,
1026 WINED3D_FFP_EMIT_DEC3N = 14,
1027 WINED3D_FFP_EMIT_FLOAT16_2 = 15,
1028 WINED3D_FFP_EMIT_FLOAT16_4 = 16,
1029 WINED3D_FFP_EMIT_COUNT = 17
1032 struct wined3d_stream_info_element
1034 const struct GlPixelFormatDesc *format_desc;
1035 GLsizei stride;
1036 const BYTE *data;
1037 UINT stream_idx;
1038 GLuint buffer_object;
1041 struct wined3d_stream_info
1043 struct wined3d_stream_info_element elements[MAX_ATTRIBS];
1044 BOOL position_transformed;
1045 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
1046 WORD use_map; /* MAX_ATTRIBS, 16 */
1049 /*****************************************************************************
1050 * Prototypes
1053 /* Routine common to the draw primitive and draw indexed primitive routines */
1054 void drawPrimitive(IWineD3DDevice *iface, UINT index_count, UINT numberOfVertices,
1055 UINT start_idx, UINT idxBytes, const void *idxData, UINT minIndex);
1056 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
1058 typedef void (WINE_GLAPI *glAttribFunc)(const void *data);
1059 typedef void (WINE_GLAPI *glMultiTexCoordFunc)(GLenum unit, const void *data);
1060 extern glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
1061 extern glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
1062 extern glAttribFunc specular_func_3ubv;
1063 extern glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
1064 extern glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
1065 extern glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
1067 #define eps 1e-8
1069 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
1070 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
1072 /* Routines and structures related to state management */
1073 typedef struct WineD3DContext WineD3DContext;
1074 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
1076 #define STATE_RENDER(a) (a)
1077 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
1079 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
1080 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
1082 /* + 1 because samplers start with 0 */
1083 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
1084 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
1086 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
1087 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
1089 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
1090 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
1092 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
1093 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
1094 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
1095 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
1097 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
1098 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
1100 #define STATE_VSHADER (STATE_VDECL + 1)
1101 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
1103 #define STATE_VIEWPORT (STATE_VSHADER + 1)
1104 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
1106 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
1107 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
1108 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
1109 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
1111 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
1112 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
1114 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
1115 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
1117 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
1118 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
1120 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
1122 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
1124 #define STATE_HIGHEST (STATE_FRONTFACE)
1126 struct StateEntry
1128 DWORD representative;
1129 APPLYSTATEFUNC apply;
1132 struct StateEntryTemplate
1134 DWORD state;
1135 struct StateEntry content;
1136 GL_SupportedExt extension;
1139 struct fragment_caps {
1140 DWORD PrimitiveMiscCaps;
1142 DWORD TextureOpCaps;
1143 DWORD MaxTextureBlendStages;
1144 DWORD MaxSimultaneousTextures;
1147 struct fragment_pipeline {
1148 void (*enable_extension)(IWineD3DDevice *iface, BOOL enable);
1149 void (*get_caps)(WINED3DDEVTYPE devtype, const struct wined3d_gl_info *gl_info, struct fragment_caps *caps);
1150 HRESULT (*alloc_private)(IWineD3DDevice *iface);
1151 void (*free_private)(IWineD3DDevice *iface);
1152 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1153 const struct StateEntryTemplate *states;
1154 BOOL ffp_proj_control;
1157 extern const struct StateEntryTemplate misc_state_template[];
1158 extern const struct StateEntryTemplate ffp_vertexstate_template[];
1159 extern const struct fragment_pipeline ffp_fragment_pipeline;
1160 extern const struct fragment_pipeline atifs_fragment_pipeline;
1161 extern const struct fragment_pipeline arbfp_fragment_pipeline;
1162 extern const struct fragment_pipeline nvts_fragment_pipeline;
1163 extern const struct fragment_pipeline nvrc_fragment_pipeline;
1165 /* "Base" state table */
1166 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
1167 const struct wined3d_gl_info *gl_info, const struct StateEntryTemplate *vertex,
1168 const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc);
1170 /* Shaders for color conversions in blits */
1171 struct blit_shader {
1172 HRESULT (*alloc_private)(IWineD3DDevice *iface);
1173 void (*free_private)(IWineD3DDevice *iface);
1174 HRESULT (*set_shader)(IWineD3DDevice *iface, const struct GlPixelFormatDesc *format_desc,
1175 GLenum textype, UINT width, UINT height);
1176 void (*unset_shader)(IWineD3DDevice *iface);
1177 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1180 extern const struct blit_shader ffp_blit;
1181 extern const struct blit_shader arbfp_blit;
1183 enum fogsource {
1184 FOGSOURCE_FFP,
1185 FOGSOURCE_VS,
1186 FOGSOURCE_COORD,
1189 #define WINED3D_MAX_FBO_ENTRIES 64
1191 /* The new context manager that should deal with onscreen and offscreen rendering */
1192 struct WineD3DContext
1194 const struct wined3d_gl_info *gl_info;
1195 /* State dirtification
1196 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1197 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
1198 * 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
1199 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
1201 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
1202 DWORD numDirtyEntries;
1203 DWORD isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
1205 IWineD3DSurface *surface;
1206 DWORD tid; /* Thread ID which owns this context at the moment */
1208 /* Stores some information about the context state for optimization */
1209 WORD draw_buffer_dirty : 1;
1210 WORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
1211 WORD last_was_pshader : 1;
1212 WORD last_was_vshader : 1;
1213 WORD namedArraysLoaded : 1;
1214 WORD numberedArraysLoaded : 1;
1215 WORD last_was_blit : 1;
1216 WORD last_was_ckey : 1;
1217 WORD fog_coord : 1;
1218 WORD isPBuffer : 1;
1219 WORD fog_enabled : 1;
1220 WORD num_untracked_materials : 2; /* Max value 2 */
1221 WORD padding : 3;
1222 BYTE texShaderBumpMap; /* MAX_TEXTURES, 8 */
1223 BYTE lastWasPow2Texture; /* MAX_TEXTURES, 8 */
1224 DWORD numbered_array_mask;
1225 GLenum tracking_parm; /* Which source is tracking current colour */
1226 GLenum untracked_materials[2];
1227 UINT blit_w, blit_h;
1228 enum fogsource fog_source;
1230 char *vshader_const_dirty, *pshader_const_dirty;
1232 /* The actual opengl context */
1233 HGLRC glCtx;
1234 HWND win_handle;
1235 HDC hdc;
1236 HPBUFFERARB pbuffer;
1237 GLint aux_buffers;
1239 /* FBOs */
1240 UINT fbo_entry_count;
1241 struct list fbo_list;
1242 struct fbo_entry *current_fbo;
1243 GLuint src_fbo;
1244 GLuint dst_fbo;
1245 GLuint fbo_read_binding;
1246 GLuint fbo_draw_binding;
1248 /* Extension emulation */
1249 GLint gl_fog_source;
1250 GLfloat fog_coord_value;
1251 GLfloat color[4], fogstart, fogend, fogcolor[4];
1252 GLuint dummy_arbfp_prog;
1255 typedef enum ContextUsage {
1256 CTXUSAGE_RESOURCELOAD = 1, /* Only loads textures: No State is applied */
1257 CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfaces */
1258 CTXUSAGE_BLIT = 3, /* OpenGL states are set up 3D drawing */
1259 CTXUSAGE_CLEAR = 4, /* Drawable and states are set up for clearing */
1260 } ContextUsage;
1262 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
1263 WineD3DContext *getActiveContext(void);
1264 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
1265 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
1266 void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource, WINED3DRESOURCETYPE type);
1267 void context_bind_fbo(struct WineD3DContext *context, GLenum target, GLuint *fbo);
1268 void context_attach_depth_stencil_fbo(struct WineD3DContext *context,
1269 GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer);
1270 void context_attach_surface_fbo(const struct WineD3DContext *context,
1271 GLenum fbo_target, DWORD idx, IWineD3DSurface *surface);
1272 void context_set_last_device(IWineD3DDeviceImpl *device);
1274 void delete_opengl_contexts(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
1275 HRESULT create_primary_opengl_context(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
1277 /* Macros for doing basic GPU detection based on opengl capabilities */
1278 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
1279 #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])
1280 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
1281 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
1283 /* Default callbacks for implicit object destruction */
1284 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
1286 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
1288 /*****************************************************************************
1289 * Internal representation of a light
1291 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
1292 struct PLIGHTINFOEL {
1293 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
1294 DWORD OriginalIndex;
1295 LONG glIndex;
1296 BOOL changed;
1297 BOOL enabledChanged;
1298 BOOL enabled;
1300 /* Converted parms to speed up swapping lights */
1301 float lightPosn[4];
1302 float lightDirn[4];
1303 float exponent;
1304 float cutoff;
1306 struct list entry;
1309 /* The default light parameters */
1310 extern const WINED3DLIGHT WINED3D_default_light;
1312 typedef struct WineD3D_PixelFormat
1314 int iPixelFormat; /* WGL pixel format */
1315 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
1316 int redSize, greenSize, blueSize, alphaSize;
1317 int depthSize, stencilSize;
1318 BOOL windowDrawable;
1319 BOOL pbufferDrawable;
1320 BOOL doubleBuffer;
1321 int auxBuffers;
1322 int numSamples;
1323 } WineD3D_PixelFormat;
1325 /* The adapter structure */
1326 struct WineD3DAdapter
1328 UINT num;
1329 BOOL opengl;
1330 POINT monitorPoint;
1331 struct wined3d_gl_info gl_info;
1332 const char *driver;
1333 const char *description;
1334 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
1335 int nCfgs;
1336 WineD3D_PixelFormat *cfgs;
1337 BOOL brokenStencil; /* Set on cards which only offer mixed depth+stencil */
1338 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
1339 unsigned int UsedTextureRam;
1342 extern BOOL initPixelFormats(struct wined3d_gl_info *gl_info);
1343 BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info);
1344 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram);
1345 extern void add_gl_compat_wrappers(struct wined3d_gl_info *gl_info);
1347 /*****************************************************************************
1348 * High order patch management
1350 struct WineD3DRectPatch
1352 UINT Handle;
1353 float *mem;
1354 WineDirect3DVertexStridedData strided;
1355 WINED3DRECTPATCH_INFO RectPatchInfo;
1356 float numSegs[4];
1357 char has_normals, has_texcoords;
1358 struct list entry;
1361 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
1363 enum projection_types
1365 proj_none = 0,
1366 proj_count3 = 1,
1367 proj_count4 = 2
1370 enum dst_arg
1372 resultreg = 0,
1373 tempreg = 1
1376 /*****************************************************************************
1377 * Fixed function pipeline replacements
1379 #define ARG_UNUSED 0xff
1380 struct texture_stage_op
1382 unsigned cop : 8;
1383 unsigned carg1 : 8;
1384 unsigned carg2 : 8;
1385 unsigned carg0 : 8;
1387 unsigned aop : 8;
1388 unsigned aarg1 : 8;
1389 unsigned aarg2 : 8;
1390 unsigned aarg0 : 8;
1392 struct color_fixup_desc color_fixup;
1393 unsigned tex_type : 3;
1394 unsigned dst : 1;
1395 unsigned projected : 2;
1396 unsigned padding : 10;
1399 struct ffp_frag_settings {
1400 struct texture_stage_op op[MAX_TEXTURES];
1401 enum fogmode fog;
1402 /* Use shorts instead of chars to get dword alignment */
1403 unsigned short sRGB_write;
1404 unsigned short emul_clipplanes;
1407 struct ffp_frag_desc
1409 struct wine_rb_entry entry;
1410 struct ffp_frag_settings settings;
1413 extern const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions;
1415 void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_settings *settings, BOOL ignore_textype);
1416 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
1417 const struct ffp_frag_settings *settings);
1418 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc);
1420 /*****************************************************************************
1421 * IWineD3D implementation structure
1423 typedef struct IWineD3DImpl
1425 /* IUnknown fields */
1426 const IWineD3DVtbl *lpVtbl;
1427 LONG ref; /* Note: Ref counting not required */
1429 /* WineD3D Information */
1430 IUnknown *parent;
1431 UINT dxVersion;
1433 UINT adapter_count;
1434 struct WineD3DAdapter adapters[1];
1435 } IWineD3DImpl;
1437 extern const IWineD3DVtbl IWineD3D_Vtbl;
1439 BOOL InitAdapters(IWineD3DImpl *This);
1441 /* TODO: setup some flags in the registry to enable, disable pbuffer support
1442 (since it will break quite a few things until contexts are managed properly!) */
1443 extern BOOL pbuffer_support;
1444 /* allocate one pbuffer per surface */
1445 extern BOOL pbuffer_per_surface;
1447 /* A helper function that dumps a resource list */
1448 void dumpResources(struct list *list);
1450 /*****************************************************************************
1451 * IWineD3DDevice implementation structure
1453 #define WINED3D_UNMAPPED_STAGE ~0U
1455 /* Multithreaded flag. Removed from the public header to signal that IWineD3D::CreateDevice ignores it */
1456 #define WINED3DCREATE_MULTITHREADED 0x00000004
1458 struct IWineD3DDeviceImpl
1460 /* IUnknown fields */
1461 const IWineD3DDeviceVtbl *lpVtbl;
1462 LONG ref; /* Note: Ref counting not required */
1464 /* WineD3D Information */
1465 IUnknown *parent;
1466 IWineD3DDeviceParent *device_parent;
1467 IWineD3D *wineD3D;
1468 struct WineD3DAdapter *adapter;
1470 /* Window styles to restore when switching fullscreen mode */
1471 LONG style;
1472 LONG exStyle;
1474 /* X and GL Information */
1475 GLint maxConcurrentLights;
1476 GLenum offscreenBuffer;
1478 /* Selected capabilities */
1479 int vs_selected_mode;
1480 int ps_selected_mode;
1481 const shader_backend_t *shader_backend;
1482 void *shader_priv;
1483 void *fragment_priv;
1484 void *blit_priv;
1485 struct StateEntry StateTable[STATE_HIGHEST + 1];
1486 /* Array of functions for states which are handled by more than one pipeline part */
1487 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
1488 const struct fragment_pipeline *frag_pipe;
1489 const struct blit_shader *blitter;
1491 unsigned int max_ffp_textures, max_ffp_texture_stages;
1492 DWORD d3d_vshader_constantF, d3d_pshader_constantF; /* Advertised d3d caps, not GL ones */
1493 DWORD vs_clipping;
1495 WORD view_ident : 1; /* true iff view matrix is identity */
1496 WORD untransformed : 1;
1497 WORD vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
1498 WORD isRecordingState : 1;
1499 WORD isInDraw : 1;
1500 WORD render_offscreen : 1;
1501 WORD bCursorVisible : 1;
1502 WORD haveHardwareCursor : 1;
1503 WORD d3d_initialized : 1;
1504 WORD inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
1505 WORD softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
1506 WORD useDrawStridedSlow : 1;
1507 WORD instancedDraw : 1;
1508 WORD padding : 3;
1510 BYTE fixed_function_usage_map; /* MAX_TEXTURES, 8 */
1512 #define DDRAW_PITCH_ALIGNMENT 8
1513 #define D3D8_PITCH_ALIGNMENT 4
1514 unsigned char surface_alignment; /* Line Alignment of surfaces */
1516 /* State block related */
1517 IWineD3DStateBlockImpl *stateBlock;
1518 IWineD3DStateBlockImpl *updateStateBlock;
1520 /* Internal use fields */
1521 WINED3DDEVICE_CREATION_PARAMETERS createParms;
1522 UINT adapterNo;
1523 WINED3DDEVTYPE devType;
1525 IWineD3DSwapChain **swapchains;
1526 UINT NumberOfSwapChains;
1528 struct list resources; /* a linked list to track resources created by the device */
1529 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
1530 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
1532 /* Render Target Support */
1533 IWineD3DSurface **render_targets;
1534 IWineD3DSurface *auto_depth_stencil_buffer;
1535 IWineD3DSurface *stencilBufferTarget;
1537 /* Caches to avoid unneeded context changes */
1538 IWineD3DSurface *lastActiveRenderTarget;
1539 IWineD3DSwapChain *lastActiveSwapChain;
1541 /* palettes texture management */
1542 UINT NumberOfPalettes;
1543 PALETTEENTRY **palettes;
1544 UINT currentPalette;
1545 UINT paletteConversionShader;
1547 /* For rendering to a texture using glCopyTexImage */
1548 GLenum *draw_buffers;
1549 GLuint depth_blt_texture;
1550 GLuint depth_blt_rb;
1551 UINT depth_blt_rb_w;
1552 UINT depth_blt_rb_h;
1554 /* Cursor management */
1555 UINT xHotSpot;
1556 UINT yHotSpot;
1557 UINT xScreenSpace;
1558 UINT yScreenSpace;
1559 UINT cursorWidth, cursorHeight;
1560 GLuint cursorTexture;
1561 HCURSOR hardwareCursor;
1563 /* The Wine logo surface */
1564 IWineD3DSurface *logo_surface;
1566 /* Textures for when no other textures are mapped */
1567 UINT dummyTextureName[MAX_TEXTURES];
1569 /* Device state management */
1570 HRESULT state;
1572 /* DirectDraw stuff */
1573 DWORD ddraw_width, ddraw_height;
1574 WINED3DFORMAT ddraw_format;
1576 /* Final position fixup constant */
1577 float posFixup[4];
1579 /* With register combiners we can skip junk texture stages */
1580 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
1581 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1583 /* Stream source management */
1584 struct wined3d_stream_info strided_streams;
1585 const WineDirect3DVertexStridedData *up_strided;
1587 /* Context management */
1588 WineD3DContext **contexts; /* Dynamic array containing pointers to context structures */
1589 WineD3DContext *activeContext;
1590 DWORD lastThread;
1591 UINT numContexts;
1592 WineD3DContext *pbufferContext; /* The context that has a pbuffer as drawable */
1593 DWORD pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
1595 /* High level patch management */
1596 #define PATCHMAP_SIZE 43
1597 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
1598 struct list patches[PATCHMAP_SIZE];
1599 struct WineD3DRectPatch *currentPatch;
1602 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
1604 void device_resource_add(IWineD3DDeviceImpl *This, IWineD3DResource *resource);
1605 void device_resource_released(IWineD3DDeviceImpl *This, IWineD3DResource *resource);
1606 void device_stream_info_from_declaration(IWineD3DDeviceImpl *This,
1607 BOOL use_vshader, struct wined3d_stream_info *stream_info, BOOL *fixup);
1608 void device_stream_info_from_strided(IWineD3DDeviceImpl *This,
1609 const struct WineDirect3DVertexStridedData *strided, struct wined3d_stream_info *stream_info);
1610 HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
1611 CONST WINED3DRECT* pRects, DWORD Flags, WINED3DCOLOR Color,
1612 float Z, DWORD Stencil);
1613 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
1614 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
1615 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
1616 DWORD idx = state >> 5;
1617 BYTE shift = state & 0x1f;
1618 return context->isStateDirty[idx] & (1 << shift);
1621 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
1622 typedef struct PrivateData
1624 struct list entry;
1626 GUID tag;
1627 DWORD flags; /* DDSPD_* */
1629 union
1631 LPVOID data;
1632 LPUNKNOWN object;
1633 } ptr;
1635 DWORD size;
1636 } PrivateData;
1638 /*****************************************************************************
1639 * IWineD3DResource implementation structure
1641 typedef struct IWineD3DResourceClass
1643 /* IUnknown fields */
1644 LONG ref; /* Note: Ref counting not required */
1646 /* WineD3DResource Information */
1647 IUnknown *parent;
1648 WINED3DRESOURCETYPE resourceType;
1649 IWineD3DDeviceImpl *wineD3DDevice;
1650 WINED3DPOOL pool;
1651 UINT size;
1652 DWORD usage;
1653 const struct GlPixelFormatDesc *format_desc;
1654 DWORD priority;
1655 BYTE *allocatedMemory; /* Pointer to the real data location */
1656 BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
1657 struct list privateData;
1658 struct list resource_list_entry;
1660 } IWineD3DResourceClass;
1662 typedef struct IWineD3DResourceImpl
1664 /* IUnknown & WineD3DResource Information */
1665 const IWineD3DResourceVtbl *lpVtbl;
1666 IWineD3DResourceClass resource;
1667 } IWineD3DResourceImpl;
1669 void resource_cleanup(IWineD3DResource *iface);
1670 HRESULT resource_free_private_data(IWineD3DResource *iface, REFGUID guid);
1671 HRESULT resource_get_device(IWineD3DResource *iface, IWineD3DDevice **device);
1672 HRESULT resource_get_parent(IWineD3DResource *iface, IUnknown **parent);
1673 DWORD resource_get_priority(IWineD3DResource *iface);
1674 HRESULT resource_get_private_data(IWineD3DResource *iface, REFGUID guid,
1675 void *data, DWORD *data_size);
1676 HRESULT resource_init(IWineD3DResource *iface, WINED3DRESOURCETYPE resource_type,
1677 IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct GlPixelFormatDesc *format_desc,
1678 WINED3DPOOL pool, IUnknown *parent);
1679 WINED3DRESOURCETYPE resource_get_type(IWineD3DResource *iface);
1680 DWORD resource_set_priority(IWineD3DResource *iface, DWORD new_priority);
1681 HRESULT resource_set_private_data(IWineD3DResource *iface, REFGUID guid,
1682 const void *data, DWORD data_size, DWORD flags);
1684 /* Tests show that the start address of resources is 32 byte aligned */
1685 #define RESOURCE_ALIGNMENT 32
1687 /*****************************************************************************
1688 * IWineD3DBaseTexture D3D- > openGL state map lookups
1691 typedef enum winetexturestates {
1692 WINED3DTEXSTA_ADDRESSU = 0,
1693 WINED3DTEXSTA_ADDRESSV = 1,
1694 WINED3DTEXSTA_ADDRESSW = 2,
1695 WINED3DTEXSTA_BORDERCOLOR = 3,
1696 WINED3DTEXSTA_MAGFILTER = 4,
1697 WINED3DTEXSTA_MINFILTER = 5,
1698 WINED3DTEXSTA_MIPFILTER = 6,
1699 WINED3DTEXSTA_MAXMIPLEVEL = 7,
1700 WINED3DTEXSTA_MAXANISOTROPY = 8,
1701 WINED3DTEXSTA_SRGBTEXTURE = 9,
1702 WINED3DTEXSTA_ELEMENTINDEX = 10,
1703 WINED3DTEXSTA_DMAPOFFSET = 11,
1704 WINED3DTEXSTA_TSSADDRESSW = 12,
1705 MAX_WINETEXTURESTATES = 13,
1706 } winetexturestates;
1708 enum WINED3DSRGB
1710 SRGB_ANY = 0, /* Uses the cached value(e.g. external calls) */
1711 SRGB_RGB = 1, /* Loads the rgb texture */
1712 SRGB_SRGB = 2, /* Loads the srgb texture */
1713 SRGB_BOTH = 3, /* Loads both textures */
1716 /*****************************************************************************
1717 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1719 typedef struct IWineD3DBaseTextureClass
1721 DWORD states[MAX_WINETEXTURESTATES];
1722 DWORD srgbstates[MAX_WINETEXTURESTATES];
1723 UINT levels;
1724 BOOL dirty, srgbDirty;
1725 UINT textureName, srgbTextureName;
1726 float pow2Matrix[16];
1727 UINT LOD;
1728 WINED3DTEXTUREFILTERTYPE filterType;
1729 LONG bindCount;
1730 DWORD sampler;
1731 BOOL is_srgb;
1732 BOOL pow2Matrix_identity;
1733 const struct min_lookup *minMipLookup;
1734 const GLenum *magLookup;
1735 void (*internal_preload)(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1736 } IWineD3DBaseTextureClass;
1738 void surface_internal_preload(IWineD3DSurface *iface, enum WINED3DSRGB srgb);
1740 typedef struct IWineD3DBaseTextureImpl
1742 /* IUnknown & WineD3DResource Information */
1743 const IWineD3DBaseTextureVtbl *lpVtbl;
1744 IWineD3DResourceClass resource;
1745 IWineD3DBaseTextureClass baseTexture;
1747 } IWineD3DBaseTextureImpl;
1749 void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
1750 const DWORD texture_states[WINED3D_HIGHEST_TEXTURE_STATE + 1],
1751 const DWORD sampler_states[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1752 HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surface_desc);
1753 void basetexture_cleanup(IWineD3DBaseTexture *iface);
1754 void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface);
1755 WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface);
1756 BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface);
1757 DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface);
1758 DWORD basetexture_get_lod(IWineD3DBaseTexture *iface);
1759 HRESULT basetexture_init(IWineD3DBaseTextureImpl *texture, UINT levels, WINED3DRESOURCETYPE resource_type,
1760 IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct GlPixelFormatDesc *format_desc,
1761 WINED3DPOOL pool, IUnknown *parent);
1762 HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE filter_type);
1763 BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty);
1764 DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD new_lod);
1765 void basetexture_unload(IWineD3DBaseTexture *iface);
1766 static inline void basetexture_setsrgbcache(IWineD3DBaseTexture *iface, BOOL srgb) {
1767 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
1768 This->baseTexture.is_srgb = srgb;
1771 /*****************************************************************************
1772 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1774 typedef struct IWineD3DTextureImpl
1776 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1777 const IWineD3DTextureVtbl *lpVtbl;
1778 IWineD3DResourceClass resource;
1779 IWineD3DBaseTextureClass baseTexture;
1781 /* IWineD3DTexture */
1782 IWineD3DSurface *surfaces[MAX_MIP_LEVELS];
1783 UINT target;
1784 BOOL cond_np2;
1786 } IWineD3DTextureImpl;
1788 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
1790 HRESULT texture_init(IWineD3DTextureImpl *texture, UINT width, UINT height, UINT levels,
1791 IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, IUnknown *parent);
1793 /*****************************************************************************
1794 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1796 typedef struct IWineD3DCubeTextureImpl
1798 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1799 const IWineD3DCubeTextureVtbl *lpVtbl;
1800 IWineD3DResourceClass resource;
1801 IWineD3DBaseTextureClass baseTexture;
1803 /* IWineD3DCubeTexture */
1804 IWineD3DSurface *surfaces[6][MAX_MIP_LEVELS];
1805 } IWineD3DCubeTextureImpl;
1807 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
1809 HRESULT cubetexture_init(IWineD3DCubeTextureImpl *texture, UINT edge_length, UINT levels,
1810 IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, IUnknown *parent);
1812 typedef struct _WINED3DVOLUMET_DESC
1814 UINT Width;
1815 UINT Height;
1816 UINT Depth;
1817 } WINED3DVOLUMET_DESC;
1819 /*****************************************************************************
1820 * IWineD3DVolume implementation structure (extends IUnknown)
1822 typedef struct IWineD3DVolumeImpl
1824 /* IUnknown & WineD3DResource fields */
1825 const IWineD3DVolumeVtbl *lpVtbl;
1826 IWineD3DResourceClass resource;
1828 /* WineD3DVolume Information */
1829 WINED3DVOLUMET_DESC currentDesc;
1830 IWineD3DBase *container;
1831 BOOL lockable;
1832 BOOL locked;
1833 WINED3DBOX lockedBox;
1834 WINED3DBOX dirtyBox;
1835 BOOL dirty;
1836 } IWineD3DVolumeImpl;
1838 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
1840 void volume_add_dirty_box(IWineD3DVolume *iface, const WINED3DBOX *dirty_box);
1842 /*****************************************************************************
1843 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1845 typedef struct IWineD3DVolumeTextureImpl
1847 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1848 const IWineD3DVolumeTextureVtbl *lpVtbl;
1849 IWineD3DResourceClass resource;
1850 IWineD3DBaseTextureClass baseTexture;
1852 /* IWineD3DVolumeTexture */
1853 IWineD3DVolume *volumes[MAX_MIP_LEVELS];
1854 } IWineD3DVolumeTextureImpl;
1856 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
1858 HRESULT volumetexture_init(IWineD3DVolumeTextureImpl *texture, UINT width, UINT height, UINT depth, UINT levels,
1859 IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, IUnknown *parent);
1861 typedef struct _WINED3DSURFACET_DESC
1863 WINED3DMULTISAMPLE_TYPE MultiSampleType;
1864 DWORD MultiSampleQuality;
1865 UINT Width;
1866 UINT Height;
1867 } WINED3DSURFACET_DESC;
1869 /*****************************************************************************
1870 * Structure for DIB Surfaces (GetDC and GDI surfaces)
1872 typedef struct wineD3DSurface_DIB {
1873 HBITMAP DIBsection;
1874 void* bitmap_data;
1875 UINT bitmap_size;
1876 HGDIOBJ holdbitmap;
1877 BOOL client_memory;
1878 } wineD3DSurface_DIB;
1880 typedef struct {
1881 struct list entry;
1882 GLuint id;
1883 UINT width;
1884 UINT height;
1885 } renderbuffer_entry_t;
1887 struct fbo_entry
1889 struct list entry;
1890 IWineD3DSurface **render_targets;
1891 IWineD3DSurface *depth_stencil;
1892 BOOL attached;
1893 GLuint id;
1896 /*****************************************************************************
1897 * IWineD3DClipp implementation structure
1899 typedef struct IWineD3DClipperImpl
1901 const IWineD3DClipperVtbl *lpVtbl;
1902 LONG ref;
1904 IUnknown *Parent;
1905 HWND hWnd;
1906 } IWineD3DClipperImpl;
1909 /*****************************************************************************
1910 * IWineD3DSurface implementation structure
1912 struct IWineD3DSurfaceImpl
1914 /* IUnknown & IWineD3DResource Information */
1915 const IWineD3DSurfaceVtbl *lpVtbl;
1916 IWineD3DResourceClass resource;
1918 /* IWineD3DSurface fields */
1919 IWineD3DBase *container;
1920 WINED3DSURFACET_DESC currentDesc;
1921 IWineD3DPaletteImpl *palette; /* D3D7 style palette handling */
1922 PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
1924 /* TODO: move this off into a management class(maybe!) */
1925 DWORD Flags;
1927 UINT pow2Width;
1928 UINT pow2Height;
1930 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
1931 void (*get_drawable_size)(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1933 /* Oversized texture */
1934 RECT glRect;
1936 /* PBO */
1937 GLuint pbo;
1938 GLuint texture_name;
1939 GLuint texture_name_srgb;
1940 GLint texture_level;
1941 GLenum texture_target;
1943 RECT lockedRect;
1944 RECT dirtyRect;
1945 int lockCount;
1946 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
1948 /* For GetDC */
1949 wineD3DSurface_DIB dib;
1950 HDC hDC;
1952 /* Color keys for DDraw */
1953 WINEDDCOLORKEY DestBltCKey;
1954 WINEDDCOLORKEY DestOverlayCKey;
1955 WINEDDCOLORKEY SrcOverlayCKey;
1956 WINEDDCOLORKEY SrcBltCKey;
1957 DWORD CKeyFlags;
1959 WINEDDCOLORKEY glCKey;
1961 struct list renderbuffers;
1962 renderbuffer_entry_t *current_renderbuffer;
1964 /* DirectDraw clippers */
1965 IWineD3DClipper *clipper;
1967 /* DirectDraw Overlay handling */
1968 RECT overlay_srcrect;
1969 RECT overlay_destrect;
1970 IWineD3DSurfaceImpl *overlay_dest;
1971 struct list overlays;
1972 struct list overlay_entry;
1975 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1976 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1978 UINT surface_calculate_size(const struct GlPixelFormatDesc *format_desc, UINT alignment, UINT width, UINT height);
1979 void surface_gdi_cleanup(IWineD3DSurfaceImpl *This);
1980 HRESULT surface_init(IWineD3DSurfaceImpl *surface, WINED3DSURFTYPE surface_type, UINT alignment,
1981 UINT width, UINT height, UINT level, BOOL lockable, BOOL discard, WINED3DMULTISAMPLE_TYPE multisample_type,
1982 UINT multisample_quality, IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format,
1983 WINED3DPOOL pool, IUnknown *parent);
1985 /* Predeclare the shared Surface functions */
1986 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1987 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface);
1988 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1989 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1990 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1991 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1992 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1993 DWORD WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1994 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1995 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface);
1996 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1997 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1998 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1999 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
2000 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface);
2001 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface);
2002 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
2003 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
2004 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, const WINEDDCOLORKEY *CKey);
2005 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
2006 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface);
2007 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
2008 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
2009 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
2010 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
2011 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, const RECT *SrcRect,
2012 IWineD3DSurface *DstSurface, const RECT *DstRect, DWORD Flags, const WINEDDOVERLAYFX *FX);
2013 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
2014 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
2015 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
2016 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface);
2017 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface,
2018 const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
2019 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
2020 IWineD3DSurface *Source, const RECT *rsrc, DWORD trans);
2021 HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags);
2022 void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb);
2023 const void *WINAPI IWineD3DBaseSurfaceImpl_GetData(IWineD3DSurface *iface);
2025 void get_drawable_size_swapchain(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
2026 void get_drawable_size_backbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
2027 void get_drawable_size_pbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
2028 void get_drawable_size_fbo(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
2030 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back);
2032 /* Surface flags: */
2033 #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
2034 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
2035 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for GetDC */
2036 #define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
2037 #define SFLAG_DISCARD 0x00000010 /* ??? */
2038 #define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
2039 #define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
2040 #define SFLAG_INSRGBTEX 0x00000080 /* The GL srgb texture contains the newest surface content */
2041 #define SFLAG_INDRAWABLE 0x00000100 /* The gl drawable contains the most up to date data */
2042 #define SFLAG_INSYSMEM 0x00000200 /* The system memory copy is most up to date */
2043 #define SFLAG_NONPOW2 0x00000400 /* Surface sizes are not a power of 2 */
2044 #define SFLAG_DYNLOCK 0x00000800 /* Surface is often locked by the app */
2045 #define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
2046 #define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
2047 #define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
2048 #define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
2049 #define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
2050 #define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
2051 #define SFLAG_SRGBALLOCATED 0x00040000 /* A srgb gl texture is allocated for this surface */
2052 #define SFLAG_PBO 0x00080000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
2053 #define SFLAG_NORMCOORD 0x00100000 /* Set if the GL texture coords are normalized(non-texture rectangle) */
2054 #define SFLAG_DS_ONSCREEN 0x00200000 /* Is a depth stencil, last modified onscreen */
2055 #define SFLAG_DS_OFFSCREEN 0x00400000 /* Is a depth stencil, last modified offscreen */
2056 #define SFLAG_INOVERLAYDRAW 0x00800000 /* Overlay drawing is in progress. Recursion prevention */
2057 #define SFLAG_SWAPCHAIN 0x01000000 /* The surface is part of a swapchain */
2059 /* In some conditions the surface memory must not be freed:
2060 * SFLAG_OVERSIZE: Not all data can be kept in GL
2061 * SFLAG_CONVERTED: Converting the data back would take too long
2062 * SFLAG_DIBSECTION: The dib code manages the memory
2063 * SFLAG_LOCKED: The app requires access to the surface data
2064 * SFLAG_DYNLOCK: Avoid freeing the data for performance
2065 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
2066 * SFLAG_CLIENT: OpenGL uses our memory as backup
2068 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
2069 SFLAG_CONVERTED | \
2070 SFLAG_DIBSECTION | \
2071 SFLAG_LOCKED | \
2072 SFLAG_DYNLOCK | \
2073 SFLAG_USERPTR | \
2074 SFLAG_PBO | \
2075 SFLAG_CLIENT)
2077 #define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
2078 SFLAG_INTEXTURE | \
2079 SFLAG_INDRAWABLE | \
2080 SFLAG_INSRGBTEX)
2082 #define SFLAG_DS_LOCATIONS (SFLAG_DS_ONSCREEN | \
2083 SFLAG_DS_OFFSCREEN)
2084 #define SFLAG_DS_DISCARDED SFLAG_DS_LOCATIONS
2086 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
2088 typedef enum {
2089 NO_CONVERSION,
2090 CONVERT_PALETTED,
2091 CONVERT_PALETTED_CK,
2092 CONVERT_CK_565,
2093 CONVERT_CK_5551,
2094 CONVERT_CK_4444,
2095 CONVERT_CK_4444_ARGB,
2096 CONVERT_CK_1555,
2097 CONVERT_555,
2098 CONVERT_CK_RGB24,
2099 CONVERT_CK_8888,
2100 CONVERT_CK_8888_ARGB,
2101 CONVERT_RGB32_888,
2102 CONVERT_V8U8,
2103 CONVERT_L6V5U5,
2104 CONVERT_X8L8V8U8,
2105 CONVERT_Q8W8V8U8,
2106 CONVERT_V16U16,
2107 CONVERT_A4L4,
2108 CONVERT_G16R16,
2109 CONVERT_R16G16F,
2110 CONVERT_R32G32F,
2111 CONVERT_D15S1,
2112 CONVERT_D24X4S4,
2113 CONVERT_D24FS8,
2114 } CONVERT_TYPES;
2116 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);
2118 BOOL palette9_changed(IWineD3DSurfaceImpl *This);
2120 /*****************************************************************************
2121 * IWineD3DVertexDeclaration implementation structure
2123 #define MAX_ATTRIBS 16
2125 struct wined3d_vertex_declaration_element
2127 const struct GlPixelFormatDesc *format_desc;
2128 BOOL ffp_valid;
2129 WORD input_slot;
2130 WORD offset;
2131 UINT output_slot;
2132 BYTE method;
2133 BYTE usage;
2134 BYTE usage_idx;
2137 typedef struct IWineD3DVertexDeclarationImpl {
2138 /* IUnknown Information */
2139 const IWineD3DVertexDeclarationVtbl *lpVtbl;
2140 LONG ref;
2142 IUnknown *parent;
2143 IWineD3DDeviceImpl *wineD3DDevice;
2145 struct wined3d_vertex_declaration_element *elements;
2146 UINT element_count;
2148 DWORD streams[MAX_STREAMS];
2149 UINT num_streams;
2150 BOOL position_transformed;
2151 BOOL half_float_conv_needed;
2152 } IWineD3DVertexDeclarationImpl;
2154 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
2156 HRESULT vertexdeclaration_init(IWineD3DVertexDeclarationImpl *This,
2157 const WINED3DVERTEXELEMENT *elements, UINT element_count);
2159 /*****************************************************************************
2160 * IWineD3DStateBlock implementation structure
2163 /* Internal state Block for Begin/End/Capture/Create/Apply info */
2164 /* Note: Very long winded but gl Lists are not flexible enough */
2165 /* to resolve everything we need, so doing it manually for now */
2166 typedef struct SAVEDSTATES {
2167 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
2168 WORD streamSource; /* MAX_STREAMS, 16 */
2169 WORD streamFreq; /* MAX_STREAMS, 16 */
2170 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
2171 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
2172 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
2173 DWORD textures; /* MAX_COMBINED_SAMPLERS, 20 */
2174 DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
2175 WORD pixelShaderConstantsB; /* MAX_CONST_B, 16 */
2176 WORD pixelShaderConstantsI; /* MAX_CONST_I, 16 */
2177 BOOL *pixelShaderConstantsF;
2178 WORD vertexShaderConstantsB; /* MAX_CONST_B, 16 */
2179 WORD vertexShaderConstantsI; /* MAX_CONST_I, 16 */
2180 BOOL *vertexShaderConstantsF;
2181 WORD primitive_type : 1;
2182 WORD indices : 1;
2183 WORD material : 1;
2184 WORD viewport : 1;
2185 WORD vertexDecl : 1;
2186 WORD pixelShader : 1;
2187 WORD vertexShader : 1;
2188 WORD scissorRect : 1;
2189 WORD padding : 1;
2190 } SAVEDSTATES;
2192 struct StageState {
2193 DWORD stage;
2194 DWORD state;
2197 struct IWineD3DStateBlockImpl
2199 /* IUnknown fields */
2200 const IWineD3DStateBlockVtbl *lpVtbl;
2201 LONG ref; /* Note: Ref counting not required */
2203 /* IWineD3DStateBlock information */
2204 IUnknown *parent;
2205 IWineD3DDeviceImpl *wineD3DDevice;
2206 WINED3DSTATEBLOCKTYPE blockType;
2208 /* Array indicating whether things have been set or changed */
2209 SAVEDSTATES changed;
2211 /* Vertex Shader Declaration */
2212 IWineD3DVertexDeclaration *vertexDecl;
2214 IWineD3DVertexShader *vertexShader;
2216 /* Vertex Shader Constants */
2217 BOOL vertexShaderConstantB[MAX_CONST_B];
2218 INT vertexShaderConstantI[MAX_CONST_I * 4];
2219 float *vertexShaderConstantF;
2221 /* primitive type */
2222 GLenum gl_primitive_type;
2224 /* Stream Source */
2225 BOOL streamIsUP;
2226 UINT streamStride[MAX_STREAMS];
2227 UINT streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
2228 IWineD3DBuffer *streamSource[MAX_STREAMS];
2229 UINT streamFreq[MAX_STREAMS + 1];
2230 UINT streamFlags[MAX_STREAMS + 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
2232 /* Indices */
2233 IWineD3DBuffer* pIndexData;
2234 WINED3DFORMAT IndexFmt;
2235 INT baseVertexIndex;
2236 INT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
2238 /* Transform */
2239 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
2241 /* Light hashmap . Collisions are handled using standard wine double linked lists */
2242 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
2243 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
2244 struct list lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
2245 PLIGHTINFOEL *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
2247 /* Clipping */
2248 double clipplane[MAX_CLIPPLANES][4];
2249 WINED3DCLIPSTATUS clip_status;
2251 /* ViewPort */
2252 WINED3DVIEWPORT viewport;
2254 /* Material */
2255 WINED3DMATERIAL material;
2257 /* Pixel Shader */
2258 IWineD3DPixelShader *pixelShader;
2260 /* Pixel Shader Constants */
2261 BOOL pixelShaderConstantB[MAX_CONST_B];
2262 INT pixelShaderConstantI[MAX_CONST_I * 4];
2263 float *pixelShaderConstantF;
2265 /* RenderState */
2266 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
2268 /* Texture */
2269 IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS];
2271 /* Texture State Stage */
2272 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
2273 DWORD lowest_disabled_stage;
2274 /* Sampler States */
2275 DWORD samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
2277 /* Scissor test rectangle */
2278 RECT scissorRect;
2280 /* Contained state management */
2281 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
2282 unsigned int num_contained_render_states;
2283 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
2284 unsigned int num_contained_transform_states;
2285 DWORD contained_vs_consts_i[MAX_CONST_I];
2286 unsigned int num_contained_vs_consts_i;
2287 DWORD contained_vs_consts_b[MAX_CONST_B];
2288 unsigned int num_contained_vs_consts_b;
2289 DWORD *contained_vs_consts_f;
2290 unsigned int num_contained_vs_consts_f;
2291 DWORD contained_ps_consts_i[MAX_CONST_I];
2292 unsigned int num_contained_ps_consts_i;
2293 DWORD contained_ps_consts_b[MAX_CONST_B];
2294 unsigned int num_contained_ps_consts_b;
2295 DWORD *contained_ps_consts_f;
2296 unsigned int num_contained_ps_consts_f;
2297 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
2298 unsigned int num_contained_tss_states;
2299 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
2300 unsigned int num_contained_sampler_states;
2303 extern void stateblock_savedstates_set(
2304 IWineD3DStateBlock* iface,
2305 SAVEDSTATES* states,
2306 BOOL value);
2308 extern void stateblock_copy(
2309 IWineD3DStateBlock* destination,
2310 IWineD3DStateBlock* source);
2312 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
2314 /* Direct3D terminology with little modifications. We do not have an issued state
2315 * because only the driver knows about it, but we have a created state because d3d
2316 * allows GetData on a created issue, but opengl doesn't
2318 enum query_state {
2319 QUERY_CREATED,
2320 QUERY_SIGNALLED,
2321 QUERY_BUILDING
2323 /*****************************************************************************
2324 * IWineD3DQueryImpl implementation structure (extends IUnknown)
2326 typedef struct IWineD3DQueryImpl
2328 const IWineD3DQueryVtbl *lpVtbl;
2329 LONG ref; /* Note: Ref counting not required */
2331 IUnknown *parent;
2332 /*TODO: replace with iface usage */
2333 #if 0
2334 IWineD3DDevice *wineD3DDevice;
2335 #else
2336 IWineD3DDeviceImpl *wineD3DDevice;
2337 #endif
2339 /* IWineD3DQuery fields */
2340 enum query_state state;
2341 WINED3DQUERYTYPE type;
2342 /* TODO: Think about using a IUnknown instead of a void* */
2343 void *extendedData;
2346 } IWineD3DQueryImpl;
2348 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
2349 extern const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl;
2350 extern const IWineD3DQueryVtbl IWineD3DOcclusionQuery_Vtbl;
2352 /* Datastructures for IWineD3DQueryImpl.extendedData */
2353 typedef struct WineQueryOcclusionData {
2354 GLuint queryId;
2355 WineD3DContext *ctx;
2356 } WineQueryOcclusionData;
2358 typedef struct WineQueryEventData {
2359 GLuint fenceId;
2360 WineD3DContext *ctx;
2361 } WineQueryEventData;
2363 /* IWineD3DBuffer */
2365 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
2366 * fixed function semantics as D3DCOLOR or FLOAT16 */
2367 enum wined3d_buffer_conversion_type
2369 CONV_NONE,
2370 CONV_D3DCOLOR,
2371 CONV_POSITIONT,
2372 CONV_FLOAT16_2, /* Also handles FLOAT16_4 */
2375 #define WINED3D_BUFFER_OPTIMIZED 0x01 /* Optimize has been called for the buffer */
2376 #define WINED3D_BUFFER_DIRTY 0x02 /* Buffer data has been modified */
2377 #define WINED3D_BUFFER_HASDESC 0x04 /* A vertex description has been found */
2378 #define WINED3D_BUFFER_CREATEBO 0x08 /* Attempt to create a buffer object next PreLoad */
2379 #define WINED3D_BUFFER_DOUBLEBUFFER 0x10 /* Use a vbo and local allocated memory */
2381 struct wined3d_buffer
2383 const struct IWineD3DBufferVtbl *vtbl;
2384 IWineD3DResourceClass resource;
2386 struct wined3d_buffer_desc desc;
2388 GLuint buffer_object;
2389 GLenum buffer_object_usage;
2390 GLenum buffer_type_hint;
2391 UINT buffer_object_size;
2392 LONG bind_count;
2393 DWORD flags;
2395 UINT dirty_start;
2396 UINT dirty_end;
2397 LONG lock_count;
2399 /* conversion stuff */
2400 UINT conversion_count;
2401 UINT draw_count;
2402 UINT stride; /* 0 if no conversion */
2403 UINT conversion_stride; /* 0 if no shifted conversion */
2404 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
2405 /* Extra load offsets, for FLOAT16 conversion */
2406 UINT *conversion_shift; /* NULL if no shifted conversion */
2409 extern const IWineD3DBufferVtbl wined3d_buffer_vtbl;
2410 const BYTE *buffer_get_memory(IWineD3DBuffer *iface, UINT offset, GLuint *buffer_object);
2411 BYTE *buffer_get_sysmem(struct wined3d_buffer *This);
2413 /* IWineD3DRendertargetView */
2414 struct wined3d_rendertarget_view
2416 const struct IWineD3DRendertargetViewVtbl *vtbl;
2417 LONG refcount;
2419 IWineD3DResource *resource;
2420 IUnknown *parent;
2423 extern const IWineD3DRendertargetViewVtbl wined3d_rendertarget_view_vtbl;
2425 /*****************************************************************************
2426 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
2429 typedef struct IWineD3DSwapChainImpl
2431 /*IUnknown part*/
2432 const IWineD3DSwapChainVtbl *lpVtbl;
2433 LONG ref; /* Note: Ref counting not required */
2435 IUnknown *parent;
2436 IWineD3DDeviceImpl *wineD3DDevice;
2438 /* IWineD3DSwapChain fields */
2439 IWineD3DSurface **backBuffer;
2440 IWineD3DSurface *frontBuffer;
2441 WINED3DPRESENT_PARAMETERS presentParms;
2442 DWORD orig_width, orig_height;
2443 WINED3DFORMAT orig_fmt;
2444 WINED3DGAMMARAMP orig_gamma;
2446 long prev_time, frames; /* Performance tracking */
2447 unsigned int vSyncCounter;
2449 WineD3DContext **context; /* Later a array for multithreading */
2450 unsigned int num_contexts;
2452 HWND win_handle;
2453 } IWineD3DSwapChainImpl;
2455 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
2456 const IWineD3DSwapChainVtbl IWineGDISwapChain_Vtbl;
2457 void x11_copy_to_screen(IWineD3DSwapChainImpl *This, const RECT *rc);
2459 HRESULT WINAPI IWineD3DBaseSwapChainImpl_QueryInterface(IWineD3DSwapChain *iface, REFIID riid, LPVOID *ppobj);
2460 ULONG WINAPI IWineD3DBaseSwapChainImpl_AddRef(IWineD3DSwapChain *iface);
2461 ULONG WINAPI IWineD3DBaseSwapChainImpl_Release(IWineD3DSwapChain *iface);
2462 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetParent(IWineD3DSwapChain *iface, IUnknown ** ppParent);
2463 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain *iface, IWineD3DSurface *pDestSurface);
2464 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, UINT iBackBuffer, WINED3DBACKBUFFER_TYPE Type, IWineD3DSurface **ppBackBuffer);
2465 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *iface, WINED3DRASTER_STATUS *pRasterStatus);
2466 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface, WINED3DDISPLAYMODE*pMode);
2467 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDevice(IWineD3DSwapChain *iface, IWineD3DDevice**ppDevice);
2468 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetPresentParameters(IWineD3DSwapChain *iface, WINED3DPRESENT_PARAMETERS *pPresentationParameters);
2469 HRESULT WINAPI IWineD3DBaseSwapChainImpl_SetGammaRamp(IWineD3DSwapChain *iface, DWORD Flags, CONST WINED3DGAMMARAMP *pRamp);
2470 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetGammaRamp(IWineD3DSwapChain *iface, WINED3DGAMMARAMP *pRamp);
2472 WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
2474 /*****************************************************************************
2475 * Utility function prototypes
2478 /* Trace routines */
2479 const char* debug_d3dformat(WINED3DFORMAT fmt);
2480 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
2481 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
2482 const char* debug_d3dusage(DWORD usage);
2483 const char* debug_d3dusagequery(DWORD usagequery);
2484 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
2485 const char* debug_d3ddeclusage(BYTE usage);
2486 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
2487 const char* debug_d3drenderstate(DWORD state);
2488 const char* debug_d3dsamplerstate(DWORD state);
2489 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
2490 const char* debug_d3dtexturestate(DWORD state);
2491 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
2492 const char* debug_d3dpool(WINED3DPOOL pool);
2493 const char *debug_fbostatus(GLenum status);
2494 const char *debug_glerror(GLenum error);
2495 const char *debug_d3dbasis(WINED3DBASISTYPE basis);
2496 const char *debug_d3ddegree(WINED3DDEGREETYPE order);
2497 const char* debug_d3dtop(WINED3DTEXTUREOP d3dtop);
2498 void dump_color_fixup_desc(struct color_fixup_desc fixup);
2499 const char *debug_surflocation(DWORD flag);
2501 /* Routines for GL <-> D3D values */
2502 GLenum StencilOp(DWORD op);
2503 GLenum CompareFunc(DWORD func);
2504 BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
2505 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);
2506 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype, BOOL ffp_can_disable_proj);
2507 void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2508 void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2509 void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2510 void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2511 void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2512 void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2513 void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2514 void state_fog_fragpart(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2516 void surface_add_dirty_rect(IWineD3DSurface *iface, const RECT *dirty_rect);
2517 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
2518 void surface_load_ds_location(IWineD3DSurface *iface, DWORD location);
2519 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location);
2520 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
2521 void surface_set_texture_name(IWineD3DSurface *iface, GLuint name, BOOL srgb_name);
2522 void surface_set_texture_target(IWineD3DSurface *iface, GLenum target);
2524 BOOL getColorBits(const struct GlPixelFormatDesc *format_desc,
2525 short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
2526 BOOL getDepthStencilBits(const struct GlPixelFormatDesc *format_desc, short *depthSize, short *stencilSize);
2528 /* Math utils */
2529 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
2530 UINT wined3d_log2i(UINT32 x);
2531 unsigned int count_bits(unsigned int mask);
2533 typedef struct local_constant {
2534 struct list entry;
2535 unsigned int idx;
2536 DWORD value[4];
2537 } local_constant;
2539 typedef struct SHADER_LIMITS {
2540 unsigned int temporary;
2541 unsigned int texcoord;
2542 unsigned int sampler;
2543 unsigned int constant_int;
2544 unsigned int constant_float;
2545 unsigned int constant_bool;
2546 unsigned int address;
2547 unsigned int packed_output;
2548 unsigned int packed_input;
2549 unsigned int attributes;
2550 unsigned int label;
2551 } SHADER_LIMITS;
2553 /** Keeps track of details for TEX_M#x# shader opcodes which need to
2554 maintain state information between multiple codes */
2555 typedef struct SHADER_PARSE_STATE {
2556 unsigned int current_row;
2557 DWORD texcoord_w[2];
2558 } SHADER_PARSE_STATE;
2560 #ifdef __GNUC__
2561 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2562 #else
2563 #define PRINTF_ATTR(fmt,args)
2564 #endif
2566 /* Base Shader utility functions. */
2567 int shader_addline(struct wined3d_shader_buffer *buffer, const char *fmt, ...) PRINTF_ATTR(2,3);
2568 int shader_vaddline(struct wined3d_shader_buffer *buffer, const char *fmt, va_list args);
2570 /* Vertex shader utility functions */
2571 extern BOOL vshader_get_input(
2572 IWineD3DVertexShader* iface,
2573 BYTE usage_req, BYTE usage_idx_req,
2574 unsigned int* regnum);
2576 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
2578 /*****************************************************************************
2579 * IDirect3DBaseShader implementation structure
2581 typedef struct IWineD3DBaseShaderClass
2583 LONG ref;
2584 SHADER_LIMITS limits;
2585 SHADER_PARSE_STATE parse_state;
2586 DWORD *function;
2587 UINT functionLength;
2588 UINT cur_loop_depth, cur_loop_regno;
2589 BOOL load_local_constsF;
2590 const struct wined3d_shader_frontend *frontend;
2591 void *frontend_data;
2593 /* Programs this shader is linked with */
2594 struct list linked_programs;
2596 /* Immediate constants (override global ones) */
2597 struct list constantsB;
2598 struct list constantsF;
2599 struct list constantsI;
2600 shader_reg_maps reg_maps;
2602 /* Pointer to the parent device */
2603 IWineD3DDevice *device;
2604 struct list shader_list_entry;
2606 } IWineD3DBaseShaderClass;
2608 typedef struct IWineD3DBaseShaderImpl {
2609 /* IUnknown */
2610 const IWineD3DBaseShaderVtbl *lpVtbl;
2612 /* IWineD3DBaseShader */
2613 IWineD3DBaseShaderClass baseShader;
2614 } IWineD3DBaseShaderImpl;
2616 void shader_buffer_clear(struct wined3d_shader_buffer *buffer);
2617 BOOL shader_buffer_init(struct wined3d_shader_buffer *buffer);
2618 void shader_buffer_free(struct wined3d_shader_buffer *buffer);
2619 void shader_cleanup(IWineD3DBaseShader *iface);
2620 void shader_dump_src_param(const struct wined3d_shader_src_param *param,
2621 const struct wined3d_shader_version *shader_version);
2622 void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
2623 const struct wined3d_shader_version *shader_version);
2624 void shader_generate_main(IWineD3DBaseShader *iface, struct wined3d_shader_buffer *buffer,
2625 const shader_reg_maps *reg_maps, const DWORD *pFunction, void *backend_ctx);
2626 HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, const struct wined3d_shader_frontend *fe,
2627 struct shader_reg_maps *reg_maps, struct wined3d_shader_attribute *attributes,
2628 struct wined3d_shader_signature_element *input_signature,
2629 struct wined3d_shader_signature_element *output_signature, const DWORD *byte_code, DWORD constf_size);
2630 void shader_init(struct IWineD3DBaseShaderClass *shader, IWineD3DDevice *device);
2631 BOOL shader_match_semantic(const char *semantic_name, WINED3DDECLUSAGE usage);
2632 const struct wined3d_shader_frontend *shader_select_frontend(DWORD version_token);
2633 void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe_data, const DWORD *pFunction);
2635 static inline BOOL shader_is_pshader_version(enum wined3d_shader_type type)
2637 return type == WINED3D_SHADER_TYPE_PIXEL;
2640 static inline BOOL shader_is_vshader_version(enum wined3d_shader_type type)
2642 return type == WINED3D_SHADER_TYPE_VERTEX;
2645 static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
2647 switch (reg->type)
2649 case WINED3DSPR_RASTOUT:
2650 /* oFog & oPts */
2651 if (reg->idx != 0) return TRUE;
2652 /* oPos */
2653 return FALSE;
2655 case WINED3DSPR_DEPTHOUT: /* oDepth */
2656 case WINED3DSPR_CONSTBOOL: /* b# */
2657 case WINED3DSPR_LOOP: /* aL */
2658 case WINED3DSPR_PREDICATE: /* p0 */
2659 return TRUE;
2661 case WINED3DSPR_MISCTYPE:
2662 switch(reg->idx)
2664 case 0: /* vPos */
2665 return FALSE;
2666 case 1: /* vFace */
2667 return TRUE;
2668 default:
2669 return FALSE;
2672 case WINED3DSPR_IMMCONST:
2673 switch(reg->immconst_type)
2675 case WINED3D_IMMCONST_FLOAT:
2676 return TRUE;
2677 default:
2678 return FALSE;
2681 default:
2682 return FALSE;
2686 static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
2687 local_constant* lconst;
2689 if(This->baseShader.load_local_constsF) return FALSE;
2690 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2691 if(lconst->idx == reg) return TRUE;
2693 return FALSE;
2697 /*****************************************************************************
2698 * IDirect3DVertexShader implementation structures
2700 typedef struct IWineD3DVertexShaderImpl {
2701 /* IUnknown parts*/
2702 const IWineD3DVertexShaderVtbl *lpVtbl;
2704 /* IWineD3DBaseShader */
2705 IWineD3DBaseShaderClass baseShader;
2707 /* IWineD3DVertexShaderImpl */
2708 IUnknown *parent;
2710 DWORD usage;
2712 /* The GL shader */
2713 void *backend_priv;
2715 /* Vertex shader input and output semantics */
2716 struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
2717 struct wined3d_shader_signature_element output_signature[MAX_REG_OUTPUT];
2719 UINT min_rel_offset, max_rel_offset;
2720 UINT rel_offset;
2722 UINT recompile_count;
2723 } IWineD3DVertexShaderImpl;
2724 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
2726 void find_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct vs_compile_args *args);
2728 /*****************************************************************************
2729 * IDirect3DPixelShader implementation structure
2732 /* Using additional shader constants (uniforms in GLSL / program environment
2733 * or local parameters in ARB) is costly:
2734 * ARB only knows float4 parameters and GLSL compiler are not really smart
2735 * when it comes to efficiently pack float2 uniforms, so no space is wasted
2736 * (in fact most compilers map a float2 to a full float4 uniform).
2738 * For NP2 texcoord fixup we only need 2 floats (width and height) for each
2739 * 2D texture used in the shader. We therefore pack fixup info for 2 textures
2740 * into a single shader constant (uniform / program parameter).
2742 * This structure is shared between the GLSL and the ARB backend.*/
2743 struct ps_np2fixup_info {
2744 unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */
2745 WORD active; /* bitfield indicating if we can apply the fixup */
2746 WORD num_consts;
2749 typedef struct IWineD3DPixelShaderImpl {
2750 /* IUnknown parts */
2751 const IWineD3DPixelShaderVtbl *lpVtbl;
2753 /* IWineD3DBaseShader */
2754 IWineD3DBaseShaderClass baseShader;
2756 /* IWineD3DPixelShaderImpl */
2757 IUnknown *parent;
2759 /* Pixel shader input semantics */
2760 struct wined3d_shader_signature_element input_signature[MAX_REG_INPUT];
2761 DWORD input_reg_map[MAX_REG_INPUT];
2762 BOOL input_reg_used[MAX_REG_INPUT];
2763 unsigned int declared_in_count;
2765 /* The GL shader */
2766 void *backend_priv;
2768 /* Some information about the shader behavior */
2769 char vpos_uniform;
2771 BOOL color0_mov;
2772 DWORD color0_reg;
2774 } IWineD3DPixelShaderImpl;
2776 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
2777 void pixelshader_update_samplers(struct shader_reg_maps *reg_maps, IWineD3DBaseTexture * const *textures);
2778 void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct ps_compile_args *args);
2780 /* sRGB correction constants */
2781 static const float srgb_cmp = 0.0031308f;
2782 static const float srgb_mul_low = 12.92f;
2783 static const float srgb_pow = 0.41666f;
2784 static const float srgb_mul_high = 1.055f;
2785 static const float srgb_sub_high = 0.055f;
2787 /*****************************************************************************
2788 * IWineD3DPalette implementation structure
2790 struct IWineD3DPaletteImpl {
2791 /* IUnknown parts */
2792 const IWineD3DPaletteVtbl *lpVtbl;
2793 LONG ref;
2795 IUnknown *parent;
2796 IWineD3DDeviceImpl *wineD3DDevice;
2798 /* IWineD3DPalette */
2799 HPALETTE hpal;
2800 WORD palVersion; /*| */
2801 WORD palNumEntries; /*| LOGPALETTE */
2802 PALETTEENTRY palents[256]; /*| */
2803 /* This is to store the palette in 'screen format' */
2804 int screen_palents[256];
2805 DWORD Flags;
2808 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
2809 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
2811 /* DirectDraw utility functions */
2812 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
2814 /*****************************************************************************
2815 * Pixel format management
2818 /* WineD3D pixel format flags */
2819 #define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x1
2820 #define WINED3DFMT_FLAG_FILTERING 0x2
2821 #define WINED3DFMT_FLAG_DEPTH 0x4
2822 #define WINED3DFMT_FLAG_STENCIL 0x8
2823 #define WINED3DFMT_FLAG_RENDERTARGET 0x10
2824 #define WINED3DFMT_FLAG_FOURCC 0x20
2825 #define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x40
2826 #define WINED3DFMT_FLAG_COMPRESSED 0x80
2828 struct GlPixelFormatDesc
2830 WINED3DFORMAT format;
2831 DWORD red_mask;
2832 DWORD green_mask;
2833 DWORD blue_mask;
2834 DWORD alpha_mask;
2835 UINT byte_count;
2836 WORD depth_size;
2837 WORD stencil_size;
2839 UINT block_width;
2840 UINT block_height;
2841 UINT block_byte_count;
2843 enum wined3d_ffp_emit_idx emit_idx;
2844 GLint component_count;
2845 GLenum gl_vtx_type;
2846 GLint gl_vtx_format;
2847 GLboolean gl_normalized;
2848 unsigned int component_size;
2850 GLint glInternal;
2851 GLint glGammaInternal;
2852 GLint rtInternal;
2853 GLint glFormat;
2854 GLint glType;
2855 unsigned int Flags;
2856 float heightscale;
2857 struct color_fixup_desc color_fixup;
2860 const struct GlPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt, const struct wined3d_gl_info *gl_info);
2862 static inline BOOL use_vs(IWineD3DStateBlockImpl *stateblock)
2864 return (stateblock->vertexShader
2865 && !stateblock->wineD3DDevice->strided_streams.position_transformed
2866 && stateblock->wineD3DDevice->vs_selected_mode != SHADER_NONE);
2869 static inline BOOL use_ps(IWineD3DStateBlockImpl *stateblock)
2871 return (stateblock->pixelShader
2872 && stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE);
2875 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2876 IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
2878 /* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
2879 #define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
2881 #endif